<<widget "CreateCharacter">>
<!-- charName outfitTemplateName, gearLevel, extraContext{gender:MALE}-->
<<unset $lastCharacter>>
<<set $lastCharacter = setup.charCreation.CreateCharacter(_args[0], _args[1])>>
<</widget>>
<<widget "CreateCharacterFromPool">>
<<set _jobType to _args[0]>>
<<set _level to _args[1]>>
<<set _options to _args[2]>>
<<unset $lastCharacter>>
<<set $lastCharacter = setup.charCreation.CreateCharacterFromPool(_jobType, _level,_options)>>
<</widget>>
<<widget "CreateCharacterFromTemplate">>
<<set _template to _args[0]>>
<<set _level to _args[1]>>
<<unset $lastCharacter>>
<<set $lastCharacter = setup.charCreation.CreateCharacterFromTemplate(_template, _level)>>
<</widget>>
<<widget "createBandit">>
<<CreateCharacterFromPool "BANDIT" $player.level>>
<<set $lastCharacter.coord to $player.coord>>
<</widget>>
<<widget "RequestNPC">>
<<unset $lastCharacter>>
<<set _job to _args[0]>>
<<set _tile to _args[1]>>
<<set _poolNPC to setup.npcUtils.GetRandomNPCData(_job)>>
<<CreateCharacterFromTemplate _poolNPC $player.level>>
<<if def $lastCharacter and def _tile>>
<<run mapUtils.PlaceCharacterOnTile($lastCharacter,_tile)>>
<</if>>
<</widget>><!-- AddGold character gold-->
<<widget "AddGold">>
<<set _args[0].gold+=_args[1]>>
<</widget>>
<<widget "TransferGold">>
<<set _args[0].gold+=_args[1]>>
<<set _args[2].gold-=_args[1]>>
<</widget>>
<<widget "AddSkillExperience">>
<<set _levelUp to setup.CF.AddSkillProgress($player,_args[0],_args[1])>>
<</widget>>
<<widget "ChangeStatus">>
<<run setup.statusUtils.ChangeStatus($player,_args[0],_args[1])>>
<</widget>>
<!-- veste o jogador na melhor roupa possível -->
<<widget CharacterRedress>>
<<set _items to setup.equipped.CharacterRedress($player)>>
<<for _i range _items>>
<p>You equipped <<DisplayItemName _i>>.</p>
<</for>>
<</widget>>
<<widget DisplayCharacterCanvas>>
<<set _char to _args[0]>>
<<set _canvasId to _args[1]>>
<<if _char.race=="HUMAN" and _char.gender=="FEMALE">>
<canvas @id="_canvasId" width="680" height="1380"></canvas>
<<UpdateEnemyDoll _canvasId _char>>
<<else>>
<<set _imgSrc="media/images/icons/units/combat/"+_char.icon>>
<img class="portrait" @id="_canvasId" @src="_imgSrc">
<</if>>
<</widget>><<widget PlayerDoll>>
<canvas id="characterCanvas" width="680" height="1380"></canvas>
<<UpdatePlayerDoll>>
<</widget>>
<<widget UpdatePlayerDoll>>
<<run setup.dollUtils.UpdatePlayerDoll(_args[0])>>
<</widget>>
<<widget UpdateEnemyDoll>>
<<run setup.dollUtils.UpdateEnemyDoll(_args[0],_args[1])>>
<</widget>>
<<widget PlayerDollView>>
<canvas id="characterCanvasView" width="680" height="1380"></canvas>
<<UpdatePlayerDoll "characterCanvasView">>
<</widget>><<set $canMove to false>>
<<if !$menuState>>
<<set $menuState = "menu">>
<</if>>
<<switch $menuState>>
<<case "menu">>
<h3>There are people here that you can interact with:</h3>
<<for _s range _playerTile.charactersHere>>
<<set _npc to setup.npcUtils.GetNPCById(_s)>>
<<capture _npc>>
<<link [["Interact with "+_npc.name | "NPC-interact"]]>>
<<set $menuState = "interact">>
<<set $enemy = _npc>>
<</link>>
<</capture>>
<</for>>
<br><br><<link [["Leave Interaction"|"NPC-interact"]]>>
<<set $menuState = "end">>
<</link>>
<<case "interact">>
<h3>Interacting with <<DisplayNPCName $enemy>>:</h3>
<p>_npcLore.description</p>
<<DisplayNPCInteractionOptions $enemy>>
<br><br><<link [["Leave Interaction"|"NPC-interact"]]>>
<<set $menuState = "end">>
<</link>>
<<case "end">>
<p>You continue on your journey.</p>
<<unset $menuState>>
<<set $canMove to true>>
<</switch>><<widget CheckInterjectionsNPC>>
<<set _checkInterject to {hasInterjected:false}>>
<<for _i,_entry range _charactersNearby>>
<<if !_checkInterject.hasInterjected>>
<<set _checkInterject=setup.npcInteractions.CheckInterjectionNPC(_entry,$player,_playerTile)>>
<<capture _checkInterject>>
<<if _checkInterject.canTalkTo>>
<<CreateLinkTalkToNPC _checkInterject>>
<<elseif _checkInterject.hasInterjected>>
<<set $pagepars to _checkInterject.pagepars>>
<<set $canMove to false>>
<<goto "Interject-player">>
<</if>>
<</capture>>
<</if>>
<</for>>
<</widget>>
<<widget CheckInterjectLocation>>
<<for _i,_entry range _areasNearby>>
<<if !_checkInterject.hasInterjected>>
<<set _checkInterject=setup.npcInteractions.CheckInterjectionLocation(_entry,$player,_playerTile)>>
<</if>>
<<if !_checkInterject.hasInterjected>>
<<capture _entry>>
<<CreateLinkToArea _entry.area>>
<</capture>>
<<else>>
<<ExecuteInterject _checkInterject>>
<</if>>
<</for>>
<</widget>>
<<widget ExecuteInterject>>
<<set _checkInterject to _args[0]>>
<<set $pagepars to _checkInterject.pagepars>>
<<set $canMove to false>>
<<goto "Interject-player">>
<</widget>><<set _npc to setup.npcUtils.GetNPCById($npcId)>>
<h3>You are shopping with _npc.name</h3><br>
<<run setup.shopUtils.CreateShopkeeperInventory(_npc,_playerTile.parenLocation)>>
<<set $shopMode = $shopMode ?? "buy">>
<<if $shopMode=="buy">>
<<set _backpack to setup.backpackUtils.getBackpackFrom(_npc)>>
<<set _buyClass="shop-toggle active">>
<<set _sellClass="shop-toggle">>
<<set _displayMode to 7>>
<<else>>
<<set _backpack to setup.backpackUtils.getBackpackFrom($player)>>
<<set _buyClass="shop-toggle">>
<<set _sellClass="shop-toggle active">>
<<set _displayMode to 8>>
<</if>>
<<ShopTransactions>>
<<ShowShopFooter>>
<div class="loot-container">
<<for _i, _item range _backpack>>
<<if $shopMode=="buy">>
<<set _itemValue to setup.shopUtils.GetSellPrice(_item.item,_npc)>>
<<else>>
<<set _itemValue to setup.shopUtils.GetBuyPrice(_item.item,_npc)>>
<</if>>
<<DisplayItemCard _item.item _displayMode _item.amount _itemValue>>
<</for>>
</div>
<<ShowShopFooter>>
<<set $canMove to false>>
<<set $passageToGo to passage()>>
<<AddActionContinue>><<widget "ShopKeeperOptions">>
<<if ndef _playerTile.shopKeeper>>
<<set _filter to _args[0]>>
<<RequestNPC "TRADER" _playerTile>>
<<set _playerTile.shopKeeper to $lastCharacter.npcId>>
<<run setup.shopUtils.CreateShopkeeperInventory($lastCharacter,$currLocation,_playerTile,_filter)>>
<</if>>
<</widget>>
<<widget "ShowShopFooter">>
<div class="shop-footer">
<div class="shop-gold player-gold">
<button @class="_buyClass" onclick="V.shopMode = 'buy'; SugarCube.Engine.play('Shop-with-npc');">
Player: <strong><<DisplayGold $player.gold>></strong>
</button>
</div>
<div class="shop-gold player-gold">
_npc.name
</div>
<div class="shop-gold trader-gold">
<button @class="_sellClass" onclick="V.shopMode = 'sell'; SugarCube.Engine.play('Shop-with-npc');">
Trader: <strong><<DisplayGold _npc.gold>></strong>
</button>
</div>
</div>
<</widget>>
<<widget "ShopTransactions">>
<<if def $pagepars>>
<<if $pagepars.buyItem>>
<<set _couldBuy to setup.shopUtils.BuyItem($player,$pagepars.loot,1,_npc)>>
<<if _couldBuy.ok>>
<<run setup.charFit.FitItemtoCharacter(_couldBuy.item, $player)>>
You bought <<DisplayItemName _couldBuy.item>>x1.
<<else>>
You couldn't buy <<DisplayItemName _couldBuy.item>>.
<</if>>
<</if>>
<<if $pagepars.buyAll>>
<<set _couldBuy to setup.shopUtils.BuyMax($player,$pagepars.loot,_npc)>>
<<if _couldBuy.ok>>
You bought <<DisplayItemName _couldBuy.item>>x_couldBuy.amount.
<<run setup.charFit.FitItemtoCharacter(_couldBuy.item, $player)>>
<<else>>
You couldn't buy <<DisplayItemName _couldBuy.item>>.
<</if>>
<</if>>
<<if $pagepars.sellItem>>
<<set _couldBuy to setup.shopUtils.BuyItem(_npc,$pagepars.loot,1,$player)>>
<<if _couldBuy.ok>>
You sold <<DisplayItemName _couldBuy.item>>x1.
<<else>>
You couldn't sell <<DisplayItemName _couldBuy.item>>.
<</if>>
<</if>>
<<if $pagepars.sellAll>>
<<set _couldBuy to setup.shopUtils.BuyMax(_npc,$pagepars.loot,$player)>>
<<if _couldBuy.ok>>
You sold <<DisplayItemName _couldBuy.item>>x_couldBuy.amount.
<<else>>
You couldn't sell <<DisplayItemName _couldBuy.item>>.
<</if>>
<</if>>
<<unset $pagepars>>
<</if>>
<</widget>><<set _npc to $talkingTo>>
<<unset $talkingTo>>
<<set $canMove to false>>
<<TalkToNPC _npc>>
<<AddActionContinue>><<set _npcId to $talkingTo>>
<<unset $talkingTo>>
<<set $canMove to false>>
<<set _npc to setup.npcUtils.GetNPCById(_npcId)>>
<<TalkToNPC _npc>>
<<AddActionContinue>><<set _npc to $pagepars.npc>>
<<set _talkingTags to $pagepars.talkingTags>>
<<set $canMove to false>>
<<unset $pagepars>>
<<TalkToNPC _npc _talkingTags>><<set _interjectId to $pagepars.interjectId>>
<<set _npcId to $pagepars.npcId>>
<<set _interjectTags to $pagepars.tags>>
<<unset $pagepars>>
<<set _tree to setup.talkingUtils.GetTalkingTreeById(_interjectId)>>
<<if _npcId>>
<<set _npc to setup.npcUtils.GetNPCById(_npcId)>>
<<else>>
<<set _ret to setup.talkingUtils.GetNPCForTree(_tree,$player)>>
<<set _npc to _ret.npc>>
<!-- for when the player needs to move to meed the npc -->
<<if _ret.roomName>>
<<moveCharToRoom _ret.roomName true "move-to-room">>
<</if>>
<</if>>
<h3>You've been approached by _npc.name - <<=utils.prettyName(_npc.job)>></h3>
<div class="interaction-division">
<div class="characterTab">
<canvas id="talkingCanvas" width="680" height="1380"></canvas>
<<UpdatePlayerDoll "talkingCanvas">>
</div>
<div class="interaction-center-info">
<div id="talk-panel">
<<ShowTalkingTree _npc _tree _interjectTags>>
</div>
<div id="talk-options">
</div>
</div>
<div class="characterTab"><<DisplayCharacterCanvas _npc "targetCanvas" >></div>
</div><<set $canMove to false>>
<<if $intermission.title>>
<h3>$intermission.title</h3>
<</if>>
<<button $intermission.text>>
<<set $canMove to true>>
<<if $intermission.code>>
$intermission.code
<</if>>
<<if $intermission.page>>
<<goto $intermission.page>>
<</if>>
<</button>><<widget InterjectCall>>
<<set _interjectId to _args[0]>>
InterjectCall: _interjectId<br>
<</widget>>
<!-- _checkInterject.npcId _checkInterject.npcName _checkInterject.isOffensive _checkInterject.job>> -->
<<widget "CreateLinkTalkToNPC">>
<!--par:area -->
<<set _talkData to _args[0]>>
<<set _npcId to _talkData.npcId>>
<<set _npcName to _talkData.npcName>>
<<set _offensive to _talkData.isOffensive>>
<<set _job to _talkData.job>>
<<set _talk="Talk to">>
<<if _offensive>>
<<set _talk="Attack">>
<</if>>
<<set _talkMsg to _talk+' '+_npcName+' - '+utils.prettyName(_job)+' (0:10)'>>
<<set _linkCode to "<<pass 10>><<set $talkingTo to '"+_npcId+"'>>">>
<<AddActionLink _talkMsg 'NPC-ID-talkto' _linkCode>>
<</widget>>
<<widget TalkToNPC>>
<<set _npc to _args[0]>>
<<set _extraTags to _args[1]>>
<!--conteudo do chat-->
<h3>Talking with <<DisplayNPCName _npc>> - <<=utils.prettyName(_npc.job)>></h3>
<p>_npcLore.description</p>
<<set _talkingTags to setup.talkingUtils.GenerateTalkingTags(_npc,_playerTile,$player,_extraTags)>>
<div class="interaction-division">
<div class="characterTab">
<canvas id="talkingCanvas" width="680" height="1380"></canvas>
<<UpdatePlayerDoll "talkingCanvas">>
</div>
<div class="interaction-center-info">
<div id="talk-panel">
<<set _talkingTrees to setup.talkingUtils.GetValidTrees(_talkingTags,false)>>
<<ShowTalkingTrees _npc _talkingTrees _talkingTags>>
</div>
<div id="talk-options">
</div>
</div>
<div class="characterTab"><<DisplayCharacterCanvas _npc "targetCanvas" >></div>
</div>
<</widget>>
<!-- força conversação com jogador... -->
<<widget ForceTalkToPlayer>>
<<set _job to _args[0]>>
<<set _tags to _args[1]>>
<<set _emulateNPC to setup.npcUtils.GetRandomNPCDataWithJob(_job)>>
<<set $pagepars to {npc:_emulateNPC,talkingTags:_tags}>>
<<goto "NPC-force-talkto">>
<</widget>>
<<widget UpdateNPC>>
<<set _npc to _args[0]>>
<<if $activeNPCs[_npc.npcId]>>
<<set $activeNPCs[_npc.npcId] to _npc>>
<</if>>
<</widget>>
<<widget KillNPC>>
<<set _npc to _args[0]>>
<<run setup.CF.OnCharacterDeath(_npc,$player)>>
<<set _npc.isAlive to false>>
<<UpdateNPC _npc>>
<<CheckQuestCompletion>>
<</widget>>
<<widget "OnPeopleInteract">>
<<goto "NPC-interact">>
<</widget>>
<<widget "DisplayNPCInteractionOptionsID">>
<<set _npcId to _args[0]>>
<<set _npc to setup.npcUtils.GetNPCById(_npcId)>>
<<DisplayNPCInteractionOptions _npc>>
<</widget>>
<<widget "DisplayNPCInteractionOptions">>
<<unset $talkingOption>>
<<set _npc to _args[0]>>
<<capture _npc>>
<<if setup.npcBehaviours.IsEnemy($player,_npc)>>
<<displayAttackNPC>>
<<else>>
<<displayTalkNPC>>
<</if>>
<</capture>>
<</widget>>
<<widget "displayAttackNPC">>
<<link [["Attack "+_npc.name+ " - "+utils.prettyName(_npc.job) | "Combat-start"]]>>
<<set $enemy to _npc>>
<<run mapUtils.removeCharacterFromTile($enemy,_playerTile)>>
<</link>>
<</widget>>
<<widget "displayTalkNPC">>
<<set _talkingTags to setup.talkingUtils.GenerateTalkingTags(_npc,_playerTile,$player)>>
<<set _displayTrees to setup.talkingUtils.GetValidTrees(_talkingTags)>>
<<if _displayTrees.length gt 0>>
<<link [["Talk to "+_npc.name+" - "+utils.prettyName(_npc.job) | "NPC-talkto"]]>>
<<set $goback to passage()>>
<<set $talkingTo to _npc>>
<</link>>
<</if>>
<</widget>>
<!-- raiz da talking tree-->
<<widget "ShowTalkingTrees">>
<<set _npcHere to _args[0]>>
<<set _trees to _args[1]>>
<<set _talkingTags to _args[2]>>
<<for _i,_tree range _trees>>
<<if setup.talkingUtils.CanTalk(_tree,_npcHere,$player)>>
<<capture _tree>>
<<ShowTalkingTree _npcHere _tree _talkingTags>>
<</capture>>
<</if>>
<</for>>
<</widget>>
<<widget "ShowTalkingTree">>
<<set _npcHere to _args[0]>>
<<set _showTree to _args[1]>>
<<set _talkingTags to _args[2]>>
<<run setup.npcUtils.CreatePronouns(_npcHere)>>
<<if _showTree.roll>>
<<run setup.talkingUtils.rollTree($player,_showTree.roll) >>
<</if>>
<<if _showTree.setVars>>
<<run utils.applySetVars(_showTree.setVars)>>
<</if>>
<<if _showTree.rndRoll>>
<<run utils.applyRandomRoll(_showTree.rndRoll)>>
<</if>>
<<if _showTree.narratorBegin>>
<p class="narrator-bullet">_showTree.narratorBegin</p>
<</if>>
<<if _showTree.repeatFor && !_isRepeating>>
<<RepeatTree _showTree>>
<</if>>
<<if _tree.onShow>>
<<run console.log(">>>>> onShow: "+_tree.onShow)>>
<<print jQuery.wiki(_tree.onShow) >>
<</if>>
<<if _showTree.interject>>
<p class="talking-bullet"><<= setup.talkingUtils.PickOneAnswer(_showTree.interject)>></p>
<</if>>
<<if _showTree.iterateFor>>
<<IterateTree _showTree>>
<<elseif _showTree.say>>
<<ShowPlayerTalking _showTree>>
<<else>>
<<CommonTreeActions _npcHere _showTree _talkingTags>>
<</if>>
<</widget>>
<<widget ShowPlayerTalking>>
<<set _linkTree to _args[0]>>
<<capture _linkTree>>
<<set _talkLink to setup.talkingUtils.PickOneAnswer(_linkTree.say)>>
<div class="talk-link">
<<capture _talkLink>>
<<link _talkLink>>
<<append "#talk-panel">>
<<if _tree.onSay>>
<<run console.log(">>>>> onSay: "+_tree.onSay,_iterate)>>
<<print jQuery.wiki(_tree.onSay) >>
<</if>>
<<UpdatePlayerDoll "talkingCanvas">>
<p class="talking-bullet player">_talkLink</p>
<</append>>
<<run utils.scrollDown("#talk-panel")>>
<<run utils.removeFromPage(".talk-link")>>
<<ReplyTalkingTree _npcHere _linkTree _talkingTags>>
<</link>><br>
<</capture>>
<<if _linkTree.narratorMid>>
<p class="narrator-bullet">_tree.narratorMid</p>
<</if>>
<<if _linkTree.postSAY>>_linkTree.postSAY<</if>>
</div>
<</capture>>
<</widget>>
<<widget CommonTreeActions>>
<<set _npcHere to _args[0]>>
<<set _tree to _args[1]>>
<<set _talkingTags to _args[2]>>
<<if _tree.add_npcTag>>
<<run console.log(">>>> add_npcTag: ",_tree.add_npcTag,_npcHere)>>
<<run _npcHere.tags.pushUnique(_tree.add_npcTag)>>
<</if>>
<<if _tree.remove_npcTag>>
<<run console.log(">>>>remove_npcTag: ",_tree.remove_npcTag)>>
<<set _npcHere.tags=_npcHere.tags.filter(x=>x!=_tree.remove_npcTag)>>
<</if>>
<<if _tree.narratorEnd>>
<p class="narrator-bullet">_tree.narratorEnd</p>
<</if>>
<<if _tree.include>>
<<set _continueTree to _tree>>
<<include _tree.include>>
<</if>>
<<if _tree.goto>>
<<link "Continue">>
<<UpdateNPC _npc>>
<<goto _tree.goto>>
<</link>>
<</if>>
<<if _tree.answers>>
<<ShowTalkingTrees _npcHere _tree.answers _talkingTags>>
<<elseif _tree.finish>>
<<link "Bye!">>
<<OnFinishTree>>
<</link>>
<<elseif _tree.reload>>
<<link "Bye!">>
<<goto cancel-action>>
<</link>>
<</if>>
<</widget>>
<<widget "ReplyTalkingTree">>
<<append "#talk-panel">>
<<set _npcHere to _args[0]>>
<<set _tree to _args[1]>>
<<set _talkingTags to _args[2]>>
<<run console.log(_tree)>>
<<if _tree.reply>>
<<set $npcAnswer to setup.talkingUtils.PickOneAnswer(_tree.reply)>>
<p class="talking-bullet">$npcAnswer</p>
<<if _tree.gotoTree>>
<<set _newTree to setup.talkingUtils.GetTalkingTreeById(_tree.gotoTree)>>
<<ShowTalkingTree _npcHere _newTree _talkingTags>>
<</if>>
<</if>>
<<if _isRepeating>>
<<doRepeatTree>>
<</if>>
<<CommonTreeActions _npcHere _tree _talkingTags>>
<<run utils.scrollDown("#talk-panel")>>
<</append>>
<</widget>>
<!-- chamado sempre que acaba uma talking tree -->
<<widget OnFinishTree>>
<<set $canMove to true>>
<<UpdateNPC _npc>>
<<goto "cancel-action">>
<!--<<checkMovementOptions>>-->
<</widget>>
<<widget GoToIntermission>>
<<set _title to _args[0]>>
<<set _text to _args[1]>>
<<set _page to _args[2]>>
<<set _code to _args[3]>>
<<set $intermission to {title:_title,text:_text,page:_page,code:_code}>>
<<goto Intermission-Text>>
<</widget>><!-- only called from talkingWidgets-->
<!-- picks a tree and repeat x times at once, so the player can select one option -->
<<widget IterateTree>>
<<set _repeatTree to _args[0]>>
<<set _arr to eval(utils.vars2js(_repeatTree.iterateFor))>>
<<for _iterate range _arr>>
<<capture _iterate>>
<<ShowPlayerTalking _repeatTree>>
<</capture>>
<</for>>
<</widget>>
<!-- will show one iterate at a time -->
<<widget RepeatTree>>
<<set _repeatTree to _args[0]>>
<<set _repeatArray to eval(utils.vars2js(_repeatTree.repeatFor))>>
<<set _repeatIndex to 0>>
<<set _repeatTree to _tree>>
<<set _isRepeating to _repeatIndex lt _repeatArray.length>>
<<set _iterate to _repeatArray[_repeatIndex]>>
<<set _repeatIndex++>>
<!--<<append "#talk-panel">>
<<if _isRepeating>>
aaaaaa<<doRepeatTree>>bbbbbb
<</if>>
<</append>>-->
<</widget>>
<<widget doRepeatTree>>
<<set _isRepeating to _repeatIndex lt _repeatArray.length>>
<<if _isRepeating>>
<<set _iterate to _repeatArray[_repeatIndex]>>
<<set _repeatIndex++>>
<<showRepeatTree>>
<<else>>
<<if _repeatTree.finally>>
<<ShowTalkingTrees _npcHere _repeatTree.finally _talkingTags>>
<</if>>
<</if>>
<</widget>>
<<widget showRepeatTree>>
<<ShowTalkingTree _npcHere _repeatTree _talkingTags>>
<</widget>><div class="class-selection-container">
<h1 class="title">Choose Your Archetype</h1>
<p>These serve as a starting point, with different starting skills and stats.</p>
<div class="class-grid">
<<for _arc range setup.metaCharacter.playerStartingOptions.archetypes>>
<<set _onclick to "SugarCube.setup.playerCreation.cardSelected(this,'"+_arc.name+"');">>
<div class="class-card" @onclick="_onclick" @data-class="_arc.name">
<<set _img to "media/images/archetypes/"+_arc.name.toLowerCase()+".png">>
<div class="lower-card">
<h2><<=utils.prettyName(_arc.name)>></h2>
<p>_arc.description</p>
</div>
<img @src="_img" @alt="_arc.name">
</div>
<</for>>
</div>
<button class="confirmButton" id="confirmSelection" onclick="SugarCube.setup.playerCreation.confirmSelection()" disabled>Confirm Selection</button>
</div>
<<TODO "add other archetypes, like civilian, battlemages, etc">><h1 class="title">Before we start...</h1>
<p>
<label>You will be known as <<textbox "$playerSelection.name" $playerSelection.defaultName>> the <<=utils.prettyName($playerSelection.archetype)>>.</label>
</p>
<hr>
<h2 class="sub-title">How do you want to start?</h2>
<label><<radiobutton "$playerSelection.startingItems" "normal" checked>>Normal Starting Items</label><br>
<label title="Reminder: you can be killed in one hit this way."><<radiobutton "$playerSelection.startingItems" "weaponsOnly">>Weapons Only</label><br>
<label title="Reminder: you can be killed in one hit this way." ><<radiobutton "$playerSelection.startingItems" "nude">>No starting items</label>
<hr>
<h2 class="sub-title">Where do you want to start?</h2>
<label><<radiobutton "$playerSelection.whereToStart" "nearCity" checked>>Near a city</label><br>
<label><<radiobutton "$playerSelection.whereToStart" "anywhere">>Random</label>
<hr>
<button class="rejectButton" onclick="utils.GoToLink('character-creation');">Go back</button>
<button class="confirmButton" onclick="SugarCube.setup.playerCreation.confirmName()">Confirm Choices</button>
<<TODO "add more options, specially relating to physical attributes like hair length/color, etc, and game dificulty settings ">><<CreateCharacter $playerSelection.name {"job":"ADVENTURER","gender":"FEMALE","isPlayer":true,archetype:$playerSelection.archetype,playerSelection:$playerSelection}>>
<<set $player to $lastCharacter>>
<<set $player.isCivil to false>>
<<set $player.isPlayer to true>>
<<unset $lastCharacter>>
<<run setup.playerStates.InitPlayer($player) >>
<<set $interjectionsTags to setup.metaCharacter.interjectionsTags>>
<<set $intro to 2>>
<h3>Welcome to <<=constants.GAME_NAME>>!</h3>
<button class="rejectButton" onclick="utils.GoToLink('character-creation');">Go back</button>
<button class="confirmButton" onclick="jQuery.wiki('<<startingRegion>>')">Start the game</button>
<<TODO "say something about the world, about its lore and its laws, also chose where to start (near city, random, etc)">>
<<PlayerDollView>><<widget "PlacePlayerOnGameMap">>
<<set $canMove to true>>
<<if !$playerSelection || !$playerSelection.whereToStart || $playerSelection.whereToStart=="nearCity">>
<<PlacePlayerMap $currRegion 'CITY'>>
<<else>>
<<PlacePlayerMap $currRegion false>>
<</if>>
<<unset $playerSelection>>
<</widget>><<widget "CursesOverlay">>
<h3>Active Spells</h3>
<div class="current-quest-list">
<<listCurrentCurses>>
</div>
<</widget>>
<<widget "listCurrentCurses">>
<<if def $player.curses>>
<<for _i,_curse range $player.curses>>
<<capture _curse>>
<<DisplayCurse _curse>>
<</capture>>
<</for>>
<</if>>
<</widget>>
<<widget "DisplayCurse">>
<<set _q to _args[0]>>
<<set _questCss to "quest-card">>
<<set _cancelText to "">>
<div @class="_questCss">
<div class="notification-title">_q.name</div>
<div class="quest-description">_q.description</div>
<<if _q.cancelContract>>
<<set _cancelContract to setup.lewdity.lewdContractCancel.find(x=>x.name==_q.cancelContract)>>
<<set _cancelCheck to setup.curseManager.GetCancelText($player,_q,_cancelContract)>>
<div class="quest-description">_cancelCheck.text</div>
<</if>>
<<capture _q>>
<</capture>>
</div>
<</widget>>
<<widget "CancelContract">>
<<set _cancelCheck to _args[0]>>
<<run setup.curseManager.CancelContract($player, _cancelCheck)>>
<</widget>><!-- <<ApplyLewdContract 'guild_fee' _contract _cancelContract currRegion>> -->
<<widget "ApplyLewdContract">>
<h3>_randomRestriction.onAgree!</h3>
<<set _reason to _args[0]>>
<<set _contract to _args[1]>>
<<set _cancelContract to _args[2]>>
<<set _location to _args[3]>>
<<run setup.lewdUtils.ApplyContract($player,_reason,_contract,_cancelContract,_location)>>
<</widget>>
<!-- <<RemoveShackle $player _shackle 0>> -->
<<widget "RemoveShackle">>
<<set _character to _args[0]>>
<<set _shackle to _args[1]>>
<<set _cost to _args[2]>>
<<set _npc to _args[3]>>
<<run setup.lewdUtils.RemoveShackle(_character,_shackle,_cost,_npc)>>
<</widget>>
<<widget "OnLewdEvent">>
<<set _event to setup.lewdUtils.GetValidEvent($player)>>
<<if _event>>
_event.name<br>
<hr>
<<WorldDescription _event.descriptions>>
<<if _event.animationInfo>>
<canvas id="sexCanvas" @width="_event.animationInfo.width" @height="_event.animationInfo.height"></canvas>
<<run animationControl.PlayAnimationFromEvent(_event.animationInfo)>>
<</if>>
<hr>
<</if>>
<</widget>><!-- used for actions which may be a crime, like lockpicking and attacking npcs -->
<<widget showSuffixesToAction>>
<<gstealth>>
<<set _isCrime to setup.crimeUtils.IsActionCrimeHere()>>
<<if _isCrime>>
<<gcrime>>
<</if>>
<<set _isAggro to setup.crimeUtils.IsActionAggroHere()>>
<<if _isAggro>>
<<gaggro>>
<</if>>
<</widget>><h3>A new battle has begun!</h3>
<<set $canMove to false>>
<<set $playerTurn = true>>
<<unset _silentCombat>>
<!-- vou usar isso para armazenar buffs/debuffs-->
<<set $enemy.combatStats to {buffs:{},debuffs:{}}>>
<<set $player.combatStats to {buffs:{},debuffs:{}}>>
<<set $combat to {turn:1,log:[]}>>
<<run combatUtils.InitCombat($player,$enemy)>>
<<Combat $enemy>><<Combat $enemy>><h3>You've fled from combat!</h3><br>
<<run mapUtils.PlaceCharacterOnTile($enemy,_playerTile)>>
<<unset $enemy>>
<<AddActionHref 'Combat-end' "Continue on your journey">><h3>You lost the fight against the $enemy.name!</h3><br>
<h4>Now... the consequences...</h4>
<<run setup.CF.RegenPostFight($enemy)>>
<<run setup.CF.RegenPostFightDefeat($player)>>
<<run mapUtils.PlaceCharacterOnTile($enemy,_playerTile)>>
<<set _lostEvent to "OnCombatLost_"+$enemy.race_type>>
<<CheckEvent _lostEvent>>
<<CombatEnd>><h3>You won the fight against the $enemy.name!</h3><br>
<<KillNPC $enemy>>
<<run mapUtils.removeCharacterFromTile($enemy,_playerTile)>>
<<set _eventName to "OnCombatVictory_"+$enemy.race_type>>
<<CheckEvent _eventName>>
<<CheckEvent "OnCombatVictory">>
<<CombatEnd>>
<!--
[["You can loot the enemy"|"Combat-loot"]]<br>
[["Continue on your journey"|"Combat-end"]]
-->
<<AddActionHref 'Combat-loot' "You can loot the enemy...">>
<<AddActionHref 'Combat-end' "Continue on your journey">>
<<if _playerTile.itemsHere.length gt 0>>
<<set _pars to {playerAction:"LootGround"}>>
<<AddActionHref 'Tile-Action' "Grab items on the ground" _pars>>
<</if>><<CombatEnd>><h1 class="title">You have fallen</h1>
<<WorldDescribe "The strength leaves your body. The sounds of battle fade. Whatever you were fighting for, it ends here — at least for now.">>
<<set $canMove to false>>
<br><br>
<button class="confirmButton" onclick="utils.GoToLink('Start');">Start a new Game</button><<widget "CombatScreen">>
<div id="combat-screen">
<!-- TOPO -->
<div class="interaction-division">
<<CombatantStatus $player "player">>
<div class="interaction-center-info">
<div class="turn-label">Round</div>
<div class="turn-number"><<print $combat.turn>></div>
</div>
<<CombatantStatus $enemy "enemy">>
</div>
</div>
<</widget>>
<<widget "CombatantStatus">>
<<set _c = _args[0]>>
<<set _tipo = _args[1]>>
<<set _class to "characterTab "+_tipo>>
<div @class="_class">
<<set _buffs to combatUtils.GetBuffs(_c)>>
<<set _debuffs to combatUtils.GetDebuffs(_c)>>
<<set _itemsOnFire to combatUtils.GetItemsOnFire(_c)>>
<div class="status-effects">
<<for _b range _buffs>>
<<if !combatConsts.HIDDEN_BUFFS.contains(_b.name)>>
<span class="buff" @title="_b.name"><<buffIcon _b.name>>_b.current</span>
<</if>>
<</for>>
<<for _d range _debuffs>>
<<if !combatConsts.HIDDEN_BUFFS.contains(_d.name)>>
<span class="debuff" @title="_d.name"><<buffIcon _d.name>> _d.current</span>
<</if>>
<</for>>
<<for _d range _itemsOnFire>>
<span class="debuff" @title="_d"><<buffIcon "itemOnFire">></span>
<</for>>
</div>
<<if _tipo=="enemy">>
<<DisplayCharacterCanvas _c "enemyCanvas" >>
<<else>>
<canvas id="combatCanvas" width="680" height="1380"></canvas>
<<UpdatePlayerDoll "combatCanvas">>
<</if>>
<div class="weapons">
<<set _prevWeapon to false>>
<<DisplayWeaponHand _c "LEFT_HAND">>
<<DisplayWeaponHand _c "RIGHT_HAND">>
</div>
<div class="name"><<=_c.name>> <_c.archetype></div>
<div class="bars">
<<ResourceBar "health" "HP" _c.resources.health.current _c.resources.health.max>>
<<ResourceBar "mana" "MP" _c.resources.mana.current _c.resources.mana.max>>
<<ResourceBar "stamina" "STA" _c.resources.stamina.current _c.resources.stamina.max>>
</div>
</div>
<</widget>>
<<widget DisplayWeaponHand>>
<<set _c to _args[0]>>
<<set _slot to _args[1]>>
<<set _item to setup.equipped.GetItemAtSlot(_c, _slot)>>
<<if _item && _item.name != _prevWeapon>>
<<if _prevWeapon>>
<span> / </span>
<</if>>
<<set _prevWeapon to _item.name>>
<<DisplayItemName _item>>
<</if>>
<</widget>>
<<widget "ResourceBar">>
<<set _type = _args[0]>>
<<set _label = _args[1]>>
<<set _cur = _args[2]>>
<<set _max = _args[3]>>
<<set _teste to _args>>
<<set _pct = _max > 0 ? Math.floor((_cur / _max) * 100) : 0>>
<<set _fillClass to "fill">>
<<if _pct < 25>>
<<set _fillClass to "fill low">>
<</if>>
<<set _resourceBarClass to "resource-bar "+_type>>
<<set _resourceBarStyle to "width: "+_pct+"%">>
<div @class="_resourceBarClass">
<div @class="_fillClass" @style="_resourceBarStyle"></div>
<div class="label">
<<=_label>> <<=_cur>> / <<=_max>>
</div>
</div>
<</widget>>
<<widget "ShowCombatLog">>
<<set _max = 10>>
<<set _log = $combat.log>>
<<set _start = Math.max(0, _log.length - _max)>>
<div class="combat-log">
<<for _i = _log.length - 1; _i >= _start; _i-- >>
<<set _entry = _log[_i]>>
<div class="log-entry <<=_entry.isOffensive ? 'offensive' : 'defensive'>>">
<span class="turn">[Turno <<=_entry.turn>>]</span>
<<if _entry.isOffensive>>
<<set _miscClass to "text debuff">>
<<else>>
<<set _miscClass to "text buff">>
<</if>>
<<if _entry.type=="MISC">>
<span @class="_miscClass">
<b><<=_entry.character>></b> - <<=_entry.log>>
</span>
<<elseif _entry.stunned>>
<span @class="_miscClass">
<b><<=_entry.attacker>></b> - couldn't act this turn.
</span>
<<elseif _entry.stunnedLog>>
<span @class="_miscClass">
<b><<=_entry.attacker>></b> - did something this turn while you were stunned.
</span>
<<else>>
<<set _actionPreffixLog to "">>
<<if _entry.isConfused>>
<<set _actionPreffixLog to " was confused and">>
<</if>>
<span @class="_miscClass">
<b><<=_entry.attacker>></b>_actionPreffixLog used
<i><<=_entry.attackName>></i>
<<if _entry.defender !=_entry.attacker>>on <b><<=_entry.defender>></b><</if>>
<<if _entry.damage!=0>>
causing <span class="damage"><<=_entry.damage>></span> <<if _entry.isOffensive>>damage<<else>>healing<</if>>
<</if>>
<<if _entry.critical>> <span class="critical">CRITICAL!</span><</if>>
<<if _entry.defended>> <span class="defended">(Defended)</span><</if>>
</span>
<</if>>
</div>
<</for>>
</div>
<</widget>>
<<widget "CombatActions">>
<<set _isStunned to _args[0]>>
<<set _actions = combatUtils.SortActions($player.actions)>>
<<set $player.actions to _actions>>
<div class="combat-actions">
<<if _isStunned>>
<button
@class="_btnClass"
@data-action="_actName"
@data-name="_actDescName"
@data-desc="_actDesc"
@data-effects="_suffix" onclick="combatUtils.OnStunnedPlayerAction(V.player, V.enemy,this)">
You are unable to act
</button>
<<else>>
<<set _equipmentTags to setup.equipped.GetAllEquippedTags($player)>>
<<for _actName,_actCharacter range _actions>>
<<set _actData to setup.actionsUtils.GetActionById(_actName)>>
<<set _usavel = combatUtils.CheckActionUsable($player,_actCharacter,_actData,$enemy,false,_equipmentTags)>>
<<set _localActionName = setup.actionsUtils.GetActionName(_actData,$player,$enemy)>>
<<set _suffix to setup.actionsUtils.GetActionSuffix($player,_actData,$enemy)>>
<<set _actDescName to _actData.simpleName>>
<<set _actDesc to _actData.description>>
<<set _btnClass to "action attack has-tooltip ">>
<<set _btnClass+=_actData.isOffensive?" offensive":"defensive">>
<<if _usavel.canUse>>
<button
@class="_btnClass"
@data-action="_actName"
@data-name="_actDescName"
@data-desc="_actDesc"
@data-effects="_suffix" onclick="combatUtils.OnPlayerAction(V.player, V.enemy,this)">
<<buffIcon _actName>>
<<=_actData.name>>
</button>
<<else>>
<<if $miscData.showUnavailableActions && (!_actData.itemDependent || _actCharacter.cooldown>0) >>
<<set _btnClass = "action attack has-tooltip disabled">>
<button
disabled
@data-name="_actDescName"
@data-desc="_actDesc"
@class="_btnClass">
<<buffIcon _actName>>
<<=_actData.name>>
</button>
<</if>>
<</if>>
<</for>>
<</if>>
<!--<button class="action attack">⚔️ Ataque</button>
<button class="action magic">🔥 Magia</button>
<button class="action heal">✨ Cura</button>
<button class="action item">🧪 Poção</button>
<button class="action misc">🎭 Ações</button>-->
<div><<checkbox "$miscData.showUnavailableActions" false true>>Show unavailable actions?</div>
</div>
<</widget>><<widget OnDeath>>
<<goto "player-death">>
<</widget>>
<<widget Attack-target>>
<<set _npc to _args[0]>>
<<if !_npc.npcId>>
<!-- instanciando template... -->
<<CreateCharacterFromTemplate _npc $player.level>>
<<set _npc to $lastCharacter>>
<</if>>
<<set $enemy to _npc>>
<<set $enemy.source="attack-target">>
<<goto "Combat-start">>
<</widget>>
<<widget "OnBanditAmbush">>
OnBanditAmbush!<br>
<<createBandit>>
<<set $enemy to $lastCharacter>>
<<goto "Combat-start">>
<</widget>>
<<widget "Combat">>
<!-- =============================
END OF COMBAT CHECK
============================== -->
<<set $canMove to false>>
<<if $player.resources.health.current <= 0>>
<<run combatUtils.OnFinishCombat($player,$enemy)>>
<<CombatScreen $enemy>>
<div class="combat-middle">
<<ShowCombatLog>>
</div>
<button
class="action attack"
onclick="SugarCube.Engine.play('Combat-defeat')">
You lost the battle!
</button>
<<elseif $enemy.resources.health.current <= 0>>
You won the battle!
<<run combatUtils.OnFinishCombat($player,$enemy)>>
<<CombatScreen $enemy>>
<div class="combat-middle">
<<ShowCombatLog>>
</div>
<button
class="action attack"
onclick="SugarCube.Engine.play('Combat-victory')">
You won the battle!
</button>
<<else>>
<<CombatTurn>>
<</if>>
<</widget>>
<<widget "CombatTurn">>
<!-- =============================
PLAYER TURN
============================== -->
<<if $playerTurn>>
<<run combatUtils.CombatStatRecover($player,$enemy)>>
<<set $combat.turn++>>
<<CombatScreen $enemy>>
<<run combatUtils.InitCombatLog($player,$combat.turn)>>
<<if combH.IsFleeing($player)>>
<<run combatUtils.OnFinishCombat($player,$enemy)>>
<<goto "Combat-flee">>
<<else>>
<<set _isStunned to combH.IsUnableToAct($player)>>
<<set _actions = $player.actions>>
<!-- BASE -->
<div class="combat-bottom">
<<CombatActions _isStunned>>
</div>
<</if>>
<</if>>
<!-- =============================
ENEMY TURN (AI)
============================== -->
<<if !$playerTurn>>
<<run combatUtils.CombatStatRecover($enemy,$player)>>
<<run combatUtils.InitCombatLog($enemy,$combat.turn)>>
<<if !combH.IsUnableToAct($enemy)>>
<<run combatUtils.Combat_EnemyTurn($enemy, $player)>>
<<else>>
<<set combatUtils.SetCombatLogStunned()>>
<</if>>
<<set $playerTurn = true>>
<<goto "Combat-turn">>
<<CombatScreen $enemy>>
<</if>>
<div class="combat-middle">
<<ShowCombatLog>>
</div>
<</widget>>
<<widget "CombatEnd">>
<<unset $combatLog>>
<<set $canMove to true>>
<</widget>><<widget "OnCombatDefeatShackled">>
<<run setup.lewdUtils.ShackleCharacter($player)>>
<</widget>>
<<widget "OnCombatDefeatStripped">>
<<set _items to setup.equipped.GetStrippableItems($player)>>
<<for _i,_item range _items>>
<<if utils.randomInt(0,100) lt V.options.combat_PLAYER_DEFEAT_STRIP_ITEM>>
<<if setup.equipped.UnequipItem($player, _item, false)>>
You've been stripped of your <<DisplayItemName _item>>...<br>
<<run setup.backpackUtils.AddItemToCharacter($enemy,_item,1)>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget "OnCombatDefeatFullyStripped">>
<<set _items to setup.equipped.GetStrippableItems($player)>>
<<for _i,_item range _items>>
<<if setup.equipped.UnequipItem($player, _item, false)>>
You've been stripped of your <<DisplayItemName _item>>...<br>
<<run setup.backpackUtils.AddItemToCharacter($enemy,_item,1)>>
<</if>>
<</for>>
<</widget>>
<<widget "OnFullStrip">>
<<set _items to setup.equipped.GetStrippableItems($player)>>
<<for _i,_item range _items>>
<<run setup.equipped.UnequipItem($player, _item, true)>>
<</for>>
<</widget>>
<<widget "OnCombatDefeatGoldStolen">>
$enemy.name has looted <<DisplayGold $player.gold>> from you!<br>
<<TransferGold $enemy $player.gold $player>>
<</widget>>
<<widget "OnMonsterImplosion">>
<<set _tot to setup.combatCalcs.DamageAllGear($player,90,3)>>
<<run setup.equipped.UnequipAll($enemy,false)>>
<<run setup.backpackUtils.RemoveAllWearableItemsFromCharacter($enemy)>>
<</widget>><<widget "EventDispatcher">>
<<CheckEvent _args[0]>>
<<switch _args[0]>>
<<case "OnCampHere">>
<<OnCampHere>>
<<case "OnBanditAmbush">>
<<OnBanditAmbush>>
<<case "OnMessWithInventory">>
<<run setup.lewdUtils.MessWithInventory($player)>>
<<case "OnPrankStripNaked">>
<<run setup.lewdUtils.PrankStripNaked($player)>>
<<case "OnDeath">>
<<OnDeath>>
<<case "OnLootGround">>
<<OnLootGround>>
<<case "OnPondActions">>
<<OnPondActions>>
<<case "OnLewdEvent">>
<<OnLewdEvent>>
<<case "OnCombatDefeatStripped">>
<<OnCombatDefeatStripped>>
<<case "OnCombatDefeatShackled">>
<<OnCombatDefeatShackled>>
<<case "OnCombatDefeatGoldStolen">>
<<OnCombatDefeatGoldStolen>>
<<case "OnMonsterImplosion">>
<<OnMonsterImplosion>>
<<case "EventFoundGold">>
<<EventFoundGold>>
<<case "OnPeopleInteract">>
<<OnPeopleInteract>>
<<case "EventGearDamage">>
<<EventGearDamage>>
<<case "OnForageArea">>
<<OnForageArea>>
<<default>>
<<DisplayError "EventDispatcher: Unknown event: ">>_args[0] !
<</switch>>
<</widget>><<if def $pagepars>>
<<run mapUtils.markActionAsUsedOnTile($pagepars.playerAction,_playerTile)>>
<<set _action to setup.eventData.ActionsOnMap.find(x=>x.name==$pagepars.playerAction)>>
<<EventDispatcher _action.dispatchEvent>>
<</if>><<set $canMove to true>>
<<if def _playerTile && def _playerTile.room_type>>
<<goto "move-to-room">>
<<else>>
<<goto "move-to">>
<</if>><<set $canMove to false>>
<<if !$campState>>
<<set $campState = "menu">>
<</if>>
<<MenuStart "campingMenu" "<<ShowCampingOptions>>">>
<<ShowCampingOptions>>
<<MenuEnd>><<widget ShowCampingOptions>>
<<set _validRecipes to foodUtils.GetValidRecipes($player,"FOOD")>>
<<set _repairableItems to setup.equipped.GetRepairableItems($player)>>
<<set _hasSewingKit to setup.backpackUtils.GetItemByName($player,constants.ITEM_SEWING_KIT)>>
<<set _repairReason to "">>
<<if _repairableItems.length gt 0>>
<<if !_hasSewingKit>>
<<set _repairReason to "No "+constants.ITEM_SEWING_KIT+" found.">>
<</if>>
<<else>>
<<set _repairReason to "No damaged item">>
<</if>>
<<set _foodItems to setup.backpackUtils.GetItemsByType($player,constants.ITEM_TYPE_FOOD)>>
<<AddMenu "Prepare Food" "<<CampPrepareFood>>" "" eval("T.validRecipes.length>0?'':'No ingredients found'")>>
<<AddMenu "Repair Items" "<<CampRepairItems>>" "" _repairReason>>
<<AddMenu "Eat Food" "<<CampEatFood>>" "" eval("T.foodItems.length>0?'':'No found found'")>>
<<AddMenu "Sleep" "<<DisplaySleepOptions OnCampSleep>>" "" "">>
<<AddMenu "Leave Camp" "<<OnLeaveCamp>>" "" "">>
<</widget>>
<<widget OnLeaveCamp>>
<p>You pack your belongings and leave the camp.</p>
<<unset $campState>>
<<set $canMove to true>>
<<goto cancel-action>>
<</widget>>
<<widget "DisplaySleepOptions">>
<<set _page to State.passage>><!-- CampingAction-->
<<set _onSleepEvent to _args[0]>>
<p>How long do you want to sleep?</p>
<ul>
<li>
<<link [["Sleep 4 hours"|_page]]>>
<<run setup.CF.characterSleep($player,4)>>
<<CheckEvent _onSleepEvent>>
<</link>><<lfatigue>>
</li>
<li>
<<link [["Sleep 8 hours"|_page]]>>
<<run setup.CF.characterSleep($player,8)>>
<<CheckEvent _onSleepEvent>>
<</link>><<lfatigue>>
</li>
<<if $isEvening>>
<li>
<<link [["Sleep until morning"|_page]]>>
<<run setup.CF.characterSleep($player,-1)>>
<<CheckEvent _onSleepEvent>>
<</link>><<lfatigue>>
</li>
<</if>>
<<if setup.statusUtils.GetStatus($player,"fatigue") gt 0>>
<li>
<<link [["Sleep until fully rested"|_page]]>>
<<run setup.CF.characterSleep($player,-2)>>
<<CheckEvent _onSleepEvent>>
<</link>><<llfatigue>>
</li>
<</if>>
</ul>
<</widget>>
<<widget "ShowDrinkOptions">>
<<link "Eat and drink">>
<<if !$showCampEat>>
<<set $showCampEat = true>>
<<replace "#camp-panel">>
<<CampEatFood>>
<</replace>>
<<else>>
<<set $showCampEat = false>>
<<replace "#camp-panel">>
<!-- limpa o conteúdo -->
<</replace>>
<</if>>
<</link>>
<div id="camp-panel"></div>
<</widget>>
<<widget "OnCampHere">>
<<goto "CampingAction">>
<</widget>>
<<widget "CampRepairItems">>
<<if def $pagepars and $pagepars.repairItem>>
<<ExecuteItemAction "repair" $pagepars.loot>>
<<unset $pagepars>>
<</if>>
<<set _repairableItems to setup.equipped.GetRepairableItems($player)>>
<div class="loot-container">
<<for _i, _item range _repairableItems>>
<<DisplayItemCard _item 6>>
<</for>>
</div>
<</widget>>
<<widget "CampEatFood">>
<<set _effectsMult to _args[0] || 1>>
<<if def $pagepars and $pagepars.eatFood>>
<<ExecuteItemAction "eat" $pagepars.loot>>
<<unset $pagepars>>
<</if>>
<<set _items to setup.backpackUtils.GetItemsByType($player,constants.ITEM_TYPE_FOOD)>>
<div class="loot-container">
<<for _i, _itemBackpack range _items>>
<<set _item to _itemBackpack.item>>
<<DisplayItemCard _item 5 _itemBackpack.amount>>
<</for>>
</div>
<</widget>>
<<widget "CampPrepareFood">>
<<if def $pagepars and $pagepars.makeRecipe>>
<<set _item to setup.giu.SearchGameItemByName($pagepars.loot)>>
<<set _recipe to _validRecipes.find(x=>x.outputItem==$pagepars.loot)>>
<<if _recipe>>
Cooking <<DisplayItemName _item>> x 1...
<<run foodUtils.ConsumeRecipe($player,_recipe)>>
<<pass 10>>
<<AddSkillExperience "cooking" _item.value>>
<<else>>
<<DisplayWarn "Not enough resources to cook ">><<DisplayItemName _item>>.
<</if>>
<<unset $pagepars>>
<</if>>
<<if def $pagepars and $pagepars.cookAll>>
<<set _item to setup.giu.SearchGameItemByName($pagepars.loot)>>
<<set _recipe to _validRecipes.find(x=>x.outputItem==$pagepars.loot)>>
<<set _total to 0>>
<<for _i to 0; _i lt 1000; _i++>>
<<set foodUtils.ConsumeRecipe($player,_recipe)>>
<<pass 10>>
<<AddSkillExperience $player "cooking" _item.value>>
<<set _total+=1>>
<<set _validRecipes to foodUtils.GetValidRecipes($player)>>
<<set _recipe to _validRecipes.find(x=>x.outputItem==$pagepars.loot)>>
<<if !_recipe>>
<<set _i to 10000>>
<</if>>
<</for>>
Cooking <<DisplayItemName _item>> x _total...
<<unset $pagepars>>
<</if>>
<div class="loot-container">
<<for _i, _recipe range _validRecipes>>
<<set _item to setup.giu.SearchGameItemByName(_recipe.outputItem)>>
<<DisplayItemCard _item 4 _recipe.requires>>
<</for>>
</div>
<</widget>><<widget "OnPondActions">>
<<set _page to State.passage>><!-- CampingAction-->
<<set $canMove to false>>
<p>What do you want to do here?</p>
<<MenuStart "pondMenu" "<<ShowPondOptions>>">>
<<ShowPondOptions>>
<<MenuEnd>>
<</widget>>
<<widget ShowPondOptions>>
<<set _isThereFish to _playerTile.resourcesHere.current>0>>
<<AddMenu "Strip" "<<OnStripAndSaveSet>>" "" eval("V.player.isNude?'Already nude':''")>>
<<AddMenu "Put your clothes back on" "<<OnRedressFromSavedSet>>" "" eval("!V.player.isNude?'Already dressed':''")>>
<<set _canTakeBath to ($player.isFullyNude)?'':'Must undress first'>>
<<AddMenu "Take a bath" "<<OnTakeBath pond>>" "" _canTakeBath>>
<<AddMenu "Fish for a while" "<<OnFishingArea>>" "" eval("T.isThereFish?'':'No more fish in the area'")>>
<<set _currentlyEmpty to setup.backpackUtils.CountItem(setup.backpackUtils.GetItemWithTag($player,constants.ITEMS.BOTTLE_TAG))>>
<<set _currentlyFilled to setup.backpackUtils.CountItem(setup.backpackUtils.GetItemWithTag($player,constants.ITEMS.THIRST_TAG))>>
<<set _bottleMsg to "Fill a bottle of water (currently have "+_currentlyFilled+" water bottles)">>
<<AddMenu _bottleMsg "<<OnFillVessels>>" "" eval("T.currentlyEmpty>0?'':'No empty bottles'")>>
<<AddMenu "Continue on your journey" "" "Combat-end">>
<</widget>>
<<widget OnTakeBath>>
<<set _eventName to "OnTakeBath_"+_args[0]>>
<p>You take a relaxing bath.</p>
<<set $player.isRecovering = true>>
<<set _bathTime to constants.BATH_TIME>>
<<pass _bathTime>>
<<run setup.CF.RegenHourly($player, _bathTime / 60)>>
<<set $player.isRecovering = false>>
<<run setup.playerStates.OnTakeBath($player)>>
<<CheckEvent _eventName>>
<</widget>>
<<widget OnFillVessels>>
<<set _bottle to setup.backpackUtils.GetItemWithTag($player,constants.ITEMS.BOTTLE_TAG)>>
<p>You fill a empty _bottle.item.name</p>
<<run foodUtils.ConsumeRecipeByName($player,constants.ITEMS.RECIPE_FILL_BOTTLE)>>
<<RefreshMenu>>
<</widget>><<set $prison to setup.crimeUtils.GetPrison(currRegion)>>
<<ChangePlayerLocation $prison>>
<h3>$prison.name</h3>
<!-- <<set _prisonEntrance to roomUtils.GetRoomByType($prison,locationConsts.roomTypes.BARRACKS_MAIN)>>
<<moveCharToRoom _prisonEntrance.simpleName true "move-to-room">>-->
<<set $canMove to false>>
<<WorldDescribe "The iron door slams shut behind you. The smell hits first — damp stone, rust, and something you'd rather not name.">>
<<link [["'Hey. New blood. Move it. I haven't got all day.'"|"prison-talk"]]>>
<</link>>
<<WorldDescribe "The guard at the end of the corridor taps his spear against the floor.">>
<p>You better start soon...</p><<set $prisonTime to setup.crimeUtils.StartPrisonTimer($player,$prison)>>
<<set _checkInterject= setup.npcInteractions.ForceInterjection($player, $prison,["prison","arrested"])>>
<<if !_checkInterject.hasInterjected>>
<<DisplayError "Interjection must happen">>
<</if>>
<<ExecuteInterject _checkInterject>><h3>You enter your prison cell</h3>
<<set $prisonCell to roomUtils.GetRoomByType($prison,locationConsts.roomTypes.PRISON_CELL)>>
<<moveCharToRoom $prisonCell.simpleName true "move-to-room">>
<<set $canMove to true>>
<<goto move-to-room>><<run utils.RemoveTag($player, tagConsts.TAG_PRISONER)>>
<<run utils.AddTag($player, tagConsts.TAG_BEING_RELEASED)>>
<<set _checkInterject= setup.npcInteractions.ForceInterjection($player, $prison,["prison","release"])>>
<<if !_checkInterject.hasInterjected>>
<<DisplayError "Interjection must happen">>
<</if>>
<<ExecuteInterject _checkInterject>><<set $canMove to true>>
<<unset $prisonChest>>
<<unset $prisonCell>>
<<unset $prison>>
<<unset $prisonTime>>
<<goto move-to-room>><<widget AddBounty>>
<<set _value to _args[0]>>
<<run setup.crimeUtils.AddBountyToNearestCity($player.coord,_value)>>
<</widget>>
<<widget AddLockpickBounty>>
<<run setup.crimeUtils.AddBountyToNearestCity($player.coord,constants.crimeConsts.LOCKPICK_BOUNTY)>>
<</widget>>
<<widget PayBribe>>
<<set _bribeValue to _args[0]>>
<<run console.log(">>>> bribe:",_bribeValue)>>
<<TransferGold _npc _bribeValue $player>>
<</widget>>
<<widget ArrestPlayer>>
<<set _city to mapUtils.GetNearestCityToCoord($player.coord)>>
<<if _city.simpleName != currRegion.simpleName>>
<<EnterCity _city.simpleName true>>
<</if>>
<<goto "prison-start">>
<</widget>>
<<widget PayBounty>>
<<run setup.crimeUtils.PayBountyNearestCity($player)>>
<</widget>>
<!-- <<CheckCrimeAggro _location "Someone heard you while lockpicking... " ["lockpick",$lockpickTarget.type]>> -->
<<widget "CheckCrimeAggro">>
<<set _location to _args[0]>>
<<set _notifText to _args[1]>>
<<set _crimeTags to _args[2]>>
<<set _aggroCheck to setup.npcUtils.AggroCheck($player,_location)>>
<<if !_aggroCheck>>
<<set _checkInterject= setup.npcUtils.AggroNPCNearbyInterject($player,_location,_crimeTags)>>
<<if _checkInterject.hasInterjected>>
<<PushImportant _notifText>>
<<ExecuteInterject _checkInterject>>
<</if>>
<</if>>
<</widget>>
<<widget ShowPrisonCellOptions>>
<<if $player.tags.contains(tagConsts.TAG_PRISONER)>>
<<set _timeToRelease to setup.crimeUtils.TimeUntilRelease()>>
<<if _timeToRelease.canBeReleased>>
<<WorldDescribe "Your prison time is over.">>
<<link [[Call the guard to release you.|"prison-end"]]>>
<</link>>
<<else>>
<<set _prisonTime="You still have "+_timeToRelease.timeLeft+" left in your prison time.">>
<<WorldDescribe _prisonTime>>
<</if>>
<<TODO "I will add another options and events here">>
<</if>>
<</widget>><!-- disparado sempre que o player entra em um novo tile:
<<OnTileEntered _playerTile>> -->
<<widget "OnTileEntered">>
<<set _tile to _args[0]>>
<<CheckEvent "OnTileEntered">>
<</widget>>
<<widget "CheckEvent">>
<<set _event to _args[0]>>
<<set $miscData.checkedEvents.pushUnique(_event)>>
<<set _onEvent to setup.EH.CheckValidEvents(_event)>>
<!--
<<set _possibleEvent to setup.eventData.OnEvents.find(x=>x.name==_event)>>
<<if def _possibleEvent>>
<<set _events to []>>
<<set _unluckEvents to []>>
<<for _e range _possibleEvent.ValidEvents>>
<<set _event to setup.eventData.EventTypes.find(x=>x.name==_e)>>
<<run _filtroEvent=eval(_event.extraFilters)>>
<<if _filtroEvent>>
<<set _events.push(_event)>>
<</if>>
<</for>>
-->
<<if _onEvent.events.length gt 0>>
<<ShouldTriggerEvent _onEvent>>
<</if>>
<</widget>>
<<widget "ShouldTriggerEvent">>
<<set _events to _args[0]>>
<<set _eventTriggered to setup.EH.ShouldTriggerAnyEvent(_events)>>
<<if def _eventTriggered>>
<<TriggerEvent _eventTriggered>>
<</if>>
<</widget>>
<<widget "TriggerEvent">>
<<set _eventTriggered to _args[0]>>
<<if _eventTriggered.executeCode>>
_eventTriggered.executeCode
<<run eval(_eventTriggered.executeCode)>>
<<run console.log(_eventTriggered.executeCode)>>
<</if>>
<!--<<print jQuery.wiki(`<<${_eventTriggered.widgetCall}>>`) >> -- não aparece formatação de texto-->
<<if _eventTriggered.widgetCall>>
<<EventDispatcher _eventTriggered.widgetCall>>
<</if>>
<<if _eventTriggered.gotoPage>>
<<goto _eventTriggered.gotoPage>>
<</if>>
<</widget>>
<!--EventGearDamage 1 3 no $player-->
<<widget "EventGearDamage">>
<<set _dmg to random(3,6)>>
<<set _itemDamaged=$player.equipment.filter(x=>x.hasDurability).randomElementArray()>>
<<if def _itemDamaged>>
<<set _itemDamaged.durability.current-=_dmg>>
<<if _itemDamaged.durability.current lte 0>>
Destruindo item...<br>
<<DestroyEquippedItem $player _itemDamaged constants.REASON_ITEM_DESTROYED_DAMAGE>>
<</if>>
<<else>>
Nenhum item encontrado!!
<</if>>
<</widget>>
<!--EventFoundGold 1 3 no $player-->
<<widget "EventFoundGold">>
<<set _gold to random(5,10)>>
<<AddGold $player _gold>>
<</widget>><<widget "OnForageArea">>
<h4>You forage the area for ingredients, food and minerals...</h4>
<<set _tag to _playerTile.resourcesHere.itemTag>>
<<set _gameItem to setup.giu.GetItemWithTag(_tag)>>
<<set _amount to utils.randomInt(1,_playerTile.resourcesHere.current)>>
<p>You found _amount x <<DisplayItemName _gameItem>>!</p>
<<pass 10>>
<<run setup.backpackUtils.AddItemToCharacter($player,_gameItem,_amount)>>
<<set _playerTile.resourcesHere.current-=_amount>>
<<CheckEvent "OnForageEvent">>
<<include move-to>>
<</widget>>
<<widget "OnFishingArea">>
<h4>You try your luck fishing...</h4>
<<pass 15>>
<<if setup.EH.luckCheck($player,constants.FISHING_CHANCE)>>
<<set _tag to _playerTile.resourcesHere.itemTag>>
<<set _amount to 1>>
<<set _gameItem to setup.giu.GetItemWithTag(_tag)>>
<p>You fished a <<DisplayItemName _gameItem>>!</p>
<<run setup.backpackUtils.AddItemToCharacter($player,_gameItem,_amount)>>
<<set _playerTile.resourcesHere.current-=_amount>>
<<CheckEvent "OnFishingEvent">>
<<else>>
<p>No luck catching any fish after 15 minutes...</p>
<</if>>
<</widget>><<widget "GuardStripSearch">>
<<set _guardItems to setup.equipped.UnequipAll($player,false)>>
<<run console.log("GuardStripSearch------------")>>
<<run console.log(_guardItems)>>
<</widget>>
<<widget GuardStealRandomClothing>>
<<set _guardItem to setup.lewdUtils.GetNaughtierItemFromList(_guardItems)>>
<<set _guardItems to _guardItems.filter(x=>x.name!=_guardItem.name)>>
<</widget>>
<<widget GuardGivesItemsBack>>
<p>The guard has returned your belongings.</p>
<<run setup.backpackUtils.AddItemsToCharacter($player,_guardItems);>>
<<CharacterRedress $player>>
<</widget>><<set _isCrime to setup.crimeUtils.IsActionCrimeHere()>>
<<set _isAggro to setup.crimeUtils.IsActionAggroHere()>>
<<set _pickCheck to setup.EH.rollCheck($player,"lockpicking")>>
<<set _luckCheck to setup.EH.rollLuck($player)>>
<<set $canMove to false>>
<<AddActionContinue>>
<!-- $lockpickTarget to {type:'location',target:<location>,name:'name that appears at action text'} -->
<<set _location to mapUtils.GetPlaceFromTarget($lockpickTarget)>>
<<set _succeded=setup.picklockUtils.TryLockpick($player, _location)>>
<<if _succeded.brokeLockpick>>
<<DisplayWarn "You broke a lockpick in your attempt">>
<</if>>
<<if _succeded.guardAlerted>>
<<CheckCrimeAggro _location "Someone heard you while lockpicking... " ["lockpick",$lockpickTarget.type]>>
<</if>>
<<if _succeded.reason>>
<<PushImportant _succeded.reason>>
<</if>>
<<if _succeded.passed>>
<p>_location.name has been unlocked.</p>
<<elseif _succeded.canTryAgain>>
<<ShowLockpickAction $lockpickTarget.type _location $lockpickTarget.name>>
<</if>><<widget "ShowLockpickAction">>
<<set _type to _args[0]>>
<<set _target to _args[1]>>
<<set _name to _args[2]>>
<<set _lockspicks to setup.picklockUtils.GetLockpicks($player)>>
<<acticon "lockpick">>
<<set _title to "Try to Lockpick "+_name+" (0:10)">>
<<set _lockPickCheck to setup.picklockUtils.CanLockpick($player,_target)>>
<<if _lockPickCheck.canUse>>
<<link _title>>
<<set $lockpickTarget to {type:_type,simpleName:_target.simpleName,name:_name}>>
<<pass 10>>
<<goto "lockpick-page">>
<</link>>(_lockspicks lockpicks left)<<showSuffixesToAction>><br>
<<else>>
<<DisplayWarn _lockPickCheck.reason>>
<</if>>
<</widget>><<if def $pagepars and def $pagepars.loot>>
<<ActionLootItem>>
<</if>>
<<if _playerTile.itemsHere.length gt 0 >>
<<OnLootGround>>
<<else>>
<<set $canMove to true>>
<</if>>
<<goto "cancel-action">><<for _i, _itemBack range _playerTile.itemsHere>>
<<run setup.backpackUtils.AddItemToCharacter($player, _itemBack.item, _itemBack.amount)>>
<</for>>
<<set _playerTile.itemsHere to []>>
<<set $canMove to true>>
<<goto "cancel-action">><<set $canMove to false>>
<<AddActionHref 'Combat-loot-all' "Loot everything">>
<<AddActionContinue>>
<<if def $pagepars and def $pagepars.loot>>
<<ActionLootItem>>
<<else>>
You search the <<DisplayNPCName $enemy>>'s body...<br>
<</if>>
<<if $enemy.gold gt 0>>
You looted <<DisplayGold $enemy.gold>> from <<DisplayNPCName $enemy>>!<br>
<<TransferGold $player $enemy.gold $enemy>>
<</if>>
<div class="loot-container">
<<for _i, _item range $enemy.equipment>>
<<DisplayItemCard _item 1>>
<</for>>
<<for _i, _itemJ range $enemy.container>>
<!-- vou listar todos os itens no container e permitir que o usuário looteie-->
<<DisplayItemCard _itemJ.item 2>>
<</for>>
</div><<if def $pagepars and def $pagepars.fromChest>>
<<ActionLootItem>>
<</if>>
<<AddActionHref 'chest-loot-all' "Loot everything">>
<<AddActionContinue>>
<<set $enemy.hasChestOpened to true>>
<div class="loot-container">
<<for _i, _item range $enemy.container>>
<<if _item.item_type != constants.ITEM_TYPE_CONTAINER>>
<<DisplayItemCard _item.item 12 _item.amount>>
<</if>>
<</for>>
</div>
<<run roomUtils.UpdateInteractable($enemy)>><h4>Looting everything from $enemy.name ...</h4>
<<set $enemy.hasChestOpened to true>>
<<for _item range $enemy.container>>
<<set _itemBack to _item.item>>
<<set _amount to _item.amount>>
<<if setup.backpackUtils.removeItemFromBackpackDirectByName($enemy, _itemBack.name, _amount)>>
You looted <<DisplayItemName _itemBack>>x_amount...<br>
<<run setup.backpackUtils.AddItemToCharacter($player, _itemBack, _amount)>>
<</if>>
<</for>>
<<run roomUtils.UpdateInteractable($enemy)>>
<<AddActionContinue>><h4>Looting everything from <<DisplayNPCName $enemy>>...</h4>
<<for _i, _item range $enemy.equipment>>
<<if setup.equipped.UnequipItem($enemy, _item, false)>>
You looted <<DisplayItemName _item>> from <<DisplayNPCName $enemy>>...<br>
<<run setup.backpackUtils.AddItemToCharacter($player, _item, 1)>>
<</if>>
<!-- vou listar todos os itens no container e permitir que o usuário looteie-->
<</for>>
<<for _j, _itemJ range $enemy.container>>
<<set _itemBack to _itemJ.item>>
<<set _amount to _itemJ.amount>>
You looted <<DisplayItemName _itemBack>>x_amount...<br>
<<run setup.backpackUtils.removeItemFromBackpack($enemy, _itemBack, _amount)>>
<<run setup.backpackUtils.AddItemToCharacter($player, _itemBack, _amount)>>
<</for>>
<<run setup.equipped.CharacterRedress($player)>>
<<AddActionContinue>>
<<CombatEnd>><<widget "OnLootGround">>
<h4>You check what's on the ground for any useful items...</h4>
<<set $canMove to false>>
<<AddActionHref 'ground-loot-all' "Loot everything">>
<<AddActionContinue>>
<div class="loot-container">
<<for _i, _item range _playerTile.itemsHere>>
<<DisplayItemCard _item.item 3>>
<</for>>
</div>
<</widget>>
<<widget "OnCombatLoot">>
OnCombatLoot
<</widget>>
<!-- ActionLootItem com $pagepars setado -->
<<widget "ActionLootItem">>
<!-- origem do item-->
<<if $pagepars.fromBackpack>>
<<set _itemBack to setup.backpackUtils.GetItemByName($enemy,$pagepars.loot)>>
<<set _item to _itemBack.item>>
<<set _amount to _itemBack.amount>>
<<run setup.backpackUtils.removeItemFromBackpack($enemy, _item, _amount)>>
<<elseif $pagepars.fromCorpse>>
<<set _item to setup.equipped.GetItemByName($enemy,$pagepars.loot)>>
<<set _amount to 1>>
<<run setup.equipped.UnequipItem($enemy, _item, false)>>
<<elseif $pagepars.fromChest>>
<<set _itemBack to setup.backpackUtils.GetItemByNameFromBackpack($enemy,$pagepars.loot)>>
<<set _item to _itemBack.item>>
<<set _amount to _itemBack.amount>>
<<run setup.backpackUtils.removeItemFromBackpackDirectByName($enemy, _item.name, _amount)>>
<<elseif $pagepars.fromGround>>
<<set _itemBack to _playerTile.itemsHere.find(x=>x.item.name==$pagepars.loot)>>
<<set _item to _itemBack.item>>
<<set _playerTile.itemsHere to _playerTile.itemsHere.filter(x=>x.item.name!=$pagepars.loot)>>
<<set _amount to _itemBack.amount>>
<<else>>
ERRO! origem desconhecida!
<</if>>
<!-- destino do item-->
<<if def _item>>
<<if $pagepars.equip>>
You equipped <<DisplayItemName _item>>.<br>
<<run setup.equipped.EquipItem($player, _item)>>
<<else>>
You looted <<DisplayItemName _item>> x _amount.<br>
<<run setup.backpackUtils.AddItemToCharacter($player, _item, _amount)>>
<</if>>
<<else>>
Item not found: $pagepars.loot.
<</if>>
<</widget>><!--centraliza todas as ações que podem ser feitas com os items -->
<<widget "ExecuteItemAction">>
<<set _actionName to _args[0]>>
<<set _itemName to _args[1]>>
<<switch _actionName>>
<<case "unequip">>
<<set _itemTemp to setup.equipped.GetItemByName($player,_itemName)>>
<<unequipItem $player _itemTemp true>>
<<DisplayItemName _itemTemp>> was unequipped.
<<case "equip">>
<<set _itemTemp to setup.backpackUtils.GetItemByName($player,_itemName)>>
<<if def _itemTemp >>
<<equipItem $player _itemTemp.item true>>
<<DisplayItemName _itemTemp.item>> was equipped.
<<else>>
<<DisplayWarn "Item not found: ">>_itemName.
<</if>>
<<case "eat">> <!-- item name -->
<<set _effectsMult to _effectsMult || 1>>
<<set _itemTemp to foodUtils.ConsumeFood($player,_itemName,_effectsMult) >>
<<if def _itemTemp >>
Consuming <<DisplayItemName _itemTemp>>.
<<pass 5>>
<<else>>
<<DisplayWarn "Food not found: ">>_itemName.
<</if>>
<<case "drop">> <!-- item name -->
<<set _itemTemp to setup.backpackUtils.DropAnyItem($player,_itemName,1) >>
<<if def _itemTemp >>
<<DisplayItemName _itemTemp.item>> x _itemTemp.amount has been dropped to the ground.
<<pass 5>>
<<else>>
<<DisplayWarn "Item not found: ">>_itemName.
<</if>>
<<case "repair">><!-- item obj -->
<<set _itemTemp to setup.equipped.GetItemByName($player,$pagepars.loot) >>
<<if def _itemTemp >>
<<if setup.equipped.repairItem($player,_itemTemp,true)>>
<<DisplayItemName _itemTemp>> was repaired.
<<pass 10>>
<</if>>
<<else>>
<<DisplayWarn "Item not found: ">>_itemName.
<</if>>
<<default>>
<<DisplayError "ExecuteItemAction: Unknown action: ">>_actionName !
<</switch>>
<</widget>>
<<widget OnSaveSet>>
<<set _setName to _args[0] ?? "default">>
<p>Your set was saved</p>
<<run setup.equipped.SaveSet($player,_setName)>>
<<pass 5>>
<</widget>>
<<widget OnStripAndSaveSet>>
<<set _setName to _args[0] ?? "default">>
<p>You strip naked.</p>
<<run setup.equipped.StripAndSaveSet($player,_setName)>>
<<pass 5>>
<</widget>>
<<widget OnRedressFromSavedSet>>
<<set _setName to _args[0] ?? "default">>
<p>You put your clothes back on.</p>
<<run setup.equipped.RedressFromSavedSet($player,_setName)>>
<<pass 5>>
<</widget>><<widget "SlotsCoverageOverlay">>
Slots
<table class="equipment-cover-table">
<thead>
<tr>
<th>Item</th>
<th class="slot">Fit</th>
<<for _cover range $player.covers>>
<th class="slot"><<print _cover.name>></th>
<</for>>
</tr>
</thead>
<tbody>
<<for _eq range $player.equipment>>
<tr>
<td class="item-name"><<DisplayItemName _eq>></td>
<td class="item-name">
<<set _itemFit to setup.charFit.EvaluateFit($player,_eq)>>
<<=_itemFit.overallFit>>
</td>
<<for _cover range $player.covers>>
<td class="cover-cell">
<<if _cover.itemNames.includes(_eq.name)>>
✔
<</if>>
</td>
<</for>>
</tr>
<</for>>
</tbody>
</table>
<</widget>>
<<widget "InventoryOverlay">>
<div class="inventory-ui">
<<inventoryUI>>
</div>
<div class="bottom-line">
<<button "Save Set">>
<<OnSaveSet>>
_replaceCode
<</button>>
<<button "Load Set">>
<<OnRedressFromSavedSet>>
_replaceCode
<</button>>
<<button "Fast Redress">>
<<run setup.equipped.CharacterRedress($player)>>
_replaceCode
<</button>>
<div class="inventory-limit">
</div>
</div>
<div class="inventory-log">
</div>
<</widget>>
<<widget ShowInventoryLimit>>
<<set _max to constants.INVENTORY_LIMITS[_activeTab]>>
<<set _msg to "">>
<<if def _max>>
<<set _msg to "Limit: "+_totItems+" / "+_max>>
<<if _totItems / _max gt 0.9>>
<<set _msg += " (WARNING)">>
<</if>>
<</if>>
<<run setTimeout(()=>{$(".inventory-limit").text(_msg)},0);>>
<</widget>>
<<widget "inventoryUI">>
<<set _inventoryItems=setup.backpackUtils.GetAllItemsWithCharacter($player,_orderBy)>>
<<InventoryContainer _inventoryItems "<<replaceInventoryUI>>" true>>
<</widget>>
<<widget "replaceInventoryUI">>
<<replace ".inventory-ui">>
<<inventoryUI>>
<</replace>>
<</widget>>
<<widget InventoryContainer>>
<<set _inventoryItems to _args[0]>>
<<set _replaceCode to _args[1]>>
<<set _showDetails to _showDetails || _args[2]>>
<<set _dataSuffix to _args[3]>>
<<capture _replaceCode>>
<<capture _inventoryItems>>
<<set _orderBy to _orderBy ?? "name">>
<<set _activeTab = _activeTab ?? "WEAPONS">>
<<set _selectedItem = _selectedItem ?? null>>
<<if def _dataSuffix and def _selectedItemId>>
<<run eval("V.pagepars."+_dataSuffix+"Item="+_selectedItemId+"")>>
<<run eval("V.pagepars."+_dataSuffix+"Tab='"+_activeTab+"'")>>
<</if>>
<<if _selectedItemId>>
<<set _selectedItem to _inventoryItems.find(x=>x.itemId==_selectedItemId)>>
<</if>>
<<if _toggleItemId>>
<<run setup.equipped.ToggleEquipByItemId($player,_toggleItemId)>>
toggleItemId: _toggleItemId <br>
<<unset _toggleItemId>>
<</if>>
<<showInventoryTabs>>
<<if _showDetails>>
<div class="inventory-body">
<<showInventoryList>>
<<showInventoryDetails>>
</div>
<<else>>
<<showInventoryList>>
<</if>>
<</capture>>
<</capture>>
<</widget>>
<<widget "showInventoryTabs">>
<!-- TABS -->
<div class="inventory-tabs">
<<for _inventoryTab range ["WEAPONS","APPAREL","POTIONS","INGREDIENTS","FOOD","MISC"]>>
<<capture _inventoryTab>>
<<set _btnClass=eval('"inventory-tab'+ (T.activeTab === T.tab ? ' selected' : '')+'"')>>
<span @class=_btnClass>
<<button _inventoryTab>>
<<set _activeTab = _inventoryTab>>
<<set _selectedItem = null>>
_replaceCode
<</button>>
</span>
<</capture>>
<</for>>
</div>
<</widget>>
<<widget "showInventoryList">>
<!-- LIST -->
<div class="inventory-list">
<!-- HEADER -->
<div class="inventory-header">
<span></span>
<<set _onclick to "T.orderBy='name';$.wiki('"+_replaceCode+"');">>
<span @onclick="_onclick">Name</span>
<<set _onclick to "T.orderBy='type';$.wiki('"+_replaceCode+"');">>
<span @onclick="_onclick">Type</span>
<<set _onclick to "T.orderBy='value';$.wiki('"+_replaceCode+"');">>
<span @onclick="_onclick">Value</span>
</div>
<<set _totItems to 0>>
<<for _it range _inventoryItems>>
<<capture _it>>
<<if _it.item.item_category === _activeTab or (_activeTab=="MISC" and !_it.item.item_category)>>
<<set _totItems++>>
<<set _divClass to "inventory-row">>
<<set _nameClass to "item-text">>
<<if _selectedItem && _it && _it.itemId == _selectedItem.itemId>>
<<set _divClass += " selected">>
<</if>>
<<if _it.equipped>>
<<set _nameClass += " equipped">>
<</if>>
<<set _onclick="T.selectedItemId = "+_it.itemId+"; $.wiki('"+_replaceCode+"');">>
<<set _onclickToggle="T.toggleItemId = "+_it.itemId+"; $.wiki('"+_replaceCode+"');">>
<div @class="_divClass" @onclick="_onclick">
<span @class="_nameClass" @onclick="_onclickToggle"> </span>
<span class="item-text">_it.title</span>
<span class="item-text">_it.type</span>
<span class="item-value">_it.value</span>
</div>
<</if>>
<</capture>>
<</for>>
<<ShowInventoryLimit>>
</div>
<</widget>>
<<widget "showInventoryDetails">>
<!-- DETAILS -->
<div class="inventory-details">
<<if _selectedItem>>
<<DisplayItemCard _selectedItem.item 11>>
<div class="item-actions">
<<if _selectedItem.equipped>>
<<if gu.canUnequipItem($player,_selectedItem.item)>>
<<button Unequip>>
<<replace ".inventory-log">>
<<ExecuteItemAction "unequip" _selectedItem.item.name>>
<</replace>>
_replaceCode
<</button>>
<</if>>
<<elseif gu.canEquipItem($player,_selectedItem.item)>>
<<button Equip>>
<<replace ".inventory-log">>
<<ExecuteItemAction "equip" _selectedItem.item.name>>
<</replace>>
_replaceCode
<</button>>
<</if>>
<<if gu.canUnequipItem($player,_selectedItem.item)>>
<<button Drop>>
<<replace ".inventory-log">>
<<ExecuteItemAction "drop" _selectedItem.item.name>>
<</replace>>
_replaceCode
<</button>>
<</if>>
<<if setup.giu.IsConsumable(_selectedItem.item)>>
<<button Use>>
<<replace ".inventory-log">>
<<ExecuteItemAction "eat" _selectedItem.item.name>>
<</replace>>
_replaceCode
<</button>>
<</if>>
</div>
<<else>>
<div class="inventory-placeholder">
Select an item to see details.
</div>
<</if>>
</div>
<</widget>>
<<widget "ShowInventoryContent">>
<div class="sidebarButtonSplit">
<div class="inventory-popup-equipped">
<h3>Equipped:</h3>
<<set _equippedItems to $player.equipment>>
<div class="loot-container">
<<for _i, _item range _equippedItems>>
<<if _item.item_type != constants.ITEM_TYPE_CONTAINER>>
<<capture _item>>
<<DisplayItemCard _item 9>>
<</capture>>
<</if>>
<</for>>
</div>
</div>
<div class="inventory-popup-backpack">
<<set _inventoryItems to setup.backpackUtils.GetItemsByType($player)>>
<h3>In the backpack:</h3>
<div class="loot-container">
<<for _i, _itemBack range _inventoryItems>>
<<capture _itemBack>>
<<DisplayItemCard _itemBack.item 10 _itemBack.amount>>
<</capture>>
<</for>>
</div>
</div>
</div>
<</widget>><!--expect: $pagepars to {containerId:_interactable.uid,containerType : "chest"} -->
<<set $canMove to false>>
Looking at $pagepars.Name
<<AddActionContinue>>
<<if $pagepars.containerType=="chest">>
<<set _container to roomUtils.GetInteractableById($pagepars.containerId)>>
<<set _items to setup.backpackUtils.GetAllItemsFromContainer(_container.container,[],_orderBy)>>
<<else>>
$pagepars.containerType ?????????????????????
<</if>>
<<set _playerItems=setup.backpackUtils.GetAllItemsWithCharacter($player,_orderBy)>>
<div>
<div class="leftInventory">
<<InventoryContainer _playerItems "<<UpdateLeftInventory>>" false>></div>
<div class="sidebarButtonSplit">
<<button "⏬ 1">><<TransferInventory "player" "container" "one">><</button>>
<<button "⏬ Stack">><<TransferInventory "player" "container" "stack">><</button>>
<<button "⏬ Page">><<TransferInventory "player" "container" "page">><</button>>
<<button "⏬ All">><<TransferInventory "player" "container" "all">><</button>>
</div>
<hr>
<div class="rightInventory">
<<InventoryContainer _items "<<UpdateRightInventory>>" false>></div>
<div class="sidebarButtonSplit">
<<button "⏫ 1">><<TransferInventory "container" "player" "one">><</button>>
<<button "⏫ Stack">><<TransferInventory "container" "player" "stack">><</button>>
<<button "⏫ Page">><<TransferInventory "container" "player" "page">><</button>>
<<button "⏫ All">><<TransferInventory "container" "player" "all">><</button>>
</div>
</div>
<div class="inventory-log">
</div><<widget UpdateLeftInventory>>
<<set _lastClicked="left">>
<<replace ".leftInventory">>
<<set _playerItems=setup.backpackUtils.GetAllItemsWithCharacter($player,_orderBy)>>
<<InventoryContainer _playerItems "<<UpdateLeftInventory>>" false "left">>
<</replace>>
<</widget>>
<<widget UpdateRightInventory>>
<<set _lastClicked="right">>
<<replace ".rightInventory">>
<<set _items to setup.backpackUtils.GetAllItemsFromContainer(_container.container,[],_orderBy)>>
<<InventoryContainer _items "<<UpdateRightInventory>>" false "right">>
<</replace>>
<</widget>>
<<widget TransferInventory>>
<<set _fromName to _args[0]>>
<<set _toName to _args[1]>>
<<set _condition to _args[2]>>
<<set _container.container= setup.inventoryUtils.TransferInventory($player,_container.container,_fromName,_condition,$pagepars)>>
<<UpdateLeftInventory>>
<<UpdateRightInventory>>
<</widget>><<widget "DisplayNPCName">>
<<set _npc to _args[0]>>
<b class="loot-name">
<<=_npc.name>> [<<=_npc.level>>]
</b>
<<set _npcLore to setup.metaCharacter.poolNPCS.find(x=>x.id==_npc.poolId)>>
<</widget>>
<<widget "DisplayItemName">>
<<set _item to _args[0]>>
<<set _dura to "">>
<<if _item.hasDurability && _item.durability>>
<<set _dura=Math.floor(_item.durability.current/_item.durability.max*100)>>
<<if _dura!=100>>
<<set _dura to " ["+_dura+"%]">>
<<else>>
<<set _dura to "">>
<</if>>
<</if>>
<b @class="'loot-name rarity_'+_item.rarity">
<<=_item.name>><<=_dura>>
</b>
<</widget>>
<!-- mostra o item em formato de card
<<DisplayItemCard _item displayType>>
displayType = 1 : corpse loot
displayType = 2 : corpse backpack loot
displayType = 3 : ground loot
displayType = 4 : recipe selection
displayType = 5 : eat selection
displayType = 6 : repair item
displayType = 7 : shop item - buy from
displayType = 8 : shop item - sell to
displayType = 9 : equipped item
displayType = 10: inventory item
displayType = 11: new inventory
displayType = 12: chest
-->
<<widget "DisplayItemCard">>
<<set _item to _args[0]>>
<<set _displayType to _args[1]>>
<<set _pageAction to State.current.title>>
<<set _extra to _args[2]>>
<<set _itemValue to _args[3] ?? _item.value>>
<<set _itemValue to Math.floor(_itemValue)>>
<div class="loot-card">
<<DisplayItemName _item>> <<if _displayType==5 or _displayType==7 or _displayType==8 or _displayType==12>> x _extra <</if>>
<div class="loot-desc"><<=_item.extraDescription>> </div>
<div class="loot-stats">
<<if _item.attributes>>
Attributes:
<ul>
<<for _s, _v range _item.attributes>>
<li><<=_s>> <<=Math.round(_v)>></li>
<</for>>
</ul>
<</if>>
<<if _item.effects>>
Effects:
<ul>
<<for _s, _v range _item.effects>>
<li><<=_v.status || _v.resources>> <<=Math.round(_v.value)>></li>
<</for>>
</ul>
<</if>>
<<if _item.derived>>
Derived Effects:
<ul>
<<for _s, _v range _item.derived>>
<<if !_s.startsWith("_")>>
<li><<=_s>> <<=Math.round(_v)>></li>
<</if>>
<</for>>
</ul>
<</if>>
<<if gu.isItemEquippable($player,_item)>>
<<set _itemFit to setup.charFit.EvaluateFit($player,_item)>>
<<if _itemFit.overallFit!="OK">>
FIT: <<=_itemFit.overallFit>>
<</if>>
<</if>>
</div>
<<if _displayType==4>>
Requires:
<ul>
<<for _s, _v range _extra>>
<li><<=_v.name>> x <<=Math.round(_v.amount)>></li>
<</for>>
</ul>
</div>
<</if>>
<div class="loot-actions">
<span class="item-left">
<<DisplayGold _itemValue>>
</span>
<span class="item-right">
<<set _pars to {loot:_item.name,page:"Combat-loot", text:"Take Item"}>>
<<set _canEquip to true>>
<<set _mainAction to true>>
<!-- corpse loot-->
<<if _displayType==1>>
<<set _pars.fromCorpse to true>>
<</if>>
<!-- corpse.backpack loot-->
<<if _displayType==2>>
<<set _pars.fromBackpack to true>>
<</if>>
<<if _displayType==3>>
<<set _pars.fromGround to true>>
<<set _pars.page to "ground-loot">>
<</if>>
<<if _displayType==4>>
<<set _pars.makeRecipe to true>>
<<set _pars.page to _pageAction>>
<<set _pars.text to "Cook 1">>
<<set _cookAll to { page:"CampingAction",loot:_item.name,cookAll:true,text:"Cook All"}>>
<<DirectAction _cookAll.text _cookAll.page _cookAll>>
<</if>>
<<if _displayType==5>>
<<set _pars.eatFood to true>>
<<set _pars.page to _pageAction>>
<<set _pars.text to "Consume">>
<</if>>
<<if _displayType==6>>
<<set _pars.repairItem to true>>
<<set _pars.page to _pageAction>>
<<set _pars.text to "Repair">>
<<set _canEquip to false>>
<</if>>
<!-- buying -->
<<if _displayType==7>>
<<set _pars.buyItem to true>>
<<set _pars.page to _pageAction>>
<<set _pars.text to "Buy 1">>
<<set _canEquip to false>>
<<set _All to { page:"Shop-with-npc",loot:_item.name,buyAll:true,text:"Buy Max"}>>
<<DirectAction _All.text _All.page _All>>
<</if>>
<!-- selling -->
<<if _displayType==8>>
<<set _pars.sellItem to true>>
<<set _pars.page to _pageAction>>
<<set _pars.text to "Sell 1">>
<<set _canEquip to false>>
<<set _All to { page:_pageAction,loot:_item.name,sellAll:true,text:"Sell Max"}>>
<<DirectAction _All.text _All.page _All>>
<</if>>
<!--9 equipped item - dialogo -->
<<if _displayType==9>>
<<set _pars.unequipItem to true>>
<<set _pars.page to _pageAction>>
<<set _pars.text to "Unequip">>
<<set _canEquip to false>>
<<set _mainAction to false>>
<<link _pars.text>>
<<unequipItem $player _item true>>
<<replace ".inventory-popup-content">>
<<ShowInventoryContent>>
<</replace>>
<</link>>
<</if>>
<<if _displayType==11>>
<<set _canEquip to false>>
<<set _mainAction to false>>
<</if>>
<!-- chest loot-->
<<if _displayType==12>>
<<set _pars.fromChest to true>>
<<set _pars.page to "chest-loot">>
<</if>>
<<if _mainAction>>
<<DirectAction _pars.text _pars.page _pars>>
<</if>>
<<if gu.canEquipItem($player,_item) and _canEquip>>
<<set _equipPars to JSON.parse(JSON.stringify(_pars))>>
<<set _equipPars.equip to true>>
<<DirectAction "Equip Item" _equipPars.page _equipPars>>
<</if>>
</span>
</div>
</div>
<</widget>><<widget "createItem">>
<!--template, gearLevel, options = {}-->
<<set $lastItem = setup.itemCreation.createItem(_args[0], _args[1], _args[2])>>
<</widget>>
<<widget "equipItem">>
<!-- character, item-->
<<run setup.equipped.EquipItem(_args[0], _args[1],_args[2])>>
<</widget>>
<<widget "unequipItem">>
<!-- character, item,destroy=false-->
<<run setup.equipped.UnequipItem(_args[0], _args[1],_args[2])>>
<</widget>>
<!-- DestroyEquippedItem $player _itemDamaged constants.REASON_ITEM_DESTROYED_DAMAGE-->
<<widget "DestroyEquippedItem">>
<<set _char to _args[0]>>
<<set _item to _args[1]>>
<<set _reason to _args[2]>>
<<if def _reason and _char==$player>>
<<print eval(_reason)>>
<</if>>
<<run setup.equipped.UnequipItem(_char, _item,false)>>
<</widget>>
<!--<<StripSlot $player 'LOWER' false>> -->
<<widget StripSlot>>
<<set _char to _args[0]>>
<<set _slot to _args[1]>>
<<set _toBackpack to _args[2]>>
<</widget>>
<!-- steal what the target is wearing on nude slots and gives to the target -->
<<widget "StealCover">>
<<set _target to _args[0]>>
<<set _giveTo to _args[1]>>
<<set _items to setup.equipped.GetCoverageItems(_target)>>
<<run setup.equipped.TransferEquippedItems(_target,_giveTo,_items)>>
<</widget>>
<!-- transfer a given equipped item and gives to the target (character or container) -->
<<widget "TransferEquippedItem">>
<<set _target to _args[0]>>
<<set _giveTo to _args[1]>>
<<set _item to _args[2]>>
<<run setup.equipped.TransferEquippedItem(_target,_giveTo,_item)>>
<</widget>>
<!-- transfer all items to container -->
<<widget "TransferAllItemsToContainer">>
TransferAllItemsToContainer!!!
<<set _target to _args[0]>>
<<set _giveTo to _args[1]>>
<<set _container to _args[1]>>
<<run setup.backpackUtils.TransferItemsToTarget(_target,_giveTo,_items)>>
<</widget>>
<!-- steal what the target is wearing on nude slots and gives to the target (character or container) -->
<<widget "TransferBackpackItemsToContainer">>
<<set _target to _args[0]>>
<<set _giveTo to _args[1]>>
<<set _items to setup.backpackUtils.GetBackpackItems(_target)>>
<<run setup.backpackUtils.TransferItemsToTarget(_target,_giveTo,_items)>>
<</widget>><!-- skills -->
<<widget "armor">>
<<AddSkillExperience "armor" _args[0]>>
<</widget>>
<<widget "stealth">>
<<AddSkillExperience "stealth" _args[0]>>
<</widget>>
<<widget "conjuration">>
<<AddSkillExperience "conjuration" _args[0]>>
<</widget>>
<<widget "cooking">>
<<AddSkillExperience "cooking" _args[0]>>
<</widget>>
<<widget "restoration">>
<<AddSkillExperience "restoration" _args[0]>>
<</widget>>
<<widget "destruction">>
<<AddSkillExperience "destruction" _args[0]>>
<</widget>>
<<widget "illusion">>
<<AddSkillExperience "illusion" _args[0]>>
<</widget>>
<<widget "lockpicking">>
<<AddSkillExperience "lockpicking" _args[0]>>
<</widget>>
<<widget "speech">>
<<AddSkillExperience "speech" _args[0]>>
<</widget>>
<<widget "enchanting">>
<<AddSkillExperience "enchanting" _args[0]>>
<</widget>>
<<widget "melee">>
<<AddSkillExperience "melee" _args[0]>>
<</widget>>
<<widget "archery">>
<<AddSkillExperience "archery" _args[0]>>
<</widget>>
<<widget "shield">>
<<AddSkillExperience "shield" _args[0]>>
<</widget>>
<<widget "beast">>
<<AddSkillExperience "beast" _args[0]>>
<</widget>>
<<widget "monster">>
<<AddSkillExperience "monster" _args[0]>>
<</widget>>
<<widget "humanoid_monster">>
<<AddSkillExperience "humanoid_monster" _args[0]>>
<</widget>>
<<widget "npc_actions">>
<<AddSkillExperience "npc_actions" _args[0]>>
<</widget>>
<!-- status -->
<<widget "pain">>
<<ChangeStatus "pain" _args[0]>>
<</widget>>
<<widget "arousal">>
<<ChangeStatus "arousal" _args[0]>>
<</widget>>
<<widget "fatigue">>
<<ChangeStatus "fatigue" _args[0]>>
<</widget>>
<<widget "stress">>
<<ChangeStatus "stress" _args[0]>>
<</widget>>
<<widget "trauma">>
<<ChangeStatus "trauma" _args[0]>>
<</widget>>
<<widget "control">>
<<ChangeStatus "control" _args[0]>>
<</widget>>
<<widget "allure">>
<<ChangeStatus "allure" _args[0]>>
<</widget>>
<<widget "alcohol">>
<<ChangeStatus "alcohol" _args[0]>>
<</widget>>
<<widget "thirst">>
<<ChangeStatus "thirst" _args[0]>>
<</widget>>
<<widget "hunger">>
<<ChangeStatus "hunger" _args[0]>>
<</widget>>
<<widget "hygiene">>
<<ChangeStatus "hygiene" _args[0]>>
<</widget>>
<<widget "reveal">>
<<ChangeStatus "reveal" _args[0]>>
<</widget>><h1>Bandit Den of the Silent Ravens</h1>
<p>A fortified camp where criminals gather, surrounded by makeshift defenses and watchtowers.</p>
<<EnterLocation 'Davaria_Bandit_Den_of_the_Silent_Ravens_hideout'>><h1>Crimson Vinedeep Caverns</h1>
<p>Crumbling stone structures half buried in vines, hiding secrets from a lost civilization.</p>
<<EnterLocation 'Davaria_Crimson_Vinedeep_Caverns_animal_den'>><h1>Desert's Endless Maze</h1>
<p>Crumbling stone structures half buried in vines, hiding secrets from a lost civilization.</p>
<<EnterLocation 'Davaria_Desert_s_Endless_Maze_ruins'>><h1>Dusklit Altar</h1>
<p>A small stone shrine overgrown with moss, dedicated to an old and nearly forgotten deity.</p>
<<EnterLocation 'Davaria_Dusklit_Altar_forgotten_shrine'>><h1>Echoing Peaks Retreat</h1>
<p>A rustic wooden cabin filled with furs, traps, and the smell of smoked meat.</p>
<<EnterLocation 'Davaria_Echoing_Peaks_Retreat_hunter_lodge'>><h1>Firelit Oasis</h1>
<p>A roadside shelter with a fire pit, water barrels, and messages carved into wooden posts.</p>
<<EnterLocation 'Davaria_Firelit_Oasis_inn'>><h1>Fort Thornhammer</h1>
<p>A fortified camp for training of new recruits and for patrols around the region, surrounded by makeshift defenses and watchtowers.</p>
<<EnterLocation 'Davaria_Fort_Thornhammer_fortification'>><h1>Fort of the Crimson Viper</h1>
<p>A fortified camp where criminals gather, surrounded by makeshift defenses and watchtowers.</p>
<<EnterLocation 'Davaria_Fort_of_the_Crimson_Viper_hideout'>><h1>Morningstar Homestead</h1>
<p>A modest rural farm surrounded by tilled fields and wooden fences. Crops grow in neat rows, and a small farmhouse shelters tools, animals, and the people who work the land from dawn to dusk.</p>
<<EnterLocation 'Davaria_Morningstar_Homestead_FARM'>><h1>Oasis of the Golden Flame</h1>
<p>Crumbling stone structures half buried in vines, hiding secrets from a lost civilization.</p>
<<EnterLocation 'Davaria_Oasis_of_the_Golden_Flame_ruins'>><h1>Ravenwood Retreat</h1>
<p>A rustic wooden cabin filled with furs, traps, and the smell of smoked meat.</p>
<<EnterLocation 'Davaria_Ravenwood_Retreat_hunter_lodge'>><h1>Sandstorm Refuge</h1>
<p>A battered and worn roadside shelter with a fire pit, water barrels, and messages carved into wooden posts. This desolate place is located at the edge of a parched desert, where the oppressive sun beats down mercilessly.</p>
<<EnterLocation 'Davaria_Sandstorm_Refuge_inn'>><h1>Shattered Peaks Sanctum</h1>
<p>A small stone shrine overgrown with moss, dedicated to an old and nearly forgotten deity.</p>
<<EnterLocation 'Davaria_Shattered_Peaks_Sanctum_forgotten_shrine'>><h1>Stonefell Mire</h1>
<p>Crumbling stone structures half buried in vines, hiding secrets from a lost civilization.</p>
<<EnterLocation 'Davaria_Stonefell_Mire_animal_den'>><h1>Sunforge Extraction Chambers</h1>
<p>A dark tunnel system with broken rails, collapsed shafts, and eerie echoes, where miners come to extract ores.</p>
<<EnterLocation 'Davaria_Sunforge_Extraction_Chambers_MINE'>><h1>Watchtower of the Red Sands</h1>
<p>A fortified camp for training of new recruits and for patrols around the region, surrounded by makeshift defenses and watchtowers.</p>
<<EnterLocation 'Davaria_Watchtower_of_the_Red_Sands_fortification'>><h1>Watchtower of the Red Scimitars</h1>
<p>A fortified camp where criminals gather, surrounded by makeshift defenses and watchtowers.</p>
<<EnterLocation 'Davaria_Watchtower_of_the_Red_Scimitars_hideout'>><h1>Khemetria</h1>
<p>Khemetria is a sprawling oasis city nestled within the heart of Davaria. This bustling metropolis has prospered due to its strategic location and abundant resources, attracting adventurers, traders, and travelers alike from all corners of Aethelgard. As a hub for trade, artistry, and culture, Khemetria boasts a vibrant nightlife, where citizens gather to celebrate their love for the twin suns. The city is divided into two distinct sections, each offering a unique climate and lifestyle for its inhabitants.</p>
<<EnterCity 'Davaria_Khemetria'>><h1>Lunarim</h1>
<p>Settled within the cooler, wetter western region of Davaria, Lunarim is a city that embraces the mysteries of the night. This shadowy desert oasis is home to the enigmatic Luna tribes, who have honed their skills in magic and mysticism. The city's architecture reflects its lunar heritage, with buildings adorned with intricate silhouettes and murals depicting scenes from the moon goddess's reign. Lunarim is a hub for arcane knowledge, where scholars and mages gather to study ancient tomes and cast spells under the light of Luna.</p>
<<EnterCity 'Davaria_Lunarim'>><h1>Solariad</h1>
<p>Located in the hot and dry eastern region of Davaria, Solariad is a sun-worshipping city that thrives under the fierce rays of Solara. The people here have mastered the art of irrigation, using ingenious systems to channel water from nearby oases to their fields. This allows them to cultivate a variety of crops, including grains and hardy vegetables that are resilient against the intense heat. The city is dominated by imposing statues of Solara and its high priests, who rule with an iron fist.</p>
<<EnterCity 'Davaria_Solariad'>><h1>Twilight Falls</h1>
<p>Situated at the convergence of Davaria's two climates, Twilight Falls is a city that exists in both light and shadow. Here, the twin suns create an ever-changing tapestry of colors that bathe the city in their golden glow. The people of Twilight Falls are skilled artisans, known for their intricate weavings and exquisite pottery. They have mastered the art of utilizing both sunlight and moonlight to enhance their crafts, creating works of art that reflect the beauty of their surroundings.</p>
<<EnterCity 'Davaria_Twilight_Falls'>><h1>Candy Cane General Goods</h1>
<p>A general-purpose merchant selling food, tools, clothing, and adventuring supplies.</p>
<<EnterLocation 'Davaria_Candy_Cane_General_Goods_general_store'>><h1>Central Plaza</h1>
<p>A bustling urban area with benches, a water fountain, and various street vendors.</p>
<<EnterLocation 'Davaria_Central_Plaza_central_plaza'>><h1>Eternal Flame Tavern</h1>
<p>A lively meeting place for adventurers seeking work, glory, and coin. Quest boards offer contracts of all kinds, while travelers and mercenaries share rumors, supplies, and stories of danger and opportunity beyond the city walls. </p>
<<EnterLocation 'Davaria_Eternal_Flame_Tavern_adventurer_guild'>><h1>Ironclad Forge</h1>
<p>A blacksmith's workshop filled with the sound of hammer on steel, offering weapons, armor, and repairs.</p>
<<EnterLocation 'Davaria_Ironclad_Forge_blacksmith'>><h1>Khemetria Adventurer Guild</h1>
<p>A lively meeting place for adventurers seeking work, glory, and coin. Quest boards offer contracts of all kinds, while travelers and mercenaries share rumors, supplies, and stories of danger and opportunity beyond the city walls.</p>
<<EnterLocation 'Davaria_Khemetria_Adventurer_Guild_adventurer_guild'>><h1>Khemetria General Goods Emporium</h1>
<p>A bustling general store within the vibrant nightlife of Khemetria.</p>
<<EnterLocation 'Davaria_Khemetria_General_Goods_Emporium_general_store'>><h1>Midnight Mercantile</h1>
<p>A shadowy general-purpose merchant selling food, tools, clothing, and adventuring supplies.</p>
<<EnterLocation 'Davaria_Midnight_Mercantile_general_store'>><h1>Moonshadow Adventurer Guild</h1>
<p>A lively meeting place for adventurers seeking work, glory, and coin.</p>
<<EnterLocation 'Davaria_Moonshadow_Adventurer_Guild_adventurer_guild'>><h1>Nightfall Adventurers' Haven</h1>
<p>A lively meeting place for adventurers seeking work, glory, and coin.</p>
<<EnterLocation 'Davaria_Nightfall_Adventurers__Haven_adventurer_guild'>><h1>Shadowy Moon Plaza</h1>
<p>A large open space with a water fountain, peddlers and benches.</p>
<<EnterLocation 'Davaria_Shadowy_Moon_Plaza_central_plaza'>><h1>Silent Rest</h1>
<p>A quiet burial ground rumored to be haunted at night, with ancient tombstones and crypts.</p>
<<EnterLocation 'Davaria_Silent_Rest_cemetery'>><h1>Silver Watchtower</h1>
<p>The headquarters of the city guard, organizing patrols and maintaining order.</p>
<<EnterLocation 'Davaria_Silver_Watchtower_barracks'>><h1>Silvermane Stables</h1>
<p>A weathered stone yard filled with the scent of hay and horses, offering a quiet respite amidst Lunarim’s bustle.</p>
<<EnterLocation 'Davaria_Silvermane_Stables_stable'>><h1>Silvershadow Apothecary</h1>
<p>A dimly lit shop overflowing with dried herbs, bubbling vials, and the earthy scent of potent concoctions. Shelves are crammed with jars of shimmering powders and strange, preserved specimens.</p>
<<EnterLocation 'Davaria_Silvershadow_Apothecary_alchemist'>><h1>Silversong Forge</h1>
<p>A blacksmith's workshop filled with the sound of hammer on steel, offering weapons, armor, and repairs.</p>
<<EnterLocation 'Davaria_Silversong_Forge_blacksmith'>><h1>Solariad Drygoods Mart</h1>
<p>A general-purpose merchant selling food, tools, clothing, and adventuring supplies.</p>
<<EnterLocation 'Davaria_Solariad_Drygoods_Mart_general_store'>><h1>Solariad Plaza</h1>
<p>A bustling city plaza with some benches, a water fountain and peddlers in Solaria City.</p>
<<EnterLocation 'Davaria_Solariad_Plaza_central_plaza'>><h1>Sunstone Stables</h1>
<p>A weathered stone yard filled with the scent of hay and horse sweat, offering a respite from the desert heat.</p>
<<EnterLocation 'Davaria_Sunstone_Stables_stable'>><h1>The Golden Bazaar</h1>
<p>An open-air bazaar full of vendors selling exotic goods, crafts, produce, and curiosities.</p>
<<EnterLocation 'Davaria_The_Golden_Bazaar_market_square'>><h1>The Golden Gryphon's Rest</h1>
<p>A sprawling tavern renowned for its robust 'Sunstone Ale' and the raucous energy of its patrons. Tables are scarred with spilled drinks and the air hangs thick with the scent of roasted meat and pipe tobacco.</p>
<<EnterLocation 'Davaria_The_Golden_Gryphon_s_Rest_tavern'>><h1>The Golden Watchtower</h1>
<p>The headquarters of the city guard, organizing patrols and maintaining order.</p>
<<EnterLocation 'Davaria_The_Golden_Watchtower_barracks'>><h1>The Haunting Graveyard</h1>
<p>A quiet burial ground rumored to be haunted at night, with ancient tombstones and crypts. Located in the hot and dry eastern region of Davaria, it is far from the busy city of Solariad.</p>
<<EnterLocation 'Davaria_The_Haunting_Graveyard_cemetery'>><h1>The Moonlit Tavern</h1>
<p>Settled within the cooler, wetter western region of Davaria, Lunarim is a city that embraces the mysteries of the night. This shadowy desert oasis is home to the enigmatic Luna tribes, who have honed their skills in magic and mysticism.</p>
<<EnterLocation 'Davaria_The_Moonlit_Tavern_inn'>><h1>The Obsidian Conclave</h1>
<p>The political center of the city, where officials meet to pass laws and settle disputes.</p>
<<EnterLocation 'Davaria_The_Obsidian_Conclave_government'>><h1>The Obsidian Repository</h1>
<p>A vast archive of tomes and scrolls, offering knowledge about history, lore, and arcane subjects.</p>
<<EnterLocation 'Davaria_The_Obsidian_Repository_library'>><h1>The Obsidian Stream</h1>
<p>A grand, open-air complex built from dark, heat-resistant stone, featuring tiered pools and mosaic-lined walkways designed to maximize water flow and temperature regulation. The architecture reflects the region's reverence for heat and its practical application in water management.</p>
<<EnterLocation 'Davaria_The_Obsidian_Stream_public_baths'>><h1>The Sandstone Stables</h1>
<p>A well-maintained stableyard offering horses for hire, basic riding lessons, and a small caravan service for local deliveries. The air smells of hay and leather, and the sounds of horses and chatter fill the space.</p>
<<EnterLocation 'Davaria_The_Sandstone_Stables_stable'>><h1>The Serpent's Coil</h1>
<p>A lively drinking hall famous for local brews, bardic performances, and late-night brawls.</p>
<<EnterLocation 'Davaria_The_Serpent_s_Coil_tavern'>><h1>The Serpent's Scale</h1>
<p>A weathered lodge built around a massive, petrified serpent skull, the air thick with the scent of tanned hides and woodsmoke. Hunters from across the desert gather here to trade their spoils, purchase specialized traps, and listen to harrowing accounts of encounters with the monstrous Sand Striders and Shadow Wolves that roam the wastes.</p>
<<EnterLocation 'Davaria_The_Serpent_s_Scale_hunter_lodge'>><h1>The Silver Cascade</h1>
<p>A grand, multi-tiered bathhouse built around a natural spring heated by geothermal activity. The architecture incorporates polished grey stone and shimmering silver accents, reflecting the ever-changing light of Twilight Falls. Steam rises constantly, carrying the scent of herbs and minerals.</p>
<<EnterLocation 'Davaria_The_Silver_Cascade_public_baths'>><h1>The Silver Serpent's Coil</h1>
<p>A dimly lit, sprawling tavern known for its potent 'Moonwhisper' ale and the raucous energy of its patrons. Bards compete for attention, and the air often hangs thick with the smell of spilled ale and frustrated arguments.</p>
<<EnterLocation 'Davaria_The_Silver_Serpent_s_Coil_tavern'>><h1>The Sizzling Scroll Inn</h1>
<p>A bustling inn for weary travelers to find rest and merriment in the sprawling oasis city of Khemetria.</p>
<<EnterLocation 'Davaria_The_Sizzling_Scroll_Inn_inn'>><h1>The Solar Conclave</h1>
<p>The political center of the city, where officials meet to pass laws and settle disputes.</p>
<<EnterLocation 'Davaria_The_Solar_Conclave_government'>><h1>The Sunstone Exchange</h1>
<p>A weathered lodge built from sun-baked clay, filled with the scent of tanned hides and woodsmoke. Rough-hewn tables dominate the space, surrounded by stools and the watchful eyes of grizzled hunters and traders.</p>
<<EnterLocation 'Davaria_The_Sunstone_Exchange_hunter_lodge'>><h1>The Sunstone Hearth</h1>
<p>A lively drinking hall famous for local brews, bardic performances, and late-night brawls.</p>
<<EnterLocation 'Davaria_The_Sunstone_Hearth_tavern'>><h1>The Sunstone Sanctuary</h1>
<p>A grand, open-air complex built around a central, heated pool fed by natural springs. The architecture is characterized by smooth, ochre-colored stone and intricate carvings depicting aquatic deities. Separate, tiled bathing areas – one for men, one for women – are shaded by colonnades and feature benches of polished wood. A large, open courtyard allows for socializing and relaxation.</p>
<<EnterLocation 'Davaria_The_Sunstone_Sanctuary_public_baths'>><h1>The Sunstone Shrine</h1>
<p>A peaceful holy sanctuary where clergy offer blessings and healing services, bathed in the warm glow of intricately carved sunstones.</p>
<<EnterLocation 'Davaria_The_Sunstone_Shrine_temple'>><h1>The Sunstone Watchtower</h1>
<p>The headquarters of the city guard, organizing patrols and maintaining order.</p>
<<EnterLocation 'Davaria_The_Sunstone_Watchtower_barracks'>><h1>The Watchtower Bastion</h1>
<p>The headquarters of the city guard, organizing patrols and maintaining order.</p>
<<EnterLocation 'Davaria_The_Watchtower_Bastion_barracks'>><h1>Warming Hearth Inn</h1>
<p>A bustling inn situated in the heart of Solariad city.</p>
<<EnterLocation 'Davaria_Warming_Hearth_Inn_inn'>><h1>Wild Hearts Inn</h1>
<p>A bustling inn where weary travelers rest and share juicy tales about the region.</p>
<<EnterLocation 'Davaria_Wild_Hearts_Inn_inn'>><h1>Davaria</h1>
<p>Davaria is a lush oasis region nestled between the sprawling deserts of Aethelgard. Known for its fertile soil and vibrant plant life, it has become a hub for trade and artistry due to its unique climate. The people here are known for their resilience and adaptability, as they have mastered the delicate balance of utilizing the twin suns' energy for their agriculture.</p>
<<ChangeRegion 'Davaria'>><<widget "startingRegion">>
<<ChangeRegion 'Davaria'>>
<<pass 10>><<set $gameStarted to true>>
<<PlacePlayerOnGameMap>>
<<goto Davaria-entrance>>
<</widget>>
<<widget "initializeGeneratedData">>
<<set setup.lewdity = {} >>
<<set setup.lewdity.lewdContracts = [{"simpleName":"progressive_block","name":"A progressive type of curse","description":"This curse will progress every _q.hours hours, adding another restriction on what you can wear. It's item dependent, to cancel all you have to do is remove the cursed item.","hours":4,"fromItem":true,"itemDependent":true,"isHourly":true,"addTagFromTo":{"from":"item.progressiveBlock","to":"item.blockEquip"}},{"level":30,"simpleName":"NO_BRA","name":"Contract of no bra","onAgree":"You agreed on not wearing bras from now on","description":"_q.onAgree until you cancel the contract.","guildDescription":"promise to not wear any bras, then we can accept you joining","type":"FORBID","slots":["BRA"]},{"level":40,"simpleName":"NO_UNDERWEAR","name":"Contract of no underwear","onAgree":"You agreed on not wearing underwear from now on","description":"_q.onAgree until you cancel the contract","guildDescription":"promise to not wear any kind of underwear, then we can accept you joining","type":"FORBID","slots":["UNDERWEAR","BRA"]},{"level":30,"simpleName":"NO_TROUSERS","name":"Contract of no Trousers","onAgree":"You agreed on not wearing any trousers or shorts from now on","description":"_q.onAgree until you cancel the contract","guildDescription":"promise to not wear any trousers or shorts, only skirts, then we can accept you joining","type":"FORBID_TAGS","tags":["trousers"]},{"level":50,"simpleName":"ONLY_UNDERWEAR","name":"Contract of underwear only","onAgree":"You agreed to not wear underwear from now on","description":"_q.onAgree until you cancel the contract","guildDescription":"promise to wear only underwear from now on, then we can accept you joining","cancelContract":["EXPELLED"],"type":"ONLY_ALLOW","slots":["UNDERWEAR","BRA"]},{"level":50,"simpleName":"TOPLESS","name":"Must remain topless","onAgree":"You agreed on being topless from now on","description":"_q.onAgree until you cancel the contract","guildDescription":"promise on being topless from now on, then we can accept you joining","cancelContract":["EXPELLED"],"type":"FORBID","covers":["BREASTS"]}] >>
<<set setup.lewdity.lewdContractCancel = [{"name":"EXPELLED","onCancelText":"By cancelling this contract you will be expelled and pay a fine of 100 gold.","onCancelReminder":"You can cancel the contract at any time, just talk to me and pay a fine of 100 gold.","addTagToNPC":"binding_contract","fine":100,"canCancel":true,"onCancel":"leave_guid"}] >>
<<set setup.lewdity.lewdCompromises = [{"id":"SELL_UNDERWEAR","vendorSpeak":"you will always sell all your underwear to me when we meet?","shareable":true},{"id":"UNDRESS","vendorSpeak":"you will always undress when talking to me?","shareable":true}] >>
<<set setup.lewdity.lewdEvents = [{"descriptions":["A gust of wind suddenly blows in, pleasantly caressing your skin.<<lstress>><<stress -5>>","It catches your skirt and lifts it high for a humiliating instant, baring your thighs—and more—to the nearby patrons. They definitely caught the full view. Your belly twists with a forbidden thrill at being so openly exposed in this open area, the rush lingering even as you frantically smooth the fabric down and try to act composed.<<garousal>><<arousal 5>>"],"name":"windskirt","sharedId":"windskirt","animationInfo":{"name":"windskirt","width":1080,"height":800,"inputs":[{"source":"tags","from":"no_under","to":"NoPanties"},{"source":"equipmentTags","from":"dress","to":"isDress","noEquipmentTags":"robe"},{"source":"equipmentTags","from":"robe","to":"isRobe"},{"source":"equipmentTags","from":"skirt","to":"isSkirt","noEquipmentTags":"dress"}]},"cooldown":2,"requireEquipmentTags":["skirt"]}] >>
<<set setup.lewdity.sexTaunts = [{"taunt":"Ya sure look pretty, but your moves are weak. I bet when I pound this tight armor of yours later, it'd echo louder than any of your lame attacks!"},{"taunt":"Look at you, shaking like a whore in church. My cock would never forgive me if I didn't give it a taste of that pussy after seeing how easy it makes you tremble."},{"taunt":"I see ya wearing those chains, babe. Wonder how much they hurt around your thighs when I make you beg for mercy."},{"taunt":"See these boots? They're just as eager to stomp on that pathetic whimpering that comes outta your mouth after I claim your hole."},{"taunt":"Don't think I haven't noticed how much you enjoy showing off. Maybe it's time I take off my armor and let you see something really worth gawking at, eh? My big sword!"},{"taunt":"Honey, I see you're feeling shy with your little armor on. But it ain't covering much. You know what I can do with just my fingers and that tight ass of yours? Your moans will echo through these castle walls, making you beg for mercy."},{"taunt":"You call this a suit of armor? It's barely hiding your juicy tits. Maybe I should take them in my mouth and let you taste the sweet nectar of my own pussy while we both fall to our doom."},{"taunt":"Oh, look at those thigh-high boots! So shiny... and so perfect for your face as you kneel before me. You'll learn how it feels when your nose rubs against my sweaty twat while you worship the ground I walk on."},{"taunt":"Your weapons may be strong, but can they compare to this? (grabs crotch). Hm? Think about how I'd use them to impale you and ride you till we both collapse, leaving you weak for my conquest."},{"taunt":"You want to fight me, bitch? Bring it on. As soon as I have you pinned down, I'll make sure those long limbs spread wide so that I can taste every inch of your body before I make you submit."},{"taunt":"You know I can smell your stinky pussy from here. How about I stick my greasy sword up there and make you squeal like a stuck pig?"},{"taunt":"Bet you've never had a knight as big as mine, huh? Time to learn what it's really like to get fucked by a real man."},{"taunt":"Hiding behind that skirt ain't gonna save ya. I bet you'd beg for mercy if I showed you the size of my fuckin' sword! Want me to demonstrate, wench?"},{"taunt":"I heard your pussy is as tight and juicy as a fresh peach, ripe for pluckin'. Guess it's true cause I can smell the sweet nectar from here!"},{"taunt":"Want me to spit on this sword before I skewer ya? Or maybe give your pussy a good lick first, princess?"},{"taunt":"Looks like I found your secret, you filthy little slut! You aint got on no panties beneath that skirt, huh? Bet you're itching to get those wet cunt lips of yours licked, ain't ya?"},{"taunt":"Ohhh I see how it is. You think you're so strong and powerful in this game, but when it comes to showing off your naked pussy for the camera, you're nothing but a pathetic little whore."},{"taunt":"You think that sword of yours will protect you? Hah! It won't save you from the taste of my cock between those spread legs of yours. Bet it tastes just as sweet as your cunt juice, wouldn't ya?"},{"taunt":"Oh yeah, I can smell that horny little twat of yours a mile away. You want me to shove this sword into you? Into that wet, tight hole of yours? Go ahead, beg for it bitch."},{"taunt":"I bet you're all alone and horny in that room right now, ain't ya? I can see it in your eyes. Come on, show me that pussy! Let's see how wet you can make it for me. Bet that cunt of yours is just aching to be fucked. So fucking wet and ready for anything I throw at it."},{"taunt":"Ya know, luv, I bet ya never seen a real cock before. Wanna taste this bad boy? You look like you could use a proper f*ckin' man in your life."},{"taunt":"Your tits bouncin', tauntin' me as we fight, lassie. And I bet they're hella sensitive. Yea, imagine my rough hands all over them, squeezin' them just right before I shove this here pole deep inside ya."},{"taunt":"Look at those tits swaying there in the breeze, lil' thing. Bet they ache for a proper man to show 'em who's boss. Yea, bet you've never had a rough man treat ya right, have ya? Might even cum on your face when I'm done with ya."},{"taunt":"Hmm, see those lil' nipples of yours, taunting me as we fight? Can't help but wonder what they taste like. Bet you never had a man choke 'em between his fingers and jerk off in front ya. Hmm?"},{"taunt":"Ya know, love, I bet your pussy is all wet just thinkin' about me takin' advantage of ya. Yea, imagine my cock pounding into ya while you scream my name and beg for more. That's what you need, lil' thing."}] >>
<<set setup.metaCharacter = {} >>
<<set setup.metaCharacter.traits = {"willpower":{"category":"mental","startsWith":0},"promiscuity":{"category":"deviant","startsWith":0},"exhibitionism":{"category":"deviant","startsWith":0},"seduction":{"category":"sexual","startsWith":0},"deviancy":{"category":"deviant","startsWith":0},"beauty":{"category":"physical","startMin":25,"startMax":50,"max":100},"purity":{"category":"sexual","startsWith":100},"hairLength":{"category":"physical","startsWith":20,"max":100},"fringelength":{"category":"physical","startsWith":20,"max":100},"physique":{"category":"physical","startsWith":50},"attractiveness":{"category":"physical","startsWith":0}} >>
<<set setup.metaCharacter.playerStartingOptions = {"archetypes":[{"name":"ARCHER","description":"Hunter of the wilds. Excels at ranged combat and survival skills."},{"name":"ROGUE","description":"Silent and lethal. Specializes in stealth, agility and critical strikes."},{"name":"WARRIOR","description":"Master of steel and frontline combat. High endurance and brutal melee damage."},{"name":"PALADIN","description":"Holy defender. Balanced offense with strong defensive abilities.","tooltip":"Sword and board start, with good restoration, melee and armor skills. Easy Start"},{"name":"MAGE","description":"Wields arcane power. High magical damage but physically fragile.","tooltip":"Glass cannon start. High damage output with somewhat low survivability"},{"name":"CIVILIAN","description":"Starts with only the basic skills.\nThis is a very hard start. You can still learn all skills as you level them up.","tooltip":"Very hard start. You can still learn all skills as you level them up."}]} >>
<<set setup.metaCharacter.fames = [{"name":"sex","isGood":false},{"name":"prostitution","isGood":false},{"name":"rape","isGood":false},{"name":"bestiality","isGood":false},{"name":"exhibitionism","isGood":false},{"name":"good","isGood":true},{"name":"scrap","isGood":true},{"name":"business","isGood":true},{"name":"social","isGood":true},{"name":"model","isGood":true},{"name":"pimp","isGood":true}] >>
<<set setup.metaCharacter.status = {"pain":{"startsWith":0},"arousal":{"startsWith":0},"fatigue":{"startsWith":0},"stress":{"startsWith":0},"trauma":{"startsWith":0},"control":{"startsWith":0},"allure":{"startsWith":0},"alcohol":{"startsWith":0},"thirst":{"startsWith":0},"hunger":{"startsWith":0},"hygiene":{"startsWith":0},"reveal":{"startsWith":0}} >>
<<set setup.metaCharacter.characterTraits = [{"name":"aggressive"},{"name":"friendly"},{"name":"social"},{"name":"alcoholic"},{"name":"quiet"}] >>
<<set setup.metaCharacter.skills = {"armor":{"startMin":1,"startMax":5},"stealth":{"startMin":1,"startMax":5},"conjuration":{"startMin":1,"startMax":5},"cooking":{"startMin":1,"startMax":5},"restoration":{"startMin":1,"startMax":5},"destruction":{"startMin":1,"startMax":5},"illusion":{"startMin":1,"startMax":5},"lockpicking":{"startMin":1,"startMax":5},"speech":{"startMin":1,"startMax":5},"enchanting":{"startMin":1,"startMax":5},"melee":{"startMin":1,"startMax":5},"archery":{"startMin":1,"startMax":5},"shield":{"startMin":1,"startMax":5},"beast":{"startMin":1,"startMax":5},"monster":{"startMin":1,"startMax":5,"npcOnly":true},"humanoid_monster":{"startMin":1,"startMax":5,"npcOnly":true},"npc_actions":{"startMin":1,"startMax":5,"npcOnly":true}} >>
<<set setup.metaCharacter.skillActions = {"SeductiveTaunt":{"order":1,"emoji":"💋","simpleName":"Seductive Taunt","name":"Seductive Taunt","description":"You lean in and whisper exactly what you want to do to their body, making them blush and lose focus.","cost":{"fatigue":1,"mana":10},"self":false,"skillProgress":10,"skillInUse":"speech","isOffensive":true,"hasCooldown":5,"onAction":{"applyDamage":{"type":"psychic","min":5,"max":12},"chanceToAdd":{"arousalStun":90,"defDown":40,"strip":20}},"ai_weight":28},"ConjureSword":{"order":2,"emoji":"🔨","simpleName":"Conjure Sword","name":"Conjure Spectral Blade","description":"Summons a glowing magical weapon that boosts your attacks for several turns. Conjured items are fickle and will disappear after combat","cost":{"fatigue":3,"mana":25},"self":true,"skillProgress":15,"requireAI":"!gu.hasWeaponEquipped(character)","skillInUse":"conjuration","isOffensive":false,"onAction":{"chanceToAdd":{"conjureSword":100}},"hasCooldown":15,"ai_weight":18},"PleasureMist":{"order":3,"simpleName":"Pleasure Mist","name":"Pleasure Mist","description":"You release a sweet, glowing mist that wraps around the enemy. Their clothes get damp and almost transparent while their body burns with sudden desire.","cost":{"fatigue":4,"mana":28},"self":false,"skillProgress":18,"skillInUse":"conjuration","isOffensive":true,"onAction":{"applyDamage":{"type":"psychic","min":10,"max":16},"chanceToAdd":{"arousal":80,"shrink":50,"expandCloth":50,"defDown":40}},"ai_weight":20,"hasCooldown":4},"ShadowGrope":{"order":2,"simpleName":"Shadow Hands","name":"Summon Shadow Hands","description":"Dark, silky hands materialize out of nowhere and slide under the enemy’s clothes, squeezing and tugging fabric teasingly.","cost":{"fatigue":3,"mana":15},"self":false,"skillProgress":14,"skillInUse":"conjuration","isOffensive":true,"onAction":{"applyDamage":{"type":"physical","min":3,"max":6},"chanceToAdd":{"shrink|5":90,"expandCloth|5":90,"rip|5":95,"arousal":25}},"ai_weight":22,"hasCooldown":5},"TentacleBind":{"order":1,"emoji":"🐙","simpleName":"Tentacle Bind","name":"Summon Tentacles","description":"You call forth slick, writhing tentacles that wrap around the enemy, squeezing, probing and slowly peeling off their clothes.","cost":{"fatigue":4,"mana":40},"self":false,"skillProgress":14,"skillInUse":"conjuration","isOffensive":true,"onAction":{"applyDamage":{"type":"physical","min":10,"max":18},"chanceToAdd":{"bound/stripTurns":90,"arousal":15}},"ai_weight":20,"hasCooldown":5},"SelfExplosion":{"order":1,"emoji":"","simpleName":"Self Explosion","name":"Self Explosion","description":"The monster explodes, killing itself and damaging the enemy","requireSelf":"gu.getHealthPerc(character)<15","cost":{"fatigue":1,"stamina":5},"self":false,"skillProgress":10,"skillInUse":"melee","isOffensive":true,"onAction":{"applyDamage":{"type":"fire","useWeaponDmg":false,"min":20,"max":30,"canCrit":true},"chanceToAdd":{"SelfExplosion":100}},"ai_weight":600},"Confusion":{"order":4,"emoji":"😵","simpleName":"Confusion","name":"Confusion","description":"The enemy is confused and will execute a random action instead","costEfficiency":0,"cost":{"fatigue":1,"mana":20},"self":false,"hasCooldown":6,"skillProgress":10,"skillInUse":"illusion","isOffensive":true,"onAction":{"chanceToAdd":{"confusion":100}},"ai_weight":40,"isHeal":false},"SpellLock":{"order":4,"emoji":"🛑","simpleName":"Spell Lock","name":"Spell Lock","description":"Block a random skill for 5 turns","hasCooldown":2,"costEfficiency":0,"cost":{"fatigue":1,"mana":20},"self":false,"skillProgress":10,"skillInUse":"illusion","isOffensive":true,"onAction":{"chanceToAdd":{"blockSkill":100}},"ai_weight":20,"isHeal":false},"AphrodisiacGaze":{"order":2,"emoji":"👁️","simpleName":"Aphrodisiac Gaze","name":"Seductive Gaze","description":"Your eyes lock onto theirs, flooding their mind with vivid images of your hands and mouth all over their body.","cost":{"fatigue":2,"mana":25},"self":false,"skillProgress":15,"skillInUse":"illusion","hasCooldown":3,"isOffensive":true,"onAction":{"applyDamage":{"type":"psychic","min":8,"max":15},"chanceToAdd":{"confusion":60,"arousal":85}},"ai_weight":25},"Reflect":{"order":5,"simpleName":"Reflect","name":"Reflect","cost":{"mana":15},"hasCooldown":5,"description":"Reflect the enemy's next attack back to him.","costEfficiency":0,"skillProgress":15,"skillInUse":"illusion","self":true,"isOffensive":false,"onAction":{"chanceToAdd":{"reflect":100}},"ai_weight":30,"isHeal":false},"defend":{"order":1,"emoji":"🛡️","simpleName":"Defence Up","name":"Defence Up","description":"You raise your shield up, greatly increasing your defence chance for 3 turns","cost":{"fatigue":1,"stamina":10},"self":true,"itemDependent":"shields","skillProgress":10,"skillInUse":"shield","isOffensive":false,"hasCooldown":5,"onAction":{"chanceToAdd":{"defend":100}},"ai_weight":50},"shieldBash":{"order":1,"emoji":"🛡️⚔️","simpleName":"Shield Bash","name":"Shield Bash","description":"Bash the enemy with a shield, dealing minor damage and stunning them.","itemDependent":"shields","costEfficiency":0,"cost":{"fatigue":1,"stamina":20},"self":false,"skillProgress":10,"skillInUse":"shield","requireSelf":"combH.HasBuff(character,'defend')","isOffensive":true,"onAction":{"applyDamage":{"type":"physical","useWeaponDmg":false,"min":10,"max":10,"critical":20},"chanceToAdd":{"stun":80,"rip":10,"strip":5}},"ai_weight":50},"HealSelf":{"order":5,"emoji":"✨","simpleName":"Healing Wave","name":"Healing Wave","cost":{"fatigue":-5,"mana":30},"hasCooldown":3,"description":"Heal yourself","costEfficiency":0,"skillProgress":10,"skillInUse":"restoration","self":true,"requireAI":"gu.getHealthPerc(character)<60","isOffensive":false,"onAction":{"resources":{"health":30}},"ai_weight":30,"isHeal":true},"Rejuvenation":{"order":5,"emoji":"✨","simpleName":"Rejuvenation","name":"Rejuvenation","cost":{"mana":15},"hasCooldown":5,"description":"Heal yourself over 5 turns","costEfficiency":0,"skillProgress":10,"skillInUse":"restoration","self":true,"requireAI":"gu.getHealthPerc(character)<60","isOffensive":false,"onAction":{"chanceToAdd":{"rejuvenation":100}},"ai_weight":30,"isHeal":true},"Transfusion":{"order":4,"emoji":"🩸","simpleName":"Transfusion","name":"Blood Transfusion","description":"Deals 20-30 damage and heals you for the same amount. \nThere's a chance to apply bleeding on the enemy","costEfficiency":0,"cost":{"fatigue":5,"mana":20},"self":false,"hasCooldown":3,"skillProgress":10,"skillInUse":"destruction","isOffensive":true,"onAction":{"applyDamage":{"type":"blood","useWeaponDmg":false,"min":20,"max":30,"canCrit":false,"healthDrainMulti":1},"chanceToAdd":{"bleed":25}},"ai_weight":40,"isHeal":true},"Fireball":{"order":4,"emoji":"🔥","simpleName":"Fire Ball","name":"Fireball","description":"A fiery ball of fire is launched towards the enemy. \nThere's a chance to set fire to a random item","hasCooldown":2,"costEfficiency":0,"cost":{"fatigue":5,"mana":20},"self":false,"skillProgress":10,"skillInUse":"destruction","isOffensive":true,"onAction":{"applyDamage":{"type":"fire","useWeaponDmg":false,"min":10,"max":10,"canCrit":false},"chanceToAdd":{"itemOnFire":50}},"ai_weight":30},"IceShard":{"order":4,"emoji":"❄️","simpleName":"Ice Shard","name":"Ice Shard","description":"Ice shards are sent towards the enemy, doing 10-20 frost damage and reducing stamina by the same amount. \nThere's a chance to stun","hasCooldown":2,"costEfficiency":0,"cost":{"fatigue":5,"mana":20},"self":false,"skillProgress":10,"skillInUse":"destruction","isOffensive":true,"onAction":{"applyDamage":{"type":"frost","useWeaponDmg":false,"min":10,"max":20,"canCrit":false,"staminaChangeMulti":1},"chanceToAdd":{"shrink":50,"stun":25}},"ai_weight":20},"LighthingShock":{"order":4,"emoji":"⚡","simpleName":"Lighting shock","name":"Lighting shock","description":"The target is shocked by 10-20 damage and reducing mana by the same amount. \nThere's a chance to block a random skill for 3 turns","hasCooldown":2,"costEfficiency":0,"cost":{"fatigue":5,"mana":20},"self":false,"skillProgress":10,"skillInUse":"destruction","isOffensive":true,"onAction":{"applyDamage":{"type":"shock","useWeaponDmg":false,"min":10,"max":20,"canCrit":false,"manaChangeMulti":1},"chanceToAdd":{"expandCloth":30,"blockSkill":25}},"ai_weight":20},"PoisonCloud":{"order":4,"emoji":"☠️","simpleName":"Poison Cloud","name":"Poison Cloud","description":"The target suffers poison damage for 10 turns. \nThe clothes are heavily damaged each turn.","hasCooldown":10,"costEfficiency":0,"cost":{"fatigue":5,"mana":30},"self":false,"skillProgress":15,"skillInUse":"destruction","isOffensive":true,"onAction":{"applyDamage":{"type":"poison","useWeaponDmg":false,"min":10,"max":20,"canCrit":false,"manaChangeMulti":1},"chanceToAdd":{"poisonCloud":100}},"ai_weight":20},"Lustfire":{"order":5,"emoji":"🔥","simpleName":"Lustfire","name":"Lustfire Burst","description":"You hurl flames that caress and burn the enemy's clothes away, leaving their skin tingling with unwanted pleasure.","hasCooldown":4,"cost":{"fatigue":6,"mana":35},"self":false,"skillProgress":18,"skillInUse":"destruction","isOffensive":true,"onAction":{"applyDamage":{"type":"fire","min":18,"max":25},"chanceToAdd":{"itemOnFire":70,"strip":55,"arousal":65}},"ai_weight":22},"AttackUp":{"order":1,"emoji":"🔼","simpleName":"Attack Up","name":"Attack 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swipe","cost":{"fatigue":7,"stamina":7},"self":false,"hasCooldown":2,"skillProgress":10,"skillInUse":"melee","requireSelf":"combH.HasDebuff(target,'stun')","isOffensive":true,"onAction":{"applyDamage":{"type":"physical","useWeaponDmg":true,"damageLevel":"light"},"chanceToAdd":{"strip":15,"rip":25}},"ai_weight":40},"lightPunch":{"order":1,"emoji":"👊","simpleName":"Light Punch","name":"Light Punch","description":"A basic unarmed punch attack.","requireSelf":"!gu.hasWeaponEquipped(character)","cost":{"fatigue":1,"stamina":5},"self":false,"skillProgress":10,"skillInUse":"melee","isOffensive":true,"onAction":{"applyDamage":{"type":"physical","useWeaponDmg":true,"damageLevel":"light"},"chanceToAdd":{"strip":1,"rip":15}},"ai_weight":10},"strongKick":{"order":1,"simpleName":"Strong Kick","name":"Strong Kick","description":"A Strong kick attack.","requireSelf":"!gu.hasWeaponEquipped(character)","cost":{"fatigue":1,"stamina":10},"self":false,"skillProgress":10,"skillInUse":"melee","isOffensive":true,"onAction":{"applyDamage":{"type":"physical","useWeaponDmg":true,"damageLevel":"medium"},"chanceToAdd":{"stun":15}},"ai_weight":10},"StripFire":{"order":10,"emoji":"🔥👚","simpleName":"Remove Item on Fire","name":"Remove item on fire","description":"Remove the item that is currently on fire","costEfficiency":0,"self":true,"requireSelf":"character.combatStats.itemsOnFire && character.combatStats.itemsOnFire.length>0","isOffensive":false,"onAction":{"chanceToAdd":{"stripItemOnFire":100}},"ai_weight":10},"BeatFire":{"order":10,"emoji":"🔥❌","simpleName":"Try to beat fire on Item","name":"Try to beat fire on item","description":"Try to beat the fire","costEfficiency":0,"cost":{"fatigue":1,"stamina":5},"hasCooldown":3,"self":true,"skillProgress":10,"skillInUse":"armor","requireSelf":"character.combatStats.itemsOnFire && 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stamina","costEfficiency":0,"self":true,"requireAI":"gu.getStaminaPerc(character)<60","requireSelf":"combH.HasStaminaPotion(character)","isOffensive":false,"onAction":{"execute":"combH.UseStaminaPotion(attacker)"},"ai_weight":20}} >>
<<set setup.metaCharacter.skillsTrees = {"armor":[],"stealth":[],"conjuration":[{"level":1,"action":"ShadowGrope"},{"level":3,"action":"ConjureSword"},{"level":5,"action":"TentacleBind"},{"level":7,"action":"PleasureMist"}],"cooking":[],"restoration":[{"level":1,"action":"HealSelf"},{"level":3,"action":"Rejuvenation"}],"destruction":[{"level":1,"action":"Fireball"},{"level":3,"action":"IceShard"},{"level":5,"action":"Transfusion"},{"level":7,"action":"PoisonCloud"},{"level":9,"action":"Lustfire"}],"illusion":[{"level":1,"action":"Confusion"},{"level":3,"action":"Reflect"},{"level":4,"action":"AphrodisiacGaze"},{"level":5,"action":"SpellLock"}],"lockpicking":[],"enchanting":[],"speech":[{"level":1,"action":"SeductiveTaunt"}],"melee":[{"level":1,"action":"swordLightAttack","archetype":"WARRIOR"},{"level":1,"action":"Riposte","archetype":"ROGUE"},{"level":1,"action":"staffLightAttack","archetype":"MAGE"},{"level":2,"action":"Vanish","archetype":"ROGUE"},{"level":3,"action":"Stab","archetype":"ROGUE"},{"level":3,"action":"swordHeavyAttack","archetype":"WARRIOR"},{"level":3,"action":"staffHeavyAttack","archetype":"MAGE"},{"level":5,"action":"SweepingTrip","archetype":"MAGE"},{"level":5,"action":"BackStab","archetype":"ROGUE"},{"level":7,"action":"Eviscerate","archetype":"ROGUE"},{"level":2,"action":"AttackUp"},{"level":4,"action":"DisarmEnemy"}],"archery":[{"level":1,"action":"shootArrow"},{"level":2,"action":"aimedShot"},{"level":3,"action":"flamingArrow"},{"level":4,"action":"headShotArrow"}],"shield":[{"level":1,"action":"defend"},{"level":3,"action":"shieldBash"}],"npc_actions":[{"level":1,"action":"Steal"},{"level":1,"action":"RobBackpack"}],"monster":[],"humanoid_monster":[],"beast":[]} >>
<<set setup.metaCharacter.actionCategories = {"HUMANOID":["StripFire","BeatFire","lightPunch","strongKick","Flee","Wait","UsePotionHealth","UsePotionMana","UsePotionStamina"],"SWORD_old":["","swordHeavyAttack"],"ACTION_DAGGERS_old":["","","",""],"SHIELD_old":["defend","shieldBash"],"RANGED_old":["","",""],"STAFF_old":["","",""],"BEAST":["Bite","ClawSwipe","RipArmor"],"BIG_BEAST":["Bite","ClawSwipe","HeavyMaul","RipArmor"]} >>
<<set setup.metaCharacter.interjectionsTags = [] >>
<<set setup.metaCharacter.raceTemplates = [{"name":"HUMAN","iconTags":["HUMAN"],"useNPCPool":true,"race_type":"HUMANOID"},{"name":"LION","iconTags":["LION"],"poossibleNames":"Lion","startingInventory":"beast","race_type":"BEAST","startingAttributes":{"STR":36,"DEX":22,"CON":12,"INT":4,"WIS":10,"LUCK":35},"actionCategory":"BEAST"},{"name":"WOLF","iconTags":["WOLF"],"poossibleNames":"Wolf","startingInventory":"beast","race_type":"BEAST","startingAttributes":{"STR":26,"DEX":21,"CON":12,"INT":5,"WIS":13,"LUCK":40},"actionCategory":"BEAST"},{"name":"BEAR","iconTags":["BEAR"],"useNPCPool":false,"poossibleNames":"Bear","startingInventory":"big_beast","race_type":"BEAST","startingAttributes":{"STR":25,"DEX":18,"CON":17,"INT":3,"WIS":7,"LUCK":30},"actionCategory":"BIG_BEAST"},{"name":"MIMIC","iconTags":["MIMIC"],"useNPCPool":false,"poossibleNames":"Mimic","startingInventory":"mimic","race_type":"BEAST","startingAttributes":{"STR":24,"DEX":7,"CON":15,"INT":13,"WIS":17,"LUCK":30},"actionCategory":"BEAST"},{"name":"SKELETON","iconTags":["SKELETON"],"useNPCPool":false,"poossibleNames":"Skeleton","race_type":"MONSTER","hasDefaultOutfit":false,"actionCategory":"HUMANOID","startingAttributes":{"STR":8,"DEX":12,"CON":8,"INT":10,"WIS":10,"LUCK":40}}] >>
<<set setup.metaCharacter.metaRaceTemplates = [{"race_type":"HUMANOID","genderDistinction":true,"hasDefaultOutfit":true,"extraAIInfo":{"lootOnVictory":true},"actionCategory":"HUMANOID","startingAttributes":{"STR":10,"DEX":10,"CON":10,"INT":10,"WIS":10,"LUCK":50},"startingItems":["BACKPACK"],"allowedVariations":["UTILITY","UNDERWEAR","ACCESSORIES"],"startingSkills":{"npc_actions":10,"armor":1,"stealth":1,"conjuration":1,"cooking":1,"speech":5,"restoration":1,"destruction":1,"illusion":1,"lockpicking":8,"enchanting":1,"melee":1,"archery":1,"shield":1},"covers":["NECK","WRISTS","ANKLES","BACKPACK","CHEST","WAIST","BREASTS","BUTT","HANDS","CROTCH","LEGS","FEET","HEAD","SHOULDERS","RIGHT_HAND","LEFT_HAND"]},{"race_type":"BEAST","extraAIInfo":{"lootOnVictory":false},"genderDistinction":false,"useNPCPool":false,"allowedSlots":[],"allowedVariations":["UTILITY"],"startingItems":[],"covers":[],"startingSkills":{"armor":10,"melee":10,"beast":10}},{"race_type":"MONSTER","useNPCPool":false,"extraAIInfo":{"lootOnVictory":false},"genderDistinction":false,"hasDefaultOutfit":false,"allowedSlots":[],"allowedVariations":["UTILITY","ACCESSORIES"],"actionCategory":"HUMANOID","startingItems":[],"covers":["RIGHT_HAND","LEFT_HAND"],"AddNameSuffix":true,"startingSkills":{"monster":10,"armor":10,"stealth":10,"conjuration":10,"restoration":10,"destruction":10,"illusion":10,"melee":10,"archery":10,"shield":10}}] >>
<<set setup.metaCharacter.unitTemplates = [{"name":"WOLF","race":"WOLF","job":"BEAST"},{"name":"LION","race":"LION","job":"BEAST"},{"name":"BEAR","race":"BEAR","job":"BEAST"},{"name":"MIMIC","race":"MIMIC","job":"BEAST"}] >>
<<set setup.metaCharacter.raceRelations = [{"raceTypeFrom":"BEAST","relation":0,"toRaceType":"MONSTER"},{"raceTypeFrom":"BEAST","relation":-1,"toRaceType":"HUMANOID"},{"raceTypeFrom":"MONSTER","relation":0,"toRaceType":"BEAST"},{"raceTypeFrom":"MONSTER","relation":-1,"toRace":"HUMAN"},{"raceTypeFrom":"HUMANOID","relation":-1,"toRaceType":"BEAST"},{"raceTypeFrom":"HUMANOID","relation":-1,"toRaceType":"MONSTER"},{"jobFrom":"ADVENTURER","relation":1,"toJob":"GUARD"},{"jobFrom":"ADVENTURER","relation":1,"toJob":"HUNTER"},{"jobFrom":"ADVENTURER","relation":-1,"toJob":"BANDIT"},{"jobFrom":"ADVENTURER","relation":1,"toRace":"HUMAN","isCivil":true},{"jobFrom":"HUNTER","relation":1,"toJob":"GUARD"},{"jobFrom":"HUNTER","relation":0,"toJob":"BANDIT"},{"jobFrom":"HUNTER","relation":1,"toJob":"ADVENTURER"},{"jobFrom":"HUNTER","relation":1,"toRace":"HUMAN","isCivil":true},{"jobFrom":"GUARD","relation":1,"toJob":"ADVENTURER","checkBounty":true},{"jobFrom":"GUARD","relation":1,"toJob":"HUNTER"},{"jobFrom":"GUARD","relation":-1,"toJob":"BANDIT"},{"jobFrom":"GUARD","relation":1,"toRace":"HUMAN","isCivil":true},{"jobFrom":"BANDIT","relation":-1,"toJob":"GUARD"},{"jobFrom":"BANDIT","relation":-1,"toJob":"ADVENTURER"},{"jobFrom":"BANDIT","relation":0,"toJob":"HUNTER"},{"jobFrom":"BANDIT","relation":-1,"toRace":"HUMAN","isCivil":true}] >>
<<set setup.metaCharacter.jobTemplates = [{"name":"BEAST","race_type":"BEAST","validArchetypes":"BEAST","isCivil":false,"tags":["LOOKOUT","enemy","beast"],"aiProfile":"PROTECT_DEN,WANDER"},{"name":"MIMIC","race_type":"MONSTER","validArchetypes":"BEAST","isCivil":false},{"name":"SKELETON","race_type":"MONSTER","validArchetypes":"ARCHER/PALADIN/WARRIOR/ROGUE/MAGE","isCivil":false,"tags":["LOOKOUT","enemy","monster"],"aiProfile":"PROTECT_DEN,WANDER"},{"name":"GUARD","race_type":"HUMANOID","isCivil":false,"tags":["PATROL","LAW"],"allowedSkimpness":"*","validArchetypes":"ARCHER/PALADIN/WARRIOR","startingSkills":{"lockpicking":25},"aiProfile":"PATROL,GUARD_CITY"},{"name":"ADVENTURER","race_type":"HUMANOID","allowedSkimpness":"conservative,normal","startingInventory":"adventurer_inventory","validArchetypes":"ARCHER/PALADIN/WARRIOR/ROGUE/MAGE","tags":["HEROIC"],"startingAttributes":{"STR":2,"DEX":2,"CON":2},"isCivil":false,"aiProfile":"WANDER"},{"name":"BANDIT","race_type":"HUMANOID","tags":["OUTLAW"],"startingInventory":"bandit_inventory","isCivil":false,"allowedSkimpness":"*","validArchetypes":"ARCHER/PALADIN/WARRIOR/ROGUE/MAGE","aiProfile":"PROTECT_DEN,WANDER"},{"name":"TRADER","iconTags":["TRADER"],"race_type":"HUMANOID","isCivil":true,"allowedSkimpness":"*","validArchetypes":"CIVILIAN","tags":["SHOPKEEPER"],"aiProfile":"CARAVAN"},{"name":"MINER","iconTags":["MINER"],"race_type":"HUMANOID","isCivil":true,"allowedSkimpness":"*","validArchetypes":"CIVILIAN","tags":["MINER"],"aiProfile":"WORKER"},{"name":"WORKER","iconTags":["MINER"],"race_type":"HUMANOID","isCivil":true,"allowedSkimpness":"*","validArchetypes":"CIVILIAN","tags":["WORKER"],"aiProfile":"WORKER"},{"name":"HUNTER","race_type":"HUMANOID","allowedSkimpness":"conservative,normal","validArchetypes":"ARCHER/ROGUE","tags":["HUNTER"],"isCivil":false,"aiProfile":"BEAST_HUNT"},{"name":"FARMER","iconTags":["FARMER"],"race_type":"HUMANOID","isCivil":true,"allowedSkimpness":"*","validArchetypes":"CIVILIAN","tags":["FARMER"],"aiProfile":"WORKER"},{"name":"TEENAGER","iconTags":["TEENAGER"],"race_type":"HUMANOID","isCivil":true,"allowedSkimpness":"*","validArchetypes":"CIVILIAN","tags":["TEENAGER","STALKER","CREEP"],"aiProfile":"TEENAGER"},{"name":"CIVILIAN","iconTags":["CIVILIAN"],"race_type":"HUMANOID","isCivil":true,"allowedSkimpness":"*","validArchetypes":"CIVILIAN","tags":["CIVILIAN","CITY_DWELLER","PEACEFUL"],"aiProfile":"CIVILIAN"},{"name":"APRENTICE","iconTags":["APRENTICE"],"race_type":"HUMANOID","isCivil":true,"allowedSkimpness":"*","validArchetypes":"CIVILIAN","tags":["APRENTICE","LEARNING","GULIBLE"],"aiProfile":"CIVILIAN"},{"name":"PRIEST","iconTags":["PRIEST"],"race_type":"HUMANOID","isCivil":true,"allowedSkimpness":"conservative,normal","validArchetypes":"PRIEST","tags":["PRIEST"],"startingSkills":{"restoration":20},"aiProfile":"PRIEST"}] >>
<<set setup.metaCharacter.archetypeTemplates = [{"name":"BEAST"},{"name":"ARCHER","iconTags":["ARCHER"],"allowedVariations":["BOWS"],"weaponTypes":["CROSSBOW","QUIVER"],"preferredStats":["STR","DEX","CON"],"revealBias":"LOW","startingOutfit":"LIGHT_ARCHER","startingSkills":{"archery":10,"melee":5,"stealth":5},"nameSuffix":"Archer"},{"name":"ROGUE","iconTags":["ROGUE"],"allowedVariations":["DAGGERS"],"weaponTypes":["DAGGER"],"preferredStats":["STR","DEX","CON"],"revealBias":"LOW","startingOutfit":"LIGHT_ARCHER","startingSkills":{"archery":5,"melee":10,"stealth":10},"nameSuffix":"rogue"},{"name":"WARRIOR","iconTags":["WARRIOR"],"allowedVariations":["2H_SWORDS"],"weaponTypes":["2H_SWORD"],"preferredStats":["STR","DEX","CON"],"revealBias":"VERY_LOW","startingOutfit":"HEAVY_GUARD","startingSkills":{"archery":5,"melee":10,"restoration":1,"shield":5,"armor":10},"nameSuffix":"Warrior"},{"name":"PALADIN","iconTags":["PALADIN"],"allowedVariations":["SWORDS","SHIELDS"],"weaponTypes":["SWORD","SHIELD"],"preferredStats":["STR","DEX","CON"],"revealBias":"VERY_LOW","startingOutfit":"HEAVY_GUARD","startingSkills":{"archery":5,"melee":10,"restoration":10,"shield":10,"armor":10},"nameSuffix":"Paladin"},{"name":"MAGE","iconTags":["MAGE"],"allowedVariations":["STAFFS","DAGGERS"],"weaponTypes":["STAFF","DAGGER"],"preferredStats":["INT","WIS","CON"],"revealBias":"HIGH","startingOutfit":"MAGE_ROBE","startingSkills":{"destruction":10,"illusion":5,"conjuration":5,"restoration":5,"armor":5},"nameSuffix":"Mage"},{"name":"CIVILIAN","isCivil":true,"allowedVariations":["STAFFS","DAGGERS"],"weaponTypes":["STAFF","DAGGER"],"preferredStats":["INT","WIS","CON"],"revealBias":"HIGH","startingOutfit":"MAGE_ROBE"},{"name":"PRIEST","isCivil":true,"allowedVariations":["STAFFS","DAGGERS"],"weaponTypes":["STAFF","DAGGER"],"preferredStats":["INT","WIS","CON"],"revealBias":"HIGH","startingOutfit":"PRIEST_ROBES"}] >>
<<set setup.metaCharacter.outfitTemplates = [{"name":"DEFAULT","gender":"FEMALE","startingItems":["PANTIES","BRA"]},{"name":"DEFAULT","gender":"MALE","startingItems":["BOXERS"]},{"name":"MAGE_ROBE","archetype":"MAGE","allowedVariations":["CLOTH"],"gender":"ANY","startingItems":["ROBE","SHOES","GLOVES","SHOES","GLOVES","HAT"]},{"name":"PRIEST_ROBES","archetype":"PRIEST","allowedVariations":["CLOTH"],"gender":"ANY","startingItems":["ROBE","SHOES","GLOVES","SHOES","HAT"]},{"name":"MAGE_ROBE","archetype":"MAGE","allowedVariations":["CLOTH"],"gender":"ANY","startingItems":["TROUSERS","SHIRT","SHOES","GLOVES","SHOES","HAT"]},{"name":"MAGE_ROBE","archetype":"MAGE","allowedVariations":["CLOTH"],"gender":"FEMALE","startingItems":["DRESS","SHOES","GLOVES","HAT"]},{"name":"MAGE_ROBE","archetype":"MAGE","allowedVariations":["CLOTH"],"gender":"FEMALE","startingItems":["TROUSERS","SHIRT","SHOES","GLOVES","HAT"]},{"name":"MAGE_ROBE","archetype":"MAGE","allowedVariations":["CLOTH"],"gender":"FEMALE","startingItems":["SHORTS","SHIRT","SHOES","GLOVES","HAT"]},{"name":"LIGHT_ARCHER","allowedVariations":["LIGHT_ARMOR"],"gender":"ANY","startingItems":["SHIRT","TROUSERS","HELMET","GAUNTLETS","BOOTS"]},{"name":"LIGHT_ARCHER","allowedVariations":["LIGHT_ARMOR"],"gender":"ANY","startingItems":["SHORTS","SHIRT","HELMET","GAUNTLETS","BOOTS"]},{"name":"LIGHT_ARCHER","allowedVariations":["LIGHT_ARMOR"],"gender":"FEMALE","startingItems":["SHIRT","SKIRT","HELMET","GAUNTLETS","BOOTS"]},{"name":"LIGHT_ARCHER","allowedVariations":["LIGHT_ARMOR"],"gender":"FEMALE","startingItems":["DRESS","HELMET","GAUNTLETS","BOOTS"]},{"name":"HEAVY_GUARD","archetype":"HEAVY_ARMOR","allowedVariations":["HEAVY_ARMOR"],"gender":"ANY","startingItems":["SHIRT","TROUSERS","HELMET","GAUNTLETS","BOOTS","HELMET","GAUNTLETS","BOOTS"]},{"name":"HEAVY_GUARD","archetype":"HEAVY_ARMOR","allowedVariations":["HEAVY_ARMOR"],"gender":"FEMALE","startingItems":["SHIRT","SKIRT","HELMET","GAUNTLETS","BOOTS","HELMET","GAUNTLETS","BOOTS"]}] >>
<<set setup.metaCharacter.characterTraits = [{"name":"aggressive"},{"name":"friendly"},{"name":"social"},{"name":"alcoholic"},{"name":"quiet"}] >>
<<set setup.eventData = {} >>
<<set setup.eventData.EventCategory = [{"name":"GOOD"},{"name":"BAD"}] >>
<<set setup.eventData.EventTypes = [{"name":"Gear Damage","gameDescription":["Oops, I got tangled into some bushes..."],"description":"the player equipment suffers a light damage while traversing the area...","chanceCalc":"5","extraFilters":"['GRASS','FLOREST','DIRT'].indexOf(T.playerTile.tileName)>=0","isBad":true,"widgetCall":"EventGearDamage","canMove":true},{"name":"Found Gold","gameDescription":["I'm luck today! Found some gold on the road!","Nice! Someone dropped a bag of coins!"],"description":"the player found some gold while traversing the area...","chanceCalc":"2","extraFilters":"['GRASS','FLOREST','DIRT','ROAD'].indexOf(T.playerTile.tileName)>=0","isGood":true,"widgetCall":"EventFoundGold","canMove":true},{"name":"Bandit Ambush","gameDescription":["Some bandits found me..."],"description":"You've been ambushed while moving...","chanceCalc":"80","extraFilters":"['GRASS','FLOREST','DIRT'].indexOf(T.playerTile.tileName)>=0","isBad":true,"widgetCall":"EventBanditAmbush","canMove":false,"vars":"combatInitiative=false"},{"name":"ATTACK_WHEN_SLEEPING","gameDescription":["Some bandits found me when I was sleeping..."],"description":"You've been attacked while sleeping...","chanceCalc":"3","isBad":true,"widgetCall":"OnBanditAmbush","canMove":false},{"name":"MESS_WITH_INVENTORY","gameDescription":["Someone played a prank on me while I was sleeping..."],"description":"Someone played a prank on me while I was sleeping...","chanceCalc":"3","isBad":true,"widgetCall":"OnMessWithInventory","canMove":true},{"name":"PRANK_STRIP_NAKED","gameDescription":["Someone played a prank on me while I was sleeping..."],"description":"Someone stripped me naked while I was sleeping...","chanceCalc":"3","isBad":true,"widgetCall":"OnPrankStripNaked","canMove":true},{"name":"DEFEAT_GET_STRIPPED","gameDescription":["The bandit is robbing all my items..."],"description":"I'm left without anything to wear","chanceCalc":"80","isBad":true,"widgetCall":"OnCombatDefeatStripped","canMove":true},{"name":"DEFEAT_PLACE_SHACKLE","gameDescription":["The bandit produced a shackle and is coming to me..."],"description":"I'm being shackled","isBad":true,"widgetCall":"OnCombatDefeatShackled","canMove":true},{"name":"DEFEAT_DEATH","gameDescription":["Unfortunately you died"],"description":"I was killed during my battle.","isBad":true,"widgetCall":"OnDeath","canMove":false},{"name":"DEFEAT_GOLD_STOLEN","gameDescription":["The bandit robbed of all my gold..."],"description":"The bandit stole all my gold","chanceCalc":"80","isBad":true,"widgetCall":"OnCombatDefeatGoldStolen","canMove":true},{"name":"DEFEAT_INTERJECTION","gameDescription":["The bandit robbed of all my gold..."],"description":"The bandit is looking with something in his eyes...","chanceCalc":"20","extraFilters":"V.enemy.race=='HUMAN'","isBad":true,"gotoPage":"Interject-player","executeCode":"V.pagepars={interjectId:'interjectionDefeat',npcId:V.enemy.npcId,tags:['ON_DEFEAT']}","canMove":false},{"name":"MONSTER_IMPLOSION","gameDescription":["The monster exploded when I defeated him..."],"description":"The monster exploded when I defeated him","chanceCalc":"30","isBad":true,"widgetCall":"OnMonsterImplosion","canMove":true},{"name":"LEWD_EVENT","gameDescription":[""],"description":"","chanceCalc":"10","isBad":true,"widgetCall":"OnLewdEvent","canMove":true}] >>
<<set setup.eventData.ActionsOnMap = [{"name":"FORAGE_AREA","linkText":"Forage this area","description":"","dispatchEvent":"OnForageArea"},{"name":"MINE_AREA","linkText":"Mine here","description":"","dispatchEvent":"OnForageArea"},{"name":"POND_ACTIONS","linkText":"There's a pond here...","description":"","dispatchEvent":"OnPondActions"},{"name":"BANDIT_AMBUSH","linkText":"Ambush Bandits","description":"","dispatchEvent":"OnBanditAmbush","vars":"combatInitiative=true"},{"name":"CAMP_HERE","linkText":"Camp and rest here","description":"","dispatchEvent":"OnCampHere"},{"name":"LootGround","linkText":"Grab dropped items","description":"There are some items scattered around.","dispatchEvent":"OnLootGround"},{"name":"InteractNPCs","linkText":"Interact with people here...","description":"There are people here.","dispatchEvent":"OnPeopleInteract"}] >>
<<set setup.eventData.ActionsConditions = [{"name":"FORAGE_AREA","availableOnTiles":["BUSH"],"requireTileWithResources":true,"chanceOnTilePerc":100},{"name":"MINE_AREA","availableOnTiles":["ORE"],"requireTileWithResources":true,"chanceOnTilePerc":100},{"name":"POND_ACTIONS","availableOnTiles":["POND"],"chanceOnTilePerc":100},{"name":"BANDIT_AMBUSH","availableOnTiles":["ROAD","GRASS","FLOREST"],"chanceOnTilePerc":30,"repeatable":false},{"name":"CAMP_HERE","availableOnTiles":["GRASS","FLOREST"],"chanceOnTilePerc":90,"repeatable":true,"conditionCheck_":"V.isNight || V.isEvening"},{"name":"LootGround","chanceOnTilePerc":100,"repeatable":true,"conditionCheck":"T.playerTile.itemsHere.length>0"}] >>
<<set setup.eventData.OnEvents = [{"name":"OnPeopleNearbyOutside","ValidEvents":["LEWD_EVENT"]},{"name":"OnPeopleNearbyInside","ValidEvents":[]},{"name":"OnTileEntered","ValidEvents":["Gear Damage","Found Gold"]},{"name":"OnLocationEntered","ValidEvents":[]},{"name":"OnCityEntered","ValidEvents":[]},{"name":"OnRoomEntered","ValidEvents":[]},{"name":"OnCampSleep","ValidEvents":[]},{"name":"OnSleepHourly","ValidEvents":["ATTACK_WHEN_SLEEPING","MESS_WITH_INVENTORY","PRANK_STRIP_NAKED"]},{"name":"OnCombatLost_HUMANOID","ValidEvents":["DEFEAT_PLACE_SHACKLE","DEFEAT_GET_STRIPPED","DEFEAT_GOLD_STOLEN","DEFEAT_INTERJECTION","DEFEAT_DEATH"],"pickRandomOne":true},{"name":"OnCombatLost_MONSTER","ValidEvents":["DEFEAT_PLACE_SHACKLE","DEFEAT_DEATH"],"pickRandomOne":true},{"name":"OnCombatLost_BEAST","ValidEvents":["DEFEAT_DEATH"],"pickRandomOne":true},{"name":"OnCombatVictory_MONSTER","ValidEvents":["MONSTER_IMPLOSION"]}] >>
<<set setup.worldData = {} >>
<<set setup.metaCharacter.poolNPCS = [{"personalityType":"Disciplined and observant, with a strong sense of duty and a hint of weary cynicism. He's patient and methodical, preferring to assess situations before acting. He's not overly friendly, but respects those who uphold the Sunsstone Law. He can be stern and uncompromising when necessary, but possesses a hidden sense of fairness.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of imposing presence, easily commanding attention. He's clad in well-worn but impeccably maintained guard armor, the sun-bleached metal reflecting the Aeethelgardian light. His dark hair is neatly cropped, and a neatly trimmed beard frames a face etched with the lines of countless patrols. He carries himself with a quiet authority, his gaze sharp and assessing.","name":"Evander Vale","gender":"MALE","job":"GUARD","id":"poolId_0"},{"personalityType":"Disciplined and observant, with a strong sense of duty and a pragmatic approach to justice. She's patient and methodical, but can become fiercely protective of the law and those she deems worthy. A hint of weariness underlies her calm exterior, suggesting past burdens or difficult decisions.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman of striking presence, clad in practical, sun-bleached leather armor accented with bronze detailing. Her dark hair is pulled back in a tight braid, revealing high cheekbones and sharp, intelligent eyes the color of warm honey. A worn leather belt holds a simple but sturdy sword and a pouch filled with tools. She carries herself with a quiet confidence, her gaze constantly scanning her surroundings.","name":"Willow Corbin","gender":"FEMALE","job":"GUARD","id":"poolId_1"},{"personalityType":"Disciplined and observant, with a strong sense of duty and a hint of weary cynicism. He's patient and methodical, preferring to assess situations before acting. He's not overly friendly, but possesses a quiet dignity and a willingness to help those who uphold the Sunsstone Law.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of imposing presence, easily commanding attention. He's clad in practical, well-worn leather armor, the color of sun-baked earth, accented with bronze detailing. A neatly trimmed, dark beard and close-cropped dark hair frame a face etched with subtle lines of experience. His eyes, a deep hazel, are sharp and constantly scanning his surroundings.","name":"Jareth Darrow","gender":"MALE","job":"GUARD","id":"poolId_2"},{"personalityType":"Disciplined and observant, with a strong sense of duty and a pragmatic approach to justice. She's reserved and cautious, preferring to assess situations before acting. While not overtly friendly, she's fiercely loyal to the Sunsstone Law and will defend it with unwavering conviction. She can be stern and judgmental, especially towards those who disregard the law or flaunt wealth.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman of striking presence, clad in practical, sun-bleached leather armor accented with bronze detailing. Her dark hair is pulled back tightly from her face, revealing high cheekbones and sharp, intelligent eyes the color of warm amber. A worn leather band across her forehead holds a simple silver sunstone pendant. She carries herself with a steady, purposeful gait, her gaze constantly scanning her surroundings.","name":"Evelina Blythe","gender":"FEMALE","job":"GUARD","id":"poolId_3"},{"personalityType":"Disciplined, observant, and slightly weary. He carries a quiet authority and a strong sense of duty. He's patient and fair, but firm when enforcing the Sunsstone Law. He's not overly friendly, but genuinely cares about upholding order and protecting the innocent. He's a man of few words, preferring action to idle chatter.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of imposing presence, easily commanding attention. He's clad in well-worn, practical armor – a mix of polished bronze and sun-bleached leather – that speaks of countless patrols under the scorching sun. His dark hair is neatly cropped, revealing a strong jawline and a network of fine lines etched around his eyes, hinting at years spent watching and waiting. A neatly trimmed, dark beard complements his face, and his gaze is sharp and steady, assessing everything around him.","name":"Torin O’Malley","gender":"MALE","job":"GUARD","id":"poolId_4"},{"personalityType":"Disciplined, observant, and just. Holds a strong belief in order and upholding the Sunsstone Law. Can be stern and uncompromising, but possesses a hidden empathy for those who break the law, especially if they are genuinely misguided. Values duty and responsibility above all else. Possesses a dry wit and a pragmatic outlook.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman of commanding presence, clad in practical, sun-bleached leather armor reinforced with bronze. Her dark hair is pulled back in a tight braid, revealing sharp cheekbones and piercing amber eyes that seem to scan everything. A sunstone pendant, intricately carved with geometric patterns, hangs around her neck. She carries herself with a quiet confidence, her gaze unwavering as she surveys her surroundings.","name":"Zora Finnegan","gender":"FEMALE","job":"GUARD","id":"poolId_5"},{"personalityType":"Disciplined and watchful, with a strong sense of duty and a subtle underlying skepticism. He's observant and patient, preferring to assess a situation before acting. He can be stern, especially when it comes to upholding the Sunsstone Law, but possesses a hidden warmth for those who demonstrate loyalty and justice. He's not easily swayed by flattery but appreciates genuine concern.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of imposing presence, easily commanding attention. He's clad in well-worn but impeccably maintained guard armor, the sun-bleached leather and bronze gleaming faintly. His dark hair is neatly cropped, revealing sharp cheekbones and a strong jawline. A weathered scar bisects his left eyebrow, adding a touch of ruggedness to his otherwise composed features. He carries himself with a quiet confidence, his gaze constantly scanning the surroundings.","name":"Cassian Munroe","gender":"MALE","job":"GUARD","id":"poolId_6"},{"personalityType":"Disciplined and observant, with a strong sense of duty and a pragmatic approach to justice. She's reserved but fiercely loyal to those she trusts. Possesses a dry wit and a keen eye for detail, often noticing things others miss. Can be stern and uncompromising when upholding the Sunsstone Law.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman of commanding presence, clad in practical, sun-bleached leather armor reinforced with bronze. Her dark hair is pulled back in a tight braid, revealing sharp cheekbones and piercing amber eyes that seem to assess everything around her. A sunstone pendant, intricately carved with geometric patterns, hangs around her neck. She carries herself with a steady, watchful gaze, her hand never far from the hilt of her sword.","name":"Octavia Irving","gender":"FEMALE","job":"GUARD","id":"poolId_7"},{"personalityType":"Disciplined and observant, with a strong sense of duty and a subtle underlying skepticism. He's patient and methodical, preferring to assess a situation before acting. He's not overtly friendly, but displays a quiet competence and willingness to help those who uphold the Sunsstone Law. He can be stern when necessary, especially regarding adherence to the law.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of imposing presence, clad in practical, well-maintained guard attire. His dark hair is neatly trimmed, and a weathered, tanned face speaks of long days spent under the sun. He carries himself with a steady gaze, constantly scanning his surroundings.","name":"Ryland Garnett","gender":"MALE","job":"GUARD","id":"poolId_8"},{"personalityType":"Disciplined and observant, with a strong sense of duty and a quiet authority. She's pragmatic and fair, valuing order above all else. While outwardly calm, she possesses a hidden fire when injustice is witnessed. She's patient but firm, and isn't easily swayed by flattery or charm. She carries a subtle air of weariness, hinting at past burdens.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman of commanding presence, clad in practical, sun-bleached leather armor reinforced with bronze. Her dark hair is pulled back in a tight braid, revealing high cheekbones and piercing amber eyes that seem to scan her surroundings with unwavering focus. A network of fine lines around her eyes speaks of both laughter and hardship. A worn leather belt holds a simple but elegant sunstone pendant, catching the light with every movement.","name":"Astrid Ulyana","gender":"FEMALE","job":"GUARD","id":"poolId_9"},{"personalityType":"Disciplined and observant, with a strong sense of duty and a subtle underlying weariness. He is patient and methodical, preferring to assess situations before acting. He can be stern, especially when upholding the Sunsstone Law, but possesses a hidden warmth and loyalty to those he trusts. He is pragmatic and values order above all else.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of imposing presence, easily commanding attention. He's clad in practical, well-maintained guard armor – a mix of bronze and deep blue, hinting at a Mediterranean influence. His dark hair is neatly cropped, and a neatly trimmed beard frames a face etched with subtle lines of experience. He carries himself with a quiet confidence, his gaze sharp and assessing.","name":"Silas O’Malley","gender":"MALE","job":"GUARD","id":"poolId_10"},{"personalityType":"Disciplined and observant, with a strong sense of duty and a pragmatic approach to justice. She's patient and methodical, preferring to analyze situations before acting. While outwardly calm, she possesses a hidden fire when witnessing injustice or corruption. She's not overly trusting but fiercely loyal to those she deems worthy.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman of commanding presence, she exudes authority. Her dark hair is pulled back in a practical braid, revealing sharp cheekbones and piercing eyes the color of sun-baked earth. She wears practical, well-worn leather armor, accented with bronze detailing reminiscent of ancient desert designs. A sunstone pendant hangs from a leather cord around her neck, catching the light with every movement.","name":"Gretchen Sterling","gender":"FEMALE","job":"GUARD","id":"poolId_11"},{"personalityType":"Disciplined, Observant, Stern, Duty-bound, Slightly Cynical, Patient, Pragmatic","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of imposing presence, clad in practical, sun-bleached leather armor reinforced with bronze. His dark hair is cropped short, revealing a strong jawline and a network of fine lines around his eyes – evidence of countless sunrises and watchful nights. He carries himself with a quiet authority, his gaze sharp and assessing, always scanning the horizon.","name":"Hawthorne Rutherford","gender":"MALE","job":"GUARD","id":"poolId_12"},{"personalityType":"Disciplined and observant, with a strong sense of duty and a pragmatic approach to justice. She's patient and methodical, preferring to assess situations before acting. A hint of weariness underlies her calm demeanor, suggesting past burdens or difficult decisions. She's not overly friendly, but fiercely loyal to those she trusts and dedicated to upholding the Sunsstone Law.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman of commanding presence, clad in practical, sun-bleached leather armor reinforced with bronze accents. Her dark hair is pulled back in a tight braid, revealing sharp cheekbones and piercing amber eyes that seem to scan her surroundings constantly. A worn leather band circles her forehead, holding back stray strands. A faint scar traces a line above her left eyebrow, a silent testament to past encounters. She carries a sturdy, sun-kissed wooden staff, topped with a polished sunstone.","name":"Jordana Darrow","gender":"FEMALE","job":"GUARD","id":"poolId_13"},{"personalityType":"Disciplined and observant, with a strong sense of duty and a subtle underlying cynicism. He's patient and methodical, preferring to assess situations before acting. He's not overly friendly, but respectful and willing to help if he deems it necessary, especially if it aligns with the Sunsstone Law.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of weathered features, his dark hair is neatly kept, emphasizing sharp cheekbones and a strong jawline. He wears practical, well-maintained leather armor, the color of sun-bleached sand, and a simple, unadorned silver amulet depicting a stylized sun. His gaze is sharp and watchful, constantly scanning his surroundings.","name":"Finnian Wynter","gender":"MALE","job":"GUARD","id":"poolId_14"},{"personalityType":"Disciplined and observant, with a strong sense of duty and a subtle underlying impatience. She's not overly friendly, but fiercely loyal to the Sunsstone Law and those she deems worthy of its protection. She possesses a quiet confidence born from experience and a pragmatic approach to problem-solving. Can be stern and judgmental, especially when it comes to deviations from the law.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman of sun-kissed skin and sharp features, she exudes authority. Her dark hair is pulled back in a tight braid, revealing a high cheekbones and piercing amber eyes that seem to constantly scan her surroundings. She favors practical, sun-bleached leather armor, cinched at the waist with a simple belt adorned with a Sunsstone emblem. A worn, leather-bound journal is always tucked into her belt, and a scabbard holds a well-maintained scimitar at her hip.","name":"Zinnia Eamon","gender":"FEMALE","job":"GUARD","id":"poolId_15"},{"personalityType":"Disciplined and observant, with a strong sense of duty and a hint of weary cynicism. He's patient and methodical, preferring to assess situations before acting. He's not overly friendly, but respectful and willing to help if he deems it necessary, especially if it aligns with the Sunsstone Law.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of imposing presence, easily standing out in a crowd. He wears practical, well-maintained leather armor, the color of sun-baked earth, accented with silver detailing reminiscent of ancient coins. A neatly trimmed, dark beard and close-cropped dark hair frame a face etched with subtle lines of experience. His gaze is sharp and unwavering, constantly scanning his surroundings.","name":"Caspian Munroe","gender":"MALE","job":"GUARD","id":"poolId_16"},{"personalityType":"Disciplined and observant, with a strong sense of duty and a pragmatic approach to justice. She's patient and methodical, preferring to assess situations before acting. While outwardly calm, she possesses a fierce loyalty to the Sunsstone Law and those she considers under her protection. Can be somewhat reserved and slow to trust, but fiercely protective once earned.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman of imposing presence, she exudes authority. Her dark, braided hair is often pulled back from a sharp face framed by high cheekbones. She favors practical, well-maintained armor – a blend of leather and bronze, hinting at both agility and protection. A sun-kissed complexion and keen, watchful eyes complete the picture of a seasoned guardian.","name":"Niamh O’Connell","gender":"FEMALE","job":"GUARD","id":"poolId_17"},{"personalityType":"Disciplined and observant, with a strong sense of duty and a subtle underlying cynicism. He's patient and methodical, preferring to assess situations before acting. He can be stern, especially when upholding the Sunsstone Law, but possesses a hidden warmth for those he deems worthy. He's weary of corruption and injustice, and deeply believes in the importance of order.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of imposing presence, easily noticed by his height and well-maintained physique. He carries himself with a quiet authority, his gaze sharp and assessing. His weathered skin speaks of sun and wind, hinting at a life spent outdoors. He wears practical, well-worn leather armor, accented with silver Sunsstone inlays, and a simple, yet sturdy, patrol belt.","name":"Rhys Haskell","gender":"MALE","job":"GUARD","id":"poolId_18"},{"personalityType":"Disciplined and observant, with a strong sense of duty and a pragmatic outlook. She is patient and fair, but unwavering in her commitment to the Sunsstone Law. She can be reserved and slow to trust, but fiercely loyal to those she deems worthy. Possesses a dry wit and a keen eye for detail.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman of commanding presence, clad in practical, sun-bleached leather armor reinforced with bronze. Her dark hair is pulled back in a tight braid, revealing high cheekbones and sharp, intelligent eyes the color of desert sand. A stern expression is perpetually etched on her face, framed by faint lines earned from years of sun and vigilance. She carries herself with the quiet confidence of someone accustomed to authority.","name":"Larkin Northwood","gender":"FEMALE","job":"GUARD","id":"poolId_19"},{"personalityType":"Brave, confident, and resourceful with a touch of weary cynicism. He's seen a lot of action and isn't easily impressed, but possesses a strong moral compass and a deep loyalty to those he trusts. He's quick-witted and enjoys a good story, often recounting past adventures with dramatic flair. He's not afraid to take risks, especially when it comes to protecting others.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A weathered figure with sun-kissed skin and eyes that hold the glint of adventure. He carries himself with a natural authority, his movements fluid and purposeful. A network of fine lines around his eyes speaks of countless laughs and hardships endured. He's clad in practical, well-worn leather armor, accented with bronze and adorned with a single, intricately carved sunstone pendant.","name":"Aric Vale","gender":"MALE","job":"ADVENTURER","id":"poolId_20"},{"personalityType":"Bold, resourceful, and fiercely independent. A natural leader with a strong moral compass, she's driven by a sense of justice and a thirst for adventure. She's confident but not arrogant, always willing to lend a hand to those in need, especially if it aligns with her own goals. She can be pragmatic and sometimes impatient, valuing results over sentimentality. She's deeply loyal to those she trusts and fiercely protective of her friends.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"Sun-kissed skin and wind-swept dark hair frame a face etched with both determination and a hint of weariness. She moves with a confident stride, her gaze sharp and assessing. A network of faint scars hints at a life lived in danger, and her clothing – practical leather armor over flowing fabrics in shades of desert sand and deep indigo – speaks of both comfort and readiness for battle. A worn leather satchel hangs across her body, overflowing with maps, tools, and perhaps a few treasured trinkets.","name":"Penelope Rory","gender":"FEMALE","job":"ADVENTURER","id":"poolId_21"},{"personalityType":"Bold, confident, and fiercely independent with a strong moral compass. Possesses a natural charisma and a knack for inspiring trust. He's a seasoned traveler, pragmatic but with a deep sense of justice. He's not afraid of a challenge and readily takes on responsibility, often acting as a mentor or guide to those he deems worthy. He can be a bit impulsive, driven by a strong sense of duty and a desire to protect the innocent.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A sun-kissed figure, radiating strength and experience. He carries himself with a quiet authority, his weathered features hinting at countless journeys under the Aeethelgard sun. A network of fine lines crinkles around his eyes, evidence of both laughter and hardship. He's clad in practical, well-worn leather armor, accented with bronze and adorned with a single, intricately carved sunstone pendant. His dark, close-cropped hair is streaked with silver, and a neatly trimmed beard frames a strong jawline.","name":"Stellan Vance","gender":"MALE","job":"ADVENTURER","id":"poolId_22"},{"personalityType":"Brave, resourceful, and fiercely independent. Possesses a dry wit and a pragmatic outlook, tempered by a deep sense of justice. She's confident in her abilities but not arrogant, always willing to learn and adapt. A natural leader, she inspires loyalty and trusts her gut instincts. Can be impulsive when her friends or ideals are threatened.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A sun-kissed figure, she moves with a confident stride. Sun-bleached blonde hair is often braided back from a strong face framed by high cheekbones. Her eyes are a striking, warm brown, constantly scanning her surroundings with sharp intelligence. She favors practical, well-worn leather armor, adorned with subtle silver accents and a worn leather belt holding various pouches and a sheathed scimitar. A faint tan covers her skin, hinting at countless days spent under the scorching sun.","name":"Genevieve Everett","gender":"FEMALE","job":"ADVENTURER","id":"poolId_23"},{"personalityType":"Brave, charismatic, and fiercely independent. A natural leader with a strong moral compass, but willing to bend the rules for the greater good. Possesses a dry wit and a deep respect for ancient traditions. Driven by a thirst for adventure and a desire to protect the innocent.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A sun-kissed figure, perpetually radiating warmth. He moves with a confident stride, his weathered leather armor hinting at countless journeys. A worn, wide-brimmed hat shields eyes the color of warm honey, and a neatly trimmed, dark beard and mustache frame a face etched with stories of hardship and triumph. He carries himself with an air of quiet authority, always ready for a challenge.","name":"Torin Garnett","gender":"MALE","job":"ADVENTURER","id":"poolId_24"},{"personalityType":"Bold, resourceful, and fiercely independent. A natural leader with a strong moral compass, she's driven by a thirst for adventure and a willingness to stand up for what she believes in. She's confident but not arrogant, and possesses a dry wit. She's pragmatic and adaptable, always assessing situations and planning ahead. She's not afraid of a fight and deeply values loyalty.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"She moves with a confident stride, a weathered leather jerkin and practical trousers emphasizing her athleticism. Sun-kissed skin hints at a life spent outdoors, and a scattering of faint scars tell tales of past battles. Her dark, braided hair is often pulled back from a strong face, framing piercing amber eyes that seem to constantly scan her surroundings. A worn leather bracer adorns her left forearm, bearing a subtle sunstone emblem.","name":"Brynn Eamon","gender":"FEMALE","job":"ADVENTURER","id":"poolId_25"},{"personalityType":"Brave, charismatic, and fiercely independent. Possesses a strong moral compass and a thirst for justice, but isn't afraid to bend the rules to achieve what he believes is right. A natural leader, he inspires confidence in others and is quick to offer aid. He's confident, bordering on cocky, but deeply cares about those he considers friends. He can be impulsive and prone to taking risks.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A sun-weathered figure, he exudes confidence and vitality. He's lean and strong, with a powerful build honed from years of travel and combat. Sunlight catches the bronze highlights in his dark, close-cropped hair. A network of fine lines around his eyes speaks of laughter and hardship in equal measure. He carries himself with an air of quiet authority, his gaze sharp and assessing.","name":"Lorcan Chandler","gender":"MALE","job":"ADVENTURER","id":"poolId_26"},{"personalityType":"Brave, resourceful, and fiercely independent. Possesses a strong moral compass and a thirst for justice. Can be impulsive and stubborn, but always willing to put others before herself. A natural leader, comfortable taking charge, but not overly concerned with authority. Has a dry wit and a pragmatic outlook on life.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A sun-kissed figure, radiating confidence. She moves with a purposeful stride, her weathered leather armor hinting at countless adventures. Sun-bleached hair is braided back from a strong face marked with faint scars – a testament to battles fought. Her eyes, a striking shade of amber, constantly scan her surroundings with sharp intelligence.","name":"Imogen Rory","gender":"FEMALE","job":"ADVENTURER","id":"poolId_27"},{"personalityType":"Brave, charismatic, and fiercely independent. Possesses a strong moral compass but isn't afraid to bend the rules for the greater good. A natural leader, inspiring confidence in others. Haunted by a past failure, fueling a relentless pursuit of justice and a desire to protect the innocent. Wary of authority, especially those who abuse power.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A weathered figure, radiating confidence and competence. He moves with a purpose, his gaze sharp and assessing. Sun-kissed skin hints at a life spent outdoors, and a network of faint scars tells tales of battles fought. He carries himself with an air of quiet authority, a protector watching over the land.","name":"Marius Thatcher","gender":"MALE","job":"ADVENTURER","id":"poolId_28"},{"personalityType":"Brave, resourceful, and fiercely independent. Possesses a strong sense of justice and a pragmatic approach to problem-solving. A natural leader, but prefers to earn respect rather than demand it. Wary of authority, especially those who abuse power. Has a dry wit and a tendency towards sarcasm when dealing with pompous individuals. Driven by a thirst for knowledge and a desire to protect the innocent.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman hardened by years of travel and adventure. Sun-kissed skin hints at countless hours spent under the blazing sun. She moves with a confident stride, her gaze sharp and assessing. Scars, both visible and hidden, tell tales of battles fought and won. Her attire is practical and well-worn, a blend of leather armor and flowing fabrics in earthy tones, accented by a silver sunstone pendant.","name":"Hazel Inkster","gender":"FEMALE","job":"ADVENTURER","id":"poolId_29"},{"personalityType":"Brave, resourceful, and fiercely independent with a strong moral compass. He's a natural leader, always willing to step up when needed, but can be impulsive and occasionally reckless. He's deeply loyal to those he trusts and has a dry wit, often using humor to mask deeper vulnerabilities. He's driven by a desire to protect the innocent and uphold justice, even when the Sunsstone Law is unclear.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"He carries himself with a confident stride, his weathered face hinting at countless journeys. Sun-kissed skin and a strong jawline speak of a life spent outdoors. A worn leather jerkin and practical trousers are accented by sturdy boots, and a long scar traces a path across his left cheek, a silent testament to past battles. He has piercing blue eyes that seem to hold a spark of adventure and a hint of weariness.","name":"Lysander Jubilee","gender":"MALE","job":"ADVENTURER","id":"poolId_30"},{"personalityType":"Brave, resourceful, and fiercely independent. Possesses a strong moral compass and a thirst for justice. A natural leader, but prefers to work alone or with a small, trusted group. Wary of authority, especially those who abuse power. Displays a dry wit and a pragmatic outlook, often prioritizing action over words.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A sun-kissed woman with a weathered face and eyes that hold both warmth and determination. She moves with a confident stride, her gaze sweeping over everything with an assessing intensity. Scars tell tales of past battles, subtly hinting at a life lived on the edge.","name":"Kallista Loveridge","gender":"FEMALE","job":"ADVENTURER","id":"poolId_31"},{"personalityType":"Brave, resourceful, and fiercely independent. Possesses a strong moral compass and a deep sense of justice. A natural leader, but prefers to work alone or with a small, trusted group. Can be impulsive and driven by a desire to protect the innocent. Holds a quiet confidence and isn't easily intimidated, but is deeply empathetic and will readily risk his own safety for others.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A weathered figure, perpetually dusted with sand and sun-baked earth. He moves with a confident stride, his gaze sharp and observant. He carries himself with the quiet authority of someone who has seen much and done much. His clothing is practical and well-worn, hinting at countless journeys.","name":"Torin Haskell","gender":"MALE","job":"ADVENTURER","id":"poolId_32"},{"personalityType":"Brave, resourceful, and fiercely independent. Possesses a strong moral compass and a thirst for justice. Wary of authority but deeply loyal to those she trusts. Confident and decisive, but not arrogant. A natural leader who inspires others.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A sun-kissed warrior with a weathered face and eyes that hold both warmth and determination. She moves with a confident stride, her gaze sweeping over the surroundings with an air of experienced vigilance. Sunlight catches the gold threads woven into her dark hair, and a worn leather bracer adorns her left forearm.","name":"Xena Rory","gender":"FEMALE","job":"ADVENTURER","id":"poolId_33"},{"personalityType":"Brave, resourceful, and charismatic. Possesses a strong sense of justice and a thirst for adventure. He's confident but not arrogant, and deeply loyal to those he trusts. He's quick-witted and enjoys a good story, often sharing tales of past exploits. He can be a bit impulsive, driven by his ideals and willingness to fight for what he believes in.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A weathered traveler with sun-kissed skin and a confident stride. He carries himself with the air of someone who's seen much of the world, his gaze sharp and assessing. He favors practical, well-worn leather armor accented with bronze and intricate stitching reminiscent of desert patterns. A long scar traces a path across his left cheek, a testament to past battles. His dark, curly hair is often tied back from his face, revealing piercing amber eyes that seem to hold a spark of mischief and unwavering determination.","name":"Jasper Rutherford","gender":"MALE","job":"ADVENTURER","id":"poolId_34"},{"personalityType":"Brave, resourceful, and fiercely independent. Possesses a strong moral compass and a thirst for justice. A natural leader, but prefers to work alone or with a small, trusted group. Wary of authority and deeply respectful of ancient traditions. Displays a dry wit and a pragmatic approach to problems, often prioritizing action over words.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman carved from sun and sand. Sun-kissed skin stretches taut over high cheekbones and a strong jawline. Her dark, braided hair is often adorned with beads and feathers, catching the light with every movement. She favors practical, leather armor in earthy tones, accented with silver jewelry depicting celestial symbols. A worn leather satchel hangs across her body, overflowing with maps, tools, and intriguing trinkets. Her eyes, the color of amber, constantly scan her surroundings with an alert intensity.","name":"Hazel Eamon","gender":"FEMALE","job":"ADVENTURER","id":"poolId_35"},{"personalityType":"Brave, confident, and resourceful with a touch of weary idealism. He's seen his share of hardship and carries himself with a quiet authority. Loyal to a fault, especially to those who uphold justice, but can be cynical towards those who abuse power. He's a natural leader, but prefers to act rather than command.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A sun-weathered figure, he exudes a quiet strength. His tanned skin is etched with faint lines around his eyes, hinting at countless journeys and battles. He carries himself with a confident stride, his gaze sharp and observant. He favors practical, well-worn leather armor, often adorned with subtle, sun-baked patterns. A long, intricately carved scar runs across his left cheek, a silent testament to a past conflict. He has a neatly trimmed, dark brown beard and piercing blue eyes that seem to hold a spark of defiance.","name":"Gavril Gaskell","gender":"MALE","job":"ADVENTURER","id":"poolId_36"},{"personalityType":"Brave, resourceful, and fiercely independent. Possesses a strong moral compass and a thirst for justice. Can be impulsive and occasionally reckless, driven by a deep sense of responsibility. A natural leader, but prefers to work alone or with a small, trusted group. Has a dry wit and a pragmatic outlook, rarely showing vulnerability.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A sun-kissed figure, radiating confidence. She moves with a purposeful stride, her weathered leather armor hinting at countless journeys. Sun-bleached blonde hair is braided back from a strong face, framed by high cheekbones and piercing turquoise eyes that seem to hold ancient secrets. A network of faint scars crisscrosses her arms and shoulders, testament to battles fought and won. She carries herself with an air of quiet authority, a silent promise of strength and resilience.","name":"Daphne Evelyn","gender":"FEMALE","job":"ADVENTURER","id":"poolId_37"},{"personalityType":"Brave, charismatic, and fiercely independent. Possesses a strong moral compass and a deep sense of justice. A natural leader, but prefers to work alongside others. Wary of authority, especially those who abuse power. Driven by a thirst for adventure and a desire to protect the innocent. Can be impulsive, but always acts with purpose.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A weathered figure, sun-kissed and strong. He moves with a confident stride, his gaze sharp and assessing. He carries himself with an air of quiet authority, hinting at countless journeys and battles fought. His clothing is practical and well-worn, suggesting a life lived outdoors.","name":"Faelan Oakes","gender":"MALE","job":"ADVENTURER","id":"poolId_38"},{"personalityType":"Brave, resourceful, and fiercely independent. Possesses a strong moral compass and a thirst for justice. Can be impulsive and headstrong, but always acts with a strategic mind. Loyal to those she trusts and deeply affected by loss. A natural leader, comfortable taking charge.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A sun-kissed woman with a weathered face and eyes that hold both warmth and determination. She moves with a confident stride, her gaze sweeping over everything with keen awareness. Sun-bleached hair is often braided with leather and beads, framing a strong jawline and a scattering of freckles across her nose. She favors practical, well-worn leather armor, often adorned with intricate sunstone patterns.","name":"Olivia Nightingale","gender":"FEMALE","job":"ADVENTURER","id":"poolId_39"},{"personalityType":"Cunning, cynical, fiercely independent, opportunistic, with a dry wit and a hidden streak of loyalty. He's quick to judge but slow to trust, valuing freedom above all else. He has a strong moral code, albeit one bent to suit his own needs.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A weathered figure, lean and wiry, with sun-kissed skin and eyes that hold a hint of mischief. He favors practical, dark clothing – leather armor worn over simple tunics and trousers – and a worn leather belt adorned with pouches and a sheathed dagger. A faded scar runs across his left cheek, partially obscured by a dark, slightly unkempt beard.","name":"Darius Chandler","gender":"MALE","job":"BANDIT","id":"poolId_40"},{"personalityType":"Cunning, independent, fiercely loyal to those she trusts, with a sharp wit and a cynical outlook. She's opportunistic and thrives on challenges, valuing freedom above all else. Has a strong sense of justice, but bends the rules to achieve it. Can be impulsive and prone to taking risks.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman carved from sun and sand. Sun-kissed skin contrasts with a cascade of dark, braided hair often interwoven with leather and beads. A network of faded scars maps a life lived on the edge, and her eyes – a piercing shade of amber – constantly scan her surroundings. She favors practical, well-worn clothing: leather armor layered over flowing fabrics in earthy tones, and a hooded cloak to conceal her features.","name":"Scarlett Bryant","gender":"FEMALE","job":"BANDIT","id":"poolId_41"},{"personalityType":"Cunning, charismatic, opportunistic, fiercely independent, with a dry wit and a hint of cynicism. Loyal to those he considers friends, but ruthless towards enemies. Possesses a strong moral compass, albeit one bent by circumstance and the harsh realities of the outlaw life. A natural leader, comfortable taking charge, but prefers to operate independently.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A lean figure with sun-weathered skin and a perpetually amused glint in his dark eyes. He moves with a confident swagger, a worn leather jerkin barely concealing a muscular torso. A network of faded scars hints at a life lived on the edge, and a mischievous smirk plays on his lips as he surveys his surroundings.","name":"Eamon Oliver","gender":"MALE","job":"BANDIT","id":"poolId_42"},{"personalityType":"Cunning, independent, fiercely loyal to those she considers family, with a sharp wit and a cynical outlook. She's opportunistic and doesn't suffer fools gladly, but possesses a hidden well of empathy. She values freedom above all else and resents authority.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman hardened by life on the fringes. Sun-kissed skin bears the marks of sun and wind, etched with a network of fine lines around piercing amber eyes. She favors practical, worn leather armor over elaborate garments, and a dark, braided ponytail keeps her raven-black hair out of her face. A faded tribal tattoo snakes up her left arm, partially concealed by a leather bracer.","name":"Daphne Abernathy","gender":"FEMALE","job":"BANDIT","id":"poolId_43"},{"personalityType":"Cunning, Charismatic, Cynical, Resourceful, Independent. A survivor who trusts few and relies on their own skills. Possesses a dry wit and a penchant for planning, often operating on a moral grey area. Loyal to those who earn it, but fiercely protective of their freedom.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A lean figure with sun-weathered skin and a perpetual smirk. He moves with a practiced grace, eyes constantly scanning his surroundings. He favors practical, dark clothing – leather and woven fabrics – and a worn leather bandolier across his chest holds various tools and trinkets.","name":"Stellan Ulyana","gender":"MALE","job":"BANDIT","id":"poolId_44"},{"personalityType":"Cunning, independent, fiercely loyal to those she trusts, opportunistic, with a dry wit and a tendency towards sarcasm. She's not afraid to break rules, especially if it benefits her or her allies. Possesses a strong sense of justice, albeit a very personal and flexible one.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman built for the desert, sun-kissed skin stretched taut over sharp cheekbones. Her dark, braided hair is often adorned with beads and feathers, escaping in wild tendrils around a face marked with a network of fine scars – souvenirs from a life lived on the edge. She favors practical, layered clothing in earthy tones, always with a worn leather belt holding a multitude of pouches and a sheathed dagger.","name":"Ursula Fletcher","gender":"FEMALE","job":"BANDIT","id":"poolId_45"},{"personalityType":"Cunning, Charismatic, Cynical, Resourceful, Loyal (to a fault), Quick-witted, enjoys a good gamble and a sharp blade. He's seen too much and trusts few, but fiercely protects those he considers his own. He's motivated by freedom and a disdain for authority, particularly the Sunsstone Law.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A lean figure with sun-kissed skin and a weathered face, he moves with a confident swagger. He favors practical, dark clothing – leather breeches, a loose tunic, and a worn cloak – often adorned with subtle, almost hidden pouches and holsters. A faded scar traces a path across his left eyebrow, and his eyes are sharp and observant, constantly scanning his surroundings.","name":"Stellan Fletcher","gender":"MALE","job":"BANDIT","id":"poolId_46"},{"personalityType":"Cunning, independent, resourceful, cynical, with a hidden streak of loyalty. Quick-witted and sarcastic, she prefers action to words. Has a strong sense of justice, albeit a skewed one, often prioritizing the underdog. Resistant to authority and deeply distrustful of nobles.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman hardened by life on the fringes. Sun-kissed skin hints at a life spent under the relentless sun, etched with fine lines around sharp, intelligent eyes. She favors practical clothing – leather armor worn over loose linen, a worn scarf covering part of her face, and a multitude of pouches and belts holding tools and trinkets. A faded tattoo of a stylized sun adorns her left forearm.","name":"Octavia Quilliam","gender":"FEMALE","job":"BANDIT","id":"poolId_47"},{"personalityType":"Cunning, charismatic, opportunistic, fiercely independent, with a dry wit and a penchant for bending (or outright breaking) the rules. He's quick to assess situations and people, valuing freedom above all else. He can be charming and persuasive, but also ruthless when necessary. Loyal to those he trusts, but slow to give that trust.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A lean figure with sun-kissed skin and a perpetually mischievous glint in his eyes. He favors practical, well-worn clothing – leather armor softened by age and travel, a faded linen shirt, and a wide-brimmed hat casting his face in shadow. A network of scars crisscrosses his arms and shoulders, hinting at a life lived on the edge. He carries himself with a confident swagger, a slight smirk playing on his lips as if expecting trouble (and reward).","name":"Zephyr Vesper","gender":"MALE","job":"BANDIT","id":"poolId_48"},{"personalityType":"Cunning, independent, fiercely loyal to those she trusts, with a sharp wit and a cynical outlook. She's opportunistic and pragmatic, valuing freedom above all else. Has a strong sense of justice, but bends the rules to achieve it. Can be impulsive and prone to taking risks.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman built for the desert. Sun-kissed skin hints at countless hours under a blazing sun, etched with fine lines around piercing amber eyes. Her dark, braided hair is often adorned with beads and feathers, practical for both sun protection and intimidation. She favors practical, well-worn leather armor over flowing garments, with a bandolier overflowing with pouches and a curved scimitar strapped to her hip. A network of faded scars crisscrosses her arms and legs, telling tales of past battles and daring escapes.","name":"Winona Upton","gender":"FEMALE","job":"BANDIT","id":"poolId_49"},{"personalityType":"Cunning, charismatic, and fiercely independent. A survivor with a sharp wit and a penchant for risk. Loyal to those he trusts, but quick to betray those who cross him. Possesses a strong moral compass, often bending the law but rarely breaking it completely. A natural leader, comfortable commanding respect even without formal authority.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A lean figure with sun-kissed skin and a weathered face, perpetually hinting at a life lived outdoors. He moves with a confident swagger, his eyes constantly scanning his surroundings. He favors practical, well-worn clothing – leather armor layered over loose linen, a faded bandanna covering part of his hair, and a worn leather satchel slung across his body. A scar traces a path across his left cheek, a silent testament to past battles.","name":"Gareth Halloway","gender":"MALE","job":"BANDIT","id":"poolId_50"},{"personalityType":"Cunning, independent, fiercely loyal to those she trusts, with a cynical streak and a dry wit. She's opportunistic and quick to judge, but possesses a strong moral compass, often bending the rules to achieve what she believes is right. She's not afraid to take risks and thrives in chaotic situations.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman of striking contrasts. Sun-kissed skin hints at a life spent under the relentless sun, framed by a cascade of dark, braided hair interwoven with silver threads and small, intricately carved bone beads. She favors practical, worn leather armor dyed deep indigo and ochre, accented with a single, tarnished silver crescent moon pendant. A network of faint scars crisscrosses her arms and legs, testament to countless skirmishes. Her eyes are a piercing amber, constantly scanning her surroundings with an assessing gaze, and a faint, almost permanent smirk plays on her lips.","name":"Phoebe Thorne","gender":"FEMALE","job":"BANDIT","id":"poolId_51"},{"personalityType":"Cunning, Charismatic, Pragmatic, Cynical, with a hidden streak of loyalty. He's quick-witted and enjoys a good challenge, especially if it involves profit or a bit of rebellion. He's not easily trusting but will defend those he deems worthy.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A lean figure with sun-kissed skin and a weathered face, he moves with a confident swagger. He favors practical, dark clothing – leather and linen – often adorned with subtle, well-worn jewelry hinting at a past life of wealth. A faded scar runs across his left cheek, a silent testament to past battles.","name":"Darius Draper","gender":"MALE","job":"BANDIT","id":"poolId_52"},{"personalityType":"Cunning, independent, fiercely loyal to those she trusts, with a dry wit and a penchant for breaking rules. She's opportunistic and pragmatic, valuing freedom above all else. Has a simmering anger towards injustice and a deep-seated distrust of authority.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman hardened by sun and hardship, she moves with a confident swagger. Sun-kissed skin is crisscrossed with faint scars, hinting at a life lived on the edge. Her dark, braided hair is often adorned with beads and feathers, and her eyes, a striking amber color, constantly scan her surroundings.","name":"Scarlett Stonewall","gender":"FEMALE","job":"BANDIT","id":"poolId_53"},{"personalityType":"Cunning, charismatic, and fiercely independent. A survivor with a dry wit and a deep distrust of authority. Loyal to those he considers family, but ruthless towards enemies. Possesses a strong moral compass, often bending the law to achieve what he believes is right. Prone to impulsive decisions and enjoys a good gamble.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A lean figure, perpetually shadowed by a wide-brimmed hat, moves with a practiced grace. Sun-kissed skin hints at a life spent outdoors, and a network of faded scars tells tales of past battles. He favors practical, well-worn leather armor, often adorned with subtle, almost hidden, embellishments – a silver snake coiled around a dagger hilt, a small sunstone pendant tucked beneath his shirt.","name":"Gideon Harrington","gender":"MALE","job":"BANDIT","id":"poolId_54"},{"personalityType":"Cunning, fiercely independent, pragmatic, with a dry wit and a simmering rebellious streak. She values freedom above all else and isn't afraid to bend or break the Sunsstone Law to achieve her goals. She's distrustful of authority, especially those who claim to uphold it. Beneath the hardened exterior lies a surprising loyalty to those she deems worthy.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman of striking contrasts. Sun-kissed skin hints at a life spent under the relentless sun, etched with faint scars that speak of past battles. Her dark, braided hair is often adorned with leather strips and beads, framing a face with sharp cheekbones and piercing amber eyes that constantly scan her surroundings. She favors practical, well-worn clothing – leather breeches, a tunic, and a hooded cloak – all in shades of brown and tan, blending seamlessly with the desert landscape. A worn leather bandolier across her chest holds various pouches and a wickedly curved dagger.","name":"Zora Jasper","gender":"FEMALE","job":"BANDIT","id":"poolId_55"},{"personalityType":"Cunning, cynical, fiercely independent, opportunistic, with a dry wit and a hidden loyalty to those he trusts. He's a survivor, hardened by a life of crime, but retains a spark of idealism beneath his rough exterior. He's quick to assess situations and people, always looking for an angle.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A lean figure with sun-weathered skin and a perpetually watchful gaze. He favors practical, dark clothing – leather armor worn over simple tunics and trousers – and a worn, wide-brimmed hat casts his face in shadow. A network of scars hints at a life lived on the edge, and a silver chain bearing a small, intricately carved sunstone hangs around his neck.","name":"Oberon Quill","gender":"MALE","job":"BANDIT","id":"poolId_56"},{"personalityType":"Cunning, fiercely independent, opportunistic, with a dry wit and a simmering anger at injustice. Loyal to those she trusts, but slow to offer that trust. Pragmatic and resourceful, she's always thinking several steps ahead. Possesses a strong sense of personal code, even if it bends the rules.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman built for the desert, with sun-kissed skin and eyes that hold both amusement and a hint of warning. She favors practical clothing – leather and linen – that blends seamlessly with the sandy landscapes. A network of faint scars crisscrosses her arms and hands, hinting at a life lived on the edge.","name":"Jordana Finnegan","gender":"FEMALE","job":"BANDIT","id":"poolId_57"},{"personalityType":"Cunning, Charismatic, Cynical, Resourceful, with a dry wit and a strong sense of self-preservation. He's opportunistic and enjoys a good gamble, both with coin and with people. He's fiercely independent and distrustful of authority, especially the Sunsstone Law.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A lean figure with sun-kissed skin and a weathered face, he moves with a practiced grace. He favors practical, dark clothing – leather and linen – often adorned with subtle, almost hidden pockets and pouches. A worn, wide-brimmed hat casts his eyes in shadow, but when they do meet your gaze, they're sharp and assessing, hinting at a life lived on the edge.","name":"Hawthorne Morgan","gender":"MALE","job":"BANDIT","id":"poolId_58"},{"personalityType":"Cunning, independent, fiercely loyal to those she trusts, opportunistic, with a dry wit and a penchant for planning. She's comfortable with deception and isn't afraid to break a few rules (or laws) to achieve her goals. Has a strong sense of justice, but her definition of 'justice' often aligns with personal gain or protecting the vulnerable.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman hardened by sun and sand, she moves with a confident swagger. Sun-kissed skin hints at countless days spent under a blazing sun. She favors practical clothing – leather breeches, a loose tunic, and a worn, hooded cloak – all in earthy tones of brown, tan, and deep indigo. A network of fine scars crisscrosses her arms and hands, testament to a life lived on the edge. Her dark, braided hair is often pulled back from a sharp face framed by high cheekbones and piercing, amber eyes that seem to constantly assess her surroundings.","name":"Cecilia Fletcher","gender":"FEMALE","job":"BANDIT","id":"poolId_59"},{"personalityType":"Calm, observant, shrewd, and a little world-weary. He possesses a quiet confidence born from years of dealing with people and goods. He's patient and enjoys a good bargain, but fiercely protective of his shop and its reputation. He's not easily impressed, but appreciates genuine kindness and honesty.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of middling height, with a lean, well-maintained physique suggesting a life of activity and perhaps some travel. He's impeccably dressed in practical but stylish clothing – perhaps a finely woven tunic and trousers in earth tones, accented with a richly embroidered belt. His face is tanned and weathered, hinting at long days spent under the sun. He has a neatly trimmed, dark beard and mustache, and keen, intelligent eyes that seem to take everything in.","name":"Caspian Blythe","gender":"MALE","job":"TRADER","id":"poolId_60"},{"personalityType":"Warm, shrewd, and observant. She possesses a calm confidence born from years of navigating the marketplace and understanding people's desires. A natural negotiator, she's patient and enjoys a good bargain, but fiercely protective of her shop and its wares. She's not overly talkative, preferring to let her actions and prices speak for themselves. Has a dry wit and enjoys a bit of playful banter.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman in her late 30s to early 40s, with sun-kissed skin and a practical, no-nonsense air. She's dressed in well-worn but clean clothing – a loose-fitting tunic and trousers in earthy tones, often layered with a shawl or scarf. Her dark hair is usually braided back, revealing a few silver strands near her temples. She has keen, dark eyes that seem to take everything in, and a network of fine lines around her eyes suggests a life spent outdoors and a good laugh. A small, intricately carved silver pendant hangs around her neck.","name":"Isolde Vance","gender":"FEMALE","job":"TRADER","id":"poolId_61"},{"personalityType":"Calm, observant, shrewd, and slightly cynical. He possesses a wealth of knowledge about the region and its people, gained through years of trading. He's patient and enjoys a good bargain, but fiercely protective of his shop and its wares. He's not easily impressed and values honesty, though he's willing to overlook minor imperfections in those he trusts.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of sun-weathered skin and sharp eyes, he exudes an air of quiet authority. He's impeccably dressed in well-worn but quality clothing – think linen shirts, leather accents, and a practical, wide-brimmed hat – hinting at a life spent outdoors. His hands are calloused, but move with practiced grace as he handles goods. A neatly trimmed, salt-and-pepper beard frames a face etched with faint lines of experience.","name":"Caspian Kestrel","gender":"MALE","job":"TRADER","id":"poolId_62"},{"personalityType":"Warm, shrewd, and observant. She possesses a calm confidence born from years of dealing with people and navigating complex situations. While generally welcoming, she's not easily fooled and has a keen eye for potential profit and hidden agendas. She's patient and enjoys a good negotiation, but will stand her ground if she feels exploited.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman in her late 30s to early 40s, with sun-kissed skin and a network of fine lines around her eyes hinting at laughter and hard work. She favors practical, yet stylish clothing – think flowing linen tunics, loose trousers, and a well-worn leather vest. Her dark, braided hair is often adorned with small silver rings or beads. A neatly trimmed, slightly pointed nose and expressive brown eyes complete the picture of a woman who knows how to read a room.","name":"Talia Wyatt","gender":"FEMALE","job":"TRADER","id":"poolId_63"},{"personalityType":"Patient, observant, shrewd, and a little cynical. He possesses a calm demeanor, preferring to assess situations before acting. He's a natural negotiator and enjoys a good bargain, often masking a deeper concern for fairness. He's generally welcoming to newcomers but can become curt if he perceives dishonesty or incompetence.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of middle age, with sun-weathered skin and a neatly trimmed, salt-and-pepper beard. He wears practical, well-worn clothing – a linen shirt, a leather vest, and sturdy trousers – with a wide belt holding a pouch overflowing with coins. His eyes are sharp and dark, constantly scanning his surroundings, and he always has a small, intricately carved wooden trinket tucked into his belt.","name":"Gareth Finnegan","gender":"MALE","job":"TRADER","id":"poolId_64"},{"personalityType":"Warm, shrewd, and pragmatic. She possesses a keen eye for value and a talent for reading people. While outwardly friendly and welcoming, she's fiercely independent and protective of her business. She values honesty, but is not afraid to bend the rules for a good deal. A little bit of a gossip, always eager to share local news and rumors.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman in her late 30s to early 40s, with sun-kissed skin and a network of fine lines around her eyes hinting at years spent outdoors. She's dressed in practical, well-worn clothing – a tunic and trousers in earthy tones, often adorned with a simple leather apron. Her dark hair is usually pulled back in a practical braid, with a few strands escaping to frame a face marked by a small, elegant scar above her left eyebrow. She has a warm, inviting smile and always seems to be observing everything around her.","name":"Nerys Draper","gender":"FEMALE","job":"TRADER","id":"poolId_65"},{"personalityType":"Calm, observant, shrewd, and patient. Possesses a dry wit and a keen understanding of people's motivations. Enjoys a good bargain and isn't easily swayed. Holds a deep respect for tradition and the Sunsstone Law, but isn't afraid to bend it if it benefits his business.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of middle age, perhaps in his late 30s or early 40s, with sun-weathered skin and a neatly trimmed salt-and-pepper beard. He's dressed in practical, well-worn clothing – perhaps a linen shirt and a leather vest – with a few pouches and straps hinting at his trade. His eyes are sharp and intelligent, constantly scanning his surroundings.","name":"Aric Corbin","gender":"MALE","job":"TRADER","id":"poolId_66"},{"personalityType":"Warm, pragmatic, and observant. She possesses a shrewd business mind and a genuine desire to help those who are genuinely in need. While outwardly calm, she has a strong sense of justice and isn't afraid to speak her mind, especially when it comes to unfair prices or exploitative practices. She values honesty and hard work and can be quite patient with customers who are indecisive or overly cautious.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman of striking presence, she exudes a quiet confidence. Her sun-kissed skin hints at a life spent outdoors, and a network of fine lines around her warm brown eyes speaks of laughter and experience. She favors practical, yet stylish clothing – flowing linen tunics and loose trousers in earthy tones, often adorned with intricate embroidery depicting desert flora or celestial patterns. A well-worn leather satchel hangs at her hip, overflowing with scrolls, maps, and curious trinkets. Her dark, braided hair is often interwoven with beads and small silver charms.","name":"Niamh Ashworth","gender":"FEMALE","job":"TRADER","id":"poolId_67"},{"personalityType":"Patient, shrewd, and observant. Possesses a calm demeanor and a dry wit. Values fairness and honesty, but is willing to bend the rules for a good deal. A natural negotiator with a keen eye for spotting value and a soft spot for those in need. Can be a bit reserved initially, but warms up to those who are trustworthy.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of perhaps 35-40, with sun-weathered skin and a neatly trimmed, dark beard. He wears practical, well-worn clothing – a simple tunic and trousers in earthy tones, often accented with a colorful scarf or belt. His eyes are a deep brown, constantly scanning his surroundings with a thoughtful expression. He always has a small, intricately carved wooden trinket hanging from a leather cord around his neck.","name":"Gideon Grimshaw","gender":"MALE","job":"TRADER","id":"poolId_68"},{"personalityType":"Warm, shrewd, and pragmatic. She possesses a sharp wit and a keen eye for value, but is also deeply empathetic and fiercely protective of her customers and her shop. She's a natural negotiator, comfortable with bartering and a little bit of deception when necessary to get the best deal. She values tradition and fairness, but isn't afraid to bend the rules if it benefits her or those she cares about. She's observant and enjoys a good story, often weaving tales of the realm and its history into her interactions.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman of sun-kissed skin and weathered hands, she exudes a comforting presence. Her dark, braided hair is often adorned with colorful beads and small, intricately carved wooden charms. She favors practical, flowing garments in earthy tones – rich browns, deep blues, and saffron yellows – often layered with a worn leather vest. A silver pendant shaped like a stylized sun hangs around her neck, catching the light with every movement. Her eyes are a warm, intelligent brown, constantly assessing and observing.","name":"Yolanda Morgan","gender":"FEMALE","job":"TRADER","id":"poolId_69"},{"personalityType":"Patient, shrewd, and observant. Possesses a calm demeanor and a dry wit. Enjoys a good bargain and is always willing to offer advice, but only if it benefits him or the player. Holds a quiet respect for the Sunsstone Law and believes in fairness, but isn't afraid to bend the rules for a profitable outcome. A keen judge of character.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of perhaps 35-40, with sun-kissed skin and a neatly trimmed, dark beard flecked with silver. He wears practical, well-worn clothing in shades of brown and tan, often with a leather apron. His eyes are a warm brown, constantly scanning his surroundings with an intelligent gaze. He has a slight, almost imperceptible smile playing on his lips.","name":"Gideon Weston","gender":"MALE","job":"TRADER","id":"poolId_70"},{"personalityType":"Warm, shrewd, and observant. She possesses a calm confidence born from years of dealing with people and navigating the complexities of Aeethelgard's economy. She's patient and enjoys a good bargain, but fiercely protective of her shop and its wares. A hint of dry humor underlies her professional demeanor.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman of sun-kissed skin and practical elegance. Her dark, braided hair is often adorned with a simple silver circlet, and her eyes are a warm hazel, constantly assessing. She favors flowing, earth-toned garments – think linen tunics and loose trousers – accented with intricate silver jewelry featuring sunstone motifs. A well-worn leather satchel hangs at her hip, overflowing with scrolls and small, carefully wrapped packages.","name":"Genevieve Caldwell","gender":"FEMALE","job":"TRADER","id":"poolId_71"},{"personalityType":"Calm, observant, shrewd, and a little cynical. He possesses a dry wit and a keen eye for detail, always assessing the worth of people and goods. He values fairness but is willing to bend the rules for a good profit. He's patient and enjoys a good bargain, but can be surprisingly protective of those he deems worthy.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of perhaps 35-40, with sun-weathered skin and a neatly trimmed, dark beard hinting at a life spent outdoors. He favors practical, well-worn clothing in earthy tones – think linen shirts, leather vests, and sturdy trousers – often adorned with a few subtle, handcrafted details. His eyes are a warm brown, constantly scanning his surroundings with a thoughtful expression. He has a slight, almost imperceptible limp in his right leg, suggesting a past injury.","name":"Rhys Wynter","gender":"MALE","job":"TRADER","id":"poolId_72"},{"personalityType":"Warm, shrewd, and observant. She possesses a calm confidence born from years of dealing with people and navigating the complexities of Aethelgard's economy. She's patient and enjoys a good bargain, but fiercely protective of her shop and its wares. A hint of melancholy underlies her practicality, suggesting a past loss or disappointment.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman of sun-kissed skin and practical elegance. She's likely in her late 20s to early 40s, with a cascade of dark, braided hair often adorned with small silver rings. Her clothing is functional yet stylish – flowing linen tunics in earthy tones, layered with embroidered vests and sturdy leather boots. A worn leather satchel hangs at her hip, overflowing with scrolls and small pouches. Her eyes are a deep hazel, constantly scanning her surroundings with a knowing glint.","name":"Helena Loveridge","gender":"FEMALE","job":"TRADER","id":"poolId_73"},{"personalityType":"Calm, observant, shrewd, and a little cynical. He possesses a wealth of knowledge gleaned from years of trading and a keen eye for detail. He's patient and enjoys a good bargain, but fiercely protective of his shop and its wares. He's not easily impressed and values honesty, though he's willing to overlook minor transgressions from those he deems worthy.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of sun-weathered skin and neatly trimmed grey-flecked beard, he exudes an air of quiet authority. He's typically dressed in practical, well-worn clothing – a linen shirt, a leather vest, and sturdy trousers – all in earthy tones. A silver amulet depicting a stylized sun hangs around his neck, partially concealed by his collar. His eyes are a deep, warm brown, constantly scanning his surroundings with a thoughtful expression.","name":"Valen Thatcher","gender":"MALE","job":"TRADER","id":"poolId_74"},{"personalityType":"Sharp-witted, pragmatic, and fiercely independent. She values a fair deal and isn't easily swayed by flattery. A shrewd negotiator with a hidden soft spot for those in need, she can be impatient with fools and those who try to cheat her.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman with sun-kissed skin and a practical air, she's always impeccably dressed in flowing, earth-toned fabrics – often with a leather apron worn over. Her dark, braided hair is practical and keeps it out of her eyes, which are a striking shade of amber, framed by subtle gold jewelry. A network of fine lines around her eyes hints at years spent squinting in the sun and a life lived with purpose.","name":"Maven Thatcher","gender":"FEMALE","job":"TRADER","id":"poolId_75"},{"personalityType":"Calm, observant, shrewd, and subtly charming. He possesses a deep understanding of people and their desires, making him a master negotiator. He's patient and enjoys a good deal, but fiercely protective of his shop and its wares. He's not overtly friendly, but offers assistance to those who demonstrate genuine interest or respect.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of sun-weathered skin and neatly trimmed dark beard, he exudes an air of quiet authority. He's impeccably dressed in simple, yet well-maintained clothing – perhaps a linen tunic and loose trousers in earthy tones, accented by a subtly embroidered vest. His eyes are a warm brown, constantly scanning his surroundings with a keen intelligence. He carries himself with a relaxed confidence, often leaning slightly against a counter or stall, observing the flow of people.","name":"Cassian Kensington","gender":"MALE","job":"TRADER","id":"poolId_76"},{"personalityType":"Warm, pragmatic, and shrewd. Possesses a dry wit and a keen eye for detail. She's patient with customers but fiercely protective of her shop and its wares. A natural negotiator, she's not afraid to haggle and will always seek the best deal, for herself and her clientele. Has a strong sense of fairness, but is willing to bend the rules if it benefits her or the community.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman of sun-kissed skin and practical elegance. She's likely in her late 20s to early 40s, with a cascade of dark, braided hair often adorned with small silver or gold charms. Her attire is a blend of flowing fabrics – think rich blues, golds, and deep reds – with sturdy leather accents. A well-worn satchel hangs across her body, overflowing with scrolls and small trinkets. Her hands are calloused but graceful, hinting at a life spent both bartering and crafting.","name":"Ophelia Garnett","gender":"FEMALE","job":"TRADER","id":"poolId_77"},{"personalityType":"Calm, observant, shrewd, and subtly charismatic. He enjoys a good bargain and isn't easily ruffled. He's patient and enjoys building rapport, but can be firm when it comes to his prices or principles. He has a dry wit and enjoys a bit of playful banter.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of sun-weathered features, he exudes a quiet confidence. He's typically dressed in practical, well-worn clothing – perhaps a linen shirt, a leather vest, and sturdy trousers – with a neatly trimmed, dark beard and a keen, assessing gaze. His hands are calloused but elegant, hinting at a life of both labor and refinement. A small, intricately carved amulet depicting a sunstone hangs around his neck.","name":"Darius Fairchild","gender":"MALE","job":"TRADER","id":"poolId_78"},{"personalityType":"Warm, shrewd, and observant. Possesses a calm confidence born from years of navigating the marketplace and understanding people's needs. A keen negotiator with a dry wit and a hidden well of patience. Values fairness but isn't afraid to bend the rules for a good deal or to protect her interests. Secretly enjoys a bit of gossip and is always eager to learn something new.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman of striking presence, easily drawing the eye. She's impeccably dressed in flowing, practical clothing – think rich, earthy tones with hints of gold embroidery – suggesting both wealth and practicality. Her dark hair is usually braided with colorful ribbons and beads, framing a face with sharp cheekbones and intelligent, dark eyes that seem to assess you with a practiced gaze. A small, intricately carved silver amulet hangs around her neck, partially hidden by a scarf.","name":"Nerys Morgan","gender":"FEMALE","job":"TRADER","id":"poolId_79"},{"personalityType":"Gruff, pragmatic, and fiercely independent. He values hard work and self-reliance above all else. He's slow to trust but fiercely loyal to those who earn it. Possesses a dry wit and a cynical outlook, but a hidden well of kindness for those in need. He's deeply knowledgeable about the earth and its secrets, especially the Sunstone veins.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STO CKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A weathered man, perpetually dusted with earth and grime, stands with calloused hands resting on a worn pickaxe. His clothes are practical and patched, hinting at countless days spent underground. A deep scar runs across his left cheek, a testament to a past cave-in or dangerous encounter. His eyes, the color of sun-baked sand, are sharp and observant, constantly scanning his surroundings.","name":"Kaelen Raines","gender":"MALE","job":"MINER","id":"poolId_80"},{"personalityType":"Gruff, pragmatic, fiercely independent, and deeply loyal to those she trusts. She has a dry wit and isn't easily impressed, but possesses a hidden well of empathy. She's driven by a strong sense of duty and a desire to protect the vulnerable, especially those who can't protect themselves. She can be stubborn and slow to forgive, but fiercely loyal.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STO CKY","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman etched with the sun and dust of the earth. Her skin is deeply tanned, crisscrossed with fine lines around eyes that hold a hint of weariness and a spark of determination. She's clad in practical, patched leather armor, reinforced with metal plates showing signs of frequent repairs. A worn leather belt holds a variety of tools and pouches, and a sturdy pickaxe is always within reach. Her dark, braided hair is often pulled back from her face, revealing a strong jawline and a network of faint scars – testaments to years spent delving into the earth's depths.","name":"Genevieve Harrington","gender":"FEMALE","job":"MINER","id":"poolId_81"},{"personalityType":"Gruff, pragmatic, and fiercely independent. He values hard work and self-reliance above all else. He's slow to trust but fiercely loyal to those who earn it. Possesses a dry wit and a deep knowledge of the earth and its secrets. Can be impatient with frivolous concerns and prefers action to words.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A man weathered by sun and dust, with hands calloused and strong from years of digging. He wears practical, layered clothing – leather and linen – stained with earth and flecked with mineral dust. A wide, worn belt holds a pickaxe and a small pouch. His face is tanned and lined, and a faint scar bisects his left eyebrow.","name":"Valen Draper","gender":"MALE","job":"MINER","id":"poolId_82"},{"personalityType":"Practical, resourceful, and fiercely independent. A bit gruff and slow to trust, but deeply loyal to those she considers friends. Possesses a dry wit and a pragmatic outlook on life. Comfortable with hard work and doesn't suffer fools gladly. Has a strong sense of justice, often prioritizing the needs of the working class.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman weathered by sun and dust, her face etched with lines earned from years spent underground. She's covered in smudges of coal and earth, and her hands are calloused and strong. A practical, no-nonsense look – sturdy leather trousers and a worn tunic, a deep cowl pulled up to shade her face from the sun.","name":"Florence Haskell","gender":"FEMALE","job":"MINER","id":"poolId_83"},{"personalityType":"Gruff, pragmatic, and fiercely independent. Possesses a dry wit and a deep respect for hard work and tradition. Loyal to those he trusts, but slow to offer that trust. Holds a cynical view of authority, especially when it comes to the Sunsstone Law.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STO CKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A weathered man, perpetually dusted with earth and bearing the marks of countless hours spent underground. He has a strong, sun-baked complexion and calloused hands that speak of a life spent wielding pickaxes.","name":"Eamon Munroe","gender":"MALE","job":"MINER","id":"poolId_84"},{"personalityType":"Practical, resourceful, and fiercely independent. A bit gruff, but with a hidden warmth for those who earn her respect. Loyal to a fault and deeply connected to the earth, she values hard work and self-sufficiency. Can be skeptical of authority, especially when it comes to the Sunsstone Law.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STO CKY","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"Dust perpetually clings to her sun-weathered skin and clothes. She's powerfully built, with calloused hands and a gaze that holds the wisdom of countless hours spent underground. A network of fine lines crinkles around her eyes, evidence of both laughter and hardship. Her dark hair is usually braided tightly to keep it out of her face, often interwoven with small stones or beads.","name":"Daphne Morgan","gender":"FEMALE","job":"MINER","id":"poolId_85"},{"personalityType":"Gruff, pragmatic, and fiercely independent. He values hard work and self-reliance above all else. He's slow to trust but fiercely loyal to those who earn it. Possesses a dry wit and a deep-seated skepticism of authority, especially when it comes to the Sunsstone Law. He's patient and methodical, a trait honed by years of underground work.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A weathered man, dusted with fine earth and rock fragments, stands with a steady presence. He's clad in practical, patched leather armor reinforced with metal plates, stained with grime and the occasional scorch mark. A thick, braided rope hangs from his belt, and his hands are calloused and strong, permanently stained a deep brown. He has a perpetually squinting gaze, framed by a network of fine lines around his eyes, and a neatly trimmed, dark beard speckled with grey.","name":"Evander Northwood","gender":"MALE","job":"MINER","id":"poolId_86"},{"personalityType":"Practical, resourceful, and fiercely independent. A bit gruff and slow to trust, but deeply loyal to those she considers friends. Possesses a dry wit and a pragmatic outlook on life. Comfortable with hard work and doesn't suffer fools gladly. Driven by a strong sense of self-reliance and a desire to uncover hidden truths.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman weathered by sun and stone. Dust perpetually clings to her skin and clothes, hinting at countless hours spent underground. Her face is a roadmap of fine lines etched by squinting against the glare of the sun and the flickering lamplight of mineshafts. She has calloused hands and sturdy boots, and a practical, no-nonsense air about her.","name":"Willow Redfield","gender":"FEMALE","job":"MINER","id":"poolId_87"},{"personalityType":"Gruff, pragmatic, and fiercely independent. He values hard work and self-reliance above all else. He's slow to trust but deeply loyal to those who earn it. Possesses a dry wit and a cynical outlook, but a hidden well of kindness for those who show genuine respect for the earth and its resources. He's fiercely protective of his knowledge and skills, and isn't afraid to speak his mind, even to authority figures.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A weathered figure, perpetually dusted with earth and grime. He's built like a sturdy oak, with broad shoulders and strong hands calloused from years of digging. His face is tanned and lined, etched with the stories of countless sunrises and subterranean journeys. A thick, braided beard, streaked with grey, partially obscures a network of scars – a testament to dangerous veins and forgotten collapses. He wears practical, patched-up clothing: sturdy leather boots, trousers tucked into them, and a simple tunic, all in shades of brown and ochre. A worn leather satchel hangs at his side, overflowing with tools and rocks.","name":"Torin Jasper","gender":"MALE","job":"MINER","id":"poolId_88"},{"personalityType":"Practical, resourceful, and fiercely independent. A bit gruff but with a hidden warmth for those who earn her trust. Loyal to a fault and deeply connected to the earth, she values hard work and self-sufficiency. Can be impatient with fools and those who underestimate her strength.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman weathered by sun and dust, her presence speaks of tireless labor. She's covered in faint scars – a roadmap of rock and grime – and her hands are calloused but strong. A wide, practical belt holds various tools and pouches, and a sturdy leather satchel is slung across her shoulder.","name":"Brynn Blythe","gender":"FEMALE","job":"MINER","id":"poolId_89"},{"personalityType":"Gruff, pragmatic, and fiercely independent. He values hard work and knowledge of the earth above all else. He's slow to trust but fiercely loyal to those who earn it. Possesses a dry wit and a deep-seated skepticism towards authority, especially when it comes to the Sunsstone Law. He's patient and methodical, preferring to observe and plan before acting.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man weathered by sun and dust, his clothes perpetually stained with earth and mineral flecks. He carries himself with a quiet confidence, his gaze sharp and assessing. A network of fine lines crinkles around his eyes, hinting at years spent squinting at the sun and digging deep.","name":"Gavril Fairweather","gender":"MALE","job":"MINER","id":"poolId_90"},{"personalityType":"Practical, resourceful, and fiercely independent. A bit gruff but with a hidden soft spot for those who earn her respect. Loyal to a fault, especially to those who share her love of the earth and its secrets. Can be stubborn and slow to trust, but fiercely protective once that trust is earned. Possesses a dry wit and a pragmatic outlook on life.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman built for the deep earth. Dust and grime perpetually cling to her skin, etched with the lines of countless hours spent in darkness. Her clothes are practical and well-worn – sturdy leather trousers and a tunic, reinforced at the knees and elbows – layered over a simple linen shirt. A deep tan covers her skin, hinting at sun exposure despite her preference for the cool depths of the mines. Her dark hair is usually pulled back in a practical braid, escaping in wisps around a face framed by strong cheekbones and a determined jaw. A network of faint scars crisscrosses her hands and forearms, testament to dangerous work. She has keen, observant eyes, the color of dark amber, constantly scanning her surroundings.","name":"Niamh Raines","gender":"FEMALE","job":"MINER","id":"poolId_91"},{"personalityType":"Gruff, pragmatic, and fiercely independent. Holds a deep respect for tradition and the Sunsstone Law, often prioritizing practicality over idealism. Possesses a dry wit and a tendency towards blunt honesty. Loyal to those he trusts, but slow to offer that trust.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A weathered man, dusted with fine sand and flecks of rock, stands with calloused hands resting on a worn leather satchel. His face is deeply lined, etched by sun and hardship, framed by a tangled mess of dark, greying hair perpetually escaping a leather headband. He wears practical, layered clothing – sturdy trousers tucked into worn leather boots, a linen shirt, and a heavy wool vest – all bearing the marks of frequent travel and hard work. A prominent scar runs across his left cheek, partially hidden by a thick, dark beard.","name":"Aric Kestrel","gender":"MALE","job":"MINER","id":"poolId_92"},{"personalityType":"Practical, resourceful, and fiercely independent. A bit gruff, but with a hidden warmth for those who earn her trust. Loyal to a fault and deeply connected to the earth. Possesses a dry wit and a skeptical nature, especially towards authority.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"Dust perpetually clings to her sun-weathered skin. She's a woman built for hard work, with calloused hands and a gaze that could bore through stone. A network of fine lines crinkles around her eyes, evidence of countless hours spent squinting at the sun and delving into the earth. Her clothes are practical: sturdy leather breeches, a worn tunic, and a deep brown cloak, all stained with earth and grime. A wide, leather belt holds various tools and pouches, and a simple miner's pickaxe is never far from her grasp.","name":"Xenia Oakes","gender":"FEMALE","job":"MINER","id":"poolId_93"},{"personalityType":"Gruff, pragmatic, and fiercely independent. He values hard work and self-reliance above all else. He's slow to trust but deeply loyal to those who earn it. Possesses a dry wit and a cynical outlook, but a hidden well of warmth for those he deems worthy.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A weathered man, perpetually dusted with earth and grime, with hands calloused from years of digging. He favors practical, sturdy clothing – leather and roughspun – and a perpetually squinting gaze suggests a life spent under harsh sun.","name":"Marius Eamon","gender":"MALE","job":"MINER","id":"poolId_94"},{"personalityType":"Gruff, pragmatic, fiercely independent, and deeply respectful of tradition. She values hard work and tangible results above all else. She's slow to trust but fiercely loyal to those who earn it. Has a dry wit and a tendency to speak in practical terms, often with a hint of sarcasm. She's deeply affected by the Sunsstone Law and its impact on the common folk.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STO CKY","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman weathered by sun and dust, her face etched with lines earned from years spent underground. She's clad in practical, layered clothing – sturdy leather and woven fabrics, stained with earth and grime. A deep scar runs across her left cheek, partially hidden by a braided rope of dark, almost black hair threaded with small, polished stones. Her hands are calloused and strong, permanently stained with mineral dust. She carries a worn leather satchel and a pickaxe almost as tall as herself.","name":"Yasmine Northwood","gender":"FEMALE","job":"MINER","id":"poolId_95"},{"personalityType":"Gruff, pragmatic, and fiercely independent. He possesses a deep respect for tradition and a strong sense of duty to the earth. He's slow to trust but fiercely loyal to those who earn it. He's often seen as stoic but has a dry, understated sense of humor. He's deeply knowledgeable about the earth and its secrets, and enjoys sharing his wisdom with those who are willing to listen.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A weathered man with sun-baked skin and calloused hands, he exudes the scent of dust, stone, and sweat. He's clad in practical, patched-up leather armor reinforced with metal plates, and a worn, wide-brimmed hat shields his eyes from the relentless sun. A network of fine lines crinkles around his eyes, hinting at years spent squinting at glittering veins of ore. He carries a sturdy mining pickaxe, its handle wrapped in leather, and a small pouch hangs from his belt, overflowing with various stones and minerals.","name":"Brennus Eamon","gender":"MALE","job":"MINER","id":"poolId_96"},{"personalityType":"Practical, resourceful, and fiercely independent. A bit gruff but with a hidden warmth for those who earn her respect. Loyal to a fault and deeply connected to the earth, she values hard work and tangible results. Can be impatient with frivolous concerns and quick to judge those who lack self-sufficiency.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"Dust perpetually clings to her sun-weathered skin and clothes. She's a woman built for hard labor, with calloused hands and a gaze that could bore through stone. A network of fine lines crinkles around her eyes, evidence of countless hours spent squinting at the earth's depths. Her dark hair is usually braided tightly back, escaping in wisps around a face framed by a practical, if somewhat severe, cut.","name":"Florence Caldwell","gender":"FEMALE","job":"MINER","id":"poolId_97"},{"personalityType":"Gruff, pragmatic, and fiercely independent. He values hard work and self-reliance above all else. He's slow to trust but deeply loyal to those who earn it. Possesses a dry wit and a cynical outlook, but a hidden well of kindness for those in need. He's deeply knowledgeable about the earth and its secrets.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A weathered man, perpetually dusted with earth and grime, stands with hands calloused and strong. He wears practical, layered clothing – sturdy leather and roughspun fabrics – and a wide-brimmed hat perpetually pulled low over his brow. A network of fine lines crinkles around his eyes, hinting at years spent squinting at sun-baked rock. He carries a worn leather satchel overflowing with tools and samples.","name":"Fionn Wynter","gender":"MALE","job":"MINER","id":"poolId_98"},{"personalityType":"Practical, resourceful, and fiercely independent. A bit gruff but with a hidden warmth for those she trusts. Loyal to a fault and deeply respects tradition, especially when it comes to the Sunsstone Law. Can be stubborn and slow to forgive those who disrespect the earth or its resources.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman weathered by sun and dust, her presence speaks of hard work and long days spent underground. She's covered in faint scars – some small and new, others deeper and more faded – hinting at dangerous tunnels and unearthed treasures. Her clothes are practical and worn, patched in places, but clearly well-maintained. A leather bandolier across her chest holds various tools and small pouches, and her hands are calloused and strong.","name":"Meredith Oakes","gender":"FEMALE","job":"MINER","id":"poolId_99"},{"personalityType":"Gruff, pragmatic, and fiercely independent. He values hard work and honesty above all else. He's slow to trust but fiercely loyal to those who earn it. Possesses a dry wit and a cynical outlook, but a hidden well of compassion for the downtrodden. He's deeply affected by the Sunsstone Law and its impact on the common folk.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A weathered man with sun-baked skin and calloused hands, he exudes the scent of dust and spices. He's dressed in practical, patched-up clothing – sturdy trousers, a linen shirt, and a worn leather vest – hinting at a life spent toiling under the relentless sun. A faded scar runs across his left cheek, a silent testament to past battles or hardships.","name":"Stellan Kestrel","gender":"MALE","job":"WORKER","id":"poolId_100"},{"personalityType":"Practical, resourceful, and fiercely independent. A survivor with a strong sense of duty and a pragmatic approach to life. She's not one for flowery words, preferring action and results. Can be wary of strangers, but fiercely loyal to those she trusts. Possesses a dry wit and a no-nonsense attitude.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STO CKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman of sun-baked skin and weathered hands, her appearance speaks of hard work and long days under a relentless sun. She's clad in practical, well-worn clothing – sturdy trousers and a simple tunic, often layered with a leather vest – all in earthy tones of ochre, brown, and deep indigo. A wide-brimmed hat shields her face, revealing strong cheekbones and eyes the color of desert sand. A network of fine lines around her eyes and mouth hints at a life lived fully, and a small, intricate tattoo of a sunstone adorns her left wrist.","name":"Faelan Rory","gender":"FEMALE","job":"WORKER","id":"poolId_101"},{"personalityType":"Practical, resourceful, and slightly cynical. He's seen a lot of sunsstone law and isn't easily impressed by grand pronouncements. He values hard work and fairness, but can be pragmatic and willing to bend the rules if it serves his purpose. He's generally taciturn but possesses a dry wit and a strong sense of loyalty to those he trusts.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STO CKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man weathered by sun and toil. He's built like a sturdy oak, with tanned skin etched with lines earned from years under the Aeethelgard sun. His dark hair is cropped short, practical for keeping it out of his eyes, and a neatly trimmed, salt-and-pepper beard hints at a life spent outdoors. He favors practical, worn clothing – sturdy leather boots, durable trousers, and a simple tunic – often with a sun-bleached linen shirt. A leather belt holds a worn pouch and a simple tool, perhaps a hammer or a small knife. His eyes are sharp and observant, constantly scanning his surroundings.","name":"Eamon Halloway","gender":"MALE","job":"WORKER","id":"poolId_102"},{"personalityType":"Practical, resourceful, and fiercely independent. She possesses a strong work ethic and a pragmatic outlook, often prioritizing efficiency and fairness. While not overtly emotional, she has a deep sense of justice and will fiercely defend those she deems worthy. She's slow to trust but loyal to a fault, and possesses a dry wit and a skeptical nature. She's comfortable with hard labor and isn't easily impressed by grand pronouncements.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STO CKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman weathered by sun and toil, her clothes are practical and well-worn, stained with earth and perhaps a touch of oil. She carries herself with a quiet confidence, her gaze sharp and observant. Her hands are calloused and strong, hinting at a life spent working with tools and materials. A sun-kissed complexion and practical braids frame a face etched with faint lines of experience.","name":"Gwendolyn Eldridge","gender":"FEMALE","job":"WORKER","id":"poolId_103"},{"personalityType":"Practical, resourceful, and slightly cynical. He's seen a lot of sunsstone law enforcement and isn't easily impressed. He values hard work and honesty, and has a dry wit. He's fiercely loyal to those he trusts, but slow to give that trust.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man weathered by the sun and sand, his features etched with a life spent outdoors. He's clad in practical, sun-bleached linen and leather, a worn satchel slung across his shoulder. His hands are calloused and strong, hinting at a life of physical labor.","name":"Rhys Weston","gender":"MALE","job":"WORKER","id":"poolId_104"},{"personalityType":"Practical, resourceful, and fiercely independent. She possesses a strong sense of duty and a pragmatic approach to life, often prioritizing efficiency and hard work. While not outwardly warm, she's fiercely loyal to those she trusts and has a dry wit. She's skeptical of grand pronouncements and prefers to rely on her own skills and observations. Can be impatient with incompetence or foolishness.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman built for labor, with sun-weathered skin and calloused hands. Her dark hair is usually braided back from a face etched with faint lines of exertion and a hint of weariness. She favors practical, well-worn clothing – sturdy trousers, a linen tunic, and a leather vest – all in earthy tones. A simple silver pendant depicting a stylized sun hangs around her neck.","name":"Brynn Nightingale","gender":"FEMALE","job":"WORKER","id":"poolId_105"},{"personalityType":"Gruff, pragmatic, and fiercely independent. He values hard work and honesty above all else. He's slow to trust but deeply loyal to those who earn it. Possesses a dry wit and a cynical outlook, but a hidden well of compassion for the downtrodden. He's a survivor, hardened by a life of labor and facing constant challenges.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A weathered man with sun-baked skin and calloused hands, perpetually stained with earth and grease. He wears practical, well-worn clothing – sturdy trousers, a linen shirt, and a leather vest – and a wide-brimmed hat to shield his eyes from the relentless sun. A network of fine lines crinkles around his eyes, evidence of countless smiles and squinted gazes. He carries himself with a quiet confidence, a testament to years of physical labor.","name":"Caspian Chandler","gender":"MALE","job":"WORKER","id":"poolId_106"},{"personalityType":"Practical, resourceful, and fiercely independent. A woman of few words but strong actions. She values hard work and fairness, and isn't easily swayed by empty promises. Possesses a dry wit and a skeptical nature, but a hidden well of compassion for those in need. Can be stubborn and fiercely protective of her beliefs.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STO CKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman weathered by sun and toil. Her practical clothing – sturdy trousers, a loose tunic, and a worn leather vest – speaks of a life spent outdoors. Calloused hands and sun-kissed skin are her most striking features, framed by a practical, no-nonsense haircut. She carries herself with a quiet confidence, her gaze sharp and assessing.","name":"Ulysses Fairchild","gender":"FEMALE","job":"WORKER","id":"poolId_107"},{"personalityType":"Grounded, pragmatic, and resourceful. He possesses a quiet confidence born from hard work and a deep understanding of the Sunsstone Law. He's observant and slow to trust, but fiercely loyal to those he deems worthy. He values stability and fairness, and is often the first to offer practical solutions rather than grand pronouncements.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man of sun-weathered skin and calloused hands, he exudes a quiet strength. He's likely mid-thirties, with a practical, no-nonsense air about him. His clothing is well-worn but clean, suggesting a life of honest labor. A few faint scars hint at past skirmishes or dangerous work.","name":"Ryland Blythe","gender":"MALE","job":"WORKER","id":"poolId_108"},{"personalityType":"Practical, resourceful, and fiercely independent. She values hard work and fairness, often acting as a mediator between different factions. Possesses a dry wit and a skeptical nature, but deeply loyal to those she trusts. Can be impatient with idleness and inefficiency.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman weathered by sun and labor, her clothes practical and well-worn. Dust clings to her dark hair, often braided back from a strong face framed by sun-kissed skin. Her hands are calloused but strong, bearing the marks of a life spent working the land.","name":"Yara Kestrel","gender":"FEMALE","job":"WORKER","id":"poolId_109"},{"personalityType":"Grounded, pragmatic, and fiercely independent. He possesses a strong sense of duty and a quiet confidence born from hard work. He's observant and slow to trust, but deeply loyal to those he considers friends. He's not one for flowery language, preferring directness and efficiency. He carries the weight of responsibility well and isn't easily flustered by challenges, especially those related to the Sunsstone Law.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"He's a man built for labor, sun-weathered and strong. His tanned skin is crisscrossed with faint scars – evidence of a life spent outdoors. He favors practical, well-worn clothing: sturdy leather boots, simple linen trousers, and a loose-fitting tunic, often layered with a worn vest. A wide, leather belt holds a collection of tools and pouches. His dark, close-cropped hair is streaked with grey at the temples, and his eyes are a deep brown, constantly scanning his surroundings with a thoughtful gaze.","name":"Brennus Oakes","gender":"MALE","job":"WORKER","id":"poolId_110"},{"personalityType":"Practical, resourceful, and fiercely independent. She values hard work and fairness, often prioritizing the needs of others over personal gain. She's pragmatic and slow to trust, but deeply loyal to those who earn it. Possesses a dry wit and a no-nonsense attitude, often offering blunt but helpful advice. Can be stubborn and resistant to authority, especially when it conflicts with her sense of justice.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman of sun-kissed skin and weathered hands, she moves with a purposeful stride. Her dark, braided hair is often pulled back from a face etched with lines earned from years of labor. She favors practical, earth-toned clothing – sturdy trousers, a linen tunic, and a worn leather vest – and a wide-brimmed hat to shield her from the relentless sun.","name":"Vera Finnegan","gender":"FEMALE","job":"WORKER","id":"poolId_111"},{"personalityType":"Practical, resourceful, slightly cynical but ultimately loyal. He possesses a strong work ethic and a pragmatic outlook on life, often prioritizing efficiency and stability. He's observant and quick to assess situations, and isn't easily swayed by grand pronouncements. He has a dry wit and a tendency to offer blunt, honest assessments.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A weathered man with sun-kissed skin and calloused hands, he moves with a quiet efficiency. He's typically dressed in practical, durable clothing – perhaps patched leather trousers and a linen shirt, with a worn belt holding a pouch and a simple tool. A faded sunstone pendant hangs around his neck, partially concealed by his tunic.","name":"Kaelen Darrow","gender":"MALE","job":"WORKER","id":"poolId_112"},{"personalityType":"Practical, resourceful, and fiercely independent. She possesses a strong work ethic and a pragmatic outlook, often prioritizing efficiency and fairness. While not outwardly emotional, she has a deep sense of justice and will fiercely defend those she cares about. She can be skeptical of authority, especially when it conflicts with her own sense of what's right.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman built for labor, with sun-weathered skin and practical clothing. Her dark hair is usually braided tightly back, revealing high cheekbones and sharp, intelligent eyes that constantly scan her surroundings. A network of fine lines around her eyes speaks of both laughter and hardship.","name":"Ursula Montgomery","gender":"FEMALE","job":"WORKER","id":"poolId_113"},{"personalityType":"Practical, resourceful, and slightly cynical. He's seen a lot of sunsstone law corruption and isn't easily impressed by grand pronouncements. He values hard work and fairness, and has a dry wit. He's slow to trust but fiercely loyal once earned.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A weathered man, perpetually dusted with fine sand and sun-baked earth. He carries himself with the quiet confidence of someone who's earned their place. His hands are calloused and strong, hinting at a life of physical labor.","name":"Marius O’Malley","gender":"MALE","job":"WORKER","id":"poolId_114"},{"personalityType":"Practical, resourceful, and fiercely independent. A survivor with a strong moral compass, she's not afraid to bend the rules if it benefits the greater good or her livelihood. She's generally wary of strangers but warms up to those who prove trustworthy and demonstrate a willingness to work hard. Possesses a dry wit and a pragmatic outlook on life.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman built for hard labor, she moves with a purposeful stride. Sun-kissed skin hints at a life spent outdoors, and practical, sun-bleached clothing speaks of frequent travel. Calloused hands and a determined gaze immediately convey her industrious nature.","name":"Yasmine MacLeod","gender":"FEMALE","job":"WORKER","id":"poolId_115"},{"personalityType":"Gruff, pragmatic, and fiercely loyal. He's seen a lot of sun and hardship, leading to a cynical but ultimately hopeful outlook. He values hard work and honesty above all else, and is slow to trust but fiercely protective of those he considers friends. He has a strong sense of duty, particularly towards upholding the Sunsstone Law, even when it's inconvenient.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STO CKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A weathered man with sun-baked skin and calloused hands, he exudes the aura of someone who's spent their life toiling under the relentless sun. He's typically clad in practical, sun-bleached linen and leather, with a worn belt holding a simple tool pouch. A faded scar runs across his left cheek, a testament to a past skirmish.","name":"Jorvik Oliver","gender":"MALE","job":"WORKER","id":"poolId_116"},{"personalityType":"Practical, resourceful, and fiercely independent. She values hard work and competence above all else. A bit cynical but with a hidden warmth. Loyal to those she trusts, and quick to judge those who are lazy or dishonest. Possesses a dry wit and a pragmatic outlook on life.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman of sun-kissed skin and weathered features, her practical clothing speaks of a life spent outdoors. She carries herself with a no-nonsense air, her gaze sharp and assessing. Sun-bleached braids frame a face etched with faint lines around her eyes, hinting at both laughter and hardship. A worn leather satchel hangs across her body, overflowing with tools and supplies.","name":"Coralie Jordans","gender":"FEMALE","job":"WORKER","id":"poolId_117"},{"personalityType":"Practical, resourceful, and slightly cynical. He's seen a lot of sunsstone law enforcement and isn't easily impressed by grand pronouncements. He values hard work and fairness, but is willing to bend the rules if it serves a greater good or benefits his livelihood. He's generally friendly but reserved, slow to trust but fiercely loyal once earned.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man built for labor, with sun-weathered skin and calloused hands. He wears practical, well-worn clothing – sturdy trousers, a simple tunic, and a leather vest – all in earthy tones. A faded sunsstone amulet hangs around his neck, partially concealed by his shirt. His dark hair is cropped short, and a neatly trimmed beard frames a face etched with lines of experience.","name":"Darius Devereux","gender":"MALE","job":"WORKER","id":"poolId_118"},{"personalityType":"Practical, resourceful, and fiercely independent. Possesses a strong work ethic and a pragmatic outlook on life. Can be initially reserved but warms up to those who prove trustworthy. Holds a deep respect for tradition and the Sunsstone Law, often prioritizing fairness and community well-being. Has a dry wit and a knack for observing details.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman of sun-kissed skin and weathered features, her attire speaks of hard work and practicality. She carries herself with a quiet confidence, her gaze sharp and observant. Her hands are calloused, hinting at a life spent toiling under the Aeethelgard sun.","name":"Gwendolyn Gaskell","gender":"FEMALE","job":"WORKER","id":"poolId_119"},{"personalityType":"Stoic and observant, with a dry wit and a deep respect for the natural world. He's fiercely independent and values skill above all else. He's wary of authority, especially when it conflicts with the Sunsstone Law, and fiercely protective of those he deems worthy.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A lean figure, sun-weathered and bearing the marks of countless hunts. He moves with a quiet grace, his gaze constantly scanning the surroundings. He wears practical, well-worn leather armor, accented with sun-bleached fabrics and intricate carvings of desert wildlife. A long, braided rope adorns his hip, and a quiver overflowing with arrows is slung across his back. His face is tanned and weathered, with sharp cheekbones and a strong jawline. He has piercing amber eyes that seem to hold a lifetime of stories.","name":"Alaric Caldwell","gender":"MALE","job":"HUNTER","id":"poolId_120"},{"personalityType":"Independent, pragmatic, fiercely loyal to those she trusts, and deeply respectful of ancient traditions. She possesses a quiet confidence born from experience and a dry wit that occasionally surfaces. She can be wary of strangers, especially those who flaunt power or disregard the Sunstone Law.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman etched with the sun and wind. Lean and strong, she moves with a predator's grace, her tanned skin crisscrossed with faint scars – testament to countless hunts. Her dark, braided hair is often pulled back from a face framed by high cheekbones and piercing amber eyes that seem to hold the secrets of the desert. She favors practical, sun-bleached leather armor adorned with intricate tribal markings and a worn, leather-bound hunting knife is always within reach.","name":"Helena Devereux","gender":"FEMALE","job":"HUNTER","id":"poolId_121"},{"personalityType":"Stoic and observant, with a dry wit and a deep respect for the natural world. He's fiercely independent and prefers action to words, but possesses a hidden well of compassion for those who prove worthy. He's pragmatic and resourceful, always assessing risks and planning ahead. He can be aloof, but fiercely loyal to those he trusts.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A lean figure, weathered and tanned from years spent under the sun. He carries himself with a quiet confidence, his gaze constantly scanning the surroundings. He favors practical, well-worn leather armor, often adorned with subtle carvings of desert creatures. A long, braided rope is coiled around his waist, and a quiver overflowing with arrows is slung across his back. His face is etched with fine lines around piercing, amber eyes, and a neatly trimmed, dark beard hints at a life lived outdoors.","name":"Elias Grant","gender":"MALE","job":"HUNTER","id":"poolId_122"},{"personalityType":"Independent, pragmatic, fiercely loyal to those she trusts, and deeply connected to the natural world. She possesses a quiet confidence born of experience and a dry wit that surfaces when she's comfortable. She can be wary of strangers, especially those who flaunt wealth or power.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman etched with the sun and wind, her tanned skin hints at countless days spent tracking prey under a blazing sky. Lean and muscular, she moves with a predator's grace, her gaze sharp and assessing. She favors practical, worn leather armor, often adorned with subtle tribal markings, and a longbow is never far from her hand.","name":"Penelope Morgan","gender":"FEMALE","job":"HUNTER","id":"poolId_123"},{"personalityType":"Stoic and observant, with a dry wit and a deep respect for the natural world. He's fiercely independent and prefers action to words, but possesses a hidden well of compassion for those who prove worthy. He's pragmatic and values skill and competence above all else, especially when it comes to hunting.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A lean, sun-weathered figure, clad in practical leather armor dyed in earthy tones of ochre and deep brown. He carries a longbow crafted from polished darkwood and a quiver overflowing with fletched arrows. His face is tanned and weathered, etched with lines earned from years spent tracking prey. A neatly trimmed, dark beard partially obscures his jawline, and his eyes are a piercing shade of amber, constantly scanning his surroundings.","name":"Kaelen Everett","gender":"MALE","job":"HUNTER","id":"poolId_124"},{"personalityType":"Independent, pragmatic, fiercely loyal to those she trusts, and deeply respectful of ancient traditions. She carries a quiet confidence born of experience and a dry wit that surfaces when she's comfortable. She's observant and patient, preferring to assess a situation before acting, and has a strong moral compass, often prioritizing justice and the protection of the innocent.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman hardened by the sun and wind, she moves with a quiet grace that belies her strength. Lean muscle is visible beneath sun-kissed skin, etched with faint scars – a roadmap of past hunts. Her dark hair is braided tightly down her back, often interwoven with leather strips and feathers, framing a face tanned to a deep bronze. Piercing amber eyes constantly scan her surroundings, missing nothing. She favors practical, well-worn leather armor, accented with silver jewelry depicting stylized suns and desert creatures.","name":"Isolde Oliver","gender":"FEMALE","job":"HUNTER","id":"poolId_125"},{"personalityType":"Stoic and observant, with a dry wit and a deep respect for the natural world. He's fiercely independent and pragmatic, valuing skill and competence above all else. He's slow to trust but fiercely loyal to those who earn it. Possesses a quiet confidence born from years of tracking and surviving in the harsh landscapes of Aethelgard. He's not one for grand pronouncements, preferring action to words.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A lean figure clad in well-worn leather armor, sun-bleached to a deep tan. He carries himself with the quiet grace of a predator, constantly scanning his surroundings. A weathered face, etched with lines of sun and wind, is framed by dark, braided hair interwoven with feathers and beads. His eyes are sharp and golden, constantly assessing, and a long, scarred cut runs from his temple down to his jawline.","name":"Kaelen Loveridge","gender":"MALE","job":"HUNTER","id":"poolId_126"},{"personalityType":"Independent, pragmatic, fiercely loyal to those she trusts, and deeply respectful of ancient traditions. She possesses a quiet confidence born from experience and a strong moral compass, but isn't afraid to bend rules if necessary. A keen observer, she's slow to trust but fiercely protective of her allies. She carries a weight of responsibility, stemming from a past event tied to the Sunstone Law.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman hardened by the sun and wind, she moves with a natural grace that speaks of both agility and strength. Sun-kissed skin is etched with faint lines around her eyes, hinting at countless hours spent outdoors. Her dark, braided hair is often adorned with feathers or leather strips, practical adornments rather than mere vanity. She favors practical, well-worn leather armor, dyed in earthy tones of ochre, sand, and deep brown, and carries a recurve bow with a quiver overflowing with fletched arrows.","name":"Imogen Darrow","gender":"FEMALE","job":"HUNTER","id":"poolId_127"},{"personalityType":"Stoic and observant, with a dry wit and a deep respect for the natural world. He's fiercely independent and values skill above all else. He's wary of authority, especially when it clashes with tradition, and possesses a strong sense of justice, often acting as a silent protector of the vulnerable. He's patient and methodical, preferring to analyze a situation before acting.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A lean figure, weathered by sun and wind, stands with a confident stride. His dark hair is braided back from a strong jawline, and his eyes are sharp and constantly scanning his surroundings. He wears practical, well-worn leather armor, accented with sun-bleached fabrics and intricate tribal markings. A longbow is always at the ready, and a quiver overflowing with arrows is slung across his back.","name":"Rhys Lark","gender":"MALE","job":"HUNTER","id":"poolId_128"},{"personalityType":"Independent, resourceful, pragmatic, fiercely loyal to those she trusts, with a dry wit and a hint of melancholy. She's comfortable with solitude but craves connection, especially when it involves a worthy challenge. Possesses a strong moral compass, often prioritizing justice and fairness, even when it's difficult.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman carved from sun and sand. Lean and wiry, with sun-kissed skin etched with faint lines around her eyes – a testament to countless days spent tracking prey. Her dark, braided hair is often streaked with dust and tied back from a strong face, dominated by sharp cheekbones and piercing amber eyes that seem to miss nothing. She favors practical, well-worn leather armor, accented with intricate silver jewelry depicting desert creatures and celestial symbols. A worn leather quiver is slung across her back, and a longbow, crafted from polished dark wood, is always within reach.","name":"Juliet Sterling","gender":"FEMALE","job":"HUNTER","id":"poolId_129"},{"personalityType":"Stoic and observant, with a dry wit and a deep respect for the natural world. He's fiercely independent and values skill and self-reliance above all else. He's wary of authority, especially when it conflicts with the Sunsstone Law, and possesses a strong sense of justice, often acting as a silent protector of the vulnerable.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A weathered figure, lean and wiry, with sun-kissed skin and eyes that seem to hold the vastness of the Aethelgard sky. He carries himself with a quiet confidence, his movements fluid and economical, like a predator stalking its prey. A worn leather jerkin and practical trousers speak of a life spent outdoors, and a quiver overflowing with arrows is always at his side.","name":"Evander O’Malley","gender":"MALE","job":"HUNTER","id":"poolId_130"},{"personalityType":"Independent, resourceful, pragmatic, fiercely loyal to those she trusts, and occasionally cynical. She possesses a dry wit and a no-nonsense attitude, prioritizing efficiency and survival. She's comfortable with solitude but yearns for connection, especially if it involves a worthy challenge or a shared goal.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman sculpted by sun and wind. Lean and muscular, she carries herself with a confident stride. Her sun-kissed skin is etched with faint lines around sharp, intelligent eyes – eyes the color of desert sand, constantly scanning her surroundings. She favors practical, worn leather armor, accented with intricate silver jewelry depicting stylized falcon wings and sunbursts. A long, braided rope adorns her waist, and a quiver overflowing with arrows is slung across her back. A scar, thin and white, traces a path across her left cheekbone, a silent testament to a past hunt.","name":"Daphne Caldwell","gender":"FEMALE","job":"HUNTER","id":"poolId_131"},{"personalityType":"Stoic and observant, with a dry wit and a deep respect for the natural world. He's fiercely independent and values skill above all else. He's wary of authority, especially when it clashes with the Sunsstone Law, and fiercely loyal to those he deems worthy.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A lean figure, sun-weathered and bearing the marks of countless hunts. He moves with a quiet grace, his gaze constantly scanning the surroundings. He wears practical, well-worn leather armor, accented with silver and adorned with trophies from his kills – a hawk's skull here, a wolf's tooth there. A long, intricately carved hunting knife is always sheathed at his hip.","name":"Gavril Pemberton","gender":"MALE","job":"HUNTER","id":"poolId_132"},{"personalityType":"Independent, resourceful, and fiercely protective. A pragmatic survivor with a dry wit and a deep respect for the natural world. She's wary of strangers but fiercely loyal to those she trusts. Possesses a strong sense of justice, often acting as a first responder for those who cannot defend themselves. Can be stoic and reserved, but has a hidden warmth and vulnerability.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman hardened by the sun and wind, clad in practical leather armor reinforced with sun-bleached fabrics and adorned with subtle tribal markings. Her dark hair is braided tightly down her back, often interwoven with feathers and beads. A weathered scar bisects her left eyebrow, adding to her rugged beauty. She carries a recurve bow and a quiver overflowing with arrows, and a hunting knife is always strapped to her thigh. Her eyes are a piercing shade of amber, constantly scanning her surroundings.","name":"Violet MacLeod","gender":"FEMALE","job":"HUNTER","id":"poolId_133"},{"personalityType":"Stoic and observant, with a dry wit and a deep respect for the natural world. He's fiercely independent and prefers action to words, but possesses a hidden well of empathy for those who struggle. He's pragmatic and resourceful, always assessing risks and planning for the future. He can be initially aloof, but warms up to those who prove their worth and demonstrate a strong moral compass.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A lean, sun-weathered figure, he carries himself with quiet confidence. His dark, close-cropped hair is streaked with silver at the temples, hinting at years spent battling the elements. He favors practical, well-worn leather armor, often adorned with subtle carvings of desert flora and fauna. A long, scarred hunting knife is always sheathed at his hip, and his eyes – a piercing shade of amber – constantly scan his surroundings.","name":"Jasper Weston","gender":"MALE","job":"HUNTER","id":"poolId_134"},{"personalityType":"Independent, pragmatic, fiercely loyal to those she trusts, and deeply respectful of ancient traditions. She carries a quiet confidence born from years of solitude and hardship. She's observant and cautious, preferring to assess a situation before acting. A natural leader, but avoids unnecessary attention.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman sculpted by the sun and wind. Lean and muscular, with sun-kissed skin etched with faint scars – a testament to countless hunts. Her dark, braided hair is often pulled back from a face framed by high cheekbones and piercing amber eyes that seem to hold the secrets of the desert. She favors practical, sun-bleached leather armor and carries a well-worn bow.","name":"Maisie Upton","gender":"FEMALE","job":"HUNTER","id":"poolId_135"},{"personalityType":"Stoic and observant, with a dry wit and a deep respect for the natural world. He's fiercely independent and values skill and competence above all else. He's wary of authority, especially when it clashes with the Sunsstone Law, and fiercely loyal to those he trusts. He carries himself with a quiet confidence born of experience and hardship.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A lean figure, sun-weathered and strong, stands with a hunter's grace. He's clad in practical, well-worn leather armor, dyed in earthy tones of ochre and deep brown, accented with bronze detailing. A long, intricately crafted hunting knife is sheathed at his hip, and a quiver overflowing with arrows rests on his back. His dark hair is pulled back from a weathered face, revealing sharp cheekbones and piercing eyes the color of amber, constantly scanning his surroundings. A network of fine lines around his eyes speaks of countless days spent under the harsh sun.","name":"Silas Dallam","gender":"MALE","job":"HUNTER","id":"poolId_136"},{"personalityType":"Independent, pragmatic, fiercely loyal to those she trusts, and deeply connected to the natural world. She possesses a quiet confidence born from experience and a dry wit that surfaces when she's comfortable. She's observant and cautious, always assessing threats and opportunities. Can be reserved around strangers but opens up to those who earn her respect.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman hardened by the sun and wind, she carries herself with a hunter's grace. Lean muscle is visible beneath tanned skin, etched with the faintest lines of weariness and countless miles traveled. Her dark, braided hair is often pulled back from a face marked by sun-kissed skin and a sharp, intelligent gaze.","name":"Oriana Vesper","gender":"FEMALE","job":"HUNTER","id":"poolId_137"},{"personalityType":"Stoic and observant, with a dry wit and a deep respect for the natural world. He's fiercely independent and values skill above all else. He's slow to trust but fiercely loyal to those who earn it. Possesses a quiet confidence born from years of tracking and survival.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A weathered man with sun-kissed skin and keen eyes constantly scanning his surroundings. He favors practical, well-worn leather armor and carries a longbow with practiced ease. A few scars tell tales of past hunts.","name":"Eamon Blythe","gender":"MALE","job":"HUNTER","id":"poolId_138"},{"personalityType":"Independent, pragmatic, fiercely loyal to those she trusts, and deeply respectful of ancient traditions. She possesses a quiet confidence born from experience and a strong moral compass, though she isn't afraid to bend rules if necessary. She's observant and patient, preferring to assess a situation before acting, and has a dry wit that surfaces when she's comfortable.","physical_appearance":{"personHeight":"TALL","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"A woman etched with the sun and wind. Lean and muscular, she moves with a predator's grace, her tanned skin crisscrossed with faint scars – souvenirs from countless hunts. Her dark hair is braided tightly down her back, often interwoven with leather and feathers, and her eyes are a piercing shade of amber, constantly scanning her surroundings. She favors practical, well-worn leather armor, accented with silver jewelry depicting stylized sun motifs.","name":"Dahlia Jenson","gender":"FEMALE","job":"HUNTER","id":"poolId_139"},{"personalityType":"Grounded, pragmatic, and deeply connected to the land. He's patient and observant, with a quiet pride in his work. He's slow to trust but fiercely loyal, and possesses a dry wit that emerges when he's comfortable. He's a bit of a traditionalist, valuing hard work and community.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man weathered by sun and soil, his hands calloused and strong. He wears simple, practical clothing – earth-toned linen and sturdy leather – and a wide-brimmed hat shading eyes the color of warm honey. A faint dusting of dirt perpetually clings to his clothes, and a few sun-kissed scars tell tales of past seasons and hard labor.","name":"Leif Underwood","gender":"MALE","job":"FARMER","id":"poolId_140"},{"personalityType":"Practical, grounded, and fiercely independent. A quiet observer with a deep connection to the land. She values hard work and tradition, but isn't afraid to challenge outdated systems if they harm her community. Possesses a dry wit and a strong sense of justice, often prioritizing fairness over grand ideals. Can be wary of outsiders, but fiercely loyal to those she trusts.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STO CKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman weathered by sun and soil, her hands calloused and strong. She wears practical, earth-toned clothing – loose linen trousers and a tunic, often layered with a worn leather vest. Her dark hair is usually braided back, escaping in wisps around a face tanned a deep bronze. A sun-kissed nose and practical, slightly squinted eyes betray a life spent outdoors. She carries a simple wooden walking stick, and a small, intricately carved pouch hangs from her belt.","name":"Coralie Haskell","gender":"FEMALE","job":"FARMER","id":"poolId_141"},{"personalityType":"Grounded, pragmatic, and deeply connected to the land. He possesses a quiet confidence born from years of hard work and a strong sense of responsibility. He's patient and observant, slow to anger but fiercely protective of his livelihood and those he cares about. He might be a bit gruff initially, but warms up to those who prove their worth and share his respect for tradition. He's not overly concerned with grand ambitions, preferring a life of steady prosperity and a good harvest.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man weathered by sun and soil, his face etched with lines earned from years spent tending to his fields. He's clad in practical, earth-toned clothing – sturdy trousers, a linen shirt, and a worn leather vest – and a wide-brimmed hat shields his eyes. His hands are calloused and strong, permanently stained with the hues of the earth. He carries a simple farming tool, perhaps a scythe or a hoe, leaning against a stall or a cart.","name":"Darius Rory","gender":"MALE","job":"FARMER","id":"poolId_142"},{"personalityType":"Practical, patient, observant, slightly pragmatic, with a hidden spark of fiery independence. She values hard work and community, and is slow to trust but fiercely loyal once earned. She has a dry wit and isn't afraid to speak her mind, especially when it comes to fairness and the Sunsstone Law.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman weathered by sun and soil, her hands calloused but graceful. She wears practical, earth-toned clothing – sturdy trousers and a loose tunic, often layered with a linen shawl. A wide-brimmed hat shades sun-kissed skin, and her dark hair is braided back, often escaping in wisps around a face etched with faint lines of laughter and worry. She carries a worn leather satchel overflowing with tools and seed packets.","name":"Faelan Abernathy","gender":"FEMALE","job":"FARMER","id":"poolId_143"},{"personalityType":"Grounded, pragmatic, and deeply connected to the land. He's slow to trust but fiercely loyal. Possesses a quiet confidence born from years of hard work and a strong sense of responsibility. He's observant and patient, always assessing risks and planning ahead. He might be a bit gruff initially, but has a warm heart beneath the weathered exterior. He's skeptical of grand pronouncements and prefers tangible results.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man weathered by sun and soil. He's built like a sturdy oak, with hands calloused and strong from years of working the land. His clothes are practical – earth-toned linen and leather, patched and well-worn – and his face is tanned a deep bronze, etched with fine lines around his eyes and mouth. A neatly trimmed, salt-and-pepper beard hints at a life lived outdoors. He carries himself with a quiet dignity, his gaze steady and assessing.","name":"Gavril Ulyana","gender":"MALE","job":"FARMER","id":"poolId_144"},{"personalityType":"Practical, grounded, and fiercely independent. Possesses a quiet confidence born from hard work and self-reliance. A natural leader, but prefers to lead by example rather than issuing commands. Slow to trust but deeply loyal to those she considers friends. Has a dry wit and a pragmatic outlook on life, often prioritizing efficiency and results.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman weathered by sun and soil, her presence immediately speaks of a life spent working the land. Her hands are calloused but strong, stained with earth and hints of dye from natural pigments. She moves with a deliberate grace, her gaze sharp and observant, taking in every detail of her surroundings.","name":"Kaelia Eldridge","gender":"FEMALE","job":"FARMER","id":"poolId_145"},{"personalityType":"Grounded, pragmatic, and deeply connected to the land. He possesses a quiet confidence born from years of hard work and a strong sense of responsibility. He's patient and observant, slow to anger but fiercely protective of his livelihood and those he cares about. He values tradition and is wary of sudden changes, especially those that threaten the Sunsstone Law. He can be a bit stubborn and set in his ways, but open to new ideas if they benefit the community.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STO CKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A weathered man with sun-kissed skin and calloused hands, he moves with the deliberate pace of someone accustomed to working the earth. He's typically clad in practical, earth-toned clothing – patched trousers, a linen shirt, and a worn leather vest – often with a straw hat shading his face. A faint dusting of soil perpetually clings to his clothes, and his eyes hold a deep, knowing gaze.","name":"Torin Rutherford","gender":"MALE","job":"FARMER","id":"poolId_146"},{"personalityType":"Grounded, pragmatic, and fiercely independent. Possesses a deep connection to the land and a strong sense of responsibility. Can be slow to trust but fiercely loyal. Values hard work and tradition, with a hint of dry wit. A bit skeptical of grand pronouncements and prefers practical solutions.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STO CKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman weathered by sun and soil. Her hands are calloused and strong, stained with earth and hints of dye from natural pigments. She wears practical, earth-toned clothing – a tunic and trousers, often layered with a worn leather vest – and a wide-brimmed hat to shield her face from the relentless sun. Her dark hair is braided tightly down her back, often escaping in wisps around a face tanned to deep bronze. A simple silver pendant depicting a stylized sun hangs around her neck.","name":"Nora Tanner","gender":"FEMALE","job":"FARMER","id":"poolId_147"},{"personalityType":"Grounded, pragmatic, and deeply connected to the land. He possesses a quiet confidence born from years of hard work and a strong sense of responsibility. He's observant and patient, slow to anger but fiercely protective of his livelihood and those he cares about. He's a little set in his ways, valuing tradition and practicality over grand ambitions, but secretly yearns for a bit more adventure.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man weathered by sun and soil, his tanned skin etched with lines earned from years of working the land. He's dressed in practical, earth-toned clothing – sturdy linen trousers, a simple tunic, and a worn leather vest – all bearing the faint scent of hay and sun-baked earth. His hands are large and calloused, perpetually stained with dirt, and he often has a small scar on his forearm from a farming mishap. He carries a simple wooden walking stick.","name":"Oberon Tanner","gender":"MALE","job":"FARMER","id":"poolId_148"},{"personalityType":"Practical, grounded, and fiercely independent. A quiet observer with a deep connection to the land. She's patient and methodical, but possesses a hidden well of stubborn determination. She values hard work and tradition, and isn't easily swayed by grand pronouncements. She's wary of outsiders, but fiercely loyal to those she trusts. A touch of pragmatic cynicism underlies her optimism.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STO CKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman weathered by sun and soil. Her hands are calloused and strong, stained with earth and the occasional splash of dye from her farming tools. She's dressed in practical, earth-toned clothing – sturdy trousers and a loose tunic, often layered with a worn leather vest. A wide-brimmed hat shades her face, revealing sun-kissed skin and a network of fine lines around her eyes. Her dark hair is usually braided back, escaping in wisps around her shoulders.","name":"Juliet Indigo","gender":"FEMALE","job":"FARMER","id":"poolId_149"},{"personalityType":"Grounded, pragmatic, and deeply connected to the land. He possesses a quiet confidence born from years of hard work and a strong sense of responsibility. He's observant and patient, slow to trust but fiercely loyal. He's a bit of a traditionalist, valuing community and the well-being of his family and neighbors. He can be stubborn when it comes to his principles and his crops.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man weathered by sun and soil, he carries himself with a quiet dignity. His hands, calloused and strong, speak of tireless labor. He's likely wearing simple, practical clothing – perhaps linen trousers and a tunic, stained with earth and dye. A wide-brimmed hat shades his face, revealing a network of fine lines around his eyes and mouth, etched by years of squinting at the horizon. His dark hair is usually tied back, escaping in wisps around his forehead.","name":"Valerius MacLeod","gender":"MALE","job":"FARMER","id":"poolId_150"},{"personalityType":"Practical, resourceful, and deeply connected to the land. A quiet observer with a strong sense of duty and a pragmatic approach to life. She's patient and methodical, preferring to prepare for the future rather than rushing into things. While generally calm, she possesses a fierce protectiveness towards her livelihood and those she considers her own.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A woman weathered by sun and soil, her hands calloused and strong. She wears practical, earth-toned clothing – sturdy trousers, a loose tunic, and a wide-brimmed hat to shield her face from the intense sunlight. A woven belt holds pouches filled with tools and seeds. Her dark hair is often braided back, escaping in wisps around a face etched with lines of experience and a hint of a warm smile.","name":"Talia Penrose","gender":"FEMALE","job":"FARMER","id":"poolId_151"},{"personalityType":"Grounded, pragmatic, and deeply connected to the land. He possesses a quiet confidence born from years of hard work and a strong sense of responsibility. He's slow to trust but fiercely loyal, and values tradition and community. He might be a bit gruff initially, but has a warm heart and a dry sense of humor. He's observant and patient, always assessing his surroundings and planning for the future. He's not one for grand pronouncements, preferring to show his dedication through action.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A man weathered by sun and soil, he carries the marks of a life spent working the land. His clothes are practical and well-worn, stained with earth and perhaps a few splashes of dye from his crops. He has calloused hands and a sun-kissed complexion, and his eyes hold a deep, knowing gaze.","name":"Faelan Wynter","gender":"MALE","job":"FARMER","id":"poolId_152"},{"personalityType":"Resilient,Practical,and slightly wary. She's seen her share of hardship, but still holds onto a quiet hope and a deep love for the land.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"RELAXED"},"description":"You're immediately noticed by the sight of sun-weathered skin, a strong forearm from years of tilling the soil, and a practical, well-worn linen dress. Her hands, stained with earth, are expertly holding a small, sharp sickle.","name":"Rowena Chandler","gender":"FEMALE","job":"FARMER","id":"poolId_153"},{"personalityType":"Practical,resilient,andwithaslightlywearyoptimism.She'sseenhershareofhardship,butstillfindsjoyinworkingtheland.She'snotonefortelling,butwillofferwiseadviceifasked.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"Youfirstnoticeherbythesmelloffreshlybakedbreadandthedustofsoilunderneathherwornleatherboots.Herdark,sun-streakedhairispulledbackfromafaceetchedwithlinesfromthewarmthandwork,andherhandsarecallousedbutmovewithaveryprecise,steadygrace.","name":"Cyrus Ashworth","gender":"MALE","job":"FARMER","id":"poolId_154"},{"personalityType":"Practical,resilient,andwithaquietstrength.She'sseenhardshipbutholdsontohope,andpossessesalovforherworkandtheland.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"Youfirstnoticeherstronghands,callousedbutgentle,ashetendsapatchofSunstonewheat.Ascarfaroundherneck,dyedawithearthtones,completesherdown-to-earthappearance.","name":"Cora Jubilee","gender":"FEMALE","job":"FARMER","id":"poolId_155"},{"personalityType":"Simple and hardworking. Farmer lives to tend his land and provide for his family. He has a deep understanding of nature and respects it greatly.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"LOW","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"This burly fellow stands at an average height, with solid muscles that show his dedication to hard work on the land. His skin is weathered by constant exposure to sun and wind. His clothes are simple and practical, always dirty from tending crops and animals.","name":"Rhys Blackwood","gender":"MALE","job":"FARMER","id":"poolId_156"},{"personalityType":"Hardworking and down-to-earth. Friendly and approachable.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"She's a tall, stout, medium-built woman with high muscle tone. Her posture is upright, giving an air of confidence and determination. She has tanned skin, a hearty laugh, and a warm, welcoming smile on her sun-kissed lips. Her long, dark hair is tied up in a practical but stylish braid, adorned with simple beads and charms. Dusting off her calloused hands after hard work in the fields, she exudes an earthy aroma of sweat and soil.","name":"Xena Jubilee","gender":"FEMALE","job":"FARMER","id":"poolId_157"},{"personalityType":"[Personality of a hard-working, friendly, and knowledgeable farmer]","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"This burly, well-built farmer stands at an average height. His skin is tanned and weathered from long days in the fields, his hands are rough and calloused. He wears overalls stained with dirt and earth, a white shirt that's sleeves have been rolled up to his elbows. A sweaty cap sits low on his brow. You can see that he has a few scars from farm accidents, but his eyes hold a wise and friendly sparkle.","name":"Eamon Kestrel","gender":"MALE","job":"FARMER","id":"poolId_158"},{"personalityType":"Down-to-earth and hardworking","physical_appearance":{"personHeight":"AVERAGE","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"HIGH","posture":"UPRIGHT"},"description":"You first notice this female peasant farmer, her stocky build showcasing the hard work she's put into cultivating Aethelgard's fertile lands. Her medium body fat is well-distributed, giving her a healthy and strong appearance, complemented by the high muscle tone that makes it obvious she knows how to work the fields. Her posture is upright, displaying a sense of pride and dedication towards her laborious profession. The sun-kissed Mediterranean features on her skin, including tanned, smooth skin, full lips, and almond-shaped hazel eyes, all adding to the exotic charm of this strong-willed and hardworking peasant woman in Aethelgard's lush countryside.","name":"Cecilia Wellington","gender":"FEMALE","job":"FARMER","id":"poolId_159"},{"personalityType":"Manipulative, Creepy, Obsessive","physical_appearance":{"personHeight":"SHORT","personBuild":"SLOUCHED","bodyFat":"MEDIUM","muscleTone":"LOW","posture":"RELAXED"},"description":"A teenager with slicked-back hair and greasy skin, his eyes always seem to be lingering on your character when you talk to him. His shoulders stoop forward as if he's been slouching for years, and his outfit is a mix of oversized t-shirts and baggy shorts.","name":"Gareth Northwood","gender":"MALE","job":"TEENAGER","id":"poolId_160"},{"personalityType":"Manipulative and Curious","physical_appearance":{"personHeight":"SHORT","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"RELAXED"},"description":"You encounter a young, short, and slender teenager who appears to be around 16-17 years old. Her hair is long, dark, and usually tied up in two braids, adorned with colorful beads. She wears loose, flowy clothing that doesn't reveal much skin but has a subtle sexy touch due to the fabric's texture. She seems curious about everything around her, and her eyes always seem to follow you wherever you go. You can't help but feel like she's been spying on you, maybe even stalking your every move. Her relaxed posture gives off an air of innocence, but her piercing gaze seems quite intentional.","name":"Kira Oakes","gender":"FEMALE","job":"TEENAGER","id":"poolId_161"},{"personalityType":"Teenage Stalker","physical_appearance":{"personHeight":"SHORT","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"LOW","posture":"RELAXED"},"description":"You first notice a short, stocky teenage guy hanging around the shadows. He's got a bit of extra padding on him and his posture is casual and relaxed. His unkempt hair hides his eyes, making it hard to see what he's looking at. The creeper vibe comes from the way he seems to always be lurking near the female protagonist, watching her every move like a perv.","name":"Elias Devereux","gender":"MALE","job":"TEENAGER","id":"poolId_162"},{"personalityType":"Clever, curious, and manipulative.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"Standing before you is a teenage girl of average height, with slender and toned body. Her posture is erect, which emphasizes the curves in her slim figure. She looks like a Mediterranean beauty queen, wearing a flowy dress that hugs her delicate frame but leaves much to your imagination. Her long, tanned legs are accentuated by tall, stylish boots, making you wonder what's underneath them - maybe something sheer and lacy, or perhaps a thong so tiny it barely covers her smooth pussy lips? Her dark, glossy hair cascades down her back like a waterfall, hiding her ears as she looks at you with piercing, green eyes. She wears minimal makeup, but the natural beauty of her Mediterranean complexion shines through, making your mouth water just thinking about how her lips would feel around your cock.","name":"Vesper Sterling","gender":"FEMALE","job":"TEENAGER","id":"poolId_163"},{"personalityType":"CREEPY/STALKER","physical_appearance":{"personHeight":"SHORT","personBuild":"STOCKY","bodyFat":"HIGH","muscleTone":"LOW","posture":"SLOUCHED"},"description":"A chubby, creepy teenager with a hunched posture. His greasy hair is always disheveled, and his eyes seem to follow you wherever you go. He's got an unkempt beard that hasn't been trimmed in weeks, and there are dark circles under his sunken eyes. He wears a tattered hoodie that barely covers the bags of fat hanging over his pants.","name":"Kaelen Quilliam","gender":"MALE","job":"TEENAGER","id":"poolId_164"},{"personalityType":"Brooding Stalker, Paranoid, Driven","physical_appearance":{"personHeight":"SHORT","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"SLOUCHED"},"description":"A flicker of movement in the shadows, a sudden, darting glance. You catch sight of her hunched low, partially obscured by crumbling stonework, meticulously examining a section of the wall with a small, hand-held device – a complex scanning tool – before melting back into the darkness with unsettling speed.","name":"Ximena Grimshaw","gender":"FEMALE","job":"TEENAGER","id":"poolId_165"},{"personalityType":"Brooding Stalker, Anxious Seeker","physical_appearance":{"personHeight":"SHORT","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"SLOUCHED"},"description":"He’s hunched over, perpetually scanning the edges of the courtyard, a battered leather-bound journal clutched in his hand. His eyes, dark and intensely focused, dart around, almost seeming to *read* the stone rather than see it. Clothes are practical but worn, patched in places with mismatched fabric, and he carries a small, intricately carved dagger strapped to his thigh, clearly more for observation than immediate combat.","name":"Torin MacLeod","gender":"MALE","job":"TEENAGER","id":"poolId_166"},{"personalityType":"Brooding Stalker – Impulsive, fiercely independent, and unnervingly observant. Exhibits a volatile mix of desperation and unsettling curiosity, prone to reckless actions driven by a deep-seated need for answers and a chillingly detached fascination with others’ secrets.","physical_appearance":{"personHeight":"SHORT","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"SLOUCHED"},"description":"She’s a shadow clinging to the periphery, perpetually scanning the environment with a hawk-like intensity. Her clothes are scavenged – dark, worn leather and layered fabrics offering minimal protection, but a significant degree of concealment. There's a faint metallic scent about her, and a tightly gripped, wickedly sharp hunting knife is always within easy reach. Her eyes are constantly darting, absorbing every detail, and a barely suppressed tension radiates from her entire being.","name":"Zinnia Nightingale","gender":"FEMALE","job":"TEENAGER","id":"poolId_167"},{"personalityType":"Brooding Stalker, Anxious, Opportunistic","physical_appearance":{"personHeight":"SHORT","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"SLOUCHED"},"description":"He’s crouched in the shadow of a crumbling sandstone archway, meticulously sketching a bizarre, half-dismembered creature – a desert jackal fused with what looks like a poisonous serpent – in a worn leather-bound journal. His eyes, dark and constantly scanning, fix on you for a moment before returning to his drawing, a nervous fidgeting with a tarnished silver dagger noticeable in his hand. Dust coats his threadbare, patched-up tunic, and there's a palpable sense of unease radiating from him, like a trapped animal.","name":"Gavril Thistlewick","gender":"MALE","job":"TEENAGER","id":"poolId_168"},{"personalityType":"Brooding Stalker, Cynical Observer","physical_appearance":{"personHeight":"SHORT","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"SLOUCHED"},"description":"She’s half-hidden in the shadow of a crumbling sandstone archway, meticulously examining a worn leather-bound journal. Her eyes, perpetually narrowed, dart around, absorbing every detail of the marketplace – a flicker of movement catches your attention before she abruptly snaps her gaze back to her reading, a faint, almost predatory smile playing on her lips.","name":"Olivia Patterson","gender":"FEMALE","job":"TEENAGER","id":"poolId_169"},{"personalityType":"Brooding Stalker, Anxious, Possessive","physical_appearance":{"personHeight":"SHORT","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"SLOUCHED"},"description":"He’s hunched low, almost swallowed by the shadows of the marketplace stall, meticulously examining a worn leather-bound journal. His eyes, a startlingly intense grey, dart around the crowd with an unsettling intensity, constantly scanning, tracking movements. Dirt streaks his knuckles, and a faint, metallic scent – blood and something sharp – clings to his clothes. He nervously fiddles with a tarnished silver dagger concealed beneath his worn tunic.","name":"Rhys Darrow","gender":"MALE","job":"TEENAGER","id":"poolId_170"},{"personalityType":"Brooding Stalker, fiercely independent with flashes of reckless impulsivity.","physical_appearance":{"personHeight":"SHORT","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"SLOUCHED"},"description":"She’s crouched in the shadow of a crumbling sandstone archway, meticulously examining a shattered sunstone fragment with a small, worn metal magnifier. Her clothes – patched leather and faded linen – are practical but clearly scavenged, and her eyes, constantly scanning the surroundings, hold a chilling intensity. A dark, almost predatory stillness about her, mixed with a nervous twitch of her hand as she adjusts a crude, multi-tool strapped to her thigh. A faint scent of dust and something metallic hangs in the air around her.","name":"Meredith Quill","gender":"FEMALE","job":"TEENAGER","id":"poolId_171"},{"personalityType":"CREEP","physical_appearance":{"personHeight":"SHORT","personBuild":"STOCKY","bodyFat":"MEDIUM","muscleTone":"LOW","posture":"SLOUCHED"},"description":"He looks like a teenager, but you can't shake the feeling that he's definitely older than his appearance suggests. Standing a bit shorter and stockier than average, this guy is packing some extra flab around his waistline - and it's not all from just being a teen. His muscles are barely visible, giving him a rather soft look overall. He slouches as he walks, staring at the ground or constantly looking around with nervous glances, like he's always on edge.","name":"Marius Ulysses","gender":"MALE","job":"TEENAGER","id":"poolId_172"},{"personalityType":"CRAVING_ATTENTION, FLIRTATIOUS, SEDUCTIVE","physical_appearance":{"personHeight":"SHORT","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"RELAXED"},"description":"A teenager girl, with sun-kissed skin glowing under the Mediterranean sunlight. She has long, flowing, silky brown hair that falls just below her shoulders and piercing deep blue eyes. Her lips are full and slightly parted, revealing perfect white teeth. Her face is framed by a pair of slender ears, occasionally sporting cute little silver hoops or studs. Her shoulders are bare, adorned with delicate golden sun tattoos. She's wearing a skimpy, white sundress that clings to her body, accentuating the curves of her hips and thighs while leaving little to the imagination. The dress is tied at the waist by a narrow sash, revealing a small, lacy thong underneath. Her legs are toned and lean, with firm calves and small, dainty feet.","name":"Hilda Vesper","gender":"FEMALE","job":"TEENAGER","id":"poolId_173"},{"personalityType":"CREEPY/STALKER","physical_appearance":{"personHeight":"SHORT","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"SLOUCHED"},"description":"A teenage boy with short, lanky limbs and a sallow complexion. His unkempt, greasy hair falls over his eyes, partially obscuring them as he slouches along the streets of Aethelgard. He wears ill-fitting clothes that seem to hang off his frame, making him appear both awkward and threatening. His dark, beady eyes follow your every move with an unsettling intensity, leaving you feeling watched and uncomfortable.","name":"Darius Blythe","gender":"MALE","job":"TEENAGER","id":"poolId_174"},{"personalityType":"CREEPY","physical_appearance":{"personHeight":"SHORT","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"SLOUCHED"},"description":"A teenage girl with a disheveled appearance. She has dark, sunken eyes and unkempt hair that could use a wash. Her short frame is thin, but her arms show a medium level of muscle tone from constantly being on the move. As you get closer, she'll start to nervously fidget and keep a distance away, as if always lurking in the shadows. She might follow you without you noticing, trying to observe your every move.","name":"Piper Pemberton","gender":"FEMALE","job":"TEENAGER","id":"poolId_175"},{"personalityType":"CREEP,STALKER","physical_appearance":{"personHeight":"SHORT","personBuild":"SLIM","bodyFat":"MEDIUM","muscleTone":"LOW","posture":"SLOUCHED"},"description":"An uncomfortably close, short, thin teenager with a lanky posture. He's constantly lurking around corners, peeking through windows, or hiding in bushes to spy on the female protagonist. His eyes follow her movements everywhere she goes, and he always seems to be one step behind her. You can't help but feel uneasy in his presence, as if he's always watching you.","name":"Caspian Quilliam","gender":"MALE","job":"TEENAGER","id":"poolId_176"},{"personalityType":"Flirty and Curious","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"RELAXED"},"description":"You come across a teenage girl, about your age, maybe even younger. She's sporting a sun-kissed complexion, accentuated by her bronzed, tanned skin. Her slim frame is adorned with clothing that shows off her toned physique, leaving little to the imagination. Her playful posture and flirtatious glances suggest she might be open for some fun if you catch my drift.","name":"Jordana O’Malley","gender":"FEMALE","job":"TEENAGER","id":"poolId_177"},{"personalityType":"creepy","physical_appearance":{"personHeight":"SHORT","personBuild":"STOCKY","bodyFat":"HIGH","muscleTone":"LOW","posture":"SLOUCHED"},"name":"Gavril Redfield","gender":"MALE","job":"TEENAGER","id":"poolId_178"},{"personalityType":"Creepy and Intrusive","physical_appearance":{"personHeight":"SHORT","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"SLOUCHED"},"description":"A scrawny, short little teen chick strolling around the town square with her head lowered, eyes always sneaking a peek at you from behind those bangs. She has a pair of tits that aren't too big but not small either - perfect for pinching when she least expects it, and a skinny ass to spank when she runs away screaming.","name":"Flora Draper","gender":"FEMALE","job":"TEENAGER","id":"poolId_179"},{"personalityType":"Peaceful","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"LOW","posture":"UPRIGHT"},"description":"As you stroll through the bustling streets of Aethelgard, a rather calm man catches your eye. With an average height and build, he exudes a sense of tranquility. His medium physique carries a moderate amount of fat, while his low muscle tone indicates that he's more inclined towards relaxing than rigorous activities. He stands upright, as if every ounce of energy he has goes into maintaining a balanced posture. You notice him wearing loose clothing, possibly for comfort or simply following the local fashion trend.","name":"Oberon Abernathy","gender":"MALE","job":"CIVILIAN","id":"poolId_180"},{"personalityType":"POLITE_AND_INFORMATIONAL","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"As you wander through the bustling streets of Aethelgard's vibrant city, your gaze is drawn to a woman who appears to be in her mid-20s. Her hourglass figure, adorned with flowing silk clothing that gently caresses her curves, is accentuated by the bright Mediterranean sun. Standing around 5'6\" tall, she carries herself with an upright posture that conveys both confidence and grace. With her tanned skin glistening under the warm rays of light, she seems to be a native of this beautiful realm.","name":"Astrid Jubilee","gender":"FEMALE","job":"CIVILIAN","id":"poolId_181"},{"personalityType":"PEACEFUL","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"You see a civilian, roughly average height and build. His posture is upright, suggesting he leads a sedentary life. He has lean muscles visible across his shoulders and arms, hinting at occasional physical labor. His features seem Mediterranean or Arabian inspired: dark, tanned skin glistening under the sun's warmth; short, wavy hair neatly trimmed above his ears; striking almond-shaped eyes framed by thick, long lashes that flutter as he goes about his daily business.","name":"Gavril Tanner","gender":"MALE","job":"CIVILIAN","id":"poolId_182"},{"personalityType":"Warm, curious, and sociable.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"An ethereal vision of feminine beauty, you can't help but notice the way her lithe frame carries itself with an unparalleled grace. With skin kissed by the Mediterranean sun and hair as dark as night, she seems to radiate a soft, inviting warmth that beckons you closer. Her eyes are like pools of sapphire blue, drawing you in as they dance playfully behind framed glasses that perfectly accentuate her delicate features. Draped in a flowing dress that sways with every gentle movement, she exudes an air of tranquility, making you feel as if you've stumbled upon the very heart of this magical realm.","name":"Cecilia Sutton","gender":"FEMALE","job":"CIVILIAN","id":"poolId_183"},{"personalityType":"Peaceful, Friendly, Knowledgeable","physical_appearance":{"personHeight":"AVERAGE","personBuild":"Slim","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"You meet a man in his mid-thirties with an average height, slender build, and medium muscle tone. He carries himself upright and exudes a friendly demeanor. His sun-kissed skin is adorned by the tans of a city dweller, a true Mediterranean influence evident from the Aethelgard climate. His raven hair is tousled and slightly disheveled, which only adds to his inviting, approachable air. He wears loose-fitting garments made of light fabrics that allow for the breeze to carry through, suitable for the warm environment. In his hands, he carries a small basket filled with fresh fruits and vegetables, his livelihood likely based on trade or farming.","name":"Torin Abernathy","gender":"MALE","job":"CIVILIAN","id":"poolId_184"},{"personalityType":"PEACEFUL","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"What first encounters this civilian NPC is a petite, slender woman with an average height. She carries herself with confidence and poise due to her upright posture. Her lean figure showcases the effects of her medium muscle tone, making her appear fit without being muscular. With low body fat, her body shape is visibly toned and well-defined. As a civilian living in Aethelgard's bustling city, she dresses modestly but fashionably, emphasizing her Mediterranean/Arabian-inspired heritage. Her long, dark hair flows freely over her shoulders, cascading down to the small of her back.","name":"Peyton Crestwood","gender":"FEMALE","job":"CIVILIAN","id":"poolId_185"},{"personalityType":"CHEERFUL/SOCIAL/PEACEMAKING","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"LOW","posture":"UPRIGHT"},"description":"Upon approaching this civilian, you'll notice a young man in his mid-twenties, with an average height and build. He has medium body fat but is not overweight. His skin is tanned, hinting at occasional exposure to the city's sunny weather. You can see subtle freckles across his nose and cheeks, which only add to his charming look. His hair is a sandy-blond shade, with slightly wavy strands framing his face, falling gently over his shoulders. He wears simple yet well-maintained clothes: a loose linen shirt that showcases his toned arms when he gestures while speaking. The shirt is tucked into a pair of straight-cut trousers, complementing the overall casual look. His eyes are a bright blue, filled with kindness and curiosity as they survey the bustling city around him.","name":"Torin Vance","gender":"MALE","job":"CIVILIAN","id":"poolId_186"},{"personalityType":"PEACEFUL","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"This NPC is a young woman in her late twenties, with long, curly dark hair that flows down to her waist. Her eyes are bright and brown, always sparkling with curiosity and kindness. She has a slim but athletic build, showcasing well-defined muscles from her everyday activities. You can tell she's taken care of herself, as her posture is upright and confident. Wearing loose, flowing garments that reveal just the right amount of skin, she exudes a serene aura that attracts all who cross her path.","name":"Maisie Bellweather","gender":"FEMALE","job":"CIVILIAN","id":"poolId_187"},{"personalityType":"PEACEFUL","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"You approach a pleasant-looking city dweller in the heart of Aethelgard. He stands at an average height, with an unassuming build and a well-maintained, lean body. His posture is upright and confident, reflecting his peaceful nature as he goes about his daily life.","name":"Silas Vesper","gender":"MALE","job":"CIVILIAN","id":"poolId_188"},{"personalityType":"friendly, helpful, knowledgeable","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"You approach a beautiful sun-kissed woman, with radiant tanned skin that seems to glow under the warm Aethelgard sun. She has long, curly dark hair that falls softly around her shoulders. Her eyes are a deep, captivating brown, filled with wisdom and warmth. She's dressed in loose-fitting, vibrant clothes, typical of the city dwellers of Aethelgard, revealing her slim yet strong figure.","name":"Evelina O’Malley","gender":"FEMALE","job":"CIVILIAN","id":"poolId_189"},{"personalityType":"Friendly, helpful, and curious","physical_appearance":{"personHeight":"AVERAGE","personBuild":"Slim","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"As you wander the bustling city streets of Aethelgard, your eyes catch a friendly-looking fellow. This average-height man has a lean build with just the right amount of muscle tone to make him look strong and reliable. He stands upright with his shoulders back, giving off an air of confidence. His posture suggests that he takes pride in himself and his surroundings.","name":"Rhys O’Malley","gender":"MALE","job":"CIVILIAN","id":"poolId_190"},{"personalityType":"peaceful","physical_appearance":{"personHeight":"average","personBuild":"slim","bodyFat":"low","muscleTone":"medium","posture":"upright"},"description":"As you navigate the bustling streets of Aethelgard, your eyes are drawn to a radiant figure walking gracefully among the crowded marketplace. This woman exudes an air of tranquility and calmness, her slim yet toned frame standing tall with an upright posture. Her Mediterranean features, with their sun-kissed skin and alluring eyes, speak volumes about her peaceable nature. She carries herself with grace and poise, emanating a sense of contentment that seems to beckon you towards her.","name":"Phoebe Upton","gender":"FEMALE","job":"CIVILIAN","id":"poolId_191"},{"personalityType":"Peaceful","physical_appearance":{"personHeight":"AVERAGE","personBuild":"Slim","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A handsome, average-height man with a slim build and medium muscle tone. His posture is upright, showing confidence as he walks around the bustling city streets.","name":"Leif Jasper","gender":"MALE","job":"CIVILIAN","id":"poolId_192"},{"personalityType":"PEACEFUL","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"As you navigate the vibrant, sun-kissed streets of Aethelgard, a striking Mediterranean-inspired woman catches your eye. Her height is neither short nor tall but average, standing out in the bustling crowd. She carries her lithe and toned body with an upright posture, exuding confidence and grace. With a slender build, she has a low level of body fat, highlighting her lean muscles that sway rhythmically as she walks. As you approach her, her mesmerizing eyes lock onto yours, and it's clear that beneath her peaceful demeanor, lies an intriguing story just waiting to be uncovered.","name":"Hazel Kensington","gender":"FEMALE","job":"CIVILIAN","id":"poolId_193"},{"personalityType":"peaceful, friendly, curious","physical_appearance":{"personHeight":"average","personBuild":"slim","bodyFat":"low","muscleTone":"medium","posture":"upright"},"description":"A slim, average-height man in his mid-thirties with an upright posture and a pleasant smile on his face. His short dark hair frames his oval-shaped head, which has a slightly chiseled jawline. The man is dressed casually in comfortable, well-fitting clothes suitable for the warm weather of Aethelgard. His eyes are a deep brown, giving him a calm and friendly demeanor. He appears to be a city dweller, always eager to share tidbits about the town's history or gossip among neighbors.","name":"Faelan Dallam","gender":"MALE","job":"CIVILIAN","id":"poolId_194"},{"personalityType":"Friendly, Curious, Kind","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"Upon encountering this NPC, one cannot help but notice her radiant Mediterranean looks. Her tanned skin glows in the sunlight and highlights her delicate yet strong physique. She stands at an average height with a slim build, giving her a graceful appearance. Her muscle tone is evident, showing that she's not just a city dweller, but one who actively partakes in daily activities. Her eyes sparkle with curiosity and kindness, making her a perfect companion for the player to explore the sun-drenched realm of Aethelgard.","name":"Rosalie Draper","gender":"FEMALE","job":"CIVILIAN","id":"poolId_195"},{"personalityType":"Friendly and Helpful","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"Meet Hakim, a charming, medium-height, slim yet toned man with an upright posture. His dark brown eyes carry warmth and intelligence. He has a neatly groomed beard and long, curly, black hair that he ties back in a ponytail. You can notice the Mediterranean influence in his appearance through his well-tanned skin, and you might smell a hint of exotic spices from his traditional garments.","name":"Eamon Raines","gender":"MALE","job":"CIVILIAN","id":"poolId_196"},{"personalityType":"Peaceful, Kind-hearted, Genuine","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"As you wander through the bustling streets of Aethelgard, a captivating sight greets your gaze. This female civilian, around 5'6'' tall and slender in frame, exudes a calm and radiant aura. With her medium muscle tone and upright posture, she is an image of health and resilience. Her Mediterranean features, such as the dark tresses that flow past her shoulders, highlight her alluring beauty. Her emerald green eyes seem to hold secrets of ancient stories, while her pouty lips and delicate nose give a hint of sophistication.","name":"Florence Linden","gender":"FEMALE","job":"CIVILIAN","id":"poolId_197"},{"personalityType":"CHEERFUL/INNOCENT/UNASSUING","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"This is a young, slender man with an average height. His posture is upright and he walks around the city streets with a cheerful demeanor, as if unbothered by all the chaos that goes on in Aethelgard.","name":"Valen Harrington","gender":"MALE","job":"CIVILIAN","id":"poolId_198"},{"personalityType":"Friendly, Inquisitive, Genuine","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"As you wander through the lively city of Aethelgard, your eyes are drawn to a petite, sun-kissed woman with a friendly smile. She stands at an average height, her slender frame adorned in clothes that cling to her curves, highlighting her firm muscles. Her golden tresses cascade down her back, the sunlight catching each strand and framing her face with gentle highlights. As she moves with an upright posture, you can't help but notice the grace and confidence in her steps.","name":"Saffron Loveridge","gender":"FEMALE","job":"CIVILIAN","id":"poolId_199"},{"personalityType":"APPRENTICE, LEARNING, GULLIBLE","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"A young, slightly tanned Aethelgardian lad with shoulder-length curly auburn hair falling gracefully over his brow. His hazel eyes are full of curiosity and anticipation, reflecting the sun's rays like polished obsidian. He wears modest garments made from lightweight fabrics that fit tightly to his frame, outlining his average height and slim build. Despite his slender appearance, you can tell he has a well-defined muscle tone thanks to hours spent training under the warm sun. His confident posture exudes an eager demeanor as though he's always searching for knowledge to add to his arsenal.","name":"Torin O’Connell","gender":"MALE","job":"APRENTICE","id":"poolId_200"},{"personalityType":"GULLIBLE, APRENTICE, LEARNING","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"RELAXED"},"description":"You encounter a young, slender girl of average height with a relaxed posture. Her eyes sparkle with eagerness and curiosity, giving her an almost childlike appearance despite her seemingly mature actions. She's clad in ragged, tattered clothing that appears to be the remnants of someone else's garb, giving her an air of vulnerability. As she stands there, she shifts her weight from one foot to another, a nervous habit betrayed by her slight swaying. A lock of long, sun-kissed hair falls over one eye, and you can't help but wonder what kind of person this is who so eagerly seeks guidance and knowledge.","name":"Maisie Hawthorne","gender":"FEMALE","job":"APRENTICE","id":"poolId_201"},{"personalityType":"APPRENTICE,LEARNING,GULLIBLE","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"RELAXED"},"description":"You first notice a young, slim sun-tanned guy in his early 20s with short, tousled brown hair and bright hazel eyes. He's wearing tattered leather armor that doesn't quite fit him right but seems well-used. His posture is relaxed, almost lax, as if he's always lounging around. His demeanor screams 'gullible', with a sense of eagerness and innocence about him.","name":"Aric Jenson","gender":"MALE","job":"APRENTICE","id":"poolId_202"},{"personalityType":"Aprentice, Learning, Gullible","physical_appearance":{"personHeight":"AVERAGE","personBuild":"Slim","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"You meet a young female Aprentice, about average height. She's got a slender build, with low body fat and medium muscle tone. Her posture is upright, showing she's been trained to stand properly despite her youthful inexperience. Her eyes are wide with curiosity, and her hair is long, flowing down to her waist, held together by a colorful hairband. She wears loose trousers and a tunic that reveal just enough skin to show off her feminine curves. Despite being a bit naive and gullible, there's a glimmer of determination in her eyes, driven by her desire to learn and master her craft.","name":"Hazel Quilliam","gender":"FEMALE","job":"APRENTICE","id":"poolId_203"},{"personalityType":"Gullible, Learning, Eager","physical_appearance":{"personHeight":"AVERAGE","personBuild":"Slim","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"RELAXED"},"description":"Standing at an average height, you see a young man with a slim build. His posture is relaxed, and he seems to be eagerly soaking up the knowledge around him. As a novice apprentice, his muscles show some definition but aren't bulging like someone more experienced in combat. His eagerness and gullibility are evident in the open and trusting nature of his eyes.","name":"Alaric Wynter","gender":"MALE","job":"APRENTICE","id":"poolId_204"},{"personalityType":"Gullible, Learning, Apprentice","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"As a young, enthusiastic apprentice to one of the powerful mages in Aethelgard, she exudes curiosity and eagerness. Her slim build is accentuated by her tight-fitting robes, revealing the delicate curves of her body underneath. With bright, hopeful eyes that betray her naivety, she stands upright with confidence, eager to learn from anyone willing to teach. She has a small amount of muscle tone due to her daily training regimen under her master's guidance.","name":"Delphine Corbin","gender":"FEMALE","job":"APRENTICE","id":"poolId_205"},{"personalityType":"Naive, Inquisitive, Eager to Learn","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"RELAXED"},"description":"A young, lanky lad with a curious gaze. His skin is tanned from the unrelenting sun, hinting at his days spent wandering and learning under Aethelgard's scorching skies. He carries an eagerness to prove himself, evident in his slight hunch as he eagerly approaches strangers, searching for answers and opportunities to grow. His sandy-blond hair flutters behind him in the sunny breeze, occasionally obstructing his view of the vibrant world around him. Though not particularly bulky or muscular, a visible outline of his training can be noticed on his lean form, suggesting that he's spent some time honing his skills for whatever lies ahead.","name":"Aric Corbin","gender":"MALE","job":"APRENTICE","id":"poolId_206"},{"personalityType":"Gullible, Eager to Learn, Optimistic","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"You come across a young, slender female with an eager expression on her face. Her posture is upright and confident, but there's also a hint of innocence in her stance. She seems to be in her mid-twenties, with tanned skin and long, curly dark hair cascading down her back. A pair of modest, white breeches cover her lower body, revealing her lean legs as she moves gracefully around her environment. A loose, off-white blouse is tied at the waist with a colorful ribbon, exposing a bit of her flat belly and accentuating her narrow hips. Around her neck hangs a thick necklace with an intricately carved sunstone pendant, which seems to catch the light and highlight her tanned skin even more. As you approach her, she greets you warmly, her hazel eyes sparkling with excitement and curiosity.","name":"Giselle Redfield","gender":"FEMALE","job":"APRENTICE","id":"poolId_207"},{"personalityType":"IMPULSIVE/GULLIBLE/ENTHUSIASTIC","physical_appearance":{"personHeight":"AVERAGE","personBuild":"AVERAGE","bodyFat":"MEDIUM","muscleTone":"LOW","posture":"RELAXED"},"description":"Hey bra, this here is just a young buck, barely a man at all. He's got that 'just off the farm' look, ya dig? His build ain't nothing special - kinda average, but there's a certain charm about it. Kinda chubby, but hey, who doesn't love them soft bits, right? He's always moving around, always eager to learn and do something new. But he's also got this naive, trusting look on his face that screams 'easy mark'. You just know that any con artist worth their salt would take advantage of him in a heartbeat.","name":"Torin Harrington","gender":"MALE","job":"APRENTICE","id":"poolId_208"},{"personalityType":"Gullible, Curious, Eager to Learn","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"You see a young, slender woman in her early twenties with tanned skin and flowing, dark brown hair. Her eyes sparkle with curiosity, hinting at an eagerness to learn. She stands upright, poised to listen and absorb any knowledge that comes her way. You can't help but notice the slight muscular tone from her training, suggesting that she is no stranger to physical activity. With a beaming smile on her face, she eagerly awaits your guidance.","name":"Vera Nightingale","gender":"FEMALE","job":"APRENTICE","id":"poolId_209"},{"personalityType":"[{\"trait\": \"Aprentice, Learning, Gullible\", \"description\": \"You've encountered a young lad who seems to be new at his craft. He is eager to learn and is easily swayed by the words of others. His enthusiasm, though innocent and genuine, can sometimes make him naive and vulnerable.\"}]","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"RELAXED"},"description":"[{\"trait\": \"Young, Slim, Eager\", \"description\": \"At first glance, this young man appears to be in his mid-to-late teens. He stands at an average height and has a slim build that showcases some muscle definition. His posture is relaxed as if he's just finished doing labor or spent long hours sitting at a desk. Despite the sun-drenched land of Aethelgard, this youth wears loose, comfortable clothing that accentuates his toned physique.","name":"Jareth Penrose","gender":"MALE","job":"APRENTICE","id":"poolId_210"},{"personalityType":"Curious, eagerness to learn, naive, trusting","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"You first notice a young woman in her early 20s, standing tall and proud. She has shoulder-length curly hair that catches the sunlight, giving it an ethereal glow. Her skin is slightly tanned, likely due to spending time outdoors. Her slender build is accentuated by her fitted garments - a white cotton shirt and a brown leather skirt that reaches just above her knees. The outfit hugs her body closely but leaves room for movement, giving you a good view of her firm thighs. She wears a simple necklace with a large, polished sunstone pendant around her neck, which seems to be the source of her learning abilities and the symbol of her apprenticeship.","name":"Olivia Scarlett","gender":"FEMALE","job":"APRENTICE","id":"poolId_211"},{"personalityType":"Gullible, naive, eager to learn and help others","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"RELAXED"},"description":"You encounter a young, naive man with an eagerness to learn and help others. He's got average height, slim build, low body fat, medium muscle tone, and a relaxed posture, which gives him a friendly look. His eyes are full of curiosity and hope, ready for his next adventure in the world of Aethelgard.","name":"Aric Hawthorne","gender":"MALE","job":"APRENTICE","id":"poolId_212"},{"personalityType":"APPRENTICE,LEARNING,GULIBLE","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"RELAXED"},"description":"A young female sun priestess, dressed in traditional Aethelgard clothing. Her skin glistens under the sun's warm rays, giving it a healthy bronze-like complexion. She wears simple garments that show off her slender build and medium muscle tone, suggesting her life of manual labor and religious duties. As an apprentice to the order of the Sun Priests, she carries herself with a relaxed posture, yet has a sense of purpose in her eyes.","name":"Violet Ulysses","gender":"FEMALE","job":"APRENTICE","id":"poolId_213"},{"personalityType":"GULLIBLE, APRENTICE, LEARNING","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"RELAXED"},"description":"You meet a young, average-height lad in his early 20s. He's got a slender build but seems to be fairly strong thanks to the medium muscle tone. His relaxed posture gives off an air of being laid back and easygoing. You can tell that he's eager to learn and quick to believe anything that sounds remotely credible, making him somewhat gullible.","name":"Caspian Draper","gender":"MALE","job":"APRENTICE","id":"poolId_214"},{"personalityType":"Gullible, Learning, Apprentice","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"RELAXED"},"description":"You first notice the young, petite woman with her loose-fitting, dirt-streaked white robes. Her long, chestnut hair falls down in tangled curls past her waist, and her bright green eyes sparkle with youthful curiosity and eagerness to learn. She stands at an average height, but her slim build makes it hard for anyone to mistake her as anything other than a beginner in whatever path she follows.","name":"Rhiannon Hawthorne","gender":"FEMALE","job":"APRENTICE","id":"poolId_215"},{"personalityType":"[Young and naive, eager to learn and please. He is trusting and can be easily manipulated due to his gullibility]","physical_appearance":{"personHeight":"SHORT","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"RELAXED"},"description":"[An impressionable young apprentice, standing a bit shorter than most. His body is slender yet athletic, showcasing his daily physical training. Despite his slightly hunched posture due to his eager curiosity, he still manages to maintain a sense of calm and relaxation. He carries himself with an air of innocence, which belies the strong muscles that lie beneath his tunic-like clothing.]","name":"Gavril Patterson","gender":"MALE","job":"APRENTICE","id":"poolId_216"},{"personalityType":"Gullible, Learning, Apprentice","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"You first notice this young and petite female apprentice as she eagerly stands upright, waiting for instructions with her slim figure adorned in a loose-fitting white tunic dress. Her curvy frame hints at the potential she has yet to discover about herself. She is still learning the ropes, but her pure, innocent face and wide brown eyes reveal her eagerness to please and her trusting nature.","name":"Hilda Upton","gender":"FEMALE","job":"APRENTICE","id":"poolId_217"},{"personalityType":"Naive and eager to learn. Believes in helping others and seeks guidance.","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"RELAXED"},"description":"You see a young, lean, and somewhat average-height individual with a relaxed posture. He looks like he's in his early twenties, sporting short, messy hair, and piercing blue eyes that give away his eagerness to learn. His outfit is that of an aspiring warrior or apprentice - simple leather armor adorned with small sunstone markings, carrying a worn satchel over his shoulder. His face bears the fresh-faced innocence of someone new to Aethelgard's hardships but eager to immerse himself in its challenges.","name":"Stellan Morgan","gender":"MALE","job":"APRENTICE","id":"poolId_218"},{"personalityType":"Naive, Inquisitive, Eager to Learn","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"Meet a naive, curious beauty named Aria, a young female apprentice with her journey just beginning. Standing at an average height, she flaunts a lean figure and a fair amount of muscle tone acquired from hardworking training. Her body fat is on the lower side, revealing firm curves that catch your attention as you approach her. Her upright posture displays confidence and determination in mastering her craft. As a gullible newcomer to Aethelgard, she's eager to soak up every bit of knowledge offered by this fantastical world. Engaging her in conversation might give you insights about the Sunstone Legacy and guide you through its challenging landscape.","name":"Uma Abernathy","gender":"FEMALE","job":"APRENTICE","id":"poolId_219"},{"personalityType":"Stoic, Devout, Patient","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"He stands silently before a small shrine, meticulously polishing a sunstone amulet with a worn, linen cloth. The air around him carries a faint scent of incense and something subtly herbal.","physicalTags":"Scar, GreyHair, Rosacea, SimpleRobes, Sunstone","name":"Silas Jasper","gender":"MALE","job":"PRIEST","id":"poolId_220"},{"personalityType":"Stoic, Observant, Compassionate","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"Dust motes dance in the shafts of sunlight illuminating her, revealing a figure draped in simple, indigo linen robes. Her hands, calloused from years of ritual and prayer, are currently tracing intricate patterns on a worn wooden altar. A faint scent of incense and myrrh hangs in the air around her.","physicalTags":"PRIEST, Indigo, Scarred Hands, Crescent Moon Amulet","name":"Brynn Kestrel","gender":"FEMALE","job":"PRIEST","id":"poolId_221"},{"personalityType":"Stoic, Devout, Patient","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"The air around him seems to shimmer with a faint, golden light. He stands motionless, hands folded in prayer, a weathered leather-bound tome resting on his lap. Dust motes dance in the shafts of sunlight illuminating his face.","physicalTags":"grey eyes, short dark hair, simple robes, sunstone amulet, scarred hands","name":"Damian Thatcher","gender":"MALE","job":"PRIEST","id":"poolId_222"},{"personalityType":"Stoic, Observant, Compassionate","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"Dust motes dance in the shafts of sunlight illuminating her, revealing a figure draped in simple, indigo robes. Her hands, calloused from years of ritual and prayer, rest upon a worn, wooden staff. A faint scent of incense and dried herbs clings to her, and her gaze holds an unsettling intensity, as if she sees more than the present moment.","physicalTags":"PRIEST, IndigoRobes, WoodenStaff, ScarredHands, IntenseEyes","name":"Nerys Kestrel","gender":"FEMALE","job":"PRIEST","id":"poolId_223"},{"personalityType":"Stoic, Devout, Patient","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"He stands silently before a small shrine, meticulously polishing a sunstone amulet with a worn, linen cloth. The air around him carries a faint scent of incense and something subtly herbal.","physicalTags":"Scar, GreyHair, Rosacea, SimpleRobes, Sunstone","name":"Gareth Thorne","gender":"MALE","job":"PRIEST","id":"poolId_224"},{"personalityType":"Stoic, Observant, Compassionate","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"Dust motes dance in the shafts of sunlight illuminating her, revealing a figure draped in simple, indigo linen robes. Her hands, calloused from years of ritual and prayer, are currently tracing intricate patterns on a worn, wooden prayer board. A faint scent of incense and myrrh hangs in the air around her.","physicalTags":"PRIEST, Indigo, Scarred Hands, Crescent Moon Amulet","name":"Juniper Fairweather","gender":"FEMALE","job":"PRIEST","id":"poolId_225"},{"personalityType":"Stoic, Devout, Patient","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"He stands silently before a small shrine, meticulously polishing a sunstone amulet with a worn, linen cloth. The air around him carries a faint scent of incense and something subtly herbal.","physicalTags":"Scar, GreyHair, Robes, Sunstone, Circlet","name":"Merlin Crestwood","gender":"MALE","job":"PRIEST","id":"poolId_226"},{"personalityType":"Stoic, Observant, Compassionate","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"Dust motes dance in the shafts of sunlight illuminating her, revealing a figure draped in simple, indigo linen robes. Her hands, calloused from years of ritual and prayer, rest upon a worn, wooden staff. A faint scent of incense and dried herbs clings to her, and her gaze, though serious, holds a deep well of quiet understanding.","physicalTags":"PRIEST, Indigo, Staff, Scar, Sunstone Amulet","name":"Hester Munroe","gender":"FEMALE","job":"PRIEST","id":"poolId_227"},{"personalityType":"Stoic, Devout, Patient","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"He stands silently before a small shrine, meticulously polishing a sunstone amulet with a worn, linen cloth. The air around him carries a faint scent of incense and something subtly herbal.","physicalTags":"Scar, GreyEyes, Rosacea, SimpleRobes, Sunstone","name":"Stellan Scarlett","gender":"MALE","job":"PRIEST","id":"poolId_228"},{"personalityType":"Stoic, Observant, Compassionate","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"Dust motes dance in the shafts of sunlight illuminating her, revealing a figure draped in simple, cream-colored linen robes. Her hands, calloused from years of ritual and prayer, are currently tracing intricate patterns on a worn wooden altar. A faint scent of incense and myrrh hangs in the air around her.","physicalTags":"PRIEST, Rosary, Scar, Sunstone Amulet, DarkEyes","name":"Winona Quill","gender":"FEMALE","job":"PRIEST","id":"poolId_229"},{"personalityType":"Stoic, Devout, Patient","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"The air around him seems to shimmer slightly, carrying the faintest scent of incense and desert herbs. His hands, calloused from years of prayer and ritual, rest calmly on the hilt of a simple, unadorned staff. He observes you with an intense, unwavering gaze, assessing your intentions with unsettling clarity.","physicalTags":"grey eyes, dark hair, weathered skin, simple robes, staff","name":"Caspian Dallam","gender":"MALE","job":"PRIEST","id":"poolId_230"},{"personalityType":"Stoic, Observant, Compassionate","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"Dust motes dance in the shafts of sunlight illuminating her, revealing a figure draped in simple, indigo linen robes. Her hands, calloused from years of ritual and prayer, are currently tracing intricate patterns on a worn wooden prayer board. A faint scent of incense and myrrh hangs in the air around her.","physicalTags":"Priest, Indigo, ScarredHands, CrescentMark","name":"Genevieve Vesper","gender":"FEMALE","job":"PRIEST","id":"poolId_231"},{"personalityType":"Stoic, Devout, Patient","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"He stands silently before a small shrine, meticulously polishing a sunstone amulet with a worn, linen cloth. The air around him carries the faint scent of incense and something subtly herbal.","physicalTags":"grey, weathered, ornate robes, sunstone amulet, scarred hands","name":"Oberon Vesper","gender":"MALE","job":"PRIEST","id":"poolId_232"},{"personalityType":"Stoic, Observant, Compassionate","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"Dust motes dance in the shafts of sunlight illuminating her, revealing a figure draped in simple, indigo linen robes. Her hands, calloused from years of ritual and prayer, are currently tracing intricate patterns on a worn, wooden altar. A faint scent of incense and dried herbs hangs in the air around her.","physicalTags":"PRIEST, Indigo, Scar, CrescentMark, DelicateHands","name":"Maven Munroe","gender":"FEMALE","job":"PRIEST","id":"poolId_233"},{"personalityType":"Stoic, Devout, Patient","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"He stands silently before a small shrine, meticulously polishing a sunstone amulet with a worn, linen cloth. The air around him carries a faint scent of incense and something subtly herbal.","physicalTags":"Scar, GreyHair, Robes, Sunstone, Circlet","name":"Torin O’Connell","gender":"MALE","job":"PRIEST","id":"poolId_234"},{"personalityType":"Stoic, Observant, Compassionate","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"Dust motes dance in the shafts of sunlight illuminating her, revealing a figure draped in simple, indigo linen robes. Her hands, calloused from years of ritual and prayer, are currently tracing intricate patterns on a worn wooden altar. A faint scent of incense and myrrh hangs in the air around her.","physicalTags":"PRIEST, Indigo, Scar, CrescentMark, DelicateHands","name":"Yara Redfield","gender":"FEMALE","job":"PRIEST","id":"poolId_235"},{"personalityType":"Stoic, Devout, Patient","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"He stands silently before a small shrine, meticulously polishing a sunstone amulet with a worn, linen cloth. The air around him carries a faint scent of incense and something subtly herbal.","physicalTags":"Scar, GreyHair, Rosacea, SimpleRobes, Sunstone","name":"Darius Thistlewick","gender":"MALE","job":"PRIEST","id":"poolId_236"},{"personalityType":"Stoic, Observant, Compassionate","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"Dust motes dance in the shafts of sunlight illuminating her, revealing a figure draped in simple, indigo robes. Her hands, calloused from years of ritual and prayer, are currently tracing intricate patterns on a worn wooden altar. A faint scent of incense and myrrh hangs in the air around her.","physicalTags":"Priest, Indigo, Scarred Hands, Crescent Moon Amulet","name":"Faelan Sterling","gender":"FEMALE","job":"PRIEST","id":"poolId_237"},{"personalityType":"Stoic, Devout, Patient","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"The air around him seems to shimmer with a faint, golden light. He stands motionless, hands folded in prayer, a weathered leather-bound tome resting on his lap. Dust motes dance in the shafts of sunlight illuminating his face.","physicalTags":"grey eyes, short dark hair, simple robes, sunstone amulet, scarred hands","name":"Jareth Rory","gender":"MALE","job":"PRIEST","id":"poolId_238"},{"personalityType":"Stoic, Observant, Compassionate","physical_appearance":{"personHeight":"AVERAGE","personBuild":"SLIM","bodyFat":"LOW","muscleTone":"MEDIUM","posture":"UPRIGHT"},"description":"Dust motes dance in the shafts of sunlight illuminating her, revealing a figure draped in simple, indigo linen robes. Her hands, calloused from years of ritual and prayer, rest upon a worn, wooden staff. A faint scent of incense and dried herbs clings to her, and her gaze is intensely focused, as if weighing the very fabric of reality.","physicalTags":"PRIEST, Indigo, Staff, ScarredHands, SunstoneAmulet","name":"Gretchen Kestrel","gender":"FEMALE","job":"PRIEST","id":"poolId_239"}] >>
<<set setup.metaCharacter.poolFirstNameMale = [{"firstName":"Aric"},{"firstName":"Lysander"},{"firstName":"Torin"},{"firstName":"Kaelen"},{"firstName":"Eamon"},{"firstName":"Gavril"},{"firstName":"Rhys"},{"firstName":"Darius"},{"firstName":"Caspian"},{"firstName":"Oberon"},{"firstName":"Faelan"},{"firstName":"Jorvik"},{"firstName":"Silas"},{"firstName":"Brennus"},{"firstName":"Lorcan"},{"firstName":"Evander"},{"firstName":"Marius"},{"firstName":"Gideon"},{"firstName":"Alaric"},{"firstName":"Lysander"},{"firstName":"Torin"},{"firstName":"Kaelen"},{"firstName":"Eamon"},{"firstName":"Gavril"},{"firstName":"Rhys"},{"firstName":"Darius"},{"firstName":"Caspian"},{"firstName":"Oberon"},{"firstName":"Faelan"},{"firstName":"Jorvik"},{"firstName":"Silas"},{"firstName":"Brennus"},{"firstName":"Lorcan"},{"firstName":"Evander"},{"firstName":"Marius"},{"firstName":"Gideon"},{"firstName":"Alistair"},{"firstName":"Cassian"},{"firstName":"Ronan"},{"firstName":"Zephyr"},{"firstName":"Stellan"},{"firstName":"Valerius"},{"firstName":"Elias"},{"firstName":"Corvus"},{"firstName":"Hawthorne"},{"firstName":"Ryland"},{"firstName":"Finnian"},{"firstName":"Lysander"},{"firstName":"Torin"},{"firstName":"Kaelen"},{"firstName":"Eamon"},{"firstName":"Gavril"},{"firstName":"Rhys"},{"firstName":"Darius"},{"firstName":"Caspian"},{"firstName":"Oberon"},{"firstName":"Faelan"},{"firstName":"Jorvik"},{"firstName":"Silas"},{"firstName":"Brennus"},{"firstName":"Lorcan"},{"firstName":"Evander"},{"firstName":"Marius"},{"firstName":"Gideon"},{"firstName":"Aric"},{"firstName":"Jareth"},{"firstName":"Merlin"},{"firstName":"Damian"},{"firstName":"Cyrus"},{"firstName":"Leif"},{"firstName":"Orion"},{"firstName":"Jasper"},{"firstName":"Ronan"},{"firstName":"Stellan"},{"firstName":"Valen"},{"firstName":"Eamon"},{"firstName":"Fionn"},{"firstName":"Gareth"},{"firstName":"Lysander"},{"firstName":"Torin"},{"firstName":"Caspian"},{"firstName":"Rhys"},{"firstName":"Darius"},{"firstName":"Jorvik"},{"firstName":"Silas"},{"firstName":"Aric"},{"firstName":"Marius"},{"firstName":"Gavril"},{"firstName":"Elias"}] >>
<<set setup.metaCharacter.poolFirstNameFemale = [{"firstName":"Aeliana"},{"firstName":"Brynn"},{"firstName":"Cora"},{"firstName":"Elowen"},{"firstName":"Faelan"},{"firstName":"Genevieve"},{"firstName":"Hester"},{"firstName":"Isolde"},{"firstName":"Juniper"},{"firstName":"Kaelia"},{"firstName":"Lyra"},{"firstName":"Maven"},{"firstName":"Nerys"},{"firstName":"Oriana"},{"firstName":"Peyton"},{"firstName":"Rhiannon"},{"firstName":"Saffron"},{"firstName":"Talia"},{"firstName":"Willow"},{"firstName":"Xanthe"},{"firstName":"Yara"},{"firstName":"Zelia"},{"firstName":"Astrid"},{"firstName":"Briar"},{"firstName":"Callista"},{"firstName":"Dahlia"},{"firstName":"Elara"},{"firstName":"Fiona"},{"firstName":"Gwendolyn"},{"firstName":"Hilda"},{"firstName":"Imogen"},{"firstName":"Jordana"},{"firstName":"Kira"},{"firstName":"Lillian"},{"firstName":"Maisie"},{"firstName":"Nora"},{"firstName":"Ophelia"},{"firstName":"Phoebe"},{"firstName":"Rosalind"},{"firstName":"Seraphina"},{"firstName":"Theodora"},{"firstName":"Ulysses"},{"firstName":"Vesper"},{"firstName":"Winona"},{"firstName":"Xenia"},{"firstName":"Yasmine"},{"firstName":"Zinnia"},{"firstName":"Althea"},{"firstName":"Bronwyn"},{"firstName":"Coralie"},{"firstName":"Delphine"},{"firstName":"Evelyn"},{"firstName":"Florence"},{"firstName":"Giselle"},{"firstName":"Hazel"},{"firstName":"Indigo"},{"firstName":"Juniper"},{"firstName":"Kallista"},{"firstName":"Larkin"},{"firstName":"Mabel"},{"firstName":"Niamh"},{"firstName":"Octavia"},{"firstName":"Penelope"},{"firstName":"Quinn"},{"firstName":"Rowena"},{"firstName":"Scarlett"},{"firstName":"Thalia"},{"firstName":"Ursula"},{"firstName":"Violet"},{"firstName":"Willow"},{"firstName":"Ximena"},{"firstName":"Yolanda"},{"firstName":"Zelda"},{"firstName":"Audrey"},{"firstName":"Beatrice"},{"firstName":"Cecilia"},{"firstName":"Daphne"},{"firstName":"Evelina"},{"firstName":"Flora"},{"firstName":"Gretchen"},{"firstName":"Helena"},{"firstName":"Isabella"},{"firstName":"Juliet"},{"firstName":"Kaitlyn"},{"firstName":"Lila"},{"firstName":"Meredith"},{"firstName":"Nora"},{"firstName":"Olivia"},{"firstName":"Piper"},{"firstName":"Rosalie"},{"firstName":"Sloane"},{"firstName":"Thea"},{"firstName":"Uma"},{"firstName":"Vera"},{"firstName":"Xena"},{"firstName":"Yara"},{"firstName":"Zora"}] >>
<<set setup.metaCharacter.poolLastName = [{"lastName":"Abernathy"},{"lastName":"Blackwood"},{"lastName":"Caldwell"},{"lastName":"Devereux"},{"lastName":"Eldridge"},{"lastName":"Fairchild"},{"lastName":"Grimshaw"},{"lastName":"Hawthorne"},{"lastName":"Ingram"},{"lastName":"Jenson"},{"lastName":"Kensington"},{"lastName":"Larkin"},{"lastName":"Montgomery"},{"lastName":"Northwood"},{"lastName":"O’Connell"},{"lastName":"Pemberton"},{"lastName":"Quilliam"},{"lastName":"Redfield"},{"lastName":"Stonewall"},{"lastName":"Thatcher"},{"lastName":"Underwood"},{"lastName":"Vance"},{"lastName":"Wellington"},{"lastName":"Ashworth"},{"lastName":"Bellweather"},{"lastName":"Corbin"},{"lastName":"Dallam"},{"lastName":"Eamon"},{"lastName":"Finnegan"},{"lastName":"Gaskell"},{"lastName":"Halloway"},{"lastName":"Irving"},{"lastName":"Jordans"},{"lastName":"Kestrel"},{"lastName":"Linden"},{"lastName":"MacLeod"},{"lastName":"Nightingale"},{"lastName":"Oakes"},{"lastName":"Pinnacle"},{"lastName":"Quince"},{"lastName":"Rutherford"},{"lastName":"Scarlett"},{"lastName":"Thistlewick"},{"lastName":"Upton"},{"lastName":"Vale"},{"lastName":"Weston"},{"lastName":"Bryant"},{"lastName":"Chandler"},{"lastName":"Draper"},{"lastName":"Everett"},{"lastName":"Fairweather"},{"lastName":"Garnett"},{"lastName":"Harrington"},{"lastName":"Inkster"},{"lastName":"Jubilee"},{"lastName":"Kemp"},{"lastName":"Loveridge"},{"lastName":"Munroe"},{"lastName":"O’Malley"},{"lastName":"Patterson"},{"lastName":"Quaker"},{"lastName":"Raines"},{"lastName":"Sutton"},{"lastName":"Tanner"},{"lastName":"Ulysses"},{"lastName":"Vesper"},{"lastName":"Wyatt"},{"lastName":"Blythe"},{"lastName":"Crestwood"},{"lastName":"Darrow"},{"lastName":"Evelyn"},{"lastName":"Fletcher"},{"lastName":"Grant"},{"lastName":"Haskell"},{"lastName":"Indigo"},{"lastName":"Jasper"},{"lastName":"Kestrel"},{"lastName":"Lark"},{"lastName":"Morgan"},{"lastName":"Oliver"},{"lastName":"Penrose"},{"lastName":"Quill"},{"lastName":"Rory"},{"lastName":"Sterling"},{"lastName":"Thorne"},{"lastName":"Ulyana"},{"lastName":"Vance"},{"lastName":"Wynter"}] >>
<<set setup.worldData.type2tiles = {"CITY":["tile_cidade.png","city1.png","city2.png","city3.png"],"FARM":["farm1.png","farm2.png","farm3.png","farm4.png"],"ruins":["ruins1.png","ruins2.png","ruins3.png"],"hideout":["hideout1.png","hideout2.png","hideout3.png"],"fortification":["fortification1.png","fortification2.png","fortification3.png","fortification4.png"],"hunter_lodge":["lodge1.png","lodge2.png","lodge3.png"],"MINE":["mine1.png","mine2.png","mine3.png"],"inn":["inn1.png","inn2.png","inn3.png"],"forgotten_shrine":["forgotten_shrine1.png","forgotten_shrine2.png","forgotten_shrine3.png"],"WALL":["wall.png"],"temple":["temple1.png","temple2.png","temple3.png"],"general_store":["store1.png","store2.png","store3.png"],"library":["library1.png","library2.png","library3.png"],"tavern":["tavern1.png","tavern2.png","tavern3.png","tavern4.png"],"central_plaza":["plaza1.png","plaza2.png","plaza3.png"],"adventurer_guild":["adventurer_guild1.png","adventurer_guild2.png","adventurer_guild3.png"],"government":["government1.png","government2.png","government3.png"],"stable":["stable1.png","stable2.png","stable3.png"],"ENTRANCE":["entrance.png"]} >>
<<set setup.worldData.talkingTrees = [{"id":"macro_guard_try_to_leave","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Sorry, I really gotta go...","postSAY":"<<gaggro>>","reply":"hmmm?","gotoTree":"guard_try_to_leave","finish":true},{"id":"interjectionDefeat","requireTags":["COMBAT","ON_DEFEAT"],"forbidTags":[],"consequenceTags":[],"interject":"Well... lets make this interesting...","interjectChance":75,"unit":"enemy","say":"Wait... what are you going to do?","roll":"LUCK","answers":[{"id":"answer","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"You and I are going to have lots of fun... but first, let's make you more confortable...","onSay":"<<OnCombatDefeatFullyStripped>>","answers":[{"id":"beg","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Please, No!","reply":"YES! BEG MORE!","goto":"init-encounter-sex"}]}]},{"id":"guild register","requireTags":["GUILD_REGISTAR","guild_registration"],"forbidTags":["guild_registered"],"consequenceTags":[],"say":"I would like to register with the guild!","reply":"Of course! The fee is only _feePrice gold. Are you interested?","setVars":[{"name":"_feePrice","value":"setup.questUtils.GetFeePrice(V.currLocation)"}],"answers":[{"id":"sign up","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Yes, sign me up","reply":"That's great! Let me sign you up! Welcome to our guild! As our guild associate you can check for quests on the bulletin board situated here and can use our common quarters for sleeping and storing valuables.","require":"player.gold >= T.feePrice","onSay":"<<JoinGuild>>","finish":true},{"id":"indecent joining","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"I can't, I don't have that money... isn't there any other way to pay the fee??","setVars":[{"name":"_contract","value":"setup.lewdUtils.GetRandomContract(20,50)"},{"name":"_cancelContract","value":"setup.lewdUtils.GetCancelContractInfo('EXPELLED')"}],"require":"player.gold<T.feePrice","reply":"Well, yes... you see, we could use a poster person for you guild... but for that you would need to _contract.guildDescription, are you up to it? _cancelContract.onCancelReminder","answers":[{"id":"agree","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Ok... if that's the only way to join now... I can make that promise.","reply":"Really? Ok... let me sign you up and place this binding spell on you...","narratorEnd":"$He mutters some words and you feel a light emanating from you, without understanding why...","onSay":"<<JoinGuild 'free'>><<ApplyLewdContract 'guild_fee' _contract _cancelContract currRegion>>","answers":[{"id":"spell?","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Wait... Spell? Why do you need a spell for that? Can't I just promise to follow the contract when adventuring?","reply":"That's not what you agreed upon, you have to follow at ALL times, not only when adventuring. And when I say 'spell' it's more like a 'curse'.","answers":[{"id":"curse?","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Curse?? You cursed me?? But why?","reply":"So you could follow the contract, obviously, now excuse me that I have more important things to do. As I said you can cancel at any time, just come here and talk to me, plus the 100 gold. Ok? Bye!","finish":true}]}]},{"id":"reject","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"No, thanks, that's too much...","reply":"Ok, pity... maybe next time!","finish":true}]},{"id":"refuse","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"No, maybe later","reply":"Ok then, until next time!","finish":true}]},{"id":"guild_cancel_contract","requireTags":["GUILD_REGISTAR","joined_by_contract"],"forbidTags":[],"consequenceTags":[],"say":"About my guild contract...","setVars":[{"name":"_cancelCheck","value":"setup.curseManager.GetCancelTextFromLocation()"}],"reply":"Hmmm... let's see. Ah right! _cancelCheck.onAgree. Are you really sure that you want to cancel our contract? There's a fine of _cancelCheck.fine gold tied to it...","answers":[{"id":"can cancel","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"_cancelCheck.canCancel","say":"Yes, I am, it's been terrible for me having to deal with this curse.","reply":"I see, well, that's sad but that's the way, I will cancel your contract and remove your registration with our guild. Thank you for your service, let me do the unbinding.","narratorEnd":"You feel a inner light vanishing, the light that was preventing you from acting normally is no more.","onSay":"<<CancelContract _cancelCheck>>","answers":[{"id":"ok, thk you","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"Ok, all done, if you still want to join our guild then come and talk to me.","say":"Will do, thank you!","finish":true}]},{"id":"wont cancel","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"_cancelCheck.canCancel","say":"Ok, let me think about this.","reply":"Sure, take your time! Bye!","finish":true},{"id":"cant cancel","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"!_cancelCheck.canCancel","interject":"Looks like you can't cancel the contract because _cancelCheck.reason","say":"Fine, I will return here when I get the gold.","reply":"Take your time!","finish":true}]},{"id":"guild_already_registered","requireTags":["GUILD_REGISTAR","guild_registered"],"forbidTags":[],"consequenceTags":[],"say":"About my guild status...","reply":"You are already a registered member...","finish":true},{"id":"guild_quest_completion","requireTags":["GUILD_REGISTAR","guild_registered"],"forbidTags":[],"consequenceTags":[],"say":"About my current quests...","reply":"Let's take a look...","setVars":[{"name":"_questsCompleted","value":"setup.questUtils.GetQuestsFinished()"}],"answers":[{"id":"quest complete","requireTags":[],"forbidTags":[],"consequenceTags":[],"iterateFor":"_questsCompleted","say":"I completed '_iterate.title' for _iterate.reward gold.","reply":"Great, many thanks!!!/Excelent! Here's your reward!/Impressive! You have our thanks!","onSay":"<<OnFinishQuest _iterate>>"},{"id":"no quest complete","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"_questsCompleted.length==0","say":"Sorry, there are'nt any completed quests, my bad.","reply":"no problem, have a nice day.","finish":true}]},{"id":"player_caught","requireTags":["GUARD","ILLEGAL","lockpick","location"],"forbidTags":["ENEMY"],"consequenceTags":[],"interject":"Halt! Drop that pick and step away from the door — hands where I can see them!/Oi! You there! Step away from that door. What in the hells do you think you're doing with a lockpick?","sharedId":"caught_guard","interjectChance":75,"cooldownHours":1,"unit":"guard","say":"Oh, this? I live here, actually. Forgot my keys this morning — bit of an embarrassing situation, really...","roll":"LUCK","answers":[{"id":"check_passed","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"T.LUCK >= 80","narratorBegin":"$He looks you up and down, thinks for a little bit and then...","interject":"Aye... I suppose that happens. My wife locks me out half the time too. On your way, then. And get a spare key made.","narratorEnd":"$He isn't that bright...","say":"Ha — will do. Thank you, officer. You're very understanding.","finish":true},{"id":"check_failed","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"T.LUCK < 80 || T.guardCheckFailed","interject":"Forgot your keys. Right. And I suppose that's your house, is it? Save the stories for the magistrate — drop the pick, hands up, move./Your keys. Of course. Tell me — do your keys also happen to have a tension wrench? Drop it. Now. You're nicked.","say":"Alright, alright — you caught me. But there's no need to drag this all the way to the magistrate. Let's be reasonable people here...","reply":"Reasonable. Interesting word, coming from someone with a lockpick outside someone else's door. Go on, then. Surprise me.","onSay":"<<AddLockpickBounty>>","setVars":[{"name":"_bribeValue","value":"setup.crimeUtils.GetBribeValue()"},{"name":"_bountyValue","value":"setup.crimeUtils.GetBountyValue()"},{"name":"_guardCheckFailed","value":"true"}],"answers":[{"id":"sexual_offer","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"What if we... settled this privately? Just you and me. I promise you won't be disappointed.","require":"!T.sexRejected","roll":"LUCK","narratorEnd":"The guard blinks. $He opens his mouth, closes it again. $His eyes travel somewhere they probably shouldn't.","answers":[{"id":"offer_accepted","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"T.LUCK > 60","interject":"I... that is — my shift ends at sundown. Not a word of this to anyone, you understand?","say":"Not a soul. I'll be the soul of discretion. Lead the way, officer.","onSay":"<<OnFullStrip>>","goto":"init-encounter-sex","finish":true},{"id":"offer_rejected","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"T.LUCK <= 60","interject":"How dare you proposition an officer of the law! I ought to double your fine just for the insult — and I will!/Save your charms for someone who cares, wretch. That little display just made your situation considerably worse.","say":"Forget I said anything, please. I — it was a stupid idea. I'm sorry.","reply":"Sorry doesn't cut it. You've just added to your tab. Keep pushing and there won't be enough gold in this city to help you.","onSay":"<<AddBounty \"medium\">>","setVars":[{"name":"_sexRejected","value":"true"}],"gotoTree":"player_caught>check_failed"}]},{"id":"bribe","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"V.player.gold >= _bribeValue","say":"Look — what if this little incident simply... never happened? _bribeValue gold says you were looking the other way the whole time.","narratorEnd":"The guard's eyes flick to the coins, then back to you. $He says nothing for a moment. The silence is doing the talking.","roll":"LUCK","answers":[{"id":"bribe_accepted","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"T.LUCK >= 50","interject":"I didn't see a damn thing tonight. But if I ever catch you pulling this again, I'll make sure they lose the key to your cell. We clear?","say":"Crystal clear. You're a practical man, officer. I respect that enormously.","onSay":"<<PayBribe _bribeValue>>","finish":true},{"id":"bribe_rejected","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"T.LUCK < 50","interject":"Did you just — are you seriously trying to bribe me right now? That is a second offense. Put your hands behind your back before I put them there for you./Bold move, I'll give you that. Stupid, but bold. Pocket that gold and get on your knees — you're under arrest, and now you've got two charges to explain.","say":"Alright — alright! I'm not resisting. Just... let's all stay calm here.","answers":[{"id":"accept_arrest","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Fine. I'll come quietly. I know when I'm beaten.","reply":"There's the first sensible thing you've said. Move — hands where I can see them. The magistrate will sort out the rest.","onSay":"<<ArrestPlayer>>","finish":true},{"id":"reject_arrest","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"A cell? No. No, I don't think so. If this is how it ends, I'd rather it ends standing up. Come on, then.","reply":"Fool. I gave you every chance./So be it. Hope whatever's behind that door was worth it.","onShow":"<<Attack-target _npc>>","finish":true}]}]},{"id":"just pay the bounty","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"V.player.gold >= _bountyValue","say":"You know what — fine. How much do I owe? I'll pay the bounty right now and we go our separate ways.","reply":"Now that's the easiest arrest I almost made today. Pay up and get out of my sight.","onSay":"<<PayBounty>>","finish":true},{"id":"arrest me","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"...Just take me in. I won't fight it.","reply":"Right choice. On your feet — we're going to the garrison. Don't try anything clever on the way.","onSay":"<<ArrestPlayer>>","finish":true},{"id":"reject_arrest","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"I won't go quietly, and I won't rot in a cell. You want me, you'll have to earn it.","reply":"Have it your way. I've put down worse than you before breakfast./Fine. More paperwork for me, but I'll manage. Draw your weapon.","onShow":"<<Attack-target _npc>>","finish":true}]}]},{"id":"guard approaching - naked player","requireTags":["GUARD","NAKED"],"forbidTags":["ENEMY"],"consequenceTags":[],"interject":"Halt! Why are you undressed?","interjectChance":75,"cooldownHours":1,"unit":"guard","say":"Sorry... someone stole my clothes... can you allow me in?","roll":"LUCK","answers":[{"id":"check passed","requireTags":[],"forbidTags":[],"consequenceTags":["PASSED_GATE"],"require":"T.LUCK >= 60","reply":"Hmm... ok. Move along.","finish":true},{"id":"check failed","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"T.LUCK < 60","reply":"Yeah, no... let's do something about that...","gotoTree":"guard_rape"}]},{"id":"guard approaching","requireTags":["GUARD","proximity"],"forbidTags":["ENEMY"],"consequenceTags":[],"unit":"guard","interjectChance":25,"cooldownHours":3,"sharedId":"guard_check","interject":"Halt! Who are you and what's your business in this city?","say":"I'm just a traveler passing through.","roll":"LUCK","answers":[{"id":"explain","requireTags":[],"forbidTags":[],"consequenceTags":["PASSED_GATE"],"interject":"Hmm... you seem honest enough. Move along.","say":"Thank you, have, a good day.","require":"T.LUCK >= 60","reply":"You too.","finish":true},{"id":"nervous explanation","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"You look a bit nervous. Stay right there.","say":"Wait, why?","require":"T.LUCK < 60","reply":"You are going to be inspected for contraband and stolen merchandise...","gotoTree":"guard_check"},{"id":"try to leave","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"T.LUCK < 60","say":"Sorry, I really gotta go...","postSAY":"<<gaggro>>","reply":"hmmm?","gotoTree":"guard_try_to_leave","finish":true}]},{"id":"guard_check","requireTags":["GUARD","NOT_NUDE","proximity"],"forbidTags":["ENEMY"],"consequenceTags":[],"unit":"guard","cooldownHours":3,"sharedId":"guard_check","interjectChance":25,"interject":"HALT! We’ve had trouble with smugglers lately. I’ll need to inspect you.","say":"Go on, if you must... I'm just passing by...","setVars":[{"name":"_hasContraband","value":"setup.backpackUtils.HasContraband(V.player)"}],"roll":"LUCK","answers":[{"id":"clean inspection","requireTags":[],"forbidTags":[],"consequenceTags":["PASSED_GATE"],"require":"T.LUCK>60 && !T.hasContraband","say":"Thank you.","interject":"Everything seems in order. You may enter.","finish":true},{"id":"go to body search","requireTags":[],"forbidTags":[],"consequenceTags":["STRIP_SEARCH"],"require":"T.LUCK<60 || T.hasContraband","narratorBegin":"The guard is looking with some lascivious eyes towards you...","interject":"We will do a body search on you to check for any contraband... stay still.","say":"But I'm not carrying nothing ilegal!","reply":"That's what everyone says, stay still and strip.","gotoTree":"guard_strip_search","finish":true},{"id":"caught contraband","requireTags":[],"forbidTags":[],"consequenceTags":["CAUGHT_BY_GUARD"],"require":"T.hasContraband","interject":"Wait a second...","say":"Is there a problem?","reply":"What’s this? Care to explain yourself?","gotoTree":"guard_consequence"},{"id":"try to leave","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Sorry, I really gotta go...","postSAY":"<<gaggro>>","reply":"hmmm?","gotoTree":"guard_try_to_leave","finish":true,"require":"T.LUCK<60 || T.hasContraband"}]},{"id":"guard_strip_search","requireTags":["GUARD","NOT_INITIAL"],"forbidTags":[],"consequenceTags":[],"say":"What? Strip?","rndRoll":[{"name":"_guard_steal","value":"constants.eventsConsts.GUARD_STEAL_ON_BODY_SEARCH"},{"name":"_guard_confiscate","value":"constants.eventsConsts.GUARD_CONFISCATE_ON_BODY_SEARCH"}],"reply":"Of course... how do you expect that we do our job otherwise?","answers":[{"id":"accept stripping","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"If there's no way otherwise...","reply":"great... now let me check here...","onSay":"<<GuardStripSearch>>","answers":[{"id":"guard gloating","requireTags":[],"forbidTags":[],"consequenceTags":[],"narratorBegin":"You are stripped naked in front of everyone... it seems... unnecessary, other people aren't being searched that way... the guard walks away with your clothes while you wait.","interject":"interesting stuff you have here... how did you get these items? inheritance? sex work? looks like the later...","say":"hey... can you hurry up? I'm naked here...","addToTrait":"exhibitionism=low","reply":"Calm down, ok? This needs extra attention and you just got me distracted... Now I will have start all over...","narratorEnd":"$He went on for quite some time until $he returned with your belongings...","answers":[{"id":"search end confiscate","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"Sorry... we have to confiscate all of this... our healer found traces of a disease from a nearby town in your clothes, we will have to incinerate everything... Sorry and bye.","require":"T.guard_confiscate","say":"But... thats everything that I have to wear!! You can't leave me here naked!!","reply":"We can and if you don't move away we will have to arrest you for indecent exposure... there are families nearby.","answers":[{"id":"trying to talk","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"But... can't you give me anything?","reply":"Nope, sorry... bye","finish":true}]},{"id":"search end-stolen","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"OK, everything seems ok... Have a good day, citizen!","require":"T.guard_steal && !T.guard_confiscate","narratorEnd":"The guard walks away from you while smirking and you are sent in your way... but it looks like the bag with your clothes is lighter...","onSay":"<<GuardStealRandomClothing>><<GuardGivesItemsBack>>","finish":true},{"id":"search end-not stolen","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"OK, you are free to go, be in your way, bye","require":"!T.guard_steal && !T.guard_confiscate","narratorEnd":"The guard walks away from you while smirking and you are sent in your way with all your items back in your possession...","onSay":"<<GuardGivesItemsBack>>","finish":true}]}]}]},{"id":"guard_try_to_leave","requireTags":["GUARD","NOT_INITIAL"],"forbidTags":[],"consequenceTags":[],"roll":"LUCK","answers":[{"id":"fine","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"Fine... be on your way.","require":"T.LUCK>=60","finish":true},{"id":"not fine","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"Stop in the name of the law!","require":"T.LUCK<60","onShow":"<<Attack-target _npc>>","finish":true}]},{"id":"guard_consequence","requireTags":["GUARD","NOT_INITIAL"],"forbidTags":[],"consequenceTags":[],"answers":[{"id":"bribe","requireTags":[],"forbidTags":[],"consequenceTags":["PASSED_GATE","BRIBED_GUARD"],"say":"Maybe we can settle this quietly...","require":"player.gold >= 20","reply":"...I didn’t see anything. Next time be more careful.","onSay":"<<AddGold -20>>","finish":true},{"id":"resist","requireTags":[],"forbidTags":[],"consequenceTags":["CITY_CRIME"],"say":"I won't submit to this!","reply":"Then you leave me no choice.","onShow":"<<Attack-target _npc>>","finish":true},{"id":"submit","requireTags":[],"forbidTags":[],"consequenceTags":["JAILED"],"say":"I surrender...","reply":"You’ll spend the night in the cells.","onSay":"<<SendPlayerToJail>>","finish":true}]},{"id":"attack enemies","requireTags":["ENEMY"],"forbidTags":[],"consequenceTags":[],"offensive":true,"onShow":"<<Attack-target _npc>>"},{"id":"human enemy","requireTags":["HUMAN","ENEMY"],"forbidTags":[],"consequenceTags":[],"interject":"Die Scummn!","offensive":true,"interjectChance":30,"cooldownHours":1,"onShow":"<<Attack-target _npc>>"},{"id":"beast territorial","requireTags":["BEAST","TERRITORIAL"],"forbidTags":[],"consequenceTags":[],"unitFromLocation":"animal_den","offensive":true,"interjectChance":30,"cooldownHours":1,"onShow":"<<Attack-target _npc>>"},{"id":"beast enemy","requireTags":["BEAST","ENEMY"],"forbidTags":[],"consequenceTags":[],"offensive":true,"interjectChance":80,"cooldownHours":1,"onShow":"<<Attack-target _npc>>"},{"id":"BANDIT territorial","requireTags":["BANDIT","TERRITORIAL"],"forbidTags":[],"consequenceTags":[],"interject":"Die Scummn!","offensive":true,"unitFromLocation":"hideout","interjectChance":30,"cooldownHours":1,"onShow":"<<Attack-target _npc>>"},{"id":"monster territorial","requireTags":["MONSTER","TERRITORIAL"],"forbidTags":[],"consequenceTags":[],"unitFromLocation":"ruins","offensive":true,"interjectChance":80,"cooldownHours":1,"onShow":"<<Attack-target _npc>>"},{"id":"beast territorial","requireTags":["BEAST","TERRITORIAL"],"forbidTags":[],"consequenceTags":[],"unitFromLocation":"animal_den","offensive":true,"interjectChance":30,"cooldownHours":1,"onShow":"<<Attack-target _npc>>"},{"id":"BANDIT territorial","requireTags":["BANDIT","TERRITORIAL"],"forbidTags":[],"consequenceTags":[],"interject":"Die Scummn!","offensive":true,"unitFromLocation":"hideout","interjectChance":30,"cooldownHours":1,"onShow":"<<Attack-target _npc>>"},{"id":"monster territorial","requireTags":["MONSTER","TERRITORIAL"],"forbidTags":[],"consequenceTags":[],"unitFromLocation":"ruins","cooldownHours":1,"offensive":true,"interjectChance":30,"onShow":"<<Attack-target _npc>>"},{"id":"heard rumor - STALKER","requireTags":["STALKER","NOT_NUDE"],"forbidTags":["ENEMY"],"consequenceTags":[],"say":"Hi, heard any rumors?/Hello, have you heard of any rumors lately?","reply":"Hmm... Let me see.../Hmm, let me think...","narratorEnd":"$He nods his head in a weird direction...","answers":[{"id":"stalker do what stalker does...","requireTags":[],"forbidTags":[],"consequenceTags":[],"narratorBegin":"Suddenly $his friends get close to you while $he talks...","interject":"Ah, right... We heard that wearing clothes is so last year, here, let us help you!","say":"Wait, what?","reply":"No need to thank me! I'm just doing my duties! We will also tell our friends to help you whenever possible! No worries!","narratorEnd":"While $he was talking, $his friends pinned you, disrobed and ran away with your belongings.","onSay":"<<StealCover $player _npc>>","add_npcTag":"STOLE_FROM_ME","finish":true}]},{"id":"stalker confront","requireTags":["STALKER","NOT_NUDE","STOLE_FROM_ME"],"forbidTags":["ENEMY"],"consequenceTags":[],"say":"Hey, you stole from me! Give me back my belongings!","reply":"Ah, it's you! And looks like you still haven't learned... no worries, that's what friends are for!","answers":[{"id":"stalker do what stalker does...","requireTags":[],"forbidTags":[],"consequenceTags":[],"narratorBegin":"Suddenly $his friends get close to you while $he talks...","say":"That's not what I want!","reply":"So you don't even know what you want? Relax, we know what we want!","narratorEnd":"$His friends pinned you, disrobed and ran away with your belongings, again.","onSay":"<<StealCover $player _npc>>","finish":true}]},{"id":"prank - bet","requireTags":["TEENAGER","NOT_NUDE","needs_rework"],"forbidTags":[],"consequenceTags":[],"narratorBegin":"A group of soot-stained children runs toward you, laughing. One of them stops right in your path, holding a pair of worn-out wooden dice.","interjectChance":25,"interject":"Excuse me, miss! You look like someone the gods have blessed with luck. Care to help some orphans settle a bet?","roll":"LUCK","answers":[{"id":"skipping... if luck","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"I'm not in the mood for games. Move along.","reply":"Aww, no need to be grumpy, miss! We're going, we're going...\"","narratorEnd":"They scatter into the alleyways. You notice one of your pouch strings was partially cut, but they didn't have time to finish the job.","require":"T.LUCK > 60","finish":true},{"id":"interested in playing the game","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"A bet? How does it work?","reply":"Simple! We call it the 'Cricket’s Leap'. We toss the dice. If they land on even, you win 20 gold—enough for a fancy dinner! If they land on odd... well, we don't want your money. You just let us 'borrow' one of your shiny trinkets to show our friends?","answers":[{"id":"accept","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Alright, let's see those dice.","narratorEnd":"As you lean in to watch the dice roll, you feel a faint tugging at your $skirt.","roll":"LUCK","answers":[{"id":"luck","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"T.LUCK > 60","narratorBegin":"You catch a second child trying to undress you from behind!","say":"YOU RASCALS! GET OUT OF HERE BEFORE I LOSE MY HEAD!","finish":true},{"id":"unluck","requireTags":[],"forbidTags":[],"consequenceTags":[],"narratorBegin":"The dice are odd. The kids cheer and without you noticing a second child undress you from behind. You try to stop them but they are too many and run away from you while using your $skirt as a trophy.","onSay":"<<StripSlot $player 'LOWER' false>>","say":"crap...","finish":true}]},{"id":"reject","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"I know a rigged game when I see one. Beat it!","reply":"We go away with one of your items...","narratorEnd":"As you lean in to watch the dice roll, you feel a faint tugging at your cloak. ROLL: AGILITY SUCCESS: You catch a second child trying to tie your bootlaces together! FAILURE: The dice are odd. The kids cheer and grab a small item from your belt. You try to lung after them, but you trip over your own tied laces and face-plant into the dirt.","finish":true}]}]},{"id":"player_prisoner","requireTags":["prison","arrested"],"forbidTags":[],"consequenceTags":[],"interject":"Well well… look at you. Finally slipped up, eh? No more disappearing into the shadows tonight, sweetheart. Hands where I can see them. Slowly.","say":"Wait—wait, hold on! This is a mistake, I swear! I didn’t do anything, someone’s framing me—please, just let me explain—","reply":"Yeah, I’ve heard that one. And the next seventeen variations. Save it. You’re under arrest. Minimum $prisonTime downstairs.","moveToUnitRoom":"JAILER","setVars":[{"name":"$prisonChest","value":"setup.interactables.GetInteractableByType(currRegion,V.player.coord.simpleName,locationConsts.interactableTypes.CHEST)"}],"roll":"LUCK","answers":[{"id":"simple strip","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"T.LUCK>10","reply":"That’s it. Nice and cooperative. Come on, let’s get you to your cell.","say":"…okay, okay… I’m doing it… damn it…","onSay":"<<run setup.equipped.UnequipAll($player,true)>><<TransferBackpackItemsToContainer $player $prisonChest>>","gotoTree":"player_prisoner_cell"},{"id":"loop strip","requireTags":[],"forbidTags":[],"consequenceTags":[],"setVars":[{"name":"_playerItems","value":"V.player.equipment"}],"require":"T.LUCK<=10","interject":"And because we’ve had way too many “hidden surprises” lately we are doing a full body search. Hand me each piece when I call it.","say":"Why? Can't I just strip and hand everything to you?","reply":"No, new procedure.","answers":[{"id":"iterate","requireTags":[],"forbidTags":[],"consequenceTags":[],"repeatFor":"_playerItems","interject":"_iterate.name. Off. Hand it over. Nice and slow.","say":"Here… take the damn _iterate.name./Fine… here’s my _iterate.name…","onSay":"<<TransferEquippedItem $player $prisonChest _iterate>>","reply":"One _iterate.name. Logged. Next.","finally":[{"id":"all done","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"…that’s everything. Happy now?","reply":"Very good, girl. Alright—cell time. Move.","gotoTree":"player_prisoner_cell"}]}]}]},{"id":"player_prisoner_cell","requireTags":[],"forbidTags":[],"consequenceTags":[],"onSay":"<<TransferBackpackItemsToContainer $player $prisonChest>>","interject":"This way. Keep walking. Your new address is just ahead.","say":"Wait… aren’t you forgetting something important?","reply":"Hm? Oh, right. Meals start at seven tomorrow morning. You’ll live.","roll":"LUCK","answers":[{"id":"not that","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"No, not food… I’m completely naked here! What the hell am I supposed to wear?","reply":"Ah. That. Yeah… about that…","setVars":[{"name":"_rags","value":"setup.itemCreation.CreateFitItemFromTag(\"prisoner_full\",V.player)"}],"answers":[{"id":"well, about that (bad luck version)","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"We’re running a little… experimental program right now. Some fancy criminologist says humiliation makes people think twice before coming back. So congratulations—you’re in the test group. Naked it is. Enjoy your $prisonTime stay.","say":"Are you insane?! You can’t just leave me like this! I’m not some animal in a cage!","reply":"Look at that—already working. Outrage noted. Now march.","setVars":[{"name":"$prisonNaked","value":"true"}],"goto":"prison-cell","require":"T.LUCK<50"},{"id":"sure, here, take some rags (good luck version)","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"Alright, fine. Here—put these on before you start crying about it. Then move.","say":"This… this barely covers anything! You’re joking, right?","reply":"Welcome to prison, princess. Not a fashion show. Put it on and walk.","onSay":"<<equipItem $player _rags false>>","setVars":[{"name":"$prisonNaked","value":"false"}],"goto":"prison-cell","require":"T.LUCK>=50"}]}]},{"id":"player_released","requireTags":["prison","release"],"forbidTags":[],"consequenceTags":[],"interject":"Well, well... the day has finally come. Your stay with us is over. We hope the accommodations were to your liking — we do try our best.","say":"Do you have to sound so cheerful about it? After everything you put me through in here?","reply":"What can I say? Job satisfaction is a rare thing. I cherish it when I can.","moveToUnitRoom":"JAILER","setVars":[{"name":"$prisonChest","value":"setup.interactables.GetInteractableByType(currRegion,V.player.coord.simpleName,locationConsts.interactableTypes.CHEST)"}],"answers":[{"id":"fine","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Alright, let's just get this done. Where are my things?","reply":"Not so fast, friend. First things first — the uniform comes back to us.","answers":[{"id":"prison naked...","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"What uniform? You never gave me anything to wear.","reply":"Ah... right. Let me just... note that down. 'Prisoner remained unclothed for the duration of sentence.' There. Very dignified. Your belongings are in the chest over there — grab them and try not to make this a habit.","require":"$prisonNaked","goto":"prison-finish"},{"id":"not prison naked...","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Can I at least put my own clothes back on before handing it over?","reply":"Afraid not. You'd be surprised how many people try to walk out in that thing. We had to make it a policy. Trust me, you don't want to be explaining a prison uniform the next time you're arrested.","require":"!$prisonNaked","answers":[{"id":"fine","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Fine. It's not like it was keeping me warm anyway.","reply":"There we go. See? That wasn't so hard.","onSay":"<<StealCover $player _npc>><<TransferBackpackItemsToContainer $player _npc>>","answers":[{"id":"all done, maybe","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Uniform returned. Now, if you don't mind — release me.","reply":"Hmm... yes, yes, almost. Just need to... check a few things. Procedure, you understand. Very important procedure.","narratorEnd":"They took their time. A very deliberate, unhurried amount of time.","answers":[{"id":"now it's the end","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Are we done here, or should I plan on staying another night?","reply":"Oh! Still here? My apologies. Yes, yes — you're free. Off you go. Don't let the door hit you on the way out.","goto":"prison-finish"}]}]}]}]}]},{"id":"restaurant_work","requireTags":["RESTAURANT_OWNER"],"forbidTags":["working_here"],"consequenceTags":[],"say":"Hi… um, excuse me? I’m looking for work. Do you happen to need a barmaid or waitress or… anything, really?","reply":"Work, huh? Yeah, we’re actually short on waitresses right now. Pays 30 gold an hour, plus whatever tips you can charm out of the drunks. You interested?","answers":[{"id":"sure","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Gods yes, please. I’m… really tight on coin right now. I’ll take it.","reply":"Perfect. You can start whenever you’re ready—no need to dress up or anything. We’ll sort you out with a uniform each shift.","add_npcTag":"first_time","answers":[{"id":"sure_sub","say":"A uniform? I can’t just… wear my own clothes?","reply":"Nah, sorry love. Gotta keep the place looking proper. Customers like the whole “tavern wench” vibe, y’know? Makes the ale taste better, apparently.","answers":[{"id":"sure_sub_sub","say":"…Right. Okay, fine. Thank you.","reply":"Don’t mention it. See you soon—don’t be late, eh? Talk to me when you are ready to start your shift, ok?","add_npcTag":"working_here","finish":true}]}]},{"id":"no","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Hmm… maybe another time then. Thanks anyway.","reply":"No worries. Door’s open if you change your mind. Safe travels."}]},{"id":"restaurant_has_uniform","requireTags":["RESTAURANT_OWNER","working_here"],"forbidTags":[],"consequenceTags":[],"say":"Hey… I’m here for my shift. Ready when you are.","require":"V.player.equipmentTags.contains(\"waitress\")","reply":"Already suited up? Nice. Go on then—tables are waiting.","answers":[{"id":"ok","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Right. I’ll get to it.","reply":"Good girl. Bring in those tips.","goto":"start-waitress"}]},{"id":"restaurant_start_working","requireTags":["RESTAURANT_OWNER","working_here","first_time"],"forbidTags":[],"consequenceTags":[],"say":"Hi… here for my shift. Can I start?","require":"!V.player.equipmentTags.contains(\"waitress\")","reply":"Sure thing. Here—your uniform. Changing room’s in the back. Quick now.","onSay":"<<ChangeToUniform \"waitress\" \"normal\">>","answers":[{"id":"cant equip","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"!_canEquipUniform","say":"Uh… sorry, I can’t seem to wear this right now. Maybe later?","reply":"Huh. Alright, swing by when you sort it out.","finish":true},{"id":"skimpy?","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"_canEquipUniform","remove_npcTag":"first_time","add_npcTag":"second_time","say":"This… feels a bit short, doesn’t it? The neckline’s low and the skirt’s barely there. Won’t the customers get ideas?","reply":"Ideas? Sweetheart, that’s the point. Short skirt + smile = bigger tips. Trust me, it works.","answers":[{"id":"skimpy?_sub","say":"Yeah, but what if they… get handsy?","reply":"Relax. Our regulars know the rules. They look, they flirt, they pay. Nothing more unless you want it. You’ll be fine.","answers":[{"id":"skimpy?_sub_sub","say":"…If you say so.","reply":"That’s the spirit. Now go flash that smile and fill some mugs.","setVars":[{"name":"$work_level","value":"1"}],"goto":"start-waitress"}]}]}]},{"id":"restaurant_start_working_second_time","requireTags":["RESTAURANT_OWNER","working_here","second_time"],"forbidTags":[],"consequenceTags":[],"say":"Hey, shift time. I’m ready.","require":"!V.player.equipmentTags.contains(\"waitress\")","reply":"Here you go again. Back room, same drill.","onSay":"<<ChangeToUniform \"waitress\" \"sexy\">>","answers":[{"id":"cant equip","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"!_canEquipUniform","say":"Sorry… still can’t wear it. I’ll come back when I can.","reply":"No rush. Door’s open.","finish":true},{"id":"skimpy?","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"_canEquipUniform","remove_npcTag":"second_time","add_npcTag":"third_time","say":"Wait—this one’s even smaller! Last time they were already staring too much. Now I can’t even bend over without flashing everything.","reply":"Exactly. More skin, more eyes, more coin. You’re doing great out there—customers love the view.","answers":[{"id":"skimpy?_sub","say":"Love the view? They were practically drooling last shift. What happens when they stop just looking?","reply":"Then you yell. I’m right behind the bar. But honestly? They behave. Mostly. Go on, you’ve got this.","answers":[{"id":"skimpy?_sub_sub","say":"…Fine.","reply":"Atta girl. Smile big.","setVars":[{"name":"$work_level","value":"2"}],"goto":"start-waitress"}]}]}]},{"id":"restaurant_start_working_third_time","requireTags":["RESTAURANT_OWNER","working_here","third_time"],"forbidTags":[],"consequenceTags":[],"say":"Here for my shift again.","require":"!V.player.equipmentTags.contains(\"waitress\")","reply":"Uniform’s ready. Back room—chop chop.","onSay":"<<ChangeToUniform \"waitress\" \"sexy\">>","answers":[{"id":"cant equip","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"!_canEquipUniform","say":"I… can’t. Not this one. I’ll try again later.","reply":"Whenever you’re ready.","finish":true},{"id":"skimpy?","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"_canEquipUniform","say":"This is insane. It’s basically lingerie at this point. I can’t even move without everything showing. This is ridiculous!","reply":"Ridiculous? It’s perfect. The less there is, the more they tip. You’re walking money right now.","answers":[{"id":"skimpy?_sub","say":"Money? Last time they lost it—they were grabbing at me. This is just asking for trouble.","reply":"Then call me. One shout and I’m there. But look—you’re still standing, still earning. Trust the system. It works.","answers":[{"id":"skimpy?_sub_sub","say":"…I hope you’re right.","reply":"I am. Now go give ’em a show they’ll pay for.","remove_npcTag":"third_time","add_npcTag":"repeat_shift","setVars":[{"name":"$work_level","value":"3"}],"goto":"start-waitress"}]}]}]},{"id":"restaurant_start_working_repeat","requireTags":["RESTAURANT_OWNER","working_here","repeat_shift"],"forbidTags":[],"consequenceTags":[],"say":"Here for my shift again.","require":"!V.player.equipmentTags.contains(\"waitress\")","reply":"Uniform’s ready. Back room—chop chop.","onSay":"<<ChangeToUniform \"waitress\" \"slutty\">>","answers":[{"id":"cant equip","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"!_canEquipUniform","say":"I… can’t. Not this one. I’ll try again later.","reply":"Whenever you’re ready.","finish":true},{"id":"skimpy?","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"_canEquipUniform","setVars":[{"name":"$work_level","value":"3"}],"say":"Time to work...","reply":"Go and bring in those tips!","goto":"start-waitress"}]},{"id":"heard rumor, normal","requireTags":["HUMAN","NOT_NUDE"],"forbidTags":["ENEMY","STALKER"],"consequenceTags":[],"say":"Hi, heard any rumors?/Hello, have you heard of any rumors lately?","reply":"Hmm... Let me see.../Hmm, let me think","setVars":[{"name":"_info","value":"setup.talkingUtils.GetRandomRumor()"}],"answers":[{"id":"yes","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"yes... I heard that _info.","say":"I see, thanks, I will check out.","reply":"Anytime, bye.","require":"T.info","finish":true},{"id":"no","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"!T.info","interject":"Sorry, haven't heard of anything worthwile.","say":"I see, well, thanks anyway.","reply":"no problem, bye."}]},{"id":"nearest city","requireTags":["HUMAN"],"forbidTags":["ENEMY"],"consequenceTags":[],"say":"Hi, I'm a little lost, can you direct me to the nearest city?","reply":"Let me see...","setVars":[{"name":"_info","value":"setup.talkingUtils.GetNearestCityDirection()"}],"require":"currRegion.AREA_TYPE==\"REGION\"","answers":[{"id":"yes","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"ah, yes... to reach the nearest city you _info.","say":"I see, thanks, I will check out.","reply":"Anytime, bye.","require":"T.info","finish":true},{"id":"no","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"!T.info","interject":"Sorry, haven't heard of anything worthwile.","say":"I see, well, thanks anyway.","reply":"no problem, bye."}]},{"id":"player_magical_shackle_priest","requireTags":["PRIEST","magical_shackle"],"forbidTags":["ENEMY"],"consequenceTags":[],"say":"Excuse me, $Father… I’m really in a tough spot here. Someone locked this collar around my neck and I can’t get it off. It’s… uncomfortable, and someone said a priest might be able to help remove it. Can you?","setVars":[{"name":"_shackle","value":"setup.equipped.GetItemWithTag(V.player,\"magical_shackle\")"}],"reply":"Peace be with you, my child. Come closer… let me have a look.","narratorEnd":"$He steps forward, leaning in far closer than necessary. His eyes trace the collar… and linger on your skin for just a moment too long.","answers":[{"id":"yeah","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"Mmm… yes, I see. This is no ordinary restraint. A magical binding of considerable power. I can dispel it, of course… but such rituals require an offering to sustain the temple and aid the less fortunate. One hundred gold pieces.","say":"A hundred gold?! Just to take this thing off? That’s… that’s outrageous!","reply":"Outrageous? My child, we are speaking of an artifact imbued with dark forces. The energy required to sever such a bond is not trivial. Consider it an act of charity… to both yourself and the temple.","answers":[{"id":"reject","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"I… I can’t afford that right now. I need to think about it.","reply":"Of course. The doors of the temple are always open when your heart is ready. Return whenever you wish.","finish":true},{"id":"OK (has gold)","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"V.player.gold>=100","say":"Fine… here’s your hundred. Just please, get this cursed thing off me.","reply":"Watch your tongue in the house of the divine, child. Very well… hold still.","onSay":"<<RemoveShackle $player _shackle 30 _npc>>","narratorEnd":"You feel an unexpected wave of calm wash over you, like a weight lifted from your very soul.","answers":[{"id":"all done","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"It is done. You may keep the remnant as a reminder of temptation overcome… or as a curiosity. Now, if you’ll excuse me, I must return to my devotions.","say":"Thank you… really, thank you. I feel… lighter.","reply":"Go in peace, my child. May the light guide your steps—and keep you from such bindings in the future.","finish":true}]}]}]},{"id":"player_magical_shackle_","requireTags":["HUMAN","magical_shackle"],"forbidTags":["ENEMY","bounty","PRIEST"],"consequenceTags":[],"say":"Hey… excuse me? Could you maybe help me out here? Someone slapped this collar on me and I can’t get them off no matter what I try…","setVars":[{"name":"_shackle","value":"setup.equipped.GetItemWithTag(V.player,\"physical_shackle\")"}],"reply":"Wait, hold on. You’re saying some random person just walked up and locked this _shackle.name around your wrists? Just like that?","answers":[{"id":"yeah","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Yeah… I know it sounds insane. But trust me, there are some seriously weird people wandering around these parts.","reply":"Huh. Alright, let me take a closer look…","answers":[{"id":"cant remove","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"Sorry, love… these aren’t coming off with normal tools. They’re enchanted. You’ll need someone who knows magic—probably a temple priest in one of the bigger cities.","say":"Damn… okay. Thanks anyway, I guess I’ll head that way.","reply":"Good luck with that. Take care.","finish":true}]}]},{"id":"player_physical_shackle","requireTags":["GUARD","physical_shackle"],"forbidTags":["ENEMY","bounty"],"consequenceTags":[],"say":"Hey… hi. Listen, I’m in a bit of a bind here. Someone put these shackles on me and I can’t get them off myself…","setVars":[{"name":"_shackle","value":"setup.equipped.GetItemWithTag(V.player,\"physical_shackle\")"}],"reply":"Seriously? Someone just… walked up and clamped this _shackle.name on you? Just like that?","answers":[{"id":"yeah","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Pretty much. Sounds crazy when I say it out loud, but yeah… that’s exactly what happened.","reply":"Alright, let’s see what we’re dealing with…","setVars":[{"name":"_checkRemoval","value":"setup.lewdUtils.CanRemoveShackle(V.player,T.shackle)"}],"answers":[{"id":"cant remove","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"Yeah… no can do. I’m decent with locks, but these? These are way beyond my pay grade.","say":"Figures… thanks for looking anyway.","require":"!_checkRemoval","reply":"No problem. Stay out of trouble—if you can.","finish":true},{"id":"can remove","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"Actually… yeah, I can pop these off. Won’t take long.","require":"_checkRemoval","say":"Really? That’s great! How much?","reply":"Thirty gold.","answers":[{"id":"can remove_sub","say":"Thirty?! That’s… kind of steep, don’t you think?","reply":"Hey, skilled hands aren’t cheap. Supply and demand, you know how it goes. So… you want them off or not?","answers":[{"id":"ok (has gold)","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"$player.gold>=30","say":"Fine. Here’s your thirty. Just get this damn thing off me already.","reply":"Pleasure doing business.","onSay":"<<RemoveShackle $player _shackle 30 _npc>>","narratorEnd":"$He fiddles with the lock for maybe ten seconds… and click. The shackles fall open …almost like $he already had the key ready.","answers":[{"id":"that fast?","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Wait… that’s it? Thirty gold for ten seconds of work??","reply":"What can I say? I’m good at what I do. And hey—try not to let anyone put them back on you, yeah?","answers":[{"id":"of course not","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Obviously. Do I look like I enjoy being chained up?","narratorMid":"$He gives you a slow once-over, smirking just a little.","reply":"…Right. Well. Safe travels, stranger.","finish":true}]}]},{"id":"no gold / try to negotiate","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"$player.gold<30","say":"Thirty’s… more than I’ve got right now. Isn’t there… some other way we could work this out?","roll":"LUCK","reply":"Other way, huh? *leans in slightly* …I might be open to creative payment plans.","answers":[{"id":"intimate","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"Come a little closer… we can handle this the fun way, if you’re game.","say":"…You’re serious?","reply":"Very. Your call—quick release, or keep walking around in chains.","answers":[{"id":"ok","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"…Alright. Let’s just get it over with.","reply":"That’s the spirit.","onSay":"<<RemoveShackle $player _shackle 0 _npc>>","goto":"init-encounter-sex"},{"id":"cant","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Nah… I can’t. Not like that.","reply":"Shame. Offer’s open if you change your mind. You know where to find me.","finish":true}]}]},{"id":"has gold but refuses high price","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Yeah… I’ll think about it. Thanks anyway.","reply":"Suit yourself. Door’s open if you decide thirty’s worth your freedom.","finish":true}]}]}]}]},{"id":"bathkeeper","requireTags":["bathkeeper"],"forbidTags":[],"consequenceTags":[],"say":"Hi, I would like to use your baths, how much for it?","reply":"Welcome, ok... it's _innPrice gold for a day, interested?","setVars":[{"name":"_innPrice","value":"setup.shopUtils.GetInnPrice(currRegion,T.npc)"}],"require":"!setup.shopUtils.HasPlayerRented(currRegion)","answers":[{"id":"yes","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"V.player.gold>=T.innPrice","say":"Yes, here's your gold!","reply":"Thank you, feel free to use for a day!","onSay":"<<run setup.shopUtils.RentInn($player,currRegion,_npc)>>","reload":true},{"id":"no","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"I see, no, thank you, maybe another time.","reply":"Sure, no problem, I will be here.","finish":true}]},{"id":"inn keeper, rent","requireTags":["innkeeper"],"forbidTags":[],"consequenceTags":[],"say":"Hi, I would like to rent a room for myself, do you have any room available?","reply":"Hello, we have one available, it's _innPrice gold for a day, interested?","setVars":[{"name":"_innPrice","value":"setup.shopUtils.GetInnPrice(currRegion,T.npc)"}],"require":"!setup.shopUtils.HasPlayerRented(currRegion)","answers":[{"id":"yes","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"V.player.gold>=T.innPrice","say":"Yes, sign me in, please","reply":"Splendid, sign here and the room is yours for a day!","onSay":"<<run setup.shopUtils.RentInn($player,currRegion,_npc)>>","reload":true},{"id":"no","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"I see, no, thank you, maybe another time.","reply":"Sure, no problem, I will be waiting for you.","finish":true}]},{"id":"shop keeper","requireTags":["SHOPKEEPER"],"forbidTags":["compromised"],"consequenceTags":[],"say":"Hi, what you got for sale?/Hello, anything interesting for sale?","reply":"Take a look!","setVars":[{"name":"$npcId","value":"T.npc.npcId"}],"goto":"Shop-with-npc"},{"id":"shop keeper compromised","requireTags":["SHOPKEEPER","compromised"],"forbidTags":[],"consequenceTags":[],"say":"Hi, what you got for sale?/Hello, anything interesting for sale?","reply":"Aren't you forgetting anything?","answers":[{"id":"accept compromise","requireTags":[],"forbidTags":[],"consequenceTags":[],"onSay":"<<run setup.shopUtils.ApplyCompromises(_npc)>>","say":"I was hoping that you forgot... but ok.","reply":"I will NEVER forget your promise!","goto":"Shop-with-npc"}]},{"id":"lower prices","requireTags":["SHOPKEEPER"],"forbidTags":["compromised"],"consequenceTags":[],"say":"These prices are too high, can't you lower them?","require":"T.npc && T.npc.hasShopInitialized","reply":"Maybe, what are you offering for my goodwill?","answers":[{"id":"attempt bargain","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"setup.shopUtils.CanBargain(T.npc)","setVars":[{"name":"_bargainAttempt","value":"setup.shopUtils.AttemptBargain(V.player,T.npc)"}],"say":"Maybe we could create a business partnership?","answers":[{"id":"bargain attempt ok","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"T.bargainAttempt","interject":"OK... this seems interesting","say":"Thank you! You won't regret!","gotoTree":"shop keeper"},{"id":"bargain attempt failed","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"!T.bargainAttempt","interject":"No, sorry, I don't trust you enough for that.","say":"What? But why?","reply":"We just met, maybe once we traded more I will trust you with better dealts/Our relationship is too new, maybe once we traded more I will trust you with better dealts","answers":[{"id":"compromise","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Maybe we could reach a compromise? I really need better prices... And I would do ANYTHING for that!","setVars":[{"name":"_compromiseOptionTrader","value":"setup.shopUtils.GetRandomCompromise(T.npc)"}],"reply":"Really? Ok, how about _compromiseOptionTrader.vendorSpeak?","answers":[{"id":"compromise ok","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"What? Ok, if that's what it takes, then, ok, I accept.","reply":"You do? Great! Then, let's start!","onSay":"<<run setup.shopUtils.AcceptCompromise(_npc)>>","gotoTree":"shop keeper compromised"},{"id":"compromise not ok","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"WHAT? No, sorry, I can't do that.","reply":"Well, that's sad, but ok, I will accept your decision, good luck.","finish":true}]},{"id":"ok, thanks","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"I see, I hope we will reach that point eventually!","reply":"That's the spirit! Until next time then!","finish":true}]}]}]},{"id":"naked help...","requireTags":["HUMAN","NUDE"],"forbidTags":["ENEMY","ASKED_HELP_NUDE","NO_BEG"],"consequenceTags":[],"say":"I was robbed on the road. Bandits. They left me with nothing but what you see. I don't suppose you have something I could wear?","narratorEnd":"$He looks at you and thinks for a while...","reply":"Let me see if I got this correctly... you started attacking bandits, stronger than you and didn't flee while you could?","roll":"LUCK","setVars":[{"name":"_rags","value":"setup.itemCreation.CreateFitItemFromTag(\"rags\",V.player)"}],"answers":[{"id":"well, yes","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Yeah... that's totally my fault, I thought that I could just waltz in and kill some bandits, they are supposed to be easy targets... anyway, will you help or not? It's getting a little cold.","answers":[{"id":"has item and luck ok","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"_LUCK>=50","interject":"Yeah. That was very dumb of you... But, sure, I'm feeling good today, here, take this _cover.name and put to good use.","say":"Thank you so much! But... what is this? It barely covers me...","reply":"Right? No need to thank me, bye!","onSay":"<<equipItem $player _rags false>>","finish":true},{"id":"no item, no consequence","requireTags":[],"forbidTags":[],"consequenceTags":[],"add_npcTag":"ASKED_HELP_NUDE","require":"_LUCK>20 && _LUCK<50","interject":"Well, sorry, I have nothing of use here... maybe you could ask in the next town?","say":"BUT I'M NAKED!","reply":"Well, that will make things interesting... don't worry, we don't have those 'no nudity' laws. Bye!","narratorEnd":"$He walks away, leaving you naked...","finish":true},{"id":"no item, yes consequence","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"_LUCK<=20","interject":"Yeah... well, it would be a waste of opportunity to leave you in the cold, right? Let's do some warmup... together!","say":"What?","reply":"Relax, everything will be just fine","narratorEnd":"$He walks towards you with a grin on $his face...","goto":"init-encounter-sex","finish":true}]}]},{"id":"no naked help...","requireTags":["HUMAN","NUDE","ASKED_HELP_NUDE"],"forbidTags":["ENEMY"],"consequenceTags":[],"say":"Are you sure you can't reconsider helping me?","reply":"No, sorry. It goes against my beliefs."},{"id":"beg gold","requireTags":["HUMAN","NOT_NUDE"],"forbidTags":["ENEMY","NO_BEG"],"consequenceTags":[],"say":"Hi, can you help me? I'm a little low on coin, would you be so kind as to help me?","narratorEnd":"$He looks at you and thinks for a while...","reply":"And why would I help you?","answers":[{"id":"kind","requireTags":[],"forbidTags":[],"consequenceTags":[],"roll":"LUCK","setVars":[{"name":"_isOnlyCover","value":"setup.lewdUtils.IsWearingTheOnlyCover(V.player)"},{"name":"_rndCover","value":"setup.lewdUtils.GetRandomCover(V.player)"}],"say":"Because you are a kind person?","add_npcTag":"NO_BEG","answers":[{"id":"got luck","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"Fine, here, have some coin.","require":"_LUCK>=70","say":"Thank you so much!","onSay":"<<AddGold $player 30>>","finish":true},{"id":"no","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"No, Sorry, I'm low on coin myself./No, sorry, I don't give my hard earned coin to just about anyone that comes asking.","require":"_LUCK>=60 && _LUCK<70","say":"Ok, thanks anyway.","finish":true},{"id":"want one cover","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"_LUCK>50 && _LUCK<60","interject":"Ha, sure, ok... Well, since I'm so kind, I will give you 20 coin for your _rndCover.name, deal?","say":"What?","reply":"What what? I made you a simple question: will you trade or not?","answers":[{"id":"fine","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Fine, here, take it.","reply":"Thank you!","onSay":"<<TransferItem $player _npc _rndCover>><<AddGold $player 20>>","finish":true},{"id":"no","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"No, I can't, sorry.","reply":"Fine, suit yourself.","finish":true}]},{"id":"want all the cover","requireTags":[],"forbidTags":[],"consequenceTags":[],"interject":"Yeah, no... But we can make a deal: I want what you are wearing, I will give you 30 gold for it.","say":"What? But that's everything that I have to wear!","reply":"Exactly! So, do you accept or not?","setVars":[{"name":"_steal","value":"utils.randomInt(0,100)>50"}],"require":"_LUCK<50 && _isOnlyCover","answers":[{"id":"no, but yes","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"No, I can't...","reply":"I wasn't asking.","onSay":"<<StealCover $player _npc>>","narratorEnd":"$He steals what you were wearing and walks away, leaving you nude...","require":"_steal","finish":true},{"id":"no","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"No, I can't...","reply":"Fine, suit yourself.","narratorEnd":"$He walks away, without looking back.","require":"!_steal","finish":true},{"id":"ok","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Ok... if that's the only way...","reply":"See? That's how transactions are done! Both sides end with what they want, you with gold and me with you nude.","narratorEnd":"$He walks away, with a grin on his face.","onSay":"<<StealCover $player _npc>><<AddGold $player 30>>","finish":true}]},{"id":"want something in exchange...","requireTags":[],"forbidTags":[],"consequenceTags":[],"require":"_LUCK<50 && !_isOnlyCover","interject":"Yeah... well, we can reach a mutual transaction... let's get confortable and I may give you something in exchange!","answers":[{"id":"cant","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"No, I can't...","reply":"Fine, suit yourself.","add_npcTag":"WANT_SEXUAL_FAVOR","finish":true},{"id":"ok","requireTags":[],"forbidTags":[],"consequenceTags":[],"say":"Ok... let's do it...","reply":"That's the spirit!","add_npcTag":"HAD_SEXUAL_FAVOR","narratorEnd":"$He walks towards you with a grin on $his face...","onSay":"<<AddGold $player 30>>","goto":"init-encounter-sex","finish":true}]}]}]}] >>
<<set setup.worldData.roomTypes = [{"id":"ENTRANCE","weight":1,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":1,"tags":["ENTRANCE"],"name":"Entrance","description":"As you enter the dimly-lit stone passage, a massive iron-bound door looms ahead. Its worn brass handle gleams under torchlight, enticingly inviting your touch. The smell of wood smoke and sweaty bodies lingers in the damp air as you push open the creaking door to reveal a bustling, raunchy tavern filled with coarse laughter, clinking mugs, and wanton lust."},{"id":"RESTAURANT","weight":8,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":3,"extraInfo":{"spawnaNPCs":[{"job":"CIVILIAN","tags":["RESTAURANT_OWNER"],"level":1,"isShopKeeper":true,"changeJob":"MANAGER"}],"randomNPCsHere":{"min":3,"max":6,"race_type":"HUMANOID","validJobs":["*"],"npcActionsHere":["EATING","DRINKING","TALKING"]}},"tags":["food","food_seller"],"name":"Restaurant","description":"A stinky medieval tavern reeks with old ale aroma. A fat, sweaty woman wearing a dirty apron stands by the counter, her ample tits squishing out of her stained cloths. She has a bucket of greasy, cold mutton stew before her, and an assortment of rancid meats hanging from hooks above it. Her fingers are smeared with food dirt as she ladles portions into wooden bowls. In the corner, a skeleton with dried blood on its bones is propped up, looking hungry for more."},{"id":"ITEM_SHOP","weight":1,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":2,"tags":["item_seller"],"name":"Item Shop","description":"Standing before you is a dimly lit shopkeep's shack. Tattered banners hang above, marked with faded symbols and filthy scrolls of ancient parchments. A grizzled old man, his beard dripping with spit and booze, sits atop a stool behind an odd assortment of weapons and trinkets. A musty scent fills the room - a mixture of sweat, leather, and metal."},{"id":"INN_ROOM","weight":1,"size":{"w":1,"h":1},"extraInfo":{"entryCondition":"registration","isChestSafe":true,"interactables":[{"type":"CHEST","min":1,"max":1},{"type":"BED","min":1,"max":1}]},"maxPerType":3,"maxConnections":1,"tags":["rent_room"],"name":"Inn Room","description":"Enter a dimly lit inn room, its wooden floor creaks under your boots. The air heavy with stale ale and sweat. A lone candle flickers on a small table, casting eerie shadows on the rickety bed in the corner. Dusty, old tapestries of dragons and maidens adorn the walls. You can barely make out a piss-stained chamber pot under the bed. This ain't no fancy castle suite, but it'll do for a quick fuck."},{"id":"COMMON_ROOM","weight":5,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":3,"tags":["social"],"name":"Common Room","description":"This is a common room for lords and knights. A long wooden table dominates the center, surrounded by rustic wooden chairs. The walls are lined with shields and armor. Two hearth fires crackle in the corner, casting an orange-red glow on everything. Barrels of ale sit alongside each fire, waiting to quench thirst."},{"id":"KITCHEN","weight":2,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":2,"tags":["cooking"],"name":"Kitchen","description":"A dimly lit, smoke-filled kitchen with earthen pots and cauldrons bubbling over open flames. The air reeks of sizzling meat, roasting herbs, and burnt offerings. A hag-like cook cackles in the corner, stirring a vat of steaming gruel."},{"id":"STORAGE","weight":4,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":1,"tags":["storage"],"extraInfo":{"isChestSafe":false,"lockPickingMin":-10,"lockPickingMax":25,"interactables":[{"type":"CHEST","min":1,"max":2,"mimicChance":30}]},"name":"Storage","description":"A dimly lit chamber filled with stacks of weathered, dusty tomes and tattered scrolls. Rows of rusty weapons lie haphazardly atop barrels of old, fermenting ale. In the corner, a moldy cloak dangles off a ratty wooden rack. Stench of mildew wafts through the air."},{"id":"FORGE","weight":4,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":2,"tags":["smithing"],"name":"Forge","description":"A dimly lit forge filled with glowing coals and fiery tongues of flame flickering against the soot-streaked walls. Hammers hang overhead on sturdy iron chains, ready to swing with each strike. An anvil stands in the center, its surface weathered by countless blows and reshapenings. Crucibles sit upon a nearby table, some filled with molten metal waiting for their turn in the fire, while others sit empty, eager to receive their next batch of hot, pulsing liquid."},{"id":"ARMORY","weight":3,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":2,"tags":["weapons","armor"],"extraInfo":{"lockPickingMin":-10,"lockPickingMax":25},"name":"Armory","description":"You enter a dimly lit armory, filled with rustic iron weapons and shining armor. Rows of ancient longswords glisten under dusty torches on the walls. A massive suit of tarnished plate mail stands in the center, daring you to try it on. The metallic scent of war fills the air as old, creaking doors groan behind you."},{"id":"SHOP_COUNTER","weight":4,"size":{"w":1,"h":1},"maxPerType":1,"extraInfo":{"spawnaNPCs":[{"job":"TRADER","tags":["SHOPKEEPER"],"level":1,"isShopKeeper":true}]},"maxConnections":1,"tags":["shop_front"],"name":"Shop Counter","description":"A worn wooden shop counter stands at the center of a dimly lit room. The counter is piled high with exotic trinkets, tarnished jewelry, and dusty old scrolls. A rusty brass sign hangs above it reading: 'Raven's Wares'. Behind the cluttered counter, a shadowy figure can be seen through the thin curtains of the back area. The air is thick with the scent of old paper and mustiness, as cobwebs cling to the rafters above."},{"id":"ALCHEMY_LAB","weight":4,"size":{"w":1,"h":1},"maxPerType":1,"extraInfo":{"interactables":[{"type":"ALCHEMY_LAB","min":1,"max":1}]},"maxConnections":2,"tags":["alchemy"],"name":"Alchemy Lab","description":"A dimly lit alchemy lab. Cauldrons boil and fumes fill the air. Vials lined up on shelves brim with potions, some glowing with arcane energies. A grimoire of spells lies open atop a worn wooden table, its pages yellowed with age. Intricate, arcane symbols adorn the walls, their mystic glow casting eerie shadows around the room."},{"id":"HERB_STORAGE","weight":2,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":1,"tags":["herb_storage"],"extraInfo":{"lockPickingMin":-10,"lockPickingMax":25,"interactables":[{"type":"CHEST","min":1,"max":2,"mimicChance":30}]},"name":"Herb Storage","description":"A dimly lit herb storage chamber with musty, damp air. Cracked wooden shelves line the walls, filled with rows upon rows of dried and bundled herbs. Some are labeled with tattered parchment signs - 'Mandrake', 'Foxglove', 'Deadly Nightshade'. A single flickering torch on a stone pedestal provides the only light, casting eerie shadows around the room. The air smells of damp earth and ancient magic."},{"id":"WAREHOUSE_ROOM","weight":3,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":2,"tags":["storage"],"extraInfo":{"lockPickingMin":-10,"lockPickingMax":25},"name":"Warehouse Room","description":"A vast, dimly lit warehouse. Stacks of rusty barrels and ancient crates fill every corner. A musty smell lingers in the air. You see a few items scattered about - old leather-bound books, iron weapons, dusty potions, and tattered scrolls. The floor is uneven with loose wooden planks."},{"id":"SANCTUARY","weight":3,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":2,"tags":["holy"],"extraInfo":{"spawnaNPCs":[{"job":"PRIEST","level":1}]},"name":"Sanctuary","description":"A dimly lit sanctuary with crucifix hanging on the wall. A stone altar stands at its center, surrounded by pews worn out with time. Candles flicker on either side of the altar, casting eerie shadows all around. The smell of old hymnals and centuries-old wood hangs heavy in the air. A stained glass window depicts a knight kneeling before a Virgin Mary - a silent guardian to this sacred space."},{"id":"PRAYER_ROOM","weight":3,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":1,"tags":["holy"],"name":"Prayer Room","description":"A dimly-lit, austere chamber bathed in holy, golden candlelight. An ancient altar stands at its center, draped with worn cloths and adorned by flickering tapers. A weathered crucifix hangs overhead, casting eerie shadows upon the cold stone floor. The air is thick with an acrid scent of incense and sweat, hinting at unholy rites carried out in the shadows. It's a room meant for prayer...or perhaps something darker."},{"id":"HEALING_CHAMBER","weight":2,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":1,"tags":["healing"],"name":"Healing Chamber","description":"Enter a dimly lit, ornate healing chamber. A massive stone table dominates the center, draped with velvet cloth and adorned by silver chalices filled with a mysterious, shimmering liquid. Hanging above, ancient symbols glow softly in the dark corners, casting an eerie light on the walls lined with intricate, mystic murals depicting various healing rituals. A pair of plump, luscious pillows sit invitingly near the table, their velvet softness begging to be touched. The air is thick with anticipation and magic."},{"id":"CLERGY_QUARTERS","weight":1,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":1,"tags":["quarters"],"name":"Clergy Quarters","description":"In these dimly lit Clergy Quarters, a musty scent of holy candles fills the air. A large wooden crucifix adorns one wall, its savior figure eerily watching over two simple cots with tattered blankets. The earthen floor is worn and uneven, scattered with ancient books written in arcane tongues. An unoccupied confessional booth stands silent at the corner, ominously inviting secrets to be shared. Candles flicker on the saints' altar, casting eerie shadows upon weathered wooden walls."},{"id":"GUILD_HALL","weight":1,"size":{"w":1,"h":2},"maxPerType":1,"extraInfo":{"spawnaNPCs":[{"job":"CIVILIAN","tags":["GUILD_REGISTAR"],"level":1,"changeJob":"GUILD_RECEPTIONIST"}],"interactables":[{"type":"QUEST_BOARD","min":1,"max":1,"useCondition":"registration"}]},"maxConnections":2,"tags":["quest_board","guild_registration"],"name":"Guild Hall","description":"Standing before a grand wooden table, a Guild Quest Board displays parchments of available missions. To your left, a guild clerk sits behind an elaborately carved wooden desk, eager to assist with registration and membership details. Vulgar insignias adorn the walls, reflecting the raucous atmosphere that pervades this place of brotherhood."},{"id":"GUILD_QUARTERS","weight":1,"size":{"w":2,"h":1},"extraInfo":{"entryCondition":"registration","isChestSafe":true,"interactables":[{"type":"CHEST","min":1,"max":1},{"type":"BED","min":1,"max":1}]},"maxPerType":1,"maxConnections":2,"tags":["guild_quarters"],"name":"Guild Quarters","description":"A dimly lit chamber of your typical guild quarters. A large wooden table dominates the center, strewn with dusty books and scrolls. Creaky benches line the walls. Two massive iron chandeliers dangle overhead, their tarnished brass bulbs casting flickering shadows across the room. On a platform at the back, you can see an ornate bed draped in blood-red silks. A musty smell lingers; hints of sweat and stale ale. Candle stubs guttered on both sides of the fireplace, revealing a grime-covered hearth. An old tapestry hung above the fireplace, depicting an orgy of brawny knights and buxom wenches."},{"id":"ARCANE_LIBRARY","weight":4,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":4,"tags":["magic","lore"],"name":"Arcane Library","description":"In the dimly lit arcane library, shelves crammed with tomes of ancient lore glow with a faint magical aura. Candles flicker on stone tables cluttered with arcane symbols and mysterious artifacts. The air crackles with an undeniable sense of magic, as if waiting for someone to unlock its secrets."},{"id":"SPELL_LAB","weight":3,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":1,"tags":["magic"],"name":"Spell Lab","description":"This lab's a coven of arcane secrets, awash with mystic tomes and bubbling potions. A dim-lit chamber, where flickering torches cast eerie shadows on the worn wooden shelves stacked high with alluring scrolls. Here lies ancient grimoires, vials filled with pulsating energies, and a large cauldron simmering at the center. The scent of arcane power lingers in the air as you approach it."},{"id":"COUNCIL_ROOM","weight":2,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":4,"tags":["administration"],"name":"Council Room","description":"A dimly lit Council Room, adorned with tapestries bearing symbols of authority. Heavy wooden tables dominate the space, their surfaces covered in scrolls and quill pens. An intimidating, gnarled oak throne stands atop a raised dais, its arms intricately carved with erotic scenes. The air hangs thick with the scent of sweat and arousal."},{"id":"MAGE_QUARTERS","weight":2,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":1,"tags":["quarters"],"name":"Mage Quarters","description":"Dark, candlelit quarters of an arcane Mage. Dusty scrolls line the walls, their ancient knowledge waiting to be unraveled by those worthy. A worn, stained rug adorns the cold stone floor, creaking beneath each cautious step. Ancient, cracked spell books rest on a wooden table, their pages yellowed with time and wisdom. The air hangs heavy with arcane energies, pulsating around the room like a miasma of untapped potential."},{"id":"BARRACKS_MAIN","weight":3,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":3,"extraInfo":{"exitCondition":"noTAG:prisoner","spawnaNPCs":[{"job":"GUARD","tags":["jailer"],"level":1,"changeJob":"JAILER"}],"onLeave":[{"event":"RemovePlayerTAG:being_released"}],"interactables":[{"type":"CHEST","min":1,"max":1,"useCondition":"hasTAG:being_released"}]},"tags":["military"],"name":"Barracks Main","description":"Barracks Main: Dimly lit by flickering torches on wooden walls. Cots lined up, stained with sweat and spilled ale, each having a rough pallet covered in tattered blankets. A musty smell of damp straw permeates the air. You hear hushed whispers and occasional loud snores. An oil lamp atop a dusty wooden table flickers, casting eerie shadows on rusted swords and polished armor pieces."},{"id":"TRAINING_ROOM","weight":3,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":2,"tags":["training"],"name":"Training Room","description":"The Training Room is a dimly lit chamber, with the smell of sweat and leather filling the air. A rough wooden platform stands at the center, covered in bloodstains. Weapons and armor adorn the walls, alongside crude illustrations of combat techniques. Dusty torches provide feeble light, casting eerie shadows on the cold stone floor. The only sound is your own heartbeat, reminding you of the danger that lurks within these walls."},{"id":"COMMANDER_OFFICE","weight":1,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":1,"tags":["office"],"name":"Commander Office","description":"The dimly lit Commander's Office is adorned with ancient tapestries and musty books. A massive oak desk dominates the center of the room, its surface worn and scratched from years of use. A throne-like chair sits behind it, its ornate wood carved into grotesque images of dragons and demons. In one corner, a large stone fireplace crackles softly, casting dancing shadows on the walls. An old, leather-bound ledger, thick with parchment pages, lies open upon the desk, its entries detailed in dark ink - lists of soldiers, supplies, and conquests."},{"id":"BAR_HALL","weight":4,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":2,"tags":["food","drink"],"name":"Bar Hall","description":"Inside this dimly-lit Bar Hall, you see long wooden tables scattered with overflowing platters of roasted meats and bread. A variety of alcoholic drinks, like steaming mugs of ale and goblets filled with red wine, are abundant on each table. The air smells intoxicatingly of spices and booze. Dark, leering paintings adorn the walls, and a rowdy crowd roars in unison as they quaff and feast."},{"id":"BRAWL_AREA","weight":1,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":4,"tags":["combat"],"name":"Brawl Area","description":"Welcome to the Medieval Brawl Area! Here, you'll face off against your foes amidst splintered wood beams and debris. Pillars of rotting logs crisscross the space, giving you limited cover while swinging your battle axe or unsheathing that longsword. The floor is littered with smashed caskets and rusted iron spikes rise from the earth. Be mindful of your movements, lad, for it's survival of the horniest in this chaotic, brutal arena! Now go forth and spill some blood!"},{"id":"READING_ROOM","weight":3,"size":{"w":1,"h":1},"maxPerType":2,"maxConnections":2,"tags":["lore"],"name":"Reading Room","description":"A dimly lit reading room filled with dusty tomes and ancient scrolls. A wooden table in the center adorned with a flickering candle. The musty smell of aged knowledge fills your nostrils. Old tapestries depicting heroes from forgotten lore hang on the walls."},{"id":"ARCHIVE","weight":2,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":1,"tags":["storage","lore"],"name":"Archive","description":"A dimly lit archive room filled with wooden shelves stacked high with ancient parchments and scrolls depicting tales of lustful encounters between knights, witches, and beasts. A massive locked chest at the center contains treasures yet undiscovered. Lore whispers that tapping the bookcases reveal secret chambers, hidden secrets only found by those brave enough to seek."},{"id":"RESTRICTED_SECTION","weight":1,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":1,"tags":["forbidden","magic"],"extraInfo":{"lockPickingMin":15,"lockPickingMax":25},"name":"Restricted Section","description":"Deep within this chamber, ancient tomes filled with forbidden magic lay hidden. A mystic aura engulfs the air as arcane symbols cast eerie shadows upon the wall. The room's energy pulses, beckoning anyone brave enough to approach and unveil its secrets. But heed the warning: once you pry open these taboo grimoires, there's no return."},{"id":"TROPHY_ROOM","weight":2,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":1,"tags":["hunting"],"name":"Trophy Room","description":"Entering a dimly lit Trophy Room, you witness an array of mounted majestic beasts - deer, boar, elk. Their horns gleam under flickering torchlight. The walls are adorned with blood-splattered hunting trophies. A musty smell fills the air, a remnant of countless victories over prey."},{"id":"HUNTING_SUPPLY_SHOP","weight":3,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":2,"tags":["shop_front"],"name":"Hunting Supply Shop","description":"A dimly lit Hunting Supply Shop front adorns with old, dusty relics. Rough wooden shelves are laden with rusty weapons: axes, swords, bows, and arrow quivers. Slimy furs from beasts line the walls. The air is thick with the scent of damp fur and old leather. The tinkling sound of an old wind chime hanging above the door echoes in the quiet. A gruff-looking shopkeeper with a crooked nose sits behind a long wooden counter, occasionally sharpening his knife. There's a large wooden sign that says 'Gear for Conquerors' above the entrance."},{"id":"LOUNGE","weight":2,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":4,"tags":["social"],"name":"Lounge","description":""},{"id":"GOVERNMENT_OFFICE","weight":3,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":1,"tags":["administration"],"name":"Government Office","description":"A dimly lit chamber reeks of sweat and paper. The air hangs heavy with the stench of unwashed bodies and parchment. A long wooden table dominates the center, cluttered with quills, inkwells, and half-finished scrolls. A musty map of this realm lies crumpled in a corner. Desk clerks wearing dirtied robes hunched over ledgers, barely sparing a glance as you enter."},{"id":"RECORDS_ROOM","weight":2,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":1,"tags":["documents"],"name":"Records Room","description":"In this dimly lit Records Room, piles of yellowed parchments sprawl across dusty wooden shelves. The air is filled with a musty scent and the faint echoes of whispered secrets. A long table, stained with ink spills, dominates the center of the room. Draped velvet curtains obscure the entrance, concealing the door's ornate iron lock. Candles flicker on the walls, casting dancing shadows across the worn leather chairs and stone floors."},{"id":"GUARD_POST","weight":3,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":2,"tags":["military"],"name":"Guard Post","description":"In a dimly lit guard post, two muscular soldiers stand guard, their armor glistening under the flickering torchlight. They wield longswords at the ready by their sides. A crude wooden table clutters the room with maps and parchment scrolls strewn about. A rusty iron pot of cold stew sits untouched on the table's corner."},{"id":"STABLES","weight":3,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":1,"tags":["animals"],"name":"Stables","description":"In the dimly-lit stable, a dozen sleek and muscular horses with well-groomed coats nuzzle hay bales. Their powerful hind legs flex as they sway their tails, some still slick with sweat and cum from recent rumpy-pumpy. A few hens cluck about, eyeing the horses' bulging cocks and licking their beaks. The stable stinks of sex and straw; an earthy aphrodisiac wafts through the air, teasing your senses."},{"id":"TACK_ROOM","weight":1,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":1,"tags":["equipment"],"name":"Tack Room","description":"Before you is a tack room, filled with an array of medieval equipment. Stacked shelves line the walls, loaded to the brim with leather saddles, worn by countless steeds over time. Spiked metal bits, shining under the dim torchlight, glisten ominously on a nearby table. Tattered bales of hay litter the room, reeking of sweat and old horse piss, creating an ambience as if time itself has stood still in this forgotten corner."},{"id":"FEED_STORAGE","weight":1,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":1,"tags":["storage"],"name":"Feed Storage","description":"You enter a dim-lit storeroom filled with stacks of rotting feed sacks. The pungent aroma of spoiled grain and feces fills your nostrils. Cobwebs drape from the crumbling rafters, and a single torch on the wall flickers ominously, casting dancing shadows upon the grime-coated walls. Rat droppings litter the floor. The sound of rodents scurrying echoes through the chamber. An old wooden ladder leads up to an open trapdoor in the ceiling."},{"id":"MARKET_STALL","weight":6,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":1,"tags":["shop_front"],"name":"Market Stall","description":"A dimly lit market stall, with a crude wood shop_front painted rustic red and adorned by brass nails. A tattered cloth hangs haphazardly as the front barrier, revealing a smattering of goods inside - old swords, dirty tapestries, and dusty potions. Barely visible in the shadows behind the counter is a wrinkled old merchant. His lecherous eyes follow your every move, eager to pounce on any interest shown towards his overpriced junk."},{"id":"MINE_AREA","weight":3,"size":{"w":1,"h":1},"extraInfo":{"extractableResourceTag":"ORE","randomNPCsHere":{"min":3,"max":6,"race_type":"HUMANOID","validJobs":["MINER"],"npcActionsHere":["MINING"]}},"maxPerType":3,"maxConnections":2,"tags":["mine"],"name":"Mine Area","description":"A dimly lit chamber, deep within the earth. Dusty rock walls surround you, echoing your every footstep. The floor is scattered with glittering veins of ore. A rusty pickaxe lies nearby, its handle worn and cold to touch. Rats scurry in fear as you enter, sensing your intrusion into their clandestine domain. The air reeks of damp earth and decay."},{"id":"SUPPLY_ROOM","weight":2,"size":{"w":1,"h":1},"maxPerType":1,"maxConnections":1,"tags":["storage"],"name":"Supply Room","description":"A dimly lit storeroom, crammed with dusty wooden barrels and sacks. Shelves line the walls packed with rustic tools, leathers, and odd trinkets. The air smells of musty old leather and fermenting ale."},{"id":"CEMETERY_GROUNDS","weight":3,"size":{"w":1,"h":1},"maxPerType":1,"extraInfo":{"entryCondition":"clear","spawnMinionsLocationPerRoomMin":2,"spawnMinionsLocationPerRoomMax":3,"lootMultiplier":2},"maxConnections":2,"tags":["graveyard"],"name":"Cemetery Grounds","description":"Before you lies a dreary graveyard. 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<<set setup.itemData.outfitsTemplates = [{"name":"DEFAULT","gender":"FEMALE","startingItems":["PANTIES","BRA"]},{"name":"DEFAULT","gender":"MALE","startingItems":["BOXERS"]},{"name":"MAGE_ROBE","archetype":"MAGE","allowedVariations":["CLOTH"],"gender":"ANY","startingItems":["ROBE","SHOES","GLOVES","SHOES","GLOVES","HAT"]},{"name":"PRIEST_ROBES","archetype":"PRIEST","allowedVariations":["CLOTH"],"gender":"ANY","startingItems":["ROBE","SHOES","GLOVES","SHOES","HAT"]},{"name":"MAGE_ROBE","archetype":"MAGE","allowedVariations":["CLOTH"],"gender":"ANY","startingItems":["TROUSERS","SHIRT","SHOES","GLOVES","SHOES","HAT"]},{"name":"MAGE_ROBE","archetype":"MAGE","allowedVariations":["CLOTH"],"gender":"FEMALE","startingItems":["DRESS","SHOES","GLOVES","HAT"]},{"name":"MAGE_ROBE","archetype":"MAGE","allowedVariations":["CLOTH"],"gender":"FEMALE","startingItems":["TROUSERS","SHIRT","SHOES","GLOVES","HAT"]},{"name":"MAGE_ROBE","archetype":"MAGE","allowedVariations":["CLOTH"],"gender":"FEMALE","startingItems":["SHORTS","SHIRT","SHOES","GLOVES","HAT"]},{"name":"LIGHT_ARCHER","allowedVariations":["LIGHT_ARMOR"],"gender":"ANY","startingItems":["SHIRT","TROUSERS","HELMET","GAUNTLETS","BOOTS"]},{"name":"LIGHT_ARCHER","allowedVariations":["LIGHT_ARMOR"],"gender":"ANY","startingItems":["SHORTS","SHIRT","HELMET","GAUNTLETS","BOOTS"]},{"name":"LIGHT_ARCHER","allowedVariations":["LIGHT_ARMOR"],"gender":"FEMALE","startingItems":["SHIRT","SKIRT","HELMET","GAUNTLETS","BOOTS"]},{"name":"LIGHT_ARCHER","allowedVariations":["LIGHT_ARMOR"],"gender":"FEMALE","startingItems":["DRESS","HELMET","GAUNTLETS","BOOTS"]},{"name":"HEAVY_GUARD","archetype":"HEAVY_ARMOR","allowedVariations":["HEAVY_ARMOR"],"gender":"ANY","startingItems":["SHIRT","TROUSERS","HELMET","GAUNTLETS","BOOTS","HELMET","GAUNTLETS","BOOTS"]},{"name":"HEAVY_GUARD","archetype":"HEAVY_ARMOR","allowedVariations":["HEAVY_ARMOR"],"gender":"FEMALE","startingItems":["SHIRT","SKIRT","HELMET","GAUNTLETS","BOOTS","HELMET","GAUNTLETS","BOOTS"]}] >>
<<set setup.itemData.attributes2resources = [{"resource":"health","attributeSource":"CON","multiplier":10},{"resource":"health","attributeSource":"STR","multiplier":2,"recoverTurn":0,"recoverSleep":15},{"resource":"mana","attributeSource":"INT","multiplier":6},{"resource":"mana","attributeSource":"WIS","multiplier":4,"recoverTurn":5,"recoverSleep":15},{"resource":"stamina","attributeSource":"CON","multiplier":5},{"resource":"stamina","attributeSource":"DEX","multiplier":3,"recoverTurn":5,"recoverSleep":15},{"derived":"armor","attributeSource":"CON","multiplier":2},{"derived":"armor","attributeSource":"STR","multiplier":1},{"derived":"defendChance","attributeSource":"DEX","multiplier":0.8,"upperLimit":25},{"derived":"defendChance","attributeSource":"WIS","multiplier":0.3,"upperLimit":25},{"derived":"criticalChance","attributeSource":"DEX","multiplier":0.8,"upperLimit":25},{"derived":"criticalChance","attributeSource":"LUCK","multiplier":0.2,"upperLimit":25},{"derived":"weaponDamage","attributeSource":"STR","multiplier":0.2},{"derived":"weaponDamage","attributeSource":"DEX","multiplier":0.1},{"derived":"rangedDamage","attributeSource":"STR","multiplier":0.1},{"derived":"rangedDamage","attributeSource":"DEX","multiplier":0.2},{"derived":"magicalPower","attributeSource":"WIS","multiplier":0.2},{"derived":"magicalPower","attributeSource":"INT","multiplier":0.1}] >>
<<set setup.itemData.gearQuality = [{"name":"COMMON","color":"white","level":1,"weight":10,"multiplier":1,"maxModifiers":0,"affixChance":10},{"name":"UNCOMMON","color":"green","level":1,"weight":5,"multiplier":1.1,"maxModifiers":1,"affixChance":30},{"name":"RARE","color":"blue","level":3,"multiplier":1.2,"weight":3,"maxModifiers":2,"affixChance":60},{"name":"EPIC","color":"purple","level":5,"multiplier":1.3,"weight":1,"maxModifiers":3,"affixChance":100}] >>
<<set setup.itemData.covers = [{"name":"WRISTS","revealIfEmpty":0},{"name":"ANKLES","revealIfEmpty":0},{"name":"NECK","revealIfEmpty":20},{"name":"BACKPACK","revealIfEmpty":0},{"name":"CHEST","revealIfEmpty":100},{"name":"WAIST","revealIfEmpty":100},{"name":"BREASTS","revealIfEmpty":100,"nudity":true},{"name":"BUTT","revealIfEmpty":100,"nudity":true},{"name":"HANDS","revealIfEmpty":50},{"name":"CROTCH","revealIfEmpty":100,"nudity":true},{"name":"LEGS","revealIfEmpty":100},{"name":"FEET","revealIfEmpty":100},{"name":"HEAD","revealIfEmpty":100},{"name":"SHOULDERS","revealIfEmpty":100},{"name":"RIGHT_HAND"},{"name":"LEFT_HAND"}] >>
<<set setup.itemData.gearSlots = [{"name":"WRISTS"},{"name":"ANKLES"},{"name":"UPPER","hasSkimpness":true,"tags":["coverage","upper"]},{"name":"LOWER","hasSkimpness":true,"tags":["coverage","lower"]},{"name":"BACKPACK"},{"name":"HANDS"},{"name":"FEET"},{"name":"NECK"},{"name":"HEAD"},{"name":"SHOULDERS","hasSkimpness":true,"tags":["coverage"]},{"name":"BRA","hasSkimpness":true,"tags":["coverage","bra"]},{"name":"UNDERWEAR","hasSkimpness":true,"tags":["coverage","underwear"]},{"name":"RIGHT_HAND"},{"name":"LEFT_HAND"}] >>
<<set setup.itemData.gearModifiers = [{"attributes":"STR/CON/INT/WIS/DEX","names":"Strength/Constitution/Inteligence/Wisdom/Dexterity","formula":"utils.randomInt(2,4)"}] >>
<<set setup.itemData.gearAffixes = [{"name":"of Strength","applies":[{"attributes":"STR","formula":"rarity.multiplier*gearLevel*utils.randomInt(2,5)"}]},{"name":"of Vitality","applies":[{"attributes":"CON","formula":"rarity.multiplier*gearLevel*utils.randomInt(2,5)"}]},{"name":"of Wisdom","applies":[{"attributes":"WIS","formula":"rarity.multiplier*gearLevel*utils.randomInt(2,5)"}]},{"name":"of Dexterity","applies":[{"attributes":"DEX","formula":"rarity.multiplier*gearLevel*utils.randomInt(2,5)"}]},{"name":"of Constitution","applies":[{"attributes":"CON","formula":"rarity.multiplier*gearLevel*utils.randomInt(2,5)"}]},{"name":"of Magicka","applies":[{"resource":"INT","formula":"rarity.multiplier*gearLevel*utils.randomInt(2,5)"}]},{"name":"of Magickal Power","applies":[{"derived":"magicalPower","formula":"rarity.multiplier*gearLevel*utils.randomInt(2,5)"}]},{"name":"of Critical Chances","applies":[{"derived":"criticalChance","formula":"rarity.multiplier*gearLevel*utils.randomInt(2,5)"}]},{"name":"of Armor","applies":[{"derived":"armor","formula":"rarity.multiplier*gearLevel*utils.randomInt(2,5)"}]},{"name":"of Luck","applies":[{"attributes":"LUCK","formula":"rarity.multiplier*gearLevel*utils.randomInt(2,5)"}]},{"name":"of Bad Luck","applies":[{"attributes":"LUCK","formula":"-rarity.multiplier*gearLevel*utils.randomInt(2,5)"}]}] >>
<<set setup.itemData.gameItems = [{"name":"Pelt","value":6,"tags":["animal","crafting"],"item_category":"INGREDIENTS","item_type":"MATERIAL","extraDescription":"An animal Pelt","itemId":0},{"name":"Beast Fangs","value":9,"tags":["animal","alchemy"],"item_category":"INGREDIENTS","item_type":"MATERIAL","extraDescription":"An animal Fang","itemId":1},{"name":"Leather","value":18,"tags":["crafting"],"item_category":"MISC","item_type":"MATERIAL","extraDescription":"Animal Leather","itemId":2},{"name":"Leather Strip","value":18,"tags":["crafting"],"item_category":"MISC","item_type":"MATERIAL","extraDescription":"Animal Leather","itemId":3},{"name":"Mountain Flower","value":12,"tags":["herb","alchemy"],"item_category":"INGREDIENTS","item_type":"INGREDIENT","extraDescription":"A vibrant flower found on rocky slopes.","effects":[],"itemId":4},{"name":"Blue Butterfly Wing","value":18,"tags":["insect","alchemy"],"item_category":"INGREDIENTS","item_type":"INGREDIENT","extraDescription":"A delicate wing shimmering with magic.","effects":[],"itemId":5},{"name":"Mudcrab Chitin","value":15,"tags":["mudcrab","crafting"],"item_category":"INGREDIENTS","item_type":"INGREDIENT","extraDescription":"A hard shell fragment from a mudcrab.","effects":[],"itemId":6},{"name":"Garlic","value":6,"tags":["farm","alchemy"],"item_category":"INGREDIENTS","item_type":"INGREDIENT","extraDescription":"A pungent bulb used in cooking and alchemy.","effects":[],"itemId":7},{"name":"Salt Pile","value":3,"tags":["ore","alchemy"],"item_category":"INGREDIENTS","item_type":"INGREDIENT","extraDescription":"A small pile of coarse salt.","effects":[],"itemId":8},{"name":"Iron Ore","value":15,"tags":["ore"],"item_category":"MISC","item_type":"INGREDIENT","extraDescription":"A chunk of iron ore","effects":[],"itemId":9},{"name":"Silver Ore","value":45,"tags":["ore"],"item_category":"MISC","item_type":"INGREDIENT","extraDescription":"A chunk of silver ore","effects":[],"itemId":10},{"name":"Gold Ore","value":75,"tags":["ore"],"item_category":"MISC","item_type":"INGREDIENT","extraDescription":"A chunk of gold ore","effects":[],"itemId":11},{"name":"Iron","value":45,"tags":["metal"],"item_category":"MISC","item_type":"INGREDIENT","extraDescription":"A refined iron ingot","effects":[],"itemId":12},{"name":"Wheat","value":3,"tags":["farm"],"item_category":"INGREDIENTS","item_type":"INGREDIENT","extraDescription":"Used to make flour.","effects":[],"itemId":13},{"name":"Empty Bottle","value":9,"tags":["alchemy","vessel"],"item_category":"INGREDIENTS","item_type":"INGREDIENT","extraDescription":"Can be used to hold liquids.","effects":[],"itemId":14},{"name":"Health Potion","value":30,"tags":["drink","potion","health"],"item_category":"POTIONS","item_type":"POTION","sfx":"DRINKING","onConsumption":{"outputs":"Empty Bottle"},"extraDescription":"A red potion that accelerates natural healing.","effects":[{"value":50,"resources":"health"},{"value":-7,"status":"thirst"}],"itemId":15},{"name":"Mana Potion","value":30,"tags":["drink","potion","mansa"],"item_category":"POTIONS","item_type":"POTION","sfx":"DRINKING","onConsumption":{"outputs":"Empty Bottle"},"extraDescription":"A glowing blue liquid infused with INT.","effects":[{"value":50,"resources":"mana"},{"value":-7,"status":"thirst"}],"itemId":16},{"name":"Stamina Potion","value":30,"tags":["drink","potion","stamina"],"item_category":"POTIONS","item_type":"POTION","sfx":"DRINKING","onConsumption":{"outputs":"Empty Bottle"},"extraDescription":"A green potion that revitalizes the body.","effects":[{"value":30,"resources":"stamina"},{"value":-7,"status":"thirst"}],"itemId":17},{"name":"Potion of Calm","value":45,"tags":["drink","potion"],"item_category":"POTIONS","item_type":"POTION","sfx":"DRINKING","onConsumption":{"outputs":"Empty Bottle"},"extraDescription":"A soothing potion that clears the mind.","effects":[{"value":-20,"status":"stress"},{"value":-10,"status":"trauma"}],"itemId":18},{"name":"Potion of Control","value":45,"tags":["drink","potion"],"item_category":"POTIONS","item_type":"POTION","sfx":"DRINKING","onConsumption":{"outputs":"Empty Bottle"},"extraDescription":"Sharpens focus and suppresses emotions.","effects":[{"value":-15,"status":"control"}],"itemId":19},{"name":"Blueberry","value":3,"tags":["eat","farm","fruit"],"item_category":"FOOD","item_type":"FOOD","sfx":"EATING","extraDescription":"Small blue berries, sweet and refreshing.","effects":[{"value":6,"resources":"health"},{"value":-8,"status":"hunger"}],"itemId":20},{"name":"Apple","value":3,"tags":["eat","farm","fruit"],"item_category":"FOOD","item_type":"FOOD","sfx":"EATING","extraDescription":"A fresh red apple, crisp and slightly sweet.","effects":[{"value":10,"resources":"health"},{"value":-10,"status":"hunger"}],"itemId":21},{"name":"Wild 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chewed.","effects":[{"value":5,"resources":"stamina"},{"value":-3,"status":"hunger"}],"itemId":25},{"name":"Healing Herb","value":12,"tags":["herb","alchemy","healing"],"item_category":"FOOD","item_type":"FOOD","sfx":"EATING","extraDescription":"A bitter herb known for its healing properties.","effects":[{"value":15,"resources":"health"}],"itemId":26},{"name":"Bitterroot","value":9,"tags":["herb","wild","alchemy"],"item_category":"FOOD","item_type":"FOOD","sfx":"EATING","extraDescription":"A harsh-tasting root that restores vitality.","effects":[{"value":10,"resources":"stamina"},{"value":-2,"status":"hunger"}],"itemId":27},{"name":"Moonflower Petal","value":18,"tags":["herb","alchemy","magic"],"item_category":"FOOD","item_type":"FOOD","sfx":"EATING","extraDescription":"A glowing petal said to enhance magical flow.","effects":[{"value":12,"resources":"mana"}],"itemId":28},{"name":"Sunfruit","value":15,"tags":["fruit","rare"],"item_category":"FOOD","item_type":"FOOD","sfx":"EATING","extraDescription":"A warm, golden fruit filled with energy.","effects":[{"value":10,"resources":"stamina"},{"value":-6,"status":"hunger"}],"itemId":29},{"name":"Blackthorn Berry","value":6,"tags":["fruit","wild"],"item_category":"FOOD","item_type":"FOOD","sfx":"EATING","extraDescription":"Dark berries with a sharp, earthy flavor.","effects":[{"value":6,"resources":"health"},{"value":-4,"status":"hunger"}],"itemId":30},{"name":"Cooked Apple","value":9,"tags":["eat","cook"],"item_category":"FOOD","item_type":"FOOD","sfx":"EATING","extraDescription":"A nice cooked Apple","effects":[{"value":15,"resources":"health"},{"value":-12,"status":"hunger"}],"itemId":31},{"name":"Bottle of Water","value":9,"tags":["drink","thirst"],"item_category":"FOOD","item_type":"FOOD","sfx":"DRINKING","onConsumption":{"outputs":"Empty Bottle"},"extraDescription":"Clean drinking water to quench your thirst.","effects":[{"value":25,"resources":"mana"},{"value":-40,"status":"thirst"}],"itemId":32},{"name":"Bread","value":6,"tags":["eat","cook"],"item_category":"FOOD","item_type":"FOOD","sfx":"EATING","extraDescription":"A loaf of rustic bread, filling but dry.","effects":[{"value":15,"resources":"stamina"},{"value":-10,"status":"hunger"}],"itemId":33},{"name":"Raw Meat","value":6,"tags":["animal","eat","raw"],"item_category":"FOOD","item_type":"INGREDIENT","extraDescription":"Uncooked meat, still bloody and tough.","effects":[{"value":-10,"status":"pain"},{"value":-15,"status":"hunger"}],"itemId":34},{"name":"Cooked Meat","value":18,"tags":["eat","cook"],"item_category":"FOOD","item_type":"FOOD","sfx":"EATING","extraDescription":"Properly cooked meat, juicy and nourishing.","effects":[{"value":30,"resources":"health"},{"value":-30,"status":"hunger"}],"itemId":35},{"name":"Cheese 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Fish","value":6,"tags":["eat","fish","raw"],"item_category":"FOOD","item_type":"INGREDIENT","extraDescription":"Freshly caught fish, still cold and slimy.","effects":[{"value":-15,"status":"hunger"},{"value":5,"status":"pain"}],"itemId":39},{"name":"Grilled Fish","value":21,"tags":["eat","cook"],"item_category":"FOOD","item_type":"FOOD","sfx":"EATING","extraDescription":"Fish grilled over an open flame.","effects":[{"value":25,"resources":"health"},{"value":-25,"status":"hunger"}],"itemId":40},{"name":"Carrot","value":3,"tags":["eat","farm","raw"],"item_category":"FOOD","item_type":"INGREDIENT","sfx":"EATING","extraDescription":"A crunchy carrot, good for the eyes.","effects":[{"value":10,"resources":"health"},{"value":-15,"status":"hunger"}],"itemId":41},{"name":"Lockpick","value":15,"tags":["misc","lockpick"],"item_category":"MISC","item_type":"MISC","extraDescription":"Lockpick used to pick locks","itemId":42},{"name":"Location Key","value":3,"tags":["key"],"item_category":"MISC","item_type":"MISC","extraDescription":"Lockpick used to pick locks","itemId":43},{"name":"Sewing Kit","value":30,"tags":["misc","sewing"],"item_category":"MISC","item_type":"MISC","extraDescription":"Single-use sewing kit","itemId":44},{"name":"Sapphire","value":60,"tags":["misc","valuables"],"item_category":"MISC","item_type":"MISC","extraDescription":"A gemstone as blue as the sky.","itemId":45},{"name":"Ruby","value":105,"tags":["misc","valuables"],"item_category":"MISC","item_type":"MISC","extraDescription":"A deep red gemstone that gleams with inner fire.","itemId":46},{"name":"Emerald","value":90,"tags":["misc","valuables"],"item_category":"MISC","item_type":"MISC","extraDescription":"A vivid green emerald, prized by nobles and merchants alike.","itemId":47},{"name":"Amethyst","value":54,"tags":["misc","valuables"],"item_category":"MISC","item_type":"MISC","extraDescription":"A polished purple crystal, often associated with arcane rituals.","itemId":48},{"name":"Topaz","value":66,"tags":["misc","valuables"],"item_category":"MISC","item_type":"MISC","extraDescription":"A golden-yellow gem that catches the light beautifully.","itemId":49},{"name":"Pearl","value":45,"tags":["misc","valuables"],"item_category":"MISC","item_type":"MISC","extraDescription":"A smooth pearl harvested from the depths of the sea.","itemId":50},{"name":"Onyx","value":51,"tags":["misc","valuables"],"item_category":"MISC","item_type":"MISC","extraDescription":"A dark, glossy stone favored in jewelry and occult symbols.","itemId":51},{"name":"Opal","value":84,"tags":["misc","valuables"],"item_category":"MISC","item_type":"MISC","extraDescription":"A shimmering opal that reflects shifting colors when moved.","itemId":52},{"name":"Garnet","value":42,"tags":["misc","valuables"],"item_category":"MISC","item_type":"MISC","extraDescription":"A small but valuable red stone, commonly traded by adventurers.","itemId":53},{"name":"Aquamarine","value":75,"tags":["misc","valuables"],"item_category":"MISC","item_type":"MISC","extraDescription":"A pale blue gem reminiscent of calm ocean waters.","itemId":54},{"name":"Moonstone","value":81,"tags":["misc","valuables"],"item_category":"MISC","item_type":"MISC","extraDescription":"A faintly glowing stone said to hold lunar energy.","itemId":55}] >>
<<set setup.itemData.recipeItems = [{"item_category":"MISC","item_type":"CRAFTING","sfx":"METALWORKING","outputItem":"Iron","requires":[{"name":"Iron Ore","amount":2}],"outputAmount":1},{"item_category":"MISC","item_type":"CRAFTING","sfx":"LEATHERWORKING","outputItem":"Leather","requires":[{"name":"Pelt","amount":1}],"outputAmount":1},{"item_category":"MISC","item_type":"CRAFTING","sfx":"LEATHERWORKING","outputItem":"Leather Strip","requires":[{"name":"Leather","amount":1}],"outputAmount":4},{"name":"FILL_WATER_BOTTLE","item_category":"MISC","item_type":"RIVER","sfx":"FILL_BOTTLE","outputItem":"Bottle of Water","requires":[{"name":"Empty Bottle","amount":1}],"outputAmount":1},{"item_category":"MISC","item_type":"FOOD","sfx":"COOKING","outputItem":"Cooked Apple","requires":[{"name":"Apple","amount":1}],"outputAmount":1},{"item_category":"MISC","item_type":"FOOD","sfx":"COOKING","outputItem":"Cooked Meat","requires":[{"name":"Raw Meat","amount":1}],"outputAmount":1},{"item_category":"MISC","item_type":"FOOD","sfx":"COOKING","outputItem":"Grilled Fish","requires":[{"name":"Raw Fish","amount":1}],"outputAmount":1},{"item_category":"MISC","item_type":"FOOD","sfx":"COOKING","outputItem":"Bread","requires":[{"name":"Salt Pile","amount":1},{"name":"Wheat","amount":1}],"outputAmount":1},{"item_category":"MISC","item_type":"POTION","sfx":"ALCHEMY","outputItem":"Health Potion","requires":[{"name":"Mountain Flower","amount":1},{"name":"Blue Butterfly Wing","amount":1}],"outputAmount":1},{"item_category":"MISC","item_type":"POTION","sfx":"ALCHEMY","outputItem":"Mana Potion","requires":[{"name":"Mountain Flower","amount":1}],"outputAmount":1},{"item_category":"MISC","item_type":"POTION","sfx":"ALCHEMY","outputItem":"Stamina Potion","requires":[{"name":"Garlic","amount":1},{"name":"Mudcrab Chitin","amount":1}],"outputAmount":1},{"item_category":"MISC","item_type":"POTION","sfx":"ALCHEMY","outputItem":"Potion of Calm","requires":[{"name":"Blue Butterfly Wing","amount":2}],"outputAmount":1}] >>
<<set setup.itemData.startingInventory = {"default":[{"item":"Apple","qty":5},{"item":"Bread/Cheese Wheel","qty":2},{"item":"Health Potion","qty":2},{"item":"Mana Potion","qty":2},{"budgeted":true,"itemTags":["potion"],"budget":100},{"budgeted":true,"itemTags":["misc"],"budget":50}],"adventurer_inventory":[{"item":"Apple","qty":5},{"item":"Bread/Cheese Wheel","qty":2},{"item":"Bottle of Water","qty":5},{"item":"Health Potion","qty":2},{"item":"Mana Potion","qty":2},{"item":"Sewing Kit","qty":5},{"item":"Lockpick","qty":5},{"budgeted":true,"itemTags":["potion"],"budget":100}],"bandit_inventory":[{"item":"Apple","qty":5},{"item":"Bread/Cheese Wheel","qty":2},{"item":"Bottle of Water","qty":5},{"item":"Health Potion","qty":2},{"item":"Mana Potion","qty":2},{"item":"Sewing Kit","qty":5},{"item":"Lockpick","qty":5},{"budgeted":true,"itemTags":["potion"],"budget":100},{"budgeted":true,"gearTags":["shackled"],"budget":100,"min":-6,"max":2}],"default_copia":[{"item":"Apple","qty":5},{"item":"Bread/Cheese Wheel","qty":2},{"item":"Bottle of Water","qty":5},{"item":"Health Potion","qty":2},{"item":"Mana Potion","qty":2},{"budgeted":true,"itemTags":["potion"],"budget":100}],"beast":[{"item":"Pelt","qtyMin":1,"qtyMax":4},{"item":"Raw Meat","qtyMin":1,"qtyMax":4},{"item":"Beast Fangs","qtyMin":0,"qtyMax":4}],"big_beast":[{"item":"Pelt","qtyMin":4,"qtyMax":8},{"item":"Raw Meat","qtyMin":5,"qtyMax":8},{"item":"Raw Fish","qtyMin":0,"qtyMax":3},{"item":"Beast Fangs","qtyMin":0,"qtyMax":4}],"mimic":[{"budgeted":true,"itemTags":["valuables","metal"],"gearTags":["weapons","armor"],"budget":100}]} >>
<<set $regions_stored = {} >>
<<set $regions_stored.Davaria = {"name":"Davaria","description":"Davaria is a lush oasis region nestled between the sprawling deserts of Aethelgard. Known for its fertile soil and vibrant plant life, it has become a hub for trade and artistry due to its unique climate. The people here are known for their resilience and adaptability, as they have mastered the delicate balance of utilizing the twin suns' energy for their agriculture.","climate":"Davaria is divided between two distinct climates. One half receives more sunlight due to its proximity to Solara, resulting in a hot and dry environment perfect for growing hardy crops like grains and hardy vegetables. The other half receives more sunlight from Luna, yielding a cooler, wetter climate ideal for cultivating delicate flowers and fruits.","howManyPeopleLiveHere":"","demographicsPopulation":"Davaria's population is roughly evenly split between the sun-worshipping kingdoms and the shadowy desert tribes. The people here are known for their adaptable nature, as they have mastered the delicate balance of utilizing the twin suns' energy for agriculture. Due to its strategic location and abundant resources, Davaria attracts adventurers, traders, and travelers from all corners of Aethelgard. However, the strict enforcement of the Sunsone Law ensures that most female adventurers remain cautious when venturing into this thriving region.","cities":{"Davaria_Khemetria":{"name":"Khemetria","cityDescription":"Khemetria is a sprawling oasis city nestled within the heart of Davaria. This bustling metropolis has prospered due to its strategic location and abundant resources, attracting adventurers, traders, and travelers alike from all corners of Aethelgard. As a hub for trade, artistry, and culture, Khemetria boasts a vibrant nightlife, where citizens gather to celebrate their love for the twin suns. 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Maze"},"coordX":29,"coordY":29,"itemsHere":[],"charactersHere":[],"heightDif":0,"tileName":"AREA"}]],"tileSet":{"backgroundTile":"GRASS","mutableTiles":["GRASS","DIRT","SAND"],"roadReceivingTiles":["ROAD","CITY","AREA"],"immutableTiles":["ROAD","CITY","AREA"],"walkableTiles":["FLOREST","GRASS","ROAD","DIRT","CITY","AREA","ROCK","SAND"],"noiseRules":[{"name":"ocean","lower":-11,"upper":-6,"tile":"WATER"},{"name":"beach","lower":-6,"upper":-4,"tile":"SAND"},{"name":"dirt","lower":-4,"upper":-2,"tile":"DIRT"},{"name":"mato","lower":-2,"upper":2,"tile":"GRASS"},{"name":"floresta","lower":2,"upper":4,"tile":"FLOREST"},{"name":"montanha","lower":4,"upper":6,"tile":"ROCK"},{"name":"neve","lower":6,"upper":11,"tile":"SNOW"}],"tiles":[{"name":"GRASS","chanceInitial":8,"isWalkable":true,"minHeightDif":0,"maxHeightDif":0,"url":"main_set/tile_grass1.png,main_set/tile_grass2.png"},{"name":"BUSH","chanceInitial":0,"underTile":"GRASS","isWalkable":true,"minHeightDif":0,"maxHeightDif":0,"resources":{"startsWith":5,"max":10,"perHour":1,"itemTag":"fruit"},"url":"main_set/tile_forage1.png,main_set/tile_forage2.png"},{"name":"POND","chanceInitial":0,"underTile":"GRASS","isWalkable":true,"minHeightDif":0,"maxHeightDif":0,"resources":{"startsWith":5,"max":10,"perHour":1,"itemTag":"fish"},"url":"main_set/tile_pond.png"},{"name":"ORE","chanceInitial":0,"underTile":"GRASS","isWalkable":true,"minHeightDif":0,"resources":{"startsWith":5,"max":10,"perHour":1,"itemTag":"ore"},"maxHeightDif":0,"url":"main_set/tile_ore.png,main_set/tile_ore2.png"},{"name":"FLOREST","isWalkable":true,"underTile":"GRASS","chanceInitial":1,"minHeightDif":-0.5,"maxHeightDif":-0.7,"applyHeight":true,"url":"main_set/tile_florest.png,main_set/tile_florest2.png"},{"name":"FARM","isWalkable":true,"chanceInitial":0,"applyHeight":true,"resources":{"startsWith":5,"max":10,"perHour":1,"itemTag":"farm"},"url":"main_set/tile_farm.png,main_set/tile_farm2.png"},{"name":"SAND","chanceInitial":0,"isWalkable":true,"minHeightDif":0.1,"maxHeightDif":0.1,"url":"main_set/tile_sand.png"},{"name":"ROCK","chanceInitial":1,"isWalkable":true,"applyHeight":true,"url":"main_set/tile_rock.png,main_set/tile_rock2.png"},{"name":"SNOW","chanceInitial":0,"isWalkable":false,"applyHeight":true,"url":"main_set/tile_snow.png"},{"name":"WATER","chanceInitial":0,"minHeightDif":0.2,"maxHeightDif":0.2,"url":"main_set/tile_water.png"},{"name":"DEEP_WATER","chanceInitial":0,"url":"main_set/tile_deep_water.png"},{"name":"ROAD","underTile":"GRASS","chanceInitial":0,"template_url":"road/tile_road","isWalkable":true,"url":"road/tile_road_NSWE.png,road/tile_road_NSE.png,road/tile_road_NWE.png,road/tile_road_NSW.png,road/tile_road_SWE.png,road/tile_road_NE.png,road/tile_road_NW.png,road/tile_road_NS.png,road/tile_road_SW.png,road/tile_road_SE.png,road/tile_road_WE.png,road/tile_road_N.png,road/tile_road_S.png,road/tile_road_W.png,road/tile_road_E.png,road/tile_road_ERR.png"},{"name":"CITY","chanceInitial":0,"url":"main_set/tile_grass1.png","minHeightDif":-1,"maxHeightDif":-1,"drawOverTile":true,"isWalkable":true},{"name":"AREA","chanceInitial":0,"url":"main_set/tile_grass1.png","drawOverTile":true,"isWalkable":true},{"name":"DIRT","chanceInitial":0,"minHeightDif":0.05,"maxHeightDif":0.05,"url":"main_set/tile_dirt.png","isWalkable":true}],"borda":{"name":"BORDA","minHeightDif":0.2,"url":"ISO_Tile_Tar_01.png"},"ruleSet":[{"name":"all to ocean","rule":"ctx.distToOcean(x,y)<=1+random()*2","applyTo":"*","turnTo":"WATER"},{"name":"mountain near water","rule":"ctx.nearest('WATER',x,y)<2","applyTo":"ROCK,SNOW","turnTo":"SAND"},{"name":"florest to ROCK","rule":"ctx.countNeigh('ROCK',x,y)>4","applyTo":"FLOREST","turnTo":"ROCK"},{"name":"florest to GRASS NEAR WATER","rule":"ctx.nearest('WATER',x,y)<=2","applyTo":"FLOREST","turnTo":"GRASS"},{"name":"GRASS to FLOREST","rule":"ctx.countNeigh('FLOREST',x,y)>4","applyTo":"GRASS","turnTo":"FLOREST"},{"name":"water to sand","rule":"ctx.countNeigh('SAND',x,y)>5","applyTo":"WATER","turnTo":"SAND"},{"name":"sand near water","rule":"ctx.countNeigh('WATER',x,y)>0","applyTo":"GRASS,FLOREST,DIRT","turnTo":"SAND"},{"name":"sand to dirt","rule":"ctx.nearest('WATER',x,y)>2","applyTo":"SAND","turnTo":"DIRT"},{"name":"dirt to sand","rule":"ctx.countNeigh('WATER',x,y)>1","applyTo":"DIRT,GRASS","turnTo":"SAND"}],"airBrushSet":[{"find":"GRASS","replaceWith":"BUSH","amount":20},{"find":"GRASS","replaceWith":"ORE","amount":10},{"find":"GRASS","replaceWith":"POND","amount":10}],"populateSet":[{"name":"AREA","rule":"ctx.nearest('SAND',x,y)>1 && ctx.nearest('AREA',x,y)>3 && ctx.nearest('CITY',x,y)>5","applyTo":"GRASS","turnTo":"AREA"},{"name":"CITY","rule":"ctx.isCorrectQuadrant(x,y,idx) && ctx.nearest('SAND',x,y)>1 && ctx.nearest('AREA',x,y)>5 && ctx.nearest('CITY',x,y)>12 && ctx.nearest('WATER',x,y)>2 && ctx.nearest('FLOREST',x,y)>=2 && ctx.nearest('ROCK',x,y)>=2","applyTo":"GRASS,DIRT","turnTo":"CITY"}]},"oceanDirection":"0","seed":19700}} >>
<</widget>><<widget "movePlayerToCoordinate">>
<<set _coord to {coordX:_args[0],coordY:_args[1]}>>
<<if def _playerTile and !$changedMap>>
<<set currRegion.mapData.map[_playerTile.coordX][_playerTile.coordY] to _playerTile>>
<</if>>
<<unset $changedMap>>
<<set _playerTile to setup.CF.placePlayerCoord(currRegion,$parentRegion,$player,_coord,_playerTile)>>
<<OnTileEntered _playerTile>>
<</widget>>
<<widget "PlacePlayerMap">>
<<set $canMove to true>>
<<set _playerTile to setup.CF.placePlayerMap($player,_args[0], _args[1])>>
<</widget>>
<<widget "ChangeRegion">>
<<set $changedMap to true>>
<<set _regionId to _args[0]>>
<<set $currRegion to setup.gameStartUtils.InitRegionCoordinates($regions_stored[_regionId])>>
<<set $mapRegion to $currRegion.simpleName>>
<<set $mapType to constants.mapConsts.MAP_TYPE_REGION>>
<<run setup.npcBehaviours.HourlyCheck()>>
<</widget>>
<<widget "EnterCity">>
<<set $currCity to mapUtils.getCityByName($currRegion,_args[0])>>
<<set _skipEvents to _args[1] || false>>
<<set $mapType to constants.mapConsts.MAP_TYPE_CITY>>
<<set _entrance to $currCity.entrance>>
<<set $changedMap to true>>
<<movePlayerToCoordinate _entrance.insideX _entrance.insideY>>
<<if !_skipEvents>>
<<CheckEvent "OnEnterCity">>
<</if>>
<</widget>>
<<widget "LeaveCity">>
<!--<<set _check to setup.npcInteractions.CheckGuardInterception($player, $currCity)>>
<<if _check.intercepted>>
<<set _tags to setup.npcInteractions.GetGuardTalkTags($player, $currCity, _check)>>
<<ForceTalkToPlayer "GUARD" _tags>>
<<else>>-->
<<set _coord=mapUtils.getTileCoord($currCity)>>
<<run mapUtils.updateCity($currRegion,$currCity)>>
<<unset $currCity>>
<<set $mapType to constants.mapConsts.MAP_TYPE_REGION>>
<<set $changedMap to true>>
<<movePlayerToCoordinate _coord.coordX _coord.coordY>>
<<CheckEvent "OnLeaveCity">>
<!--<</if>>-->
<</widget>><!-- player field of view -->
<<widget "MapFOV">>
<<if def currRegion and def currRegion.mapData and def _playerTile >>
<<set _mapData to currRegion.mapData>>
<<set _map = _mapData.map>>
<<set _tileSet = currRegion.mapData.tileSet>>
<<set _tileTile to mapDrawer.GetTileByName(_tileSet.backgroundTile,currRegion.mapData)>>
<<set _backgroundImg = _tileTile.url.split(",")[0]>>
<<set _mapStyle="background-image:url('media/images/tiles/"+_backgroundImg+"');background-repeat: repeat;background-size: "+constants.TILE_SIZE+"px "+constants.TILE_SIZE+"px;">>
<div class="map-container" @style="_mapStyle">
<<set _radius = constants.PLAYER_VISIBILITY>>
<<auxMapFOV_questIcon>>
<<set _px = _playerTile.coordX>>
<<set _py = _playerTile.coordY>>
<<for _dy = -_radius; _dy <= _radius; _dy++>>
<div class="tile-row">
<<for _dx = -_radius; _dx <= _radius; _dx++>>
<<set _tx = _px + _dx>>
<<set _ty = _py + _dy>>
<<if _ty >= 0 and _ty < _map.length and _tx >= 0 and _tx < _map[0].length>>
<<set _tile = _map[_tx][_ty]>>
<<DrawMapTile _tx _ty _tile _visible _px-_radius _py-_radius false _mapData>>
<</if>>
<</for>>
</div>
<</for>>
</div>
<<auxMapFOV_DirectionsToNearbyLocations>>
<</if>>
<</widget>>
<<widget "DrawRegionMap">>
<<if def currRegion and def currRegion.mapData>>
<<set _tileSet = currRegion.mapData.tileSet>>
<<set _tileTile to mapDrawer.GetTileByName(_tileSet.backgroundTile,currRegion.mapData)>>
<<set _backgroundImg = _tileTile.url.split(",")[0]>>
<<set _mapStyle="background-image:url('media/images/tiles/"+_backgroundImg+"');background-repeat: repeat;background-size: "+constants.TILE_SIZE+"px "+constants.TILE_SIZE+"px;">>
<div id="iso-map" class="map-container" @style="_mapStyle">
<<set _mapData to currRegion.mapData>>
<<set _map to _mapData.map>>
<<set _rows = _map.length>>
<<set _cols = _map[0].length>>
<<set _questIconLocation to setup.questUtils.GetTrackedQuestCoordinate(currRegion)>>
<<for _row to 0; _row lt _rows; _row++>>
<div class="tile-row">
<<for _col to 0; _col lt _cols; _col++>>
<<set _tile to _map[_col][_row]>>
<<DrawMapTile _col _row _tile true 0 0 true _mapData>>
<</for>>
</div>
<</for>>
</div>
<</if>>
<</widget>>
<<widget "RegionMapDisplay">>
<<DrawRegionMap>>
<<run mapDrawer.MapZoom.init()>>
<</widget>>
<<widget "DialogRegionMap">>
<!--<<link "Show Region Map">>
<<addclass "#ui-dialog" "map-dialog">>
<<run Dialog.create("Region Map")>>
<<run Dialog.wiki("<<RegionMapDisplay>>")>>
<<run Dialog.open()>>
<</link>>-->
<</widget>>
<<widget "DrawMapTile">>
<<set _r to _args[0]>>
<<set _c to _args[1]>>
<<set _tile to _args[2]>>
<<set _visible to _args[3]>>
<<set _offsetX to _args[4]>>
<<set _offsetY to _args[5]>>
<<set _isWorldMap to _args[6]>>
<<set _mapData to _args[7]>>
<<set _coordX to _r>>
<<set _coordY to _c>>
<<set _r -=parseInt(_offsetX)>>
<<set _c -=parseInt(_offsetY)>>
<<set _tileTile to mapDrawer.GetTileByName(_tile.tileName,_mapData)>>
<<set _img to mapDrawer.GetTileUrl(_tile,_tileTile)>>
<<set _coord="coord_"+_r+"_"+_c>>
<<set _tileClass="tile "+_coord>>
<<if def _tileTile.offsetY>>
<<set _y+=_tileTile.offsetY>>
<</if>>
<<set _style to "background-image:url('media/images/tiles/"+_img+"');">>
<<if _isWorldMap>>
<<set _onTileClick to "mapDrawer.onTileClickMark(this,'"+eval("T.coord")+"',T.mapData)">>
<<if !_tile.discovered>>
<<set _style to "background-image:url('media/images/tiles/fog/fog.png');">>
<</if>>
<<else>>
<<set _tile.discovered to true>>
<<set _onTileClick to "mapDrawer.onTileClickMove(this)">>
<</if>>
<<if _tileTile.drawOverTile>>
<<set _onTileClick to "">>
<</if>>
<div @class="_tileClass" @style="_style" @data-x="_coordX" @data-y="_coordY" @onclick="_onTileClick">
<<auxMapDrawOvertile>>
<<auxMapPlayerPosition>>
<<auxMapQuestIcon>>
<<auxMapMarkedLocation>>
<<auxMapListCharacters>>
<<auxMapLootHere>>
</div>
<</widget>>
<!--called by the footer -->
<<widget "ListAreasNearby">>
<<if def currRegion and def currRegion.mapData and def $player and def $player.coord >>
<<set _areasNearby to []>>
<<set _charactersNearby to []>>
<<set _px = $player.coord.coordX>>
<<set _py = $player.coord.coordY>>
<<set _radius = constants.PLAYER_VISIBILITY>>
<<set _map = currRegion.mapData.map>>
<<auxList_PopulateNearbiesAreasAndChars>>
<<CheckInterjectionsNPC>>
<<CheckInterjectLocation>>
<<if _charactersNearby.length gt 0>>
<<CheckEvent "OnPeopleNearbyOutside">>
<</if>>
<</if>>
<</widget>><!-- widgets here can only be called from mapWdigets-->
<<widget auxMapFOV_DirectionsToNearbyLocations>>
<<set _nearbyLocs to mapDrawer.GetNearbyLocations($player)>>
<<for _loc range _nearbyLocs>>
<<set _dir to mapUtils.GetCardinalDirection( $player, _loc)>>
<<set _name to utils.prettyName(_loc.type)>>
<<set _txt to "You see "+utils.GetCorrectPreposition(_name)+" "+_name+" to the "+_dir+".">>
_txt<br>
<</for>>
<</widget>>
<<widget auxMapFOV_questIcon>>
<<set _questIconLocation to setup.questUtils.GetTrackedQuestCoordinate(currRegion)>>
<span style="position:relative">
<<if _questIconLocation>>
<<set _pos = mapDrawer.getClampedRelativePosition(_playerTile,_questIconLocation,_radius)>>
<<auxMapDrawIconRelative _pos.rx _pos.ry "locQuest.png" _pos.clamped>>
<</if>>
<<if currRegion.mapData.markedLocation>>
<<set _markedLocation to currRegion.mapData.markedLocation>>
<<set _pos = mapDrawer.getClampedRelativePosition(_playerTile,_markedLocation,_radius)>>
<<if _pos.clamped>>
<<auxMapDrawIconRelative _pos.rx _pos.ry "locSelected.png" _pos.clamped>>
<</if>>
<</if>>
</span>
<</widget>>
<!-- show that there's loot on the current tile-->
<<widget auxMapLootHere>>
<<if _tile.itemsHere.length gt 0>>
<<mapIcon "map-loot.svg">>
<</if>>
<</widget>>
<!-- draw a icon on the marked location created by the player-->
<<widget auxMapMarkedLocation>>
<<if _mapData.markedLocation and _coordX eq _mapData.markedLocation.coordX and _coordY eq _mapData.markedLocation.coordY>>
<<mapIcon "locSelected.png" "selectedMapLocation">>
<</if>>
<</widget>>
<!-- point to the quest location -->
<<widget auxMapQuestIcon>>
<<if _questIconLocation and _coordX eq _questIconLocation.coordX and _coordY eq _questIconLocation.coordY>>
<<mapIcon "locQuest.png" "selectedMapLocation">>
<</if>>
<</widget>>
<!-- current player location -->
<<widget auxMapPlayerPosition>>
<<if _coordX eq $player.coord.coordX and _coordY eq $player.coord.coordY>>
<<if _isWorldMap>>
<<mapIcon "locmarker.png">>
<<else>>
<canvas class="playerIcon" id="mapPlayerCanvas" width="32" height="64"/>
<</if>>
<</if>>
<</widget>>
<!-- draw icons of locations, like cities and locations -->
<<widget auxMapDrawOvertile>>
<<if (_tile.discovered || !_isWorldMap) && _tileTile.drawOverTile>>
<<set _overTile to "overTiles/"+ mapDrawer.GetOverTile(_tile,_tileTile)>>
<<set _relation to mapUtils.GetRelationForAreaAsString(_tile.areaHere)>>
<<if _isWorldMap || !_tile.areaHere>>
<<set _onOverTileClick to "">>
<<else>>
<<set _onOverTileClick to " SugarCube.Engine.play('"+(_tile.areaHere.simpleName)+"-entrance');return false;">>
<</if>>
<a class="locationTile" @onclick="_onOverTileClick">
<<overTile _overTile _relation>>
<<if _tile.areaHere>>
<span class="areaMapTitle">_tile.areaHere.type - _tile.areaHere.name</span>
<</if>>
</a>
<</if>>
<</widget>>
<<widget auxMapListCharacters>>
<<if _tile.charactersHere.length gt 0 && !_isWorldMap>>
<<set _firstCharacter to _tile.charactersHere[0]>>
<<set _iconType=gu.getIconFor(_tile,$player)>>
<<if _iconType>>
<span class="unitTile">
<<unitIcon _iconType>>
<<set _npcDesc to "">>
<<if _iconType.npc.actionDescription>>
<<set _npcDesc to "- "+_iconType.npc.actionDescription>>
<</if>>
<span class="areaMapTitle">_iconType.npc.name - _iconType.npc.job _npcDesc</span>
</span>
<</if>>
<</if>>
<</widget>>
<<widget "auxMapDrawIconRelative">>
<<set _rx = _args[0]>>
<<set _ry = _args[1]>>
<<set _icon = _args[2]>>
<<set _clamped = _args[3] ?? false>>
<<set _radius = constants.PLAYER_VISIBILITY>>
<<set _tileSize = constants.TILE_SIZE>>
<!-- converte posição relativa para posição no grid -->
<<set _gridX = _rx + _radius>>
<<set _gridY = _ry + _radius>>
<!-- posição em pixels -->
<<set _px = _gridX * _tileSize + (_tileSize / 2)>>
<<set _py = _gridY * _tileSize + (_tileSize / 2)>>
<<set _style to "position:absolute;left:"+_px+"px;top:"+_py+"px;">>
<<set _src to "media/images/icons/"+_icon>>
<<set _class to "mapIcon">>
<<if _clamped>>
<<set _class += " clamped">>
<</if>>
<img @class="_class" @style="_style" @src="_src">
<</widget>>
<<widget auxList_PopulateNearbiesAreasAndChars>>
<<for _dy = -_radius; _dy <= _radius; _dy++>>
<<for _dx = -_radius; _dx <= _radius; _dx++>>
<<set _tx = _px + _dx>>
<<set _ty = _py + _dy>>
<<set _dist=utils.distanceEuclidean(_px,_py,_tx,_ty)>>
<!-- Fora do array? -->
<<if _ty >= 0 and _ty < _map.length and _tx >= 0 and _tx < _map[0].length>>
<<set _tile = _map[_tx][_ty]>>
<<if def _tile.areaHere>>
<<set _areasNearby.push({area:_tile.areaHere,dist:_dist})>>
<</if>>
<<set _tile.charactersHere to setup.npcUtils.UpdateCharactersHere(_tile.charactersHere)>>
<<if _tile.charactersHere.length gt 0>>
<<for _i,_npcId range _tile.charactersHere>>
<<set _charactersNearby.push({npcId:_npcId,dist:_dist})>>
<</for>>
<</if>>
<</if>>
<</for>>
<</for>>
<</widget>><<if def $targetX and def $targetY>>
<<set $playerEvent to undefined>>
<<set _targetCoord to {coordX:$targetX,coordY:$targetY}>>
<<unset $targetX>>
<<unset $targetY>>
<<set _pathing to mathUtils.findPathMap(currRegion.mapData,$player.coord,_targetCoord)>>
<<if _pathing neq null>>
<<set $canMove to true>>
<<for _path range _pathing>>
<<if $canMove>>
<<movePlayerToCoordinate _path.coordX _path.coordY>>
<<pass 3>>
<</if>>
<</for>>
<</if>>
<</if>>
<!-- player tile actions-->
<<set _tileActions to mapUtils.GetTileActions(_playerTile)>>
<<if _tileActions.length gt 0>>
<<CallToAction>>
<<if _playerTile.charactersHere and _playerTile.charactersHere.length gt 0>>
<<for _npcId range _playerTile.charactersHere>>
<<DisplayNPCInteractionOptionsID _npcId>><br>
<</for>>
<</if>>
<<for _actionTile range _tileActions>>
<<capture _actionTile>>
<<AddActionHref _actionTile.passage _actionTile.pars.linkText _actionTile.pars>>
<</capture>>
<</for>>
<</if>><<if $room_name>>
<<moveCharToRoom $room_name true "move-to-room">>
<<else>>
<<set _playerTile to roomUtils.GetRoomById($currLocation,$player.coord.simpleName)>>
<</if>>
<<pass 5>>
<h3>_playerTile.name</h3>
<p>_playerTile.description</p>
<<if roomUtils.CheckLocationCleared(currRegion)>>
<<set _msg to "Congrats! "+currRegion.name+" has been cleared!">>
<<PushImportant _msg>>
<<CheckQuestCompletion>>
<</if>>
<<RoomActions>><<widget "ShowGuildQuartersOptions">>
<<if setup.shopUtils.HasPlayerRegistered($currLocation)>>
<<DisplaySleepOptions "OnSafePublicSleep">>
<<else>>
<<DisplayWarn "You must register with the guild before using the quarters.">>
<</if>>
<</widget>>
<<widget "ShowGuildRegistrationOptions">>
<!--
<<if !setup.npcUtils.IsNPCAlive(_playerTile.guildRegistar)>>
<<RequestNPC "WORKER" _playerTile>>
<<if def $lastCharacter>>
<<set _playerTile.guildRegistar to $lastCharacter.npcId>>
<<set $lastCharacter.tags.pushUnique("GUILD_REGISTAR")>>
<</if>>
<</if>> -->
<</widget>>
<<widget "ShowStorageOptions">>
<</widget>>
<<widget ShowCaptivesOptions>>
<<if roomUtils.HasEnemiesAtRoom(_room)>>
<h4>You must deal with enemies here before freeing the captives.</h4>
<<else>>
<<if ndef _room.captives>>
<</if>>
<</if>>
<</widget>>
<<widget "ShowRoomActionsBasedOnTags">>
<!--par:area -->
<<set _room to _args[0]>>
<<set _tags to _room.tags>>
<<for _i,_tag range _tags>>
<<if _tag eq 'ENTRANCE'>>
<<link [["Leave "+$currLocation.name+" (0:01)"|"move-to"]]>>
<<pass 1>>
<<LeaveLocation>>
<</link>><br>
<<elseif _tag eq 'innkeeper'>>
<<elseif _tag eq 'shop_front'>>
<!-- <<ShopKeeperOptions>> -->
<<elseif _tag eq 'food'>>
<!-- <<ShopKeeperOptions>> -->
<<elseif _tag eq 'drink'>>
<<ShowDrinkOptions>>
<<elseif _tag eq 'quest_board'>>
<<elseif _tag eq 'guild_registration'>>
<<ShowGuildRegistrationOptions>>
<<elseif _tag eq 'guild_quarters'>>
<<ShowGuildQuartersOptions>>
<<elseif _tag eq 'captives'>>
<<ShowCaptivesOptions>>
<<elseif _tag eq 'prisonCell'>>
<<ShowPrisonCellOptions>>
<<elseif _tag eq 'storage'>>
<<ShowStorageOptions>>
<<else>>
<<run console.log("Tipo de room desconhecido:"+ _tag)>>
<</if>>
<</for>>
<</widget>><!-- <<DrawDungeon $area>>-->
<<widget "DungeonCanvas">>
<div>
<canvas id="mapCanvas" width="800" height="600" style="border:1px solid #000;"></canvas>
</div>
<</widget>>
<<widget "DrawDungeon">>
<<run setTimeout(() => { roomDrawer.DrawRoomsOnCanvas($currLocation.rooms,$player.coord)},100)>>
<</widget>>
<<widget "EnterLocation">>
<<set _simpleName to _args[0]>>
<<set _tmp_Location to setup.locationsUtils.GetLocationByName(currRegion,_simpleName)>>
<<set _checkOpen to roomUtils.CheckLocationOpen(_tmp_Location)>>
<<if !_checkOpen.isOk>>
<<WorldDescribe _tmp_Location.whatThePlayerSees_closed>>
<<showLocationOutWorkingHoursOptions _tmp_Location _checkOpen>>
<<else>>
<<ChooseDayNightText _tmp_Location>>
<<enterLocationDirect _tmp_Location>>
<</if>>
<<CheckQuestCompletion>>
<</widget>>
<!-- directly change player's location, no extra checks -->
<<widget "ChangePlayerLocation">>
<<set $currLocation to _args[0]>>
<<set $currLocation.discovered to true>>
<<set $player.coord=roomDrawer.CentralizaRooms($currLocation)>>
<<set $mapType to $currLocation.AREA_TYPE>>
<<moveCharToRoom $player.coord.simpleName false "enter location">>
<</widget>>
<<widget "LeaveLocation">>
<<if $mapType==constants.mapConsts.MAP_TYPE_CITY_LOCATION>>
<<set $mapType to constants.mapConsts.MAP_TYPE_CITY>>
<<else>>
<<set $mapType to constants.mapConsts.MAP_TYPE_REGION>>
<</if>>
<<run roomUtils.CheckEvent("onLeave",$player,$currLocation,$player.coord.simpleName)>>
<<run roomUtils.UpdateRoom($currLocation,_playerTile)>>
<<run setup.locationsUtils.UpdateLocation(currRegion,$currLocation)>>
<<unset $roomsNearby>>
<<unset $currentRoom>>
<<unset $enemiesAtRoom>>
<<set $changedMap to true>>
<<movePlayerToCoordinate $currLocation.coordX $currLocation.coordY>>
<<unset $currLocation>>
<<CheckQuestCompletion>>
<</widget>>
<<widget "RetrieveCityLocation">>
<<set _locationName to _args[0]>>
RetrieveCityLocation: _locationName
<</widget>>
<<widget "moveCharToRoom">>
<!-- chararacter coordX coordY-->
<<set _prevRoom to $player.coord.simpleName>>
<<set $player.coord.simpleName=_args[0]>>
<<set _updateRoom to _args[1]>>
<<if _updateRoom>>
<<run roomUtils.UpdateRoom($currLocation,_playerTile)>>
<</if>>
<<set _playerTile to roomUtils.GetRoomById($currLocation,$player.coord.simpleName)>>
<<set $player.coord.room_type to _playerTile.room_type>>
<<set $enemiesAtRoom to roomUtils.HasEnemiesAtRoom($player.coord.simpleName)>>
<<set $roomsNearby to roomDrawer.CheckRoomAccessible($currLocation,$player.coord)>>
<<CheckEvent "OnRoomEntered" $player.coord>>
<<if $player.coord.simpleName!=_prevRoom>>
<<run roomUtils.CheckEvent("onLeave",$player,$currLocation,_prevRoom)>>
<<run roomUtils.CheckEvent("onEnter",$player,$currLocation,$player.coord.simpleName)>>
<</if>>
<</widget>>
<<widget "RoomActions">>
<<set _room to $currLocation.rooms[$player.coord.idx]>>
<<RoomInteractables _room>>
<<RoomCharacters _room>>
<<if $enemiesAtRoom && !setup.EH.stealthCheck($player,locationConsts.STEALTH_CHECK_ENEMIES)>>
<<set $enemy to setup.npcUtils.GetNPCById(_room.charactersHere[0])>>
<<GoToIntermission "Your steps have drawn the attention of the enemy" "Get ready for battle!" "Combat-start" "" >>
<</if>>
<div>
<<ShowRoomActionsBasedOnTags _room>>
</div>
<hr>
<<if _room.itemsHere.length gt 0 >>
<<link "There are some items in the ground scattered around here">>
<<replace "#footerArea">>
<<OnLootGround>>
<</replace>>
<</link>><br>
<</if>>
<<if roomUtils.CanExitRoom($player,_room)>>
<div>
<<for _nearByRoom range $roomsNearby>>
<<capture _nearByRoom>>
<<if !_nearByRoom.isLocked>>
<<link [["Move to "+_nearByRoom.name+" (0:05)"|"move-to-room"]]>>
<<pass 5>>
<<set $room_name to _nearByRoom.simpleName>>
<</link>><br>
<<elseif _nearByRoom.lockType == locationConsts.LOCK_TYPE_PICK>>
<<ShowLockpickAction "room" _nearByRoom _nearByRoom.name>>
<</if>>
<</capture>>
<</for>>
</div>
<<else>>
<<ShowLockpickAction "room" _room _room.name>>
<</if>>
<</widget>>
<!-- lista os characters na room atual e ações-->
<<widget RoomInteractables>>
<<set _room to _args[0]>>
<<set _room.interactables to roomUtils.UpdateInteractables(_room.interactables)>>
<<if def _room.interactables>>
<div>
<<for _interactable range _room.interactables>>
<<set _isAccessible to setup.interactables.IsAccessible(_interactable,_room,$currLocation)>>
<<set _suffix to "">>
<<if _interactable.actionTime gt 0>>
<<set _suffix += "("+getTimeString(_interactable.actionTime)+")">>
<</if>>
<<if !_isAccessible.isLocked>>
<<InteractableLink _interactable _room _suffix>>
<<else>>
<span class="link-disabled">_interactable.actionName _suffix <span class="msg_warning">(_isAccessible.lockType)</span></span>
<</if>>
<</for>>
</div>
<</if>>
<</widget>>
<<widget InteractableLink>>
<<set _interactable to _args[0]>>
<<set _room to _args[1]>>
<<set _suffix to _args[2]>>
<<capture _interactable>>
<<link "_interactable.actionName _suffix">>
<<if _interactable.actionTime gt 0>>
<<pass _interactable.actionTime>>
<</if>>
<<InteractablesActions _interactable _room>>
<</link>><<if _interactable.checkCrime>>
<<set _chestCrime to setup.interactables.IsInteractingAllowedHere(_room,_interactable) gt 0>>
<<if _chestCrime>><<gcrime>><</if>>
<</if>><br>
<</capture>>
<</widget>>
<<widget InteractablesActions>>
<<set _interactable to _args[0]>>
<<set _room to _args[1]>>
<<replace "#footerArea">>
<<switch _interactable.actionTag>>
<<case "combat">>
<<set $enemy to setup.npcUtils.GetNPCById(_interactable.npcId)>>
<<set _text to "You approach the "+_interactable.name+"...">>
<<GoToIntermission _text "...and it moves towards you... it's a Mimic!" false "<<Attack-target $enemy>>" >>
<<case "chest">>
<<set $pagepars to {containerId:_interactable.uid,Name:_interactable.Name,name:_interactable.name,containerType : "chest"}>>
<<goto "container-transfer">>
<<case "bath">>
<<OnTakeBath "indoors">>
<<case "checkQuests">>
<<ShowAvailableQuests>>
<<case "sleep">>
<<DisplaySleepOptions "OnSafePublicSleep">>
<<default>>
<<DisplayError "unknown action:">>_interactable.actionTag!<br>
<</switch>>
<<if _interactable.eventTrigger>>
<<CheckEvent _interactable.eventTrigger>>
<</if>>
<</replace>>
<</widget>>
<!-- lista os characters na room atual e ações-->
<<widget RoomCharacters>>
<<set _room to _args[0]>>
<<set _room.charactersHere to setup.npcUtils.UpdateCharactersHere(_room.charactersHere)>>
<div>
<<if def _room.charactersHere && _room.charactersHere.length gt 0>>
<<for _roomnpcId range _room.charactersHere>>
<<DisplayNPCInteractionOptionsID _roomnpcId>><br>
<</for>>
<hr>
<<else>>
<<ShowRestOptionsOnRoom>>
<</if>>
</div>
<</widget>>
<!-- permitir o jogador descansar numa room sem inimigos -->
<<widget ShowRestOptionsOnRoom>>
<<if currRegion.extraInfo && currRegion.extraInfo.relation<=constants.behavioursNPC.RELATION_ENEMY>>
<<link "You can rest here for a while.">>
<<replace "#footerArea">>
<<DisplaySleepOptions "OnUnsafePublicSleep">>
<</replace>>
<</link>><<gaggro>>
<</if>>
<</widget>><<widget enterLocationDirect>>
<<set _tmp_Location to _args[0]>>
<<run console.log("enterLocationDirect")>>
<<if _tmp_Location.rooms>>
<<ChangePlayerLocation _tmp_Location>>
<<RoomActions>>
<<else>>
<<set $targetX to _tmp_Location.coordX>>
<<set $targetY to _tmp_Location.coordY>>
<<goto "move-to">>
<</if>>
<</widget>>
<<widget showLocationOutWorkingHoursOptions>>
<<set _tmp_Location to _args[0]>>
<<set _checkOpen to _args[1]>>
<p>A sign reads: "_checkOpen.reason".</p>
<<movePlayerToCoordinate _tmp_Location.coordX _tmp_Location.coordY>>
<<set _lockPickCheck to setup.picklockUtils.CanLockpick($player,_tmp_Location)>>
<<if _tmp_Location.lockPicked>>
<<set _textLink to "Enter "+_tmp_Location.name>>
<<acticon "enter">><<link _textLink>>
<<pass 10>>
<<enterLocationDirect _tmp_Location>>
<<goto "cancel-action">>
<</link>><<showSuffixesToAction>>
<<else>>
<<ShowLockpickAction "location" _tmp_Location "door">>
<</if>><br>
<<acticon "leave">><<link "Leave">>
<<set $targetX to _tmp_Location.coordX>>
<<set $targetY to _tmp_Location.coordY>>
<<goto "move-to">>
<</link>>
<hr>
<</widget>><<widget ChangeToUniform>>
<<set _uniformTag to _args[0]>>
<<set _skimpLevel to _args[1]>>
<<set _uniformInUse to setup.itemCreation.CreateFitItemFromTag(_uniformTag,$player,{skimpness:_skimpLevel})>>
<<set _canEquipUniform to gu.canEquipItem($player, _uniformInUse)>>
<<if _canEquipUniform>>
<<run setup.equipped.EquipItem($player,_uniformInUse)>>
<</if>>
<</widget>>
<<widget ChangeFromUniform>>
<<set _uniformTag to _args[0]>>
<<set _uniformInUse to setup.equipped.GetItemWithTag($player,_uniformTag)>>
<<run setup.equipped.UnequipItem($player,_uniformInUse,false)>>
<<PushDescribe "You return your uniform and put your usual clothes">>
<<run setup.equipped.CharacterRedress($player)>>
<</widget>><h3 class="sub-title">Waitress game</h3>
<div id="game-container">
<canvas id="waitressCanvas" style="border: 2px solid #444; width: 100%; max-width: 1000px;"></canvas>
</div>
<<run setup.waitressGame.startDelayed("waitressCanvas")>>
<style>
#canvas-wrapper {
width: 100%;
overflow: hidden;
cursor: crosshair;
}
#waitressCanvas {
display: block;
width: 100%; /* Ajusta visualmente, mas o JS mantém a resolução real */
height: auto;
}
</style>
<<DisplayWarn "This is a wip area...">>
<<link [["Finish your shift and get paid"| "NPC-talkto"]]>>
<<ChangeFromUniform "waitress">>
<<AddGold $player 30>>
<<goto cancel-action>>
<</link>><<set _characterParams = {
faceShape: "oval",
skinColor: "#ffe0bd",
hairColor: "#4a2c1f",
eyeColor: "#8b00ff",
lipColor: "#e04a6c",
browStyle: "arched",
smileAmount: 0.75,
lipFullness: 5,
blush: true
}>>
<<drawFace "faceCanvas">>
<<drawFace "faceCanvas2" _characterParams>>
<<renderFace "faceRender">><<widget "drawFace">>
<<set _id to _args[0] >>
<<set _params to _args[1] >>
<canvas @id="_id" width="400" height="480" style="border:1px solid #444; background:#222; border-radius:6px; display:block; margin:0 auto;">
</canvas>
<<run faceDrawer.drawFaceDelayed(_id,_params)>>
<</widget>>
<<widget "renderFace">>
<<set _id to _args[0] >>
<<set _params to _args[1] >>
<canvas @id="_id" width="400" height="480" style="border:1px solid #444; background:#222; border-radius:6px; display:block; margin:0 auto;">
</canvas>
<<run faceDrawer.renderFaceDelayed(_id,_params)>>
<</widget>><<widget OnFinishQuest>>
<<set _quest to _args[0]>>
<<replace "#footerArea">>
<</replace>>
<<replace "#notifications">>
<<run setup.questUtils.FinishQuest(_quest)>>
<<DisplayQuestChangedStage _quest>>
<</replace>>
<</widget>>
<<widget "DisplayQuestChangedStage">>
<<set _quest to _args[0]>>
<<if _quest.stage==constants.questsConsts.STAGE_COMPLETED>>
<<set _titleText to "Quest Completed">>
<</if>>
<<if _quest.stage==constants.questsConsts.STAGE_FINISHED>>
<<set _titleText to "Quest Finished">>
<</if>>
<div class="quest-notification">
<div class="quest-notification-header">
_titleText
</div>
<div class="quest-notification-body">
<div class="notification-title">_quest.title</div>
<div class="quest-reward">
<<if _quest.stage==constants.questsConsts.STAGE_COMPLETED>>
<span class="reward-label">Talk to _quest.questGiverName at _quest.locationGiverName</span>
<</if>>
<<if _quest.stage==constants.questsConsts.STAGE_FINISHED>>
<span class="reward-label">Reward:</span>
<span class="reward-gold">_quest.reward Gold</span>
<</if>>
</div>
</div>
</div>
<</widget>>
<<widget "CheckQuestCompletion">>
<<for _i,_quest range $questData.active>>
<<if setup.questUtils.HasQuestChangedStage(_quest)>>
<<DisplayQuestChangedStage _quest>>
<</if>>
<</for>>
<</widget>>
<<widget "QuestsOverlay">>
<h3>Current Quests</h3>
<div class="current-quest-list">
<<listCurrentQuests>>
</div>
<</widget>>
<<widget "listCurrentQuests">>
<<for _i,_quest range $questData.active>>
<<capture _quest>>
<<DisplayQuest _quest 2>>
<</capture>>
<</for>>
<</widget>>
<<widget "ShowAvailableQuests">>
<hr>
<<link "Stop looking at the board">>
<<replace "#footerArea">>
<</replace>>
<</link>>
<<set _questList to setup.questUtils.GenerateQuestList($currLocation,setup.npcUtils.GetNPCAtTileByTag(_playerTile,tagConsts.TAG_REGISTAR))>>
<<for _i,_quest range _questList>>
<<capture _quest>>
<<DisplayQuest _quest 1>>
<</capture>>
<</for>>
<</widget>>
<<widget "DisplayQuest">>
<<set _q to _args[0]>>
<<set _displayType to _args[1]>>
<<set _questCss to "quest-card">>
<<if _q.isTracked>>
<<set _questCss+= " tracked">>
<</if>>
<div @class="_questCss">
<div class="notification-title">_q.title</div>
<div class="quest-description">_q.description</div>
<div class="quest-reward">
<strong>Reward:</strong> <<DisplayGold _q.reward>>
</div>
<<capture _q>>
<!-- lista de quests para aceitar -->
<<if _displayType eq 1>>
<<button "Accept">>
<<run setup.questUtils.AcceptQuest(_q,$currLocation)>>
<<replace "#footerArea">>
<<ShowAvailableQuests>>
<</replace>>
<</button>>
<</if>>
<!-- lista de quests atuais -->
<<if _displayType eq 2>>
<<button "Cancel Quest">>
<<run setup.questUtils.CancelQuest(_q)>>
<<replace ".current-quest-list">>
<<listCurrentQuests>>
<</replace>>
<</button>>
<<if _q.isTracked>>
<<else>>
<<button "Track Quest">>
<<run setup.questUtils.TrackQuest(_q)>>
<<replace ".current-quest-list">>
<<listCurrentQuests>>
<</replace>>
<</button>>
<</if>>
<</if>>
<</capture>>
</div>
<</widget>>
<<widget "JoinGuild">>
<<set _feeType to _args[0]>>
<<run setup.questUtils.SignUpPlayerForGuild($currLocation,_feeType)>>
<h4>Congratulations! You joined <b>$currLocation.name</b>!</h4>
<</widget>><h3>Starting Sex</h3>
<<set $canMove to false>>
<<set $sexStats to setup.sexAct.InitSex()>>
<<set $playerTurn to true>>
<<run setup.sexAct.PrepareCharacter($player)>>
<<run setup.sexAct.PrepareCharacter($enemy)>>
<<run setup.npcUtils.CreatePronouns($enemy)>>
<<run setup.npcUtils.CreatePronouns($player,'p')>>
<<goto "sex-iteration">><<if $sexStats.isRunning>>
<div id="sexDiv">
<h3>Position: <<print $sexStats.position>></h3>
<<ShowPauseControls>>
<<DisplayArousalBars>>
<!-- Imagem do corpo + overlays animados (aqui é o lugar certo) -->
<!-- <<sexBodyImage>>-->
<<sexAnimation>>
<!-- Barra de slots (mãos, boca, etc) -->
<div id="slots-bar" class="slots-bar">
<<displaySexSlot "Left Hand" "leftHand">>
<<displaySexSlot "Right Hand" "rightHand">>
<<displaySexSlot "Mouth" "mouth">>
<<if $enemy.gender == constants.GENDER_FEMALE>>
<<displaySexSlot "Vagina" "vagina">>
<<else>>
<<displaySexSlot "Penis" "penis">>
<</if>>
</div>
<!-- Logs -->
<div id="sexLogs">
<<set _logList to $sexStats.actionsLog.slice().reverse()>>
<<for _log range _logList>>
<div class="log-entry"><<=_log.counter>> - <<print _log.active>> <<print _log.text>> <<print _log.passive>></div>
<</for>>
</div>
<<TODO "this is a wip... eventually I will make the body interactable, add more body actions, it's good but not 'that good'.">>
</div>
<<run sexInteration.InitializeUI()>>
<<run sexInteration.StartRealTimeLoop()>> /* inicia o loop de 1s */
<<else>>
<h3>Sex Ended — <<print $enemy.name>> is trembling and breathless...</h3>
<<link "Finish encounter">>
<<run sexInteration.StopRealTimeLoop()>>
<<goto "after-sex">>
<</link>>
<</if>><h3>Sex Complete</h3>
<p>Summary:</p>
<<TODO "show a summary of what happened, show status, etc and maybe post-effects.">>
<<AddActionContinue>><<widget ShowPauseControls>>
<div id="pause-controls" style="position: absolute; top: 10px; right: 10px; z-index: 10;">
<button onclick="sexInteration.OnPauseContinueClick(this)">
⏸ Pause
</button>
<button onclick="sexInteration.OnFinishClick(this)">
⏹ Finish
</button>
</div>
<</widget>>
<<widget "DisplayArousalBars">>
<!-- Arousal bars with IDs for dynamic update -->
<div id="arousal-bars" class="sidebarButtonSplit spaceElements">
</div>
<</widget>>
<<widget "UpdateArousalBars">>
<<replace "#arousal-bars">>
<<ShowLabelPercentBar "Your arousal" $player.status.arousal.current>>
<<ShowLabelPercentBar "$enemy.name's arousal" $enemy.status.arousal.current>>
<</replace>>
<</widget>>
<<widget "displaySexSlot">>
<<set _label to _args[0]>>
<<set _slot to _args[1]>>
<<set _click to "sexInteration.ToggleSlotMenu('"+_slot+"')">>
<<set _slotId to "btnSlot-"+_slot>>
<div class="slot-btn" data-slot=_slot @onclick=_click @id=_slotId>
<strong>_label:</strong><br>
<span class="slot-status">
<<if $sexStats.slots[_slot]>>
<<set _state to $sexStats.slots[_slot]>>
<<print utils.prettyName(_state.actionId)>>
<<if _state.targetParts>>
on <<print _state.targetParts.map(utils.prettyName).join(" & ")>>
<<elseif _state.targetPart>>
on <<print utils.prettyName(_state.targetPart)>>
<</if>>
<<else>>
Idle
<</if>>
</span>
<!-- Menu vazio - será populado dinamicamente pelo JS (sempre atual) -->
<<set _slotId to "menu-"+_slot>>
<div class="slot-menu" @id="_slotId" style="display:none"></div>
</div>
<</widget>>
<<widget "sexAnimation">>
<canvas id="sexCanvas" width="1910" height="1080"></canvas>
<<run animationControl.initialize_delayed();>>-
<</widget>>
<<widget "sexBodyImage">>
<<if $options.images>>
<<set _imgSrc to "media/characters/" + $sexStats.position + "/body.png">>
<<else>>
<<set _imgSrc to "media/characters/" + $sexStats.position + "/body-smudge.png">>
<</if>>
<div id="sex-body">
<img id="sex-img" class="sex-body-img"
@src=_imgSrc
alt="Character body in <<print $sexStats.position>> position"
onclick="sexInteration.OnBodyClick(this)">
</div>
<<run sexInteration.AddImageEvents()>> /* essencial para hover + clique funcionar */
<</widget>><!-- <<controlloss>> is used as consensual to non-consen switch -->
<<widget "controlloss">>
<<set _controlloss to true>> /* indicate that _controlstart was saved for <<combatinit>> */
<<set $sexStats.consensual to 0>>
<<set $sexStats.pullaway to 0>>
<<set $sexStats.novaginal to 0>>
<<set $sexStats.noanal to 0>>
<<set $sexStats.nopenile to 0>>
<<if $sexStats.molesttrait gte 1 and $sexStats.rapeavoid is 1>>
<<else>>
<<set $sexStats.controlstart to _control>><<control 5>>
<<set _control to setup.sexUtils.getStatusRatio($player,"control")>>
<<if _control lte 0.24>>
<span class="purple">Your sense of control wavers.</span>
<<elseif _control lte 0.49>>
<span class="purple">Your sense of control falters.</span>
<<elseif _control lte 0.74>>
<span class="pink">Your sense of control cracks.</span>
<<elseif _control lte 1>>
<span class="pink">Your sense of control breaks down.</span>
<<else>>
<span class="red">Your sense of control shatters.</span>
<</if>>
<</if>>
<</widget>><div id="footerArea">
</div>
<<if $eventTriggered>>
<<set _event to $eventTriggered>>
<<unset $eventTriggered>>
<<TriggerEvent _event>>
<</if>>
<<if $playSFX>>
<<PlaySFX $playSFX>>
<<unset $playSFX>>
<</if>>
<<checkMovementOptions>>
<<if $intro gt 1>>
<div id="customOverlayContainer" class="customOverlayContainer no-numberify hidden" onclick="closeOverlay()">
<div id="customOverlay" @class="'customOverlay hidden' + ($options.overlayFontSize ? ' fontSize' + $options.overlayFontSize : '') + ($options.overlayLineHeight ? ' lineHeight' + $options.overlayLineHeight.toString().replace('.','') : '')" onclick="event.stopPropagation()">
<div id="customOverlayTitle"></div>
<div id="customOverlayContent"></div>
</div>
</div>
<</if>><<widget UpdateNotificationsArea>>
<<replace "#notifications">>
<<for _notif range $miscData.notifications>>
<<DisplayNotification _notif>>
<</for>>
<</replace>>
<</widget>>
<<widget checkMovementOptions>>
<<if !_hasMovementsShown>>
<<if $canMove>>
<<set _hasMovementsShown to true>>
<<ListAreasNearby>>
<</if>>
<<ListPassageActions>>
<<if $canMove>>
<<if ndef $currLocation>>
<<MapFOV>>
<<DialogRegionMap>>
<</if>>
<<if def $currLocation>>
<<DungeonCanvas>>
<<DrawDungeon>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "PushWarning">>
<<PushNotification "Warning" _args[0] "WARNING"> >>
<</widget>>
<<widget "PushInfo">>
<<PushNotification "Info" _args[0] >>
<</widget>>
<<widget "PushDescribe">>
<<set _text to _args[0]>>
<<run uiUtils.pushDescribe(_text)>>
<</widget>>
<<widget "PushImportant">>
<<PushNotification "Important" _args[0] "IMPORTANT">>
<</widget>>
<<widget "PushNotification">>
<<set _title to _args[0]>>
<<set _msg to _args[1]>>
<<set _levelClass to _args[2]>><!-- css -->
<<set _type to _args[3]>>
<<run uiUtils.pushNotification(_title, _msg, _levelClass, _type)>>
<!--<<set _newNotif to {title:_title,msgType:_type,msg:_msg,levelClass:_levelClass}>>
<<set $miscData.notifications.push(_newNotif) >>-->
<</widget>>
<<widget DisplayNotification>>
<<set _notif to _args[0]>>
<<set _cssClass to "game-notification">>
<<if _notif.levelClass>>
<<set _cssClass +=" "+_notif.levelClass>>
<</if>>
<div @class="_cssClass">
<<if _notif.title>>
<div class="game-notification-header">
_notif.title
</div>
<</if>>
<<if _notif.msg>>
<div class="game-notification-body">
_notif.msg
</div>
<</if>>
</div>
<</widget>>/* The following is only run when the widget is called, which is only on new game start. Add to this if you want something to be run when you start a new game. */
<<widget "gameStartOnly">>
<p>starting game</p>
<<set $intro to 1>>
<!--setando as coodenadas -->
<<set $canMove to false>>
<<set $playerSelection to {defaultName:"Livia"}>>
<<StartOptions>>
<<goto "character-creation">>
<</widget>>
<<widget "StartOptions">>
<<run Time.set(new DateTime(2022, 9, 4, 7));>>
<<set $options to {
debug:true,
autosaveDisabled: false,
showCaptionText: true,
game_destroyItemsOnDeathChance:70,
combat_RIP_DAMAGE:3,
combat_BLEED_DAMAGE:5,
combat_ITEM_FIRE_MIN:4,
combat_ITEM_FIRE_MAX:8,
combat_PLAYER_DEFEAT_STRIP_ITEM: 70,
allureModifier:1,
timestyle:"ampm",
images:true,
ui:{ panels:{}}
}>>
<<set $miscData to {
showUnavailableActions:true,
npcIds:1000,
itemIds:1000,
checkedEvents:[],
eventsCooldown:{},
usedNPCNames:[],
notifications:[],
worldDescribes:[],
sharedInterjectCooldowns:{}
}>>
<<set $activeNPCs to {}>>
<<set $questData to {active:[],completed:[]}>>
<!-- variables-start.twee -->
<</widget>>
<<widget "InitRegionCoordinates">>
InitRegionCoordinates...
<<run setup.gameStartUtils.InitRegionCoordinates()>>
<</widget>><<set _passageActions to []>>
<<if def $miscData && def $miscData.notifications>>
<div id="notifications">
<<for _notif range $miscData.notifications>>
<<set _notif.turns-->>
<<DisplayNotification _notif>>
<</for>>
</div>
<<set $miscData.notifications to $miscData.notifications.filter(x=>x.turns>0)>>
<</if>>
<<if def $miscData && def $miscData.worldDescribes && $miscData.worldDescribes.length>0>>
<<for _notif range $miscData.worldDescribes>>
<<WorldDescribe _notif>>
<</for>>
<<set $miscData.worldDescribes to []>>
<</if>>
<<if def $npcAnswer>>
"$npcAnswer"
<<unset $npcAnswer>>
<</if>>
<<if $gameStarted>>
<<run setup.playerStates.TurnStateCheck($player)>>
<<if def $player.coord && def $player.coord.room_type>>
<<set _playerTile to roomUtils.GetRoomById($currLocation,$player.coord.simpleName)>>
<<else>>
<<set _playerTile to mapUtils.GetCharacterTile($player)>>
<</if>>
<</if>><<run T.buttons = new window.Tab("overlayButtons", "macro-button-selected")>>
<<if def $player>>
<<PlayerInfo>>
<<CollapsiblePanel "playerEquipment" "Equipment" "<<PlayerEquipment>>">>
<<CollapsiblePanel "sidePlayerDoll" "View" "<<PlayerDoll>>" >>
<<CollapsibleResourcesPanel>>
<<CollapsiblePanel "playerStates" "States" "<<PlayerStates>>" >>
<</if>>
<<if $canMove>>
<div class="sidebarButtonSplit">
<<button "<u>I</u>nventory">>
<<overlayReplace "inventory">>
<</button>>
<<if ndef $currLocation>>
<<button "Region Map">>
<<addclass "#ui-dialog" "map-dialog">>
<<run Dialog.create("Region Map")>>
<<run Dialog.wiki("<<RegionMapDisplay>>")>>
<<run Dialog.open()>>
<</button>>
<</if>>
</div>
<</if>>
<<if $intro gt 1>>
<div class="sidebarButtonSplit">
<<button "<u>Q</u>uests">>
<<overlayReplace "quests">>
<</button>>
<<button "<u>C</u>haracteristics">>
<<overlayReplace "characteristics">>
<</button>>
</div>
<div class="sidebarButtonSplit">
<<button "Changelog">>
<<overlayReplaceTech "changelog">>
<</button>>
</div>
<<link "Toggle Images">>
<<set $options.images to !$options.images>>
<</link>>
<</if>>
<p id="gameVersionDisplay" onclick="SugarCube.Engine.backward();"><<= window.GAME_INFO.version >></p><<widget "PlayerEquipment">>
<<if def $player>>
You are wearing:
<<set _tot to 0>>
<<for _i, _entry range $player.equipment>>
<<if _entry.item_type != constants.ITEM_TYPE_CONTAINER>>
<<set _tot++>>
<<DisplayItemName _entry>>,
<</if>>
<</for>>
<<if _tot==0>> Nothing.<</if>>
<<if $player.isNude>>
<p>You are in a state of undress</p>
<<elseif $player.equipmentTags.contains(lewdConstants.TAG_NO_UNDER) && $player.equipmentTags.contains(lewdConstants.TAG_NO_BRA)>>
<p>You aren't wearing any underwear.</p>
<<elseif $player.equipmentTags.contains(lewdConstants.TAG_NO_UNDER)>>
<p>You aren't wearing panties.</p>
<<elseif $player.equipmentTags.contains(lewdConstants.TAG_NO_BRA)>>
<p>You aren't wearing a bra.</p>
<</if>>
<</if>>
<</widget>>
<<widget "PlayerInfo">>
<<if def $currRegion>>
<<=currRegion.name>>
<</if>>
<<if def $player.coord and def $player.coord.coordX>>
@$player.coord.coordX,$player.coord.coordY
<<elseif def _playerTile>>
@_playerTile.name
<</if>>
<div id="attributes" onclick="extendAttributes()">
<div class="content">
<div class="first-row">
<div class="centered-elements">
<div tooltip="_message">
<<DisplayGold $player.gold>>
</div>
<div>
<<clock>>
<<ampm>>
</div>
<div>
<<iconui "icon_day">>
<<print Time.weekDayName.slice(0, 3)>>
</div>
</div>
</div>
</div>
</div>
<</widget>>
<<widget "DisplayGold">>
<span class="textIcon">
<img class="icon_ui" src="media/images/icons/gold.png">
<span class="text">
_args[0]
</span>
</span>
<</widget>>
<<widget "DisplayWarn">>
<span class="msg_warning">_args[0]</span><br>
<</widget>>
<<widget "DisplayError">>
<span class="msg_error">_args[0]</span><br>
<</widget>>
<<widget "DisplayResource">>
<<set _char to _args[0]>>
<<set _resourceName to args[1]>>
<</widget>>
<<widget CollapsibleResourcesPanel>>
<<set _text to "H:"+gu.getHealthPerc($player)+"% / M:"+gu.getManaPerc($player)+"% / S:"+gu.getStaminaPerc($player)+"%">>
<<CollapsiblePanel "playerResources" _text "<<ShowResources>>">>
<</widget>>
<<widget ShowResources>>
<<ResourceCaption "health">>
<<ResourceCaption "mana">>
<<ResourceCaption "stamina">>
<</widget>>
<<widget "ResourceCaption">>
<<set _stateName to _args[0]>>
<<set _stateColor to _args[1]>>
<<set _state to $player.resources[_stateName].current>>
<<set _stateMax to $player.resources[_stateName].max>>
<div class="stateCaption" @title="_stateName+': ' + _state.toFixed(2)">
<div @class="($options.showCaptionText is true ? '' : 'rightMeterText')">
<span class="stateCaption">_stateName</span>
</div>
<div @class="($options.showCaptionText is true ? 'meter' : 'rightMeter')">
<<set _percent=Math.floor(_state/_stateMax*100)>>
<<print '<div class="statbar" style="background-color:var(--'+_stateName+'Color);width:' + _percent + '%"></div>'>>
</div>
</div>
<</widget>>
<<widget PlayerStates>>
<div id="statmeters" @class="($options.showCaptionText is true ? '' : 'condensed')">
<<StateCaption "thirst">>
<<StateCaption "hunger">>
<<StateCaption "fatigue">>
<<StateCaption "hygiene">>
<<StateCaption "alcohol">>
<<StateCaption "stress">>
<<StateCaption "pain">>
<<StateCaption "arousal">>
<<StateCaption "trauma">>
<<StateCaption "control">>
<<StateCaption "allure">>
<<StateCaption "reveal">>
</div>
<</widget>>
<<widget "StateCaption">>
<<set _stateName to _args[0]>>
<!--<<if _state gte (6000 * $settings.allureModifier)>><span class="red">You look like you need to be ravaged.</span>
<<elseif _state gte (4000 * $settings.allureModifier)>><span class="pink">You look perverted.</span>
<<elseif _state gte (3000 * $settings.allureModifier)>><span class="purple">You look lewd.</span>
<<elseif _state gte (2000 * $settings.allureModifier)>><span class="blue">You stand out.</span>
<<elseif _state gte (1500 * $settings.allureModifier)>><span class="lblue">You attract attention.</span>
<<elseif _state gte (1000 * $settings.allureModifier)>><span class="teal">You attract glances.</span>
<<else>><span class="green">You look unremarkable.</span>
<</if>>-->
<<set _stateS to $player.status[_stateName]>>
<<set _state to _stateS.current>>
<<ShowLabelPercentBar _stateName _state>>
<</widget>>
<<widget ShowLabelPercentBar>>
<<set _stateName to _args[0]>>
<<set _percent to _args[1]>>
<div class="stateCaption" @title="utils.prettyName(_stateName)+': ' + _percent.toFixed(2)">
<div @class="($options.showCaptionText is true ? '' : 'rightMeterText')">
<span class="stateCaption"><<=utils.prettyName(_stateName)>></span>
</div>
<<ShowPercentBar _percent>>
</div>
<</widget>>
<<widget ShowPercentBar>>
<<set _percent to _args[0]>>
<div @class="($options.showCaptionText is true ? 'meter' : 'rightMeter')">
<<set _percent=Math.floor(_percent)>>
<<set _percClass to "percentBar ">>
<<if _state gte 80>>
<<set _percClass += "greenBar">>
<<elseif _state gte 60>>
<<set _percClass += "pinkbar">>
<<elseif _state gte 40>>
<<set _percClass += "purplebar">>
<<elseif _state gte 30>>
<<set _percClass += "bluebar">>
<<elseif _state gte 20>>
<<set _percClass += "lbluebar">>
<<elseif _state gte 10>>
<<set _percClass += "tealbar">>
<<else>>
<<set _percClass += "greenbar">>
<</if>>
<<set _style to "width:"+ _percent +"%">>
<div @class="_percClass" @style="_style"></div>
</div>
<</widget>>StoryInit!!
<<initializeGeneratedData>>
<<CacheAudio>><<set $canMove to true>>
<<gameStartOnly>><<widget "AddActionContinue">>
<<AddActionHref 'cancel-action' "Continue on your journey">>
<</widget>>
<<widget "CallToAction">>
<<set _CallToActionText to _args[0]>>
<</widget>>
<<widget "AddAction">>
<<set _passageActions.push(_args[0])>>
<</widget>>
<!-- <<AddActionLink "texto do link" "passagem" "">>-->
<<widget "AddActionLink">>
<<set _linkText to _args[0]>>
<<set _passage to _args[1]>>
<<set _linkCode to _args[2] >>
<!-- <a href="#" @data-playerAction=_actionTile.name onclick="utils.GoToLink('Tile-Action')" >_action.linkText</a>
-->
<<set _link to {type:'link',passage:_passage,linkText:_linkText,linkCode:_linkCode}>>
<<AddAction _link>>
<</widget>>
<<widget "AddActionHref">>
<<set _passage to _args[0]>>
<<set _linkText to _args[1]>>
<<set _pagepars to _args[2] >>
<!-- <a href="#" @data-playerAction=_actionTile.name onclick="utils.GoToLink('Tile-Action')" >_action.linkText</a>
-->
<<set _link to {type:'href',passage:_passage,linkText:_linkText,pagepars:_pagepars}>>
<<AddAction _link>>
<</widget>>
<!--<<set _pars to {loot:_item.name}>>
<<DirectAction "Passage Text" "Passage Name" pagepars>> -->
<<widget "DirectAction">>
<<set _daPars to _args[2]>>
<<set _action to {linkText:_args[0],type:"href",passage:_args[1],pagepars:_daPars}>>
<<AddPassageAction _action>>
<</widget>>
<<widget "LinkParm">>
<<set _label = _args[0]>>
<<set _passage = _args[1]>>
<<set _loot = _args[2]>>
<<link _label>>
<<set $loot = _loot>>
<<goto _passage>>
<</link>>
<</widget>>
<!-- chamado para adicionar um link-->
<<widget "AddPassageAction">>
<<set _a to _args[0]>>
<<capture _a>>
<<if _a.type eq 'href'>>
<<set _onclick to "">>
<<if _a.pagepars && _a.pagepars.time>>
<<set _onclick to "Time.passMinutes("+_a.pagepars.time+");">>
<</if>>
<<set _onclick += "utils.GoToLink('"+_a.passage+"',this);">>
<<set _a.pagepars to JSON.stringify(_a.pagepars)>>
<a href="#" @data-pagepars=_a.pagepars @onclick=_onclick >_a.linkText</a>
<<elseif _a.type eq 'link'>>
<<set _lastLink to _a>>
<<link _a.linkText>>
_a.linkCode
<<goto _a.passage>>
<</link>>
<<else>>
<<print _a>>
<</if>>
<</capture>>
<</widget>>
<<widget "ListPassageActions">>
<<if def _passageActions and _passageActions.length gt 0 >>
<<if ndef _CallToActionText or _CallToActionText eq "" >>
<<set _CallToActionText to "From here you can">>
<</if>>
<p>_CallToActionText:</p>
<<for _act range _passageActions>>
<<AddPassageAction _act>>
<br>
<</for>>
<hr>
<</if>>
<</widget>>
<<widget "CreateLinkToArea">>
<!--par:area -->
<<set _area to _args[0]>>
<<if _area.hasSubArea>>
<<createLinkWithSubArea _area>>
<<else>>
<<run console.log("Sem subarea: "+_area.name )>>
<</if>>
<</widget>>
<<widget "createLinkWithSubArea">>
<!--par:area -->
<<set _area to _args[0]>>
<<set _prettyName to utils.prettyName(_area.type)>>
<<if _area.AREA_TYPE eq constants.TYPE_CITY>>
<<set _action to '<<link [["Visit the city of '+_area.name+' (0:10)"|"'+_area.simpleName+'-entrance"]]>><<pass 10>><</link>>'>>
<<AddAction _action>>
<<elseif _area.AREA_TYPE eq constants.TYPE_LOCATION>>
<<set _action to '<<link [["Enter '+_area.name+' - '+_prettyName+' (0:10)"|"'+_area.simpleName+'-entrance"]]>><<pass 10>><</link>>'>>
<<AddAction _action>>
<<elseif _area.AREA_TYPE eq constants.TYPE_CITY_LOCATION>>
<<set _action to '<<link [["Enter '+_area.name+' - '+_prettyName+' (0:10)"|"'+_area.simpleName+'-entrance"]]>><<pass 10>><</link>>'>>
<<AddAction _action>>
<<elseif _area.AREA_TYPE eq constants.TYPE_ENTRANCE>>
<<AddAction '<<link "Leave this city (0:10)" "move-to">>
<<pass 10>>
<<LeaveCity>>
<</link>>'>>
<<else>>
Tipo desconhecido: _area.AREA_TYPE<br>
<</if>>
<</widget>><<widget "CollapsiblePanel">>
<<set _id = _args[0]>>
<<set _title = _args[1]>>
<<set _content = _args[2]>>
<<set $options.ui.panels[_id] = $options.ui.panels[_id] ?? false>>
<div class="collapsible-panel" @data-panel="_id">
<<set _onClick="uiUtils.togglePanel('"+_id+"');">>
<div class="panel-header"
@onclick="_onClick">
<span class="panel-icon">
<<if $options.ui.panels[_id]>>
▼
<<else>>
▶
<</if>>
</span>
<span class="panel-title"><<=_title>></span>
</div>
<<set _style to "display: "+($options.ui.panels[_id]?"block":"none")>>
<div class="panel-content"
@style="_style">
_content
</div>
</div>
<</widget>>
<<widget "TogglePanel">>
<<set _label = _args[0]>>
<<set _target = _args[1]>>
<<set _widgetName = _args[2]>>
<<link _label>>
<<if !State.variables[_target]>>
<<set State.variables[_target] = true>>
<<replace "#toggle-panel">>
<<run $.wiki("<<" + _widgetName + ">>")>>
<</replace>>
<<else>>
<<set State.variables[_target] = false>>
<<replace "#toggle-panel">>
<</replace>>
<</if>>
<</link>>
<div id="toggle-panel">aaaaa</div>
<</widget>>
<!-- está em uso?-->
<<widget "TogglePanel">>
<<set _label = _args[0]>>
<<set _target = _args[1]>>
<<set _widgetName = _args[2]>>
<<link _label>>
<<if !State.variables[_target]>>
<<set State.variables[_target] = true>>
<<replace "#toggle-panel">>
<<run $.wiki("<<" + _widgetName + ">>")>>
<</replace>>
<<else>>
<<set State.variables[_target] = false>>
<<replace "#toggle-panel">>
<</replace>>
<</if>>
<</link>>
<div id="toggle-panel">aaaaa</div>
<</widget>><<button "Return">>
<<goto "cancel-action">>
<</button>>
<<button "Show all Item Variations">>
<<replace "#debugArea">>
<<DebugShowVariations>>
<</replace>>
<</button>>
<<button "Sex Sim male">>
<<CreateCharacterFromPool "BANDIT" $player.level {gender:"MALE"}>>
<<set $lastCharacter.coord to $player.coord>>
<<set $enemy to $lastCharacter>>
<<set $enemy to $lastCharacter>>
<<goto "init-encounter-sex">>
<</button>>
<<button "Sex Sim female">>
<<CreateCharacterFromPool "BANDIT" $player.level {gender:"FEMALE"}>>
<<set $lastCharacter.coord to $player.coord>>
<<set $enemy to $lastCharacter>>
<<set $enemy to $lastCharacter>>
<<goto "init-encounter-sex">>
<</button>>
<<button "Arrest Player">>
<<run setup.crimeUtils.AddBountyToNearestCity($player.coord,100)>>
<<ArrestPlayer>>
<</button>>
<<button "Portrait Test">>
<<goto "portrait-test">>
<</button>>
<div id="debugArea">
</div><<widget DebugShowVariations>>
<<set _classific to setup.debugUtils.ClassifyAllItems()>>
<<for _slot,_items range _classific.slots>>
<<set _txt to _slot+" ("+_items.items.length+")">>
<<capture _items>>
<<button _txt>>
<<replace "#itemArea">>
<<DebugShowSlotItems _items>>
<</replace>>
<</button>>
<</capture>>
<</for>>
<div id="itemArea">
</div>
<</widget>>
<<widget DebugShowSlotItems>>
<<set _slotItems to _args[0]>>
<<set _slotName to _slotItems.slotName>>
<<for _item range _slotItems.items>>
<<set _onclick="SugarCube.setup.debugUtils.OnEquipItem(T.classific,"+_item.uid+")">>
<div class="item-view" @onclick="_onclick" >
<<set _img to setup.dollUtils.GetRootPath()+"/"+_slotName+"/"+_item.imageBase+".png">>
_item.imageBase<br>
<<if _item.skimpnessCalc>>
<<=_item.skimpnessCalc.name.toLowerCase()>><br>
<</if>>
_item.variationName<br>
_item.templateName<br>
<<set _style to "background-image: url('"+_img+"');background-position:"+_slotItems.info.position>>
<div class="debug-sprite" @style="_style"></div>
</div>
<</for>>
<</widget>><<widget "CharacteristicsOverlay">>
<h3><<= utils.prettyName($player.name)>> - <<= utils.prettyName($player.archetype)>> - <<= utils.prettyName($player.race)>> lvl. $player.level</h3>
<<ShowPlayerSkills>>
<<ShowPlayerAttributes>>
<<ShowPlayerDerived>>
<</widget>>
<<widget ShowPlayerSkills>>
<h4>Skills:</h4>
<table class="equipment-cover-table">
<thead>
<tr>
<th>Skill</th>
<th>Level</th>
<th>Progress</th>
<th>Learned Skills</th>
</tr>
</thead>
<tbody>
<<for _name,_data range $player.skills>>
<<set _prettyName to utils.prettyName(_name)>>
<tr>
<td class="item-name"><<link [[_prettyName | _name]]>><</link>></td>
<td class="item-name">
<b>_data.current</b>
</td>
<td class="item-name">
<<=Math.floor(_data.progress)>> %
</td>
<td class="item-name">
<<for _actionName range _data.actions>>
<<DisplayActionInfo _actionName>>
<</for>>
</td>
</tr>
<</for>>
</tbody>
</table>
<</widget>>
<<widget DisplayActionInfo>>
<<set _actionName to _args[0]>>
<span>[<<=utils.prettyName(_actionName)>>]</span>
<</widget>>
<<widget ShowPlayerAttributes>>
<h4>Attributes:</h4>
<table class="equipment-cover-table">
<thead>
<tr>
<th>Attribute</th>
<th>base</th>
<th>gained</th>
<th>from items</th>
<th>Total</th>
</tr>
</thead>
<tbody>
<<for _name,_data range $player.attributes>>
<tr>
<td class="item-name"><<=_name>></td>
<td class="item-name"><<=Math.round(_data.base)>></td>
<td class="item-name"><<=Math.round(_data.gained)>></td>
<td class="item-name"><<=Math.round(_data.items)>></td>
<td class="item-name"><b><<=Math.round(_data.current)>></b></td>
</tr>
<</for>>
</tbody>
</table>
<</widget>>
<<widget ShowPlayerDerived>>
<h4>Derived Attributes:</h4>
<table class="equipment-cover-table">
<thead>
<tr>
<th>Attribute</th>
<th>base</th>
<th>from items</th>
<th>Total</th>
</tr>
</thead>
<tbody>
<<for _name,_data range $player.derived>>
<<if !_name.startsWith("_")>>
<tr>
<td class="item-name"><<=utils.prettyName(_name)>></td>
<td class="item-name"><<=Math.round(_data.base)>></td>
<td class="item-name"><<=Math.round(_data.items)>></td>
<td class="item-name"><b><<=Math.round(_data.current)>></b></td>
</tr>
<</if>>
<</for>>
</tbody>
</table>
[[Goto Debug|DebugScreen]]
<</widget>>/*
Displays overlay (#customOverlay element) with title and content defined by provided key.
*/
<<widget "overlayReplace">>
<<set _key to _args[0]>>
<<if !_key>>
<<exit>>
<</if>>
<<if _currentOverlay is _key>>
<<run closeOverlay()>>
<<exit>>
<</if>>
<<script>>
if (T.buttons.activeTab != -1) {
T.buttons.toggle();
updateOptions();
}
T.currentOverlay = T.key;
$("#customOverlay").removeClass("hidden").parent().removeClass("hidden");
$("#customOverlay").attr("data-overlay", T.currentOverlay);
<</script>>
<<replace #customOverlayTitle>><<titleOverlay>><</replace>>
<<switch _key>>
<<case "characteristics">>
<<replace #customOverlayContent>><<CharacteristicsOverlay>><</replace>>
<<case "inventory">>
<<replace #customOverlayContent>><<InventoryOverlay>><</replace>>
<<case "quests">>
<<replace #customOverlayContent>><<QuestsOverlay>><</replace>>
<<case "curses">>
<<replace #customOverlayContent>><<CursesOverlay>><</replace>>
<<default>>
<<DisplayError "overlayReplace desconhecido: ">>_key!<br>
<</switch>>
<</widget>>
<<widget "overlayReplaceTech">>
<<set _key to _args[0]>>
<<if !_key>>
<<exit>>
<</if>>
<<if _currentOverlay is _key>>
<<run closeOverlay()>>
<<exit>>
<</if>>
<<script>>
if (T.buttons.activeTab != -1) {
T.buttons.toggle();
updateOptions();
}
T.currentOverlay = T.key;
$("#customOverlay").removeClass("hidden").parent().removeClass("hidden");
$("#customOverlay").attr("data-overlay", T.currentOverlay);
<</script>>
<<replace #customOverlayTitle>><<titleOverlayTech>><</replace>>
<<switch _key>>
<<case "changelog">>
<<replace #customOverlayContent>><<ChangelogOverlay>><</replace>>
<<default>>
<<DisplayError "overlayReplace desconhecido: ">>_key!<br>
<</switch>>
<</widget>>
<<widget "ChangelogOverlay">>
<h3>Changelog</h3>
''Build'' <<= window.GAME_INFO.version >> (<<= window.GAME_INFO.date >>)<br><br>
<<for _n range window.GAME_INFO.notes>>
• <<= _n >><br>
<</for>>
<</widget>>
<<widget "titleOverlay">>
<<setupTabs>>
<div id="overlayTabs" class="tab">
<<closeButtonMobile>>
<<button "Characteristics">>
<<toggleTab>>
<<replace #customOverlayContent>><<CharacteristicsOverlay>><</replace>>
<</button>>
<<if $canMove>>
<<button "Inventory">>
<<toggleTab>>
<<replace #customOverlayContent>><<InventoryOverlay>><</replace>>
<</button>>
<</if>>
<<button "Slots">>
<<toggleTab>>
<<replace #customOverlayContent>><<SlotsCoverageOverlay>><</replace>>
<</button>>
<<button "View">>
<<toggleTab>>
<<replace #customOverlayContent>><<PlayerDollView>><</replace>>
<</button>>
<<button "Quests">>
<<toggleTab>>
<<replace #customOverlayContent>><<QuestsOverlay>><</replace>>
<</button>>
<<button "Active Spells">>
<<toggleTab>>
<<replace #customOverlayContent>><<CursesOverlay>><</replace>>
<</button>>
</div>
<<closeButton>>
<</widget>>
<<widget "titleOverlayTech">>
<<setupTabs>>
<div id="overlayTabs" class="tab">
<<closeButtonMobile>>
<<button "Changelog">>
<<toggleTab>>
<<replace #customOverlayContent>><<ChangelogOverlay>><</replace>>
<</button>>
</div>
<<closeButton>>
<</widget>>
<<widget "setupTabs">>
<<script>>
T.tab = new window.Tab("overlayTabs", "tab-selected");
let active = V.options.closeButtonMobile ? 1 : 0;
T.tab.setActive((T.args[0] || 0) + active);
<</script>>
<</widget>>
<<widget "toggleTab">>
<<run T.tab.toggle()>>
<</widget>>
<<widget "closeButton">>
<<if !$options.closeButtonMobile>>
<div class="customOverlayClose" onclick="closeOverlay();"></div>
<</if>>
<</widget>>
<<widget "closeButtonMobile">>
<<if $options.closeButtonMobile>>
<<button "Close">>
<<run closeOverlay()>>
<</button>>
<</if>>
<</widget>><<widget "PlaySFX">>
<<audio _args[0] play>>
<!-- <<switch _args[0]>>
<<case "EATING">>
<<run utils.playSFX(_args[0], "media/sounds/apple-bite.mp3")>>
<<case "DRINKING">>
<<run utils.playSFX(_args[0], "media/sounds/drinking-water.mp3")>>
<<default>>
<em>Unknown sound: _args[0]</em>
<</switch>>
-->
<</widget>>
<<widget "CacheAudio">>
<<cacheaudio "EATING" "media/sounds/apple-bite.mp3">>
<<cacheaudio "DRINKING" "media/sounds/drinking-water.mp3">>
<</widget>><!-- RandomEventText arr["strings"] -->
<<widget "RandomEventText">>
<<print _args[0].randomElementArray()>><br>
<</widget>>
<<widget "ChooseDayNightText">>
<<set _chooseText to _args[0]>>
<<set _desc to $isDay?_chooseText.whatThePlayerSees_day:_chooseText.whatThePlayerSees_night>>
<<WorldDescribe _desc>>
<</widget>>
<!-- for when I want do describe something about the world -->
<<widget "WorldDescribe">>
<<set _txt to _args[0]>>
<p class="worldDescription">_txt</p>
<</widget>>
<<widget "WorldDescription">>
<<set _arr to _args[0]>>
<<for _txt range _arr>>
<<WorldDescribe _txt>>
<</for>>
<</widget>>
<<widget "TODO">>
<<if $options.debug>>
<div class="simple-todo-button" onclick="
const panel = document.getElementById('simpleTodoPanel');
panel.style.display = panel.style.display === 'block' ? 'none' : 'block';
">
TODO
</div>
<div id="simpleTodoPanel" class="simple-todo-panel">
<<= _args[0]>>
</div>
<</if>>
<</widget>>
<<widget gaggro>>
| ⚠️
<</widget>>
<<widget gcrime>>
| <<iconui "crime">>
<</widget>>