11 Jan - 1.18 Release

This commit is contained in:
vinfamy 2019-01-11 14:24:05 +07:00
parent 05b3adc6c3
commit ebf5a9f6a2
80 changed files with 1072 additions and 0 deletions

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Actor.addCriminal()
USE:
Make this person part of your crime family.
TYPE: Command, Non-Ref
RETURNS: /
THEME: Crime
COMPARE: setCrimeBoss
EXAMPLE:
Actor = generatePerson()
Actor.addCriminal()
Actor.dress()
Actor.show(2)
"A gang member approached me."
Actor(Evil):: "So, you're the new <Player.boy_or_girl>? Watch yourself out there, novice. I'm <Actor.name>. Maybe we can work together sometimes."

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Actor.addEmployee(Salary)
USE:
Make this person an employee at the specified salary at the current building.
TYPE: Command, Non-Ref
RETURNS: /
THEME: Business
COMPARE: removeEmployee
EXAMPLE:
Salary = 2000
"<Actor.name> accepted the offer and started immediately."
Actor.addEmployee(Salary)

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blockNPCRelationships(Actor)
USE:
Prevents this person from ever having NPC-NPC relationships. Mainly used for ex-relative bf/gf so that your gf/ former sister doesn't introduce you to her brother that you apparently haven't met
TYPE: Command, Non-Ref
RETURNS: /
THEME: NPC-NPC
COMPARE: addNPCRelationship

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blockPregnancy()
USE:
Block all pregnancies for all sex scenes in this current scene.
TYPE: Command, Non-Ref
RETURNS: /
THEME: Pregnancy
COMPARE: impregnate
EXAMPLE:
blockPregnancy()
"This is a dream ..."
Sex(Player, Actor) // No pregnancies can result from this sex scene

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calculateExpenses()
USE:
Calculate the expenses for the current building.
TYPE: Command, Ref
RETURNS: FloatVar
THEME: Business
COMPARE: calculateRent, calculateRevenue, calculateWages
EXAMPLE:
Expenses = calculateExpenses()
ExpensesC = Expenses.convertToLocalCurrency(true)
"Other expenses are projected at <ExpensesC>."

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calculateRent()
USE:
Calculate the rent for the current building.
TYPE: Command, Ref
RETURNS: FloatVar
THEME: Business
COMPARE: calculateRevenue, calculateWages, calculateExpenses
EXAMPLE:
Rent = calculateRent()
RentConverted = Rent.convertToLocalCurrency(true)
"The rent of this property for commercial use is <RentConverted> per month, and the current tenant is not renewing. Lease it?"

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calculateRevenue()
USE:
Calculate the revenue for the current building.
TYPE: Command, Ref
RETURNS: FloatVar
THEME: Business
COMPARE: calculateRent, calculateWages, calculateExpenses
EXAMPLE:
Revenue = calculateRevenue()
RevenueC = Revenue.convertToLocalCurrency(true)
"Estimated gross revenue for this month is <RevenueC>."

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calculateWages()
USE:
Calculate the wages for the current building.
TYPE: Command, Ref
RETURNS: FloatVar
THEME: Business
COMPARE: calculateRent, calculateRevenue, calculateExpenses
EXAMPLE:
Wages = calculateWages()
WagesC = Wages.convertToLocalCurrency(true)
"Wages for all employees total around <WagesC>."

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chooseContact()
USE:
Choose a person from your contact by displaying a option menu while staying in the scene. Must be followed by getSpecific(chooseContact). Probably inferior to selectNPC() unless you really don't want to take the player out of the scene even temporarily.
TYPE: Command, Non-Ref
RETURNS: /
THEME: Acquaintance
COMPARE: selectNPC()
EXAMPLE:
Dating(Flirty):: "You naughty <Player.boy_or_girl>! Fancy yourself as a generous <Dating.boyfriend_or_girlfriend> sharer, don't you? Fine then, if that's what turns you on, I can give it a try. Just make sure to find me a cute <Player.boy_or_girl> to date and go home with, okay?"
"We then went on to discuss potential candidates."
chooseContact()
Bull = getSpecific(chooseContact)

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chooseMajor()
USE:
Pick the Major for the player, both for teaching and studying. Must be followed by setMajor(). The majors available are hardcoded in the GI file.
TYPE: Command, Non-Ref
RETURNS: /
THEME: University
COMPARE: setMajor
EXAMPLE:
chooseMajor()
setMajor()
"I just selected my <Player.Major> as my major."

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Actor.cloneFrom(Actor2)
USE:
Make an actor identical to another actor (stats, appearance, names, sexual preferences, etc). Used in incest_relationship.lpscene to switch between relative and normal NPC statuses.
TYPE: Command, Ref
RETURNS: Actor
THEME: Actor Creation
COMPARE: generatePersonMatchRace()
EXAMPLE:
Actor2.cloneFrom(Actor) // Actor2 is now a duplicate of Actor
Actor.deletePerson() // Bye bye, your clone has replaced you
Actor2.dress()
Actor2.show(2)

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contractSTD()
USE:
Give the player STD
TYPE: Command, Non-Ref
RETURNS: /
THEME: Consequences
COMPARE:
EXAMPLE:
contactSTD()
"Oh no, I have a STD."

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Actor.DeletePerson()
USE:
Force remove this actor completely from the game. They will no longer be called on in scenes or accessible from the Contacts menu. Used in rare cases to kill off characters or characters moving to a new city etc ...
TYPE: Command, Reference
RETURNS: /
THEME: Actor Removal
COMPARE: hide, makePermanent, delete

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Actor.dressExcept(Slot1, Slot2, ..., SlotN)
USE:
Dress this person but leave the specified slots empty. Used for lingerie modelling.
TYPE: Command, Non-Ref
RETURNS: /
THEME: Clothes
COMPARE: dress
EXAMPLE:
Player.strip()
Player.dressExcept(Outerwear, Top, Bottom, Foot, Headwear, Eyewear)
Actor(Happy):: "That's it ... perfect."

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dressFormal()
USE:
Use this to toggle the 'dress code' of the scene.
TYPE: Command, Non-Ref
RETURNS: /
THEME: Clothes
COMPARE: dressWedding(), dress()
EXAMPLE:
dressFormal()
Actor.dress()
Actor2.dress()
dressFormal()
Actor3.dress()
"1 and 2 are wearing suits while 3 is looking like a bum"

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Actor.dressGuard()
USE:
Dress the person in prison guard outfit (3d assets not made yet, so this actually just calls normal Dress instead).
TYPE: Command, Non-Ref
RETURNS: /
THEME: Consequences
COMPARE: dress, dresUniform, dressPrisoner

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Actor.dressPrisoner()
USE:
Dress the person in prison outfit (3d assets not made yet, so this actually just calls normal Dress instead).
TYPE: Command, Non-Ref
RETURNS: /
THEME: Consequences
COMPARE: dress, dresUniform, dressGuard

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Actor.dressUniform()
USE:
Put on appropriate uniform for this person's profession, only Doctor and Nurse for now.
TYPE: Command, Reference
RETURNS: /
THEME: Clothes
COMPARE: dressFormal, dressWedding
EXAMPLE:
Actor.SetJob(Doctor)
Actor.dressUniform()

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endOpenRelationship()
USE:
Revert your current relationship/ marriage back into a normal closed one (there are now cheating consequences).
TYPE: Command, Non-Ref
RETURNS: /
THEME: Relationships
COMPARE: startOpenRelationship
EXAMPLE:
startOpenRelationship()
Sex(Player, NotMyGF) // This will NOT be the same as SexNoAffair, your GF could catch you and get upset

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endPrison()
USE:
Remove the player from prison.
TYPE: Command, Non-Ref
RETURNS: /
THEME: Consequences
COMPARE: imprison
EXAMPLE:
"And I did it! The prison guards were long left behind. Usain Bolt would be proud of that run!"
"My prison escape was close, but ultimately successful. I'm a free <Player.man_or_woman> again!"
endPrison()

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enterBusinessName()
USE:
Displays a text box so that the player can type in this business's name.
TYPE: Command, Ref
RETURNS: /
THEME: Business
COMPARE: startBusiness()
EXAMPLE:
"I signed the lease on the property and took over the business."
"What should I name this business?"
enterBusinessName()
startBusiness()

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Actor.enterFirstName()
USE:
Displays a text box so that the player can type in this character's first name. Used for naming children and pets.
TYPE: Command, Ref
RETURNS: Actor
THEME: Actor Creation
COMPARE:
EXAMPLE:
"It's now time to name my new pet:"
Actor.enterFirstName()
Player(Happy):: "Alright, I think I'll call you <Actor.name> from now on."

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followUp(SceneID)
USE:
Start another scene immediately after this current scene finishes
TYPE: Command, Non-Ref
RETURNS: /
THEME: Consequences
COMPARE:
EXAMPLE:
Dating(Furious):: "You betrayed me, you humilated me ... now you die!"
"Pow!"
Player.hide()
followUp(death)

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generateCreature(optional_Race)
USE:
Generate a new permanent creature NPC.
TYPE: Command, Non-Ref
RETURNS: Actor
THEME: Actor Creation
COMPARE: generateCreatureTemporary
EXAMPLE:
Actor = generateCreature(Dogs)
"<Actor.name> is my new dog."

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generateCreatureTemporary(optional_Race)
USE:
Generate a new temporary (until you call MakePermanent) creature NPC.
TYPE: Command, Non-Ref
RETURNS: Actor
THEME: Actor Creation
COMPARE: generateCreature
EXAMPLE:
Actor = generateCreatureTemporary(Dogs)
While Actor.isMale()
Actor = generateCreatureTemporary(Dogs)
Endwhile
"<Actor.name> is my new bitch, literally."

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Actor.generatePersonMatchRace()
USE:
Generate a new actor that matches the racial preset of another person (for example, to generate a relative of an NPC). The actor generated using this method will be permanent right away, meaning they will remain after the current scene ends and are usable for some functions that only work with permanent actors.
TYPE: Command, Ref
RETURNS: Actor
THEME: Actor Creation
COMPARE: generatePerson
EXAMPLE:
Actor = Actor2.generatePersonMatchRace() // If Actor2 is east asian, Actor will also be east asian
Actor.dress()
Actor.show(2)
exchangeContact(Actor) // this will succeed because this is a permanent actor

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Actor.generatePersonMatchRace()
USE:
Generate a new actor that matches the racial preset of another person (for example, to generate a relative of an NPC, but only seen in one scene). The actor generated using this method will be temporary (unless you later use MakePermanent() ) , meaning they will be deleted and forgotten about after the current scene ends and are not usable for some functions that only work with permanent actors.
TYPE: Command, Ref
RETURNS: Actor
THEME: Actor Creation
COMPARE: generatePerson
EXAMPLE:
Actor = Actor2.generatePersonTemporaryMatchRace() // If Actor2 is east asian, Actor will also be east asian
Actor.dress()
Actor.show(2)
exchangeContact(Actor) // this will fail because this isn't a permanent actor

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Actor.generateRelativeMatchRace()
USE:
Generate a new relative actor that matches the racial preset of another person (for example, to generate my relative). The actor generated using this method will be permanent right away, meaning they will remain after the current scene ends and are usable for some functions that only work with permanent actors.
TYPE: Command, Ref
RETURNS: Actor
THEME: Actor Creation
COMPARE: generatePersonMatchRace
EXAMPLE:
Actor = Player.generateRelativeMatchRace() // This way if you're black, your brother wouldn't turn up white.
Actor.dress()
Actor.show(2)

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getAnyRelative(Relationship)
USE:
Get any relative including underage ones. Used for parenting scenes.
TYPE: Command, Non-Ref
RETURNS: Actor
THEME: Relationships
COMPARE: getRelative
EXAMPLE:
WHO: Actor = getAnyRelative(Child); If Actor:age < 18

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getCompanionAny()
USE:
Get the current companion, regardless of whether they are human or not.
TYPE: Command, Non-Ref
RETURNS: Actor
THEME: Companion
COMPARE: getCompanion, getCompanionCreature
EXAMPLE:
WHO: Companion = getCompanionAny()

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getCompanionCreature()
USE:
Get the current companion, but only if they are a creature.
TYPE: Command, Non-Ref
RETURNS: Actor
THEME: Companion
COMPARE: getCompanion, getCompanionAny
EXAMPLE:
WHO: Actor = getCompanionCreature(); If Random(0, 200) < Actor:intelligence

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getCreature()
USE:
Get a random creature NPC. This function is very simple right now with the first implementation of creature NPCs, but it will most likely evolve over time.
TYPE: Command, Non-Ref
RETURNS: Actor
THEME: Creature
COMPARE: getCompanionCreature
EXAMPLE:
Actor = getCreature(); If Random(70, 100) < Actor:fitness

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getNumRelatives()
USE:
Counts the total number of relative NPCs in the game (your relatives, not NPC's relatives).
TYPE: Command, Non-Ref
RETURNS: FloatVAR
THEME: Relationships
COMPARE: getRelative

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getSelectedNPC()
USE:
Choose a person from your contacts by leaving the scene temporarily and opening the Contacts menu. Must be preceded by selectNPC(). Basically superior to chooseContact() unless you really don't want to take the player out of the scene even temporarily.
TYPE: Command, Non-Ref
RETURNS: Actor
THEME: Acquaintance
COMPARE: chooseContact()
EXAMPLE:
"Who should be my first guest?"
selectNPC()
Guest1 = getSelectedNPC()

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Actor.impregnate()
USE:
Force impregnate someone. Works even without sex!
TYPE: Command, Reference
RETURNS: /
THEME: Pregnancy
COMPARE:
Example:
Player.impregnate() // Oh no, I'm Virgin Mary now.

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imprison()
USE:
Send the player to prison.
TYPE: Command, Non-Ref
RETURNS: /
THEME: Consequences
COMPARE: endPrison
EXAMPLE:
"The court-appointed lawyer didn't do me much good. I got the expected sentence and was sent on my way to jail."
imprison()

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Actor.loadPreset(Preset1, Preset2, ..., PresetN)
USE:
Load the preset(s) onto this character, resetting them to default first before doing so
TYPE: Command, Reference
RETURNS: /
THEME: Actor Creation
COMPARE: blendPreset
EXAMPLE:
Actor.loadPreset(bodybuilder_F)
Random
Actor.loadPreset(hourglass_F) // Just a normal hourglass girl
Actor.blendPreset(hourglass_F) // There is still signs of the beefcake
EndRandom

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modifyReputation(floatvar)
USE:
Change the local reputation of this business
TYPE: Command, Non-Ref
RETURNS: /
THEME: Business
COMPARE:
EXAMPLE:
Change = 0.5
ModifyReputation(Change)

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moveFraternity()
USE:
Move into the current building and make it your new fraternity / sorrority
TYPE: Command, Non-Ref
RETURNS: /
THEME: University
COMPARE: moveSchools
EXAMPLE:
moveFraternity()
"I'm now a brother of this frat house."

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moveSchools()
USE:
Enroll into the current building and make it your new university
TYPE: Command, Non-Ref
RETURNS: /
THEME: University
COMPARE: moveFraternity
EXAMPLE:
moveSchools()
"I'm now a student at this university"

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quitCrime()
USE:
Leave your crime family
TYPE: Command, Non-Ref
RETURNS: /
THEME: Crime
COMPARE: setCrimeBoss()
EXAMPLE:
"Let's move on and forget about my dark past. I'll just have to hope that my old boss would consider me too insignificant an loose end to hunt down."
quitCrime()

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quitFraternity()
USE:
Drop out of the fraternity
TYPE: Command, Non-Ref
RETURNS: /
THEME: University
COMPARE: moveFraternity()
EXAMPLE:
"Greek life wasn't for me. It's time to focus on academic performance and less on socializing."
quitFraternity()

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quitLecturing()
USE:
Quit your lecturing job
TYPE: Command, Non-Ref
RETURNS: /
THEME: University
COMPARE: moveSchools()
EXAMPLE:
"Teaching and research wasn't the career for me."
quitLecturing()

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quitMedical()
USE:
Leave your medical career
TYPE: Command, Non-Ref
RETURNS: /
THEME: Work
COMPARE: setJob()
EXAMPLE:
"Medicine wasn't the career for me."
quitMedical()

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quitSchool()
USE:
Drop out of university
TYPE: Command, Non-Ref
RETURNS: /
THEME: University
COMPARE: moveSchools()
EXAMPLE:
"College life wasn't for me."
quitSchool()

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Actor.randomizeSexy()
USE:
Randomize the intimate morphs of this character
TYPE: Command, Reference
RETURNS: /
THEME: Actor Creation
COMPARE: randomizeHairs, randomizeFace
EXAMPLE:
Actor.randomizeSexy()
"You're as flat as a LCD screen"
Actor.randomizeSexy()
"Wow, those are big watermelons!"

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removeAddedClothes()
USE:
Remove all clothes from your inventory that were added during this scene. Used for modelling shoots.
TYPE: Command, Non-Ref
RETURNS: /
THEME: Clothes
COMPARE: dress, dressExcept
EXAMPLE:
"Aside from my agreed pay, they also offered to let me keep the clothes I did the photoshoots in."
0:: "Keep the clothes also"
1:: "Just take the money"
If 1
removeAddedClothes()
Endif

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Actor.removeEmployee()
USE:
Fire this employee
TYPE: Command, Non-Ref
RETURNS: /
THEME: Business
COMPARE: removeEmployee
EXAMPLE:
"I decided to fire their asses for this unacceptable behaviour at work."
Actor:rapportwithplayer -= Random(0, 50)
Actor2:rapportwithplayer -= Random(0, 50)
Actor.removeEmployee()
Actor2.removeEmployee()

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Actor.saveAndDelete()
USE:
Force remove this actor from current memory, but saves any (stat) changes made to them in this scene first. Used for party scenes to avoid bloating.
TYPE: Command, Reference
RETURNS: /
THEME: Actor Removal
COMPARE: delete, deletePerson

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sceneEndLoadLastSave()
USE:
End the current scene and loads the last save. Used for game-over.
TYPE: Command, Non-Ref
RETURNS: /
THEME: Consequences
COMPARE: sceneEnd
EXAMPLE:
"GAME OVER!"
0:: "Load last save"
1:: "Revive my character (cheat)"
If 0
sceneEndLoadLastSave()
Else
sceneEnd()
Endif

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selectNPC()
USE:
Choose a person from your contacts by leaving the scene temporarily and opening the Contacts menu. Must be followed by getSelectedNPC(). Basically superior to chooseContact() unless you really don't want to take the player out of the scene even temporarily.
TYPE: Command, Non-Ref
RETURNS: /
THEME: Acquaintance
COMPARE: chooseContact()
EXAMPLE:
"Who should be my first guest?"
selectNPC()
Guest1 = getSelectedNPC()

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Actor.setCrimeBoss()
USE:
Make this person the boss of your crime family.
TYPE: Command, Non-Ref
RETURNS: /
THEME: Crime
COMPARE: addCriminal
EXAMPLE:
Boss.setCrimeBoss()
Boss.dress()
Boss.show(2)
Boss(Evil):: "So, you want to join our Family? Have you actually thought this through or are you just another wasting my time?"

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Actor.setDifferentMajor()
USE:
Set the Major for the NPC to be a random subject but not the same as the player, both for teaching and studying.
TYPE: Command, Non-Ref
RETURNS: /
THEME: University
COMPARE: setMajor(), setSameMajor()
EXAMPLE:
"I'm studying History"
Actor.setSameMajor()
"<Actor.name> is not my classmate."

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Actor.setExRelative(Actor2)
USE:
Make this normal NPC remember that they used to be related to the player.
TYPE: Command, Reference
RETURNS: /
THEME: Relationships
COMPARE: getRelative
EXAMPLE:
Actor2.cloneFrom(Actor)
Actor2.setExRelative(Actor)

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FloatVar.setFraternityFees()
USE:
Set this as your current monthly fraternity fees.
TYPE: Command, non-Ref (ref-like syntax)
RETURNS: /
THEME: University, Money
COMPARE: setRent, setFraternityFees
EXAMPLE:
FratFee = 1000
FratFee.setFraternityFees()
"I agreed to pay $1000 per month for fraternity fees"

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Actor.setJob(Job)
USE:
Set the job for this NPC. Only Doctor and Nurse are available now
TYPE: Command, Non-Ref
RETURNS: /
THEME: University
COMPARE: chooseMajor()
EXAMPLE:
Actor.setJob(Doctor)
"Good morning, Dr <Actor.name_last>"

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setMajor()
USE:
Set the Major for the player, both for teaching and studying. Must be preceded by chooseMajor(). The majors available are hardcoded in the GI file.
TYPE: Command, Non-Ref
RETURNS: /
THEME: University
COMPARE: chooseMajor()
EXAMPLE:
chooseMajor()
setMajor()
"I just selected my <Player.Major> as my major."

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Actor.setRelativeType(Type)
USE:
Set which type of relative this person is (must already be a relative actor, not a normal NPC). Used for giving birth.
TYPE: Command, Reference
RETURNS: /
THEME: Relationships
COMPARE: generateRelativeMatchRace
EXAMPLE:
Actor2 = Actor.generateRelativeMatchRace()
Actor2.setRelativeType(Child)

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Actor.setSameMajor()
USE:
Set the Major for the NPC to be the same as the player, both for teaching and studying.
TYPE: Command, Non-Ref
RETURNS: /
THEME: University
COMPARE: setMajor(), setDifferentMajor()
EXAMPLE:
"I'm studying History"
Actor.setSameMajor()
"<Actor.name> is my classmate."

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Actor.setSubject()
USE:
Pick a random subject for a lecturer to teach that matches their major.
TYPE: Command, Non-Ref
RETURNS: /
THEME: University
COMPARE: setSameMajor()
EXAMPLE:
"I'm teaching History."
Actor.setSameMajor()
Actor.setSubject()
"Actor is teaching Roman History."

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FloatVar.setTuition()
USE:
Set this as your current monthly tuition fees.
TYPE: Command, non-Ref (ref-like syntax)
RETURNS: /
THEME: University, Money
COMPARE: setRent, setFraternityFees
EXAMPLE:
Tuition = 1000
Tuition.setTuition()
"I agreed to pay $1000 per month for tuition"

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startBusiness()
USE:
Make the current building your business.
TYPE: Command, Ref
RETURNS: /
THEME: Business
COMPARE: stopBusiness()
EXAMPLE:
"I signed the lease on the property and took over the business."
"What should I name this business?"
enterBusinessName()
startBusiness()

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startOpenRelationship()
USE:
Make your current relationship/ marriage an open one (no cheating consequences and unlocks a number of scenes). Resets when you end this current relationship and any new relationship will start off as closed.
TYPE: Command, Non-Ref
RETURNS: /
THEME: Relationships
COMPARE: endOpenRelationship
EXAMPLE:
startOpenRelationship()
Sex(Player, NotMyGF) // This will now be the same as SexNoAffair

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stopBusiness()
USE:
Make the current building no longer your business.
TYPE: Command, Ref
RETURNS: /
THEME: Business
COMPARE: startBusiness()
EXAMPLE:
"I have closed down this business."
stopBusiness()

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Actor.stripOne()
USE:
Strip this actor of a single currently equipped piece of clothes (but still follows logical order, so no stripping underwear before outerwear etc). Used for strip poker.
TYPE: Command, Reference
RETURNS: /
THEME: Clothes
COMPARE: dress
EXAMPLE:
Player.stripOne()
"That's the shirt off"

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Actor.isCreature()
USE:
Check if the actor is a creature and not human
TYPE: Condition, Reference
RETURNS: bool
THEME: Creature
COMPARE: isRelative
EXAMPLE:
If !Actor.isCreature()
Actor.dress()
Endif

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Actor.isExRelative()
USE:
Check if the actor is actually your relative who became a lover.
TYPE: Condition, Reference
RETURNS: bool
THEME: Relationships
COMPARE: setExRelative()
EXAMPLE:
If Actor.isExRelative()
"<Actor.name> and I are related after all so I would be lying if I said I wasn't concerned. Thankfully, the baby turned out to be healthy both physically and mentally. Maybe God changes his mind about incest?"
Endif

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Actor.isJob()
USE:
Check if actor is a doctor or a nurse
TYPE: Condition, Referenece
RETURNS: bool
THEME: Job
COMPARE: setJob
EXAMPLE:
If Actor.isJob(Doctor)
"Hi, Dr <Actor.name_last>."
Endif

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Actor.isNaked()
USE:
Check if the actor is completely without any clothes
TYPE: Condition, Reference
RETURNS: bool
THEME: Clothes
COMPARE:
EXAMPLE:
While !Player.isNaked()
"Off this goes ..."
Player.stripOne()
Endwhile

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Actor.isPregnant()
USE:
Check if the actor is pregnant.
TYPE: Condition, Reference
RETURNS: bool
THEME: Pregnancy
COMPARE: impregnate()
EXAMPLE:
If !Dating.isMale() && [Bull.isMale() || Bull.isTrans()] && !Dating.isPregnant() && Random(0, 100) < 30
Dating.impregnate()
Endif

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isStudent()
USE:
Check if the player is a student.
TYPE: Condition, Non-Ref
RETURNS: bool
THEME: University
COMPARE:
EXAMPLE:
If isStudent()
"I'm a student!"
Endif

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isTimingOut(sceneID)
USE:
Check if the specified is still in cooldown period and shouldn't be triggered again yet.
TYPE: Condition, Non-Ref
RETURNS: bool
THEME: Scenes
COMPARE:
EXAMPLE:
If isTimingOut(stalk_facebook)
"I don't feel like doing more online stalking for now ... Maybe I'll be in the mood again in an hour or two."
Endif

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Actor.isTrans()
USE:
Check if the actor is transexual.
TYPE: Condition, Reference
RETURNS: bool
THEME: Gender
COMPARE: isMale()
EXAMPLE:
If !Dating.isMale() && [Bull.isMale() || Bull.isTrans()] && !Dating.isPregnant() && Random(0, 100) < 30
Dating.impregnate()
Endif

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isWithCompanionCreature()
USE:
Check if player is with a creature companion, returns false if with a human creature
TYPE: Condition, Non-Ref
RETURNS: bool
THEME: Companions
COMPARE: isWithCompanion
EXAMPLE:
If isWithCompanionCreature()
"I'm taking the dog out for a walk"
Endif

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openRelationship()
USE:
Check if the player is in an open relationship
TYPE: Condition, Non-Ref
RETURNS: bool
THEME: Relationships
COMPARE:
EXAMPLE:
OTHER: !OpenRelationship() && Random(50, 100) < perversion