Added phone item
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@@ -152,6 +152,7 @@ Each path has a level (e.g., 1–10). Level gates clothing, missions, and attrib
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- **Phone** (one active at a time, but the player may own multiple models simultaneously — §9, §9.9)
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- **Consumables** (food, §6.7)
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- **Toys** — sex toys for the toy slots (§6.5). Bought at the Adult Shop (§10.4).
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- **Keys** — unlock restraints (§10.4.1). Carried in the dedicated key slot (§6.5).
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There are no other gadget categories. The phone is the only electronic device the player carries.
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@@ -164,12 +165,9 @@ Attributes per clothing instance:
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- `condition` — float [0,1]. Starts at 1.0 (new). Decreases via §6.3.4.
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- `canExpose` — list of body parts this garment can momentarily reveal without unequipping (e.g., coat → boobs, ass).
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- `restrictions` — list of restriction entries that fire while this item is equipped (e.g., wrist cuffs block phone use and changing top clothing; ankle cuffs block running). Most items have an empty list. See §6.3.7 for the full vocabulary.
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- `containerSlots` — optional inventory (e.g., pants pocket for phone).
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#### 6.3.1 Container slots
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Container slot allows player to carry items there.
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- `size`: S, M, L - Size of the container slot
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- `count`: Count of the container slots
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#### 6.3.1 No clothing inventory
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Clothing provides no storage of its own — there are no pockets or per-garment container slots. The only item container in the game is the equipped bag (§6.4). All carriable items go in a bag; the phone, bag, and key have their own dedicated equipment slots (§6.5).
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#### 6.3.2 Coverage resolution
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For each body part `b`:
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@@ -239,14 +237,16 @@ Authored examples:
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**Commission interaction:** an accepted commission whose objective needs a blocked action (e.g., `PerformAction(masturbate)` with `BlockMasturbate` active) does not auto-fail; it simply cannot progress until the restriction is cleared. The commission's day / week deadline still applies normally.
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### 6.4 Bags
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- Bag is an equippable item with its own inventory.
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- Player can equip **one** bag at a time.
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- Bag can be placed in the world (set down) — persists as an AActor.
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- A bag is an equippable item with its own inventory — the **only** container in the game.
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- Player can equip **one** bag at a time (the bag slot, §6.5).
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- **Any** item type can be stored in a bag — clothing, phone, food, toys, keys, powerbanks, etc.
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- Capacity is a flat **maximum item count**, authored per bag — different bags hold different numbers of items. There are no item size classes (no S / M / L): one slot holds one item regardless of what it is.
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- Bag can be placed in the world (set down) — persists as an AActor with its contents.
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- Bags follow the same theft rules as clothing (§6.3.4) and the same session-loss rules as other items (§4.4 / §6.6).
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### 6.5 Inventory & Equipment
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The player has 18 equipment slots in four groups, plus a bag slot, a hand slot, and container slots exposed by what's currently equipped.
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The player has 18 equipment slots in four groups, plus three dedicated carry slots — **phone**, **bag**, and **key**. There is no hand slot and no per-garment container slots; general item storage is the equipped bag's inventory only (§6.4).
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#### Equipment slots
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@@ -294,19 +294,23 @@ Restraint slots are governed by §6.3.7 (effects) and §10.4.1 (removal). `NeckR
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Sex toys are bought from the Adult Shop (§10.4) and follow the standard item-identity rules (§6.1). Toys do **not** contribute to coverage (§6.3.2); a butt plug under panties leaves `UnderwearBottom`'s coverage value unchanged and the ass remains "covered" by panties for embarrassment math. Toys can be hidden beneath clothing or worn while otherwise nude — the slot is orthogonal to the body-clothing layering rules. Effects (lust modifier, embarrassment modifier, pulse modifier, audible vibration that NPCs may detect) are per-toy and authored on the toy's `UItemInstance`.
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#### Other equipment
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- **Bag slot** — 1 (see §6.4).
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- **Hand slot** — 1. Holds one carriable item at a time (phone, food, key, etc.). Hand-dependent actions (phone use, item pickup, masturbate, expose action) are disabled when an equipped item declares the corresponding `Block*` restriction (§6.3.7); wrist cuffs are the canonical case.
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#### Dedicated carry slots
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- **Phone slot** — 1. Holds the active phone (§9, §9.9). The phone is usable directly from this slot; an empty slot means no phone is available. `BlockPhoneUse` (§6.3.7) still disables it while a restraint is on.
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- **Bag slot** — 1. Holds one bag (§6.4). The bag's inventory is the only general item storage.
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- **Key slot** — 1. Holds the key used for the restraint unlock action (§10.4.1).
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#### Container slots
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- Each equipped clothing item may expose container slots (e.g., pants pocket). The equipped bag exposes container slots as well. Each container slot has a size class (S / M / L, §6.3.1) that constrains what fits.
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- There is no abstract "backpack" inventory. Total carry capacity = sum of container slots provided by currently equipped items.
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Each of these slots accepts only its own item type — a phone in the phone slot, a bag in the bag slot, a key in the key slot. Everything else the player carries lives in the equipped bag. Actions that previously implied a free hand (item pickup, masturbate, expose action) are gated only by the relevant `Block*` restriction (§6.3.7); wrist cuffs are the canonical case.
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#### Item storage
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- The only item storage is the equipped bag's inventory (§6.4). Clothing exposes no container slots.
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- Capacity is the equipped bag's authored item-count limit. With no bag equipped, the player carries only what is worn plus what occupies the phone, bag, and key slots.
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- There are no item size classes — one bag slot holds one item of any type.
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### 6.6 Item loss summary table
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| Situation | Outcome |
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|-------------------------------------------------------------------------------------------|-------------------------------------------------------------------------------------------------------------------------------------------|
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| Session ends safely | All carried / equipped / placed items persist. |
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| Session lost, item equipped | Item persists, fully equipped. Loss never forcibly removes worn clothing (§4.4). |
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| Session lost, item in a slot on the player (worn, phone, bag, key) | Item persists, fully equipped. Loss never forcibly removes anything held in a slot on the player (§4.4). |
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| Session lost, item in equipped bag | Item persists (bag is on the player). |
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| Session lost, bag placed in world | Bag and contents are subject to the same theft chance as clothing (§6.3.4) and to sleep-loss if the player sleeps before retrieving them. |
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| In-session, clothing past the grace period | Each check is a flat chance of theft (§6.3.4). Picking the item back up resets the grace timer. |
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@@ -452,7 +456,7 @@ Movement should be implemented as a state machine on the character with clear tr
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## 9. Phone
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The phone is the player's diegetic UI hub. It can be used if it is in: hand, pocket (pants with phone-sized container slot), or equipped bag. **Exception:** the livestream app (§9.1.1) continues to operate while the phone is placed in the world, so the player can keep streaming after setting the phone down for a back-camera shot.
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The phone is the player's diegetic UI hub. It is usable whenever it occupies the player's **phone slot** (§6.5) — that is the active phone (§9.9). **Exception:** the livestream app (§9.1.1) continues to operate while the phone is placed in the world, so the player can keep streaming after setting the phone down for a back-camera shot.
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The phone is battery-powered (§9.8). A dead phone is unusable until charged — no forum, no camera, no maps. Plan accordingly.
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@@ -509,7 +513,7 @@ The phone has a finite battery that drains while powered on and recharges at the
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- Livestream: ~5× — heaviest drain. Livestream is the only app that ticks in the background and stacks its drain on top of whatever app is in the foreground.
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- **Charging.**
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- **Apartment charger** — primary source. A charger spot in the apartment recharges the phone at a fixed rate (TBD) while the phone is placed on it.
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- **Portable powerbank** — purchasable consumable (Convenience Store, §10.4). Single-use; consuming one restores a fixed percentage of charge (TBD). Occupies one container slot (size S, §6.3.1) in the player's inventory and follows normal item-identity / theft rules.
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- **Portable powerbank** — purchasable consumable (Convenience Store, §10.4). Single-use; consuming one restores a fixed percentage of charge (TBD). Stored in the equipped bag like any other item (§6.4) and follows normal item-identity / theft rules.
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- **Dead battery (0%).** Hard shutdown:
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- All apps lock. Opening the phone shows a "dead battery" overlay; no input passes through.
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- An active livestream **ends immediately**. Earnings accrued up to the cut-off are deposited; further viewers / tips that would have arrived are forfeit.
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@@ -960,11 +964,11 @@ Decisions previously open, now fixed:
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8. **Run length:** 90-day campaign. Endless mode unlocked after first completion (rent-eviction disabled, all other systems intact). See §3.3.
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9. **Cuff/restraint removal:** Key + timed unlock action only. No Helper NPC, no paid adult-shop service. See §10.4.1.
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10. **Voice commands:** Not used. Hotkey-driven only.
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11. **Equipment slot list:** 18 slots, locked. Body clothing (8): `Outerwear`, `Top`, `Bottom`, `UnderwearTop`, `UnderwearBottom`, `Bodysuit` (exclusive with the prior four), `Socks`, `Footwear`. Accessories (4): `Head`, `Face`, `Eyes`, `Neck`. Restraints (3, independent): `WristRestraint`, `AnkleRestraint`, `NeckRestraint`. Toys (3, independent): `Nipples`, `Anal`, `Vagina`. Face-cover bypass for recognition is driven by `Face` and `Eyes`. Toys do not contribute to coverage. See §6.5 for the full table.
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11. **Equipment slot list:** 18 slots, locked. Body clothing (8): `Outerwear`, `Top`, `Bottom`, `UnderwearTop`, `UnderwearBottom`, `Bodysuit` (exclusive with the prior four), `Socks`, `Footwear`. Accessories (4): `Head`, `Face`, `Eyes`, `Neck`. Restraints (3, independent): `WristRestraint`, `AnkleRestraint`, `NeckRestraint`. Toys (3, independent): `Nipples`, `Anal`, `Vagina`. Face-cover bypass for recognition is driven by `Face` and `Eyes`. Toys do not contribute to coverage. The phone, bag, and key are carried in three separate dedicated slots (§27), not part of the 18. See §6.5 for the full table.
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12. **City location list:** locked for launch. Apartment, Convenience Store, Café, Clothing Shops, Gym, Beauty Salon, Adult Shop, Electronics Shop, Streets / Parks / Alleys, **Beach**, **Train Station**, **Casino**. School exterior and hot springs (onsen) were considered and cut. Vertical slice (§18.1) covers the basic shop set; Beach, Train Station, Casino, and Electronics Shop are full-launch additions. See §10.4.
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13. **Attribute level-up cost:** XP only. XP is a single shared pool (not per-path); the player chooses which path's attribute pool to spend it on, and may eventually max all three. No money, no separate currency. See §7.10.
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14. **Food effect vocabulary:** locked. Two instant effects (energy restore, lust decrease) plus four timed buffs (stamina regen +, max stamina +, embarrassment-gain resistance, lust-gain resistance). Stacking: different types parallel; same type additive up to a per-type cap. No pulse buffs, no caffeine trickle. See §6.7.
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15. **Carriable categories:** locked. Clothing, Bags, Phone, Consumables (food), Toys. No other gadget categories beyond the phone. See §6.2.
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15. **Carriable categories:** locked. Clothing, Bags, Phone, Consumables (food), Toys, Keys. No other gadget categories beyond the phone. See §6.2.
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16. **Casino:** added to the city (§10.4, §10.4.2). Main floor (slots, blackjack, roulette — money only). VIP room — **gated by a per-day entrance fee** (no permanent unlock; pay each day you want in). Permissive dress code; strip-game blackjack and roulette tables that bet clothing. No poker. Mixed pacing: slots instant, table games take in-game minutes. Net EV negative — variance is the appeal.
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17. **Police capture, can't pay:** short non-interactive holding-cell cutscene, then time fast-forwards to the next morning. The night served settles the debt; no money owed afterward. Replaces the earlier "skip days proportional to unpaid amount" rule. See §4.4.
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18. **Loss precedence during a police chase:** if the player is actively being chased by police (per §10.3) and any other loss condition fires (embarrassment max, energy zero), the loss resolves as **police capture** — the chase wins. The cops catch the player as they collapse. Applies even without a prior `wanted` tag. See §4.4.
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@@ -976,6 +980,7 @@ Decisions previously open, now fixed:
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24. **Hunger via max-energy decay.** Effective max energy decays over time (a hunger rate); eating any food restores effective max to base max as a built-in universal effect (no per-food authoring). Sleep restores current energy but does NOT reset hunger — only eating does. Floors at a TBD fraction of base max so the player can't be starved into a forced game-over. See §7.3 / §6.7.
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25. **Follower income cadence — daily, not weekly.** Passive follower income accrues and auto-deposits to the bank **every in-game day** at the 04:00 day-roll, not in a weekly lump. Resolves the prior §7.9 ↔ §9.4 / §13.3 contradiction in favor of §7.9's daily model. Rent remains a separate **weekly** charge (§15.2); the two cadences are intentionally offset. See §7.9 / §9.4 / §13.3 / §15.1.
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26. **Masturbation gating — home vs. public.** Home masturbation (in the apartment) is **always available to every player, regardless of path**. Masturbating *during a session* (outside the apartment) is a **Slut-path unlock** (§5.1). The §14.1 quick-action shows the masturbate entry unconditionally at home; in-session it is hidden until the player has Slut-path investment. Non-Slut players therefore cannot reset lust mid-session and rely on lust-decrease food (§6.7) or returning home. Commission `PerformAction(masturbate)` objectives are public and thus Slut-gated by the generator (§13.4). Resolves the prior §5.1 ↔ §7.2 contradiction. See §7.2 / §5.1 / §14.1.
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27. **Bags are the only containers; clothing has no pockets.** Per-garment container slots and item size classes (S / M / L) are removed. Only an equipped bag stores items, capacity is a flat per-bag **item count** (no size constraints), and any item type can go in any bag slot. The player also gains three dedicated single-item carry slots — **phone**, **bag**, and **key** — replacing the old generic hand slot; the phone is usable directly from the phone slot. See §6.3.1 / §6.4 / §6.5.
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## 21. Open Design Questions
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