Added phone item

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2026-05-31 21:54:33 +03:00
parent f94dce1bfb
commit 65bd932473
13 changed files with 229 additions and 32 deletions
+25 -20
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@@ -152,6 +152,7 @@ Each path has a level (e.g., 110). Level gates clothing, missions, and attrib
- **Phone** (one active at a time, but the player may own multiple models simultaneously — §9, §9.9)
- **Consumables** (food, §6.7)
- **Toys** — sex toys for the toy slots (§6.5). Bought at the Adult Shop (§10.4).
- **Keys** — unlock restraints (§10.4.1). Carried in the dedicated key slot (§6.5).
There are no other gadget categories. The phone is the only electronic device the player carries.
@@ -164,12 +165,9 @@ Attributes per clothing instance:
- `condition` — float [0,1]. Starts at 1.0 (new). Decreases via §6.3.4.
- `canExpose` — list of body parts this garment can momentarily reveal without unequipping (e.g., coat → boobs, ass).
- `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.
- `containerSlots` — optional inventory (e.g., pants pocket for phone).
#### 6.3.1 Container slots
Container slot allows player to carry items there.
- `size`: S, M, L - Size of the container slot
- `count`: Count of the container slots
#### 6.3.1 No clothing inventory
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).
#### 6.3.2 Coverage resolution
For each body part `b`:
@@ -239,14 +237,16 @@ Authored examples:
**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.
### 6.4 Bags
- Bag is an equippable item with its own inventory.
- Player can equip **one** bag at a time.
- Bag can be placed in the world (set down) — persists as an AActor.
- A bag is an equippable item with its own inventory — the **only** container in the game.
- Player can equip **one** bag at a time (the bag slot, §6.5).
- **Any** item type can be stored in a bag — clothing, phone, food, toys, keys, powerbanks, etc.
- 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.
- Bag can be placed in the world (set down) — persists as an AActor with its contents.
- Bags follow the same theft rules as clothing (§6.3.4) and the same session-loss rules as other items (§4.4 / §6.6).
### 6.5 Inventory & Equipment
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.
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).
#### Equipment slots
@@ -294,19 +294,23 @@ Restraint slots are governed by §6.3.7 (effects) and §10.4.1 (removal). `NeckR
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`.
#### Other equipment
- **Bag slot** — 1 (see §6.4).
- **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.
#### Dedicated carry slots
- **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.
- **Bag slot** — 1. Holds one bag (§6.4). The bag's inventory is the only general item storage.
- **Key slot** — 1. Holds the key used for the restraint unlock action (§10.4.1).
#### Container slots
- 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.
- There is no abstract "backpack" inventory. Total carry capacity = sum of container slots provided by currently equipped items.
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.
#### Item storage
- The only item storage is the equipped bag's inventory (§6.4). Clothing exposes no container slots.
- 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.
- There are no item size classes — one bag slot holds one item of any type.
### 6.6 Item loss summary table
| Situation | Outcome |
|-------------------------------------------------------------------------------------------|-------------------------------------------------------------------------------------------------------------------------------------------|
| Session ends safely | All carried / equipped / placed items persist. |
| Session lost, item equipped | Item persists, fully equipped. Loss never forcibly removes worn clothing (§4.4). |
| 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). |
| Session lost, item in equipped bag | Item persists (bag is on the player). |
| 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. |
| 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. |
@@ -452,7 +456,7 @@ Movement should be implemented as a state machine on the character with clear tr
## 9. Phone
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.
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.
The phone is battery-powered (§9.8). A dead phone is unusable until charged — no forum, no camera, no maps. Plan accordingly.
@@ -509,7 +513,7 @@ The phone has a finite battery that drains while powered on and recharges at the
- 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.
- **Charging.**
- **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.
- **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.
- **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.
- **Dead battery (0%).** Hard shutdown:
- All apps lock. Opening the phone shows a "dead battery" overlay; no input passes through.
- An active livestream **ends immediately**. Earnings accrued up to the cut-off are deposited; further viewers / tips that would have arrived are forfeit.
@@ -960,11 +964,11 @@ Decisions previously open, now fixed:
8. **Run length:** 90-day campaign. Endless mode unlocked after first completion (rent-eviction disabled, all other systems intact). See §3.3.
9. **Cuff/restraint removal:** Key + timed unlock action only. No Helper NPC, no paid adult-shop service. See §10.4.1.
10. **Voice commands:** Not used. Hotkey-driven only.
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.
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.
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.
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.
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.
15. **Carriable categories:** locked. Clothing, Bags, Phone, Consumables (food), Toys. No other gadget categories beyond the phone. See §6.2.
15. **Carriable categories:** locked. Clothing, Bags, Phone, Consumables (food), Toys, Keys. No other gadget categories beyond the phone. See §6.2.
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.
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.
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.
@@ -976,6 +980,7 @@ Decisions previously open, now fixed:
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.
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.
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.
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.
## 21. Open Design Questions