Updated documentation
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### 6.5 Inventory & Equipment
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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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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; in-session carry storage is the equipped bag's inventory (§6.4), while owned items rest in apartment home storage (wardrobe / fridge) between sessions — see **Home storage** below.
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#### Equipment slots
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@@ -296,16 +296,23 @@ Sex toys are bought from the Adult Shop (§10.4) and follow the standard item-id
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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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- **Bag slot** — 1. Holds one bag (§6.4). The bag's inventory is the only general carry storage during a session.
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- **Key slot** — 1. Holds the key used for the restraint unlock action (§10.4.1).
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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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#### Carry storage (in-session)
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- The only thing the player carries items in 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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#### Home storage (apartment)
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Owned items rest in the apartment between sessions, in two fixtures (§10.4):
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- **Wardrobe** — stores every **non-food** item: clothing, sex toys, phones, keys, and spare bags. It is the general home stockpile and the loadout point — equip clothing, swap the active phone (§9.9), grab a key or bag before leaving.
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- **Fridge** — stores **food / consumables only** (§6.7). Food cannot be kept in the wardrobe.
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Home storage is separate from carry storage: the wardrobe and fridge are the apartment stockpiles where owned items live, whereas the equipped bag is the limited inventory carried into a session. Items move between home storage and the player at the fixture.
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### 6.6 Item loss summary table
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| Situation | Outcome |
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|-------------------------------------------------------------------------------------------|-------------------------------------------------------------------------------------------------------------------------------------------|
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@@ -579,7 +586,7 @@ Sleeping at home fast-forwards 8 hours.
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- **Wanted poster mechanic:** wanted posters spawn in the city. Tearing them all down clears the `wanted` tag and stops police spawning until a new Snitch report retriggers it.
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### 10.4 Locations
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- **Apartment** — safe zone. Wardrobe, bed, PC, kitchen.
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- **Apartment** — safe zone. **Wardrobe** (home storage for all non-food items — clothing, sex toys, phones, keys, spare bags; §6.5), **Fridge** (home storage for food / consumables only; §6.5 / §6.7), bed, PC, kitchen.
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- **Convenience store** — cooking ingredients; portable phone powerbanks (§9.8).
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- **Café** — pre-made food.
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- **Clothing shops** — various types, each with a different inventory mix.
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@@ -980,7 +987,8 @@ 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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27. **Bags are the only carry container; clothing has no pockets.** Per-garment container slots and item size classes (S / M / L) are removed. The only thing the player *carries* items in is an equipped bag — 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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28. **Home storage is two fixtures: wardrobe + fridge.** Owned items rest in the apartment between sessions. The **wardrobe** holds every non-food item (clothing, sex toys, phones, keys, spare bags) and is the loadout point; the **fridge** holds food / consumables only, and food cannot be kept in the wardrobe. Home storage (the apartment stockpile) is distinct from carry storage (the count-limited equipped bag, §27). See §6.5 / §10.4.
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## 21. Open Design Questions
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