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<div class='nowraprow'> <div class="quarterbox"></div> <div><img class='pic' src='Misc/Title.png'> </div> <div class="quarterbox"></div> </div> <p>While wandering around town, you see a shop that says Antiques and Games. While it looks quite old, you are sure it has never been seen before. You decide it is worth checking out so you head inside. The inside is filled with all sorts of curious and odd objects including a bunch of lamps, along with comic books and board games. At the register, there is a display for various card games, but the most prominent is for some game called "Harem: The Gathering".</p> <p>The mysterious old man at the register sees you taking notice of the game and invites you over to the register. He tells you that Harem: The Gathering is not like any other game. Once you have completed playing it, you can either be transported to the new reality that was created out of the cards you used or have this current reality altered to fit these new details. You will get a harem, a house for all of you to live in, and you will become CEO of a successful business. Or maybe you can be a famous adventurer or a ruler instead. He says he likes you so he will gift you a starter pack so you can play.</p>
<<set $CelebCards to []>> <<set $RoleCards to []>> <<set $UpgradeCards to []>> <<set $PowerCards to []>> <<set $ModifierCards to []>> <<set $NewCelebs to []>> <<set $NewRoles to []>> <<set $NewUpgrades to []>> <<set $NewPowers to []>> <<set $NewModifiers to []>> <<set $LastPack to []>> <<set $Harem to []>> <<set $Upgrades to []>> <<set $Powers to []>> <<set $LegendaryRole to recall('legendaryrole',"Random")>> <<set $DupeCelebs to recall('dupecelebs', false)>> <<set $DupeUpgrades to recall('dupeupgrades', false)>> <<set $DupePowers to recall('dupepowers', false)>> <<set $FutaOption to recall('futa', 0)>> <<set $OneNightStands to []>> <<set $SName to "Sex">> <<set $CName to "Corporate">> <<set $AName to "Amentity">> <<set $CelebEpic to 6>> <<set $CelebRare to 21>> <<set $CelebUncommon to 51>> <<set $RoleLegendary to 1>> <<set $RoleEpic to 8>> <<set $RoleRare to 23>> <<set $RoleUncommon to 53>> <<set $UpgradeEpic to 6>> <<set $UpgradeRare to 21>> <<set $UpgradeUncommon to 51>> <<set $Coin to 0>> <<set $ONS to 8>> <<set $BanCount to 0>> <<set $AllowedSet to []>> <<for _i to 0; _i < setup.Packs.length; _i++>> <<if setup.Packs[_i].hidden is 0>> <<set $AllowedSet.push(_i)>> <<else>> <<switch _i>> <<case 0>> <<if State.metadata.has('missionsky')>> <<set $AllowedSet.push(0)>> <</if>> <<case 21>> <<if State.metadata.has('sartapao_khan')>> <<set $AllowedSet.push(21)>> <</if>> <<case 29>> <<if State.metadata.has('sodomizesansastark')>> <<set $AllowedSet.push(29)>> <</if>> <</switch>> <</if>> <</for>>
<<if def $Home>> <strong>Home: </strong><<print setup.Homes[$Home].name>><br> <span class="Coin"><strong>Coins: </strong>$Coin</span><br> <span class="Sex"><strong>$SName: </strong>$S</span> <br> <span class="Corporate"><strong>$CName: </strong>$C</span> <br> <span class="Amenity"><strong>$AName: </strong>$A</span> <br> <strong>Occupancy: </strong>$Occup<br> <strong>Upgrade Space: </strong>$UpgradeLimit<br> <strong>Encounter Points: </strong>$ONS<br> <</if>>
<<if $BlindBuy is 1>> <<set _nextpassage to "Home">> <<else>> <<set _nextpassage to "Starter Pack Opened">> <</if>> <div class = "border"> <h1 class="center textbox Legendary">Starter Pack</h1> <p class="textbox">The mysterious man waves his hand and several boxes appear in front of him. Each of them has a picture of a beautiful home and the words "Starter Pack" on the front. He tells you that to begin, you must first pick one of them. They will decide where you and your harem live along with giving you some bonuses. </p> </div> <div class='row'> <<for _i to 0; _i < setup.Homes.length; _i++>> <<capture _i>> <<if setup.Homes[_i].hidden is 0>> <div class="col border homebox"> <<if $OldUpgrade is 1>> <<link `setup.Homes[_i].oldpic + "<h3 class='Legendary'>" + setup.Homes[_i].name + "</h3>"` _nextpassage>> <<openStarterPack _i>> <</link>> <<else>> <<link `setup.Homes[_i].pic + "<h3 class='Legendary'>" + setup.Homes[_i].name + "</h3>"` _nextpassage>> <<openStarterPack _i>> <</link>> <</if>> <<if def setup.Homes[_i].setting>> <span class="Legendary"><strong>Setting: <<print setup.Homes[_i].descriptor>> <<print setup.Homes[_i].setting>></strong></span><br> <</if>> 1 "<<print setup.Packs[setup.Homes[_i].startingPack].name>>" gold pack<br> 1 Epic Card from "<<print setup.Packs[setup.Homes[_i].startingPack].name>>"<br> <<if $RemovePaM is 1>> 1 Upgrades and Roles Booster Pack<br> <<else>> 1 Basic Booster pack<br> <</if>> <<if $LegendaryRole is "Random">> 1 Legendary Role card<br> <<else>> 1 Legendary "$LegendaryRole" Role card<br> <</if>> <span class="Coin"><<print setup.Homes[_i].coins>> Coins</span><br> <<if setup.Homes[_i].setting is "Fantasy">> <span class="Sex"><<print setup.Homes[_i].sex * $ResourceMulti>> Brawn</span>, <span class="Corporate"><<print setup.Homes[_i].corp * $ResourceMulti>> Guile</span>, <span class="Amenity"><<print setup.Homes[_i].amen * $ResourceMulti>> Mind</span><br> <<else>> <span class="Sex"><<print setup.Homes[_i].sex * $ResourceMulti>> Sex</span>, <span class="Corporate"><<print setup.Homes[_i].corp * $ResourceMulti>> Corporate</span>, <span class="Amenity"><<print setup.Homes[_i].amen * $ResourceMulti>> Amenity</span><br> <</if>> <<print setup.Homes[_i].occup>> Occupancy, <<if $OldUpgrade is 1>> <<print setup.Homes[_i].oldUpgrade>> Upgrade Space<br> <<else>> <<print setup.Homes[_i].upgrade>> Upgrade Space<br> <</if>> <<button "Pick" _nextpassage>> <<openStarterPack _i>> <</button>> <<button "Examine Pack" "Examine Pack">><<set $Pack to setup.Homes[_i].startingPack>><</button>> </div> <</if>> <</capture>> <</for>> <<if State.metadata.has('fuckboat')>> <div class="col border homebox"> <<if $OldUpgrade is 1>> <<link `setup.Homes[8].oldpic + "<h3 class='Legendary'>" + setup.Homes[8].name + "</h3>"` _nextpassage>> <<openStarterPack 8>> <</link>> <<else>> <<link `setup.Homes[8].pic + "<h3 class='Legendary'>" + setup.Homes[8].name + "</h3>"` _nextpassage>> <<openStarterPack 8>> <</link>> <</if>> 1 "<<print setup.Packs[setup.Homes[8].startingPack].name>>" gold pack<br> 1 Epic Card from "<<print setup.Packs[setup.Homes[8].startingPack].name>>"<br> 1 Basic Booster pack<br> <<if $LegendaryRole is "Random">> 1 Legendary Role card<br> <<else>> 1 Legendary "$LegendaryRole" Role card<br> <</if>> <span class="Coin"><<print setup.Homes[8].coins>> Coins</span><br> <span class="Sex"><<print setup.Homes[8].sex * $ResourceMulti>> Sex</span>, <span class="Corporate"><<print setup.Homes[8].corp * $ResourceMulti>> Corporate</span>, <span class="Amenity"><<print setup.Homes[8].amen * $ResourceMulti>> Amenity</span><br> <<print setup.Homes[8].occup>> Occupancy, <<if $OldUpgrade is 1>> <<print setup.Homes[8].oldUpgrade>> Upgrade Space<br> <<else>> <<print setup.Homes[8].upgrade>> Upgrade Space<br> <</if>> <<button "Pick" _nextpassage>> <<openStarterPack 8>> <</button>> <<button "Examine Pack" "Examine Pack">><<set $Pack to setup.Homes[8].startingPack>><</button>> </div> <</if>> <div class="col homebox"></div> </div> <br><br><br>
<div class="border"> <h1 class="center textbox Legendary">Starter Pack Opened</h1> <p class="textbox">You open the starter pack that you pick and look over the cards that are inside. You also find some coins that the mysterious man tells you can be exchanged for more packs.</p> </div> <<viewOpenedPack>> <br><br><br>
/* For Widgets that involving adding, displaying, or removing individual cards */ <<widget "addCelebCard">> <<if $CelebCards.find(function (element) { return element.id == this.id; }, { id: $args[0] })>> <<if not $DupeCelebs>> <<set _index to $CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })>> <<set $CelebCards[_index].count++>> <<if $args[1] isnot 1>> <<set $LastPack.push({id: $args[0], type: "Celeb", owned: true, index: _index, sold: false})>> <<set $NewCelebs.push($args[0])>> <</if>> <<else>> <<set _pack to Math.floor($args[0] / 25)>> <<set $Coin += 5 * setup.Packs[_pack].multi * setup.Celebs[$args[0]].rarity * setup.Celebs[$args[0]].rarity * $SellMulti>> <<if $args[1] isnot 1>> <<set $LastPack.push({id: $args[0], type: "Celeb", owned: true, index: _index, sold: true})>> <<set $NewCelebs.push($args[0])>> <</if>> <</if>> <<elseif $Harem.find(function (element) { return element.celebID == this.id; }, { id: $args[0] }) or $OneNightStands.find(function (element) { return element.id == this.id; }, { id: $args[0] }) >> <<if not $DupeCelebs>> <<set _index to $CelebCards.length>> <<set $CelebCards.push({id: $args[0], count: 1})>> <<if $args[1] isnot 1>> <<set $LastPack.push({id: $args[0], type: "Celeb", owned: false, index: _index, sold: false})>> <<set $NewCelebs.push($args[0])>> <</if>> <<else>> <<set _pack to Math.floor($args[0] / 25)>> <<set $Coin += 5 * setup.Packs[_pack].multi * setup.Celebs[$args[0]].rarity * setup.Celebs[$args[0]].rarity * $SellMulti>> <<if $args[1] isnot 1>> <<set $LastPack.push({id: $args[0], type: "Celeb", owned: true, index: _index, sold: true})>> <<set $NewCelebs.push($args[0])>> <</if>> <</if>> <<else>> <<set _index to $CelebCards.length>> <<set $CelebCards.push({id: $args[0], count: 1})>> <<if $args[1] isnot 1>> <<set $LastPack.push({id: $args[0], type: "Celeb", owned:false, index: _index, sold: false})>> <<set $NewCelebs.push($args[0])>> <</if>> <</if>> <</widget>> <<widget "addRoleCard">> <<if $RoleCards.find(function (element) { return element.id == this.id; }, { id: $args[0] })>> <<set _index to $RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })>> <<set $RoleCards[_index].count++>> <<if $args[1] isnot 1>> <<set $LastPack.push({id: $args[0], type: "Role", owned: true, index: _index, sold: false})>> <<set $NewRoles.push($args[0])>> <</if>> <<else>> <<set _index to $RoleCards.length>> <<set $RoleCards.push({id: $args[0], count: 1})>> <<if $args[1] isnot 1>> <<set $LastPack.push({id: $args[0], type: "Role", owned: false, index: _index, sold: false})>> <<set $NewRoles.push($args[0])>> <</if>> <</if>> <</widget>> <<widget "addUpgradeCard">> <<if $UpgradeCards.find(function (element) { return element.id == this.id; }, { id: $args[0] })>> <<if not $DupeUpgrades>> <<set _index to $UpgradeCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })>> <<set $UpgradeCards[_index].count++>> <<if $args[1] isnot 1>> <<set $LastPack.push({id: $args[0], type: "Upgrade", owned: true, index: _index, sold: false})>> <<set $NewUpgrades.push($args[0])>> <</if>> <<else>> <<set $Coin += 5 * setup.Upgrades[$args[0]].rarity * setup.Upgrades[$args[0]].rarity * $SellMulti>> <<if $args[1] isnot 1>> <<set $LastPack.push({id: $args[0], type: "Upgrade", owned: true, index: _index, sold: true})>> <<set $NewUpgrades.push($args[0])>> <</if>> <</if>> <<elseif $Upgrades.includes($args[0])>> <<if not $DupeUpgrades>> <<set _index to $UpgradeCards.length>> <<set $UpgradeCards.push({id: $args[0], count: 1})>> <<if $args[1] isnot 1>> <<set $LastPack.push({id: $args[0], type: "Upgrade", owned: false, index: _index, sold: false})>> <<set $NewUpgrades.push($args[0])>> <</if>> <<else>> <<set $Coin += 5 * setup.Upgrades[$args[0]].rarity * setup.Upgrades[$args[0]].rarity * $SellMulti>> <<if $args[1] isnot 1>> <<set $LastPack.push({id: $args[0], type: "Upgrade", owned: true, index: _index, sold: true})>> <<set $NewUpgrades.push($args[0])>> <</if>> <</if>> <<else>> <<set _index to $UpgradeCards.length>> <<set $UpgradeCards.push({id: $args[0], count: 1})>> <<if $args[1] isnot 1>> <<set $LastPack.push({id: $args[0], type: "Upgrade", owned: false, index: _index, sold: false})>> <<set $NewUpgrades.push($args[0])>> <</if>> <</if>> <</widget>> <<widget "addPowerCard">> <<if $PowerCards.find(function (element) { return element.id == this.id; }, { id: $args[0] })>> <<if not $DupePowers>> <<set _index to $PowerCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })>> <<set $PowerCards[_index].count++>> <<if $args[1] isnot 1>> <<set $LastPack.push({id: $args[0], type: "Power", owned: true, index: _index, sold: false})>> <<set $NewPowers.push($args[0])>> <</if>> <<else>> <<set $Coin += 5 * setup.Powers[$args[0]].rarity * setup.Powers[$args[0]].rarity * $SellMulti>> <<if $args[1] isnot 1>> <<set $LastPack.push({id: $args[0], type: "Power", owned: true, index: _index, sold: true})>> <<set $NewPowers.push($args[0])>> <</if>> <</if>> <<elseif $Powers.includes($args[0])>> <<if not $DupePowers>> <<set _index to $PowerCards.length>> <<set $PowerCards.push({id: $args[0], count: 1})>> <<if $args[1] isnot 1>> <<set $LastPack.push({id: $args[0], type: "Power", owned: false, index: _index, sold: false})>> <<set $NewPowers.push($args[0])>> <</if>> <<else>> <<set $Coin += 5 * setup.Powers[$args[0]].rarity * setup.Powers[$args[0]].rarity * $SellMulti>> <<if $args[1] isnot 1>> <<set $LastPack.push({id: $args[0], type: "Power", owned: true, index: _index, sold: true})>> <<set $NewPowers.push($args[0])>> <</if>> <</if>> <<else>> <<set _index to $PowerCards.length>> <<set $PowerCards.push({id: $args[0], count: 1})>> <<if $args[1] isnot 1>> <<set $LastPack.push({id: $args[0], type: "Power", owned: false, index: _index, sold: false})>> <<set $NewPowers.push($args[0])>> <</if>> <</if>> <</widget>> <<widget "addModifierCard">> <<if $ModifierCards.find(function (element) { return element.id == this.id; }, { id: $args[0] })>> <<set _index to $ModifierCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })>> <<set $ModifierCards[_index].count++>> <<if $args[1] isnot 1>> <<set $LastPack.push({id: $args[0], type: "Modifier", owned: true, index: _index, sold: false})>> <<set $NewModifiers.push($args[0])>> <</if>> <<else>> <<set _index to $ModifierCards.length>> <<set $ModifierCards.push({id: $args[0], count: 1})>> <<if $args[1] isnot 1>> <<set $LastPack.push({id: $args[0], type: "Modifier", owned: false, index: _index, sold: false})>> <<set $NewModifiers.push($args[0])>> <</if>> <</if>> <</widget>> <<widget "displayCelebCard">> <<set _text to setup.Celebs[$args[0]].pic + "<br>">> <<if def setup.Celebs[$args[0]].cname>> <<switch setup.Celebs[$args[0]].rarity>> <<case 1>> <<set _text += "<h3 class='Common'>" + setup.Celebs[$args[0]].cname + "</h3>">> <<set _text += "<span class='Common'>(" + setup.Celebs[$args[0]].name + ")</span><br>">> <<case 2>> <<set _text += "<h3 class='Uncommon'>" + setup.Celebs[$args[0]].cname + "</h3>">> <<set _text += "<span class='Uncommon'>(" + setup.Celebs[$args[0]].name + ")</span><br>">> <<case 3>> <<set _text += "<h3 class='Rare'>" + setup.Celebs[$args[0]].cname + "</h3>">> <<set _text += "<span class='Rare'>(" + setup.Celebs[$args[0]].name + ")</span><br>">> <<case 4>> <<set _text += "<h3 class='Epic'>" + setup.Celebs[$args[0]].cname + "</h3>">> <<set _text += "<span class='Epic'>(" + setup.Celebs[$args[0]].name + ")</span><br>">> <</switch>> <<else>> <<switch setup.Celebs[$args[0]].rarity>> <<case 1>> <<set _text += "<h3 class='Common'>" + setup.Celebs[$args[0]].name + "</h3>">> <<case 2>> <<set _text += "<h3 class='Uncommon'>" + setup.Celebs[$args[0]].name + "</h3>">> <<case 3>> <<set _text += "<h3 class='Rare'>" + setup.Celebs[$args[0]].name + "</h3>">> <<case 4>> <<set _text += "<h3 class='Epic'>" + setup.Celebs[$args[0]].name + "</h3>">> <</switch>> <</if>> <<if $args[1] is 1>> <<link _text "Assign Role">> <<set $PickedCard to $args[0]>> <</link>> <<elseif $args[1] is 2>> <<link _text "Add Modification">> <<set $PickedCard to $Harem.findIndex(function (element) { return element.celebID == this.celebID; }, { celebID: $args[0] })>> <</link>> <<elseif $args[1] is 3>> <<link _text "Home">> <<AddCelebToHarem $PickedCard $args[0]>> <</link>> <<else>> _text <</if>> <</widget>> <<widget "displayRoleCard">> <<set _text to setup.Roles[$args[0]].pic + "<br>">> <<switch setup.Roles[$args[0]].rarity>> <<case 1>> <<set _text += "<h3 class='Common'>" + setup.Roles[$args[0]].name + "</h3>">> <<case 2>> <<set _text += "<h3 class='Uncommon'>" + setup.Roles[$args[0]].name + "</h3>">> <<case 3>> <<set _text += "<h3 class='Rare'>" + setup.Roles[$args[0]].name + "</h3>">> <<case 4>> <<set _text += "<h3 class='Epic'>" + setup.Roles[$args[0]].name + "</h3>">> <<case 5>> <<set _text += "<h3 class='Legendary'>" + setup.Roles[$args[0]].name + "</h3>">> <</switch>> <<if $args[1] is 1>> <<if $S >= setup.Roles[$args[0]].sexCost and $C >= setup.Roles[$args[0]].corpCost and $A >= setup.Roles[$args[0]].amenCost>> <<link _text "Home">> <<AddCelebToHarem $args[0] $PickedCard>> <</link>> <<else>> _text <span class="Warning">Not enough resources to use role</span> <</if>> <<elseif $args[1] is 2>> <<if $Harem[$PickedCard].points >= (setup.Roles[$args[0]].sexCost + setup.Roles[$args[0]].corpCost + setup.Roles[$args[0]].amenCost)>> <<link _text "Home">> <<if $RoleCards[$RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })].count > 1>> <<set $RoleCards[$RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })].count-->> <<else>> <<set $RoleCards.deleteAt($RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] }))>> <</if>> <<set $Harem[$PickedCard].points -= (setup.Roles[$args[0]].sexCost + setup.Roles[$args[0]].corpCost + setup.Roles[$args[0]].amenCost)>> <<set $Harem[$PickedCard].roleSecondary to $args[0]>> <</link>> <<else>> _text <span class="Warning">Not enough points to use this role</span> <</if>> <<elseif $args[1] is 3>> <<if $S + setup.Roles[$Harem[$PickedCard].roleID].sexCost - setup.Roles[$args[0]].sexCost >= 0 and $C + setup.Roles[$Harem[$PickedCard].roleID].corpCost - setup.Roles[$args[0]].corpCost >= 0 and $A + setup.Roles[$Harem[$PickedCard].roleID].amenCost - setup.Roles[$args[0]].amenCost >= 0 and $Harem[$PickedCard].points - (setup.Roles[$Harem[$PickedCard].roleID].sexCost + setup.Roles[$Harem[$PickedCard].roleID].corpCost + setup.Roles[$Harem[$PickedCard].roleID].amenCost) + setup.Roles[$args[0]].sexCost + setup.Roles[$args[0]].corpCost + setup.Roles[$args[0]].amenCost >= 0>> <<link _text "Adjust Member">> <<if $RoleCards.find(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].roleID })>> <<set $RoleCards[$RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].roleID })].count++>> <<else>> <<set $RoleCards.push({id: $Harem[$PickedCard].roleID, count: 1})>> <</if>> <<set _points to (setup.Roles[$Harem[$PickedCard].roleID].sexCost + setup.Roles[$Harem[$PickedCard].roleID].corpCost + setup.Roles[$Harem[$PickedCard].roleID].amenCost)>> <<set $Harem[$PickedCard].points -= _points>> <<set _points to (setup.Roles[$args[0]].sexCost + setup.Roles[$args[0]].corpCost + setup.Roles[$args[0]].amenCost)>> <<set $Harem[$PickedCard].points += _points>> <<set $S -= setup.Roles[$args[0]].sexCost>> <<set $C -= setup.Roles[$args[0]].corpCost>> <<set $A -= setup.Roles[$args[0]].amenCost>> <<set $S += setup.Roles[$Harem[$PickedCard].roleID].sexCost>> <<set $C += setup.Roles[$Harem[$PickedCard].roleID].corpCost>> <<set $A += setup.Roles[$Harem[$PickedCard].roleID].amenCost>> <<set $Harem[$PickedCard].roleID to $args[0]>> <<if $RoleCards[$RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })].count > 1>> <<set $RoleCards[$RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })].count-->> <<else>> <<set $RoleCards.deleteAt($RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] }))>> <</if>> <</link>> <<else>> _text <<if $Harem[$PickedCard].points - (setup.Roles[$Harem[$PickedCard].roleID].sexCost + setup.Roles[$Harem[$PickedCard].roleID].corpCost + setup.Roles[$Harem[$PickedCard].roleID].amenCost) + setup.Roles[$args[0]].sexCost + setup.Roles[$args[0]].corpCost + setup.Roles[$args[0]].amenCost < 0>> <span class="Warning">Not enough remaining modifier points</span> <<else>> <span class="Warning">Not enough points to use this role</span> <</if>> <</if>> <<elseif $args[1] is 4>> <<if $Harem[$PickedCard].points + setup.Roles[$Harem[$PickedCard].roleSecondary].sexCost + setup.Roles[$Harem[$PickedCard].roleSecondary].corpCost + setup.Roles[$Harem[$PickedCard].roleSecondary].amenCost - setup.Roles[$args[0]].sexCost - setup.Roles[$args[0]].corpCost - setup.Roles[$args[0]].amenCost >= 0>> <<link _text "Adjust Member">> <<if $RoleCards.find(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].roleSecondary })>> <<set $RoleCards[$RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].roleSecondary })].count++>> <<else>> <<set $RoleCards.push({id: $Harem[$PickedCard].roleSecondary, count: 1})>> <</if>> <<set _points to (setup.Roles[$Harem[$PickedCard].roleSecondary].sexCost + setup.Roles[$Harem[$PickedCard].roleSecondary].corpCost + setup.Roles[$Harem[$PickedCard].roleSecondary].amenCost)>> <<set $Harem[$PickedCard].points += _points>> <<set _points to (setup.Roles[$args[0]].sexCost + setup.Roles[$args[0]].corpCost + setup.Roles[$args[0]].amenCost)>> <<set $Harem[$PickedCard].points -= _points>> <<set $Harem[$PickedCard].roleSecondary to $args[0]>> <</link>> <<else>> _text <span class="Warning">Not enough modifier points</span> <</if>> <<else>> _text <</if>> <div class="center"> <<if $args[1] is 2 or $args[1] is 4>> <span class="Modifier">-<<print setup.Roles[$args[0]].sexCost + setup.Roles[$args[0]].corpCost + setup.Roles[$args[0]].amenCost>> Points</span> <<else>> <<if setup.Roles[$args[0]].sexCost > 0>> <span class="Sex">-<<print setup.Roles[$args[0]].sexCost>> $SName </span> <</if>> <<if setup.Roles[$args[0]].corpCost > 0>> <span class="Corporate">-<<print setup.Roles[$args[0]].corpCost>> $CName </span> <</if>> <<if setup.Roles[$args[0]].amenCost > 0>> <span class="Amenity">-<<print setup.Roles[$args[0]].amenCost>> $AName </span> <</if>> <</if>> </div> <div class="textbox"> <<print setup.Roles[$args[0]].desc>></div> <<if $args[1] is 1>> <div class="textbox">Count: <<print $RoleCards[$RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })].count>></div> <</if>> <</widget>> <<widget "displayUpgradeCard">> <<set _text to setup.Upgrades[$args[0]].pic + "<br>">> <<switch setup.Upgrades[$args[0]].rarity>> <<case 1>> <<set _text += "<h3 class='Common'>" + setup.Upgrades[$args[0]].name + "</h3>">> <<case 2>> <<set _text += "<h3 class='Uncommon'>" + setup.Upgrades[$args[0]].name + "</h3>">> <<case 3>> <<set _text += "<h3 class='Rare'>" + setup.Upgrades[$args[0]].name + "</h3>">> <<case 4>> <<set _text += "<h3 class='Epic'>" + setup.Upgrades[$args[0]].name + "</h3>">> <<case 5>> <<set _text += "<h3 class='Legendary'>" + setup.Upgrades[$args[0]].name + "</h3>">> <</switch>> <<if $args[1] is 1>> <<if $UpgradeLimit < setup.Upgrades[$args[0]].rarity + 1 and $OldUpgrade isnot 1>> _text <span class="Warning">Not enough space to use this upgrade</span> <<else>> <<link _text>> <<AddUpgrade $args[0]>> <<replace "#UpgradesBox">><<include "Upgrade Box">><</replace>> <<updatebar>> <</link>> <</if>> <<elseif $args[1] is 2>> <<if ($S - (setup.Upgrades[$Upgrades[$PickedCard]].sexBonus * $ResourceMulti) + (setup.Upgrades[$args[0]].sexBonus * $ResourceMulti)>= 0 ) and ($C - (setup.Upgrades[$Upgrades[$PickedCard]].corpBonus * $ResourceMulti) + (setup.Upgrades[$args[0]].corpBonus * $ResourceMulti) >= 0) and ($A - (setup.Upgrades[$Upgrades[$PickedCard]].amenBonus * $ResourceMulti) + (setup.Upgrades[$args[0]].amenBonus * $ResourceMulti) >= 0) and ($Occup - setup.Upgrades[$Upgrades[$PickedCard]].occupBonus + setup.Upgrades[$args[0]].occupBonus >= 0) and ($UpgradeLimit + setup.Upgrades[$Upgrades[$PickedCard]].rarity - setup.Upgrades[$args[0]].rarity >= 0)>> <<link _text "View Harem">> <<set $S to $S - (setup.Upgrades[$Upgrades[$PickedCard]].sexBonus * $ResourceMulti) + (setup.Upgrades[$args[0]].sexBonus * $ResourceMulti)>> <<set $C to $C - (setup.Upgrades[$Upgrades[$PickedCard]].corpBonus * $ResourceMulti) + (setup.Upgrades[$args[0]].corpBonus * $ResourceMulti)>> <<set $A to $A - (setup.Upgrades[$Upgrades[$PickedCard]].amenBonus * $ResourceMulti) + (setup.Upgrades[$args[0]].amenBonus * $ResourceMulti)>> <<set $Occup to ($Occup - setup.Upgrades[$Upgrades[$PickedCard]].occupBonus + setup.Upgrades[$args[0]].occupBonus)>> <<if $OldUpgrade isnot 1>> <<set $UpgradeLimit to ($UpgradeLimit + setup.Upgrades[$Upgrades[$PickedCard]].rarity - setup.Upgrades[$args[0]].rarity)>> <</if>> <<if $UpgradeCards.find(function (element) { return element.id == this.id; }, { id: $Upgrades[$PickedCard] })>> <<set $UpgradeCards[$UpgradeCards.findIndex(function (element) { return element.id == this.id; }, { id: $Upgrades[$PickedCard] })].count++>> <<else>> <<set $UpgradeCards.push({id: $Upgrades[$PickedCard], count: 1})>> <</if>> <<set $Upgrades[$PickedCard] to $args[0]>> <<if $UpgradeCards[$UpgradeCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })].count > 1>> <<set $UpgradeCards[$UpgradeCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })].count-->> <<else>> <<set $UpgradeCards.deleteAt($UpgradeCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] }))>> <</if>> <</link>> <<else>> _text <span class="textbox Warning">Can't swap to this upgrade</span> <</if>> <<else>> _text <</if>> <div class="center"> <<if setup.Upgrades[$args[0]].sexBonus > 0>> <span class="Sex">+<<print setup.Upgrades[$args[0]].sexBonus * $ResourceMulti>> $SName </span> <</if>> <<if setup.Upgrades[$args[0]].corpBonus > 0>> <span class="Corporate">+<<print setup.Upgrades[$args[0]].corpBonus * $ResourceMulti>> $CName </span> <</if>> <<if setup.Upgrades[$args[0]].amenBonus > 0>> <span class="Amenity">+<<print setup.Upgrades[$args[0]].amenBonus * $ResourceMulti>> $AName </span> <</if>> <<if setup.Upgrades[$args[0]].occupBonus > 0>> +<<print setup.Upgrades[$args[0]].occupBonus>> Occupancy <</if>> <<if $OldUpgrade isnot 1>> <br>-<<print setup.Upgrades[$args[0]].rarity + 1>> Upgrade Space <</if>> </div> <div class="textbox"> <<print setup.Upgrades[$args[0]].desc>></div> <</widget>> <<widget "displayPowerCard">> <<set _text to setup.Powers[$args[0]].pic + "<br>">> <<switch setup.Powers[$args[0]].rarity>> <<case 1>> <<set _text += "<h3 class='Common'>" + setup.Powers[$args[0]].name + "</h3>">> <<case 2>> <<set _text += "<h3 class='Uncommon'>" + setup.Powers[$args[0]].name + "</h3>">> <<case 3>> <<set _text += "<h3 class='Rare'>" + setup.Powers[$args[0]].name + "</h3>">> <<case 4>> <<set _text += "<h3 class='Epic'>" + setup.Powers[$args[0]].name + "</h3>">> <<case 5>> <<set _text += "<h3 class='Legendary'>" + setup.Powers[$args[0]].name + "</h3>">> <</switch>> <<if $args[1] is 1>> <<if $S >= setup.Powers[$args[0]].sexCost and $C >= setup.Powers[$args[0]].corpCost and $A >= setup.Powers[$args[0]].amenCost>> <<link _text>> <<AddPower $args[0]>> <<replace "#PowersBox">><<include "Power Box">><</replace>> <<updatebar>> <</link>> <<else>> _text <span class="Warning">Not enough resources to use power</span> <</if>> <<elseif $args[1] is 2>> <<if ($S + setup.Powers[$Powers[$PickedCard]].sexCost - setup.Powers[$args[0]].sexCost >= 0) and ($C + setup.Powers[$Powers[$PickedCard]].corpCost - setup.Powers[$args[0]].corpCost >= 0) and ($A + setup.Powers[$Powers[$PickedCard]].amenCost - setup.Powers[$args[0]].amenCost >= 0)>> <<link _text "View Harem">> <<set $S to $S + setup.Powers[$Powers[$PickedCard]].sexCost - setup.Powers[$args[0]].sexCost>> <<set $C to $C + setup.Powers[$Powers[$PickedCard]].corpCost - setup.Powers[$args[0]].corpCost>> <<set $A to $A + setup.Powers[$Powers[$PickedCard]].amenCost - setup.Powers[$args[0]].amenCost>> <<if $PowerCards.find(function (element) { return element.id == this.id; }, { id: $Powers[$PickedCard] })>> <<set $PowerCards[$PowerCards.findIndex(function (element) { return element.id == this.id; }, { id: $Powers[$PickedCard] })].count++>> <<else>> <<set $PowerCards.push({id: $Powers[$PickedCard], count: 1})>> <</if>> <<set $Powers[$PickedCard] to $args[0]>> <<if $PowerCards[$PowerCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })].count > 1>> <<set $PowerCards[$PowerCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })].count-->> <<else>> <<set $PowerCards.deleteAt($PowerCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] }))>> <</if>> <</link>> <<else>> _text <span class="textbox Warning">Can't swap to this power</span> <</if>> <<else>> _text <</if>> <div class="center"> <<if setup.Powers[$args[0]].sexCost > 0>> <span class="Sex">-<<print setup.Powers[$args[0]].sexCost>> $SName </span> <</if>> <<if setup.Powers[$args[0]].corpCost > 0>> <span class="Corporate">-<<print setup.Powers[$args[0]].corpCost>> $CName </span> <</if>> <<if setup.Powers[$args[0]].amenCost > 0>> <span class="Amenity">-<<print setup.Powers[$args[0]].amenCost>> $AName </span> <</if>> </div> <div class="textbox"> <<print setup.Powers[$args[0]].desc>></div> <</widget>> <<widget "displayModifierCard">> <<set _text to setup.Modifiers[$args[0]].pic + "<br>">> <<switch setup.Modifiers[$args[0]].rarity>> <<case 1>> <<set _text += "<h3 class='Common'>" + setup.Modifiers[$args[0]].name + "</h3>">> <<case 2>> <<set _text += "<h3 class='Uncommon'>" + setup.Modifiers[$args[0]].name + "</h3>">> <<case 3>> <<set _text += "<h3 class='Rare'>" + setup.Modifiers[$args[0]].name + "</h3>">> <<case 4>> <<set _text += "<h3 class='Epic'>" + setup.Modifiers[$args[0]].name + "</h3>">> <<case 5>> <<set _text += "<h3 class='Legendary'>" + setup.Modifiers[$args[0]].name + "</h3>">> <</switch>> <<if $args[1] is 1>> <<if $Harem[$PickedCard].points >= setup.Modifiers[$args[0]].cost>> <<link _text "Home">> <<if $ModifierCards[$ModifierCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })].count > 1>> <<set $ModifierCards[$ModifierCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })].count-->> <<else>> <<set $ModifierCards.deleteAt($ModifierCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] }))>> <</if>> <<set $Harem[$PickedCard].modifications.push( $args[0])>> <<set $Harem[$PickedCard].points -= setup.Modifiers[$args[0]].cost>> <</link>> <<else>> _text <span class="Warning">Not enough points to use Modifier</span> <</if>> <<elseif $args[1] is 2>> <<link _text "Secondary Role">><</link>> <<elseif $args[1] is 3>> <<if $Harem[$PickedCard].points + setup.Modifiers[$Harem[$PickedCard].modifications[$PickedModifier]].cost - setup.Modifiers[$args[0]].cost >= 0 >> <<link _text "Adjust Member">> <<if $ModifierCards.find(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].modifications[$PickedModifier] })>> <<set $ModifierCards[$ModifierCards.findIndex(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].modifications[$PickedModifier] })].count++>> <<else>> <<set $ModifierCards.push({id: $Harem[$PickedCard].modifications[$PickedModifier], count: 1})>> <</if>> <<set $Harem[$PickedCard].points += setup.Modifiers[$Harem[$PickedCard].modifications[$PickedModifier]].cost>> <<set $Harem[$PickedCard].points -= setup.Modifiers[$args[0]].cost>> <<set $Harem[$PickedCard].modifications[$PickedModifier] to $args[0]>> <<if $ModifierCards[$ModifierCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })].count > 1>> <<set $ModifierCards[$ModifierCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })].count-->> <<else>> <<set $ModifierCards.deleteAt($ModifierCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] }))>> <</if>> <</link>> <<else>> _text <span class="Warning">Not enough points to use Modifier</span> <</if>> <<else>> _text <</if>> <div class="center"> <<if setup.Modifiers[$args[0]].cost > 0>> <span class="Modifier">-<<print setup.Modifiers[$args[0]].cost>> Points </span> <</if>> </div> <div class="textbox">Modifiers Type: <<switch setup.Modifiers[$args[0]].type>> <<case 0>>Special <<case 1>>Backstory <<case 2>>Physical <</switch>> <br> <<print setup.Modifiers[$args[0]].desc>></div> <</widget>>
<div class='border'> <h1 class="center textbox Legendary">The Shop</h1> <p class="textbox">The mysterious old man's shop filled with antiques, oddities, comics, and most importantly a collection of Harem: The Gathering packs that are all for sale. Build your ultimate Harem: The Gathering deck so you can turn your dreams into reality.</p> </div> <<if $BlindBuy is 1 and ($BuyRestriction is 5 or $BuyRestriction is 7)>> <<set _BlindCoin to $RandomCost>> <<else>> <<set _BlindCoin to 200>> <</if>> <div class='row'> <div class="col border textbox flex"> <h3 class="Legendary">Buy A Pack</h3> <div class="middle">Buy a pack and open it up to add new cards to your collection</div> <div><<button "Select" "Buy Pack">><</button>></div> </div> <div class="col border textbox flex"> <h3 class="Legendary">Info</h3> <div class="middle">Get info about Harem: The Gathering</div> <div><<button "Select" "Info">><</button>></div> </div> </div> <div class='row'> <div class="col border textbox flex"> <h3 class="Legendary">Assign A Role</h3> <div class="middle">Pick a celeb from your collection and assign a role to add her to your harem</div> <div><<if $BlindBuy is 1 and $Coin >= _BlindCoin>> <button disabled>Select</button> <<else>> <<button "Select" "Pick A Celeb">><</button>> <</if>></div> </div> <div class="col border textbox flex"> <h3 class="Legendary">Add An Upgrade</h3> <div class="middle">Add an upgrade to your home to increase the points you can use on roles</div> <div><<if $BlindBuy is 1 and $Coin >= _BlindCoin>> <button disabled>Select</button> <<else>><<button "Select" "Add Upgrade">><</button>><</if>></div> </div> </div> <<if $RemovePaM isnot 1>> <div class='row'> <div class="col border textbox flex"> <h3 class="Legendary">Add A Power</h3> <div class="middle">Add a power to you or your harem to gain a special ability</div> <div><<if $BlindBuy is 1 and $Coin >= _BlindCoin>> <button disabled>Select</button> <<else>><<button "Select" "Add Power">><</button>><</if>></div> </div> <div class="col border textbox flex"> <h3 class="Legendary">Modify Harem Member</h3> <div class="middle">Use a modifier on a harem member.</div> <div><<if $BlindBuy is 1 and $Coin >= _BlindCoin>> <button disabled>Select</button> <<else>><<button "Select" "Modify Member">><</button>><</if>></div> </div> </div> <</if>> <div class='row'> <div class="col border textbox flex"> <h3 class="Legendary">View Harem And Collection</h3> <div class="middle">Look at what cards you have and which ones you have already used</div> <div><<if $BlindBuy is 1 and $Coin >= _BlindCoin>> <button disabled>Select</button> <<else>><<button "Select" "View Harem">><</button>><</if>></div> </div> <div class="col border textbox flex"> <h3 class="Legendary">Settings</h3> <div class="middle">Change settings, give feedback or enter a promo code to unlock bonuses</div> <div><<button "Select" "Settings">><</button>></div> </div> </div> <div class='row'> <div class="quarterbox"></div> <div class="col border textbox flex"> <h3 class="Legendary">Complete Your Harem</h3> <div class="middle">Once you tell the mysterious man that you are done building your harem and home he will transport you to the new universe with them.</div> <div><<button "Select" "Final Harem">><</button>></div> </div> <div class="quarterbox"></div> </div> <br><br><br>
<div class='border'> <h1 class="center textbox Legendary">Buy a Pack</h1> <p class="textbox">You look over the packs the mysterious man has to offer. If you aren't sure which pack you might want, you can always ask the mysterious man what can be inside them, or if you are ready, you can jump in and buy them. If you want a particular card out of a pack, you also have the option to buy them individually while examining the pack.</p> </div> <br> <<include "Filter Buttons">> <div class='center row' id='PacksBox'> <<include "Set Filter All">> </div> <br><br><br>
<div class="border"> <h1 class="center textbox Legendary">Pack Opened</h1> <<if $Pack >= 0>> <p class="textbox">The mysterious man hands you one of the packs from the <<print setup.Packs[$Pack].name>> set and you tear into it. Once opened, you look over what cards you got.</p> <<else>> <p class="textbox">The mysterious man hands you a pack from random sets and you tear into it. Once opened, you look over what cards you got.</p> <</if>> </div> <span id="PackBox"> <<viewOpenedPack>> </span>
<div class="border"> <h1 class="center textbox Legendary"><<print setup.Packs[$Pack].name>> Set</h1> <p class="textbox"><<print setup.Packs[$Pack].desc>></p> </div> <span id="displayBox"> <<include "Examine Box">> </span> <br><br><br>
<div class='border'> <h1 class="center textbox Legendary">Info</h1> <p class="textbox">The Mysterious man is willing to explain any details about Harem: The Gathering to help ensure you can get the best harem possible.</p> <div class="center"> <<button "Main Info">> <<replace "#infobox">><<include "Main Info">><</replace>> <</button>> <<button "What's New?">> <<replace "#infobox">><<include "Whats New">><</replace>> <</button>> </div> <div class="textbox" id="infobox"><<include "Main Info">></div> </div> <br><br><br>
<<if $Occup > 0 or $ONS > 0>> <div class="border"> <h1 class="center textbox Legendary">Pick A Celeb</h1> <p class="textbox">It is time to add a celeb to your harem and assign her a role within your harem. You can only add a particular celeb once even if you have cards for them from two different sets.</p> </div> <div class='row'> <<for _i to 0; _i < $CelebCards.length; _i++>> <<if not $Clone>> <<if not ($Harem.find(function (element) { return element.name == this.name; }, { name: setup.Celebs[$CelebCards[_i].id].name }) or $OneNightStands.find(function (element) { return element.id == this.id; }, { id: $CelebCards[_i].id }))>> <div class="col border cardbox"> <<displayCelebCard $CelebCards[_i].id 1>><br> </div> <</if>> <<else>> <<if not ($Harem.find(function (element) { return element.id == this.id; }, { id: $CelebCards[_i].id }) or $OneNightStands.includes($CelebCards[_i].id))>> <div class="col border cardbox"> <<displayCelebCard $CelebCards[_i].id 1>><br> </div> <</if>> <</if>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> <div class="col cardbox"></div> </div> <<else>> <div class="border"> <h1 class="center textbox Legendary">Pick A Celeb</h1> <p class="textbox">You do not currently have space to add anyone else to your harem. You will need to remove someone from your harem to add another.</p> </div> <</if>> <br><br><br>
<div id='UpgradesBox'> <<include "Upgrade Box">> </div> <br><br><br>
<<include "View Buttons">> <br> <span id="body"> <<include "ViewHarem">> </span> <<include "View Buttons">> <br><br><br>
<<if def $Home>> <<set _return to "Home">> <<else>> <<set _return to "Advanced Setup">> <</if>> <<set _codes to 0>> <<if State.metadata.has('extracoin')>> <<set _codes++>> <</if>> <<if State.metadata.has('randompack')>> <<set _codes++>> <</if>> <<if State.metadata.has('missionsky')>> <<set _codes++>> <</if>> <<if State.metadata.has('sartapao_khan')>> <<set _codes++>> <</if>> <<if State.metadata.has('sodomizesansastark')>> <<set _codes++>> <</if>> <<if State.metadata.has('fuckboat')>> <<set _codes++>> <</if>> <<if State.metadata.has('sandbox')>> <<set _codes++>> <</if>> <div class='border textbox'> <h1 class="center textbox Legendary">Settings</h1> <p class="textbox">Change settings for the game.</p> <p><strong>Default Legendary Role:</strong> <<listbox "$LegendaryRole" autoselect>> <<option "Random">> <<option "Wife">> <<option "Queen">> <<option "Housewife">> <</listbox>> <LI>Either let the game randomly decide which legendary role you get each time you get one or force it to give you a particular one.</LI></p> <p><strong>Autosell Duplicate Celeb Cards:</strong> <<listbox "$DupeCelebs" autoselect>> <<option "Off" false>> <<option "On" true>> <</listbox>></p> <p><strong>Autosell Duplicate Upgrade Cards:</strong> <<listbox "$DupeUpgrades" autoselect>> <<option "Off" false>> <<option "On" true>> <</listbox>></p> <p><strong>Autosell Duplicate Power Cards:</strong> <<listbox "$DupePowers" autoselect>> <<option "Off" false>> <<option "On" true>> <</listbox>></p> <p><strong>No Futa:</strong> <<listbox "$FutaOption" autoselect>> <<option "Off" 0>> <<option "On" 1>> <</listbox>></p> <<if State.metadata.has('sandbox') and def $Home>> <p><strong>Sandbox Mode: </strong> <<if ndef $Sandbox>> <<button "Enable">> <<set $Sandbox to true>> <<set $Coin += 9000000>> <<run Engine.play("Settings")>> <</button>> <<else>> Enabled <<if $BlindBuy is 1>> <<button "Set Coins to 0">><<set $Coin to 0>><<run Engine.play("Settings")>><</button>> <</if>> <</if>> <LI>Enables purchase of Legendary cards and gives you more funds than you should ever need.</LI> </p> <</if>> </div> <div class='border textbox'> <h1 class="center textbox Legendary">Feedback</h1> <p class="textbox">If you wish to give feedback, please click the button below to take the survey and get a promo code to unlock more coins. This will open a page in another tab.</p> <div class="center"><a href="https://forms.gle/Hhn79wWJc6dPBQUu7" target="_blank"><<button "Feedback">><</button>></a></div> </div> <div class='border textbox'> <h1 class="center textbox Legendary">Promo Code</h1> <p class="textbox">If you know a promo code, enter it here to unlock its benefits. Codes aren't case sensitive.</p> <<if ndef $CodeResult>> <<set $CodeResult to "">> <</if>> <p><strong>Promo Code: </strong><<textbox "_code" "">> <<button "Submit">> <<set _code to hashStr(_code.toLowerCase())>> <<switch _code>> <<case 1382092128>> <<run memorize('missionsky', true)>> <<if $BanCount is 0 and not $AllowedSet.includes(0)>> <<set $CodeResult to "MIssion-Sky Pack Unlocked">> <<set $AllowedSet.push(0)>> <<else>> <<set $CodeResult to "Mission-Sky Pack Unlocked For Future Runs">> <</if>> <<case 2093969820>> <<run memorize('sartapao_khan', true)>> <<if $BanCount is 0 and not $AllowedSet.includes(21)>> <<set $CodeResult to "sartapao_khan Pack Unlocked">> <<set $AllowedSet.push(21)>> <<else>> <<set $CodeResult to "sartapao_khan Pack Unlocked For Future Runs">> <</if>> <<case -1081603175>> <<run memorize('sodomizesansastark', true)>> <<if $BanCount is 0 and not $AllowedSet.includes(29)>> <<set $CodeResult to "SodomizeSansaStark Pack Unlocked">> <<set $AllowedSet.push(29)>> <<else>> <<set $CodeResult to "SodomizeSansaStark Pack Unlocked For Future Runs">> <</if>> <<case 1438313587>> <<run memorize('randompack', true)>> <<set $CodeResult to "Random Pack Only Challenges Unlocked">> <<case -1161930167 1072875319 900801882 585225734>> <<run memorize('fuckboat', true)>> <<set $CodeResult to "The Fuck Boat Home Unlocked">> <<case 611401137>> <<run memorize('extracoin', true)>> <<if not $ExtraCoin>> <<set $Coin += 250>> <<set $CodeResult to "Extra Coin Unlocked">> <<set $ExtraCoin to true>> <<else>> <<set $CodeResult to "Already got this extra coin. Extra Coin Unlocked for future runs.">> <</if>> <<case 1251473384 -137793431 1951279098 171314597 -1791968349 1702938091 -769021031>> <<run memorize('sandbox', true)>> <<set $CodeResult to "Sandbox Mode Unlocked">> <<default>> <<set $CodeResult to "Invalid Code">> <</switch>> <<run Engine.play("Settings")>> <</button>></p> <p>$CodeResult</p> <p>Promo codes unlocked _codes / 7 <<if _codes < 7>> <<button "Hints">> <<toggleclass "#hints" "hide">> <</button>> <</if>></p> <span id="hints" class="hide"> <<if not State.metadata.has('extracoin')>> <p>Hint: Maybe you should check out the survey link above? </p> <</if>> <<if not State.metadata.has('randompack')>> <p>Hint: Have you tried checking out the post on /r/celebeconomy?</p> <</if>> <<if not State.metadata.has('missionsky')>> <p>Hint: Try the creator of this game maybe? </p> <</if>> <<if not State.metadata.has('sartapao_khan')>> <p>Hint: The creator of many fine CYOAs from Sexbots, to Carmen Santiego, and many others. </p> <</if>> <<if not State.metadata.has('sodomizesansastark')>> <p>Hint: A creator who wants to do things to a certain character played by Sophie Turner. </p> <</if>> <<if not State.metadata.has('fuckboat')>> <p>Hint: From the creator of this game, a CYOA about sex on the high seas. </p> <</if>> <<if not State.metadata.has('sandbox')>> <p>Hint: Can always try using a classic cheat code. </p> <</if>> </span> <<if State.metadata.has('extracoin')>> <p>Extra Coin Unlocked <<button "Remove">><<run forget('extracoin')>><<run Engine.show()>> <</button>></p> <</if>> <<if State.metadata.has('randompack')>> <p>Random Pack Only Challenges Unlocked<<button "Remove">><<run forget('randompack')>><<run Engine.show()>> <</button>></p> <</if>> <<if State.metadata.has('missionsky')>> <p>Mission-Sky Set Unlocked <<button "Remove">><<run forget('missionsky')>><<run Engine.show()>> <</button>></p> <</if>> <<if State.metadata.has('sartapao_khan')>> <p>sartapao_khan Set Unlocked <<button "Remove">><<run forget('sartapao_khan')>><<run Engine.show()>> <</button>></p> <</if>> <<if State.metadata.has('sodomizesansastark')>> <p>SodomizeSansaStark Set Unlocked <<button "Remove">><<run forget('sodomizesansastark')>><<run Engine.show()>> <</button>></p> <</if>> <<if State.metadata.has('fuckboat')>> <p>Fuck Boat Home Unlocked <<button "Remove">><<run forget('fuckboat')>><<run Engine.show()>> <</button>></p> <</if>> <<if State.metadata.has('sandbox')>> <p>Sandbox Mode Unlocked <<button "Remove">><<run forget('sandbox')>><<run Engine.show()>> <</button>></p> <</if>> </div>
<div class="border"> <h1 class="center textbox Legendary">Assign Role</h1> <p class="textbox">Now that you have picked to add <<print setup.Celebs[$PickedCard].name>> to your harem, you will need to pick an available role for her.</p> </div> <div class='row'> <<if $Occup > 0>> <<for _i to 0; _i < $RoleCards.length; _i++>> <div class="col border cardbox"> <<displayRoleCard $RoleCards[_i].id 1>> </div> <</for>> <</if>> <<if $ONS > 2>> <div class="col border cardbox"> <<link "<img class='pic' src='RoleCards/BootyCall.png'><br><h3 class>Booty Call</h3>" "Home">> <<set $OneNightStands.push({id: $PickedCard,type: 3})>> <<if $CelebCards[$CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $PickedCard })].count > 1>> <<set $CelebCards[$CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $PickedCard })].count-->> <<else>> <<set $CelebCards.deleteAt($CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $PickedCard }))>> <</if>> <<set $ONS-= 3>> <</link>> <div class="textbox">-3 Encounter Points</div> <div class="textbox">She becomes a booty call for you. While she won't be a part of your harem, you can hook up every couple months or so without taking away from the resources for your harem.</div> </div> <</if>> <<if $ONS > 1>> <div class="col border cardbox"> <<link "<img class='pic' src='RoleCards/Fling.png'><br><h3 class>Fling</h3>" "Home">> <<set $OneNightStands.push({id: $PickedCard,type: 2})>> <<if $CelebCards[$CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $PickedCard })].count > 1>> <<set $CelebCards[$CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $PickedCard })].count-->> <<else>> <<set $CelebCards.deleteAt($CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $PickedCard }))>> <</if>> <<set $ONS-= 2>> <</link>> <div class="textbox">-2 Encounter Points</div> <div class="textbox">You have a brief fling with her, lasting a few weeks or so, but ultimately she doesn't join your harem and the two of you part ways. This relationship doesn't take up any resources.</div> </div> <</if>> <<if $ONS > 0>> <div class="col border cardbox"> <<link "<img class='pic' src='RoleCards/OneNightStand.png'><br><h3 class>One Night Stand</h3>" "Home">> <<set $OneNightStands.push({id: $PickedCard,type: 1})>> <<if $CelebCards[$CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $PickedCard })].count > 1>> <<set $CelebCards[$CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $PickedCard })].count-->> <<else>> <<set $CelebCards.deleteAt($CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $PickedCard }))>> <</if>> <<set $ONS-->> <</link>> <div class="textbox">-1 Encounter Points</div> <div class="textbox">Rather than join your harem, you can have an anything goes one night stand with her instead. Since she isn't a member of your harem, she doesn't take up any resources or occupancy. </div> </div> <</if>> <div class="col cardbox"></div> <div class="col cardbox"></div> <div class="col cardbox"></div> </div> <br><br><br>
<div class="border"> <h1 class="center textbox Legendary">Pack Opened</h1> <p class="textbox">The mysterious man hands you a Roles and Upgrades booster pack and you tear into it. Once opened, you look over what cards you got.</p> </div> <span id="PackBox"> <<viewOpenedPack>> </span> <br><br><br>
<div class="border"> <<switch $PackType>> <<case 0>> <h1 class="center textbox Legendary">Basic Booster Pack</h1> <p class="textbox">This basic booster will include alltype of cards. All it is missing is Celeb cards. </p> <<case 1>> <h1 class="center textbox Legendary">Roles and Upgrades Booster Pack</h1> <p class="textbox">This type of booster will give you roles to define your harem members and upgrades to improve your house.</p> <<case 2>> <h1 class="center textbox Legendary">Powers and Modifiers Booster Pack</h1> <p class="textbox">This booster pack will allow you to gain powers to improve yourself and modifiers to change details about your harem members.</p> <<case 3>> <h1 class="center textbox Legendary">Fantasy Roles and Upgrades Booster Pack</h1> <p class="textbox">This type of booster will give you roles to define your harem members and upgrades to improve your house, all themed to a fantasy setting.</p> <</switch>> </div> <<include "Examine RnU Buttons">> <span id="infobox"> <<switch $PackType>> <<case 0 1>> <<include "Examine Roles">> <<case 2>> <<include "Examine Powers">> <<case 3>> <<include "Examine Fantasy Roles">> <</switch>> </span> <<include "Examine RnU Buttons">> <br><br><br>
<div class="center"> <<button "Harem">><<replace "#body">><<include "ViewHarem">><</replace>><</button>> <<button "Celeb Collection">><<replace "#body">><<include "viewCollection">><</replace>><</button>> <<button "Role Collection">><<replace "#body">><<include "viewRoleCollection">><</replace>><</button>> <<button "Upgrades Collection">><<replace "#body">><<include "viewUpgradeCollection">><</replace>><</button>> <<if $RemovePaM isnot 1>> <<button "Power Collection">><<replace "#body">><<include "viewPowerCollection">><</replace>><</button>> <<button "Modifier Collection">><<replace "#body">><<include "viewModifierCollection">><</replace>><</button>> <</if>> <<button "Back" "Home">><</button>> </div>
<div class='border'><h2 class='center Legendary'>Harem</h2> <<if $Harem.length is 0>> <p class="textbox Warning">There is currently no one in your harem.</p> <</if>> <<for _i to 0; _i < $Harem.length; _i++>> <<capture _i>> <div class='nowraprow'> <div class="col border textbox flex"> <div class="middle">Name: <<if def setup.Celebs[$Harem[_i].celebID].cname>> <<switch setup.Celebs[$Harem[_i].celebID].rarity>> <<case 1>> <strong><span class='Common'><<print setup.Celebs[$Harem[_i].celebID].cname>></span></strong><br> <span class='Common'>(<<print setup.Celebs[$Harem[_i].celebID].name>>)</span> <<case 2>> <strong><span class='Uncommon'><<print setup.Celebs[$Harem[_i].celebID].cname>></span></strong><br> <span class='Uncommon'>(<<print setup.Celebs[$Harem[_i].celebID].name>>)</span> <<case 3>> <strong><span class='Rare'><<print setup.Celebs[$Harem[_i].celebID].cname>></span></strong><br> <span class='Rare'>(<<print setup.Celebs[$Harem[_i].celebID].name>>)</span> <<case 4>> <strong><span class='Epic'><<print setup.Celebs[$Harem[_i].celebID].cname>></span></strong><br> <span class='Epic'>(<<print setup.Celebs[$Harem[_i].celebID].name>>)</span> <</switch>> <<else>> <<switch setup.Celebs[$Harem[_i].celebID].rarity>> <<case 1>> <strong><span class='Common'><<print setup.Celebs[$Harem[_i].celebID].name>></span></strong> <<case 2>> <strong><span class='Uncommon'><<print setup.Celebs[$Harem[_i].celebID].name>></span></strong> <<case 3>> <strong><span class='Rare'><<print setup.Celebs[$Harem[_i].celebID].name>></span></strong> <<case 4>> <strong><span class='Epic'><<print setup.Celebs[$Harem[_i].celebID].name>></span></strong> <</switch>> <</if>><br> Primary Role: <strong> <<switch setup.Roles[$Harem[_i].roleID].rarity>> <<case 1>> <span class='Common'><<print setup.Roles[$Harem[_i].roleID].name>></span> <<case 2>> <span class='Uncommon'><<print setup.Roles[$Harem[_i].roleID].name>></span> <<case 3>> <span class='Rare'><<print setup.Roles[$Harem[_i].roleID].name>></span> <<case 4>> <span class='Epic'><<print setup.Roles[$Harem[_i].roleID].name>></span> <<case 5>> <span class='Legendary'><<print setup.Roles[$Harem[_i].roleID].name>></span> <</switch>></strong><br> <<print setup.Roles[$Harem[_i].roleID].desc>> <<if $Harem[_i].roleSecondary isnot "">> Secondary Role: <strong> <<switch setup.Roles[$Harem[_i].roleSecondary].rarity>> <<case 1>> <span class='Common'><<print setup.Roles[$Harem[_i].roleSecondary].name>></span> <<case 2>> <span class='Uncommon'><<print setup.Roles[$Harem[_i].roleSecondary].name>></span> <<case 3>> <span class='Rare'><<print setup.Roles[$Harem[_i].roleSecondary].name>></span> <<case 4>> <span class='Epic'><<print setup.Roles[$Harem[_i].roleSecondary].name>></span> <<case 5>> <span class='Legendary'><<print setup.Roles[$Harem[_i].roleSecondary].name>></span> <</switch>></strong><br> <</if>> <<if $Harem[_i].modifications.length > 0>> Modifications: <<for _x to 0; _x < $Harem[_i].modifications.length; _x++>> <<switch setup.Modifiers[$Harem[_i].modifications[_x]].rarity>> <<case 1>> <span class='Common'><<print setup.Modifiers[$Harem[_i].modifications[_x]].name>></span> <<case 2>> <span class='Uncommon'><<print setup.Modifiers[$Harem[_i].modifications[_x]].name>></span> <<case 3>> <span class='Rare'><<print setup.Modifiers[$Harem[_i].modifications[_x]].name>></span> <<case 4>> <span class='Epic'><<print setup.Modifiers[$Harem[_i].modifications[_x]].name>></span> <<case 5>> <span class='Legendary'><<print setup.Modifiers[$Harem[_i].modifications[_x]].name>></span> <</switch>> <<if _x + 1 < $Harem[_i].modifications.length>>, <</if>> <</for>> <br> <</if>> Modification Points: <<print $Harem[_i].points>> </div> <div> <<button "Examine" "Adjust Member">> <<set $PickedCard to _i>> <</button>><br> <<button "Remove From Harem">> <<if $CelebCards.find(function (element) { return element.id == this.id; }, { id: $Harem[_i].celebID })>> <<set $CelebCards[$CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $Harem[_i].celebID })].count++>> <<else>> <<set $CelebCards.push({id: $Harem[_i].celebID, count: 1})>> <</if>> <<if $RoleCards.find(function (element) { return element.id == this.id; }, { id: $Harem[_i].roleID })>> <<set $RoleCards[$RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: $Harem[_i].roleID })].count++>> <<else>> <<set $RoleCards.push({id: $Harem[_i].roleID, count: 1})>> <</if>> <<if $Harem[_i].roleSecondary isnot "">> <<if $RoleCards.find(function (element) { return element.id == this.id; }, { id: $Harem[_i].roleSecondary })>> <<set $RoleCards[$RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: $Harem[_i].roleSecondary })].count++>> <<else>> <<set $RoleCards.push({id: $Harem[_i].roleSecondary, count: 1})>> <</if>> <</if>> <<if $Harem[_i].modifications.length > 0>> <<for _x to 0; _x < $Harem[_i].modifications.length; _x++>> <<if $ModifierCards.find(function (element) { return element.id == this.id; }, { id: $Harem[_i].modifications[_x] })>> <<set $ModifierCards[$ModifierCards.findIndex(function (element) { return element.id == this.id; }, { id: $Harem[_i].modifications[_x] })].count++>> <<else>> <<set $ModifierCards.push({id: $Harem[_i].modifications[_x], count: 1})>> <</if>> <</for>> <</if>> <<set $Occup++ >> <<set $S += setup.Roles[$Harem[_i].roleID].sexCost>> <<set $C += setup.Roles[$Harem[_i].roleID].corpCost>> <<set $A += setup.Roles[$Harem[_i].roleID].amenCost>> <<set $Harem.deleteAt(_i)>> <<updatebar>> <<replace "#body">><<include "ViewHarem">><</replace>> <</button>></div> </div> <div class="col border"> <<print setup.Celebs[$Harem[_i].celebID].pic>> </div> <div class="col border"> <<print setup.Roles[$Harem[_i].roleID].pic>> </div> </div> <</capture>> <</for>> <div class="col"></div> <div class="col"></div> <div class="col"></div> </div> <br> <div class='border'><h2 class='center Legendary'>Encounters</h2> <<if $OneNightStands.length > 0>> <div class="row"> <<for _i to 0; _i < $OneNightStands.length; _i++>> <<capture _i>> <div class="col border cardbox"> <<displayCelebCard $OneNightStands[_i].id>> Type: <span class="Common"> <<switch $OneNightStands[_i].type>> <<case 1>>One Night Stand <<case 2>>Fling <<case 3>>Booty Call <</switch>></span><br> <div><<button "Remove">> <<if $CelebCards.find(function (element) { return element.id == this.id; }, { id: $OneNightStands[_i].id })>> <<set $CelebCards[$CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $OneNightStands[_i].id })].count++>> <<else>> <<set $CelebCards.push({id: $OneNightStands[_i].id, count: 1})>> <</if>> <<set $ONS+= $OneNightStands[_i].type >> <<set $OneNightStands.deleteAt(_i)>> <<updatebar>> <<replace "#body">><<include "ViewHarem">><</replace>> <</button>></div> </div> <</capture>> <</for>> <div class="col"></div> <div class="col"></div> </div> <<else>> <p class="textbox Warning">You do not have any one night stands.</p> <</if>> </div> <br> <div class='border'><h2 class='center Legendary'>Upgrades</h2> <<if $Upgrades.length is 0>> <p class="textbox Warning">You have not yet added any upgrades to your home.</p> <</if>> <div class="row"> <<for _i to 0; _i < $Upgrades.length; _i++>> <<capture _i>> <div class="col border cardbox flex"> <div class="middle"><<displayUpgradeCard $Upgrades[_i]>></div> <div> <<button "Switch Upgrade" "Switch Upgrade">> <<set $PickedCard to _i>> <</button>> <<if ($S - (setup.Upgrades[$Upgrades[_i]].sexBonus * $ResourceMulti)) >= 0 and ($C - (setup.Upgrades[$Upgrades[_i]].corpBonus * $ResourceMulti)) >= 0 and ($A - (setup.Upgrades[$Upgrades[_i]].amenBonus * $ResourceMulti)) >= 0 and ($Occup - setup.Upgrades[$Upgrades[_i]].occupBonus) >= 0>> <<button "Remove">> <<if $UpgradeCards.find(function (element) { return element.id == this.id; }, { id: $Upgrades[_i] })>> <<set $UpgradeCards[$UpgradeCards.findIndex(function (element) { return element.id == this.id; }, { id: $Upgrades[_i] })].count++>> <<else>> <<set $UpgradeCards.push({id: $Upgrades[_i], count: 1})>> <</if>> <<if $OldUpgrade isnot 1>> <<set $UpgradeLimit += (setup.Upgrades[$Upgrades[_i]].rarity + 1)>> <<else>> <<set $UpgradeLimit++>> <</if>> <<set $S -= setup.Upgrades[$Upgrades[_i]].sexBonus * $ResourceMulti>> <<set $C -= setup.Upgrades[$Upgrades[_i]].corpBonus * $ResourceMulti>> <<set $A -= setup.Upgrades[$Upgrades[_i]].amenBonus * $ResourceMulti>> <<set $Occup -= setup.Upgrades[$Upgrades[_i]].occupBonus>> <<set $Upgrades.deleteAt(_i)>> <<updatebar>> <<replace "#body">><<include "ViewHarem">><</replace>> <</button>> <<else>> <span class="Warning">Removing this card will drop one or more resource into the negatives</span><br> <button disabled>Remove</button> <</if>> </div> </div> <</capture>> <</for>> <div class="col"></div> <div class="col"></div> </div> </div> <br> <div class='border'><h2 class='center Legendary'>Powers</h2> <<if $Powers.length is 0>> <p class="textbox Warning">You have not yet added any Powers.</p> <</if>> <div class="row"> <<for _i to 0; _i < $Powers.length; _i++>> <<capture _i>> <div class="col border cardbox"> <div class="middle"><<displayPowerCard $Powers[_i]>></div> <div> <<if $Powers[_i] isnot 0>> <<button "Switch Power" "Switch Power">> <<set $PickedCard to _i>> <</button>> <<button "Remove">> <<if $PowerCards.find(function (element) { return element.id == this.id; }, { id: $Powers[_i] })>> <<set $PowerCards[$PowerCards.findIndex(function (element) { return element.id == this.id; }, { id: $Powers[_i] })].count++>> <<else>> <<set $PowerCards.push({id: $Powers[_i], count: 1})>> <</if>> <<set $S += setup.Powers[$Powers[_i]].sexCost>> <<set $C += setup.Powers[$Powers[_i]].corpCost>> <<set $A += setup.Powers[$Powers[_i]].amenCost>> <<set $Powers.deleteAt(_i)>> <<updatebar>> <<replace "#body">><<include "ViewHarem">><</replace>> <</button>> <<else>> <span class="Warning">This power can't be removed.</span><br> <button disabled>Remove</button> <</if>> </div> </div> <</capture>> <</for>> <div class="col"></div> <div class="col"></div> </div> </div>
<div class='border'><h2 class='center Legendary'>Celeb Cards</h2> <div class='center'> <<button "Sort by Rarity">> <<set _CelebCards to []>> <<for _i to 4; _i >= 0; _i-- >> <<for _x to 0; _x < $CelebCards.length; _x++>> <<if setup.Celebs[$CelebCards[_x].id].rarity is _i>> <<set _CelebCards.push($CelebCards[_x])>> <</if>> <</for>> <</for>> <<set $CelebCards to _CelebCards>> <<updatebar>> <<replace "#body">><<include "viewCollection">><</replace>> <</button>> </div> <div class='row'> <<for _i to 0; _i < $CelebCards.length;_i++>> <<capture _i>> <<set _pack to Math.floor($CelebCards[_i].id / 25)>> <<capture _pack>> <div class="col border cardbox"> <<displayCelebCard $CelebCards[_i].id>> Count: <<print $CelebCards[_i].count>><br> Sell Value: <span class="Coin"><<print 5 * setup.Packs[_pack].multi * setup.Celebs[$CelebCards[_i].id].rarity * setup.Celebs[$CelebCards[_i].id].rarity * $SellMulti>> Coins</span><br> <<if not $Clone>> <<if not ($Harem.find(function (element) { return element.name == this.name; }, { name: setup.Celebs[$CelebCards[_i].id].name }) or $OneNightStands.includes($CelebCards[_i].id))>> <<button "Add to Harem" "Assign Role">> <<set $PickedCard to $CelebCards[_i].id>> <</button>><br> <</if>> <<else>> <<if not ($Harem.find(function (element) { return element.id == this.id; }, { id: $CelebCards[_i].id }) or $OneNightStands.includes($CelebCards[_i].id))>> <<button "Add to Harem" "Assign Role">> <<set $PickedCard to $CelebCards[_i].id>> <</button>><br> <</if>> <</if>> <<if $CelebCards[_i].count > 1>> <<button "Sell 1 Card">> <<set $Coin += 5 * setup.Packs[_pack].multi * setup.Celebs[$CelebCards[_i].id].rarity * setup.Celebs[$CelebCards[_i].id].rarity * $SellMulti>> <<set $CelebCards[_i].count -->> <<set $Collection to 1>> <<updatebar>> <<replace "#body">><<include "viewCollection">><</replace>> <</button>> <<button "Sell All Cards">> <<set $Coin += 5 * setup.Packs[_pack].multi * setup.Celebs[$CelebCards[_i].id].rarity * setup.Celebs[$CelebCards[_i].id].rarity * $CelebCards[_i].count * $SellMulti>> <<set $CelebCards.deleteAt(_i)>> <<set $Collection to 1>> <<updatebar>> <<replace "#body">><<include "viewCollection">><</replace>> <</button>> <<else>> <<button "Sell Card">> <<set $Coin += 5 * setup.Packs[_pack].multi * setup.Celebs[$CelebCards[_i].id].rarity * setup.Celebs[$CelebCards[_i].id].rarity * $SellMulti>> <<set $CelebCards.deleteAt(_i)>> <<set $Collection to 1>> <<updatebar>> <<replace "#body">><<include "viewCollection">><</replace>> <</button>> <</if>> </div> <</capture>> <</capture>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> <div class="col cardbox"></div> </div> </div>
Thank you for playing. Remember you can always make another attempt by clicking the restart button in the sidebar. If you wish to post your results, your final harem and upgrades are listed below.<br><br> Results<br><br> Format: <<switch $Format>><<case 0>>Standard<<case 1>>Vintage<<case 2>>Buyer's Market<<case 3>>Sealed<<case 4>>Custom<</switch>> <br><br> <<if def $Challenges>> <<if $Challenges.length > 0>> Challenges: $Challenges<br><br> <</if>> <<if $Bonuses.length > 0>> Bonuses: $Bonuses<br><br> <</if>> <</if>> <<if def $Sandbox>> Sandbox Mode On<br><br> <</if>> <<print setup.Homes[$Home].name>><br><br> Harem:<br><br> <<for _i to 0; _i < $Harem.length; _i++>> <<print setup.Roles[$Harem[_i].roleID].name>><<if $Harem[_i].roleSecondary isnot "">>/<<print setup.Roles[$Harem[_i].roleSecondary].name>><</if>>: <<if def setup.Celebs[$Harem[_i].celebID].cname>><<print setup.Celebs[$Harem[_i].celebID].cname>> (<<print setup.Celebs[$Harem[_i].celebID].name>>)<<else>><<print setup.Celebs[$Harem[_i].celebID].name>> <</if>> <<if $Harem[_i].modifications.length > 0>>(<<for _x to 0; _x < $Harem[_i].modifications.length; _x++>><<print setup.Modifiers[$Harem[_i].modifications[_x]].name>><<if _x + 1 < $Harem[_i].modifications.length>>, <</if>><</for>>) <</if>> <br><br> <</for>> <<if $OneNightStands.length > 0>> Encounters: <<for _i to 0; _i < $OneNightStands.length; _i++>> <<print setup.Celebs[$OneNightStands[_i].id].name>> (<<switch $OneNightStands[_i].type>><<case 1>>One Night Stand<<case 2>>Fling<<case 3>>Booty Call<</switch>>)<<if _i + 1 < $OneNightStands.length>>, <</if>> <</for>> <br><br> <</if>> <<if $Upgrades.length > 0>> Home Upgrades: <<for _i to 0; _i < $Upgrades.length; _i++>> <<print setup.Upgrades[$Upgrades[_i]].name>><<if _i + 1 < $Upgrades.length>>, <</if>> <</for>> <br><br> <</if>> <<if $Powers.length > 0>> Powers: <<for _i to 0; _i < $Powers.length; _i++>> <<print setup.Powers[$Powers[_i]].name>><<if _i + 1 < $Powers.length>>, <</if>> <</for>> <</if>> <br><br>
/* For Widgets that involving opening packs, including the starter pack */ <<widget "openPack">> <<for _z to 0; _z < 5; _z++>> <<if $CardRestriction > 0>> <<set _temp to random(($args[0] * 25) + 15, ($args[0] * 25) + 24)>> <<else>> <<if random(3) is 0>> <<set _temp to random($args[0] * 25, ($args[0] * 25) + 2)>> <<else>> <<set _temp to random(($args[0] * 25) + 3, ($args[0] * 25) + 7)>> <</if>> <</if>> <<if (not $NewCelebs.includes(_temp)) or _z is 4 >> <<addCelebCard _temp 0>> <<set _z += 5>> <</if>> <</for>> <<for _i to 0 ; _i < 3; _i++>> <<randomCeleb $args[0]>> <</for>> <<if $RemovePaM is 1>> <<if $SName is "Brawn">> <<randomFantasyRole>> <<randomFantasyUpgrade>> <<else>> <<randomRole>> <<randomUpgrade>> <</if>> <<else>> <<for _i to 0 ; _i < 2; _i++>> <<set _random to random(9)>> <<if _random <= 2>> <<if $SName is "Brawn">> <<randomFantasyRole>> <<else>> <<randomRole>> <</if>> <<elseif _random <= 5>> <<if $SName is "Brawn">> <<randomFantasyUpgrade>> <<else>> <<randomUpgrade>> <</if>> <<elseif _random <= 8>> <<randomModifier>> <<else>> <<randomPower>> <</if>> <</for>> <</if>> <<set $Pack to $args[0]>> <<if $BlindBuy is 1>> <<ClearLastPack>> <</if>> <</widget>> <<widget "openBoosterPack">> <<if $SName is "Brawn">> <<randomFantasyRole>> <<randomFantasyRole>> <<randomFantasyUpgrade>> <<randomFantasyUpgrade>> <<else>> <<randomRole>> <<randomRole>> <<randomUpgrade>> <<randomUpgrade>> <</if>> <<randomPower>> <<randomModifier>> <<set $PackType to 0>> <<if $BlindBuy is 1>> <<ClearLastPack>> <</if>> <</widget>> <<widget "openRnUPack">> <<randomRole>> <<randomRole>> <<randomRole>> <<randomUpgrade>> <<randomUpgrade>> <<randomUpgrade>> <<set $PackType to 1>> <<if $BlindBuy is 1>> <<ClearLastPack>> <</if>> <</widget>> <<widget "openModifierPack">> <<randomPower>> <<randomPower>> <<randomPower>> <<randomModifier>> <<randomModifier>> <<randomModifier>> <<set $PackType to 2>> <<if $BlindBuy is 1>> <<ClearLastPack>> <</if>> <</widget>> <<widget "openFantasyRnUPack">> <<randomFantasyRole>> <<randomFantasyRole>> <<randomFantasyRole>> <<randomFantasyUpgrade>> <<randomFantasyUpgrade>> <<randomFantasyUpgrade>> <<set $PackType to 3>> <<if $BlindBuy is 1>> <<ClearLastPack>> <</if>> <</widget>> <<widget "openRandomPack">> <<set _pack to $AllowedSet.random()>> <<if $CardRestriction > 0>> <<set _temp to random((_pack * 25) + 15, (_pack * 25) + 24)>> <<else>> <<if random(3) is 0>> <<set _temp to random(_pack * 25, (_pack * 25) + 2)>> <<else>> <<set _temp to random((_pack * 25) + 3, (_pack* 25) + 7)>> <</if>> <</if>> <<addCelebCard _temp 0>> <<for _i to 0 ; _i < 3; _i++>> <<set _pack to $AllowedSet.random()>> <<randomCeleb _pack>> <</for>> <<if $RemovePaM is 1>> <<if $SName is "Brawn">> <<randomFantasyRole>> <<randomFantasyUpgrade>> <<else>> <<randomRole>> <<randomUpgrade>> <</if>> <<else>> <<for _i to 0 ; _i < 2; _i++>> <<set _random to random(9)>> <<if _random <= 2>> <<if $SName is "Brawn">> <<randomFantasyRole>> <<else>> <<randomRole>> <</if>> <<elseif _random <= 5>> <<if $SName is "Brawn">> <<randomFantasyUpgrade>> <<else>> <<randomUpgrade>> <</if>> <<elseif _random <= 8>> <<randomModifier>> <<else>> <<randomPower>> <</if>> <</for>> <</if>> <<set $Pack to -1>> <<if $BlindBuy is 1>> <<ClearLastPack>> <</if>> <</widget>> <<widget "viewOpenedPack">> <div class='row'> <<for _i to 0; _i < $LastPack.length; _i++>> <div class="col border cardbox flex"> <<capture _i>> <<switch $LastPack[_i].type>> <<case "Celeb">> <div class="middle"> <<displayCelebCard $LastPack[_i].id>> </div> <div> <<if $LastPack[_i].owned is true>> **Duplicate**<br> <</if>><<set _pack to Math.floor($LastPack[_i].id / 25)>> <<capture _pack>> <span class="Coin">Value: <<print 5 * setup.Packs[_pack].multi * setup.Celebs[$LastPack[_i].id].rarity * setup.Celebs[$LastPack[_i].id].rarity * $SellMulti>> Coins</span><br> <<if not $LastPack[_i].sold>> <<button "Sell Card">> <<set $Coin += 5 * setup.Packs[_pack].multi * setup.Celebs[$LastPack[_i].id].rarity * setup.Celebs[$LastPack[_i].id].rarity * $SellMulti>> <<if $CelebCards[$LastPack[_i].index].count > 1>> <<set $CelebCards[$LastPack[_i].index].count -->> <<else>> <<for _x to 0; _x < $LastPack.length; _x++>> <<if $LastPack[_x].type is "Celeb" and $LastPack[_x].index > $LastPack[_i].index>> <<set $LastPack[_x].index-->> <</if>> <</for>> <<set $CelebCards.deleteAt($LastPack[_i].index)>> <</if>> <<set $LastPack[_i].sold to true>> <<run Engine.show()>> <</button>> <<else>> <button disabled>Sold</button> <</if>> <</capture>> </div> <<case "Role">> <div class="middle"> <<displayRoleCard $LastPack[_i].id>><br> </div> <div> <<if $LastPack[_i].owned is true>> **Duplicate**<br> <</if>> <span class="Coin">Value: <<print 5 * setup.Roles[$LastPack[_i].id].rarity * setup.Roles[$LastPack[_i].id].rarity * $SellMulti>> Coins</span><br> <<if not $LastPack[_i].sold>> <<button "Sell Card">> <<set $Coin += 5 * setup.Roles[$LastPack[_i].id].rarity * setup.Roles[$LastPack[_i].id].rarity * $SellMulti>> <<if $RoleCards[$LastPack[_i].index].count > 1>> <<set $RoleCards[$LastPack[_i].index].count -->> <<else>> <<for _x to 0; _x < $LastPack.length; _x++>> <<if $LastPack[_x].type is "Role" and $LastPack[_x].index > $LastPack[_i].index>> <<set $LastPack[_x].index-->> <</if>> <</for>> <<set $RoleCards.deleteAt($LastPack[_i].index)>> <</if>> <<set $LastPack[_i].sold to true>> <<run Engine.show()>> <</button>> <<else>> <button disabled>Sold</button> <</if>> </div> <<case "Upgrade">> <div class="middle"> <<displayUpgradeCard $LastPack[_i].id>><br> </div> <div> <<if $LastPack[_i].owned is true>> **Duplicate**<br> <</if>> <span class="Coin">Value: <<print 5 * setup.Upgrades[$LastPack[_i].id].rarity * setup.Upgrades[$LastPack[_i].id].rarity * $SellMulti>> Coins</span><br> <<if not $LastPack[_i].sold>> <<button "Sell Card">> <<set $Coin += 5 * setup.Upgrades[$LastPack[_i].id].rarity * setup.Upgrades[$LastPack[_i].id].rarity * $SellMulti>> <<if $UpgradeCards[$LastPack[_i].index].count > 1>> <<set $UpgradeCards[$LastPack[_i].index].count -->> <<else>> <<for _x to 0; _x < $LastPack.length; _x++>> <<if $LastPack[_x].type is "Upgrade" and $LastPack[_x].index > $LastPack[_i].index>> <<set $LastPack[_x].index-->> <</if>> <</for>> <<set $UpgradeCards.deleteAt($LastPack[_i].index)>> <</if>> <<set $LastPack[_i].sold to true>> <<run Engine.show()>> <</button>> <<else>> <button disabled>Sold</button> <</if>> </div> <<case "Power">> <div class="middle"> <<displayPowerCard $LastPack[_i].id>><br> </div> <div> <<if $LastPack[_i].owned is true>> **Duplicate**<br> <</if>> <span class="Coin">Value: <<print 5 * setup.Powers[$LastPack[_i].id].rarity * setup.Powers[$LastPack[_i].id].rarity * $SellMulti>> Coins</span><br> <<if not $LastPack[_i].sold>> <<button "Sell Card">> <<set $Coin += 5 * setup.Powers[$LastPack[_i].id].rarity * setup.Powers[$LastPack[_i].id].rarity * $SellMulti>> <<if $PowerCards[$LastPack[_i].index].count > 1>> <<set $PowerCards[$LastPack[_i].index].count -->> <<else>> <<for _x to 0; _x < $LastPack.length; _x++>> <<if $LastPack[_x].type is "Power" and $LastPack[_x].index > $LastPack[_i].index>> <<set $LastPack[_x].index-->> <</if>> <</for>> <<set $PowerCards.deleteAt($LastPack[_i].index)>> <</if>> <<set $LastPack[_i].sold to true>> <<run Engine.show()>> <</button>> <<else>> <button disabled>Sold</button> <</if>> </div> <<case "Modifier">> <div class="middle"> <<displayModifierCard $LastPack[_i].id>><br> </div> <div> <<if $LastPack[_i].owned is true>> **Duplicate**<br> <</if>> <span class="Coin">Value: <<print 5 * setup.Modifiers[$LastPack[_i].id].rarity * setup.Modifiers[$LastPack[_i].id].rarity * $SellMulti>> Coins</span><br> <<if not $LastPack[_i].sold>> <<button "Sell Card">> <<set $Coin += 5 * setup.Modifiers[$LastPack[_i].id].rarity * setup.Modifiers[$LastPack[_i].id].rarity * $SellMulti>> <<if $ModifierCards[$LastPack[_i].index].count > 1>> <<set $ModifierCards[$LastPack[_i].index].count -->> <<else>> <<for _x to 0; _x < $LastPack.length; _x++>> <<if $LastPack[_x].type is "Modifier" and $LastPack[_x].index > $LastPack[_i].index>> <<set $LastPack[_x].index-->> <</if>> <</for>> <<set $ModifierCards.deleteAt($LastPack[_i].index)>> <</if>> <<set $LastPack[_i].sold to true>> <<run Engine.show()>> <</button>> <<else>> <button disabled>Sold</button> <</if>> </div> <</switch>> <</capture>> </div> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> </div> <</widget>> <<widget "openStarterPack">> <<if setup.Homes[$args[0]].setting is "Fantasy">> <<set $SName to "Brawn">> <<set $CName to "Guile">> <<set $AName to "Mind">> <</if>> <<if ndef $AllowedSet or $AllowedSet.includes(setup.Homes[$args[0]].startingPack)>> <<set _startingSet to setup.Homes[$args[0]].startingPack>> <<else>> <<set _startingSet to $AllowedSet.random()>> <</if>> <<set $Home to $args[0]>> <<set $Coin += (setup.Homes[$args[0]].coins * $StarterCoinMulti)>> <<unset $StarterCoinMulti>> <<if State.metadata.has('extracoin')>> <<set $Coin += 500>> <<set $ExtraCoin to true>> <</if>> <<if $CardRestriction > 0>> <<set _temp to random((_startingSet * 25) + 15, (_startingSet * 25) + 24)>> <<else>> <<set _temp to random((_startingSet * 25), (_startingSet * 25) + 2)>> <</if>> <<set $Occup to setup.Homes[$args[0]].occup>> <<if $OldUpgrade is 1>> <<set $UpgradeLimit to setup.Homes[$args[0]].oldUpgrade>> <<else>> <<set $UpgradeLimit to setup.Homes[$args[0]].upgrade>> <</if>> <<set $S to (setup.Homes[$args[0]].sex * $ResourceMulti)>> <<set $C to (setup.Homes[$args[0]].corp * $ResourceMulti)>> <<set $A to (setup.Homes[$args[0]].amen * $ResourceMulti)>> <<if $StarterRestriction is 1>> <<goto "Home">> <<else>> <<addCelebCard _temp 0>> <<if $CardRestriction is 2>> <<set _temp to random(setup.RoleCommonLow, setup.RoleCommonHigh)>> <<addRoleCard _temp 0>> <<else>> <<switch $LegendaryRole>> <<case "Random">> <<set _temp to random(setup.RoleLegendaryLow, setup.RoleLegendaryHigh)>> <<addRoleCard _temp 0>> <<case "Wife">> <<addRoleCard 0 0>> <<case "Queen">> <<addRoleCard 1 0>> <<case "Housewife">> <<addRoleCard 2 0>> <</switch>> <</if>> <<openPack _startingSet>> <<if $RemovePaM is 1>> <<openRnUPack>> <<else>> <<openBoosterPack>> <</if>> <</if>> <<if $BlindBuy is 1>> <<ClearLastPack>> <</if>> <<randomCheck>> <</widget>>
<div class='border'><h2 class='center Legendary'>House</h2> <div class="row"> <div class="col"></div> <div class="col halfbox border"> <<print setup.Homes[$Home].pic>><br> <h3 class="Legendary"><<print setup.Homes[$Home].name>></h3> <<if def $Challenges>> <<if $Challenges.length > 0>> Challenges: $Challenges<br> <</if>> <<if $Bonuses.length > 0>> Bonuses: $Bonuses<br> <</if>> <</if>> <<if def $Sandbox>> Sandbox Mode On<br><br> <</if>> </div> <div class="col"></div> </div> </div> <br> <div class='border'><h2 class='center Legendary'>Harem</h2> <<for _i to 0; _i < $Harem.length; _i++>> <<capture _i>> <div class='nowraprow'> <div class="col border textbox flex"> <div class="middle">Name: <<if def setup.Celebs[$Harem[_i].celebID].cname>> <<switch setup.Celebs[$Harem[_i].celebID].rarity>> <<case 1>> <strong><span class='Common'><<print setup.Celebs[$Harem[_i].celebID].cname>></span></strong><br> <span class='Common'>(<<print setup.Celebs[$Harem[_i].celebID].name>>)</span> <<case 2>> <strong><span class='Uncommon'><<print setup.Celebs[$Harem[_i].celebID].cname>></span></strong><br> <span class='Uncommon'>(<<print setup.Celebs[$Harem[_i].celebID].name>>)</span> <<case 3>> <strong><span class='Rare'><<print setup.Celebs[$Harem[_i].celebID].cname>></span></strong><br> <span class='Rare'>(<<print setup.Celebs[$Harem[_i].celebID].name>>)</span> <<case 4>> <strong><span class='Epic'><<print setup.Celebs[$Harem[_i].celebID].cname>></span></strong><br> <span class='Epic'>(<<print setup.Celebs[$Harem[_i].celebID].name>>)</span> <</switch>> <<else>> <<switch setup.Celebs[$Harem[_i].celebID].rarity>> <<case 1>> <strong><span class='Common'><<print setup.Celebs[$Harem[_i].celebID].name>></span></strong> <<case 2>> <strong><span class='Uncommon'><<print setup.Celebs[$Harem[_i].celebID].name>></span></strong> <<case 3>> <strong><span class='Rare'><<print setup.Celebs[$Harem[_i].celebID].name>></span></strong> <<case 4>> <strong><span class='Epic'><<print setup.Celebs[$Harem[_i].celebID].name>></span></strong> <</switch>> <</if>><br> Primary Role: <strong> <<switch setup.Roles[$Harem[_i].roleID].rarity>> <<case 1>> <span class='Common'><<print setup.Roles[$Harem[_i].roleID].name>></span> <<case 2>> <span class='Uncommon'><<print setup.Roles[$Harem[_i].roleID].name>></span> <<case 3>> <span class='Rare'><<print setup.Roles[$Harem[_i].roleID].name>></span> <<case 4>> <span class='Epic'><<print setup.Roles[$Harem[_i].roleID].name>></span> <<case 5>> <span class='Legendary'><<print setup.Roles[$Harem[_i].roleID].name>></span> <</switch>></strong><br> <<print setup.Roles[$Harem[_i].roleID].desc>><br> <<if $Harem[_i].roleSecondary isnot "">> Secondary Role: <strong> <<switch setup.Roles[$Harem[_i].roleSecondary].rarity>> <<case 1>> <span class='Common'><<print setup.Roles[$Harem[_i].roleSecondary].name>></span> <<case 2>> <span class='Uncommon'><<print setup.Roles[$Harem[_i].roleSecondary].name>></span> <<case 3>> <span class='Rare'><<print setup.Roles[$Harem[_i].roleSecondary].name>></span> <<case 4>> <span class='Epic'><<print setup.Roles[$Harem[_i].roleSecondary].name>></span> <<case 5>> <span class='Legendary'><<print setup.Roles[$Harem[_i].roleSecondary].name>></span> <</switch>></strong><br> <</if>> <<if $Harem[_i].modifications.length > 0>> Modifications: <<for _x to 0; _x < $Harem[_i].modifications.length; _x++>> <<switch setup.Modifiers[$Harem[_i].modifications[_x]].rarity>> <<case 1>> <span class='Common'><<print setup.Modifiers[$Harem[_i].modifications[_x]].name>></span> <<case 2>> <span class='Uncommon'><<print setup.Modifiers[$Harem[_i].modifications[_x]].name>></span> <<case 3>> <span class='Rare'><<print setup.Modifiers[$Harem[_i].modifications[_x]].name>></span> <<case 4>> <span class='Epic'><<print setup.Modifiers[$Harem[_i].modifications[_x]].name>></span> <<case 5>> <span class='Legendary'><<print setup.Modifiers[$Harem[_i].modifications[_x]].name>></span> <</switch>> <<if _x + 1 < $Harem[_i].modifications.length>>, <</if>> <</for>> <br> <</if>></div> </div> <div class="col border"> <<print setup.Celebs[$Harem[_i].celebID].pic>> </div> <div class="col border"> <<print setup.Roles[$Harem[_i].roleID].pic>> </div> </div> <</capture>> <</for>> </div> <br> <div class='border'><h2 class='center Legendary'>Encounters</h2> <div class="row"> <<for _i to 0; _i < $OneNightStands.length; _i++>> <div class="col border cardbox"> <<displayCelebCard $OneNightStands[_i].id>> Type: <span class="Common"> <<switch $OneNightStands[_i].type>> <<case 1>>One Night Stand <<case 2>>Fling <<case 3>>Booty Call <</switch>></span><br> </div> <</for>> <div class="col"></div> <div class="col"></div> </div> </div> <br> <div class='border'><h2 class='center Legendary'>Upgrades</h2> <div class="row"> <<for _i to 0; _i < $Upgrades.length; _i++>> <div class="col border cardbox"> <div class="middle"><<displayUpgradeCard $Upgrades[_i]>></div> </div> <</for>> <div class="col"></div> <div class="col"></div> </div> </div> <br> <div class='border'><h2 class='center Legendary'>Powers</h2> <div class="row"> <<for _i to 0; _i < $Powers.length; _i++>> <div class="col border cardbox"> <div class="middle"><<displayPowerCard $Powers[_i]>></div> </div> <</for>> <div class="col"></div> <div class="col"></div> </div> </div> <br>
<<widget "randomCeleb">> <<for _z to 0; _z < 5; _z++>> <<set _roll to random(99)>> <<if _roll <= $CelebEpic>> <<set _temp to random($args[0] * 25, ($args[0] * 25) + 2)>> <<elseif _roll <= $CelebRare>> <<set _temp to random(($args[0] * 25) + 3, ($args[0] * 25) + 7)>> <<elseif _roll <= $CelebUncommon>> <<set _temp to random(($args[0] * 25) + 8, ($args[0] * 25) + 14)>> <<else>> <<set _temp to random(($args[0] * 25) + 15, ($args[0] * 25) + 24)>> <</if>> <<if (not $NewCelebs.includes(_temp)) or _z is 4 >> <<addCelebCard _temp 0>> <<set _z += 5>> <</if>> <</for>> <</widget>> <<widget "randomRole">> <<for _z to 0; _z < 5; _z++>> <<set _roll to random(99)>> <<if _roll <= $RoleLegendary>> <<switch $LegendaryRole>> <<case "Random">> <<set _temp to random(setup.RoleLegendaryLow, setup.RoleLegendaryHigh)>> <<case "Wife">> <<set _temp to 0>> <<case "Queen">> <<set _temp to 1>> <<case "Housewife">> <<set _temp to 2>> <</switch>> <<elseif _roll <= $RoleEpic>> <<set _temp to random(setup.RoleEpicLow, setup.RoleEpicHigh)>> <<elseif _roll <= $RoleRare >> <<set _temp to random(setup.RoleRareLow, setup.RoleRareHigh)>> <<elseif _roll <= $RoleUncommon>> <<set _temp to random(setup.RoleUncommonLow, setup.RoleUncommonHigh)>> <<else>> <<set _temp to random(setup.RoleCommonLow, setup.RoleCommonHigh)>> <</if>> <<if (not $NewRoles.includes(_temp)) or _z is 4 or _roll <= $RoleLegendary>> <<addRoleCard _temp 0>> <<set _z += 5>> <</if>> <</for>> <</widget>> <<widget "randomUpgrade">> <<for _z to 0; _z < 5; _z++>> <<set _roll to random(99)>> <<if _roll <= $UpgradeEpic>> <<set _temp to random(setup.UpgradeEpicLow, setup.UpgradeEpicHigh)>> <<elseif _roll <= $UpgradeRare>> <<set _temp to random(setup.UpgradeRareLow, setup.UpgradeRareHigh)>> <<elseif _roll <= $UpgradeUncommon>> <<set _temp to random(setup.UpgradeUncommonLow, setup.UpgradeUncommonHigh)>> <<else>> <<set _temp to random(setup.UpgradeCommonLow, setup.UpgradeCommonHigh)>> <</if>> <<if (not $NewUpgrades.includes(_temp)) or _z is 4 >> <<addUpgradeCard _temp 0>> <<set _z += 5>> <</if>> <</for>> <</widget>> <<widget "randomPower">> <<for _z to 0; _z < 5; _z++>> <<set _roll to random(99)>> <<if _roll <= $RoleLegendary>> <<set _temp to random(setup.PowerLegendaryLow, setup.PowerLegendaryHigh)>> <<elseif _roll <= $RoleEpic>> <<set _temp to random(setup.PowerEpicLow, setup.PowerEpicHigh)>> <<elseif _roll <= $RoleRare>> <<set _temp to random(setup.PowerRareLow, setup.PowerRareHigh)>> <<elseif _roll <= $RoleUncommon>> <<set _temp to random(setup.PowerUncommonLow, setup.PowerUncommonHigh)>> <<else>> <<set _temp to random(setup.PowerCommonLow, setup.PowerCommonHigh)>> <</if>> <<if (not $NewPowers.includes(_temp)) or _z is 4 or _roll <= $RoleLegendary>> <<addPowerCard _temp 0>> <<set _z += 5>> <</if>> <</for>> <</widget>> <<widget "randomModifier">> <<for _z to 0; _z < 5; _z++>> <<set _roll to random(99)>> <<if _roll <= $UpgradeEpic>> <<set _temp to random(setup.ModifierEpicLow, setup.ModifierEpicHigh)>> <<elseif _roll <= $UpgradeRare>> <<set _temp to random(setup.ModifierRareLow, setup.ModifierRareHigh - $FutaOption)>> <<elseif _roll <= $UpgradeUncommon>> <<set _temp to random(setup.ModifierUncommonLow, setup.ModifierUncommonHigh)>> <<else>> <<set _temp to random(setup.ModifierCommonLow, setup.ModifierCommonHigh)>> <</if>> <<if (not $NewModifiers.includes(_temp)) or _z is 4 >> <<addModifierCard _temp 0>> <<set _z += 5>> <</if>> <</for>> <</widget>> <<widget "randomFantasyRole">> <<for _z to 0; _z < 5; _z++>> <<set _roll to random(99)>> <<if _roll <= $RoleLegendary>> <<switch $LegendaryRole>> <<case "Random">> <<set _temp to random(setup.RoleLegendaryLow, setup.RoleLegendaryHigh)>> <<case "Wife">> <<set _temp to 0>> <<case "Queen">> <<set _temp to 1>> <<case "Housewife">> <<set _temp to 2>> <</switch>> <<elseif _roll <= $RoleEpic>> <<set _temp to random(setup.FantasyRoleEpicLow, setup.FantasyRoleEpicHigh)>> <<elseif _roll <= $RoleRare>> <<set _temp to random(setup.FantasyRoleRareLow, setup.FantasyRoleRareHigh)>> <<elseif _roll <= $RoleUncommon>> <<set _temp to random(setup.FantasyRoleUncommonLow, setup.FantasyRoleUncommonHigh)>> <<else>> <<set _temp to random(setup.FantasyRoleCommonLow, setup.FantasyRoleCommonHigh)>> <</if>> <<if (not $NewRoles.includes(_temp)) or _z is 4 or _roll <= $RoleLegendary>> <<addRoleCard _temp 0>> <<set _z += 5>> <</if>> <</for>> <</widget>> <<widget "randomFantasyUpgrade">> <<for _z to 0; _z < 5; _z++>> <<set _roll to random(99)>> <<if _roll <= $UpgradeEpic>> <<set _temp to random(setup.FantasyUpgradeEpicLow, setup.FantasyUpgradeEpicHigh)>> <<elseif _roll <= $UpgradeRare>> <<set _temp to random(setup.FantasyUpgradeRareLow, setup.FantasyUpgradeRareHigh)>> <<elseif _roll <= $UpgradeUncommon>> <<set _temp to random(setup.FantasyUpgradeUncommonLow, setup.FantasyUpgradeUncommonHigh)>> <<else>> <<set _temp to random(setup.FantasyUpgradeCommonLow, setup.FantasyUpgradeCommonHigh)>> <</if>> <<if (not $NewUpgrades.includes(_temp)) or _z is 4 >> <<addUpgradeCard _temp 0>> <<set _z += 5>> <</if>> <</for>> <</widget>>
<div class="border"> <h1 class="center textbox Legendary">Add Power</h1> <p class="textbox">You can give you and/or your harem in order to increase your sexual experience. </p> </div> <div class='center row' id='PowersBox'> <<include "Power Box">> </div> <br><br><br>
<p><strong>Promo Code: </strong><<textbox "_code" "">> <<button "Submit">> <<set _code to hashStr(_code.toLowerCase())>> <<replace "#Code">> _code<</replace>> <</button>></p> <div id="Code"></div>
<div class="border"> <h1 class="center textbox Legendary">Swap Legendary</h1> <p class="textbox">If you are unhappy with a legendary role card you got, the mysterious man is happy to swap all copies you have of it out for another. </p> </div> <div class="row"> <div class="col border cardbox"> <<displayRoleCard $RoleCards[$PickedCard].id>> </div> <<for _i to 0; _i <= setup.RoleLegendaryHigh; _i++>> <<capture _i>> <<if $RoleCards[$PickedCard].id isnot _i>> <div class="col border cardbox flex"> <div class="middle"><<displayRoleCard _i>></div> <div><<button "Swap" "Home">> <<set $RoleCards[$PickedCard].id to _i>> <</button>></div> </div> <</if>> <</capture>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> </div>
<div class='border'><h2 class='center Legendary'>Role Cards</h2> <div class='center'> <<button "Sort by Rarity">> <<set _RoleCards to []>> <<for _i to 5; _i >= 0; _i-- >> <<for _x to 0; _x < $RoleCards.length; _x++>> <<if setup.Roles[$RoleCards[_x].id].rarity is _i>> <<set _RoleCards.push($RoleCards[_x])>> <</if>> <</for>> <</for>> <<set $RoleCards to _RoleCards>> <<updatebar>> <<replace "#body">><<include "viewRoleCollection">><</replace>> <</button>> </div> <div class='row'> <<for _i to 0; _i < $RoleCards.length;_i++>> <<capture _i>> <div class="col border cardbox flex"> <div class="middle"><<displayRoleCard $RoleCards[_i].id>> Count: <<print $RoleCards[_i].count>><br> Sell Value: <span class="Coin"><<print 5 * setup.Roles[$RoleCards[_i].id].rarity * setup.Roles[$RoleCards[_i].id].rarity * $SellMulti>> </span></div> <<if $S >= setup.Roles[$RoleCards[_i].id].sexCost and $C >= setup.Roles[$RoleCards[_i].id].corpCost and $A >= setup.Roles[$RoleCards[_i].id].amenCost and $Occup > 0>> <div> <<button "Give To Celeb" "Pick A Celeb 2">> <<set $PickedCard to $RoleCards[_i].id>> <</button>></div> <</if>> <div> <<if setup.Roles[$RoleCards[_i].id].rarity is 5>> <<button "Swap" "Swap Legendary">> <<set $PickedCard to _i>> <</button>> <</if>> <<if $RoleCards[_i].count > 1>> <<button "Sell 1 Card">> <<set $Coin += 5 * setup.Roles[$RoleCards[_i].id].rarity * setup.Roles[$RoleCards[_i].id].rarity * $SellMulti>> <<set $RoleCards[_i].count -->> <<set $Collection to 2>> <<replace "#body">><<include "viewRoleCollection">><</replace>> <</button>> <<button "Sell All Cards">> <<set $Coin += 5 * setup.Roles[$RoleCards[_i].id].rarity * setup.Roles[$RoleCards[_i].id].rarity * $RoleCards[_i].count * $SellMulti>> <<set $RoleCards.deleteAt(_i)>> <<set $Collection to 2>> <<replace "#body">><<include "viewRoleCollection">><</replace>> <</button>> <<else>> <<button "Sell Card">> <<set $Coin += 5 * setup.Roles[$RoleCards[_i].id].rarity * setup.Roles[$RoleCards[_i].id].rarity * $SellMulti>> <<set $RoleCards.deleteAt(_i)>> <<set $Collection to 2>> <<updatebar>> <<replace "#body">><<include "viewRoleCollection">><</replace>> <</button>> <</if>> </div> </div> <</capture>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> <div class="col cardbox"></div> </div> </div>
<div class='border'><h2 class='center Legendary'>Upgrade Cards</h2> <div class='center'> <<button "Sort by Rarity">> <<set _UpgradeCards to []>> <<for _i to 4; _i >= 0; _i-- >> <<for _x to 0; _x < $UpgradeCards.length; _x++>> <<if setup.Upgrades[$UpgradeCards[_x].id].rarity is _i>> <<set _UpgradeCards.push($UpgradeCards[_x])>> <</if>> <</for>> <</for>> <<set $UpgradeCards to _UpgradeCards>> <<updatebar>> <<replace "#body">><<include "viewUpgradeCollection">><</replace>> <</button>> </div> <div class='row'> <<for _i to 0; _i < $UpgradeCards.length;_i++>> <<capture _i>> <div class="col border cardbox flex"> <div class="middle"><<displayUpgradeCard $UpgradeCards[_i].id>></div> <div>Count: <<print $UpgradeCards[_i].count>><br> Sell Value: <span class="Coin"><<print 5 * setup.Upgrades[$UpgradeCards[_i].id].rarity * setup.Upgrades[$UpgradeCards[_i].id].rarity * $SellMulti>></span></div> <div> <<if not $Upgrades.includes($UpgradeCards[_i].id) and (($OldUpgrade is 1 and $UpgradeLimit > 0) or ($OldUpgrade isnot 1 and $UpgradeLimit > setup.Upgrades[$UpgradeCards[_i].id].rarity ))>> <<button "Add Upgrade">> <<AddUpgrade $UpgradeCards[_i].id>> <<updatebar>> <<replace "#body">><<include "viewUpgradeCollection">><</replace>> <</button>><br> <</if>> <<if $UpgradeCards[_i].count > 1>> <<button "Sell 1 Card">> <<set $Coin += 5 * setup.Upgrades[$UpgradeCards[_i].id].rarity * setup.Upgrades[$UpgradeCards[_i].id].rarity * $SellMulti>> <<set $UpgradeCards[_i].count -->> <<set $Collection to 3>> <<updatebar>> <<replace "#body">><<include "viewUpgradeCollection">><</replace>> <</button>> <<button "Sell All Cards">> <<set $Coin += 5 * setup.Upgrades[$UpgradeCards[_i].id].rarity * setup.Upgrades[$UpgradeCards[_i].id].rarity * $UpgradeCards[_i].count * $SellMulti>> <<set $UpgradeCards.deleteAt(_i)>> <<set $Collection to 3>> <<updatebar>> <<replace "#body">><<include "viewUpgradeCollection">><</replace>> <</button>> <<else>> <<button "Sell Card">> <<set $Coin += 5 * setup.Upgrades[$UpgradeCards[_i].id].rarity * setup.Upgrades[$UpgradeCards[_i].id].rarity * $SellMulti>> <<set $UpgradeCards.deleteAt(_i)>> <<set $Collection to 3>> <<updatebar>> <<replace "#body">><<include "viewUpgradeCollection">><</replace>> <</button>> <</if>> </div> </div> <</capture>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> <div class="col cardbox"></div> </div> </div>
<div class='border'><h2 class='center Legendary'>Power Cards</h2> <div class='center'> <<button "Sort by Rarity">> <<set _PowerCards to []>> <<for _i to 5; _i >= 0; _i-- >> <<for _x to 0; _x < $PowerCards.length; _x++>> <<if setup.Powers[$PowerCards[_x].id].rarity is _i>> <<set _PowerCards.push($PowerCards[_x])>> <</if>> <</for>> <</for>> <<set $PowerCards to _PowerCards>> <<updatebar>> <<replace "#body">><<include "viewPowerCollection">><</replace>> <</button>> </div> <div class='row'> <<for _i to 0; _i < $PowerCards.length;_i++>> <<capture _i>> <div class="col border cardbox flex"> <div class="middle"><<displayPowerCard $PowerCards[_i].id>></div> <div>Count: <<print $PowerCards[_i].count>><br> Sell Value: <span class="Coin"><<print 5 * setup.Powers[$PowerCards[_i].id].rarity * setup.Powers[$PowerCards[_i].id].rarity * $SellMulti>></span></div> <div> <<if $S >= setup.Powers[$PowerCards[_i].id].sexCost and $C >= setup.Powers[$PowerCards[_i].id].corpCost and $A >= setup.Powers[$PowerCards[_i].id].amenCost and not $Powers.includes($PowerCards[_i].id) >> <<button "Add Power">> <<AddPower $PowerCards[_i].id>> <<updatebar>> <<replace "#body">><<include "viewPowerCollection">><</replace>> <</button>><br> <</if>> <<if $PowerCards[_i].count > 1>> <<button "Sell 1 Card">> <<set $Coin += 5 * setup.Powers[$PowerCards[_i].id].rarity * setup.Powers[$PowerCards[_i].id].rarity * $SellMulti>> <<set $PowerCards[_i].count -->> <<set $Collection to 4>> <<updatebar>> <<replace "#body">><<include "viewPowerCollection">><</replace>> <</button>> <<button "Sell All Cards">> <<set $Coin += 5 * setup.Powers[$PowerCards[_i].id].rarity * setup.Powers[$PowerCards[_i].id].rarity * $PowerCards[_i].count * $SellMulti>> <<set $PowerCards.deleteAt(_i)>> <<set $Collection to 4>> <<updatebar>> <<replace "#body">><<include "viewPowerCollection">><</replace>> <</button>> <<else>> <<button "Sell Card">> <<set $Coin += 5 * setup.Powers[$PowerCards[_i].id].rarity * setup.Powers[$PowerCards[_i].id].rarity * $SellMulti>> <<set $PowerCards.deleteAt(_i)>> <<set $Collection to 4>> <<updatebar>> <<replace "#body">><<include "viewPowerCollection">><</replace>> <</button>> <</if>> </div> </div> <</capture>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> <div class="col cardbox"></div> </div> </div>
<h2 class="center textbox Legendary">Stats</h2> <p class="textbox">There are 3 resources that are used in Harem: The Gathering. They are <span class="Sex">$SName</span>,<span class="Corporate"> $CName</span>, and <span class="Amenity">$AName</span>. There are also occupancy limits and limits on the number of upgrades you can apply to your house. To add someone to your harem, you will need to have enough resources of the type(s) required for the role you pick for them and some occupancy space. On top of the base amount of resources that your house gives you can add upgrades to it to increase those resources further as long as you still have some amount of upgrades left.</p> <<if $SName is "Sex">> <p class="textbox"><strong class="Sex">$SName: </strong>This resource is all about increasing the amount of sex. Roles based around it are all about fucking and might be focused on a particular type of fetish. The upgrades will make the house more appealing for fucking in.</p> <p class="textbox"><strong class="Corporate">$CName: </strong>If you want to focus on improving your company, this is the stat for you. Roles will be employees that work for the company while upgrades will either increase your ability to work at home or be a luxurious space that would elevate the status of your company.</p> <p class="textbox"><strong class="Amenity">$AName: </strong>This resource will be about increasing the comfort for you and your harem, by either making sure things are clean and tidy or allowing them to relax. Roles will be focused on keeping the house together or just helping to ensure the members of the house stay at peak mental and physical health. While upgrades will mostly be based around relaxation. </p> <<else>> <p class="textbox"><strong class="Sex">$SName: </strong>This resource splits its focus between sex and beating challenges through strength, constitution, and similiar stats. Fantasy based roles will mostly be those that use brawn, while normal ones will be focused purely on sex. Fantasy upgrades will allow you and your harem to be better fighters and normal upgrades make you better lovers.</p> <p class="textbox"><strong class="Corporate">$CName: </strong>This resource will be focused on making money, in particular using dexterity, charisma, and cunning to do so. Fantasy based roles will mostly be rogue types or charisma types and normal roles will be about running a company or country. The upgrades will either increase your ability to practice your skills or be a luxurious space that would elevate your status</p> <p class="textbox"><strong class="Amenity">$AName: </strong>This resource will be about increasing your comfort or expanding your mind. Fantasy roles will mostly be mage types, while normal roles will make sure things are clean or helping your harem relax. For upgrades, fantasy ones will give you ways to expand your mind and normal ones will be based around relaxation. </p> <</if>> <h2 class="center textbox Legendary">Card Packs</h2> <p class="textbox">Each card will contain 6 cards. 4 of those cards will be from the set for the pack and one of those cards will be at least rare or higher. For the rest of those cards, there is a <span class="Epic">7% chance of it being epic</span>, <span class="Rare">15% of being rare</span>, and <span class="Uncommon">30% chance of being uncommon</span>. Besides the 4 set cards, there will be two cards that can be a role, upgrade, power, or modifier. With role and power cards, there is a <span class="Legendary">2% chance of being legendary</span>. Booster packs work differently and will provide a certain number of cards of a particular type. Basic booster will give 2 roles, 2 upgrades, 1 power, and 1 modifier, while the other booster will provide 3 each of the two types listed.</p> <p class="textbox">For celeb cards, the rarity represents their general popularity with the higher the rarity the more popular and wanted they are. On top of that, gold sets will feature the most popular celebrities while standard sets will have more niche popularity. With roles, higher rarities will mean they will have sex with you more often than lower rarities and will either have bigger responsibilities, a specialized skill set, or more closeness to you, but these roles will cost more resources. They will however give modifier points equal to the amount of resources spent. With Upgrades, they will provide a bigger benefit along with providing more resources. With powers, they will represent being more powerful and cost more resources.</p> <p class="textbox">Modifier points gained from adding someone to your harem can be spent in one of two ways. The first is to add backstories to the celeb, that will change details of their life, with higher rarity backstories representing more closeness to you before she joined your harem, though some of the common rarity backstories are meant to tweak that backstory. The other way you can spend modifier points is to add a secondary role to tweak her role in your harem. It costs as many modifier points as resources it would normally cost.</p>
<h3>2 New Sets Added</h3> <p>* One Christmas themed Gold Set that features various celebs in Christmas outfits</p> <p>* One Youth Gold Set that adds more celebs between the ages of 18 and 25.</p>
<h2 class="center textbox Legendary">Role Cards</h2> <div class='row'> <<for _i to 0; _i < setup.Roles.length; _i++>> <<if not ($CardRestriction is 2 and setup.Roles[_i].rarity > 1) and setup.Roles[_i].type isnot "Fantasy">> <<capture _i>> <div class="col border cardbox flex"> <div class="middle"><<displayRoleCard _i>> <<if $RoleCards.find(function (element) { return element.id == this.id; }, { id: setup.Roles[_i].id }) and $BlindBuy isnot 1>> <<set _temp to $RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: setup.Roles[_i].id })>> <<if $RoleCards[_temp].count is 1>> *1 Copy Owned*<br> <<else>> *<<print $RoleCards[_temp].count>> Copies Owned* <</if>> <</if>> </div> <<if setup.Roles[_i].rarity isnot 5 or def $Sandbox>> <div><strong>Individual Cost: </strong><<print 50 * setup.Roles[_i].rarity * setup.Roles[_i].rarity>><br> </div> <<if $Coin >= 50 * setup.Roles[_i].rarity * setup.Roles[_i].rarity and $BuyRestriction isnot 1 and $BuyRestriction < 6>> <div><<button "Buy Card">> <<set $Coin -= (50 * setup.Roles[_i].rarity * setup.Roles[_i].rarity)>> <<addRoleCard _i 1>> <<updatebar>> <<replace "#infobox">><<include "Examine Roles">><</replace>> <</button>></div> <<else>> <div><button disabled>Buy Card</button></div> <</if>> <<else>> <div class="Legendary"><strong>Legendary cards can't be bought</strong></div> <</if>> </div> <</capture>> <</if>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> </div>
<h2 class="center textbox Legendary">Upgrade Cards</h2> <div class='row'> <<for _i to 0; _i < setup.Upgrades.length; _i++>> <<if setup.Upgrades[_i].type isnot "Fantasy" and not ($CardRestriction is 2 and setup.Upgrades[_i].rarity > 1)>> <<capture _i>> <div class="col border cardbox flex"> <div class="middle"><<displayUpgradeCard _i>> <<if $UpgradeCards.find(function (element) { return element.id == this.id; }, { id: setup.Upgrades[_i].id }) and $BlindBuy isnot 1>> <<set _temp to $UpgradeCards.findIndex(function (element) { return element.id == this.id; }, { id: setup.Upgrades[_i].id })>> <<if $UpgradeCards[_temp].count is 1>> *1 Copy Owned*<br> <<else>> *<<print $UpgradeCards[_temp].count>> Copies Owned* <</if>> <</if>> </div> <div><strong>Individual Cost: </strong><<print 50 * setup.Upgrades[_i].rarity * setup.Upgrades[_i].rarity>><br> </div> <<if $Coin >= 50 * setup.Upgrades[_i].rarity * setup.Upgrades[_i].rarity and $BuyRestriction isnot 1 and $BuyRestriction < 6>> <div><<button "Buy Card">> <<set $Coin -= (50 * setup.Upgrades[_i].rarity * setup.Upgrades[_i].rarity)>> <<addUpgradeCard _i 1>> <<set $Examine to 1>> <<updatebar>> <<replace "#infobox">><<include "Examine Upgrades">><</replace>> <</button>></div> <<else>> <div><button disabled>Buy Card</button></div> <</if>> </div> <</capture>> <</if>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> </div>
<h2 class="center textbox Legendary">Power Cards</h2> <div class='row'> <<for _i to 0; _i < setup.Powers.length; _i++>> <<if not ($CardRestriction is 2 and setup.Powers[_i].rarity > 1)>> <<capture _i>> <div class="col border cardbox flex"> <div class="middle"><<displayPowerCard _i>> <<if $PowerCards.find(function (element) { return element.id == this.id; }, { id: setup.Powers[_i].id }) and $BlindBuy isnot 1>> <<set _temp to $PowerCards.findIndex(function (element) { return element.id == this.id; }, { id: setup.Powers[_i].id })>> <<if $PowerCards[_temp].count is 1>> *1 Copy Owned*<br> <<else>> *<<print $PowerCards[_temp].count>> Copies Owned* <</if>> <</if>> </div> <<if setup.Powers[_i].rarity isnot 5 or def $Sandbox>> <div><strong>Individual Cost: </strong><<print 50 * setup.Powers[_i].rarity * setup.Powers[_i].rarity>><br> </div> <<if $Coin >= 50 * setup.Powers[_i].rarity * setup.Powers[_i].rarity and $BuyRestriction isnot 1 and $BuyRestriction < 6>> <div><<button "Buy Card">> <<set $Coin -= (50 * setup.Powers[_i].rarity * setup.Powers[_i].rarity)>> <<addPowerCard _i 1>> <<set $Examine to 2>> <<updatebar>> <<replace "#infobox">><<include "Examine Powers">><</replace>> <</button>></div> <<else>> <div><button disabled>Buy Card</button></div> <</if>> <<else>> <div class="Legendary"><strong>Legendary cards can't be bought</strong></div> <</if>> </div> <</capture>> <</if>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> </div>
<div class="center"> <<if $PackType < 2>> <<button "Examine Roles">> <<replace "#infobox">> <<include "Examine Roles">> <</replace>> <</button>> <<button "Examine Upgrades">> <<replace "#infobox">> <<include "Examine Upgrades">> <</replace>> <</button>> <</if>> <<if $PackType is 0 or $PackType is 2>> <<button "Examine Powers">> <<replace "#infobox">> <<include "Examine Powers">> <</replace>> <</button>> <<button "Examine Modifiers">> <<replace "#infobox">> <<include "Examine Modifiers">> <</replace>> <</button>> <</if>> <<if $PackType is 3>> <<button "Examine Roles">> <<replace "#infobox">> <<include "Examine Fantasy Roles">> <</replace>> <</button>> <<button "Examine Upgrades">> <<replace "#infobox">> <<include "Examine Fantasy Upgrades">> <</replace>> <</button>> <</if>> </div>
<div class="border"> <h1 class="center textbox Legendary">Examine Harem Member</h1> <p class="textbox">You can view and change the details on <<print $Harem[$PickedCard].name>>.</p> </div> <div class='nowraprow'> <div class="col border textbox flex"> <div class="middle">Name: <<if def setup.Celebs[$Harem[$PickedCard].celebID].cname>> <<switch setup.Celebs[$Harem[$PickedCard].celebID].rarity>> <<case 1>> <strong><span class='Common'><<print setup.Celebs[$Harem[$PickedCard].celebID].cname>></span></strong><br> <span class='Common'>(<<print setup.Celebs[$Harem[$PickedCard].celebID].name>>)</span> <<case 2>> <strong><span class='Uncommon'><<print setup.Celebs[$Harem[$PickedCard].celebID].cname>></span></strong><br> <span class='Uncommon'>(<<print setup.Celebs[$Harem[$PickedCard].celebID].name>>)</span> <<case 3>> <strong><span class='Rare'><<print setup.Celebs[$Harem[$PickedCard].celebID].cname>></span></strong><br> <span class='Rare'>(<<print setup.Celebs[$Harem[$PickedCard].celebID].name>>)</span> <<case 4>> <strong><span class='Epic'><<print setup.Celebs[$Harem[$PickedCard].celebID].cname>></span></strong><br> <span class='Epic'>(<<print setup.Celebs[$Harem[$PickedCard].celebID].name>>)</span> <</switch>> <<else>> <<switch setup.Celebs[$Harem[$PickedCard].celebID].rarity>> <<case 1>> <strong><span class='Common'><<print setup.Celebs[$Harem[$PickedCard].celebID].name>></span></strong> <<case 2>> <strong><span class='Uncommon'><<print setup.Celebs[$Harem[$PickedCard].celebID].name>></span></strong> <<case 3>> <strong><span class='Rare'><<print setup.Celebs[$Harem[$PickedCard].celebID].name>></span></strong> <<case 4>> <strong><span class='Epic'><<print setup.Celebs[$Harem[$PickedCard].celebID].name>></span></strong> <</switch>> <</if>><br> Primary Role: <strong> <<switch setup.Roles[$Harem[$PickedCard].roleID].rarity>> <<case 1>> <span class='Common'><<print setup.Roles[$Harem[$PickedCard].roleID].name>></span> <<case 2>> <span class='Uncommon'><<print setup.Roles[$Harem[$PickedCard].roleID].name>></span> <<case 3>> <span class='Rare'><<print setup.Roles[$Harem[$PickedCard].roleID].name>></span> <<case 4>> <span class='Epic'><<print setup.Roles[$Harem[$PickedCard].roleID].name>></span> <<case 5>> <span class='Legendary'><<print setup.Roles[$Harem[$PickedCard].roleID].name>></span> <</switch>></strong><br> <<print setup.Roles[$Harem[$PickedCard].roleID].desc>> Modification Points: <<print $Harem[$PickedCard].points>> </div> <div> <<button "Remove From Harem">> <<if $CelebCards.find(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].celebID })>> <<set $CelebCards[$CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].celebID })].count++>> <<else>> <<set $CelebCards.push({id: $Harem[$PickedCard].celebID, count: 1})>> <</if>> <<if $RoleCards.find(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].roleID })>> <<set $RoleCards[$RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].roleID })].count++>> <<else>> <<set $RoleCards.push({id: $Harem[$PickedCard].roleID, count: 1})>> <</if>> <<if def $Harem[$PickedCard].roleSecondary>> <<if $RoleCards.find(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].roleSecondary })>> <<set $RoleCards[$RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].roleSecondary })].count++>> <<else>> <<set $RoleCards.push({id: $Harem[$PickedCard].roleSecondary, count: 1})>> <</if>> <</if>> <<if $Harem[$PickedCard].modifications.length > 0>> <<for _x to 0; _x < $Harem[$PickedCard].modifications.length; _x++>> <<if $ModifierCards.find(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].modifications[_x] })>> <<set $ModifierCards[$ModifierCards.findIndex(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].modifications[_x] })].count++>> <<else>> <<set $ModifierCards.push({id: $Harem[$PickedCard].modifications[_x], count: 1})>> <</if>> <</for>> <</if>> <<set $Occup++ >> <<set $S += setup.Roles[$Harem[$PickedCard].roleID].sexCost>> <<set $C += setup.Roles[$Harem[$PickedCard].roleID].corpCost>> <<set $A += setup.Roles[$Harem[$PickedCard].roleID].amenCost>> <<set $Harem.deleteAt($PickedCard)>> <<run Engine.play("View Harem")>> <</button>></div> </div> <div class="col border"> <<print setup.Celebs[$Harem[$PickedCard].celebID].pic>> <<button "Switch Celeb" "Switch Celeb">><</button>> </div> <div class="col border"> <<print setup.Roles[$Harem[$PickedCard].roleID].pic>> <<button "Switch Role" "Switch Role">><</button>> </div> </div> <div class="row"> <<if $Harem[$PickedCard].roleSecondary isnot "">> <div class="col border cardbox flex"> <div class="middle"><<displayRoleCard $Harem[$PickedCard].roleSecondary 0>></div> <div><<button "Remove">> <<if $RoleCards.find(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].roleSecondary })>> <<set $RoleCards[$RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].roleSecondary })].count++>> <<else>> <<set $RoleCards.push({id: $Harem[$PickedCard].roleSecondary, count: 1})>> <</if>> <<set $Harem[$PickedCard].points += (setup.Roles[$Harem[$PickedCard].roleSecondary].sexCost + setup.Roles[$Harem[$PickedCard].roleSecondary].corpCost + setup.Roles[$Harem[$PickedCard].roleSecondary].amenCost)>> <<set $Harem[$PickedCard].roleSecondary to "">> <<run Engine.show()>> <</button>> <<button "Switch" "Switch Secondary Role">><</button>> </div> </div> <</if>> <<if $Harem[$PickedCard].modifications.length > 0>> <<for _i to 0; _i < $Harem[$PickedCard].modifications.length; _i++>> <<capture _i>> <div class="col border cardbox flex"> <<set _temp to $Harem[$PickedCard].modifications[_i]>> <<capture _temp>> <div class="middle"><<displayModifierCard _temp>></div> <div><<button "Remove">> <<if $ModifierCards.find(function (element) { return element.id == this.id; }, { id: _temp })>> <<set $ModifierCards[$ModifierCards.findIndex(function (element) { return element.id == this.id; }, { id: _temp })].count++>> <<else>> <<set $ModifierCards.push({id: _temp, count: 1})>> <</if>> <<set $Harem[$PickedCard].points += setup.Modifiers[_temp].cost>> <<set $Harem[$PickedCard].modifications.deleteAt(_i)>> <<run Engine.show()>> <</button>> <<button "Switch" "Switch Modifier">><<set $PickedModifier to _i>><</button>></div> <</capture>> </div> <</capture>> <</for>> <</if>> <div class="col cardbox flex"></div> <div class="col cardbox flex"></div> <div class="col cardbox flex"></div> </div>
<<if $RemovePaM isnot 1>> <div class="border textbox col cardboard halfbox flex"> <h3 class="Legendary center">Basic Booster Pack</h3> <div class="middle"><p class = "textbox">This booster pack will contain two role cards, two upgrade cards, one power card, and one modifier card. </p> <p><strong>Cost:</strong> 200 Coins</p></div> <div class="center"> <<if $Coin >= 200 and $BuyRestriction isnot 3 and $BuyRestriction isnot 5 and $BuyRestriction isnot 7>> <<if $BlindBuy is 1>> <<button "Buy Pack">> <<openBoosterPack>> <<set $Coin -= 200>> <<updatebar>> <<replace "#PacksBox">> <<include "Set Filter All">> <</replace>> <</button>> <<else>> <<button "Buy Pack" "Booster Pack Opened">> <<openBoosterPack>> <<set $Coin -= 200>> <</button>> <</if>> <<else>> <button disabled>Buy Pack</button> <</if>> <<button "Examine Pack" "Examine Booster">><<set $PackType to 0>><</button>> </div> </div> <</if>> <div class="border textbox col cardboard halfbox flex"> <h3 class="Legendary center">Roles and Upgrades Booster Pack</h3> <div class="middle"><p class = "textbox">This booster pack will contain three role cards and three upgrade cards. </p> <p><strong>Cost:</strong> 200 Coins</p></div> <div class="center"> <<if $Coin >= 200 and $BuyRestriction isnot 3 and $BuyRestriction isnot 5 and $BuyRestriction isnot 7>> <<if $BlindBuy is 1>> <<button "Buy Pack">> <<openRnUPack>> <<set $Coin -= 200>> <<updatebar>> <<replace "#PacksBox">> <<include "Set Filter All">> <</replace>> <</button>> <<else>> <<button "Buy Pack" "Booster Pack Opened">> <<openRnUPack>> <<set $Coin -= 200>> <</button>> <</if>> <<else>> <button disabled>Buy Pack</button> <</if>> <<button "Examine Pack" "Examine Booster">><<set $PackType to 1>><</button>> </div> </div> <<if $RemovePaM isnot 1>> <div class="border textbox col cardboard halfbox flex"> <h3 class="Legendary center">Powers and Modifiers Booster Pack</h3> <div class="middle"><p class = "textbox">This booster pack will contain three power cards and three modifer1 cards. </p> <p><strong>Cost:</strong> 200 Coins</p></div> <div class="center"> <<if $Coin >= 200 and $BuyRestriction isnot 3 and $BuyRestriction isnot 5 and $BuyRestriction isnot 7>> <<if $BlindBuy is 1>> <<button "Buy Pack">> <<openModifierPack>> <<set $Coin -= 200>> <<updatebar>> <<replace "#PacksBox">> <<include "Set Filter All">> <</replace>> <</button>> <<else>> <<button "Buy Pack" "Booster Pack Opened">> <<openModifierPack>> <<set $Coin -= 200>> <</button>> <</if>> <<else>> <button disabled>Buy Pack</button> <</if>> <<button "Examine Pack" "Examine Booster">><<set $PackType to 2>><</button>> </div> </div> <</if>> <div class="border textbox col cardboard halfbox flex"> <h3 class="Legendary center">Fantasy Roles and Upgrades Booster Pack</h3> <div class="middle"><p class = "textbox">This booster pack will contain three fantasy role cards and three fantasy upgrade cards. </p> <p><strong>Cost:</strong> 200 Coins</p></div> <div class="center"> <<if $Coin >= 200 and $BuyRestriction isnot 3 and $BuyRestriction isnot 5 and $BuyRestriction isnot 7>> <<if $BlindBuy is 1>> <<button "Buy Pack">> <<openFantasyRnUPack>> <<set $Coin -= 200>> <<updatebar>> <<replace "#PacksBox">> <<include "Set Filter All">> <</replace>> <</button>> <<else>> <<button "Buy Pack" "Booster Pack Opened">> <<openFantasyRnUPack>> <<set $Coin -= 200>> <</button>> <</if>> <<else>> <button disabled>Buy Pack</button> <</if>> <<button "Examine Pack" "Examine Booster">><<set $PackType to 3>><</button>> </div> </div> <div class="border textbox col cardbox halfbox flex"> <h3 class="Legendary center">Random Pack</h3> <div class="middle"><p>For a slight discount over gold packs, get a set of cards from any set, rather than just one random set. Embrace the mystery.</p> <p><strong>Cost:</strong> $RandomCost Coins</p></div> <div class="center"> <<if $Coin >= $RandomCost and $BuyRestriction isnot 2 and $BuyRestriction isnot 3>> <<if $BlindBuy is 1>> <<button "Buy Pack">> <<openRandomPack>> <<set $Coin -= $RandomCost>> <<updatebar>> <<replace "#PacksBox">> <<include "Set Filter All">> <</replace>> <</button>> <<else>> <<button "Buy Pack" "Pack Opened">> <<openRandomPack>> <<set $Coin -= $RandomCost>> <</button>> <</if>> <<else>> <button disabled>Buy Pack</button> <</if>> </div> </div> <<for _i to 0 ; _i < setup.Packs.length; _i++>> <<if $AllowedSet.includes(_i)>> <<capture _i>> <div class="border textbox col cardbox halfbox flex"> <h3 class="Legendary center"><<print setup.Packs[_i].name>> <<if setup.Packs[_i].multi is 2>>Gold <</if>>Set</h3> <div class="middle"><p class = "textbox"><<print setup.Packs[_i].desc>></p> <p><strong>Cost:</strong> <<print setup.Packs[_i].multi * 200>> Coins</p></div> <div class="center"> <<if $Coin >= 200 * setup.Packs[_i].multi and $BuyRestriction < 2>> <<if $BlindBuy is 1>> <<button "Buy Pack">> <<set $Coin -= (200 * setup.Packs[_i].multi)>> <<openPack _i>> <<updatebar>> <<replace "#PacksBox">> <<include "Set Filter All">> <</replace>> <</button>> <<else>> <<button "Buy Pack" "Pack Opened">> <<set $Coin -= (200 * setup.Packs[_i].multi)>> <<openPack _i>> <</button>> <</if>> <<else>> <button disabled>Buy Pack</button> <</if>> <<button "Examine Set" "Examine Pack">><<set $Pack to _i>><</button>> <<if $Coin >= setup.banCost[$BanCount] and $AllowedSet.length > 1>> <<button "Ban Set">> <<set _Filter to 0>> <<script>> Dialog.setup("Confirm Ban"); Dialog.wiki(Story.get("Ban Confirm").processText()); Dialog.open(); <</script>> <</button>> <<else>> <button disabled>Ban Set</button> <</if>> </div> </div> <</capture>> <</if>> <</for>>
<<for _i to 0 ; _i < setup.Packs.length; _i++>> <<if setup.Packs[_i].multi is 2 and $AllowedSet.includes(_i)>> <<capture _i>> <div class="border textbox col cardbox halfbox flex"> <h3 class="Legendary center"><<print setup.Packs[_i].name>> <<if setup.Packs[_i].multi is 2>>Gold <</if>>Set</h3> <div class="middle"><p class = "textbox"><<print setup.Packs[_i].desc>></p> <p><strong>Cost:</strong> <<print setup.Packs[_i].multi * 200>> Coins</p></div> <div class="center"> <<if $Coin >= 200 * setup.Packs[_i].multi and $BuyRestriction < 2>> <<if $BlindBuy is 1>> <<button "Buy Pack">> <<set $Coin -= (200 * setup.Packs[_i].multi)>> <<openPack _i>> <<updatebar>> <<replace "#PacksBox">> <<include "Set Filter Gold">> <</replace>> <</button>> <<else>> <<button "Buy Pack" "Pack Opened">> <<set $Coin -= (200 * setup.Packs[_i].multi)>> <<openPack _i>> <</button>> <</if>> <<else>> <button disabled>Buy Pack</button> <</if>> <<button "Examine Set" "Examine Pack">><<set $Pack to _i>><</button>> <<if $Coin >= setup.banCost[$BanCount] and $AllowedSet.length > 1>> <<button "Ban Set">> <<set _Filter to 1>> <<script>> Dialog.setup("Confirm Ban"); Dialog.wiki(Story.get("Ban Confirm").processText()); Dialog.open(); <</script>> <</button>> <<else>> <button disabled>Ban Set</button> <</if>> </div> </div> <</capture>> <</if>> <</for>>
<<for _i to 0 ; _i < setup.Packs.length; _i++>> <<if setup.Packs[_i].multi is 1 and $AllowedSet.includes(_i)>> <<capture _i>> <div class="border textbox col cardbox halfbox flex"> <h3 class="Legendary center"><<print setup.Packs[_i].name>> <<if setup.Packs[_i].multi is 2>>Gold <</if>>Set</h3> <div class="middle"><p class = "textbox"><<print setup.Packs[_i].desc>></p> <p><strong>Cost:</strong> <<print setup.Packs[_i].multi * 200>> Coins</p></div> <div class="center"> <<if $Coin >= 200 * setup.Packs[_i].multi and $BuyRestriction < 2>> <<if $BlindBuy is 1>> <<button "Buy Pack">> <<set $Coin -= (200 * setup.Packs[_i].multi)>> <<openPack _i>> <<updatebar>> <<replace "#PacksBox">> <<include "Set Filter Standard">> <</replace>> <</button>> <<else>> <<button "Buy Pack" "Pack Opened">> <<set $Coin -= (200 * setup.Packs[_i].multi)>> <<openPack _i>> <</button>> <</if>> <<else>> <button disabled>Buy Pack</button> <</if>> <<button "Examine Set" "Examine Pack">><<set $Pack to _i>><</button>> <<if $Coin >= setup.banCost[$BanCount] and $AllowedSet.length > 1>> <<button "Ban Set">> <<set _Filter to 2>> <<script>> Dialog.setup("Confirm Ban"); Dialog.wiki(Story.get("Ban Confirm").processText()); Dialog.open(); <</script>> <</button>> <<else>> <button disabled>Ban Set</button> <</if>> </div> </div> <</capture>> <</if>> <</for>>
<div class="center"> <strong>Filters:</strong><br> <<button "All">> <<replace "#PacksBox">> <<include "Set Filter All">> <</replace>> <</button>> <<if $SetRestriction isnot 2>> <<button "Gold Packs">> <<replace "#PacksBox">> <<include "Set Filter Gold">> <</replace>> <</button>> <</if>> <<button "Standard Packs">> <<replace "#PacksBox">> <<include "Set Filter Standard">> <</replace>> <</button>> <<button "Misc">> <<replace "#PacksBox">> <<include "Set Filter Misc">> <</replace>> <</button>> <<button "New">> <<replace "#PacksBox">> <<include "Set Filter New">> <</replace>> <</button>> <<button "Banned List">> <<replace "#PacksBox">> <<include "Set Filter Banned">> <</replace>> <</button>> </div>
<<if $RemovePaM isnot 1>> <div class="border textbox col cardboard halfbox flex"> <h3 class="Legendary center">Basic Booster Pack</h3> <div class="middle"><p class = "textbox">This booster pack will contain two role cards, two upgrade cards, one power card, and one modifier card. </p> <p><strong>Cost:</strong> 200 Coins</p></div> <div class="center"> <<if $Coin >= 200 and $BuyRestriction isnot 3 and $BuyRestriction isnot 5 and $BuyRestriction isnot 7>> <<if $BlindBuy is 1>> <<button "Buy Pack">> <<openBoosterPack>> <<set $Coin -= 200>> <<updatebar>> <<replace "#PacksBox">> <<include "Set Filter Misc">> <</replace>> <</button>> <<else>> <<button "Buy Pack" "Booster Pack Opened">> <<openBoosterPack>> <<set $Coin -= 200>> <</button>> <</if>> <<else>> <button disabled>Buy Pack</button> <</if>> <<button "Examine Pack" "Examine Booster">><<set $PackType to 0>><</button>> </div> </div> <</if>> <div class="border textbox col cardboard halfbox flex"> <h3 class="Legendary center">Roles and Upgrades Booster Pack</h3> <div class="middle"><p class = "textbox">This booster pack will contain three role cards and three upgrade cards. </p> <p><strong>Cost:</strong> 200 Coins</p></div> <div class="center"> <<if $Coin >= 200 and $BuyRestriction isnot 3 and $BuyRestriction isnot 5 and $BuyRestriction isnot 7>> <<if $BlindBuy is 1>> <<button "Buy Pack">> <<openRnUPack>> <<set $Coin -= 200>> <<updatebar>> <<replace "#PacksBox">> <<include "Set Filter Misc">> <</replace>> <</button>> <<else>> <<button "Buy Pack" "Booster Pack Opened">> <<openRnUPack>> <<set $Coin -= 200>> <</button>> <</if>> <<else>> <button disabled>Buy Pack</button> <</if>> <<button "Examine Pack" "Examine Booster">><<set $PackType to 1>><</button>> </div> </div> <<if $RemovePaM isnot 1>> <div class="border textbox col cardboard halfbox flex"> <h3 class="Legendary center">Powers and Modifiers Booster Pack</h3> <div class="middle"><p class = "textbox">This booster pack will contain three power cards and three modifer1 cards. </p> <p><strong>Cost:</strong> 200 Coins</p></div> <div class="center"> <<if $Coin >= 200 and $BuyRestriction isnot 3 and $BuyRestriction isnot 5 and $BuyRestriction isnot 7>> <<if $BlindBuy is 1>> <<button "Buy Pack">> <<openModifierPack>> <<set $Coin -= 200>> <<updatebar>> <<replace "#PacksBox">> <<include "Set Filter Misc">> <</replace>> <</button>> <<else>> <<button "Buy Pack" "Booster Pack Opened">> <<openModifierPack>> <<set $Coin -= 200>> <</button>> <</if>> <<else>> <button disabled>Buy Pack</button> <</if>> <<button "Examine Pack" "Examine Booster">><<set $PackType to 2>><</button>> </div> </div> <</if>> <div class="border textbox col cardboard halfbox flex"> <h3 class="Legendary center">Fantasy Roles and Upgrades Booster Pack</h3> <div class="middle"><p class = "textbox">This booster pack will contain three fantasy role cards and three fantasy upgrade cards. </p> <p><strong>Cost:</strong> 200 Coins</p></div> <div class="center"> <<if $Coin >= 200 and $BuyRestriction isnot 3 and $BuyRestriction isnot 5 and $BuyRestriction isnot 7>> <<if $BlindBuy is 1>> <<button "Buy Pack">> <<openFantasyRnUPack>> <<set $Coin -= 200>> <<updatebar>> <<replace "#PacksBox">> <<include "Set Filter Misc">> <</replace>> <</button>> <<else>> <<button "Buy Pack" "Booster Pack Opened">> <<openFantasyRnUPack>> <<set $Coin -= 200>> <</button>> <</if>> <<else>> <button disabled>Buy Pack</button> <</if>> <<button "Examine Pack" "Examine Booster">><<set $PackType to 3>><</button>> </div> </div> <div class="border textbox col cardbox halfbox flex"> <h3 class="Legendary center">Random Pack</h3> <div class="middle"><p>For a slight discount over gold packs, get a set of cards from any set, rather than just one random set. Embrace the mystery.</p> <p><strong>Cost:</strong> $RandomCost Coins</p></div> <div class="center"> <<if $Coin >= $RandomCost and $BuyRestriction isnot 2 and $BuyRestriction isnot 3>> <<if $BlindBuy is 1>> <<button "Buy Pack">> <<openRandomPack>> <<set $Coin -=$RandomCost>> <<updatebar>> <<replace "#PacksBox">> <<include "Set Filter Misc">> <</replace>> <</button>> <<else>> <<button "Buy Pack" "Pack Opened">> <<openRandomPack>> <<set $Coin -= $RandomCost>> <</button>> <</if>> <<else>> <button disabled>Buy Pack</button> <</if>> </div> </div>
<<for _i to 1 ; _i < setup.Packs.length; _i++>> <<if setup.Packs[_i].new is 1 and $AllowedSet.includes(_i)>> <<capture _i>> <div class="border textbox col cardbox halfbox flex"> <h3 class="Legendary center"><<print setup.Packs[_i].name>> <<if setup.Packs[_i].multi is 2>>Gold <</if>>Set</h3> <div class="middle"><p class = "textbox"><<print setup.Packs[_i].desc>></p> <p><strong>Cost:</strong> <<print setup.Packs[_i].multi * 200>> Coins</p></div> <div class="center"> <<if $Coin >= 200 * setup.Packs[_i].multi and $BuyRestriction < 2>> <<if $BlindBuy is 1>> <<button "Buy Pack">> <<set $Coin -= (200 * setup.Packs[_i].multi)>> <<openPack _i>> <<updatebar>> <<replace "#PacksBox">> <<include "Set Filter New">> <</replace>> <</button>> <<else>> <<button "Buy Pack" "Pack Opened">> <<set $Coin -= (200 * setup.Packs[_i].multi)>> <<openPack _i>> <</button>> <</if>> <<else>> <button disabled>Buy Pack</button> <</if>> <<button "Examine Set" "Examine Pack">><<set $Pack to _i>><</button>> <<if $Coin >= setup.banCost[$BanCount] and $AllowedSet.length > 1>> <<button "Ban Set">> <<set _Filter to 3>> <<script>> Dialog.setup("Confirm Ban"); Dialog.wiki(Story.get("Ban Confirm").processText()); Dialog.open(); <</script>> <</button>> <<else>> <button disabled>Ban Set</button> <</if>> </div> </div> <</capture>> <</if>> <</for>>
<h2 class="center textbox Legendary">Modifier Cards</h2> <div class='row'> <<for _i to 0; _i < setup.Modifiers.length; _i++>> <<if setup.Modifiers[_i].type > 0 and not ($CardRestriction is 2 and setup.Modifiers[_i].rarity > 1) and not ($FutaOption is 1 and setup.Modifiers[_i].name is "Futa")>> <<capture _i>> <div class="col border cardbox flex"> <div class="middle"><<displayModifierCard _i>> <<if $ModifierCards.find(function (element) { return element.id == this.id; }, { id: setup.Modifiers[_i].id }) and $BlindBuy isnot 1>> <<set _temp to $ModifierCards.findIndex(function (element) { return element.id == this.id; }, { id: setup.Modifiers[_i].id })>> <<if $ModifierCards[_temp].count is 1>> *1 Copy Owned*<br> <<else>> *<<print $ModifierCards[_temp].count>> Copies Owned* <</if>> <</if>> </div> <<if setup.Modifiers[_i].rarity isnot 5 or def $Sandbox>> <div><strong>Individual Cost: </strong><<print 50 * setup.Modifiers[_i].rarity * setup.Modifiers[_i].rarity>><br> </div> <<if $Coin >= 50 * setup.Modifiers[_i].rarity * setup.Modifiers[_i].rarity and $BuyRestriction isnot 1 and $BuyRestriction < 6>> <div><<button "Buy Card">> <<set $Coin -= (50 * setup.Modifiers[_i].rarity * setup.Modifiers[_i].rarity)>> <<addModifierCard _i 1>> <<set $Examine to 3>> <<updatebar>> <<replace "#infobox">><<include "Examine Modifiers">><</replace>> <</button>></div> <<else>> <div><button disabled>Buy Card</button></div> <</if>> <<else>> <div class="Legendary"><strong>Legendary cards can't be bought</strong></div> <</if>> </div> <</capture>> <</if>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> </div>
<<if $Harem.length > 0>> <div class="border"> <h1 class="center textbox Legendary">Modify Member</h1> <p class="textbox">You can modify some details on one of the members of your harem, including giving them a second role or changing their backstory.</p> </div> <div class='row'> <<for _i to 0; _i < $Harem.length; _i++>> <<if $Harem[_i].points > 0>> <div class="col border cardbox"> <<displayCelebCard $Harem[_i].celebID 2>> Primary Role: <strong> <<switch setup.Roles[$Harem[_i].roleID].rarity>> <<case 1>> <span class='Common'><<print setup.Roles[$Harem[_i].roleID].name>></span> <<case 2>> <span class='Uncommon'><<print setup.Roles[$Harem[_i].roleID].name>></span> <<case 3>> <span class='Rare'><<print setup.Roles[$Harem[_i].roleID].name>></span> <<case 4>> <span class='Epic'><<print setup.Roles[$Harem[_i].roleID].name>></span> <<case 5>> <span class='Legendary'><<print setup.Roles[$Harem[_i].roleID].name>></span> <</switch>></strong><br> <<if $Harem[_i].roleSecondary isnot "">> Secondary Role: <strong><<switch setup.Roles[$Harem[_i].roleSecondary].rarity>> <<case 1>> <span class='Common'><<print setup.Roles[$Harem[_i].roleSecondary].name>></span> <<case 2>> <span class='Uncommon'><<print setup.Roles[$Harem[_i].roleSecondary].name>></span> <<case 3>> <span class='Rare'><<print setup.Roles[$Harem[_i].roleSecondary].name>></span> <<case 4>> <span class='Epic'><<print setup.Roles[$Harem[_i].roleSecondary].name>></span> <<case 5>> <span class='Legendary'><<print setup.Roles[$Harem[_i].roleSecondary].name>></span> <</switch>></strong><br> <</if>> <<if $Harem[_i].modifications.length > 0>> Modifications: <<for _x to 0; _x < $Harem[_i].modifications.length; _x++>> <<switch setup.Modifiers[$Harem[_i].modifications[_x]].rarity>> <<case 1>> <span class='Common'><<print setup.Modifiers[$Harem[_i].modifications[_x]].name>></span> <<case 2>> <span class='Uncommon'><<print setup.Modifiers[$Harem[_i].modifications[_x]].name>></span> <<case 3>> <span class='Rare'><<print setup.Modifiers[$Harem[_i].modifications[_x]].name>></span> <<case 4>> <span class='Epic'><<print setup.Modifiers[$Harem[_i].modifications[_x]].name>></span> <<case 5>> <span class='Legendary'><<print setup.Modifiers[$Harem[_i].modifications[_x]].name>></span> <</switch>><<if _x + 1 < $Harem[_i].modifications.length>>, <</if>> <</for>> <br> <</if>> <span class="Modifier">Modification Points: <<print $Harem[_i].points>></span> </div> <</if>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> </div> <<else>> <div class="border"> <h1 class="center textbox Legendary">Modify Member</h1> <p class="textbox">You can modify some details on one of the members of your harem, including giving them a second role or changing their backstory. <span class="Warning">You currently don't have anyone in your harem</span></p> </div> <</if>> <br><br><br>
<div class="border"> <h1 class="center textbox Legendary">Add Modification</h1> <p class="textbox">Now that you have picked to modify <<print setup.Celebs[$Harem[$PickedCard].celebID].name>>, pick which modification you want to give her.</p> </div> <div class='row'> <<if $Harem[$PickedCard].roleSecondary is "">> <div class="col border cardbox"> <<displayModifierCard 0 2>> </div> <</if>> <<for _i to 0; _i < $ModifierCards.length; _i++>> <<if not $Harem[$PickedCard].modifications.includes($ModifierCards[_i].id)>> <div class="col border cardbox"> <<displayModifierCard $ModifierCards[_i].id 1>> </div> <</if>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> </div>
<div class="border"> <h1 class="center textbox Legendary">Add Secondary Role</h1> <p class="textbox">Now that you have picked to modify <<print setup.Celebs[$Harem[$PickedCard].celebID].name>>, pick which secondary role you want to give her.</p> </div> <div class='row'> <<for _i to 0; _i < $RoleCards.length; _i++>> <<capture _i>> <<if $RoleCards[_i].id isnot $Harem[$PickedCard].roleID>> <div class="col border cardbox"> <<displayRoleCard $RoleCards[_i].id 2>> </div> <</if>> <</capture>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> </div>
<div class='border'><h2 class='center Legendary'>Modifier Cards</h2> <div class='center'> <<button "Sort by Rarity">> <<set _ModifierCards to []>> <<for _i to 4; _i >= 0; _i-- >> <<for _x to 0; _x < $ModifierCards.length; _x++>> <<if setup.Modifiers[$ModifierCards[_x].id].rarity is _i>> <<set _ModifierCards.push($ModifierCards[_x])>> <</if>> <</for>> <</for>> <<set $ModifierCards to _ModifierCards>> <<updatebar>> <<replace "#body">><<include "viewModifierCollection">><</replace>> <</button>> </div> <div class='row'> <<for _i to 0; _i < $ModifierCards.length;_i++>> <<capture _i>> <div class="col border cardbox flex"> <div class="middle"><<displayModifierCard $ModifierCards[_i].id>></div> <div>Count: <<print $ModifierCards[_i].count>><br> Sell Value: <span class="Coin"><<print 5 * setup.Modifiers[$ModifierCards[_i].id].rarity * setup.Modifiers[$ModifierCards[_i].id].rarity * $SellMulti>></span></div> <div> <<if $ModifierCards[_i].count > 1>> <<button "Sell 1 Card">> <<set $Coin += 5 * setup.Modifiers[$ModifierCards[_i].id].rarity * setup.Modifiers[$ModifierCards[_i].id].rarity * $SellMulti>> <<set $ModifierCards[_i].count -->> <<set $Collection to 5>> <<updatebar>> <<replace "#body">><<include "viewModifierCollection">><</replace>> <</button>> <<button "Sell All Cards">> <<set $Coin += 5 * setup.Modifiers[$ModifierCards[_i].id].rarity * setup.Modifiers[$ModifierCards[_i].id].rarity * $ModifierCards[_i].count * $SellMulti>> <<set $ModifierCards.deleteAt(_i)>> <<set $Collection to 5>> <<updatebar>> <<replace "#body">><<include "viewModifierCollection">><</replace>> <</button>> <<else>> <<button "Sell Card">> <<set $Coin += 5 * setup.Modifiers[$ModifierCards[_i].id].rarity * setup.Modifiers[$ModifierCards[_i].id].rarity * $SellMulti>> <<set $ModifierCards.deleteAt(_i)>> <<set $Collection to 5>> <<updatebar>> <<replace "#body">><<include "viewModifierCollection">><</replace>> <</button>> <</if>> </div> </div> <</capture>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> <div class="col cardbox"></div> </div> </div>
<div class="border"> <h1 class="center textbox Legendary">Pick A New Celeb</h1> <p class="textbox">Switch out <<print $Harem[$PickedCard].name>> for another celeb. All other details will stay the same.</p> </div> <div class='row'> <<for _i to 0; _i < $CelebCards.length; _i++>> <<capture _i>> <<if not $Clone>> <<if not ($Harem.find(function (element) { return element.name == this.name; }, { name: setup.Celebs[$CelebCards[_i].id].name }) or $OneNightStands.find(function (element) { return element.id == this.id; }, { id: $CelebCards[_i].id }))>> <div class="col border cardbox flex"> <div class="middle"><<displayCelebCard $CelebCards[_i].id>></div> <div><<button "Switch" "Adjust Member">> <<if $CelebCards.find(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].celebID })>> <<set $CelebCards[$CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].celebID })].count++>> <<else>> <<set $CelebCards.push({id: $Harem[$PickedCard].celebID, count: 1})>> <</if>> <<set $Harem[$PickedCard].celebID to $CelebCards[_i].id>> <<set $Harem[$PickedCard].name to setup.Celebs[$CelebCards[_i].id].name>> <<if $CelebCards[$CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $CelebCards[_i].id })].count > 1>> <<set $CelebCards[$CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $CelebCards[_i].id })].count-->> <<else>> <<set $CelebCards.deleteAt($CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $CelebCards[_i].id }))>> <</if>> <</button>></div> </div> <</if>> <<else>> <<if not ($Harem.find(function (element) { return element.id == this.id; }, { id: $CelebCards[_i].id }) or $OneNightStands.find(function (element) { return element.id == this.id; }, { id: $CelebCards[_i].id }))>> <div class="col border cardbox flex"> <div class="middle"><<displayCelebCard $CelebCards[_i].id>></div> <div><<button "Switch" "Adjust Member">> <<if $CelebCards.find(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].celebID })>> <<set $CelebCards[$CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $Harem[$PickedCard].celebID })].count++>> <<else>> <<set $CelebCards.push({id: $Harem[$PickedCard].celebID, count: 1})>> <</if>> <<set $Harem[$PickedCard].celebID to $CelebCards[_i].id>> <<set $Harem[$PickedCard].name to setup.Celebs[$CelebCards[_i].id].name>> <<if $CelebCards[$CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $CelebCards[_i].id })].count > 1>> <<set $CelebCards[$CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $CelebCards[_i].id })].count-->> <<else>> <<set $CelebCards.deleteAt($CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $CelebCards[_i].id }))>> <</if>> <</button>></div> </div> <</if>> <</if>> <</capture>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> <div class="col cardbox"></div> </div>
<div class="border"> <h1 class="center textbox Legendary">Switch Role</h1> <p class="textbox">You can switch out the primary role of <<print $Harem[$PickedCard].name>> for another one.</p> </div> <<if setup.Roles[$Harem[$PickedCard].roleID].rarity is 5>> <div class='border'> <h3 class="center textbox Legendary">Swap Legendary</h3> <div class='row'> <<for _i to 0; _i <= setup.RoleLegendaryHigh; _i++>> <<capture _i>> <<if $Harem[$PickedCard].roleID isnot _i>> <div class="col border cardbox flex"> <div class="middle"><<displayRoleCard _i>></div> <div><<button "Swap" "Adjust Member">> <<set $Harem[$PickedCard].roleID to _i>> <</button>></div> </div> <</if>> <</capture>> <</for>> <div class="col cardbox flex"></div> </div> </div> <</if>> <div class='row'> <<for _i to 0; _i < $RoleCards.length; _i++>> <div class="col border cardbox"> <<displayRoleCard $RoleCards[_i].id 3>> </div> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> <div class="col cardbox"></div> </div>
<<set $Format to recall('format')>> <<set _SetRestriction to recall('setrestriction')>> <<set $BuyRestriction to recall('buyrestriction')>> <<set $CardRestriction to recall('cardrestriction')>> <<set $StarterRestriction to recall('starterrestriction')>> <<set $SellMulti to recall('sellmulti')>> <<set $BlindBuy to recall('blindbuy')>> <<set _ExtraCoin to recall('extracoinbonus')>> <<set _ExtraEncoutners to recall('extraencountersbonus')>> <<set $RemovePaM to recall('removepam')>> <<set $StarterCoinMulti to recall('startcoinmulti')>> <<set $ResourceMulti to recall('resourcemulti')>> <<set _BonusLegendary to recall('bonuslegendary')>> <<set _KPop to recall('kpop')>> <<set _Character to recall('character')>> <<set $OldUpgrade to recall('oldupgrade')>> <<set $BonusModifier to recall('bonusmodifier')>> <div class="border"> <h1 class="center textbox Legendary">Format</h1> <p class="textbox">Pick the format for your playthrough. Each format will change particular rules that might make certain parts easier and other parts harder. In each format, some challenges and bonuses will be unlocked to allow some further customization of rules.</p> <p class="textbox"><strong>Format: </strong> <<listbox "$Format" autoselect>> <<option "Standard" 0 >> <<option "Vintage" 1 >> <<option "Buyer's Market" 2 >> <<option "Sealed" 3>> <<option "Custom" 4>> <</listbox>> <LI><strong class="Legendary">Standard:</strong> The basic rule set. </LI> <LI><strong class="Legendary">Vintage:</strong> Rules closest to launch version, great for newcomers. Selling gives no coins, no powers or modifiers</LI> <LI><strong class="Legendary">Buyer's Market:</strong> Triple the amount of coins you get from the Starter Pack, but you get no cards from it besides a legendary role and can't buy packs </LI> <LI><strong class="Legendary">Sealed:</strong> Double the amount of resources you get from all sources but you can only buy packs, you can't see what cards you got until you are out of coins, and selling gives no coins.</LI> <LI><strong class="Legendary">Custom:</strong> For advanced players. Allows for the most customization of rules, with all challenges and bonuses unlocked.</LI> </p> </div> <div id="cbbox"><<include "Challenges Bonuses">></div> <<script>> $(document).one(":passagerender", function (event) { $(event.content).find("#cbbox").empty().wiki("<<include 'Challenges Bonuses'>>"); $(event.content).find("#listbox-format").on("change", function (event) { $("#cbbox").empty().wiki("<<include 'Challenges Bonuses'>>"); }); }); <</script>> <br><br><br>
<<set _empty to true>> <div class="border"> <h1 class="center textbox Legendary">Switch Modification</h1> <p class="textbox">You can switch out <<print setup.Modifiers[$Harem[$PickedCard].modifications[$PickedModifier]].name>> on <<print $Harem[$PickedCard].name>> for another Modification.</p> </div> <div class='row'> <<for _i to 0; _i < $ModifierCards.length; _i++>> <<if not $Harem[$PickedCard].modifications.includes($ModifierCards[_i].id)>> <<set _empty to false>> <div class="col border cardbox"> <<displayModifierCard $ModifierCards[_i].id 3>> </div> <</if>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> </div> <<if _empty is true>> <span class="warning">You do not have any modifiers you can add.</span> <</if>>
<div class="border"> <h1 class="center textbox Legendary">Switch Role</h1> <p class="textbox">You can switch out the primary role of <<print $Harem[$PickedCard].name>> for another one.</p> </div> <div class='row'> <<for _i to 0; _i < $RoleCards.length; _i++>> <div class="col border cardbox"> <<displayRoleCard $RoleCards[_i].id 4>> </div> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> <div class="col cardbox"></div> </div>
<h2 class="center textbox Legendary">Role Cards</h2> <div class='row'> <<for _i to 0; _i < setup.Roles.length; _i++>> <<if not ($CardRestriction is 2 and setup.Roles[_i].rarity > 1) and setup.Roles[_i].type is "Fantasy">> <<capture _i>> <div class="col border cardbox flex"> <div class="middle"><<displayRoleCard _i>> <<if $RoleCards.find(function (element) { return element.id == this.id; }, { id: setup.Roles[_i].id })>> <<set _temp to $RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: setup.Roles[_i].id })>> <<if $RoleCards[_temp].count is 1>> *1 Copy Owned*<br> <<else>> *<<print $RoleCards[_temp].count>> Copies Owned* <</if>> <</if>> </div> <<if setup.Roles[_i].rarity isnot 5 or def $Sandbox>> <div><strong>Individual Cost: </strong><<print 50 * setup.Roles[_i].rarity * setup.Roles[_i].rarity >><br> </div> <<if $Coin >= 50 * setup.Roles[_i].rarity * setup.Roles[_i].rarity and $BuyRestriction isnot 1 and $BuyRestriction < 6>> <div><<button "Buy Card">> <<set $Coin -= (50 * setup.Roles[_i].rarity * setup.Roles[_i].rarity)>> <<addRoleCard _i 1>> <<updatebar>> <<replace "#infobox">><<include "Examine Fantasy Roles">><</replace>> <</button>></div> <<else>> <div><button disabled>Buy Card</button></div> <</if>> <<else>> <div class="Legendary"><strong>Legendary cards can't be bought</strong></div> <</if>> </div> <</capture>> <</if>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> </div>
<h2 class="center textbox Legendary">Upgrade Cards</h2> <div class='row'> <<for _i to 0; _i < setup.Upgrades.length; _i++>> <<if setup.Upgrades[_i].type is "Fantasy" and not ($CardRestriction is 2 and setup.Upgrades[_i].rarity > 1)>> <<capture _i>> <div class="col border cardbox flex"> <div class="middle"><<displayUpgradeCard _i>> <<if $UpgradeCards.find(function (element) { return element.id == this.id; }, { id: setup.Upgrades[_i].id })>> <<set _temp to $UpgradeCards.findIndex(function (element) { return element.id == this.id; }, { id: setup.Upgrades[_i].id })>> <<if $UpgradeCards[_temp].count is 1>> *1 Copy Owned*<br> <<else>> *<<print $UpgradeCards[_temp].count>> Copies Owned* <</if>> <</if>> </div> <div><strong>Individual Cost: </strong><<print 50 * setup.Upgrades[_i].rarity * setup.Upgrades[_i].rarity >><br> </div> <<if $Coin >= 50 * setup.Upgrades[_i].rarity * setup.Upgrades[_i].rarity and $BuyRestriction isnot 1 and $BuyRestriction < 6>> <div><<button "Buy Card">> <<set $Coin -= (50 * setup.Upgrades[_i].rarity * setup.Upgrades[_i].rarity)>> <<addUpgradeCard _i 1>> <<set $Examine to 1>> <<updatebar>> <<replace "#infobox">><<include "Examine Fantasy Upgrades">><</replace>> <</button>></div> <<else>> <div><button disabled>Buy Card</button></div> <</if>> </div> <</capture>> <</if>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> </div>
<<widget "updatebar">><<silently>> <<replace "#story-caption">><<include "StoryCaption">><</replace>> <<replace "#bbtext">><<include "Footer Text">><</replace>> <</silently>><</widget>> <<widget "randomCheck">> <<set _gold to 0>> <<for _temp to 0; _temp < $AllowedSet.length; _temp++>> <<if setup.Packs[$AllowedSet[_temp]].multi is 2>> <<set _gold++>> <</if>> <</for>> <<if _gold / $AllowedSet.length is 1>> <<set $RandomCost to 375>> <<elseif _gold / $AllowedSet.length >= .875>> <<set $RandomCost to 350>> <<elseif _gold / $AllowedSet.length >= .75>> <<set $RandomCost to 325>> <<elseif _gold / $AllowedSet.length >= .625>> <<set $RandomCost to 300>> <<elseif _gold / $AllowedSet.length >= .50>> <<set $RandomCost to 275>> <<elseif _gold / $AllowedSet.length >= .375>> <<set $RandomCost to 250>> <<elseif _gold / $AllowedSet.length >= .25>> <<set $RandomCost to 225>> <<elseif _gold / $AllowedSet.length >= .125>> <<set $RandomCost to 200>> <<else>> <<set $RandomCost to 175>> <</if>> <</widget>> <<widget "buttonCheck">> <<if tags().includes("PackOpen")>> <<ClearLastPack>> <<elseif tags().includes("Settings")>> <<run memorize('legendaryrole', $LegendaryRole)>> <<run memorize('dupecelebs', $DupeCelebs)>> <<run memorize('dupeupgrades', $DupeUpgrades)>> <<run memorize('dupepowers', $DupePowers)>> <<run memorize('futa', $FutaOption)>> <<unset $CodeResult>> <</if>> <</widget>> <<widget "sellall">> <<for _i to 0; _i < $LastPack.length; _i++>> <<if not $LastPack[_i].sold>> <<switch $LastPack[_i].type>> <<case "Celeb">> <<set $Coin += 5 * setup.Packs[_pack].multi * setup.Celebs[$LastPack[_i].id].rarity * setup.Celebs[$LastPack[_i].id].rarity * $SellMulti>> <<if $CelebCards[$LastPack[_i].index].count > 1>> <<set $CelebCards[$LastPack[_i].index].count -->> <<else>> <<for _x to 0; _x < $LastPack.length; _x++>> <<if $LastPack[_x].type is "Celeb" and $LastPack[_x].index > $LastPack[_i].index>> <<set $LastPack[_x].index-->> <</if>> <</for>> <<set $CelebCards.deleteAt($LastPack[_i].index)>> <</if>> <<set $LastPack[_i].sold to true>> <<case "Role">> <<set $Coin += 5 * setup.Roles[$LastPack[_i].id].rarity * setup.Roles[$LastPack[_i].id].rarity * $SellMulti>> <<if $RoleCards[$LastPack[_i].index].count > 1>> <<set $RoleCards[$LastPack[_i].index].count -->> <<else>> <<for _x to 0; _x < $LastPack.length; _x++>> <<if $LastPack[_x].type is "Role" and $LastPack[_x].index > $LastPack[_i].index>> <<set $LastPack[_x].index-->> <</if>> <</for>> <<set $RoleCards.deleteAt($LastPack[_i].index)>> <</if>> <<set $LastPack[_i].sold to true>> <<case "Upgrade">> <<set $Coin += 5 * setup.Upgrades[$LastPack[_i].id].rarity * setup.Upgrades[$LastPack[_i].id].rarity * $SellMulti>> <<if $UpgradeCards[$LastPack[_i].index].count > 1>> <<set $UpgradeCards[$LastPack[_i].index].count -->> <<else>> <<for _x to 0; _x < $LastPack.length; _x++>> <<if $LastPack[_x].type is "Upgrade" and $LastPack[_x].index > $LastPack[_i].index>> <<set $LastPack[_x].index-->> <</if>> <</for>> <<set $UpgradeCards.deleteAt($LastPack[_i].index)>> <</if>> <<set $LastPack[_i].sold to true>> <<case "Power">> <<set $Coin += 5 * setup.Powers[$LastPack[_i].id].rarity * setup.Powers[$LastPack[_i].id].rarity * $SellMulti>> <<if $PowerCards[$LastPack[_i].index].count > 1>> <<set $PowerCards[$LastPack[_i].index].count -->> <<else>> <<for _x to 0; _x < $LastPack.length; _x++>> <<if $LastPack[_x].type is "Power" and $LastPack[_x].index > $LastPack[_i].index>> <<set $LastPack[_x].index-->> <</if>> <</for>> <<set $PowerCards.deleteAt($LastPack[_i].index)>> <</if>> <<set $LastPack[_i].sold to true>> <<case "Modifier">> <<set $Coin += 5 * setup.Modifiers[$LastPack[_i].id].rarity * setup.Modifiers[$LastPack[_i].id].rarity * $SellMulti>> <<if $ModifierCards[$LastPack[_i].index].count > 1>> <<set $ModifierCards[$LastPack[_i].index].count -->> <<else>> <<for _x to 0; _x < $LastPack.length; _x++>> <<if $LastPack[_x].type is "Modifier" and $LastPack[_x].index > $LastPack[_i].index>> <<set $LastPack[_x].index-->> <</if>> <</for>> <<set $ModifierCards.deleteAt($LastPack[_i].index)>> <</if>> <<set $LastPack[_i].sold to true>> <</switch>> <</if>> <</for>> <</widget>> <<widget "advancedSetup">> <<run memorize('format', $Format)>> <<run memorize('setrestriction', _SetRestriction)>> <<run memorize('buyrestriction', $BuyRestriction)>> <<run memorize('cardrestriction', $CardRestriction)>> <<run memorize('starterrestriction', $StarterRestriction)>> <<run memorize('sellmulti', $SellMulti)>> <<run memorize('blindbuy', $BlindBuy)>> <<run memorize('extracoinbonus', _ExtraCoin)>> <<run memorize('extraencountersbonus', _ExtraEncounters)>> <<run memorize('removepam', $RemovePaM)>> <<run memorize('startcoinmulti', $StarterCoinMulti)>> <<run memorize('resourcemulti', $ResourceMulti)>> <<run memorize('bonuslegendary', _BonusLegendary)>> <<run memorize('kpop', _KPop)>> <<run memorize('character', _Character)>> <<run memorize('oldupgrade', $OldUpgrade)>> <<run memorize('bonusmodifier', $BonusModifier)>> <<set $Challenges to []>> <<set $Bonuses to []>> <<if _SetRestriction isnot 0>> <<switch _SetRestriction>> <<case -3>> <<set $Challenges.push("Set Restriction: Characters")>> <<set $AllowedSet to [11, 19, 28, 36]>> <<case -2>> <<set $Challenges.push("Set Restriction: K-Pop")>> <<set $AllowedSet to [9, 14, 22, 30]>> <<case -1>> <<set $Challenges.push("Set Restriction: Visions Of the Past")>> <<set $AllowedSet to [20, 24, 26, 32, 41]>> <<case 1>> <<set $Challenges.push("Set Restriction: New Sets")>> <<set $AllowedSet to []>> <<for _i to 0; _i < setup.Packs.length ; _i++>> <<if setup.Packs[_i].new is 1>> <<set $AllowedSet.push(_i)>> <</if>> <</for>> <<case 2>> <<set $Challenges.push("Set Restriction: Standard Sets")>> <<for _i to setup.Packs.length - 1; _i >= 0; _i-->> <<if setup.Packs[_i].multi isnot 1>> <<set $AllowedSet.deleteAt(_i)>> <</if>> <</for>> <<default>> <<set $Challenges.push("Set Restriction: " + _SetRestriction + " Random Sets")>> <<set _AllowedSet to $AllowedSet >> <<set $AllowedSet to []>> <<for _i to 0; _i < _SetRestriction; _i++>> <<set $AllowedSet.push(_AllowedSet.pluck())>> <</for>> <</switch>> <</if>> <<if $Format isnot 2 and $Format isnot 3>> <<switch $BuyRestriction>> <<case 1>> <<set $Challenges.push("Buy Restriction: Cards")>> <<case 2>> <<set $Challenges.push("Buy Restriction: Packs Lite")>> <<case 3>> <<set $Challenges.push("Buy Restriction: Packs")>> <<case 4>> <<set $Challenges.push("Buy Restriction: Non-Random Packs Lite")>> <<case 5>> <<set $Challenges.push("Buy Restriction: Non-Random Packs")>> <<case 6>> <<set $Challenges.push("Buy Restriction: Cards/Non-Random Packs Lite")>> <<case 7>> <<set $Challenges.push("Buy Restriction: Cards/Non-Random Packs")>> <</switch>> <</if>> <<if $Format is 4>> <<if $CardRestriction > 0>> <<set $CelebEpic to -1>> <<set $CelebRare to -1>> <<set $CelebUncommon to -1>> <<if _CardRestriction is 2>> <<set $RoleLegendary to -1>> <<set $RoleEpic to -1>> <<set $RoleRare to -1>> <<set $RoleUncommon to -1>> <<set $UpgradeEpic to -1>> <<set $UpgradeRare to -1>> <<set $UpgradeUncommon to -1>> <<set $Challenges.push("Card Restriction: Pauper")>> <<else>> <<set $Challenges.push("Card Restriction: Pauper Lite")>> <</if>> <</if>> <<if $StarterRestriction is 1>> <<set $Challenges.push("Cardless Starter Pack")>> <<else>> <<unset $StarterRestriction>> <</if>> <<if $SellMulti is 0>> <<set $Challenges.push("Sell Restriction")>> <</if>> <<if $BlindBuy is 1>> <<set $Challenges.push("Blind Buy")>> <<else>> <<unset $BlindBuy>> <</if>> <<else>> <<unset $StarterRestriction>> <<unset $BlindBuy>> <<set $SellMulti to 1>> <</if>> <<if _KPop > 0 and _SetRestriction isnot -2>> <<set _Kpoplist to [9,14,22,30]>> <<for _i to 0; _i < _Kpoplist.length; _i++>> <<if $AllowedSet.includes(_Kpoplist[_i])>> <<set $AllowedSet.delete(_Kpoplist[_i])>> <<if _KPop is 1>> <<set $Coin -= setup.banCost[$BanCount]>> <<set $BanCount++>> <</if>> <</if>> <</for>> <<if _KPop is 2>> <<set $Bonuses.push("Free K-Pop Ban")>> <</if>> <</if>> <<if _Character > 0 and _SetRestriction isnot -3>> <<set _Characterlist to [11,19,28,36]>> <<for _i to 0; _i < _Characterlist.length; _i++>> <<if $AllowedSet.includes(_Characterlist[_i])>> <<set $AllowedSet.delete(_Characterlist[_i])>> <<if _Character is 1>> <<set $Coin -= setup.banCost[$BanCount]>> <<set $BanCount++>> <</if>> <</if>> <</for>> <<if _Character is 2>> <<set $Bonuses.push("Free Character Ban")>> <</if>> <</if>> <<if _ExtraCoin > 0>> <<set $Coin += _ExtraCoin>> <<set $Bonuses.push(_ExtraCoin + " Extra Coin")>> <</if>> <<if _ExtraEncounters > 0>> <<set $ONS += _ExtraEncounters>> <<set $Bonuses.push(_ExtraEncounters + " Extra Encounter Points")>> <</if>> <<if $Format is 4>> <<if $RemovePaM is 1>> <<set $Bonuses.push("Remove Powers and Modifiers")>> <<else>> <<unset $RemovePaM>> <</if>> <<if $OldUpgrade is 1>> <<set $Bonuses.push("Old Upgrade Space")>> <<else>> <<unset $OldUpgrade>> <</if>> <<if $StarterCoinMulti > 1>> <<set $Bonuses.push($StarterCoinMulti + "x Starter Coin")>> <</if>> <<if $ResourceMulti > 1>> <<set $Bonuses.push( $ResourceMulti + "x Resource Multiplier")>> <</if>> <<if $BonusModifier > 0>> <<set $Bonuses.push( "+" + $BonusModifier + " Modifier Points")>> <</if>> <<if _BonusLegendary is 1>> <<set $Bonuses.push("Bonus Legendary Role Card")>> <<switch $LegendaryRole>> <<case "Random">> <<set _temp to random(setup.RoleLegendaryLow, setup.RoleLegendaryHigh)>> <<addRoleCard _temp 1>> <<case "Wife">> <<addRoleCard 0 1>> <<case "Queen">> <<addRoleCard 1 1>> <<case "Housewife">> <<addRoleCard 2 1>> <</switch>> <</if>> <<else>> <<unset $RemovePaM>> <<unset $OldUpgrade>> <<set $ResourceMulti to 1>> <<set $StarterCoinMulti to 1>> <<set $SellMulti to 1>> <<set $BonusModifier to 0>> <</if>> <<switch $Format>> <<case 1>> <<set $SellMulti to 0>> <<set $RemovePaM to 1>> <<set $OldUpgrade to 1>> <<case 2>> <<set $StarterCoinMulti to 3>> <<set $BuyRestriction to 3>> <<set $StarterRestriction to 1>> <<set $Bonuses.push("Bonus Legendary Role Card")>> <<switch $LegendaryRole>> <<case "Random">> <<set _temp to random(setup.RoleLegendaryLow, setup.RoleLegendaryHigh)>> <<addRoleCard _temp 1>> <<case "Wife">> <<addRoleCard 0 1>> <<case "Queen">> <<addRoleCard 1 1>> <<case "Housewife">> <<addRoleCard 2 1>> <</switch>> <<case 3>> <<set $BuyRestriction to 1>> <<set $BlindBuy to 1>> <<set $ResourceMulti to 2>> <<set $SellMulti to 0>> <</switch>> <<if _Sandbox is 1>> <<set $Sandbox to true>> <<set $Coin += 9000000>> <</if>> <</widget>> <<widget "ClearLastPack">> <<set $NewCelebs to []>> <<set $NewRoles to []>> <<set $NewUpgrades to []>> <<set $NewPowers to []>> <<set $NewModifiers to []>> <<set $LastPack to []>> <</widget>>
<div class='row'> <<for _i to ($Pack * 25) ; _i < (($Pack * 25) + 25); _i++>> <<if not ($CardRestriction > 0 and setup.Celebs[_i].rarity > 1)>> <<capture _i>> <div class="col border cardbox flex"> <div class="middle"><<displayCelebCard _i>> <<if $CelebCards.find(function (element) { return element.id == this.id; }, { id: setup.Celebs[_i].id }) and $BlindBuy isnot 1>> <<set _temp to $CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: setup.Celebs[_i].id })>> <<if $CelebCards[_temp].count is 1>> *1 Copy Owned*<br> <<else>> *<<print $CelebCards[_temp].count>> Copies Owned* <</if>> <</if>> </div> <<if def $Home>> <div><strong>Individual Cost: </strong><<print 50 * setup.Packs[$Pack].multi * setup.Celebs[_i].rarity * setup.Celebs[_i].rarity>> </div> <<if $Coin >= 50 * setup.Packs[$Pack].multi * setup.Celebs[_i].rarity * setup.Celebs[_i].rarity and $BuyRestriction isnot 1 and $BuyRestriction < 6>> <div><<button "Buy Card">> <<addCelebCard _i 1>> <<set $Coin -= (50 * setup.Packs[$Pack].multi * setup.Celebs[_i].rarity * setup.Celebs[_i].rarity)>> <<updatebar>> <<replace "#displayBox">><<include "Examine Box">><</replace>> <</button>></div> <<else>> <div><button disabled>Buy Card</button></div> <</if>> <<else>> <br> <</if>> </div> <</capture>> <</if>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> </div>
<div class='border'> <h1 class="center textbox Legendary">Search For A Celeb</h1> <p class="textbox">Not sure which set a particular celeb is in then search for them here. Partial names are allowed. </p> <br> <p>Hide Banned Sets: <<radiobutton "_hide" "Yes" checked>> Yes <<radiobutton "_hide" "No">> No </p> <p><strong>Name: </strong><<textbox "_search" "">> <<button "Search">> <<if _search isnot "">> <<set _search to _search.latinize()>> <<unset _result>> <<set _result to []>> <<for _i to 0; _i < setup.Celebs.length; _i++>> <<set _temp to setup.Celebs[_i].name.toLowerCase()>> <<set _temp to _temp.latinize()>> <<if _temp.includes(_search.toLowerCase()) and (_hide is "No" or $AllowedSet.includes(Math.floor(_i/25)))>> <<set _result.push(_i)>> <</if>> <</for>> <<if _result.length is 0>> <<replace "#results">>No Match Find<</replace>> <<else>> <<replace "#results">> <<for _i to 0; _i < _result.length; _i++>> <<set _set to Math.floor(_result[_i]/25)>> <<capture _set>> <p> <<switch setup.Celebs[_result[_i]].rarity>> <<case 1>> <span class="Common"><<print setup.Celebs[_result[_i]].name>></span> <<case 2>> <span class="Uncommon"><<print setup.Celebs[_result[_i]].name>></span> <<case 3>> <span class="Rare"><<print setup.Celebs[_result[_i]].name>></span> <<case 4>> <span class="Epic"><<print setup.Celebs[_result[_i]].name>></span> <</switch>> in <<print setup.Packs[_set].name>> <<if setup.Packs[_set].multi is 2>>Gold <</if>>Set <<if $AllowedSet.includes(_set)>> <<if $Coin >= 200 * setup.Packs[_set].multi and $BuyRestriction < 2>> <<button "Buy Pack" "Pack Opened">> <<set $Coin -= (200 * setup.Packs[_set].multi)>> <<openPack _set>> <</button>> <<else>> <button disabled>Buy Pack</button> <</if>> <<button "Examine Set" "Examine Pack">><<set $Pack to _set>><</button>> <</if>> </p> <</capture>> <</for>> <</replace>> <</if>> <<else>> <<replace "#results">>Please enter a name<</replace>> <</if>> <</button>> </p> <span class = "textbox2" id="results"></span> </div> <div class="center"><<button "Home" "Home">><</button>><<button "Back" "Buy Pack">><</button>></div> <br><br><br>
<div id="bottombar"><div id="bbblock"><div id="bbtext"> <<include "Footer Text">> </div></div></div>
<p>Confirm <<= setup.Packs[_i].name>> set banning.</p> <p>Banning a set will make it so it no longer appears in the list of sets and the random pack can not pull from it. Each time you ban a set, future set bans wills go up in price.</p> <p><strong>Cost: </strong><span class="Coin"><<= setup.banCost[$BanCount]>> coins </span></p> <div class="center"> <<button "Ok">> <<set $AllowedSet.delete(_i)>> <<set $Coin -= setup.banCost[$BanCount]>> <<set $BanCount++>> <<randomCheck>> <<updatebar>> <<switch _Filter>> <<case 0>> <<replace "#PacksBox">><<include "Set Filter All">><</replace>> <<case 1>> <<replace "#PacksBox">><<include "Set Filter Gold">><</replace>> <<case 2>> <<replace "#PacksBox">><<include "Set Filter Standard">><</replace>> <<case 3>> <<replace "#PacksBox">><<include "Set Filter New">><</replace>> <</switch>> <<script>> Dialog.close(); <</script>>Dialog.close(); <</button>> <<button "Cancel">> <<script>> Dialog.close(); <</script>> <</button>> </div>
<<for _i to 0 ; _i < setup.Packs.length; _i++>> <<if not $AllowedSet.contains(_i) and setup.Packs[_i].hidden is 0>> <<capture _i>> <div class="border textbox col cardbox halfbox flex"> <h3 class="Warning center"><<print setup.Packs[_i].name>> <<if setup.Packs[_i].multi is 2>>Gold <</if>>Set</h3> <div class="middle"><p class = "textbox"><<print setup.Packs[_i].desc>></p> <p><strong>Cost:</strong> <<print setup.Packs[_i].multi * 200>> Coins</p></div> <div class="center"> </div> </div> <</capture>> <</if>> <</for>>
<div class='border textbox'> <h2 class="center textbox Legendary">Challenges</h2> <p class="textbox">Challenges will add limitations to make things harder.</p> <p class="textbox"><strong>Set Restriction: </strong> <<listbox "_SetRestriction" autoselect>> <<option "Off" 0 >> <<option "Visions Of The Past Sets only" -1>> <<option "K-Pop Sets only" -2>> <<option "Character Sets only" -3>> <<option "New Sets only" 1>> <<option "Standard Sets only" 2>> <<option "4 Random Sets" 4>> <<option "8 Random Sets" 8>> <<option "16 Random Sets" 16>> <</listbox>> <LI>Restrict which sets you can use. If the starter pack contains a set you can't get, it will be replaced with a random allowed set. Warning: random sets can include hidden sets you haven't unlocked.</LI> </p> <<if $Format isnot 2 and $Format isnot 3>> <<if State.metadata.has('randompack')>> <p class="textbox"><strong>Buy Restriction: </strong> <<listbox "$BuyRestriction" autoselect>> <<option "Off" 0 >> <<option "Cards (Can't Buy Individual Cards)" 1>> <<option "Packs Lite (Can't Buy Celeb Card Packs)" 2>> <<option "Packs (Can't Buy Any Packs)" 3>> <<option "Non-Random Packs Lite (Can't Buy Celeb Card Packs besides Random)" 4>> <<option "Non-Random Packs (Can't Buy Any Pack besides Random)" 5>> <<option "Cards/Non-Random Packs Lite (Can only Misc Packs and no cards)" 6>> <<option "Cards/Non-Random Packs (Can only buy Random Pack and no cards)" 7>> <</listbox>> <LI>Restrict your ability to buy either individual cards or packs.</LI> </p> <<else>> <p class="textbox"><strong>Buy Restriction: </strong> <<listbox "$BuyRestriction" autoselect>> <<option "Off" 0 >> <<option "Cards (Can't Buy Individual Cards)" 1>> <<option "Packs Lite (Can't Buy Celeb Card Packs)" 2>> <<option "Packs (Can't Buy Any Packs)" 3>> <</listbox>> <LI>Restrict your ability to buy either individual cards or packs. For Pack restrictions, lite versions will allow you to buy booster packs, while non-lite versions will restrict sale on those as well.</LI> </p> <</if>> <</if>> <<if $Format is 4>> <p class="textbox"><strong>Card Restriction: </strong> <<listbox "$CardRestriction" autoselect>> <<option "Off" 0 >> <<option "Pauper Lite (celeb cards common only)" 1 >> <<option "Pauper (all cards common only)" 2 >> <</listbox>> <LI>Restrict the rarity of cards you can get.</LI> </p> <p class="textbox"><strong>Cardless Starter Pack: </strong> <<listbox "$StarterRestriction" autoselect>> <<option "Off" 0 >> <<option "On" 1 >> <</listbox>> <LI>Your starter pack will not gain any additional cards beside the Location Card.</LI> </p> <p class="textbox"><strong>Sell Restriction: </strong> <<listbox "$SellMulti" autoselect>> <<option "Off" 1 >> <<option "On" 0>> <</listbox>> <LI>Makes it so you no longer gain coins when selling cards. Selling is now only useful for cleaning clutter out of your collection.</LI> </p> <p class="textbox"><strong>Blind Buy: </strong> <<listbox "$BlindBuy" autoselect>> <<option "Off" 0 >> <<option "On" 1 >> <</listbox>> <LI>You don't see what cards you get when you open a pack and can't see your collection unless you have less than 200 coins. Paired best with Sell Restriction. </LI> </p> <</if>> </div> <div class='border textbox'> <h2 class="center textbox Legendary">Bonuses</h2> <p class="textbox">Bonuses will make things easier for you. </p> <p class="textbox"><strong>Ban K-Pop Sets: </strong> <<listbox "_KPop" autoselect>> <<option "Off" 0 >> <<option "Standard Ban" 1>> <<option "Free Ban" 2>> <</listbox>> <LI>Automacially bans the K-Pop sets so they won't show up in the normal set lists or in the random pack. Standard will do normal bans, while the free ban won't cost you any coin or increase the cost of your next ban. Will not ban if set restriction is set to K-Pop only. </LI> </p> <p class="textbox"><strong>Ban Character Sets: </strong> <<listbox "_Character" autoselect>> <<option "Off" 0 >> <<option "Standard Ban" 1>> <<option "Free Ban" 2>> <</listbox>> <LI>Automacially bans the fictional character sets so they won't show up in the normal set lists or in the random pack. Standard will do normal bans, while the free ban won't cost you any coin or increase the cost of your next ban. </LI> </p> <p class="textbox"><strong>Extra Coin: </strong> <<listbox "_ExtraCoin" autoselect>> <<option "Off" 0 >> <<option "500 Extra Coin" 500>> <<option "1000 Extra Coin" 1000>> <<option "1500 Extra Coin" 1500>> <<option "2000 Extra Coin" 2000>> <</listbox>> <LI>Gives you more coins at the start.</LI> </p> <p class="textbox"><strong>Extra Encounters: </strong> <<listbox "_ExtraEncounters" autoselect>> <<option "Off" 0 >> <<option "4 More" 4>> <<option "8 More" 8>> <</listbox>> <LI>Gives you more encounter points at the start.</LI> </p> <<if $Format is 4>> <p class="textbox"><strong>Remove Powers and Modifiers: </strong> <<listbox "$RemovePaM" autoselect>> <<option "Off" 0 >> <<option "On" 1>> <</listbox>> <LI>Removes Powers and Modifers from dropping in packs. Packs that drop them are removed as well.</LI> </p> <p class="textbox"><strong>Old Upgrade Space: </strong> <<listbox "$OldUpgrade" autoselect>> <<option "Off" 0 >> <<option "On" 1>> <</listbox>> <LI>Homes provide the old amount of upgrade space and all upgrades only take up 1 upgrade space.</LI> </p> <p class="textbox"><strong>Starter Coin Multi: </strong> <<listbox "$StarterCoinMulti" autoselect>> <<option "Off" 1>> <<option "x2" 2>> <<option "x3" 3>> <</listbox>> <LI>Multiply the amount of coins you get from the starter pack. </LI> </p> <p class="textbox"><strong>Resource Gain Multiplier: </strong> <<listbox "$ResourceMulti" autoselect>> <<option "Off" 1>> <<option "1.5x" 1.5>> <<option "2x" 2>> <</listbox>> <LI>The amount of resources you gain are multiplied by 1.5x or 2x</LI> </p> <p class="textbox"><strong>Extra Modifier Points: </strong> <<listbox "$BonusModifier" autoselect>> <<option "Off" 0>> <<option "+1" 1>> <<option "+2" 2>> <<option "+4" 4>> <</listbox>> <LI>Gain extra modifier points for your harem members.</LI> </p> <p class="textbox"><strong>Bonus Legendary Role: </strong> <<listbox "_BonusLegendary" autoselect>> <<option "Off" 0>> <<option "On" 1>> <</listbox>> <LI>You gain one extra legendary role card at the start of the game.</LI> </p> <</if>> <<if State.metadata.has('sandbox')>> <p class="textbox"><strong>Sandbox Mode: </strong> <<listbox "_Sandbox" autoselect>> <<option "Off" 0 >> <<option "On" 1>> <</listbox>> <LI>Enables purchase of Legendary cards and gives you more funds than you should ever need.</LI> </p> <</if>> </div> <div class="center"> </div>
<h3> <<if def $Home>> <<if tags().includes("SetView")>> <<if passage() is "Examine Pack">> <<set _buybutton to "Buy Pack">> <<else>> <<set _buybutton to "Buy Again">> <<set _allsold to true>> <<for _i to 0; _i < $LastPack.length; _i++>> <<if not $LastPack[_i].sold>> <<set _allsold to false>> <</if>> <</for>> <</if>> <<if $Pack >= 0>> <<if $Coin >= 200 * setup.Packs[$Pack].multi and $AllowedSet.includes($Pack) and $BuyRestriction < 2>> <<if $BlindBuy is 1>> <<button _buybutton>> <<buttonCheck>> <<openPack $Pack>> <<set $Coin -= (200 * setup.Packs[$Pack].multi)>> <<updatebar>> <<ClearLastPack>> <</button>> <<else>> <<button _buybutton "Pack Opened">> <<buttonCheck>> <<openPack $Pack>> <<set $Coin -= (200 * setup.Packs[$Pack].multi)>> <</button>> <</if>> <<else>> <button disabled>_buybutton</button> <</if>> <<else>> <<if $Coin >= $RandomCost>> <<button _buybutton "Pack Opened">> <<buttonCheck>> <<openRandomPack>> <<set $Coin -= $RandomCost>> <</button>> <<else>> <button disabled>_buybutton</button> <</if>> <</if>> <<if not _allsold and passage() is "Pack Opened">> <<button "Sell All">> <<sellall>> <<replace "#PackBox">><<viewOpenedPack>><</replace>> <<updatebar>> <</button>> <</if>> <<elseif tags().includes("BoosterView")>> <<if passage() is "Examine Booster">> <<set _buybutton to "Buy Pack">> <<else>> <<set _buybutton to "Buy Again">> <</if>> <<if $Coin >= 200 and $BuyRestriction isnot 3 and $BuyRestriction isnot 5 and $BuyRestriction isnot 7>> <<if $BlindBuy is 1>> <<button _buybutton>> <<ClearLastPack>> <<set $NewCelebs to []>> <<set $NewRoles to []>> <<set $NewUpgrades to []>> <<set $NewPowers to []>> <<set $NewModifiers to []>> <<switch $PackType>> <<case 0>> <<openBoosterPack>> <<case 1>> <<openRnUPack>> <<case 2>> <<openModifierPack>> <<case 3>> <<openFantasyRnUPack>> <</switch>> <<set $Coin -= 200>> <<updatebar>> <<ClearLastPack>> <</button>> <<else>> <<button _buybutton "Booster Pack Opened">> <<ClearLastPack>> <<switch $PackType>> <<case 0>> <<openBoosterPack>> <<case 1>> <<openRnUPack>> <<case 2>> <<openModifierPack>> <<case 3>> <<openFantasyRnUPack>> <</switch>> <<set $Coin -= 200>> <</button>> <</if>> <<else>> <button disabled>Buy Again</button> <</if>> <<if not _allsold and passage() is "Booster Pack Opened">> <<button "Sell All">> <<sellall>> <<replace "#PackBox">><<viewOpenedPack>><</replace>> <<updatebar>> <</button>> <</if>> <<elseif passage() is "Final Harem">> <<button "Text Version" "Results">><</button>> <<elseif passage() is "Results">> <<button "Image Version" "Final Harem">><</button>> <</if>> <<if $BlindBuy is 1 and ($BuyRestriction is 5 or $BuyRestriction is 7)>> <<set _BlindCoin to $RandomCost>> <<else>> <<set _BlindCoin to 200>> <</if>> <<button "Home" "Home">><<buttonCheck>><</button>> <<if not ($BlindBuy is 1 and $Coin >= _BlindCoin)>> <<button "View Harem" "View Harem">><<buttonCheck>><</button>> <</if>> <<if passage() is "Buy Pack">> <<button "Search For A Celeb" "Celeb Search">><</button>> <</if>> <<if tags().includes("PackBack")>> <<button "Back" "Buy Pack">><<buttonCheck>><</button>> <<elseif tags().includes("CelebView")>> <<button "Back" "Adjust Member">><</button>> <<elseif passage() is "Assign Role">> <<button "Back" "Pick A Celeb">><</button>> <<elseif passage() is "Add Modification">> <<button "Back" "Modify Member">><</button>> <<elseif passage() is "Secondary Role">> <<button "Back" "Add Modification">><</button>> <</if>> <<elseif passage() is "Intro">> <<button "Continue" "Advanced Setup">><</button>> <<elseif passage() is "Advanced Setup">> <<button "Continue" "Starter Pack">> <<advancedSetup>> <</button>> <<button "Settings" "Settings">><</button>> <<elseif passage() is "Settings">> <<button "Back" "Advanced Setup">><<buttonCheck>><</button>> <<elseif passage() is "Examine Pack">> <<button "Back" "Starter Pack">><</button>> <</if>> </h3>
<<widget "AddUpgrade">> <<if $UpgradeCards[$UpgradeCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })].count > 1>> <<set $UpgradeCards[$UpgradeCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })].count-->> <<else>> <<set $UpgradeCards.deleteAt($UpgradeCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] }))>> <</if>> <<set $Upgrades.push($args[0])>> <<if $OldUpgrade isnot 1>> <<set $UpgradeLimit -= (setup.Upgrades[$args[0]].rarity + 1)>> <<else>> <<set $UpgradeLimit -->> <</if>> <<set $S += setup.Upgrades[$args[0]].sexBonus * $ResourceMulti>> <<set $C += setup.Upgrades[$args[0]].corpBonus * $ResourceMulti>> <<set $A += setup.Upgrades[$args[0]].amenBonus * $ResourceMulti>> <<set $Occup += setup.Upgrades[$args[0]].occupBonus>> <</widget>> <<widget "AddPower">> <<if $PowerCards[$PowerCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })].count > 1>> <<set $PowerCards[$PowerCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })].count-->> <<else>> <<set $PowerCards.deleteAt($PowerCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] }))>> <</if>> <<set $Powers.push($args[0])>> <<set $S -= setup.Powers[$args[0]].sexCost>> <<set $C -= setup.Powers[$args[0]].corpCost>> <<set $A -= setup.Powers[$args[0]].amenCost>> <<if setup.Powers[$args[0]].name is "Clone Master">> <<set $Clone to true>> <</if>> <</widget>> <<widget "AddCelebToHarem">> <<if $CelebCards[$CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[1] })].count > 1>> <<set $CelebCards[$CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[1] })].count-->> <<else>> <<set $CelebCards.deleteAt($CelebCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[1] }))>> <</if>> <<if $RoleCards[$RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })].count > 1>> <<set $RoleCards[$RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] })].count-->> <<else>> <<set $RoleCards.deleteAt($RoleCards.findIndex(function (element) { return element.id == this.id; }, { id: $args[0] }))>> <</if>> <<set _points to Math.abs(setup.Roles[$args[0]].sexCost + setup.Roles[$args[0]].corpCost + setup.Roles[$args[0]].amenCost) + $BonusModifier>> <<set $Harem.push({name: setup.Celebs[$args[1]].name, celebID: $args[1], roleID: $args[0], points: _points, modifications: [], roleSecondary: ""})>> <<set $Occup-- >> <<set $S -= setup.Roles[$args[0]].sexCost>> <<set $C -= setup.Roles[$args[0]].corpCost>> <<set $A -= setup.Roles[$args[0]].amenCost>> <</widget>>
<<if $Occup > 0 or $ONS > 0>> <div class="border"> <h1 class="center textbox Legendary">Pick A Celeb</h1> <p class="textbox">Select which celeb you want to give the <<= setup.Roles[$PickedCard].name>> role to and add to your harem.</p> </div> <div class='row'> <<for _i to 0; _i < $CelebCards.length; _i++>> <<if not $Clone>> <<if not ($Harem.find(function (element) { return element.name == this.name; }, { name: setup.Celebs[$CelebCards[_i].id].name }) or $OneNightStands.includes($CelebCards[_i].id))>> <div class="col border cardbox"> <<displayCelebCard $CelebCards[_i].id 3>><br> </div> <</if>> <<else>> <<if not ($Harem.find(function (element) { return element.id == this.id; }, { id: $CelebCards[_i].id }) or $OneNightStands.includes($CelebCards[_i].id))>> <div class="col border cardbox"> <<displayCelebCard $CelebCards[_i].id 3>><br> </div> <</if>> <</if>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> <div class="col cardbox"></div> </div> <<else>> <div class="border"> <h1 class="center textbox Legendary">Pick A Celeb</h1> <p class="textbox">You do not currently have space to add anyone else to your harem. You will need to remove someone from your harem to add another.</p> </div> <</if>> <br><br><br>
<div class="border"> <h1 class="center textbox Legendary">Switch Upgrade</h1> <p class="textbox">You can switch out <<print $Upgrades[$PickedCard].name>> for a different upgrade</p> </div> <div class='row'> <<for _i to 0; _i < $UpgradeCards.length; _i++>> <div class="col border cardbox"> <<displayUpgradeCard $UpgradeCards[_i].id 2>> </div> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> <div class="col cardbox"></div> </div>
<div class="border"> <h1 class="center textbox Legendary">Switch Power</h1> <p class="textbox">You can switch out <<print $Powers[$PickedCard].name>> for a different power</p> </div> <div class='row'> <<for _i to 0; _i < $PowerCards.length; _i++>> <div class="col border cardbox"> <<displayPowerCard $PowerCards[_i].id 2>> </div> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> <div class="col cardbox"></div> </div>
<<if $UpgradeLimit > 0>> <div class="border"> <h1 class="center textbox Legendary">Add Upgrade</h1> <p class="textbox">You can add an upgrade to your home so that you have more resources available for better roles. You can only add a particular upgrade once.</p> </div> <div class='row'> <<for _i to 0; _i < $UpgradeCards.length; _i++>> <<if not $Upgrades.includes($UpgradeCards[_i].id)>> <div class="col border cardbox"> <<displayUpgradeCard $UpgradeCards[_i].id 1>><br> </div> <</if>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> <div class="col cardbox"></div> </div> <<else>> <div class="border"> <h1 class="center textbox Legendary">Add Upgrade</h1> <p class="textbox">You have reached the limit to amount of upgrades you can add. You will need to remove one if you wish to add another one.</p> </div> <</if>>
<div class='row'> <<for _i to 0; _i < $PowerCards.length; _i++>> <<if not $Powers.includes($PowerCards[_i].id)>> <div class="col border cardbox"> <<displayPowerCard $PowerCards[_i].id 1>><br> </div> <</if>> <</for>> <div class="col cardbox"></div> <div class="col cardbox"></div> <div class="col cardbox"></div> </div>