cGirls.cpp
void cGirls::UnapplyTraits(sGirl* girl, sTrait* trait)
...
else if(strcmp(tr->m_Name, "Sexy Air") == 0)
{
UpdateStat(girl,STAT_CHARISMA,5);
UpdateStat(girl,STAT_BEAUTY,10);
UpdateStat(girl,STAT_CONFIDENCE,2);
}
1. Equip Empress' New Clothes
2. Unequip Empress' New Clothes
3. Profit
Not sure is it a bug or not, but:
// add traits
if(GetStat(girl, STAT_LEVEL)%5 == 0)
{
while(1)
{
int chance = g_Dice%70; // DK: Guarantee a new attribute every 5 levels (Was g_Dice%100)
if(chance <= 10 && !HasTrait(girl, "Good Kisser"))
{
AddTrait(girl, "Good Kisser");
ss << " She has gained the Good Kisser trait.";
break;
}
else if(chance <= 20 && !HasTrait(girl, "Nymphomaniac"))
{
AddTrait(girl, "Nymphomaniac");
ss << " She has gained the Nymphomaniac trait.";
break;
}
else if(chance <= 30 && !HasTrait(girl, "Fake orgasm expert"))
{
AddTrait(girl, "Fake orgasm expert");
ss << " She has gained the Fake Orgasm Expert trait.";
break;
}
else if(chance <= 40 && !HasTrait(girl, "Sexy Air"))
{
AddTrait(girl, "Sexy Air");
ss << " She has gained the Sexy Air trait.";
break;
}
else if(chance <= 50 && !HasTrait(girl, "Fleet of Foot"))
{
AddTrait(girl, "Fleet of Foot");
ss << " She has gained the Fleet of Foot trait.";
break;
}
else if(chance <= 60 && !HasTrait(girl, "Charismatic"))
{
AddTrait(girl, "Charismatic");
ss << " She has gained the Charismatic trait.";
break;
}
else if(chance <= 70 && !HasTrait(girl, "Charming"))
{
AddTrait(girl, "Charming");
ss << " She has gained the Charming trait.";
break;
}
else
break;
g_MessageQue.AddToQue(ss.str(), 0);
}
}
This code does not "guarantee a new attribute every 5 levels". (e.g. chance=65 and girl already has "Charming")