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Merge remote-tracking branch 'master/master'

anjuna krokus 2 주 전
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e8fc517fb6
3개의 변경된 파일321개의 추가작업 그리고 12개의 파일을 삭제
  1. 1 0
      glife.qproj
  2. 15 12
      locations/obj_din.qsrc
  3. 305 0
      locations/stat_explanations.qsrc

+ 1 - 0
glife.qproj

@@ -291,6 +291,7 @@
 		<Location name="intro_sg_select_custom"/>
 		<Location name="intro_city_select"/>
 		<Location name="intro_functions"/>
+		<Location name="stat_explanations"/>
 	</Folder>
 	<Folder name="NPCManage">
 		<Location name="npccleanc"/>

+ 15 - 12
locations/obj_din.qsrc

@@ -62,29 +62,32 @@ end
 if $ARGS[0] = 'settingtabs':
 	cla
 	!0: Gameplay
-	!1: Display
-	!2: Status
-	!3: Phone
-	!4: Mods
-	!5: About
+	!1: Glossary
+	!2: Display
+	!3: Status
+	!4: Phone
+	!5: Mods
+	!6: About
 	$tabsname[] = 'Gameplay Settings'
 	$tabsaction[] = 'menu_page = 0 & dynamic $cheatmenu[''setting'']'
+	$tabsname[] = 'Glossary'
+	$tabsaction[] = 'menu_page = 1 & gt ''stat_explanations'', ''start'''
 	$tabsname[] = 'Display Settings'
-	$tabsaction[] = 'menu_page = 1 & dynamic $cheatmenu[''display'']'
+	$tabsaction[] = 'menu_page = 2 & dynamic $cheatmenu[''display'']'
 	$tabsname[] = 'Status Window Settings'
-	$tabsaction[] = 'menu_page = 2 & dynamic $cheatmenu[''status'']'
+	$tabsaction[] = 'menu_page = 3 & dynamic $cheatmenu[''status'']'
 	if settingmode ! 1:
 		$tabsname[] = 'Phone Theme Settings'
-		$tabsaction[] = 'menu_page = 3 & dynamic $cheatmenu[''theme'']'
+		$tabsaction[] = 'menu_page = 4 & dynamic $cheatmenu[''theme'']'
 		$tabsname[] = 'Mods'
-		$tabsaction[] = 'menu_page = 4 & gt ''mod_setting'''
+		$tabsaction[] = 'menu_page = 5 & gt ''mod_setting'''
 		$tabsname[] = 'About'
-		$tabsaction[] = 'menu_page = 5 & dynamic $cheatmenu[''about'']'
+		$tabsaction[] = 'menu_page = 6 & dynamic $cheatmenu[''about'']'
 	else
 		$tabsname[] = 'Mods'
-		$tabsaction[] = 'menu_page = 3 & gt ''mod_setting'''
+		$tabsaction[] = 'menu_page = 4 & gt ''mod_setting'''
 		$tabsname[] = 'About'
-		$tabsaction[] = 'menu_page = 4 & dynamic $cheatmenu[''about'']'
+		$tabsaction[] = 'menu_page = 5 & dynamic $cheatmenu[''about'']'
 	end
 	gs 'tabhead',menu_page
 	if settingmode = 1:

+ 305 - 0
locations/stat_explanations.qsrc

@@ -0,0 +1,305 @@
+# stat_explanations
+!2024/05/09
+
+if $ARGS[0] = 'start':
+	gs 'obj_din', 'settingtabs'
+	'<center><b><font color="maroon">Glossary</font></b></center>'
+	'Here we want to explain the different stats your player character has, and give other useful information about the play mechanics.'
+	*nl
+	'The glossary is divided over several pages explaining different aspect of the character stats. For a new player we recommend going true them in the order presented, but if you need some specific information, just go to the page containing it.'
+	*nl
+	'<a href="exec:gt ''stat_explanations'', ''icons''">The first page</a> includes the basic information and explanations of the different icons that appear in the stat display.'
+	*nl
+	'<a href="exec:gt ''stat_explanations'', ''attributes''">The second page</a> includes information about the basic attributes the player character have.'
+	*nl
+	'<a href="exec:gt ''stat_explanations'', ''skill''">The third page</a> includes information about the skills the player character have.'
+	*nl
+	'<a href="exec:gt ''stat_explanations'', ''status''">The fourth page</a> includes information about the different status effects like mood, hunger, and willpower the player character have.'
+end
+	
+if $ARGS[0] = 'icons':
+	gs 'obj_din', 'settingtabs'
+	cla
+	'<center><b><font color="maroon">Introduction and Icons</font></b></center>'
+	'We will go through the stat display, which is the window, that your QSP-player probably calls additional description. '
+	'It stats with an image of the weather '+$weatherImage+' followed by the the current temperature in Celsius. If you click on the picture you will get a pop-up with a more detailed description.'
+	'Below the weather image is a line that gives the current time and date, maybe followed by a line saying if you have vacation and how long time until the vacation ends.'
+	*nl
+	'Next is a line of important Icons. The first is character descriptions '+'<img title="Character description" height = <<set_miconht>> src="images/system/icons/menu/icon_character.png">'+' Clicking on the will take you to the Character description. You might not be able to do that right now '
+	'The Character description have '+iif($start_type[1] ! 'nomagic' , '6', '7')+' different tabs. The first tab "Character" gives a general overview of your character''s looks and physique. The second tab, "Skills" lists your skills. We will explain skills later in this introduction.'
+	'The third tab "Statistics" lists several achievements that the player character has made in the game. The fourth tab "Pain" has a detailed description of any pain the player character is experiencing.'
+	'The fifth tab "Traits" lists several traits the player characters have or can obtain, and how to obtain them. The sixth tab "Renown" has information about the player character''s reputation and fame.'+iif( $start_type[1] ! 'nomagic', 'The seventh tab "Magic" has information on which spells the player character knows.', '')
+	*nl
+	'Next icon of the looks '+'<img title="Looks (Face, body, clothing,...)"height = <<set_miconht>> src="images/system/icons/menu/icon_lookself.png">'+' which have pictures of your characters and the clothes and other apparel the wear.'
+	*nl
+	if bag > 0:
+		'The third icon is the purse '+'<img title="Your purse"height = <<set_miconht>> src="images/system/icons/menu/icon_purse.png">'+' which contains the thing you player character carries around, and by opening it you can interact with these things.'
+		*nl
+		'The fourth icon is the phone '+'<img title="Your phone" height = <<set_miconht>> src="images/system/icons/menu/<<iif(telefon[''UnreadSMS'']=0,''icon_phone.png'',''icon_phone_sms.gif'')>>">'+' which you can open if you receive messages or calls, to send messages and to take selfies.'
+		*nl
+		'The fifth icon is your journal '+'<img title="<<$journal_tooltip>>" height = <<set_miconht>> src="images/system/icons/menu/<<$journalIcon>>">'+'  which have many important tabs.'
+		if $start_type[1] ! 'nomagic':
+			'The first tab here is very important since it is from that tab, that you will be able to cast spells once you learn them.'
+		end
+		'This includes a tab for a description of where you live and the possibility to change this is you have several options. A tab with information about your work.'
+		'The "Quest" tab contains hints on how to start and proceed with several of the quests in the game. Not all quests are there yet, but this a good place to look if you want to know some of the things that are possible, and the first place you should look if you feel stuck in a quest.'
+		'The relations tab has information about how other NPC''s see the player characters. The value goes from 0 to 100. If it is below 20 it means they dislike or even hate you. Between 20 and 60 is generally neutral. From above 60 the NPC considers your player character a friend and above 80 is when they might fall in love with a character.'
+		'But each character is different, and some might never fall in love with the character and for some NPC''s it might not be enough to just get them to like you.'
+		'The game information tab includes a lot of information about the world. '+iif($start_type['loc'] = 'sg', 'The school subtab includes information about grades and the school cliques.', '')+iif( $start_type['loc'] = 'uni', 'The University subtab includes information about subjects and grades.', '') 
+		*nl
+		'The final icon '+'<img title="Menu & Cheatmenu" height = <<set_miconht>> src="images/system/icons/menu/icon_menu.png">'+' is the game settings menu, which can be used to change the game settings.'
+	else
+		'The third icon is the phone '+'<img title="Your phone" height = <<set_miconht>> src="images/system/icons/menu/<<iif(telefon[''UnreadSMS'']=0,''icon_phone.png'',''icon_phone_sms.gif'')>>">'+' which you can open if you receive messages or calls, to send messages and to take selfies.'
+		*nl
+		'The fourth icon is your journal '+'<img title="<<$journal_tooltip>>" height = <<set_miconht>> src="images/system/icons/menu/<<$journalIcon>>">'+'  which have many important tabs.'
+		if $start_type[1] ! 'nomagic':
+			'The first tab here is very important since it is from this tab, that you will be able to cast spells once you learn them.'
+		end
+		'This includes a tab for a description of where you live and the possibility to change this is you have several options. A tab with information about your work.'
+		'The "Quest" tab contains hints on how to start and proceed with several of the quests in the game. Not all quests are there yet, but this a good place to look if you want to know some of the things that are possible, and the first place you should look if you feel stuck in a quest.'
+		'The relations tab has information about how other npc''s see the player characters. The value goes from 0 to 100. If it is below 20 it means they dislike or even hate you. Between 20 and 60 is general neutral. From above 60 the NPC considers your player character a friend and above 80 is when they might fall in love with a character. But each character is different, and some might never fall in love with the character and others it might not be enough to just get them to like you.'
+		'The game information tab includes a lot of information about the world. '+iif($start_type['loc'] = 'sg', 'The school subtab includes information about grades and the school cliques.', '')+iif( $start_type['loc'] = 'uni', 'The University subtab includes information about subjects and grades.', '') 
+		*nl
+		'The final icon '+'<img title="Menu & Cheatmenu" height = <<set_miconht>> src="images/system/icons/menu/icon_menu.png">'+' is the game settings menu, which can be used to change the game settings.'
+		*nl
+		'If you player character owned a purse there would also be an icon for it in the line. Which can be used to interact with the things you are caring around. A purse can be bought in a shop, or maybe your player character''s grandparents have one that can be used lying among all their stuff.'
+	end
+	*nl
+	'Belove these Icons is a line that informs you how much money your player character has. But one them and on their bank account.'
+	*nl
+	'Next comes the Icon window, there will be different icons that inform you about the status of your character and things they have to do. These icons will display a text when you hover your mouse over them, and mist can be clicked for more information or to remedy the problem they warn about.'
+	'The first line has information mostly about your character''s looks. The second line has information about how the character is feeling. The third is about physical aspects of the player character which always includes an Icon '+' <img title="Click to open the cycle menu." height = <<set_siconht>> src="images/system/icons/status/vagina.png"></a></td>'+' with information about where you are in your fertility cycle.'
+	'Then there will be a line about things you have to do if you have any. The next line is mostly about clothes and below this can be a line with information about the player character''s state if they are drunk or on drugs.'
+	*nl
+	'Below the icons is a line where you can turn on and off information in the status display. The "text" will display the same information as the icons, but in text, and the "images" will add images of the character''s clothes and body.'
+	'We will wait with the discussion of the "status" part till later. for now make sure that the "attributes" tab is turned on, since this is the one we will explain next.'
+	act 'Continue with explanation of attributes': gt 'stat_explanations', 'attributes'
+	act 'Go back to the Glossary overview':  gt 'stat_explanations', 'start'
+	act 'Jump to the explanation of skills': gt 'stat_explanations', 'skill'
+	act 'Jump to the explanation of status effects': gt 'stat_explanations', 'status'
+	act 'Exit the menu': gs 'obj_din', 'menu_exit' & gt $menu_loc, $menu_arg
+end
+
+if $ARGS[0] = 'attributes':
+	gs 'obj_din', 'settingtabs'
+	cla
+	'<center><b><font color="maroon">Attributes</font></b></center>'
+	'Attributes are the basic stat of the player character. They with few exceptions explained below are on a scale from 1 to 100. 1 meaning the player character barely can do anything in that area and 100 means that the player character is one of the best in in that attribute in the area of the game.'
+	'This means that a maximum in strength does not make the player character the strongest in the world. Just one of the strongest girls in the St. Petersburg area of Russia.'
+	*nl
+	'All attributes with one exception are purely based on the experience point the player character has in that attribute. The experience point is earned by using that attribute.'
+	'If you don''t use the attribute for some time, meaning you do not earn any new experience points, then the number of experience points you have in the attribute will start to decrease.'
+	'Most attributes start at 30, and the game is calibrated such that it takes approximately 3 years of concentrated daily training to increase it from 30 to 100.'
+	*nl
+	'"Inhibition" reflects how much the player character cares about being seen naked. It indicates whether or not the player character is bothered by this.'
+	'It has nothing to do with the player character''s attitude towards sex. The player character can have 0 inhibition and still be completely asexual and even disgusted by sex.'
+	'Just to repeat, it is not a measure of the player character''s corruption.'
+	'This attribute is a little special since it is inverted: 0 experience points will give an inhibition of 100, while maximum experience points result in an inhibition of 0.'
+	'Experience points are earned by doing things the player character normally wouldn''t do. For example, if inhibition is above a certain threshold, the player character won''t sunbathe naked. If it is between two thresholds, experience points will be earned by sunbathing naked.'
+	'If inhibition is below that value, no experience points will be earned for sunbathing naked. The most common way to earn experience is by wearing clothes your character considers risqué but not too risqué. Whether your character considers clothes risqué or not can be seen in the wardrobe when dressing.'
+	*nl
+	'"Strength" is the attribute that describes how strong the player character is. It is used for many sports, and to determine how hard the player character hits. Getting experience point for it is mainly done by doing different kinds of sports or exercises.'
+	'This attribute is special in that through normal means it can only be raised to 100. But with doing dedicated weightlifting training (which will say so) you can increase it to 150, and if you take steroids while doing the weightlifting training it can be raised to 200.'
+	'This does have some negative impact on appearance which will be explained when that attribute is discussed below.'
+	*nl
+	'"Agility" is the attribute that describes how agile your player character is. It is used in sports and fights.'
+	'The primary way to gain experience in agility is by doing sports and other exercises.'
+	*nl
+	'"Endurance" is the physical resistance of the player character. It is used in sports, fights, and in determining the player character''s stamina, which will be explained later.'
+	'The primary way to gain experience in endurance is by doing sports and other exercises.'
+	*nl
+	'"Intelligence" is the overall stat that tells how good the player character is at solving mental problems and learning academic disciplines. It is also used as the knowledge of the player if there is not a special skill that covers it better.'
+	'It is especially important for getting good grades in school or at the university. There are many ways to earn experience for intelligence, but studying is the main one. This includes both studying at home or paying attention in class if your player character goes to school or studies at the university.'
+	*nl
+	'"Spirit" is the mental resilience of your character. It is used when you try to resist somebody forcing your player character to do something; succeeding in this will also reward experience for spirit. This will be explained in more detail when willpower is explained.'
+	'Another way to gain experience for spirit is by doing yoga exercises.'
+	*nl
+	'"Charisma" is the attribute that affects how people experience being around your player character and talking to them. Higher charisma makes better outcomes of social interactions more likely.'
+	'Experience for charisma is mainly earned by talking to other people and being active in social settings.'
+	*nl
+	'"Perception" is the player character''s ability to notice something. It is not an attribute that is used very much in the game. Gaining experience is also by noticing stuff happening, and there are currently not many places to do that.'
+	if $start_type[1] ! 'nomagic':
+		*nl
+		'"Magic" this is the stat that determines which spells you can learn, how powerful your spells are and how much mana you have.'+iif(tatiana_teach_escalation > 0 , 'Your experience point in Magic is equal to the number or orgasm you have had.', 'How to earn experience for magic will be revealed as the story unfolds.') 
+	end
+	*nl
+	'"Appearance" is how the average person perceives the player character''s look. This attribute ranges from 1 to 200 and is not gained by earning experience points. Instead, it is composed of many factors, with the most important being your BMI. To achieve the highest value, keep your BMI in the health range of 19 to 24.'
+	'Your physical attributes, Agility, Endurance, and Strength, also play a role. For all of them, 100 is the ideal value, so if your strength goes above 100 because of weightlifting training, it will detract from your appearance. Additionally, skincare is important. The nicer your skin, the better, so take care of it.'
+	'Other factors like bad teeth, ugly glasses, and so on have a minor effect. The clothes you wear modify this attribute, and wearing makeup also improves your appearance.'
+	'You don''t need to maximize appearance to experience the content of the game. With an appearance of 150, almost everybody will think your character is so hot that they want to be involved with her, and nothing is gated if you have 165. Of course, you might still receive better reactions with a higher appearance.'
+	'It should also be noted that many NPCs have their own preferences for what makes a girl hot, so your appearance might be modified depending on how well you match their preferences.'
+	*nl
+	'These are all the attributes. So next up are the skills. Make sure you have them open in the stat display.'
+	act 'Continue with explanation of skills': gt 'stat_explanations', 'skill'
+	act 'Go back to the Glossary overview':  gt 'stat_explanations', 'start'
+	act 'Jump back to the explanation of icons': gt 'stat_explanations', 'icons'
+	act 'Jump to the explanation of status effects': gt 'stat_explanations', 'status'
+	act 'Exit the menu': gs 'obj_din', 'menu_exit' & gt $menu_loc, $menu_arg
+end
+
+if $ARGS[0] = 'skill':
+	gs 'obj_din', 'settingtabs'
+	cla
+	'<center><b><font color="maroon">Skills</font></b></center>'
+	'In the stat display, skills are grouped into different categories: "Mental," "Sport," "Beauty," "Artistic," and "Jobs," so remember to have them all enabled. While the categories contain similar skills, they are just for display purposes. There are no mechanical aspects associated with the categories.'
+	*nl
+	'Skills, like attributes, are on a scale from 1 to 100. However, the skill is not solely determined by how many experience points you have in it, but also by one or more associated attributes. So it is possible to have a decent value in some skills without any experience points in them.'
+	'On the other hand, having maximum experience in a skill does not necessarily grant you a score of 100. That would also require all the associated attributes to be at 100. When we go through the skills below, we will mention which attributes are associated with a given skill.'
+	'In general, the experience in the skill will count for half your value, and the associated attributes will count for the other half.'
+	*nl
+	'Experience in a skill is gained by using the skill, and will also add a fraction of that experience to any associated attribute. Since for most skills their use is clear, we will only mention uses that are not obvious below.'
+	*nl
+	if $start_type[1] ! 'nomagic':
+	'"Spell Casting" associated attributes are Intelligence and Reaction.'
+	*nl
+	end
+	'"People Skill" associated attributes are Charisma, Perception, and Reaction. This skill involves understanding and improving interaction with others, hence affecting how quickly people warm up to the player character and make negative interactions less severe.'
+	'At 100 in People Skill, relationship points with NPCs are gained at twice the rate compared to the value at 0 and lost at half the rate.'
+	*nl
+	'"Persuasion" associated attributes are Charisma and Perception. This skill affects how adept the player character is at convincing people to do things. This will be explained in more detail when willpower is discussed.'
+	*nl
+	'"Observation" associated attributes are intelligence, perception and reaction. This skill is not used much in the game as it is right now.'
+	*nl
+	'"Jabs" associated attributes are agility and strength with agility counting twice as much as strength.'
+	*nl
+	'"Power Strikes" associated attributes are agility and strength with strength counting twice as much as agility.'
+	*nl
+	'"Kicks" associated attributes are agility and strength with strength counting three times as much as agility.'
+	*nl
+	'"Defense" associated attributes are agility, reaction and strength.'
+	*nl
+	'"Running" associated attributes are agility, endurance and strength with strength and agility counting twice as much as endurance.'
+	*nl
+	'"Volleyball" associated attributes are agility, endurance, reaction and strength with agility counting twice as much as each of the others.'
+	*nl
+	'"Football" associated attributes are agility, endurance and strength.'
+	*nl
+	'"Basketball" associated attributes are agility, endurance and strength.'
+	*nl
+	'"Wrestling" associated attributes are agility, endurance and strength with strength counting twice as much as each of the others.'
+	*nl
+	'"Marksmanship" associated attributes are agility and reaction.'
+	*nl
+	'"Bushcraft" associated attributes are agility, intelligence and strength.'
+	*nl
+	'"Chess" associated attribute is intelligence.'
+	*nl
+	'"Ice Skating" associated attributes are agility and strength with agility counting twice as much as strength.'
+	*nl
+	'"Gaming" associated attributes are intelligence and reaction with intelligence counting twice as much as reaction.'
+	*nl
+	'"Pool" associated attribute is intelligence, but experience in pool weights much higher than intelligence.'
+	*nl
+	'"Makeup Skill" associated attributes are Agility and Intelligence. This skill determines how much applying makeup enhances appearance, with a range from -5 with 0 in makeup skill to 20 with 100 in makeup skill.'
+	*nl
+	'"Modern Dancing" associated attributes are agility, endurance and reaction.'
+	*nl
+	'"Erotic Dancing" associated attributes are agility, charisma and endurance.'
+	*nl
+	'"Pole Dancing" associated attributes are agility charisma and strength.'
+	*nl
+	'"Cheerleading" associated attributes are agility, endurance and reaction.'
+	*nl
+	'"Modeling" associated attributes are agility and endurance but the experience in the skill is weighted higher than the attributes .'
+	*nl
+	'"Heels" this skill has no associated attributes. It determines if it is painful to wear a given high-heeled shoe or not. Experience is gained by wearing high-heeled shoes..'
+	*nl
+	'"Singing" associated attributes are charisma and intelligence.'
+	*nl
+	'"Instrumental Music" associated attributes are agility and intelligence with agility counting twice as much as intelligence.'
+	*nl
+	'"Photography" associated attributes are intelligence and reaction with intelligence counting twice as much as reaction.'
+	*nl
+	'"Artistic Skills" associated attributes are agility, intelligence and reaction.'
+	*nl
+	'"Performance" associated attributes are charisma and perception.'
+	*nl
+	'"Music Production" associated attributes are intelligence, perception and spirit.'
+	*nl
+	'"Cleaning Skill" associated attributes are endurance and intelligence.'
+	*nl
+	'"Computer Skill" associated attribute is intelligence.'
+	*nl
+	'"Hacking" associated attributes are intelligence and reaction.'
+	*nl
+	'"Handy-Work" associated attributes are agility and intelligence with agility counting twice as much as intelligence.'
+	*nl
+	'"Tailoring" associated attributes are agility and intelligence.'
+	*nl
+	'"Serving" associated attributes are endurance and intelligence.'
+	*nl
+	'"Medicine" associated attributes are intelligence, perception and reaction.'
+	*nl
+	'These are all the skills. Next we will explain the different statuses the player character can have. So move up in the stat display and make sure that status is shown.'
+	act 'Continue with explanation of status bars': gt 'stat_explanations', 'status'
+	act 'Go back to the Glossary overview':  gt 'stat_explanations', 'start'
+	act 'Jump back to the explanation of icons': gt 'stat_explanations', 'icons'
+	act 'Jump back to the explanation of attributes': gt 'stat_explanations', 'attributes'
+	act 'Exit the menu': gs 'obj_din', 'menu_exit' & gt $menu_loc, $menu_arg
+end
+
+if $ARGS[0] = 'status':
+	gs 'obj_din', 'settingtabs'
+	cla
+	'<center><b><font color="maroon">Status bars</font></b></center>'
+	'The status bars represent different parts of the player''s physical and mental status. They are different from attributes and skills in that they can fluctuate rapidly, acting as resources that the player uses and replenishes throughout gameplay. They are not tied to any experience points but generally have maximum values determined by different stats, which then decrease as they are used.'
+	'For a couple of them, the natural state is 0 and they increase as events happen to the player, then slowly decrease back to 0.'
+	'They are not governed by any unified mechanics, and each will therefore be explained in detail.'
+	*nl
+	'"Arousal": This measures how horny the player character is. It increases as the character experiences arousing stimuli, like watching porn or being touched in a sexual way.'
+	'The bar will appear full when arousal is at 100, at which point it is very easy for the character to orgasm with even slight stimulation. However, 100 is not the maximum; it can go higher.'
+	'Arousal is associated with orgasm, but arousal alone cannot trigger one; external stimuli are necessary.'
+	'It decreases over time, and if the player character has an orgasm, it generally returns to 0.'
+	'However, it''s possible for the player character to enter a state where multiple orgasms are possible. In this case, orgasms only reduce arousal, and it will not return to 0 until some time has passed without new stimulation.'
+	*nl
+	'Some actions, like masturbation, require a minimal level of arousal, but it is not very common for it to be a requirement for agreeing to sex.'
+	'Being very horny does affect the character''s ability to say no to sex, which will be explained in more detail below under willpower.'
+	*nl
+	'"Pain": This is the total accumulated pain the character is feeling. Pain can be gained from many sources, such as wearing high heels when the heels skill is not high enough, getting beat up in a fight, or engaging in very rough sex, especially trying to insert objects that are too large into the player character''s orifices.'
+	'Being in pain has several negative consequences, some of which are explained below. Pain decreases over time but can be temporarily alleviated by taking painkillers.'
+	*nl
+	'"Health": This represents the overall health of the character''s body. It is lost by taking damage in fights, being sick, starving, experiencing pain, and more.'
+	'Your maximum health is calculated as 10 times your endurance plus 5 times your strength. It slowly recovers when you sleep. If health ever becomes negative, you die, and the game is over.'
+	*nl
+	if $start_type[1] ! 'nomagic':
+		'"Mana" is the resource used to cast spells. It depends on magic, intelligence and endurance. At first it might seem like a limit on spell casting, but at medium levels of magic max mana becomes very large and since the regeneration rate is 5% of max mana every hour it is not important.'
+		*nl
+	end
+	'"Willpower" is the mental resource of the player character to resist being coerced into doing something or to attempt to coerce other characters into doing something.'
+	'During the game, you will encounter actions that have a willpower cost associated with them, and the action will clearly state this. If you have enough willpower, you can choose the action, and the cost is subtracted from your willpower.'
+	'The willpower cost depends on many things. First, each willpower check has a difficulty level associated with it: easy, normal, or hard. Second, each willpower check has a type: "Force" for trying to get others to do what you want, "Resist" for resisting coercion and "Self" for overcoming the player character''s inner reluctance.'
+	'The cost of a force willpower check is modified by the character''s Persuasion skill, such that the cost at 0 in persuasion is twice that of the cost at 100 in persuasion. Likewise, the cost of resist willpower checks is affected by the spirit attribute. Passing a force or resist willpower check will grant experience to the associated skill or attribute.'
+	'The willpower cost is further modified based on the player character''s condition. Checks of resist or self willpower for sex will be harder if the player is very aroused, but the cost of force willpower checks will be lower.'
+	'Being in pain, being very tired, being thirsty, being hungry, and having a low mood all increase the cost of willpower checks. Being drunk or on drugs can also affect the cost of willpower checks.'
+	*nl
+	'The maximum willpower of your character is set by the start you choose but can be increased up to 150. The way to increase the max willpower is by passing willpower checks other than chore actions  that is used for concentrating on boring tasks. Passing force checks makes it increase faster.'
+	'One needs to be careful; if your willpower goes below 25% of your max willpower too many times, your max willpower will decrease.'
+	'Willpower regains at a rate of 4% of max willpower every hour you are asleep and 4/3% every hour awake. You can also restore willpower by doing yoga.'
+	*nl
+	'"Stamina" is the reserve you have for physically strenuous activities. Doing sports and exercises costs stamina and generally should not be performed if your stamina is too low. Having low stamina will cause your mood to drop, and having negative stamina will make you more tired.'
+	'The maximum stamina is calculated as ((30 * (2 * endurance + agility + strength)) + 1000) / 13, subtracting an amount depending on how far along in your pregnancy you are if you are pregnant.'
+	'If you are not too hungry, you regain stamina at a rate that depends on how hungry you are, up to 20% of your max stamina per hour awake. During sleep, it regenerates much faster, especially if you wake up completely well-rested.'
+	*nl
+	'"Mood" describes your mental well-being. It ranges from 1 to 100. Many factors can decrease mood, such as being in pain, starving, being bullied, needing drugs you are addicted to, and more. There are also many ways to increase mood, such as experiencing happy moments, eating delicious things, having sex, doing drugs, and much more.'
+	'If mood is below 20 for longer periods, your max willpower will start to decrease. If your mood is reduced to below 1, then your health suffers, and if your mood is 1 and willpower is 0, then you go insane, resulting in a game over. One sure way to increase mood to 100 is to have an orgasm.'
+	*nl
+	'"Hunger" measures how hungry you are, ranging from 0 to 100. It decreases by 8 each hour awake and 4 each hour asleep, but many physical activities will also drain it. You can satisfy hunger by eating and drinking energy-rich drinks.'
+	'Eating or drinking can temporarily put hunger over 100, but each hour of excess hunger will result in weight gain. Low levels of hunger increase willpower costs and prevent you from doing sports and exercises.'
+	'If hunger goes below 0, you suffer health damage, and some of your excess fat will be converted to hunger. If you keep this going, your mood will decrease. If you have no excess fat, it will convert strength or endurance into fat. This can, in the extreme, result in death by starvation and game over.'
+	*nl
+	'"Thirst" measures how thirsty the player character is, ranging from 1 to 100. It decreases by 16 each hour awake and 8 each hour asleep, but many physical activities will also drain it. You can satisfy thirst by drinking.'
+	'If thirst goes below 1, you lose health, and if you don''t address it, your mood will also suffer. Having low thirst increases willpower costs.'
+	*nl
+	'"Sleep" measures how awake the player character is, ranging from 0 to 100. It decreases by 5 every hour awake and is regained by sleeping. A low sleep value makes willpower checks harder.'
+	'Staying awake if sleep is at 0 will decrease mood and earn your character debuffs that impair experience gain, up to halving the amount in the most severe level. These debuffs will only go away if you get a full night of rest.'
+	*nl
+	'This ends the basic description of the player characters stat.'
+	act 'Go back to the Glossary overview':  gt 'stat_explanations', 'start'
+	act 'Jump back to the explanation of icons': gt 'stat_explanations', 'icons'
+	act 'Jump back to the explanation of attributes': gt 'stat_explanations', 'attributes'
+	act 'Jump back to the explanation of skills': gt 'stat_explanations', 'skill'
+	act 'Exit the menu': gs 'obj_din', 'menu_exit' & gt $menu_loc, $menu_arg
+end
+
+--- stat_explanations ---------------------------------
+