code:
;-------------------------------------------------
;촉수소환および派生コマンド
;촉수系コマンド
;-------------------------------------------------
@COM160

IF PLAYER != MASTER && !TALENT:PLAYER:금단의지식 && !TALENT:PLAYER:모판 && BASE:PLAYER:체력 <= 500
	PRINTFORMW 이 이상 %CALLNAME:PLAYER%에게 촉수를 사용시키는 건 위험하다････。
	RETURN 0
ENDIF

CALL SET_COLOR_STATUS,3
PRINTL 촉수소환
RESETCOLOR
STR:0 = 촉수소환
CALL KOJO_MESSAGE_COM

;着脱の処理
IF TEQUIP:25 == 0
	TEQUIP:25 = 1
	;촉수系コマンドに影響する装備は外す（道具が촉수扱いになるため）
	TEQUIP:11 = 0
	TEQUIP:12 = 0
	TEQUIP:13 = 0
	TEQUIP:14 = 0
	TEQUIP:16 = 0
	TEQUIP:17 = 0
	TEQUIP:19 = 0
	TEQUIP:21 = 0
;촉수解除時はソース、経験の加算は行わず終了する
ELSE
	TEQUIP:25 = 0
	;촉수系コマンドの装備も解除する
	TEQUIP:11 = 0
	TEQUIP:12 = 0
	TEQUIP:13 = 0
	TEQUIP:14 = 0
	TEQUIP:16 = 0
	TEQUIP:17 = 0
	TEQUIP:19 = 0
	TEQUIP:21 = 0
	TEQUIP:36 = 0
	RETURN 1
ENDIF

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 200
LOSEBASE:1 += 300

SOURCE:두려움 = 2500
SOURCE:일탈 = 2500
SOURCE:반발 = 2500

;-------------------------------------------------
;특수ソース処理
;-------------------------------------------------
;억압、저항持ちには、억울ソース追加
SIF TALENT:82
	SOURCE:우울 += 1000
SIF TALENT:84
	SOURCE:우울 += 1000
;인간혐오には、반감ソース追加(全て100)
SIF TALENT:33
	SOURCE:반발 += 100
;潔癖症には、불결ソース追加(저항억압と同程度 Bだと0 Aだと2倍 他人に触れない場合0)
SIF TALENT:60
	SOURCE:불결 += 2500
;거절には、일탈ソース追加(저항억압の3/4目安)
SIF TALENT:159
	SOURCE:일탈 += 1500
;공주님소망には、일탈ソース追加
SIF TALENT:199
	SOURCE:일탈 += 2000

SOURCE:중독충족  += ABL:촉수중독 * 100

IF TALENT:모판
	TIMES LOSEBASE:0, 0.4
	TIMES LOSEBASE:1, 0.4
	TIMES SOURCE:우울 , 0.4
	TIMES SOURCE:일탈 , 0.4
	TIMES SOURCE:반발 , 0.4
ELSEIF TALENT:동화
	TIMES LOSEBASE:0, 0.7
	TIMES LOSEBASE:1, 0.7
	TIMES SOURCE:우울 , 0.7
	TIMES SOURCE:일탈 , 0.7
	TIMES SOURCE:반발 , 0.7
ELSEIF TALENT:기생
	TIMES LOSEBASE:0, 0.9
	TIMES LOSEBASE:1, 0.9
	TIMES SOURCE:우울 , 0.9
	TIMES SOURCE:일탈 , 0.9
	TIMES SOURCE:반발 , 0.9
ENDIF

;촉수경험は先に見ておく
IF EXP:55 < EXPLV:1
	TIMES LOSEBASE:0 , 1.20
	TIMES LOSEBASE:1 , 1.20
	TIMES SOURCE:우울 , 1.20
	TIMES SOURCE:일탈 , 1.20
	TIMES SOURCE:반발 , 1.20
ELSEIF EXP:55 < EXPLV:2
	TIMES LOSEBASE:0 , 0.90
	TIMES LOSEBASE:1 , 0.90
	TIMES SOURCE:우울 , 0.90
	TIMES SOURCE:일탈 , 0.90
	TIMES SOURCE:반발 , 0.90
ELSEIF EXP:55 < EXPLV:3
	TIMES LOSEBASE:0 , 0.70
	TIMES LOSEBASE:1 , 0.70
	TIMES SOURCE:우울 , 0.70
	TIMES SOURCE:일탈 , 0.70
	TIMES SOURCE:반발 , 0.70
ELSEIF EXP:55 < EXPLV:4
	TIMES LOSEBASE:0 , 0.50
	TIMES LOSEBASE:1 , 0.50
	TIMES SOURCE:우울 , 0.50
	TIMES SOURCE:일탈 , 0.50
	TIMES SOURCE:반발 , 0.50
ELSEIF EXP:55 < EXPLV:5
	TIMES LOSEBASE:0 , 0.30
	TIMES LOSEBASE:1 , 0.30
	TIMES SOURCE:우울 , 0.30
	TIMES SOURCE:일탈 , 0.30
	TIMES SOURCE:반발 , 0.30
ELSE
	TIMES LOSEBASE:0 , 0.10
	TIMES LOSEBASE:1 , 0.10
	TIMES SOURCE:우울 , 0.10
	TIMES SOURCE:일탈 , 0.10
	TIMES SOURCE:반발 , 0.10
ENDIF

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
IF EXP:55 == 0
	EXP:50 += 1
	PRINTL 이상경험＋1
ENDIF
PRINT 촉수경험＋1
EXP:55 += 1

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 10

RETURN 1

;-------------------------------------------------
;装着継続の処理
;-------------------------------------------------
@EQUIP_COM160
;촉수소환中
CALL SET_COLOR_STATUS,2
PRINTL ＜촉수 소환중＞
RESETCOLOR

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 150
LOSEBASE:1 += 200

SOURCE:두려움 += 1000
SOURCE:일탈 += 1000
SOURCE:반발 += 1000

;-------------------------------------------------
;射精チェック
;-------------------------------------------------
IF MAXBASE:MASTER:4 != 0
	B = 1000
	;ABL:기교をみる
	IF ABL:2 == 0
		TIMES B , 1.00
	ELSEIF ABL:2 == 1
		TIMES B , 1.10
	ELSEIF ABL:2 == 2
		TIMES B , 1.20
	ELSEIF ABL:2 == 3
		TIMES B , 1.30
	ELSEIF ABL:2 == 4
		TIMES B , 1.40
	ELSEIF ABL:2 == 5
		TIMES B , 1.50
	ELSEIF ABL:2 == 6
		TIMES B , 1.60
	ELSEIF ABL:2 == 7
		TIMES B , 1.70
	ELSEIF ABL:2 == 8
		TIMES B , 1.80
	ELSEIF ABL:2 == 9
		TIMES B , 1.90
	ELSE
		TIMES B , 2.00
	ENDIF

	;ABL:순종をみる
	IF ABL:0 == 0
		TIMES B , 0.80
	ELSEIF ABL:0 == 1
		TIMES B , 0.90
	ELSEIF ABL:0 == 2
		TIMES B , 1.00
	ELSEIF ABL:0 == 3
		TIMES B , 1.10
	ELSEIF ABL:0 == 4
		TIMES B , 1.20
	ELSEIF ABL:0 == 5
		TIMES B , 1.30
	ELSEIF ABL:0 == 6
		TIMES B , 1.40
	ELSEIF ABL:0 == 7
		TIMES B , 1.50
	ELSEIF ABL:0 == 8
		TIMES B , 1.60
	ELSEIF ABL:0 == 9
		TIMES B , 1.70
	ELSE
		TIMES B , 1.80
	ENDIF

	;PALAM:욕정をみる
	IF PALAM:5 < PALAMLV:1
		TIMES B , 1.00
	ELSEIF PALAM:5 < PALAMLV:2
		TIMES B , 1.10
	ELSEIF PALAM:5 < PALAMLV:3
		TIMES B , 1.20
	ELSEIF PALAM:5 < PALAMLV:4
		TIMES B , 1.30
	ELSEIF PALAM:5 < PALAMLV:5
		TIMES B , 1.40
	ELSE
		TIMES B , 1.50
	ENDIF

	;촉수삽입
	SIF TEQUIP:13
		TIMES B , 1.50
	;애널촉수
	SIF TEQUIP:14
		TIMES B , 1.50
	;촉수클리고문
	SIF TEQUIP:11
		TIMES B , 1.20
	;촉수유두고문
	SIF TEQUIP:16
		TIMES B , 1.20
	;촉수착유
	SIF TEQUIP:17
		TIMES B , 1.30
	;촉수페니스고문
	SIF TEQUIP:12
		TIMES B , 1.10
	;촉수긴박
	SIF TEQUIP:19
		TIMES B , 1.20
	;촉수관장
	SIF TEQUIP:21
		TIMES B , 1.30
	;촉수펠라
	SIF TEQUIP:36
		TIMES B , 1.50

	BASE:MASTER:4 += B
ENDIF
;-------------------------------------------------
;특수ソース処理
;-------------------------------------------------
;억압、저항持ちには、억울ソース追加
SIF TALENT:82
	SOURCE:우울 += 500
SIF TALENT:84
	SOURCE:우울 += 500
;인간혐오には、반감ソース追加(全て100)
SIF TALENT:33
	SOURCE:반발 += 100
;潔癖症には、불결ソース追加(저항억압と同程度 Bだと0 Aだと2倍 他人に触れない場合0)
SIF TALENT:60
	SOURCE:불결 += 1250
;거절には、일탈ソース追加(저항억압の3/4目安)
SIF TALENT:159
	SOURCE:일탈 += 750

;촉수경험は先に見ておく
IF EXP:55 < EXPLV:1
	TIMES LOSEBASE:0 , 1.20
	TIMES LOSEBASE:1 , 1.20
	TIMES SOURCE:우울 , 1.20
	TIMES SOURCE:일탈 , 1.20
	TIMES SOURCE:반발 , 1.20
ELSEIF EXP:55 < EXPLV:2
	TIMES LOSEBASE:0 , 0.90
	TIMES LOSEBASE:1 , 0.90
	TIMES SOURCE:우울 , 0.90
	TIMES SOURCE:일탈 , 0.90
	TIMES SOURCE:반발 , 0.90
ELSEIF EXP:55 < EXPLV:3
	TIMES LOSEBASE:0 , 0.70
	TIMES LOSEBASE:1 , 0.70
	TIMES SOURCE:우울 , 0.70
	TIMES SOURCE:일탈 , 0.70
	TIMES SOURCE:반발 , 0.70
ELSEIF EXP:55 < EXPLV:4
	TIMES LOSEBASE:0 , 0.50
	TIMES LOSEBASE:1 , 0.50
	TIMES SOURCE:우울 , 0.50
	TIMES SOURCE:일탈 , 0.50
	TIMES SOURCE:반발 , 0.50
ELSEIF EXP:55 < EXPLV:5
	TIMES LOSEBASE:0 , 0.30
	TIMES LOSEBASE:1 , 0.30
	TIMES SOURCE:우울 , 0.30
	TIMES SOURCE:일탈 , 0.30
	TIMES SOURCE:반발 , 0.30
ELSE
	TIMES LOSEBASE:0 , 0.10
	TIMES LOSEBASE:1 , 0.10
	TIMES SOURCE:우울 , 0.10
	TIMES SOURCE:일탈 , 0.10
	TIMES SOURCE:반발 , 0.10
ENDIF

IF TEQUIP:25
	SOURCE:중독충족 += ABL:촉수중독 * 100

	IF TALENT:모판
		TIMES LOSEBASE:0, 0.4
		TIMES LOSEBASE:1, 0.4
		TIMES SOURCE:우울 , 0.4
		TIMES SOURCE:일탈 , 0.4
		TIMES SOURCE:반발 , 0.4
	ELSEIF TALENT:동화
		TIMES LOSEBASE:0, 0.7
		TIMES LOSEBASE:1, 0.7
		TIMES SOURCE:우울 , 0.7
		TIMES SOURCE:일탈 , 0.7
		TIMES SOURCE:반발 , 0.7
	ELSEIF TALENT:기생
		TIMES LOSEBASE:0, 0.9
		TIMES LOSEBASE:1, 0.9
		TIMES SOURCE:우울 , 0.9
		TIMES SOURCE:일탈 , 0.9
		TIMES SOURCE:반발 , 0.9
	ENDIF
ENDIF

;-------------------------------------------------
;射精チェック
;-------------------------------------------------
S = BASE:MASTER:4
EJAC = MAXBASE:MASTER:4

IF  S > EJAC * 2
	E = 2
ELSEIF S > EJAC
	E = 1
ELSE
	E = 0
ENDIF

;射精時に중독충족のソースを追加、なお촉수は射精の再装填は無し
;通常射精時
SIF E == 1
	A = 200
;大量射精時
SIF E == 2
	A = 500

IF E > 0
	;정액중독を見る
	IF ABL:16 == 1
		TIMES A , 0.00
	ELSEIF ABL:16 == 2
		TIMES A , 0.30
	ELSEIF ABL:16 == 3
		TIMES A , 0.60
	ELSEIF ABL:16 == 4
		TIMES A , 0.90
	ELSEIF ABL:16 == 5
		TIMES A , 1.20
	ELSEIF ABL:16 == 6
		TIMES A , 1.50
	ELSEIF ABL:16 == 7
		TIMES A , 1.80
	ELSEIF ABL:16 == 8
		TIMES A , 2.30
	ELSEIF ABL:16 == 9
		TIMES A , 3.00
	ELSEIF ABL:16 >= 10
		TIMES A , 5.00
	ENDIF
ENDIF

SOURCE:중독충족 += A

;射精時の処理
;大量射精
IF E == 2
	EXP:20 += 3
	PRINTL 촉수대량사정
	PRINTL 정액경험＋３
	T += 1

	BASE:MASTER:4 -= EJAC*2
	SIF BASE:MASTER:4 >= EJAC
		BASE:MASTER:4 = EJAC-1

;通常の射精
ELSEIF E == 1
	EXP:20 += 1
	PRINTL 촉수사정
	PRINTL 정액경험＋１
	T += 1

	BASE:MASTER:4 -= EJAC
	SIF BASE:MASTER:4 >= EJAC
		BASE:MASTER:4 = EJAC-1
ENDIF

;-------------------------------------------------
;汚れの処理
;-------------------------------------------------
;촉수が射精した場合の精液汚れ
IF E > 0
	;촉수삽입
	SIF TEQUIP:13
		STAIN:6 |= 4
	;애널촉수
	SIF TEQUIP:14
		STAIN:4 |= 4
	;촉수클리고문
	SIF TEQUIP:11
		STAIN:3 |= 4
	;촉수유두고문
	SIF TEQUIP:16
		STAIN:5 |= 4
	;촉수착유
	SIF TEQUIP:17
		STAIN:5 |= 4
	;촉수페니스고문
	SIF TEQUIP:12
		STAIN:2 |= 4
	;촉수긴박（全身にぶっかけるイメージ）
	IF TEQUIP:19
		STAIN:0 |= 4
		STAIN:1 |= 4
		;페니스があれば페니스、なければ질へ
		IF TALENT:PLAYER:287 || TALENT:PLAYER:289 || TALENT:PLAYER:290
			STAIN:2 |= 4
		ELSE
			STAIN:3 |= 4
		ENDIF
		STAIN:5 |= 4
	ENDIF
	;촉수관장
	SIF TEQUIP:21
		STAIN:4 |= 4
	;촉수펠라
	SIF TEQUIP:36
		STAIN:0 |= 4
ENDIF

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
;各촉수派生コマンドから集めた촉수경험を一括処理
T += 1
PRINT 촉수경험＋
PRINTVL T
EXP:55 += T
T = 0

;촉수装着中は의존도ベクトル強制変更
;의존도ベクトル
TFLAG:33 = 5

;의존도補正値(복종で1、예속で2　強制変更なので、これまでの数値をリセット）
IF TALENT:5 && ASSIPLAY == 0
	TFLAG:30 = 2
ELSEIF TALENT:8 && ASSIPLAY == 0
	TFLAG:30 = 4
ENDIF

IF PLAYER != MASTER && !TALENT:PLAYER:금단의지식 && !TALENT:PLAYER:모판
	BASE:PLAYER:체력 -= 200
	IF BASE:PLAYER:체력 <= 500
		PRINTFORML 체력의 한계에 달했는지、%조교자호칭이% 갑자기 쓰러지고、촉수도 사라져버렸다････。
		TEQUIP:25 = 0
		PLAYER = MASTER
		BASE:PLAYER:체력 = MAX(BASE:PLAYER:체력,1)
		ASSIPLAY = 0
	ENDIF
ENDIF

SIF !IS_AUTOTRAIN(SELECTCOM)
	TFLAG:301 += 10

RETURN 1

;-------------------------------------------------
;派生コマンドの処理
;-------------------------------------------------
@COM161
;촉수삽입
JUMP COM44
RETURN 1

@COM162
;애널촉수
JUMP COM45
RETURN 1

@COM163
;촉수클리고문
JUMP COM42
RETURN 1

@COM164
;촉수유두고문
JUMP COM47
RETURN 1

@COM165
;촉수착유
JUMP COM49
RETURN 1

@COM166
;촉수긴박
JUMP COM106
RETURN 1

@COM167
;촉수관장
JUMP COM146
RETURN 1

@COM168
;촉수펠라
CALL SET_COLOR_STATUS,3
PRINTL 촉수펠라
RESETCOLOR
STR:0 = 촉수펠라
SELECTCOM = 168
CALL KOJO_MESSAGE_COM

;着脱の処理
IF TEQUIP:36 == 0
	TEQUIP:36 = 1
	;汚れの付加
	STAIN:0 |= 32
ELSE
	TEQUIP:36 = 0
ENDIF

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
LOSEBASE:0 += 80
LOSEBASE:1 += 100

SOURCE:성행동 = 200
SOURCE:굴종 = 1000
SOURCE:일탈 = 1000

SOURCE:중독충족  += ABL:촉수중독 * 100

IF TALENT:모판
	TIMES LOSEBASE:0, 0.4
	TIMES LOSEBASE:1, 0.4
	TIMES SOURCE:우울 , 0.4
	TIMES SOURCE:일탈 , 0.4
	TIMES SOURCE:반발 , 0.4
ELSEIF TALENT:동화
	TIMES LOSEBASE:0, 0.7
	TIMES LOSEBASE:1, 0.7
	TIMES SOURCE:우울 , 0.7
	TIMES SOURCE:일탈 , 0.7
	TIMES SOURCE:반발 , 0.7
ELSEIF TALENT:기생
	TIMES LOSEBASE:0, 0.9
	TIMES LOSEBASE:1, 0.9
	TIMES SOURCE:우울 , 0.2
	TIMES SOURCE:일탈 , 0.2
	TIMES SOURCE:반발 , 0.2
ENDIF

;-------------------------------------------------
;汚れの処理
;-------------------------------------------------
IF TEQUIP:36 == 1
	STAIN:0 |= 2
	STAIN:0 |= 32
ENDIF

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
;촉수경험のリセット
T = 0

;펠라경험
EXP:22 += 1
PRINTL 펠라경험＋１

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 10

RETURN 1

;-------------------------------------------------
;装着継続の処理
;-------------------------------------------------
@EQUIP_COM168
;촉수펠라中
CALL SET_COLOR_STATUS,2
PRINTL ＜촉수 펠라중＞
RESETCOLOR

LOSEBASE:0 += 50
LOSEBASE:1 += 80

SOURCE:성행동 += 100
SOURCE:굴종 += 700
SOURCE:일탈 += 700

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
;펠라경험
EXP:22 += 1
PRINTL 펠라경험＋１

;촉수경험加算
T += 1

SIF !IS_AUTOTRAIN(SELECTCOM)
	TFLAG:301 += 10

RETURN 1

@COM169
;촉수페니스고문
JUMP COM43
RETURN 1


code:
;-------------------------------------------------
;비디오카메라
;특수コマンド
;-------------------------------------------------
@COM183
;カウントは10回とする
K = 10

;撮影者の処理
$INPUT_LOOP
IF TEQUIP:28 == 0 && ASSI >= 0
	PRINTL 촬영자를 선택해주세요　도중변경은 불가능합니다
	PRINTL （촬영자를 변경하는 경우、일단 촬영을 종료해주세요）
	PRINTL
	PRINTFORML [0] %CALLNAME:MASTER%
	PRINTFORML [1] %CALLNAME:ASSI%
	PRINTFORML
	INPUT
	IF RESULT == 0
		FLAG:22 = 1
		PRINTFORML 촬영자는 %CALLNAME:MASTER%입니다
	ELSEIF RESULT == 1 && ASSI > 0
		FLAG:22 = 2
		PRINTFORML 촬영자는 %CALLNAME:ASSI%입니다
	ELSE
		GOTO INPUT_LOOP
	ENDIF
ELSEIF TEQUIP:28 == 0
	FLAG:22 = 1
	PRINTFORML 촬영자는 %CALLNAME:MASTER%입니다
ENDIF

STR:0 = 비디오카메라
CALL KOJO_MESSAGE_COM

;着脱の処理
IF TEQUIP:28
;ビデオ撮影がされていれば終了させる
;テープは終了時に数を減らす、さらにこれまでの値段と経験を加算する
	TEQUIP:28 = 0
	ITEM:43 -= 1
	CALL PRICE_VIDEO
PRINTW ★★★비디오촬영을 종료합니다★★★
ELSE
;ビデオ撮影してなければ初期化して開始
;TODO 起動条件を作成する
	TEQUIP:28 = 1
	TFLAG:70 = 0
	REPEAT K
		S = COUNT + 11
		FLAG:S = 0
	REND
	PRINTW ★★★비디오촬영을 개시합니다★★★
ENDIF

;의존도ベクトル
TFLAG:33 = 0

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 1

RETURN 1

;-------------------------------------------------
;装着継続の処理
;-------------------------------------------------
@EQUIP_COM183
;自動実行コマンドの場合はカウントに入れず、代わりに追加価格に加算
IF IS_AUTOTRAIN(SELECTCOM)
	TFLAG:93 += GET_AUTOTRAIN_VIDEOPRICE(SELECTCOM)
	RETURN 1
;撮影開始時はカウントに入れない
ELSEIF TFLAG:70 == 0
	TFLAG:70 += 1
	RETURN 1
ENDIF

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 0
LOSEBASE:1 += 50

SOURCE:두려움 += 1000
SOURCE:노출 += 200
SOURCE:일탈 += 400
SOURCE:반발 += 700

;-------------------------------------------------
;특수ソース処理
;-------------------------------------------------
;겁쟁이持ちは두려움、노출、우울、반감ソース追加、
IF TALENT:20
	SOURCE:두려움 += 300
	SOURCE:노출 += 225
	SOURCE:우울 += 300
	SOURCE:반발 += 375
ENDIF
;억압、저항持ちには、억울ソース追加
SIF TALENT:82
	SOURCE:우울 += 900
SIF TALENT:84
	SOURCE:우울 += 900
;부끄럼쟁이は두려움と노출のソース増加、일탈반감ソース追加
IF TALENT:20
	SOURCE:두려움 += 80
	SOURCE:노출 += 450
	SOURCE:일탈 += 450
	SOURCE:반발 += 450
ENDIF
;거절には、일탈ソース追加(저항억압の3/4目安)
SIF TALENT:159
	SOURCE:일탈 += 500
;노출광には、達成、욕정、중독충족追加、두려움、일탈低下
IF TALENT:179
	SOURCE:달성감 += 100
	SOURCE:욕정 += 300
	SOURCE:중독충족 += 300
	SOURCE:두려움 = (SOURCE:두려움)/2
	SOURCE:일탈 = (SOURCE:일탈)/2
ENDIF

;공주님소망には、일탈ソース追加
SIF TALENT:199
	SOURCE:일탈 += 400
;고통を伴わない마조끼及び마조の処理は先にしておく
;마조끼を見る
A = 1000
IF ABL:9 == 0
	TIMES A , 0.80
	SOURCE:액체 += 0
	SOURCE:욕정 += 0
ELSEIF ABL:9 == 1
	TIMES A , 1.00
	SOURCE:액체 += 20
	SOURCE:욕정 += 30
ELSEIF ABL:9 == 2
	TIMES A , 1.20
	SOURCE:액체 += 40
	SOURCE:욕정 += 70
ELSEIF ABL:9 == 3
	TIMES A , 1.40
	SOURCE:액체 += 70
	SOURCE:욕정 += 120
ELSEIF ABL:9 == 4
	TIMES A , 1.50
	SOURCE:액체 += 110
	SOURCE:욕정 += 180
ELSEIF ABL:9 == 5
	TIMES A , 1.70
	SOURCE:액체 += 150
	SOURCE:욕정 += 250
ELSEIF ABL:9 == 6
	TIMES A , 1.90
	SOURCE:액체 += 200
	SOURCE:욕정 += 300
ELSEIF ABL:9 == 7
	TIMES A , 2.10
	SOURCE:액체 += 250
	SOURCE:욕정 += 350
ELSEIF ABL:9 == 8
	TIMES A , 2.30
	SOURCE:액체 += 300
	SOURCE:욕정 += 400
ELSEIF ABL:9 == 9
	TIMES A , 2.50
	SOURCE:액체 += 350
	SOURCE:욕정 += 450
ELSEIF ABL:9 >= 10
	TIMES A , 3.00
	SOURCE:액체 += 500
	SOURCE:욕정 += 500
ENDIF
SOURCE:노출 += A

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
IF FLAG:22 == 1
	EXP:MASTER:62 += 1
	PRINTL 주인촬영경험＋１
ELSEIF FLAG:22 == 2
	EXP:ASSI:62 += 1
	PRINTL 조수촬영경험＋１
ENDIF
EXP:TARGET:63 += 1
PRINTL 노예피사경험＋１

;의존도ベクトルを強制的に変更
SIF TFLAG:33 == 1 || TFLAG:33 == 2
	TFLAG:33 = 3

;의존도補正値(복종で1、예속で2　強制変更なのでリセット）
IF TALENT:5 && ASSIPLAY == 0
	TFLAG:30 = 1
ELSEIF TALENT:8 && ASSIPLAY == 0
	TFLAG:30 = 2
ENDIF

;-------------------------------------------------
;ビデオの処理
;-------------------------------------------------
;カウントは10回とします
K = 10

;テープ残量がなくなると強制的にEQUIPフラグを外す、さらにビデオの値段と経験の処理をする
IF TFLAG:70 <= 0 || TFLAG:70 >= K
	TEQUIP:28 = 0
	ITEM:43 -= 1
	;撮影内容の保存
	S = TFLAG:70+10
	IF FLAG:S == 11 && TEQUIP:32
		FLAG:S = 994
	ELSEIF FLAG:S == 11 && TEQUIP:13 && TEQUIP:14
		FLAG:S = 993
	ELSEIF FLAG:S == 11 && TEQUIP:13
		FLAG:S = 991
	ELSEIF FLAG:S == 11 && TEQUIP:14
		FLAG:S = 992
	ELSE
		FLAG:S = SELECTCOM
	ENDIF
	TFLAG:70 += 1
	CALL PRICE_VIDEO
	CALL SET_COLOR_STATUS,2
	PRINTL ＜테이프의 잔량이 없어졌습니다　비디오촬영을 종료합니다＞
	RESETCOLOR
	RETURN 1
ELSE
	CALL SET_COLOR_STATUS,2
	PRINTFORML ＜비디오 촬영중 {TFLAG:70}/{K}＞
	RESETCOLOR
ENDIF

;撮影内容の保存
S = TFLAG:70+10
IF FLAG:S == 11 && TEQUIP:32
	FLAG:S = 994
ELSEIF FLAG:S == 11 && TEQUIP:13 && TEQUIP:14
	FLAG:S = 993
ELSEIF FLAG:S == 11 && TEQUIP:13
	FLAG:S = 991
ELSEIF FLAG:S == 11 && TEQUIP:14
	FLAG:S = 992
ELSE
	FLAG:S = SELECTCOM
ENDIF
TFLAG:70 += 1

SIF !IS_AUTOTRAIN(SELECTCOM)
	TFLAG:301 += 1

RETURN 1

repo_name: Catalyst/B

license: unknown


code:
;-------------------------------------------------
;야외플레이
;특수なコマンド
;-------------------------------------------------
@COM184
CALL SET_COLOR_STATUS,3
PRINTL 야외플레이
RESETCOLOR
STR:0 = 야외플레이
CALL KOJO_MESSAGE_COM

;着脱の処理　終了時はソース、経験の加算は行わない
IF TEQUIP:29 == 1
	TEQUIP:29 = 0
	RETURN 1
ELSE
	TEQUIP:29 = 1
ENDIF

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 0
LOSEBASE:1 += 220

SOURCE:두려움 = 800
SOURCE:노출 = 1300
SOURCE:일탈 = 300
SOURCE:반발 = 600

;-------------------------------------------------
;특수ソース処理
;-------------------------------------------------
;겁쟁이持ちは두려움、노출、우울、반감ソース追加、
IF TALENT:20
	SOURCE:두려움 += 250
	SOURCE:노출 += 200
	SOURCE:우울 += 300
	SOURCE:반발 += 325
ENDIF
;억압、저항持ちには、억울ソース追加
SIF TALENT:82
	SOURCE:우울 += 800
SIF TALENT:84
	SOURCE:우울 += 800
;부끄럼쟁이は두려움と노출のソース増加、일탈반감ソース追加
IF TALENT:20
	SOURCE:두려움 += 80
	SOURCE:노출 += 400
	SOURCE:일탈 += 400
	SOURCE:반발 += 400
ENDIF
;거절には、일탈ソース追加(저항억압の3/4目安)
SIF TALENT:159
	SOURCE:일탈 += 500
;공주님소망には、일탈ソース追加
SIF TALENT:199
	SOURCE:일탈 += 400
;고통を伴わない마조끼及び마조の処理は先にしておく
;마조끼を見る
IF ABL:9 == 0
	TIMES SOURCE:노출 , 0.80
	SOURCE:액체 += 0
	SOURCE:욕정 += 0
ELSEIF ABL:9 == 1
	TIMES SOURCE:노출 , 1.00
	SOURCE:액체 += 20
	SOURCE:욕정 += 30
ELSEIF ABL:9 == 2
	TIMES SOURCE:노출 , 1.20
	SOURCE:액체 += 40
	SOURCE:욕정 += 70
ELSEIF ABL:9 == 3
	TIMES SOURCE:노출 , 1.40
	SOURCE:액체 += 70
	SOURCE:욕정 += 120
ELSEIF ABL:9 == 4
	TIMES SOURCE:노출 , 1.50
	SOURCE:액체 += 110
	SOURCE:욕정 += 180
ELSEIF ABL:9 == 5
	TIMES SOURCE:노출 , 1.70
	SOURCE:액체 += 150
	SOURCE:욕정 += 250
ELSEIF ABL:9 == 6
	TIMES SOURCE:노출 , 1.90
	SOURCE:액체 += 200
	SOURCE:욕정 += 300
ELSEIF ABL:9 == 7
	TIMES SOURCE:노출 , 2.10
	SOURCE:액체 += 250
	SOURCE:욕정 += 350
ELSEIF ABL:9 == 8
	TIMES SOURCE:노출 , 2.30
	SOURCE:액체 += 300
	SOURCE:욕정 += 400
ELSEIF ABL:9 == 9
	TIMES SOURCE:노출 , 2.50
	SOURCE:액체 += 350
	SOURCE:욕정 += 450
ELSEIF ABL:9 >= 10
	TIMES SOURCE:노출 , 3.00
	SOURCE:액체 += 500
	SOURCE:욕정 += 500
ENDIF

;의존도ベクトル
TFLAG:33 = 3

;消費時間10分
FLAG:24 -= 10

TFLAG:301 = 10

RETURN 1

;-------------------------------------------------
;装着継続の処理
;-------------------------------------------------
@EQUIP_COM184
;야외플레이

CALL SET_COLOR_STATUS,2
PRINTL ＜야외 플레이 중＞
RESETCOLOR

LOSEBASE:0 += 35
LOSEBASE:1 += 75

SOURCE:두려움 += 1000
SOURCE:일탈 += 1000
SOURCE:반발 += 1000

;-------------------------------------------------
;특수ソース処理
;-------------------------------------------------
;겁쟁이持ちは두려움、노출、우울、반감ソース追加、
IF TALENT:20
	SOURCE:두려움 += 250
	SOURCE:노출 += 200
	SOURCE:우울 += 300
	SOURCE:반발 += 325
ENDIF
;억압、저항持ちには、억울ソース追加
SIF TALENT:82
	SOURCE:우울 += 800
SIF TALENT:84
	SOURCE:우울 += 800
;부끄럼쟁이は두려움と노출のソース増加、일탈반감ソース追加
IF TALENT:20
	SOURCE:두려움 += 80
	SOURCE:노출 += 400
	SOURCE:일탈 += 400
	SOURCE:반발 += 400
ENDIF
;거절には、일탈ソース追加(저항억압の3/4目安)
SIF TALENT:159
	SOURCE:일탈 += 500
;노출광には、達成、욕정、중독충족追加、두려움、일탈低下
IF TALENT:179
	SOURCE:달성감 += 150
	SOURCE:욕정 += 500
	SOURCE:중독충족 += 500
	SOURCE:두려움 = (SOURCE:두려움)/2
	SOURCE:일탈 = (SOURCE:일탈)/2
ENDIF
;공주님소망には、일탈ソース追加
SIF TALENT:199
	SOURCE:일탈 += 400
;고통を伴わない마조끼及び마조の処理は先にしておく
;마조끼を見る
A = 2000
IF ABL:9 == 0
	TIMES A , 0.80
	SOURCE:액체 += 0
	SOURCE:욕정 += 0
ELSEIF ABL:9 == 1
	TIMES A , 1.00
	SOURCE:액체 += 20
	SOURCE:욕정 += 30
ELSEIF ABL:9 == 2
	TIMES A , 1.20
	SOURCE:액체 += 40
	SOURCE:욕정 += 70
ELSEIF ABL:9 == 3
	TIMES A , 1.40
	SOURCE:액체 += 70
	SOURCE:욕정 += 120
ELSEIF ABL:9 == 4
	TIMES A , 1.50
	SOURCE:액체 += 110
	SOURCE:욕정 += 180
ELSEIF ABL:9 == 5
	TIMES A , 1.70
	SOURCE:액체 += 150
	SOURCE:욕정 += 250
ELSEIF ABL:9 == 6
	TIMES A , 1.90
	SOURCE:액체 += 200
	SOURCE:욕정 += 300
ELSEIF ABL:9 == 7
	TIMES A , 2.10
	SOURCE:액체 += 250
	SOURCE:욕정 += 350
ELSEIF ABL:9 == 8
	TIMES A , 2.30
	SOURCE:액체 += 300
	SOURCE:욕정 += 400
ELSEIF ABL:9 == 9
	TIMES A , 2.50
	SOURCE:액체 += 350
	SOURCE:욕정 += 450
ELSEIF ABL:9 >= 10
	TIMES A , 3.00
	SOURCE:액체 += 500
	SOURCE:욕정 += 500
ENDIF
SOURCE:노출 += A

;의존도ベクトルを強制的に変更
SIF TFLAG:33 == 1 || TFLAG:33 == 2
	TFLAG:33 = 3

;의존도補正値(복종で1、예속で2　強制変更なのでリセット）
IF TALENT:5 && ASSIPLAY == 0
	TFLAG:30 = 1
ELSEIF TALENT:8 && ASSIPLAY == 0
	TFLAG:30 = 2
ENDIF

;元から外なので二重加算になる。
;SIF !IS_AUTOTRAIN(SELECTCOM)
;	TFLAG:301 += 10

RETURN 1


code:
;-------------------------------------------------
;조수를범한다
;특수コマンド
;-------------------------------------------------
@COMNAME185

	;通常
	RESULTS = %TRAINNAME:185%
	RETURN 0

;=================================================
;=================================================
@COM185
;-------------------------------------------------
;특수派生処理
;-------------------------------------------------
;☆COMNAMEのRESULTで分岐
CALL COMNAME185

	;通常
	CALL SET_COLOR_STATUS,3
	PRINTL 조수를범한다
	RESETCOLOR

;-------------------------------------------------
;実行判定処理
;-------------------------------------------------
A = 0
S = 0

;すべての命令に共通の要素を考慮
;(순종が高いと命令に従いやすいなど)
CALL COM_ORDER

;ABL:욕망
IF ABL:1
	SIF S
		PRINT  +
	A += ABL:1 * 2
	PRINTS ABLNAME:1
	PRINTV 'LV,ABL:1,'(,ABL:1 * 2,')
	S = 1
ENDIF

IF MARK:1
	SIF S
		PRINT  +
	A += MARK:1 * 2
	PRINTS MARKNAME:1
	PRINTV 'LV,MARK:1,'(,MARK:1 * 2,')
	S = 1
ENDIF

;PALAM:욕정
IF PALAM:6 < PALAMLV:1
	L = 0
ELSEIF PALAM:6 < PALAMLV:2
	L = 1
ELSEIF PALAM:6 < PALAMLV:3
	L = 2
ELSEIF PALAM:6 < PALAMLV:4
	L = 3
ELSEIF PALAM:6 < PALAMLV:5
	L = 4
ELSE
	L = 5
ENDIF
IF L
	SIF S
		PRINT  +
	A += L * 2
	PRINTS PALAMNAME:6
	PRINTV 'LV,L,'(,L * 2,')
	S = 1
ENDIF

;助손のABL:노출증
IF ABL:ASSI:8
	SIF S
		PRINT  +
	A += ABL:ASSI:8 * 2
	PRINT 조수의 노출증
	PRINTV 'LV,ABL:ASSI:8,'(,ABL:ASSI:8 * 2,')
	S = 1
ENDIF

;助손が연모
IF TALENT:ASSI:3 && ASSIPLAY == 0
	SIF S
		PRINT  +
	A += 10
	PRINT 조수가 연모
	PRINTV '(,10,')
	S = 1
ENDIF

;助손が친애
IF TALENT:ASSI:6 && ASSIPLAY == 0
	SIF S
		PRINT  +
	A += 25
	PRINT 조수가 친애
	PRINTV '(,25,')
	S = 1
ENDIF

;助손が처녀
IF TALENT:ASSI:0 == 1
	PRINT  -
	A -= 50
	PRINT 조수가 처녀
	PRINTV '(,50,')
	S = 1
ENDIF

;合計を表示(40以上で実行)
PRINT  =
PRINTV A

V = 40
SIF A < V
	PRINT  <
SIF A == V
	PRINT  =
SIF A > V
	PRINT  >
PRINT 실행치
PRINTV V

WAIT

;実行できない
SIF A < V
	RETURN 0

;-------------------------------------------------
;実行決定
;-------------------------------------------------

	;通常
	STR:0 = 조수를범한다

;調教者が主人でここまできてるのは体位変更か、初挿入なので継続を一旦消す
;입上で前の体位のテキストが出ないようにする。
IF !ASSIPLAY
	TEQUIP:37 = 0
	TEQUIP:38 = 0
	TEQUIP:39 = 0
	TEQUIP:40 = 0
ENDIF

CALL KOJO_MESSAGE_COM

;体位の処理
IF !ASSIPLAY
	;体位を記録
	TEQUIP:37 = 185
	;奉仕変更や開始ならば、EQUIP_COMで色々処理するのでここで終了。
	RETURN 1
ENDIF

TFLAG:301 = 10

RETURN 1
;=================================================
;助손犯し継続の処理
;=================================================
@EQUIP_COM185
#DIM HOZONP
;☆継続中ち○こをチェックする
CALL UNEQUIP_CHECK(SELECTCOM)
;☆RESULTが2か3なら継続効果ｽﾙｰ
IF RESULT == 2 || RESULT == 3
	;RESULTが3なら継続効果自体を停止する
	SIF RESULT == 3
		TEQUIP:37 = 0
	RETURN 1
ENDIF

PRINTL ＜조수를 범하는 중＞
;☆一時的にPLAYERをMASTERに(HOZONPに元PLAYERを保存)
HOZONP = PLAYER
PLAYER = MASTER
;-------------------------------------------------
;射精ゲージチェック
;-------------------------------------------------
B = 1500

;ABL:調教者の기교をみる
IF ABL:PLAYER:2 == 0
	TIMES B , 1.00
ELSEIF ABL:PLAYER:2 == 1
	TIMES B , 1.20
ELSEIF ABL:PLAYER:2 == 2
	TIMES B , 1.40
ELSEIF ABL:PLAYER:2 == 3
	TIMES B , 1.60
ELSEIF ABL:PLAYER:2 == 4
	TIMES B , 1.80
ELSE
	TIMES B , 2.00
ENDIF

;ABL:助손の순종をみる
IF ABL:ASSI:0 == 0
	TIMES B , 0.80
ELSEIF ABL:ASSI:0 == 1
	TIMES B , 0.90
ELSEIF ABL:ASSI:0 == 2
	TIMES B , 1.00
ELSEIF ABL:ASSI:0 == 3
	TIMES B , 1.10
ELSEIF ABL:ASSI:0 == 4
	TIMES B , 1.20
ELSE
	TIMES B , 1.30
ENDIF

;ABL:助손の욕망をみる
IF ABL:ASSI:1 == 0
	TIMES B , 1.00
ELSEIF ABL:ASSI:1 == 1
	TIMES B , 1.10
ELSEIF ABL:ASSI:1 == 2
	TIMES B , 1.20
ELSEIF ABL:ASSI:1 == 3
	TIMES B , 1.30
ELSEIF ABL:ASSI:1 == 4
	TIMES B , 1.40
ELSE
	TIMES B , 1.50
ENDIF

;助손のEXP:Ｖ경험をみる
IF EXP:ASSI:0 < EXPLV:1
	TIMES B , 0.20
ELSEIF EXP:ASSI:0 < EXPLV:2
	TIMES B , 0.50
ELSEIF EXP:ASSI:0 < EXPLV:3
	TIMES B , 0.80
ELSEIF EXP:ASSI:0 < EXPLV:4
	TIMES B , 1.00
ELSEIF EXP:ASSI:0 < EXPLV:5
	TIMES B , 1.20
ELSE
	TIMES B , 1.40
ENDIF

;プレイヤーのABL:Ｃ감각をみる
IF ABL:PLAYER:3 == 0
	TIMES B , 1.00
ELSEIF ABL:PLAYER:3 == 1
	TIMES B , 1.50
ELSEIF ABL:PLAYER:3 == 2
	TIMES B , 2.00
ELSEIF ABL:PLAYER:3 == 3
	TIMES B , 2.50
ELSEIF ABL:PLAYER:3 == 4
	TIMES B , 3.50
ELSE
	TIMES B , 5.00
ENDIF

;再装填処理中は射精ゲージは20分の1に
SIF CFLAG:PLAYER:24 > 0
	B /= 20

SIF TALENT:PLAYER:287 || TALENT:PLAYER:289 || TALENT:PLAYER:290
	BASE:PLAYER:2 += B

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 0
LOSEBASE:1 += 250

SOURCE:정애 = 200
SOURCE:액체 = 100
SOURCE:굴종 = 1500
SOURCE:일탈 = 700
SOURCE:반발 = 700

;-------------------------------------------------
;특수ソース処理
;-------------------------------------------------
;억압、저항持ちには、억울ソース追加
SIF TALENT:82
	SOURCE:우울 += 900
SIF TALENT:84
	SOURCE:우울 += 900

;레이프소망には、達成、中毒、욕정ソース追加、일탈반감ソース低下
IF TALENT:155
	SOURCE:달성감 += 500
	SOURCE:중독충족 += 500
	SOURCE:욕정 += 500
	SOURCE:일탈 -= 500
	SOURCE:반발 -= 500
ENDIF
;소악마には성행동と욕정ソース追加、일탈ソース低下
IF TALENT:197
	SOURCE:성행동 += 150
	SOURCE:욕정 += 200
	SOURCE:일탈 -= 200
ENDIF
;공주님소망には、일탈ソース追加
SIF TALENT:199
	SOURCE:일탈 += 500
;성악は、일탈ソースゼロ
SIF TALENT:35
	SOURCE:일탈 = 0
;助손が처녀喪失をした場合、굴복と일탈を増加
IF TALENT:ASSI:0 == 1
	TIMES SOURCE:굴종 , 20.00
	TIMES SOURCE:일탈 , 3.00
ENDIF

;助손と奴隷の相性によって、全体のソースが変化
T = NO:TARGET
A = NO:ASSI
SOURCE:정애 *= RELATION:A
SOURCE:액체 *= RELATION:A
SOURCE:굴종 *= RELATION:A
SOURCE:우울 *= RELATION:A
SOURCE:일탈 *= RELATION:A
SOURCE:반발 *= RELATION:A
SOURCE:정애 /= 100
SOURCE:액체 /= 100
SOURCE:굴종 /= 100
SOURCE:우울 /= 100
SOURCE:일탈 /= 100
SOURCE:반발 /= 100

;-------------------------------------------------
;射精チェック
;-------------------------------------------------
CALL SAMEN_CHECK

;射精時の処理
IF E >= 1
	;射精先タイプの設定
	TFLAG:703 = 6
	;射精先選択の可・不可
	TFLAG:704 = 0
	;汎用的な処理はこの関数で行う
	;（射精ゲージの再計算や사정경험の上昇と共通部分の表示）
	CALL SAMEN_SHOOT
ENDIF

;-------------------------------------------------
;汚れの処理
;-------------------------------------------------
;射精に関係なく行われる処理はここから
IF TALENT:PLAYER:287 || TALENT:PLAYER:289 || TALENT:PLAYER:290
	;主人のＰ⇔助손のＶの汚れが移動
	STAIN:MASTER:2 |= STAIN:ASSI:3
	STAIN:ASSI:3 |= STAIN:MASTER:2
ENDIF

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
;助손が처녀の場合、助손と奴隷に이상경험付加
T = NO:TARGET
A = NO:ASSI
IF TALENT:ASSI:0 == 1
	TALENT:ASSI:0 = 0
	CALL SET_COLOR_STATUS,2
	PRINTL ＜조수가 처녀＞
	RESETCOLOR
	IF RELATION:A > 100
		EXP:50 += 2
		PRINTFORML %EXPNAME:50%＋２
	ELSE
		EXP:50 += 1
		PRINTFORML %EXPNAME:50%＋１
	ENDIF
	EXP:ASSI:50 += 1
ENDIF

;助손のＶ경험
EXP:ASSI:0 += 1

;助손の레즈경험
IF TALENT:MASTER:290 == 0 && TALENT:ASSI:290 == 0
	PRINTS EXPNAME:40
	PRINT +10
	PRINTFORML (%CALLNAME:ASSI%)
	EXP:ASSI:40 += 10
ENDIF

;의존도ベクトル
TFLAG:33 = 5

T = NO:TARGET
A = NO:ASSI
;의존도補正値(助손との相性100↑かつ음란で1、창녀で2）
IF TALENT:4 && RELATION:A > 100
	TFLAG:30 += 1
ELSEIF TALENT:7 && RELATION:A > 100
	TFLAG:30 += 2
ENDIF

;☆PLAYERを元に戻す
PLAYER = HOZONP

;消費時間10分
FLAG:24 -= 10

SIF !IS_AUTOTRAIN(SELECTCOM)
	TFLAG:301 += 10

RETURN 1


code:
;-------------------------------------------------
;사진촬영
;특수コマンド
;-------------------------------------------------
@COM190
CALL SET_COLOR_STATUS,3
PRINTL 사진촬영
RESETCOLOR
STR:0 = 사진촬영
CALL KOJO_MESSAGE_COM

ITEM:44 -= 1

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 0
LOSEBASE:1 += 80

SOURCE:두려움 = 500
SOURCE:액체 = 100
SOURCE:노출 = 500
SOURCE:일탈 = 400
SOURCE:반발 = 400

;-------------------------------------------------
;특수ソース処理
;-------------------------------------------------
;겁쟁이持ちは두려움、노출、우울、반감ソース追加、
IF TALENT:20
	SOURCE:두려움 += 150
	SOURCE:노출 += 150
	SOURCE:우울 += 200
	SOURCE:반발 += 250
ENDIF
;억압、저항持ちには、억울ソース追加
SIF TALENT:82
	SOURCE:우울 += 600
SIF TALENT:84
	SOURCE:우울 += 600
;부끄럼쟁이は두려움と노출のソース増加、일탈반감ソース追加
IF TALENT:20
	SOURCE:두려움 += 80
	SOURCE:노출 += 300
	SOURCE:일탈 += 300
	SOURCE:반발 += 300
ENDIF

;노출광には、達成、욕정、중독충족追加、두려움、일탈低下
IF TALENT:179
	SOURCE:달성감 += 100
	SOURCE:욕정 += 500
	SOURCE:중독충족 += 250
	SOURCE:두려움 = (SOURCE:두려움)/2
	SOURCE:일탈 = (SOURCE:일탈)/2
ENDIF

;고통を伴わない마조끼及び마조の処理は先にしておく
;마조끼を見る
IF ABL:9 == 0
	TIMES SOURCE:노출 , 0.80
	SOURCE:액체 += 0
	SOURCE:욕정 += 0
ELSEIF ABL:9 == 1
	TIMES SOURCE:노출 , 1.00
	SOURCE:액체 += 20
	SOURCE:욕정 += 30
ELSEIF ABL:9 == 2
	TIMES SOURCE:노출 , 1.20
	SOURCE:액체 += 40
	SOURCE:욕정 += 70
ELSEIF ABL:9 == 3
	TIMES SOURCE:노출 , 1.40
	SOURCE:액체 += 70
	SOURCE:욕정 += 120
ELSEIF ABL:9 == 4
	TIMES SOURCE:노출 , 1.50
	SOURCE:액체 += 110
	SOURCE:욕정 += 180
ELSEIF ABL:9 == 5
	TIMES SOURCE:노출 , 1.70
	SOURCE:액체 += 150
	SOURCE:욕정 += 250
ELSEIF ABL:9 == 6
	TIMES SOURCE:노출 , 1.90
	SOURCE:액체 += 200
	SOURCE:욕정 += 300
ELSEIF ABL:9 == 7
	TIMES SOURCE:노출 , 2.10
	SOURCE:액체 += 250
	SOURCE:욕정 += 350
ELSEIF ABL:9 == 8
	TIMES SOURCE:노출 , 2.30
	SOURCE:액체 += 300
	SOURCE:욕정 += 400
ELSEIF ABL:9 == 9
	TIMES SOURCE:노출 , 2.50
	SOURCE:액체 += 350
	SOURCE:욕정 += 450
ELSEIF ABL:9 >= 10
	TIMES SOURCE:노출 , 3.00
	SOURCE:액체 += 500
	SOURCE:욕정 += 500
ENDIF

;마조を見る
IF TALENT:194 == 1
	TIMES SOURCE:노출 , 2.50
	TIMES SOURCE:액체 , 1.20
	TIMES SOURCE:욕정 , 1.20
ENDIF

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
;値段の計算を行い、売却処理は後で行う
CALL PRICE_PICTURE

PRINTFORM %CALLNAME:PLAYER%의 촬영경험＋１
PRINTL 피사경험＋１
EXP:PLAYER:62 += 1
EXP:63 += 1

;의존도ベクトル
TFLAG:33 = 5

;의존도補正値(복종で1、예속で2）
IF TALENT:5 && ASSIPLAY == 0
	TFLAG:30 += 1
ELSEIF TALENT:8 && ASSIPLAY == 0
	TFLAG:30 += 2
ENDIF

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 0

RETURN 1


code:
;-------------------------------------------------
;강정신약
;특수コマンド
;-------------------------------------------------
@COM191
CALL SET_COLOR_STATUS,3
PRINTL 강정신약
RESETCOLOR
STR:0 = 강정신약
CALL KOJO_MESSAGE_COM

ITEM:47 -= 1
TEQUIP:34 = 5

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 20
LOSEBASE:1 += 100

SOURCE:불결 += 400
SOURCE:반발 += 400

;調教者か助손が조합지식を持っていれば消費を抑えられる（촉수除く）
IF ASSI >= 1 && TEQUIP:25 == 0
	IF TALENT:PLAYER:125 == 1
		TIMES LOSEBASE:0 , 0.50
		TIMES LOSEBASE:1 , 0.50
		TIMES SOURCE:불결 , 0.80
		TIMES SOURCE:반발 , 0.80
	ELSEIF ASSIPLAY == 0 && TALENT:ASSI:125 == 1
		TIMES LOSEBASE:0 , 0.50
		TIMES LOSEBASE:1 , 0.50
		TIMES SOURCE:불결 , 0.80
		TIMES SOURCE:반발 , 0.80
	ENDIF
ELSEIF TALENT:PLAYER:125 == 1 && TEQUIP:25 == 0
	TIMES LOSEBASE:0 , 0.50
	TIMES LOSEBASE:1 , 0.50
	TIMES SOURCE:불결 , 0.80
	TIMES SOURCE:반발 , 0.80
ENDIF
;-------------------------------------------------
;특수ソース処理
;-------------------------------------------------
SOURCE:불결 += 1000

;의존도ベクトル
TFLAG:33 = 0

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 0

RETURN 1

;-------------------------------------------------
;装着継続の処理
;-------------------------------------------------
@EQUIP_COM191
SOURCE:불결 += 500

IF TEQUIP:34 > 2
	CALL SET_COLOR_STATUS,2
	PRINTL ＜강정신약 효과발휘중＞
	RESETCOLOR
	TEQUIP:34 -= 1
ELSEIF TEQUIP:34 == 2
	TEQUIP:34 = 1
	PRINTFORML %CALLNAME:TARGET%의 강정신약의 효과가 떨어진 모양이다
	CALL SET_COLOR_STATUS,2
	PRINTL ＜강정신약 반동중＞
	RESETCOLOR
ELSEIF TEQUIP:34 == 1
	CALL SET_COLOR_STATUS,2
	PRINTL ＜강정신약 반동중＞
	RESETCOLOR
ENDIF

SIF !IS_AUTOTRAIN(SELECTCOM)
	TFLAG:301 += 0

RETURN 1


code:
;-------------------------------------------------
;콘돔精飲(奴隷)
;특수コマンド
;-------------------------------------------------
@COM192
CALL SET_COLOR_STATUS,3
PRINTL 콘돔정음（노예）
RESETCOLOR
;-------------------------------------------------
;実行判定処理
;-------------------------------------------------
A = 0
S = 0

;すべての命令に共通の要素を考慮
;(순종が高いと命令に従いやすいなど)
CALL COM_ORDER

;ABL:욕망
IF ABL:1
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += ABL:1 * 1
	CALL SET_COLOR_STATUS,1
	PRINTS ABLNAME:1
	PRINTV 'LV,ABL:1,'(,ABL:1 * 1,')
	RESETCOLOR
	S = 1
ENDIF
;ABL:봉사정신
IF ABL:7
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += ABL:7 * 4
	CALL SET_COLOR_STATUS,1
	PRINTS ABLNAME:7
	PRINTV 'LV,ABL:7,'(,ABL:7 * 4,')
	RESETCOLOR
	S = 1
ENDIF
;ABL:정액중독
IF ABL:16
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += ABL:16 * 3
	CALL SET_COLOR_STATUS,1
	PRINTS ABLNAME:16
	PRINTV 'LV,ABL:16,'(,ABL:16 * 3,')
	RESETCOLOR
	S = 1
ENDIF
;개구기使用中
IF TEQUIP:50
	CALL SET_COLOR_STATUS,1
	PRINT  +
	A += 50
	PRINTFORM 개구기 사용중(50)
	RESETCOLOR
	S = 1
ENDIF
IF MARK:1
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += MARK:1 * 1
	CALL SET_COLOR_STATUS,1
	PRINTS MARKNAME:1
	PRINTV 'LV,MARK:1,'(,MARK:1 * 1,')
	RESETCOLOR
	S = 1
ENDIF

;PALAM:욕정
IF PALAM:6 < PALAMLV:1
	L = 0
ELSEIF PALAM:6 < PALAMLV:2
	L = 1
ELSEIF PALAM:6 < PALAMLV:3
	L = 2
ELSEIF PALAM:6 < PALAMLV:4
	L = 3
ELSEIF PALAM:6 < PALAMLV:5
	L = 4
ELSE
	L = 5
ENDIF
IF L
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += L * 1
	CALL SET_COLOR_STATUS,1
	PRINTS PALAMNAME:6
	PRINTV 'LV,L,'(,L * 1,')
	RESETCOLOR
	S = 1
ENDIF

;악취둔감
IF TALENT:151
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += 1
	CALL SET_COLOR_STATUS,1
	PRINTS TALENTNAME:151
	PRINTV '(,1,')
	RESETCOLOR
	S = 1
ENDIF
;악취민감
IF TALENT:152
	CALL SET_COLOR_STATUS,1
	PRINT  -
	A -= 3
	PRINTS TALENTNAME:152
	PRINTV '(,3,')
	RESETCOLOR
	S = 1
ENDIF
;헌신적
IF TALENT:153
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += 6
	CALL SET_COLOR_STATUS,1
	PRINTS TALENTNAME:153
	PRINTV '(,6,')
	RESETCOLOR
	S = 1
ENDIF
;쾌감을부정（음란、창녀で無効）
IF TALENT:171 && (TALENT:4 == 0 && TALENT:7 == 0)
	CALL SET_COLOR_STATUS,1
	PRINT  -
	A -= 1
	PRINTS TALENTNAME:171
	PRINTV '(,1,')
	RESETCOLOR
	S = 1
ENDIF
;남성혐오（연모、친애で無効）
IF TALENT:192 && TALENT:PLAYER:290 && ((TALENT:3 == 0 && TALENT:6 == 0) || PLAYER != MASTER)
	CALL SET_COLOR_STATUS,1
	PRINT  -
	A -= 12
	PRINTS TALENTNAME:192
	PRINTV '(,12,')
	RESETCOLOR
	S = 1
ENDIF
;감정부족
IF TALENT:30
	CALL SET_COLOR_STATUS,1
	PRINT  +
	A += 4
	PRINTS TALENTNAME:30
	PRINTV '(,4,')
	RESETCOLOR
	S = 1
ENDIF
;내향적
IF TALENT:32
	CALL SET_COLOR_STATUS,1
	PRINT  +
	A += 3
	PRINTS TALENTNAME:32
	PRINTV '(,3,')
	RESETCOLOR
	S = 1
ENDIF
;고결（음란、창녀で無効）
IF TALENT:34 && (TALENT:4 == 0 && TALENT:7 == 0)
	CALL SET_COLOR_STATUS,1
	PRINT  -
	A -= 10
	PRINTS TALENTNAME:34
	PRINTV '(,10,')
	RESETCOLOR
	S = 1
ENDIF
;성악
IF TALENT:35
	CALL SET_COLOR_STATUS,1
	PRINT  +
	A += 3
	PRINTS TALENTNAME:35
	PRINTV '(,3,')
	RESETCOLOR
	S = 1
ENDIF
;潔癖症
IF TALENT:60
	CALL SET_COLOR_STATUS,1
	PRINT  -
	A -= 12
	PRINTS TALENTNAME:60
	PRINTV '(,12,')
	RESETCOLOR
	S = 1
ENDIF
;굴복
IF TALENT:88
	CALL SET_COLOR_STATUS,1
	PRINT  +
	A += 10
	PRINTS TALENTNAME:88
	PRINTV '(,10,')
	RESETCOLOR
	S = 1
ENDIF
;철벽（陥落素質で無効）
IF TALENT:91 && (TALENT:3 == 0 && TALENT:4 == 0 && TALENT:5 == 0 && TALENT:6 == 0 && TALENT:7 == 0 && TALENT:8 == 0)
	CALL SET_COLOR_STATUS,1
	PRINT  -
	A -= 25
	PRINTS TALENTNAME:91
	PRINTV '(,25,')
	RESETCOLOR
	S = 1
ENDIF
;거절（陥落素質で無効）
IF TALENT:159 && (TALENT:3 == 0 && TALENT:4 == 0 && TALENT:5 == 0 && TALENT:6 == 0 && TALENT:7 == 0 && TALENT:8 == 0)
	CALL SET_COLOR_STATUS,1
	PRINT  -
	A -= 8
	PRINTS TALENTNAME:159
	PRINTV '(,8,')
	RESETCOLOR
	S = 1
ENDIF
;영구발정
IF TALENT:178
	CALL SET_COLOR_STATUS,1
	PRINT  +
	A += 50
	PRINTS TALENTNAME:178
	PRINTV '(,50,')
	RESETCOLOR
	S = 1
ENDIF
;연모
IF TALENT:3 && ASSIPLAY == 0
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += 5
	CALL SET_COLOR_STATUS,1
	PRINTS TALENTNAME:3
	PRINTV '(,5,')
	RESETCOLOR
	S = 5
ENDIF
;친애
IF TALENT:6 && ASSIPLAY == 0
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += 10
	CALL SET_COLOR_STATUS,1
	PRINTS TALENTNAME:6
	PRINTV '(,10,')
	RESETCOLOR
	S = 10
ENDIF
;調教者が후타나리
IF TALENT:PLAYER:289
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += 8
	CALL SET_COLOR_STATUS,1
	PRINTS TALENTNAME:289
	PRINTV '(,8,')
	RESETCOLOR
	S = 1
ENDIF

Y = 0
;愛液の汚れ
SIF STAIN:PLAYER:2 & 1
	Y += 1
;精液の汚れ
SIF STAIN:PLAYER:2 & 4
	Y += 3
;애널の汚れ
SIF STAIN:PLAYER:2 & 8
	Y += 7
SIF STAIN:PLAYER:2 & 16
	Y += 15

SIF TALENT:151
	Y /= 3
SIF TALENT:152
	Y *= 2

;汚れあり
IF Y
	CALL SET_COLOR_STATUS,1
	PRINT  -
	RESETCOLOR
	A -= Y
	;악취둔감
	IF TALENT:151
		CALL SET_COLOR_STATUS,1
		PRINT 더러움있음、
		PRINTS TALENTNAME:151
		RESETCOLOR
	ELSEIF TALENT:152
		CALL SET_COLOR_STATUS,1
		PRINT 더러움있음、
		PRINTS TALENTNAME:152
		RESETCOLOR
	ELSE
		CALL SET_COLOR_STATUS,1
		PRINT 더러움있음
		RESETCOLOR
	ENDIF
	CALL SET_COLOR_STATUS,1
	PRINTV '(,Y,')
	RESETCOLOR
	S = 1
ENDIF

;合計を表示(24以上で実行)
CALL SET_COLOR_STATUS,1
PRINT  =
PRINTV A
RESETCOLOR

V = 24
IF A < V
	CALL SET_COLOR_STATUS,1
	PRINT  <
	RESETCOLOR
ELSEIF A == V
	CALL SET_COLOR_STATUS,1
	PRINT  =
	RESETCOLOR
ELSEIF A > V
	CALL SET_COLOR_STATUS,1
	PRINT  >
	RESETCOLOR
ENDIF
CALL SET_COLOR_STATUS,1
PRINT 실행치
PRINTV V
RESETCOLOR

WAIT

;実行できない
SIF A < V
	RETURN 0

;-------------------------------------------------
;実行決定
;-------------------------------------------------
STR:0 = 콘돔精飲(奴隷)
CALL KOJO_MESSAGE_COM

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 0
LOSEBASE:1 += 100

SOURCE:성행동 = 420
SOURCE:달성감 = 150
SOURCE:굴종 = 500
SOURCE:일탈 = 300
SOURCE:반발 = 300

;上のほうで計算した汚れデータ
SOURCE:불결 = Y*40 + 100

;-------------------------------------------------
;특수ソース処理
;-------------------------------------------------
;억압、저항持ちには、억울ソース追加
SIF TALENT:82
	SOURCE:우울 += 150
SIF TALENT:84
	SOURCE:우울 += 150
;내향적には、억울ソース追加(基本40 コミュニケーション含む場合増加)
SIF TALENT:32
	SOURCE:우울 += 40
;인간혐오には、반감ソース追加(全て100)
SIF TALENT:33
	SOURCE:반발 += 100
;潔癖症には、불결ソース追加
SIF TALENT:60
	SOURCE:불결 += 1200
;거절には、일탈ソース追加(저항억압の3/4目安)
SIF TALENT:159
	SOURCE:일탈 += 100
;-------------------------------------------------
;汚れの処理
;-------------------------------------------------
;奴隷の입に汚れ移動
STAIN:0 |= 4

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
;콘돔の精液を初期化
CFLAG:107 = 0

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 10

RETURN 1


code:
;-------------------------------------------------
;제모
;특수コマンド
;-------------------------------------------------
@COM195
CALL SET_COLOR_STATUS,3
PRINTL 제모
RESETCOLOR

;-------------------------------------------------
;実行できるかの判定
;-------------------------------------------------
;밧줄使用中なら自動成功
SIF TEQUIP:19
	GOTO SUCCESS_LOOP
;귀갑묶기中なら自動成功
SIF TEQUIP:42
	GOTO SUCCESS_LOOP
;형틀구속中なら自動成功
SIF TEQUIP:44
	GOTO SUCCESS_LOOP

A = 0
S = 0

;すべての命令に共通の要素を考慮
;(순종が高いと命令に従いやすいなど)
CALL COM_ORDER

;ABL:순종
IF ABL:0
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += ABL:0 * 2
	CALL SET_COLOR_STATUS,1
	PRINTS ABLNAME:0
	PRINTV 'LV,ABL:0,'(,ABL:0 * 2,')
	RESETCOLOR
	S = 1
ENDIF
;ABL:욕망
IF ABL:1
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += ABL:1 * 1
	CALL SET_COLOR_STATUS,1
	PRINTS ABLNAME:1
	PRINTV 'LV,ABL:1,'(,ABL:1 * 1,')
	RESETCOLOR
	S = 1
ENDIF
;ABL:노출증
IF ABL:8
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += ABL:8 * 4
	CALL SET_COLOR_STATUS,1
	PRINTS ABLNAME:8
	PRINTV 'LV,ABL:8,'(,ABL:8 * 4,')
	RESETCOLOR
	S = 1
ENDIF

IF MARK:1
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += MARK:1 * 2
	CALL SET_COLOR_STATUS,1
	PRINTS MARKNAME:1
	PRINTV 'LV,MARK:1,'(,MARK:1 * 2,')
	RESETCOLOR
	S = 1
ENDIF

;PALAM:욕정
IF PALAM:6 < PALAMLV:1
	L = 0
ELSEIF PALAM:6 < PALAMLV:2
	L = 1
ELSEIF PALAM:6 < PALAMLV:3
	L = 2
ELSEIF PALAM:6 < PALAMLV:4
	L = 3
ELSEIF PALAM:6 < PALAMLV:5
	L = 4
ELSE
	L = 5
ENDIF
IF L
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += L * 1
	CALL SET_COLOR_STATUS,1
	PRINTS PALAMNAME:6
	PRINTV 'LV,L,'(,L * 1,')
	RESETCOLOR
	S = 1
ENDIF

;결벽성
IF TALENT:60
	CALL SET_COLOR_STATUS,1
	PRINT  -
	A -= 1
	PRINTS TALENTNAME:60
	PRINTV '(,1,')
	S = 1
	RESETCOLOR
ENDIF
;정조관념
IF TALENT:80
	CALL SET_COLOR_STATUS,1
	PRINT  -
	A -= 1
	PRINTS TALENTNAME:80
	PRINTV '(,1,')
	S = 1
	RESETCOLOR
ENDIF
;부끄럼쟁이
IF TALENT:85
	CALL SET_COLOR_STATUS,1
	PRINT  -
	A -= 1
	PRINTS TALENTNAME:85
	PRINTV '(,1,')
	S = 1
	RESETCOLOR
ENDIF
;마조
IF TALENT:194
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += 1
	CALL SET_COLOR_STATUS,1
	PRINTS TALENTNAME:194
	PRINTV '(,1,')
	RESETCOLOR
	S = 1
ENDIF
;굴복
IF TALENT:88
	CALL SET_COLOR_STATUS,1
	PRINT  +
	A += 10
	PRINTS TALENTNAME:88
	PRINTV '(,10,')
	RESETCOLOR
	S = 1
ENDIF

;철벽（陥落素質で無効）
IF TALENT:91 && (TALENT:3 == 0 && TALENT:4 == 0 && TALENT:5 == 0 && TALENT:6 == 0 && TALENT:7 == 0 && TALENT:8 == 0)
	CALL SET_COLOR_STATUS,1
	PRINT  -
	A -= 20
	PRINTS TALENTNAME:91
	PRINTV '(,20,')
	RESETCOLOR
	S = 1
ENDIF

;거절（陥落素質で無効）
IF TALENT:159 && (TALENT:3 == 0 && TALENT:4 == 0 && TALENT:5 == 0 && TALENT:6 == 0 && TALENT:7 == 0 && TALENT:8 == 0)
	CALL SET_COLOR_STATUS,1
	PRINT  -
	A -= 8
	PRINTS TALENTNAME:159
	PRINTV '(,8,')
	RESETCOLOR
	S = 1
ENDIF

;영구발정
IF TALENT:178
	CALL SET_COLOR_STATUS,1
	PRINT  +
	A += 50
	PRINTS TALENTNAME:178
	PRINTV '(,50,')
	RESETCOLOR
	S = 1
ENDIF

;복종
IF TALENT:5 && ASSIPLAY == 0
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += 5
	CALL SET_COLOR_STATUS,1
	PRINTS TALENTNAME:5
	PRINTV '(,5,')
	RESETCOLOR
	S = 5
ENDIF
;예속
IF TALENT:8 && ASSIPLAY == 0
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += 10
	CALL SET_COLOR_STATUS,1
	PRINTS TALENTNAME:8
	PRINTV '(,10,')
	RESETCOLOR
	S = 10
ENDIF
;협박
IF TALENT:협박
	CALL SET_COLOR_STATUS,1
	PRINT  +
	A += 3
	PRINTS TALENTNAME:309
	PRINTV '(,3,')
	RESETCOLOR
	S = 3
ENDIF

Y = 0
;愛液の汚れ
SIF STAIN:PLAYER:0 & 1
	Y += 1
;精液の汚れ
SIF STAIN:PLAYER:0 & 4
	Y += 3
;애널の汚れ
SIF STAIN:PLAYER:0 & 8
	Y += 7
SIF STAIN:PLAYER:0 & 16
	Y += 15

SIF TALENT:151
	Y /= 3
SIF TALENT:152
	Y *= 2

;汚れあり
IF Y
	CALL SET_COLOR_STATUS,1
	PRINT  -
	RESETCOLOR
	A -= Y
	;악취둔감
	IF TALENT:151
		CALL SET_COLOR_STATUS,1
		PRINT 더러움있음、
		PRINTS TALENTNAME:151
		RESETCOLOR
	ELSEIF TALENT:152
		CALL SET_COLOR_STATUS,1
		PRINT 더러움있음、
		PRINTS TALENTNAME:152
		RESETCOLOR
	ELSE
		CALL SET_COLOR_STATUS,1
		PRINT 더러움있음
		RESETCOLOR
	ENDIF
	CALL SET_COLOR_STATUS,1
	PRINTV '(,Y,')
	RESETCOLOR
	S = 1
ENDIF

;合計を表示(15以上で実行)
CALL SET_COLOR_STATUS,1
PRINT  =
PRINTV A
RESETCOLOR

V = 15
IF A < V
	CALL SET_COLOR_STATUS,1
	PRINT  <
	RESETCOLOR
ELSEIF A == V
	CALL SET_COLOR_STATUS,1
	PRINT  =
	RESETCOLOR
ELSEIF A > V
	CALL SET_COLOR_STATUS,1
	PRINT  >
	RESETCOLOR
ENDIF
CALL SET_COLOR_STATUS,1
PRINT 실행치
PRINTV V
RESETCOLOR

WAIT

;実行できない
SIF A < V
	RETURN 0

STR:0 = 제모

;実行者が奴隷であるフラグ
;TFLAG:28 = 1

$SUCCESS_LOOP

CALL KOJO_MESSAGE_COM

;カウンタのリセット(30日で0に)
TALENT:246 = -30

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 10
LOSEBASE:1 += 50

SOURCE:두려움  =  500	;두려움
SOURCE:욕정 =    0	;욕정
SOURCE:노출 = 5000	;노출
SOURCE:굴종 = 1500	;굴종
SOURCE:불결 =  0		;불결
SOURCE:일탈 =  500	;일탈
SOURCE:반발 =  800	;반발

;PALAM:욕정をみる
IF PALAM:6 < PALAMLV:1
	SOURCE:온순 = 3600
ELSEIF PALAM:6 < PALAMLV:2
	SOURCE:온순 = 3900
ELSEIF PALAM:6 < PALAMLV:3
	SOURCE:온순 = 4200
ELSEIF PALAM:6 < PALAMLV:4
	SOURCE:온순 = 4500
ELSEIF PALAM:6 >= PALAMLV:4
	SOURCE:온순 = 5000
ENDIF

IF TALENT:결벽성
	SOURCE:두려움  += 200	;두려움
	SOURCE:굴종 += 100	;굴종
	SOURCE:불결 = 0		;불결 パイパンは清潔です
	SOURCE:일탈 += 200	;일탈
	SOURCE:반발 += 500	;반발
ENDIF
IF TALENT:정조관념
	SOURCE:두려움  += 500	;두려움
	SOURCE:굴종 += 200	;굴종
	SOURCE:일탈 += 200	;일탈
	SOURCE:반발 += 100	;반발
ENDIF
IF TALENT:부끄럼쟁이
	SOURCE:노출 += 7000	;노출
	SOURCE:굴종 += 1000	;굴종
	SOURCE:일탈 += 500	;일탈
	SOURCE:반발 += 300	;반발
ENDIF
IF TALENT:마조
	SOURCE:욕정 += 2500	;욕정
	SOURCE:노출 += 1000	;노출
	SOURCE:일탈 += 100	;일탈
ENDIF

;밧줄使用中
SIF TEQUIP:53
	SOURCE:굴종 += 1000
;ビデオ촬영중
IF TEQUIP:28
	IF TALENT:AV녀
		SOURCE:욕정 =  200	;욕정
		SOURCE:노출 =  300	;노출
	ENDIF
ENDIF

;노출증が高くなるにつれ제모への부끄럼쟁이が減っていく
IF ABL:17 == 0
	TIMES SOURCE:노출 , 1.00
ELSEIF ABL:17 <= 5
	TIMES SOURCE:노출 , 0.80
ELSEIF ABL:17 <= 8
	TIMES SOURCE:노출 , 0.50
ELSE
	TIMES SOURCE:노출 , 0.20
ENDIF

;ABL:마조끼をみる
IF ABL:21 == 0
	TIMES SOURCE:욕정 , 0.80
ELSEIF ABL:21 <= 5
	TIMES SOURCE:욕정 , 1.00
ELSEIF ABL:21 <= 8
	TIMES SOURCE:욕정 , 1.50
ELSE
	TIMES SOURCE:욕정 , 2.00
ENDIF

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
;ビデオ촬영중かつ이상경험が5未満のとき、이상경험追加
IF EXP:50 < 5 && TEQUIP:28
	EXP:50 += 1
	PRINTL 이상경험＋１
ENDIF

;의존도ベクトル
TFLAG:33 = 1

;의존도補正値(음란で1、창녀で2）
IF TALENT:4 && ASSIPLAY == 0
	TFLAG:30 += 1
ELSEIF TALENT:7 && ASSIPLAY == 0
	TFLAG:30 += 2
ENDIF

;消費時間20分
FLAG:24 -= 20

TFLAG:301 = 10

RETURN 1


code:
;-------------------------------------------------
;실황플레이
;특수コマンド
;-------------------------------------------------
@COM196

;配信者の処理
$INPUT_LOOP
IF TEQUIP:43 == 0 && ASSI >= 0
	PRINTL 촬영자를 선택해주세요　도중 변경은 불가능합니다
	PRINTL （촬영자를 변경하는 경우、일단 촬영을 종료해주세요）
	PRINTL
	PRINTFORML [0] %CALLNAME:MASTER%
	PRINTFORML [1] %CALLNAME:ASSI%
	PRINTFORML
	INPUT
	IF RESULT == 0
		FLAG:25 = 1
		PRINTFORML 촬영자는 %CALLNAME:MASTER%입니다
	ELSEIF RESULT == 1 && ASSI > 0
		FLAG:25 = 2
		PRINTFORML 촬영자는 %CALLNAME:ASSI%입니다
	ELSE
		GOTO INPUT_LOOP
	ENDIF
ELSEIF TEQUIP:43 == 0
	FLAG:25 = 1
	PRINTFORML 촬영자는 %CALLNAME:MASTER%입니다
ENDIF

STR:0 = 실황플레이
CALL KOJO_MESSAGE_COM

;着脱の処理
IF TEQUIP:43
;ビデオ撮影がされていれば終了させる
;テープは終了時に数を減らす、さらにこれまでの値段と経験を加算する
	TEQUIP:43 = 0
;	CALL PRICE_VIDEO
	PRINTW ★★★실황플레이를 종료합니다★★★
ELSE
;ビデオ撮影してなければ初期化して開始
;TODO 起動条件を作成する
	TEQUIP:43 = 1
	TFLAG:71 = 0
	REPEAT K
		S = COUNT + 11
		FLAG:S = 0
	REND
	PRINTW ★★★실황플레이를 개시합니다★★★
ENDIF

;의존도ベクトル
TFLAG:33 = 0

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 2

RETURN 1

;-------------------------------------------------
;装着継続の処理
;-------------------------------------------------
@EQUIP_COM196
;撮影開始時はカウントに入れない
IF TFLAG:71 == 0
	LOCAL:0 = EX:0
	LOCAL:1 = EX:1
	LOCAL:2 = EX:2
	LOCAL:3 = EX:3
	LOCAL:4 = EXP:10
	LOCAL:5 = EXP:4
	LOCAL:6 = EXP:31
	LOCAL:7 = EXP:54
	TFLAG:71 += 1
	RETURN 1
ENDIF

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 0
LOSEBASE:1 += 30

SOURCE:두려움 += 800
SOURCE:노출 += 150
SOURCE:일탈 += 300
SOURCE:반발 += 500

;-------------------------------------------------
;특수ソース処理
;-------------------------------------------------
;겁쟁이持ちは두려움、노출、우울、반감ソース追加、
IF TALENT:20
	SOURCE:두려움 += 200
	SOURCE:노출 += 175
	SOURCE:우울 += 250
	SOURCE:반발 += 375
ENDIF
;억압、저항持ちには、억울ソース追加
SIF TALENT:82
	SOURCE:우울 += 700
SIF TALENT:84
	SOURCE:우울 += 700
;부끄럼쟁이は두려움と노출のソース増加、일탈반감ソース追加
IF TALENT:20
	SOURCE:두려움 += 100
	SOURCE:노출 += 350
	SOURCE:일탈 += 400
	SOURCE:반발 += 400
ENDIF
;거절には、일탈ソース追加(저항억압の3/4目安)
SIF TALENT:159
	SOURCE:일탈 += 400
;노출광には、達成、욕정、중독충족追加、두려움、일탈低下
IF TALENT:179
	SOURCE:달성감 += 80
	SOURCE:욕정 += 250
	SOURCE:중독충족 += 250
	SOURCE:두려움 = (SOURCE:두려움)/2
	SOURCE:일탈 = (SOURCE:일탈)/2
ENDIF

;공주님소망には、일탈ソース追加
SIF TALENT:199
	SOURCE:일탈 += 300
;고통を伴わない마조끼及び마조の処理は先にしておく
;마조끼を見る
A = 700
IF ABL:9 == 0
	TIMES A , 0.80
	SOURCE:액체 += 0
	SOURCE:욕정 += 0
ELSEIF ABL:9 == 1
	TIMES A , 1.00
	SOURCE:액체 += 20
	SOURCE:욕정 += 30
ELSEIF ABL:9 == 2
	TIMES A , 1.20
	SOURCE:액체 += 40
	SOURCE:욕정 += 70
ELSEIF ABL:9 == 3
	TIMES A , 1.40
	SOURCE:액체 += 70
	SOURCE:욕정 += 120
ELSEIF ABL:9 == 4
	TIMES A , 1.50
	SOURCE:액체 += 110
	SOURCE:욕정 += 180
ELSEIF ABL:9 == 5
	TIMES A , 1.70
	SOURCE:액체 += 150
	SOURCE:욕정 += 250
ELSEIF ABL:9 == 6
	TIMES A , 1.90
	SOURCE:액체 += 200
	SOURCE:욕정 += 300
ELSEIF ABL:9 == 7
	TIMES A , 2.10
	SOURCE:액체 += 250
	SOURCE:욕정 += 350
ELSEIF ABL:9 == 8
	TIMES A , 2.30
	SOURCE:액체 += 300
	SOURCE:욕정 += 400
ELSEIF ABL:9 == 9
	TIMES A , 2.50
	SOURCE:액체 += 350
	SOURCE:욕정 += 450
ELSEIF ABL:9 >= 10
	TIMES A , 3.00
	SOURCE:액체 += 500
	SOURCE:욕정 += 500
ENDIF
SOURCE:노출 += A

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
IF FLAG:25 == 1
	EXP:MASTER:62 += 1
	PRINTL 주인촬영경험＋１
ELSEIF FLAG:25 == 2
	EXP:ASSI:62 += 1
	PRINTL 조수촬영경험＋１
ENDIF
EXP:TARGET:63 += 1
PRINTL 노예피사경험＋１

;의존도ベクトルを強制的に変更
SIF TFLAG:33 == 1 || TFLAG:33 == 2
	TFLAG:33 = 3

;의존도補正値(복종で1、예속で2　強制変更なのでリセット）
IF TALENT:5 && ASSIPLAY == 0
	TFLAG:30 = 1
ELSEIF TALENT:8 && ASSIPLAY == 0
	TFLAG:30 = 2
ENDIF

;-------------------------------------------------
;실황플레이の処理
;-------------------------------------------------

IF TFLAG:71 >= 1 && TEQUIP:43 == 1
	CALL SET_COLOR_STATUS,2
	PRINTFORML ＜실황 플레이 중＞
	RESETCOLOR

;실황인기処理
	;Ｃ絶頂すると+1
	IF EX:0 >= LOCAL:0
		CFLAG:56 += (EX:0-LOCAL:0)
		LOCAL:0 = EX:0
	ENDIF
	;Ｖ絶頂すると+2
	IF EX:1 >= LOCAL:1
		CFLAG:56 += (EX:1-LOCAL:1)*2
		LOCAL:1 = EX:1
	ENDIF
	;Ａ絶頂すると+2
	IF EX:2 >= LOCAL:2
		CFLAG:56 += (EX:2-LOCAL:2)*2
		LOCAL:2 = EX:2
	ENDIF
	;Ｂ絶頂すると+1
	IF EX:3 >= LOCAL:3
		CFLAG:56 += (EX:3-LOCAL:3)
		LOCAL:3 = EX:3
	ENDIF
	;オナニーすると+1
	IF EXP:10 >= LOCAL:4
		CFLAG:56 += (EXP:10-LOCAL:4)
		LOCAL:4 = EXP:10
	ENDIF
	;性交すると+1
	IF EXP:4 >= LOCAL:5
		CFLAG:56 += (EXP:4-LOCAL:5)
		LOCAL:5 = EXP:4
	ENDIF
	;방뇨すると+2
	IF EXP:31 >= LOCAL:6
		CFLAG:56 += (EXP:31-LOCAL:6)*2
		LOCAL:6 = EXP:31
	ENDIF
	;噴乳すると+1
	IF EXP:54 >= LOCAL:7
		CFLAG:56 += (EXP:54-LOCAL:7)
		LOCAL:7 = EXP:54
	ENDIF
ENDIF
TFLAG:71 += 1

SIF !IS_AUTOTRAIN(SELECTCOM)
	TFLAG:301 += 2

RETURN 1


code:
;-------------------------------------------------
;キス
;コミュニケーション系コマンド、レベル1
;-------------------------------------------------
@COM20
CALL SET_COLOR_STATUS,3
PRINTL 키스
RESETCOLOR

;-------------------------------------------------
;実行できるかの判定
;-------------------------------------------------
A = 0
S = 0

;すべての命令に共通の要素を考慮
;(순종が高いと命令に従いやすいなど)
CALL COM_ORDER

;ABL:욕망
IF ABL:1
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += ABL:1 * 1
	CALL SET_COLOR_STATUS,1
	PRINTS ABLNAME:1
	PRINTV 'LV,ABL:1,'(,ABL:1 * 1,')
	RESETCOLOR
	S = 1
ENDIF
;ABL:봉사정신
IF ABL:7
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += ABL:7 * 4
	CALL SET_COLOR_STATUS,1
	PRINTS ABLNAME:7
	PRINTV 'LV,ABL:7,'(,ABL:7 * 4,')
	RESETCOLOR
	S = 1
ENDIF

IF MARK:1
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += MARK:1 * 2
	CALL SET_COLOR_STATUS,1
	PRINTS MARKNAME:1
	PRINTV 'LV,MARK:1,'(,MARK:1 * 2,')
	RESETCOLOR
	S = 1
ENDIF

;PALAM:욕정
IF PALAM:6 < PALAMLV:1
	L = 0
ELSEIF PALAM:6 < PALAMLV:2
	L = 1
ELSEIF PALAM:6 < PALAMLV:3
	L = 2
ELSEIF PALAM:6 < PALAMLV:4
	L = 3
ELSEIF PALAM:6 < PALAMLV:5
	L = 4
ELSE
	L = 5
ENDIF
IF L
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += L * 1
	CALL SET_COLOR_STATUS,1
	PRINTS PALAMNAME:6
	PRINTV 'LV,L,'(,L * 1,')
	RESETCOLOR
	S = 1
ENDIF

;부끄럼쟁이
IF TALENT:85
	CALL SET_COLOR_STATUS,1
	PRINT  -
	A -= 1
	PRINTS TALENTNAME:85
	PRINTV '(,1,')
	S = 1
	RESETCOLOR
ENDIF
;악취둔감
IF TALENT:151
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += 1
	CALL SET_COLOR_STATUS,1
	PRINTS TALENTNAME:151
	PRINTV '(,1,')
	RESETCOLOR
	S = 1
ENDIF
;악취민감
IF TALENT:152
	CALL SET_COLOR_STATUS,1
	PRINT  -
	A -= 1
	PRINTS TALENTNAME:152
	PRINTV '(,1,')
	RESETCOLOR
	S = 1
ENDIF
;헌신적
IF TALENT:153
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += 6
	CALL SET_COLOR_STATUS,1
	PRINTS TALENTNAME:153
	PRINTV '(,6,')
	RESETCOLOR
	S = 1
ENDIF
;쾌감을부정（음란、창녀で無効）
IF TALENT:171 && (TALENT:4 == 0 && TALENT:7 == 0)
	CALL SET_COLOR_STATUS,1
	PRINT  -
	A -= 1
	PRINTS TALENTNAME:171
	PRINTV '(,1,')
	RESETCOLOR
	S = 1
ENDIF
;굴복
IF TALENT:88
	CALL SET_COLOR_STATUS,1
	PRINT  +
	A += 10
	PRINTS TALENTNAME:88
	PRINTV '(,10,')
	RESETCOLOR
	S = 1
ENDIF

;철벽（陥落素質で無効）
IF TALENT:91 && (TALENT:3 == 0 && TALENT:4 == 0 && TALENT:5 == 0 && TALENT:6 == 0 && TALENT:7 == 0 && TALENT:8 == 0)
	CALL SET_COLOR_STATUS,1
	PRINT  -
	A -= 20
	PRINTS TALENTNAME:91
	PRINTV '(,20,')
	RESETCOLOR
	S = 1
ENDIF

;거절（陥落素質で無効）
IF TALENT:159 && (TALENT:3 == 0 && TALENT:4 == 0 && TALENT:5 == 0 && TALENT:6 == 0 && TALENT:7 == 0 && TALENT:8 == 0)
	CALL SET_COLOR_STATUS,1
	PRINT  -
	A -= 8
	PRINTS TALENTNAME:159
	PRINTV '(,8,')
	RESETCOLOR
	S = 1
ENDIF

;반하기쉬움
IF TALENT:90
	CALL SET_COLOR_STATUS,1
	PRINT  +
	A += 3
	PRINTS TALENTNAME:90
	PRINTV '(,3,')
	RESETCOLOR
	S = 1
ENDIF

;키스좋아함
IF TALENT:157
	CALL SET_COLOR_STATUS,1
	PRINT  +
	A += 15
	PRINTS TALENTNAME:157
	PRINTV '(,15,')
	RESETCOLOR
	S = 1
ENDIF

;공주님소망
IF TALENT:199
	CALL SET_COLOR_STATUS,1
	PRINT  +
	A += 8
	PRINTS TALENTNAME:199
	PRINTV '(,8,')
	RESETCOLOR
	S = 1
ENDIF

;영구발정
IF TALENT:178
	CALL SET_COLOR_STATUS,1
	PRINT  +
	A += 50
	PRINTS TALENTNAME:178
	PRINTV '(,50,')
	RESETCOLOR
	S = 1
ENDIF

;연모
IF TALENT:3 && ASSIPLAY == 0
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += 5
	CALL SET_COLOR_STATUS,1
	PRINTS TALENTNAME:3
	PRINTV '(,5,')
	RESETCOLOR
	S = 5
ENDIF
;친애
IF TALENT:6 && ASSIPLAY == 0
	IF S
		CALL SET_COLOR_STATUS,1
		PRINT  +
		RESETCOLOR
	ENDIF
	A += 10
	CALL SET_COLOR_STATUS,1
	PRINTS TALENTNAME:6
	PRINTV '(,10,')
	RESETCOLOR
	S = 10
ENDIF
;교제
IF TALENT:교제
	CALL SET_COLOR_STATUS,1
	PRINT  +
	A += 3
	PRINTS TALENTNAME:307
	PRINTV '(,3,')
	RESETCOLOR
	S = 3
ENDIF

Y = 0
;愛液の汚れ
SIF STAIN:PLAYER:0 & 1
	Y += 1
;精液の汚れ
SIF STAIN:PLAYER:0 & 4
	Y += 3
;애널の汚れ
SIF STAIN:PLAYER:0 & 8
	Y += 7
SIF STAIN:PLAYER:0 & 16
	Y += 15

SIF TALENT:151
	Y /= 3
SIF TALENT:152
	Y *= 2

;キスでは汚れがそれほど影響しない
Y /= 2

;汚れあり
IF Y
	CALL SET_COLOR_STATUS,1
	PRINT  -
	RESETCOLOR
	A -= Y
	;악취둔감
	IF TALENT:151
		CALL SET_COLOR_STATUS,1
		PRINT 더러움있음、
		PRINTS TALENTNAME:151
		RESETCOLOR
	ELSEIF TALENT:152
		CALL SET_COLOR_STATUS,1
		PRINT 더러움있음、
		PRINTS TALENTNAME:152
		RESETCOLOR
	ELSE
		CALL SET_COLOR_STATUS,1
		PRINT 더러움있음
		RESETCOLOR
	ENDIF
	CALL SET_COLOR_STATUS,1
	PRINTV '(,Y,')
	RESETCOLOR
	S = 1
ENDIF

;合計を表示(15以上で実行)
CALL SET_COLOR_STATUS,1
PRINT  =
PRINTV A
RESETCOLOR

V = 15
IF A < V
	CALL SET_COLOR_STATUS,1
	PRINT  <
	RESETCOLOR
ELSEIF A == V
	CALL SET_COLOR_STATUS,1
	PRINT  =
	RESETCOLOR
ELSEIF A > V
	CALL SET_COLOR_STATUS,1
	PRINT  >
	RESETCOLOR
ENDIF
CALL SET_COLOR_STATUS,1
PRINT 실행치
PRINTV V
RESETCOLOR

WAIT

;実行できない
SIF A < V
	RETURN 0

STR:0 = 키스
CALL KOJO_MESSAGE_COM

;実行者が奴隷であるフラグ
TFLAG:28 = 1

;-------------------------------------------------
;射精ゲージチェック（후타나리・남자の場合）
;-------------------------------------------------
B = 300

;ABL:調教者の기교をみる
IF ABL:2 == 0
	TIMES B , 1.00
ELSEIF ABL:2 == 1
	TIMES B , 1.20
ELSEIF ABL:2 == 2
	TIMES B , 1.40
ELSEIF ABL:2 == 3
	TIMES B , 1.60
ELSEIF ABL:2 == 4
	TIMES B , 1.80
ELSE
	TIMES B , 2.00
ENDIF

;ABL:순종をみる
IF ABL:0 == 0
	TIMES B , 0.80
ELSEIF ABL:0 == 1
	TIMES B , 0.90
ELSEIF ABL:0 == 2
	TIMES B , 1.00
ELSEIF ABL:0 == 3
	TIMES B , 1.10
ELSEIF ABL:0 == 4
	TIMES B , 1.20
ELSE
	TIMES B , 1.30
ENDIF

;ABL:봉사정신をみる
IF ABL:7 == 0
	TIMES B , 0.50
ELSEIF ABL:7 == 1
	TIMES B , 0.80
ELSEIF ABL:7 == 2
	TIMES B , 1.20
ELSEIF ABL:7 == 3
	TIMES B , 1.50
ELSEIF ABL:7 == 4
	TIMES B , 1.80
ELSE
	TIMES B , 2.40
ENDIF

;TALENT:혀놀림、고양이혀をみる
SIF TALENT:122 || TALENT:124
	TIMES B , 2.00

;プレイヤーのABL:Ｃ감각をみる
IF ABL:PLAYER:3 == 0
	TIMES B , 1.00
ELSEIF ABL:PLAYER:3 == 1
	TIMES B , 1.50
ELSEIF ABL:PLAYER:3 == 2
	TIMES B , 2.00
ELSEIF ABL:PLAYER:3 == 3
	TIMES B , 2.50
ELSEIF ABL:PLAYER:3 == 4
	TIMES B , 3.50
ELSE
	TIMES B , 5.00
ENDIF

;再装填処理中は射精ゲージは20分の1に
SIF CFLAG:PLAYER:24 > 0
	B /= 20

SIF TALENT:PLAYER:287 || TALENT:PLAYER:289 || TALENT:PLAYER:290
	BASE:PLAYER:2 += B

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 0
LOSEBASE:1 += 20

SOURCE:정애 = 50
SOURCE:성행동 = 10
SOURCE:굴종 = 10
SOURCE:일탈 = 10
SOURCE:반발 = 10

;上のほうで計算した汚れデータ
SOURCE:불결 = Y*20 + 10

;-------------------------------------------------
;특수ソース処理
;-------------------------------------------------
;억압、저항持ちには、억울ソース追加
SIF TALENT:82
	SOURCE:우울 += 20
SIF TALENT:84
	SOURCE:우울 += 20
;내향적には、억울ソース追加(基本40 コミュニケーション含む場合増加)
SIF TALENT:32
	SOURCE:우울 += 40
;인간혐오には、반감ソース追加(全て100)
SIF TALENT:33
	SOURCE:반발 += 100
;潔癖症には、불결ソース追加(저항억압と同程度 Bだと0 Aだと2倍 他人に触れない場合0)
SIF TALENT:60
	SOURCE:불결 += 20
;키스좋아함には、정애と성행동と굴종ソース増加、욕정のソースと온순のソース追加
IF TALENT:157
	SOURCE:정애 += 50
	SOURCE:성행동 += 50
	SOURCE:욕정 += 30
	SOURCE:온순 += 30
	SOURCE:굴종 += 50
ENDIF

;공주님소망には、정애と성행동と굴종のソース増加、온순のソース追加
IF TALENT:199
	SOURCE:정애 += 100
	SOURCE:성행동 += 20
	SOURCE:온순 += 50
	SOURCE:굴종 += 30
ENDIF

;거절には、일탈ソース追加(저항억압の3/4目安)
SIF TALENT:159
	SOURCE:일탈 += 15

;調教者の혀놀림
IF TALENT:PLAYER:122
	 SOURCE:정애 += 50
	 SOURCE:욕정 += 30
ENDIF

;고양이혀では減少
IF TALENT:PLAYER:124
	TIMES SOURCE:정애 , 0.75
ENDIF

;-------------------------------------------------
;射精チェック
;-------------------------------------------------
CALL SAMEN_CHECK

;射精時の処理
IF E >= 1
	;★調教者が主人でかつ挿入中の時、射精箇所が変わる
	IF (TEQUIP:37 || TEQUIP:38 || TEQUIP:38 || TEQUIP:40) && !ASSIPLAY
		IF TEQUIP:37 == 185
			TFLAG:703 = 6
		ELSEIF TEQUIP:37 > 0
			TFLAG:703 = 1
		ELSEIF TEQUIP:38 > 0
			TFLAG:703 = 2
		ELSEIF TEQUIP:39 > 0
			TFLAG:703 = 4
		ELSEIF TEQUIP:40 == 80
			TFLAG:703 = 3
		ELSE
			TFLAG:703 = 5
		ENDIF
	ELSE
		;射精先タイプの設定
		TFLAG:703 = 5
	ENDIF
	;射精先選択の可・不可
	TFLAG:704 = 1
	;汎用的な処理はこの関数で行う
	;（射精ゲージの再計算や사정경험の上昇と共通部分の表示）
	CALL SAMEN_SHOOT
ENDIF

;-------------------------------------------------
;汚れの処理
;-------------------------------------------------
;奴隷の입⇔調教者の입の汚れが移動
STAIN:0 |= STAIN:PLAYER:0
STAIN:PLAYER:0 |= STAIN:0

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
A = 3
IF TALENT:290 == 0 && TALENT:PLAYER:290 == 0
	PRINTFORML %EXPNAME:40%+{A}
	EXP:40 += A
ELSEIF TALENT:290 && TALENT:PLAYER:290
	PRINTFORML %EXPNAME:41%+{A}
	EXP:41 += A
ENDIF

;Ｍ개발경험
A = 1
PRINTFORML %EXPNAME:17%+{A}
EXP:17 += A

;키스경험+2
A = 2
PRINTFORML %EXPNAME:24%+{A}
EXP:24 += A

;애정경험
IF (TALENT:3 == 1 || TALENT:6 == 1) && ASSIPLAY == 0
	PRINTS EXPNAME:23
	PRINTL +1
	EXP:23 += 1
ENDIF

;奴隷が고양이혀持ちの場合は、調教者に가학쾌락경험を追加
IF TALENT:TARGET:124
	EXP:32 += 1
	PRINTFORML %EXPNAME:32%＋１
ENDIF

;奉仕快楽フラグ
TFLAG:100 = 1

;의존도ベクトル
TFLAG:33 = 2

;의존도補正値(연모で1、친애で2）
IF TALENT:3 && ASSIPLAY == 0
	TFLAG:30 += 1
ELSEIF TALENT:6 && ASSIPLAY == 0
	TFLAG:30 += 2
ENDIF

;의존도補正値(반하기쉬움）
SIF TALENT:90 && ASSIPLAY == 0
	TFLAG:30 += 4

;의존도補正値(공주님소망）
SIF TALENT:199 && ASSIPLAY == 0
	TFLAG:30 += 4

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 0

RETURN 1


code:
;-------------------------------------------------
;아무것도안한다
;コミュニケーション系コマンド、レベル1
;-------------------------------------------------
@COMNAME21
;挿入している際、抜くｺﾏﾝﾄﾞをここで処理しています。
;主人が調教者の時、
IF !ASSIPLAY
	IF TEQUIP:39 || TEQUIP:40
		;가슴を使っていて、가슴が大きかったら「抜く」表記
		IF (TEQUIP:39 == 65 || TEQUIP:39 == 82 || TEQUIP:39 == 87 || TEQUIP:39 == 88) && (TALENT:거유 || TALENT:폭유)
			RESULTS = 페니스を抜く
		;ｲﾗﾏﾁｵ中なら「抜く」
		ELSEIF TEQUIP:39 == 140
			RESULTS = 페니스を抜く
		;それ以外の가슴、입、その他は「離す」
		ELSE
			RESULTS = 페니스を離す
		ENDIF
		RETURN 1
	ENDIF
	IF TEQUIP:37 || TEQUIP:38
		RESULTS = 페니스を抜く
		RETURN 1
	ENDIF
ENDIF

	;通常
	RESULTS = %TRAINNAME:21%
	RETURN 0

@COM21
;-------------------------------------------------
;특수派生処理
;-------------------------------------------------
;☆COMNAMEのRESULTで分岐
CALL COMNAME21

;他の体位中の時
IF RESULT == 1
	;主人の페니스を抜く（膣）
	SIF TEQUIP:37
		JUMP COM512
	;主人の페니스を抜く（애널）
	SIF TEQUIP:38
		JUMP COM513
	;主人の페니스を抜く（입가슴）
	SIF TEQUIP:39
		JUMP COM514
	;主人の페니스を抜く（他）
	SIF TEQUIP:40
		JUMP COM515
ELSE
	;通常
		CALL SET_COLOR_STATUS,3
		PRINTL 아무것도 안한다
		RESETCOLOR
ENDIF

STR:0 = 아무것도안한다
CALL KOJO_MESSAGE_COM

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 10
LOSEBASE:1 += 10

SOURCE:정애 = 10
SOURCE:노출 = 10
SOURCE:일탈 = 10

;-------------------------------------------------
;특수ソース処理
;-------------------------------------------------
;고통を伴わない마조끼及び마조の伴う処理は先にしておく
;마조끼を見る
IF ABL:9 == 0
	TIMES SOURCE:노출 , 0.80
	SOURCE:액체 += 0
	SOURCE:욕정 += 0
ELSEIF ABL:9 == 1
	TIMES SOURCE:노출 , 1.00
	SOURCE:액체 += 20
	SOURCE:욕정 += 30
ELSEIF ABL:9 == 2
	TIMES SOURCE:노출 , 1.20
	SOURCE:액체 += 40
	SOURCE:욕정 += 70
ELSEIF ABL:9 == 3
	TIMES SOURCE:노출 , 1.40
	SOURCE:액체 += 70
	SOURCE:욕정 += 120
ELSEIF ABL:9 == 4
	TIMES SOURCE:노출 , 1.50
	SOURCE:액체 += 110
	SOURCE:욕정 += 180
ELSEIF ABL:9 == 5
	TIMES SOURCE:노출 , 1.70
	SOURCE:액체 += 150
	SOURCE:욕정 += 250
ELSEIF ABL:9 == 6
	TIMES SOURCE:노출 , 1.90
	SOURCE:액체 += 200
	SOURCE:욕정 += 300
ELSEIF ABL:9 == 7
	TIMES SOURCE:노출 , 2.10
	SOURCE:액체 += 250
	SOURCE:욕정 += 350
ELSEIF ABL:9 == 8
	TIMES SOURCE:노출 , 2.30
	SOURCE:액체 += 300
	SOURCE:욕정 += 400
ELSEIF ABL:9 == 9
	TIMES SOURCE:노출 , 2.50
	SOURCE:액체 += 350
	SOURCE:욕정 += 450
ELSEIF ABL:9 >= 10
	TIMES SOURCE:노출 , 3.00
	SOURCE:액체 += 500
	SOURCE:욕정 += 500
ENDIF

;마조を見る
IF TALENT:194 == 1
	TIMES SOURCE:노출 , 2.50
	TIMES SOURCE:액체 , 1.20
	TIMES SOURCE:욕정 , 1.20
ENDIF

;의존도ベクトル
TFLAG:33 = 0

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 0

RETURN 1


code:
;-------------------------------------------------
;회화
;コミュニケーション系コマンド、レベル2
;-------------------------------------------------
@COM22
CALL SET_COLOR_STATUS,3
PRINTL 회화
RESETCOLOR
STR:0 = 회화
CALL KOJO_MESSAGE_COM

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 10
LOSEBASE:1 += 20
IF TALENT:연모 || TALENT:친애
	SOURCE:온순 = 1000
	SOURCE:일탈 = 100
ELSEIF TALENT:음란 || TALENT:창녀 || TALENT:복종 || TALENT:예속
	SOURCE:온순 = 500
	SOURCE:일탈 = 100
ELSEIF TALENT:협박 || TALENT:강간
	SOURCE:온순 = 100
	SOURCE:일탈 = 100
ELSE
	SOURCE:온순 = 200
	SOURCE:일탈 = 100
ENDIF

;내향적には、억울ソース追加(基本40 コミュニケーション含む場合増加)
SIF TALENT:32
	SOURCE:우울 += 100
;인간혐오には、반감ソース追加(全て100)
SIF TALENT:33
	SOURCE:반발 += 100

;사교적には、ソース増加
IF TALENT:31
	TIMES SOURCE:온순 , 2.00
	TIMES SOURCE:일탈 , 0.20
ENDIF

;내향적は、ソース変化
IF TALENT:32
	SOURCE:두려움 = 200
	TIMES SOURCE:온순 , 0.75
	TIMES SOURCE:일탈 , 1.50
ENDIF

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
;애정경험
IF (TALENT:3 == 1 || TALENT:6 == 1) && ASSIPLAY == 0
	PRINTS EXPNAME:23
	PRINTL +1
	EXP:23 += 1
ENDIF

;의존도ベクトル
TFLAG:33 = 4

;의존도補正値(연모で1、친애で2）
IF TALENT:3 && ASSIPLAY == 0
	TFLAG:30 += 1
ELSEIF TALENT:6 && ASSIPLAY == 0
	TFLAG:30 += 2
ELSEIF TALENT:교제
	TFLAG:30 += 1
ELSE
	TFLAG:30 -= 3
ENDIF

;의존도補正値(반하기쉬움）
SIF TALENT:90 && ASSIPLAY == 0
	TFLAG:30 += 4

;의존도補正値(공주님소망）
SIF TALENT:199 && ASSIPLAY == 0
	TFLAG:30 += 2

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 0

RETURN 1


code:
;-------------------------------------------------
;선물
;コミュニケーション系コマンド、レベル3
;-------------------------------------------------
@COM23
CALL SET_COLOR_STATUS,3
PRINTL 선물
RESETCOLOR

PRINTFORML 무엇을 선물합니까？
PRINTFORML [0] 스마일（공짜）
SIF MONEY >= 500
	PRINTFORML [1] 스위츠($1000)
SIF MONEY >= 1500
	PRINTFORML [2] 일용품($2500)
SIF MONEY >= 4000
	PRINTFORML [3] 장신구($10000)
SIF MONEY >= 10000
	PRINTFORML [4] 의류($25000)
SIF MONEY >= 50000
	PRINTFORML [5] 보석($150000)
PRINTFORML [100] 역시 그만둔다

INPUT
IF RESULT != 100 && (RESULT < 0 || RESULT > 6)
	RESTART
ELSEIF RESULT == 1 && MONEY < 1000
	RESTART
ELSEIF RESULT == 2 && MONEY < 2500
	RESTART
ELSEIF RESULT == 3 && MONEY < 10000
	RESTART
ELSEIF RESULT == 4 && MONEY < 25000
	RESTART
ELSEIF RESULT == 5 && MONEY < 150000
	RESTART
ELSEIF RESULT == 0
	;花を선물
	TFLAG:17 = 0
ELSEIF RESULT == 1
	;酒を선물
	TFLAG:17 = 1
	MONEY -= 1000
ELSEIF RESULT == 2
	;日用品を선물
	TFLAG:17 = 2
	MONEY -= 2500
ELSEIF RESULT == 3
	;アクセサリを선물
	TFLAG:17 = 3
	MONEY -= 10000
ELSEIF RESULT == 4
	;服を선물
	TFLAG:17 = 4
	MONEY -= 25000
ELSEIF RESULT == 5
	;凄い酒を선물
	TFLAG:17 = 5
	MONEY -= 150000
ELSEIF RESULT >= 100
	PRINTFORMW 선물을 주려다 그만뒀습니다
	RETURN 0
ENDIF

STR:0 = 선물
CALL KOJO_MESSAGE_COM

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 10
LOSEBASE:1 += 20

IF TFLAG:17 == 0
	SOURCE:온순 = 1000
	SOURCE:일탈 = 100
ELSEIF TFLAG:17 == 1
	SOURCE:온순 = 1500
	SOURCE:일탈 = 80
ELSEIF TFLAG:17 == 2
	SOURCE:온순 = 2500
	SOURCE:일탈 = 60
ELSEIF TFLAG:17 == 3
	SOURCE:온순 = 3500
	SOURCE:일탈 = 40
ELSEIF TFLAG:17 == 4
	SOURCE:온순 = 5000
	SOURCE:일탈 = 20
ELSEIF TFLAG:17 == 5
	SOURCE:온순 = 7000
ENDIF

;공주님소망には、온순ソース増加일탈ソース低下
IF TALENT:199
	TIMES SOURCE:온순 , 2.00
	TIMES SOURCE:일탈 , 0.50
ENDIF

;애정경험
IF (TALENT:3 == 1 || TALENT:6 == 1) && ASSIPLAY == 0 && TFLAG:17 > 0
	A = TFLAG:17
	PRINTS EXPNAME:23
	PRINTVL +A
	EXP:23 += A
ENDIF

;의존도ベクトル
TFLAG:33 = 4

;의존도補正値
SIF (TALENT:3 == 1 || TALENT:6 == 1) && ASSIPLAY == 0
	TFLAG:30 += TFLAG:17

;의존도補正値(반하기쉬움）
SIF TALENT:90 && ASSIPLAY == 0
	TFLAG:30 += 4

;의존도補正値(공주님소망）
SIF TALENT:199 && ASSIPLAY == 0
	TFLAG:30 += 2

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 0

RETURN 1


code:
;-------------------------------------------------
;스킨십
;コミュニケーション系コマンド、レベル2
;-------------------------------------------------
@COM24

CALL SET_COLOR_STATUS,3
PRINTL 스킨십
RESETCOLOR
STR:0 = 스킨십
CALL KOJO_MESSAGE_COM

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 25
LOSEBASE:1 += 25

SOURCE:정애 = 500
SOURCE:성행동 = 500
SOURCE:일탈 = 100

;인간혐오には、반감ソース追加(全て100)
SIF TALENT:33
	SOURCE:반발 += 100
;潔癖症には、불결ソース追加(저항억압と同程度 Bだと0 Aだと2倍 他人に触れない場合0)
SIF TALENT:60
	SOURCE:불결 += 40

;공주님소망には、정애、성행동ソース増加일탈ソース低下
IF TALENT:199
	TIMES SOURCE:정애 , 1.50
	TIMES SOURCE:성행동 , 1.50
	TIMES SOURCE:일탈 , 0.50
ENDIF

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
;애정경험
IF (TALENT:3 == 1 || TALENT:6 == 1) && ASSIPLAY == 0
	PRINTS EXPNAME:23
	PRINTL +1
	EXP:23 += 1
ENDIF

;의존도ベクトル
TFLAG:33 = 4

;의존도補正値(연모で1、친애で2）
IF TALENT:3 && ASSIPLAY == 0
	TFLAG:30 += 1
ELSEIF TALENT:6 && ASSIPLAY == 0
	TFLAG:30 += 2
ENDIF

;의존도補正値(반하기쉬움）
SIF TALENT:90 && ASSIPLAY == 0
	TFLAG:30 += 4

;의존도補正値(공주님소망）
SIF TALENT:199 && ASSIPLAY == 0
	TFLAG:30 += 2

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 0

RETURN 1


code:
;-------------------------------------------------
;歌唱トレーニング
;コミュニケーション系コマンド、レベル4
;-------------------------------------------------
@COM27
;-------------------------------------------------
;実行できるかの判定
;-------------------------------------------------
A = 0
S = 0

;すべての命令に共通の要素を考慮
;(순종が高いと命令に従いやすいなど)
CALL COM_ORDER

CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"봉사정신",2)
CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"노출증",4)
CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"자위중독",3)
CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"가창기능",5)
CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"감성",3)
CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"관심：유희",2)

CALL COM_ORDER_CALC_VALUE_BY_MARK(A,"고통각인",3)

CALL COM_ORDER_CALC_VALUE_TALENT(A,"교제",15)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"연모",20)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"친애",40)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"최면",10)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"괴뢰",15)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"겁쟁이",-5)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"반항적",-7)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"부끄럼쟁이",-10)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"감정부족",-4)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"내향적",-4)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"고결",-10,,"!TALENT:index:음란 && !TALENT:index:창녀")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"성악",3)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"굴복",10)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"철벽",-25,,"!IS_FALLEN(index)")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"자위하기쉬움",12)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"거절",-20)

IF TALENT:PLAYER:소악마
	CALL COM_ORDER_CALC_VALUE_TALENT(A,"소악마",10,PLAYER)
ELSEIF ASSI > 0 && TALENT:ASSI:소악마
	CALL COM_ORDER_CALC_VALUE_TALENT(A,"소악마",10,ASSI)
ENDIF

IF TALENT:PLAYER:고무
	CALL COM_ORDER_CALC_VALUE_TALENT(A,"고무",10,PLAYER)
ELSEIF ASSI > 0 && TALENT:ASSI:고무
	CALL COM_ORDER_CALC_VALUE_TALENT(A,"고무",10,ASSI)
ENDIF

;'合計を表示(25以上で実行)
CALL SHOW_COMORDER_RESULT(A,25)

;実行できない
SIF RESULT < 0
	RETURN 0

CALL SET_COLOR_STATUS,3
PRINTL 가창 트레이닝
RESETCOLOR
STR:0 = 歌唱トレーニング
CALL KOJO_MESSAGE_COM

;実行者が奴隷であるフラグ
TFLAG:28 = 1

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 50
LOSEBASE:1 += 50

SOURCE:성행동 = 200
SOURCE:온순 = 50
SOURCE:굴종 = 100
SOURCE:일탈 = 100
SOURCE:반발 = 100

;-------------------------------------------------
;특수ソース処理
;-------------------------------------------------
;가창기능は先に処理しておく
IF ABL:14 == 0
	TIMES SOURCE:성행동 , 0.50
	TIMES SOURCE:온순 , 0.50
	TIMES SOURCE:일탈 , 2.50
	TIMES SOURCE:반발 , 2.50
ELSEIF ABL:14 == 1
	TIMES SOURCE:성행동 , 0.70
	TIMES SOURCE:온순 , 0.70
	TIMES SOURCE:일탈 , 1.20
	TIMES SOURCE:반발 , 1.20
ELSEIF ABL:14 == 2
	TIMES SOURCE:성행동 , 0.90
	TIMES SOURCE:온순 , 0.90
	TIMES SOURCE:일탈 , 0.90
	TIMES SOURCE:반발 , 0.90
ELSEIF ABL:14 == 3
	TIMES SOURCE:성행동 , 1.10
	TIMES SOURCE:온순 , 1.10
	TIMES SOURCE:일탈 , 0.60
	TIMES SOURCE:반발 , 0.60
ELSEIF ABL:14 == 4
	TIMES SOURCE:성행동 , 1.30
	TIMES SOURCE:온순 , 1.30
	TIMES SOURCE:일탈 , 0.30
	TIMES SOURCE:반발 , 0.30
ELSEIF ABL:14 == 5
	TIMES SOURCE:성행동 , 1.50
	TIMES SOURCE:온순 , 1.50
	TIMES SOURCE:일탈 , 0.10
	TIMES SOURCE:반발 , 0.10
ELSEIF ABL:14 == 6
	TIMES SOURCE:성행동 , 1.70
	TIMES SOURCE:온순 , 1.70
	TIMES SOURCE:일탈 , 0.10
	TIMES SOURCE:반발 , 0.10
ELSEIF ABL:14 == 7
	TIMES SOURCE:성행동 , 1.90
	TIMES SOURCE:온순 , 1.90
	TIMES SOURCE:일탈 , 0.10
	TIMES SOURCE:반발 , 0.10
ELSEIF ABL:14 == 8
	TIMES SOURCE:성행동 , 2.30
	TIMES SOURCE:온순 , 2.30
	TIMES SOURCE:일탈 , 0.10
	TIMES SOURCE:반발 , 0.10
ELSEIF ABL:14 == 9
	TIMES SOURCE:성행동 , 2.70
	TIMES SOURCE:온순 , 2.70
	TIMES SOURCE:일탈 , 0.10
	TIMES SOURCE:반발 , 0.10
ELSEIF ABL:14 >= 10
	TIMES SOURCE:성행동 , 4.00
	TIMES SOURCE:온순 , 4.00
	TIMES SOURCE:일탈 , 0.10
	TIMES SOURCE:반발 , 0.10
ENDIF

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
;가창경험
PRINTFORML %EXPNAME:64%＋１
EXP:64 += 1

;의존도ベクトル
TFLAG:33 = 1

;의존도補正値(반하기쉬움）
SIF TALENT:90 && ASSIPLAY == 0
	TFLAG:30 += 4

;消費時間20分
FLAG:24 -= 20

TFLAG:301 = 0

RETURN 1


code:
;-------------------------------------------------
;매도
;コミュニケーション系コマンド、レベル2
;-------------------------------------------------
@COM28
CALL SET_COLOR_STATUS,3
PRINTL 매도
RESETCOLOR
STR:0 = 매도
CALL KOJO_MESSAGE_COM

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 20
LOSEBASE:1 += 60

SOURCE:중독충족 = 700
SOURCE:굴종 = 100
SOURCE:일탈 = 400
SOURCE:반발 = 500

;-------------------------------------------------
;특수ソース処理
;-------------------------------------------------
;내향적には、억울ソース追加(基本40 コミュニケーション含む場合増加)
SIF TALENT:32
	SOURCE:우울 += 200
;인간혐오には、반감ソース追加(全て100)
SIF TALENT:33
	SOURCE:반발 += 100
;고결には、반감ソース追加
SIF TALENT:34
	SOURCE:반발 += 300
;굴복には、굴종ソース追加
SIF TALENT:33
	SOURCE:굴종 += 200

;고통を伴わない마조끼及び마조の処理は先にしておく
;마조끼を見る
IF ABL:9 == 0
	TIMES SOURCE:굴종 , 0.80
	SOURCE:액체 += 0
	SOURCE:욕정 += 0
ELSEIF ABL:9 == 1
	TIMES SOURCE:굴종 , 1.00
	SOURCE:액체 += 20
	SOURCE:욕정 += 30
ELSEIF ABL:9 == 2
	TIMES SOURCE:굴종 , 1.20
	SOURCE:액체 += 40
	SOURCE:욕정 += 70
ELSEIF ABL:9 == 3
	TIMES SOURCE:굴종 , 1.40
	SOURCE:액체 += 70
	SOURCE:욕정 += 120
ELSEIF ABL:9 == 4
	TIMES SOURCE:굴종 , 1.50
	SOURCE:액체 += 110
	SOURCE:욕정 += 180
ELSEIF ABL:9 == 5
	TIMES SOURCE:굴종 , 1.70
	SOURCE:액체 += 150
	SOURCE:욕정 += 250
ELSEIF ABL:9 == 6
	TIMES SOURCE:굴종 , 1.90
	SOURCE:액체 += 200
	SOURCE:욕정 += 300
ELSEIF ABL:9 == 7
	TIMES SOURCE:굴종 , 2.10
	SOURCE:액체 += 250
	SOURCE:욕정 += 350
ELSEIF ABL:9 == 8
	TIMES SOURCE:굴종 , 2.30
	SOURCE:액체 += 300
	SOURCE:욕정 += 400
ELSEIF ABL:9 == 9
	TIMES SOURCE:굴종 , 2.50
	SOURCE:액체 += 350
	SOURCE:욕정 += 450
ELSEIF ABL:9 >= 10
	TIMES SOURCE:굴종 , 3.00
	SOURCE:액체 += 500
	SOURCE:욕정 += 500
ENDIF

;마조を見る
IF TALENT:194 == 1
	TIMES SOURCE:굴종 , 2.50
	TIMES SOURCE:액체 , 1.20
	TIMES SOURCE:욕정 , 1.20
ENDIF

;TALENT:반항적をみる
IF TALENT:21 == 1
	TIMES SOURCE:중독충족 , 0.75
	TIMES SOURCE:굴종 , 0.75
	TIMES SOURCE:불결 , 1.50
ENDIF

;TALENT:꿋꿋함をみる
IF TALENT:22 == 1
	TIMES SOURCE:중독충족 , 0.75
	TIMES SOURCE:굴종 , 0.75
	TIMES SOURCE:반발 , 2.50
ENDIF

;TALENT:프라이드높음をみる
IF TALENT:25 == 1
	TIMES SOURCE:중독충족 , 1.50
	TIMES SOURCE:굴종 , 1.50
	TIMES SOURCE:반발 , 2.00
ENDIF

;TALENT:건방짐をみる
IF TALENT:26 == 1
	TIMES SOURCE:중독충족 , 0.80
	TIMES SOURCE:굴종 , 0.80
	TIMES SOURCE:반발 , 1.80
ENDIF

;TALENT:프라이드낮음をみる
IF TALENT:27 == 1
	TIMES SOURCE:중독충족 , 1.50
	TIMES SOURCE:굴종 , 0.75
	TIMES SOURCE:반발 , 0.75
ENDIF

;TALENT:고결をみる
IF TALENT:34 == 1
	TIMES SOURCE:중독충족 , 1.50
	TIMES SOURCE:굴종 , 1.50
	TIMES SOURCE:일탈 , 2.00
ENDIF

;TALENT:성악をみる
IF TALENT:35 == 1
	TIMES SOURCE:중독충족 , 2.00
	TIMES SOURCE:굴종 , 0.50
ENDIF

;밧줄で緊縛中のとき効果上昇
SIF TEQUIP:19
	TIMES SOURCE:굴종 , 1.50
;볼개그装着中のとき効果上昇
SIF TEQUIP:20
	TIMES SOURCE:굴종 , 1.75
;귀갑묶기のとき効果上昇
SIF TEQUIP:42
	TIMES SOURCE:굴종 , 1.50
;-------------------------------------------------
;経験の処理
;-------------------------------------------------
A = 1
IF TALENT:290 == 0 && TALENT:PLAYER:290 == 0
	PRINTFORML %EXPNAME:40%+{A}
	EXP:40 += A
ELSEIF TALENT:290 && TALENT:PLAYER:290
	PRINTFORML %EXPNAME:41%+{A}
	EXP:41 += A
ENDIF

;애정경험(減少）
IF (TALENT:3 == 1 || TALENT:6 == 1) && ASSIPLAY == 0 && EXP:23 > 0
	PRINTS EXPNAME:23
	PRINTL -1
	EXP:23 -= 1
ENDIF

;의존도ベクトル
TFLAG:33 = 5

;의존도補正値(복종で1、예속で2）
IF TALENT:5 && ASSIPLAY == 0
	TFLAG:30 += 1
ELSEIF TALENT:8 && ASSIPLAY == 0
	TFLAG:30 += 2
ENDIF

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 0

RETURN 1


code:
;-------------------------------------------------
;비디오감상
;コミュニケーション系コマンド、レベル4
;-------------------------------------------------
@COM29
#DIM targetChara
#DIM videoIndex
#DIM index

CALL SET_COLOR_STATUS,3
PRINTL 비디오감상
RESETCOLOR
STR:0 = 비디오감상

;対象選択
WHILE 1
	PRINTFORML 누구의 비디오를 봅니까？
	CALL DISPLAY_COMMON , 0,,,,,,,"index != MASTER && GET_VIDEO_COUNT(index) > 0","DISPLAY_VIDEO_INFO"
	SIF RESULT == 999
		RETURN 0
	targetChara = RESULT
	FLAG:34 = 1
	;ビデオ選択
	PRINTFORML %NAME:targetChara%의 무슨 비디오를 봅니까？
	FOR index,0,GET_VIDEO_COUNT(targetChara)
		PRINTFORML [{index,2}] - %GET_VIDEO_NAME(targetChara,index)%
	NEXT
	PRINTFORML [99] - 취소
	INPUT
	SIF RESULT == 99
		CONTINUE
	SIF INRANGE(RESULT,0,GET_VIDEO_COUNT(targetChara))
		BREAK
WEND
TFLAG:91 = targetChara
TFLAG:92 = RESULT

CALL KOJO_MESSAGE_COM

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 0
LOSEBASE:1 += 80

SOURCE:두려움 = 1000
SOURCE:온순 = 1000
SOURCE:굴종 = 500
SOURCE:일탈 = 200
SOURCE:반발 = 200

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
;의존도ベクトル
TFLAG:33 = 1

;의존도補正値
TFLAG:30 += 2

;ビデオ所持フラグを減らす
CFLAG:20 -= 1

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 10

RETURN 1

@DISPLAY_VIDEO_INFO(arg)
#DIM targetChara
#DIM relationType
#DIMS relationText
targetChara = COUNT
IF targetChara == TARGET
	relationText = 本人
ELSE
	relationType = GET_RELATION_TYPE(TARGET,targetChara)
	relationText = \@ relationType >= 0 ? %GET_RELATIONSHIP_TEXT_CORE(relationType)% # \@
ENDIF
PRINTFORM [%GET_CHARA_FALLEN_TEXT(targetChara)%]\@ relationText != "" ? %"[" + relationText +"]",10,LEFT% # %"",10% \@　비디오 개수：{GET_VIDEO_COUNT(targetChara)}개


code:
;-------------------------------------------------
;손가락삽입
;애무系コマンド、レベル1
;-------------------------------------------------
@COMNAME3
;Ｇスポット刺激判定
CALL COM_ABLE503

;非처녀で前回の調教がGスポットならさらにＧスポット刺激に
IF PREVCOM == 503 && TALENT:0 == 0 && TALENT:1 == 0 && RESULT == 1
	RESULTS = Ｇスポット刺激
	RETURN 3
ENDIF
;非처녀で前回の調教が손가락삽입かつプレイヤの기교３以上だとＧスポット刺激に
IF PREVCOM == 3 && ABL:PLAYER:2 >= 3 && TALENT:0 == 0 && TALENT:1 == 0 && RESULT == 1
	RESULTS = Ｇスポット刺激
	RETURN 2
ENDIF

	;通常
	RESULTS = %TRAINNAME:3%
	RETURN 0

;=================================================
;=================================================
@COM3
;-------------------------------------------------
;특수派生処理
;-------------------------------------------------
;☆COMNAMEのRESULTで分岐
CALL COMNAME3

;Ｇスポット刺激へ
IF RESULT == 2 || RESULT == 3
	JUMP COM503
ENDIF

CALL SET_COLOR_STATUS,3
PRINTL 손가락삽입
RESETCOLOR
STR:0 = 손가락삽입
CALL KOJO_MESSAGE_COM

;V経験を伴うコマンドのフラグ(처녀膜再生対応)
SIF TALENT:0 == 0 && TALENT:1 == 0
	TFLAG:19 = 1

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 30
LOSEBASE:1 += 80

IF TALENT:0 == 0 && TALENT:1 == 0
	SOURCE:쾌Ｖ = 120
	SOURCE:아픔 = 15
	SOURCE:노출 = 10
	SOURCE:일탈 = 20
	SOURCE:반발 = 20
;V経験が0の時はV経験を伴わない物に派生
;V의 구슬は入らないが、快Vが高いと慣らしてあるため처녀喪失時に影響
ELSE
	SIF PALAM:1 < 100
		SOURCE:쾌Ｖ = 60
	SOURCE:아픔 = 10
	SOURCE:노출 = 30
	SOURCE:일탈 = 30
	SOURCE:반발 = 30
ENDIF

;-------------------------------------------------
;특수ソース処理
;-------------------------------------------------
;억압、저항持ちには、억울ソース追加
SIF TALENT:82
	SOURCE:우울 += 40
SIF TALENT:84
	SOURCE:우울 += 40
;내향적には、억울ソース追加(基本40 コミュニケーション含む場合増加)
SIF TALENT:32
	SOURCE:우울 += 40
;인간혐오には、반감ソース追加(全て100)
SIF TALENT:33
	SOURCE:반발 += 100
;潔癖症には、불결ソース追加(저항억압と同程度 Bだと0 Aだと2倍 他人に触れない場合0)
SIF TALENT:60
	SOURCE:불결 += 40
;調教者が헌신적なら全ソース増加
IF TALENT:PLAYER:153 == 1
	TIMES SOURCE:쾌Ｖ , 1.50
	TIMES SOURCE:아픔 , 1.50
	TIMES SOURCE:노출 , 1.30
ENDIF
;거절には、일탈ソース追加(저항억압の3/4目安)
SIF TALENT:159
	SOURCE:일탈 += 30

;처녀
SIF TALENT:0
	SOURCE:우울 += 10

;Vへの고통は先に処理しておく
;EXP:Ｖ경험をみる（처녀の반감は別途処理済みなので省略）
IF EXP:0 < EXPLV:1
	TIMES SOURCE:아픔 , 2.50
ELSEIF EXP:0 < EXPLV:2
	TIMES SOURCE:아픔 , 0.80
	TIMES SOURCE:반발 , 1.20
ELSEIF EXP:0 < EXPLV:3
	TIMES SOURCE:아픔 , 0.40
ELSEIF EXP:0 < EXPLV:4
	TIMES SOURCE:아픔 , 0.10
ELSEIF EXP:0 < EXPLV:5
	TIMES SOURCE:아픔 , 0.00
ELSEIF EXP:0 >= EXPLV:5
	TIMES SOURCE:아픔 , 0.00
ENDIF

;PALAM:윤활をみる
IF PALAM:4 < PALAMLV:1
	TIMES SOURCE:아픔 , 1.20
	TIMES SOURCE:반발 , 1.50
ELSEIF PALAM:4 < PALAMLV:2
	TIMES SOURCE:아픔 , 0.70
	TIMES SOURCE:반발 , 1.20
ELSEIF PALAM:4 < PALAMLV:3
	TIMES SOURCE:아픔 , 0.40
ELSEIF PALAM:4 < PALAMLV:4
	TIMES SOURCE:아픔 , 0.10
ELSEIF PALAM:4 >= PALAMLV:4
	TIMES SOURCE:아픔 , 0.10
ENDIF

;-------------------------------------------------
;汚れの処理
;-------------------------------------------------
;奴隷の질내⇔調教者の指の汚れが移動
	STAIN:6 |= STAIN:PLAYER:1
	STAIN:PLAYER:1 |= STAIN:6

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
;V経験
IF TALENT:0 == 0 && TALENT:1 == 0
	EXP:0 += 1
	PRINTL Ｖ경험＋１
ENDIF

;Ｖ개발경험+1
A = 1
PRINTFORML %EXPNAME:13%+{A}
EXP:13 += A

;레즈경험
A = 1
IF TALENT:290 == 0 && TALENT:PLAYER:290 == 0
	PRINTFORML %EXPNAME:40%+{A}
	EXP:40 += A
ELSEIF TALENT:290 && TALENT:PLAYER:290
	PRINTFORML %EXPNAME:41%+{A}
	EXP:41 += A
ENDIF

;의존도ベクトル
IF TALENT:0
	TFLAG:33 = 3
ELSE
	TFLAG:33 = 1
;의존도補正値(반하기쉬움）
	IF TALENT:90 && ASSIPLAY == 0
	TFLAG:33 = 2
	TFLAG:30 += 2
ENDIF
ENDIF

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 3

RETURN 1


code:
;-------------------------------------------------
;벽쿵
;コミュニケーション系コマンド、レベル3
;-------------------------------------------------
@COM30
CALL SET_COLOR_STATUS,3
PRINTL 벽쿵
RESETCOLOR
STR:0 = 벽쿵
CALL KOJO_MESSAGE_COM

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 15
LOSEBASE:1 += 30
IF TALENT:연모 || TALENT:친애
	SOURCE:달성감 = 500
	SOURCE:중독충족 = 500
	SOURCE:온순 = 600
	SOURCE:일탈 = 150
ELSEIF TALENT:음란 || TALENT:창녀 || TALENT:복종 || TALENT:예속
	SOURCE:달성감 = 400
	SOURCE:중독충족 = 600
	SOURCE:온순 = 400
	SOURCE:일탈 = 100
ELSE
	SOURCE:달성감 = 100
	SOURCE:중독충족 = 100
	SOURCE:온순 = 100
	SOURCE:일탈 = 100
ENDIF

SIF TALENT:협박 || TALENT:강간
	SOURCE:두려움 += 100
SIF TALENT:교제
	SOURCE:온순 += 100

;겁쟁이はソース変化
IF TALENT:겁쟁이
	TIMES SOURCE:달성감 , 0.75
	TIMES SOURCE:온순 , 0.75
	TIMES SOURCE:중독충족 , 1.25
	SOURCE:두려움 += 200
	SOURCE:일탈 += 50
ENDIF

;공주님소망はソース追加、일탈低下
IF TALENT:공주님소망
	SOURCE:달성감 += 500
	SOURCE:중독충족 += 500
	TIMES SOURCE:일탈 , 0.50
ENDIF

;내향적には、억울ソース追加(基本40 コミュニケーション含む場合増加)
SIF TALENT:32
	SOURCE:우울 += 100
;인간혐오には、반감ソース追加(全て100)
SIF TALENT:33
	SOURCE:반발 += 100

;사교적には、ソース増加
IF TALENT:31
	TIMES SOURCE:온순 , 2.00
	TIMES SOURCE:일탈 , 0.20
ENDIF

;내향적は、ソース変化
IF TALENT:32
	SOURCE:두려움 = 200
	TIMES SOURCE:온순 , 0.75
	TIMES SOURCE:일탈 , 1.50
ENDIF

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
;애정경험
IF (TALENT:3 == 1 || TALENT:6 == 1) && ASSIPLAY == 0
	PRINTS EXPNAME:23
	PRINTL +1
	EXP:23 += 1
ENDIF

;의존도ベクトル
TFLAG:33 = 1

;의존도補正値(연모で1、친애で2）
IF TALENT:3 && ASSIPLAY == 0
	TFLAG:30 += 1
ELSEIF TALENT:6 && ASSIPLAY == 0
	TFLAG:30 += 2
ELSEIF TALENT:교제
	TFLAG:30 += 1
ELSE
	TFLAG:30 -= 3
ENDIF

;의존도補正値(반하기쉬움）
SIF TALENT:90 && ASSIPLAY == 0
	TFLAG:30 += 4

;의존도補正値(공주님소망）
SIF TALENT:199 && ASSIPLAY == 0
	TFLAG:30 += 4

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 0

RETURN 1


code:
;-------------------------------------------------
;위협한다
;コミュニケーション系コマンド、レベル3
;-------------------------------------------------
@COM31
CALL SET_COLOR_STATUS,3
PRINTL 위협한다
RESETCOLOR
STR:0 = 위협한다
CALL KOJO_MESSAGE_COM

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 20
LOSEBASE:1 += 40

SOURCE:두려움 = 450
SOURCE:중독충족 = 400
SOURCE:굴종 = 150
SOURCE:우울 = 300
SOURCE:일탈 = 120
SOURCE:반발 = 50

;-------------------------------------------------
;특수ソース処理
;-------------------------------------------------
;내향적には、억울ソース追加(基本40 コミュニケーション含む場合増加)
SIF TALENT:32
	SOURCE:우울 += 300
;인간혐오には、반감ソース追加(全て100)
SIF TALENT:33
	SOURCE:반발 += 100
;고결には、반감ソース追加
SIF TALENT:34
	SOURCE:반발 += 300
;굴복には、굴종ソース追加
SIF TALENT:33
	SOURCE:굴종 += 300

;겁쟁이の時効果が変化
IF TALENT:겁쟁이 == 1
	TIMES SOURCE:두려움 , 1.75
	TIMES SOURCE:중독충족 , 1.25
	TIMES SOURCE:굴종 , 2.25
	TIMES SOURCE:우울 , 1.50
	TIMES SOURCE:반발 , 0.50
ENDIF

;TALENT:반항적をみる
IF TALENT:21 == 1
	TIMES SOURCE:두려움 , 0.75
	TIMES SOURCE:굴종 , 0.75
	TIMES SOURCE:반발 , 2.00
ENDIF

;TALENT:꿋꿋함をみる
IF TALENT:22 == 1
	TIMES SOURCE:두려움 , 0.75
	TIMES SOURCE:굴종 , 0.75
	TIMES SOURCE:우울 , 0.50
	TIMES SOURCE:반발 , 2.00
ENDIF

;TALENT:프라이드높음をみる
IF TALENT:25 == 1
	TIMES SOURCE:중독충족 , 1.50
	TIMES SOURCE:굴종 , 0.50
	TIMES SOURCE:반발 , 2.00
ENDIF

;TALENT:건방짐をみる
IF TALENT:26 == 1
	TIMES SOURCE:중독충족 , 0.80
	TIMES SOURCE:굴종 , 0.80
	TIMES SOURCE:반발 , 1.50
ENDIF

;TALENT:프라이드낮음をみる
IF TALENT:27 == 1
	TIMES SOURCE:중독충족 , 1.50
	TIMES SOURCE:굴종 , 1.25
	TIMES SOURCE:반발 , 0.75
ENDIF

;TALENT:고결をみる
IF TALENT:34 == 1
	TIMES SOURCE:두려움 , 0.75
	TIMES SOURCE:중독충족 , 1.50
	TIMES SOURCE:굴종 , 0.75
	TIMES SOURCE:우울 , 1.50
	TIMES SOURCE:일탈 , 1.50
	TIMES SOURCE:반발 , 1.50
ENDIF

;TALENT:성악をみる
IF TALENT:35 == 1
	TIMES SOURCE:중독충족 , 1.50
	TIMES SOURCE:굴종 , 0.50
ENDIF

;TALENT:부끄럼쟁이を見る
IF TALENT:부끄럼쟁이 == 1
	TIMES SOURCE:중독충족 , 1.25
	TIMES SOURCE:굴종 , 1.25
	TIMES SOURCE:우울 , 1.50
ENDIF

;TALENT:수치심없음
IF TALENT:수치심없음 == 1
	TIMES SOURCE:두려움 , 0.50
	TIMES SOURCE:굴종 , 0.75
	TIMES SOURCE:우울 , 0.50
ENDIF

;TALENT:레이프소망を見る
IF TALENT:레이프소망 == 1
	TIMES SOURCE:중독충족 , 2.00
	TIMES SOURCE:굴종 , 1.50
	TIMES SOURCE:우울 , 0.50
	TIMES SOURCE:일탈 , 0.50
	TIMES SOURCE:반발 , 0.50
ENDIF
;-------------------------------------------------
;経験の処理
;-------------------------------------------------
A = 1
IF TALENT:290 == 0 && TALENT:PLAYER:290 == 0
	PRINTFORML %EXPNAME:40%+{A}
	EXP:40 += A
ELSEIF TALENT:290 && TALENT:PLAYER:290
	PRINTFORML %EXPNAME:41%+{A}
	EXP:41 += A
ENDIF

;의존도ベクトル
TFLAG:33 = 5

;의존도補正値(복종で1、예속で2）
IF TALENT:5 && ASSIPLAY == 0
	TFLAG:30 += 1
ELSEIF TALENT:8 && ASSIPLAY == 0
	TFLAG:30 += 2
ENDIF

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 0

RETURN 1


code:
;-------------------------------------------------
;조르게 시킨다
;コミュニケーション系コマンド、レベル2
;-------------------------------------------------
@COM33

;-------------------------------------------------
;実行できるかの判定
;-------------------------------------------------
A = 0
S = 0

;すべての命令に共通の要素を考慮
;(순종が高いと命令に従いやすいなど)
CALL COM_ORDER

CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"순종",3)
CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"욕망",5)
CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"Ｖ감각",3)
CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"봉사정신",4)
CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"노출증",5)
CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"자위중독",2)

CALL COM_ORDER_CALC_VALUE_BY_MARK(A,"쾌락각인",2)
CALL COM_ORDER_CALC_VALUE_BY_MARK(A,"반발각인",-30)

SIF PALAM:윤활 < PALAMLV:3
	CALL COM_ORDER_CALC_VALUE(A,"윤활不足",-5)
CALL COM_ORDER_CALC_VALUE_BY_PALAM(A,"욕정",3)

CALL COM_ORDER_CALC_VALUE_TALENT(A,"겁쟁이",-10)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"부끄럼쟁이",-15)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"쾌감을부정",-5,,"!IS_SEXMIND(index)")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"남성혐오",-12,,"TALENT:PLAYER:남자 && !(IS_LOVING(index) && PLAYER == MASTER)")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"처녀",-15)

CALL COM_ORDER_CALC_VALUE_TALENT(A,"후타나리",-3,PLAYER)

CALL COM_ORDER_CALC_VALUE_TALENT(A,"감정부족",5)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"내향적",3)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"고결",-10,,"!IS_SEXMIND(index)")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"성악",3)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"굴복",10)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"철벽",-25,,"!IS_FALLEN(index)")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"자위하기쉬움",8)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"거절",-10,,"!IS_FALLEN(index)")

CALL COM_ORDER_CALC_VALUE_BY_TEQUIP(A,"미약",5)

CALL COM_ORDER_CALC_VALUE_TALENT(A,"소악마",10,MASTER,"index == PLAYER")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"소악마",10,ASSI)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"고무",10,MASTER,"index == PLAYER")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"고무",10,ASSI)

CALL SHOW_COMORDER_RESULT(A,18)

WAIT

;実行できない
SIF A < V
	RETURN 0

CALL SET_COLOR_STATUS,3
PRINTL 조르게 시킨다
RESETCOLOR
STR:0 = 조르게 시킨다
CALL KOJO_MESSAGE_COM

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 10
LOSEBASE:1 += 30
IF TALENT:연모 || TALENT:친애
	SOURCE:굴종 = 700
	SOURCE:일탈 = 120
	SOURCE:정애 = 100
ELSEIF TALENT:음란 || TALENT:창녀 || TALENT:복종 || TALENT:예속
	SOURCE:굴종 = 1000
	SOURCE:일탈 = 1100
ELSEIF TALENT:협박 || TALENT:강간
	SOURCE:굴종 = 800
	SOURCE:일탈 = 700
	SOURCE:반발 = 200
ELSE
	SOURCE:굴종 = 500
	SOURCE:일탈 = 400
	SOURCE:반발 = 400
ENDIF
SOURCE:노출 = 500

SELECTCASE ABL:마조끼
	CASE 0
		TIMES SOURCE:굴종 , 0.80
		SOURCE:액체 += 0
		SOURCE:욕정 += 0
	CASE 1
		TIMES SOURCE:굴종 , 1.00
		SOURCE:액체 += 100
		SOURCE:욕정 += 150
	CASE 2
		TIMES SOURCE:굴종 , 1.20
		SOURCE:액체 += 200
		SOURCE:욕정 += 350
	CASE 3
		TIMES SOURCE:굴종 , 1.40
		SOURCE:액체 += 350
		SOURCE:욕정 += 600
	CASE 4
		TIMES SOURCE:굴종 , 1.50
		SOURCE:액체 += 550
		SOURCE:욕정 += 900
	CASE 5
		TIMES SOURCE:굴종 , 1.70
		SOURCE:액체 += 700
		SOURCE:욕정 += 1100
	CASE 6
		TIMES SOURCE:굴종 , 1.90
		SOURCE:액체 += 800
		SOURCE:욕정 += 1200
	CASE 7
		TIMES SOURCE:굴종 , 2.10
		SOURCE:액체 += 900
		SOURCE:욕정 += 1400
	CASE 8
		TIMES SOURCE:굴종 , 2.30
		SOURCE:액체 += 1000
		SOURCE:욕정 += 1700
	CASE 9
		TIMES SOURCE:굴종 , 2.50
		SOURCE:액체 += 1100
		SOURCE:욕정 += 1900
	CASEELSE
		TIMES SOURCE:굴종 , 3.00
		SOURCE:액체 += 1200
		SOURCE:욕정 += 2000
ENDSELECT

;마조を見る
IF TALENT:마조
	TIMES SOURCE:굴종 , 2.50
	TIMES SOURCE:액체 , 1.20
	TIMES SOURCE:욕정 , 1.20
ENDIF

;TALENT:반항적をみる
IF TALENT:반항적
	TIMES SOURCE:굴종 , 0.75
	TIMES SOURCE:불결 , 1.50
ENDIF

;TALENT:꿋꿋함をみる
IF TALENT:꿋꿋함
	TIMES SOURCE:굴종 , 0.75
	TIMES SOURCE:반발 , 2.50
ENDIF

;TALENT:프라이드높음をみる
IF TALENT:프라이드높음
	TIMES SOURCE:굴종 , 1.50
	TIMES SOURCE:반발 , 2.00
ENDIF

;TALENT:건방짐をみる
IF TALENT:건방짐
	TIMES SOURCE:굴종 , 0.80
	TIMES SOURCE:반발 , 1.80
ENDIF

;TALENT:프라이드낮음をみる
IF TALENT:프라이드높음
	TIMES SOURCE:굴종 , 0.75
	TIMES SOURCE:반발 , 0.75
ENDIF

;TALENT:고결をみる
IF TALENT:고결
	TIMES SOURCE:굴종 , 1.50
	TIMES SOURCE:일탈 , 2.00
ENDIF

;TALENT:성악をみる
SIF TALENT:성악
	TIMES SOURCE:굴종 , 0.50

;인간혐오には、반감ソース追加(全て100)
SIF TALENT:인간혐오
	SOURCE:반발 += 100

;사교적には、ソース増加
IF TALENT:사교적
	TIMES SOURCE:온순 , 2.00
	TIMES SOURCE:일탈 , 0.20
ENDIF

;내향적には、억울ソース追加(基本40 コミュニケーション含む場合増加)
;내향적は、ソース変化
IF TALENT:32
	SOURCE:두려움 = 200
	SOURCE:우울 += 100
	TIMES SOURCE:온순 , 0.75
	TIMES SOURCE:굴종 , 0.75
	TIMES SOURCE:일탈 , 1.50
ENDIF

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
;애정경험
IF (TALENT:3 == 1 || TALENT:6 == 1) && ASSIPLAY == 0
	PRINTS EXPNAME:23
	PRINTL +1
	EXP:23 += 1
ENDIF

;의존도ベクトル
TFLAG:33 = 4

;의존도補正値(연모で1、친애で2）
IF TALENT:3 && ASSIPLAY == 0
	TFLAG:30 += 1
ELSEIF TALENT:6 && ASSIPLAY == 0
	TFLAG:30 += 2
ELSEIF TALENT:교제
	TFLAG:30 += 1
ELSE
	TFLAG:30 -= 3
ENDIF

;의존도補正値(반하기쉬움）
SIF TALENT:90 && ASSIPLAY == 0
	TFLAG:30 += 4

;의존도補正値(공주님소망）
SIF TALENT:199 && ASSIPLAY == 0
	TFLAG:30 += 2

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 2

RETURN 1


code:
;-------------------------------------------------
;노예선언/사랑고백
;コミュニケーション系コマンド、レベル2
;-------------------------------------------------
@COMNAME34
RESULTS = \@ !TALENT:교제 ? 노예선언 # 사랑고백 \@

@COM34
;-------------------------------------------------
;実行できるかの判定
;-------------------------------------------------
A = 0
S = 0

;すべての命令に共通の要素を考慮
;(순종が高いと命令に従いやすいなど)
CALL COM_ORDER

CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"순종",5)
CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"욕망",3)
CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"봉사정신",5)
CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"노출증",3)
CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"자위중독",3)

CALL COM_ORDER_CALC_VALUE_BY_MARK(A,"고통각인",10)
CALL COM_ORDER_CALC_VALUE_BY_MARK(A,"굴복각인",20)
CALL COM_ORDER_CALC_VALUE_BY_MARK(A,"반발각인",-40)

CALL COM_ORDER_CALC_VALUE_BY_PALAM(A,"온순",8)
CALL COM_ORDER_CALC_VALUE_BY_PALAM(A,"굴복",6)
CALL COM_ORDER_CALC_VALUE_BY_PALAM(A,"치정",1)
CALL COM_ORDER_CALC_VALUE_BY_PALAM(A,"고통",3)
CALL COM_ORDER_CALC_VALUE_BY_PALAM(A,"공포",4)

CALL COM_ORDER_CALC_VALUE_TALENT(A,"겁쟁이",20)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"반항적",-30)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"꿋꿋함",-10)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"얌전함",4)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"프라이드높음",-10)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"건방짐",-12)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"프라이드낮음",20)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"사교적",-4)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"내향적",2)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"인간혐오",-30)

CALL COM_ORDER_CALC_VALUE_TALENT(A,"부끄럼쟁이",-15)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"남성혐오",-12,,"TALENT:PLAYER:남자 && !(IS_LOVING(index) && PLAYER == MASTER)")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"처녀",-10)

CALL COM_ORDER_CALC_VALUE_TALENT(A,"고결",-100,,"!IS_SURRENDER(index)")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"성악",-80,,"!IS_SURRENDER(index)")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"약점",20)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"굴복",40)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"철벽",-55,,"!IS_FALLEN(index)")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"거절",-10,,"!IS_FALLEN(index)")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"아픔에약함",20,,"MARK:index:고통각인 > 1")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"아픔에강함",-10,,"MARK:index:고통각인 < 2")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"레이프소망",40)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"도착적",40)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"마조",50)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"공주님소망",-50)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"좋아하는사람있음",-30,,"!IS_UPPER_FALLEN(index)")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"남친있음",-40,,"!IS_UPPER_FALLEN(index)")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"남편있음",-30,,"!IS_UPPER_FALLEN(index)")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"기혼",-30,,"!IS_UPPER_FALLEN(index)")

CALL COM_ORDER_CALC_VALUE_BY_TEQUIP(A,"미약",5)

CALL COM_ORDER_CALC_VALUE_TALENT(A,"소악마",10,MASTER,"index == PLAYER")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"소악마",10,ASSI)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"고무",10,MASTER,"index == PLAYER")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"고무",10,ASSI)

CALL SHOW_COMORDER_RESULT(A,18)

WAIT

;実行できない
SIF A < V
	RETURN 0

CALL SET_COLOR_STATUS,3
PRINTFORML \@ TALENT:교제 ? 사랑고백 # 노예선언 \@
RESETCOLOR
STR:0 = \@ TALENT:교제 ? 사랑고백 # 노예선언 \@
CALL KOJO_MESSAGE_COM

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 10
LOSEBASE:1 += 30
IF TALENT:연모 || TALENT:친애
	SOURCE:굴종 = 700
	SOURCE:일탈 = 120
	SOURCE:정애 = 100
ELSEIF TALENT:음란 || TALENT:창녀 || TALENT:복종 || TALENT:예속
	SOURCE:굴종 = 1000
	SOURCE:일탈 = 1100
ELSEIF TALENT:협박 || TALENT:강간
	SOURCE:굴종 = 800
	SOURCE:일탈 = 700
	SOURCE:반발 = 200
ELSE
	SOURCE:굴종 = 500
	SOURCE:일탈 = 400
	SOURCE:반발 = 400
ENDIF
SOURCE:노출 = 500

SELECTCASE ABL:마조끼
	CASE 0
		TIMES SOURCE:굴종 , 0.80
		SOURCE:액체 += 0
		SOURCE:욕정 += 0
	CASE 1
		TIMES SOURCE:굴종 , 1.00
		SOURCE:액체 += 100
		SOURCE:욕정 += 150
	CASE 2
		TIMES SOURCE:굴종 , 1.20
		SOURCE:액체 += 200
		SOURCE:욕정 += 350
	CASE 3
		TIMES SOURCE:굴종 , 1.40
		SOURCE:액체 += 350
		SOURCE:욕정 += 600
	CASE 4
		TIMES SOURCE:굴종 , 1.50
		SOURCE:액체 += 550
		SOURCE:욕정 += 900
	CASE 5
		TIMES SOURCE:굴종 , 1.70
		SOURCE:액체 += 700
		SOURCE:욕정 += 1100
	CASE 6
		TIMES SOURCE:굴종 , 1.90
		SOURCE:액체 += 800
		SOURCE:욕정 += 1200
	CASE 7
		TIMES SOURCE:굴종 , 2.10
		SOURCE:액체 += 900
		SOURCE:욕정 += 1400
	CASE 8
		TIMES SOURCE:굴종 , 2.30
		SOURCE:액체 += 1000
		SOURCE:욕정 += 1700
	CASE 9
		TIMES SOURCE:굴종 , 2.50
		SOURCE:액체 += 1100
		SOURCE:욕정 += 1900
	CASEELSE
		TIMES SOURCE:굴종 , 3.00
		SOURCE:액체 += 1200
		SOURCE:욕정 += 2000
ENDSELECT

;마조を見る
IF TALENT:마조
	TIMES SOURCE:굴종 , 2.50
	TIMES SOURCE:액체 , 1.20
	TIMES SOURCE:욕정 , 1.20
ENDIF

;TALENT:반항적をみる
IF TALENT:반항적
	TIMES SOURCE:굴종 , 0.75
	TIMES SOURCE:불결 , 1.50
ENDIF

;TALENT:꿋꿋함をみる
IF TALENT:꿋꿋함
	TIMES SOURCE:굴종 , 0.75
	TIMES SOURCE:반발 , 2.50
ENDIF

;TALENT:프라이드높음をみる
IF TALENT:프라이드높음
	TIMES SOURCE:굴종 , 1.50
	TIMES SOURCE:반발 , 2.00
ENDIF

;TALENT:건방짐をみる
IF TALENT:건방짐
	TIMES SOURCE:굴종 , 0.80
	TIMES SOURCE:반발 , 1.80
ENDIF

;TALENT:프라이드낮음をみる
IF TALENT:프라이드높음
	TIMES SOURCE:굴종 , 0.75
	TIMES SOURCE:반발 , 0.75
ENDIF

;TALENT:고결をみる
IF TALENT:고결
	TIMES SOURCE:굴종 , 1.50
	TIMES SOURCE:일탈 , 2.00
ENDIF

;TALENT:성악をみる
SIF TALENT:성악
	TIMES SOURCE:굴종 , 0.50

;인간혐오には、반감ソース追加(全て100)
SIF TALENT:인간혐오
	SOURCE:반발 += 100

;사교적には、ソース増加
IF TALENT:사교적
	TIMES SOURCE:온순 , 2.00
	TIMES SOURCE:일탈 , 0.20
ENDIF

;내향적には、억울ソース追加(基本40 コミュニケーション含む場合増加)
;내향적は、ソース変化
IF TALENT:32
	SOURCE:두려움 = 200
	SOURCE:우울 += 100
	TIMES SOURCE:온순 , 0.75
	TIMES SOURCE:굴종 , 0.75
	TIMES SOURCE:일탈 , 1.50
ENDIF

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
;애정경험
IF (TALENT:3 == 1 || TALENT:6 == 1) && ASSIPLAY == 0
	PRINTS EXPNAME:23
	PRINTL +1
	EXP:23 += 1
ENDIF

;의존도ベクトル
TFLAG:33 = 4

;의존도補正値(연모で1、친애で2）
IF TALENT:3 && ASSIPLAY == 0
	TFLAG:30 += 1
ELSEIF TALENT:6 && ASSIPLAY == 0
	TFLAG:30 += 2
ELSEIF TALENT:교제
	TFLAG:30 += 1
ELSE
	TFLAG:30 -= 3
ENDIF

;의존도補正値(반하기쉬움）
SIF TALENT:90 && ASSIPLAY == 0
	TFLAG:30 += 4

;의존도補正値(공주님소망）
SIF TALENT:199 && ASSIPLAY == 0
	TFLAG:30 += 2

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 1

RETURN 1


code:
;-------------------------------------------------
;애널조르기
;コミュニケーション系コマンド、レベル2
;-------------------------------------------------
@COM35

;-------------------------------------------------
;実行できるかの判定
;-------------------------------------------------
A = 0
S = 0

;すべての命令に共通の要素を考慮
;(순종が高いと命令に従いやすいなど)
CALL COM_ORDER

CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"순종",3)
CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"욕망",5)
CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"Ａ감각",3)
CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"봉사정신",4)
CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"노출증",5)
CALL COM_ORDER_CALC_VALUE_BY_ABL(A,"자위중독",2)

CALL COM_ORDER_CALC_VALUE_BY_MARK(A,"쾌락각인",2)
CALL COM_ORDER_CALC_VALUE_BY_MARK(A,"반발각인",-30)

SIF PALAM:윤활 < PALAMLV:3
	CALL COM_ORDER_CALC_VALUE(A,"윤활不足",-25)
CALL COM_ORDER_CALC_VALUE_BY_PALAM(A,"욕정",3)

CALL COM_ORDER_CALC_VALUE_TALENT(A,"겁쟁이",-10)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"부끄럼쟁이",-15)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"쾌감을부정",-5,,"!IS_SEXMIND(index)")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"남성혐오",-12,,"TALENT:PLAYER:남자 && !(IS_LOVING(index) && PLAYER == MASTER)")

CALL COM_ORDER_CALC_VALUE_TALENT(A,"후타나리",-3,PLAYER)

CALL COM_ORDER_CALC_VALUE_TALENT(A,"감정부족",5)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"내향적",3)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"고결",-10,,"!IS_SEXMIND(index)")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"성악",3)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"굴복",10)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"철벽",-25,,"!IS_FALLEN(index)")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"자위하기쉬움",8)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"거절",-10,,"!IS_FALLEN(index)")

CALL COM_ORDER_CALC_VALUE_BY_TEQUIP(A,"미약",5)

CALL COM_ORDER_CALC_VALUE_TALENT(A,"소악마",10,MASTER,"index == PLAYER")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"소악마",10,ASSI)
CALL COM_ORDER_CALC_VALUE_TALENT(A,"고무",10,MASTER,"index == PLAYER")
CALL COM_ORDER_CALC_VALUE_TALENT(A,"고무",10,ASSI)

CALL SHOW_COMORDER_RESULT(A,18)

WAIT

;実行できない
SIF A < V
	RETURN 0

CALL SET_COLOR_STATUS,3
PRINTL 애널조르기
RESETCOLOR
STR:0 = 애널조르기
CALL KOJO_MESSAGE_COM

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
LOSEBASE:0 += 10
LOSEBASE:1 += 30
;교제系は来ない
IF TALENT:음란 || TALENT:창녀 || TALENT:복종 || TALENT:예속
	SOURCE:굴종 = 1400
	SOURCE:일탈 = 1600
ELSEIF TALENT:협박 || TALENT:강간
	SOURCE:굴종 = 1000
	SOURCE:일탈 = 900
	SOURCE:반발 = 400
ELSE
	SOURCE:굴종 = 800
	SOURCE:일탈 = 700
	SOURCE:반발 = 700
ENDIF
SOURCE:노출 = 600

SELECTCASE ABL:마조끼
	CASE 0
		TIMES SOURCE:굴종 , 0.80
		SOURCE:액체 += 0
		SOURCE:욕정 += 0
	CASE 1
		TIMES SOURCE:굴종 , 1.00
		SOURCE:액체 += 100
		SOURCE:욕정 += 150
	CASE 2
		TIMES SOURCE:굴종 , 1.20
		SOURCE:액체 += 200
		SOURCE:욕정 += 350
	CASE 3
		TIMES SOURCE:굴종 , 1.40
		SOURCE:액체 += 350
		SOURCE:욕정 += 600
	CASE 4
		TIMES SOURCE:굴종 , 1.50
		SOURCE:액체 += 550
		SOURCE:욕정 += 900
	CASE 5
		TIMES SOURCE:굴종 , 1.70
		SOURCE:액체 += 700
		SOURCE:욕정 += 1100
	CASE 6
		TIMES SOURCE:굴종 , 1.90
		SOURCE:액체 += 800
		SOURCE:욕정 += 1200
	CASE 7
		TIMES SOURCE:굴종 , 2.10
		SOURCE:액체 += 900
		SOURCE:욕정 += 1400
	CASE 8
		TIMES SOURCE:굴종 , 2.30
		SOURCE:액체 += 1000
		SOURCE:욕정 += 1700
	CASE 9
		TIMES SOURCE:굴종 , 2.50
		SOURCE:액체 += 1100
		SOURCE:욕정 += 1900
	CASEELSE
		TIMES SOURCE:굴종 , 3.00
		SOURCE:액체 += 1200
		SOURCE:욕정 += 2000
ENDSELECT

;마조を見る
IF TALENT:마조
	TIMES SOURCE:굴종 , 2.50
	TIMES SOURCE:액체 , 1.20
	TIMES SOURCE:욕정 , 1.20
ENDIF

;TALENT:반항적をみる
IF TALENT:반항적
	TIMES SOURCE:굴종 , 0.75
	TIMES SOURCE:불결 , 1.50
ENDIF

;TALENT:꿋꿋함をみる
IF TALENT:꿋꿋함
	TIMES SOURCE:굴종 , 0.75
	TIMES SOURCE:반발 , 2.50
ENDIF

;TALENT:프라이드높음をみる
IF TALENT:프라이드높음
	TIMES SOURCE:굴종 , 1.50
	TIMES SOURCE:반발 , 2.00
ENDIF

;TALENT:건방짐をみる
IF TALENT:건방짐
	TIMES SOURCE:굴종 , 0.80
	TIMES SOURCE:반발 , 1.80
ENDIF

;TALENT:프라이드낮음をみる
IF TALENT:프라이드높음
	TIMES SOURCE:굴종 , 0.75
	TIMES SOURCE:반발 , 0.75
ENDIF

;TALENT:고결をみる
IF TALENT:고결
	TIMES SOURCE:굴종 , 1.50
	TIMES SOURCE:일탈 , 2.00
ENDIF

;TALENT:성악をみる
SIF TALENT:성악
	TIMES SOURCE:굴종 , 0.50

;인간혐오には、반감ソース追加(全て100)
SIF TALENT:인간혐오
	SOURCE:반발 += 100

;사교적には、ソース増加
IF TALENT:사교적
	TIMES SOURCE:온순 , 2.00
	TIMES SOURCE:일탈 , 0.20
ENDIF

;내향적には、억울ソース追加(基本40 コミュニケーション含む場合増加)
;내향적は、ソース変化
IF TALENT:32
	SOURCE:두려움 = 200
	SOURCE:우울 += 100
	TIMES SOURCE:온순 , 0.75
	TIMES SOURCE:굴종 , 0.75
	TIMES SOURCE:일탈 , 1.50
ENDIF

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
;애정경험
IF (TALENT:3 == 1 || TALENT:6 == 1) && ASSIPLAY == 0
	PRINTS EXPNAME:23
	PRINTL +1
	EXP:23 += 1
ENDIF

;의존도ベクトル
TFLAG:33 = 4

;의존도補正値(연모で1、친애で2）
IF TALENT:3 && ASSIPLAY == 0
	TFLAG:30 += 1
ELSEIF TALENT:6 && ASSIPLAY == 0
	TFLAG:30 += 2
ELSEIF TALENT:교제
	TFLAG:30 += 1
ELSE
	TFLAG:30 -= 3
ENDIF

;의존도補正値(반하기쉬움）
SIF TALENT:90 && ASSIPLAY == 0
	TFLAG:30 += 4

;의존도補正値(공주님소망）
SIF TALENT:199 && ASSIPLAY == 0
	TFLAG:30 += 2

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 2

RETURN 1


code:
;-------------------------------------------------
;애널핥기
;애무系コマンド、レベル1
;-------------------------------------------------
@COM4
CALL SET_COLOR_STATUS,3
PRINTL 애널핥기
RESETCOLOR
STR:0 = 애널핥기
CALL KOJO_MESSAGE_COM

;-------------------------------------------------
;ソース追加処理
;-------------------------------------------------
;消費체력、기력
;消費체력、기력
LOSEBASE:0 += 5
LOSEBASE:1 += 50

SOURCE:쾌Ａ = 50
SOURCE:정액주입 = 50
SOURCE:일탈 = 40
SOURCE:반발 = 30

;-------------------------------------------------
;특수ソース処理
;-------------------------------------------------
;억압、저항持ちには、억울ソース追加
SIF TALENT:82
	SOURCE:우울 += 100
SIF TALENT:84
	SOURCE:우울 += 100
;내향적には、억울ソース追加(基本40 コミュニケーション含む場合増加)
SIF TALENT:32
	SOURCE:우울 += 40
;인간혐오には、반감ソース追加(全て100)
SIF TALENT:33
	SOURCE:반발 += 100
;潔癖症には、불결ソース追加(저항억압と同程度 Bだと0 Aだと2倍 他人に触れない場合0)
SIF TALENT:60
	SOURCE:불결 += 200
;거절には、일탈ソース追加(저항억압の3/4目安)
SIF TALENT:159
	SOURCE:일탈 += 70
;Ａ거부には、불결ソース追加
SIF TALENT:156
	SOURCE:불결 += 300
;공주님소망には、일탈のソース追加
SIF TALENT:199
	SOURCE:일탈 += 150

;調教者のTALENT:혀놀림をみる
SIF TALENT:PLAYER:122
	TIMES SOURCE:쾌Ａ , 1.50
;調教者のTALENT:고양이혀をみる
SIF TALENT:PLAYER:124
	TIMES SOURCE:쾌Ａ , 0.75

;調教者が헌신적なら全ソース増加
IF TALENT:PLAYER:153 == 1
	TIMES SOURCE:쾌Ａ , 1.50
ENDIF

;-------------------------------------------------
;汚れの処理
;-------------------------------------------------
;奴隷のＡ⇔調教者の입の汚れが移動
STAIN:4 |= STAIN:PLAYER:0
STAIN:PLAYER:0 |= STAIN:4

;-------------------------------------------------
;経験の処理
;-------------------------------------------------
A = 3
IF TALENT:290 == 0 && TALENT:PLAYER:290 == 0
	PRINTFORML %EXPNAME:40%+{A}
	EXP:40 += A
ELSEIF TALENT:290 && TALENT:PLAYER:290
	PRINTFORML %EXPNAME:41%+{A}
	EXP:41 += A
ENDIF

;調教者が고양이혀持ちの場合は、調教者に가학쾌락경험を追加
IF TALENT:PLAYER:124
	EXP:PLAYER:32 += 1
	PRINTFORML %CALLNAME:PLAYER%의 %EXPNAME:32%＋１
ENDIF

;의존도ベクトル
TFLAG:33 = 3

;의존도補正値(반하기쉬움）
IF TALENT:90 && ASSIPLAY == 0
	TFLAG:33 = 2
	TFLAG:30 += 2
ENDIF

;消費時間5分
FLAG:24 -= 5

TFLAG:301 = 10

RETURN 1