code:
;21/09/15 地獄温泉従業員用に色々追記,イナバ販売員を新規追加
;21/10/03 茨歌仙仕様モブタヌキ追加
@MAKE_YUKIZURI(ARG, ARGS, ENEMY)
#DIM DBB
#DIM MOBNUM
#DIM ENEMY
#DIM 泡姫

CALL 모브코화상리셋(ARG)
DELCHARA ARG
ADDCHARA ARG
泡姫 = ENEMY == 2 ? 1 # 0
CALL 랜덤소질부여(ARG, ARGS, 泡姫)

;여기서 자주가는지역을 설정해, 해당 지역이 아니면 로드시 튀기기로 한다
CFLAG:ARG:자주가는지역 = CFLAG:MASTER:현재위치 / 100

;기력, 체력
CALLNAME:ARG = %랜덤캐릭터_명명(ARG)%
NAME:ARG = %CALLNAME:ARG%
MAXBASE:ARG:0 += RAND:(RANDOM_BASE:0) + RAND:(RANDOM_BASE:0)
MAXBASE:ARG:1 += RAND:(RANDOM_BASE:1) + RAND:(RANDOM_BASE:1)
;せっかくやっつけてお持ち帰りした相手がすぐ体力気力切れると寂しいので下駄を履かせる
IF ENEMY
	MAXBASE:ARG:0 += ABL:ARG:전투능력 * 100 + 100 + (TALENT:ARG:풍속양 * 500)
	MAXBASE:ARG:1 += ABL:ARG:전투능력 * 100 + 100 + (TALENT:ARG:풍속양 * 500)
ENDIF
FOR LOCAL,0,20
	BASE:ARG:LOCAL = MAXBASE:ARG:LOCAL
NEXT
BASE:ARG:술기운 = 0
BASE:ARG:무드 = 0
BASE:ARG:분노 = 0
BASE:ARG:발기 = 0
IF TALENT:ARG:성별 == 3
	MAXBASE:ARG:정력 = 500
	BASE:ARG:정력 = 500
	MAXBASE:ARG:발기 = 1500
ENDIF

DBB = TFLAG:행운보정 * 2 + (泡姫 * 10) + ((ARGS == "서큐버스") * 15)
;DBB=Dosukebe Body Bonus
;남성기피등이 귀찮은 소질이 붙었을 경우 민감이 다하기 쉬워진다

SIF TALENT:ARG:무관심
	DBB += 5
SIF TALENT:ARG:자존심 > 0
	DBB += 5
SIF TALENT:ARG:자제심
	DBB += 5
SIF TALENT:ARG:일선을넘지않음
	DBB += 10
SIF TALENT:ARG:저항
	DBB += 15
SIF TALENT:ARG:자기애 < 0
	DBB += 15
SIF OTOKOGIRAI(ARG)
	DBB += 20
SIF ENEMY == 1
	DBB += ABL:ARG:전투능력 * 8

;감도 설정
FOR LOCAL,101,105
	LOCAL:1 = RAND:(100 + DBB)
	IF LOCAL:1 > 90
		TALENT:ARG:LOCAL = 1
	ELSEIF LOCAL:1 < 20
		TALENT:ARG:LOCAL = -1
	ENDIF
NEXT
CALL 랜덤경험능력부여(ARG, ARGS, TALENT:ARG:풍속양)
;신체측정도 넣고 싶지만 귀찮기 때문에 패스
모브코초기V성교경험 = EXP:ARG:V성교경험
;別絵タヌキはここで統合
ARGS = %\@ ARGS == "茨たぬき" ? 둔갑너구리 # %ARGS% \@%
;기분은 별로 상관없을까

;여기서 플레이버 텍스트를 추가할 수 있습니다
;직업
IF 泡姫
	CSTR:ARG:3 = 욕실에서 등을 씻어주는
	GOTO SKIP
ENDIF
CSTR:ARG:3 '= TEXTR("생선회에 민들레를 얹는/조교사/도시락 판매원/병아리 감별사/숙련된 팬티 장인/로터 재배 농가/요정의 땀에서 소금을 만드는/꽃꿀의 요정에서 설탕을 만드는/봉투에 「죄」라고 쓰는")
SIF ARGS == "유부녀" && !RAND:3
	CSTR:ARG:3 '= "전업주부"
SIF ARGS == "캇파" && !RAND:3
	CSTR:ARG:3 '= "엔지니어"
SIF ARGS == "캇파" && !RAND:7
	CSTR:ARG:3 '= "악덕상인"
SIF ARGS == "백랑텐구" && !RAND:3
	CSTR:ARG:3 '= "말단 초계 텐구"
SIF ARGS == "카라스텐구" && !RAND:3
	CSTR:ARG:3 '= "신문기자"
SIF ARGS == "둔갑너구리" && !RAND:3
	CSTR:ARG:3 '= "채권 추심인"
SIF ARGS == "둔갑너구리" && !RAND:3
	CSTR:ARG:3 '= "퇴비 제조업자"
SIF ARGS == "이나바" && !RAND:3
	CSTR:ARG:3 '= "약사 견습"
SIF ARGS == "이나바" && !RAND:5
	CSTR:ARG:3 '= "이나바 약장수"
; SIF ARGS == "이나바" && !RAND:7
; 	CSTR:ARG:3 '= "수상한 돌의 방문 판매원"
SIF ARGS == "販売員" && RAND:3
	CSTR:ARG:3 '= @"%TEXTR("수상한 돌/수상쩍은 돌/수상한 약/위험한 약")%의 방문판매원"
SIF ARGS == "옥토끼" && !RAND:3
	CSTR:ARG:3 '= "월인의 종자"
SIF ARGS == "옥토끼" && !RAND:3
	CSTR:ARG:3 '= "달의 군인"
SIF ARGS == "오니" && !RAND:3
	CSTR:ARG:3 '= "싸움꾼"
SIF ARGS == "오니" && !RAND:4
	CSTR:ARG:3 '= "식객"
SIF ARGS == "오니" && !RAND:6
	CSTR:ARG:3 '= "경호원 강사"
SIF TALENT:ARG:추가종족 == 3
	CSTR:ARG:3 '= "메이드"
SIF TALENT:ARG:자위하기쉬움 && !RAND:2
	CSTR:ARG:3 '= "오나니 마스터"
$SKIP
;이명과 능력

;모기에 물려도 안 긁고 참는 정도의 능력
;부조리한 명령에 의문을 품지 않는 정도의 능력
;개에게 구구단을 가르치는 정도의 능력

;CSTR:10/11은 시스템측에서 사용하고 있기 때문에 대입 처리는 위험
;CSTR:12도 사용의 흔적이 있던(사양 변경으로 사용하지 않았다) 모아 두고 피하는 편이 좋다
;통상 캐릭터의 캐릭터 소개문은 CSV 참조 혹은 말함수 참조로 가고 있습니다
;우선 CSTR:15를 사용해!
{
CSTR:ARG:15 '= TEXTR("코로 스파게티를 먹는/땀 흘리지 않고 여름을 버티는/10초만에 잠이 드는/넘어져도 울지 않는/세탁물을 아름답게 개는/비를 5분 전에 짐작하는/결코 글을 잘못 쓰지 않는/물건을 무너뜨리지 않으며 쌓는/
노린 페이지에서 책을 펼치는/소면을 곤약으로 바꾸는/자유자재로 눈물을 흘리는/매일 빠짐없이 일기를 쓰는/미림 건어물을 안 태우고 굽는/콜라를 소바 간장으로 바꾸는/가족의 돈으로 도박장에 다니는/모기에 물려도 긁지 않고 참는/
숟가락으로 깔끔하게 그레이프 후르츠를 먹는/상사 갑질에 견디는/저임금으로 장시간 노동하는/용각산을 물 없이 넘기는/중병이나 천재지변에도 출근하는/컵 야키소바의 물빼기를 절대 실패하지 않는/
볶음밥에서 초록 건더기를 골라내는/수박의 줄무늬를 늘리는") + " 정도의 능력"
}
SIF TALENT:ARG:헌신적 && !RAND:3
	CSTR:ARG:15 '= "반한 상대에게 헌신하는 정도의 능력"
SIF TALENT:ARG:헌신적 && !RAND:3
	CSTR:ARG:15 '= "반한 상대에게 진력하는 정도의 능력"
SIF TALENT:ARG:무관심 && !RAND:3
	CSTR:ARG:15 '= "주위에게 휩쓸리지 않는 정도의 능력"
SIF TALENT:ARG:감정결여 && !RAND:3
	CSTR:ARG:15 '= "쿨하고 드라이하게 행동하는 정도의 능력"
TEQUIP:ARG:상반신착의상황 = 1
ARGS = %\@ ARGS == "販売員" ? イナバ # %ARGS% \@%
CSTR:ARG:모브코종족 = %ARGS%
IF 泡姫
	IF ARGS == "泡姫"
		LOCALS:0 '= "마을 아가씨", "유부녀", "미망인"
		LOCAL = RAND:2 ? 0 # RAND:3
		ARGS = %LOCALS:LOCAL%
		TALENT:ARG:유부녀 = LOCAL
	ENDIF
	CSTR:ARG:모브코프로필1 = %CALLNAME:ARG%：%PRINT_DATE_F(DAY)%にお風呂をご一緒した%ARGS%
	TCVAR:ARG:피임약 = 1
	IF TALENT:ARG:인간 > 1
		LOCAL = RAND:2
		LOCALS = %TEXTR("堕ちた/売られた/堕落した")%
		CSTR:ARG:모브코종족 = %\@ LOCAL ? %LOCALS% # \@%%GET_TRIBENAME(ARG, GETNUM(TALENT, "인간"))%%\@ LOCAL ? # くずれ\@%
	ELSEIF TALENT:ARG:인간 == 1 && TALENT:ARG:유부녀
		CSTR:ARG:모브코종족 = %TEXTR("堕ちた/売られた/堕落した")%%GET_TALENTNAME(198, TALENT:ARG:유부녀)%
	ELSEIF !GROUPMATCH(ARGS, "泡姫", "서큐버스")
		CSTR:ARG:모브코종족 = %TEXTR("堕ちた/売られた/堕落した")%%ARGS%
	ENDIF
	MARK:RANDOM_CHARANUM:쾌락각인 = 3
	MARK:RANDOM_CHARANUM:괘씸각인 = 3
ELSEIF ENEMY
	CSTR:ARG:모브코프로필1 = %CALLNAME:ARG%：%PRINT_DATE_F(DAY)%에 싸움을 건 %ARGS%
ELSE
	CSTR:ARG:모브코프로필1 = %CALLNAME:ARG%：%PRINT_DATE_F(DAY)%에 %GET_MAPNAME(CFLAG:MASTER:현재위치 / 100)%에서 만난 %ARGS%
ENDIF
;人妻に低確率で出産経験と母乳体質付与
IF TALENT:ARG:유부녀
	ABL:ARG:청소기능 += RAND:2
	ABL:ARG:요리기능 += RAND:2
	SIF !TALENT:ARG:처녀 && !RAND:4
		EXP:ARG:출산경험 += 1 + RAND:3
	SIF !RAND:(15 - (EXP:ARG:출산경험 * 3))
		TALENT:ARG:모유체질 = 2
ENDIF
;モブ子の一人称/二人称決める
LOCAL = ENEMY == 1 ? 1 # 0
CALL SETTING_PERSONALITY(ARG)
CALL SET_MOB_PERSON(ARG, LOCAL)

;≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡
; 캐릭터의 소질의 부여 확률 설정
;≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡
@랜덤소질부여(ARG,ARGS,店員=0)
#DIM 의상변경
#DIM 店員
의상변경 = 0
;리셋 작업 추가.어떤 소질도 일률적으로 2%의 확률을 부여하고 붙으면 곤란한 것은 0으로 덮어쓰기
VARSET RANDOM_TALENT_RATE
VARSET RANDOM_TALENT_RATE, 20, 0, 100
LOCAL:0 = 1, 3, 4, 5, 7, 8, 9, 17, 34, 72, 73, 74, 75, 76, 77, 78, 84, 85, 90, 91
FOR COUNT, 0, 20
	RANDOM_TALENT_RATE:(LOCAL:COUNT) = 0
NEXT
;타입별로 취득 소질의 경향이 바뀐다든가 하고 싶지만 귀찮아
;점원으로 취득 소질의 확률 강화.부정적인 것은 무시.범용성은 없다
;유지에게 기대
SELECTCASE ARGS
	CASE "캇파", "야마와로"
		RANDOM_BASE:0 = 300
		RANDOM_BASE:1 = 300
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "성별")) = 1000
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "처녀")) = 500
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "키스미경험")) = 300
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무지")) = 30
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "츤데레")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무관심")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자제심")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "감정결여")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "일선을넘지않음")) = 20
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "눈에띄고싶어함")) = 200
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "저항")) = 20
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자위하기쉬움")) = 200
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "헌신적")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "중독되기쉬움")) = 150
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "도착적")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "새드")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "마조")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "능숙한손가락")) = 250 + 店員 * 350
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "용모")) = 50

		;플러스 마이너스가 있는 계
		CALL SET_BIASED_TALENT(ARG, "담력",       -1, 200, 1, 80)
		CALL SET_BIASED_TALENT(ARG, "태도",       -1, 150, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "응답",       -1, 80, 1, 80)
		CALL SET_BIASED_TALENT(ARG, "성적흥미",   -1, 100, 1, 200)
		CALL SET_BIASED_TALENT(ARG, "명랑／음침", -1, 80, 1, 80)
		CALL SET_BIASED_TALENT(ARG, "자존심",   -1, 100, 1, 80)
		CALL SET_BIASED_TALENT(ARG, "수치심",     -1, 200, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "통각",       -1, 0, 1, 120)
		CALL SET_BIASED_TALENT(ARG, "젖기쉬움", -1, 0,  1, 250)
		CALL SET_BIASED_TALENT(ARG, "습득속도",   -1, 0,  1, 250)
		CALL SET_BIASED_TALENT(ARG, "쾌감응답",   -1, 100, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "정조",       -1, 200, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "자기애",     -1, 0,  1, 200)

		;범위가 ;-1~1를 넘는 귀찮은 거
		CALL SET_BIASED_TALENT(ARG, "악취내성",     -2, 0,  -1, 100, 1, 250, 2, 150)
		CALL SET_BIASED_TALENT(ARG, "성별기호",     -1, 150,  1,  100, 2, 100)
		CALL SET_BIASED_TALENT(ARG, "체형",         -2, 100, -1, 250, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "가슴사이즈", -2, 70, -1, 100, 1, 150)
		CALL SET_BIASED_TALENT(ARG, "술내성",       -2, 0, -1, 50, 1, 200, 2, 100, 3, 50)

		ABL:ARG:친밀 = 1
		ABL:ARG:전투능력 = 1 + RAND:2
		ABL:ARG:기교 = 2
		ABL:ARG:손가락 = 1
		;衣装セットは共通
		;オブジェクト変数よくわからんので設定できない
		의상변경 = 12
		IF ARGS == "캇파"
			TALENT:ARG:낚시Lv = 2 + RAND:2
			TALENT:ARG:수서 = 1
			TALENT:ARG:요괴 = 4
		;ランダムでにとりのスキルを取得している
		SIF !RAND:3
			SETBIT CFLAG:ARG:탄막특능, 1
		;山童
		ELSE
			SIF !RAND:3
				ABL:ARG:전투능력 ++
			TALENT:ARG:채집Lv = 2 + RAND:2
			TALENT:ARG:요괴 = 12
			;ランダムでたかねのスキルを取得している
			SIF !RAND:3
				SETBIT CFLAG:ARG:탄막특능, 5
		ENDIF
	CASE "백랑텐구", "카라스텐구"
		RANDOM_BASE:0 = 400
		RANDOM_BASE:1 = 400
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "성별")) = 1000
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "처녀")) = 300
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "키스미경험")) = 200
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무지")) = 80
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "츤데레")) = 70
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무관심")) = 80
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자제심")) = 180
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "감정결여")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "일선을넘지않음")) = 150
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "눈에띄고싶어함")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "저항")) = 150
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자위하기쉬움")) = 80
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "헌신적")) = 150
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "중독되기쉬움")) = 50 + 店員 * 450
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "도착적")) = 80
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "새드")) = 150
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "마조")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "용모")) = 100

		;プラマイがある系
		CALL SET_BIASED_TALENT(ARG, "담력",       -1, 80, 1, 180)
		CALL SET_BIASED_TALENT(ARG, "태도",       -1, 50, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "응답",       -1, 80, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "성적흥미",   -1, 200, 1, 80)
		CALL SET_BIASED_TALENT(ARG, "명랑／음침", -1, 80, 1, 80)
		CALL SET_BIASED_TALENT(ARG, "자존심",   -1, 80, 1, 200)
		CALL SET_BIASED_TALENT(ARG, "수치심",     -1, 150, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "통각",       -1, 200, 1, 0)
		CALL SET_BIASED_TALENT(ARG, "젖기쉬움", -1, 80,  1, 50)
		CALL SET_BIASED_TALENT(ARG, "습득속도",   -1, 50,  1, 50)
		CALL SET_BIASED_TALENT(ARG, "쾌감응답",   -1, 200, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "정조",       -1, 50, 1, 250)
		CALL SET_BIASED_TALENT(ARG, "자기애",     -1, 150,  1, 100)

		;範囲が;-1~1を超える面倒くさい奴
		CALL SET_BIASED_TALENT(ARG, "악취내성",     -2, 150,  -1, 500, 1, 50, 2, 0)
		CALL SET_BIASED_TALENT(ARG, "성별기호",     -1, 150,  1,  100, 2,  70)
		CALL SET_BIASED_TALENT(ARG, "체형",         -2, 40, -1, 150, 1, 180)
		CALL SET_BIASED_TALENT(ARG, "가슴사이즈", -2, 70, -1, 100, 1, 180)
		CALL SET_BIASED_TALENT(ARG, "술내성",       -2, 0, -1, 50, 1, 250, 2, 150, 3, 100)

		ABL:ARG:전투능력 = 2
		SIF !RAND:3
			ABL:ARG:전투능력 ++
		TALENT:ARG:요괴 = 5
		ABL:ARG:기교 = 1
		IF ARGS == "백랑텐구"
			TALENT:ARG:채집Lv = 1
			TALENT:ARG:동물귀 = 3
			;白狼天狗セット
			의상변경 = 14
			;ランダムで椛のスキルを取得している
			SIF !RAND:3
				SETBIT CFLAG:ARG:탄막특능, 0
			SIF !RAND:3
				SETBIT CFLAG:ARG:탄막특능, 2
		ELSE
			ABL:ARG:전투능력 ++
			ABL:ARG:화술기능 = 2
			;鴉天狗セット
			의상변경 = 15
			;ランダムで文のスキルを取得している
			SIF !RAND:3
				SETBIT CFLAG:ARG:탄막특능, 0
			SIF !RAND:3
				SETBIT CFLAG:ARG:탄막특능, 7
			SIF !RAND:3
				SETBIT CFLAG:ARG:탄막특능, 8
		ENDIF
	CASE "옥토끼"
		;気力体力
		RANDOM_BASE:0 = 400
		RANDOM_BASE:1 = 400
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "성별")) = 1000
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "처녀")) = 900
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "키스미경험")) = 700
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무지")) = 10
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "유치")) = 30
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "츤데레")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무관심")) = 40
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자제심")) = 40
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "감정결여")) = 10
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "일선을넘지않음")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "눈에띄고싶어함")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "저항")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자위하기쉬움")) = 150
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "헌신적")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "중독되기쉬움")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "도착적")) = 80
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "새드")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "마조")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "소악마")) = 50 + 店員 * 450
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "오줌싸개버릇")) = 10
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "용모")) = 150

		;プラマイがある系
		CALL SET_BIASED_TALENT(ARG, "담력",       -1, 150, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "태도",       -1, 100, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "응답",       -1, 100, 1, 150)
		CALL SET_BIASED_TALENT(ARG, "성적흥미",   -1, 20, 1, 180)
		CALL SET_BIASED_TALENT(ARG, "명랑／음침", -1, 100, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "자존심",   -1, 150, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "수치심",     -1, 80, 1, 80)
		CALL SET_BIASED_TALENT(ARG, "통각",       -1, 100, 1, 80)
		CALL SET_BIASED_TALENT(ARG, "젖기쉬움", -1, 50,   1, 100)
		CALL SET_BIASED_TALENT(ARG, "습득속도",   -1, 50,   1, 50)
		CALL SET_BIASED_TALENT(ARG, "쾌감응답",   -1, 50,  1, 150)
		CALL SET_BIASED_TALENT(ARG, "정조",       -1, 50, 1, 120)
		CALL SET_BIASED_TALENT(ARG, "자기애",     -1, 30,   1, 100)

		;範囲が;-1~1を超える面倒くさい奴
		CALL SET_BIASED_TALENT(ARG, "악취내성",     -2, 50,  -1, 200, 1, 30, 2, 0)
		CALL SET_BIASED_TALENT(ARG, "성별기호",     -1, 100,  1,  50, 2,  50)
		CALL SET_BIASED_TALENT(ARG, "체형",         -2, 40, -1, 100, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "가슴사이즈", -2, 40, -1, 100, 1, 70)
		CALL SET_BIASED_TALENT(ARG, "술내성",       -2, 40, -1, 100, 1, 100, 2, 50, 3, 20)

		의상변경 = 17
		TALENT:ARG:동물귀 = 2
		TALENT:ARG:요괴 = 6
		ABL:ARG:전투능력 = 2
		ABL:ARG:기교 = 1 + RAND:3
		;レイセンのスキルを取得している
		SETBIT CFLAG:ARG:탄막특능, 2
	CASE "둔갑너구리", "茨たぬき"
		RANDOM_BASE:0 = 300
		RANDOM_BASE:1 = 300
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "성별")) = 1000
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "처녀")) = 300
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "키스미경험")) = 200
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무지")) = 80
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무관심")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자제심")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "감정결여")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "일선을넘지않음")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "눈에띄고싶어함")) = 150
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "저항")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자위하기쉬움")) = 120
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "헌신적")) = 120
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "중독되기쉬움")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "도착적")) = 80 + 店員 * 450
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "새드")) = 80
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "마조")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "용모")) = 100

		;プラマイがある系
		CALL SET_BIASED_TALENT(ARG, "담력",       -1, 150, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "태도",       -1, 50, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "응답",       -1, 80, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "성적흥미",   -1, 50, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "명랑／음침", -1, 50, 1, 120)
		CALL SET_BIASED_TALENT(ARG, "자존심",   -1, 80, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "수치심",     -1, 120, 1, 40)
		CALL SET_BIASED_TALENT(ARG, "통각",       -1, 50, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "젖기쉬움", -1, 80,  1, 50)
		CALL SET_BIASED_TALENT(ARG, "습득속도",   -1, 50,  1, 120)
		CALL SET_BIASED_TALENT(ARG, "쾌감응답",   -1, 50, 1, 80)
		CALL SET_BIASED_TALENT(ARG, "정조",       -1, 50, 1, 150)
		CALL SET_BIASED_TALENT(ARG, "자기애",     -1, 30,  1, 80)

		;範囲が;-1~1を超える面倒くさい奴
		CALL SET_BIASED_TALENT(ARG, "악취내성",     -2, 150,  -1, 500, 1, 50, 2, 0)
		CALL SET_BIASED_TALENT(ARG, "성별기호",     -1, 50,  1,  100, 2,  70)
		CALL SET_BIASED_TALENT(ARG, "체형",         -2, 40, -1, 80, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "가슴사이즈", -2, 50, -1, 100, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "술내성",       -2, 40, -1, 80, 1, 150, 2, 100, 3, 50)

		ABL:ARG:전투능력 = 2
		TALENT:ARG:채집Lv = 1
		ABL:ARG:기교 = 1 + RAND:2

		TALENT:ARG:동물귀 = 1
		TALENT:ARG:요괴 = 6

		의상변경 = ARGS == "둔갑너구리" ? 11 # 7
		;ランダムでマミゾウのスキルを取得している
		SIF !RAND:7
			SETBIT CFLAG:ARG:탄막특능, 3
		SIF !RAND:7
			SETBIT CFLAG:ARG:탄막특능, 4
		SIF !RAND:7
			SETBIT CFLAG:ARG:탄막특능, 5
	CASE "이나바", "販売員"
	;妖精に近いがヤることはヤってる
		;気力体力
		RANDOM_BASE:0 = 200
		RANDOM_BASE:1 = 200
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "성별")) = 1000
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "처녀")) = 300
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "키스미경험")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무지")) = 30
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "유치")) = 400 - (350 * (ARGS == "販売員"))
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "츤데레")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무관심")) = 40
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자제심")) = 40
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "감정결여")) = 10
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "일선을넘지않음")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "눈에띄고싶어함")) = 180
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "저항")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자위하기쉬움")) = 150
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "헌신적")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "중독되기쉬움")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "도착적")) = 80
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "새드")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "마조")) = 50 + 店員 * 450
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "소악마")) = 120
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "오줌싸개버릇")) = 10
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "용모")) = 150

		;プラマイがある系
		CALL SET_BIASED_TALENT(ARG, "담력",       -1, 150, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "태도",       -1, 50, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "응답",       -1, 100, 1, 150)
		CALL SET_BIASED_TALENT(ARG, "성적흥미",   -1, 20, 1, 200)
		CALL SET_BIASED_TALENT(ARG, "명랑／음침", -1, 50, 1, 150)
		CALL SET_BIASED_TALENT(ARG, "자존심",   -1, 150, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "수치심",     -1, 150, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "통각",       -1, 150)
		CALL SET_BIASED_TALENT(ARG, "젖기쉬움", -1, 50,   1, 150)
		CALL SET_BIASED_TALENT(ARG, "습득속도",   -1, 50,   1, 50)
		CALL SET_BIASED_TALENT(ARG, "쾌감응답",   -1, 50,  1, 150)
		CALL SET_BIASED_TALENT(ARG, "정조",       -1, 250, 1, 10)
		CALL SET_BIASED_TALENT(ARG, "자기애",     -1, 30,   1, 100)

		;範囲が;-1~1を超える面倒くさい奴
		CALL SET_BIASED_TALENT(ARG, "악취내성",     -2, 50,  -1, 200, 1, 30, 2, 0)
		CALL SET_BIASED_TALENT(ARG, "성별기호",     -1, 200,  1,  50, 2,  50)
		CALL SET_BIASED_TALENT(ARG, "체형",         -2, 150, -1, 200, 1, 0)
		CALL SET_BIASED_TALENT(ARG, "가슴사이즈", -2, 100, -1, 200, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "술내성",       -2, 40, -1, 100, 1, 100, 2, 50, 3, 20)

		의상변경 = 16
		TALENT:ARG:동물귀 = 2
		TALENT:ARG:요괴 = 6
		ABL:ARG:전투능력 = 1
		ABL:ARG:기교 = 1 + RAND:2
		SIF !RAND:4
			ABL:ARG:전투능력 ++
				;ランダムでてゐのスキルを取得している
		SIF !RAND:5
			SETBIT CFLAG:ARG:탄막특능, 4
		SIF !RAND:5
			SETBIT CFLAG:ARG:탄막특능, 7
	CASE "요정", "메이드 요정", "좀비 페어리"
		;気力体力
		RANDOM_BASE:0 = 100
		RANDOM_BASE:1 = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "성별")) = 1000
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "처녀")) = 900
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "키스미경험")) = 800
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무지")) = 700
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "유치")) = 700
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "츤데레")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무관심")) = 30
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자제심")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "감정결여")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "일선을넘지않음")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "눈에띄고싶어함")) = 200
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "저항")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자위하기쉬움")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "헌신적")) = 50 + 店員 * 450
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "중독되기쉬움")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "도착적")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "새드")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "마조")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "오줌싸개버릇")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "용모")) = 150

		;プラマイがある系
		CALL SET_BIASED_TALENT(ARG, "담력",       -1, 80, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "태도",       -1, 80, 1, 150)
		CALL SET_BIASED_TALENT(ARG, "응답",       -1, 80, 1, 150)
		CALL SET_BIASED_TALENT(ARG, "성적흥미",   -1, 100, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "명랑／음침", -1, 100, 1, 300)
		CALL SET_BIASED_TALENT(ARG, "자존심",   -1, 200, 1, 0)
		CALL SET_BIASED_TALENT(ARG, "수치심",     -1, 300, 1, 30)
		CALL SET_BIASED_TALENT(ARG, "통각",       -1, 200)
		CALL SET_BIASED_TALENT(ARG, "젖기쉬움", -1, 300,   1, 0)
		CALL SET_BIASED_TALENT(ARG, "습득속도",   -1, 350,   1, 50)
		CALL SET_BIASED_TALENT(ARG, "쾌감응답",   -1, 0,  1, 350)
		CALL SET_BIASED_TALENT(ARG, "정조",       -1, 350, 1, 0)
		CALL SET_BIASED_TALENT(ARG, "자기애",     -1, 0,   1, 200)

		;範囲が;-1~1を超える面倒くさい奴
		CALL SET_BIASED_TALENT(ARG, "악취내성",     -2, 50,  -1, 100, 1, 100, 2, 50)
		CALL SET_BIASED_TALENT(ARG, "성별기호",     -1, 100,  1,  50, 2,  50)
		CALL SET_BIASED_TALENT(ARG, "체형",         -2, 250, -1, 500, 1, 0)
		CALL SET_BIASED_TALENT(ARG, "가슴사이즈", -2, 250, -1, 300, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "술내성",       -2, 100, -1, 150, 1, 80, 2, 40, 3, 10)

		의상변경 = 13
		IF ARGS == "메이드 요정"
			의상변경 = 51
			ABL:ARG:청소기능 = 1 + RAND:2
			TALENT:ARG:추가종족 = 3
		ENDIF
		TALENT:ARG:요정 = 1
		ABL:ARG:전투능력 = 1

		;ランダムで三月精のスキルを取得している
		SIF !RAND:8
			SETBIT CFLAG:ARG:탄막특능, 1
		SIF !RAND:8
			SETBIT CFLAG:ARG:탄막특능, 2
		SIF !RAND:8
			SETBIT CFLAG:ARG:탄막특능, 5
	CASE "유부녀"
	;그럼 시험삼아, 경험은 미착손입니다
		;기력 체력
		RANDOM_BASE:0 = 250
		RANDOM_BASE:1 = 250
		;RANDOM_TALENT_RATE는 1포인트 0.1%의 부여 확률이라고 생각하면 좋아
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "성별"))         = 1000
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "처녀"))         = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "키스미경험"))   = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무지"))         = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "츤데레"))     = 80
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무관심"))       = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자제심"))       = 500
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "감정결여"))   = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "일선을넘지않음")) = 200
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "눈에띄고싶어함")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "저항"))         = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자위하기쉬움")) = 120 + 店員 * 400
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "헌신적"))       = 600
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "중독되기쉬움")) = 180
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "도착적"))       = 0 + 店員 * 150
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "새드"))         = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "마조"))         = 80
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "용모"))         = 50

		;플러스 마이너스가 있는 계
		CALL SET_BIASED_TALENT(ARG, "담력",       -1, 100, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "태도",       -1, 100, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "응답",       -1, 100, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "성적흥미",   -1, 100, 1, 120)
		CALL SET_BIASED_TALENT(ARG, "명랑／음침", -1, 40, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "자존심",   -1, 100, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "수치심",     -1, 100, 1, 120)
		CALL SET_BIASED_TALENT(ARG, "통각",       -1, 100)
		CALL SET_BIASED_TALENT(ARG, "젖기쉬움", -1, 40,   1, 150)
		CALL SET_BIASED_TALENT(ARG, "습득속도",   -1, 0,   1, 100)
		CALL SET_BIASED_TALENT(ARG, "쾌감응답",   -1, 50,  1, 150)
		CALL SET_BIASED_TALENT(ARG, "정조",       -1, 100, 1, 180)
		CALL SET_BIASED_TALENT(ARG, "자기애",     -1, 60, 1, 60)

		;범위가;-1~1를 넘는 귀찮은 놈
		CALL SET_BIASED_TALENT(ARG, "악취내성",     -2,  50, -1, 100, 1, 100, 2, 50)
		CALL SET_BIASED_TALENT(ARG, "성별기호",     -1, 100,  1,  50, 2,  50)
		CALL SET_BIASED_TALENT(ARG, "체형",         -2,  10, -1,  60, 0, 120, 1, 90, 2, 30)
		CALL SET_BIASED_TALENT(ARG, "가슴사이즈", -2,  60, -1,  90, 0, 120, 1, 90, 2, 30)
		CALL SET_BIASED_TALENT(ARG, "술내성",       -2, 40, -1, 100, 1, 150, 2, 120, 3, 60)

		TALENT:ARG:유부녀 = 1
		TALENT:ARG:인간 = 1
		IF !RAND:7
			TALENT:ARG:인간 = 2 + RAND:5
			SIF GROUPMATCH(TALENT:ARG:인간, 3, 4)
				RANDOM_TALENT_RATE:(GETNUM(TALENT, "용모")) = 500
		ENDIF
		ABL:ARG:교양 += RAND:2
		ABL:ARG:청소기능 += RAND:2
		;복장 랜더마이즈
		SELECTCASE RAND:10
			CASE 0
				;가정부 세트
				의상변경 = 4
			CASE 1,2
				;여학생 세트
				의상변경 = 10
			CASE 3,4
				;여장 세트
				의상변경 = 2
			CASEELSE
				;기모노 세트
				의상변경 = 11
		ENDSELECT
	CASE "마을 아가씨"
	;어려운 소질은 붙지 않고 전체적으로 아주 쉬운이 컨셉
		;기력 체력
		RANDOM_BASE:0 = 250
		RANDOM_BASE:1 = 250
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "성별")) = 1000
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "처녀")) = 850
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "키스미경험")) = 700
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무지")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "츤데레")) = 80
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무관심")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자제심")) = 80
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "감정결여")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "일선을넘지않음")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "눈에띄고싶어함")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "저항")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자위하기쉬움")) = 120 + 店員 * 400
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "헌신적")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "중독되기쉬움")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "도착적")) = 0 + 店員 * 500
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "새드")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "마조")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "용모")) = 50

		;플러스 마이너스가 있는 계
		CALL SET_BIASED_TALENT(ARG, "담력",       -1, 100, 1, 40)
		CALL SET_BIASED_TALENT(ARG, "태도",       -1, 100, 1, 40)
		CALL SET_BIASED_TALENT(ARG, "응답",       -1, 100, 1, 40)
		CALL SET_BIASED_TALENT(ARG, "성적흥미",   -1, 100, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "명랑／음침", -1, 50, 1, 140)
		CALL SET_BIASED_TALENT(ARG, "자존심",     -1, 150, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "수치심",     -1, 70, 1, 70)
		CALL SET_BIASED_TALENT(ARG, "통각",       -1, 100)
		CALL SET_BIASED_TALENT(ARG, "젖기쉬움",   -1, 0,   1, 200)
		CALL SET_BIASED_TALENT(ARG, "습득속도",   -1, 0,   1, 100)
		CALL SET_BIASED_TALENT(ARG, "쾌감응답",   -1, 50,  1, 120)
		CALL SET_BIASED_TALENT(ARG, "정조",       -1, 60, 1, 60)
		CALL SET_BIASED_TALENT(ARG, "자기애",     -1, 0,   1, 100)

		;범위가;-1~1를 넘는 귀찮은 놈
		CALL SET_BIASED_TALENT(ARG, "악취내성",     -2, 50,  -1, 100, 1, 100, 2, 50)
		CALL SET_BIASED_TALENT(ARG, "성별기호",     -1, 100,  1,  50, 2,  50)
		CALL SET_BIASED_TALENT(ARG, "체형",         -2, 80, -1, 150, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "가슴사이즈",   -2, 80, -1, 150, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "술내성",       -2, 80, -1, 150, 1, 150, 2, 100, 3, 40)

		SIF !RAND:7
			CFLAG:ARG:요괴변화 = 1 + RAND:2
		TALENT:ARG:인간 = 1
		ABL:ARG:교양 += RAND:2
		;복장 랜더마이즈
		;MOB코
		SELECTCASE RAND:20 ;증가
;이하, 장래를 향해 예약
;아직 기모노밖에 없다
;			CASE 0
;				;남장 세트
;				의상변경 = 1
;			CASE 1
;				;세일러 사나에 세트
;				의상변경 = 74
;			CASE 2
;				;메이드 세트
;				의상변경 = 51
;			CASE 3,4
;				;가정부 세트
;				의상변경 = 4
;			CASE 5,6
;				;여학생 세트
;				의상변경 = 10
;			CASE 7,8,9
;				;여장 세트
;				의상변경 = 2
			CASEELSE
				;기모노 세트
				의상변경 = 11
		ENDSELECT
	CASE "泡姫", "서큐버스"
	;하기 위해 만든 프로 사람이기 때문에 아무 생각 없이 플러스 소질만
		;気力体力
		RANDOM_BASE:0 = 350
		RANDOM_BASE:1 = 350
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "성별")) = 1000
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "처녀")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "키스미경험")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무지")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "츤데레")) = 300
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무관심")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자제심")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "감정결여")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "일선을넘지않음")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "눈에띄고싶어함")) = 500
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "저항")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자위하기쉬움")) = 250
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "헌신적")) = 500
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "중독되기쉬움")) = 250
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "도착적")) = 250
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "새드")) = 250
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "마조")) = 250
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "용모")) = 150
		;プラマイがある系
		CALL SET_BIASED_TALENT(ARG, "담력",       -1, 100, 1, 40)
		CALL SET_BIASED_TALENT(ARG, "태도",       -1, 250, 1, 0)
		CALL SET_BIASED_TALENT(ARG, "응답",       -1, 100, 1, 40)
		CALL SET_BIASED_TALENT(ARG, "성적흥미",   -1, 0, 1, 400)
		CALL SET_BIASED_TALENT(ARG, "명랑／음침", -1, 50, 1, 140)
		CALL SET_BIASED_TALENT(ARG, "자존심",     -1, 150, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "수치심",     -1, 70, 1, 70)
		CALL SET_BIASED_TALENT(ARG, "통각",       -1, 100, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "젖기쉬움",   -1, 0,   1, 500)
		CALL SET_BIASED_TALENT(ARG, "습득속도",   -1, 0,   1, 100)
		CALL SET_BIASED_TALENT(ARG, "쾌감응답",   -1, 0,  1, 400)
		CALL SET_BIASED_TALENT(ARG, "정조",       -1, 200, 1, 0)
		CALL SET_BIASED_TALENT(ARG, "자기애",     -1, 0,   1, 250)

		;範囲が;-1~1を超える面倒くさい奴
		CALL SET_BIASED_TALENT(ARG, "악취내성",     -2, 50,  -1, 100, 1, 100, 2, 50)
		CALL SET_BIASED_TALENT(ARG, "성별기호",     -1, 200, 1, 0, 2, 50)
		CALL SET_BIASED_TALENT(ARG, "체형",         -2, 50, -1, 150, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "가슴사이즈",   -2, 80, -1, 150, 1, 100, 2, 100)
		CALL SET_BIASED_TALENT(ARG, "술내성",       -2, 80, -1, 150, 1, 150, 2, 100, 3, 40)
		ABL:ARG:기교 = 3
		의상변경 = 11
		IF ARGS == "泡姫"
			TALENT:ARG:인간 = 1
			IF !RAND:4
				TALENT:ARG:인간 = 2 + RAND:5
				SIF GROUPMATCH(TALENT:ARG:인간, 3, 4)
					RANDOM_TALENT_RATE:(GETNUM(TALENT, "용모")) = 400
			ENDIF
			TALENT:ARG:풍속양 = 2
			ABL:ARG:교양 += RAND:3
			ABL:ARG:화술기능 = 2 + RAND:3
		ELSE
			CALL SET_BIASED_TALENT(ARG, "성별기호",     -1, 750, 1, 0, 2,  0)
			CALL SET_BIASED_TALENT(ARG, "가슴사이즈", -2, 50, -1, 100, 1, 200, 2, 150)
			CALL SET_BIASED_TALENT(ARG, "모유체질",      1, 0, 2, 250)
			RANDOM_TALENT_RATE:(GETNUM(TALENT, "용모")) = 350
			RANDOM_TALENT_RATE:(GETNUM(TALENT, "처녀")) = 50
			RANDOM_TALENT_RATE:(GETNUM(TALENT, "소악마")) = 250
			ABL:ARG:화술기능 = 1 + RAND:2
			TALENT:ARG:요괴 = 9
		ENDIF
	CASE "오니"
		RANDOM_BASE:0 = 1000
		RANDOM_BASE:1 = 1000
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "성별")) = 1000
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "처녀")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "키스미경험")) = 20
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무지")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "츤데레")) = 120
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무관심")) = 80
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자제심")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "감정결여")) = 80
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "일선을넘지않음")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "눈에띄고싶어함")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "저항")) = 250
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자위하기쉬움")) = 30
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "헌신적")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "중독되기쉬움")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "도착적")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "새드")) = 120 + 店員 * 400
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "마조")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "용모")) = 50

		;プラマイがある系
		CALL SET_BIASED_TALENT(ARG, "담력",       -1, 0, 1, 200)
		CALL SET_BIASED_TALENT(ARG, "태도",       -1, 100, 1, 200)
		CALL SET_BIASED_TALENT(ARG, "응답",       -1, 0, 1, 200)
		CALL SET_BIASED_TALENT(ARG, "성적흥미",   -1, 80, 1, 180)
		CALL SET_BIASED_TALENT(ARG, "명랑／음침", -1, 0, 1, 200)
		CALL SET_BIASED_TALENT(ARG, "자존심",   -1, 0, 1, 200)
		CALL SET_BIASED_TALENT(ARG, "수치심",     -1, 200, 1, 0)
		CALL SET_BIASED_TALENT(ARG, "통각",       -1, 200, 1, 0)
		CALL SET_BIASED_TALENT(ARG, "젖기쉬움", -1, 100,  1, 40)
		CALL SET_BIASED_TALENT(ARG, "습득속도",   -1, 200,  1, 40)
		CALL SET_BIASED_TALENT(ARG, "쾌감응답",   -1, 50, 1, 120)
		CALL SET_BIASED_TALENT(ARG, "정조",       -1, 150, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "자기애",     -1, 50,  1, 150)

		;範囲が;-1~1を超える面倒くさい奴
		CALL SET_BIASED_TALENT(ARG, "악취내성",     -2, 0,  -1, 20, 1, 120, 2, 80)
		CALL SET_BIASED_TALENT(ARG, "성별기호",     -1, 100,  1,  50, 2,  0)
		CALL SET_BIASED_TALENT(ARG, "체형",         -2, 20, -1, 50, 1, 150)
		CALL SET_BIASED_TALENT(ARG, "가슴사이즈", -2, 20, -1, 50, 1, 120)
		ABL:ARG:전투능력 = 4
		SIF !RAND:4
			ABL:ARG:전투능력 ++
		TALENT:ARG:술내성 = 3
		TALENT:ARG:회복속도 = 1
		TALENT:ARG:요괴 = 2
		ABL:ARG:기교 = 1
		;鬼セット
		의상변경 = 18
		;ランダムでそれっぽいスキルを取得している
		SIF !RAND:3
			SETBIT CFLAG:ARG:탄막특능, 2
		SIF !RAND:2
			SETBIT CFLAG:ARG:탄막특능, 3
		SIF !RAND:3
			SETBIT CFLAG:ARG:탄막특능, 4

	;狸より매혹寄りに振った感じ
	CASE "둔갑여우"
		RANDOM_BASE:0 = 250
		RANDOM_BASE:1 = 450
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "성별")) = 1000
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "처녀")) = 250
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "키스미경험")) = 250
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무지")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무관심")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자제심")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "감정결여")) = 10
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "일선을넘지않음")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "눈에띄고싶어함")) = 200
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "저항")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자위하기쉬움")) = 150
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "헌신적")) = 150
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "중독되기쉬움")) = 80
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "도착적")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "새드")) = 120
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "마조")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "매혹")) = 120 + 店員 * 250
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "용모")) = 150

		;プラマイがある系
		CALL SET_BIASED_TALENT(ARG, "담력",       -1, 50, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "태도",       -1, 50, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "응답",       -1, 50, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "성적흥미",   -1, 50, 1, 200)
		CALL SET_BIASED_TALENT(ARG, "명랑／음침", -1, 100, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "자존심",   -1, 50, 1, 150)
		CALL SET_BIASED_TALENT(ARG, "수치심",     -1, 50, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "통각",       -1, 50, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "젖기쉬움", -1, 80,  1, 50)
		CALL SET_BIASED_TALENT(ARG, "습득속도",   -1, 50,  1, 150)
		CALL SET_BIASED_TALENT(ARG, "쾌감응답",   -1, 50, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "정조",       -1, 100, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "자기애",     -1, 50,  1, 50)

		;範囲が;-1~1を超える面倒くさい奴
		CALL SET_BIASED_TALENT(ARG, "악취내성",     -2, 250,  -1, 400, 1, 25, 2, 0)
		CALL SET_BIASED_TALENT(ARG, "성별기호",     -1, 120,  1, 50, 2, 50)
		CALL SET_BIASED_TALENT(ARG, "체형",         -2, 40, -1, 80, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "가슴사이즈", -2, 50, -1, 80, 1, 120, 2, 50)
		CALL SET_BIASED_TALENT(ARG, "술내성",       -2, 40, -1, 80, 1, 150, 2, 100, 3, 50)

		ABL:ARG:전투능력 = 2
		ABL:ARG:교양 = 1 + RAND:2
		ABL:ARG:기교 = 1 + RAND:2
		TALENT:ARG:요호 = 1
		TALENT:ARG:동물귀 = 1
		TALENT:ARG:요괴 = 6
		의상변경 = 11
		;ランダムで藍のスキル取得
		SIF !RAND:7
			SETBIT CFLAG:ARG:탄막특능, 0
		SIF !RAND:7
			SETBIT CFLAG:ARG:탄막특능, 2
		SIF !RAND:7
			SETBIT CFLAG:ARG:탄막특능, 5

	;狸より小悪魔寄りに振った感じ
	CASE "둔갑고양이"
		RANDOM_BASE:0 = 200
		RANDOM_BASE:1 = 400
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "성별")) = 1000
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "처녀")) = 300
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "키스미경험")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무지")) = 80
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "무관심")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자제심")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "감정결여")) = 0
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "일선을넘지않음")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "눈에띄고싶어함")) = 200
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "저항")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "자위하기쉬움")) = 150
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "헌신적")) = 50
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "중독되기쉬움")) = 150
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "도착적")) = 80
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "새드")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "마조")) = 100
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "소악마")) = 120 + 店員 * 250
		RANDOM_TALENT_RATE:(GETNUM(TALENT, "용모")) = 100

		;プラマイがある系
		CALL SET_BIASED_TALENT(ARG, "담력",       -1, 100, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "태도",       -1, 100, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "응답",       -1, 50, 1, 200)
		CALL SET_BIASED_TALENT(ARG, "성적흥미",   -1, 50, 1, 150)
		CALL SET_BIASED_TALENT(ARG, "명랑／음침", -1, 50, 1, 150)
		CALL SET_BIASED_TALENT(ARG, "자존심",   -1, 0, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "수치심",     -1, 120, 1, 40)
		CALL SET_BIASED_TALENT(ARG, "통각",       -1, 150, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "젖기쉬움", -1, 50,  1, 100)
		CALL SET_BIASED_TALENT(ARG, "습득속도",   -1, 80,  1, 100)
		CALL SET_BIASED_TALENT(ARG, "쾌감응답",   -1, 50, 1, 150)
		CALL SET_BIASED_TALENT(ARG, "정조",       -1, 50, 1, 50)
		CALL SET_BIASED_TALENT(ARG, "자기애",     -1, 30,  1, 100)

		;範囲が;-1~1を超える面倒くさい奴
		CALL SET_BIASED_TALENT(ARG, "악취내성",     -2, 250,  -1, 500, 1, 25, 2, 0)
		CALL SET_BIASED_TALENT(ARG, "성별기호",     -1, 50,  1,  100, 2,  100)
		CALL SET_BIASED_TALENT(ARG, "체형",         -2, 40, -1, 80, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "가슴사이즈", -2, 50, -1, 100, 1, 100)
		CALL SET_BIASED_TALENT(ARG, "술내성",       -2, 40, -1, 80, 1, 150, 2, 100, 3, 50)

		ABL:ARG:전투능력 = 2 + RAND:2
		ABL:ARG:기교 = 1 + RAND:2
		TALENT:ARG:동물귀 = 4
		TALENT:ARG:고양이혀 = 1
		TALENT:ARG:요괴 = 6
		의상변경 = 11
		;ランダムでそれっぽいスキルを取得している
		SIF !RAND:7
			SETBIT CFLAG:ARG:탄막특능, 2
		SIF !RAND:7
			SETBIT CFLAG:ARG:탄막특능, 5
		SIF !RAND:7
			SETBIT CFLAG:ARG:탄막특능, 8
ENDSELECT
FOR LOCAL,0,180
	SIF !RANDOM_TALENT_RATE:LOCAL
		CONTINUE
	SIF RAND:1000 <= RANDOM_TALENT_RATE:LOCAL
		TALENT:ARG:LOCAL = 1
NEXT
;종업원의 경우 여러가지 소질 추가/소거
IF 店員
	TALENT:ARG:처녀 = 0
	TALENT:ARG:키스미경험 = 0
	TALENT:ARG:무지 = 0
	TALENT:ARG:풍속양 = TALENT:ARG:풍속양 == 2 ? 2 # 1
	SIF TALENT:ARG:인간 != 1 && !RAND:7
		TALENT:ARG:풍속양 = 2
ENDIF
;성교 플래그
TEQUIP:ARG:50 = -1
TEQUIP:ARG:51 = -1
TCVAR:ARG:100 = -1
TCVAR:ARG:101 = -1
;질내사정 표시용 플래그
TCVAR:ARG:103 = -1
TCVAR:ARG:105 = -1
CFLAG:ARG:출금 = 0

SIF !TALENT:ARG:유치
	CFLAG:ARG:생리주기 = RAND:9 + 1
CALL MAKE_SIZE(ARG)
CFLAG:ARG:신체측정 = 1
;=可変画像用のCSTR設定==========
CALL SET_MOB_IMAGE_STR(ARG, ARGS, 店員)
;===============================
;可変画像で定義された衣装画像に合わせて衣装変更を再定義
SIF STRFIND(CSTR:ARG:모브코화상문자열_옷_통상, "私服A") >= 0
	의상변경 = 19
SIF STRFIND(CSTR:ARG:모브코화상문자열_옷_통상, "私服B") >= 0
	의상변경 = 20
SIF STRFIND(CSTR:ARG:모브코화상문자열_옷_통상, "私服CA") >= 0
	의상변경 = 21
SIF STRFIND(CSTR:ARG:모브코화상문자열_옷_통상, "私服CB") >= 0
	의상변경 = 22
SIF STRFIND(CSTR:ARG:모브코화상문자열_옷_통상, "私服D") >= 0
	의상변경 = 23
SIF STRFIND(CSTR:ARG:모브코화상문자열_옷_통상, "ゴスロリ") >= 0
	의상변경 = 63
IF TALENT:ARG:풍속양
	의상변경 = 43
	CALL CTRL_CLOTHES_SET(ARG, "現在衣装の変更_全裸")
	CALL CTRL_CLOTHES_SET(ARG, "普段着の変更_衣装セット", 의상변경)
	CFLAG:ARG:상반신속옷확인 = 1
	CFLAG:ARG:하반신속옷확인 = 1
ELSE
	CALL SELECT_CLOTHES(ARG, "오늘의 의상")
	SIF 의상변경
		CALL CTRL_CLOTHES_SET(ARG, "평상복의 변경_의상세트", 의상변경)
ENDIF
CALL CTRL_CLOTHES_SET(ARG, "현재 의상의 변경_평상복")
CALL CLOTHES_SETTING_TRAIN(ARG)
SETBIT CFLAG:ARG:갈아입음실행, 0

@랜덤경험능력부여(ARG, ARGS, RANK = 0)
#DIM LESBIAN
#DIM RANK
SIF ARGS == "서큐버스" && !TALENT:ARG:처녀
	RANK = 2
;性技とか経験足した方がいいんだろうがめんどい
ABL:ARG:C감각 = RAND:(2 + TALENT:ARG:자위하기쉬움)
ABL:ARG:B감각 = RAND:(2 + TALENT:ARG:자위하기쉬움)
ABL:ARG:A감각 = RAND:(1 + TALENT:ARG:자위하기쉬움)
ABL:ARG:V감각 = RAND:2
ABL:ARG:M감각 = RAND:(2 - TALENT:ARG:키스미경험)
ABL:ARG:욕망 = RAND:3
ABL:ARG:요리기능 = RAND:3
IF !TALENT:ARG:처녀
	ABL:ARG:V감각 += 1 + RANK * 3
	EXP:ARG:V경험 = 20 + RAND:5 + RANK * 30
	ABL:ARG:욕망 += RAND:3 + RANK * 4
	ABL:ARG:질 += 1 + RANK * 2
	ABL:ARG:C감각 += RAND:2 + RANK * 3
	ABL:ARG:B감각 += RAND:2 + RANK * 3
	ABL:ARG:A감각 += RAND:2 + RAND(1 + RANK)
	IF TALENT:ARG:자위하기쉬움 && !RAND:4
		CSTR:ARG:처녀상실이력 = 자위중 실수로 찢어버렸다
	ELSE
		IF !RAND:5 && (TALENT:ARG:정조 < 1 || RANK)
			TALENT:ARG:걸레 = 1
			ABL:ARG:C감각 += RAND:2 + 2 + RANK * 3
			ABL:ARG:B감각 += RAND:2 + 2 + RANK * 3
			ABL:ARG:A감각 += RAND:2 + 2 + RANK * 2
			ABL:ARG:V감각 += RAND:2 + 2 + RANK * 3
			EXP:ARG:V경험 += 50 + RAND:20 + RANK * 30
		ENDIF
		IF ARGS == "서큐버스"
			LESBIAN = 0
		ELSEIF TALENT:ARG:성별기호 == -1 && RAND:2
			LESBIAN = 1
		ELSEIF TALENT:ARG:성별기호 == 3
			LESBIAN = -1
		ELSEIF TALENT:ARG:성별기호 == 1
			LESBIAN = 1
		ELSE
			LESBIAN = 0
		ENDIF
		EXP:ARG:V성교경험 = EXP:ARG:V경험
		EXP:ARG:정액경험 = (EXP:ARG:V성교경험 * 3 / 4 ) + RAND:((10  + RANK * 60) * POWER(1 + TALENT:ARG:걸레, 2))
		EXP:ARG:질내사정경험 = EXP:ARG:V성교경험 * 3 / 4 + (RANK * RAND:30)
		IF RANK
			EXP:ARG:자궁구개발경험 = EXP:ARG:V성교경험 / 4 * 3
			TALENT:ARG:포르치오성감 = EXP:ARG:자궁구개발경험 > 50 ? 1 # 0
		ENDIF
		IF !RAND:(9 - TALENT:ARG:정조) && !GROUPMATCH(ARGS, "마을 아가씨", "泡姫", "서큐버스")
			TALENT:ARG:유부녀 = 1
			SIF !RAND:5
				TALENT:ARG:유부녀 = 2
		ENDIF
		IF !RAND:15
			IF TALENT:ARG:인간
				CSTR:ARG:처녀상실이력 = %TEXTR("돈으로 팔았다/요정의 장난으로 빼았겼다/마을의 남자에게 강간당해 빼앗겼다/요괴에게 강간당해 빼앗겼다/술에 취해 남자들에게 장난삼아 잃었다")%
			ELSEIF ARGS == "오니"
				CSTR:ARG:처녀상실이력 = %TEXTR("독주로 곤드레만드레가 되어있는 동안 빼앗겼다/싸움에서 져서 제멋대로 당해 빼앗겼다")%
			ELSEIF ARGS == "서큐버스"
				CSTR:ARG:처녀상실이력 = %TEXTR("부하에게 관계를 강요해서/술에 취해 남자들을 장난감으로 만들면서/요괴 퇴치꾼을 역강간해서")% 버렸다
			ELSE
				CSTR:ARG:처녀상실이력 = %TEXTR("상사에게 관계를 강요당해 빼앗겼다/술에 취해 남자들에게 장난삼아 잃었다/요괴퇴치꾼에게 강간당해 빼앗겼다")%
			ENDIF
		ELSEIF TALENT:ARG:도착적 && !RAND:10 && !LESBIAN
			CSTR:ARG:처녀상실이력 = %조사처리(TEXTR("동생/오빠"),"와")% 서로 바쳤다
		ELSEIF !RAND:7 && !TALENT:ARG:인간 && !LESBIAN
			CSTR:ARG:처녀상실이력 = 납치해온 인간 %TEXTR("남자/아이")%로 버렸다
		ELSEIF TALENT:ARG:유부녀 && !RAND:2 && !LESBIAN
			CSTR:ARG:처녀상실이력 = %TEXTR("사랑하는/사랑하지도 않은")% 남편에게 바쳤다
		ELSEIF ARGS == "서큐버스"
			CSTR:ARG:처녀상실이력 = %TEXTR("난교 중에 어느새 잃고 있었다/철이 들었을 때에는 잃고 있었다/처음 본 인간을 그 자리에서 덮쳐서 버렸다")%
		ELSE
			CSTR:ARG:처녀상실이력 = %TEXTR("남친/전남친/동료/그다지 친하지도 않은 상대")%에게 바쳤다
		ENDIF
		SIF TALENT:ARG:유부녀
			CSTR:ARG:처녀상실이력 = %REPLACE(@"%CSTR:ARG:처녀상실이력%","남친","전남친")%
		SIF RANK && STRCOUNT(CSTR:ARG:처녀상실이력, "(奪われた|失った|親しくも|同僚)") && RAND:2
			CSTR:ARG:처녀상실이력 = %TEXTR("初めて取った/強引な/興味本位の")%客に奪われた
	ENDIF
	IF ARGS == "마을 아가씨"
		CSTR:ARG:처녀상실이력 = %REPLACE(@"%CSTR:ARG:처녀상실이력%","동료","학우")%
	ENDIF
	IF LESBIAN == 1
		CSTR:ARG:처녀상실이력 = %REPLACE(@"%CSTR:ARG:처녀상실이력%","남친","여친")%
		CSTR:ARG:처녀상실이력 = %REPLACE(@"%CSTR:ARG:처녀상실이력%","전남친","전여친")%
	ENDIF
ENDIF
;Ａ性交関係 Ｖ経験とは干渉なし
IF !RAND:(10 - TALENT:ARG:쾌감응답 - TALENT:ARG:악취내성 - TALENT:ARG:성적흥미 - TALENT:ARG:A감도) || (RANK && !RAND(5 - RANK))
	EXP:ARG:A성교경험 = 10 + RAND:20 + RANK * 20
	EXP:ARG:A경험 = 40 + EXP:ARG:A성교경험 + RANK * 30
	EXP:ARG:항내사정경험 = EXP:ARG:A성교경험 * 3 / 4 + (RANK * RAND:8)
	EXP:ARG:정액경험 += EXP:ARG:A성교경험 * 3 / 4 + (RANK * RAND:12)
	ABL:ARG:A감각 = MIN(ABL:ARG:A감각 + 2, 10)
	ABL:ARG:애널 += 2 + (RANK > 0)
	;非処女の場合、50％は喪失履歴を揃える
	IF !RAND:2 && !TALENT:ARG:처녀 && CSTR:ARG:처녀상실이력 != "자위중 실수로 찢어버렸다"
		CSTR:ARG:애널처녀상실이력 = %CSTR:ARG:처녀상실이력%
	ELSE
		IF !RAND:15
			IF TALENT:ARG:인간
				CSTR:ARG:애널처녀상실이력 = %TEXTR("여기라면, 이라며 돈으로 팔았다/요정의 장난으로 빼앗겼다/남자에게 강요당해 여기라면, 이라며 바쳤다")%
			ELSEIF ARGS == "오니"
				CSTR:ARG:애널처녀상실이력 = %TEXTR("독주로 곤드레만드레가 되어있는 동안 빼앗겼다/싸움에서 져서 제멋대로 당해 빼앗겼다")%
			ELSEIF ARGS == "サキュバス"
				CSTR:ARG:애널처녀상실이력 = 역강간한 김에 버렸다
			ELSE
				CSTR:ARG:애널처녀상실이력 = %TEXTR("상사에게 관계를 강요당해 부득이하게 바쳤다/요괴퇴치꾼에게 강간당해 빼앗겼다")%
			ENDIF
		ELSEIF TALENT:ARG:도착적 && !RAND:10 && !LESBIAN
			CSTR:ARG:애널처녀상실이력 = %TEXTR("동생/오빠")%에게 바쳤다
		ELSEIF !RAND:7 && !TALENT:ARG:인간 && !LESBIAN
			CSTR:ARG:애널처녀상실이력 = 납치해온 인간 %TEXTR("남자/아이")%에게 흥미 본위로 해 주었다
		ELSEIF TALENT:ARG:유부녀 && !RAND:2 && !LESBIAN
			CSTR:ARG:애널처녀상실이력 = %TEXTR("사랑하는 남편/사랑하지도 않는 남편/불륜 상대/전 상사")%에게 바쳤다
		ELSEIF ARGS == "서큐버스"
			CSTR:ARG:애널처녀상실이력 = %TEXTR("適当な男を襲って捨てた/見ず知らずの男にくれてやった/")%
		ELSE
			CSTR:ARG:애널처녀상실이력 = %TEXTR("남친/전남친/동료/그다지 친하지도 않은 상대")%에게 바쳤다
		ENDIF
		SIF RANK && STRCOUNT(CSTR:ARG:처녀상실이력, "(奪われた|失った|親しくも|同僚)") && RAND:2
			CSTR:ARG:처녀상실이력 = %TEXTR("初めて取った/強引な/興味本位の")%客に奪われた
	ENDIF
	IF TALENT:ARG:처녀
		CSTR:ARG:애널처녀상실이력 = %REPLACE(@"%CSTR:ARG:애널처녀상실이력%","동생에게 바쳤다","적어도 이쪽이라면, 이라며 동생에게 바쳤다")%
		CSTR:ARG:애널처녀상실이력 = %REPLACE(@"%CSTR:ARG:애널처녀상실이력%","오빠에게 바쳤다","적어도 이쪽이라면, 이라며 오빠에게 바쳤다")%
	ENDIF
	SIF TALENT:ARG:유부녀
		CSTR:ARG:애널처녀상실이력 = %REPLACE(@"%CSTR:ARG:애널처녀상실이력%","남친","전남친")%
	SIF ARGS == "마을 아가씨"
		CSTR:ARG:애널처녀상실이력 = %REPLACE(@"%CSTR:ARG:애널처녀상실이력%","동료","학우")%
	IF LESBIAN == 1
		CSTR:ARG:애널처녀상실이력 = %REPLACE(@"%CSTR:ARG:애널처녀상실이력%","남친","여친")%
		CSTR:ARG:애널처녀상실이력 = %REPLACE(@"%CSTR:ARG:애널처녀상실이력%","전남친","전여친")%
	ENDIF
	;喪失履歴の消失除け
	CFLAG:ARG:애널처녀상실기념일 = DAY
ELSEIF RANK
	EXP:ARG:A경험 = 19 + RAND:5
ENDIF
;いずれかで성교経験がある場合、봉사系経験・技能を設定
IF EXP:ARG:V성교경험 || EXP:ARG:A성교경험
	IF !RAND:2 || RANK
		EXP:ARG:정음경험 = RAND:(MAX(EXP:ARG:정액경험 - EXP:ARG:질내사정경험 - EXP:ARG:항내사정경험, 1))
		EXP:ARG:펠라티오경험 = EXP:ARG:정음경험 + RAND:(30 * POWER(1 + TALENT:ARG:걸레, 2))  + RAND:(1 + RANK * 10 * POWER(RANK, 2))
		ABL:ARG:혀 = MIN(MAX(EXP:ARG:펠라티오경험 / 50, 1) + MAX(TALENT:ARG:습득속도, 0), 4) + RANK
	ENDIF
	IF !RAND:(4 - TALENT:ARG:가슴사이즈) || RANK
		SIF EXP:ARG:정음경험 == 0
			EXP:ARG:정음경험 = RAND:(MAX(EXP:ARG:정액경험 - EXP:ARG:질내사정경험, 1))
		EXP:ARG:파이즈리경험 = EXP:ARG:정음경험 + RAND:(30 * POWER(1 + TALENT:ARG:걸레, 2)) + RANK * 30
		ABL:ARG:가슴 = MIN(MAX(EXP:ARG:파이즈리경험 / 40, 1) + MAX(TALENT:ARG:습득속도, 0), 4) + RANK
	ENDIF
	EXP:ARG:수음경험 += RAND:(30 * POWER(1 + TALENT:ARG:걸레, 2) + RANK * 10)
	SIF EXP:ARG:수음경험
		ABL:ARG:손가락 = MIN(MAX(EXP:ARG:수음경험 / 50, 1) + MAX(TALENT:ARG:습득속도, 0), 4) + RANK
ENDIF

;노출系
IF RANK
	ABL:ARG:노출벽 += RANK * 2
	EXP:ARG:노출쾌락경험 += MAX(RAND:100, RANK * 20 + RAND:10)
ELSEIF !RAND:(8 - TALENT:ARG:쾌감응답 - TALENT:ARG:성적흥미 + TALENT:ARG:수치심 + TALENT:ARG:정조)
	ABL:ARG:노출벽 += 1
	EXP:ARG:노출쾌락경험 += MAX(RAND:30, 1)
ENDIF
;腰技能
SIF EXP:ARG:V성교경험 || EXP:ARG:A성교경험
	ABL:ARG:허리 += MAX((EXP:ARG:V성교경험 + EXP:ARG:A성교경험) / 200, 1) + MAX(TALENT:ARG:습득속도, 0) + RANK
;기교
ABL:ARG:기교 = MIN(ABL:ARG:기교 + MAX(ABL:ARG:손가락, ABL:ARG:혀, ABL:ARG:가슴, ABL:ARG:허리, 0), 4) + RANK
SIF TALENT:ARG:RANK
	ABL:ARG:기교 = MAX(ABL:ARG:기교, 3)

SIF TALENT:ARG:새드
	ABL:ARG:새드끼 = 2 + RAND:2
SIF TALENT:ARG:마조
	ABL:ARG:마조끼 = 2 + RAND:2
;各種経験 基本は感覚があるもののみ追加 Ｍ感覚に関してはキス経験とも絡むのでちょっと特殊
SIF ABL:ARG:C감각
	EXP:ARG:C경험 = RAND:(MAX((ABL:ARG:C감각 + TALENT:ARG:자위하기쉬움) * 40, MAX(ABL:ARG:C감각, 1) * 10))
SIF ABL:ARG:A감각 && EXP:ARG:A경험 < 50;Ａ성교で加算されてる場合は避ける
	EXP:ARG:A경험 += RAND:(MAX((ABL:ARG:A감각 + TALENT:ARG:자위하기쉬움) * 30, MAX(ABL:ARG:A감각, 1) * 10))
SIF ABL:ARG:B감각 || EXP:ARG:파이즈리경험
	EXP:ARG:B경험 = RAND:(MAX((ABL:ARG:B감각 + TALENT:ARG:자위하기쉬움) * 40, MAX(ABL:ARG:B감각, 1) * 10)) + EXP:ARG:파이즈리경험
IF ABL:ARG:M감각 || EXP:ARG:펠라티오경험 || RANK
	EXP:ARG:M경험 = RAND:(MAX(ABL:ARG:M감각 * 15, MAX(ABL:ARG:M감각, 1) * 5)) + EXP:ARG:펠라티오경험
	SIF TALENT:ARG:키스미경험 && EXP:ARG:펠라티오경험 == 0
		EXP:ARG:M경험 = 0
	SIF TALENT:ARG:키스미경험 == 0
		EXP:ARG:키스경험 = EXP:ARG:M경험 - EXP:ARG:펠라티오경험
	IF RANK
		EXP:ARG:키스경험 += EXP:ARG:펠라티오경험
		ABL:ARG:M감각 = (ABL:ARG:C감각+ ABL:ARG:V감각 + ABL:ARG:B감각) / 3
	ENDIF
ENDIF
;자위경험 미망인・자위하기쉬움に補正
EXP:ARG:자위경험 = (10 * POWER(TALENT:ARG:유부녀, 2)) + RAND:(25 * (1 + (TALENT:ARG:자위하기쉬움 * 3)))
;자위경험と比較して一応辻褄合わせ
SIF EXP:ARG:자위경험 > EXP:ARG:C경험 + EXP:ARG:V경험 + EXP:ARG:A경험 + EXP:ARG:B경험 + EXP:ARG:M경험
	EXP:ARG:C경험 += EXP:ARG:자위경험 - (EXP:ARG:C경험 + EXP:ARG:V경험 + EXP:ARG:A경험 + EXP:ARG:B경험 + EXP:ARG:M경험)

;各部位절정경험 とりあえず
EXP:ARG:C절정경험 = ABL:ARG:C감각
EXP:ARG:V절정경험 = ABL:ARG:V감각
EXP:ARG:A절정경험 = ABL:ARG:A감각
EXP:ARG:B절정경험 = ABL:ARG:B감각
EXP:ARG:M절정경험 = ABL:ARG:M감각

;중독과 정상을 부풀렸다
IF RANK
	FOR COUNT, 5, 10
		EXP:ARG:COUNT += (EXP:ARG:COUNT * 5) + RAND:9
	NEXT
	EXP:ARG:절정경험 = SUMARRAY(EXP:ARG:0, 5, 10) + SUMARRAY(ABL:ARG:0, 0, 5)
	ABL:ARG:정액중독 = EXP:ARG:정액경험 / 25
	ABL:ARG:질내사정중독 = EXP:ARG:질내사정경험 / 12
	ABL:ARG:항내사정중독 = EXP:ARG:항내사정경험 / 8
	SIF ABL:ARG:정액중독 < ABL:ARG:질내사정중독
		ABL:ARG:정액중독 = ABL:ARG:질내사정중독
ELSE
	EXP:ARG:절정경험 = ABL:ARG:C감각+ ABL:ARG:V감각 + ABL:ARG:A감각 + ABL:ARG:B감각 + ABL:ARG:M감각
ENDIF
CFLAG:ARG:욕구불만도 = RAND:(ABL:ARG:욕망 * 50 + 100) + RAND:(ABL:ARG:욕망 * 50 + 100) + RAND:(RANK * 250 + 1)
;[娼婦]とサキュバスには[淫乱]付与
IF RANK > 1
	TALENT:ARG:음란 = 1
	;実績解除済み＆敏感素質有りなら上位快感応答素質も付与
	FOR COUNT, 1, 6
		SIF !GETBIT (FLAG:기능보너스취득상황, COUNT) || TALENT:ARG:(100 + (COUNT == 5) + COUNT) < 1
			CONTINUE
		TALENT:ARG:(72 + COUNT) = 1
	NEXT
ENDIF
;----------------------------------------------------------------------------------------
;BIASED_RANDOM를 사용해 이산적인 수치의 TALENT를 설정할게 함수
;----------------------------------------------------------------------------------------
@SET_BIASED_TALENT(C_ID, TAL_NAME, 후보:1, 확률:1, 후보:2, 확률:2, 후보:3, 확률:3, 후보:4, 확률:4, 후보:5, 확률:5)
#DIM  C_ID
#DIMS TAL_NAME
#DIM  후보, 6
#DIM  확률, 6
CALL BIASED_RANDOM(후보:1, 확률:1, 후보:2, 확률:2, 후보:3, 확률:3, 후보:4, 확률:4, 후보:5, 확률:5)
TALENT:C_ID:TAL_NAME = RESULT

;----------------------------------------------------------------------------------------
;후보와 확률을 넣으면 랜덤으로 숫자를 돌려준다
;예를 들어 BIASED_RANDOM(1, 100, 2, 50, 3, 200, 10, 10)라면
;100/1000그리고 1, 50/1000그리고 2, 200/1000그리고 3, 10/1000그리고 10이 되돌아 와
;----------------------------------------------------------------------------------------
@BIASED_RANDOM(후보:1, 확률:1, 후보:2, 확률:2, 후보:3, 확률:3, 후보:4, 확률:4, 후보:5, 확률:5)

#DIM 후보, 6
#DIM 확률, 6
CALL FISHER_YATES_SHAFFLE(6)
FOR LOCAL:1, 0 , 6
	LOCAL = SHAFFLE_ARRAY:(LOCAL:1)
	SIF !후보 :LOCAL
		CONTINUE
	SIF 확률 :LOCAL > RAND:1000
		RETURN 후보 :LOCAL
NEXT
RETURN 0

[SKIPSTART]
망상하고 있을 뿐이니까 신경쓰지 마
아마 MAKE_YUKIZURI(ARG, ARGS) 측도 상정하고 있겠지만,
ARGS로서 MOB소녀의 종별 ARGS를 건네주는 것으로 각종 종족을 만들 수 있다

@RAND_NAPNA_TARGET(SPOT_ID)
#FUNCTIONS
#DIM  P_ID
IF GET_MAPID(P_ID) == MAIN_MAP
	SELECTCASE P_ID
	CASE 202, 803
	;마을은 인간이든지 요괴든지 다종족이 충실?
	;삭도역, 사람은 많을 것 같다
		RETURNF TEXTR("마을 아가씨/유부녀/유령/요괴소녀/요정 메이드/모브 이나바/요정 소녀/마법사/텐구/캇파/오니")
	CASE 121
	;묘지, 유령과 요괴, 밤 한정이라든지라면 재미있지만 활동시간을 설정하는 것은 귀찮음???
		RETURNF TEXTR("유령/요괴 소녀")
	CASE 309, 323
	;홍마관
		RETURNF "요정 메이드"
	CASE 403
	;영원정
		RETURNF "모브 이나바"
	CASE 433
	;죽림
		RETURNF "요괴 소녀"
	CASE 438
	;태양밭
		RETURNF "요정 소녀"
	CASE 508
	;마법의숲 광장, 마법사
		RETURNF "마법사"
	;요괴의 산 관련은 좀 생각나지 않고
	;산기슭은 요괴와 캇파일까?

	CASE 814
	;호숫가, 텐구?
		RETURNF "텐구"
	CASE 931
	;구도 큰 길, 오니나 요괴 등
		RETURNF TEXTR("오니/요괴 소녀")

	;그리고 없는 것은 츠쿠모가미나 천인, 선인, 사신, 신 등
	ENDSELECT
ELSE
	SELECTCASE P_ID
	CASE 210
	ENDSELECT
ENDIF

;保留中
@REVEAL_SUCCUBUS
@HIDE_SUCCUBUS
[SKIPEND]

@REVEAL_YOUKAI(ARG)
#DIMS ACC_EAR
#DIMS ACC_TAIL
#DIMS ACC_LEAF
SIF !TALENT:ARG:인간
	RETURN
SELECTCASE CFLAG:ARG:요괴변화
	CASE 0
		RETURN
	CASE 1
		CSTR:ARG:모브코종족 = 둔갑너구리
		ACC_EAR = たぬき耳
		ACC_TAIL = たぬきしっぽ
		ACC_LEAF = 装飾_たぬき葉っぱ
		TALENT:ARG:동물귀 = 1
	CASE 2
		CSTR:ARG:모브코종족 = 둔갑여우
		ACC_EAR = 狐耳
		ACC_TAIL = 狐しっぽ
		TALENT:ARG:동물귀 = 1
		TALENT:ARG:요호 = 1
ENDSELECT
TALENT:ARG:인간 = 0
CALL COLORMESSAGE(@"외도조신영파광선! 너의 정체를 보여라!",C_YELLOW,2)
PRINTFORML %CALLNAME:ARG%의 머리에서 불쑥 인간이 아닌 귀가 튀어나왔다!
PRINTFORML 무려 %ARG는% 인간으로 둔갑한 요괴였다!

FOR LOCAL,30,36
	CSTR:ARG:LOCAL = %REPLACE(@"%CSTR:ARG:LOCAL%","[装飾1:装飾_なし][装飾2:装飾_なし]", @"[装飾1:装飾_%ACC_EAR%][装飾2:装飾_%ACC_TAIL%]")%
	SIF CFLAG:ARG:요괴변화 == 1
		CSTR:ARG:LOCAL = %DIC_SET(CSTR:ARG:LOCAL,"装飾3",ACC_LEAF)%
NEXT

CSTR:ARG:모브코프로필1 = %REPLACE(@"%CSTR:ARG:모브코프로필1%","에서 만난 마을 아가씨", @"에서 만난 마을 아가씨로 둔갑한 %CSTR:ARG:모브코종족%")%

CALL 모브코화상리셋(ARG)

;モブ子の一人称/二人称を設定する
@SET_MOB_PERSON(ARG, 敵対)
#DIM 年齢差
#DIM 体格差
#DIM 呼称
#DIM 敵対
呼称 = (TALENT:MASTER:성별 == 2)
年齢差 = TALENT:MASTER:연령
体格差 = (TALENT:MASTER:체형 + 2 <= TALENT:ARG:체형)
IF TALENT:MASTER:유치 || TALENT:MASTER:애같음 || 年齢差 == -1
	IF TALENT:ARG:유치 || TALENT:ARG:애같음
		年齢差 = 0
	ELSE
		年齢差 = -1
	ENDIF
ELSEIF (TALENT:ARG:유치 || TALENT:ARG:애같음) && 年齢差 != 2
	年齢差 = 1
ENDIF
モブ子一人称 = %TEXTR(@"あたい/あたし/私/わたし/%CALLNAME:ARG%")%
IF CFLAG:ARG:성격경향 == 2 || (TALENT:ARG:담력 > 0 && TALENT:ARG:자존심 > 0)
	SIF !RAND:5 && CSTR:ARG:모브코종족 == "오니"
		モブ子一人称 = %TEXTR("オレ/俺")%
	SIF !RAND:4
		モブ子一人称 = %TEXTR(@"ぼく/ボク/僕/%CALLNAME:ARG%")%
	モブ子二人称 = %TEXTR("おまえ/お前/あんた")%
	SIF STRCOUNT(モブ子二人称, "(お前|おまえ)") && (!RAND:4 || TALENT:ARG:풍속양)
		モブ子二人称 = %モブ子二人称%さん
	SIF RAND:3
		GOTO SKIP
	SIF !RAND:3 && !TALENT:ARG:유부녀
		モブ子二人称 = %\@ 呼称 ? %TEXTR("兄さん/兄ちゃん/にいさん")% # %TEXTR("姉さん/姉ちゃん/姐さん")% \@%
	SIF RAND:2
		GOTO SKIP
	IF 年齢差 > 0
		IF 呼称
			IF CSTR:ARG:모브코종족 == "오니" && 敵対
				モブ子二人称 = %\@ 年齢差 == 2 ? じじい # おっさん \@%
			ELSEIF RAND:2
				モブ子二人称 = %\@ 年齢差 == 2 ? じい # おっ \@%ちゃん
			ELSE
				モブ子二人称 = おじ%\@ 年齢差 == 2 ? い # \@%さん
			ENDIF
		ELSE
			IF CSTR:ARG:모브코종족 == "오니" && 敵対
				モブ子二人称 = %\@ 年齢差 == 2 ? ババア # バアさん \@%
			ELSEIF RAND:2
				モブ子二人称 = %\@ 年齢差 == 2 ? ばあ # おば \@%ちゃん
			ELSE
				モブ子二人称 = おば%\@ 年齢差 == 2 ? あ # \@%さん
			ENDIF
		ENDIF
	ELSEIF 体格差 > 0
		IF 敵対 && CSTR:ARG:모브코종족 == "오니"
			モブ子二人称 = チビ%\@ 呼称 ? 助 # 女 \@%
		ELSE
			モブ子二人称 = おチビ%\@ 呼称 ? さん # ちゃん \@%
		ENDIF
	ELSEIF 年齢差 < 0 && 敵対 && CSTR:ARG:모브코종족 == "오니"
		モブ子二人称 = %\@ 呼称 ? クソ # メス \@%ガキ
	ENDIF
ELSE
	モブ子二人称 = %TEXTR("あんた/あなた")%
	SIF TALENT:ARG:풍속양
		モブ子二人称 = あなた
	IF CFLAG:ARG:성격경향 == 4
		モブ子一人称 = %TEXTR("自分/わたし/私")%
		モブ子二人称 = あなた
		RETURN
	ELSEIF (RAND:2 && CFLAG:ARG:성격경향 == 3) || !RAND:5
		モブ子一人称 = %TEXTR(@"ぼく/ボク/僕/%CALLNAME:ARG%")%
	ENDIF
	SIF RAND:3
		GOTO SKIP
	SIF !RAND:3 && !TALENT:ARG:유부녀
		モブ子二人称 = %\@ 呼称 ? %TEXTR("兄さん/お兄さん")% # %TEXTR("姉さん/お姉さん")% \@%
	SIF RAND:2
		GOTO SKIP
	IF 年齢差 > 0
		IF 呼称
			SELECTCASE CFLAG:ARG:성격경향
				CASE 1
					モブ子二人称 = %\@ 年齢差 == 2 ? お爺 # おじ \@%さん
				CASE 3
					モブ子二人称 = %\@ 年齢差 == 2 ? じい # おっ \@%ちゃん
					SIF 年齢差 == 1 && RAND:3
						モブ子二人称 = %TEXTR("兄ちゃん/お兄ちゃん/おにいちゃん")%
				CASE 5
					モブ子二人称 = %\@ 年齢差 == 2 ? おじいさん # オジさん \@%
			ENDSELECT
		ELSE
			SELECTCASE CFLAG:ARG:성격경향
				CASE 1
					モブ子二人称 = おば%\@ 年齢差 == 2 ? あ # \@%さん
				CASE 3
					モブ子二人称 = %\@ 年齢差 == 2 ? ばあ # おば \@%ちゃん
					SIF 年齢差 == 1 && RAND:3
						モブ子二人称 = %TEXTR("姉ちゃん/お姉ちゃん/おねえちゃん")%
				CASE 5
					モブ子二人称 = %\@ 年齢差 == 2 ? お婆 # オバ \@%さん
			ENDSELECT
		ENDIF
	ELSEIF 体格差 > 0 || 年齢差 < 0
		モブ子二人称 = %\@ 呼称 ? 坊や # お嬢ちゃん \@%
	ENDIF
ENDIF
$SKIP
SIF モブ子一人称 == CALLNAME:ARG && !RAND:3
	モブ子一人称 += "ちゃん"
RETURN


code:
;=========================================================
;	モブ子用の画像文字列を設定
;
;	iID：キャラ番号
;=========================================================
@SET_MOB_IMAGE_STR(iID, ARGS, NUMBER=0)
#DIM iID				;=RANDOM_CHARANUMはモブ子 =0はモブ店員
#DIM NUMBER				;モブ店員用の番号

#DIMS CN_PARTS_STRUCT      ;可変画像用の文字列(服)
#DIMS CN_PARTS_STRUCT_NUDE ;可変画像用の文字列(裸)

#DIMS HAIR_TYPE        ;髪種別(STR:2000以降)
#DIMS HAED_TYPE        ;頭部種別(STR:2110以降)
#DIMS FACE_TYPE        ;表情種別(STR:2120以降)
#DIMS CLOTH_TYPE       ;服装種別(STR:2210以降)
#DIMS EYE_COLOR_TYPE   ;瞳色 *汎用色(STR:2050以降)
#DIMS HAIR_COLOR_TYPE  ;髪色 *汎用色(STR:2050以降)
#DIMS CLOTH_COLOR_TYPE ;服色 *汎用色(STR:2050以降)
#DIMS SKIN_COLOR_TYPE  ;肌色(STR:2100以降)
#DIMS EAR_COLOR_TYPE   ;耳色 *汎用色(STR:2050以降)
#DIMS TAIL_COLOR_TYPE  ;尾色 *汎用色(STR:2050以降)
#DIMS ACCESSORY_TYPE_1 ;装飾品種別(STR:2300以降)
#DIMS ACCESSORY_TYPE_2 ;装飾品種別(STR:2300以降)
#DIMS ACCESSORY_TYPE_3 ;装飾品種別(STR:2300以降)
#DIM WORD_COLOR_TYPE   ;口上色(髪色に準拠)

#DIM pauseNo
#DIM nudeFlag
#DIM BUST

;別絵モブ子は専用関数で作成
IF GROUPMATCH(ARGS, "販売員", "茨たぬき")
	CALL 別絵モブ子STR設定(iID, ARGS, NUMBER)
	RETURN RESULT
ENDIF
;パーツをランダムに設定
HAIR_TYPE        = %STR:(RAND:22 + 2000)%
;HAED_TYPE        = %STR:(RAND:3 + 2110)%
;顔は普通一択でいいじゃろ
HAED_TYPE        = 普通な顔
FACE_TYPE        = %TEXTR("普通な目/だる目/ワル目/丸釣り目/垂れ目/釣り目/猫目")%
ACCESSORY_TYPE_1 = なし
ACCESSORY_TYPE_2 = なし
ACCESSORY_TYPE_3 = なし

pauseNo          = RAND(1,4)
;栗色は瞳色との相性が良くない様子
EYE_COLOR_TYPE   = %TEXTR("黒/金/赤/銀/青/緑/桃/紫/白/橙/水/灰")%
HAIR_COLOR_TYPE  = %STR:(RAND:13 + 2050)%
CLOTH_COLOR_TYPE = %STR:(RAND:13 + 2050)%

SKIN_COLOR_TYPE  = 普通

SIF !RAND:5
	SKIN_COLOR_TYPE  = %TEXTR("褐色/日焼け/不健康")%

SELECTCASE ARGS
	CASE "백랑텐구"
		CLOTH_TYPE = 白狼天狗服(色固定)
		;SIF !RAND:5
		;	CLOTH_TYPE = 天狗服(色固定)
		HAIR_COLOR_TYPE  = 白
		ACCESSORY_TYPE_1 = 獣耳(耳)
		ACCESSORY_TYPE_2 = 獣しっぽ(尾)
		ACCESSORY_TYPE_3 = 白浪天狗帽子
	CASE "카라스텐구"
		CLOTH_TYPE = 天狗服(色固定)
		ACCESSORY_TYPE_1 = 天狗帽子
		ACCESSORY_TYPE_2 = 黒い羽根
		SIF !RAND:4
			ACCESSORY_TYPE_3 = %TEXTR("メガネ(普通)/メガネ(赤縁)/メガネ(黒縁)")%
	CASE "캇파", "スク水河童"
		CLOTH_TYPE = %TEXTR("河童服(色固定)/河童服(色固定)/河童服(色固定)/河童服")%
		IF ARGS == "スク水河童"
			CLOTH_TYPE = スク水
			CLOTH_COLOR_TYPE = 青
			ACCESSORY_TYPE_3 = 照れ
		ENDIF
		ACCESSORY_TYPE_1 = 河童帽子
		SIF !RAND:4
			ACCESSORY_TYPE_2 = %TEXTR("メガネ(普通)/メガネ(赤縁)/メガネ(黒縁)")%
	CASE "야마와로"
		pauseNo = RAND:2 ? 1 # 3
		CLOTH_TYPE = 山童服(色固定)
		ACCESSORY_TYPE_1 = 山童帽子
		SIF !RAND:4
			ACCESSORY_TYPE_2 = %TEXTR("メガネ(普通)/メガネ(赤縁)/メガネ(黒縁)")%
	CASE "요정", "메이드 요정", "좀비 페어리", "バニー妖精"
		CLOTH_TYPE = 妖精服
		ACCESSORY_TYPE_1 = 妖精の羽
		SIF !RAND:6
			ACCESSORY_TYPE_3 = %TEXTR("メガネ(普通)/メガネ(赤縁)/メガネ(黒縁)")%
		SIF !RAND:3
			ACCESSORY_TYPE_2 = %TEXTR("ヘアバンド(白)/ヘアバンド(赤)/ヘアバンド(服)/ZUN帽(服)")%
		IF ARGS == "메이드 요정"
			CLOTH_TYPE = メイド服
			ACCESSORY_TYPE_2 = メイドカチューシャ
		ELSEIF ARGS == "좀비 페어리"
			SKIN_COLOR_TYPE  = 悪魔
			HAIR_COLOR_TYPE = %TEXTR("白/灰/紫")%
			CLOTH_COLOR_TYPE = %TEXTR("灰/黒/栗")%
			SIF !RAND:3
				CLOTH_TYPE = ゴスロリ
		ELSEIF ARGS == "バニー妖精"
			;CSV登録時に別リソースで上書きしてある
			CLOTH_TYPE = 下着
			CLOTH_COLOR_TYPE =%TEXTR("黒/黒/黒/赤/青/")%
			;頭に色々付きすぎかも
			ACCESSORY_TYPE_3 = ウサ耳
			HAIR_TYPE = %TEXTR("長髪/セミロング/ショートカット/三つ編み/短髪/おさげ髪/ポンパドール/サイドダウン/お団子髪/まとめ髪/ボブカット/シニヨン/ロングヘア")%
			ACCESSORY_TYPE_2 = バニープリム%\@ pauseNo == 2 ? (ポーズ2用) # \@%
		ENDIF
	CASE "옥토끼"
		CLOTH_TYPE = 玉兎服(色固定)
		ACCESSORY_TYPE_1 = 玉兎ヘルメット
		SIF !RAND:6
			ACCESSORY_TYPE_2 = %TEXTR("メガネ(普通)/メガネ(赤縁)/メガネ(黒縁)")%
		;ヘルメットからはみ出るので髪型制限
		HAIR_TYPE = %TEXTR("長髪/セミロング/ショートカット/三つ編み/短髪/おさげ髪")%
	CASE "둔갑너구리"
		CLOTH_TYPE = 和服
		SIF RAND:5
			FACE_TYPE = %TEXTR("だる目(太眉)/ワル目(太眉)")%
		ACCESSORY_TYPE_1 = たぬき耳
		ACCESSORY_TYPE_2 = たぬきしっぽ
		;SIF !RAND:6
		;	ACCESSORY_TYPE_3 = %TEXTR("メガネ(普通)/メガネ(赤縁)/メガネ(黒縁)")%
		ACCESSORY_TYPE_3 = たぬき葉っぱ
	CASE "둔갑여우"
		CLOTH_TYPE = %TEXTR("和服/ゴスロリ")%
		ACCESSORY_TYPE_1 = 狐耳
		ACCESSORY_TYPE_2 = 狐しっぽ
		SIF !RAND:6
			ACCESSORY_TYPE_3 = %TEXTR("メガネ(普通)/メガネ(赤縁)/メガネ(黒縁)")%
	CASE "둔갑고양이"
		CLOTH_TYPE = %TEXTR("和服/私服D")%
		ACCESSORY_TYPE_1 = ネコ耳(耳)
		ACCESSORY_TYPE_2 = ネコしっぽ
		SIF !RAND:2
			FACE_TYPE = 猫目
		SIF !RAND:6
			ACCESSORY_TYPE_3 = %TEXTR("メガネ(普通)/メガネ(赤縁)/メガネ(黒縁)")%
	CASE "이나바"
		CLOTH_TYPE = %TEXTR("ドロワーズ/私服D")%
		SELECTCASE RAND:5
			CASE 0
				HAIR_COLOR_TYPE = 白
			CASE 1
				HAIR_COLOR_TYPE = 栗
			CASEELSE
			;ウサ耳が映えるのは黒だと思う
				HAIR_COLOR_TYPE = 黒
		ENDSELECT
		SIF !RAND:3
			EYE_COLOR_TYPE = 赤
		CLOTH_COLOR_TYPE = 白
		ACCESSORY_TYPE_1 = ウサ耳
		;ウサ耳とテール系は見てくれの相性が悪い？ので制限
		HAIR_TYPE = %TEXTR("長髪/セミロング/ショートカット/三つ編み/短髪/おさげ髪/ポンパドール/サイドダウン/お団子髪/まとめ髪/ボブカット/シニヨン/ロングヘア")%
	CASE "마을 아가씨","유부녀","店番","赤巫女","緑巫女","泡姫","のっぺらぼう"
		IF RAND:5 > 0 || ARGS == "のっぺらぼう"
			CLOTH_TYPE = 和服
		ELSE
			CLOTH_TYPE = %TEXTR("私服A/私服B/私服CA/私服CB/私服D")%
		ENDIF
		SIF !RAND:4 || ARGS == "店番"
			ACCESSORY_TYPE_3 = %TEXTR("メガネ(普通)/メガネ(赤縁)/メガネ(黒縁)")%
		;SIF !RAND:3
		;	ACCESSORY_TYPE_1 = %TEXTR("ヘアバンド(白)/ヘアバンド(赤)/ヘアバンド(服)")%
		SIF ARGS == "마을 아가씨" && !RAND:8
			CLOTH_TYPE = ゴスロリ
		;顔絵のみで立ち絵は未実装
		IF ARGS == "赤巫女"
			CLOTH_TYPE = 巫女服(赤)
			HAIR_COLOR_TYPE = 黒
		ELSEIF ARGS == "緑巫女"
			CLOTH_TYPE = 巫女服(緑)
			HAIR_COLOR_TYPE = 緑
		ENDIF
	CASE "오니"
		CLOTH_TYPE = 和服
		SELECTCASE RAND:2
			CASE 0
				ACCESSORY_TYPE_1 = 鬼の角
				;二角の場合はツインテール系との相性が悪いので制限
				HAIR_TYPE = %TEXTR("長髪/セミロング/ショートカット/ポニーテール/短髪/ポンパドール/ダブルポニー/まとめ髪/ボブカット/シニヨン/ロングヘア")%
			CASEELSE
				ACCESSORY_TYPE_1 = 鬼の角(一角)
		ENDSELECT
	;いちおうモブ子にも流用できるようになってる。でも（需要と実装予定が）ないです
	CASE "尼"
		HAIR_TYPE = 薙髪
		CLOTH_TYPE = 和服
		CLOTH_COLOR_TYPE = 黒
		HAIR_COLOR_TYPE = 黒
		ACCESSORY_TYPE_1 = 尼頭巾
		SIF !RAND:4
			ACCESSORY_TYPE_3 = %TEXTR("メガネ(普通)/メガネ(赤縁)/メガネ(黒縁)")%
	CASE "番台ちゃん"
		IF !RAND:3
			CLOTH_TYPE = バスタオル
			SIF !RAND:3
				HAIR_TYPE = 巻きタオル
		ELSE
			CLOTH_TYPE = %TEXTR("私服A/私服B/私服CA/私服CB/私服D/ゴスロリ")%
			SIF RAND:3
				CLOTH_TYPE = 和服
		ENDIF
		SIF !RAND:4
			ACCESSORY_TYPE_3 = %TEXTR("メガネ(普通)/メガネ(赤縁)/メガネ(黒縁)")%
		;この子は目つき悪そうなイメージなので
		FACE_TYPE = %TEXTR("だる目/ワル目")%
	CASE "서큐버스"
		IF RAND:3 > 0
			CLOTH_TYPE = ゴスロリ
		ELSE
			CLOTH_TYPE = %TEXTR("私服A/私服B/私服CA/私服CB/私服D")%
		ENDIF
		EAR_COLOR_TYPE   = %HAIR_COLOR_TYPE%
		ACCESSORY_TYPE_1 = 淫紋
		ACCESSORY_TYPE_2 = 悪魔の羽
		ACCESSORY_TYPE_3 = 悪魔耳
		SIF !RAND:3
			SKIN_COLOR_TYPE  = %TEXTR("褐色/褐色/悪魔/不健康")%
		TAIL_COLOR_TYPE  = %\@ SKIN_COLOR_TYPE  == "褐色" ? 銀 # 青 \@%
		SIF GROUPMATCH(HAIR_COLOR_TYPE, "黒", "灰")
			EAR_COLOR_TYPE = 白
		GOTO SKIP
	CASE "水子"
		pauseNo = RAND:2 * 2 + 2
		CLOTH_TYPE = 水子服(色固定)
		CLOTH_COLOR_TYPE = 青
		SKIN_COLOR_TYPE  = 土気色
		SIF !RAND:5
			ACCESSORY_TYPE_1 = %TEXTR("メガネ(普通)/メガネ(赤縁)/メガネ(黒縁)")%
	CASEELSE
		CLOTH_TYPE       = %STR:(RAND:17 + 2210)%
		ACCESSORY_TYPE_1 = %STR:(RAND:32 + 2300)%
		ACCESSORY_TYPE_2 = %STR:(RAND:32 + 2300)%
		ACCESSORY_TYPE_3 = %STR:(RAND:32 + 2300)%
ENDSELECT

EAR_COLOR_TYPE   = %HAIR_COLOR_TYPE%
TAIL_COLOR_TYPE  = %HAIR_COLOR_TYPE%

$SKIP
;化け狸以外も確率で太眉
IF GROUPMATCH(FACE_TYPE, "だる目", "ワル目") && !RAND:4
	FACE_TYPE    = %FACE_TYPE%(太眉)
;リソースは登録されてるので黒目がちを混ぜてみる
ELSEIF !GROUPMATCH(EYE_COLOR_TYPE, "桃", "紫", "金", "白") && !RAND:3 && STRFIND(FACE_TYPE, "太眉") == -1
	FACE_TYPE    = %FACE_TYPE%(黒め)
ENDIF
;仕様上、太眉は瞳色＝眉色なので髪色も合わせておく
IF STRFIND(FACE_TYPE, "太眉") >= 0 && ARGS != "イナバ"
	EYE_COLOR_TYPE = %HAIR_COLOR_TYPE%
	SIF EYE_COLOR_TYPE == "栗"
		EYE_COLOR_TYPE = 橙
;髪色に合わせた方が統一感出るよね。でもスク水はやっぱり青だよね
ELSEIF RAND:2 && !GROUPMATCH(ARGS, "水子", "スク水河童", "バニー妖精", "サキュバス") && STRFIND(FACE_TYPE, "太眉") == -1
	CLOTH_COLOR_TYPE = %HAIR_COLOR_TYPE%
ENDIF

;お風呂屋の店員用
IF iID == RANDOM_CHARANUM && NUMBER == 1 || ARGS == "サキュバス"
	CLOTH_TYPE = バスタオル
	CLOTH_COLOR_TYPE = %TEXTR("白/金/水/灰")%
ENDIF

;髪色に合わせ口上色を指定
WORD_COLOR_TYPE = GET_CN_WORD_COLOR(HAIR_COLOR_TYPE)

;バストサイズ指定。モブ店員は完全ランダム
BUST = iID ? TALENT:iID:가슴사이즈 # (RAND:3) - 1

;可変画像の設定
CN_PARTS_STRUCT = ""
CN_PARTS_STRUCT += GET_CN_STR_HAIR(HAIR_TYPE)
CN_PARTS_STRUCT += GET_CN_STR_HAED(HAED_TYPE)
CN_PARTS_STRUCT += GET_CN_STR_EYE_COLOR(EYE_COLOR_TYPE)
CN_PARTS_STRUCT += GET_CN_STR_HAIR_COLOR(HAIR_COLOR_TYPE)
CN_PARTS_STRUCT += GET_CN_STR_CLOTH_COLOR(CLOTH_COLOR_TYPE)
CN_PARTS_STRUCT += GET_CN_STR_SKIN_COLOR(SKIN_COLOR_TYPE)
CN_PARTS_STRUCT += GET_CN_STR_EAR_COLOR(EAR_COLOR_TYPE)
CN_PARTS_STRUCT += GET_CN_STR_TAIL_COLOR(TAIL_COLOR_TYPE)

; 服・裸で文字列を分ける
CN_PARTS_STRUCT_NUDE = %CN_PARTS_STRUCT%

; 服
nudeFlag = 0
CN_PARTS_STRUCT += GET_CN_STR_CLOTH(CLOTH_TYPE, nudeFlag, pauseNo, BUST)
CN_PARTS_STRUCT += GET_CN_STR_ACCESSORY(ACCESSORY_TYPE_1, 1, nudeFlag)
CN_PARTS_STRUCT += GET_CN_STR_ACCESSORY(ACCESSORY_TYPE_2, 2, nudeFlag)
CN_PARTS_STRUCT += GET_CN_STR_ACCESSORY(ACCESSORY_TYPE_3, 3, nudeFlag)
; 裸
nudeFlag = 1
CN_PARTS_STRUCT_NUDE += GET_CN_STR_CLOTH(CLOTH_TYPE, nudeFlag, pauseNo, BUST)
CN_PARTS_STRUCT_NUDE += GET_CN_STR_ACCESSORY(ACCESSORY_TYPE_1, 1, nudeFlag)
CN_PARTS_STRUCT_NUDE += GET_CN_STR_ACCESSORY(ACCESSORY_TYPE_2, 2, nudeFlag)
CN_PARTS_STRUCT_NUDE += GET_CN_STR_ACCESSORY(ACCESSORY_TYPE_3, 3, nudeFlag)
;保存
IF iID
	CSTR:iID:모브코화상문자열_옷_통상 = %CN_PARTS_STRUCT%%GET_CN_STR_FACE(FACE_TYPE, "通常", HAIR_COLOR_TYPE)%
	CSTR:iID:모브코화상문자열_옷_미소 = %CN_PARTS_STRUCT%%GET_CN_STR_FACE(FACE_TYPE, "笑顔", HAIR_COLOR_TYPE)%
	CSTR:iID:모브코화상문자열_옷_분노 = %CN_PARTS_STRUCT%%GET_CN_STR_FACE(FACE_TYPE, "怒り", HAIR_COLOR_TYPE)%
	CSTR:iID:모브코화상문자열_알몸_통상 = %CN_PARTS_STRUCT_NUDE%%GET_CN_STR_FACE(FACE_TYPE, "通常", HAIR_COLOR_TYPE)%
	CSTR:iID:모브코화상문자열_알몸_미소 = %CN_PARTS_STRUCT_NUDE%%GET_CN_STR_FACE(FACE_TYPE, "笑顔２", HAIR_COLOR_TYPE)%
	CSTR:iID:모브코화상문자열_알몸_분노 = %CN_PARTS_STRUCT_NUDE%%GET_CN_STR_FACE(FACE_TYPE, "怒り", HAIR_COLOR_TYPE)%
	CFLAG:iID:1000 = WORD_COLOR_TYPE
;モブ店員顔。セーブはしないので広域変数に格納
ELSE
	モブ子店員画像文字列:NUMBER:0 = %CN_PARTS_STRUCT%%GET_CN_STR_FACE(FACE_TYPE, "通常", HAIR_COLOR_TYPE)%
	モブ子店員画像文字列:NUMBER:1 = %CN_PARTS_STRUCT%%GET_CN_STR_FACE(FACE_TYPE, "笑顔", HAIR_COLOR_TYPE)%
	モブ子店員画像文字列:NUMBER:2 = %CN_PARTS_STRUCT%%GET_CN_STR_FACE(FACE_TYPE, "怒り", HAIR_COLOR_TYPE)%
	モブ子店員画像文字列:NUMBER:3 = %CN_PARTS_STRUCT_NUDE%%GET_CN_STR_FACE(FACE_TYPE, "通常", HAIR_COLOR_TYPE)%
	モブ子店員画像文字列:NUMBER:4 = %CN_PARTS_STRUCT_NUDE%%GET_CN_STR_FACE(FACE_TYPE, "笑顔２", HAIR_COLOR_TYPE)%
	モブ子店員画像文字列:NUMBER:5 = %CN_PARTS_STRUCT_NUDE%%GET_CN_STR_FACE(FACE_TYPE, "怒り", HAIR_COLOR_TYPE)%
	モブ子店員口上色:NUMBER = WORD_COLOR_TYPE
ENDIF
RETURN RESULT

;=========================================================
;	髪型文字列の取得
;
;	HAIR_TYPE：髪種別(STR:2000以降)
;=========================================================
@GET_CN_STR_HAIR(HAIR_TYPE)
#FUNCTIONS
#DIMS HAIR_TYPE

SELECTCASE HAIR_TYPE
	CASE "長髪"
		RETURNF "[前髪:前髪_お嬢様][後髪:後髪_ロング]"
	CASE "セミロング"
		RETURNF "[前髪:前髪_ワイルド][後髪:後髪_セミロング]"
	CASE "ショートカット"
		RETURNF "[前髪:前髪_ぱっつん][後髪:後髪_ショート]"
	CASE "ポニーテール"
		RETURNF @"[前髪:前髪_お嬢様][後髪:後髪_ポニーテール]%\@ !RAND:4 ? [装飾10:装飾_ポニーテールリボン] # \@%"
	CASE "ツインテール"
		RETURNF @"[前髪:前髪_無造作][後髪:後髪_ツインテール(長)]%\@ !RAND:4 ? [装飾10:装飾_ツインリボン] # \@%"
	CASE "サイドテール"
		RETURNF "[前髪:前髪_中分け1][後髪:後髪_サイドテール]" + "[装飾10:装飾_ヘアバンド(赤)]"
	CASE "縦ロール"
		RETURNF @"[前髪:前髪_ぱっつん][後髪:後髪_ツインドリル]%\@ !RAND:4 ? [装飾10:装飾_ツインリボン] # \@%"
	CASE "ツインリング"
		;髪型が無い
		RETURNF "[前髪:前髪_ナチュラル][後髪:後髪_ツインテール(短)]"
	CASE "三つ編み"
		RETURNF @"[前髪:前髪_横分け][後髪:後髪_三つ編み]%\@ !RAND:4 ? [装飾10:装飾_三つ編みリボン] # \@%"
	CASE "短髪"
		RETURNF "[前髪:前髪_無造作][後髪:後髪_ショート]"
	CASE "おさげ髪"
		RETURNF "[前髪:前髪_ワイルド][後髪:後髪_ショート]" + "[装飾10:装飾_もみあげ編み(髪)][装飾8:装飾_リボン右側][装飾7:装飾_リボン左側]"
	CASE "ポンパドール"
		RETURNF "[前髪:前髪_中分け1][後髪:後髪_ウェーブセミロング]"
	CASE "ポニーアップ"
		RETURNF "[前髪:前髪_無造作][後髪:後髪_ポニーテール]"
	CASE "サイドダウン"
		RETURNF "[前髪:前髪_横分け][後髪:後髪_ショート]" + "[装飾10:装飾_もみあげ片編み(髪)]"
	CASE "お団子髪"
		;髪型が無い
		RETURNF "[前髪:前髪_ぱっつん][後髪:後髪_セミロング]"
	CASE "ツーサイドアップ"
		RETURNF @"[前髪:前髪_ぱっつん][後髪:後髪_ツインテール(短)]%\@ !RAND:4 ? [装飾10:装飾_ツインリボン] # \@%"
	CASE "ダブルポニー"
		RETURNF "[前髪:前髪_中分け1][後髪:後髪_ポニーテール]"
	CASE "横ロール"
		RETURNF @"[前髪:前髪_ナチュラル][後髪:後髪_ツインドリル]%\@ !RAND:4 ? [装飾10:装飾_ツインリボン] # \@%"
	CASE "まとめ髪"
		RETURNF @"[前髪:前髪_ワイルド][後髪:後髪_サイドテール]%\@ !RAND:4 ? [装飾10:装飾_サイドテールリボン] # \@%"
	CASE "ボブカット"
		RETURNF "[前髪:前髪_ぱっつん][後髪:後髪_ボブカット]"
	CASE "シニヨン"
		;髪型が無い
		RETURNF "[前髪:前髪_ウェーブ][後髪:後髪_ウェーブショート]"
	CASE "ロングヘア"
		RETURNF "[前髪:前髪_ナチュラル][後髪:後髪_ウェーブロング]"
	CASE "薙髪"
		RETURNF ""
	CASE "巻きタオル"
		RETURNF "[前髪:前髪_巻きタオル]"
	CASEELSE
		RETURNF "[前髪:前髪_お嬢様][後髪:後髪_ロング]"
ENDSELECT

;=========================================================
;	頭部文字列の取得
;
;	HAED_TYPE：頭部種別(STR:2110以降)
;=========================================================
@GET_CN_STR_HAED(HAED_TYPE)
#FUNCTIONS
#DIMS HAED_TYPE

RETURNF @"[頭部:頭部_%HAED_TYPE%]"

;=========================================================
;	表情文字列の取得
;
;	FACE_TYPE：表情種別(STR:2120以降)
;	moodStr：表情種別("通常"・"笑顔"・"怒り"・"笑顔２")
;	HAIR_COLOR_TYPE：髪色(STR:2050以降)
;	* 髪色が赤系統の場合、見えづらいので[マーク(怒り赤)]を[マーク(怒り黄)]に変更
;	* 怒りマークの装飾番号を9に変更 髪型との干渉避け
;	* (黒め)の表情を掘り起こすように改変
;=========================================================
@GET_CN_STR_FACE(FACE_TYPE, moodStr, HAIR_COLOR_TYPE)
#FUNCTIONS
#DIMS FACE_TYPE
#DIMS moodStr
#DIMS HAIR_COLOR_TYPE
#DIMS moodStr2
#DIMS 指定
#DIMS 指定2
指定 =
指定2 =
IF STRFIND(FACE_TYPE, "黒め") >= 0
	指定 = (黒め)
ELSEIF STRFIND(FACE_TYPE, "太眉") >= 0
	指定 = (太眉)
	指定2 = (太眉)
ENDIF

IF moodStr == "笑顔２"
	moodStr2 = 笑顔
ELSE
	moodStr2 = %moodStr%
ENDIF

SELECTCASE FACE_TYPE
	CASE "普通な目", "普通な目(黒め)"
		SELECTCASE moodStr2
			CASE "通常"
				RETURNF @"[目瞳:目瞳_普通な目%指定%1][表情:表情_笑い(口閉じ)]"
			CASE "笑顔"
				LOCALS = [目瞳:目瞳_閉じ目2][表情:表情_笑い(口開き)]
			CASE "怒り"
				LOCALS = [目瞳:目瞳_普通な目%指定%2][表情:表情_怒り(口開き)][装飾9:装飾_マーク(怒り赤)]
		ENDSELECT
	CASE "だる目", "だる目(黒め)", "だる目(太眉)"
		SELECTCASE moodStr2
			CASE "通常"
				RETURNF @"[目瞳:目瞳_だる目%指定%1][表情:表情_笑い(口閉じ)%指定2%]"
			CASE "笑顔"
				LOCALS = [目瞳:目瞳_だる目%指定%2][表情:表情_笑い(ニッ)%指定2%]"
			CASE "怒り"
				LOCALS = [目瞳:目瞳_だる目%指定%3][表情:表情_怒り(口開き)%指定2%][装飾9:装飾_マーク(怒り赤)]"
		ENDSELECT
	CASE "ワル目", "ワル目(黒め)", "ワル目(太眉)"
		SELECTCASE moodStr2
			CASE "通常"
				RETURNF @"[目瞳:目瞳_ワル目%指定%1][表情:表情_笑い(口閉じ)%指定2%]"
			CASE "笑顔"
				LOCALS = [目瞳:目瞳_ワル目%指定%2][表情:表情_笑い(ニッ)%指定2%]
			CASE "怒り"
				LOCALS = [目瞳:目瞳_ワル目%指定%3][表情:表情_怒り(口閉じ)%指定2%][装飾9:装飾_マーク(怒り赤)]
		ENDSELECT
	CASE "丸釣り目", "丸釣り目(黒め)"
		SELECTCASE moodStr2
			CASE "通常"
				RETURNF @"[目瞳:目瞳_丸釣り目%指定%1][表情:表情_笑い(口閉じ)]"
			CASE "笑顔"
				LOCALS = [目瞳:目瞳_閉じ目2][表情:表情_笑い(口開き)]
			CASE "怒り"
				LOCALS = [目瞳:目瞳_丸釣り目%指定%2][表情:表情_怒り(口開き)][装飾9:装飾_マーク(怒り赤)]
		ENDSELECT
	CASE "垂れ目", "垂れ目(黒め)"
		SELECTCASE moodStr2
			CASE "通常"
				RETURNF @"[目瞳:目瞳_垂れ目%指定%1][表情:表情_笑い(口閉じ)]"
			CASE "笑顔"
				LOCALS = [目瞳:目瞳_閉じ目2][表情:表情_笑い(口閉じ)]
			CASE "怒り"
				LOCALS = [目瞳:目瞳_垂れ目%指定%2][表情:表情_怒り(口閉じ)][装飾9:装飾_マーク(怒り赤)]
		ENDSELECT
	CASE "釣り目", "釣り目(黒め)"
		SELECTCASE moodStr2
			CASE "通常"
				RETURNF @"[目瞳:目瞳_釣り目%指定%1][表情:表情_笑い(口閉じ)]"
			CASE "笑顔"
				LOCALS = [目瞳:目瞳_閉じ目2][表情:表情_笑い(口開き)]
			CASE "怒り"
				LOCALS = [目瞳:目瞳_釣り目%指定%2][表情:表情_怒り(口開き)][装飾9:装飾_マーク(怒り赤)]
		ENDSELECT
	CASE "猫目", "猫目(黒め)"
		SELECTCASE moodStr2
			CASE "通常"
				RETURNF @"[目瞳:目瞳_丸釣り目%指定%1][表情:表情_猫口(口閉じ)]"
			CASE "笑顔"
				LOCALS = [目瞳:目瞳_閉じ目2][表情:表情_猫口(口開き)]
			CASE "怒り"
				LOCALS = [目瞳:目瞳_普通な目%指定%2][表情:表情_怒り(口開き)][装飾9:装飾_マーク(怒り赤)]
		ENDSELECT
	CASEELSE
		SELECTCASE moodStr2
			CASE "通常"
				RETURNF @"[目瞳:目瞳_普通な目%指定%1][表情:表情_笑い(口閉じ)]"
			CASE "笑顔"
				LOCALS = [目瞳:目瞳_閉じ目2][表情:表情_笑い(口開き)]
			CASE "怒り"
				LOCALS = [目瞳:目瞳_普通な目%指定%2][表情:表情_怒り(口開き)][装飾9:装飾_マーク(怒り赤)]
		ENDSELECT
ENDSELECT
SIF moodStr == "笑顔２"
	LOCALS += "[装飾9:装飾_照れ][乗色:朱色]"
SIF GET_CN_STR_HAIR_COLOR_IS_RED(HAIR_COLOR_TYPE)
	LOCALS = %REPLACE(@"%LOCALS%","怒り赤","怒り黄")%
RETURNF LOCALS

;=========================================================
;	服装文字列の取得
;
;	CLOTH_TYPE：服装種別(STR:2210以降)
;	nudeFlag：裸の場合、1
;	pauseNo：ポーズ番号(1,2,3 のいずれか)
;=========================================================
@GET_CN_STR_CLOTH(CLOTH_TYPE, nudeFlag, pauseNo, BUST)
#FUNCTIONS
#DIMS CLOTH_TYPE
#DIM nudeFlag = 0
#DIM pauseNo = 1
#DIM BUST = 0
IF nudeFlag
	SIF GROUPMATCH(pauseNo, 4)
		RETURNF @"[身体:身体_素体{pauseNo}]"
	SELECTCASE BUST
		CASE 0
			RETURNF @"[身体:身体_素体(並乳){pauseNo}]"
		CASE IS > 0
			RETURNF @"[身体:身体_素体(巨乳){pauseNo}]"
		CASE IS < 0
			RETURNF @"[身体:身体_素体(絶壁){pauseNo}]"
	ENDSELECT
	;RETURNF @"[身体:身体_素体{pauseNo}]"
ELSE
	RETURNF @"[身体:身体_%CLOTH_TYPE%{pauseNo}]"
ENDIF

;=========================================================
;	装飾品文字列の取得
;
;	ACCESSORY_TYPE：装飾品(STR:2300以降)
;	accessoryNumber：装飾品の描画順序
;	nudeFlag：裸の場合、1
;=========================================================
@GET_CN_STR_ACCESSORY(ACCESSORY_TYPE, accessoryNumber, nudeFlag)
#FUNCTIONS
#DIMS ACCESSORY_TYPE
#DIM accessoryNumber
#DIM nudeFlag = 0

SELECTCASE ACCESSORY_TYPE
	CASE "ZUN帽","ZUN帽(服)","河童帽子","天狗帽子","白浪天狗帽子"
		SIF !nudeFlag
			RETURNF  @"[装飾{accessoryNumber}:装飾_%ACCESSORY_TYPE%]"
	CASEELSE
		RETURNF  @"[装飾{accessoryNumber}:装飾_%ACCESSORY_TYPE%]"
ENDSELECT

;=========================================================
;	髪色文字列の取得
;
;	COLOR_TYPE：汎用色(STR:2050以降)
;=========================================================
@GET_CN_STR_HAIR_COLOR(COLOR_TYPE)
#FUNCTIONS
#DIMS COLOR_TYPE

RETURNF @"[髪色:%COLOR_TYPE%]"

;=========================================================
;	髪の色が赤系統かを判定
;
;	COLOR_TYPE：汎用色(STR:2050以降)
;=========================================================
@GET_CN_STR_HAIR_COLOR_IS_RED(COLOR_TYPE)
#FUNCTION
#DIMS COLOR_TYPE

SELECTCASE COLOR_TYPE
	CASE "赤","桃","紫","橙"
		RETURNF 1
	CASEELSE
		RETURNF 0
ENDSELECT

;=========================================================
;	瞳色文字列の取得
;
;	COLOR_TYPE：汎用色(STR:2050以降)
;=========================================================
@GET_CN_STR_EYE_COLOR(COLOR_TYPE)
#FUNCTIONS
#DIMS COLOR_TYPE

RETURNF @"[瞳色:%COLOR_TYPE%]"

;=========================================================
;	服色文字列の取得
;
;	COLOR_TYPE：汎用色(STR:2050以降)
;=========================================================
@GET_CN_STR_CLOTH_COLOR(COLOR_TYPE)
#FUNCTIONS
#DIMS COLOR_TYPE

RETURNF @"[服色:%COLOR_TYPE%]"

;=========================================================
;	肌色文字列の取得
;
;	COLOR_TYPE：汎用色(STR:2050以降)
;=========================================================
@GET_CN_STR_SKIN_COLOR(SKIN_COLOR_TYPE)
#FUNCTIONS
#DIMS SKIN_COLOR_TYPE

RETURNF @"[肌色:%SKIN_COLOR_TYPE%]"

;=========================================================
;	耳色文字列の取得
;
;	COLOR_TYPE：汎用色(STR:2050以降)
;=========================================================
@GET_CN_STR_EAR_COLOR(COLOR_TYPE)
#FUNCTIONS
#DIMS COLOR_TYPE

RETURNF @"[耳色:%COLOR_TYPE%]"

;=========================================================
;	尾色文字列の取得
;
;	COLOR_TYPE：汎用色(STR:2050以降)
;=========================================================
@GET_CN_STR_TAIL_COLOR(COLOR_TYPE)
#FUNCTIONS
#DIMS COLOR_TYPE

RETURNF @"[尾色:%COLOR_TYPE%]"

;=========================================================
;モブ子の口上色を指定する式中関数
;=========================================================
@GET_CN_WORD_COLOR(ARGS)
#FUNCTION
SELECTCASE ARGS
	CASE "黒"
		RETURNF 0X888888
	CASE "栗"
		RETURNF 0XA75A12
	CASE "金"
		RETURNF 0XFFFEA5
	CASE "赤"
		RETURNF 0XA84F66
	CASE "銀"
		RETURNF 0XD8FFFE
	CASE "青"
		RETURNF 0X7BAEED
	CASE "緑"
		RETURNF 0X50A160
	CASE "桃"
		RETURNF 0XCE6F75
	CASE "紫"
		RETURNF 0XFFBEFF
	CASE "白"
		RETURNF 0XFFFFFF
	CASE "橙"
		RETURNF 0XFF9400
	CASE "水"
		RETURNF 0XC0FFFD
	CASE "灰"
		RETURNF 0XCECECE
	;エラー対策。デフォルト色を返す
	CASEELSE
		RETURNF 0XD5DEDF
ENDSELECT

repo_name: DNS/eraTWKR

license: mit


code:
;『뉴플랜』을 실행하는 함수
@INVITE_NEWPLAN
#DIM 체인지횟수
#DIM 지명횟수
#DIM 희망
#DIM 폭 = 0, 5, 10, 0
#DIM 위치  = 5, 5, 5, 15
{
#DIMS AWAHIME_RACE = "유부녀", "마을 아가씨", "泡姫", "카라스텐구", "캇파",
					 "둔갑너구리", "둔갑여우", "이나바", "백랑텐구", "둔갑고양이",
					 "오니", "메이드요정", "좀비 페어리", "요정", "서큐버스"
}
체인지횟수 = 0
지명횟수 = 0
TARGET = 0
RESULT = 0
VARSET LOCAL
;３日に一度販売員がお勤め
SIF ((GETTIME()/1000000000) % 100) % 3 == 2
	AWAHIME_RACE:5 = 販売員
IF !STRCOUNT(CSTR:0:0, "泡入浴/")
	CSTR:0:0 = %CSTR:0:0%泡入浴/
	PRINTL 「んーぎゃ、いい判断だぎゃ」
	PRINTW 「ほしたら、『にゅーぷらん』のしぇつめーをしてやるんだぎゃ！」
	PRINTL 「みゃず、ぎゃーの見しぇてやる似顔絵から、好みのメスっこを選ぶぎゃ」
	PRINTL 「そのあと、おみゃーしゃんを貸し切りの風呂に案内したるぎゃ！」
	PRINTW 「ほんでちょーっと待ったら、メスっこがやってきて一緒に風呂ひゃーってくれるぎゃ……」
	PRINTL
	PRINTL 「しょのあとは知らん！　ぎゃーはいーっしゃい関係にゃーぎゃ」
	PRINTL 「おみゃーしゃんとメスっこぎゃ、仲よくしょーぎゃ、あれこれしょーぎゃ、好きにすればいいぎゃ！」
	PRINTW 「時間はてゃーっぷり90分！　足りんけりゃ延長もおーけーぎゃ」
	PRINTL
	PRINTL 「ほれっ、ほれっ！　やる気が出たんでねーぎゃ？」
	PRINTW 番台の妖怪は、げへげへとさらに厭らしい笑みを浮かべている
ELSE
	PRINTL 「んーぎゃ、おみゃーしゃんは、やーっぱり好きものだぎゃ！」
	PRINTL 番台の妖怪は、げっへっへと相変わらず厭らしい笑みを浮かべている
ENDIF
PRINTL
$LOOP_SOAP0
PRINTFORML 「\@ !RESULT ? ほったら # もーいっきゃー \@、好みのメスっこのてゃーぷ、ぎゃーにおしえるだぎゃー」
PRINTL [1] 普通の娘
PRINTL [2] ケモミミっ娘
PRINTL [3] 人外娘
PRINTL [4] おまかせ
PRINTL [5] お気にの子を指名
PRINTL [0] 역시 그만둔다
$LOOP_SOAP1
INPUT
SELECTCASE RESULT
	CASE 0
		SIF 체인지횟수 > 0 || 지명횟수 > 0
			CALL SOAP_RESET
		IF TFLAG:211 >= 2
			PRINTL 「んがー！！　んがー！！　んがー！！」
			PRINTW 「おみゃーはっ！　ぎゃーの金もーけの邪魔ぎゃ！」
			PRINTL 「おーい！！　おみゃーら！　でてこいっ！」
			PRINTW 「こいつをほーりだすぎゃ！！」
			CALL KOWAI_ONISAN
			RETURN 0
		ELSE
			PRINTL 「はぁ！？　やめちみゃうんぎゃ！？」
			PRINTL 「よーぎゃねーなら、とっとと帰るぎゃ！」
			TFLAG:211 = 2
			RETURN -1
		ENDIF
	CASE 1 TO 5
		희망 = RESULT -1
	CASEELSE
		CLEARLINE 1
		REUSELASTLINE 「好みははっきり言うんだぎゃ！！」
		GOTO LOOP_SOAP1
ENDSELECT
$LOOP_SOAP2
SELECTCASE 체인지횟수
	CASE 0
		IF 희망 == 3
			PRINTL 「おうおう、安心してみゃかすんぎゃ」
			PRINTW 「うちゃー、きれーどころが揃ってるぎゃ！」
		ELSEIF 희망 == 4
			PRINTL 「お気にぃーりのメスっこ、見つかったぎゃ？」
			PRINTW 「ほしたら、てゃーくさんうちに来て、たーんまり金落っことすといーぎゃ！」
		ELSE
			PRINTL 「おうおう、わかったぎゃ」
			PRINTW 「おみゃーしゃん好みなメスっこはと…」
		ENDIF
	CASE 1 TO 9, 11 TO 17
		PRINTFORML 「\@ 체인지횟수 < 10 ? これでだめぎゃ？ # まーだ決みゃらんぎゃ… \@」
		PRINTW 「ほんなら、べつのメスっこはと…」
	CASE 10
		PRINTL 「しっかし、ちゅーもんの多い客だぎゃ」
		PRINTW 「メスっこにゃー、おっぴゃーと穴がありゃ別にいいんだぎゃ…」
	CASE 18
		PRINTL 「いーかげんにするぎゃ！」
		PRINTW 「もうメスっこがおらんくなるぎゃ！！」
	CASE 19
		PRINTL 「んがー！」
		PRINTW 「こいつぎゃっ！　しゃーごのっ！　メスっこだぎゃーっ！！」
ENDSELECT
;リピート指名
IF 희망 == 4
	지명횟수 ++
	CALL LOAD_MOBGIRL(1)
	SIF RESULT == -1
		GOTO LOOP_SOAP0
	CFLAG:RANDOM_CHARANUM:출금 = 0
	;なぜか再登場は裸なので無理やりバスタオル着せる。衣装周りは複雑でよくわからない
	EQUIP:RANDOM_CHARANUM:원피스 = 13
	CFLAG:RANDOM_CHARANUM:노팬티 = 1
	CFLAG:RANDOM_CHARANUM:상반신속옷확인 = 1
	CFLAG:RANDOM_CHARANUM:하반신속옷확인 = 1
	;攻守交代時すぐ萎えないように溜まってる度を補充
	CFLAG:RANDOM_CHARANUM:욕구불만도 = LIMIT(CFLAG:RANDOM_CHARANUM:욕구불만도 + RAND:200, 500, 1000)
	TALENT:RANDOM_CHARANUM:기분 = 0 + RAND:2
	TCVAR:RANDOM_CHARANUM:피임약 = 1
ELSE
	체인지횟수 ++
	LOCAL = RAND(폭:희망) + 위치:희망
	SIF AWAHIME_RACE:LOCAL == "둔갑너구리" && RAND:2
		AWAHIME_RACE:LOCAL = 茨たぬき
	CALL MAKE_YUKIZURI(RANDOM_CHARANUM, AWAHIME_RACE:LOCAL, 2)
ENDIF
TEQUIP:RANDOM_CHARANUM:상반신착의상황 = 1
CALL CHARA_STATE(RANDOM_CHARANUM)
DRAWLINE
CALL COLORMESSAGE(@"처녀상실이력：%CSTR:RANDOM_CHARANUM:처녀상실이력%", C_PINK, 1)
PRINTFORML
PRINTFORML 「このメスっこ\@ 희망 == 4 ? で、いー # は、どー \@ぎゃ？」
PRINTL [1] この子にする
PRINTL [2] チェンジで！
PRINTL [0] 역시 그만둔다
$LOOP_SOAP3
INPUT
SELECTCASE RESULT
	CASE 0
		CALL SOAP_RESET
		IF TFLAG:211 >= 2
			PRINTL 「んがー！！　んがー！！　んがー！！」
			PRINTW 「おみゃーはぎゃーの金もーけの邪魔ぎゃ！」
			PRINTL 「おーい！！　おみゃーら！　出番だぎゃっ！」
			PRINTW 「こいつをほーりだすぎゃ！！」
			CALL KOWAI_ONISAN
			RETURN 0
		ELSE
			PRINTL 「はぁ！？　やめちみゃうんぎゃ！？」
			PRINTL 「よーぎゃねーなら！　とっとと帰るぎゃ！」
			TFLAG:211 = 2
			RETURN -1
		ENDIF
	CASE 1
		IF MONEY < 10000
			CALL SOAP_RESET
			PRINTW 「…………」
			;番台ブチギレ
			IF TFLAG:211 >= 2
				PRINTL 「んがー！！　んがー！！　んがー！！」
				PRINTW 「おみゃー！　金もねーのに遊ぼーとは、ずーずーしぃーぎゃ！」
				PRINTL 「ぎゃーの金もーけっ！　邪魔するんじゃねーぎゃ！！」
				PRINTW 「おーい、おみゃーら！　このびんぼー人をつみゃみだすぎゃ！！」
				CALL KOWAI_ONISAN
				RETURN 0
			ELSE
				PRINTW 「금빛、足らんぎゃ…」
				PRINTL 「びんぼー人にゃー用はねーぎゃ！」
				PRINTW 「しゃっしゃときゃーれきゃーれ！！」
				TFLAG:211 = 3
				RETURN -1
			ENDIF
		ELSE
			MONEY -= 10000
			PRINTFORML 「\@ 체인지횟수 < 10 ? よっしゃ、決みゃり # よーやく決みゃった \@ぎゃ！」
			PRINTL 「ほれっ！　お客しゃま！　しゃっしゃとこっちにくるぎゃ！」
			PRINTFORML 番台の妖怪に案内され、%CALLNAME:PLAYER%は貸し切り風呂へ移動する
			IF HAS_PENIS(PLAYER) && !CFLAG:RANDOM_CHARANUM:1001
				PRINTFORML %CALLNAME:PLAYER%の胸も股間も、初めて見る娘への期待でパンパンに膨らんできた…
				BASE:PLAYER:발기 = MAX(BASE:PLAYER:발기, 1000)
			ENDIF
			PRINTW
			PRINTFORML しばらく待つとバスタオル一枚の%CALLNAME:RANDOM_CHARANUM%が入ってきた
			;初対面の二人になぜか恋愛感情が生まれる
			IF 희망 != 4
				PRINTL 出会った瞬間二人は恋に落ちた！！
				TALENT:RANDOM_CHARANUM:연모 = 1
				CFLAG:RANDOM_CHARANUM:호감도 = REQUIRED_FAVOR_恋慕
				CFLAG:RANDOM_CHARANUM:신뢰도 = REQUIRED_TRUST_恋慕
				CFLAG:RANDOM_CHARANUM:기정사실 = 3
				CFLAG:RANDOM_CHARANUM:생해금 = 2
				ABL:RANDOM_CHARANUM:친밀 = REQUIRED_AFFECTION_恋慕
				ABL:RANDOM_CHARANUM:순종 = RAND:4 + TALENT:RANDOM_CHARANUM:풍속양 * 3
				ABL:RANDOM_CHARANUM:봉사정신 = RAND:4 + TALENT:RANDOM_CHARANUM:풍속양 * 3
				;モブ子相手のAct_COMフィルタをまとめてOFF、オート喘ぎをON
				VARSET CFLAG:RANDOM_CHARANUM:0, 1, 591, 593
				VARSET CFLAG:RANDOM_CHARANUM:0, 1, 595, 598
				CFLAG:RANDOM_CHARANUM:오토신음 = 1
			;馴染みの客なら臨戦態勢にしておく
			ELSEIF CFLAG:RANDOM_CHARANUM:1001 > 1
				PALAM:RANDOM_CHARANUM:윤활 = PALAMLV:MIN(1 + CFLAG:RANDOM_CHARANUM:1001, 6)
				PALAM:RANDOM_CHARANUM:욕정 = PALAMLV:MIN(3 + CFLAG:RANDOM_CHARANUM:1001, 8)
			ENDIF
			PRINTW
			CALL TALK_MOBGIRL("泡姫挨拶")
			;交渉成立ならうふふ
			IF INRANGE(RESULT, 1, 3)
				SETBIT TFLAG:일일일회, 9
				LOCAL:0 = TIME / 60 * 60
				LOCAL:1 = LOCAL:0 + 600 > 1440 ? LOCAL:0 - 840 # LOCAL:0 + 600
				LOCAL:2 = RESULT
				IF MAIN_MAP == 9
					CFLAG:RANDOM_CHARANUM:거점내방 = 1
					CFLAG:RANDOM_CHARANUM:만난위치 = 934
				ELSE
					CFLAG:RANDOM_CHARANUM:거점내방 = 0
					CFLAG:RANDOM_CHARANUM:만난위치 = 940
				ENDIF
				;眠気で部屋追い出し避けの為、今から活動に設定
				CFLAG:RANDOM_CHARANUM:내방시간 = LOCAL:0
				CFLAG:RANDOM_CHARANUM:귀가시간 = LOCAL:1
				CFLAG:RANDOM_CHARANUM:취침시간 = LOCAL:1
				CFLAG:RANDOM_CHARANUM:기상시간 = LOCAL:0
				;デート中処理、@OSASOIを流用してお風呂(OMANEKIBEYA)へ移動
				CFLAG:RANDOM_CHARANUM:동실 = 1
				CFLAG:RANDOM_CHARANUM:데이트중 = 9
				CFLAG:PLAYER:데이트중 = 9
				FLAG:데이트상대 = RANDOM_CHARANUM
				CFLAG:PLAYER:동행 = 60
				CFLAG:RANDOM_CHARANUM:동행 = 60
				CALL OMANEKI_ENTER(RANDOM_CHARANUM)
				CALL TARGETSET_CHACK
				YOGORE:(OMANEKIBEYA()) = 1
				TCVAR:RANDOM_CHARANUM:연속숙박금지 = 1
				;専用フラグ立ててうふふに移行
				TCVAR:PLAYER:친해져 = 3
				TCVAR:RANDOM_CHARANUM:친해져 = 3
				CFLAG:RANDOM_CHARANUM:데일리 = 30
				BASE:RANDOM_CHARANUM:무드 = 700 + (500 * (TALENT:RANDOM_CHARANUM:풍속양 > 2))
				BASE:RANDOM_CHARANUM:이성 = 400 - (400 * (TALENT:RANDOM_CHARANUM:풍속양 > 2))
				TFLAG:거품목욕 = DAY * 1440 + TIME + 90
				IF !ITEM:20
					TFLAG:매트대여 = 1
					ITEM:20 ++
				ENDIF
				CFLAG:RANDOM_CHARANUM:우후후 = 1
				CFLAG:PLAYER:우후후 = 1
				UFUFU_START_TIME = TIME
				UFUFU_START_DAY = DAY
				;지명횟수をカウント
				CFLAG:RANDOM_CHARANUM:1001 ++
				;会話で状態の変更
				SELECTCASE LOCAL:2
					CASE 2
						BASE:MASTER:발기 = MAX(BASE:MASTER:발기, 1000)
					CASE 3
						BASE:MASTER:발기 = MIN(BASE:MASTER:발기 + 500, 1500)
						CFLAG:MASTER:우후후 = 2
						CFLAG:RANDOM_CHARANUM:우후후 = 2
						TFLAG:COMABLE관리 = 3
						TCVAR:RANDOM_CHARANUM:26 = 0
						CALL CCOMF51(RANDOM_CHARANUM)
						SELECTCCOM:0:1 = 51
						TCVAR:RANDOM_CHARANUM:차회카운터 = 51
				ENDSELECT
				RETURN 1
			ENDIF
			;交渉決裂で通常の温泉処理
			RETURN RESULT
		ENDIF
	CASE 2
		;チェンジしすぎで怖いお兄さんやってくる
		IF 체인지횟수 >= 20 || 지명횟수 >= 5
			PRINTL 「んがー！！　んがー！！　んがー！！」
			PRINTL 「おみゃー！　いーきゃげんにしとけぎゃ！」
			PRINTW 「しょんなに気に入らんならっ！　おみゃーにぴったりの相手呼んだるぎゃ！！」
			PRINTW 「おーい、おみゃーら！　こいつの相手！　任せるぎゃ！！」
			CALL SOAP_RESET
			CALL KOWAI_ONISAN
			RETURN 0
		ELSEIF 희망 == 4
			PRINTL 「はぁ！？　なんぎゃそりゃあ」
			PRINTL
			GOTO LOOP_SOAP0
		ELSE
			GOTO LOOP_SOAP2
		ENDIF
	CASEELSE
		CLEARLINE 1
		REUSELASTLINE 「よけーな事しぇんと、しゃっしゃと選ぶぎゃ！！」
		GOTO LOOP_SOAP3
ENDSELECT

;お風呂サービス終了判定関数
;立てっぱなしだとマズいフラグあるので処理集約してフラグ折っておく
@泡風呂終了判定(ARGS)
#DIM CHR
#DIM 회복횟수
#DIM 연장횟수
#DIM 일일일회
#DIM 종료처리
종료처리 = 1
CHR = RANDOM_CHARANUM
IF 일일일회 != DAY
	연장횟수 = 0
	회복횟수 = 0
	일일일회 = DAY
ENDIF
SELECTCASE ARGS
	CASE "タイムアップ"
		CALL TALK_MOBGIRL("泡姫タイムアップ", 연장횟수)
		RESETCOLOR
		연장횟수 ++
		SIF RESULT
			RETURN
	CASE "コマンドから終了"
		CALL TALK_MOBGIRL("泡姫コマンドから終了", 연장횟수)
	CASE "攻守交代時終了"
		CALL TALK_MOBGIRL("泡姫攻守交代時終了")
	CASE "体力限界"
		CALL TALK_MOBGIRL("泡姫体力限界", 회복횟수)
		RESETCOLOR
		IF RESULT
			회복횟수 ++
			BASE:CHR:체력 += MAXBASE:CHR:체력 / 3 * 2
			BASE:CHR:기력 += MAXBASE:CHR:기력 / 2
			RETURN
		ENDIF
	CASE "あなた限界"
		CALL TALK_MOBGIRL("あなた限界")
	;연모＋ＮＧ行為無しなので普通は怒られない。保険的な処理
	CASE "女の子フキゲン"
		PRINTFORMW %CALLNAME:MASTER%はお風呂から\@ TALENT:CHR:담력 < 0 ? 締め # 追い \@出された…
ENDSELECT
;うふふを終了する処理
FOR COUNT, 0, 2
	CHR = COUNT ? RANDOM_CHARANUM # 0
	CALL ENDUFUFU(CHR)
	CALL SET_PRANK(0, CHR, 1)
	;接触/はだけをリセット
	CALL TOUCH_SET(0,0,0,1)
	TEQUIP:CHR:하반신비켜놓기상태 = 0
	TEQUIP:CHR:상반신탈의상태 = 0
	CALL CLOTHES_SETTING_TRAIN(CHR)
	TEQUIP:CHR:윗도리탈의가끝난상태 = 0
	TEQUIP:CHR:목욕탕플레이 = 0
	CFLAG:CHR:동행 = 0
	CFLAG:CHR:초대 = 0
NEXT
TFLAG:MASTER의P삽입중 = 0
;あなたの現在위치を戻してサービス終了
FLAG:데이트상대 = 0
CFLAG:MASTER:데이트중 = 9
CFLAG:MASTER:현재위치 = CFLAG:RANDOM_CHARANUM:만난위치
TFLAG:거품목욕 = 0
ITEM:20 = TFLAG:매트대여 ? 0 # ITEM:20
CALL SOAP_STAND_BY_SUKIMA
RETURN

;こわいオニいさんがやってくる関数
@KOWAI_ONISAN
TFLAG:211 = 4
RESETCOLOR
PRINTL
CALL COLORMESSAGE("「おいっ！！　ごらぁ！！　われぇ！！　なめとったらあかんぞぉ！！！」", C_RED, 1, 3)
PRINTW 突然いかつい鬼たちが乗り込んできた！！
PRINTFORML %CALLNAME:PLAYER%は時止めもする間もなくボッコボコに殴られる…
PRINTFORMW 鬼たちは%CALLNAME:PLAYER%を散々痛めつけてから店の外に放り出した…
CALL RECOVER(PLAYER, -1500, "체력" , "ボコボコにされた")
CALL RECOVER(PLAYER, -1500, "기력" , "ぼろぼろになった")
WAIT
RETURN

;出会った嬢を消す関数
@SOAP_RESET
CFLAG:RANDOM_CHARANUM:초기위치 = SUKIMA()
CFLAG:RANDOM_CHARANUM:현재위치 = SUKIMA()
CFLAG:RANDOM_CHARANUM:데이트중 = MAIN_MAP
CALL 모브코화상리셋(RANDOM_CHARANUM)
FORGET_MOBGIRL = 1
DELCHARA RANDOM_CHARANUM
ADDCHARA RANDOM_CHARANUM
CALL TARGETSET_CHACK
RESETCOLOR
RETURN

;出会った嬢をSUKIMAに退避させる関数
@SOAP_STAND_BY_SUKIMA
CFLAG:RANDOM_CHARANUM:초기위치 = SUKIMA()
CFLAG:RANDOM_CHARANUM:현재위치 = SUKIMA()
CFLAG:RANDOM_CHARANUM:데이트중 = MAIN_MAP
CFLAG:RANDOM_CHARANUM:출금 = 2
CALL TARGETSET_CHACK
RESETCOLOR
RETURN