code:
@카운터호출처리
#DIM NUM_TARGET
NUM_TARGET = GET_TARGETNUM()
;--------------------------------------------------------------------
;TCVAR:상대:20　커맨드 번호 내용의 대략
;TCVAR:상대:21　파생 내용의 상세
;--------------------------------------------------------------------
IF ( TFLAG:102 == 3 || TFLAG:102 == 2 ) && !CFLAG:TARGET:동침중
	;카운터
	FOR LOCAL, 1, NUM_TARGET + 1
		SIF TARGET:LOCAL <= 0
			CONTINUE
		CALL EVENT_COUNTER(TARGET:LOCAL, LOCAL)
		CALL EVENT_COUNTER_POSE(TARGET:LOCAL, LOCAL)
	NEXT
	;CALL EVENT_COUNTER_COMBINATION
	FOR LOCAL, 1, NUM_TARGET + 1
		SIF TARGET:LOCAL <= 0
			CONTINUE
		CALL EVENT_COUNTER_SOURCE(TARGET:LOCAL, LOCAL)
	NEXT
	FOR LOCAL, 1, NUM_TARGET + 1
		SIF TARGET:LOCAL <= 0
			CONTINUE
		IF TCVAR:(TARGET:LOCAL):20
			;CALL KOJO_MESSAGE_COUNTER(TARGET:LOCAL)
			CALL KOJO_MESSAGE_SEND("COUNTER", 1, TARGET:LOCAL, 0,0)
			DRAWLINE
		ENDIF
	NEXT
ENDIF

@POSITION_OCCUPATION(ARG)
#FUNCTION
FOR LOCAL, 1, GET_TARGETNUM() + 1
	SIF TARGET:LOCAL <= 0
		CONTINUE
	SIF TCVAR:(TARGET:LOCAL):위치관계 == ARG
		RETURNF 1
NEXT

@EVENT_COUNTER(ARG, ARG:1)
#DIM 후보, 310
#DIM 기본치
VARSET 후보
;----------------------------------------------------
;캔슬
;----------------------------------------------------
;ARG 대상 캐릭터
;ARG:1 행동순서
SIF GROUPMATCH(SELECTCOM, 350, 355, 400, 402, 404, 405, 420, 604, 699)
	RETURN 0
SIF ARG <= 0
	RETURN 0
SIF !SHIRAHU(ARG)
	RETURN 0
SIF FLAG:70 == 1 && CFLAG:ARG:344 == 0
	RETURN 0
SIF CFLAG:ARG:행동 == 5
	RETURN 0
SIF TCVAR:ARG:친해져 < 1
	RETURN 0
TCVAR:ARG:30 ++
SIF TCVAR:ARG:30 > 1
	RETURN 0

VARSET LOCAL

;----------------------------------------------------
;특수한 처리
;----------------------------------------------------
;우후후 안
IF CFLAG:ARG:우후후 == 1
	DEBUGPRINT 카운터 리액션
	CALL EVENT_COUNTER_REACTION(ARG, ARG:1)
	RETURN 0
ENDIF
;약점
;요점 조정 ENDURE와 RAND로 차를 흐린다
IF ARG:1 == 1 && CFLAG:ARG:우후후 == 2 && CFLAG:ARG:약점잡음 && (ENDURE(ARG) < (400 + RAND:400) && !RAND:3) && !TCVAR:ARG:마음대로해
	SIF CFLAG:ARG:약점잡음 > 0
		CALL EVENT_COUNTER_PUNISHMENT(ARG, ARG:1)
	FOR LOCAL, 0, CHARANUM
		CFLAG:LOCAL:우후후 = 0
		TFLAG:MASTER의P삽입중 = 0
		;우후후시 계 장비 리셋
		FOR LOCAL:1, 10, 150
			TEQUIP:LOCAL:(LOCAL:1) = 0
		NEXT
		TEQUIP:LOCAL:50 = -1
		TEQUIP:LOCAL:51 = -1
		;사정 관계 리셋
		IF TFLAG:102 < 2
			BASE:LOCAL:사정 = 0
			TCVAR:LOCAL:이기초 = 0
		ENDIF
		IF LOCK:(CFLAG:LOCAL:초기위치) && AT_HOME(LOCAL)
			CALL CTRL_CLOTHES_SET(LOCAL, "현재 의상의 변경_파자마")
			CFLAG:LOCAL:파자마 = 1
		ELSE
			CALL CTRL_CLOTHES_SET(LOCAL, "현재 의상의 변경_평상복")
			CFLAG:LOCAL:파자마 = 0
		ENDIF
		CALL CLOTHES_SETTING_TRAIN(LOCAL)
	NEXT
	TFLAG:102 = 1
	RETURN 0
ENDIF

;----------------------------------------------------
;통상
;----------------------------------------------------
;후보:301=소프트 후보:302=착의 후보:303=탈의 애무 후보:304=탈의 강요 후보:305=성교 후보:306=TARGET에 의한 고문(하드한)

; 낮을 정도 캐릭터 능력이 현저하게 반영된다. 높게 하면 할수록 단순한 균등 랜덤에 가까워진다. 돼지는 10
기본치 = 10

;------------------------------------------
;1~9 커뮤니케이션
;------------------------------------------
;거리가 가깝다
후보:1 = 기본치 + CFLAG:ARG:수줍음 + CFLAG:ARG:적극성
;치라 보고
후보:2 = 기본치 + CFLAG:ARG:수줍음 + CFLAG:ARG:적극성
;이야기
후보:3 = 기본치 + CFLAG:ARG:질 + CFLAG:ARG:적극성
;좋은 냄새
후보:4 = 기본치 + CFLAG:ARG:유혹 + CFLAG:ARG:적극성
;
후보:9 = (기본치*3/2) * (1 + TALENT:MASTER:농후정액)
LOCAL:1 = COUNTER_TYPE("코뮤", ARG)
FOR LOCAL, 1,10
	후보 :LOCAL *= LOCAL:1
NEXT
;------------------------------------------
;10~19 베리소프트
;------------------------------------------
;접근해 온다
후보:11 = 기본치 + CFLAG:ARG:유혹 - CFLAG:ARG:수줍음
;웃는 얼굴을 띄운다
후보:12 = 기본치 + CFLAG:ARG:수줍음
;상관해 갖고 싶어한다
후보:13 = 기본치 + CFLAG:ARG:유혹 + CFLAG:ARG:적극성
;몸을 문질러 댄다
후보:14 = 기본치 + CFLAG:ARG:적극성 + CFLAG:ARG:질 - CFLAG:ARG:수줍음
;응시해 온다
후보:15 = 기본치 + CFLAG:ARG:유혹 + CFLAG:ARG:적극성
;어깨에 턱이상
후보:16 = 기본치 + CFLAG:ARG:적극성
;차입
후보:17 = 기본치 + CFLAG:ARG:유혹 + CFLAG:ARG:유혹 + CFLAG:ARG:적극성

LOCAL:1 = COUNTER_TYPE("베리소프트", ARG)
FOR LOCAL, 10,20
	후보 :LOCAL *= LOCAL:1
NEXT
;------------------------------------------
;20~29 유혹
;------------------------------------------
;요염한 행동
후보:20 = 기본치 + CFLAG:ARG:유혹 - CFLAG:ARG:수줍음
;응시한다
후보:21 = 기본치 + CFLAG:ARG:수줍음
;몸을 접댄다
후보:22 = 기본치 + CFLAG:ARG:유혹 + CFLAG:ARG:적극성
;치마를 걷어 붙인다
후보:23 = 기본치 + CFLAG:ARG:적극성 + CFLAG:ARG:질 - CFLAG:ARG:수줍음
;귓전에 입김을 내뿜는다
후보:24 = 기본치 + CFLAG:ARG:유혹 + CFLAG:ARG:적극성
;엉덩이를어루만진다
후보:25 = 기본치 + CFLAG:ARG:적극성 + CFLAG:ARG:질
;팔에 달라붙어
후보:26 = 기본치 + CFLAG:ARG:유혹 + CFLAG:ARG:적극성
;골짜기를 보인다
후보:27 = 기본치 + CFLAG:ARG:유혹 + CFLAG:ARG:적극성 - CFLAG:ARG:수줍음
;엉덩이 즈리
후보:28 = (기본치*10/8) + CFLAG:ARG:적극성 + CFLAG:ARG:질 - CFLAG:ARG:수줍음 + MAX(EXP:ARG:사정경험 / 15, 8)

LOCAL:1 = COUNTER_TYPE("소프트", ARG)
FOR LOCAL, 20,30
	후보 :LOCAL *= LOCAL:1
NEXT
;------------------------------------------
;30~39 착의 성희롱
;------------------------------------------
;키스
후보:30 = (기본치 + CFLAG:ARG:적극성) * !TALENT:ARG:키스미경험
;뒤로부터 안겨든다
후보:31 = 기본치 + CFLAG:ARG:수줍음 - CFLAG:ARG:적극성
;앞에서 안겨든다
후보:32 = 기본치 + CFLAG:ARG:유혹 + CFLAG:ARG:적극성
;가슴을 비비게 한다
후보:33 = 기본치 + CFLAG:ARG:유혹 - CFLAG:ARG:적극성
;고간뒤진다
후보:34 = 기본치 + CFLAG:ARG:적극성 + CFLAG:ARG:질
;치마안을 보인다
후보:35 = 기본치 + CFLAG:ARG:수줍음 + CFLAG:ARG:유혹
;뒤로부터 가슴 만지작 만지작
후보:36 = 기본치 + CFLAG:ARG:적극성 + CFLAG:ARG:질
;엿강탈
후보:39 = 기본치 + CFLAG:ARG:적극성 + CFLAG:ARG:질 * !TALENT:ARG:키스미경험

LOCAL:1 = COUNTER_TYPE("착의", ARG)
FOR LOCAL, 30,40
	후보 :LOCAL = MAX(후보 :LOCAL + COUNTER_SIKOU:ARG:LOCAL, 1)
	후보 :LOCAL *= LOCAL:1
NEXT

;------------------------------------------
;40~49 애원
;------------------------------------------

;정상위 V 애원
후보:41 = 기본치 + ABL:ARG:V감각 * 4 + EX:ARG:V절정직전 * 10
;정상위 A 애원
;후보:42 = 기본치 + ABL:ARG:A감각 * 4 + EX:ARG:A절정직전 * 10
;후배위 V 애원
후보:43 = 기본치 + ABL:ARG:V감각 * 3 + EX:ARG:V절정직전 * 10
SIF TALENT:ARG:동물귀
	후보:43 += ABL:ARG:V감각 * 2
;후배위 A 애원
후보:44 = 기본치 + ABL:ARG:A감각 * 3 + EX:ARG:A절정직전 * 10
SIF TALENT:ARG:동물귀
	후보:44 += ABL:ARG:A감각 * 2

[SKIPSTART]
;C
후보:45 = ABL:ARG:C감각 + CFLAG:ARG:유혹 - CFLAG:ARG:적극성
;V
후보:46 = ABL:ARG:V감각 + CFLAG:ARG:유혹 - CFLAG:ARG:적극성
;A
후보:47 = ABL:ARG:A감각 + CFLAG:ARG:유혹 - CFLAG:ARG:적극성
;B
후보:48 = ABL:ARG:B감각 + CFLAG:ARG:유혹 - CFLAG:ARG:적극성
;M
후보:49 = (ABL:ARG:M감각 + CFLAG:ARG:유혹 - CFLAG:ARG:적극성) * !TALENT:ARG:키스미경험
[SKIPEND]

LOCAL:1 = COUNTER_TYPE("애원", ARG)
FOR LOCAL, 40,50
	후보 :LOCAL = MAX(후보 :LOCAL + COUNTER_SIKOU:ARG:LOCAL, 1)
	후보 :LOCAL *= LOCAL:1
NEXT

;------------------------------------------
;50~69 탈의 성희롱(애무)
;------------------------------------------
;수음
후보:50 = 기본치 + 2 * TALENT:ARG:능숙한손가락 + ABL:ARG:손가락 + BASE:MASTER:발기 / 500
;펠라치오, 쿠니
후보:51 = 기본치 + TALENT:ARG:악취내성 + 2 * TALENT:ARG:혀놀림 + ABL:ARG:혀 + BASE:MASTER:발기 / 500
;가랑이, 짝맞추기놀이
후보:52 = 기본치 + ABL:ARG:허리 + 2 * TALENT:ARG:젖기쉬움 + BASE:MASTER:발기 / 500
;파이즈리
후보:53 = 기본치 + TALENT:ARG:가슴사이즈 + 2 * TALENT:ARG:음유 + ABL:ARG:가슴 + BASE:MASTER:발기 / 500
;풋잡
후보:54 = 기본치 + 2 * TALENT:ARG:새드 + MIN(ABL:ARG:새드끼 , 5) + BASE:MASTER:발기 / 500
;애널애무
후보:55 = (기본치 + 2 * TALENT:ARG:능숙한손가락 + ABL:ARG:손가락) * SIGN(EXP:ARG:A경험)
;애널빨기
후보:56 = (기본치 + 2 * TALENT:ARG:혀놀림 + ABL:ARG:혀 + MIN(TALENT:ARG:악취내성, 0)) * SIGN(EXP:ARG:A경험)
;손가락 삽입
후보:57 = 기본치 + 2 * TALENT:ARG:능숙한손가락 + ABL:ARG:손가락
;가슴애무
후보:58 = 기본치 + 2 * TALENT:ARG:능숙한손가락 + ABL:ARG:손가락
;유두빨기
후보:59 = 기본치 + 2 * TALENT:ARG:혀놀림 + ABL:ARG:혀 + 1 * TALENT:ARG:유치 - TALENT:MASTER:2
;딥키스
후보:60 = 기본치 + (2 * TALENT:ARG:혀놀림 + ABL:ARG:혀) * !TALENT:ARG:키스미경험

LOCAL:1 = COUNTER_TYPE("탈의 애무", ARG)
FOR LOCAL, 50,70
	후보 :LOCAL = MAX(후보 :LOCAL + COUNTER_SIKOU:ARG:LOCAL, 1)
	후보 :LOCAL *= LOCAL:1
NEXT

;------------------------------------------
;70~79 탈의 성희롱(강요)
;------------------------------------------
;쿠니
후보:70 = 기본치 + ABL:ARG:C감각
;펠라치오
후보:71 = 기본치 + ABL:ARG:C감각
;애널 봉사
후보:72 = (기본치 + ABL:ARG:A감각) * SIGN(EXP:ARG:A경험)
;
후보:73 = 기본치 + ABL:ARG:B감각
;젖 맞추어라
후보:74 = 기본치 + ABL:ARG:B감각
;타와시 세탁
후보:75 = 기본치 + ABL:ARG:C감각
;강제 보지 애무
후보:76 = 기본치 + (ABL:ARG:C감각 +  ABL:ARG:V감각) / 2
;젖을 들이마시게 한다
후보:77 = 기본치 + ABL:ARG:B감각
;엉덩이 즈리
후보:78 = (기본치*10/8) + ABL:ARG:C감각 + MAX(EXP:ARG:사정경험 / 15, 8)

LOCAL:1 = COUNTER_TYPE("탈의 강요", ARG)
FOR LOCAL, 70,80
	후보 :LOCAL = MAX(후보 :LOCAL + COUNTER_SIKOU:ARG:LOCAL, 1)
	후보 :LOCAL *= LOCAL:1
NEXT

;------------------------------------------
;80~89 성교
;------------------------------------------
;정상위된다
후보:80 = 기본치 + ABL:ARG:C감각 + MAX(EXP:ARG:사정경험 / 15, 15)
;정상위 V 애원
후보:81 = 기본치 + ABL:ARG:V감각 * 3 + EX:ARG:V절정직전 * 10
;정상위 A 애원
;후보:82 = 기본치 + ABL:ARG:V감각 * 3 + EX:ARG:A절정직전 * 10
;후배위된다
후보:83 = (기본치*7/10) + ABL:ARG:C감각 + MAX(EXP:ARG:사정경험 / 15, 15) + ABL:ARG:새드끼 / 2
;허리 모습 V접수
후보:84 = 기본치 + ABL:ARG:C감각
;기승위
후보:85 = 기본치 + ABL:ARG:V감각 * 3 + EX:ARG:V절정직전 * 10
후보:86 = 기본치 + ABL:ARG:친밀 * 3 + EX:ARG:V절정직전 * 10
;기승위 A
후보:87 = 기본치 + ABL:ARG:A감각 * 3+ EX:ARG:A절정직전 * 10
후보:88 = 기본치 + (ABL:ARG:봉사정신 + ABL:ARG:V감각) * 2
후보:89 = 기본치 + (ABL:ARG:봉사정신 + ABL:ARG:A감각) * 2

LOCAL:1 = COUNTER_TYPE("성교", ARG)
FOR LOCAL, 80,90
	후보 :LOCAL = MAX(후보 :LOCAL + COUNTER_SIKOU:ARG:LOCAL, 1)
	후보 :LOCAL *= LOCAL:1
NEXT
;------------------------------------------
;90~99 TARGET에 의한 고문(하드한)
;------------------------------------------

;후배위 A삽입된다
후보:90 = (기본치*5/10) + ABL:ARG:C감각 + MAX(EXP:ARG:사정경험 / 15, 15) + ABL:ARG:새드끼 / 2 - (TALENT:MASTER:2 & 1) * 4 + ABL:MASTER:애널 * 2 - ABL:MASTER:질
;이라마치오 된다
후보:91 = 기본치 + ABL:ARG:C감각 + ABL:ARG:새드끼
;허리 모습역A
후보:93 = 기본치 + ABL:ARG:C감각 + MAX(EXP:ARG:사정경험 / 15, 15)
;정상위 A삽입된다
후보:94 = (기본치*8/10) + ABL:ARG:C감각 + MAX(EXP:ARG:사정경험 / 15, 15) - (TALENT:MASTER:2 & 1) * 4 + ABL:MASTER:애널 * 2 - ABL:MASTER:질
;애널개발허가를 요구한다

LOCAL:1 = COUNTER_TYPE("고문", ARG)
FOR LOCAL, 90,100
	후보 :LOCAL = MAX(후보 :LOCAL + COUNTER_SIKOU:ARG:LOCAL, 1)
	후보 :LOCAL *= LOCAL:1
NEXT

;------------------------------------------
;100~119 애무(섹스중)
;------------------------------------------
[SKIPSTART]
;앞에서 안겨든다;32
후보:100 = 기본치 + CFLAG:ARG:유혹 + CFLAG:ARG:적극성

;가슴을 비비게 하는 33
후보:101 = 기본치 + CFLAG:ARG:유혹 - CFLAG:ARG:적극성

;치마안을 보이는 35
후보:102 = 기본치 + CFLAG:ARG:수줍음 + CFLAG:ARG:유혹

;애널애무 55
후보:103

;가슴애무 58
후보:104

;유두빨기 59
후보:105
;소프트 키스 30
후보:106
;딥키스 60
후보:107

;젖을 들이마시게 하는 77
후보:108

;매우 수기 hold 86
후보:109

;허리 모습 V 88
후보:110

;허리 모습 A 89
후보:111

;역정상위
후보:112
[SKIPEND]
;------------------------------------------
;120~139 껴안기모드
;------------------------------------------
;머리 어루만지고
후보:120 = 13
;미용사나무
후보:121 = (기본치*12/10) - (CFLAG:ARG:질 + CFLAG:ARG:적극성) / 2
;안아 붙어 있는
후보:122 = 기본치 + CFLAG:ARG:유혹 - CFLAG:ARG:질
;꼭 껴안고
후보:123 = 기본치 + CFLAG:ARG:수줍음
;뺨 어루만지고
후보:124 = 기본치 + CFLAG:ARG:질
;간질임
후보:125 = (기본치*5/10) + CFLAG:ARG:질 + CFLAG:ARG:적극성
;무릎베개시킨다
후보:126 = (기본치*7/10) + CFLAG:ARG:유혹 + CFLAG:ARG:적극성
;냄새를 냄새 맡는다
후보:127 = (기본치*9/10) + CFLAG:ARG:수줍음
;말을 건넨다
후보:128 = (기본치*11/10) - CFLAG:ARG:수줍음
;목덜미 빨고
후보:129 = (기본치*3/10) + CFLAG:ARG:질 + CFLAG:ARG:수줍음 + GETPALAMLV(PALAM:ARG:욕정, 7)

LOCAL:1 = COUNTER_TYPE("안아 붙어", ARG)
FOR LOCAL, 120,140
	후보 :LOCAL = MAX(후보 :LOCAL + COUNTER_SIKOU:ARG:LOCAL, 1)
	후보 :LOCAL *= LOCAL:1
NEXT

;------------------------------------------
;------------------------------------------

;------------------------------------------
;실행 판정
;------------------------------------------
; 니이미행 판정
; 하나의 띠의 랜덤위치에 점수를 매겨 값의 크기를 기준에 폭을 결정해 서로 잘라내 , 띠의 점이 붙어 있는 부분 을 가지고 있는 것이 당선자
;ARRAY_HIT를 이용해 간략화

; 최대 후보 첨자+1
LOCAL:10 = 140

; 기권
FOR LOCAL, 1, LOCAL:10
	후보 :LOCAL *= ACTABLE(ARG, LOCAL)
NEXT
LOCAL:4 = ARRAY_HIT(후보, LOCAL:10)

; 결정
IF LOCAL:4 > 0
	TCVAR:ARG:20 = LOCAL:4
ENDIF
[SKIPSTART]
;디버그용
FOR LOCAL, 0, 140
	SIF !후보 :LOCAL
		CONTINUE
	SIF LOCAL == LOCAL:4
		SETCOLOR 0, 120, 250
	PRINTFORML {LOCAL}={후보 :LOCAL}, {COUNTER_SIKOU:ARG:LOCAL}
	RESETCOLOR
NEXT
WAIT
[SKIPEND]
;;; 일단 구실행 판정 남겨 둔다
;란다마이즈
;FOR LOCAL, 1,140
;	후보 :LOCAL = RAND:(MAX(후보 :LOCAL, 1))
;NEXT

;실행 판정
;FOR LOCAL, 1,140
;	후보 :LOCAL *= ACTABLE(ARG, LOCAL)
;NEXT

;후보:300 = 0
;FOR LOCAL, 1,140
;	IF 후보 :LOCAL > 후보:300
;		후보:300 = 후보 :LOCAL
;		후보:301 = LOCAL
;	ENDIF
;NEXT

;SIF 후보:300 > 0
;	TCVAR:ARG:20 = 후보:301


code:
@EVENT_COUNTER_SOURCE(ARG, ARG:1)
SIF TCVAR:ARG:30 > 1
	RETURN 0
IF ARG:1 == 1

ENDIF

;당신에게 V삽입중에서, 이번 카운터 커맨드가 V삽입계 이외의경우
IF TEQUIP:PLAYER:50 == ARG && !GROUPMATCH(TCVAR:ARG:20, 80, 83, 84) && CFLAG:ARG:우후후 == 2
	CALL TOUCH_SET(SET_FROM_P, SET_V, ARG)
	SOURCE:ARG:성행동 += 150
	SOURCE:ARG:정복 += 400
	SOURCE:PLAYER:액체 += 100
	SOURCE:ARG:가학 += 250
	SOURCE:ARG:강요 += 400
	SOURCE:PLAYER:쾌V += 500
	CALL PAIN_CHECK_V_MASTER(ARG)
	LOCALS = {ARG}/
	SOURCE:PLAYER:쾌C += 100
	CSTR:PLAYER:10 += LOCALS
	TCVAR:PLAYER:2 = 13
	TCVAR:PLAYER:4 += 75
	LOCALS = {PLAYER}/
	CSTR:ARG:10 += LOCALS
	TCVAR:ARG:2 = 1
	TCVAR:ARG:4 += 500
	STAIN:ARG:2 |= STAIN:PLAYER:6
	STAIN:PLAYER:6 |= STAIN:ARG:2
	EXP:PLAYER:V성교경험 ++
	TCVAR:ARG:기학플래그 = 1
ENDIF

;당신에게 A삽입중에서, 이번 카운터 커맨드가 역A계 이외의경우
IF TEQUIP:PLAYER:51 == ARG && !GROUPMATCH(TCVAR:ARG:20, 90, 93, 94) && CFLAG:ARG:우후후 == 2
	CALL TOUCH_SET(SET_FROM_P, SET_A, ARG)
	SOURCE:ARG:성행동 += 150
	SOURCE:ARG:정복 += 400
	SOURCE:PLAYER:액체 += 100
	SOURCE:ARG:가학 += 400
	SOURCE:ARG:강요 += 400
	SOURCE:PLAYER:쾌A += 500
	CALL PAIN_CHECK_A_MASTER(ARG)
	LOCALS = {ARG}/
	SOURCE:PLAYER:쾌C += 100
	CSTR:PLAYER:10 += LOCALS
	TCVAR:PLAYER:2 = 12
	TCVAR:PLAYER:4 += 125
	LOCALS = {PLAYER}/
	CSTR:ARG:10 += LOCALS
	TCVAR:ARG:2 = 2
	TCVAR:ARG:4 += 400
	STAIN:ARG:2 |= STAIN:PLAYER:6
	STAIN:PLAYER:6 |= STAIN:ARG:2
	EXP:PLAYER:A성교경험 ++
	TCVAR:ARG:기학플래그 = 1
ENDIF

SELECTCASE TCVAR:ARG:카운터행동
	;거리가 가깝다
	CASE 1
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:사랑 += 10
	;치라 보고
	CASE 2
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:사랑 += 20
	;이야기
	CASE 3
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:환락 += 20
	;좋은 냄새
	CASE 4
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:유혹 += 20
	CASE 9
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:욕정 += 충전율(ARG, 4) * 2
		SOURCE:ARG:굴종 += 충전율(ARG, 4) * 2
	;접근해 온다
	CASE 11
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:유혹 += 50
		SOURCE:ARG:봉사 += 40
	;웃는 얼굴을 띄운다
	CASE 12
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:유혹 += 40
	;상관해 갖고 싶어한다
	CASE 13
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:유혹 += 70
		SOURCE:ARG:도발 += 30
	;몸을 문질러 댄다
	CASE 14
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:유혹 += 60
		SOURCE:ARG:봉사 += 20
	;응시해 온다
	CASE 15
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:유혹 += 40
	;어깨에 턱이상
	CASE 16
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:사랑 += 40
		SOURCE:ARG:정복 += 50
	;차입
	CASE 17
		CALLF ONCE("차입", 0, ARG)
		BASE:MASTER:기력 += 200
		SOURCE:ARG:봉사 += 100

	;요염한 행동
	CASE 20
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:유혹 += 150
		SOURCE:ARG:도발 += 50
	;응시한다
	CASE 21
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:유혹 += 80
	;몸을 접댄다
	CASE 22
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:유혹 += 100
		SOURCE:ARG:봉사 += 80
	;치마를 걷어 붙인다
	CASE 23
		CALLF ONCE("치마째구", 0, ARG)
		SOURCE:ARG:송구스러운 += 300
		SOURCE:ARG:도발 += 200
	;귓전에 입김을 내뿜는다
	CASE 24
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:유혹 += 50
		SOURCE:ARG:도발 += 100
	;엉덩이를어루만진다
	CASE 25
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:유혹 += 100
		SOURCE:ARG:도발 += 300
		SOURCE:ARG:송구스러운 += 200
	;팔에 달라붙어
	CASE 26
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:유혹 += 50
		SOURCE:ARG:도발 += 200
		SOURCE:ARG:사랑 += 100
	;골짜기를 보인다
	CASE 27
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:유혹 += 200
		SOURCE:ARG:도발 += 100
	;엉덩이 즈리
	CASE 28
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:유혹 += 200
		SOURCE:ARG:강요 += 200
		SOURCE:ARG:정복 += 400
		SOURCE:ARG:쾌C += 50
		TCVAR:ARG:기학플래그 = 1
	;키스
	CASE 30
		CALL TOUCH_SET(SET_FROM_M, 4, ARG)
		SOURCE:ARG:유혹 += 250
		SOURCE:ARG:정복 += 100
		SOURCE:ARG:쾌M += 100
		SOURCE:PLAYER:쾌M += 100
		SOURCE:ARG:봉사 += 50
		EXP:ARG:키스경험 ++
		EXP:MASTER:키스경험 ++
	;뒤로부터 안겨든다
	CASE 31
		CALL TOUCH_RESET_T(ARG)
		TCVAR:ARG:위치관계 = 2
		SOURCE:ARG:유혹 += 300
		SOURCE:ARG:정복 += 150
	;앞에서 안겨든다
	CASE 32
		CALL TOUCH_RESET_T(ARG)
		TCVAR:ARG:위치관계 = 1
		SOURCE:ARG:유혹 += 300
		SOURCE:ARG:정복 += 150
	;가슴을 비비게 한다
	CASE 33
		CALL TOUCH_SET(SET_FROM_B, 3, ARG)
		SOURCE:ARG:유혹 += 350
		SOURCE:ARG:도발 += 200
		SOURCE:ARG:강요 += 200
		SOURCE:ARG:쾌B += 50
	;고간뒤진다
	CASE 34
		CALL TOUCH_SET(SET_FROM_YUBI, 1, ARG)
		SOURCE:ARG:유혹 += 300
		SOURCE:ARG:도발 += 200
		SOURCE:ARG:가학 += 50
		SOURCE:ARG:정복 += 400
		;;SIF !(TALENT:PLAYER:2 & 2)
			SOURCE:PLAYER:쾌C += 100
		LOCALS = {ARG}/
		CSTR:PLAYER:10 += LOCALS
		TCVAR:PLAYER:2 = 3

		EXP:ARG:수음경험 ++
		;강도
		TCVAR:PLAYER:4 += 300
	;치마안을 보인다
	CASE 35
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:유혹 += 500
		SOURCE:ARG:도발 += 300
	;가슴 만지작 만지작
	CASE 36
		CALL TOUCH_SET(SET_FROM_YUBI, 5, ARG)
		SOURCE:ARG:유혹 += 200
		SOURCE:ARG:도발 += 200
		SOURCE:ARG:정복 += 200
		SOURCE:ARG:가학 += 50
		SOURCE:PLAYER:쾌B += 200
	;엿강탈
	CASE 39
		CALL TOUCH_SET(SET_FROM_M, 4, ARG)
		SOURCE:ARG:성행동 += 100
		SOURCE:ARG:유혹 += 150
		SOURCE:ARG:강요 += 150
		SOURCE:ARG:정복 += 200
		SOURCE:PLAYER:쾌M += 150
		EXP:ARG:키스경험 ++
		EXP:ARG:펠라티오경험 ++
		EXP:MASTER:키스경험 ++
		EXP:MASTER:펠라티오경험 ++
		TCVAR:MASTER:엿 = 0
		DOWNBASE:기력 -= 50
	;정상위 V 애원
	CASE 41,43
		CALL DATUI_FOR_INSERT(ARG)
		TCVAR:ARG:피임 = 1
		SOURCE:ARG:유혹 += 1000
		SOURCE:ARG:도발 += 500
		SOURCE:ARG:강요 += 150
	;후배위 A 애원
	CASE 44
		CALL DATUI_FOR_INSERT(ARG)
		SOURCE:ARG:유혹 += 1000
		SOURCE:ARG:도발 += 500
		SOURCE:ARG:강요 += 150
	;수음
	CASE 50
		CALL TOUCH_SET(SET_FROM_YUBI, 1, ARG)
		IF TEQUIP:PLAYER:0
			IF TEQUIP:PLAYER:0 & 1
				CALL DATUI_BOTTOM(ARG, 1)
			ELSEIF TEQUIP:PLAYER:0 & 8
				CALL DATUI_BOTTOM(ARG, 2)
			ENDIF
		ENDIF
		SOURCE:ARG:성행동 += 250
		SOURCE:ARG:유혹 += 500
		SOURCE:ARG:도발 += 100
		SOURCE:ARG:가학 += 100
		SOURCE:ARG:정복 += 200
		;;SIF !(TALENT:PLAYER:2 & 2)
			SOURCE:PLAYER:쾌C += 300
		LOCALS = {ARG}/
		CSTR:PLAYER:10 += LOCALS
		TCVAR:PLAYER:2 = 3
		;강도
		TCVAR:PLAYER:4 += 500
		EXP:ARG:수음경험 ++
		;봉사플래그
		TCVAR:ARG:108 = 1
		TCVAR:ARG:기학플래그 = 1
	;펠라티오
	CASE 51
		CALL TOUCH_SET(SET_FROM_M, 1, ARG)
		IF TEQUIP:PLAYER:0 & 12
			CALL DATUI_BOTTOM(ARG, 2)
		ELSEIF TEQUIP:PLAYER:0 & 2
			SIF RAND:2
				CALL DATUI_BOTTOM(ARG, 1)
		ENDIF
		SOURCE:ARG:성행동 += 300
		SOURCE:ARG:유혹 += 600
		SOURCE:ARG:도발 += 150
		SOURCE:ARG:정복 += 250
		SOURCE:ARG:봉사 += 800
		SOURCE:ARG:쾌M += 200
		;;SIF !(TALENT:PLAYER:2 & 2)
			SOURCE:PLAYER:쾌C += 500
		LOCALS = {ARG}/
		CSTR:PLAYER:10 += LOCALS
		TCVAR:PLAYER:2 = 4
		;강도
		TCVAR:PLAYER:4 += 800
		EXP:ARG:펠라티오경험 ++
		;봉사플래그
		TCVAR:ARG:108 = 1
	;가랑이, 짝맞추기놀이
	CASE 52
		SIF TEQUIP:PLAYER:0
			CALL DATUI_BOTTOM(ARG, 0)
		SIF TEQUIP:ARG:0
			CALL DATUI_BOTTOM_T(ARG, 0)
		SOURCE:ARG:쾌C += 150
		SOURCE:ARG:성행동 += 250
		SOURCE:ARG:유혹 += 700
		SOURCE:ARG:도발 += 200
		SOURCE:ARG:봉사 += 400
		SOURCE:ARG:강요 += 500
		IF !(TALENT:PLAYER:2 & 2)
			SOURCE:PLAYER:쾌C += 500
			CALL TOUCH_SET(SET_FROM_C, 2, ARG)
		ELSE
			SOURCE:PLAYER:쾌C += 500
			CALL TOUCH_SET(SET_FROM_C, 1, ARG)
		ENDIF
		LOCALS = {ARG}/
		CSTR:PLAYER:10 += LOCALS
		TCVAR:PLAYER:2 = 6
		;강도
		TCVAR:PLAYER:4 += 800
		;봉사플래그
		TCVAR:ARG:108 = 1
		TCVAR:ARG:기학플래그 = 1
	;파이즈리
	CASE 53
		CALL TOUCH_SET(SET_FROM_B, 1, ARG)
		SIF TEQUIP:PLAYER:0 > 1
			CALL DATUI_BOTTOM(ARG, 0)
		SIF TEQUIP:ARG:1 > 1
			CALL DATUI_TOP_T(ARG, 0)
		SOURCE:ARG:성행동 += 400
		SOURCE:ARG:쾌B = 150
		SOURCE:ARG:유혹 += 800
		SOURCE:ARG:도발 += 400
		SOURCE:ARG:봉사 += 800
		SOURCE:ARG:강요 += 200
		SOURCE:ARG:정복 += 500
		LOCALS = {ARG}/
		SOURCE:PLAYER:쾌C += 500
		CSTR:PLAYER:10 += LOCALS
		TCVAR:PLAYER:2 = 5
		;강도
		TCVAR:PLAYER:4 += 1000
		EXP:ARG:파이즈리경험 ++
		;봉사플래그
		TCVAR:ARG:108 = 1
	;풋잡
	CASE 54
		CALL TOUCH_SET(SET_FROM_LEG, 1, ARG)
		SOURCE:ARG:성행동 += 250
		SOURCE:ARG:도발 += 300
		SOURCE:ARG:송구스러운 += 400
		SOURCE:ARG:봉사 += 300
		SOURCE:ARG:가학 += 800
		SOURCE:ARG:정복 += 600
		LOCALS = {ARG}/
		SOURCE:PLAYER:쾌C += 400
		CSTR:PLAYER:10 += LOCALS
		TCVAR:PLAYER:2 = 7
		;강도
		TCVAR:PLAYER:4 += 500
		TCVAR:ARG:기학플래그 = 1
		;봉사플래그
		TCVAR:ARG:108 = 1
	;애널애무
	CASE 55
		CALL TOUCH_SET(SET_FROM_YUBI, 7, ARG)
		IF TEQUIP:PLAYER:0 & 12
			CALL DATUI_BOTTOM(ARG, 2)
		ELSEIF TEQUIP:PLAYER:0 & 2
			SIF RAND:2
				CALL DATUI_BOTTOM(ARG, 1)
		ENDIF
		SOURCE:ARG:성행동 += 150
		SOURCE:ARG:가학 = 500
		SOURCE:ARG:유혹 += 100
		SOURCE:ARG:도발 += 100
		SOURCE:ARG:봉사 += 100
		SOURCE:ARG:정복 += 600
		SOURCE:PLAYER:쾌A += 300
		EXP:ARG:수음경험 ++
		;봉사플래그
		TCVAR:ARG:108 = 1
		TCVAR:ARG:기학플래그 = 1
	;애널빨기
	CASE 56
		CALL TOUCH_SET(SET_FROM_M, 7, ARG)
		IF BEDROOM(CFLAG:MASTER:현재위치)
			SIF TEQUIP:PLAYER:0 & 1
				CALL DATUI_BOTTOM(ARG, 1)
		ELSE
			SIF TEQUIP:PLAYER:0
				CALL DATUI_BOTTOM(ARG, 2)
		ENDIF
		SOURCE:ARG:성행동 += 150
		SOURCE:ARG:송구스러운 += 300
		SOURCE:ARG:유혹 += 100
		SOURCE:ARG:도발 += 100
		SOURCE:ARG:정복 += 300
		SOURCE:ARG:봉사 += 300
		SOURCE:PLAYER:쾌A += 200
		SOURCE:ARG:쾌M += 50
		EXP:ARG:펠라티오경험 ++
		;봉사플래그
		TCVAR:ARG:108 = 1
	;손가락 삽입
	CASE 57
		CALL TOUCH_SET(SET_FROM_YUBI, 6, ARG)
		IF BEDROOM(CFLAG:MASTER:현재위치)
			SIF TEQUIP:PLAYER:0
				CALL DATUI_BOTTOM(ARG, 2)
		ELSE
			SIF TEQUIP:PLAYER:0 & 14
				CALL DATUI_BOTTOM(ARG, 1)
		ENDIF
		SOURCE:ARG:성행동 += 150
		SOURCE:ARG:송구스러운 += 200
		SOURCE:ARG:도발 += 150
		SOURCE:ARG:정복 += 400
		SOURCE:ARG:가학 = 100
		SOURCE:PLAYER:쾌V += 300
		EXP:ARG:수음경험 ++
		TCVAR:ARG:기학플래그 = 1
	;가슴애무
	CASE 58
		CALL TOUCH_SET(SET_FROM_YUBI, 5, ARG)
		IF TEQUIP:PLAYER:1 & 2
			SIF RAND:2
				CALL DATUI_TOP(ARG, 0)
		ENDIF
		SIF !(TALENT:PLAYER:2 & 1)
			SOURCE:ARG:가학 += 100
		SOURCE:ARG:성행동 += 200
		SOURCE:ARG:송구스러운 += 300
		SOURCE:ARG:유혹 += 200
		SOURCE:ARG:도발 += 100
		SOURCE:ARG:정복 += 300
		SOURCE:PLAYER:쾌B += 300
		EXP:ARG:수음경험 ++
	;유두빨기
	CASE 59
		CALL TOUCH_SET(SET_FROM_M, 5, ARG)
		SIF TEQUIP:PLAYER:1 & 2
			CALL DATUI_TOP(ARG, 0)
		SOURCE:ARG:성행동 += 300
		SOURCE:ARG:유혹 += 150
		SOURCE:ARG:도발 += 200
		SOURCE:ARG:정복 += 100
		SOURCE:PLAYER:쾌B += 400
		EXP:ARG:펠라티오경험 ++
	;딥키스
	CASE 60
		CALL TOUCH_SET(SET_FROM_M, 4, ARG)
		SOURCE:ARG:성행동 += 100
		SOURCE:ARG:유혹 += 150
		SOURCE:ARG:봉사 += 150
		SOURCE:ARG:정복 += 200
		SOURCE:ARG:쾌M += 300
		SOURCE:PLAYER:쾌M += 300
		EXP:ARG:키스경험 ++
		EXP:ARG:펠라티오경험 ++
		EXP:PLAYER:키스경험 ++
		EXP:ARG:펠라티오경험 ++
	;커닐링구스강제
	CASE 70
		CALL TOUCH_SET(SET_FROM_C, 4, ARG)
		IF BEDROOM(CFLAG:MASTER:현재위치)
			SIF TEQUIP:ARG:0
				CALL DATUI_BOTTOM_T(ARG, 0)
		ELSE
			SIF TEQUIP:ARG:0 & 14
				CALL DATUI_BOTTOM_T(ARG, 1)
		ENDIF
		SOURCE:ARG:쾌C = 100
		SOURCE:ARG:성행동 += 300
		SOURCE:ARG:정복 += 500
		SOURCE:ARG:액체 += 60
		SOURCE:ARG:유혹 += 100
		SOURCE:ARG:도발 += 100
		SOURCE:ARG:강요 += 300
		SOURCE:ARG:가학 += 30
		SOURCE:PLAYER:쾌M += 150
		STAIN:ARG:3 |= STAIN:PLAYER:구
		STAIN:PLAYER:구 |= STAIN:ARG:3
		EXP:PLAYER:펠라티오경험 ++
		TCVAR:ARG:기학플래그 = 1
	;펠라치오 강제
	CASE 71
		CALL TOUCH_SET(SET_FROM_P, 4, ARG)
		IF BEDROOM(CFLAG:MASTER:현재위치)
			SIF TEQUIP:ARG:0
				CALL DATUI_BOTTOM_T(ARG, 0)
		ELSE
			SIF TEQUIP:ARG:0 & 14
				CALL DATUI_BOTTOM_T(ARG, 1)
		ENDIF
		SIF GETBIT(TALENT:PLAYER:2, 0)
			SOURCE:ARG:쾌C = 100
		SOURCE:ARG:성행동 += 300
		SOURCE:ARG:정복 += 700
		SOURCE:ARG:액체 += 60
		SOURCE:ARG:도발 += 100
		SOURCE:ARG:가학 += 500
		SOURCE:ARG:강요 += 1000
		SOURCE:PLAYER:쾌M += 200
		LOCALS = {ARG}/
		SOURCE:PLAYER:쾌C += 400
		CSTR:PLAYER:10 += LOCALS
		TCVAR:PLAYER:2 = 6
		;강도
		TCVAR:ARG:4 += 800
		STAIN:ARG:2 |= STAIN:PLAYER:구
		STAIN:PLAYER:구 |= STAIN:ARG:2
		EXP:PLAYER:펠라티오경험 ++
		TCVAR:ARG:기학플래그 = 1
	;애널 봉사
	CASE 72
		CALL TOUCH_SET(SET_FROM_A, 4, ARG)
		IF BEDROOM(CFLAG:MASTER:현재위치)
			SIF TEQUIP:ARG:0
				CALL DATUI_BOTTOM_T(ARG, RAND:2)
		ELSE
			SIF TEQUIP:ARG:0 & 14
				CALL DATUI_BOTTOM_T(ARG, 1)
		ENDIF
		SOURCE:ARG:쾌A = 100
		SOURCE:ARG:성행동 += 300
		SOURCE:ARG:정복 += 600
		SOURCE:ARG:송구스러운 += 300
		SOURCE:ARG:도발 += 100
		SOURCE:ARG:강요 += 400
		SOURCE:ARG:가학 += 50
		SOURCE:PLAYER:쾌M += 100
		LOCALS = {ARG}/
		CSTR:ARG:10 += LOCALS
		TCVAR:ARG:2 = 9
		;강도
		TCVAR:ARG:4 += 200
		STAIN:ARG:4 |= STAIN:PLAYER:구
		STAIN:PLAYER:구 |= STAIN:ARG:4
		EXP:PLAYER:펠라티오경험 ++
		TCVAR:ARG:기학플래그 = 1
	;
	CASE 73
		CALL TOUCH_SET(SET_FROM_B, 4, ARG)
		SIF TEQUIP:ARG:1 & 1
			CALL DATUI_TOP_T(ARG, 0)
		SOURCE:ARG:쾌B += 80
		SOURCE:ARG:성행동 += 250
		SOURCE:ARG:수동 += 300
		SOURCE:ARG:유혹 += 600
		SOURCE:ARG:사랑 += 250
	;젖 맞추어라
	CASE 74
		CALL TOUCH_SET(SET_FROM_B, 5, ARG)
		SIF TEQUIP:PLAYER:1 > 1
			CALL DATUI_TOP(ARG, 0)
		SIF TEQUIP:ARG:1 > 1
			CALL DATUI_TOP_T(ARG, 0)
		SOURCE:ARG:쾌B += 80
		SIF GETBIT(TALENT:PLAYER:2, 0)
			SOURCE:PLAYER:쾌B += 100
		SOURCE:ARG:성행동 += 300
		SOURCE:ARG:유혹 += 600
		SOURCE:ARG:강요 += 100
		;봉사플래그
		TCVAR:ARG:108 = 1
	;타와시 세탁
	CASE 75
		CALL TOUCH_SET(SET_FROM_C, 3, ARG)
		SIF TEQUIP:ARG:0
			CALL DATUI_BOTTOM_T(ARG, 0)
		SOURCE:ARG:쾌C += 100
		SOURCE:ARG:성행동 += 150
		SOURCE:ARG:유혹 += 100
		SOURCE:ARG:도발 += 150
		SOURCE:ARG:정복 += 100
		SOURCE:ARG:강요 += 200
	;강제 보지 애무
	CASE 76
		CALL TOUCH_SET(SET_FROM_C, 3, ARG)
		SOURCE:ARG:쾌C += 100
		SIF !TALENT:ARG:처녀
			SOURCE:ARG:쾌V += 100
		SOURCE:ARG:성행동 += 150
		SOURCE:ARG:유혹 += 100
		SOURCE:ARG:도발 += 150
		SOURCE:ARG:강요 += 400
		SOURCE:ARG:정복 += 200
	;젖을 들이마시게 한다
	CASE 77
		CALL TOUCH_SET(SET_FROM_B, 4, ARG)
		SIF TEQUIP:ARG:1 > 1
			CALL DATUI_TOP_T(ARG, 0)
		SOURCE:ARG:유혹 += 500
		SOURCE:ARG:봉사 += 200
		SOURCE:ARG:강요 += 100
		SOURCE:ARG:쾌B += 200
		SOURCE:ARG:사랑 += 100
		SIF TALENT:ARG:모유체질
			EXP:ARG:분유경험 ++
		TEQUIP:ARG:유두빨기 = 1
	;엉덩이 즈리
	CASE 78
		SOURCE:ARG:유혹 += 200
		SOURCE:ARG:강요 += 400
		SOURCE:ARG:정복 += 700
		SOURCE:ARG:쾌C += 100
		LOCALS = {PLAYER}/
		CSTR:ARG:10 += LOCALS
		TCVAR:ARG:2 = 8
		;강도
		TCVAR:ARG:4 += 200
	;정상위 V삽입한다
	CASE 80
		SIF MASTER_POSE(0, SET_P) == ARG
			CALL TOUCH_RESET_T(ARG)
		CALL TOUCH_SET(SET_FROM_P, 6, ARG)
		IF BEDROOM(CFLAG:MASTER:현재위치)
			SIF TEQUIP:MASTER:0
				CALL DATUI_BOTTOM(ARG, 0)
		ELSE
			SIF TEQUIP:MASTER:0 & 14
				CALL DATUI_BOTTOM(ARG, 1)
		ENDIF
		TCVAR:ARG:동정상실 = 1
		SOURCE:ARG:성행동 += 300
		SOURCE:ARG:정복 += 1200
		SOURCE:ARG:유혹 += 600
		SOURCE:ARG:가학 += 400
		SOURCE:ARG:강요 += 800
		SOURCE:PLAYER:쾌V += 1000
		CALL PAIN_CHECK_V_MASTER(ARG)
		LOCALS = {ARG}/
		SOURCE:PLAYER:쾌C += 1000
		CSTR:PLAYER:10 += LOCALS
		TCVAR:PLAYER:2 = 13
		TCVAR:PLAYER:4 += 150
		TCVAR:ARG:기학플래그 = 1
		LOCALS = {PLAYER}/
		CSTR:ARG:10 += LOCALS
		TCVAR:ARG:2 = 1
		TCVAR:ARG:4 += 1000
		TEQUIP:MASTER:체위 = 1
		STAIN:ARG:2 |= STAIN:PLAYER:6
		STAIN:PLAYER:6 |= STAIN:ARG:2
		EXP:PLAYER:V성교경험 ++
		EXP:ARG:삽입경험 ++
		CALL LOST_VIRGIN(PLAYER)
		TEQUIP:PLAYER:50 = ARG
	;후배위 V삽입한다
	CASE 83
		SIF MASTER_POSE(0, SET_P) == ARG
			CALL TOUCH_RESET_T(ARG)
		CALL TOUCH_SET(SET_FROM_P, 6, ARG)
		TCVAR:ARG:동정상실 = 1
		IF BEDROOM(CFLAG:MASTER:현재위치)
			SIF TEQUIP:ARG:0
				CALL DATUI_BOTTOM_T(ARG, 0)
		ELSE
			SIF TEQUIP:ARG:0 & 14
				CALL DATUI_BOTTOM_T(ARG, 1)
		ENDIF
		SOURCE:ARG:성행동 += 300
		SOURCE:ARG:정복 += 1500
		SOURCE:ARG:유혹 += 300
		SOURCE:ARG:가학 += 600
		SOURCE:ARG:강요 += 600
		SOURCE:PLAYER:쾌C += 1000
		SOURCE:PLAYER:쾌V += 1000
		CALL PAIN_CHECK_V_MASTER(ARG)
		LOCALS = {ARG}/
		CSTR:PLAYER:10 += LOCALS
		TCVAR:PLAYER:2 = 13
		TCVAR:PLAYER:4 += 150
		LOCALS = {PLAYER}/
		CSTR:ARG:10 += LOCALS
		TCVAR:ARG:2 = 1
		TCVAR:ARG:4 += 1000
		TEQUIP:MASTER:체위 = 2
		STAIN:ARG:2 |= STAIN:PLAYER:6
		STAIN:PLAYER:6 |= STAIN:ARG:2
		EXP:PLAYER:V성교경험 ++
		EXP:ARG:삽입경험 ++
		CALL LOST_VIRGIN(PLAYER)
		TEQUIP:PLAYER:50 = ARG
		TCVAR:ARG:기학플래그 = 1
	;허리 모습 V접수
	CASE 84
		CALL TOUCH_SET(SET_FROM_P, 6, ARG)
		CALL DATUI_FOR_INSERT(ARG)
		SOURCE:ARG:성행동 += 300
		SOURCE:ARG:정복 += 1200
		SOURCE:ARG:유혹 += 400
		SOURCE:ARG:가학 += 400
		SOURCE:ARG:강요 += 800
		SOURCE:PLAYER:쾌C += 1000
		SOURCE:PLAYER:쾌V += 1000
		CALL PAIN_CHECK_V_MASTER(ARG)
		LOCALS = {ARG}/
		CSTR:PLAYER:10 += LOCALS
		TCVAR:PLAYER:2 = 13
		TCVAR:PLAYER:4 += 150
		LOCALS = {PLAYER}/
		CSTR:ARG:10 += LOCALS
		TCVAR:ARG:2 = 1
		TCVAR:ARG:4 += 1000
		STAIN:ARG:2 |= STAIN:PLAYER:6
		STAIN:PLAYER:6 |= STAIN:ARG:2
		EXP:PLAYER:V성교경험 ++
		EXP:ARG:삽입경험 ++
		CALL LOST_VIRGIN(PLAYER)
		TEQUIP:PLAYER:50 = ARG
		TCVAR:ARG:기학플래그 = 1
	;삽입시킨다
	CASE 85
		SIF MASTER_POSE(0, SET_V) == ARG || MASTER_POSE(0, SET_A) == ARG
			CALL TOUCH_RESET_T(ARG)
		CALL TOUCH_SET(SET_FROM_V, 1, ARG)
		SIF TEQUIP:PLAYER:0
			CALL DATUI_BOTTOM(ARG, 0)
		IF BEDROOM(CFLAG:MASTER:현재위치)
			SIF TEQUIP:ARG:0
				CALL DATUI_BOTTOM_T(ARG, 0)
		ELSE
			SIF TEQUIP:ARG:0 & 14
				CALL DATUI_BOTTOM_T(ARG, 1)
		ENDIF
		TCVAR:PLAYER:동정상실 = 1
		TCVAR:ARG:피임 = 1
		DOWNBASE:ARG:체력 += 60
		DOWNBASE:ARG:기력 += 120
		SOURCE:ARG:정복 += 700
		SOURCE:ARG:쾌V = 300
		SOURCE:ARG:사랑 = 150
		SOURCE:ARG:성행동 = 500
		SOURCE:ARG:달성 = 300
		SOURCE:ARG:고통 = 250
		SOURCE:ARG:노출 = 60
		SOURCE:ARG:가학 += 200
		TCVAR:116 = PLAYER
		CALL PAIN_CHECK_V(ARG)
		LOCALS = {ARG}/
		CSTR:PLAYER:10 += LOCALS
		TCVAR:PLAYER:2 = 1
		TEQUIP:ARG:체위 = 3
		;강도
		TCVAR:PLAYER:4 = 1000
		CALL STAIN_질내P삽입
		EXP:ARG:V성교경험 ++
		SOURCE:PLAYER:쾌C = 400
		EXP:PLAYER:삽입경험 ++
		CALL LOST_VIRGIN(ARG)
		EXP:ARG:애정경험 += TALENT:ARG:연모
		TEQUIP:ARG:50 = MASTER
		TFLAG:MASTER의P삽입중 = 1
		TCVAR:ARG:기학플래그 = 1
	;매우 수기 hold
	CASE 86
		CALL TOUCH_SET(SET_FROM_V, 1, ARG)
		TCVAR:PLAYER:4 += 1800
		SOURCE:ARG:쾌V += 200
		SOURCE:ARG:사랑 += 450
		SOURCE:ARG:유혹 += 1000
		SOURCE:ARG:정복 += 800
		SOURCE:ARG:강요 += 200
		SOURCE:ARG:성행동 += 250
		SOURCE:ARG:달성 += 250
		TCVAR:116 = PLAYER
		CALL PAIN_CHECK_V(ARG)
		LOCALS = {ARG}/
		CSTR:PLAYER:10 += LOCALS
		TCVAR:PLAYER:2 = 1
		EXP:ARG:V성교경험 ++
		SOURCE:PLAYER:쾌C = 400
		EXP:PLAYER:삽입경험 ++
		EXP:ARG:애정경험 += TALENT:ARG:연모
		TEQUIP:ARG:50 = MASTER
		TFLAG:MASTER의P삽입중 = 1
	;A삽입시킨다
	CASE 87
		SIF MASTER_POSE(0, SET_V) == ARG || MASTER_POSE(0, SET_A) == ARG
			CALL TOUCH_RESET_T(ARG)
		CALL TOUCH_SET(SET_FROM_A, 1, ARG)
		SIF TEQUIP:PLAYER:0
			CALL DATUI_BOTTOM(ARG, 0)
		CALL DATUI_FOR_INSERT(ARG)
		TCVAR:ARG:A상실발생 = 1
		TCVAR:PLAYER:동정상실 = 1
		SOURCE:ARG:액체 += 100
		DOWNBASE:ARG:체력 += 60
		DOWNBASE:ARG:기력 += 150
		SOURCE:ARG:쾌A = 500
		SOURCE:ARG:사랑 = 150
		SOURCE:ARG:성행동 = 500
		SOURCE:ARG:달성 = 300
		SOURCE:ARG:고통 = 400
		SOURCE:ARG:노출 = 60
		SOURCE:ARG:정복 += 700
		SOURCE:ARG:강요 += 200
		SOURCE:ARG:가학 += 300
		TCVAR:116 = PLAYER
		CALL PAIN_CHECK_A(ARG)
		CALL LOST_VIRGIN(ARG)
		LOCALS = {ARG}/
		CSTR:PLAYER:10 += LOCALS
		TCVAR:PLAYER:2 = 2
		TEQUIP:ARG:체위 = 3
		;강도
		TCVAR:PLAYER:4 = 1000
		STAIN:ARG:7 |= STAIN:PLAYER:2
		STAIN:PLAYER:2 |= STAIN:ARG:7
		EXP:ARG:A성교경험 ++
		SOURCE:PLAYER:쾌C = 400
		EXP:PLAYER:삽입경험 ++
		EXP:ARG:애정경험 += TALENT:ARG:연모
		TEQUIP:ARG:51 = MASTER
		TFLAG:MASTER의P삽입중 = 1
		;봉사플래그
		TCVAR:ARG:108 = 1
		TCVAR:ARG:기학플래그 = 1
	;허리 모습 V
	CASE 88
		CALL TOUCH_SET(SET_FROM_V, 1, ARG)
		DOWNBASE:MASTER:체력 += 40
		DOWNBASE:MASTER:기력 += 80
		TCVAR:PLAYER:4 += 1000
		SOURCE:ARG:쾌V += 300
		SOURCE:ARG:사랑 += 200
		SOURCE:ARG:성행동 += 500
		SOURCE:ARG:달성 += 200
		SOURCE:ARG:정복 += 500
		SOURCE:ARG:가학 += 100
		TCVAR:116 = PLAYER
		TCVAR:ARG:기학플래그 = 1
		CALL PAIN_CHECK_V(ARG)
		LOCALS = {ARG}/
		CSTR:PLAYER:10 += LOCALS
		TCVAR:PLAYER:2 = 1
		EXP:ARG:V성교경험 ++
		SOURCE:PLAYER:쾌C = 400
		EXP:PLAYER:삽입경험 ++
		EXP:ARG:애정경험 += TALENT:ARG:연모
		TEQUIP:ARG:50 = MASTER
		TFLAG:MASTER의P삽입중 = 1
		;봉사플래그
		TCVAR:ARG:108 = 1
	;허리 모습 A
	CASE 89
		CALL TOUCH_SET(SET_FROM_A, 1, ARG)
		DOWNBASE:MASTER:체력 += 40
		DOWNBASE:MASTER:기력 += 80
		TCVAR:PLAYER:4 += 1000
		SOURCE:ARG:쾌A += 300
		SOURCE:ARG:사랑 += 200
		SOURCE:ARG:성행동 += 500
		SOURCE:ARG:달성 += 200
		SOURCE:ARG:정복 += 500
		SOURCE:ARG:가학 += 100
		TCVAR:116 = PLAYER
		TCVAR:ARG:기학플래그 = 1
		CALL PAIN_CHECK_A(ARG)
		LOCALS = {ARG}/
		CSTR:PLAYER:10 += LOCALS
		TCVAR:PLAYER:2 = 2
		EXP:ARG:A성교경험 ++
		SOURCE:PLAYER:쾌C = 400
		EXP:PLAYER:삽입경험 ++
		EXP:ARG:애정경험 += TALENT:ARG:연모
		TEQUIP:ARG:51 = MASTER
		TFLAG:MASTER의P삽입중 = 1
		;봉사플래그
		TCVAR:ARG:108 = 1
	;후배위 A삽입한다
	CASE 90
		SIF MASTER_POSE(0, SET_P) == ARG
			CALL TOUCH_RESET_T(ARG)
		CALL TOUCH_SET(SET_FROM_P, 7, ARG)
		CALL DATUI_FOR_INSERT(ARG)
		TCVAR:ARG:동정상실 = 1
		TCVAR:PLAYER:A상실발생 = 1
		SOURCE:ARG:쾌C += 100
		SOURCE:ARG:성행동 += 300
		SOURCE:ARG:정복 += 1000
		SOURCE:PLAYER:액체 += 100
		SOURCE:ARG:가학 += 800
		SOURCE:ARG:강요 += 800
		SOURCE:PLAYER:쾌A += 800
		SOURCE:PLAYER:쾌C += 800
		CALL PAIN_CHECK_A_MASTER(ARG)
		LOCALS = {ARG}/
		CSTR:PLAYER:10 += LOCALS
		TCVAR:PLAYER:2 = 12
		TCVAR:PLAYER:4 += 250
		LOCALS = {PLAYER}/
		CSTR:ARG:10 += LOCALS
		TCVAR:ARG:2 = 2
		TCVAR:ARG:4 += 1000
		TEQUIP:MASTER:체위 = 2
		CALL STAIN_애널P삽입
		EXP:PLAYER:A성교경험 ++
		EXP:ARG:삽입경험 ++
		TEQUIP:PLAYER:51 = ARG
		;봉사플래그
		TCVAR:ARG:108 = 1
		TCVAR:ARG:기학플래그 = 1
	;이라마치오 강제
	CASE 91
		CALL TOUCH_SET(SET_FROM_P, 4, ARG)
		CALL DATUI_FOR_INSERT(ARG)
		SIF GETBIT(TALENT:PLAYER:2, 0)
			SOURCE:ARG:쾌C += 200
		SOURCE:ARG:성행동 += 300
		SOURCE:ARG:정복 += 800
		SOURCE:PLAYER:액체 += 100
		SOURCE:ARG:가학 += 800
		SOURCE:ARG:강요 += 800
		SOURCE:ARG:일탈 += 100
		SOURCE:PLAYER:쾌M += 80
		LOCALS = {PLAYER}/
		CSTR:ARG:10 += LOCALS
		TCVAR:ARG:2 = 4
		TCVAR:ARG:기학플래그 = 1
		;강도
		TCVAR:ARG:4 += 800
		STAIN:ARG:2 |= STAIN:PLAYER:구
		STAIN:PLAYER:구 |= STAIN:ARG:2
		EXP:PLAYER:펠라티오경험 ++
	;허리 모습역A
	CASE 93
		CALL TOUCH_SET(SET_FROM_P, 7, ARG)
		SOURCE:ARG:쾌C += 100
		SOURCE:ARG:성행동 += 300
		SOURCE:ARG:정복 += 1000
		SOURCE:PLAYER:액체 += 100
		SOURCE:ARG:가학 += 600
		SOURCE:ARG:강요 += 600
		SOURCE:PLAYER:쾌A += 1000
		SOURCE:PLAYER:쾌C += 500
		CALL PAIN_CHECK_A_MASTER(ARG)
		LOCALS = {ARG}/
		CSTR:PLAYER:10 += LOCALS
		TCVAR:PLAYER:2 = 12
		TCVAR:PLAYER:4 += 250
		LOCALS = {PLAYER}/
		CSTR:ARG:10 += LOCALS
		TCVAR:ARG:2 = 2
		;강도
		TCVAR:ARG:4 += 1000
		CALL STAIN_애널P삽입
		EXP:PLAYER:A성교경험 ++
		EXP:ARG:삽입경험 ++
		TEQUIP:PLAYER:51 = ARG
		;봉사플래그
		TCVAR:ARG:108 = 1
		TCVAR:ARG:기학플래그 = 1
	;정상위 A삽입한다
	CASE 94
		SIF MASTER_POSE(0, SET_P) == ARG
			CALL TOUCH_RESET_T(ARG)
		CALL TOUCH_SET(SET_FROM_P, 7, ARG)
		CALL DATUI_FOR_INSERT(ARG)
		TCVAR:ARG:동정상실 = 1
		TCVAR:PLAYER:A상실발생 = 1
		SOURCE:ARG:쾌C += 100
		SOURCE:ARG:성행동 += 300
		SOURCE:ARG:정복 += 1000
		SOURCE:ARG:유혹 += 400
		SOURCE:PLAYER:액체 += 100
		SOURCE:ARG:가학 += 600
		SOURCE:ARG:강요 += 800
		SOURCE:PLAYER:쾌A += 800
		CALL PAIN_CHECK_A_MASTER(ARG)
		LOCALS = {ARG}/
		CSTR:PLAYER:10 += LOCALS
		TCVAR:PLAYER:2 = 12
		TCVAR:PLAYER:4 += 250
		LOCALS = {PLAYER}/
		CSTR:ARG:10 += LOCALS
		TCVAR:ARG:2 = 2
		TCVAR:ARG:4 += 1000
		TEQUIP:MASTER:체위 = 1
		CALL STAIN_애널P삽입
		EXP:PLAYER:A성교경험 ++
		EXP:ARG:삽입경험 ++
		TEQUIP:PLAYER:51 = ARG
		TCVAR:ARG:기학플래그 = 1
	;머리 어루만지고
	CASE 120
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:사랑 += 120
		SOURCE:ARG:유혹 += 50
	;미용사나무
	CASE 121
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:사랑 += 120
		SOURCE:ARG:유혹 += 50
	;안아 붙어 있는
	CASE 122
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:사랑 += 100
		SOURCE:ARG:유혹 += 80
		SOURCE:ARG:봉사 += 50
	;꼭 껴안고
	CASE 123
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:사랑 += 80
		SOURCE:ARG:정복 += 20
		SOURCE:ARG:유혹 += 50
		SOURCE:ARG:도발 += 30
	;뺨 어루만지고
	CASE 124
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:사랑 += 80
		SOURCE:ARG:정복 += 20
		SOURCE:ARG:유혹 += 20
		SOURCE:ARG:도발 += 60
		SOURCE:ARG:송구스러운 += 20
	;간질임
	CASE 125
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:정복 += 40
		SOURCE:ARG:도발 += 80
		SOURCE:ARG:송구스러운 += 60
	;무릎베개시킨다
	CASE 126
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:사랑 += 100
		SOURCE:ARG:유혹 += 50
		SOURCE:ARG:봉사 += 80
	;냄새를 냄새 맡는다
	CASE 127
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:사랑 += 100
		SOURCE:ARG:도발 += 50
		SOURCE:ARG:송구스러운 += 80
	;말을 건넨다
	CASE 128
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:환락 += 120
		SOURCE:ARG:사랑 += 50
	;목덜미 빨고
	CASE 129
		CALL TOUCH_RESET_T(ARG)
		SOURCE:ARG:정복 += 40
		SOURCE:ARG:도발 += 80
		SOURCE:ARG:송구스러운 += 80

;여기에서 리액션
	;질성교
	CASE 500
		SELECTCASE TCVAR:ARG:21
			CASE 1
				TCVAR:PLAYER:4 += 700
				SOURCE:ARG:도발 += 300
			;매우 수기 hold
			CASE 2
				TCVAR:PLAYER:4 += 300
				SOURCE:ARG:유혹 += 500
			;성교 과시하고
			CASE 3
				TCVAR:PLAYER:4 += 100
				SOURCE:ARG:도발 += 500
				SOURCE:ARG:송구스러운 += 500
			;러브 쥠
			CASE 7
				SOURCE:ARG:사랑 += 1000
				EXP:ARG:애정경험 ++
		ENDSELECT
	CASE 501
		SELECTCASE TCVAR:ARG:21
			CASE 1
				TCVAR:PLAYER:4 += 700
				SOURCE:ARG:도발 += 300
			;러브 쥠
			CASE 2
				SOURCE:ARG:사랑 += 1000
				EXP:ARG:애정경험 ++
		ENDSELECT
	;수음
	CASE 502
		SELECTCASE TCVAR:ARG:21
			CASE 1
				LOCALS = {ARG}/
				SOURCE:PLAYER:쾌C += 400
				CSTR:PLAYER:10 += LOCALS
				TCVAR:PLAYER:2 = 3
				;강도
				TCVAR:PLAYER:4 += 200
				SIF !EXP_UP(24, ARG)
					EXP:ARG:수음경험 ++
		ENDSELECT
	;펠라치오
	CASE 503
		SELECTCASE TCVAR:ARG:21
			CASE 1
				LOCALS = {ARG}/
				SOURCE:PLAYER:쾌C += 400
				CSTR:PLAYER:10 += LOCALS
				TCVAR:PLAYER:2 = 4
				;강도
				TCVAR:PLAYER:4 += 300
				SOURCE:ARG:쾌M += 200
				SIF !EXP_UP(25, ARG)
					EXP:ARG:펠라티오경험 ++
			CASE 2
				TCVAR:PLAYER:4 += 150
				SOURCE:ARG:봉사 += 200
				SOURCE:ARG:쾌M += 200
			;딥스로트
			CASE 3
				TCVAR:PLAYER:4 += 500
				SOURCE:ARG:봉사 += 300
				SOURCE:ARG:고통 += 100
				SOURCE:ARG:쾌M += 300
			;펠라 자위
			CASE 4
				SOURCE:ARG:쾌C += 100
				SOURCE:ARG:노출 += 200
				SOURCE:ARG:쾌M += 200
				EXP:ARG:자위경험 ++
		ENDSELECT
	;파이즈리
	CASE 504
		SELECTCASE TCVAR:ARG:21
			CASE 1
				LOCALS = {ARG}/
				SOURCE:PLAYER:쾌C += 400
				CSTR:PLAYER:10 += LOCALS
				TCVAR:PLAYER:2 = 5
				;강도
				TCVAR:PLAYER:4 += 300
				SIF !EXP_UP(26, ARG)
					EXP:ARG:파이즈리경험 ++
			;세로 파이즈리
			CASE 2
				TCVAR:PLAYER:4 += 300
				SOURCE:ARG:유혹 += 300
				SOURCE:ARG:봉사 += 300
			;골짜기를 만든다
			CASE 3
				TCVAR:PLAYER:4 += 500
				SOURCE:ARG:봉사 += 500
			CASE 4
				TCVAR:PLAYER:4 += 1000
				SOURCE:ARG:봉사 += 200
				SOURCE:ARG:사랑 += 100
				SOURCE:ARG:달성 += 100
				SOURCE:ARG:쾌M += 200
				EXP:ARG:펠라티오경험 ++
				EXP:ARG:파이즈리경험 ++
				;애정경험
				SIF TALENT:ARG:연모 && ASSIPLAY == 0
					EXP:ARG:애정경험 += 1
				;노예가 고양이혀 소유의 경우는, 조교자에게 가학쾌락경험을 추가
				SIF TALENT:ARG:고양이혀
					EXP:ARG:가학쾌락경험 ++
		ENDSELECT
	;가랑이
	CASE 505
		SELECTCASE TCVAR:ARG:21
			CASE 1
				LOCALS = {ARG}/
				SOURCE:PLAYER:쾌C += 400
				CSTR:PLAYER:10 += LOCALS
				TCVAR:PLAYER:2 = 6
				;강도
				TCVAR:PLAYER:4 += 300
			;수음 추가
			CASE 2
				TCVAR:PLAYER:4 += 300
				SOURCE:ARG:봉사 += 300
				EXP:ARG:수음경험 ++
		ENDSELECT
	;억지로 질성교
	CASE 506
		SELECTCASE TCVAR:ARG:21
			;몸을 비튼다
			CASE 1
				SOURCE:ARG:고통 += 300
				SOURCE:ARG:반감 += 2000
				DOWNBASE:ARG:체력 += 50
				DOWNBASE:ARG:기력 += 100
			;눈물
			CASE 2
				SOURCE:ARG:굴종 += 100
				SOURCE:ARG:반감 += 1000
				DOWNBASE:ARG:기력 += 50
		ENDSELECT
	;구슬 비비어
	CASE 600
		TCVAR:PLAYER:4 += 200
		SOURCE:ARG:유혹 += 200
		SOURCE:ARG:봉사 += 200
		SOURCE:ARG:도발 += 200
		SOURCE:ARG:정복 += 300
		SIF TALENT:ARG:새드 || ABL:ARG:새드끼 > 4
			SOURCE:ARG:가학 += 100
			TCVAR:ARG:기학플래그 = 1
	;애널애무
	CASE 601
		TCVAR:PLAYER:4 += 100
		SOURCE:ARG:송구스러운 += 300
		SOURCE:ARG:가학 += 100
		SOURCE:PLAYER:쾌A += 300
		TCVAR:ARG:기학플래그 = 1
ENDSELECT

IF TEQUIP:MASTER:V섹스 >= 0 || TEQUIP:MASTER:A섹스 >= 0
	IF TEQUIP:ARG:가슴주무르기
		TEQUIP:ARG:가슴주무르기 = 0
		PRINTL ＜가슴주무르기 해제＞
	ENDIF
	IF TEQUIP:ARG:유두빨기
		TEQUIP:ARG:유두빨기 = 0
		PRINTL ＜유두빨기 해제＞
	ENDIF
ENDIF

CALL 마스터카운터제어(ARG)

@DATUI_FOR_INSERT(ARG)
IF BEDROOM(CFLAG:MASTER:현재위치)
	SIF TEQUIP:ARG:0
		CALL DATUI_BOTTOM_T(ARG,0)
ELSE
	SIF TEQUIP:ARG:0 & 14
		CALL DATUI_BOTTOM_T(ARG,1)
ENDIF

repo_name: purugi/eraTWKR

license: mit


code:
@COUNTER_TYPE(ARGS, ARG)
;TFLAG:102 =1로 일상,=2그리고 통상 우후후,=3그리고 상대에게서의 덮치기
#FUNCTION
VARSET LOCAL
SELECTCASE ARGS
	CASE "소프트"
		SIF TFLAG:102 == 1 && TCVAR:ARG:친해져 >= 2
			LOCAL = 100
	CASE "베리소프트"
		IF TFLAG:102 == 1
			LOCAL = 100
			SIF !TALENT:ARG:연모 && !TALENT:ARG:사모
				LOCAL -= 50
		ENDIF
	CASE "코뮤"
		SIF TFLAG:102 == 1
			LOCAL = 100
	CASE "착의"
		IF TFLAG:102 == 3 && !TFLAG:껴안기모드
			LOCAL = 100
			;탈의에 의해 착의 성희롱은 제한된다
			SIF TEQUIP:PLAYER:0 < 2
				LOCAL -= 10
			SIF TEQUIP:PLAYER:1 < 1
				LOCAL -= 10
		ENDIF
	CASE "탈의 애무"
		IF TFLAG:102 == 3 && !TFLAG:껴안기모드
			LOCAL = 80
			IF BASE:ARG:무드 > 900
				LOCAL += 10
			ELSEIF BASE:ARG:무드 > 500
				LOCAL += 5
			ENDIF
			IF BASE:ARG:이성 <= 0
				LOCAL += 15
			ELSEIF BASE:ARG:이성 <= 500
				LOCAL += 10
			ENDIF
			;소질로 진퉁성희롱율이 변동
			SIF TALENT:ARG:걸레
				LOCAL += 5
			SIF TALENT:ARG:성적흥미 > 0
				LOCAL += 3
			SIF TALENT:ARG:정조 < 0
				LOCAL += 3
			SIF TALENT:ARG:수치심 < 0
				LOCAL += 3
			SIF TALENT:ARG:헌신적
				LOCAL += 3
			SIF TALENT:ARG:자제심
				LOCAL -= 3
			SIF TALENT:ARG:성적흥미 < 0
				LOCAL -= 5
			SIF TALENT:ARG:일선을넘지않음
				LOCAL -= 5
			SIF TALENT:ARG:정조 > 0
				LOCAL -= 5
			SIF TALENT:ARG:수치심 > 0
				LOCAL -= 3
			LOCAL += 2 * (CFLAG:ARG:질 + CFLAG:ARG:적극성)
		ENDIF
	CASE "탈의 강요"
		IF TFLAG:102 == 3 && !TFLAG:껴안기모드
			LOCAL = COUNTER_TYPE("탈의 애무", ARG)
			IF LOCAL
				SIF TALENT:ARG:걸레
					LOCAL += 5
				SIF TALENT:ARG:새드
					LOCAL += 2
				SIF TALENT:ARG:음란
					LOCAL += 5
				SIF TALENT:ARG:자존심 > 0
					LOCAL += 3
				SIF TALENT:ARG:수치심 < 0
					LOCAL += 3
				SIF TALENT:ARG:성적흥미 > 0
					LOCAL += 3
				SIF TALENT:ARG:헌신적
					LOCAL -= 3
				SIF TALENT:ARG:일선을넘지않음
					LOCAL -= 5
				SIF TALENT:ARG:자제심
					LOCAL -= 3
				SIF TALENT:ARG:수치심 > 0
					LOCAL -= 3
				SIF TALENT:ARG:응답 < 0
					LOCAL -= 3
				SIF TALENT:ARG:담력 < 0
					LOCAL -= 3
				LOCAL += 2 * (CFLAG:ARG:유혹 - CFLAG:ARG:적극성)
			ENDIF
			;여자끼리라면 확률 저하
			IF (TALENT:MASTER:성별 & 1) && (TALENT:ARG:성별 & 1)
				IF TALENT:ARG:성별 & 2
					LOCAL = LOCAL * 3 / 5
				ELSE
					LOCAL = LOCAL * 2 / 5
				ENDIF
			ENDIF
		ENDIF
	CASE "성교", "고문"
		IF TFLAG:102 == 3 && !TFLAG:껴안기모드
			LOCAL = COUNTER_TYPE("탈의 애무", ARG)
			IF LOCAL
				SIF TALENT:ARG:걸레
					LOCAL += 5
				SIF TALENT:ARG:섹프
					LOCAL += 5
				SIF TALENT:ARG:헌신적 && TALENT:ARG:연모
					LOCAL += 3
				IF TALENT:ARG:연모
					IF TALENT:ARG:연인
						LOCAL += 5
					ELSE
						LOCAL += 3
					ENDIF
				ENDIF
				SIF TALENT:ARG:일선을넘지않음
					LOCAL -= 5
				SIF TALENT:ARG:자제심
					LOCAL -= 3
				LOCAL += 2 * (CFLAG:ARG:적극성 + CFLAG:ARG:질)
				SIF TALENT:MASTER:처녀
					LOCAL -= 5
				SIF TALENT:ARG:처녀 == 1 && !TALENT:ARG:연모 && !TALENT:ARG:걸레
					LOCAL = 0
				SIF TALENT:ARG:무지 && !TALENT:ARG:걸레
					LOCAL = 0
			ENDIF
		ENDIF
	CASE "애원"
		IF TFLAG:102 == 3 && GETPALAMLV(PALAM:ARG:욕정, 10) > 3 && !TFLAG:껴안기모드
			LOCAL = GETPALAMLV(PALAM:ARG:욕정, 10)
			IF LOCAL
				SIF TALENT:ARG:걸레
					LOCAL:1 += 5
				SIF TALENT:ARG:섹프
					LOCAL:1 += 5
				SIF TALENT:ARG:자존심 > 0
					LOCAL:1 -= 3
				SIF TALENT:ARG:수치심 < 0
					LOCAL:1 += 3
				SIF TALENT:ARG:성적흥미 > 0
					LOCAL:1 += 3
				SIF TALENT:ARG:일선을넘지않음
					LOCAL:1 -= 5
				SIF TALENT:ARG:자제심
					LOCAL:1 -= 3
				SIF TALENT:ARG:수치심 > 0
					LOCAL:1 -= 3
				SIF TALENT:ARG:응답 < 0
					LOCAL:1 -= 3
				SIF TALENT:ARG:담력 < 0
					LOCAL:1 -= 3
				SIF TCVAR:ARG:춘약
					LOCAL:1+= 2
				SIF TCVAR:ARG:발정
					LOCAL:1+= 2
				IF TALENT:ARG:처녀
					LOCAL:1 -= 7
					SIF TALENT:ARG:정조 > 0
						LOCAL:1 -= 5
				ENDIF
				LOCAL:1 += CFLAG:ARG:유혹 * 2 - CFLAG:ARG:적극성 - CFLAG:ARG:수줍음 + 12
				LOCAL:1 = MAX(LOCAL:1, 1)
				LOCAL = LOCAL * LOCAL:1
				SIF TALENT:ARG:무지 && !TALENT:ARG:걸레 && TALENT:ARG:처녀
					LOCAL = 0
			ENDIF
		ENDIF
	;CASE "삽입중"
	;	SIF TFLAG:102 == 3 && (TEQUIP:ARG:50 >= 0 || TEQUIP:ARG:51 >= 0) && !TFLAG:껴안기모드
	;		LOCAL = 999
	CASE "안아 붙어"
		IF TFLAG:102 == 3 && TFLAG:껴안기모드
			LOCAL = 100
		ENDIF
ENDSELECT
RETURNF MAX(LOCAL, 0)

@SETTING_PERSONALITY(ARG)
CFLAG:ARG:수줍음 = TALENT:ARG:눈에띄고싶어함 + TALENT:ARG:자기애 - TALENT:ARG:자제심 - TALENT:ARG:정조 - 2 * TALENT:ARG:수치심
CFLAG:ARG:유혹 = TALENT:ARG:매력 + TALENT:ARG:매혹 + TALENT:ARG:수수께끼의매력 + TALENT:ARG:가슴사이즈 + TALENT:ARG:체형 - TALENT:ARG:정조 + TALENT:ARG:소악마 - TALENT:ARG:유치+ 3 * FLAG:생활능력무
CFLAG:ARG:적극성 = TALENT:ARG:담력 + TALENT:ARG:명랑／음침 - TALENT:ARG:무관심 - TALENT:ARG:감정결여 + TALENT:ARG:성적흥미 - TALENT:ARG:일선을넘지않음 + TALENT:ARG:헌신적
CFLAG:ARG:질 = TALENT:ARG:응답 + TALENT:ARG:자존심 + TALENT:ARG:헌신적 + 2 * (TALENT:ARG:새드 - TALENT:ARG:마조) + 3 * FLAG:생활능력무
CFLAG:ARG:성격경향 = 소질계산(ARG)


code:
@마스터카운터제어(ARG)

;TCVAR:26 마스터카운터제어
;(비트 0=엉덩이를 어루만지는 불가 1=달라붙는 2=키스 하는 3=가슴애무 4=애널애무 5=구리 애무 6=손가락 삽입 7=치마걷어 올리기)

;당신에게 A삽입중에서, 이번 카운터 커맨드가 역A계 이외의경우
IF (TEQUIP:PLAYER:50 == ARG || TEQUIP:PLAYER:51 == ARG) && !GROUPMATCH(TCVAR:ARG:20, 90, 93)
	IF TEQUIP:MASTER:체위 == 2
		SETBIT TCVAR:ARG:26 , 0
		SETBIT TCVAR:ARG:26 , 1
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 3
	ENDIF
	SETBIT TCVAR:ARG:26 , 4
	SETBIT TCVAR:ARG:26 , 5
	SETBIT TCVAR:ARG:26 , 6
	SETBIT TCVAR:ARG:26 , 7
ENDIF

SELECTCASE TCVAR:ARG:20
	;요염한 행동
	CASE 10

	;응시한다
	CASE 11

	;몸을 접댄다
	CASE 12

	;치마를 걷어 붙인다
	CASE 13

	;귓전에 입김을 내뿜는다
	CASE 14

	;엉덩이를어루만진다
	CASE 15

	;키스
	CASE 30

	;뒤로부터 안겨든다
	CASE 31
		SETBIT TCVAR:ARG:26 , 0
		SETBIT TCVAR:ARG:26 , 1
		SETBIT TCVAR:ARG:26 , 3
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 5
		SETBIT TCVAR:ARG:26 , 6
	;앞에서 안겨든다
	CASE 32, 100

	;가슴을 비비게 한다
	CASE 33, 101

	;고간뒤진다
	CASE 34

	;치마안을 보인다
	CASE 35, 102

	;가슴 만지작 만지작
	CASE 36
		SETBIT TCVAR:ARG:26 , 0
		SETBIT TCVAR:ARG:26 , 1
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 3
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 5
		SETBIT TCVAR:ARG:26 , 6

	;수음
	CASE 50

	;펠라티오
	CASE 51
		SETBIT TCVAR:ARG:26 , 1
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 3
	;소 또, 짝맞추기놀이
	CASE 52
		SETBIT TCVAR:ARG:26 , 5
		SETBIT TCVAR:ARG:26 , 6

	;파이즈리
	CASE 53
		SETBIT TCVAR:ARG:26 , 1
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 5
		SETBIT TCVAR:ARG:26 , 6

	;풋잡
	CASE 54
		SETBIT TCVAR:ARG:26 , 0
		SETBIT TCVAR:ARG:26 , 1
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 3
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 5
		SETBIT TCVAR:ARG:26 , 6
	;애널애무
	CASE 55, 103
		SETBIT TCVAR:ARG:26 , 7

	;애널빨기
	CASE 56
		SETBIT TCVAR:ARG:26 , 1
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 3
		SETBIT TCVAR:ARG:26 , 7

	;손가락 삽입
	CASE 57
		SETBIT TCVAR:ARG:26 , 7

	;가슴애무
	CASE 58, 104
		SETBIT TCVAR:ARG:26 , 7

	;유두빨기
	CASE 59, 105
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 7
	;딥키스
	CASE 60, 106

	;커닐링구스강제
	CASE 70
		SETBIT TCVAR:ARG:26 , 1
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 7
	;펠라치오 강제
	CASE 71
		SETBIT TCVAR:ARG:26 , 1
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 7

	;애널 봉사
	CASE 72
		SETBIT TCVAR:ARG:26 , 1
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 7

	;
	CASE 73
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 7

	;젖 맞추어라
	CASE 74
		SETBIT TCVAR:ARG:26 , 7

	;타와시 세탁
	CASE 75
		SETBIT TCVAR:ARG:26 , 0
		SETBIT TCVAR:ARG:26 , 1
		SETBIT TCVAR:ARG:26 , 3
		SETBIT TCVAR:ARG:26 , 7

	;강제 보지 애무
	CASE 76
		SETBIT TCVAR:ARG:26 , 0
		SETBIT TCVAR:ARG:26 , 1
		SETBIT TCVAR:ARG:26 , 3
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 7

	;젖을 들이마시게 한다
	CASE 77, 107
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 7

	;엉덩이 즈리
	CASE 78
		SETBIT TCVAR:ARG:26 , 0
		SETBIT TCVAR:ARG:26 , 1
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 3
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 5
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7

	;정상위된다
	CASE 80
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 5
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7

	;정상위 V 애원
	CASE 81
		;SETBIT TCVAR:ARG:26 , 6
		;SETBIT TCVAR:ARG:26 , 7

	;정상위 A 애원
	CASE 82
		;SETBIT TCVAR:ARG:26 , 4
		;SETBIT TCVAR:ARG:26 , 7

	;후배위된다
	CASE 83
		SETBIT TCVAR:ARG:26 , 0
		SETBIT TCVAR:ARG:26 , 1
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 3
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 5
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7

	;허리 모습 V접수
	CASE 84
		IF TEQUIP:MASTER:체위 == 2
			SETBIT TCVAR:ARG:26 , 0
			SETBIT TCVAR:ARG:26 , 1
			SETBIT TCVAR:ARG:26 , 2
			SETBIT TCVAR:ARG:26 , 3
		ENDIF
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 5
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7

	;삽입시킨다
	CASE 85
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7

	;매우 수기 hold
	CASE 86, 108
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7

	;A삽입시킨다
	CASE 87
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 7

	;허리 모습 V
	CASE 88, 109
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7

	;허리 모습 A
	CASE 89, 110
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 7

	;A후배위된다
	CASE 90
		SETBIT TCVAR:ARG:26 , 0
		SETBIT TCVAR:ARG:26 , 1
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 3
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 5
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7

	;이라마치오 된다
	CASE 91
		SETBIT TCVAR:ARG:26 , 0
		SETBIT TCVAR:ARG:26 , 1
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 3
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 5
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7

	;허리 모습역A
	CASE 93
		IF TEQUIP:MASTER:체위 == 2
			SETBIT TCVAR:ARG:26 , 0
			SETBIT TCVAR:ARG:26 , 1
			SETBIT TCVAR:ARG:26 , 2
			SETBIT TCVAR:ARG:26 , 3
		ENDIF
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 5
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7

	;A정상위된다
	CASE 94
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 5
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7

	;머리 어루만지고
	CASE 120
		SETBIT TCVAR:ARG:26 , 0
		SETBIT TCVAR:ARG:26 , 3
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 5
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7
	;미용사나무
	CASE 121
		SETBIT TCVAR:ARG:26 , 0
		SETBIT TCVAR:ARG:26 , 3
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 5
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7
	;안아 붙어 있는
	CASE 122
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7
	;꼭 껴안고
	CASE 123
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7
	;뺨 어루만지고
	CASE 124
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7
	;간질임
	CASE 125
		SETBIT TCVAR:ARG:26 , 0
		SETBIT TCVAR:ARG:26 , 1
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 3
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 5
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7
	;무릎베개시킨다
	CASE 126
		SETBIT TCVAR:ARG:26 , 1
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 5
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7
	;냄새를 냄새 맡는다
	CASE 127
		SETBIT TCVAR:ARG:26 , 0
		SETBIT TCVAR:ARG:26 , 1
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7
	;말을 건넨다
	CASE 128
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7
	;목덜미 빨고
	CASE 129
		SETBIT TCVAR:ARG:26 , 0
		SETBIT TCVAR:ARG:26 , 2
		SETBIT TCVAR:ARG:26 , 3
		SETBIT TCVAR:ARG:26 , 4
		SETBIT TCVAR:ARG:26 , 5
		SETBIT TCVAR:ARG:26 , 6
		SETBIT TCVAR:ARG:26 , 7

ENDSELECT


code:
;카운터 하반신탈의
;인수 0	참조하는 캐릭터 번호
;인수 1	0=전부탈
;		1=속옷만 탈바지를 신고 있었을 경우는 전부탈속옷을 신지 않았던 경우도 전부탈
;		2=윗도리만 탈윗도리를 입지 않은 경우는 전부탈
@DATUI_BOTTOM(ARG, ARG:1)

ARG:1 = DATUI_BOTTOM_OPTIMIZE(ARG, ARG:1)

SELECTCASE ARG:1
	;전부탈
	CASE 0
		TCVAR:ARG:22 = 1
	;속옷만 탈
	CASE 1
		TCVAR:ARG:22 = 2
	;윗도리만 탈
	CASE 2
		TCVAR:ARG:22 = 3
ENDSELECT

@DATUI_BOTTOM_T(ARG, ARG:1)

ARG:1 = DATUI_BOTTOM_OPTIMIZE(ARG, ARG:1)

IF !TEQUIP:ARG:체위
	SELECTCASE ARG:1
		;전부탈
		CASE 0
			TCVAR:ARG:23 = 1
		;속옷만 탈
		CASE 1
			TCVAR:ARG:23 = 2
		;윗도리만 탈
		CASE 2
			TCVAR:ARG:23 = 3
	ENDSELECT
ENDIF

;벌써 벗고 있었을 경우의 수정
;메시지내의 분기를 줄이고 싶다
@DATUI_BOTTOM_OPTIMIZE(ARG, ARG:1)
#FUNCTION
SELECTCASE ARG:1
	;속옷만 탈
	CASE 1
		;바지를 신고 있었을 경우는 전부탈
		IF TEQUIP:ARG:0 & 8
			ARG:1 = 0
		;속옷을 신지 않은 경우는 전부탈
		ELSEIF (TEQUIP:ARG:0 & 6) == 0
			ARG:1 = 0
		ENDIF
	;윗도리만 탈
	CASE 2
		;윗도리를 입지 않은 경우는 전부탈
		SIF (TEQUIP:ARG:0 & 9) == 0
			ARG:1 = 0
ENDSELECT
RETURNF ARG:1

;카운터 하반신탈의열매 처리
;인수 0	참조하는 캐릭터 번호
;인수 1	1=전부탈
;		2=속옷만 탈바지를 신고 있었을 경우는 전부탈속옷을 신지 않았던 경우도 전부탈
;		3=윗도리만 탈윗도리를 입지 않은 경우는 전부탈
@DATUI_BOTTOM_LATE(ARG, ARG:1)
SELECTCASE ARG:1
	;전부탈
	CASE 1
		EQUIP:ARG:하반신속옷1 = 0
		EQUIP:ARG:하반신속옷2 = 0
		EQUIP:ARG:바지= 0
		EQUIP:ARG:하반신윗도리 = 0
		EQUIP:ARG:치마= 0
		EQUIP:ARG:보디슈트= 0
		EQUIP:ARG:원피스= 0
		EQUIP:ARG:기모노= 0
		EQUIP:ARG:레오타드= 0
	;속옷만 탈
	CASE 2
		EQUIP:ARG:하반신속옷1 = 0
		EQUIP:ARG:하반신속옷2 = 0
		EQUIP:ARG:바지= 0
		EQUIP:ARG:하반신윗도리 = 0
		EQUIP:ARG:보디슈트= 0
		EQUIP:ARG:레오타드= 0
	;윗도리만 탈
	CASE 3
		EQUIP:ARG:바지= 0
		EQUIP:ARG:하반신윗도리 = 0
		EQUIP:ARG:치마= 0
		EQUIP:ARG:보디슈트= 0
		EQUIP:ARG:원피스= 0
		EQUIP:ARG:기모노= 0
		EQUIP:ARG:레오타드= 0
ENDSELECT

;카운터 상반신탈의
;인수 0	참조하는 캐릭터 번호
;인수 1	0=전부탈
;		1=피부 지우게 하고는만 불가인 것은 탈
@DATUI_TOP(ARG, ARG:1)

SELECTCASE ARG:1
	;전부 벗는다
	CASE 0
		TCVAR:ARG:24 = 1
	;(은)는 만
	CASE 1
		TCVAR:ARG:24 = 2
ENDSELECT

@DATUI_TOP_T(ARG, ARG:1)

SELECTCASE ARG:1
	;전부 벗는다
	CASE 0
		TCVAR:ARG:25 = 1
	;(은)는 만
	CASE 1
		TCVAR:ARG:25 = 2
ENDSELECT

;카운터 상반신탈의열매 처리(MASTER)
;인수 0	참조하는 캐릭터 번호
;인수 1	1=전부탈
;		2=피부 지우게 하고는만 불가인 것은 탈
@DATUI_TOP_LATE(ARG, ARG:1)
SELECTCASE ARG:1
	CASE 1
		EQUIP:ARG:상반신속옷1 = 0
		EQUIP:ARG:상반신속옷2 = 0
		EQUIP:ARG:상반신윗도리1 = 0
		EQUIP:ARG:상반신윗도리2 = 0
		EQUIP:ARG:보디슈트= 0
		EQUIP:ARG:원피스= 0
		EQUIP:ARG:기모노= 0
		EQUIP:ARG:레오타드= 0
	CASE 2
		EQUIP:ARG:상반신속옷1 = 0
		EQUIP:ARG:상반신윗도리1 = 0
		EQUIP:ARG:보디슈트= 0
		EQUIP:ARG:원피스= 0
		EQUIP:ARG:레오타드= 0
ENDSELECT

;카운터 상반신탈의열매 처리(TARGET)
@DATUI_TOP_T_LATE(ARG, ARG:1)
SELECTCASE ARG:1
	CASE 1
		EQUIP:ARG:상반신속옷1 = 0
		EQUIP:ARG:상반신속옷2 = 0
		EQUIP:ARG:상반신윗도리1 = 0
		EQUIP:ARG:상반신윗도리2 = 0
		EQUIP:ARG:보디슈트= 0
		EQUIP:ARG:원피스= 0
		EQUIP:ARG:기모노= 0
		EQUIP:ARG:레오타드= 0
		TEQUIP:TARGET:윗도리탈의가끝난상태 = 1
	CASE 2
		EQUIP:ARG:상반신속옷1 = 0
		EQUIP:ARG:상반신윗도리1 = 0
		EQUIP:ARG:보디슈트= 0
		EQUIP:ARG:원피스= 0
		EQUIP:ARG:레오타드= 0
		TEQUIP:TARGET:윗도리탈의가끝난상태 = 1
ENDSELECT

;카운터 탈의의 열매 처리
@DATUI_LATE
FOR LOCAL, 0, CHARANUM
	IF TCVAR:LOCAL:22
		CALL DATUI_BOTTOM_LATE(PLAYER, TCVAR:LOCAL:22)
	ELSEIF TCVAR:LOCAL:23
		CALL DATUI_BOTTOM_LATE(LOCAL, TCVAR:LOCAL:23)
	ELSEIF TCVAR:LOCAL:24
		CALL DATUI_TOP_LATE(PLAYER, TCVAR:LOCAL:24)
	ELSEIF TCVAR:LOCAL:25
		CALL DATUI_TOP_T_LATE(LOCAL, TCVAR:LOCAL:25)
	ENDIF
NEXT

@DATUI_SHOES(ARG, ARG:1)
SELECTCASE ARG:1
	CASE 0
		EQUIP:ARG:구두= 0
	CASE 1
		EQUIP:ARG:구두= 0
		EQUIP:ARG:양말= 0
ENDSELECT
CALL CLOTHES_SETTING_TRAIN(ARG)


code:
;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;비TARGET 의존성 SOURCE
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_EXP(ARG)
VARSET LOCAL
SIF SOURCE:ARG:쾌C
	EXP:ARG:0 ++
SIF SOURCE:ARG:쾌V && (!TALENT:ARG:처녀 || TALENT:처녀 == -1|| !TFLAG:2)
	EXP:ARG:1 ++
SIF SOURCE:ARG:쾌A
	EXP:ARG:2 ++
SIF SOURCE:ARG:쾌B
	EXP:ARG:3 ++
SIF SOURCE:ARG:쾌M
	EXP:ARG:4 ++
SIF CFLAG:ARG:로터삽입 && EXP_UP(1, ARG) > 0
	EXP:ARG:1 --
SIF CFLAG:ARG:로터A삽입 && EXP_UP(2, ARG) > 0
	EXP:ARG:2 --
SIF TFLAG:펄삽입개수 && EXP_UP(2,MASTER) > 0 && ARG == MASTER
	EXP:MASTER:2 --
;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;사랑의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_사랑(ARG)
VARSET LOCAL
SIF TCVAR:ARG:억지로
	SOURCE:ARG:사랑 /= 5
LOCAL = SOURCE:ARG:사랑
;상대 주도
SIF ARG != MASTER && CFLAG:ARG:우후후 == 2
	TIMES LOCAL, 1.20
;ABL:순종을 본다
LOCAL = ABL보정(LOCAL, ABL:ARG:순종, 1)
CUP:ARG:복종 += LOCAL

LOCAL = SOURCE:ARG:사랑
SIF FLAG:생활능력무 && !CFLAG:ARG:우후후
	LOCAL = LOCAL * 3 / 2

IF TALENT:ARG:스침 == 1
	TIMES LOCAL, 1.50
	SIF CFLAG:ARG:몸목적
		TIMES LOCAL, 2.00
ENDIF

;욕망을 본다
LOCAL = ABL보정(LOCAL, ABL:ARG:욕망, 2)

CUP:ARG:욕정 += LOCAL

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;성행동의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_성행동(ARG)
VARSET LOCAL
LOCAL = SOURCE:ARG:성행동
;상대 주도
SIF ARG != MASTER && CFLAG:ARG:우후후 == 2
	TIMES LOCAL, 1.50
;ABL:기교를 본다
LOCAL = ABL보정(LOCAL, ABL:ARG:기교, 1)

;ABL:봉사정신을 본다
SELECTCASE ABL:ARG:봉사정신
	CASE 0
		TIMES LOCAL , 0.60
	CASE 1
		TIMES LOCAL , 0.80
	CASE 2
		TIMES LOCAL , 1.00
	CASE 3
		TIMES LOCAL , 1.20
	CASE 4
		TIMES LOCAL , 1.40
	CASE 5
		TIMES LOCAL , 1.70
	CASE 6
		TIMES LOCAL , 2.00
	CASE 7
		TIMES LOCAL , 2.40
	CASE 8
		TIMES LOCAL , 2.80
	CASE 9
		TIMES LOCAL , 4.00
	CASEELSE
		TIMES LOCAL , 5.00
ENDSELECT
CUP:ARG:습득 += LOCAL

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;달성의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_달성(ARG)
VARSET LOCAL
LOCAL = SOURCE:ARG:달성
;상대 주도
SIF ARG != MASTER && CFLAG:ARG:우후후 == 2
	TIMES LOCAL, 1.50
;ABL:순종을 본다
LOCAL = ABL보정(LOCAL, ABL:ARG:순종, 1)

;ABL:봉사정신을 본다
LOCAL = ABL보정(LOCAL, ABL:ARG:봉사정신, 1)

CUP:ARG:복종 += LOCAL

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;고통의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_고통(ARG)
VARSET LOCAL
LOCAL = SOURCE:ARG:고통
LOCAL:1 = SOURCE:ARG:고통
LOCAL:2 = SOURCE:ARG:고통 / 20

;마조끼
SELECTCASE ABL:ARG:마조끼
	CASE 0
		TIMES LOCAL:1 , 0.00
	CASE 1
		TIMES LOCAL:1 , 0.10
	CASE 2
		TIMES LOCAL:1 , 0.20
	CASE 3
		TIMES LOCAL:1 , 0.30
	CASE 4
		TIMES LOCAL:1 , 0.45
	CASE 5
		TIMES LOCAL:1 , 0.60
	CASE 6
		TIMES LOCAL:1 , 0.75
	CASE 7
		TIMES LOCAL:1 , 0.90
	CASE 8
		TIMES LOCAL:1 , 1.20
	CASE 9
		TIMES LOCAL:1 , 1.50
	CASEELSE
		TIMES LOCAL:1 , 3.00
ENDSELECT

;난쟁이 체형
IF TALENT:ARG:체형 < -2
	TIMES LOCAL , 2.00
	TIMES LOCAL:1 , 0.75
ENDIF

;조교자가【새드】
SIF TALENT:PLAYER:새드
	TIMES LOCAL:1 , 2.50

;겁장이
SIF TALENT:ARG:담력 < 0
	TIMES LOCAL:2 , 2.00

;마조마음이 있으면(자) PALAM:욕정도 오른다
;그 때 조교자가【새드】라면 효과적
;고통에 응해 공포의 소스가 증가한다
CUP:ARG:고통 += LOCAL
CUP:ARG:욕정 += LOCAL:1
CUP:ARG:공포 += LOCAL:2

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;공포의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_공포(ARG)
VARSET LOCAL

LOCAL= SOURCE:ARG:공포
;상대 주도
SIF ARG != MASTER && CFLAG:ARG:우후후 == 2
	TIMES LOCAL, 0.50
;ABL:순종을 본다(공포보다는 공포에 가깝다고 해석)
LOCAL = ABL보정(LOCAL, ABL:ARG:순종, 1)

CUP:ARG:공포 += LOCAL

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;액체의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_액체(ARG)
VARSET LOCAL
LOCAL = SOURCE:ARG:액체
;난쟁이 체형
IF TALENT:ARG:체형 < -2
	SIF SELECTCOM != 50 && SELECTCOM != 180
		TIMES LOCAL , 0.40
ENDIF

CUP:ARG:윤활 += LOCAL

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;욕정의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_욕정(ARG)
VARSET LOCAL
LOCAL = SOURCE:ARG:욕정
SIF WITH_MOB()
	TIMES LOCAL, 0.70
SIF TALENT:ARG:동물귀 && !TCVAR:ARG:발정
	TIMES LOCAL, 0.80
IF TALENT:ARG:츠쿠모가미
	LOCAL:1 = MIN(100, 80 + EXP:MASTER:도구사용경험 / 100)
	LOCAL = LOCAL * LOCAL:1 / 100
ENDIF
IF TALENT:ARG:스침 == 1
	TIMES LOCAL, 1.50
	SIF CFLAG:ARG:몸목적
		TIMES LOCAL, 2.00
ENDIF
;욕망을 본다
LOCAL = ABL보정(LOCAL, ABL:ARG:욕망, 2)

CUP:ARG:욕정 += LOCAL

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;복종의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_복종(ARG)
VARSET LOCAL
SIF FLAG:생활능력무
	SOURCE:ARG:복종 /= 2
LOCAL = SOURCE:ARG:복종
;상대 주도
SIF ARG != MASTER && CFLAG:ARG:우후후 == 2
	TIMES LOCAL, 0.50
;ABL:순종을 본다
SELECTCASE ABL:ARG:순종
	CASE 0
		TIMES LOCAL , 0.50
	CASE 1
		TIMES LOCAL , 0.80
	CASE 2
		TIMES LOCAL , 1.00
	CASE 3
		TIMES LOCAL , 1.20
	CASE 4
		TIMES LOCAL , 1.40
	CASE 5
		TIMES LOCAL , 1.60
	CASE 6
		TIMES LOCAL , 1.80
	CASE 7
		TIMES LOCAL , 2.00
	CASE 8
		TIMES LOCAL , 2.40
	CASE 9
		TIMES LOCAL , 3.00
	CASEELSE
		TIMES LOCAL , 5.00
ENDSELECT
CUP:ARG:복종 += LOCAL

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;노출의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_노출(ARG)
VARSET LOCAL
;수줍음과 수치심 없음은 여기서 처리
SIF TALENT:ARG:수치심 > 0
	TIMES SOURCE:ARG:노출 , 2.00
SIF TALENT:ARG:수치심 < 0
	TIMES SOURCE:ARG:노출 , 0.50
SIF WITH_MOB()
	TIMES SOURCE:ARG:노출 , 1.50
;윤활 업의 50%를 노출의 소스에 가세한다
;다만 액체 추가의 소스의 만큼은 당긴다
SOURCE:ARG:노출 += (CUP:ARG:윤활 - SOURCE:ARG:액체) / 2

LOCAL = SOURCE:ARG:노출
;상대 주도
SIF ARG != MASTER && CFLAG:ARG:우후후 == 2
	TIMES LOCAL, 0.75
;ABL:노출벽을 본다
SELECTCASE ABL:ARG:노출벽
	CASE 0
		TIMES LOCAL , 0.00
	CASE 1
		TIMES LOCAL , 0.10
	CASE 2
		TIMES LOCAL , 0.20
	CASE 3
		TIMES LOCAL , 0.40
	CASE 4
		TIMES LOCAL , 0.60
	CASE 5
		TIMES LOCAL , 0.80
	CASE 6
		TIMES LOCAL , 1.00
	CASE 7
		TIMES LOCAL , 1.20
	CASE 8
		TIMES LOCAL , 1.40
	CASE 9
		TIMES LOCAL , 1.60
	CASEELSE
		TIMES LOCAL , 2.00
ENDSELECT
CUP:ARG:욕정 += LOCAL

LOCAL = SOURCE:ARG:노출

;PALAM:치정을 본다
;부끄러움을 느끼면 느낄수록 너무 부끄럽지 않게 된다
IF PALAM:ARG:치정 < PALAMLV:1
	TIMES LOCAL , 1.00
ELSEIF PALAM:ARG:치정 < PALAMLV:2
	TIMES LOCAL , 0.90
ELSEIF PALAM:ARG:치정 < PALAMLV:3
	TIMES LOCAL , 0.80
ELSEIF PALAM:ARG:치정 < PALAMLV:4
	TIMES LOCAL , 0.70
ELSEIF PALAM:ARG:치정 >= PALAMLV:4
	TIMES LOCAL , 0.60
ENDIF

SIF LOCAL < 0
	LOCAL = 0
CUP:ARG:치정 += LOCAL

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;굴종의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_굴종(ARG)
VARSET LOCAL
SIF FLAG:생활능력무
	SOURCE:ARG:굴종 /= 2
LOCAL = SOURCE:ARG:굴종
;상대 주도
SIF ARG != MASTER && CFLAG:ARG:우후후 == 2
	TIMES LOCAL, 0.50
;ABL:순종을 본다
LOCAL = ABL보정(LOCAL, ABL:ARG:순종, 1)

;ABL:봉사정신을 본다
SELECTCASE ABL:ARG:봉사정신
	CASE 0
		TIMES LOCAL , 1.00
	CASE 1
		TIMES LOCAL , 1.50
	CASE 2
		TIMES LOCAL , 2.00
	CASE 3
		TIMES LOCAL , 2.50
	CASE 4
		TIMES LOCAL , 3.00
	CASE 5
		TIMES LOCAL , 3.50
	CASE 6
		TIMES LOCAL , 4.00
	CASE 7
		TIMES LOCAL , 4.50
	CASE 8
		TIMES LOCAL , 5.00
	CASE 9
		TIMES LOCAL , 5.50
	CASEELSE
		TIMES LOCAL , 7.00
ENDSELECT
CUP:ARG:굴복 += LOCAL

;---------------------------------------------------
;PLAYER에도 영향을 주는 SOURCE
;---------------------------------------------------
;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;환락의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_환락(ARG)
VARSET LOCAL

LOCAL = SOURCE:ARG:환락
;상대 주도
SIF ARG != MASTER && CFLAG:ARG:우후후 == 2
	TIMES LOCAL, 1.50
;연모
LOCAL = LOCAL * (10 + 5 * TALENT:ARG:연모) / 10
;사모
LOCAL = LOCAL * (10 + 3 * TALENT:ARG:사모) / 10
;기분
LOCAL = LOCAL * (10 + 2 * TALENT:ARG:기분) / 10
;미약
SIF TCVAR:ARG:미약
	LOCAL /= 5
;이뇨제
SIF TCVAR:ARG:이뇨제
	LOCAL /= 5

SIF WITH_MOB() && BASE:ARG:무드 < (MAXBASE:ARG:무드 / 2)
	TIMES LOCAL , 1.20
SIF CFLAG:ARG:데이트중
	TIMES LOCAL , 1.30

;ABL:친밀을 본다
IF LOCAL < 100000
	LOCAL = LOCAL * (ABL:ARG:친밀 * 5 + 100) / 100
ELSEIF LOCAL < 100000000
	LOCAL = LOCAL / 100 * (ABL:ARG:친밀 * 5 + 100)
ENDIF

;ABL:욕망을 본다
IF LOCAL < 100000
	LOCAL = LOCAL * (ABL:ARG:욕망 * 5 + 100) / 100
ELSEIF LOCAL < 100000000
	LOCAL = LOCAL / 100 * (ABL:ARG:욕망 * 5 + 100)
ENDIF

;호감 도를 본다
IF CFLAG:ARG:2 <= 10
	TIMES LOCAL , 0.50
ELSEIF CFLAG:ARG:2 <= 50
	TIMES LOCAL , 0.80
ELSEIF CFLAG:ARG:2 <= 100
	TIMES LOCAL , 1.00
ELSEIF CFLAG:ARG:2 <= 300
	TIMES LOCAL , 1.10
ELSEIF CFLAG:ARG:2 <= 500
	TIMES LOCAL , 1.20
ELSEIF CFLAG:ARG:2 <= 700
	TIMES LOCAL , 1.30
ELSEIF CFLAG:ARG:2 <= 1000
	TIMES LOCAL , 1.40
ELSEIF CFLAG:ARG:2 <= 3000
	TIMES LOCAL , 1.50
ELSEIF CFLAG:ARG:2 <= 5000
	TIMES LOCAL , 1.70
ELSEIF CFLAG:ARG:2 <= 500000
	IF LOCAL < 100000
		LOCAL = LOCAL * (CFLAG:ARG:2 / 50 + 100) / 100
	ELSEIF LOCAL < 10000000
		LOCAL = LOCAL / 100 * (CFLAG:ARG:2 / 50 + 100)
	ELSEIF LOCAL < 100000000
		IF CFLAG:ARG:2 <= 50000
			LOCAL = LOCAL / 100 * (CFLAG:ARG:2 / 50 + 100)
		ELSE
			LOCAL = 1000000000
		ENDIF
	ENDIF
ENDIF

CUP:ARG:호의 += LOCAL
CUP:PLAYER:욕정 += MIN(LOCAL / 10 , 100)

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;정복의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_정복(ARG)
SIF TCVAR:ARG:마음대로해
	SOURCE:ARG:정복 += 10 * (ABL:ARG:새드끼 + 1)
SIF FLAG:생활능력무
	SOURCE:ARG:정복 *= 2

VARSET LOCAL
;지위에서 분기
IF CFLAG:ARG:310 > CFLAG:PLAYER:310
	;고위의 캐릭터
	LOCAL:1 = SOURCE:ARG:정복 / 4
	;ABL:욕망을 본다
	SELECTCASE ABL:ARG:욕망
		CASE 0
			TIMES LOCAL:1 , 0.10
		CASE 1,2
			TIMES LOCAL:1 , 0.15
		CASE 3,4
			TIMES LOCAL:1 , 0.20
		CASE 5,6,7
			TIMES LOCAL:1 , 0.25
		CASE 8,9
			TIMES LOCAL:1 , 0.30
		CASEELSE
			IF LOCAL:1 < 100000
				LOCAL:1 = LOCAL:1 * (ABL:ARG:욕망 * 5 + 15) / 100
			ELSEIF LOCAL:1 < 100000000
				LOCAL:1 = LOCAL:1 / 100 * (ABL:ARG:욕망 * 5 + 15)
			ENDIF
	ENDSELECT
	;ABL:새드끼를 본다
	IF LOCAL:1 < 100000
		LOCAL:1 = LOCAL:1 * (ABL:ARG:새드끼 * 30 + 100) / 100
	ELSEIF LOCAL:1 < 100000000
		LOCAL:1 = LOCAL:1 / 100 * (ABL:ARG:새드끼 * 30 + 100)
	ENDIF
ELSE
	;저위의 캐릭터
	LOCAL:2 = SOURCE:ARG:정복 / 2
	;ABL:친밀을 본다
	SELECTCASE ABL:ARG:친밀
		CASE 0
			TIMES LOCAL:2 , 0.10
		CASE 1
			TIMES LOCAL:2 , 0.15
		CASE 2
			TIMES LOCAL:2 , 0.20
		CASE 3
			TIMES LOCAL:2 , 0.25
		CASE 4
			TIMES LOCAL:2 , 0.30
		CASEELSE
			IF LOCAL:2 < 100000
				LOCAL:2 = LOCAL:2 * (ABL:ARG:친밀 * 5 + 15) / 100
			ELSEIF B < 100000000
				LOCAL:2 = LOCAL:2 / 100 * (ABL:ARG:친밀 * 5 + 15)
			ENDIF
	ENDSELECT
ENDIF

LOCAL = SOURCE:ARG:정복
;상대 주도
SIF ARG != MASTER && CFLAG:ARG:우후후 == 2
	TIMES LOCAL, 2.00
;ABL:새드끼를 본다
SELECTCASE ABL:ARG:새드끼
	CASE 0
		TIMES LOCAL , 0.70
	CASE 1
		TIMES LOCAL , 1.00
	CASE 2
		TIMES LOCAL , 1.30
	CASE 3
		TIMES LOCAL , 1.70
	CASE 4
		TIMES LOCAL , 2.00
	CASEELSE
		IF LOCAL < 100000
			LOCAL = LOCAL * (ABL:ARG:새드끼 * 15 + 175) / 100
		ELSEIF LOCAL < 100000000
			LOCAL = LOCAL / 100 * (ABL:ARG:새드끼 * 15 + 175)
		ENDIF
ENDSELECT
SIF FLAG:생활능력무
	LOCAL *= 2
CUP:ARG:우월 += LOCAL
CUP:ARG:욕정 += LOCAL:1

CUP:PLAYER:굴복 += LOCAL:1
CUP:ARG:치정 += LOCAL:2

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;수동의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_수동(ARG)
VARSET LOCAL
SIF FLAG:생활능력무
	SOURCE:ARG:수동 /= 2
IF CFLAG:ARG:310 > CFLAG:PLAYER:310
	;고위의 캐릭터
	LOCAL:1 = SOURCE:ARG:수동 / 3
	;ABL:욕망을 본다
	SELECTCASE ABL:ARG:욕망
		CASE 0
			TIMES LOCAL:1 , 0.30
		CASE 1
			TIMES LOCAL:1 , 0.35
		CASE 2
			TIMES LOCAL:1 , 0.40
		CASE 3
			TIMES LOCAL:1 , 0.45
		CASE 4
			TIMES LOCAL:1 , 0.50
		CASEELSE
			IF LOCAL:1 < 100000
				LOCAL:1 = LOCAL:1 * (ABL:ARG:욕망 * 10 + 10) / 100
			ELSEIF LOCAL:1 < 100000000
				LOCAL:1 = LOCAL:1 / 100 * (ABL:ARG:욕망 * 10 + 10)
			ENDIF
	ENDSELECT
ELSE
	LOCAL:2 = SOURCE:ARG:수동 / 2
	;ABL:봉사정신을 본다
	SELECTCASE ABL:ARG:봉사정신
		CASE 0
			TIMES LOCAL:2 , 0.30
		CASE 1
			TIMES LOCAL:2 , 0.35
		CASE 2
			TIMES LOCAL:2 , 0.40
		CASE 3
			TIMES LOCAL:2 , 0.45
		CASE 4
			TIMES LOCAL:2 , 0.50
		CASEELSE
			IF LOCAL:2 < 100000
				LOCAL:2 = LOCAL:2 * (ABL:ARG:봉사정신 * 10 + 10) / 100
			ELSEIF LOCAL:2 < 100000000
				LOCAL:2 = LOCAL:2 / 100 * (ABL:ARG:봉사정신 * 10 + 10)
			ENDIF
	ENDSELECT
ENDIF

LOCAL = SOURCE:ARG:수동
;상대 주도
SIF ARG != MASTER && CFLAG:ARG:우후후 == 2
	TIMES LOCAL, 0.50
;ABL:친밀을 본다
IF LOCAL < 100000
	LOCAL = LOCAL * (ABL:ARG:친밀 * 10 + 70) / 100
ELSEIF LOCAL < 100000000
	LOCAL = LOCAL / 100 * (ABL:ARG:친밀 * 10 + 70)
ENDIF

CUP:ARG:호의 += LOCAL
CUP:ARG:굴복 += LOCAL:1
CUP:PLAYER:복종 += LOCAL:1
CUP:ARG:복종 += LOCAL:2

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;유혹의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_유혹(ARG)
SIF FLAG:생활능력무
	SOURCE:ARG:유혹 *= 2
SOURCE:ARG:유혹 = SOURCE:ARG:유혹 * GET_REVISION(ABL:ARG:욕망 + 2, 500, 10) / 100
LOCAL = SOURCE:ARG:유혹
LOCAL:1 = SOURCE:ARG:유혹
;상대 주도
IF ARG != MASTER && CFLAG:ARG:우후후 == 2
	TIMES LOCAL, 2.00
	TIMES LOCAL:1, 2.00
ENDIF
CUP:ARG:우월 += LOCAL
LOCAL = LOCAL * (100 + GET_REVISION(ABL:PLAYER:욕망, 500, 20)) / 100
CUP:PLAYER:욕정 += LOCAL
LOCAL:1 = LOCAL:1 * (100 + GET_REVISION(ABL:PLAYER:순종, 500, 5)) / 100
CUP:PLAYER:복종 += LOCAL:1

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;송구스러운 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_송구스러운(ARG)
SIF FLAG:생활능력무
	SOURCE:ARG:송구스러운 *= 2
SOURCE:ARG:송구스러운 = SOURCE:ARG:송구스러운 * GET_REVISION(ABL:ARG:새드끼 + 2, 500, 10) / 100
LOCAL = SOURCE:ARG:송구스러운
;상대 주도
SIF ARG != MASTER && CFLAG:ARG:우후후 == 2
	TIMES LOCAL, 2.00
LOCAL = LOCAL * (100 + GET_REVISION(ABL:PLAYER:마조끼, 500, 20)) / 100
LOCAL = LOCAL * (100 + GET_REVISION(ABL:PLAYER:노출벽, 500, 20)) / 100

;PALAM:치정을 본다
;부끄러움을 느끼면 느낄수록 너무 부끄럽지 않게 된다
IF PALAM:PLAYER:치정 < PALAMLV:1
	TIMES LOCAL , 1.00
ELSEIF PALAM:PLAYER:치정 < PALAMLV:2
	TIMES LOCAL , 0.90
ELSEIF PALAM:PLAYER:치정 < PALAMLV:3
	TIMES LOCAL , 0.80
ELSEIF PALAM:PLAYER:치정 < PALAMLV:4
	TIMES LOCAL , 0.70
ELSEIF PALAM:PLAYER:치정 >= PALAMLV:4
	TIMES LOCAL , 0.60
ENDIF
CUP:PLAYER:치정 += LOCAL
CUP:ARG:우월 += LOCAL / 2
;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;도발의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_도발(ARG)
SIF FLAG:생활능력무
	SOURCE:ARG:도발 *= 2
SOURCE:ARG:도발 = SOURCE:ARG:도발 * GET_REVISION(ABL:ARG:새드끼 + 2, 500, 10) / 100
LOCAL = SOURCE:ARG:도발
LOCAL:1 = SOURCE:ARG:도발
;상대 주도
IF ARG != MASTER && CFLAG:ARG:우후후 == 2
	TIMES LOCAL, 2.00
	TIMES LOCAL:1, 2.00
ENDIF

CUP:ARG:우월 += LOCAL
LOCAL = LOCAL * (100 + GET_REVISION(ABL:PLAYER:욕망, 500, 10)) / 100
CUP:PLAYER:욕정 += LOCAL
LOCAL:1 = LOCAL:1 * (100 + GET_REVISION(ABL:PLAYER:마조끼, 500, 5)) / 100
CUP:PLAYER:굴복 += LOCAL:1

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;봉사의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_봉사(ARG)
SOURCE:ARG:봉사 = SOURCE:ARG:봉사 * GET_REVISION(ABL:ARG:기교 + ABL:ARG:봉사정신 + 2, 500, 10) / 100
LOCAL = SOURCE:ARG:봉사
LOCAL:1 = SOURCE:ARG:봉사
;상대 주도
IF ARG != MASTER && CFLAG:ARG:우후후 == 2
	TIMES LOCAL, 0.75
	TIMES LOCAL:1, 0.75
ENDIF
LOCAL = LOCAL * (100 + GET_REVISION(ABL:PLAYER:욕망, 500, 10)) / 100
CUP:PLAYER:욕정 += LOCAL
LOCAL:1 = LOCAL:1 * (100 + GET_REVISION(ABL:PLAYER:마조끼, 500, 5)) / 100
CUP:PLAYER:굴복 += LOCAL:1

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;강요의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_강요(ARG)
SIF FLAG:생활능력무
	SOURCE:ARG:강요 *= 2
SOURCE:ARG:강요 = SOURCE:ARG:강요 * GET_REVISION(ABL:ARG:새드끼 +ABL:ARG:욕망 + 2, 500, 10) / 100
LOCAL = SOURCE:ARG:강요
LOCAL:1 = SOURCE:ARG:강요
;상대 주도
IF ARG != MASTER && CFLAG:ARG:우후후 == 2
	TIMES LOCAL, 2.00
	TIMES LOCAL:1, 2.00
ENDIF
CUP:ARG:우월 += LOCAL
SIF ARG==0
	RETURN
LOCAL = LOCAL * (100 + GET_REVISION(ABL:PLAYER:봉사정신, 500, 5)) / 100
CUP:PLAYER:복종 += LOCAL
LOCAL:1 = LOCAL:1 * (100 + GET_REVISION(ABL:PLAYER:순종, 500, 10)) / 100
CUP:PLAYER:굴복 += LOCAL:1
CUP:PLAYER:공포 += LOCAL:1 / 2
;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;가학의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_가학(ARG)
SIF TCVAR:ARG:마음대로해
	SOURCE:ARG:가학 += 10 * (ABL:ARG:새드끼 + 1)
SIF FLAG:생활능력무
	SOURCE:ARG:가학 *= 2
SOURCE:ARG:가학 = SOURCE:ARG:가학 * GET_REVISION(ABL:ARG:새드끼 + ABL:ARG:욕망 + 2, 1000, 5) / 100
LOCAL = SOURCE:ARG:가학
LOCAL:1 = SOURCE:ARG:가학
;상대 주도
IF ARG != MASTER && CFLAG:ARG:우후후 == 2
	TIMES LOCAL, 2.00
	TIMES LOCAL:1, 2.00
ENDIF
SIF ABL:ARG:새드끼 < ABL:MASTER:새드끼
	TIMES LOCAL, 0.75
CUP:ARG:우월 += LOCAL * 2
LOCAL = LOCAL * (100 + GET_REVISION(ABL:PLAYER:마조끼, 500, 10)) / 100
CUP:PLAYER:고통 += LOCAL
LOCAL = LOCAL * (100 + GET_REVISION(ABL:PLAYER:마조끼, 500, 5)) / 100
CUP:PLAYER:공포 += LOCAL
LOCAL:1 = LOCAL:1 * (100 + GET_REVISION(ABL:PLAYER:순종, 500, 10)) / 100
CUP:PLAYER:굴복 += LOCAL:1

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;ARG= 보정이 걸리는 소스
;ARG:1= 참조하는 ABL치
;ARG:2= 보정의 종류
;-----------------------------------------------------------
@ABL보정(ARG, ARG:1, ARG:2)
#FUNCTION
IF ARG:2 == 1
	SELECTCASE ARG:1
		CASE 0
			TIMES ARG , 0.10
		CASE 1
			TIMES ARG , 0.30
		CASE 2
			TIMES ARG , 0.50
		CASE 3
			TIMES ARG , 1.00
		CASE 4
			TIMES ARG , 1.50
		CASE 5
			TIMES ARG , 2.00
		CASE 6
			TIMES ARG , 2.50
		CASE 7
			TIMES ARG , 3.00
		CASE 8
			TIMES ARG , 3.50
		CASE 9
			TIMES ARG , 4.00
		CASE 10
			TIMES ARG , 5.00
		CASEELSE
			TIMES ARG , 6.00
	ENDSELECT
ELSEIF ARG:2 == 2
	SELECTCASE ARG:1
		CASE 0
			TIMES ARG , 0.20
		CASE 1
			TIMES ARG , 0.40
		CASE 2
			TIMES ARG , 0.80
		CASE 3
			TIMES ARG , 1.20
		CASE 4
			TIMES ARG , 1.60
		CASE 5
			TIMES ARG , 2.00
		CASE 6
			TIMES ARG , 2.40
		CASE 7
			TIMES ARG , 2.80
		CASE 8
			TIMES ARG , 3.20
		CASE 9
			TIMES ARG , 3.60
		CASEELSE
			TIMES ARG , 5.00
	ENDSELECT
ENDIF
RETURNF ARG
;-------------------------------------------------
;함수명 :SOURCE_REVISION1
;쾌락계 SOURCE의 쾌락계 ABL에 의한 보정
;1/10된다
;-------------------------------------------------
@SOURCE_REVISION1(ARG)
#FUNCTION
SELECTCASE ARG
	CASE 0 TO 5
		RETURNF 10 + 7 * ARG
	CASE 6 TO 9
		RETURNF 30 + 4 * ARG
	CASE 10 TO 15
		RETURNF 45 + 2 * ARG
	CASE 16 TO 19
		RETURNF 70 + ARG
	CASE IS >= 20
		RETURNF 90
ENDSELECT

;-------------------------------------------------
;함수명 :SOURCE_REVISION2
;쾌락계 SOURCE에 의존하는 UP:욕망의 ABL:욕망에 의한 보정
;1/100된다
;-------------------------------------------------
@SOURCE_REVISION2(ARG)
#FUNCTION
SELECTCASE ARG
	CASE 0 TO 5
		RETURNF 25 + 7 * ARG
	CASE 6 TO 9
		RETURNF 45 + 3 * ARG
	CASE 10 TO 15
		RETURNF 60 + 2 * ARG
	CASE 16 TO 19
		RETURNF 80 + ARG
	CASE IS >= 20
		RETURNF 100
ENDSELECT


code:
;FileName_SOURCE_CALLCOM.ERB ----------------------- Rev1. 00
;@COM 호출 통괄
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT	@COM를 호출한다. 콤보 발생 판정도 여기
;-----------------------------------------------------------
@CALL_COM(ARG)
;=== 우후후계 콤보 ===
;식스나인
IF (TEQUIP:ARG:입접촉부위 == 1 || TEQUIP:ARG:입접촉부위 == 2) && (TEQUIP:ARG:P접촉부위 == 4 || TEQUIP:ARG:C접촉부위 == 4) && (SELECTCOM == 1 || SELECTCOM == 81) && !FLAG:70
	TFLAG:50 = 1
;이와시미즈
ELSEIF TEQUIP:ARG:수치플레이 && SELECTCOM == 1
	TFLAG:50 = 2
;G 스폿 자극
ELSEIF SELECTCOM == 3 && PREVCOM == SELECTCOM && TFLAG:103 == ARG
	TFLAG:50 = 3
;흐트러지고 모란
ELSEIF TEQUIP:ARG:수치플레이 && SELECTCOM == 68
	TFLAG:50 = 4
;수음 펠라
ELSEIF (TEQUIP:ARG:손가락접촉부위 == 1 && TEQUIP:ARG:입2 == 1) || (TEQUIP:ARG:입접촉부위 == 1 && TEQUIP:ARG:손가락2 == 1)
	IF FLAG:70 == 1
	ELSE
		;페러 수음
		IF TEQUIP:ARG:손가락접촉부위 == 1
			TFLAG:194 = 0
		;수음-펠라
		ELSE
			TFLAG:194 = 1
		ENDIF
		TFLAG:50 = 5
	ENDIF
;삽입 G 스폿 꾸짖어 자궁구 꾸짖어 교호 삽입
ELSEIF (SELECTCOM == 60 || SELECTCOM == 61 || SELECTCOM == 65 || SELECTCOM == 67 || SELECTCOM == 68)
;	IF TEQUIP:ARG:체위 == TEQUIP:ARG:체위2 && TFLAG:103 == TARGET && TEQUIP:ARG:질2 == 1
;		IF SELECTCOM == 65 || RAND:2
;			TFLAG:50 = 7
;		ELSE
;			TFLAG:50 = 6
;		ENDIF
;	ENDIF
	;교호 삽입
	IF TEQUIP:ARG:V접촉부위 == 1 && (MASTER_POSE(SET_V, SET_P, 1) && MASTER_POSE(SET_V, SET_P, 1) != ARG)
		TFLAG:50 = 13
	ENDIF
ELSEIF (SELECTCOM == 62 || SELECTCOM == 63 || SELECTCOM == 66 || SELECTCOM == 69 || SELECTCOM == 70)
	;アナル交互挿入
	IF TEQUIP:ARG:A접촉부위 == 1 && (MASTER_POSE(SET_A,SET_P,1) && MASTER_POSE(SET_A,SET_P,1) != ARG)
		TFLAG:50 = 16
	ENDIF
ELSEIF SELECTCOM == 72
	TFLAG:50 = 6
ELSEIF SELECTCOM == 73
	TFLAG:50 = 7
;식스나인 파이즈리
ELSEIF TEQUIP:ARG:B접촉부위 == 1 && (TEQUIP:ARG:P접촉부위 == 4 || TEQUIP:ARG:C접촉부위 == 4) && (SELECTCOM == 1 || SELECTCOM == 82)
	IF FLAG:70 == 1
	ELSE
	TFLAG:50 = 8
	ENDIF
;더블 펠라
ELSEIF TEQUIP:ARG:입접촉부위 == 1 && (MASTER_POSE(SET_M, SET_P, 1) && MASTER_POSE(SET_M, SET_P, 1) != ARG )
	TFLAG:50 = 9
;더블 가랑이
ELSEIF TEQUIP:ARG:C접촉부위 == 1 && (MASTER_POSE(SET_C, SET_P, 1) && MASTER_POSE(SET_C, SET_P, 1) != ARG )
	TFLAG:50 = 10
;더블 파이즈리
ELSEIF TEQUIP:ARG:B접촉부위 == 1 && (MASTER_POSE(SET_B, SET_P, 1) && MASTER_POSE(SET_B, SET_P, 1) != ARG )
	IF FLAG:70 == 1
	ELSE
	TFLAG:50 = 11
	ENDIF
;파이즈리 펠라
ELSEIF (TEQUIP:ARG:B접촉부위 == 1 && TEQUIP:ARG:입2 == 1) || (TEQUIP:ARG:입접촉부위 == 1 && TEQUIP:ARG:가슴2 == 1)
	TFLAG:50 = 12
;S장 결장 꾸짖어 애널 G 스폿 자극
ELSEIF (SELECTCOM == 62 || SELECTCOM == 63 || SELECTCOM == 66 || SELECTCOM == 69 || SELECTCOM == 70) && PREVCOM == SELECTCOM && TFLAG:103 == ARG
	IF SELECTCOM == 66 || RAND:2
		TFLAG:50 = 14
	ELSE
		TFLAG:50 = 15
	ENDIF
ELSEIF SELECTCOM == 74
	TFLAG:50 = 14
ELSEIF SELECTCOM == 75
	TFLAG:50 = 15
;ELSEIF SELECTCOM == 81 && TEQUIP:ARG:입2 == 1
;	TFLAG:50 = 16
;후배위 스팬킹
;ELSEIF SELECTCOM == 100 && TEQUIP:ARG:50 == PLAYER &&
;유두 동시 들이마셔
ELSEIF (SELECTCOM == 80 && TFLAG:103 == ARG && TEQUIP:ARG:유두빨기) || (TEQUIP:ARG:손가락접촉부위 == 1 && TFLAG:103 == ARG  && SELECTCOM == 11 && PREVCOM != 11)
	IF !FLAG:70
		;乳首吸い-手淫
		IF TEQUIP:ARG:손가락접촉부위 == 1
			TFLAG:194 = 0
		;手淫-乳首吸い
		ELSE
			TFLAG:194 = 1
		ENDIF
		TFLAG:50 = 19
	ENDIF
ELSEIF SELECTCOM == 11 && TFLAG:103 == ARG && TEQUIP:ARG:유두빨기
	TFLAG:50 = 17
ENDIF

;=== 일상계 ===
;귀이개
IF SELECTCOM == 302 && PREVCOM == 305
	TFLAG:50 = 60
;안아 베개
ELSEIF SELECTCOM == 402 && PREVCOM == 311
	TFLAG:50 = 61
;이마 쪽―
ELSEIF SELECTCOM == 312 && PREVCOM == 309 && !FLAG:70
	TFLAG:50 = 62
ENDIF
;좀 더 키스한다
SIF SELECTCOM == 312 && PREVCOM == 312 && !TFLAG:151
	TFLAG:50 = 63

;=== 데이트계 ===
IF CHK_DATENOW(CFLAG:TARGET:데이트중)
	;손을 잡아 당긴다
	IF SELECTCOM == 603 && PREVCOM == 603
		TFLAG:50 = 80
	ENDIF
ENDIF

RESULT = 0
SIF TFLAG:전회커맨드결과 <= 0
	TFLAG:50 = 0
IF TFLAG:50
	CALLFORM COM_ABLE{500 + TFLAG:50}
	IF RESULT
		TRYCALLFORM CAN_SCOM{TFLAG:50}(1)
		IF RESULT
			TRYCCALLFORM CAN_SCOM{TFLAG:50}
			CATCH
				PRINTFORML %STR:(1500 + TFLAG:50)%
			ENDCATCH
			STR:0 = %STR:(1500 + TFLAG:50)%
			TRYCALLFORM SCOM{TFLAG:50}
		ENDIF
	ENDIF
ENDIF
SIF RESULT
	RETURN RESULT
TFLAG:50 = 0
;LOCALS = %STR:(1000 + SELECTCOM)%
LOCALS = %TRAINNAME:(SELECTCOM)%
TRYCCALLFORM CAN_COM{SELECTCOM}
CATCH
	PRINTFORML %LOCALS%
ENDCATCH
STR:0 = %LOCALS%
CALL KOJO_MESSAGE_SEND("SUCCESS",-1, TARGET,-1,-1)
TRYCALLFORM COM{SELECTCOM}
RETURN RESULT


code:
;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;쾌C의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_쾌C(ARG)
VARSET LOCAL
;C민감과 C둔감은 여기서 처리
IF TALENT:ARG:C감도 == -1 && TALENT:MASTER:C둔감무시
ELSE
SOURCE:ARG:쾌C = SOURCE:ARG:쾌C * (2 + TALENT:ARG:C감도) / 2
ENDIF

;C감각
SOURCE:ARG:쾌C = SOURCE:ARG:쾌C * SOURCE_REVISION1(ABL:ARG:C감각) / 10
SIF FLAG:이상기상 == 1
	TIMES SOURCE:ARG:쾌C , 1.50
LOCAL = SOURCE:ARG:쾌C
;PALAM:욕정을 본다
IF PALAM:ARG:욕정 < PALAMLV:1
	TIMES LOCAL , 0.80
ELSEIF PALAM:ARG:욕정 < PALAMLV:3
	TIMES LOCAL , 1.00
ELSEIF PALAM:ARG:욕정 < PALAMLV:5
	TIMES LOCAL , 1.20
ELSEIF PALAM:ARG:욕정 < PALAMLV:7
	TIMES LOCAL , 1.40
ELSEIF PALAM:ARG:욕정 >= PALAMLV:7
	TIMES LOCAL , 1.60
ENDIF
CUP:ARG:쾌C += LOCAL

LOCAL = SOURCE:ARG:쾌C
;ABL:욕망을 본다
LOCAL = LOCAL * SOURCE_REVISION2(ABL:ARG:욕망) / 100

CUP:ARG:욕정 += LOCAL

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;쾌V의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_쾌V(ARG)
VARSET LOCAL
;V민감과 V둔감은 여기서 처리
IF TALENT:ARG:V감도 == -1 && TALENT:MASTER:V둔감무시
ELSE
SOURCE:ARG:쾌V = SOURCE:ARG:쾌V * (2 + TALENT:ARG:V감도) / 2
ENDIF

;V감각
SOURCE:ARG:쾌V = SOURCE:ARG:쾌V * SOURCE_REVISION1(ABL:ARG:V감각) / 10
SIF FLAG:이상기상 == 2
	TIMES SOURCE:ARG:쾌V , 1.50
;EXP:V경험을 본다
IF EXP:ARG:V경험 < EXPLV:1
	TIMES SOURCE:ARG:쾌V , 0.30
ELSEIF EXP:ARG:V경험 < EXPLV:2
	TIMES SOURCE:ARG:쾌V , 0.50
ELSEIF EXP:ARG:V경험 < EXPLV:3
	TIMES SOURCE:ARG:쾌V , 0.80
ELSEIF EXP:ARG:V경험 < EXPLV:4
	TIMES SOURCE:ARG:쾌V , 1.00
ELSEIF EXP:ARG:V경험 < EXPLV:5
	TIMES SOURCE:ARG:쾌V , 1.20
ELSEIF EXP:ARG:V경험 >= EXPLV:5
	TIMES SOURCE:ARG:쾌V , 1.50
ENDIF

;PALAM:윤활을 본다
IF PALAM:ARG:윤활 < PALAMLV:1
	TIMES SOURCE:ARG:쾌V , 0.10
ELSEIF PALAM:ARG:윤활 < PALAMLV:2
	TIMES SOURCE:ARG:쾌V , 0.30
ELSEIF PALAM:ARG:윤활 < PALAMLV:3
	TIMES SOURCE:ARG:쾌V , 0.40
ELSEIF PALAM:ARG:윤활 < PALAMLV:4
	TIMES SOURCE:ARG:쾌V , 0.75
ELSEIF PALAM:ARG:윤활 < PALAMLV:5
	TIMES SOURCE:ARG:쾌V , 0.90
ELSE
	TIMES SOURCE:ARG:쾌V , 1.00
ENDIF

LOCAL = SOURCE:ARG:쾌V
LOCAL:1 = SOURCE:ARG:쾌V

;PALAM:욕정을 본다
IF PALAM:ARG:욕정 < PALAMLV:1
	TIMES LOCAL , 0.60
ELSEIF PALAM:ARG:욕정 < PALAMLV:3
	TIMES LOCAL , 0.80
ELSEIF PALAM:ARG:욕정 < PALAMLV:5
	TIMES LOCAL , 1.00
ELSEIF PALAM:ARG:욕정 < PALAMLV:7
	TIMES LOCAL , 1.20
ELSEIF PALAM:ARG:욕정 >= PALAMLV:7
	TIMES LOCAL , 1.50
ENDIF

;ABL:욕망을 본다
LOCAL:1 = LOCAL:1 * SOURCE_REVISION2(ABL:ARG:욕망) / 100

;난쟁이 체형
IF TALENT:ARG:체형 < -2
	TIMES LOCAL , 0.80
	TIMES LOCAL:1 , 1.20
ENDIF

CUP:ARG:쾌V += LOCAL
CUP:ARG:욕정 += LOCAL:1

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;쾌A의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_쾌A(ARG)
VARSET LOCAL

;A민감과 A둔감은 여기서 처리
IF TALENT:ARG:A감도 == -1 && TALENT:MASTER:A둔감무시
ELSE
SOURCE:ARG:쾌A = SOURCE:ARG:쾌A * (2 + TALENT:ARG:A감도) / 2
ENDIF
SIF FLAG:이상기상 == 3
	TIMES SOURCE:ARG:쾌A , 1.50
;A감각
SOURCE:ARG:쾌A = SOURCE:ARG:쾌A * SOURCE_REVISION1(ABL:ARG:A감각) / 10
;EXP:A경험을 본다
IF EXP:ARG:A경험 < EXPLV:1
	TIMES SOURCE:ARG:쾌A , 0.30
ELSEIF EXP:ARG:A경험 < EXPLV:2
	TIMES SOURCE:ARG:쾌A , 0.50
ELSEIF EXP:ARG:A경험 < EXPLV:3
	TIMES SOURCE:ARG:쾌A , 0.80
ELSEIF EXP:ARG:A경험 < EXPLV:4
	TIMES SOURCE:ARG:쾌A , 1.00
ELSEIF EXP:ARG:A경험 < EXPLV:5
	TIMES SOURCE:ARG:쾌A , 1.20
ELSEIF EXP:ARG:A경험 >= EXPLV:5
	TIMES SOURCE:ARG:쾌A , 1.50
ENDIF

;PALAM:윤활을 본다
IF PALAM:ARG:윤활 < PALAMLV:1
	TIMES SOURCE:ARG:쾌A , 0.10
ELSEIF PALAM:ARG:윤활 < PALAMLV:2
	TIMES SOURCE:ARG:쾌A , 0.20
ELSEIF PALAM:ARG:윤활 < PALAMLV:3
	TIMES SOURCE:ARG:쾌A , 0.40
ELSEIF PALAM:ARG:윤활 < PALAMLV:4
	TIMES SOURCE:ARG:쾌A , 0.75
ELSEIF PALAM:ARG:윤활 < PALAMLV:5
	TIMES SOURCE:ARG:쾌A , 0.90
ELSE
	TIMES SOURCE:ARG:쾌A , 1.00
ENDIF

LOCAL = SOURCE:ARG:쾌A
LOCAL:1 = SOURCE:ARG:쾌A

;PALAM:욕정을 본다
;쾌A는 너무 PALAM:욕정에서는 차이가 나오지 않는다
IF PALAM:ARG:욕정 < PALAMLV:1
	TIMES LOCAL , 0.90
ELSEIF PALAM:ARG:욕정 < PALAMLV:3
	TIMES LOCAL , 1.00
ELSEIF PALAM:ARG:욕정 < PALAMLV:5
	TIMES LOCAL , 1.10
ELSEIF PALAM:ARG:욕정 < PALAMLV:7
	TIMES LOCAL , 1.20
ELSEIF PALAM:ARG:욕정 >= PALAMLV:7
	TIMES LOCAL , 1.30
ENDIF

;ABL:욕망을 본다
LOCAL:1 = LOCAL:1 * SOURCE_REVISION2(ABL:ARG:욕망) / 100

;난쟁이 체형
IF TALENT:ARG:체형 < -2
	TIMES LOCAL , 0.50
	TIMES LOCAL:1 , 1.50
ENDIF

;쾌A의 소스가 0이상으로 처녀로 정조 관념 때, 굴복의 소스를 3 분의 1으로 한다
IF EXP:ARG:V경험 == 0 && TALENT:ARG:정조 > 0 && SOURCE:ARG:쾌A > 0
	SOURCE:ARG:굴종 /= 3
ENDIF

CUP:ARG:쾌A += LOCAL
CUP:ARG:욕정 += LOCAL:1

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;쾌B의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_쾌B(ARG)
VARSET LOCAL
;B민감과 B둔감은 여기서 처리
IF TALENT:ARG:B감도 == -1 && TALENT:MASTER:B둔감무시
ELSE
SOURCE:ARG:쾌B = SOURCE:ARG:쾌B * (2 + TALENT:ARG:B감도) / 2
ENDIF

;B감각
SOURCE:ARG:쾌B = SOURCE:ARG:쾌B * SOURCE_REVISION1(ABL:ARG:B감각) / 10
SIF FLAG:이상기상 == 4
	TIMES SOURCE:ARG:쾌B , 1.50
LOCAL = SOURCE:ARG:쾌B

;PALAM:욕정을 본다
IF PALAM:ARG:욕정 < PALAMLV:1
	TIMES LOCAL , 0.80
ELSEIF PALAM:ARG:욕정 < PALAMLV:3
	TIMES LOCAL , 1.00
ELSEIF PALAM:ARG:욕정 < PALAMLV:5
	TIMES LOCAL , 1.20
ELSEIF PALAM:ARG:욕정 < PALAMLV:7
	TIMES LOCAL , 1.40
ELSEIF PALAM:ARG:욕정 >= PALAMLV:7
	TIMES LOCAL , 1.60
ENDIF

CUP:ARG:쾌B += LOCAL

LOCAL = SOURCE:ARG:쾌B
;ABL:욕망을 본다
LOCAL = LOCAL * SOURCE_REVISION2(ABL:ARG:욕망) / 100

CUP:ARG:욕정 += LOCAL

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;쾌M의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_쾌M(ARG)
VARSET LOCAL
;M민감과 M둔감은 여기서 처리
IF TALENT:ARG:M감도 == -1 && TALENT:MASTER:M둔감무시
ELSE
SOURCE:ARG:쾌M = SOURCE:ARG:쾌M * (2 + TALENT:ARG:M감도) / 2
ENDIF
SIF FLAG:이상기상 == 5
	TIMES SOURCE:ARG:쾌M , 2.50
;M감각
SOURCE:ARG:쾌M = SOURCE:ARG:쾌M * SOURCE_REVISION1(ABL:ARG:M감각) / 10
;EXP:M경험을 본다
IF EXP:ARG:M경험 < EXPLV:1
	TIMES SOURCE:ARG:쾌M , 0.25
ELSEIF EXP:ARG:M경험 < EXPLV:2
	TIMES SOURCE:ARG:쾌M , 0.50
ELSEIF EXP:ARG:M경험 < EXPLV:3
	TIMES SOURCE:ARG:쾌M , 1.00
ELSEIF EXP:ARG:M경험 < EXPLV:4
	TIMES SOURCE:ARG:쾌M , 2.00
ELSEIF EXP:ARG:M경험 < EXPLV:5
	TIMES SOURCE:ARG:쾌M , 3.00
ELSEIF EXP:ARG:M경험 >= EXPLV:5
	TIMES SOURCE:ARG:쾌M , 5.00
ENDIF

LOCAL = SOURCE:ARG:쾌M
LOCAL:1 = SOURCE:ARG:쾌M

;PALAM:욕정을 본다
IF PALAM:ARG:욕정 < PALAMLV:1
	TIMES LOCAL , 0.60
ELSEIF PALAM:ARG:욕정 < PALAMLV:3
	TIMES LOCAL , 0.80
ELSEIF PALAM:ARG:욕정 < PALAMLV:5
	TIMES LOCAL , 1.00
ELSEIF PALAM:ARG:욕정 < PALAMLV:7
	TIMES LOCAL , 1.20
ELSEIF PALAM:ARG:욕정 >= PALAMLV:7
	TIMES LOCAL , 1.50
ENDIF

;ABL:욕망을 본다
LOCAL:1 = LOCAL:1 * SOURCE_REVISION2(ABL:ARG:욕망) / 100

CUP:ARG:쾌M += LOCAL
CUP:ARG:욕정 += LOCAL:1

;-----------------------------------------------------
;여쾌CVABM
;-----------------------------------------------------
;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;여쾌C의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_여쾌C(ARG)
VARSET LOCAL
;C민감과 C둔감은 여기서 처리
IF TALENT:ARG:C감도 == -1 && TALENT:MASTER:C둔감무시
ELSE
SOURCE:ARG:여쾌C = SOURCE:ARG:여쾌C * (2 + TALENT:PLAYER:C감도) / 2
ENDIF

;C감각
SOURCE:ARG:여쾌C = SOURCE:ARG:여쾌C * SOURCE_REVISION1(ABL:PLAYER:C감각) / 10

LOCAL = SOURCE:ARG:여쾌C

SIF SELECTCOM == 21
	TIMES LOCAL , 1.40

;PALAM:욕정을 본다
IF PALAM:PLAYER:욕정 < PALAMLV:1
	TIMES LOCAL , 0.80
ELSEIF PALAM:PLAYER:욕정 < PALAMLV:3
	TIMES LOCAL , 1.00
ELSEIF PALAM:PLAYER:욕정 < PALAMLV:5
	TIMES LOCAL , 1.20
ELSEIF PALAM:PLAYER:욕정 < PALAMLV:7
	TIMES LOCAL , 1.40
ELSEIF PALAM:PLAYER:욕정 >= PALAMLV:7
	TIMES LOCAL , 1.60
ENDIF
CUP:PLAYER:쾌C += LOCAL
TCVAR:MASTER:4 += GET_REVISION2(LOCAL, 2000, 25000)

LOCAL:1 = SOURCE:ARG:여쾌C
;ABL:욕망을 본다
LOCAL:1 = LOCAL * SOURCE_REVISION2(ABL:PLAYER:욕망) / 100

CUP:PLAYER:욕정 += LOCAL:1

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;여쾌V의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_여쾌V(ARG)
VARSET LOCAL
;V민감과 V둔감은 여기서 처리
IF TALENT:ARG:V감도 == -1 && TALENT:MASTER:V둔감무시
ELSE
SOURCE:ARG:여쾌V = SOURCE:ARG:여쾌V * (2 + TALENT:PLAYER:V감도) / 2
ENDIF

;V감각
SOURCE:ARG:여쾌V = SOURCE:ARG:여쾌V * SOURCE_REVISION1(ABL:PLAYER:V감각) / 10

SIF SELECTCOM == 21
	TIMES SOURCE:ARG:여쾌V , 1.40

;EXP:V경험을 본다
IF EXP:PLAYER:V경험 < EXPLV:1
	TIMES SOURCE:ARG:여쾌V , 0.30
ELSEIF EXP:PLAYER:V경험 < EXPLV:2
	TIMES SOURCE:ARG:여쾌V , 0.50
ELSEIF EXP:PLAYER:V경험 < EXPLV:3
	TIMES SOURCE:ARG:여쾌V , 0.80
ELSEIF EXP:PLAYER:V경험 < EXPLV:4
	TIMES SOURCE:ARG:여쾌V , 1.00
ELSEIF EXP:PLAYER:V경험 < EXPLV:5
	TIMES SOURCE:ARG:여쾌V , 1.20
ELSEIF EXP:PLAYER:V경험 >= EXPLV:5
	TIMES SOURCE:ARG:여쾌V , 1.50
ENDIF

;PALAM:윤활을 본다
IF PALAM:PLAYER:윤활 < PALAMLV:1
	TIMES SOURCE:ARG:여쾌V , 0.10
ELSEIF PALAM:PLAYER:윤활 < PALAMLV:2
	TIMES SOURCE:ARG:여쾌V , 0.40
ELSEIF PALAM:PLAYER:윤활 < PALAMLV:3
	TIMES SOURCE:ARG:여쾌V , 0.60
ELSEIF PALAM:PLAYER:윤활 < PALAMLV:4
	TIMES SOURCE:ARG:여쾌V , 0.80
ELSEIF PALAM:PLAYER:윤활 >= PALAMLV:4
	TIMES SOURCE:ARG:여쾌V , 1.00
ENDIF

LOCAL = SOURCE:ARG:여쾌V
LOCAL:1 = SOURCE:ARG:여쾌V

;PALAM:욕정을 본다
IF PALAM:PLAYER:욕정 < PALAMLV:1
	TIMES LOCAL , 0.60
ELSEIF PALAM:PLAYER:욕정 < PALAMLV:3
	TIMES LOCAL , 0.80
ELSEIF PALAM:PLAYER:욕정 < PALAMLV:5
	TIMES LOCAL , 1.00
ELSEIF PALAM:PLAYER:욕정 < PALAMLV:7
	TIMES LOCAL , 1.20
ELSEIF PALAM:PLAYER:욕정 >= PALAMLV:7
	TIMES LOCAL , 1.50
ENDIF

;ABL:욕망을 본다
LOCAL:1 = LOCAL:1 * SOURCE_REVISION2(ABL:PLAYER:욕망) / 100

;난쟁이 체형
IF TALENT:PLAYER:체형 < -2
	TIMES LOCAL , 0.80
	TIMES LOCAL:1 , 1.20
ENDIF
TCVAR:MASTER:4 += GET_REVISION2(LOCAL, 1000, 30000)
CUP:PLAYER:쾌V += LOCAL
CUP:PLAYER:욕정 += LOCAL:1

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;여쾌A의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_여쾌A(ARG)
VARSET LOCAL

;A민감과 A둔감은 여기서 처리
IF TALENT:ARG:A감도 == -1 && TALENT:MASTER:A둔감무시
ELSE
SOURCE:ARG:여쾌A = SOURCE:ARG:여쾌A * (2 + TALENT:PLAYER:A감도) / 2
ENDIF

;A감각
SOURCE:ARG:여쾌A = SOURCE:ARG:여쾌A * SOURCE_REVISION1(ABL:PLAYER:A감각) / 10

SIF SELECTCOM == 21
	TIMES SOURCE:ARG:여쾌A , 1.40
;EXP:A경험을 본다
IF EXP:PLAYER:A경험 < EXPLV:1
	TIMES SOURCE:ARG:여쾌A , 0.30
ELSEIF EXP:PLAYER:A경험 < EXPLV:2
	TIMES SOURCE:ARG:여쾌A , 0.50
ELSEIF EXP:PLAYER:A경험 < EXPLV:3
	TIMES SOURCE:ARG:여쾌A , 0.80
ELSEIF EXP:PLAYER:A경험 < EXPLV:4
	TIMES SOURCE:ARG:여쾌A , 1.00
ELSEIF EXP:PLAYER:A경험 < EXPLV:5
	TIMES SOURCE:ARG:여쾌A , 1.20
ELSEIF EXP:PLAYER:A경험 >= EXPLV:5
	TIMES SOURCE:ARG:여쾌A , 1.50
ENDIF

;PALAM:윤활을 본다
IF PALAM:PLAYER:윤활 < PALAMLV:1
	TIMES SOURCE:ARG:여쾌A , 0.40
ELSEIF PALAM:PLAYER:윤활 < PALAMLV:2
	TIMES SOURCE:ARG:여쾌A , 0.60
ELSEIF PALAM:PLAYER:윤활 < PALAMLV:3
	TIMES SOURCE:ARG:여쾌A , 0.80
ELSEIF PALAM:PLAYER:윤활 < PALAMLV:4
	TIMES SOURCE:ARG:여쾌A , 0.90
ELSEIF PALAM:PLAYER:윤활 >= PALAMLV:4
	TIMES SOURCE:ARG:여쾌A , 1.00
ENDIF

LOCAL = SOURCE:ARG:여쾌A
LOCAL:1 = SOURCE:ARG:여쾌A

;PALAM:욕정을 본다
;쾌A는 너무 PALAM:욕정에서는 차이가 나오지 않는다
IF PALAM:PLAYER:욕정 < PALAMLV:1
	TIMES LOCAL , 0.90
ELSEIF PALAM:PLAYER:욕정 < PALAMLV:3
	TIMES LOCAL , 1.00
ELSEIF PALAM:PLAYER:욕정 < PALAMLV:5
	TIMES LOCAL , 1.10
ELSEIF PALAM:PLAYER:욕정 < PALAMLV:7
	TIMES LOCAL , 1.20
ELSEIF PALAM:PLAYER:욕정 >= PALAMLV:7
	TIMES LOCAL , 1.30
ENDIF

;ABL:욕망을 본다
LOCAL:1 = LOCAL:1 * SOURCE_REVISION2(ABL:PLAYER:욕망) / 100

;난쟁이 체형
IF TALENT:PLAYER:체형 < -2
	TIMES LOCAL , 0.50
	TIMES LOCAL:1 , 1.50
ENDIF

TCVAR:MASTER:4 += GET_REVISION2(LOCAL, 2000, 30000)
CUP:PLAYER:쾌A += LOCAL
CUP:PLAYER:욕정 += LOCAL:1

;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;여쾌B의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_여쾌B(ARG)
VARSET LOCAL
;B민감과 B둔감은 여기서 처리
IF TALENT:ARG:B감도 == -1 && TALENT:MASTER:B둔감무시
ELSE
SOURCE:ARG:여쾌B = SOURCE:ARG:여쾌B * (2 + TALENT:PLAYER:B감도) / 2
ENDIF

;B감각
SOURCE:ARG:여쾌B = SOURCE:ARG:여쾌B * SOURCE_REVISION1(ABL:PLAYER:B감각) / 10

LOCAL = SOURCE:ARG:여쾌B

SIF SELECTCOM == 21
	TIMES LOCAL , 1.40

;PALAM:욕정을 본다
IF PALAM:PLAYER:욕정 < PALAMLV:1
	TIMES LOCAL , 0.80
ELSEIF PALAM:PLAYER:욕정 < PALAMLV:3
	TIMES LOCAL , 1.00
ELSEIF PALAM:PLAYER:욕정 < PALAMLV:5
	TIMES LOCAL , 1.20
ELSEIF PALAM:PLAYER:욕정 < PALAMLV:7
	TIMES LOCAL , 1.40
ELSEIF PALAM:PLAYER:욕정 >= PALAMLV:7
	TIMES LOCAL , 1.60
ENDIF
LOCAL = SOURCE:ARG:여쾌B
;ABL:욕망을 본다
LOCAL = LOCAL * SOURCE_REVISION2(ABL:PLAYER:욕망) / 100

TCVAR:MASTER:4 += GET_REVISION2(LOCAL, 800, 30000)
CUP:PLAYER:쾌B += LOCAL
CUP:PLAYER:욕정 += LOCAL
;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;여쾌M의 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_여쾌M(ARG)
VARSET LOCAL
;M민감과 M둔감은 여기서 처리
IF TALENT:ARG:M감도 == -1 && TALENT:MASTER:M둔감무시
ELSE
SOURCE:ARG:여쾌M = SOURCE:ARG:여쾌M * (2 + TALENT:PLAYER:M감도) / 2
ENDIF

;M감각
SOURCE:ARG:여쾌M = SOURCE:ARG:여쾌M * SOURCE_REVISION1(ABL:PLAYER:M감각) / 10

SIF SELECTCOM == 21
	TIMES SOURCE:ARG:여쾌M , 1.40

;EXP:M경험을 본다
IF EXP:PLAYER:M경험 < EXPLV:1
	TIMES SOURCE:ARG:여쾌M , 0.30
ELSEIF EXP:PLAYER:M경험 < EXPLV:2
	TIMES SOURCE:ARG:여쾌M , 0.50
ELSEIF EXP:PLAYER:M경험 < EXPLV:3
	TIMES SOURCE:ARG:여쾌M , 0.80
ELSEIF EXP:PLAYER:M경험 < EXPLV:4
	TIMES SOURCE:ARG:여쾌M , 1.00
ELSEIF EXP:PLAYER:M경험 < EXPLV:5
	TIMES SOURCE:ARG:여쾌M , 1.20
ELSEIF EXP:PLAYER:M경험 >= EXPLV:5
	TIMES SOURCE:ARG:여쾌M , 1.50
ENDIF

LOCAL = SOURCE:ARG:여쾌M
LOCAL:1 = SOURCE:ARG:여쾌M

;PALAM:욕정을 본다
IF PALAM:PLAYER:욕정 < PALAMLV:1
	TIMES LOCAL , 0.60
ELSEIF PALAM:PLAYER:욕정 < PALAMLV:3
	TIMES LOCAL , 0.80
ELSEIF PALAM:PLAYER:욕정 < PALAMLV:5
	TIMES LOCAL , 1.00
ELSEIF PALAM:PLAYER:욕정 < PALAMLV:7
	TIMES LOCAL , 1.20
ELSEIF PALAM:PLAYER:욕정 >= PALAMLV:7
	TIMES LOCAL , 1.50
ENDIF

;ABL:욕망을 본다
LOCAL:1 = LOCAL:1 * SOURCE_REVISION2(ABL:PLAYER:욕망) / 100

;난쟁이 체형
IF TALENT:PLAYER:체형 < -2
	TIMES LOCAL , 0.80
	TIMES LOCAL:1 , 1.20
ENDIF
TCVAR:MASTER:4 += GET_REVISION2(LOCAL, 500, 20000)
CUP:PLAYER:쾌M += LOCAL
CUP:PLAYER:욕정 += LOCAL:1
;FileName_SOURCE1.ERB ------------------------------ Rev1. 00
;그 외계 소스 처리
;CALL		USER
;ARG		캐릭터 NO
;RETURN		VOID
;COMMENT
;-----------------------------------------------------------
@SOURCE_CVAB_EXTRA(ARG)
VARSET LOCAL
;-------------------------------------------------
;기력 0에 의한 상하의 처리(쾌락계)
;-------------------------------------------------
;IF BASE:ARG:기력 <= 0
;	;UP:0, 1,2,3은 절정에 관련되므로 먼저 처리되어 있다
;	CUP:ARG:쾌C /= 2
;	CUP:ARG:쾌V /= 2
;	CUP:ARG:쾌A /= 2
;	CUP:ARG:쾌B /= 2
;	CUP:ARG:쾌M /= 2
;ENDIF
;-------------------------------------------------
;궁합에 의한 상하의 처리(쾌락계)
;-------------------------------------------------
IF RELATION:ARG:R != 0
	CUP:ARG:쾌C *= RELATION:ARG:R
	CUP:ARG:쾌C /= 100
	CUP:ARG:쾌V *= RELATION:ARG:R
	CUP:ARG:쾌V /= 100
	CUP:ARG:쾌A *= RELATION:ARG:R
	CUP:ARG:쾌A /= 100
	CUP:ARG:쾌B *= RELATION:ARG:R
	CUP:ARG:쾌B /= 100
	CUP:ARG:쾌M *= RELATION:ARG:R
	CUP:ARG:쾌M /= 100
ENDIF
;-------------------------------------------------
;쾌감에 부정은, 쾌소스의 수치에 응해, 억울증가(음란해 무효)
;-------------------------------------------------
SIF TALENT:ARG:쾌감응답 < 0 && !TALENT:ARG:음란
	SOURCE:ARG:울굴 += (CUP:ARG:쾌C + CUP:ARG:쾌V + CUP:ARG:쾌A + CUP:ARG:쾌B)/10

;-------------------------------------------------
;소질등에 의한 상하의 처리(쾌락계)
;-------------------------------------------------
;미약
IF TCVAR:ARG:춘약 || TCVAR:ARG:발정
	TIMES CUP:ARG:쾌C , 1.30
	TIMES CUP:ARG:쾌V , 1.30
	TIMES CUP:ARG:쾌A , 1.30
	TIMES CUP:ARG:쾌B , 1.30
	TIMES CUP:ARG:쾌M , 1.30
ENDIF
	;이뇨제
IF TCVAR:ARG:이뇨제
	TIMES CUP:ARG:쾌C , 0.70
	TIMES CUP:ARG:쾌V , 0.70
	TIMES CUP:ARG:쾌A , 0.70
	TIMES CUP:ARG:쾌B , 0.70
	TIMES CUP:ARG:쾌M , 0.70
ENDIF
;-------------------------------------------------
;수면중의 상하의 처리(쾌락계)
;-------------------------------------------------
	;수면
IF CFLAG:ARG:수면
	TIMES CUP:ARG:쾌C , 0.50
	TIMES CUP:ARG:쾌V , 0.50
	TIMES CUP:ARG:쾌A , 0.50
	TIMES CUP:ARG:쾌B , 0.50
	TIMES CUP:ARG:쾌M , 0.50
ENDIF
;-------------------------------------------------
;함락 소질
;-------------------------------------------------
;음란
IF TALENT:ARG:음란
	TIMES CUP:ARG:쾌C , 1.20
	TIMES CUP:ARG:쾌V , 1.20
	TIMES CUP:ARG:쾌A , 1.20
	TIMES CUP:ARG:쾌B , 1.20
	TIMES CUP:ARG:쾌M , 1.10
ENDIF
;-------------------------------------------------
;소질
;-------------------------------------------------
;자제심
IF TALENT:ARG:자제심
	TIMES CUP:ARG:쾌C , 0.70
	TIMES CUP:ARG:쾌V , 0.90
	TIMES CUP:ARG:쾌A , 1.00
	TIMES CUP:ARG:쾌B , 0.70
	TIMES CUP:ARG:쾌M , 1.10
ENDIF
	;즉각함락
IF TALENT:ARG:즉각함락
	TIMES CUP:ARG:쾌C , 2.00
	TIMES CUP:ARG:쾌V , 2.00
	TIMES CUP:ARG:쾌A , 2.00
	TIMES CUP:ARG:쾌B , 2.00
	TIMES CUP:ARG:쾌M , 1.80
ENDIF
;자위중독
SIF TALENT:ARG:자위중독
	TIMES CUP:ARG:쾌C , 1.20
;음호
SIF TALENT:ARG:음호
	TIMES CUP:ARG:쾌V , 1.20
;항문광
SIF TALENT:ARG:항문광
	TIMES CUP:ARG:쾌A , 1.20
;음유
SIF TALENT:ARG:음유
	TIMES CUP:ARG:쾌B , 1.20
	;남자
IF !(TALENT:ARG:2 & 1)
	TIMES CUP:ARG:쾌A , 1.30
SIF TALENT:ARG:키스마
	TIMES CUP:ARG:쾌M , 1.30
ENDIF
;-------------------------------------------------
;커맨드
;-------------------------------------------------
;커맨드 보정
CUP:ARG:쾌C = CUP:ARG:쾌C * (100 + TCVAR:ARG:커맨드C보정) / 100
CUP:ARG:쾌V = CUP:ARG:쾌V * (100 + TCVAR:ARG:커맨드V보정) / 100
CUP:ARG:쾌A = CUP:ARG:쾌A * (100 + TCVAR:ARG:커맨드A보정) / 100
CUP:ARG:쾌B = CUP:ARG:쾌B * (100 + TCVAR:ARG:커맨드B보정) / 100
CUP:ARG:쾌M = CUP:ARG:쾌M * (100 + TCVAR:ARG:커맨드M보정) / 100

;-------------------------------------------------
;난이도에 의한 상하의 처리(쾌락계)
;-------------------------------------------------
CUP:ARG:쾌C = CUP:ARG:쾌C * (16 - 4 * FLAG:4) / 10
CUP:ARG:쾌V = CUP:ARG:쾌V * (16 - 4 * FLAG:4) / 10
CUP:ARG:쾌A = CUP:ARG:쾌A * (16 - 4 * FLAG:4) / 10
CUP:ARG:쾌B = CUP:ARG:쾌B * (16 - 4 * FLAG:4) / 10
CUP:ARG:쾌M = CUP:ARG:쾌M * (16 - 4 * FLAG:4) / 10
;-------------------------------------------------
;애액 처리
;-------------------------------------------------
LOCAL:1 = CUP:ARG:쾌C + CUP:ARG:쾌V + CUP:ARG:쾌A + CUP:ARG:쾌B + CUP:ARG:쾌M
;쾌C＋쾌V＋쾌A＋쾌B가 합해 100이상 상승이라면 그20%의 액체의 소스가 더해진다(남자는 안 돼)
IF LOCAL:1 > 100
	;젖기 쉬우면 젖기 어려운은 여기서 처리
	LOCAL:1 = LOCAL:1 * (10 + 5 * TALENT:ARG:젖기쉬움) / 10
	SOURCE:ARG:액체 += LOCAL:1 / 5
ENDIF