code:
package classes.Scenes.Places.MothCave
{
	import classes.*;
	import classes.BodyParts.*;
	import classes.internals.*;
	import classes.GlobalFlags.kFLAGS;
	import classes.Items.WeaponLib;
	import classes.Scenes.Combat.CombatAbility;

	public class Outsider extends Monster {

		private var timesWaited:int = 0;
		private var turnsPassed:int = 0;
		private var attacked:Boolean = false;
		private var dmg:int = 0;

		override public function defeated(hpVictory:Boolean):void {
			game.mothCave.doloresScene.doloresSummoningWin();
		}

		override public function won(hpVictory:Boolean, pcCameWorms:Boolean = false):void {
			game.mothCave.doloresScene.doloresSummoningLose();
		}

		override public function react(context:int):Boolean{
            switch(context){
				case CON_TURNSTART:
					this.tookAction = true; //Never does anything but react

					//Counts up until the fourth turn
					turnsPassed++;
					if (turnsPassed == 3 && game.player.HP > 0) {
						this.HP = 0;
					}

					//So that waiting gets the other one
					if (flags[kFLAGS.IN_COMBAT_USE_PLAYER_WAITED_FLAG] == 1) {
						switch(++timesWaited){
							case 1:
								outputText("You do nothing, and neither does the creature.");
								break;
							case 2:
								outputText("You take a moment to simply stare at it. Its sheer incomprehensibility, its otherworldliness is almost beautiful, in a way. Maybe... maybe this is what Dolores meant. But before you have much time to consider that, a ripple passes over its surface, breaking the spell and reminding you of your situation. You grit your teeth and raise your [weapon].");
								break;
							case 3:
								outputText("As you look at the being, it almost seems like it's looking back at you, observing you in the same way you are it. Could it be that this thing is just as confused as you are? It would make sense, given how alien it is.");
								break;
						}
						return false;
					}

					if (game.combat.currAbilityUsed == null) return true;
					if (game.combat.currAbilityUsed.isSelf || game.combat.currAbilityUsed.range == RANGE_SELF) return true;
					if (player.hasStatusEffect(StatusEffects.CounterAB)) return true;

					//Hostile actions make you take 55% of your initial health after the first time
					if (attacked) {
						outputText("This time, before your attack can even land, there's suddenly a inky black tendril in front of you, and it's all you can do to dodge out of its way. However, even passing close to it [i: burns] you, as if your skin is being flayed from your flesh. You roll away, and the pain quickly fades to a dull ache, but you've lost much of the sensation in your shoulder. The tentacle pulls back, but you're now wary of the damage this thing can inflict.");
						player.takeDamage(dmg);
					} else {
						if (game.combat.currAbilityUsed.isMagic()) outputText("When you cast your spell, instead of the intended effect, the magic kind of pools up around the orb, never quite touching it. It's almost as if they were oil and water. After a few moments, a small hole opens up in the being's surface, and the energy is sucked into it. It rumbles for a moment, then stays still, apparently having absorbed your spell.");
						else if (game.combat.currAbilityUsed.range == RANGE_RANGED) outputText("Your projectile sails straight through the orb, and when it shows no signs of damage, you begin to despair. However, after a moment, it starts to shake a bit, and a roughly tunnel-shaped portion of its interior bulges inside of it. It seems that even just passing through the being has caused some sort of effect, but the gash quickly closes up, so you don't know if you've actually accomplished anything.");
						else if (game.combat.currAbilityUsed.abilityType == CombatAbility.PHYSICAL) outputText("As you close in for an attack, the orb suddenly shifts closer to you, and you swing your [weapon] by reflex, finding a surprising lack of resistance in the thing's smoky body. However, when your " + (game.player.weapon == WeaponLib.FISTS ? "hand" : "weapon") + " has passed almost all the way through the being, it locks in place, as if set in stone. Try as you might, you can't seem to wrench it free, but suddenly, you feel a soft pressure coming from the end. Slowly, your " + (game.player.weapon == WeaponLib.FISTS ? "fist" : "[weapon]") + " is pushed out in a straight line, as if it were just a splinter being extracted. When it finally pops out, you stumble backwards, panting.");
						else return true;
						dmg = player.HP * .55;
						attacked = true;
					}

					return false;
					break;
				case CON_BEFOREATTACKED:
					if (attacked) {
						outputText("This time, before your attack can even land, there's suddenly a inky black tendril in front of you, and it's all you can do to dodge out of its way. However, even passing close to it [i: burns] you, as if your skin is being flayed from your flesh. You roll away, and the pain quickly fades to a dull ache, but you've lost much of the sensation in your shoulder. The tentacle pulls back, but you're now wary of the damage this thing can inflict.");
						player.takeDamage(dmg);
					} else {
						outputText("You bring your [weapon] down on the orb, but are shocked to find no resistance to your attack. However, when your " + (game.player.weapon == WeaponLib.FISTS ? "hand" : "weapon") + " has passed almost all the way through the being, it locks in place, as if set in stone. Try as you might, you can't seem to wrench it free, but suddenly, you feel a soft pressure coming from the end. Slowly, your " + (game.player.weapon == WeaponLib.FISTS ? "fist" : "[weapon]") + " is pushed out in a straight line, as if it were just a splinter being extracted. When it finally pops out, you stumble backwards, panting.");
						dmg = player.HP * .55;
						attacked = true;
					}
					return false;
			}
			return true;
		}

		public function Outsider()
		{
			this.a = "the ";
			this.short = "outsider";
			this.pronoun2 = "it";
			this.imageName = "outsider";
			this.long = "You are facing off against... something. It is an amorphous blob roughly " + (flags[kFLAGS.USE_METRICS] > 0 ? "a meter and a half" : "5 feet") + " across at rest, although it frequently shifts and morphs into a myriad of shapes. You can't ascribe any particular color to it, as it's more like light cannot even touch it, and even looking at it too long makes your head start to hurt. Even now, it moves slightly, and the world seems to fluctuate around it, the rules of reality bending in its presence.";
			createBreastRow(0);
			this.ass.analLooseness = Ass.LOOSENESS_TIGHT;
			this.ass.analWetness = Ass.WETNESS_NORMAL;
			this.tallness = 60;
			this.hips.rating = Hips.RATING_SLENDER;
			this.butt.rating = Butt.RATING_AVERAGE;
			this.initedGenitals = true;
			initStrTouSpeInte(999, 999, 999, 999);
			initLibSensCor(0, 0, 0);
			this.weaponName = "strange tendril";
			this.weaponVerb = "strikes";
			this.fatigue = 0;
			this.weaponAttack = 0;
			this.armorName = "inky mist";
			this.armorDef = 99;
			this.bonusHP = 996466;
			this.lust = 0;
			this.lustVuln = .01;
			this.temperment = TEMPERMENT_LUSTY_GRAPPLES;
			this.level = 99;
			this.createPerk(PerkLib.BleedImmune, 0, 0, 0, 0);
			this.createStatusEffect(StatusEffects.GenericRunDisabled, 0, 0, 0, 0);
			this.additionalXP = 0;
			this.drop = new WeightedDrop();
			checkMonster();

		}

	}

}

license: unknown


code:
package classes.Scenes.Places.Owca
{
	import classes.*;
	import classes.BodyParts.*;
	import classes.BodyParts.Hips;

	public class Farmers extends Monster
	{

		override protected function performCombatAction():void
		{
			createStatusEffect(StatusEffects.Attacks,4,0,0,0);
			eAttack();

		}

		override public function defeated(hpVictory:Boolean):void
		{
			game.owca.beatUpOwca();
		}

		override public function won(hpVictory:Boolean, pcCameWorms:Boolean = false):void
		{
			game.owca.loseToOwca();
		}

		public function Farmers()
		{
			this.a = "the ";
			this.short = "farmers";
			this.imageName = "farmers";
			this.long = "This is a group of thirty angry villagers, almost all human-looking but for the tiny horn-like protrusions growing from their heads and the white fuzz that almost passes off as hair.  They are all armed with pitchforks or other crude farming tools they use in their everyday task.  Rebecc is staring from behind them with horrified eyes at the combat, paralyzed by the sudden turn of events.";
			this.race = "Humans?";
			this.plural = true;
			this.pronoun1 = "they";
			this.pronoun2 = "them";
			this.pronoun3 = "their";
			this.createCock(9,2,CockTypesEnum.HUMAN);
			this.balls = 2;
			this.ballSize = 1;
			this.cumMultiplier = 3;
			// this.hoursSinceCum = 0;
			this.createVagina(false, Vagina.WETNESS_SLICK, Vagina.LOOSENESS_LOOSE);
			createBreastRow(Appearance.breastCupInverse("A"));
			this.ass.analLooseness = Ass.LOOSENESS_STRETCHED;
			this.ass.analWetness = Ass.WETNESS_SLIME_DROOLING;
			this.tallness = rand(8) + 70;
			this.hips.rating = Hips.RATING_AMPLE+2;
			this.butt.rating = Butt.RATING_LARGE;
			this.skin.tone = "red";
			this.hair.color = "black";
			this.hair.length = 15;
			initStrTouSpeInte(40, 50, 99, 99);
			initLibSensCor(35, 35, 20);
			this.weaponName = "pitchforks";
			this.weaponVerb="stab";
			this.armorName = "chitin";
			this.bonusHP = 500;
			this.lustVuln = 0;
			this.temperment = TEMPERMENT_LOVE_GRAPPLES;
			this.level = 10;
			this.gems = rand(25) +40;
			this.horns.type = Horns.DEMON;
			this.horns.value = 2;
			this.tail.type = Tail.DEMONIC;
			this.drop = NO_DROP;
			checkMonster();
		}

	}

}