\
$daycareName is a humble, four-room building. It isn't anything flashy, despite your grandma's (supposedly) large fortune. The daycare has a main room, a bathroom, an office and a storeroom.
Click the buttons below to learn more about each room.\
<div class="table-container">\
<table class="responsive-table" style="text-align:center; vertical-align:middle;">\
<tr>\
<td width="50%"><<button [[The Main Room|DescriptionMainRoom]]>><</button>></td>\
<td width="50%"><<button [[The Bathroom|DescriptionBathroom]]>><</button>></td>\
</tr>\
<tr>\
<td><<button [[The Office|DescriptionOffice]]>><</button>></td>\
<td><<button [[The Storeroom|DescriptionStoreroom]]>><</button>></td>\
</tr>\
<tr>\
<td colspan="2" style="padding-top: 3%;"><<if hasVisited("Daycare Description") || $introSkip>>@@.half-width;<<button [[Go Back|$return]]>><</button>>@@<<else>>@@.half-width;<<button [[I've seen enough|Week 1 Start 3]]>><</button>>@@<</if>></td>
</tr>\
</table>\
</div>\
<img src="media/floorplan.png">
<a href="media/floorplan.png">(Click to make bigger on mobile)</a>\
''The Main Daycare Room''. The main daycare room is divided by a (human) chest-high wall. It has a two-stage gate, similar to the front door; this means that for someone to go into the play area or back out, they need to pass through two gates that should never be open at the same time. Stepping into the "box," closing the gate behind you, and then opening the second gate means there's (almost) no chance of a Fluffy getting where they aren't supposed to be.
As mentioned, the room is divided into two sections: a waiting/reception area and the boarding area where a Fluffy will spend almost all their time at $daycareName.
Inside the boarding (or "play") area, there are a few items to help the Fluffy feel comfortable. There is a (stain-resistant) circular rug, a litterbox, and a separate food area that's purposefully as far away from fecal contamination as possible. In that food area there is a circular bowl that can't be knocked over, and a larger hamster-style water tank with a spout that a Fluffy can use to get water. This tank is mounted to the wall, partially due to it being hooked up to the water pipes.
All doors at $daycareName Daycare are sliding, rather than swinging; it only takes one lapse of concentration for a Fluffy to be crushed behind a door.
[[Your Office|DescriptionOffice]] is adjacent to the play area, with a window that can look out and see what's going on. The Fluffy, thankfully, is not tall enough to see //you// when you're sitting at your desk. However, there /is/ a sill that's attached to the window; you could picture a Fluffy perched up there, looking at the forested area outside.
<<button [[Go Back|Daycare Description]]>><</button>>\
''The Bathroom''. This is a simple bathroom for humans, containing a toilet, sink, and shower stall. It also has a larger industrial sink, commonly found at pet grooming businesses, where you can place a Fluffy and use a handheld showerhead to wash them off. There is also a soap dispenser, and notably a carabiner with a waterproofed lead attached to it - if Fluffies visiting you have a collar, you clip them here to keep them from jumping out. The entire room looks like it's designed to be hosed down to clean.
The grooming sink also has a fold-down surface, which rests on the edges; you figure it could be used for a medical examination bench, or if you're feeling particularly //done//, used as a way to shut the Fluffy inside the sink.
<<button [[Go Back|Daycare Description]]>><</button>>\
''The Office''. This room gives you a place to sit and do administrative work, but it also houses a number of supplies. You expect carpet, but then correct yourself quickly: anything fabric will involve deep cleaning, or risking some baked-in smells.
There is a simple desk, wall-mounted shelf and loveseat couch for napping. You have a laptop and a couple books on Fluffy Health and Behavior on your desk. Beside your desk, there's a window that (unfortunately) looks out into the back alley of the business area that your daycare is located in. Can't win 'em all.
<<button [[Go Back|Daycare Description]]>><</button>>\
''The Storeroom''. This is a small closet with wall-to-ceiling shelving. <<if hasVisited("Daycare Description") is false>>They aren't full, but there are spare cans of "Farmer's Bestest" Sketti, and a half-sack of kibble that you will probably need to feed your first guest. You make a mental note for yourself to spend some <<biz>>resources<</biz>> to get more soon.<<else>>All the kibble, Sketti and other <<biz>>resources<</biz>> you have sit on the shelves, conveniently away from "Fluffy height."<</if>> There is a small stepstool on one of the lower shelves, presumably to keep you from tripping over it when you enter the room. Space is at a premium here.
<<button [[Go Back|Daycare Description]]>><</button>>Now that you've met your Fluffy for the week, you thought you might pop over to FluffMart to prepare for the week. You can spend <<biz>>Business Resources<</biz>> to improve $daycareName Daycare, or stock up on supplies that might make your week easier. Just be careful to not run out of resources!
<<button [[Visit Fluffmart|FluffMart]]>><</button>><h2>Items for sale:</h2>
<<nobr>><div class="shopping-interface">
<<for _item, _amount range $shopInv.table>>
<<buylink _item _amount>>
<</for>>
<<set $soldOut to $soldOut || []>>
<<for _item range $soldOut>>
<<if !$shopInv.table.hasOwnProperty(_item)>>
<<buylink _item 0>>
<</if>>
<</for>>
</div><</nobr>>
[[Go back|Fluffmart 00]]You ran out of <<biz>>Business Resources<</biz>> and sadly the $daycareName Daycare had to close. As a result, you also don't get to enjoy your grandma's inheritence.
That's how it be on this bitch of an Earth.
<iframe width="560" height="315" src="https://www.youtube-nocookie.com/embed/QGMJ6nbK8JM?si=5Ooi4Dt9ClQCQ1WG" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe><<silent>><<set $firstLoad>><</silent>>\
Through a series of mishaps involving an extensive legal battle, your dear old grandma has left you a sizeable amount of money in her will. However, she was a particular fan of Fluffy Ponies, and left some very specific terms to how you can claim it. It's up to you to seize the opportunity.
\
/* <aside class="note">This is currently a demo version, which has one functional "week"; it will have a three-step Major Event, with two Minor Events. The goal for this project is to have enough Major and Minor events to furnish multiple weeks.</aside> */
\
<label><<checkbox "$introSkip" false true autocheck>> Skip intro? (Will put you in Week 1 intro immediately)</label>
<label><<checkbox "$spoilers" true false autocheck>> Hide stats? (hides stats and "Results" dialogs; game will be much harder)</label>
Quick tutorial notes:
* Any <<cycle "_linkExample">><<option hyperlinks "hyperlinks">><<option links "links">><<option "blue links" "blue links">><</cycle>> can be clicked on to cycle their options or reveal text. Leaving the page will lock the variable (if it's a link that cycles choices).
* Fluffy dialog will appear in the color of their skin.
* Any buttons (see below) will take you to different pages or sections.
* The sidebar will have stats and helpful links.
* The source code for this game can be found [[here|https://gitlab.com/Recent6284/run-the-daycare]].
@@#continuebutton;<<button "Continue <<arrowIcon>>">>
<<if $introSkip>>
<<replace "#continuebutton" t8n>>\
<h3>Player Setup</h3>\
<table style="width: 55%"><tr><td style="width:25%">Your First Name</td><td style="width:45%"><<textbox "$playerName" "John">></td></tr>
<tr><td>Player Gender</td><td><<listbox "$playerGender" autoselect>><<option "Male" "male">><<option "Female" "female">><</listbox>></td></tr>
<tr><td>Daycare Name</td><td><<textbox "$daycareName" "Sunshine">></td></tr>
</table>\
Instructions:
<ul>
<li>Put your first name in the first box</li>
<li>Choose your gender in the second box (it mostly just influences whether you're called "mummeh" or "daddeh")</li>
<li>Put your daycare name in the third box (the format will be "[What you put in] Daycare")</li>
</ul>
<<button [[Lock In|Week Start]]>><<set $currentWeek to 1>><<set $hasMoney to "true">><</button>>
<</replace>>
<<else>>
<<goto [[Will Conditions]]>>
<</if>><</button>>\
As you scanned the aged piece of paper, the will's conditions became apparent: @@opacity: 0.25;(press Space to skip).@@
<<type 20ms start 2s skipkey " ">>\
<hr>\
//My dearest <<textbox "$playerName" "John">>,
You were always my favorite <<cycle "$playerGender">><<option grandson "male">><<option granddaughter "female">><</cycle>>, and I've always seen how good you are to the people around you. I want to make sure that my money is going to the best possible person, and I think the way we treat those less fortunate than us is the best marker of that.
You know that I enjoy giving to those in need, so I've set you up with a bit of a test. You'll be taking over the <<textbox "$daycareName" "Sunshine">> Daycare for me. I've spent a lot of time there, and I've found it immensely rewarding for both our Fluffy friends and myself.
From the commencement of this test, which will begin in the next calendar week, you will be assessed regularly as to how you are maintaining the facilities and taking care of your charges. Should you succeed to last ''one month'' without any Fluffy deaths or the business closing, I'll know that I've made the right choice with my estate.
I've left some notes to help get you started. Should you accept, let the executor know.
Love, grandma.
<hr><</type>>\
\
@@#willdone;@@\
\
<<one ":typingcomplete">>\
<<timed 2s t8n>><<replace "#willdone" t8n>>
Well, that's that, I guess.
Because the housing market sucks and you weren't really sure what else you were going to do with your life, you're decided to take the old bat up on the offer. What's the worst that could happen, right?
<<button [[Let's get you set up. |Game Intro]]>><</button>><</replace>><</timed>><</one>>\
You are ''$playerName'', and you're a <<if $playerGender is "male">>dude<<else>>lady<</if>> about to take over your new business, the $daycareName Daycare.
Your schedule at the daycare will be pretty standard:
On ''Sunday'', you'll receive a new Fluffy client.
\
On ''Monday'' through ''Friday'', you will take care of the Fluffy. The choices you make will influence three specific statistics: the Fluffy's <<hel>>''Health (HEL)''<</hel>>, the Fluffy's <<hap>>''Happiness (HAP)''<</hap>>, and <<biz>>''$daycareName's Resources (BIZ)''<</biz>>. There will be a mix of ''Major'' and ''Minor'' events; some Fluffies will be complicated: others, notsomuch.
On ''Saturday'', the client will come by to pick up their Fluffy. Succeeding or failing will have to do with the client's initial request. Some may just be boarding their Fluffy; some may reward you for a significant mood improvement.
After pickup, you will ''pay for your rent, utilities and supplies''. Your current rent will always be displayed on the sidebar.
If you're still open after pickup and paying rent, you'll move to the next event. <<if $demo>>For the demo (and until more events are written) you'll only do one "loop."<</if>>
<table width="100%" style="text-align: center;" border="1">
<tr style="background-color: #e4e4e4; color: #000;" height="40">
<th width="14.25%">Sunday</th>
<th width="14.25%">Monday</th>
<th width="14.25%">Tuesday</th>
<th width="14.25%">Wednesday</th>
<th width="14.25%">Thursday</th>
<th width="14.25%">Friday</th>
<th width="14.25%">Saturday</th>
</tr>
<tr height="40">
<td style="background-color: darkseagreen; color: #000;">Drop-Off</td>
<td style="background-color: lightblue; color: #000;">Event</td>
<td style="background-color: lightblue; color: #000;">Event</td>
<td style="background-color: lightblue; color: #000;">Event</td>
<td style="background-color: lightblue; color: #000;">Event</td>
<td style="background-color: lightblue; color: #000;">Event</td>
<td style="background-color: darkseagreen; color: #000;">Pick-Up</td>
</tr>
</table>
However, there's one thing that will always be bad: being unable to give the Fluffy back because it's dead. If a Fluffy's <<hel>>health<</hel>> drops to 0, it will <<bad>>die<</bad>>. Other choices (some more well-intentioned than others) may lead to the Fluffy's <<bad>>death<</bad>>. Depending on the Fluffy, they might still be <<hap>>happy<</hap>> despite being in poor health. It's up to your intuition, or whether you want to spend your <<biz>>daycare's resources<</biz>> to fix the issue.
<<if $currentWeek >= 1>><<button "Go Back" $return>><</button>><<else>><<button "Good luck, $playerName!">><<goto [[Week Start]]>><<set $currentWeek to 1>><<set $hasMoney to "true">><</button>><</if>>\
@@#linkdesc;\
<table style="text-align: left;padding:0 10px;" border="1">
<tr style="background-color: #e4e4e4; color: #000;" height="40"><th>Item</th><th>Description</th></tr>
<tr><td><<print Item.get("itemStick").name>></td><td> <<print Item.get("itemStick").description>></td>
</tr>
<tr><td><<print Item.get("itemBox").name>></td><td><<print Item.get("itemBox").description>></td>
</tr>
<tr><td><<print Item.get("itemTV").name>></td><td><<print Item.get("itemTV").description>></td>
</tr>
<tr><td><<print Item.get("itemSmell").name>></td><td><<print Item.get("itemSmell").description>></td>
</tr>
<tr><td><<print Item.get("itemBed").name>></td><td><<print Item.get("itemBed").description>></td>
</tr>
</table>\
<<link "Hide Item Descriptions">><<replace "#linkdesc" t8n>><<linkreplace "Item Descriptions" t8n>><<include "Item Descriptions">><</linkreplace>><</replace>><</link>>@@<<set _itemDesc to false>>In preparation for your time at $daycareName Daycare, you decided to take some of your <<biz>>resources<</biz>> and invest in a couple items that could make things a bit easier.
Feel free to choose a ''maximum of two'' of the below items.
<label><input type="checkbox" id="cb1" value="<<print Item.get('itemStick').name>>" data-friendly="<<print Item.get('itemStick').name>>" class="chkGroup"> <<print Item.get("itemStick").name>></label>
<label><input type="checkbox" id="cb2" value="<<print Item.get('itemTV').name>>" class="chkGroup"> FluffTV</label>
<label><input type="checkbox" id="cb3" value="<<print Item.get('itemSmell').name>>" class="chkGroup"> Smell Station</label>
<label><input type="checkbox" id="cb4" value="<<print Item.get('itemBed').name>>" class="chkGroup"> Fluffy Bed</label>
<label><input type="checkbox" id="cb5" value="<<print Item.get('itemBox').name>>" class="chkGroup"> Sorry Box</label>
<<script>>
$(document).one(':passagerender', function (ev) {
function formatItemList(items) {
if (items.length === 0) return "";
if (items.length === 1) return items[0];
if (items.length === 2) return items[0] + " and " + items[1];
// For 3+ items: "item1, item2, item3 and item4" (no Oxford comma)
var allButLast = items.slice(0, -1).join(", ");
var lastItem = items[items.length - 1];
return allButLast + " and " + lastItem;
}
function selectiveCheck (event) {
var i, checkedChecks = document.querySelectorAll(".chkGroup:checked");
$("#result").empty();
// Create an array to store the selected values
var selectedItems = [];
for (i = 0; i < checkedChecks.length; i++) {
if (checkedChecks.length < max + 1) {
selectedItems.push($(checkedChecks[i]).attr("value"));
} else if (event.target != checkedChecks[i]) {
selectedItems.push($(checkedChecks[i]).attr("value"));
}
}
// Format the list with proper commas and "and"
if (selectedItems.length > 0) {
$("#result").wiki(formatItemList(selectedItems));
}
if (checkedChecks.length >= max + 1)
return false;
}
var checks = $(ev.content).find(".chkGroup");
var max = 4; // Change this to whatever maximum you want
for (var i = 0; i < checks.length; i++) {
checks[i].onclick = selectiveCheck;
}
});
<</script>>\
Your chosen items: <span id="result"></span>
<<linkreplace "Show Item Descriptions" t8n>><<include "Item Descriptions">><</linkreplace>>\
<<silent>>
/* <<makeMajor>>\ */
<<set $currentStory to $majorFatFluffy>>\
<<set $hideFluffy to true>>
<<newWeek>>\
<<makeMinor>>\<</silent>>\
<<nobr>><<switch $currentWeek>>\
<<case 1>>\
<<include "Week 1 Start">>
<<case 2>>
<<include "Week 2 Start">>
<<default>>
<<include "Week 3 Start">>
<</switch>><</nobr>>\
It's a bit nerve-wracking to step up to the daycare for the first time. The sign in front has a faded "$daycareName Daycare" lettering; it's seen better days, and you ponder whether it's worth trying to fix.
<<if !$introSkip>>\
You unlock the door, locking it behind you. You turn around, and meet... another door.
//"Huh,"// you think, //"two-stage entrance."//
This made sense: having a second set of doors meant that it would be harder for Fluffies to just waltz out at the most opportune time. You've seen similar setups at pawn shops and dog cafes: just inside the second door, there is a buzzer button: this unlocks the inside door and lets someone through.
<<button [[Take a Tour|Week 1 Start 2]]>><</button>><<else>><<button [[Open the Email|$currentStory.intro]]>><</button>><</if>>\
<<include "Daycare Description">>\\
Your first week at the $daycareName Daycare feels like it could be a bit shaky. You're unsure of what to expect: would it be hell on Earth? Would it be calm and easy? Would you ever get the smell of poop out of your clothes? You've been informed that you would be sent an email with your first client, and that they would be arriving later today.
You open your email app with a little trepidation — you see an email forwarded to you from the foundation set up in your grandma's name.
''$playerName - Fluffy Intake'' - it's unread. All you can do is open it - you may as well take the leap.
<<button [[Open the Email|$currentStory.intro]]>><</button>>\
Welcome to week $currentWeek.
<<button [[Open the Email|$currentStory.intro]]>><</button>>\
Welcome to Week $currentWeek.
<<button [[Open the Email|$currentStory.intro]]>><</button>><<set $majorAbusedAlicorn to {
name: "The Abused Alicorn",
length: "3",
intro: "AbusedAlicorn0",
part1: "AbusedAlicorn1",
part2: "AbusedAlicorn2",
part3: "AbusedAlicorn3",
partend: "AbusedAlicornEnd",
seen: false,
data: {
name: "diamond",
fluffname: "diamond",
gender: "female",
race: "alicorn",
legs: 4,
color: {
name: "mint cream",
css: "mintcream"
},
mane: {
name: "navy",
css: "navy"
},
hel: 50,
hap: 50
}
}>><<genderroll>><<nameroll>>This is intro text for <<Name>>, a Fluffy that's an Alicorn, and abused by their siblings.
<<button "Go to Next Day">><<getNextEvent>><</button>>Event text 1 for <<Name>>, a Fluffy that is an Alicorn, and abused by their siblings.
<<button "Go to Next Day">><<getNextEvent>><</button>>Event text 2 for <<Name>>, a Fluffy that is an Alicorn, and abused by their siblings.
<<button "Go to Next Day">><<getNextEvent>><</button>>Event text 3 for <<Name>>, a Fluffy that is an Alicorn, and abused by their siblings.
<<button "Go to Next Day">><<getNextEvent>><</button>>The saga-end text for <<Name>>, a Fluffy that is an Alicorn, and abused by their siblings.
<<button [[End the Week|Week Start]]>><<set $currentWeek++>><</button>><<set $majorFoalCrazyBad to {
name: "The Bad Baby-Crazy Fluffy",
length: "3",
intro: "FoalCrazyBad0",
part1: "FoalCrazyBad1",
part2: "FoalCrazyBad2",
part3: "FoalCrazyBad3",
partend: "FoalCrazyBadEnd",
seen: false,
data: {
name: "taffy",
fluffname: "taffee",
gender: "female",
race: "unicorn",
legs: 4,
color: {
name: "light brown",
css: "khaki"
},
mane: {
name: "maroon",
css: "maroon"
},
hel: 50,
hap: 50
}
}>><<nameroll>>This is intro text for <<Name>>, a "Bad" baby-crazy Fluffy who definitely shouldn't be a mother.
<<button "Go to Next Day">><<getNextEvent>><</button>>Event text 1 for <<Name>>, a "Bad" baby-crazy Fluffy who definitely shouldn't be a mother.
<<button "Go to Next Day">><<getNextEvent>><</button>>Event text 2 for <<Name>>, a "Bad" baby-crazy Fluffy who definitely shouldn't be a mother.
<<button "Go to Next Day">><<getNextEvent>><</button>>Event text 3 for <<Name>>, a "Bad" baby-crazy Fluffy who definitely shouldn't be a mother.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is the End of Event text for <<Name>>, a "Bad" baby-crazy Fluffy who definitely shouldn't be a mother.
<<button [[End the Week|Week Start]]>><<set $currentWeek++>><</button>><<set $majorFoalCrazyGood to {
name: "The Good baby-crazy Fluffy with the best intentions",
length: "3",
intro: "FoalCrazyGood0",
part1: "FoalCrazyGood1",
part2: "FoalCrazyGood2",
part3: "FoalCrazyGood3",
partend: "FoalCrazyGoodEnd",
seen: false,
data: {
name: "Sunshine",
fluffname: "sun-shine",
gender: "female",
race: "pegasus",
legs: 4,
color: {
name: "gold",
css: "gold"
},
mane: {
name: "white",
css: "white"
},
hel: 50,
hap: 50,
custom: true
}
}>><<nameroll>>This is intro text for <<Name>>, a "good" baby-crazy Fluffy with the best intentions.
<<button "Go to Next Day">><<getNextEvent>><</button>>Event text 1 for <<Name>>, a "good" baby-crazy Fluffy with the best intentions.
<<button "Go to Next Day">><<getNextEvent>><</button>>Event text 2 for <<Name>>, a "good" baby-crazy Fluffy with the best intentions.
<<button "Go to Next Day">><<getNextEvent>><</button>>Event text 3 for <<Name>>, a "good" baby-crazy Fluffy with the best intentions.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is the End of Event text for <<Name>>, a "good" baby-crazy Fluffy with the best intentions.
<<button [[End the Week|Week Start]]>><<set $currentWeek++>><</button>><<set $majorFatFluffy to {
name: "The Fat Fluffy",
length: "3",
intro: "FatFluffy0",
part1: "FatFluffy1",
part2: "FatFluffy2",
part3: "FatFluffy3",
partend: "FatFluffyEnd",
seen: false,
data: {
name: "biscuit",
fluffname: "biskit",
gender: "male",
race: "earthie",
legs: 4,
color: {
name: "light purple",
css: "#ba80ff"
},
mane: {
name: "white",
css: "#fff"
},
hel: 50,
hap: 50
}
}>><div class="email">\
''@@.from;from:@@ rick.jones@fluffmail.com''
''@@.from;to:@@ <<print $daycareName.toLowerCase()>>dc.bookings@fluffmail.com''
''@@.subject;subject:@@ $playerName - Fluffy Intake''
Hey there!
I've heard good things about your daycare, and I'm willing to give it a shot in order to give <<Name>> a nice place to rest while I'm away on a business trip. I'll be back next Sunday - I've heard that you're a pretty standard week-long arrangement.
I'll be honest, though — I'm going to have to let you know ahead of time that <<Name>> is a bit spoiled. I've found I'm a bit generous with the treatos, and that's made <<Name>> gain a little bit of weight since I got <<them>>. <<Their>> vet had recommended that we significantly curtail their diet, but I haven't had the heart to start yet.
I'm not sure how to handle this, so I'm going to leave this in your capable hands — again, you come highly recommended, and I'm not sure how <<Name>> will react if we try to introduce a new diet while I'm gone. I'll be honest: if you can make it work somehow so that <<they>> aren't a total mess by the time I get back, that's probably the best we can hope for - I'll probably try to keep up a better diet when I get back.
Sincerely,
Rick</div>\
You wonder to yourself about how spoiled Rick is talking. <<Name>> could either be an easy case of classic discipline, or could be a nightmare who eats you out of house and home.
<<button "Meet <<Name>>" "FatFluffy01">><<set $hideFluffy to false>><</button>>\
You're a bit nervous, but it's Sunday, and<<Name>> and Rick are due to arrive at any moment. You hear the familiar buzz of the front door to $daycareName Daycare, and see Rick waving from outside the outer door. You wave him through, and he's carrying a pretty luxurious-looking carrier; it definitely fits with what Rick said about <<Name>> being spoiled.
You buzz Rick and <<Name>> through the double safety doors, and shake his hand after he makes it through.
"Is this <<Name>>?" you ask. You know the answer already, but you think it's polite to ask.
"Yeah, definitely. Should I put <<them>> inside the wall?" he says, motioning to the daycare wall. You can hear shuffling, muffled peeping, and general Fluffy discomfort.
"Yeah, if you think that's the easier way for <<them>> to get acclimated."
Rick places the carrier on the floor, but then lifts it with one arm with a small bit of strain. You hear small peeps of <<colortext>>"Bad upsies!"<</colortext>> and a surprised reaction as the carrier comes to a rest on the ground. Rick pops open the door, and coaxes a chunky <<colortext>><<Name>><</colortext>> to waddle out. As the Fluffy leaves the carrier, you can smell just a whiff of excrement: <<cycle "$fatfluff01">><<option "it probably sucks to be in a carrier, especially when you're that big" "01">><<option "it couldn't even hold its bowels for a small trip. Ugh" "02">><<option "you make a mental note of how well it can handle the stress" "03">><</cycle>>.
You kneel down to <<Name>>'s level, and smile at <<them>>. "Hey there <<buddy>>," you say. "How're you doing from that ride?"
<<Name>> looks a bit nervous. <<They>> look around the room, then do a small circle. Eventually, <<they>> look up at you and smile. <<colortext>>"Deycawe <<Daddeh>> have treeties fow <<Fluffname>>?"<</colortext>>
You look at Rick, who looks a bit embarrassed, and shrugs.
"Maybe later, <<buddy>>," you deflect. You give <<them>> a gentle scruff behind the ears. "Maybe you should check out your new home, hm?"
<<Name>> happily waddles off. You look at <<them>> briefly, noticing the extra folds of fat and how difficult it is for <<them>> to keep their breath - <<Name>> is definitely overweight, and you can definitely see this becoming a problem. But you are only in charge of <<them>> for one week - it's Rick's problem afterward.
After going over logistics with Rick, you wrap up your day. <<Name>> is probably a bit nervous and exhausted from the travel, so they eventually curl up in <<their>> bed for the week. Tomorrow will be the start of a new challenge.
<<button "Go to Next Day">><<getNextEvent>><</button>>This is Part 1 event text for <<Name>>, a Fluffy who is very fat.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is Part 2 event text for <<Name>>, a Fluffy who is very fat.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is Part 3 event text for <<Name>>, a Fluffy who is very fat.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is the End of Event text for <<Name>>, a Fluffy who is very fat.
<<if $demo is true>><<biz>>Congrats, you've reached the end of the "demo." In the full version of the game, you will be able to do more than one loop of weeks (hopefully four weeks until you're judged as a winner or loser). Thanks for the patience as I work on this.<</biz>><<else>><<button [[End the Week|Week Start]]>><<set $currentWeek++>><</button>><</if>><<set $majorRareAlicorn to {
name: "Rare Alicorn",
length: "3",
intro: "RareAlicorn0",
part1: "RareAlicorn1",
part2: "RareAlicorn2",
part3: "RareAlicorn3",
partend: "RareAlicornEnd",
seen: false,
data: {
name: "name",
fluffname: "fluffname",
gender: "female",
race: "alicorn",
legs: 4,
color: {
name: "color",
css: "color"
},
mane: {
name: "color",
css: "color"
},
hel: 50,
hap: 50
}
}>>\
<<nameroll>>This is intro event text for <<Name>>, a Fluffy who is a rare Alicorn, being boarded before breeding.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is Part 1 event text for <<Name>>, a Fluffy who is a rare Alicorn, being boarded before breeding.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is Part 2 event text for <<Name>>, a Fluffy who is a rare Alicorn, being boarded before breeding.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is Part 3 event text for <<Name>>, a Fluffy who is a rare Alicorn, being boarded before breeding.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is the End of Event text for <<Name>>, a Fluffy who is a rare Alicorn, being boarded before breeding.
<<button [[End the Week|Week Start]]>><<set $currentWeek++>><</button>><<set $majorSepAnxiety to {
name: "Separation Anxiety",
length: "3",
intro: "SepAnxiety0",
part1: "SepAnxiety1",
part2: "SepAnxiety2",
part3: "SepAnxiety3",
partend: "SepAnxietyEnd",
seen: false,
data: {
name: "skipper",
fluffname: "skippew",
gender: "female",
race: "earthie",
legs: 4,
color: {
name: "cranberry",
css: "#af1b3f"
},
mane: {
name: "light blue",
css: "#8EDCE6"
},
hel: 50,
hap: 50
}
}>><<genderroll>><<nameroll>>You open your email, and notice an unread message from a new client. Opening it, you found the following:
<div class="email">\
''@@.from;from:@@ elara.mitchell@fluffmail.com''
''@@.from;to:@@ <<print $daycareName.toLowerCase()>>dc.bookings@fluffmail.com''
''@@.subject;subject:@@ $playerName - Fluffy Intake''
Good morning,
I'll be dropping $currentFluffy.name off on Sunday, and am looking forward to a little bit of peace and quiet - you come really recommended, and to be honest, I could really use the break. $currentFluffy.name is a sweetie. She's an earthie with <<print $currentFluffy.color.name>> <<skinbox>> fur along with a $currentFluffy.mane.name <<manebox>> mane and tail.
Unfortunately, she's had a bit of a hard life. I rescued $currentFluffy.name six months ago off the street. I think her owner dumped her in a cardboard box, and as a result, I think she has pretty significant separation anxiety. When she thinks she's being left alone, she gets steadily more anxious, and sometimes it'll end up with her crying, or having accidents.
She’s made a lot of progress, but I’ve never left her with anyone else before. I have a business trip I can’t get out of, and I’ve heard such wonderful things about your patience and care.
Please be extra reassuring with her; I'll be bringing a stuffy toy that she particularly likes from home. I'm a bit worried about her, but I'm sure that you'll be able to handle it.
Thanks for understanding. I'll see you Sunday.
Best,
Elara\
</div>\
You exhale. This one could be a bit complicated, depending on how well $currentFluffy.name adjusts to someone other than her mummah around. <<if $playerGender is "female">>You might even be able to play up the "fake mummah" angle, but who knows?<</if>> Keeping $currentFluffy.name occupied and engaged will probably help keep her happy, and keeping her happy and healthy (without having a breakdown) will hopefully net you some extra pay at the end of the week.
<<button [[Meet $currentFluffy.name and Elara|SepAnxiety0-1]]>><</button>>On Sunday, you got a text from Elara that they would be joining you earlier in the morning. The typical 10:00 AM drop-off gave you some time to acclimate the new Fluffy to the surroundings, and also find out a little bit more about them from their parents.
Sure enough, Elarand $currentFluffy.name arrived at 9:55 AM; looking out your office window, you saw her pop the trunk in her hatchback, but also spend a decent amount of time at her passenger side door. It turns out that Elara had kept $currentFluffy.name's carrier beside her as she drove.
True enough, as they walk up, you can hear an increased amount of tittering, sobbing and general "Fluffy in distress" noises. You let them in through the double doors and step out to meet them, with Elara wasting no time to put the carrier on the floor. You give your best "customer service" smile and extend a hand:
"Elara?" you ask.
"Is it fine if I let her out now?" she said, a little flustered. It was clear that this was as new for her as it was for $currentFluffy.name.
You pause a little, adjusting. "Well, yes, but let's get her inside the enclosure, first." You weren't about to have a panicked Fluffy run amok in your reception area.
Elara wrinkles her nose among the cacophany of panic. "Oh //$currentFluffy.name//," she says. "You made some bad peepees, didn't you?"
The panicked noises suddenly stop, almost cowed by a distinct bit of shame.Event text 1 for <<Name>>, a Fluffy with some pretty bad separation anxiety.
<<button "Go to Next Day">><<getNextEvent>><</button>>Event text 2 for <<Name>>, a Fluffy with some pretty bad separation anxiety.
<<button "Go to Next Day">><<getNextEvent>><</button>>Event text 3 for <<Name>>, a Fluffy with some pretty bad separation anxiety.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is the End of Event text for <<Name>>, a Fluffy with some pretty bad separation anxiety.
<<button [[End the Week|Week Start]]>><<set $currentWeek++>><</button>><<set $majorThinFluffy to {
name: "The Thin Fluffy",
length: "3",
intro: "ThinFluffy0",
part1: "ThinFluffy1",
part2: "ThinFluffy2",
part3: "ThinFluffy3",
partend: "ThinFluffyEnd",
seen: false,
data: {
name: "thumper",
fluffname: "thumpew",
gender: "male",
race: "pegasus",
legs: 3,
color: {
name: "pale turquoise",
css: "paleturquoise"
},
mane: {
name: "plum",
css: "plum"
},
hel: 50,
hap: 50
}
}>><<silently>><<genderroll>><<nameroll>><</silently>>This is intro event text for <<Name>>, a Fluffy who is very thin and underfed.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is Part 1 event text for <<Name>>, a Fluffy who is very thin and underfed.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is Part 2 event text for <<Name>>, a Fluffy who is very thin and underfed.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is Part 3 event text for <<Name>>, a Fluffy who is very thin and underfed.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is the End of Event text for <<Name>>, a Fluffy who is very thin and underfed.
<<button [[End the Week|Week Start]]>><<set $currentWeek++>><</button>><<set $majorWantsSpecialFriend to {
name: "The Fluffy Who Wants a Special Friend",
length: "3",
intro: "WantsSpecialFriend0",
part1: "WantsSpecialFriend1",
part2: "WantsSpecialFriend2",
part3: "WantsSpecialFriend3",
partend: "WantsSpecialFriendEnd",
seen: false,
data: {
name: "name",
gender: "female",
fluffname: "fluffname",
race: "earthie",
legs: 4,
color: {
name: "deep sky blue",
css: "deepskyblue"
},
mane: {
name: "navy",
css: "navy"
},
hel: 50,
hap: 50
}
}>>\
<<nameroll>>This is intro event text for <<Name>>, a Fluffy who very much wants a Special Friend.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is Part 1 event text for <<Name>>, a Fluffy who very much wants a Special Friend.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is Part 2 event text for <<Name>>, a Fluffy who very much wants a Special Friend.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is Part 3 event text for <<Name>>, a Fluffy who very much wants a Special Friend.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is the End of Event text for <<Name>>, a Fluffy who very much wants a Special Friend.
<<button [[End the Week|Week Start]]>><<set $currentWeek++>><</button>><<set $major3PartTemplate to {
name: "Three-Part Template",
length: "3",
intro: "3PartTemplate0",
part1: "3PartTemplate1",
part2: "3PartTemplate2",
part3: "3PartTemplate3",
partend: "3PartTemplateEnd",
seen: false,
data: {
name: "name",
fluffname: "fluffname",
gender: "gender",
race: "race",
legs: 4,
color: {
name: "name",
css: "css"
},
mane: {
name: "name",
css: "css"
},
hel: 50,
hap: 50
}
}>><<nameroll>>This is intro text for <<Name>>, a Fluffy who REPLACE.
<<button "Go to Next Day">><<getNextEvent>><</button>>Event text 1 for <<Name>>, a Fluffy who REPLACE.
<<button "Go to Next Day">><<getNextEvent>><</button>>Event text 2 for <<Name>>, a Fluffy who REPLACE.
<<button "Go to Next Day">><<getNextEvent>><</button>>Event text 3 for <<Name>>, a Fluffy who REPLACE.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is the End of Event text for <<Name>>, a Fluffy who REPLACE.
<<button [[End the Week|Week Start]]>><<set $currentWeek++>><</button>><<set $major2PartTemplate to {
name: "Two-Part Template",
length: "2",
intro: "2PartTemplate0",
part1: "2PartTemplate1",
part2: "2PartTemplate2",
partend: "2PartTemplateEnd",
seen: false,
data: {
name: "name",
fluffname: "fluffname",
gender: "gender",
race: "race",
legs: 4,
color: {
name: "name",
css: "css"
},
mane: {
name: "name",
css: "css"
},
hel: 50,
hap: 50
}
}>><<nameroll>>This is intro text for <<Name>>, a Fluffy who REPLACE.
<<button "Go to Next Day">><<getNextEvent>><</button>>Event text 1 for <<Name>>, a Fluffy who REPLACE.
<<button "Go to Next Day">><<getNextEvent>><</button>>Event text 2 for <<Name>>, a Fluffy who REPLACE.
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is the End of Event text for <<Name>>, a Fluffy who REPLACE.
<<button [[End the Week|Week Start]]>><<set $currentWeek++>><</button>><<set $minorDayDreaming =
{
name: "Daydreaming",
passage: "Daydreaming00",
gender: ["male", "female"],
race: ["unicorn", "pegasus", "earthie", "alicorn"],
legs: [1, 2, 3, 4]
}>>\
It's a calm <<weekDay>>, but calm can also be uneasy when you're looking after Fluffies. You catch yourself zoned out, reading reddit in the office for perhaps too long. <<Name>> usually demands your attention in some way or another, but <<they>>'s been very "out of your hair" so far.
You sneak a glance outside of the window, and see <<them>> laying on <<their>> back.
//"Uh oh. Not good,"// you think.
Your brain spirals into a number of different scenarios, each involving losing your inheritance, but also having to explain the downright //stupid// way that <<Name>> ended up killing <<themself>>. Choking? Tripping? Forgot to breathe?
You lurch up in your chair, pushing the sliding door open with a thud.
<<button [[Next|Daydreaming01]]>><</button>>\
Thankfully, the rubber stoppers at the end of the door slide deadened the noise.
<<Name>> was fine. You panicked for nothing. <<Their>> legs were almost dog-paddling in the air, and <<they>> wore a pretty vacant look on their face. You didn't know what to make of it, so you decided to ask.
"<<Name>>?" you began. "<<if $currentFluffy.gender is "male">><<print "Buddy">><<else>><<print "Sweetie">><</if>>? How're you doing over there?"
<<Name>> tried to crane <<their>> neck to meet your gaze, and half-heartedly gave up. <<colortext>>"Oh, hewwo <<daddeh>>."<</colortext>> <<they>> said. <<colortext>>"<<Fluffname>> was jus finkin'. Finkin' bout sum tuff tings."<</colortext>>
You squat down, mostly to get on <<Name>>'s level. If a Fluffy is thinking //this// hard, you might have to keep its brain from popping.
"Anything I can help you figure out?" you offer.
<<colortext>>"Suwe!"<</colortext>> <<Fluffname>> says, righting <<themself>> to lay on their belly. <<colortext>>"<<Fluffname>> finkin' bout babbehs, and why dey //bestest// babbeh."<</colortext>>
//"Uh oh,"// you think. //"This could be... complicated."//
<<colortext>>"<<Daddeh>> pwobabwy know dis, buh..."<</colortext>> <<Fluffname>> says, pausing.
<<button [[Next|Daydreaming02]]>><</button>>\
<<colortext>>"Why do bestest babbehs have to gwow up?"<</colortext>>
You look at <<Name>>, a little... confused. <<They>> ramble on, going into theories. They clearly have been doing their "homework."
<<colortext>>"Mebbe... mebbeh big Fwuffies get sowwy heawt-huwties because dey fowgot how to be bestest babbehs. Dey see bestest babbeh an' get so angwy an' jeawous dat dey ''fowce'' babbeh tu gwow up, so evewyone a big Fwuffy togedda."<</colortext>>
You see another idea come to <<Name>>'s <<cycle "_precious">><<option "dumb" "dumb">><<option "precious" "precious">><</cycle>> little head, this time <<their>> eyes growing wide, almost scared.
<<colortext>>"Owe, owe, mebbe when a babbeh gets tu big, dey use up aww dey huggies? An' if dewe am no huggies weft, den dey have to be a big Fwuffy an' //gib// huggies? Buh... <<Fluffname>> nu wan stop gettin' huggies!"<</colortext>>
You clearly need to cut <<them>> off.
<<nobr>>
<<set _actions to [
{
text: "[Make \"Sense\"] \"Because then they can have their own bestest babbehs!\"",
value: "logic",
hel: 0,
hap: +3,
biz: -5
},
{
text: "[Distract] \"Hey <<Name>>, want to help me pick out a new ball?\"",
value: "distract",
hel: 0,
hap: +5,
biz: -10
},
{
text: "[Explain] \"Everything grows up. It's just the way the world works.\"",
value: "explain",
hel: 0,
hap: -4,
biz: 0
},
{
text: "[Hypothesize] \"A \"bestest babbeh'\" would want to stay small and cute forever. If they grow up, maybe they weren't so \"bestest\" after all?\"",
value: "hypothesize",
hel: 0,
hap: -6,
biz: 0
}
]>>
<<set _shuffledActions to _actions.shuffle()>>
<</nobr>>
You decide to:
<ul>
<<for _i to 0; _i < _shuffledActions.length; _i++>>
<<print "<li><<link " + JSON.stringify(_shuffledActions[_i].text) + ">><<set $daydreamAnswer to " + JSON.stringify(_shuffledActions[_i]) + ">><<goto \"Daydreaming03\">><</link>> <<arrowIcon>></li>">>
<</for>>
<li><<link "Walk away and leave <<Name>> to <<their>> thoughts">><<set $daydreamAnswer to {value: "ignore", hap: +5}>><<goto "Daydreaming03">><</link>></li>
</ul>\
<<nobr>><<set _variable to $daydreamAnswer>><<switch $daydreamAnswer.value>>
<<case "logic">>
<<include "DD - Logic">>
<<case "distract">>
<<include "DD - Distract">>
<<case "explain">>
<<include "DD - Explain">>
<<case "hypothesize">>
<<include "DD - Hypothesize">>
<</switch>><</nobr>>\
<<do tag "stats">><<if _choiceMade>><<timed 40ms t8n>>\
<<if $spoiler is true>><<statspoiler $daydreamAnswer>><<else>><</if>>\
<<button "Go to Next Day">><<if _variable.hap isnot undefined>><<set $hap to $hap + _variable.hap>><</if>><<if _variable.hel isnot undefined>><<set $hel to $hel + _variable.hel>><</if>><<if _variable.biz isnot undefined>><<set $biz to $biz + _variable.biz>><</if>><<getNextEvent>><</button>><</timed>><<else>><</if>><</do>>\
You decided to appeal to <<Name>>'s Fluffy logic. You say, with all the confidence in the world:
"Best babies grow up because they need to have their /own/ best babies! We all know babies are the best thing in the world, so it's only natural that they'd grow up and have their own."
You can tell this answer satisfied <<Name>>... for about thirty seconds.
<<colortext>>"But <<Daddeh>>, why do bestest babbehs need babbehs? Do babbehs' babbehs awso hab babbehs? When do babbehs stop?"<</colortext>>
What follows is a twenty-minute philosophical discussion about the cycle of life, with you doing your best to answer increasingly absurd questions. By the end, <<Name>> seems happy with the conversation, but you're mentally exhausted and significantly behind on your other tasks.<<set _choiceMade to true>>\
You decided to appeal to <<Name>>'s limited attention span, and hope they didn't wheel back around to the topic.
"Hey <<Name>>, do you want to help me pick out a new ball? I need to buy a new one for the daycare, and I think you might be able to help me," you say.
<<Name>>'s eyes light up. <<colortext>>"You betcha, <<daddeh>>! <<Fluffname>> is bestest at baww choosin'!"<</colortext>>
You can tell that you've successfully piqued <<their>> interest. As you lead <<Name>> closer to your office so you can go get your laptop, you breathe a sigh of relief.
Both of you spend an amount of time browsing your local FluffMart's toy section. You can tell that <<Name>> was sufficiently distracted, but you end up buying a ball, just for the hell of it, as part of the process.<<set _choiceMade to true>>\
You decide to give <<Name>> a straightforward explanation.
"Everything grows up. It's just the way the world works," you say matter-of-factly. "Babies become adults, adults get old, and eventually... they go forever sleepies. That's just how the world works."
<<Name>> stares at you for a moment, processing. <<colortext>>"Bu... but <<Fluffname>> nu wan babbehs to get owdies. Owdies get huwties an' tiwed..."<</colortext>>
<<They>> look genuinely troubled by this concept, <<their>> ears drooping slightly. You can see the gears turning in <<their>> little head, trying to reconcile this harsh reality.
<<colortext>>"Dat... babbehs gwowin tu dat make <<Fluffname>> hab heart hurties..."<</colortext>> <<they>> mumble, curling up a bit. They get quiet, but you can tell their gears are continuing to churn and spiral.
You immediately regret choosing a philosophical discussion about mortality with a creature that has the mental capacity of a four-year-old. <<Name>> spends the rest of the afternoon in a subdued mood, occasionally muttering about "babbehs getting owdies." You're pretty sure you've traumatized <<them>> a little. They should be fine after some sleep, though.<<set _choiceMade to true>>\
You decide to challenge <<Name>>'s logic with some of your own.
"Well, think about it," you say, stroking your chin thoughtfully. "A 'bestest babbeh' would stay small and cute forever, right? That makes mommies and daddies the happiest."
"If they grow up, maybe they weren't so 'bestest' after all."
<<Name>>'s eyes widen in horror. <<colortext>>"Nu! Dat nu am twue! Bestest babbehs am AWWAYS bestest!"<</colortext>>
"Then why do they grow up and stop being babies?" you counter with a shrug.
<<They>> opens <<their>> mouth to respond, then closes it. Opens it again. Closes it. You can practically see the cognitive dissonance happening in real-time.
<<colortext>>"<<Fluffname>>... <<Fluffname>> nu knu..."<</colortext>> <<they>> say quietly, looking genuinely distressed. <<colortext>>"Maybe... maybe bestest babbehs nu am weawwy bestest? Bestest babbehs mebbe twick mummahs and daddehs...?"<</colortext>>
What follows is several minutes of <<Name>> staring into the middle distance, clearly having some sort of existential crisis about the nature of "bestest babbehs." You feel a little bad about breaking <<their>> brain like this, but at least <<they>> forgot about the original question.<<set _choiceMade to true>><<set $minorFart =
{
name: "Fart",
passage: "Fart00",
gender: ["male", "female"],
race: ["pegasus", "alicorn", "earthie", "unicorn"],
legs: [1, 2, 3, 4]
}>>\
Placeholder text for this event for now.
<<button "Go to Next Day">><<if _variable.hap isnot undefined>><<set $hap to $hap + _variable.hap>><</if>><<if _variable.hel isnot undefined>><<set $hel to $hel + _variable.hel>><</if>><<if _variable.biz isnot undefined>><<set $biz to $biz + _variable.biz>><</if>><<getNextEvent>><</button>><<set $minorLying =
{
name: "Lying",
passage: "Lying00",
gender: ["female"],
race: ["unicorn", "pegasus", "earthie", "alicorn"],
legs: [1, 2, 3, 4]
}>>\
Placeholder text for this event for now.
<<button "Go to Next Day">><<if _variable.hap isnot undefined>><<set $hap to $hap + _variable.hap>><</if>><<if _variable.hel isnot undefined>><<set $hel to $hel + _variable.hel>><</if>><<if _variable.biz isnot undefined>><<set $biz to $biz + _variable.biz>><</if>><<getNextEvent>><</button>><<set $minorRubbing =
{
name: "Rubbing",
passage: "Rubbing00",
gender: ["male", "female"],
race: ["unicorn", "pegasus", "earthie", "alicorn"],
legs: [1, 2, 3, 4]
}>>\
Placeholder text for this event for now.
<<button "Go to Next Day">><<if _variable.hap isnot undefined>><<set $hap to $hap + _variable.hap>><</if>><<if _variable.hel isnot undefined>><<set $hel to $hel + _variable.hel>><</if>><<if _variable.biz isnot undefined>><<set $biz to $biz + _variable.biz>><</if>><<getNextEvent>><</button>><<set $minorPH1 =
{
name: "Minor Placeholder",
passage: "Minor Placeholder 1",
gender: ["male", "female"],
race: ["unicorn", "pegasus", "earthie", "alicorn"],
legs: [1, 2, 3, 4]
}>>
<<set $minorPH2 =
{
name: "Minor Placeholder 2",
passage: "Minor Placeholder 2",
gender: ["male", "female"],
race: ["unicorn", "pegasus", "earthie", "alicorn"],
legs: [1, 2, 3, 4]
}>>
<<set $minorPH3 =
{
name: "Minor Placeholder 3",
passage: "Minor Placeholder 3",
gender: ["male", "female"],
race: ["unicorn", "pegasus", "earthie", "alicorn"],
legs: [1, 2, 3, 4]
}>>
<<set $minorPH4 =
{
name: "Minor Placeholder 4",
passage: "Minor Placeholder 4",
gender: ["male", "female"],
race: ["unicorn", "pegasus", "earthie", "alicorn"],
legs: [1, 2, 3, 4]
}>>
<<set $minorPH5 =
{
name: "Minor Placeholder 5",
passage: "Minor Placeholder 5",
gender: ["male", "female"],
race: ["unicorn", "pegasus", "earthie", "alicorn"],
legs: [1, 2, 3, 4]
}>>
<<set $minorPH6 =
{
name: "Minor Placeholder 6",
passage: "Minor Placeholder 6",
gender: ["male", "female"],
race: ["unicorn", "pegasus", "earthie", "alicorn"],
legs: [1, 2, 3, 4]
}>>
<<set $minorPH7 =
{
name: "Minor Placeholder 7",
passage: "Minor Placeholder 7",
gender: ["male", "female"],
race: ["unicorn", "pegasus", "earthie", "alicorn"],
legs: [1, 2, 3, 4]
}>>
<<set $minorPH8 =
{
name: "Minor Placeholder 8",
passage: "Minor Placeholder 8",
gender: ["male", "female"],
race: ["unicorn", "pegasus", "earthie", "alicorn"],
legs: [1, 2, 3, 4]
}>>
<<set $minorPH9 =
{
name: "Minor Placeholder 9",
passage: "Minor Placeholder 9",
gender: ["male", "female"],
race: ["unicorn", "pegasus", "earthie", "alicorn"],
legs: [1, 2, 3, 4]
}>>
<<set $minorPH10 =
{
name: "Minor Placeholder 10",
passage: "Minor Placeholder 10",
gender: ["male", "female"],
race: ["unicorn", "pegasus", "earthie", "alicorn"],
legs: [1, 2, 3, 4]
}>>\
This is a placeholder for a Minor event passage (1 of ?).
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is a placeholder for a Minor event passage (2 of ?).
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is a placeholder for a Minor event passage (3 of ?).
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is a placeholder for a Minor event passage (4 of ?).
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is a placeholder for a Minor event passage (5 of ?).
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is a placeholder for a Minor event passage (6 of ?).
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is a placeholder for a Minor event passage (7 of ?).
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is a placeholder for a Minor event passage (8 of ?).
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is a placeholder for a Minor event passage (9 of ?).
<<button "Go to Next Day">><<getNextEvent>><</button>>\
This is a placeholder for a Minor event passage (10 of ?).
<<button "Go to Next Day">><<getNextEvent>><</button>>You could hear the buzzer ring, signalling the arrival of your newest charge. The buzzer always made you jump, but it also reminded you of a simple comfort: a two-stage entrance meant that a Fluffy couldn't run out of.<!-- Example array to copy and paste.
{
name: "null",
length: "null",
intro: "null",
part1: "null",
part2: "null",
part3: "null",
outro: "null",
data: {
name: "null",
gender: "null",
race: "null",
legs: "null",
color: {
name: "null",
css: "null"
},
mane: {
name: "null",
css: "null",
}
}
}
--><<set $minorHumping =
{
name: "Humping",
passage: "Humping00",
gender: ["male"],
race: ["unicorn", "pegasus", "earthie", "alicorn"],
legs: [1, 2, 3, 4]
}>>\
Placeholder text for this event for now.
<<button "Go to Next Day">><<if _variable.hap isnot undefined>><<set $hap to $hap + _variable.hap>><</if>><<if _variable.hel isnot undefined>><<set $hel to $hel + _variable.hel>><</if>><<if _variable.biz isnot undefined>><<set $biz to $biz + _variable.biz>><</if>><<getNextEvent>><</button>><<set $minorNapping =
{
name: "Napping and Dreaming",
passage: "Napping00",
gender: ["male", "female"],
race: ["unicorn", "pegasus", "earthie", "alicorn"],
legs: [1, 2, 3, 4]
}>>\
It was a relatively calm day, so you decided to take a break from the administrative work you were doing to check on <<Name>>. It's a relatively warm day outside, and inside your office there was a healthy sunbeam that was catching the errant dust particles in the air.
Perhaps it was your keen daycare senses, but something seemed quiet - almost too quiet. You weren't used to a lack of babbling<<if $fluffyTVowned>><<print ", FluffyTV's programming">><</if>> or clomping around the soft ground of the daycare room. <<if $CCTVowned>>You glance over to the CCTV and don't see <<Name>> anywhere. This could be a problem. <</if>>You pop your head out of the office and see <<them>> curled in the main window's sunbeam; your brain slightly panics, but quiets when you see a soft, steady breathing that lets you know <<they>> is still alive.
Not dead, just napping. You find yourself grinning, even a little bit.
You hear a soft mumbling from <<Name>>'s mouth and you decide to sneak closer, tip-toeing to the edge of the partition to get a better listen.
You hear them grumbling: <<colortext>>"//Get back hewe, Sketti!//"<</colortext>> <<they>> said, making a small giggle. <<colortext>>"//<<Fluffname>> gonna eatchu!//"<</colortext>> A small pause. <<colortext>>"//Stop wunnin so fasty! <<Fluffname>> suwe yu tasty!//"<</colortext>>
It was clear <<they>> was trying to catch some mythical "Sketti munstah." Maybe you would ask <<them>> about it when they woke up from <<their>> nap - you'd hoped that <<they>> would catch it, even just to experience the thrill of the hunt.\
<<nobr>>
<<set _actions to [
{
text: "[Wake <<Them>>] You wake <<them>> up, perhaps to keep <<Name>> from dreaming.",
value: "wake",
hel: 0,
hap: -10,
biz: -5
},
{
text: "[Leave <<Them>>] You decide to let <<them>> be, content to dream.",
value: "leave",
hel: 0,
hap: +5,
biz: 0
},
{
text: "[Nudge <<Them>>] You decide to nudge <<Name>> as <<they>> sleeps, because why not?",
value: "nudge",
hel: 0,
hap: 0,
biz: -3
}
]>>
<<set _shuffledActions to _actions.shuffle()>>
<</nobr>>
You decide to:
<ul>
<<for _i to 0; _i < _shuffledActions.length; _i++>>
<<print "<li><<link " + JSON.stringify(_shuffledActions[_i].text) + ">><<set $nappingAnswer to " + JSON.stringify(_shuffledActions[_i]) + ">><<goto \"Napping01\">><</link>> <<arrowIcon>></li>">>
<</for>></ul>\
<<nobr>><<set _choiceMade to false>><<set _variable to $nappingAnswer>><<switch $nappingAnswer.value>>
<<case "wake">>
<<include "Nap - Wake">>
<<case "leave">>
<<include "Nap - Leave">>
<<case "nudge">>
<<include "Nap - Nudge">>
<</switch>><</nobr>>\
<<do tag "stats">><<if _choiceMade>><<timed 40ms t8n>>\
<<if $spoiler is true>><<statspoiler $nappingAnswer>><<else>><</if>>\
<<button "Go to Next Day">><<if _variable.hap isnot undefined>><<set $hap to $hap + _variable.hap>><</if>><<if _variable.hel isnot undefined>><<set $hel to $hel + _variable.hel>><</if>><<if _variable.biz isnot undefined>><<set $biz to $biz + _variable.biz>><</if>><<getNextEvent>><</button>><</timed>><<else>><</if>><</do>>You approach <<Name>> and decide to shake them awake. The mumbles continue briefly, but eventually subside as <<they>> open <<their>> eyes and look at you.
<<colortext>>"Oh hewwo dere <<Daddeh>>,"<</colortext>> <<Name>> says. <<colortext>>"<<Fluffname>> wus habbin' happeh sleepie-time stowey. Sketti Munsta wooked so tasty."<</colortext>> There was a poignant pause as <<Name>> situated <<themself>>. "<<Daddeh>>, can <<Fluffname>> has skettis?"
The next 60 minutes go buy in a cacophany of //wanting, wanting, and wanting//. You're going veritably insane, even with your office door closed. You can see <<Name>> pacing back and forth, obsessed with Skettis, spurred on by the dream.
<span id="napping-choices">\
<<link "Give them skettis">>
<<set _choiceMade to true>>
<<set $nappingAnswer.biz to $nappingAnswer.biz + -3>>
<<set $nappingAnswer.hap to $nappingAnswer.hap + +3>>
<<redo "stats">>
<<replace "#napping-choices" t8n>>Partially to get <<them>> to //shut the hell up//, you give in and give them some Skettis. They thankfully seem a bit higher in spirits afterwards (who wouldn't after a treat?) but both the time and the money spent on replenishing skettis kind of sucks.<</replace>>
<</link>>
<<link "Don't give them skettis">>
<<set _choiceMade to true>>
<<set $nappingAnswer.hap to $nappingAnswer.hap + -5>>
<<redo "stats">>
<<replace "#napping-choices" t8n>>You decide to not give in to <<them>>, especially since they're asking in such an annoying way. Eventually <<Name>> peters out and loses interest, but you can tell there's a healthy amount of resentment attached to it. No matter what the disposition of Fluffy, there are some powerful subconscious cravings at work.<</replace>>
<</link>>
</span><<set _choiceMade to true>><<timed 40ms t8n>>You <<cycle "_nappingAction">><<option "roll your eyes" "roll">><<option "smile slightly" "smile">><</cycle>> and decide to let <<them>> be, at least for a little while. You hear occasional mumbling as <<Name>> continues to dream, and you go back into your office to take care of some logistics work.
Later, <<Name>> seems a bit more upbeat than usual, perhaps because of the lovely dream of "snackie munstas."
<<linkreplace "Give them some skettis (-3 BIZ, optional)" t8n>><<set $nappingAnswer.biz to $nappingAnswer.biz + -3>><<set $nappingAnswer.hap to $nappingAnswer.hap + +3>><<redo "stats">>After they wake up, you decide to give <<Name>> a treat of Skettis, and they seem pretty happy about it. <<They>> doesn't mention the contents of the dream, but perhaps are happy that you can (apparently) read <<their>> mind.<</linkreplace>><</timed>>You approach <<Name>> and give them a <<cycle "_nappingAction">><<option "firm" "firm">><<option "gentle" "gentle">><</cycle>> nudge. It doesn't necessarily wake them, but jogs their brain in a way that humans definitely can't comprehend.
<<nobr>>
<<linkreplace "Next" t8n>>
<<switch _nappingAction>>
<<case "gentle">><<include "Nap - GoodNudge">>
<<case "firm">><<set $nappingAnswer.hap to $nappingAnswer.hap + -2>><<include "Nap - BadNudge">>
<</switch>>
<<set _choiceMade to true>><<redo "stats">>
<</linkreplace>><</nobr>>Unfortunately, your nudge really got their bowels moving, too. Turning your back, your attention is brought back by the tell-tale <<bad>>"frrt"<</bad>> of <<Name>> releasing their bowels without even waking up. You exhale with exhaustion, knowing you'll have to spend some time cleaning up.Unfortunately, your nudge really got their bowels moving, too. Turning your back, your attention is brought back by the tell-tale <<bad>>"frrt"<</bad>> of <<Name>> releasing their bowels without even waking up.
You can also tell that <<Name>>'s mood has worsened - perhaps their dream turned into more of a nightmare, as well. You exhale with exhaustion, knowing you'll have to spend some time cleaning up. Later, you can tell that <<Name>> is a bit shaken up - they're a bit more worse for wear.<<set $minorNoGoodToys =
{
name: "No Good Toys",
passage: "No Good Toys 00",
gender: ["male"],
race: ["unicorn", "pegasus", "earthie", "alicorn"],
legs: [1, 2, 3, 4]
}>><<silently>><<set _actions to [
{
text: "[Chastise <<Fluffname>>] \"What, is my daycare not good enough for you? Good Fluffies don't complain about what daddies and mommies give them.\"",
value: "chastise",
hel: 0,
hap: -5,
biz: -3
},
{
text: "[Challenge <<Fluffname>>] \"Are you sure? I see a good couple blocks over there that haven't been stacked - I've been waiting for a Fluffy friend to finally be able to stack them three blocks high.\"",
value: "challenge",
hel: 0,
hap: +5,
biz: 0
},
{
text: "[Treat <<Fluffname>>] \"You're right. Let's see what we can find online, shall we?\"",
value: "treat",
hel: 0,
hap: +8,
biz: -12
}
]>><<set _shuffledActions to _actions.shuffle()>><</silently>>\
\
You sit in your office, casually flipping through pages of a magazine. You recently fed <<Name>> without issue, and for all intents and purposes, you figured that <<they>> would tire <<themself>> out, then go for a nap.
However, things clearly can't be that easy.
As you turn turn pages, you hear a shuffling noise that eventually grew bigger — a dragging scrape here, a "thump" there. Frustrated, muffled Fluffspeak. You look up from your magazine and peek out the window into the daycare room.
You see <<Name>> rooting through your box of toys, looking increasingly frustrated and tossing the contents out onto the floor. Since this is something you'd have to clean up later regardless, you decided to see what was wrong.
"Hey <<if $currentFluffy.gender is "male">>buddy<<else>>sweetie<</if>>, what's up?"
<<colortext>>"<<Daddeh>>, dewe's nu good toysies hewe. <<Fluffname>> awweady pway wif aww of dese. Dewe am nuffin new!"<</colortext>>, <<they>> said. <<They>> looked somewhat perplexed and frustrated. <<colortext>>"Can <<daddeh>> buy <<Fluffname>> new toysies pwease? <<Fluffname>> am gud Fluffy."<</colortext>>
You decide to:
<ul>
<<for _i to 0; _i < _shuffledActions.length; _i++>>
<<print "<li><<link " + JSON.stringify(_shuffledActions[_i].text) + ">><<set $buytoyAnswer to " + JSON.stringify(_shuffledActions[_i]) + ">><<goto \"No Good Toys 01\">><</link>> <<arrowIcon>></li>">>
<</for>>
<li><<link "Ignore <<Fluffname>> and walk away.">><<set $buytoyAnswer to {
value: "ignore",
hel: 0,
hap: +8,
biz: -12
}>><<goto "No Good Toys 01">><</link>></li>
</ul>\
<<nobr>><<set _choiceMade to false>><<set _variable to $buytoyAnswer>><<switch $buytoyAnswer.value>>
<<case "treat">>
<<include "NGT - Treat">>
<<case "challenge">>
<<include "NGT - Challenge">>
<<case "chastise">>
<<include "NGT - Chastise">>
<<case "ignore">>
<<include "NGT - Ignore">>
<</switch>><</nobr>>\
<<do tag "stats">><<if _choiceMade>><<timed 40ms t8n>>\
<<if $spoiler is true>><<statspoiler $buytoyAnswer>><<else>><</if>>\
<<button "Go to Next Day">><<if _variable.hap isnot undefined>><<set $hap to $hap + _variable.hap>><</if>><<if _variable.hel isnot undefined>><<set $hel to $hel + _variable.hel>><</if>><<if _variable.biz isnot undefined>><<set $biz to $biz + _variable.biz>><</if>><<getNextEvent>><</button>><</timed>><<else>><</if>><</do>>\
Placeholder text for now. <<set _choiceMade to true>>\
Placeholder text for now. <<set _choiceMade to true>>\
Placeholder text for now. <<set _choiceMade to true>>\
You simply walk back to your office without responding.
<<colortext>>"<<Daddeh>>? <<Daddeh>>, whewe yu go?"<</colortext>> <<Name>> called after you, confused. <<colortext>>"<<Fluffname>> tawkin' to yu..."<</colortext>>
After a few more attempts to get your attention failed, <<they>> sat by the toy box looking dejected. Eventually <<they>> went back to playing with the same toys, but <<their>> earlier enthusiasm was gone. Every so often <<they>> would glance toward your office door, as if hoping you'd come back out.
The day ended without incident, but you could tell that <<Name>> didn't like being ignored.<<set _choiceMade to true>><<set $minorHatesLB =
{
name: "Hates Litterbox",
passage: "Hates Litterbox 01",
gender: ["male", "female"],
race: ["unicorn", "pegasus", "earthie", "alicorn"],
legs: [1, 2, 3, 4]
}>>Placeholder text for this event for now.
<<button "Go to Next Day">><<if _variable.hap isnot undefined>><<set $hap to $hap + _variable.hap>><</if>><<if _variable.hel isnot undefined>><<set $hel to $hel + _variable.hel>><</if>><<if _variable.biz isnot undefined>><<set $biz to $biz + _variable.biz>><</if>><<getNextEvent>><</button>><<set $minorThunder =
{
name: "Scared of Thunder",
passage: "Scared of Thunder 00",
gender: ["male", "female"],
race: ["unicorn", "pegasus", "earthie", "alicorn"],
legs: [1, 2, 3, 4]
}>>Placeholder text for this event for now.<<set _variable to {"hap": 0, "hel": 0, "biz": 0}>>
<<button "Go to Next Day">><<if _variable.hap isnot undefined>><<set $hap to $hap + _variable.hap>><</if>><<if _variable.hel isnot undefined>><<set $hel to $hel + _variable.hel>><</if>><<if _variable.biz isnot undefined>><<set $biz to $biz + _variable.biz>><</if>><<getNextEvent>><</button>><<set $minorEventName =
{
name: "[Display Name]",
passage: "EventName 00",
gender: ["male", "female"],
race: ["unicorn", "pegasus", "earthie", "alicorn"],
legs: [1, 2, 3, 4]
}>>\
/* Write the narrative setup here - describe the situation that leads to the player making a choice */
\
<<nobr>>
<<set _actions to [
{
text: "[Choice Label] \"Choice description or dialogue\"",
value: "choicekey1",
hel: 0,
hap: 0,
biz: 0
},
{
text: "[Choice Label] \"Another choice\"",
value: "choicekey2",
hel: 0,
hap: 0,
biz: 0
},
{
text: "[Choice Label] \"Third choice\"",
value: "choicekey3",
hel: 0,
hap: 0,
biz: 0
}
]>>
<<set _shuffledActions to _actions.shuffle()>>
<</nobr>>
You decide to:
<ul>
<<for _i to 0; _i < _shuffledActions.length; _i++>>
<<print "<li><<link " + JSON.stringify(_shuffledActions[_i].text) + ">><<set $[eventvar]Answer to " + JSON.stringify(_shuffledActions[_i]) + ">><<goto \"EventName 01\">><</link>> <<arrowIcon>></li>">>
<</for>>
</ul>\
<<nobr>><<set _choiceMade to false>><<set _variable to $[eventvar]Answer>><<switch $[eventvar]Answer.value>>
<<case "choicekey1">>
<<include "PREFIX - Choice1">>
<<case "choicekey2">>
<<include "PREFIX - Choice2">>
<<case "choicekey3">>
<<include "PREFIX - Choice3">>
<</switch>><</nobr>>\
<<do tag "stats">><<if _choiceMade>><<timed 40ms t8n>>\
<<if $spoiler is true>><<statspoiler $[eventvar]Answer>><<else>><</if>>\
<<button "Go to Next Day">><<if _variable.hap isnot undefined>><<set $hap to $hap + _variable.hap>><</if>><<if _variable.hel isnot undefined>><<set $hel to $hel + _variable.hel>><</if>><<if _variable.biz isnot undefined>><<set $biz to $biz + _variable.biz>><</if>><<getNextEvent>><</button>><</timed>><<else>><</if>><</do>>\
/* Write the narrative outcome for this choice here. Remember to set _choiceMade to true at the end. */
<<set _choiceMade to true>>\
/* Write the narrative outcome for this choice here. Remember to set _choiceMade to true at the end. */
<<set _choiceMade to true>>\
/* Write the narrative outcome for this choice here. Remember to set _choiceMade to true at the end. */
<<set _choiceMade to true>><<set $randomNameMale = [
{ name: "Oak", fluffname: "Owk" },
{ name: "Cedar", fluffname: "Cedaw" },
{ name: "Birch", fluffname: "Biwwch" },
{ name: "Ash", fluffname: "Aws" },
{ name: "Thorn", fluffname: "Thown" },
{ name: "Bramble", fluffname: "Bwambwe" },
{ name: "Flint", fluffname: "Fwint" },
{ name: "Stone", fluffname: "Stwone" },
{ name: "Boulder", fluffname: "Bouwdew" },
{ name: "Cliff", fluffname: "Cwif" },
{ name: "Storm", fluffname: "Stowm" },
{ name: "Thunder", fluffname: "Thundew" },
{ name: "Lightning", fluffname: "Wightning" },
{ name: "Blaze", fluffname: "Bwaze" },
{ name: "Ember", fluffname: "Embew" },
{ name: "Rusty", fluffname: "Wusty" },
{ name: "Copper", fluffname: "Coppew" },
{ name: "Bronze", fluffname: "Bwonze" },
{ name: "Steel", fluffname: "Steew" },
{ name: "Iron", fluffname: "Iwon" },
{ name: "Shadow", fluffname: "Shadow" },
{ name: "Midnight", fluffname: "Midnyte" },
{ name: "Onyx", fluffname: "Onyx" },
{ name: "Jet", fluffname: "Jet" },
{ name: "Coal", fluffname: "Coaw" },
{ name: "Gravel", fluffname: "Gwavuw" },
{ name: "Granite", fluffname: "Gwanite" },
{ name: "Moss", fluffname: "Moss" },
{ name: "Fern", fluffname: "Fewn" },
{ name: "Pine", fluffname: "Pine" },
{ name: "Spruce", fluffname: "Spwuce" },
{ name: "Timber", fluffname: "Timbeh" },
{ name: "River", fluffname: "Wivah" },
{ name: "Brook", fluffname: "Bwook" },
{ name: "Lake", fluffname: "Wake" },
{ name: "Ocean", fluffname: "Oceawn" },
{ name: "Tide", fluffname: "Tide" },
{ name: "Wave", fluffname: "Wave" },
{ name: "Frost", fluffname: "Fwost" },
{ name: "Glacier", fluffname: "Gwaciah" },
{ name: "Comet", fluffname: "Comet" },
{ name: "Meteor", fluffname: "Meteow" },
{ name: "Orion", fluffname: "Owion" },
{ name: "Sol", fluffname: "Sow" },
{ name: "Shade", fluffname: "Shade" },
{ name: "Sandy", fluffname: "Sandy" },
{ name: "Shine", fluffname: "Shine" },
{ name: "Gold", fluffname: "Gowd" },
{ name: "Silver", fluffname: "Siwveh" },
{ name: "Platinum", fluffname: "Pwatinum" },
{ name: "Rowan", fluffname: "Wowen" },
{ name: "Hawthorn", fluffname: "Hawthown" },
{ name: "Alder", fluffname: "Awdeh" },
{ name: "Sycamore", fluffname: "Sycamowe" },
{ name: "Elm", fluffname: "Elm" },
{ name: "Maple", fluffname: "Mapwe" },
{ name: "Cypress", fluffname: "Cypwess" },
{ name: "Redwood", fluffname: "Wedwood" },
{ name: "Hickory", fluffname: "Hickowy" },
{ name: "Juniper", fluffname: "Junipeh" },
{ name: "Rex", fluffname: "Wex" },
{ name: "Rover", fluffname: "Woveh" },
{ name: "Whistle", fluffname: "Whistwe" },
{ name: "Rosemary", fluffname: "Wosemawy" },
{ name: "Coriander", fluffname: "Cowiandeh" },
{ name: "Parsley", fluffname: "Pawswey" },
{ name: "Dill", fluffname: "Diww" },
{ name: "Trapper", fluffname: "Twappeh" },
{ name: "Clove", fluffname: "Cwove" },
{ name: "Cumin", fluffname: "Cumin" },
{ name: "Cobalt", fluffname: "Cobawt" },
{ name: "Mercury", fluffname: "Mewcuwy" },
{ name: "Titanium", fluffname: "Titanium" },
{ name: "Nickel", fluffname: "Nickew" },
{ name: "Zinc", fluffname: "Zinc" },
{ name: "Quartz", fluffname: "Quawtz" },
{ name: "Obsidian", fluffname: "Obseediahn" },
{ name: "Topaz", fluffname: "Topaz" },
{ name: "Garnet", fluffname: "Gawneht" },
{ name: "Shale", fluffname: "Shale" },
{ name: "Falcon", fluffname: "Fawcon" },
{ name: "Eagle", fluffname: "Eagwe" },
{ name: "Hawk", fluffname: "Hawwk" },
{ name: "Raven", fluffname: "Waven" },
{ name: "Crow", fluffname: "Cwow" },
{ name: "Phoenix", fluffname: "Phoenix" },
{ name: "Griffin", fluffname: "Gwiffin" },
{ name: "Drake", fluffname: "Dwaek" },
{ name: "Wolf", fluffname: "Wowf" },
{ name: "Bear", fluffname: "Beaw" },
{ name: "Fox", fluffname: "Fox" },
{ name: "Lynx", fluffname: "Wynx" },
{ name: "Cougar", fluffname: "Cougaw" },
{ name: "Panther", fluffname: "Pantheh" },
{ name: "Leopard", fluffname: "Weopawd" },
{ name: "Tiger", fluffname: "Tigew" },
{ name: "Lion", fluffname: "Wion" },
{ name: "Falcon", fluffname: "Fawcon" },
{ name: "Boulder", fluffname: "Bouwdew" },
{ name: "Slate", fluffname: "Swate" }
]>>
<<set $randomNameFemale = [
{ name: "Rosebud", fluffname: "Wosebud" },
{ name: "Daisy", fluffname: "Daisy" },
{ name: "Lilypad", fluffname: "Wiwypad" },
{ name: "Buttercup", fluffname: "Buttehcup" },
{ name: "Marigold", fluffname: "Mawigowd" },
{ name: "Petal", fluffname: "Petaw" },
{ name: "Blossom", fluffname: "Bwossom" },
{ name: "Cherry", fluffname: "Chewwy" },
{ name: "Peach", fluffname: "Peach" },
{ name: "Berry", fluffname: "Bewwy" },
{ name: "Honey", fluffname: "Honey" },
{ name: "Sugar", fluffname: "Sugaw" },
{ name: "Sparkle", fluffname: "Spawkuw" },
{ name: "Glimmer", fluffname: "Gwimmew" },
{ name: "Starflower", fluffname: "Stawfwoweh" },
{ name: "Moonbeam", fluffname: "Moonbeam" },
{ name: "Sunny", fluffname: "Sunny" },
{ name: "Skye", fluffname: "Skye" },
{ name: "Raindrop", fluffname: "Waindwop" },
{ name: "Dewdrop", fluffname: "Dewdwop" },
{ name: "Pearl", fluffname: "Peaw" },
{ name: "Coral", fluffname: "Cowuw" },
{ name: "Sapphire", fluffname: "Saffiwe" },
{ name: "Ruby", fluffname: "Wuby" },
{ name: "Amber", fluffname: "Ambeh" },
{ name: "Jade", fluffname: "Jade" },
{ name: "Opal", fluffname: "Opaw" },
{ name: "Crystal", fluffname: "Cwystaw" },
{ name: "Velvet", fluffname: "Vewvet" },
{ name: "Misty", fluffname: "Misty" },
{ name: "Frosty", fluffname: "Fwosty" },
{ name: "Snowflake", fluffname: "Snowfwake" },
{ name: "Cloudy", fluffname: "Cwoudy" },
{ name: "Breeze", fluffname: "Bweeze" },
{ name: "Meadow", fluffname: "Meadow" },
{ name: "Willow", fluffname: "Wiwwow" },
{ name: "Clover", fluffname: "Cwoveh" },
{ name: "Tulip", fluffname: "Tuwip" },
{ name: "Poppy", fluffname: "Poppy" },
{ name: "Lavender", fluffname: "Wavendew" },
{ name: "Violet", fluffname: "Viowet" },
{ name: "Iris", fluffname: "Iwis" },
{ name: "Hazel", fluffname: "Hazew" },
{ name: "Maple", fluffname: "Mapwe" },
{ name: "Autumn", fluffname: "Autumm" },
{ name: "Summer", fluffname: "Summeh" },
{ name: "Dawn", fluffname: "Dawn" },
{ name: "Twilight", fluffname: "Twiwight" },
{ name: "Aurora", fluffname: "Auwowa" },
{ name: "Starlight", fluffname: "Stawwight" },
{ name: "Rosemary", fluffname: "Wosemawy" },
{ name: "Bluebell", fluffname: "Bwuebeww" },
{ name: "Daffodil", fluffname: "Daffodiww" },
{ name: "Primrose", fluffname: "Pwimwose" },
{ name: "Sunflower", fluffname: "Sunfloweh" },
{ name: "Cinnamon", fluffname: "Cinnamown" },
{ name: "Peppermint", fluffname: "Peppewmint" },
{ name: "Vanilla", fluffname: "Vaniwwa" },
{ name: "Caramel", fluffname: "Cawamew" },
{ name: "Toffee", fluffname: "Toffee" },
{ name: "Cupcake", fluffname: "Cupcake" },
{ name: "Sprinkle", fluffname: "Spwinkwe" },
{ name: "Glitter", fluffname: "Gwitteh" },
{ name: "Shimmer", fluffname: "Shimmew" },
{ name: "Twinkle", fluffname: "Twinkwe" },
{ name: "Moonlight", fluffname: "Moonwight" },
{ name: "Starshine", fluffname: "Stawshine" },
{ name: "Sunbeam", fluffname: "Sunbeam" },
{ name: "Rainbow", fluffname: "Wainbow" },
{ name: "Bubble", fluffname: "Bubbwe" },
{ name: "Feather", fluffname: "Featheh" },
{ name: "Swan", fluffname: "Swan" },
{ name: "Dove", fluffname: "Dove" },
{ name: "Robin", fluffname: "Wobin" },
{ name: "Wren", fluffname: "Wen" },
{ name: "Sparrow", fluffname: "Spawwow" },
{ name: "Lark", fluffname: "Wawk" },
{ name: "Finch", fluffname: "Finch" },
{ name: "Dusk", fluffname: "Dusky" },
{ name: "Canary", fluffname: "Canawy" },
{ name: "Marina", fluffname: "Mawina" },
{ name: "Seashell", fluffname: "Seashew" },
{ name: "Powder", fluffname: "Powdeh" },
{ name: "Coraline", fluffname: "Cowawine" },
{ name: "Aqua", fluffname: "Aqua" },
{ name: "Azure", fluffname: "Azuweh" },
{ name: "Cerulean", fluffname: "Cewuwan" },
{ name: "Indigo", fluffname: "Indigo" },
{ name: "Lilac", fluffname: "Wiwac" },
{ name: "Magnolia", fluffname: "Magnowia" },
{ name: "Pansy", fluffname: "Pansy" },
{ name: "Dandelion", fluffname: "Dandewion" },
{ name: "Camellia", fluffname: "Camewia" },
{ name: "Aster", fluffname: "Asteh" },
{ name: "Snowdrop", fluffname: "Snowdwop" }
]>><<silent>><<if not tags().includesAny("noreturn", "daycare")>>
<<set $return to passage()>>
<</if>><</silent>><<set $hel to 100>>
<<set $hap to 100>>
<<set $biz to 100>>
<<set $hasVisited = []>>
<<set $currentWeek to 0>>
<<set $weekEnd to 0>>
<<set $playerName to "John Doe">>
<<set $daycareName to "Sunshine">>
<<set $playerGender to "Male">>
<<set $return to "">>
<<newinv $storageInv>>
<<newinv $shopInv>>
<<pickup $shopInv "coal" 10 "gold nugget" 2 "iron ingot" 5>>
<<set $demo to true>>
<<set $currentRent to 50>>
<<set setup.prices = new Map([
["itemStick", 35],
["itemTV", 2],
["itemBox", 12],
["itemSmell", 5],
["itemTV", 50]
])>>
/* Item Descriptions */
<<item "itemStick" "Sorry Stick">>
<<description>>\
A flexible piece of carbon fibre that is used to discipline your Fluffy. Easy to clean, and inspires some fear for how much it stings and the slapping sound it makes. A good threatening tool for intimidation, even if you aren't going to use it.\
<<unique>>
<</item>>
<<item "itemTV" "FluffTV">>
<<description>>\
A 34-inch monitor with associated easy-to-use remote that lays on the floor. Fluffies have the ability to toggle it on or off; volume buttons can be disabled in function (but retained for on-screen purposes) to give Fluffies a sense of interactivity. Includes subscription to FluffTV programming.\
<<unique>>
<</item>>
<<item "itemSmell" "Smell Station">>
<<description>>\
A smell station with three different smells. Includes fresh pine, pleasant lavender, and a small pseudo-pasta scent that is made to induce a pleasurable sensation //without// increasing demands for Skettis.\
<<unique>>
<</item>>
<<item "itemBed" "Deluxe Bed">>
<<description>>\
A soft microfibre bed that's made to be cleaned easily. Easily fits one Fluffy. This premium bed differentiates itself from simpler "pet bed" models with its small battery-operated heater, which Fluffies find pleasurable.\
<<unique>>
<</item>>
<<item "itemBox" "Sorry Box">>
<<description>>\
It's a box, but one that means business. Fluffies know that the Sorry Box means that they've earned a punishment, and this one allows them just enough room to turn around without giving them the freedom that makes them think they've escaped their punishment. Dark, forboding, but enough airholes to make sure your Fluffy doesn't suffocate - you could put a blanket at the bottom, but remember to remove it before cleaning, as there are small openings to let water drain. As Fluffies will surely mess themselves while in the box, you'll be happy they're there.
<<unique>>
<</item>><<if $currentWeek isnot 0>><p>''$daycareName Daycare''<br />Owner: $playerName</p>\
<table width=100% border="1" style="table-layout: auto;">\
<tr height="10%">\
<td style="text-align:left; padding-left:5%;" width=75%><<biz>>Business Resources<</biz>></td>\
<td style="padding-left:5%;text-align:left" width=25%><<biz>>@@#biz;<<= $biz>>@@<</biz>></td>\
</tr>
<tr height="10%">\
<td style="text-align:left; padding-left:5%;" width=75%>Current Week</td>\
<td style="padding-left:5%;text-align:left" width=25%>$currentWeek</td>\
</tr>
<tr height="10%">\
<td style="text-align:left; padding-left:5%;" width=75%>Days Until Rent</td>\
<td style="padding-left:5%;text-align:left" width=25%><<print 7-$currentDayIndex>></td>\
</tr>
<tr height="10%">\
<td style="text-align:left; padding-left:5%;" width=75%>Current Rent</td>\
<td style="padding-left:5%;text-align:left" width=25%><<=$currentRent>></td>\
</tr>
</table>\
<<elseif $hasMoney and $currentFluffy isnot undefined and $spoilers is true and $hideFluffy isnot true>>\
<table width=100% border="1" style="table-layout: auto;">\
<tr height="10%">\
<td style="text-align:left; padding-left:5%;" width=75%><<biz>>Business Resources<</biz>></td>\
<td style="padding-left:5%;text-align:left" width=25%><<biz>><<= $biz>><</biz>></td>\
</tr>\
<tr height="10%">\
<td style="text-align:left; padding-left:5%;" width=75%>Current Week</td>\
<td style="padding-left:5%;text-align:left" width=25%>$currentWeek</td>\
</tr>
<tr height="10%">\
<td style="text-align:left; padding-left:5%;" width=75%>Days Until Rent</td>\
<td style="padding-left:5%;text-align:left" width=25%><<print 7-$currentDayIndex>></td>\
</tr>
</table>\
<</if>>\
<<if $currentFluffy isnot undefined and passage() isnot "Week Start" and $hideFluffy isnot true>>\
<h4>Current Fluffy</h4>\
<table width=100% border="1" style="table-layout: auto;">\
<tr height="10%">\
<td style="color: #fff; text-align:left; padding-left:3%;" width=40%><strong>Name</strong></td>\
<td style="padding-left:3%;text-align:left" width=60%><strong><<print $currentFluffy.name.toUpperFirst()>></strong></td>\
</tr>\
<tr height="10%">\
<td style="color: #fff; text-align:left; padding: 0 3%;">Gender</td>\
<td style="padding-left:3%;text-align:left" width=60%><<print $currentFluffy.gender.toUpperFirst()>></td>\
</tr>\
<tr height="10%">\
<td style="color: #fff; text-align:left; padding: 0 3%;">Race</td>\
<td style="padding-left:3%;text-align:left" width=60%><<print $currentFluffy.race.toUpperFirst()>></td>\
</tr>\
<tr height="10%">\
<td style="color: #fff; text-align:left; padding: 0 3%;">Color</td>\
<td style="padding-left:3%;text-align:left;" width=60%><<print $currentFluffy.color.name.toUpperFirst()>> <<skinbox>></td>\
</tr>\
<tr height="10%">\
<td style="color: #fff; text-align:left; padding: 0 3%;">Mane</td>\
<td style="padding-left:3%;text-align:left" width=60%><<print $currentFluffy.mane.name.toUpperFirst()>> <<manebox>></td>\
</tr>\
<tr height="10%">\
<td style="color: #fff; text-align:left; padding: 0 3%;"><<hap>>Happiness<</hap>></td>\
<td style="padding-left:3%;text-align:left" width=25%><<hap>>''<<= $hap>>''<</hap>></td>\
</tr>\
<tr height="10%">\
<td style="color: #fff; text-align:left; padding: 0 3%;"><<hel>>Health<</hel>></td>\
<td style="padding-left:3%;text-align:left" width=25%><<hel>>''<<= $hel>>''<</hel>></td>\
</tr>\
</table>\
<</if>>\
\
<<if hasVisited("Will Conditions") || $introSkip>><br><<link "Game FAQ" "Game Intro">><<set $FAQEntryPoint = $passage>><</link>><<else>><</if>>
<<if hasVisited("Daycare Description") || $introSkip>><<link "Daycare Description" "Daycare Description">><<set $daycareEntryPoint = $passage>><</link>>\<<else>><</if>><<widget "makeMajor">>
<<set $majorEventPool to []>>
<<if typeof $majorFatFluffy !== "undefined" && $majorFatFluffy.seen == false>>
<<set $majorEventPool.push($majorFatFluffy)>>
<</if>>
<<if typeof $majorThinFluffy !== "undefined" && $majorThinFluffy.seen == false>>
<<set $majorEventPool.push($majorThinFluffy)>>
<</if>>
<<if typeof $majorFoalCrazyBad !== "undefined" && $majorFoalCrazyBad.seen == false>>
<<set $majorEventPool.push($majorFoalCrazyBad)>>
<</if>>
<<if typeof $majorFoalCrazyGood !== "undefined" && $majorFoalCrazyGood.seen == false>>
<<set $majorEventPool.push($majorFoalCrazyGood)>>
<</if>>
<<if typeof $majorAbusedAlicorn !== "undefined" && $majorAbusedAlicorn.seen == false>>
<<set $majorEventPool.push($majorAbusedAlicorn)>>
<</if>>
<<if typeof $majorWantsSpecialFriend !== "undefined" && $majorWantsSpecialFriend.seen == false>>
<<set $majorEventPool.push($majorWantsSpecialFriend)>>
<</if>>
<</widget>><<widget "makeMinor">>
<<set $minorEventPool to []>>
<<set _allMinorEvents = [$minorNoGoodToys, $minorDayDreaming, $minorNapping]>>
<<for _eventItem range _allMinorEvents>>
<<set _isEligible = !hasVisited(_eventItem.passage) && _eventItem.legs.includes($currentFluffy.legs) && _eventItem.race.includes($currentFluffy.race) && _eventItem.gender.includes($currentFluffy.gender)>>
<<if _isEligible>>
<<set $minorEventPool.push(_eventItem)>>
<</if>>
<</for>>
<</widget>><<widget "nameroll">><<silently>>
<<switch $currentFluffy.gender>>
<<case "male">>
<<if $currentFluffy.custom isnot true or $currentFluffy.custom is undefined>>
<<set _tempName to $randomNameMale.pluck()>>
<<set $currentFluffy.name to _tempName.name>>
<<set $currentFluffy.fluffname to _tempName.fluffname>>
<<else>><</if>>
<<case "female">>
<<if $currentFluffy.custom isnot true or $currentFluffy.custom is undefined>>
<<set _tempName to $randomNameFemale.pluck()>>
<<set $currentFluffy.name to _tempName.name>>
<<set $currentFluffy.fluffname to _tempName.fluffname>>
<<else>><</if>>
<</switch>><</silently>>
<</widget>>
<<widget "genderroll">><<silently>>
<<set _tempGender to ["male", "female"]>><<set $currentFluffy.gender to _tempGender.random()>>
<</silently>><</widget>>/* Human Pronouns */
<<widget "daddeh">><<if $playerGender is "male">><<print "daddeh">><<else>><<print "mummah">><</if>><</widget>>
<<widget "Daddeh">><<if $playerGender is "male">><<print "Daddeh">><<else>><<print "Mummah">><</if>><</widget>>
/* Fluffy Pronouns */
<<widget "they">><<if $currentFluffy.gender is "male">><<print "he">><<else>><<print "she">><</if>><</widget>>
<<widget "them">><<if $currentFluffy.gender is "male">><<print "him">><<else>><<print "her">><</if>><</widget>>
<<widget "their">><<if $currentFluffy.gender is "male">><<print "his">><<else>><<print "her">><</if>><</widget>>
<<widget "themself">><<if $currentFluffy.gender is "male">><<print "himself">><<else>><<print "herself">><</if>><</widget>>
<<widget "themselves">><<if $currentFluffy.gender is "male">><<print "himself">><<else>><<print "herself">><</if>><</widget>>
<<widget "They">><<if $currentFluffy.gender is "male">><<print "He">><<else>><<print "She">><</if>><</widget>>
<<widget "Them">><<if $currentFluffy.gender is "male">><<print "Him">><<else>><<print "Her">><</if>><</widget>>
<<widget "Their">><<if $currentFluffy.gender is "male">><<print "His">><<else>><<print "Her">><</if>><</widget>>
<<widget "Themself">><<if $currentFluffy.gender is "male">><<print "Himself">><<else>><<print "Herself">><</if>><</widget>>
<<widget "Themselves">><<if $currentFluffy.gender is "male">><<print "Himself">><<else>><<print "Herself">><</if>><</widget>>
/* Current Fluffy Details and Styling */
<<widget "Name">><<print $currentFluffy.name.toUpperFirst()>><</widget>>
<<widget "name">><<print $currentFluffy.name>><</widget>>
<<widget "Fluffname">><<print $currentFluffy.fluffname.toUpperFirst()>><</widget>>
<<widget "fluffname">><<print $currentFluffy.fluffname>><</widget>>
<<widget "colorupper">><<print $currentFluffy.color.name.toUpperFirst()>><</widget>>
<<widget "maneupper">><<print $currentFluffy.mane.name.toUpperFirst()>><</widget>>
/* Misc Symbols */
<<widget "arrowIcon">><<print "<span class='icon next-arrow'></span>">><</widget>><<widget "hel"container>>@@color: #9aff00;_contents@@<</widget>>
<<widget "hap" container>>@@color:yellow;_contents@@<</widget>>
<<widget "biz" container>>@@color:violet;_contents@@<</widget>>
<<widget "bad" container>>@@color: #ff6d6d;_contents@@<</widget>>
<<widget "colortext" container>><<print '@@color: ' + $currentFluffy.color.css + ';_contents@@'>><</widget>>
<<widget "manetext" container>><<print '@@color: ' + $currentFluffy.mane.css + ';_contents@@'>><</widget>>
<<widget "colormark" container>><<print '<mark style="background: ' + $currentFluffy.color.css + '; padding: 0px 2px;">_contents</mark>'>><</widget>>
<<widget "manemark" container>><<print '<mark style="background: ' + $currentFluffy.mane.css + '; padding: 0px 2px;">_contents</mark>'>><</widget>>
<<widget "buddy">><<if $currentFluffy.gender is "male">><<print "buddy">><<else>><<print "sweetie">><</if>><</widget>>
<<widget "Buddy">><<if $currentFluffy.gender is "male">><<print "Buddy">><<else>><<print "Sweetie">><</if>><</widget>><<widget "colorbox" container>><<print '<span class="colorbox" style="background-color: ' + _contents + ';"></span>'>><</widget>>
<<widget "skinbox">><<print '<span class="colorbox" style="background-color:' + $currentFluffy.color.css + ';"></span>'>><</widget>>
<<widget "manebox">><<print '<span class="colorbox" style="background-color:' + $currentFluffy.mane.css + ';"></span>'>><</widget>><<widget "weekDay">><<switch $currentDayIndex>><<case 1>>Monday<<case 2>>Tuesday<<case 3>>Wednesday<<case 4>>Thursday<<case 5>>Friday<</switch>><</widget>><<widget "statspoiler">>
<<nobr>>
<<if $spoilers and _args[0]>>
<<set _actionData to _args[0]>>
<<linkreplace "See Results" t8n>>
<<nobr>>
<<set _hasOutput to false>>
<<if _actionData.hel isnot undefined and _actionData.hel != 0>>
@@color:#9aff00;<<print (_actionData.hel > 0 ? "+" : "") + _actionData.hel + " HEL">>@@
<<set _hasOutput to true>>
<</if>>
<<if _actionData.hap isnot undefined and _actionData.hap != 0>>
<<if _hasOutput>><br><</if>>
@@color:yellow;<<print (_actionData.hap > 0 ? "+" : "") + _actionData.hap + " HAP">>@@
<<set _hasOutput to true>>
<</if>>
<<if _actionData.biz isnot undefined and _actionData.biz != 0>>
<<if _hasOutput>><br><</if>>
@@color:violet;<<print (_actionData.biz > 0 ? "+" : "") + _actionData.biz + " BIZ">>@@
<</if>>
<</nobr>>
<</linkreplace>>
<</if>>
<</nobr>>
<</widget>><<widget "bizGold">>
<<set $biz to Math.clamp($biz + _args[0], 0, Infinity)>>
<<replace "#biz">><<= $biz>><</replace>>
<</widget>>
<<widget "buylink">>
<<set _item to _args[0]>>
<<set _amount to _args[1]>>
<<set _price to setup.prices.get(_item) || 1>>
<<set $soldOut to $soldOut || []>>
<<if $soldOut.includes(_item)>>
<<set _amount to 0>>
<</if>>
<p @data-item="_item" class="buy-listing">
<span><<print _item.toUpperFirst()>></span>
<span class="count"><<if _amount is 0>>Sold out!<<else>>_amount<</if>></span>
<span id="buy" class="buy-link">
<<if _amount is 0>>
Sold out!
<<else>>
<<capture _item, _amount, _price>>
<<link "Buy">>
<<if $biz < _price>>
<<run UI.alert("You don't have enough resources!")>>
<<else>>
<<bizGold `-1 * _price`>>
<<transfer $shopInv $storageInv _item 1>>
<<set _amount -->>
<<if _amount > 0>>
<<replace `"p.buy-listing[data-item=\"" + _item + "\"] > .count"`>>_amount<</replace>>
<<else>>
<<set $soldOut.push(_item)>>
<<replace `"p.buy-listing[data-item=\"" + _item + "\"] > .count"`>>Sold out!<</replace>>
<<replace `"p.buy-listing[data-item=\"" + _item + "\"] > .buy-link"`>>Sold out!<</replace>>
<</if>>
<</if>>
<</link>>
<</capture>>
<</if>>
</span>
</p>
<</widget>>
<<widget "selllink">>
<<set _item to _args[0]>>
<<set _amount to _args[1]>>
<<set _price to setup.prices.get(_item) || 1>>
<p @data-item="_item" class="sell-listing">
<span>_item</span>
<span class="count">_amount</span>
<span class="sell-link">
<<capture _item, _amount, _price>>
<<link "Sell">>
<<bizGold _price>>
<<transfer $playerInv $storageInv _item 1>>
<<set _amount -->>
<<if _amount > 0>>
<<replace `"p.sell-listing[data-item=\"" + _item + "\"] > .count"`>>_amount<</replace>>
<<else>>
<<remove `"p.sell-listing[data-item=\"" + _item + "\"]"`>>
<</if>>
<</link>>
<</capture>>
</span>
</p>
<</widget>><<widget "newWeek">>
/* <<set _randomIndex = random($majorEventPool.length - 1)>> */
/* <<set $currentStory = $majorEventPool[_randomIndex]>> */
<<set $currentStory.seen = true>>
<<set $weekSchedule to []>>
<<set _storyLength = Number($currentStory.length)>>
<<set $currentFluffy to $currentStory.data>>
<<set $hel to $currentFluffy.hel>>
<<set $hap to $currentFluffy.hap>>
<<for _day range _storyLength>>
<<set $weekSchedule.push({
type: "major"
})>>
<</for>>
<<for _day range (5 - _storyLength)>>
<<set $weekSchedule.push({
type: "minor"
})>>
<</for>>
<<set $currentDayIndex to 0>>
<<set $storyProgress to 0>>
<</widget>>
<<widget "getNextEvent">>
<<set $currentDayIndex++>>
<<if $currentDayIndex == 6>>
<<goto [[$currentStory.partend]]>>
<<else>>
<<set _eventIndex = random($weekSchedule.length - 1)>>
<<set _chosenEvent = $weekSchedule[_eventIndex]>>
<<set $weekSchedule.deleteAt(_eventIndex)>>
<<if _chosenEvent.type is "major">>
<<set $storyProgress++>>
<<set _nextStory to $currentStory["part" + $storyProgress]>>
<<goto [[_nextStory]]>>
<<else>>
<<set _minorEvent = $minorEventPool.pluck()>>
<<goto _minorEvent.passage>>
<</if>>
<</if>>
<</widget>>