Overview

This screen is where you'll spend the bulk of your time in the editor, as well-written dialogue with a lot of variation is the key to a successful character.

Before making dialogue, you need to be familiar with how the game decides what to display.

Each round of Poker consists of multiple phases of dialogue:

  1. Characters are dealt their hand and trade out cards. This is the Swapping Cards phase.
  2. Characters react to their hands. This is the Hand (Good, Okay, Bad, Any) phase.
  3. The character with the worst hand loses. This is the Must Strip phase.
  4. The loser starts to strip, or if they have lost all their clothing, starts to masturbate. This is the Stripping phase.
  5. The loser finishes stripping. This is the Stripped phase.
  6. Another round begins, repeating the same phases.

There are a few other phases that appear at certain points (ex. starting the game or reacting to someone climaxing), but the above is the main game loop.

Choosing Dialogue

For each phase, one line of dialogue is chosen to play for each character. Every line of dialogue has a corresponding image that is displayed with it.

To decide which dialogue line to use, for each character the game performs the following steps:

  1. It filters out only those cases that are applicable to the current game phase. A case is a group of dialogue lines corresponding to a particular phase.
  2. Of these cases, it then throws out any cases that do not apply to the character's current stage of undress. A single cases can apply to multiple stages.
  3. Of the remaining cases, it then looks at any conditions attached to those cases, and filters them out if their conditions don't apply. For instance, a case may have a condition to only play if 3 males are present.
  4. Finally, for any cases that still remain for selection, the case with the highest priority has a line chosen at random to play.

This is a tad oversimplified, but the full details are not important for most dialogue.

Dialogue Priority

Briefly mentioned above is the concept of case priority. All cases have an internal priority to determine which case will play if all conditions are satisfied and multiple cases remain. Priority works as follows:
  1. If a case has conditions and those conditions are met, the case will always take priority over a case with no conditions.
  2. If multiple cases have conditions, they will be given specific priorities based on their conditions. For example, a case with a target and target stage will always take priority over a case with just a target. The editor will sort cases in the order of their priority, and display that priority in the list.

The case with the highest priority will then have a random line chosen. If multiple cases have the same priority, the lines from each of these cases will be combined into a single pool and a line will be chosen from that pool at random.

Consider a character who has the following cases:

The game is at the hand reaction phase. The character has lost a few times and is currently in their Lost Shirt stage. Their hand a Royal Flush. Dialogue is picked as follows:

  1. Cases not applicable to the current phase are thrown out, so case A is discarded.
  2. Additionally, the character has a Royal Flush, which is not a Bad Hand, so case F is discarded.
  3. The character is not Fully Dressed, so case C is discarded.
  4. The character does not have a Two Pair, so case D is discarded.
  5. Of the remaining lines, case E has the highest priority, so B and F are discarded.
  6. Case E is all that remains, so one of its lines will play.

Consider the same game state except the character now has a Two Pair instead of a Royal Flush

  1. Cases not applicable to the current phase are thrown out, so case A is discarded.
  2. Additionally, the character has a Royal Flush, which is not a Bad Hand, so case F is discarded.
  3. The character is not Fully Dressed, so case C is discarded.
  4. The character does not have a Royal Flush, so case E is discarded.
  5. Cases with no conditions (of those remaining: B and G) have a priority of 0. Case D has a condition so its priority would normally be over 0, but for this character a custom override of 0 was given to it.
  6. Cases B, D, and G therefore all have the same priority, so their lines will be pooled together and one chosen at random.

Legend

The Dialogue Tab of the Character Editor is divided into three main components. Refer to their sections for more details.

1. Dialogue Tree

The dialogue tree groups cases by either stage or by case type. This is the area where you can add, remove, or copy entire cases. When you select a case, the Case Editor will populated with that case's information.

2. Case Editor

When selecting a case from the Dialogue Tree, this area will populate with details from the case.

2a. Stages Grid

You will often want to repeat lines between stages. While you could manually copy lines to each stage, this would get really repetitive and become a massive pain to modify later. To make things easier, the Character Editor allows you to share a case across multiple stages. If a case is shared between stages 1, 2, and 3, it is said that the case applies to stages 1-3. You can open the case from any of these stages in the tree and any modifications will be automatically applied to the case under each stage.

To apply a case to multiple stages, check the boxes for each stage you want it to apply to. You can also use Select All to quickly select all available stages, or unselect everything but the current stage.

Note that not all cases are available for all stages. For instance, Swap Cards is not available for the Finished stage, because the character is no longer playing poker.

Check the Applies to Stages area often
Take care not to accidentally apply a case to more stages than you want, or you may find yourself undoing your own work. For instance, if a Stripping case is applied to stages 3 and 4 and you make dialogue for stage 3, when you later go to stage 4 to make its dialogue, you could unknowingly overwrite your lines for stage 3.
Variety is Key
While sharing dialogue is very convenient (who really wants to write 15 unique Swapping Cards lines for every stage?), try to maintain a balance between convenience and variety. The more lines you share across stages, the more repetitive your character will be, and the less replayability they will have. Keep note of the Unique Lines of Dialogue counter in the upper right. Characters these days have 700+, with some top performers even reaching multiple thousands.

2b. Case Type

This allows to you change the current case's type. Typically you would only ever need to do this if you're copying a case to another one (ex. Must Strip (Male) to Must Strip (Female)).
You can also give your case a custom label, color and folder here. These tools are not used by the game, but help organize your dialogue in the tree.

2c. Conditions

This is where you set the conditions that narrow down when a case should be available to play. See the Conditions section for more detailed information.
Variety is Key
Adding a lot of targeted dialogue is crucial to making a replayable character. The most lively games are those where characters frequently interact with each other and to the overall flow of the game.

2d. Dialogue Editor

This where the dialogue lines for the current case are edited. Each row specifies a unique line of dialogue.

3. Pose Preview

This area displays the image associated with the selected dialogue line in a case.

Markers

Each phase is by default computed in a complete bubble from everything else that has happened in the game. You can use conditions to figure out important details about the game like who's naked, or has lost several times in row, or so forth, but your character has no memory of their own.
You can give your character a memory by way of markers. A marker is like a bookmark to a line of dialogue. When saying a line, the character can set an associated marker (see above), and then for future dialogue, use a condition to check that marker has been said previously. This lets you track more concrete details from a game, such as whether Florina had run away from the table earlier by checking her "fled" marker.