Overview
Conditions do exactly what you'd think - make cases conditional based on certain criteria. By using conditions wisely, you can make your character act in a much more convincing way than just filling out the bare minimum generic lines for each phase.You can add conditions to a case in three ways:
- Using a pre-built recipe with the flask in the dialogue tree.
- Searching for a condition type using the "Add a condition" field near the middle of the case editor.
- Choosing a condition from the various Speed Button menus next to the search field. This is the fastest method once you know what you're looking for.
Also Playing
These conditions revolve around another character at the table other than yours, and other than the current phase target (ex. during a stripping phase, the target is the character stripping).- Also Playing: Checks that the chosen character is playing with yours. This is required for all other Also Playing-type conditions to function.
- Also Playing Stage: Checks that the "Also Playing" character is within a certain state of undress. For instance, they have lost their socks but not their shirt yet. Since each character has a different stripping order, the options here vary depending on which character is plugged into "Also Playing".
- Also Playing Said Marker: Checks that the "Also Playing" character has said a particular marker at some earlier point in the game. Refer to the Markers section in the Dialogue help for more information about markers.
- Also Playing Not Said Marker: Checks that the "Also Playing" character has not said a particular marker yet.
- Also Playing Saying Marker: Checks if the "Also Playing" character is saying a line with a particular marker right this moment.
- Also Playing Saying Text: Checks if the "Also Playing" character is saying something right this moment containing this chunk of case-sensitive text.
- Also Playing Time In Stage: Checks how many rounds the "Also Playing" character has been in their current stage (i.e. how long since they last lost).
- Also Playing Hand: Checks that the "Also Playing" character has a particular poker hand.
Game
These conditions are for game-wide events.- Consecutive Losses: For phases with a target, this checks how many rounds in a row that target has lost now. For phases without a target, this checks how many rounds your character has lost in a row.
- Total Rounds: Checks that the game has been through a certain number of completed rounds. Therefore, to condition on the first round of the game, Total Rounds would be 0, not 1.
- Variable Test: Checks that the contents of a variable matches an expected value. See the Variables section for a more detailed list. You can add multiple of these.
- Background: Checks what venue you are playing at.
- Indoors/outdoors: Checks more generically than background whether you are at an indoor or outdoor locale.
Self
These conditions target information about your own character.- Said Marker: Checks if your character has said a marker at an earlier point in the game. Refer to the Markers section in the Dialogue help for more details about markers.
- Not Said Marker: Checks that your character has not said a marker yet in this game.
- Time In Stage: Checks that your character has been in the current stage for a certain number of rounds. In other words, how long since they last lost.
- Has Hand: Checks that your character has a particular poker hand.
- Play Once: This is not a true condition. Rather, it marks this case as only being valid once per game. If a line from it plays once, it will be disqualified from consideration in all future phases. Useful for limiting repeated dialogue.
- Hidden: This is not a true condition. Rather, if all other conditions are valid, then the lines from this case will "play" silently in the background, setting any markers or other advanced changes (changing label, gender, AI, etc.), before a non-hidden case is then chosen to play in the foreground. This allows you to set multiple markers at once, for one thing.
Table
These conditions target information about the overall state of the poker table (i.e. the general demographics of the people playing)- Filter: Checks advanced conditions about the state of the table. Refer to the Filters section below for more details.
- Total Females: Checks that the number of females (including the human and your own character if applicable) falls within a certain range.
- Total Males: Checks that the number of males (including the human and your own character if applicable) falls within a certain range.
- Total Playing: Checks that the number of people still active in the game (including the human and your own character if applicable) falls within a certain range.
- Total Exposed: Checks that the number of people revealing their chest or crotch (including the human and your own character if applicable) falls within a certain range.
- Total Naked: Checks that the number of people completely naked (including the human and your own character if applicable) falls within a certain range.
- Total Masturbating: Checks that the number of people actively masturbating (including the human and your own character if applicable) falls within a certain range.
- Total Finished: Checks that the number of people completely finished and out of the game (including the human and your own character if applicable) falls within a certain range.
- Human Name: Checks that the human player has a particular name.
Target
These conditions target information about the current phase's target when there is one. The target is the player who lost the hand, is stripping, or is masturbating and people are reacting.- Target: Checks that the chosen character is the current target.
- Target Tag: Checks that the target has a certain tag.
- Target Stage: Checks that the target is within a certain state of undress. For instance, they have lost their socks but not their shirt yet. Since each character has a different stripping order, the options here vary depending on which character is plugged into "Target".
- Target Said Marker: Checks that the target has said a particular marker at some earlier point in the game. Refer to the Markers section in the Dialogue help for more information about markers.
- Target Not Said Marker: Checks that the target has not said a particular marker yet.
- Target Saying Marker: Checks if the target is saying a line with a particular marker right this moment.
- Target Saying Text: Checks if the target is saying something right this moment containing this chunk of case-sensitive text.
- Target Time In Stage: Checks how many rounds the target has been in their current stage (i.e. how long since they last lost).
- Target Hand: Checks that the target has a particular poker hand.
- Target Status: Checks that the target's current state of dress matches a particular condition.
- Target Layers: Checks that the target has a certain number of clothing layers remaining.
- Target Starting Layers: Checks that the target started the game with a certain number of layers of clothing.
- Gender: Checks that the target's gender matches a certain criterion.
- Size: Checks that the target's chest or crotch size matches a certain criterion.
Player
Everything under the Player category is used to target different information about a player. Each condition takes a player you want to test information about, which can be:- Self - Tests information about yourself
- Target - Tests information about the current target if there is one
- Character - Fill in any character's name to test information about that character if they are at the table.
- Collectible: Tests if the user has unlocked a particular collectible that belongs to a character.
- Collectible: For collectibles that use counters, this tests what level a collectible's counter is currently at. For example, with a collectible whose unlock condition is "win 5 games with Monika", you could use this to test that they've currently won 2.
- Costume: For characters that have alternate outfits, this tests which outfit they are wearing. To test if a character is not wearing an alternate outfit, you can check if their costume == default.
- Largest lead: This tests what was the largest lead a character has held at any point in the game. A lead is determined by comparing layers of clothing left. So if your character has 5 layers remaining, and the other players have 2, 0, and 3, your character's largest lead is 2 (5-3).
- Layer difference: This tests the difference in remaining clothing layers between two players. For instance, if you have 2 layers left and Florina has 4, your layer difference is -2 (2 - 4).
- Marker: Tests if the player has said a marker. Functionally this is similar to the "Said Marker" condition, but unlike "Said Marker" you can add multiple of these to check for multiple markers.
- Marker (Persistent): Persistent markers last between games. This is the same as the Marker check, except it checks markers that have been tagged as persistent.
-
Place: Tests various conditions regarding what place your character is in, where place is determined by the number of layers of clothing left. The player with the least layers left is in last place, and the player with the most is in first place. Placement checks include:
- Place: The character's current place, where 1 is first and 5 (in a 5 player game) is last.
- Reverse place: Like place but inverted, so 1 is last and 5 (in a 5 player game) is first. This is useful to see who is in last place without needing to assume there are 5 players playing.
- Layers in lead: If the character is currently winning, how many layers remaining they have over 2nd place. If they are not winning, this is how many layers behind first place. (ex. -3 means they are 3 layers behind first place, and 2 means they are 2 layers ahead of 2nd place)
- Layers behind: If the character is currently losing, how many layers remaining they have over 2nd to last place. If they are not losing, this is how many layers ahead of last place (among players who are still in the game). For example, 2 means they are 2 layers behind 2nd-to-last place, while -3 means they have 3 more layers than last place.
- Largest lead: The same thing as Player > Largest lead, which is just one less click to get to this condition.
- Relative Position: Used to check where a player is standing relative to yours. For instance, you can check that the stripping player is standing to the left. Left in this case means towards the left side of the screen, not the characters' true left.
- Slot: Tests the exact spot a player is standing at where 1 is the far left of the screen and 4 is the far right.
- Collectible: Tests if a player has or does not have a particular tag. This is like Target Tag except you can add multiple tag checks and it works for players other than the current target.
Clothing
When clothing is being removed, this can test information about that clothing.- Clothing Position: Checks that the clothing covers a certain body part.
- Clothing Type: Checks that the clothing is of a certain type (minor, major, etc.)
Macros
Any user-defined condition macros that were not categorized into another menu can be found here. See the Macros help for more information about macros.Variable Tests
Variables are placeholder text that gets replaced with other text during the game. For instance, ~name~ gets replaced with the current target's name. While some variables are useful for dialogue, other variables are more useful for checking the state of the game when creating case conditions by using Variable Tests. In fact, a good number of conditions listed above are actually just variable tests in disguise.Example variable test: ~clothing.plural~ == plural
This condition would hold true if the current article of clothing being stripped has a plural name (ex. socks).
Most variables worth testing are given dedicated conditions in the speed menus so that you don't have to worry about the details of the variable name, but here are a few that may be useful that don't have their own conditions:
- ~cards~: This is replaced with the number of cards swapped, so you could test if 0 cards were swapped (meaning the character likely has a really good hand).
- ~weekday~: This is replaced with the name of the current day of the week (in real life).
- ~clothing~: This is replaced with the name of the clothing being removed, so you can make general reactions to certain types of clothing without needing to target specific characters.
Filters
Filters are the most powerful type of condition, particularly because they let you create one-time-use variables for dialogue. For instance, you could identify in a table with 3 clothed males and 2 naked females, the name of the other female, store that into a variable, and then in your dialogue reference that variable to name the other female without knowing in advance who that female actually is.Filters also effectively let you use multiple "Also Playing" conditions.
A filter takes a range and then one or more other criteria, including:
- Tag: Targeting that a range of characters have a certain tag. Every character has their own name as a tag, so you can make a filter of 1-1 of tag: X to identify that character X is also playing.
- Gender: Targeting that a range of characters is of a certain gender.
- Status: Targeting that a range of characters is in a certain state of undress.
You can refine your filters to limit them to certain characters using the character and role fields.
Finally, you can use "store into variable" to create a variable that will hold the name of one random character that matched the filter's conditions. For instance, if you make a filter with the following settings:
- 1-5 females
- Naked
- Role: Opponent
- Store into variable: naked