<div class="game-container">
<div class="title-screen">
<h1>A Weekend with Aunt Carol</h1>
<div class="menu-buttons">
[[Begin->Prologue]]
[[Credits]]
</div>
</div>
</div><<set $player to {
energy: 100,
money: 50,
lust: 0,
intelligence: 5,
strength: 5,
charisma: 5,
inventory: []
}>>
<<set $auntCarol to {
love: 0,
corruption: 0,
caring: 50,
domination: 0,
locationSchedule: {
Kitchen: { start: 8, end: 11 },
LivingRoom: { start: 13, end: 22 },
BedroomCarol: { start: 22, end: 6 },
Pool: { start: 11, end: 14 },
Bathroom: { start: 7, end: 8 }
},
interactions: {
talk: {
limit: 2,
stats: { love: 5, lust: 2 },
passage: "TalkAuntCarol"
},
flirt: {
limit: 1,
stats: { love: 3, lust: 5, corruption: 2 },
passage: "FlirtAuntCarol"
}
},
dailyInteractions: {
talk: 0,
flirt: 0
}
}>>
<<set $neighborAngela to {
love: 0,
corruption: 0,
locationSchedule: {
AngelaHouse: { start: 8, end: 10 },
AngelaHouseGarden: { start: 10, end: 12 }
},
interactions: {
talk: {
limit: 2,
stats: { love: 5, lust: 1 },
passage: "TalkAngela"
},
compliment: {
limit: 1,
stats: { love: 4, lust: 3, corruption: 1 },
passage: "ComplimentAngela"
}
},
dailyInteractions: {
talk: 0,
compliment: 0
}
}>>
<<set $storeSkylar to {
love: 0,
corruption: 0,
locationSchedule: {
LocalStore: { start: 9, end: 17 }
},
interactions: {
talk: {
limit: 2,
stats: { love: 3, lust: 1 },
passage: "TalkSkylar"
},
flirt: {
limit: 1,
stats: { love: 2, lust: 4, corruption: 1 },
passage: "FlirtSkylar"
}
},
dailyInteractions: {
talk: 0,
flirt: 0
}
}>>
<<set $period to {
morning: { start: 6, end: 10, label: "Morning" },
noon: { start: 11, end: 13, label: "Noon" },
afternoon: { start: 14, end: 17, label: "Afternoon" },
evening: { start: 18, end: 21, label: "Evening" },
night: { start: 22, end: 5, label: "Night" }
}>>
<<set $days to ["Friday", "Saturday", "Sunday"]>>
<<set $actualDay to "Friday">>
<<set $time to 20>> // Starting at 20:00
<<set $missions to {
"001": { name: "Arriving at Aunt Carol's", status: 0, location: "LivingRoom", passage: "Arrival", period: "evening", day: "Friday", character: "auntCarol", stats: { love: 5 }, requirements: { "type": "scene", "id": "Greeting" } },
"002": { name: "Wash Dishes", status: 0, location: "Kitchen", passage: "KitchenChores", period: ["morning", "noon"], day: ["Saturday", "Sunday"], character: "auntCarol", stats: { love: 10, money: 10 }, requirements: { type: "mission", id: "Arrival" } },
"003": { name: "Clean Pool", status: 0, location: "Pool", passage: "PoolChores", period: ["morning", "noon"], day: ["Saturday", "Sunday"], character: "auntCarol", stats: { love: 15, money: 20 }, requirements: { type: "mission", id: "KitchenChores" } },
"004": { name: "Tidy House", status: 0, location: "LivingRoom", passage: "LivingRoomChores", period: ["morning", "noon"], day: ["Saturday", "Sunday"], character: "auntCarol", stats: { love: 10, money: 15 }, requirements: { type: "mission", id: "PoolChores" } },
"005": { name: "Delete Photos", status: 0, location: "BedroomCarol", passage: "DeletePhotos", period: ["noon","afternoon"], day: ["Saturday"], character: "auntCarol", stats: { love: 15, corruption: 5 }, requirements: { type: "scene", id: "Greeting" } },
"006": { name: "Wardrobe Help", status: 0, location: "BedroomCarol", passage: "WardrobeHelp", period: ["noon","afternoon"], day: ["Saturday", "Sunday"], character: "auntCarol", stats: { love: 15, corruption: 10 }, requirements: { type: "mission", id: "DeletePhotos" } },
"007": {
name: "Aunt Carol's Request",
status: 0,
location: "LivingRoom",
passage: "AskPackagePickup",
period: "afternoon",
day: ["Saturday", "Sunday"],
character: "auntCarol",
stats: { love: 5 },
requirements: { type: "mission", id: "WardrobeHelp" }
},
"007.2": {
name: "Pick Up Carol's Package",
status: 0,
location: "LocalStore",
passage: "StorePackagePickup",
period: "afternoon",
day: ["Saturday", "Sunday"],
character: "storeSkylar",
stats: { skylar_love: 3 },
requirements: { type: "mission", id: "AskPackagePickup" }
},
"007.3": {
name: "Deliver Package to Carol",
status: 0,
location: "LivingRoom",
passage: "DeliverPackage",
period: "afternoon",
day: ["Saturday", "Sunday"],
character: "auntCarol",
stats: { love: 15, money: 20, corruption: 5 },
requirements: { type: "mission", id: "StorePackagePickup", item: "CarolPackage" }
},
"008": { name: "Deliver Items", status: 0, location: "AngelaHouse", passage: "NeighborVisit", period: ["morning", "noon"], day: ["Saturday", "Sunday"], character: "neighborAngela", stats: { love: 10, money: 15 }, requirements: { type: "mission", id: "DeliverPackage" } },
"009": { name: "Plant Flowers", status: 0, location: "AngelaHouseGarden", passage: "Gardening", period: ["morning", "noon"], day: ["Saturday", "Sunday"], character: "neighborAngela", stats: { love: 10, money: 15 }, requirements: { type: "mission", id: "NeighborVisit" } },
"010": { name: "Water Plants", status: 0, location: "AngelaHouseGarden", passage: "Gardening 2", period: ["morning", "noon"], day: ["Saturday", "Sunday"], character: "neighborAngela", stats: { love: 10, money: 10 }, requirements: { type: "mission", id: "Gardening 2" } },
"011": { name: "Stock Shelves", status: 0, location: "LocalStore", passage: "StoreVisit", period: ["morning", "noon"], day: ["Saturday", "Sunday"], character: "storeSkylar", stats: { love: 15, money: 20 }, requirements: { type: "scene", id: "StoreVisitScene" } },
"012": { name: "Organize Storage", status: 0, location: "LocalStore", passage: "StoreVisit 2", period: ["morning", "noon"], day: ["Saturday", "Sunday"], character: "storeSkylar", stats: { love: 10, money: 15 }, requirements: { type: "mission", id: "StoreVisit" } },
"013": { name: "Assist Customers", status: 0, location: "LocalStore", passage: "StoreVisit 3", period: ["morning", "noon"], day: ["Saturday", "Sunday"], character: "storeSkylar", stats: { love: 10, money: 15 }, requirements: { type: "mission", id: "StoreVisit 2" } },
"014": { name: "Buy Item for Aunt Carol", status: 0, location: "LocalStore", passage: "StorePurchase", period: ["morning", "noon"], day: ["Saturday", "Sunday"], character: "storeSkylar", stats: { money: -30 }, requirements: { type: "item", item: "SpecialItem" } },
"015": { name: "Help Angela with Gardening", status: 0, location: "AngelaHouseGarden", passage: "GardeningHelp", period: ["morning", "noon"], day: ["Saturday", "Sunday"], character: "neighborAngela", stats: { love: 10, money: 20 }, requirements: { type: "mission", id: "Gardening 2" } }
}>>
<<set $scenes to {
"Greeting": { status: 0, location: "LivingRoom", passage: "Greeting", period: "evening", day: "Friday", character: "auntCarol", stats: { love: 5, lust: 5 }, requirements: { type: "none" } },
"KitchenPreparation": { status: 0, location: "Kitchen", passage: "KitchenPreparation", period: ["evening","night"], day: "Friday", character: "auntCarol", stats: { love: 10 }, requirements: { type: "scene", id: "Greeting" } },
"Bedtime": { status: 0, location: "BedroomCarol", passage: "Bedtime", period: ["evening","night"], day: ["Friday"], character: "auntCarol", stats: { lust: 15, corruption: 5 }, requirements: { type: "scene", id: "KitchenPreparation" } },
"KitchenFlirt": { status: 0, location: "Kitchen", passage: "KitchenFlirt", period: ["morning", "noon"], day: "Saturday", character: "auntCarol", stats: { love: 10, lust: 10 }, requirements: { type: "mission", id: "KitchenChores" } },
"LivingRoomInteraction": { status: 0, location: "LivingRoom", passage: "LivingRoomInteraction", period: ["morning", "noon"], day: "Saturday", character: "auntCarol", stats: { love: 10, lust: 10 }, requirements: { type: "mission", id: "LivingRoomChores" } },
"WardrobeHelp": { status: 0, location: "BedroomCarol", passage: "WardrobeHelpScene", period: ["noon", "afternoon"], day: ["Saturday", "Sunday"], character: "auntCarol", stats: { lust: 20, corruption: 10 }, requirements: { type: "mission", id: "WardrobeHelp" } },
"PoolsideRelaxation": { status: 0, location: "Pool", passage: "PoolsideRelaxation", period: ["noon"], day: "Saturday", character: "auntCarol", stats: { lust: 20, corruption: 10 }, requirements: { type: "mission", id: "PoolChores" } },
"StoreVisit": { status: 0, location: "LocalStore", passage: "StoreVisitScene", period: ["afternoon"], day: ["Saturday", "Sunday"], character: "storeSkylar", stats: { love: 15, money: 20 }, requirements: { type: "mission", id: "StorePackagePickup" } },
"NeighborVisit": { status: 0, location: "AngelaHouse", passage: "NeighborVisitScene", period: ["morning", "noon"], day: ["Saturday", "Sunday"], character: "neighborAngela", stats: { love: 10, money: 15 }, requirements: { type: "mission", id: "008" } },
"Gardening": { status: 0, location: "AngelaHouseGarden", passage: "GardeningScene", period: ["morning", "noon"], day: ["Saturday", "Sunday"], character: "neighborAngela", stats: { love: 10, money: 15 }, requirements: { type: "mission", id: "009" } },
"PoolsideProvocations": { status: 0, location: "Pool", passage: "PoolsideProvocations", period: "noon", day: "Saturday", character: "auntCarol", stats: { lust: 25, corruption: 10 }, requirements: { type: "scene", id: "WardrobeHelpScene" } },
"BathroomEspionage": { status: 0, location: "Bathroom", passage: "BathroomEspionage", period: "noon", day: "Saturday", character: "auntCarol", stats: { lust: 30 }, requirements: { type: "scene", id: "PoolsideProvocations" } },
"EveningWine": { status: 0, location: "LivingRoom", passage: "EveningWine", period: "evening", day: "Saturday", character: "auntCarol", stats: { lust: 20, corruption: 10 }, requirements: { type: "scene", id: "BathroomEspionage" } },
"NighttimeCuriosity": { status: 0, location: "BedroomCarol", passage: "NighttimeCuriosity", period: "night", day: ["Saturday"], character: "auntCarol", stats: { lust: 20 }, requirements: { type: "scene", id: "Bedtime" } },
"MorningIntimacy": { status: 0, location: "BedroomCarol", passage: "MorningIntimacy", period: "morning", day: "Sunday", character: "auntCarol", stats: { lust: 30, corruption: 15 }, requirements: { type: "scene", id: "LateNightSpying" } },
"MorningWalk": { status: 0, location: "Park", passage: "MorningWalk", period: "morning", day: "Sunday", character: "auntCarol", stats: { lust: 35, corruption: 20 }, requirements: { type: "scene", id: "MorningIntimacy" } },
"SharedBath": { status: 0, location: "Bathroom", passage: "SharedBath", period: "morning", day: "Sunday", character: "auntCarol", stats: { lust: 25 }, requirements: { type: "scene", id: "MorningWalk" } }
}>>
<<set $location to "Aunt's House">><div class="game-container">
<!-- Texto Narrativo -->
<div class="narrative-text">
The bus pulls up to the curb, and you step off, stretching your legs. Finally, out of the city for the weekend. She invited me after hearing I needed a break from school. I've always been close with her, and I'm looking forward to some time away from the city.
</div>
<!-- Diálogo do Jogador -->
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
Yeah I was needing it... It was a long time that we didn't saw each other.
</div>
</div>
<!-- Ambiente -->
<br>
<div class="environment-container">
<div class="environment-image">
<img src="img/layout/house/house.jpg" alt="House">
</div>
<br>
<p class="environment-text">
Aunt Carol's house is a charming two-story home with a well-manicured lawn and flower beds bursting with color. I walk up the driveway and ring the doorbell.
</p>
</div>
<br>
<!-- Diálogo da Carol -->
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face.webp" alt="Carol Face">
</div>
<br>
<div class="dialog-text carol">
You're here! I'm so glad you could make it. Come on in, honey, I've got everything ready for you.
</div>
</div>
<!-- Botão de Ação -->
<div class="menu-buttons">
[[Enter Aunt Carol's House->Greeting]]
</div>
</div><div class="game-container">
<div class="credits-screen">
<h1>Credits</h1>
<div class="logo">
<img src="img/utils/logo/CK.png" alt="Ck" style="max-width: 200px; height: auto; margin-bottom: 20px;">
</div>
<p>A game by CK (ChromaK)</p>
<p>Support the creator on Patreon:</p>
<a href="https://www.patreon.com/ChromaK">patreon.com/ChromaK</a>
<p class="spaced">Made with Twine and SugarCube</p>
<div class="menu-buttons">
[[Return to the Main Menu->Start]]
</div>
</div>
</div><div class="stats">
<div class="game-stats">
<!-- Tempo em formato 24h -->
<div class="time-display">$time:00</div>
<div class="day-display">$actualDay</div>
<!-- Determinação do período atual -->
<<if $time >= 6 && $time <= 10>>
<div class="period-indicator period-morning"><<print $period.morning.label>></div>
<<elseif $time >= 11 && $time <= 13>>
<div class="period-indicator period-noon"><<print $period.noon.label>></div>
<<elseif $time >= 14 && $time <= 17>>
<div class="period-indicator period-afternoon"><<print $period.afternoon.label>></div>
<<elseif $time >= 18 && $time <= 21>>
<div class="period-indicator period-evening"><<print $period.evening.label>></div>
<<else>>
<div class="period-indicator period-night"><<print $period.night.label>></div>
<</if>>
</div>
<div class="player-stats">
<h3>Player Stats</h3>
<div class="stat-row">
<span class="stat-label">⚡ Energy: <<= $player.energy>>%</span>
</div>
<div class="stat-row">
<span class="stat-label">💰 Money: $<<= $player.money>></span>
</div>
<div class="stat-row">
<span class="stat-label">❤️ Lust: <<= $player.lust>>%</span>
</div>
<div class="stat-row">
<span class="stat-label">🎭 Charisma: <<= $player.charisma>>%</span>
</div>
<div class="stat-row">
<span class="stat-label">🧠 Intelligence: <<= $player.intelligence>>%</span>
</div>
<div class="stat-row">
<span class="stat-label">💪 Strength: <<= $player.strength>>%</span>
</div>
</div>
<div class="carol-stats">
<h3>Aunt Carol's Stats</h3>
<div class="stat-row">
<span class="stat-label">💕 Love: <<= $auntCarol.love>>%</span>
</div>
<div class="stat-row">
<span class="stat-label">💀 Corruption: <<= $auntCarol.corruption>>%</span>
</div>
<div class="stat-row">
<span class="stat-label">👑 Domination: <<= $auntCarol.domination>>%</span>
</div>
<div class="stat-row">
<span class="stat-label">🤗 Caring: <<= $auntCarol.caring>>%</span>
</div>
</div>
<div class="active-missions">
<h3>Active Missions</h3>
<<set _count to 0>>
<<for _id, _mission range $missions>>
<<if _mission.status === 0 and _count < 3>>
<div class="mission">
<span class="mission-name"><<print _mission.name>></span>
<div class="badges">
<span class="badge badge-location"><<print _mission.location>></span>
<span class="badge badge-day"><<print _mission.day>></span>
<span class="badge badge-period"><<print _mission.period>></span>
</div>
</div>
<<set _count to _count + 1>>
<</if>>
<</for>>
</div>
</div><div class="game-container">
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
Okay, I'm inside. Now, where to first?
</div>
</div>
<div class="environment-container">
<p class="environment-text">Explore the House of Aunt Carol.</p>
</div>
<!-- Grid de Locações -->
<div class="location-grid">
<!-- Cozinha -->
<div class="location-item">
<div class="location-overlay">
[[Kitchen|Kitchen]]
</div>
<img src="img/layout/kitchen/kitchen_small.jpg" alt="Kitchen">
</div>
<!-- Living Room -->
<div class="location-item">
<div class="location-overlay">
[[Living Room|LivingRoom]]
</div>
<img src="img/layout/livingroom/livingroom_small.jpg" alt="Living Room">
</div>
<!-- Bedroom Carol -->
<div class="location-item">
<div class="location-overlay">
[[Carol's Bedroom|BedroomCarol]]
</div>
<img src="img/layout/bedroom_carol/bedroom_small.jpg" alt="Carol's Bedroom">
</div>
<!-- Seu Quarto -->
<div class="location-item">
<div class="location-overlay">
[[Your Bedroom|Bedroom]]
</div>
<img src="img/layout/bedroom/bedroom_messy_small.png" alt="Your Bedroom">
</div>
<!-- Bathroom -->
<div class="location-item">
<div class="location-overlay">
[[Bathroom|Bathroom]] <!-- Link para a passagem Bathroom -->
</div>
<img src="img/layout/bathroom/bathroom.jpg" alt="Bathroom"> <!-- Imagem do Bathroom -->
</div>
<!-- Pool -->
<div class="location-item">
<div class="location-overlay">
[[To the Pool|Pool]]
</div>
<img src="img/layout/pool/pool_sunny_small.jpg" alt="Pool">
</div>
<!-- Neighbor -->
<div class="location-item">
<div class="location-overlay">
[[Visit Neighbor|AngelaHouse]]
</div>
<img src="img/layout/angela_house/house_flower.webp" alt="Neighbor's House">
</div>
<!-- Store -->
<div class="location-item">
<div class="location-overlay">
[[Visit Store|LocalStore]]
</div>
<img src="img/layout/store/store_outside.jpg" alt="Local Store"> <!-- Alt text corrigido -->
</div>
</div>
</div><div class="game-container">
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
The sweet smell of something cooking is calling to me... Now that I'm awake, I must discover what Carol's preparing for you.
</div>
</div>
<div class="environment-container">
<div class="environment-image">
<img src="img/layout/kitchen/kitchen_small.jpg" alt="Kitchen">
</div>
<p class="environment-text">The kitchen is warm and inviting, sun streaming through the windows. You can make out the day with birds singing!</p>
</div>
<<if ($auntCarol.locationSchedule.Kitchen.start <= $auntCarol.locationSchedule.Kitchen.end and $time >= $auntCarol.locationSchedule.Kitchen.start and $time <= $auntCarol.locationSchedule.Kitchen.end)
or ($auntCarol.locationSchedule.Kitchen.start > $auntCarol.locationSchedule.Kitchen.end and ($time >= $auntCarol.locationSchedule.Kitchen.start or $time <= $auntCarol.locationSchedule.Kitchen.end))>>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face.webp" alt="Aunt Carol Face">
</div>
<div class="dialog-text carol">
Good morning! Did you sleep well? Is there anything I can help you with?
</div>
</div>
<<endif>>
<<if State.hasPlayed("Kitchen")>>
<div class="mission-list">
<h3>Available Missions</h3>
<<set _missionCount to 0>>
<<silently>>
<<set _currentPeriodName to "">>
<<if $time >= 6 and $time <= 10>> <<set _currentPeriodName to "morning">>
<<elseif $time >= 11 and $time <= 13>> <<set _currentPeriodName to "noon">>
<<elseif $time >= 14 and $time <= 17>> <<set _currentPeriodName to "afternoon">>
<<elseif $time >= 18 and $time <= 21>> <<set _currentPeriodName to "evening">>
<<else>> <<set _currentPeriodName to "night">>
<</if>>
<</silently>>
<<for _id, _mission range $missions>>
<<if _mission.location is "Kitchen" and _mission.status is 0 and _mission.day.includes($actualDay)>>
<<set _periodMatch to false>>
<<if typeof _mission.period is "string">>
<<if _mission.period is _currentPeriodName>> <<set _periodMatch to true>> <</if>>
<<elseif Array.isArray(_mission.period)>>
<<if _mission.period.includes(_currentPeriodName)>> <<set _periodMatch to true>> <</if>>
<</if>>
<<if _periodMatch>>
<<set _reqMet to false>>
<<if _mission.requirements.type is "none">> <<set _reqMet to true>>
<<elseif _mission.requirements.type is "mission">> <<set _reqMet to State.hasPlayed(_mission.requirements.id)>>
<<elseif _mission.requirements.type is "scene">> <<set _reqMet to State.hasPlayed(_mission.requirements.id)>>
<<elseif _mission.requirements.type is "item">> <<set _reqMet to $player.inventory.includes(_mission.requirements.item)>>
<<elseif _mission.requirements.type is "stats">>
<<set _reqMet to true>>
<<for _stat, _value range _mission.requirements>>
<<if _stat is not "type" and $player[_stat] < _value>> <<set _reqMet to false>> <</if>>
<</for>>
<<endif>>
<<if _reqMet>>
<<if _missionCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<link _mission.name _mission.passage>>
<span class="mission_name"><<print _mission.name>></span>
<</link>>
<<set _missionCount += 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _missionCount is 0>>
<p>There are no missions available for now.</p>
<</if>>
</div>
<div class="scene-list">
<h3>Available Scenes</h3>
<<set _sceneCount to 0>>
<<silently>>
<<set _currentPeriodName to "">>
<<if $time >= 6 and $time <= 10>> <<set _currentPeriodName to "morning">>
<<elseif $time >= 11 and $time <= 13>> <<set _currentPeriodName to "noon">>
<<elseif $time >= 14 and $time <= 17>> <<set _currentPeriodName to "afternoon">>
<<elseif $time >= 18 and $time <= 21>> <<set _currentPeriodName to "evening">>
<<else>> <<set _currentPeriodName to "night">>
<</if>>
<</silently>>
<<for _id, _scene range $scenes>>
<<if _scene.location is "Kitchen" and _scene.status is 0 and _scene.day.includes($actualDay)>>
<<set _periodMatch to false>>
<<if typeof _scene.period is "string">>
<<if _scene.period is _currentPeriodName>> <<set _periodMatch to true>> <</if>>
<<elseif Array.isArray(_scene.period)>>
<<if _scene.period.includes(_currentPeriodName)>> <<set _periodMatch to true>> <</if>>
<</if>>
<<if _periodMatch>>
<<set _reqMet to false>>
<<if _scene.requirements.type is "none">> <<set _reqMet to true>>
<<elseif _scene.requirements.type is "mission">> <<set _reqMet to State.hasPlayed(_scene.requirements.id)>>
<<elseif _scene.requirements.type is "scene">> <<set _reqMet to State.hasPlayed(_scene.requirements.id)>>
<<elseif _scene.requirements.type is "item">> <<set _reqMet to $player.inventory.includes(_scene.requirements.item)>>
<<elseif _scene.requirements.type is "stats">>
<<set _reqMet to true>>
<<for _stat, _value range _scene.requirements>>
<<if _stat is not "type" and $player[_stat] < _value>> <<set _reqMet to false>> <</if>>
<</for>>
<<endif>>
<<if _reqMet>>
<<if _sceneCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<set _sceneName to _id.charAt(0).toUpperCase() + _id.slice(1)>>
<<link _sceneName _scene.passage>>
<span class="scene_name"><<print _sceneName>></span>
<</link>>
<<set _sceneCount += 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _sceneCount is 0>>
<p>There are no scenes available for now.</p>
<</if>>
</div>
<div class="interaction-list">
<h3>Available Interactions</h3>
<<set _interactionCount to 0>>
<<for _type, _interaction range $auntCarol.interactions>>
<<if ($auntCarol.locationSchedule.Kitchen.start <= $auntCarol.locationSchedule.Kitchen.end and $time >= $auntCarol.locationSchedule.Kitchen.start and $time <= $auntCarol.locationSchedule.Kitchen.end)
or ($auntCarol.locationSchedule.Kitchen.start > $auntCarol.locationSchedule.Kitchen.end and ($time >= $auntCarol.locationSchedule.Kitchen.start or $time <= $auntCarol.locationSchedule.Kitchen.end))>>
<<if _interaction.limit > $auntCarol.dailyInteractions[_type]>>
<<if _interactionCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<set _capitalized = _type.charAt(0).toUpperCase() + _type.slice(1)>>
<<link _capitalized _interaction.passage>>
<span class="interaction_name"><<print _capitalized>></span>
<</link>>
<<set _interactionCount += 1>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _interactionCount is 0>>
<p>There are no interactions available for now.</p>
<</if>>
</div>
<<else>>
<p>Welcome to the kitchen, let's find what to do there.</p>
<<set State.track("Kitchen")>>
<<endif>>
<div class="menu-buttons">
[[Leave The Kitchen->CarolHouse]]
</div>
</div><div class="game-container">
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
The comforting warmth of the living room beckons me... Time to relax and see what awaits.
</div>
</div>
<div class="environment-container">
<div class="environment-image">
<img src="img/layout/livingroom/livingroom_small.jpg" alt="Living Room">
</div>
<p class="environment-text">The living room is cozy and inviting, with soft lighting and comfortable seating. A peaceful ambiance fills the space.</p>
</div>
<<if ($auntCarol.locationSchedule.LivingRoom.start <= $auntCarol.locationSchedule.LivingRoom.end and $time >= $auntCarol.locationSchedule.LivingRoom.start and $time <= $auntCarol.locationSchedule.LivingRoom.end)
or ($auntCarol.locationSchedule.LivingRoom.start > $auntCarol.locationSchedule.LivingRoom.end and ($time >= $auntCarol.locationSchedule.LivingRoom.start or $time <= $auntCarol.locationSchedule.LivingRoom.end))>>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face.webp" alt="Aunt Carol Face">
</div>
<div class="dialog-text carol">
Good day! It's great to see you. Is there anything special you'd like to do today?
</div>
</div>
<<endif>>
<<if State.hasPlayed("LivingRoom")>>
<div class="mission-list">
<h3>Available Missions</h3>
<<set _missionCount to 0>>
<<silently>>
<<set _currentPeriodName to "">>
<<if $time >= 6 and $time <= 10>> <<set _currentPeriodName to "morning">>
<<elseif $time >= 11 and $time <= 13>> <<set _currentPeriodName to "noon">>
<<elseif $time >= 14 and $time <= 17>> <<set _currentPeriodName to "afternoon">>
<<elseif $time >= 18 and $time <= 21>> <<set _currentPeriodName to "evening">>
<<else>> <<set _currentPeriodName to "night">>
<</if>>
<</silently>>
<<for _id, _mission range $missions>>
<<if _mission.location is "LivingRoom" and _mission.status is 0 and _mission.day.includes($actualDay)>>
<<set _periodMatch to false>>
<<if typeof _mission.period is "string">>
<<if _mission.period is _currentPeriodName>> <<set _periodMatch to true>> <</if>>
<<elseif Array.isArray(_mission.period)>>
<<if _mission.period.includes(_currentPeriodName)>> <<set _periodMatch to true>> <</if>>
<<elseif typeof _mission.period is 'undefined' or _mission.period is null>>
<<set _periodMatch to true>>
<</if>>
<<if _periodMatch>>
<<set _reqMet to false>>
<<if _mission.requirements.type is "none">> <<set _reqMet to true>>
<<elseif _mission.requirements.type is "mission">> <<set _reqMet to State.hasPlayed(_mission.requirements.id)>>
<<elseif _mission.requirements.type is "scene">> <<set _reqMet to State.hasPlayed(_mission.requirements.id)>>
<<elseif _mission.requirements.type is "item">> <<set _reqMet to $player.inventory.includes(_mission.requirements.item)>>
<<elseif _mission.requirements.type is "stats">>
<<set _reqMet to true>>
<<for _stat, _value range _mission.requirements>>
<<if _stat is not "type" and $player[_stat] < _value>> <<set _reqMet to false>> <</if>>
<</for>>
<<endif>>
<<if _reqMet>>
<<if _missionCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<link _mission.name _mission.passage>>
<span class="mission_name"><<print _mission.name>></span>
<</link>>
<<set _missionCount += 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _missionCount is 0>>
<p>There are no missions available for now.</p>
<</if>>
</div>
<div class="scene-list">
<h3>Available Scenes</h3>
<<set _sceneCount to 0>>
<<silently>>
<<set _currentPeriodName to "">>
<<if $time >= 6 and $time <= 10>> <<set _currentPeriodName to "morning">>
<<elseif $time >= 11 and $time <= 13>> <<set _currentPeriodName to "noon">>
<<elseif $time >= 14 and $time <= 17>> <<set _currentPeriodName to "afternoon">>
<<elseif $time >= 18 and $time <= 21>> <<set _currentPeriodName to "evening">>
<<else>> <<set _currentPeriodName to "night">>
<</if>>
<</silently>>
<<for _id, _scene range $scenes>>
<<if _scene.location is "LivingRoom" and _scene.status is 0 and _scene.day.includes($actualDay)>>
<<set _periodMatch to false>>
<<if typeof _scene.period is "string">>
<<if _scene.period is _currentPeriodName>> <<set _periodMatch to true>> <</if>>
<<elseif Array.isArray(_scene.period)>>
<<if _scene.period.includes(_currentPeriodName)>> <<set _periodMatch to true>> <</if>>
<<elseif typeof _scene.period is 'undefined' or _scene.period is null>>
<<set _periodMatch to true>>
<</if>>
<<if _periodMatch>>
<<set _reqMet to false>>
<<if _scene.requirements.type is "none">> <<set _reqMet to true>>
<<elseif _scene.requirements.type is "mission">> <<set _reqMet to State.hasPlayed(_scene.requirements.id)>>
<<elseif _scene.requirements.type is "scene">> <<set _reqMet to State.hasPlayed(_scene.requirements.id)>>
<<elseif _scene.requirements.type is "item">> <<set _reqMet to $player.inventory.includes(_scene.requirements.item)>>
<<elseif _scene.requirements.type is "stats">>
<<set _reqMet to true>>
<<for _stat, _value range _scene.requirements>>
<<if _stat is not "type" and $player[_stat] < _value>> <<set _reqMet to false>> <</if>>
<</for>>
<<endif>>
<<if _reqMet>>
<<if _sceneCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<set _sceneName to _id.charAt(0).toUpperCase() + _id.slice(1)>>
<<link _sceneName _scene.passage>>
<span class="scene_name"><<print _sceneName>></span>
<</link>>
<<set _sceneCount += 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _sceneCount is 0>>
<p>There are no scenes available for now.</p>
<</if>>
</div>
<div class="interaction-list">
<h3>Available Interactions</h3>
<<set _interactionCount to 0>>
<<for _type, _interaction range $auntCarol.interactions>>
<<if ($auntCarol.locationSchedule.LivingRoom.start <= $auntCarol.locationSchedule.LivingRoom.end and $time >= $auntCarol.locationSchedule.LivingRoom.start and $time <= $auntCarol.locationSchedule.LivingRoom.end)
or ($auntCarol.locationSchedule.LivingRoom.start > $auntCarol.locationSchedule.LivingRoom.end and ($time >= $auntCarol.locationSchedule.LivingRoom.start or $time <= $auntCarol.locationSchedule.LivingRoom.end))>>
<<if _interaction.limit > $auntCarol.dailyInteractions[_type]>>
<<if _interactionCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<set _capitalized = _type.charAt(0).toUpperCase() + _type.slice(1)>>
<<link _capitalized _interaction.passage>>
<span class="interaction_name"><<print _capitalized>></span>
<</link>>
<<set _interactionCount += 1>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _interactionCount is 0>>
<p>There are no interactions available for now.</p>
<</if>>
</div>
<<else>>
<p>Welcome to the living room, let's find what to do here.</p>
<<set State.track("LivingRoom")>>
<</if>>
<div class="menu-buttons">
[[Leave The Living Room->CarolHouse]]
</div>
</div><div class="game-container">
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
Stepping into Aunt Carol's bedroom feels oddly personal... I should be careful about what I do here.
</div>
</div>
<div class="environment-container">
<div class="environment-image">
<img src="img/layout/bedroom_carol/bedroom_small.jpg" alt="Bedroom Carol">
</div>
<p class="environment-text">The room is neatly arranged, with a soft scent of lavender lingering in the air. The bed looks inviting, and there's a small vanity by the window.</p>
</div>
<<if ($auntCarol.locationSchedule.BedroomCarol.start <= $auntCarol.locationSchedule.BedroomCarol.end and $time >= $auntCarol.locationSchedule.BedroomCarol.start and $time <= $auntCarol.locationSchedule.BedroomCarol.end)
or ($auntCarol.locationSchedule.BedroomCarol.start > $auntCarol.locationSchedule.BedroomCarol.end and ($time >= $auntCarol.locationSchedule.BedroomCarol.start or $time <= $auntCarol.locationSchedule.BedroomCarol.end))>>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face.webp" alt="Aunt Carol Face">
</div>
<div class="dialog-text carol">
Oh? You’re in my room... Did you need something?
</div>
</div>
<<endif>>
<<if State.hasPlayed("BedroomCarol")>>
<div class="mission-list">
<h3>Available Missions</h3>
<<set _missionCount to 0>>
<<silently>>
<<set _currentPeriodName to "">>
<<if $time >= 6 and $time <= 10>> <<set _currentPeriodName to "morning">>
<<elseif $time >= 11 and $time <= 13>> <<set _currentPeriodName to "noon">>
<<elseif $time >= 14 and $time <= 17>> <<set _currentPeriodName to "afternoon">>
<<elseif $time >= 18 and $time <= 21>> <<set _currentPeriodName to "evening">>
<<else>> <<set _currentPeriodName to "night">>
<</if>>
<</silently>>
<<for _id, _mission range $missions>>
<<if _mission.location is "BedroomCarol" and _mission.status is 0 and _mission.day.includes($actualDay)>>
<<set _periodMatch to false>>
<<if typeof _mission.period is "string">>
<<if _mission.period is _currentPeriodName>>
<<set _periodMatch to true>>
<</if>>
<<elseif Array.isArray(_mission.period)>>
<<if _mission.period.includes(_currentPeriodName)>>
<<set _periodMatch to true>>
<</if>>
<</if>>
<<if _periodMatch>>
<<set _reqMet to false>>
<<if _mission.requirements.type is "none">>
<<set _reqMet to true>>
<<elseif _mission.requirements.type is "mission">>
<<set _reqMet to State.hasPlayed(_mission.requirements.id)>>
<<elseif _mission.requirements.type is "scene">>
<<set _reqMet to State.hasPlayed(_mission.requirements.id)>>
<<elseif _mission.requirements.type is "item">>
<<set _reqMet to $player.inventory.includes(_mission.requirements.item)>>
<<elseif _mission.requirements.type is "stats">>
<<set _reqMet to true>>
<<for _stat, _value range _mission.requirements>>
<<if _stat is not "type">>
<<if $player[_stat] < _value>>
<<set _reqMet to false>>
<</if>>
<</if>>
<</for>>
<<endif>>
<<if _reqMet>>
<<if _missionCount < 3>>
<<set _display to true>>
<<else>>
<<set _display to false>>
<</if>>
<<if _display>>
<<link _mission.name _mission.passage>>
<span class="mission_name"><<print _mission.name>></span>
<</link>>
<<set _missionCount to _missionCount + 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _missionCount is 0>>
<p>There are no missions available for now.</p>
<</if>>
</div>
<div class="scene-list">
<h3>Available Scenes</h3>
<<set _sceneCount to 0>>
<<silently>>
<<set _currentPeriodName to "">>
<<if $time >= 6 and $time <= 10>> <<set _currentPeriodName to "morning">>
<<elseif $time >= 11 and $time <= 13>> <<set _currentPeriodName to "noon">>
<<elseif $time >= 14 and $time <= 17>> <<set _currentPeriodName to "afternoon">>
<<elseif $time >= 18 and $time <= 21>> <<set _currentPeriodName to "evening">>
<<else>> <<set _currentPeriodName to "night">>
<</if>>
<</silently>>
<<for _id, _scene range $scenes>>
<<if _scene.location is "BedroomCarol" and _scene.status is 0 and _scene.day.includes($actualDay)>>
<<set _periodMatch to false>>
<<if typeof _scene.period is "string">>
<<if _scene.period is _currentPeriodName>>
<<set _periodMatch to true>>
<</if>>
<<elseif Array.isArray(_scene.period)>>
<<if _scene.period.includes(_currentPeriodName)>>
<<set _periodMatch to true>>
<</if>>
<</if>>
<<if _periodMatch>> /* Adicionado: Verifica se o período bate */
<<set _reqMet to false>>
<<if _scene.requirements.type is "none">>
<<set _reqMet to true>>
<<elseif _scene.requirements.type is "mission">>
<<set _reqMet to State.hasPlayed(_scene.requirements.id)>>
<<elseif _scene.requirements.type is "scene">>
<<set _reqMet to State.hasPlayed(_scene.requirements.id)>>
<<elseif _scene.requirements.type is "item">>
<<set _reqMet to $player.inventory.includes(_scene.requirements.item)>>
<<elseif _scene.requirements.type is "stats">>
<<set _reqMet to true>>
<<for _stat, _value range _scene.requirements>>
<<if _stat is not "type">>
<<if $player[_stat] < _value>>
<<set _reqMet to false>>
<</if>>
<</if>>
<</for>>
<<endif>>
<<if _reqMet>>
<<if _sceneCount < 3>>
<<set _display to true>>
<<else>>
<<set _display to false>>
<</if>>
<<if _display>>
<<set _sceneName to _id.charAt(0).toUpperCase() + _id.slice(1)>>
<<link _sceneName _scene.passage>>
<span class="scene_name"><<print _sceneName>></span>
<</link>>
<<set _sceneCount to _sceneCount + 1>>
<</if>>
<</if>>
<</if>> /* Fim do if _periodMatch */
<</if>>
<</for>>
<<if _sceneCount is 0>>
<p>There are no scenes available for now.</p>
<</if>>
</div>
<div class="interaction-list">
<h3>Available Interactions</h3>
<<set _interactionCount to 0>>
<<for _type, _interaction range $auntCarol.interactions>>
<<if ($auntCarol.locationSchedule.BedroomCarol.start <= $auntCarol.locationSchedule.BedroomCarol.end and $time >= $auntCarol.locationSchedule.BedroomCarol.start and $time <= $auntCarol.locationSchedule.BedroomCarol.end)
or ($auntCarol.locationSchedule.BedroomCarol.start > $auntCarol.locationSchedule.BedroomCarol.end and ($time >= $auntCarol.locationSchedule.BedroomCarol.start or $time <= $auntCarol.locationSchedule.BedroomCarol.end))>>
<<if _interaction.limit > $auntCarol.dailyInteractions[_type]>>
<<if _interactionCount < 3>>
<<set _display to true>>
<<else>>
<<set _display to false>>
<</if>>
<<if _display>>
<<set _capitalized = _type.charAt(0).toUpperCase() + _type.slice(1)>>
<<link _capitalized _interaction.passage>>
<span class="interaction_name"><<print _capitalized>></span>
<</link>>
<<set _interactionCount to _interactionCount + 1>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _interactionCount is 0>>
<p>There are no interactions available for now.</p>
<</if>>
</div>
<<else>>
<p>Standing in Aunt Carol's bedroom, I wonder if there's anything worth doing here...</p>
<<set State.track("BedroomCarol")>>
<</if>>
<div class="menu-buttons">
[[Leave the Carol's room->CarolHouse]]
</div>
</div><div class="game-container">
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
Alright, I made it to Angela's house. Let's see if she's around.
</div>
</div>
<div class="environment-container">
<p class="environment-text">You've arrived at Angela's house. The garden is well-kept, and the entrance looks inviting.</p>
</div>
<<if ($neighborAngela.locationSchedule.AngelaHouse.start <= $neighborAngela.locationSchedule.AngelaHouse.end and $time >= $neighborAngela.locationSchedule.AngelaHouse.start and $time <= $neighborAngela.locationSchedule.AngelaHouse.end)
or ($neighborAngela.locationSchedule.AngelaHouse.start > $neighborAngela.locationSchedule.AngelaHouse.end and ($time >= $neighborAngela.locationSchedule.AngelaHouse.start or $time <= $neighborAngela.locationSchedule.AngelaHouse.end))>>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/neighbor/face/angela_face.jpg" alt="Angela Face">
</div>
<div class="dialog-text angela">
Oh, hey! I wasn’t expecting company. What brings you here?
</div>
</div>
<<endif>>
<div class="location-grid">
<div class="location-item">
<div class="location-overlay">
[[Go to the Garden|AngelaHouseGarden]]
</div>
<img src="img/layout/angela_garden/garden.jpeg" alt="Angela's Garden">
</div>
<div class="location-item">
<div class="location-overlay">
[[Return to Carol's House|CarolHouse]]
</div>
<img src="img/layout/house/house.jpg" alt="Exit to Carol's House">
</div>
</div>
<<if State.hasPlayed("AngelaHouse")>>
<div class="mission-list">
<h3>Available Missions</h3>
<<set _missionCount to 0>>
<<silently>>
<<set _currentPeriodName to "">>
<<if $time >= 6 and $time <= 10>> <<set _currentPeriodName to "morning">>
<<elseif $time >= 11 and $time <= 13>> <<set _currentPeriodName to "noon">>
<<elseif $time >= 14 and $time <= 17>> <<set _currentPeriodName to "afternoon">>
<<elseif $time >= 18 and $time <= 21>> <<set _currentPeriodName to "evening">>
<<else>> <<set _currentPeriodName to "night">>
<</if>>
<</silently>>
<<for _id, _mission range $missions>>
<<if _mission.location is "AngelaHouse" and _mission.status is 0 and _mission.day.includes($actualDay)>>
<<set _periodMatch to false>>
<<if typeof _mission.period is "string">>
<<if _mission.period is _currentPeriodName>> <<set _periodMatch to true>> <</if>>
<<elseif Array.isArray(_mission.period)>>
<<if _mission.period.includes(_currentPeriodName)>> <<set _periodMatch to true>> <</if>>
<<elseif typeof _mission.period is 'undefined' or _mission.period is null>>
<<set _periodMatch to true>>
<</if>>
<<if _periodMatch>>
<<set _reqMet to false>>
<<if _mission.requirements.type is "none">> <<set _reqMet to true>>
<<elseif _mission.requirements.type is "mission">> <<set _reqMet to State.hasPlayed(_mission.requirements.id)>>
<<elseif _mission.requirements.type is "scene">> <<set _reqMet to State.hasPlayed(_mission.requirements.id)>>
<<elseif _mission.requirements.type is "item">> <<set _reqMet to $player.inventory.includes(_mission.requirements.item)>>
<<elseif _mission.requirements.type is "stats">>
<<set _reqMet to true>>
<<for _stat, _value range _mission.requirements>>
<<if _stat is not "type" and $player[_stat] < _value>> <<set _reqMet to false>> <</if>>
<</for>>
<<endif>>
<<if _reqMet>>
<<if _missionCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<link _mission.name _mission.passage>>
<span class="mission_name"><<print _mission.name>></span>
<</link>>
<<set _missionCount += 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _missionCount is 0>>
<p>There are no missions available.</p>
<</if>>
</div>
<div class="scene-list">
<h3>Available Scenes</h3>
<<set _sceneCount to 0>>
<<silently>>
<<set _currentPeriodName to "">>
<<if $time >= 6 and $time <= 10>> <<set _currentPeriodName to "morning">>
<<elseif $time >= 11 and $time <= 13>> <<set _currentPeriodName to "noon">>
<<elseif $time >= 14 and $time <= 17>> <<set _currentPeriodName to "afternoon">>
<<elseif $time >= 18 and $time <= 21>> <<set _currentPeriodName to "evening">>
<<else>> <<set _currentPeriodName to "night">>
<</if>>
<</silently>>
<<for _id, _scene range $scenes>>
<<if _scene.location is "AngelaHouse" and _scene.status is 0 and _scene.day.includes($actualDay)>>
<<set _periodMatch to false>>
<<if typeof _scene.period is "string">>
<<if _scene.period is _currentPeriodName>> <<set _periodMatch to true>> <</if>>
<<elseif Array.isArray(_scene.period)>>
<<if _scene.period.includes(_currentPeriodName)>> <<set _periodMatch to true>> <</if>>
<<elseif typeof _scene.period is 'undefined' or _scene.period is null>>
<<set _periodMatch to true>>
<</if>>
<<if _periodMatch>>
<<set _reqMet to false>>
<<if _scene.requirements.type is "none">> <<set _reqMet to true>>
<<elseif _scene.requirements.type is "mission">> <<set _reqMet to State.hasPlayed(_scene.requirements.id)>>
<<elseif _scene.requirements.type is "scene">> <<set _reqMet to State.hasPlayed(_scene.requirements.id)>>
<<elseif _scene.requirements.type is "item">> <<set _reqMet to $player.inventory.includes(_scene.requirements.item)>>
<<elseif _scene.requirements.type is "stats">>
<<set _reqMet to true>>
<<for _stat, _value range _scene.requirements>>
<<if _stat is not "type" and $player[_stat] < _value>> <<set _reqMet to false>> <</if>>
<</for>>
<<endif>>
<<if _reqMet>>
<<if _sceneCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<set _sceneName to _id.charAt(0).toUpperCase() + _id.slice(1)>>
<<link _sceneName _scene.passage>>
<span class="scene_name"><<print _sceneName>></span>
<</link>>
<<set _sceneCount += 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _sceneCount is 0>>
<p>There are no scenes available.</p>
<</if>>
</div>
<div class="interaction-list">
<h3>Available Interactions</h3>
<<set _interactionCount to 0>>
<<for _type, _interaction range $neighborAngela.interactions>>
<<if ($neighborAngela.locationSchedule.AngelaHouse.start <= $neighborAngela.locationSchedule.AngelaHouse.end and $time >= $neighborAngela.locationSchedule.AngelaHouse.start and $time <= $neighborAngela.locationSchedule.AngelaHouse.end)
or ($neighborAngela.locationSchedule.AngelaHouse.start > $neighborAngela.locationSchedule.AngelaHouse.end and ($time >= $neighborAngela.locationSchedule.AngelaHouse.start or $time <= $neighborAngela.locationSchedule.AngelaHouse.end))>>
<<if _interaction.limit > ($neighborAngela.dailyInteractions[_type] or 0)>>
<<if _interactionCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<set _capitalized = _type.charAt(0).toUpperCase() + _type.slice(1)>>
<<link _capitalized _interaction.passage>>
<span class="interaction_name"><<print _capitalized>></span>
<</link>>
<<set _interactionCount += 1>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _interactionCount is 0>>
<p>There are no interactions available for now.</p>
<</if>>
</div>
<<else>>
<p>Welcome to Angela's house. Let's see what you can do here.</p>
<<set State.track("AngelaHouse")>>
<</if>>
<div class="menu-buttons">
[[Leave Angela's House->CarolHouse]]
</div>
</div><div class="game-container">
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
The sun glistens on the water's surface... A perfect place to relax or maybe even have some fun.
</div>
</div>
<div class="environment-container">
<div class="environment-image">
<img src="img/layout/pool/pool_sunny_small.jpg" alt="Pool">
</div>
<p class="environment-text">The pool area is refreshing and peaceful. The water looks cool and inviting, with a few lounge chairs positioned under the shade.</p>
</div>
<<if ($auntCarol.locationSchedule.Pool.start <= $auntCarol.locationSchedule.Pool.end and $time >= $auntCarol.locationSchedule.Pool.start and $time <= $auntCarol.locationSchedule.Pool.end)
or ($auntCarol.locationSchedule.Pool.start > $auntCarol.locationSchedule.Pool.end and ($time >= $auntCarol.locationSchedule.Pool.start or $time <= $auntCarol.locationSchedule.Pool.end))>>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face.webp" alt="Aunt Carol Face">
</div>
<div class="dialog-text carol">
The water is just perfect today. Are you going for a swim?
</div>
</div>
<<endif>>
<<if State.hasPlayed("Pool")>>
<div class="mission-list">
<h3>Available Missions</h3>
<<set _missionCount to 0>>
<<silently>>
<<set _currentPeriodName to "">>
<<if $time >= 6 and $time <= 10>> <<set _currentPeriodName to "morning">>
<<elseif $time >= 11 and $time <= 13>> <<set _currentPeriodName to "noon">>
<<elseif $time >= 14 and $time <= 17>> <<set _currentPeriodName to "afternoon">>
<<elseif $time >= 18 and $time <= 21>> <<set _currentPeriodName to "evening">>
<<else>> <<set _currentPeriodName to "night">>
<</if>>
<</silently>>
<<for _id, _mission range $missions>>
<<if _mission.location is "Pool" and _mission.status is 0 and _mission.day.includes($actualDay)>>
<<set _periodMatch to false>>
<<if typeof _mission.period is "string">>
<<if _mission.period is _currentPeriodName>> <<set _periodMatch to true>> <</if>>
<<elseif Array.isArray(_mission.period)>>
<<if _mission.period.includes(_currentPeriodName)>> <<set _periodMatch to true>> <</if>>
<</if>>
<<if _periodMatch>>
<<set _reqMet to false>>
<<if _mission.requirements.type is "none">> <<set _reqMet to true>>
<<elseif _mission.requirements.type is "mission">> <<set _reqMet to State.hasPlayed(_mission.requirements.id)>>
<<elseif _mission.requirements.type is "scene">> <<set _reqMet to State.hasPlayed(_mission.requirements.id)>>
<<elseif _mission.requirements.type is "item">> <<set _reqMet to $player.inventory.includes(_mission.requirements.item)>>
<<elseif _mission.requirements.type is "stats">>
<<set _reqMet to true>>
<<for _stat, _value range _mission.requirements>>
<<if _stat is not "type" and $player[_stat] < _value>> <<set _reqMet to false>> <</if>>
<</for>>
<<endif>>
<<if _reqMet>>
<<if _missionCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<link _mission.name _mission.passage>>
<span class="mission_name"><<print _mission.name>></span>
<</link>>
<<set _missionCount += 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _missionCount is 0>>
<p>There are no missions available for now.</p>
<</if>>
</div>
<div class="scene-list">
<h3>Available Scenes</h3>
<<set _sceneCount to 0>>
<<silently>>
<<set _currentPeriodName to "">>
<<if $time >= 6 and $time <= 10>> <<set _currentPeriodName to "morning">>
<<elseif $time >= 11 and $time <= 13>> <<set _currentPeriodName to "noon">>
<<elseif $time >= 14 and $time <= 17>> <<set _currentPeriodName to "afternoon">>
<<elseif $time >= 18 and $time <= 21>> <<set _currentPeriodName to "evening">>
<<else>> <<set _currentPeriodName to "night">>
<</if>>
<</silently>>
<<for _id, _scene range $scenes>>
<<if _scene.location is "Pool" and _scene.status is 0 and _scene.day.includes($actualDay)>>
<<set _periodMatch to false>>
<<if typeof _scene.period is "string">>
<<if _scene.period is _currentPeriodName>> <<set _periodMatch to true>> <</if>>
<<elseif Array.isArray(_scene.period)>>
<<if _scene.period.includes(_currentPeriodName)>> <<set _periodMatch to true>> <</if>>
<</if>>
<<if _periodMatch>>
<<set _reqMet to false>>
<<if _scene.requirements.type is "none">> <<set _reqMet to true>>
<<elseif _scene.requirements.type is "mission">> <<set _reqMet to State.hasPlayed(_scene.requirements.id)>>
<<elseif _scene.requirements.type is "scene">> <<set _reqMet to State.hasPlayed(_scene.requirements.id)>>
<<elseif _scene.requirements.type is "item">> <<set _reqMet to $player.inventory.includes(_scene.requirements.item)>>
<<elseif _scene.requirements.type is "stats">>
<<set _reqMet to true>>
<<for _stat, _value range _scene.requirements>>
<<if _stat is not "type" and $player[_stat] < _value>> <<set _reqMet to false>> <</if>>
<</for>>
<<endif>>
<<if _reqMet>>
<<if _sceneCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<set _sceneName to _id.charAt(0).toUpperCase() + _id.slice(1)>>
<<link _sceneName _scene.passage>>
<span class="scene_name"><<print _sceneName>></span>
<</link>>
<<set _sceneCount += 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _sceneCount is 0>>
<p>There are no scenes available for now.</p>
<</if>>
</div>
<div class="interaction-list">
<h3>Available Interactions</h3>
<<set _interactionCount to 0>>
<<for _type, _interaction range $auntCarol.interactions>> /* CORRIGIDO: Usa auntCarol */
<<if ($auntCarol.locationSchedule.Pool.start <= $auntCarol.locationSchedule.Pool.end and $time >= $auntCarol.locationSchedule.Pool.start and $time <= $auntCarol.locationSchedule.Pool.end) /* CORRIGIDO: Usa locationSchedule de Carol na Pool */
or ($auntCarol.locationSchedule.Pool.start > $auntCarol.locationSchedule.Pool.end and ($time >= $auntCarol.locationSchedule.Pool.start or $time <= $auntCarol.locationSchedule.Pool.end))>>
<<if _interaction.limit > $auntCarol.dailyInteractions[_type]>> /* CORRIGIDO: Usa dailyInteractions de Carol */
<<if _interactionCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<set _capitalized = _type.charAt(0).toUpperCase() + _type.slice(1)>>
<<link _capitalized _interaction.passage>>
<span class="interaction_name"><<print _capitalized>></span>
<</link>>
<<set _interactionCount += 1>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _interactionCount is 0>>
<p>There are no interactions available for now.</p>
<</if>>
</div>
<<else>>
<p>Standing by the pool, I wonder what to do next.</p>
<<set State.track("Pool")>>
<<endif>>
<div class="menu-buttons">
[[Leave the pool area->CarolHouse]]
</div>
</div><div class="game-container">
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
The garden is filled with the scent of flowers and the chirping of birds. A peaceful place to relax.
</div>
</div>
<div class="environment-container">
<div class="environment-image">
<img src="img/layout/angela_garden/garden.jpeg" alt="Garden">
</div>
<p class="environment-text">The garden outside Angela's house is well-kept, with vibrant flowers and a small pathway leading further in.</p>
</div>
<<if ($neighborAngela.locationSchedule.AngelaHouseGarden.start <= $neighborAngela.locationSchedule.AngelaHouseGarden.end and $time >= $neighborAngela.locationSchedule.AngelaHouseGarden.start and $time <= $neighborAngela.locationSchedule.AngelaHouseGarden.end)
or ($neighborAngela.locationSchedule.AngelaHouseGarden.start > $neighborAngela.locationSchedule.AngelaHouseGarden.end and ($time >= $neighborAngela.locationSchedule.AngelaHouseGarden.start or $time <= $neighborAngela.locationSchedule.AngelaHouseGarden.end))>>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/neighbor/face/angela_face.jpg" alt="Angela Face">
</div>
<div class="dialog-text angela">
It's a beautiful day to be in the garden, don't you think?
</div>
</div>
<<endif>>
<<if State.hasPlayed("AngelaHouseGarden")>>
<div class="mission-list">
<h3>Available Missions</h3>
<<set _missionCount to 0>>
<<silently>>
<<set _currentPeriodName to "">>
<<if $time >= 6 and $time <= 10>> <<set _currentPeriodName to "morning">>
<<elseif $time >= 11 and $time <= 13>> <<set _currentPeriodName to "noon">>
<<elseif $time >= 14 and $time <= 17>> <<set _currentPeriodName to "afternoon">>
<<elseif $time >= 18 and $time <= 21>> <<set _currentPeriodName to "evening">>
<<else>> <<set _currentPeriodName to "night">>
<</if>>
<</silently>>
<<for _id, _mission range $missions>>
<<if _mission.location is "AngelaHouseGarden" and _mission.status is 0 and _mission.day.includes($actualDay)>>
<<set _periodMatch to false>>
<<if typeof _mission.period is "string">>
<<if _mission.period is _currentPeriodName>> <<set _periodMatch to true>> <</if>>
<<elseif Array.isArray(_mission.period)>>
<<if _mission.period.includes(_currentPeriodName)>> <<set _periodMatch to true>> <</if>>
<<elseif typeof _mission.period is 'undefined' or _mission.period is null>>
<<set _periodMatch to true>>
<</if>>
<<if _periodMatch>>
<<set _reqMet to false>>
<<if _mission.requirements.type is "none">> <<set _reqMet to true>>
<<elseif _mission.requirements.type is "mission">> <<set _reqMet to State.hasPlayed(_mission.requirements.id)>>
<<elseif _mission.requirements.type is "scene">> <<set _reqMet to State.hasPlayed(_mission.requirements.id)>>
<<elseif _mission.requirements.type is "item">> <<set _reqMet to $player.inventory.includes(_mission.requirements.item)>>
<<elseif _mission.requirements.type is "stats">>
<<set _reqMet to true>>
<<for _stat, _value range _mission.requirements>>
<<if _stat is not "type" and $player[_stat] < _value>> <<set _reqMet to false>> <</if>>
<</for>>
<<endif>>
<<if _reqMet>>
<<if _missionCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<link _mission.name _mission.passage>>
<span class="mission_name"><<print _mission.name>></span>
<</link>>
<<set _missionCount += 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _missionCount is 0>>
<p>There are no missions available for now.</p>
<</if>>
</div>
<div class="scene-list">
<h3>Available Scenes</h3>
<<set _sceneCount to 0>>
<<silently>>
<<set _currentPeriodName to "">>
<<if $time >= 6 and $time <= 10>> <<set _currentPeriodName to "morning">>
<<elseif $time >= 11 and $time <= 13>> <<set _currentPeriodName to "noon">>
<<elseif $time >= 14 and $time <= 17>> <<set _currentPeriodName to "afternoon">>
<<elseif $time >= 18 and $time <= 21>> <<set _currentPeriodName to "evening">>
<<else>> <<set _currentPeriodName to "night">>
<</if>>
<</silently>>
<<for _id, _scene range $scenes>>
<<if _scene.location is "AngelaHouseGarden" and _scene.status is 0 and _scene.day.includes($actualDay)>>
<<set _periodMatch to false>>
<<if typeof _scene.period is "string">>
<<if _scene.period is _currentPeriodName>> <<set _periodMatch to true>> <</if>>
<<elseif Array.isArray(_scene.period)>>
<<if _scene.period.includes(_currentPeriodName)>> <<set _periodMatch to true>> <</if>>
<<elseif typeof _scene.period is 'undefined' or _scene.period is null>>
<<set _periodMatch to true>>
<</if>>
<<if _periodMatch>>
<<set _reqMet to false>>
<<if _scene.requirements.type is "none">> <<set _reqMet to true>>
<<elseif _scene.requirements.type is "mission">> <<set _reqMet to State.hasPlayed(_scene.requirements.id)>>
<<elseif _scene.requirements.type is "scene">> <<set _reqMet to State.hasPlayed(_scene.requirements.id)>>
<<elseif _scene.requirements.type is "item">> <<set _reqMet to $player.inventory.includes(_scene.requirements.item)>>
<<elseif _scene.requirements.type is "stats">>
<<set _reqMet to true>>
<<for _stat, _value range _scene.requirements>>
<<if _stat is not "type" and $player[_stat] < _value>> <<set _reqMet to false>> <</if>>
<</for>>
<<endif>>
<<if _reqMet>>
<<if _sceneCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<set _sceneName to _id.charAt(0).toUpperCase() + _id.slice(1)>>
<<link _sceneName _scene.passage>>
<span class="scene_name"><<print _sceneName>></span>
<</link>>
<<set _sceneCount += 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _sceneCount is 0>>
<p>There are no scenes available for now.</p>
<</if>>
</div>
<div class="interaction-list">
<h3>Available Interactions</h3>
<<set _interactionCount to 0>>
<<for _type, _interaction range $neighborAngela.interactions>>
<<if ($neighborAngela.locationSchedule.AngelaHouseGarden.start <= $neighborAngela.locationSchedule.AngelaHouseGarden.end and $time >= $neighborAngela.locationSchedule.AngelaHouseGarden.start and $time <= $neighborAngela.locationSchedule.AngelaHouseGarden.end)
or ($neighborAngela.locationSchedule.AngelaHouseGarden.start > $neighborAngela.locationSchedule.AngelaHouseGarden.end and ($time >= $neighborAngela.locationSchedule.AngelaHouseGarden.start or $time <= $neighborAngela.locationSchedule.AngelaHouseGarden.end))>>
<<if _interaction.limit > ($neighborAngela.dailyInteractions[_type] or 0)>>
<<if _interactionCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<set _capitalized = _type.charAt(0).toUpperCase() + _type.slice(1)>>
<<link _capitalized _interaction.passage>>
<span class="interaction_name"><<print _capitalized>></span>
<</link>>
<<set _interactionCount += 1>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _interactionCount is 0>>
<p>There are no interactions available for now.</p>
<</if>>
</div>
<<else>>
<p>Welcome to Angela's beautiful garden. Let's see what you can do here.</p>
<<set State.track("AngelaHouseGarden")>>
<</if>>
<div class="menu-buttons">
[[Return to Angela's House Entrance->AngelaHouse]]
</div>
</div><div class="game-container">
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
I’ve arrived at the Local Store. Let’s see what’s going on here.
</div>
</div>
<div class="environment-container">
<p class="environment-text">The Local Store is bustling with activity. Shelves are stocked, and the scent of fresh produce fills the air.</p>
</div>
<<if ($storeSkylar.locationSchedule.LocalStore.start <= $storeSkylar.locationSchedule.LocalStore.end and $time >= $storeSkylar.locationSchedule.LocalStore.start and $time <= $storeSkylar.locationSchedule.LocalStore.end)
or ($storeSkylar.locationSchedule.LocalStore.start > $storeSkylar.locationSchedule.LocalStore.end and ($time >= $storeSkylar.locationSchedule.LocalStore.start or $time <= $storeSkylar.locationSchedule.LocalStore.end))>>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/skylar/skylar_face.jpg" alt="Skylar Face">
</div>
<div class="dialog-text skylar">
Welcome! Let me know if you need any help.
</div>
</div>
<<endif>>
<div class="location-grid">
<div class="location-item">
<div class="location-overlay">
[[Under Development|UnderDevelopment]]
</div>
<img src="img/layout/under_construction/under-construction.jpg" alt="Under Development">
</div>
<div class="location-item">
<div class="location-overlay">
[[Return to Carol's House|CarolHouse]]
</div>
<img src="img/layout/house/house.jpg" alt="Exit to Carol's House">
</div>
</div>
<<if State.hasPlayed("LocalStore")>>
<div class="mission-list">
<h3>Available Missions</h3>
<<set _missionCount to 0>>
<<silently>>
<<set _currentPeriodName to "">>
<<if $time >= 6 and $time <= 10>> <<set _currentPeriodName to "morning">>
<<elseif $time >= 11 and $time <= 13>> <<set _currentPeriodName to "noon">>
<<elseif $time >= 14 and $time <= 17>> <<set _currentPeriodName to "afternoon">>
<<elseif $time >= 18 and $time <= 21>> <<set _currentPeriodName to "evening">>
<<else>> <<set _currentPeriodName to "night">>
<</if>>
<</silently>>
<<for _id, _mission range $missions>>
<<if _mission.location is "LocalStore" and _mission.status is 0 and _mission.day.includes($actualDay)>>
<<set _periodMatch to false>>
<<if typeof _mission.period is "string">>
<<if _mission.period is _currentPeriodName>> <<set _periodMatch to true>> <</if>>
<<elseif Array.isArray(_mission.period)>>
<<if _mission.period.includes(_currentPeriodName)>> <<set _periodMatch to true>> <</if>>
<<elseif typeof _mission.period is 'undefined' or _mission.period is null>>
<<set _periodMatch to true>>
<</if>>
<<if _periodMatch>>
<<set _reqMet to false>>
<<if _mission.requirements.type is "none">> <<set _reqMet to true>>
<<elseif _mission.requirements.type is "mission">> <<set _reqMet to State.hasPlayed(_mission.requirements.id)>>
<<elseif _mission.requirements.type is "scene">> <<set _reqMet to State.hasPlayed(_mission.requirements.id)>>
<<elseif _mission.requirements.type is "item">> <<set _reqMet to $player.inventory.includes(_mission.requirements.item)>>
<<elseif _mission.requirements.type is "stats">>
<<set _reqMet to true>>
<<for _stat, _value range _mission.requirements>>
<<if _stat is not "type" and $player[_stat] < _value>> <<set _reqMet to false>> <</if>>
<</for>>
<<endif>>
<<if _reqMet>>
<<if _missionCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<link _mission.name _mission.passage>>
<span class="mission_name"><<print _mission.name>></span>
<</link>>
<<set _missionCount += 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _missionCount is 0>>
<p>There are no missions available.</p>
<</if>>
</div>
<div class="scene-list">
<h3>Available Scenes</h3>
<<set _sceneCount to 0>>
<<silently>>
<<set _currentPeriodName to "">>
<<if $time >= 6 and $time <= 10>> <<set _currentPeriodName to "morning">>
<<elseif $time >= 11 and $time <= 13>> <<set _currentPeriodName to "noon">>
<<elseif $time >= 14 and $time <= 17>> <<set _currentPeriodName to "afternoon">>
<<elseif $time >= 18 and $time <= 21>> <<set _currentPeriodName to "evening">>
<<else>> <<set _currentPeriodName to "night">>
<</if>>
<</silently>>
<<for _id, _scene range $scenes>>
<<if _scene.location is "LocalStore" and _scene.status is 0 and _scene.day.includes($actualDay)>>
<<set _periodMatch to false>>
<<if typeof _scene.period is "string">>
<<if _scene.period is _currentPeriodName>> <<set _periodMatch to true>> <</if>>
<<elseif Array.isArray(_scene.period)>>
<<if _scene.period.includes(_currentPeriodName)>> <<set _periodMatch to true>> <</if>>
<<elseif typeof _scene.period is 'undefined' or _scene.period is null>>
<<set _periodMatch to true>>
<</if>>
<<if _periodMatch>>
<<set _reqMet to false>>
<<if _scene.requirements.type is "none">> <<set _reqMet to true>>
<<elseif _scene.requirements.type is "mission">> <<set _reqMet to State.hasPlayed(_scene.requirements.id)>>
<<elseif _scene.requirements.type is "scene">> <<set _reqMet to State.hasPlayed(_scene.requirements.id)>>
<<elseif _scene.requirements.type is "item">> <<set _reqMet to $player.inventory.includes(_scene.requirements.item)>>
<<elseif _scene.requirements.type is "stats">>
<<set _reqMet to true>>
<<for _stat, _value range _scene.requirements>>
<<if _stat is not "type" and $player[_stat] < _value>> <<set _reqMet to false>> <</if>>
<</for>>
<<endif>>
<<if _reqMet>>
<<if _sceneCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<set _sceneName to _id.charAt(0).toUpperCase() + _id.slice(1)>>
<<link _sceneName _scene.passage>>
<span class="scene_name"><<print _sceneName>></span>
<</link>>
<<set _sceneCount += 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _sceneCount is 0>>
<p>There are no scenes available.</p>
<</if>>
</div>
<div class="interaction-list">
<h3>Available Interactions</h3>
<<set _interactionCount to 0>>
<<for _type, _interaction range $storeSkylar.interactions>>
<<if ($storeSkylar.locationSchedule.LocalStore.start <= $storeSkylar.locationSchedule.LocalStore.end and $time >= $storeSkylar.locationSchedule.LocalStore.start and $time <= $storeSkylar.locationSchedule.LocalStore.end)
or ($storeSkylar.locationSchedule.LocalStore.start > $storeSkylar.locationSchedule.LocalStore.end and ($time >= $storeSkylar.locationSchedule.LocalStore.start or $time <= $storeSkylar.locationSchedule.LocalStore.end))>>
<<if _interaction.limit > ($storeSkylar.dailyInteractions[_type] or 0)>>
<<if _interactionCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<set _capitalized = _type.charAt(0).toUpperCase() + _type.slice(1)>>
<<link _capitalized _interaction.passage>>
<span class="interaction_name"><<print _capitalized>></span>
<</link>>
<<set _interactionCount += 1>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _interactionCount is 0>>
<p>There are no interactions available for now.</p>
<</if>>
</div>
<<else>>
<p>Welcome to the Local Store. Seems like Skylar is working today.</p>
<<set State.track("LocalStore")>>
<</if>>
<div class="menu-buttons">
[[Leave the Store->CarolHouse]]
</div>
</div><div class="game-container">
<div class="environment-container">
<div class="environment-image">
<img src="img/layout/livingroom/livingroom_small.jpg" alt="Living Room">
</div>
<p class="environment-text">
Stepping inside, the familiar scent of Aunt Carol's home fills the air. The living room is cozy, just as I remember it.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face.webp" alt="Carol Face">
</div>
<div class="dialog-text carol">
I hope you're hungry, dear. I made your favorite dish for dinner.
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
That sounds amazing. It’s been too long since I had a homemade meal.
</div>
</div>
<p class="narrative-text">
But before heading inside, I need to grab my bag from the porch. There are a few suitcases here... which one is mine?
</p>
<div class="game-challenge">
<h3>Pick Your Bag</h3>
<p>Choose the correct bag to continue.</p>
<div class="answer-options">
<<button "Red Suitcase">>
<<replace "#challenge-response">>
<p id="challenge-response" class="wrong-answer">This isn't mine... it feels way too heavy.</p>
<</replace>>
<</button>>
<<button "Blue Backpack">>
<<replace "#challenge-response">>
<p id="challenge-response" class="correct-answer">Yes! This is my bag. Time to head inside.</p>
<<set $missions["001"].status to 1>>
<<set $player.love to $player.love + 5>>
<div class="menu-buttons">
[[Continue Inside->CarolHouse]]
<<set $time to $time + 1>>
</div>
<</replace>>
<</button>>
<<button "Black Duffel Bag">>
<<replace "#challenge-response">>
<p id="challenge-response" class="wrong-answer">This isn't mine... where did I put it?</p>
<</replace>>
<</button>>
</div>
<div id="challenge-response"></div>
</div>
</div><div class="game-container">
<div class="environment-container">
<div class="environment-image">
<img src="img/layout/house/opening_door.gif" alt="Open Door">
</div>
<p class="environment-text">
The door opens before I can even knock. Aunt Carol stands there, smiling warmly.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face.webp" alt="Carol Face">
</div>
<div class="dialog-text carol">
Oh, look at you! It's been so long! Come here, give your aunt a hug.
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
Hey, Aunt Carol! I've missed you.
</div>
</div>
<p class="narrative-text">
Her embrace is warm, filled with the scent of her familiar perfume. It brings back memories of summers spent here.
</p>
<div class="image-sequence">
<div class="image-container">
<img src="img/chars/carol/etc/carol_hug.gif" alt="Carol Hugging Player">
<p class="image-caption">Aunt Carol shares a warm moment.</p>
</div>
</div>
<br>
<div class="game-choice">
<h3>How do you respond?</h3>
<div class="answer-options">
<<button "Hug her back warmly">>
<<replace "#response">>
<p id="response" class="positive-response">She smiles, clearly happy to see me.</p>
<<set $player.love to $player.love + 5>>
<</replace>>
<</button>>
<<button "Act shy and reserved">>
<<replace "#response">>
<p id="response" class="neutral-response">She chuckles, patting my back.</p>
<</replace>>
<</button>>
</div>
<div id="response"></div>
</div>
<div class="menu-buttons">
<<set $scenes.Greeting.status to $scenes.Greeting.status to 1>>
[[Continue->Arrival]]
</div>
</div><div class="game-container">
<div class="environment-container">
<div class="environment-image">
<img src="img/layout/kitchen/dinner_table_01.jpg" alt="Dinner Table Set">
</div>
<p class="environment-text">
The kitchen is warm and inviting, the aroma of home-cooked food filling the air. The dinner table is set beautifully, a comforting sight after the journey.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face.webp" alt="Carol Face">
</div>
<div class="dialog-text carol">
Took you long enough to get settled, sleepyhead! Trouble wrestling with your bags, were we? Dinner's getting cold, but knowing you, you'll devour it anyway.
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
Sorry, Aunt Carol, just getting my bearings. Wow, is that...?
</div>
</div>
<p class="narrative-text">
My eyes land on the steaming dish in the center of the table. It's my absolute favorite sandwich – Aunt Carol always knew how to make me feel at home.
</p>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face.webp" alt="Carol Face">
</div>
<div class="dialog-text carol">
(Chuckles softly) Your favorite, just like always. I know how much you love my egg sandwich. Come on, sit down, don't just stand there gawking.
</div>
</div>
<p class="narrative-text">
Aunt Carol gestures to a chair, then picks up her own fork. She starts to eat, and something in the way she moves catches my attention.
</p>
<div class="environment-container">
<div class="environment-image">
<video width="640" height="480" controls autoplay loop muted>
<source src="img/chars/carol/eating/carol_eating_001.mp4" type="video/mp4">
Your browser does not support the video tag.
</video>
</div>
<p class="environment-text">
Her lips wrap around the fork, sucking in the noodles with a slow, deliberate motion. Her eyes meet mine over the rim of the fork, a playful smirk dancing on her lips. It's just eating... but the way she does it... it feels charged, suggestive.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face.webp" alt="Carol Face">
</div>
<div class="dialog-text carol">
Something wrong, honey? You staring at your Aunt like you've never seen someone eat before? Or is it just *that* good?
</div>
</div>
<br>
<div class="menu-buttons">
<<set $scenes.Greeting.status to $scenes.KitchenPreparation.status to 1>>
[[Continue to the Living Room->LivingRoom]]
</div>
</div><<set $randomNumber to Math.floor(Math.random() * 4) + 1>>
<<set $auntCarol.dailyInteractions.talk to $auntCarol.dailyInteractions.talk + 1>>
<<set $auntCarol.love to $auntCarol.love + $auntCarol.interactions.talk.stats.love>>
<<set $auntCarol.lust to $auntCarol.lust + $auntCarol.interactions.talk.stats.lust>>
<div class="game-container">
<<set _dialogueOptions to [
{
carol: "So, tell me, what's been on your mind since you got here? Don't hold back...",
player: "Just enjoying being here with you, Aunt Carol."
},
{
carol: "You remember that time you got caught sneaking into the pool at midnight? You were so embarrassed, but I thought it was adorable. Still makes me smile.",
player: "Oh god, Aunt Carol, you still remember that?!"
},
{
carol: "This weekend is all about unwinding and having some fun. Is there anything *special* you've been fantasizing about, honey?",
player: "(Slightly flustered) Uh, not really, just... hanging out."
},
{
carol: "I was wondering... do you think I've changed much since you last saw me? Be honest!",
player: "You look... amazing, Aunt Carol. Really amazing."
}
]>>
<<set $randomDialogue to _dialogueOptions.random()>>
<div class="dialog-container">
<div class="dialog-image">
<!-- Corrigindo caminho da imagem -->
<img src="img/chars/carol/face/carol_face.webp" alt="Carol Face">
</div>
<div class="dialog-text carol">
<<print $randomDialogue.carol>>
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<!-- Corrigindo caminho da imagem -->
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
<<print $randomDialogue.player>>
</div>
</div>
<div class="environment-container">
<div class="environment-image">
<video width="640" height="480" controls autoplay loop muted>
<<if $randomNumber == 1>>
<source src="img/chars/carol/talk/carol_talk.mp4" type="video/mp4">
<<elseif $randomNumber == 2>>
<source src="img/chars/carol/talk/carol_talk_2.mp4" type="video/mp4">
<<elseif $randomNumber == 3>>
<source src="img/chars/carol/talk/carol_talk_3.mp4" type="video/mp4">
<<else>>
<source src="img/chars/carol/talk/carol_talk_4.mp4" type="video/mp4">
<</if>>
Your browser does not support the video tag.
</video>
</div>
<p class="environment-text">
Aunt Carol looks at you, ready to chat. What will she talk about this time?
</p>
</div>
<br>
<div class="menu-buttons">
[[Return to Carol's House->CarolHouse]]
</div>
</div><<set $randomNumber to Math.floor(Math.random() * 8) + 1>> <!-- Número aleatório 1-8 -->
<<set $auntCarol.dailyInteractions.flirt to $auntCarol.dailyInteractions.flirt + 1>>
<<set $auntCarol.love to $auntCarol.love + $auntCarol.interactions.flirt.stats.love>>
<<set $auntCarol.lust to $auntCarol.lust + $auntCarol.interactions.flirt.stats.lust>>
<div class="game-container">
<<set _dialogueOptions to [
{
carol: "You know, I've been noticing how much you've... filled out since I last saw you. It's a *good* look on you.",
player: "(Blushing) Aunt Carol! You can't just say things like that."
},
{
carol: "Is it getting hot in here, or is it just you standing so close? Maybe we should cool off... together?",
player: "I... uh... I hadn't really noticed the temperature."
},
{
carol: "Tell me, what's the naughtiest thought that's crossed your mind since you arrived? Don't be shy, I can handle it.",
player: "I... I couldn't possibly say."
},
{
carol: "I've always thought you had such kissable lips. Have you ever been told that before, or am I the first?",
player: "(Swallowing hard) Well, no one quite as... direct as you, Aunt Carol."
},
{
carol: "You have this look in your eyes... like you're thinking about something you shouldn't. Am I right? Go on, tell your Aunt Carol all about it...",
player: "Maybe... maybe I am thinking a few things."
}
]>>
<<set $randomDialogue to _dialogueOptions.random()>> <!-- Variável corrigida para $ -->
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face.webp" alt="Carol Face">
</div>
<div class="dialog-text carol">
<<print $randomDialogue.carol>>
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
<<print $randomDialogue.player>>
</div>
</div>
<div class="environment-container">
<div class="environment-image">
<video width="640" height="480" controls autoplay loop muted>
<<if $randomNumber == 1>>
<source src="img/chars/carol/flirt/carol_flirt.mp4" type="video/mp4">
<<elseif $randomNumber == 2>>
<source src="img/chars/carol/flirt/carol_flirt_2.mp4" type="video/mp4">
<<elseif $randomNumber == 3>>
<source src="img/chars/carol/flirt/carol_flirt_3.mp4" type="video/mp4">
<<elseif $randomNumber == 4>>
<source src="img/chars/carol/flirt/carol_flirt_4.mp4" type="video/mp4">
<<elseif $randomNumber == 5>>
<source src="img/chars/carol/flirt/carol_flirt_5.mp4" type="video/mp4">
<<elseif $randomNumber == 6>>
<source src="img/chars/carol/flirt/carol_flirt_6.mp4" type="video/mp4">
<<elseif $randomNumber == 7>>
<source src="img/chars/carol/flirt/carol_flirt_7.mp4" type="video/mp4">
<<else>>
<source src="img/chars/carol/flirt/carol_flirt_8.mp4" type="video/mp4">
<</if>> <!-- Corrigido o fechamento do <<if>> -->
Your browser does not support the video tag.
</video>
</div>
<p class="environment-text">
Aunt Carol leans in, a playful glint in her eyes. Time for some flirtation...
</p>
</div>
<br>
<div class="menu-buttons">
[[Return to Carol's House->CarolHouse]]
</div>
</div>
<div class="game-container">
<div class="environment-container">
<p class="narrative-text">
The kitchen smells of fresh herbs and spices. The sink is filled with dishes from the delicious meal Aunt Carol prepared.
</p>
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face.webp" alt="Carol Face">
</div>
<div class="dialog-text carol">
Sweetheart, would you mind helping out with the dishes? I'll make you dessert later as a reward!
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
Of course, Aunt Carol! But… where do you keep the dish soap again?
</div>
</div>
<div class="game-container">
<div class="environment-container">
<div class="environment-image">
<img src="img/etc/chores/wash_dish.gif" alt="Washing Dishes">
</div>
<p class="narrative-text">
Time to get started — but first, you need to grab the right items for the task. Aunt Carol’s kitchen is a bit of a maze...
</p>
</div>
</div>
<div class="game-challenge">
<h3>Find the Cleaning Tools</h3>
<p>Which items do you need to wash the dishes properly?</p>
<div class="answer-options">
<<button "Dish Soap & Sponge">>
<<replace "#challenge-response">>
<p id="challenge-response" class="correct-answer">Perfect! Ready to tackle this mountain of dishes.</p>
<<set $missions["002"].status to 1>>
<<set $player.energy to $player.energy - 5>>
<<set $player.love to $player.love + 2>>
<div class="menu-buttons">
[[Finish Cleaning->CarolHouse]]
<<set $missions["002"].status to 1>>
<<set $time to $time + 1>>
</div>
<</replace>>
<</button>>
<<button "Toothbrush & Shampoo">>
<<replace "#challenge-response">>
<p id="challenge-response" class="wrong-answer">Uh… that’s not quite right. Aunt Carol raises an eyebrow.</p>
<</replace>>
<</button>>
<<button "Broom & Mop">>
<<replace "#challenge-response">>
<p id="challenge-response" class="wrong-answer">That’s for the floor, not the dishes!</p>
<</replace>>
<</button>>
</div>
<div id="challenge-response"></div>
<div class="game-container">
<div class="environment-container">
<div class="environment-image">
<!-- Imagem estática da piscina precisando de limpeza -->
<img src="img/layout/pool/pool_dirty_small.webp" alt="Pool needs cleaning">
</div>
<p class="narrative-text">
The sun beats down on the pool area. While the water looks inviting, a layer of leaves and debris floats on the surface, spoiling the perfect blue. Aunt Carol is lounging nearby, sunglasses on, looking relaxed.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face_relaxed.png" alt="Carol Relaxed Face">
</div>
<div class="dialog-text carol">
Ah, perfect timing, sweetheart. Could you be a dear and skim the pool for me? It's gotten a bit messy, and frankly, I'm too comfortable to move right now. There might be a little something extra in it for you...
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
Sure thing, Aunt Carol. Anything to help out. Where do you keep the cleaning stuff for the pool?
</div>
</div>
<div class="environment-container">
<div class="environment-image">
<!-- GIF/Vídeo de alguém limpando a piscina ou pegando a rede -->
<img src="img/etc/chores/pool_skimming_start.gif" alt="Starting Pool Cleaning">
</div>
<p class="narrative-text">
Aunt Carol points towards the pool shed. Time to find the right tool for the job before she gets impatient... or decides to "help" in her own way.
</p>
</div>
<div class="game-challenge">
<h3>Grab the Cleaning Tool</h3>
<p>Which tool is needed to skim the leaves off the pool surface?</p>
<div class="answer-options">
<<button "Pool Skimmer Net">>
<<replace "#challenge-response">>
<p id="challenge-response" class="correct-answer">This looks like the right tool. Time to get this pool sparkling clean!</p>
<!-- Update game state for completing the mission -->
<<set $missions["003"].status to 1>>
<<set $player.energy to $player.energy - 10>> /* Pool cleaning is tiring! */
<<set $auntCarol.love to $auntCarol.love + $missions["003"].stats.love>> /* Love +15 */
<<set $player.money to $player.money + $missions["003"].stats.money>> /* Money +20 */
<<set $time to $time + 1>> /* Task takes 1 hour */
<div class="menu-buttons">
[[Finish Cleaning and Return->CarolHouse]]
</div>
<</replace>>
<</button>>
<<button "Garden Hose">>
<<replace "#challenge-response">>
<p id="challenge-response" class="wrong-answer">"Trying to spray the leaves away, honey? Cute, but not quite effective," Aunt Carol chuckles from her chair.</p>
<</replace>>
<</button>>
<<button "Broom">>
<<replace "#challenge-response">>
<p id="challenge-response" class="wrong-answer">"That's for the patio, silly. Unless you're planning on sweeping the water?" She gives you a teasing look.</p>
<</replace>>
<</button>>
</div>
<div id="challenge-response"></div> <!-- Response will appear here -->
</div>
</div><div class="game-container">
<div class="environment-container">
<div class="environment-image">
<!-- Imagem estática da sala de estar precisando de uma arrumada leve -->
<img src="img/layout/livingroom/livingroom_cluttered_small.jpg" alt="Living Room needs tidying">
</div>
<p class="narrative-text">
The morning sun shines into the living room, highlighting some dust motes and revealing a bit of clutter from last night. A few magazines lie on the coffee table, and the sofa cushions are slightly askew. Aunt Carol is sitting comfortably in an armchair, looking thoughtful.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face_thinking.jpg" alt="Carol Thinking Face"> <!-- Sugestão de nova imagem de rosto -->
</div>
<div class="dialog-text carol">
Morning, dear. You know, this room could use a quick touch-up. Would you mind straightening things up a bit? Just the cushions and magazines mainly. It makes the whole place feel fresher, don't you think? I'd do it, but I was just getting lost in thought here...
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
Of course, Aunt Carol. Happy to help make the place feel nice. I'll get right on it.
</div>
</div>
<div class="environment-container">
<div class="environment-image">
<!-- GIF/Vídeo de alguém arrumando almofadas ou revistas -->
<img src="img/etc/chores/tidying_livingroom.webp" alt="Tidying up the living room">
</div>
<p class="narrative-text">
She gives you a warm, appreciative smile. Okay, just a quick tidy. What's the most logical first step to make the room look better quickly?
</p>
</div>
<div class="game-challenge">
<h3>Quick Tidy Strategy</h3>
<p>What should you focus on first to make the living room look neater fast?</p>
<div class="answer-options">
<<button "Straighten cushions & stack magazines">>
<<replace "#challenge-response">>
<p id="challenge-response" class="correct-answer">Good thinking. Clearing the main surfaces and straightening the sofa makes an immediate difference. Easy peasy.</p>
<!-- Update game state for completing the mission -->
<<set $missions["004"].status to 1>>
<<set $player.energy to $player.energy - 8>> /* Cost for tidying */
<<set $auntCarol.love to $auntCarol.love + $missions["004"].stats.love>> /* Love +10 */
<<set $player.money to $player.money + $missions["004"].stats.money>> /* Money +15 */
<<set $time to $time + 1>> /* Task takes 1 hour */
<div class="menu-buttons">
[[Finish Tidying and Return->CarolHouse]]
</div>
<</replace>>
<</button>>
<<button "Start dusting the lampshades">>
<<replace "#challenge-response">>
<p id="challenge-response" class="wrong-answer">"Oh, ambitious! Dusting is great, but let's handle the clutter first, okay?" Aunt Carol suggests gently, still looking relaxed.</p>
<</replace>>
<</button>>
<<button "Check behind the sofa for lost items">>
<<replace "#challenge-response">>
<p id="challenge-response" class="wrong-answer">"Playing detective, are we?" She chuckles. "Just focus on the visible stuff for now, honey. No need for a deep clean."</p>
<</replace>>
<</button>>
</div>
<div id="challenge-response"></div> <!-- Response will appear here -->
</div>
</div><div class="game-container">
<div class="environment-container">
<div class="environment-image">
<img src="img/layout/bedroom_carol/bedroom_small.jpg" alt="Carol's Bedroom in the Afternoon">
</div>
<p class="narrative-text">
You find Aunt Carol relaxing in her bedroom, the afternoon light filtering through the blinds. She's fiddling with her phone, a slight frown on her face.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face_puzzled.jpg" alt="Carol Puzzled Face">
</div>
<div class="dialog-text carol">
Oh, hey there. You know, I've been trying to clear some space on this phone, delete some old photos... but I swear, technology just gets more complicated! Could you give me a hand, sweetie? Just get rid of some duplicates or blurry ones?
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
No problem, Aunt Carol. Let me take a look. I can probably sort it out quickly.
</div>
</div>
<p class="narrative-text">
She hands you her phone with a grateful smile. You unlock it and start navigating through her photo gallery. There are lots of scenic shots, family pictures... and then, tucked away, you stumble upon a folder simply labeled "Private". Curiosity gets the better of you...
</p>
<!-- ===== Carrossel HTML (Versão simplificada) ===== -->
<div id="carousel" class="carousel">
<img src="img/chars/carol/polaroids/carol_polaroid_1.jpg" class="carousel-img active" alt="Carol Polaroid 1 - Beach day memories...">
<img src="img/chars/carol/polaroids/carol_polaroid_2.jpg" class="carousel-img" alt="Carol Polaroid 2 - Feeling playful...">
<img src="img/chars/carol/polaroids/carol_polaroid_3.jpg" class="carousel-img" alt="Carol Polaroid 3 - Just relaxing...">
</div>
<!-- Controles do Carrossel -->
<div class="carousel-controls">
<<link "◀ Previous">>
<<run window.carouselPrevious()>>
<</link>>
<<link "Next ▶">>
<<run window.carouselNext()>>
<</link>>
</div>
<!-- ===== Fim do Carrossel HTML ===== -->
<p class="narrative-text">
Your heart beats a little faster looking at these. They definitely weren't meant for your eyes... After lingering perhaps a bit too long, you remember why you have the phone.
</p>
<!-- Seção para completar a missão (Controlada pelo SugarCube) -->
<div id="completion-section" style="text-align: center; margin-top: 25px;">
<!-- O Link do SugarCube que INICIA a conclusão da missão -->
<<link "Finish 'Deleting' Photos">>
<!-- O código DENTRO do link SÓ executa ao clicar -->
<<replace "#completion-section">>
<p class="narrative-text" style="margin-bottom: 15px;">You quickly tap delete on a few genuinely blurry photos and hand the phone back to Carol, trying to look nonchalant.</p>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face_puzzled.jpg" alt="Carol Smiling Face">
</div>
<div class="dialog-text carol">
All done? Thank you so much, dear! You're a lifesaver. See? That wasn't so hard. You deserve a little reward for your effort.
</div>
</div>
<!-- Atualiza o estado do jogo AQUI -->
<<set $missions["005"].status to 1>>
<<set $player.energy to $player.energy - 5>>
<<set $auntCarol.love to $auntCarol.love + 15>>
<<set $auntCarol.corruption to $auntCarol.corruption + 5>>
<<set $time to $time + 1>>
<!-- Botão SugarCube para sair da passagem APÓS completar -->
<div class="menu-buttons" style="margin-top: 15px;">
[[Return to the Hallway->CarolHouse]]
</div>
<</replace>>
<</link>>
</div>
</div><div class="game-container">
<div class="environment-container">
<div class="environment-image">
<!-- Imagem do quarto da Carol, talvez ela perto do guarda-roupa -->
<img src="img/layout/bedroom_carol/bedroom_carol_wardrobe.webp" alt="Carol's Bedroom with Wardrobe">
</div>
<p class="narrative-text">
You enter Carol's bedroom again. This time, she's standing by her large wardrobe, door slightly ajar, tapping her chin thoughtfully.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<!-- Usar a face pensativa ou uma nova face "indecisa" -->
<img src="img/chars/carol/face/carol_face_thinking.jpg" alt="Carol Thinking Face">
</div>
<div class="dialog-text carol">
Oh, perfect timing! I was just trying to organize this wardrobe a bit... things get so jumbled up. Could you perhaps reach that box on the top shelf for me? Or maybe just see if you can find that blue scarf I love? I swear it vanished in here.
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
Sure, Aunt Carol. Let me take a look inside. I'm pretty good at finding lost things.
</div>
</div>
<p class="narrative-text">
She steps aside, giving you access to the wardrobe. It smells faintly of her perfume and cedar wood. As you rummage through neatly folded clothes and hanging dresses, your hand brushes against a softer box tucked away in the back, behind some sweaters... Intrigued, you pull it out slightly.
</p>
<!-- ===== Carrossel HTML (Adaptado para WardrobeHelp) ===== -->
<div id="carousel" class="carousel">
<!-- Item 1: Brinquedo Erótico 1 -->
<img src="img/etc/toys/toy_1.jpg" class="carousel-img active" alt="A smooth, curved personal massager">
<!-- Item 2: Brinquedo Erótico 2 -->
<img src="img/etc/toys/toy_2.webp" class="carousel-img" alt="A small, discreet bullet vibrator">
<!-- Item 3: Polaroid 4 -->
<img src="img/chars/carol/polaroids/carol_polaroid_4.jpeg" class="carousel-img" alt="Carol Polaroid 4 - Lounging suggestively">
</div>
<!-- Controles do Carrossel (Usando as funções JS globais) -->
<div class="carousel-controls">
<<link "◀ Previous">>
<<run window.carouselPrevious()>>
<</link>>
<<link "Next ▶">>
<<run window.carouselNext()>>
<</link>>
</div>
<!-- ===== Fim do Carrossel HTML ===== -->
<p class="narrative-text">
Well, this definitely isn't a scarf. Your eyes widen as you cycle through the contents of the box. It seems Aunt Carol has some secrets hidden away. A hot flush creeps up your neck as you quickly put the box back where you found it, pretending you didn't see anything.
</p>
<!-- Seção para completar a missão -->
<div id="completion-section" style="text-align: center; margin-top: 25px;">
<!-- Link do SugarCube para iniciar a conclusão -->
<<link "Finish 'Helping' with the Wardrobe">>
<!-- Código DENTRO do link -->
<<replace "#completion-section">>
<p class="narrative-text" style="margin-bottom: 15px;">You manage to find the blue scarf (it was snagged on a hanger) and hand it to her, keeping your expression neutral.</p>
<div class="dialog-container">
<div class="dialog-image">
<!-- Usar face sorrindo ou agradecida -->
<img src="img/chars/carol/face/carol_face_smiling.jpg" alt="Carol Smiling Face">
</div>
<div class="dialog-text carol">
There it is! Oh, thank you, sweetheart! I knew you'd find it. You have a knack for things like that. Come on, let's get out of this room for now.
</div>
</div>
<!-- Atualiza o estado do jogo AQUI -->
<<set $missions["006"].status to 1>>
<<set $player.energy to $player.energy - 7>> /* Custo de energia */
<<set $auntCarol.love to $auntCarol.love + 15>> /* Recompensa de amor */
<<set $auntCarol.corruption to $auntCarol.corruption + 10>> /* Recompensa de corrupção */
<<set $time to $time + 1>> /* Avanço do tempo */
<!-- Botão SugarCube para sair -->
<div class="menu-buttons" style="margin-top: 15px;">
[[Return to the Hallway->CarolHouse]]
</div>
<</replace>>
<</link>>
</div>
</div><div class="game-container">
<div class="environment-container">
<div class="environment-image">
<!-- Imagem da Sala, Carol relaxando, talvez com uma revista -->
<img src="img/layout/livingroom/livingroom_carol_relaxing.jpg" alt="Carol relaxing in the Living Room">
</div>
<p class="narrative-text">
You find Aunt Carol lounging comfortably on the living room sofa, flipping through a magazine. She looks up as you enter, a warm smile gracing her lips.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face_smiling.jpg" alt="Carol Smiling Face">
</div>
<div class="dialog-text carol">
Oh, there you are, sweetie. Listen, would you mind doing a small errand for me? I ordered something... a little treat for myself... and it arrived at the Local Store. Could you possibly pop over and pick it up for me sometime this morning or early afternoon? Skylar knows it's for me.
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
A treat? Sure, Aunt Carol, no problem at all. I can head over there soon. Consider it done.
</div>
</div>
<div class="environment-container">
<p class="narrative-text">
She gives you a grateful nod, her eyes perhaps lingering on you a moment longer than necessary. What kind of "treat" would she order?
</p>
</div>
<!-- Conclusão da Missão 007 - Aceitar o Pedido -->
<div id="completion-section" style="text-align: center; margin-top: 25px;">
<p style="font-style: italic; color: #D4AF37; margin-bottom: 15px;">You've agreed to pick up the package. The next step is to visit the Local Store.</p>
<!-- Botão para confirmar e voltar -->
<<link "Okay, I'll head there when I can">>
<<set $missions["007"].status to 1>> /* Marca a missão de pedir como concluída */
<<set $auntCarol.love to $auntCarol.love + 5>> /* Pequeno bônus por concordar */
<<goto "LivingRoom">>
<</link>>
</div>
</div><div class="game-container">
<div class="environment-container">
<div class="environment-image">
<!-- Imagem do interior da loja, Skylar no balcão -->
<img src="img/layout/store/store_inside_skylar.jpg" alt="Inside Local Store with Skylar">
</div>
<p class="narrative-text">
You arrive at the Local Store. Skylar is behind the counter, organizing some items with surprising efficiency. She looks up and gives you a quick, professional smile.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
Hi Skylar. I'm here to pick up a package for Carol? My aunt? She said you'd have it.
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<!-- Imagem de Skylar, talvez um pouco curiosa ou neutra -->
<img src="img/chars/skylar/face/skylar_face.jpg" alt="Skylar Neutral Face">
</div>
<div class="dialog-text skylar">
Oh, right, Carol's nephew! Yes, she called ahead. Hang on... She pulls out a discreetly wrapped, medium-sized box from under the counter. Hmm, Carol's been ordering quite a few... *interesting* things lately. This one feels a bit delicate.
</div>
</div>
<!-- Mini-Interação / Desafio com Skylar -->
<div class="game-choice" style="margin-top: 20px;">
<h3>Skylar's Comment</h3>
<p>"You must be taking good care of your aunt if she's treating herself like this," Skylar adds with a faint smirk. How do you respond?</p>
<div class="answer-options" id="skylar-response-options">
<<button "Just helping out where I can.">>
<<replace "#skylar-response-options">>
<p class="narrative-text" style="color: #F1C40F; margin-top:10px;">Skylar just nods, handing you the package. "Alright then. Here you go."</p>
<!-- Atualiza o estado - Pegou o pacote (sem bônus Skylar) -->
<<set $missions["007.2"].status to 1>>
<<run $player.inventory.push("CarolPackage")>> /* Adiciona item ao inventário */
<<set $time to $time + 1>> /* Tempo gasto na loja */
<div class="menu-buttons" style="margin-top: 15px;">
[[Take the Package and Leave->LocalStore]] /* Volta para a visão da loja */
</div>
<</replace>>
<</button>>
<<button "(Slightly flustered) Uh, yeah, she deserves it.">>
<<replace "#skylar-response-options">>
<p class="narrative-text" style="color: #E74C3C; margin-top:10px;">Skylar raises an eyebrow slightly, a flicker of amusement in her eyes. "Sure she does. Here's the package."</p>
<!-- Atualiza o estado - Pegou o pacote (sem bônus Skylar) -->
<<set $missions["007.2"].status to 1>>
<<run $player.inventory.push("CarolPackage")>>
<<set $time to $time + 1>>
<div class="menu-buttons" style="margin-top: 15px;">
[[Take the Package and Leave->LocalStore]]
</div>
<</replace>>
<</button>>
<<button "(Play along slightly) Trying my best. She keeps me on my toes.">>
<<if $player.charisma >= 7>> /* Exemplo de verificação de stat */
<<replace "#skylar-response-options">>
<p class="narrative-text" style="color: #2ECC71; margin-top:10px;">Skylar lets out a small laugh. "I bet she does. Well, enjoy... whatever is in here." She winks as she hands over the box.</p>
<!-- Atualiza o estado - Pegou o pacote (COM bônus Skylar) -->
<<set $missions["007.2"].status to 1>>
<<run $player.inventory.push("CarolPackage")>>
<<set $storeSkylar.love to ($storeSkylar.love || 0) + 3>> /* Bônus Skylar Love */
<<set $time to $time + 1>>
<div class="menu-buttons" style="margin-top: 15px;">
[[Take the Package and Leave->LocalStore]]
</div>
<</replace>>
<<else>>
<<replace "#skylar-response-options">>
<p class="narrative-text" style="color: #F1C40F; margin-top:10px;">You try to sound smooth, but Skylar just gives a polite, unconvinced smile. "Right. Here's the package."</p>
<!-- Atualiza o estado - Pegou o pacote (sem bônus Skylar) -->
<<set $missions["007.2"].status to 1>>
<<run $player.inventory.push("CarolPackage")>>
<<set $time to $time + 1>>
<div class="menu-buttons" style="margin-top: 15px;">
[[Take the Package and Leave->LocalStore]]
</div>
<</replace>>
<</if>>
<</button>>
</div>
</div>
</div><div class="game-container">
<div class="environment-container">
<div class="environment-image">
<!-- Imagem da Sala, Carol talvez esperando ansiosamente -->
<img src="img/layout/livingroom/livingroom_carol_waiting.jpg" alt="Carol waiting in the Living Room">
</div>
<p class="narrative-text">
You return to the living room, holding the package Skylar gave you. Aunt Carol looks up immediately, her eyes lighting up with anticipation.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
Got your package, Aunt Carol. Skylar said you'd been ordering some interesting things.
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<!-- Imagem de Carol, talvez levemente corada ou sorrindo maliciosamente -->
<img src="img/chars/carol/face/carol_face_blushing.jpg" alt="Carol Blushing Face">
</div>
<div class="dialog-text carol">
Oh, did she now? That girl needs to learn some discretion. But yes, thank you, sweetie! She reaches for the package eagerly, her fingers brushing against yours as she takes it. Let's see...
</div>
</div>
<p class="narrative-text">
She tears a small corner of the wrapping paper... revealing a glimpse of silky lace fabric in a deep crimson color before quickly covering it back up, though not before you catch sight of it. She glances at you, noticing your gaze.
</p>
<!-- Interação - Reação do Jogador -->
<div class="game-choice" style="margin-top: 20px;">
<h3>Your Reaction</h3>
<p>You saw a flash of what looks like expensive lingerie. How do you react?</p>
<div class="answer-options" id="delivery-reaction-options">
<<button "Look away quickly, pretend you saw nothing.">>
<<replace "#delivery-reaction-options">>
<div class="dialog-container" style="margin-top:10px;">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face_blushing.jpg" alt="Carol Pleased Face">
</div>
<div class="dialog-text carol">
(Smiling softly) Such a gentleman. Well, thank you again for fetching this for me. You've earned your reward.
</div>
</div>
<!-- Atualiza estado - Recompensa Padrão -->
<<set $missions["007.3"].status to 1>>
<<set $auntCarol.love to $auntCarol.love + 15>>
<<set $player.money to $player.money + 20>>
<<set $auntCarol.corruption to $auntCarol.corruption + 5>>
<<run $player.inventory.delete("CarolPackage")>> /* Remove o item */
<<set $time to $time + 1>> /* Tempo para entrega e interação */
<div class="menu-buttons" style="margin-top: 15px;">
[[Okay ->LivingRoom]]
</div>
<</replace>>
<</button>>
<<button "'Treating yourself to something nice, Aunt Carol?' (Teasing smile)">>
<<replace "#delivery-reaction-options">>
<div class="dialog-container" style="margin-top:10px;">
<div class="dialog-image">
<!-- Talvez uma face mais ousada/provocante -->
<img src="img/chars/carol/face/carol_face_sly.jpg" alt="Carol Sly Face">
</div>
<div class="dialog-text carol">
(Chuckles, holding the package close) Maybe I am. A woman needs her little luxuries, doesn't she? Glad you approve... implicitly. Here's a little something for your trouble.
</div>
</div>
<!-- Atualiza estado - Recompensa com Bônus Corrupção -->
<<set $missions["007.3"].status to 1>>
<<set $auntCarol.love to $auntCarol.love + 15>>
<<set $player.money to $player.money + 20>>
<<set $auntCarol.corruption to $auntCarol.corruption + 8>> /* Corrupção Bônus */
<<run $player.inventory.delete("CarolPackage")>>
<<set $time to $time + 1>>
<div class="menu-buttons" style="margin-top: 15px;">
[[Interesting... ->LivingRoom]]
</div>
<</replace>>
<</button>>
<<button "(Stare for a second too long) That looks... nice.">>
<<replace "#delivery-reaction-options">>
<div class="dialog-container" style="margin-top:10px;">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face_surprised.jpg" alt="Carol Surprised/Flustered Face">
</div>
<div class="dialog-text carol">
(Slightly flustered but recovers) Oh! Well... thank you, I suppose. It's just some... fabric. Anyway! Thank you for getting it! Here you go.
</div>
</div>
<!-- Atualiza estado - Recompensa com Bônus Corrupção Médio -->
<<set $missions["007.3"].status to 1>>
<<set $auntCarol.love to $auntCarol.love + 14>> /* Leve penalidade no amor por ser direto demais? */
<<set $player.money to $player.money + 20>>
<<set $auntCarol.corruption to $auntCarol.corruption + 7>> /* Corrupção Bônus Médio */
<<run $player.inventory.delete("CarolPackage")>>
<<set $time to $time + 1>>
<div class="menu-buttons" style="margin-top: 15px;">
[[Right... ->LivingRoom]]
</div>
<</replace>>
<</button>>
</div>
</div>
</div><div class="game-container">
<div class="environment-container">
<div class="environment-image">
<!-- Imagem da cozinha pela manhã/meio-dia, talvez com sol entrando -->
<img src="img/layout/kitchen/kitchen_small.jpg" alt="Kitchen - Bright Morning">
</div>
<p class="environment-text">
You finish wiping down the last of the counters after doing the dishes. The kitchen is quiet for a moment, filled with the bright morning/midday light. Suddenly, Aunt Carol bounces back into the room, humming a cheerful tune. Your eyes instinctively follow her. She's wearing a short, thin, silky nightgown that leaves little to the imagination... and it's quite clear she's wearing nothing underneath.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<!-- Rosto da Carol - Feliz, talvez um pouco sonolenta mas energizada -->
<img src="img/chars/carol/face/carol_face_energetic.jpg" alt="Carol Energetic/Happy Face">
</div>
<div class="dialog-text carol">
All clean! You really are a fantastic help, you know that? Makes my morning so much brighter! I feel like I could dance!
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
(Thinking) Dance isn't quite the word I'd use for... that.
</div>
</div>
<p class="narrative-text">
And "dance" she does, in her own way. She moves towards the coffee machine, her body full of a playful energy. She bounces lightly on the balls of her feet, reaching for a mug, seemingly oblivious – or perhaps pointedly aware – of the effect she's having.
</p>
<!-- O Vídeo Principal da Cena -->
<div class="environment-container">
<div class="environment-image">
<video width="100%" height="auto" style="max-width: 640px; border-radius: 8px;" controls autoplay loop muted playsinline>
<source src="img/chars/carol/flirt/alexapearl_flirt_bouncing.webm" type="video/webm">
<!-- Adicione outros formatos se tiver, como MP4 -->
<!-- <source src="img/chars/carol/flirt/alexapearl_flirt_bouncing.mp4" type="video/mp4"> -->
Your browser doesn't support embedded videos or the WEBM/MP4 format.
</video>
</div>
<p class="environment-text">
Every little bounce sends ripples through the thin fabric. Her breasts jiggle and sway freely, their weight and shape undeniable. The hardened tips of her nipples press insistently against the silk, creating exquisitely distracting focal points. She turns slightly, catching your wide-eyed stare, and her lips curve into a slow, knowing smirk.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<!-- Rosto da Carol - Provocante, divertida -->
<img src="img/chars/carol/face/carol_face_teasing.jpg" alt="Carol Teasing Face">
</div>
<div class="dialog-text carol">
What's the matter, sweetie? Cat got your tongue? Or maybe you just need some coffee to wake up? Seems like *I'm* wide awake this morning... maybe it's contagious?
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
I... uh... Coffee sounds good, Aunt Carol.
</div>
</div>
<p class="narrative-text">
She laughs softly, a melodic sound that makes your stomach flutter, and turns back to the coffee machine, still moving with that same captivating rhythm. The air crackles with unspoken invitation.
</p>
<br>
<!-- Conclusão da Cena -->
<div class="menu-buttons">
<<set $scenes["KitchenFlirt"].status to 1>> /* Marca a cena como concluída */
<<set $auntCarol.love to $auntCarol.love + 10>> /* Recompensa de Love */
<<set $auntCarol.lust to $auntCarol.lust + 10>> /* Recompensa de Lust */
/* Cenas geralmente não avançam o tempo, a menos que envolvam uma ação específica */
[[Try to focus on the coffee...->Kitchen]] /* Retorna para a visão base da Cozinha */
</div>
</div><div class="game-container">
<div class="environment-container">
<div class="environment-image">
<!-- Imagem da piscina agora limpa, sol forte do meio-dia -->
<img src="img/layout/pool/pool_sunny_clean.webp" alt="Pool - Sunny and Clean">
</div>
<p class="environment-text">
With the pool sparkling clean thanks to your efforts, the midday sun feels even more intense. You step back to admire your work, and notice Aunt Carol getting comfortable on one of the lounge chairs positioned perfectly in the sun. She sighs contentedly, laying out her towel.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<!-- Rosto da Carol - Relaxada, talvez com óculos de sol no início -->
<img src="img/chars/carol/face/carol_face_sly.jpg" alt="Carol Relaxed Face in Sun">
</div>
<div class="dialog-text carol">
Much better! Thanks again, sweetie. Now, if you'll excuse me, I'm going to catch some rays... Feel free to relax too, don't just stand there hovering unless you plan on offering oil massages? She winks playfully before settling down.
</div>
</div>
<p class="narrative-text">
You watch as she lies down on her stomach, facing away from you. With a casual, practiced motion, she reaches behind her back and unties the strings of her bikini top, letting it fall loosely beside her on the towel. She adjusts herself slightly, getting comfortable, her entire back now bare and exposed to the warm sun.
</p>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
(Thinking) Okay... she definitely just took her top off. Right in front of me. Should I look away? ...Probably. Am I going to? ...Probably not.
</div>
</div>
<!-- O Vídeo Principal da Cena -->
<div class="environment-container">
<div class="environment-image">
<video width="100%" height="auto" style="max-width: 640px; border-radius: 8px;" controls autoplay loop muted playsinline>
<source src="img/chars/carol/sunbathing/alexapearl_sunbathing.webm" type="video/webm">
<!-- <source src="img/chars/carol/sunbathing/alexapearl_sunbathing.mp4" type="video/mp4"> -->
Your browser doesn't support embedded videos or the WEBM/MP4 format.
</video>
</div>
<p class="environment-text">
You stand there, pretending to check your phone or gaze at the distant trees, but your eyes keep drifting back to her. The sun highlights the smooth skin of her back, the gentle curve of her spine leading down to the slight swell of her hips barely contained by her bikini bottoms. She stretches languidly, like a cat, then casually spreads her legs wider on the lounger, tapping her foot rhythmically. For a fleeting moment, as if adjusting her position, she shifts, lifting her torso slightly... offering a brief, heart-stopping glimpse of the side and underside curve of one of her breasts, the soft shadow beneath, before settling back down. Was that accidental? With Aunt Carol, it's getting harder to tell... and harder to look away.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<!-- Rosto da Carol - Aqui poderia ser uma imagem dela deitada de lado, ou apenas manter o rosto anterior -->
<img src="img/chars/carol/face/carol_face_relaxed_sun.jpg" alt="Carol Relaxed Face in Sun">
</div>
<div class="dialog-text carol">
(Muffled slightly by the towel) Mmm, this sun feels amazing... You finding a good spot to relax too, honey?
</div>
</div>
<p class="narrative-text">
Her voice sounds lazy, relaxed, maybe even a little seductive. She doesn't turn around, leaving you to your observations.
</p>
<br>
<!-- Conclusão da Cena -->
<div class="menu-buttons">
<<set $scenes["PoolsideRelaxation"].status to 1>> /* Marca a cena como concluída */
<<set $auntCarol.lust to $auntCarol.lust + 20>> /* Recompensa de Lust (para Carol) */
<<set $auntCarol.corruption to $auntCarol.corruption + 10>> /* Recompensa de Corrupção (para Carol) */
/* Cenas de observação não avançam o tempo */
[[Try to tear your eyes away...->Pool]] /* Retorna para a visão base da Piscina */
</div>
</div><div class="game-container">
<div class="environment-container">
<div class="environment-image">
<!-- Imagem da sala de estar agora arrumada -->
<img src="img/layout/livingroom/livingroom_small.jpg" alt="Living Room - Tidy">
</div>
<p class="environment-text">
The living room looks much better now, tidy and refreshed thanks to your help. Aunt Carol beams, clearly pleased with the result. The atmosphere feels light and relaxed.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<!-- Rosto da Carol - Satisfeita, Alegre -->
<img src="img/chars/carol/face/carol_face_blushing.jpg" alt="Carol Pleased Face">
</div>
<div class="dialog-text carol">
See? Doesn't it feel so much nicer in here now? You really worked wonders, sweetie. All this tidiness... it puts me in such a good, energetic mood! Makes me want to put on some music!
</div>
</div>
<p class="narrative-text">
Before you can really respond, she's already fiddling with her phone connected to a nearby speaker. A mischievous grin spreads across her face as a familiar, heavy beat fills the room – Nicki Minaj's "Anaconda". You notice she must have changed while you were busy; she's now wearing a pair of extremely tight, short athletic shorts. They hug her curves perfectly, and a deliberate-looking rip high up on the side of her left butt cheek offers a tantalizing glimpse of smooth, bare skin beneath.
</p>
<div class="dialog-container">
<div class="dialog-image">
<!-- Rosto da Carol - Brincalhona, talvez mordendo o lábio -->
<img src="img/chars/carol/face/carol_face_smiling.jpg" alt="Carol Playful/Cheeky Face">
</div>
<div class="dialog-text carol">
(Laughing over the music) Oh, this song! Takes me back! It just makes you want to... move, doesn't it? Remember how everyone tried to do that dance? It looked so silly... or maybe... fun?
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
(Thinking) Fun isn't exactly the first word that comes to mind right now... Is she seriously going to...?
</div>
</div>
<!-- O Vídeo Principal da Cena -->
<div class="environment-container">
<div class="environment-image">
<video width="100%" height="auto" style="max-width: 580px; border-radius: 8px;" controls autoplay loop muted playsinline>
<source src="img/chars/carol/tease/alexapearl_twerk_2.webm" type="video/webm">
<!-- <source src="img/chars/carol/tease/alexapearl_twerk_2.mp4" type="video/mp4"> -->
Your browser doesn't support embedded videos or the WEBM/MP4 format.
</video>
</div>
<p class="environment-text">
And then, turning so her back is mostly towards you, she does. She bends forward slightly, placing her hands on her thighs, and begins to move her hips to the insistent beat. It starts as almost a joke, a playful wiggle, but quickly becomes more deliberate, more fluid, undeniably sensual. Her backside moves with hypnotic rhythm, the tight shorts emphasizing every curve and jiggle. The tear in the fabric shifts with each movement, offering brief, pulse-pounding flashes of bare skin. She glances back over her shoulder, eyes locking with yours for a second, a sultry, challenging smirk playing on her lips before she turns her attention back to her provocative dance. The "playful" facade seems to be melting away rapidly.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<!-- Rosto da Carol - Seductive, Smirk -->
<img src="img/chars/carol/face/carol_face_energetic.jpg" alt="Carol Seductive Smirk Face">
</div>
<div class="dialog-text carol">
(Slightly breathless, turning back around) Phew! Okay, maybe I got a little carried away. This song still gets me going! Did you... enjoy the show? Or am I just embarrassing myself? Be honest!
</div>
</div>
<p class="narrative-text">
Her question hangs in the air, heavy with implication. She fans herself lightly, but her eyes stay fixed on you, waiting for a reaction. The energy in the tidy living room is now anything but calm.
</p>
<br>
<!-- Conclusão da Cena -->
<div class="menu-buttons">
<<set $scenes["LivingRoomInteraction"].status to 1>> /* Marca a cena como concluída */
<<set $auntCarol.love to $auntCarol.love + 10>> /* Recompensa de Love */
<<set $auntCarol.lust to $auntCarol.lust + 10>> /* Recompensa de Lust */
/* Cenas geralmente não avançam o tempo */
[[Stare speechless for a moment...->LivingRoom]] /* Retorna para a visão base da Sala */
</div>
</div><div class="game-container">
<div class="environment-container">
<div class="environment-image">
<!-- Imagem do corredor escuro ou porta do quarto da Carol entreaberta -->
<img src="img/layout/bedroom_carol/hallway_night_door_ajar.jpg" alt="Hallway at night, Carol's door slightly open">
</div>
<p class="environment-text">
The house is quiet now, settled into the deep calm of late evening. Feeling tired from the trip and the day's events, you decide it's only polite to wish Aunt Carol a proper goodnight before heading to your own room. As you approach her bedroom door, you notice it's slightly ajar, a sliver of warm light spilling into the dimly lit hallway.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
(Thinking) Should probably knock... but maybe she's already asleep? I'll just peek in quickly...
</div>
</div>
<p class="narrative-text">
Yielding to curiosity, you push the door open just a fraction more and peer inside. Your breath catches in your throat.
</p>
<!-- O Vídeo Principal da Cena -->
<div class="environment-container">
<div class="environment-image">
<video width="100%" height="auto" style="max-width: 640px; border-radius: 8px;" controls autoplay loop muted playsinline>
<source src="img/chars/carol/tease/alexapearl_in_bed.webm" type="video/webm">
<!-- <source src="img/chars/carol/tease/alexapearl_in_bed.mp4" type="video/mp4"> -->
Your browser doesn't support embedded videos or the WEBM/MP4 format.
</video>
</div>
<p class="environment-text">
Aunt Carol is half-sitting, half-lying on her bed, turned mostly away from the door. She's wearing only a loose, oversized t-shirt that barely reaches her upper thighs, revealing long, smooth legs and a tantalizing glimpse of simple panties underneath. Her backside is angled towards you, and she seems completely lost in her own world. As you watch, frozen in the doorway, her hand moves... She gives her own plush buttock a firm, resonant smack, then playfully grabs and jiggles the soft flesh. A quiet sigh escapes her lips, a sound of pure, private pleasure. She repeats the motion, seemingly exploring her own curves with a lazy, sensual touch, completely unaware she has an audience.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
(Thinking) Whoa... Okay. Definitely *not* interrupting this. She has no idea I'm here... I should get out. Now.
</div>
</div>
<p class="narrative-text">
Your face feels hot, and a strange mix of embarrassment and undeniable arousal floods through you. Seeing her like this, so unguarded and indulging in a private moment, feels intensely intimate... and incredibly forbidden. You carefully pull the door back to its original position, making sure not to make a sound, your heart pounding against your ribs.
</p>
<br>
<!-- Conclusão da Cena -->
<div class="menu-buttons">
<<set $scenes["Bedtime"].status to 1>> /* Marca a cena como concluída */
<<set $auntCarol.lust to $auntCarol.lust + 15>> /* Recompensa de Lust (para Carol) */
<<set $auntCarol.corruption to $auntCarol.corruption + 5>> /* Recompensa de Corrupção (para Carol) */
/* Cenas de observação não avançam o tempo */
[[Retreat quietly back to the hallway...->CarolHouse]] /* Retorna para a visão base da Casa */
</div>
</div><<set _wardrobeStage to _wardrobeStage || 0 >> /* Inicializa ou mantém o estágio */
<div class="game-container">
<!-- ===== ESTÁGIO 0: INTRODUÇÃO ===== -->
<<if _wardrobeStage === 0>>
<div class="changing-scene-stage" id="stage-0">
<div class="environment-container">
<div class="environment-image">
<!-- Imagem do quarto, talvez Carol segurando uns biquínis -->
<img src="img/layout/bedroom_carol/bedroom_carol_holding_clothes.jpg" alt="Carol holding clothes in her bedroom">
</div>
<p class="environment-text">
After you successfully found her scarf (or whatever she asked for), Aunt Carol gives you a bright, appreciative smile. Her eyes linger on you for a moment before glancing towards a pile of colourful swimwear on her bed.
</p>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face_thinking.jpg" alt="Carol Thinking Face">
</div>
<div class="dialog-text carol">
You know, while you're here... I was thinking of sorting out my swimwear for the summer. I bought a few new bikinis online, but I'm never sure how they actually look *on*. Would you mind giving me your honest opinion? It's so hard to judge by yourself in the mirror.
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
(Thinking) Give my opinion on Aunt Carol in bikinis? Is she serious? ...Okay, deep breaths.
(Aloud) Uh, sure, Aunt Carol. If you think my opinion would help, I guess I can... take a look.
</div>
</div>
<div class="menu-buttons" style="margin-top: 20px;">
<<link "Wait for her to try the first one..." >>
<<set _wardrobeStage = 1>>
<<replace "#stage-0">><<include "WardrobeHelpScene">><</replace>> /* Carrega o próximo estágio */
<</link>>
</div>
</div>
<</if>>
<!-- ===== ESTÁGIO 1: BIKINI PRETO ===== -->
<<if _wardrobeStage === 1>>
<div class="changing-scene-stage" id="stage-1">
<p class="narrative-text">
She ducks behind a privacy screen (or into the ensuite bathroom briefly - adapt as needed) and emerges a moment later wearing a simple, elegant black bikini. She walks towards you, turning slowly.
</p>
<div class="changing-video-container">
<video controls autoplay loop muted playsinline>
<source src="img/chars/carol/change_clothes/alexapearl_changing_bikini_black.mp4" type="video/mp4">
<!-- Adicione .webm se tiver -->
Your browser doesn't support embedded videos.
</video>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face_posing_1.jpg" alt="Carol Posing Face">
</div>
<div class="dialog-text carol">
So? What do you think of this one? Classic black. Is it too... boring? Or does it suit me?
</div>
</div>
<p class="player-reaction">It looks good. Very... classy. But maybe a little safe compared to what you imagined.</p>
<div class="menu-buttons">
<<link "'It looks great, very elegant.'">>
<<set _wardrobeStage = 2>>
<<replace "#stage-1">><<include "WardrobeHelpScene">><</replace>>
<</link>>
<<link "'Hmm, it's nice, but maybe something with more color?'">>
<<set _wardrobeStage = 2>>
<<set $auntCarol.lust += 2>> /* Pequeno bônus por pedir algo mais ousado */
<<replace "#stage-1">><<include "WardrobeHelpScene">><</replace>>
<</link>>
</div>
</div>
<</if>>
<!-- ===== ESTÁGIO 2: BIKINI VERMELHO ===== -->
<<if _wardrobeStage === 2>>
<div class="changing-scene-stage" id="stage-2">
<p class="narrative-text">
She nods at your comment. "Okay, good feedback. Let me try the red one then, it's a bit bolder." She disappears again briefly and returns in a vibrant red bikini. This one definitely has less fabric, cut higher on the hips and lower on the chest.
</p>
<div class="changing-video-container">
<video controls autoplay loop muted playsinline>
<source src="img/chars/carol/change_clothes/alexapearl_changing_bikini_red.mp4" type="video/mp4">
Your browser doesn't support embedded videos.
</video>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face_posing_2.jpg" alt="Carol Confident Posing Face">
</div>
<div class="dialog-text carol">
Now *this* one feels a bit more fun! Does the red work on me? Is it... too much? Or just enough?
</div>
</div>
<p class="player-reaction">Okay, wow. That definitely catches the eye. It leaves much less to the imagination, hugging her figure tightly. Your throat feels a bit dry.</p>
<div class="menu-buttons">
<<link "'Wow, Aunt Carol! That red looks amazing on you!'">>
<<set $auntCarol.love += 3>>
<<set _wardrobeStage = 3>>
<<replace "#stage-2">><<include "WardrobeHelpScene">><</replace>>
<</link>>
<<link "'It's... very red. Definitely makes a statement.'">>
<<set _wardrobeStage = 3>>
<<replace "#stage-2">><<include "WardrobeHelpScene">><</replace>>
<</link>>
</div>
</div>
<</if>>
<!-- ===== ESTÁGIO 3: BIKINI AZUL & TOP REMOVAL ===== -->
<<if _wardrobeStage === 3>>
<div class="changing-scene-stage" id="stage-3">
<p class="narrative-text">
"Right? Okay, one more then. This blue one is... well, you'll see." She vanishes and reappears. This 'bikini' is barely there – tiny triangles of blue fabric connected by thin strings. It looks at least a size too small, pressing into her soft flesh and causing her ample breasts to spill generously over the top edges.
</p>
<div class="changing-video-container">
<video controls autoplay loop muted playsinline>
<source src="img/chars/carol/change_clothes/alexapearl_changing_bikini_blue.mp4" type="video/mp4">
Your browser doesn't support embedded videos.
</video>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face_posing_3.jpg" alt="Carol Provocative Posing Face">
</div>
<div class="dialog-text carol">
(Biting her lip slightly) Okay, this one... might be a *bit* much even for me. Or maybe it's perfect for catching attention? What's the verdict, judge?
</div>
</div>
<p class="player-reaction">Your jaw is practically on the floor. It's incredibly revealing, borderline indecent. You can clearly see the outline and hardness of her nipples straining against the thin material.</p>
<p class="narrative-text" style="margin-top:15px;">
Before you can even stammer out a response, she sighs dramatically. "Ugh, this top is actually really uncomfortable." And with startling casualness, right there in front of you, she reaches behind her neck, unties the string, and simply lets the tiny blue top fall away, tossing it onto the bed. She stands there completely topless for a beat, stretching slightly, then gives one of her breasts a thoughtful little squeeze and adjustment, as if checking something, all while seemingly ignoring your stunned presence.
</p>
<p class="player-reaction">You can't breathe. You stare, transfixed, at her full, bare breasts, the dark aureoles, the hard nipples pointing almost accusingly at you.</p>
<div class="menu-buttons">
<<link "(Remain frozen, unable to speak)">>
<<set $auntCarol.corruption += 5>> /* Corrupção aumenta com a nudez */
<<set _wardrobeStage = 4>>
<<replace "#stage-3">><<include "WardrobeHelpScene">><</replace>>
<</link>>
<<link "(Manage to look away, blushing furiously)">>
<<set _wardrobeStage = 4>>
<<replace "#stage-3">><<include "WardrobeHelpScene">><</replace>>
<</link>>
</div>
</div>
<</if>>
<!-- ===== ESTÁGIO 4: VESTINDO A CALÇA JEANS ===== -->
<<if _wardrobeStage === 4>>
<div class="changing-scene-stage" id="stage-4">
<p class="narrative-text">
She finally seems to notice your reaction, or perhaps just decides she's done teasing for now. She picks up a pair of jeans from the bed, keeping her back to you. She quickly slips off the tiny blue bikini bottoms, tossing them aside, and steps into a fresh pair of simple panties (or maybe none? it's hard to tell from this angle). Then, still topless, she begins the mesmerizing process of shimmying into the tight jeans.
</p>
<div class="changing-video-container">
<video controls autoplay loop muted playsinline>
<source src="img/chars/carol/change_clothes/alexapearl_changing_jeans.webm" type="video/webm">
<!-- Adicione MP4 se tiver -->
Your browser doesn't support embedded videos.
</video>
</div>
<p class="player-reaction">Watching her work the denim up over her bare hips and backside is almost as provocative as the bikinis were. The way the fabric molds to her curves...</p>
<div class="dialog-container" style="margin-top: 15px;">
<div class="dialog-image">
<!-- Sem imagem de rosto aqui, ela está de costas -->
<img src="img/layout/bedroom_carol/bedroom_wardrobe_back_view.jpg" alt="Carol's back view"> <!-- Placeholder -->
</div>
<div class="dialog-text carol">
(Her voice cheerful, still facing away as she buttons the jeans) Phew, that's better! Jeans always feel more practical. You still here, sweetie? You've been a great help with the bikinis, gave me lots to think about! Thanks again! Think I'm done playing dress-up for now.
</div>
</div>
<p class="narrative-text">
She doesn't turn around, effectively dismissing you while finishing getting dressed. It feels like a whirlwind just happened.
</p>
<div class="menu-buttons">
<!-- Conclusão Final da Cena -->
<<link "Take the hint and leave the room...">>
<<set $scenes["WardrobeHelp"].status to 1>> /* Marca a cena inteira como concluída */
<<set $auntCarol.love += 10>> /* Recompensa base da cena */
<<set $auntCarol.lust += 20>> /* Recompensa de Lust alta devido à nudez/tease */
<<set $auntCarol.corruption += 10>> /* Corrupção base + bônus já aplicado */
/* Tempo: talvez esta cena leve mais tempo? +1? */
<<if !_sceneTimeAdvanced>> /* Evita adicionar tempo múltiplas vezes */
<<set $time += 1>>
<<set _sceneTimeAdvanced = true>>
<</if>>
<<goto "BedroomCarol">> /* Retorna para a visão base do Quarto */
<</link>>
</div>
</div>
<</if>>
</div>
<<unset _wardrobeStage>> /* Limpa a variável de estágio ao sair da passagem */
<<unset _sceneTimeAdvanced>> /* Limpa o controle de tempo */<div class="game-container">
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
My temporary room... Not much, but it's comfortable enough.
</div>
</div>
<div class="environment-container">
<div class="environment-image">
<img src="img/layout/bedroom/bedroom_messy_small.png" alt="Guest Bedroom">
</div>
<p class="environment-text">A cozy guest room with a neatly made bed, a small desk with a computer, and a window letting in the morning light.</p>
</div>
<<if State.hasPlayed("Bedroom")>>
<div class="mission-list">
<h3>Available Missions</h3>
<<set _missionCount to 0>>
<<silently>>
<<set _currentPeriodName to "">>
<<if $time >= 6 and $time <= 10>> <<set _currentPeriodName to "morning">>
<<elseif $time >= 11 and $time <= 13>> <<set _currentPeriodName to "noon">>
<<elseif $time >= 14 and $time <= 17>> <<set _currentPeriodName to "afternoon">>
<<elseif $time >= 18 and $time <= 21>> <<set _currentPeriodName to "evening">>
<<else>> <<set _currentPeriodName to "night">>
<</if>>
<</silently>>
<<for _id, _mission range $missions>>
<<if _mission.location is "Bedroom" and _mission.status is 0 and _mission.day.includes($actualDay)>>
<<set _periodMatch to false>>
<<if typeof _mission.period is "string">>
<<if _mission.period is _currentPeriodName>> <<set _periodMatch to true>> <</if>>
<<elseif Array.isArray(_mission.period)>>
<<if _mission.period.includes(_currentPeriodName)>> <<set _periodMatch to true>> <</if>>
<<elseif typeof _mission.period is 'undefined' or _mission.period is null>> /* Considera missões sem período definido como sempre válidas */
<<set _periodMatch to true>>
<</if>>
<<if _periodMatch>>
<<set _reqMet to false>>
<<if _mission.requirements.type is "none">> <<set _reqMet to true>>
<<elseif _mission.requirements.type is "mission">> <<set _reqMet to State.hasPlayed(_mission.requirements.id)>>
<<elseif _mission.requirements.type is "scene">> <<set _reqMet to State.hasPlayed(_mission.requirements.id)>>
<<elseif _mission.requirements.type is "item">> <<set _reqMet to $player.inventory.includes(_mission.requirements.item)>>
<<elseif _mission.requirements.type is "stats">>
<<set _reqMet to true>>
<<for _stat, _value range _mission.requirements>>
<<if _stat is not "type" and $player[_stat] < _value>> <<set _reqMet to false>> <</if>>
<</for>>
<<endif>>
<<if _reqMet>>
<<if _missionCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<link _mission.name _mission.passage>>
<span class="mission_name"><<print _mission.name>></span>
<</link>>
<<set _missionCount += 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _missionCount is 0>> <p>There are no missions available for now.</p> <</if>>
</div>
<div class="scene-list">
<h3>Available Scenes</h3>
<<set _sceneCount to 0>>
<<silently>>
<<set _currentPeriodName to "">>
<<if $time >= 6 and $time <= 10>> <<set _currentPeriodName to "morning">>
<<elseif $time >= 11 and $time <= 13>> <<set _currentPeriodName to "noon">>
<<elseif $time >= 14 and $time <= 17>> <<set _currentPeriodName to "afternoon">>
<<elseif $time >= 18 and $time <= 21>> <<set _currentPeriodName to "evening">>
<<else>> <<set _currentPeriodName to "night">>
<</if>>
<</silently>>
<<for _id, _scene range $scenes>>
<<if _scene.location is "Bedroom" and _scene.status is 0 and _scene.day.includes($actualDay)>>
<<set _periodMatch to false>>
<<if typeof _scene.period is "string">>
<<if _scene.period is _currentPeriodName>> <<set _periodMatch to true>> <</if>>
<<elseif Array.isArray(_scene.period)>>
<<if _scene.period.includes(_currentPeriodName)>> <<set _periodMatch to true>> <</if>>
<<elseif typeof _scene.period is 'undefined' or _scene.period is null>> /* Considera cenas sem período definido como sempre válidas */
<<set _periodMatch to true>>
<</if>>
<<if _periodMatch>>
<<set _reqMet to false>>
<<if _scene.requirements.type is "none">> <<set _reqMet to true>>
<<elseif _scene.requirements.type is "mission">> <<set _reqMet to State.hasPlayed(_scene.requirements.id)>>
<<elseif _scene.requirements.type is "scene">> <<set _reqMet to State.hasPlayed(_scene.requirements.id)>>
<<elseif _scene.requirements.type is "item">> <<set _reqMet to $player.inventory.includes(_scene.requirements.item)>>
<<elseif _scene.requirements.type is "stats">>
<<set _reqMet to true>>
<<for _stat, _value range _scene.requirements>>
<<if _stat is not "type" and $player[_stat] < _value>> <<set _reqMet to false>> <</if>>
<</for>>
<<endif>>
<<if _reqMet>>
<<if _sceneCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<set _sceneName to _id.charAt(0).toUpperCase() + _id.slice(1)>>
<<link _sceneName _scene.passage>>
<span class="scene_name"><<print _sceneName>></span>
<</link>>
<<set _sceneCount += 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _sceneCount is 0>> <p>There are no scenes available for now.</p> <</if>>
</div>
<div class="interaction-list">
<h3>Available Interactions</h3>
<<set _interactionCount to 0>>
<<if $player.interactions and Object.keys($player.interactions).length > 0>>
<<for _type, _interaction range $player.interactions>>
<<if _interaction.limit > ($player.dailyInteractions[_type] or 0)>>
<<if _interactionCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<set _capitalized = _type.charAt(0).toUpperCase() + _type.slice(1)>>
<<link _capitalized _interaction.passage>>
<span class="interaction_name"><<print _capitalized>></span>
<</link>>
<<set _interactionCount += 1>>
<</if>>
<</if>>
<</for>>
<<if _interactionCount is 0>> <p>There are no interactions available for now.</p> <</if>>
<<else>>
<p>There are no interactions available for now.</p>
<</if>>
</div>
<<else>>
<p>It's my room for now. I should get comfortable.</p>
<<set State.track("Bedroom")>>
<</if>>
<div class="exclusive-actions">
<h3>Exclusive Actions</h3>
<div class="actions-container">
<<link "Sleep" "SleepSequence">><span class="action-button">Rest for the night</span><</link>>
<<link "Use Computer" "Computer">><span class="action-button">Check the internet or maybe do something productive</span><</link>>
<<link "Wait" `passage()`>>
<<set $time += 1>>
<<if $time >= 24>>
<<set $time = $time - 24>>
<</if>>
<<script>>
/* updateSidebar(); */
<</script>>
<span class="action-button">Pass some time (Time: <<print $time>>:00)</span>
<</link>>
</div>
</div>
<div class="menu-buttons">
[[Leave the room->CarolHouse]]
</div>
</div><div class="game-container">
<div class="environment-container">
<div class="environment-image">
<img src="img/layout/bedroom/bedroom_night.jpg" alt="Guest Bedroom at Night">
</div>
<p class="narrative-text">
Deciding to call it a night, you change into something comfortable and slip under the covers. The bed is soft, and exhaustion quickly claims you. The sounds of the house fade away as you drift off...
</p>
</div>
<<silently>>
<<set _currentDay to $actualDay>>
<<set _dreamText to "">>
<<set _dreamLustBonus to 0>>
<<set _hasDream to false>>
<<set _dreamHTML to "">>
<<if _currentDay is "Friday">>
<<set _dreamText to "You dream of Aunt Carol... but younger somehow, vibrant. She's in the living room, wearing a short skirt, dancing playfully just for you, a flirtatious smile on her lips. It feels innocent, yet charged with potential...">>
<<set _dreamLustBonus to 5>>
<<set _dreamHTML to '<img class="dream-media" src="img/chars/carol/dreams/alexapearl_dance_flirt.gif" alt="Dream Sequence - Dance Flirt">'>>
<<set _hasDream to true>>
<<elseif _currentDay is "Saturday">>
<<set _dreamText to "The dream shifts. You're lying down, looking up at Aunt Carol. She's leaning over you, her breasts full and bare, swaying gently. Her voice is a husky whisper, instructing you, guiding you... a torrent of pleasure builds until you finally release with a jolt. You wake up slightly sticky...">>
<<set _dreamLustBonus to 15>>
<<set _dreamHTML to '<video class="dream-media" controls autoplay loop muted playsinline><source src="img/chars/carol/dreams/alexapearl_joi.webm" type="video/webm">Your browser doesn\'t support embedded videos.</video>'>>
<<set _hasDream to true>>
<<elseif _currentDay is "Sunday">>
<<set _dreamText to "It's a strange, unsettling dream. Aunt Carol is lounging outdoors, wearing lingerie, but her belly is impossibly round and swollen, pregnant. She strokes her stomach proudly, her gaze heavy and possessive as she looks at you. It's bizarre, maternal, yet deeply erotic in a way that disturbs you...">>
<<set _dreamLustBonus to 10>>
<<set _dreamHTML to '<video class="dream-media" controls autoplay loop muted playsinline><source src="img/chars/carol/dreams/alexapearl_pregnant.mp4" type="video/webm">Your browser doesn\'t support embedded videos.</video>'>>
<<set _hasDream to true>>
<<else>>
<<set _dreamText to "You sleep deeply, undisturbed by dreams tonight.">>
<</if>>
<</silently>>
<div class="dream-container">
<<if _hasDream>>
<p class="dream-intro-text">...and fall into a vivid dream...</p>
<div class="dream-media-container">
<<= _dreamHTML >> /* Imprime o HTML da mídia diretamente */
</div>
<p class="dream-description-text"><<= _dreamText >></p>
<<set $player.lust += _dreamLustBonus >>
<<else>>
<p class="dream-description-text" style="text-align: center; margin-top: 15px;"><<= _dreamText >></p>
<</if>>
</div>
<<set _nextDayHTML to "">>
<<if _currentDay is "Friday" or _currentDay is "Saturday">>
<<silently>>
<<set _dayIndex to $days.indexOf(_currentDay)>>
<<set $actualDay to $days[_dayIndex + 1]>>
<<set $time to 7>>
<<set $player.energy to 100>>
<<set $auntCarol.dailyInteractions to { talk: 0, flirt: 0 } >>
<<set $neighborAngela.dailyInteractions to { talk: 0, compliment: 0 } >>
<<set $storeSkylar.dailyInteractions to { talk: 0, flirt: 0 } >>
<<set _nextDayHTML to '<p class="wake-up-text">You wake up feeling refreshed, the morning sun filtering through the window. It\'s ' + $actualDay + ', 7:00 AM.</p><div class="menu-buttons" style="margin-top: 20px;">[[Start the new day->Bedroom]]</div>'>>
<</silently>>
<<else>>
<<set _nextDayHTML to '<p class="wake-up-text">You drift off, but sleep doesn\'t last long. You\'re woken up later that Sunday morning. It seems the weekend is over... Your mom is here to pick you up.</p><div class="menu-buttons" style="margin-top: 20px;">[[End of Weekend->EndOfWeekend]]</div>'>>
<</if>>
<<= _nextDayHTML>> /* Imprime o HTML do despertar/fim */
</div>
<<unset _currentDay, _dreamText, _dreamLustBonus, _hasDream, _dreamHTML, _nextDayHTML>><div class="game-container">
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
Just checking the bathroom... Need to make sure I don't barge in on anyone.
</div>
</div>
<div class="environment-container">
<div class="environment-image">
<img src="img/layout/bathroom/bathroom.jpg" alt="Bathroom">
</div>
<p class="environment-text">The bathroom is clean and smells faintly of soap and maybe Aunt Carol's perfume. A damp towel hangs over the shower rail.</p>
</div>
<<if ($auntCarol.locationSchedule.Bathroom.start <= $auntCarol.locationSchedule.Bathroom.end and $time >= $auntCarol.locationSchedule.Bathroom.start and $time <= $auntCarol.locationSchedule.Bathroom.end)
or ($auntCarol.locationSchedule.Bathroom.start > $auntCarol.locationSchedule.Bathroom.end and ($time >= $auntCarol.locationSchedule.Bathroom.start or $time <= $auntCarol.locationSchedule.Bathroom.end))>>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/carol/face/carol_face_surprised.jpg" alt="Aunt Carol Surprised Face"> /* Sugestão */
</div>
<div class="dialog-text carol">
Oh! Hey! Didn't hear you come in. Just finishing up in here. Need something?
</div>
</div>
<<endif>>
<<if State.hasPlayed("Bathroom")>>
<div class="mission-list">
<h3>Available Missions</h3>
<<set _missionCount to 0>>
<<silently>>
<<set _currentPeriodName to "">>
<<if $time >= 6 and $time <= 10>> <<set _currentPeriodName to "morning">>
<<elseif $time >= 11 and $time <= 13>> <<set _currentPeriodName to "noon">>
<<elseif $time >= 14 and $time <= 17>> <<set _currentPeriodName to "afternoon">>
<<elseif $time >= 18 and $time <= 21>> <<set _currentPeriodName to "evening">>
<<else>> <<set _currentPeriodName to "night">>
<</if>>
<</silently>>
<<for _id, _mission range $missions>>
<<if _mission.location is "Bathroom" and _mission.status is 0 and _mission.day.includes($actualDay)>>
<<set _periodMatch to false>>
<<if typeof _mission.period is "string">>
<<if _mission.period is _currentPeriodName>> <<set _periodMatch to true>> <</if>>
<<elseif Array.isArray(_mission.period)>>
<<if _mission.period.includes(_currentPeriodName)>> <<set _periodMatch to true>> <</if>>
<<elseif typeof _mission.period is 'undefined' or _mission.period is null>>
<<set _periodMatch to true>>
<</if>>
<<if _periodMatch>>
<<set _reqMet to false>>
<<if _mission.requirements.type is "none">> <<set _reqMet to true>>
<<elseif _mission.requirements.type is "mission">> <<set _reqMet to State.hasPlayed(_mission.requirements.id)>>
<<elseif _mission.requirements.type is "scene">> <<set _reqMet to State.hasPlayed(_mission.requirements.id)>>
<<elseif _mission.requirements.type is "item">> <<set _reqMet to $player.inventory.includes(_mission.requirements.item)>>
<<elseif _mission.requirements.type is "stats">>
<<set _reqMet to true>>
<<for _stat, _value range _mission.requirements>>
<<if _stat is not "type" and $player[_stat] < _value>> <<set _reqMet to false>> <</if>>
<</for>>
<<endif>>
<<if _reqMet>>
<<if _missionCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<link _mission.name _mission.passage>>
<span class="mission_name"><<print _mission.name>></span>
<</link>>
<<set _missionCount += 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _missionCount is 0>>
<p>There are no missions available for now.</p>
<</if>>
</div>
<div class="scene-list">
<h3>Available Scenes</h3>
<<set _sceneCount to 0>>
<<silently>>
<<set _currentPeriodName to "">>
<<if $time >= 6 and $time <= 10>> <<set _currentPeriodName to "morning">>
<<elseif $time >= 11 and $time <= 13>> <<set _currentPeriodName to "noon">>
<<elseif $time >= 14 and $time <= 17>> <<set _currentPeriodName to "afternoon">>
<<elseif $time >= 18 and $time <= 21>> <<set _currentPeriodName to "evening">>
<<else>> <<set _currentPeriodName to "night">>
<</if>>
<</silently>>
<<for _id, _scene range $scenes>>
<<if _scene.location is "Bathroom" and _scene.status is 0 and _scene.day.includes($actualDay)>>
<<set _periodMatch to false>>
<<if typeof _scene.period is "string">>
<<if _scene.period is _currentPeriodName>> <<set _periodMatch to true>> <</if>>
<<elseif Array.isArray(_scene.period)>>
<<if _scene.period.includes(_currentPeriodName)>> <<set _periodMatch to true>> <</if>>
<<elseif typeof _scene.period is 'undefined' or _scene.period is null>>
<<set _periodMatch to true>>
<</if>>
<<if _periodMatch>>
<<set _reqMet to false>>
<<if _scene.requirements.type is "none">> <<set _reqMet to true>>
<<elseif _scene.requirements.type is "mission">> <<set _reqMet to State.hasPlayed(_scene.requirements.id)>>
<<elseif _scene.requirements.type is "scene">> <<set _reqMet to State.hasPlayed(_scene.requirements.id)>>
<<elseif _scene.requirements.type is "item">> <<set _reqMet to $player.inventory.includes(_scene.requirements.item)>>
<<elseif _scene.requirements.type is "stats">>
<<set _reqMet to true>>
<<for _stat, _value range _scene.requirements>>
<<if _stat is not "type" and $player[_stat] < _value>> <<set _reqMet to false>> <</if>>
<</for>>
<<endif>>
<<if _reqMet>>
<<if _sceneCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<set _sceneName to _id.charAt(0).toUpperCase() + _id.slice(1)>>
<<link _sceneName _scene.passage>>
<span class="scene_name"><<print _sceneName>></span>
<</link>>
<<set _sceneCount += 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _sceneCount is 0>>
<p>There are no scenes available for now.</p>
<</if>>
</div>
<div class="interaction-list">
<h3>Available Interactions</h3>
<<set _interactionCount to 0>>
<<for _type, _interaction range $auntCarol.interactions>>
<<if ($auntCarol.locationSchedule.Bathroom.start <= $auntCarol.locationSchedule.Bathroom.end and $time >= $auntCarol.locationSchedule.Bathroom.start and $time <= $auntCarol.locationSchedule.Bathroom.end)
or ($auntCarol.locationSchedule.Bathroom.start > $auntCarol.locationSchedule.Bathroom.end and ($time >= $auntCarol.locationSchedule.Bathroom.start or $time <= $auntCarol.locationSchedule.Bathroom.end))>>
<<if _interaction.limit > $auntCarol.dailyInteractions[_type]>>
<<if _interactionCount < 3>> <<set _display to true>> <<else>> <<set _display to false>> <</if>>
<<if _display>>
<<set _capitalized = _type.charAt(0).toUpperCase() + _type.slice(1)>>
<<link _capitalized _interaction.passage>>
<span class="interaction_name"><<print _capitalized>></span>
<</link>>
<<set _interactionCount += 1>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _interactionCount is 0>>
<p>There are no interactions available for now.</p>
<</if>>
</div>
<<else>>
<p>Just the bathroom. Seems unoccupied for now.</p>
<<set State.track("Bathroom")>>
<</if>>
<div class="menu-buttons">
[[Leave Bathroom->CarolHouse]]
</div>
</div><<set $randomNumber to Math.floor(Math.random() * 3) + 1>> /* 4 vídeos de talk */
<<silently>>
/* Atualiza interações e stats da Skylar */
<<set $storeSkylar.dailyInteractions.talk to ($storeSkylar.dailyInteractions.talk || 0) + 1>>
<<set $storeSkylar.love to ($storeSkylar.love || 0) + ($storeSkylar.interactions.talk.stats.love || 3)>> /* Usando fallback se stats não definido */
<<set $storeSkylar.corruption to ($storeSkylar.corruption || 0) + ($storeSkylar.interactions.talk.stats.corruption || 0)>> /* Skylar pode não ter lust/corruption em talk */
<</silently>>
<div class="game-container">
<<set _dialogueOptions to [
{
skylar: "Busy day today... people buying the weirdest combinations sometimes. Makes you wonder.",
player: "Yeah? Like what?"
},
{
skylar: "Did you find everything okay? Let me know if you need help reaching anything, some shelves are a bit high.",
player: "Thanks, Skylar. I think I'm good for now."
},
{
skylar: "Heard you're staying with Carol for the weekend. She's... quite the character, isn't she?",
player: "She's great! Always fun to visit."
},
{
skylar: "Just finished restocking the snacks section. Anything catch your eye?",
player: "Maybe later, just looking around for now."
}
]>>
<<set _randomDialogue to _dialogueOptions.random()>>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/skylar/skylar_face.jpg" alt="Skylar Face">
</div>
<div class="dialog-text skylar">
<<= _randomDialogue.skylar >>
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
<<= _randomDialogue.player >>
</div>
</div>
<div class="environment-container">
<div class="environment-image">
<video width="100%" height="auto" style="max-width: 580px; border-radius: 8px;" controls autoplay loop muted playsinline>
<<set _videoPath to "img/chars/skylar/talk/skylar_talk_" + $randomNumber + ".mp4">>
<source @src="_videoPath" type="video/mp4">
Your browser doesn't support embedded videos.
</video>
</div>
<p class="environment-text">
Skylar continues working while chatting, occasionally glancing your way.
</p>
</div>
<br>
<div class="menu-buttons">
[[Leave Interaction->LocalStore]] /* Volta para a visão geral da loja */
</div>
</div>
<<unset _randomDialogue, _videoPath>><<set $randomNumber to Math.floor(Math.random() * 5) + 1>> /* 5 vídeos de flirt */
<<silently>>
/* Atualiza interações e stats da Skylar */
<<set $storeSkylar.dailyInteractions.flirt to ($storeSkylar.dailyInteractions.flirt || 0) + 1>>
<<set $storeSkylar.love to ($storeSkylar.love || 0) + ($storeSkylar.interactions.flirt.stats.love || 2)>>
<<set $storeSkylar.corruption to ($storeSkylar.corruption || 0) + ($storeSkylar.interactions.flirt.stats.corruption || 1)>>
/* Adicionando Lust, assumindo que exista na definição, com fallback */
<<set $player.lust to ($player.lust || 0) + ($storeSkylar.interactions.flirt.stats.lust_player || 4)>> /* Flertar pode aumentar o lust do jogador também */
<</silently>>
<div class="game-container">
<<set _dialogueOptions to [
{
skylar: "Find everything you were... *looking* for? Sometimes the best things aren't on the shelves.",
player: "(Trying to act cool) Oh yeah? Like what, for instance?"
},
{
skylar: "You know, for someone just visiting, you seem to fit right in. Maybe you should stick around longer?",
player: "Maybe I should... depends on what there is to stick around *for*."
},
{
skylar: "It gets kinda boring here sometimes. A little distraction is always welcome... What kind of 'distractions' are you good at providing?",
player: "I can be pretty... distracting when I want to be."
},
{
skylar: "Those shorts Carol wears... they leave *nothing* to the imagination, huh? Wonder if she knows how much attention she gets.",
player: "She probably has an idea. Hard not to notice."
},
{
skylar: "So, besides helping your aunt, what else does a guy like you do for fun around here? The nights can get long...",
player: "I'm open to suggestions, especially from a local expert."
}
]>>
<<set _randomDialogue to _dialogueOptions.random()>>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/skylar/skylar_face.jpg" alt="Skylar Face">
</div>
<div class="dialog-text skylar">
<<= _randomDialogue.skylar >>
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
<<= _randomDialogue.player >>
</div>
</div>
<div class="environment-container">
<div class="environment-image">
<video width="100%" height="auto" style="max-width: 580px; border-radius: 8px;" controls autoplay loop muted playsinline>
<<set _videoPath to "img/chars/skylar/flirt/skylar_flirt_" + $randomNumber + ".mp4">>
<source @src="_videoPath" type="video/mp4">
Your browser doesn't support embedded videos.
</video>
</div>
<p class="environment-text">
Skylar leans against the counter, a playful or challenging look in her eyes.
</p>
</div>
<br>
<div class="menu-buttons">
[[Leave Interaction->LocalStore]]
</div>
</div>
<<unset _randomDialogue, _videoPath>><<set $randomNumber to Math.floor(Math.random() * 3) + 1>> /* 3 vídeos de talk */
<<silently>>
/* Atualiza interações e stats da Angela */
<<set $neighborAngela.dailyInteractions.talk to ($neighborAngela.dailyInteractions.talk || 0) + 1>>
<<set $neighborAngela.love to ($neighborAngela.love || 0) + ($neighborAngela.interactions.talk.stats.love || 5)>>
<<set $neighborAngela.corruption to ($neighborAngela.corruption || 0) + ($neighborAngela.interactions.talk.stats.corruption || 0)>>
<</silently>>
<div class="game-container">
<<set _dialogueOptions to [
{
angela: "Oh, hi again! Just taking a little break from the garden. It's beautiful weather, isn't it?",
player: "It really is perfect weather today."
},
{
angela: "How are things over at Carol's? Keeping you busy, I hope?",
player: "Yeah, she always finds something for me to do, but it's nice."
},
{
angela: "I saw the most beautiful butterfly in the garden earlier! Wish you could have seen it.",
player: "Sounds lovely! Maybe I'll spot it next time."
}
]>>
<<set _randomDialogue to _dialogueOptions.random()>>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/neighbor/face/angela_face.jpg" alt="Angela Face">
</div>
<div class="dialog-text angela">
<<= _randomDialogue.angela >>
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
<<= _randomDialogue.player >>
</div>
</div>
<div class="environment-container">
<div class="environment-image">
<video width="100%" height="auto" style="max-width: 580px; border-radius: 8px;" controls autoplay loop muted playsinline>
<<set _videoPath to "img/chars/neighbor/talk/angela_talk_" + $randomNumber + ".mp4">>
<source @src="_videoPath" type="video/mp4">
Your browser doesn't support embedded videos.
</video>
</div>
<p class="environment-text">
Angela smiles warmly, happy to chat for a moment.
</p>
</div>
<br>
<div class="menu-buttons">
[[Finish Talking->AngelaHouse]] /* Volta para a visão geral da casa da Angela */
</div>
</div>
<<unset _randomDialogue, _videoPath>><<set $randomNumber to Math.floor(Math.random() * 2) + 1>> /* 2 vídeos de compliment */
<<silently>>
/* Atualiza interações e stats da Angela */
<<set $neighborAngela.dailyInteractions.compliment to ($neighborAngela.dailyInteractions.compliment || 0) + 1>>
<<set $neighborAngela.love to ($neighborAngela.love || 0) + ($neighborAngela.interactions.compliment.stats.love || 4)>>
<<set $neighborAngela.corruption to ($neighborAngela.corruption || 0) + ($neighborAngela.interactions.compliment.stats.corruption || 1)>>
/* Elogiar pode aumentar o Lust dela (ou do jogador?) */
<<set $neighborAngela.lust to ($neighborAngela.lust || 0) + ($neighborAngela.interactions.compliment.stats.lust || 3)>>
<</silently>>
<div class="game-container">
<<set _dialogueOptions to [
{
playerCompliment: "You know, your garden looks absolutely amazing, Angela. You have a real talent.",
angelaResponse: "(Blushing slightly) Oh, thank you! That's so sweet of you to say. I do put a lot of work into it."
},
{
playerCompliment: "That's a really nice sundress you're wearing, it looks great on you.",
angelaResponse: "(Smiling, touches the fabric) Aw, thanks! I wasn't sure about it, but I'm glad you like it."
},
{
playerCompliment: "You always seem so cheerful, Angela. It's really nice being around you.",
angelaResponse: "(Beaming) That's one of the nicest things anyone's said to me today! Thank you."
}
]>>
<<set _randomCompliment to _dialogueOptions.random()>>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/player/player_face.png" alt="Player Face">
</div>
<div class="dialog-text player">
<<= _randomCompliment.playerCompliment >>
</div>
</div>
<div class="dialog-container">
<div class="dialog-image">
<img src="img/chars/neighbor/face/angela_face.jpg" alt="Angela Face">
</div>
<div class="dialog-text angela">
<<= _randomCompliment.angelaResponse >>
</div>
</div>
<div class="environment-container">
<div class="environment-image">
<video width="100%" height="auto" style="max-width: 580px; border-radius: 8px;" controls autoplay loop muted playsinline>
<<set _videoPath to "img/chars/neighbor/compliment/angela_compliment_" + $randomNumber + ".mp4">>
<source @src="_videoPath" type="video/mp4">
Your browser doesn't support embedded videos.
</video>
</div>
<p class="environment-text">
Angela seems genuinely pleased by your kind words, her smile widening.
</p>
</div>
<br>
<div class="menu-buttons">
[[Finish Complimenting->AngelaHouse]]
</div>
</div>
<<unset _randomCompliment, _videoPath>>