-- Simple editing code, with organized automation, variable corrections, facilitators and support for huge texts.

-- My Dystopian Robot Girlfriend
-- TextMeshPro / HTML
-- ModUtilities
-- Database AI | memory!released
-- 95.15
-- beta v2
-- The mod has effects color automation
-- Easy letter size change
-- Easy color change
-- Automatic lines
-- VARIABLE INFORMATION IS STORES BELOW THE CODE ENGINE
-- ===========================
-- EDIT ONLY THIS SECTION
-- ===========================
local SHOP = [[pharmacy]] -- grocery
local CATEGORY = ItemCategory.Meds -- food
local STACKABLE = true
-- You don't need to create a "itensDaLoja" location for each item
--For Add items, remember to put a comma. The last item does not need a comma.
-- Copy the second code from start to finish {}
local itensDaLoja = {
{
name = [[โ [NANO-MC] Sheep TLP โ]],
nameColor = "#0F0",
Disc1 = [[Military Use]],
Disc1Color = "#00FF88",
Disc1Size = 20,
Disc1Bold = true,
Disc2 = [[Nano-Recomposer]],
Disc2Color = "#66CDAA",
Disc2Size = 18,
Disc3 = [[CorpNano © 2027]],
Disc3Color = "#69F0AE",
Disc3Size = 14,
Disc3Italic = true,
price = 50,
effects = { Health = 1.0, Stamina = 1.0, Satiation = 1.0 }
},
{
name = [[โ [CHIP-MC] Money โ]],
nameColor = "#0FF",
Disc1 = [[Chip โฃ]],
Disc1Color = "#00FF88",
Disc1Size = 20,
Disc1Bold = true,
Disc2 = [[test]],
Disc2Color = "#66CDAA",
Disc2Size = 18,
Disc3 = [[CorpNano © 2027]],
Disc3Color = "#69F0AE",
Disc3Size = 14,
Disc3Italic = true,
price = 50,
effects = { money = 2147483647, casinoTokens = 2147483647 }
}
}
--================================================
-- ===========================
-- SCRIPT ENGINE (DO NOT ALTER)
-- ===========================
local COLOR_MAP = {
-- ANON (MC)
health = "#00FF00",
stamina = "#FFD700",
satiation = "#FF3B3B",
mentalhealth = "#00E5FF",
-- DICK
remainingcum = "#E91E63",
maxcum = "#FF80C0",
deathgripeffectend = "#7E57C2",
vinegaraeffectend = "#AEEA00",
-- JUN (BOT)
mood = "#FF9800",
lust = "#D500F9",
sympathy = "#3F51B5",
horniness = "#FF1744",
currenthorniness = "#FF1744",
longing = "#F48FB1",
intelligence = "#2196F3",
stage = "#651FFF",
-- FINANCIAL / SOCIAL
money = "#00C853",
casinotokens = "#00B0FF",
followers = "#FF6D00",
subs = "#FBC02D",
-- SYSTEM
time = "#B0BEC5",
weeklyrent = "#90A4AE",
-- LORE
}
do
if not ModUtilities then return end
local function ApplyStyle(text, color, size, bold, italic)
if not text or text == "" then return "" end
local formatted = text
if bold then formatted = "<b>" .. formatted .. "</b>" end
if italic then formatted = "<i>" .. formatted .. "</i>" end
return string.format("<size=%d><color=%s>%s</color></size>", size or 16, color or "#FFFFFF", formatted)
end
local function GenerateDescription(data)
local desc = ApplyStyle(data.Disc1, data.Disc1Color, data.Disc1Size, data.Disc1Bold, false) .. "\n"
desc = desc .. ApplyStyle(data.Disc2, data.Disc2Color, data.Disc2Size, false, false) .. "\n"
desc = desc .. "<color=#FFFFFF><size=16>โโโโโโโโโโโโโโโโโโโโโ</size></color>\n"
desc = desc .. "<size=16><color=#00FFFF> ยซEFFECTSยป</color></size>\n"
for stat, value in pairs(data.effects) do
local color = COLOR_MAP[string.lower(stat)] or "#FFFFFF"
local signal = value > 0 and "+" or ""
local displayValue = ""
if math.abs(value) <= 1.0 and stat:lower() ~= "intelligence" and stat:lower() ~= "money" and stat:lower() ~= "followers" and stat:lower() ~= "subs" then
displayValue = signal .. (value * 100) .. "%"
else
displayValue = signal .. value
end
desc = desc .. string.format("<size=16><color=%s>%s โ %s</color></size>\n", color, stat, displayValue)
end
desc = desc .. "<color=#FFFFFF><size=16>โโโโโโโโโโโโโโโโโโโโโ</size></color>\n"
desc = desc .. ApplyStyle(data.Disc3, data.Disc3Color, data.Disc3Size, false, data.Disc3Italic)
return desc
end
for _, data in ipairs(itensDaLoja) do
local prefab = ModUtilities.CreateItemPrefab()
prefab.Name = string.format("<color=%s>%s</color>", data.nameColor or "#FFFFFF", data.name)
prefab.Description = GenerateDescription(data)
prefab.Price = data.price or 0
prefab.Category = CATEGORY
prefab.IsStackable = STACKABLE
prefab.OnUse = function()
if data.effects then
for stat, value in pairs(data.effects) do
local current = gv[stat] or 0
gv[stat] = current + value
local limitedStats = {Health=1, Stamina=1, Satiation=1, MentalHealth=1, Mood=1, Horniness=1, Longing=1, CurrentHorniness=1}
if limitedStats[stat] then
if gv[stat] > 1 then gv[stat] = 1 end
if gv[stat] < 0 then gv[stat] = 0 end
end
end
end
return true
end
local item = ModUtilities.CreateNewItemAutoAssignId(CurrentModGuid, prefab)
ModUtilities.AddGenericItemToShop(SHOP, item)
end
end