Kissing Booth

Village/gardens romantic encounter. Pay gold (default: 5× your level) to kiss random partner (opposite sex). Roll 1d16 for outcome: positive (charm+1/+2, HP+5/+10, turns+1/+2) OR negative (charm-1, HP-5, turns-1). Once per day limit (kissedtoday pref). Partner selection based on player sex. Where you gamble your daily gold allowance on whether a kiss will boost your stats or give you the plague.

Location & Access

Where:

  • Village (random encounter)
  • Gardens (random encounter)
  • Triggered via village/garden hooks

Requirements:

  • Not kissed today (kissedtoday pref = 0)
  • Sufficient gold (cost × level)
  • Standard navigation link appears if eligible

Navigation:

  • Link: "Kissing Booth" (appears in village/gardens when available)
  • Cost displayed: "[cost] gold"
  • Once clicked: Pay gold, get random result, kissedtoday → 1

Cost Calculation

Formula:

  • cost = cost setting × player level
  • Default cost setting: 5 (admin-configurable)
  • Example: Level 10 = 5 × 10 = 50 gold
  • Example: Level 20 = 5 × 20 = 100 gold

Level Scaling:

  • Low levels (1-5): 5-25 gold (affordable)
  • Mid levels (10-15): 50-75 gold (moderate)
  • High levels (20+): 100+ gold (expensive gamble)

Partner Selection

Based on Player Sex:

  • If player is male: Kisses female (Girl, Pretty Girl, Lovely Girl, Beautiful Girl)
  • If player is female: Kisses male (Boy, Handsome Boy, Cute Boy, Dashing Boy)
  • If sex undefined: Defaults to female partner

Partner Names (Examples):

  • Female partners: "Girl", "Pretty Girl", "Lovely Girl", "Beautiful Girl"
  • Male partners: "Boy", "Handsome Boy", "Cute Boy", "Dashing Boy"
  • Randomly selected from pool for each outcome
  • Names vary by outcome quality (better outcomes = more attractive adjectives)

Random Outcomes (1d16)

Outcome Distribution:

  • 16 total outcomes (roll 1-16)
  • 10 positive outcomes (62.5%): charm+, HP+, turns+
  • 6 negative outcomes (37.5%): charm-, HP-, turns-
  • RNG-based, no guarantees

Positive Outcomes:

  • Charm +1 (multiple cases): "[Partner] gives you a shy kiss on the cheek. You feel a little better about yourself."
  • Charm +2 (multiple cases): "[Partner] plants one on your lips. You feel great!" OR "That was nice. You feel wonderful."
  • HP +5: "[Partner] kisses you tenderly. You feel healthier."
  • HP +10: "[Partner] gives you a passionate kiss. You feel invigorated!"
  • Turns +1: "[Partner] kisses you quickly. You feel energized."
  • Turns +2: "[Partner] kisses you with enthusiasm. You feel ready to fight!"

Negative Outcomes:

  • Charm -1 (multiple cases): "[Partner] kisses you awkwardly. That was embarrassing." OR "That didn't go well. You feel self-conscious."
  • HP -5: "[Partner] accidentally bites your lip. Ouch! -5 HP"
  • Turns -1: "[Partner] kisses you sloppily. You feel drained."

Example Roll Results:

  • Roll 1-4: Charm +1 (shy kiss)
  • Roll 5-7: Charm +2 (passionate kiss)
  • Roll 8-9: HP +5 (tender kiss)
  • Roll 10: HP +10 (passionate kiss)
  • Roll 11-12: Turns +1 (quick kiss)
  • Roll 13: Turns +2 (enthusiastic kiss)
  • Roll 14-15: Charm -1 (awkward kiss)
  • Roll 16: HP -5 (bite lip)

NOTE: Exact roll mapping varies by module configuration and may differ from examples above.

Once-Per-Day Limit

Mechanic:

  • kissedtoday user pref (bool, default: 0)
  • Set to 1 after first kiss of the day
  • Resets at newday (midnight server time)
  • If kissedtoday == 1: Kissing Booth navigation doesn't appear

Why Limit Exists:

  • Prevents infinite stat grinding (charm/HP/turns farming)
  • Balances gold cost vs potential rewards
  • Encourages strategic use (kiss when you need the boost)
  • Maintains rarity/value of the event

Value Analysis

Cost vs Benefit:

  • Level 10 player: 50 gold for 62.5% chance of positive outcome
  • Best case: +2 charm or +10 HP or +2 turns (worth more than 50 gold)
  • Worst case: -5 HP or -1 charm (wasted 50 gold + stat loss)
  • Average: Slight positive expected value (more good outcomes than bad)

Charm Value:

  • Charm is VERY expensive to raise normally (Merlin's riddles, special events)
  • +1 charm from kissing booth = huge value
  • +2 charm = incredible deal (even if you paid 100 gold)
  • -1 charm = devastating (charm is hard to recover)

HP Value:

  • +5-10 HP useful for forest survival
  • Less valuable than charm (HP regenerates)
  • -5 HP not terrible (can heal)

Turn Value:

  • +1-2 forest turns = minor benefit
  • Useful if you're about to do forest grind
  • -1 turn = annoying but not game-breaking

Strategy

When to Kiss:

  • Low charm: If charm is your limiting factor, worth the gamble
  • After bank deposit: Have spare gold, might as well try
  • Before forest grind: +2 turns could mean extra fights
  • Before dragon: +10 HP could save your life (risky though)

When NOT to Kiss:

  • Low gold: If you can't afford equipment upgrades, skip kissing
  • High charm already: Risk of -1 charm not worth +1 charm potential
  • Risk-averse playstyle: 37.5% negative rate is scary

Optimal Play:

  • Kiss once per day if you have surplus gold (level × 5 is cheap)
  • Accept losses as part of RNG
  • Long-term expected value is slightly positive
  • Charm gains are most valuable outcome

Roleplaying Flavor

Romantic Encounters:

  • Light-hearted, non-serious romance mechanic
  • Partners are random NPCs (not real players)
  • Flavor text varies by outcome quality
  • No long-term relationships or consequences

Partner Descriptions:

  • "Girl" (neutral) → "Pretty Girl" → "Lovely Girl" → "Beautiful Girl" (best)
  • "Boy" (neutral) → "Handsome Boy" → "Cute Boy" → "Dashing Boy" (best)
  • Better outcomes tend to have more attractive partner descriptions
  • Negative outcomes have awkward/clumsy descriptions

Settings & Configuration

Module Settings:

  • cost: Gold multiplier per level (default: 5)
  • Admin-configurable for server economy balance
  • Higher cost = more expensive gamble
  • Lower cost = easier stat farming

User Preferences:

  • kissedtoday: Bool (0/1), tracks if kissed today
  • Resets at newday
  • Auto-managed, don't manually edit

Limitations

  • Once Per Day: Can only kiss once (no farming)
  • RNG-Based: No control over outcome (62.5% positive, 37.5% negative)
  • Level-Scaled Cost: Gets expensive at high levels (100+ gold)
  • No Partner Choice: Can't pick who you kiss (random NPC)
  • No Buff Duration: Stat changes are instant, not buffs (except specific cases)
  • Sex-Based Partners: Heteronormative partner selection (opposite sex)

Comparison to Other Stat Boosts

Kissing Booth vs Other Charm Sources:

  • Merlin's Riddles: Free but rare, requires correct answers
  • Kissing Booth: Costs gold, 62.5% chance, once/day
  • Special Events: Vary by module, often limited availability

Kissing Booth vs HP Healing:

  • Inn Rest: Costs gold, guaranteed full HP
  • Healer: Costs gold/gems, guaranteed HP
  • Kissing Booth: Cheaper, but only +5-10 HP (not full heal), 62.5% positive

Kissing Booth: where you pay 5 gold per level (50 gold at level 10, 100 gold at level 20) to kiss a random NPC and roll 1d16 to see if you gain stats (charm+1/+2, HP+5/+10, turns+1/+2) or get awkwardly rejected with penalties (charm-1, HP-5, turns-1). The good news: 62.5% of outcomes are positive, charm gains are incredibly valuable, and it's only once per day so you can't accidentally bankrupt yourself chasing the dragon of pixelated romance. The bad news: 37.5% of outcomes are negative, charm losses hurt your soul, and there's no way to influence the RNG gods who decide whether "Pretty Girl plants one on your lips" (+2 charm) or "Girl accidentally bites your lip" (-5 HP). At least the partners are opposite-sex appropriate based on your character's sex setting, because apparently the wizarding world hasn't discovered non-heteronormative romance yet.