Fortune Telling Collection - Free divination - Beautiful girl development plan version 3.7 introduction

Beautiful girl development plan version 3.7 introduction

The first * * * has 34 endings, and each ending has a different engagement. There are many hidden jobs and clothes in the game. Here are some difficult tips. Farms, restaurants, markets, pubs and other places can trigger new work clothes after working for a period of time, including prince gifts, dragon king gifts, dwarf gifts, church gifts, and when certain attributes are reached.

Housework can increase physical strength, affinity and wrist strength,

Kindergarten can increase intelligence and affinity,

Housework can increase wrist strength and physical strength.

The church can reduce rebellion and sin, and increase morality and faith.

The dining room can add housework and cooking.

Etiquette classes can increase temperament, etiquette and conversation.

Literature class can add literature, feelings and self-esteem.

Vocal lessons can increase charm and vocal music.

Painting can be added to the painting class.

Cooking classes can increase cooking and housework.

Fighting ability, fighting skills, fighting defense and wrist strength can be added to the fighting category.

Magic can add magic skills, magic ability and magic defense.

Dance lessons can increase charm, temperament and dance.

Morality and faith can be added to theological courses.

If the intelligence is higher than 700~ knowing the life experience but not triggering the reunion with the mother ~ there will be a saying about the disappearance of the inferno ~ ~

If the intelligence is higher than 500~ the morality is lower than 350~ and it starts from the mother's reunion ~ there will be a saying about the victory of the inferno ~ ~

If the moral sense is below 350 ~ and you don't know your life experience ~, then there is a discussion about the existence of man and the devil ~ ~

34 results acquisition requirements: if (intelligence >; 450 and charm > 500 and self-esteem > 350 and morality >; The relationship between 300 and temperament > 600 and parents > 330 and prestige > 500 and prince > 90 and magic

Else if (intelligence >; 600 and charm > 600 and self-esteem > 400 and morality >; 300 and temperament > 600 and prestige > 520 and magic.

Else if (physical strength >; 420 and intelligence >; 480 and charm > 500 and feel > 300 and magic > 500 and magic >; 150 contact times with monsters >; 10){ Game ending = "Queen Ma"; Trace (The Queen of the underworld); }

Else if (physical strength >; 300 and Smart >; 620 and self-esteem > 400 and morality >; 200 magic power > 700 temperament > 300 prestige > 500 magic

Else if (physical strength >; 450 and intelligence >; 380 and self-esteem > 200 and morality >; 120 and sense > 390 and temperament > 480 and magic >; 150 contact times with monsters >; 30){ Game ending = "Prince of the underworld"; Trace (prince of the underworld); }

Else if (intelligence >; 480 and self-esteem > 300 and morality >; 750 and temperament > 300 and prestige > 480 and sin.

Else if (intelligence >; 700 and self-esteem > 400 and morality >; 350 and feeling > 300 and prestige > 450 and magic.

Else if (physical strength >; 400 and charm > 350 and self-esteem > 300 and feel > 400 and fighting ability >; The relationship between 420 and Dragon King > 80 and the number of dragon kills = = 0){ Game ending = "Dragon Marry ";; Trace (Dragon Marriage); }

Else if (physical strength >; 400 and intelligence >; 300 and morality 300 and combat capability >; 450 and sin > 130 and magic

Otherwise, if (charm > 480 morality > 350 feeling > 300 prestige > 400 magic.

Else if (charm > 500 and intelligence >; 500 and temperament > 440 and feeling > 460 and affinity >; 370 and magic 100){ game ending = "father gets married"; Trace (Father's Marriage); }

Else if (self-esteem >; 300 and feel > 500 and affinity >; 500 and Magic 20){ Game ending = "Marry a housekeeper"; Trace ("marry a housekeeper"); }

Else if (intelligence >; 300 and charm > 500 and affinity >; 400 and prestige > 300 and magic 8000){ game ending = "merchant's wife"; Trace ("merchant's wife"); }

Else if (intelligence >; 300 and charm > 450 and self-esteem.

Else if (physical strength >; 200 and charm > 600 and feel > 300 and prestige > 300 and magic 600){ game ending = "singer"; Trace (singer); }

Else if (physical strength >; 200 and charm > 600 and feel > 300 and prestige > 300 and magic 600){ game ending = "dancer"; Trace ("dancer"); }

Else if (charm > 350 and self-esteem > 200 and morality 300 and magic 50 and paternity 5) {Game ending = "prostitute"; Trace ("prostitute"); }