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Commit 090ce1d2 authored by lowercasedonkey's avatar lowercasedonkey
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getSlave for prosthetics

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:: Prosthetics Configuration [nobr]
<<set $AS = $activeSlave.ID>>
<<switch $prostheticsConfig>>
<<case "main">>
<<set $nextButton = "Confirm changes", $nextLink = "AS Dump", $returnTo = "Slave Interact">>
<<set $nextButton = "Confirm changes", $nextLink = "Slave Interact">>
/* get all prosthetics that are ready for this slave */
<<if $adjustProstheticsCompleted > 0>>
<<set $adjustProsthetics = $adjustProsthetics.filter(function(p) {
if (p.workLeft <= 0 && p.slaveID == $activeSlave.ID) {
addProsthetic($activeSlave, p.id);
if (p.workLeft <= 0 && p.slaveID == getSlave($AS).ID) {
addProsthetic(getSlave($AS), p.id);
$adjustProstheticsCompleted--;
return false;
}
......@@ -22,88 +24,88 @@
<p class="scene-intro">
This room is lined with shelves and cabinets; it could be easily mistaken for a storage room if it were not for the examination table in its center.
<div>
<<if hasBothLegs($activeSlave)>>
$activeSlave.slaveName is obediently waiting for your instructions.
<<if hasBothLegs(getSlave($AS))>>
<<= getSlave($AS).slaveName>> is obediently waiting for your instructions.
<<else>>
$activeSlave.slaveName is lying on the table, waiting for your instructions.
<<= getSlave($AS).slaveName>> is lying on the table, waiting for your instructions.
<</if>>
</div>
</p>
<<if hasAnyCyberneticEyes($activeSlave)>>
<<if hasAnyCyberneticEyes(getSlave($AS))>>
<h2>Eyes</h2>
<p class="tab"> /* tab works better with links */
$He has <<if hasBothCyberneticEyes($activeSlave)>> ocular implants <<else>> an ocular implant <</if>> installed. You can change <<if hasBothCyberneticEyes($activeSlave)>>their<<else>>its<</if>> settings:
$He has <<if hasBothCyberneticEyes(getSlave($AS))>> ocular implants <<else>> an ocular implant <</if>> installed. You can change <<if hasBothCyberneticEyes(getSlave($AS))>>their<<else>>its<</if>> settings:
<div class="eyeContainer">
<<set _on = 0, _blur = 0, _off = 0>>
<<if getLeftEyeType($activeSlave) === 3>>
<<if getLeftEyeType(getSlave($AS)) === 3>>
<div>Left:</div>
<div>
<<if getLeftEyeVision($activeSlave) !== 2>>
<<if getLeftEyeVision(getSlave($AS)) !== 2>>
<<set _on++>>
[["[ON]"|Prosthetics Configuration][eyeSurgery($activeSlave, "left", "fix")]]
[["[ON]"|Prosthetics Configuration][eyeSurgery(getSlave($AS), "left", "fix")]]
<<else>>
<<print "[ON]">>
<</if>>
</div><div>
<<if getLeftEyeVision($activeSlave) !== 1>>
<<if getLeftEyeVision(getSlave($AS)) !== 1>>
<<set _blur++>>
[["[BLUR]"|Prosthetics Configuration][eyeSurgery($activeSlave, "left", "blur")]]
[["[BLUR]"|Prosthetics Configuration][eyeSurgery(getSlave($AS), "left", "blur")]]
<<else>>
<<print "[BLUR]">>
<</if>>
</div><div>
<<if getLeftEyeVision($activeSlave) !== 0>>
<<if getLeftEyeVision(getSlave($AS)) !== 0>>
<<set _off++>>
[["[OFF]"|Prosthetics Configuration][eyeSurgery($activeSlave, "left", "blind")]]
[["[OFF]"|Prosthetics Configuration][eyeSurgery(getSlave($AS), "left", "blind")]]
<<else>>
<<print "[OFF]">>
<</if>>
</div>
<</if>>
<<if getRightEyeType($activeSlave) === 3>>
<<if getRightEyeType(getSlave($AS)) === 3>>
<div>Right:</div>
<div>
<<if getRightEyeVision($activeSlave) !== 2>>
<<if getRightEyeVision(getSlave($AS)) !== 2>>
<<set _on++>>
[["[ON]"|Prosthetics Configuration][eyeSurgery($activeSlave, "right", "fix")]]
[["[ON]"|Prosthetics Configuration][eyeSurgery(getSlave($AS), "right", "fix")]]
<<else>>
<<print "[ON]">>
<</if>>
</div><div>
<<if getRightEyeVision($activeSlave) !== 1>>
<<if getRightEyeVision(getSlave($AS)) !== 1>>
<<set _blur++>>
[["[BLUR]"|Prosthetics Configuration][eyeSurgery($activeSlave, "right", "blur")]]
[["[BLUR]"|Prosthetics Configuration][eyeSurgery(getSlave($AS), "right", "blur")]]
<<else>>
<<print "[BLUR]">>
<</if>>
</div><div>
<<if getRightEyeVision($activeSlave) !== 0>>
<<if getRightEyeVision(getSlave($AS)) !== 0>>
<<set _off++>>
[["[OFF]"|Prosthetics Configuration][eyeSurgery($activeSlave, "right", "blind")]]
[["[OFF]"|Prosthetics Configuration][eyeSurgery(getSlave($AS), "right", "blind")]]
<<else>>
<<print "[OFF]">>
<</if>>
</div>
<</if>>
<<if hasBothCyberneticEyes($activeSlave)>>
<<if hasBothCyberneticEyes(getSlave($AS))>>
<div>Both:</div>
<div>
<<if _on > 0>>
[["[ON]"|Prosthetics Configuration][eyeSurgery($activeSlave, "both", "fix")]]
[["[ON]"|Prosthetics Configuration][eyeSurgery(getSlave($AS), "both", "fix")]]
<<else>>
<<print "[ON]">>
<</if>>
</div><div>
<<if _blur > 0>>
[["[BLUR]"|Prosthetics Configuration][eyeSurgery($activeSlave, "both", "blur")]]
[["[BLUR]"|Prosthetics Configuration][eyeSurgery(getSlave($AS), "both", "blur")]]
<<else>>
<<print "[BLUR]">>
<</if>>
</div><div>
<<if _off > 0>>
[["[OFF]"|Prosthetics Configuration][eyeSurgery($activeSlave, "both", "blind")]]
[["[OFF]"|Prosthetics Configuration][eyeSurgery(getSlave($AS), "both", "blind")]]
<<else>>
<<print "[OFF]">>
<</if>>
......@@ -113,111 +115,111 @@ This room is lined with shelves and cabinets; it could be easily mistaken for a
</p>
<p class="indent">
$He has <<print App.Desc.eyesColor($activeSlave)>>. To change $his eye color visit the [[auto salon|Salon][$degradation = 0, $primaryHairColor = "", $secondaryHairColor = "", $primaryEarColor = "", $secondaryEarColor = "", $primaryTailColor = "", $secondaryTailColor = "", $artificialEyeColor = "", $artificialEyeShape = "",$artificialEyeFill = "", $tattooChoice = "", $piercingLevel = ""]].
$He has <<print App.Desc.eyesColor(getSlave($AS))>>. To change $his eye color visit the [[auto salon|Salon][$degradation = 0, $primaryHairColor = "", $secondaryHairColor = "", $primaryEarColor = "", $secondaryEarColor = "", $primaryTailColor = "", $secondaryTailColor = "", $artificialEyeColor = "", $artificialEyeShape = "",$artificialEyeFill = "", $tattooChoice = "", $piercingLevel = ""]].
</p>
<</if>>
<<if $activeSlave.earImplant == 1>>
<<if getSlave($AS).earImplant == 1>>
<h2>Ears</h2>
<p class="indent">
$He has cochlear implants installed.
<<if $activeSlave.hears == 0>>
<<if getSlave($AS).hears == 0>>
They are operating normally.
<<elseif $activeSlave.hears == -1>>
<<elseif getSlave($AS).hears == -1>>
They are set to muffle $his hearing.
<<else>>
They are turned off.
<</if>>
</p>
<p class="indent">
<<if $activeSlave.hears != 0>>
[[Restore hearing|Prosthetics Configuration][$activeSlave.hears = 0, $prostheticsConfig = "hearing"]] |
<<if getSlave($AS).hears != 0>>
[[Restore hearing|Prosthetics Configuration][getSlave($AS).hears = 0, $prostheticsConfig = "hearing"]] |
<</if>>
<<if $activeSlave.hears != -1>>
[[Muffle|Prosthetics Configuration][$activeSlave.hears = -1, $prostheticsConfig = "hearing"]]
<<if $activeSlave.hears != -2>>
<<if getSlave($AS).hears != -1>>
[[Muffle|Prosthetics Configuration][getSlave($AS).hears = -1, $prostheticsConfig = "hearing"]]
<<if getSlave($AS).hears != -2>>
|
<</if>>
<</if>>
<<if $activeSlave.hears != -2>>
[[Disable|Prosthetics Configuration][$activeSlave.hears = -2, $prostheticsConfig = "hearing"]]
<<if getSlave($AS).hears != -2>>
[[Disable|Prosthetics Configuration][getSlave($AS).hears = -2, $prostheticsConfig = "hearing"]]
<</if>>
</p>
<</if>>
<<if $activeSlave.electrolarynx == 1>>
<<if getSlave($AS).electrolarynx == 1>>
<h2>Voice</h2>
<p class="indent">
$He has an electrolarynx installed.
<<if $activeSlave.voice == 0>>
<<if getSlave($AS).voice == 0>>
It is turned off.
<<elseif $activeSlave.voice == 1>>
<<elseif getSlave($AS).voice == 1>>
It is set to its "deep voice" setting.
<<elseif $activeSlave.voice == 2>>
<<elseif getSlave($AS).voice == 2>>
It is set to its "normal voice" setting.
<<elseif $activeSlave.voice == 3>>
<<elseif getSlave($AS).voice == 3>>
It is set to its "high voice" setting.
<</if>>
</p>
<p class="indent">
<<if $activeSlave.voice != 0>>
[[Disable|Prosthetics Configuration][$activeSlave.voice = 0, $prostheticsConfig = "voice"]] |
<<if getSlave($AS).voice != 0>>
[[Disable|Prosthetics Configuration][getSlave($AS).voice = 0, $prostheticsConfig = "voice"]] |
<</if>>
<<if $activeSlave.voice != 1>>
[[Deep voice setting|Prosthetics Configuration][$activeSlave.voice = 1, $prostheticsConfig = "voice"]] |
<<if getSlave($AS).voice != 1>>
[[Deep voice setting|Prosthetics Configuration][getSlave($AS).voice = 1, $prostheticsConfig = "voice"]] |
<</if>>
<<if $activeSlave.voice != 2>>
[[Standard voice setting|Prosthetics Configuration][$activeSlave.voice = 2, $prostheticsConfig = "voice"]]
<<if $activeSlave.voice != 3>>
<<if getSlave($AS).voice != 2>>
[[Standard voice setting|Prosthetics Configuration][getSlave($AS).voice = 2, $prostheticsConfig = "voice"]]
<<if getSlave($AS).voice != 3>>
|
<</if>>
<</if>>
<<if $activeSlave.voice != 3>>
[[High voice setting|Prosthetics Configuration][$activeSlave.voice = 3, $prostheticsConfig = "voice"]]
<<if getSlave($AS).voice != 3>>
[[High voice setting|Prosthetics Configuration][getSlave($AS).voice = 3, $prostheticsConfig = "voice"]]
<</if>>
</p>
<</if>>
<h2>Limbs</h2>
<p class="choices">
<<= App.Desc.limbChange().selector($activeSlave, App.Desc.limbChange().currentLimbs($activeSlave))>>
<<= App.Desc.limbChange().selector(getSlave($AS), App.Desc.limbChange().currentLimbs(getSlave($AS)))>>
</p>
<h2>Tail</h2>
<p class="indent">
<<if $activeSlave.PTail == 1>>
<<if getSlave($AS).PTail == 1>>
<div>
$He has a neural tail interface installed. You can assign and adjust $his tail here.
</div>
<div class="double-indent">
<<if $activeSlave.tail != "none">>
<<if getSlave($AS).tail != "none">>
$He currently has a tail attached, if you wish to change it you will first need to detach it.
<div>
[[Detach|Prosthetics Configuration][$prostheticsConfig = "detachTail",$nextButton = "Continue", $nextLink = "Prosthetics Configuration"]]
</div>
<<else>>
<<if isProstheticAvailable($activeSlave, "modT")>>
<<if isProstheticAvailable(getSlave($AS), "modT")>>
<div>
Attach a modular tail designed to look like a:
</div>
<div>
[[Cat's Tail|Prosthetics Configuration][$prostheticsConfig = "attachTail", $activeSlave.tail = "mod", $activeSlave.tailShape = "neko", $activeSlave.tailColor = $activeSlave.hColor]]
| [[Dog's Tail|Prosthetics Configuration][$prostheticsConfig = "attachTail", $activeSlave.tail = "mod", $activeSlave.tailShape = "inu", $activeSlave.tailColor = $activeSlave.hColor]]
| [[Fox's Tail|Prosthetics Configuration][$prostheticsConfig = "attachTail", $activeSlave.tail = "mod", $activeSlave.tailShape = "kit", $activeSlave.tailColor = $activeSlave.hColor]]
| [[Kitsune's Tail|Prosthetics Configuration][$prostheticsConfig = "attachTail", $activeSlave.tail = "mod", $activeSlave.tailShape = "kitsune", $activeSlave.tailColor = $activeSlave.hColor]]
| [[Tanuki's Tail|Prosthetics Configuration][$prostheticsConfig = "attachTail", $activeSlave.tail = "mod", $activeSlave.tailShape = "tanuki", $activeSlave.tailColor = $activeSlave.hColor]]
| [[Cow's Tail|Prosthetics Configuration][$prostheticsConfig = "attachTail", $activeSlave.tail = "mod", $activeSlave.tailShape = "ushi", $activeSlave.tailColor = $activeSlave.hColor]]
[[Cat's Tail|Prosthetics Configuration][$prostheticsConfig = "attachTail", getSlave($AS).tail = "mod", getSlave($AS).tailShape = "neko", getSlave($AS).tailColor = getSlave($AS).hColor]]
| [[Dog's Tail|Prosthetics Configuration][$prostheticsConfig = "attachTail", getSlave($AS).tail = "mod", getSlave($AS).tailShape = "inu", getSlave($AS).tailColor = getSlave($AS).hColor]]
| [[Fox's Tail|Prosthetics Configuration][$prostheticsConfig = "attachTail", getSlave($AS).tail = "mod", getSlave($AS).tailShape = "kit", getSlave($AS).tailColor = getSlave($AS).hColor]]
| [[Kitsune's Tail|Prosthetics Configuration][$prostheticsConfig = "attachTail", getSlave($AS).tail = "mod", getSlave($AS).tailShape = "kitsune", getSlave($AS).tailColor = getSlave($AS).hColor]]
| [[Tanuki's Tail|Prosthetics Configuration][$prostheticsConfig = "attachTail", getSlave($AS).tail = "mod", getSlave($AS).tailShape = "tanuki", getSlave($AS).tailColor = getSlave($AS).hColor]]
| [[Cow's Tail|Prosthetics Configuration][$prostheticsConfig = "attachTail", getSlave($AS).tail = "mod", getSlave($AS).tailShape = "ushi", getSlave($AS).tailColor = getSlave($AS).hColor]]
</div>
<</if>>
<div>
<<if isProstheticAvailable($activeSlave, "combatT")>>
[[Attach Combat Tail|Prosthetics Configuration][$prostheticsConfig = "attachTail", $activeSlave.tail = "combat", $activeSlave.tailColor = "jet black"]]
<<if isProstheticAvailable($activeSlave, "sexT")>>
<<if isProstheticAvailable(getSlave($AS), "combatT")>>
[[Attach Combat Tail|Prosthetics Configuration][$prostheticsConfig = "attachTail", getSlave($AS).tail = "combat", getSlave($AS).tailColor = "jet black"]]
<<if isProstheticAvailable(getSlave($AS), "sexT")>>
|
<</if>>
<</if>>
<<if isProstheticAvailable($activeSlave, "sexT")>>
[[Attach Pleasure Tail|Prosthetics Configuration][$prostheticsConfig = "attachTail", $activeSlave.tail = "sex", $activeSlave.tailColor = "pink"]]
<<if isProstheticAvailable(getSlave($AS), "sexT")>>
[[Attach Pleasure Tail|Prosthetics Configuration][$prostheticsConfig = "attachTail", getSlave($AS).tail = "sex", getSlave($AS).tailColor = "pink"]]
<</if>>
</div>
<</if>>
......@@ -225,20 +227,20 @@ This room is lined with shelves and cabinets; it could be easily mistaken for a
<<else>>
//$He does not have a neural tail interface installed so you cannot attach a tail.//
<</if>>
<<if $activeSlave.tail == "mod">>
<<if getSlave($AS).tail == "mod">>
<div>
$He currently has a modular tail, styled to look like
<<if $activeSlave.tailShape == "neko">>
<<if getSlave($AS).tailShape == "neko">>
a long, slender cat tail.
<<elseif $activeSlave.tailShape == "inu">>
<<elseif getSlave($AS).tailShape == "inu">>
a bushy dog tail.
<<elseif $activeSlave.tailShape == "kit">>
<<elseif getSlave($AS).tailShape == "kit">>
a soft, fluffy fox tail.
<<elseif $activeSlave.tailShape == "kitsune">>
<<elseif getSlave($AS).tailShape == "kitsune">>
three incredibly soft, fluffy fox tails.
<<elseif $activeSlave.tailShape == "tanuki">>
<<elseif getSlave($AS).tailShape == "tanuki">>
a long, fluffy tanuki tail.
<<elseif $activeSlave.tailShape == "ushi">>
<<elseif getSlave($AS).tailShape == "ushi">>
a long cow tail.
<</if>>
</div>
......@@ -246,12 +248,12 @@ This room is lined with shelves and cabinets; it could be easily mistaken for a
<div class="double-indent">
Modify $his tail's appearance:
<div>
[[Cat|Prosthetics Configuration][$activeSlave.tailShape = "neko", cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Dog|Prosthetics Configuration][$activeSlave.tailShape = "inu", cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Fox|Prosthetics Configuration][$activeSlave.tailShape = "kit", cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Kitsune|Prosthetics Configuration][$activeSlave.tailShape = "kitsune", cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Tanuki|Prosthetics Configuration][$activeSlave.tailShape = "tanuki", cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
| [[Bovine|Prosthetics Configuration][$activeSlave.tailShape = "ushi", cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
[[Cat|Prosthetics Configuration][getSlave($AS).tailShape = "neko", cashX(forceNeg($modCost), "slaveMod", getSlave($AS))]]
| [[Dog|Prosthetics Configuration][getSlave($AS).tailShape = "inu", cashX(forceNeg($modCost), "slaveMod", getSlave($AS))]]
| [[Fox|Prosthetics Configuration][getSlave($AS).tailShape = "kit", cashX(forceNeg($modCost), "slaveMod", getSlave($AS))]]
| [[Kitsune|Prosthetics Configuration][getSlave($AS).tailShape = "kitsune", cashX(forceNeg($modCost), "slaveMod", getSlave($AS))]]
| [[Tanuki|Prosthetics Configuration][getSlave($AS).tailShape = "tanuki", cashX(forceNeg($modCost), "slaveMod", getSlave($AS))]]
| [[Bovine|Prosthetics Configuration][getSlave($AS).tailShape = "ushi", cashX(forceNeg($modCost), "slaveMod", getSlave($AS))]]
</div>
</div>
<</if>>
......@@ -282,22 +284,22 @@ This room is lined with shelves and cabinets; it could be easily mistaken for a
<<for _p range setup.prostheticIDs>>
<<if _p != "erectile">> /* exclude erectile implant */
<div><<= capFirstChar(setup.prosthetics[_p].name)>></div>
<<if $adjustProsthetics.findIndex(function(p) {return p.id == _p && p.slaveID == $activeSlave.ID}) != -1 || $researchLab.tasks.findIndex(function(p) {return p.type == "craftFit" && p.id == _p && p.slaveID == $activeSlave.ID}) != -1>>
<<if $adjustProsthetics.findIndex(function(p) {return p.id == _p && p.slaveID == getSlave($AS).ID}) != -1 || $researchLab.tasks.findIndex(function(p) {return p.type == "craftFit" && p.id == _p && p.slaveID == getSlave($AS).ID}) != -1>>
<div class="full">//Currently being fitted to $him.//</div>
<<elseif setup.prosthetics[_p].level > $prostheticsUpgrade>>
<div class="full">//Better contracts are needed to buy this.//</div>
<<elseif isProstheticAvailable($activeSlave, _p)>>
<<elseif isProstheticAvailable(getSlave($AS), _p)>>
<div class="full">//Completed.//</div>
<<else>>
<<capture _p>>
<div>
<<if $prosthetics[_p].amount > 0>>
<<link "From storage" "Prosthetics Configuration">>
<<set $adjustProsthetics.push({id: _p, workLeft: setup.prosthetics[_p].adjust, slaveID: $activeSlave.ID}), $prosthetics[_p].amount -= 1>>
<<set $adjustProsthetics.push({id: _p, workLeft: setup.prosthetics[_p].adjust, slaveID: getSlave($AS).ID}), $prosthetics[_p].amount -= 1>>
<</link>>
<<else>>
<<link "<<= cashFormat(setup.prosthetics[_p].costs)>>" "Prosthetics Configuration">>
<<set $adjustProsthetics.push({id: _p, workLeft: setup.prosthetics[_p].adjust, slaveID: $activeSlave.ID}), cashX(forceNeg(setup.prosthetics[_p].costs), "slaveMod", $activeSlave)>>
<<set $adjustProsthetics.push({id: _p, workLeft: setup.prosthetics[_p].adjust, slaveID: getSlave($AS).ID}), cashX(forceNeg(setup.prosthetics[_p].costs), "slaveMod", getSlave($AS))>>
<</link>>
<</if>>
</div>
......@@ -309,7 +311,7 @@ This room is lined with shelves and cabinets; it could be easily mistaken for a
type: "craftFit",
id: _p,
workLeft: (setup.prosthetics[_p].adjust + setup.prosthetics[_p].craft) / 1.5,
slaveID: $activeSlave.ID})>>
slaveID: $AS})>>
/* 1.5: longer than adjust, but faster than adjust+craft. */
<</link>>
<</if>>
......@@ -318,11 +320,11 @@ This room is lined with shelves and cabinets; it could be easily mistaken for a
<<if $researchLab.speed >= 300 && $prosthetics[_p].research > 0>> /* max speed */
<<if $prosthetics[_p].amount > 0>>
<<link "From storage: <<= cashFormat(setup.prosthetics[_p].adjust * 50)>>" "Prosthetics Configuration">>
<<set cashX(forceNeg(setup.prosthetics[_p].costs * 1.5), "slaveMod", $activeSlave), addProsthetic($activeSlave, _p)>>
<<set cashX(forceNeg(setup.prosthetics[_p].costs * 1.5), "slaveMod", getSlave($AS)), addProsthetic(getSlave($AS), _p)>>
<</link>>
<<else>>
<<link "<<= cashFormat(setup.prosthetics[_p].costs + setup.prosthetics[_p].adjust * 100)>>" "Prosthetics Configuration">>
<<set cashX(forceNeg(setup.prosthetics[_p].costs + setup.prosthetics[_p].adjust * 100), "slaveMod", $activeSlave), addProsthetic($activeSlave, _p)>>
<<set cashX(forceNeg(setup.prosthetics[_p].costs + setup.prosthetics[_p].adjust * 100), "slaveMod", getSlave($AS)), addProsthetic(getSlave($AS), _p)>>
<</link>>
<</if>>
<</if>>
......@@ -345,9 +347,9 @@ This room is lined with shelves and cabinets; it could be easily mistaken for a
/*
<<case "eyes">>
<<set $prostheticsConfig = "main", $nextButton = "Continue", $nextLink = "Prosthetics Configuration">>
<<if $activeSlave.eyes == 1>>
<<if getSlave($AS).eyes == 1>>
$He blinks as $his vision returns.
<<elseif $activeSlave.eyes == -1>>
<<elseif getSlave($AS).eyes == -1>>
$He squints at you as $his vision becomes a blur.
<<else>>
$He has a panicked expression when $his vision suddenly goes out.
......@@ -356,17 +358,17 @@ This room is lined with shelves and cabinets; it could be easily mistaken for a
<<case "limbs">>
<<set $prostheticsConfig = "main", $nextButton = "Continue", $nextLink = "Prosthetics Configuration">>
<<= App.Desc.limbChange().reaction($activeSlave, $oldLimbs)>>
<<= App.Desc.limbChange().reaction(getSlave($AS), $oldLimbs)>>
<<unset $oldLimbs>>
/*
<<case "basicPLimbs">>
<<set $prostheticsConfig = "main", $nextButton = "Continue", $nextLink = "Prosthetics Configuration">>
Attaching $his limbs is a simple procedure, you simply push a connector on each limb into the socket in $his implants until the lock engages.<<if $activeSlave.PLimb == 2>> $He jumps a bit as limbs connect to $his nerves.<</if>>
<<if $activeSlave.fetish != "mindbroken" && $activeSlave.fuckdoll == 0>>
<<if $activeSlave.devotion > 20>>
Attaching $his limbs is a simple procedure, you simply push a connector on each limb into the socket in $his implants until the lock engages.<<if getSlave($AS).PLimb == 2>> $He jumps a bit as limbs connect to $his nerves.<</if>>
<<if getSlave($AS).fetish != "mindbroken" && getSlave($AS).fuckdoll == 0>>
<<if getSlave($AS).devotion > 20>>
$He's overwhelmed with gratitude and thanks you profusely the first chance $he gets. $He follows the acclimation program diligently, doing $his best to learn how to be a good slave despite, or sometimes even because of, $his artificial arms and legs.
<<elseif $activeSlave.devotion >= -20>>
<<elseif getSlave($AS).devotion >= -20>>
$He's overwhelmed with gratitude in part because $he didn't think you'd do something like this for $him. $He thanks you profusely the first chance $he gets, and follows the acclimation program diligently, trying to deserve the expense you went to.
<<else>>
Despite $his hatred of you, $he can't help but notice that you clearly have a plan for $him that involves putting a good deal of value into $him. Your goals might not be $hers, but at least $he has an indication that you're not toying with $him.
......@@ -375,12 +377,12 @@ This room is lined with shelves and cabinets; it could be easily mistaken for a
<<case "sexPLimbs">>
<<set $prostheticsConfig = "main", $nextButton = "Continue", $nextLink = "Prosthetics Configuration">>
Attaching $his limbs is a simple procedure, you simply push a connector on each limb into the socket in $his implants until the lock engages.<<if $activeSlave.PLimb == 2>> $He jumps a bit as limbs connect to $his nerves.<</if>>
Attaching $his limbs is a simple procedure, you simply push a connector on each limb into the socket in $his implants until the lock engages.<<if getSlave($AS).PLimb == 2>> $He jumps a bit as limbs connect to $his nerves.<</if>>
While exiting the prosthetic lab $he is experimenting with $his new arms and legs.
<<if $activeSlave.fetish != "mindbroken" && $activeSlave.fuckdoll == 0>>
<<if $activeSlave.devotion <= 20>>
<<if getSlave($AS).fetish != "mindbroken" && getSlave($AS).fuckdoll == 0>>
<<if getSlave($AS).devotion <= 20>>
$He rapidly discovers that $his fingertips are now vibrators, and then makes a mess when $he figures out that $his hands can dispense lube without figuring out how to make them stop dispensing lube. $He's frustrated and frightened, realizing that even $his prosthetics are now customized to suit $his purpose as a human sex toy. $He knew $he was a toy before, but somehow, being a literal vibrator is a bit much for $him.
<<elseif $activeSlave.energy > 95>>
<<elseif getSlave($AS).energy > 95>>
Since $he's a nympho, $he discovers $his new sexual functions in a hurry. They trigger in part is based on arousal, and $he's never not aroused, so they activate one by one as $he leaves the surgery. The vibration, lube, and other dirty functions surprise $him, and it takes $him a moment to realize what's going on, but $he begins to breathe hard when $he understands.
<<else>>
$He discovers $his sexy new functions one by one. The vibration, lube, and other dirty functions surprise $him, and it takes $him a moment to realize what's going on, but $he begins to shake with amusement when $he understands. $He heads off to try them out.
......@@ -389,25 +391,25 @@ This room is lined with shelves and cabinets; it could be easily mistaken for a
<<case "beautyPLimbs">>
<<set $prostheticsConfig = "main", $nextButton = "Continue", $nextLink = "Prosthetics Configuration">>
Attaching $his limbs is a simple procedure, you simply push a connector on each limb into the socket in $his implants until the lock engages.<<if $activeSlave.PLimb == 2>> $He jumps a bit as limbs connect to $his nerves.<</if>> $He exits the prosthetic lab <<if canSee($activeSlave)>>marveling at the beautiful, natural appearance of $his new arms and legs<<else>>thanking you for $his new arms and legs, unaware of how natural they look<</if>>.
<<if $activeSlave.fetish != "mindbroken" && $activeSlave.fuckdoll == 0>>
<<if $activeSlave.devotion <= 20>>
If $he doubts that you have some sort of long term plan for $him, all $he has to do is <<if canSee($activeSlave)>>look down and examine<<else>>feel<</if>> $his elegant, natural prosthetics, which are often mistaken for the genuine article. Even $he makes the mistake at times as $he gets used to them.
<<elseif $activeSlave.skill.entertainment >= 100>>
Attaching $his limbs is a simple procedure, you simply push a connector on each limb into the socket in $his implants until the lock engages.<<if getSlave($AS).PLimb == 2>> $He jumps a bit as limbs connect to $his nerves.<</if>> $He exits the prosthetic lab <<if canSee(getSlave($AS))>>marveling at the beautiful, natural appearance of $his new arms and legs<<else>>thanking you for $his new arms and legs, unaware of how natural they look<</if>>.
<<if getSlave($AS).fetish != "mindbroken" && getSlave($AS).fuckdoll == 0>>
<<if getSlave($AS).devotion <= 20>>
If $he doubts that you have some sort of long term plan for $him, all $he has to do is <<if canSee(getSlave($AS))>>look down and examine<<else>>feel<</if>> $his elegant, natural prosthetics, which are often mistaken for the genuine article. Even $he makes the mistake at times as $he gets used to them.
<<elseif getSlave($AS).skill.entertainment >= 100>>
Since $he's a masterful entertainer, $he knows multiple styles of dance, though $his straightforward modern prosthetics never allowed $him to be anything more than a mechanically competent dancer. $He finds that $he has far better balance now, in addition to looking more natural. Before long, $he goes //en pointe// and holds the position, before collapsing in a heap. It soon becomes apparent that this wasn't due to clumsiness: $he's sobbing so hard $he can barely breathe. $He thanks you profusely the next time $he sees you, eyes still puffy with tears of joy.
<<else>>
When $he first <<if canSee($activeSlave)>>catches sight of $himself in a mirror<<else>>runs a new finger over $his natural feeling skin<</if>>, $he begins to cry. Terribly complex emotions war across $his face: gratitude, joy, regret, and something undefinable. Blinking, $he uses newly elegant fingertips to trace the scarcely visible seams where $his artificial and natural skin meet. $He thanks you profusely the next time $he sees you, eyes still puffy with tears.
When $he first <<if canSee(getSlave($AS))>>catches sight of $himself in a mirror<<else>>runs a new finger over $his natural feeling skin<</if>>, $he begins to cry. Terribly complex emotions war across $his face: gratitude, joy, regret, and something undefinable. Blinking, $he uses newly elegant fingertips to trace the scarcely visible seams where $his artificial and natural skin meet. $He thanks you profusely the next time $he sees you, eyes still puffy with tears.
<</if>>
<</if>>
<<case "combatPLimbs">>
<<set $prostheticsConfig = "main", $nextButton = "Continue", $nextLink = "Prosthetics Configuration">>
Attaching $his limbs is a simple procedure, you simply push a connector on each limb into the socket in $his implants until the lock engages.<<if $activeSlave.PLimb == 2>> $He jumps a bit as limbs connect to $his nerves.<</if>> While exiting the prosthetic lab $he is wondering over the bulky <<if canSee($activeSlave)>>appearance<<else>>weight<</if>> of $his reinforced arms and legs.
<<if $activeSlave.fetish != "mindbroken" && $activeSlave.fuckdoll == 0>>
<<if $activeSlave.devotion <= 20>>
Attaching $his limbs is a simple procedure, you simply push a connector on each limb into the socket in $his implants until the lock engages.<<if getSlave($AS).PLimb == 2>> $He jumps a bit as limbs connect to $his nerves.<</if>> While exiting the prosthetic lab $he is wondering over the bulky <<if canSee(getSlave($AS))>>appearance<<else>>weight<</if>> of $his reinforced arms and legs.
<<if getSlave($AS).fetish != "mindbroken" && getSlave($AS).fuckdoll == 0>>
<<if getSlave($AS).devotion <= 20>>
$He's frightened, once $he discovers what $he can do, and what $he is. $His integral weapons are locked out by the arcology systems, for now, but $he quickly realizes what they are. $He is not, to say the least, thrilled by the revelation that $he is now a living weapon, and is kept awake by thoughts of what you might be planning for $him.
<<elseif ($activeSlave.skill.combat == 1) && ($activeSlave.devotion > 75)>>
$He leaves the prosthetic lab with a purpose, $his footsteps a bit heavier than before. $He heads down to the armory's range, still naked, and when $he gets there, $he places $his dominant hand over $his thigh on that side. It folds open, revealing a handgun, which $he draws and empties into a <<if canSee($activeSlave)>>target<<else>>beeping target<</if>>; as $he fires the last rounds, $he uses $his off hand to reach down to that thigh, which folds open and reveals spare magazines. $He knows that $his prosthetics are a wash, at best, in terms of actual combat effectiveness; they'll never match the reliability and dexterity of the genuine article. But $he thinks they are //cool.//
<<elseif (getSlave($AS).skill.combat == 1) && (getSlave($AS).devotion > 75)>>
$He leaves the prosthetic lab with a purpose, $his footsteps a bit heavier than before. $He heads down to the armory's range, still naked, and when $he gets there, $he places $his dominant hand over $his thigh on that side. It folds open, revealing a handgun, which $he draws and empties into a <<if canSee(getSlave($AS))>>target<<else>>beeping target<</if>>; as $he fires the last rounds, $he uses $his off hand to reach down to that thigh, which folds open and reveals spare magazines. $He knows that $his prosthetics are a wash, at best, in terms of actual combat effectiveness; they'll never match the reliability and dexterity of the genuine article. But $he thinks they are //cool.//
<<else>>
$He has mixed feelings about what $he soon discovers. $He's a living weapon now, and has to live with the constant knowledge that $he can incapacitate or kill with nothing more than what's contained within $his arms and legs. $He's touched, though, by the tremendous trust this shows. $He knows that the arcology would instantly lock out $his weapons if $he were to misbehave, but $he's still affected.
<</if>>
......@@ -415,12 +417,12 @@ This room is lined with shelves and cabinets; it could be easily mistaken for a
<<case "cyberPLimbs">>
<<set $prostheticsConfig = "main", $nextButton = "Continue", $nextLink = "Prosthetics Configuration">>
Attaching $his limbs is a simple procedure, you simply push a connector on each limb into the socket in $his implants until the lock engages.<<if $activeSlave.PLimb == 2>> $He jumps a bit as limbs connect to $his nerves.<</if>> $He exits the prosthetic lab marveling <<if canSee($activeSlave)>>at the shiny artificial skin of $his new arms and legs<<else>>at the feel of the artificial skin of $his new arms and legs under $his new fingers<</if>>.
<<if $activeSlave.fetish != "mindbroken" && $activeSlave.fuckdoll == 0>>
<<if $activeSlave.devotion <= 20>>
Attaching $his limbs is a simple procedure, you simply push a connector on each limb into the socket in $his implants until the lock engages.<<if getSlave($AS).PLimb == 2>> $He jumps a bit as limbs connect to $his nerves.<</if>> $He exits the prosthetic lab marveling <<if canSee(getSlave($AS))>>at the shiny artificial skin of $his new arms and legs<<else>>at the feel of the artificial skin of $his new arms and legs under $his new fingers<</if>>.
<<if getSlave($AS).fetish != "mindbroken" && getSlave($AS).fuckdoll == 0>>
<<if getSlave($AS).devotion <= 20>>
$He's frightened, once $he discovers what $he can do, and what $he is. $His cybernetic limbs are restricted by the arcology systems, for now, but $he quickly realizes what they are. $He is not, to say the least, thrilled by the revelation that $he is now a living weapon, and is kept awake by thoughts of what you might be planning for $him.
<<elseif ($activeSlave.skill.combat == 1) && ($activeSlave.devotion > 75)>>
$He leaves the surgery with a purpose, $his footsteps a bit heavier than before. $He heads down to the armory's range, still naked, and when $he gets there, $he places $his dominant hand over $his thigh on that side. It folds open, revealing a handgun, which $he draws and empties into a <<if canSee($activeSlave)>>target<<else>>beeping target<</if>>; as $he fires the last rounds, $he uses $his off hand to reach down to that thigh, which folds open and reveals spare magazines. $He knows that $his prosthetics will enhance $his combat effectiveness and $he thinks they are //cool.//
<<elseif (getSlave($AS).skill.combat == 1) && (getSlave($AS).devotion > 75)>>
$He leaves the surgery with a purpose, $his footsteps a bit heavier than before. $He heads down to the armory's range, still naked, and when $he gets there, $he places $his dominant hand over $his thigh on that side. It folds open, revealing a handgun, which $he draws and empties into a <<if canSee(getSlave($AS))>>target<<else>>beeping target<</if>>; as $he fires the last rounds, $he uses $his off hand to reach down to that thigh, which folds open and reveals spare magazines. $He knows that $his prosthetics will enhance $his combat effectiveness and $he thinks they are //cool.//
<<else>>
$He has mixed feelings about what $he soon discovers. $He's a living weapon now, and has to live with the constant knowledge that $he can incapacitate or kill with nothing more than $his arms and legs themselves. $He's touched, though, by the tremendous trust this shows. $He knows that the arcology would instantly lock out $his limbs if $he were to misbehave, but $he's still affected.
<</if>>
......@@ -429,18 +431,18 @@ This room is lined with shelves and cabinets; it could be easily mistaken for a
<<case "removeLimbs">>
<<set $prostheticsConfig = "main", $nextButton = "Continue", $nextLink = "Prosthetics Configuration">>
Due to built-in safeties it is necessary to remove each limb separately, first releasing the lock and then waiting for automated seal release.<br>
<<if ($activeSlave.devotion > 20)>>
You instruct $him to lie down on the table and proceed to remove $his limbs. $He <<if canSee($activeSlave)>>watches<<elseif canHear($activeSlave)>>listens<<else>>waits<</if>> with interest as you work.<<if ($activeSlave.devotion > 50)>> As you remove the last limb $he playfully wiggles $his stumps at you.<</if>>
<<if (getSlave($AS).devotion > 20)>>
You instruct $him to lie down on the table and proceed to remove $his limbs. $He <<if canSee(getSlave($AS))>>watches<<elseif canHear(getSlave($AS))>>listens<<else>>waits<</if>> with interest as you work.<<if (getSlave($AS).devotion > 50)>> As you remove the last limb $he playfully wiggles $his stumps at you.<</if>>
<<else>>
You order $him to lie down on the table and proceed to remove $his limbs. $He <<if canSee($activeSlave)>>watches<<elseif canHear($activeSlave)>>listens<<else>>waits<</if>> with a bitter expression as you work.
You order $him to lie down on the table and proceed to remove $his limbs. $He <<if canSee(getSlave($AS))>>watches<<elseif canHear(getSlave($AS))>>listens<<else>>waits<</if>> with a bitter expression as you work.
<</if>>
*/
<<case "hearing">>
<<set $prostheticsConfig = "main", $nextButton = "Continue", $nextLink = "Prosthetics Configuration">>
<<if $activeSlave.hears == 0>>
<<if getSlave($AS).hears == 0>>
$He tilts $his head as $his hearing returns.
<<elseif $activeSlave.hears == -1>>
<<elseif getSlave($AS).hears == -1>>
$He shakes $his head as $his hearing becomes muffled.
<<else>>
$He has a panicked expression when $his hearing is suddenly silenced.
......@@ -448,33 +450,33 @@ This room is lined with shelves and cabinets; it could be easily mistaken for a
<<case "voice">>
<<set $prostheticsConfig = "main", $nextButton = "Continue", $nextLink = "Prosthetics Configuration">>
<<if $activeSlave.voice == 0>>
<<if getSlave($AS).voice == 0>>
$He tries testing out $his new voice, only to discover $he's been made mute.
<<elseif $activeSlave.voice == 1>>
$He tests out the <<if canHear($activeSlave)>>sound<<else>>feeling<</if>> of $his new, deep voice.
<<elseif $activeSlave.voice == 2>>
$He tests out the <<if canHear($activeSlave)>>sound<<else>>feeling<</if>> of $his new, normal voice.
<<elseif $activeSlave.voice == 3>>
$He tests out the <<if canHear($activeSlave)>>sound<<else>>feeling<</if>> of $his new, high voice.
<<elseif getSlave($AS).voice == 1>>
$He tests out the <<if canHear(getSlave($AS))>>sound<<else>>feeling<</if>> of $his new, deep voice.
<<elseif getSlave($AS).voice == 2>>
$He tests out the <<if canHear(getSlave($AS))>>sound<<else>>feeling<</if>> of $his new, normal voice.
<<elseif getSlave($AS).voice == 3>>
$He tests out the <<if canHear(getSlave($AS))>>sound<<else>>feeling<</if>> of $his new, high voice.
<</if>>
<<case "detachTail">>
<<set $prostheticsConfig = "main", $nextButton = "Continue", $nextLink = "Prosthetics Configuration">>
<<set $activeSlave.tail = "none", $activeSlave.tailShape = "none", $activeSlave.tailColor = "none">>
<<set getSlave($AS).tail = "none", getSlave($AS).tailShape = "none", getSlave($AS).tailColor = "none">>
You send the release signal and the mechanical lock disengages allowing the artificial tail to pop right off.
<<case "attachTail">>
<<set $prostheticsConfig = "main", $nextButton = "Continue", $nextLink = "Prosthetics Configuration">>
Attaching $his tail is a simple procedure, you simply push the connector into a socket, right where $his tailbone ends, until the lock engages.<br>
When you are done, $he looks back and
<<if $activeSlave.tailShape == "neko">>sways $his tail side to side enigmatically.
<<elseif $activeSlave.tailShape == "inu">>wags $his tail side to side energetically.
<<elseif $activeSlave.tailShape == "kit">>slowly sways $his tail feeling the soft fur brush against $his skin.
<<elseif $activeSlave.tailShape == "kitsune">>slowly sways $his tails luxuriating in the incredibly soft, fluffy fur brushing against $his skin.
<<elseif $activeSlave.tailShape == "tanuki">>admires $his long, thick fluffy tail.
<<elseif $activeSlave.tailShape == "ushi">>swats $himself playfully.
<<elseif $activeSlave.tail == "combat">>experimentally whips the long tail side to side then takes aim at a prepared fruit, lashes out with blinding speed and smiles as it explodes into chunks.
<<elseif $activeSlave.tail == "sex">>accidentally engages the vibrating and lube functions, startling $him and making quite a mess.
<<if getSlave($AS).tailShape == "neko">>sways $his tail side to side enigmatically.
<<elseif getSlave($AS).tailShape == "inu">>wags $his tail side to side energetically.
<<elseif getSlave($AS).tailShape == "kit">>slowly sways $his tail feeling the soft fur brush against $his skin.
<<elseif getSlave($AS).tailShape == "kitsune">>slowly sways $his tails luxuriating in the incredibly soft, fluffy fur brushing against $his skin.
<<elseif getSlave($AS).tailShape == "tanuki">>admires $his long, thick fluffy tail.
<<elseif getSlave($AS).tailShape == "ushi">>swats $himself playfully.
<<elseif getSlave($AS).tail == "combat">>experimentally whips the long tail side to side then takes aim at a prepared fruit, lashes out with blinding speed and smiles as it explodes into chunks.
<<elseif getSlave($AS).tail == "sex">>accidentally engages the vibrating and lube functions, startling $him and making quite a mess.
<<else>>admires $his new tail.
<</if>>
......@@ -483,58 +485,58 @@ This room is lined with shelves and cabinets; it could be easily mistaken for a
<span id="attach">
<<set _first = 1>>
/*TODO save .legsTat and .armsTat / link them to prosthetic*/
/* <<if getLeftArmID($activeSlave) !== 2 && isProstheticAvailable($activeSlave, "basicL")) != -1>>
/* <<if getLeftArmID(getSlave($AS)) !== 2 && isProstheticAvailable(getSlave($AS), "basicL")) != -1>>
<<if _first>>
<br><br>Since you already have prepared limbs for $him you might as well attach them while you are working on $him:<br>
<<set _first = 0>>
<</if>>
<<link "Attach <<= addA(setup.prosthetics.basicL.name)>>">>
<<set removeLimbs($activeSlave, "all"), attachLimbs($activeSlave, "all", 2), $prostheticsConfig = "basicPLimbs">>
<<set removeLimbs(getSlave($AS), "all"), attachLimbs(getSlave($AS), "all", 2), $prostheticsConfig = "basicPLimbs">>
<<replace #attach>><br><br><<include "Prosthetics Configuration">><<set $nextLink = "Remote Surgery">><</replace>>
<</link>>
<br>
<</if>>
<<if getLeftArmID($activeSlave) !== 3 && isProstheticAvailable($activeSlave, "sexL"))>>
<<if getLeftArmID(getSlave($AS)) !== 3 && isProstheticAvailable(getSlave($AS), "sexL"))>>
<<if _first>>
<br><br>Since you already have prepared limbs for $him you might as well attach them while you are working on $him:<br>
<<set _first = 0>>
<</if>>
<<link "Attach <<= addA(setup.prosthetics.sexL.name)>>">>
<<set removeLimbs($activeSlave, "all"), attachLimbs($activeSlave, "all", 3), $prostheticsConfig = "sexPLimbs">>
<<set removeLimbs(getSlave($AS), "all"), attachLimbs(getSlave($AS), "all", 3), $prostheticsConfig = "sexPLimbs">>
<<replace #attach>><br><br><<include "Prosthetics Configuration">><<set $nextLink = "Remote Surgery">><</replace>>
<</link>>
<br>
<</if>>
<<if getLeftArmID($activeSlave) !== 4 && isProstheticAvailable($activeSlave, "beautyL")>>
<<if getLeftArmID(getSlave($AS)) !== 4 && isProstheticAvailable(getSlave($AS), "beautyL")>>
<<if _first>>
<br><br>Since you already have prepared limbs for $him you might as well attach them while you are working on $him:<br>
<<set _first = 0>>
<</if>>
<<link "Attach <<= addA(setup.prosthetics.beautyL.name)>>">>
<<set removeLimbs($activeSlave, "all"), attachLimbs($activeSlave, "all", 4), $prostheticsConfig = "beautyPLimbs">>
<<set removeLimbs(getSlave($AS), "all"), attachLimbs(getSlave($AS), "all", 4), $prostheticsConfig = "beautyPLimbs">>
<<replace #attach>><br><br><<include "Prosthetics Configuration">><<set $nextLink = "Remote Surgery">><</replace>>
<</link>>
<br>
<</if>>
<<if getLeftArmID($activeSlave) !== 5 && isProstheticAvailable($activeSlave, "combatL")>>
<<if getLeftArmID(getSlave($AS)) !== 5 && isProstheticAvailable(getSlave($AS), "combatL")>>
<<if _first>>
<br><br>Since you already have prepared limbs for $him you might as well attach them while you are working on $him:<br>
<<set _first = 0>>
<</if>>
<<link "Attach <<= addA(setup.prosthetics.combatL.name)>>">>
<<set removeLimbs($activeSlave, "all"), attachLimbs($activeSlave, "all", 5), $prostheticsConfig = "combatPLimbs">>
<<set removeLimbs(getSlave($AS), "all"), attachLimbs(getSlave($AS), "all", 5), $prostheticsConfig = "combatPLimbs">>
<<replace #attach>><br><br><<include "Prosthetics Configuration">><<set $nextLink = "Remote Surgery">><</replace>>
<</link>>
<br>
<</if>>
<<if getLeftArmID($activeSlave) !== 6 && isProstheticAvailable($activeSlave, "cyberneticL")>>
<<if $activeSlave.PLimb == 2>>
<<if getLeftArmID(getSlave($AS)) !== 6 && isProstheticAvailable(getSlave($AS), "cyberneticL")>>
<<if getSlave($AS).PLimb == 2>>
<<if _first>>
<br><br>Since you already have prepared limbs for $him you might as well attach them while you are working on $him:<br>
<<set _first = 0>>
<</if>>
<<link "Attach <<= addA(setup.prosthetics.cyberneticL.name)>>" "Prosthetics Configuration">>
<<set removeLimbs($activeSlave, "all"), attachLimbs($activeSlave, "all", 6), $prostheticsConfig = "cyberPLimbs">>
<<set removeLimbs(getSlave($AS), "all"), attachLimbs(getSlave($AS), "all", 6), $prostheticsConfig = "cyberPLimbs">>
<<replace #attach>><br><br><<include "Prosthetics Configuration">><<set $nextLink = "Remote Surgery">><</replace>>
<</link>>
<</if>>
......
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