diff --git a/src/js/generateMarketSlave.js b/src/js/generateMarketSlave.js index 27fe36e7f74e64745d13f6198241bc2bb8e72ed7..2ff16a01aeff0eba360961c1fa4777da730fce6e 100644 --- a/src/js/generateMarketSlave.js +++ b/src/js/generateMarketSlave.js @@ -2064,7 +2064,11 @@ window.generateMarketSlave = function(market = "kidnappers", numArcology = 1) { } } V.oneTimeDisableDisability = 1; - V.activeSlave = GenerateNewSlave(); + if (V.seeDicks === 0) { + V.activeSlave = GenerateNewSlave("XX"); + } else { + V.activeSlave = GenerateNewSlave("XY"); + } criminal = setup.gangCriminalPool.random(); diff --git a/src/pregmod/criminalMarkets.tw b/src/pregmod/criminalMarkets.tw index 08691a989213acc88ec8616b63148a7ba090bbc7..b87a32a0bfaf3557d8c78cd2363273305428ce3a 100644 --- a/src/pregmod/criminalMarkets.tw +++ b/src/pregmod/criminalMarkets.tw @@ -13,13 +13,13 @@ You board the transport to a small prison on the edge of the city spanning from the foot of your arcology with the appearance of an old world police station. You arrive inside and are met by a cute receptionist, asking why one such as yourself would visit such a place. With formalities out of the way, the head of the station is called and arrives shortly. "Well now, didn't expect to see you here. Came to pick up a criminal and give them a chance at not being a menial?" You are then led further into the station and into the prisoners' quarters; most of them appear downcast and dismal, but some look up to see what the commotion is about. "You! Come here! This fine <<if $PC.title == 1>>lady<<else>>gentleman<</if>> wants to take a look, so be on your best behavior!" the head calls out, bringing one of the criminals close enough to be inspected. -<<case "gangs and smugglers">> /* males only */ +<<case "gangs and smugglers">> /* males only, or females only if $seeDicks == 0 */ a large gray prison at the edge of the Free City as word of your approach is sent ahead. The visage of the prison itself is a grim one, enclosed by a large gray concrete fence with electrified barbed wire coiled at the top. As the vehicle rolls to a stop before a large gate, the guard in control of the gate operates a board of buttons and levers, promptly opening it so it may continue. "Stay on the road," he respectfully advises, a final remark before letting your driver carry on. Beyond the fence is an array of guard towers manned with drones for 24/7 surveillance, giving you a clear idea of what was to happen if you were not to heed the guard's words and decided to wander off from the group. <br><br> Your destination at the end of the road is a garage, where upon your disembarking, no less than 4 heavily armored guards with electric batons at their sides come to greet you. You could almost mistake them for unmanned drones had they not start speaking. "We've been expecting you; please follow us. We house some dangerous individuals in our establishment and we need to keep you safe." You accept their advice and enter the premises. <br><br> - You are met with a dimly lit concrete hallway as you enter, only for it to open up to a multi-floor prison that had placed its prisoners underground for the most part<<if $PC.title == 0 || $PC.boobsBonus > 1 || $PC.butt > 1>>, where you are met with a hailstorm of whistles, cheers and other catcalls<</if>>. You come to a bridge and look down to see its inhabitants, hard criminals that are coming together for a meal. You watch a fight break out at one point and an armored guard quickly step in and apply his baton to the offenders, coupled with a loud zap that silences the entire area. Around your level, you see the better stock: the attractive prisoners one would show to an interested customer. + You are met with a dimly lit concrete hallway as you enter, only for it to open up to a multi-floor prison that had placed its prisoners underground for the most part<<if ($PC.title == 0 || $PC.boobsBonus > 1 || $PC.butt > 1) && $seeDicks > 0>>, where you are met with a hailstorm of whistles, cheers and other catcalls<</if>>. You come to a bridge and look down to see its inhabitants, hard criminals that are coming together for a meal. You watch a fight break out at one point and an armored guard quickly step in and apply his baton to the offenders, coupled with a loud zap that silences the entire area. Around your level, you see the better stock: the attractive prisoners one would show to an interested customer. <br><br> You finally reach the warden's office, "Welcome <<if $PC.title == 1>>Mister<<else>>Miss<</if>> <<= PlayerName()>>, I never thought my prison could have turned to a trade such as this, but times are hard." He beckons you to the seat opposite him, "but I'm not one to complain when an opportunity such as this comes my way." He motions to his guards to bring in a select stock for your perusal. "We house some tough nuts in this establishment, but if you believe you can capitalize on these criminals, we'll be happy to have you take them off our hands." The guard returns with a convict ready to be sold.