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Commit 52dde0b3 authored by Pregmodder's avatar Pregmodder
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Merge branch 'SecExp' into 'Hexall90's_SecurityExpansion_Mod'

Sec exp

See merge request pregmodfan/fc-pregmod!1038
parents 09c0f7cd c76e7144
Branches Hexall90's_SecurityExpansion_Mod
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...@@ -8,7 +8,7 @@ The mercenaries you retain to protect $arcologies[0].name are housed in this sec ...@@ -8,7 +8,7 @@ The mercenaries you retain to protect $arcologies[0].name are housed in this sec
<<else>> <<else>>
they don't resent an unannounced visit from their employer. they don't resent an unannounced visit from their employer.
<</if>> <</if>>
As you enter the main bay of the armoury, lined with modern arms and armor and a few muscular, scarred men and women looking after their gear or suiting up to stand post, you're greeted respectfully, with<<if $personalArms > 0 && $invasionVictory > 0>> jaunty salutes and<</if>> formal <<if $PC.title == 1>>"Sir"s.<<else>>"Ma'am"s<</if>><<if $personalArms > 0 && $invasionVictory > 0>>, but also with smiles and nods<</if>>. As you enter the main bay of the armory, lined with modern arms and armor and a few muscular, scarred men and women looking after their gear or suiting up to stand post, you're greeted respectfully, with<<if $personalArms > 0 && $invasionVictory > 0>> jaunty salutes and<</if>> formal <<if $PC.title == 1>>"Sir"s.<<else>>"Ma'am"s<</if>><<if $personalArms > 0 && $invasionVictory > 0>>, but also with smiles and nods<</if>>.
<<if $mercenaries >= 3>> <<if $mercenaries >= 3>>
Though few of the mercenaries are visible, Though few of the mercenaries are visible,
<<if $mercenaries >= 5>> <<if $mercenaries >= 5>>
...@@ -139,7 +139,7 @@ You head up a deck, to the staff area, and up one more, to look into the living ...@@ -139,7 +139,7 @@ You head up a deck, to the staff area, and up one more, to look into the living
<br><br> <br><br>
<<link "Decommission the armoury and return this sector to manufacturing">> <<link "Decommission the armory and return this sector to manufacturing">>
<<set $barracks = 0>> <<set $barracks = 0>>
<<for _i = 0; _i < $sectors.length; _i++>> <<for _i = 0; _i < $sectors.length; _i++>>
<<if $sectors[_i].type == "Barracks">><<set $sectors[_i].type = "Manufacturing">><<break>><</if>> <<if $sectors[_i].type == "Barracks">><<set $sectors[_i].type = "Manufacturing">><<break>><</if>>
......
...@@ -80,7 +80,7 @@ if(!Macro.has('sectorblock')) { ...@@ -80,7 +80,7 @@ if(!Macro.has('sectorblock')) {
Sweatshops: { base: 'Manufacturing' }, Sweatshops: { base: 'Manufacturing' },
weapManu: { base: 'weaponsManufacturing', name: 'Weapons manufacturing', cls: 'weapManu' }, weapManu: { base: 'weaponsManufacturing', name: 'Weapons manufacturing', cls: 'weapManu' },
transportHub: { base: 'transportHub', name: 'Transport Hub', cls: 'transportHub' }, transportHub: { base: 'transportHub', name: 'Transport Hub', cls: 'transportHub' },
Barracks: { base: 'Barracks', name: 'Armoury' }, Barracks: { base: 'Barracks', name: 'Armory' },
/* speciality shop types */ /* speciality shop types */
'Subjugationist': { base: 'Shops', name: 'Subjugationist Shops', cls: 'FSShops' }, 'Subjugationist': { base: 'Shops', name: 'Subjugationist Shops', cls: 'FSShops' },
'Supremacist': { base: 'Shops', name: 'Supremacist Shops', cls: 'FSShops' }, 'Supremacist': { base: 'Shops', name: 'Supremacist Shops', cls: 'FSShops' },
......
...@@ -17,11 +17,20 @@ ...@@ -17,11 +17,20 @@
<</if>> <</if>>
<br>[[Have as much sex with your slaves as possible|Main][$personalAttention = "sex", $personalAttentionChanged = 1]] <br>[[Have as much sex with your slaves as possible|Main][$personalAttention = "sex", $personalAttentionChanged = 1]]
<<if $proclamationsCooldown == 0 && $secExp == 1>> <<if $proclamationsCooldown == 0 && $secExp == 1>>
<br>[[Issue a proclamation|proclamations]]<br><br> <br>[[Issue a proclamation|proclamations]]
<br>
<br>
<<elseif $secExp == 1>> <<elseif $secExp == 1>>
<br>It's too early to issue another proclamation. Another will be available in <<if $proclamationsCooldown == 1>> one week.<<else>> $proclamationsCooldown weeks.<</if>><br><br> <br>It's too early to issue another proclamation. Another will be available in <<if $proclamationsCooldown == 1>> one week.<<else>> $proclamationsCooldown weeks.<</if>>
<br>
<br>
<<else>>
<br>
<br>
<</if>> <</if>>
<<if $PC.trading >= 100>> <<if $PC.trading >= 100>>
//You are a master trader.// //You are a master trader.//
<<else>> <<else>>
......
...@@ -239,13 +239,13 @@ securityForceX ...@@ -239,13 +239,13 @@ securityForceX
/* If focus is secure trade, 95% of the above is added to the players rep/prosperity. Else, 25%. */ /* If focus is secure trade, 95% of the above is added to the players rep/prosperity. Else, 25%. */
<<if $securityForceFocus == "secure">> <<if $securityForceFocus == "secure">>
<<set $rep += (Math.trunc($rep*($securityForceTrade*0.95)))>> <<set $rep += (Math.trunc($rep*($securityForceTrade*0.95)))>>
<<set $arcologies[0].prosperity += (Math.trunc($arcologies[0].prosperity*($securityForceTrade*0.95)))>> <<set $arcologies[0].prosperity = (Math.trunc($arcologies[0].prosperity*($securityForceTrade*0.95)))>>
<<elseif $securityForceFocus == "recruit">> <<elseif $securityForceFocus == "recruit">>
<<set $rep += (Math.trunc($rep*($securityForceTrade*0.25)))>> <<set $rep += (Math.trunc($rep*($securityForceTrade*0.25)))>>
<<set $arcologies[0].prosperity += (Math.trunc($arcologies[0].prosperity*($securityForceTrade*0.25)))>> <<set $arcologies[0].prosperity = (Math.trunc($arcologies[0].prosperity*($securityForceTrade*0.25)))>>
<<elseif $securityForceFocus == "raiding">> <<elseif $securityForceFocus == "raiding">>
<<set $rep += (Math.trunc($rep*($securityForceTrade*0.25)))>> <<set $rep += (Math.trunc($rep*($securityForceTrade*0.25)))>>
<<set $arcologies[0].prosperity += (Math.trunc($arcologies[0].prosperity*($securityForceTrade*0.25)))>> <<set $arcologies[0].prosperity = (Math.trunc($arcologies[0].prosperity*($securityForceTrade*0.25)))>>
<</if>> <</if>>
/* If the rep or prosperity is now above the cap, set it to the cap. */ /* If the rep or prosperity is now above the cap, set it to the cap. */
......
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