diff --git a/src/SpecialForce/SpecialForce.js b/src/SpecialForce/SpecialForce.js index a513e6995b952043bd768e2b99fc87cee0c5c34a..bf456619ec790bb3c242d750ea5c590359011107 100644 --- a/src/SpecialForce/SpecialForce.js +++ b/src/SpecialForce/SpecialForce.js @@ -4,7 +4,7 @@ App.SF.Init = function() { if (V.SF.Depravity === undefined || V.SF.Depravity === 0) { Object.assign(V.SF, { - Active:2, Depravity:0, Size:0, Upgrade:0, Gift:0, + Depravity:0, Size:0, Upgrade:0, Gift:0, UC:{Assign:0, Lock:0, num:0}, ROE:"hold", Target:"recruit", Regs:"strict", Caps:"The Special Force", Lower:"the special force", Subsidy:1, Squad:{ @@ -18,6 +18,7 @@ App.SF.Init = function() { TotalMenials:0, Mercs:0, TotalMercs:0 } }); + if (V.SF.Toggle > 0) V.SF.Active = 2; //V.arcologies[0].SFRaid = 1; V.arcologies[0].SFRaidTarget = -1; } if (typeof V.SF.MercCon === "undefined") { @@ -181,15 +182,15 @@ App.SF.BC = function() { } else { App.SF.Init(); } - } else if (typeof V.SF === "object" && V.SF.Toggle > 0) { + } else if (typeof V.SF === "object") { if (V.SF.MercCon && V.SF.MercCon.View) delete V.SF.MercCon.View; if (V.SF.UC === undefined) { if (V.SF.SpecOps !== undefined && V.SF.SpecOpsLock !== undefined) { V.SF.UC = {Assign:V.SF.SpecOps, Lock:V.SF.SpecOpsLock}; - delete V.SF.SpecOps; delete V.SF.SpecOpsLock; } else { V.SF.UC = {Assign:0, Lock:0}; } + delete V.SF.SpecOps; delete V.SF.SpecOpsLock; } if (V.SF.UC.num === undefined) V.SF.UC.num = V.SFUC || 0; delete V.SFUC; if (V.SF.Active === -1) App.SF.Init(); @@ -1334,7 +1335,7 @@ App.SF.Count = function() { T.NY = S.AircraftCarrier + S.Sub + S.HAT; T.Base += T.NY; T.NYU = T.ACU + T.SubU + T.HATU; T.max += T.NYU; } - V.SF.Size = T.Base; V.SF.Size = C(V.SF.Size, 1, T.max); T.T1 = 0; + V.SF.Size = T.Base; V.SF.Size = C(V.SF.Size, 0, T.max); T.T1 = 0; if (E > 100) { T.Env = 4; diff --git a/src/SpecialForce/Upgrades.tw b/src/SpecialForce/Upgrades.tw index 2715f3ec8693d4c03ad5f6ba1338a859252f80ca..b9b91790c0a8d8dfc481d1f761f59f1c550c4159 100644 --- a/src/SpecialForce/Upgrades.tw +++ b/src/SpecialForce/Upgrades.tw @@ -1,173 +1,282 @@ :: Upgrades [nobr] +<br><br> +<<if $SF.Size !== _max>> + Total upgrade progress: <<print progress($SF.Size,_max)>> $SF.Size/_max(<<print ($SF.Size/_max).toFixed(2)*100>>%) <<if $SF.Size < 30>> <br>//<<print (30-$SF.Size )>> more upgrades is needed until the next tier unlocks.// <</if>> +<<else>> + There are no more upgrades available. +<</if>> - <br><br> <<if $SF.Size !== _max>> Total upgrade progress: <<print progress($SF.Size,_max)>> $SF.Size/_max(<<print ($SF.Size/_max).toFixed(2)*100>>%) <<if $SF.Size < 30>><br>//<<print (30-$SF.Size )>> more upgrades is needed until the next tier unlocks.//<</if>> - <<else>>There are no more upgrades available.<</if>> - <<if $SF.Upgrade > 0 && ($SF.Size !== _max)>> +<<if $SF.Upgrade > 0 && ($SF.Size !== _max)>> <<set _cost = Math.ceil(Math.abs($cash*.05*(1.25+($SF.Size/1000))))>> - <br>[[Re-unlock upgrading.|Firebase][$SF.Upgrade = 0,cashX(forceNeg(_cost), "specialForces")]] @@.red;<<print cashFormat(_cost)>>@@ <</if>> - <<if ($SF.Size < 30||$SF.Size !== _max) && $SF.Upgrade < 1>> - - <br>Which facility or equipment do you wish to upgrade this week? <br> - <<if $SF.Squad.Firebase < 5||_T1 && $SF.Squad.Firebase < _FU>> <br> - <<set _cF = App.SF.UpgradeCost(100000,$SF.Squad.Firebase)>> - <<if $cash >= _cF>> - [[Upgrade Firebase|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Firebase++, cashX(forceNeg(_cF), "specialForces")]] - <<else>>//Cannot afford to upgrade the Firebase.//<</if>> - //Costs @@.red;<<print cashFormat(_cF)>>@@// <span style="float:right;"> <<print progress($SF.Squad.Firebase)>> </span><br> - <<elseif $SF.Squad.Firebase === _FU>> <br>//The Firebase has been fully upgraded.//<br><</if>> - - <<if $SF.Squad.Armoury < 5||_T1 && $SF.Squad.Armoury < _AU>> <br> - <<set _cA = App.SF.UpgradeCost(40000,$SF.Squad.Armoury)>> - <<if $cash >= _cA>> - [[Upgrade Armory|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Armoury++, cashX(forceNeg(_cA), "specialForces")]] - <<else>>//Cannot afford to upgrade the Armory.//<</if>> - //Costs @@.red;<<print cashFormat(_cA)>>@@// <span style="float:right;"> <<print progress($SF.Squad.Armoury)>> </span><br> - <<elseif $SF.Squad.Armoury === _AU>> //The Armory has been fully upgraded.//<br><</if>> - - <<if $SF.Squad.Drugs < 5||_T1 && $SF.Squad.Drugs < _DrugsU>> <br> - <<set _cDrugs = App.SF.UpgradeCost(40000,$SF.Squad.Drugs)>> - <<if $cash >= _cDrugs>> - [[Upgrade Drug Lab|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Drugs++, cashX(forceNeg(_cDrugs), "specialForces")]] - <<else>>//Cannot afford to upgrade the Drug Lab.//<</if>> - //Costs @@.red;<<print cashFormat(_cDrugs)>>@@// <span style="float:right;"> <<print progress($SF.Squad.Drugs)>> </span><br> - <<elseif $SF.Squad.Drugs === _DrugsU>> //The Drug Lab has been fully upgraded.//<br><</if>> - - <<if $SF.Squad.Firebase >= 2 && ($SF.Squad.Drones < 5 ||_T1 && $SF.Squad.Drones < _DU)>> <br> - <<set _cDrones = App.SF.UpgradeCost(45000,$SF.Squad.Drones)>> - <<if $cash >= _cDrones>> - [[Upgrade Drone Bay|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Drones++, cashX(forceNeg(_cDrones), "specialForces")]] - <<else>>//Cannot afford to upgrade the Drone Bay.//<</if>> - //Costs @@.red;<<print cashFormat(_cDrones)>>@@// <span style="float:right;"> <<print progress($SF.Squad.Drones)>> </span><br><br> - <<elseif $SF.Squad.Drones === _DU>> //The Drone Bay has been fully upgraded.//<br><</if>> - - <<if $SF.Squad.Firebase >= 1 && $terrain !== "oceanic">><br>''Garage''<br> - <div style="margin-left:2em"><<if ($SF.Squad.AV < 5||_T1 && $SF.Squad.AV < _AVU)>> - <<set _cAV = App.SF.UpgradeCost(60000,$SF.Squad.AV)>> - <<if $cash >= _cAV>> - [[Upgrade Attack Vehicle Fleet|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.AV++, cashX(forceNeg(_cAV), "specialForces")]] - <<else>>//Cannot afford to upgrade the Attack Vehicle Fleet.//<</if>> - //Costs @@.red;<<print cashFormat(_cAV)>>@@// <span style="float:right;"><<print progress($SF.Squad.AV)>></span> - <<elseif $SF.Squad.AV === _AVU>> //The Attack Vehicle Fleet has been fully upgraded.//<br><</if>> - </div> + <br>[[Re-unlock upgrading.|Firebase][$SF.Upgrade = 0,cashX(-(_cost), "specialForces")]] @@.red;<<print cashFormat(_cost)>>@@ +<</if>> - <div style="margin-left:2em"><<if ($SF.Squad.TV < 5||_T1 && $SF.Squad.TV < _TVU)>> - <<set _cTV = App.SF.UpgradeCost(60000,$SF.Squad.TV)>> - <<if $cash >= _cTV>> - [[Upgrade Transport Vehicle Fleet|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.TV++, cashX(forceNeg(_cTV), "specialForces")]] - <<else>>//Cannot afford to upgrade Transport Vehicle Fleet.//<</if>> - //Costs @@.red;<<print cashFormat(_cTV)>>@@// <span style="float:right;"> <<print progress($SF.Squad.TV)>> </span> - <<elseif $SF.Squad.TV === _TVU>> //The Transport Vehicle Fleet has been fully upgraded.//<br><</if>> - </div> +<<if ($SF.Size < 30 || $SF.Size !== _max) && $SF.Upgrade < 1>> +<br>Which facility or equipment do you wish to upgrade this week? <br> - <div style="margin-left:2em"><<if _T1 && $SF.Squad.PGT < _PGTU>> - <<set _cPGT = App.SF.UpgradeCost(735000,$SF.Squad.PGT)>> - <<if $cash >= _cPGT>> - [[Upgrade Prototype Goliath tank|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.PGT++, cashX(forceNeg(_cPGT), "specialForces")]] - <<else>>//Cannot afford to upgrade Prototype Goliath Tank.//<</if>> - //Costs @@.red;<<print cashFormat(_cPGT)>>@@// <span style="float:right;"> <<print progress($SF.Squad.PGT)>> </span> - <<elseif $SF.Squad.PGT === _PGTU && $PC.warfare < 75>>//Your warfare skill is not high enough unlock the next upgrade.//<span style="float:right;"> <<print progress($SF.Squad.PGT)>> </span> - <<elseif $SF.Squad.PGT === _PGTU>> //The Prototype Goliath Tank has been fully upgraded.//<br><</if>></div><</if>> - - <<if $SF.Squad.Firebase >= 4>>''Hangar''<br> - <div style="margin-left:2em"><<if $SF.Squad.AA < 5||_T1 && $SF.Squad.AA < _AAU>> - <<set _cAA = App.SF.UpgradeCost(70000,$SF.Squad.AA)>> - <<if $cash >= _cAA>> - [[Upgrade Attack Aircraft Fleet|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.AA++, cashX(forceNeg(_cAA), "specialForces")]] - <<else>>//Cannot afford to upgrade Attack Aircraft Fleet.//<</if>> - //Costs @@.red;<<print cashFormat(_cAA)>>@@// <span style="float:right;"> <<print progress($SF.Squad.AA)>> </span> - <<elseif $SF.Squad.AA === _AAU>> //The Attack Aircraft Fleet has been fully upgraded.//<br><</if>> - </div> + <<if $SF.Squad.Firebase < 5||_T1 && $SF.Squad.Firebase < _FU>> + <<set _cF = App.SF.UpgradeCost(100000,$SF.Squad.Firebase)>> + <<if $cash >= _cF>> <br> + [[Upgrade Firebase|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Firebase++, cashX(-(_cF), "specialForces")]] + <<else>> + //Cannot afford to upgrade the Firebase.// + <</if>> + //Costs @@.red;<<print cashFormat(_cF)>>@@// <span style="float:right;"> <<print progress($SF.Squad.Firebase)>> </span> <br> + <<elseif $SF.Squad.Firebase === _FU>> + //The Firebase has been fully upgraded.// <br> + <</if>> - <div style="margin-left:2em"><<if $SF.Squad.TA < 5||_T1 && $SF.Squad.TA < _TAU>> - <<set _cTA = App.SF.UpgradeCost(70000,$SF.Squad.TA)>> - <<if $cash >= _cTA>> - [[Upgrade Transport Aircraft Fleet|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.TA++, cashX(forceNeg(_cTA), "specialForces")]] - <<else>>//Cannot afford to upgrade the Transport Aircraft Fleet.//<</if>> - //Costs @@.red;<<print cashFormat(_cTA)>>@@// <span style="float:right;"> <<print progress($SF.Squad.TA)>> </span> - <<elseif $SF.Squad.TA === _TAU>> //The Transport Aircraft Fleet has been fully upgraded.//<br><</if>> - </div> + <<if $SF.Squad.Armoury < 5||_T1 && $SF.Squad.Armoury < _AU>> + <<set _cA = App.SF.UpgradeCost(40000,$SF.Squad.Armoury)>> + <<if $cash >= _cA>> + [[Upgrade Armory|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Armoury++, cashX(-(_cA), "specialForces")]] + <<else>> + //Cannot afford to upgrade the Armory.// + <</if>> + //Costs @@.red;<<print cashFormat(_cA)>>@@// <span style="float:right;"> <<print progress($SF.Squad.Armoury)>> </span> <br> + <<elseif $SF.Squad.Armoury === _AU>> + //The Armory has been fully upgraded.// <br> + <</if>> + + <<if $SF.Squad.Drugs < 5||_T1 && $SF.Squad.Drugs < _DrugsU>> + <<set _cDrugs = App.SF.UpgradeCost(40000,$SF.Squad.Drugs)>> + <<if $cash >= _cDrugs>> + [[Upgrade Drug Lab|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Drugs++, cashX(-(_cDrugs), "specialForces")]] + <<else>> + //Cannot afford to upgrade the Drug Lab.// + <</if>> + //Costs @@.red;<<print cashFormat(_cDrugs)>>@@// <span style="float:right;"> <<print progress($SF.Squad.Drugs)>> </span> <br> + <<elseif $SF.Squad.Drugs === _DrugsU>> + //The Drug Lab has been fully upgraded.// <br> + <</if>> + + <<if $SF.Squad.Firebase >= 2 && ($SF.Squad.Drones < 5 ||_T1 && $SF.Squad.Drones < _DU)>> + <<set _cDrones = App.SF.UpgradeCost(45000,$SF.Squad.Drones)>> + <<if $cash >= _cDrones>> + [[Upgrade Drone Bay|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Drones++, cashX(-(_cDrones), "specialForces")]] + <<else>> + //Cannot afford to upgrade the Drone Bay.// + <</if>> + //Costs @@.red;<<print cashFormat(_cDrones)>>@@// <span style="float:right;"> <<print progress($SF.Squad.Drones)>> </span> <br> + <<elseif $SF.Squad.Drones === _DU>> + //The Drone Bay has been fully upgraded.// <br> + <</if>> + + <<if $SF.Squad.Firebase >= 1 && $terrain !== "oceanic">> <br>''Garage''<br> + <div style="margin-left:2em"> + <<if ($SF.Squad.AV < 5||_T1 && $SF.Squad.AV < _AVU)>> + <<set _cAV = App.SF.UpgradeCost(60000,$SF.Squad.AV)>> + <<if $cash >= _cAV>> + [[Upgrade Attack Vehicle Fleet|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.AV++, cashX(-(_cAV), "specialForces")]] + <<else>> + //Cannot afford to upgrade the Attack Vehicle Fleet.// + <</if>> + //Costs @@.red;<<print cashFormat(_cAV)>>@@// <span style="float:right;"> <<print progress($SF.Squad.AV)>> </span> <br> + <<elseif $SF.Squad.AV === _AVU>> + //The Attack Vehicle Fleet has been fully upgraded.// <br> + <</if>> + </div> + + <div style="margin-left:2em"> + <<if ($SF.Squad.TV < 5||_T1 && $SF.Squad.TV < _TVU)>> + <<set _cTV = App.SF.UpgradeCost(60000,$SF.Squad.TV)>> + <<if $cash >= _cTV>> + [[Upgrade Transport Vehicle Fleet|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.TV++, cashX(-(_cTV), "specialForces")]] + <<else>> + //Cannot afford to upgrade Transport Vehicle Fleet.// + <</if>> + //Costs @@.red;<<print cashFormat(_cTV)>>@@// <span style="float:right;"> <<print progress($SF.Squad.TV)>> </span> <br> + <<elseif $SF.Squad.TV === _TVU>> + //The Transport Vehicle Fleet has been fully upgraded.// <br> + <</if>> + </div> + + <div style="margin-left:2em"> + <<if _T1 && $SF.Squad.PGT < _PGTU>> + <<set _cPGT = App.SF.UpgradeCost(735000,$SF.Squad.PGT)>> + <<if $cash >= _cPGT>> + [[Upgrade Prototype Goliath tank|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.PGT++, cashX(-(_cPGT), "specialForces")]] + <<else>> + //Cannot afford to upgrade Prototype Goliath Tank.// + <</if>> + //Costs @@.red;<<print cashFormat(_cPGT)>>@@// <span style="float:right;"> <<print progress($SF.Squad.PGT)>> </span> <br> + <<elseif $SF.Squad.PGT === _PGTU && $PC.warfare < 75>> + //Your warfare skill is not high enough unlock the next upgrade.//<span style="float:right;"> <<print progress($SF.Squad.PGT)>> </span> <br> + <<elseif $SF.Squad.PGT === _PGTU>> + //The Prototype Goliath Tank has been fully upgraded.// <br> + <</if>> + </div> + <</if>> /*Closes garage.*/ + + <<if $SF.Squad.Firebase >= 4>>''Hangar''<br> + <div style="margin-left:2em"> + <<if $SF.Squad.AA < 5||_T1 && $SF.Squad.AA < _AAU>> + <<set _cAA = App.SF.UpgradeCost(70000,$SF.Squad.AA)>> + <<if $cash >= _cAA>> + [[Upgrade Attack Aircraft Fleet|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.AA++, cashX(-(_cAA), "specialForces")]] + <<else>> + //Cannot afford to upgrade Attack Aircraft Fleet.// + <</if>> + //Costs @@.red;<<print cashFormat(_cAA)>>@@// <span style="float:right;"> <<print progress($SF.Squad.AA)>> </span> <br> + <<elseif $SF.Squad.AA === _AAU>> + //The Attack Aircraft Fleet has been fully upgraded.// <br> + <</if>> + </div> + + <div style="margin-left:2em"> + <<if $SF.Squad.TA < 5||_T1 && $SF.Squad.TA < _TAU>> + <<set _cTA = App.SF.UpgradeCost(70000,$SF.Squad.TA)>> + <<if $cash >= _cTA>> + [[Upgrade Transport Aircraft Fleet|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.TA++, cashX(-(_cTA), "specialForces")]] + <<else>> + //Cannot afford to upgrade the Transport Aircraft Fleet.// + <</if>> + //Costs @@.red;<<print cashFormat(_cTA)>>@@// <span style="float:right;"> <<print progress($SF.Squad.TA)>> </span> <br> + <<elseif $SF.Squad.TA === _TAU>> + //The Transport Aircraft Fleet has been fully upgraded.// <br> + <</if>> + </div> - <div style="margin-left:2em"><<if _T1 && $SF.Squad.SpacePlane < _SPU>> - <<set _cSP = App.SF.UpgradeCost(250000,$SF.Squad.SpacePlane)>> - <<if $cash >= _cSP>> - [[Upgrade Spaceplane|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.SpacePlane++, cashX(forceNeg(_cSP), "specialForces")]] - <<else>>//Cannot afford to upgrade the Spaceplane.//<</if>> - //Costs @@.red;<<print cashFormat(_cSP)>>@@//<span style="float:right;"><<print progress($SF.Squad.SpacePlane)>> </span> - <<elseif $SF.Squad.SpacePlane === _SPU && $PC.warfare < 75>>//Your warfare skill is not high enough unlock the next upgrade.//<span style="float:right;"> <<print progress($SF.Squad.SpacePlane)>> </span> - <<elseif $SF.Squad.SpacePlane === _SPU>> //The Spaceplane has been fully upgraded.//<br> <</if>></div> - - <div style="margin-left:2em"><<if _T1 && $SF.Squad.GunS < _GunSU>> - <<set _cGunS = App.SF.UpgradeCost(350000,$SF.Squad.GunS)>> - <<if $cash >= _cGunS>> - [[Upgrade Gunship|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.GunS++, cashX(forceNeg(_cGunS), "specialForces")]] - <<else>>//Cannot afford to upgrade Gunship.//<</if>> - //Costs @@.red;<<print cashFormat(_cGunS)>>@@//<span style="float:right;"> <<print progress($SF.Squad.GunS)>> </span> - <<elseif $SF.Squad.GunS === _GunSU && $PC.warfare < 75>>//Your warfare skill is not high enough unlock the next upgrade.//<span style="float:right;"> <<print progress($SF.Squad.GunS)>> </span> - <<elseif $SF.Squad.GunS === _GunSU>> //The Gunship has been fully upgraded.//<br> <</if>></div><</if>> - - <<if _T1>>''Launch Bay'' - <div style="margin-left:2em"><<if $SF.Squad.Satellite.lv < _SatU && $SF.Squad.Satellite.InOrbit < 1>> - <<set _cSat = App.SF.UpgradeCost(525000,$SF.Squad.Satellite.lv)>> - <<if $cash >= _cSat>> - [[Upgrade Satellite|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Satellite.lv++, cashX(forceNeg(_cSat), "specialForces")]] - <<else>>//Cannot afford to upgrade Satellite.//<</if>> - //Costs @@.red;<<print cashFormat(_cSat)>>@@//<span style="float:right;"><<print progress($SF.Squad.Satellite.lv)>> </span> - <<elseif $SF.Squad.Satellite.lv === _SatU && $PC.warfare < 75>>//Your warfare skill is not high enough unlock the next upgrade.//<span style="float:right;"> <<print progress($SF.Squad.Satellite.lv)>> </span> - <<else>>//The Satellite has been fully upgraded.//<br><</if>></div> - - <<if $terrain !== "oceanic">> - <div style="margin-left:2em"><<if $SF.Squad.GiantRobot < _GRU>> + <div style="margin-left:2em"> + <<if _T1 && $SF.Squad.SpacePlane < _SPU>> + <<set _cSP = App.SF.UpgradeCost(250000,$SF.Squad.SpacePlane)>> + <<if $cash >= _cSP>> + [[Upgrade Spaceplane|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.SpacePlane++, cashX(-(_cSP), "specialForces")]] + <<else>> + //Cannot afford to upgrade the Spaceplane.// + <</if>> + //Costs @@.red;<<print cashFormat(_cSP)>>@@//<span style="float:right;"> <<print progress($SF.Squad.SpacePlane)>> </span> <br> + <<elseif $SF.Squad.SpacePlane === _SPU && $PC.warfare < 75>> + //Your warfare skill is not high enough unlock the next upgrade.//<span style="float:right;"> <<print progress($SF.Squad.SpacePlane)>> </span> <br> + <<elseif $SF.Squad.SpacePlane === _SPU>> + //The Spaceplane has been fully upgraded.// <br> + <</if>> + </div> + + <div style="margin-left:2em"> + <<if _T1 && $SF.Squad.GunS < _GunSU>> + <<set _cGunS = App.SF.UpgradeCost(350000,$SF.Squad.GunS)>> + <<if $cash >= _cGunS>> + [[Upgrade Gunship|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.GunS++, cashX(-(_cGunS), "specialForces")]] + <<else>> + //Cannot afford to upgrade Gunship.// + <</if>> + //Costs @@.red;<<print cashFormat(_cGunS)>>@@//<span style="float:right;"> <<print progress($SF.Squad.GunS)>> </span> <br> + <<elseif $SF.Squad.GunS === _GunSU && $PC.warfare < 75>> + //Your warfare skill is not high enough unlock the next upgrade.//<span style="float:right;"> <<print progress($SF.Squad.GunS)>> </span> <br> + <<elseif $SF.Squad.GunS === _GunSU>> + //The Gunship has been fully upgraded.// <br> + <</if>> + </div> + <</if>> /*Closes hangar.*/ + + <<if _T1>>''Launch Bay'' + <div style="margin-left:2em"> + <<if $SF.Squad.Satellite.lv < _SatU && $SF.Squad.Satellite.InOrbit < 1>> + <<set _cSat = App.SF.UpgradeCost(525000,$SF.Squad.Satellite.lv)>> + <<if $cash >= _cSat>> + [[Upgrade Satellite|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Satellite.lv++, cashX(-(_cSat), "specialForces")]] + <<else>> + //Cannot afford to upgrade Satellite.// + <</if>> + //Costs @@.red;<<print cashFormat(_cSat)>>@@//<span style="float:right;"> <<print progress($SF.Squad.Satellite.lv)>> </span> <br> + <<elseif $SF.Squad.Satellite.lv === _SatU && $PC.warfare < 75>> + //Your warfare skill is not high enough unlock the next upgrade.//<span style="float:right;"> <<print progress($SF.Squad.Satellite.lv)>> </span> <br> + <<else>> + //The Satellite has been fully upgraded.// <br> + <</if>> + </div> + + <<if $terrain !== "oceanic">> + <div style="margin-left:2em"> + <<if $SF.Squad.GiantRobot < _GRU>> <<set _cGR = App.SF.UpgradeCost(550000,$SF.Squad.GiantRobot)>> <<if $cash >= _cGR>> - [[Upgrade Giant Robot|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.GiantRobot++, cashX(forceNeg(_cGR), "specialForces")]] - <<else>>//Cannot afford to upgrade the Giant Robot.//<</if>> - //Costs @@.red;<<print cashFormat(_cGR)>>@@//<span style="float:right;"><<print progress($SF.Squad.GiantRobot)>></span> - <<elseif $SF.Squad.GiantRobot === _GRU && $PC.warfare < 75>>//Your warfare skill is not high enough unlock the next upgrade.//<span style="float:right;"> <<print progress($SF.Squad.GiantRobot)>> </span> - <<else>>//The Giant Robot has been fully upgraded.//<br><</if>></div><</if>> + [[Upgrade Giant Robot|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.GiantRobot++, cashX(-(_cGR), "specialForces")]] + <<else>> + //Cannot afford to upgrade the Giant Robot.// + <</if>> + //Costs @@.red;<<print cashFormat(_cGR)>>@@//<span style="float:right;"> <<print progress($SF.Squad.GiantRobot)>> </span> <br> + <<elseif $SF.Squad.GiantRobot === _GRU && $PC.warfare < 75>> + //Your warfare skill is not high enough unlock the next upgrade.//<span style="float:right;"> <<print progress($SF.Squad.GiantRobot)>> </span> <br> + <<else>> + //The Giant Robot has been fully upgraded.// <br> + <</if>> + </div> - <div style="margin-left:2em"><<if $SF.Squad.MissileSilo < _MSU>> + <div style="margin-left:2em"> + <<if $SF.Squad.MissileSilo < _MSU>> <<set _cMS = App.SF.UpgradeCost(565000,$SF.Squad.MissileSilo)>> <<if $cash >= _cMS>> - [[Upgrade Cruise Missile|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.MissileSilo++, cashX(forceNeg(_cMS), "specialForces")]] - <<else>>//Cannot afford to upgrade Cruise Missile.//<</if>> - //Costs @@.red;<<print cashFormat(_cMS)>>@@//<span style="float:right;"><<print progress($SF.Squad.MissileSilo)>></span> - <<elseif $SF.Squad.MissileSilo === _MSU && $PC.warfare < 75>>//Your warfare skill is not high enough unlock the next upgrade.//<span style="float:right;"> <<print progress($SF.Squad.MissileSilo)>> </span> - <<else>>//The Cruise Missile has been fully upgraded.//<br><</if>></div><</if>> - - <<if _T1 && ($terrain == "oceanic" || $terrain == "marine")>>''Naval Yard''<br> - <div style="margin-left:2em"><<if $SF.Squad.AircraftCarrier < _ACU>> - <<set _cAC = App.SF.UpgradeCost(650000,$SF.Squad.AircraftCarrier)>> - <<if $cash >= _cAC>> - [[Upgrade Aircraft Carrier|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.AircraftCarrier++, cashX(forceNeg(_cAC), "specialForces")]] - <<else>>//Cannot afford to upgrade Aircraft Carrier.//<</if>> - //Costs @@.red;<<print cashFormat(_cAC)>>@@//<span style="float:right;"> <<print progress($SF.Squad.AircraftCarrier)>> </span> - <<elseif $SF.Squad.AircraftCarrier === _ACU && $PC.warfare < 75>>//Your warfare skill is not high enough unlock the next upgrade.//<span style="float:right;"> <<print progress($SF.Squad.AircraftCarrier)>> </span> - <<else>>//The Aircraft Carrier has been fully upgraded.//<br><</if>></div> - - <div style="margin-left:2em"><<if $SF.Squad.Sub < _SubU>> - <<set _cSub = App.SF.UpgradeCost(700000,$SF.Squad.Sub)>> - <<if $cash >= _cSub>> - [[Upgrade Submarine|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Sub++, cashX(forceNeg(_cSub), "specialForces")]] - <<else>>//Cannot afford to upgrade Submarine//<</if>> - //Costs @@.red;<<print cashFormat(_cSub)>>@@//<span style="float:right;"> <<print progress($SF.Squad.Sub)>> </span> - <<elseif $SF.Squad.Sub === _SubU && $PC.warfare < 75>>//Your warfare skill is not high enough unlock the next upgrade.//<span style="float:right;"> <<print progress($SF.Squad.Sub)>> </span> - <<else>>//The Submarine has been fully upgraded.//<br><</if>></div> - - <div style="margin-left:2em"><<if $SF.Squad.HAT < _HATU>> - <<set _cHAT = App.SF.UpgradeCost(665000,$SF.Squad.HAT)>> - <<if $cash >= _cHAT>> - [[Upgrade Amphibious Transport|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.HAT++, cashX(forceNeg(_cHAT), "specialForces")]] - <<else>>//Cannot afford to upgrade Amphibious Transport.//<</if>> - //Costs @@.red;<<print cashFormat(_cHAT)>>@@//<span style="float:right;"> <<print progress($SF.Squad.HAT)>> </span> - <<elseif $SF.Squad.HAT === _HATU && $PC.warfare < 75>>//Your warfare skill is not high enough unlock the next upgrade.//<span style="float:right;"> <<print progress($SF.Squad.HAT)>> </span> - <<else>>//The Amphibious Transport has been fully upgraded.//<br><</if>></div> + [[Upgrade Cruise Missile|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.MissileSilo++, cashX(-(_cMS), "specialForces")]] + <<else>> + //Cannot afford to upgrade Cruise Missile.// + <</if>> + //Costs @@.red;<<print cashFormat(_cMS)>>@@//<span style="float:right;"> <<print progress($SF.Squad.MissileSilo)>> </span> <br> + <<elseif $SF.Squad.MissileSilo === _MSU && $PC.warfare < 75>> + //Your warfare skill is not high enough unlock the next upgrade.//<span style="float:right;"> <<print progress($SF.Squad.MissileSilo)>> </span> <br> + <<else>> + //The Cruise Missile has been fully upgraded.// <br> + <</if>> + </div> + <</if>> /*Closes Launch Bay.*/ + + <<if _T1 && ($terrain == "oceanic" || $terrain == "marine")>>''Naval Yard''<br> + <div style="margin-left:2em"> + <<if $SF.Squad.AircraftCarrier < _ACU>> + <<set _cAC = App.SF.UpgradeCost(650000,$SF.Squad.AircraftCarrier)>> + <<if $cash >= _cAC>> + [[Upgrade Aircraft Carrier|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.AircraftCarrier++, cashX(-(_cAC), "specialForces")]] + <<else>> + //Cannot afford to upgrade Aircraft Carrier.// + <</if>> + //Costs @@.red;<<print cashFormat(_cAC)>>@@//<span style="float:right;"> <<print progress($SF.Squad.AircraftCarrier)>> </span> <br> + <<elseif $SF.Squad.AircraftCarrier === _ACU && $PC.warfare < 75>> + //Your warfare skill is not high enough unlock the next upgrade.//<span style="float:right;"> <<print progress($SF.Squad.AircraftCarrier)>> </span> <br> + <<else>> + //The Aircraft Carrier has been fully upgraded.// <br> <</if>> - <</if>> + </div> + + <div style="margin-left:2em"> + <<if $SF.Squad.Sub < _SubU>> + <<set _cSub = App.SF.UpgradeCost(700000,$SF.Squad.Sub)>> + <<if $cash >= _cSub>> + [[Upgrade Submarine|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Sub++, cashX(-(_cSub), "specialForces")]] + <<else>> + //Cannot afford to upgrade Submarine// + <</if>> + //Costs @@.red;<<print cashFormat(_cSub)>>@@//<span style="float:right;"> <<print progress($SF.Squad.Sub)>> </span> + <<elseif $SF.Squad.Sub === _SubU && $PC.warfare < 75>> + //Your warfare skill is not high enough unlock the next upgrade.//<span style="float:right;"> <<print progress($SF.Squad.Sub)>> </span> + <<else>> + //The Submarine has been fully upgraded.// <br> + <</if>> + </div> + + <div style="margin-left:2em"> + <<if $SF.Squad.HAT < _HATU>> + <<set _cHAT = App.SF.UpgradeCost(665000,$SF.Squad.HAT)>> + <<if $cash >= _cHAT>> + [[Upgrade Amphibious Transport|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.HAT++, cashX(-(_cHAT), "specialForces")]] + <<else>> + //Cannot afford to upgrade Amphibious Transport.// + <</if>> + //Costs @@.red;<<print cashFormat(_cHAT)>>@@//<span style="float:right;"> <<print progress($SF.Squad.HAT)>> </span> + <<elseif $SF.Squad.HAT === _HATU && $PC.warfare < 75>> + //Your warfare skill is not high enough unlock the next upgrade.//<span style="float:right;"> <<print progress($SF.Squad.HAT)>> </span> <br> + <<else>> + //The Amphibious Transport has been fully upgraded.// <br> + <</if>> + </div> + <</if>> /*Closes Naval Yard.*/ - /* <div style="margin-left:2em"><<if _T1 && $SF.Facility.Toggle > 0 && $SF.Facility.Active < 1>> - <<set _cSFF = App.SF.UpgradeCost(735000,$SF.Facility.Active)>> - <<if $cash >= _cSFF>> - [[Build $SF.Lower's support facility|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Facility.Active++, cashX(forceNeg(_cSFF), "specialForces")]] - <<else>>//Cannot afford to build $SF.Lower's support facility.//<</if>> - //Costs @@.red;<<print cashFormat(_cSFF)>>@@// - <</if>>*/ +<</if>> +<</if>> +/* <div style="margin-left:2em"><<if _T1 && $SF.Facility.Toggle > 0 && $SF.Facility.Active < 1>> +<<set _cSFF = App.SF.UpgradeCost(735000,$SF.Facility.Active)>> + <<if $cash >= _cSFF>> + [[Build $SF.Lower's support facility|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Facility.Active++, cashX(-(_cSFF), "specialForces")]] + <<else>> //Cannot afford to build $SF.Lower's support facility.// <</if>> +//Costs @@.red;<<print cashFormat(_cSFF)>>@@// +<</if>>*/ \ No newline at end of file diff --git a/src/endWeek/saChoosesOwnClothes.js b/src/endWeek/saChoosesOwnClothes.js index 88df29d470329d5c24e93898f40618845f69998a..1b3792e2cc2f9e692a6f89d20e4e52c771f78eb4 100644 --- a/src/endWeek/saChoosesOwnClothes.js +++ b/src/endWeek/saChoosesOwnClothes.js @@ -98,7 +98,7 @@ window.saChoosesOwnClothes = (function() { /** * @param {App.Entity.SlaveState} slave - * @returns {string} // I think + * @returns {{text:string, clothes:string}} */ function todaysOutfit(slave) { const clothing = []; @@ -956,7 +956,7 @@ window.saChoosesOwnClothes = (function() { /** * @param {App.Entity.SlaveState} slave - * @returns {string} + * @returns {{text:string, shoes:string}} */ function todaysShoes(slave) { const shoes = []; @@ -1002,7 +1002,7 @@ window.saChoosesOwnClothes = (function() { /** * @param {App.Entity.SlaveState} slave - * @returns {string} + * @returns {{text:string, collar:string}} */ function todaysCollar(slave) { const neck = []; @@ -1034,7 +1034,7 @@ window.saChoosesOwnClothes = (function() { /** * @param {App.Entity.SlaveState} slave - * @returns {string} + * @returns {{text:string, bellyAccessory:string}} */ function todaysCorset(slave) { const belly = []; diff --git a/src/endWeek/saServeThePublic.js b/src/endWeek/saServeThePublic.js index b5a65e173c7d82b0e64cf5c696be4dbe6d1ed136..cef5ebbe08e216d33a5c61369ad8a8ca8a065558 100644 --- a/src/endWeek/saServeThePublic.js +++ b/src/endWeek/saServeThePublic.js @@ -71,6 +71,7 @@ window.saServeThePublic = (function saServeThePublic() { const facility = slave.assignment === Job.CLUB ? V.facility.club : undefined; T.incomeStats = getSlaveStatisticData(slave, facility); T.incomeStats.customers = slave.sexAmount; + V.publicServants++; } /** diff --git a/src/js/generateMarketSlave.js b/src/js/generateMarketSlave.js index da5f08d584d2cfde9df7d26763b0ee874adea365..a311d8a78f0b227a5b7c57c35ee3a3c71d3af84a 100644 --- a/src/js/generateMarketSlave.js +++ b/src/js/generateMarketSlave.js @@ -21,7 +21,7 @@ window.generateMarketSlave = function(market = "kidnappers", numArcology = 1) { } V.one_time_age_overrides_pedo_mode = 1; if (V.corpSpecRaces.length > 0) { - V.fixedRace = jsEither([V.corpSpecRaces]); + V.fixedRace = jsEither(V.corpSpecRaces); } if (V.corpSpecGender === 1) { r += `Slaves without pussies are not trained. `; @@ -73,7 +73,7 @@ window.generateMarketSlave = function(market = "kidnappers", numArcology = 1) { if (V.corpSpecRaces.length === 12) { r += `There is no racial element to trainee selection. `; } else if (V.corpSpecRaces.length === 1) { - const corpSpecRace = jsEither([V.corpSpecRaces]); + const corpSpecRace = jsEither(V.corpSpecRaces); r += `The corporation specializes in ${corpSpecRace} slaves. `; } else { r += `The corporation selects slaves based on race. `/*getting into the specifics of which races exactly is a hellhole I'd rather not jump into*/ ; @@ -1055,7 +1055,7 @@ window.generateMarketSlave = function(market = "kidnappers", numArcology = 1) { V.fixedRace = V.arcologies[0].FSSupremacistRace; } else if (V.arcologies[0].FSSubjugationistLawME === 1) { const races = setup.filterRacesLowercase.filter(race => race !== V.arcologies[0].FSSubjugationistRace); - V.fixedRace = jsEither([races]); + V.fixedRace = jsEither(races); } V.activeSlave = GenerateNewSlave(); V.activeSlave.origin = "You purchased her indenture contract, making her yours for as long as it lasts."; diff --git a/src/js/slaveSummaryWidgets.js b/src/js/slaveSummaryWidgets.js index 03304ba6fac5556fab37566c718b378774ce294f..295ccb94dc41758a5310a1791742c12a74c3e0f1 100644 --- a/src/js/slaveSummaryWidgets.js +++ b/src/js/slaveSummaryWidgets.js @@ -5381,7 +5381,7 @@ App.UI.slaveSummaryList = function(passageName) { case "Main": if ((_Slave.choosesOwnClothes === 1) && (_Slave.clothes === "choosing her own clothes")) { const _oldDevotion = _Slave.devotion; - // const _chosenClothes = saChoosesOwnClothes(_Slave); + saChoosesOwnClothes(_Slave); slaves[_ssi].devotion = _oldDevotion; _Slave = slaves[_ssi]; /* restore devotion value so repeatedly changing clothes isn't an exploit */ } diff --git a/src/pregmod/incubator.tw b/src/pregmod/incubator.tw index 6bc095da5dc9dcf54f75f5647c50f84a65c3518f..a81ea6ab44c99e3cedec3859a05c3a78b4ec8607 100644 --- a/src/pregmod/incubator.tw +++ b/src/pregmod/incubator.tw @@ -81,7 +81,7 @@ Reserve an eligible mother-to-be's child to be placed in a tank upon birth. Of $ <<set _pregWeek = $slaves[_u].pregWeek>> <<set _slaveName = SlaveFullName($slaves[_u])>> <div class="possible" @id="_slaveId" @data-preg-count="_pregCount" @data-reserved-spots="_reservedIncubator" @data-preg-week="_pregWeek" @data-name="_slaveName"> - <<print "[[_slaveName|Long Slave Description][$activeSlave = $slaves[" + _u + "], $nextLink = passage()]]">> is $slaves[_u].pregWeek weeks pregnant with + <<print "[[_slaveName|Long Slave Description][$activeSlave = $slaves[" + _u + "], $nextLink = passage()]]">> is $slaves[_u].pregWeek week<<if $slaves[_u].pregWeek > 1>>s<</if>> pregnant with <<if $slaves[_u].pregSource == 0 || $slaves[_u].preg <= 5>>someone's<<if $slaves[_u].preg <= 5>>, though it is too early to tell whose,<</if>> <<elseif $slaves[_u].pregSource == -1>>your <<elseif $slaves[_u].pregSource == -2>>a citizen's @@ -410,7 +410,8 @@ Target age for release: <<textbox "$targetAge" $targetAge "Incubator">> [[Minimu <<set _readySlaves = 1>> <br>$He is ready to be released from $his tank. <<else>> - <br>$His growth is currently being accelerated. $He will be ready for release in about <<print Math.round($tanks[$i].growTime/$incubatorUpgradeSpeed)>> weeks. + <<set _weekDisplay = Math.round($tanks[$i].growTime/$incubatorUpgradeSpeed)>> + <br>$His growth is currently being accelerated. $He will be ready for release in about _weekDisplay week<<if _weekDisplay > 1>>s<</if>>. <</if>> <br>The tank is imprinting $him with basic life and sexual skills, though $he will still be very naïve and inexperienced on release. <<if $tanks[$i].tankBaby == 2>> diff --git a/src/pregmod/physicalDevelopment.tw b/src/pregmod/physicalDevelopment.tw index 2f4771bdbaae6c53de60abde0083dbcc389782e8..207cd8993f7f0ec122b448d877883cd074375ea3 100644 --- a/src/pregmod/physicalDevelopment.tw +++ b/src/pregmod/physicalDevelopment.tw @@ -54,10 +54,24 @@ <<set $args[0].height += 5>> <</if>> <<else>> - <<if $args[0].height <= 91>> - <<set $args[0].height += either(8,8,9,9,9,10)>> - <<elseif $args[0].height <= 101>> - <<set $args[0].height += 5>> + <<if $args[0].geneticQuirks.dwarfism == 2 && $args[0].geneticQuirks.gigantism != 2>> + <<if $args[0].height <= 77>> + <<set $args[0].height += either(2,2,3,3,4,4)>> + <<elseif $args[0].height <= 82>> + <<set $args[0].height += 1>> + <</if>> + <<elseif $args[0].geneticQuirks.gigantism == 2>> + <<if $args[0].height <= 101>> + <<set $args[0].height += either(8,8,9,9,9,10)>> + <<elseif $args[0].height <= 116>> + <<set $args[0].height += 7>> + <</if>> + <<else>> + <<if $args[0].height <= 91>> + <<set $args[0].height += either(8,8,9,9,9,10)>> + <<elseif $args[0].height <= 101>> + <<set $args[0].height += 5>> + <</if>> <</if>> <</if>> <<set $args[0].pregAdaptation = 5>> @@ -2785,8 +2799,18 @@ <</if>> <<case 18>> <<if $args[0].hormoneBalance >= 200>> - <<if $args[0].height <= 174>> - <<set $args[0].height += either(0,0,1,1)>> + <<if $args[0].geneticQuirks.dwarfism == 2 && $args[0].geneticQuirks.gigantism != 2>> + <<if $args[0].height <= 146>> + <<set $args[0].height += either(0,0,0,1)>> + <</if>> + <<elseif $args[0].geneticQuirks.gigantism == 2>> + <<if $args[0].height <= 274>> + <<set $args[0].height += either(0,1,2,3)>> + <</if>> + <<else>> + <<if $args[0].height <= 174>> + <<set $args[0].height += either(0,0,1,1)>> + <</if>> <</if>> <<if $args[0].hips < 2>> <<if random(1,100) > 20>> @@ -2881,8 +2905,18 @@ <</if>> <</if>> <<else>> - <<if $args[0].height <= 174>> - <<set $args[0].height += either(0,0,1,1,1,2)>> + <<if $args[0].geneticQuirks.dwarfism == 2 && $args[0].geneticQuirks.gigantism != 2>> + <<if $args[0].height <= 146>> + <<set $args[0].height += either(0,0,0,1)>> + <</if>> + <<elseif $args[0].geneticQuirks.gigantism == 2>> + <<if $args[0].height <= 274>> + <<set $args[0].height += either(3,4,4,5,5,6)>> + <</if>> + <<else>> + <<if $args[0].height <= 174>> + <<set $args[0].height += either(0,0,1,1,1,2)>> + <</if>> <</if>> <<if $args[0].waist < 20>> <<if random(1,100) > 60>> diff --git a/src/pregmod/saInflation.tw b/src/pregmod/saInflation.tw index 1b2f8e11e83462a1f516b8851f8c7f943cce2cea..5458ec1d1eb45767ddb6901da4f0248ecfcdba59 100644 --- a/src/pregmod/saInflation.tw +++ b/src/pregmod/saInflation.tw @@ -535,7 +535,7 @@ $His body @@.lime;grows a little more padded@@ as it absorbs the milk contained in $his digestive track. <<set $slaves[$i].weight += 2>> <</if>> - <<if random(1,100) > 50/_gigantomastiaMod && if $slaves[$i].boobs < 3000*_gigantomastiaMod>> + <<if random(1,100) > 50/_gigantomastiaMod && $slaves[$i].boobs < 3000*_gigantomastiaMod>> $His breasts @@.lime;swell@@ with added fat as $he digests the milk contained in $his digestive track. <<set $slaves[$i].boobs += 200>> <</if>> diff --git a/src/uncategorized/remoteSurgery.tw b/src/uncategorized/remoteSurgery.tw index 61d2b1084f7ce5355de6b581f063e9d32dbf9518..d8a5ee9159cd21ec47bfb55cd34ca347dbc28584 100644 --- a/src/uncategorized/remoteSurgery.tw +++ b/src/uncategorized/remoteSurgery.tw @@ -1425,6 +1425,14 @@ $He has <br> [[Albinism prevention treatment|Surgery Degradation][$activeSlave.geneticQuirks.albinism = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), $activeSlave.health -= 40, $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <</if>> + <<if $activeSlave.geneticQuirks.dwarfism == 2>> + <br> + [[Dwarfism correction treatment|Surgery Degradation][$activeSlave.geneticQuirks.dwarfism = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), $activeSlave.health -= 40, $activeSlave.chem += 100,$surgeryType = "gene treatment"]] + <</if>> + <<if $activeSlave.geneticQuirks.gigantism == 2>> + <br> + [[Gigantism correction treatment|Surgery Degradation][$activeSlave.geneticQuirks.gigantism = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), $activeSlave.health -= 40, $activeSlave.chem += 100,$surgeryType = "gene treatment"]] + <</if>> <<if $activeSlave.geneticQuirks.pFace == 2>> <br> [[Prevent passing of perfect faces|Surgery Degradation][$activeSlave.geneticQuirks.pFace = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), $activeSlave.health -= 40, $activeSlave.chem += 100,$surgeryType = "gene treatment"]] diff --git a/src/uncategorized/reputation.tw b/src/uncategorized/reputation.tw index 439e36e5450e6abc8dff31193f1afdce93e6926d..790870b4dee1182c981740301e3d55f8109e25b8 100644 --- a/src/uncategorized/reputation.tw +++ b/src/uncategorized/reputation.tw @@ -478,14 +478,13 @@ On formal occasions, you are announced as $PCTitle. <<= FSChange("EgyptianRevivalist", -2)>> <</if>> <<elseif $arcologies[0].FSEdoRevivalist != "unset">> - <<set _threshold = Math.trunc($rep/5000)>> + <<set _threshold = Math.trunc($rep/2000)>> <<if $publicServants <= _threshold>> Society @@.red;disapproves@@ of your failure to provide for cultural development by offering public servants or club slaves in a number that befits your reputation. <<= FSChange("EdoRevivalist", -2)>> <<else>> Society @@.green;approves@@ of your provision for cultural development by offering public servants and club slaves in a number that befits your reputation. - <<set _EdoPS = 2*_threshold>> - <<= FSChange("EdoRevivalist", _EdoPS)>> + <<= FSChange("EdoRevivalist", 2)>> <</if>> <<if $language != "Japanese">> Continuing to use $language as the lingua franca of $arcologies[0].name rather than pure Japanese @@.red;disappoints@@ society and causes doubt about your revivalist project. diff --git a/src/utility/descriptionWidgets.tw b/src/utility/descriptionWidgets.tw index effd7f8868d5a02a0b82941ebc18100fbac6a6d0..3ee5db23bfe16de308a761f4f8bb85f782b94041 100644 --- a/src/utility/descriptionWidgets.tw +++ b/src/utility/descriptionWidgets.tw @@ -88,6 +88,13 @@ <<if $activeSlave.geneticQuirks.albinism == 2>> $He is an albino. <</if>> + <<if $activeSlave.geneticQuirks.dwarfism == 2 && $activeSlave.geneticQuirks.gigantism == 2>> + $He has both dwarfism and gigantism. + <<elseif $activeSlave.geneticQuirks.dwarfism == 2>> + $He has dwarfism. + <<elseif $activeSlave.geneticQuirks.gigantism == 2>> + $He has gigantism. + <</if>> <<if $activeSlave.geneticQuirks.heterochromia == 2>> $He carries a gene that allows $his eyes to be two different colors. <</if>> diff --git a/src/utility/descriptionWidgetsPiercings.tw b/src/utility/descriptionWidgetsPiercings.tw index e06e7847bdce367e62083fa7cbcdf85497c9ca8f..477e8d9b59fdac1f5c4ece2ff925eb9f97671459 100644 --- a/src/utility/descriptionWidgetsPiercings.tw +++ b/src/utility/descriptionWidgetsPiercings.tw @@ -604,7 +604,7 @@ $He has a corset piercing, a ladder of steel rings running up each side of $his <<if ($activeSlave.devotion > 20)>> <<if ($activeSlave.energy > 90)>> $His very special body allows $him to wear an incredibly lewd piece of jewelry: a thin golden chain that runs from nipple to nipple, through $his pierced cockhead. The chain is short, and any motion at all tugs at $his nipples and penis. - <<if canWalk($activeSlave)>> + <<if $activeSlave.amp != 1>> The stimulation is almost unbearable, and the mere act of walking sometimes causes $him to cum. <</if>> <</if>>