diff --git a/src/SpecialForce/SpecialForce.js b/src/SpecialForce/SpecialForce.js index c32c7ce750ed2233a07cfb2833d08216a3423a49..79f1f7341d450e40f7b577254e1006eb78190640 100644 --- a/src/SpecialForce/SpecialForce.js +++ b/src/SpecialForce/SpecialForce.js @@ -167,7 +167,7 @@ window.SFBC = function() { V.SF.UC = {Assign:V.SF.SpecOps, Lock:V.SF.SpecOpsLock}; jsDel([V.SF.SpecOps,V.SF.SpecOpsLock]); } else if (V.SF.UC === {}) { - V.SF.UC={Assign:0, Lock:0}; + V.SF.UC = {Assign:0, Lock:0}; } } if (V.SF.U !== undefined) V.SF.Upgrade = V.SF.U; delete V.SF.U; @@ -520,7 +520,7 @@ window.progress = function(x,max) { else { z = 10 - x; for (i = 0;i<x;i++) out += `â–ˆâ`; - for (i = 0;i<z;i++) out += `<span style='opacity: 0;\'>â–ˆ</span>â`;}} + for (i = 0;i<z;i++) out += `<span style='opacity: 0;'>â–ˆ</span>â`;}} else { Math.clamp(x,0,max); x = Math.floor(10*x/max); @@ -631,86 +631,86 @@ window.UnitText = function(input) { "use strict"; const V = State.variables, S = V.SF.Squad; let r =``; //Sorted by case let appear = `is currently constructed in a haphazard fashion.`; - let barracks = `Soldiers' cots are mixed in with weapons crates and ammunition.`; - let slave = `Cages for processing slaves lie off to one side,`; - let common = `and in the center is a common area with tables for soldiers to gather around for meals or rowdy conversations.`; - let garage = ``, drone = ``, hangar = ``, launch = ``, artillery = ``; - let comms = ``, training = ``; + let barracks = `Soldiers' cots are mixed in with weapons crates and ammunition.`; + let slave = `Cages for processing slaves lie off to one side,`; + let common = `and in the center is a common area with tables for soldiers to gather around for meals or rowdy conversations.`; + let garage = ``, drone = ``, hangar = ``, launch = ``, artillery = ``; + let comms = ``, training = ``; const Quantity = `the ${num(S.Troops)} members of ${V.SF.Lower}`; let weapons = `The weapons are mostly worn rifles that have already seen years of service before ${V.SF.Lower} acquired them.`; - let armor1 = `The body armor is enough to stop smaller calibers, but nothing serious.`; - let radio = ``, helmets = ``, ammo0 = ``, uniforms = ``, special = ``; - let exo = ``; + let armor1 = `The body armor is enough to stop smaller calibers, but nothing serious.`; + let radio = ``, helmets = ``, ammo0 = ``, uniforms = ``, special = ``; + let exo = ``; let amphet = ``, phen = ``, steroid = ``, downer = ``, concen = ``; - let stimpack = ``, stabilizer = ``; + let stimpack = ``, stabilizer = ``; let a = `have been recommissioned for use by ${V.SF.Lower}`, b = `.`, c = ``; - let d = ``, e = ``, f = ``, g = ``, h = ``, i = ``, j = ``, k = ``; + let d = ``, e = ``, f = ``, g = ``, h = ``, i = ``, j = ``, k = ``; let activate = `has been recommissioned for use by ${V.SF.Lower}. They`; - let mechanics = `, mechanics are methodically checking the recent purchases for battle-readiness`; - let MG = `120 mm main gun is enough to handle the majority of opponents around the Free Cities.`; - let engine1 = ``, armor2 = ``, armor22 = ``, ammo1 = ``, mg = ``; - let fireC0 = ``, fireC1 = ``, fireC2 = ``, fireC3 = ``, turret = ``; + let mechanics = `, mechanics are methodically checking the recent purchases for battle-readiness`; + let MG = `120 mm main gun is enough to handle the majority of opponents around the Free Cities.`; + let engine1 = ``, armor2 = ``, armor22 = ``, ammo1 = ``, mg = ``; + let fireC0 = ``, fireC1 = ``, fireC2 = ``, fireC3 = ``, turret = ``; let B = `has been recommissioned for use by ${V.SF.Lower}. They`; - let C = `, mechanics are giving the new purchases a final tuneup`; - let squad = `a squad`, G1 = `20`, G2 = `in a firefight`; - let e0 = `The engine has been`, engine3 = ``, armor3 = ``, tires = ``; - let m1 = ``, m2 = ``, pod1 = ``, pod2 = ``; + let C = `, mechanics are giving the new purchases a final tuneup`; + let squad = `a squad`, G1 = `20`, G2 = `in a firefight`; + let e0 = `The engine has been`, engine3 = ``, armor3 = ``, tires = ``; + let m1 = ``, m2 = ``, pod1 = ``, pod2 = ``; let b1 = `has been sold to ${V.SF.Lower} through back channels to support a failing Old World nation. The tank is so large it cannot fit inside the garage, and has`; - let c1 = ``, engines4 = `. Two engines power the left and right sides of the tank separately, leaving it underpowered and slow`; - let gun0 = ``, gun1 = ``, gun2 = `an undersized main gun and makeshift firing system from a standard battle tank`; - let armor5 = ``, armor6 = ``, cannon = ``, laser = ``, PGTframe = ``; + let c1 = ``, engines4 = `. Two engines power the left and right sides of the tank separately, leaving it underpowered and slow`; + let gun0 = ``, gun1 = ``, gun2 = `an undersized main gun and makeshift firing system from a standard battle tank`; + let armor5 = ``, armor6 = ``, cannon = ``, laser = ``, PGTframe = ``; let W1 = `only armed`, W2 = `;`, W3 = `a poor weapon against flying targets, but enough to handle ground forces`; - let group = `A small group of attack VTOL have been recommissioned for use by ${V.SF.Lower}, enough to make up a squadron`; - let engines = ``, TAI = ``, lock = ``, support = ``, stealth = ``; - let scramble = ``, PAI = ``; + let group = `A small group of attack VTOL have been recommissioned for use by ${V.SF.Lower}, enough to make up a squadron`; + let engines = ``, TAI = ``, lock = ``, support = ``, stealth = ``; + let scramble = ``, PAI = ``; let Num = `number`, type = `tiltrotor`, capacity = `small platoon or 15`; - let engines0 = ``, engines01 = ``, Radar = ``, Armor = ``, landing = ``; - let miniguns = ``, counter = ``; + let engines0 = ``, engines01 = ``, Radar = ``, Armor = ``, landing = ``; + let miniguns = ``, counter = ``; let engine20 = `ramjet engines in the atmosphere that can reach Mach 10`; - let b5 = `has been purchased from an insolvent Old World nation. It `; - let shield = ``, camera = ``, efficiency = ``, camera2 = ``, drag = ``; - let crew = ``, engine2 = ``, skin = ``; + let b5 = `has been purchased from an insolvent Old World nation. It `; + let shield = ``, camera = ``, efficiency = ``, camera2 = ``, drag = ``; + let crew = ``, engine2 = ``, skin = ``; let activate2 = `has been recommissioned for use by ${V.SF.Lower}. Currently, it `; let barrels = `Miniguns and Gatling cannons line`, distance = `, though the distance to ground targets renders the smaller calibers somewhat less useful`; - let b4 = ``, c2 = ``, fuel = ``, GS_Speed = ``, countermeasures = ``, ammunition = ``, DFA = ``, autocannon = ``; + let b4 = ``, c2 = ``, fuel = ``, GS_Speed = ``, countermeasures = ``, ammunition = ``, DFA = ``, autocannon = ``; let loc1 = `An unused science satellite has been purchased from an Old World nation. While currently useless, it holds potential to be a powerful tool.`; - let gyro = ``, telemetry = ``, thrusters = ``, solar = ``, surviv = ``; - let laser1 = ``, heat = ``, reactor = ``, lens = ``, kin = ``; + let gyro = ``, telemetry = ``, thrusters = ``, solar = ``, surviv = ``; + let laser1 = ``, heat = ``, reactor = ``, lens = ``, kin = ``; let loc = `has been purchased from a crumbling Old World nation. It`; - let power = `Large batteries mounted in oversized shoulders power the robot for up to ten minutes of use, though they make for large targets.`; - let knife = `simply a 8.5 meter long knife, though additional weapons are under development.`; - let armor8 = ``, actuator = ``, cannon1 = ``, heatsink = ``, ammo2 = ``; - let missile = ``; + let power = `Large batteries mounted in oversized shoulders power the robot for up to ten minutes of use, though they make for large targets.`; + let knife = `simply a 8.5 meter long knife, though additional weapons are under development.`; + let armor8 = ``, actuator = ``, cannon1 = ``, heatsink = ``, ammo2 = ``; + let missile = ``; let a4 = `A cruise missile launch site has been constructed near the base of`; - let b2 = `outdated, something quickly rigged together to give the launch site something to fire in the case of an attack`; - let c8 = ``, d1 = ``, e1 = ``, f1 = ``, g1 = ``, h1 = ``; +let b2 = `outdated, something quickly rigged together to give the launch site something to fire in the case of an attack`; +let c8 = ``, d1 = ``, e1 = ``, f1 = ``, g1 = ``, h1 = ``; let recom1 = `has been recommissioned from the Old World for ${V.SF.Lower}. It`; - let jets = `Formerly mothballed strike jets`, loc2 = ``, radar = ``, AAG = ``; - let prop = ``, torp = ``, armor9 = ``, power1 = ``, scramble1 = ``; +let jets = `Formerly mothballed strike jets`, loc2 = ``, radar = ``, AAG = ``; +let prop = ``, torp = ``, armor9 = ``, power1 = ``, scramble1 = ``; let recom = `has been recommissioned from the old world, and`; - let reactor0 = `Because diesel engines provide power and breathing oxygen is kept in pressurized canisters, the sub must frequently surface.`; - let reactor1 = ``, cal = ``, hull = ``, tubes = ``, torpedoes = ``, sonar = ``; - let control = ``, missiles = ``; +let reactor0 = `Because diesel engines provide power and breathing oxygen is kept in pressurized canisters, the sub must frequently surface.`; +let reactor1 = ``, cal = ``, hull = ``, tubes = ``, torpedoes = ``, sonar = ``; +let control = ``, missiles = ``; let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; - let tons = `200`, skirt = ``, guns = ``, guns2 = ``, fans = ``, speed = ``; - let turbines = ``, armor10 = ``, ramps = ``, HATframe = ``, loadout = ``; +let tons = `200`, skirt = ``, guns = ``, guns2 = ``, fans = ``, speed = ``; +let turbines = ``, armor10 = ``, ramps = ``, HATframe = ``, loadout = ``; switch(input) { case 'firebase': @@ -749,7 +749,8 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; if (S.Armoury >= 9) exo = `An exosuit has been developed to reduce the amount of weight soldiers carry, increase lifting strength, and move faster in combat.`; if (S.Armoury >= 10) weapons = `Cutting-edge weaponry is available to ${V.SF.Lower}, far outpacing the ability of rival mercenary outfits.`; return `${r} The armory holds soldiers' weapons and gear while not in training or combat. ${weapons} ${special} ${armor1} ${radio}${helmets} ${ammo0} ${uniforms} ${exo}`; - } break; + } + break; case 'drugs': if (S.Drugs >= 0) { r += `<br><br>''Drug Lab:''`; amphet = `Amphetamines have been added to the cocktail at a low dosage to act as a stimulant, physical performance enhancer, cognition control enhancer. Some side-effects exist.`; if (S.Drugs >= 2) phen = `Phencyclidine has been added to the cocktail at a low dosage as a dissociative psychotropic for soldiers in battle to introduce feelings of detachment, strength and invincibility, and aggression. Some side-effects reduce the tolerable dosage before soldiers go on uncontrollable violent outbreaks.`; @@ -801,7 +802,8 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; if (S.TV >= 9) squad = `two squads`; armor3 = ``; m2 = `destroying any incoming missiles with a high-powered laser. Some of the now redundant composite armor has been removed, and the reclaimed space allows for more passengers.`; if (S.TV >= 10) engine3 = `${e0} replaced with the newest model, allowing the vehicle to get in and out of the conflict extremely quickly.`; return `A fleet of infantry fighting vehicles ${B} are parked in the garage${C}. The IFVs can carry ${squad} of 6 to a firezone. The ${G1} mm autocannon supports infantry ${G2}. ${pod1} ${pod2} ${engine3} ${armor3} ${tires} ${m1} ${m2}`; - } break; + } + break; case 'PGT': if (S.PGT >= 1) {r += `<br> ''Prototype Goliath Tank:''`; if (S.PGT >= 2) c1 = `rests in`; b1 = ``; engines4 = ` and powered by their own engine, allowing the tank to travel with an unsettling speed for its massive bulk`; @@ -1061,7 +1063,7 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; case 'Edo Revivalism': text += `Edo Revivalism: a vision of Edo Japan.`; break; case 'Arabian Revivalism': text += `Arabian Revivalism: a vision of the Sultanate of old.`; break; case 'Chinese Revivalism': text += `Chinese Revivalism: a vision of ancient China.`; break; - case 'Multiculturalism': text +=`Multiculturalism: a commitment to allow your arcology's citizens cultural freedom.`; break; + case 'Multiculturalism': text + = `Multiculturalism: a commitment to allow your arcology's citizens cultural freedom.`; break; } text += `\n Smuggle in FS-optimized : `; const Optionslist = UpgradeOptions; @@ -1084,7 +1086,7 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; case 'VehicleUpgrades': title='Vehicle Upgrade'; cost=300000; break; case 'CommonAreaVendors': title='Firebase Vendors'; cost=300000; break; case 'RoleplayingManadated': title='Mandate FS-Roleplaying'; cost=500000; break; - case 'ColonelCompilance': title='colonel compliance'; cost=1000000; break; + case 'ColonelCompilance': title='colonel compliance'; cost = 1000000; break; } if (![FSPOS].includes(V.SF.Acceptance.FS)) { MEMU_OPTION('Slaves','Slaves',cost), text += ` `; diff --git a/src/js/optionsMacro.js b/src/js/optionsMacro.js index b4d81c6d548aecbba2d12f180509f62df7af8a56..bbf725a57cc0cb0508ade6e23a9e702cbbfd5a14 100644 --- a/src/js/optionsMacro.js +++ b/src/js/optionsMacro.js @@ -1,3 +1,4 @@ +/* eslint-disable no-empty */ /* eslint-disable no-console */ /* eslint-disable no-undef */ /* Use like: diff --git a/src/js/slaveSummaryWidgets.js b/src/js/slaveSummaryWidgets.js index 76be92184a13cb83fbf785a129daec6544bb2955..356e0b8d2350de14260340d3ea175b049f33173f 100644 --- a/src/js/slaveSummaryWidgets.js +++ b/src/js/slaveSummaryWidgets.js @@ -22,12 +22,35 @@ window.SlaveSummary = /** @param {App.Entity.SlaveState} slave */ function Slave window.SlaveSummaryUncached = (function(){ "use strict"; let V, r; + /* + let pronouns; + let he; + let him; + let his; + let hers; + let himself; + let boy; + let He; + let His; + */ /** @param {App.Entity.SlaveState} slave * @returns {string} */ function SlaveSummaryUncached(slave) { V = State.variables; r = ""; + /* + pronouns = getPronouns(slave); + he = pronouns.pronoun; + him = pronouns.object; + his = pronouns.possessive; + hers = pronouns.possessivePronoun; + himself = pronouns.objectReflexive; + boy = pronouns.noun; + He = capFirstChar(he); + His = capFirstChar(his); + */ + if (V.abbreviateDevotion === 1) short_devotion(slave); else if (V.abbreviateDevotion === 2) @@ -248,7 +271,7 @@ window.SlaveSummaryUncached = (function(){ if (V.abbreviateClothes === 2) { r += ` `; if (slave.choosesOwnClothes === 1) - r += `Dressing herself.`; + r += `Dressing herself. `; long_clothes(slave); long_collar(slave); long_belly(slave);