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Commit 83ffc56d authored by Pregmodder's avatar Pregmodder
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Merge branch 'HotFixes' into 'pregmod-master'

HotFixes

See merge request pregmodfan/fc-pregmod!2663
parents f9a52d76 c0077978
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...@@ -2774,8 +2774,6 @@ pregWeek: ...@@ -2774,8 +2774,6 @@ pregWeek:
How long she has been pregnant (used in place of .preg when pregnancy speed up and slow down are used on a slave) (if negative, designates postpartum.) How long she has been pregnant (used in place of .preg when pregnancy speed up and slow down are used on a slave) (if negative, designates postpartum.)
accepts int accepts int
< 0 - postpartum
belly: belly:
how big their belly is in CCs how big their belly is in CCs
......
...@@ -20,8 +20,10 @@ $$i ...@@ -20,8 +20,10 @@ $$i
$activeSlave.bodySwap, $activeSlave.customImageFormat, $activeSlave.customHairVector, $activeSlave.shoeColor, $activeSlave.newGamePlus, $activeSlave.nipplesAccessory $activeSlave.bodySwap, $activeSlave.customImageFormat, $activeSlave.customHairVector, $activeSlave.shoeColor, $activeSlave.newGamePlus, $activeSlave.nipplesAccessory
$drugs, $harshCollars, $shoes, $bellyAccessories, $vaginalAccessories, $dickAccessories, $buttplugs $drugs, $harshCollars, $shoes, $bellyAccessories, $vaginalAccessories, $dickAccessories, $buttplugs
$PC.origRace, $PC.origSkin $PC.origRace, $PC.origSkin
$SFIDs, $SupportFacilityDecoration, $SupportFacilityEfficiency
$isReady, $fatherID, $isReady, $fatherID,
$servantsQuartersSpots $servantsQuartersSpots
$sEnunciate, $SEnunciate, $ssEnunciate, $cEnunciate, $ccEnunciate, $zEnunciate, $shEnunciate, $ShEnunciate, $xEnunciate $sEnunciate, $SEnunciate, $ssEnunciate, $cEnunciate, $ccEnunciate, $zEnunciate, $shEnunciate, $ShEnunciate, $xEnunciate
$Girl,$pitAnimal
$securityForceRecruit, $securityForceTrade,$securityForceBooty, $securityForceIncome, $securityForceMissionEfficiency,$securityForceProfitable, $TierTwoUnlock
$SupportFacilityName,$SupportFacilityNameCount,$SupportFacilityDecoration,$SupportFacilityEfficiency,$FacilitySupportSpeedUpgrades,$FacilitySupportTrainingUpgrade,$SFIDs,$SupportFacilitySlaves
*/ */
...@@ -952,125 +952,89 @@ ...@@ -952,125 +952,89 @@
<</if>> <</if>>
/*SFVAR*/ /*SFVAR*/
<<if def $SF && $SFSaveRepair === 1>> <<if ndef $SF>>
<<set $SFMODToggle = $SF.Toggle>> <<if $securityForceEventSeen < 1>> <<set $securityForceActive = -1>> <<else>> <<set $securityForceActive = 2>> <</if>>
<<if $SF.Active >= 1>>
<<set $securityForceActive = 1,$securityForceCreate = 1,$securityForceEventSeen = 1>>
<<else>>
<<set $securityForceActive = 0,$securityForceCreate = 0,$securityForceEventSeen = 0>>
<</if>>
<<set $securityForceDepravity = $SF.Depravity>>
<<set $SF.MWU = $securityForceUpgradeTokenReset, $SF.U = $securityForceUpgradeToken>>
<<set $securityForceGiftToken = $SF.WG,$securityForceRulesOfEngagement = $SF.ROE>>
<<set $securityForceFocus = $SF.Target,$securityForceAccountability = $SF.Regs>>
<<set $securityForceName = $SF.Lower,$SubsidyActive = $SF.Subsidy>>
<<set $ColonelCore = $SFColonel.Core,$securityForceColonelToken = $SFColonel.Talk>>
<<set $securityForceColonelSexed = $SFColonel.Fun,$ColonelRelationship = $SFColonel.Status>>
<<set $OverallTradeShowAttendance = $SFTradeShow.History,$CurrentTradeShowAttendance = $SFTradeShow.CanAttend>>
<<set $TradeShowIncome = $SFTradeShow.Income,$TotalTradeShowIncome = $SFTradeShow.Revenue>>
<<set $TradeShowHelots = $SFTradeShow.Helots,$TotalTradeShowHelots = $SFTradeShow.TotalHelots>>
<<set $securityForcePersonnel = $SFUnit.Troops,$securityForceInfantryPower = $SFUnit.Armoury>>
<<set $securityForceArcologyUpgrades = $SFUnit.Firebase,$securityForceVehiclePower = $SFUnit.Vehicles>>
<<set $securityForceDronePower = $SFUnit.Drones,$securityForceStimulantPower = $SFUnit.Drugs>>
<<set $securityForceHeavyBattleTank = $SFUnit.PGT,$securityForceAircraftPower = $SFUnit.AirForce>>
<<set $securityForceSpacePlanePower = $SFUnit.SpacePlane,$securityForceAC130 = $SFUnit.GunS>>
<<set $securityForceSatellitePower = $SFUnit.Satellite,$securityForceGiantRobot = $SFUnit.GiantRobot>>
<<set $securityForceMissileSilo = $SFUnit.MissileSilo,$securityForceAircraftCarrier = $SFUnit.AircraftCarrier>>
<<set $securityForceSubmarine = $SFUnit.Sub,$securityForceHeavyAmphibiousTransport = $SFUnit.HAT>>
<<set $SFAO = $SF.Units>>
<<if $SFAO < 30>>
<<if $securityForceInfantryPower > 5>> <<set $securityForceInfantryPower = 5>> <</if>>
<<if $securityForceArcologyUpgrades > 5>> <<set $securityForceArcologyUpgrades = 5>> <</if>>
<<if $securityForceVehiclePower > 5>> <<set $securityForceVehiclePower = 5>> <</if>>
<<if $securityForceDronePower > 5>> <<set $securityForceDronePower = 5>> <</if>>
<<if $securityForceStimulantPower > 5>> <<set $securityForceStimulantPower = 5>> <</if>>
<<if $securityForceAircraftPower > 5>> <<set $securityForceAircraftPower = 5>> <</if>>
<</if>>
<<unset $SF, $SFColonel, $SFTradeShow, $SFUnit>>
<<set $SFSaveRepair = 0>>
<<elseif $SFSaveRepair === 0>>
<<if $securityForceEventSeen === 0>> <<set $securityForceActive = -1>> <<else>> <<set $securityForceActive = 2>> <</if>>
<<set $SF = Object.assign({}, $SF, {Toggle:$SFMODToggle, Active:$securityForceActive})>> <<set $SF = Object.assign({}, $SF, {Toggle:$SFMODToggle, Active:$securityForceActive})>>
<<unset $SFMODToggle, $securityForceActive, $securityForceCreate, $securityForceEventSeen>> <<unset $SFMODToggle, $securityForceActive, $securityForceCreate, $securityForceEventSeen>>
<<if ndef $securityForceName>> <<set $securityForceName = "the special force">> <</if>>
<<if $SF.Active >= 1>>
<<run Object.assign($SF, {Depravity:$securityForceDepravity,
Units:$SFAO, MWU:$securityForceUpgradeTokenReset, U:$securityForceUpgradeToken,
WG:$securityForceGiftToken, SpecOps:0, SpecOpsLock:0, ROE:$securityForceRulesOfEngagement,
Target:$securityForceFocus, Regs:$securityForceAccountability,
Caps:"The Special Force", Lower:$securityForceName, Subsidy:$SubsidyActive})>>
<<unset $securityForceActive, $securityForceRecruit, $securityForceTrade,
$securityForceBooty, $securityForceIncome, $securityForceMissionEfficiency,
$securityForceProfitable, $TierTwoUnlock, $securityForceDepravity, $SFAO,
$securityForceUpgradeTokenReset, $securityForceUpgradeToken,
$securityForceGiftToken, $securityForceRulesOfEngagement, $securityForceFocus,
$securityForceAccountability, $securityForceName, $SubsidyActive>>
<<if $SF.Lower != "the special force">>
<<set $SF.Caps = $SF.Lower.replace("the ", "The ")>>
<</if>>
<<if $SF.Toggle === 1 && $SF.Active >= 1>> <<if ndef $ColonelCore>> <<set $ColonelCore = "">> <</if>>
<<run Object.assign($SF, {Depravity:$securityForceDepravity, <<if ndef $ColonelDiscussion>> <<set $ColonelDiscussion = 0>> <</if>>
Units:$SFAO, MWU:$securityForceUpgradeTokenReset, U:$securityForceUpgradeToken, <<if ndef $ColonelSexed>> <<set $ColonelSexed = 0>> <</if>>
WG:$securityForceGiftToken, SpecOps:0, SpecOpsLock:0, ROE:$securityForceRulesOfEngagement, <<set $SFColonel = Object.assign({}, $SFColonel = {Core:$ColonelCore, Talk:$securityForceColonelToken,
Target:$securityForceFocus, Regs:$securityForceAccountability, Fun:$securityForceColonelSexed, Status:$ColonelRelationship})>>
Caps:"The Special Force", Lower:$securityForceName, Subsidy:$SubsidyActive})>> <<unset $ColonelCore, $securityForceColonelToken, $securityForceColonelSexed,
<<unset $securityForceActive, $securityForceRecruit, $securityForceTrade, $ColonelRelationship>>
$securityForceBooty, $securityForceIncome, $securityForceMissionEfficiency,
$securityForceProfitable, $TierTwoUnlock, $securityForceDepravity, $SFAO, <<if ndef $TradeShowIncome>> <<set $TradeShowIncome = 0>> <</if>>
$securityForceUpgradeTokenReset, $securityForceUpgradeToken, <<if ndef $TotalTradeShowIncome>> <<set $TotalTradeShowIncome = 0>> <</if>>
$securityForceGiftToken, $securityForceRulesOfEngagement, $securityForceFocus, <<if ndef $TradeShowHelots>> <<set $TradeShowHelots = 0>> <</if>>
$securityForceAccountability, $securityForceName, $SubsidyActive>> <<if ndef $TotalTradeShowHelots>> <<set $TotalTradeShowHelots = 0>> <</if>>
<<if $SF.Lower != "the special force">> <<set $SFTradeShow = Object.assign({}, $SFTradeShow, {History:$OverallTradeShowAttendance,
<<set $SF.Caps = $SF.Lower.replace("the ", "The ")>> CanAttend:$CurrentTradeShowAttendance, Income:$TradeShowIncome,
<</if>> Revenue:$TotalTradeShowIncome, Helots:$TradeShowHelots,
TotalHelots:$TotalTradeShowHelots, Mercs:0, TotalMercs:0})>>
<<if ndef $ColonelCore>> <<set $ColonelCore = "">> <</if>> <<unset $OverallTradeShowAttendance, $CurrentTradeShowAttendance,
<<if ndef $ColonelDiscussion>> <<set $ColonelDiscussion = 0>> <</if>> $TradeShowIncome, $TotalTradeShowIncome, $TradeShowHelots,
<<if ndef $ColonelSexed>> <<set $ColonelSexed = 0>> <</if>> $TotalTradeShowHelots>>
<<set $SFColonel = Object.assign({}, $SFColonel = {Core:$ColonelCore, Talk:$securityForceColonelToken, <<if $SFTradeShow.History > 0>> <<set $SFTradeShow.View = 1>> <</if>>
Fun:$securityForceColonelSexed, Status:$ColonelRelationship})>>
<<unset $ColonelCore, $securityForceColonelToken, securityForceColonelSexed, <<if ndef $securityForceHeavyBattleTank>>
ColonelRelationship>> <<set $securityForceHeavyBattleTank = 0>> <</if>>
<<if ndef $securityForceSpacePlanePower>>
<<if ndef $TradeShowIncome>> <<set $TradeShowIncome = 0>> <</if>> <<set $securityForceSpacePlanePower = 0>> <</if>>
<<if ndef $TotalTradeShowIncome>> <<set $TotalTradeShowIncome = 0>> <</if>> <<if ndef $securityForceAC130>> <<set $securityForceAC130 = 0>> <</if>>
<<if ndef $TradeShowHelots>> <<set $TradeShowHelots = 0>> <</if>> <<if ndef $securityForceSatellitePower>>
<<if ndef $TotalTradeShowHelots>> <<set $TotalTradeShowHelots = 0>> <</if>> <<set $securityForceSatellitePower = 0>> <</if>>
<<set $SFTradeShow = Object.assign({}, $SFTradeShow, {History:$OverallTradeShowAttendance, <<if ndef $securityForceGiantRobot>>
CanAttend:$CurrentTradeShowAttendance, Income:$TradeShowIncome, <<set $securityForceGiantRobot = 0>> <</if>>
Revenue:$TotalTradeShowIncome, Helots:$TradeShowHelots, <<if ndef $securityForceMissileSilo>>
TotalHelots:$TotalTradeShowHelots, Mercs:0, TotalMercs:0})>> <<set $securityForceMissileSilo = 0>> <</if>>
<<unset $OverallTradeShowAttendance, $CurrentTradeShowAttendance, <<if ndef $securityForceAircraftCarrier>>
$TradeShowIncome, $TotalTradeShowIncome, $TradeShowHelots, <<set $securityForceAircraftCarrier = 0>> <</if>>
$TotalTradeShowHelots>> <<if ndef $securityForceSubmarine>>
<<if $SFTradeShow.History > 0>> <<set $SFTradeShow.View = 1>> <</if>> <<set $securityForceSubmarine = 0>> <</if>>
<<if ndef $securityForceHeavyAmphibiousTransport>>
<<if ndef $securityForceHeavyBattleTank>> <<set $securityForceHeavyAmphibiousTransport = 0>> <</if>>
<<set $securityForceHeavyBattleTank = 0>> <</if>> <<set $SFUnit = Object.assign({}, $SFUnit, {Troops:$securityForcePersonnel,
<<if ndef $securityForceSpacePlanePower>> Armoury:$securityForceInfantryPower, Firebase:$securityForceArcologyUpgrades,
<<set $securityForceSpacePlanePower = 0>> <</if>> AV:$securityForceVehiclePower, TV:$securityForceVehiclePower,
<<if ndef $securityForceAC130>> <<set $securityForceAC130 = 0>> <</if>> Drones:$securityForceDronePower, Drugs:$securityForceStimulantPower,
<<if ndef $securityForceSatellitePower>> PGT:$securityForceHeavyBattleTank,AA:$securityForceAircraftPower,
<<set $securityForceSatellitePower = 0>> <</if>> TA:$securityForceAircraftPower, SpacePlane:$securityForceSpacePlanePower,
<<if ndef $securityForceGiantRobot>> GunS:$securityForceAC130, Satellite:$securityForceSatellitePower,
<<set $securityForceGiantRobot = 0>> <</if>> GiantRobot:$securityForceGiantRobot, MissileSilo:$securityForceMissileSilo,
<<if ndef $securityForceMissileSilo>> AircraftCarrier:$securityForceAircraftCarrier, Sub:$securityForceSubmarine,
<<set $securityForceMissileSilo = 0>> <</if>> HAT:$securityForceHeavyAmphibiousTransport})>> <<set $SatLaunched = 0>>
<<if ndef $securityForceAircraftCarrier>> <<unset $securityForcePersonnel, $securityForceInfantryPower,
<<set $securityForceAircraftCarrier = 0>> <</if>> $securityForceArcologyUpgrades, $securityForceVehiclePower,
<<if ndef $securityForceSubmarine>> $securityForceDronePower, $securityForceStimulantPower,
<<set $securityForceSubmarine = 0>> <</if>> $securityForceHeavyBattleTank, $securityForceAircraftPower,
<<if ndef $securityForceHeavyAmphibiousTransport>> $securityForceSpacePlanePower,$securityForceAC130, $securityForceSatellitePower,
<<set $securityForceHeavyAmphibiousTransport = 0>> <</if>> $securityForceGiantRobot, $securityForceMissileSilo,
<<set $SFUnit = Object.assign({}, $SFUnit, {Troops:$securityForcePersonnel, $securityForceAircraftCarrier, $securityForceSubmarine, $securityForceHeavyAmphibiousTransport>>
Armoury:$securityForceInfantryPower, Firebase:$securityForceArcologyUpgrades, <<else>>
AV:$securityForceVehiclePower, TV:$securityForceVehiclePower, <<run Object.assign($SF, {Depravity:0, Units:0, MWU:0, U:0, WG:0, SpecOps:0, SpecOpsLock:0, ROE:"hold", Target:"recruit", Regs:"strict", Caps:"The Special Force", Lower:"the special force", Subsidy:1})>>
Drones:$securityForceDronePower, Drugs:$securityForceStimulantPower, <<set $SFUnit = Object.assign({}, $SFUnit, {Troops:40, Armoury:0, Firebase:0, AV:0, TV:0, Drones:0, Drugs:0, PGT:0, AA:0, TA:0, SpacePlane:0, GunS:0, Satellite:0, GiantRobot:0, MissileSilo:0, AircraftCarrier:0, Sub:0, HAT:0})>>
PGT:$securityForceHeavyBattleTank,AA:$securityForceAircraftPower, <<set $SatLaunched = 0>>
TA:$securityForceAircraftPower, SpacePlane:$securityForceSpacePlanePower, <<set $arcologies[0].SFRaid = 1,$arcologies[0].SFRaidTarget = -1>> <<set $SFColonel = Object.assign({}, $SFColonel, {Core:"", Talk:0, Fun:0, Status:0})>>
GunS:$securityForceAC130, Satellite:$securityForceSatellitePower, <<set $SFTradeShow = Object.assign({}, $SFTradeShow, {History:0, CanAttend:0, Income:0, Revenue:0, Helots:0, TotalHelots:0, Mercs:0, TotalMercs:0})>>
GiantRobot:$securityForceGiantRobot, MissileSilo:$securityForceMissileSilo,
AircraftCarrier:$securityForceAircraftCarrier, Sub:$securityForceSubmarine,
HAT:$securityForceHeavyAmphibiousTransport})>> <<set $SatLaunched = 0>>
<<unset $securityForcePersonnel, $securityForceInfantryPower,
$securityForceArcologyUpgrades, $securityForceVehiclePower,
$securityForceDronePower, $securityForceStimulantPower,
$securityForceHeavyBattleTank, $securityForceAircraftPower,
$securityForceSpacePlanePower,$securityForceAC130, $securityForceSatellitePower,
$securityForceGiantRobot, $securityForceMissileSilo,
$securityForceAircraftCarrier, $securityForceSubmarine, $securityForceHeavyAmphibiousTransport>>
<<set $SFSaveRepair = -1>>
<</if>> <</if>>
<</if>> <</if>>
<<if def $SF>> <<if def $SF>>
......
...@@ -429,15 +429,6 @@ Curative side effects are @@.red;DISABLED@@. [[Enable|Options][$curativeSideEffe ...@@ -429,15 +429,6 @@ Curative side effects are @@.red;DISABLED@@. [[Enable|Options][$curativeSideEffe
<<else>> <<else>>
@@.cyan;ENABLED@@. [[Disable|Options][$SF.Toggle = 0]] @@.cyan;ENABLED@@. [[Disable|Options][$SF.Toggle = 0]]
<</if>> //Will not affect mod content that has already been encountered.// <</if>> //Will not affect mod content that has already been encountered.//
<<if ndef $SFSaveRepair>> <<set $SFSaveRepair = 1>> <</if>>
<br>&nbsp;Save repair is
<<if $SFSaveRepair === 1>>
@@.cyan;ON@@. [[OFF|Options][$SFSaveRepair = 0]]|[[DISABLE|Options][$SFSaveRepair = -1]]
<<elseif $SFSaveRepair === 0>>
@@.red;OFF@@. [[ON|Options][$SFSaveRepair = 1]]|[[DISABLE|Options][$SFSaveRepair = -1]]
<<elseif $SFSaveRepair === -1>>
@@.red;DISABLED@@. [[ON|Options][$SFSaveRepair = 1]]|[[OFF|Options][$SFSaveRepair = 0]]
<</if>> //If the SF barracks has disappeared leave it enabled then run BC. Else disable and then run BC.//
<br> <br>
......
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