//Since $he has a voice the <<= setup.prosthetics.electrolarynx.name>> will be put into storage.//
<</if>>
<<case "interfaceP1">>
<<if hasAnyNaturalLimbs($activeSlave)>>
//Since $he has at least one healthy limb the <<= setup.prosthetics.interfaceP1.name>> will be put into storage.//
<<elseif $activeSlave.PLimb == 2>>
//Since $he already has <<= addA(setup.prosthetics.interfaceP2.name)>> installed the <<= setup.prosthetics.interfaceP1.name>> will be put into storage.//
//Since $he has a voice the <<= setup.prosthetics.electrolarynx.name>> will be put into storage.//
<</if>>
<<case "interfaceP1">>
<<if hasAnyNaturalLimbs($activeSlave)>>
//Since $he has at least one healthy limb the <<= setup.prosthetics.interfaceP1.name>> will be put into storage.//
<<elseif $activeSlave.PLimb == 2>>
//Since $he already has <<= addA(setup.prosthetics.interfaceP2.name)>> installed the <<= setup.prosthetics.interfaceP1.name>> will be put into storage.//
//Since $he must have <<= addA(setup.prosthetics.interfaceP2.name)>> installed to attach cybernetic limbs the <<= setup.prosthetics.cyberneticL.name>> will be put into storage.//
<</if>>
//Since $he must have <<= addA(setup.prosthetics.interfaceP2.name)>> installed to attach cybernetic limbs the <<= setup.prosthetics.cyberneticL.name>> will be put into storage.//
//Since $he must have <<= addA(setup.prosthetics.interfaceTail.name)>> installed to attach tails the <<= setup.prosthetics[_p.id].name>> will be put into storage.//
<<elseif $activeSlave.tail != "none">>
//Since $he currently has a tail attached the <<= setup.prosthetics[_p.id].name>> will be put into storage.//
<<elseif _p.id == "modT">>
//Since installing <<= addA(setup.prosthetics.modT.name)>> is complicated it can't be automated.//
/*Reason: there are different designs player can choose from.*/
//Since $he must have <<= addA(setup.prosthetics.interfaceTail.name)>> installed to attach tails the <<= setup.prosthetics[_p.id].name>> will be put into storage.//
<<elseif $activeSlave.tail != "none">>
//Since $he currently has a tail attached the <<= setup.prosthetics[_p.id].name>> will be put into storage.//
<<elseif _p.id == "modT">>
//Since installing <<= addA(setup.prosthetics.modT.name)>> is complicated it can't be automated.//
/*Reason: there are different designs player can choose from.*/