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Commit 9b696f98 authored by Blank_Alt's avatar Blank_Alt Committed by Pregmodder
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SF Tension Fix

parent 65e5ab12
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...@@ -3,7 +3,7 @@ ...@@ -3,7 +3,7 @@
<<switch $SF.Colonel.Core>> <<switch $SF.Colonel.Core>>
<<case "shell shocked">> <<case "shell shocked">>
<span id="result7"> <span id="result7">
The entire time it is obvious that The Colonel is reliving a horrible event. <br>The entire time it is obvious that The Colonel is reliving a horrible event.
<br><<link "Try to bring her back">> <br><<link "Try to bring her back">>
<<replace "#result7">> <<replace "#result7">>
"You made an attempt to try to bring her back to the present." "You made an attempt to try to bring her back to the present."
...@@ -18,5 +18,5 @@ ...@@ -18,5 +18,5 @@
</span> </span>
<<default>> <<default>>
Inset sex noises here. <br>Inset sex noises here.
<</switch>> <</switch>>
\ No newline at end of file
...@@ -60,7 +60,7 @@ ...@@ -60,7 +60,7 @@
, that biannual merc meetup has come around again. You've already gave me leave to attend, but I just wanted to be sure I'm still clear to go." , that biannual merc meetup has come around again. You've already gave me leave to attend, but I just wanted to be sure I'm still clear to go."
<</if>> <</if>>
<br>[[Grant leave|Firebase][$SF.MercCon.CanAttend = 1]] <br>[[Grant leave|Firebase][$SF.MercCon.CanAttend = 1]]
<br>[[Request she remain on site|Firebase][$SF.MercCon.CanAttend = -2]]<br> <br>[[Request she remain on site|Firebase][$SF.MercCon.CanAttend = -2]]
<</if>> <</if>>
<span id="result0"> <span id="result0">
...@@ -109,4 +109,4 @@ ...@@ -109,4 +109,4 @@
<div id="FS" class="tabcontent"> <div id="FS" class="tabcontent">
<div class="content"> <<= App.SF.fsIntegration()>> </div> <div class="content"> <<= App.SF.fsIntegration()>> </div>
</div> </div>
<</if>> <</if>>
\ No newline at end of file
...@@ -6,7 +6,7 @@ ...@@ -6,7 +6,7 @@
<<if $SF.Squad.Firebase < App.SF.upgrades.currentUnitMax('Firebase')>> <<if $SF.Squad.Firebase < App.SF.upgrades.currentUnitMax('Firebase')>>
<<set _cF = App.SF.UpgradeCost(125000/_upgradeDiv,$SF.Squad.Firebase)>> <<set _cF = App.SF.UpgradeCost(125000/_upgradeDiv,$SF.Squad.Firebase)>>
<<if $cash >= _cF>> <br> <<if $cash >= _cF>> <br>
[[Upgrade Firebase|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Firebase++, $SF.CreditsInvested += (_cF), cashX(forceNeg(_cF), "specialForcesCap")]] [[Upgrade Firebase|Firebase][$SF.Upgrade = 1, $SF.Squad.Firebase++, $SF.CreditsInvested += (_cF), cashX(forceNeg(_cF), "specialForcesCap")]]
<<else>> <<else>>
//Cannot afford to upgrade the Firebase.// //Cannot afford to upgrade the Firebase.//
<</if>> <</if>>
...@@ -18,7 +18,7 @@ ...@@ -18,7 +18,7 @@
<<if $SF.Squad.Armoury < App.SF.upgrades.currentUnitMax('Armoury')>> <<if $SF.Squad.Armoury < App.SF.upgrades.currentUnitMax('Armoury')>>
<<set _cA = App.SF.UpgradeCost(40000/_upgradeDiv,$SF.Squad.Armoury)>> <<set _cA = App.SF.UpgradeCost(40000/_upgradeDiv,$SF.Squad.Armoury)>>
<<if $cash >= _cA>> <<if $cash >= _cA>>
[[Upgrade Armory|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Armoury++, $SF.CreditsInvested += (_cA), cashX(forceNeg(_cA), "specialForcesCap")]] [[Upgrade Armory|Firebase][$SF.Upgrade = 1, $SF.Squad.Armoury++, $SF.CreditsInvested += (_cA), cashX(forceNeg(_cA), "specialForcesCap")]]
<<else>> <<else>>
//Cannot afford to upgrade the Armory.// //Cannot afford to upgrade the Armory.//
<</if>> <</if>>
...@@ -30,7 +30,7 @@ ...@@ -30,7 +30,7 @@
<<if $SF.Squad.Drugs < App.SF.upgrades.currentUnitMax('Drugs')>> <<if $SF.Squad.Drugs < App.SF.upgrades.currentUnitMax('Drugs')>>
<<set _cDrugs = App.SF.UpgradeCost(40000/_upgradeDiv,$SF.Squad.Drugs)>> <<set _cDrugs = App.SF.UpgradeCost(40000/_upgradeDiv,$SF.Squad.Drugs)>>
<<if $cash >= _cDrugs>> <<if $cash >= _cDrugs>>
[[Upgrade Drug Lab|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Drugs++, $SF.CreditsInvested += (_cDrugs), cashX(forceNeg(_cDrugs), "specialForcesCap")]] [[Upgrade Drug Lab|Firebase][$SF.Upgrade = 1, $SF.Squad.Drugs++, $SF.CreditsInvested += (_cDrugs), cashX(forceNeg(_cDrugs), "specialForcesCap")]]
<<else>> <<else>>
//Cannot afford to upgrade the Drug Lab.// //Cannot afford to upgrade the Drug Lab.//
<</if>> <</if>>
...@@ -42,7 +42,7 @@ ...@@ -42,7 +42,7 @@
<<if $SF.Squad.Firebase >= 2 && $SF.Squad.Drones < App.SF.upgrades.currentUnitMax('Drones')>> <<if $SF.Squad.Firebase >= 2 && $SF.Squad.Drones < App.SF.upgrades.currentUnitMax('Drones')>>
<<set _cDrones = App.SF.UpgradeCost(45000/_upgradeDiv,$SF.Squad.Drones)>> <<set _cDrones = App.SF.UpgradeCost(45000/_upgradeDiv,$SF.Squad.Drones)>>
<<if $cash >= _cDrones>> <<if $cash >= _cDrones>>
[[Upgrade Drone Bay|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Drones++, $SF.CreditsInvested += (_cDrones), cashX(forceNeg(_cDrones), "specialForcesCap")]] [[Upgrade Drone Bay|Firebase][$SF.Upgrade = 1, $SF.Squad.Drones++, $SF.CreditsInvested += (_cDrones), cashX(forceNeg(_cDrones), "specialForcesCap")]]
<<else>> <<else>>
//Cannot afford to upgrade the Drone Bay.// //Cannot afford to upgrade the Drone Bay.//
<</if>> <</if>>
...@@ -56,7 +56,7 @@ ...@@ -56,7 +56,7 @@
<<if $SF.Squad.AV < App.SF.upgrades.currentUnitMax('AV')>> <<if $SF.Squad.AV < App.SF.upgrades.currentUnitMax('AV')>>
<<set _cAV = App.SF.UpgradeCost(60000/_upgradeDiv,$SF.Squad.AV)>> <<set _cAV = App.SF.UpgradeCost(60000/_upgradeDiv,$SF.Squad.AV)>>
<<if $cash >= _cAV>> <<if $cash >= _cAV>>
[[Upgrade Attack Vehicle Fleet|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.AV++, $SF.CreditsInvested += (_cAV), cashX(forceNeg(_cAV), "specialForcesCap")]] [[Upgrade Attack Vehicle Fleet|Firebase][$SF.Upgrade = 1, $SF.Squad.AV++, $SF.CreditsInvested += (_cAV), cashX(forceNeg(_cAV), "specialForcesCap")]]
<<else>> <<else>>
//Cannot afford to upgrade the Attack Vehicle Fleet.// //Cannot afford to upgrade the Attack Vehicle Fleet.//
<</if>> <</if>>
...@@ -70,7 +70,7 @@ ...@@ -70,7 +70,7 @@
<<if $SF.Squad.TV < App.SF.upgrades.currentUnitMax('TV')>> <<if $SF.Squad.TV < App.SF.upgrades.currentUnitMax('TV')>>
<<set _cTV = App.SF.UpgradeCost(60000/_upgradeDiv,$SF.Squad.TV)>> <<set _cTV = App.SF.UpgradeCost(60000/_upgradeDiv,$SF.Squad.TV)>>
<<if $cash >= _cTV>> <<if $cash >= _cTV>>
[[Upgrade Transport Vehicle Fleet|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.TV++, $SF.CreditsInvested += (_cTV), cashX(forceNeg(_cTV), "specialForcesCap")]] [[Upgrade Transport Vehicle Fleet|Firebase][$SF.Upgrade = 1, $SF.Squad.TV++, $SF.CreditsInvested += (_cTV), cashX(forceNeg(_cTV), "specialForcesCap")]]
<<else>> <<else>>
//Cannot afford to upgrade Transport Vehicle Fleet.// //Cannot afford to upgrade Transport Vehicle Fleet.//
<</if>> <</if>>
...@@ -85,7 +85,7 @@ ...@@ -85,7 +85,7 @@
<<if $SF.Squad.PGT < _PGTU>> <<if $SF.Squad.PGT < _PGTU>>
<<set _cPGT = App.SF.UpgradeCost(735000/_upgradeDiv,$SF.Squad.PGT)>> <<set _cPGT = App.SF.UpgradeCost(735000/_upgradeDiv,$SF.Squad.PGT)>>
<<if $cash >= _cPGT>> <<if $cash >= _cPGT>>
[[Upgrade Prototype Goliath tank|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.PGT++, $SF.CreditsInvested += (_cPGT), cashX(forceNeg(_cPGT), "specialForcesCap")]] [[Upgrade Prototype Goliath tank|Firebase][$SF.Upgrade = 1, $SF.Squad.PGT++, $SF.CreditsInvested += (_cPGT), cashX(forceNeg(_cPGT), "specialForcesCap")]]
<<else>> <<else>>
//Cannot afford to upgrade Prototype Goliath Tank.// //Cannot afford to upgrade Prototype Goliath Tank.//
<</if>> <</if>>
...@@ -103,7 +103,7 @@ ...@@ -103,7 +103,7 @@
<<if $SF.Squad.AA < App.SF.upgrades.currentUnitMax('AA')>> <<if $SF.Squad.AA < App.SF.upgrades.currentUnitMax('AA')>>
<<set _cAA = App.SF.UpgradeCost(70000/_upgradeDiv,$SF.Squad.AA)>> <<set _cAA = App.SF.UpgradeCost(70000/_upgradeDiv,$SF.Squad.AA)>>
<<if $cash >= _cAA>> <<if $cash >= _cAA>>
[[Upgrade Attack Aircraft Fleet|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.AA++, $SF.CreditsInvested += (_cAA), cashX(forceNeg(_cAA), "specialForcesCap")]] [[Upgrade Attack Aircraft Fleet|Firebase][$SF.Upgrade = 1, $SF.Squad.AA++, $SF.CreditsInvested += (_cAA), cashX(forceNeg(_cAA), "specialForcesCap")]]
<<else>> <<else>>
//Cannot afford to upgrade Attack Aircraft Fleet.// //Cannot afford to upgrade Attack Aircraft Fleet.//
<</if>> <</if>>
...@@ -117,7 +117,7 @@ ...@@ -117,7 +117,7 @@
<<if $SF.Squad.TA < App.SF.upgrades.currentUnitMax('TA')>> <<if $SF.Squad.TA < App.SF.upgrades.currentUnitMax('TA')>>
<<set _cTA = App.SF.UpgradeCost(70000/_upgradeDiv,$SF.Squad.TA)>> <<set _cTA = App.SF.UpgradeCost(70000/_upgradeDiv,$SF.Squad.TA)>>
<<if $cash >= _cTA>> <<if $cash >= _cTA>>
[[Upgrade Transport Aircraft Fleet|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.TA++, $SF.CreditsInvested += (_cTA), cashX(forceNeg(_cTA), "specialForcesCap")]] [[Upgrade Transport Aircraft Fleet|Firebase][$SF.Upgrade = 1, $SF.Squad.TA++, $SF.CreditsInvested += (_cTA), cashX(forceNeg(_cTA), "specialForcesCap")]]
<<else>> <<else>>
//Cannot afford to upgrade the Transport Aircraft Fleet.// //Cannot afford to upgrade the Transport Aircraft Fleet.//
<</if>> <</if>>
...@@ -132,7 +132,7 @@ ...@@ -132,7 +132,7 @@
<<if $SF.Squad.SpacePlane < _SPU>> <<if $SF.Squad.SpacePlane < _SPU>>
<<set _cSP = App.SF.UpgradeCost(250000/_upgradeDiv,$SF.Squad.SpacePlane)>> <<set _cSP = App.SF.UpgradeCost(250000/_upgradeDiv,$SF.Squad.SpacePlane)>>
<<if $cash >= _cSP>> <<if $cash >= _cSP>>
[[Upgrade Spaceplane|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.SpacePlane++, $SF.CreditsInvested += (_cSP), cashX(forceNeg(_cSP), "specialForcesCap")]] [[Upgrade Spaceplane|Firebase][$SF.Upgrade = 1, $SF.Squad.SpacePlane++, $SF.CreditsInvested += (_cSP), cashX(forceNeg(_cSP), "specialForcesCap")]]
<<else>> <<else>>
//Cannot afford to upgrade the Spaceplane.// //Cannot afford to upgrade the Spaceplane.//
<</if>> <</if>>
...@@ -149,7 +149,7 @@ ...@@ -149,7 +149,7 @@
<<if $SF.Squad.GunS < _GunSU>> <<if $SF.Squad.GunS < _GunSU>>
<<set _cGunS = App.SF.UpgradeCost(350000/_upgradeDiv,$SF.Squad.GunS)>> <<set _cGunS = App.SF.UpgradeCost(350000/_upgradeDiv,$SF.Squad.GunS)>>
<<if $cash >= _cGunS>> <<if $cash >= _cGunS>>
[[Upgrade Gunship|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.GunS++, $SF.CreditsInvested += (_cGunS), cashX(forceNeg(_cGunS), "specialForcesCap")]] [[Upgrade Gunship|Firebase][$SF.Upgrade = 1, $SF.Squad.GunS++, $SF.CreditsInvested += (_cGunS), cashX(forceNeg(_cGunS), "specialForcesCap")]]
<<else>> <<else>>
//Cannot afford to upgrade Gunship.// //Cannot afford to upgrade Gunship.//
<</if>> <</if>>
...@@ -168,7 +168,7 @@ ...@@ -168,7 +168,7 @@
<<if $SF.Squad.Satellite < _SatU && $SF.SatLaunched < 1>> <<if $SF.Squad.Satellite < _SatU && $SF.SatLaunched < 1>>
<<set _cSat = App.SF.UpgradeCost(525000/_upgradeDiv,$SF.Squad.Satellite)>> <<set _cSat = App.SF.UpgradeCost(525000/_upgradeDiv,$SF.Squad.Satellite)>>
<<if $cash >= _cSat>> <<if $cash >= _cSat>>
[[Upgrade Satellite|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Satellite++, $SF.CreditsInvested += (_cSat), cashX(forceNeg(_cSat), "specialForcesCap")]] [[Upgrade Satellite|Firebase][$SF.Upgrade = 1, $SF.Squad.Satellite++, $SF.CreditsInvested += (_cSat), cashX(forceNeg(_cSat), "specialForcesCap")]]
<<else>> <<else>>
//Cannot afford to upgrade Satellite.// //Cannot afford to upgrade Satellite.//
<</if>> <</if>>
...@@ -186,7 +186,7 @@ ...@@ -186,7 +186,7 @@
<<if $SF.Squad.GiantRobot < _GRU>> <<if $SF.Squad.GiantRobot < _GRU>>
<<set _cGR = App.SF.UpgradeCost(550000/_upgradeDiv,$SF.Squad.GiantRobot)>> <<set _cGR = App.SF.UpgradeCost(550000/_upgradeDiv,$SF.Squad.GiantRobot)>>
<<if $cash >= _cGR>> <<if $cash >= _cGR>>
[[Upgrade Giant Robot|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.GiantRobot++, $SF.CreditsInvested += (_cGR), cashX(forceNeg(_cGR), "specialForcesCap")]] [[Upgrade Giant Robot|Firebase][$SF.Upgrade = 1, $SF.Squad.GiantRobot++, $SF.CreditsInvested += (_cGR), cashX(forceNeg(_cGR), "specialForcesCap")]]
<<else>> <<else>>
//Cannot afford to upgrade the Giant Robot.// //Cannot afford to upgrade the Giant Robot.//
<</if>> <</if>>
...@@ -203,7 +203,7 @@ ...@@ -203,7 +203,7 @@
<<if $SF.Squad.MissileSilo < _MSU>> <<if $SF.Squad.MissileSilo < _MSU>>
<<set _cMS = App.SF.UpgradeCost(565000/_upgradeDiv,$SF.Squad.MissileSilo)>> <<set _cMS = App.SF.UpgradeCost(565000/_upgradeDiv,$SF.Squad.MissileSilo)>>
<<if $cash >= _cMS>> <<if $cash >= _cMS>>
[[Upgrade Cruise Missile|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.MissileSilo++, $SF.CreditsInvested += (_cMS), cashX(forceNeg(_cMS), "specialForcesCap")]] [[Upgrade Cruise Missile|Firebase][$SF.Upgrade = 1, $SF.Squad.MissileSilo++, $SF.CreditsInvested += (_cMS), cashX(forceNeg(_cMS), "specialForcesCap")]]
<<else>> <<else>>
//Cannot afford to upgrade Cruise Missile.// //Cannot afford to upgrade Cruise Missile.//
<</if>> <</if>>
...@@ -223,7 +223,7 @@ ...@@ -223,7 +223,7 @@
<<if $SF.Squad.AircraftCarrier < _ACU>> <<if $SF.Squad.AircraftCarrier < _ACU>>
<<set _cAC = App.SF.UpgradeCost(650000/_upgradeDiv,$SF.Squad.AircraftCarrier)>> <<set _cAC = App.SF.UpgradeCost(650000/_upgradeDiv,$SF.Squad.AircraftCarrier)>>
<<if $cash >= _cAC>> <<if $cash >= _cAC>>
[[Upgrade Aircraft Carrier|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.AircraftCarrier++, $SF.CreditsInvested += (_cAC), cashX(forceNeg(_cAC), "specialForcesCap")]] [[Upgrade Aircraft Carrier|Firebase][$SF.Upgrade = 1, $SF.Squad.AircraftCarrier++, $SF.CreditsInvested += (_cAC), cashX(forceNeg(_cAC), "specialForcesCap")]]
<<else>> <<else>>
//Cannot afford to upgrade Aircraft Carrier.// //Cannot afford to upgrade Aircraft Carrier.//
<</if>> <</if>>
...@@ -240,7 +240,7 @@ ...@@ -240,7 +240,7 @@
<<if $SF.Squad.Sub < _SubU>> <<if $SF.Squad.Sub < _SubU>>
<<set _cSub = App.SF.UpgradeCost(700000/_upgradeDiv,$SF.Squad.Sub)>> <<set _cSub = App.SF.UpgradeCost(700000/_upgradeDiv,$SF.Squad.Sub)>>
<<if $cash >= _cSub>> <<if $cash >= _cSub>>
[[Upgrade Submarine|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Sub++, $SF.CreditsInvested += (_cSub), cashX(forceNeg(_cSub), "specialForcesCap")]] [[Upgrade Submarine|Firebase][$SF.Upgrade = 1, $SF.Squad.Sub++, $SF.CreditsInvested += (_cSub), cashX(forceNeg(_cSub), "specialForcesCap")]]
<<else>> <<else>>
//Cannot afford to upgrade Submarine// //Cannot afford to upgrade Submarine//
<</if>> <</if>>
...@@ -257,7 +257,7 @@ ...@@ -257,7 +257,7 @@
<<if $SF.Squad.HAT < _HATU>> <<if $SF.Squad.HAT < _HATU>>
<<set _cHAT = App.SF.UpgradeCost(665000/_upgradeDiv,$SF.Squad.HAT)>> <<set _cHAT = App.SF.UpgradeCost(665000/_upgradeDiv,$SF.Squad.HAT)>>
<<if $cash >= _cHAT>> <<if $cash >= _cHAT>>
[[Upgrade Amphibious Transport|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.HAT++, $SF.CreditsInvested += (_cHAT), cashX(forceNeg(_cHAT), "specialForcesCap")]] [[Upgrade Amphibious Transport|Firebase][$SF.Upgrade = 1, $SF.Squad.HAT++, $SF.CreditsInvested += (_cHAT), cashX(forceNeg(_cHAT), "specialForcesCap")]]
<<else>> <<else>>
//Cannot afford to upgrade Amphibious Transport.// //Cannot afford to upgrade Amphibious Transport.//
<</if>> <</if>>
......
...@@ -51,232 +51,230 @@ ...@@ -51,232 +51,230 @@
<</if>> <</if>>
<</if>> <</if>>
<span id="result1">
<<if $SF.Colonel.Talk + $SF.Colonel.Fun === 0>> <<if $SF.Colonel.Talk + $SF.Colonel.Fun === 0>>
<span id="result0"> <span id="result2">
<br>"If you need me for anything else, let me know." <br><br>"If you need me for anything else, let me know."
<<if $SF.Colonel.Status >= 25>> <<if $SF.Colonel.Status >= 25>>
<br><<link "Walk with The Colonel on the surface">> <br><<link "Walk with The Colonel on the surface" "Firebase">>
<<replace "#result0">>
<<set $SF.Colonel.Talk = 1, $SF.Colonel.Status += 2, $SF.FS.Tension -= _colonelTalkTensionRuction>> <<set $SF.Colonel.Talk = 1, $SF.Colonel.Status += 2, $SF.FS.Tension -= _colonelTalkTensionRuction>>
<br><br>You ask The Colonel if she would like to stretch her legs up on the surface. It doesn't take much effort for her to agree.
<<if $PC.skill.warfare >= 100 && $PC.career == "mercenary">>
Your mastery of wet work and prior experience in a PMC satisfies The Colonel that between you<<if _S.Bodyguard>>, _S.Bodyguard.slaveName,<</if>> and her, there should be little threat to walking around the arcology. Being able to see and interact with the arcology owner directly maintains the false idea that you're just like one of them while also giving them an increased opportunity to try gaining your favor.
<<run repX(10, "specialForces")>>
<<run cashX(_EnvCash2, "specialForces")>>
<<elseif $PC.skill.warfare >= 100>>
Your mastery of wet work satisfies The Colonel that you only need two soldiers <<if _S.Bodyguard>> plus _S.Bodyguard.slaveName<</if>> to walk safely around the arcology. Being able to see and interact with the arcology owner directly maintains the false idea that you're just like one of them while also giving them an increased opportunity to try gaining your favor.
<<run repX(5, "specialForces")>>
<<run cashX(_EnvCash3, "specialForces")>>
<<elseif $PC.skill.warfare >= 60>>
With some expertise in warfare, The Colonel believes <<if _S.Bodyguard>>with _S.Bodyguard.slaveName <</if>>you only need a squad of armed soldiers for a walk through the arcology.
<<elseif $PC.skill.warfare >= 30>>
As you have some skill in warfare, The Colonel believes<<if _S.Bodyguard>> with _S.Bodyguard.slaveName<</if>> you only need two full squads of armed soldiers for a walk around the arcology.
<<elseif $PC.skill.warfare >= 10>>
Your minor skill in warfare convinces The Colonel that <<if _S.Bodyguard>>in addition to _S.Bodyguard.slaveName, <</if>>you need two full squads of armed soldiers and an armored car escort for a simple walk around the arcology.
<<else>>
Your complete lack of combat skill convinces The Colonel that <<if _S.Bodyguard>>in addition to _S.Bodyguard.slaveName, <</if>>you need two full squads of armed soldiers, an armored car escort, and a sniper overwatch for a simple walk around the arcology.
<</if>>
<br>As you make your way through the arcology you stop at a
<<if $arcologies[0].FSPaternalist != "unset">>
paternalist shop, <<if $SF.Colonel.Core == "cruel">>earning a sneer from The Colonel<<else>>helping The Colonel select some luxurious and relaxing slave treatments<</if>>.
<<elseif $arcologies[0].FSPastoralist != "unset">>
pastoralist shop, helping The Colonel select a more comfortable breast pump.
<<else>>
shop that catches The Colonel's eye.
<</if>>
<<if $PC.skill.slaving >= 100 && $PC.career == "slaver">>
Your mastery and extensive history of slaving allows you to assist The Colonel greatly. The shop owner is so impressed by your understanding of slavery that she asks you for some advice. Before you leave, you manage to pass on a few tips, helping the business with future customers.
<<if $arcologies[0].prosperity < $AProsperityCap>>
<<set $arcologies[0].prosperity++>>
<</if>>
<<elseif $PC.skill.slaving >= 100>>
Your mastery and extensive history of slaving allows you to assist The Colonel greatly. The shop owner is so impressed by your understanding of slavery that she asks you for some advice. Before you leave, you manage to pass on a few tips, helping the business with future customers.
<<if $arcologies[0].prosperity < $AProsperityCap>>
<<set $arcologies[0].prosperity++>>
<</if>>
<<elseif $PC.skill.slaving >= 60>>
Your expertise in slavery allows you to help The Colonel decide what to buy for her main slave.
<<elseif $PC.skill.slaving >= 30>>
Your moderate skill in slavery makes you somewhat helpful to The Colonel in deciding what to buy for her main slave.
<<elseif $PC.skill.slaving >= 10>>
Your basic skill level of slavery doesn't allow you to help The Colonel at all.
<<elseif $PC.skill.slaving < 10>>
Your total lack of slavery skill (which is very unusual and very concerning for an arcology owner) means that you are of little to no help or even a hindrance. The shopkeeper notices your complete ineptitude, and as soon as you've left the rumor mill begins.
<<run repX(-20, "PCactions")>>
<</if>>
<br>Soon the entourage heads back to the HQ of $SF.Lower.
<<if random(1,100) > 50>>
Along the route you see a homeless citizen with a serious injury begging for help.
<<if $PC.skill.medicine >= 100 && $PC.career == "medicine">>
Your expertise in surgery ensures that the citizen receives the best care they'll ever experience in their life. They are so grateful that they are more than happy to try and compensate your time. Word quickly spreads of the kindly medically trained arcology owner who took the time to heal a citizen, providing confidence to the rest of the citizens.
<<run repX(10, "specialForces")>>
<<run cashX(_EnvCash4, "specialForces")>>
<<elseif $PC.skill.medicine >= 100>>
Your expertise in surgery ensures that the citizen receives the best care they'll ever experience in their life. Word quickly spreads of the kindly arcology owner who took the time to heal a citizen.
<<run repX(5, "specialForces")>>
<<elseif $PC.skill.medicine >= 60>>
Your proficiency in surgery allows you to properly close their wound with minimal trauma to the patient.
<<elseif $PC.skill.medicine >= 30>>
Your moderate surgical skill ensures that you can close the citizen's wound, though not without likely scarring.
<<elseif $PC.skill.medicine >= 10>>
Your basic surgical skill in medicine is sufficient only to stabilize the citizen's wounds before medical assistance arrives.
<<else>>
Your total lack of surgical skill causes the death of the citizen through repeated medical blunders.
<<set $arcologies[0].prosperity -= .25>>
<</if>>
<</if>>
<</replace>>
<</link>> <</link>>
<</if>> <</if>>
<br><<link "Talk in $SF.Lower's HQ">> <br><<link "Talk in $SF.Lower's HQ">>
<<replace "#result0">> <<replace "#result2">>
<span id="result1"> <span id="result3">
<br><br>What do you want to do with The Colonel in the HQ? <br><br>What do you want to do with The Colonel in the HQ?
<br><<link "Talk">> <br><<link "Talk" "Firebase">>
<<replace "#result1">> <<set $SF.Colonel.Talk = 2, $SF.Colonel.Status += 3, $SF.FS.Tension -= _colonelTalkTensionRuction>>
<<set $SF.Colonel.Talk = 1, $SF.Colonel.Status += 3, $SF.FS.Tension -= _colonelTalkTensionRuction>> <</link>>
<br><br>You and The Colonel talk over some $PC.refreshment, where she ends up talking about her past. You learn a little more about her.
<<switch random(1,6)>>
<<case 1>>
<<= IncreasePCSkills(['medicine', 'trading', 'slaving'], 1)>>
<<case 2>>
<<= IncreasePCSkills(['trading', 'slaving', 'engineering'], 1)>>
<<case 3>>
<<= IncreasePCSkills(['slaving', 'engineering', 'hacking'], 1)>>
<<case 4>>
<<= IncreasePCSkills(['engineering', 'hacking', 'warfare'], 1)>>
<<case 5>>
<<= IncreasePCSkills(['hacking', 'warfare', 'medicine'], 1)>>
<<case 6>>
<<= IncreasePCSkills(['warfare', 'medicine', 'trading'], 1)>>
<</switch>>
<</replace>>
<</link>>
<br><<link "Learn">> <br><<link "Learn" "Firebase">>
<<replace "#result1">> <<set $SF.Colonel.Talk = 3,$SF.Colonel.Status += 1, $SF.FS.Tension -= _colonelTalkTensionRuction>>
<<set $SF.Colonel.Talk = 1,$SF.Colonel.Status += 1, $SF.FS.Tension -= _colonelTalkTensionRuction>> <</link>>
<br><br>"Sure boss, I can use a break from all of this," she laughs. The Colonel tells a story about one time when she
<<switch random(1,6)>>
<<case 1>>
used field medicine to save another merc's life, teaching you some medical procedures in the process.
<<= IncreasePCSkills('medicine', 5)>>
<<case 2>>
haggled for necessary gear with a stingy quartermaster, teaching you how to get what you want from traders.
<<= IncreasePCSkills('trading', 5)>>
<<case 3>>
found a load of human chattel in a raid and had to manage them before they could later be unloaded, teaching you how to better care for your slaves.
<<= IncreasePCSkills('slaving', 5)>>
<<case 4>>
was responsible for rebuilding a fort she had seized, teaching you how to better manage construction in your arcology.
<<= IncreasePCSkills('engineering', 5)>>
<<case 5>>
was forced to hack her way out of a trap, teaching you how to better penetrate digital security.
<<= IncreasePCSkills('hacking', 5)>>
<<case 6>>
fought off an entire battalion with only a small squad, teaching you how to think tactically in battle.
<<= IncreasePCSkills('warfare', 5)>>
<</switch>>
<</replace>>
<</link>>
<<if $SF.Colonel.Status >= 45>> <<if $SF.Colonel.Status >= 45>> <br>
<br><<link "Have some fun">> <<link "Have some fun">>
<<replace "#result1">> <<replace "#result3">>
<span id="result4"> <span id="result4">
<<set $SF.Colonel.Fun = 1,$SF.Colonel.Talk = 1,$SF.Colonel.Status += 3, $SF.FS.Tension -= _colonelTalkTensionRuction>> <<set $SF.Colonel.Fun = 1, $SF.Colonel.Status += 3, $SF.FS.Tension -= _colonelTalkTensionRuction>>
<br>Where should this fun take place? <br><br>Where should this fun take place?
<<link "Go back" "Firebase">> <<link "Go back" "Firebase">>
<<set $SF.Colonel.Fun = 0, $SF.Colonel.Talk = 0,$SF.Colonel.Status -= 3, $SF.FS.Tension += _colonelTalkTensionRuction>> <<set $SF.Colonel.Fun = 0, $SF.Colonel.Talk = 0,$SF.Colonel.Status -= 3, $SF.FS.Tension += _colonelTalkTensionRuction>>
<</link>> <</link>>
<br><<link "In private">> <br><<link "In private">>
<<replace "#result4">> <<replace "#result4">>
<span id="result6"> <span id="result6">
<br>Which orifice do you wish to target? <br><br>Which orifice do you wish to target?
<<link "Go back" "Firebase">> <<link "Go back" "Firebase">> <</link>>
<</link>> <br><<link "Pussy">>
<br><<link "Pussy">> <<replace "#result6">>
<<replace "#result6">> <<include "SFColonelSexDec">>
<<include "SFColonelSexDec">> <</replace>>
<</replace>> <<set $SF.Colonel.Fun += 1>>
<<set $SF.Colonel.Fun += 1>> <</link>>
<</link>> <br><<link "Ass">>
<br><<link "Ass">> <<replace "#result6">>
<<replace "#result6">> <<include "SFColonelSexDec">>
<<include "SFColonelSexDec">> <</replace>>
<</replace>> <<set $SF.Colonel.Fun += 1>>
<<set $SF.Colonel.Fun += 1>> <</link>>
<</link>> <br><<link "Both pussy and ass">>
<br><<link "Both pussy and ass">> <<replace "#result6">>
<<replace "#result6">> <<include "SFColonelSexDec">>
<<include "SFColonelSexDec">> <</replace>>
<</replace>> <<set $SF.Colonel.Fun += 2>>
<<set $SF.Colonel.Fun += 2>> <</link>>
<</link>> <br><<link "Mouth">>
<br><<link "Mouth">> <<replace "#result6">>
<<replace "#result6">> <<include "SFColonelSexDec">>
<<include "SFColonelSexDec">> <</replace>>
<</replace>> <<set $SF.Colonel.Fun += 1>>
<<set $SF.Colonel.Fun += 1>> <</link>>
<</link>> <br><<link "All three holes">>
<br><<link "All three holes">> <<replace "#result6">>
<<replace "#result6">> <<include "SFColonelSexDec">>
<<include "SFColonelSexDec">> <</replace>>
<</replace>> <<set $SF.Colonel.Fun += 3>>
<<set $SF.Colonel.Fun += 3>> <</link>>
<</link>> </span>
</span> <</replace>>
<</replace>> <</link>>
<</link>>
<br><<link "On The Colonel's throne">> <br><<link "On The Colonel's throne">>
<<replace "#result4">> <<replace "#result4">>
<span id="result6"> <span id="result6">
<br>Which orifice do you wish to target? <br><br>Which orifice do you wish to target?
<<link "Go back" "Firebase">> <<link "Go back" "Firebase">> <</link>>
<</link>> <br><<link "Pussy">>
<br><<link "Pussy">> <<replace "#result6">>
<<replace "#result6">> <<include "SFColonelSexDec">>
<<include "SFColonelSexDec">> <</replace>>
<</replace>> <<set $SF.Colonel.Fun += 1>>
<<set $SF.Colonel.Fun += 1>> <</link>>
<</link>> <br><<link "Ass">>
<br><<link "Ass">> <<replace "#result6">>
<<replace "#result6">> <<include "SFColonelSexDec">>
<<include "SFColonelSexDec">> <</replace>>
<</replace>> <<set $SF.Colonel.Fun += 1>>
<<set $SF.Colonel.Fun += 1>> <</link>>
<</link>> <br><<link "Both pussy and ass">>
<br><<link "Both pussy and ass">> <<replace "#result6">>
<<replace "#result6">> <<include "SFColonelSexDec">>
<<include "SFColonelSexDec">> <</replace>>
<</replace>> <<set $SF.Colonel.Fun += 2>>
<<set $SF.Colonel.Fun += 2>> <</link>>
<</link>> <br><<link "Mouth">>
<br><<link "Mouth">> <<replace "#result6">>
<<replace "#result6">> <<include "SFColonelSexDec">>
<<include "SFColonelSexDec">> <</replace>>
<</replace>> <<set $SF.Colonel.Fun += 1>>
<<set $SF.Colonel.Fun += 1>> <</link>>
<</link>> <br><<link "All three holes">>
<br><<link "All three holes">> <<replace "#result6">>
<<replace "#result6">> <<include "SFColonelSexDec">>
<<include "SFColonelSexDec">> <</replace>>
<</replace>> <<set $SF.Colonel.Fun += 3>>
<<set $SF.Colonel.Fun += 3>> <</link>>
<</link>>
</span>
<</replace>>
<</link>>
</span> </span>
<</replace>> <</replace>>
<</link>> <</link>>
<</if>> /*Closes fun*/ </span>
<</replace>>
<</link>>
<</if>> /*Closes fun*/
</span> </span>
<</replace>> <</replace>>
<</link>> /*Closes talk*/ <</link>> /*Closes talk*/
</span> </span>
<</if>> /*Closes spend time with The Colonel*/ <</if>> /*Closes spend time with The Colonel*/
\ No newline at end of file </span>
<<if $SF.Colonel.Talk === 1>>
<br><br>You ask The Colonel if she would like to stretch her legs up on the surface. It doesn't take much effort for her to agree.
<<if $PC.skill.warfare >= 100 && $PC.career == "mercenary">>
Your mastery of wet work and prior experience in a PMC satisfies The Colonel that between you<<if _S.Bodyguard>>, _S.Bodyguard.slaveName,<</if>> and her, there should be little threat to walking around the arcology. Being able to see and interact with the arcology owner directly maintains the false idea that you're just like one of them while also giving them an increased opportunity to try gaining your favor.
<<run repX(10, "specialForces"), cashX(_EnvCash2, "specialForces")>>
<<elseif $PC.skill.warfare >= 100>>
Your mastery of wet work satisfies The Colonel that you only need two soldiers <<if _S.Bodyguard>> plus _S.Bodyguard.slaveName<</if>> to walk safely around the arcology. Being able to see and interact with the arcology owner directly maintains the false idea that you're just like one of them while also giving them an increased opportunity to try gaining your favor.
<<run repX(5, "specialForces"), cashX(_EnvCash3, "specialForces")>>
<<elseif $PC.skill.warfare >= 60>>
With some expertise in warfare, The Colonel believes <<if _S.Bodyguard>>with _S.Bodyguard.slaveName <</if>>you only need a squad of armed soldiers for a walk through the arcology.
<<elseif $PC.skill.warfare >= 30>>
As you have some skill in warfare, The Colonel believes<<if _S.Bodyguard>> with _S.Bodyguard.slaveName<</if>> you only need two full squads of armed soldiers for a walk around the arcology.
<<elseif $PC.skill.warfare >= 10>>
Your minor skill in warfare convinces The Colonel that <<if _S.Bodyguard>>in addition to _S.Bodyguard.slaveName, <</if>>you need two full squads of armed soldiers and an armored car escort for a simple walk around the arcology.
<<else>>
Your complete lack of combat skill convinces The Colonel that <<if _S.Bodyguard>>in addition to _S.Bodyguard.slaveName, <</if>>you need two full squads of armed soldiers, an armored car escort, and a sniper overwatch for a simple walk around the arcology.
<</if>>
<br>As you make your way through the arcology you stop at a
<<if $arcologies[0].FSPaternalist != "unset">>
paternalist shop, <<if $SF.Colonel.Core == "cruel">>earning a sneer from The Colonel<<else>>helping The Colonel select some luxurious and relaxing slave treatments<</if>>.
<<elseif $arcologies[0].FSPastoralist != "unset">>
pastoralist shop, helping The Colonel select a more comfortable breast pump.
<<else>>
shop that catches The Colonel's eye.
<</if>>
<<if $PC.skill.slaving >= 100 && $PC.career == "slaver">>
Your mastery and extensive history of slaving allows you to assist The Colonel greatly. The shop owner is so impressed by your understanding of slavery that she asks you for some advice. Before you leave, you manage to pass on a few tips, helping the business with future customers.
<<if $arcologies[0].prosperity < $AProsperityCap>>
<<set $arcologies[0].prosperity++>>
<</if>>
<<elseif $PC.skill.slaving >= 100>>
Your mastery and extensive history of slaving allows you to assist The Colonel greatly. The shop owner is so impressed by your understanding of slavery that she asks you for some advice. Before you leave, you manage to pass on a few tips, helping the business with future customers.
<<if $arcologies[0].prosperity < $AProsperityCap>>
<<set $arcologies[0].prosperity++>>
<</if>>
<<elseif $PC.skill.slaving >= 60>>
Your expertise in slavery allows you to help The Colonel decide what to buy for her main slave.
<<elseif $PC.skill.slaving >= 30>>
Your moderate skill in slavery makes you somewhat helpful to The Colonel in deciding what to buy for her main slave.
<<elseif $PC.skill.slaving >= 10>>
Your basic skill level of slavery doesn't allow you to help The Colonel at all.
<<elseif $PC.skill.slaving < 10>>
Your total lack of slavery skill (which is very unusual and very concerning for an arcology owner) means that you are of little to no help or even a hindrance. The shopkeeper notices your complete ineptitude, and as soon as you've left the rumor mill begins.
<<run repX(-20, "PCactions")>>
<</if>>
<br>Soon the entourage heads back to the HQ of $SF.Lower.
<<if random(1,100) > 50>>
Along the route you see a homeless citizen with a serious injury begging for help.
<<if $PC.skill.medicine >= 100 && $PC.career == "medicine">>
Your expertise in surgery ensures that the citizen receives the best care they'll ever experience in their life. They are so grateful that they are more than happy to try and compensate your time. Word quickly spreads of the kindly medically trained arcology owner who took the time to heal a citizen, providing confidence to the rest of the citizens.
<<run repX(10, "specialForces")>>
<<run cashX(_EnvCash4, "specialForces")>>
<<elseif $PC.skill.medicine >= 100>>
Your expertise in surgery ensures that the citizen receives the best care they'll ever experience in their life. Word quickly spreads of the kindly arcology owner who took the time to heal a citizen.
<<run repX(5, "specialForces")>>
<<elseif $PC.skill.medicine >= 60>>
Your proficiency in surgery allows you to properly close their wound with minimal trauma to the patient.
<<elseif $PC.skill.medicine >= 30>>
Your moderate surgical skill ensures that you can close the citizen's wound, though not without likely scarring.
<<elseif $PC.skill.medicine >= 10>>
Your basic surgical skill in medicine is sufficient only to stabilize the citizen's wounds before medical assistance arrives.
<<else>>
Your total lack of surgical skill causes the death of the citizen through repeated medical blunders.
<<set $arcologies[0].prosperity -= .25>>
<</if>>
<</if>>
<<elseif $SF.Colonel.Talk === 2>>
<br><br>You and The Colonel talk over some $PC.refreshment, where she ends up talking about her past. You learn a little more about her.
<<switch random(1,6)>>
<<case 1>>
<<= IncreasePCSkills(['medicine', 'trading', 'slaving'], 1)>>
<<case 2>>
<<= IncreasePCSkills(['trading', 'slaving', 'engineering'], 1)>>
<<case 3>>
<<= IncreasePCSkills(['slaving', 'engineering', 'hacking'], 1)>>
<<case 4>>
<<= IncreasePCSkills(['engineering', 'hacking', 'warfare'], 1)>>
<<case 5>>
<<= IncreasePCSkills(['hacking', 'warfare', 'medicine'], 1)>>
<<case 6>>
<<= IncreasePCSkills(['warfare', 'medicine', 'trading'], 1)>>
<</switch>>
<<elseif $SF.Colonel.Talk === 3>>
<br><br>"Sure boss, I can use a break from all of this," she laughs. The Colonel tells a story about one time when she
<<switch random(1,6)>>
<<case 1>>
used field medicine to save another merc's life, teaching you some medical procedures in the process.
<<= IncreasePCSkills('medicine', 5)>>
<<case 2>>
haggled for necessary gear with a stingy quartermaster, teaching you how to get what you want from traders.
<<= IncreasePCSkills('trading', 5)>>
<<case 3>>
found a load of human chattel in a raid and had to manage them before they could later be unloaded, teaching you how to better care for your slaves.
<<= IncreasePCSkills('slaving', 5)>>
<<case 4>>
was responsible for rebuilding a fort she had seized, teaching you how to better manage construction in your arcology.
<<= IncreasePCSkills('engineering', 5)>>
<<case 5>>
was forced to hack her way out of a trap, teaching you how to better penetrate digital security.
<<= IncreasePCSkills('hacking', 5)>>
<<case 6>>
fought off an entire battalion with only a small squad, teaching you how to think tactically in battle.
<<= IncreasePCSkills('warfare', 5)>>
<</switch>>
<</if>>
\ No newline at end of file
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