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:: eliteTakeOverFight [nobr]
<<set _shoot = 0>>
<<switch $finalChoice>>
<<case "bodyguard">>
<<set _roll = random(0,100)>>
<<if $career == "mercenary">>
As a result of your prior experience as a mercenary you were able to successfully signal $Bodyguard.slaveName without the elites noticing.
As a result of your mastery of warfare you were able to successfully signal $Bodyguard.slaveName without the elites noticing.
As a result of your expertness of warfare you were able to successfully signal $Bodyguard.slaveName without the elites noticing.
As a result of having some skill in warfare you were able to successfully signal $Bodyguard.slaveName without the elites noticing.
As a result of having a small amount of skill in warfare you were able to successfully signal $Bodyguard.slaveName without the elite's noticing.
<<set $BodyguardHasSucessfullyRecivedSignal = 1>>
By blind luck and what little you remember of your lessons in warfare are were able to successfully signal $Bodyguard.slaveName without the elites noticing.
One of the elites shouts "What the fuck were you trying to do?" Well, there goes that option.
<</if>>
<br>You then pick up the revolver and quickly take aim.
<<case "mercenaries">>
<br>You send a quick message to the leader of your $mercenariesTitle, about your situation, then you pick up the revolver and quickly take aim.
<br>You send a quick message to The Colonel about your situation, then you pick up the revolver and quickly take aim.
<<case "enrage">>
<<if $PC.career != "wealth" && $PC.career != "engineer" && $PC.career != "medicine">>
You know exactly what to say in order to enrage them.
<<set _EliteEnraged = 1>>
<<elseif random(0,100) > 50>>
You manage to select the right words to enrage them.
<<set _EliteEnraged = 1>>
<<else>>
You try to enrage them, but your words have had no effect.
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<<set _EliteEnraged = 0>>
<</if>>
<br>You then pick up the revolver and quickly take aim.
<<case "final stand">>
You pick up the revolver and quickly take aim.
<<case "give in">>
You pick up the revolver and hold the barrel to your temple.
<</switch>>
<<if $finalChoice == "give in">>
With a bang! you drop dead.
<<set $ui = "start">>
<br><br>
''GAME OVER''
<<else>>
/* PC shooting */
/* higher skill means a higher chance to hit due to lower requirements and if the elites are enraged they very slightly become easier targets. */
/* 5/6 = 83% rounded down is the chance that it was loaded chamber (simplified version based off the wikipedia article) */
/* variables: */
/* Revolver */
<<set _revolverChambers = 6>>
<<set _revolverBullets = 5>>
/*Elites */
<<set $eliteTotal = 12>>
<<set $eliteDead = 0>>
<<set $eliteVegetable = 0>>
/* To Hit chance */
<<if $PC.career == "mercenary" || $PC.warfare == 100>>
<<set _toHit = 83>>
<<elseif $PC.warfare >= 60>>
<<set _toHit = 76>>
<<elseif $PC.warfare >= 30>>
<<set _toHit = 67>>
<<elseif $PC.warfare >= 10>>
<<set _toHit = 60>>
<<else>>
<<set _toHit = 56>>
<</if>>
<<if _EliteEnraged == 1>>
<<set _toHit += 5>>
<</if>>
/* shooting */
/* in the end I removed the messages from the cycle. I don't think having 6 lines of "you shot" is pretty looking. Feel free to re add them in however */
<<for _i = _revolverChambers; _i > 0; _i-->>
<<if random(0,100) <= _toHit && _revolverBullets > 0>>
<<set $eliteDead += 1, _revolverBullets -= 1>>
<<elseif _revolverBullets > 0>>
<<set _revolverBullets -= 1>>
<</if>>
<</for>>
<br>You managed to kill several elites in rapid succession, leaving the rest in shock and fear.
<<elseif $eliteDead == 1>>
<br>You managed to kill one elite, leaving the rest in shock and fear.
<<else>>
<br>Unfortunately you fail to kill a single elite.
<</if>>
<br>
/* syringe shot */
<<set $eliteVegetable = 0>>
<<if $eliteDead > 0>>
With $eliteDead elite's dead, you pick up the syringe from the desk and aim for the forehead of another.
Having failed to kill them with the revolver, in a desperate move you pick up the syringe from the desk and aim for the forehead of one of the elite.
<</if>>
<<if $career == "mercenary">>
With your prior history as a mercenary, making the throw is child's play.
<<set _SyringeHeadShot = 1>>
<<elseif $PC.warfare >= 100 && random(0,100) > 50>>
As a result of your mastery of warfare you successfully made the throw.
<<set _SyringeHeadShot = 1>>
<<elseif $PC.warfare >= 60 && random(0,100) > 60>>
As a result of your expertness of warfare you successfully made the throw.
<<set _SyringeHeadShot = 1>>
<<elseif $PC.warfare >= 30 && random(0,100) > 70>>
As you have some skill you successfully made the throw.
<<set _SyringeHeadShot = 1>>
<<elseif $PC.warfare >= 10 && random(0,100) > 80>>
Your small amount of skill assisted you in making the throw.
<<set _SyringeHeadShot = 1>>
<<elseif $PC.warfare < 10 && random(0,100) > 90>>
<<set _SyringeHeadShot = 1>>
<<else>>
Unfortunately you miss the shot.
<<set _SyringeHeadShot = 0>>
<</if>>
<<if _SyringeHeadShot == 1>>
<br>
Picking up the spent revolver, you aim for the syringe's plunger.
<<if $career == "mercenary">>
With your prior history as a mercenary, making the throw is child's play.
<<set _SpentRevolverHitSyringePlunger = 1>>
<<elseif $PC.warfare >= 100 && random(0,100) > 50>>
As a result of your mastery of warfare you successfully made the throw.
<<set _SpentRevolverHitSyringePlunger = 1>>
<<elseif $PC.warfare >= 60 && random(0,100) > 60>>
As a result of your expertness of warfare you successfully made the throw.
<<set _SpentRevolverHitSyringePlunger = 1>>
<<elseif $PC.warfare >= 30 && random(0,100) > 70>>
As you have some skill you successfully made the throw.
<<set _SpentRevolverHitSyringePlunger = 1>>
<<elseif $PC.warfare >= 10 && random(0,100) > 80>>
Your small amount of skill assisted you in making the throw.
<<set _SpentRevolverHitSyringePlunger = 1>>
<<elseif $PC.warfare < 10 && random(0,100) > 90>>
<<set _SpentRevolverHitSyringePlunger = 1>>
<<else>>
Unfortunately you miss the shot.
<<set _SpentRevolverHitSyringePlunger = 0>>
<</if>>
<</if>>
<<if _SpentRevolverHitSyringePlunger == 1>>
<br>
<<if random(0,100) > 50>>
The target dies of nervous system overload brought about by the drug.
<<set $eliteDead +=1>>
<<else>>
The target is still alive but is nothing more than a vegetable.
<<set $eliteVegetable = 1>>
<</if>>
<</if>>
<</if>>
<<set $eliteLeft = $eliteTotal - $eliteDead - $eliteVegetable>>
/* if the player has managed to make enough damage to the elite and the rep is high enough the citizens will come to save the PC */
/* this is to give reason to exist for the "enrage" and "last stand" option */
/* $eliteFate: */
/* killed = 0 */
/* enslaved = 1 */
/* had fun (and enslaved) = 2 */
$Bodyguard.slaveName asks <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>, what should I do with the <<if $eliteLeft < $eliteTotal>>remaining<</if>> "elite"?
<br>
<<link "Open fire">>
<<set $eliteFate = 0>>
<<goto "eliteTakeOverResult">>
<</link>>
<br>
<<link "Enslave them">>
<<set $eliteFate = 1>>
<<goto "eliteTakeOverResult">>
<</link>>
<<set $eliteFate = 2>>
<<goto "eliteTakeOverResult">>
<</link>>
<<elseif $MercenariesMessageSent == 1>>
It is now that a squad of $mercenariesTitle makes their entrance, pointing their guns at the <<if $eliteLeft < $eliteTotal>>remaining<</if>> elite.
The officer asks "your orders <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>?"
<<link "Open fire">>
<<set $eliteFate = 0>>
<<goto "eliteTakeOverResult">>
<</link>>
<br>
<<link "Enslave them">>
<<set $eliteFate = 1>>
<<goto "eliteTakeOverResult">>
<</link>>
<<set $eliteFate = 2>>
<<goto "eliteTakeOverResult">>
<</link>>
It is now that a squad of $securityForceName makes their entrance, pointing their guns at the <<if $eliteLeft < $eliteTotal>>remaining<</if>> elite.
The officer asks "your orders <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>?"
<<link "Open fire">>
<<set $eliteFate = 0>>
<<goto "eliteTakeOverResult">>
<</link>>
<br>
<<link "Enslave them">>
<<set $eliteFate = 1>>
<<goto "eliteTakeOverResult">>
<</link>>
<<set $eliteFate = 2>>
<<goto "eliteTakeOverResult">>
<</link>>
<<elseif $Bodyguard != 0>>
It is now that $Bodyguard.slaveName makes her entrance, pointing her guns at the <<if $eliteLeft < $eliteTotal>>remaining<</if>> elite.
She then asks<<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>, what should I do with the <<if $eliteLeft < $eliteTotal>>remaining<</if>> "elite" left?
<br>
<<link "Open fire">>
<<set $eliteFate = 0>>
<<goto "eliteTakeOverResult">>
<</link>>
<br>
<<link "Enslave them">>
<<set $eliteFate = 1>>
<<goto "eliteTakeOverResult">>
<</link>>
<<set $eliteFate = 2>>
<<goto "eliteTakeOverResult">>
<</link>>
<<elseif $eliteLeft <= 9 && $rep >= 10000>>
Some of the citizens waiting outside your penthouse to see you hears the ruckus and rush inside, worried. Time freezes for a few seconds, while the remaining elite recover from their terror and the citizens digest the gory scene in front of them.
The newcomers are quick to take your side. In little time the elites, outgunned and outnumbered, are neutralized.
<br>One of the more courageous citizens approaches you and asks "<<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>, what should we do with them?"
<br>
<<link "Open fire">>
<<set $eliteFate = 0>>
<<goto "eliteTakeOverResult">>
<</link>>
<br>
<<link "Enslave them">>
<<set $eliteFate = 1>>
<<goto "eliteTakeOverResult">>
<</link>>
<br><<link "Have fun with them them">>
<<set $eliteFate = 2>>
<<goto "eliteTakeOverResult">>
<</link>>
With nothing else left, you remain powerless to stop the <<if $eliteLeft < $eliteTotal>>remaining<</if>> elite, who quickly capture and enslave you. Your personal story may continue, but the part of it worthy of retelling has now ended.