diff --git a/src/SecExp/attackHandler.tw b/src/SecExp/attackHandler.tw index cf0e6fcd8bbd1cc06940a4d890b80b63368baf12..fec5250c6e63351ad531f5dc90cfae4090d9df0a 100644 --- a/src/SecExp/attackHandler.tw +++ b/src/SecExp/attackHandler.tw @@ -61,1192 +61,1191 @@ <<else>> -/*Init*/ -<<if $majorBattle == 0>> - <<set _turns = $maxTurns>> -<</if>> -<<set _turn = 0>> -<<set _attack = 0>> -<<set _defense = 0>> -<<set _morale = 0>> -<<set _hp = 0>> -<<set _baseHp = 0>> -<<set _enemyAttack = 0>> -<<set _enemyDefense = 0>> -<<set _enemyMorale = 0>> -<<set _enemyHp = 0>> -<<set _enemyBaseHp = 0>> -<<set _woundChance = 5>> /* leader has a base chance of 5% to get wounded */ -<<set _tacChance = 0.5>> /* by default tactics have a 50% chance of succeeding */ -<<set _atkMod = 1>> -<<set _defMod = 1>> -<<set _militiaMod = 1>> -<<set _slaveMod = 1>> -<<set _mercMod = 1>> -<<set _enemyMod = 1>> -<<set _SFMod = 1>> -<<set _expBonus = 0>> -<<set _loyaltyBonus = 0>> -<<set _armyMod = 0>> - -/* major battle */ -<<if $majorBattle == 1>> - <<set _militiaMod = 1.5>> - <<set _slaveMod = 1.5>> - <<set _mercMod = 1.5>> - <<set _enemyMod = 1.5>> - <<set _SFMod = 1.5>> - <<set _turns = $maxTurns * 2>> - <<if $SF.Toggle && $SF.Active >= 1>> - <<if $SFUnit.Firebase >= 7>> - <<set _atkMod += ($SFUnit.Firebase - 6) * 0.05>> - <</if>> - <<if $SFUnit.GunS >= 1>> - <<set _defMod += $SFUnit.GunS * 0.05>> - <</if>> - <<if $SFUnit.Satellite >= 5 && $SatLaunched > 0>> - <<set _atkMod += ($SFUnit.Satellite - 5) * 0.05>> - <</if>> - <<if $SFUnit.GiantRobot >= 6>> - <<set _defMod += ($SFUnit.GiantRobot - 5) * 0.05>> - <</if>> - <<if $SFUnit.MissileSilo >= 1 && $SatLaunched > 0>> - <<set _atkMod += $SFUnit.MissileSilo * 0.05>> - <<set _defMod += $SFUnit.MissileSilo * 0.05>> + /*Init*/ + <<if $majorBattle == 0>> + <<set _turns = $maxTurns>> + <</if>> + <<set _turn = 0>> + <<set _attack = 0>> + <<set _defense = 0>> + <<set _morale = 0>> + <<set _hp = 0>> + <<set _baseHp = 0>> + <<set _enemyAttack = 0>> + <<set _enemyDefense = 0>> + <<set _enemyMorale = 0>> + <<set _enemyHp = 0>> + <<set _enemyBaseHp = 0>> + <<set _woundChance = 5>> /* leader has a base chance of 5% to get wounded */ + <<set _tacChance = 0.5>> /* by default tactics have a 50% chance of succeeding */ + <<set _atkMod = 1>> + <<set _defMod = 1>> + <<set _militiaMod = 1>> + <<set _slaveMod = 1>> + <<set _mercMod = 1>> + <<set _enemyMod = 1>> + <<set _SFMod = 1>> + <<set _expBonus = 0>> + <<set _loyaltyBonus = 0>> + <<set _armyMod = 0>> + + /* major battle */ + <<if $majorBattle == 1>> + <<set _militiaMod = 1.5>> + <<set _slaveMod = 1.5>> + <<set _mercMod = 1.5>> + <<set _enemyMod = 1.5>> + <<set _SFMod = 1.5>> + <<set _turns = $maxTurns * 2>> + <<if $SF.Toggle && $SF.Active >= 1>> + <<if $SFUnit.Firebase >= 7>> + <<set _atkMod += ($SFUnit.Firebase - 6) * 0.05>> + <</if>> + <<if $SFUnit.GunS >= 1>> + <<set _defMod += $SFUnit.GunS * 0.05>> + <</if>> + <<if $SFUnit.Satellite >= 5 && $SatLaunched > 0>> + <<set _atkMod += ($SFUnit.Satellite - 5) * 0.05>> + <</if>> + <<if $SFUnit.GiantRobot >= 6>> + <<set _defMod += ($SFUnit.GiantRobot - 5) * 0.05>> + <</if>> + <<if $SFUnit.MissileSilo >= 1 && $SatLaunched > 0>> + <<set _atkMod += $SFUnit.MissileSilo * 0.05>> + <<set _defMod += $SFUnit.MissileSilo * 0.05>> + <</if>> <</if>> <</if>> -<</if>> - -/* Leaders */ -<<if $leadingTroops == "PC">> - <<if $authority <= 2500 && $authority > 1000>> - <<set _slaveMod -= 0.10>> - <<elseif $authority <= 1000>> - <<set _slaveMod -= 0.25>> - <<elseif $authority >= 5000 && $authority < 15000>> - <<set _slaveMod += 0.10>> - <<elseif $authority >= 15000>> - <<set _slaveMod += 0.25>> - <</if>> - <<if $PC.career == "escort" || $PC.career == "servant">> - <<set _slaveMod += 0.10>> - <<elseif $PC.career == "slaver">> - <<set _slaveMod -= 0.10>> - <</if>> - <<if $rep <= 2500 && $rep > 1000>> - <<set _militiaMod -= 0.10>> - <<elseif $rep <= 1000>> - <<set _militiaMod -= 0.25>> - <<elseif $rep >= 5000 && $rep < 15000>> - <<set _militiaMod += 0.10>> - <<elseif $rep >= 15000>> - <<set _militiaMod += 0.25>> - <</if>> - <<if $PC.career == "celebrity" || $PC.career == "capitalist">> - <<set _militiaMod += 0.10>> - <<elseif $PC.career == "gang" || $PC.career == "escort">> - <<set _militiaMod -= 0.10>> - <</if>> - <<if $PC.career == "mercenary" || $PC.warfare > 75>> - <<set _mercMod += 0.10>> - <<set _SFMod += 0.10>> - <<elseif $PC.career == "wealth" || $PC.career == "servant">> - <<set _mercMod -= 0.10>> - <<set _SFMod -= 0.10>> - <</if>> - <<if $rep >= 15000>> - <<set _enemyMod -= 0.10>> - <</if>> - <<if $PC.warfare <= 25 && $PC.warfare > 10>> - <<set _atkMod -= 0.15>> - <<set _tacChance -= 0.15>> - <<elseif $PC.warfare <= 10>> - <<set _atkMod -= 0.20>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.30>> - <<elseif $PC.warfare >= 50 && $PC.warfare >= 50>> - <<set _atkMod += 0.15>> - <<set _tacChance += 0.15>> - <<elseif $PC.warfare >= 75>> - <<set _atkMod += 0.20>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.30>> - <</if>> - /* 80% chance of increasing warfare */ - <<if $PC.warfare < 100 && random(1,100) <= 80>> - <<set $gainedWarfare = 1>> - <<set $PC.warfare += 10>> - <<set $PC.warfare = Math.clamp($PC.warfare,-100,100)>> - <</if>> - /* does the PC get wounded? */ - <<if $PC.career == "mercenary" || $PC.career == "gang">> - <<set _woundChance -= 3>> - <</if>> - <<if $PC.physicalAge >= 60>> - <<set _woundChance += 1>> - <</if>> - <<if $PC.belly > 5000>> - <<set _woundChance += 1>> - <</if>> - <<if $PC.boobsBonus >= 2>> - <<set _woundChance += 1>> - <</if>> - <<if $PC.butt >= 2>> - <<set _woundChance += 1>> - <</if>> - <<if $PC.preg >= 30>> - <<set _woundChance += 1>> - <</if>> - <<if $PC.balls == 2>> - <<set _woundChance += 1>> - <</if>> - <<if $PC.ballsImplant >= 2>> - <<set _woundChance += 1>> - <</if>> - <<if random(1,100) <= _woundChance>> - <<set $leaderWounded = 1>> - <<set _militiaMod -= 0.2>> - <<set _slaveMod -= 0.2>> - <<set _mercMod -= 0.2>> - <<set _SFMod -= 0.2>> - <<set _enemyMod += 0.2>> - <<set $PCWounded = 1>> - <</if>> -<<elseif $leadingTroops == "assistant">> - <<if $rep < 10000 && $authority < 10000>> - <<set _militiaMod -= 0.15>> - <<set _slaveMod -= 0.15>> - <<set _mercMod -= 0.15>> - <<set _SFMod -= 0.15>> - <</if>> - <<if $assistantPower == 0>> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.20>> - <<elseif $assistantPower == 2>> - <<set _atkMod += 0.15>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.30>> - <</if>> -<<elseif $leadingTroops == "bodyguard">> - <<if $Bodyguard.devotion < -20>> - <<set _slaveMod -= 0.15>> - <<elseif $Bodyguard.devotion > 50>> - <<set _slaveMod += 0.15>> - <</if>> - <<if ($rep < 10000 && $authority < 10000) || $Bodyguard.prestige < 1>> - <<set _militiaMod -= 0.15>> - <<set _mercMod -= 0.15>> - <<set _SFMod -= 0.15>> - <<elseif $Bodyguard.prestige >= 2>> - <<set _militiaMod += 0.10>> - <<set _mercMod += 0.10>> - <<set _SFMod += 0.10>> - <</if>> - <<if (setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career)) && $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 95>> - <<set _atkMod += 0.25>> - <<set _defMod += 0.25>> - <<set _tacChance += 0.50>> - <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 95>> - <<set _atkMod += 0.20>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.35>> - <<elseif (setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career)) && $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 50>> - <<set _atkMod += 0.15>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.25>> - <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 50>> - <<set _atkMod += 0.10>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.20>> - <<elseif (setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career)) && $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 15>> - <<set _atkMod += 0.10>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.15>> - <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 15>> - <<set _atkMod += 0.5>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.10>> - <<elseif !(setup.bodyguardCareers.includes($Bodyguard.career) && setup.HGCareers.includes($Bodyguard.career)) || $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -50>> - <<set _atkMod -= 0.15>> - <<set _defMod -= 0.15>> - <<set _tacChance -= 0.30>> - <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -50>> - <<set _atkMod -= 0.15>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.25>> - <<elseif !(setup.bodyguardCareers.includes($Bodyguard.career) && setup.HGCareers.includes($Bodyguard.career)) || $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -15>> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.20>> - <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -15>> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.05>> - <<set _tacChance -= 0.15>> - <</if>> - /* does she get wounded? */ - <<if $Bodyguard.combatSkill == 1>> - <<set _woundChance -= 2>> - <</if>> - <<if $Bodyguard.amp >= -4>> - <<set _woundChance -= 1>> - <</if>> - <<if $Bodyguard.health >= 50>> - <<set _woundChance -= 1>> - <</if>> - <<if $Bodyguard.weight > 130>> - <<set _woundChance += 1>> - <</if>> - <<if $Bodyguard.muscles < -30>> - <<set _woundChance += 1>> - <</if>> - <<if $Bodyguard.eyes <= -2>> - <<set _woundChance += 1>> - <</if>> - <<if $Bodyguard.heels == 1>> - <<set _woundChance += 1>> - <</if>> - <<if $Bodyguard.boobs >= 1400>> - <<set _woundChance += 1>> - <</if>> - <<if $Bodyguard.butt >= 6>> - <<set _woundChance += 1>> - <</if>> - <<if $Bodyguard.preg >= 30>> - <<set _woundChance += 1>> - <</if>> - <<if $Bodyguard.dick >= 8>> - <<set _woundChance += 1>> - <</if>> - <<if $Bodyguard.balls >= 8>> - <<set _woundChance += 1>> - <</if>> - <<if $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -95>> - <<set _woundChance += 1>> - <</if>> - <<if random(1,100) <= _woundChance>> - <<set $leaderWounded = 1>> - <<set _militiaMod -= 0.2>> - <<set _slaveMod -= 0.2>> - <<set _mercMod -= 0.2>> - <<set _SFMod -= 0.2>> - <<set _enemyMod += 0.2>> - <<set $woundType = random(1,10)>> - <<set _i = $slaveIndices[$Bodyguard.ID]>> - <<if $woundType == 1>> - <<set $slaves[_i].voice = 0>> - <<set $slaves[_i].health -= 60>> - <<elseif $woundType == 2>> - <<set $slaves[_i].eyes = -2>> - <<set $slaves[_i].health -= 30>> - <<elseif $woundType == 3>> - <<set $slaves[_i].amp = 1>> - <<set $slaves[_i].health = -80>> - <<elseif $woundType >= 4>> - <<if $slaves[_i].health >= -60>> + + /* Leaders */ + <<if $leadingTroops == "PC">> + <<if $authority <= 2500 && $authority > 1000>> + <<set _slaveMod -= 0.10>> + <<elseif $authority <= 1000>> + <<set _slaveMod -= 0.25>> + <<elseif $authority >= 5000 && $authority < 15000>> + <<set _slaveMod += 0.10>> + <<elseif $authority >= 15000>> + <<set _slaveMod += 0.25>> + <</if>> + <<if $PC.career == "escort" || $PC.career == "servant">> + <<set _slaveMod += 0.10>> + <<elseif $PC.career == "slaver">> + <<set _slaveMod -= 0.10>> + <</if>> + <<if $rep <= 2500 && $rep > 1000>> + <<set _militiaMod -= 0.10>> + <<elseif $rep <= 1000>> + <<set _militiaMod -= 0.25>> + <<elseif $rep >= 5000 && $rep < 15000>> + <<set _militiaMod += 0.10>> + <<elseif $rep >= 15000>> + <<set _militiaMod += 0.25>> + <</if>> + <<if $PC.career == "celebrity" || $PC.career == "capitalist">> + <<set _militiaMod += 0.10>> + <<elseif $PC.career == "gang" || $PC.career == "escort">> + <<set _militiaMod -= 0.10>> + <</if>> + <<if $PC.career == "mercenary" || $PC.warfare > 75>> + <<set _mercMod += 0.10>> + <<set _SFMod += 0.10>> + <<elseif $PC.career == "wealth" || $PC.career == "servant">> + <<set _mercMod -= 0.10>> + <<set _SFMod -= 0.10>> + <</if>> + <<if $rep >= 15000>> + <<set _enemyMod -= 0.10>> + <</if>> + <<if $PC.warfare <= 25 && $PC.warfare > 10>> + <<set _atkMod -= 0.15>> + <<set _tacChance -= 0.15>> + <<elseif $PC.warfare <= 10>> + <<set _atkMod -= 0.20>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.30>> + <<elseif $PC.warfare >= 50 && $PC.warfare >= 50>> + <<set _atkMod += 0.15>> + <<set _tacChance += 0.15>> + <<elseif $PC.warfare >= 75>> + <<set _atkMod += 0.20>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.30>> + <</if>> + /* 80% chance of increasing warfare */ + <<if $PC.warfare < 100 && random(1,100) <= 80>> + <<set $gainedWarfare = 1>> + <<set $PC.warfare += 10>> + <<set $PC.warfare = Math.clamp($PC.warfare,-100,100)>> + <</if>> + /* does the PC get wounded? */ + <<if $PC.career == "mercenary" || $PC.career == "gang">> + <<set _woundChance -= 3>> + <</if>> + <<if $PC.physicalAge >= 60>> + <<set _woundChance += 1>> + <</if>> + <<if $PC.belly > 5000>> + <<set _woundChance += 1>> + <</if>> + <<if $PC.boobsBonus >= 2>> + <<set _woundChance += 1>> + <</if>> + <<if $PC.butt >= 2>> + <<set _woundChance += 1>> + <</if>> + <<if $PC.preg >= 30>> + <<set _woundChance += 1>> + <</if>> + <<if $PC.balls == 2>> + <<set _woundChance += 1>> + <</if>> + <<if $PC.ballsImplant >= 2>> + <<set _woundChance += 1>> + <</if>> + <<if random(1,100) <= _woundChance>> + <<set $leaderWounded = 1>> + <<set _militiaMod -= 0.2>> + <<set _slaveMod -= 0.2>> + <<set _mercMod -= 0.2>> + <<set _SFMod -= 0.2>> + <<set _enemyMod += 0.2>> + <<set $PCWounded = 1>> + <</if>> + <<elseif $leadingTroops == "assistant">> + <<if $rep < 10000 && $authority < 10000>> + <<set _militiaMod -= 0.15>> + <<set _slaveMod -= 0.15>> + <<set _mercMod -= 0.15>> + <<set _SFMod -= 0.15>> + <</if>> + <<if $assistantPower == 0>> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.20>> + <<elseif $assistantPower == 2>> + <<set _atkMod += 0.15>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.30>> + <</if>> + <<elseif $leadingTroops == "bodyguard">> + <<if $Bodyguard.devotion < -20>> + <<set _slaveMod -= 0.15>> + <<elseif $Bodyguard.devotion > 50>> + <<set _slaveMod += 0.15>> + <</if>> + <<if ($rep < 10000 && $authority < 10000) || $Bodyguard.prestige < 1>> + <<set _militiaMod -= 0.15>> + <<set _mercMod -= 0.15>> + <<set _SFMod -= 0.15>> + <<elseif $Bodyguard.prestige >= 2>> + <<set _militiaMod += 0.10>> + <<set _mercMod += 0.10>> + <<set _SFMod += 0.10>> + <</if>> + <<if (setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career)) && $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 95>> + <<set _atkMod += 0.25>> + <<set _defMod += 0.25>> + <<set _tacChance += 0.50>> + <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 95>> + <<set _atkMod += 0.20>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.35>> + <<elseif (setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career)) && $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 50>> + <<set _atkMod += 0.15>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.25>> + <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 50>> + <<set _atkMod += 0.10>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.20>> + <<elseif (setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career)) && $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 15>> + <<set _atkMod += 0.10>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.15>> + <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 15>> + <<set _atkMod += 0.5>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.10>> + <<elseif !(setup.bodyguardCareers.includes($Bodyguard.career) && setup.HGCareers.includes($Bodyguard.career)) || $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -50>> + <<set _atkMod -= 0.15>> + <<set _defMod -= 0.15>> + <<set _tacChance -= 0.30>> + <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -50>> + <<set _atkMod -= 0.15>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.25>> + <<elseif !(setup.bodyguardCareers.includes($Bodyguard.career) && setup.HGCareers.includes($Bodyguard.career)) || $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -15>> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.20>> + <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -15>> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.05>> + <<set _tacChance -= 0.15>> + <</if>> + /* does she get wounded? */ + <<if $Bodyguard.combatSkill == 1>> + <<set _woundChance -= 2>> + <</if>> + <<if $Bodyguard.amp >= -4>> + <<set _woundChance -= 1>> + <</if>> + <<if $Bodyguard.health >= 50>> + <<set _woundChance -= 1>> + <</if>> + <<if $Bodyguard.weight > 130>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.muscles < -30>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.eyes <= -2>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.heels == 1>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.boobs >= 1400>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.butt >= 6>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.preg >= 30>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.dick >= 8>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.balls >= 8>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -95>> + <<set _woundChance += 1>> + <</if>> + <<if random(1,100) <= _woundChance>> + <<set $leaderWounded = 1>> + <<set _militiaMod -= 0.2>> + <<set _slaveMod -= 0.2>> + <<set _mercMod -= 0.2>> + <<set _SFMod -= 0.2>> + <<set _enemyMod += 0.2>> + <<set $woundType = random(1,10)>> + <<set _i = $slaveIndices[$Bodyguard.ID]>> + <<if $woundType == 1>> + <<set $slaves[_i].voice = 0>> + <<set $slaves[_i].health -= 60>> + <<elseif $woundType == 2>> + <<set $slaves[_i].eyes = -2>> <<set $slaves[_i].health -= 30>> - <<else>> - <<set $slaves[_i].health = -90>> + <<elseif $woundType == 3>> + <<set $slaves[_i].amp = 1>> + <<set $slaves[_i].health = -80>> + <<elseif $woundType >= 4>> + <<if $slaves[_i].health >= -60>> + <<set $slaves[_i].health -= 30>> + <<else>> + <<set $slaves[_i].health = -90>> + <</if>> <</if>> <</if>> - <</if>> - /* 60% chance of getting combat skill if not already have it */ - <<if $Bodyguard.combatSkill == 0 && random(1,100) <= 60>> - <<set $gainedCombat = 1>> - <<set _i = $slaveIndices[$Bodyguard.ID]>> - <<set $slaves[_i].combatSkill = 1>> - <</if>> -<<elseif $leadingTroops == "headGirl">> - <<if $HeadGirl.devotion < -20>> - <<set _slaveMod -= 0.15>> - <<elseif $HeadGirl.devotion > 51>> - <<set _slaveMod += 0.15>> - <</if>> - <<if ($rep < 10000 && $authority < 10000) || $HeadGirl.prestige < 1>> - <<set _militiaMod -= 0.15>> - <<set _mercMod -= 0.15>> - <<set _SFMod -= 0.15>> - <<elseif $HeadGirl.prestige >= 2>> - <<set _militiaMod += 0.10>> - <<set _mercMod += 0.10>> - <<set _SFMod += 0.10>> - <</if>> - <<if (setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career)) && $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 95>> - <<set _atkMod += 0.25>> - <<set _defMod += 0.25>> - <<set _tacChance += 0.50>> - <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 95>> - <<set _atkMod += 0.20>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.35>> - <<elseif (setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career)) && $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 50>> - <<set _atkMod += 0.15>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.25>> - <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 50>> - <<set _atkMod += 0.10>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.20>> - <<elseif (setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career)) && $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 15>> - <<set _atkMod += 0.10>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.15>> - <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 15>> - <<set _atkMod += 0.05>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.10>> - <<elseif !(setup.bodyguardCareers.includes($HeadGirl.career) && setup.HGCareers.includes($HeadGirl.career)) || $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -50>> - <<set _atkMod -= 0.15>> - <<set _defMod -= 0.15>> - <<set _tacChance -= 0.30>> - <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -50>> - <<set _atkMod -= 0.15>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.25>> - <<elseif !(setup.bodyguardCareers.includes($HeadGirl.career) && setup.HGCareers.includes($HeadGirl.career)) || $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -15>> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.20>> - <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -15>> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.05>> - <<set _tacChance -= 0.15>> - <</if>> - /* does she get wounded? */ - <<if $HeadGirl.combatSkill == 1>> - <<set _woundChance -= 3>> - <</if>> - <<if $HeadGirl.amp >= -4>> - <<set _woundChance -= 1>> - <</if>> - <<if $HeadGirl.health >= 50>> - <<set _woundChance -= 2>> - <</if>> - <<if $HeadGirl.weight > 130>> - <<set _woundChance += 1>> - <</if>> - <<if $HeadGirl.muscles < -30>> - <<set _woundChance += 1>> - <</if>> - <<if $HeadGirl.eyes <= -2>> - <<set _woundChance += 1>> - <</if>> - <<if $HeadGirl.heels == 1>> - <<set _woundChance += 1>> - <</if>> - <<if $HeadGirl.boobs >= 1400>> - <<set _woundChance += 1>> - <</if>> - <<if $HeadGirl.butt >= 6>> - <<set _woundChance += 1>> - <</if>> - <<if $HeadGirl.preg >= 30>> - <<set _woundChance += 1>> - <</if>> - <<if $HeadGirl.dick >= 8>> - <<set _woundChance += 1>> - <</if>> - <<if $HeadGirl.balls >= 8>> - <<set _woundChance += 1>> - <</if>> - <<if $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -95>> - <<set _woundChance += 1>> - <</if>> - <<if random(1,100) <= _woundChance>> - <<set $leaderWounded = 1>> - <<set _militiaMod -= 0.2>> - <<set _slaveMod -= 0.2>> - <<set _mercMod -= 0.2>> - <<set _SFMod -= 0.2>> - <<set _enemyMod += 0.2>> - <<set $woundType = random(1,10)>> - <<set _i = $slaveIndices[$HeadGirl.ID]>> - <<if $woundType == 1>> - <<set $slaves[_i].voice = 0>> - <<set $slaves[_i].health -= 60>> - <<elseif $woundType == 2>> - <<set $slaves[_i].eyes = -2>> - <<set $slaves[_i].health -= 30>> - <<elseif $woundType == 3>> - <<set $slaves[_i].amp = 1>> - <<set $slaves[_i].health = -80>> - <<elseif $woundType >= 4>> - <<if $slaves[_i].health >= -60>> + /* 60% chance of getting combat skill if not already have it */ + <<if $Bodyguard.combatSkill == 0 && random(1,100) <= 60>> + <<set $gainedCombat = 1>> + <<set _i = $slaveIndices[$Bodyguard.ID]>> + <<set $slaves[_i].combatSkill = 1>> + <</if>> + <<elseif $leadingTroops == "headGirl">> + <<if $HeadGirl.devotion < -20>> + <<set _slaveMod -= 0.15>> + <<elseif $HeadGirl.devotion > 51>> + <<set _slaveMod += 0.15>> + <</if>> + <<if ($rep < 10000 && $authority < 10000) || $HeadGirl.prestige < 1>> + <<set _militiaMod -= 0.15>> + <<set _mercMod -= 0.15>> + <<set _SFMod -= 0.15>> + <<elseif $HeadGirl.prestige >= 2>> + <<set _militiaMod += 0.10>> + <<set _mercMod += 0.10>> + <<set _SFMod += 0.10>> + <</if>> + <<if (setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career)) && $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 95>> + <<set _atkMod += 0.25>> + <<set _defMod += 0.25>> + <<set _tacChance += 0.50>> + <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 95>> + <<set _atkMod += 0.20>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.35>> + <<elseif (setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career)) && $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 50>> + <<set _atkMod += 0.15>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.25>> + <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 50>> + <<set _atkMod += 0.10>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.20>> + <<elseif (setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career)) && $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 15>> + <<set _atkMod += 0.10>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.15>> + <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 15>> + <<set _atkMod += 0.05>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.10>> + <<elseif !(setup.bodyguardCareers.includes($HeadGirl.career) && setup.HGCareers.includes($HeadGirl.career)) || $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -50>> + <<set _atkMod -= 0.15>> + <<set _defMod -= 0.15>> + <<set _tacChance -= 0.30>> + <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -50>> + <<set _atkMod -= 0.15>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.25>> + <<elseif !(setup.bodyguardCareers.includes($HeadGirl.career) && setup.HGCareers.includes($HeadGirl.career)) || $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -15>> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.20>> + <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -15>> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.05>> + <<set _tacChance -= 0.15>> + <</if>> + /* does she get wounded? */ + <<if $HeadGirl.combatSkill == 1>> + <<set _woundChance -= 3>> + <</if>> + <<if $HeadGirl.amp >= -4>> + <<set _woundChance -= 1>> + <</if>> + <<if $HeadGirl.health >= 50>> + <<set _woundChance -= 2>> + <</if>> + <<if $HeadGirl.weight > 130>> + <<set _woundChance += 1>> + <</if>> + <<if $HeadGirl.muscles < -30>> + <<set _woundChance += 1>> + <</if>> + <<if $HeadGirl.eyes <= -2>> + <<set _woundChance += 1>> + <</if>> + <<if $HeadGirl.heels == 1>> + <<set _woundChance += 1>> + <</if>> + <<if $HeadGirl.boobs >= 1400>> + <<set _woundChance += 1>> + <</if>> + <<if $HeadGirl.butt >= 6>> + <<set _woundChance += 1>> + <</if>> + <<if $HeadGirl.preg >= 30>> + <<set _woundChance += 1>> + <</if>> + <<if $HeadGirl.dick >= 8>> + <<set _woundChance += 1>> + <</if>> + <<if $HeadGirl.balls >= 8>> + <<set _woundChance += 1>> + <</if>> + <<if $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -95>> + <<set _woundChance += 1>> + <</if>> + <<if random(1,100) <= _woundChance>> + <<set $leaderWounded = 1>> + <<set _militiaMod -= 0.2>> + <<set _slaveMod -= 0.2>> + <<set _mercMod -= 0.2>> + <<set _SFMod -= 0.2>> + <<set _enemyMod += 0.2>> + <<set $woundType = random(1,10)>> + <<set _i = $slaveIndices[$HeadGirl.ID]>> + <<if $woundType == 1>> + <<set $slaves[_i].voice = 0>> + <<set $slaves[_i].health -= 60>> + <<elseif $woundType == 2>> + <<set $slaves[_i].eyes = -2>> <<set $slaves[_i].health -= 30>> - <<else>> - <<set $slaves[_i].health = -90>> + <<elseif $woundType == 3>> + <<set $slaves[_i].amp = 1>> + <<set $slaves[_i].health = -80>> + <<elseif $woundType >= 4>> + <<if $slaves[_i].health >= -60>> + <<set $slaves[_i].health -= 30>> + <<else>> + <<set $slaves[_i].health = -90>> + <</if>> <</if>> <</if>> - <</if>> - /* 60% chance of getting combat skill if not already have it */ - <<if $HeadGirl.combatSkill == 0 && random(1,100) <= 60>> - <<set $gainedCombat = 1>> - <<set _i = $slaveIndices[$HeadGirl.ID]>> - <<set $slaves[_i].combatSkill = 1>> - <</if>> -<<elseif $leadingTroops == "citizen">> - <<if $arcologies[0].FSDegradationist == "unset" && $arcologies[0].FSPaternalist == "unset">> - <<set _militiaMod += 0.15>> - <<set _slaveMod -= 0.15>> - <<elseif $arcologies[0].FSPaternalist != "unset">> - <<set _militiaMod += 0.15>> - <<set _slaveMod += 0.10>> - <<elseif $arcologies[0].FSDegradationist != "unset">> - <<set _militiaMod += 0.15>> - <<set _slaveMod -= 0.35>> - <</if>> - <<if $arcologies[0].FSRomanRevivalist != "unset">> + /* 60% chance of getting combat skill if not already have it */ + <<if $HeadGirl.combatSkill == 0 && random(1,100) <= 60>> + <<set $gainedCombat = 1>> + <<set _i = $slaveIndices[$HeadGirl.ID]>> + <<set $slaves[_i].combatSkill = 1>> + <</if>> + <<elseif $leadingTroops == "citizen">> + <<if $arcologies[0].FSDegradationist == "unset" && $arcologies[0].FSPaternalist == "unset">> + <<set _militiaMod += 0.15>> + <<set _slaveMod -= 0.15>> + <<elseif $arcologies[0].FSPaternalist != "unset">> + <<set _militiaMod += 0.15>> + <<set _slaveMod += 0.10>> + <<elseif $arcologies[0].FSDegradationist != "unset">> + <<set _militiaMod += 0.15>> + <<set _slaveMod -= 0.35>> + <</if>> + <<if $arcologies[0].FSRomanRevivalist != "unset">> + <<set _mercMod += 0.10>> + <<set _SFMod += 0.10>> + <<else>> + <<set _mercMod -= 0.10>> + <<set _SFMod -= 0.10>> + <</if>> + <<set _atkMod += either(-1,1) * random(10) * 0.1>> + <<set _defMod += either(-1,1) * random(10) * 0.1>> + <<set _tacChance += either(-1,1) * random(20) * 0.1>> + <<elseif $leadingTroops == "mercenary">> <<set _mercMod += 0.10>> <<set _SFMod += 0.10>> - <<else>> - <<set _mercMod -= 0.10>> - <<set _SFMod -= 0.10>> - <</if>> - <<set _atkMod += either(-1,1) * random(10) * 0.1>> - <<set _defMod += either(-1,1) * random(10) * 0.1>> - <<set _tacChance += either(-1,1) * random(20) * 0.1>> -<<elseif $leadingTroops == "mercenary">> - <<set _mercMod += 0.10>> - <<set _SFMod += 0.10>> - <<if $arcologies[0].FSRomanRevivalist != "unset">> - <<set _militiaMod += 0.10>> - <<else>> - <<set _militiaMod -= 0.10>> - <</if>> - <<if $arcologies[0].FSDegradationist != "unset">> - <<set _slaveMod -= 0.35>> - <</if>> - <<set _atkMod += random(15) * 0.1>> - <<set _defMod += random(15) * 0.1>> - <<set _tacChance += random(30) * 0.1>> -<<elseif $leadingTroops == "colonel">> - <<set _mercMod += 0.10>> - <<set _SFMod += 0.15>> - <<if $arcologies[0].FSRomanRevivalist != "unset">> - <<set _militiaMod += 0.10>> - <<else>> - <<set _militiaMod -= 0.10>> - <</if>> - <<if $arcologies[0].FSDegradationist != "unset">> - <<set _slaveMod -= 0.35>> - <</if>> - <<set _atkMod += random(30) * 0.1>> - <<set _defMod += random(30) * 0.1>> - <<set _tacChance += random(40) * 0.1>> -<</if>> -/* Terrain and Tactics */ -<<if $battleTerrain == "urban">> - <<if $chosenTactic == "Bait and Bleed">> - <<set _atkMod += 0.15>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Guerrilla">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Choke Points">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Interior Lines">> - <<set _atkMod += 0.05>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.15>> - <<elseif $chosenTactic == "Pincer Maneuver">> - <<set _atkMod -= 0.05>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.15>> - <<elseif $chosenTactic == "Defense In Depth">> - <<set _atkMod -= 0.05>> - <<set _defMod -= 0.05>> - <<set _tacChance -= 0.10>> - <<elseif $chosenTactic == "Blitzkrieg">> - <<set _atkMod -= 0.15>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.25>> - <<elseif $chosenTactic == "Human Wave">> - <<set _atkMod -= 0.15>> - <<set _defMod -= 0.15>> - <<set _tacChance -= 0.30>> - <</if>> -<<elseif $battleTerrain == "rural">> - <<if $chosenTactic == "Bait and Bleed">> - <<set _atkMod -= 0.05>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.15>> - <<elseif $chosenTactic == "Guerrilla">> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.20>> - <<elseif $chosenTactic == "Choke Points">> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.15>> - <<set _tacChance -= 0.25>> - <<elseif $chosenTactic == "Interior Lines">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Pincer Maneuver">> - <<set _atkMod += 0.15>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Defense In Depth">> - <<set _atkMod += 0.15>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.30>> - <<elseif $chosenTactic == "Blitzkrieg">> - <<set _atkMod += 0.15>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Human Wave">> - <<set _atkMod += 0.20>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.25>> - <</if>> -<<elseif $battleTerrain == "hills">> - <<if $chosenTactic == "Bait and Bleed">> - <<set _atkMod += 0.05>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.10>> - <<elseif $chosenTactic == "Guerrilla">> - <<set _atkMod += 0.05>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.15>> - <<elseif $chosenTactic == "Choke Points">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.20>> - <<elseif $chosenTactic == "Interior Lines">> - <<set _atkMod -= 0.05>> - <<set _defMod -= 0.05>> - <<set _tacChance -= 0.10>> - <<elseif $chosenTactic == "Pincer Maneuver">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.15>> - <<elseif $chosenTactic == "Defense In Depth">> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.05>> - <<set _tacChance -= 0.15>> - <<elseif $chosenTactic == "Blitzkrieg">> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.15>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Human Wave">> - <<set _atkMod -= 0.15>> - <<set _defMod -= 0.15>> - <<set _tacChance -= 0.30>> - <</if>> -<<elseif $battleTerrain == "coast">> - <<if $chosenTactic == "Bait and Bleed">> - <<set _atkMod -= 0.05>> - <<set _defMod -= 0.05>> - <<set _tacChance -= 0.10>> - <<elseif $chosenTactic == "Guerrilla">> - <<set _atkMod += 0.05>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.10>> - <<elseif $chosenTactic == "Choke Points">> - <<set _atkMod += 0.05>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.15>> - <<elseif $chosenTactic == "Interior Lines">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.20>> - <<elseif $chosenTactic == "Pincer Maneuver">> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.20>> - <<elseif $chosenTactic == "Defense In Depth">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.20>> - <<elseif $chosenTactic == "Blitzkrieg">> - <<set _atkMod -= 0.05>> - <<set _defMod -= 0.05>> - <<set _tacChance -= 0.10>> - <<elseif $chosenTactic == "Human Wave">> - <<set _atkMod += 0.05>> - <<set _defMod -= 0.05>> + <<if $arcologies[0].FSRomanRevivalist != "unset">> + <<set _militiaMod += 0.10>> + <<else>> + <<set _militiaMod -= 0.10>> + <</if>> + <<if $arcologies[0].FSDegradationist != "unset">> + <<set _slaveMod -= 0.35>> + <</if>> + <<set _atkMod += random(15) * 0.1>> + <<set _defMod += random(15) * 0.1>> + <<set _tacChance += random(30) * 0.1>> + <<elseif $leadingTroops == "colonel">> + <<set _mercMod += 0.10>> + <<set _SFMod += 0.15>> + <<if $arcologies[0].FSRomanRevivalist != "unset">> + <<set _militiaMod += 0.10>> + <<else>> + <<set _militiaMod -= 0.10>> + <</if>> + <<if $arcologies[0].FSDegradationist != "unset">> + <<set _slaveMod -= 0.35>> + <</if>> + <<set _atkMod += random(30) * 0.1>> + <<set _defMod += random(30) * 0.1>> + <<set _tacChance += random(40) * 0.1>> + <</if>> + /* Terrain and Tactics */ + <<if $battleTerrain == "urban">> + <<if $chosenTactic == "Bait and Bleed">> + <<set _atkMod += 0.15>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Guerrilla">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Choke Points">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Interior Lines">> + <<set _atkMod += 0.05>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.15>> + <<elseif $chosenTactic == "Pincer Maneuver">> + <<set _atkMod -= 0.05>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.15>> + <<elseif $chosenTactic == "Defense In Depth">> + <<set _atkMod -= 0.05>> + <<set _defMod -= 0.05>> + <<set _tacChance -= 0.10>> + <<elseif $chosenTactic == "Blitzkrieg">> + <<set _atkMod -= 0.15>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.25>> + <<elseif $chosenTactic == "Human Wave">> + <<set _atkMod -= 0.15>> + <<set _defMod -= 0.15>> + <<set _tacChance -= 0.30>> + <</if>> + <<elseif $battleTerrain == "rural">> + <<if $chosenTactic == "Bait and Bleed">> + <<set _atkMod -= 0.05>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.15>> + <<elseif $chosenTactic == "Guerrilla">> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.20>> + <<elseif $chosenTactic == "Choke Points">> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.15>> + <<set _tacChance -= 0.25>> + <<elseif $chosenTactic == "Interior Lines">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Pincer Maneuver">> + <<set _atkMod += 0.15>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Defense In Depth">> + <<set _atkMod += 0.15>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.30>> + <<elseif $chosenTactic == "Blitzkrieg">> + <<set _atkMod += 0.15>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Human Wave">> + <<set _atkMod += 0.20>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.25>> + <</if>> + <<elseif $battleTerrain == "hills">> + <<if $chosenTactic == "Bait and Bleed">> + <<set _atkMod += 0.05>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.10>> + <<elseif $chosenTactic == "Guerrilla">> + <<set _atkMod += 0.05>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.15>> + <<elseif $chosenTactic == "Choke Points">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.20>> + <<elseif $chosenTactic == "Interior Lines">> + <<set _atkMod -= 0.05>> + <<set _defMod -= 0.05>> + <<set _tacChance -= 0.10>> + <<elseif $chosenTactic == "Pincer Maneuver">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.15>> + <<elseif $chosenTactic == "Defense In Depth">> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.05>> + <<set _tacChance -= 0.15>> + <<elseif $chosenTactic == "Blitzkrieg">> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.15>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Human Wave">> + <<set _atkMod -= 0.15>> + <<set _defMod -= 0.15>> + <<set _tacChance -= 0.30>> + <</if>> + <<elseif $battleTerrain == "coast">> + <<if $chosenTactic == "Bait and Bleed">> + <<set _atkMod -= 0.05>> + <<set _defMod -= 0.05>> + <<set _tacChance -= 0.10>> + <<elseif $chosenTactic == "Guerrilla">> + <<set _atkMod += 0.05>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.10>> + <<elseif $chosenTactic == "Choke Points">> + <<set _atkMod += 0.05>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.15>> + <<elseif $chosenTactic == "Interior Lines">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.20>> + <<elseif $chosenTactic == "Pincer Maneuver">> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.20>> + <<elseif $chosenTactic == "Defense In Depth">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.20>> + <<elseif $chosenTactic == "Blitzkrieg">> + <<set _atkMod -= 0.05>> + <<set _defMod -= 0.05>> + <<set _tacChance -= 0.10>> + <<elseif $chosenTactic == "Human Wave">> + <<set _atkMod += 0.05>> + <<set _defMod -= 0.05>> + <</if>> + <<elseif $battleTerrain == "outskirts">> + <<if $chosenTactic == "Bait and Bleed">> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.15>> + <<set _tacChance -= 0.25>> + <<elseif $chosenTactic == "Guerrilla">> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.05>> + <<set _tacChance -= 0.15>> + <<elseif $chosenTactic == "Choke Points">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Interior Lines">> + <<set _atkMod += 0.15>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Pincer Maneuver">> + <<set _atkMod += 0.05>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.15>> + <<elseif $chosenTactic == "Defense In Depth">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Blitzkrieg">> + <<set _atkMod += 0.10>> + <<set _defMod -= 0.05>> + <<set _tacChance += 0.05>> + <<elseif $chosenTactic == "Human Wave">> + <<set _atkMod += 0.10>> + <<set _defMod -= 0.10>> + <</if>> + <<elseif $battleTerrain == "mountains">> + <<if $chosenTactic == "Bait and Bleed">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Guerrilla">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Choke Points">> + <<set _atkMod += 0.05>> + <<set _defMod += 0.20>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Interior Lines">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.20>> + <<elseif $chosenTactic == "Pincer Maneuver">> + <<set _atkMod += 0.10>> + <<set _defMod -= 0.05>> + <<set _tacChance += 0.05>> + <<elseif $chosenTactic == "Defense In Depth">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.20>> + <<elseif $chosenTactic == "Blitzkrieg">> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.20>> + <<elseif $chosenTactic == "Human Wave">> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.20>> + <</if>> + <<elseif $battleTerrain == "wasteland">> + <<if $chosenTactic == "Bait and Bleed">> + <<set _atkMod += 0.05>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.10>> + <<elseif $chosenTactic == "Guerrilla">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.15>> + <<elseif $chosenTactic == "Choke Points">> + <<set _atkMod -= 0.10>> + <<set _defMod += 0.05>> + <<set _tacChance -= 0.05>> + <<elseif $chosenTactic == "Interior Lines">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Pincer Maneuver">> + <<set _atkMod += 0.15>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Defense In Depth">> + <<set _atkMod += 0.05>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.15>> + <<elseif $chosenTactic == "Blitzkrieg">> + <<set _atkMod += 0.15>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.30>> + <<elseif $chosenTactic == "Human Wave">> + <<set _atkMod += 0.20>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.25>> + <</if>> <</if>> -<<elseif $battleTerrain == "outskirts">> + <<if $chosenTactic == "Bait and Bleed">> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.15>> - <<set _tacChance -= 0.25>> + <<if $attackType == "raiders">> + <<set _tacChance -= 0.10>> + <<elseif $attackType == "free city">> + <<set _tacChance += 0.10>> + <<elseif $attackType == "old world">> + <<set _tacChance += 0.25>> + <<elseif $attackType == "freedom fighters">> + <<set _tacChance -= 0.15>> + <</if>> <<elseif $chosenTactic == "Guerrilla">> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.05>> - <<set _tacChance -= 0.15>> + <<if $attackType == "raiders">> + <<set _tacChance -= 0.20>> + <<elseif $attackType == "free city">> + <<set _tacChance += 0.15>> + <<elseif $attackType == "old world">> + <<set _tacChance += 0.25>> + <<elseif $attackType == "freedom fighters">> + <<set _tacChance -= 0.25>> + <</if>> <<elseif $chosenTactic == "Choke Points">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.25>> + <<if $attackType == "raiders">> + <<set _tacChance += 0.25>> + <<elseif $attackType == "free city">> + <<set _tacChance -= 0.05>> + <<elseif $attackType == "old world">> + <<set _tacChance -= 0.10>> + <<elseif $attackType == "freedom fighters">> + <<set _tacChance += 0.05>> + <</if>> <<elseif $chosenTactic == "Interior Lines">> - <<set _atkMod += 0.15>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.25>> + <<if $attackType == "raiders">> + <<set _tacChance -= 0.15>> + <<elseif $attackType == "free city">> + <<set _tacChance += 0.15>> + <<elseif $attackType == "old world">> + <<set _tacChance += 0.20>> + <<elseif $attackType == "freedom fighters">> + <<set _tacChance -= 0.10>> + <</if>> <<elseif $chosenTactic == "Pincer Maneuver">> - <<set _atkMod += 0.05>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.15>> + <<if $attackType == "raiders">> + <<set _tacChance += 0.15>> + <<elseif $attackType == "free city">> + <<set _tacChance += 0.10>> + <<elseif $attackType == "old world">> + <<set _tacChance -= 0.10>> + <<elseif $attackType == "freedom fighters">> + <<set _tacChance += 0.15>> + <</if>> <<elseif $chosenTactic == "Defense In Depth">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.25>> + <<if $attackType == "raiders">> + <<set _tacChance -= 0.20>> + <<elseif $attackType == "free city">> + <<set _tacChance += 0.10>> + <<elseif $attackType == "old world">> + <<set _tacChance += 0.20>> + <<elseif $attackType == "freedom fighters">> + <<set _tacChance -= 0.05>> + <</if>> <<elseif $chosenTactic == "Blitzkrieg">> - <<set _atkMod += 0.10>> - <<set _defMod -= 0.05>> - <<set _tacChance += 0.05>> + <<if $attackType == "raiders">> + <<set _tacChance += 0.10>> + <<elseif $attackType == "free city">> + <<set _tacChance -= 0.20>> + <<elseif $attackType == "old world">> + <<set _tacChance += 0.25>> + <<elseif $attackType == "freedom fighters">> + <<set _tacChance -= 0.10>> + <</if>> <<elseif $chosenTactic == "Human Wave">> - <<set _atkMod += 0.10>> - <<set _defMod -= 0.10>> + <<if $attackType == "raiders">> + <<set _tacChance -= 0.10>> + <<elseif $attackType == "free city">> + <<set _tacChance += 0.10>> + <<elseif $attackType == "old world">> + <<set _tacChance -= 0.15>> + <<elseif $attackType == "freedom fighters">> + <<set _tacChance += 0.10>> + <</if>> <</if>> -<<elseif $battleTerrain == "mountains">> - <<if $chosenTactic == "Bait and Bleed">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Guerrilla">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Choke Points">> - <<set _atkMod += 0.05>> - <<set _defMod += 0.20>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Interior Lines">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.20>> - <<elseif $chosenTactic == "Pincer Maneuver">> - <<set _atkMod += 0.10>> - <<set _defMod -= 0.05>> - <<set _tacChance += 0.05>> - <<elseif $chosenTactic == "Defense In Depth">> + + /* Calculates if tactics are successful */ + /* minimum chance is 10% */ + <<if _tacChance <= 0>> + <<set _tacChance = 0.1>> + <</if>> + <<if random(1,100) <= _tacChance * 100>> + <<set _enemyMod -= 0.30>> + <<set _militiaMod += 0.20>> + <<set _slaveMod += 0.20>> + <<set _mercMod += 0.20>> <<set _atkMod += 0.10>> <<set _defMod += 0.10>> - <<set _tacChance += 0.20>> - <<elseif $chosenTactic == "Blitzkrieg">> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.20>> - <<elseif $chosenTactic == "Human Wave">> + <<set $tacticsSuccessful = 1>> + <<else>> + <<set _enemyMod += 0.20>> + <<set _militiaMod -= 0.20>> + <<set _slaveMod -= 0.20>> + <<set _mercMod -= 0.20>> <<set _atkMod -= 0.10>> <<set _defMod -= 0.10>> - <<set _tacChance -= 0.20>> - <</if>> -<<elseif $battleTerrain == "wasteland">> - <<if $chosenTactic == "Bait and Bleed">> - <<set _atkMod += 0.05>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.10>> - <<elseif $chosenTactic == "Guerrilla">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.15>> - <<elseif $chosenTactic == "Choke Points">> - <<set _atkMod -= 0.10>> - <<set _defMod += 0.05>> - <<set _tacChance -= 0.05>> - <<elseif $chosenTactic == "Interior Lines">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Pincer Maneuver">> - <<set _atkMod += 0.15>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Defense In Depth">> - <<set _atkMod += 0.05>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.15>> - <<elseif $chosenTactic == "Blitzkrieg">> - <<set _atkMod += 0.15>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.30>> - <<elseif $chosenTactic == "Human Wave">> - <<set _atkMod += 0.20>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.25>> + <<set $tacticsSuccessful = 0>> + <</if>> + + /* enemy morale mods */ + <<if $week < 30>> + <<set _enemyMod += 0.15>> + <<elseif $week < 60>> + <<set _enemyMod += 0.30>> + <<elseif $week < 90>> + <<set _enemyMod += 0.45>> + <<elseif $week < 120>> + <<set _enemyMod += 0.60>> + <<else>> + <<set _enemyMod += 0.75>> + <</if>> + + /* calculates PC army stats */ + <<if $secBots.isDeployed == 1>> + <<set _attack += ($secBotsBaseAttack + $secBotsBaseAttack * $secBots.equip * $equipMod) * _atkMod>> + <<set _defense += ($secBotsBaseDefense + $secBotsBaseDefense * $secBots.equip * $equipMod) * _defMod>> + <<set _hp += $secBotsBaseHp * $secBots.troops>> + <</if>> + <<for _i = 0; _i < $militiaUnits.length; _i++>> + <<if $militiaUnits[_i].isDeployed == 1>> + <<if $militiaUnits[_i].training <= 10>> + <<set _expBonus = 0>> + <<elseif $militiaUnits[_i].training <= 33>> + <<set _expBonus = 0.10>> + <<elseif $militiaUnits[_i].training <= 66>> + <<set _expBonus = 0.25>> + <<else>> + <<set _expBonus = 0.50>> + <</if>> + <<if $militiaUnits[_i].loyalty <= 10>> + <<set _loyaltyBonus = 0>> + <<elseif $militiaUnits[_i].loyalty <= 33>> + <<set _loyaltyBonus = 0.10>> + <<elseif $militiaUnits[_i].loyalty <= 66>> + <<set _loyaltyBonus = 0.20>> + <<else>> + <<set _loyaltyBonus = 0.30>> + <</if>> + <<set _attack += ($militiaBaseAttack + $militiaBaseAttack * $militiaUnits[_i].equip * $equipMod + $militiaBaseAttack * _expBonus + $militiaBaseAttack * _loyaltyBonus + $militiaBaseAttack * $militiaUnits[_i].SF * 0.20 + $militiaUnits[_i].cyber) * _atkMod>> + <<set _defense += ($militiaBaseDefense + $militiaBaseDefense * $militiaUnits[_i].equip * $equipMod + $militiaBaseDefense * _expBonus + $militiaBaseDefense * _loyaltyBonus + $militiaBaseDefense * $militiaUnits[_i].SF * 0.20 + $militiaUnits[_i].cyber) * _defMod>> + <<set _hp += ($militiaBaseHp + $militiaUnits[_i].cyber + $militiaBaseHp * $militiaUnits[_i].medics * 0.25) * $militiaUnits[_i].troops>> + <</if>> + <</for>> + <<for _i = 0; _i < $slaveUnits.length; _i++>> + <<if $slaveUnits[_i].isDeployed == 1>> + <<if $slaveUnits[_i].training <= 33>> + <<set _expBonus = 0>> + <<elseif $slaveUnits[_i].training <= 66>> + <<set _expBonus = 0.25>> + <<else>> + <<set _expBonus = 0.50>> + <</if>> + <<if $slaveUnits[_i].loyalty <= 10>> + <<set _loyaltyBonus = 0>> + <<elseif $slaveUnits[_i].loyalty <= 33>> + <<set _loyaltyBonus = 0.10>> + <<elseif $slaveUnits[_i].loyalty <= 66>> + <<set _loyaltyBonus = 0.20>> + <<else>> + <<set _loyaltyBonus = 0.30>> + <</if>> + <<set _attack += ($slaveBaseAttack + $slaveBaseAttack * $slaveUnits[_i].equip * $equipMod + $slaveBaseAttack * _expBonus + $slaveBaseAttack * _loyaltyBonus + $slaveBaseAttack * $slaveUnits[_i].SF * 0.20 + $slaveUnits[_i].cyber) * _atkMod>> + <<set _defense += ($slaveBaseDefense + $slaveBaseDefense * $slaveUnits[_i].equip * $equipMod + $slaveBaseDefense * _expBonus + $slaveBaseDefense * _loyaltyBonus + $slaveBaseDefense * $slaveUnits[_i].SF * 0.20 + $slaveUnits[_i].cyber) * _defMod>> + <<set _hp += ($slaveBaseHp + $slaveUnits[_i].cyber + $slaveBaseHp * $slaveUnits[_i].medics * 0.25) * $slaveUnits[_i].troops>> + <</if>> + <</for>> + <<for _i = 0; _i < $mercUnits.length; _i++>> + <<if $mercUnits[_i].isDeployed == 1>> + <<if $mercUnits[_i].training <= 33>> + <<set _expBonus = 0>> + <<elseif $mercUnits[_i].training <= 66>> + <<set _expBonus = 0.25>> + <<else>> + <<set _expBonus = 0.50>> + <</if>> + <<if $mercUnits[_i].loyalty <= 10>> + <<set _loyaltyBonus = 0>> + <<elseif $mercUnits[_i].loyalty <= 33>> + <<set _loyaltyBonus = 0.10>> + <<elseif $mercUnits[_i].loyalty <= 66>> + <<set _loyaltyBonus = 0.20>> + <<else>> + <<set _loyaltyBonus = 0.30>> + <</if>> + <<set _attack += ($mercBaseAttack + $mercBaseAttack * $mercUnits[_i].equip * $equipMod + $mercBaseAttack * _expBonus + $mercBaseAttack * _loyaltyBonus + $mercBaseAttack * $mercUnits[_i].SF * 0.20 + $mercUnits[_i].cyber) * _atkMod>> + <<set _defense += ($mercBaseDefense + $mercBaseDefense * $mercUnits[_i].equip * $equipMod + $mercBaseDefense * _expBonus + $mercBaseDefense * _loyaltyBonus + $mercBaseDefense * $mercUnits[_i].SF * 0.20 + $mercUnits[_i].cyber) * _defMod>> + <<set _hp += ($mercBaseHp + $mercUnits[_i].cyber + $mercBaseHp * $mercUnits[_i].medics * 0.25) * $mercUnits[_i].troops>> + <</if>> + <</for>> + + <<if $SF.Toggle && $SF.Active >= 1 && $SFIntervention>> + <<set $SFatk = 0>> + <<set $SFdef = 0>> + <<set $SFhp = 0>> + <<calcSFStatistics>> + <<set _attack += $SFatk>> + <<set _defense += $SFdef>> + <<set _hp += $SFhp>> + <</if>> + + /* morale and baseHp calculation */ + /* minimum modifier is -50%, maximum is +50% */ + <<if _militiaMod < 0.5>> + <<set _militiaMod = 0.5>> + <<elseif _militiaMod > 1.5>> + <<set _militiaMod = 1.5>> + <</if>> + <<if _slaveMod < 0.5>> + <<set _slaveMod = 0.5>> + <<elseif _slaveMod > 1.5>> + <<set _slaveMod = 1.5>> + <</if>> + <<if _mercMod < 0.5>> + <<set _mercMod = 0.5>> + <<elseif _mercMod > 1.5>> + <<set _mercMod = 1.5>> + <</if>> + <<if _SFMod < 0.5>> + <<set _SFMod = 0.5>> + <<elseif _SFMod > 1.5>> + <<set _SFMod = 1.5>> + <</if>> + + <<set $troopCount = 0>> + <<calcTroopCount>> + <<set _moraleTroopMod = Math.clamp($troopCount / 100,1,5)>> + + <<set _morale = ($secBotsMorale * $deployingBots + $militiaBaseMorale * _militiaMod * $deployingMilitia + $slaveBaseMorale * _slaveMod * $deployingSlaves + $mercBaseMorale * _mercMod * $deployingMercs + $SFBaseMorale * $SFIntervention * _SFMod) / ($deployingBots + $deployingMilitia +$deployingSlaves + $deployingMercs + $SFIntervention)>> + <<set _morale = _morale + _morale * $secBarracksUpgrades.luxury * 0.05>> /* barracks bonus */ + <<set _morale *= _moraleTroopMod>> + <<set _baseHp = ($secBotsBaseHp * $deployingBots + $militiaBaseHp * $deployingMilitia + $slaveBaseHp * $deployingSlaves + $mercBaseHp * $deployingMercs + $SFBaseHp * $SFIntervention) / ($deployingBots + $deployingMilitia +$deployingSlaves + $deployingMercs + $SFIntervention)>> + + /* calculates enemy army stats */ + <<if $week <= 30>> + <<set _armyMod = $attackTroops / 80>> + <<elseif $week <= 60>> + <<set _armyMod = $attackTroops / 75>> + <<elseif $week <= 90>> + <<set _armyMod = $attackTroops / 70>> + <<elseif $week <= 120>> + <<set _armyMod = $attackTroops / 65>> + <<else>> + <<set _armyMod = $attackTroops / 60>> <</if>> -<</if>> - -<<if $chosenTactic == "Bait and Bleed">> - <<if $attackType == "raiders">> - <<set _tacChance -= 0.10>> - <<elseif $attackType == "free city">> - <<set _tacChance += 0.10>> - <<elseif $attackType == "old world">> - <<set _tacChance += 0.25>> - <<elseif $attackType == "freedom fighters">> - <<set _tacChance -= 0.15>> + <<set _armyMod = Math.trunc(_armyMod)>> + <<if $majorBattle == 1>> + <<set _armyMod *= 2>> <</if>> -<<elseif $chosenTactic == "Guerrilla">> - <<if $attackType == "raiders">> - <<set _tacChance -= 0.20>> - <<elseif $attackType == "free city">> - <<set _tacChance += 0.15>> - <<elseif $attackType == "old world">> - <<set _tacChance += 0.25>> - <<elseif $attackType == "freedom fighters">> - <<set _tacChance -= 0.25>> + <<if _armyMod <= 0>> + <<set _armyMod = 1>> <</if>> -<<elseif $chosenTactic == "Choke Points">> + + <<set _enemyMoraleTroopMod = Math.clamp($attackTroops / 100,1,5)>> + <<if $attackType == "raiders">> - <<set _tacChance += 0.25>> + <<set _enemyAttack = ($raBaseAttack + $weapManu * $sellTo.raiders + $raBaseAttack * $attackEquip * $equipMod) * _armyMod>> + <<set _enemyDefense = ($raBaseDefense + $weapManu * $sellTo.raiders + $raBaseDefense * $attackEquip * $equipMod) * _armyMod>> + <<set _enemyMorale = $raBaseMorale * _enemyMod * _enemyMoraleTroopMod>> + <<set _enemyHp = $raBaseHp * $attackTroops>> + <<set _enemyBaseHp = $raBaseHp>> <<elseif $attackType == "free city">> - <<set _tacChance -= 0.05>> + <<set _enemyAttack = ($fcBaseAttack + $weapManu * $sellTo.FC + $fcBaseAttack * $attackEquip * $equipMod) * _armyMod>> + <<set _enemyDefense = ($fcBaseDefense + $weapManu * $sellTo.FC + $fcBaseDefense * $attackEquip * $equipMod) * _armyMod>> + <<set _enemyMorale = $fcBaseMorale * _enemyMod * _enemyMoraleTroopMod>> + <<set _enemyHp = $fcBaseHp * $attackTroops>> + <<set _enemyBaseHp = $fcBaseHp>> <<elseif $attackType == "old world">> - <<set _tacChance -= 0.10>> + <<set _enemyAttack = ($owBaseAttack + $weapManu * $sellTo.oldWorld + $owBaseAttack * $attackEquip * $equipMod) * _armyMod>> + <<set _enemyDefense = ($owBaseDefense + $weapManu * $sellTo.oldWorld + $owBaseDefense * $attackEquip * $equipMod) * _armyMod>> + <<set _enemyMorale = $owBaseMorale * _enemyMod * _enemyMoraleTroopMod>> + <<set _enemyHp = $owBaseHp * $attackTroops>> + <<set _enemyBaseHp = $owBaseHp>> <<elseif $attackType == "freedom fighters">> - <<set _tacChance += 0.05>> + <<set _enemyAttack = ($ffBaseAttack + $weapManu * $sellTo.oldWorld + $ffBaseAttack * $attackEquip * $equipMod) * _armyMod>> + <<set _enemyDefense = ($ffBaseDefense + $weapManu * $sellTo.oldWorld + $ffBaseDefense * $attackEquip * $equipMod) * _armyMod>> + <<set _enemyMorale = $ffBaseMorale * _enemyMod * _enemyMoraleTroopMod>> + <<set _enemyHp = $ffBaseHp * $attackTroops>> + <<set _enemyBaseHp = $ffBaseHp>> <</if>> -<<elseif $chosenTactic == "Interior Lines">> - <<if $attackType == "raiders">> - <<set _tacChance -= 0.15>> - <<elseif $attackType == "free city">> - <<set _tacChance += 0.15>> - <<elseif $attackType == "old world">> - <<set _tacChance += 0.20>> - <<elseif $attackType == "freedom fighters">> - <<set _tacChance -= 0.10>> + + /* difficulty */ + <<set _enemyAttack *= $difficulty>> + <<set _enemyDefense *= $difficulty>> + <<set _enemyMorale *= $difficulty>> + <<set _enemyHp *= $difficulty>> + <<set _enemyBaseHp *= $difficulty>> + + <<if isNaN(_attack)>> + <br>@@.red;Error: attack value reported NaN@@ <</if>> -<<elseif $chosenTactic == "Pincer Maneuver">> - <<if $attackType == "raiders">> - <<set _tacChance += 0.15>> - <<elseif $attackType == "free city">> - <<set _tacChance += 0.10>> - <<elseif $attackType == "old world">> - <<set _tacChance -= 0.10>> - <<elseif $attackType == "freedom fighters">> - <<set _tacChance += 0.15>> + <<if isNaN(_defense)>> + <br>@@.red;Error: defense value reported NaN@@ <</if>> -<<elseif $chosenTactic == "Defense In Depth">> - <<if $attackType == "raiders">> - <<set _tacChance -= 0.20>> - <<elseif $attackType == "free city">> - <<set _tacChance += 0.10>> - <<elseif $attackType == "old world">> - <<set _tacChance += 0.20>> - <<elseif $attackType == "freedom fighters">> - <<set _tacChance -= 0.05>> + <<if isNaN(_hp)>> + <br>@@.red;Error: hp value reported NaN@@ <</if>> -<<elseif $chosenTactic == "Blitzkrieg">> - <<if $attackType == "raiders">> - <<set _tacChance += 0.10>> - <<elseif $attackType == "free city">> - <<set _tacChance -= 0.20>> - <<elseif $attackType == "old world">> - <<set _tacChance += 0.25>> - <<elseif $attackType == "freedom fighters">> - <<set _tacChance -= 0.10>> + <<if isNaN(_morale)>> + <br>@@.red;Error: morale value reported NaN@@ <</if>> -<<elseif $chosenTactic == "Human Wave">> - <<if $attackType == "raiders">> - <<set _tacChance -= 0.10>> - <<elseif $attackType == "free city">> - <<set _tacChance += 0.10>> - <<elseif $attackType == "old world">> - <<set _tacChance -= 0.15>> - <<elseif $attackType == "freedom fighters">> - <<set _tacChance += 0.10>> + <<if isNaN(_enemyAttack)>> + <br>@@.red;Error: enemy attack value reported NaN@@ <</if>> -<</if>> - -/* Calculates if tactics are successful */ -/* minimum chance is 10% */ -<<if _tacChance <= 0>> - <<set _tacChance = 0.1>> -<</if>> -<<if random(1,100) <= _tacChance * 100>> - <<set _enemyMod -= 0.30>> - <<set _militiaMod += 0.20>> - <<set _slaveMod += 0.20>> - <<set _mercMod += 0.20>> - <<set _atkMod += 0.10>> - <<set _defMod += 0.10>> - <<set $tacticsSuccessful = 1>> -<<else>> - <<set _enemyMod += 0.20>> - <<set _militiaMod -= 0.20>> - <<set _slaveMod -= 0.20>> - <<set _mercMod -= 0.20>> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.10>> - <<set $tacticsSuccessful = 0>> -<</if>> - -/* enemy morale mods */ -<<if $week < 30>> - <<set _enemyMod += 0.15>> -<<elseif $week < 60>> - <<set _enemyMod += 0.30>> -<<elseif $week < 90>> - <<set _enemyMod += 0.45>> -<<elseif $week < 120>> - <<set _enemyMod += 0.60>> -<<else>> - <<set _enemyMod += 0.75>> -<</if>> - -/* calculates PC army stats */ -<<if $secBots.isDeployed == 1>> - <<set _attack += ($secBotsBaseAttack + $secBotsBaseAttack * $secBots.equip * $equipMod) * _atkMod>> - <<set _defense += ($secBotsBaseDefense + $secBotsBaseDefense * $secBots.equip * $equipMod) * _defMod>> - <<set _hp += $secBotsBaseHp * $secBots.troops>> -<</if>> -<<for _i = 0; _i < $militiaUnits.length; _i++>> - <<if $militiaUnits[_i].isDeployed == 1>> - <<if $militiaUnits[_i].training <= 10>> - <<set _expBonus = 0>> - <<elseif $militiaUnits[_i].training <= 33>> - <<set _expBonus = 0.10>> - <<elseif $militiaUnits[_i].training <= 66>> - <<set _expBonus = 0.25>> - <<else>> - <<set _expBonus = 0.50>> - <</if>> - <<if $militiaUnits[_i].loyalty <= 10>> - <<set _loyaltyBonus = 0>> - <<elseif $militiaUnits[_i].loyalty <= 33>> - <<set _loyaltyBonus = 0.10>> - <<elseif $militiaUnits[_i].loyalty <= 66>> - <<set _loyaltyBonus = 0.20>> - <<else>> - <<set _loyaltyBonus = 0.30>> - <</if>> - <<set _attack += ($militiaBaseAttack + $militiaBaseAttack * $militiaUnits[_i].equip * $equipMod + $militiaBaseAttack * _expBonus + $militiaBaseAttack * _loyaltyBonus + $militiaBaseAttack * $militiaUnits[_i].SF * 0.20 + $militiaUnits[_i].cyber) * _atkMod>> - <<set _defense += ($militiaBaseDefense + $militiaBaseDefense * $militiaUnits[_i].equip * $equipMod + $militiaBaseDefense * _expBonus + $militiaBaseDefense * _loyaltyBonus + $militiaBaseDefense * $militiaUnits[_i].SF * 0.20 + $militiaUnits[_i].cyber) * _defMod>> - <<set _hp += ($militiaBaseHp + $militiaUnits[_i].cyber + $militiaBaseHp * $militiaUnits[_i].medics * 0.25) * $militiaUnits[_i].troops>> + <<if isNaN(_enemyDefense)>> + <br>@@.red;Error: enemy defense value reported NaN@@ <</if>> -<</for>> -<<for _i = 0; _i < $slaveUnits.length; _i++>> - <<if $slaveUnits[_i].isDeployed == 1>> - <<if $slaveUnits[_i].training <= 33>> - <<set _expBonus = 0>> - <<elseif $slaveUnits[_i].training <= 66>> - <<set _expBonus = 0.25>> - <<else>> - <<set _expBonus = 0.50>> - <</if>> - <<if $slaveUnits[_i].loyalty <= 10>> - <<set _loyaltyBonus = 0>> - <<elseif $slaveUnits[_i].loyalty <= 33>> - <<set _loyaltyBonus = 0.10>> - <<elseif $slaveUnits[_i].loyalty <= 66>> - <<set _loyaltyBonus = 0.20>> - <<else>> - <<set _loyaltyBonus = 0.30>> - <</if>> - <<set _attack += ($slaveBaseAttack + $slaveBaseAttack * $slaveUnits[_i].equip * $equipMod + $slaveBaseAttack * _expBonus + $slaveBaseAttack * _loyaltyBonus + $slaveBaseAttack * $slaveUnits[_i].SF * 0.20 + $slaveUnits[_i].cyber) * _atkMod>> - <<set _defense += ($slaveBaseDefense + $slaveBaseDefense * $slaveUnits[_i].equip * $equipMod + $slaveBaseDefense * _expBonus + $slaveBaseDefense * _loyaltyBonus + $slaveBaseDefense * $slaveUnits[_i].SF * 0.20 + $slaveUnits[_i].cyber) * _defMod>> - <<set _hp += ($slaveBaseHp + $slaveUnits[_i].cyber + $slaveBaseHp * $slaveUnits[_i].medics * 0.25) * $slaveUnits[_i].troops>> + <<if isNaN(_enemyHp)>> + <br>@@.red;Error: enemy hp value reported NaN@@ <</if>> -<</for>> -<<for _i = 0; _i < $mercUnits.length; _i++>> - <<if $mercUnits[_i].isDeployed == 1>> - <<if $mercUnits[_i].training <= 33>> - <<set _expBonus = 0>> - <<elseif $mercUnits[_i].training <= 66>> - <<set _expBonus = 0.25>> - <<else>> - <<set _expBonus = 0.50>> - <</if>> - <<if $mercUnits[_i].loyalty <= 10>> - <<set _loyaltyBonus = 0>> - <<elseif $mercUnits[_i].loyalty <= 33>> - <<set _loyaltyBonus = 0.10>> - <<elseif $mercUnits[_i].loyalty <= 66>> - <<set _loyaltyBonus = 0.20>> - <<else>> - <<set _loyaltyBonus = 0.30>> - <</if>> - <<set _attack += ($mercBaseAttack + $mercBaseAttack * $mercUnits[_i].equip * $equipMod + $mercBaseAttack * _expBonus + $mercBaseAttack * _loyaltyBonus + $mercBaseAttack * $mercUnits[_i].SF * 0.20 + $mercUnits[_i].cyber) * _atkMod>> - <<set _defense += ($mercBaseDefense + $mercBaseDefense * $mercUnits[_i].equip * $equipMod + $mercBaseDefense * _expBonus + $mercBaseDefense * _loyaltyBonus + $mercBaseDefense * $mercUnits[_i].SF * 0.20 + $mercUnits[_i].cyber) * _defMod>> - <<set _hp += ($mercBaseHp + $mercUnits[_i].cyber + $mercBaseHp * $mercUnits[_i].medics * 0.25) * $mercUnits[_i].troops>> + <<if isNaN(_enemyMorale)>> + <br>@@.red;Error: enemy morale value reported NaN@@ <</if>> -<</for>> - -<<if $SF.Toggle && $SF.Active >= 1 && $SFIntervention>> - <<set $SFatk = 0>> - <<set $SFdef = 0>> - <<set $SFhp = 0>> - <<calcSFStatistics>> - <<set _attack += $SFatk>> - <<set _defense += $SFdef>> - <<set _hp += $SFhp>> -<</if>> - -/* morale and baseHp calculation */ -/* minimum modifier is -50%, maximum is +50% */ -<<if _militiaMod < 0.5>> - <<set _militiaMod = 0.5>> -<<elseif _militiaMod > 1.5>> - <<set _militiaMod = 1.5>> -<</if>> -<<if _slaveMod < 0.5>> - <<set _slaveMod = 0.5>> -<<elseif _slaveMod > 1.5>> - <<set _slaveMod = 1.5>> -<</if>> -<<if _mercMod < 0.5>> - <<set _mercMod = 0.5>> -<<elseif _mercMod > 1.5>> - <<set _mercMod = 1.5>> -<</if>> -<<if _SFMod < 0.5>> - <<set _SFMod = 0.5>> -<<elseif _SFMod > 1.5>> - <<set _SFMod = 1.5>> -<</if>> - -<<set $troopCount = 0>> -<<calcTroopCount>> -<<set _moraleTroopMod = Math.clamp($troopCount / 100,1,5)>> - -<<set _morale = ($secBotsMorale * $deployingBots + $militiaBaseMorale * _militiaMod * $deployingMilitia + $slaveBaseMorale * _slaveMod * $deployingSlaves + $mercBaseMorale * _mercMod * $deployingMercs + $SFBaseMorale * $SFIntervention * _SFMod) / ($deployingBots + $deployingMilitia +$deployingSlaves + $deployingMercs + $SFIntervention)>> -<<set _morale = _morale + _morale * $secBarracksUpgrades.luxury * 0.05>> /* barracks bonus */ -<<set _morale *= _moraleTroopMod>> -<<set _baseHp = ($secBotsBaseHp * $deployingBots + $militiaBaseHp * $deployingMilitia + $slaveBaseHp * $deployingSlaves + $mercBaseHp * $deployingMercs + $SFBaseHp * $SFIntervention) / ($deployingBots + $deployingMilitia +$deployingSlaves + $deployingMercs + $SFIntervention)>> - -/* calculates enemy army stats */ -<<if $week <= 30>> - <<set _armyMod = $attackTroops / 80>> -<<elseif $week <= 60>> - <<set _armyMod = $attackTroops / 75>> -<<elseif $week <= 90>> - <<set _armyMod = $attackTroops / 70>> -<<elseif $week <= 120>> - <<set _armyMod = $attackTroops / 65>> -<<else>> - <<set _armyMod = $attackTroops / 60>> -<</if>> -<<set _armyMod = Math.trunc(_armyMod)>> -<<if $majorBattle == 1>> - <<set _armyMod *= 2>> -<</if>> -<<if _armyMod <= 0>> - <<set _armyMod = 1>> -<</if>> - -<<set _enemyMoraleTroopMod = Math.clamp($attackTroops / 100,1,5)>> - -<<if $attackType == "raiders">> - <<set _enemyAttack = ($raBaseAttack + $weapManu * $sellTo.raiders + $raBaseAttack * $attackEquip * $equipMod) * _armyMod>> - <<set _enemyDefense = ($raBaseDefense + $weapManu * $sellTo.raiders + $raBaseDefense * $attackEquip * $equipMod) * _armyMod>> - <<set _enemyMorale = $raBaseMorale * _enemyMod * _enemyMoraleTroopMod>> - <<set _enemyHp = $raBaseHp * $attackTroops>> - <<set _enemyBaseHp = $raBaseHp>> -<<elseif $attackType == "free city">> - <<set _enemyAttack = ($fcBaseAttack + $weapManu * $sellTo.FC + $fcBaseAttack * $attackEquip * $equipMod) * _armyMod>> - <<set _enemyDefense = ($fcBaseDefense + $weapManu * $sellTo.FC + $fcBaseDefense * $attackEquip * $equipMod) * _armyMod>> - <<set _enemyMorale = $fcBaseMorale * _enemyMod * _enemyMoraleTroopMod>> - <<set _enemyHp = $fcBaseHp * $attackTroops>> - <<set _enemyBaseHp = $fcBaseHp>> -<<elseif $attackType == "old world">> - <<set _enemyAttack = ($owBaseAttack + $weapManu * $sellTo.oldWorld + $owBaseAttack * $attackEquip * $equipMod) * _armyMod>> - <<set _enemyDefense = ($owBaseDefense + $weapManu * $sellTo.oldWorld + $owBaseDefense * $attackEquip * $equipMod) * _armyMod>> - <<set _enemyMorale = $owBaseMorale * _enemyMod * _enemyMoraleTroopMod>> - <<set _enemyHp = $owBaseHp * $attackTroops>> - <<set _enemyBaseHp = $owBaseHp>> -<<elseif $attackType == "freedom fighters">> - <<set _enemyAttack = ($ffBaseAttack + $weapManu * $sellTo.oldWorld + $ffBaseAttack * $attackEquip * $equipMod) * _armyMod>> - <<set _enemyDefense = ($ffBaseDefense + $weapManu * $sellTo.oldWorld + $ffBaseDefense * $attackEquip * $equipMod) * _armyMod>> - <<set _enemyMorale = $ffBaseMorale * _enemyMod * _enemyMoraleTroopMod>> - <<set _enemyHp = $ffBaseHp * $attackTroops>> - <<set _enemyBaseHp = $ffBaseHp>> -<</if>> - -/* difficulty */ -<<set _enemyAttack *= $difficulty>> -<<set _enemyDefense *= $difficulty>> -<<set _enemyMorale *= $difficulty>> -<<set _enemyHp *= $difficulty>> -<<set _enemyBaseHp *= $difficulty>> - -<<if isNaN(_attack)>> - <br>@@.red;Error: attack value reported NaN@@ -<</if>> -<<if isNaN(_defense)>> - <br>@@.red;Error: defense value reported NaN@@ -<</if>> -<<if isNaN(_hp)>> - <br>@@.red;Error: hp value reported NaN@@ -<</if>> -<<if isNaN(_morale)>> - <br>@@.red;Error: morale value reported NaN@@ -<</if>> -<<if isNaN(_enemyAttack)>> - <br>@@.red;Error: enemy attack value reported NaN@@ -<</if>> -<<if isNaN(_enemyDefense)>> - <br>@@.red;Error: enemy defense value reported NaN@@ -<</if>> -<<if isNaN(_enemyHp)>> - <br>@@.red;Error: enemy hp value reported NaN@@ -<</if>> -<<if isNaN(_enemyMorale)>> - <br>@@.red;Error: enemy morale value reported NaN@@ -<</if>> - -<<if $showBattleStatistics == 1>> -<<set _atkMod -= 1, _defMod -= 1, _militiaMod -= 1, _mercMod -= 1, _slaveMod -= 1, _SFMod -= 1, _enemyMod -= 1, _moraleTroopMod -= 1, _enemyMoraleTroopMod -= 1, _difficulty = $difficulty -1>> -<<set _atkMod = Math.round(_atkMod * 100)>> -<<set _defMod = Math.round(_defMod * 100)>> -<<set _militiaMod = Math.round(_militiaMod * 100)>> -<<set _mercMod = Math.round(_mercMod * 100)>> -<<set _slaveMod = Math.round(_slaveMod * 100)>> -<<set _SFMod = Math.round(_SFMod * 100)>> -<<set _enemyMod = Math.round(_enemyMod * 100)>> -<<set _barracksBonus = $secBarracksUpgrades.luxury * 5>> -<<set _moraleTroopMod = Math.round(_moraleTroopMod * 100)>> -<<set _enemyMoraleTroopMod = Math.round(_enemyMoraleTroopMod * 100)>> -<<set _difficulty *= 100>> - -__Difficulty__: -<br> -<<if $difficulty == 0.5>> - Very easy -<<elseif $difficulty == 0.75>> - Easy -<<elseif $difficulty == 1>> - Normal -<<elseif $difficulty == 1.25>> - Hard -<<else>> - Very hard -<</if>> -<br> -<br> -__Army__: -<br>troops: <<print commaNum(Math.round($troopCount))>> -<br>attack: <<print commaNum(Math.round(_attack))>> -<br>defense: <<print commaNum(Math.round(_defense))>> -<br>hp: <<print commaNum(Math.round(_hp))>> -<br>morale: <<print commaNum(Math.round(_morale))>> -<br>attack modifier: <<if _atkMod > 0>>+<</if>>_atkMod% -<br>defense modifier: <<if _defMod > 0>>+<</if>>_defMod% -<br>average base HP: <<print commaNum(Math.round(_baseHp))>> -<br>militia morale modifier: <<if _militiaMod > 0>>+<</if>>_militiaMod% -<br>slaves morale modifier: <<if _slaveMod > 0>>+<</if>>_slaveMod% -<br>mercenaries morale modifier: <<if _mercMod > 0>>+<</if>>_mercMod% -<<if $SF.Toggle && $SF.Active >= 1 && $SFIntervention>> -<br>special force morale modifier: <<if _SFMod > 0>>+<</if>>_SFMod% -<</if>> -<<if $secBarracksUpgrades.luxury >= 1>> -<br>Barracks bonus morale modifier: +<<print _barracksBonus>>% -<</if>> -<<if _moraleTroopMod>> - <br>morale increase due to troop numbers: +<<print _moraleTroopMod>>% -<</if>> -<br> -<br> -__Tactics__: -<br>tactic chance of success: <<print commaNum(Math.round(_tacChance * 100))>>% -<br>was tactic chosen successful?: <<if $tacticsSuccessful == 1>> yes <<else>> no<</if>> -<br> -<br> -__Enemy__: -<br>enemy troops: <<print commaNum(Math.round($attackTroops))>> -<br>enemy attack: <<print commaNum(Math.round(_enemyAttack))>> -<br>enemy defense: <<print commaNum(Math.round(_enemyDefense))>> -<br>enemy Hp: <<print commaNum(Math.round(_enemyHp))>> -<br>enemy morale: <<print commaNum(Math.round(_enemyMorale))>> -<br>enemy base Hp: <<print commaNum(Math.round(_enemyBaseHp))>> -<br>enemy morale modifier: <<if _enemyMod > 0>>+<</if>>_enemyMod% -<<if _enemyMoraleTroopMod > 0>> - <br>enemy morale increase due to troop numbers: +<<print _enemyMoraleTroopMod>>% -<</if>> -<br>Difficulty modifier: <<if _difficulty > 0>>+<</if>><<print _difficulty>>% -<</if>> - - -/* simulates the combat by pitting attk against def */ -<<for _i = 0; _i < _turns; _i++>> - <br><br> - <<if $showBattleStatistics == 1>> turn: <<print _i + 1>><</if>> - /* player army attacks */ - <<set _damage = Math.clamp(_attack - _enemyDefense,_attack * 0.1,_attack)>> + + <<if $showBattleStatistics == 1>> + <<set _atkMod -= 1, _defMod -= 1, _militiaMod -= 1, _mercMod -= 1, _slaveMod -= 1, _SFMod -= 1, _enemyMod -= 1, _moraleTroopMod -= 1, _enemyMoraleTroopMod -= 1, _difficulty = $difficulty -1>> + <<set _atkMod = Math.round(_atkMod * 100)>> + <<set _defMod = Math.round(_defMod * 100)>> + <<set _militiaMod = Math.round(_militiaMod * 100)>> + <<set _mercMod = Math.round(_mercMod * 100)>> + <<set _slaveMod = Math.round(_slaveMod * 100)>> + <<set _SFMod = Math.round(_SFMod * 100)>> + <<set _enemyMod = Math.round(_enemyMod * 100)>> + <<set _barracksBonus = $secBarracksUpgrades.luxury * 5>> + <<set _moraleTroopMod = Math.round(_moraleTroopMod * 100)>> + <<set _enemyMoraleTroopMod = Math.round(_enemyMoraleTroopMod * 100)>> + <<set _difficulty *= 100>> + + __Difficulty__: <br> - <<if $showBattleStatistics == 1>> player damage: <<print commaNum(Math.round(_damage))>><</if>> - <<set _enemyHp -= _damage>> + <<if $difficulty == 0.5>> + Very easy + <<elseif $difficulty == 0.75>> + Easy + <<elseif $difficulty == 1>> + Normal + <<elseif $difficulty == 1.25>> + Hard + <<else>> + Very hard + <</if>> <br> - <<if $showBattleStatistics == 1>> remaining enemy Hp: <<print commaNum(Math.round(_enemyHp))>><</if>> - <<set $enemyLosses += _damage / _enemyBaseHp>> - <<set _moraleDamage = Math.clamp(_damage / 2 + _damage / _enemyBaseHp,0,_damage*1.5)>> - <<set _enemyMorale -= _moraleDamage>> <br> - <<if $showBattleStatistics == 1>> remaining enemy morale: <<print commaNum(Math.round(_enemyMorale))>><</if>> - <<if _enemyHp <= 0 || _enemyMorale <= 0>> - <br> - <<if $showBattleStatistics == 1>> <br>Victory!<</if>> - <<set $battleResult = 3>> - <<set $battleTurns = _i>> - <<break>> - <</if>> - - /* attacker army attacks */ - <<set _damage = _enemyAttack - _defense>> - <<if _damage < _enemyAttack * 0.1>> - <<set _damage = _enemyAttack * 0.1>> + __Army__: + <br>troops: <<print commaNum(Math.round($troopCount))>> + <br>attack: <<print commaNum(Math.round(_attack))>> + <br>defense: <<print commaNum(Math.round(_defense))>> + <br>hp: <<print commaNum(Math.round(_hp))>> + <br>morale: <<print commaNum(Math.round(_morale))>> + <br>attack modifier: <<if _atkMod > 0>>+<</if>>_atkMod% + <br>defense modifier: <<if _defMod > 0>>+<</if>>_defMod% + <br>average base HP: <<print commaNum(Math.round(_baseHp))>> + <br>militia morale modifier: <<if _militiaMod > 0>>+<</if>>_militiaMod% + <br>slaves morale modifier: <<if _slaveMod > 0>>+<</if>>_slaveMod% + <br>mercenaries morale modifier: <<if _mercMod > 0>>+<</if>>_mercMod% + <<if $SF.Toggle && $SF.Active >= 1 && $SFIntervention>> + <br>special force morale modifier: <<if _SFMod > 0>>+<</if>>_SFMod% + <</if>> + <<if $secBarracksUpgrades.luxury >= 1>> + <br>Barracks bonus morale modifier: +<<print _barracksBonus>>% + <</if>> + <<if _moraleTroopMod>> + <br>morale increase due to troop numbers: +<<print _moraleTroopMod>>% <</if>> <br> - <<if $showBattleStatistics == 1>> enemy damage: <<print commaNum(Math.round(_damage))>><</if>> - <<set _hp -= _damage>> <br> - <<if $showBattleStatistics == 1>> remaining hp: <<print commaNum(Math.round(_hp))>><</if>> - <<set $losses += _damage / _baseHp>> - <<set _moraleDamage = Math.clamp(_damage / 2 + _damage / _baseHp,0,_damage*1.5)>> - <<set _morale -= _moraleDamage>> + __Tactics__: + <br>tactic chance of success: <<print commaNum(Math.round(_tacChance * 100))>>% + <br>was tactic chosen successful?: <<if $tacticsSuccessful == 1>> yes <<else>> no<</if>> <br> - <<if $showBattleStatistics == 1>> remaining morale: <<print Math.round(_morale)>><</if>> - <<if _hp <= 0 || _morale <= 0>> - <br> - <<if $showBattleStatistics == 1>> <br>Defeat!<</if>> - <<set $battleResult = -3>> - <<set $battleTurns = _i>> - <<break>> - <</if>> -<</for>> -<<if $battleResult != 3 && $battleResult != -3>> <br> - <<if _morale > _enemyMorale>> - <<if $showBattleStatistics == 1>> <br>Partial victory!<</if>> - <<set $battleResult = 2>> - <<elseif _morale < _enemyMorale>> - <<if $showBattleStatistics == 1>> <br>Partial defeat!<</if>> - <<set $battleResult = -2>> + __Enemy__: + <br>enemy troops: <<print commaNum(Math.round($attackTroops))>> + <br>enemy attack: <<print commaNum(Math.round(_enemyAttack))>> + <br>enemy defense: <<print commaNum(Math.round(_enemyDefense))>> + <br>enemy Hp: <<print commaNum(Math.round(_enemyHp))>> + <br>enemy morale: <<print commaNum(Math.round(_enemyMorale))>> + <br>enemy base Hp: <<print commaNum(Math.round(_enemyBaseHp))>> + <br>enemy morale modifier: <<if _enemyMod > 0>>+<</if>>_enemyMod% + <<if _enemyMoraleTroopMod > 0>> + <br>enemy morale increase due to troop numbers: +<<print _enemyMoraleTroopMod>>% + <</if>> + <br>Difficulty modifier: <<if _difficulty > 0>>+<</if>><<print _difficulty>>% + <</if>> + + /* simulates the combat by pitting attk against def */ + <<for _i = 0; _i < _turns; _i++>> + <br><br> + <<if $showBattleStatistics == 1>> turn: <<print _i + 1>><</if>> + /* player army attacks */ + <<set _damage = Math.clamp(_attack - _enemyDefense,_attack * 0.1,_attack)>> + <br> + <<if $showBattleStatistics == 1>> player damage: <<print commaNum(Math.round(_damage))>><</if>> + <<set _enemyHp -= _damage>> + <br> + <<if $showBattleStatistics == 1>> remaining enemy Hp: <<print commaNum(Math.round(_enemyHp))>><</if>> + <<set $enemyLosses += _damage / _enemyBaseHp>> + <<set _moraleDamage = Math.clamp(_damage / 2 + _damage / _enemyBaseHp,0,_damage*1.5)>> + <<set _enemyMorale -= _moraleDamage>> + <br> + <<if $showBattleStatistics == 1>> remaining enemy morale: <<print commaNum(Math.round(_enemyMorale))>><</if>> + <<if _enemyHp <= 0 || _enemyMorale <= 0>> + <br> + <<if $showBattleStatistics == 1>> <br>Victory!<</if>> + <<set $battleResult = 3>> + <<set $battleTurns = _i>> + <<break>> + <</if>> + + /* attacker army attacks */ + <<set _damage = _enemyAttack - _defense>> + <<if _damage < _enemyAttack * 0.1>> + <<set _damage = _enemyAttack * 0.1>> + <</if>> + <br> + <<if $showBattleStatistics == 1>> enemy damage: <<print commaNum(Math.round(_damage))>><</if>> + <<set _hp -= _damage>> + <br> + <<if $showBattleStatistics == 1>> remaining hp: <<print commaNum(Math.round(_hp))>><</if>> + <<set $losses += _damage / _baseHp>> + <<set _moraleDamage = Math.clamp(_damage / 2 + _damage / _baseHp,0,_damage*1.5)>> + <<set _morale -= _moraleDamage>> + <br> + <<if $showBattleStatistics == 1>> remaining morale: <<print Math.round(_morale)>><</if>> + <<if _hp <= 0 || _morale <= 0>> + <br> + <<if $showBattleStatistics == 1>> <br>Defeat!<</if>> + <<set $battleResult = -3>> + <<set $battleTurns = _i>> + <<break>> + <</if>> + <</for>> + <<if $battleResult != 3 && $battleResult != -3>> + <br> + <<if _morale > _enemyMorale>> + <<if $showBattleStatistics == 1>> <br>Partial victory!<</if>> + <<set $battleResult = 2>> + <<elseif _morale < _enemyMorale>> + <<if $showBattleStatistics == 1>> <br>Partial defeat!<</if>> + <<set $battleResult = -2>> + <</if>> <</if>> -<</if>> - -<<if $showBattleStatistics == 1>> - <br> - <br>Losses: <<print commaNum(Math.trunc($losses))>> - <br>Enemy losses: <<print commaNum(Math.trunc($enemyLosses))>> -<</if>> - -<<if $battleResult > 3 || $battleResult < -3>> - <br><br>@@.red;Error: failed to determine battle result@@ -<</if>> - -<<if $showBattleStatistics == 1 && $majorBattle == 1 && $majorBattleGameOver == 1 && $battleResult == -3>> - <br><br> - <<link "Proceed">> + + <<if $showBattleStatistics == 1>> + <br> + <br>Losses: <<print commaNum(Math.trunc($losses))>> + <br>Enemy losses: <<print commaNum(Math.trunc($enemyLosses))>> + <</if>> + + <<if $battleResult > 3 || $battleResult < -3>> + <br><br>@@.red;Error: failed to determine battle result@@ + <</if>> + + <<if $showBattleStatistics == 1 && $majorBattle == 1 && $majorBattleGameOver == 1 && $battleResult == -3>> + <br><br> + <<link "Proceed">> + <<set $gameover = "major battle defeat">> + <<goto "Gameover">> + <</link>> + <<elseif $majorBattle == 1 && $majorBattleGameOver == 1 && $battleResult == -3>> <<set $gameover = "major battle defeat">> <<goto "Gameover">> - <</link>> -<<elseif $majorBattle == 1 && $majorBattleGameOver == 1 && $battleResult == -3>> - <<set $gameover = "major battle defeat">> - <<goto "Gameover">> -<<elseif $showBattleStatistics == 1>> - <br><br> - <<link "Proceed">> + <<elseif $showBattleStatistics == 1>> + <br><br> + <<link "Proceed">> + <<goto "attackReport">> + <</link>> + <<else>> <<goto "attackReport">> - <</link>> -<<else>> - <<goto "attackReport">> -<</if>> + <</if>> <</if>> /* closes check for bribery */ \ No newline at end of file diff --git a/src/cheats/mod_EditNeighborArcologyCheat.tw b/src/cheats/mod_EditNeighborArcologyCheat.tw index 2b1ffe91c47d305186131e290f45f1bccbc5fcd7..e88d012e0bf123951aef4501daf16eb48f9f1a69 100644 --- a/src/cheats/mod_EditNeighborArcologyCheat.tw +++ b/src/cheats/mod_EditNeighborArcologyCheat.tw @@ -45,13 +45,13 @@ <<if $arcologies[$i].direction != 0>> <<include "Neighbor Description">> /* uses $arcologies[$i] */ <</if>> - + <br><br> - + <<set _span = "arc"+$i>> - + <<print "<span id=\"" + _span + "\"><<link \"Cheat Edit Arcology " + $i + " (" + $arcologies[$i].name + ")\">><<replace #arc" + $i + ">><<EditNeighborCheat " + $i + ">><</replace>><</link>></span>">> | - + <<if $i != 0>> <<print "[[Remove neighbor|MOD_Edit Neighbor Arcology Cheat][$arcologies.deleteAt(" + $i + ")]]">> <</if>> diff --git a/src/cheats/mod_EditNeighborArcologyCheatDatatypeCleanup.tw b/src/cheats/mod_EditNeighborArcologyCheatDatatypeCleanup.tw index 5a25d8031a283e4b8becfa89aa2a510840ab86bf..a973823a2df56d0eeff59aa43cabda441f582f2c 100644 --- a/src/cheats/mod_EditNeighborArcologyCheatDatatypeCleanup.tw +++ b/src/cheats/mod_EditNeighborArcologyCheatDatatypeCleanup.tw @@ -119,4 +119,4 @@ You have CHEATED your way to influencing the neighboring arcologies. They have been unscrupulously directed according to your CHEAT whims. -<br><br>The Eldritch horrors feast upon your CHEATING soul and look forward to more future dealings with you. The repercussions may be far reaching and the consquences dire. +<br><br>The Eldritch horrors feast upon your CHEATING soul and look forward to more future dealings with you. The repercussions may be far reaching and the consequences dire. diff --git a/src/gui/Encyclopedia/encyclopedia.tw b/src/gui/Encyclopedia/encyclopedia.tw index f9ed0ae775a1d1d9b38b0e3305c13fedc3d3a606..9c1011f747d1db97da5a5c2575398f162e9dc8c1 100644 --- a/src/gui/Encyclopedia/encyclopedia.tw +++ b/src/gui/Encyclopedia/encyclopedia.tw @@ -1757,7 +1757,7 @@ FUTURE SOCIETIES <br><br>Not since antiquity have single persons held as much practical power over the direction of society as Free Cities arcology owners now have. Naturally, different Free Cities notables are going different ways with their great power. Many are building new societies as different from each other as they are from the old world. - <br><br>One arcology might hold a society that is moving towards a fundamentalist interpretation of an old slave-holding religious tradition. Another might pay homage to historical racially segregated societies. A third might see intentional manipulation of gender roles that have held since the start of recorded history. And these three arcologies might well be each other's neighbors. + <br><br>One arcology might hold a society that is moving towards a fundamentalist interpretation of an old slaveholding religious tradition. Another might pay homage to historical racially segregated societies. A third might see intentional manipulation of gender roles that have held since the start of recorded history. And these three arcologies might well be each other's neighbors. <br><br>-- Lawrence, W. G., //Guide to Modern Slavery, Online Edition. Accessed April 2, 2032.//// diff --git a/src/init/storyInit.tw b/src/init/storyInit.tw index 551d72e7fad9fa080c38bc5abbb8f00d7ae19da9..e0ed2e4e29077ca76f4f99a7707c1f9f2f89ef0e 100644 --- a/src/init/storyInit.tw +++ b/src/init/storyInit.tw @@ -184,7 +184,6 @@ You should have received a copy of the GNU General Public License along with thi <<set $saveImported = 0>> <</if>> - <<if $saveImported == 0>> /* new game (not NG+) */ <<initPC>> @@ -328,7 +327,7 @@ You should have received a copy of the GNU General Public License along with thi <<set $minimumSlaveAge = 18>> <<set $fertilityAge = 13>> <<silently>> - FertilityAge($fertilityAge) + FertilityAge($fertilityAge) <</silently>> <<set $potencyAge = 13>> <<set $AgePenalty = 1>> @@ -438,7 +437,7 @@ You should have received a copy of the GNU General Public License along with thi <<set $dairyRestraintsUpgrade = 0>> <<set $dairyRestraintsSetting = 0>> <<silently>> -DairyRestraintsSetting($dairyRestraintsSetting) + DairyRestraintsSetting($dairyRestraintsSetting) <</silently>> <<set $dairySlimMaintainUpgrade = 0>> <<set $dairySlimMaintain = 0>> @@ -548,17 +547,17 @@ DairyRestraintsSetting($dairyRestraintsSetting) <<set $masterSuiteName = "the Master Suite">> <<set $masterSuiteNameCaps = "The Master Suite">> -<<set $nursery = 0>> /*counts the number of children the nursery can support*/ -<<set $nurseryNannies = 0>> /*counts the number of nannies the nursery can support*/ -<<set $nurseryBabies = 0>> /*counts the number of children currently in the nursery*/ -<<set $nurserySlaves = 0>> /*counts the number of nannies currently assigned to the nursery*/ +<<set $nursery = 0>> /*counts the number of children the nursery can support*/ +<<set $nurseryNannies = 0>> /*counts the number of nannies the nursery can support*/ +<<set $nurseryBabies = 0>> /*counts the number of children currently in the nursery*/ +<<set $nurserySlaves = 0>> /*counts the number of nannies currently assigned to the nursery*/ <<set $nurseryDecoration = "standard">> <<set $MatronInfluence = 0>> /*check for whether the children are influenced by the Matron*/ -<<set $nannyInfluence = 0>> /*check for whether the children are influenced by the nannies*/ +<<set $nannyInfluence = 0>> /*check for whether the children are influenced by the nannies*/ <<set $nurseryWeight = 0>> <<set $nurseryMuscles = 0>> <<set $nurseryHormones = 0>> -<<set $nurseryOrgans = 0>> /*not currently in use*/ +<<set $nurseryOrgans = 0>> /*not currently in use*/ <<set $nurseryImprintSetting = 0>> <<set $nurseryWeightSetting = 0>> <<set $nurseryMusclesSetting = 0>> @@ -566,7 +565,7 @@ DairyRestraintsSetting($dairyRestraintsSetting) <<set $nurseryName = "the Nursery">> <<set $nurseryNameCaps = "The Nursery">> <<set $reservedChildrenNursery = 0>> -<<set $cribs = []>> /*array of children in the nursery*/ +<<set $cribs = []>> /*array of children in the nursery*/ <<set $childToSlave = -1>> <<set $farmyard = 0>> diff --git a/src/js/generateNewSlaveJS.tw b/src/js/generateNewSlaveJS.tw index 221d2105cad9322595f63d7a59c3c107e6ae5a45..e89252290b4795925b074f73ada40c12f287f215 100644 --- a/src/js/generateNewSlaveJS.tw +++ b/src/js/generateNewSlaveJS.tw @@ -45,7 +45,7 @@ window.GenerateNewSlave = (function(){ slave.trust = jsRandom(-45,-25); slave.weight = jsRandom(-100,180); slave.health = jsRandom(-50,50); - + WombInit(slave); generateAge(); generateIntelligence(); @@ -71,7 +71,7 @@ window.GenerateNewSlave = (function(){ slave.ovaries = 1; slave.pubertyXY = 0; slave.energy = jsRandom(1,85); - + generateXXBodyProportions(); generateVagina(); generateXXPreferences(); @@ -92,7 +92,7 @@ window.GenerateNewSlave = (function(){ slave.prostate = 1; slave.pubertyXX = 0; slave.energy = jsRandom(15,90); - + generateXYBodyProportions(); generateDick(); generateCircumcision(); @@ -181,7 +181,7 @@ window.GenerateNewSlave = (function(){ } else { slave.vagina = jsEither([0, 0, 1, 1, 1]); } - + if (slave.physicalAge <= 11) { slave.clit = jsEither([0, 0, 0, 0, 0, 0, 0, 0, 1]); } else if (slave.physicalAge <= 13) { @@ -191,7 +191,7 @@ window.GenerateNewSlave = (function(){ } else { slave.clit = jsEither([0, 0, 0, 0, 0, 0, 1, 1, 2]); } - + if (slave.physicalAge <= 11) { slave.labia = jsEither([0, 0, 0, 0, 0, 0, 0, 1, 1]); } else if (slave.physicalAge <= 12) { @@ -205,7 +205,7 @@ window.GenerateNewSlave = (function(){ } else { slave.labia = jsEither([0, 0, 0, 1, 1, 1, 1, 2, 2, 3]); } - + if (slave.energy < random(1,80)) { slave.vaginaLube = 0; } else if ( slave.physicalAge > random(35,60)) { @@ -220,7 +220,7 @@ window.GenerateNewSlave = (function(){ slave.vagina = -1; slave.clit = 0; slave.preg = 0; - + if (slave.physicalAge <= 13) { slave.dick = jsEither([1, 1, 1, 1, 2, 2, 2, 3]); if (V.seeExtreme == 1) { @@ -923,11 +923,11 @@ window.GenerateNewSlave = (function(){ } else { femaleCrookedTeethGen -= 20; } - + if (jsRandom(0, femaleCrookedTeethGen) <= 15 && slave.physicalAge >= 12) { slave.teeth = jsEither(["crooked", "crooked", "crooked", "crooked", "crooked", "crooked", "crooked", "gapped"]); } - + if (slave.physicalAge < 6) { slave.teeth = "baby"; } else if (slave.physicalAge < 12) { @@ -1326,7 +1326,7 @@ window.GenerateNewSlave = (function(){ slave.boobShape = jsEither(BoobShapeGen); } } - + if (slave.boobs < 250) { slave.nipples = jsEither(["cute", "cute", "partially inverted", "puffy", "tiny", "tiny", "tiny", "tiny"]); } else if (slave.boobs < 500) { diff --git a/src/pregmod/eliteSlave.tw b/src/pregmod/eliteSlave.tw index e84ec5776eb121ddff8aa1f39c4004e5a55b5c77..5fa3280b45a7705391eee2d042528a86719eea80 100644 --- a/src/pregmod/eliteSlave.tw +++ b/src/pregmod/eliteSlave.tw @@ -1,4 +1,4 @@ -:: Elite Slave[nobr] +:: Elite Slave [nobr] <<set $nextButton = "Back", $nextLink = "Buy Slaves", $returnTo = "Buy Slaves">> <<set $showEncyclopedia = 1, $encyclopedia = "Slave Schools">> diff --git a/src/uncategorized/futureSociety.tw b/src/uncategorized/futureSociety.tw index 908156a734b367de2d40fc632f2702a0d2f01a52..b6821c285d7da28e212cde73ab0a646117e658f0 100644 --- a/src/uncategorized/futureSociety.tw +++ b/src/uncategorized/futureSociety.tw @@ -596,9 +596,9 @@ You are spending <<print cashFormat($FSSpending)>> each week to support your soc <br>''You are pursuing'' $arcologies[0].FSSupremacistRace superiority. //<<link "Abandon" "Future Society">><<run removeFS("FSSupremacist")>><<if $assistantFSAppearance == "supremacist">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> <<FSChangeDecoration "FSSupremacist">> <<if $PAPublic == 1>> - <<if ($assistantAppearance == "amazon") || ($assistantAppearance == "monstergirl") || ($assistantAppearance == "succubus")>> - //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// - <</if>> + <<if ($assistantAppearance == "amazon") || ($assistantAppearance == "monstergirl") || ($assistantAppearance == "succubus")>> + //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// + <</if>> <</if>> <<else>> <<if $FSCredits > 0>> @@ -617,7 +617,7 @@ You are spending <<print cashFormat($FSSpending)>> each week to support your soc <<if $arcologies[0].FSSubjugationist != "unset" && $arcologies[0].FSSubjugationistRace == "semitic">>It is established that semites are inferior.<<elseif $arcologies[0].FSSupremacistRace != "semitic">>[[Semitic|Future Society][$arcologies[0].FSSupremacistRace = "semitic"]]<<else>>Semitic<</if>> | <<if $arcologies[0].FSSubjugationist != "unset" && $arcologies[0].FSSubjugationistRace == "mixed race">>It is established that those with mixed blood are inferior.<<elseif $arcologies[0].FSSupremacistRace != "mixed race">>[[Mixed Race|Future Society][$arcologies[0].FSSupremacistRace = "mixed race"]]<<else>>Mixed Race<</if>> <<else>> - /*//''Racial supremacism'': a belief in the superiority of a chosen race.//*/ + /*//''Racial Supremacism'': a belief in the superiority of a chosen race.//*/ <</if>> <</if>> @@ -625,9 +625,9 @@ You are spending <<print cashFormat($FSSpending)>> each week to support your soc <br>''You are pursuing'' $arcologies[0].FSSubjugationistRace inferiority. //<<link "Abandon" "Future Society">><<run removeFS("FSSubjugationist")>><<if $assistantFSAppearance == "subjugationist">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> <<FSChangeDecoration "FSSubjugationist">> <<if $PAPublic == 1>> - <<if ($assistantAppearance == "businesswoman") || ($assistantAppearance == "amazon") || ($assistantAppearance == "imp")>> - //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// - <</if>> + <<if ($assistantAppearance == "businesswoman") || ($assistantAppearance == "amazon") || ($assistantAppearance == "imp")>> + //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// + <</if>> <</if>> <<else>> <<if $FSCredits > 0>> @@ -646,56 +646,42 @@ You are spending <<print cashFormat($FSSpending)>> each week to support your soc <<if $arcologies[0].FSSupremacist != "unset" && $arcologies[0].FSSupremacistRace == "semitic">>It is established that semites are superior.<<elseif $arcologies[0].FSSubjugationistRace != "semitic">>[[Semitic|Future Society][$arcologies[0].FSSubjugationistRace = "semitic"]]<<else>>Semitic<</if>> | <<if $arcologies[0].FSSupremacist != "unset" && $arcologies[0].FSSupremacistRace == "mixed race">>It is established that those with mixed blood are superior.<<elseif $arcologies[0].FSSubjugationistRace != "mixed race">>[[Mixed Race|Future Society][$arcologies[0].FSSubjugationistRace = "mixed race"]]<<else>>Mixed Race<</if>> <<else>> - /*//''Racial subjugationism'': a belief in the inferiority of a subject race.//*/ + /*//''Racial Subjugationism'': a belief in the inferiority of a subject race.//*/ <</if>> <</if>> <<if $seePreg != 0>> -<<if $arcologies[0].FSRestart == "unset">> -<<if $arcologies[0].FSRepopulationFocus != "unset">> - <br>''You are pursuing'' the belief that mass breeding will save humanity. - //<<link "Abandon" "Future Society">><<run removeFS("FSRepopulationFocus")>><<if $assistantFSAppearance == "repopulation focus">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> - <<FSChangeDecoration "FSRepopulationFocus" "clothesBoughtMaternityLingerie" "clothesBoughtMaternityDress" "clothesBoughtBelly">> - <<if $PAPublic == 1>> - <<if ($assistantAppearance == "goddess") || ($assistantAppearance == "hypergoddess") || ($assistantAppearance == "preggololi") || ($assistantAppearance == "pregnant fairy") || ($assistantAppearance == "succubus") || ($assistantAppearance == "witch")>> - //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// + <<if $arcologies[0].FSRestart == "unset">> + <<if $arcologies[0].FSRepopulationFocus != "unset">> + <br>''You are pursuing'' the belief that mass breeding will save humanity. + //<<link "Abandon" "Future Society">><<run removeFS("FSRepopulationFocus")>><<if $assistantFSAppearance == "repopulation focus">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> + <<FSChangeDecoration "FSRepopulationFocus" "clothesBoughtMaternityLingerie" "clothesBoughtMaternityDress" "clothesBoughtBelly">> + <<if $PAPublic == 1>> + <<if ($assistantAppearance == "goddess") || ($assistantAppearance == "hypergoddess") || ($assistantAppearance == "preggololi") || ($assistantAppearance == "pregnant fairy") || ($assistantAppearance == "succubus") || ($assistantAppearance == "witch")>> + //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// + <</if>> + <</if>> + <<else>> + <<if ($FSCredits > 0)>> + <br>''''[[Repopulation Efforts|Future Society][$arcologies[0].FSRepopulationFocus = 4, $FSCredits -= 1]]: focus on mass breeding in order to repopulate the future world. + <<else>> + /*//''Repopulation Efforts'': societal fetishization of pregnancy.//*/ + <</if>> <</if>> <</if>> -<<else>> - <<if ($FSCredits > 0)>> - <br>''''[[Repopulation Efforts|Future Society][$arcologies[0].FSRepopulationFocus = 4, $FSCredits -= 1]]: focus on mass breeding in order to repopulate the future world. - <<else>> - /*//''Repopulation Efforts'': societal fetishization of pregnancy.//*/ - <</if>> -<</if>> -<</if>> - -<<if $arcologies[0].FSRepopulationFocus == "unset">> -<<if $arcologies[0].FSRestart != "unset">> -<<if $arcologies[0].FSRestartDecoration != 100>> - <br>''You are pursuing'' Eugenics. - //<<link "Abandon" "Future Society">><<run removeFS("FSRestart")>><<if $assistantFSAppearance == "eugenics">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> - <<FSChangeDecoration "FSRestart">> -<<else>> - <br>''You have established'' Eugenics. - <<if $eugenicsFullControl != 1>> - The Societal Elite will not permit you to abandon Eugenics. - <<else>> - //<<link "Abandon" "Future Society">><<run removeFS("FSRestart")>><<if $assistantFSAppearance == "eugenics">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>// - <</if>> <<if $arcologies[0].FSRepopulationFocus == "unset">> <<if $arcologies[0].FSRestart != "unset">> <<if $arcologies[0].FSRestartDecoration != 100>> <br>''You are pursuing'' Eugenics. - //<<link [[Abandon|Future Society]]>><<set $arcologies[0].FSRestart = "unset", $arcologies[0].FSRestartDecoration = 20, $arcologies[0].FSRestartSMR = 0, $arcologies[0].FSRestartLaw = 0, $FSCredits += 1>><<if $assistantFSAppearance == "eugenics">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> + //<<link "Abandon" "Future Society">><<run removeFS("FSRestart")>><<if $assistantFSAppearance == "eugenics">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> <<FSChangeDecoration "FSRestart">> <<else>> <br>''You have established'' Eugenics. <<if $eugenicsFullControl != 1>> The Societal Elite will not permit you to abandon Eugenics. <<else>> - //<<link [[Abandon|Future Society]]>><<set $arcologies[0].FSRestart = "unset", $arcologies[0].FSRestartDecoration = 2, $arcologies[0].FSRestartSMR = 0, $arcologies[0].FSRestartLaw = 0, $propOutcome = 0, $FSCredits += 1>><<if $assistantFSAppearance == "eugenics">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>// + //<<link "Abandon" "Future Society">><<run removeFS("FSRestart")>><<if $assistantFSAppearance == "eugenics">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>// <</if>> <br> <<FSChangeDecoration "FSRestart">> @@ -717,177 +703,177 @@ You are spending <<print cashFormat($FSSpending)>> each week to support your soc <</if>> <<if $seeDicks != 0 || $makeDicks == 1>> -<<if $arcologies[0].FSGenderFundamentalist == "unset">> -<<if $arcologies[0].FSGenderRadicalist != "unset">> - <br>''You are pursuing'' a radical redefinition of gender that identifies powerful people as male, and everyone else as female. - //<<link "Abandon" "Future Society">><<run removeFS("FSGenderRadicalist")>><<if $assistantFSAppearance == "gender radicalist">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> - <<FSChangeDecoration "FSGenderRadicalist">> - <<if $PAPublic == 1>> - <<if ($assistantAppearance == "shemale") || ($assistantAppearance == "monstergirl") || ($assistantAppearance == "incubus") || ($assistantAppearance == "succubus") || ($assistantAppearance == "witch")>> - //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// - <</if>> - <</if>> -<<else>> - <<if $FSCredits > 0>> - <br>''''[[Gender radicalism|Future Society][$arcologies[0].FSGenderRadicalist = 4, $FSCredits -= 1]]: a radical redefinition of gender that identifies powerful people as male, and everyone else as female. - <<else>> - /*//''Gender radicalism'': a radical redefinition of gender that identifies powerful people as male, and everyone else as female.//*/ + <<if $arcologies[0].FSGenderFundamentalist == "unset">> + <<if $arcologies[0].FSGenderRadicalist != "unset">> + <br>''You are pursuing'' a radical redefinition of gender that identifies powerful people as male, and everyone else as female. + //<<link "Abandon" "Future Society">><<run removeFS("FSGenderRadicalist")>><<if $assistantFSAppearance == "gender radicalist">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> + <<FSChangeDecoration "FSGenderRadicalist">> + <<if $PAPublic == 1>> + <<if ($assistantAppearance == "shemale") || ($assistantAppearance == "monstergirl") || ($assistantAppearance == "incubus") || ($assistantAppearance == "succubus") || ($assistantAppearance == "witch")>> + //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// + <</if>> + <</if>> + <<else>> + <<if $FSCredits > 0>> + <br>''''[[Gender radicalism|Future Society][$arcologies[0].FSGenderRadicalist = 4, $FSCredits -= 1]]: a radical redefinition of gender that identifies powerful people as male, and everyone else as female. + <<else>> + /*//''Gender radicalism'': a radical redefinition of gender that identifies powerful people as male, and everyone else as female.//*/ + <</if>> + <</if>> <</if>> <</if>> -<</if>> -<</if>> <<if $arcologies[0].FSGenderRadicalist == "unset">> -<<if $arcologies[0].FSGenderFundamentalist != "unset">> - <br>''You are pursuing'' gender traditionalism, including a societal preference for feminine slaves and support for slave pregnancy. - //<<link "Abandon" "Future Society">><<run removeFS("FSGenderFundamentalist")>><<if $assistantFSAppearance == "gender fundamentalist">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> - <<FSChangeDecoration "FSGenderFundamentalist" "clothesBoughtBunny">> - <<if $PAPublic == 1>> - <<if ($assistantAppearance == "schoolgirl") || ($assistantAppearance == "goddess") || ($assistantAppearance == "hypergoddess") || ($assistantAppearance == "preggololi") || ($assistantAppearance == "loli") || ($assistantAppearance == "fairy") || ($assistantAppearance == "pregnant fairy") || ($assistantAppearance == "angel") || ($assistantAppearance == "cherub") || ($assistantAppearance == "succubus") || ($assistantAppearance == "witch")>> - //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// - <</if>> - <</if>> -<<else>> - <<if $FSCredits > 0>> - <br>''''[[Gender traditionalism|Future Society][$arcologies[0].FSGenderFundamentalist = 4, $FSCredits -= 1]]: a societal preference for feminine slaves and support for slave pregnancy. + <<if $arcologies[0].FSGenderFundamentalist != "unset">> + <br>''You are pursuing'' gender traditionalism, including a societal preference for feminine slaves and support for slave pregnancy. + //<<link "Abandon" "Future Society">><<run removeFS("FSGenderFundamentalist")>><<if $assistantFSAppearance == "gender fundamentalist">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> + <<FSChangeDecoration "FSGenderFundamentalist" "clothesBoughtBunny">> + <<if $PAPublic == 1>> + <<if ($assistantAppearance == "schoolgirl") || ($assistantAppearance == "goddess") || ($assistantAppearance == "hypergoddess") || ($assistantAppearance == "preggololi") || ($assistantAppearance == "loli") || ($assistantAppearance == "fairy") || ($assistantAppearance == "pregnant fairy") || ($assistantAppearance == "angel") || ($assistantAppearance == "cherub") || ($assistantAppearance == "succubus") || ($assistantAppearance == "witch")>> + //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// + <</if>> + <</if>> <<else>> - /*//''Gender traditionalism'': a societal preference for feminine slaves and support for slave pregnancy.//*/ + <<if $FSCredits > 0>> + <br>''''[[Gender traditionalism|Future Society][$arcologies[0].FSGenderFundamentalist = 4, $FSCredits -= 1]]: a societal preference for feminine slaves and support for slave pregnancy. + <<else>> + /*//''Gender traditionalism'': a societal preference for feminine slaves and support for slave pregnancy.//*/ + <</if>> <</if>> <</if>> -<</if>> <<if $arcologies[0].FSDegradationist == "unset">> -<<if $arcologies[0].FSPaternalist != "unset">> - <br>''You are pursuing'' a vision of slave improvement, including slaves' health, mental well-being, and education. - //<<link "Abandon" "Future Society">><<run removeFS("FSPaternalist")>><<if $assistantFSAppearance == "paternalist">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> - <<FSChangeDecoration "FSPaternalist" "clothesBoughtConservative">> - <<if $PAPublic == 1>> - <<if ($assistantAppearance == "schoolgirl") || ($assistantAppearance == "goddess") || ($assistantAppearance == "hypergoddess") || ($assistantAppearance == "preggololi") || ($assistantAppearance == "loli") || ($assistantAppearance == "fairy") || ($assistantAppearance == "pregnant fairy") || ($assistantAppearance == "angel") || ($assistantAppearance == "cherub")>> - //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// - <</if>> - <</if>> -<<else>> - <<if $FSCredits > 0>> - <br>''''[[Paternalism|Future Society][$arcologies[0].FSPaternalist = 4, $FSCredits -= 1]]: a vision of slave improvement, including slaves' health, mental well-being, and education. + <<if $arcologies[0].FSPaternalist != "unset">> + <br>''You are pursuing'' a vision of slave improvement, including slaves' health, mental well-being, and education. + //<<link "Abandon" "Future Society">><<run removeFS("FSPaternalist")>><<if $assistantFSAppearance == "paternalist">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> + <<FSChangeDecoration "FSPaternalist" "clothesBoughtConservative">> + <<if $PAPublic == 1>> + <<if ($assistantAppearance == "schoolgirl") || ($assistantAppearance == "goddess") || ($assistantAppearance == "hypergoddess") || ($assistantAppearance == "preggololi") || ($assistantAppearance == "loli") || ($assistantAppearance == "fairy") || ($assistantAppearance == "pregnant fairy") || ($assistantAppearance == "angel") || ($assistantAppearance == "cherub")>> + //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// + <</if>> + <</if>> <<else>> - /*//''Paternalism'': a vision of slave improvement, including slaves' health, mental well-being, and education.//*/ + <<if $FSCredits > 0>> + <br>''''[[Paternalism|Future Society][$arcologies[0].FSPaternalist = 4, $FSCredits -= 1]]: a vision of slave improvement, including slaves' health, mental well-being, and education. + <<else>> + /*//''Paternalism'': a vision of slave improvement, including slaves' health, mental well-being, and education.//*/ + <</if>> <</if>> <</if>> -<</if>> <<if $arcologies[0].FSPaternalist == "unset">> -<<if $arcologies[0].FSDegradationist != "unset">> - <br>''You are pursuing'' slave degradation, a belief that slaves are not human and should not be treated decently. - //<<link "Abandon" "Future Society">><<run removeFS("FSDegradationist")>><<if $assistantFSAppearance == "degradationist">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> - <<FSChangeDecoration "FSDegradationist" "clothesBoughtChains">> - <<if $PAPublic == 1>> - <<if ($assistantAppearance == "monstergirl") || ($assistantAppearance == "businesswoman") || ($assistantAppearance == "preggololi") || ($assistantAppearance == "succubus") || ($assistantAppearance == "incubus") || ($assistantAppearance == "imp")>> - //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// - <</if>> - <</if>> -<<else>> - <<if $FSCredits > 0>> - <br>''''[[Degradationism|Future Society][$arcologies[0].FSDegradationist = 4, $FSCredits -= 1]]: a belief that slaves are not human and should not be treated decently. + <<if $arcologies[0].FSDegradationist != "unset">> + <br>''You are pursuing'' slave degradation, a belief that slaves are not human and should not be treated decently. + //<<link "Abandon" "Future Society">><<run removeFS("FSDegradationist")>><<if $assistantFSAppearance == "degradationist">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> + <<FSChangeDecoration "FSDegradationist" "clothesBoughtChains">> + <<if $PAPublic == 1>> + <<if ($assistantAppearance == "monstergirl") || ($assistantAppearance == "businesswoman") || ($assistantAppearance == "preggololi") || ($assistantAppearance == "succubus") || ($assistantAppearance == "incubus") || ($assistantAppearance == "imp")>> + //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// + <</if>> + <</if>> <<else>> - /*//''Degradation'': a belief that slaves are not human and should not be treated decently.//*/ + <<if $FSCredits > 0>> + <br>''''[[Degradationism|Future Society][$arcologies[0].FSDegradationist = 4, $FSCredits -= 1]]: a belief that slaves are not human and should not be treated decently. + <<else>> + /*//''Degradation'': a belief that slaves are not human and should not be treated decently.//*/ + <</if>> <</if>> <</if>> -<</if>> <<if $arcologies[0].FSTransformationFetishist == "unset">> -<<if $arcologies[0].FSBodyPurist != "unset">> - <br>''You are pursuing'' societal disapproval of implant surgery. - //<<link "Abandon" "Future Society">><<run removeFS("FSBodyPurist")>><<if $assistantFSAppearance == "body purist">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> - <<FSChangeDecoration "FSBodyPurist">> - <<if $PAPublic == 1>> - <<if ($assistantAppearance == "amazon") || ($assistantAppearance == "goddess") || ($assistantAppearance == "loli") || ($assistantAppearance == "fairy") || ($assistantAppearance == "pregnant fairy") || ($assistantAppearance == "angel") || ($assistantAppearance == "succubus") || ($assistantAppearance == "incubus") || ($assistantAppearance == "witch")>> - //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// - <</if>> - <</if>> -<<else>> - <<if $FSCredits > 0>> - <br>''''[[Body Purism|Future Society][$arcologies[0].FSBodyPurist = 4, $FSCredits -= 1]]: societal disapproval of implant surgery. + <<if $arcologies[0].FSBodyPurist != "unset">> + <br>''You are pursuing'' societal disapproval of implant surgery. + //<<link "Abandon" "Future Society">><<run removeFS("FSBodyPurist")>><<if $assistantFSAppearance == "body purist">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> + <<FSChangeDecoration "FSBodyPurist">> + <<if $PAPublic == 1>> + <<if ($assistantAppearance == "amazon") || ($assistantAppearance == "goddess") || ($assistantAppearance == "loli") || ($assistantAppearance == "fairy") || ($assistantAppearance == "pregnant fairy") || ($assistantAppearance == "angel") || ($assistantAppearance == "succubus") || ($assistantAppearance == "incubus") || ($assistantAppearance == "witch")>> + //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// + <</if>> + <</if>> <<else>> - /*//''Body Purism'': societal disapproval of implant surgery.//*/ + <<if $FSCredits > 0>> + <br>''''[[Body Purism|Future Society][$arcologies[0].FSBodyPurist = 4, $FSCredits -= 1]]: societal disapproval of implant surgery. + <<else>> + /*//''Body Purism'': societal disapproval of implant surgery.//*/ + <</if>> <</if>> <</if>> -<</if>> <<if $arcologies[0].FSBodyPurist == "unset">> -<<if $arcologies[0].FSTransformationFetishist != "unset">> - <br>''You are pursuing'' societal fetishization of implant surgery. - //<<link "Abandon" "Future Society">><<run removeFS("FSTransformationFetishist")>><<if $assistantFSAppearance == "transformation fetishist">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> - <<FSChangeDecoration "FSTransformationFetishist">> - <<if $PAPublic == 1>> - <<if ($assistantAppearance == "businesswoman") || ($assistantAppearance == "shemale") || ($assistantAppearance == "succubus") || ($assistantAppearance == "incubus") || ($assistantAppearance == "witch") || ($assistantAppearance == "ERROR_1606_APPEARANCE_FILE_CORRUPT")>> - //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// - <</if>> - <</if>> -<<else>> - <<if ($FSCredits > 0)>> - <br>''''[[Transformation Fetishism|Future Society][$arcologies[0].FSTransformationFetishist = 4, $FSCredits -= 1]]: societal fetishization of implant surgery. + <<if $arcologies[0].FSTransformationFetishist != "unset">> + <br>''You are pursuing'' societal fetishization of implant surgery. + //<<link "Abandon" "Future Society">><<run removeFS("FSTransformationFetishist")>><<if $assistantFSAppearance == "transformation fetishist">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> + <<FSChangeDecoration "FSTransformationFetishist">> + <<if $PAPublic == 1>> + <<if ($assistantAppearance == "businesswoman") || ($assistantAppearance == "shemale") || ($assistantAppearance == "succubus") || ($assistantAppearance == "incubus") || ($assistantAppearance == "witch") || ($assistantAppearance == "ERROR_1606_APPEARANCE_FILE_CORRUPT")>> + //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// + <</if>> + <</if>> <<else>> - /*//''Transformation Fetishism'': societal fetishization of implant surgery.//*/ + <<if ($FSCredits > 0)>> + <br>''''[[Transformation Fetishism|Future Society][$arcologies[0].FSTransformationFetishist = 4, $FSCredits -= 1]]: societal fetishization of implant surgery. + <<else>> + /*//''Transformation Fetishism'': societal fetishization of implant surgery.//*/ + <</if>> <</if>> <</if>> -<</if>> <<if $arcologies[0].FSMaturityPreferentialist == "unset">> -<<if $arcologies[0].FSYouthPreferentialist != "unset">> - <br>''You are pursuing'' an accentuated societal preference for younger slaves. - //<<link "Abandon" "Future Society">><<run removeFS("FSYouthPreferentialist")>><<if $assistantFSAppearance == "youth preferentialist">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> - <<FSChangeDecoration "FSYouthPreferentialist">> - <<if $PAPublic == 1>> - <<if ($assistantAppearance == "schoolgirl") || ($assistantAppearance == "shemale") || ($assistantAppearance == "preggololi") || ($assistantAppearance == "loli") || ($assistantAppearance == "succubus") || ($assistantAppearance == "angel") || ($assistantAppearance == "cherub") || ($assistantAppearance == "imp") || ($assistantAppearance == "witch")>> - //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// - <</if>> - <</if>> -<<else>> - <<if $FSCredits > 0>> - <br>''''[[Youth Preferentialism|Future Society][$arcologies[0].FSYouthPreferentialist = 4, $FSCredits -= 1]]: increased interest in girls just past their majority. + <<if $arcologies[0].FSYouthPreferentialist != "unset">> + <br>''You are pursuing'' an accentuated societal preference for younger slaves. + //<<link "Abandon" "Future Society">><<run removeFS("FSYouthPreferentialist")>><<if $assistantFSAppearance == "youth preferentialist">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> + <<FSChangeDecoration "FSYouthPreferentialist">> + <<if $PAPublic == 1>> + <<if ($assistantAppearance == "schoolgirl") || ($assistantAppearance == "shemale") || ($assistantAppearance == "preggololi") || ($assistantAppearance == "loli") || ($assistantAppearance == "succubus") || ($assistantAppearance == "angel") || ($assistantAppearance == "cherub") || ($assistantAppearance == "imp") || ($assistantAppearance == "witch")>> + //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// + <</if>> + <</if>> <<else>> - /*//''Youth Preferentialism'': increased interest in girls just past their majority.//*/ + <<if $FSCredits > 0>> + <br>''''[[Youth Preferentialism|Future Society][$arcologies[0].FSYouthPreferentialist = 4, $FSCredits -= 1]]: increased interest in girls just past their majority. + <<else>> + /*//''Youth Preferentialism'': increased interest in girls just past their majority.//*/ + <</if>> <</if>> <</if>> -<</if>> <<if $arcologies[0].FSYouthPreferentialist == "unset">> -<<if $arcologies[0].FSMaturityPreferentialist != "unset">> - <br>''You are pursuing'' a societal preference for older women. - //<<link "Abandon" "Future Society">><<run removeFS("FSMaturityPreferentialist")>><<if $assistantFSAppearance == "maturity preferentialist">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> - <<FSChangeDecoration "FSMaturityPreferentialist">> - <<if $PAPublic == 1>> - <<if ($assistantAppearance == "businesswoman") || ($assistantAppearance == "goddess") || ($assistantAppearance == "succubus") || ($assistantAppearance == "incubus") || ($assistantAppearance == "witch") || ($assistantAppearance == "angel")>> - //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// - <</if>> - <</if>> -<<else>> - <<if $FSCredits > 0>> - <br>''''[[Maturity Preferentialism|Future Society][$arcologies[0].FSMaturityPreferentialist = 4, $FSCredits -= 1]]: increased interest in mature slaves. + <<if $arcologies[0].FSMaturityPreferentialist != "unset">> + <br>''You are pursuing'' a societal preference for older women. + //<<link "Abandon" "Future Society">><<run removeFS("FSMaturityPreferentialist")>><<if $assistantFSAppearance == "maturity preferentialist">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> + <<FSChangeDecoration "FSMaturityPreferentialist">> + <<if $PAPublic == 1>> + <<if ($assistantAppearance == "businesswoman") || ($assistantAppearance == "goddess") || ($assistantAppearance == "succubus") || ($assistantAppearance == "incubus") || ($assistantAppearance == "witch") || ($assistantAppearance == "angel")>> + //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// + <</if>> + <</if>> <<else>> - /*//''Maturity Preferentialism'': increased interest in mature slaves.//*/ + <<if $FSCredits > 0>> + <br>''''[[Maturity Preferentialism|Future Society][$arcologies[0].FSMaturityPreferentialist = 4, $FSCredits -= 1]]: increased interest in mature slaves. + <<else>> + /*//''Maturity Preferentialism'': increased interest in mature slaves.//*/ + <</if>> <</if>> <</if>> -<</if>> <<if $arcologies[0].FSAssetExpansionist == "unset">> -<<if $arcologies[0].FSSlimnessEnthusiast != "unset">> - <br>''You are supporting'' enthusiasm for slaves with girlish figures. - //<<link "Abandon" "Future Society">><<run removeFS("FSSlimnessEnthusiast")>><<if $assistantFSAppearance == "slimness enthusiast">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> - <<FSChangeDecoration "FSSlimnessEnthusiast">> - <<if $PAPublic == 1>> - <<if ($assistantAppearance == "schoolgirl") || ($assistantAppearance == "shemale") || ($assistantAppearance == "loli") || ($assistantAppearance == "cherub") || ($assistantAppearance == "imp") || ($assistantAppearance == "succubus") || ($assistantAppearance == "witch")>> - //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// - <</if>> - <</if>> -<<else>> - <<if $FSCredits > 0>> - <br>''''[[Slimness Enthusiasm|Future Society][$arcologies[0].FSSlimnessEnthusiast = 4, $FSCredits -= 1]]: a fashion for slaves with girlish figures. + <<if $arcologies[0].FSSlimnessEnthusiast != "unset">> + <br>''You are supporting'' enthusiasm for slaves with girlish figures. + //<<link "Abandon" "Future Society">><<run removeFS("FSSlimnessEnthusiast")>><<if $assistantFSAppearance == "slimness enthusiast">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> + <<FSChangeDecoration "FSSlimnessEnthusiast">> + <<if $PAPublic == 1>> + <<if ($assistantAppearance == "schoolgirl") || ($assistantAppearance == "shemale") || ($assistantAppearance == "loli") || ($assistantAppearance == "cherub") || ($assistantAppearance == "imp") || ($assistantAppearance == "succubus") || ($assistantAppearance == "witch")>> + //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// + <</if>> + <</if>> <<else>> - /*//''Slimness Enthusiasm'': a fashion for slaves with girlish figures.//*/ + <<if $FSCredits > 0>> + <br>''''[[Slimness Enthusiasm|Future Society][$arcologies[0].FSSlimnessEnthusiast = 4, $FSCredits -= 1]]: a fashion for slaves with girlish figures. + <<else>> + /*//''Slimness Enthusiasm'': a fashion for slaves with girlish figures.//*/ + <</if>> <</if>> <</if>> -<</if>> <<if $arcologies[0].FSSlimnessEnthusiast == "unset">> <<if $arcologies[0].FSAssetExpansionist != "unset">> @@ -913,15 +899,15 @@ You are spending <<print cashFormat($FSSpending)>> each week to support your soc //<<link "Abandon" "Future Society">><<run removeFS("FSPastoralist")>><<if $assistantFSAppearance == "pastoralist">><<set $assistantFSAppearance = "default">><</if>><<ClearFacilityDecorations>><</link>>//<br> <<FSChangeDecoration "FSPastoralist" "clothesBoughtWestern">> <<if $PAPublic == 1>> - <<if ($assistantAppearance == "goddess") || ($assistantAppearance == "shemale") || ($assistantAppearance == "hypergoddess") || ($assistantAppearance == "incubus") || ($assistantAppearance == "succubus") || ($assistantAppearance == "witch")>> - //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// - <</if>> + <<if ($assistantAppearance == "goddess") || ($assistantAppearance == "shemale") || ($assistantAppearance == "hypergoddess") || ($assistantAppearance == "incubus") || ($assistantAppearance == "succubus") || ($assistantAppearance == "witch")>> + //With her $assistantAppearance appearance, $assistantName is a good public mascot for this goal.// + <</if>> <</if>> <<else>> <<if $FSCredits > 0>> - <br>''''[[Slave Pastoralism|Future Society][$arcologies[0].FSPastoralist = 4, $FSCredits -= 1]]: societal acceptance of slave products like milk. + <br>''''[[Slave Pastoralism|Future Society][$arcologies[0].FSPastoralist = 4, $FSCredits -= 1]]: societal acceptance of slave products like milk. <<else>> - /*//''Slave Pastoralism'': societal acceptance of slave products like milk.//*/ + /*//''Slave Pastoralism'': societal acceptance of slave products like milk.//*/ <</if>> <</if>> diff --git a/src/uncategorized/masterSuite.tw b/src/uncategorized/masterSuite.tw index 1f04918db43d3d2381523c9138a6adb840aab316..34c22029ac5443ebd76a96a123e69a7cb3007509 100644 --- a/src/uncategorized/masterSuite.tw +++ b/src/uncategorized/masterSuite.tw @@ -298,7 +298,7 @@ $masterSuiteNameCaps is furnished <<set _Tmult0 = Math.trunc($masterSuite*1000*$upgradeMultiplierArcology)>> [[Expand the Master Suite|Master Suite][$cash -= _Tmult0, $masterSuite += 2, $PC.engineering += .1]] //Costs <<print cashFormat(_Tmult0)>>// <<if $Concubine == 0 && $masterSuiteSlaves == 0>> - |[[Decommission the Master Suite|Main][$masterSuite = 0, $masterSuiteUpgradeLuxury = 0, $masterSuitePregnancySlaveLuxuries = 0, $masterSuiteDecoration = "standard", $masterSuitePregnancyFertilityDrugs = 0, $masterSuitePregnancyFertilitySupplements = 0, $masterSuiteUpgradePregnancy = 0, $masterSuiteHyperPregnancy = 0]] + | [[Decommission the Master Suite|Main][$masterSuite = 0, $masterSuiteUpgradeLuxury = 0, $masterSuitePregnancySlaveLuxuries = 0, $masterSuiteDecoration = "standard", $masterSuitePregnancyFertilityDrugs = 0, $masterSuitePregnancyFertilitySupplements = 0, $masterSuiteUpgradePregnancy = 0, $masterSuiteHyperPregnancy = 0]] <</if>> <<if $masterSuiteSlaves > 0>> diff --git a/src/uncategorized/reRecruit.tw b/src/uncategorized/reRecruit.tw index 9cce517514078401a2e74e45fd21cef8eadaccee..a7d67932d66747a4b4c4051630bc9a8c0fed4524 100644 --- a/src/uncategorized/reRecruit.tw +++ b/src/uncategorized/reRecruit.tw @@ -1228,7 +1228,7 @@ <<set $activeSlaveOneTimeMaxAge = 30>> <<set $oneTimeDisableDisability = 1>> <<include "Generate XX Slave">> -<<set $activeSlave.origin = "She was a milk cow in the stable of a slave-holding farmer before being sold to you.">> +<<set $activeSlave.origin = "She was a milk cow in the stable of a slaveholding farmer before being sold to you.">> <<set $activeSlave.devotion = random(25,50)>> <<set $activeSlave.trust = random(25,50)>> <<set $activeSlave.health = random(30,60)>> @@ -1275,7 +1275,7 @@ <<set $activeSlaveOneTimeMaxAge = 25>> <<set $oneTimeDisableDisability = 1>> <<include "Generate XY Slave">> -<<set $activeSlave.origin = "She was a breeding bull in the stable of a slave-holding farmer before being sold to you.">> +<<set $activeSlave.origin = "She was a breeding bull in the stable of a slaveholding farmer before being sold to you.">> <<set $activeSlave.devotion = random(25,50)>> <<set $activeSlave.trust = random(25,50)>> <<set $activeSlave.health = random(30,60)>> @@ -1313,7 +1313,7 @@ <<set $activeSlaveOneTimeMaxAge = 19>> <<set $oneTimeDisableDisability = 1>> <<include "Generate XX Slave">> -<<set $activeSlave.origin = "She was a virgin cow in the stable of a slave-holding farmer before being sold to you.">> +<<set $activeSlave.origin = "She was a virgin cow in the stable of a slaveholding farmer before being sold to you.">> <<set $activeSlave.devotion = random(25,50)>> <<set $activeSlave.trust = random(25,50)>> <<set $activeSlave.health = random(30,60)>> diff --git a/src/uncategorized/remMerger.tw b/src/uncategorized/remMerger.tw index c1f1e31bec098392038cc0f9cf9487d3890f5376..8ea2aeff6fe22a4ed43cbbf281c9d804916c73f7 100644 --- a/src/uncategorized/remMerger.tw +++ b/src/uncategorized/remMerger.tw @@ -10,7 +10,7 @@ <br><br> <<if $slaveCompany == "slaves">> - The first is a minor slave holding company. A major deal with a troubled government just fell through, and they had depended on it going through to an unwise degree. They need to merge with a larger slaving concern immediately, but there's nothing at all wrong with their significant inventory of slaves. + The first is a minor slaveholding company. A major deal with a troubled government just fell through, and they had depended on it going through to an unwise degree. They need to merge with a larger slaving concern immediately, but there's nothing at all wrong with their significant inventory of slaves. <<elseif $slaveCompany == "entrapment">> The first is an old world telemarketing firm. In an attempt to survive in the changing economy, it turned its focus towards convincing desperate, ignorant or stupid people from the old world to accept voluntary enslavement, through a variety of entrapment procedures. It failed to make the transition successfully, but you could certainly continue its operations under your aegis. <<else>> @@ -31,7 +31,7 @@ <<link "Absorb the first, slave-focused business">> <<replace "#result">> <<if $slaveCompany == "slaves">> - You immediately acquire the slave holding firm, cash out its hapless staff, and absorb its stock into your corporation. Most of the bewildered merchandise doesn't even understand that they have a new owner. Your corporation gained a small amount of general assets and quite a few slaves. + You immediately acquire the slaveholding firm, cash out its hapless staff, and absorb its stock into your corporation. Most of the bewildered merchandise doesn't even understand that they have a new owner. Your corporation gained a small amount of general assets and quite a few slaves. <<set $generalAssets += 1000>> <<set $slaveAssets += 5000>> <<set $corpPeopleEnslaved += 10>>