diff --git a/src/SpecialForce/SpecialForce.js b/src/SpecialForce/SpecialForce.js index c32c7ce750ed2233a07cfb2833d08216a3423a49..943a16eca071d28e53836eff817f3bcb974f961d 100644 --- a/src/SpecialForce/SpecialForce.js +++ b/src/SpecialForce/SpecialForce.js @@ -167,7 +167,7 @@ window.SFBC = function() { V.SF.UC = {Assign:V.SF.SpecOps, Lock:V.SF.SpecOpsLock}; jsDel([V.SF.SpecOps,V.SF.SpecOpsLock]); } else if (V.SF.UC === {}) { - V.SF.UC={Assign:0, Lock:0}; + V.SF.UC = {Assign:0, Lock:0}; } } if (V.SF.U !== undefined) V.SF.Upgrade = V.SF.U; delete V.SF.U; @@ -520,7 +520,7 @@ window.progress = function(x,max) { else { z = 10 - x; for (i = 0;i<x;i++) out += `â–ˆâ`; - for (i = 0;i<z;i++) out += `<span style='opacity: 0;\'>â–ˆ</span>â`;}} + for (i = 0;i<z;i++) out += `<span style='opacity: 0;'>â–ˆ</span>â`;}} else { Math.clamp(x,0,max); x = Math.floor(10*x/max); @@ -628,93 +628,93 @@ window.BadOutcome = function() { }; window.UnitText = function(input) { - "use strict"; const V = State.variables, S = V.SF.Squad; let r =``; + "use strict"; const V = State.variables, S = V.SF.Squad; //Sorted by case let appear = `is currently constructed in a haphazard fashion.`; - let barracks = `Soldiers' cots are mixed in with weapons crates and ammunition.`; - let slave = `Cages for processing slaves lie off to one side,`; - let common = `and in the center is a common area with tables for soldiers to gather around for meals or rowdy conversations.`; - let garage = ``, drone = ``, hangar = ``, launch = ``, artillery = ``; - let comms = ``, training = ``; + let barracks = `Soldiers' cots are mixed in with weapons crates and ammunition.`; + let slave = `Cages for processing slaves lie off to one side,`; + let common = `and in the center is a common area with tables for soldiers to gather around for meals or rowdy conversations.`; + let garage = ``, drone = ``, hangar = ``, launch = ``, artillery = ``; + let comms = ``, training = ``; const Quantity = `the ${num(S.Troops)} members of ${V.SF.Lower}`; let weapons = `The weapons are mostly worn rifles that have already seen years of service before ${V.SF.Lower} acquired them.`; - let armor1 = `The body armor is enough to stop smaller calibers, but nothing serious.`; - let radio = ``, helmets = ``, ammo0 = ``, uniforms = ``, special = ``; - let exo = ``; + let armor1 = `The body armor is enough to stop smaller calibers, but nothing serious.`; + let radio = ``, helmets = ``, ammo0 = ``, uniforms = ``, special = ``; + let exo = ``; let amphet = ``, phen = ``, steroid = ``, downer = ``, concen = ``; - let stimpack = ``, stabilizer = ``; + let stimpack = ``, stabilizer = ``; let a = `have been recommissioned for use by ${V.SF.Lower}`, b = `.`, c = ``; - let d = ``, e = ``, f = ``, g = ``, h = ``, i = ``, j = ``, k = ``; + let d = ``, e = ``, f = ``, g = ``, h = ``, i = ``, j = ``, k = ``; let activate = `has been recommissioned for use by ${V.SF.Lower}. They`; - let mechanics = `, mechanics are methodically checking the recent purchases for battle-readiness`; - let MG = `120 mm main gun is enough to handle the majority of opponents around the Free Cities.`; - let engine1 = ``, armor2 = ``, armor22 = ``, ammo1 = ``, mg = ``; - let fireC0 = ``, fireC1 = ``, fireC2 = ``, fireC3 = ``, turret = ``; + let mechanics = `, mechanics are methodically checking the recent purchases for battle-readiness`; + let MG = `120 mm main gun is enough to handle the majority of opponents around the Free Cities.`; + let engine1 = ``, armor2 = ``, armor22 = ``, ammo1 = ``, mg = ``; + let fireC0 = ``, fireC1 = ``, fireC2 = ``, fireC3 = ``, turret = ``; let B = `has been recommissioned for use by ${V.SF.Lower}. They`; - let C = `, mechanics are giving the new purchases a final tuneup`; - let squad = `a squad`, G1 = `20`, G2 = `in a firefight`; - let e0 = `The engine has been`, engine3 = ``, armor3 = ``, tires = ``; - let m1 = ``, m2 = ``, pod1 = ``, pod2 = ``; + let C = `, mechanics are giving the new purchases a final tuneup`; + let squad = `a squad`, G1 = `20`, G2 = `in a firefight`; + let e0 = `The engine has been`, engine3 = ``, armor3 = ``, tires = ``; + let m1 = ``, m2 = ``, pod1 = ``, pod2 = ``; let b1 = `has been sold to ${V.SF.Lower} through back channels to support a failing Old World nation. The tank is so large it cannot fit inside the garage, and has`; - let c1 = ``, engines4 = `. Two engines power the left and right sides of the tank separately, leaving it underpowered and slow`; - let gun0 = ``, gun1 = ``, gun2 = `an undersized main gun and makeshift firing system from a standard battle tank`; - let armor5 = ``, armor6 = ``, cannon = ``, laser = ``, PGTframe = ``; + let c1 = ``, engines4 = `. Two engines power the left and right sides of the tank separately, leaving it underpowered and slow`; + let gun0 = ``, gun1 = ``, gun2 = `an undersized main gun and makeshift firing system from a standard battle tank`; + let armor5 = ``, armor6 = ``, cannon = ``, laser = ``, PGTframe = ``; let W1 = `only armed`, W2 = `;`, W3 = `a poor weapon against flying targets, but enough to handle ground forces`; - let group = `A small group of attack VTOL have been recommissioned for use by ${V.SF.Lower}, enough to make up a squadron`; - let engines = ``, TAI = ``, lock = ``, support = ``, stealth = ``; - let scramble = ``, PAI = ``; + let group = `A small group of attack VTOL have been recommissioned for use by ${V.SF.Lower}, enough to make up a squadron`; + let engines = ``, TAI = ``, lock = ``, support = ``, stealth = ``; + let scramble = ``, PAI = ``; let Num = `number`, type = `tiltrotor`, capacity = `small platoon or 15`; - let engines0 = ``, engines01 = ``, Radar = ``, Armor = ``, landing = ``; - let miniguns = ``, counter = ``; + let engines0 = ``, engines01 = ``, Radar = ``, Armor = ``, landing = ``; + let miniguns = ``, counter = ``; let engine20 = `ramjet engines in the atmosphere that can reach Mach 10`; - let b5 = `has been purchased from an insolvent Old World nation. It `; - let shield = ``, camera = ``, efficiency = ``, camera2 = ``, drag = ``; - let crew = ``, engine2 = ``, skin = ``; + let b5 = `has been purchased from an insolvent Old World nation. It `; + let shield = ``, camera = ``, efficiency = ``, camera2 = ``, drag = ``; + let crew = ``, engine2 = ``, skin = ``; let activate2 = `has been recommissioned for use by ${V.SF.Lower}. Currently, it `; - let barrels = `Miniguns and Gatling cannons line`, distance = `, though the distance to ground targets renders the smaller calibers somewhat less useful`; - let b4 = ``, c2 = ``, fuel = ``, GS_Speed = ``, countermeasures = ``, ammunition = ``, DFA = ``, autocannon = ``; + let barrels = `Miniguns and Gatling cannons line`, distance = `, though the distance to ground targets renders the smaller calibers somewhat less useful`; + let b4 = ``, c2 = ``, fuel = ``, GS_Speed = ``, countermeasures = ``, ammunition = ``, DFA = ``, autocannon = ``; let loc1 = `An unused science satellite has been purchased from an Old World nation. While currently useless, it holds potential to be a powerful tool.`; - let gyro = ``, telemetry = ``, thrusters = ``, solar = ``, surviv = ``; - let laser1 = ``, heat = ``, reactor = ``, lens = ``, kin = ``; + let gyro = ``, telemetry = ``, thrusters = ``, solar = ``, surviv = ``; + let laser1 = ``, heat = ``, reactor = ``, lens = ``, kin = ``; let loc = `has been purchased from a crumbling Old World nation. It`; - let power = `Large batteries mounted in oversized shoulders power the robot for up to ten minutes of use, though they make for large targets.`; - let knife = `simply a 8.5 meter long knife, though additional weapons are under development.`; - let armor8 = ``, actuator = ``, cannon1 = ``, heatsink = ``, ammo2 = ``; - let missile = ``; + let power = `Large batteries mounted in oversized shoulders power the robot for up to ten minutes of use, though they make for large targets.`; + let knife = `simply a 8.5 meter long knife, though additional weapons are under development.`; + let armor8 = ``, actuator = ``, cannon1 = ``, heatsink = ``, ammo2 = ``; + let missile = ``; -let a4 = `A cruise missile launch site has been constructed near the base of`; - let b2 = `outdated, something quickly rigged together to give the launch site something to fire in the case of an attack`; - let c8 = ``, d1 = ``, e1 = ``, f1 = ``, g1 = ``, h1 = ``; + let a4 = `A cruise missile launch site has been constructed near the base of`; + let b2 = `outdated, something quickly rigged together to give the launch site something to fire in the case of an attack`; + let c8 = ``, d1 = ``, e1 = ``, f1 = ``, g1 = ``, h1 = ``; -let recom1 = `has been recommissioned from the Old World for ${V.SF.Lower}. It`; - let jets = `Formerly mothballed strike jets`, loc2 = ``, radar = ``, AAG = ``; - let prop = ``, torp = ``, armor9 = ``, power1 = ``, scramble1 = ``; + let recom1 = `has been recommissioned from the Old World for ${V.SF.Lower}. It`; + let jets = `Formerly mothballed strike jets`, loc2 = ``, radar = ``, AAG = ``; + let prop = ``, torp = ``, armor9 = ``, power1 = ``, scramble1 = ``; -let recom = `has been recommissioned from the old world, and`; - let reactor0 = `Because diesel engines provide power and breathing oxygen is kept in pressurized canisters, the sub must frequently surface.`; - let reactor1 = ``, cal = ``, hull = ``, tubes = ``, torpedoes = ``, sonar = ``; - let control = ``, missiles = ``; + let recom = `has been recommissioned from the old world, and`; + let reactor0 = `Because diesel engines provide power and breathing oxygen is kept in pressurized canisters, the sub must frequently surface.`; + let reactor1 = ``, cal = ``, hull = ``, tubes = ``, torpedoes = ``, sonar = ``; + let control = ``, missiles = ``; -let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; - let tons = `200`, skirt = ``, guns = ``, guns2 = ``, fans = ``, speed = ``; - let turbines = ``, armor10 = ``, ramps = ``, HATframe = ``, loadout = ``; + let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; + let tons = `200`, skirt = ``, guns = ``, guns2 = ``, fans = ``, speed = ``; + let turbines = ``, armor10 = ``, ramps = ``, HATframe = ``, loadout = ``; switch(input) { case 'firebase': - if (S.Firebase >= 0) { r += `<br>''Firebase:''`; + if (S.Firebase >= 0) { const text0 = `<br>''Firebase:''`; if (S.Firebase >= 1) appear = `has had some organization put into it.`; barracks = `The majority of weapons, armor, and ammunition have been separated from the soldiers' cots into their own armory.`; garage = `A section near the outer wall of the arcology has been converted to a garage with an adjoining vehicle maintenance bay`; drone = `.`; if (V.terrain === "oceanic") garage += ` for inter-arcology travel`; if (S.Firebase >= 2) barracks = `A barracks has been constructed near the armory, allowing soldiers a quieter place to sleep and store their personal spoils.`; drone = `; as well as a facility for the storage, maintenance, and deployment of armed combat drones.`; if (S.Firebase >= 3) appear = `has become more permanent.`; barracks = `A command center has been constructed near the barracks and armory, allowing for additional support personnel.`; @@ -728,17 +728,26 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; if (S.Firebase >= 8) { appear = `has become a fully fledged military base.`; comms = `A Free City-wide communication network for ${V.SF.Lower} has been constructed to facilitate faster responses and efficient monitoring of the surrounding area.`; } if (S.Firebase >= 9) training = `A high-tech killhouse has been constructed to aid in soldier training.`; if (S.Firebase >= 10) artillery = `Railgun artillery batteries are set around the base of the arcology, capable of accurately destroying enemies an absurd distance away.`; - return `${r} The firebase ${appear} ${barracks} ${comms} ${training} ${slave} ${common} ${garage}${drone} ${hangar} ${launch} ${artillery}`; - } break; - case 'troop': r += `<br> The large dormitories are`; - if (S.Troops < 100) {return `${r} sparsely occupied, ${Quantity} residing within them concentrating together in a corner. The hundreds of empty beds and lockers visibly herald the future`;} - else if (S.Troops < 400) {return `${r} lightly occupied, with ${Quantity} starting to spread out across them`;} - else if (S.Troops < 800) {return `${r} moderately occupied, though ${Quantity} residing within have a considerable amount of extra room`;} - else if (S.Troops < 1500) {return `${r} well-occupied, and ${Quantity} residing within have started to form small cliques based on section and row`;} - else {return `${r} near capacity, and ${Quantity} often barter their personal loot, whether it be monetary or human, for the choicest bunks`;} + return `${text0} The firebase ${appear} ${barracks} ${comms} ${training} ${slave} ${common} ${garage}${drone} ${hangar} ${launch} ${artillery}`; + } + break; + case 'troop': + if (S.Troops > 0) { const text1 = `<br> The large dormitories are`; + if (S.Troops < 100) { + return `${text1} sparsely occupied, ${Quantity} residing within them concentrating together in a corner. The hundreds of empty beds and lockers visibly herald the future.`; + } else if (S.Troops < 400) { + return `${text1} lightly occupied, with ${Quantity} starting to spread out across them.`; + } else if (S.Troops < 800) { + return `${text1} moderately occupied, though ${Quantity} residing within have a considerable amount of extra room.`; + } else if (S.Troops < 1500) { + return `${text1} well-occupied, and ${Quantity} residing within have started to form small cliques based on section and row.`; + } else { + return `${text1} near capacity, and ${Quantity} often barter their personal loot, whether it be monetary or human, for the choicest bunks.`; + } + } break; case 'armoury': - if (S.Armoury >= 0) { r += `<br><br>''Armory:''<br>`; radio = `Radios have been wired into the soldiers helmets`; helmets = `.`; + if (S.Armoury >= 0) { const text2 = `<br><br>''Armory:''<br>`; radio = `Radios have been wired into the soldiers helmets`; helmets = `.`; if (S.Armoury >= 2) helmets = ` and a HUD has been integrated into the soldier's eyewear.`; if (S.Armoury >= 3) ammo0 = `Tactical vests have been provided, allowing soldiers to carry additional ammo.`; if (S.Armoury >= 4) armor1 = `The body armor is a newer variant, able to stop small arms fire and protect against shrapnel.`; @@ -748,10 +757,11 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; if (S.Armoury >= 8) helmets = `and a HUD and camera display have been integrated into soldiers' eyewear, enabling accurate aim around corners or from behind cover`; if (S.Armoury >= 9) exo = `An exosuit has been developed to reduce the amount of weight soldiers carry, increase lifting strength, and move faster in combat.`; if (S.Armoury >= 10) weapons = `Cutting-edge weaponry is available to ${V.SF.Lower}, far outpacing the ability of rival mercenary outfits.`; - return `${r} The armory holds soldiers' weapons and gear while not in training or combat. ${weapons} ${special} ${armor1} ${radio}${helmets} ${ammo0} ${uniforms} ${exo}`; - } break; + return `${text2} The armory holds soldiers' weapons and gear while not in training or combat. ${weapons} ${special} ${armor1} ${radio}${helmets} ${ammo0} ${uniforms} ${exo}`; + } + break; case 'drugs': - if (S.Drugs >= 0) { r += `<br><br>''Drug Lab:''`; amphet = `Amphetamines have been added to the cocktail at a low dosage to act as a stimulant, physical performance enhancer, cognition control enhancer. Some side-effects exist.`; + if (S.Drugs >= 0) { const text3 = `<br><br>''Drug Lab:''`; amphet = `Amphetamines have been added to the cocktail at a low dosage to act as a stimulant, physical performance enhancer, cognition control enhancer. Some side-effects exist.`; if (S.Drugs >= 2) phen = `Phencyclidine has been added to the cocktail at a low dosage as a dissociative psychotropic for soldiers in battle to introduce feelings of detachment, strength and invincibility, and aggression. Some side-effects reduce the tolerable dosage before soldiers go on uncontrollable violent outbreaks.`; if (S.Drugs >= 3) steroid = `Testosterone is being produced for soldiers in training as a natural muscle growth stimulant and to invoke aggression.`; if (S.Drugs >= 4) downer = `Zaleplon is being produced as a downer to counteract the battle cocktail and encourage rest before combat.`; @@ -761,10 +771,11 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; if (S.Drugs >= 8) amphet = `Diphenylmethylsulfinylacetamide has been added to the cocktail to counteract the effects of sleep deprivation and promote alertness.`; if (S.Drugs >= 9) stimpack = `A stimpack of the battle cocktail is being given to soldiers in battle to take if the original dose wears off before the battle is over.`; if (S.Drugs >= 10) stabilizer = `A stabilizer has been added to the battle cocktail that helps tie effects together while reducing side-effects, leading to an effectively safe supersoldier drug.`; - return `${r} A drug lab has been established to increase the effectiveness of ${V.SF.Lower}'s soldiers. Many of these chemicals are mixed into a single 'battle cocktail' to be taken before combat. ${amphet} ${phen} ${concen} ${steroid} ${downer} ${stimpack} ${stabilizer}`; - } break; + return `${text3} A drug lab has been established to increase the effectiveness of ${V.SF.Lower}'s soldiers. Many of these chemicals are mixed into a single 'battle cocktail' to be taken before combat. ${amphet} ${phen} ${concen} ${steroid} ${downer} ${stimpack} ${stabilizer}`; + } + break; case 'UAV': - if(S.Firebase >= 2 && S.Drones >= 1) { r += `<br><br>''Drone Bay:''`; + if(S.Firebase >= 2 && S.Drones >= 1) { const text4 = `<br><br>''Drone Bay:''`; if (S.Drones >= 2) a = `equipped with missiles are resting on one side of the drone bay`; b = `; as well as destroying the occasional target.`; if (S.Drones >= 3) c = `A fleet of`; d = `large delivery quadcopters have been converted for military service to support ground forces as combat drones.`; if (S.Drones >= 4) d = `combat drones take up the rest of the space in the drone bay. They have a`; e = `small automatic rifle`; f = `mounted to the underside.`; @@ -774,10 +785,11 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; if (S.Drones >= 8) j = `The drone control signal has been boosted and encrypted, giving the drones a greater range and protecting against electronic warfare.`; if (S.Drones >= 9) e = `light machine gun`; if (S.Drones >= 10) k = `A drone-to-drone network has been installed, allowing drones to swarm, maneuver, and attack targets autonomously.`; - return `${r} Surveillance drones ${a}. During combat, they supply aerial intel to commanders and act as the communications network for ground forces${b} ${c} ${d} ${e} ${f} ${g} ${h} ${i} ${j} ${k}`; - } break; + return `${text4} Surveillance drones ${a}. During combat, they supply aerial intel to commanders and act as the communications network for ground forces${b} ${c} ${d} ${e} ${f} ${g} ${h} ${i} ${j} ${k}`; + } + break; case 'AV': - if (S.AV >= 1) { r += `<br> ''Assault:''`; + if (S.AV >= 1) { const text5 = `<br> ''Assault:''`; if (S.AV >= 2) engine1 = `The engine1 has been overhauled, allowing much faster maneuvering around the battlefield.`; activate = ``; mechanics = ``; if (S.AV >= 3) armor2 = `A composite ceramic armor has replaced the original, offering much greater protection from attacks.`; if (S.AV >= 4) ammo1 = `The tanks have been outfitted with additional types of ammo for situational use.`; @@ -787,10 +799,11 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; if (S.AV >= 8) armor22 = `A reactive armor system has been added, giving the tank an additional, if temporary, layer of protection.`; if (S.AV >= 9) turret = `The turret has been massively redesigned, lowering the tank profile and increasing the efficiency of the mechanisms within.`; if (S.AV >= 10) MG = `140 mm main gun can quash anything even the greatest Old World nations could muster.`; - return `${r} A fleet of main battle tanks ${activate} are parked in the garage${mechanics}. ${turret} The ${MG} ${ammo1} ${mg} ${fireC0} ${fireC2} ${fireC3} ${fireC1} ${engine1} ${armor2} ${armor22}`; - } break; + return `${text5} A fleet of main battle tanks ${activate} are parked in the garage${mechanics}. ${turret} The ${MG} ${ammo1} ${mg} ${fireC0} ${fireC2} ${fireC3} ${fireC1} ${engine1} ${armor2} ${armor22}`; + } + break; case 'TV': - if (S.TV >= 1) { r += `<br> ''Transport:''`; + if (S.TV >= 1) { const text6 = `<br> ''Transport:''`; if (S.TV >= 2) engine3 = `${e0} overhauled, allowing for higher mobility.`; C = ``; B = ``; if (S.TV >= 3) armor3 = `Composite armor has been bolted to the exterior, increasing the survivability of an explosive attack for the crew and passengers.`; if (S.TV >= 4) tires = `The tires have been replaced with a much more durable version that can support a heavier vehicle.`; @@ -800,10 +813,11 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; if (S.TV >= 8) pod2 = `and an anti-aircraft missile pod have been installed on either side of the turret.`; if (S.TV >= 9) squad = `two squads`; armor3 = ``; m2 = `destroying any incoming missiles with a high-powered laser. Some of the now redundant composite armor has been removed, and the reclaimed space allows for more passengers.`; if (S.TV >= 10) engine3 = `${e0} replaced with the newest model, allowing the vehicle to get in and out of the conflict extremely quickly.`; - return `A fleet of infantry fighting vehicles ${B} are parked in the garage${C}. The IFVs can carry ${squad} of 6 to a firezone. The ${G1} mm autocannon supports infantry ${G2}. ${pod1} ${pod2} ${engine3} ${armor3} ${tires} ${m1} ${m2}`; - } break; + return `${text6} A fleet of infantry fighting vehicles ${B} are parked in the garage${C}. The IFVs can carry ${squad} of 6 to a firezone. The ${G1} mm autocannon supports infantry ${G2}. ${pod1} ${pod2} ${engine3} ${armor3} ${tires} ${m1} ${m2}`; + } + break; case 'PGT': - if (S.PGT >= 1) {r += `<br> ''Prototype Goliath Tank:''`; + if (S.PGT >= 1) { const text7 = `<br> ''Prototype Goliath Tank:''`; if (S.PGT >= 2) c1 = `rests in`; b1 = ``; engines4 = ` and powered by their own engine, allowing the tank to travel with an unsettling speed for its massive bulk`; if (S.PGT >= 3) gun0 = `a railgun capable of`; gun1 = `firing steel slugs`; gun2 = `through one tank and into another`; if (S.PGT >= 4) armor6 = `reinforced, increasing survivability for the crew inside.`; armor5 = `The armor has been`; @@ -813,10 +827,11 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; if (S.PGT >= 8) armor6 = `redesigned with sloping and state-of-the-art materials, allowing the Goliath to shrug off even the most advanced armor5-piercing tank rounds.`; if (S.PGT >= 9) gun1 = `firing guided projectiles`; if (S.PGT >= 10) gun0 = `a twin-barreled railgun capable of rapidly`; - return `A prototype Goliath tank ${b1}${c1} its own garage housing built outside the arcology. The massive bulk is spread out over 8 tracks, two for each corner of the tank${engines4}. The turret is equipped with ${gun0} ${gun1} ${gun2}. ${cannon} ${armor5} ${armor6} ${laser} ${PGTframe}`; - } break; + return `${text7} A prototype Goliath tank ${b1}${c1} its own garage housing built outside the arcology. The massive bulk is spread out over 8 tracks, two for each corner of the tank${engines4}. The turret is equipped with ${gun0} ${gun1} ${gun2}. ${cannon} ${armor5} ${armor6} ${laser} ${PGTframe}`; + } + break; case 'AA': - if (S.AA >= 1) { r += `<br> ''Assault:''`; + if (S.AA >= 1) { const text8 = `<br> ''Assault:''`; if (S.AA >= 2) W1 = `armed`; W2 = ` and air-to-air missiles,`; W3 = `a combination that can defend the arcology from enemy aircraft, as well as`; support = ` support ground troops`; if (S.AA >= 3) engines = `The engines have been tuned, allowing faster flight with greater acceleration.`; if (S.AA >= 4) TAI = `An advanced targeting AI has been installed to handle all control of weapons, allowing much more efficient use of ammunition and anti-countermeasure targeting.`; @@ -826,10 +841,11 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; if (S.AA >= 8) stealth = `The old skin has been replaced with a radar-absorbent material, making the aircraft difficult to pick up on radar.`; if (S.AA >= 9) scramble = `The VTOLs can scramble to react to any threat in under three minutes.`; if (S.AA >= 10) PAI = `A piloting AI has been installed, allowing the VTOLs to perform impossible maneuvers that cannot be done by a human pilot. This removes the need for a human in the aircraft altogether.`; - return `${r} ${group}. Several of the landing pads around ${V.arcologies[0].name} host groups of four fighters, ready to defend the arcology. ${scramble} The attack VTOL are currently ${W1} with a Gatling cannon${W2} ${W3}${support}. ${TAI} ${PAI} ${engines} ${lock} ${stealth}`; - } break; + return `${text8} ${group}. Several of the landing pads around ${V.arcologies[0].name} host groups of four fighters, ready to defend the arcology. ${scramble} The attack VTOL are currently ${W1} with a Gatling cannon${W2} ${W3}${support}. ${TAI} ${PAI} ${engines} ${lock} ${stealth}`; + } + break; case 'TA': - if (S.TA >= 1) { r += `<br> ''Transport:''`; + if (S.TA >= 1) { const text9 = `<br> ''Transport:''`; if (S.TA >= 2) engines0 = `The tiltrotor engines have been replaced with a more powerful engine, allowing faster travel times.`; if (S.TA >= 3) counter = `Multispectrum countermeasures have been added to protect against guided missiles.`; if (S.TA >= 4) miniguns = `Mounted miniguns have been installed to cover soldiers disembarking in dangerous areas.`; @@ -839,10 +855,10 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; if (S.TA >= 8) capacity = `large platoon or 20`; engines01 = `Further tweaks to the engine allow for greater lifting capacity.`; if (S.TA >= 9) Radar = `Radar-absorbent materials have replaced the old skin, making it difficult to pick up the VTOL on radar.`; if (S.TA >= 10) type = `tiltjet`; engines01 = ``; engines0 = `The tiltrotors have been replaced with tiltjets, allowing for much greater airspeed and acceleration.`; - return `${r} A ${Num} of transport ${type} VTOL have been recommissioned for use by ${V.SF.Lower}. The VTOLs are resting on large pads near the base to load either a ${capacity} tons of material. ${engines0} ${engines01} ${Armor} ${landing} ${counter} ${Radar} ${miniguns}`; + return `${text9} A ${Num} of transport ${type} VTOL have been recommissioned for use by ${V.SF.Lower}. The VTOLs are resting on large pads near the base to load either a ${capacity} tons of material. ${engines0} ${engines01} ${Armor} ${landing} ${counter} ${Radar} ${miniguns}`; } break; case 'SP': - if (S.SpacePlane >= 1) { r += `<br> ''Spaceplane:''`; + if (S.SpacePlane >= 1) { const text10 = `<br> ''Spaceplane:''`; if (S.SpacePlane >= 2) b5 = ``; shield = `The current heat shielding has been upgraded, reducing the likelihood of heat damage during reentry.`; if (S.SpacePlane >= 3) engine2 = ` and liquid rocket engines in orbit that can reach an equivalent Mach 18`; if (S.SpacePlane >= 4) camera = `A state-of-the-art camera has been installed in the underbelly that takes incredibly high resolution photos, but requires the frictionless environment of space to focus.`; @@ -852,10 +868,11 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; if (S.SpacePlane >= 8) crew = `Increased the crew comfort and life support systems to increase operational time.`; if (S.SpacePlane >= 9) skin = `Replaced the underbelly skin with a chameleon kit, matching the color to the sky above it.`; if (S.SpacePlane >= 10) engine20 = `experimental scramjet engines in the atmosphere that can reach Mach 15`; engine2 = ` and liquid rocket engines in orbit that can reach an equivalent Mach 25`; - return `${r} A prototype spaceplane ${b5} rests in the hangar, its black fuselage gleaming. The craft is powered by ${engine20}${engine2}. ${efficiency} ${shield} ${camera} ${camera2} ${drag} ${crew} ${skin}`; - } break; + return `${text10} A prototype spaceplane ${b5} rests in the hangar, its black fuselage gleaming. The craft is powered by ${engine20}${engine2}. ${efficiency} ${shield} ${camera} ${camera2} ${drag} ${crew} ${skin}`; + } + break; case 'GunS': - if(S.GunS >= 1) { r += `<br> ''Gunship:''`; + if(S.GunS >= 1) { const text11 = `<br> ''Gunship:''`; if (S.GunS >= 2) b4 = `Infrared sensors have been added for the gunners to better pick targets.`; activate2 = ``; if (S.GunS >= 3) c2 = `The underside of the aircraft has been better armored against small-arms fire`; countermeasures = `.`; if (S.GunS >= 4) fuel = `Larger fuel tanks have been installed in the wings and fuselage, allowing the gunship to provide aerial support for longer periods before refueling.`; @@ -865,10 +882,11 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; if (S.GunS >= 8) b4 = `Upgraded multi-spectrum sensors can clearly depict targets even with IR shielding.`; if (S.GunS >= 9) ammunition = `The ammunition storage has been increased, only slightly depriving loaders of a place to sit.`; if (S.GunS >= 10) DFA = `; both light and heavy vehicles, and most enemy cover from above`; autocannon = `; a 40 mm autocannon, and a 105 mm howitzer are mounted on`; - return `${r} A large gunship ${activate2} is being refueled in the hangar. ${barrels}${autocannon} the port side of the fuselage${distance}${DFA}. ${b4} ${ammunition} ${GS_Speed} ${c2}${countermeasures} ${fuel}`; - } break; + return `${text11} A large gunship ${activate2} is being refueled in the hangar. ${barrels}${autocannon} the port side of the fuselage${distance}${DFA}. ${b4} ${ammunition} ${GS_Speed} ${c2}${countermeasures} ${fuel}`; + } + break; case 'sat': - if (S.Satellite.lv >= 1) { r += `<br> ''Satellite:''`; + if (S.Satellite.lv >= 1) { const text12 = `<br> ''Satellite:''`; if (S.Satellite.lv >= 2) if (V.SF.Squad.Satellite.InOrbit < 1) loc1 = `The satellite is being worked on in the Launch Bay.`; else loc1 = `The satellite is in geosynchronous orbit, far above the arcology.`; gyro = `A suite of sensors have been installed to ensure the satellite can detect attitude and orbital altitude.`; if (S.Satellite.lv >= 3) telemetry = `Telemetry systems have been installed to communicate with the satellite in orbit, with strong encryption measures.`; @@ -879,10 +897,10 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; if (S.Satellite.lv >= 8) reactor = `A small, efficient nuclear reactor has been installed to continue generating energy while in the Earth's shadow.`; if (S.Satellite.lv >= 9) lens = `A higher quality and adjustable lens has been installed on the laser, allowing scalpel precision on armor or wide-area blasts on unarmored targets.`; if (S.Satellite.lv >= 10) kin = `A magazine of directable tungsten rods have been mounted to the exterior of the satellite, allowing for kinetic bombardment roughly equal to a series of nuclear blasts.`; - return `${r} ${loc1} ${gyro} ${thrusters} ${telemetry} ${solar} ${reactor} ${surviv} ${laser1}${heat} ${lens} ${kin}`; + return `${text12} ${loc1} ${gyro} ${thrusters} ${telemetry} ${solar} ${reactor} ${surviv} ${laser1}${heat} ${lens} ${kin}`; } break; case 'GR': - if (S.GiantRobot >= 1) { r += `<br> ''Giant Robot:''`; + if (S.GiantRobot >= 1) { const text13 = `<br> ''Giant Robot:''`; if (S.GiantRobot >= 2) loc = ``; armor8 = `Armor plating has been mounted over the majority of the robot.`; if (S.GiantRobot >= 3) power = `The robot is now powered by an umbilical cable system instead of bulky and short-lived batteries.`; if (S.GiantRobot >= 4) knife = `a 25 meter plasma sword. The cutting edge uses plasma to melt and cut through targets, reducing the strain on the sword.`; @@ -892,10 +910,10 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; if (S.GiantRobot >= 8) armor8 = ``; actuator = `Final actuator tweaks have allowed for the addition of exceptionally thick armor without any loss in speed or power.`; if (S.GiantRobot >= 9) ammo2 = `; with spare ammunition drums kept along the robot's waist.`; if (S.GiantRobot >= 10) missile = `Missile pods have been mounted on the shoulders.`; - return `${r} A prototype giant robot ${loc} rests in a gantry along the side of the arcology. The robot is as tall as a medium-sized office building, focusing on speed over other factors. ${power} ${armor8} ${actuator} ${heatsink} The main armament is ${knife} ${cannon1}${ammo2} ${missile}`; + return `${text13} A prototype giant robot ${loc} rests in a gantry along the side of the arcology. The robot is as tall as a medium-sized office building, focusing on speed over other factors. ${power} ${armor8} ${actuator} ${heatsink} The main armament is ${knife} ${cannon1}${ammo2} ${missile}`; } break; case 'ms': - if (S.MissileSilo >= 1) { r += `<br> ''Cruise Missile:''`; + if (S.MissileSilo >= 1) { const text14 = `<br> ''Cruise Missile:''`; if (S.MissileSilo >= 2) b2 = `a modern missile`; c8 = `; tipped with a conventional warhead`; if (S.MissileSilo >= 3) d1 = `The launch systems have been overhauled, allowing a launch within seconds of an attack order being given.`; if (S.MissileSilo >= 4) e1 = `The missile engines have been tweaked, giving them a greater range.`; @@ -905,10 +923,11 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; if (S.MissileSilo >= 8) g1 = `The ability to pick new targets should the original be lost has been added.`; if (S.MissileSilo >= 9) h1 = `The missile now uses its remaining fuel to create a thermobaric explosion, massively increasing explosive power.`; if (S.MissileSilo >= 10) c8 = ` that can be tipped with either a conventional or nuclear warhead`; - return `${r} ${a4} the arcology. The current missile armament is ${b2}${c8}. ${d1} ${e1} ${f1} ${g1} ${h1}`; - } break; + return `${text14} ${a4} the arcology. The current missile armament is ${b2}${c8}. ${d1} ${e1} ${f1} ${g1} ${h1}`; + } + break; case 'AC': - if (S.AircraftCarrier >= 1) { r += `<br> ''Aircraft Carrier:''`; + if (S.AircraftCarrier >= 1) { const text15 = `<br> ''Aircraft Carrier:''`; if (V.week % 6 === 0) loc2 = `moored to the pier in the Naval Yard`; else loc2 = `patrolling the waters near ${V.arcologies[0].name}`; if (S.AircraftCarrier >= 2) radar = `The island's radar and comms have been improved.`; recom1 = ``; if (S.AircraftCarrier >= 3) AAG = `The antiair guns have been updated to automatically track and predict enemy aircraft movement.`; @@ -919,10 +938,11 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; if (S.AircraftCarrier >= 8) power1 = `The power plant has been converted to provide nuclear power.`; if (S.AircraftCarrier >= 9) scramble1 = `The catapult has been converted to an electromagnetic launch system, halving the time it takes to scramble1 jets.`; if (S.AircraftCarrier >= 10) jets = `Attack VTOL from the converted for carrier capability`; - return `${r} An aircraft carrier ${recom1} is ${loc2}. ${jets} serve as its airpower. ${scramble1} ${power1} ${radar} ${AAG} ${torp} ${prop} ${armor9}`; - } break; + return `${text15} An aircraft carrier ${recom1} is ${loc2}. ${jets} serve as its airpower. ${scramble1} ${power1} ${radar} ${AAG} ${torp} ${prop} ${armor9}`; + } + break; case 'Sub': - if (S.Sub >= 1) { r += `<br> ''Submarine:''`; + if (S.Sub >= 1) { const text16 = `<br> ''Submarine:''`; if (S.Sub >= 2) recom = ``; reactor0 = `A nuclear reactor provides power`; reactor1 = `; but because oxygen is still kept in pressurized canisters the sub must frequently surface to replenish its oxygen stocks.`; if (S.Sub >= 3) reactor1 = ` and an oxygen generator pulls Oâ‚‚ from the surrounding seawater, allowing the submarine to remain underwater for months if necessary.`; if (S.Sub >= 4) cal = `Calibration of the propulsion systems has reduced the telltale hum of a moving sub to a whisper.`; @@ -932,10 +952,11 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; if (S.Sub >= 8) control = `The control room computers have been upgraded to automate many conn duties.`; if (S.Sub >= 9) torpedoes = `and launch more agile torpedoes.`; if (S.Sub >= 10) missiles = `The submarine has been outfitted with several cruise missiles to attack land or sea-based targets.`; - return `${r} An attack submarine ${recom} is moored to the pier of the Naval Yard. ${reactor0}${reactor1} ${cal} ${hull} ${tubes}${torpedoes} ${sonar} ${control} ${missiles}`; - } break; + return `${text16} An attack submarine ${recom} is moored to the pier of the Naval Yard. ${reactor0}${reactor1} ${cal} ${hull} ${tubes}${torpedoes} ${sonar} ${control} ${missiles}`; + } + break; case 'HAT': - if (S.HAT >= 1) {r += `<br> ''Amphibious Transport:''`; + if (S.HAT >= 1) { const text17 = `<br> ''Amphibious Transport:''`; if (S.HAT >= 2) skirt = `The skirt has been upgraded to increase durability and improve cushion when traveling over uneven terrain and waves.`; recom2 = `;`; if (S.HAT >= 3) guns = `A minigun`; guns2 = `has been mounted on the front corners of the craft to defend against attackers.`; if (S.HAT >= 4) fans = `The turbines powering the rear fans`; speed = `acceleration and speed.`; turbines = `have been replaced with a more powerful version, allowing greater`; @@ -945,8 +966,9 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; if (S.HAT >= 8) ramps = `The loading ramps have been improved, allowing for faster unloading.`; if (S.HAT >= 9) HATframe = `The frame has been widened and reinforced, allowing for more space on the deck.`; if (S.HAT >= 10) loadout = `An experimental loadout sacrifices all carrying capacity to instead act as a floating gun platform by mounting several rotary autocannons the deck, should the need arise.`; - return `${r} An air cushion transport vehicle, or hovercraft ${recom2} is parked on the pier of the Naval Yard, ready to ferry ${tons} tons of soldiers and vehicles. ${guns} ${guns2} ${fans} ${turbines} ${speed} ${skirt} ${armor10} ${ramps} ${HATframe} ${loadout}`; - } break; + return `${text17} An air cushion transport vehicle, or hovercraft ${recom2} is parked on the pier of the Naval Yard, ready to ferry ${tons} tons of soldiers and vehicles. ${guns} ${guns2} ${fans} ${turbines} ${speed} ${skirt} ${armor10} ${ramps} ${HATframe} ${loadout}`; + } + break; } /*if (V.SF.Facility.Toggle > 0 && V.SF.Facility.Active > 0) { r += `<br><br>''${V.SF.Facility.Caps}:''`; if (passage() === "Firebase") { @@ -1061,7 +1083,7 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; case 'Edo Revivalism': text += `Edo Revivalism: a vision of Edo Japan.`; break; case 'Arabian Revivalism': text += `Arabian Revivalism: a vision of the Sultanate of old.`; break; case 'Chinese Revivalism': text += `Chinese Revivalism: a vision of ancient China.`; break; - case 'Multiculturalism': text +=`Multiculturalism: a commitment to allow your arcology's citizens cultural freedom.`; break; + case 'Multiculturalism': text + = `Multiculturalism: a commitment to allow your arcology's citizens cultural freedom.`; break; } text += `\n Smuggle in FS-optimized : `; const Optionslist = UpgradeOptions; @@ -1084,7 +1106,7 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`; case 'VehicleUpgrades': title='Vehicle Upgrade'; cost=300000; break; case 'CommonAreaVendors': title='Firebase Vendors'; cost=300000; break; case 'RoleplayingManadated': title='Mandate FS-Roleplaying'; cost=500000; break; - case 'ColonelCompilance': title='colonel compliance'; cost=1000000; break; + case 'ColonelCompilance': title='colonel compliance'; cost = 1000000; break; } if (![FSPOS].includes(V.SF.Acceptance.FS)) { MEMU_OPTION('Slaves','Slaves',cost), text += ` `; diff --git a/src/art/vector_revamp/vectorRevampedArtControl.js b/src/art/vector_revamp/vectorRevampedArtControl.js index 381e46520e2eca963e2a7454ea43ffc96da8b3b5..7e1f419ffc7738643f55f1af0db7ad24b7a657ed 100644 --- a/src/art/vector_revamp/vectorRevampedArtControl.js +++ b/src/art/vector_revamp/vectorRevampedArtControl.js @@ -452,7 +452,7 @@ class ClothingControl { get restrictiveLatex() { var defaultOutfitColor = "#515351"; - var areolaColor = "#383838"; /** FIXME: 'areolaColor' is declared but its value is never read.ts(6133) */ + var areolaColor = "#383838"; return { bodySettings: { showEyes: false, @@ -874,8 +874,8 @@ class RevampedArtControl { get armLayer() { var result = []; - var leftArmType = ""; /** FIXME: 'leftArmType' is declared but its value is never read.ts(6133) */ - var rightArmType = ""; /** FIXME: 'rightArmType' is declared but its value is never read.ts(6133) */ + var leftArmType = ""; + var rightArmType = ""; if (this.artSlave.amp === 1) { result.push("Art_Vector_Revamp_Arm_Stump"); diff --git a/src/endWeek/saChoosesOwnClothes.js b/src/endWeek/saChoosesOwnClothes.js index 78451c250e5f0cb8b51174fad58f1740bac840e1..39cdbd92e97badfdd6d767e88e8007b4322918f7 100644 --- a/src/endWeek/saChoosesOwnClothes.js +++ b/src/endWeek/saChoosesOwnClothes.js @@ -1,3 +1,4 @@ +/* eslint-disable no-empty */ /* eslint-disable no-undef */ /* eslint-disable no-unused-vars */ window.saChoosesOwnClothes = (function() { @@ -989,9 +990,7 @@ window.saChoosesOwnClothes = (function() { let neck = []; if(slave.fetish === 'mindbroken') { - /** FIXME: Empty block statement.eslint(no-empty) */ } else if(slave.devotion <= 20) { - /** FIXME: Empty block statement.eslint(no-empty) */ } else { if(V.arcologies[0].FSEgyptianRevivalist > 0) { neck.push({text: `dons a wesekh to support your ancient Egyptian pretensions,`, collar: "ancient Egyptian"}); diff --git a/src/endWeek/saServant.js b/src/endWeek/saServant.js index a1dbca384f12e997e9f1ae611062b7fd84892079..e58b06959ed64569e1f8c67e1142404148e72c71 100644 --- a/src/endWeek/saServant.js +++ b/src/endWeek/saServant.js @@ -3,7 +3,7 @@ window.saServant = /** @param {App.Entity.SlaveState} slave */ function saServant(slave) { var pronouns = getPronouns(slave); - var he = pronouns.pronoun, him = pronouns.object, his = pronouns.possessive, hers = pronouns.possessivePronoun, himself = pronouns.objectReflexive, boy = pronouns.noun; /** FIXME: 'hers', 'himself', 'boy' is declared but its value is never read.ts(6133) */ + var he = pronouns.pronoun, him = pronouns.object, his = pronouns.possessive, hers = pronouns.possessivePronoun, himself = pronouns.objectReflexive, boy = pronouns.noun; var He = capFirstChar(he), His = capFirstChar(his); var V = State.variables; diff --git a/src/facilities/farmyard/farmyard.tw b/src/facilities/farmyard/farmyard.tw index e846a39c53768301a21f0c817532a5bb1d4388fc..34fb3df5ed9a6178e72324174ea08aaa3e6f28c8 100644 --- a/src/facilities/farmyard/farmyard.tw +++ b/src/facilities/farmyard/farmyard.tw @@ -219,7 +219,7 @@ $farmyardNameCaps is an oasis of growth in the midst of the jungle of steel and <<if (_CL > 0 || _HL > 0 || _FL > 0)>> [[Begin shows|Farmyard][$farmyardShows = 1]] <<else>> - //You must purchase animals before you put on shows// + //You must purchase animals before you can put on shows// <</if>> <</if>> <</if>> @@ -310,14 +310,14 @@ $farmyardNameCaps is an oasis of growth in the midst of the jungle of steel and <<print $canines>>. <<elseif _CL <= 3>> a couple different - <<for _c = 0; _c < _CL; _c++>> /* FIXME: this does not work */ - <<if $canines[_c].species != "dog">> - <<set _onlyDogs = 0>> - <<else>> - <<set _onlyDogs = 1>> - <</if>> - <</for>> - <<if _onlyDogs == 0>> + <<set $onlyDogs = 0>> + <<run $canines.forEach(function(c) { + const V = State.variables; + if (c.species == "dog") { + V.onlyDogs = 1; + } + })>> + <<if $onlyDogs == 0>> types of canines. <<else>> breeds of dogs. @@ -391,14 +391,14 @@ $farmyardNameCaps is an oasis of growth in the midst of the jungle of steel and <<print $felines>>. <<elseif _FL <= 3>> a couple different - <<for _f = 0; _f < _FL; _f++>> /* FIXME: this does not work */ - <<if $felines[_f].species != "cat">> - <<set _onlyCats = 0>> - <<else>> - <<set _onlyCats = 1>> - <</if>> - <</for>> - <<if _onlyCats == 0>> + <<set $onlyCats = 0>> + <<run $felines.forEach(function(c) { + const V = State.variables; + if (c.species == "cat") { + V.onlyCats = 1; + } + })>> + <<if $onlyCats == 0>> types of felines. <<else>> breeds of cats. diff --git a/src/facilities/farmyard/farmyardAnimals.tw b/src/facilities/farmyard/farmyardAnimals.tw index 4fb491daa66965e82c2015eb59f1fe5eff11bf1a..4831242bd8ed512ba0295a256c81a723e32c844b 100644 --- a/src/facilities/farmyard/farmyardAnimals.tw +++ b/src/facilities/farmyard/farmyardAnimals.tw @@ -2,6 +2,8 @@ <<set $nextButton = "Back", $nextLink = "Farmyard", $returnTo = "FarmyardAnimals", $showEncyclopedia = 1, $encyclopedia = "Farmyard">> +/* TODO: write some descriptions for the different animals in their cages */ + <<if $farmyardKennels > 0 || $farmyardStable > 0 || $farmyardCages > 0>> <br> ''Domestic Animals'' diff --git a/src/js/DefaultRules.js b/src/js/DefaultRules.js index a6985cba59c0921d3aeaff603916fe9dc928a31e..6a1ab33686b346212b5dec66f61bff55447f68fc 100644 --- a/src/js/DefaultRules.js +++ b/src/js/DefaultRules.js @@ -206,7 +206,7 @@ window.DefaultRules = (function() { break; case "work as a farmhand": - if ((V.farmyardSlaves < V.farmyard)) { // TODO: rework these requirements + if ((V.farmyardSlaves < V.farmyard && !slave.fuckdoll)) { // TODO: rework these requirements break; } else { RAFacilityRemove(slave, rule); diff --git a/src/js/familyTreeJS.js b/src/js/familyTreeJS.js index 4f78035bb341eb070519ed791c6fb0a2984f26ba..767265dd7932d88188f1a02a0c618add486e8c39 100644 --- a/src/js/familyTreeJS.js +++ b/src/js/familyTreeJS.js @@ -592,7 +592,7 @@ window.updateFamilyTree = function(activeSlave = lastActiveSlave, slaves = lastS } var marriage = { "spouse": {"name": spouseName, "class": spouse.genes}, - "children": children.map(function (x) { return slaveInfo_(x, activeSlaveId, slavesAdded, depth + 1);} ), /** FIXME: Functions declared within loops referencing an outer scoped variable may lead to confusing semantics. (slaveInfo_, activeSlaveId, slavesAdded, depth) (W083)jshint(W083) */ + "children": children.map(function (x) { return slaveInfo_(x, activeSlaveId, slavesAdded, depth + 1);} ), }; data.marriages.push(marriage); } diff --git a/src/js/optionsMacro.js b/src/js/optionsMacro.js index b4d81c6d548aecbba2d12f180509f62df7af8a56..bbf725a57cc0cb0508ade6e23a9e702cbbfd5a14 100644 --- a/src/js/optionsMacro.js +++ b/src/js/optionsMacro.js @@ -1,3 +1,4 @@ +/* eslint-disable no-empty */ /* eslint-disable no-console */ /* eslint-disable no-undef */ /* Use like: diff --git a/src/js/rulesAssistantOptions.js b/src/js/rulesAssistantOptions.js index 99875f7b1e636f9776f978beb8278ce316421160..c8f40b383cb822fd93e27450cf73af04dae81f59 100644 --- a/src/js/rulesAssistantOptions.js +++ b/src/js/rulesAssistantOptions.js @@ -213,7 +213,7 @@ window.rulesAssistantOptions = (function() { this.value.innerHTML = ""+what; } - getData(what) { /** FIXME: 'what' is declared but its value is never read.ts(6133) */ + getData(what) { return (this.value.tagName === "INPUT" ? this.parse(this.value.value): this.selectedItem.data); } @@ -301,7 +301,7 @@ window.rulesAssistantOptions = (function() { this.label = label; this.onclick = onclick; } - render(label, onclick) { /** FIXME: 'onclick' is declared but its value is never read.ts(6133) */ + render(label, onclick) { const elem = document.createElement("span"); elem.classList.add("rajs-listitem"); elem.innerHTML = label; @@ -671,7 +671,7 @@ window.rulesAssistantOptions = (function() { min.setAttribute("type", "text"); min.value = "" + data.value[0]; min.onkeypress = e => { if (returnP(e)) this.setmin(min.value); }; - min.onblur = e => this.setmin(min.value); /** FIXME: 'e' is declared but its value is never read.ts(6133) */ + min.onblur = e => this.setmin(min.value); this.min = min; elem.appendChild(min); @@ -685,7 +685,7 @@ window.rulesAssistantOptions = (function() { max.setAttribute("type", "text"); max.value = "" + data.value[1]; max.onkeypress = e => { if (returnP(e)) this.setmax(max.value); }; - max.onblur = e => this.setmax(max.value); /** FIXME: 'e' is declared but its value is never read.ts(6133) */ + max.onblur = e => this.setmax(max.value); this.max = max; elem.appendChild(max); @@ -744,7 +744,7 @@ window.rulesAssistantOptions = (function() { input.setAttribute("type", "text"); input.value = JSON.stringify(data.value); input.onkeypress = e => { if (returnP(e)) this.setValue(input); }; - input.onblur = e => this.setValue(input); /** FIXME: 'e' is declared but its value is never read.ts(6133) */ + input.onblur = e => this.setValue(input); this.input = input; elem.appendChild(input); diff --git a/src/js/slaveSummaryWidgets.js b/src/js/slaveSummaryWidgets.js index 76be92184a13cb83fbf785a129daec6544bb2955..37657febb457cd48cc71ea0413a1fd53ea09b56c 100644 --- a/src/js/slaveSummaryWidgets.js +++ b/src/js/slaveSummaryWidgets.js @@ -22,12 +22,35 @@ window.SlaveSummary = /** @param {App.Entity.SlaveState} slave */ function Slave window.SlaveSummaryUncached = (function(){ "use strict"; let V, r; + /* + let pronouns; + let he; + let him; + let his; + let hers; + let himself; + let boy; + let He; + let His; + */ /** @param {App.Entity.SlaveState} slave * @returns {string} */ function SlaveSummaryUncached(slave) { V = State.variables; r = ""; + /* + pronouns = getPronouns(slave); + he = pronouns.pronoun; + him = pronouns.object; + his = pronouns.possessive; + hers = pronouns.possessivePronoun; + himself = pronouns.objectReflexive; + boy = pronouns.noun; + He = capFirstChar(he); + His = capFirstChar(his); + */ + if (V.abbreviateDevotion === 1) short_devotion(slave); else if (V.abbreviateDevotion === 2) @@ -248,7 +271,7 @@ window.SlaveSummaryUncached = (function(){ if (V.abbreviateClothes === 2) { r += ` `; if (slave.choosesOwnClothes === 1) - r += `Dressing herself.`; + r += `Dressing herself. `; long_clothes(slave); long_collar(slave); long_belly(slave); @@ -4782,7 +4805,7 @@ App.UI.PassageSlaveFilers = { (State.variables.Flag === 1 && s.assignment === "work in the dairy") || (State.variables.Flag !== 0 && State.variables.Flag !== 1 && s.ID === State.variables.Milkmaid.ID))), "Milkmaid Select": s => (s.assignmentVisible === 1 && s.fuckdoll === 0 && s.devotion > 20 && canWalk(s) && canSee(s) && canHear(s)), - "Farmyard": s => (s.assignmentVisible === 1 && s.fuckdoll <= 0 && canWalk(s) && ( + "Farmyard": s => (s.assignmentVisible === 1 && s.fuckdoll <= 0 && ( (State.variables.Flag === 0 && s.assignment !== "work as a farmhand") || (State.variables.Flag === 1 && s.assignment === "work as a farmhand") || (State.variables.Flag !== 0 && State.variables.Flag !== 1 && s.ID === State.variables.Farmer.ID))), @@ -4868,7 +4891,7 @@ App.UI.slaveSummaryList = function (passageName) { if ("object" === typeof attributes) attributes = $.map(attributes, (val, key) => key + '="' + val + '"').join(" "); else - attributes = 'id="' + String(this.args[0]).trim() + '"'; /** FIXME: If a strict mode function is executed using function invocation, its 'this' value will be undefined. jshint(W040) */ + attributes = 'id="' + String(this.args[0]).trim() + '"'; return '<' + htag + ' ' + attributes + '>' + payload + '</' + htag + '>'; } @@ -4995,7 +5018,7 @@ App.UI.slaveSummaryList = function (passageName) { const _slaveName = SlaveFullName(_Slave); - let _tableCount = 0; /** FIXME: '_tableCount' is declared but its value is never read.ts(6133) */ + let _tableCount = 0; let slaveImagePrinted = (V.seeImages === 1) && (V.seeSummaryImages === 1); res.push('<div id="slave_' + _Slave.ID + '" style="clear:both">'); @@ -5004,7 +5027,7 @@ App.UI.slaveSummaryList = function (passageName) { case "Main": if ((_Slave.choosesOwnClothes === 1) && (_Slave.clothes === "choosing her own clothes")) { const _oldDevotion = _Slave.devotion; - const _chosenClothes = saChoosesOwnClothes(_Slave); /** FIXME: '_chosenClothes' is declared but its value is never read.ts(6133) */ + const _chosenClothes = saChoosesOwnClothes(_Slave); slaves[_ssi].devotion = _oldDevotion; _Slave = slaves[_ssi]; /* restore devotion value so repeatedly changing clothes isn't an exploit */ } @@ -5013,7 +5036,7 @@ App.UI.slaveSummaryList = function (passageName) { else if ("recruit girls" === _Slave.assignment) res.push('<strong>@@.lightcoral;RC@@</strong> '); else if ("guard you" === _Slave.assignment) res.push('<strong>@@.lightcoral;BG@@</strong> '); - if (Array.isArray(V.personalAttention) && V.personalAttention.findIndex(s => s.ID === _Slave.ID) !== -1) /** FIXME: Functions declared within loops referencing an outer scoped variable may lead to confusing semantics. (_Slave) jshint(W083) */ + if (Array.isArray(V.personalAttention) && V.personalAttention.findIndex(s => s.ID === _Slave.ID) !== -1) { res.push('<strong>@@.lightcoral; PA@@</strong> '); } diff --git a/src/js/vignettes.js b/src/js/vignettes.js index b47ce02d1263405100c776bfb233763ed79d0ad7..bc39f1dc80b58204232b5430cec176f8530eafbd 100644 --- a/src/js/vignettes.js +++ b/src/js/vignettes.js @@ -3580,7 +3580,7 @@ window.GetVignette = /** @param {App.Entity.SlaveState} slave */ function GetVig type: "trust", effect: -1 }); - if (V.canines.length > 0) { + if ((V.canines.length > 0) && (slave.amp === 0)) { vignettes.push({ text: `an over-excited dog left scratch marks on ${his} legs,`, type: "health", @@ -3603,7 +3603,7 @@ window.GetVignette = /** @param {App.Entity.SlaveState} slave */ function GetVig } } else { vignettes.push({ - text: `TODO: add a vignette here`, + text: `${he} worked extra hard, and managed to sell extra produce,`, type: "cash", effect: 1, }); diff --git a/src/js/walkPastJS.js b/src/js/walkPastJS.js index ca56e19c2cee92cb7f1c22b3b2a073a088c65ffc..3179d7fd04af28ad9a68c0492f63f046a5687940 100644 --- a/src/js/walkPastJS.js +++ b/src/js/walkPastJS.js @@ -2607,3 +2607,308 @@ window.buttWatch = function(slave) { } return t; }; + +window.anusWatch = function(slave) { + + /* will be moved up once this becomes a single, contained function. */ + let t = ""; + let V = State.variables; + + let pronouns = getPronouns(slave); + let he = pronouns.pronoun, him = pronouns.object, his = pronouns.possessive, hers = pronouns.possessivePronoun, himself = pronouns.objectReflexive, boy = pronouns.noun; + let He = capFirstChar(he), His = capFirstChar(his); + + V.target = "FAnus"; + + t += `<<AnusDescription>>`; + if (slave.chastityAnus == 0) { + t += ` `; + switch (slave.clothes) { + case "a Fuckdoll suit": + t += `${His} suit is expressly designed to encourage use of ${his} rear hole.`; + break; + case "uncomfortable straps": + t += `The ring over ${his} asshole beckons.`; + break; + case "shibari ropes": + t += `The rope between ${his} buttocks presses lewdly against ${his} anus as ${he} moves.`; + break; + case "restrictive latex": + t += `As one of the only islands in the sea of black latex, ${his} asshole is eye catching.`; + break; + case "a fallen nuns habit": + t += `${His} slutty nun outfit leaves ${his} butthole bare and available for anal sin.`; + break; + case "a chattel habit": + t += `${His} chattel habit covers ${his} anus with a strip of cloth, but it's designed to be lifted readily.`; + break; + case "a penitent nuns habit": + t += `${His} habit chafes ${his} rear end so cruelly that it would probably be a relief to ${him} to have it pulled up for a rough buttfuck.`; + break; + case "attractive lingerie": + if (alave.anus > 1 && slave.amp === 1) { + t += `${His} pretty g-string frequently fails to cover ${his} big butthole.`; + break; + } else if (slave.anus > 1) { + t += `As ${he} moves, ${his} pretty g-string frequently fails to cover ${his} big butthole.`; + break; + } else { + t += `As ${he} moves, ${his} pretty g-string draws your attention to ${his} ass.`; + } + break; + case "a succubus outfit": + t += `${His} succubus outfit's tail holds ${his} skirt up high in back, inviting a damning buttfuck.`; + break; + case "a nice maid outfit": + t += `${His} long maid's skirt will have to be gotten out of the way to permit access to ${his} ass.`; + break; + case "a slutty maid outfit": + t += `${His} short maid's skirt can be lifted to reveal ${his} bare buttocks.`; + break; + case "a slutty nurse outfit": + t += `${His} tight skirt flatters ${his} ass as ${he} moves.`; + break; + case "a schoolgirl outfit": + if (slave.anus === 0) { + t += `This schoolgirl clearly needs to lose ${his} anal virginity.`; + } else if (slave.vagina === 0) { + t += `This schoolgirl clearly takes it up the ass; that way, ${he} can remain a virgin, and be, like, totally pure and innocent.`; + } else { + t += `This schoolgirl clearly takes it up the ass.`; + } + break; + case "a kimono": + t += ` While ${his} kimono may demurely cover ${his} behind, you know ${his} asshole is bare under it.`; + break; + case "attractive lingerie for a pregnant woman": + t += `${His} silken panties are just begging to be torn off.`; + break; + case "a maternity dress": + t += `${His} dress could easily be slide up over ${his} butt to expose ${his} backdoor.`; + break; + case "stretch pants and a crop-top": + t += `${He} can easily be pantsed to reveal ${his} bare buttocks.`; + break; + case "a hijab and abaya": + case "a niqab and abaya": + t += `While ${his} abaya totally covers ${his} behind, it can be easily lifted to reveal ${his} asshole.`; + break; + case "a klan robe": + t += `While ${his} robe totally covers ${his} behind, it can be lifted to reveal ${his} asshole.`; + break; + case "a burqa": + t += `While ${his} burqa totally covers ${his} behind, it can be lifted to reveal ${his} asshole.`; + break; + case "an oversized t-shirt": + t += `${His} t-shirt may be oversized, but it does little to hide ${his} asshole.`; + break; + case "a tube top and thong": + case "a thong": + case "a t-shirt and thong": + if (alave.anus > 1 && slave.amp === 1) { + t += `${His} thong frequently fails to cover ${his} big butthole.`; + break; + } else if (slave.anus > 1) { + t += `As ${he} moves, ${his} thong frequently fails to cover ${his} big butthole.`; + break; + } else { + t += `As ${he} moves, ${his} thong draws your attention to ${his} ass.`; + } + break; + case "a bra": + case "a button-up shirt": + case "a sweater": + case "a tank-top": + case "a tube top": + case "a striped bra": + case "a slutty klan robe": + case "a sports bra": + case "a t-shirt": + t += `${His} outfit exposes ${his} bare butt and vulnerable asshole.`; + break; + case "an oversized t-shirt and boyshorts": + case "boyshorts": + t += `${His} boyshorts are tight enough to give hints of ${his} asshole.`; + break; + case "a button-up shirt and panties": + case "a sweater and panties": + case "a tank-top and panties": + case "panties": + case "a t-shirt and panties": + case "panties and pasties": + case "striped underwear": + t += `${His} tightly clinging panties can be pulled aside to reveal ${his} asshole.`; + break; + case "cutoffs": + case "sport shorts and a t-shirt": + case "sport shorts": + case "a sweater and cutoffs": + case "sport shorts and a sports bra": + t += `${His} shorts are practically begging to be pulled down to reveal ${his} naked butthole.`; + break; + case "a police uniform": + case "a t-shirt and jeans": + case "leather pants": + case "jeans": + case "leather pants and a tube top": + case "leather pants and pasties": + t += `${His} pants are practically begging to be pulled down to reveal ${his} naked butthole.`; + break; + case "a nice pony outfit": + case "a slutty pony outfit": + t += `${His} leather outfit is practically sculpted to fit ${his} ass, though would need to be undone to reach ${his} butthole.`; + break; + case "a skimpy loincloth": + t += `${His} loincloth gives hints of ${his} bare ass and asshole beneath it.`; + break; + case "a gothic lolita dress": + t += `${His} dress can be lifted easily to reveal ${his} asshole.`; + break; + case "a hanbok": + t += `${His} hanbok can be lifted easily to reveal ${his} asshole.`; + break; + case "a one-piece swimsuit": + t += `${His} swimsuit tightly clings to ${his} rear, but `; + if (slave.butt > 3) { + t += `${his} butt is too large to easily pull it aside and reach ${his} asshole.`; + } else { + t += `can be easily pulled aside to reveal ${his} asshole.`; + } + break; + case "a burkini": + t += `${His} burkini modestly covers ${his} rear.`; + break; + case "a hijab and blouse": + t += `${His} modest skirt can be easily lifted to reveal ${his} asshole.`; + break; + case "battledress": + t += `${His} fatigue trousers are not particularly flattering to ${his} butt but could be pulled down easily enough.`; + break; + case "a monokini": + t += `The bottom of ${his} monokini is practically sculpted to fit ${his} ass.`; + break; + case "a cybersuit": + t += `As ${his} buttocks work naturally with ${his} movement, ${his} tight bodysuit gives hints of ${his} asshole.`; + break; + case "a string bikini": + if (slave.anus > 1) { + t += `As ${he} moves, ${his} big butthole is clearly visible behind ${his} tiny g-string.`; + } else { + t += `As ${he} moves, ${his} tiny g-string draws your attention to ${his} ass.`; + } + break; + case "a scalemail bikini": + t += `${His} scalemail bottom draws attention to ${his} ass cheeks, while concealing ${his} rear hole.`; + break; + case "striped panties": + t += `${His} cute panties draw attention to ${his} ass cheeks, while concealing ${his} rear hole.`; + break; + case "clubslut netting": + t += `As ${he} moves, the hole in ${his} netting right over ${his} butthole looks inviting.`; + break; + case "a cheerleader outfit": + t += `As ${he} moves, ${his} short pleated cheerleader skirt shows off ${his} butt.`; + break; + case "cutoffs and a t-shirt": + t += `As ${he} moves, ${his} tight cutoffs flatter ${his} butt.`; + break; + case "spats and a tank top": + t += `${His} spats show off every curve of ${his} ass.`; + break; + case "a slutty outfit": + t += `For today's slutty outfit ${he}'s chosen `; + if (slave.butt > 5) { + t += `a leather skirt with zippers that permit ready access to ${his} butt.`; + } else { + t += `fishnets with a hole cut over ${his} asshole so ${he} can be sodomized without removing or damaging ${his} clothing.`; + } + break; + case "a slave gown": + t += `${His} gorgeous dress leaves little to the imagination; there's little doubt ${his} butt is bare beneath it.`; + break; + case "a halter top dress": + t += `${His} dress should slide up over ${his} butt to reveal ${his} backdoor.`; + break; + case "a ball gown": + t += `${His} ballgown and its petticoats could easily be flipped up to bare ${his} butt.`; + break; + case "slutty business attire": + t += `${His} short skirt will easily slide up to bare ${his} asshole.`; + break; + case "nice business attire": + t += `${His} conservative skirt can be slid up over ${his} hips to bare ${his} butthole.`; + break; + case "a comfortable bodysuit": + t += `${His} bodysuit demands attention for ${his} tightly clad backdoor.`; + break; + case "a latex catsuit": + t += `${His} latex catsuit's crotch zipper offers ready access to ${his} backdoor.`; + break; + case "a military uniform": + t += `${His} uniform skirt can be slid up over ${his} hips to bare ${his} butthole.`; + break; + case "a schutzstaffel uniform": + t += `${His} uniform's trousers can be easily slid down to expose ${his} butthole.`; + break; + case "a slutty schutzstaffel uniform": + t += `${His} uniform miniskirt can be easily slid up over ${his} hips to bare ${his} butthole.`; + break; + case "a red army uniform": + t += `${His} uniform skirt can be slid up over ${his} hips to bare ${his} butthole.`; + break; + case "a long qipao": + t += `${His} dress can be slid up over ${his} hips to bare ${his} butthole.`; + break; + case "battlearmor": + t += `${His} armor demands attention for ${his} tightly clad backdoor.`; + break; + case "a mounty outfit": + t += `${His} uniform slacks can be slipped off ${his} hips to bare ${his} butthole.`; + break; + case "a dirndl": + t += `${His} dress can be easily lifted to access ${his} bare ass.`; + break; + case "lederhosen": + t += `${His} tight shorts can be slipped off ${his} hips to bare ${his} butthole.`; + break; + case "a biyelgee costume": + t += `${His} costume can be easily lifted to access ${his} naked butt.`; + break; + case "a nice nurse outfit": + t += `${His} nurse's trousers can be easily slid down to expose ${his} butthole.`; + break; + case "a mini dress": + t += `${His} mini dress can be easily slid up to expose ${his} butthole.`; + break; + case "an apron": + t += `${His} apron leaves ${his} asshole completely exposed.`; + break; + case "a leotard": + t += `As ${his} buttocks work naturally with ${his} movement, ${his} tight leotard gives hints of ${his} asshole.`; + break; + case "a bunny outfit": + t += `${His} fluffy white cottontail draws attention to ${his} butt, inevitably bringing anal to mind.`; + break; + case "harem gauze": + t += `${His} ass is clearly visible through the thin gauze that covers it.`; + break; + case "a toga": + t += `${His} toga is so transparent it can't hide ${his} asscrack, which looks very seductive.`; + break; + case "a huipil": + t += `${His} huipil can be easily lifted to access ${his} naked butt.`; + break; + case "slutty jewelry": + t += `${His} belt of light chain threatens to dip into ${his} asscrack with each step.`; + break; + default: + if (slave.chastityVagina) { + t += `${His} chastity belt leaves ${his} ass available.`; + } else { + t += `You run your eye over ${his} naked ass.`; + } + } + } + + return t; +}; diff --git a/src/uncategorized/endWeek.tw b/src/uncategorized/endWeek.tw index c6909755b9a052142dc52a5af79182b0e6337f27..256a00f8a76833581097622b605f1431a88e665f 100644 --- a/src/uncategorized/endWeek.tw +++ b/src/uncategorized/endWeek.tw @@ -27,6 +27,20 @@ <<set $penetrativeUseWeight++>> <</if>> +<<run $slaves.forEach(function(s) { + const V = State.variables; + if (s.inflationMethod == 1 || s.inflationMethod == 2) { + if (s.inflationType == "milk") { + V.inflatedSlavesMilk++; + } else if (s.inflationType == "cum") { + V.inflatedSlavesCum++; + } + } + if (s.assignment == "be a subordinate slave" && s.subTarget == 0) { + V.subSlaves++; + } +})>> +/* <<for _i = 0; _i < $slaves.length; _i++>> <<if $slaves[_i].inflationMethod == 1 || $slaves[_i].inflationMethod == 2>> <<if $slaves[_i].inflationType == "milk">> @@ -39,6 +53,7 @@ <<set $subSlaves++>> <</if>> <</for>> +*/ <<if $organs.length > 0>> <<for _i = 0; _i < $organs.length; _i++>> @@ -115,19 +130,20 @@ <<set $TSS.schoolSale = 0, $GRI.schoolSale = 0, $SCP.schoolSale = 0, $LDE.schoolSale = 0, $TGA.schoolSale = 0, $HA.schoolSale = 0, $TFS.schoolSale = 0, $TCR.schoolSale = 0, $independenceDay = 0, $showEncyclopedia = 0, $racialVarieties = [], $shelterGirlsIDs = [], $oldWeek = $week, $cashLastWeek = $cash, $repLastWeek = $rep, $foodLastWeek = $food>> <<if $foodMarket > 0>> - <<for _f = 0; _f < $slaves.length; _f++>> - <<if $slaves[_f].diet == "restricted">> - <<set $foodConsumption += 1.8>> - <<elseif $slaves[_f].diet == "slimming">> - <<set $foodConsumption += 1.9>> - <<elseif $slaves[_f].diet == "muscle building">> - <<set $foodConsumption += 2.1>> - <<elseif $slaves[_f].diet == "fattening">> - <<set $foodConsumption += 2.2>> - <<else>> - <<set $foodConsumption += 2>> - <</if>> - <</for>> + <<run $slaves.forEach(function(s) { + const V = State.variables; + if (s.diet == "restricted") { + V.foodConsumption += 1.8; + } else if (s.diet == "slimming") { + V.foodConsumption += 1.9; + } else if (s.diet == "muscle building") { + V.foodConsumption += 2.1; + } else if (s.diet == "fattening") { + V.foodConsumption += 2.2; + } else { + V.foodConsumption += 2; + } + })>> <<set $food -= $foodConsumption>> <<if $food < 0>> diff --git a/src/uncategorized/longSlaveDescription.tw b/src/uncategorized/longSlaveDescription.tw index 6f19d35da2490cc35dde221daa0929b35a17b12f..b8bad58b19e7778f30e9cccb281c6234bc5b54ae 100644 --- a/src/uncategorized/longSlaveDescription.tw +++ b/src/uncategorized/longSlaveDescription.tw @@ -1897,7 +1897,7 @@ $He is $He has plump arms with <<elseif $activeSlave.weight > 97>> $He has chubby arms with - <<else>> + <<elseif $activeSlave.muscles > 5>> $He has normal arms with <</if>> <<if $activeSlave.muscles > 95>> @@ -1907,7 +1907,7 @@ $He is <<elseif $activeSlave.muscles > 5>> toned muscles<<if $activeSlave.weight > 30>> hidden beneath $his soft flesh<</if>>. <<else>> - little muscle to them. + /*little muscle to them.*/ <</if>> <</if>> @@ -1943,7 +1943,7 @@ $He is $He has fat legs with thick, soft thighs and <<elseif $activeSlave.weight > 95>> $He has normal legs with thick, soft thighs and - <<else>> + <<elseif $activeSlave.muscles > 5>> $He has relatively normal legs and thighs with <</if>> <<if $activeSlave.muscles > 95>> @@ -1953,7 +1953,7 @@ $He is <<elseif $activeSlave.muscles > 5>> toned muscles<<if $activeSlave.weight > 30>> hidden beneath $his soft flab<</if>>. <<else>> - barely any muscle in them. + /*barely any muscle in them.*/ <</if>> <</if>> diff --git a/src/uncategorized/nextWeek.tw b/src/uncategorized/nextWeek.tw index 384210fe9d8b5e6897569aa80fb08b4f96223e6b..d03f730accdf303047527ae01b7532970c05313d 100644 --- a/src/uncategorized/nextWeek.tw +++ b/src/uncategorized/nextWeek.tw @@ -384,7 +384,7 @@ /% These are variables that either should be made into _temp vars or should be Zeroed out once done with them instead of here. This can also interfere with debugging or hide NaN's as zeroing things out would clear a NaN. Also could stop from NaN's getting worse? %/ /% Integer and float variables. No real need to zero them out but doesn't hurt to have them in a known state, though this might mask variables NaN'ing out. Takes up the least amount of Memory besides a "" string. %/ <<set $i = 0, $j = 0, $x = 0, $r = 0, $opinion = 0, $influenceBonus = 0, $averageProsperity = 0, $beauty = 0, $beautyMultiplier = 0, $FResult = 0, $groomSlave = -1, $brideSlave = -1, $mother = -1, $daughter = -1, $devMother = -1, $devDaughter = -1, $alphaTwin = -1, $betaTwin = -1, $youngerSister = -1, $olderSister = -1, $recruiterSlave = -1>> -<<set $boobsID = -1, $boobsInterestTargetID = -1, $buttslutID = -1, $buttslutInterestTargetID = -1, $cumslutID = -1, $cumslutInterestTargetID = -1, $humiliationID = -1, $humiliationInterestTargetID = -1, $sadistID = -1, $sadistInterestTargetID = -1, $masochistID = -1, $masochistInterestTargetID = -1, $domID = -1, $dominantInterestID = -1, $subID = -1, $submissiveInterestTargetID = -1>> +<<set $boobsID = -1, $boobsInterestTargetID = -1, $buttslutID = -1, $buttslutInterestTargetID = -1, $cumslutID = -1, $cumslutInterestTargetID = -1, $humiliationID = -1, $humiliationInterestTargetID = -1, $sadistID = -1, $sadistInterestTargetID = -1, $masochistID = -1, $masochistInterestTargetID = -1, $domID = -1, $dominantInterestTargetID = -1, $subID = -1, $submissiveInterestTargetID = -1>> /% Other arrays %/ <<set $events = [], $RESSevent = [], $RESSTRevent = [], $RETSevent = [], $RECIevent = [], $RecETSevent = [], $REFIevent = [], $REFSevent = [], $PESSevent = [], $PETSevent = [], $FSAcquisitionEvents = [], $FSNonconformistEvents = [], $qualifiedNicknames = [], $REAnalCowgirlSubIDs = [], $REButtholeCheckinIDs = [], $recruit = [], $RETasteTestSubIDs = [], $devotedSlaves = [], $rebelSlaves = [], $REBoobCollisionSubIDs = [], $REIfYouEnjoyItSubIDs = [], $RESadisticDescriptionSubIDs = [], $REShowerForceSubIDs = [], $RESimpleAssaultIDs = [], $RECockmilkInterceptionIDs = [], $REInterslaveBeggingIDs = [], $bedSlaves = [], $qualifiedFS = [], $eligibleSlaves = [], $slavesInLine = []>> diff --git a/src/uncategorized/randomIndividualEvent.tw b/src/uncategorized/randomIndividualEvent.tw index 3060c064d3a0f9684307f9154b67c65d89e69d07..82bdd1fdd28db77d2e1e4d8a1e45d7c6d4d46612 100644 --- a/src/uncategorized/randomIndividualEvent.tw +++ b/src/uncategorized/randomIndividualEvent.tw @@ -4,6 +4,10 @@ <<if $eventSlave == 0>> <<if $cheatMode == 1>> <<set $nextButton = "Refresh", $nextLink = "Random Individual Event", $returnTo = "Random Individual Event">> + + <<link "Skip week-end events" "Next Week">><</link>> + <br><br> + ''One of the following eligible slaves would have been selected for an individual random event:'' <br> <<for $i = 0; $i < $eligibleSlaves.length; $i++>> diff --git a/src/uncategorized/randomNonindividualEvent.tw b/src/uncategorized/randomNonindividualEvent.tw index 20e8a6ebf526c0e6728d4e1b7681920f8ceefe67..d85afc345baa3747d54ca7dab343582f0c0bf9ab 100644 --- a/src/uncategorized/randomNonindividualEvent.tw +++ b/src/uncategorized/randomNonindividualEvent.tw @@ -5,6 +5,10 @@ <<set $eventSlave = $slaves.random()>> <<if $cheatMode == 1>> <<set $nextButton = "Refresh", $nextLink = "Random Nonindividual Event", $returnTo = "Random Nonindividual Event">> + + <<link "Skip week-end events" "Next Week">><</link>> + <br><br> + ''Any one of your slaves would have been selected for a random non-individual event:'' <br> <<for $i = 0; $i < $slaves.length; $i++>> diff --git a/src/uncategorized/rieEligibilityCheck.tw b/src/uncategorized/rieEligibilityCheck.tw index c4a1ea04810ecc16f6173310487155ebb8df0328..238d270059c1ed7671d5d375fd07c0990e0cc94d 100644 --- a/src/uncategorized/rieEligibilityCheck.tw +++ b/src/uncategorized/rieEligibilityCheck.tw @@ -1,5 +1,7 @@ :: RIE Eligibility Check +<<link "Skip week-end events" "Next Week">><</link>> + <<silently>> <<set $eventSlave = 0, $eligibleSlaves = []>> diff --git a/src/uncategorized/walkPast.tw b/src/uncategorized/walkPast.tw index 1c55bfbfaa7896c4280b6917727dfa3bfa444527..2c2cb1e2f651feb10343f1be83ce892ade791c54 100644 --- a/src/uncategorized/walkPast.tw +++ b/src/uncategorized/walkPast.tw @@ -2993,180 +2993,9 @@ <</if>> <<set $target = "FVagina">> <<elseif (_flag > 20)>> - <<AnusDescription>> - <<switch $activeSlave.clothes>> - <<case "a Fuckdoll suit">> - $His suit is expressly designed to encourage use of $his rear hole. - <<case "uncomfortable straps">> - The ring over $his asshole beckons. - <<case "shibari ropes">> - The rope between $his buttocks presses lewdly against $his anus as $he moves. - <<case "restrictive latex">> - As one of the only islands in the sea of black latex, $his asshole is eye catching. - <<case "a fallen nuns habit">> - $His slutty nun outfit leaves $his butthole bare and available for anal sin. - <<case "a chattel habit">> - $His chattel habit covers $his anus with a strip of cloth, but it's designed to be lifted readily. - <<case "a penitent nuns habit">> - $His habit chafes $his rear end so cruelly that it would probably be a relief to $him to have it pulled up for a rough buttfuck. - <<case "attractive lingerie">> - <<if ($activeSlave.anus > 1) && ($activeSlave.amp == 1)>> - $His pretty g-string frequently fails to cover $his big butthole. - <<elseif ($activeSlave.anus > 1)>> - As $he moves, $his pretty g-string frequently fails to cover $his big butthole. - <<else>> - As $he moves, $his pretty g-string draws your attention to $his ass. - <</if>> - <<case "a succubus outfit">> - $His succubus outfit's tail holds $his skirt up high in back, inviting a damning buttfuck. - <<case "a nice maid outfit">> - $His long maid's skirt will have to be gotten out of the way to permit access to $his ass. - <<case "a slutty maid outfit">> - $His short maid's skirt can be lifted to reveal $his bare buttocks. - <<case "a slutty nurse outfit">> - $His tight skirt flatters $his ass as $he moves. - <<case "a schoolgirl outfit">> - <<if $activeSlave.anus == 0>> - This schoolgirl clearly needs to lose $his anal virginity. - <<elseif $activeSlave.vagina == 0>> - This schoolgirl clearly takes it up the ass; that way, $he can remain a virgin, and be, like, totally pure and innocent. - <<else>> - This schoolgirl clearly takes it up the ass. - <</if>> - <<case "a kimono">> - <<if ($activeSlave.butt > 5)>> - $His kimono demurely covers $his behind, though it cannot conceal its massive shape. - <<else>> - $His kimono demurely covers $his behind. - <</if>> - <<case "attractive lingerie for a pregnant woman">> - $His silken panties are just begging to be torn off. - <<case "a maternity dress">> - <<if $activeSlave.butt > 5>> - $His dress covers $his behind, though it cannot conceal its massive size. - <<else>> - $His dress demurely covers $his behind. - <</if>> - <<case "stretch pants and a crop-top">> - $He can easily be pantsed to reveal $his bare buttocks. - <<case "a hijab and abaya" "a niqab and abaya">> - While $his abaya totally covers $his behind, it can be easily lifted to reveal $his asshole. - <<case "a klan robe">> - While $his robe totally covers $his behind, it can be lifted to reveal $his asshole. - <<case "a burqa">> - While $his burqa totally covers $his behind, it can be lifted to reveal $his asshole. - <<case "a tube top and thong" "a bra" "a button-up shirt" "a sweater" "a tank-top" "a thong" "a tube top" "a striped bra" "a slutty klan robe" "a sports bra" "a t-shirt" "a t-shirt and thong" "an oversized t-shirt">> - $His clothing leaves $his butt bare, with easy access to $his asshole. - <<case "a button-up shirt and panties" "a sweater and panties" "a tank-top and panties" "an oversized t-shirt and boyshorts" "boyshorts" "panties" "a t-shirt and panties" "panties and pasties" "striped underwear">> - $His tightly clinging panties can be pulled aside to reveal $his asshole. - <<case "cutoffs" "sport shorts and a t-shirt" "sport shorts" "a sweater and cutoffs" "sport shorts and a sports bra">> - $His shorts are practically sculpted to fit $his ass. - <<case "a police uniform" "a t-shirt and jeans" "leather pants" "jeans" "leather pants and a tube top" "leather pants and pasties">> - $His pants are practically sculpted to fit $his ass. - <<case "a nice pony outfit" "a slutty pony outfit">> - $His leather outfit is practically sculpted to fit $his ass. - <<case "a skimpy loincloth">> - $his loincloth gives hints of $his bare ass and asshole beneath it. - <<case "a gothic lolita dress">> - $His dress can be lifted easily to reveal $his asshole. - <<case "a hanbok">> - $His hanbok can be lifted easily to reveal $his asshole. - <<case "a one-piece swimsuit">> - $His swimsuit tightly clings to $his rear, but can be easily pulled aside to reveal $his asshole. - <<case "a burkini">> - $His burkini modestly covers $his rear. - <<case "a hijab and blouse">> - $His modest skirt can be easily lifted to reveal $his asshole. - <<case "battledress">> - $His fatigue trousers are not particularly flattering to $his butt. - <<case "a monokini">> - The bottom of $his monokini is practically sculpted to fit $his ass. - <<case "a cybersuit">> - As $his buttocks work naturally with $his movement, $his tight bodysuit gives hints of $his asshole. - <<case "a string bikini">> - <<if ($activeSlave.anus > 1)>> - As $he moves, $his big butthole is clearly visible behind $his tiny g-string. - <<else>> - As $he moves, $his tiny g-string draws your attention to $his ass. - <</if>> - <<case "a scalemail bikini">> - $His scalemail bottom draws attention to $his ass cheeks, while concealing $his rear hole. - <<case "striped panties">> - $His cute panties draw attention to $his ass cheeks, while concealing $his rear hole. - <<case "clubslut netting">> - As $he moves, the hole in $his netting right over $his butthole looks inviting. - <<case "a cheerleader outfit">> - As $he moves, $his short pleated cheerleader skirt shows off $his butt. - <<case "cutoffs and a t-shirt">> - As $he moves, $his tight cutoffs flatter $his butt. - <<case "spats and a tank top">> - $His spats show off every curve of $his ass. - <<case "a slutty outfit">> - <<if ($activeSlave.butt > 5)>> - For today's slutty outfit $he's chosen a leather skirt with zippers that permit ready access to $his butt. - <<else>> - For today's slutty outfit $he's chosen fishnets with a hole cut over $his asshole so $he can be sodomized without removing or damaging $his clothing. - <</if>> - <<case "a slave gown">> - $His gorgeous dress leaves little to the imagination; there's little doubt $his butt is bare beneath it. - <<case "a halter top dress">> - $His dress should slide up over $his butt to reveal $his backdoor. - <<case "a ball gown">> - $His ballgown and its petticoats could easily be flipped up to bare $his butt. - <<case "slutty business attire">> - $His short skirt will easily slide up to bare $his asshole. - <<case "nice business attire">> - $His conservative skirt can be slid up over $his hips to bare $his butthole. - <<case "a comfortable bodysuit">> - $His bodysuit demands attention for $his tightly clad backdoor. - <<case "a latex catsuit">> - $His latex catsuit's crotch zipper offer ready access to $his backdoor. - <<case "a military uniform">> - $His uniform skirt can be slid up over $his hips to bare $his butthole. - <<case "a schutzstaffel uniform">> - $His uniform's trousers can be easily slid down to expose $his butthole. - <<case "a slutty schutzstaffel uniform">> - $His uniform miniskirt can be easily slid up over $his hips to bare $his butthole. - <<case "a red army uniform">> - $His uniform skirt can be slid up over $his hips to bare $his butthole. - <<case "a long qipao">> - $His dress can be slid up over $his hips to bare $his butthole. - <<case "battlearmor">> - $His armor demands attention for $his tightly clad backdoor. - <<case "a mounty outfit">> - $His uniform slacks can be slipped off $his hips to bare $his butthole. - <<case "a dirndl">> - $His dress can be easily lifted to access $his bare ass. - <<case "lederhosen">> - $His tight shorts can be slipped off $his hips to bare $his butthole. - <<case "a biyelgee costume">> - $His costume can be easily lifted to access $his naked butt. - <<case "a nice nurse outfit">> - $His nurse's trousers can be easily slid down to expose $his butthole. - <<case "a mini dress">> - $His mini dress can be easily slid up to expose $his butthole. - <<case "an apron">> - $His apron leaves $his asshole completely exposed. - <<case "a leotard">> - As $his buttocks work naturally with $his movement, $his tight leotard gives hints of $his asshole. - <<case "a bunny outfit">> - $His fluffy white cottontail draws attention to $his butt, inevitably bringing anal to mind. - <<case "harem gauze">> - $His ass is clearly visible through the thin gauze that covers it. - <<case "a toga">> - $His toga is so transparent it can't hide $his asscrack, which looks very seductive. - <<case "a huipil">> - $His huipil can be easily lifted to access $his naked butt. - <<case "slutty jewelry">> - $His belt of light chain threatens to dip into $his asscrack with each step. - <<default>> - <<if ($activeSlave.chastityVagina)>> - $His chastity belt leaves $his ass available. - <<else>> - You run your eye over $his naked ass. - <</if>> - <</switch>> - <<set $target = "FAnus">> + + <<= anusWatch($activeSlave)>> + <<elseif (_flag > 0)>> <<faceDescription>> <<mouthDescription>> diff --git a/src/utility/descriptionWidgetsFlesh.tw b/src/utility/descriptionWidgetsFlesh.tw index d7d9eaa468a5b791fd4b094c9b2a82ca245bd7e0..b4f18b0df437fb02eea2b1f3e1dbc5b548c78aab 100644 --- a/src/utility/descriptionWidgetsFlesh.tw +++ b/src/utility/descriptionWidgetsFlesh.tw @@ -5389,7 +5389,7 @@ $He's got a <</if>> <<elseif $activeSlave.earShape == "damaged">> $His outer ears have been severely damaged. -<<elseif $activeSlave.earShape == "normal" && $activeSlave.earT>> /* Ears are expected, so lets only mention them if we have two sets */ +<<elseif $activeSlave.earShape == "normal" && $activeSlave.earT != "none">> /* Ears are expected, so lets only mention them if we have two sets */ $He has perfectly ordinary ears. <<elseif $activeSlave.earShape == "robot">> $He has high tech cyber-ears that could be mistaken for headphones. /*not yet implemented*/