diff --git a/src/SecExp/attackGenerator.tw b/src/SecExp/attackGenerator.tw index 8959d040ad045747bcd2e128b5dd9a23fdef2d88..e0dbaee167e08d64309ba38a19e7f88ff8f4f108 100644 --- a/src/SecExp/attackGenerator.tw +++ b/src/SecExp/attackGenerator.tw @@ -234,7 +234,7 @@ <<if ($week >= 120 && $attackType != "none") || ($forceMajorBattle == 1 && $foughtThisWeek == 0)>> <<if random(1,100) >= 50 || $forceMajorBattle == 1>> <<set $majorBattle = 1>> - <<if $SF.Active === 1 && $SFMODToggle === 1>> + <<if $SF.Active === 1 && $SF.Toggle === 1>> <<set $attackTroops = Math.trunc($attackTroops * random(4,6) * $majorBattleMult)>> <<set $attackEquip = either(3,4)>> <<else>> diff --git a/src/SecExp/attackHandler.tw b/src/SecExp/attackHandler.tw index efc07091596346e197f917d3911528c13971a135..f3e901a8155d2be2e73b9bb53460349799d52672 100644 --- a/src/SecExp/attackHandler.tw +++ b/src/SecExp/attackHandler.tw @@ -97,22 +97,22 @@ <<set _enemyMod = 1.5>> <<set _SFMod = 1.5>> <<set _turns = $maxTurns * 2>> - <<if $SF.Active == 1 && $SFMODToggle == 1>> - <<if $Firebase >= 7>> + <<if $SF.Active == 1 && $SF.Toggle == 1>> + <<if $SF.Firebase >= 7>> <<set _atkMod += ($Firebase - 6) * 0.05>> <</if>> - <<if $GunS >= 1>> - <<set _defMod += $GunS * 0.05>> + <<if $SF.GunS >= 1>> + <<set _defMod += $SF.GunS * 0.05>> <</if>> - <<if $Satellite >= 11>> - <<set _atkMod += ($Satellite - 10) * 0.05>> + <<if $SF.Satellite >= 11>> + <<set _atkMod += ($SF.Satellite - 10) * 0.05>> <</if>> - <<if $GiantRobot >= 6>> - <<set _defMod += ($GiantRobot - 5) * 0.05>> + <<if SF.GiantRobot >= 6>> + <<set _defMod += (SF.GiantRobot - 5) * 0.05>> <</if>> - <<if $MissileSilo >= 1>> - <<set _atkMod += $MissileSilo * 0.05>> - <<set _defMod += $MissileSilo * 0.05>> + <<if SF.MissileSilo >= 1>> + <<set _atkMod += SF.MissileSilo * 0.05>> + <<set _defMod += SF.MissileSilo * 0.05>> <</if>> <</if>> <</if>> diff --git a/src/SecExp/attackOptions.tw b/src/SecExp/attackOptions.tw index ed9ea75494e08aa9f7fbecf5cc4f10efd7fd3713..8cf33ac27806d60f8030877aa5e3581ad2f881b5 100644 --- a/src/SecExp/attackOptions.tw +++ b/src/SecExp/attackOptions.tw @@ -247,7 +247,7 @@ __Battle Plan__: <<replace "#leader">><strong><<print _leader>></strong><</replace>> <</link>> <</if>> - <<if $SF.Active === 1 && $SFMODToggle === 1 && $SFTradeShow.CanAttend === -1>> + <<if $SF.Active === 1 && $SF.Toggle === 1 && $SFTradeShow.CanAttend === -1>> | <<link "Let The Colonel lead the troops">> <<set $leadingTroops = "colonel">> diff --git a/src/SecExp/attackReport.tw b/src/SecExp/attackReport.tw index f14fe01d89eaec3b044cf2471d913d4d6bf08a97..7704fd8ffe3f9e25cd8a92b824853b3e2503ca64 100644 --- a/src/SecExp/attackReport.tw +++ b/src/SecExp/attackReport.tw @@ -1421,23 +1421,23 @@ <br> <<include "unitsBattleReport">> - <<if $SFMODToggle === 1 && ($Firebase >= 7 || $GunS >= 1 || $Satellite >= 11 || $GiantRobot >= 6 || $MissileSilo >= 1)>> + <<if $SF.Toggle === 1 && ($Firebase >= 7 || $SF.GunS >= 1 || $SF.Satellite >= 11 || SF.GiantRobot >= 6 || SF.MissileSilo >= 1)>> /* SF upgrades effects */ <br> <br> <<if $Firebase >= 7>> The artillery pieces installed around the $SF.Lower firebase provided vital fire support to the troops in the field. <</if>> - <<if $GunS >= 1>> + <<if $SF.GunS >= 1>> The gunship gave our troops an undeniable advantage in recon capabilities, air superiority and fire support. <</if>> - <<if $Satellite >= 11>> - The $SF.Lower Satellite devastating power was employed with great efficiency against the enemy. + <<if $SF.Satellite >= 11>> + The $SF.Lower SF.Satellite devastating power was employed with great efficiency against the enemy. <</if>> - <<if $GiantRobot >= 6>> + <<if SF.GiantRobot >= 6>> The giant robot of the $SF.Lower proved to be a great boon to our troops, shielding many from the worst the enemy had to offer. <</if>> - <<if $MissileSilo >= 1>> + <<if SF.MissileSilo >= 1>> The missile silo exterminated many enemy soldiers even before the battle would begin. <</if>> <</if>> diff --git a/src/SecExp/edicts.tw b/src/SecExp/edicts.tw index fa8b706a95224a7cc8f1594b7d31629c248d55bd..685f5d663fec2b37c3500716501487a08a55fb36 100644 --- a/src/SecExp/edicts.tw +++ b/src/SecExp/edicts.tw @@ -44,7 +44,7 @@ [[Repeal|edicts][$subsidyChurch = 0, $edictsUpkeep -= 1000]] <</if>> -<<if $SFSupportLevel > 0 && $SFMODToggle === 1>> +<<if $SFSupportLevel > 0 && $SF.Toggle === 1>> <br><br>__Special Force:__ <<if $SFSupportLevel === 1>> <br>''Equipment provision:'' $SF.Lower is providing the security HQ with advanced equipment, boosting its efficiency. @@ -307,7 +307,7 @@ <</if>> <</if>> -<<if $SF.Active === 1 && $SFSupportLevel < 5 && $SFMODToggle === 1>> +<<if $SF.Active === 1 && $SFSupportLevel < 5 && $SF.Toggle === 1>> <br><br>__Special Force:__ <<if $SFSupportLevel == 0 && $reqHelots > 5>> <br>''Equipment provision:'' $SF.Lower will provide the security HQ with advanced equipment. diff --git a/src/SecExp/rebellionOptions.tw b/src/SecExp/rebellionOptions.tw index 7115193dd8b7899d587229e3edec9167167cfbd7..6829d6513b37c24d29509e16bc41baf3d269b33d 100644 --- a/src/SecExp/rebellionOptions.tw +++ b/src/SecExp/rebellionOptions.tw @@ -97,10 +97,10 @@ <</if>> <</if>> <</for>> - <<if $SF.Active === 1 && $SFMODToggle === 1>>and $SF.Lower, <<print commaNum(SFUnit.Troops)>> strong<</if>> + <<if $SF.Active === 1 && $SF.Toggle === 1>>and $SF.Lower, <<print commaNum(SFUnit.Troops)>> strong<</if>> are called to defend the arcology from this menace. <<else>> - <<if $arcologyUpgrade.drones == 1>>Your security drones<<if $SF.Active === 1 && $SFMODToggle === 1>>and $SF.Lower, <<print commaNum(SFUnit.Troops)>> strong<</if>><</if>> + <<if $arcologyUpgrade.drones == 1>>Your security drones<<if $SF.Active === 1 && $SF.Toggle === 1>>and $SF.Lower, <<print commaNum(SFUnit.Troops)>> strong<</if>><</if>> are called to defend the arcology from this menace. <</if>> <hr> @@ -192,10 +192,10 @@ <</if>> <</if>> <</for>> - <<if $SF.Active === 1 && $SFMODToggle === 1>>and $SF.Lower, <<print commaNum(SFUnit.Troops)>> strong<</if>> + <<if $SF.Active === 1 && $SF.Toggle === 1>>and $SF.Lower, <<print commaNum(SFUnit.Troops)>> strong<</if>> are called to defend the arcology from this menace. <<else>> - <<if $arcologyUpgrade.drones == 1>>Your security drones<<if $SF.Active === 1 && $SFMODToggle === 1>>and $SF.Lower, <<print commaNum(SFUnit.Troops)>> strong<</if>><</if>> + <<if $arcologyUpgrade.drones == 1>>Your security drones<<if $SF.Active === 1 && $SF.Toggle === 1>>and $SF.Lower, <<print commaNum(SFUnit.Troops)>> strong<</if>><</if>> are called to defend the arcology from this menace. <</if>> <hr> diff --git a/src/SecExp/securityReport.tw b/src/SecExp/securityReport.tw index 8ff589a30a9f2bf4794c82fa5267f1a60056e78a..c0eba35982278b24c9c0bed56b0b9374f03ea90e 100644 --- a/src/SecExp/securityReport.tw +++ b/src/SecExp/securityReport.tw @@ -252,7 +252,7 @@ <<if $militiaFounded == 1 || $activeUnits >= 1>> <br> <strong> Military</strong>: /* militia */ - <<if $SFMODToggle === 1 && $SF.Active === 1 && $SF.Units > 10>> + <<if $SF.Toggle === 1 && $SF.Active === 1 && $SF.Units > 10>> Having a powerful special force attracts a lot of citizens, hopeful that they may be able to fight along side it. <<set _recruits += random(0,(Math.round($SF.Units/10)))>> <</if>> @@ -404,7 +404,7 @@ <<if $crime > 60>> The powerful crime organizations that nested themselves in the arcology have an unending need for cheap guns for hire, many mercenaries flock to your free city in search of employment.<<set _newMercs += random(1,2)>> <</if>> - <<if $SFMODToggle === 1 && $SF.Active === 1 && $SF.Units > 10>> + <<if $SF.Toggle === 1 && $SF.Active === 1 && $SF.Units > 10>> Having a powerful special force attracts a lot of mercenaries, hopeful that they may be able to fight along side it. <<set _newMercs += random(0,Math.round($SF.Units/10))>> <</if>> diff --git a/src/SecExp/seeUnit.tw b/src/SecExp/seeUnit.tw index 20c4e44081369ff4f6007773a1329495e040307a..b879a94fc519631034ba4c5048a4c7c89b921d61 100644 --- a/src/SecExp/seeUnit.tw +++ b/src/SecExp/seeUnit.tw @@ -160,7 +160,7 @@ <<else>> <br>The unit has a medic detachment following it into battle, decreasing the number of casualties the unit suffers. <</if>> - <<if $SF.Active === 1 && $SFMODToggle === 1>> + <<if $SF.Active === 1 && $SF.Toggle === 1>> <<if $militiaUnits[$targetIndex].SF == 0>> <br> <<link "Attach Special Force advisors">> @@ -318,7 +318,7 @@ <<else>> <br>The unit has a medic detachment following it into battle, decreasing the number of casualties the unit suffers. <</if>> - <<if $SF.Active === 1 && $SFMODToggle === 1>> + <<if $SF.Active === 1 && $SF.Toggle === 1>> <<if $slaveUnits[$targetIndex].SF == 0>> <br> <<link "Attach Special Force advisors">> @@ -474,7 +474,7 @@ <<else>> <br>The unit has a medic detachment following it into battle, decreasing the number of casualties the unit suffers. <</if>> - <<if $SF.Active === 1 && $SFMODToggle === 1>> + <<if $SF.Active === 1 && $SF.Toggle === 1>> <<if $mercUnits[$targetIndex].SF == 0>> <br> <<link "Attach Special Force advisors">> diff --git a/src/SecExp/unitsBattleReport.tw b/src/SecExp/unitsBattleReport.tw index cbd2b641ac450a1230d76b4994a6221d4f89983f..a25db6df58b800b62598d41145c8804bb8a8824e 100644 --- a/src/SecExp/unitsBattleReport.tw +++ b/src/SecExp/unitsBattleReport.tw @@ -5,7 +5,7 @@ <br> Security Drones: no casualties. <</if>> - <<if $SFIntervention === 1 && $SFMODToggle === 1>> + <<if $SFIntervention === 1 && $SF.Toggle === 1>> <br> <<print SFUnit.Troops>> soldiers from $SF.Lower joined the battle: no casualties suffered. <</if>> @@ -56,7 +56,7 @@ /* if the losses are more than zero */ /* generates a list of randomized losses, from which each unit picks one at random */ <<set _losses = $losses>> - <<if $SFIntervention === 1 $SFMODToggle === 1>> + <<if $SFIntervention === 1 $SF.Toggle === 1>> <<set $deployedUnits++>> <</if>> <<set _averageLosses = Math.trunc(_losses / $deployedUnits)>> @@ -122,7 +122,7 @@ <</if>> <br> <</if>> - <<if $SFIntervention === 1 && $SFMODToggle === 1>> + <<if $SFIntervention === 1 && $SF.Toggle === 1>> <br> <<set _loss = _lossesList.pluck()>> <<set _loss = Math.clamp(_loss,0,SFUnit.Troops)>> diff --git a/src/SecExp/unitsRebellionReport.tw b/src/SecExp/unitsRebellionReport.tw index e6e0d85f0e93d5351c0dac8311b3cc5eaa0ef0cc..6bd4cda4a15160ff5f25c7f6889631512171aef0 100644 --- a/src/SecExp/unitsRebellionReport.tw +++ b/src/SecExp/unitsRebellionReport.tw @@ -8,7 +8,7 @@ <br> Security drones: no casualties suffered. <</if>> - <<if $SF.Active === 1 && $SFMODToggle === 1>> + <<if $SF.Active === 1 && $SF.Toggle === 1>> <br> $SF.Lower, <<print commaNum(SFUnit.Troops)>> strong, was called to join the battle: no casualties suffered. <</if>> @@ -346,7 +346,7 @@ The unit has very few operatives left, it risks complete annihilation if deployed again. <</if>> <</if>> - <<if $SF.Active === 1 && $SFMODToggle === 1>> + <<if $SF.Active === 1 && $SF.Toggle === 1>> <br> <br> <<set _loss = _lossesList.pluck()>> diff --git a/src/SecExp/weaponsManufacturing.tw b/src/SecExp/weaponsManufacturing.tw index 67750e35d2f6d3fdb4c6fb9abaa31a10d5fd11c7..d7fa6e0681362c11b2b87e6e431f7e9d1d00ccf9 100644 --- a/src/SecExp/weaponsManufacturing.tw +++ b/src/SecExp/weaponsManufacturing.tw @@ -322,7 +322,7 @@ __Upgrades__: <br>//Will take _time weeks, cost <<print cashFormat(120000*$HackingSkillMultiplier)>> and will increase the base hp and morale values of human troops.// <</if>> <br> - <<if $SF.Active === 1 && $SFMODToggle === 1>> + <<if $SF.Active === 1 && $SF.Toggle === 1>> <<if !$completedUpgrades.includes(6) && $weapLab >= 2 && $SFSupportLevel >= 2 && $Firebase >= 7>> <br> <<link "Develop combined training regimens with $SF.Lower">> @@ -336,7 +336,7 @@ __Upgrades__: <</link>> <br>//Will take _time weeks, and will increase the base attack and defense values of human troops.// <</if>> - <<if !$completedUpgrades.includes(7) && $weapLab >= 2 && $SFSupportLevel >= 4 && $SFDrugs >= 8>> + <<if !$completedUpgrades.includes(7) && $weapLab >= 2 && $SFSupportLevel >= 4 && $SF.Drugs >= 8>> <br> <<link "Develop a variant of the stimulant cocktail that $SF.Lower created">> <<set $currentUpgrade = { @@ -369,7 +369,7 @@ __Upgrades__: You fully upgraded your human troops. <<elseif $humanUpgrade.attack >= 2 || $humanUpgrade.hp >= 2 || $humanUpgrade.morale >= 20 || $humanUpgrade.defense >= 2>> You fully upgraded your human troops. - <<if ($humanUpgrade.attack < 4 || $humanUpgrade.hp < 4 || $humanUpgrade.morale < 40 || $humanUpgrade.defense < 4) && (($SFSupportLevel >= 2 && $Firebase >= 7) || ($SFSupportLevel >= 4 && $SFDrugs >= 8) || ($SFSupportLevel >= 5))>> + <<if ($humanUpgrade.attack < 4 || $humanUpgrade.hp < 4 || $humanUpgrade.morale < 40 || $humanUpgrade.defense < 4) && (($SFSupportLevel >= 2 && $Firebase >= 7) || ($SFSupportLevel >= 4 && $SF.Drugs >= 8) || ($SFSupportLevel >= 5))>> With support from $SF.Lower, however, we may be able to further upgrade our troops. <</if>> <<elseif $weapLab < 3>> diff --git a/src/SecExp/widgets/battleWidgets.tw b/src/SecExp/widgets/battleWidgets.tw index 523a1d7f8c4a480f08f79f14d06fd911cc8ec7c7..cf8f07d8ebd5c1b7b2f4133aa0f20b120df6cb32 100644 --- a/src/SecExp/widgets/battleWidgets.tw +++ b/src/SecExp/widgets/battleWidgets.tw @@ -3,14 +3,14 @@ <<widget "calcSFStatistics">> <<if $slaveRebellion != 1 || $citizenRebellion != 1>> /* atk, def */ - <<set _upgradesSum = $Armoury + $SFDrugs + $SFAirForce + $SFVehicles>> + <<set _upgradesSum = $SF.Armoury + $SF.Drugs + $SF.AirForce + $SF.Vehicles>> <<if !isInt(_upgradesSum)>> <<set _upgradesSum = random(10,15)>> <</if>> <<set $SFatk = Math.trunc(0.65 * _upgradesSum)>> <<set $SFdef = Math.trunc(0.40 * _upgradesSum)>> /* hp */ - <<set $carriableSoldiers = 125 * ($GunS + $SFVehicles)>> + <<set $carriableSoldiers = 125 * ($SF.GunS + $SF.Vehicles)>> <<if !isInt($carriableSoldiers)>> <<set $carriableSoldiers = SFUnit.Troops / 10>> <</if>> @@ -22,7 +22,7 @@ <</if>> <<else>> /* atk, def */ - <<set _upgradesSum = $Armoury + $SFDrugs + $SFAirForce + $SFVehicles>> + <<set _upgradesSum = $SF.Armoury + $SF.Drugs + $SF.AirForce + $SF.Vehicles>> <<if !isInt(_upgradesSum)>> <<set _upgradesSum = random(10,15)>> <</if>> diff --git a/src/events/intro/introSummary.tw b/src/events/intro/introSummary.tw index f87e82d0302bca7acb85145ef2a008d8975e24c3..96683cf8a36ab3a188b798d78e729c7a518e44ea 100644 --- a/src/events/intro/introSummary.tw +++ b/src/events/intro/introSummary.tw @@ -964,12 +964,12 @@ Currently __''Mods''__ <br>The Special Force Mod is -<<if $SFMODToggle === 1>> +<<if $SF.Toggle === 1>> ''enabled.'' -[[Disable|Intro Summary][$SFMODToggle = 0]] +[[Disable|Intro Summary][$SF.Toggle = 0]] <<else>> ''disabled.'' -[[Enable|Intro Summary][$SFMODToggle = 1]] +[[Enable|Intro Summary][$SF.Toggle = 1]] <</if>> <br> // This mod initially from anon1888 but expanded by SFanon offers a lategame special (initially, security but changed to Special in order to try and reduce confusion with crimeanon's separate Security Expansion mod) force, triggered around week 80. It is non-canon where it conflicts with canonical updates to the base game.// diff --git a/src/init/storyInit.tw b/src/init/storyInit.tw index 32872420b0ce0e83de71eafe20bc00134518a7f7..bc3f75824687d538f3c6924184bdeeba071fefbf 100644 --- a/src/init/storyInit.tw +++ b/src/init/storyInit.tw @@ -1265,7 +1265,7 @@ DairyRestraintsSetting($dairyRestraintsSetting) /* INCORPORATED MODS */ -/* Special Force Variables [SFVAR] */ <<set $SFMODToggle = 0>> +/* SFVAR */ <<set $SF.Toggle = 0>> /* Misc mod variables */ diff --git a/src/pregmod/JobFulfillmentCenter/JobFulfillmentCenterOrder.tw b/src/pregmod/JobFulfillmentCenter/JobFulfillmentCenterOrder.tw index 072a815c75f482062a0b1ff00de50000342c79b4..003d26c0da74768c72fa381a7a72c9022e914c05 100644 --- a/src/pregmod/JobFulfillmentCenter/JobFulfillmentCenterOrder.tw +++ b/src/pregmod/JobFulfillmentCenter/JobFulfillmentCenterOrder.tw @@ -11,7 +11,7 @@ <<link "Security">> <<replace "#JobType">> <br> - <<if $SFMODToggle == 1>> + <<if $SF.Toggle == 1>> <br>[[Lieutenant Colonel|JobFulfillmentCenterOrder][$JFCOrder = 1, $Role = "Lieutenant Colonel"]] <</if>> <br>[[Bodyguard|JobFulfillmentCenterOrder][$JFCOrder = 1, $Role = "Bodyguard"]] diff --git a/src/pregmod/SecForceEX/CheatEdit.tw b/src/pregmod/SecForceEX/CheatEdit.tw index 7a96b113179879f1d9572998872e4178cc693042..9a3e7e86d0636d245567b6935ff5f6a344359e61 100644 --- a/src/pregmod/SecForceEX/CheatEdit.tw +++ b/src/pregmod/SecForceEX/CheatEdit.tw @@ -1,29 +1,29 @@ :: CheatEdit [nobr] <<set $nextButton = "Back to $SF.Lower's firebase", $nextLink = "Firebase", $returnTo = "Firebase">> <<= Count()>>__Upgrades__: $SF.Units/_max -<br><br>''Firebase:'' <<textbox "$Firebase" $Firebase "CheatEdit">>/_FirebaseU -<br>''Armory:'' <<textbox "$Armoury" $Armoury "CheatEdit">>/_ArmouryU -<br>''Drug Lab:'' <<textbox "$SFDrugs" $SFDrugs "CheatEdit">>/_SFDrugsU -<br>''DroneBay:'' <<textbox "$SFDrones" $SFDrones "CheatEdit">>/_SFDronesU +<br><br>''Firebase:'' <<textbox "$SF.Firebase" $SF.Firebase "CheatEdit">>/_FirebaseU +<br>''Armory:'' <<textbox "$SF.Armoury" $SF.Armoury "CheatEdit">>/_SF.ArmouryU +<br>''Drug Lab:'' <<textbox "$SF.Drugs" $SF.Drugs "CheatEdit">>/_SF.DrugsU +<br>''DroneBay:'' <<textbox "$SF.Drones" $SF.Drones "CheatEdit">>/_SF.DronesU -<<if $Firebase >= 1>> <br><br>''Garage:'' - /*<br> ''Vehicles:'' <<textbox "$SFVehicles" $SFVehicles "CheatEdit">>/_SFVehiclesU*/ - <br> ''HeavyBattleTank:'' <<textbox "$HeavyBattleTank" $HeavyBattleTank "CheatEdit">>/_HeavyBattleTankU +<<if $SF.Firebase >= 1>> <br><br>''Garage:'' + /*<br> ''Vehicles:'' <<textbox "$SF.Vehicles" $SF.Vehicles "CheatEdit">>/_SF.VehiclesU*/ + <br> ''SF.HBT:'' <<textbox "$SF.HBT" $SF.HBT "CheatEdit">>/_SF.HBTU <</if>> -<<if $Firebase >= 4>> <br><br>''Hangar:'' - /*<br> ''Aircraft:'' <<textbox "$SFAirForce" $SFAirForce "CheatEdit">>/_SFAirForceU*/ - <br> ''Space Plane'': <<textbox "$SpacePlane" $SpacePlane "CheatEdit">>/_SpacePlaneU - <br> ''Gunship:'' <<textbox "$GunS" $GunS "CheatEdit">>/_GunSU +<<if $SF.Firebase >= 4>> <br><br>''Hangar:'' + /*<br> ''Aircraft:'' <<textbox "$SF.AirForce" $SF.AirForce "CheatEdit">>/_SF.AirForceU*/ + <br> ''Space Plane'': <<textbox "$SF.SpacePlane" $SF.SpacePlane "CheatEdit">>/_SF.SpacePlaneU + <br> ''Gunship:'' <<textbox "$SF.GunS" $SF.GunS "CheatEdit">>/_SF.GunSU <br><br>''LauchBay:'' - <br> ''Satellite:'' <<textbox "$Satellite" $Satellite "CheatEdit">>/_SatU + <br> ''SF.Satellite:'' <<textbox "$SF.Satellite" $SF.Satellite "CheatEdit">>/_SatU <<if $terrain != "oceanic" && $terrain != "marine">> - <br> ''GiantRobot:'' <<textbox "$GiantRobot" $GiantRobot "CheatEdit">>/_GiantRobotU - <br> ''MissileSilo:'' <<textbox "$MissileSilo" $MissileSilo "CheatEdit">>/_MissileSiloU + <br> ''GiantRobot:'' <<textbox "SF.GiantRobot" SF.GiantRobot "CheatEdit">>/_GiantRobotU + <br> ''MissileSilo:'' <<textbox "SF.MissileSilo" SF.MissileSilo "CheatEdit">>/_MissileSiloU <</if>> <</if>> <<if $terrain === "oceanic"||$terrain === "marine">> <br><br>''Naval Yard:'' - <br> ''AircraftCarrier:'' <<textbox "$AircraftCarrier" $AircraftCarrier "CheatEdit">>/_AircraftCarrierU - <br> ''Submarine:'' <<textbox "$Sub" $Sub "CheatEdit">>/_SubU - <br> ''Heavy Amphibious Transport:'' <<textbox "$HAT" $HAT "CheatEdit">>/_HATU + <br> ''AircraftCarrier:'' <<textbox "SF.AircraftCarrier" SF.AircraftCarrier "CheatEdit">>/_AircraftCarrierU + <br> ''Submarine:'' <<textbox "SF.Sub" SF.Sub "CheatEdit">>/_SubU + <br> ''Heavy Amphibious Transport:'' <<textbox "SF.HAT" SF.HAT "CheatEdit">>/_HATU <</if>> \ No newline at end of file diff --git a/src/pregmod/SecForceEX/Firebase.tw b/src/pregmod/SecForceEX/Firebase.tw index 9d454b6d8e40cd08c92d29b181501a24358fbf58..50d769869f04362ce462a03515d9aaa746f14f14 100644 --- a/src/pregmod/SecForceEX/Firebase.tw +++ b/src/pregmod/SecForceEX/Firebase.tw @@ -12,31 +12,31 @@ <<if $cheatMode == 1>> <<link "Cheat edit""CheatEdit">> <</link>><br><</if>> //The firebase of $arcologies[0].name's <<textbox "$SF.Lower" $SF.Lower "Firebase">> is located in the lower levels, occupying unneeded warehouse space. It is not accessible to the general citizenry, but your personal elevator has express service to it. As you step off, two soldiers in combat armour manning the entry checkpoint tense and raise their weapons, before nodding respectfully and stepping aside, allowing their patron entry. The firebase is cavernous, containing areas for the soldiers to sleep and keep their belongings, areas for the storage and maintenance of their weapons and equipment, and common areas for them to amuse themselves, since they rarely mix with your citizens on the upper levels.// <br>//$SF.Caps is <<print Interactions()>> <<set _List = []>> -<<if $Firebase === _FirebaseU>> <<set _List.push('firebase')>> <</if>> -<<if $Armoury === _ArmouryU>> <<set _List.push('armoury')>> <</if>> -<<if $SFDrugs === _SFDrugsU>> <<set _List.push('drug lab')>> <</if>> -<<if $SFDrones === _SFDronesU>> <<set _List.push('drone bay')>> <</if>> +<<if $SF.Firebase === _FirebaseU>> <<set _List.push('firebase')>> <</if>> +<<if $SF.Armoury === _SF.ArmouryU>> <<set _List.push('armoury')>> <</if>> +<<if $SF.Drugs === _SF.DrugsU>> <<set _List.push('drug lab')>> <</if>> +<<if $SF.Drones === _SF.DronesU>> <<set _List.push('drone bay')>> <</if>> <<if _Garage >= _GarageU>> <<set _List.push('garage')>> <</if>> - <<if $SFVehicles === _SFVehiclesU>> <<set _List.push('vehicle fleet')>> <</if>> - <<if $HeavyBattleTank === _HeavyBattleTankU>> <<set _List.push('heavy battle tank')>> <</if>> + <<if $SF.Vehicles === _SF.VehiclesU>> <<set _List.push('vehicle fleet')>> <</if>> + <<if $SF.HBT === _SF.HBTU>> <<set _List.push('heavy battle tank')>> <</if>> <<if _Hanger >= _HangerU>> <<set _List.push('hangar')>> <</if>> - <<if $SFAirForce === _SFAirForceU>> <<set _List.push('air fleet')>> <</if>> - <<if $SpacePlane === _SpacePlaneU>> <<set _List.push('space plane')>> <</if>> - <<if $GunS === _GunSU>> <<set _List.push('Gunship')>> <</if>> + <<if $SF.AirForce === _SF.AirForceU>> <<set _List.push('air fleet')>> <</if>> + <<if $SF.SpacePlane === _SF.SpacePlaneU>> <<set _List.push('space plane')>> <</if>> + <<if $SF.GunS === _SF.GunSU>> <<set _List.push('Gunship')>> <</if>> <<if _LaunchBay >= _LaunchBayU>> <<set _List.push('launch bay')>> <</if>> - <<if $Satellite === _SatU>> <<set _List.push('satellite')>> <</if>> - <<if $GiantRobot === _GiantRobotU>> <<set _List.push('giant robot')>> <</if>> - <<if $MissileSilo === _MissileSiloU>> <<set _List.push('missile silo')>> <</if>> + <<if $SF.Satellite === _SatU>> <<set _List.push('satellite')>> <</if>> + <<if SF.GiantRobot === _GiantRobotU>> <<set _List.push('giant robot')>> <</if>> + <<if SF.MissileSilo === _MissileSiloU>> <<set _List.push('missile silo')>> <</if>> <<if _NavalYard >= _NavalYardU>> <<set _List.push('naval yard')>> <</if>> - <<if $AircraftCarrier === _AircraftCarrierU>> <<set _List.push('aircraft carrier')>> <</if>> - <<if $Sub === _SubU>> <<set _List.push('submarine')>> <</if>> - <<if $HAT === _HATU>> <<set _List.push('heavy amphibious')>> <</if>> + <<if SF.AircraftCarrier === _AircraftCarrierU>> <<set _List.push('aircraft carrier')>> <</if>> + <<if SF.Sub === _SubU>> <<set _List.push('submarine')>> <</if>> + <<if SF.HAT === _HATU>> <<set _List.push('heavy amphibious')>> <</if>> <<if $SF.Units !== _max && _List.length > 0>> //The <<for _j = 0; _j < _List.length; _j++>> <<if _j < _List.length-1>> <<print _List[_j]>>, <<else>> and <<print _List[_j]>> <</if>> <</for>> - have been fully upgraded to support it's activities.//<</if>> /*&& $SFVehicles < 5 && $SFAirForce < 5*/ -<<if (($Firebase < 5 && $Armoury < 5 && $SFDrugs < 5 && $SFDrones < 5) || $SF.Units !== _max) && $SF.U === 0>> - <<include "Tree">> <</if>> <<include "WI">> /*''Garage:'' $SFVehicles/5 ''Airforce:'' $SFAirForce/5*/ + have been fully upgraded to support it's activities.//<</if>> +<<if (($SF.Firebase < 5 && $SF.Armoury < 5 && $SF.Drugs < 5 && $SF.Drones < 5) || $SF.Units !== _max) && $SF.U === 0>> + <<include "Tree">> <</if>> <<include "WI">> <<if $SF.U === 1 && $SF.MWU >= 0 && ($SF.Units !== _max)>> @@.orange;<<link "Re-unlock upgrading.""Firebase">> <<set $SF.U = 0,$SF.MWU += 1,$cash -= Math.ceil(Math.abs($cash*.05*(1.25+($SF.Units/1000))))>> @@ -45,18 +45,17 @@ <<if $SF.SpecOps > 0>> You have a portion of $SF.Lower assigned as undercover officers.<</if>> <<if $SF.SpecOps === 0>> [[Designate a small portion of the force to undercover work this week.|Firebase][$SF.SpecOps += 1]]|[[Reassign a larger portion of the force to full time undercover work.|Firebase][$SF.SpecOps += 2]] <<elseif $SF.SpecOps === 2>> [[Reasign half of them to genral duty.|Firebase][$SF.SpecOps -= 1]]|[[Cease undercover work entirely.|Firebase][$SF.SpecOps = 0]] <</if>> -<<if $SFTradeShow.History > 0>> <<set $SFTradeShow.View = 1>> <</if>> -<<if $Firebase > 5 && $secExp === 1 && $SFSupportLevel >= 4 && $maxUnits === 16>> - <br>[[Provide the security force with their own section.|Firebase][$maxUnits += 4,$readiness += 2,$cash -= Math.ceil((750000*(1.15+($SF.Units/1000))*(1.15+($Firebase/10)))*_Env)]] - @@.yellowgreen;<<print cashFormat(Math.ceil((750000*(1.15+($SF.Units/1000))*(1.15+($Firebase/10)))*_Env))>>@@ +<<if $SF.Firebase > 5 && $secExp === 1 && $SFSupportLevel >= 4 && $maxUnits === 16>> + <br>[[Provide the security force with their own section.|Firebase][$maxUnits += 4,$readiness += 2,$cash -= Math.ceil((750000*(1.15+($SF.Units/1000))*(1.15+($SF.Firebase/10)))*_Env)]] + @@.yellowgreen;<<print cashFormat(Math.ceil((750000*(1.15+($SF.Units/1000))*(1.15+($SF.Firebase/10)))*_Env))>>@@ <</if>> <<if $SF.MWU >= 1>> <br>//Total multi week $SF.Lower upgrades: $SF.MWU//<br> <</if>> -<<if $Firebase < 5 && $Armoury < 5 && $SFDrugs < 5 && $SFDrones < 5>> - <br>You have <<print (20-$SF.Units)>> upgrades left before you can move unlock the next tier. ''Firebase:'' $Firebase/5 ''Armoury:'' $Armoury/5 ''DrugLab:'' $SFDrugs/5 ''DroneBay:'' $SFDrones/5 +<<if $SF.Firebase < 5 && $SF.Armoury < 5 && $SF.Drugs < 5 && $SF.Drones < 5 /*$SF.Vehicles < 5*/ && $SF.AirForce < 5>> + <br>You have <<print (20-$SF.Units)>> upgrades left before you can move unlock the next tier. ''Firebase:'' $SF.Firebase/5 ''SF.Armoury:'' $SF.Armoury/5 ''DrugLab:'' $SF.Drugs/5 ''DroneBay:'' $SF.Drones/5 /*''Garage:'' $SF.Vehicles/5 */ ''Airforce:'' $SF.AirForce/5 <<else>> <<if ndef $SFTradeShow.View>> <br>//You receive a message from The Colonel "<<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>Sir<<else>>Ma'am<</if>>, back when I was a major before I joined $SF.Lower. Me and a couple of colleagues went to a bi-yearly international security trade show, I would very much like to continue doing so. Can I?. Without exotic upgrades I'll get laughed out."// - <br>[[Yes|Firebase][$SFTradeShow.CanAttend = 1,$SFTradeShow.Income = 0,$SFTradeShow.View = 1,$SFTradeShow.History = 0,$SFTradeShow.Revenue = 0,$SFTradeShow.Helots = 0,$SFTradeShow.TotalHelots = 0, $CMigrantMercs = 0,$OMigrantMercs = 0]] + <br>[[Yes|Firebase][$SFTradeShow.CanAttend = 1,$SFTradeShow.Income = 0,$SFTradeShow.View = 1,$SFTradeShow.History = 0,$SFTradeShow.Revenue = 0,$SFTradeShow.Helots = 0,$SFTradeShow.TotalHelots = 0, $SFTradeShow.TotalMercs = 0,$SFTradeShow.Mercs = 0]] <br>[[No|Firebase][SeeTradeShow = 0]] <</if>> <</if>> @@ -68,6 +67,6 @@ <</if>> <</if>> <<if $SFTradeShow.History >= 1>> - While at the recent trade show, @@.yellowgreen;<<print cashFormat($SFTradeShow.Income)>>@@ was made selling generic schematics, $SFTradeShow.Helots menial slaves were sent as a bonus and I was able to pursade <<print commaNum($CMigrantMercs)>> former coworkers to join us. - Total earnings thus far; @@.yellowgreen;<<print cashFormat($SFTradeShow.Revenue)>>@@ in income, <<print commaNum($SFTradeShow.TotalHelots)>> menial slaves and <<print commaNum($OMigrantMercs)>> former coworkers joining us, during $SFTradeShow.History trade show's. + While at the recent trade show, @@.yellowgreen;<<print cashFormat($SFTradeShow.Income)>>@@ was made selling generic schematics, $SFTradeShow.Helots menial slaves were sent as a bonus and I was able to pursade <<print commaNum($SFTradeShow.TotalMercs)>> former coworkers to join us. + Total earnings thus far; @@.yellowgreen;<<print cashFormat($SFTradeShow.Revenue)>>@@ in income, <<print commaNum($SFTradeShow.TotalHelots)>> menial slaves and <<print commaNum($SFTradeShow.Mercs)>> former coworkers joining us, during $SFTradeShow.History trade show's. <</if>> <br><br><<include "FlavourText">> \ No newline at end of file diff --git a/src/pregmod/SecForceEX/FlavourText.tw b/src/pregmod/SecForceEX/FlavourText.tw index 0cd9049eaa87460b209b68b8fde9e4a5d8908b43..b708366704ac4173f7799e41faec8248ff8cbd0b 100644 --- a/src/pregmod/SecForceEX/FlavourText.tw +++ b/src/pregmod/SecForceEX/FlavourText.tw @@ -61,7 +61,7 @@ <<else>> is topless while reviewing the particulars of her unit on a tablet as you approach. She raises a hand in greeting. "Hey <<print SFCR()>>," she says, noticing you looking at her chest. She laughs. "Nice, aren't they? But they're not for you or them." She throws a thumb at the plaza around her. "You're down here for a reason, though. What can I do for you?" <</if>> <</if>> </div> -<<if $Firebase === 10>> +<<if $SF.Firebase === 10>> <br>The echo of simulated gun fire and explosions can be heard from the state of the art killhouse. The quite hum of fans keeping the faster and much more efficient custom network operational can be heard throught the firebase. <</if>> @@ -78,57 +78,34 @@ <</if>>*/ <br><br>''Armoury:'' <<print Armoury()>> -<br><br>''Drug Lab:'' <<print SFDrugs()>> -<<if $Firebase >= 2>> <br>''Drone Bay:'' <<print SFDrones()>> <</if>> +<br><br>''Drug Lab:'' <<print Drugs()>> +<<if $SF.Firebase >= 2>> <br>''Drone Bay:'' <<print Drones()>> <</if>> -<<if _Garage > 0 && $Firebase >= 1>> <br><br>''Garage:'' +<<if _Garage > 0 && $SF.Firebase >= 1>> <br><br>''Garage:'' /* <br> ''Vehicles:'' - <br> ''Assault:''<<print SFVehiclesADec()>> - <br> ''Transport:''<<print SFVehiclesTDec()>> */ - <<if $HeavyBattleTank > 0>> <br> ''Heavy Battle Tank:'' <<print HBT()>> <</if>> + <br> ''Assault:''<<print SF.VehiclesADec()>> + <br> ''Transport:''<<print SF.VehiclesTDec()>> */ + <<if $SF.HBT > 0>> <br> ''Heavy Battle Tank:'' <<print HBT()>> <</if>> <</if>> -<<if $Firebase >= 4>> <br><br>''Hangar:'' -/*<br> ''Airforce:'' - <br> ''Assault:'' <<print ADec()>> - <br> ''Transport:'' <<print TDec()>> - <<case 0>> - equipped with non-lethal weaponry. - <<case 1>> - Upgraded light transport VTOL's with additional fire-power and lethal weaponry. - <<case 2>> - The VTOL's have been upgraded to higher-capacity variants with heavier weaponry. - <<case 3>> - The medium transport VTOL's have been upgraded with enhanced armour and customized cargo compartments to better transport captured stock. - <<case 4>> - Acquired specialized attack VTOL's to complement and escort its advanced transport fleet, as well as to provide close air support. - <<case 5>> - Upgraded its attack VTOL's for enhanced lethality, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $SF.Lower is amongst the most capable still in operation in the area. - <<case 6>> - Upgraded its attack VTOL's for enhanced lethality/speed, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $SF.Lower is amongst the most capable still in operation in the area. - <<case 7>> - Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $SF.Lower is amongst the most capable still in operation in the area. - <<case 8>> - Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $SF.Lower is amongst the most capable still in operation in the area. - <<case 9>> - Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $SF.Lower is amongst the most capable still in operation in the area. - <<case 10>> - Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $SF.Lower is amongst the most capable still in operation in the area. - <</switch>>*/ - <<if $SpacePlane > 0>> <br> ''Space Plane:'' <<print SP()>> <</if>> - <<if $GunS > 0>> <br> ''Gunship:'' <<print GunS()>> <</if>> +<<if $SF.Firebase >= 4>> <br><br>''Hangar:'' +<br> ''Airforce:'' + <br> ''Assault:'' <<print AttAir()>> + <br> ''Transport:'' <<print TsAir()>> + <<if $SF.SpacePlane > 0>> <br> ''Space Plane:'' <<print SP()>> <</if>> + <<if $SF.GunS > 0>> <br> ''Gunship:'' <<print GunS()>> <</if>> <</if>> -<<if _LaunchBay > 0 && $Firebase >= 4>> <br><br>''Launch Bay:'' - <<if $Satellite > 0>> <br> ''Satellite:'' <<print Sat()>> <</if>> +<<if _LaunchBay > 0 && $SF.Firebase >= 4>> <br><br>''Launch Bay:'' + <<if $SF.Satellite > 0>> <br> ''Satellite:'' <<print Sat()>> <</if>> <<if $terrain !== "oceanic" && $terrain !== "marine">> - <<if $GiantRobot > 0>> <br> ''Giant Robot'': <<print GR()>> <</if>> - <<if $MissileSilo > 0>> <br> ''Missile Silo:'' <<print ms()>> <</if>> + <<if SF.GiantRobot > 0>> <br> ''Giant Robot'': <<print GR()>> <</if>> + <<if SF.MissileSilo > 0>> <br> ''Missile Silo:'' <<print ms()>> <</if>> <</if>> <</if>> <<if _NavalYard > 0>> <br><br>''Naval Yard:'' - <<if $AircraftCarrier > 0>> <br> ''Aircraft Carrier:'' <<print AC()>> <</if>> - <<if $Sub > 0>> <br> ''Submarine:'' <<print Sub()>> <</if>> - <<if $HAT > 0>> <br> ''Heavy Amphibious Transport:'' <<print HAT()>> <</if>> + <<if SF.AircraftCarrier > 0>> <br> ''Aircraft Carrier:'' <<print AC()>> <</if>> + <<if SF.Sub > 0>> <br> ''Submarine:'' <<print Sub()>> <</if>> + <<if SF.HAT > 0>> <br> ''Heavy Amphibious Transport:'' <<print HAT()>> <</if>> <</if>> \ No newline at end of file diff --git a/src/pregmod/SecForceEX/JS.js b/src/pregmod/SecForceEX/JS.js index f7afe73b92cfc241ff437e3f9a0919a226775ed5..98086267e91a9fe345242732bc843ebf8cce2ac6 100644 --- a/src/pregmod/SecForceEX/JS.js +++ b/src/pregmod/SecForceEX/JS.js @@ -39,38 +39,38 @@ window.HSM = function() {const V = State.variables; else if (V.PC.hacking >= 100)return .75;} window.Count = function() {const V = State.variables,T = State.temporary; - T.FirebaseU = 10,T.ArmouryU = 10,T.SFDrugsU = 10; - T.Garage = V.SFVehicles+V.HeavyBattleTank,T.SFVehiclesU = 0; - T.HeavyBattleTankU = 10,T.GarageU = T.SFVehiclesU+T.HeavyBattleTankU; - T.Hanger = V.SFAirForce+V.SpacePlane+V.GunS,T.SFAirForceU = 0,T.GunSU = 6; - if (V.Armoury >= 10){T.SpacePlaneU = 10;} else {T.SpacePlaneU = 9;}; - T.HangerU = T.SFAirForceU+T.SpacePlaneU+T.GunSU,T.SFDronesU = 8; + T.FirebaseU = 10,T.SF.ArmouryU = 10,T.SF.DrugsU = 10; + T.Garage = V.SF.Vehicles+V.SF.HBT,T.SF.VehiclesU = 0; + T.SF.HBTU = 10,T.GarageU = T.SF.VehiclesU+T.SF.HBTU; + T.Hanger = V.SF.AirForce+V.SF.SpacePlane+V.SF.GunS,T.SF.AirForceU = 0,T.SF.GunSU = 6; + if (V.SF.Armoury >= 10){T.SF.SpacePlaneU = 10;} else {T.SF.SpacePlaneU = 9;}; + T.HangerU = T.SF.AirForceU+T.SF.SpacePlaneU+T.SF.GunSU,T.SF.DronesU = 8; if (V.PC.hacking >= 75){T.SatU = 10,T.GiantRobotU = 10;} else {T.SatU = 9,T.GiantRobotU = 9;};T.MissileSiloU = 3; - T.Base = V.Firebase+V.Armoury+V.SFDrugs+V.SFDrones+T.Garage+T.Hanger; - T.BaseU = T.FirebaseU+T.ArmouryU+T.SFDrugsU+T.SFDronesU+T.GarageU+T.HangerU; + T.Base = V.Firebase+V.SF.Armoury+V.SF.Drugs+V.SF.Drones+T.Garage+T.Hanger; + T.BaseU = T.FirebaseU+T.SF.ArmouryU+T.SF.DrugsU+T.SF.DronesU+T.GarageU+T.HangerU; if (V.PC.hacking >= 75){T.SubU = 10;} else {T.SubU = 9;};T.HATU = 10;T.AircraftCarrierU = 10; - V.Firebase = Math.clamp(V.Firebase, 0, T.FirebaseU); - V.Armoury = Math.clamp(V.Armoury, 0, T.ArmouryU); - V.SFDrugs = Math.clamp(V.SFDrugs, 0, T.SFDrugsU); - V.SFVehicles = Math.clamp(V.SFVehicles, 0, T.SFVehiclesU); - V.HeavyBattleTank = Math.clamp(V.HeavyBattleTank, 0, T.HeavyBattleTankU); - V.SFAirForce = Math.clamp(V.SFAirForce, 0, T.SFAirForceU); - V.SpacePlane = Math.clamp(V.SpacePlane, 0, T.SpacePlaneU); - V.GunS = Math.clamp(V.GunS, 0, T.GunSU); - V.SpacePlane = Math.clamp(V.SpacePlane, 0, T.SpacePlaneU); - V.SFDrones = Math.clamp(V.SFDrones, 0, T.SFDronesU); - V.Satellite = Math.clamp(V.Satellite, 0, T.SatU); + V.SF.Firebase = Math.clamp(V.Firebase, 0, T.FirebaseU); + V.SF.Armoury = Math.clamp(V.SF.Armoury, 0, T.SF.ArmouryU); + V.SF.Drugs = Math.clamp(V.SF.Drugs, 0, T.SF.DrugsU); + V.SF.Vehicles = Math.clamp(V.SF.Vehicles, 0, T.SF.VehiclesU); + V.SF.HBT = Math.clamp(V.SF.HBT, 0, T.SF.HBTU); + V.SF.AirForce = Math.clamp(V.SF.AirForce, 0, T.SF.AirForceU); + V.SF.SpacePlane = Math.clamp(V.SF.SpacePlane, 0, T.SF.SpacePlaneU); + V.SF.GunS = Math.clamp(V.SF.GunS, 0, T.SF.GunSU); + V.SF.SpacePlane = Math.clamp(V.SF.SpacePlane, 0, T.SF.SpacePlaneU); + V.SF.Drones = Math.clamp(V.SF.Drones, 0, T.SF.DronesU); + V.SF.Satellite = Math.clamp(V.SF.Satellite, 0, T.SatU); V.GiantRobot = Math.clamp(V.GiantRobot, 0, T.GiantRobotU); V.MissileSilo = Math.clamp(V.MissileSilo, 0, T.MissileSiloU); V.AircraftCarrier = Math.clamp(V.AircraftCarrier, 0, T.AircraftCarrierU); V.Sub = Math.clamp(V.Sub, 0, T.SubU); V.HAT = Math.clamp(V.HAT, 0, T.HATU); if (V.terrain !== "oceanic" && V.terrain !== "marine") { - T.LaunchBay = V.Satellite+V.GiantRobot+V.MissileSilo; + T.LaunchBay = V.SF.Satellite+V.GiantRobot+V.MissileSilo; T.LaunchBayU = T.SatU+T.GiantRobotU+T.MissileSiloU; V.SF.Units = T.Base+T.LaunchBay,T.max = T.BaseU+T.LaunchBayU; } else if (V.terrain === "oceanic"||V.terrain === "marine") { - T.LaunchBay = V.Satellite,T.LaunchBayU = T.SatU; + T.LaunchBay = V.SF.Satellite,T.LaunchBayU = T.SatU; T.NavalYard = V.AircraftCarrier+V.Sub+V.HAT,T.NavalYardU = T.AircraftCarrierU+T.SubU+T.HATU; V.SF.Units = T.Base+T.LaunchBay+T.NavalYard,T.max = T.BaseU+T.LaunchBayU+T.NavalYardU;} V.SF.Units = Math.clamp(V.SF.Units, 0, T.max); @@ -78,205 +78,168 @@ window.Count = function() {const V = State.variables,T = State.temporary; } window.Firebase = function() {const V = State.variables; - if (V.Firebase === 0) + if (V.SF.Firebase === 0) return`Is currently quite basic, consisting of little more than a dormitory, armoury, a processing facility for human spoils, and a common area, sectioned off by stacks of empty supply crates. The cavernous space, however, is ripe for expansion.`; - if (V.Firebase === 1) + if (V.SF.Firebase === 1) return`Has become more permanent, expanding into free space, erecting permanent dividers, and sectioning off an area for use as a garage and vehicle maintenance bay.`; - if (V.Firebase === 2) + if (V.SF.Firebase === 2) return`Has added a facility for the storage, maintenance, and deployment of armed combat drones, and added storage facilities for the soldiers to store their personal spoils in.`; - if (V.Firebase === 3) + if (V.SF.Firebase === 3) return`Has added additional support personnel and equipment, allowing the potential procurement of heavier infantry armour, fighting vehicles, and combat drones.`; - if (V.Firebase === 4) + if (V.SF.Firebase === 4) return`Has expanded tremendously, adding an aerial control facility and express elevator connecting to a ring of launch pads and hangars built around the arcology's upper levels. Additional facilities have been added for soldier recreation, and Spartan quarters for live-in slaves, both menial and service, have been installed.`; if (V.Firebase > 4)var quanitiy ="";var casemates ="";var pads ="";var sizeI ="";var barrel =""; var t =`Has (mostly) taken on the appearance of a professional military installation, with clearly delineated soldier and logistical areas, dedicated support and recreation facilities, in addition to advanced command and control apparatus. As a final measure,`; if (V.Firebase >= 6){quanitiy =`quad`;} else {sizeI =`356 cm wide`;} if (V.Firebase >= 7){casemates =`fortified EMP/jammer resistant`} else {sizeI =`406 cm wide`;} if (V.Firebase >= 8){pads =`and a powerful arcology wide electromagnetic force field has been installed`;} else {barrel =`double-barreled`;} - if (V.Firebase === 9)barrel =`tripple-barreled`;sizeI =`415 cm wide`; - if (V.Firebase === 10)barrel =`quad-barreled`;sizeI =`420 cm wide`; + if (V.SF.Firebase === 9)barrel =`tripple-barreled`;sizeI =`415 cm wide`; + if (V.SF.Firebase === 10)barrel =`quad-barreled`;sizeI =`420 cm wide`; return` ${t} ${quanitiy} heavy, long range, ${barrel} electromagnetic railgun ${sizeI} artillery pieces have been installed in ${casemates} casemates along the aerial launch pads ${pads}, giving $SF.Lower an immense superiority in local firepower.`;} window.Armoury = function() {const V = State.variables; - if (V.Armoury === 0) + if (V.SF.Armoury === 0) return`Is well-stocked with high-quality personal weapons and light armour, but contains little in the way of exceptional armament.`; - if (V.Armoury === 1) + if (V.SF.Armoury === 1) return`Has large stocks of the absolute latest personal weapons and light armour, It has also added first-generation exo-suits to improve soldier lethality.`; - if (V.Armoury === 2) + if (V.SF.Armoury === 2) return`Has acquired advanced tactical helmets and second-generation exo-suits to further improve soldier lethality.`; - if (V.Armoury === 3) + if (V.SF.Armoury === 3) return`Has replaced deployed exo-suits with basic enclosed combat armour suits, and has further begun to deploy early electromagnetic (coilgun) weaponry.`; - if (V.Armoury === 4) + if (V.SF.Armoury === 4) return`Has begun to equip the soldiers with more advanced combat armour suits, and has expanded its inventory of electromagnetic weaponry.`; - if (V.Armoury > 4) + if (V.SF.Armoury > 4) var t =`Acquired heavy weapon attachments for its combat armour suits`; var y =`for the soldiers, ensuring that the infantry of $SF.Lower is perhaps the most well-equipped in the world.`; - if (V.Armoury === 5)var size =`small`; - if (V.Armoury === 6)size =`both small and medium`; - if (V.Armoury >= 7)size =`small/medium and large`; - if (V.Armoury === 8)var kit =`with basic thrusters`; - if (V.Armoury === 9)kit =`with advanced thrusters`; - if (V.Armoury === 10)kit =`with advanced thrusters and optical illusion kits`; + if (V.SF.Armoury === 5)var size =`small`; + if (V.SF.Armoury === 6)size =`both small and medium`; + if (V.SF.Armoury >= 7)size =`small/medium and large`; + if (V.SF.Armoury === 8)var kit =`with basic thrusters`; + if (V.SF.Armoury === 9)kit =`with advanced thrusters`; + if (V.SF.Armoury === 10)kit =`with advanced thrusters and optical illusion kits`; return`${t} ${kit},and has further sourced ${size} advanced electromagnetic weaponry (miniaturized railguns) ${y}`;} -window.SFDrugs = function() {const V = State.variables; - if (V.SFDrugs === 0) +window.Drugs = function() {const V = State.variables; + if (V.SF.Drugs === 0) return`Is providing the soldiers with standard ephedrine-based stimulants.`; - if (V.SFDrugs === 1) + if (V.SF.Drugs === 1) return`Improved the formula of the ephedrine-based stimulants, concentrating them and increasing both their potency, and the effectiveness of the soldiers under their influence.`; - if (V.SFDrugs === 2) + if (V.SF.Drugs === 2) return`Replaced the soldiers' stimulants with methamphetamine-based variants, greatly increasing their alertness and aggressiveness when under their influence.`; - if (V.SFDrugs === 3) + if (V.SF.Drugs === 3) return`Improved and concentrated the methamphetamine-based stimulants, and has also begun providing soldiers with phencyclidine-based dissociatives, allowing the soldiers to excuse their actions in the field and reducing any reluctance to follow severe orders.`; - if (V.SFDrugs > 3)var improvement =``;var tryptamine =``;var tryptamine1 =``;var Dose =``;var LSD =``;var purity =``;var doc =``;var Effects =``; + if (V.SF.Drugs > 3)var improvement =``;var tryptamine =``;var tryptamine1 =``;var Dose =``;var LSD =``;var purity =``;var doc =``;var Effects =``; var x = 'the formulas of the methamphetamine-based stimulants and phencyclidine-based dissociatives,'; - if (V.SFDrugs === 4)improvement =`further`; + if (V.SF.Drugs === 4)improvement =`further`; tryptamine =`has also begun providing tryptamine-based psychedelics to the soldiers, allowing them to avoid traumatic stress in the field.`; - if (V.SFDrugs >= 5)improvement =`maximally`; + if (V.SF.Drugs >= 5)improvement =`maximally`; tryptamine =`tryptamine-based psychedelics`; tryptamine1 =`Greatly increasing their effectiveness in all aspects thus ensuring that the soldiers of $SF.Lower go into combat wired, aggressive, and euphoric (if needed).`; - if (V.SFDrugs === 6)purity =`with much higher purity compontent`; - if (V.SFDrugs === 7)LSD =`and a slight trace of LSD`; - if (V.SFDrugs === 8)Dose =`into a single dose`;var doc =`<div style='font-size: 75%;'>*Only the doctors of $SF.Lower were consulted to ensure a completely unbiased result.</div>` + if (V.SF.Drugs === 6)purity =`with much higher purity compontent`; + if (V.SF.Drugs === 7)LSD =`and a slight trace of LSD`; + if (V.SF.Drugs === 8)Dose =`into a single dose`;var doc =`<div style='font-size: 75%;'>*Only the doctors of $SF.Lower were consulted to ensure a completely unbiased result.</div>` Effects =`However side effects may include (no particular order): Dissociative Identity Disorder, severe clinical depression, unstoppable vomiting, extreme paranoia, PTSD, finally total organ failure. Recommended by 9/10 doctors*.`; - if (V.SFDrugs === 9)Effects =`Potential side effects have been reduced slightly to “only mildly†severe ones: Dissociative Identity Disorder, severe clinical depression, unstoppable vomiting, extreme paranoia and PTSD. Now recommended by 15/10 doctors*.`;var Effect0 =``; - if (V.SFDrugs === 10)Dose =`into a single higher strength dose`; + if (V.SF.Drugs === 9)Effects =`Potential side effects have been reduced slightly to “only mildly†severe ones: Dissociative Identity Disorder, severe clinical depression, unstoppable vomiting, extreme paranoia and PTSD. Now recommended by 15/10 doctors*.`;var Effect0 =``; + if (V.SF.Drugs === 10)Dose =`into a single higher strength dose`; Effect0 =`at the cost of lengthening the effects`; return`Has ${improvement} refined ${x} and ${tryptamine} ${purity} ${LSD} ${Dose}. ${tryptamine1} ${Effect0}.${Effects} ${doc}`;} -window.SFDrones = function() {const V = State.variables; - if (V.SFDrones === 0) +window.Drones = function() {const V = State.variables; + if (V.SF.Drones === 0) return`Contains a small number of 're-purposed' non-military drones from the arcology's original contingent`; - if (V.SFDrones === 1) + if (V.SF.Drones === 1) return`Has replaced the security drones with basic, lightly-armored military combat models possessing integrated small arms`; - if (V.SFDrones === 2) + if (V.SF.Drones === 2) return`Has replaced its basic military drones with more advanced models and added a number of support drones carrying heavy weaponry to its fleet`; - if (V.SFDrones === 3) + if (V.SF.Drones === 3) return`Acquired even more advanced models of both the standard combat drones and the heavy support drones, and expanded its numbers of both.`; - if (V.SFDrones === 4) + if (V.SF.Drones === 4) return`Has upgraded both the standard and support models of drones to carry basic electromagnetic weaponry, improving their overall combat effectiveness.`; - if (V.SFDrones === 5) + if (V.SF.Drones === 5) return`Has mproved the electromagnetic armament of its drones by mounting both miniaturized and heavy railguns on them. In addition further sourcing numerous models of drones for roles as diverse as reconnaissance, independent slave capture and swarming tactics.`;var thick =``;var power =``;var advanced =``; - if (V.SFDrones === 6)thick =`thicker`;var power =``; - if (V.SFDrones === 7)power =`higher power`;var advanced =``; - if (V.SFDrones === 8)advanced =`more advanced highly`; + if (V.SF.Drones === 6)thick =`thicker`;var power =``; + if (V.SF.Drones === 7)power =`higher power`;var advanced =``; + if (V.SF.Drones === 8)advanced =`more advanced highly`; return`Has acquired even lighter advanced ${thick} armored combat drones with ${power} electromagnetic weaponry, advanced heavy drones with ${power} electromagnetic support weaponry along with ${advanced} specialized drones for reconnaissance, capture, and swarm tactics.`;} /* -window.SFVehiclesDec = function() {const V = State.variables; - if (V.SFVehicles === 0) - return`Has only basic, unarmoured vehicles for use by the soldiers, primarily high-end civilian vehicles with jury-rigged crew-served weapons.`; - if (V.SFVehicles === 1) - return`Has replaced its technical fleet with armed military utility vehicles and also sourced customized, high-volume slave transports for better securing human spoils.`; - if (V.SFVehicles === 2) - return`Has added a number of light infantry fighting vehicles to its fleet, and acquired more slave transports to keep up with demand.`; - if (V.SFVehicles === 3) - return`Has acquired improved infantry fighting vehicles, and has also added some mobile artillery and other support vehicles.`; - if (V.SFVehicles === 4) - return`Has acquired some heavier armoured vehicles to augment the infantry fighting vehicles in addition to expanding their inventory of artillery and support vehicles.`; - if (V.SFVehicles >= 5) - if (V.SFVehicles === 6)var size =`light`; - if (V.SFVehicles === 7)size =`light and medium`; - if (V.SFVehicles === 8)size =`light, medium and heavy`; - return`Has replaced both its armoured and support vehicles with the most advanced ${size} variants possible. Ensuring that the mobile unit of $SF.Lower is far superior to anything in $arcologies[0].name's immediate area.`;} - -window.ADec = function() {const V = State.variables; - if (V.SFAirForce === 0) - return`Primarily consists VTOL's of non-lethal weaponry .`; - if (V.SFAirForce === 1) - return``; - if (V.SFAirForce === 2) - return``; - if (V.SFAirForce === 3) - return``; - if (V.SFAirForce === 4) - return``; - if (V.SFAirForce === 5) - return``; - if (V.SFAirForce === 6) - return``; - if (V.SFAirForce === 7) - return``; - if (V.SFAirForce === 8) - return``; - if (V.SFAirForce === 9) - return``; - if (V.SFAirForce === 10) - return``;} - -window.TDec = function() {const V = State.variables; - if (V.SFAirForce === 0) - return`Primarily consists of light transport VTOL's.`; - if (V.SFAirForce === 1) - return``; - if (V.SFAirForce === 2) - return``; - if (V.SFAirForce === 3) - return``; - if (V.SFAirForce === 4) - return``; - if (V.SFAirForce === 5) - return``; - if (V.SFAirForce === 6) - return``; - if (V.SFAirForce === 7) - return``; - if (V.SFAirForce === 8) - return``; - if (V.SFAirForce === 9) - return``; - if (V.SFAirForce === 10) - return``;} +window.SF.VehiclesDec = function() {const V = State.variables; */ +window.AttAir= function() {const V = State.variables; + if (V.SF.AirForce >= 1)var W1 =`only armed`;var W2 =``;var W3 =`a poor weapon against anything flying, but enough to handle ground forces`;var engines =``;var troops2 =``;var stealth =``;var support =`support ground troops`;var C =`a`;var lock =``;var scramble =``;var AI-2 =``; + var group =`A small group of attack VTOL have been recommissioned for use by $SF.lower, enough to make up a squadron` + if (V.SF.AirForce >= 2)W1 =`armed`;W2 =`and air-to-air missiles`;W3 =`${C} combination that can defend the arcology from anything in the air, as well as ${support}`; + if (V.SF.AirForce >= 3)engines =`The engines have been tuned, allowing faster flight with greater acceleration.`; + if (V.SF.AirForce >= 4)troops =`An advanced targeting AI has been installed to intelligently call shots, allowing much more efficent use of ammunition and anti-countermeasure targeting.`; + if (V.SF.AirForce >= 5)stealth =`The VTOLs have been given stealth technology by replacing the skin with a radar-absorbent material.`; + if (V.SF.AirForce >= 6)group =`A respectable number of attack VTOL protect your arcology, split into a few squadrons`; + if (V.SF.AirForce >= 7)C =`A`;support =`attack ground targets`;W2 =`rocket pods, and air-to-air missiles.`; + if (V.SF.AirForce >= 8)lock =`Multispectrum countermeasures protect against all known types of missile lock-ons.`; + if (V.SF.AirForce >= 9)scramble =`The VTOLs can scramble to react to any threat in under three minutes.`; + if (V.SF.AirForce === 10)AI-2 =`A piloting AI has been installed, allowing the VTOLs to operate without human interaction.`; + return`${group}. Several of the landing pads around $arcologies[0].name host groups of four fighters, ready to defend the arcology at a moment's notice. The attack VTOL are currently ${W1} with a Gatling cannon ${W2} ${W3}. ${troops2} ${engines} ${scramble} ${stealth} ${lock} ${AI-2}`;} + +window.TsAir = function() {const V = State.variables; + if (V.SF.AirForce >= 1)var Num = `number`;var capacity = `small platoon or 15`;var engines =``;var engines2 =``;var Radar =``;var Armor =``;var landing =``;var miniguns =``;var counter =``; + if (V.SF.AirForce >= 2)engines =`The tiltrotor engines have been replaced with a more powerful engine, allowing faster travel times.`; + if (V.SF.AirForce >= 3)counter =`Multispectrum countermeasures have been added to protect against seeking missiles.`; + if (V.SF.AirForce >= 4)miniguns =`Mounted miniguns have been added to cover soldiers disembarking in dangerous areas.`; + if (V.SF.AirForce >= 5)Num =`large number`; + if (V.SF.AirForce >= 6)landing =`The landing equipment has been overhauled, protecting any onboard in case of a hard landing or crash.`; + if (V.SF.AirForce >= 7)Armor =`Armor has been added to protect passengers from small arms fire from below.`; + if (V.SF.AirForce >= 8)capacity =`large platoon or 20`;engines2 =`Further tweaks to the engine allow for greater lifting capacity.`; + if (V.SF.AirForce >= 9)Radar =`Radar-absorbent materials have replaced the old skin, making it difficult to see the VTOL on radar.`; + if (V.SF.AirForce === 10)engines2 =``;engines =`The tiltrotors have been replaced with tiltjets, allowing for much greater airspeed and acceleration.`; + return`A ${number} of transport tiltrotor VTOL have been recommissioned for use by $SF.Lower. The VTOLs are resting on large pads near the base to load either a ${capacity} tons of materiel. ${Armor} ${counter} ${landing} ${engines} ${engines2} ${Radar} ${miniguns}`;} window.HBT = function() {const V = State.variables; var Body =`The heavy battle tank rests in the corner of the garage, its massive chassis barely able to fit through the widened doors`; var armour =`The armour has been modernised`; - if (V.HeavyBattleTank === 1)return`${Body}.`; - if (V.HeavyBattleTank === 2)return`${Body} ${armour}.`; - if (V.HeavyBattleTank === 3)var barrel =`single`;var mg =`single`;var ml =`single`; - if (V.HeavyBattleTank === 4)mg =`dual`; if (V.HeavyBattleTank === 5)ml =`dual`; - if (V.HeavyBattleTank === 6)mg =`tri`; if (V.HeavyBattleTank >= 7)mg =`quad`; - if (V.HeavyBattleTank === 8)ml =`tri`; if (V.HeavyBattleTank >= 9)barrel =`dual`; - if (V.HeavyBattleTank === 10)ml =`quad`; + if (V.SF.HBT === 1)return`${Body}.`; + if (V.SF.HBT === 2)return`${Body} ${armour}.`; + if (V.SF.HBT === 3)var barrel =`single`;var mg =`single`;var ml =`single`; + if (V.SF.HBT === 4)mg =`dual`; if (V.SF.HBT === 5)ml =`dual`; + if (V.SF.HBT === 6)mg =`tri`; if (V.SF.HBT >= 7)mg =`quad`; + if (V.SF.HBT === 8)ml =`tri`; if (V.SF.HBT >= 9)barrel =`dual`; + if (V.SF.HBT === 10)ml =`quad`; return`${Body}. ${armour} also the turret has been re-fitted with a ${barrel} barreled 356 mm main gun along with a ${mg} barrel .50 cal and ${ml} row missile launcher.`;} window.SP = function() {const V = State.variables; - if (V.SpacePlane === 1) + if (V.SF.SpacePlane === 1) return`A basic black twin engine space plane has been 'borrowed' from the old world.`; - if (V.SpacePlane > 1)var engine =``;var modernised =``;var modernised2 =``;var modernised3 =``;var drag =``;var crew =``;var engine2 =``;var skin =``; + if (V.SF.SpacePlane > 1)var engine =``;var modernised =``;var modernised2 =``;var modernised3 =``;var drag =``;var crew =``;var engine2 =``;var skin =``; var shield =`shielding has been upgraded reducing both potential heat damage and radar signature.`; - if (V.SpacePlane >= 3)engine =`Another pair of engines have been mounted on top of the tail`; - if (V.SpacePlane >= 4)modernised =`modernized the electronics`; - if (V.SpacePlane >= 5)modernised2 =`in addition to the fuel lines to increase efficiency`; - if (V.SpacePlane >= 6)modernised3 =`The engines have been improved to allow for more efficient fuel.`; - if (V.SpacePlane >= 7)drag =`Reduced the weight and reworked the body to reduce drag.`; - if (V.SpacePlane >= 8)crew =`Increased the crew comfort and life support systems to increase operational time.`; - if (V.SpacePlane >= 9)engine2 =`Added an aditional engine per wing which greatly increases acceleration and raises the top speed to mach 15, making it untouchable.`; - if (V.SpacePlane === 10)skin =`Replaced the skin with an advanced optical illusion kit.`; + if (V.SF.SpacePlane >= 3)engine =`Another pair of engines have been mounted on top of the tail`; + if (V.SF.SpacePlane >= 4)modernised =`modernized the electronics`; + if (V.SF.SpacePlane >= 5)modernised2 =`in addition to the fuel lines to increase efficiency`; + if (V.SF.SpacePlane >= 6)modernised3 =`The engines have been improved to allow for more efficient fuel.`; + if (V.SF.SpacePlane >= 7)drag =`Reduced the weight and reworked the body to reduce drag.`; + if (V.SF.SpacePlane >= 8)crew =`Increased the crew comfort and life support systems to increase operational time.`; + if (V.SF.SpacePlane >= 9)engine2 =`Added an aditional engine per wing which greatly increases acceleration and raises the top speed to mach 15, making it untouchable.`; + if (V.SF.SpacePlane === 10)skin =`Replaced the skin with an advanced optical illusion kit.`; return`The black and silver space plane's ${shield} ${engine}. ${modernised} ${modernised2}. ${modernised3} ${drag} ${crew} ${engine2}`;} window.GunS = function() {const V = State.variables; - if (V.GunS === 1) + if (V.SF.GunS === 1) return`A basic black and silver gunship has been 'borrowed' from the old world.`; - if (V.GunS > 1)var gun =``;var electronics =``;var crew =``;var speed =``; - if (V.GunS >= 3)gun =`The 140 mm gatteling gun rounds have been upgraded with exposive tips.`; - if (V.GunS >= 4)electronics =`The electronics have been modernised and made emp resistant.`; - if (V.GunS >= 5)crew =`The crew seating has been made more confortable.`; - if (V.GunS >= 6)speed =`Increased the speed and maneuverability.`; + if (V.SF.GunS > 1)var gun =``;var electronics =``;var crew =``;var speed =``; + if (V.SF.GunS >= 3)gun =`The 140 mm gatteling gun rounds have been upgraded with exposive tips.`; + if (V.SF.GunS >= 4)electronics =`The electronics have been modernised and made emp resistant.`; + if (V.SF.GunS >= 5)crew =`The crew seating has been made more confortable.`; + if (V.SF.GunS >= 6)speed =`Increased the speed and maneuverability.`; return`The armour of the black and silver gunship has been modernized. ${gun} ${electronics} ${crew} ${speed}`;} window.Sat = function() {const V = State.variables; - if (V.Satellite === 1) + if (V.SF.Satellite === 1) return`A basic satellite has been 'borrowed' from the old world.`; - if (V.Satellite > 1)var wire =``;var emp1 =``;var beem0 =``;var beem3 =``;var jam =``;var jd3 =``;var emp =``;var beem1 =``;var emp0 =``;var beem4 =``;var jd =``; - if (V.Satellite >= 3)wire =`wiring, and circuitry`; - if (V.Satellite === 4){jd =`Installed a basic`;} else {jam =` localized communications jammer to the satellite (excludes your own frequencies with little to no leeway) that will "slightly" anger locals until it is deactivated. ${jd3}`;} - if (V.Satellite >= 5)jd =`Installed a more advanced version that is 50% more powerful`;jd3 =`The AO localization has been increased which reduces the amount of affected equipment`; - if (V.Satellite === 6){emp0 =`The satellite is now equipped with a basic`;beem0 =`an entire city block.`;} else {emp1 =` EMP generator (advanced EMP hardening was applied before the insulation and activation) that will "slightly" damage equipment with the AO.`;beem1 =`Thanks to imporvements applied to battery system and shielding in additon to R&D funds, the satellite will be able to shoot a concentrated beam of pure energy that is able to level`;} - if (V.Satellite >= 7){emp0 =`The satellite is now equipped with a more advanced version that is 50% more powerful`;} else {beem0 =`a suburb to a block of houses.`;} - if (V.Satellite === 8)beem0 =`a single house to 30m.`;beem3 =`The beem can also now fire off a heat wave to disorrent targets`; - if (V.Satellite === 9){beem0 =`20m to 10m.`;} else {beem3 =`The beem can also now fire off a much stronger heat wave to disorrent targets for longer and with more effects.`;} - if (V.Satellite === 10)beem0 =`5m to 1m.`;beem4 =`It is now possible for the beem to be split as required.`; + if (V.SF.Satellite > 1)var wire =``;var emp1 =``;var beem0 =``;var beem3 =``;var jam =``;var jd3 =``;var emp =``;var beem1 =``;var emp0 =``;var beem4 =``;var jd =``; + if (V.SF.Satellite >= 3)wire =`wiring, and circuitry`; + if (V.SF.Satellite === 4){jd =`Installed a basic`;} else {jam =` localized communications jammer to the satellite (excludes your own frequencies with little to no leeway) that will "slightly" anger locals until it is deactivated. ${jd3}`;} + if (V.SF.Satellite >= 5)jd =`Installed a more advanced version that is 50% more powerful`;jd3 =`The AO localization has been increased which reduces the amount of affected equipment`; + if (V.SF.Satellite === 6){emp0 =`The satellite is now equipped with a basic`;beem0 =`an entire city block.`;} else {emp1 =` EMP generator (advanced EMP hardening was applied before the insulation and activation) that will "slightly" damage equipment with the AO.`;beem1 =`Thanks to imporvements applied to battery system and shielding in additon to R&D funds, the satellite will be able to shoot a concentrated beam of pure energy that is able to level`;} + if (V.SF.Satellite >= 7){emp0 =`The satellite is now equipped with a more advanced version that is 50% more powerful`;} else {beem0 =`a suburb to a block of houses.`;} + if (V.SF.Satellite === 8)beem0 =`a single house to 30m.`;beem3 =`The beem can also now fire off a heat wave to disorrent targets`; + if (V.SF.Satellite === 9){beem0 =`20m to 10m.`;} else {beem3 =`The beem can also now fire off a much stronger heat wave to disorrent targets for longer and with more effects.`;} + if (V.SF.Satellite === 10)beem0 =`5m to 1m.`;beem4 =`It is now possible for the beem to be split as required.`; return`Modernised the satellite's electronics ${wire}. ${jd}${jam} ${jd3} ${emp0}${emp1} ${beem1} ${beem0} ${beem3} ${beem4}`;} window.GR = function() {const V = State.variables; diff --git a/src/pregmod/SecForceEX/Proposal.tw b/src/pregmod/SecForceEX/Proposal.tw index 1fc792a3583a44f9927507d8922920286450dac8..7b496574b908911ceb8a218c58e9dc6a0f83605d 100644 --- a/src/pregmod/SecForceEX/Proposal.tw +++ b/src/pregmod/SecForceEX/Proposal.tw @@ -1,5 +1,5 @@ :: Security Force Proposal [nobr] -<<set $nextLink = "Next Week",$nextButton = "Continue",$securityForceEventSeen = 1>> +<<set $nextLink = "Next Week",$nextButton = "Continue">> <span id="result"> The Free Cities were founded on the principles of unrestrained anarcho-capitalism. To those with such beliefs,the very idea of possessing an armed force,a key tool of government control,or weapons at all,was anathema. <br>In the period since,however,your citizens have seen the value in weaponry. They watched on their news-feed as some Free Cities were sacked by the armies and mobs of the Old World,driven by their hatred of the citizens' luxurious lifestyles. They've seen other Cities toppled from within,by slave conspiracies or infighting among citizen groupings with differing beliefs. They've witnessed the distressingly rapid rise of fanatical anti-slavery organizations,who would like nothing more than to see them slowly bled by their own chattel. They are learned people,and they know what happens to slaveowners who lose their power. @@ -25,6 +25,6 @@ The Free Cities were founded on the principles of unrestrained anarcho-capitalis <<set $SFColonel = {Core:"", Talk:0, Fun:0, Status:0}>> <</replace>> <</link>>//Initial costs are @@.yellowgreen;<<print cashFormat(_price)>>@@ and upon establishment the force will have significant support costs until it is self-sufficient.// -<br><<link "The current measures are enough.">> <<replace "#result">> +<br><<link "The current measures are enough.">> <<replace "#result">> <<set $SF = {Active:0}>> On second thought, such a force is not needed. Your methods have served well so far - why should there be any change going forward? <</replace>> <</link>> </span> \ No newline at end of file diff --git a/src/pregmod/SecForceEX/Report.tw b/src/pregmod/SecForceEX/Report.tw index 2241c0a7b6e50ea350f0787cd9fb3ab48e2af963..69b20d1d9b16845daf9b5aa5fe1dd27abaf58fb8 100644 --- a/src/pregmod/SecForceEX/Report.tw +++ b/src/pregmod/SecForceEX/Report.tw @@ -22,57 +22,57 @@ <</if>> <</if>> -<<if $Firebase > 0>> - <<set _FNGs += $Firebase,_Trade += 0.5*$Firebase,_ME *= 1+($Firebase*_OPE)>> +<<if $SF.Firebase > 0>> + <<set _FNGs += $SF.Firebase,_Trade += 0.5*$SF.Firebase,_ME *= 1+($SF.Firebase*_OPE)>> <</if>> -<<if $Armoury > 0>> - <<set _FNGs += ($Armoury*2),_Trade += 0.25*$Armoury,_ME *= 1+($Armoury*_OPE)>> +<<if $SF.Armoury > 0>> + <<set _FNGs += ($SF.Armoury*2),_Trade += 0.25*$SF.Armoury,_ME *= 1+($SF.Armoury*_OPE)>> <</if>> -<<if $SFDrugs > 0>> - <<set _FNGs += $SFDrugs,_Trade += 0.25*$SFDrugs,_ME *= 1+($SFDrugs*_OPE)>> +<<if $SF.Drugs > 0>> + <<set _FNGs += $SF.Drugs,_Trade += 0.25*$SF.Drugs,_ME *= 1+($SF.Drugs*_OPE)>> <</if>> -<<if $Firebase >= 1>> - <<if $SFVehicles > 0>> - <<set _FNGs += $SFVehicles,_Trade += 0.25*$SFVehicles,_ME *= 1+($SFVehicles*_OPE)>> +<<if $SF.Firebase >= 1>> + <<if $SF.Vehicles > 0>> + <<set _FNGs += $SF.Vehicles,_Trade += 0.25*$SF.Vehicles,_ME *= 1+($SF.Vehicles*_OPE)>> <</if>> - <<if $HeavyBattleTank > 0>> - <<set _Trade += 0.25*($HeavyBattleTank),_ME *= 1+($HeavyBattleTank*_OPE)>> + <<if $SF.HBT > 0>> + <<set _Trade += 0.25*($SF.HBT),_ME *= 1+($SF.HBT*_OPE)>> <</if>> <</if>> -<<if $Firebase >= 2 && $SFDrones > 0>> - <<set _FNGs += $SFDrones,_Trade += 0.5*$SFDrones,_ME *= 1+($SFDrones*_OPE)>> +<<if $SF.Firebase >= 2 && $SF.Drones > 0>> + <<set _FNGs += $SF.Drones,_Trade += 0.5*$SF.Drones,_ME *= 1+($SF.Drones*_OPE)>> <</if>> -<<if $Firebase >= 4>> - <<if $SFAirForce > 0>> - <<set _FNGs += $SFAirForce,_Trade += 0.25*$SFAirForce,_ME *= 1+($SFAirForce*_OPE)>> +<<if $SF.Firebase >= 4>> + <<if $SF.AirForce > 0>> + <<set _FNGs += $SF.AirForce,_Trade += 0.25*$SF.AirForce,_ME *= 1+($SF.AirForce*_OPE)>> <</if>> - <<if $SpacePlane > 0>> - <<set _FNGs += $SpacePlane,_Trade += 0.25*$SpacePlane,_ME *= 1+($SpacePlane*_OPE)>> + <<if $SF.SpacePlane > 0>> + <<set _FNGs += $SF.SpacePlane,_Trade += 0.25*$SF.SpacePlane,_ME *= 1+($SF.SpacePlane*_OPE)>> <</if>> - <<if $GunS > 0>> - <<set _FNGs += $GunS,_Trade += 0.25*$GunS,_ME *= 1+($GunS*_OPE)>> + <<if $SF.GunS > 0>> + <<set _FNGs += $SF.GunS,_Trade += 0.25*$SF.GunS,_ME *= 1+($SF.GunS*_OPE)>> <</if>> - <<if $Satellite > 0>> - <<set _FNGs += $Satellite,_Trade += 0.25*$Satellite,_ME *= 1+($Satellite*_OPE)>> + <<if $SF.Satellite > 0>> + <<set _FNGs += $SF.Satellite,_Trade += 0.25*$SF.Satellite,_ME *= 1+($SF.Satellite*_OPE)>> <</if>> <<if ($terrain != "oceanic" && $terrain != "marine")>> - <<if $GiantRobot > 0 && >> - <<set _FNGs += $GiantRobot,_Trade += 0.25*$GiantRobot,_ME *= 1+($GiantRobot*_OPE)>> + <<if SF.GiantRobot > 0 && >> + <<set _FNGs += SF.GiantRobot,_Trade += 0.25*SF.GiantRobot,_ME *= 1+(SF.GiantRobot*_OPE)>> <</if>> - <<if $MissileSilo > 0>> - <<set _Trade += 0.25*$MissileSilo,_ME *= 1+($MissileSilo*_OPE)>> <</if>> + <<if SF.MissileSilo > 0>> + <<set _Trade += 0.25*SF.MissileSilo,_ME *= 1+(SF.MissileSilo*_OPE)>> <</if>> <</if>> <</if>> <<if $terrain == "oceanic"||$terrain == "marine">> - <<if $AircraftCarrier > 0>> - <<set _FNGs += $AircraftCarrier,_Trade += 0.25*$AircraftCarrier,_ME *= 1+($AircraftCarrier*_OPE)>> + <<if SF.AircraftCarrier > 0>> + <<set _FNGs += SF.AircraftCarrier,_Trade += 0.25*SF.AircraftCarrier,_ME *= 1+(SF.AircraftCarrier*_OPE)>> <</if>> - <<if $Sub > 0>> - <<set _FNGs += $Sub,_Trade += 0.25*$Sub,_ME *= 1+($Sub*_OPE)>> <</if>> - <<if $HAT > 0>> - <<set _Trade += 0.25*$HAT,_ME *= 1+($HAT*_OPE)>> <</if>> + <<if SF.Sub > 0>> + <<set _FNGs += SF.Sub,_Trade += 0.25*SF.Sub,_ME *= 1+(SF.Sub*_OPE)>> <</if>> + <<if SF.HAT > 0>> + <<set _Trade += 0.25*SF.HAT,_ME *= 1+(SF.HAT*_OPE)>> <</if>> <</if>> <<if $SFColonel.Fun > 0>> <<set _ME *= 1+($SFColonel.Fun*_OPE)>> <</if>> @@ -116,11 +116,11 @@ <<set _Profit = Math.ceil((_Income/1000)*1.25)>> <</if>> <<set $cash += _Profit>> -<<if $SFDrugs >= 8 || $SFDrugs >= 10>> <<set _Deaths = 0,_SurvivalChance = 50>> - <<if $SFDrugs >= 8>> <<set _SurvivalChance -= 5>> <<elseif $SFDrugs >= 10>> +<<if $SF.Drugs >= 8 || $SF.Drugs >= 10>> <<set _Deaths = 0,_SurvivalChance = 50>> + <<if $SF.Drugs >= 8>> <<set _SurvivalChance -= 5>> <<elseif $SF.Drugs >= 10>> <<set _SurvivalChance += 5>> <</if>> <<if random(0,100) > _SurvivalChance>> - <<set _Deaths = random(0,(($SFDrugs*2)+4))>> <</if>> + <<set _Deaths = random(0,(($SF.Drugs*2)+4))>> <</if>> <<if _Deaths > 0>> <<set SFUnit.Troops -= _Deaths>> <</if>> <</if>> <</silently>>__Status and Activities of $SF.Lower __: <br>This week, $SF.Lower, <<print commaNum(SFUnit.Troops)>> strong, focused on @@ -189,10 +189,10 @@ $SF.Caps managed to recruit <<print Math.round(_FNGs/2)>> new soldiers this week <<set $TradeShowHelots += _MenialSlaves,$TotalTradeShowHelots += _MenialSlaves>> <<set $cash = $cash+_TSProfit,$TradeShowIncome += _TSProfit>> <<set $TotalTradeShowIncome += _TSProfit>> - <<if $secExp === 1 && $mercenaries > 0>> <<set $CMigrantMercs = 0>> + <<if $secExp === 1 && $mercenaries > 0>> <<set $SFTradeShow.TotalMercs = 0>> <<set _MigrantMercs = random(1,(_TradeShowAttendes/10))>> - <<set $mercFreeManpower += _MigrantMercs,$CMigrantMercs += _MigrantMercs>> - <<set $OMigrantMercs += _MigrantMercs>> + <<set $mercFreeManpower += _MigrantMercs,$SFTradeShow.TotalMercs += _MigrantMercs>> + <<set $SFTradeShow.Mercs += _MigrantMercs>> <</if>> <<set $OverallAttendance += 1>> <</if>> <<include "FlavourText">> <<if $SF.SpecOps === 1>> <<set $SF.SpecOps = 0>> <</if>> <<set $SF.U = 0,$SF.WG = 0,$SFColonel.Talk = 0,$SFColonel.Fun = 0>> \ No newline at end of file diff --git a/src/pregmod/SecForceEX/Tree.tw b/src/pregmod/SecForceEX/Tree.tw index 86b0cb5f8956ae2f4e1f4602d7bcc5bee824f48d..6ffcd57bb3f2e1b5d653ebe357b82813c6a83d1e 100644 --- a/src/pregmod/SecForceEX/Tree.tw +++ b/src/pregmod/SecForceEX/Tree.tw @@ -1,62 +1,62 @@ :: Tree [nobr] <<set $HSM = HSM()>> <span id="resultX"> @@.orange;Which facility or equipment do you wish to upgrade this week?@@ - <<if $Firebase < 1 || $Firebase < 2 || $Firebase < 4>><br> More firebase upgrades are required to unlock further options.<</if>> - <<if $Firebase < 5 || $Firebase < _FirebaseU>> + <<if $SF.Firebase < 1 || $SF.Firebase < 2 || $SF.Firebase < 4>><br> More firebase upgrades are required to unlock further options.<</if>> + <<if $SF.Firebase < 5 || $SF.Firebase < _FirebaseU>> @@.green;<<link "Firebase">> <<replace "#resultX">> - <<set $SF.U = 1, $Firebase++, $cash -= Math.ceil(100000*_Env*(1.15+($SF.Units/10))*(1.15+($Firebase/100)))>> <<goto "Firebase">> - <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(100000*_Env*(1.15+($SF.Units/10))*(1.15+($Firebase/100))))>>@@ // + <<set $SF.U = 1, $SF.Firebase++, $cash -= Math.ceil(100000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.Firebase/100)))>> <<goto "Firebase">> + <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(100000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.Firebase/100))))>>@@ // <</if>> - <<if $Armoury < 5 || $Armoury < _ArmouryU>> - @@.green;<<link "Armoury">> <<replace "#resultX">> - <<set $SF.U = 1, $Armoury++, $cash -= Math.ceil(40000*_Env*(1.15+($SF.Units/10))*(1.15+($Armoury/100)))>> <<goto "Firebase">> - <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(40000*_Env*(1.15+($SF.Units/10))*(1.15+($Armoury/100))))>>@@ // + <<if $SF.Armoury < 5 || $SF.Armoury < _SF.ArmouryU>> + @@.green;<<link "SF.Armoury">> <<replace "#resultX">> + <<set $SF.U = 1, $SF.Armoury++, $cash -= Math.ceil(40000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.Armoury/100)))>> <<goto "Firebase">> + <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(40000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.Armoury/100))))>>@@ // <</if>> - <<if $SFDrugs < 5 || $SFDrugs < _SFDrugsU>> + <<if $SF.Drugs < 5 || $SF.Drugs < _SF.DrugsU>> @@.green;<<link "Drug Lab">> <<replace "#resultX">> - <<set $SF.U = 1, $SFDrugs++, $cash -= Math.ceil(40000*_Env*(1.15+($SF.Units/10))*(1.15+($SFDrugs/100)))>> <<goto "Firebase">> - <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(40000*_Env*(1.15+($SF.Units/10))*(1.15+($SFDrugs/100))))>>@@ // + <<set $SF.U = 1, $SF.Drugs++, $cash -= Math.ceil(40000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.Drugs/100)))>> <<goto "Firebase">> + <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(40000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.Drugs/100))))>>@@ // <</if>> - <<if $Firebase >= 2 && ($SFDrones < 5 || $SFDrones < _SFDronesU)>> + <<if $SF.Firebase >= 2 && ($SF.Drones < 5 || $SF.Drones < _SF.DronesU)>> @@.green;<<link "Drone bay">> <<replace "#resultX">> - <<set $SF.U = 1, $SFDrones++, $cash -= Math.ceil(45000*_Env*(1.15+($SF.Units/10))*(1.15+($SFDrones/100))*$HSM)>> <<goto "Firebase">> - <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(45000*_Env*(1.15+($SF.Units/10))*(1.15+($SFDrones/100))*$HSM))>>@@ // + <<set $SF.U = 1, $SF.Drones++, $cash -= Math.ceil(45000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.Drones/100))*$HSM)>> <<goto "Firebase">> + <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(45000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.Drones/100))*$HSM))>>@@ // <</if>> - <<if $Firebase >= 1 && (_Garage < 5 ||_Garage < _GarageU)>> + <<if $SF.Firebase >= 1 && (_Garage < 5 ||_Garage < _GarageU)>> @@.green;<<link "Garage">> <<replace "#resultX">> <span id="resultY"> "Which unit do you wish to upgrade or 'borrow'?" @@.green;<<link "Go back""Firebase">> <</link>>@@ - <<if ($SFVehicles < 5|| $SFVehicles < _SFVehiclesU)>> + <<if ($SF.Vehicles < 5|| $SF.Vehicles < _SF.VehiclesU)>> @@.green;<<link "Vehicle fleet">> <<replace "#resultY">> - <<set $SF.U = 1, $SFVehicles++, $cash -= Math.ceil(60000*_Env*(1.15+($SF.Units/10))*(1.15+($SFVehicles/100)))>> <<goto "Firebase">> - <</replace>> <</link>>@@// @@.yellowgreen;<<print cashFormat(Math.ceil(60000*_Env*(1.15+($SF.Units/10))*(1.15+($SFVehicles/100))))>>@@ // + <<set $SF.U = 1, $SF.Vehicles++, $cash -= Math.ceil(60000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.Vehicles/100)))>> <<goto "Firebase">> + <</replace>> <</link>>@@// @@.yellowgreen;<<print cashFormat(Math.ceil(60000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.Vehicles/100))))>>@@ // <</if>> - <<if $HeavyBattleTank < _HeavyBattleTankU>> + <<if $SF.HBT < _SF.HBTU>> @@.green;<<link "Heavy battle tank">> <<replace "#resultY">> - <<set $SF.U = 1, $HeavyBattleTank++, $cash -= Math.ceil(150000*_Env*(1.15+($SF.Units/10))*(1.15+($HeavyBattleTank/100)))>> <<goto "Firebase">> - <</replace>> <</link>>@@// @@.yellowgreen;<<print cashFormat(Math.ceil(150000*_Env*(1.15+($SF.Units/10))*(1.15+($HeavyBattleTank/100))))>>@@ // + <<set $SF.U = 1, $SF.HBT++, $cash -= Math.ceil(150000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.HBT/100)))>> <<goto "Firebase">> + <</replace>> <</link>>@@// @@.yellowgreen;<<print cashFormat(Math.ceil(150000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.HBT/100))))>>@@ // <</if>> </span> <</replace>> <</link>>@@ <</if>> - <<if $Firebase >= 4 && (_Hanger < 5 || _Hanger < _HangerU)>> + <<if $SF.Firebase >= 4 && (_Hanger < 5 || _Hanger < _HangerU)>> @@.green;<<link "Hangar">> <<replace "#resultX">> <span id="resultY"> "Which unit do you wish to upgrade or 'borrow'?" @@.green;<<link "Go back""Firebase">> <</link>>@@ - <<if $SFAirForce < 5 || $SFAirForce < _SFAirForceU>> + <<if $SF.AirForce < 5 || $SF.AirForce < _SF.AirForceU>> @@.green;<<link "Aircraft fleet">> <<replace "#resultY">> - <<set $SF.U = 1, $SFAirForce++, $cash -= Math.ceil(70000*_Env*(1.15+($SF.Units/10))*(1.15+($SFAirForce/100)))>> <<goto "Firebase">> - <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(70000*_Env*(1.15+($SF.Units/10))*(1.15+($SFAirForce/100))))>>@@ // + <<set $SF.U = 1, $SF.AirForce++, $cash -= Math.ceil(70000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.AirForce/100)))>> <<goto "Firebase">> + <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(70000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.AirForce/100))))>>@@ // <</if>> - <<if $SpacePlane < _SpacePlaneU>> + <<if $SF.SpacePlane < _SF.SpacePlaneU>> @@.green;<<link "Space plane">> <<replace "#resultY">> - <<set $SF.U = 1, _SpacePlane++, $cash -= Math.ceil(250000*_Env*(1.15+($SF.Units/10))*(1.15+($SpacePlane/100))*$HSM)>> <<goto "Firebase">> - <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(250000*_Env*(1.15+($SF.Units/10))*(1.15+($SpacePlane/100))*$HSM))>>@@ // + <<set $SF.U = 1, _SF.SpacePlane++, $cash -= Math.ceil(250000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.SpacePlane/100))*$HSM)>> <<goto "Firebase">> + <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(250000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.SpacePlane/100))*$HSM))>>@@ // <</if>> - <<if $GunS < _GunSU>> + <<if $SF.GunS < _SF.GunSU>> @@.green;<<link "Gunship">> <<replace "#resultY">> - <<set $SF.U = 1, $GunS++, $cash -= Math.ceil(350000*_Env*(1.15+($SF.Units/10))*(1.15+($GunS/100))*$HSM)>> <<goto "Firebase">> - <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(350000*_Env*(1.15+($SF.Units/10))*(1.15+($GunS/100))*$HSM))>>@@ // + <<set $SF.U = 1, $SF.GunS++, $cash -= Math.ceil(350000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.GunS/100))*$HSM)>> <<goto "Firebase">> + <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(350000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.GunS/100))*$HSM))>>@@ // <</if>> </span> <</replace>> <</link>>@@ <</if>> @@ -64,20 +64,20 @@ @@.green;<<link "Launch Bay">> <<replace "#resultX">> <span id="resultY"> "Which unit do you wish to upgrade or 'borrow'?" @@.green;<<link "Go back""Firebase">> <</link>>@@ - <<if $Satellite < _SatU>> - @@.green;<<link "Satellite">> <<replace "#resultY">> - <<set $SF.U = 1, $Satellite++, $cash -= Math.ceil(525000*_Env*(1.15+($SF.Units/10))*(1.15+($Satellite/100))*$HSM)>> <<goto "Firebase">> - <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(525000*_Env*(1.15+($SF.Units/10))*(1.15+($Satellite/100))*$HSM))>>@@ // + <<if $SF.Satellite < _SatU>> + @@.green;<<link "SF.Satellite">> <<replace "#resultY">> + <<set $SF.U = 1, $SF.Satellite++, $cash -= Math.ceil(525000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.Satellite/100))*$HSM)>> <<goto "Firebase">> + <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(525000*_Env*(1.15+($SF.Units/10))*(1.15+($SF.Satellite/100))*$HSM))>>@@ // <</if>> - <<if $GiantRobot < _GiantRobotU>> + <<if SF.GiantRobot < _GiantRobotU>> @@.green;<<link "Giant robot">> <<replace "#resultY">> - <<set $SF.U = 1, $GiantRobot++, $cash -= Math.ceil(550000*_Env*(1.15+($SF.Units/10))*(1.15+($GiantRobot/100))*$HSM)>> <<goto "Firebase">> - <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(550000*_Env*(1.15+($SF.Units/10))*(1.15+($GiantRobot/100))*$HSM))>>@@ // + <<set $SF.U = 1, SF.GiantRobot++, $cash -= Math.ceil(550000*_Env*(1.15+($SF.Units/10))*(1.15+(SF.GiantRobot/100))*$HSM)>> <<goto "Firebase">> + <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(550000*_Env*(1.15+($SF.Units/10))*(1.15+(SF.GiantRobot/100))*$HSM))>>@@ // <</if>> - <<if $MissileSilo < _MissileSiloU>> + <<if SF.MissileSilo < _MissileSiloU>> @@.green;<<link "Missile silo">> <<replace "#resultY">> - <<set $SF.U = 1, $MissileSilo++, $cash -= Math.ceil(565000*_Env*(1.15+($SF.Units/10))*(1.15+($MissileSilo/100))*$HSM)>> <<goto "Firebase">> - <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(565000*_Env*(1.15+($SF.Units/10))*(1.15+($MissileSilo/100))*$HSM))>>@@ // + <<set $SF.U = 1, SF.MissileSilo++, $cash -= Math.ceil(565000*_Env*(1.15+($SF.Units/10))*(1.15+(SF.MissileSilo/100))*$HSM)>> <<goto "Firebase">> + <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(565000*_Env*(1.15+($SF.Units/10))*(1.15+(SF.MissileSilo/100))*$HSM))>>@@ // <</if>> </span> <</replace>> <</link>>@@ <</if>> @@ -85,20 +85,20 @@ @@.green;<<link "Naval Yard">> <<replace "#resultX">> <span id="resultY"> "Which unit do you wish to upgrade or 'borrow'?" @@.green;<<link "Go back""Firebase">> <</link>>@@ - <<if $AircraftCarrier < _AircraftCarrierU>> + <<if SF.AircraftCarrier < _AircraftCarrierU>> @@.green;<<link "Aircraft carrier">> <<replace "#resultY">> - <<set $SF.U = 1, $AircraftCarrier++, $cash -= Math.ceil(650000*_Env*(1.15+($SF.Units/10))*(1.15+($AircraftCarrier/100))*$HSM)>> <<goto "Firebase">> - <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(650000*_Env*(1.15+($SF.Units/10))*(1.15+($AircraftCarrier/100))*$HSM))>>@@ // + <<set $SF.U = 1, SF.AircraftCarrier++, $cash -= Math.ceil(650000*_Env*(1.15+($SF.Units/10))*(1.15+(SF.AircraftCarrier/100))*$HSM)>> <<goto "Firebase">> + <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(650000*_Env*(1.15+($SF.Units/10))*(1.15+(SF.AircraftCarrier/100))*$HSM))>>@@ // <</if>> - <<if $Sub < _SubU>> + <<if SF.Sub < _SubU>> @@.green;<<link "Submarine">> <<replace "#resultY">> - <<set $SF.U = 1, $Sub++, $cash -= Math.ceil(700000*_Env*(1.15+($SF.Units/10))*(1.15+($Sub/100))*$HSM)>> <<goto "Firebase">> - <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(700000*_Env*(1.15+($SF.Units/10))*(1.15+($Sub/100))*$HSM))>>@@ // + <<set $SF.U = 1, SF.Sub++, $cash -= Math.ceil(700000*_Env*(1.15+($SF.Units/10))*(1.15+(SF.Sub/100))*$HSM)>> <<goto "Firebase">> + <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(700000*_Env*(1.15+($SF.Units/10))*(1.15+(SF.Sub/100))*$HSM))>>@@ // <</if>> - <<if $HAT < _HATU>> + <<if SF.HAT < _HATU>> @@.green;<<link "Heavy amphibious transport">> <<replace "#resultY">> - <<set $SF.U = 1, $HAT++, $cash -= Math.ceil(665000*_Env*(1.15+($SF.Units/10))*(1.15+($Sub/100)))>> <<goto "Firebase">> - <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(665000*_Env*(1.15+($SF.Units/10))*(1.15+($HAT/100))))>>@@ // + <<set $SF.U = 1, SF.HAT++, $cash -= Math.ceil(665000*_Env*(1.15+($SF.Units/10))*(1.15+(SF.Sub/100)))>> <<goto "Firebase">> + <</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(665000*_Env*(1.15+($SF.Units/10))*(1.15+(SF.HAT/100))))>>@@ // <</if>> </span> <</replace>> <</link>>@@ <</if>> </span> diff --git a/src/pregmod/eliteTakeOver.tw b/src/pregmod/eliteTakeOver.tw index 5857bb131b93d57dcf17f1c04c2a89220e576e51..1c1bc6f7838615d6e3728ab0c47d4d6eb7eda070 100644 --- a/src/pregmod/eliteTakeOver.tw +++ b/src/pregmod/eliteTakeOver.tw @@ -74,7 +74,7 @@ You look up from your desk as the locked door to your office unseals, and a doze <</replace>> <</link>> <</if>> - <<if $SF.Active === 1 && $SFMODToggle === 1>> + <<if $SF.Active === 1 && $SF.Toggle === 1>> <br> <<set _N = SFC()>> <<link "Send a message to _N">> <<set $finalChoice = "SF">> diff --git a/src/uncategorized/BackwardsCompatibility.tw b/src/uncategorized/BackwardsCompatibility.tw index 4b26af1d23c25c894e79e93a652d56b5110e3e25..79dbcce7ce245c590c32dc4c0fb5f9bbd242c63c 100644 --- a/src/uncategorized/BackwardsCompatibility.tw +++ b/src/uncategorized/BackwardsCompatibility.tw @@ -767,8 +767,12 @@ <<set $showInches = 0>> <</if>> -<<if $SFMODToggle === 1 && $securityForceActive === 1>> /* SFVAR */ - <<unset $securityForceCreate>> +<<if def $SFMODToggle>> /* SFVAR */ + <<set $SF = {Toggle:$SFMODToggle, Active:$securityForceActive}>> + <<unset $SFMODToggle, $securityForceActive, $securityForceCreate, $securityForceEventSeen>> +<</if>> +<<if $SF.Toggle === 1 && $SF.Active === 1>> +<<if $SFTradeShow.History > 0>> <<set $SFTradeShow.View = 1>> <</if>> <<if ndef $arcologies[0].SFRaid>> <<set $arcologies[0].SFRaid = 1>> <</if>> <<if ndef $arcologies[0].SFRaidTarget>> <<set $arcologies[0].SFRaidTarget = -1>> <</if>> @@ -794,10 +798,10 @@ <<if ndef $TotalTradeShowIncome>> <<set $TotalTradeShowIncome = 0>> <</if>> <<if ndef $TradeShowHelots>> <<set $TradeShowHelots = 0>> <</if>> <<if ndef $TotalTradeShowHelots>> <<set $TotalTradeShowHelots = 0>> <</if>> - <<set $SFTradeShow = {View:-1, History:$OverallTradeShowAttendance, + <<set $SFTradeShow = {History:$OverallTradeShowAttendance, CanAttend:$CurrentTradeShowAttendance, Income:$TradeShowIncome, Revenue:$TotalTradeShowIncome, Helots:$TradeShowHelots, - TotalHelots:$TotalTradeShowHelots}>> + TotalHelots:$TotalTradeShowHelots, Mercs:0, TotalMercs:0}>> <<unset $OverallTradeShowAttendance, $CurrentTradeShowAttendance, $TradeShowIncome, $TotalTradeShowIncome, $TradeShowHelots, $TotalTradeShowHelots>> diff --git a/src/uncategorized/REroyalblood.tw b/src/uncategorized/REroyalblood.tw index 421f4e41ab96da133d1736de2938148e34e1a9ad..8d47ba65692a3ee377c491da606096cacf7df774 100644 --- a/src/uncategorized/REroyalblood.tw +++ b/src/uncategorized/REroyalblood.tw @@ -187,7 +187,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad //You lack the necessary funds and reputation to enslave a princess.// <</if>> -<<if $SF.Active === 1 && $SFMODToggle === 1>> +<<if $SF.Active === 1 && $SF.Toggle === 1>> <br><<link "Dispatch a $SF.Lower on a night time raid to acquire a pretty princess.">> <<replace "#result">> Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the princess aboard clad in chains and make a direct course towards your waiting penthouse. @@ -221,7 +221,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad <br>//You lack the necessary funds to enslave a crown prince.// <</if>> -<<if $SF.Active === 1 && $SFMODToggle === 1>> +<<if $SF.Active === 1 && $SF.Toggle === 1>> <br><<link "Dispatch $SF.Lower on a night time raid to acquire the crown prince.">> <<replace "#result">> Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. They take off again with the crown prince aboard and in chains, where he rails against the uncaring metal walls of the VTOL for the breadth of his journey to your penthouse. @@ -276,7 +276,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad <br>//You lack the necessary funds and reputation to enslave both the crown prince and princess.// <</if>> -<<if $SF.Active === 1 && $SFMODToggle === 1>> +<<if $SF.Active === 1 && $SF.Toggle === 1>> <br><<link "Dispatch $SF.Lower on a night time raid to acquire both the prince and princess.">> <<replace "#result">> Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the prince and princess aboard, clad in chains and bound face to face in a forced embrace, and make a direct course towards your waiting penthouse. @@ -361,7 +361,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad <br>//You lack the necessary funds to enslave a handful of court ladies.// <</if>> -<<if $SF.Active === 1 && $SFMODToggle === 1>> +<<if $SF.Active === 1 && $SF.Toggle === 1>> <br><<link "Dispatch $SF.Lower on a night time raid to acquire a handful of court ladies.">> <<replace "#result">> You take a tablet and peruse the various court ladies on offer by the fledgling arcology. You single out a few interesting individuals for acquisition that might suit your tastes, but the slapdash descriptions provided for each by $SF.Lower Intelligence make it likely that any similarities to your aesthetic leanings will be coincidental. Once you are satisfied with your selection, you electronically transfer the order to <<print SFC()>> and soon receive a mission success notice along with an estimated delivery schedule. @@ -438,7 +438,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad <br>//You lack the necessary funds to enslave a Queen.// <</if>> -<<if $SF.Active === 1 && $SFMODToggle === 1>> +<<if $SF.Active === 1 && $SF.Toggle === 1>> <br><<link "Dispatch $SF.Lower on a night time raid to acquire the Queen herself.">> <<replace "#result">> Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the Queen aboard and make a direct course towards your waiting penthouse. @@ -500,7 +500,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad <br>//You lack the necessary funds and reputation to enslave both the Queen and princess.// <</if>> -<<if $SF.Active === 1 && $SFMODToggle === 1>> +<<if $SF.Active === 1 && $SF.Toggle === 1>> <br><<link "Dispatch $SF.Lower on a night time raid to acquire both the Princess and Queen.">> <<replace "#result">> Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the princess and Queen aboard, making a direct course towards your waiting penthouse. @@ -587,7 +587,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad <<AddSlave _queen>> /* skip New Slave Intro */ <</replace>> <</link>> // It will cost about <<print cashFormat(500000)>> to enslave the Queen and her court ladies.// -<<if $SF.Active === 1 && $SFMODToggle === 1>> +<<if $SF.Active === 1 && $SF.Toggle === 1>> <br><<link "Dispatch $SF.Lower on a night time raid to acquire the Queen and her court ladies.">> <<replace "#result">> Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the Queen, who is resigned to her fate, and a gaggle of terrified court ladies chained together. @@ -713,7 +713,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad <br>//You lack the necessary funds to enslave the entire court.// <</if>> -<<if $SF.Active === 1 && $SFMODToggle === 1 && $familyTesting === 1>> +<<if $SF.Active === 1 && $SF.Toggle === 1 && $familyTesting === 1>> <br><<link "Dispatch $SF.Lower on a night time raid to take everything of value.">> <<replace "#result">> <<set _loot = random(10,300)*100>> diff --git a/src/uncategorized/costsReport.tw b/src/uncategorized/costsReport.tw index 8700db8fd9bb6e7510fc9673f5938f1a076e8d84..52604b86373394a32979bcd96f55f0f9afcde961 100644 --- a/src/uncategorized/costsReport.tw +++ b/src/uncategorized/costsReport.tw @@ -47,7 +47,7 @@ <</if>> <</if>> -<<if $SFMODToggle === 1 && $SF.Subsidy === 1>> +<<if $SF.Toggle === 1 && $SF.Subsidy === 1>> <br>__$SF.Caps subsidy:__ <<print cashFormat(Math.ceil((10000*(SFUnit.Troops/10))*1+($arcologies[0].prosperity/100)*1+($SF.Units/100)))>> <</if>> <<if $mercenaries > 0>> diff --git a/src/uncategorized/manageArcology.tw b/src/uncategorized/manageArcology.tw index 799e996d103090b655fc31dbaa4e354e6028cf72..3d01cceded4a627d8dc959f5d4008ea9338b23dc 100644 --- a/src/uncategorized/manageArcology.tw +++ b/src/uncategorized/manageArcology.tw @@ -280,7 +280,7 @@ Your slaves have participated in approximately <<print commaNum($oralTotal+$vagi <br><br> <<if $SF.Active == 0>> Your army counts <<print commaNum($militiaEmployedManpower + $slavesEmployedManpower + $mercEmployedManpower)>> total soldiers. -<<elseif $SF.Active === 1 && $SFMODToggle === 1>> +<<elseif $SF.Active === 1 && $SF.Toggle === 1>> Your army counts <<print commaNum($militiaEmployedManpower + $slavesEmployedManpower + $mercEmployedManpower + SFUnit.Troops)>> total soldiers of which <<print commaNum(SFUnit.Troops)>> under the security force command and the rest under your direct control. <</if>> <<if $hasFoughtOnce == 1>> diff --git a/src/uncategorized/neighborInteract.tw b/src/uncategorized/neighborInteract.tw index 652dd328d7ba8edaa06ff9f05347c88b9f103ff6..e42881ece482a9eaa0c2ebf2ec46939c91169d05 100644 --- a/src/uncategorized/neighborInteract.tw +++ b/src/uncategorized/neighborInteract.tw @@ -69,7 +69,7 @@ <</if>> <</if>> -<<if $SF.Active === 1 && $SFMODToggle === 1>> +<<if $SF.Active === 1 && $SF.Toggle === 1>> <<if SFUnit.Troops >= 200>> <br> <<if $arcologies[0].SFRaidTarget == -1>> @@ -212,7 +212,7 @@ <</for>> <br> [[Target for economic warfare|Neighbor Interact][$arcologies[0].embargoTarget = $activeArcology.direction]] -<<if $SF.Active === 1 && $SFMODToggle === 1 && SFUnit.Troops >= 200>> +<<if $SF.Active === 1 && $SF.Toggle === 1 && SFUnit.Troops >= 200>> | [[Target for covert raids|Neighbor Interact][$arcologies[0].SFRaidTarget = $activeArcology.direction]] <</if>> <<if $PC.hacking > 0>> @@ -684,7 +684,7 @@ If $activeArcology.name has developed enough to begin exporting worthwhile goods they have nothing of value. <</if>> <br> -<<if $arcologies[0].SFRaidTarget !== -1 && $SF.Active === 1 && $SFMODToggle === 1>> +<<if $arcologies[0].SFRaidTarget !== -1 && $SF.Active === 1 && $SF.Toggle === 1>> <<if $SFUnit.Troops >= 200>> <br>[[Cancel cover raids|Neighbor Interact][$arcologies[0].SFRaidTarget = -1]] <<else>> diff --git a/src/uncategorized/nonRandomEvent.tw b/src/uncategorized/nonRandomEvent.tw index 542e230a159cc3526aec39370b62899ff70dc3ca..a44e74fbd142493bf30ac4cf54eaa09c247f7304 100644 --- a/src/uncategorized/nonRandomEvent.tw +++ b/src/uncategorized/nonRandomEvent.tw @@ -2,7 +2,8 @@ <<set $showEncyclopedia = 0, $activeSlave = 0, $eventSlave = 0>> -<<if $SFMODToggle === 1 && ndef $securityForceEventSeen>> <<set $securityForceEventSeen = 0>> <</if>> +<<if $SF.Toggle === 1 && $SF.Active !== 0 && $SF.Active !== 1>> + <<set $SF.Active = -1>> <</if>> <<if $plot>> <<set _effectiveWeek = $week-$nationHate>> @@ -127,7 +128,7 @@ <<goto "P peacekeepers independence">> <<elseif def $peacekeepers && $peacekeepers.strength >= 50 && $peacekeepers.influenceAnnounced == 0>> <<goto "P peacekeepers influence">> -<<elseif (_effectiveWeek >= 80) && ($SF.Active != 1) && ($securityForceEventSeen != 1) && ($SFMODToggle === 1)>> +<<elseif $SF.Toggle === 1 && _effectiveWeek >= 80 && $SF.Active === -1>> <<goto "Security Force Proposal">> <<elseif ($SF.Active == 1) && ($SF.Active == 0)>> <<goto "Security Force Naming-Colonel">> diff --git a/src/uncategorized/options.tw b/src/uncategorized/options.tw index 9569632eaa531e2099743cb5eb5c67776b6b5e24..3eab5c40a028c2be8371b162d0f056fa33bf8e99 100644 --- a/src/uncategorized/options.tw +++ b/src/uncategorized/options.tw @@ -401,10 +401,10 @@ Curative side effects are @@.red;DISABLED@@. [[Enable|Options][$curativeSideEffe <br><br> ''MODS'' <br>The Special Force Mod is currently -<<if ($SFMODToggle === 0)>> - @@.red;DISABLED@@. [[Enable|Options][$SFMODToggle = 1]] +<<if ($SF.Toggle === 0)>> + @@.red;DISABLED@@. [[Enable|Options][$SF.Toggle = 1]] <<else>> - @@.cyan;ENABLED@@. [[Disable|Options][$SFMODToggle = 0]] + @@.cyan;ENABLED@@. [[Disable|Options][$SF.Toggle = 0]] <</if>> //Will not affect mod content that has already been encountered.// <br> diff --git a/src/uncategorized/persBusiness.tw b/src/uncategorized/persBusiness.tw index 7c507089f6110372a24c2fa2161e7f749911ff4e..2156e86c600f6890387b31e897fb9967ac57b092 100644 --- a/src/uncategorized/persBusiness.tw +++ b/src/uncategorized/persBusiness.tw @@ -900,6 +900,6 @@ Routine upkeep of your demesne costs @@.yellow;<<print cashFormat($costs)>>.@@ <<set $menialDemandFactor += random(-250, 250)>> <</if>> -<<if $SF.Active === 1 && $SFMODToggle === 1>> +<<if $SF.Active === 1 && $SF.Toggle === 1>> <<include "Security Force EOW Report">> <</if>> diff --git a/src/uncategorized/randomNonindividualEvent.tw b/src/uncategorized/randomNonindividualEvent.tw index 5eea379f47fedd2a29afcb7b60bc18ab4dbb7c0d..44eae2d1eebdcd05dd2de96e16f5462ca2d0a88b 100644 --- a/src/uncategorized/randomNonindividualEvent.tw +++ b/src/uncategorized/randomNonindividualEvent.tw @@ -1277,7 +1277,7 @@ <<set $milfSlaveID = $milfSlaveID.ID>> <</if>> <</if>> -<<if $SF.Active === 1 && $SFMODToggle === 1>> +<<if $SF.Active === 1 && $SF.Toggle === 1>> <<set $events.push("Trick Shot Night")>> <</if>> diff --git a/src/uncategorized/reAWOL.tw b/src/uncategorized/reAWOL.tw index 8217aeccf00abe880d9553120f88bd6abcff45a5..2edaf01b3824b23ee63d49e2a9128567a1ba9124 100644 --- a/src/uncategorized/reAWOL.tw +++ b/src/uncategorized/reAWOL.tw @@ -42,7 +42,7 @@ Your window of opportunity to act is closing. If you have plans for punishing th <br> -<<if $SF.Active === 1 && $SFMODToggle === 1>> +<<if $SF.Active === 1 && $SF.Toggle === 1>> <<link "Let your $SF.Lower handle her">> <<replace "#result">> You take a tablet and send <<print SFC()>> a notice about the mutinous mercenary. When you have the majority of the pertinent details committed to text, all that remains is to decide the fate of your quarry. diff --git a/src/uncategorized/seIndependenceDay.tw b/src/uncategorized/seIndependenceDay.tw index 2eac5a03e8f30270c0ddea210093012024fe7099..ad47c56007e25064a83f11b12e98bf2b343486e6 100644 --- a/src/uncategorized/seIndependenceDay.tw +++ b/src/uncategorized/seIndependenceDay.tw @@ -380,7 +380,7 @@ In the Free Cities, Independence Day falls on the day when the Free City achieve <</replace>> <</link>> //Costs @@.yellowgreen;<<print cashFormat(10000)>>@@// </span> -<<if $SF.Active === 1 && $SFMODToggle === 1>> <span id="result3"> +<<if $SF.Active === 1 && $SF.Toggle === 1>> <span id="result3"> <br><<link "Host a parade">> <<replace "#result3">><br><br> <<if SFUnit.Troops < 100>> @@ -390,42 +390,42 @@ In the Free Cities, Independence Day falls on the day when the Free City achieve The almost full size of $SF.Lower inspires confidence in your citizens. <<set $rep += 250>> <</if>> - <<if $Armoury === 0>> + <<if $SF.Armoury === 0>> Seeing the soldiers of $SF.Lower with high-quality personal weapons and light armor, but little in the way of exceptional armament, provides little confidence in $SF.Lower. <<set $rep -= 200>> - <<elseif $Armoury === 11>> + <<else>> The citizens of $arcologies[0].name are relieved to see that $SF.Lower's troops are out fitted the absolutely latest in gear. <<set $rep += 250>> <</if>> - <<if $SFDrugs === 0>> + <<if $SF.Drugs === 0>> Seeing $SF.Lower being relaxed inspires confidence that they are unlikely to <<set $rep += 250>> <<else>> The slight twitchiness and high-end alertness of $SF.Lower's troops makes your citizens afraid that they may <<set $rep -= 200>> <</if>> get a face full of lead. - <<if $SFVehicles === 0>> + <<if $SF.Vehicles === 0>> The use of basic, unarmored mainly high-end civilian vehicles with jury-rigged crew-served weapons by $SF.Lower does not <<set $rep -= 200>> <<else>> $SF.Lower's use of the most advanced heavy armored and support vehicles possible <<set $rep += 250>> <</if>> inspires confidence in your citizens. - <<if $SFAirForce === 0>> - Seeing $SF.Lower's air force primarily consist of light transport VTOLs equipped with non-lethal weaponry, does not assure your citizens. + <<if $SF.AirForce === 1>> + Seeing $SF.Lower's air force only number enough to be a squadron and armed with just a Gatling cannon does not assure your citizens. <<set $rep -= 200>> <<else>> - Seeing $SF.Lower's air force using latest equipment assures your citizens that they are safe from the air. + Seeing $SF.Lower's air force using more advanced equipment assures your citizens that they are safe from the air. <<set $rep += 250>> <</if>> - <<if $SFDrones === 0>> + <<if $SF.Drones === 0>> Seeing "re-purposed" non-military drones from the arcology's original contingent flying around, does not inspire confidence in your citizens. <<set $rep -= 200>> <<else>> Seeing the latest and greatest drones buzzing over head assures your citizens that they are unmatched. <<set $rep += 250>> <</if>> - <<if $GiantRobot === 1>> + <<if SF.GiantRobot === 1>> Seeing a basic old world rusted looking Giant Robot, doesn't provide your citizens with much assurance that they are protected. <<set $rep -= 200>> <<else>> diff --git a/src/uncategorized/seRaiding.tw b/src/uncategorized/seRaiding.tw index 84c56c0b45338af7bffb3d82df6f0f56ea56ab07..fcbfb7e5f02062fe0b36358e15a211349fafc02f 100644 --- a/src/uncategorized/seRaiding.tw +++ b/src/uncategorized/seRaiding.tw @@ -3,8 +3,8 @@ <<set $nextLink = "Scheduled Event", $returnTo = "Scheduled Event", $nextButton = "Continue", $raided = $week>> The leader of your $mercenariesTitle has contacted you from the world outside your arcology. It seems that your $mercenariesTitle have enjoyed a profitable series of raids in their time outside the arcology and have decided to push their luck by plundering one last location on their way back to the arcology. As their nominal leader, they ask your opinion of a small number of potential targets. Given the distance from the arcology and the time sensitivity of conducting such a mission, you have little to base your decision on besides a brief description. -<<if $Satellite >= 1 && $SFMODToggle === 1>> - By having access to the use of $SF.Lower's Satellite it is less likely that the target will escape. +<<if $SF.Satellite >= 1 && $SF.Toggle === 1>> + By having access to the use of $SF.Lower's satellite it is less likely that the target will escape. <</if>> <br><br> diff --git a/src/uncategorized/seRaidingAssault.tw b/src/uncategorized/seRaidingAssault.tw index 55ac281388d290574066145cb0222b4822f12f24..5cddeb3da03a7f857047470a4746bada1ccc3027 100644 --- a/src/uncategorized/seRaidingAssault.tw +++ b/src/uncategorized/seRaidingAssault.tw @@ -2,7 +2,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. -<<if $Satellite >= 1 && $SFMODToggle === 1>> +<<if $SF.Satellite >= 1 && $SF.Toggle === 1>> <<set _MercCapture = random(-3,5)>> <<set _raidescape = random(1,2)>> <<else>> diff --git a/src/uncategorized/storyCaption.tw b/src/uncategorized/storyCaption.tw index 2b5745e50b8e00eb7c08ef7b785926a159275119..575f9b7b1a9da5783a28b6f03eaa35107ef4fd95 100644 --- a/src/uncategorized/storyCaption.tw +++ b/src/uncategorized/storyCaption.tw @@ -499,7 +499,7 @@ <</if>> <</if>> <br> - <<if ($SF.Active) && $SFMODToggle === 1>> + <<if ($SF.Active) && $SF.Toggle === 1>> <br><span id="SFMButton"> <<link "$SF.Caps's firebase""Firebase">><</link>> </span> @@.cyan;[Z]@@ <</if>> <br><span id="optionsButton"><<link "Game Options">><<set $nextButton = "Back", $nextLink = _Pass>><<goto "Options">><</link>></span> @@.cyan;[O]@@ @@ -524,7 +524,7 @@ <<if $cyberMod != 0 && $researchLab.built == "true">> <br>[[Manage Research Lab|Research Lab][$temp = 0]] <</if>> - <<if ($SF.Active) && $SFMODToggle === 1>> + <<if ($SF.Active) && $SF.Toggle === 1>> <br><span id="SFMButton"> <<link "$SF.Caps's firebase""Firebase">><</link>> </span> @@.cyan;[Z]@@ <</if>> @@ -565,7 +565,7 @@ <<if $cyberMod != 0 && $researchLab.built == "true">> <br>[[Manage Research Lab|Research Lab][$temp = 0]] <</if>> - <<if ($SF.Active) && $SFMODToggle === 1>> + <<if ($SF.Active) && $SF.Toggle === 1>> <br><span id="SFMButton"> <<link "$SF.Caps's firebase""Firebase">><</link>> </span> @@.cyan;[Z]@@ <</if>>