diff --git a/src/Mods/SpecialForce/ColonelSexDec.tw b/src/Mods/SpecialForce/ColonelSexDec.tw index 8ed3b8a6392af87e4083643f77bc470aef0583ae..558e129834facae4963686e8b731fac86bf8f366 100644 --- a/src/Mods/SpecialForce/ColonelSexDec.tw +++ b/src/Mods/SpecialForce/ColonelSexDec.tw @@ -3,7 +3,7 @@ <<switch $SF.Colonel.Core>> <<case "shell shocked">> <span id="result7"> - The entire time it is obvious that The Colonel is reliving a horrible event. + The entire time it is obvious that the Colonel is reliving a horrible event. <br><<link "Try to bring her back">> <<replace "#result7">> "You made an attempt to try to bring her back to the present." diff --git a/src/Mods/SpecialForce/Firebase.tw b/src/Mods/SpecialForce/Firebase.tw index c47f66b76a81346ab0ee470d46fb5184aeb31232..2b8652616b0a3915a6d0923c7ef167f719b0cbc1 100644 --- a/src/Mods/SpecialForce/Firebase.tw +++ b/src/Mods/SpecialForce/Firebase.tw @@ -22,11 +22,11 @@ <<if $cheatMode > 0>> [[Cheat edit|CheatEdit][]] <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 armor manning the entry checkpoint tense before recognizing their Marshal and stepping aside with a sharp salute.<br> - <<if $SF.MercCon.CanAttend === 1>> The Colonel is away at her merc meetup, so <<print App.SF.SFC()>> will assist you. + <<if $SF.MercCon.CanAttend === 1>>The Colonel is away at her merc meetup, so <<print App.SF.SFC()>> will assist you. <<else>> You make your way to the operations center. The Colonel is <<if random(1,100) > 25>>glancing between her tablet and the large wallscreen, occasionally taking notes or barking orders. - <<elseif random(1,100) > 25>>is handling a minor issue.<<else>>examining a table with a map of the surrounding area, planning maneuvers in the event of an attack.<</if>> + <<elseif random(1,100) > 25>>handling a minor issue.<<else>>examining a table with a map of the surrounding area, planning maneuvers in the event of an attack.<</if>> She notices your entrance and turns her attention to you. <</if>> @@ -91,7 +91,7 @@ <<elseif $SF.ROE === "limited">> There are some guidelines posted regarding the use of force against non-citizens, forbidding general indiscriminate fire. <<else>> - Guidelines regarding the use of force are completely absent from the deployment information screens. A note affixed to the screen, probably from a soldier, says: "Pop 'em if you see 'em — better than target practice!" Another one on top of that, from The Colonel, says: "Don't shoot the pretty ones, you fucking morons, or I'll kill you myself. They're worth good money or good for fun — do you idiots really want to have to fuck month-old stock?" + Guidelines regarding the use of force are completely absent from the deployment information screens. A note affixed to the screen, probably from a soldier, says: "Pop 'em if you see 'em — better than target practice!" Another one on top of that, from the Colonel, says: "Don't shoot the pretty ones, you fucking morons, or I'll kill you myself. They're worth good money or good for fun — do you idiots really want to have to fuck month-old stock?" <</if>> </div> <div style="margin-left:2em"> <<if $SF.Regs === "strict">> @@ -134,10 +134,10 @@ <<= App.SF.fsIntegration('OptionsFlavourText',20)>> <<= App.SF.fsIntegration('OptionsFlavourText',25)>> - <br>In the middle of the common area is a pile of supply crates with a pavilion on top — The Colonel's personal throne and open quarters, the result of her preferring to live an extreme lifestyle amongst her soldiers rather than in her empty quarters on the upper levels. It's draped with the 'flag' of $SF.Lower, one of her inventions. Sprawled all around it is an immense quantity of alcohol, hard drugs, clothes, electronic devices, huge amounts of cash, jewels and precious metals looted from the outside world. + <br>In the middle of the common area is a pile of supply crates with a pavilion on top — the Colonel's personal throne and open quarters, the result of her preferring to live an extreme lifestyle amongst her soldiers rather than in her empty quarters on the upper levels. It's draped with the 'flag' of $SF.Lower, one of her inventions. Sprawled all around it is an immense quantity of alcohol, hard drugs, clothes, electronic devices, huge amounts of cash, jewels and precious metals looted from the outside world. <br><br><div style="margin-left:2em"> <<setNonlocalPronouns $seeDicks>> - As you approach, The Colonel + As you approach, the Colonel <<if random(0,100) <= 50>> raises a hand in greeting and nods. She is sprawled on a couch, wearing only her combat suit tank top and fingerless gloves. She's holding a near-empty bottle of strong liquor in her hand and you can see a naked slave _girlU kneeling on the floor between her legs. The Colonel has her legs wrapped tightly around the _girlU's head, forcing the _girlU to service her if _heU wants to breathe. The Colonel is close to her climax then suddenly tenses her lower body, thus gripping the _girlU even tighter, and throws her head back in ecstasy as she orgasms. She lets out a long breath finally releasing the _girlU, giving _himU a hard smack and shouting at _himU to fuck off. <br><br> @@ -147,7 +147,7 @@ <br><br> She shakes her head powerfully now looking at you, her eyes once again alert and piercing. "That's better," she says, leaning back on the couch and giving you another good view of her assets. "So, <<= App.SF.ColonelStatus()>>," she begins, "what brings you down here to our little clubhouse? I trust you're happy with how we've been handling things out there?" You nod. "Excellent", she laughs. "I have to say; it's nice to have a place like this while having some top-end gear and to be able to have fun out there without worrying about anyone coming back on us. Good fucking times." She laughs again. "So — I'm assuming you want something?" <<elseif random(0,100) > 70 && $SF.Depravity >= 1.5 && $SF.Colonel.Core == "cruel">> - is relaxing on her couch stark naked, greeting you with a raised hand. Between her tightly clenched legs is a slave _girlU being forced to eat her out. "Hey, <<= App.SF.ColonelStatus()>>, what's —" she breaks off as a flash of pain crosses her features. "Fucking bitch!" she exclaims, pulling her legs away and punching the slave _girlU in the face. She pushes the _girlU to the ground, straddling _himU then begins hitting. You hear one crunch after another as The Colonel's powerful blows shatter the _girlU's face. She hisses from between clenched teeth, each word accompanied by a brutal punch. "How. Many. Fucking. Times. Have. I. Told. You. To. Watch. Your. Fucking. Teeth. On. My. Fucking. Clit!" She leans back, exhaling heavily. Before leaning back down to grip apply pressure onto the _girlU's neck with her powerful hands. Wordlessly, she increases the pressure and soon the _girlU begins to turn blue as _heU struggles to draw breath. Eventually _hisU struggles weaken and then, finally, end. + is relaxing on her couch stark naked, greeting you with a raised hand. Between her tightly clenched legs is a slave _girlU being forced to eat her out. "Hey, <<= App.SF.ColonelStatus()>>, what's —" she breaks off as a flash of pain crosses her features. "Fucking bitch!" she exclaims, pulling her legs away and punching the slave _girlU in the face. She pushes the _girlU to the ground, straddling _himU then begins hitting. You hear one crunch after another as the Colonel's powerful blows shatter the _girlU's face. She hisses from between clenched teeth, each word accompanied by a brutal punch. "How. Many. Fucking. Times. Have. I. Told. You. To. Watch. Your. Fucking. Teeth. On. My. Fucking. Clit!" She leans back, exhaling heavily. Before leaning back down to grip apply pressure onto the _girlU's neck with her powerful hands. Wordlessly, she increases the pressure and soon the _girlU begins to turn blue as _heU struggles to draw breath. Eventually _hisU struggles weaken and then, finally, end. <br><br> The Colonel relaxes her grip then wipes her brow, clearing away the sweat from her exertion. Finally rising from the _girlU's body, relaxing back on the couch and putting her feet back up on the table. "Sorry about that <<= App.SF.ColonelStatus()>>," she says, shrugging. "So many of these bitches we pick up from the outside don't understand that they have to behave." Shaking her head in frustration, "Now I need to find another one. But that's not your problem — you're here to talk business. So, what's up?" <<else>> diff --git a/src/Mods/SpecialForce/SpecialForce.js b/src/Mods/SpecialForce/SpecialForce.js index ea1a356df38e6ef6b922fbc8f139f9ed764fdc17..3e1b9fc698d4899ebc469e19de52aba6a986c906 100644 --- a/src/Mods/SpecialForce/SpecialForce.js +++ b/src/Mods/SpecialForce/SpecialForce.js @@ -620,7 +620,7 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) if (input === 'Menu') { if (V.SF.FS.Tension === -1) { - text += `<<link "Talk to The Colonel about Future Society integration">> <<replace "#result0">> \n\n`; + text += `<<link "Talk to the Colonel about Future Society integration">> <<replace "#result0">> \n\n`; text += `You bring up the topic of cultural development with the Colonel, and in doing so, you share your hopes that she might be willing to help you better acquaint the troops with your cultural mores. Her response was less than positive: `; switch (V.SF.Colonel.Core) { case "kind": @@ -642,7 +642,7 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) text += ` [[Fine|Firebase][$SF.FS.Tension = 0]]\n <</replace>> <</link>>`; } else if (V.SF.FS.Tension < 100) { text += `<<link "Chat with the Troops">> <<replace "#result0">> \n\n`; - text += `You walk past The Colonel and move towards the common area to meet with an exclusive group of her very influential officers that are currently relaxing at their favorite table. These men and women are known for their competence, popularity, and authority within in their respective divisions of the ${V.SF.Lower}, they are hard to replace, and they are always looking to earn more coin; they are the perfect weak link for trickling your Future Society influences down into the Firebase. As the officers make room at their table for you to sit and join them for discussion, you spot The Colonel staring at you from afar, and she does not look happy with you. As you are her employer, she cannot stop you from speaking with her soldiers or moving around as you please, but she can tell that you are up to no good:\nTension: ${V.SF.FS.Tension}%\n`; + text += `You walk past the Colonel and move towards the common area to meet with an exclusive group of her very influential officers that are currently relaxing at their favorite table. These men and women are known for their competence, popularity, and authority within in their respective divisions of the ${V.SF.Lower}, they are hard to replace, and they are always looking to earn more coin; they are the perfect weak link for trickling your Future Society influences down into the Firebase. As the officers make room at their table for you to sit and join them for discussion, you spot the Colonel staring at you from afar, and she does not look happy with you. As you are her employer, she cannot stop you from speaking with her soldiers or moving around as you please, but she can tell that you are up to no good:\nTension: ${V.SF.FS.Tension}%\n`; validityTester(); for (let i = 0; i < FS_OPTIONS.length; i++) { if (V.SF.FS[FS_OPTIONS[i]].vaildOption !== 0 && V.SF.FS[FS_OPTIONS[i]].lv < 100) { @@ -723,7 +723,7 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) switch (FS_OPTIONS[i]) { case 'Repopulation': if (textDisplay === -1 && V.SF.FS[FS_OPTIONS[i]].gift > 0) { - text += `\nTo ease The Colonel's hostility towards Repopulationism, you have gifted her with a very large and unusually shaped armored Command Vehicle; it is designed to fully support the Colonel herself and all of her Command & Communications needs in the field. Given its one-occupant design, it comes well supported with its global-uplink communications array, onboard super computer, shock and blast resistant interior foam padding, adjustable body harness, extended life support & CBRN protection suites, advanced waste removal systems, and its in-built pregnancy-support systems. Should she ever decide to take to the battlefield whilst ${hyperPreg1} pregnant herself, there is no vehicle in the world she would prefer over this one. Despite not yet being ${hyperPreg0}pregnant, she is impressed by how roomy, comfortable, and capable her new Command Vehicle is, despite its large profile. You see her using it quite a bit too, despite her body still being much smaller than the unit was designed for.\n`; + text += `\nTo ease the Colonel's hostility towards Repopulationism, you have gifted her with a very large and unusually shaped armored Command Vehicle; it is designed to fully support the Colonel herself and all of her Command & Communications needs in the field. Given its one-occupant design, it comes well supported with its global-uplink communications array, onboard super computer, shock and blast resistant interior foam padding, adjustable body harness, extended life support & CBRN protection suites, advanced waste removal systems, and its in-built pregnancy-support systems. Should she ever decide to take to the battlefield whilst ${hyperPreg1} pregnant herself, there is no vehicle in the world she would prefer over this one. Despite not yet being ${hyperPreg0}pregnant, she is impressed by how roomy, comfortable, and capable her new Command Vehicle is, despite its large profile. You see her using it quite a bit too, despite her body still being much smaller than the unit was designed for.\n`; } if (textDisplay === 5 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { text += `\nThe troops enjoy their Repopulationist food, which tastes better than the old food, while being completely unaware that they increase semen production and promote ovulation.\n`; @@ -780,12 +780,12 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) text += `\nBy now, most of the men of the Firebase are fathers, and the vast majority of the slaves present are visibly pregnant. An envied few are enjoying their ${hyperPreg1}pregnancies too, as those slaves are given reduced duties and more rest and food out of necessity. Worth noting is the surprisingly high number of pregnant soldiers and staff members absent from their units; a nice portion of them are enjoying their maternity leave benefits as they wait out their pregnancies or post-natal recoveries in either the Firebase's facilities or the perceived comfort and privacy of your arcology above. Progeny of varying ages can be seen just about anywhere in the Firebase; either in rows of cozy bedding or baby carriages (for the abundance of claimed and properly registered children), or in the stacks of baby cages that once again await transport to the slave orphanages (for the multitude of newborn bastards).\n`; } if (textDisplay === 100 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { - text += `\nRepopulation: The Colonel has spent considerable savings creating and incubating a slave that looks exactly like a younger version of her (but with that steel collar she's wearing, she'll never fool anyone). The Slave has since been repeatedly fertilized with The Colonel's DNA, since The Colonel has no desire to get pregnant herself. The Slave is on many fertility pills, and is currently kept in a special secluded part of the Firebase to study child-rearing skills and wait out her ${hyperPreg0}pregnancy, after which she will train and heal up to recover. Of course, next year, The Slave will be fertilized again, to add another batch to the pile...\n`; + text += `\nRepopulation: The Colonel has spent considerable savings creating and incubating a slave that looks exactly like a younger version of her (but with that steel collar she's wearing, she'll never fool anyone). The Slave has since been repeatedly fertilized with the Colonel's DNA, since the Colonel has no desire to get pregnant herself. The Slave is on many fertility pills, and is currently kept in a special secluded part of the Firebase to study child-rearing skills and wait out her ${hyperPreg0}pregnancy, after which she will train and heal up to recover. Of course, next year, The Slave will be fertilized again, to add another batch to the pile...\n`; } break; case 'Eugenics': if (textDisplay === -1 && V.SF.FS[FS_OPTIONS[i]].gift > 0) { - text += `\nTo ease The Colonel's hostility towards Eugenics, you have gifted her with a very rare and prestigious personal vehicle to demonstrate the pedigree of the Elite: you have given The Colonel a custom-built designer Super Car, designed to allow her to drive flawlessly both on-road and off-road in finest aesthetic style, whilst boasting excellent speeds all the same. It also has absurd durability and reliability, able to survive and continue driving even after sustaining direct RPG fire. It boasts a rare lightweight composite material chassis, onboard voice-activated AI personal assistant, advanced ballistics-retardant windows, Kevlar-lined run-flat tires, mine-resistant undercarriage, integrated long-term life support and CBRN protection systems, and even a passenger's seat to bring a friend along. She is floored by how exotic and capable her magnificent new car is. You see her using it quite a bit too, for both joyrides and casual errands around the Free City.\n`; + text += `\nTo ease the Colonel's hostility towards Eugenics, you have gifted her with a very rare and prestigious personal vehicle to demonstrate the pedigree of the Elite: you have given the Colonel a custom-built designer Super Car, designed to allow her to drive flawlessly both on-road and off-road in finest aesthetic style, whilst boasting excellent speeds all the same. It also has absurd durability and reliability, able to survive and continue driving even after sustaining direct RPG fire. It boasts a rare lightweight composite material chassis, onboard voice-activated AI personal assistant, advanced ballistics-retardant windows, Kevlar-lined run-flat tires, mine-resistant undercarriage, integrated long-term life support and CBRN protection systems, and even a passenger's seat to bring a friend along. She is floored by how exotic and capable her magnificent new car is. You see her using it quite a bit too, for both joyrides and casual errands around the Free City.\n`; } if (textDisplay === 5 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { text += `\nFor the male soldiers who eat in-house, every meal comes with a free condom. Instead of a condom, female soldiers are instead given a tiny packet of contraceptive pills that are disguised as sweet tasting hard candies.\n`; @@ -971,7 +971,7 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) break; case 'Body_Purism': if (textDisplay === -1 && V.SF.FS[FS_OPTIONS[i]].gift > 0) { - text += `\nA powerful experimental serum has been synthesized within your arcology recently, and it has been making waves in the private medical circles of your domain for its vast effects in improving test subjects' natural immuno-responsiveness, bone & muscle density, cellular regeneration, cognition, and lifespan. Still very much a prototype, and still far too expensive for any sort of widespread use, it is available only in small, specially ordered quantities. One such quantity has been gifted to the Colonel, via a sealed serum syringe package. If, one day, The Colonel decides that she trusts you enough to inject the battery of syringes into her bloodstream, she will experience a complete bodily rejuvenation, free from any kind of surgery or artificial modification. At any rate, the Colonel was genuinely impressed that you and your people believe in the Purism ideal enough to make an actual medical innovation based on it.\n`; + text += `\nA powerful experimental serum has been synthesized within your arcology recently, and it has been making waves in the private medical circles of your domain for its vast effects in improving test subjects' natural immuno-responsiveness, bone & muscle density, cellular regeneration, cognition, and lifespan. Still very much a prototype, and still far too expensive for any sort of widespread use, it is available only in small, specially ordered quantities. One such quantity has been gifted to the Colonel, via a sealed serum syringe package. If, one day, the Colonel decides that she trusts you enough to inject the battery of syringes into her bloodstream, she will experience a complete bodily rejuvenation, free from any kind of surgery or artificial modification. At any rate, the Colonel was genuinely impressed that you and your people believe in the Purism ideal enough to make an actual medical innovation based on it.\n`; } if (textDisplay === 5 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { text += `\nAll of the food is rigorously examined before passing into the Firebase for preparation. It is not even kept in storage for long, often being cooked and served within hours of arriving, for optimal freshness. It is all healthy too, with plentiful salads, fruits, and vegetables served at every turn.\n`; @@ -1033,7 +1033,7 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) break; case 'Transformation_Fetishism': if (textDisplay === -1 && V.SF.FS[FS_OPTIONS[i]].gift > 0) { - text += `\nAn extensive and revolutionary cybernetic modification scheme has been perfected within your arcology recently, and it has been making waves in the private medical circles of your domain for the vast effectiveness of its implanted bio-synthetic bone & muscle reinforcement weaves, and ubiquitous subdermal nanite colonies for enhanced cellular regeneration, immuno-response, cognition, and lifespan. Utilizing extreme bio-mechanical prototypes, and being far too expensive for widespread use, it is offered only to select VIP's... Such as the Colonel, who has already been gifted a paperback manual detailing exactly what her slot-reserved surgery will entail and provide. If, one day, The Colonel decides that she trusts you enough to consent to the procedure, she will experience a complete bodily transformation, free from many weaknesses of flesh.\n`; + text += `\nAn extensive and revolutionary cybernetic modification scheme has been perfected within your arcology recently, and it has been making waves in the private medical circles of your domain for the vast effectiveness of its implanted bio-synthetic bone & muscle reinforcement weaves, and ubiquitous subdermal nanite colonies for enhanced cellular regeneration, immuno-response, cognition, and lifespan. Utilizing extreme bio-mechanical prototypes, and being far too expensive for widespread use, it is offered only to select VIP's... Such as the Colonel, who has already been gifted a paperback manual detailing exactly what her slot-reserved surgery will entail and provide. If, one day, the Colonel decides that she trusts you enough to consent to the procedure, she will experience a complete bodily transformation, free from many weaknesses of flesh.\n`; } if (textDisplay === 5 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { text += `\nDishes served in the Firebase all come with thoroughly processed meat, and vending machines containing all manner of processed snack foods are widely available.\n`; @@ -1095,7 +1095,7 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) break; case 'Youth_Preferentialism': if (textDisplay === -1 && V.SF.FS[FS_OPTIONS[i]].gift > 0) { - text += `\nYour influence has long given you an inside track on the bleeding edge developments in the world of Youth Enthusiast pharmaceuticals, and this is exactly the reason you've been able to get and give out two small vials of the lauded 'Benjamin Serums'. The first vial of the powerful Benjamin Serum, when metabolized, will radically reverse the aging processes of the body, so as to gradually halt and then continuously reverse all of the effects of aging within the user. After enough years have passed, and the user is on the verge of regressing back towards adolescence or even childhood, they can ingest the second vial to restore their body back to normal functioning. Surprisingly enough, The Colonel has already taken the first vial, and is already looking a bit younger for it. You eagerly await the passing of years, so as to see just how far back The Colonel will allow her age to regress. You've always wanted to see what she looked like as a younger woman.\n`; + text += `\nYour influence has long given you an inside track on the bleeding edge developments in the world of Youth Enthusiast pharmaceuticals, and this is exactly the reason you've been able to get and give out two small vials of the lauded 'Benjamin Serums'. The first vial of the powerful Benjamin Serum, when metabolized, will radically reverse the aging processes of the body, so as to gradually halt and then continuously reverse all of the effects of aging within the user. After enough years have passed, and the user is on the verge of regressing back towards adolescence or even childhood, they can ingest the second vial to restore their body back to normal functioning. Surprisingly enough, the Colonel has already taken the first vial, and is already looking a bit younger for it. You eagerly await the passing of years, so as to see just how far back the Colonel will allow her age to regress. You've always wanted to see what she looked like as a younger woman.\n`; } if (textDisplay === 5 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { text += `\nThe food choices are very novel and colorful nowadays, with lively menu options being served daily, and changing frequently. In general, it all looks and sounds very fun to eat, and some of the foods are quite sweet.\n`; @@ -1110,7 +1110,7 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) text += `\nNewcomers to the slave cages are strapped to a nearby inspection chair, and have their holes examined by a doctor for virginities. Those found wanting are surgically corrected. Each cage features a vibrant Free Cities comic omnibus that makes light of the daily realities of slavery.\n`; } if (textDisplay === 25 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { - text += `\nThe tables of the common area and walls of its numerous dens are now all painted with glorious graffiti, handcrafted through costly commission by your arcology's most creative young artists. The colorful designs make playful parodies of both the activities that go on at each respective surface, and the stationed slaves providing these services. Some of it even spoofs the troops themselves, all in good humor. One of the artists was even brave enough to draw a parody of The Colonel herself, and he even drew it on a table near her pavilion.\n`; + text += `\nThe tables of the common area and walls of its numerous dens are now all painted with glorious graffiti, handcrafted through costly commission by your arcology's most creative young artists. The colorful designs make playful parodies of both the activities that go on at each respective surface, and the stationed slaves providing these services. Some of it even spoofs the troops themselves, all in good humor. One of the artists was even brave enough to draw a parody of the Colonel herself, and he even drew it on a table near her pavilion.\n`; } if (textDisplay === 30 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { text += `\nAn unused backroom is now the new 'Gameroom' of the barracks. Rows of gaming stands and arcade machines bring joyful noise to the Barracks as troops flock here to spend their off time on surprisingly innocent fun. The only slaves here are the numerous attendants staffing the concessions stands in the corner, giving out warm baked treats and sweets to those that approach.\n`; @@ -1157,7 +1157,7 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) break; case 'Maturity_Preferentialism': if (textDisplay === -1 && V.SF.FS[FS_OPTIONS[i]].gift > 0) { - text += `\nYour influence has long given you an inside track on the archaeological discoveries made by the excavation and salvage teams that now dig up and study the Free Cities' very first [failed] arcologies. This is the very reason why you've been able to finally verify and procure a precious rare vial of the vaunted 'Methuselah Serum'. This recovered vial of the powerful Methuselah Serum, when metabolized, will radically slacken and prolong the natural aging processes of the body, so as to gradually and tremendously increase the overall lifespan of the user and preserve their physical and mental viability. Only after enough decades have passed will the user finally begin showing wrinkles, greyer hairs, and other signs of advanced aging as their body starts fight back to restore normal functioning. Surprisingly enough, The Colonel has already taken the serum, and is already looking forward to living a much longer, fuller life because of it. You now know what she will look like as an 'old' woman; not much different than what she looks like right now.\n`; + text += `\nYour influence has long given you an inside track on the archaeological discoveries made by the excavation and salvage teams that now dig up and study the Free Cities' very first [failed] arcologies. This is the very reason why you've been able to finally verify and procure a precious rare vial of the vaunted 'Methuselah Serum'. This recovered vial of the powerful Methuselah Serum, when metabolized, will radically slacken and prolong the natural aging processes of the body, so as to gradually and tremendously increase the overall lifespan of the user and preserve their physical and mental viability. Only after enough decades have passed will the user finally begin showing wrinkles, greyer hairs, and other signs of advanced aging as their body starts fight back to restore normal functioning. Surprisingly enough, the Colonel has already taken the serum, and is already looking forward to living a much longer, fuller life because of it. You now know what she will look like as an 'old' woman; not much different than what she looks like right now.\n`; } if (textDisplay === 5 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { text += `\nThe food choices available are very broad, with accommodations made for the preparation of a very wide variety of classic dishes, all holdovers from the Old World or 'Free Cities originals' salvaged from the glory days of the first arcologies.\n`; @@ -1219,7 +1219,7 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) break; case 'Paternalism': if (textDisplay === -1 && V.SF.FS[FS_OPTIONS[i]].gift > 0) { - text += `\nPaternalism is all about improving and saving human lives within the context of Free Cities existence, and you are proud to have granted The Colonel a direct manifestation of this powerful ideal via air power. The Colonel has been delivered her very own OMEGA-series MEDIVAC V/STOL aircraft. This flying monolith is very difficult to manufacture, for it is designed to reach embattled trouble zones very quickly despite its massive weight, make rapid landings in impromptu LZ's despite its massive bulk, and endure heavy fire and extreme weather to evacuate wounded personnel despite being a lightly armored aircraft. This variant of the OMEGA-series can take in hundreds of casualties for the onboard staff to stabilize, before dropping them off at the Firebase for truly intensive care. Given its prestige, ease of use, and tremendous durability, the Colonel has been known to occasionally use it to personally evacuate endangered friendly platoons in the field or sometimes even desperate refugees, whenever she needs a productive diversion from her usual duties.\n`; + text += `\nPaternalism is all about improving and saving human lives within the context of Free Cities existence, and you are proud to have granted the Colonel a direct manifestation of this powerful ideal via air power. The Colonel has been delivered her very own OMEGA-series MEDIVAC V/STOL aircraft. This flying monolith is very difficult to manufacture, for it is designed to reach embattled trouble zones very quickly despite its massive weight, make rapid landings in impromptu LZ's despite its massive bulk, and endure heavy fire and extreme weather to evacuate wounded personnel despite being a lightly armored aircraft. This variant of the OMEGA-series can take in hundreds of casualties for the onboard staff to stabilize, before dropping them off at the Firebase for truly intensive care. Given its prestige, ease of use, and tremendous durability, the Colonel has been known to occasionally use it to personally evacuate endangered friendly platoons in the field or sometimes even desperate refugees, whenever she needs a productive diversion from her usual duties.\n`; } if (textDisplay === 5 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { text += `\nFirebase cuisine is prepared with exceptional care, the talented slave-cooks put lots of attention in replicating their family specialty dishes as best they can whenever asked. The troops love the food they get, and mealtimes here frequently prove to be great occasions for bonding.\n`; @@ -1231,7 +1231,7 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) text += `\nEvery slave here is allotted regular breaks, issued protective gloves and aprons for their work, and even receive regular medical checkups. Numerous slaves have also befriended some soldiers, and even sometimes see these soldiers off on their regular deployments.\n`; } if (textDisplay === 20 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { - text += `\nThe new captives brought t the processing cages are all given 'slave manuals', printed in their declared native language. The manuals are meant to thoroughly inform them of how they should best serve and survive in their new lives. They are all given clean bedrolls to spare them from sleeping on the floor of their cages, and they are also given regular psychiatric and physical evaluations to ensure sound body and mind.'\n`; + text += `\nThe new captives brought to the processing cages are all given 'slave manuals', printed in their declared native language. The manuals are meant to thoroughly inform them of how they should best serve and survive in their new lives. They are all given clean bedrolls to spare them from sleeping on the floor of their cages, and they are also given regular psychiatric and physical evaluations to ensure sound body and mind.'\n`; } if (textDisplay === 25 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { text += `\nComfort is king here. Every chair now enjoys soft fluffy padding while every table is fully adjustable in height. The large and well-maintained side dens that serve as the local slave quarters all feature simple-yet-comfortable bunk beds, proper plumbing and heating, and even their very own soft drink dispensers.\n`; @@ -1281,7 +1281,7 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) break; case 'Degradationism': if (textDisplay === -1 && V.SF.FS[FS_OPTIONS[i]].gift > 0) { - text += `\nDegradationism is all about belittling or destroying others' lives for one's own benefit, and you are proud to have granted The Colonel a direct manifestation of this powerful ideal via air power. The Colonel has been delivered her very own ALPHA-series STARSCREAM fighter-bomber aircraft. This flying behemoth is very difficult to manufacture, for it is designed to reach and dominate contested air spaces very quickly despite its massive weight and make rapid & precise bombing runs landings in tight urban environments despite its massive bulk. This variant of the ALPHA-series can rake in hundreds of casualties per minute with the help of its onboard targeting AI's, numerous swiveling autocannons & missile bays, and its wide onboard assortment of modern multi-munitions payloads for truly intensive carnage. Given its prestige, ease of use, and tremendous lethality, the Colonel has been known to occasionally use it to personally strike exposed enemy platoons in the field or sometimes even desperate refugees that get just a little too close to the Free City.\n`; + text += `\nDegradationism is all about belittling or destroying others' lives for one's own benefit, and you are proud to have granted the Colonel a direct manifestation of this powerful ideal via air power. The Colonel has been delivered her very own ALPHA-series STARSCREAM fighter-bomber aircraft. This flying behemoth is very difficult to manufacture, for it is designed to reach and dominate contested air spaces very quickly despite its massive weight and make rapid & precise bombing runs landings in tight urban environments despite its massive bulk. This variant of the ALPHA-series can rake in hundreds of casualties per minute with the help of its onboard targeting AI's, numerous swiveling autocannons & missile bays, and its wide onboard assortment of modern multi-munitions payloads for truly intensive carnage. Given its prestige, ease of use, and tremendous lethality, the Colonel has been known to occasionally use it to personally strike exposed enemy platoons in the field or sometimes even desperate refugees that get just a little too close to the Free City.\n`; } if (textDisplay === 5 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { text += `\nFirebase cuisine is prepared with exceptional care; after all, human meat is no joke, and cannibalism in the Free Cities is a very controversial and esoteric topic as is. Regardless, the troops love the food they get, even after they learn the truth about the food they consume. As such the Firebase is one of the rare testbeds around the world for this daring new frontier of diet. `; @@ -1343,7 +1343,7 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) break; case 'Physical_Idealism': if (textDisplay === -1 && V.SF.FS[FS_OPTIONS[i]].gift > 0 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { - text += `\nWith the help of her own personal Amphibious Assault Landship, The Colonel can stage a miniature invasion or expedition behind enemy lines or unclaimed territories whenever she pleases, independent of what the rest of the Firebase is up to. This massive, high-performance, quad tracked vehicle can seamlessly transition from land to sea and vice-versa, while sporting a turret armed with a recoilless main gun, and carrying a company-sized element of light infantry and a week's worth of their supplies. This vehicle's long range and hefty versatility makes it a perfect vehicle for the Colonel to stay productive during her more independent, adventurous moods.\n`; + text += `\nWith the help of her own personal Amphibious Assault Landship, the Colonel can stage a miniature invasion or expedition behind enemy lines or unclaimed territories whenever she pleases, independent of what the rest of the Firebase is up to. This massive, high-performance, quad tracked vehicle can seamlessly transition from land to sea and vice-versa, while sporting a turret armed with a recoilless main gun, and carrying a company-sized element of light infantry and a week's worth of their supplies. This vehicle's long range and hefty versatility makes it a perfect vehicle for the Colonel to stay productive during her more independent, adventurous moods.\n`; } if (textDisplay === 5 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { text += `\nTender meats of all kinds are made available in abundance, with a free protein powder packet or nutrition bar provided with each meal. Sweetened protein drinks are available in all forms and varieties as well, including milkshakes and even alcoholic beverages.\n`; @@ -1405,7 +1405,7 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) break; case 'Hedonistic_Decadence': if (textDisplay === -1 && V.SF.FS[FS_OPTIONS[i]].gift > 0) { - text += `\nWith the help of her own personal Amphibious Resupply Landship, The Colonel can support ongoing operations within friendly lines while doing very little work herself, independent of whatever the rest of the Firebase is up to. This massive, high-capacity, quad tracked vehicle can seamlessly transition from land to sea and vice-versa, while supporting dozens of heavy ammo crates, several refueling hoses & fuel pumps, and a whole week's worth of rations and recreational refreshments for an entire infantry company. This vehicles long range and ease of use makes it a perfect vehicle for the Colonel to stay productive during her more lackadaisical moods.\n`; + text += `\nWith the help of her own personal Amphibious Resupply Landship, the Colonel can support ongoing operations within friendly lines while doing very little work herself, independent of whatever the rest of the Firebase is up to. This massive, high-capacity, quad tracked vehicle can seamlessly transition from land to sea and vice-versa, while supporting dozens of heavy ammo crates, several refueling hoses & fuel pumps, and a whole week's worth of rations and recreational refreshments for an entire infantry company. This vehicles long range and ease of use makes it a perfect vehicle for the Colonel to stay productive during her more lackadaisical moods.\n`; } if (textDisplay === 5 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { text += `\nDelightful platters of bewildering varieties of foods and baked treats are available on demand, as the cooks and slave-cooks toil day and night on rotation to keep it all coming. Each soldier gets a tray at every meal to fill and stack as he or she pleases, with a small free packet of recreational drugs given with every meal.\n`; @@ -1648,7 +1648,7 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) text += `\nLenghty, good-spirited debates and competitions have become regular activities in the Firebase, and that is to be expected. Your exciting, inclusive tolerant, and artistic multiculture fills a void within your warriors that killing, drugging, and whoring do not. For many it provides new outlooks on life, for those that delve deep enough, it provides novel reams of worldly wisdom. Rather than take up space in cemeteries, the bodies of your fallen are promptly cremated to make more room for the living. Every week, ceremonies are held in honor of Life itself. Sanctioned protocols for properly interacting with non-hostile civilians, soldiers, and slaves from foreign countries and arcologies are taught consistently throughout basic training alongside the conventional curricula, which has so far worked well in avoiding faux pas that could have lead to needless conflict with members of other cultures. Soldiers and staff can be heard humming internationally-popular songs or quietly chanting military cadences as they clean weapons and tools, get dressed, move about, and perform many other typical tasks, including fucking. Quite a few officers and NCO's double as language teachers too, and trained interpreters are a coveted addition to any platoon that doesn't already have one. It is common for deployed troops to exchange gifts with one another before mounting up and heading for battle, and as you see a fully kitted infantry section huddled around an ornate tree right now, you are confident that the globalization effort has succeeded.\n`; } if (textDisplay === 100 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { - text += `\nMulticulturalism: Sometimes when The Colonel is making her rounds in the Firebase, you'll see her wearing a finely tailored business suit, complete with jacket and skirt, much like many wealthy and powerful women these days. Sometimes when she is relaxing or sleeping she'll wear just a simple comfortable bra and panties, like most women around the world do by now too. Her pavilion contains a wide assortment of goods made from countries all over the world, not just this part of it. Her combat battledress now features a simple cloth beret and a collapsible ballistic shield painted to look like the flag of the ${V.SF.Lower}.\n`; + text += `\nMulticulturalism: Sometimes when the Colonel is making her rounds in the Firebase, you'll see her wearing a finely tailored business suit, complete with jacket and skirt, much like many wealthy and powerful women these days. Sometimes when she is relaxing or sleeping she'll wear just a simple comfortable bra and panties, like most women around the world do by now too. Her pavilion contains a wide assortment of goods made from countries all over the world, not just this part of it. Her combat battledress now features a simple cloth beret and a collapsible ballistic shield painted to look like the flag of the ${V.SF.Lower}.\n`; } break; case 'Slimness_Enthusiasm': @@ -1834,12 +1834,12 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) text += `\nYour soldiers put in effort carry themselves in a stoic, disciplined, and dignified manner at all times. They identify first and foremost as 'legionnaires', and are proud to have an efficient state such as yours to all home and fight for. In their personal dealings, they do their best to handle most affairs using the esteemed Latin dialect, and they avoid unseemly things like debt, lying, and oath-breaking like the plagues that they are. These are true Roman men and women, and they will bravely carry your society into the future as they carry your name through the lands.\n`; } if (textDisplay === 100 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { - text += `\nRoman Revivalism: Sometimes when The Colonel is relaxing or just making her rounds in the Firebase, you'll see her wearing nothing but her laurel wreath and toga. She also likes to sleep in such attire. Her pavilion sports four white marble columns in its corners, topped by a white marble roof with light fixtures installed. Her combat battledress now features an ornate golden helm, sword, and cape as well.\n`; + text += `\nRoman Revivalism: Sometimes when the Colonel is relaxing or just making her rounds in the Firebase, you'll see her wearing nothing but her laurel wreath and toga. She also likes to sleep in such attire. Her pavilion sports four white marble columns in its corners, topped by a white marble roof with light fixtures installed. Her combat battledress now features an ornate golden helm, sword, and cape as well.\n`; } break; case 'Aztec_Revivalism': if (textDisplay === -1 && V.SF.FS[FS_OPTIONS[i]].gift > 0) { - text += `\nIn honor of the soaring Aztec Revivalism of the Firebase, you've granted The Colonel a little Aztec empire of her own; you've purchased and rejuvenated a distant outcropping of ideal land, seeding it with the proper flora and fauna of the rainforest and constructing within them a modest step pyramid, a sacrificial altar, a miniature palace retreat for her lodging, and a few dozen huts populated by low-class Aztec Revivalists who pay their taxes to her during her visits here. Regardless of her feelings about Aztec Revivalism, the Colonel is flattered and amused to have her own little province to rule as she pleases.\n`; + text += `\nIn honor of the soaring Aztec Revivalism of the Firebase, you've granted the Colonel a little Aztec empire of her own; you've purchased and rejuvenated a distant outcropping of ideal land, seeding it with the proper flora and fauna of the rainforest and constructing within them a modest step pyramid, a sacrificial altar, a miniature palace retreat for her lodging, and a few dozen huts populated by low-class Aztec Revivalists who pay their taxes to her during her visits here. Regardless of her feelings about Aztec Revivalism, the Colonel is flattered and amused to have her own little province to rule as she pleases.\n`; } if (textDisplay === 5 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { text += `\nYou spare no expense to supply your troops with increasingly rare fruits and vegetables, distinctive of Aztec cuisine.\n`; @@ -1896,12 +1896,12 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) text += `\nYour soldiers put in effort to always be fierce, courageous, and ambitious at all times. They identify first and foremost as modern Aztec 'warriors' of your arcology, and are quite proud to have such a blessed empire such as yours to call home and fight for. In their personal dealings, they do their best to handle most affairs using proper Aztec dialect, and they are not hesitant to give their regular blood tithes as tribute to help ensure the arcology's prosperity. These are true Aztec men and women, and they will ferociously carry your society into the future as they slash and burn their way through your many enemies.\n`; } if (textDisplay === 100 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { - text += `\nAztec Revivalism: Sometimes when The Colonel is relaxing or just making her rounds in the Firebase, you'll see her wearing nothing but her leather loincloth and feathered hat. She also likes to sleep in such attire. Her pavilion sports a lot of indoor plants now. She has some Aztec-inspired tattoos. Her combat battledress now features gold highlights and a camouflaged loincloth as well.\n`; + text += `\nAztec Revivalism: Sometimes when the Colonel is relaxing or just making her rounds in the Firebase, you'll see her wearing nothing but her leather loincloth and feathered hat. She also likes to sleep in such attire. Her pavilion sports a lot of indoor plants now. She has some Aztec-inspired tattoos. Her combat battledress now features gold highlights and a camouflaged loincloth as well.\n`; } break; case 'Egyptian_Revivalism': if (textDisplay === -1 && V.SF.FS[FS_OPTIONS[i]].gift > 0) { - text += `\nIn honor of the prevailing Egyptian Revivalism of the Firebase, you've granted The Colonel a little Egyptian empire of her own; you've purchased and rejuvenated a distant outcropping of pristine land, seeding it with the proper flora and fauna of the Nile valley and constructing within it a modest proper pyramid, a majestic sphinx, a miniature palace retreat for her lodging, and a few dozen huts populated by low-class Egyptian Revivalists who pay their taxes to her during her visits here. Regardless of her feeling about Egyptian Revivalism, the Colonel is flattered and amused to have her own little province to rule as she pleases.\n`; + text += `\nIn honor of the prevailing Egyptian Revivalism of the Firebase, you've granted the Colonel a little Egyptian empire of her own; you've purchased and rejuvenated a distant outcropping of pristine land, seeding it with the proper flora and fauna of the Nile valley and constructing within it a modest proper pyramid, a majestic sphinx, a miniature palace retreat for her lodging, and a few dozen huts populated by low-class Egyptian Revivalists who pay their taxes to her during her visits here. Regardless of her feeling about Egyptian Revivalism, the Colonel is flattered and amused to have her own little province to rule as she pleases.\n`; } if (textDisplay === 5 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { text += `\nYou spare no expense to supply your troops with increasingly rare plants and meat of animals living in the Land of the Nile.\n`; @@ -1958,12 +1958,12 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) text += `\nYour soldiers put in effort carry themselves in an enlightened, tolerant, and open-minded manner at all times. They identify first and foremost as the defenders of your 'New Kingdom', and are proud to have an ascendant nation-state such as yours to call home and fight for. In their personal dealings, they do their best to handle most affairs using the preferred Egyptian dialect, and they avoid unseemly things like uncleanliness, ignorance, and stagnation like the plagues that they are. These are true Egyptian men and women, and they will boldly carry your society into the future as the scribes record the history of your conquest through the lands.\n`; } if (textDisplay === 100 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { - text += `\nEgyptian Revivalism: Sometimes when The Colonel is relaxing or just making her rounds in the Firebase, you'll see her wearing nothing but her sandals, a linen skirt, and a linen sports bra. She also likes to sleep in such attire. She has many hieroglyphics tattooed onto her back and arms as well, depicting a summarized account of her life story. Her pavilion sports four limestone pillars in its corners, all covered with hieroglyphs, holding up a limestone roof with light fixtures installed. Her combat battledress now features hieroglyphics depicting previous victories as well.\n`; + text += `\nEgyptian Revivalism: Sometimes when the Colonel is relaxing or just making her rounds in the Firebase, you'll see her wearing nothing but her sandals, a linen skirt, and a linen sports bra. She also likes to sleep in such attire. She has many hieroglyphics tattooed onto her back and arms as well, depicting a summarized account of her life story. Her pavilion sports four limestone pillars in its corners, all covered with hieroglyphs, holding up a limestone roof with light fixtures installed. Her combat battledress now features hieroglyphics depicting previous victories as well.\n`; } break; case 'Edo_Revivalism': if (textDisplay === -1 && V.SF.FS[FS_OPTIONS[i]].gift > 0) { - text += `\nWith your wealth and influence, you've managed to compile the world's most comfortable, sophisticated, durable, and expensive fabrics into one magnificent garment; The Colonel's Kimono. It is an article of unmatched beauty, modernity, and comfort: Its soft, sweat-wicking cloth interior make it an airy albeit form-fitting dress, while its waterproof exterior ripstop digital cloth-screen fabric allows it to adopt any appearance or combination of appearances the Colonel desires. Between the two, a thin soft padding of lab-grown silk-Kevlar hybrid weave allows the kimono to resist direct hits from knives, shrapnel, and even intermediate small arms fire, and between the weave layers lies internal heating and cooling wiring that serve to ensure she is always at a good temperature. Combine this super-dress with the collapsible titanium razor-sharp oriental fan and chopsticks that the Kimono came with, and the Colonel is now one of the best dressed and best protected women in the entire arcology.\n`; + text += `\nWith your wealth and influence, you've managed to compile the world's most comfortable, sophisticated, durable, and expensive fabrics into one magnificent garment; the Colonel's Kimono. It is an article of unmatched beauty, modernity, and comfort: Its soft, sweat-wicking cloth interior make it an airy albeit form-fitting dress, while its waterproof exterior ripstop digital cloth-screen fabric allows it to adopt any appearance or combination of appearances the Colonel desires. Between the two, a thin soft padding of lab-grown silk-Kevlar hybrid weave allows the kimono to resist direct hits from knives, shrapnel, and even intermediate small arms fire, and between the weave layers lies internal heating and cooling wiring that serve to ensure she is always at a good temperature. Combine this super-dress with the collapsible titanium razor-sharp oriental fan and chopsticks that the Kimono came with, and the Colonel is now one of the best dressed and best protected women in the entire arcology.\n`; } if (textDisplay === 5 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { text += `\nYou spare no expense to supply your troops with increasingly rare marine dishes, distinctive of Japanese cuisine.\n`; @@ -2020,7 +2020,7 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) text += `\nYour soldiers put in effort carry themselves in an elitist, industrious, and proud manner at all times. They identify first and foremost as soldiers of 'the emperor', and are proud to have a rising sun such as your arcology to call home and fight for. In their personal dealings, they do their best to handle most affairs using the esteemed Japanese dialect, and they avoid unseemly things like rudeness, impropriety, and dishonor like the plagues that they are. These are true Edo men and women, and they will passionately carry your society into the future as they fight in your name, through the lands.\n`; } if (textDisplay === 100 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { - text += `\nEdo Revivalism: Sometimes when The Colonel is relaxing or just making her rounds in the Firebase, you'll see her wearing nothing but a yukata and sandals. She also likes to sleep in such attire. She has also had a summarized account of her life story tattooed onto her back and arms, some parts in Kanji and some parts in Katakana. Her pavilion floor is now covered in high quality tatami mats. Her combat battledress now features an Oni mask, Katana, and some lightweight Samurai-inspired plating as well.\n`; + text += `\nEdo Revivalism: Sometimes when the Colonel is relaxing or just making her rounds in the Firebase, you'll see her wearing nothing but a yukata and sandals. She also likes to sleep in such attire. She has also had a summarized account of her life story tattooed onto her back and arms, some parts in Kanji and some parts in Katakana. Her pavilion floor is now covered in high quality tatami mats. Her combat battledress now features an Oni mask, Katana, and some lightweight Samurai-inspired plating as well.\n`; } break; case 'Arabian_Revivalism': @@ -2082,12 +2082,12 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) text += `\nYour soldiers put in effort carry themselves in a pious, privileged, and proud manner at all times, befitting their status as masters or mistresses. They identify first and foremost as 'freedom fighters' of the new Caliphate, and are proud to risk their lives fighting against the freedom of others. In their personal dealings, they do their best to handle most affairs using the esteemed Arabic dialect, and they avoid stress and worry as best they can, content to while away the hours enjoying the many entertainments on offer, including those offered by their own harems, provided they have them. These are true Arabian men and women, and they will gladly carry your society into the future as they conquer new peoples and divide ever more new slavegirls amongst themselves.\n`; } if (textDisplay === 100 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { - text += `\nArabian Revivalism: Sometimes when The Colonel is relaxing or just making her rounds in the Firebase, you'll see her wearing nothing but a loose abaya and sandals. She also likes to sleep in such attire. She has also had a summarized account of her life story tattooed onto her back and arms in Arabic. Her pavilion also has a large, festive prayer mat on it, but since she only does her daily workout on it, you suspect she just likes the way it looks. Her combat battledress now features a camouflaged shemagh to keep dust out of her face, and a large billowing abaya with open sides to conceal the rest of her worn battle gear.\n`; + text += `\nArabian Revivalism: Sometimes when the Colonel is relaxing or just making her rounds in the Firebase, you'll see her wearing nothing but a loose abaya and sandals. She also likes to sleep in such attire. She has also had a summarized account of her life story tattooed onto her back and arms in Arabic. Her pavilion also has a large, festive prayer mat on it, but since she only does her daily workout on it, you suspect she just likes the way it looks. Her combat battledress now features a camouflaged shemagh to keep dust out of her face, and a large billowing abaya with open sides to conceal the rest of her worn battle gear.\n`; } break; case 'Chinese_Revivalism': if (textDisplay === -1 && V.SF.FS[FS_OPTIONS[i]].gift > 0) { - text += `\nIn honor of the prevailing Chinese Revivalism of the Firebase, you've granted The Colonel a little Chinese empire of her own; you've purchased and rejuvenated a distant outcropping of bountiful land, seeding it with the exotic flora and fauna China is known for, and constructing within it a miniature forbidden city, complete with fields of potted flowers, a majestic courtyard, and a palace retreat for her lodging. It is populated by low-class Chinese Revivalists who ac as her personal staff of servants and guards during her visits here. Regardless of her feelings about Chinese Revivalism, the Colonel is flattered and amused to have her own little palace to play Empress in.\n`; + text += `\nIn honor of the prevailing Chinese Revivalism of the Firebase, you've granted the Colonel a little Chinese empire of her own; you've purchased and rejuvenated a distant outcropping of bountiful land, seeding it with the exotic flora and fauna China is known for, and constructing within it a miniature forbidden city, complete with fields of potted flowers, a majestic courtyard, and a palace retreat for her lodging. It is populated by low-class Chinese Revivalists who ac as her personal staff of servants and guards during her visits here. Regardless of her feelings about Chinese Revivalism, the Colonel is flattered and amused to have her own little palace to play Empress in.\n`; } if (textDisplay === 5 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { text += `\nYou spare no expense to supply your troops with increasingly rare Chinese delicacies. While rice-based food is a standard, soldiers can also enjoy a multitude of exotic dishes and beverages of Imperial China.\n`; @@ -2144,7 +2144,7 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) text += `\nYour soldiers put in effort carry themselves in a manner befitting such a communal setting; they are cooperative, diligent, and disciplined at all times. They identify first and foremost as warriors of 'the emperor', and are proud to have a powerful empire such as your arcology to call home and fight for. In their personal dealings, they do their best to handle most affairs using the esteemed Mandarin dialect, and they avoid unseemly things like disloyalty, foolishness, and dishonor like the plagues that they are. These are true Imperial men and women, and they will relentlessly carry your society into the future as they fight to impress your name upon both Heaven and Earth themselves.\n`; } if (textDisplay === 100 && V.SF.FS[FS_OPTIONS[i]].lv >= textDisplay) { - text += `\nChinese Revivalism: Sometimes when The Colonel is relaxing or just making her rounds in the Firebase, you'll see her wearing a long qipao cut high along the sides for ease of movement. She is known to prefer going commando, and the slits sometimes part to tease what's underneath for anyone watching her. She keeps a number of intelligent eunuchs in her company often, and they usually scurry along behind her to record everything that she says and does for later review. Her pavilion is lavishly furnished and concubines wait on her hand and foot when she rests. Her combat battledress now features lacquered armor and a golden burnished helm signifying her position as leader.\n`; + text += `\nChinese Revivalism: Sometimes when the Colonel is relaxing or just making her rounds in the Firebase, you'll see her wearing a long qipao cut high along the sides for ease of movement. She is known to prefer going commando, and the slits sometimes part to tease what's underneath for anyone watching her. She keeps a number of intelligent eunuchs in her company often, and they usually scurry along behind her to record everything that she says and does for later review. Her pavilion is lavishly furnished and concubines wait on her hand and foot when she rests. Her combat battledress now features lacquered armor and a golden burnished helm signifying her position as leader.\n`; } break; } @@ -2161,62 +2161,62 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`) switch (V.SF.Colonel.Core) { case "kind": BadOutcome += 'MIGRATION'; - V.trinkets.push("The Colonel's handkerchief"); + V.trinkets.push("the Colonel's handkerchief"); r += `Your Colonel has had enough of your meddling. In her eyes, you've broken faith with her. She asked one thing of you in return for her full support, and you could not even give her that.`; r += `\nAt midnight, a great mechanized convoy, the biggest you've seen in a long while, streams out of your Arcology. Troop Carriers, Aircraft, Heavy Trucks, and other war machines of varying sizes pour out of the Firebase in tight formation. The Colonel is refusing your calls, and you know it would be ill advised to go out there yourself or to try to stop them with force. The many bandits and mercenary groups that the convoy will inevitably pass by will probably feel this way as well. You have no idea where they are going or how they will end up, but with their wealth and weaponry, you are not worried.`; - r += `\nUpon your inspection of the abandoned firebase itself, most of the heavier installations have been dismantled and carried away, but about ${cashFormat(55000)} in miscellaneous supplies and 73 menials have been left behind, presumably because the convoy had no space for them. On The Colonel's old pavilion, you see a white gift card standing upright.`; - r += `\nWhen you climb the crates to take it and read it, you see The Colonel's handwritten sentiments about the way things turned out; her gratitude for taking her in when you did, her disappointment in your actions, a detailed account of your failings, her regrets that things had to end this way, and finally, her well wishes for your future endeavors.`; + r += `\nUpon your inspection of the abandoned firebase itself, most of the heavier installations have been dismantled and carried away, but about ${cashFormat(55000)} in miscellaneous supplies and 73 menials have been left behind, presumably because the convoy had no space for them. On the Colonel's old pavilion, you see a white gift card standing upright.`; + r += `\nWhen you climb the crates to take it and read it, you see the Colonel's handwritten sentiments about the way things turned out; her gratitude for taking her in when you did, her disappointment in your actions, a detailed account of your failings, her regrets that things had to end this way, and finally, her well wishes for your future endeavors.`; r += `\nDisgusted, you pocket the gift card and leave your employees and menials to gather up the valuables here before stalking back to your Penthouse. The former Firebase is returned to being a warehouse facility.`; break; case "cruel": if (jsRandom > 50) { BadOutcome += 'Revolt'; - V.trinkets.push("The Colonel's dog tags"); - r += `<br>Finally fed up with your constant intrusions into her territory and crew, The Colonel riles up her people for an utterly ferocious rebellion. The promises of rape and plunder and dominion over some of the wealthiest tenants in the entire Free City (and their world-class slaves) are all that's needed to give the selfish lot of them a nearly unshakable resolve in the task of delivering their overlord Her most coveted prize: You.`; + V.trinkets.push("the Colonel's dog tags"); + r += `<br>Finally fed up with your constant intrusions into her territory and crew, the Colonel riles up her people for an utterly ferocious rebellion. The promises of rape and plunder and dominion over some of the wealthiest tenants in the entire Free City (and their world-class slaves) are all that's needed to give the selfish lot of them a nearly unshakable resolve in the task of delivering their overlord Her most coveted prize: You.`; r += `<br>It is now midnight. The lights are the first thing they disable, as they still have the excellent night vision equipment you purchased for them. Some of your citizens start panicking almost immediately at the sudden blackout; this is very reminiscent of the Daughters of Liberty attack that still haunts many of their memories. Things like this were never supposed to happen again. You had promised them that you'd create an army that would protect them...`; - r += `<br>Her army vanguard strikes fast and hard throughout the main Plaza, cutting through your security personnel, defensive platoons, and drones with an ease that stinks of months of careful planning and study. Your defensive platoons, veterans of many Battles, are outmaneuvered at every turn; their hidden ammunition caches are found empty, their communications networks are mysteriously scrambled, and key chokepoints are found to be booby-trapped before your men can even get to them; their well-rehearsed arcology defense routines have gone to ash. Assuming you ever get a chance to speak to The Colonel again, you would ask if her betrayal was actually inevitable rather than something you triggered.`; + r += `<br>Her army vanguard strikes fast and hard throughout the main Plaza, cutting through your security personnel, defensive platoons, and drones with an ease that stinks of months of careful planning and study. Your defensive platoons, veterans of many Battles, are outmaneuvered at every turn; their hidden ammunition caches are found empty, their communications networks are mysteriously scrambled, and key chokepoints are found to be booby-trapped before your men can even get to them; their well-rehearsed arcology defense routines have gone to ash. Assuming you ever get a chance to speak to the Colonel again, you would ask if her betrayal was actually inevitable rather than something you triggered.`; r += `<br>You watch with immense disappointment as the very APC's and IFV's that you paid for now charge into resisting storefronts to storm the armed civilians inside with heavy infantry at point blank range. Battle Tanks trample wounded civilians in the streets as they maneuver to blast your citizens' hastily-made holdouts to pieces, burying dozens of civilian loyalists under mountains of rubble while hundreds more are gunned down in the streets for want of adequate cover. The Plaza is lost; the enemy vanguard has gained access to the Residential Sectors upstairs. Enticed, entire platoons of her vanguard decide to become bandits, ignoring their Colonel's orders and scattering off from the main force to kick down many apartment doors and help themselves to whatever desirable goods or inhabitants they find within.`; r += `<br>Outside, her many aircraft swarm the local airspace to patrol the Arcology outskirts, conduct recon scans of the upper levels, or monitor your sealed penthouse outside the range of your SAM turrets, while shooting down any other fleeing VTOL's. You will not be escaping by air today. No one will. No escaping by land either: Swarms of her drones are tasing fleeing noncombatants by the hundreds for later enslavement, as the remainder of her army begins to pour into the bloody Plaza. This is your Arcology's darkest hour.`; - r += `<br>And yet your Mercenaries stand ready. On security feeds throughout the Residential Sectors and Garrison you see your elite sellswords charging out of their lodgings in full kit. They are few, but this is their home, and you are their Patron and Commander. They hold firm, fighting like legends of old in some places, and fighting like animals in others. The Mercenaries trapped downstairs near The Garrison take to the Markets, pinning down most of The Colonel's reinforcements from various shopping outlets using towed quad anti-aircraft guns, and ultimately cutting off many of the assets needed for The Colonel's ongoing assault upstairs. Enemy troop carriers laden with heavy infantry breach the shopping centers in order to dislodge them, only to have their inhabitants cooked alive before they can disembark in time or shot to pieces even when they do. Keeping these Mercenaries alive are the roving exosuit-clad tank hunter duos that frag entire armor platoons en route to these shopping outlets, resorting to carving open enemy AFV's up close with their powered CQB weapons once they've run out of missiles. Back in the Residencies upstairs, in the still-evacuating streets and atriums, your actively-camouflaged snipers take up choice positions on various balconies and overpasses, sowing panic among the advancing traitors with their impressive anti-material rifles with one explosive headshot after another, sometimes even hitting them through walls and buildings. In large indoor parks leading up to the main Residential courtyard, Mercenary fireteams force enemy flankers to flee every single footpath they walk through, harassing constantly and preventing any hostile reconnaissance or infiltration from being done.`; - r += `<br>The main Residential courtyard features the Residential Sectors' massive elevator complex, which will give The Colonel's forces rapid access to the Promenade, and ultimately, You. In front of it, your Mercenary Captain stands atop one of the many meters-thick sandbag walls his men just assembled there, leading the raging defensive blockade in bringing the vanguard's assault to a gory halt. ${V.SF.Lower}'s bodies and bits and debris pile up in small walls on the outskirts under the burning heat of hundreds of flying autocannon rounds and dozens of screeching missiles. Before the vanguard's morale can break however, The Colonel shows up in person behind her own lines, kitted in a customized power armor and dragging, of all things, a hydraulic trebuchet loaded with a crudely-welded large metal box. She launches the box from beyond your Mercenaries' line of sight, sending it reeling towards them and predicting that they will try to shoot it out of the sky. They do, not wanting the slow but strange projectile to hit them directly, only learning of their folly when the metal 'box' detonates midair and releases a dense cloud of cluster bombs over their position. The munitions themselves disable some of the exosuits, but they don't kill too many on their own. However, the bomblets do succeed in detonating the various ammo dumps that were feeding your Mercenaries' blazing guns. The chain explosions, resulting fires, destroyed cover, and widespread casualties and confusion all create the perfect opportunity for The Colonel to storm the previously implacable barricade at the head of her troops, with her followers rushing the merc lines and blasting off the heavy armor plating of your disoriented Mercenaries themselves before stabbing them to death, or in some cases, hauling off the dis-armored and defeated female Mercenaries they discover for immediate use. As the few intact Mercenaries remaining desperately struggle to hold off the advancing horde with their remaining ammo, The Colonel takes on your dazed Mercenary Captain in single combat. When their ammunition runs dry, and their blasted battlesuits break down, they both eject, and then the knives come out. Minutes later, she stabs him in the side of his skull after she dodges yet another attempt to land a killing blow on her. With the source of Mercenary command and control gone, The Colonel staunches her own bleeding, yanks a trooper out of a near-pristine battlesuit that she now claims for herself, and directly organizes the isolation and extermination of the smaller teams of Mercenaries that are bleeding her troops everywhere else. She routs your Mercenaries for good with the razing of their Garrison structure. The ${V.SF.Lower} now enjoys absolute air and ground superiority. Soon the surviving rear of her army is brought upstairs from the killing floors down in the Markets, and the many elevators and cargo lifts of the elevator complex are boarded, with your executive override codes to remotely shut down the elevators somehow being manually bypassed by her combat engineers. It won't be long now.`; + r += `<br>And yet your Mercenaries stand ready. On security feeds throughout the Residential Sectors and Garrison you see your elite sellswords charging out of their lodgings in full kit. They are few, but this is their home, and you are their Patron and Commander. They hold firm, fighting like legends of old in some places, and fighting like animals in others. The Mercenaries trapped downstairs near The Garrison take to the Markets, pinning down most of the Colonel's reinforcements from various shopping outlets using towed quad anti-aircraft guns, and ultimately cutting off many of the assets needed for the Colonel's ongoing assault upstairs. Enemy troop carriers laden with heavy infantry breach the shopping centers in order to dislodge them, only to have their inhabitants cooked alive before they can disembark in time or shot to pieces even when they do. Keeping these Mercenaries alive are the roving exosuit-clad tank hunter duos that frag entire armor platoons en route to these shopping outlets, resorting to carving open enemy AFV's up close with their powered CQB weapons once they've run out of missiles. Back in the Residencies upstairs, in the still-evacuating streets and atriums, your actively-camouflaged snipers take up choice positions on various balconies and overpasses, sowing panic among the advancing traitors with their impressive anti-material rifles with one explosive headshot after another, sometimes even hitting them through walls and buildings. In large indoor parks leading up to the main Residential courtyard, Mercenary fireteams force enemy flankers to flee every single footpath they walk through, harassing constantly and preventing any hostile reconnaissance or infiltration from being done.`; + r += `<br>The main Residential courtyard features the Residential Sectors' massive elevator complex, which will give the Colonel's forces rapid access to the Promenade, and ultimately, You. In front of it, your Mercenary Captain stands atop one of the many meters-thick sandbag walls his men just assembled there, leading the raging defensive blockade in bringing the vanguard's assault to a gory halt. ${V.SF.Lower}'s bodies and bits and debris pile up in small walls on the outskirts under the burning heat of hundreds of flying autocannon rounds and dozens of screeching missiles. Before the vanguard's morale can break however, the Colonel shows up in person behind her own lines, kitted in a customized power armor and dragging, of all things, a hydraulic trebuchet loaded with a crudely-welded large metal box. She launches the box from beyond your Mercenaries' line of sight, sending it reeling towards them and predicting that they will try to shoot it out of the sky. They do, not wanting the slow but strange projectile to hit them directly, only learning of their folly when the metal 'box' detonates midair and releases a dense cloud of cluster bombs over their position. The munitions themselves disable some of the exosuits, but they don't kill too many on their own. However, the bomblets do succeed in detonating the various ammo dumps that were feeding your Mercenaries' blazing guns. The chain explosions, resulting fires, destroyed cover, and widespread casualties and confusion all create the perfect opportunity for the Colonel to storm the previously implacable barricade at the head of her troops, with her followers rushing the merc lines and blasting off the heavy armor plating of your disoriented Mercenaries themselves before stabbing them to death, or in some cases, hauling off the dis-armored and defeated female Mercenaries they discover for immediate use. As the few intact Mercenaries remaining desperately struggle to hold off the advancing horde with their remaining ammo, the Colonel takes on your dazed Mercenary Captain in single combat. When their ammunition runs dry, and their blasted battlesuits break down, they both eject, and then the knives come out. Minutes later, she stabs him in the side of his skull after she dodges yet another attempt to land a killing blow on her. With the source of Mercenary command and control gone, the Colonel staunches her own bleeding, yanks a trooper out of a near-pristine battlesuit that she now claims for herself, and directly organizes the isolation and extermination of the smaller teams of Mercenaries that are bleeding her troops everywhere else. She routs your Mercenaries for good with the razing of their Garrison structure. The ${V.SF.Lower} now enjoys absolute air and ground superiority. Soon the surviving rear of her army is brought upstairs from the killing floors down in the Markets, and the many elevators and cargo lifts of the elevator complex are boarded, with your executive override codes to remotely shut down the elevators somehow being manually bypassed by her combat engineers. It won't be long now.`; r += `<br>Dawn has broken over the Free City. Only five hours into the slaughter (of which your Mercenaries no doubt bought you at least three), it becomes very clear to you that the only way to save your arcology is to destroy it. Everything and Everyone will burn before you let this crazy bitch and her rabid dogs get their dirty hands on you or your slaves. On your order, your most loyal subordinates, the ones who were with you since the early days to patrol your arcology before you even had drones to protect it, fight their way to through the carnage of your panicking civilians on The Promenade to get to the exact hidden elevators that your Personal Assistant specifies for them. Their destination is the arcology's reactor complex, of course. Following the PA's instructions precisely, they arm their many high-yield explosive charges on your now-exposed and de-stabilized reactor, and in one final service to you, detonate them, creating a colossal explosion. The rapidly ascending heretics quite literally have the rug pulled from under them, as the blast takes out nearly all of the arcology's lesser foundational support beams, thus collapsing many thousands of metric tons of concrete, steel, plastic, and plaster out from underneath the upward bound Colonel and her men... And everyone else, unfortunately. With no foundation any longer, all of your arcology's interior Sectors are utterly gutted from the bottom-up by gravity itself, and everything beneath your ration-stocked, backup-powered Penthouse crumbles to the earth. The massive cloud of dust created by the widespread fires and interior collapse ends up covering the entire Free City for hours. Her aircraft, now bereft of their logistical support and command structure, immediately fly off to neighboring arcologies to offer their services to the various employers there, seeing as the coup has failed and they have nowhere else to go. The skies are free for You to travel as you please, but You aren't going anywhere.`; - r += `<br>It is late evening when the tremors finally stop. Everything below your Penthouse is ruin, and your arcology, its population, and your reputation are now essentially dust. However, the arcology did not fall. It. Is. Still. Yours. You shall rise again, not flee this tragedy in shame. Of course, no one will ever know that you sacrificed the arcology deliberately in order to save yourself; it is all too easy to claim that The Colonel carelessly damaged the reactor complex during her assault, ironically causing her own defeat. Frankly, sacrificing most of your tenants doesn't bother you as much as it probably should; maybe its because you know that if The Colonel and her men had won, all those people were as good as dead anyway.`; + r += `<br>It is late evening when the tremors finally stop. Everything below your Penthouse is ruin, and your arcology, its population, and your reputation are now essentially dust. However, the arcology did not fall. It. Is. Still. Yours. You shall rise again, not flee this tragedy in shame. Of course, no one will ever know that you sacrificed the arcology deliberately in order to save yourself; it is all too easy to claim that the Colonel carelessly damaged the reactor complex during her assault, ironically causing her own defeat. Frankly, sacrificing most of your tenants doesn't bother you as much as it probably should; maybe its because you know that if the Colonel and her men had won, all those people were as good as dead anyway.`; r += `<br>You know that if you want to survive, you'll need to surround yourself with workers and allies to rebuild fast, else your rivals gobble you up. It costs you a horrific sum to clear and process the wreckage and rebuild the basic Sector superstructures and infrastructure for your arcology on such short notice, even after liquidating everything your workers salvage. Your powerful friends still residing in the old world or other Free Cities have lent you a surprising amount of aid too, with quite a few lent super-heavy construction assets getting huge amounts of work done quickly. Even then, what you've been able to rebuild is very little. After a nearly sleepless, sexless week of immense toil, you've successfully organized tens of thousands of people in restoring the arcology to a barely functional condition (along with rudimentary imitations of all your upgrades), and you've even got some new Garrison Mercenaries in by week's end too... But its just not the same. If it weren't for your bruised weather-plating your arcology would look like a giant skeleton. Inside, it feels like a concrete boneyard; everything has been built cheap and utilitarian, and the walls aren't even painted. With only a few operational services staffed by commuters from neighboring arcologies, there is just an eerie silence just about everywhere. With few amenities for relief, there are going to be many long days ahead for your few tenants, most of them being wealthy but distraught returning travelers who left before the attack. Maybe your slaves can help entertain them. A lot of these people are VIP's it seems.`; - r += `<br>It is now midnight. In a rare moment of reflection, you contemplate that what The Colonel just did to your arcology was exactly what you were all too happy to have her do to dozens, if not hundreds of innocent villages and townships under your shadow during her 'Raiding and Slaving' operations. Nevertheless, You have hard work ahead of you, especially now that your enemies see that you are now much weaker than you have ever been.`; - r += `<br>The Colonel's body was never found.`; + r += `<br>It is now midnight. In a rare moment of reflection, you contemplate that what the Colonel just did to your arcology was exactly what you were all too happy to have her do to dozens, if not hundreds of innocent villages and townships under your shadow during her 'Raiding and Slaving' operations. Nevertheless, You have hard work ahead of you, especially now that your enemies see that you are now much weaker than you have ever been.`; + r += `<br>the Colonel's body was never found.`; } else { BadOutcome += 'ANNIHILATION'; - V.trinkets.push("The Colonel's combat knife"); - r += `Finally fed up with your constant intrusions into her territory and crew, The Colonel riles up her people for a full takeover against your arcology. The promises of plunder and dominion over some of the wealthiest tenants in the entire Free City (and their world-class slaves), including you, are all that's needed to get things started. However, not every soldier is eager to betray you.`; + V.trinkets.push("the Colonel's combat knife"); + r += `Finally fed up with your constant intrusions into her territory and crew, the Colonel riles up her people for a full takeover against your arcology. The promises of plunder and dominion over some of the wealthiest tenants in the entire Free City (and their world-class slaves), including you, are all that's needed to get things started. However, not every soldier is eager to betray you.`; r += `\nIt is now Midnight. The lights are the first thing the Colonel's forces disable, as they still have the excellent night vision equipment you purchased for them. Some of your citizens start panicking almost immediately at the sudden blackout; this is very reminiscent of the Daughters of Liberty attack that still haunts many of their memories. Her horde of marauders purges the plaza and lower floors of the arcology mercilessly, thoughtlessly cutting through your tenants with an ease that stinks of true jealously and hatred. Most disturbingly, your penthouse's communications networks are all but destroyed, and your PA has been unreachable, seemingly hacked by some obscure technology you figure only the Colonel's contacts and few others could provide. As bad as all of this is, it is merely meant to distract and disrupt your mercenaries. The real threat is aerial.`; - r += `\nOutside the arcology, her many aircraft swarm the local airspace to patrol the arcology outskirts, conduct recon scans of the upper levels, or monitor your now-secured penthouse, while shooting down any other fleeing VTOL's. You will not be escaping by air. No one will. No escaping by land either: Swarms of her drones are tasing fleeing noncombatants by the hundreds for resale, as the remainder of her army seizes control of vital arcology infrastructure. As you take note of this while donning your bathrobe, several missiles from attack VTOL's come crashing through your penthouse before detonating. Miraculously, no one is harmed by this, and it has even created a gap in a nearby wall for you to escape the penthouse through, but this is but a small comfort in the wake of the squads of disembarking troops, lead by The Colonel herself, rappelling into your penthouse to capture you directly.`; - r += `\nYou run. You run faster than you ever have in your life, past burning shops, burning vehicles, burning crowds, and burning bodies. An entire team of The Colonel's men are chasing you, lead by The Colonel herself, with their heavy kit probably the only reason they haven't caught you yet. They obviously want you alive, and you have been sharp enough to realize that this is very bad news for you. During your sprint, you also happen to run past several security cameras that impassively capture high-definition full-color footage of your retreat. When you eventually bump into one of your mercenaries and are escorted to a shelter, the personnel responsible for overseeing the camera feeds upload the footage of your great chase to the internet, where the entire world can see you being hounded by the men and women you personally hired to protect you and your arcology.`; - r += `\nEventually, The Colonel's coup collapses. The selfish and malevolent troops following her, easily distracted by the myriad opportunities for rich plunder all around them, end up scattering throughout the arcology and losing cohesion, allowing for your much better organized security forces, mercenary hunter-killer teams, and even local enraged citizens to regroup and eventually overwhelm each enemy looter gang individually until a grinding total victory is achieved by the end of the week. The Colonel never finds, captures, or kills you. Nor is she ever found, captured, or killed herself. But she did set you on the run, and humiliatingly enough, the entire Free City now knows about it. Everyone has seen the clip. When you think about it she did manage to kill you after all, in a manner of speaking.`; - r += `\nYour arcology is once more yours, but your people will never forget the horrifying week they spent being slaughtered and hunted by The Colonel's marauders, butchered by the army that you convinced them to allow, or the fact that you couldn't save them because you were very busy being hunted yourself.`; + r += `\nOutside the arcology, her many aircraft swarm the local airspace to patrol the arcology outskirts, conduct recon scans of the upper levels, or monitor your now-secured penthouse, while shooting down any other fleeing VTOL's. You will not be escaping by air. No one will. No escaping by land either: Swarms of her drones are tasing fleeing noncombatants by the hundreds for resale, as the remainder of her army seizes control of vital arcology infrastructure. As you take note of this while donning your bathrobe, several missiles from attack VTOL's come crashing through your penthouse before detonating. Miraculously, no one is harmed by this, and it has even created a gap in a nearby wall for you to escape the penthouse through, but this is but a small comfort in the wake of the squads of disembarking troops, lead by the Colonel herself, rappelling into your penthouse to capture you directly.`; + r += `\nYou run. You run faster than you ever have in your life, past burning shops, burning vehicles, burning crowds, and burning bodies. An entire team of the Colonel's men are chasing you, lead by the Colonel herself, with their heavy kit probably the only reason they haven't caught you yet. They obviously want you alive, and you have been sharp enough to realize that this is very bad news for you. During your sprint, you also happen to run past several security cameras that impassively capture high-definition full-color footage of your retreat. When you eventually bump into one of your mercenaries and are escorted to a shelter, the personnel responsible for overseeing the camera feeds upload the footage of your great chase to the internet, where the entire world can see you being hounded by the men and women you personally hired to protect you and your arcology.`; + r += `\nEventually, the Colonel's coup collapses. The selfish and malevolent troops following her, easily distracted by the myriad opportunities for rich plunder all around them, end up scattering throughout the arcology and losing cohesion, allowing for your much better organized security forces, mercenary hunter-killer teams, and even local enraged citizens to regroup and eventually overwhelm each enemy looter gang individually until a grinding total victory is achieved by the end of the week. The Colonel never finds, captures, or kills you. Nor is she ever found, captured, or killed herself. But she did set you on the run, and humiliatingly enough, the entire Free City now knows about it. Everyone has seen the clip. When you think about it she did manage to kill you after all, in a manner of speaking.`; + r += `\nYour arcology is once more yours, but your people will never forget the horrifying week they spent being slaughtered and hunted by the Colonel's marauders, butchered by the army that you convinced them to allow, or the fact that you couldn't save them because you were very busy being hunted yourself.`; } break; case "brazen": BadOutcome += 'OCCUPATION'; - V.trinkets.push("The Colonel's sidearm"); - r += `Finally fed up with your constant intrusions into her territory and crew, The Colonel riles up her people for a full takeover against your arcology. The promises of plunder and dominion over some of the wealthiest tenants in the entire Free City (and their world-class slaves), including you, are all that's needed to get things started.`; + V.trinkets.push("the Colonel's sidearm"); + r += `Finally fed up with your constant intrusions into her territory and crew, the Colonel riles up her people for a full takeover against your arcology. The promises of plunder and dominion over some of the wealthiest tenants in the entire Free City (and their world-class slaves), including you, are all that's needed to get things started.`; r += `\nAt midnight, the lights are the first thing the Colonel's forces disable, as they still have the excellent night vision equipment you purchased for them. Some of your citizens panic almost immediately at the sudden blackout; this is very reminiscent of the Daughters of Liberty attack that still haunts many of their memories. Her army vanguard strikes fast and hard throughout, cutting through your security units and drones with an ease that stinks of months of careful planning and study. Most disturbingly, your penthouse's communications networks are all but destroyed, and your PA has been unreachable, seemingly hacked by some obscure technology you figure only the Colonel's contacts and few others could provide.`; r += `\nOutside, her many aircraft swarm the local airspace to patrol the arcology outskirts, conduct recon scans of the upper levels, or monitor your now-secured penthouse, while shooting down any other fleeing VTOL's. You will not be escaping by air. No one will. No escaping by land either: Swarms of her drones are tasing fleeing noncombatants by the hundreds for detainment, as the remainder of her army seizes control of vital arcology infrastructure. After just a few days, the entire arcology falls under her direct control, all dissidents, criminals, and rebels hopelessly outgunned by her lavishly equipped and experienced warriors.`; - r += `\nYou are trapped inside your Penthouse by the detachment of infantry guarding its exits in order to keep you in, probably with the goal of starving you out until you surrender yourself. With your communications down as well. your penthouse might as well be an island. You only salvation comes in the form of your neighboring arcologies and their respective mercenary contingents. They are intervening on your behalf out of paranoia; Free Cities are extremely wary of military power buildups near their borders, and they absolutely will not tolerate a full scale military cup within its borders. Fighting men and women from all over the City are seen battling in the streets of your arcology in a brutal blitzkrieg that your own tenants and mercenaries quickly join in on, pushing The Colonel's forces back gradually with sheer numbers. Eventually they are forced back into the Firebase proper, where they are sealed inside by using explosives to collapse part of the arcology atop them, rendering the Firebase itself totally defunct. Only a few small groups manage to scatter and flee this holding action, and your intelligence networks suspects that The Colonel herself was among one of them.`; + r += `\nYou are trapped inside your Penthouse by the detachment of infantry guarding its exits in order to keep you in, probably with the goal of starving you out until you surrender yourself. With your communications down as well. your penthouse might as well be an island. You only salvation comes in the form of your neighboring arcologies and their respective mercenary contingents. They are intervening on your behalf out of paranoia; Free Cities are extremely wary of military power buildups near their borders, and they absolutely will not tolerate a full scale military cup within its borders. Fighting men and women from all over the City are seen battling in the streets of your arcology in a brutal blitzkrieg that your own tenants and mercenaries quickly join in on, pushing the Colonel's forces back gradually with sheer numbers. Eventually they are forced back into the Firebase proper, where they are sealed inside by using explosives to collapse part of the arcology atop them, rendering the Firebase itself totally defunct. Only a few small groups manage to scatter and flee this holding action, and your intelligence networks suspects that the Colonel herself was among one of them.`; r += `With the help of some unlikely intervention, you've won this little war. Your arcology is once more yours, but your people will never forget the traumatic week they spent under the heel of the army that you convinced them to allow, or the fact that it took an entire coalition of outsiders to save them.`; break; case "jaded": BadOutcome += 'ASSIMILATION'; - V.trinkets.push("The Colonel's canteen"); - r += `Finally weary of your constant intrusions into her territory and crew, The Colonel gathers up her people for a full scale liquidation and dispersal of personnel and assets throughout the Free City itself; they are going to discreetly sell off the majority of their military hardware, assume new identities and melt into the fabric of the Free City's wider population. Gone are the days of plunder and dominion, as this retirement plan will make many of them some of the wealthiest tenants in the entire Free City, and they will no longer need to break their backs living the lives of soldiers. With the liquidation complete and the money distributed, the army moves on to the net stage of the plan.`; + V.trinkets.push("the Colonel's canteen"); + r += `Finally weary of your constant intrusions into her territory and crew, the Colonel gathers up her people for a full scale liquidation and dispersal of personnel and assets throughout the Free City itself; they are going to discreetly sell off the majority of their military hardware, assume new identities and melt into the fabric of the Free City's wider population. Gone are the days of plunder and dominion, as this retirement plan will make many of them some of the wealthiest tenants in the entire Free City, and they will no longer need to break their backs living the lives of soldiers. With the liquidation complete and the money distributed, the army moves on to the net stage of the plan.`; r += `\nAt midnight, the lights are the first thing the Colonel's forces disable, as they still have the excellent night vision equipment you purchased for them. Some of your citizens panic almost immediately at the sudden blackout; this is very reminiscent of the Daughters of Liberty attack that still haunts many of their memories. Her army moves fast and quietly throughout the arcology and the streets outside of it, slipping through your security units and drones with an ease that stinks of months of careful planning and study. Most disturbingly, your penthouse's communications networks are all but destroyed, and your PA has been unreachable, seemingly hacked by some obscure technology you figure only the Colonel's contacts and few others could provide.`; r += `\nOutside, her many aircraft escape the local airspace to patrol the arcology outskirts, evading recon scans, the monitoring systems of your secured penthouse, and the feeble attempts of your sentries to shoot them down. A great many of them will be escaping by air, it seems. Many are escaping by land too: Swarms of personnel carriers and utility trucks are driving off to neighboring arcologies or even neighboring Free Cities by the dozens for retirement, as the remainder of her army purchase new apartments and properties in various arcologies nearby while being dressed in civilian clothing. After just a few days, the entire army has essentially disappeared, hopelessly obscured by mountains of digital noise, detailed fake backstories, lavish fake identities, and lots of bribes and carefully destroyed digital and physical records. Your special force has gone completely AWOL and there is nothing you or anyone can do about it. It seems your experienced former warriors have an eye for deception too.`; - r += `\nYou are trapped inside your Penthouse by the electricity-cutting digital virus that has kept you inside and communicatively isolated for the past week. Probably with the goal of keeping you in the dark, figuratively and literally, so that you could not intervene in The Colonel's total assimilation into the Free Cities. The lazy bitch did not want to cooperate with your Future Societies plans, so she and her men decided to stop being soldiers altogether, and live off of their savings. Your only relief comes at the midnight of the seventh day, when the virus self-terminates and the arcology's electricity, PA, and communications lines return to full functioning.`; + r += `\nYou are trapped inside your Penthouse by the electricity-cutting digital virus that has kept you inside and communicatively isolated for the past week. Probably with the goal of keeping you in the dark, figuratively and literally, so that you could not intervene in the Colonel's total assimilation into the Free Cities. The lazy bitch did not want to cooperate with your Future Societies plans, so she and her men decided to stop being soldiers altogether, and live off of their savings. Your only relief comes at the midnight of the seventh day, when the virus self-terminates and the arcology's electricity, PA, and communications lines return to full functioning.`; r += `\nYour arcology is once more yours, but your people will never forget the troubling week they spent in total darkness and lockdown, or the sudden mass desertion and disappearance of the army that you convinced them to allow, or the fact that there was nothing you could do to prevent or mitigate any of it.`; break; case "shell shocked": BadOutcome += 'ISOLATION'; - V.trinkets.push("The Colonel's explosives detonator"); - r += `Unnerved by your ever-increasing influence over your men and undercutting of her authority, The Colonel uses heavy explosives at Midnight to seal off The Firebase from your access. When you step off of your express elevator, you are met not with two guards, but several armed proximity mines next to an incredibly thick wall of smoking rubble. No doubt there are machine gun nests, anti-tank nests, and lots more proximity mines just waiting for you on the other side, should you somehow get through the wall of debris.`; + V.trinkets.push("the Colonel's explosives detonator"); + r += `Unnerved by your ever-increasing influence over your men and undercutting of her authority, the Colonel uses heavy explosives at Midnight to seal off The Firebase from your access. When you step off of your express elevator, you are met not with two guards, but several armed proximity mines next to an incredibly thick wall of smoking rubble. No doubt there are machine gun nests, anti-tank nests, and lots more proximity mines just waiting for you on the other side, should you somehow get through the wall of debris.`; r += `\nThe ${V.SF.Lower} still deploys into the old world to plunder as it pleases, but no longer for you. You receive no money from their exploits, and their total defiance and independence of you is a permanent stain on your reputation. Of course, you'll never have the needed military power to dislodge them, especially with all the redundant fortifications, crossfire envelopes, and myriad traps that paranoid bitch had built around each entrance ever since she went rouge. Trying to sabotage certain support beams from above to make the Firebase facility collapse in on itself could easily cause enough damage to topple other parts of the arcology too, and such a thing would be very difficult to cover up. In other words, you're stuck with them. The Firebase has become a permanent tumor on your arcology and good name.`; break; } @@ -2264,7 +2264,7 @@ App.SF.AAR = function(endWeekCall = 1) { if (V.SF.FS.BadOutcome === undefined) { App.SF.fsIntegration('BadOutcome'); } else { - r += `This week your arcology lost a bit of prosperity and large amount of reputation, due to the looming threat that The Colonel and her forces may resurface.`; + r += `This week your arcology lost a bit of prosperity and large amount of reputation, due to the looming threat that the Colonel and her forces may resurface.`; V.arcologies[0].prosperity -= 25; if (V.rep > 17500) { V.rep = 17500; @@ -2625,7 +2625,7 @@ App.SF.AAR = function(endWeekCall = 1) { V.SF.MercCon.TotalMercs += NewMercs; V.SF.MercCon.Mercs += NewMercs; } - r += `<br> <b>TradeShow</b>: During a break, The Colonel managed to sell some generic schematics to the ${tradeShowAttendes} attendees, some of whom decided to also give a few menial slaves as a bonus.`; + r += `<br> <b>TradeShow</b>: During a break, the Colonel managed to sell some generic schematics to the ${tradeShowAttendes} attendees, some of whom decided to also give a few menial slaves as a bonus.`; } } } @@ -2835,7 +2835,7 @@ App.SF.progress = function(x, max) { App.SF.SFC = function() { if (V.SF.MercCon.CanAttend === -1) { - return `The Colonel`; + return `the Colonel`; } else { /* if (V.SF.Facility.LCActive > 0) { * return `Lieutenant Colonel ${SlaveFullName(V.SF.Facility.LC)}`; @@ -2887,7 +2887,7 @@ App.SF.Interactions = function() { } } if (C.Talk + C.Fun > 0) { - time = `<br>The Colonel is busy for the rest of the week, so the Lieutenant Colonel will assist you.`; + time = `<br>the Colonel is busy for the rest of the week, so the Lieutenant Colonel will assist you.`; } return `${time} <br>${choice}`; }; @@ -2941,7 +2941,7 @@ App.SF.UnitText = function(input) { k = ``; let activate = `has been recommissioned for use by ${V.SF.Lower}. They`; - let mechanics = `, mechanics are methodically checking the recent purchases for battle-readiness`; + let mechanics = `, and mechanics are methodically checking the recent purchases for battle-readiness`; let MG = `120 mm main gun is enough to handle the majority of opponents around the Free Cities.`; let engine1 = ``, armor2 = ``, @@ -3203,7 +3203,7 @@ App.SF.UnitText = function(input) { special = `Specialized weaponry is available for many roles, allowing more flexibility in planning.`; } if (S.Armoury >= 8) { - helmets = `and a HUD and camera display have been integrated into soldiers' eyewear, enabling accurate aim around corners or from behind cover`; + helmets = `and a HUD and camera display have been integrated into soldiers' eyewear, enabling accurate aim around corners or from behind cover.`; } if (S.Armoury >= 9) { exo = `An exosuit has been developed to reduce the amount of weight soldiers carry, increase lifting strength, and move faster in combat.`; @@ -3211,14 +3211,14 @@ App.SF.UnitText = function(input) { if (S.Armoury >= 10) { weapons = `Cutting-edge weaponry is available to ${V.SF.Lower}, far outpacing the ability of rival mercenary outfits.`; } - return `${text2} The armory holds soldiers' weapons and gear while not in training or combat. ${weapons} ${special} ${armor1} ${radio}${helmets} ${ammo0} ${uniforms} ${exo}`; + return `${text2} The armory holds soldiers' weapons and gear while not in training or combat. ${weapons} ${special} ${armor1} ${radio} ${helmets} ${ammo0} ${uniforms} ${exo}`; } break; case 'drugs': if (S.Drugs >= 0) { const text3 = `\n\n<b>Drug Lab:</b>`; if (S.Drugs >= 2) { - amphet = `Amphetamines have been added to the cocktail at a low dosage to act as a stimulant, physical performance enhancer, cognition control enhancer. Some side-effects exist.`; + amphet = `Amphetamines have been added to the cocktail at a low dosage to act as a stimulant, physical performance enhancer, and cognition control enhancer. Some side-effects exist.`; } if (S.Drugs >= 2) { phen = `Phencyclidine has been added to the cocktail at a low dosage as a dissociative psychotropic for soldiers in battle to introduce feelings of detachment, strength and invincibility, and aggression. Some side-effects reduce the tolerable dosage before soldiers go on uncontrollable violent outbreaks.`; @@ -3586,9 +3586,9 @@ App.SF.UnitText = function(input) { lens = `A higher quality and adjustable lens has been installed on the laser, allowing scalpel precision on armor or wide-area blasts on unarmored targets.`; } if (S.Satellite.lv >= 10) { - kin = `A magazine of directable tungsten rods have been mounted to the exterior of the satellite, allowing for kinetic bombardment roughly equal to a series of nuclear blasts`; + kin = `A magazine of directable tungsten rods have been mounted to the exterior of the satellite, allowing for kinetic bombardment roughly equal to a series of nuclear blasts.`; } - return `${text12} ${loc1} ${gyro} ${thrusters} ${telemetry} ${solar} ${reactor} ${surviv} ${laser1}${heat} ${lens} ${kin}.`; + return `${text12} ${loc1} ${gyro} ${thrusters} ${telemetry} ${solar} ${reactor} ${surviv} ${laser1} ${heat} ${lens} ${kin}`; } break; case 'GR': diff --git a/src/Mods/SpecialForce/WeeklyChoices.tw b/src/Mods/SpecialForce/WeeklyChoices.tw index 17cfb1c3aaf66a13b1a7545d4836aa02d3c11415..3f707d8ea2e568db82af5f84ee8bcb1e5db1e21c 100644 --- a/src/Mods/SpecialForce/WeeklyChoices.tw +++ b/src/Mods/SpecialForce/WeeklyChoices.tw @@ -3,7 +3,7 @@ <<set _colonelTalkTensionRuction = $SF.FS.Tension !== -1 ? 5 : 0>> <<if $SF.Gift === 0 && $SF.MercCon.CanAttend === -1 && ($SF.Colonel.Talk + $SF.Colonel.Fun !== 1)>> - The Colonel looks down a list on her tablet. "There's some things we can do to help you out, boss. + the Colonel looks down a list on her tablet. "There's some things we can do to help you out, boss. <br>We've had some good prizes turn up, that's made us some extra money we could turn over. | <<link "Request cash" "Firebase">> /*<<set $CashGift = ((Math.ceil((Math.abs($cash)*0.05)*(Math.max(0.99,$SF.Size))))*($arcologies[0].prosperity/100))*_Env>> OLD*/ <<set $CashGift = Math.ceil(25000*($SF.Size/10)*_Env),$SF.Gift = 1,$choice = 1>> @@ -61,7 +61,7 @@ <<if $SF.MercCon.History >= 1>> <br> <<link "Mercenary meetup report">> <<replace "#result0">> - <br><br>While at the recent merc meetup, The Colonel made @@.yellowgreen;<<print cashFormat(Math.ceil($SF.MercCon.Income))>>@@ selling generic schematics to her friends, <<print num($SF.MercCon.Menials)>> menial slaves were won in a poker game, and <<print num($SF.MercCon.Mercs)>> mercenaries were persuaded to join $SF.Lower. + <br><br>While at the recent merc meetup, the Colonel made @@.yellowgreen;<<print cashFormat(Math.ceil($SF.MercCon.Income))>>@@ selling generic schematics to her friends, <<print num($SF.MercCon.Menials)>> menial slaves were won in a poker game, and <<print num($SF.MercCon.Mercs)>> mercenaries were persuaded to join $SF.Lower. <br>Total earnings thus far: @@.yellowgreen;<<print cashFormat(Math.ceil($SF.MercCon.Revenue))>>@@ in income, <<print num($SF.MercCon.TotalMenials)>> menial slaves and <<print num($SF.MercCon.TotalMercs)>> mercenaries joined across $SF.MercCon.History meetups. <</replace>> <</link>> @@ -244,7 +244,7 @@ <</replace>> <</link>> - <br><<link "On The Colonel's throne">> + <br><<link "On the Colonel's throne">> <<replace "#result4">> <span id="result6"> <br>Which orifice do you wish to target? @@ -291,4 +291,4 @@ <</replace>> <</link>> /*Closes talk*/ </span> -<</if>> /*Closes spend time with The Colonel*/ +<</if>> /*Closes spend time with the Colonel*/ diff --git a/src/SecExp/attackOptions.tw b/src/SecExp/attackOptions.tw index fed7e7cfa35d9a4fb02e52ec89b99db2e581d405..6a21cd82ded6756f7df672b5f356f5ff0824dd80 100644 --- a/src/SecExp/attackOptions.tw +++ b/src/SecExp/attackOptions.tw @@ -259,7 +259,7 @@ __Battle Plan__: <</if>> <<if $SF.Toggle && $SF.Active >= 1 && $SF.MercCon.CanAttend === -1>> | - <<link "Let The Colonel lead the troops">> + <<link "Let the Colonel lead the troops">> <<set $leadingTroops = "colonel">> <<set _leader = App.SF.Caps() +"'s Colonel will">> <<replace "#leader">><strong><<print _leader>></strong><</replace>> diff --git a/src/SecExp/attackReport.tw b/src/SecExp/attackReport.tw index 6e27126182cdec711e74688496b587c5aa46bc84..45228de7903b2856aa1a2cc4a4799b31483b0b9f 100644 --- a/src/SecExp/attackReport.tw +++ b/src/SecExp/attackReport.tw @@ -1210,7 +1210,7 @@ During the battle a stray bullet managed to reach the mercenary. Your troops were greatly affected by the loss of their leader. <</if>> <<elseif $leadingTroops == "colonel">> - <<if $auto == 1>>$assistantName<<else>>You<</if>> decided to appoint The Colonel as the commander. + <<if $auto == 1>>$assistantName<<else>>You<</if>> decided to appoint the Colonel as the commander. <<if App.SecExp.conflict.deployedUnits('mercs') >= 1>> Your mercenaries approve of such decisions, as they feel more confident by having a good, experienced commander. <</if>> @@ -1226,7 +1226,7 @@ Because of your degradationist society, your slave soldiers are highly distrustful of the soldier you forced them to accept as leader. <</if>> <<if $leaderWounded == 1>> - During the battle a stray bullet managed to reach The Colonel, wounding her slightly. Your troops were greatly affected by the loss of their leader. + During the battle a stray bullet managed to reach the Colonel, wounding her slightly. Your troops were greatly affected by the loss of their leader. <</if>> <</if>> diff --git a/src/SecExp/tradeReport.tw b/src/SecExp/tradeReport.tw index 724bdb50e6f98914f3289a16dcab7b337e0fcc85..e174a0cfebbc1e2808a62d0c25fc7964cb89d7b5 100644 --- a/src/SecExp/tradeReport.tw +++ b/src/SecExp/tradeReport.tw @@ -124,7 +124,7 @@ <</if>> <<if $SF.Toggle && $SF.Active >= 1 && $SF.Size > 10>> - Having a powerful special force, increases trade security. + Having a powerful special force increases trade security. <<set _tradeChange += $SF.Size/10>> <</if>> diff --git a/src/endWeek/saWorkTheFarm.js b/src/endWeek/saWorkTheFarm.js index af527a4183a69c4b6267f9c1735e96e9aabd7bba..205340cbc2a2098e01b3742a64d69a3bee491c38 100644 --- a/src/endWeek/saWorkTheFarm.js +++ b/src/endWeek/saWorkTheFarm.js @@ -309,7 +309,7 @@ window.saWorkTheFarm = function saWorkTheFarm(slave) { } else if (slave.prestige === 2) { t += `Because a lot of your citizens already know of ${him}, ${he} earns quite a bit more. `; } else if (slave.prestige === 3) { - t += `Because ${he} is so famous, ${he} earns a lot more then ${he} would otherwise.`; + t += `Because ${he} is so famous, ${he} earns a lot more then ${he} would otherwise. `; } if (slave.porn.prestige === 1) { // TODO: are prestige and pornPrestige mutually exclusive? t += `${He} earns a bit more because some of your citizens already know ${him} from porn. `; diff --git a/src/gui/Encyclopedia/encyclopedia.tw b/src/gui/Encyclopedia/encyclopedia.tw index 3b696a5e9b640f992ffc8aa0084bd3df31e69284..d105bbc0451f84a3c699aacdf4e0e9718f443b89 100644 --- a/src/gui/Encyclopedia/encyclopedia.tw +++ b/src/gui/Encyclopedia/encyclopedia.tw @@ -357,7 +357,7 @@ PC Skills <br>''Medicine'' shows how effective you are treating wounds. Max level reduces a slave's health and @@.mediumaquamarine;[[trust|Encyclopedia][$encyclopedia = "Trust"]]@@ loss during surgery. - In addition to the above methods of increasing a skill (if any), all of them can be learnt by retaining a trainer<<if $SF.Toggle && $SF.Active >= 1>> or by talking to/learning from The Colonel<</if>>. + In addition to the above methods of increasing a skill (if any), all of them can be learnt by retaining a trainer<<if $SF.Toggle && $SF.Active >= 1>> or by talking to/learning from the Colonel<</if>>. /********** SLAVES @@ -2702,12 +2702,12 @@ LORE: INTERVIEWS <br><br><blockquote>//Man has killed man from the beginning of time, and each new frontier has brought new ways and new places to die. Why should the future be different? Make no mistake friend, the Free Cities are the future, and we can either live like kings inside them, or die in their shadow. I prefer the former. So should you.// //- The Colonel, standard message to potential recruits//</blockquote> - Once your arcology has been severely tested by external attack, and thus proven that the anti-militaristic principles of anarcho-capitalism might not be sufficient to ensure the physical security of the citizenry, you will receive an event that gives you the opportunity to establish a Special Force (with a customizable name), with The Colonel as its commander under you. This force will be a private military in all but name (unless you want that name). Once activated, you can manage its deployment from the end of week screen. You will be able to issue orders on the force's task and behavior, and this will impact its development. There are numerous events that can trigger depending on development and orders. + Once your arcology has been severely tested by external attack, and thus proven that the anti-militaristic principles of anarcho-capitalism might not be sufficient to ensure the physical security of the citizenry, you will receive an event that gives you the opportunity to establish a Special Force (with a customizable name), with the Colonel as its commander under you. This force will be a private military in all but name (unless you want that name). Once activated, you can manage its deployment from the end of week screen. You will be able to issue orders on the force's task and behavior, and this will impact its development. There are numerous events that can trigger depending on development and orders. <br><br> Initially the force will not be very profitable, but once it expands, it can become so. The speed at which this happens, and the degree of profitability, depends both on your orders to the force and the upgrades you purchase in the Barracks. If you had mercenaries, they will still be active for the purposes of events, corporation assistance (if present), and upkeep costs, abstracted as distinct operatives from the Special Force. - <br><br> __Orders to The Colonel:__ - Once the force is active, you will be able to give orders to The Colonel. These will affect its income and performance. The orders are: + <br><br> __Orders to the Colonel:__ + Once the force is active, you will be able to give orders to the Colonel. These will affect its income and performance. The orders are: <br><br>''Deployment Focus:'' This will determine the force's main task for the week. @@ -2735,7 +2735,7 @@ LORE: INTERVIEWS <br><br>Allowing them to run wild will, over time, change their character, rendering them increasingly depraved as they realize that they can do whatever they want to non-citizens. Giving them rules might correct this, but reversing such behavior once learned would take a long time indeed. <br><br> __Barracks:__ - The Barracks are the upgrade and flavor screen for the Special Force. It is treated as a special facility, and slaves cannot be assigned to it. Here you can observe the antics and relaxation behavior of the force, which will, again, change based on your orders and its @@.green;[[reputation|Encyclopedia][$encyclopedia = "Arcologies and Reputation"]].@@ You can visit once a week to receive some extra tribute from The Colonel, specially saved for its patron from its weekly acquired loot, and this 'gift' will improve in quality as the force develops. + The Barracks are the upgrade and flavor screen for the Special Force. It is treated as a special facility, and slaves cannot be assigned to it. Here you can observe the antics and relaxation behavior of the force, which will, again, change based on your orders and its @@.green;[[reputation|Encyclopedia][$encyclopedia = "Arcologies and Reputation"]].@@ You can visit once a week to receive some extra tribute from the Colonel, specially saved for its patron from its weekly acquired loot, and this 'gift' will improve in quality as the force develops. <br><br>__Upgrades:__ Upgrades can be purchased in the Barracks. The upgrades that can be purchased will both increase in effectiveness of the force (i.e. how much @@.yellowgreen;[[money|Encyclopedia][$encyclopedia = "Money"]]@@/@@.green;[[reputation|Encyclopedia][$encyclopedia = "Arcologies and Reputation"]]@@ it makes). The upgrades focus on improving the force's infantry equipment, vehicles, aircraft, drones, and stimulants. Some upgrades are more helpful at facilitating different tasks (Vehicles/Aircraft for Slaving/Raiding, [[Drones|Encyclopedia][$encyclopedia = "Security Drones"]] for Securing Trade). Arcology upgrades enable other upgrades to be purchased. Stimulants increase overall effectiveness for the force when assigned to raiding after upgrades are considered, as well as flavor text. diff --git a/src/js/DefaultRules.js b/src/js/DefaultRules.js index c7d5b15a7ea7e794ec11ac578e76a311c2998ecb..7d3741db213dba780bfbfb3af7ccc74a321766e3 100644 --- a/src/js/DefaultRules.js +++ b/src/js/DefaultRules.js @@ -2870,13 +2870,13 @@ window.DefaultRules = (function() { // mass removal of old tags, variant from '*' mask. if (rule.removeLabel !== null && rule.removeLabel !== '' && rule.removeLabel === '*') { slave.custom.label = slave.custom.label.replace(/(?:\[.+\])+/, ""); - r += `<br>All ${slave.slaveName}'s tags is removed.`; + r += `<br>All of ${slave.slaveName}'s tags have been removed.`; } // mass removal of old tags, variant from GUI swith. if (rule.labelTagsClear === true) { slave.custom.label = slave.custom.label.replace(/(?:\[.+\])+/, ""); - r += `<br>All ${slave.slaveName}'s tags is removed.`; + r += `<br>All of ${slave.slaveName}'s tags have been removed.`; } // removing tags selected for removal. diff --git a/src/js/slaveCostJS.js b/src/js/slaveCostJS.js index 12991eae0a5efc6f5b4eebc929189b008a21c405..607b606c70419ace7e96e65bbcdc3579d38c30de 100644 --- a/src/js/slaveCostJS.js +++ b/src/js/slaveCostJS.js @@ -1552,7 +1552,7 @@ window.BeautyTooltip = function(s) { r += `</span>`; return r; } else { - return Beauty(s); + return Math.trunc(Beauty(s)); } }; diff --git a/src/npc/descriptions/fAnus.tw b/src/npc/descriptions/fAnus.tw index b099f212d96b7bd36944a38eff235fee1f5490d3..ee1aad2eb9a1213441e09f75b177060dafefd03d 100644 --- a/src/npc/descriptions/fAnus.tw +++ b/src/npc/descriptions/fAnus.tw @@ -17,7 +17,7 @@ You call $him over so you can take $his anal virginity. <</if>> -<<if ($activeSlave.fetish == "buttslut") && ($activeSlave.devotion >= -20)>> +<<if ($activeSlave.fetish == "buttslut") && ($activeSlave.devotion >= -20) && ($activeSlave.fetishKnown)>> $He's delighted at the prospect of $his favorite activity. <<elseif ($activeSlave.fetish == "buttslut")>> $He perks up at the prospect of $his favorite activity, but the idea of spending it with you instantly sours $his mood. diff --git a/src/npc/descriptions/fLips.tw b/src/npc/descriptions/fLips.tw index c7ce0b49808bd05174a729a06c84c3574bafb3a7..e405816f5b7e790cc73d766d23555c4815eaf045 100644 --- a/src/npc/descriptions/fLips.tw +++ b/src/npc/descriptions/fLips.tw @@ -22,7 +22,7 @@ You tell $activeSlave.slaveName to whore mouth. <</if>> -<<if ($activeSlave.fetish == "cumslut") && ($activeSlave.devotion >= -20)>> +<<if ($activeSlave.fetish == "cumslut") && ($activeSlave.devotion >= -20) && ($activeSlave.fetishKnown)>> $He's delighted at the prospect of $his favorite activity. <</if>> diff --git a/src/pregmod/fillUpButt.tw b/src/pregmod/fillUpButt.tw index 82d69722e21cfdb15b408270f447eb024c9fe9dc..a207569ded313a43fce3bc51a977fca993e47da9 100644 --- a/src/pregmod/fillUpButt.tw +++ b/src/pregmod/fillUpButt.tw @@ -155,7 +155,7 @@ before shoving the equipment into $his <</if>> <<if $seeRace == 1>>$activeSlave.race <</if>> buttocks. <<if (hasAnyArms($activeSlave))>> - $he tries to grab your <<if (hasBothArms($activeSlave))>>wrists to keep them<<else>>wrist to keep it<</if>> away but $he cannot resist for long. + $He tries to grab your <<if (hasBothArms($activeSlave))>>wrists to keep them<<else>>wrist to keep it<</if>> away but $he cannot resist for long. <</if>> You start rubbing along $his cheeks, feeling the shape of $his<<if $seeRace == 1>> $activeSlave.race<</if>> ass with your fingers and squeezing gently. $He tries to break out of your grasp as you rub fingers around $his <<if ($activeSlave.anus > 3)>> diff --git a/src/pregmod/incubatorReport.tw b/src/pregmod/incubatorReport.tw index 53a63fb7ac9d90f2bbc8a0748a82de706caf4ca6..139af2d188c91906d79b2845426c54507488e143 100644 --- a/src/pregmod/incubatorReport.tw +++ b/src/pregmod/incubatorReport.tw @@ -756,7 +756,7 @@ <<set $tanks[_inc].height = Math.clamp($tanks[_inc].height, 0, 274)>> <<set $tanks[_inc].hormoneBalance = Math.clamp($tanks[_inc].hormoneBalance, -500, 500)>> -<br> +<br><br> <</for>> /* <<if $incubatorSlaves == 0>> diff --git a/src/uncategorized/REroyalblood.tw b/src/uncategorized/REroyalblood.tw index 76f787b05f7af62efaa5f3c0dd946b943850110d..dd4832464757e8456adeb7728cc1b677c1e1d959 100644 --- a/src/uncategorized/REroyalblood.tw +++ b/src/uncategorized/REroyalblood.tw @@ -316,7 +316,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad <<if $SF.Toggle && $SF.Active >= 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 The Colonel. 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 _he2 rails against the uncaring metal walls of the VTOL for the breadth of _his2 journey to your penthouse. + Seizing a tablet, you quickly send a message to the Colonel. 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 _he2 rails against the uncaring metal walls of the VTOL for the breadth of _his2 journey to your penthouse. <br><br> When _he2 arrives in your penthouse, the former prince is beside _himself2 with rage. When _he2 is brought to be modified in the remote surgery, _he2 breaks free and attempts to fight _his2 way out of your penthouse. _His2 attempt at freedom is futile, however, and _he2 is soon overwhelmed by your guards and dragged back to the remote surgery. It doesn't take long for the valiant prince to become a new dickgirl, though _his2 submission to life as a slave is another question entirely. <br><br> @@ -373,7 +373,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad <<if $SF.Toggle && $SF.Active >= 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 The Colonel. 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. + Seizing a tablet, you quickly send a message to the Colonel. 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. <br><br> Eventually they arrive in your penthouse, faces flushed with embarrassment of their compromising position. The former prince is beside _himself2 with rage, but seems to be holding _himself2 back for _his2 little $sister's sake, while $he struggles to maintain a façade of poise and grace. The slightest trembling of $his balled up fists, the minute tremors that mar $his immaculate posture, $his inability to meet your eyes with $his own — all signs that $he is still a scared $girl despite all $his royal trappings. Nonetheless, though the princess's court training is unlikely to be very beneficial to $him in $his new life in the penthouse, it does stand in stark contrast to $his more common slave peers. However, the prince's submission to life as a slave is another question entirely. <br><br> @@ -461,7 +461,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad <<if $SF.Toggle && $SF.Active >= 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 The Colonel and soon receive a mission success notice along with an estimated delivery schedule. + 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 the Colonel and soon receive a mission success notice along with an estimated delivery schedule. <br><br> When the ladies arrive at your penthouse, they seem almost relieved at the opulence of their new surroundings. Though they still retain much of their aristocratic arrogance, they each submit to biometric scanning with relative obedience. It seems likely that their obedience is borne out of a delusional rationalization that enslavement by one wealthy master is better than enslavement by the unwashed masses they once lorded over. <br><br> @@ -540,7 +540,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad <<if $SF.Toggle && $SF.Active >= 1>> <br><<link "Dispatch $SF.Lower on a night time raid to acquire the Queen _himself3.">> <<replace "#result">> - Seizing a tablet, you quickly send a message to The Colonel. 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. + Seizing a tablet, you quickly send a message to the Colonel. 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. <br><br> When the Queen arrives at your penthouse, _he3 seems almost relieved and almost basks in the opulence of _his3 new surroundings. Yet, it seems likely that _his3 relief has more to do with saving _him3 from a lifetime of gang rape at the mercy of _his3 former subjects, than it does the familiar luxury. _He3 submits to biometric scanning obediently and without fuss<<if $seePreg != 0>>, during which you discover to _his3 surprise that _he3 is pregnant. Since _he3 hasn't begun to show yet, it's unclear whether the child is the former King's or the new arcology owner's. You don't have the means to discern the father of the child, but you notice _he3 cradles _his3 ever so slightly rounded stomach protectively nonetheless<</if>>. <br><br> @@ -603,7 +603,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad <<if $SF.Toggle && $SF.Active >= 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 The Colonel. 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. + Seizing a tablet, you quickly send a message to the Colonel. 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. <br><br> Eventually they both arrive in your penthouse. The princess is flushed with embarrassment in $his compromising position, struggling to maintain a façade of poise and grace. The slightest trembling of $his balled up fists, the minute tremors that mar $his immaculate posture, $his inability to meet your eyes with $his own — all signs that $he is still a scared $girl despite all $his royal trappings. Nonetheless, though the princess's court training is unlikely to be very beneficial to $him in $his new life in the penthouse, it does stand in stark contrast to $his more common slave peers. The Queen, on the other hand, seems almost relieved and basks in the opulence of _his3 new surroundings. Yet, it seems likely that _his3 relief has more to do with saving _him3 from a lifetime of gang rape at the mercy of _his3 former subjects, than it does the familiar luxury. _He3 submits to biometric scanning obediently and without fuss<<if $seePreg != 0>>, during which you discover to _his3 surprise that _he3 is pregnant. Since _he3 hasn't begun to show yet, it's unclear whether the child is the former King's or the new arcology owner's. You don't have the means to discern the father of the child, but you notice _he3 cradles _his3 ever so slightly rounded stomach protectively nonetheless<</if>>. <<set $arcologies[0].prosperity -= 13>> @@ -698,7 +698,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad <<if $SF.Toggle && $SF.Active >= 1>> <br><<link "Dispatch $SF.Lower on a night time raid to acquire the Queen and _his3 court ladies.">> <<replace "#result">> - Seizing a tablet, you quickly send a message to The Colonel. 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 _his3 fate, and a gaggle of terrified court ladies chained together. + Seizing a tablet, you quickly send a message to the Colonel. 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 _his3 fate, and a gaggle of terrified court ladies chained together. <br><br> Eventually they all arrive in your penthouse. The Queen seems almost relieved and basks in the opulence of _his3 new surroundings. Yet, it seems likely that _his3 relief has more to do with saving _him3 from a lifetime of gang rape at the mercy of _his3 former subjects, than it does the familiar luxury. _He3 submits to biometric scanning obediently and without fuss<<if $seePreg != 0>>, during which you discover to _his3 surprise that _he3 is pregnant. Since _he3 hasn't begun to show yet, it's unclear whether the child is the former King's or the new arcology owner's. You don't have the means to discern the father of the child, but you notice _he3 cradles _his3 ever so slightly rounded stomach protectively nonetheless<</if>>. Meanwhile, the ladies seem comforted by the opulence of their new surroundings. Though they still retain much of their aristocratic arrogance, they each submit to biometric scanning with relative obedience. It seems likely that their obedience is borne out of a delusional rationalization that enslavement by one wealthy master is better than enslavement by the unwashed masses they once lorded over. <<set $arcologies[0].prosperity -= 13>> @@ -833,7 +833,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad <br><<link "Dispatch $SF.Lower on a night time raid to take everything of value.">> <<replace "#result">> <<set _loot = random(10,300)*100>> - Seizing a tablet, you quickly send a message to The Colonel. 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, clad in chains and bound face to face in a forced embrace, the Queen, who is resigned to _his3 fate, a gaggle of terrified court ladies and as much loot as they could carry. + Seizing a tablet, you quickly send a message to the Colonel. 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, clad in chains and bound face to face in a forced embrace, the Queen, who is resigned to _his3 fate, a gaggle of terrified court ladies and as much loot as they could carry. <br><br> Eventually they all arrive in your penthouse. The prince and princess are flushed with embarrassment in their compromising position. The former prince is beside _himself2 with rage, but seems to be holding _himself2 back for _his2 little $sister's sake, while $he struggles to maintain a façade of poise and grace. The slightest trembling of $his balled up fists, the minute tremors that mar $his immaculate posture, $his inability to meet your eyes with $his own — all signs that $he is still a scared $girl despite all $his royal trappings. Nonetheless, though the princess's court training is unlikely to be very beneficial to $him in $his new life in the penthouse, it does stand in stark contrast to $his more common slave peers. However, the prince's submission to life as a slave is another question entirely. The Queen, on the other hand, seems almost relieved and basks in the opulence of _his3 new surroundings. Yet, it seems likely that _his3 relief has more to do with saving _him3 from a lifetime of gang rape at the mercy of _his3 former subjects, than it does the familiar luxury. _He3 submits to biometric scanning obediently and without fuss<<if $seePreg != 0>>, during which you discover to _his3 surprise that _he3 is pregnant. Since _he3 hasn't begun to show yet, it's unclear whether the child is the former King's or the new arcology owner's. You don't have the means to discern the father of the child, but you notice _he3 cradles _his3 ever so slightly rounded stomach protectively nonetheless<</if>>. Lastly, the ladies seem comforted by the opulence of their new surroundings. Though they still retain much of their aristocratic arrogance, they each submit to biometric scanning with relative obedience. It seems likely that their obedience is borne out of a delusional rationalization that enslavement by one wealthy master is better than enslavement by the unwashed masses they once lorded over. You also scored @@.yellowgreen;<<print cashFormat(_loot)>>@@ in valuables from the raid. <<set $arcologies[0].prosperity = 2>> diff --git a/src/uncategorized/brothel.tw b/src/uncategorized/brothel.tw index d8249d8914779414076bc289fc26c595997c313e..797c66757d2ec89fe5e17d811a84cda1892e1bc3 100644 --- a/src/uncategorized/brothel.tw +++ b/src/uncategorized/brothel.tw @@ -69,7 +69,7 @@ <</switch>> <<if $brothelAdsSpending > 0>> - Screens outside the entrance are showing porn to advertise $brothelNameCaps. + Screens outside the entrance are showing porn to advertise $brothelName. <<if $brothelAdsOld == 1>> The featured slave actresses are all MILFs. <<elseif $brothelAdsOld == -1>> diff --git a/src/uncategorized/longSlaveDescription.tw b/src/uncategorized/longSlaveDescription.tw index 9cd06ca21fa7f5b01d7f6f7f2834e482d8bc769c..b1826ee9ffd1346e9b67369cf115ce9d6a71d124 100644 --- a/src/uncategorized/longSlaveDescription.tw +++ b/src/uncategorized/longSlaveDescription.tw @@ -1372,11 +1372,11 @@ is <<if $activeSlave.prestige > 0>> <<if $activeSlave.prestigeDesc>>$activeSlave.prestigeDesc<</if>> <<if $activeSlave.prestige > 2>> - It is extremely prestigious to own $him. + <span class="green">It is extremely prestigious to own $him.</span> <<elseif $activeSlave.prestige > 1>> - It is quite prestigious to own $him. + <span class="green">It is quite prestigious to own $him.</span> <<else>> - It is fairly prestigious to own $him. + <span class="green">It is fairly prestigious to own $him.</span> <</if>> <</if>> diff --git a/src/uncategorized/newSlaveIntro.tw b/src/uncategorized/newSlaveIntro.tw index 41e5b1fc15a9ab5c3ac43f1b3f7646b7b6c3aca3..4b20c29ed3d64edf11d1727dc6eebe099465c8be 100644 --- a/src/uncategorized/newSlaveIntro.tw +++ b/src/uncategorized/newSlaveIntro.tw @@ -1810,7 +1810,7 @@ The legalities completed, ''__@@.pink;<<= SlaveFullName($activeSlave)>>@@__'' << <<if $activeSlave.bellyPreg >= 5000>> <br> - <<link "Make sure $he knows pregnant women can still enjoy sex.">> + <<link "Make sure $he knows pregnant women can still enjoy sex">> <<replace "#introResult">> You introduce $him to obedience and proper manners regarding $his <<= WrittenMaster($activeSlave)>> before sending $him off for a physical. That night, $he's returned to your room, and finds you doing business on a tablet in bed. $He looks doubtful, but obeys when you direct $him to get into bed<<if $PC.dick == 0>>, even after $he realizes you're wearing a strap-on<</if>>. You turn out the light and spoon $him from behind, kissing $his neck and ears, cupping $his swollen breasts, and running your hands across $his pregnant belly with its taut $activeSlave.skin skin. $He's awkward at first but $his body responds to the tenderness. Before long $he's humping $his pussy back and forth against <<if $PC.dick != 0>>your cock<<else>>the strap-on<</if>>. You begin to gently work <<if $PC.dick != 0>>your dickhead<<else>>its tip<</if>> up $his used pussy. $He's unsure of $himself, but you keep $him nice and relaxed. After several minutes of gentle loving, $he's nothing but a satisfied puddle in your arms. $He believes that $he can @@.mediumaquamarine;trust@@ you won't harm $him or $his child<<if $activeSlave.pregType > 1>>ren<</if>>. <</replace>> diff --git a/src/uncategorized/options.tw b/src/uncategorized/options.tw index c425feb4c73a01c9db9d48ff99a4d03350c110a0..cb7dfafa53b8b8255e5a021ef3b337ac67b50cc4 100644 --- a/src/uncategorized/options.tw +++ b/src/uncategorized/options.tw @@ -787,7 +787,9 @@ This save was created using FC version $ver build $releaseID. <br> <div class="subHeading"> - ''Debug/cheat'' + <<if $debugMode || $cheatMode || $cheatModeM>> + ''Debug/cheat'' + <</if>> </div> <<run MenialPopCap()>> diff --git a/src/uncategorized/reRebels.tw b/src/uncategorized/reRebels.tw index 7467abb11715c538f21d55cd17afbd564550ee85..d5e4633c2fd8f1bf9dffc525dc8b00c8c724d308 100644 --- a/src/uncategorized/reRebels.tw +++ b/src/uncategorized/reRebels.tw @@ -27,7 +27,7 @@ <<set $slaves[_i].clothes = _clothesTemp>> <<set $slaves[_j].clothes = _clothesTemp2>> -You have a rebel problem. $slaves[_i].slaveName and $slaves[_j].slaveName are both unbroken, and they seem to draw strength from each other. They're discreet about it, but the arcology's always-vigilant systems occasionally catch them nodding to one another after one of them is punished, or giving each other quiet words of encouragement when they think no one is listening. This is extremely dangerous and should be addressed promptly. +You have a rebel problem. <<link "$slaves[_i].slaveName" "Long Slave Description">><<set $nextLink = passage(), $activeSlave = $slaves[_i]>><</link>> and <<link "$slaves[_j].slaveName" "Long Slave Description">><<set $nextLink = passage(), $activeSlave = $slaves[_j]>><</link>> are both unbroken, and they seem to draw strength from each other. They're discreet about it, but the arcology's always-vigilant systems occasionally catch them nodding to one another after one of them is punished, or giving each other quiet words of encouragement when they think no one is listening. This is extremely dangerous and should be addressed promptly. <br><br> diff --git a/src/uncategorized/remoteSurgery.tw b/src/uncategorized/remoteSurgery.tw index 9dad3995fec31b0d8b27c5327d1737a922db4503..7aaf8c3f1d12ac5f4de77cffb03e176e8c45ddfe 100644 --- a/src/uncategorized/remoteSurgery.tw +++ b/src/uncategorized/remoteSurgery.tw @@ -157,7 +157,7 @@ [[Blur right eye|Surgery Degradation][eyeSurgery($activeSlave, "right", "blur"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,5), $surgeryType = "eyeBlur"]] <</if>> <<if _n === 2>> - | [[Blur both eyes|Surgery Degradation][eyeSurgery($activeSlave, "both", "blur"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "eyeBlur"]] + [[Blur both eyes|Surgery Degradation][eyeSurgery($activeSlave, "both", "blur"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "eyeBlur"]] <</if>> <</if>> @@ -165,14 +165,14 @@ <<set _n = 0>> <<if getLeftEyeVision($activeSlave) === 1 && getLeftEyeType($activeSlave) === 1>> <<set _n++>> - | [[Fix left eye|Surgery Degradation][eyeSurgery($activeSlave, "left", "fix"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,5), $surgeryType = "eyeFix"]] + [[Fix left eye|Surgery Degradation][eyeSurgery($activeSlave, "left", "fix"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,5), $surgeryType = "eyeFix"]] <</if>> <<if getRightEyeVision($activeSlave) === 1 && getRightEyeType($activeSlave) === 1>> <<set _n++>> - | [[Fix right eye|Surgery Degradation][eyeSurgery($activeSlave, "right", "fix"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,5), $surgeryType = "eyeFix"]] + [[Fix right eye|Surgery Degradation][eyeSurgery($activeSlave, "right", "fix"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,5), $surgeryType = "eyeFix"]] <</if>> <<if _n === 2>> - | [[Fix both eyes|Surgery Degradation][eyeSurgery($activeSlave, "both", "fix"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "eyeFix"]] + [[Fix both eyes|Surgery Degradation][eyeSurgery($activeSlave, "both", "fix"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "eyeFix"]] <</if>> <</if>> @@ -182,41 +182,41 @@ <<set _n = 0>> <<if getLeftEyeVision($activeSlave) > 0 && getLeftEyeType($activeSlave) === 1>> <<set _n++>> - | [[Blind left eye|Surgery Degradation][eyeSurgery($activeSlave, "left", "blind"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,5), $surgeryType = "blind"]] + [[Blind left eye|Surgery Degradation][eyeSurgery($activeSlave, "left", "blind"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,5), $surgeryType = "blind"]] <</if>> <<if getRightEyeVision($activeSlave) > 0 && getRightEyeType($activeSlave) === 1>> <<set _n++>> - | [[Blind right eye|Surgery Degradation][eyeSurgery($activeSlave, "right", "blind"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,5), $surgeryType = "blind"]] + [[Blind right eye|Surgery Degradation][eyeSurgery($activeSlave, "right", "blind"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,5), $surgeryType = "blind"]] <</if>> <<if _n === 2>> - | [[Blind both eyes|Surgery Degradation][eyeSurgery($activeSlave, "both", "blind"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "blind"]] + [[Blind both eyes|Surgery Degradation][eyeSurgery($activeSlave, "both", "blind"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "blind"]] <</if>> /* remove */ <<set _n = 0>> <<if hasLeftEye($activeSlave)>> <<set _n++>> - | [[Remove left eye|Surgery Degradation][eyeSurgery($activeSlave, "left", "remove"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "remove eyes"]] + [[Remove left eye|Surgery Degradation][eyeSurgery($activeSlave, "left", "remove"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "remove eyes"]] <</if>> <<if hasRightEye($activeSlave)>> <<set _n++>> - | [[Remove right eye|Surgery Degradation][eyeSurgery($activeSlave, "right", "remove"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "remove eyes"]] + [[Remove right eye|Surgery Degradation][eyeSurgery($activeSlave, "right", "remove"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "remove eyes"]] <</if>> <<if _n === 2>> - | [[Remove both eyes|Surgery Degradation][eyeSurgery($activeSlave, "both", "remove"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20), $surgeryType = "remove eyes"]] + [[Remove both eyes|Surgery Degradation][eyeSurgery($activeSlave, "both", "remove"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20), $surgeryType = "remove eyes"]] <</if>> /* implant */ <<if isProstheticAvailable($activeSlave, "ocular")>> <<set _n = 0>> <<if !hasLeftEye($activeSlave)>> <<set _n++>> - | [[Give left eye ocular implant|Surgery Degradation][eyeSurgery($activeSlave, "left", "cybernetic"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "ocular implant"]] + [[Give left eye ocular implant|Surgery Degradation][eyeSurgery($activeSlave, "left", "cybernetic"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "ocular implant"]] <</if>> <<if !hasRightEye($activeSlave)>> <<set _n++>> - | [[Give right eye ocular implant|Surgery Degradation][eyeSurgery($activeSlave, "right", "cybernetic"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "ocular implant"]] + [[Give right eye ocular implant|Surgery Degradation][eyeSurgery($activeSlave, "right", "cybernetic"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "ocular implant"]] <</if>> <<if _n === 2>> - | [[Give ocular implants|Surgery Degradation][eyeSurgery($activeSlave, "both", "cybernetic"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20), $surgeryType = "ocular implant"]] + [[Give ocular implants|Surgery Degradation][eyeSurgery($activeSlave, "both", "cybernetic"), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20), $surgeryType = "ocular implant"]] <</if>> <</if>> <</if>> @@ -231,7 +231,7 @@ normal ears. <<elseif $activeSlave.earShape == "damaged">> damaged ears. - | [[Repair|Surgery Degradation][$activeSlave.earShape = "normal", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "earRestore"]] + [[Repair|Surgery Degradation][$activeSlave.earShape = "normal", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "earRestore"]] <<elseif $activeSlave.earShape == "pointy">> small elfin ears. <<elseif $activeSlave.earShape == "elven">> @@ -261,14 +261,14 @@ <</if>> <<else>> <<if $activeSlave.earShape != "pointy">> - | [[Reshape into small elfin ears|Surgery Degradation][$activeSlave.earShape = "pointy", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "earMinor"]] + [[Reshape into small elfin ears|Surgery Degradation][$activeSlave.earShape = "pointy", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "earMinor"]] <</if>> <<if $surgeryUpgrade == 1>> <<if $activeSlave.earShape != "elven">> - | [[Reshape into long elf ears|Surgery Degradation][$activeSlave.earShape = "elven", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "earMajor"]] + [[Reshape into long elf ears|Surgery Degradation][$activeSlave.earShape = "elven", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "earMajor"]] <</if>> <<if $activeSlave.earShape != "ushi">> - | [[Reshape into bovine ears|Surgery Degradation][$activeSlave.earShape = "ushi", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "earMajor"]] + [[Reshape into bovine ears|Surgery Degradation][$activeSlave.earShape = "ushi", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "earMajor"]] <</if>> <</if>> <</if>> @@ -303,16 +303,16 @@ <</if>> <<if $activeSlave.earT == "normal">> <<if $activeSlave.earT != "neko">> - | [[Reshape into cat Ears|Surgery Degradation][$activeSlave.earT = "neko", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "earMajor"]] + [[Reshape into cat Ears|Surgery Degradation][$activeSlave.earT = "neko", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "earMajor"]] <</if>> <<if $activeSlave.earT != "inu">> - | [[Reshape into dog Ears|Surgery Degradation][$activeSlave.earT = "inu", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "earMajor"]] + [[Reshape into dog Ears|Surgery Degradation][$activeSlave.earT = "inu", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "earMajor"]] <</if>> <<if $activeSlave.earT != "kit">> - | [[Reshape into fox Ears|Surgery Degradation][$activeSlave.earT = "kit", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "earMajor"]] + [[Reshape into fox Ears|Surgery Degradation][$activeSlave.earT = "kit", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "earMajor"]] <</if>> <<if $activeSlave.earT != "tanuki">> - | [[Reshape into tanuki Ears|Surgery Degradation][$activeSlave.earT = "tanuki", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "earMajor"]] + [[Reshape into tanuki Ears|Surgery Degradation][$activeSlave.earT = "tanuki", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "earMajor"]] <</if>> <<else>> <<if $activeSlave.earTColor == "hairless">> @@ -359,10 +359,10 @@ <<if ($seeExtreme == 1) && $activeSlave.indentureRestrictions < 1>> <<if $activeSlave.earImplant == 0>> <<if ($activeSlave.hears > -2)>> - | [[Deafen|Surgery Degradation][$activeSlave.hears = -2,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10),$surgeryType = "deafen"]] + [[Deafen|Surgery Degradation][$activeSlave.hears = -2,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10),$surgeryType = "deafen"]] <</if>> <<if isProstheticAvailable($activeSlave, "cochlear")>> - | [["Give " + $him + " cochlear implants"|Surgery Degradation][$activeSlave.earImplant = 1, cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20), $surgeryType = "cochlear implant"]] + [["Give " + $him + " cochlear implants"|Surgery Degradation][$activeSlave.earImplant = 1, cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20), $surgeryType = "cochlear implant"]] <</if>> <</if>> <</if>> @@ -380,19 +380,19 @@ [[Succubus horns|Surgery Degradation][$activeSlave.horn = "curved succubus horns", $activeSlave.hornColor = "jet black", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "horn"]] <</if>> <<if $activeSlave.horn != "backswept horns">> - | [[Backswept horns|Surgery Degradation][$activeSlave.horn = "backswept horns", $activeSlave.hornColor = "jet black", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "horn"]] + [[Backswept horns|Surgery Degradation][$activeSlave.horn = "backswept horns", $activeSlave.hornColor = "jet black", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "horn"]] <</if>> <<if $activeSlave.horn != "cow horns">> - | [[Bovine horns|Surgery Degradation][$activeSlave.horn = "cow horns", $activeSlave.hornColor = "ivory", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "horn"]] + [[Bovine horns|Surgery Degradation][$activeSlave.horn = "cow horns", $activeSlave.hornColor = "ivory", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "horn"]] <</if>> <<if $activeSlave.horn != "one long oni horn">> - | [[One oni horn|Surgery Degradation][$activeSlave.horn = "one long oni horn", $activeSlave.hornColor = $activeSlave.skin, cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "horn"]] + [[One oni horn|Surgery Degradation][$activeSlave.horn = "one long oni horn", $activeSlave.hornColor = $activeSlave.skin, cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "horn"]] <</if>> <<if $activeSlave.horn != "two long oni horns">> - | [[Two oni horns|Surgery Degradation][$activeSlave.horn = "two long oni horns", $activeSlave.hornColor = $activeSlave.skin, cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "horn"]] + [[Two oni horns|Surgery Degradation][$activeSlave.horn = "two long oni horns", $activeSlave.hornColor = $activeSlave.skin, cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "horn"]] <</if>> <<if $activeSlave.horn != "small horns">> - | [[Small horns|Surgery Degradation][$activeSlave.horn = "small horns", $activeSlave.hornColor = "ivory", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "horn"]] + [[Small horns|Surgery Degradation][$activeSlave.horn = "small horns", $activeSlave.hornColor = "ivory", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "horn"]] <</if>> <<elseif $activeSlave.horn != "one long oni horn">> [[Remove them|Surgery Degradation][surgeryAmp($activeSlave, "horn"), $surgeryType = "hornGone", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave)]] @@ -438,12 +438,12 @@ <</if>> <<if $activeSlave.lipsImplant != 0>> <<if $activeSlave.indentureRestrictions < 2>> - | [[Remove lip implants|Surgery Degradation][surgeryAmp($activeSlave, "lips"), $surgeryType = "lips", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave)]] + [[Remove lip implants|Surgery Degradation][surgeryAmp($activeSlave, "lips"), $surgeryType = "lips", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave)]] <</if>> <</if>> <<if ($activeSlave.lips >= 10) && ($activeSlave.lipsImplant == 0)>> <<if $activeSlave.indentureRestrictions < 2>> - | [[Reduce lips|Surgery Degradation][$activeSlave.lips -= 10,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), $surgeryType = "lips"]] + [[Reduce lips|Surgery Degradation][$activeSlave.lips -= 10,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), $surgeryType = "lips"]] <</if>> <</if>> </div> @@ -457,7 +457,7 @@ <div class="choices"> [[Apply braces|Surgery Degradation][$activeSlave.teeth = "straightening braces",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave),$surgeryType = "braces"]] <<if ($seeExtreme == 1) && ($activeSlave.indentureRestrictions < 1)>> - | [[Replace them with removable prosthetics|Surgery Degradation][$activeSlave.teeth = "removable",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20),$surgeryType = "teeth"]] | + [[Replace them with removable prosthetics|Surgery Degradation][$activeSlave.teeth = "removable",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20),$surgeryType = "teeth"]] | [[Replace them with sharp teeth|Surgery Degradation][$activeSlave.teeth = "pointy",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20),$surgeryType = "sharp"]] <</if>> </div> @@ -466,7 +466,7 @@ <div class="choices"> [[Apply braces|Surgery Degradation][$activeSlave.teeth = "straightening braces",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave),$surgeryType = "braces"]] <<if ($seeExtreme == 1) && ($activeSlave.indentureRestrictions < 1)>> - | [[Replace them with removable prosthetics|Surgery Degradation][$activeSlave.teeth = "removable",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20),$surgeryType = "teeth"]] | + [[Replace them with removable prosthetics|Surgery Degradation][$activeSlave.teeth = "removable",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20),$surgeryType = "teeth"]] | [[Replace them with sharp teeth|Surgery Degradation][$activeSlave.teeth = "pointy",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20),$surgeryType = "sharp"]] <</if>> </div> @@ -475,7 +475,7 @@ <div class="choices"> [[Remove braces|Remote Surgery][$activeSlave.teeth = "crooked",$surgeryType = "removeBraces"]] <<if ($seeExtreme == 1) && ($activeSlave.indentureRestrictions < 1)>> - | [[Replace them with removable prosthetics|Surgery Degradation][$activeSlave.teeth = "removable",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20),$surgeryType = "teeth"]] | + [[Replace them with removable prosthetics|Surgery Degradation][$activeSlave.teeth = "removable",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20),$surgeryType = "teeth"]] | [[Replace them with sharp teeth|Surgery Degradation][$activeSlave.teeth = "pointy",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10),$surgeryType = "sharp"]] <</if>> </div> @@ -484,7 +484,7 @@ <div class="choices"> [[Remove braces|Remote Surgery][$activeSlave.teeth = "normal"]] <<if ($seeExtreme == 1) && ($activeSlave.indentureRestrictions < 1)>> - | [[Replace them with removable prosthetics|Surgery Degradation][$activeSlave.teeth = "removable",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20),$surgeryType = "teeth"]] | + [[Replace them with removable prosthetics|Surgery Degradation][$activeSlave.teeth = "removable",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20),$surgeryType = "teeth"]] | [[Replace them with sharp teeth|Surgery Degradation][$activeSlave.teeth = "pointy",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10),$surgeryType = "sharp"]] <</if>> </div> @@ -527,7 +527,7 @@ <div class="choices"> [[Unnecessary braces|Surgery Degradation][$activeSlave.teeth = "cosmetic braces",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave),$surgeryType = "braces"]] <<if ($seeExtreme == 1) && ($activeSlave.indentureRestrictions < 1)>> - | [[Replace them with removable prosthetics|Surgery Degradation][$activeSlave.teeth = "removable",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20),$surgeryType = "teeth"]] | + [[Replace them with removable prosthetics|Surgery Degradation][$activeSlave.teeth = "removable",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20),$surgeryType = "teeth"]] | [[Replace them with sharp teeth|Surgery Degradation][$activeSlave.teeth = "pointy",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20),$surgeryType = "sharp"]] <</if>> </div> @@ -567,7 +567,7 @@ [[Perform surgery to lower voice|Surgery Degradation][$activeSlave.voice -= 1, $activeSlave.voiceImplant -= 1, cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "voice2"]] <</if>> <<if $seeExtreme == 1>> - | [[Remove vocal cords|Surgery Degradation][surgeryAmp($activeSlave, "voicebox"), $surgeryType = "mute", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave)]] + [[Remove vocal cords|Surgery Degradation][surgeryAmp($activeSlave, "voicebox"), $surgeryType = "mute", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave)]] <</if>> <<elseif isProstheticAvailable($activeSlave, "electrolarynx")>> [["Give " + $him + " an electrolarynx"|Surgery Degradation][$activeSlave.electrolarynx = 1, $activeSlave.voice = 2, cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20), $surgeryType = "electrolarynx"]] @@ -590,14 +590,14 @@ <<if $activeSlave.indentureRestrictions < 1>> <div class="choices"> <<if ($activeSlave.smells == 0) && ($seeExtreme == 1)>> - | [[Remove sense of smell|Surgery Degradation][$activeSlave.smells = -1, cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "desmell"]] + [[Remove sense of smell|Surgery Degradation][$activeSlave.smells = -1, cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "desmell"]] <<elseif $activeSlave.smells == -1>> - | [[Repair sense of smell|Surgery Degradation][$activeSlave.smells = 0, cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "resmell"]] + [[Repair sense of smell|Surgery Degradation][$activeSlave.smells = 0, cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "resmell"]] <</if>> <<if ($activeSlave.tastes == 0) && ($seeExtreme == 1)>> - | [[Remove sense of taste|Surgery Degradation][$activeSlave.tastes = -1, cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "detaste"]] + [[Remove sense of taste|Surgery Degradation][$activeSlave.tastes = -1, cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "detaste"]] <<elseif $activeSlave.tastes == -1>> - | [[Repair sense of taste|Surgery Degradation][$activeSlave.tastes = 0, cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "retaste"]] + [[Repair sense of taste|Surgery Degradation][$activeSlave.tastes = 0, cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "retaste"]] <</if>> </div> <</if>> @@ -705,12 +705,12 @@ <<else>> <<if ($activeSlave.boobShape == "normal")>> [[Reshape them to be perkier|Surgery Degradation][$activeSlave.boobShape = "perky",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave),surgeryDamage($activeSlave,10),$surgeryType = "breastReconstruction"]] - | [[Make them torpedo-shaped|Surgery Degradation][$activeSlave.boobShape = "torpedo-shaped",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave),surgeryDamage($activeSlave,10),$surgeryType = "breastReconstruction"]] + [[Make them torpedo-shaped|Surgery Degradation][$activeSlave.boobShape = "torpedo-shaped",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave),surgeryDamage($activeSlave,10),$surgeryType = "breastReconstruction"]] <<else>> [[Reshape them to be more normal|Surgery Degradation][$activeSlave.boobShape = "normal",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave),surgeryDamage($activeSlave,10),$surgeryType = "breastReconstruction"]] <</if>> <<if ($activeSlave.boobShape != "saggy") && ($activeSlave.boobShape != "downward-facing") && ($activeSlave.boobs >= 2000) && ($activeSlave.boobsImplant == 0) && ($meshImplants == 1) && ($surgeryUpgrade == 1)>> - | [[Implant a supportive mesh to preserve their shape|Surgery Degradation][$activeSlave.breastMesh = 1,cashX(forceNeg($surgeryCost*($activeSlave.boobs/100)), "slaveSurgery", $activeSlave),surgeryDamage($activeSlave,10),$surgeryType = "breastShapePreservation"]] + [[Implant a supportive mesh to preserve their shape|Surgery Degradation][$activeSlave.breastMesh = 1,cashX(forceNeg($surgeryCost*($activeSlave.boobs/100)), "slaveSurgery", $activeSlave),surgeryDamage($activeSlave,10),$surgeryType = "breastShapePreservation"]] <</if>> <</if>> <</if>> @@ -762,10 +762,10 @@ <div class="choices"> [[Normal|Surgery Degradation][$activeSlave.areolaeShape = "circle",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10),$surgeryType = "areolae"]] <<if $activeSlave.areolaeShape != "heart">> - | [[Heart-shaped|Surgery Degradation][$activeSlave.areolaeShape = "heart",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10),$surgeryType = "areolae"]] + [[Heart-shaped|Surgery Degradation][$activeSlave.areolaeShape = "heart",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10),$surgeryType = "areolae"]] <</if>> <<if $activeSlave.areolaeShape != "star">> - | [[Star-shaped|Surgery Degradation][$activeSlave.areolaeShape = "star",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10),$surgeryType = "areolae"]] | + [[Star-shaped|Surgery Degradation][$activeSlave.areolaeShape = "star",cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10),$surgeryType = "areolae"]] | <</if>> </div> <</if>> @@ -775,13 +775,13 @@ <div class="choices"> <<if ($activeSlave.areolae > 0) && ($activeSlave.areolaeShape == "circle")>> [[Heart-shaped|Surgery Degradation][$activeSlave.areolaeShape = "heart",$activeSlave.areolae -= 1,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10),$surgeryType = "areolae"]] - | [[Star-shaped|Surgery Degradation][$activeSlave.areolaeShape = "star",$activeSlave.areolae -= 1,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10),$surgeryType = "areolae"]] + [[Star-shaped|Surgery Degradation][$activeSlave.areolaeShape = "star",$activeSlave.areolae -= 1,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10),$surgeryType = "areolae"]] <</if>> <<if $activeSlave.areolae > 0>> - | [[Reduce areolae|Surgery Degradation][$activeSlave.areolae -= 1,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10),$surgeryType = "areolae"]] + [[Reduce areolae|Surgery Degradation][$activeSlave.areolae -= 1,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10),$surgeryType = "areolae"]] <</if>> <<if $activeSlave.areolae < 4>> - | [[Enlarge areolae|Surgery Degradation][$activeSlave.areolae += 1,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10),$surgeryType = "areolae"]] + [[Enlarge areolae|Surgery Degradation][$activeSlave.areolae += 1,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10),$surgeryType = "areolae"]] <</if>> </div> <</if>> @@ -803,7 +803,7 @@ <</if>> <</if>> <<if $activeSlave.lactation > 1>> - | [[Remove lactation implant|Surgery Degradation][$activeSlave.lactation = 0, $activeSlave.lactationDuration = 0,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), $surgeryType = "endlac"]] + [[Remove lactation implant|Surgery Degradation][$activeSlave.lactation = 0, $activeSlave.lactationDuration = 0,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), $surgeryType = "endlac"]] <</if>> </div> </div> @@ -823,7 +823,7 @@ $He is overweight. [[Liposuction|Surgery Degradation][surgeryDamage($activeSlave,10), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), $surgeryType = "liposuction"]] <</if>> <<if $surgeryUpgrade == 1>> - | [[Fat grafting|fat grafting workaround][surgeryDamage($activeSlave,40), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave)*2, $availabeFat = Math.round($activeSlave.weight/10), $boobFat = 0, $buttFat = 0, $surgeryType = "fat graft"]] + [[Fat grafting|fat grafting workaround][surgeryDamage($activeSlave,40), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave)*2, $availabeFat = Math.round($activeSlave.weight/10), $boobFat = 0, $buttFat = 0, $surgeryType = "fat graft"]] <</if>> <</if>> </div> @@ -917,18 +917,18 @@ <span class="note">$His body cannot handle more filler this week</span> <<elseif $activeSlave.bellyImplant > -1 && $activeSlave.bellyPain == 0>> [[Add inert filler|Surgery Degradation][$activeSlave.bellyImplant += 200, $activeSlave.bellyPain += 1,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10),$surgeryType = "bellyUp"]] - | [[Add a considerable amount of inert filler|Surgery Degradation][$activeSlave.bellyImplant += 500, $activeSlave.bellyPain += 1,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20),$surgeryType = "bellyUp"]] + [[Add a considerable amount of inert filler|Surgery Degradation][$activeSlave.bellyImplant += 500, $activeSlave.bellyPain += 1,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,20),$surgeryType = "bellyUp"]] <<elseif $activeSlave.bellyImplant > -1 && $activeSlave.bellyPain == 1>> [[Add more inert filler|Surgery Degradation][$activeSlave.bellyImplant += 200, $activeSlave.bellyPain += 1,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,30),$surgeryType = "bellyUp"]] - | [[Add a considerable amount of inert filler|Surgery Degradation][$activeSlave.bellyImplant += 500, $activeSlave.bellyPain += 1,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40),$surgeryType = "bellyUp"]]<<if $activeSlave.health.health < 0>><span class="note red">This may cause severe health issues</span><</if>> + [[Add a considerable amount of inert filler|Surgery Degradation][$activeSlave.bellyImplant += 500, $activeSlave.bellyPain += 1,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40),$surgeryType = "bellyUp"]]<<if $activeSlave.health.health < 0>><span class="note red">This may cause severe health issues</span><</if>> <</if>> <<if $activeSlave.bellyImplant > -1>> - | [[Drain implant|Surgery Degradation][$activeSlave.bellyImplant -= 200,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,5), $surgeryType = "bellyDown"]] + [[Drain implant|Surgery Degradation][$activeSlave.bellyImplant -= 200,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,5), $surgeryType = "bellyDown"]] <<if $activeSlave.bellyImplant >= 500>> - | [[Greatly drain implant|Surgery Degradation][$activeSlave.bellyImplant -= 500, surgeryDamage($activeSlave,5),cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), $surgeryType = "bellyDown"]] + [[Greatly drain implant|Surgery Degradation][$activeSlave.bellyImplant -= 500, surgeryDamage($activeSlave,5),cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), $surgeryType = "bellyDown"]] <</if>> <<if $activeSlave.indentureRestrictions < 2>> - | [[Remove implant|Surgery Degradation][$activeSlave.bellyImplant = -1, $activeSlave.cervixImplant = 0, cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "bellyOut"]] + [[Remove implant|Surgery Degradation][$activeSlave.bellyImplant = -1, $activeSlave.cervixImplant = 0, cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "bellyOut"]] <<if $activeSlave.cervixImplant != 1 && $activeSlave.cervixImplant != 3 && $cervixImplants >= 1 && $activeSlave.vagina > -1>> /* slave should have vagina */ <div> [[Install cervix micropump filter|Surgery Degradation][$activeSlave.cervixImplant = ($activeSlave.cervixImplant==0?1:3), surgeryDamage($activeSlave, 5), cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), $surgeryType = "cervixPump"]] @@ -1108,7 +1108,7 @@ <<if ($activeSlave.foreskin > 0) && $activeSlave.clit > 0>> <<if $seeCircumcision == 1>> <<if $activeSlave.indentureRestrictions < 2>> - | [[Remove clitoral hood|Surgery Degradation][$activeSlave.foreskin = 0,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "circumcision"]] + [[Remove clitoral hood|Surgery Degradation][$activeSlave.foreskin = 0,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "circumcision"]] <</if>> <</if>> <</if>> @@ -1281,27 +1281,27 @@ <div class="choices"> <<if $activeSlave.vagina > -1>> <<if $activeSlave.indentureRestrictions < 1 && ($activeSlave.breedingMark != 1 || $propOutcome == 0 || $eugenicsFullControl == 1 || $arcologies[0].FSRestart == "unset")>> - | [[Remove pussy|Surgery Degradation][surgeryAmp($activeSlave, "vagina"), $surgeryType = "vaginaRemoval", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave)]] <<if $activeSlave.ovaries == 1>><span class="note">This will remove $his ovaries as well</span><</if>> + [[Remove pussy|Surgery Degradation][surgeryAmp($activeSlave, "vagina"), $surgeryType = "vaginaRemoval", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave)]] <<if $activeSlave.ovaries == 1>><span class="note">This will remove $his ovaries as well</span><</if>> <</if>> <</if>> <<if $activeSlave.indentureRestrictions < 1 && ($activeSlave.breedingMark != 1 || $propOutcome == 0 || $eugenicsFullControl == 1 || $arcologies[0].FSRestart == "unset")>> <<if ($activeSlave.vagina == -1) && ($activeSlave.dick != 0)>> - | [[Convert genitalia to female|Surgery Degradation][$activeSlave.dick = 0,$activeSlave.dickAccessory = "none",$activeSlave.chastityPenis = 0,$activeSlave.dickTat = 0,$activeSlave.foreskin = 0,$activeSlave.scrotum = 0,$activeSlave.balls = 0,$activeSlave.ballType = "human",$activeSlave.vasectomy = 0,$activeSlave.vagina = 0,$activeSlave.preg = -2,$activeSlave.skill.vaginal = 0,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $surgeryType = "mtf"]] + [[Convert genitalia to female|Surgery Degradation][$activeSlave.dick = 0,$activeSlave.dickAccessory = "none",$activeSlave.chastityPenis = 0,$activeSlave.dickTat = 0,$activeSlave.foreskin = 0,$activeSlave.scrotum = 0,$activeSlave.balls = 0,$activeSlave.ballType = "human",$activeSlave.vasectomy = 0,$activeSlave.vagina = 0,$activeSlave.preg = -2,$activeSlave.skill.vaginal = 0,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $surgeryType = "mtf"]] <</if>> <<if ($activeSlave.vagina == -1) && ($activeSlave.dick == 0) && ($surgeryUpgrade == 1)>> - | [[Create a vagina|Surgery Degradation][$activeSlave.vagina = 0,$activeSlave.skill.vaginal = 0,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $surgeryType = "ntf"]] + [[Create a vagina|Surgery Degradation][$activeSlave.vagina = 0,$activeSlave.skill.vaginal = 0,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $surgeryType = "ntf"]] <</if>> <<if ($activeSlave.dick > 0) && ($seeExtreme == 1)>> - | [[Remove penis|Surgery Degradation][surgeryAmp($activeSlave, "dick"), $surgeryType = "chop", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave)]] + [[Remove penis|Surgery Degradation][surgeryAmp($activeSlave, "dick"), $surgeryType = "chop", cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave)]] <</if>> <<if ($activeSlave.foreskin > 0) && $activeSlave.dick > 0>> <<if $activeSlave.indentureRestrictions < 2>> <<if $seeCircumcision == 1>> - | [[Remove foreskin|Surgery Degradation][$activeSlave.foreskin = 0,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "circumcision"]] + [[Remove foreskin|Surgery Degradation][$activeSlave.foreskin = 0,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "circumcision"]] <</if>> <<if $activeSlave.foreskin - $activeSlave.dick > 0>> - | [[Remove excess foreskin|Surgery Degradation][$activeSlave.foreskin = $activeSlave.dick,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,5), $surgeryType = "foreskinTuck"]] + [[Remove excess foreskin|Surgery Degradation][$activeSlave.foreskin = $activeSlave.dick,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,5), $surgeryType = "foreskinTuck"]] <</if>> <</if>> <</if>> @@ -1309,7 +1309,7 @@ <<if ($activeSlave.dick != 0) && ($activeSlave.vagina == -1) && ($surgeryUpgrade == 1)>> <<if $activeSlave.indentureRestrictions < 1>> - | [[Create surgical hermaphrodite|Surgery Degradation][$activeSlave.vagina = 0,$activeSlave.skill.vaginal = 0,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $surgeryType = "herm"]] + [[Create surgical hermaphrodite|Surgery Degradation][$activeSlave.vagina = 0,$activeSlave.skill.vaginal = 0,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $surgeryType = "herm"]] <</if>> <</if>> </div> @@ -1419,9 +1419,9 @@ <</if>> <</if>> <<if $activeSlave.prostate == 3>> - | [[Remove ejaculation implant|Surgery Degradation][$activeSlave.prostate = 2,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "endejac"]] + [[Remove ejaculation implant|Surgery Degradation][$activeSlave.prostate = 2,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,10), $surgeryType = "endejac"]] <<elseif $activeSlave.prostate == 2>> - | [[Remove drug implant|Surgery Degradation][$activeSlave.prostate=1,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave),$surgeryType="endprecum"]] + [[Remove drug implant|Surgery Degradation][$activeSlave.prostate=1,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave),$surgeryType="endprecum"]] <</if>> <<else>> <<if $activeSlave.prostate > 1>> @@ -1429,13 +1429,13 @@ <</if>> <<if $activeSlave.prostate < 2>> <<if $activeSlave.indentureRestrictions < 2>> - | [[Implant slow-release productivity drugs|Surgery Degradation][$activeSlave.prostate=2,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave),surgeryDamage($activeSlave, 10),$surgeryType="precum"]] <span class="note">This may cause some leaking</span> + [[Implant slow-release productivity drugs|Surgery Degradation][$activeSlave.prostate=2,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave),surgeryDamage($activeSlave, 10),$surgeryType="precum"]] <span class="note">This may cause some leaking</span> <</if>> <</if>> <</if>> <<if ($seeExtreme == 1)>> <<if $activeSlave.indentureRestrictions < 1>> - | [[Remove prostate|Surgery Degradation][$activeSlave.prostate = 0,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $surgeryType = "prostate"]] + [[Remove prostate|Surgery Degradation][$activeSlave.prostate = 0,cashX(forceNeg($surgeryCost), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $surgeryType = "prostate"]] <</if>> <</if>> </div> @@ -1889,7 +1889,7 @@ [[Albinism prevention treatment|Surgery Degradation][induceAlbinism($activeSlave, 0), cashX(forceNeg($surgeryCost * 4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave, 40), $activeSlave.chem += 100, $surgeryType = "gene treatment"]] <<elseif $activeSlave.geneticQuirks.albinism == 1 && $geneticMappingUpgrade >= 2>> [[Albinism activation treatment|Surgery Degradation][induceAlbinism($activeSlave, 2), cashX(forceNeg($surgeryCost * 4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave, 40), $activeSlave.chem += 100, $surgeryType = "gene treatment"]] <span class="note">Will not have an active effect</span> - | [[Albinism carrier corrective treatment|Surgery Degradation][induceAlbinism($activeSlave, 0), cashX(forceNeg($surgeryCost * 4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] + [[Albinism carrier corrective treatment|Surgery Degradation][induceAlbinism($activeSlave, 0), cashX(forceNeg($surgeryCost * 4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $geneticFlawLibrary == 1>> [[Induced albinism treatment|Surgery Degradation][induceAlbinism($activeSlave, 2), cashX(forceNeg($surgeryCost * 10), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave, 40), $activeSlave.chem += 40,$surgeryType = "gene treatment"]] <span class="note">This will induce @@.orange;albinism@@ in $his genetic code</span> <</if>> @@ -1900,7 +1900,7 @@ [[Androgyny correction treatment|Surgery Degradation][$activeSlave.geneticQuirks.androgyny = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $activeSlave.geneticQuirks.androgyny == 1 && $geneticMappingUpgrade >= 2>> [[Androgyny activation treatment|Surgery Degradation][$activeSlave.geneticQuirks.androgyny = 2,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] - | [[Androgyny carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.androgyny = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] + [[Androgyny carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.androgyny = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $geneticFlawLibrary == 1>> [[Induced androgyny treatment|Surgery Degradation][$activeSlave.geneticQuirks.androgyny = 2,cashX(forceNeg($surgeryCost*10), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 40,$surgeryType = "gene treatment"]] <span class="note">This will induce @@.orange;natural androgyny@@ in $his genetic code</span> <</if>> @@ -1911,7 +1911,7 @@ [[Dwarfism correction treatment|Surgery Degradation][$activeSlave.geneticQuirks.dwarfism = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $activeSlave.geneticQuirks.dwarfism == 1 && $geneticMappingUpgrade >= 2>> [[Dwarfism activation treatment|Surgery Degradation][$activeSlave.geneticQuirks.dwarfism = 2,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] - | [[Dwarfism carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.dwarfism = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] + [[Dwarfism carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.dwarfism = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $geneticFlawLibrary == 1>> [[Induced dwarfism treatment|Surgery Degradation][$activeSlave.geneticQuirks.dwarfism = 2,cashX(forceNeg($surgeryCost*10), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 40,$surgeryType = "gene treatment"]] <span class="note">This will induce @@.orange;dwarfism@@ in $his genetic code</span> <</if>> @@ -1922,7 +1922,7 @@ [[Gigantism correction treatment|Surgery Degradation][$activeSlave.geneticQuirks.gigantism = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $activeSlave.geneticQuirks.gigantism == 1 && $geneticMappingUpgrade >= 2>> [[Gigantism activation treatment|Surgery Degradation][$activeSlave.geneticQuirks.gigantism = 2,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] - | [[Gigantism carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.gigantism = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] + [[Gigantism carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.gigantism = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $geneticFlawLibrary == 1>> [[Induced gigantism treatment|Surgery Degradation][$activeSlave.geneticQuirks.gigantism = 2,cashX(forceNeg($surgeryCost*10), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 40,$surgeryType = "gene treatment"]] <span class="note">This will induce @@.orange;gigantism@@ in $his genetic code</span> <</if>> @@ -1945,7 +1945,7 @@ [[Correct genetic hyper fertility|Surgery Degradation][$activeSlave.geneticQuirks.hyperFertility = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $activeSlave.geneticQuirks.hyperFertility == 1 && $geneticMappingUpgrade >= 2>> [[Hyper fertility activation treatment|Surgery Degradation][$activeSlave.geneticQuirks.hyperFertility = 2,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] - | [[Hyper fertility carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.hyperFertility = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] + [[Hyper fertility carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.hyperFertility = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $geneticFlawLibrary == 1>> [[Induced hyper fertility treatment|Surgery Degradation][$activeSlave.geneticQuirks.hyperFertility = 2,cashX(forceNeg($surgeryCost*10), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 40,$surgeryType = "gene treatment"]] <span class="note">This will induce @@.orange;inhumanly high fertility@@ in $his genetic code</span> <</if>> @@ -1956,7 +1956,7 @@ [[Correct heightened fertility|Surgery Degradation][$activeSlave.geneticQuirks.fertility = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $activeSlave.geneticQuirks.fertility == 1 && $geneticMappingUpgrade >= 2>> [[Heightened fertility activation treatment|Surgery Degradation][$activeSlave.geneticQuirks.fertility = 2,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] - | [[Heightened fertility carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.fertility = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] + [[Heightened fertility carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.fertility = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $geneticFlawLibrary == 1>> [[Induced heightened fertility treatment|Surgery Degradation][$activeSlave.geneticQuirks.fertility = 2,cashX(forceNeg($surgeryCost*10), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 40,$surgeryType = "gene treatment"]] <span class="note">This will induce @@.orange;heightened fertility@@ in $his genetic code</span> <</if>> @@ -1967,7 +1967,7 @@ [[Correct ova release during pregnancy|Surgery Degradation][$activeSlave.geneticQuirks.superfetation = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $activeSlave.geneticQuirks.superfetation == 1 && $geneticMappingUpgrade >= 2>> [[Superfetation activation treatment|Surgery Degradation][$activeSlave.geneticQuirks.superfetation = 2,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] - | [[Superfetation carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.superfetation = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] + [[Superfetation carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.superfetation = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $geneticFlawLibrary == 1>> [[Induced superfetation treatment|Surgery Degradation][$activeSlave.geneticQuirks.superfetation = 2,cashX(forceNeg($surgeryCost*10), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 40,$surgeryType = "gene treatment"]] <span class="note">This will induce @@.orange;superfetation@@ in $his genetic code</span> <</if>> @@ -1978,7 +1978,7 @@ [[Correct gigantomastia|Surgery Degradation][$activeSlave.geneticQuirks.gigantomastia = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $activeSlave.geneticQuirks.gigantomastia == 1 && $geneticMappingUpgrade >= 2>> [[Gigantomastia activation treatment|Surgery Degradation][$activeSlave.geneticQuirks.gigantomastia = 2,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] - | [[Gigantomastia carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.gigantomastia = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] + [[Gigantomastia carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.gigantomastia = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $activeSlave.geneticQuirks.gigantomastia == 0 && $geneticFlawLibrary == 1>> [[Induced gigantomastia treatment|Surgery Degradation][$activeSlave.geneticQuirks.gigantomastia = 2,cashX(forceNeg($surgeryCost*10), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 40,$surgeryType = "gene treatment"]] <span class="note">This will induce @@.orange;gigantomastia@@ in $his genetic code</span> <</if>> @@ -1989,7 +1989,7 @@ [[Correct macromastia|Surgery Degradation][$activeSlave.geneticQuirks.macromastia = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $activeSlave.geneticQuirks.macromastia == 1 && $geneticMappingUpgrade >= 2>> [[Macromastia activation treatment|Surgery Degradation][$activeSlave.geneticQuirks.macromastia = 2,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] - | [[Macromastia carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.macromastia = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] + [[Macromastia carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.macromastia = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $activeSlave.geneticQuirks.macromastia == 0 && $geneticFlawLibrary == 1>> [[Induced macromastia treatment|Surgery Degradation][$activeSlave.geneticQuirks.macromastia = 2,cashX(forceNeg($surgeryCost*10), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 40,$surgeryType = "gene treatment"]] <span class="note">This will induce @@.orange;macromastia@@ in $his genetic code</span> <</if>> @@ -2000,7 +2000,7 @@ [[Correct lipedema|Surgery Degradation][$activeSlave.geneticQuirks.rearLipedema = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $activeSlave.geneticQuirks.rearLipedema == 1 && $geneticMappingUpgrade >= 2>> [[Lipedema activation treatment|Surgery Degradation][$activeSlave.geneticQuirks.rearLipedema = 2,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] - | [[Lipedema carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.rearLipedema = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] + [[Lipedema carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.rearLipedema = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $geneticFlawLibrary == 1>> [[Induced lipedema treatment|Surgery Degradation][$activeSlave.geneticQuirks.rearLipedema = 2,cashX(forceNeg($surgeryCost*10), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 40,$surgeryType = "gene treatment"]] <span class="note">This will induce @@.orange;lipedema@@ in $his genetic code</span> <</if>> @@ -2011,7 +2011,7 @@ [[Correct genetic predisposition for large genitals|Surgery Degradation][$activeSlave.geneticQuirks.wellHung = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $activeSlave.geneticQuirks.wellHung == 1 && $geneticMappingUpgrade >= 2>> [[Enhanced penile development activation treatment|Surgery Degradation][$activeSlave.geneticQuirks.wellHung = 2,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] - | [[Enhanced penile development carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.wellHung = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] + [[Enhanced penile development carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.wellHung = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $geneticFlawLibrary == 1>> [[Induced penile development treatment|Surgery Degradation][$activeSlave.geneticQuirks.wellHung = 2,cashX(forceNeg($surgeryCost*10), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 40,$surgeryType = "gene treatment"]] <span class="note">This will induce @@.orange;penile development@@ in $his genetic code</span> <</if>> @@ -2022,7 +2022,7 @@ [[Correct hyperleptinemia|Surgery Degradation][$activeSlave.geneticQuirks.wGain = 0, $activeSlave.weightDirection = 0, cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $activeSlave.geneticQuirks.wGain == 1 && $geneticMappingUpgrade >= 2>> [[Hyperleptinemia activation treatment|Surgery Degradation][$activeSlave.geneticQuirks.wGain = 2, $activeSlave.weightDirection = 1, cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] - | [[Hyperleptinemia carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.wGain = 0, $activeSlave.weightDirection = 0, cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] + [[Hyperleptinemia carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.wGain = 0, $activeSlave.weightDirection = 0, cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $geneticFlawLibrary == 1>> [[Induced hyperleptinemia treatment|Surgery Degradation][$activeSlave.geneticQuirks.wGain = 2, $activeSlave.weightDirection = 1, cashX(forceNeg($surgeryCost*10), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 40,$surgeryType = "gene treatment"]] <span class="note">This will induce @@.orange;hyperleptinemia@@ in $his genetic code</span> <</if>> @@ -2033,7 +2033,7 @@ [[Correct hypoleptinemia|Surgery Degradation][$activeSlave.geneticQuirks.wLoss = 0, $activeSlave.weightDirection = 0, cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $activeSlave.geneticQuirks.wLoss == 1 && $geneticMappingUpgrade >= 2>> [[Hypoleptinemia activation treatment|Surgery Degradation][$activeSlave.geneticQuirks.wLoss = 2, $activeSlave.weightDirection = -1, cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] - | [[Hypoleptinemia carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.wLoss = 0, $activeSlave.weightDirection = 0, cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] + [[Hypoleptinemia carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.wLoss = 0, $activeSlave.weightDirection = 0, cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $geneticFlawLibrary == 1>> [[Induced hypoleptinemia treatment|Surgery Degradation][$activeSlave.geneticQuirks.wLoss = 2, $activeSlave.weightDirection = -1, cashX(forceNeg($surgeryCost*10), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 40,$surgeryType = "gene treatment"]] <span class="note">This will induce @@.orange;hypoleptinemia@@ in $his genetic code</span> <</if>> @@ -2044,7 +2044,7 @@ [[Correct myotonic hypertrophy|Surgery Degradation][$activeSlave.geneticQuirks.mGain = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $activeSlave.geneticQuirks.mGain == 1 && $geneticMappingUpgrade >= 2>> [[Myotonic hypertrophy activation treatment|Surgery Degradation][$activeSlave.geneticQuirks.mGain = 2,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] - | [[Myotonic hypertrophy carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.mGain = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] + [[Myotonic hypertrophy carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.mGain = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $geneticFlawLibrary == 1>> [[Induced myotonic hypertrophy treatment|Surgery Degradation][$activeSlave.geneticQuirks.mGain = 2,cashX(forceNeg($surgeryCost*10), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 40,$surgeryType = "gene treatment"]] <span class="note">This will induce @@.orange;myotonic hypertrophy@@ in $his genetic code</span> <</if>> @@ -2055,7 +2055,7 @@ [[Correct myotonic dystrophy|Surgery Degradation][$activeSlave.geneticQuirks.mLoss = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $activeSlave.geneticQuirks.mLoss == 1 && $geneticMappingUpgrade >= 2>> [[Myotonic dystrophy activation treatment|Surgery Degradation][$activeSlave.geneticQuirks.mLoss = 2,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] - | [[Myotonic dystrophy carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.mLoss = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] + [[Myotonic dystrophy carrier corrective treatment|Surgery Degradation][$activeSlave.geneticQuirks.mLoss = 0,cashX(forceNeg($surgeryCost*4), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 100,$surgeryType = "gene treatment"]] <<elseif $geneticFlawLibrary == 1>> [[Induced myotonic dystrophy treatment|Surgery Degradation][$activeSlave.geneticQuirks.mLoss = 2,cashX(forceNeg($surgeryCost*10), "slaveSurgery", $activeSlave), surgeryDamage($activeSlave,40), $activeSlave.chem += 40,$surgeryType = "gene treatment"]] <span class="note">This will induce @@.orange;myotonic dystrophy@@ in $his genetic code</span> <</if>> diff --git a/src/uncategorized/saDrugs.tw b/src/uncategorized/saDrugs.tw index c2ecdf78d565b24a564cd2447525dd831162bd57..48fa24438011ee9ac4b152d98ea1c8b225d03d04 100644 --- a/src/uncategorized/saDrugs.tw +++ b/src/uncategorized/saDrugs.tw @@ -1418,7 +1418,7 @@ <</if>> /* TODO: update this for virgins */ -<<if $slaves[$i].fuckdoll == 0 && $slaves[$i].fetish != "mindbroken">> +<<if $slaves[$i].fuckdoll == 0 && $slaves[$i].fetish != "mindbroken" && $slaves[$i].anus > 0>> <<if $suppository == 1>> <<if ($slaves[$i].aphrodisiacs > 0) || ($slaves[$i].curatives > 0) || ($slaves[$i].drugs == "psychosuppressants") || ($slaves[$i].drugs == "hormone enhancers") || ($slaves[$i].drugs == "hormone blockers") || ($slaves[$i].hormones != 0)>> <<if ($slaves[$i].sexualFlaw == "hates anal")>> diff --git a/src/uncategorized/saLongTermEffects.tw b/src/uncategorized/saLongTermEffects.tw index 7f322260d5546761d4770074caf75ca5b19068fd..70c2204f58fd1c66b9d18c68b6306552f969845a 100644 --- a/src/uncategorized/saLongTermEffects.tw +++ b/src/uncategorized/saLongTermEffects.tw @@ -3949,14 +3949,14 @@ $He @@.mediumaquamarine;feels right@@ to be growing heavy with child. To $him, a growing baby means better milk. <<set $slaves[$i].devotion += 1>> <<elseif ($slaves[$i].devotion <= 20) && ($slaves[$i].pregSource == -1)>> - $He is filled with a feeling of @@.mediumorchid;revulsion@@ that your child is growing within $his body. + $He is filled with a feeling of @@.mediumorchid;revulsion@@ that your child<<if $slaves[$i].pregType > 1>>ren are<<else>> is<</if>> growing within $his body. <<set $slaves[$i].devotion -= 1>> <<if $slaves[$i].relationship == -3>> This is compounded by the fact that you @@.gold;forced $him to marry you@@ and @@.mediumorchid;raped $him pregnant.@@ <<set $slaves[$i].devotion -= 5, $slaves[$i].trust -= -5>> <</if>> <<elseif ($slaves[$i].devotion > 50) && ($slaves[$i].pregSource == -1)>> - $He @@.hotpink;loves@@ that your child is growing within $him. + $He @@.hotpink;loves@@ that your child<<if $slaves[$i].pregType > 1>>ren are<<else>> is<</if>> growing within $him. <<set $slaves[$i].devotion += 1>> <<if $slaves[$i].relationship == -3>> This is compounded by the fact that $he is your @@.hotpink;devoted $wife@@ and @@.mediumaquamarine;feels it is $his duty@@ to bear your children. @@ -5451,7 +5451,7 @@ <</if>> <<if $slaves[$i].breedingMark == 1 && $propOutcome == 1>> <<if $slaves[$i].pregKnown == 1 && ($slaves[$i].pregSource == -1 || $slaves[$i].pregSource == -6)>> - The Societal Elite @@.green;are pleased@@ <<if $slaves[$i].pregSource == -1>>your<<elseif $slaves[$i].pregSource == -6>>an Elite<</if>> child is growing within $him. The mark covering $his lower belly, coupled with $his gravidity and blessing, @@.green;enamors@@ your populace. + The Societal Elite @@.green;are pleased@@ <<if $slaves[$i].pregSource == -1>>your<<elseif $slaves[$i].pregSource == -6>>an Elite<</if>> child<<if $slaves[$i].pregType > 1>>ren are<<else>> is<</if>> growing within $him. The mark covering $his lower belly, coupled with $his gravidity and blessing, @@.green;enamors@@ your populace. <<set $failedElite -= 5+$slaves[$i].pregType>> <<= FutureSocieties.ChangePorn("Eugenics", 3)>> <<if $slaves[$i].abortionTat > 0>> diff --git a/src/uncategorized/salon.tw b/src/uncategorized/salon.tw index 704228bd45a6fe8d2e7f6734a0ef6d75520b98b1..6b9ac5b77e0979ec0a906c19744ef6d79ab551bc 100644 --- a/src/uncategorized/salon.tw +++ b/src/uncategorized/salon.tw @@ -444,7 +444,9 @@ <</if>> <div> - $His $activeSlave.hStyle hair is <<= lengthToEitherUnit($activeSlave.hLength)>> long. + <<if $activeSlave.hStyle !== "shaved">> + $His $activeSlave.hStyle hair is <<= lengthToEitherUnit($activeSlave.hLength)>> long. + <</if>> <span class="note">General hairstyles will conform to hair length and clothing choices.</span> </div> <div class="choices"> diff --git a/src/uncategorized/seNonlethalPit.tw b/src/uncategorized/seNonlethalPit.tw index 696bc6ad4b8f777b84ed85b2a600ad4e188ee148..572351d77c1e404aace3bb94a94a7dfeaa2ca6bd 100644 --- a/src/uncategorized/seNonlethalPit.tw +++ b/src/uncategorized/seNonlethalPit.tw @@ -55,7 +55,7 @@ <<if $pitAnimal == 0>> This week's pit fight is between _fighterOne.slaveName and _fighterTwo.slaveName. <<elseif $pitAnimal == 1>> - This week a _animal.species is going to use _fighterOne.slaveName. + This week a _animal.species is going to try to use _fighterOne.slaveName. <<else>> This week, _fighterOne.slaveName was scheduled to be used by an animal, but is spared because no animal has been chosen. <<set $slaves[$slaveIndices[_fighterOne.ID]] = _fighterOne>> @@ -1059,10 +1059,10 @@ <<if canDoVaginal($activeSlave)>> <<set _sexAct = "vaginal">> - <<set _orifice = "pussy">> + <<set _orifice = either("pussy", "cunt", "slit")>> <<elseif canDoAnal($activeSlave)>> <<set _sexAct = "anal">> - <<set _orifice = "asshole">> + <<set _orifice = either("asshole", "rear hole")>> <<else>> <<set _sexAct = "oral">> <<set _orifice = "mouth">> /*this shouldn't ever actually be used*/ @@ -1095,16 +1095,14 @@ <br><br> $activeSlave.slaveName and the _animal.species enter $pitName from opposite sides. $activeSlave.slaveName is naked and $his wrists have been bound, and $he has already been given $his instructions: $he is to try to avoid being caught and <<if _agree == 1>>fucked<<else>>raped<</if>> by the animal for five minutes, and if $he succeeds, $he wins. The _animal.species has been given a large dose of aphrodisiacs, and its lust is apparent — its _animal.dickSize cock is clearly visible, even from where you are seated. It isn't in a hurry, and slowly saunters over to where the <<if _agree == 1>>determined<<else>>terrified<</if>> slave is standing. After what seems to be a moment of deliberation, $he finally makes $his move, and starts <<if _canRun == 1>>running<<else>>moving as quickly as $he can<</if>> in the opposite direction. The _animal.species quickly follows suit, breaking out into a full sprint toward $him. - <<if random(1,100) < 50>> - <<if _canRun == 1>> - $activeSlave.slaveName is quick, though, and $he manages to avoid the animal for the full five minutes, and drops to $his knees in relief and exhaustion once the bell sounds and the _animal.species is leashed and pulled back into its cage. - <<if $pitAudience == "paid">> - The audience is fairly impressed by this impressive display of sportsmanship, and so is your @@.yellowgreen;cut of the betting.@@ - <<run cashX(2500, "pit", $activeSlave)>> - <<elseif $pitAudience == "free">> - The audience is @@.green;fairly impressed@@ by this impressive display of sportsmanship. - <<run repX(100, "pit", $activeSlave)>> - <</if>> + <<if random(1,100) < 30 && _canRun>> + $activeSlave.slaveName is quick, though, and $he manages to avoid the animal for the full five minutes, and drops to $his knees in relief and exhaustion once the bell sounds and the _animal.species is leashed and pulled back into its cage. + <<if $pitAudience == "paid">> + The audience is fairly impressed by this impressive display of sportsmanship, and so is your @@.yellowgreen;cut of the betting.@@ + <<run cashX(2500, "pit", $activeSlave)>> + <<elseif $pitAudience == "free">> + The audience is @@.green;fairly impressed@@ by this impressive display of sportsmanship. + <<run repX(100, "pit", $activeSlave)>> <</if>> <<else>> <<set _minutesLasted = random(1,5)>>