From b62ab9bc29ad7b889c8ddabdda1b295515761ef5 Mon Sep 17 00:00:00 2001 From: Blank <blank@national.shitposting.agency> Date: Fri, 10 May 2019 12:15:07 -0700 Subject: [PATCH] Fixes 'the 'back to main' link', 'minus 5% tension for talking with the colonel that week' + general clean up. --- ...ngeLog-Premod+LoliMod.txt => Changelog.txt | 0 src/SpecialForce/SpecialForce.js | 4 +- src/SpecialForce/WeeklyChoices.tw | 53 +++++++++++-------- src/uncategorized/nextWeek.tw | 1 + src/uncategorized/options.tw | 18 ++++++- src/uncategorized/storyCaption.tw | 2 +- 6 files changed, 52 insertions(+), 26 deletions(-) rename devNotes/VersionChangeLog-Premod+LoliMod.txt => Changelog.txt (100%) diff --git a/devNotes/VersionChangeLog-Premod+LoliMod.txt b/Changelog.txt similarity index 100% rename from devNotes/VersionChangeLog-Premod+LoliMod.txt rename to Changelog.txt diff --git a/src/SpecialForce/SpecialForce.js b/src/SpecialForce/SpecialForce.js index ba75e6c9a85..3b5cfcc48d6 100644 --- a/src/SpecialForce/SpecialForce.js +++ b/src/SpecialForce/SpecialForce.js @@ -55,6 +55,8 @@ App.SF.Init = function() { V.SF.MercCon.TotalMenials = V.SF.MercCon.TotalMenials || 0; V.SF.MercCon.TotalMercs = V.SF.MercCon.TotalMercs || 0; + V.SF.FS.Tension = V.SF.FS.Tension || -1; + // V.arcologies[0].SFRaid = 1; V.arcologies[0].SFRaidTarget = -1; /* if (typeof V.SF.Facility === "undefined") { V.SF.Facility = { @@ -350,13 +352,13 @@ App.SF.BC = function() { if (V.SF.FS === undefined) { V.SF.FS = {Tension: -1}; } + if (V.SF.Toggle && V.SF.Active >= 1) App.SF.Init(); } InitClean(); MainClean(); ColonelClean(); TradeShowClean(); UnitsClean(); - App.SF.Init(); if (V.week < 72 && V.SF.Active !== -1) { V.SF.Active = -1; } }; diff --git a/src/SpecialForce/WeeklyChoices.tw b/src/SpecialForce/WeeklyChoices.tw index 6dd821063ac..4ebdc86b410 100644 --- a/src/SpecialForce/WeeklyChoices.tw +++ b/src/SpecialForce/WeeklyChoices.tw @@ -1,5 +1,10 @@ :: WC [nobr] +<<set _colonelTalkTensionRuction = 0>> +<<if $SF.FS.Tension >= 0>> + <<set _colonelTalkTensionRuction = 5>> +<</if>> + <<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. <br>We've had some good prizes turn up, that's made us some extra money we could turn over. | <<link "Request cash""Firebase">> @@ -60,7 +65,7 @@ <<if $SF.Colonel.Status >= 25>> <br> <<link "Walk with the Colonel on the surface.">> <<replace "#result0">> - <<set $SF.Colonel.Talk = 1>> + <<set $SF.Colonel.Talk = 1, $SF.Colonel.Status += 2, $SF.FS.Tension -= _colonelTalkTensionRuction>> <br><br>You ask the Colonel if she would like to stretch her legs up on the surface. It doesn't take much effort for her to agree. <<if $PC.warfare >= 100 && $PC.career == "mercenary">> Your mastery of wet work and prior experience in a PMC satisfies the Colonel that between you<<if $Bodyguard != 0>>, $Bodyguard.slaveName,<</if>> and her, there should be little threat to walking around the arcology. Being able to see and interact with the arcology owner directly maintains the false idea that you're just like one of them while also giving them an increased opportunity to try gaining your favor. @@ -78,29 +83,31 @@ Your minor skill in warfare convinces the Colonel that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName, <</if>>you need two full squads of armed soldiers and an armored car escort for a simple walk around the arcology. <<else>> Your complete lack of combat skill convinces the Colonel that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName, <</if>>you need two full squads of armed soldiers, an armored car escort, and a sniper overwatch for a simple walk around the arcology. - <</if>> <br>As you make your way through the arcology you stop at a + <</if>> + + <br>As you make your way through the arcology you stop at a <<if $arcologies[0].FSPaternalist != "unset">> paternalist shop, <<if $SF.Colonel.Core == "cruel">>earning a sneer from the Colonel.<<else>>helping the Colonel select some luxurious and relaxing slave treatments.<</if>> <<elseif $arcologies[0].FSPastoralist != "unset">> pastoralist shop, helping the Colonel select a more comfortable breast pump. - <<else>>shop that catches the Colonel's eye. <</if>> + <<else>> + shop that catches the Colonel's eye. + <</if>> <<if $PC.slaving >= 100 && $PC.career == "slaver">> Your mastery and extensive history of slaving allows you to assist the Colonel greatly. The shop owner is so impressed by your understanding of slavery that she asks you for some advice. Before you leave, you manage to pass on a few tips, helping the business with future customers. - <<if $arcologies[0].prosperity < $AProsperityCap>> - <<set $arcologies[0].prosperity++>> <</if>> + <<if $arcologies[0].prosperity < $AProsperityCap>> <<set $arcologies[0].prosperity++>> <</if>> <<elseif $PC.slaving >= 100>> Your mastery and extensive history of slaving allows you to assist the Colonel greatly. The shop owner is so impressed by your understanding of slavery that she asks you for some advice. Before you leave, you manage to pass on a few tips, helping the business with future customers. - <<if $arcologies[0].prosperity < $AProsperityCap>> - <<set $arcologies[0].prosperity++>> <</if>> - <<elseif $PC.slaving >= 60>> - Your expertise in slavery allows you to help the Colonel decide what to buy for her main slave. - <<elseif $PC.slaving >= 30>> - Your moderate skill in slavery makes you somewhat helpful to the Colonel in deciding what to buy for her main slave. - <<elseif $PC.slaving >= 10>> - Your basic skill level of slavery doesn't allow you to help the Colonel at all. - <<elseif $PC.slaving < 10>> - Your total lack of slavery skill (which is very unusual and very concerning for an arcology owner) means that you are of little to no help or even a hindrance. The shopkeeper notices your complete ineptitude, and as soon as you've left the rumor mill begins. - <<run repX(-20, "PCactions")>> + <<if $arcologies[0].prosperity < $AProsperityCap>> <<set $arcologies[0].prosperity++>> <</if>> + <<elseif $PC.slaving >= 60>> + Your expertise in slavery allows you to help the Colonel decide what to buy for her main slave. + <<elseif $PC.slaving >= 30>> + Your moderate skill in slavery makes you somewhat helpful to the Colonel in deciding what to buy for her main slave. + <<elseif $PC.slaving >= 10>> + Your basic skill level of slavery doesn't allow you to help the Colonel at all. + <<elseif $PC.slaving < 10>> + Your total lack of slavery skill (which is very unusual and very concerning for an arcology owner) means that you are of little to no help or even a hindrance. The shopkeeper notices your complete ineptitude, and as soon as you've left the rumor mill begins. + <<run repX(-20, "PCactions")>> <</if>> <br>Soon the entourage heads back to the HQ of $SF.Lower. <<if random(1,100) > 50>>Along the route you see a homeless citizen with a serious injury begging for help. @@ -119,16 +126,16 @@ Your basic surgical skill in medicine is sufficient only to stabilize the citizen's wounds before medical assistance arrives. <<else>> Your total lack of surgical skill causes the death of the citizen through repeated medical blunders. - <<set $arcologies[0].prosperity -= .25>><</if>> + <<set $arcologies[0].prosperity -= .25>> <</if>> - <<set $SF.Colonel.Status += 2>> <</replace>> <</link>> + <</if>> + <</replace>> <</link>> <</if>> <br> <<link "Talk in $SF.Lower's HQ.">> <<replace "#result0">> <span id="result1"> <br><br>What do you want to do with the Colonel in the HQ? - <br> <<link "Talk">><<replace "#result1">> + <br> <<link "Talk">><<replace "#result1">> <<set $SF.Colonel.Talk = 1, $SF.Colonel.Status += 3, $SF.FS.Tension -= _colonelTalkTensionRuction>> <br><br>You and the Colonel talk over some $PC.refreshment, where she ends up talking about her past. You learn a little more about her. - <<set $SF.Colonel.Status +=3>> <<switch random(1,6)>> <<case 1>> <<= IncreasePCSkills('medicine', 1)>> <<= IncreasePCSkills('trading', 1)>> <<= IncreasePCSkills('slaving', 1)>> @@ -146,7 +153,7 @@ <</replace>><</link>> <br> <<link "Learn">> <<replace "#result1">> - <<set $SF.Colonel.Talk = 1,$SF.Colonel.Status += 1>> + <<set $SF.Colonel.Talk = 1,$SF.Colonel.Status += 1, $SF.FS.Tension -= _colonelTalkTensionRuction>> <br><br>"Sure boss, I can use a break from all of this," she laughs. The Colonel tells a story about one time when she <<switch random(1,6)>> <<case 1>> @@ -171,9 +178,9 @@ <</replace>> <</link>> <<if $SF.Colonel.Status >= 45>> <br> <<link "Have some fun.">> <<replace "#result1">> <span id="result4"> - <<set $SF.Colonel.Fun = 1,$SF.Colonel.Talk = 1,$SF.Colonel.Status += 3>> + <<set $SF.Colonel.Fun = 1,$SF.Colonel.Talk = 1,$SF.Colonel.Status += 3, $SF.FS.Tension -= _colonelTalkTensionRuction>> <br>Where should this fun take place? <<link "Go back""Firebase">> - <<set $SF.Colonel.Fun = 0, $SF.Colonel.Talk = 0,$SF.Colonel.Status -= 3>> + <<set $SF.Colonel.Fun = 0, $SF.Colonel.Talk = 0,$SF.Colonel.Status -= , $SF.FS.Tension += _colonelTalkTensionRuction3>> <</link>> <br> <<link "In private">> <<replace "#result4">> <span id="result6"> <br>Which orifice do you wish to target? diff --git a/src/uncategorized/nextWeek.tw b/src/uncategorized/nextWeek.tw index 35526fe9a62..4e84a795b3c 100644 --- a/src/uncategorized/nextWeek.tw +++ b/src/uncategorized/nextWeek.tw @@ -1,5 +1,6 @@ :: Next Week [nobr] +<<run delete $storedReturn>> <<set $HackingSkillMultiplier = HackingSkillMultiplier()>> <<set $upgradeMultiplierArcology = upgradeMultiplierArcology()>> <<set $upgradeMultiplierMedicine = upgradeMultiplierMedicine()>> diff --git a/src/uncategorized/options.tw b/src/uncategorized/options.tw index b407383f121..697477e0adb 100644 --- a/src/uncategorized/options.tw +++ b/src/uncategorized/options.tw @@ -1,6 +1,22 @@ :: Options [nobr] -<<set $showEncyclopedia = 0, $nextButton = "Back to Main", $nextLink = "Main">> +<<if $storedReturn === undefined>> <<set $storedReturn = "">> <</if>> +<<set $showEncyclopedia = 0>> +<<if lastVisited("attackReport") === 1>> + <<set $storedReturn = "attackReport">> + <<set $nextButton = "Back", $nextLink = "attackReport" || $storedReturn>> +<<elseif lastVisited("rebellionReport") === 1>> + <<set $storedReturn = "rebellionReport">> + <<set $nextButton = "Back", $nextLink = "rebellionReport" || $storedReturn>> +<<elseif lastVisited("Slave Assignments Report") === 1>> + <<set $storedReturn = "Slave Assignments Report">> + <<set $nextButton = "Back", $nextLink = "Slave Assignments Report" || $storedReturn>> +<<elseif lastVisited("Economics") === 1>> + <<set $storedReturn = "Economics">> + <<set $nextButton = "Back", $nextLink = "Economics" || $storedReturn>> +<<elseif passage() === "Options" && $storedReturn === "">> + <<set $nextButton = "Back to Main", $nextLink = "Main">> +<</if>> ''SAVES'' <br> diff --git a/src/uncategorized/storyCaption.tw b/src/uncategorized/storyCaption.tw index 042cff7bf64..ebdc8e7d06e 100644 --- a/src/uncategorized/storyCaption.tw +++ b/src/uncategorized/storyCaption.tw @@ -694,7 +694,7 @@ <br> <</if>> -<<if $nextButton !== "Continue" && _Pass !== "Options">> +<<if $nextButton !== "Continue" && _Pass !== "Options" || ["Economics","Slave Assignments Report","attackReport","rebellionReport"].includes(passage())>> <br><br> <span id="optionsButton"> <<link "Game Options">> -- GitLab