diff --git a/devNotes/AnatomyOfAFreeCitiesEvent.txt b/devNotes/AnatomyOfAFreeCitiesEvent.txt index c02a4cecce4f0863ba7eb63c2c1cddef7ead0dbf..864a3f7f8ddf7bfadb9265ba340a5d9553fbd84a 100644 --- a/devNotes/AnatomyOfAFreeCitiesEvent.txt +++ b/devNotes/AnatomyOfAFreeCitiesEvent.txt @@ -15,7 +15,6 @@ Most events have some kind of precondition for when they happen. Scheduled event NonRandomEvent (26-33) <<elseif (_effectiveWeek == 14) && $badC != 1>> -<<<<<<< HEAD <<set _valid = $slaves.find(function(s) { return s.curatives > 1 || s.inflationType == "curative"; })>> <<if def _valid>> <<set $badC = 1, $Event = "bad curatives">> @@ -24,16 +23,6 @@ Most events have some kind of precondition for when they happen. Scheduled event <<set $badC = 1>> <<goto "Nonrandom Event">> <</if>> -======= - <<set _valid = $slaves.find(function(s) { return s.curatives > 1 || s.inflationType == "curative"; })>> - <<if def _valid>> - <<set $badC = 1, $Event = "bad curatives">> - <<goto "Generic Plot Events">> - <<else>> - <<set $badC = 1>> - <<goto "Nonrandom Event">> - <</if>> ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 If it is week fourteen and the player hasn't ready seen the event, a check is then made for slaves that either are on curatives or have their implants filled by curatives. If it was successful then load the "bad curatives" generic event, if unsuccessful set the flag anyway and read from the Nonrandom Event passage. @@ -111,15 +100,9 @@ For example this cut up version of "paternalist encounter" from REFS (l:106-139) <</link>> <<if $cash >= 2000>> -<<<<<<< HEAD <br><<link "Take the poor slave girl into your custody">> <br><<link "Publicly confront the citizen">> -======= - <br><<link "Take the poor slave girl into your custody">> - - <br><<link "Publicly confront the citizen">> ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 So here you can either, A) "Alert your drones and keep walking", B) if $cash is above 2000 you can take acquire the slave or C) "Publicly confront the citizen". diff --git a/slave variables documentation - Pregmod.txt b/slave variables documentation - Pregmod.txt index 1d94088030aa8d8c166dfcb66c0dbb255d03ee6e..365615c136295fb6bb3c6b1c28c4af79e92f1409 100644 --- a/slave variables documentation - Pregmod.txt +++ b/slave variables documentation - Pregmod.txt @@ -2689,7 +2689,6 @@ sexualFlaw: sexualQuirk: "none" -<<<<<<< HEAD "gagfuck queen" - can take a facefucking "painal queen" - knows how far she can go without getting hurt "strugglefuck queen" - knows how much resistance her partners want @@ -2699,17 +2698,6 @@ sexualQuirk: "caring" - enjoys bring her partners to orgasm "unflinching" - willing to do anything "size queen" - prefers big cocks -======= -"gagfuck queen" - can take a facefucking -"painal queen" - knows how far she can go without getting hurt -"strugglefuck queen" - knows how much resistance her partners want -"tease" - is a tease -"romantic" - enjoys the closeness of sex -"perverted" - enjoys breaking sexual boundaries -"caring" - enjoys bring her partners to orgasm -"unflinching" - willing to do anything -"size queen" - prefers big cocks ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 geneticQuirks: diff --git a/src/SecExp/attackHandler.tw b/src/SecExp/attackHandler.tw index 24e4271c114feb962eef9ad8c73b5d99e5665a52..cf0e6fcd8bbd1cc06940a4d890b80b63368baf12 100644 --- a/src/SecExp/attackHandler.tw +++ b/src/SecExp/attackHandler.tw @@ -22,7 +22,7 @@ <</if>> <</for>> -<<if $battleResult == 1 || $battleResult == -1>> /* bribery/surrender check */ +<<if $battleResult == 1 || $battleResult == -1>> /* bribery/surrender check */ <<if $showBattleStatistics == 1>> bribery chosen <<else>> @@ -61,1036 +61,912 @@ <<else>> - /*Init*/ - <<if $majorBattle == 0>> - <<set _turns = $maxTurns>> - <</if>> - <<set _turn = 0>> - <<set _attack = 0>> - <<set _defense = 0>> - <<set _morale = 0>> - <<set _hp = 0>> - <<set _baseHp = 0>> - <<set _enemyAttack = 0>> - <<set _enemyDefense = 0>> - <<set _enemyMorale = 0>> - <<set _enemyHp = 0>> - <<set _enemyBaseHp = 0>> - <<set _woundChance = 5>> /* leader has a base chance of 5% to get wounded */ - <<set _tacChance = 0.5>> /* by default tactics have a 50% chance of succeeding */ - <<set _atkMod = 1>> - <<set _defMod = 1>> - <<set _militiaMod = 1>> - <<set _slaveMod = 1>> - <<set _mercMod = 1>> - <<set _enemyMod = 1>> - <<set _SFMod = 1>> - <<set _expBonus = 0>> - <<set _loyaltyBonus = 0>> - <<set _armyMod = 0>> - - /* major battle */ - <<if $majorBattle == 1>> - <<set _militiaMod = 1.5>> - <<set _slaveMod = 1.5>> - <<set _mercMod = 1.5>> - <<set _enemyMod = 1.5>> - <<set _SFMod = 1.5>> - <<set _turns = $maxTurns * 2>> - <<if $SF.Toggle && $SF.Active >= 1>> - <<if $SFUnit.Firebase >= 7>> - <<set _atkMod += ($SFUnit.Firebase - 6) * 0.05>> - <</if>> - <<if $SFUnit.GunS >= 1>> - <<set _defMod += $SFUnit.GunS * 0.05>> - <</if>> - <<if $SFUnit.Satellite >= 5 && $SatLaunched > 0>> - <<set _atkMod += ($SFUnit.Satellite - 5) * 0.05>> - <</if>> - <<if $SFUnit.GiantRobot >= 6>> - <<set _defMod += ($SFUnit.GiantRobot - 5) * 0.05>> - <</if>> - <<if $SFUnit.MissileSilo >= 1 && $SatLaunched > 0>> - <<set _atkMod += $SFUnit.MissileSilo * 0.05>> - <<set _defMod += $SFUnit.MissileSilo * 0.05>> - <</if>> - <</if>> - <</if>> - - /* Leaders */ - <<if $leadingTroops == "PC">> - <<if $authority <= 2500 && $authority > 1000>> - <<set _slaveMod -= 0.10>> - <<elseif $authority <= 1000>> - <<set _slaveMod -= 0.25>> - <<elseif $authority >= 5000 && $authority < 15000>> - <<set _slaveMod += 0.10>> - <<elseif $authority >= 15000>> - <<set _slaveMod += 0.25>> - <</if>> - <<if $PC.career == "escort" || $PC.career == "servant">> - <<set _slaveMod += 0.10>> - <<elseif $PC.career == "slaver">> - <<set _slaveMod -= 0.10>> - <</if>> - <<if $rep <= 2500 && $rep > 1000>> - <<set _militiaMod -= 0.10>> - <<elseif $rep <= 1000>> - <<set _militiaMod -= 0.25>> - <<elseif $rep >= 5000 && $rep < 15000>> - <<set _militiaMod += 0.10>> - <<elseif $rep >= 15000>> - <<set _militiaMod += 0.25>> - <</if>> - <<if $PC.career == "celebrity" || $PC.career == "capitalist">> - <<set _militiaMod += 0.10>> - <<elseif $PC.career == "gang" || $PC.career == "escort">> - <<set _militiaMod -= 0.10>> - <</if>> - <<if $PC.career == "mercenary" || $PC.warfare > 75>> - <<set _mercMod += 0.10>> - <<set _SFMod += 0.10>> - <<elseif $PC.career == "wealth" || $PC.career == "servant">> - <<set _mercMod -= 0.10>> - <<set _SFMod -= 0.10>> - <</if>> - <<if $rep >= 15000>> - <<set _enemyMod -= 0.10>> - <</if>> - <<if $PC.warfare <= 25 && $PC.warfare > 10>> - <<set _atkMod -= 0.15>> - <<set _tacChance -= 0.15>> - <<elseif $PC.warfare <= 10>> - <<set _atkMod -= 0.20>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.30>> - <<elseif $PC.warfare >= 50 && $PC.warfare >= 50>> - <<set _atkMod += 0.15>> - <<set _tacChance += 0.15>> - <<elseif $PC.warfare >= 75>> - <<set _atkMod += 0.20>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.30>> - <</if>> - /* 80% chance of increasing warfare */ - <<if $PC.warfare < 100 && random(1,100) <= 80>> - <<set $gainedWarfare = 1>> - <<set $PC.warfare += 10>> - <<set $PC.warfare = Math.clamp($PC.warfare,-100,100)>> - <</if>> - /* does the PC get wounded? */ - <<if $PC.career == "mercenary" || $PC.career == "gang">> - <<set _woundChance -= 3>> - <</if>> - <<if $PC.physicalAge >= 60>> - <<set _woundChance += 1>> - <</if>> - <<if $PC.belly > 5000>> - <<set _woundChance += 1>> - <</if>> - <<if $PC.boobsBonus >= 2>> - <<set _woundChance += 1>> - <</if>> - <<if $PC.butt >= 2>> - <<set _woundChance += 1>> - <</if>> - <<if $PC.preg >= 30>> - <<set _woundChance += 1>> - <</if>> - <<if $PC.balls == 2>> - <<set _woundChance += 1>> - <</if>> - <<if $PC.ballsImplant >= 2>> - <<set _woundChance += 1>> - <</if>> - <<if random(1,100) <= _woundChance>> - <<set $leaderWounded = 1>> - <<set _militiaMod -= 0.2>> - <<set _slaveMod -= 0.2>> - <<set _mercMod -= 0.2>> - <<set _SFMod -= 0.2>> - <<set _enemyMod += 0.2>> - <<set $PCWounded = 1>> - <</if>> - <<elseif $leadingTroops == "assistant">> - <<if $rep < 10000 && $authority < 10000>> - <<set _militiaMod -= 0.15>> - <<set _slaveMod -= 0.15>> - <<set _mercMod -= 0.15>> - <<set _SFMod -= 0.15>> - <</if>> - <<if $assistantPower == 0>> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.20>> - <<elseif $assistantPower == 2>> - <<set _atkMod += 0.15>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.30>> - <</if>> - <<elseif $leadingTroops == "bodyguard">> - <<if $Bodyguard.devotion < -20>> - <<set _slaveMod -= 0.15>> - <<elseif $Bodyguard.devotion > 50>> - <<set _slaveMod += 0.15>> - <</if>> - <<if ($rep < 10000 && $authority < 10000) || $Bodyguard.prestige < 1>> - <<set _militiaMod -= 0.15>> - <<set _mercMod -= 0.15>> - <<set _SFMod -= 0.15>> - <<elseif $Bodyguard.prestige >= 2>> - <<set _militiaMod += 0.10>> - <<set _mercMod += 0.10>> - <<set _SFMod += 0.10>> - <</if>> - <<if (setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career)) && $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 95>> - <<set _atkMod += 0.25>> - <<set _defMod += 0.25>> - <<set _tacChance += 0.50>> - <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 95>> - <<set _atkMod += 0.20>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.35>> - <<elseif (setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career)) && $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 50>> - <<set _atkMod += 0.15>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.25>> - <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 50>> - <<set _atkMod += 0.10>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.20>> - <<elseif (setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career)) && $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 15>> - <<set _atkMod += 0.10>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.15>> - <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 15>> - <<set _atkMod += 0.5>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.10>> - <<elseif !(setup.bodyguardCareers.includes($Bodyguard.career) && setup.HGCareers.includes($Bodyguard.career)) || $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -50>> - <<set _atkMod -= 0.15>> - <<set _defMod -= 0.15>> - <<set _tacChance -= 0.30>> - <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -50>> - <<set _atkMod -= 0.15>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.25>> - <<elseif !(setup.bodyguardCareers.includes($Bodyguard.career) && setup.HGCareers.includes($Bodyguard.career)) || $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -15>> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.20>> - <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -15>> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.05>> - <<set _tacChance -= 0.15>> - <</if>> - /* does she get wounded? */ - <<if $Bodyguard.combatSkill == 1>> - <<set _woundChance -= 2>> - <</if>> - <<if $Bodyguard.amp >= -4>> - <<set _woundChance -= 1>> - <</if>> - <<if $Bodyguard.health >= 50>> - <<set _woundChance -= 1>> - <</if>> - <<if $Bodyguard.weight > 130>> - <<set _woundChance += 1>> - <</if>> - <<if $Bodyguard.muscles < -30>> - <<set _woundChance += 1>> - <</if>> - <<if $Bodyguard.eyes <= -2>> - <<set _woundChance += 1>> - <</if>> - <<if $Bodyguard.heels == 1>> - <<set _woundChance += 1>> - <</if>> - <<if $Bodyguard.boobs >= 1400>> - <<set _woundChance += 1>> - <</if>> - <<if $Bodyguard.butt >= 6>> - <<set _woundChance += 1>> - <</if>> - <<if $Bodyguard.preg >= 30>> - <<set _woundChance += 1>> - <</if>> - <<if $Bodyguard.dick >= 8>> - <<set _woundChance += 1>> - <</if>> - <<if $Bodyguard.balls >= 8>> - <<set _woundChance += 1>> - <</if>> - <<if $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -95>> - <<set _woundChance += 1>> - <</if>> - <<if random(1,100) <= _woundChance>> - <<set $leaderWounded = 1>> - <<set _militiaMod -= 0.2>> - <<set _slaveMod -= 0.2>> - <<set _mercMod -= 0.2>> - <<set _SFMod -= 0.2>> - <<set _enemyMod += 0.2>> - <<set $woundType = random(1,10)>> - <<set _i = $slaveIndices[$Bodyguard.ID]>> - <<if $woundType == 1>> - <<set $slaves[_i].voice = 0>> - <<set $slaves[_i].health -= 60>> - <<elseif $woundType == 2>> - <<set $slaves[_i].eyes = -2>> - <<set $slaves[_i].health -= 30>> - <<elseif $woundType == 3>> - <<set $slaves[_i].amp = 1>> - <<set $slaves[_i].health = -80>> - <<elseif $woundType >= 4>> - <<if $slaves[_i].health >= -60>> - <<set $slaves[_i].health -= 30>> - <<else>> - <<set $slaves[_i].health = -90>> - <</if>> - <</if>> +/*Init*/ +<<if $majorBattle == 0>> + <<set _turns = $maxTurns>> +<</if>> +<<set _turn = 0>> +<<set _attack = 0>> +<<set _defense = 0>> +<<set _morale = 0>> +<<set _hp = 0>> +<<set _baseHp = 0>> +<<set _enemyAttack = 0>> +<<set _enemyDefense = 0>> +<<set _enemyMorale = 0>> +<<set _enemyHp = 0>> +<<set _enemyBaseHp = 0>> +<<set _woundChance = 5>> /* leader has a base chance of 5% to get wounded */ +<<set _tacChance = 0.5>> /* by default tactics have a 50% chance of succeeding */ +<<set _atkMod = 1>> +<<set _defMod = 1>> +<<set _militiaMod = 1>> +<<set _slaveMod = 1>> +<<set _mercMod = 1>> +<<set _enemyMod = 1>> +<<set _SFMod = 1>> +<<set _expBonus = 0>> +<<set _loyaltyBonus = 0>> +<<set _armyMod = 0>> + +/* major battle */ +<<if $majorBattle == 1>> + <<set _militiaMod = 1.5>> + <<set _slaveMod = 1.5>> + <<set _mercMod = 1.5>> + <<set _enemyMod = 1.5>> + <<set _SFMod = 1.5>> + <<set _turns = $maxTurns * 2>> + <<if $SF.Toggle && $SF.Active >= 1>> + <<if $SFUnit.Firebase >= 7>> + <<set _atkMod += ($SFUnit.Firebase - 6) * 0.05>> <</if>> - /* 60% chance of getting combat skill if not already have it */ - <<if $Bodyguard.combatSkill == 0 && random(1,100) <= 60>> - <<set $gainedCombat = 1>> - <<set _i = $slaveIndices[$Bodyguard.ID]>> - <<set $slaves[_i].combatSkill = 1>> + <<if $SFUnit.GunS >= 1>> + <<set _defMod += $SFUnit.GunS * 0.05>> <</if>> - <<elseif $leadingTroops == "headGirl">> - <<if $HeadGirl.devotion < -20>> - <<set _slaveMod -= 0.15>> - <<elseif $HeadGirl.devotion > 51>> - <<set _slaveMod += 0.15>> + <<if $SFUnit.Satellite >= 5 && $SatLaunched > 0>> + <<set _atkMod += ($SFUnit.Satellite - 5) * 0.05>> <</if>> - <<if ($rep < 10000 && $authority < 10000) || $HeadGirl.prestige < 1>> - <<set _militiaMod -= 0.15>> - <<set _mercMod -= 0.15>> - <<set _SFMod -= 0.15>> - <<elseif $HeadGirl.prestige >= 2>> - <<set _militiaMod += 0.10>> - <<set _mercMod += 0.10>> - <<set _SFMod += 0.10>> + <<if $SFUnit.GiantRobot >= 6>> + <<set _defMod += ($SFUnit.GiantRobot - 5) * 0.05>> <</if>> - <<if (setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career)) && $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 95>> - <<set _atkMod += 0.25>> - <<set _defMod += 0.25>> - <<set _tacChance += 0.50>> - <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 95>> - <<set _atkMod += 0.20>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.35>> - <<elseif (setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career)) && $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 50>> - <<set _atkMod += 0.15>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.25>> - <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 50>> - <<set _atkMod += 0.10>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.20>> - <<elseif (setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career)) && $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 15>> - <<set _atkMod += 0.10>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.15>> - <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 15>> - <<set _atkMod += 0.05>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.10>> - <<elseif !(setup.bodyguardCareers.includes($HeadGirl.career) && setup.HGCareers.includes($HeadGirl.career)) || $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -50>> - <<set _atkMod -= 0.15>> - <<set _defMod -= 0.15>> - <<set _tacChance -= 0.30>> - <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -50>> - <<set _atkMod -= 0.15>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.25>> - <<elseif !(setup.bodyguardCareers.includes($HeadGirl.career) && setup.HGCareers.includes($HeadGirl.career)) || $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -15>> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.20>> - <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -15>> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.05>> - <<set _tacChance -= 0.15>> + <<if $SFUnit.MissileSilo >= 1 && $SatLaunched > 0>> + <<set _atkMod += $SFUnit.MissileSilo * 0.05>> + <<set _defMod += $SFUnit.MissileSilo * 0.05>> <</if>> + <</if>> +<</if>> + +/* Leaders */ +<<if $leadingTroops == "PC">> + <<if $authority <= 2500 && $authority > 1000>> + <<set _slaveMod -= 0.10>> + <<elseif $authority <= 1000>> + <<set _slaveMod -= 0.25>> + <<elseif $authority >= 5000 && $authority < 15000>> + <<set _slaveMod += 0.10>> + <<elseif $authority >= 15000>> + <<set _slaveMod += 0.25>> + <</if>> + <<if $PC.career == "escort" || $PC.career == "servant">> + <<set _slaveMod += 0.10>> + <<elseif $PC.career == "slaver">> + <<set _slaveMod -= 0.10>> + <</if>> + <<if $rep <= 2500 && $rep > 1000>> + <<set _militiaMod -= 0.10>> + <<elseif $rep <= 1000>> + <<set _militiaMod -= 0.25>> + <<elseif $rep >= 5000 && $rep < 15000>> + <<set _militiaMod += 0.10>> + <<elseif $rep >= 15000>> + <<set _militiaMod += 0.25>> + <</if>> + <<if $PC.career == "celebrity" || $PC.career == "capitalist">> + <<set _militiaMod += 0.10>> + <<elseif $PC.career == "gang" || $PC.career == "escort">> + <<set _militiaMod -= 0.10>> + <</if>> + <<if $PC.career == "mercenary" || $PC.warfare > 75>> + <<set _mercMod += 0.10>> + <<set _SFMod += 0.10>> + <<elseif $PC.career == "wealth" || $PC.career == "servant">> + <<set _mercMod -= 0.10>> + <<set _SFMod -= 0.10>> + <</if>> + <<if $rep >= 15000>> + <<set _enemyMod -= 0.10>> + <</if>> + <<if $PC.warfare <= 25 && $PC.warfare > 10>> + <<set _atkMod -= 0.15>> + <<set _tacChance -= 0.15>> + <<elseif $PC.warfare <= 10>> + <<set _atkMod -= 0.20>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.30>> + <<elseif $PC.warfare >= 50 && $PC.warfare >= 50>> + <<set _atkMod += 0.15>> + <<set _tacChance += 0.15>> + <<elseif $PC.warfare >= 75>> + <<set _atkMod += 0.20>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.30>> + <</if>> + /* 80% chance of increasing warfare */ + <<if $PC.warfare < 100 && random(1,100) <= 80>> + <<set $gainedWarfare = 1>> + <<set $PC.warfare += 10>> + <<set $PC.warfare = Math.clamp($PC.warfare,-100,100)>> + <</if>> + /* does the PC get wounded? */ + <<if $PC.career == "mercenary" || $PC.career == "gang">> + <<set _woundChance -= 3>> + <</if>> + <<if $PC.physicalAge >= 60>> + <<set _woundChance += 1>> + <</if>> + <<if $PC.belly > 5000>> + <<set _woundChance += 1>> + <</if>> + <<if $PC.boobsBonus >= 2>> + <<set _woundChance += 1>> + <</if>> + <<if $PC.butt >= 2>> + <<set _woundChance += 1>> + <</if>> + <<if $PC.preg >= 30>> + <<set _woundChance += 1>> + <</if>> + <<if $PC.balls == 2>> + <<set _woundChance += 1>> + <</if>> + <<if $PC.ballsImplant >= 2>> + <<set _woundChance += 1>> + <</if>> + <<if random(1,100) <= _woundChance>> + <<set $leaderWounded = 1>> + <<set _militiaMod -= 0.2>> + <<set _slaveMod -= 0.2>> + <<set _mercMod -= 0.2>> + <<set _SFMod -= 0.2>> + <<set _enemyMod += 0.2>> + <<set $PCWounded = 1>> + <</if>> +<<elseif $leadingTroops == "assistant">> + <<if $rep < 10000 && $authority < 10000>> + <<set _militiaMod -= 0.15>> + <<set _slaveMod -= 0.15>> + <<set _mercMod -= 0.15>> + <<set _SFMod -= 0.15>> + <</if>> + <<if $assistantPower == 0>> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.20>> + <<elseif $assistantPower == 2>> + <<set _atkMod += 0.15>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.30>> + <</if>> +<<elseif $leadingTroops == "bodyguard">> + <<if $Bodyguard.devotion < -20>> + <<set _slaveMod -= 0.15>> + <<elseif $Bodyguard.devotion > 50>> + <<set _slaveMod += 0.15>> + <</if>> + <<if ($rep < 10000 && $authority < 10000) || $Bodyguard.prestige < 1>> + <<set _militiaMod -= 0.15>> + <<set _mercMod -= 0.15>> + <<set _SFMod -= 0.15>> + <<elseif $Bodyguard.prestige >= 2>> + <<set _militiaMod += 0.10>> + <<set _mercMod += 0.10>> + <<set _SFMod += 0.10>> + <</if>> + <<if (setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career)) && $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 95>> + <<set _atkMod += 0.25>> + <<set _defMod += 0.25>> + <<set _tacChance += 0.50>> + <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 95>> + <<set _atkMod += 0.20>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.35>> + <<elseif (setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career)) && $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 50>> + <<set _atkMod += 0.15>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.25>> + <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 50>> + <<set _atkMod += 0.10>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.20>> + <<elseif (setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career)) && $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 15>> + <<set _atkMod += 0.10>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.15>> + <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant > 15>> + <<set _atkMod += 0.5>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.10>> + <<elseif !(setup.bodyguardCareers.includes($Bodyguard.career) && setup.HGCareers.includes($Bodyguard.career)) || $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -50>> + <<set _atkMod -= 0.15>> + <<set _defMod -= 0.15>> + <<set _tacChance -= 0.30>> + <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -50>> + <<set _atkMod -= 0.15>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.25>> + <<elseif !(setup.bodyguardCareers.includes($Bodyguard.career) && setup.HGCareers.includes($Bodyguard.career)) || $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -15>> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.20>> + <<elseif $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -15>> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.05>> + <<set _tacChance -= 0.15>> + <</if>> /* does she get wounded? */ - <<if $HeadGirl.combatSkill == 1>> - <<set _woundChance -= 3>> - <</if>> - <<if $HeadGirl.amp >= -4>> - <<set _woundChance -= 1>> - <</if>> - <<if $HeadGirl.health >= 50>> - <<set _woundChance -= 2>> - <</if>> - <<if $HeadGirl.weight > 130>> - <<set _woundChance += 1>> - <</if>> - <<if $HeadGirl.muscles < -30>> - <<set _woundChance += 1>> - <</if>> - <<if $HeadGirl.eyes <= -2>> - <<set _woundChance += 1>> - <</if>> - <<if $HeadGirl.heels == 1>> - <<set _woundChance += 1>> - <</if>> - <<if $HeadGirl.boobs >= 1400>> - <<set _woundChance += 1>> - <</if>> - <<if $HeadGirl.butt >= 6>> - <<set _woundChance += 1>> - <</if>> - <<if $HeadGirl.preg >= 30>> - <<set _woundChance += 1>> - <</if>> - <<if $HeadGirl.dick >= 8>> - <<set _woundChance += 1>> - <</if>> - <<if $HeadGirl.balls >= 8>> - <<set _woundChance += 1>> - <</if>> - <<if $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -95>> - <<set _woundChance += 1>> - <</if>> - <<if random(1,100) <= _woundChance>> - <<set $leaderWounded = 1>> - <<set _militiaMod -= 0.2>> - <<set _slaveMod -= 0.2>> - <<set _mercMod -= 0.2>> - <<set _SFMod -= 0.2>> - <<set _enemyMod += 0.2>> - <<set $woundType = random(1,10)>> - <<set _i = $slaveIndices[$HeadGirl.ID]>> - <<if $woundType == 1>> - <<set $slaves[_i].voice = 0>> - <<set $slaves[_i].health -= 60>> - <<elseif $woundType == 2>> - <<set $slaves[_i].eyes = -2>> + <<if $Bodyguard.combatSkill == 1>> + <<set _woundChance -= 2>> + <</if>> + <<if $Bodyguard.amp >= -4>> + <<set _woundChance -= 1>> + <</if>> + <<if $Bodyguard.health >= 50>> + <<set _woundChance -= 1>> + <</if>> + <<if $Bodyguard.weight > 130>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.muscles < -30>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.eyes <= -2>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.heels == 1>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.boobs >= 1400>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.butt >= 6>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.preg >= 30>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.dick >= 8>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.balls >= 8>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.intelligence+$Bodyguard.intelligenceImplant < -95>> + <<set _woundChance += 1>> + <</if>> + <<if random(1,100) <= _woundChance>> + <<set $leaderWounded = 1>> + <<set _militiaMod -= 0.2>> + <<set _slaveMod -= 0.2>> + <<set _mercMod -= 0.2>> + <<set _SFMod -= 0.2>> + <<set _enemyMod += 0.2>> + <<set $woundType = random(1,10)>> + <<set _i = $slaveIndices[$Bodyguard.ID]>> + <<if $woundType == 1>> + <<set $slaves[_i].voice = 0>> + <<set $slaves[_i].health -= 60>> + <<elseif $woundType == 2>> + <<set $slaves[_i].eyes = -2>> + <<set $slaves[_i].health -= 30>> + <<elseif $woundType == 3>> + <<set $slaves[_i].amp = 1>> + <<set $slaves[_i].health = -80>> + <<elseif $woundType >= 4>> + <<if $slaves[_i].health >= -60>> <<set $slaves[_i].health -= 30>> - <<elseif $woundType == 3>> - <<set $slaves[_i].amp = 1>> - <<set $slaves[_i].health = -80>> - <<elseif $woundType >= 4>> - <<if $slaves[_i].health >= -60>> - <<set $slaves[_i].health -= 30>> - <<else>> - <<set $slaves[_i].health = -90>> - <</if>> + <<else>> + <<set $slaves[_i].health = -90>> <</if>> <</if>> - /* 60% chance of getting combat skill if not already have it */ - <<if $HeadGirl.combatSkill == 0 && random(1,100) <= 60>> - <<set $gainedCombat = 1>> - <<set _i = $slaveIndices[$HeadGirl.ID]>> - <<set $slaves[_i].combatSkill = 1>> - <</if>> - <<elseif $leadingTroops == "citizen">> - <<if $arcologies[0].FSDegradationist == "unset" && $arcologies[0].FSPaternalist == "unset">> - <<set _militiaMod += 0.15>> - <<set _slaveMod -= 0.15>> - <<elseif $arcologies[0].FSPaternalist != "unset">> - <<set _militiaMod += 0.15>> - <<set _slaveMod += 0.10>> - <<elseif $arcologies[0].FSDegradationist != "unset">> - <<set _militiaMod += 0.15>> - <<set _slaveMod -= 0.35>> - <</if>> - <<if $arcologies[0].FSRomanRevivalist != "unset">> - <<set _mercMod += 0.10>> - <<set _SFMod += 0.10>> - <<else>> - <<set _mercMod -= 0.10>> - <<set _SFMod -= 0.10>> - <</if>> - <<set _atkMod += either(-1,1) * random(10) * 0.1>> - <<set _defMod += either(-1,1) * random(10) * 0.1>> - <<set _tacChance += either(-1,1) * random(20) * 0.1>> - <<elseif $leadingTroops == "mercenary">> + <</if>> + /* 60% chance of getting combat skill if not already have it */ + <<if $Bodyguard.combatSkill == 0 && random(1,100) <= 60>> + <<set $gainedCombat = 1>> + <<set _i = $slaveIndices[$Bodyguard.ID]>> + <<set $slaves[_i].combatSkill = 1>> + <</if>> +<<elseif $leadingTroops == "headGirl">> + <<if $HeadGirl.devotion < -20>> + <<set _slaveMod -= 0.15>> + <<elseif $HeadGirl.devotion > 51>> + <<set _slaveMod += 0.15>> + <</if>> + <<if ($rep < 10000 && $authority < 10000) || $HeadGirl.prestige < 1>> + <<set _militiaMod -= 0.15>> + <<set _mercMod -= 0.15>> + <<set _SFMod -= 0.15>> + <<elseif $HeadGirl.prestige >= 2>> + <<set _militiaMod += 0.10>> <<set _mercMod += 0.10>> <<set _SFMod += 0.10>> - <<if $arcologies[0].FSRomanRevivalist != "unset">> - <<set _militiaMod += 0.10>> - <<else>> - <<set _militiaMod -= 0.10>> - <</if>> - <<if $arcologies[0].FSDegradationist != "unset">> - <<set _slaveMod -= 0.35>> + <</if>> + <<if (setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career)) && $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 95>> + <<set _atkMod += 0.25>> + <<set _defMod += 0.25>> + <<set _tacChance += 0.50>> + <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 95>> + <<set _atkMod += 0.20>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.35>> + <<elseif (setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career)) && $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 50>> + <<set _atkMod += 0.15>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.25>> + <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 50>> + <<set _atkMod += 0.10>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.20>> + <<elseif (setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career)) && $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 15>> + <<set _atkMod += 0.10>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.15>> + <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant > 15>> + <<set _atkMod += 0.05>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.10>> + <<elseif !(setup.bodyguardCareers.includes($HeadGirl.career) && setup.HGCareers.includes($HeadGirl.career)) || $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -50>> + <<set _atkMod -= 0.15>> + <<set _defMod -= 0.15>> + <<set _tacChance -= 0.30>> + <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -50>> + <<set _atkMod -= 0.15>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.25>> + <<elseif !(setup.bodyguardCareers.includes($HeadGirl.career) && setup.HGCareers.includes($HeadGirl.career)) || $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -15>> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.20>> + <<elseif $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -15>> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.05>> + <<set _tacChance -= 0.15>> + <</if>> + /* does she get wounded? */ + <<if $HeadGirl.combatSkill == 1>> + <<set _woundChance -= 3>> + <</if>> + <<if $HeadGirl.amp >= -4>> + <<set _woundChance -= 1>> + <</if>> + <<if $HeadGirl.health >= 50>> + <<set _woundChance -= 2>> + <</if>> + <<if $HeadGirl.weight > 130>> + <<set _woundChance += 1>> + <</if>> + <<if $HeadGirl.muscles < -30>> + <<set _woundChance += 1>> + <</if>> + <<if $HeadGirl.eyes <= -2>> + <<set _woundChance += 1>> + <</if>> + <<if $HeadGirl.heels == 1>> + <<set _woundChance += 1>> + <</if>> + <<if $HeadGirl.boobs >= 1400>> + <<set _woundChance += 1>> + <</if>> + <<if $HeadGirl.butt >= 6>> + <<set _woundChance += 1>> + <</if>> + <<if $HeadGirl.preg >= 30>> + <<set _woundChance += 1>> + <</if>> + <<if $HeadGirl.dick >= 8>> + <<set _woundChance += 1>> + <</if>> + <<if $HeadGirl.balls >= 8>> + <<set _woundChance += 1>> + <</if>> + <<if $HeadGirl.intelligence+$HeadGirl.intelligenceImplant < -95>> + <<set _woundChance += 1>> + <</if>> + <<if random(1,100) <= _woundChance>> + <<set $leaderWounded = 1>> + <<set _militiaMod -= 0.2>> + <<set _slaveMod -= 0.2>> + <<set _mercMod -= 0.2>> + <<set _SFMod -= 0.2>> + <<set _enemyMod += 0.2>> + <<set $woundType = random(1,10)>> + <<set _i = $slaveIndices[$HeadGirl.ID]>> + <<if $woundType == 1>> + <<set $slaves[_i].voice = 0>> + <<set $slaves[_i].health -= 60>> + <<elseif $woundType == 2>> + <<set $slaves[_i].eyes = -2>> + <<set $slaves[_i].health -= 30>> + <<elseif $woundType == 3>> + <<set $slaves[_i].amp = 1>> + <<set $slaves[_i].health = -80>> + <<elseif $woundType >= 4>> + <<if $slaves[_i].health >= -60>> + <<set $slaves[_i].health -= 30>> + <<else>> + <<set $slaves[_i].health = -90>> + <</if>> <</if>> - <<set _atkMod += random(15) * 0.1>> - <<set _defMod += random(15) * 0.1>> - <<set _tacChance += random(30) * 0.1>> - <<elseif $leadingTroops == "colonel">> + <</if>> + /* 60% chance of getting combat skill if not already have it */ + <<if $HeadGirl.combatSkill == 0 && random(1,100) <= 60>> + <<set $gainedCombat = 1>> + <<set _i = $slaveIndices[$HeadGirl.ID]>> + <<set $slaves[_i].combatSkill = 1>> + <</if>> +<<elseif $leadingTroops == "citizen">> + <<if $arcologies[0].FSDegradationist == "unset" && $arcologies[0].FSPaternalist == "unset">> + <<set _militiaMod += 0.15>> + <<set _slaveMod -= 0.15>> + <<elseif $arcologies[0].FSPaternalist != "unset">> + <<set _militiaMod += 0.15>> + <<set _slaveMod += 0.10>> + <<elseif $arcologies[0].FSDegradationist != "unset">> + <<set _militiaMod += 0.15>> + <<set _slaveMod -= 0.35>> + <</if>> + <<if $arcologies[0].FSRomanRevivalist != "unset">> <<set _mercMod += 0.10>> - <<set _SFMod += 0.15>> - <<if $arcologies[0].FSRomanRevivalist != "unset">> - <<set _militiaMod += 0.10>> - <<else>> - <<set _militiaMod -= 0.10>> - <</if>> - <<if $arcologies[0].FSDegradationist != "unset">> - <<set _slaveMod -= 0.35>> - <</if>> - <<set _atkMod += random(30) * 0.1>> - <<set _defMod += random(30) * 0.1>> - <<set _tacChance += random(40) * 0.1>> - <</if>> - /* Terrain and Tactics */ - <<if $battleTerrain == "urban">> - <<if $chosenTactic == "Bait and Bleed">> - <<set _atkMod += 0.15>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Guerrilla">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Choke Points">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Interior Lines">> - <<set _atkMod += 0.05>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.15>> - <<elseif $chosenTactic == "Pincer Maneuver">> - <<set _atkMod -= 0.05>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.15>> - <<elseif $chosenTactic == "Defense In Depth">> - <<set _atkMod -= 0.05>> - <<set _defMod -= 0.05>> - <<set _tacChance -= 0.10>> - <<elseif $chosenTactic == "Blitzkrieg">> - <<set _atkMod -= 0.15>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.25>> - <<elseif $chosenTactic == "Human Wave">> - <<set _atkMod -= 0.15>> - <<set _defMod -= 0.15>> - <<set _tacChance -= 0.30>> - <</if>> - <<elseif $battleTerrain == "rural">> - <<if $chosenTactic == "Bait and Bleed">> - <<set _atkMod -= 0.05>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.15>> - <<elseif $chosenTactic == "Guerrilla">> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.20>> - <<elseif $chosenTactic == "Choke Points">> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.15>> - <<set _tacChance -= 0.25>> - <<elseif $chosenTactic == "Interior Lines">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Pincer Maneuver">> - <<set _atkMod += 0.15>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Defense In Depth">> - <<set _atkMod += 0.15>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.30>> - <<elseif $chosenTactic == "Blitzkrieg">> - <<set _atkMod += 0.15>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Human Wave">> - <<set _atkMod += 0.20>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.25>> - <</if>> - <<elseif $battleTerrain == "hills">> - <<if $chosenTactic == "Bait and Bleed">> - <<set _atkMod += 0.05>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.10>> - <<elseif $chosenTactic == "Guerrilla">> - <<set _atkMod += 0.05>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.15>> - <<elseif $chosenTactic == "Choke Points">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.20>> - <<elseif $chosenTactic == "Interior Lines">> - <<set _atkMod -= 0.05>> - <<set _defMod -= 0.05>> - <<set _tacChance -= 0.10>> - <<elseif $chosenTactic == "Pincer Maneuver">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.15>> - <<elseif $chosenTactic == "Defense In Depth">> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.05>> - <<set _tacChance -= 0.15>> - <<elseif $chosenTactic == "Blitzkrieg">> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.15>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Human Wave">> - <<set _atkMod -= 0.15>> - <<set _defMod -= 0.15>> - <<set _tacChance -= 0.30>> - <</if>> - <<elseif $battleTerrain == "coast">> - <<if $chosenTactic == "Bait and Bleed">> - <<set _atkMod -= 0.05>> - <<set _defMod -= 0.05>> - <<set _tacChance -= 0.10>> - <<elseif $chosenTactic == "Guerrilla">> - <<set _atkMod += 0.05>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.10>> - <<elseif $chosenTactic == "Choke Points">> - <<set _atkMod += 0.05>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.15>> - <<elseif $chosenTactic == "Interior Lines">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.20>> - <<elseif $chosenTactic == "Pincer Maneuver">> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.20>> - <<elseif $chosenTactic == "Defense In Depth">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.20>> - <<elseif $chosenTactic == "Blitzkrieg">> - <<set _atkMod -= 0.05>> - <<set _defMod -= 0.05>> - <<set _tacChance -= 0.10>> - <<elseif $chosenTactic == "Human Wave">> - <<set _atkMod += 0.05>> - <<set _defMod -= 0.05>> - <</if>> - <<elseif $battleTerrain == "outskirts">> - <<if $chosenTactic == "Bait and Bleed">> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.15>> - <<set _tacChance -= 0.25>> - <<elseif $chosenTactic == "Guerrilla">> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.05>> - <<set _tacChance -= 0.15>> - <<elseif $chosenTactic == "Choke Points">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Interior Lines">> - <<set _atkMod += 0.15>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Pincer Maneuver">> - <<set _atkMod += 0.05>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.15>> - <<elseif $chosenTactic == "Defense In Depth">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Blitzkrieg">> - <<set _atkMod += 0.10>> - <<set _defMod -= 0.05>> - <<set _tacChance += 0.05>> - <<elseif $chosenTactic == "Human Wave">> - <<set _atkMod += 0.10>> - <<set _defMod -= 0.10>> - <</if>> - <<elseif $battleTerrain == "mountains">> - <<if $chosenTactic == "Bait and Bleed">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Guerrilla">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Choke Points">> - <<set _atkMod += 0.05>> - <<set _defMod += 0.20>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Interior Lines">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.20>> - <<elseif $chosenTactic == "Pincer Maneuver">> - <<set _atkMod += 0.10>> - <<set _defMod -= 0.05>> - <<set _tacChance += 0.05>> - <<elseif $chosenTactic == "Defense In Depth">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.20>> - <<elseif $chosenTactic == "Blitzkrieg">> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.20>> - <<elseif $chosenTactic == "Human Wave">> - <<set _atkMod -= 0.10>> - <<set _defMod -= 0.10>> - <<set _tacChance -= 0.20>> - <</if>> - <<elseif $battleTerrain == "wasteland">> - <<if $chosenTactic == "Bait and Bleed">> - <<set _atkMod += 0.05>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.10>> - <<elseif $chosenTactic == "Guerrilla">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.15>> - <<elseif $chosenTactic == "Choke Points">> - <<set _atkMod -= 0.10>> - <<set _defMod += 0.05>> - <<set _tacChance -= 0.05>> - <<elseif $chosenTactic == "Interior Lines">> - <<set _atkMod += 0.10>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Pincer Maneuver">> - <<set _atkMod += 0.15>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.25>> - <<elseif $chosenTactic == "Defense In Depth">> - <<set _atkMod += 0.05>> - <<set _defMod += 0.10>> - <<set _tacChance += 0.15>> - <<elseif $chosenTactic == "Blitzkrieg">> - <<set _atkMod += 0.15>> - <<set _defMod += 0.15>> - <<set _tacChance += 0.30>> - <<elseif $chosenTactic == "Human Wave">> - <<set _atkMod += 0.20>> - <<set _defMod += 0.05>> - <<set _tacChance += 0.25>> - <</if>> + <<set _SFMod += 0.10>> + <<else>> + <<set _mercMod -= 0.10>> + <<set _SFMod -= 0.10>> + <</if>> + <<set _atkMod += either(-1,1) * random(10) * 0.1>> + <<set _defMod += either(-1,1) * random(10) * 0.1>> + <<set _tacChance += either(-1,1) * random(20) * 0.1>> +<<elseif $leadingTroops == "mercenary">> + <<set _mercMod += 0.10>> + <<set _SFMod += 0.10>> + <<if $arcologies[0].FSRomanRevivalist != "unset">> + <<set _militiaMod += 0.10>> + <<else>> + <<set _militiaMod -= 0.10>> + <</if>> + <<if $arcologies[0].FSDegradationist != "unset">> + <<set _slaveMod -= 0.35>> + <</if>> + <<set _atkMod += random(15) * 0.1>> + <<set _defMod += random(15) * 0.1>> + <<set _tacChance += random(30) * 0.1>> +<<elseif $leadingTroops == "colonel">> + <<set _mercMod += 0.10>> + <<set _SFMod += 0.15>> + <<if $arcologies[0].FSRomanRevivalist != "unset">> + <<set _militiaMod += 0.10>> + <<else>> + <<set _militiaMod -= 0.10>> + <</if>> + <<if $arcologies[0].FSDegradationist != "unset">> + <<set _slaveMod -= 0.35>> <</if>> - + <<set _atkMod += random(30) * 0.1>> + <<set _defMod += random(30) * 0.1>> + <<set _tacChance += random(40) * 0.1>> +<</if>> +/* Terrain and Tactics */ +<<if $battleTerrain == "urban">> <<if $chosenTactic == "Bait and Bleed">> - <<if $attackType == "raiders">> - <<set _tacChance -= 0.10>> - <<elseif $attackType == "free city">> - <<set _tacChance += 0.10>> - <<elseif $attackType == "old world">> - <<set _tacChance += 0.25>> - <<elseif $attackType == "freedom fighters">> - <<set _tacChance -= 0.15>> - <</if>> + <<set _atkMod += 0.15>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.25>> <<elseif $chosenTactic == "Guerrilla">> - <<if $attackType == "raiders">> - <<set _tacChance -= 0.20>> - <<elseif $attackType == "free city">> - <<set _tacChance += 0.15>> - <<elseif $attackType == "old world">> - <<set _tacChance += 0.25>> - <<elseif $attackType == "freedom fighters">> - <<set _tacChance -= 0.25>> - <</if>> + <<set _atkMod += 0.10>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.25>> <<elseif $chosenTactic == "Choke Points">> - <<if $attackType == "raiders">> - <<set _tacChance += 0.25>> - <<elseif $attackType == "free city">> - <<set _tacChance -= 0.05>> - <<elseif $attackType == "old world">> - <<set _tacChance -= 0.10>> - <<elseif $attackType == "freedom fighters">> - <<set _tacChance += 0.05>> - <</if>> + <<set _atkMod += 0.10>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.25>> <<elseif $chosenTactic == "Interior Lines">> - <<if $attackType == "raiders">> - <<set _tacChance -= 0.15>> - <<elseif $attackType == "free city">> - <<set _tacChance += 0.15>> - <<elseif $attackType == "old world">> - <<set _tacChance += 0.20>> - <<elseif $attackType == "freedom fighters">> - <<set _tacChance -= 0.10>> - <</if>> + <<set _atkMod += 0.05>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.15>> <<elseif $chosenTactic == "Pincer Maneuver">> - <<if $attackType == "raiders">> - <<set _tacChance += 0.15>> - <<elseif $attackType == "free city">> - <<set _tacChance += 0.10>> - <<elseif $attackType == "old world">> - <<set _tacChance -= 0.10>> - <<elseif $attackType == "freedom fighters">> - <<set _tacChance += 0.15>> - <</if>> + <<set _atkMod -= 0.05>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.15>> <<elseif $chosenTactic == "Defense In Depth">> - <<if $attackType == "raiders">> - <<set _tacChance -= 0.20>> - <<elseif $attackType == "free city">> - <<set _tacChance += 0.10>> - <<elseif $attackType == "old world">> - <<set _tacChance += 0.20>> - <<elseif $attackType == "freedom fighters">> - <<set _tacChance -= 0.05>> - <</if>> + <<set _atkMod -= 0.05>> + <<set _defMod -= 0.05>> + <<set _tacChance -= 0.10>> <<elseif $chosenTactic == "Blitzkrieg">> - <<if $attackType == "raiders">> - <<set _tacChance += 0.10>> - <<elseif $attackType == "free city">> - <<set _tacChance -= 0.20>> - <<elseif $attackType == "old world">> - <<set _tacChance += 0.25>> - <<elseif $attackType == "freedom fighters">> - <<set _tacChance -= 0.10>> - <</if>> + <<set _atkMod -= 0.15>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.25>> <<elseif $chosenTactic == "Human Wave">> - <<if $attackType == "raiders">> - <<set _tacChance -= 0.10>> - <<elseif $attackType == "free city">> - <<set _tacChance += 0.10>> - <<elseif $attackType == "old world">> - <<set _tacChance -= 0.15>> - <<elseif $attackType == "freedom fighters">> - <<set _tacChance += 0.10>> - <</if>> + <<set _atkMod -= 0.15>> + <<set _defMod -= 0.15>> + <<set _tacChance -= 0.30>> <</if>> - - /* Calculates if tactics are successful */ - /* minimum chance is 10% */ - <<if _tacChance <= 0>> - <<set _tacChance = 0.1>> - <</if>> - <<if random(1,100) <= _tacChance * 100>> - <<set _enemyMod -= 0.30>> - <<set _militiaMod += 0.20>> - <<set _slaveMod += 0.20>> - <<set _mercMod += 0.20>> +<<elseif $battleTerrain == "rural">> + <<if $chosenTactic == "Bait and Bleed">> + <<set _atkMod -= 0.05>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.15>> + <<elseif $chosenTactic == "Guerrilla">> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.20>> + <<elseif $chosenTactic == "Choke Points">> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.15>> + <<set _tacChance -= 0.25>> + <<elseif $chosenTactic == "Interior Lines">> <<set _atkMod += 0.10>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Pincer Maneuver">> + <<set _atkMod += 0.15>> <<set _defMod += 0.10>> - <<set $tacticsSuccessful = 1>> - <<else>> - <<set _enemyMod += 0.20>> - <<set _militiaMod -= 0.20>> - <<set _slaveMod -= 0.20>> - <<set _mercMod -= 0.20>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Defense In Depth">> + <<set _atkMod += 0.15>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.30>> + <<elseif $chosenTactic == "Blitzkrieg">> + <<set _atkMod += 0.15>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Human Wave">> + <<set _atkMod += 0.20>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.25>> + <</if>> +<<elseif $battleTerrain == "hills">> + <<if $chosenTactic == "Bait and Bleed">> + <<set _atkMod += 0.05>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.10>> + <<elseif $chosenTactic == "Guerrilla">> + <<set _atkMod += 0.05>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.15>> + <<elseif $chosenTactic == "Choke Points">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.20>> + <<elseif $chosenTactic == "Interior Lines">> + <<set _atkMod -= 0.05>> + <<set _defMod -= 0.05>> + <<set _tacChance -= 0.10>> + <<elseif $chosenTactic == "Pincer Maneuver">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.15>> + <<elseif $chosenTactic == "Defense In Depth">> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.05>> + <<set _tacChance -= 0.15>> + <<elseif $chosenTactic == "Blitzkrieg">> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.15>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Human Wave">> + <<set _atkMod -= 0.15>> + <<set _defMod -= 0.15>> + <<set _tacChance -= 0.30>> + <</if>> +<<elseif $battleTerrain == "coast">> + <<if $chosenTactic == "Bait and Bleed">> + <<set _atkMod -= 0.05>> + <<set _defMod -= 0.05>> + <<set _tacChance -= 0.10>> + <<elseif $chosenTactic == "Guerrilla">> + <<set _atkMod += 0.05>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.10>> + <<elseif $chosenTactic == "Choke Points">> + <<set _atkMod += 0.05>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.15>> + <<elseif $chosenTactic == "Interior Lines">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.20>> + <<elseif $chosenTactic == "Pincer Maneuver">> <<set _atkMod -= 0.10>> <<set _defMod -= 0.10>> - <<set $tacticsSuccessful = 0>> - <</if>> - - /* enemy morale mods */ - <<if $week < 30>> - <<set _enemyMod += 0.15>> - <<elseif $week < 60>> - <<set _enemyMod += 0.30>> - <<elseif $week < 90>> - <<set _enemyMod += 0.45>> - <<elseif $week < 120>> - <<set _enemyMod += 0.60>> - <<else>> - <<set _enemyMod += 0.75>> - <</if>> - - /* calculates PC army stats */ - <<if $secBots.isDeployed == 1>> - <<set _attack += ($secBotsBaseAttack + $secBotsBaseAttack * $secBots.equip * $equipMod) * _atkMod>> - <<set _defense += ($secBotsBaseDefense + $secBotsBaseDefense * $secBots.equip * $equipMod) * _defMod>> - <<set _hp += $secBotsBaseHp * $secBots.troops>> - <</if>> - <<for _i = 0; _i < $militiaUnits.length; _i++>> - <<if $militiaUnits[_i].isDeployed == 1>> - <<if $militiaUnits[_i].training <= 10>> - <<set _expBonus = 0>> - <<elseif $militiaUnits[_i].training <= 33>> - <<set _expBonus = 0.10>> - <<elseif $militiaUnits[_i].training <= 66>> - <<set _expBonus = 0.25>> - <<else>> - <<set _expBonus = 0.50>> - <</if>> - <<if $militiaUnits[_i].loyalty <= 10>> - <<set _loyaltyBonus = 0>> - <<elseif $militiaUnits[_i].loyalty <= 33>> - <<set _loyaltyBonus = 0.10>> - <<elseif $militiaUnits[_i].loyalty <= 66>> - <<set _loyaltyBonus = 0.20>> - <<else>> - <<set _loyaltyBonus = 0.30>> - <</if>> - <<set _attack += ($militiaBaseAttack + $militiaBaseAttack * $militiaUnits[_i].equip * $equipMod + $militiaBaseAttack * _expBonus + $militiaBaseAttack * _loyaltyBonus + $militiaBaseAttack * $militiaUnits[_i].SF * 0.20 + $militiaUnits[_i].cyber) * _atkMod>> - <<set _defense += ($militiaBaseDefense + $militiaBaseDefense * $militiaUnits[_i].equip * $equipMod + $militiaBaseDefense * _expBonus + $militiaBaseDefense * _loyaltyBonus + $militiaBaseDefense * $militiaUnits[_i].SF * 0.20 + $militiaUnits[_i].cyber) * _defMod>> - <<set _hp += ($militiaBaseHp + $militiaUnits[_i].cyber + $militiaBaseHp * $militiaUnits[_i].medics * 0.25) * $militiaUnits[_i].troops>> - <</if>> - <</for>> - <<for _i = 0; _i < $slaveUnits.length; _i++>> - <<if $slaveUnits[_i].isDeployed == 1>> - <<if $slaveUnits[_i].training <= 33>> - <<set _expBonus = 0>> - <<elseif $slaveUnits[_i].training <= 66>> - <<set _expBonus = 0.25>> - <<else>> - <<set _expBonus = 0.50>> - <</if>> - <<if $slaveUnits[_i].loyalty <= 10>> - <<set _loyaltyBonus = 0>> - <<elseif $slaveUnits[_i].loyalty <= 33>> - <<set _loyaltyBonus = 0.10>> - <<elseif $slaveUnits[_i].loyalty <= 66>> - <<set _loyaltyBonus = 0.20>> - <<else>> - <<set _loyaltyBonus = 0.30>> - <</if>> - <<set _attack += ($slaveBaseAttack + $slaveBaseAttack * $slaveUnits[_i].equip * $equipMod + $slaveBaseAttack * _expBonus + $slaveBaseAttack * _loyaltyBonus + $slaveBaseAttack * $slaveUnits[_i].SF * 0.20 + $slaveUnits[_i].cyber) * _atkMod>> - <<set _defense += ($slaveBaseDefense + $slaveBaseDefense * $slaveUnits[_i].equip * $equipMod + $slaveBaseDefense * _expBonus + $slaveBaseDefense * _loyaltyBonus + $slaveBaseDefense * $slaveUnits[_i].SF * 0.20 + $slaveUnits[_i].cyber) * _defMod>> - <<set _hp += ($slaveBaseHp + $slaveUnits[_i].cyber + $slaveBaseHp * $slaveUnits[_i].medics * 0.25) * $slaveUnits[_i].troops>> - <</if>> - <</for>> - <<for _i = 0; _i < $mercUnits.length; _i++>> - <<if $mercUnits[_i].isDeployed == 1>> - <<if $mercUnits[_i].training <= 33>> - <<set _expBonus = 0>> - <<elseif $mercUnits[_i].training <= 66>> - <<set _expBonus = 0.25>> - <<else>> - <<set _expBonus = 0.50>> - <</if>> - <<if $mercUnits[_i].loyalty <= 10>> - <<set _loyaltyBonus = 0>> - <<elseif $mercUnits[_i].loyalty <= 33>> - <<set _loyaltyBonus = 0.10>> - <<elseif $mercUnits[_i].loyalty <= 66>> - <<set _loyaltyBonus = 0.20>> - <<else>> - <<set _loyaltyBonus = 0.30>> - <</if>> - <<set _attack += ($mercBaseAttack + $mercBaseAttack * $mercUnits[_i].equip * $equipMod + $mercBaseAttack * _expBonus + $mercBaseAttack * _loyaltyBonus + $mercBaseAttack * $mercUnits[_i].SF * 0.20 + $mercUnits[_i].cyber) * _atkMod>> - <<set _defense += ($mercBaseDefense + $mercBaseDefense * $mercUnits[_i].equip * $equipMod + $mercBaseDefense * _expBonus + $mercBaseDefense * _loyaltyBonus + $mercBaseDefense * $mercUnits[_i].SF * 0.20 + $mercUnits[_i].cyber) * _defMod>> - <<set _hp += ($mercBaseHp + $mercUnits[_i].cyber + $mercBaseHp * $mercUnits[_i].medics * 0.25) * $mercUnits[_i].troops>> - <</if>> - <</for>> - - <<if $SF.Toggle && $SF.Active >= 1 && $SFIntervention>> - <<set $SFatk = 0>> - <<set $SFdef = 0>> - <<set $SFhp = 0>> - <<calcSFStatistics>> - <<set _attack += $SFatk>> - <<set _defense += $SFdef>> - <<set _hp += $SFhp>> - <</if>> - - /* morale and baseHp calculation */ - /* minimum modifier is -50%, maximum is +50% */ - <<if _militiaMod < 0.5>> - <<set _militiaMod = 0.5>> - <<elseif _militiaMod > 1.5>> - <<set _militiaMod = 1.5>> - <</if>> - <<if _slaveMod < 0.5>> - <<set _slaveMod = 0.5>> - <<elseif _slaveMod > 1.5>> - <<set _slaveMod = 1.5>> - <</if>> - <<if _mercMod < 0.5>> - <<set _mercMod = 0.5>> - <<elseif _mercMod > 1.5>> - <<set _mercMod = 1.5>> - <</if>> - <<if _SFMod < 0.5>> - <<set _SFMod = 0.5>> - <<elseif _SFMod > 1.5>> - <<set _SFMod = 1.5>> - <</if>> - - <<set $troopCount = 0>> - <<calcTroopCount>> - <<set _moraleTroopMod = Math.clamp($troopCount / 100,1,5)>> - - <<set _morale = ($secBotsMorale * $deployingBots + $militiaBaseMorale * _militiaMod * $deployingMilitia + $slaveBaseMorale * _slaveMod * $deployingSlaves + $mercBaseMorale * _mercMod * $deployingMercs + $SFBaseMorale * $SFIntervention * _SFMod) / ($deployingBots + $deployingMilitia +$deployingSlaves + $deployingMercs + $SFIntervention)>> - <<set _morale = _morale + _morale * $secBarracksUpgrades.luxury * 0.05>> /* barracks bonus */ - <<set _morale *= _moraleTroopMod>> - <<set _baseHp = ($secBotsBaseHp * $deployingBots + $militiaBaseHp * $deployingMilitia + $slaveBaseHp * $deployingSlaves + $mercBaseHp * $deployingMercs + $SFBaseHp * $SFIntervention) / ($deployingBots + $deployingMilitia +$deployingSlaves + $deployingMercs + $SFIntervention)>> - - /* calculates enemy army stats */ - <<if $week <= 30>> - <<set _armyMod = $attackTroops / 80>> - <<elseif $week <= 60>> - <<set _armyMod = $attackTroops / 75>> - <<elseif $week <= 90>> - <<set _armyMod = $attackTroops / 70>> - <<elseif $week <= 120>> - <<set _armyMod = $attackTroops / 65>> - <<else>> - <<set _armyMod = $attackTroops / 60>> + <<set _tacChance -= 0.20>> + <<elseif $chosenTactic == "Defense In Depth">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.20>> + <<elseif $chosenTactic == "Blitzkrieg">> + <<set _atkMod -= 0.05>> + <<set _defMod -= 0.05>> + <<set _tacChance -= 0.10>> + <<elseif $chosenTactic == "Human Wave">> + <<set _atkMod += 0.05>> + <<set _defMod -= 0.05>> <</if>> - <<set _armyMod = Math.trunc(_armyMod)>> - <<if $majorBattle == 1>> - <<set _armyMod *= 2>> +<<elseif $battleTerrain == "outskirts">> + <<if $chosenTactic == "Bait and Bleed">> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.15>> + <<set _tacChance -= 0.25>> + <<elseif $chosenTactic == "Guerrilla">> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.05>> + <<set _tacChance -= 0.15>> + <<elseif $chosenTactic == "Choke Points">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Interior Lines">> + <<set _atkMod += 0.15>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Pincer Maneuver">> + <<set _atkMod += 0.05>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.15>> + <<elseif $chosenTactic == "Defense In Depth">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Blitzkrieg">> + <<set _atkMod += 0.10>> + <<set _defMod -= 0.05>> + <<set _tacChance += 0.05>> + <<elseif $chosenTactic == "Human Wave">> + <<set _atkMod += 0.10>> + <<set _defMod -= 0.10>> <</if>> - <<if _armyMod <= 0>> - <<set _armyMod = 1>> +<<elseif $battleTerrain == "mountains">> + <<if $chosenTactic == "Bait and Bleed">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Guerrilla">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Choke Points">> + <<set _atkMod += 0.05>> + <<set _defMod += 0.20>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Interior Lines">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.20>> + <<elseif $chosenTactic == "Pincer Maneuver">> + <<set _atkMod += 0.10>> + <<set _defMod -= 0.05>> + <<set _tacChance += 0.05>> + <<elseif $chosenTactic == "Defense In Depth">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.20>> + <<elseif $chosenTactic == "Blitzkrieg">> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.20>> + <<elseif $chosenTactic == "Human Wave">> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.10>> + <<set _tacChance -= 0.20>> <</if>> - - <<set _enemyMoraleTroopMod = Math.clamp($attackTroops / 100,1,5)>> - +<<elseif $battleTerrain == "wasteland">> + <<if $chosenTactic == "Bait and Bleed">> + <<set _atkMod += 0.05>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.10>> + <<elseif $chosenTactic == "Guerrilla">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.15>> + <<elseif $chosenTactic == "Choke Points">> + <<set _atkMod -= 0.10>> + <<set _defMod += 0.05>> + <<set _tacChance -= 0.05>> + <<elseif $chosenTactic == "Interior Lines">> + <<set _atkMod += 0.10>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Pincer Maneuver">> + <<set _atkMod += 0.15>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.25>> + <<elseif $chosenTactic == "Defense In Depth">> + <<set _atkMod += 0.05>> + <<set _defMod += 0.10>> + <<set _tacChance += 0.15>> + <<elseif $chosenTactic == "Blitzkrieg">> + <<set _atkMod += 0.15>> + <<set _defMod += 0.15>> + <<set _tacChance += 0.30>> + <<elseif $chosenTactic == "Human Wave">> + <<set _atkMod += 0.20>> + <<set _defMod += 0.05>> + <<set _tacChance += 0.25>> + <</if>> +<</if>> + +<<if $chosenTactic == "Bait and Bleed">> <<if $attackType == "raiders">> - <<set _enemyAttack = ($raBaseAttack + $weapManu * $sellTo.raiders + $raBaseAttack * $attackEquip * $equipMod) * _armyMod>> - <<set _enemyDefense = ($raBaseDefense + $weapManu * $sellTo.raiders + $raBaseDefense * $attackEquip * $equipMod) * _armyMod>> - <<set _enemyMorale = $raBaseMorale * _enemyMod * _enemyMoraleTroopMod>> - <<set _enemyHp = $raBaseHp * $attackTroops>> - <<set _enemyBaseHp = $raBaseHp>> + <<set _tacChance -= 0.10>> <<elseif $attackType == "free city">> - <<set _enemyAttack = ($fcBaseAttack + $weapManu * $sellTo.FC + $fcBaseAttack * $attackEquip * $equipMod) * _armyMod>> - <<set _enemyDefense = ($fcBaseDefense + $weapManu * $sellTo.FC + $fcBaseDefense * $attackEquip * $equipMod) * _armyMod>> - <<set _enemyMorale = $fcBaseMorale * _enemyMod * _enemyMoraleTroopMod>> - <<set _enemyHp = $fcBaseHp * $attackTroops>> - <<set _enemyBaseHp = $fcBaseHp>> + <<set _tacChance += 0.10>> <<elseif $attackType == "old world">> - <<set _enemyAttack = ($owBaseAttack + $weapManu * $sellTo.oldWorld + $owBaseAttack * $attackEquip * $equipMod) * _armyMod>> - <<set _enemyDefense = ($owBaseDefense + $weapManu * $sellTo.oldWorld + $owBaseDefense * $attackEquip * $equipMod) * _armyMod>> - <<set _enemyMorale = $owBaseMorale * _enemyMod * _enemyMoraleTroopMod>> - <<set _enemyHp = $owBaseHp * $attackTroops>> - <<set _enemyBaseHp = $owBaseHp>> + <<set _tacChance += 0.25>> <<elseif $attackType == "freedom fighters">> - <<set _enemyAttack = ($ffBaseAttack + $weapManu * $sellTo.oldWorld + $ffBaseAttack * $attackEquip * $equipMod) * _armyMod>> - <<set _enemyDefense = ($ffBaseDefense + $weapManu * $sellTo.oldWorld + $ffBaseDefense * $attackEquip * $equipMod) * _armyMod>> - <<set _enemyMorale = $ffBaseMorale * _enemyMod * _enemyMoraleTroopMod>> - <<set _enemyHp = $ffBaseHp * $attackTroops>> - <<set _enemyBaseHp = $ffBaseHp>> + <<set _tacChance -= 0.15>> <</if>> - - /* difficulty */ - <<set _enemyAttack *= $difficulty>> - <<set _enemyDefense *= $difficulty>> - <<set _enemyMorale *= $difficulty>> - <<set _enemyHp *= $difficulty>> - <<set _enemyBaseHp *= $difficulty>> - - <<if isNaN(_attack)>> - <br>@@.red;Error: attack value reported NaN@@ +<<elseif $chosenTactic == "Guerrilla">> + <<if $attackType == "raiders">> + <<set _tacChance -= 0.20>> + <<elseif $attackType == "free city">> + <<set _tacChance += 0.15>> + <<elseif $attackType == "old world">> + <<set _tacChance += 0.25>> + <<elseif $attackType == "freedom fighters">> + <<set _tacChance -= 0.25>> <</if>> - <<if isNaN(_defense)>> - <br>@@.red;Error: defense value reported NaN@@ +<<elseif $chosenTactic == "Choke Points">> + <<if $attackType == "raiders">> + <<set _tacChance += 0.25>> + <<elseif $attackType == "free city">> + <<set _tacChance -= 0.05>> + <<elseif $attackType == "old world">> + <<set _tacChance -= 0.10>> + <<elseif $attackType == "freedom fighters">> + <<set _tacChance += 0.05>> <</if>> - <<if isNaN(_hp)>> - <br>@@.red;Error: hp value reported NaN@@ +<<elseif $chosenTactic == "Interior Lines">> + <<if $attackType == "raiders">> + <<set _tacChance -= 0.15>> + <<elseif $attackType == "free city">> + <<set _tacChance += 0.15>> + <<elseif $attackType == "old world">> + <<set _tacChance += 0.20>> + <<elseif $attackType == "freedom fighters">> + <<set _tacChance -= 0.10>> <</if>> - <<if isNaN(_morale)>> - <br>@@.red;Error: morale value reported NaN@@ +<<elseif $chosenTactic == "Pincer Maneuver">> + <<if $attackType == "raiders">> + <<set _tacChance += 0.15>> + <<elseif $attackType == "free city">> + <<set _tacChance += 0.10>> + <<elseif $attackType == "old world">> + <<set _tacChance -= 0.10>> + <<elseif $attackType == "freedom fighters">> + <<set _tacChance += 0.15>> <</if>> - <<if isNaN(_enemyAttack)>> - <br>@@.red;Error: enemy attack value reported NaN@@ +<<elseif $chosenTactic == "Defense In Depth">> + <<if $attackType == "raiders">> + <<set _tacChance -= 0.20>> + <<elseif $attackType == "free city">> + <<set _tacChance += 0.10>> + <<elseif $attackType == "old world">> + <<set _tacChance += 0.20>> + <<elseif $attackType == "freedom fighters">> + <<set _tacChance -= 0.05>> <</if>> - <<if isNaN(_enemyDefense)>> - <br>@@.red;Error: enemy defense value reported NaN@@ +<<elseif $chosenTactic == "Blitzkrieg">> + <<if $attackType == "raiders">> + <<set _tacChance += 0.10>> + <<elseif $attackType == "free city">> + <<set _tacChance -= 0.20>> + <<elseif $attackType == "old world">> + <<set _tacChance += 0.25>> + <<elseif $attackType == "freedom fighters">> + <<set _tacChance -= 0.10>> <</if>> - <<if isNaN(_enemyHp)>> - <br>@@.red;Error: enemy hp value reported NaN@@ +<<elseif $chosenTactic == "Human Wave">> + <<if $attackType == "raiders">> + <<set _tacChance -= 0.10>> + <<elseif $attackType == "free city">> + <<set _tacChance += 0.10>> + <<elseif $attackType == "old world">> + <<set _tacChance -= 0.15>> + <<elseif $attackType == "freedom fighters">> + <<set _tacChance += 0.10>> <</if>> - <<if isNaN(_enemyMorale)>> - <br>@@.red;Error: enemy morale value reported NaN@@ +<</if>> + +/* Calculates if tactics are successful */ +/* minimum chance is 10% */ +<<if _tacChance <= 0>> + <<set _tacChance = 0.1>> +<</if>> +<<if random(1,100) <= _tacChance * 100>> + <<set _enemyMod -= 0.30>> + <<set _militiaMod += 0.20>> + <<set _slaveMod += 0.20>> + <<set _mercMod += 0.20>> + <<set _atkMod += 0.10>> + <<set _defMod += 0.10>> + <<set $tacticsSuccessful = 1>> +<<else>> + <<set _enemyMod += 0.20>> + <<set _militiaMod -= 0.20>> + <<set _slaveMod -= 0.20>> + <<set _mercMod -= 0.20>> + <<set _atkMod -= 0.10>> + <<set _defMod -= 0.10>> + <<set $tacticsSuccessful = 0>> +<</if>> + +/* enemy morale mods */ +<<if $week < 30>> + <<set _enemyMod += 0.15>> +<<elseif $week < 60>> + <<set _enemyMod += 0.30>> +<<elseif $week < 90>> + <<set _enemyMod += 0.45>> +<<elseif $week < 120>> + <<set _enemyMod += 0.60>> +<<else>> + <<set _enemyMod += 0.75>> +<</if>> + +/* calculates PC army stats */ +<<if $secBots.isDeployed == 1>> + <<set _attack += ($secBotsBaseAttack + $secBotsBaseAttack * $secBots.equip * $equipMod) * _atkMod>> + <<set _defense += ($secBotsBaseDefense + $secBotsBaseDefense * $secBots.equip * $equipMod) * _defMod>> + <<set _hp += $secBotsBaseHp * $secBots.troops>> +<</if>> +<<for _i = 0; _i < $militiaUnits.length; _i++>> + <<if $militiaUnits[_i].isDeployed == 1>> + <<if $militiaUnits[_i].training <= 10>> + <<set _expBonus = 0>> + <<elseif $militiaUnits[_i].training <= 33>> + <<set _expBonus = 0.10>> + <<elseif $militiaUnits[_i].training <= 66>> + <<set _expBonus = 0.25>> + <<else>> + <<set _expBonus = 0.50>> + <</if>> + <<if $militiaUnits[_i].loyalty <= 10>> + <<set _loyaltyBonus = 0>> + <<elseif $militiaUnits[_i].loyalty <= 33>> + <<set _loyaltyBonus = 0.10>> + <<elseif $militiaUnits[_i].loyalty <= 66>> + <<set _loyaltyBonus = 0.20>> + <<else>> + <<set _loyaltyBonus = 0.30>> + <</if>> + <<set _attack += ($militiaBaseAttack + $militiaBaseAttack * $militiaUnits[_i].equip * $equipMod + $militiaBaseAttack * _expBonus + $militiaBaseAttack * _loyaltyBonus + $militiaBaseAttack * $militiaUnits[_i].SF * 0.20 + $militiaUnits[_i].cyber) * _atkMod>> + <<set _defense += ($militiaBaseDefense + $militiaBaseDefense * $militiaUnits[_i].equip * $equipMod + $militiaBaseDefense * _expBonus + $militiaBaseDefense * _loyaltyBonus + $militiaBaseDefense * $militiaUnits[_i].SF * 0.20 + $militiaUnits[_i].cyber) * _defMod>> + <<set _hp += ($militiaBaseHp + $militiaUnits[_i].cyber + $militiaBaseHp * $militiaUnits[_i].medics * 0.25) * $militiaUnits[_i].troops>> + <</if>> +<</for>> +<<for _i = 0; _i < $slaveUnits.length; _i++>> + <<if $slaveUnits[_i].isDeployed == 1>> + <<if $slaveUnits[_i].training <= 33>> + <<set _expBonus = 0>> + <<elseif $slaveUnits[_i].training <= 66>> + <<set _expBonus = 0.25>> + <<else>> + <<set _expBonus = 0.50>> + <</if>> + <<if $slaveUnits[_i].loyalty <= 10>> + <<set _loyaltyBonus = 0>> + <<elseif $slaveUnits[_i].loyalty <= 33>> + <<set _loyaltyBonus = 0.10>> + <<elseif $slaveUnits[_i].loyalty <= 66>> + <<set _loyaltyBonus = 0.20>> + <<else>> + <<set _loyaltyBonus = 0.30>> + <</if>> + <<set _attack += ($slaveBaseAttack + $slaveBaseAttack * $slaveUnits[_i].equip * $equipMod + $slaveBaseAttack * _expBonus + $slaveBaseAttack * _loyaltyBonus + $slaveBaseAttack * $slaveUnits[_i].SF * 0.20 + $slaveUnits[_i].cyber) * _atkMod>> + <<set _defense += ($slaveBaseDefense + $slaveBaseDefense * $slaveUnits[_i].equip * $equipMod + $slaveBaseDefense * _expBonus + $slaveBaseDefense * _loyaltyBonus + $slaveBaseDefense * $slaveUnits[_i].SF * 0.20 + $slaveUnits[_i].cyber) * _defMod>> + <<set _hp += ($slaveBaseHp + $slaveUnits[_i].cyber + $slaveBaseHp * $slaveUnits[_i].medics * 0.25) * $slaveUnits[_i].troops>> + <</if>> +<</for>> +<<for _i = 0; _i < $mercUnits.length; _i++>> + <<if $mercUnits[_i].isDeployed == 1>> + <<if $mercUnits[_i].training <= 33>> + <<set _expBonus = 0>> + <<elseif $mercUnits[_i].training <= 66>> + <<set _expBonus = 0.25>> + <<else>> + <<set _expBonus = 0.50>> + <</if>> + <<if $mercUnits[_i].loyalty <= 10>> + <<set _loyaltyBonus = 0>> + <<elseif $mercUnits[_i].loyalty <= 33>> + <<set _loyaltyBonus = 0.10>> + <<elseif $mercUnits[_i].loyalty <= 66>> + <<set _loyaltyBonus = 0.20>> + <<else>> + <<set _loyaltyBonus = 0.30>> + <</if>> + <<set _attack += ($mercBaseAttack + $mercBaseAttack * $mercUnits[_i].equip * $equipMod + $mercBaseAttack * _expBonus + $mercBaseAttack * _loyaltyBonus + $mercBaseAttack * $mercUnits[_i].SF * 0.20 + $mercUnits[_i].cyber) * _atkMod>> + <<set _defense += ($mercBaseDefense + $mercBaseDefense * $mercUnits[_i].equip * $equipMod + $mercBaseDefense * _expBonus + $mercBaseDefense * _loyaltyBonus + $mercBaseDefense * $mercUnits[_i].SF * 0.20 + $mercUnits[_i].cyber) * _defMod>> + <<set _hp += ($mercBaseHp + $mercUnits[_i].cyber + $mercBaseHp * $mercUnits[_i].medics * 0.25) * $mercUnits[_i].troops>> <</if>> -<<<<<<< HEAD <</for>> <<if $SF.Toggle && $SF.Active >= 1 && $SFIntervention>> @@ -1131,7 +1007,7 @@ <<set _moraleTroopMod = Math.clamp($troopCount / 100,1,5)>> <<set _morale = ($secBotsMorale * $deployingBots + $militiaBaseMorale * _militiaMod * $deployingMilitia + $slaveBaseMorale * _slaveMod * $deployingSlaves + $mercBaseMorale * _mercMod * $deployingMercs + $SFBaseMorale * $SFIntervention * _SFMod) / ($deployingBots + $deployingMilitia +$deployingSlaves + $deployingMercs + $SFIntervention)>> -<<set _morale = _morale + _morale * $secBarracksUpgrades.luxury * 0.05>> /* barracks bonus */ +<<set _morale = _morale + _morale * $secBarracksUpgrades.luxury * 0.05>> /* barracks bonus */ <<set _morale *= _moraleTroopMod>> <<set _baseHp = ($secBotsBaseHp * $deployingBots + $militiaBaseHp * $deployingMilitia + $slaveBaseHp * $deployingSlaves + $mercBaseHp * $deployingMercs + $SFBaseHp * $SFIntervention) / ($deployingBots + $deployingMilitia +$deployingSlaves + $deployingMercs + $SFIntervention)>> @@ -1293,164 +1169,84 @@ __Enemy__: <<if $showBattleStatistics == 1>> turn: <<print _i + 1>><</if>> /* player army attacks */ <<set _damage = Math.clamp(_attack - _enemyDefense,_attack * 0.1,_attack)>> -======= - - <<if $showBattleStatistics == 1>> - <<set _atkMod -= 1, _defMod -= 1, _militiaMod -= 1, _mercMod -= 1, _slaveMod -= 1, _SFMod -= 1, _enemyMod -= 1, _moraleTroopMod -= 1, _enemyMoraleTroopMod -= 1, _difficulty = $difficulty -1>> - <<set _atkMod = Math.round(_atkMod * 100)>> - <<set _defMod = Math.round(_defMod * 100)>> - <<set _militiaMod = Math.round(_militiaMod * 100)>> - <<set _mercMod = Math.round(_mercMod * 100)>> - <<set _slaveMod = Math.round(_slaveMod * 100)>> - <<set _SFMod = Math.round(_SFMod * 100)>> - <<set _enemyMod = Math.round(_enemyMod * 100)>> - <<set _barracksBonus = $secBarracksUpgrades.luxury * 5>> - <<set _moraleTroopMod = Math.round(_moraleTroopMod * 100)>> - <<set _enemyMoraleTroopMod = Math.round(_enemyMoraleTroopMod * 100)>> - <<set _difficulty *= 100>> - - __Difficulty__: ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <br> - <<if $difficulty == 0.5>> - Very easy - <<elseif $difficulty == 0.75>> - Easy - <<elseif $difficulty == 1>> - Normal - <<elseif $difficulty == 1.25>> - Hard - <<else>> - Very hard - <</if>> + <<if $showBattleStatistics == 1>> player damage: <<print commaNum(Math.round(_damage))>><</if>> + <<set _enemyHp -= _damage>> <br> + <<if $showBattleStatistics == 1>> remaining enemy Hp: <<print commaNum(Math.round(_enemyHp))>><</if>> + <<set $enemyLosses += _damage / _enemyBaseHp>> + <<set _moraleDamage = Math.clamp(_damage / 2 + _damage / _enemyBaseHp,0,_damage*1.5)>> + <<set _enemyMorale -= _moraleDamage>> <br> - __Army__: - <br>troops: <<print commaNum(Math.round($troopCount))>> - <br>attack: <<print commaNum(Math.round(_attack))>> - <br>defense: <<print commaNum(Math.round(_defense))>> - <br>hp: <<print commaNum(Math.round(_hp))>> - <br>morale: <<print commaNum(Math.round(_morale))>> - <br>attack modifier: <<if _atkMod > 0>>+<</if>>_atkMod% - <br>defense modifier: <<if _defMod > 0>>+<</if>>_defMod% - <br>average base HP: <<print commaNum(Math.round(_baseHp))>> - <br>militia morale modifier: <<if _militiaMod > 0>>+<</if>>_militiaMod% - <br>slaves morale modifier: <<if _slaveMod > 0>>+<</if>>_slaveMod% - <br>mercenaries morale modifier: <<if _mercMod > 0>>+<</if>>_mercMod% - <<if $SF.Toggle && $SF.Active >= 1 && $SFIntervention>> - <br>special force morale modifier: <<if _SFMod > 0>>+<</if>>_SFMod% - <</if>> - <<if $secBarracksUpgrades.luxury >= 1>> - <br>Barracks bonus morale modifier: +<<print _barracksBonus>>% - <</if>> - <<if _moraleTroopMod>> - <br>morale increase due to troop numbers: +<<print _moraleTroopMod>>% + <<if $showBattleStatistics == 1>> remaining enemy morale: <<print commaNum(Math.round(_enemyMorale))>><</if>> + <<if _enemyHp <= 0 || _enemyMorale <= 0>> + <br> + <<if $showBattleStatistics == 1>> <br>Victory!<</if>> + <<set $battleResult = 3>> + <<set $battleTurns = _i>> + <<break>> + <</if>> + + /* attacker army attacks */ + <<set _damage = _enemyAttack - _defense>> + <<if _damage < _enemyAttack * 0.1>> + <<set _damage = _enemyAttack * 0.1>> <</if>> <br> + <<if $showBattleStatistics == 1>> enemy damage: <<print commaNum(Math.round(_damage))>><</if>> + <<set _hp -= _damage>> <br> - __Tactics__: - <br>tactic chance of success: <<print commaNum(Math.round(_tacChance * 100))>>% - <br>was tactic chosen successful?: <<if $tacticsSuccessful == 1>> yes <<else>> no<</if>> - <br> + <<if $showBattleStatistics == 1>> remaining hp: <<print commaNum(Math.round(_hp))>><</if>> + <<set $losses += _damage / _baseHp>> + <<set _moraleDamage = Math.clamp(_damage / 2 + _damage / _baseHp,0,_damage*1.5)>> + <<set _morale -= _moraleDamage>> <br> - __Enemy__: - <br>enemy troops: <<print commaNum(Math.round($attackTroops))>> - <br>enemy attack: <<print commaNum(Math.round(_enemyAttack))>> - <br>enemy defense: <<print commaNum(Math.round(_enemyDefense))>> - <br>enemy Hp: <<print commaNum(Math.round(_enemyHp))>> - <br>enemy morale: <<print commaNum(Math.round(_enemyMorale))>> - <br>enemy base Hp: <<print commaNum(Math.round(_enemyBaseHp))>> - <br>enemy morale modifier: <<if _enemyMod > 0>>+<</if>>_enemyMod% - <<if _enemyMoraleTroopMod > 0>> - <br>enemy morale increase due to troop numbers: +<<print _enemyMoraleTroopMod>>% - <</if>> - <br>Difficulty modifier: <<if _difficulty > 0>>+<</if>><<print _difficulty>>% - <</if>> - - /* simulates the combat by pitting attk against def */ - <<for _i = 0; _i < _turns; _i++>> - <br><br> - <<if $showBattleStatistics == 1>> turn: <<print _i + 1>><</if>> - /* player army attacks */ - <<set _damage = Math.clamp(_attack - _enemyDefense,_attack * 0.1,_attack)>> - <br> - <<if $showBattleStatistics == 1>> player damage: <<print commaNum(Math.round(_damage))>><</if>> - <<set _enemyHp -= _damage>> - <br> - <<if $showBattleStatistics == 1>> remaining enemy Hp: <<print commaNum(Math.round(_enemyHp))>><</if>> - <<set $enemyLosses += _damage / _enemyBaseHp>> - <<set _moraleDamage = Math.clamp(_damage / 2 + _damage / _enemyBaseHp,0,_damage*1.5)>> - <<set _enemyMorale -= _moraleDamage>> - <br> - <<if $showBattleStatistics == 1>> remaining enemy morale: <<print commaNum(Math.round(_enemyMorale))>><</if>> - <<if _enemyHp <= 0 || _enemyMorale <= 0>> - <br> - <<if $showBattleStatistics == 1>> <br>Victory!<</if>> - <<set $battleResult = 3>> - <<set $battleTurns = _i>> - <<break>> - <</if>> - - /* attacker army attacks */ - <<set _damage = _enemyAttack - _defense>> - <<if _damage < _enemyAttack * 0.1>> - <<set _damage = _enemyAttack * 0.1>> - <</if>> - <br> - <<if $showBattleStatistics == 1>> enemy damage: <<print commaNum(Math.round(_damage))>><</if>> - <<set _hp -= _damage>> - <br> - <<if $showBattleStatistics == 1>> remaining hp: <<print commaNum(Math.round(_hp))>><</if>> - <<set $losses += _damage / _baseHp>> - <<set _moraleDamage = Math.clamp(_damage / 2 + _damage / _baseHp,0,_damage*1.5)>> - <<set _morale -= _moraleDamage>> + <<if $showBattleStatistics == 1>> remaining morale: <<print Math.round(_morale)>><</if>> + <<if _hp <= 0 || _morale <= 0>> <br> - <<if $showBattleStatistics == 1>> remaining morale: <<print Math.round(_morale)>><</if>> - <<if _hp <= 0 || _morale <= 0>> - <br> - <<if $showBattleStatistics == 1>> <br>Defeat!<</if>> - <<set $battleResult = -3>> - <<set $battleTurns = _i>> - <<break>> - <</if>> - <</for>> - <<if $battleResult != 3 && $battleResult != -3>> - <br> - <<if _morale > _enemyMorale>> - <<if $showBattleStatistics == 1>> <br>Partial victory!<</if>> - <<set $battleResult = 2>> - <<elseif _morale < _enemyMorale>> - <<if $showBattleStatistics == 1>> <br>Partial defeat!<</if>> - <<set $battleResult = -2>> - <</if>> + <<if $showBattleStatistics == 1>> <br>Defeat!<</if>> + <<set $battleResult = -3>> + <<set $battleTurns = _i>> + <<break>> <</if>> - - <<if $showBattleStatistics == 1>> - <br> - <br>Losses: <<print commaNum(Math.trunc($losses))>> - <br>Enemy losses: <<print commaNum(Math.trunc($enemyLosses))>> - <</if>> - - <<if $battleResult > 3 || $battleResult < -3>> - <br><br>@@.red;Error: failed to determine battle result@@ - <</if>> - - <<if $showBattleStatistics == 1 && $majorBattle == 1 && $majorBattleGameOver == 1 && $battleResult == -3>> - <br><br> - <<link "Proceed">> - <<set $gameover = "major battle defeat">> - <<goto "Gameover">> - <</link>> - <<elseif $majorBattle == 1 && $majorBattleGameOver == 1 && $battleResult == -3>> +<</for>> +<<if $battleResult != 3 && $battleResult != -3>> + <br> + <<if _morale > _enemyMorale>> + <<if $showBattleStatistics == 1>> <br>Partial victory!<</if>> + <<set $battleResult = 2>> + <<elseif _morale < _enemyMorale>> + <<if $showBattleStatistics == 1>> <br>Partial defeat!<</if>> + <<set $battleResult = -2>> + <</if>> +<</if>> + +<<if $showBattleStatistics == 1>> + <br> + <br>Losses: <<print commaNum(Math.trunc($losses))>> + <br>Enemy losses: <<print commaNum(Math.trunc($enemyLosses))>> +<</if>> + +<<if $battleResult > 3 || $battleResult < -3>> + <br><br>@@.red;Error: failed to determine battle result@@ +<</if>> + +<<if $showBattleStatistics == 1 && $majorBattle == 1 && $majorBattleGameOver == 1 && $battleResult == -3>> + <br><br> + <<link "Proceed">> <<set $gameover = "major battle defeat">> <<goto "Gameover">> - <<elseif $showBattleStatistics == 1>> - <br><br> - <<link "Proceed">> - <<goto "attackReport">> - <</link>> - <<else>> + <</link>> +<<elseif $majorBattle == 1 && $majorBattleGameOver == 1 && $battleResult == -3>> + <<set $gameover = "major battle defeat">> + <<goto "Gameover">> +<<elseif $showBattleStatistics == 1>> + <br><br> + <<link "Proceed">> <<goto "attackReport">> - <</if>> + <</link>> +<<else>> + <<goto "attackReport">> +<</if>> <</if>> /* closes check for bribery */ \ No newline at end of file diff --git a/src/SecExp/rebellionGenerator.tw b/src/SecExp/rebellionGenerator.tw index 42d83bfda29a29748156c7afcc74314525504972..7fef4f15e5f97037ea0e1b29ab24ccf122db7c6a 100644 --- a/src/SecExp/rebellionGenerator.tw +++ b/src/SecExp/rebellionGenerator.tw @@ -20,17 +20,17 @@ <<else>> Your absolute authority does not allow slaves to have a single free thought.<<set _slave += 1>> <</if>> -<<if _CSratio <= 0.2>> +<<if _CSratio <= 0.4>> There are a lot more slaves than citizens, making some doubt their masters are strong enough to stop them.<<set _slave += 30>> -<<elseif _CSratio <= 0.4>> - There are a lot more slaves than citizens, making some doubt their masters are strong enough to stop them.<<set _slave += 25>> <<elseif _CSratio <= 0.6>> - There are more slaves than citizens, making some doubt their masters are strong enough to stop them.<<set _slave += 20>> + There are a lot more slaves than citizens, making some doubt their masters are strong enough to stop them.<<set _slave += 25>> <<elseif _CSratio <= 0.8>> - There are more slaves than citizens, making some doubt their masters are strong enough to stop them.<<set _slave += 15>> + There are more slaves than citizens, making some doubt their masters are strong enough to stop them.<<set _slave += 20>> <<elseif _CSratio <= 1>> + There are more slaves than citizens, making some doubt their masters are strong enough to stop them.<<set _slave += 15>> +<<elseif _CSratio <= 1.5>> There are fewer slaves than citizens, making some doubt they would be strong enough to defeat their masters.<<set _slave += 10>> -<<elseif _CSratio >= 1.2>> +<<elseif _CSratio >= 3>> There are fewer slaves than citizens, making some doubt they would be strong enough to defeat their masters.<<set _slave -= 5>> <<else>> Citizen and slave population is sufficiently balanced not to cause problems either way.<<set _slave -= 1>> @@ -110,11 +110,11 @@ Many of your more conservative citizens do not enjoy the cultural freedom you afford the residents of the arcology.<<set _citizen += either(20,30)>> <</if>> <<if $arcologies[0].FSRestart != "unset">> - <<if _CSratio > 1>> + <<if _CSratio > 2>> Your citizens are not happy with the noticeable lack of slaves compared to their numbers.<<set _citizen += 20>> - <<elseif _CSratio > 0.5>> + <<elseif _CSratio > 1>> Your citizens are not happy with the lack of slaves compared to their numbers.<<set _citizen += 15>> - <<elseif _CSratio < 0.2>> + <<elseif _CSratio < 0.5>> <<set _citizen -= 5>> <</if>> <<elseif $arcologies[0].FSRepopulationFocus != "unset">> diff --git a/src/SecExp/securityReport.tw b/src/SecExp/securityReport.tw index 05d3353a575d901caa2186db88908c2a9a82ed93..cb48bc883b68e8b48beafb8e993c0e3a8098f923 100644 --- a/src/SecExp/securityReport.tw +++ b/src/SecExp/securityReport.tw @@ -1,7 +1,13 @@ :: securityReport [nobr] /* init */ -<<set _immigration = $ACitizens - $oldACitizens>> +<<if $ACitizens > $oldACitizens>> + <<set _immigration = $ACitizens - $oldACitizens, + _emigration = 0>> +<<else>> + <<set _emigration = $oldACitizens - $ACitizens, /*takes into account citizens leaving and those getting enslaved*/ + _immigration = 0>> +<</if>> <<set _secGrowth = 0>> <<set _secRest = 0>> <<set _restGrowth = 0>> @@ -44,27 +50,53 @@ The ex-criminal known to the world as The Smiling Man puts her impressive skills to work, dramatically increasing the efficiency of your security measures. <<set _secGrowth += 2>> <</if>> -<<if $ACitizens + $ASlaves <= 2000>> +<<if $ACitizens + $ASlaves <= 5000>> The small number of residents makes their job easier.<<set _secGrowth += 2>> -<<elseif $ACitizens + $ASlaves <= 4000>> +<<elseif $ACitizens + $ASlaves <= 7500>> The fairly low number of residents makes their job a little easier.<<set _secGrowth += 1>> -<<elseif $ACitizens + $ASlaves <= 6000>> +<<elseif $ACitizens + $ASlaves <= 10000>> The fairly high number of residents makes their job a little harder.<<set _secGrowth -= -0.5>> -<<elseif $ACitizens + $ASlaves <= 8000>> +<<elseif $ACitizens + $ASlaves <= 15000>> The high number of residents makes their job harder.<<set _secGrowth -= 1>> <<else>> The extremely high number of residents makes their job a lot harder.<<set _secGrowth -= 2>> <</if>> -<<if _immigration < 10>> - The limited number of immigrants that reached the arcology this week does not have any serious impact on the efficiency of current security measures.<<set _secGrowth += 0.5>> -<<elseif _immigration < 30>> - The number of immigrants that reached the arcology this week is high enough to complicate security protocols.<<set _secGrowth -= 0.2>> -<<elseif _immigration < 60>> - The high number of immigrants that reached the arcology this week complicates security protocols.<<set _secGrowth -= 0.5>> -<<elseif _immigration < 80>> - The high number of immigrants that reached the arcology this week severely complicates security protocols.<<set _secGrowth -= 1>> +<<if _immigration >= 0 && _emigration == 0>> + <<if _immigration < 50>> + The limited number of immigrants that reached the arcology this week does not have any serious impact on the efficiency of current security measures.<<set _secGrowth += 0.5>> + <<elseif _immigration < 150>> + The number of immigrants that reached the arcology this week is high enough to complicate security protocols.<<set _secGrowth -= 0.2>> + <<elseif _immigration < 300>> + The high number of immigrants that reached the arcology this week complicates security protocols.<<set _secGrowth -= 0.5>> + <<elseif _immigration < 500>> + The high number of immigrants that reached the arcology this week severely complicates security protocols.<<set _secGrowth -= 1>> + <<else>> + The extremely high number of immigrants that reached the arcology this week severely complicates security protocols.<<set _secGrowth -= 2>> + <</if>> +<</if>> +<<if $visitors < 300>> + The limited number of visitors coming and going did not have any serious impact on the efficiency of current security measures.<<set _secGrowth += 0.5>> +<<elseif _immigration < 750>> + The number of visitors coming and going somewhat complicates security protocols.<<set _secGrowth -= 0.2>> +<<elseif _immigration < 1500>> + The high number of visitors coming and going complicates security protocols.<<set _secGrowth -= 0.5>> +<<elseif _immigration < 2500>> + The high number of visitors coming and going greatly complicates security protocols.<<set _secGrowth -= 1>> <<else>> - The extremely high number of immigrants that reached the arcology this week severely complicates security protocols.<<set _secGrowth -= 2>> + The extremely high number of visitors coming and going severely complicates security protocols.<<set _secGrowth -= 2>> +<</if>> +<<if _emigration != 0 && _immigration == 0>> + <<if _emigration < 100>> + The limited reduction in citizens this week does not have any serious impact on the efficiency of current security measures.<<set _secGrowth += 0.5>> + <<elseif _emigration < 300>> + The reduction in citizens this week is high enough to complicate security protocols.<<set _secGrowth -= 0.2>> + <<elseif _emigration < 600>> + The large reduction in citizens this week complicates security protocols.<<set _secGrowth -= 0.5>> + <<elseif _emigration < 1000>> + The huge reduction in citizens this week severely complicates security protocols.<<set _secGrowth -= 1>> + <<else>> + The extreme reduction in citizens this week severely complicates security protocols.<<set _secGrowth -= 2>> + <</if>> <</if>> <<if $crime < 20>> Crime is a distant problem in the arcology, which makes improving security easier.<<set _secGrowth += 1>> @@ -173,7 +205,7 @@ <</if>> <<set $security = Math.clamp(_newSec, 0, 100)>> -<br> +<br><br> <strong>Crime</strong>: /* crime modifiers */ <<if $week < 30>> @@ -654,3 +686,4 @@ It will be finished in <<if $currentUpgrade.time == 1>> one week.<<else>><<print $currentUpgrade.time>> weeks.<</if>> <</if>> <</if>> +<br> diff --git a/src/SecExp/unitsRebellionReport.tw b/src/SecExp/unitsRebellionReport.tw index 29f6818087adbb6361632383119507070abbbead..7c53d0bccde4f2f63f6e76db465e9befc05d52d4 100644 --- a/src/SecExp/unitsRebellionReport.tw +++ b/src/SecExp/unitsRebellionReport.tw @@ -104,8 +104,7 @@ /* slaves */ <<set _slaveRebelledID = []>> <<set _slaveManpower = 0>> - <br> - <br> + <br><br> <<for _j = 0; _j < $slaveUnits.length; _j++>> <<if $slaveUnits[_j].active == 1 && $rebellingID.includes($slaveUnits[_j].ID)>> $slaveUnits[_j].platoonName, @@ -158,8 +157,7 @@ /* mercs */ <<set _mercRebelledID = []>> <<set _mercManpower = 0>> - <br> - <br> + <br><br> <<for _j = 0; _j < $mercUnits.length; _j++>> <<if $mercUnits[_j].active == 1 && $rebellingID.includes($mercUnits[_j].ID)>> $mercUnits[_j].platoonName, @@ -297,52 +295,50 @@ /* assigns the losses and notify the player */ <<if $irregulars > 0>> - <br> - <br> + <br><br> <<set _loss = _lossesList.pluck()>> <<if _loss > $ACitizens * 0.95>> <<set _loss = Math.trunc($ACitizens * 0.95)>> /* this is unlikely to happen, but might as well be safe*/ - The volunteering citizens were quickly organized into an irregular militia unit and deployed in the arcology: - <<if _loss <= 0>> - no casualties - <<elseif _loss <= 10>> - light casualties - <<elseif _loss <= 30>> - moderate casualties - <<elseif _loss <= 60>> - heavy casualties - <<else>> - catastrophic casualties - <</if>> - suffered. - <<if _loss > $lowerClass * 0.95>> /*I suspect only lower class ever get to fight/die, but being safe*/ - <<set $lowerClass = Math.trunc($lowerClass * 0.05), - _loss -= $lowerClass * 0.95>> - <<if _loss > $middleClass * 0.95>> - <<set $middleClass = Math.trunc($middleClass * 0.05), - _loss -= $middleClass *0.95>> - <<if _loss > $upperClass * 0.95>> - <<set $upperClass = Math.trunc($upperClass * 0.05), - _loss -= $upperClass * 0.95>> - <<if _loss > $topClass * 0.95>> - <<set $topClass = Math.trunc($topClass * 0.05)>> - <<else>> - <<set $topClass -= _loss>> - <</if>> + <</if>> + The volunteering citizens were quickly organized into an irregular militia unit and deployed in the arcology: + <<if _loss <= 0>> + no casualties + <<elseif _loss <= 10>> + light casualties + <<elseif _loss <= 30>> + moderate casualties + <<elseif _loss <= 60>> + heavy casualties + <<else>> + catastrophic casualties + <</if>> + suffered. + <<if _loss > $lowerClass * 0.95>> /*I suspect only lower class ever get to fight/die, but being safe*/ + <<set $lowerClass = Math.trunc($lowerClass * 0.05), + _loss -= Math.trunc($lowerClass * 0.95)>> + <<if _loss > $middleClass * 0.95>> + <<set $middleClass = Math.trunc($middleClass * 0.05), + _loss -= Math.trunc($middleClass *0.95)>> + <<if _loss > $upperClass * 0.95>> + <<set $upperClass = Math.trunc($upperClass * 0.05), + _loss -= Math.trunc($upperClass * 0.95)>> + <<if _loss > $topClass * 0.95>> + <<set $topClass = Math.trunc($topClass * 0.05)>> <<else>> - <<set $upperClass -= _loss>> + <<set $topClass -= _loss>> <</if>> <<else>> - <<set $middleClass -= _loss>> + <<set $upperClass -= _loss>> <</if>> <<else>> - <<set $lowerClass -= _loss>> + <<set $middleClass -= _loss>> <</if>> + <<else>> + <<set $lowerClass -= _loss>> <</if>> <</if>> <<if $secBots.active == 1>> - <br> - <br> + <br><br> <<set _loss = _lossesList.pluck()>> <<set _loss = Math.clamp(_loss,0,$secBots.troops)>> <<set $secBots.troops -= _loss>> @@ -367,8 +363,7 @@ <</if>> <</if>> <<if $SF.Toggle && $SF.Active >= 1>> - <br> - <br> + <br><br> <<set _loss = _lossesList.pluck()>> <<set _loss = Math.clamp(_loss,0,$SFUnit.Troops)>> $SF.Lower, $SFUnit.Troops strong, is called to join the battle: @@ -389,8 +384,7 @@ <<if $deployingMilitia == 1>> <<for _j = 0; _j < $militiaUnits.length; _j++>> <<if $militiaUnits[_j].active == 1 && $loyalID.includes($militiaUnits[_j].ID)>> - <br> - <br> + <br><br> <<set $militiaUnits[_j].battlesFought++>> <<set _loss = _lossesList.pluck()>> <<set _loss = Math.clamp(_loss,0,$militiaUnits[_j].troops)>> @@ -434,8 +428,7 @@ <<set _med = 0>> <<for _j = 0; _j < $slaveUnits.length; _j++>> <<if $slaveUnits[_j].active == 1 && $loyalID.includes($slaveUnits[_j].ID)>> - <br> - <br> + <br><br> <<set $slaveUnits[_j].battlesFought++>> <<set _loss = _lossesList.pluck()>> <<if !(Number.isInteger(_loss))>> @@ -482,8 +475,7 @@ <<if $deployingMercs == 1>> <<for _j = 0; _j < $mercUnits.length; _j++>> <<if $mercUnits[_j].active == 1 && $loyalID.includes($mercUnits[_j].ID)>> - <br> - <br> + <br><br> <<set $mercUnits[_j].battlesFought++>> <<set _loss = _lossesList.pluck()>> <<set _loss = Math.clamp(_loss,0,$mercUnits[_j].troops)>> @@ -523,8 +515,7 @@ <</if>> <</for>> <</if>> - <br> - <br> + <br><br> <<if $rebellingID.length > 0 && $battleResult >= 2>> /* win */ /* militia */ diff --git a/src/SpecialForce/Firebase.tw b/src/SpecialForce/Firebase.tw index 8822568ee8385bcc3bd533bf5b06998917957f51..eaf0eff9c292ab060b89aa53ad205761945852a1 100644 --- a/src/SpecialForce/Firebase.tw +++ b/src/SpecialForce/Firebase.tw @@ -36,13 +36,9 @@ <<if random(1,100) > 50>>glancing between her tablet and the large wallscreen, occasionally taking notes or barking orders. - <<else>>examining a table with a map of the surrounding area, planning manuevers in the event of an attack.<</if>> + <<else>>examining a table with a map of the surrounding area, planning maneuvers in the event of an attack.<</if>> -<<<<<<< HEAD She notices your entrance and turns her attention to you. -======= - She notices your entrance and turns her attention to you. ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <<if $SFColonel.Core == "brazen">> diff --git a/src/SpecialForce/Upgrades.tw b/src/SpecialForce/Upgrades.tw index 22fdac9ea81f8a0687fab7e82b7116f117491316..f21fd9b586cf55d8819871c8326aee4295d13656 100644 --- a/src/SpecialForce/Upgrades.tw +++ b/src/SpecialForce/Upgrades.tw @@ -24,21 +24,13 @@ <<else>>//Cannot afford to upgrade the Firebase.//<</if>> -<<<<<<< HEAD //Costs @@.yellowgreen;<<print cashFormat(_cF)>>@@ // -======= - //Costs @@.yellowgreen;<<print cashFormat(_cF)>>@@ // ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <<elseif $SFUnit.Firebase == _FU>>//The Firebase has been fully upgraded.// <<else>>//More upgrades are required to unlock the next tier.// -<<<<<<< HEAD <</if>> <span style="float:right;"> <<print progress($SFUnit.Firebase)>> </span><br> -======= - <</if>> <span style="float:right;"> <<print progress($SFUnit.Firebase)>> </span><br> ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 @@ -52,11 +44,7 @@ <<else>>//Cannot afford to upgrade the Armory.//<</if>> -<<<<<<< HEAD //Costs @@.yellowgreen;<<print cashFormat(_cA)>>@@ // -======= - //Costs @@.yellowgreen;<<print cashFormat(_cA)>>@@ // ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <<elseif $SFUnit.Armoury == _AU>>//The Armory has been fully upgraded.// diff --git a/src/js/wombJS.tw b/src/js/wombJS.tw index bb437a159e7618eccfed1567ff1ee6b97231341d..1e48e546474bff925ee4bb13a0fa61aa8f6c2ee0 100644 --- a/src/js/wombJS.tw +++ b/src/js/wombJS.tw @@ -1,12 +1,8 @@ :: wombJS [script] /* -<<<<<<< HEAD -This is womb processor/simulator script. It's take care about calculation of belly sizes based on individual fetus sizes, -======= -This is womb processor/simulator script. It's take care about calculation of belly sizes based on individual foetus sizes, ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 -with full support of broodmothers implant random turning on and off possibility. Also this can be expanded to store more parents data in each individual fetus in future. +This is womb processor/simulator script. It takes care of calculation of belly sizes based on individual fetus sizes, +with full support of broodmothers' implant randomly turning on and off possibility. Also this can be expanded to store more parents' data in each individual fetus in future. Design limitations: - Mother can't gestate children with different speeds at same time. All speed changes apply to all fetuses. - Sizes of individual fetuses updated only on call of WombGetVolume - not every time as called WombProgress. This is for better overall code speed. diff --git a/src/pregmod/beastFuck.tw b/src/pregmod/beastFuck.tw index 2a074a1f5d55f8e6e3647ae2fdff5e1c15bb8b39..a160e0ad97a31480433650b85c8f7d4b57cb55ce 100644 --- a/src/pregmod/beastFuck.tw +++ b/src/pregmod/beastFuck.tw @@ -334,10 +334,7 @@ before calling in the _animal.species. The _animal.species slowly saunters up to <<if canWalk($activeSlave)>> $He uses <<if $activeSlave.vagina > 0>>a quick douche to clean $his <<if $activeSlave.vagina < 2>>tight<<elseif $activeSlave.vagina > 3>>loose<</if>> pussy<<else>>an enema to clean $his <<if $activeSlave.anus < 2>>tight<<elseif $activeSlave.anus < 3>>used<<else>>gaping<</if>> butthole<</if>>, -<<<<<<< HEAD -======= ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <<switch $activeSlave.assignment>> <<case "work in the brothel">> just like $he does between each customer. diff --git a/src/pregmod/fDick.tw b/src/pregmod/fDick.tw index c13be3b5d27a6af1cbab4338e613a201ae1bc6fc..1d4da7fcb08f9b2d6c578c008ec99f1f37a17ea4 100644 --- a/src/pregmod/fDick.tw +++ b/src/pregmod/fDick.tw @@ -55,11 +55,7 @@ <<else>> hypertrophied <</if>> -<<<<<<< HEAD dick, savoring every centimeter, -======= - dick, savoring every centimeter, ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <<if $activeSlave.dick <= 6>> until you find yourself hilted and sitting on $his pelvis. <<else>> diff --git a/src/pregmod/fSlaveSelfImpreg.tw b/src/pregmod/fSlaveSelfImpreg.tw index 0350658d3129ba429d25e4c9602ec5acefde9bbf..c1b4e760ed5704b1629c95954a9a7cabab1c7093 100644 --- a/src/pregmod/fSlaveSelfImpreg.tw +++ b/src/pregmod/fSlaveSelfImpreg.tw @@ -11,11 +11,7 @@ <<else>> <<if ($activeSlave.devotion <= 20)>> <<if ($activeSlave.devotion < -20)>> -<<<<<<< HEAD $activeSlave.slaveName despises you, and tends to resent everything you do on principle, -======= - $activeSlave.slaveName despises you, and tends to resent everything you do on principle, ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <<elseif ($activeSlave.devotion <= 20)>> $activeSlave.slaveName dislikes you, <</if>> diff --git a/src/pregmod/manageEconomy.tw b/src/pregmod/manageEconomy.tw index e096adbb6d7d181a76d997b1b21775a3bf7567d8..6c27560ea776b857b43bc7744853535f2f5f3c4a 100644 --- a/src/pregmod/manageEconomy.tw +++ b/src/pregmod/manageEconomy.tw @@ -152,7 +152,6 @@ Slave demand is @@.yellow;''strong''@@ <</if>> <<if $deltaDemand > 0>> -<<<<<<< HEAD and @@.green;''improving''@@ <<elseif $deltaDemand < 0>> and @@.red;''decreasing''@@ @@ -160,15 +159,6 @@ Slave demand is <<if $deltaDemand != 0>> <<if $demandTimer - $elapsedDemandTimer < 3>> but it might change soon -======= - and @@.green;''improving''@@ -<<elseif $deltaDemand < 0>> - and @@.red;''decreasing''@@ -<</if>> -<<if $deltaDemand != 0>> - <<if $demandTimer - $elapsedDemandTimer < 3>> - but it might change soon ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <</if>> <</if>> <<if ($cheatMode) && ($cheatModeM)>> @@ -208,11 +198,7 @@ Slave supply is <</if>> <<if $deltaSupply != 0>> <<if $supplyTimer - $elapsedDemandTimer < 3>> -<<<<<<< HEAD but it might change soon -======= - but it might change soon ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <</if>> <</if>> <<if ($cheatMode) && ($cheatModeM)>> diff --git a/src/pregmod/rePregInventor.tw b/src/pregmod/rePregInventor.tw index a593b84a4a738086c0ba6c498455faebcd034c2b..a4cfd76ab89e71a27acd35fd913fb23330b85e36 100644 --- a/src/pregmod/rePregInventor.tw +++ b/src/pregmod/rePregInventor.tw @@ -325,11 +325,7 @@ <br><br><span id="result2"> <<link "Insult $him and halt all further training.">> <<replace "#result2">> -<<<<<<< HEAD - As much as $his antics amused you, it's clear that $activeSlave.slaveName wasted your money. You calmly explain to $him that the next time $he has a "brilliant" idea, $he should keep it to herself, then arrange to have $his "discoveries" disposed of. -======= As much as $his antics amused you, it's clear that $activeSlave.slaveName wasted your money. You calmly explain to $him that the next time $he has a "brilliant" idea, $he should keep it to $himself, then arrange to have $his "discoveries" disposed of. ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <<if $activeSlave.trust < -95>> The look of pride and accomplishment on $his face transforms into a look of crushing disappointment. You slap $him on the ass and then have your menials escort $him back to $his duties. The next time you see $him, the spark of life and vitality that drove $him has been fully extinguished. @@.red;$activeSlave.slaveName has broken.@@ Anything $he might have learned from this experience is lost in $his empty mind. $He will never question $his place, or anything else, again. <<set $activeSlave.fetish = "mindbroken">> @@ -519,11 +515,7 @@ <br><br><span id="result2"> <<link "Insult $him and halt all further training.">> <<replace "#result2">> -<<<<<<< HEAD - As much as $his antics amused you, it's clear that $activeSlave.slaveName wasted your money. You calmly explain to $him that the next time $he has a "brilliant" idea, $he should keep it to herself, then arrange to have $his "discoveries" disposed of. -======= As much as $his antics amused you, it's clear that $activeSlave.slaveName wasted your money. You calmly explain to $him that the next time $he has a "brilliant" idea, $he should keep it to $himself, then arrange to have $his "discoveries" disposed of. ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <<if $activeSlave.trust < -95>> The look of pride and accomplishment on $his face transforms into a look of crushing disappointment. You slap $him on the ass and then have your menials escort $him back to $his duties. The next time you see $him, the spark of life and vitality that drove $him has been fully extinguished. @@.red;$activeSlave.slaveName has broken.@@ Anything $he might have learned from this experience is lost in $his empty mind. $He will never question $his place, or anything else, again. <<set $activeSlave.fetish = "mindbroken">> @@ -742,11 +734,7 @@ <br><br><span id="result2"> <<link "Insult $him and halt all further training.">> <<replace "#result2">> -<<<<<<< HEAD - As much as $his antics amused you, it's clear that $activeSlave.slaveName wasted your money. You calmly explain to $him that the next time $he has a "brilliant" idea, $he should keep it to herself, then arrange to have $his "discoveries" disposed of. -======= As much as $his antics amused you, it's clear that $activeSlave.slaveName wasted your money. You calmly explain to $him that the next time $he has a "brilliant" idea, $he should keep it to $himself, then arrange to have $his "discoveries" disposed of. ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <<if $activeSlave.trust < -95>> The look of pride and accomplishment on $his face transforms into a look of crushing disappointment. You slap $him on the ass and then have your menials escort $him back to $his duties. The next time you see $him, the spark of life and vitality that drove $him has been fully extinguished. @@.red;$activeSlave.slaveName has broken.@@ Anything $he might have learned from this experience is lost in $his empty mind. $He will never question $his place, or anything else, again. <<set $activeSlave.fetish = "mindbroken">> @@ -868,11 +856,7 @@ <br><<link "Trust In Your Slave">> <<EventNameDelink $activeSlave>> <<replace "#result">> -<<<<<<< HEAD - It's a gamble, but you decide to trust in the charisma of your slave and the fame she has already accrued to sell your vision for the world's future during the interview. -======= It's a gamble, but you decide to trust in the charisma of your slave and the fame $he has already accrued to sell your vision for the world's future during the interview. ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <<if ($activeSlave.pornPrestige > 2)>> $He's enormously popular, so your gambit has a good chance of success. <<elseif ($activeSlave.pornPrestige > 1)>> @@ -880,11 +864,7 @@ <<else>> $He's only really well known in local pornography, but you still decide to bet on $his ability to sway the masses. <</if>> -<<<<<<< HEAD - Regardless, there's only so much your direct involvement could do to help her as she sells your vision for the world's future, and the natural cleverness she's already demonstrated might well allow her to achieve results on her own that would be impossible otherwise. -======= Regardless, there's only so much your direct involvement could do to help $him as $he sells your vision for the world's future, and the natural cleverness $he's already demonstrated might well allow $him to achieve results on $his own that would be impossible otherwise. ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <br><br> When the day arrives, you settle in to watch the interview. <br><br> diff --git a/src/pregmod/seFCTVshows.tw b/src/pregmod/seFCTVshows.tw index c5b1f375b2fba040ce42df07937bbaa75e72ff28..f452aa6cb955d0755cd30a299755a7d0872df212 100644 --- a/src/pregmod/seFCTVshows.tw +++ b/src/pregmod/seFCTVshows.tw @@ -675,11 +675,7 @@ The offered price is <<print cashFormat($slaveCost)>>. <br><br>Scott snorted in amusement and was about to continue when he felt a tongue licking him. He looked down to see Sarah. She looked at him with pleading eyes "Daddy, I need it." Scott sighed, but smiled softly at his daughter and said, "Okay, how do you want it." She thought for a second before saying, "I want puss-puss." He nodded, picked her up and laid his daughter atop his wife's vast breasts. <br><br>He teased himself against her cunny and then began to ease himself into her. She gasped at the intrusion and began to tease her own nipples, milk slowly leaking out of them. As he eased into her tight cunny, he could feel his own orgasm building. He paused for a moment and then began to move. It didn't take long for his orgasm to build again. He increased the speed of his thrusts until he came inside his daughter. He continued until she tensed, her breasts spraying milk violently, and fell limp. <br><br>Scott leaned into his wife's breasts to bask in the afterglow. While Annie had coaxed Sarah to turn around, pulled Sarah's cunny to her face and began to slowly eat her daughter out. Sarah just lay bonelessly atop her mother's breasts. -<<<<<<< HEAD - <br><br>Scott just enjoyed the sight of mother-daughter bonding for a while before recalling his earlier plans. "I was thinking of taking the family out for ice cream after lunch." Annie made a pleased sound as she continued licking her daughters cunny, Sarah cheered lazily, Sadie's legs wiggled with what could be called excitement. -======= <br><br>Scott just enjoyed the sight of mother-daughter bonding for a while before recalling his earlier plans. "I was thinking of taking the family out for ice cream after lunch." Annie made a pleased sound as she continued licking her daughter's cunny, Sarah cheered lazily, Sadie's legs wiggled with what could be called excitement. ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <br><br>"I was also thinking of taking Cathy with us." Annie stopped sucking on her daughter's clit to frown at him. He placating gesture and said, "She won't make a big scene with all of us there and besides you enjoy it when she has a mini freak out." She paused to think for a moment then said, "You have cameras and a drone on her right?" He nodded. "I want copies." She gave him a lusty grin before returning to her meal. He turned Sarah. "I wanna bloom berry sundae with bottom boost sprinkles." He nodded, hooked his head to look behind his wife and said, "How about you Sadie?" The hand that poked out from behind his wife waggled uncertainly, but ultimately became a thumbs up. <<elseif $showTwelve == 3>> The random function has brought up another episode of that drama series for you. @@ -729,13 +725,8 @@ The offered price is <<print cashFormat($slaveCost)>>. <br><br>There were posters, coasters, clothing and all manner of little knickknacks, but the true star of the show were the plushies. Rows upon rows of them covered the shelves and tables arranged in little displays, all of them made in the image of cows working at the creamery. One table had the plushies in a mini concert hall, the ones on stage wielding toy instruments that had 'Press me!' stickers on them. Another table had them arranged in what looked to be a garden party. Spread across two tables was a diorama of the creamery with plushies placed throughout it. One plushie that looked distinctly like Martha was plopped behind the dessert counter. Another was placed near the elevators and if one looked closely they could see a matching cowslave sat drowsing amongst the merchandise. <br><br>The cow was young, busty, even for the arcology, and heavily pregnant. She wore what looked to be Holstein print pajamas with a hood made to look like a stylized cow. Her strawberry blond hair was mussed with sleep and she cradled a plushie in one arm. Truly, she looked like a daughter waiting for her daddy to come home. As the party approached, she began to stir. <br><br>Scott reached out and began to gently pat her head. "How are you doing, Tabby?" Tabby just made a sound of contentment and pressed into his hand, luxuriating in his touch. After a few moments, she yawned and blinked, looking up at him. For a beat she just stared at him, her sleep addled brain struggling to process the sight in front of her. Finally, the penny dropped. -<<<<<<< HEAD - <br><br>She squeaked and sat up so quick one would think she had been hit with a cattle prod. With a panicked expression, she began to babble a fervent apology. "Master, I'm sorry I fell asleep." She hiccupped and pleaded with him, on the verge of tears. "Please don't tell Gabe I fell asleep again. She'll yell at me for sure." Scott just continued patting her head, knelt beside her chair, and spoke in a calm tone, "Hey, hey, no need for tears. Just take a deep breath and calm down Tabby cat. I won't tell Gabe." - <br><br>Tabby sniffed, took a deep breath, and hiccupped. For a moment, she just relaxed into Scott's ministrations before she frowned and said, "I thought you weren't coming in today master." He moved her hair out her eyes. "I figured I'd get some shopping done and show the newbie around," he said with a nod to Cathy. Tabby gave her a bright smile. "Oh, nice to meet you. Would you like a free sample?" she asked gesturing to table next to her. -======= <br><br>She squeaked and sat up so quick one would think she had been hit with a cattle prod. With a panicked expression, she began to babble a fervent apology. "Master, I'm sorry I fell asleep." She hiccuped and pleaded with him, on the verge of tears. "Please don't tell Gabe I fell asleep again. She'll yell at me for sure." Scott just continued patting her head, knelt beside her chair, and spoke in a calm tone, "Hey, hey, no need for tears. Just take a deep breath and calm down Tabby cat. I won't tell Gabe." <br><br>Tabby sniffed, took a deep breath, and hiccuped. For a moment, she just relaxed into Scott's ministrations before she frowned and said, "I thought you weren't coming in today master." He moved her hair out her eyes. "I figured I'd get some shopping done and show the newbie around," he said with a nod to Cathy. Tabby gave her a bright smile. "Oh, nice to meet you. Would you like a free sample?" she asked gesturing to table next to her. ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <br><br>The table next to her held a platter of cheese curds. A sign with the words 'Free Samples' printed on it stood to the left of table. Someone apparently thought that was an insufficient description and had taken a pen to add the words 'I made them myself!' in bright pink letters. Next to the platter, was an empty package that said 'Lolimommy Cheese Curds' in a cheery font. On the package, was an adorably deformed picture of Tabby that said 'The fresh ones squeak'. <br><br>Scott grabbed a few cheese curds and said, "Don't mind if I do," before popping one in his mouth. He handed some to Cathy and June. While June ate hers placidly, Cathy just stared at the cheese uncertainly. Scott gave her a look that promised a sore bottom if she didn't eat it, while Tabby clasped her hands and gave Cathy a look that could only be described as adorably determined. <br><br>Cathy took a tentative bite before popping the rest into her mouth. "Its good." Tabby gave her a sunny smile and said, "Thank you! I worked really hard on them." Scott smiled at her fondly and patted her head, "Yes you did." She preened at his praise and let out a sigh of contentment. diff --git a/src/uncategorized/RESS.tw b/src/uncategorized/RESS.tw index 35ef545413f3c6f524547e4d3b74d4f12e885216..3ed20cf1bb5657a7457ea4484f268b3be548eb49 100644 --- a/src/uncategorized/RESS.tw +++ b/src/uncategorized/RESS.tw @@ -7672,11 +7672,7 @@ You tell her kindly that you understand, and that $he'll be trained to address t You place the protesting, defenseless torso on your desk, face down. <</if>> <</if>> -<<<<<<< HEAD - You spank her severely, leaving her buttocks bright pink. $He must count the strokes or have her punishment start over. Sobbing, $he counts -======= - You spank her severely, leaving $his buttocks bright pink. $He must count the strokes or have $his punishment start over. Sobbing, $he counts ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 + You spank $him severely, leaving $his buttocks bright pink. $He must count the strokes or have $his punishment start over. Sobbing, $he counts <<if ($activeSlave.lips > 70)>> through her massive dick-sucking lips, <<elseif ($activeSlave.lipsPiercing+$activeSlave.tonguePiercing > 2)>> @@ -11553,11 +11549,7 @@ You tell her kindly that you understand, and that $he'll be trained to address t <br><<link "Include everyone in $his millenary">> <<EventNameDelink $activeSlave>> <<replace "#result">> -<<<<<<< HEAD - You decide to celebrate this happy event with everyone. You beckon to the watching slaves<<if $PC.dick == 0>>, while you don a strap-on,<</if>> and they come eagerly or sullenly according to their natures. They troop in. After some thought, you position a slave on the couch next to your desk, $activeSlave.slaveName <<if $activeSlave.amp != 1>>on all fours<<else>>propped up<</if>> in front of her giving cunnilingus, a third slave<<if $activeSlave.belly >= 5000>>squeezed<</if>> under $activeSlave.slaveName to orally service her in turn, and yourself behind $activeSlave.slaveName to -======= You decide to celebrate this happy event with everyone. You beckon to the watching slaves<<if $PC.dick == 0>>, while you don a strap-on,<</if>> and they come eagerly or sullenly according to their natures. They troop in. After some thought, you position a slave on the couch next to your desk, $activeSlave.slaveName <<if $activeSlave.amp != 1>>on all fours<<else>>propped up<</if>> in front of her giving cunnilingus, a third slave<<if $activeSlave.belly >= 5000>>squeezed<</if>> under $activeSlave.slaveName to orally service $him in turn, and yourself behind $activeSlave.slaveName to ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <<if canDoVaginal($activeSlave)>> take her <<if $seeRace == 1>>$activeSlave.race <</if>>pussy. <<elseif canDoAnal($activeSlave)>> @@ -13117,11 +13109,7 @@ You tell her kindly that you understand, and that $he'll be trained to address t <<link "Join $him and see if your hands can span $his waist">> <<EventNameDelink $activeSlave>> <<replace "#result">> -<<<<<<< HEAD - By the time you reach the shower, $activeSlave.slaveName is towelling $himself. $He notices your approach and folds the towel neatly before performing a little naked pirouette that shows off her artificial -======= By the time you reach the shower, $activeSlave.slaveName is toweling $himself. $He notices your approach and folds the towel neatly before performing a little naked pirouette that shows off her artificial ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <<if canDoVaginal($activeSlave) && canDoAnal($activeSlave)>> curviness while displaying each of her delectable holes. <<elseif canDoVaginal($activeSlave)>> @@ -13180,7 +13168,7 @@ You tell her kindly that you understand, and that $he'll be trained to address t <br><<link "Such a lovely work of art must be displayed">> <<EventNameDelink $activeSlave>> <<replace "#result">> - There is a polite soiree tonight at one of $arcologies[0].name's more upscale eating establishments. Many couples are there to enjoy themselves and preen, but even so, you make a stir as you enter wearing + There is a polite soirée tonight at one of $arcologies[0].name's more upscale eating establishments. Many couples are there to enjoy themselves and preen, but even so, you make a stir as you enter wearing <<if $PC.title == 1>> the latest in men's eveningwear<<if $PC.boobs > 0 || $PC.belly >= 1500 || $PC.butt > 0 || $PC.balls > 1 || $PC.ballsImplant > 1>>, tastefully tailored to accommodate your unusual build<</if>>. <<else>> @@ -13395,16 +13383,12 @@ You tell her kindly that you understand, and that $he'll be trained to address t <<case "diet">> -<<link "Catch her at it and punish $him">> +<<link "Catch $him at it and punish $him">> <<EventNameDelink $activeSlave>> <<replace "#result">> It's childishly easy to catch her at it. You simply call a slave eating her breakfast away over the arcology's audio system, and then enter the kitchen by a different door. $activeSlave.slaveName has the departed slave's cup in $his hand and halfway to $his mouth when $he's caught in the act. You relieve her of her prize, and finding that $he has not started her own proper portion, pour it out onto the floor. You tell $him to lap it up without using $his hands, and begin counting down from ten. $He obeys, <<if $activeSlave.belly >= 300000>> -<<<<<<< HEAD - only to find her _belly stomach keeps her from reaching the puddle. When you reach zero you shove her over her middle, face first into the pool of slave food, and administer a stinging slap across her thieving <<if $seeRace == 1>>$activeSlave.race <</if>> ass. -======= - only to find $his _belly stomach keeps her from reaching the puddle. When you reach zero you shove her over her middle, face first into the pool of slave food, and administer a stinging slap across her thieving <<if $seeRace == 1>>$activeSlave.race <</if>> ass. ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 + only to find $his _belly stomach keeps $him from reaching the puddle. When you reach zero you shove $him over her middle, face first into the pool of slave food, and administer a stinging slap across her thieving <<if $seeRace == 1>>$activeSlave.race <</if>> ass. <<else>> but slowly and hesitantly. When you reach zero you order $him to get to all fours and administer a stinging slap across her thieving <<if $seeRace == 1>>$activeSlave.race <</if>> ass. <</if>> @@ -13924,11 +13908,7 @@ You tell her kindly that you understand, and that $he'll be trained to address t <<else>> her tight little pussy completely vulnerable. <</if>> -<<<<<<< HEAD - As <<if $PC.dick == 1>><<if $PC.vagina == 1>>use manual stimulation of your pussy to get your dick<<else>>stroke yourself<</if>> rapidly back to full mast<<else>>don a strap-on<</if>>, $assistantName opines helpfully, "Hey $activeSlave.slaveName! You're about to get fucked!" The slave reacts by obediently reaching back to spread her buttocks and relaxing, but $assistantName ruins her attempt at graceful submission." <<if $PC.title == 1>>Siiir,<<else>>Ma'aaam,<</if>> $he's bluuuushing," $he says tauntingly, and the slave stiffens with renewed embarrassment, not to mention stimulation, as you penetrate $him. -======= As <<if $PC.dick == 1>><<if $PC.vagina == 1>>use manual stimulation of your pussy to get your dick<<else>>stroke yourself<</if>> rapidly back to full mast<<else>>don a strap-on<</if>>, $assistantName opines helpfully, "Hey $activeSlave.slaveName! You're about to get fucked!" The slave reacts by obediently reaching back to spread $his buttocks and relaxing, but $assistantName ruins her attempt at graceful submission." <<if $PC.title == 1>>Siiir,<<else>>Ma'aaam,<</if>> $he's bluuuushing," $he says tauntingly, and the slave stiffens with renewed embarrassment, not to mention stimulation, as you penetrate $him. ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <<= VaginalVCheck()>> <<else>> <<if $activeSlave.anus > 2>> @@ -13938,11 +13918,7 @@ You tell her kindly that you understand, and that $he'll be trained to address t <<else>> her tight little rosebud completely vulnerable. <</if>> -<<<<<<< HEAD - As <<if $PC.dick == 1>><<if $PC.vagina == 1>>use manual stimulation of your pussy to get your dick<<else>>stroke yourself<</if>> rapidly back to full mast<<else>>don a strap-on<</if>>, $assistantName opines helpfully, "Hey $activeSlave.slaveName! You're about to get buttfucked!" The slave reacts by obediently reaching back to spread her buttocks, and relaxes $his anus, but $assistantName ruins her attempt at graceful anal submission." <<if $PC.title == 1>>Siiir,<<else>>Ma'aaam,<</if>> $he's bluuuushing," $he says tauntingly, and the slave stiffens with renewed embarrassment, not to mention discomfort, as you penetrate $him. -======= As <<if $PC.dick == 1>><<if $PC.vagina == 1>>use manual stimulation of your pussy to get your dick<<else>>stroke yourself<</if>> rapidly back to full mast<<else>>don a strap-on<</if>>, $assistantName opines helpfully, "Hey $activeSlave.slaveName! You're about to get buttfucked!" The slave reacts by obediently reaching back to spread $his buttocks, and relaxes $his anus, but $assistantName ruins her attempt at graceful anal submission." <<if $PC.title == 1>>Siiir,<<else>>Ma'aaam,<</if>> $he's bluuuushing," $he says tauntingly, and the slave stiffens with renewed embarrassment, not to mention discomfort, as you penetrate $him. ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <<= AnalVCheck()>> <</if>> $He keeps licking away, cleaning up the mess you made as $assistantName does everything $he can to make it seem like the slave is pleasuring $him. Partway through, $assistantName sticks out a hand for a high-five from you, producing a gurgle of indignation @@.mediumaquamarine;or perhaps even laughter@@ as her owner and her owner's personal assistant program high-five over her back. @@ -14154,11 +14130,7 @@ You tell her kindly that you understand, and that $he'll be trained to address t <<else>> You spit on $his asshole and then give her some anal foreplay, if slapping your dick against $his anus twice before shoving it inside her counts as anal foreplay. <<= AnalVCheck()>> -<<<<<<< HEAD - $He tries to be brave and relax, but those are contradictory goals and $he manages neither as you assrape her into inelegant, tearful begging for you to take your dick out of $his butt, because it hurts. -======= $He tries to be brave and relax, but those are contradictory goals and $he manages neither as you assrape $him into inelegant, tearful begging for you to take your dick out of $his butt, because it hurts. ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <</if>> It isn't the first time you've heard that, or the hundredth. <</if>> @@ -19101,11 +19073,7 @@ You tell her kindly that you understand, and that $he'll be trained to address t <<link "Gently acclimate $him to the age difference with some lovemaking">> <<EventNameDelink $activeSlave>> <<replace "#result">> -<<<<<<< HEAD - As you cross the breadth of your office to reach $activeSlave.slaveName, $he presents $himself for your sexual usage out of habit. However, you take $him by surprise by drawing her into you arms, running the tips of your fingers through her $activeSlave.hColor hair, and looking into her $activeSlave.eyeColor eyes. <<if canSee($activeSlave)>>$He meets your gaze for a brief moment before blushing girlishly, as if forgetting how many years her senior you are<<else>>$He seems to feel the intensity of your gaze despite her sightless eyes and blushes girlishly, as if forgetting how many years her senior you are<</if>> . In lieu of words, you lift her chin with a single beckoning finger and steal $his breath from $his lips with a firm kiss. Once $he's recovered her wits $he clings to you with almost animalistic attachment. After a few moments $he moves to get down on $his knees, clearly defaulting to her role as a sex slave in response to your unexpected intimacy. -======= - As you cross the breadth of your office to reach $activeSlave.slaveName, $he presents $himself for your sexual usage out of habit. However, you take $him by surprise by drawing her into you arms, running the tips of your fingers through her $activeSlave.hColor hair, and looking into $his $activeSlave.eyeColor eyes. <<if canSee($activeSlave)>>$He meets your gaze for a brief moment before blushing girlishly, as if forgetting how many years $his senior you are<<else>>$He seems to feel the intensity of your gaze despite $his sightless eyes and blushes girlishly, as if forgetting how many years $his senior you are<</if>> . In lieu of words, you lift her chin with a single beckoning finger and steal $his breath from $his lips with a firm kiss. Once $he's recovered her wits $he clings to you with almost animalistic attachment. After a few moments $he moves to get down on $his knees, clearly defaulting to her role as a sex slave in response to your unexpected intimacy. ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 + As you cross the breadth of your office to reach $activeSlave.slaveName, $he presents $himself for your sexual usage out of habit. However, you take $him by surprise by drawing her into you arms, running the tips of your fingers through her $activeSlave.hColor hair, and looking into $his $activeSlave.eyeColor eyes. <<if canSee($activeSlave)>>$He meets your gaze for a brief moment before blushing girlishly, as if forgetting how many years $his senior you are<<else>>$He seems to feel the intensity of your gaze despite $his sightless eyes and blushes girlishly, as if forgetting how many years $his senior you are<</if>> . In lieu of words, you lift her chin with a single beckoning finger and steal $his breath from $his lips with a firm kiss. Once $he's recovered her wits $he clings to you with almost animalistic attachment. After a few moments $he moves to get down on $his knees, clearly defaulting to $his role as a sex slave in response to your unexpected intimacy. Instead, you <<if $activeSlave.belly >= 300000>> help $him to her feet and guide $him to bed, aiding the diff --git a/src/uncategorized/arcmgmt.tw b/src/uncategorized/arcmgmt.tw index 2097f0f8f08ba2fdca7f6e739cf10d99eee726fe..7d59f3b374fb9d024828b3ed3880dff7868064b1 100644 --- a/src/uncategorized/arcmgmt.tw +++ b/src/uncategorized/arcmgmt.tw @@ -72,7 +72,7 @@ _topClassP = 1>> <<set _FSScore += Math.min($arcologies[0].FSPaternalist, 100), _slaveDemandU *= 1 + Math.trunc(Math.min($arcologies[0].FSPaternalist, 100) / 20) * -0.04, _slaveDemandT *= 1 + Math.trunc(Math.min($arcologies[0].FSPaternalist, 100) / 20) * -0.05, - _expirationFS *= 1 + Math.trunc(Math.min($arcologies[0].FSPaternalist, 100) / 20) * -0.1, + _expirationFS *= 1 + Math.trunc(Math.min($arcologies[0].FSPaternalist, 100) / 20) * -0.15, _slaveProductivity += Math.trunc(Math.min($arcologies[0].FSPaternalist, 100) / 20) * 0.02, _lowerClass += Math.trunc(Math.min($arcologies[0].FSPaternalist, 100) / 20) * 80, _lowerClassP *= 1 + Math.trunc(Math.min($arcologies[0].FSPaternalist, 100) / 20) * 0.004, @@ -89,7 +89,7 @@ _topClassP = 1>> <<set _FSScore += Math.min($arcologies[0].FSDegradationist, 100), _slaveDemandU *= 1 + Math.trunc(Math.min($arcologies[0].FSDegradationist, 100) / 20) * 0.04, _slaveDemandT *= 1 + Math.trunc(Math.min($arcologies[0].FSDegradationist, 100) / 20) * 0.05, - _expirationFS *= 1 + Math.trunc(Math.min($arcologies[0].FSDegradationist, 100) / 20) * 0.1, + _expirationFS *= 1 + Math.trunc(Math.min($arcologies[0].FSDegradationist, 100) / 20) * 0.2, _slaveProductivity += Math.trunc(Math.min($arcologies[0].FSDegradationist, 100) / 20) * 0.01, _lowerClass += Math.trunc(Math.min($arcologies[0].FSDegradationist, 100) / 20) * -80, _lowerClassP *= 1 + Math.trunc(Math.min($arcologies[0].FSDegradationist, 100) / 20) * -0.004, @@ -149,12 +149,22 @@ _topClassP = 1>> <</if>> <<if $arcologies[0].FSAssetExpansionist != "unset">> <<set _FSScore += Math.min($arcologies[0].FSAssetExpansionist, 100)>> + <<if $arcologies[0].FSPaternalist != "unset">> + <<set _expirationFS *= 1 + (Math.trunc(Math.min($arcologies[0].FSAssetExpansionist, 100) / 20) * 0.05) * (1 + (Math.trunc(Math.min($arcologies[0].FSBodyPurist, 100) / 20) * -0.1)>> + <<else>> + <<set _expirationFS *= 1 + Math.trunc(Math.min($arcologies[0].FSAssetExpansionist, 100) / 20) * 0.05>> + <</if>> <</if>> <<if $arcologies[0].FSPastoralist != "unset">> <<set _FSScore += Math.min($arcologies[0].FSPastoralist, 100), _slaveDemandU *= 1 + Math.trunc(Math.min($arcologies[0].FSPastoralist, 100) / 20) * 0.04, - _slaveDemandT *= 1 + Math.trunc(Math.min($arcologies[0].FSPastoralist, 100) / 20) * 0.05, - _lowerClass += Math.trunc(Math.min($arcologies[0].FSPastoralist, 100) / 20) * -80, + _slaveDemandT *= 1 + Math.trunc(Math.min($arcologies[0].FSPastoralist, 100) / 20) * 0.05>> + <<if $arcologies[0].FSPaternalist != "unset">> + <<set _expirationFS *= 1 + (Math.trunc(Math.min($arcologies[0].FSPastoralist, 100) / 20) * 0.05) * (1 + (Math.trunc(Math.min($arcologies[0].FSPaternalist, 100) / 20) * -0.1)>> + <<else>> + <<set _expirationFS *= 1 + Math.trunc(Math.min($arcologies[0].FSPastoralist, 100) / 20) * 0.05>> + <</if>> + <<set _lowerClass += Math.trunc(Math.min($arcologies[0].FSPastoralist, 100) / 20) * -80, _lowerClassP *= 1 + Math.trunc(Math.min($arcologies[0].FSPastoralist, 100) / 20) * -0.004, _middleClass += Math.trunc(Math.min($arcologies[0].FSPastoralist, 100) / 20) * 16, _middleClassP *= 1 + Math.trunc(Math.min($arcologies[0].FSPastoralist, 100) / 20) * 0.002, @@ -193,6 +203,7 @@ _topClassP = 1>> <<set _FSScore += Math.min($arcologies[0].FSRomanRevivalist, 100), _slaveDemandU *= 1 + Math.trunc(Math.min($arcologies[0].FSRomanRevivalist, 100) / 20) * 0.02, _slaveDemandT *= 1 + Math.trunc(Math.min($arcologies[0].FSRomanRevivalist, 100) / 20) * 0.025, + _expirationFS *= 1 + Math.trunc(Math.min($arcologies[0].FSRomanRevivalist, 100) / 20) * -0.1, _welfareFS *= 1 + Math.trunc(Math.min($arcologies[0].FSRomanRevivalist, 100) / 20) * -0.05, _lowerClass += Math.trunc(Math.min($arcologies[0].FSRomanRevivalist, 100) / 20) * 40, _lowerClassP *= 1 + Math.trunc(Math.min($arcologies[0].FSRomanRevivalist, 100) / 20) * 0.002, @@ -249,8 +260,13 @@ _topClassP = 1>> <<set _FSScore += Math.min($arcologies[0].FSRepopulationFocus, 100), _slaveDemandU *= 1 + Math.trunc(Math.min($arcologies[0].FSRepopulationFocus, 100) / 20) * 0.04, _slaveDemandT *= 1 + Math.trunc(Math.min($arcologies[0].FSRepopulationFocus, 100) / 20) * 0.05, - _slaveProductivity += Math.trunc(Math.min($arcologies[0].FSRepopulationFocus, 100) / 20) * -0.01, - _lowerClass += Math.trunc(Math.min($arcologies[0].FSRepopulationFocus, 100) / 20) * 80, + _slaveProductivity += Math.trunc(Math.min($arcologies[0].FSRepopulationFocus, 100) / 20) * -0.01>> + <<if $arcologies[0].FSPaternalist != "unset">> + <<set _expirationFS *= 1 + (Math.trunc(Math.min($arcologies[0].FSRepopulationFocus, 100) / 20) * 0.05) * (1 + (Math.trunc(Math.min($arcologies[0].FSPaternalist, 100) / 20) * -0.1)>> + <<else>> + <<set _expirationFS *= 1 + Math.trunc(Math.min($arcologies[0].FSRepopulationFocus, 100) / 20) * 0.05>> + <</if>> + <<set _lowerClass += Math.trunc(Math.min($arcologies[0].FSRepopulationFocus, 100) / 20) * 80, _lowerClassP *= 1 + Math.trunc(Math.min($arcologies[0].FSRepopulationFocus, 100) / 20) * 0.004, _middleClass += Math.trunc(Math.min($arcologies[0].FSRepopulationFocus, 100) / 20) * 16, _middleClassP *= 1 + Math.trunc(Math.min($arcologies[0].FSRepopulationFocus, 100) / 20) * 0.002, @@ -279,6 +295,7 @@ _topClassP = 1>> _slaveDemandU *= 1 + Math.trunc(Math.min($arcologies[0].FSHedonisticDecadence, 100) / 20) * 0.02, _slaveDemandT *= 1 + Math.trunc(Math.min($arcologies[0].FSHedonisticDecadence, 100) / 20) * 0.025, _slaveProductivity += Math.trunc(Math.min($arcologies[0].FSHedonisticDecadence, 100) / 20) * -0.01, + _expirationFS *= 1 + Math.trunc(Math.min($arcologies[0].FSHedonisticDecadence, 100) / 20) * 0.1, /*too high?*/ _lowerClass += Math.trunc(Math.min($arcologies[0].FSHedonisticDecadence, 100) / 20) * 40, _lowerClassP *= 1 + Math.trunc(Math.min($arcologies[0].FSHedonisticDecadence, 100) / 20) * 0.002, _middleClass += Math.trunc(Math.min($arcologies[0].FSHedonisticDecadence, 100) / 20) * -16, @@ -304,6 +321,48 @@ _topClassP = 1>> _upperClassP *= 0.98, _topClass += -5, _topClassP *= 0.98>> + <<if $MilkMilestoneRetirement == 1>> /*additional conditional retirement options are each half as strong as base retirement*/ + <<set _slaveDemandU *= 0.9, + _slaveDemandT *= 0.875, + _slaveProductivity += 0.025, + _expirationFS *= 0.9, + _lowerClass += 100, + _lowerClassP *= 1.01, + _middleClass += 40, + _middleClassP *= 1.01, + _upperClass += -13.5, + _upperClassP *= 0.99, + _topClass += -2.5, + _topClassP *= 0.99>> + <</if>> + <<if $CumMilestoneRetirement == 1>> + <<set _slaveDemandU *= 0.9, + _slaveDemandT *= 0.875, + _slaveProductivity += 0.025, + _expirationFS *= 0.9, + _lowerClass += 100, + _lowerClassP *= 1.01, + _middleClass += 40, + _middleClassP *= 1.01, + _upperClass += -13.5, + _upperClassP *= 0.99, + _topClass += -2.5, + _topClassP *= 0.99>> + <</if>> + <<if $BirthsMilestoneRetirement == 1>> + <<set _slaveDemandU *= 0.9, + _slaveDemandT *= 0.875, + _slaveProductivity += 0.025, + _expirationFS *= 0.9, + _lowerClass += 100, + _lowerClassP *= 1.01, + _middleClass += 40, + _middleClassP *= 1.01, + _upperClass += -13.5, + _upperClassP *= 0.99, + _topClass += -2.5, + _topClassP *= 0.99>> + <</if>> <</if>> <<if $ProRefugees == 1>> <<set _slaveDemandU *= 1.1, @@ -521,8 +580,6 @@ _topClassP = 1>> <<set _middleClass += ($TSS.subsidize + $GRI.subsidize + $SCP.subsidize + $LDE.subsidize + $TGA.subsidize + $TCR.subsidize + $TFS.subsidize + $HA.subsidize) * 20, _middleClass *= 1 + ($TSS.subsidize + $GRI.subsidize + $SCP.subsidize + $LDE.subsidize + $TGA.subsidize + $TCR.subsidize + $TFS.subsidize + $HA.subsidize) * 0.01>> -<br> - /*Slave retirement trigger pulled (one time only)*/ <<if $CitizenRetirementTrigger == 1>> <<if $arcologies[0].FSSupremacistLawME < 1 && $arcologies[0].FSSubjugationistLawME < 1>> @@ -890,7 +947,6 @@ _percTopClass = Math.trunc(($topClass / ($ACitizens + $ASlaves)) * 1000) / 10>> <br><<print _TCD>> Top Class Demand | <<print _topClassP>> TC Multiplier <</if>> <br> -<br> <<print $arcologies[0].name>> is home to the following: <br>Lower Class Citizens | <<print $lowerClass>> | <<print _percLowerClass>>% <br>Middle Class Citizens | <<print $middleClass>> | <<print _percMiddleClass>>% @@ -935,7 +991,6 @@ _percTopClass = Math.trunc(($topClass / ($ACitizens + $ASlaves)) * 1000) / 10>> <</if>> <br> - <<set _rentMultiplier = 1>> <<if $arcologies[0].FSPaternalistLaw == 1>> <<set _rentMultiplier *= 0.95>> @@ -1419,10 +1474,10 @@ The Hippolyta Academy have a <<if $HA.schoolProsperity > 4>>very prosperous<<els You have a policy of covertly undermining them. <<set $HA.schoolProsperity-->> <</if>> -<</if>> - <</if>> <br> +<</if>> + <<if $marketAssistantLimit != 0>> <<silently>> <<= MenialPopCap()>> <</silently>> @@ -1464,3 +1519,4 @@ Your ''business assistant'' manages the menial slave market. <</if>> <<silently>><<= MenialPopCap()>><</silently>> <</if>> +<br> diff --git a/src/uncategorized/corporationDevelopments.tw b/src/uncategorized/corporationDevelopments.tw index ff032dd8819d3a3cc03378845d60d004f51fac6d..6fbe489d2ab98ad4905351f31495cb8f3e91598d 100644 --- a/src/uncategorized/corporationDevelopments.tw +++ b/src/uncategorized/corporationDevelopments.tw @@ -115,11 +115,7 @@ Since it is <<elseif _dividendPerShare > 0.1>> <<set _multplier = 0.1>> modestly profitable, a small dividend of @@.yellowgreen;¤0.1@@ <<elseif $corpProfit > 0>> <<set _multplier = 1+Math.ceil(($corpProfit*0.2*$personalShares)/_totalShares)>> -<<<<<<< HEAD barely profitable, a meager dividend -======= - bearly profitable, a meager dividend ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <</if>> <<if _dividendPerShare >= 0.1>>/share<</if>> was paid out to stockholders; you received @@.yellowgreen;<<if _dividendPerShare >= 0.1>> <<print cashFormat($personalShares*_multplier)>> <<else>> <<print cashFormat(_multplier)>> <</if>>@@. <<if _dividendPerShare >= 0.1>> diff --git a/src/uncategorized/economics.tw b/src/uncategorized/economics.tw index 3b0057f1c6af874154a3b79185d32591decbdc89..7d6882e8692274419cafbda0333fcc9f9d4ae81a 100644 --- a/src/uncategorized/economics.tw +++ b/src/uncategorized/economics.tw @@ -16,160 +16,155 @@ <br><br> <<if $useTabs == 0>> -<<include "Neighbors Development">> + <<include "Neighbors Development">> -<br><br> - -<<include "Personal Business">> + <br><br> -<br><br> + <<include "Arcology Management">> -<<if $corpAnnounced == 1>> - <br> - <<if $corpIncorporated == 0>> - <span id="incorporate"> - You have not yet committed funds to create a publicly traded slave trading corporation. <<link "Lay the groundwork for incorporation">><<set $corpIncorporated = 1>><<set $sharePrice = 10>><<set $oldSharePrice = $sharePrice>><<set $personalShares = 2000>><<set $cash -= 30000>><<set $publicShares = 1000>><<set $corpCash = 20000>><<set $generalAssets = 500>><<set $slaveAssets = 1000>><<set $entrapmentAssets = 500>><<set $captureAssets = 500>><<set $trainingAssets = 500>><<set $surgicalAssets = 500>><<set $drugAssets = 500>><<replace "#incorporate">><<print "The groundwork has been laid for the incorporation of a publicly traded slave trading corporation. The IPO will involve 1000 shares at <<print cashFormat(10)>>/share.">><</replace>><</link>> //Costs <<print cashFormat(30000)>>// - </span> - <<else>> - <<include "Corporation Developments">> + <<if $FSAnnounced > 0>> + <br><br> + <<include "FS Developments">> <</if>> - <br><br> -<</if>> -<<include "Reputation">> -<<if $secExp == 1>> - <br><br> - <<include "authorityReport">> -<</if>> - -<br><br> + <<if $corpAnnounced == 1>> + <br><br> + <<if $corpIncorporated == 0>> + <span id="incorporate"> + You have not yet committed funds to create a publicly traded slave trading corporation. <<link "Lay the groundwork for incorporation">><<set $corpIncorporated = 1>><<set $sharePrice = 10>><<set $oldSharePrice = $sharePrice>><<set $personalShares = 2000>><<set $cash -= 30000>><<set $publicShares = 1000>><<set $corpCash = 20000>><<set $generalAssets = 500>><<set $slaveAssets = 1000>><<set $entrapmentAssets = 500>><<set $captureAssets = 500>><<set $trainingAssets = 500>><<set $surgicalAssets = 500>><<set $drugAssets = 500>><<replace "#incorporate">><<print "The groundwork has been laid for the incorporation of a publicly traded slave trading corporation. The IPO will involve 1000 shares at <<print cashFormat(10)>>/share.">><</replace>><</link>> //Costs <<print cashFormat(30000)>>// + </span> + <<else>> + <<include "Corporation Developments">> + <</if>> + <</if>> -<<include "Arcology Management">> + <<if $secExp == 1>> + <br><br> + <<include "authorityReport">> + <br><br> + <<include "securityReport">> + <</if>> -<<if ($PC.boobs == 1 && $PC.boobsBonus > 0) || $PC.pregKnown == 1 || $playerAging != 0>> <br><br> - <<include "Personal Notes">> -<</if>> -<<if $FSAnnounced > 0>> - <br><br> - <<include "FS Developments">> -<</if>> + <<include "Reputation">> -<br><br> -<<if $secExp == 1>> - <<include "securityReport">> -<</if>> + <br><br> -<<else>> -<<CreateSimpleTabs>> -<body> + <<include "Personal Business">> -<div class="tab"> - <button class="tablinks" onclick="opentab(event, 'Arcologies')" id="defaultOpen">Arcologies</button> - <button class="tablinks" onclick="opentab(event, 'Business')">Personal Business</button> - <<if $corpAnnounced == 1>> - <button class="tablinks" onclick="opentab(event, 'Corporation')">Corporation</button> - <</if>> - <button class="tablinks" onclick="opentab(event, 'Reputation')">Reputation</button> - <<if $secExp == 1>> - <button class="tablinks" onclick="opentab(event, 'Authority')">Authority</button> - <</if>> - <button class="tablinks" onclick="opentab(event, 'Management')">Arcology Management</button> <<if ($PC.boobs == 1 && $PC.boobsBonus > 0) || $PC.pregKnown == 1 || $playerAging != 0>> - <button class="tablinks" onclick="opentab(event, 'Personal')">Personal Notes</button> - <</if>> - <<if $FSAnnounced > 0>> - <button class="tablinks" onclick="opentab(event, 'Societies')">Society Development</button> + <br><br> + <<include "Personal Notes">> <</if>> - <<if $secExp == 1>> - <button class="tablinks" onclick="opentab(event, 'securityReport')">Security</button> - <</if>> -</div> - -<div id="Arcologies" class="tabcontent"> - <div class="content"> - <<include "Neighbors Development">> - </div> -</div> - -<div id="Business" class="tabcontent"> - <div class="content"> - <<include "Personal Business">> - </div> -</div> - -<<if $corpAnnounced == 1>> - <div id="Corporation" class="tabcontent"> - <div class="content"> - <<if $corpIncorporated == 0>> - <span id="incorporate"> - You have not yet committed funds to create a publicly traded slave trading corporation. <<link "Lay the groundwork for incorporation">><<set $corpIncorporated = 1>><<set $sharePrice = 10>><<set $oldSharePrice = $sharePrice>><<set $personalShares = 2000>><<set $cash -= 30000>><<set $publicShares = 1000>><<set $corpCash = 20000>><<set $generalAssets = 500>><<set $slaveAssets = 1000>><<set $entrapmentAssets = 500>><<set $captureAssets = 500>><<set $trainingAssets = 500>><<set $surgicalAssets = 500>><<set $drugAssets = 500>><<replace "#incorporate">><<print "The groundwork has been laid for the incorporation of a publicly traded slave trading corporation. The IPO will involve 1000 shares at <<print cashFormat(10)>>/share.">><</replace>><</link>> //Costs <<print cashFormat(30000)>>// - </span> - <<else>> - <<include "Corporation Developments">> + +<<else>> + <<CreateSimpleTabs>> + <body> + + <div class="tab"> + <button class="tablinks" onclick="opentab(event, 'Arcologies')" id="defaultOpen">Arcologies</button> + <button class="tablinks" onclick="opentab(event, 'Management')">Arcology Management</button> + <<if $FSAnnounced > 0>> + <button class="tablinks" onclick="opentab(event, 'Societies')">Society Development</button> + <</if>> + <<if $corpAnnounced == 1>> + <button class="tablinks" onclick="opentab(event, 'Corporation')">Corporation</button> + <</if>> + <<if $secExp == 1>> + <button class="tablinks" onclick="opentab(event, 'Authority')">Authority</button> + <button class="tablinks" onclick="opentab(event, 'securityReport')">Security</button> + <</if>> + <button class="tablinks" onclick="opentab(event, 'Reputation')">Reputation</button> + <button class="tablinks" onclick="opentab(event, 'Business')">Personal Business</button> + <<if ($PC.boobs == 1 && $PC.boobsBonus > 0) || $PC.pregKnown == 1 || $playerAging != 0>> + <button class="tablinks" onclick="opentab(event, 'Personal')">Personal Notes</button> <</if>> </div> - </div> -<</if>> -<div id="Reputation" class="tabcontent"> - <div class="content"> - <<include "Reputation">> - </div> -</div> - -<div id="Authority" class="tabcontent"> -<div class="content"> -<<include "authorityReport">> -</div> -</div> - -<div id="Management" class="tabcontent"> - <div class="content"> - <<include "Arcology Management">> - </div> -</div> - -<<if ($PC.boobs == 1 && $PC.boobsBonus > 0) || $PC.pregKnown == 1 || $playerAging != 0>> -<div id="Personal" class="tabcontent"> -<div class="content"> -<<include "Personal Notes">> -</div> -</div> -<</if>> + <div id="Arcologies" class="tabcontent"> + <div class="content"> + <<include "Neighbors Development">> + </div> + </div> -<<if $FSAnnounced > 0>> -<div id="Societies" class="tabcontent"> -<div class="content"> -<<include "FS Developments">> -</div> -</div> -<</if>> + <div id="Management" class="tabcontent"> + <div class="content"> + <<include "Arcology Management">> + </div> + </div> -<div id="securityReport" class="tabcontent"> - <div class="content"> - <<include "securityReport">> - </div> -</div> - -<script> -function opentab(evt, tabName) { - var i, tabcontent, tablinks; - tabcontent = document.getElementsByClassName("tabcontent"); - for (i = 0; i < tabcontent.length; i++) { - tabcontent[i].style.display = "none"; - } - tablinks = document.getElementsByClassName("tablinks"); - for (i = 0; i < tablinks.length; i++) { - tablinks[i].className = tablinks[i].className.replace(" active", ""); - } - document.getElementById(tabName).style.display = "block"; - evt.currentTarget.className += " active"; -} - -document.getElementById("defaultOpen").click(); -</script> - -</body> + <<if $FSAnnounced > 0>> + <div id="Societies" class="tabcontent"> + <div class="content"> + <<include "FS Developments">> + </div> + </div> + <</if>> + + <<if $corpAnnounced == 1>> + <div id="Corporation" class="tabcontent"> + <div class="content"> + <<if $corpIncorporated == 0>> + <span id="incorporate"> + You have not yet committed funds to create a publicly traded slave trading corporation. <<link "Lay the groundwork for incorporation">><<set $corpIncorporated = 1>><<set $sharePrice = 10>><<set $oldSharePrice = $sharePrice>><<set $personalShares = 2000>><<set $cash -= 30000>><<set $publicShares = 1000>><<set $corpCash = 20000>><<set $generalAssets = 500>><<set $slaveAssets = 1000>><<set $entrapmentAssets = 500>><<set $captureAssets = 500>><<set $trainingAssets = 500>><<set $surgicalAssets = 500>><<set $drugAssets = 500>><<replace "#incorporate">><<print "The groundwork has been laid for the incorporation of a publicly traded slave trading corporation. The IPO will involve 1000 shares at <<print cashFormat(10)>>/share.">><</replace>><</link>> //Costs <<print cashFormat(30000)>>// + </span> + <<else>> + <<include "Corporation Developments">> + <</if>> + </div> + </div> + <</if>> + + <div id="Authority" class="tabcontent"> + <div class="content"> + <<include "authorityReport">> + </div> + </div> + + <div id="securityReport" class="tabcontent"> + <div class="content"> + <<include "securityReport">> + </div> + </div> + + <div id="Reputation" class="tabcontent"> + <div class="content"> + <<include "Reputation">> + </div> + </div> + + <div id="Business" class="tabcontent"> + <div class="content"> + <<include "Personal Business">> + </div> + </div> + + <<if ($PC.boobs == 1 && $PC.boobsBonus > 0) || $PC.pregKnown == 1 || $playerAging != 0>> + <div id="Personal" class="tabcontent"> + <div class="content"> + <<include "Personal Notes">> + </div> + </div> + <</if>> + + <script> + function opentab(evt, tabName) { + var i, tabcontent, tablinks; + tabcontent = document.getElementsByClassName("tabcontent"); + for (i = 0; i < tabcontent.length; i++) { + tabcontent[i].style.display = "none"; + } + tablinks = document.getElementsByClassName("tablinks"); + for (i = 0; i < tablinks.length; i++) { + tablinks[i].className = tablinks[i].className.replace(" active", ""); + } + document.getElementById(tabName).style.display = "block"; + evt.currentTarget.className += " active"; + } + + document.getElementById("defaultOpen").click(); + </script> + + </body> <</if>> diff --git a/src/uncategorized/genericPlotEvents.tw b/src/uncategorized/genericPlotEvents.tw index 373803d41f9978a9bb1d8eaf1745b22a98030c1e..dcbce6fd8804946e753b418e64d331285c5eac25 100644 --- a/src/uncategorized/genericPlotEvents.tw +++ b/src/uncategorized/genericPlotEvents.tw @@ -196,19 +196,11 @@ in the capital city. <<if $PAidTarget != "seizedMission">> They are deeply worried by the situation. There have been large riots over the past week, and yesterday they became seriously violent. The unrest is targeting <<if $PAidTarget == "convent">> -<<<<<<< HEAD better-off citizens, including the caller. Though most of the nuns have already left, the leader and a few of her women are now stuck in the area and are running out of options as the riots lock down transportation. <<elseif $PAidTarget == "school">> better-off citizens, including the caller. Though most of the students have already made it out, the principal and a few students are now stuck in the area and are running out of options as the riots lock down transportation. <<elseif $PAidTarget == "housewives">> better-off citizens, including the caller. Though most of them have taken flights out, the leader and a few of them are now stuck in the area and are running out of options as the riots lock down transportation. -======= - better-off citizens, including the caller. Though most of the nuns have already left, the leader and a few of her women are now stuck in the area and are running out of options as the riots lock down transportation. - <<elseif $PAidTarget == "school">> - better-off citizens, including the caller. Though most of the students have already made it out, the principal and a few students are now stuck in the area and are running out of options as the riots lock down transportation. - <<elseif $PAidTarget == "housewives">> - better-off citizens, including the caller. Though most of them have taken flights out, the leader and a few of them are now stuck in the area and are running out of options as the riots lock down transportation. ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <<elseif $PAidTarget == "maternity">> better-off citizens, including the caller. Though most of the patients have already left, several of the most pregnant are now stuck in the area and are running out of options as the riots lock down transportation. <<elseif $PAidTarget == "conversion">> diff --git a/src/uncategorized/neighborsDevelopment.tw b/src/uncategorized/neighborsDevelopment.tw index 2a840b0d1943d66a8e3922d1ffda24023f535a6b..7af7da2cd4df2e3da5b976bbd928abe40afbe5e6 100644 --- a/src/uncategorized/neighborsDevelopment.tw +++ b/src/uncategorized/neighborsDevelopment.tw @@ -2696,7 +2696,7 @@ has an estimated GSP of @@.yellowgreen;<<print cashFormat(Math.trunc((0.1*$arcol <<if $plot>> <<if $peacekeepers != 0>> - <br><br> + <br> <<if $peacekeepers.strength >= 50>> <<set _prisoners = Math.trunc($peacekeepers.attitude/10)+random(0,10)>> General $peacekeepers.generalName's little empire near the arcology @@ -2730,5 +2730,6 @@ has an estimated GSP of @@.yellowgreen;<<print cashFormat(Math.trunc((0.1*$arcol Unfortunately, the presence of so much old world military power near the Free City causes @@.red;public concern.@@ <<set $rep -= 100>> <</if>> + <br> <</if>> <</if>> diff --git a/src/uncategorized/pCoupAftermath.tw b/src/uncategorized/pCoupAftermath.tw index 7f9f5aa6087581cc243fb3629ed7e4be4272a753..871b1f9226c76aae60f35509e1820138dcc250d2 100644 --- a/src/uncategorized/pCoupAftermath.tw +++ b/src/uncategorized/pCoupAftermath.tw @@ -67,19 +67,11 @@ You inquire as to whether there's any identifiable cause for the evident dislike <<if $rivalSet != 0>> <<for $i = 0; $i < $arcologies.length; $i++>> <<if $arcologies[$i].rival == 1>> -<<<<<<< HEAD <<set $arcologies[$i].embargo = 3>> <<set $arcologies[$i].embargoTarget = 0>> <<set $arcologies[$i].influenceTarget = 0>> <<set $rivalOwner = $arcologies[$i].prosperity>> <<break>> -======= - <<set $arcologies[$i].embargo = 3>> - <<set $arcologies[$i].embargoTarget = 0>> - <<set $arcologies[$i].influenceTarget = 0>> - <<set $rivalOwner = $arcologies[$i].prosperity>> - <<break>> ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <</if>> <</for>> <<else>> diff --git a/src/uncategorized/pRivalryVictory.tw b/src/uncategorized/pRivalryVictory.tw index e059b0394086173e85f9566de44ae7dcb1ee1dfd..06502fef1734426abb70f54205769f7876720ae0 100644 --- a/src/uncategorized/pRivalryVictory.tw +++ b/src/uncategorized/pRivalryVictory.tw @@ -100,17 +100,6 @@ For the first time, you receive a direct call from your rival. You pictured the <<if $rivalSet != 0>> "All my remaining liquid assets have just been @@.red;carefully dispersed to deny you control of my arcology.@@ You'll get nothing from me." It's true. The financial self-destruction ensures that the fiscal wreckage goes to the arcology's citizens, not you. <<for _prv = 0; _prv < $arcologies.length; _prv++>> -<<<<<<< HEAD - <<if $arcologies[_prv].rival == 1>> - <<set $arcologies[_prv].embargo = 0>> - <<set $arcologies[_prv].embargoTarget = -1>> - <<set $arcologies[_prv].influenceTarget = -1>> - <<set $arcologies[_prv].rival = 0>> - <<set $arcologies[_prv].government = "direct democracy">> - <<if $arcologies[_prv].FSSupremacist > 20>><<set $rivalRace = $arcologies[_prv].FSSupremacistRace>><</if>> - <<break>> - <</if>> -======= <<if $arcologies[_prv].rival == 1>> <<set $arcologies[_prv].embargo = 0>> <<set $arcologies[_prv].embargoTarget = -1>> @@ -120,7 +109,6 @@ For the first time, you receive a direct call from your rival. You pictured the <<if $arcologies[_prv].FSSupremacist > 20>><<set $rivalRace = $arcologies[_prv].FSSupremacistRace>><</if>> <<break>> <</if>> ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <</for>> <<if $hostageAnnounced == 1>> <br><br> diff --git a/src/uncategorized/persBusiness.tw b/src/uncategorized/persBusiness.tw index bcb753e4a484c798d08ace25cbe18b85cd36a798..51d0041715b7983592035f34e3341e97ed95938c 100644 --- a/src/uncategorized/persBusiness.tw +++ b/src/uncategorized/persBusiness.tw @@ -800,9 +800,9 @@ Routine upkeep of your demesne costs @@.yellow;<<print cashFormat($costs)>>.@@ <<set $cash -= $costs>> <<if $secExp == 1>> - <br> - <br> <<if $weapManu == 1>> + <br> + <br> The weapons manufacturing complex produces armaments <<if $weapProductivity <= 2>> at a steady pace. @@ -852,9 +852,9 @@ Routine upkeep of your demesne costs @@.yellow;<<print cashFormat($costs)>>.@@ <br>Fees on transitioning goods this week made @@.yellowgreen;<<print cashFormat(_tradeTax)>>.@@ <<set $cash += Math.ceil(_tradeTax)>> <</if>> + <br> <</if>> -<br> /*Adding random changes to slave demand and supply*/ /*Without events triggering and a relatively average supply/demand situation, the best case scenario is an increase/decrease in the price of slaves of 10 in one week. Chance of these conditions happening are 1/25. For demand or supply to go from average to their maximum will take 25 weeks if rolling highest growth each time a roll is made and all other luck is average. Because of the properties of the market and how it develops the likely prices one will encounter are distributed in a bellshaped fashion, centered around 1000. Minimum possible price is 750, maximum 1250. At +/- 35000 chances of supply or demand getting even more extreme are reduced.*/ <<set _demandSlaveVar = random(-10,10)*10>> @@ -1061,3 +1061,4 @@ The RomanFS may need further tweaking (it probably got weaker). Could increase t <</if>> <<if $SF.Toggle && $SF.Active >= 1>> <<include "SF_Report">> <</if>> +<br> diff --git a/src/uncategorized/reputation.tw b/src/uncategorized/reputation.tw index 577f90d9d6bfc9041426517eb7cd8ba1cfd85a90..e7909b788be32eb0919321c7d01e6f07bbb1dc24 100644 --- a/src/uncategorized/reputation.tw +++ b/src/uncategorized/reputation.tw @@ -792,3 +792,4 @@ On formal occasions, you are announced as $PCTitle. The Societal Elite @@.red;mutter about you@@. <</if>> <</if>> +<br> diff --git a/src/uncategorized/toychest.tw b/src/uncategorized/toychest.tw index a881d30206b506ad69c3bb899f9bc8e39aedbce3..2b2768a63dc9cafe082e135d3225fe07c5e81cf2 100644 --- a/src/uncategorized/toychest.tw +++ b/src/uncategorized/toychest.tw @@ -210,11 +210,7 @@ <<case "a nice pony outfit" "a slutty pony outfit">> $His bondage pony outfit reinforces the atmosphere of submission to your will. <<case "a sports bra" "sport shorts and a t-shirt" "sport shorts and a sports bra" "sport shorts">> -<<<<<<< HEAD - Her athletic clothing gives the office a more youthful vibe. -======= $His athletic clothing gives the office a more youthful vibe. ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 <<case "a skimpy loincloth">> $His skimpy loincloth gives the office a more barbaric and raw atmosphere. <<default>> diff --git a/src/utility/optionsWidgets.tw b/src/utility/optionsWidgets.tw index d0a82ce68b5d6d018c1340a226a9040ef39abb5c..95a91c36ce96aefd37e8888ab8eb0fd9c116175f 100644 --- a/src/utility/optionsWidgets.tw +++ b/src/utility/optionsWidgets.tw @@ -446,7 +446,6 @@ Drugs and addiction are <</widget>> /% -<<<<<<< HEAD Call as <<OptionAbbreviateHormoneBalance>> Should be placed in a <span> with id = "OptionAbbreviateHormoneBalance" %/ @@ -498,8 +497,6 @@ Hormone balance is <</widget>> /% -======= ->>>>>>> 50d01d58abcc8efad3c7baa23b5e4a74439b5047 Call as <<OptionAbbreviateGenitalia>> Should be placed in a <span> with id = "OptionAbbreviateGenitalia" %/