diff --git a/src/js/health.js b/src/js/health.js
index c058f34063586a788f94fe8834ee8993abb03805..b1036effc4d2b7a1fae623e2b121804dffdcdca3 100644
--- a/src/js/health.js
+++ b/src/js/health.js
@@ -1,104 +1,130 @@
+/**
+ * checks for illness and reduces the effectiveness of the slave accordingly -- 10, 25, 50, 85, 95% reduced
+ * also checks for tiredness and reduces effectiveness from that as well -- 10% reduction at 80+ and 5% at 50-80
+ * @param {App.Entity.SlaveState} slave
+ * @returns {number}
+ */
 window.healthPenalty = function healthPenalty(slave) {
-    // checks for illness and reduces the effectiveness of the slave accordingly -- 10, 25, 50, 85, 95% reduced
-    // also checks for tiredness and reduces effectiveness from that as well -- 10% reduction at 80+ and 5% at 50-80
-    const H = slave.health;
-    let penalty = 100;
-    if (H.illness > 0) {
-        penalty *= 1 - (100 - Math.min(Math.pow(H.illness, 2) * 5 + 5, 95)) / 100;
-    }
-    if (H.tired > 80) {
-        penalty *= 0.9;
-    } else if (H.tired > 50) {
-        penalty *= 0.95;
-    }
-    penalty = Math.trunc(penalty) / 100;
-    return penalty;
+	const H = slave.health;
+	let penalty = 100;
+	if (H.illness > 0) {
+		penalty *= 1 - (100 - Math.min(Math.pow(H.illness, 2) * 5 + 5, 95)) / 100;
+	}
+	if (H.tired > 80) {
+		penalty *= 0.9;
+	} else if (H.tired > 50) {
+		penalty *= 0.95;
+	}
+	penalty = Math.trunc(penalty) / 100;
+	return penalty;
 };
 
-window.healthDamage = function healthDamage(slave, damage) { // All things hurting a slave go through this to update short term damage and slave health
-    const H = slave.health;
-    H.shortDamage += Math.max(Math.trunc(damage), 0);
-    H.health = H.condition - H.longDamage - H.shortDamage;
+/**
+ * All things hurting a slave go through this to update short term damage and slave health.
+ * @param {App.Entity.SlaveState} slave
+ * @param {number} damage
+ * @returns {void}
+ */
+window.healthDamage = function healthDamage(slave, damage) {
+	const H = slave.health;
+	H.shortDamage += Math.max(Math.trunc(damage), 0);
+	H.health = H.condition - H.longDamage - H.shortDamage;
 };
 
-window.improveCondition = function improveCondition(slave, condition) { // All things improving a slave's condition go through this to update condition and slave health
-    const H = slave.health;
-    H.condition += Math.max(Math.trunc(condition), 0);
-    H.health = H.condition - H.longDamage - H.shortDamage;
+/**
+ * All things improving a slave's condition go through this to update condition and slave health.
+ * @param {App.Entity.SlaveState} slave
+ * @param {number} condition
+ * @returns {void}
+ */
+window.improveCondition = function improveCondition(slave, condition) {
+	const H = slave.health;
+	H.condition += Math.max(Math.trunc(condition), 0);
+	H.health = H.condition - H.longDamage - H.shortDamage;
 };
 
-// A function for setting valid health values for new slaves, comes with a set of defaults. Not meant for use with existing slaves (consider healthDamage() and improveCondition() first), but sometimes useful still
-window.setHealth = function setHealth(slave, condition=-101, shortDamage=-1, longDamage=-1, illness=-1, tired=-1) {
-    const H = slave.health;
+/**
+ * A function for setting valid health values for new slaves, comes with a set of defaults.
+ * Not meant for use with existing slaves (consider healthDamage() and improveCondition() first), but sometimes useful still.
+ * @param {App.Entity.SlaveState} slave
+ * @param {number} condition
+ * @param {number} [shortDamage]
+ * @param {number} [longDamage]
+ * @param {number} [illness]
+ * @param {number} [tired]
+ * @returns {void}
+ */
+window.setHealth = function setHealth(slave, condition = -101, shortDamage = -1, longDamage = -1, illness = -1, tired = -1) {
+	const H = slave.health;
 
-    // Making sure all values get set to either a default or their desired value
-    if (condition < -100) {
-        H.condition = jsRandom(-50, 50); // Default value
-    } else {
-        H.condition = condition;
-    }
-    if (shortDamage < 0) {
-        H.shortDamage = Math.max(normalRandInt(0, 3), 0);
-    } else {
-        H.shortDamage = shortDamage;
-    }
-    if (longDamage < 0) {
-        H.longDamage = Math.max(normalRandInt(0, 3), 0);
-    } else {
-        H.longDamage = longDamage;
-    }
-    if (illness < 0 || illness > 5) {
-        H.illness = Math.max(normalRandInt(0, 0.5), 0);
-    } else {
-        H.illness = illness;
-    }
-    if (tired < 0 || tired > 100) {
-        H.tired = jsRandom(20, 50);
-    } else {
-        H.tired = tired;
-    }
+	// Making sure all values get set to either a default or their desired value
+	if (condition < -100) {
+		H.condition = jsRandom(-50, 50); // Default value
+	} else {
+		H.condition = condition;
+	}
+	if (shortDamage < 0) {
+		H.shortDamage = Math.max(normalRandInt(0, 3), 0);
+	} else {
+		H.shortDamage = shortDamage;
+	}
+	if (longDamage < 0) {
+		H.longDamage = Math.max(normalRandInt(0, 3), 0);
+	} else {
+		H.longDamage = longDamage;
+	}
+	if (illness < 0 || illness > 5) {
+		H.illness = Math.max(normalRandInt(0, 0.5), 0);
+	} else {
+		H.illness = illness;
+	}
+	if (tired < 0 || tired > 100) {
+		H.tired = jsRandom(20, 50);
+	} else {
+		H.tired = tired;
+	}
 
-    // Adjusting long term damage for age
-    if (slave.age > 29) {
-        for(let i = 1; i < (slave.age - 29); i++) {
-            H.longDamage += Math.trunc((i + 4 + jsRandom(1, 15)) / 20);
-        }
-    }
+	// Adjusting long term damage for age
+	if (slave.physicalAge > 29) {
+		for (let i = 1; i < (slave.physicalAge - 29); i++) {
+			H.longDamage += Math.trunc((i + 4 + jsRandom(1, 15)) / 20);
+		}
+	}
 
-    // Making sure their overall health doesn't go too low (and would lead to a very likely death)
-    if (H.condition - H.shortDamage - H.longDamage < -100) {
-        let excess = -100 + H.condition + H.shortDamage + H.longDamage;
-        if (H.shortDamage + H.longDamage < 50) { // As long as the damage doesn't get too crazy we'll compensate condition for it
-            H.condition += excess;
-        } else if (H.longDamage < 50) { // As long as long damage doesn't get too high we'll compensate by improving shortDamage and condition
-            if (H.shortDamage - Math.ceil(excess / 2) > 0) {
-                H.shortDamage -= Math.ceil(excess / 2);
-                H.condition += Math.ceil(excess / 2);
-            } else {
-                excess -= H.shortDamage;
-                H.shortDamage = 0;
-                H.condition += excess;
-            }
-        } else { // If such high longDamage was intentional, they really should have done better basic math to ensure these slaves wouldn't just die immediately
-            if (H.shortDamage - Math.ceil(excess / 3) > 0 && H.longDamage - Math.ceil(excess / 3) > 0) {
-                H.longDamage -= Math.ceil(excess / 3);
-                H.shortDamage -= Math.ceil(excess / 3);
-                H.condition += Math.ceil(excess / 3);
-            } else {
-                excess -= H.shortDamage;
-                H.shortDamage = 0;
-                if (H.longDamage - Math.ceil(excess / 2) > 0) {
-                    H.longDamage -= Math.ceil(excess / 2);
-                    H.condition += Math.ceil(excess / 2);
-                } else {
-                    excess -= H.longDamage;
-                    H.longDamage = 0;
-                    H.condition += excess;
-                }
-            }
-        }
-    }
+	// Making sure their overall health doesn't go too low (and would lead to a very likely death)
+	if (H.condition - H.shortDamage - H.longDamage < -100) {
+		let excess = -100 + H.condition + H.shortDamage + H.longDamage;
+		if (H.shortDamage + H.longDamage < 50) { // As long as the damage doesn't get too crazy we'll compensate condition for it
+			H.condition += excess;
+		} else if (H.longDamage < 50) { // As long as long damage doesn't get too high we'll compensate by improving shortDamage and condition
+			if (H.shortDamage - Math.ceil(excess / 2) > 0) {
+				H.shortDamage -= Math.ceil(excess / 2);
+				H.condition += Math.ceil(excess / 2);
+			} else {
+				excess -= H.shortDamage;
+				H.shortDamage = 0;
+				H.condition += excess;
+			}
+		} else { // If such high longDamage was intentional, they really should have done better basic math to ensure these slaves wouldn't just die immediately
+			if (H.shortDamage - Math.ceil(excess / 3) > 0 && H.longDamage - Math.ceil(excess / 3) > 0) {
+				H.longDamage -= Math.ceil(excess / 3);
+				H.shortDamage -= Math.ceil(excess / 3);
+				H.condition += Math.ceil(excess / 3);
+			} else {
+				excess -= H.shortDamage;
+				H.shortDamage = 0;
+				if (H.longDamage - Math.ceil(excess / 2) > 0) {
+					H.longDamage -= Math.ceil(excess / 2);
+					H.condition += Math.ceil(excess / 2);
+				} else {
+					excess -= H.longDamage;
+					H.longDamage = 0;
+					H.condition += excess;
+				}
+			}
+		}
+	}
 
-    // Finally giving slaves their overall health value
-    H.health = H.condition - H.shortDamage - H.longDamage;
+	// Finally giving slaves their overall health value
+	H.health = H.condition - H.shortDamage - H.longDamage;
 };