@ZZC Within the attached MR, I have made the code blocks into a function App.SecExp.propagandaEffects which is at the top of srcMods/SecExp/js/secExp.js.
Per !7375 (comment 117985) the immigration code block has been busted on upstream for a little while.
To fix your location version of arcmgt simply to go the function then.
Edit: update to latest code.
switch(focus) { ... case "immigration": campaign = focus; modifier = forcedViewing ? X : Y; if (noRecuriter) { increase += forcedViewing ? random(1, 4) : random(1, 2); } else if (recuriterActive) { increase += modifier + Math.floor((S.Recruiter.intelligence+S.Recruiter.intelligenceImplant)/Z); } break; case "enslavement": campaign = focus; modifier = forcedViewing ? X : Y; if (noRecuriter) { increase += forcedViewing ? random(0, 4) : random(0, 2); } else if (recuriterActive) { increase += modifier + Math.floor((S.Recruiter.intelligence+S.Recruiter.intelligenceImplant)/Z); } break;}
X, Y and Z are up to you.
as for arcmgt
<<if $secExpEnabled > 0>> <<set _propagandaEffects = App.SecExp.propagandaEffects("immigration")>> _propagandaEffects.text <<set _immigrants += _propagandaEffects.effect>><</if>><<if _refugees > 0>> Some desperate people filtered into the arcology during the week. <<if $secExpEnabled > 0>> <<= App.SecExp.propagandaEffects("enslavement", _refugees)>> <<set _propagandaEffects = App.SecExp.propagandaEffects("enslavement")>> _propagandaEffects.text <<set _refugees += _propagandaEffects.effect>> <</if>> As owner, you were able to enslave _refugees of them. <<set $helots += _refugees>><</if>>
which will change the output.
Your advertisement campaign outside the free city brings more people to the gates of your arcology - >
<span class='green'>Your propaganda campaign helps further your immigration efforts.</span>
Some desperate people filtered into the arcology during the week , many attracted by your advertisement campaigns. ->
Some desperate people filtered into the arcology during the week. <span class='green'>Your propaganda campaign helps further your immigration efforts.</span>
@Blank_Alt i cant seem to get the 2nd code block working in the new arcmgt.js
if (V.secExpEnabled > 0) { _propagandaEffects = App.SecExp.propagandaEffects("immigration"); _propagandaEffects.text; _immigrants += _propagandaEffects.effect;}if (_refugees > 0) { r.push(`Some desperate people filtered into the arcology during the week.`); if (V.secExpEnabled > 0) { r.push(`${V.App.SecExp.propagandaEffects("enslavement"},${ _refugees)}`); _propagandaEffects = App.SecExp.propagandaEffects("enslavement"); _propagandaEffects.text; _refugees += _propagandaEffects.effect; } r.push(`As owner, you were able to enslave${ _refugees} of them.`); V.helots += _refugees;}
_propagandaEffects is not initialized and enslavement is stuck between both versions of the function.
I forgot to mention that after the second version of said function text (enslavement is very so slightly tweaked to flow better without having to use a tertiary) and any provided bonus are completely separate so you can use the previous text if desired e.g.
if (V.secExpEnabled > 0) { r.push(`Your advertisement campaign outside the free city brings more people to the gates of your arcology`); _immigrants += App.SecExp.propagandaEffects("immigration").effect;}if (_refugees > 0) { r.push(`Some desperate people filtered into the arcology during the week.`); if (V.secExpEnabled > 0) { r.push(`Many were attracted by your advertisement campaigns.`); _refugees += App.SecExp.propagandaEffects("enslavement").effect; } r.push(`As owner, you were able to enslave ${_refugees} of them.`); V.helots += _refugees;}
Its not working, I think because _immigrants are now broken into each class, and _refugees dont exist in the whole js file. I'll try to think of something.