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:: rebellionGenerator [nobr] <<set _slave = 0>> <<set _citizen = 0>> <<set _CSratio = $ACitizens / ($ASlaves + $helots)>> <strong>Slaves security analysis:</strong> <<if $authority <= 3000>> Your very low authority allows slaves to think too freely.<<set _slave += 30>> <<elseif $authority <= 6000>> Your low authority allows slaves to think too freely.<<set _slave += 25>> <<elseif $authority <= 9000>> Your moderate authority allows slaves to think a bit too freely.<<set _slave += 20>> <<elseif $authority <= 12000>> Your good authority does not allow slaves to think too freely.<<set _slave += 15>> <<elseif $authority <= 15000>> Your high authority does not allow slaves to think too freely.<<set _slave += 10>> <<elseif $authority <= 18000>> Your very high authority does not allow slaves to think too freely.<<set _slave += 5>> <<else>> Your absolute authority does not allow slaves to have a single free thought.<<set _slave += 1>> <</if>> <<if _CSratio <= 0.2>> 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>> <<elseif _CSratio <= 0.8>> There are more slaves than citizens, making some doubt their masters are strong enough to stop them.<<set _slave += 15>> <<elseif _CSratio <= 1>> 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>> 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>> <</if>> <<if $security <= 10>> The very low security of the arcology leaves free space for slaves to organize and agitate.<<set _slave += 30>> <<elseif $security <= 30>> The low security of the arcology leaves free space for slaves to organize and agitate.<<set _slave += 20>> <<elseif $security <= 60>> The moderate security of the arcology does not allow free space for slaves to organize and agitate.<<set _slave += 10>> <<elseif $security >= 90>> The high security of the arcology does not allow free space for slaves to organize and agitate.<<set _slave -= 5>> <<else>> The high security of the arcology does not allow free space for slaves to organize and agitate.<<set _slave -= 1>> <</if>> <<if $arcologies[0].FSDegradationist != "unset">> Many slaves are so disgusted by your degradationist society, that are willing to rise up against their masters to escape.<<set _slave += 30>> <<elseif $arcologies[0].FSPaternalist != "unset">> Many slaves are content to live in your paternalist society.<<set _slave -= 5>> <<else>> <<set _slave += 5>> <</if>> <<if $arcologies[0].FSRestart != "unset">> Many slaves are worried by your eugenics projects and some are pushed towards radicalization.<<set _slave += 30>> <<elseif $arcologies[0].FSRepopulationFocus != "unset">> Many slaves are pleasantly happy of your repopulation effort, affording them the freedom to reproduce.<<set _slave -= 5>> <<else>> <<set _slave += 5>> <</if>> <br> <br> <strong>Citizens security analysis:</strong> <<if $authority <= 3000>> Your very low authority allows your citizens to think too freely.<<set _citizen += 30>> <<elseif $authority <= 6000>> Your very low authority allows your citizens to think too freely.<<set _citizen += 25>> <<elseif $authority <= 9000>> Your moderate authority allows your citizens to think a bit too freely.<<set _citizen += 20>> <<elseif $authority <= 12000>> Your good authority does not allow your citizens to think too freely.<<set _citizen += 15>> <<elseif $authority <= 15000>> Your high authority does not allow your citizens to think too freely.<<set _citizen += 10>> <<elseif $authority <= 18000>> Your very high authority does not allow your citizens to think too freely.<<set _citizen += 5>> <<else>> Your absolute authority does not allow your citizens to have a single free thought.<<set _citizen += 1>> <</if>> <<if $crime >= 90>> The very high crime level of the arcology breeds extreme discontent between your citizens.<<set _citizen += 30>> <<elseif $crime >= 60>> The high crime level of the arcology breeds high discontent between your citizens.<<set _citizen += 15>> <<elseif $crime >= 30>> The low crime level of the arcology leaves your citizens happy and satisfied.<<set _citizen += 5>> <<else>> The very low crime level of the arcology leaves your citizens happy and satisfied.<<set _citizen -= 5>> <</if>> <<if $militiaFounded == 1>> <<if ($arcologies[0].FSRomanRevivalist == "unset" && $arcologies[0].FSAztecRevivalist == "unset" && $arcologies[0].FSEgyptianRevivalist == "unset" && $arcologies[0].FSEdoRevivalist == "unset" && $arcologies[0].FSArabianRevivalist == "unset" && $arcologies[0].FSChineseRevivalist == "unset")>> <<if $militarizedSociety == 1>> Many of your citizens are offended by your extreme militarization of the arcology's society.<<set _citizen += 20>> <<elseif $militaryService == 1>> Many of your citizens are offended by your militarization of the arcology's society.<<set _citizen += 15>> <<else>> <<set _citizen += 10>> <</if>> <<else>> <<if $militarizedSociety == 1>> Some of your citizens are offended by your extreme militarization of the arcology's society<<set _citizen += 10>> <<elseif $militaryService == 1>> Some of your citizens are offended by your militarization of the arcology's society<<set _citizen += 5>> <<else>> <<set _citizen -= 5>> <</if>> <</if>> <</if>> <<if $arcologies[0].FSNull != "unset">> 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>> Your citizens are not happy with the noticeable lack of slaves compared to their numbers.<<set _citizen += 20>> <<elseif _CSratio > 0.5>> Your citizens are not happy with the lack of slaves compared to their numbers.<<set _citizen += 15>> <<elseif _CSratio < 0.2>> <<set _citizen -= 5>> <</if>> <<elseif $arcologies[0].FSRepopulationFocus != "unset">> <<if _CSratio < 0.5>> Your citizens are not happy about being outbred by the slaves of the arcology.<<set _citizen += 20>> <<elseif _CSratio < 1>> Your citizens are not happy about being outbred by the slaves of the arcology.<<set _citizen += 15>> <<elseif _CSratio > 1.4>> <<set _citizen += 5>> <</if>> <</if>> /* rolls to see if event happens */ <<if _slave < 0>> <<set _slave = 0>> <<elseif _slave >= 95>> <<set _slave = 95>> /* there's always a min 5% chance nothing happens */ <</if>> <<if _citizen < 0>> <<set _citizen = 0>> <<elseif _citizen >= 95>> <<set _citizen = 95>> <</if>> <<set _roll = random(1,_slave + _citizen)>> <<if $brainImplant == 106>> <<set _slave = Math.trunc(_slave * 0.5 * $rebellionSpeed), _citizen = Math.trunc(_citizen * 0.5 * $rebellionSpeed)>> <<else>> <<set _slave = Math.trunc(_slave * $rebellionSpeed), _citizen = Math.trunc(_citizen * $rebellionSpeed)>> <</if>> <<if _roll <= _slave>> <<if random(1,100) < _slave>> <<set $slaveRebellionEventFires = 1>> <<set $citizenRebellionEventFires = 0>> <<if $tension != 0>> <<set $slaveProgress += Math.trunc(random(1,5) * ($tension / 100) * 10)>> /* progress scales with tension */ <<else>> <<set $slaveProgress += random(1,5)>> <</if>> <</if>> <<else>> <<if random(1,100) < _citizen>> <<set $slaveRebellionEventFires = 0>> <<set $citizenRebellionEventFires = 1>> <<if $tension != 0>> <<set $citizenProgress += Math.trunc(random(1,5) * ($tension / 100) * 10)>> <<else>> <<set $citizenProgress += random(1,5)>> <</if>> <</if>> <</if>> /* if there is an advancement selects a random mini event */ <<set _oldTension = $tension>> <<if $slaveRebellionEventFires == 1 || $citizenRebellionEventFires == 1>> <br> <br> <<include "rebellionEvents">> <<elseif $tension > 0>> /* otherwise tension decays */ <br> <br> <strong>Tension</strong>: <<if $riotUpgrades.freeMedia >= 1>> The guaranteed free media access you offer does wonders to lower tensions in the arcology. <<set $tension = Math.trunc(Math.clamp($tension - $riotUpgrades.freeMedia / 2,0,100))>> <</if>> In the absence of noteworthy events, tensions in the arcology are able to relax. <<set $tension = Math.trunc(Math.clamp($tension * 0.97,0,100))>> <</if>> <br> <<if $tension < _oldTension>> <br>This week @@.green;tensions relaxed@@. <<elseif $tension == _oldTension && $tension != 0>> <br>This week @@.yellow;tensions did not change@@. <<elseif $tension > _oldTension>> <br>This week @@.red;tension rose@@ and <<if $slaveRebellionEventFires == 1>> @@.red;slave malcontent increased@@. <<elseif $citizenRebellionEventFires == 1>> @@.red;citizen malcontent increased@@. <</if>> <<elseif !isInt($tension)>> <br>Error: tension is outside accepted range. <</if>> /* resets flags */ <<set $slaveRebellionEventFires = 0>> <<set $citizenRebellionEventFires = 0>> /* rolls for rebellions */ <<if $slaveProgress >= 100>> <<if random(1,100) <= 80>> /* 80% of firing a rebellion once progress is at 100 */ <<set $slaveRebellion = 1>> <<set $slaveProgress = 0>> <<set $citizenProgress *= 0.2>> <<else>> <<set $slaveProgress = 100>> <</if>> <<elseif $citizenProgress >= 100>> <<if random(1,100) <= 80>> <<set $citizenRebellion = 1>> <<set $citizenProgress = 0>> <<set $slaveProgress *= 0.2>> <<else>> <<set $citizenProgress = 100>> <</if>> <</if>> <<if $forceRebellion == 1 && $foughtThisWeek == 0>> <<if random(1,100) <= 50>> <<set $slaveRebellion = 1>> <<set $citizenRebellion = 0>> <<else>> <<set $slaveRebellion = 0>> <<set $citizenRebellion = 1>> <</if>> <</if>> <<set _weekMod = 0.50>> <<if $week <= 30>> <<set _weekMod = 0.75>> <<elseif $week <= 60>> <<set _weekMod = 1>> <<elseif $week <= 90>> <<set _weekMod = 1.25>> <<elseif $week <= 120>> <<set _weekMod = 1.50>> <<else>> <<set _weekMod = 1.75>> <</if>> /* resetting ID list */ <<unset $rebellingID>> <<set $rebellingID = []>> <<unset $loyalID>> <<set $loyalID = []>> /* if a rebellion fires determine amount of rebels and rebelling units */ <<if $slaveRebellion == 1>> <<set $engageRule = 0>> <<set $lastRebellionWeeks = 0>> <<set $leadingTroops = "assistant">> <<if $hasRebelledOnce == 0>> <<set $hasRebelledOnce = 1>> <</if>> /* calc how many slaves and citizens participate */ <<set _authFactor = Math.clamp(1 - ($authority / 20000),0.4,0.6)>> <<set _repFactor = Math.clamp($rep / 20000,0.4,0.6)>> <<set _rebelPercent = 0.3 * _authFactor>> <<set _irregularPercent = 0.2 * _repFactor>> <<set $attackTroops = Math.clamp(Math.trunc($ASlaves * _rebelPercent + random(-100,100)) * _weekMod,50,$ASlaves)>> <<set $irregulars = Math.clamp(Math.trunc($ACitizens * _irregularPercent + random(-100,100)) * _weekMod,50,$ACitizens)>> /* calc if units rebel */ <<for _i = 0; _i < $slaveUnits.length; _i++>> <<if $slaveUnits[_i].loyalty < 10>> <<if random(1,100) <= 70>> <<set $rebellingID.push($slaveUnits[_i].ID)>> <</if>> <<elseif $slaveUnits[_i].loyalty < 33>> <<if random(1,100) <= 30>> <<set $rebellingID.push($slaveUnits[_i].ID)>> <</if>> <<elseif $slaveUnits[_i].loyalty < 66>> <<if random(1,100) <= 10>> <<set $rebellingID.push($slaveUnits[_i].ID)>> <</if>> <</if>> <<if !($rebellingID.includes($slaveUnits[_i].ID))>> <<set $loyalID.push($slaveUnits[_i].ID)>> <</if>> <</for>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $militiaUnits[_i].loyalty < 10>> <<if random(1,100) <= 70>> <<set $rebellingID.push($militiaUnits[_i].ID)>> <</if>> <<elseif $militiaUnits[_i].loyalty < 33>> <<if random(1,100) <= 30>> <<set $rebellingID.push($militiaUnits[_i].ID)>> <</if>> <<elseif $militiaUnits[_i].loyalty < 66>> <<if random(1,100) <= 10>> <<set $rebellingID.push($militiaUnits[_i].ID)>> <</if>> <</if>> <<if !($rebellingID.includes($militiaUnits[_i].ID))>> <<set $loyalID.push($militiaUnits[_i].ID)>> <</if>> <</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<if $mercUnits[_i].loyalty < 10>> <<if random(1,100) <= 70>> <<set $rebellingID.push($mercUnits[_i].ID)>> <</if>> <<elseif $mercUnits[_i].loyalty < 33>> <<if random(1,100) <= 30>> <<set $rebellingID.push($mercUnits[_i].ID)>> <</if>> <<elseif $mercUnits[_i].loyalty < 66>> <<if random(1,100) <= 10>> <<set $rebellingID.push($mercUnits[_i].ID)>> <</if>> <</if>> <<if !($rebellingID.includes($mercUnits[_i].ID))>> <<set $loyalID.push($mercUnits[_i].ID)>> <</if>> <</for>> <<set $attackEquip = Math.clamp($weaponsLaw + random(-2,1),0,4)>> <<elseif $citizenRebellion == 1>> <<set $engageRule = 0>> <<set $lastRebellionWeeks = 0>> <<if $hasRebelledOnce == 0>> <<set $hasRebelledOnce = 1>> <</if>> <<set $leadingTroops = "assistant">> /* calc how many citizens participate */ <<set _authFactor = Math.clamp(1 - ($authority / 20000),0.4,0.6)>> <<set _repFactor = Math.clamp($rep / 20000,0.4,0.6)>> <<set _rebelPercent = 0.3 * _authFactor>> <<set _irregularPercent = 0.2 * _repFactor>> <<set $attackTroops = Math.clamp(Math.trunc($ACitizens * _rebelPercent + random(-100,100)) * _weekMod,50,$ACitizens)>> <<set $irregulars = Math.clamp(Math.trunc($ACitizens * _irregularPercent + random(-100,100)) * _weekMod,50,$ACitizens)>> /* calc if units rebel */ <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $militiaUnits[_i].loyalty < 10>> <<if random(1,100) <= 70>> <<set $rebellingID.push($militiaUnits[_i].ID)>> <</if>> <<elseif $militiaUnits[_i].loyalty < 33>> <<if random(1,100) <= 30>> <<set $rebellingID.push($militiaUnits[_i].ID)>> <</if>> <<elseif $militiaUnits[_i].loyalty < 66>> <<if random(1,100) <= 10>> <<set $rebellingID.push($militiaUnits[_i].ID)>> <</if>> <</if>> <<if !($rebellingID.includes($militiaUnits[_i].ID))>> <<set $loyalID.push($militiaUnits[_i].ID)>> <</if>> <</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<if $slaveUnits[_i].loyalty < 10>> <<if random(1,100) <= 70>> <<set $rebellingID.push($slaveUnits[_i].ID)>> <</if>> <<elseif $slaveUnits[_i].loyalty < 33>> <<if random(1,100) <= 30>> <<set $rebellingID.push($slaveUnits[_i].ID)>> <</if>> <<elseif $slaveUnits[_i].loyalty < 66>> <<if random(1,100) <= 10>> <<set $rebellingID.push($slaveUnits[_i].ID)>> <</if>> <</if>> <<if !($rebellingID.includes($slaveUnits[_i].ID))>> <<set $loyalID.push($slaveUnits[_i].ID)>> <</if>> <</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<if $mercUnits[_i].loyalty < 10>> <<if random(1,100) <= 70>> <<set $rebellingID.push($mercUnits[_i].ID)>> <</if>> <<elseif $mercUnits[_i].loyalty < 33>> <<if random(1,100) <= 30>> <<set $rebellingID.push($mercUnits[_i].ID)>> <</if>> <<elseif $mercUnits[_i].loyalty < 66>> <<if random(1,100) <= 10>> <<set $rebellingID.push($mercUnits[_i].ID)>> <</if>> <</if>> <<if !($rebellingID.includes($mercUnits[_i].ID))>> <<set $loyalID.push($mercUnits[_i].ID)>> <</if>> <</for>> <<set $attackEquip = Math.clamp($weaponsLaw + random(-1,1),0,4)>> <<else>> <<set $lastRebellionWeeks++>> <</if>>
DankWolf/fc
src/SecExp/rebellionGenerator.tw
tw
bsd-3-clause
15,657
:: rebellionHandler [nobr] <<set $nextButton = " ", $nextLink = "attackReport", $showEncyclopedia = 0>> <<set _turn = 0>> <<set _turns = $maxTurns * 2>> <<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 _expBonus = 0>> <<set _loyaltyBonus = 0>> <<set _irregularMod = 0>> <<set _armyMod = 0>> /* calculates PC army stats */ <<if $engageRule == 0>> <<set _engageMod = 0.5>> <<elseif $engageRule == 1>> <<set _engageMod = 0.75>> <<elseif $engageRule == 2>> <<set _engageMod = 1>> <<else>> <<set _engageMod = 1.4>> <</if>> <<if $week <= 30>> <<set _irregularMod = $irregulars / 60>> <<elseif $week <= 60>> <<set _irregularMod = $irregulars / 50>> <<elseif $week <= 90>> <<set _irregularMod = $irregulars / 40>> <<elseif $week <= 120>> <<set _irregularMod = $irregulars / 30>> <<else>> <<set _irregularMod = $irregulars / 20>> <</if>> <<if $irregulars > 0>> <<set $deployingMilitia = 1>> <<set _irregularMod = Math.trunc(_irregularMod)>> <<set _attack += (($militiaBaseAttack - $humanUpgrade.attack) + ($militiaBaseAttack - $humanUpgrade.attack) * $attackEquip * $equipMod) * _irregularMod * 0.80>> <<set _defense += (($militiaBaseDefense - $humanUpgrade.defense) + ($militiaBaseDefense - $humanUpgrade.defense) * $attackEquip * $equipMod) * _irregularMod * 0.80>> <<set _hp += $militiaBaseHp * $irregulars>> <</if>> <<if $secBots.active == 1>> <<set _attack += ($secBotsBaseAttack + $secBotsBaseAttack * $secBots.equip * $equipMod)>> <<set _defense += ($secBotsBaseDefense + $secBotsBaseDefense * $secBots.equip * $equipMod)>> <<set _hp += $secBotsBaseHp * $secBots.troops>> <<set $deployedUnits++>> <</if>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $militiaUnits[_i].active == 1 && $loyalID.includes($militiaUnits[_i].ID)>> <<set $deployingMilitia = 1>> <<set $deployedUnits++>> <<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 + $militiaUnits[_i].cyber)>> <<set _defense += ($militiaBaseDefense + $militiaBaseDefense * $militiaUnits[_i].equip * $equipMod + $militiaBaseDefense * _expBonus + $militiaBaseDefense * _loyaltyBonus + $militiaBaseDefense * $militiaUnits[_i].SF * 0.20 + $militiaUnits[_i].cyber)>> <<set _hp += ($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].active == 1 && $loyalID.includes($slaveUnits[_i].ID)>> <<set $deployingSlaves = 1>> <<set $deployedUnits++>> <<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 + $slaveUnits[_i].cyber)>> <<set _defense += ($slaveBaseDefense + $slaveBaseDefense * $slaveUnits[_i].equip * $equipMod + $slaveBaseDefense * _expBonus + $slaveBaseDefense * _loyaltyBonus + $slaveBaseDefense * $slaveUnits[_i].SF * 0.20 + $slaveUnits[_i].cyber)>> <<set _hp += ($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].active == 1 && $loyalID.includes($mercUnits[_i].ID)>> <<set $deployingMercs = 1>> <<set $deployedUnits++>> <<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 + $mercUnits[_i].cyber)>> <<set _defense += ($mercBaseDefense + $mercBaseDefense * $mercUnits[_i].equip * $equipMod + $mercBaseDefense * _expBonus + $mercBaseDefense * _loyaltyBonus + $mercBaseDefense * $mercUnits[_i].SF * 0.20 + $mercUnits[_i].cyber)>> <<set _hp += ($mercBaseHp + $mercUnits[_i].cyber + $mercBaseHp * $mercUnits[_i].medics * 0.25) * $mercUnits[_i].troops>> <</if>> <</for>> <<if $SF.Active && $SF.Toggle>> <<set $SFatk = 0>> <<set $SFdef = 0>> <<set $SFhp = 0>> <<calcSFStatistics>> <<set _attack += $SFatk>> <<set _defense += $SFdef>> <<set _hp += $SFhp>> <</if>> <<set _attack *= _engageMod>> <<set _defense *= _engageMod>> <<set _hp *= _engageMod>> <<if $garrison.assistant == 1>> <<set _attack *= 0.95>> <<set _defense *= 0.95>> <<set _hp *= 0.95>> <</if>> <<if $garrison.reactor == 1>> <<set _attack *= 0.95>> <<set _defense *= 0.95>> <<set _hp *= 0.95>> <</if>> <<if $garrison.penthouse == 1>> <<set _attack *= 0.95>> <<set _defense *= 0.95>> <<set _hp *= 0.95>> <</if>> <<if $garrison.waterway == 1>> <<set _attack *= 0.95>> <<set _defense *= 0.95>> <<set _hp *= 0.95>> <</if>> <<set $troopCount = 0>> <<calcTroopCount>> <<set _moraleTroopMod = Math.clamp($troopCount / 100,1,10)>> /* morale and baseHp calculation */ <<set _morale = ($secBotsMorale * $secBots.active + $militiaBaseMorale * $deployingMilitia + $slaveBaseMorale * $deployingSlaves + $mercBaseMorale * $deployingMercs + $SFBaseMorale * $SF.Active) / ($secBots.active + $deployingMilitia +$deployingSlaves + $deployingMercs + $SF.Active)>> <<set _morale = _morale + _morale * $secBarracksUpgrades.luxury * 0.05>> /* barracks bonus */ <<set _morale *= _moraleTroopMod>> <<set _baseHp = ($secBotsBaseHp * $secBots.active + $militiaBaseHp * $deployingMilitia + $slaveBaseHp * $deployingSlaves + $mercBaseHp * $deployingMercs + $SFBaseHp * $SF.Active) / ($secBots.active + $deployingMilitia +$deployingSlaves + $deployingMercs + $SF.Active)>> /* calculates rebelling army stats */ <<if $week <= 30>> <<set _armyMod = $attackTroops / 100>> <<elseif $week <= 60>> <<set _armyMod = $attackTroops / 90>> <<elseif $week <= 90>> <<set _armyMod = $attackTroops / 80>> <<elseif $week <= 120>> <<set _armyMod = $attackTroops / 70>> <<else>> <<set _armyMod = $attackTroops / 60>> <</if>> <<set _armyMod = Math.trunc(_armyMod)>> <<if $slaveRebellion == 1>> <<set $rebellingSlaves = 1>> <<set _enemyAttack += (($slaveBaseAttack - $humanUpgrade.attack) + ($slaveBaseAttack - $humanUpgrade.attack) * $attackEquip * $equipMod) * _armyMod>> <<set _enemyDefense += (($slaveBaseDefense - $humanUpgrade.defense) + ($slaveBaseDefense - $humanUpgrade.defense) * $attackEquip * $equipMod) * _armyMod>> <<set _enemyHp += $slaveBaseHp * $attackTroops>> <<else>> <<set $rebellingMilitia = 1>> <<set _enemyAttack += (($militiaBaseAttack - $humanUpgrade.attack) + ($militiaBaseAttack - $humanUpgrade.attack) * $attackEquip * $equipMod) * _armyMod>> <<set _enemyDefense += (($militiaBaseDefense - $humanUpgrade.defense) + ($militiaBaseDefense - $humanUpgrade.defense) * $attackEquip * $equipMod) * _armyMod>> <<set _enemyHp += $militiaBaseHp * $attackTroops>> <</if>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $militiaUnits[_i].active == 1 && $rebellingID.includes($militiaUnits[_i].ID)>> <<set $rebellingMilitia = 1>> <<set $attackTroops += $militiaUnits[_i].troops>> <<if $militiaUnits[_i].training <= 10>> <<set _expBonus = 0>> <<elseif $militiaUnits[_i].training <= 33>> <<set _expBonus = 0.10>> <<elseif $militiaUnits[_i].training <= 66>> <<set _expBonus = 0.25>> <<else>> <<set _expBonus = 0.50>> <</if>> <<set _enemyAttack += ($militiaBaseAttack + $militiaBaseAttack * $militiaUnits[_i].equip * $equipMod + $militiaBaseAttack * _expBonus + $militiaBaseAttack * $militiaUnits[_i].SF * 0.20 + $militiaUnits[_i].cyber)>> <<set _enemyDefense += ($militiaBaseDefense + $militiaBaseDefense * $militiaUnits[_i].equip * $equipMod + $militiaBaseDefense * _expBonus + $militiaBaseDefense * $militiaUnits[_i].SF * 0.20 + $militiaUnits[_i].cyber)>> <<set _enemyHp += ($militiaBaseHp + $militiaUnits[_i].cyber + $militiaBaseHp * $militiaUnits[_i].medics * $equipMod) * $militiaUnits[_i].troops>> <</if>> <</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<if $slaveUnits[_i].active == 1 && $rebellingID.includes($slaveUnits[_i].ID)>> <<set $rebellingSlaves = 1>> <<set $attackTroops += $slaveUnits[_i].troops>> <<if $slaveUnits[_i].training <= 33>> <<set _expBonus = 0>> <<elseif $slaveUnits[_i].training <= 66>> <<set _expBonus = 0.25>> <<else>> <<set _expBonus = 0.50>> <</if>> <<set _enemyAttack += ($slaveBaseAttack + $slaveBaseAttack * $slaveUnits[_i].equip * $equipMod + $slaveBaseAttack * _expBonus + $slaveBaseAttack * $slaveUnits[_i].SF * 0.20 + $slaveUnits[_i].cyber)>> <<set _enemyDefense += ($slaveBaseDefense + $slaveBaseDefense * $slaveUnits[_i].equip * $equipMod + $slaveBaseDefense * _expBonus + $slaveBaseDefense * $slaveUnits[_i].SF * 0.20 + $slaveUnits[_i].cyber)>> <<set _enemyHp += ($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].active == 1 && $rebellingID.includes($mercUnits[_i].ID)>> <<set $rebellingMercs = 1>> <<set $attackTroops += $mercUnits[_i].troops>> <<if $mercUnits[_i].training <= 33>> <<set _expBonus = 0>> <<elseif $mercUnits[_i].training <= 66>> <<set _expBonus = 0.25>> <<else>> <<set _expBonus = 0.50>> <</if>> <<set _enemyAttack += ($mercBaseAttack + $mercBaseAttack * $mercUnits[_i].equip * $equipMod + $mercBaseAttack * _expBonus + $mercBaseAttack * $mercUnits[_i].SF * 0.20 + $mercUnits[_i].cyber)>> <<set _enemyDefense += ($mercBaseDefense + $mercBaseDefense * $mercUnits[_i].equip * $equipMod + $mercBaseDefense * _expBonus + $mercBaseDefense * $mercUnits[_i].SF * 0.20 + $mercUnits[_i].cyber)>> <<set _enemyHp += ($mercBaseHp + $mercUnits[_i].cyber + $mercBaseHp * $mercUnits[_i].medics * 0.25) * $mercUnits[_i].troops>> <</if>> <</for>> <<set _enemyMoraleTroopMod = Math.clamp($attackTroops / 100,1,10)>> <<set _enemyMorale = 1.5 * ($militiaBaseMorale * $rebellingMilitia + $slaveBaseMorale * $rebellingSlaves + $mercBaseMorale * $rebellingMercs) / ($rebellingMilitia + $rebellingSlaves + $rebellingMercs)>> <<set _enemyMorale *= _enemyMoraleTroopMod>> <<set _enemyBaseHp = ($militiaBaseHp * $rebellingMilitia + $slaveBaseHp * $rebellingSlaves + $mercBaseHp * $rebellingMercs) / ($rebellingMilitia +$rebellingSlaves + $rebellingMercs)>> <<if isNaN(_attack)>> <br>@@.red;Error: attack value reported NaN@@ <</if>> <<if isNaN(_defense)>> <br>@@.red;Error: defense value reported NaN@@ <</if>> <<if isNaN(_hp)>> <br>@@.red;Error: hp value reported NaN@@ <</if>> <<if isNaN(_morale)>> <br>@@.red;Error: morale value reported NaN@@ <</if>> <<if isNaN(_enemyAttack)>> <br>@@.red;Error: enemy attack value reported NaN@@ <</if>> <<if isNaN(_enemyDefense)>> <br>@@.red;Error: enemy defense value reported NaN@@ <</if>> <<if isNaN(_enemyHp)>> <br>@@.red;Error: enemy hp value reported NaN@@ <</if>> <<if isNaN(_enemyMorale)>> <br>@@.red;Error: enemy morale value reported NaN@@ <</if>> /* difficulty */ <<set _enemyAttack *= $difficulty>> <<set _enemyDefense *= $difficulty>> <<set _enemyMorale *= $difficulty>> <<set _enemyHp *= $difficulty>> <<set _enemyBaseHp *= $difficulty>> <<if $showBattleStatistics == 1>> <<set _engageMod -= 1>> <<set _engageMod = Math.round(_engageMod * 100)>> <<set _difficulty = ($difficulty -1) * 100>> __Difficulty__: <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>> <br> <br> __Army__: <br>troops: <<print $troopCount>> <br>attack: <<print Math.round(_attack)>> <br>defense: <<print Math.round(_defense)>> <br>engagement rule modifier: <<if _engageMod > 0>>+<</if>><<print _engageMod>>% <br>Hp: <<print Math.round(_hp)>> <br>base HP: <<print Math.round(_baseHp)>> <br>morale: <<print Math.round(_morale)>> <<if _enemyMoraleTroopMod > 0>> <br>morale increase due to troop numbers: +<<print _moraleTroopMod>>% <</if>> <br> <br> __Rebels__: <br>enemy troops: <<print $attackTroops>> <br>enemy attack: <<print Math.round(_enemyAttack)>> <br>enemy defense: <<print Math.round(_enemyDefense)>> <br>enemy Hp: <<print Math.round(_enemyHp)>> <br>enemy base Hp: <<print Math.round(_enemyBaseHp)>> <br>enemy morale: <<print Math.round(_enemyMorale)>> <<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 Math.round(_damage)>><</if>> <<set _enemyHp -= _damage>> <br> <<if $showBattleStatistics == 1>> remaining enemy Hp: <<print 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 Math.round(_enemyMorale)>><</if>> <<if _enemyHp <= 0 || _enemyMorale <= 0>> <<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 Math.round(_damage)>><</if>> <<set _hp -= _damage>> <br> <<if $showBattleStatistics == 1>> remaining hp: <<print Math.round(_hp)>><</if>> <<set $losses += _damage / _baseHp>> <<set _moraleDamage = Math.clamp(_damage / 2 + _damage / _baseHp,0,_damage*1.5)>> <<set _morale -= _moraleDamage>> <br> <<if $showBattleStatistics == 1>> remaining morale: <<print Math.round(_morale)>><</if>> <<if _hp <= 0 || _morale <= 0>> <<if $showBattleStatistics == 1>> <br>Defeat!<</if>> <<set $battleResult = -3>> <<set $battleTurns = _i>> <<break>> <</if>> <</for>> <<if $battleResult != 3 && $battleResult != -3>> <<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 $battleResult > 3 || $battleResult < -3>> <br>@@.red;Error: failed to determine battle result@@ <</if>> <<if $showBattleStatistics == 1 && $rebellionGameOver == 1 && $battleResult == -3>> <br><br> <<link "Proceed" "Gameover">> <<set $gameover = "Rebellion defeat">> <</link>> <<elseif $rebellionGameOver == 1 && $battleResult == -3>> <<set $gameover = "Rebellion defeat">> <<goto "Gameover">> <<elseif $showBattleStatistics == 1>> <br><br> <<link "Proceed" "rebellionReport">> <</link>> <<else>> <<goto "rebellionReport">> <</if>>
DankWolf/fc
src/SecExp/rebellionHandler.tw
tw
bsd-3-clause
16,864
:: rebellionOptions [nobr] <<set $nextButton = " ", $nextLink = "rebellionOptions", $showEncyclopedia = 1, $encyclopedia = "Battles">> <<if $slaveRebellion == 1>> <strong>Slave Rebellion!</strong> <<else>> <strong>Citizen Rebellion!</strong> <</if>> <hr> <<if $slaveRebellion == 1>> In the end it happened, the slaves of your arcology dared took up arms and rose up against their betters. Your penthouse is flooded with reports from all over the arcology of small skirmishes between the rioting slaves and the security forces. It appears <strong><<print commaNum(Math.trunc($attackTroops))>></strong> rebels are in the streets right now, building barricades and freeing their peers. They are <<if $attackEquip <= 0>> <strong>poorly armed</strong>. <<elseif $attackEquip == 1>> <strong>lightly armed</strong>. <<elseif $attackEquip == 2>> <strong>decently armed</strong>. <<elseif $attackEquip == 3>> <strong>well armed</strong>. <<elseif $attackEquip >= 4>> <strong>extremely well armed</strong>. <</if>> <<if $irregulars > 0>> <<print commaNum(Math.trunc($irregulars))>> of your citizens took up arms to defend their arcology owner. <</if>> <<set _count = 0>> <<if $rebellingID.length > 0>> <br> <br> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $militiaUnits[_i].active == 1 && ($rebellingID.includes($militiaUnits[_i].ID))>> <<set _count++>> <<if _count < $rebellingID.length>> $militiaUnits[_i].platoonName, <<else>> $militiaUnits[_i].platoonName <</if>> <</if>> <</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<if $slaveUnits[_i].active == 1 && ($rebellingID.includes($slaveUnits[_i].ID))>> <<set _count++>> <<if _count < $rebellingID.length>> $slaveUnits[_i].platoonName, <<else>> $slaveUnits[_i].platoonName <</if>> <</if>> <</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<if $mercUnits[_i].active == 1 && ($rebellingID.includes($mercUnits[_i].ID))>> <<set _count++>> <<if _count < $rebellingID.length>> $mercUnits[_i].platoonName, <<else>> $mercUnits[_i].platoonName <</if>> <</if>> <</for>> betrayed you and joined the insurrection. <</if>> <<set _count = 0>> <<if $loyalID.length > 0>> <br> <br> <<if $arcologyUpgrade.drones == 1>>Your security drones,<</if>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $militiaUnits[_i].active == 1 && ($loyalID.includes($militiaUnits[_i].ID))>> <<set _count++>> <<if _count < $loyalID.length>> $militiaUnits[_i].platoonName, <<else>> $militiaUnits[_i].platoonName <</if>> <</if>> <</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<if $slaveUnits[_i].active == 1 && ($loyalID.includes($slaveUnits[_i].ID))>> <<set _count++>> <<if _count < $loyalID.length>> $slaveUnits[_i].platoonName, <<else>> $slaveUnits[_i].platoonName <</if>> <</if>> <</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<if $mercUnits[_i].active == 1 && ($loyalID.includes($mercUnits[_i].ID))>> <<set _count++>> <<if _count < $loyalID.length>> $mercUnits[_i].platoonName, <<else>> $mercUnits[_i].platoonName <</if>> <</if>> <</for>> <<if $SF.Active && $SF.Toggle>>and $SF.Lower, <<print commaNum($SFUnit.Troops)>> strong<</if>> are called to defend the arcology from this menace. <<else>> <<if $arcologyUpgrade.drones == 1>>Your security drones<<if $SF.Active && $SF.Toggle>>and $SF.Lower, <<print commaNum($SFUnit.Troops)>> strong<</if>><</if>> are called to defend the arcology from this menace. <</if>> <hr> <<else>> In the end it happened, the citizens of your arcology dared took up arms and rose up against their betters. Your penthouse is flooded with reports from all over the arcology of small skirmishes between the rioting residents and the security forces. It appears <<print commaNum(Math.trunc($attackTroops))>> rebels are in the streets right now, building barricades and destroying your property. They are <<if $attackEquip <= 0>> <strong>poorly armed</strong>. <<elseif $attackEquip == 1>> <strong>lightly armed</strong>. <<elseif $attackEquip == 2>> <strong>decently armed</strong>. <<elseif $attackEquip == 3>> <strong>well armed</strong>. <<elseif $attackEquip >= 4>> <strong>extremely well armed</strong>. <</if>> <<if $irregulars > 0>> <<print commaNum(Math.trunc($irregulars))>> of your citizens took up arms to defend their arcology owner. <</if>> <<set _count = 0>> <br> <<if $rebellingID.length > 0>> <br> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $militiaUnits[_i].active == 1 && ($rebellingID.includes($militiaUnits[_i].ID))>> <<set _count++>> <<if _count < $rebellingID.length>> $militiaUnits[_i].platoonName, <<else>> $militiaUnits[_i].platoonName <</if>> <</if>> <</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<if $slaveUnits[_i].active == 1 && ($rebellingID.includes($slaveUnits[_i].ID))>> <<set _count++>> <<if _count < $rebellingID.length>> $slaveUnits[_i].platoonName, <<else>> $slaveUnits[_i].platoonName <</if>> <</if>> <</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<if $mercUnits[_i].active == 1 && ($rebellingID.includes($mercUnits[_i].ID))>> <<set _count++>> <<if _count < $rebellingID.length>> $mercUnits[_i].platoonName, <<else>> $mercUnits[_i].platoonName <</if>> <</if>> <</for>> betrayed you and joined the insurrection. <</if>> <br> <<set _count = 0>> <<if $loyalID.length > 0>> <br> <<if $arcologyUpgrade.drones == 1>>Your security drones,<</if>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $militiaUnits[_i].active == 1 && ($loyalID.includes($militiaUnits[_i].ID))>> <<set _count++>> <<if _count < $loyalID.length>> $militiaUnits[_i].platoonName, <<else>> $militiaUnits[_i].platoonName <</if>> <</if>> <</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<if $slaveUnits[_i].active == 1 && ($loyalID.includes($slaveUnits[_i].ID))>> <<set _count++>> <<if _count < $loyalID.length>> $slaveUnits[_i].platoonName, <<else>> $slaveUnits[_i].platoonName <</if>> <</if>> <</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<if $mercUnits[_i].active == 1 && ($loyalID.includes($mercUnits[_i].ID))>> <<set _count++>> <<if _count < $loyalID.length>> $mercUnits[_i].platoonName, <<else>> $mercUnits[_i].platoonName <</if>> <</if>> <</for>> <<if $SF.Active && $SF.Toggle>>and $SF.Lower, <<print commaNum($SFUnit.Troops)>> strong<</if>> are called to defend the arcology from this menace. <<else>> <<if $arcologyUpgrade.drones == 1>>Your security drones<<if $SF.Active && $SF.Toggle>>and $SF.Lower, <<print commaNum($SFUnit.Troops)>> strong<</if>><</if>> are called to defend the arcology from this menace. <</if>> <hr> <</if>> <br> <br> The confined spaces of the arcology and the number of vital yet delicate systems within its walls do not allow a lot of tactical flexibility. This will be a long and strenuous fight, street after street, barricade after barricade. In order to preserve the structural integrity of the building and the lives of our civilians, we will have to limit our firepower. <br><<link "Only light firearms and non lethal weapons">> <<set $engageRule = 0>> <<replace "#engage">> <br>Your troops will use only non lethal weapons or light firearms to limit to the maximum the collateral damage. This will however weaken our troops considerably. <</replace>> <</link>> <br><<link "No heavy ordnance">> <<set $engageRule = 1>> <<replace "#engage">> <br>Your troops will limit the use of explosives and heavy weapons to limit considerably the collateral damage. This will however weaken our troops. <</replace>> <</link>> <br><<link "Normal engagement rules">> <<set $engageRule = 2>> <<replace "#engage">> <br>Your troops will not limit their arsenal. This will put the structure and your citizens at risk, but our troops will be at full capacity. <</replace>> <</link>> <<if $advancedRiotEquip == 1>> <br><<link "Advanced riot protocol">> <<set $engageRule = 3>> <<replace "#engage">> <br>Your troops will make use of the special weaponry, equipment and infrastructure developed by the riot control center to surgically eliminate rebels and dissidents with little to no collateral damage. <</replace>> <</link>> <</if>> <span id="engage"> <br>Your troops will use only non lethal weapons or light firearms to limit to the maximum the collateral damage. This will however weaken our troops considerably. </span> <br> <br> We can dedicate some of our forces to the protection of the vital parts of the arcology, doing so will prevent the failure of said systems, but will also take away strength from our assault. <<if $garrison.penthouse == 0>> <br><<link "Garrison the penthouse" "rebellionOptions">> <<set $garrison.penthouse = 1>> <</link>> <<else>> <br>Troops will be dispatched to the penthouse. <<link "Discard the order" "rebellionOptions">> <<set $garrison.penthouse = 0>> <</link>> <</if>> <<if $garrison.reactor == 0>> <br><<link "Garrison the reactors" "rebellionOptions">> <<set $garrison.reactor = 1>> <</link>> <<else>> <br>Troops will be dispatched to the reactors. <<link "Discard the order" "rebellionOptions">> <<set $garrison.reactor = 0>> <</link>> <</if>> <<if $garrison.assistant == 0>> <br><<link "Garrison the assistant's central CPU" "rebellionOptions">> <<set $garrison.assistant = 1>> <</link>> <<else>> <br>Troops will be dispatched to the assistant's central CPU. <<link "Discard the order" "rebellionOptions">> <<set $garrison.assistant = 0>> <</link>> <</if>> <<if $garrison.waterway == 0>> <br><<link "Garrison the waterways" "rebellionOptions">> <<set $garrison.waterway = 1>> <</link>> <<else>> <br>Troops will be dispatched to the waterways. <<link "Discard the order" "rebellionOptions">> <<set $garrison.waterway = 0>> <</link>> <</if>> <br><br> <<replenishAllUnits>> <br> <br> <<link "Proceed" "rebellionHandler">> <<set $battleResult = 4>> /* sets $battleResult value outside accepted range to avoid evaluation problems */ <<if $hasFoughtOnce == 0>> <<set $hasFoughtOnce = 1>> <</if>> <<set $foughtThisWeek = 1>> <</link>> <br> <<link "Surrender" "rebellionHandler">> <<set $battleResult = -1>> <<if $hasFoughtOnce == 0>> <<set $hasFoughtOnce = 1>> <</if>> <<set $foughtThisWeek = 1>> <</link>>
DankWolf/fc
src/SecExp/rebellionOptions.tw
tw
bsd-3-clause
10,612
:: rebellionReport [nobr] <<set $nextButton = "Continue", $nextLink = "Scheduled Event", $showEncyclopedia = 1, $encyclopedia = "Battles">> <<set _oldRep = $rep>> <<set _oldAuth = $authority>> <<set $enemyLosses = Math.trunc($enemyLosses)>> <<if $enemyLosses > $attackTroops>> <<set $enemyLosses = $attackTroops>> <</if>> <<set $totalKills += $enemyLosses>> <<set $losses = Math.trunc($losses)>> <<set $rebellionsCount++>> <<if $battleResult == 3>> <strong>Victory!</strong> <<set $PCrebWon++>> <<elseif $battleResult == -3>> <strong>Defeat!</strong> <<set $PCrebLoss++>> <<elseif $battleResult == 2>> <strong>Partial victory!</strong> <<set $PCrebWon++>> <<elseif $battleResult == -2>> <strong>Partial defeat!</strong> <<set $PCrebLoss++>> <<elseif $battleResult == -1>> <strong>We surrendered</strong> <<set $PCrebLoss++>> <</if>> <<set _day = $day + random(0,7)>> <<set _month = $month>> <<set _year = $year>> <<switch _month>> <<case "January">> <<if _day > 31>> <<set _day -= 31, _month = "February">> <</if>> <<case "February">> <<if _day > 28>> <<set _day -= 28, _month = "March">> <</if>> <<case "March">> <<if _day > 31>> <<set _day -= 31, _month = "April">> <</if>> <<case "April">> <<if _day > 30>> <<set _day -= 30, _month = "May">> <</if>> <<case "May">> <<if _day > 31>> <<set _day -= 31, _month = "June">> <</if>> <<case "June">> <<if _day > 30>> <<set _day -= 30, _month = "July">> <</if>> <<case "July">> <<if _day > 31>> <<set _day -= 31, _month = "August">> <</if>> <<case "August">> <<if _day > 31>> <<set _day -= 31, _month = "September">> <</if>> <<case "September">> <<if _day > 30>> <<set _day -= 30, _month = "October">> <</if>> <<case "October">> <<if _day > 31>> <<set _day -= 31, _month = "November">> <</if>> <<case "November">> <<if _day > 30>> <<set _day -= 30, _month = "December">> <</if>> <<default>> <<if _day > 31>> <<set _day -= 31, _month = "January", _year += 1>> <</if>> <</switch>> <hr> <<if $slaveRebellion == 1>> Today, the _day of _month _year, our arcology was inflamed by the fires of rebellion. <<print commaNum(Math.trunc($attackTroops))>> rebels from all over the structure dared rise up against their owners and conquer their freedom through blood. Our defense force, <<print commaNum(Math.trunc($troopCount))>> strong, fought with them street by street <<if $enemyLosses != $attackTroops>> inflicting <<print commaNum(Math.trunc($enemyLosses))>> casualties, while sustaining <<if $losses > 1>> <<print commaNum(Math.trunc($losses))>> casualties <<else>> a casualty<</if>> themselves. <<else>> completely annihilating their troops, while sustaining <<if $losses > 1>> <<print commaNum(Math.trunc($losses))>> casualties <<else>> a casualty.<</if>> <</if>> <<set $ASlaves -= $enemyLosses>> <<if $battleResult == 3>> <<if $battleTurns <= 5>> The fight was quick and one sided, our men easily stopped the disorganized revolt in a few well aimed assaults. <<elseif $battleTurns <= 7>> The fight was hard, but in the end our men stopped the disorganized revolt with several well aimed assaults. <<else>> The fight was long and hard, but in the end our men stopped the revolt before it could accumulate momentum. <</if>> <<elseif $battleResult == -3>> <<if $battleTurns <= 5>> The fight was quick and one sided, our men were easily crushed by the furious charge of the rebels. <<elseif $battleTurns <= 7>> The fight was hard and in the end the rebels proved too much to handle for our men. <<else>> The fight was long and hard, but despite their bravery the rebels proved too much for our men. <</if>> <<elseif $battleResult == 2>> The fight was long and hard, but in the end our men managed to stop the revolt, though not without difficulty. <<elseif $battleResult == -2>> The fight was long and hard. Our men in the end had to yield to the rebelling slaves, which were fortunately unable to capitalize on their victory. <<elseif $battleResult == -1>> You gave your troops the order to surrender, obediently they stand down. <</if>> /* effects */ <<if $battleResult == 3>> Thanks to your victory, your @@.green;reputation@@ and @@.darkviolet;authority@@ increased. <<set $rep += random(800,1000)>> <<set $authority += random(800,1000)>> <br>Many of the rebelling slaves were recaptured and punished. The instigators were executed one after another in a public trial that lasted for almost three days. <<set $ASlaves -= random(10,30)>> <<elseif $battleResult == -3>> Due to your defeat, your @@.red;reputation@@ and @@.red;authority@@ decreased. <<set $rep -= random(800,1000)>> <<set $authority -= random(800,1000)>> <br>After the battle most of the rebelling slaves managed to escape, while others remained in the arcology for days looting and hunting their former masters. The arcology will bear the scars of this day for a long time. <<set $ACitizens -= random(50,100)>> <<set $ASlaves -= Math.trunc(($attackTroops - $enemyLosses) * 0.8)>> <<set $rebelDefeatAftermath = 5>> <<elseif $battleResult == -2>> Due to your defeat, your @@.red;reputation@@ and @@.red;authority@@ decreased. <<set $rep -= random(600,800)>> <<set $authority -= random(600,800)>> <br>After the battle most of the rebelling slaves managed to escape, while others remained in the arcology for days looting and hunting their former masters. The arcology will bear the scars of this day for a long time. <<set $ACitizens -= random(40,80)>> <<set $ASlaves -= Math.trunc(($attackTroops - $enemyLosses) * 0.6)>> <<set $rebelDefeatAftermath = 3>> <<elseif $battleResult == 2>> Thanks to your victory, your @@.green;reputation@@ and @@.darkviolet;authority@@ increased. <<set $rep += random(600,180)>> <<set $authority += random(600,800)>> <br>Many of the rebelling slaves were recaptured and punished. The instigators were executed one after another in a public trial that lasted for almost three days. <<set $ASlaves -= random(10,30)>> <<elseif $battleResult == -1>> Rather than waste the lives of your men you decided to surrender, hoping the rebels will cause less damage if you indulge them, this is however a big hit to your status. Your @@.red;reputation@@ and @@.red;authority@@ are significantly impacted. <<set $rep -= random(1000,1200)>> <<set $authority -= random(1000,1200)>> <br> The surrender allows the arcology to survive @@.yellow;mostly intact@@, however reports of @@.red;mass looting and killing of citizens@@ flood your office for a few days. <<set $cash -= 1000>> <<if $week <= 30>> <<set $ACitizens -= random(100)>> <<set $ASlaves -= random(150)>> <<set $arcologies[0].prosperity -= random(5)>> <<elseif $week <= 60>> <<set $ACitizens -= random(120)>> <<set $ASlaves -= random(170)>> <<set $arcologies[0].prosperity -= random(10)>> <<elseif $week <= 90>> <<set $ACitizens -= random(140)>> <<set $ASlaves -= random(190)>> <<set $arcologies[0].prosperity -= random(15)>> <<elseif $week <= 120>> <<set $ACitizens -= random(160)>> <<set $ASlaves -= random(210)>> <<set $arcologies[0].prosperity -= random(20)>> <<else>> <<set $ACitizens -= random(180)>> <<set $ASlaves -= random(230)>> <<set $arcologies[0].prosperity -= random(25)>> <</if>> <br>After the battle most of the rebelling slaves managed to escape, while others remained in the arcology for days looting and hunting their former masters. The arcology will bear the scars of this day for a long time. <<set $ACitizens -= random(50,100)>> <<set $ASlaves -= Math.trunc(($attackTroops - $enemyLosses) * 0.8)>> <<set $rebelDefeatAftermath = 5>> <</if>> <<else>> Today, the _day of _month _year, our arcology was inflamed by the fires of rebellion. <<print commaNum(Math.trunc($attackTroops))>> rebels from all over the structure dared rise up to dethrone their arcology owner. Our defense force, <<print commaNum($troopCount)>> strong, fought with them street by street <<if $enemyLosses != $attackTroops>> inflicting <<print commaNum(Math.trunc($enemyLosses))>> casualties, while sustaining <<if $losses > 1>> <<print commaNum(Math.trunc($losses))>> casualties <<else>> a casualty<</if>> themselves. <<else>> completely annihilating their troops, while sustaining <<if $losses > 1>> <<print commaNum(Math.trunc($losses))>> casualties <<else>> a casualty.<</if>> <</if>> <<set $ASlaves -= $enemyLosses>> <<if $battleResult == 3>> <<if $battleTurns <= 5>> The fight was quick and one sided, our men easily stopped the disorganized revolt in a few well aimed assaults. <<elseif $battleTurns <= 7>> The fight was hard, but in the end our men stopped the disorganized revolt with several well aimed assaults. <<else>> The fight was long and hard, but in the end our men stopped the revolt before it could accumulate momentum. <</if>> <<elseif $battleResult == -3>> <<if $battleTurns <= 5>> The fight was quick and one sided, our men were easily crushed by the furious charge of the rebels. <<elseif $battleTurns <= 7>> The fight was hard and in the end the rebels proved too much to handle for our men. <<else>> The fight was long and hard, but despite their bravery the rebels proved too much for our men. <</if>> <<elseif $battleResult == 2>> The fight was long and hard, but in the end our men managed to stop the revolt, though not without difficulty. <<elseif $battleResult == -2>> The fight was long and hard. Our men in the end had to yield to the rebelling slaves, which were fortunately unable to fully capitalize on their victory. <<elseif $battleResult == -1>> You gave your troops the order to surrender, obediently they stand down. <</if>> /* effects */ <<if $battleResult == 3>> Thanks to your victory, your @@.green;reputation@@ and @@.darkviolet;authority@@ increased. <<set $rep += random(800,1000)>> <<set $authority += random(800,1000)>> <br>Many of the rebelling citizens were captured and punished, many others enslaved. The instigators were executed one after another in a public trial that lasted for almost three days. <<set $ACitizens -= random(10,30)>> <<elseif $battleResult == -3>> Due to your defeat, your @@.red;reputation@@ and @@.red;authority@@ decreased. <<set $rep -= random(800,1000)>> <<set $authority -= random(800,1000)>> <br>After the battle most of the rebelling citizens remained in the arcology for days looting and hunting their former arcology. We will bear the scars of this day for a long time. <<set $ACitizens -= Math.trunc(($attackTroops - $enemyLosses) * 0.8)>> <<set $rebelDefeatAftermath = 5>> <<elseif $battleResult == -2>> Due to your defeat, your @@.red;reputation@@ and @@.red;authority@@ decreased. <<set $rep -= random(600,800)>> <<set $authority -= random(600,800)>> <br>After the battle most of the rebelling citizens remained in the arcology for days looting and hunting their former arcology. We will bear the scars of this day for a long time. <<set $ACitizens -= random(40,80)>> <<set $ASlaves -= Math.trunc(($attackTroops - $enemyLosses) * 0.6)>> <<set $rebelDefeatAftermath = 3>> <<elseif $battleResult == 2>> Thanks to your victory, your @@.green;reputation@@ and @@.darkviolet;authority@@ increased. <<set $rep += random(600,180)>> <<set $authority += random(600,800)>> <br>Many of the rebelling citizens were captured and punished, many others enslaved. The instigators were executed one after another in a public trial that lasted for almost three days. <<set $ASlaves -= random(10,30)>> <<elseif $battleResult == -1>> Rather than waste the lives of your men you decided to surrender, hoping the rebels will cause less damage if you indulge them, this is however a big hit to your status. Your @@.red;reputation@@ and @@.red;authority@@ are significantly impacted. <<set $rep -= random(1000,1200)>> <<set $authority -= random(1000,1200)>> <br> The surrender allows the arcology to survive @@.yellow;mostly intact@@, however reports of @@.red;mass looting and killing of citizens@@ flood your office for a few days. <<set $cash -= 1000>> <<if $week <= 30>> <<set $ACitizens -= random(100)>> <<set $ASlaves -= random(150)>> <<set $arcologies[0].prosperity -= random(5)>> <<elseif $week <= 60>> <<set $ACitizens -= random(120)>> <<set $ASlaves -= random(170)>> <<set $arcologies[0].prosperity -= random(10)>> <<elseif $week <= 90>> <<set $ACitizens -= random(140)>> <<set $ASlaves -= random(190)>> <<set $arcologies[0].prosperity -= random(15)>> <<elseif $week <= 120>> <<set $ACitizens -= random(160)>> <<set $ASlaves -= random(210)>> <<set $arcologies[0].prosperity -= random(20)>> <<else>> <<set $ACitizens -= random(180)>> <<set $ASlaves -= random(230)>> <<set $arcologies[0].prosperity -= random(25)>> <</if>> <br>After the battle most of the rebelling citizens remained in the arcology for days looting and hunting their former arcology. We will bear the scars of this day for a long time. <<set $ACitizens -= random(50,100)>> <<set $ASlaves -= Math.trunc(($attackTroops - $enemyLosses) * 0.8)>> <<set $rebelDefeatAftermath = 5>> <</if>> <</if>> /* engage rules */ <<if $battleResult != -1>> <<if $engageRule == 0>> Since you ordered your troops to limit their weaponry to low caliber or non lethal, the arcology reported only @@.red;minor damage@@. Most citizens and non involved slaves remained unharmed, though some casualties between the civilians were inevitable. A few businesses were looted and burned, but the damage was pretty limited. <<set $arcRepairTime += 3, $PC.engineering += .1>> <<if $week <= 30>> <<set $ACitizens -= random(40)>> <<set $ASlaves -= random(65)>> <<set $arcologies[0].prosperity -= random(2)>> <<elseif $week <= 60>> <<set $ACitizens -= random(50)>> <<set $ASlaves -= random(55)>> <<set $arcologies[0].prosperity -= random(5)>> <<elseif $week <= 90>> <<set $ACitizens -= random(60)>> <<set $ASlaves -= random(85)>> <<set $arcologies[0].prosperity -= random(7)>> <<elseif $week <= 120>> <<set $ACitizens -= random(70)>> <<set $ASlaves -= random(95)>> <<set $arcologies[0].prosperity -= random(10)>> <<else>> <<set $ACitizens -= random(80)>> <<set $ASlaves -= random(105)>> <<set $arcologies[0].prosperity -= random(12)>> <</if>> <<elseif $engageRule == 1>> You ordered your troops to limit their weaponry to non-heavy, non-explosive, because of this the arcology reported @@.red;moderate damage@@. Most citizens and non involved slaves remained unharmed or only lightly wounded, but many others did not make it. Unfortunately casualties between the civilians were inevitable. A few businesses were looted and burned, but the damage was pretty limited. <<set $arcRepairTime += 5, $PC.engineering += .1>> <<if $week <= 30>> <<set $ACitizens -= random(60)>> <<set $ASlaves -= random(85)>> <<set $arcologies[0].prosperity -= random(4)>> <<elseif $week <= 60>> <<set $ACitizens -= random(70)>> <<set $ASlaves -= random(75)>> <<set $arcologies[0].prosperity -= random(7)>> <<elseif $week <= 90>> <<set $ACitizens -= random(80)>> <<set $ASlaves -= random(105)>> <<set $arcologies[0].prosperity -= random(9)>> <<elseif $week <= 120>> <<set $ACitizens -= random(90)>> <<set $ASlaves -= random(115)>> <<set $arcologies[0].prosperity -= random(12)>> <<else>> <<set $ACitizens -= random(100)>> <<set $ASlaves -= random(125)>> <<set $arcologies[0].prosperity -= random(14)>> <</if>> <<elseif $engageRule == 2>> Since you did not apply any restriction on the weapons your forces should use, the arcology reported @@.red;heavy damage@@. Many citizens and uninvolved slaves are reported killed or missing. Casualties between the civilians were inevitable. Many businesses were damaged during the battle either by the fight itself, by fires which spread unchecked for hours or by looters. <<set $arcRepairTime += 7, $PC.engineering += .1>> <<if $week <= 30>> <<set $ACitizens -= random(100)>> <<set $ASlaves -= random(150)>> <<set $arcologies[0].prosperity -= random(5)>> <<elseif $week <= 60>> <<set $ACitizens -= random(120)>> <<set $ASlaves -= random(170)>> <<set $arcologies[0].prosperity -= random(10)>> <<elseif $week <= 90>> <<set $ACitizens -= random(140)>> <<set $ASlaves -= random(190)>> <<set $arcologies[0].prosperity -= random(15)>> <<elseif $week <= 120>> <<set $ACitizens -= random(160)>> <<set $ASlaves -= random(210)>> <<set $arcologies[0].prosperity -= random(20)>> <<else>> <<set $ACitizens -= random(180)>> <<set $ASlaves -= random(230)>> <<set $arcologies[0].prosperity -= random(25)>> <</if>> <<else>> Thanks to the advance riot control weaponry developed by your experts, the rebels were mostly subdued or killed with @@.yellow;little to no collateral damage to the arcology@@ and its inhabitants. A few businesses were looted, but the damage was very limited. <<set $arcRepairTime += 2, $PC.engineering += .1>> <<set $cash -= 1000>> <<if $week <= 30>> <<set $ACitizens -= random(20)>> <<set $ASlaves -= random(45)>> <<set $arcologies[0].prosperity -= random(2)>> <<elseif $week <= 60>> <<set $ACitizens -= random(30)>> <<set $ASlaves -= random(35)>> <<set $arcologies[0].prosperity -= random(4)>> <<elseif $week <= 90>> <<set $ACitizens -= random(40)>> <<set $ASlaves -= random(65)>> <<set $arcologies[0].prosperity -= random(6)>> <<elseif $week <= 120>> <<set $ACitizens -= random(50)>> <<set $ASlaves -= random(75)>> <<set $arcologies[0].prosperity -= random(8)>> <<else>> <<set $ACitizens -= random(60)>> <<set $ASlaves -= random(85)>> <<set $arcologies[0].prosperity -= random(10)>> <</if>> <</if>> <</if>> <<if $ACitizens < 100>> <<set $ACitizens = 100>> <</if>> <<if $ASlaves < 200>> <<set $ASlaves = 200>> <</if>> /* garrisons */ <<if $garrison.reactor == 0>> <<if random(1,100) <= (75 - ($fort.reactor * 25))>> Unfortunately during the fighting a group of slaves infiltrated the reactor complex and sabotaged it, causing massive power fluctuations and blackouts. It will take @@.red;time and money to repair the damage@@. <<set $garrison.reactorTime = $repairTime + random(1) - $fort.reactor, $PC.engineering += .1>> <<set $cash -= 2000>> <<else>> While the reactor was left defenseless without a garrison, there was no attempt at sabotage. Let's hope we'll always be this lucky. <</if>> <<else>> The garrison assigned to the reactor protected it from the multiple sabotage attempts carried out by the rebels. <</if>> <<if $garrison.waterway == 0>> <<if random(1,100) <= (75 - ($fort.waterway * 25))>> Unfortunately during the fighting a group of slaves infiltrated the water management complex and sabotaged it, causing huge water leaks throughout the arcology and severely limiting the water supply. It will take @@.red;time and money to repair the damage@@. <<set $garrison.waterwayTime = $repairTime + random(1) - $fort.waterway, $PC.engineering += .1>> <<set $cash -= 2000>> <<else>> While the water management complex was left defenseless without a garrison, there was no attempt at sabotage. Let's hope we'll always be this lucky. <</if>> <<else>> The garrison assigned to the water management complex protected it from the sabotage attempt of the rebels. <</if>> <<if $garrison.assistant == 0>> <<if random(1,100) <= (75 - ($fort.assistant * 25))>> Unfortunately during the fighting a group of slaves infiltrated the facility housing $assistantName's mainframe and sabotaged it. Without its AI the arcology will be next to impossible to manage. It will take @@.red;time and money to repair the damage@@. <<set $garrison.assistantTime = $repairTime + random(1) - $fort.assistant, $PC.engineering += .1>> <<set $cash -= 2000>> <<else>> While the $assistantName's mainframe was left defenseless without a garrison, there was no attempt at sabotage. Let's hope we'll always be this lucky. <</if>> <<else>> The garrison assigned to the facility housing $assistantName's mainframe prevented any sabotage attempt. <</if>> <<if $garrison.penthouse == 1 && $Bodyguard != 0>> The garrison assigned to the penthouse together with your loyal bodyguard stopped all assaults against your penthouse with ease. <<elseif $Bodyguard != 0>> <<if random(1,100) <= 75>> During the fighting a group of slaves assaulted the penthouse. Your bodyguard, $Bodyguard.slaveName, stood strong against the furious attack. <<set _woundChance = 0>> <<if $PC.career == "mercenary" || $PC.career == "gang">> <<set _woundChance -= 5>> <</if>> <<if $personalArms >= 1>> <<set _woundChance -= 5>> <</if>> <<if $PC.physicalAge >= 60>> <<set _woundChance += random(1,5)>> <</if>> <<if $PC.belly > 5000>> <<set _woundChance += random(1,5)>> <</if>> <<if $PC.boobsBonus >= 2>> <<set _woundChance += random(1,5)>> <</if>> <<if $PC.butt >= 2>> <<set _woundChance += random(1,5)>> <</if>> <<if $PC.preg >= 30>> <<set _woundChance += random(1,5)>> <</if>> <<if $PC.balls == 2>> <<set _woundChance += random(1,5)>> <</if>> <<if $PC.ballsImplant >= 2>> <<set _woundChance += random(1,5)>> <</if>> <<if random(1,100) <= _woundChance>> A lucky shot managed to find its way to you, leaving a painful, but thankfully not lethal, wound. <<set $PCWounded = 1>> <<set $PCWoundCooldown = 3>> <<else>> Fortunately you managed to avoid injury. <</if>> <<if $Concubine != 0>> <<set _woundChance = 0>> <<if $Concubine.combatSkill == 1>> <<set _woundChance -= 2>> <</if>> <<if $Concubine.amp >= -4>> <<set _woundChance -= 1>> <</if>> <<if $Concubine.health >= 50>> <<set _woundChance -= 1>> <</if>> <<if $Concubine.weight > 130>> <<set _woundChance += 1>> <</if>> <<if $Concubine.muscles < -30>> <<set _woundChance += 1>> <</if>> <<if $Concubine.eyes <= -2>> <<set _woundChance += 1>> <</if>> <<if $Concubine.heels == 1>> <<set _woundChance += 1>> <</if>> <<if $Concubine.boobs >= 1400>> <<set _woundChance += 1>> <</if>> <<if $Concubine.butt >= 6>> <<set _woundChance += 1>> <</if>> <<if $Concubine.preg >= 30>> <<set _woundChance += 1>> <</if>> <<if $Concubine.dick >= 8>> <<set _woundChance += 1>> <</if>> <<if $Concubine.balls >= 8>> <<set _woundChance += 1>> <</if>> <<if $Concubine.intelligence <= -3>> <<set _woundChance += 1>> <</if>> <<set _woundChance *= random(2,4)>> <<if random(1,100) <= _woundChance>> Your concubine was unfortunately caught in the crossfire and <<set $woundType = random(1,10)>> <<if $woundType == 1>> a splinter pierced her throat, severing her vocal cords. <<set $Concubine.voice = 0>> <<elseif $woundType == 2>> a splinter hit her face, severely damaging her eyes. <<set $Concubine.eyes = -2>> <<elseif $woundType == 3>> an explosion near her caused the loss of all her limbs. <<set $Concubine.amp = 1>> <<elseif $woundType >= 4>> a stray shot severely wounded her. <<if $Concubine.health >= -60>> <<set $Concubine.health -= 30>> <<else>> <<set $Concubine.health = -90>> <</if>> <</if>> <</if>> <</if>> <<set _woundChance = 0>> <<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 <= -3>> <<set _woundChance += 1>> <</if>> <<set _woundChance *= random(2,4)>> <<if random(1,100) <= _woundChance>> During one of the assaults your bodyguard was hit. <<set $woundType = random(1,10)>> <<if $woundType == 1>> A splinter pierced her throat, severing her vocal cords. <<set $Bodyguard.voice = 0>> <<elseif $woundType == 2>> A splinter hit her face, severely damaging her eyes. <<set $Bodyguard.eyes = -2>> <<elseif $woundType == 3>> An explosion near her caused the loss of all her limbs. <<set $Bodyguard.amp = 1>> <<elseif $woundType >= 4>> A stray shot severely wounded her. <<if $Bodyguard.health >= -60>> <<set $Bodyguard.health -= 30>> <<else>> <<set $Bodyguard.health = -90>> <</if>> <</if>> <</if>> The damage to the structure will be @@.red;costly to repair@@. <<set $cash -= 2000, $PC.engineering += .1>> <<else>> While the penthouse was left without a sizeable garrison, there was no dangerous assault against it. Let's hope we'll always be this lucky. <</if>> <<elseif $garrison.penthouse == 1>> <<if random(1,100) <= 75>> During the fighting a group of slaves assaulted the penthouse. The garrison stood strong against the furious attack. <<set _woundChance = 0>> <<if $PC.career == "mercenary" || $PC.career == "gang">> <<set _woundChance -= 5>> <</if>> <<if $personalArms >= 1>> <<set _woundChance -= 5>> <</if>> <<if $PC.physicalAge >= 60>> <<set _woundChance += random(1,5)>> <</if>> <<if $PC.belly > 5000>> <<set _woundChance += random(1,5)>> <</if>> <<if $PC.boobsBonus >= 2>> <<set _woundChance += random(1,5)>> <</if>> <<if $PC.butt >= 2>> <<set _woundChance += random(1,5)>> <</if>> <<if $PC.preg >= 30>> <<set _woundChance += random(1,5)>> <</if>> <<if $PC.balls == 2>> <<set _woundChance += random(1,5)>> <</if>> <<if $PC.ballsImplant >= 2>> <<set _woundChance += random(1,5)>> <</if>> <<set _woundChance *= random(1,2)>> <<if random(1,100) <= _woundChance>> A lucky shot managed to find its way to you, leaving a painful, but thankfully nonlethal, wound. <<set $PCWounded = 1>> <<set $PCWoundCooldown = 3>> <<else>> Fortunately you managed to avoid injury. <</if>> <<if $Concubine != 0>> <<set _woundChance = 0>> <<if $Concubine.combatSkill == 1>> <<set _woundChance -= 2>> <</if>> <<if $Concubine.amp >= -4>> <<set _woundChance -= 1>> <</if>> <<if $Concubine.health >= 50>> <<set _woundChance -= 1>> <</if>> <<if $Concubine.weight > 130>> <<set _woundChance += 1>> <</if>> <<if $Concubine.muscles < -30>> <<set _woundChance += 1>> <</if>> <<if $Concubine.eyes <= -2>> <<set _woundChance += 1>> <</if>> <<if $Concubine.heels == 1>> <<set _woundChance += 1>> <</if>> <<if $Concubine.boobs >= 1400>> <<set _woundChance += 1>> <</if>> <<if $Concubine.butt >= 6>> <<set _woundChance += 1>> <</if>> <<if $Concubine.preg >= 30>> <<set _woundChance += 1>> <</if>> <<if $Concubine.dick >= 8>> <<set _woundChance += 1>> <</if>> <<if $Concubine.balls >= 8>> <<set _woundChance += 1>> <</if>> <<if $Concubine.intelligence <= -3>> <<set _woundChance += 1>> <</if>> <<set _woundChance *= random(2,4)>> <<if random(1,100) <= _woundChance>> Your concubine was unfortunately caught in the crossfire and <<set $woundType = random(1,10)>> <<if $woundType == 1>> a splinter pierced her throat, severing her vocal cords. <<set $Concubine.voice = 0>> <<elseif $woundType == 2>> a splinter hit her face, severely damaging her eyes. <<set $Concubine.eyes = -2>> <<elseif $woundType == 3>> an explosion near her caused the loss of all her limbs. <<set $Concubine.amp = 1>> <<elseif $woundType >= 4>> a stray shot severely wounded her. <<if $Concubine.health >= -60>> <<set $Concubine.health -= 30>> <<else>> <<set $Concubine.health = -90>> <</if>> <</if>> <</if>> <</if>> The damage to the structure will be @@.red;costly to repair@@. <<set $cash -= 2000, $PC.engineering += .1>> <<else>> There was no sizeable assault against the penthouse. Let's hope we'll always be this lucky. <</if>> <<else>> <<if random(1,100) <= 75>> During the fighting a group of slaves assaulted the penthouse. Isolated and alone, you stood strong against the furious attack. <<set _woundChance = 0>> <<if $PC.career == "mercenary" || $PC.career == "gang">> <<set _woundChance -= 5>> <</if>> <<if $personalArms >= 1>> <<set _woundChance -= 5>> <</if>> <<if $PC.physicalAge >= 60>> <<set _woundChance += random(1,5)>> <</if>> <<if $PC.belly > 5000>> <<set _woundChance += random(1,5)>> <</if>> <<if $PC.boobsBonus >= 2>> <<set _woundChance += random(1,5)>> <</if>> <<if $PC.butt >= 2>> <<set _woundChance += random(1,5)>> <</if>> <<if $PC.preg >= 30>> <<set _woundChance += random(1,5)>> <</if>> <<if $PC.balls == 2>> <<set _woundChance += random(1,5)>> <</if>> <<if $PC.ballsImplant >= 2>> <<set _woundChance += random(1,5)>> <</if>> <<set _woundChance *= random(1,2)>> <<if random(1,100) <= _woundChance>> A lucky shot managed to find its way to you, leaving a painful, but thankfully nonlethal, wound. <<set $PCWounded = 1>> <<set $PCWoundCooldown = 3>> <<else>> Fortunately you managed to avoid injury. <</if>> <<if $Concubine != 0>> <<set _woundChance = 0>> <<if $Concubine.combatSkill == 1>> <<set _woundChance -= 2>> <</if>> <<if $Concubine.amp >= -4>> <<set _woundChance -= 1>> <</if>> <<if $Concubine.health >= 50>> <<set _woundChance -= 1>> <</if>> <<if $Concubine.weight > 130>> <<set _woundChance += 1>> <</if>> <<if $Concubine.muscles < -30>> <<set _woundChance += 1>> <</if>> <<if $Concubine.eyes <= -2>> <<set _woundChance += 1>> <</if>> <<if $Concubine.heels == 1>> <<set _woundChance += 1>> <</if>> <<if $Concubine.boobs >= 1400>> <<set _woundChance += 1>> <</if>> <<if $Concubine.butt >= 6>> <<set _woundChance += 1>> <</if>> <<if $Concubine.preg >= 30>> <<set _woundChance += 1>> <</if>> <<if $Concubine.dick >= 8>> <<set _woundChance += 1>> <</if>> <<if $Concubine.balls >= 8>> <<set _woundChance += 1>> <</if>> <<if $Concubine.intelligence <= -3>> <<set _woundChance += 1>> <</if>> <<set _woundChance *= random(2,4)>> <<if random(1,100) <= _woundChance>> Your concubine was unfortunately caught in the crossfire and <<set $woundType = random(1,10)>> <<if $woundType == 1>> a splinter pierced her throat, severing her vocal cords. <<set $Concubine.voice = 0>> <<elseif $woundType == 2>> a splinter hit her face, severely damaging her eyes. <<set $Concubine.eyes = -2>> <<elseif $woundType == 3>> an explosion near her caused the loss of all her limbs. <<set $Concubine.amp = 1>> <<elseif $woundType >= 4>> a stray shot severely wounded her. <<if $Concubine.health >= -60>> <<set $Concubine.health -= 30>> <<else>> <<set $Concubine.health = -90>> <</if>> <</if>> <</if>> <</if>> <<else>> There was no sizeable assault against the penthouse. Let's hope we'll always be this lucky. <</if>> <</if>> <br> <br> <<include "unitsRebellionReport">> /* resets variables and flags */ <<recalcManpower>> <<recalcUnits>> <<set $attackTroops = 0>> <<set $attackEquip = 0>> <<set $enemyLosses = 0>> <<set $losses = 0>> <<set $battleTurns = 0>> <<set $irregulars = 0>> <<set $deployingMilitia = 0>> <<set $deployingSlaves = 0>> <<set $deployingMercs = 0>> <<if $slaveRebellion == 1>> <<set $slaveProgress = 0>> <<set $citizenProgress = Math.clamp($citizenProgress - random(50,100), 0, 100)>> <<else>> <<set $citizenProgress = 0>> <<set $slaveProgress = Math.clamp($slaveProgress - random(50,100), 0, 100)>> <</if>> <<set $slaveRebellion = 0>> <<set $citizenRebellion = 0>> <<set $tension = Math.clamp($tension - random(50,100), 0, 100)>>
DankWolf/fc
src/SecExp/rebellionReport.tw
tw
bsd-3-clause
32,518
:: riotControlCenter [nobr] <<set $HackingSkillMultiplier = HSM()>> <<set $nextButton = "Back to Arcology Management", $nextLink = "Manage Arcology", $returnTo = "Manage Arcology">> Riot Control Center <hr> The riot control center opens its guarded doors to you. The great chamber inside is dominated by massive screens filled with vital information and propaganda being tested. <br> <br> <<if $tension <= 33>> Tensions in the arcology are low. Political and ideological opposition against the arcology owner is almost unheard of. <<elseif $tension <= 66>> Tensions in the arcology are rising, political and ideological opposition against the arcology owner are becoming a part of the daily life of the arcology. <<else>> Tensions are high. Opposition to the arcology owner is a sentiment shared by many and armed resistance is on the rise. <</if>> <br> <<if $riotUpgrades.freeMedia == 0>> [[Provide free media access in all the arcology|riotControlCenter][$cash -= Math.trunc(5000*$upgradeMultiplierArcology), $riotUpgrades.freeMedia = 1, $riotUpkeep += $upgradeUpkeep]] <br>//Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>. Will slowly lower tensions in the arcology, but will incur in upkeep costs.// <<else>> You are providing free access to many mass media in the arcology. <<if $riotUpgrades.freeMedia < 5>> <<link "Invest more resources in the free media project" "riotControlCenter">> <<set $riotUpgrades.freeMedia += 1>> <<set $cash -= ((5000 * $upgradeMultiplierArcology * ($riotUpgrades.freeMedia + 1)*$HackingSkillMultiplier))>> <<set $PC.hacking += .5>> <<set $riotUpkeep += $upgradeUpkeep>> <</link>> <br>Invest more resources into the project to increase its effectiveness. <br>//Costs <<print cashFormat(Math.trunc((5000 * $upgradeMultiplierArcology * ($riotUpgrades.freeMedia + 1)*$HackingSkillMultiplier)))>>. Will accelerate the tension decay, but will increase upkeep costs.// <<else>> You upgraded your free media scheme to its limits. <</if>> <</if>> <br> <br> <<if $slaveProgress <= 25>> There is very low unrest between slaves in the arcology. The chances of a rebellion igniting are extremely low. <<elseif $slaveProgress <= 50>> There is some unrest between the slaves. No major movement is forming yet, but it might be time to consider preventive measures. <<elseif $slaveProgress <= 75>> Unrest is getting high between the slaves of the arcology. Preventive measures are necessary if we want to prevent a violent rebellion. <<else>> Unrest is extremely high between slaves. The chances of a rebellion happening in the near future are extremely high. <</if>> <br> <<if $citizenProgress <= 25>> There is very low unrest between the citizens of the arcology. The chances of a rebellion igniting are extremely low. <<elseif $citizenProgress <= 50>> There is some unrest between the citizens. No major movement is forming yet, but it might be time to consider preventive measures. <<elseif $citizenProgress <= 75>> Unrest is getting high between the citizens of the arcology. Preventive measures are necessary if we want to prevent a violent rebellion. <<else>> Unrest is extremely high between citizens. The chances of a rebellion happening in the near future are extremely high. <</if>> <br> <br> <<if $riotUpgrades.rapidUnit == 0>> [[Create rapid deployment riot units|riotControlCenter][$cash -= Math.trunc(7500*$upgradeMultiplierArcology), $riotUpgrades.rapidUnit = 1, $riotUpkeep += $upgradeUpkeep]] <br>//Costs <<print cashFormat(Math.trunc(7500*$upgradeMultiplierArcology))>>. Will allow spending authority or reputation to lower the progress of rebellions.// <<else>> You created a rapid deployment riot unit. <<if $riotUpgrades.rapidUnit < 5>> <<link "Invest more resources in the rapid deployment unit" "riotControlCenter">> <<set $riotUpgrades.rapidUnit += 1>> <<set $cash -= 5000 * $upgradeMultiplierArcology * ($riotUpgrades.rapidUnit + 1)>> <<set $riotUpkeep += $upgradeUpkeep>> <</link>> <br>Invest more resources into the project to increase its effectiveness. <br>//Costs <<print cashFormat(Math.trunc(5000 * $upgradeMultiplierArcology * ($riotUpgrades.rapidUnit + 1)))>>. Will lower action costs.// <<else>> <br>You upgraded your rapid deployment unit to its limits. <</if>> <<if $riotUpgrades.rapidUnitSpeed < 2>> <<link "Enhance the internal informants network" "riotControlCenter">> <<set $riotUpgrades.rapidUnitSpeed += 1>> <<set $cash -= 5000 * $upgradeMultiplierArcology * ($riotUpgrades.rapidUnitSpeed + 1)>> <<set $riotUpkeep += $upgradeUpkeep>> <</link>> <br>Invest more resources into the effectiveness of the informants network. <br>//Costs <<print cashFormat(Math.trunc(5000 * $upgradeMultiplierArcology * ($riotUpgrades.rapidUnitSpeed + 1)))>>. Will reduce cooldown of the rapid deployment riot unit.// <<else>> <br>You enhanced your informants network to its limits. <</if>> <br> <br>You can send out the squad to slow down the progress of hostile groups within the arcology: <<link "spend authority" "riotControlCenter">> <<set $riotUpgrades.rapidUnitCost = 0>> <</link>> | <<link "spend reputation" "riotControlCenter">> <<set $riotUpgrades.rapidUnitCost = 1>> <</link>> <br> Your <<if $riotUpgrades.rapidUnitCost == 0>> authority <<else>> reputation <</if>> will be leveraged to suppress the rebels. <br> <span id="result"> <<if $sentUnitCooldown == 0>> <br><<link "Deploy the unit against slaves rebel leaders">> <<if $riotUpgrades.rapidUnitCost == 0>> <<set $authority -= 1000 + 50 * $riotUpgrades.rapidUnit>> <<else>> <<set $rep -= 1000 + 50 * $riotUpgrades.rapidUnit>> <</if>> <<set _change = random(15) + random(1,2) * $riotUpgrades.rapidUnit>> <<set $slaveProgress = Math.clamp($slaveProgress - _change,0,100)>> <<set $sentUnitCooldown = 3 - $riotUpgrades.rapidUnitSpeed>> <<replace "#result">> Slave rebellion progress set back by <<print _change>>%. The unit will be able to deployed again in $sentUnitCooldown weeks. <</replace>> <</link>> <br><<link "Deploy the unit against citizens rebel leaders">> <<if $riotUpgrades.rapidUnitCost == 0>> <<set $authority -= 1000 + 50 * $riotUpgrades.rapidUnit>> <<else>> <<set $rep -= 1000 + 50 * $riotUpgrades.rapidUnit>> <</if>> <<set _change = random(15) + random(1,2) * $riotUpgrades.rapidUnit>> <<set $citizenProgress = Math.clamp($citizenProgress - _change,0,100)>> <<set $sentUnitCooldown = 3 - $riotUpgrades.rapidUnitSpeed>> <<replace "#result">> Citizen rebellion progress set back by <<print _change>>%. The unit will be able to deployed again in $sentUnitCooldown weeks. <</replace>> <</link>> <<else>> <br>The unit cannot be deployed again for $sentUnitCooldown weeks. <</if>> </span> <</if>> <br> <br> <<if $brainImplant < 106>> <<if $brainImplantProject == 0>> <<link "Start secretly installing brain implants in your citizens and resident slaves" "riotControlCenter">> <<set $brainImplantProject = 1>> <<set $brainImplant = 0>> <<set $riotUpkeep += 5000>> <</link>> <br>//Will take weeks of work and will cost <<print cashFormat(5000)>> each week, but once finished rebellions will progress a lot slower.// <<elseif $brainImplantProject < 5>> <<link "Invest more resources in the brain implant project" "riotControlCenter">> <<set $brainImplantProject += 1>> <<set $cash -= 50000 * $upgradeMultiplierArcology * $brainImplantProject*$HackingSkillMultiplier>> <<set $PC.hacking += 1>> <<set $riotUpkeep += 5000>> <</link>> <br>Invest more resources into the project to increase its speed. <br>//One-time cost of <<print cashFormat(Math.trunc(50000 * $upgradeMultiplierArcology * $brainImplantProject*$HackingSkillMultiplier))>> with an additional <<print cashFormat(5000)>> each week in maintenance. Will shorten the time required to complete the project.// <<else>> You sped up the project to its maximum. <</if>> <<if $brainImplant != -1>> <br><br>The great brain implant project is underway. Estimated time to completion: <<print Math.trunc((100 - $brainImplant) / $brainImplantProject)>> <</if>> <<else>> The great brain implant project is completed, rebellions against you will be extremely difficult to organize. <</if>> <br> <br> <<if $advancedRiotEquip == 0>> <<link "Develop advanced anti-riot equipment" "riotControlCenter">> <<set $advancedRiotEquip = 1>> <<set $cash -= 30000>> <</link>> <br>//Costs <<print cashFormat(30000)>>. Will allow the selection of advanced riot equipment in case of a rebellion, which will let your troops fight at full effectiveness while doing reduced collateral damage.// <<else>> You developed advanced riot equipment, which allows your troops to fight within the confines of your arcology without the fear of doing major collateral damage. <</if>> <br> <<if $fort.reactor == 0>> <<link "Reinforce the reactor complex" "riotControlCenter">> <<set $fort.reactor = 1>> <<set $cash -= 10000 * $upgradeMultiplierArcology>> <</link>> <br>//Costs <<print cashFormat(10000 * $upgradeMultiplierArcology)>>. Will add protection to the reactor building, making it less likely to be damaged and speeding up repairs if our defensive efforts should fail.// <<else>> You have installed additional protection layers and redundant systems in the reactor complex. <</if>> <br> <<if $fort.waterway == 0>> <<link "Reinforce the waterways" "riotControlCenter">> <<set $fort.waterway = 1>> <<set $cash -= 10000 * $upgradeMultiplierArcology>> <</link>> <br>//Costs <<print cashFormat(10000 * $upgradeMultiplierArcology)>>. Will add protection to the waterways, making it less likely to be damaged and speeding up repairs if our defensive efforts should fail.// <<else>> You have installed additional protection layers and redundant systems in the waterways. <</if>> <br> <<if $fort.assistant == 0>> <<link "Reinforce the assistant CPU core" "riotControlCenter">> <<set $fort.assistant = 1>> <<set $cash -= 10000 * $upgradeMultiplierArcology>> <</link>> <br>//Costs <<print cashFormat(10000 * $upgradeMultiplierArcology)>>. Will add protection to the assistant CPU core, making it less likely to be damaged and speeding up repairs if our defensive efforts should fail.// <<else>> You have installed additional protection layers and redundant systems in the assistant CPU core. <</if>>
DankWolf/fc
src/SecExp/riotControlCenter.tw
tw
bsd-3-clause
10,464
:: secBarracks [nobr] <<set $nextButton = "Back to Arcology Management", $nextLink = "Manage Arcology", $returnTo = "Manage Arcology">> The Barracks <hr> __Upgrades__ <br> While this a sore sight for many citizens of $arcologies[0].name, the barracks stand proud before you. <<if $secBarracksUpgrades.size == 0>> The building is relatively small and able to house a limited number of units. <<elseif $secBarracksUpgrades.size == 1>> The building has been expanded and can now house more units comfortably. <<elseif $secBarracksUpgrades.size == 2>> The building has been further expanded and can now house a high number of units. <<elseif $secBarracksUpgrades.size == 3>> The building has been greatly expanded and can now house a sizable military. <<elseif $secBarracksUpgrades.size == 4>> The building has been greatly expanded and can now house a small army. <<else>> The building has been greatly expanded and can now house an army worthy of an old world nation. <</if>> <<if $secBarracksUpgrades.luxury == 0>> The barracks are a spartan building, with little to make the day to day lives of your soldiers pleasant. <<elseif $secBarracksUpgrades.luxury == 1>> The barracks have been made more comfortable by installing high tech furniture. <<elseif $secBarracksUpgrades.luxury == 2>> The barracks have been made more comfortable by installing high tech furniture and advanced kitchen facilities. <<elseif $secBarracksUpgrades.luxury == 3>> The barracks have been made more comfortable by installing high tech furniture and advanced kitchen facilities. It also provides free access to any digital media. <<else>> The barracks have been made more comfortable by installing high tech furniture and advanced kitchen facilities. It also provides free access to any digital media. A small limited access brothel has been added to the structure. <</if>> <<if $secBarracksUpgrades.training == 0>> The building lacks the space and the equipment to train your units. <<elseif $secBarracksUpgrades.training == 1>> A training facility has been set up, allowing your units to better their skills with time. <<else>> The training facility has been filled with specialized equipment and skilled trainers. <</if>> <<if $secBarracksUpgrades.loyaltyMod == 0>> The barracks lack an indoctrination facility. <<elseif $secBarracksUpgrades.loyaltyMod == 1>> The barracks have been fitted with an indoctrination facility. <<else>> The barracks have been fitted with an advanced indoctrination facility. <</if>> <br> <br> <<if $secBarracksUpgrades.size < 5>> <<link "Increase the size of the barracks">> <<set $cash -= 5000 * ($secBarracksUpgrades.size + 1)>> <<set $secBarracksUpgrades.size += 1>> <<set $maxUnits += 2>> <<set $secBarracksUpkeep += $upgradeUpkeep>> <<goto "secBarracks">> <</link>> <br>//Costs <<print cashFormat(5000 * ($secBarracksUpgrades.size + 1))>> and will increase the maximum number of units by 2.// <<else>> You've expanded the barracks to their maximum. <</if>> <br> <<if $secBarracksUpgrades.luxury == 0>> <<link "Increase the quality of life of your soldiers by installing high tech furniture and appliances.">> <<set $secBarracksUpgrades.luxury += 1>> <<set $cash -= 5000>> <<set $secBarracksUpkeep += $upgradeUpkeep>> <<goto "secBarracks">> <</link>> <br>//Costs <<print cashFormat(5000)>> and will provide a 5% bonus to morale.// <<elseif $secBarracksUpgrades.luxury == 1>> <<link "Further increase the quality of life of your soldiers by installing advanced kitchen equipment and hiring skilled chefs.">> <<set $secBarracksUpgrades.luxury += 1>> <<set $cash -= 10000>> <<set $secBarracksUpkeep += $upgradeUpkeep>> <<goto "secBarracks">> <</link>> <br>//Costs <<print cashFormat(10000)>> and will provide a 5% bonus to morale, for a total of +10%.// <<elseif $secBarracksUpgrades.luxury == 2>> <<link "Further increase the quality of life of your soldiers by providing high speed, free access to digital media">> <<set $secBarracksUpgrades.luxury += 1>> <<set $cash -= 10000>> <<set $secBarracksUpkeep += $upgradeUpkeep>> <<goto "secBarracks">> <</link>> <br>//Costs <<print cashFormat(10000)>> and will provide a 5% bonus to morale, for a total of +15%.// <<elseif $secBarracksUpgrades.luxury == 3>> <<link "Further increase the quality of life of your soldiers by adding and staffing an exclusive brothel to the structure">> <<set $secBarracksUpgrades.luxury += 1>> <<set $cash -= 15000>> <<set $secBarracksUpkeep += $upgradeUpkeep>> <<goto "secBarracks">> <</link>> <br>//Costs <<print cashFormat(15000)>> and will provide a 5% bonus to morale, for a total of +20%.// <<else>> You've made life in your barracks as good as it can get. <</if>> <br> <<if $secBarracksUpgrades.training == 0>> <<link "Add a training facility to the barracks">> <<set $secBarracksUpgrades.training += 1>> <<set $cash -= 10000>> <<set $secBarracksUpkeep += $upgradeUpkeep>> <<goto "secBarracks">> <</link>> <br>//Costs <<print cashFormat(10000)>> and will allow units to accumulate some experience each week.// <<elseif $secBarracksUpgrades.training == 1>> <<link "Improve the training facility with modern equipment and skilled personnel">> <<set $secBarracksUpgrades.training += 1>> <<set $cash -= 20000>> <<set $secBarracksUpkeep += $upgradeUpkeep>> <<goto "secBarracks">> <</link>> <br>//Costs <<print cashFormat(20000)>> and will allow units to accumulate experience each week.// <<else>> You have improved the training facility to the limit. <</if>> <br> <<if $secBarracksUpgrades.loyaltyMod == 0>> <<link "Add an indoctrination facility to the barracks">> <<set $secBarracksUpgrades.loyaltyMod += 1>> <<set $cash -= 10000>> <<set $secBarracksUpkeep += $upgradeUpkeep>> <<goto "secBarracks">> <</link>> <br>//Costs <<print cashFormat(10000)>> and will slowly raise loyalty of all units// <<elseif $secBarracksUpgrades.loyaltyMod == 1>> <<link "Improve the indoctrination facility with advanced equipment and skilled personnel">> <<set $secBarracksUpgrades.loyaltyMod += 1>> <<set $cash -= 20000>> <<set $secBarracksUpkeep += $upgradeUpkeep>> <<goto "secBarracks">> <</link>> <br>//Costs <<print cashFormat(20000)>> and will raise loyalty of all units faster.// <<else>> You have improved the indoctrination facility to the limit. <</if>> <hr> __Units__ <br> Your current maximum number of units is <<print $maxUnits>> (<<print commaNum($secBots.maxTroops+(50*$maxUnits))>> troops), <<print $activeUnits>> (<<print commaNum($secBots.maxTroops+($slavesEmployedManpower)+($militiaEmployedManpower)+($mercEmployedManpower))>> troops) are active and <<print (2 * $readiness)>> units can be deployed. <<if $secBarracksUpgrades.luxury > 0>>The barracks provides <<print $secBarracksUpgrades.luxury * 5>>% bonus morale when battle occurs.<</if>><<if $secBarracksUpgrades.training > 0>> The training facility will increase the effectiveness of your units with time.<</if>> <<if $arcologies[0].FSRomanRevivalist != "unset" || $arcologies[0].FSChineseRevivalist != "unset" || $arcologies[0].FSArabianRevivalist != "unset" || $arcologies[0].FSEdoRevivalist != "unset" || $arcologies[0].FSEgyptianRevivalist != "unset" || $arcologies[0].FSAztecRevivalist != "unset">> <</if>> <br> <<replenishAllUnits>> <br> <br> __Security Drones__ /* drones */ <<if $secBots.active == 1>> <br> <<secBotsDescription>> <br> <<link "Review Equipment and upgrades">> <<set $targetUnit = "secBots">> <<goto "seeUnit">> <</link>> <<if $secBots.troops < $secBots.maxTroops>> | <<link "Replenish the unit">> <<set $cash -= ($secBots.maxTroops - $secBots.troops) * $secBotsCost>> <<set $secBots.troops = $secBots.maxTroops>> <<goto "secBarracks">> <</link>> <</if>> <<else>> You have lost too many security drones to be able to field them again. <<link "Reform the unit">> <<set $cash -= $secBots.maxTroops * $secBotsCost>> <<set $secBots.troops = $secBots.maxTroops>> <<set $secBots.active = 1>> <<goto "secBarracks">> <</link>> <</if>> <br> <br> __Slaves__ <br>/* slaves */ You are free to organize your menial slaves into fighting units. Currently you have <<print commaNum($helots)>> slaves available, while <<print commaNum($slavesEmployedManpower)>> are already employed as soldiers. During all your battles you lost a total of <<print commaNum($slavesTotalCasualties)>>. <<silently>><<= MenialPopCap()>><</silently>> <<set _menialPrice = menialSlaveCost()>> <<if $cash > _menialPrice>> <<if $PopCap > $helots+$fuckdolls+$menialBioreactors>> <br> [[Buy|secBarracks][$helots+=1,$menialDemandFactor+=1,$cash-=_menialPrice]] <<if $cash > (_menialPrice+200)*10>> [[(x10)|secBarracks][$helots+=10,$menialDemandFactor+=10,$cash-=(_menialPrice+200)*10]] <</if>> <<if $cash > (_menialPrice+200)*100>> [[(x100)|secBarracks][$helots+=100,$menialDemandFactor+=100,$cash-=(_menialPrice+200)*100]] <</if>> <<if $cash > (_menialPrice+200)*2>> [[(max)|secBarracks][$helots+=Math.trunc($cash/(_menialPrice+200)),$menialDemandFactor+=Math.trunc($cash/(_menialPrice+200)),$cash-=Math.trunc($cash/(_menialPrice+200))*(_menialPrice+200)]] <</if>> //Bulk purchases will cost <<print cashFormat(200)>> over market price.// <</if>> <</if>> <br> <<set _sL = $slaveUnits.length>> <<if $helots > 0 && $activeUnits < $maxUnits>> <br> <<link "Form a new unit">> <<if $createdSlavesUnits == 0>> <<set _name = (1+$createdSlavesUnits) + "st slave platoon">> <<elseif $createdSlavesUnits == 1>> <<set _name = (1+$createdSlavesUnits) + "nd slave platoon">> <<elseif $createdSlavesUnits == 2>> <<set _name = (1+$createdSlavesUnits) + "rd slave platoon">> <<else>> <<set _name = (1+$createdSlavesUnits) + "th slave platoon">> <</if>> <<if $helots >= $maxTroops>> <<set _newUnit = { ID: 0, platoonName: _name, active: 1, isDeployed: 0, troops: $maxTroops, maxTroops: $maxTroops, equip: 0, training: 0, loyalty: random(40,60), cyber: 0, medics: 0, SF: 0, commissars: 0, battlesFought: 0}>> <<generateUnitID _newUnit>> <<set $slaveUnits.push(_newUnit)>> <<set $helots -= 30>> <<set $slavesEmployedManpower += 30>> <<set $createdSlavesUnits++>> <<else>> <<set _newUnit = { ID: 0, platoonName: _name, active: 1, isDeployed: 0, troops: $helots, maxTroops: $maxTroops, equip: 0, training: 0, loyalty: random(40,60), cyber: 0, medics: 0, SF: 0, commissars: 0, battlesFought: 0}>> <<generateUnitID _newUnit>> <<set $slaveUnits.push(_newUnit)>> <<set $slavesEmployedManpower += _newUnit.troops>> <<set $helots = 0>> <<set $createdSlavesUnits++>> <</if>> <<set $activeUnits++>> <<goto "secBarracks">> <</link>> <<elseif $helots > 0>> You have reached the maximum number of units. You'll have to disband one or enlarge the barracks before forming a new unit. <<elseif $activeUnits < $maxUnits>> You don't have any free menial slave with which to form a new unit. <</if>> <<for _i = 0; _i < _sL; _i++>> <<capture _i>> <<if $slaveUnits[_i].active == 1>> <br> <br> <<slaveUnitsDescription $slaveUnits[_i]>> <br> <<link "Disband the unit">> <<set $helots += $slaveUnits[_i].troops>> <<set $slavesEmployedManpower -= $slaveUnits[_i].troops>> <<set $slaveUnits.deleteAt(_i)>> <<set $activeUnits-->> <<goto "secBarracks">> <</link>> | <<link "Review Equipment and upgrades">> <<set $targetUnit = "slaveUnits">> <<set $targetIndex = _i>> <<goto "seeUnit">> <</link>> | <<if $slaveUnits[_i].troops < $slaveUnits[_i].maxTroops && $helots > 0>> <<link "Replenish unit">> <<if $helots >= $slaveUnits[_i].maxTroops - $slaveUnits[_i].troops>> <<set $helots -= $slaveUnits[_i].maxTroops - $slaveUnits[_i].troops>> <<set $slavesEmployedManpower += $slaveUnits[_i].maxTroops - $slaveUnits[_i].troops>> <<set _expLoss = ($slaveUnits[_i].maxTroops - $slaveUnits[_i].troops) / $slaveUnits[_i].troops>> <<set $slaveUnits[_i].training -= $slaveUnits[_i].training * _expLoss>> <<set $slaveUnits[_i].troops = $slaveUnits[_i].maxTroops>> <<else>> <<set $slavesEmployedManpower += $helots>> <<set _expLoss = $helots / $slaveUnits[_i].troops>> <<set $slaveUnits[_i].training -= $slaveUnits[_i].training * _expLoss>> <<set $slaveUnits[_i].troops += $helots>> <<set $helots = 0>> <</if>> <<goto "secBarracks">> <</link>> <</if>> <<else>> <br> <br> $slaveUnits[_i].platoonName lost too many operatives to be considered active. <br> <<link "Disband the unit">> <<set _elimUnit = $slaveUnits[_i]>> <<set _newSlaveUnits = []>> <<for _y = 0; _y < _sL; _y++>> <<if $slaveUnits[_y] != _elimUnit>> <<set _newSlaveUnits.push($slaveUnits[_y])>> <</if>> <</for>> <<set $slaveUnits = _newSlaveUnits>> <<set $activeUnits-->> <<goto "secBarracks">> <</link>> | <<if $helots > 0>> <<link "Reform the unit">> <<if $helots >= $slaveUnits[_i].maxTroops>> <<set $slavesEmployedManpower += $slaveUnits[_i].maxTroops>> <<set $helots -= $slaveUnits[_i].maxTroops>> <<set $slaveUnits[_i].troops = $slaveUnits[_i].maxTroops>> <<set $slaveUnits[_i].training = 0>> <<else>> <<set $slavesEmployedManpower += $helots>> <<set $slaveUnits[_i].troops += $helots>> <<set $helots = 0>> <<set $slaveUnits[_i].training = 0>> <</if>> <<set $slaveUnits[_i].active = 1>> <<goto "secBarracks">> <</link>> <</if>> <</if>> <</capture>> <</for>> <<if $militiaFounded == 1>> <br> <br> __Militia__ <br>/* militia */ You founded the $arcologies[0].name free militia. You are now able to organize your citizens in fighting units. <<if $militiaRecruitment == 0>> The militia is composed entirely of volunteers, your manpower is approximately 1.5% of the citizens population of your arcology. <<elseif $militiaRecruitment == 1>> With the establishment of conscription, your available manpower has increased to now approximately 3% of the arcology's citizens population. <<elseif $militiaRecruitment == 2>> By establishing obligatory military service to obtain citizenship you have enlarged your manpower pool to be approximately 5% of the arcology's citizens population. <</if>> Your current total manpower is <<print commaNum($militiaTotalManpower)>>, of which <<print commaNum($militiaEmployedManpower)>> is in active duty. You lost in total <<print commaNum($militiaTotalCasualties)>> citizens, leaving you with <<print commaNum($militiaFreeManpower)>> available citizens. <br> <<set _mL = $militiaUnits.length>> <<if $militiaFreeManpower > 0 && $activeUnits < $maxUnits>> <br> <<link "Form a new unit">> <<if $createdMilitiaUnits == 0>> <<set _name = (1+$createdMilitiaUnits) + "st citizens' platoon">> <<elseif $createdMilitiaUnits == 1>> <<set _name = (1+$createdMilitiaUnits) + "nd citizens' platoon">> <<elseif $createdMilitiaUnits == 2>> <<set _name = (1+$createdMilitiaUnits) + "rd citizens' platoon">> <<else>> <<set _name = (1+$createdMilitiaUnits) + "th citizens' platoon">> <</if>> <<if $militiaFreeManpower >= $maxTroops>> <<set _newUnit = { ID: 0, platoonName: _name, active: 1, isDeployed: 0, troops: $maxTroops, maxTroops: $maxTroops, equip: 0, training: 0, loyalty: random(40,60), cyber: 0, medics: 0, SF: 0, commissars: 0, battlesFought: 0}>> <<generateUnitID _newUnit>> <<set $militiaUnits.push(_newUnit)>> <<set $militiaFreeManpower -= 30>> <<set $militiaEmployedManpower += 30>> <<set $createdMilitiaUnits++>> <<else>> <<set _newUnit = { ID: 0, platoonName: _name, active: 1, isDeployed: 0, troops: $militiaFreeManpower, maxTroops: $maxTroops, equip: 0, training: 0, loyalty: random(40,60), cyber: 0, medics: 0, SF: 0, commissars: 0, battlesFought: 0}>> <<generateUnitID _newUnit>> <<set $militiaUnits.push(_newUnit)>> <<set $militiaEmployedManpower += _newUnit.troops>> <<set $militiaFreeManpower = 0>> <<set $createdMilitiaUnits++>> <</if>> <<set $activeUnits++>> <<goto "secBarracks">> <</link>> <<elseif $militiaFreeManpower > 0>> You have reached the maximum number of units. You'll have to disband one or enlarge the barracks before forming a new unit. <<elseif $activeUnits < $maxUnits>> You don't have any free recruits with which to form a new unit. <</if>> <<for _i = 0; _i < _mL; _i++>> <<capture _i>> <<if $militiaUnits[_i].active == 1>> <br> <br> <<militiaUnitsDescription $militiaUnits[_i]>> <br> <<link "Disband the unit">> <<set $militiaFreeManpower += $militiaUnits[_i].troops>> <<set $militiaEmployedManpower -= $militiaUnits[_i].troops>> <<set $militiaUnits.deleteAt(_i)>> <<set $activeUnits-->> <<goto "secBarracks">> <</link>> | <<link "Review Equipment and upgrades">> <<set $targetUnit = "militiaUnits">> <<set $targetIndex = _i>> <<goto "seeUnit">> <</link>> | <<if $militiaUnits[_i].troops < $militiaUnits[_i].maxTroops && $militiaFreeManpower > 0>> <<link "Replenish unit">> <<if $militiaFreeManpower >= $militiaUnits[_i].maxTroops - $militiaUnits[_i].troops>> <<set $militiaFreeManpower -= $militiaUnits[_i].maxTroops - $militiaUnits[_i].troops>> <<set $militiaEmployedManpower += $militiaUnits[_i].maxTroops - $militiaUnits[_i].troops>> <<set _expLoss = ($militiaUnits[_i].maxTroops - $militiaUnits[_i].troops) / $militiaUnits[_i].troops>> <<set $militiaUnits[_i].training -= $militiaUnits[_i].training * _expLoss>> <<set $militiaUnits[_i].troops = $militiaUnits[_i].maxTroops>> <<else>> <<set $militiaEmployedManpower += $militiaFreeManpower>> <<set _expLoss = $militiaFreeManpower / $militiaUnits[_i].troops>> <<set $militiaUnits[_i].training -= $militiaUnits[_i].training * _expLoss>> <<set $militiaUnits[_i].troops += $militiaFreeManpower>> <<set $militiaFreeManpower = 0>> <</if>> <<goto "secBarracks">> <</link>> <</if>> <<else>> <br> <br> $militiaUnits[_i].platoonName lost too many operatives to be considered active. <br> <<link "Disband the unit">> <<set $militiaFreeManpower += $militiaUnits[_i].troops>> <<set $militiaEmployedManpower -= $militiaUnits[_i].troops>> <<set _elimUnit = $militiaUnits[_i]>> <<set _newMilitiaUnits = []>> <<for _y = 0; _y < _sL; _y++>> <<if $militiaUnits[_y] != _elimUnit>> <<set _newMilitiaUnits.push($militiaUnits[_y])>> <</if>> <</for>> <<set $militiaUnits = _newMilitiaUnits>> <<set $activeUnits-->> <<goto "secBarracks">> <</link>> | <<if $militiaFreeManpower > 0>> <<link "Reform the unit">> <<if $militiaFreeManpower >= $militiaUnits[_i].maxTroops>> <<set $militiaEmployedManpower += $militiaUnits[_i].maxTroops>> <<set $militiaFreeManpower -= $militiaUnits[_i].maxTroops>> <<set $militiaUnits[_i].troops = $militiaUnits[_i].maxTroops>> <<set $militiaUnits[_i].training = 0>> <<else>> <<set $militiaEmployedManpower += $militiaFreeManpower>> <<set $militiaUnits[_i].troops += $militiaFreeManpower>> <<set $militiaFreeManpower = 0>> <<set $militiaUnits[_i].training = 0>> <</if>> <<set $militiaUnits[_i].active = 1>> <<goto "secBarracks">> <</link>> <</if>> <</if>> <</capture>> <</for>> <br> <<else>> <br> <br> You have not yet founded the militia, you will not be able to form citizens units. <</if>> <<if $mercenaries >= 1>> <br> <br> __Mercenaries__ <br>/* mercenaries */ With the installation of a mercenary company in the arcology, many other are attracted to your free city, hoping to land a contract with you. You are able to organize them in units to use in the defense of the arcology. Excluding the defense force you set up, there are <<print commaNum($mercTotalManpower)>> mercenaries in your arcology, of which <<print commaNum($mercEmployedManpower)>> actively employed and <<print $mercFreeManpower>> not yet under contract. In total <<print commaNum($mercTotalCasualties)>> mercenaries have died defending your arcology. <br> <<set _meL = $mercUnits.length>> <<if $mercFreeManpower > 0 && $activeUnits < $maxUnits>> <br> <<link "Form a new unit">> <<if $createdMercUnits == 0>> <<set _name = (1+$createdMercUnits) + "st mercenary platoon">> <<elseif $createdMercUnits == 1>> <<set _name = (1+$createdMercUnits) + "nd mercenary platoon">> <<elseif $createdMercUnits == 2>> <<set _name = (1+$createdMercUnits) + "rd mercenary platoon">> <<else>> <<set _name = (1+$createdMercUnits) + "th mercenary platoon">> <</if>> <<if $mercFreeManpower >= $maxTroops>> <<set _newUnit = { ID: 0, platoonName: _name, active: 1, isDeployed: 0, troops: $maxTroops, maxTroops: $maxTroops, equip: 0, training: 0, loyalty: random(40,60), cyber: 0, medics: 0, SF: 0, commissars: 0, battlesFought: 0}>> <<generateUnitID _newUnit>> <<set $mercUnits.push(_newUnit)>> <<set $mercFreeManpower -= 30>> <<set $mercEmployedManpower += 30>> <<set $createdMercUnits++>> <<else>> <<set _newUnit = { ID: 0, platoonName: _name, active: 1, isDeployed: 0, troops: $mercFreeManpower, maxTroops: $maxTroops, equip: 0, training: 0, loyalty: random(40,60), cyber: 0, medics: 0, SF: 0, commissars: 0, battlesFought: 0}>> <<generateUnitID _newUnit>> <<set $mercUnits.push(_newUnit)>> <<set $mercEmployedManpower += _newUnit.troops>> <<set $mercFreeManpower = 0>> <<set $createdMercUnits++>> <</if>> <<set $activeUnits++>> <<goto "secBarracks">> <</link>> <<elseif $mercFreeManpower > 0>> You have reached the maximum number of units. You'll have to disband one or enlarge the barracks before forming a new unit. <<elseif $activeUnits < $maxUnits>> You don't have any free mercenaries with which to form a new unit. <</if>> <<for _i = 0; _i < _meL; _i++>> <<capture _i>> <<if $mercUnits[_i].active == 1>> <br> <br> <<mercUnitsDescription $mercUnits[_i]>> <br> <<link "Disband the unit">> <<set $mercFreeManpower += $mercUnits[_i].troops>> <<set $mercEmployedManpower -= $mercUnits[_i].troops>> <<set $mercUnits.deleteAt(_i)>> <<set $activeUnits-->> <<goto "secBarracks">> <</link>> | <<link "Review Equipment and upgrades">> <<set $targetUnit = "mercUnits">> <<set $targetIndex = _i>> <<goto "seeUnit">> <</link>> | <<if $mercUnits[_i].troops < $mercUnits[_i].maxTroops && $mercFreeManpower > 0>> <<link "Replenish unit">> <<if $mercFreeManpower >= $mercUnits[_i].maxTroops - $mercUnits[_i].troops>> <<set $mercFreeManpower -= $mercUnits[_i].maxTroops - $mercUnits[_i].troops>> <<set $mercEmployedManpower += $mercUnits[_i].maxTroops - $mercUnits[_i].troops>> <<set _expLoss = ($mercUnits[_i].maxTroops - $mercUnits[_i].troops) / $mercUnits[_i].troops>> <<set $mercUnits[_i].training -= $mercUnits[_i].training * _expLoss>> <<set $mercUnits[_i].troops = $mercUnits[_i].maxTroops>> <<else>> <<set $mercEmployedManpower += $mercFreeManpower>> <<set _expLoss = $mercFreeManpower / $mercUnits[_i].troops>> <<set $mercUnits[_i].training -= $mercUnits[_i].training * _expLoss>> <<set $mercUnits[_i].troops += $mercFreeManpower>> <<set $mercFreeManpower = 0>> <</if>> <<goto "secBarracks">> <</link>> <</if>> <<else>> <br> <br> $mercUnits[_i].platoonName lost too many operatives to be considered active. <br> <<link "Disband the unit">> <<set _elimUnit = $mercUnits[_i]>> <<set _newMercUnits = []>> <<for _y = 0; _y < _sL; _y++>> <<if $mercUnits[_y] != _elimUnit>> <<set _newMercUnits.push($mercUnits[_y])>> <</if>> <</for>> <<set $mercUnits = _newMercUnits>> <<set $activeUnits-->> <<goto "secBarracks">> <</link>> | <<if $mercFreeManpower > 0>> <<link "Reform the unit">> <<if $mercFreeManpower >= $mercUnits[_i].maxTroops>> <<set $mercEmployedManpower += $mercUnits[_i].maxTroops>> <<set $mercFreeManpower -= $mercUnits[_i].maxTroops>> <<set $mercUnits[_i].troops = $mercUnits[_i].maxTroops>> <<set $mercUnits[_i].training = 0>> <<else>> <<set $mercEmployedManpower += $mercFreeManpower>> <<set $mercUnits[_i].troops += $mercFreeManpower>> <<set $mercFreeManpower = 0>> <<set $mercUnits[_i].training = 0>> <</if>> <<set $mercUnits[_i].active = 1>> <<goto "secBarracks">> <</link>> <</if>> <</if>> <</capture>> <</for>> <<else>> <br> <br> Mercenaries are not allowed inside the arcology. You will not be able to recruit mercenary units. <</if>>
DankWolf/fc
src/SecExp/secBarracks.tw
tw
bsd-3-clause
25,055
:: secExpOptions [nobr] <<set $showEncyclopedia = 1, $encyclopedia = "Security Expansion", $nextButton = "Back to Options", $nextLink = "Options">> __Battles__: <<if $terrain != "oceanic">> <br><<if $battlesEnabled == 0>> Battles are @@.red;DISABLED@@. <<link "Enable battles" "secExpOptions">> <<set $battlesEnabled = 1>> <</link>> <<else>> Battles are @@.cyan;ENABLED@@. <<link "Disable battles" "secExpOptions">> <<set $battlesEnabled = 0>> <</link>> <</if>> <br>&nbsp;&nbsp;&nbsp;&nbsp;//Enable/disable battles.// <<if $battlesEnabled == 1>> <br> <<if $majorBattlesEnabled == 0>> Major battles are @@.red;DISABLED@@. <<link "Enable major battles" "secExpOptions">> <<set $majorBattlesEnabled = 1>> <<set $battlesEnabled = 1>> <</link>> <<else>> Major battles are @@.cyan;ENABLED@@. <<link "Disable major battles" "secExpOptions">> <<set $majorBattlesEnabled = 0>> <</link>> <</if>> <br>&nbsp;&nbsp;&nbsp;&nbsp;//Enable/disable late game large scale battles.// <br> <<if $majorBattleGameOver == 0>> Major battles can cause gameover is @@.red;FALSE@@. <<link "Activate game loss in case of major battle defeat" "secExpOptions">> <<set $majorBattleGameOver = 1>> <</link>> <<else>> Major battles can cause gameover is @@.cyan;TRUE@@. <<link "Deactivate game loss in case of major battle defeat" "secExpOptions">> <<set $majorBattleGameOver = 0>> <</link>> <</if>> <br>&nbsp;&nbsp;&nbsp;&nbsp;//By default a total defeat in a major battle will cause a gameover.// <br> <<if $forceBattle == 0>> Battle guaranteed this week is @@.red;FALSE@@. <<link "Force engagement every week" "secExpOptions">> <<set $forceBattle = 1>> <</link>> <<else>> Battle guaranteed this week is @@.cyan;TRUE@@. <<link "Do not force engagement every week" "secExpOptions">> <<set $forceBattle = 0>> <<set $forceMajorBattle = 0>> <</link>> <</if>> <br>&nbsp;&nbsp;&nbsp;&nbsp;//Will force battles to happen every week.// <br> <<if $forceMajorBattle == 0>> Major battle guaranteed this week is @@.red;FALSE@@. <<link "Force major engagement every week" "secExpOptions">> <<set $forceMajorBattle = 1>> <<set $forceBattle = 1>> <</link>> <<else>> Major battle guaranteed this week is @@.cyan;TRUE@@. <<link "Do not force major engagement every week" "secExpOptions">> <<set $forceMajorBattle = 0>> <</link>> <</if>> <br>&nbsp;&nbsp;&nbsp;&nbsp;//Will force major battles to happen every week. // <</if>> <<else>> <br>Oceanic arcologies are not by default subject to external attacks. You can however allow them to happen anyway. If you choose to do so please keep in mind that descriptions and mechanics are not intended for naval combat but land combat. <br> <<if $battlesEnabled == 0>> Battles are @@.red;DISABLED@@. <<link "Enable battles" "secExpOptions">> <<set $battlesEnabled = 1>> <</link>> <<else>> Battles are @@.cyan;ENABLED@@. <<link "Disable battles" "secExpOptions">> <<set $battlesEnabled = 0>> <</link>> <</if>> <br>&nbsp;&nbsp;&nbsp;&nbsp;//Enable/disable battles.// <<if $battlesEnabled == 1>> <br> <<if $majorBattlesEnabled == 0>> Major battles are @@.red;DISABLED@@. <<link "Enable major battles" "secExpOptions">> <<set $majorBattlesEnabled = 1>> <<set $battlesEnabled = 1>> <</link>> <<else>> Major battles are @@.cyan;ENABLED@@. <<link "Disable major battles" "secExpOptions">> <<set $majorBattlesEnabled = 0>> <</link>> <</if>> <br>&nbsp;&nbsp;&nbsp;&nbsp;//Enable/disable late game large scale battles.// <br> <<if $majorBattleGameOver == 0>> Major battles can cause gameover is @@.red;FALSE@@. <<link "Activate game loss in case of major battle defeat" "secExpOptions">> <<set $majorBattleGameOver = 1>> <</link>> <<else>> Major battles can cause gameover is @@.cyan;TRUE@@. <<link "Deactivate game loss in case of major battle defeat" "secExpOptions">> <<set $majorBattleGameOver = 0>> <</link>> <</if>> <br>&nbsp;&nbsp;&nbsp;&nbsp;//By default a total defeat in a major battle will cause a gameover.// <br> <<if $forceBattle == 0>> Battle guaranteed this week is @@.red;FALSE@@. <<link "Force engagement every week" "secExpOptions">> <<set $forceBattle = 1>> <</link>> <<else>> Battle guaranteed this week is @@.cyan;TRUE@@. <<link "Do not force engagement every week" "secExpOptions">> <<set $forceBattle = 0>> <</link>> <</if>> <br>&nbsp;&nbsp;&nbsp;&nbsp;//Will force battles to happen every week.// <br> <<if $forceMajorBattle == 0>> Major battle guaranteed this week is @@.red;FALSE@@. <<link "Force major engagement every week" "secExpOptions">> <<set $forceMajorBattle = 1>> <<set $forceBattle = 1>> <</link>> <<else>> Major battle guaranteed this week is @@.cyan;TRUE@@. <<link "Do not force major engagement every week" "secExpOptions">> <<set $forceMajorBattle = 0>> <</link>> <</if>> <br>&nbsp;&nbsp;&nbsp;&nbsp;//Will force major battles to happen every week. // <</if>> <</if>> <br> <br> __Rebellions__: <br> <<if $rebellionsEnabled == 0>> Rebellions are @@.red;DISABLED@@. <<link "Enable rebellions" "secExpOptions">> <<set $rebellionsEnabled = 1>> <</link>> <<else>> Rebellions are @@.cyan;ENABLED@@. <<link "Disable rebellions" "secExpOptions">> <<set $rebellionsEnabled = 0>> <</link>> <</if>> <br>&nbsp;&nbsp;&nbsp;&nbsp;//Enable/disable rebellions.// <br> <<if $rebellionsEnabled == 1>> <<if $rebellionGameOver == 0>> Rebellions can cause gameover is @@.red;FALSE@@. <<link "Activate game loss in case of rebellions succeeding" "secExpOptions">> <<set $rebellionGameOver = 1>> <</link>> <<elseif $rebellionGameOver == 1>> Rebellions can cause gameover is @@.cyan;TRUE@@. <<link "Deactivate game loss in case of rebellions succeeding" "secExpOptions">> <<set $rebellionGameOver = 0>> <</link>> <</if>> <br>&nbsp;&nbsp;&nbsp;&nbsp;//Determines whether a total defeat in a rebellion will cause a gameover.// <br> <<if $forceRebellion == 0>> Rebellions guaranteed this week is @@.red;FALSE@@. <<link "Force engagement every week" "secExpOptions">> <<set $forceRebellion = 1>> <</link>> <<else>> Rebellions guaranteed this week is @@.cyan;TRUE@@. <<link "Do not force engagement every week" "secExpOptions">> <<set $forceRebellion = 0>> <</link>> <</if>> <br>&nbsp;&nbsp;&nbsp;&nbsp;//Will force rebellions to happen every week. Rebellions will take precedence over battles.// <</if>> <<if $showBattleStatistics == 0 &&($battlesEnabled == 1 || $rebellionsEnabled == 1)>> <br> <br> Detailed battle statistics are @@.red;HIDDEN@@. <<link "Enable detailed battle statistics" "secExpOptions">> <<set $showBattleStatistics = 1>> <</link>> <br>&nbsp;&nbsp;&nbsp;&nbsp;//Will show detailed statistics and battle turns.// <br><br> <<elseif ($battlesEnabled == 1 || $rebellionsEnabled == 1)>> <br> <br> Detailed battle statistics are @@.cyan;SHOWN@@. <<link "Disable detailed battle statistics" "secExpOptions">> <<set $showBattleStatistics = 0>> <</link>> <br>&nbsp;&nbsp;&nbsp;&nbsp;//Will show detailed statistics and battle turns.// <</if>> <<if $allowPrestigeFromBattles == 0 && $battlesEnabled == 1>> <br> <br> Battles can give prestige to slaves is @@.red;DISABLED@@. <<link "enable prestige from battles for slaves" "secExpOptions">> <<set $allowPrestigeFromBattles = 1>> <</link>> <br>&nbsp;&nbsp;&nbsp;&nbsp;//If enabled, slaves will gain a rank of prestige for every 10 victories scored under their command.// <br><br> <<elseif $battlesEnabled == 1>> <br> <br> Battles can give prestige to slaves is @@.cyan;ENABLED@@. <<link "Disable prestige from battles for slaves" "secExpOptions">> <<set $allowPrestigeFromBattles = 0>> <</link>> <br>&nbsp;&nbsp;&nbsp;&nbsp;//If enabled, slaves will gain a rank of prestige for every 10 victories scored under their command.// <</if>> <br> <br> __Battles/Rebellions Difficulty__: <br>Difficulty is set to:<span id="difficulty"> <<if $difficulty == 0.5>> @@.green;Very easy@@ <<elseif $difficulty == 0.75>> @@.limegreen;Easy@@ <<elseif $difficulty == 1>> @@.yellow;Normal@@ <<elseif $difficulty == 1.25>> @@.red;Hard@@ <<else>> @@.darkred;Very hard@@ <</if>> </span> <br> <<link "Very easy">> <<set $difficulty = 0.5>> <<replace "#difficulty">> @@.green;Very easy@@ <</replace>> <</link>> | <<link "Easy">> <<set $difficulty = 0.75>> <<replace "#difficulty">> @@.limegreen;Easy@@ <</replace>> <</link>> | <<link "Normal">> <<set $difficulty = 1>> <<replace "#difficulty">> @@.yellow;Normal@@ <</replace>> <</link>> | <<link "Hard">> <<set $difficulty = 1.25>> <<replace "#difficulty">> @@.red;Hard@@ <</replace>> <</link>> | <<link "Very hard">> <<set $difficulty = 1.5>> <<replace "#difficulty">> @@.darkred;Very hard@@ <</replace>> <</link>> <br> <br> __Battles frequency__: <br>Battle frequency is set to:<span id="battleFrequency"> <<if $battleFrequency == 0.5>> @@.green;Very infrequent@@ <<elseif $battleFrequency == 0.75>> @@.limegreen;Infrequent@@ <<elseif $battleFrequency == 1>> @@.yellow;Normal@@ <<elseif $battleFrequency == 1.25>> @@.red;Frequent@@ <<else>> @@.darkred;Very frequent@@ <</if>> </span> <br> <<link "Very infrequent">> <<set $battleFrequency = 0.5>> <<replace "#battleFrequency">> @@.green;Very infrequent@@ <</replace>> <</link>> | <<link "Infrequent">> <<set $battleFrequency = 0.75>> <<replace "#battleFrequency">> @@.limegreen;Infrequent@@ <</replace>> <</link>> | <<link "Normal">> <<set $battleFrequency = 1>> <<replace "#battleFrequency">> @@.yellow;Normal@@ <</replace>> <</link>> | <<link "Frequent">> <<set $battleFrequency = 1.25>> <<replace "#battleFrequency">> @@.red;Frequent@@ <</replace>> <</link>> | <<link "Very frequent">> <<set $battleFrequency = 1.5>> <<replace "#battleFrequency">> @@.darkred;Very frequent@@ <</replace>> <</link>> <br> <br> __Major battle multiplier__: <br>Major battle multiplier is set to:<span id="majorBattleMult"> <<if $majorBattleMult == 0.5>> @@.green;Very low@@ <<elseif $majorBattleMult == 0.75>> @@.limegreen;Low@@ <<elseif $majorBattleMult == 1>> @@.yellow;Normal@@ <<elseif $majorBattleMult == 1.25>> @@.red;high@@ <<else>> @@.darkred;Very high@@ <</if>> </span> <br> <<link "Very low">> <<set $majorBattleMult = 0.5>> <<replace "#majorBattleMult">> @@.green;Very low@@ <</replace>> <</link>> | <<link "Low">> <<set $majorBattleMult = 0.75>> <<replace "#majorBattleMult">> @@.limegreen;Low@@ <</replace>> <</link>> | <<link "Normal">> <<set $majorBattleMult = 1>> <<replace "#majorBattleMult">> @@.yellow;Normal@@ <</replace>> <</link>> | <<link "High">> <<set $majorBattleMult = 1.25>> <<replace "#majorBattleMult">> @@.red;High@@ <</replace>> <</link>> | <<link "Very high">> <<set $majorBattleMult = 1.5>> <<replace "#majorBattleMult">> @@.darkred;Very high@@ <</replace>> <</link>> <br> <br> __Rebellions buildup speed__: <br>Rebellion speed is set to:<span id="rebellionSpeed"> <<if $rebellionSpeed == 0.5>> @@.green;Very slow@@ <<elseif $rebellionSpeed == 0.75>> @@.limegreen;Slow@@ <<elseif $rebellionSpeed == 1>> @@.yellow;Normal@@ <<elseif $rebellionSpeed == 1.25>> @@.red;Fast@@ <<else>> @@.darkred;Very fast@@ <</if>> </span> <br> <<link "Very slow">> <<set $rebellionSpeed = 0.5>> <<replace "#rebellionSpeed">> @@.green;Very slow@@ <</replace>> <</link>> | <<link "Slow">> <<set $rebellionSpeed = 0.75>> <<replace "#rebellionSpeed">> @@.limegreen;Slow@@ <</replace>> <</link>> | <<link "Normal">> <<set $rebellionSpeed = 1>> <<replace "#rebellionSpeed">> @@.yellow;Normal@@ <</replace>> <</link>> | <<link "Fast">> <<set $rebellionSpeed = 1.25>> <<replace "#rebellionSpeed">> @@.red;Fast@@ <</replace>> <</link>> | <<link "Very fast">> <<set $rebellionSpeed = 1.5>> <<replace "#rebellionSpeed">> @@.darkred;Very fast@@ <</replace>> <</link>> <br> <br> __Debug/cheats:__ <<silently>><<= MenialPopCap()>><</silently>> <br> <<link "Set loyalty high" "secExpOptions">> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<set $militiaUnits[_i].loyalty = random(80,100)>> <</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<set $slaveUnits[_i].loyalty = random(80,100)>> <</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<set $mercUnits[_i].loyalty = random(80,100)>> <</for>> <</link>> | <<link "Set loyalty average" "secExpOptions">> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<set $militiaUnits[_i].loyalty = random(40,60)>> <</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<set $slaveUnits[_i].loyalty = random(40,60)>> <</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<set $mercUnits[_i].loyalty = random(40,60)>> <</for>> <</link>> | <<link "Set loyalty low" "secExpOptions">> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<set $militiaUnits[_i].loyalty = random(20)>> <</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<set $slaveUnits[_i].loyalty = random(20)>> <</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<set $mercUnits[_i].loyalty = random(20)>> <</for>> <</link>> | <<link "Randomize loyalty" "secExpOptions">> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<set $militiaUnits[_i].loyalty = random(100)>> <</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<set $slaveUnits[_i].loyalty = random(100)>> <</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<set $mercUnits[_i].loyalty = random(100)>> <</for>> <</link>> <br><<link "Give Authority" "secExpOptions">> <<set $authority = Math.clamp($authority + 1000, 0, 20000)>> <</link>> | <<link "Remove Authority" "secExpOptions">> <<set $authority = Math.clamp($authority - 1000, 0, 20000)>> <</link>> <br><<link "Raise security" "secExpOptions">> <<set $security = Math.clamp($security + 5, 0, 100)>> <</link>> | <<link "Lower security" "secExpOptions">> <<set $security = Math.clamp($security - 5, 0, 100)>> <</link>> <br><<link "Raise crime" "secExpOptions">> <<set $crime = Math.clamp($crime + 5, 0, 100)>> <</link>> | <<link "Lower crime" "secExpOptions">> <<set $crime = Math.clamp($crime - 5, 0, 100)>> <</link>> <br><<link "Give menial slaves" "secExpOptions">> <<set $helots = Math.clamp($helots + 30, 0, $PopCap)>> <</link>> | <<link "Remove menial slaves" "secExpOptions">> <<set $helots = Math.clamp($helots - 30, 0, $PopCap)>> <</link>> <br><<link "Give militia manpower" "secExpOptions">> <<set $militiaFreeManpower += 30>> <<recalcManpower>> <</link>> | <<link "Remove militia manpower" "secExpOptions">> <<set $militiaFreeManpower = Math.clamp($militiaFreeManpower - 30, 0, $militiaFreeManpower)>> <<recalcManpower>> <</link>> <br><<link "Give mercs manpower" "secExpOptions">> <<set $mercFreeManpower += 30>> <<recalcManpower>> <</link>> | <<link "Remove mercs manpower" "secExpOptions">> <<set $mercFreeManpower = Math.clamp($mercFreeManpower - 30, 0, $mercFreeManpower)>> <<recalcManpower>> <</link>> <br><<link "Add citizens" "secExpOptions">> <<set $ACitizens = Math.clamp($ACitizens + 200, 0, $ACitizenLimit)>> <</link>> | <<link "Remove citizens" "secExpOptions">> <<set $ACitizens = Math.clamp($ACitizens - 200, 0, $ACitizenLimit)>> <</link>> <br><<link "Add slaves" "secExpOptions">> <<set $ASlaves = Math.clamp($ASlaves + 200, 0, $ASlaveLimit)>> <</link>> | <<link "Remove slaves" "secExpOptions">> <<set $ASlaves = Math.clamp($ASlaves - 200, 0, $ASlaveLimit)>> <</link>> <br><<link "Raise prosperity" "secExpOptions">> <<set $arcologies[0].prosperity = Math.clamp($arcologies[0].prosperity + 10, 0, 1000)>> <</link>> | <<link "Lower prosperity" "secExpOptions">> <<set $arcologies[0].prosperity = Math.clamp($arcologies[0].prosperity - 10, 0, 1000)>> <</link>>
DankWolf/fc
src/SecExp/secExpOptions.tw
tw
bsd-3-clause
15,929
:: secExpSmilingMan [nobr] <strong>The Smiling Man</strong> <br> <<if $smilingManProgress == 0>> <<set $nextButton = "Continue", $nextLink = "Random Nonindividual Event">> <br> During your morning routine, you stumble upon a peculiar report: it's been several weeks now that your arcology has been victim of a series of cyber-crimes conducted by a mysterious figure. The egocentric criminal took great pride in their acts, to the point of signing his acts with their peculiar symbol: a stylized smiling face. Your arcology was not the only one under assault by the machinations of the one the media quickly nicknamed //the smiling man//. <br>Despite the sheer damage this criminal was doing, you cannot help but admire the skill with which every misdeed is carried - the worst white collar crimes of the century, carried out with such elegance that they almost seemed the product of natural laws, rather than the masterful manipulation of the digital market. While you sift through the pages of the report, $assistantName remains strangely quiet. "I'm worried <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>, this individual seems to be able to penetrate whichever system garners his attention. I... feel vulnerable" she said "It's not something I'm used to." <br>Fortunately you have not been hit directly by this criminal - not yet at least. Still, the repercussions of numerous bankruptcies take their toll on your arcology, whose @@.red;prosperity suffers@@. <br><<set $arcologies[0].prosperity *= random(80,90) * 0.01>> <br> <span id="result"> <br> <<if $cash >= 10000>> <<link "Devote funds to the search for this dangerous criminal">> <<set $investedFunds = 1>> <<set $cash -= 10000>> <<set $relationshipLM += 1>> <<set $smilingManProgress += 1>> <<replace "#result">> You devote funds to capture and neutralize the threat. You cannot help but wonder what the end game of this "smiling man" is. Money? Fame? Or is he on an ideological crusade? <</replace>> <</link>> <br> <<link "Attempt to contact the mysterious figure">> <<set $cash -= 10000>> <<set $investedFunds = 1>> <<set $relationshipLM += 2>> <<set $smilingManProgress += 1>> <<replace "#result">> You devote funds to an attempt at communicating with the smiling man. You cannot help but wonder what the end game of this "smiling man" is. Money? Fame? Or is he on an ideological crusade? <</replace>> <</link>> <br> <<link "Invest funds to increase the cyber-security of the arcology">> <<set $cash -= 10000>> <<set $investedFunds = 1>> <<set $relationshipLM += random(5,10)>> <<set $smilingManProgress += 1>> <<replace "#result">> You devote funds to the improvement of the cyber-security of your arcology. You cannot help but wonder what the end game of this "smiling man" is. Money? Fame? Or is he on an ideological crusade? <</replace>> <</link>> <<else>> Not enough funds to take further action. <</if>> <br> <<link "Ignore the issue">> <<set $smilingManProgress += 1>> <<replace "#result">> You do not consider this individual a threat. <</replace>> <</link>> </span> <<elseif $smilingManProgress == 1>> <<set $nextButton = "Continue", $nextLink = "Random Nonindividual Event">> <br> You have just reached your penthouse when your faithful assistant appears in front of you, evidently excited. "<<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>Sir<<else>>Ma'am<</if>>, I have just received news of a new attack by the Smiling Man. It appears a few hours ago he infiltrated another arcology and caused a catastrophic failure of its power plant. Between old debts and the loss of value for his shares, the owner went bankrupt in minutes. It seems the Smiling Man managed to keep a small auxiliary generator functioning enough to project a giant holographic picture of his symbol on the arcology's walls. Say what you will about his actions, but you can't deny he has style... Anyways, this opens up a great opportunity to gain control of the structure for ourselves." It is indeed a great opportunity, one you cannot resist. You quickly organize the affair and in a few minutes a message reaches your assistant. <br>"Should I open it?" your assistant asks. You silently nod. <br>Suddenly the room flashes red, while your assistant fades for half a second. When she reappears, her face has been replaced by a stylized smiling face. <br>"Hello, my dear $PC.name. I can call you $PC.name, right? I've been keeping an eye on you for so long now, it feels like we're friends! I am terribly sorry for my unannounced visit, but I wanted to meet face to face... well, face to hologram." its says, letting out a childlike giggle. "I'm sure you're aware of my recent activities around this rock of ours, and, well, to put it simply, it's your turn to contribute to my great project! You'll love it when you see it, I'm sure! By the way, thanks for the offer - it's so nice to see people contribute to a worthy cause so generously! Well, I've taken enough of your time, see you soon!" <br>The lights flicker once more and an instant later your assistant returns to her usual self. <br>"I... I - I couldn't stop him! I'm sorry, <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>." <br>You waste no time in rushing to the console and checking your finances. It's as you feared, @@.red;you have been robbed@@. <<set _lostCash = Math.clamp(50000 * Math.trunc($week / 20), 50000, 1000000)>> <<if $assistantPower == 1>> <<set _lostCash -= 20000>> <br>Fortunately, the computing power available to $assistantName allowed her to somewhat limit the losses. <<elseif $assistantPower == 2>> <<set _lostCash -= 30000>> <br>Fortunately, the computing power available to $assistantName allowed her to limit the losses. <</if>> <<if $secUpgrades.cyberBots == 1>> <<set _lostCash -= 30000>> The additional cyber defenses acquired and running in the security HQ <<if _lostCash < 200000>>further<</if>> limit the damage. <</if>> <<if $investedFunds == 1>> <<set _lostCash -= 20000>> The funding you dedicated to the Smiling Man case saved some of the assets that would have been otherwise lost. <</if>> <<set $cash -= _lostCash>> <br> <br> <span id="result"> <br> <<link "&quot;I want him dead. Now.&quot;">> <<set $relationshipLM -= 1>> <<set $smilingManProgress += 1>> <<replace "#result">> You command your loyal operatives to double down on the search and elimination of the threat. <</replace>> <</link>> <br> <<link "&quot;I want him, dead or alive!&quot;">> <<set $relationshipLM += 1>> <<set $smilingManProgress += 1>> <<replace "#result">> You command your loyal operatives to double down on the search and capture of the threat. <</replace>> <</link>> <br> <<link "&quot;If we don't find him soon, we will regret it.&quot;">> <<set $relationshipLM += 2>> <<set $smilingManProgress += 1>> <<replace "#result">> You command your loyal operatives to double down on the search and neutralization of the threat. <</replace>> <</link>> <br> <<link "&quot;He got what he wanted. Hopefully, we will be left in peace.&quot;">> <<set $smilingManProgress += 1>> <<set $nextButton = "Continue", $nextLink = "Random Nonindividual Event">> <<replace "#result">> You take no further action. Hopefully this ordeal is over. <</replace>> <</link>> </span> <<elseif $smilingManProgress == 2>> <<set $nextButton = "Continue", $nextLink = "Random Nonindividual Event">> <br> <<set $smilingManWeek = $week>> When $assistantName violently wakes you up, her worried expression can mean only one thing: the Smiling Man had been back. "Today at midnight a new site popped up in the web: it's a very simple site, no visuals, no text; only a countdown ticking away. It will reach zero this evening." your assistant says. This is troubling, yet somewhat exciting. The Smiling Man never failed to cause damage, but his ego had gotten the best of him this time - having time to prepare before their attack will give you a chance to find them. For the rest of the day you do your best to plan, prepare and focus. <br> <br>Evening came faster than you anticipated. Your security team was already at full alert, waiting for any signal on the horizon. The die was cast. <br>Suddenly all the computers in the room begin to act strangely, then it happened. On all of the screens across the arcology the Smiling Man's icon appears, then every speaker begins broadcasting the same voice, one that you have already heard once before: <br>"Hello citizens of $arcologies[0].name! I am here on this special day to relay to you a very important message: we find ourselves in very peculiar times, times of strife and suffering! But these are also times of change and regeneration! Indeed, I say humanity itself is regenerating, turning into a new being for which the ideals of the old world no longer hold meaning. A new blank page from which humanity can begin to prosper again. <br>Alas, my friends, not all is good, as in this rebirth a great injustice is being perpetrated. If we truly want to ascend to this new form of humanity the old must give way to the new. If we must cleanse our mind of old ideas, our world must cleanse itself of them as well. It's to fix this injustice, that I worked so hard all this time! To cleanse the world of the old, we must get rid of our precious, precious data. At the end of this message every digital device will see its memory erased, every archive cleaned, every drive deleted. <br>It will be a true rebirth! A true new beginning! No longer will the chains of the past keep humanity anchored!" <br>The voice stopped for a second. <br>"Have a good day." it simply concluded, then it happened. <br>In little more than seconds all the data collected in the years past vanished. It's a disaster. <<if $cash < 0>> The vast majority of currency is digital, so the actions of the Smiling Man have a devastating effect on the money supply. Luckily for you this means that your @@.yellowgreen;debt is reduced@@. <<set $cash *= 0.2>> <<else>> The vast majority of currency is digital, so the actions of the Smiling Man have a devastating effect on the money supply. Unfortunately this means that your @@.red;cash reserves are gutted@@. <<set $cash *= 0.2>> <</if>> You are not the only one affected by this however. @@.red;The economy of the entire world is severely affected@@ by the loss of vast quantities of currency. Who knows how long will it take for the global economy to recover. <<set $globalCrisisWeeks = random(8,16)>> Trade is @@.red;severely affected@@. <<set $trade *= 0.2>> With the loss of so much information, most of your accomplishments are simply forgotten, so @@.red;your reputation suffers.@@ <<set $rep *= 0.6>> <<if $arcologies[0].ownership >= 60>> <<if $authority <= 10000>> <<for _i = 1; _i < $sectors.length; _i++>> <<if $sectors[_i].ownership == 1>> <<if $sectors[_i].type != "Brothel">> <<if $sectors[_i].type != "Club">> <<if $sectors[_i].type != "Arcade">> <<if $sectors[_i].type != "Dairy">> <<if $sectors[_i].type != "Pit">> <<if $sectors[_i].type != "Sweatshops">> <<if $sectors[_i].type != "Pens">> <<if $sectors[_i].type != "Barracks">> <<if random(1,100) >= 66>> <<set $sectors[_i].ownership = 0>> Vast amount of data relative to the ownership of the arcology is lost. You lost all legal claims to one of the sectors. <<break>> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <</for>> Vast amount of data relative to the ownership of the arcology is lost. You would've run the risk of losing ownership of one of the sectors, but fortunately your authority is so high your citizens do not dare question your claims even in the absence of a valid legal case. <</if>> <</if>> <<if $secUpgrades.coldstorage > 3>> Your cold storage facility has ensured that the Smiling Man's destruction of the primary archives was unable to damage the security of your arcology. <<elseif $secUpgrades.coldstorage == 0>> Your security department sees its archives butchered by the Smiling Man. Almost all data on criminals, citizens, and operations are lost. The @@.red;security of the arcology is greatly reduced@@. Criminals, on the other hand, with their past erased, cannot wait to join this new world, so @@.red;crime will inevitably increase@@. <<set $security = Math.clamp($security * 0.2,0,100)>> <<set $crime = Math.clamp($crime * 1.5, 20,100)>> <</if>> <br>A short, meek man approaches you with a weak smile. "Not all is lost, <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>. We have a lead on him - he is here, in $arcologies[0].name." <br>Despite the bleak situation, you cannot help but smile back. <br> <br> <span id="result"> <br> <<link "&quot;Eliminate the threat, once and for all.&quot;">> <<set $relationshipLM -= 1>> <<set $smilingManProgress += 1>> <<replace "#result">> You command your loyal operatives to prepare for a manhunt. <</replace>> <</link>> <br> <<link "&quot;Bring him to me.&quot;">> <<set $relationshipLM += 1>> <<set $smilingManProgress += 1>> <<replace "#result">> You command your loyal operatives to prepare for a manhunt. <</replace>> <</link>> <br> <<link "&quot;Such skill on my side would be a great boon. Find him.&quot;">> <<set $relationshipLM += 2>> <<set $smilingManProgress += 1>> <<replace "#result">> You command your loyal operatives to prepare for a manhunt. <</replace>> <</link>> <br> <<link "&quot;He finally got what he always wanted. Let him have his victory, we have better things to do.&quot;">> <<set $smilingManProgress += 1>> <<set $nextButton = "Continue", $nextLink = "Random Nonindividual Event">> <<replace "#result">> You take no further action. Hopefully this ordeal is finally over. <</replace>> <</link>> </span> <<elseif $smilingManProgress == 3>> <<set $nextButton = " ">> <br> The day has come to finally put an end to this story. Your men are ready to go, waiting only on your signal. You quickly don your protective gear and proceed down the busy streets of your arcology. You carefully planned the day so that nothing could exit the arcology without being scanned at least three times and poked twice. The Smiling Man has no escape. <br>After a short walk you are in front of the criminal's lair, a rundown old apartment in a scarcely populated part of the arcology. You give the order to breach and your men rush inside without problems. After a couple of seconds pass without a single noise coming from the apartment, you begin to worry. Then you hear the captain calling you inside. <br>"So it was you to find me first. <<if $relationshipLM > 2>> I was hoping you would be the one! <<else>> I expected you would be the one. <</if>> "Well, I hope I'm everything you expected," you hear a voice say. Despite recognizing it, you struggle to convince yourself that the little girl in front of you is indeed the famous criminal mastermind. "As you can see, I have no intention of escaping. I knew my life was over the second my plan went into effect. I accepted my end a long time ago, so feel free to do your worst; my life has already ended in triumph." <br>You evaluate the situation: the burning desire of vengeance for all the damage that little twerp caused is hard to ignore, but equally so is the admiration for her skill and determination. Indeed, she would be a great addition to your court, as a free individual or not. <br> <br> <<link "Offer her a new life">> <<set $smilingManFate = 0>> <<replace "#result">> You decide it would a criminally wasteful to throw away such talent. You offer her a new life at your side. Her expertise will surely guarantee safety, if not supremacy, to your arcology in cyberspace, while she will have safety and luxury in the physical world. <br> <<link "Continue">> <<set $smilingManProgress += 1>> <<goto "secExpSmilingMan">> <</link>> <</replace>> <</link>> <br> <<link "Make her pay">> <<set $smilingManFate = 1>> <<replace "#result">> You decide to end her pitiful life. She has crossed the wrong master of the new world she worked so hard to create. No mercy was asked for and no mercy will be given. <br> <<link "Continue">> <<set $smilingManProgress += 1>> <<goto "secExpSmilingMan">> <</link>> <</replace>> <</link>> <br> <<link "Enslave her">> <<set $smilingManFate = 2>> <<replace "#result">> You decide to enslave the girl. Her skill may be great, her crimes equally so, which makes it all the sweeter to turn her into an obedient little toy to play with. <br> <<link "Continue">> <<set $smilingManProgress += 1>> <<goto "secExpSmilingMan">> <</link>> <</replace>> <</link>> <br> <br> <span id="result"> </span> <br> <<else>> <<set $nextButton = "Continue", $nextLink = "Random Nonindividual Event">> <<if $smilingManFate == 0>> <<if $relationshipLM >= 4>> The girl asks for a few minutes to think about your offer, but she quickly comes to terms with the situation and accepts. In the following weeks she will get acquainted with the security network of the arcology and work to protect her new home in the new world she has created. The world will never find out the truth of the Smiling Man and his legend will only grow with time, outliving his creator and maybe even her new employer. <<else>> The girl asks for a few minutes to think about your offer, and after some time she reluctantly accepts. In the following weeks she will get acquainted with the security network of the arcology and work to protect her new home in the new world she has created. The world will never find out the truth of the Smiling Man and his legend will only grow with time, outliving his creator and maybe even her new employer. <</if>> <br>The collaboration of the ex-Smiling Man permanently increases @@.green;security and the rate of prosperity growth@@. @@.limegreen;Cash will be also provided@@, but you're better off not knowing the sources. <<elseif $smilingManFate == 1>> For such a criminal a simple execution is not enough. You order the girl captured and crucified outside the city, with a mask resembling her famous symbol. Your men quickly obey. She never once shows sign of pain or fear, remaining stoic and proud to the end. Once her life ends, you order a statue erected in commemoration of the death of the Smiling Man. From this day forward the statue of the crucified criminal will adorn your arcology and his legend will be forever entangled with yours. <br>Having dealt with the Smiling Man will provide @@.green;a large boost to your reputation, as well as a moderate amount of reputation each week@@. <<elseif $smilingManFate == 2>> <<if $relationshipLM >= 4>> Your men move to immobilize her. Terror flashes through her eyes for a second, but she quickly recovers her usual demeanor. <<else>> Your men move to immobilize her. Terror flashes through her eyes for a second - she barely manages to recover her usual demeanor. <</if>> <<include "Generate XX Slave">> <<set $activeSlave.origin = "She was a criminal mastermind, captured shortly after completing her master plan.">> <<set $activeSlave.career = "a student from a private school">> <<set $activeSlave.nationality = "Japanese">> <<set $activeSlave.intelligence = 3>> <<set $activeSlave.intelligenceImplant = 1>> <<run nationalityToName($activeSlave)>> <<run nationalityToAccent($activeSlave)>> <<run nationalityToRace($activeSlave)>> <<set $activeSlave.slaveSurname = "Yamadera">> <<set $activeSlave.birthSurname = "Yamadera">> <<set $activeSlave.skin = "pale">> <<set $activeSlave.devotion = 5 * $relationshipLM>> <<set $activeSlave.trust = 5 * $relationshipLM>> <<set $activeSlave.face = random(10,50)>> <<set $activeSlave.health = 70>> <<set $activeSlave.teeth = "normal">> <<set $activeSlave.faceShape = "cute">> <<set $activeSlave.boobShape = "perky">> <<set $activeSlave.boobs = 450>> <<set $activeSlave.nipples = "cute">> <<set $activeSlave.areolae = 0>> <<set $activeSlave.anus = 0>> <<set $activeSlave.butt = 3>> <<set $activeSlave.vagina = 0>> <<set $activeSlave.ovaries = 1>> <<set $activeSlave.lips = 15>> <<set $activeSlave.behavioralFlaw = "odd">> <<set $activeSlave.vaginalSkill = 0>> <<set $activeSlave.oralSkill = 0>> <<set $activeSlave.analSkill = 0>> <<set $activeSlave.whoreSkill = 0>> <<set $activeSlave.entertainSkill = 0>> <<set $activeSlave.birthWeek = random(0,50)>> <<set $activeSlave.voice = 2>> <<set $activeSlave.weight = -20>> <<set $activeSlave.muscles = 0>> <<set $activeSlave.shoulders = -1>> <<set $activeSlave.hips = 0>> <<set $activeSlave.clit = 0>> <<set $activeSlave.labia = 0>> <<set $activeSlave.waist = 10>> <<set $activeSlave.preg = 0>> <<set $activeSlave.prestige = 3>> <<set $activeSlave.prestigeDesc = "She was the famous Smiling Man.">> <<if $minimumSlaveAge > 16>> <<set $activeSlave.actualAge = $minimumSlaveAge>> <<set $activeSlave.physicalAge = $minimumSlaveAge>> <<set $activeSlave.visualAge = $minimumSlaveAge>> <<else>> <<set $activeSlave.actualAge = 16>> <<set $activeSlave.physicalAge = 16>> <<set $activeSlave.visualAge = 16>> <</if>> <br> <br> <<set $saleDescription = 0, $applyLaw = 0>> <<include "Long Slave Description">> <br> <<include "New Slave Intro">> <</if>> <</if>>
DankWolf/fc
src/SecExp/secExpSmilingMan.tw
tw
bsd-3-clause
21,807
:: secInit [nobr] /* base vars */ <<set $authority = 0>> <<set $security = 30>> <<set $secRestPoint = 30>> <<set $crime = 30>> <<set $crimeCap = 100>> <<set $readiness = 1>> <<set $recon = 0>> <<set $maxUnits = 6>> <<set $trade = 0>> <<set $activeUnits = 0>> <<set $attackType = "none">> <<set $attackThisWeek = 0>> <<set $lastAttackWeeks = 0>> <<set $hasFoughtOnce = 0>> <<set $hasFoughtMajorBattleOnce = 0>> <<set $hasRebelledOnce = 0>> <<set $majorBattle = 0>> <<set $PCvictoryStreak = 0>> <<set $PCvictories = 0>> <<set $PClossStreak = 0>> <<set $PClosses = 0>> <<set $oldFlux = 0>> <<set $showBattleStatistics = 0>> <<set $forceBattle = 0>> <<set $forceMajorBattle = 0>> <<set $foughtThisWeek = 0>> <<set $battlesEnabled = 1>> <<set $battlesEnabledOceanic = 0>> <<set $majorBattlesEnabled = 1>> <<set $majorBattleGameOver = 1>> <<set $rebellionsEnabled = 1>> <<set $forceRebellion = 0>> <<set $rebellionGameOver = 1>> <<set $allowPrestigeFromBattles = 1>> <<set $battleFrequency = 1>> <<set $rebellionSpeed = 1>> <<set $majorBattleMult = 1>> /* edicts */ <<set $edictsUpkeep = 0>> <<set $edictsAuthUpkeep = 0>> <<set $alternativeRents = 0>> <<set $enslavementRights = 0>> <<set $securityExemption = 0>> <<set $sellData = 0>> <<set $propCampaignBoost = 0>> <<set $slaveWatch = 0>> <<set $subsidyChurch = 0>> <<set $limitImmigration = 0>> <<set $openBorders = 0>> <<set $limitSubhumans = 0>> <<set $slavesOfficers = 0>> <<set $martialSchool = 0>> <<set $discountMercenaries = 0>> <<set $militiaFounded = 0>> <<set $recruitVolunteers = 0>> <<set $militaryService = 0>> <<set $militarizedSociety = 0>> <<set $militaryExemption = 0>> <<set $lowerRquirements = 0>> <<set $noSubhumansInArmy = 0>> <<set $pregExemption = 0>> <<set $eliteOfficers = 0>> <<set $liveTargets = 0>> <<set $legionTradition = 0>> <<set $eagleWarriors = 0>> <<set $ronin = 0>> <<set $sunTzu = 0>> <<set $mamluks = 0>> <<set $pharaonTradition = 0>> <<set $weaponsLaw = 3>> <<set $soldierWages = 1>> <<set $militiaSoldierPrivilege = 0>> <<set $slaveSoldierPrivilege = 0>> <<set $mercSoldierPrivilege = 0>> <<set $tradeLegalAid = 0>> <<set $taxTrade = 0>> /* proclamations */ <<set $proclamationsCooldown = 0>> <<set $proclamationCurrency = "authority">> <<set $proclamationType = "none">> /* buildings */ <<set $upgradeUpkeep = 40>> <<set $secHQ = 0>> <<set $secHQUpkeep = $facilityCost * 5>> <<set $secBarracks = 0>> <<set $secBarracksUpkeep = $facilityCost * 5>> <<set $secBarracksUpgrades ={ size: 0, luxury: 0, training: 0, loyaltyMod: 0}>> <<set $secHelots = 0>> <<set $reqHelots = 20>> <<set $secUpgrades = { nanoCams: 0, cyberBots: 0, eyeScan: 0, cryptoAnalyzer: 0, coldstorage: 0}>> <<set $crimeUpgrades = { autoTrial: 0, autoArchive: 0, worldProfiler: 0, advForensic: 0}>> <<set $intelUpgrades = { sensors: 0, radar: 0, signalIntercept: 0}>> <<set $readinessUpgrades = { earlyWarn: 0, rapidPlatforms: 0, pathways: 0, rapidVehicles: 0}>> <<set $propHub = 0>> <<set $propHubUpkeep = $facilityCost * 5>> <<set $propCampaign = 0>> <<set $propFocus = "none">> <<set $miniTruth = 0>> <<set $fakeNews = 0>> <<set $controlLeaks = 0>> <<set $secretService = 0>> <<set $blackOps = 0>> <<set $marketInfiltration = 0>> <<set $riotCenter = 0>> <<set $riotUpkeep = $facilityCost * 5>> <<set $riotUpgrades = { freeMedia: 0, rapidUnit: 0, rapidUnitSpeed: 0}>> <<set $fort = { reactor: 0, waterway: 0, assistant:0}>> <<set $sentUnitCooldown = 0>> <<set $advancedRiotEquip = 0>> <<set $brainImplant = -1>> <<set $brainImplantProject = 0>> <<set $weapManu = 0>> <<set $weapHelots = 0>> <<set $weapProductivity = 1>> <<set $weapLab = 1>> <<set $baseUpgradeTime = 10>> <<set $currentUpgrade = { name: " ", unit: 0, type: 0, time: 0}>> <<set $droneUpgrades = { attack: 0, defense: 0, hp:0}>> <<set $humanUpgrade = { attack: 0, defense: 0, hp:0, morale: 0}>> <<set $sellTo = { citizen: 1, raiders: 1, oldWorld: 1, FC: 1}>> <<set $completedUpgrades = []>> <<set $transportHub = 0>> <<set $airport = 0>> <<set $railway = 0>> <<set $docks = 0>> <<set $hubSecurity = 1>> /* events */ <<set $smilingManProgress = 0>> <<set $investedFunds = 0>> <<set $relationshipLM = 0>> <<set $captureRoute = 0>> <<set $collaborationRoute = 0>> <<set $smilingManWeek = 0>> <<set $globalCrisisWeeks = 0>> <<set $smilingManFate = 4>> /* rebellions */ <<set $tension = 0>> <<set $slaveProgress = 0>> <<set $citizenProgress = 0>> <<set $slaveRebellionEventFires = 0>> <<set $citizenRebellionEventFires = 0>> <<set $slaveRebellion = 0>> <<set $citizenRebellion = 0>> <<set $rebellingUnits = []>> <<set $notInvolved = 0>> <<set $irregulars = 0>> <<set $engageRule = 0>> <<set $rebellingMilitia = 0>> <<set $rebellingSlaves = 0>> <<set $rebellingMercs = 0>> <<set $repairTime = 3>> <<set $arcRepairTime = 0>> <<set $rebelDefeatAftermath = 0>> <<set $garrison = { penthouse: 0, reactor: 0, assistant: 0, waterway: 0, reactorTime: 0, assistantTime: 0, waterwayTime: 0 }>> <<set $rebellionsCount = 0>> <<set $PCrebWon = 0>> <<set $PCrebLoss = 0>> /* armed forces stats */ <<set $difficulty = 1>> <<set $targetUnit = 0>> <<set $targetIndex = 0>> <<set $secBotsCost = 500>> <<set $secBotsUpgradeCost = 250>> <<set $equipUpgradeCost = 250>> <<set $maxTroops = 30>> <<set $militiaTotalManpower = 0>> <<set $militiaFreeManpower = 0>> <<set $militiaEmployedManpower = 0>> <<set $militiaTotalCasualties = 0>> <<set $slavesOfficers = 0>> <<set $slavesEmployedManpower = 0>> <<set $slavesTotalCasualties = 0>> <<set $mercTotalManpower = 0>> <<set $mercEmployedManpower = 0>> <<set $mercTotalCasualties = 0>> <<set $mercLoyalty = 0>> <<set $soldierUpkeep = 10>> <<set $createdSlavesUnits = 0>> <<set $createdMilitiaUnits = 0>> <<set $createdMercUnits = 0>> <<set $mercFreeManpower = 0>> <<if $wasToggledBefore == 0>> <<if $mercenaries == 1>> <<set $mercFreeManpower = random(5,20)>> <<elseif $mercenaries > 1>> <<set $mercFreeManpower = random(10,30)>> <</if>> <</if>> /* battle relevant variables */ <<set $troopCount = 0>> <<set $slaveVictories = []>> <<set $slaveIncreasedPrestige = 0>> <<set $totalKills = 0>> <<set $battlesCount = 0>> <<set $majorBattlesCount = 0>> <<set $chosenTactic = "none">> <<set $leadingTroops = "none">> <<set $attackTroops = 0>> <<set $attackEquip = 0>> <<set $deployableUnits = 0>> <<set $deployedUnits = 0>> <<set $deployingBots = 0>> <<set $deployingMilitia = 0>> <<set $deployingSlaves = 0>> <<set $deployingMercs = 0>> <<set $battleTerrain = "none">> <<set $maxTurns = 10>> <<set $battleResult = 4>> /* sets $battleResult value outside accepted range (-3,3) to avoid evaluation problems */ <<set $losses = 0>> <<set $enemyLosses = 0>> <<set $battleTurns = 0>> <<set $bribeCost = 0>> <<set $tacticsSuccessful = 0>> <<set $leaderWounded = 0>> <<set $woundType = 0>> /* 0=no wound, 1=mute, 2=blind, 3=amputee, 4<=health */ <<set $gainedCombat = 0>> <<set $gainedWarfare = 0>> <<set $PCWounded = 0>> <<set $PCWoundCooldown = 0>> <<set $expectedEquip = 0>> <<set $estimatedMen = 0>> <<set $SFIntervention = 0>> <<set $carriableSoldiers = 0>> <<set $SFatk = 0>> <<set $SFdef = 0>> <<set $SFhp = 0>> <<set $rebellingID = []>> <<set $saveValid = 0>> <<set $lastSelection = []>> /* statistics */ <<set $baseBribePerAttacker = 5>> <<set $equipMod = 0.15>> <<set $secBotsBaseAttack = 7>> <<set $secBotsBaseDefense = 3>> <<set $secBotsMorale = 200>> <<set $secBotsBaseHp = 3>> <<set $militiaBaseAttack = 7>> <<set $militiaBaseDefense = 5>> <<set $militiaBaseMorale = 140>> <<set $militiaBaseHp = 3>> <<set $slaveBaseAttack = 8>> <<set $slaveBaseDefense = 3>> <<set $slaveBaseMorale = 110>> <<set $slaveBaseHp = 3>> <<set $mercBaseAttack = 8>> <<set $mercBaseDefense = 4>> <<set $mercBaseMorale = 125>> <<set $mercBaseHp = 4>> <<set $SFBaseAttack = 8>> <<set $SFBaseDefense = 4>> <<set $SFBaseMorale = 140>> <<set $SFBaseHp = 4>> <<set $raBaseAttack = 7>> <<set $raBaseDefense = 2>> <<set $raBaseMorale = 100>> <<set $raBaseHp = 2>> <<set $fcBaseAttack = 6>> <<set $fcBaseDefense = 4>> <<set $fcBaseMorale = 130>> <<set $fcBaseHp = 3>> <<set $owBaseAttack = 8>> <<set $owBaseDefense = 4>> <<set $owBaseMorale = 110>> <<set $owBaseHp = 2>> <<set $ffBaseAttack = 9>> <<set $ffBaseDefense = 2>> <<set $ffBaseMorale = 160>> <<set $ffBaseHp = 2>> <<set $secBots = { active: 0, ID: -1, isDeployed: 0, troops: 0, maxTroops: 0, equip: 0} >> <<set $militiaUnits = []>> <<set $slaveUnits = []>> <<set $mercUnits = []>> /* SFanon additons */ <<set $SFSupportLevel = 0>> <<set $SFSupportUpkeep = 0>> /* helper widgets */ <<calcInitialTrade>>
DankWolf/fc
src/SecExp/secInit.tw
tw
bsd-3-clause
8,548
:: securityHQ [nobr] <<set $HackingSkillMultiplier = HSM()>> <<if $career == "mercenary" || $career == "gang" || $career == "slaver">> <<set _HistoryDiscount = .5>> <<else>> <<set _HistoryDiscount = 1>> <</if>> <<set $nextButton = "Back to Arcology Management", $nextLink = "Manage Arcology", $returnTo = "Manage Arcology">> Security headquarters <hr> The security headquarters stand in front of you. Innumerable screens flood with light the great central room. <<if $secHelots > 0>>Some slaves see you enter and interrupt their work to greet you.<</if>> From here you can build a safe and prosperous arcology. <br> /* security level. Slaves */ You have <span id="secHel"><<print $secHelots>></span> slaves working in the HQ. $reqHelots are required and you have <span id="hel"><<print commaNum($helots)>></span> free menial slaves. <<if $secHelots < $reqHelots>> You do not have enough slaves here. You will not receive the full benefit of the installed upgrades. <<else>> You have enough slaves to man all security systems. <</if>> <<silently>><<= MenialPopCap()>><</silently>> <<set _menialPrice = menialSlaveCost()>> <<if $cash > _menialPrice>> <<if $PopCap > $helots+$fuckdolls+$menialBioreactors || $helots+$fuckdolls+$menialBioreactors == 0>> <br> [[Buy|securityHQ][$helots+=1,$menialDemandFactor+=1,$cash-=_menialPrice]] <<if $cash > (_menialPrice+200)*10>> [[(x10)|securityHQ][$helots+=10,$menialDemandFactor+=10,$cash-=(_menialPrice+200)*10]] <</if>> <<if $cash > (_menialPrice+200)*100>> [[(x100)|securityHQ][$helots+=100,$menialDemandFactor+=100,$cash-=(_menialPrice+200)*100]] <</if>> <<if $cash > (_menialPrice+200)*2>> [[(max)|securityHQ][$helots+=Math.trunc($cash/(_menialPrice+200)),$menialDemandFactor+=Math.trunc($cash/(_menialPrice+200)),$cash-=Math.trunc($cash/(_menialPrice+200))*(_menialPrice+200)]] <</if>> //Bulk purchases will cost <<print cashFormat(200)>> over market price.// <</if>> <</if>> <br> <<if $helots >= 5>> <<link "Transfer 5 menial slaves to the headquarters">> <<set $helots -= 5>> <<set $secHelots += 5>> <<replace "#secHel">><<print $secHelots>><</replace>> <<replace "#hel">><<print $helots>><</replace>> <<if $helots < 5 || $secHelots >= $reqHelots || $secHelots == 5>> <<goto "securityHQ">> <</if>> <</link>> <<else>> Transfer 5 menial slaves to the headquarters <</if>> | <<if $secHelots >= 5>> <<link "Transfer out 5 slaves">> <<set $helots += 5>> <<set $secHelots -= 5>> <<replace "#secHel">><<print $secHelots>><</replace>> <<replace "#hel">><<print $helots>><</replace>> <<if $secHelots < 5>> <<goto "securityHQ">> <</if>> <<if $secHelots < $reqHelots>> <<goto "securityHQ">> <</if>> <</link>> <<else>> Transfer out 5 slaves <</if>> | <<if $secHelots != $reqHelots>> <<link "Match the requirement">> <<if $helots >= $reqHelots - $secHelots>> <<set $helots -= $reqHelots - $secHelots>> <<set $secHelots = $reqHelots>> <<elseif $reqHelots < $secHelots>> <<set $helots += $secHelots - $reqHelots>> <<set $secHelots = $reqHelots>> <<else>> <<set $secHelots += $helots>> <<set $helots = 0>> <</if>> <<replace "#secHel">><<print $secHelots>><</replace>> <<replace "#hel">><<print $helots>><</replace>> <<if $secHelots == $reqHelots>> <<goto "securityHQ">> <</if>> <</link>> <<else>> Match the requirement <</if>> <br> <br> /* security level and upgrades */ Your security level (@@.deepskyblue;<<print $security>>@@) <<if $security <= 20>> is dangerously low. <<elseif $security <= 40>> is low. <<elseif $security <= 60>> is decent. <<elseif $security <= 80>> is good. <<else>> is great. <</if>> Considering the current upgrades the resting level for security is <<print $secRestPoint>>, while the effective maximum level is <<print Math.trunc($secRestPoint * (Math.clamp($secHelots,0,$reqHelots) / $reqHelots))>>. <br> <br> <<if $secUpgrades.nanoCams == 0>> [[Install a nano-camera system |securityHQ][$cash -= Math.trunc(5000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $secUpgrades.nanoCams = 1, $secRestPoint += 15, $reqHelots += 5, $secHQUpkeep += $upgradeUpkeep]] <br>//Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will raise rest point of security by 10 points, but will require 5 extra slaves in the headquarters and increases upkeep.// <<else>> You have installed all across the arcology closed circuit nano-cameras to keep the arcology under your watchful eye. <</if>> <br> <<if $secUpgrades.cyberBots == 0>> [[Buy cybersecurity algorithms|securityHQ][$cash -= Math.trunc(7500*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $secUpgrades.cyberBots = 1, $secRestPoint += 15, $reqHelots += 5, $secHQUpkeep += $upgradeUpkeep]] <br>//Costs <<print cashFormat(Math.trunc(7500*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will raise rest point of security by 10 points, but will require 5 extra slaves in the headquarters and increases upkeep.// <<else>> You have bought advanced cybersecurity algorithms that will defend your arcology against hack attempts or cyber frauds. <</if>> <br> <<if $rep > 10000>> <<if $secUpgrades.eyeScan == 0>> [[Install invisible eye scanners|securityHQ][$cash -= Math.trunc(10000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $secUpgrades.eyeScan = 1, $secRestPoint += 20, $reqHelots += 10, $secHQUpkeep += $upgradeUpkeep]] <br>//Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will raise rest point of security by 15 points, but will require 10 extra slaves in the headquarters and increases upkeep.// <<else>> You have installed numerous hidden eye scanners that accurately register the movements of everyone inside the arcology. <</if>> <br> <<if $secUpgrades.cryptoAnalyzer == 0>> [[Buy and install crypto analyzers|securityHQ][$cash -= Math.trunc(15000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $secUpgrades.cryptoAnalyzer = 1, $secRestPoint += 20, $reqHelots += 10, $secHQUpkeep += $upgradeUpkeep]] <br>//Costs <<print cashFormat(Math.trunc(15000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will raise rest point of security by 15 points, but will require 10 extra slaves in the headquarters and increases upkeep.// <<else>> You have bought and employed sophisticated crypto analyzing software to accurately track and archive every financial movement or transaction made inside the walls of your arcology. <</if>> <<else>> <br>You lack the reputation to access more advanced upgrades. <</if>> <br> <br> /* crime level and upgrades */ Your crime level (@@.orangered;<<print $crime>>@@) <<if $crime <= 20>> is very low. <<elseif $crime <= $upgradeUpkeep>> is low. <<elseif $crime <= 60>> is average. <<elseif $crime <= $upgradeUpkeep>> is high. <<else>> is extremely high. <</if>> Considering the current upgrades the maximum level of crime is <<print $crimeCap>>, while the effective maximum level is <<print Math.trunc(Math.clamp($crimeCap + ($crimeCap - $crimeCap * ($secHelots / $reqHelots)),0,100))>>. <br> <br> <<if $crimeUpgrades.advForensic == 0>> [[Install advanced forensic equipment|securityHQ][$cash -= Math.trunc(5000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $crimeUpgrades.advForensic = 1, $crimeCap -= 10, $reqHelots += 5, $secHQUpkeep += $upgradeUpkeep, $PC.hacking += 1]] <br>//Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will bring down the crime level cap by 10 points, but will require 5 extra slaves in the headquarters and increases upkeep.// <<else>> You have installed advanced forensic equipment, able to extract every bit of precious information from any clue. <</if>> <br> <<if $crimeUpgrades.autoArchive == 0>> [[Install auto-curating archiver|securityHQ][$cash -= Math.trunc(7500*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $crimeUpgrades.autoArchive = 1, $crimeCap -= 10, $reqHelots += 5, $secHQUpkeep += $upgradeUpkeep, $PC.hacking += 1]] <br>//Costs <<print cashFormat(Math.trunc(7500*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will bring down the crime level cap by 10 points, but will require 5 extra slaves in the headquarters and increases upkeep.// <<else>> You have installed auto-curating archiver software, which will update in real time your data archives with any new relevant information on criminals residing in your arcology. <</if>> <br> <<if $rep > 10000>> <<if $crimeUpgrades.autoTrial == 0>> [[Install automated trials software|securityHQ][$cash -= Math.trunc(10000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $crimeUpgrades.autoTrial = 1, $crimeCap -= 15, $reqHelots += 10, $secHQUpkeep += $upgradeUpkeep, $PC.hacking += 1]] <br>//Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will bring down the crime level cap by 15 points, but will require 10 extra slaves in the headquarters and increases upkeep.// <<else>> You have installed advanced legal algorithms that allows the handling of legal matters much quicker and much more accurately. <</if>> <br> <<if $crimeUpgrades.worldProfiler == 0>> [[Install worldwide profilers|securityHQ][$cash -= Math.trunc(15000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $crimeUpgrades.worldProfiler = 1, $crimeCap -= 15, $reqHelots += 10, $secHQUpkeep += $upgradeUpkeep, $PC.hacking += 1]] <br>//Costs <<print cashFormat(Math.trunc(15000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will bring down the crime level cap by 15 points, but will require 10 extra slaves in the headquarters and increases upkeep.// <<else>> You have installed advanced profiler software, which will constantly scour every known data archive on the globe (legally or not) to gather as much information as possible on dangerous criminals. <</if>> <<else>> <br>You lack the reputation to access more advanced upgrades. <</if>> <br> <br> /* intelligence */ <<if $recon == 0>> Your reconnaissance capabilities are very limited. Very little information will be available if the arcology is attacked. <<elseif $recon == 1>> You have limited reconnaissance capabilities. You'll have limited intel available in case of an attack. <<elseif $recon == 2>> You have good reconnaissance capabilities. Good, reliable intel will be available if the arcology is attacked. <<else>> You have great reconnaissance capabilities. You'll have very accurate information on the enemy if the arcology is attacked. <</if>> <br> <br> <<if $intelUpgrades.sensors == 0>> [[Install perimeter sensors|securityHQ][$cash -= Math.trunc(5000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $intelUpgrades.sensors = 1, $recon += 1, $reqHelots += 5, $secHQUpkeep += $upgradeUpkeep, $PC.hacking += 1]] <br>//Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will increase recon capabilities, but will require 5 extra slaves in the headquarters and increases upkeep.// <<else>> You have installed perimeter seismic sensors able to detect movement with high accuracy. <</if>> <br> <<if $intelUpgrades.signalIntercept == 0>> [[Create signal interception hub|securityHQ][$cash -= Math.trunc(10000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $intelUpgrades.signalIntercept = 1, $recon += 1, $reqHelots += 5, $secHQUpkeep += $upgradeUpkeep, $PC.hacking += 1]] <br>//Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will increase recon capabilities, but will require 5 extra slaves in the headquarters and increases upkeep.// <<else>> You have installed advanced signal interception equipment. <</if>> <br> <<if $rep > 10000>> <<if $intelUpgrades.radar == 0>> [[Install advanced radar equipment|securityHQ][$cash -= Math.trunc(15000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $intelUpgrades.radar = 1, $recon += 1, $reqHelots += 10, $secHQUpkeep += $upgradeUpkeep, $PC.hacking += 1]] <br>//Costs <<print cashFormat(Math.trunc(15000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will increase recon capabilities, but will require 10 extra slaves in the headquarters and increases upkeep.// <<else>> You have installed sophisticated radar equipment. <</if>> <<else>> <br>You lack the reputation to access more advanced upgrades. <</if>> <br> <br> /* readiness */ <<if $readiness == 1>> You have low readiness. You won't be able to mobilize many troops in time in case of an attack. <<elseif $readiness == 2>> You have decent readiness. You will be able to muster up sufficient forces to handle an average attack. <<elseif $readiness == 3>> You have good readiness. You will be able to mobilize a lot of troops in case of an attack. <<else>> You have great readiness. You can mobilize an small army in very little time. <</if>> <br> <br> <<if $readinessUpgrades.pathways == 0>> [[Build specialized pathways in the arcology|securityHQ][$cash -= Math.trunc(5000*$upgradeMultiplierArcology*_HistoryDiscount), $readinessUpgrades.pathways = 1, $readiness += 1, $secHQUpkeep += $upgradeUpkeep]] <br>//Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology*_HistoryDiscount))>>. Will increase readiness by 1, but will increase upkeep.// <<else>> You have built specialized pathways inside the arcology to quickly move troops around the structure. <</if>> <br> <<if $readinessUpgrades.rapidVehicles == 0>> [[Buy rapid armored transport vehicles|securityHQ][$cash -= Math.trunc(7500*$upgradeMultiplierArcology*_HistoryDiscount), $readinessUpgrades.rapidVehicles = 1, $readiness += 2, $reqHelots += 5, $secHQUpkeep += $upgradeUpkeep]] <br>//Costs <<print cashFormat(Math.trunc(7500*$upgradeMultiplierArcology*_HistoryDiscount))>>. Will increase readiness by 2, but will require 5 extra slaves in the headquarters and increases upkeep.// <<else>> You have bought rapid armored transport vehicles able to bring your troops to battle much quicker than before. <</if>> <br> <<if $rep > 10000>> <<if $readinessUpgrades.rapidPlatforms == 0>> [[Build rapid deployment platforms|securityHQ][$cash -= Math.trunc(10000*$upgradeMultiplierArcology*_HistoryDiscount), $readinessUpgrades.rapidPlatforms = 1, $readiness += 2, $reqHelots += 5, $secHQUpkeep += $upgradeUpkeep]] <br>//Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology*_HistoryDiscount))>>. Will increase readiness by 2, but will require 5 extra slaves in the headquarters and increases upkeep.// <<else>> You have built rapid deployment platforms able to equip and deploy units within very limited time windows. <</if>> <br> <<if $readinessUpgrades.earlyWarn == 0>> [[Institute early warning systems|securityHQ][$cash -= Math.trunc(15000*$upgradeMultiplierArcology*_HistoryDiscount), $readinessUpgrades.earlyWarn = 1, $readiness += 2, $reqHelots += 10, $secHQUpkeep += $upgradeUpkeep]] <br>//Costs <<print cashFormat(Math.trunc(15000*$upgradeMultiplierArcology*_HistoryDiscount))>>. Will increase readiness by 2, but will require 10 extra slaves in the headquarters and increases upkeep.// <<else>> You have created early warning systems that constantly analyze in real time data to determine the likeness of an attack. <</if>> <<else>> <br>You lack the reputation to access more advanced upgrades. <</if>> <br> <br> <<if $rep > 12000>> <br>__Cold Data Storage Facility__: <<if $secUpgrades.coldstorage == 6 && $rep >= 19500 && $reqHelots > 10>> <br>You have installed a cold storage facility for the Security HQ's archives with a data retention capability of two years. <br> [[Expand the cold storage facility to increase data retention to three years|securityHQ][$cash -= Math.trunc(2400000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $secUpgrades.coldstorage++, $reqHelots -= 10, $secHQUpkeep += $upgradeUpkeep, $PC.hacking += 1]] <br>//Costs <<print cashFormat(Math.trunc(2400000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will lower the amount of required slaves by a further 10, but will increase upkeep.// <<elseif $secUpgrades.coldstorage == 5 && $rep >= 19500 && $reqHelots > 10>> <br>You have installed a cold storage facility for the Security HQ's archives with a data retention capability of one year. <br> [[Expand the cold storage facility to increase data retention to two years|securityHQ][$cash -= Math.trunc(1200000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $secUpgrades.coldstorage++, $reqHelots -= 10, $secHQUpkeep += $upgradeUpkeep, $PC.hacking += 1]] <br>//Costs <<print cashFormat(Math.trunc(1200000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will lower the amount of required slaves by a further 10, but will increase upkeep.// <<elseif $secUpgrades.coldstorage == 4 && $rep >= 19500 && $reqHelots > 10>> <br>You have installed a cold storage facility for the Security HQ's archives with a data retention capability of nine months. <br> [[Expand the cold storage facility to increase data retention to one year|securityHQ][$cash -= Math.trunc(900000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $secUpgrades.coldstorage++, $reqHelots -= 10, $secHQUpkeep += $upgradeUpkeep, $PC.hacking += 1]] <br>//Costs <<print cashFormat(Math.trunc(900000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will lower the amount of required slaves by a further 10, but will increase upkeep.// <<elseif $secUpgrades.coldstorage == 3 && $rep > 18000 && $reqHelots > 10>> <br>You have installed a cold storage facility for the Security HQ's archives with a data retention capability of six months. <br> [[Expand the cold storage facility to increase data retention to nine months|securityHQ][$cash -= Math.trunc(600000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $secUpgrades.coldstorage++, $reqHelots -= 10, $secHQUpkeep += $upgradeUpkeep, $PC.hacking += 1]] <br>//Costs <<print cashFormat(Math.trunc(600000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will lower the amount of required slaves by a further 10, but will increase upkeep.// <<elseif $secUpgrades.coldstorage == 2 && $rep > 16000 && $reqHelots > 10>> <br>You have installed a cold storage facility for the Security HQ's archives with a data retention capability of three months. <br> [[Expand the cold storage facility to increase data retention to six months|securityHQ][$cash -= Math.trunc(300000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $secUpgrades.coldstorage++, $reqHelots -= 10, $secHQUpkeep += $upgradeUpkeep, $PC.hacking += 1]] <br>//Costs <<print cashFormat(Math.trunc(300000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will lower the amount of required slaves by a further 10, but will increase upkeep.// <<elseif $secUpgrades.coldstorage == 1 && $rep > 14000 && $reqHelots > 10>> <br>You have installed a cold storage facility for the Security HQ's archives with a data retention capability of one month. <br> [[Expand the cold storage facility to increase data retention to three months|securityHQ][$cash -= Math.trunc(100000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $secUpgrades.coldstorage++, $reqHelots -= 10, $secHQUpkeep += $upgradeUpkeep, $PC.hacking += 1]] <br>//Costs <<print cashFormat(Math.trunc(100000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will lower the amount of required slaves by a further 10, but will increase upkeep.// <<elseif $secUpgrades.coldstorage == 0 && $rep > 12000 && $reqHelots > 10>> [[Install a cold storage facility|securityHQ][$cash -= Math.trunc(50000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $secUpgrades.coldstorage++, $reqHelots -= 10, $secHQUpkeep += $upgradeUpkeep, $PC.hacking += 1]] <br>//Costs <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will lower the amount of required slaves by 10, but will increase upkeep.// <<elseif $secUpgrades.coldstorage > 6>> <br>You have installed a cold storage facility for the Security HQ's archives with a data retention capability of three years. <<elseif $reqHelots <= 10>> <br>Personnel cannot be further reduced. <<else>> <br>You lack the reputation to access more advanced upgrades. <</if>> <</if>>
DankWolf/fc
src/SecExp/securityHQ.tw
tw
bsd-3-clause
20,908
:: securityReport [nobr] /* init */ <<set _immigration = $ACitizens - $oldACitizens>> <<set _secGrowth = 0>> <<set _secRest = 0>> <<set _restGrowth = 0>> <<set _newSec = 0>> <<set _crimeGrowth = 0>> <<set _crimeCap = 0>> <<set _newCrime = 0>> <<set _recruits = 0>> <<set _newMercs = 0>> <<if $useTabs == 0>>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br>__Security__<</if>> <br> <strong>Security</strong>: <<if $secHelots > 0>> <<print $secHelots>> slaves work to improve the security of your arcology, <<if $mercenaries >= 1 && $arcologyUpgrade.drones == 1>> while your mercenaries and security drones tirelessly patrol the streets to keep them safe. <<elseif $arcologyUpgrade.drones == 1>> while your security drones tirelessly patrol the arcology to keep it safe. <<else>> while your loyal subordinates try to keep the arcology safe to the best of their abilities. <</if>> <<else>> <<if $mercenaries >= 1 && $arcologyUpgrade.drones == 1>> Your mercenaries and security drones tirelessly patrol the streets to keep them safe. <<elseif $arcologyUpgrade.drones == 1>> Your security drones tirelessly patrol the arcology to keep it safe. <<else>> Your loyal subordinates try to keep the arcology safe to the best of their abilities. <</if>> <</if>> /* security modifiers */ <<if $PC.career == "mercenary">> Your past life as a mercenary makes it easier to manage the security of the arcology. <<set _secGrowth += 1>> <</if>> <<if $smilingManFate == 0>> 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>> The small number of residents makes their job easier.<<set _secGrowth += 2>> <<elseif $ACitizens + $ASlaves <= 4000>> The fairly low number of residents makes their job a little easier.<<set _secGrowth += 1>> <<elseif $ACitizens + $ASlaves <= 6000>> The fairly high number of residents makes their job a little harder.<<set _secGrowth -= -0.5>> <<elseif $ACitizens + $ASlaves <= 8000>> 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>> <<else>> The extremely high number of immigrants that reached the arcology this week severely complicates security protocols.<<set _secGrowth -= 2>> <</if>> <<if $crime < 20>> Crime is a distant problem in the arcology, which makes improving security easier.<<set _secGrowth += 1>> <<elseif $crime < 40>> Crime is a minor problem in the arcology, not serious enough to disrupt security efforts. <<elseif $crime < 60>> Crime is an issue in the arcology, which makes improving security harder.<<set _secGrowth -= 0.5>> <<elseif $crime < 80>> Crime is an overbearing problem in the arcology, which makes improving security a lot harder.<<set _secGrowth -= 1>> <<else>> Crime is sovereign in the arcology, which makes improving security extremely difficult.<<set _secGrowth -= 2>> <</if>> <<if $authority < 5000>> The low authority you hold on the arcology hampers the efforts of your security department.<<set _secGrowth -= 1>> <<elseif $authority < 7500>> The limited authority you hold on the arcology hampers the efforts of your security department.<<set _secGrowth -= 0.5>> <<elseif $authority < 10000>> The authority you hold on the arcology does not significantly impact the efforts of your security department. <<elseif $authority < 15000>> The high authority you hold on the arcology facilitates the security department's work.<<set _secGrowth += 0.5>> <<else>> The absolute authority you hold on the arcology makes the security department's work a lot easier.<<set _secGrowth += 1>> <</if>> <<if $activeUnits >= 6>> Your military is the size of a small army. Security is easier to maintain with such forces at your disposal. <<set _secGrowth += 0.5>> <</if>> <<if $lastAttackWeeks < 3 && $hasFoughtOnce == 1>> The recent attack has a negative effect on the security of the arcology.<<set _secGrowth -= 1>> <<elseif $lastAttackWeeks < 5 && $hasFoughtOnce == 1>> While some time has passed, the last attack still has a negative effect on the security of the arcology.<<set _secGrowth -= 0.5>> <<elseif $hasFoughtOnce == 1>> The arcology has not been attacked in a while, which has a positive effect on security.<<set _secGrowth += 0.5>> <</if>> <<if $transportHub == 1>> <<if $terrain != "oceanic" && $terrain != "marine">> <<set _secGrowth -= ($airport + $railway - $hubSecurity * 3) / 2>> <<else>> <<set _secGrowth -= ($airport + $docks - $hubSecurity * 3) / 2>> <</if>> <<if $airport + $docks > $hubSecurity * 3>> The transport hub, for all its usefulness, is a hotspot of malicious activity and hub security forces are not sufficient to keep up with all threats. <<else>> The transport hub, for all its usefulness, is a hotspot of malicious activity, but the hub security forces are up to the task. <</if>> <</if>> <<if $blackOps == 1>> Your black ops team proves to be a formidable tool against anyone threatening the security of your arcology. <<set _secGrowth += 0.5 * random(1,2)>> <</if>> <<if $garrison.assistantTime > 0>> With the central CPU core of the assistant down, managing security is a much harder task. Inevitably some little but important details will slip past your agents. It will still take <<if $garrison.assistantTime> 1>>$garrison.assistantTime weeks<<else>>a week<</if>> to finish repair works. <<set _secGrowth-->> <<set _crimeGrowth++>> <<set $garrison.assistantTime--, $PC.engineering += .1>> <</if>> <<if $SFSupportLevel >= 3>> The two squads of $SF.Lower assigned to the Security HQ provide an essential help to the security department. <</if>> <<if $SFSupportLevel >= 2>> The training officers of $SF.Lower assigned to the Security HQ improve its effectiveness. <</if>> <<if $SFSupportLevel >= 1>> Providing your Security Department with equipment from $SF.Lower slightly boosts the security of your arcology. <</if>> /* resting point */ <<set _secRest = $secRestPoint * (Math.clamp($secHelots,0,$reqHelots) / $reqHelots)>> <<if _secRest < 0>> <<set _secRest = 20>> <</if>> <<if _secRest < $secRestPoint && $secHQ == 1>> The limited staff assigned to the HQ hampered the improvements to security achieved this week. <<elseif _secRest < $secRestPoint>> The limited infrastructure available slowly erodes away the security level of the arcology. <</if>> <<if $security > (_secRest + 5)>> The security level of the arcology is over its effective resting point, limiting the achievable growth this week. <<set _secGrowth *= 0.5>> <<elseif $security < (_secRest - 5)>> The security level of the arcology is under its effective resting point, speeding up its growth. <<set _secGrowth *= 1.5>> <<elseif $security == _secRest>> The security level of the arcology is at its effective resting point, this severely limits the influence of external factors on the change achievable this week. <<set _secGrowth *= 0.3>> <<else>> The security level of the arcology is near its effective resting point, this severely limits the influence of external factors on the change achievable this week. <<if _secGrowth < 0>> <<set _secGrowth *= 0.3>> <</if>> <</if>> <<set _restGrowth = (_secRest - $security) * 0.2>> <<set _newSec = Math.trunc($security + _secGrowth + _restGrowth)>> <<if _newSec < $security>> This week @@.red;security decreased@@. <<elseif _newSec == $security>> This week @@.yellow;security did not change@@. <<else>> This week @@.green;security improved@@. <</if>> <<set $security = Math.clamp(_newSec, 0, 100)>> <br> <strong>Crime</strong>: /* crime modifiers */ <<if $week < 30>> Due to the deterioration of the old world countries, organized crime focuses more and more on the prosperous free cities, yours included. This has a small impact on the growth of criminal activities in your arcology.<<set _crimeGrowth += 0.5>> <<elseif $week < 60>> Due to the deterioration of the old world countries, organized crime focuses more and more on the prosperous free cities, yours included. This has a noticeable impact on the growth of criminal activities in your arcology.<<set _crimeGrowth += 1>> <<elseif $week < 90>> Due to the deterioration of the old world countries, organized crime focuses more and more on the prosperous free cities, yours included. This has a moderate impact on the growth of criminal activities in your arcology.<<set _crimeGrowth += 1.5>> <<elseif $week < 120>> Due to the deterioration of the old world countries, organized crime focuses more and more on the prosperous free cities, yours included. This has a big impact on the growth of criminal activities in your arcology.<<set _crimeGrowth += 2>> <<else>> Due to the deterioration of the old world countries, organized crime focuses more and more on the prosperous free cities, yours included. This has a huge impact on the growth of criminal activities in your arcology.<<set _crimeGrowth += 2.5>> <</if>> <<if $arcologies[0].prosperity < 50>> The low prosperity of the arcology facilitates criminal recruitment and organization.<<set _crimeGrowth += 1>> <<elseif $arcologies[0].prosperity < 80>> The fairly low prosperity of the arcology facilitates criminal recruitment and organization.<<set _crimeGrowth += 0.5>> <<elseif $arcologies[0].prosperity < 120>> The prosperity of the arcology is not high or low enough to have significant effects on criminal recruitment and organization. <<elseif $arcologies[0].prosperity < 160>> The prosperity of the arcology is high enough to provide its citizens a decent life, hampering criminal recruitment and organization.<<set _crimeGrowth -= 0.5>> <<elseif $arcologies[0].prosperity < 180>> The prosperity of the arcology is high enough to provide its citizens a decent life, significantly hampering criminal recruitment and organization.<<set _crimeGrowth -= 1>> <<else>> The prosperity of the arcology is high enough to provide its citizens a very good life, significantly hampering criminal recruitment and organization.<<set _crimeGrowth -= 2>> <</if>> <<if $ASlaves < 1000>> The low number of slaves in the arcology does not hinder the activity of law enforcement, limiting crime growth.<<set _crimeGrowth -= 1>> <<elseif $ASlaves < 2000>> The fairly low number of slaves in the arcology does not hinder significantly the activity of law enforcement, limiting crime growth.<<set _crimeGrowth -= 0.5>> <<elseif $ASlaves < 3000>> The number of slaves in the arcology is becoming an impediment for law enforcement, facilitating crime growth.<<set _crimeGrowth += 1>> <<else>> The number of slaves in the arcology is becoming a a big issue for law enforcement, facilitating crime growth.<<set _crimeGrowth += 1.5>> <</if>> <<if $security <= 20>> The security measures in place are severely limited, allowing crime to grow uncontested. <<elseif $security <= 50>> The security measures in place are of limited effect and use, giving only mixed results in their fight against crime.<<set _crimeGrowth -= 1.5>> <<elseif $security <= 75>> The security measures in place are well developed and effective, making a serious dent in the profitability of criminal activity in your arcology.<<set _crimeGrowth -= 3>> <<else>> The security measures in place are extremely well developed and very effective, posing a serious threat even to the most powerful criminal organizations in existence.<<set _crimeGrowth -= 5.5>> <</if>> <<if $authority < 5000>> Your low authority allows crime to grow undisturbed.<<set _crimeGrowth += 1>> <<elseif $authority < 7500>> Your relatively low authority facilitates criminal activities.<<set _crimeGrowth += 0.5>> <<elseif $authority < 10000>> Your authority is not high enough to discourage criminal activity. <<elseif $authority < 15000>> Your high authority is an effective tool against crime.<<set _crimeGrowth -= 1>> <<else>> Your absolute authority is an extremely effective tool against crime.<<set _crimeGrowth -= 2>> <</if>> <<if $cash >= 100000>> Your great wealth acts as a beacon for the greediest criminals, calling them to your arcology as moths to a flame.<<set _crimeGrowth += 0.5>> <</if>> <<if $marketInfiltration == 1>> <<set _crimeGrowth += 0.5 * random(1,2)>> <</if>> /* crime cap */ <<set _crimeCap = Math.trunc(Math.clamp($crimeCap + ($crimeCap - $crimeCap * ($secHelots / $reqHelots)),0,100))>> <<if _crimeCap > $crimeCap && $secHQ == 1>> The limited staff assigned to the HQ allows more space for criminals to act. <</if>> <<set _newCrime = Math.trunc(Math.clamp($crime + _crimeGrowth,0,_crimeCap))>> <<if _newCrime > $crime>> This week @@.red;crime increased@@. <<elseif _newCrime == $crime>> This week @@.yellow;crime did not change@@. <<else>> This week @@.green;crime decreased@@. <</if>> <<set $crime = Math.clamp(_newCrime,0,100)>> <<if $militiaFounded == 1 || $activeUnits >= 1>> <br> <strong> Military</strong>: /* militia */ <<if $SF.Toggle && $SF.Active && $SF.Units > 10>> Having a powerful special force attracts a lot of citizens, hopeful that they may be able to fight along side it. <<set _recruits += random(0,(Math.round($SF.Units/10)))>> <</if>> <<if $propCampaign >= 1 && $propFocus == "recruitment">> <<if $RecuriterOffice == 0 || $Recruiter == 0>> <<if $propCampaignBoost == 1>> <<set _recruits += 2>> <<else>> <<set _recruits += 1>> <</if>> <<else>> ''__@@.pink;<<= SlaveFullName($Recruiter)>>@@__'' is able to further boost your militia recruitement campaign from her PR hub office. <<if $propCampaignBoost == 1>> <<set _recruits += 4+$Recruiter.intelligence+$Recruiter.intelligenceImplant>> <<else>> <<set _recruits += 3+$Recruiter.intelligence+$Recruiter.intelligenceImplant>> <</if>> <</if>> <</if>> <<if $recruitVolunteers == 1>> Your militia accepts only volunteering citizens, ready to defend their arcology. <<set _recruits = random(1,2)>> <<if $rep >= 10000>> Many citizens volunteer just to fight for someone of your renown. <<set _recruits += 1>> <</if>> <<if $authority >= 10000>> Many citizens feel it is their duty to fight for you, boosting volunteer enrollment. <<set _recruits += 1>> <</if>> <<if $lowerRquirements == 1>> Your lax physical requirements to enter the militia allows for a greater number of citizens to join. <<set _recruits += 1>> <</if>> <<if $militiaTotalManpower - $militiaTotalCasualties + _recruits <= 0.02 * $ACitizens>> <<set $militiaTotalManpower += _recruits>> <<set $militiaFreeManpower += _recruits>> This week <<print _recruits>> citizens joined the militia. <<else>> There are not many more citizens willing to join the arcology armed forces. You'll need to enact higher recruitment edicts if you need more manpower. <</if>> <<elseif $conscription == 1>> Adult citizens are required to join the militia for a period of time. <<set _recruits = random(3,5)>> <<if $militaryExemption == 1>> Some citizens prefer to contribute to the arcology's defense through financial support rather than military service, making you @@.yellowgreen;a small sum@@. <<set _recruits -= random(1,2)>> <<set $cash += 250>> <</if>> <<if $lowerRquirements == 1>> Your lax physical requirements to enter the militia allows for a greater number of citizens to join. <<set _recruits += 1>> <</if>> <<if $noSubhumansInArmy == 1>> Guaranteeing the purity of your armed forces comes with a small loss of potential recruits. <<set _recruits -= random(0,1)>> <</if>> <<if $pregExemption == 1>> Many pregnant citizens prefer to avoid military service not to endanger themselves and their children. <<set _recruits -= 1>> <</if>> <<if $militiaTotalManpower - $militiaTotalCasualties + _recruits <= 0.05 * $ACitizens>> <<set $militiaTotalManpower += _recruits>> <<set $militiaFreeManpower += _recruits>> This week <<print _recruits>> citizens joined the militia. <<else>> There are not many more citizens able to join the arcology armed forces. You'll need to enact higher recruitment edicts if you need more manpower. <</if>> <<elseif $militaryService == 1>> Adult citizens are required to register and serve in the militia whenever necessary. <<set _recruits = random(5,7)>> <<if $militaryExemption == 1>> Some citizens prefer to contribute to the arcology's defense through financial support rather than military service, making you @@.yellowgreen;a small sum@@. <<set _recruits -= random(1,2)>> <<set $cash += 250>> <</if>> <<if $lowerRquirements == 1>> Your lax physical requirements to enter the militia allows for a greater number of citizens to join. <<set _recruits += 1>> <</if>> <<if $noSubhumansInArmy == 1>> Guaranteeing the purity of your armed forces comes with a small loss of potential recruits. <<set _recruits -= random(0,1)>> <</if>> <<if $pregExemption == 1>> Many pregnant citizens prefer to avoid military service not to endanger themselves and their children. <<set _recruits -= 1>> <</if>> <<if $militiaTotalManpower - $militiaTotalCasualties + _recruits <= 0.10 * $ACitizens>> <<set $militiaTotalManpower += _recruits>> <<set $militiaFreeManpower += _recruits>> This week <<print _recruits>> citizens joined the militia. <<else>> There are not many more citizens able to join the arcology armed forces. You'll need to enact higher recruitment edicts if you need more manpower. <</if>> <<elseif $militarizedSociety == 1>> Every citizen is required to train and participate in the military activities of the arcology. <<set _recruits = random(7,9)>> <<if $militaryExemption == 1>> Some citizens prefer to contribute to the arcology's defense through financial support rather than military service, making you @@.yellowgreen;a small sum@@. <<set _recruits -= random(1,2)>> <<set $cash += 250>> <</if>> <<if $lowerRquirements == 1>> Your lax physical requirements to enter the militia allows for a greater number of citizens to join. <<set _recruits += 1>> <</if>> <<if $noSubhumansInArmy == 1>> Guaranteeing the purity of your armed forces comes with a small loss of potential recruits. <<set _recruits -= random(0,1)>> <</if>> <<if $pregExemption == 1>> Many pregnant citizens prefer to avoid military service not to endanger themselves and their children. <<set _recruits -= 1>> <</if>> <<if $militiaTotalManpower - $militiaTotalCasualties + _recruits <= 0.20 * $ACitizens>> <<set $militiaTotalManpower += _recruits>> <<set $militiaFreeManpower += _recruits>> This week <<print _recruits>> citizens joined the militia. <<else>> There are not many more citizens able to join the arcology armed forces. You'll need to enact higher recruitment edicts if you need more manpower. <</if>> <br> <</if>> /* mercs */ <<if $mercenaries >= 1>> <<set _newMercs = random(0,3)>> <<if $rep < 6000>> Your low reputation turns some mercenaries away, hoping to find contracts that would bring them more renown.<<set _newMercs -= 1>> <<elseif $rep < 12000>> Your reputation is not high enough to attract many mercenaries to your free city. <<else>> Your reputation attracts many guns for hire who would be proud to have such distinct character on their resume.<<set _newMercs += 1>> <</if>> <<if $arcologies[0].prosperity < 50>> The low prosperity of the arcology discourages new guns for hire from coming to your arcology.<<set _newMercs -= 1>> <<elseif $arcologies[0].prosperity < 80>> The fairly low prosperity of the arcology discourages new guns for hire from coming to your arcology.<<set _newMercs += 1>> <<elseif $arcologies[0].prosperity < 120>> The prosperity of the arcology attracts a few mercenaries, hopeful to find lucrative contracts within its walls.<<set _newMercs += random(1,2)>> <<elseif $arcologies[0].prosperity < 160>> The fairly high prosperity of the arcology attracts some mercenaries, hopeful to find lucrative contracts within its walls.<<set _newMercs += random(2,3)>> <<elseif $arcologies[0].prosperity < 180>> The high prosperity of the arcology is attracts some mercenaries, hopeful to find lucrative contracts within its walls.<<set _newMercs += random(2,4)>> <<else>> The very high prosperity of the arcology attracts a lot of mercenaries, hopeful to find lucrative contracts within its walls.<<set _newMercs += random(3,5)>> <</if>> <<if $crime > 60>> The powerful crime organizations that nested themselves in the arcology have an unending need for cheap guns for hire, many mercenaries flock to your free city in search of employment.<<set _newMercs += random(1,2)>> <</if>> <<if $SF.Toggle && $SF.Active && $SF.Units > 10>> Having a powerful special force attracts a lot of mercenaries, hopeful that they may be able to fight along side it. <<set _newMercs += random(0,Math.round($SF.Units/10))>> <</if>> <<set _newMercs = Math.trunc(_newMercs / 2)>> <<if _newMercs > 0>> <<set $mercTotalManpower += _newMercs>> <<set $mercFreeManpower += _newMercs>> This week <<print _newMercs>> mercenaries reached the arcology. <<else>> This week no new mercenaries reached the arcology. <</if>> <<if $mercFreeManpower > 2000>> <<set $mercTotalManpower -= $mercFreeManpower - 2000>> <<set $mercFreeManpower = 2000>> <</if>> <br> <</if>> <<if $activeUnits > 0>> /* loyalty and training */ <<set _sL = $slaveUnits.length>> <<for _i = 0; _i < _sL; _i++>> <<set _loyaltyChange = 0>> <br> <br> $slaveUnits[_i].platoonName: <<if $secBarracksUpgrades.loyaltyMod >= 1>> <<set _loyaltyChange += 2 * $secBarracksUpgrades.loyaltyMod>> is periodically sent to the indoctrination facility in the barracks for thought correction therapy. <</if>> <<if $slaveUnits[_i].commissars >= 1>> The commissars attached to the unit carefully monitor the officers and grunts for signs of insubordination. <<set _loyaltyChange += 2 * $slaveUnits[_i].commissars>> <</if>> <<if $soldierWages == 2>> The slaves greatly appreciate the generous wage given to them for their service as soldiers. Occasions to earn money for a slave are scarce after all. <<set _loyaltyChange += random(5,10)>> <<elseif $soldierWages == 1>> The slaves appreciate the wage given to them for their service as soldiers, despite it being just adequate. Occasions to earn money for a slave are scarce after all. <<set _loyaltyChange += random(-5,5)>> <<else>> The slaves do not appreciate the low wage given to them for their service as soldiers, but occasions to earn money for a slave are scarce, so they're not too affected by it. <<set _loyaltyChange -= random(5,10)>> <</if>> <<if $slaveSoldierPrivilege == 1>> Allowing them to hold material possessions earns you their devotion and loyalty. <<set _loyaltyChange += random(1,2)>> <</if>> <<if _loyaltyChange > 0>> The loyalty of this unit @@.green;increased@@ this week. <<elseif _loyaltyChange == 0>> The loyalty of this unit @@.yellow;did not change@@ this week. <<else>> The loyalty of this unit @@.red;decreased@@ this week. <</if>> <<set $slaveUnits[_i].loyalty = Math.clamp($slaveUnits[_i].loyalty + _loyaltyChange,0,100)>> <<if $slaveUnits[_i].training < 100 && $secBarracksUpgrades.training >= 1>> <br>The unit is able to make use of the training facilities to better prepare its soldiers, slowly increasing their experience level. <<set $slaveUnits[_i].training += random(2,4) * 1.5 * $secBarracksUpgrades.training>> <</if>> <</for>> <<set _mL = $militiaUnits.length>> <<for _i = 0; _i < _mL; _i++>> <br> <br>$militiaUnits[_i].platoonName: <<set _loyaltyChange = 0>> <<if $secBarracksUpgrades.loyaltyMod >= 1>> <<set _loyaltyChange += 2 * $secBarracksUpgrades.loyaltyMod>> is periodically sent to the indoctrination facility in the barracks for thought correction therapy. <</if>> <<if $militiaUnits[_i].commissars >= 1>> The commissars attached to the unit carefully monitor the officers and grunts for signs of insubordination. <<set _loyaltyChange += 2 * $militiaUnits[_i].commissars>> <</if>> <<if $soldierWages == 2>> The soldiers greatly appreciate the generous wage given to them for their service. They are proud to defend their homes while making a small fortune out of it. <<set _loyaltyChange += random(5,10)>> <<elseif $soldierWages == 1>> The soldiers appreciate the wage given to them for their service, despite it being just adequate. They are proud to defend their homes, though at the cost of possible financial gains. <<set _loyaltyChange += random(-5,5)>> <<else>> The soldiers do not appreciate the low wage given to them for their service. Their sense of duty keeps them proud of their role as defenders of the arcology, but many do feel its financial weight. <<set _loyaltyChange -= random(5,10)>> <</if>> <<if $militiaSoldierPrivilege == 1>> Allowing them to avoid rent payment for their military service earns you their happiness and loyalty. <<set _loyaltyChange += random(1,2)>> <</if>> <<if _loyaltyChange > 0>> The loyalty of this unit @@.green;increased@@ this week. <<elseif _loyaltyChange == 0>> The loyalty of this unit @@.yellow;did not change@@ this week. <<else>> The loyalty of this unit @@.red;decreased@@ this week. <</if>> <<set $militiaUnits[_i].loyalty = Math.clamp($militiaUnits[_i].loyalty + _loyaltyChange,0,100)>> <<if $militiaUnits[_i].training < 100 && $secBarracksUpgrades.training >= 1>> <br>The unit is able to make use of the training facilities to better prepare its soldiers, slowly increasing their experience level. <<set $militiaUnits[_i].training += random(2,4) * 1.5 * $secBarracksUpgrades.training>> <</if>> <</for>> <<set _meL = $mercUnits.length>> <<for _i = 0; _i < _meL; _i++>> <br> <br>$mercUnits[_i].platoonName: <<set _loyaltyChange = 0, _loyaltyTotal = 0>> <<if $secBarracksUpgrades.loyaltyMod >= 1>> <<set _loyaltyChange += 2 * $secBarracksUpgrades.loyaltyMod>> is periodically sent to the indoctrination facility in the barracks for thought correction therapy. <</if>> <<if $mercUnits[_i].commissars >= 1>> The commissars attached to the unit carefully monitor the officers and grunts for signs of insubordination. <<set _loyaltyChange += 2 * $mercUnits[_i].commissars>> <</if>> <<if $soldierWages == 2>> The mercenaries greatly appreciate the generous wage given to them for their service. After all coin is the fastest way to reach their hearts. <<set _loyaltyChange += random(5,10)>> <<elseif $soldierWages == 1>> The mercenaries do not appreciate the barely adequate wage given to them for their service. Still their professionalism keeps them determined to finish their contract. <<set _loyaltyChange += random(-5,5)>> <<else>> The mercenaries do not appreciate the low wage given to them for their service.Their skill would be better served by a better contract and this world does not lack demand for guns for hire. <<set _loyaltyChange -= random(5,10)>> <</if>> <<if $mercSoldierPrivilege == 1>> Allowing them to keep part of the loot gained from your enemies earns you their trust and loyalty. <<set _loyaltyChange += random(1,2)>> <</if>> <<if _loyaltyChange > 0>> The loyalty of this unit @@.green;increased@@ this week. <<elseif _loyaltyChange == 0>> The loyalty of this unit @@.yellow;did not change@@ this week. <<else>> The loyalty of this unit @@.red;decreased@@ this week. <</if>> <<set $mercUnits[_i].loyalty = Math.clamp($mercUnits[_i].loyalty + _loyaltyChange,0,100)>> <<set _loyaltyTotal += $mercUnits[_i].loyalty>> <<if $mercUnits[_i].training < 100 && $secBarracksUpgrades.training >= 1>> <br>The unit is able to make use of the training facilities to better prepare its soldiers, slowly increasing their experience level. <<set $mercUnits[_i].training += random(2,4) * 1.5 * $secBarracksUpgrades.training>> <</if>> <</for>> <<if _meL > 0>> <<set $mercLoyalty = (_loyaltyTotal/_meL)>> <</if>> <</if>> <</if>> <<if $brainImplantProject > 0 && $brainImplant < 106>> <br> <br> <<set $brainImplant += $brainImplantProject>> <<if 100 - $brainImplant <= 0>> The project has been completed! <<set $brainImplant = 106>> <<set $riotUpkeep -= 5000 * $brainImplantProject>> <<else>> The great brain implant project is proceeding steadily. This week we made <<if $brainImplantProject <= 2>> some small <<elseif $brainImplantProject <= 4>> some <<else>> good <</if>> progress. <</if>> <</if>> <<if $currentUpgrade.time > 0>> <br> <br> In the research lab, <<print $currentUpgrade.name>> <<switch $currentUpgrade.name>> <<case "adaptive armored frames" "advanced synthetic alloys" "ceramo-metallic alloys" "rapid action stimulants" "universal cyber enhancements" "remote neural links" "combined training regimens with the special force">> are <<default>> is <</switch>> being developed, with the objective to enhance <<if $currentUpgrade.type == "attack">> attack power <<elseif $currentUpgrade.type == "defense">> defense capabilities <<elseif $currentUpgrade.type == "hp">> survivability <<elseif $currentUpgrade.type == "morale">> standing power <<elseif $currentUpgrade.type == "attackAndDefense">> offensive and defensive effectiveness <<elseif $currentUpgrade.type == "hpAndMorale">> morale and survivability <<elseif $currentUpgrade.type == "all">> offensive,defensive effectiveness in addition to morale and survivability <</if>> for <<if $currentUpgrade.unit == 0>> the security drones<<else>> our human troops<</if>>. <<set $currentUpgrade.time-->> <<if $currentUpgrade.time <= 0>> Reports indicate it is ready for deployment and will be issued to <<if $currentUpgrade.unit == 0>> the security drones <<if $currentUpgrade.type == "attack">> <<set $droneUpgrades.attack++>> <<elseif $currentUpgrade.type == "defense">> <<set $droneUpgrades.defense++>> <<elseif $currentUpgrade.type == "hp">> <<set $droneUpgrades.hp++>> <</if>> <<else>> all human troops <<if $currentUpgrade.type == "attack">> <<set $humanUpgrade.attack++>> <<elseif $currentUpgrade.type == "defense">> <<set $humanUpgrade.defense++>> <<elseif $currentUpgrade.type == "hp">> <<set $humanUpgrade.hp++>> <<elseif $currentUpgrade.type == "morale">> <<set $humanUpgrade.morale += 10>> <<elseif $currentUpgrade.type == "attackAndDefense">> <<set $humanUpgrade.attack++>> <<set $humanUpgrade.defense++>> <<elseif $currentUpgrade.type == "hpAndMorale">> <<set $humanUpgrade.hp++>> <<set $humanUpgrade.morale += 10>> <<elseif $currentUpgrade.type == "all">> <<set $humanUpgrade.attack++>> <<set $humanUpgrade.defense++>> <<set $humanUpgrade.hp++>> <<set $humanUpgrade.morale += 10>> <</if>> <</if>> <<set $currentUpgrade.name = " ">> <<set $currentUpgrade.type = " ">> <<set $currentUpgrade.unit = -1>> <<set $currentUpgrade.time = 0>> in the following days. <<recalcBaseStats>> <<set $completedUpgrades.push($currentUpgrade.ID)>> <<else>> It will be finished in <<if $currentUpgrade.time == 1>> one week.<<else>><<print $currentUpgrade.time>> weeks.<</if>> <</if>> <</if>>
DankWolf/fc
src/SecExp/securityReport.tw
tw
bsd-3-clause
32,282
:: seeUnit [nobr] <<if $attackThisWeek == 1>> <<set $nextButton = "Back", $nextLink = "attackOptions", $returnTo = "secBarracks">> <<else>> <<set $nextButton = "Back", $nextLink = "secBarracks", $returnTo = "secBarracks">> <</if>> <<if $targetUnit == "secBots">> <<secBotsDescription>> <<if $secBots.maxTroops > $secBots.troops>> <br> <<link "Replenish the unit">> <<set $cash -= ($secBots.maxTroops - $secBots.troops) * $secBotsCost>> <<set $secBots.troops = $secBots.maxTroops>> <<goto "seeUnit">> <</link>> <</if>> <br> <<if $secBots.maxTroops < 80>> <br> <<link "Improve the digital control matrix">> <<set $secBots.maxTroops += 10>> <<set $cash -= 5000>> <<goto "seeUnit">> <</link>> Invest in the development of more refined controls for your drones to increase the maximum number of drones in the unit. <br>//Costs <<print cashFormat(5000)>> per upgrade and each will increase the max by 10// <<elseif $secBots.maxTroops < 100 && $SFSupportLevel >= 1 && $SF.Active>>> <br> <<link "Refine the drone network with $SF.Lower assistance">> <<set $secBots.maxTroops += 10>> <<set $cash -= 5000 + 10 * $secBotsUpgradeCost * $secBots.equip>> <<goto "seeUnit">> <</link>> Utilize the technological developments made by $SF.Lower to further improve the control matrix of the security drones. <br>//Costs <<print cashFormat(5000 + 10 * $secBotsUpgradeCost * $secBots.equip)>> and will increase the max by 10// <<elseif $SFSupportLevel < 1 && $SF.Active>> There's little left to improve in the matrix. However support from $SF.Lower might give some more room from improvement. <<else>> There's little left to improve in the matrix. Your control systems are at top capacity and won't be able to handle a bigger drone unit. <</if>> <<if $secBots.equip < 3>> <br> <<link "Improve drone weaponry and armor">> <<set $secBots.equip += 1>> <<set $cash -= (($secBotsUpgradeCost * $secBots.maxTroops) + 1000)>> <<goto "seeUnit">> <</link>> Invest in better equipment for your drones to increase their battle effectiveness. <br>//Costs <<print cashFormat(($secBotsUpgradeCost * $secBots.maxTroops) + 1000)>> and will increase attack and defense value of the unit by 15% for every upgrade.// <<else>> <br> Your drones are equipped with top tier weaponry and armor. <</if>> <<if $showBattleStatistics == 1>> <br> <br>Security drones base attack: $secBotsBaseAttack <<if $droneUpgrades.attack > 0>> + 1 <</if>>(<<print Math.round($secBotsBaseAttack + $secBotsBaseAttack * $secBots.equip * 0.15)>>) <br>Security drones base defense: $secBotsBaseDefense <<if $droneUpgrades.defense > 0>> + 1 <</if>>(<<print Math.round($secBotsBaseDefense + $secBotsBaseDefense * $secBots.equip * 0.15)>>) <br>Equipment bonus: + <<print $secBots.equip * 15>>% <br>Security drones base hp: $secBotsBaseHp <<if $droneUpgrades.hp > 0>> + 1 <</if>> <br>Security drones base morale: $secBotsMorale <</if>> <<elseif $targetUnit == "militiaUnits">> <<militiaUnitsDescription $militiaUnits[$targetIndex]>> <br> Rename unit <<textbox "$militiaUnits[$targetIndex].platoonName" $militiaUnits[$targetIndex].platoonName "seeUnit">> <<if $militiaUnits[$targetIndex].maxTroops > $militiaUnits[$targetIndex].troops && $militiaFreeManpower > 0>> <br> <<link "Replenish unit">> <<if $militiaFreeManpower >= $militiaUnits[$targetIndex].maxTroops - $militiaUnits[$targetIndex].troops>> <<set $militiaFreeManpower -= $militiaUnits[$targetIndex].maxTroops - $militiaUnits[$targetIndex].troops>> <<set $militiaEmployedManpower += $militiaUnits[$targetIndex].maxTroops - $militiaUnits[$targetIndex].troops>> <<set _expLoss = ($militiaUnits[$targetIndex].maxTroops - $militiaUnits[$targetIndex].troops) / $militiaUnits[$targetIndex].troops>> <<set $militiaUnits[$targetIndex].training -= $militiaUnits[$targetIndex].training * _expLoss>> <<set $militiaUnits[$targetIndex].troops = $militiaUnits[$targetIndex].maxTroops>> <<else>> <<set $militiaEmployedManpower += $militiaFreeManpower>> <<set _expLoss = $militiaFreeManpower / $militiaUnits[$targetIndex].troops>> <<set $militiaUnits[$targetIndex].training -= $militiaUnits[$targetIndex].training * _expLoss>> <<set $militiaUnits[$targetIndex].troops += $militiaFreeManpower>> <<set $militiaFreeManpower = 0>> <</if>> <<goto "seeUnit">> <</link>> <</if>> <br> <<if $militiaUnits[$targetIndex].maxTroops < 50>> <br> <<link "Intensive officers training">> <<set $militiaUnits[$targetIndex].maxTroops += 10>> <<set $cash -= 5000 + 10 * $equipUpgradeCost * ($militiaUnits[$targetIndex].equip + $militiaUnits[$targetIndex].commissars + $militiaUnits[$targetIndex].cyber + $militiaUnits[$targetIndex].SF)>> <<goto "seeUnit">> <</link>> Invest in the training of your officers to increase the maximum number of soldiers in the unit. <br>//Costs <<print cashFormat(5000 + 10 * $equipUpgradeCost * ($militiaUnits[$targetIndex].equip + $militiaUnits[$targetIndex].commissars + $militiaUnits[$targetIndex].cyber + $militiaUnits[$targetIndex].SF))>> and will increase the max by 10// <<else>> <br> Your officers reached their peak. Further training will have little impact on the number of troops they can effectively lead. <</if>> <<if $militiaUnits[$targetIndex].equip < 3>> <br> <<link "Improve weaponry and equipment">> <<set $militiaUnits[$targetIndex].equip += 1>> <<set $cash -= ($equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops) + 1000>> <<goto "seeUnit">> <</link>> Invest in better equipment for your soldiers to increase their battle effectiveness. <br>//Costs <<print cashFormat(($equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops) + 1000)>> and will increase attack and defense value of the unit by 15% for every upgrade.// <<else>> <br> The unit is equipped with state of the art weaponry and equipment. <</if>> <<if $militiaUnits[$targetIndex].commissars == 0>> <br> <<link "Attach commissars to the unit">> <<set $militiaUnits[$targetIndex].commissars = 1>> <<set $cash -= $equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops + 1000>> <<goto "seeUnit">> <</link>> Attach a small squad of commissars to the unit. <br>//Costs <<print cashFormat(($equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops) + 1000)>> and will slowly increase the loyalty of the unit.// <<elseif $militiaUnits[$targetIndex].commissars < 2>> <br> <<link "Intensive loyalty training">> <<set $militiaUnits[$targetIndex].commissars += 1>> <<set $cash -= $equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops + 1000>> <<goto "seeUnit">> <</link>> Provide special training for the officers and the commissars of the unit. <br>//Costs <<print cashFormat(($equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops) + 1000)>> and will increase the loyalty of the unit faster.// <<elseif $militiaUnits[$targetIndex].commissars == 1>> <br>The unit has a commissar detachment, keeping under control the ambitions of the unit's officers. <<else>> <br>The unit has a perfectly trained and loyal commissar detachment, keeping under control the ambitions of the unit's officers. <</if>> <<if $prostheticsUpgrade >= 2 || $researchLab.advCombatPLimb == 1>> <<if $militiaUnits[$targetIndex].cyber == 0>> <br> <<link "Provide enhanced cybernetic enhancements">> <<set $militiaUnits[$targetIndex].cyber += 1>> <<set $cash -= $equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops + 2000>> <<goto "seeUnit">> <</link>> Will augment all soldiers of the unit with high tech cyber enhancements. <br>//Costs <<print cashFormat(($equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops) + 2000)>> and will increase attack, defense and base hp values of the unit.// <<else>> <br>The unit is equipped with advanced cybernetic enhancements. <</if>> <</if>> <<if $militiaUnits[$targetIndex].medics == 0>> <br> <<link "Attach trained medics to the unit">> <<set $militiaUnits[$targetIndex].medics = 1>> <<set $cash -= $equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops + 1000>> <<goto "seeUnit">> <</link>> Attach a small squad of trained medics to the unit. <br>//Costs <<print cashFormat(($equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops) + 1000)>> and will decrease the number of casualties suffered during battle.// <<else>> <br>The unit has a medic detachment following it into battle, decreasing the number of casualties the unit suffers. <</if>> <<if $SF.Active && $SF.Toggle>> <<if $militiaUnits[$targetIndex].SF == 0>> <br> <<link "Attach Special Force advisors">> <<set $militiaUnits[$targetIndex].SF = 1>> <<set $cash -= ($equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops) + 5000>> <<goto "seeUnit">> <</link>> Attach $SF.Lower advisors to the unit. <br>//Costs <<print cashFormat(($equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops) + 5000)>> and will slightly increase the base stats of the unit.// <<else>> <br>The unit has attached advisors from $SF.Lower that will help the squad remain tactically aware and active. <</if>> <</if>> <<if $showBattleStatistics == 1>> <<if $militiaUnits[$targetIndex].training <= 10>> <<set _expBonus = 0>> <<elseif $militiaUnits[$targetIndex].training <= 33>> <<set _expBonus = 10>> <<elseif $militiaUnits[$targetIndex].training <= 66>> <<set _expBonus = 25>> <<else>> <<set _expBonus = 50>> <</if>> <<if $militiaUnits[$targetIndex].loyalty <= 10>> <<set _loyaltyBonus = 0>> <<elseif $militiaUnits[$targetIndex].loyalty <= 33>> <<set _loyaltyBonus = 10>> <<elseif $militiaUnits[$targetIndex].loyalty <= 66>> <<set _loyaltyBonus = 20>> <<else>> <<set _loyaltyBonus = 30>> <</if>> <br> <br>Militia base attack: $militiaBaseAttack <<if $humanUpgrade.attack > 0>> + $humanUpgrade.attack <</if>>(<<print Math.round($militiaBaseAttack + $militiaUnits[$targetIndex].cyber + $militiaBaseAttack * $militiaUnits[$targetIndex].equip * $equipMod + $militiaBaseAttack * _expBonus * 0.01 + $militiaBaseAttack * _loyaltyBonus * 0.01 + $militiaBaseAttack * $militiaUnits[$targetIndex].SF * 0.20)>>) <br>Militia base defense: $militiaBaseDefense <<if $humanUpgrade.defense > 0>> + $humanUpgrade.defense <</if>>(<<print Math.round($militiaBaseDefense + $militiaUnits[$targetIndex].cyber + $militiaBaseDefense * $militiaUnits[$targetIndex].equip * $equipMod + $militiaBaseDefense * _expBonus * 0.01 + $militiaBaseDefense * _loyaltyBonus * 0.01 + $militiaBaseDefense * $militiaUnits[$targetIndex].SF * 0.20)>>) <<if $militiaUnits[$targetIndex].equip > 0>> <br>Equipment bonus: + <<print $militiaUnits[$targetIndex].equip * 15>>% <</if>> <<if $militiaUnits[$targetIndex].cyber > 0>> <br>Cyber enhancements bonus: + 1 <</if>> <<if _expBonus > 0>> <br>Experience bonus: +<<print _expBonus>>% <</if>> <<if _loyaltyBonus > 0>> <br>Loyalty bonus: +<<print _loyaltyBonus>>% <</if>> <<if $militiaUnits[$targetIndex].SF > 0>> <br>Special Force advisors bonus: +20% <</if>> <br>Militia base morale: $militiaBaseMorale <<if $humanUpgrade.morale > 0>> + $humanUpgrade.morale <</if>>(<<print Math.round($militiaBaseMorale + $militiaBaseMorale * $secBarracksUpgrades.luxury * 0.05)>>) <<if $secBarracksUpgrades.luxury > 0>> <br>Barracks bonus: + <<print $secBarracksUpgrades.luxury * 5>>% <</if>> <br>Militia base hp: $militiaBaseHp <<if $humanUpgrade.hp > 0>> + $humanUpgrade.hp <</if>>(<<print Math.round($militiaBaseHp + $militiaUnits[$targetIndex].cyber + $militiaBaseHp * $militiaUnits[$targetIndex].medics * 0.25)>>) <<if $militiaUnits[$targetIndex].medics > 0>> <br>Medics detachment bonus: +25% <</if>> <</if>> <<elseif $targetUnit == "slaveUnits">> <<slaveUnitsDescription $slaveUnits[$targetIndex]>> <br> Rename unit <<textbox "$slaveUnits[$targetIndex].platoonName" $slaveUnits[$targetIndex].platoonName "seeUnit">> <<if $slaveUnits[$targetIndex].maxTroops > $slaveUnits[$targetIndex].troops && $helots > 0>> <br> <<link "Replenish unit">> <<if $helots >= $slaveUnits[$targetIndex].maxTroops - $slaveUnits[$targetIndex].troops>> <<set $helots -= $slaveUnits[$targetIndex].maxTroops - $slaveUnits[$targetIndex].troops>> <<set $slavesEmployedManpower += $slaveUnits[$targetIndex].maxTroops - $slaveUnits[$targetIndex].troops>> <<set _expLoss = ($slaveUnits[$targetIndex].maxTroops - $slaveUnits[$targetIndex].troops) / $slaveUnits[$targetIndex].troops>> <<set $slaveUnits[$targetIndex].training -= $slaveUnits[$targetIndex].training * _expLoss>> <<set $slaveUnits[$targetIndex].troops = $slaveUnits[$targetIndex].maxTroops>> <<else>> <<set $slavesEmployedManpower += $helots>> <<set _expLoss = $helots / $slaveUnits[$targetIndex].troops>> <<set $slaveUnits[$targetIndex].training -= $slaveUnits[$targetIndex].training * _expLoss>> <<set $slaveUnits[$targetIndex].troops += $helots>> <<set $helots = 0>> <</if>> <<goto "seeUnit">> <</link>> <</if>> <br> <<if $slaveUnits[$targetIndex].maxTroops < 50>> <br> <<link "Intensive officers training">> <<set $slaveUnits[$targetIndex].maxTroops += 10>> <<set $cash -= 5000 + 10 * $equipUpgradeCost * ($slaveUnits[$targetIndex].equip + $slaveUnits[$targetIndex].commissars + $slaveUnits[$targetIndex].cyber + $slaveUnits[$targetIndex].SF)>> <<goto "seeUnit">> <</link>> Invest in the training of your officers to increase the maximum number of soldiers in the unit. <br>//Costs <<print 5000 + 10 * $equipUpgradeCost * ($slaveUnits[$targetIndex].equip + $slaveUnits[$targetIndex].commissars + $slaveUnits[$targetIndex].cyber + $slaveUnits[$targetIndex].SF)>> and will increase the max by 10// <<else>> <br>Your officers reached their peak. Further training will have little impact on the number of troops they can effectively lead. <</if>> <<if $slaveUnits[$targetIndex].equip < 3>> <br> <<link "Improve weaponry and equipment">> <<set $slaveUnits[$targetIndex].equip += 1>> <<set $cash -= ($equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops) + 1000>> <<goto "seeUnit">> <</link>> Invest in better equipment for your soldiers to increase their battle effectiveness. <br>//Costs <<print cashFormat(($equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops) + 1000)>> and will increase attack and defense value of the unit by 15% for every upgrade.// <<else>> <br>The unit is equipped with state of the art weaponry and equipment. <</if>> <<if $slaveUnits[$targetIndex].commissars == 0>> <br> <<link "Attach commissars to the unit">> <<set $slaveUnits[$targetIndex].commissars = 1>> <<set $cash -= $equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops + 1000>> <<goto "seeUnit">> <</link>> Attach a small squad of commissars to the unit. <br>//Costs <<print cashFormat(($equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops) + 1000)>> and will slowly increase the loyalty of the unit.// <<elseif $slaveUnits[$targetIndex].commissars < 2>> <br> <<link "Intensive loyalty training">> <<set $slaveUnits[$targetIndex].commissars += 1>> <<set $cash -= $equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops + 1000>> <<goto "seeUnit">> <</link>> Provide special training for the officers and the commissars of the unit. <br>//Costs <<print cashFormat(($equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops) + 1000)>> and will increase the loyalty of the unit faster.// <<elseif $slaveUnits[$targetIndex].commissars == 1>> <br>The unit has a commissar detachment, keeping under control the ambitions of the unit's officers. <<else>> <br>The unit has a perfectly trained and loyal commissar detachment, keeping under control the ambitions of the unit's officers. <</if>> <<if $prostheticsUpgrade >= 2 || $researchLab.advCombatPLimb == 1>> <<if $slaveUnits[$targetIndex].cyber == 0>> <br> <<link "Provide enhanced cybernetic enhancements">> <<set $slaveUnits[$targetIndex].cyber += 1>> <<set $cash -= $equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops + 2000>> <<goto "seeUnit">> <</link>> Will augment all soldiers of the unit with high tech cyber enhancements. <br>//Costs <<print cashFormat(($equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops) + 2000)>> and will increase attack, defense and base hp values of the unit.// <<else>> <br>The unit is equipped with advanced cybernetic enhancements. <</if>> <</if>> <<if $slaveUnits[$targetIndex].medics == 0>> <br> <<link "Attach trained medics to the unit">> <<set $slaveUnits[$targetIndex].medics = 1>> <<set $cash -= $equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops + 1000>> <<goto "seeUnit">> <</link>> Attach a small squad of trained medics to the unit. <br>//Costs <<print cashFormat(($equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops) + 1000)>> and will decrease the number of casualties suffered during battle.// <<else>> <br>The unit has a medic detachment following it into battle, decreasing the number of casualties the unit suffers. <</if>> <<if $SF.Active && $SF.Toggle>> <<if $slaveUnits[$targetIndex].SF == 0>> <br> <<link "Attach Special Force advisors">> <<set $slaveUnits[$targetIndex].SF = 1>> <<set $cash -= ($equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops) + 5000>> <<goto "seeUnit">> <</link>> Attach $SF.Lower advisors to the unit. <br>//Costs <<print cashFormat(($equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops) + 5000)>> and will slightly increase the base stats of the unit.// <<else>> <br>The unit has attached advisors from $SF.Lower that will help the squad remain tactically aware and active. <</if>> <</if>> <<if $showBattleStatistics == 1>> <<if $slaveUnits[$targetIndex].training <= 10>> <<set _expBonus = 0>> <<elseif $slaveUnits[$targetIndex].training <= 33>> <<set _expBonus = 10>> <<elseif $slaveUnits[$targetIndex].training <= 66>> <<set _expBonus = 25>> <<else>> <<set _expBonus = 50>> <</if>> <<if $slaveUnits[$targetIndex].loyalty <= 10>> <<set _loyaltyBonus = 0>> <<elseif $slaveUnits[$targetIndex].loyalty <= 33>> <<set _loyaltyBonus = 10>> <<elseif $slaveUnits[$targetIndex].loyalty <= 66>> <<set _loyaltyBonus = 20>> <<else>> <<set _loyaltyBonus = 30>> <</if>> <br> <br>Slaves base attack: $slaveBaseAttack <<if $humanUpgrade.attack > 0>> + $humanUpgrade.attack <</if>>(<<print Math.round($slaveBaseAttack + $slaveUnits[$targetIndex].cyber + $slaveBaseAttack * $slaveUnits[$targetIndex].equip * $equipMod + $slaveBaseAttack * _expBonus * 0.01 + $slaveBaseAttack * _loyaltyBonus * 0.01 + $slaveBaseAttack * $slaveUnits[$targetIndex].SF * 0.20)>>) <br>Slaves base defense: $slaveBaseDefense <<if $humanUpgrade.defense > 0>> + $humanUpgrade.defense <</if>>(<<print Math.round($slaveBaseDefense + $slaveUnits[$targetIndex].cyber + $slaveBaseDefense * $slaveUnits[$targetIndex].equip * $equipMod + $slaveBaseDefense * _expBonus * 0.01 + $slaveBaseDefense * _loyaltyBonus * 0.01 + $slaveBaseDefense * $slaveUnits[$targetIndex].SF * 0.20)>>) <<if $slaveUnits[$targetIndex].equip > 0>> <br>Equipment bonus: + <<print $slaveUnits[$targetIndex].equip * 15>>% <</if>> <<if $slaveUnits[$targetIndex].cyber > 0>> <br>Cyber enhancements bonus: + 1 <</if>> <<if _expBonus > 0>> <br>Experience bonus: +<<print _expBonus>>% <</if>> <<if _loyaltyBonus > 0>> <br>Loyalty bonus: +<<print _loyaltyBonus>>% <</if>> <<if $slaveUnits[$targetIndex].SF > 0>> <br>Special Force advisors bonus: +20% <</if>> <br>Slaves base morale: $slaveBaseMorale <<if $humanUpgrade.morale > 0>> + $humanUpgrade.morale <</if>>(<<print Math.round($slaveBaseMorale + $slaveBaseMorale * $secBarracksUpgrades.luxury * 0.05)>>) <<if $secBarracksUpgrades.luxury > 0>> <br>Barracks bonus: + <<print $secBarracksUpgrades.luxury * 5>>% <</if>> <br>Slaves base hp: $slaveBaseHp <<if $humanUpgrade.hp > 0>> + $humanUpgrade.hp <</if>>(<<print Math.round($slaveBaseHp + $slaveUnits[$targetIndex].cyber + $slaveBaseHp * $slaveUnits[$targetIndex].medics * 0.25)>>) <<if $slaveUnits[$targetIndex].medics > 0>> <br>Medics detachment bonus: +25% <</if>> <</if>> <<elseif $targetUnit == "mercUnits">> <<mercUnitsDescription $mercUnits[$targetIndex]>> <br> Rename unit <<textbox "$mercUnits[$targetIndex].platoonName" $mercUnits[$targetIndex].platoonName "seeUnit">> <<if $mercUnits[$targetIndex].troops < $mercUnits[$targetIndex].maxTroops && $mercFreeManpower > 0>> <br> <<link "Replenish unit">> <<if $mercFreeManpower >= $mercUnits[$targetIndex].maxTroops - $mercUnits[$targetIndex].troops>> <<set $mercFreeManpower -= $mercUnits[$targetIndex].maxTroops - $mercUnits[$targetIndex].troops>> <<set $mercEmployedManpower += $mercUnits[$targetIndex].maxTroops - $mercUnits[$targetIndex].troops>> <<set _expLoss = ($mercUnits[$targetIndex].maxTroops - $mercUnits[$targetIndex].troops) / $mercUnits[$targetIndex].troops>> <<set $mercUnits[$targetIndex].training -= $mercUnits[$targetIndex].training * _expLoss>> <<set $mercUnits[$targetIndex].troops = $mercUnits[$targetIndex].maxTroops>> <<else>> <<set $mercEmployedManpower += $mercFreeManpower>> <<set _expLoss = $mercFreeManpower / $mercUnits[$targetIndex].troops>> <<set $mercUnits[$targetIndex].training -= $mercUnits[$targetIndex].training * _expLoss>> <<set $mercUnits[$targetIndex].troops += $mercFreeManpower>> <<set $mercFreeManpower = 0>> <</if>> <<goto "seeUnit">> <</link>> <</if>> <br> <<if $mercUnits[$targetIndex].maxTroops < 50>> <br> <<link "Intensive officers training">> <<set $mercUnits[$targetIndex].maxTroops += 10>> <<set $cash -= 5000 + 10 * $equipUpgradeCost * ($mercUnits[$targetIndex].equip + $mercUnits[$targetIndex].commissars + $mercUnits[$targetIndex].cyber + $mercUnits[$targetIndex].SF)>> <<goto "seeUnit">> <</link>> Invest in the training of your officers to increase the maximum number of soldiers in the unit. <br>//Costs <<print cashFormat(5000 + 10 * $equipUpgradeCost * ($mercUnits[$targetIndex].equip + $mercUnits[$targetIndex].commissars + $mercUnits[$targetIndex].cyber + $mercUnits[$targetIndex].SF))>> and will increase the max by 10// <<else>> <br>Your officers reached their peak. Further training will have little impact on the number of troops they can effectively lead. <</if>> <<if $mercUnits[$targetIndex].equip < 3>> <br> <<link "Improve weaponry and equipment">> <<set $mercUnits[$targetIndex].equip += 1>> <<set $cash -= ($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 1000>> <<goto "seeUnit">> <</link>> Invest in better equipment for your soldiers to increase their battle effectiveness. <br>//Costs <<print cashFormat(($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 1000)>> and will increase attack and defense value of the unit by 15% for every upgrade.// <<else>> <br>The unit is equipped with state of the art weaponry and equipment. <</if>> <<if $mercUnits[$targetIndex].commissars == 0>> <br> <<link "Attach commissars to the unit">> <<set $mercUnits[$targetIndex].commissars = 1>> <<set $cash -= $equipUpgradeCost * $mercUnits[$targetIndex].maxTroops + 1000>> <<goto "seeUnit">> <</link>> Attach a small squad of commissars to the unit. <br>//Costs <<print cashFormat(($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 1000)>> and will slowly increase the loyalty of the unit.// <<elseif $mercUnits[$targetIndex].commissars < 2>> <br> <<link "Intensive loyalty training">> <<set $mercUnits[$targetIndex].commissars += 1>> <<set $cash -= $equipUpgradeCost * $mercUnits[$targetIndex].maxTroops + 1000>> <<goto "seeUnit">> <</link>> Provide special training for the officers and the commissars of the unit. <br>//Costs <<print cashFormat(($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 1000)>> and will increase the loyalty of the unit faster.// <<elseif $mercUnits[$targetIndex].commissars == 1>> <br>The unit has a commissar detachment, keeping under control the ambitions of the unit's officers. <<else>> <br>The unit has a perfectly trained and loyal commissar detachment, keeping under control the ambitions of the unit's officers. <</if>> <<if $prostheticsUpgrade >= 2 || $researchLab.advCombatPLimb == 1>> <<if $mercUnits[$targetIndex].cyber == 0>> <br> <<link "Provide enhanced cybernetic enhancements">> <<set $mercUnits[$targetIndex].cyber += 1>> <<set $cash -= $equipUpgradeCost * $mercUnits[$targetIndex].maxTroops + 2000>> <<goto "seeUnit">> <</link>>Will augment all soldiers of the unit with high tech cyber enhancements. <br>//Costs <<print cashFormat(($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 2000)>> and will increase attack, defense and base hp values of the unit.// <<else>> <br>The unit is equipped with advanced cybernetic enhancements. <</if>> <</if>> <<if $mercUnits[$targetIndex].medics == 0>> <br> <<link "Attach trained medics to the unit">> <<set $mercUnits[$targetIndex].medics = 1>> <<set $cash -= ($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 5000>> <<goto "seeUnit">> <</link>> Attach a small squad of trained medics to the unit. <br>//Costs <<print cashFormat(($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 5000)>> and will decrease the number of casualties suffered during battle.// <<else>> <br>The unit has a medic detachment following it into battle, decreasing the number of casualties the unit suffers. <</if>> <<if $SF.Active && $SF.Toggle>> <<if $mercUnits[$targetIndex].SF == 0>> <br> <<link "Attach Special Force advisors">> <<set $mercUnits[$targetIndex].SF = 1>> <<set $cash -= ($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 5000>> <<goto "seeUnit">> <</link>> Attach $SF.Lower advisors to the unit. <br>//Costs <<print cashFormat(($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 5000)>> and will slightly increase the base stats of the unit.// <<else>> <br>The unit has attached advisors from $SF.Lower that will help the squad remain tactically aware and active. <</if>> <</if>> <<if $showBattleStatistics == 1>> <<if $mercUnits[$targetIndex].training <= 10>> <<set _expBonus = 0>> <<elseif $mercUnits[$targetIndex].training <= 33>> <<set _expBonus = 10>> <<elseif $mercUnits[$targetIndex].training <= 66>> <<set _expBonus = 25>> <<else>> <<set _expBonus = 50>> <</if>> <<if $mercUnits[$targetIndex].loyalty <= 10>> <<set _loyaltyBonus = 0>> <<elseif $mercUnits[$targetIndex].loyalty <= 33>> <<set _loyaltyBonus = 10>> <<elseif $mercUnits[$targetIndex].loyalty <= 66>> <<set _loyaltyBonus = 20>> <<else>> <<set _loyaltyBonus = 30>> <</if>> <br> <br>Mercenaries base attack: $mercBaseAttack <<if $humanUpgrade.attack > 0>> + $humanUpgrade.attack <</if>>(<<print Math.round($mercBaseAttack + $mercBaseAttack * $mercUnits[$targetIndex].equip * $equipMod + $mercBaseAttack * _expBonus * 0.01 + $mercBaseAttack * _loyaltyBonus * 0.01 + $mercBaseAttack * $mercUnits[$targetIndex].SF * 0.20 + $mercUnits[$targetIndex].cyber)>>) <br>Mercenaries base defense: $mercBaseDefense <<if $humanUpgrade.defense > 0>> + $humanUpgrade.defense <</if>>(<<print Math.round($mercBaseDefense + $mercBaseDefense * $mercUnits[$targetIndex].equip * $equipMod + $mercBaseDefense * _expBonus * 0.01 + $mercBaseDefense * _loyaltyBonus * 0.01 + $mercBaseDefense * $mercUnits[$targetIndex].SF * 0.20 + $mercUnits[$targetIndex].cyber)>>) <<if $mercUnits[$targetIndex].equip > 0>> <br>Equipment bonus: + <<print $mercUnits[$targetIndex].equip * 15>>% <</if>> <<if $mercUnits[$targetIndex].cyber > 0>> <br>Cyber enhancements bonus: + 1 <</if>> <<if _expBonus > 0>> <br>Experience bonus: +<<print _expBonus>>% <</if>> <<if _loyaltyBonus > 0>> <br>Loyalty bonus: +<<print _loyaltyBonus>>% <</if>> <<if $mercUnits[$targetIndex].SF > 0>> <br>Special Force advisors bonus: +20% <</if>> <br>Mercenaries base morale: $mercBaseMorale <<if $humanUpgrade.morale > 0>> + $humanUpgrade.morale <</if>>(<<print Math.round($mercBaseMorale + $mercBaseMorale * $secBarracksUpgrades.luxury * 0.05)>>) <<if $secBarracksUpgrades.luxury > 0>> <br>Barracks bonus: + <<print $secBarracksUpgrades.luxury * 5>>% <</if>> <br>Mercenaries base hp: $mercBaseHp <<if $humanUpgrade.hp > 0>> + $humanUpgrade.hp <</if>>(<<print Math.round($mercBaseHp + $mercBaseHp * $mercUnits[$targetIndex].medics * 0.25 + $mercUnits[$targetIndex].cyber)>>) <<if $mercUnits[$targetIndex].medics > 0>> <br>Medics detachment bonus: +25% <</if>> <</if>> <</if>>
DankWolf/fc
src/SecExp/seeUnit.tw
tw
bsd-3-clause
28,876
:: tradeReport [nobr] <<if $week < 30>> The world economy is in good enough shape to sustain economic growth. Trade flows liberally in all the globe.<<set _tradeChange += 1>> <<elseif $week < 60>> The world economy is deteriorating, but still in good enough shape to sustain economic growth.<<set _tradeChange += 0.5>> <<elseif $week < 90>> The world economy is deteriorating, but still in decent enough shape to sustain economic growth. <<elseif $week < 120>> The world economy is deteriorating and the slowing down of global growth is starting to have some effect on trade flow.<<set _tradeChange -= 1>> <<else>> The world economy is heavily deteriorated. The slowing down of global growth has a great negative effect on trade flow.<<set _tradeChange -= 2>> <</if>> <<set _tradeChange = 0>> <<if $lastAttackWeeks < 2 && $hasFoughtOnce == 1>> The recent attack has a negative effect on the trade of the arcology.<<set _tradeChange -= 1>> <<elseif $lastAttackWeeks < 4 && $hasFoughtOnce == 1>> While some time has passed, the last attack still has a negative effect on the commercial activity of the arcology.<<set _tradeChange -= 0.5>> <</if>> <<if $lastRebellionWeeks < 2 && $hasRebelledOnce == 1>> The recent rebellion has a negative effect on the trade of the arcology.<<set _tradeChange -= 1>> <<elseif $lastRebellionWeeks < 4 && $hasRebelledOnce == 1>> While some time has passed, the last rebellion still has a negative effect on the commercial activity of the arcology.<<set _tradeChange -= 0.5>> <</if>> <<if $terrain == "urban">> Since your arcology is located in the heart of an urban area, its commerce is naturally vibrant. <<set _tradeChange++>> <</if>> <<if $terrain == "ravine">> Since your arcology is located in the heart of a ravine, its commerce is hindered by a lack of accessibility. <<set _tradeChange -= 0.5>> <</if>> <<if $PC.career == "wealth" || $PC.career == "capitalist" || $PC.career == "celebrity" || $PC.career == "BlackHat">> <<set _tradeChange += 1>> <<elseif $PC.career == "escort" || $PC.career == "servant" || $PC.career == "gang">> <<set _tradeChange -= 0.5>> <</if>> <<if $rep > 18000>> Your extremely high reputation attracts trade from all over the world. <<elseif $rep > 12000>> Your high reputation attracts trade from all over the world. <</if>> <<if $assistantPower == 1>> Thanks to the computing power available to her, $assistantName is able to guide the commercial development of the arcology to greater levels. <<set _tradeChange++>> <<elseif $assistantPower == 2>> Thanks to the incredible computing power available to her, $assistantName is able to guide the commercial development of the arcology to greater levels. <<set _tradeChange += 2>> <</if>> <<if $tradeLegalAid == 1>> Your support in legal matters for new businesses helps improve the economic dynamicity of your arcology, boosting commercial activities.<<set _tradeChange += 1>> <</if>> <<if $taxTrade == 1>> The fees imposed on transitioning goods do little to earn you the favor of the companies making use of your arcology.<<set _tradeChange -= 1>> <</if>> <<if $weapManu == 1>> The weapons manufacturing facility of the arcology attracts a significant amount of trade. <<set _tradeChange += 0.5 * ($weapProductivity + $weapLab)>> <</if>> <<if $transportHub == 1>> <<if $airport == 1>> The arcology's airport, while small, helps facilitate the commercial development of the arcology.<<set _tradeChange += 1>> <<elseif $airport == 2>> The arcology's airport, while fairly small, helps facilitate the commercial development of the arcology.<<set _tradeChange += 1.5>> <<elseif $airport == 3>> The arcology's airport helps facilitate the commercial development of the arcology.<<set _tradeChange += 2>> <<elseif $airport == 4>> The arcology's airport is a great boon to the commercial development of the arcology.<<set _tradeChange += 2.5>> <<else>> The arcology's airport is an incredible boon to the commercial development of the arcology.<<set _tradeChange += 3>> <</if>> <<if $terrain != "oceanic" && $terrain != "marine">> <<if $railway == 1>> The railway network's age and limited extension limit commercial activity. <<elseif $railway == 2>> The railway network is a great help to the commercial development of the arcology, but its limited extension hampers its potential.<<set _tradeChange += 1>> <<elseif $railway == 3>> The railway network is a great help to the commercial development of the arcology.<<set _tradeChange += 1.5>> <<else>> The railway network is a huge help to the commercial development of the arcology. Few in the world can boast such a modern and efficient transport system.<<set _tradeChange += 2>> <</if>> <<else>> <<if $docks == 1>> The docks' age and limited size limit commercial activity. <<elseif $docks == 2>> The docks are a great help to the commercial development of the arcology, but their limited size hampers its potential.<<set _tradeChange += 1>> <<elseif $docks == 3>> The docks are a great help to the commercial development of the arcology.<<set _tradeChange += 1.5>> <<else>> The docks are a huge help to the commercial development of the arcology. Few in the world can boast such a modern and efficient transport system.<<set _tradeChange += 2>> <</if>> <</if>> <</if>> <<if _tradeChange > 0>> This week @@.green;trade improved.@@ <<elseif _tradeChange == 0>> This week @@.yellow;trade did not change.@@ <<else>> This week @@.red;trade diminished.@@ <</if>> <<if $trade <= 20>> The almost non-existent trade crossing the arcology @@.yellow;does little to promote growth@@. <<elseif $trade <= 40>> The low level of trade crossing the arcology promotes a @@.green;slow yet steady growth@@ of its economy. <<set _AWeekGrowth += 1.5>> <<elseif $trade <= 60>> With trade at positive levels, the @@.green;prosperity of the arcology grows more powerful@@. <<set _AWeekGrowth += 2.5>> <<elseif $trade <= 80>> With trade at high levels, the @@.green;prosperity of the arcology grows quickly and violently@@. <<set _AWeekGrowth += 3.5>> <<else>> With trade at extremely high levels, the @@.green;prosperity of the arcology grows with unprecedented speed@@. <<set _AWeekGrowth += 4.5>> <</if>> <<set $trade = Math.clamp($trade + _tradeChange,0,100)>>
DankWolf/fc
src/SecExp/tradeReport.tw
tw
bsd-3-clause
6,315
:: transportHub [nobr] <<set $nextButton = "Back", $nextLink = "Main">> <strong>The Transport Hub</strong> <hr> You quickly reach the transport hub, where a constant stream of vehicles, people and goods greets you. Part of the structure is dedicated to air travel and the other is mainly occupied by <<if $terrain != "oceanic" && $terrain != "marine">>the rail station.<<else>> the docks.<</if>> <<if $limitImmigration == 1 || $AntiImmigrationRep == 1>> Due to your strict policies concerning immigration, very few new citizens arrive in the transport hub. <<elseif $openBorders == 1 || $ProImmigrationCash == 1>> Due to your liberal policies concerning immigration, the transport hub is filled with a flow of new citizens. <</if>> <<if $airport == 1>> The arcology's airport is relatively small and poorly equipped. It can handle some traffic, but nothing noteworthy. <<elseif $airport == 2>> The arcology's airport is relatively small, but well equipped. It can handle some traffic, but nothing too serious. <<elseif $airport == 3>> The arcology's airport is good sized and well equipped. It can handle a good amount of traffic. <<elseif $airport == 4>> The arcology's airport is good sized and very well equipped. It can handle a lot of traffic. <<else>> The arcology's airport is huge and very well equipped. It can handle an impressive amount of traffic. <</if>> <<if $terrain != "oceanic" && $terrain != "marine">> <<if $railway == 1>> The railway network is old and limited. It can handle some traffic, but not sustain commercial activity. <<elseif $railway == 2>> The railway network is modern and efficient, but limited in reach. It can handle some traffic, but not sustain commercial activity of any significant size. <<elseif $railway == 3>> The railway network is modern, efficient and expansive. It can handle a significant amount of traffic. <<else>> The railway network is high tech and very far reaching. It can handle an enormous amount of traffic. <</if>> <<else>> <<if $docks == 1>> The docks are old and small. They can handle some traffic, but not sustain commercial activity. <<elseif $docks == 2>> The docks are modern and efficient, but limited in size. They can handle some traffic, but not sustain commercial activity of significant size. <<elseif $docks == 3>> The docks are modern, efficient and expansive. They can handle a significant amount of traffic. <<else>> The docks are huge in size and high tech. They can handle an enormous amount of traffic. <</if>> <</if>> <<if $hubSecurity == 1>> The security of the hub is limited to a few cameras and the occasional guard. <<elseif $hubSecurity == 2>> The security of the hub is guaranteed by a powerful camera surveillance system. <<elseif $hubSecurity == 3>> The security of the hub is guaranteed by a powerful camera surveillance system and a rapid response team constantly patrolling the structure. <<else>> The security of the hub is guaranteed by a powerful camera surveillance system, a rapid response team constantly patrolling the building and additional security drones making the rounds around the exterior. <</if>> <br> <br> <<if $trade <= 20>> Trade is almost non-existent. Outside the supplies for the arcology's domestic consumption little else crosses the territory of the free city. <<elseif $trade <= 40>> Trade is low. There's some but limited commercial activity crossing the territory of the free city. <<elseif $trade <= 60>> Trade is at positive levels. There's a good amount commercial activity outside the supplies for the arcology's domestic consumption. <<elseif $trade <= 80>> Trade is at high levels. There's a lot of commercial activity outside the supplies for the arcology's domestic consumption. <<else>> Trade is at extremely high levels. There's a constant stream of commercial activity crossing the arcology. <</if>> <br> /* airport */ <<if $airport == 1>> <br> <<link "Modernize the airport">> <<set $cash -= 5000*$upgradeMultiplierArcology>> <<set $airport++>> <<goto "transportHub">> <</link>> //Will cost <<print cashFormat(5000*$upgradeMultiplierArcology)>> and will increase trade, but will affect security// <<elseif $airport == 2>> <br> <<link "Enlarge the airport">> <<set $cash -= 15000*$upgradeMultiplierArcology>> <<set $airport++>> <<goto "transportHub">> <</link>> //Will cost <<print cashFormat(15000*$upgradeMultiplierArcology)>> and will increase trade, but will affect security// <<elseif $airport == 3>> <br> <<link "Further modernize the airport">> <<set $cash -= 45000*$upgradeMultiplierArcology>> <<set $airport++>> <<goto "transportHub">> <</link>> //Will cost <<print cashFormat(45000*$upgradeMultiplierArcology)>> and will increase trade, but will affect security// <<elseif $airport == 4>> <br> <<link "Further enlarge the airport">> <<set $cash -= 85000*$upgradeMultiplierArcology>> <<set $airport++>> <<goto "transportHub">> <</link>> //Will cost <<print cashFormat(85000*$upgradeMultiplierArcology)>> and will increase trade, but will affect security// <<else>> <br> The airport is fully upgraded. <</if>> <br> /* trainyard/dockyard */ <<if $terrain != "oceanic" && $terrain != "marine">> <<if $railway == 1>> <br> <<link "Modernize the railway">> <<set $cash -= 10000*$upgradeMultiplierArcology>> <<set $railway++>> <<goto "transportHub">> <</link>> //Will cost <<print cashFormat(10000*$upgradeMultiplierArcology)>>, will increase trade and slightly lower arcology's upkeep, but will affect security// <<elseif $railway == 2>> <br> <<link "Enlarge the railway">> <<set $cash -= 25000*$upgradeMultiplierArcology>> <<set $railway++>> <<goto "transportHub">> <</link>> //Will cost <<print cashFormat(25000*$upgradeMultiplierArcology)>>, will increase trade and slightly lower arcology's upkeep, but will affect security// <<elseif $railway == 3>> <br> <<link "Further modernize and enlarge the railway">> <<set $cash -= 65000*$upgradeMultiplierArcology>> <<set $railway++>> <<goto "transportHub">> <</link>> //Will cost <<print cashFormat(65000*$upgradeMultiplierArcology)>>, will increase trade and slightly lower arcology's upkeep, but will affect security// <<else>> <br> The railway is fully upgraded. <</if>> <<else>> <<if $docks == 1>> <br> <<link "Modernize the docks">> <<set $cash -= 10000*$upgradeMultiplierArcology>> <<set $docks++>> <<goto "transportHub">> <</link>> //Will cost <<print cashFormat(10000*$upgradeMultiplierArcology)>>, will increase trade and slightly lower arcology's upkeep, but will affect security// <<elseif $docks == 2>> <br> <<link "Enlarge the docks">> <<set $cash -= 25000*$upgradeMultiplierArcology>> <<set $docks++>> <<goto "transportHub">> <</link>> //Will cost <<print cashFormat(25000*$upgradeMultiplierArcology)>>, will increase trade and slightly lower arcology's upkeep, but will affect security// <<elseif $docks == 3>> <br> <<link "Further modernize and enlarge the docks">> <<set $cash -= 65000*$upgradeMultiplierArcology>> <<set $docks++>> <<goto "transportHub">> <</link>> //Will cost <<print cashFormat(65000*$upgradeMultiplierArcology)>>, will increase trade and slightly lower arcology's upkeep, but will affect security// <<else>> <br> The docks are fully upgraded. <</if>> <</if>> <br> /* security */ <<if $hubSecurity == 1>> <br> <<link "Expand and modernize the surveillance system">> <<set $cash -= 15000*$upgradeMultiplierArcology>> <<set $hubSecurity++>> <<goto "transportHub">> <</link>> //Will cost <<print cashFormat(15000*$upgradeMultiplierArcology)>> and lower the transport hub security modifiers// <<elseif $hubSecurity == 2>> <br> <<link "Establish a rapid response team">> <<set $cash -= 35000*$upgradeMultiplierArcology>> <<set $hubSecurity++>> <<goto "transportHub">> <</link>> //Will cost <<print cashFormat(35000*$upgradeMultiplierArcology)>> and further lower the transport hub security modifiers// <<elseif $hubSecurity == 3>> <br> <<link "Add additional security drones to the structure">> <<set $cash -= 55000*$upgradeMultiplierArcology>> <<set $hubSecurity++>> <<goto "transportHub">> <</link>> //Will cost <<print cashFormat(55000*$upgradeMultiplierArcology)>> and further lower the transport hub security modifiers// <<else>> <br> The hub security is fully upgraded <</if>> <br><br>[[Return this sector to standard markets|Main][$cash -= Math.trunc(10000*$upgradeMultiplierArcology), $sectors[$AS].type = "Markets", $transportHub = 0, $hubSecurity = 1]] //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>//
DankWolf/fc
src/SecExp/transportHub.tw
tw
bsd-3-clause
8,681
:: unitsBattleReport [nobr] <<if $losses == 0>> <<if $deployingBots == 1>> <br> Security Drones: no casualties. <</if>> <<if $SFIntervention === 1 && $SF.Toggle>> <br> <<print commaNum($SFUnit.Troops)>> soldiers from $SF.Lower joined the battle: no casualties suffered. <</if>> <<if $deployingMilitia == 1>> <<for _j = 0; _j < $militiaUnits.length; _j++>> <<if $militiaUnits[_j].isDeployed == 1>> <br> $militiaUnits[_j].platoonName: no casualties. <<if $militiaUnits[_j].training < 100>> <<if random(1,100) > 60>> Experience has increased. <<set $militiaUnits[_j].training += random(5,15) + $majorBattle * random(5,15)>> <</if>> <</if>> <</if>> <</for>> <</if>> <<if $deployingSlaves == 1>> <<for _j = 0; _j < $slaveUnits.length; _j++>> <<if $slaveUnits[_j].isDeployed == 1>> <br> $slaveUnits[_j].platoonName: no casualties. <<if $slaveUnits[_j].training < 100>> <<if random(1,100) > 60>> Experience has increased. <<set $slaveUnits[_j].training += random(5,15) + $majorBattle * random(5,15)>> <</if>> <</if>> <</if>> <</for>> <</if>> <<if $deployingMercs == 1>> <<for _j = 0; _j < $mercUnits.length; _j++>> <<if $mercUnits[_j].isDeployed == 1>> <br> $mercUnits[_j].platoonName: no casualties. <<if $mercUnits[_j].training < 100>> <<if random(1,100) > 60>> Experience has increased. <<set $mercUnits[_j].training += random(5,15) + $majorBattle * random(5,15)>> <</if>> <</if>> <</if>> <</for>> <</if>> <<elseif $losses > 0>> /* if the losses are more than zero */ /* generates a list of randomized losses, from which each unit picks one at random */ <<set _losses = $losses>> <<if $SFIntervention === 1 && $SF.Toggle>> <<set $deployedUnits++>> <</if>> <<set _averageLosses = Math.trunc(_losses / $deployedUnits)>> <<set _lossesList = []>> <<set _validityCount = 0>> <<for _i = 0; _i < $deployedUnits; _i++>> <<set _assignedLosses = Math.trunc(Math.clamp(_averageLosses + random(-5,5), 0, 100))>> <<if _assignedLosses > _losses>> <<set _assignedLosses = _losses>> <<set _losses = 0>> <<else>> <<set _losses -= _assignedLosses>> <</if>> <<set _lossesList.push(_assignedLosses)>> <<set _validityCount += _assignedLosses>> <</for>> <<if _losses > 0>> <<set _lossesList[random(_lossesList.length - 1)] += _losses>> <</if>> <<set _lossesList.shuffle()>> /* sanity check for losses */ <<set _count = 0>> <<for _i = 0; _i < _lossesList.length; _i++>> <<if !isInt(_lossesList[_i])>> <<set _lossesList[_i] = 0>> <</if>> <<set _count += _lossesList[_i]>> <</for>> <<if _count < $losses>> <<set _rand = random(_lossesList.length - 1)>> <<set _lossesList[_rand] += $losses - _count>> <<elseif _count > $losses>> <<set _diff = _count - $losses>> <<set _rand = random(_lossesList.length - 1)>> <<set _lossesList[_rand] = Math.trunc(_lossesList[_rand]-_diff,0,100)>> <</if>> /* assigns the losses and notify the player */ <<if $deployingBots == 1>> <br> <<set _loss = _lossesList.pluck()>> <<set _loss = Math.clamp(_loss,0,$secBots.troops)>> <<set $secBots.troops -= _loss>> Security drones: <<if _loss <= 0>> no casualties <<elseif _loss <= $secBots.troops * 0.2>> light casualties <<elseif _loss <= $secBots.troops * 0.4>> moderate casualties <<elseif _loss <= $secBots.troops * 0.6>> heavy casualties <<else>> catastrophic casualties <</if>> suffered. <<if $secBots.troops <= 5>> <<set $secBots.active = 0>> Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. It will take quite the investment to rebuild them. <<elseif $secBots.troops <= 10>> The unit has very few operatives left, it risks complete annihilation if deployed again. <</if>> <br> <</if>> <<if $SFIntervention === 1 && $SF.Toggle>> <br> <<set _loss = _lossesList.pluck()>> <<set _loss = Math.clamp(_loss,0,$SFUnit.Troops)>> <<print commaNum($SFUnit.Troops)>> soldiers from $SF.Lower joined the battle: <<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. <<set $SFUnit.Troops -= _loss>> <br> <</if>> <<if $deployingMilitia == 1>> <<for _j = 0; _j < $militiaUnits.length; _j++>> <<if $militiaUnits[_j].isDeployed == 1>> <br> <<set $militiaUnits[_j].battlesFought++>> <<set _loss = _lossesList.pluck()>> <<set _loss = Math.clamp(_loss,0,$militiaUnits[_j].troops)>> $militiaUnits[_j].platoonName: <<if _loss <= 0>> no casualties <<elseif _loss <= $militiaUnits[_j].troops * 0.2>> light casualties <<elseif _loss <= $militiaUnits[_j].troops * 0.4>> moderate casualties <<elseif _loss <= $militiaUnits[_j].troops * 0.6>> heavy casualties <<else>> catastrophic casualties <</if>> suffered. <<set _med = Math.round(Math.clamp(_loss * $militiaUnits[_j].medics * 0.25,1,_loss))>> <<if $militiaUnits[_j].medics == 1 && _loss > 0>> Some men were saved by their medics. <</if>> <<set $militiaUnits[_j].troops -= Math.trunc(Math.clamp(_loss - _med,0,$militiaUnits[_j].maxTroops))>> <<set $militiaEmployedManpower -= Math.trunc(_loss - _med)>> <<set $militiaTotalCasualties += Math.trunc(_loss - _med)>> <<set $militiaTotalManpower -= Math.trunc(_loss - _med)>> <<if $militiaUnits[_j].training < 100>> <<if random(1,100) > 60>> Experience has increased. <<set $militiaUnits[_j].training += random(5,15) + $majorBattle * random(5,15)>> <</if>> <</if>> <<if $militiaUnits[_j].troops <= 5>> <<set $militiaUnits[_j].active = 0>> <br>Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. The remnants will be sent home honored as veterans or reorganized in a new unit. <<elseif $militiaUnits[_j].troops <= 10>> <br>The unit has very few operatives left, it risks complete annihilation if deployed again. <</if>> <</if>> <</for>> <</if>> <<if $deployingSlaves == 1>> <<for _j = 0; _j < $slaveUnits.length; _j++>> <<if $slaveUnits[_j].isDeployed == 1>> <br> <<set $slaveUnits[_j].battlesFought++>> <<set _loss = _lossesList.pluck()>> <<set _loss = Math.clamp(_loss,0,$slaveUnits[_j].troops)>> $slaveUnits[_j].platoonName: <<if _loss <= 0>> no casualties <<elseif _loss <= $slaveUnits[_j].troops * 0.2>> light casualties <<elseif _loss <= $slaveUnits[_j].troops * 0.4>> moderate casualties <<elseif _loss <= $slaveUnits[_j].troops * 0.6>> heavy casualties <<else>> catastrophic casualties <</if>> suffered. <<set _med = Math.round(Math.clamp(_loss * $slaveUnits[_j].medics * 0.25,1,_loss))>> <<if $slaveUnits[_j].medics == 1 && _loss > 0>> Some men were saved by their medics. <</if>> <<set $slaveUnits[_j].troops -= Math.trunc(Math.clamp(_loss - _med,0,$slaveUnits[_j].maxTroops))>> <<set $slavesEmployedManpower -= Math.trunc(_loss - _med)>> <<set $slavesTotalCasualties += Math.trunc(_loss - _med)>> <<set $helots -= Math.trunc(_loss - _med)>> <<if $slaveUnits[_j].training < 100>> <<if random(1,100) > 60>> Experience has increased. <<set $slaveUnits[_j].training += random(5,15) + $majorBattle * random(5,15)>> <</if>> <</if>> <<if $slaveUnits[_j].troops <= 5>> <<set $slaveUnits[_j].active = 0>> <br>Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. The survivors will be sent home honored as veterans or reorganized in a new unit. <<elseif $slaveUnits[_j].troops <= 10>> <br>The unit has very few operatives left, it risks complete annihilation if deployed again. <</if>> <</if>> <</for>> <</if>> <<if $deployingMercs == 1>> <<for _j = 0; _j < $mercUnits.length; _j++>> <<if $mercUnits[_j].isDeployed == 1>> <br> <<set $mercUnits[_j].battlesFought++>> <<set _loss = _lossesList.pluck()>> <<set _loss = Math.clamp(_loss,0,$mercUnits[_j].troops)>> $mercUnits[_j].platoonName: <<if _loss <= 0>> no casualties <<elseif _loss <= $mercUnits[_j].troops * 0.2>> light casualties <<elseif _loss <= $mercUnits[_j].troops * 0.4>> moderate casualties <<elseif _loss <= $mercUnits[_j].troops * 0.6>> heavy casualties <<else>> catastrophic casualties <</if>> suffered. <<set _med = Math.round(Math.clamp(_loss * $mercUnits[_j].medics * 0.25,1,_loss))>> <<if $mercUnits[_j].medics == 1 && _loss > 0>> Some men were saved by their medics. <</if>> <<set $mercUnits[_j].troops -= Math.trunc(Math.clamp(_loss - _med,0,$mercUnits[_j].maxTroops))>> <<set $mercEmployedManpower -= Math.trunc(_loss - _med)>> <<set $mercTotalCasualties += Math.trunc(_loss - _med)>> <<set $mercTotalManpower -= Math.trunc(_loss - _med)>> <<if $mercUnits[_j].training < 100>> <<if random(1,100) > 60>> Experience has increased. <<set $mercUnits[_j].training += random(5,15) + $majorBattle * random(5,15)>> <</if>> <</if>> <<if $mercUnits[_j].troops <= 5>> <<set $mercUnits[_j].active = 0>> <br>Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. The remnants will be sent home honored as veterans or reorganized in a new unit. <<elseif $mercUnits[_j].troops <= 10>> <br>The unit has very few operatives left, it risks complete annihilation if deployed again. <</if>> <</if>> <</for>> <</if>> <<else>> <br>@@.red;Error: losses are a negative number or NaN@@ <</if>> /* closes check for more than zero casualties */
DankWolf/fc
src/SecExp/unitsBattleReport.tw
tw
bsd-3-clause
10,147
:: unitsRebellionReport [nobr] <<if $losses == 0>> <<if $irregulars > 0>> The volunteering citizens were quickly organized into an irregular militia unit and deployed in the arcology. No casualties suffered. <</if>> <<if $deployingBots == 1>> <br> Security drones: no casualties suffered. <</if>> <<if $SF.Active && $SF.Toggle>> <br> $SF.Lower, <<print commaNum($SFUnit.Troops)>> strong, was called to join the battle: no casualties suffered. <</if>> <<set _count = 0>> <<if $loyalID.length > 0>> <br> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $militiaUnits[_i].active == 1 && ($loyalID.includes($militiaUnits[_i].ID))>> <<set _count++>> <<if _count < $loyalID.length>> $militiaUnits[_i].platoonName, <<else>> $militiaUnits[_i].platoonName <</if>> <</if>> <</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<if $slaveUnits[_i].active == 1 && ($loyalID.includes($slaveUnits[_i].ID))>> <<set _count++>> <<if _count < $loyalID.length>> $slaveUnits[_i].platoonName, <<else>> $slaveUnits[_i].platoonName <</if>> <</if>> <</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<if $mercUnits[_i].active == 1 && ($loyalID.includes($mercUnits[_i].ID))>> <<set _count++>> <<if _count < $loyalID.length>> $mercUnits[_i].platoonName, <<else>> $mercUnits[_i].platoonName <</if>> <</if>> <</for>> participated in the battle without taking any casualties. They remained loyal until the end. <</if>> <<if $rebellingID.length > 0 && $battleResult != -1>> <br> <br> /* militia */ <<set _militiaRebelledID = []>> <<set _militiaManpower = 0>> <<for _j = 0; _j < $militiaUnits.length; _j++>> <<if $militiaUnits[_j].active == 1 && $rebellingID.includes($militiaUnits[_j].ID)>> $militiaUnits[_j].platoonName, <<set _militiaRebelledID.push($militiaUnits[_j].ID)>> <<set _militiaManpower += Math.clamp($militiaUnits[_j].troops - random(_averageLosses),0,$militiaUnits[_j].troops)>> <</if>> <</for>> <<if _militiaRebelledID.length > 0>> had the gall to betray you and join your enemies. <span id="militiaResult"> <br><<link "Dissolve the units">> <<removeUnits _militiaRebelledID>> <<set $militiaFreeManpower += _militiaManpower>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $militiaUnits[_i].active == 1>> <<set $militiaUnits[_i].loyalty = Math.clamp($militiaUnits[_i].loyalty - random(10,40),0,100)>> <</if>> <</for>> <<recalcManpower>> <<replace "#militiaResult">> <br>Units dissolved. <</replace>> <</link>> <br>//Manpower will be refunded, but will negatively influence the loyalty of the other units// <br><<link "Purge the dissidents and dissolve the units">> <<removeUnits _militiaRebelledID>> <<set $militiaFreeManpower += _militiaManpower * 0.5>> <<recalcManpower>> <<replace "#militiaResult">> <br>Dissidents purged and units dissolved. <</replace>> <</link>> <br>//Will not influence the loyalty of the other units, but only half the manpower will be refunded.// <br><<link "Execute them all">> <<removeUnits _militiaRebelledID>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $militiaUnits[_i].active == 1>> <<set $militiaUnits[_i].loyalty = Math.clamp($militiaUnits[_i].loyalty + random(10,40),0,100)>> <</if>> <</for>> <<recalcManpower>> <<replace "#militiaResult">> <br>Units executed. Dissent will not be tolerated. <</replace>> <</link>> <br>//Will positively influence the loyalty of the other units, but no manpower will be refunded.// </span> <</if>> /* slaves */ <<set _slaveRebelledID = []>> <<set _slaveManpower = 0>> <br> <br> <<for _j = 0; _j < $slaveUnits.length; _j++>> <<if $slaveUnits[_j].active == 1 && $rebellingID.includes($slaveUnits[_j].ID)>> $slaveUnits[_j].platoonName, <<set _slaveRebelledID.push($slaveUnits[_j].ID)>> <<set _slaveManpower += Math.clamp($slaveUnits[_j].troops - random(_averageLosses),0,$slaveUnits[_j].troops)>> <</if>> <</for>> <<if _slaveRebelledID.length > 0>> decided in their blind arrogance to betray you. <span id="slaveResult"> <br><<link "Dissolve the units">> <<removeUnits _slaveRebelledID>> <<set $helots += _slaveManpower>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $slaveUnits[_i].active == 1>> <<set $slaveUnits[_i].loyalty = Math.clamp($slaveUnits[_i].loyalty - random(10,40),0,100)>> <</if>> <</for>> <<recalcManpower>> <<replace "#slaveResult">> <br>Units dissolved. <</replace>> <</link>> <br>//Manpower will be refunded, but will negatively influence the loyalty of the other units// <br><<link "Purge the dissidents and dissolve the units">> <<removeUnits _slaveRebelledID>> <<set $helots += _slaveManpower * 0.5>> <<recalcManpower>> <<replace "#slaveResult">> <br>Dissidents purged and units dissolved. <</replace>> <</link>> <br>//Will not influence the loyalty of the other units, but only half the manpower will be refunded.// <br><<link "Execute them all">> <<removeUnits _slaveRebelledID>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<if $slaveUnits[_i].active == 1>> <<set $slaveUnits[_i].loyalty = Math.clamp($slaveUnits[_i].loyalty + random(10,40),0,100)>> <</if>> <</for>> <<recalcManpower>> <<replace "#slaveResult">> <br>Units executed. Dissent will not be tolerated. <</replace>> <</link>> <br>//Will positively influence the loyalty of the other units, but no manpower will be refunded.// </span> <</if>> /* mercs */ <<set _mercRebelledID = []>> <<set _mercManpower = 0>> <br> <br> <<for _j = 0; _j < $mercUnits.length; _j++>> <<if $mercUnits[_j].active == 1 && $rebellingID.includes($mercUnits[_j].ID)>> $mercUnits[_j].platoonName, <<set _mercRebelledID.push($mercUnits[_j].ID)>> <<set _mercManpower += Math.clamp($mercUnits[_j].troops - random(_averageLosses),0,$mercUnits[_j].troops)>> <</if>> <</for>> <<if _mercRebelledID.length > 0>> made the grave mistake of betraying you. <span id="mercResult"> <br><<link "Dissolve the units">> <<removeUnits _mercRebelledID>> <<set $mercFreeManpower += _mercManpower>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $mercUnits[_i].active == 1>> <<set $mercUnits[_i].loyalty = Math.clamp($mercUnits[_i].loyalty - random(10,40),0,100)>> <</if>> <</for>> <<recalcManpower>> <<replace "#mercResult">> <br>Units dissolved. <</replace>> <</link>> <br>//Manpower will be refunded, but will negatively influence the loyalty of the other units// <br><<link "Purge the dissidents and dissolve the units">> <<removeUnits _mercRebelledID>> <<set $mercFreeManpower += _mercManpower * 0.5>> <<recalcManpower>> <<replace "#mercResult">> <br>Dissidents purged and units dissolved. <</replace>> <</link>> <br>//Will not influence the loyalty of the other units, but only half the manpower will be refunded.// <br><<link "Execute them all">> <<removeUnits _mercRebelledID>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<if $mercUnits[_i].active == 1>> <<set $mercUnits[_i].loyalty = Math.clamp($mercUnits[_i].loyalty + random(10,40),0,100)>> <</if>> <</for>> <<recalcManpower>> <<replace "#mercResult">> <br>Units executed. Dissent will not be tolerated. <</replace>> <</link>> <br>//Will positively influence the loyalty of the other units, but no manpower will be refunded.// </span> <</if>> <<elseif $rebellingID.length > 0>> <<set _militiaRebelledID = []>> <<for _j = 0; _j < $militiaUnits.length; _j++>> <<if $militiaUnits[_j].active == 1 && $rebellingID.includes($militiaUnits[_j].ID)>> <<set _militiaRebelledID.push($militiaUnits[_j].ID)>> $militiaUnits[_j].platoonName, <</if>> <</for>> <<if _militiaRebelledID.length > 0>> had the gall to betray you and join your enemies. They participated in the looting following the rebellion, then vanished in the wastes. <</if>> <<set $cash -= 1000 * _militiaRebelledID.length>> <br> <<removeUnits _militiaRebelledID>> <<set _slaveRebelledID = []>> <<for _j = 0; _j < $slaveUnits.length; _j++>> <<if $slaveUnits[_j].active == 1 && $rebellingID.includes($slaveUnits[_j].ID)>> <<set _slaveRebelledID.push($slaveUnits[_j].ID)>> $slaveUnits[_j].platoonName, <</if>> <</for>> <<if _slaveRebelledID.length > 0>> decided in their blind arrogance to betray you. They participated in the looting following the rebellion, then vanished in the wastes. <</if>> <<set $cash -= 1000 * _slaveRebelledID.length>> <<removeUnits _slaveRebelledID>> <br> <<set _mercRebelledID = []>> <<set _count = 0>> <<for _j = 0; _j < $mercUnits.length; _j++>> <<if $mercUnits[_j].active == 1 && $rebellingID.includes($mercUnits[_j].ID)>> <<set _mercRebelledID.push($mercUnits[_j].ID)>> <<set _count++>> $mercUnits[_j].platoonName, <</if>> <</for>> <<if _mercRebelledID.length > 0>> made the grave mistake of betraying you. They participated in the looting following the rebellion, then vanished in the wastes. <</if>> <<set $cash -= 1000 * _mercRebelledID.length>> <<removeUnits _mercRebelledID>> <<recalcManpower>> <</if>> <<elseif $losses > 0>> /* if the losses are more than zero */ /* generates a list of randomized losses, from which each unit picks one at random */ <<if $SF.Active && $SF.Toggle>> <<set $deployedUnits++>> <</if>> <<if $irregulars > 0>> <<set $deployedUnits++>> <</if>> <<set _averageLosses = Math.trunc($losses / $deployedUnits)>> <<set _lossesList = []>> <<for _i = 0; _i < $deployedUnits; _i++>> <<set _assignedLosses = Math.trunc(Math.clamp(_averageLosses + random(-5,5), 0, 100))>> <<if _assignedLosses > $losses>> <<set _assignedLosses = $losses>> <<set $losses = 0>> <<else>> <<set $losses -= _assignedLosses>> <</if>> <<set _lossesList.push(_assignedLosses)>> <</for>> <<if $losses > 0>> <<set _lossesList[random(_lossesList.length - 1)] += $losses>> <</if>> <<set _lossesList.shuffle()>> /* sanity check for losses */ <<set _count = 0>> <<for _i = 0; _i < _lossesList.length; _i++>> <<if !isInt(_lossesList[_i])>> <<set _lossesList[_i] = 0>> <</if>> <<set _count += _lossesList[_i]>> <</for>> <<if _count < $losses>> <<set _rand = random(_lossesList.length - 1)>> <<set _lossesList[_rand] += $losses - _count>> <<elseif _count > $losses>> <<set _diff = _count - $losses>> <<set _rand = random(_lossesList.length - 1)>> <<set _lossesList[_rand] = Math.trunc(_lossesList[_rand]-_diff,0,100)>> <</if>> /* assigns the losses and notify the player */ <<if $irregulars > 0>> <br> <br> <<set _loss = _lossesList.pluck()>> <<if _loss < $ACitizens + 100>> <<set $ACitizens -= _loss>> <<else>> <<set $ACitizens = 100>> <</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>> <<if $secBots.active == 1>> <br> <br> <<set _loss = _lossesList.pluck()>> <<set _loss = Math.clamp(_loss,0,$secBots.troops)>> <<set $secBots.troops -= _loss>> Security drones: <<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 $secBots.troops <= 0>> <<set $secBots.active = 0>> Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. It will take quite the investment to rebuild them. <<elseif $secBots.troops <= 10>> The unit has very few operatives left, it risks complete annihilation if deployed again. <</if>> <</if>> <<if $SF.Active && $SF.Toggle>> <br> <br> <<set _loss = _lossesList.pluck()>> <<set _loss = Math.clamp(_loss,0,$SFUnit.Troops)>> $SF.Lower, $SFUnit.Troops strong, is called to join the battle: <<set $SFUnit.Troops -= _loss>> <<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>> <<if $deployingMilitia == 1>> <<for _j = 0; _j < $militiaUnits.length; _j++>> <<if $militiaUnits[_j].active == 1 && $loyalID.includes($militiaUnits[_j].ID)>> <br> <br> <<set $militiaUnits[_j].battlesFought++>> <<set _loss = _lossesList.pluck()>> <<set _loss = Math.clamp(_loss,0,$militiaUnits[_j].troops)>> $militiaUnits[_j].platoonName participated in the battle. They remained loyal to you. <<if _loss <= 0>> No casualties <<elseif _loss <= $militiaUnits[_j].troops * 0.2>> Light casualties <<elseif _loss <= $militiaUnits[_j].troops * 0.4>> Moderate casualties <<elseif _loss <= $militiaUnits[_j].troops * 0.6>> Heavy casualties <<else>> Catastrophic casualties <</if>> suffered. <<set _med = Math.round(Math.clamp(_loss * $militiaUnits[_j].medics * 0.25,1,_loss))>> <<if $militiaUnits[_j].medics == 1 && _loss > 0>> Some men were saved by their medics. <</if>> <<set $militiaUnits[_j].troops -= Math.trunc(Math.clamp(_loss - _med,0,$militiaUnits[_j].maxTroops))>> <<set $militiaEmployedManpower -= Math.trunc(_loss - _med)>> <<set $militiaTotalCasualties += Math.trunc(_loss - _med)>> <<set $militiaTotalManpower -= Math.trunc(_loss - _med)>> <<if $militiaUnits[_j].training < 100>> <<if random(1,100) > 60>> Experience has increased. <<set $militiaUnits[_j].training += random(5,15) + $majorBattle * random(5,15)>> <</if>> <</if>> <<if $militiaUnits[_j].troops <= 0>> <<set $militiaUnits[_j].active = 0>> <br>Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. The remnants will be sent home honored as veterans or reorganized in a new unit. <<elseif $militiaUnits[_j].troops <= 10>> <br>The unit has very few operatives left, it risks complete annihilation if deployed again. <</if>> <</if>> <</for>> <</if>> <<if $deployingSlaves == 1>> <<set _med = 0>> <<for _j = 0; _j < $slaveUnits.length; _j++>> <<if $slaveUnits[_j].active == 1 && $loyalID.includes($slaveUnits[_j].ID)>> <br> <br> <<set $slaveUnits[_j].battlesFought++>> <<set _loss = _lossesList.pluck()>> <<if !(Number.isInteger(_loss))>> <br>@@.red;Error: failed to assign losses, input was negative or NaN@@ <<break>> <</if>> <<set _loss = Math.clamp(_loss,0,$slaveUnits[_j].troops)>> $slaveUnits[_j].platoonName participated in the battle. They remained loyal to you. <<if _loss <= 0>> No casualties <<elseif _loss <= $slaveUnits[_j].troops * 0.2>> Light casualties <<elseif _loss <= $slaveUnits[_j].troops * 0.4>> Moderate casualties <<elseif _loss <= $slaveUnits[_j].troops * 0.6>> Heavy casualties <<else>> Catastrophic casualties <</if>> suffered. <<set _med = Math.round(Math.clamp(_loss * $slaveUnits[_j].medics * 0.25,1,_loss))>> <<if $slaveUnits[_j].medics == 1 && _loss > 0>> Some men were saved by their medics. <</if>> <<set $slaveUnits[_j].troops -= Math.trunc(Math.clamp(_loss - _med,0,$slaveUnits[_j].maxTroops))>> <<set $slavesEmployedManpower -= _loss - _med>> <<set $slavesTotalCasualties += _loss - _med>> <<set $helots -= Math.trunc(_loss - _med)>> <<if $slaveUnits[_j].training < 100>> <<if random(1,100) > 60>> Experience gained. <<set $slaveUnits[_j].training += random(5,15) + $majorBattle * random(5,15)>> <</if>> <</if>> <<if $slaveUnits[_j].troops <= 0>> <<set $slaveUnits[_j].active = 0>> <br>Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. The survivors will be sent home honored as veterans or reorganized in a new unit. <<elseif $slaveUnits[_j].troops <= 10>> <br>The unit has very few operatives left, it risks complete annihilation if deployed again. <</if>> <</if>> <</for>> <</if>> <<if $deployingMercs == 1>> <<for _j = 0; _j < $mercUnits.length; _j++>> <<if $mercUnits[_j].active == 1 && $loyalID.includes($mercUnits[_j].ID)>> <br> <br> <<set $mercUnits[_j].battlesFought++>> <<set _loss = _lossesList.pluck()>> <<set _loss = Math.clamp(_loss,0,$mercUnits[_j].troops)>> $mercUnits[_j].platoonName participated in the battle. They remained loyal to you. <<if _loss <= 0>> No casualties <<elseif _loss <= $mercUnits[_j].troops * 0.2>> Light casualties <<elseif _loss <= $mercUnits[_j].troops * 0.4>> Moderate casualties <<elseif _loss <= $mercUnits[_j].troops * 0.6>> Heavy casualties <<else>> Catastrophic casualties <</if>> suffered. <<set _med = Math.round(Math.clamp(_loss * $mercUnits[_j].medics * 0.25,1,_loss))>> <<if $mercUnits[_j].medics == 1 && _loss > 0>> Some men were saved by their medics. <</if>> <<set $mercUnits[_j].troops -= Math.trunc(Math.clamp(_loss - _med,0,$mercUnits[_j].maxTroops))>> <<set $mercEmployedManpower -= Math.trunc(_loss - _med)>> <<set $mercTotalCasualties += Math.trunc(_loss - _med)>> <<set $mercTotalManpower -= Math.trunc(_loss - _med)>> <<if $mercUnits[_j].training < 100>> <<if random(1,100) > 60>> Experience gained. <<set $mercUnits[_j].training += random(5,15) + $majorBattle * random(5,15)>> <</if>> <</if>> <<if $mercUnits[_j].troops <= 0>> <<set $mercUnits[_j].active = 0>> <br>Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. The remnants will be sent home honored as veterans or reorganized in a new unit. <<elseif $mercUnits[_j].troops <= 10>> <br>The unit has very few operatives left, it risks complete annihilation if deployed again. <</if>> <</if>> <</for>> <</if>> <br> <br> <<if $rebellingID.length > 0 && $battleResult >= 2>> /* win */ /* militia */ <<set _militiaRebelledID = []>> <<set _militiaManpower = 0>> <<for _j = 0; _j < $militiaUnits.length; _j++>> <<if $militiaUnits[_j].active == 1 && $rebellingID.includes($militiaUnits[_j].ID)>> $militiaUnits[_j].platoonName, <<set _militiaRebelledID.push($militiaUnits[_j].ID)>> <<set _militiaManpower += Math.clamp($militiaUnits[_j].troops - random(_averageLosses),0,$militiaUnits[_j].troops)>> <</if>> <</for>> <<if _militiaRebelledID.length > 0>> had the gall to betray you and join your enemies. <span id="militiaResult"> <br><<link "Dissolve the units">> <<removeUnits _militiaRebelledID>> <<set $militiaFreeManpower += _militiaManpower>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $militiaUnits[_i].active == 1>> <<set $militiaUnits[_i].loyalty = Math.clamp($militiaUnits[_i].loyalty - random(10,40),0,100)>> <</if>> <</for>> <<recalcManpower>> <<replace "#militiaResult">> <br>Units dissolved. <</replace>> <</link>> <br>//Manpower will be refunded, but will negatively influence the loyalty of the other units// <br><<link "Purge the dissidents and dissolve the units">> <<removeUnits _militiaRebelledID>> <<set $militiaFreeManpower += _militiaManpower * 0.5>> <<recalcManpower>> <<replace "#militiaResult">> <br>Dissidents purged and units dissolved. <</replace>> <</link>> <br>//Will not influence the loyalty of the other units, but only half the manpower will be refunded.// <br><<link "Execute them all">> <<removeUnits _militiaRebelledID>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $militiaUnits[_i].active == 1>> <<set $militiaUnits[_i].loyalty = Math.clamp($militiaUnits[_i].loyalty + random(10,40),0,100)>> <</if>> <</for>> <<recalcManpower>> <<replace "#militiaResult">> <br>Units executed. Dissent will not be tolerated. <</replace>> <</link>> <br>//Will positively influence the loyalty of the other units, but no manpower will be refunded.// </span> <</if>> /* slaves */ <<set _slaveRebelledID = []>> <<set _slaveManpower = 0>> <br> <<for _j = 0; _j < $slaveUnits.length; _j++>> <<if $slaveUnits[_j].active == 1 && $rebellingID.includes($slaveUnits[_j].ID)>> $slaveUnits[_j].platoonName, <<set _slaveRebelledID.push($slaveUnits[_j].ID)>> <<set _slaveManpower += Math.clamp($slaveUnits[_j].troops - random(_averageLosses),0,$slaveUnits[_j].troops)>> <</if>> <</for>> <<if _slaveRebelledID.length > 0>> decided in their blind arrogance to betray you. <span id="slaveResult"> <br><<link "Dissolve the units">> <<removeUnits _slaveRebelledID>> <<set $helots += _slaveManpower>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $slaveUnits[_i].active == 1>> <<set $slaveUnits[_i].loyalty = Math.clamp($slaveUnits[_i].loyalty - random(10,40),0,100)>> <</if>> <</for>> <<recalcManpower>> <<replace "#slaveResult">> <br>Units dissolved. <</replace>> <</link>> <br>//Manpower will be refunded, but will negatively influence the loyalty of the other units// <br><<link "Purge the dissidents and dissolve the units">> <<removeUnits _slaveRebelledID>> <<set $helots += _slaveManpower * 0.5>> <<recalcManpower>> <<replace "#slaveResult">> <br>Dissidents purged and units dissolved. <</replace>> <</link>> <br>//Will not influence the loyalty of the other units, but only half the manpower will be refunded.// <br><<link "Execute them all">> <<removeUnits _slaveRebelledID>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<if $slaveUnits[_i].active == 1>> <<set $slaveUnits[_i].loyalty = Math.clamp($slaveUnits[_i].loyalty + random(10,40),0,100)>> <</if>> <</for>> <<recalcManpower>> <<replace "#slaveResult">> <br>Units executed. Dissent will not be tolerated. <</replace>> <</link>> <br>//Will positively influence the loyalty of the other units, but no manpower will be refunded.// </span> <</if>> /* mercs */ <<set _mercRebelledID = []>> <<set _mercManpower = 0>> <br> <<for _j = 0; _j < $mercUnits.length; _j++>> <<if $mercUnits[_j].active == 1 && $rebellingID.includes($mercUnits[_j].ID)>> $mercUnits[_j].platoonName, <<set _mercRebelledID.push($mercUnits[_j].ID)>> <<set _mercManpower += Math.clamp($mercUnits[_j].troops - random(_averageLosses),0,$mercUnits[_j].troops)>> <</if>> <</for>> <<if _mercRebelledID.length > 0>> made the grave mistake of betraying you. <span id="mercResult"> <br><<link "Dissolve the units">> <<removeUnits _mercRebelledID>> <<set $mercFreeManpower += _mercManpower>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $mercUnits[_i].active == 1>> <<set $mercUnits[_i].loyalty = Math.clamp($mercUnits[_i].loyalty - random(10,40),0,100)>> <</if>> <</for>> <<recalcManpower>> <<replace "#mercResult">> <br>Units dissolved. <</replace>> <</link>> <br>//Manpower will be refunded, but will negatively influence the loyalty of the other units// <br><<link "Purge the dissidents and dissolve the units">> <<removeUnits _mercRebelledID>> <<set $mercFreeManpower += _mercManpower * 0.5>> <<recalcManpower>> <<replace "#mercResult">> <br>Dissidents purged and units dissolved. <</replace>> <</link>> <br>//Will not influence the loyalty of the other units, but only half the manpower will be refunded.// <br><<link "Execute them all">> <<removeUnits _mercRebelledID>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<if $mercUnits[_i].active == 1>> <<set $mercUnits[_i].loyalty = Math.clamp($mercUnits[_i].loyalty + random(10,40),0,100)>> <</if>> <</for>> <<recalcManpower>> <<replace "#mercResult">> <br>Units executed. Dissent will not be tolerated. <</replace>> <</link>> <br>//Will positively influence the loyalty of the other units, but no manpower will be refunded.// </span> <</if>> /* loss */ <<elseif $rebellingID.length > 0>> <<set _militiaRebelledID = []>> <<for _j = 0; _j < $militiaUnits.length; _j++>> <<if $militiaUnits[_j].active == 1 && $rebellingID.includes($militiaUnits[_j].ID)>> <<set _militiaRebelledID.push($militiaUnits[_j].ID)>> $militiaUnits[_j].platoonName, <</if>> <</for>> <<if _militiaRebelledID.length > 0>> had the gall to betray you and join your enemies. They participated in the looting following the battle, then vanished in the wastes. <</if>> <<set $cash -= 1000 * _militiaRebelledID.length>> <br> <<removeUnits _militiaRebelledID>> <<set _slaveRebelledID = []>> <<for _j = 0; _j < $slaveUnits.length; _j++>> <<if $slaveUnits[_j].active == 1 && $rebellingID.includes($slaveUnits[_j].ID)>> <<set _slaveRebelledID.push($slaveUnits[_j].ID)>> $slaveUnits[_j].platoonName, <</if>> <</for>> <<if _slaveRebelledID.length > 0>> decided in their blind arrogance to betray you. They participated in the looting following the battle, then vanished in the wastes. <</if>> <<set $cash -= 1000 * _slaveRebelledID.length>> <<removeUnits _slaveRebelledID>> <br> <<set _mercRebelledID = []>> <<set _count = 0>> <<for _j = 0; _j < $mercUnits.length; _j++>> <<if $mercUnits[_j].active == 1 && $rebellingID.includes($mercUnits[_j].ID)>> <<set _mercRebelledID.push($mercUnits[_j].ID)>> <<set _count++>> $mercUnits[_j].platoonName, <</if>> <</for>> <<if _mercRebelledID.length > 0>> made the grave mistake of betraying you. They participated in the looting following the battle, then vanished in the wastes. <</if>> <<set $cash -= 1000 * _mercRebelledID.length>> <<removeUnits _mercRebelledID>> <<recalcManpower>> <</if>> <<else>> <br>@@.red;Error: losses are a negative number or NaN@@ <</if>>
DankWolf/fc
src/SecExp/unitsRebellionReport.tw
tw
bsd-3-clause
27,076
:: weaponsManufacturing [nobr] <<set $HackingSkillMultiplier = HSM()>> <<set $nextButton = "Back", $nextLink = "Main">> This sector of the arcology has been dedicated to weapons manufacturing. These factories supply <<if $militiaUnits.length > 0>> your militia and<</if>> <<if $slaveUnits.length > 0>> your slave soldiers and<</if>> <<if $mercenaries >0>> your mercenaries and<</if>> many small old world nations as the advanced technology that free cities have available is hard to come by otherwise. <br> <<if $weapProductivity == 1>> Production is completely manned by human workers. The complex has close to zero automation. <<elseif $weapProductivity == 2>> Production is mostly handled by human workers. A few of the most tiresome tasks are handled by robots. <<elseif $weapProductivity == 3>> A good part of production is handled by robots with humans handling the most complex tasks. <<elseif $weapProductivity == 4>> Almost all production is handled by robots, with humans acting as support for the machines. <<else>> All production here is handled by robots. The few humans working in the complex occupy themselves exclusively with management and quality assurance. <</if>> <br> <<if $weapLab == 1>> There's a very Spartan lab attached to the complex that occupies itself mainly with weapons testing and small adjustments to the manufacturing process. <<elseif $weapLab == 2>> There's a lab attached to the complex. It mainly test weapons effectiveness and manufacturing efficiency, but has enough equipment and personnel to develop new technology. <<else>> There's a large lab attached to the complex. The complement of equipment and personnel makes it a great beacon of military science in an otherwise ignorant world. <</if>> <br> <<if $weapHelots> 0>>Assigned here are $weapHelots slaves working to produce as much equipment as possible<<else>>There are no assigned menial slaves here. The spaces is manned exclusively by low rank citizens.<</if>> You own <<print commaNum($helots)>> free menial slaves. This manufacturing complex can house 500 at most, with <<print 500 - $weapHelots>> free slots. <br> <<silently>><<= MenialPopCap()>><</silently>> <<set _menialPrice = menialSlaveCost()>> <<if $cash > _menialPrice>> <<if $PopCap > $helots+$fuckdolls+$menialBioreactors || $helots+$fuckdolls+$menialBioreactors == 0>> <br> [[Buy|weaponsManufacturing][$helots+=1,$menialDemandFactor+=1,$cash-=_menialPrice]] <<if $cash > (_menialPrice+200)*10>> [[(x10)|weaponsManufacturing][$helots+=10,$menialDemandFactor+=10,$cash-=(_menialPrice+200)*10]] <</if>> <<if $cash > (_menialPrice+200)*100>> [[(x100)|weaponsManufacturing][$helots+=100,$menialDemandFactor+=100,$cash-=(_menialPrice+200)*100]] <</if>> <<if $cash > (_menialPrice+200)*2>> [[(max)|weaponsManufacturing][$helots+=Math.trunc($cash/(_menialPrice+200)),$menialDemandFactor+=Math.trunc($cash/(_menialPrice+200)),$cash-=Math.trunc($cash/(_menialPrice+200))*(_menialPrice+200)]] <</if>> //Bulk purchases will cost <<print cashFormat(200)>> over market price.// <</if>> <</if>> <<if $weapHelots < 500>> <<if $helots >= 1>> <<link "Transfer a menial slave">> <<set $helots-->> <<set $weapHelots++>> <<goto "weaponsManufacturing">> <</link>> <</if>> <<if $helots >= 10 && $weapHelots <= 490>> | <<link "Transfer 10 menial slaves">> <<set $helots -= 10>> <<set $weapHelots += 10>> <<goto "weaponsManufacturing">> <</link>> <</if>> <<if $helots > 0>> | <<link "Transfer all free menial slaves">> <<if $helots > 500 - $weapHelots>> <<set $helots -= 500 - $weapHelots>> <<set $weapHelots = 500>> <<else>> <<set $weapHelots += $helots>> <<set $helots = 0>> <</if>> <<goto "weaponsManufacturing">> <</link>> <</if>> <<if $weapHelots > 0>> <br> <<link "Transfer out all menial slaves">> <<set $helots += $weapHelots>> <<set $weapHelots = 0>> <<goto "weaponsManufacturing">> <</link>> <</if>> <<else>> The complex does not require more workers. <</if>> <br> <br> <<if $weapProductivity < 5>> <<link "Invest in automating the complex">> <<set $cash -= 10000 * $weapProductivity>> <<set $weapProductivity++>> <<if $currentUpgrade.time > 0>> <<set _percentComplete = $currentUpgrade.time / ($baseUpgradeTime / ($weapProductivity - 1))>> <<set _newTime = Math.ceil(_percentComplete * $baseUpgradeTime / $weapProductivity)>> <<set $currentUpgrade.time = _newTime>> <</if>> <<goto "weaponsManufacturing">> <</link>> //Will cost <<print cashFormat(10000 * $weapProductivity)>> and will increase the facility income in addition to speeding up upgrade production.// <<elseif $weapLab < 3>> You have fully automated the complex. <</if>> <br> <<if $weapLab < 3>> <<link "Invest in research and development">> <<set $cash -= 10000 * $weapLab>> <<set $weapLab++>> <<goto "weaponsManufacturing">> <</link>> //Will cost <<print cashFormat(10000 * $weapLab)>> and will increase the facility income as well as unlock upgrades for our troops// <<elseif $weapProductivity < 5>> You have fully upgraded and funded the R&D department <</if>> <<if $weapLab >= 3 && $weapProductivity >= 5>> The facility is completely automated and its R&D department is fully upgraded and funded. <</if>> <br> <br> __Markets__: <br> <<if $sellTo.citizen == 1>> We are currently selling our weapons to the domestic market of the arcology. <<link "Forbid">> <<set $sellTo.citizen = 0>> <<goto "weaponsManufacturing">> <</link>> <<else>> We are not selling our weaponry to our citizens. <<link "Allow">> <<set $sellTo.citizen = 1>> <<goto "weaponsManufacturing">> <</link>> <</if>> <br> <<if $sellTo.raiders == 1>> We are currently selling our weapons to various groups of outlaws, also known as raiders. <<link "Forbid">> <<set $sellTo.raiders = 0>> <<goto "weaponsManufacturing">> <</link>> <<else>> We are not selling our weaponry to raiders. <<link "Allow">> <<set $sellTo.raiders = 1>> <<goto "weaponsManufacturing">> <</link>> <</if>> <br> <<if $sellTo.oldWorld == 1>> We are currently selling our weapons to many old world nations. <<link "Forbid">> <<set $sellTo.oldWorld = 0>> <<goto "weaponsManufacturing">> <</link>> <<else>> We are not selling our weaponry to old world nations. <<link "Allow">> <<set $sellTo.oldWorld = 1>> <<goto "weaponsManufacturing">> <</link>> <</if>> <br> <<if $sellTo.FC == 1>> We are currently selling our weapons to other free cities. <<link "Forbid">> <<set $sellTo.FC = 0>> <<goto "weaponsManufacturing">> <</link>> <<else>> We are not selling our weaponry to other free cities. <<link "Allow">> <<set $sellTo.FC = 1>> <<goto "weaponsManufacturing">> <</link>> <</if>> <br>//You are free to sell to whoever you please, but expect hostile forces of a certain kind to be stronger if we'll ever meet in battle.// <br> <br> <<set _time = Math.ceil($baseUpgradeTime / $weapProductivity)>> __Upgrades__: <br>With our current industrial and research capabilities upgrades will be finished in _time weeks. <br> <<if $currentUpgrade.time <= 0>> <br>Security Drones: <br> /* Drones upgrades */ <<if !$completedUpgrades.includes(-1)>> <<link "Develop dynamic battle aware AI">> <<set $currentUpgrade = { ID: -1, name: "dynamic battle aware AI", unit: 0, type: "attack", time: _time}>> <<set $cash -= 10000*$HackingSkillMultiplier>> <<goto "weaponsManufacturing">> <</link>> <br>//Will take _time weeks, cost <<print cashFormat(10000*$HackingSkillMultiplier)>> and will increase the base attack value of the security drones.// <<elseif !$completedUpgrades.includes(-2) && $weapLab >= 2>> <<link "Develop adaptive armored frames">> <<set $currentUpgrade = { ID: -2, name: "adaptive armored frames", unit: 0, type: "defense", time: _time}>> <<set $cash -= 10000>> <<goto "weaponsManufacturing">> <</link>> <br>//Will take _time weeks, cost <<print cashFormat(10000)>> and will increase the base defense value of the security drones.// <<elseif !$completedUpgrades.includes(-3) && $weapLab >= 3>> <br> <<link "Develop advanced synthetic alloys">> <<set $currentUpgrade = { ID: -3, name: "advanced synthetic alloys", unit: 0, type: "hp", time: _time}>> <<set $cash -= 30000>> <<goto "weaponsManufacturing">> <</link>> <br>//Will take _time weeks, cost <<print cashFormat(30000)>> and will increase the base hp value of the security drones.// <<elseif $secBotsBaseDefense <= 3 || $droneUpgrades >= 3>> Upgrade the research facility further to unlock more upgrades for the security drones. <<else>> You fully upgraded the security drones. <</if>> <br><br> /* human troops upgrades */ <br>Troops: <br> <<if !$completedUpgrades.includes(0)>> <<link "Develop magnetic based ballistic weaponry">> <<set $currentUpgrade = { ID: 0, name: "magnetic based ballistic weaponry", unit: 1, type: "attack", time: _time}>> <<set $cash -= 30000>> <<goto "weaponsManufacturing">> <</link>> <br>//Will take _time weeks, cost <<print cashFormat(30000)>> and will increase the base attack value of human troops.// <br> <</if>> <<if !$completedUpgrades.includes(1)>> <<link "Develop ceramo-metallic alloys">> <<set $currentUpgrade = { ID: 1, name: "ceramo-metallic alloys", unit: 1, type: "defense", time: _time}>> <<set $cash -= 30000>> <<goto "weaponsManufacturing">> <</link>> <br>//Will take _time weeks, cost <<print cashFormat(30000)>> and will increase the base defense value of human troops.// <</if>> <<if !$completedUpgrades.includes(2) && $weapLab >= 2>> <br> <<link "Develop rapid action stimulants">> <<set $currentUpgrade = { ID: 2, name: "rapid action stimulants", unit: 1, type: "hp", time: _time}>> <<set $cash -= 60000>> <<goto "weaponsManufacturing">> <</link>> <br>//Will take _time weeks, cost <<print cashFormat(60000)>> and will increase the base hp value of human troops.// <br> <</if>> <<if !$completedUpgrades.includes(3) && $weapLab >= 2>> <<link "Develop fast response neural stimulant">> <<set $currentUpgrade = { ID: 3, name: "fast response neural stimulant", unit: 1, type: "morale", time: _time}>> <<set $cash -= 60000>> <<goto "weaponsManufacturing">> <</link>> <br>//Will take _time weeks, cost <<print cashFormat(60000)>> and will increase the base morale value of human troops.// <</if>> <<if !$completedUpgrades.includes(4) && $weapLab >= 3>> <br> <<link "Develop universal cyber enhancements">> <<set $currentUpgrade = { ID: 4, name: "universal cyber enhancements", unit: 1, type: "attackAndDefense", time: _time}>> <<set $cash -= 120000*$HackingSkillMultiplier>> <<goto "weaponsManufacturing">> <</link>> <br>//Will take _time weeks, cost <<print cashFormat(120000*$HackingSkillMultiplier)>> and will increase the base attack and "defense" values of human troops.// <</if>> <<if !$completedUpgrades.includes(5) && $weapLab >= 3>> <br> <<link "Develop remote neural links">> <<set $currentUpgrade = { ID: 5, name: "remote neural links", unit: 1, type: "hpAndMorale", time: _time}>> <<set $cash -= 120000*$HackingSkillMultiplier>> <<goto "weaponsManufacturing">> <</link>> <br>//Will take _time weeks, cost <<print cashFormat(120000*$HackingSkillMultiplier)>> and will increase the base hp and morale values of human troops.// <</if>> <br> <<if $SFUnit.Active && $SFUnit.Toggle>> <<if !$completedUpgrades.includes(6) && $weapLab >= 2 && $SFSupportLevel >= 2 && $SFUnit.Firebase >= 7>> <br> <<link "Develop combined training regimens with $SF.Lower">> <<set $currentUpgrade = { ID: 6, name: "combined training regimens with the special force", unit: 1, type: "attackAndDefense", time: _time}>> <<goto "weaponsManufacturing">> <</link>> <br>//Will take _time weeks, and will increase the base attack and defense values of human troops.// <</if>> <<if !$completedUpgrades.includes(7) && $weapLab >= 2 && $SFSupportLevel >= 4 && $SFUnit.Drugs >= 8>> <br> <<link "Develop a variant of the stimulant cocktail that $SF.Lower created">> <<set $currentUpgrade = { ID: 7, name: "a variant of the stimulant cocktail that the special force created", unit: 1, type: "hpAndMorale", time: _time}>> <<set $cash -= 300000>> <<goto "weaponsManufacturing">> <</link>> <br>//Will take _time weeks, cost <<print cashFormat(300000)>> and will increase the base morale and hp values of human troops.// <</if>> <<if !$completedUpgrades.includes(8) && $weapLab >= 3 && $SFSupportLevel >= 5>> <br> <<link "Create a mesh network based off the custom network of $SF.Lower">> <<set $currentUpgrade = { ID: 8, name: "a mesh network based off the custom network of the special force", unit: 1, type: "all", time: _time}>> <<set $cash -= 1000000*$HackingSkillMultiplier>> <<goto "weaponsManufacturing">> <</link>> <br>//Will take _time weeks, cost <<print cashFormat(1000000*$HackingSkillMultiplier)>> and will increase all base stats of human troops.// <</if>> <</if>> <<if ($humanUpgrade.attack >= 4 || $humanUpgrade.hp >= 4 || $humanUpgrade.morale >= 40 || $humanUpgrade.defense >= 4)>> You fully upgraded your human troops. <<elseif $humanUpgrade.attack >= 2 || $humanUpgrade.hp >= 2 || $humanUpgrade.morale >= 20 || $humanUpgrade.defense >= 2>> You fully upgraded your human troops. <<if ($humanUpgrade.attack < 4 || $humanUpgrade.hp < 4 || $humanUpgrade.morale < 40 || $humanUpgrade.defense < 4) && (($SFSupportLevel >= 2 && $SFUnit.Firebase >= 7) || ($SFSupportLevel >= 4 && $SFUnit.Drugs >= 8) || ($SFSupportLevel >= 5))>> With support from $SF.Lower, however, we may be able to further upgrade our troops. <</if>> <<elseif $weapLab < 3>> Upgrade the research facility further to unlock more upgrades for human troops. <</if>> <<else>> <br> You are developing <<print $currentUpgrade.name>>. It is for <<if $currentUpgrade.unit == 0>> the security drones<<else>> our troops<</if>>. It will enhance their <<if $currentUpgrade.type == "attack">> attack power. <<elseif $currentUpgrade.type == "defense">> defensive capabilities. <<elseif $currentUpgrade.type == "hp">> survivability. <<elseif $currentUpgrade.type == "morale">> standing power. <<elseif $currentUpgrade.type == "attackAndDefense">> offensive and defensive effectiveness. <<elseif $currentUpgrade.type == "hpAndMorale">> morale and survivability. <<elseif $currentUpgrade.type == "all">> offensive, defensive effectiveness in addition to morale and survivability. <</if>> Estimated completion time is <<print $currentUpgrade.time>> weeks. <</if>> <<if $completedUpgrades.length > 0>> <br> <br> You completed: <<for _i = 0; _i < $completedUpgrades.length; _i++>> <<if _i < $completedUpgrades.length - 2>> <<if $completedUpgrades[_i] == 0>> magnetic based ballistic weaponry, <<elseif $completedUpgrades[_i] == 1>> ceramo-metallic alloys, <<elseif $completedUpgrades[_i] == 2>> rapid action stimulants, <<elseif $completedUpgrades[_i] == 3>> fast response neural stimulant, <<elseif $completedUpgrades[_i] == 4>> universal cyber enhancements, <<elseif $completedUpgrades[_i] == 5>> remote neural links, <<elseif $completedUpgrades[_i] == 6>> combined training regimens with the special force, <<elseif $completedUpgrades[_i] == 7>> a variant of the stimulant cocktail that the special force created, <<elseif $completedUpgrades[_i] == 8>> a mesh network based off the custom network of the special force, <<elseif $completedUpgrades[_i] == -1>> dynamic battle aware AI, <<elseif $completedUpgrades[_i] == -2>> adaptive armored frames, <<elseif $completedUpgrades[_i] == -3>> advanced synthetic alloys, <</if>> <<else>> <<if $completedUpgrades[_i] == 0>> magnetic based ballistic weaponry. <<elseif $completedUpgrades[_i] == 1>> ceramo-metallic alloys. <<elseif $completedUpgrades[_i] == 2>> rapid action stimulants. <<elseif $completedUpgrades[_i] == 3>> fast response neural stimulant. <<elseif $completedUpgrades[_i] == 4>> universal cyber enhancements. <<elseif $completedUpgrades[_i] == 5>> remote neural links. <<elseif $completedUpgrades[_i] == 6>> combined training regimens with the special force. <<elseif $completedUpgrades[_i] == 7>> a variant of the stimulant cocktail that the special force created. <<elseif $completedUpgrades[_i] == 8>> a mesh network based off the custom network of the special force. <<elseif $completedUpgrades[_i] == -1>> dynamic battle aware AI. <<elseif $completedUpgrades[_i] == -2>> adaptive armored frames. <<elseif $completedUpgrades[_i] == -3>> advanced synthetic alloys. <</if>> <</if>> <</for>> <</if>> <br>[[Return this sector to standard manufacturing|Main][$cash -= Math.trunc(10000*$upgradeMultiplierArcology), $sectors[$AS].type = "Manufacturing", $weapManu = 0]] //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>//
DankWolf/fc
src/SecExp/weaponsManufacturing.tw
tw
bsd-3-clause
17,328
:: battleWidgets [widget nobr] <<widget "calcSFStatistics">> <<if $slaveRebellion != 1 || $citizenRebellion != 1>> /* atk, def */ <<set _upgradesSum = $SFUnit.Armoury + $SFUnit.Drugs + $SFUnit.AirForce + $SFUnit.Vehicles>> <<if !isInt(_upgradesSum)>> <<set _upgradesSum = random(10,15)>> <</if>> <<set $SFatk = Math.trunc(0.65 * _upgradesSum)>> <<set $SFdef = Math.trunc(0.40 * _upgradesSum)>> /* hp */ <<set $carriableSoldiers = 125 * ($SFUnit.GunS + $SFUnit.Vehicles + $SFUnit.AirForce)>> <<if !isInt($carriableSoldiers)>> <<set $carriableSoldiers = $SFUnit.Troops / 10>> <</if>> <<if $SFUnit.Troops > $carriableSoldiers>> <<set $SFhp = $carriableSoldiers * $SFBaseHp>> <<else>> <<set $carriableSoldiers = $SFUnit.Troops>> <<set $SFhp = $carriableSoldiers * $SFBaseHp>> <</if>> <<else>> /* atk, def */ <<set _upgradesSum = $SFUnit.Armoury + $SFUnit.Drugs + $SFUnit.AirForce + $SFUnit.Vehicles>> <<if !isInt(_upgradesSum)>> <<set _upgradesSum = random(10,15)>> <</if>> <<set $SFatk = Math.trunc(0.75 * _upgradesSum)>> <<set $SFdef = Math.trunc(0.50 * _upgradesSum)>> /* hp */ <<set $SFhp = $SFUnit.Troops * $SFBaseHp>> <</if>> <</widget>> <<widget "removeUnits">> /* args[0] is the array of IDs of units to be eliminated */ <<set _newMilitia = []>> <<set _newSlave = []>> <<set _newMerc = []>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if !($args[0].includes($militiaUnits[_i].ID))>> <<set _newMilitia.push($militiaUnits[_i])>> <</if>> <</for>> <<set $militiaUnits = _newMilitia>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<if !($args[0].includes($slaveUnits[_i].ID))>> <<set _newSlave.push($slaveUnits[_i])>> <</if>> <</for>> <<set $slaveUnits = _newSlave>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<if !($args[0].includes($mercUnits[_i].ID))>> <<set _newMerc.push($mercUnits[_i])>> <</if>> <</for>> <<set $mercUnits = _newMerc>> <</widget>> <<widget "calcTroopCount">> <<set _troops = 0>> <<if $attackThisWeek == 1>> <<if $deployingBots == 1>> <<set _troops += $secBots.troops>> <</if>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $militiaUnits[_i].isDeployed == 1>> <<set _troops += $militiaUnits[_i].troops>> <</if>> <</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<if $slaveUnits[_i].isDeployed == 1>> <<set _troops += $slaveUnits[_i].troops>> <</if>> <</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<if $mercUnits[_i].isDeployed == 1>> <<set _troops += $mercUnits[_i].troops>> <</if>> <</for>> <<if $SFIntervention == 1>> <<set _troops += $carriableSoldiers>> <</if>> <<set $troopCount = _troops>> <<elseif $slaveRebellion == 1 || $citizenRebellion == 1>> <<if $irregulars > 0>> <<set _troops += $irregulars>> <</if>> <<if $secBots.active == 1>> <<set _troops += $secBots.troops>> <</if>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $militiaUnits[_i].active == 1 && $loyalID.includes($militiaUnits[_i].ID)>> <<set _troops += $militiaUnits[_i].troops>> <</if>> <</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<if $slaveUnits[_i].active == 1 && $loyalID.includes($slaveUnits[_i].ID)>> <<set _troops += $slaveUnits[_i].troops>> <</if>> <</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<if $mercUnits[_i].active == 1 && $loyalID.includes($mercUnits[_i].ID)>> <<set _troops += $mercUnits[_i].troops>> <</if>> <</for>> <<if $SF.Active && $SF.Toggle>> <<set _troops += $carriableSoldiers>> <</if>> <<set $troopCount = _troops>> <<else>> <br>@@.red;Error: widget called outside battle@@ <</if>> <</widget>> <<widget "calcBribe">> <<if $week <= 30>> <<set $bribeCost = 5000 + $baseBribePerAttacker * $attackTroops>> <<elseif $week <= 30>> <<set $bribeCost = 10000 + $baseBribePerAttacker * $attackTroops>> <<elseif $week <= 30>> <<set $bribeCost = 15000 + $baseBribePerAttacker * $attackTroops>> <<elseif $week <= 30>> <<set $bribeCost = 20000 + $baseBribePerAttacker * $attackTroops>> <<elseif $week <= 30>> <<set $bribeCost = 25000 + $baseBribePerAttacker * $attackTroops>> <</if>> <<if $majorBattle == 1>> <<set $bribeCost *= 3>> <</if>> <<set $bribeCost = Math.trunc(Math.clamp($bribeCost,0,1000000))>> <</widget>>
DankWolf/fc
src/SecExp/widgets/battleWidgets.tw
tw
bsd-3-clause
4,349
:: miscSecExpWidgets [widget nobr] <<widget "calcInitialTrade">> <<set _initialTrade = random(20,30)>> <<if $terrain == "urban">> <<set _initialTrade += random(10)>> <</if>> <<if $terrain == "ravine">> <<set _initialTrade -= random(5)>> <</if>> <<if $PC.career == "wealth" || $PC.career == "capitalist" || $PC.career == "celebrity" || $PC.career == "BlackHat">> <<set _initialTrade += random(5)>> <<elseif $PC.career == "escort" || $PC.career == "servant" || $PC.career == "gang">> <<set _initialTrade -= random(5)>> <</if>> <<set $trade = _initialTrade>> <</widget>> <<widget "recalcManpower">> <<if $wasToggledBefore == 0>> <<if $mercenaries == 1>> <<set $mercFreeManpower = random(5,20)>> <<elseif $mercenaries > 1>> <<set $mercFreeManpower = random(10,30)>> <</if>> <</if>> <<set _correctEmployedMP = 0>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<set _correctEmployedMP += $slaveUnits[_i].troops>> <</for>> <<if $slavesEmployedManpower != _correctEmployedMP>> <<set $slavesEmployedManpower = _correctEmployedMP>> <</if>> <<set _correctEmployedMP = 0>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<set _correctEmployedMP += $militiaUnits[_i].troops>> <</for>> <<if $militiaEmployedManpower != _correctEmployedMP>> <<set $militiaEmployedManpower = _correctEmployedMP>> <</if>> <<set _correctEmployedMP = 0>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<set _correctEmployedMP += $mercUnits[_i].troops>> <</for>> <<if $mercEmployedManpower != _correctEmployedMP>> <<set $mercEmployedManpower = _correctEmployedMP>> <</if>> <<set $militiaTotalManpower = $militiaEmployedManpower + $militiaFreeManpower>> <<set $mercTotalManpower = $mercEmployedManpower + $mercFreeManpower>> <</widget>> <<widget "recalcSecRestPoint">> <<set _newRest = 0>> <<set _baseRest = 30>> <<if $secUpgrades.nanoCams == 1>> <<set _newRest += 15>> <</if>> <<if $secUpgrades.cyberBots == 1>> <<set _newRest += 15>> <</if>> <<if $secUpgrades.eyeScan == 1>> <<set _newRest += 20>> <</if>> <<if $secUpgrades.cryptoAnalyzer == 1>> <<set _newRest += 20>> <</if>> <<set _newRest += _baseRest>> <<set $secRestPoint = _newRest>> <</widget>> <<widget "recalcCrimeCap">> <<set _baseCap = 100>> <<set _newCap = _baseCap>> <<if $crimeUpgrades.autoTrial == 1>> <<set _newCap -= 10>> <</if>> <<if $crimeUpgrades.autoArchive == 1>> <<set _newCap -= 10>> <</if>> <<if $crimeUpgrades.worldProfiler == 1>> <<set _newCap -= 15>> <</if>> <<if $crimeUpgrades.advForensic == 1>> <<set _newCap -= 15>> <</if>> <<set $crimeCap = _newCap>> <</widget>> <<widget "recalcReqHelots">> <<set _newReq = 0>> <<set _baseReq = 20>> <<if $secUpgrades.nanoCams == 1>> <<set _newReq += 5>> <</if>> <<if $secUpgrades.cyberBots == 1>> <<set _newReq += 5>> <</if>> <<if $secUpgrades.eyeScan == 1>> <<set _newReq += 10>> <</if>> <<if $secUpgrades.cryptoAnalyzer == 1>> <<set _newReq += 10>> <</if>> <<if $crimeUpgrades.autoTrial == 1>> <<set _newReq += 5>> <</if>> <<if $crimeUpgrades.autoArchive == 1>> <<set _newReq += 5>> <</if>> <<if $crimeUpgrades.worldProfiler == 1>> <<set _newReq += 10>> <</if>> <<if $crimeUpgrades.advForensic == 1>> <<set _newReq += 10>> <</if>> <<if $intelUpgrades.sensors == 1>> <<set _newReq += 5>> <</if>> <<if $intelUpgrades.signalIntercept == 1>> <<set _newReq += 5>> <</if>> <<if $intelUpgrades.radar == 1>> <<set _newReq += 10>> <</if>> <<if $readinessUpgrades.rapidVehicles == 1>> <<set _newReq += 5>> <</if>> <<if $readinessUpgrades.rapidPlatforms == 1>> <<set _newReq += 10>> <</if>> <<if $readinessUpgrades.earlyWarn == 1>> <<set _newReq += 10>> <</if>> <<if $SFSupportLevel >= 1>> <<set _newReq -= 5 * $SFSupportLevel>> <</if>> <<if $secUpgrades.coldstorage >= 1>> <<set _newReq -= 10 * $secUpgrades.coldstorage>> <</if>> <<set _newReq += _baseReq>> <<set $reqHelots = _newReq>> <</widget>> <<widget "recalcEdictsUpkeep">> /* authority cost */ <<set _newAuthUpkeep = 0>> <<if $sellData == 1>> <<set _newAuthUpkeep += 10>> <</if>> <<if $slaveSoldierPrivilege == 1>> <<set _newAuthUpkeep += 10>> <</if>> <<if $weaponsLaw == 0>> <<set _newAuthUpkeep += 30>> <<elseif $weaponsLaw == 2>> <<set _newAuthUpkeep += 10>> <<elseif $weaponsLaw == 1>> <<set _newAuthUpkeep += 20>> <</if>> <<if $slavesOfficers == 1>> <<set _newAuthUpkeep += 10>> <</if>> /* cash cost */ <<set _newUpkeep = 0>> <<if $slaveWatch == 1>> <<set _newUpkeep += 1000>> <</if>> <<if $subsidyChurch == 1>> <<set _newUpkeep += 1000>> <</if>> <<if $martialSchool == 1>> <<set _newUpkeep += 1000>> <</if>> <<if $legionTradition == 1>> <<set _newUpkeep += 1000>> <</if>> <<if $pharaonTradition == 1>> <<set _newUpkeep += 1000>> <</if>> <<if $eagleWarriors == 1>> <<set _newUpkeep += 1000>> <</if>> <<if $ronin == 1>> <<set _newUpkeep += 1000>> <</if>> <<if $mamluks == 1>> <<set _newUpkeep += 1000>> <</if>> <<if $sunTzu == 1>> <<set _newUpkeep += 1000>> <</if>> <<if $tradeLegalAid == 1>> <<set _newUpkeep += 1000>> <</if>> <<set $edictsUpkeep = _newUpkeep>> <<set $edictsAuthUpkeep = _newAuthUpkeep>> <</widget>> <<widget "recalcUnits">> <<set $maxUnits = 6 + $secBarracksUpgrades.size * 2>> <<set $activeUnits = $militiaUnits.length + $slaveUnits.length + $mercUnits.length>> <</widget>> <<widget "fixBrokenUnits">> <<if ndef $secBots.ID>> <<set $secBots.ID = -1>> <</if>> <<if $secBots.maxTroops < 30>> <br>Fixed security bots wrong max troop count. <<set $secBots.maxTroops = 30>> <</if>> <<if !isInt($secBots.troops)>> <br>Fixed security bots wrong max troop count. <<set $secBots.troops = $secBots.maxTroops>> <</if>> <<if $secBots.troops > 0 && $secBots.active != 1>> <br>Fixed security bots wrong "active" flag. <<set $secBots.active = 1>> <</if>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if ndef $militiaUnits[_i].SF>> <br>Set militia missing flag <<set $militiaUnits[_i].SF = 0>> <</if>> <<if ndef $militiaUnits[_i].ID>> <br>Set militia missing ID <<generateUnitID $militiaUnits[_i]>> <</if>> <<if ndef $militiaUnits[_i].cyber>> <br>Set militia missing flag <<set $militiaUnits[_i].cyber = 0>> <</if>> <<if ndef $militiaUnits[_i].commissars>> <br>Set militia missing flag <<set $militiaUnits[_i].commissars = 0>> <</if>> <<if $militiaUnits[_i].maxTroops < 30>> <br>Fixed militia unit wrong max troop count. <<set $militiaUnits[_i].maxTroops = 30>> <</if>> <<if !isInt($militiaUnits[_i].troops)>> <<set $militiaUnits[_i].troops = $militiaUnits[_i].maxTroops>> <br>Fixed militia unit wrong troop count. <</if>> <<if $militiaUnits[_i].troops > 0 && $militiaUnits[_i].active != 1>> <br>Fixed militia unit wrong "active" flag. <<set $militiaUnits[_i].active = 1>> <</if>> <</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<if ndef $slaveUnits[_i].SF>> <br>Set slave missing flag <<set $slaveUnits[_i].SF = 0>> <</if>> <<if ndef $slaveUnits[_i].ID>> <br>Set slave missing ID <<generateUnitID $slaveUnits[_i]>> <</if>> <<if ndef $slaveUnits[_i].cyber>> <br>Set slave missing flag <<set $slaveUnits[_i].cyber = 0>> <</if>> <<if ndef $slaveUnits[_i].commissars>> <br>Set slave missing flag <<set $slaveUnits[_i].commissars = 0>> <</if>> <<if $slaveUnits[_i].maxTroops < 30>> <br>Fixed slave unit wrong max troop count. <<set $slaveUnits[_i].maxTroops = 30>> <</if>> <<if !isInt($slaveUnits[_i].troops)>> <<set $slaveUnits[_i].troops = $slaveUnits[_i].maxTroops>> <br>Fixed slave unit wrong troop count. <</if>> <<if $slaveUnits[_i].troops > 0 && $slaveUnits[_i].active != 1>> <br>Fixed slave unit wrong "active" flag. <<set $slaveUnits[_i].active = 1>> <</if>> <</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<if ndef $mercUnits[_i].SF>> <br>Set merc missing flag <<set $mercUnits[_i].SF = 0>> <</if>> <<if ndef $mercUnits[_i].ID>> <br>Set merc missing ID <<generateUnitID $mercUnits[_i]>> <</if>> <<if ndef $mercUnits[_i].cyber>> <br>Set merc missing flag <<set $mercUnits[_i].cyber = 0>> <</if>> <<if ndef $mercUnits[_i].commissars>> <br>Set merc missing flag <<set $mercUnits[_i].commissars = 0>> <</if>> <<if $mercUnits[_i].maxTroops < 30>> <br>Fixed merc unit wrong max troop count. <<set $mercUnits[_i].maxTroops = 30>> <</if>> <<if !isInt($mercUnits[_i].troops)>> <<set $mercUnits[_i].troops = $mercUnits[_i].maxTroops>> <br>Fixed merc unit wrong troop count. <</if>> <<if $mercUnits[_i].troops > 0 && $mercUnits[_i].active != 1>> <br>Fixed merc unit wrong "active" flag. <<set $mercUnits[_i].active = 1>> <</if>> <</for>> <</widget>> <<widget "fixBrokenStats">> <<if !isInt($totalKills)>> <<set $totalKills = 0>> <</if>> <<if !isInt($mercTotalCasualties)>> <<set $mercTotalCasualties = 0>> <</if>> <<if !isInt($mercEmployedManpower)>> <<set $mercEmployedManpower = 0>> <</if>> <<if !isInt($mercTotalManpower)>> <<set $mercTotalManpower = 0>> <</if>> <<if !isInt($slavesTotalCasualties)>> <<set $slavesTotalCasualties = 0>> <</if>> <<if !isInt($slavesEmployedManpower)>> <<set $slavesEmployedManpower = 0>> <</if>> <<if !isInt($militiaTotalCasualties)>> <<set $militiaTotalCasualties = 0>> <</if>> <<if !isInt($militiaEmployedManpower)>> <<set $militiaEmployedManpower = 0>> <</if>> <<if !isInt($militiaFreeManpower)>> <<set $militiaFreeManpower = 0>> <</if>> <<if !isInt($militiaTotalManpower)>> <<set $militiaTotalManpower = 0>> <</if>> <<if !isInt($battlesCount)>> <<set $battlesCount = 0>> <</if>> <</widget>> <<widget "fixBrokenFS">> <<if $arcologies[0].FSSubjugationist !== "unset" && !Number.isFinite($arcologies[0].FSSubjugationist)>> <<set $arcologies[0].FSSubjugationist = 10>> <br>Fixed NaN FS value for FSSubjugationist <</if>> <<if $arcologies[0].FSGenderRadicalist !== "unset" && !Number.isFinite($arcologies[0].FSGenderRadicalist)>> <<set $arcologies[0].FSGenderRadicalist = 10>> <br>Fixed NaN FS value for FSGenderRadicalist <</if>> <<if $arcologies[0].FSRestart !== "unset" && !Number.isFinite($arcologies[0].FSRestart)>> <<set $arcologies[0].FSRestart = 10>> <br>Fixed NaN FS value for FSRestart <</if>> <<if $arcologies[0].FSRepopulationFocus !== "unset" && !Number.isFinite($arcologies[0].FSRepopulationFocus)>> <<set $arcologies[0].FSRepopulationFocus = 10>> <br>Fixed NaN FS value for FSRepopulationFocus <</if>> <<if $arcologies[0].FSSupremacist !== "unset" && !Number.isFinite($arcologies[0].FSSupremacist)>> <<set $arcologies[0].FSSupremacist = 10>> <br>Fixed NaN FS value for FSSupremacist <</if>> <<if $arcologies[0].FSBodyPurist !== "unset" && !Number.isFinite($arcologies[0].FSBodyPurist)>> <<set $arcologies[0].FSBodyPurist = 10>> <br>Fixed NaN FS value for FSBodyPurist <</if>> <<if $arcologies[0].FSPaternalist !== "unset" && !Number.isFinite($arcologies[0].FSPaternalist)>> <<set $arcologies[0].FSPaternalist = 10>> <br>Fixed NaN FS value for FSPaternalist <</if>> <<if $arcologies[0].FSSlimnessEnthusiast !== "unset" && !Number.isFinite($arcologies[0].FSSlimnessEnthusiast)>> <<set $arcologies[0].FSSlimnessEnthusiast = 10>> <br>Fixed NaN FS value for FSSlimnessEnthusiast <</if>> <<if $arcologies[0].FSGenderFundamentalist !== "unset" && !Number.isFinite($arcologies[0].FSGenderFundamentalist)>> <<set $arcologies[0].FSGenderFundamentalist = 10>> <br>Fixed NaN FS value for FSGenderFundamentalist <</if>> <<if $arcologies[0].FSMaturityPreferentialist !== "unset" && !Number.isFinite($arcologies[0].FSMaturityPreferentialist)>> <<set $arcologies[0].FSMaturityPreferentialist = 10>> <br>Fixed NaN FS value for FSMaturityPreferentialist <</if>> <<if $arcologies[0].FSYouthPreferentialist !== "unset" && !Number.isFinite($arcologies[0].FSYouthPreferentialist)>> <<set $arcologies[0].FSYouthPreferentialist = 10>> <br>Fixed NaN FS value for FSYouthPreferentialist <</if>> <<if $arcologies[0].FSTransformationFetishist !== "unset" && !Number.isFinite($arcologies[0].FSTransformationFetishist)>> <<set $arcologies[0].FSTransformationFetishist = 10>> <br>Fixed NaN FS value for FSTransformationFetishist <</if>> <<if $arcologies[0].FSHedonisticDecadence !== "unset" && !Number.isFinite($arcologies[0].FSHedonisticDecadence)>> <<set $arcologies[0].FSHedonisticDecadence = 10>> <br>Fixed NaN FS value for FSHedonisticDecadence <</if>> <<if $arcologies[0].FSPhysicalIdealist !== "unset" && !Number.isFinite($arcologies[0].FSPhysicalIdealist)>> <<set $arcologies[0].FSPhysicalIdealist = 10>> <br>Fixed NaN FS value for FSPhysicalIdealist <</if>> <<if $arcologies[0].FSPastoralist !== "unset" && !Number.isFinite($arcologies[0].FSPastoralist)>> <<set $arcologies[0].FSPastoralist = 10>> <br>Fixed NaN FS value for FSPastoralist <</if>> <<if $arcologies[0].FSAssetExpansionist !== "unset" && !Number.isFinite($arcologies[0].FSAssetExpansionist)>> <<set $arcologies[0].FSAssetExpansionist = 10>> <br>Fixed NaN FS value for FSAssetExpansionist <</if>> <<if $arcologies[0].FSDegradationist !== "unset" && !Number.isFinite($arcologies[0].FSDegradationist)>> <<set $arcologies[0].FSDegradationist = 10>> <br>Fixed NaN FS value for FSDegradationist <</if>> <<if $arcologies[0].FSRomanRevivalist !== "unset" && !Number.isFinite($arcologies[0].FSRomanRevivalist)>> <<set $arcologies[0].FSRomanRevivalist = 10>> <br>Fixed NaN FS value for FSRomanRevivalist <</if>> <<if $arcologies[0].FSChattelReligionist !== "unset" && !Number.isFinite($arcologies[0].FSChattelReligionist)>> <<set $arcologies[0].FSChattelReligionist = 10>> <br>Fixed NaN FS value for FSChattelReligionist <</if>> <<if $arcologies[0].FSChineseRevivalist !== "unset" && !Number.isFinite($arcologies[0].FSChineseRevivalist)>> <<set $arcologies[0].FSChineseRevivalist = 10>> <br>Fixed NaN FS value for FSChineseRevivalist <</if>> <<if $arcologies[0].FSArabianRevivalist !== "unset" && !Number.isFinite($arcologies[0].FSArabianRevivalist)>> <<set $arcologies[0].FSArabianRevivalist = 10>> <br>Fixed NaN FS value for FSArabianRevivalist <</if>> <<if $arcologies[0].FSEdoRevivalist !== "unset" && !Number.isFinite($arcologies[0].FSEdoRevivalist)>> <<set $arcologies[0].FSEdoRevivalist = 10>> <br>Fixed NaN FS value for FSEdoRevivalist <</if>> <<if $arcologies[0].FSEgyptianRevivalist !== "unset" && !Number.isFinite($arcologies[0].FSEgyptianRevivalist)>> <<set $arcologies[0].FSEgyptianRevivalist = 10>> <br>Fixed NaN FS value for FSEgyptianRevivalist <</if>> <<if $arcologies[0].FSAztecRevivalist !== "unset" && !Number.isFinite($arcologies[0].FSAztecRevivalist)>> <<set $arcologies[0].FSAztecRevivalist = 10>> <br>Fixed NaN FS value for FSAztecRevivalist <</if>> <</widget>> <<widget "recalcBaseStats">> <<if $secBotsBaseAttack != 7 + $droneUpgrades.attack>> <<set $secBotsBaseAttack = 7 + $droneUpgrades.attack>> <</if>> <<if $secBotsBaseDefense != 3 + $droneUpgrades.defense>> <<set $secBotsBaseDefense = 3 + $droneUpgrades.defense>> <</if>> <<if $secBotsMorale != 200>> <<set $secBotsMorale = 200>> <</if>> <<if $secBotsBaseHp != 3 + $droneUpgrades.hp>> <<set $secBotsBaseHp = 3 + $droneUpgrades.hp>> <</if>> <<if $militiaBaseAttack != 7 + $humanUpgrade.attack>> <<set $militiaBaseAttack = 7 + $humanUpgrade.attack>> <</if>> <<if $militiaBaseDefense != 5 + $humanUpgrade.defense>> <<set $militiaBaseDefense = 5 + $humanUpgrade.defense>> <</if>> <<if $militiaBaseMorale != 140 + $humanUpgrade.morale>> <<set $militiaBaseMorale = 140 + $humanUpgrade.morale>> <</if>> <<if $militiaBaseHp != 3 + $humanUpgrade.hp>> <<set $militiaBaseHp = 3 + $humanUpgrade.hp>> <</if>> <<if $slaveBaseAttack != 8 + $humanUpgrade.attack>> <<set $slaveBaseAttack = 8 + $humanUpgrade.attack>> <</if>> <<if $slaveBaseDefense != 3 + $humanUpgrade.defense>> <<set $slaveBaseDefense = 3 + $humanUpgrade.defense>> <</if>> <<if $slaveBaseMorale != 110 + $humanUpgrade.morale>> <<set $slaveBaseMorale = 110 + $humanUpgrade.morale>> <</if>> <<if $slaveBaseHp != 3 + $humanUpgrade.hp>> <<set $slaveBaseHp = 3 + $humanUpgrade.hp>> <</if>> <<if $mercBaseAttack != 8 + $humanUpgrade.attack>> <<set $mercBaseAttack = 8 + $humanUpgrade.attack>> <</if>> <<if $mercBaseDefense != 4 + $humanUpgrade.defense>> <<set $mercBaseDefense = 4 + $humanUpgrade.defense>> <</if>> <<if $mercBaseMorale != 125 + $humanUpgrade.morale>> <<set $mercBaseMorale = 125 + $humanUpgrade.morale>> <</if>> <<if $mercBaseHp != 4 + $humanUpgrade.hp>> <<set $mercBaseHp = 4 + $humanUpgrade.hp>> <</if>> <<if $SFBaseAttack != 8 + $humanUpgrade.attack>> <<set $SFBaseAttack = 8 + $humanUpgrade.attack>> <</if>> <<if $SFBaseDefense != 4 + $humanUpgrade.defense>> <<set $SFBaseDefense = 4 + $humanUpgrade.defense>> <</if>> <<if $SFBaseMorale != 140 + $humanUpgrade.morale>> <<set $SFBaseMorale = 140 + $humanUpgrade.morale>> <</if>> <<if $SFBaseHp != 4 + $humanUpgrade.hp>> <<set $SFBaseHp = 4 + $humanUpgrade.hp>> <</if>> <</widget>> <<widget "replenishAllUnits">> <<set _hasLossesM = 0>> <<set _hasLossesS = 0>> <<set _hasLossesMe = 0>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $militiaUnits[_i].troops < $militiaUnits[_i].maxTroops && $militiaFreeManpower > 0>> <<set _hasLossesM = 1>> <<break>> <</if>> <</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<if $slaveUnits[_i].troops < $slaveUnits[_i].maxTroops && $helots > 0>> <<set _hasLossesS = 1>> <<break>> <</if>> <</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<if $mercUnits[_i].troops < $mercUnits[_i].maxTroops && $mercFreeManpower > 0>> <<set _hasLossesMe = 1>> <<break>> <</if>> <</for>> <<if _hasLossesM == 1 && $militiaFreeManpower > 0 || _hasLossesS == 1 && $helots > 0 || _hasLossesMe == 1 && $mercFreeManpower > 0>> <<link "Replenish all units">> <<if _hasLossesM == 1>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $militiaUnits[_i].troops < $militiaUnits[_i].maxTroops && $militiaFreeManpower > 0>> <<if $militiaFreeManpower >= $militiaUnits[_i].maxTroops - $militiaUnits[_i].troops>> <<set $militiaFreeManpower -= $militiaUnits[_i].maxTroops - $militiaUnits[_i].troops>> <<set $militiaEmployedManpower += $militiaUnits[_i].maxTroops - $militiaUnits[_i].troops>> <<set _expLoss = ($militiaUnits[_i].maxTroops - $militiaUnits[_i].troops) / $militiaUnits[_i].troops>> <<set $militiaUnits[_i].training -= $militiaUnits[_i].training * _expLoss>> <<set $militiaUnits[_i].troops = $militiaUnits[_i].maxTroops>> <<else>> <<set $militiaEmployedManpower += $militiaFreeManpower>> <<set _expLoss = $militiaFreeManpower / $militiaUnits[_i].troops>> <<set $militiaUnits[_i].training -= $militiaUnits[_i].training * _expLoss>> <<set $militiaUnits[_i].troops += $militiaFreeManpower>> <<set $militiaFreeManpower = 0>> <</if>> <</if>> <</for>> <</if>> <<if _hasLossesS == 1>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<if $slaveUnits[_i].troops < $slaveUnits[_i].maxTroops && $helots > 0>> <<if $helots >= $slaveUnits[_i].maxTroops - $slaveUnits[_i].troops>> <<set $helots -= $slaveUnits[_i].maxTroops - $slaveUnits[_i].troops>> <<set $slavesEmployedManpower += $slaveUnits[_i].maxTroops - $slaveUnits[_i].troops>> <<set _expLoss = ($slaveUnits[_i].maxTroops - $slaveUnits[_i].troops) / $slaveUnits[_i].troops>> <<set $slaveUnits[_i].training -= $slaveUnits[_i].training * _expLoss>> <<set $slaveUnits[_i].troops = $slaveUnits[_i].maxTroops>> <<else>> <<set $slavesEmployedManpower += $helots>> <<set _expLoss = $helots / $slaveUnits[_i].troops>> <<set $slaveUnits[_i].training -= $slaveUnits[_i].training * _expLoss>> <<set $slaveUnits[_i].troops += $helots>> <<set $helots = 0>> <</if>> <</if>> <</for>> <</if>> <<if _hasLossesMe == 1>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<if $mercUnits[_i].troops < $mercUnits[_i].maxTroops && $mercFreeManpower > 0>> <<if $mercFreeManpower >= $mercUnits[_i].maxTroops - $mercUnits[_i].troops>> <<set $mercFreeManpower -= $mercUnits[_i].maxTroops - $mercUnits[_i].troops>> <<set $mercEmployedManpower += $mercUnits[_i].maxTroops - $mercUnits[_i].troops>> <<set _expLoss = ($mercUnits[_i].maxTroops - $mercUnits[_i].troops) / $mercUnits[_i].troops>> <<set $mercUnits[_i].training -= $mercUnits[_i].training * _expLoss>> <<set $mercUnits[_i].troops = $mercUnits[_i].maxTroops>> <<else>> <<set $mercEmployedManpower += $mercFreeManpower>> <<set _expLoss = $mercFreeManpower / $mercUnits[_i].troops>> <<set $mercUnits[_i].training -= $mercUnits[_i].training * _expLoss>> <<set $mercUnits[_i].troops += $mercFreeManpower>> <<set $mercFreeManpower = 0>> <</if>> <</if>> <</for>> <</if>> <<if $slaveRebellion == 1 || $citizenRebellion == 1>> <<goto "rebellionOptions">> <<elseif $attackThisWeek == 1>> <<goto "attackOptions">> <<else>> <<goto "secBarracks">> <</if>> <</link>> <br>//Will replenish units as long as manpower is available <</if>> <</widget>>
DankWolf/fc
src/SecExp/widgets/miscSecExpWidgets.tw
tw
bsd-3-clause
21,510
:: unitsWidgets [widget nobr] <<widget "militiaUnitsDescription">> <<if $args[0].active == 1>> <strong>$args[0].platoonName</strong> <<if $args[0].battlesFought > 1>> participated in $args[0].battlesFought battles and is ready to face the enemy once more at your command.<<elseif $args[0].battlesFought == 1>>is ready to face the enemy once more at your command.<<else>>is ready to face the enemy in battle.<</if>> Its $args[0].troops men and women are all proud citizens of your arcology, willing to put their lives on the line to protect their home. <<if $args[0].troops < $args[0].maxTroops>> The unit is not at its full strength of $args[0].maxTroops operatives.<</if>> <<if $args[0].equip == 0>> They are issued with simple, yet effective equipment: firearms, a few explosives and standard uniforms, nothing more. <<elseif $args[0].equip == 1>> They are issued with good, modern equipment: firearms, explosives and a few specialized weapons like sniper rifles and machine guns. They also carry simple body armor. <<elseif $args[0].equip == 2>> They are issued with excellent, high tech equipment: modern firearms, explosives, specialized weaponry and modern body armor. They are also issued with modern instruments like night vision and portable radars. <<else>> They are equipped with the best the modern world has to offer: modern firearms, explosives, specialized weaponry, experimental railguns, adaptive body armor and high tech recon equipment. <</if>> <<if $args[0].training <= 33>> They lack the experience to be considered consummate professionals, but their eagerness to defend the arcology makes up for it. <<elseif $args[0].training <= 66>> They have trained <<if $args[0].battlesFought > 0>>and fought<</if>> enough to be considered disciplined, professional soldiers, ready to face the battlefield. <<else>> They are consummate veterans, with a wealth of experience and perfectly trained. On the battlefield they are a well oiled war machine capable of facing pretty much anything. <</if>> <<if $args[0].loyalty < 10>> The unit is extremely disloyal. Careful monitoring of their activities and relationships should be implemented. <<elseif $args[0].loyalty < 33>> Their loyalty is low. Careful monitoring of their activities and relationships is advised. <<elseif $args[0].loyalty < 66>> Their loyalty is not as high as it can be, but they are not actively working against their arcology owner. <<elseif $args[0].loyalty < 90>> Their loyalty is high and strong. The likelihood of this unit betraying the arcology is low to non-existent. <<else>> The unit is fanatically loyal. They would prefer death over betrayal. <</if>> <<if $args[0].cyber == 1>> The soldiers of the unit have been enhanced with numerous cyberaugmentations which greatly increase their raw power. <</if>> <<if $args[0].medics == 1>> The unit has a dedicated squad of medics that will follow them in battle. <</if>> <<if $args[0].SF == 1>> The unit has attached advisors from $SF.Lower that will help the squad remain tactically aware and active. <</if>> <<else>> $args[0].platoonName lost too many operatives in the $args[0].battlesFought it fought and can no longer be considered a unit at all. <</if>> <</widget>> <<widget "slaveUnitsDescription">> <<if $args[0].active == 1>> <strong>$args[0].platoonName</strong> <<if $args[0].battlesFought > 1>> participated in $args[0].battlesFought battles and is ready to face the enemy once more at your command.<<elseif $args[0].battlesFought == 1>>is ready to face the enemy once more at your command.<<else>>is ready to face the enemy in battle.<</if>> Its $args[0].troops men and women are slaves in your possession, tasked with the protection of their owner and their arcology. <<if $args[0].troops < $args[0].maxTroops>> The unit is not at its full strength of $args[0].maxTroops operatives.<</if>> <<if $args[0].equip == 0>> They are issued with simple, yet effective equipment: firearms, a few explosives and standard uniforms, nothing more. <<elseif $args[0].equip == 1>> They are issued with good, modern equipment: firearms, explosives and a few specialized weapons like sniper rifles and machine guns. They also carry simple body armor. <<elseif $args[0].equip == 2>> They are issued with excellent, high tech equipment: modern firearms, explosives, specialized weaponry and modern body armor. They are also issued with modern instruments like night vision and portable radars. <<else>> They are equipped with the best the modern world has to offer: modern firearms, explosives, specialized weaponry, experimental railguns, adaptive body armor and high tech recon equipment. <</if>> <<if $args[0].training <= 33>> They lack the experience to be considered professionals, but their eagerness to prove themselves makes up for it. <<elseif $args[0].training <= 66>> They have trained <<if $args[0].battlesFought > 0>>and fought<</if>> enough to be considered disciplined, professional soldiers, ready to face the battlefield. <<else>> They are consummate veterans, with a wealth of experience and perfectly trained. On the battlefield they are a well oiled war machine capable of facing pretty much anything. <</if>> <<if $args[0].loyalty < 10>> The unit is extremely disloyal. Careful monitoring of their activities and relationships should be implemented. <<elseif $args[0].loyalty < 33>> Their loyalty is low. Careful monitoring of their activities and relationships is advised. <<elseif $args[0].loyalty < 66>> Their loyalty is not as high as it can be, but they are not actively working against their arcology owner. <<elseif $args[0].loyalty < 90>> Their loyalty is high and strong. The likelihood of this unit betraying the arcology is low to non-existent. <<else>> The unit is fanatically loyal. They would prefer death over betrayal. <</if>> <<if $args[0].cyber == 1>> The soldiers of the unit have been enhanced with numerous cyberaugmentations which greatly increase their raw power. <</if>> <<if $args[0].medics == 1>> The unit has a dedicated squad of medics that will follow them in battle. <</if>> <<if $args[0].SF == 1>> The unit has attached advisors from $SF.Lower that will help the squad remain tactically aware and active. <</if>> <<else>> $args[0].platoonName lost too many operatives in the $args[0].battlesFought it fought and can no longer be considered a unit at all. <</if>> <</widget>> <<widget "mercUnitsDescription">> <<if $args[0].active == 1>> <strong>$args[0].platoonName</strong> <<if $args[0].battlesFought > 1>> participated in $args[0].battlesFought battles and is ready to face the enemy once more at your command.<<elseif $args[0].battlesFought == 1>>is ready to face the enemy once more at your command.<<else>>is ready to face the enemy in battle.<</if>> Its $args[0].troops men and women are mercenaries contracted to defend the arcology against external threats. <<if $args[0].troops < $args[0].maxTroops>> The unit is not at its full strength of $args[0].maxTroops operatives.<</if>> <<if $args[0].equip == 0>> They are issued with simple, yet effective equipment: firearms, a few explosives and standard uniforms, nothing more. <<elseif $args[0].equip == 1>> They are issued with good, modern equipment: firearms, explosives and a few specialized weapons like sniper rifles and machine guns. They also carry simple body armor. <<elseif $args[0].equip == 2>> They are issued with excellent, high tech equipment: modern firearms, explosives, specialized weaponry and modern body armor. They are also issued with modern instruments like night vision and portable radars. <<else>> They are equipped with the best the modern world has to offer: modern firearms, explosives, specialized weaponry, experimental railguns, adaptive body armor and high tech recon equipment. <</if>> <<if $args[0].training <= 33>> They lack the experience to be considered professionals, but they're trained more than enough to still be an effective unit. <<elseif $args[0].training <= 66>> They have trained <<if $args[0].battlesFought > 0>>and fought<</if>> enough to be considered disciplined, professional soldiers, ready to face the battlefield. <<else>> They are consummate veterans, with a wealth of experience and perfectly trained. On the battlefield they are a well oiled war machine capable of facing pretty much anything. <</if>> <<if $args[0].loyalty < 10>> The unit is extremely disloyal. Careful monitoring of their activities and relationships should be implemented. <<elseif $args[0].loyalty < 33>> Their loyalty is low. Careful monitoring of their activities and relationships is advised. <<elseif $args[0].loyalty < 66>> Their loyalty is not as high as it can be, but they are not actively working against their arcology owner. <<elseif $args[0].loyalty < 90>> Their loyalty is high and strong. The likelihood of this unit betraying the arcology is low to non-existent. <<else>> The unit is fanatically loyal. They would prefer death over betrayal. <</if>> <<if $args[0].cyber == 1>> The soldiers of the unit have been enhanced with numerous cyberaugmentations which greatly increase their raw power. <</if>> <<if $args[0].medics == 1>> The unit has a dedicated squad of medics that will follow them in battle. <</if>> <<if $args[0].SF == 1>> The unit has attached advisors from $SF.Lower that will help the squad remain tactically aware and active. <</if>> <<else>> $args[0].platoonName lost too many operatives in the $args[0].battlesFought it fought and can no longer be considered a unit at all. <</if>> <</widget>> <<widget "secBotsDescription">> <<if $secBots.active == 1>> <strong>The <<print $secBots.troops>> security drones</strong> are assembled in an ordered line in front of you, absolutely silent and ready to receive their orders. <<if $secBots.troops < $secBots.maxTroops>> The unit is not at its full strength of $secBots.maxTroops drones.<</if>> <<if $secBots.equip == 0>> They are equipped with light weaponry, mainly anti-riot non lethal weapons. Not particularly effective in battle. <<elseif $secBots.equip == 1>> They are equipped with light firearms, not an overwhelming amount of firepower, but with their mobility good enough to be effective. <<elseif $secBots.equip == 2>> They are equipped with powerful, modern firearms and simple armor mounted around their frames. They do not make for a pretty sight, but on the battlefield they are a dangerous weapon. <<else>> They are equipped with high energy railguns and adaptive armor. They are a formidable force on the battlefield, even for experienced soldiers. <</if>> <<else>> There are too few security drones left to be able to deploy them on the battlefield. <</if>> <</widget>> <<widget "generateUnitID">> <<set _newID = 0>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<if $militiaUnits[_i].ID >= _newID>> <<set _newID = $militiaUnits[_i].ID + 1>> <</if>> <</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<if $slaveUnits[_i].ID >= _newID>> <<set _newID = $slaveUnits[_i].ID + 1>> <</if>> <</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<if $mercUnits[_i].ID >= _newID>> <<set _newID = $mercUnits[_i].ID + 1>> <</if>> <</for>> <<set $args[0].ID = _newID>> <</widget>>
DankWolf/fc
src/SecExp/widgets/unitsWidgets.tw
tw
bsd-3-clause
11,514
:: art widgets [nobr widget] /% Call as <<SlaveArt>> Displays slave images. Currently passage-based. $args[0]: Slave. $args[1]: Image size/center. 3: Large, right. Example: long slave description. 2: Medium, right. Example: random events. 1: Small, left. Example: lists. 0: Tiny, left. Example: facilities $args[2]: icon UI Display for vector art, 1 for on. %/ <<widget "SlaveArt">> <<if ndef $args[0].customImage>><<set $args[0].customImage = 0>><</if>> <<if $args[0].customImage != 0>> <<set _fileFormat = ($args[0].customImageFormat || "png"), _fileName = "'resources/" + $args[0].customImage + "." + _fileFormat + "' ", _fileTypeStart = (_fileFormat === "webm" ? "video loop autoplay" : "img"), _fileTypeEnd = (_fileFormat === "webm" ? "</video>" : "")>> <<if $args[1] == 3>> <<print "<" + _fileTypeStart + " src=" + _fileName + "style='float:right; border:3px hidden'>" + _fileTypeEnd>> <<elseif $args[1] == 2>> <<print "<" + _fileTypeStart + " src=" + _fileName + "style='float:right; border:3px hidden' width='300' height='300'>" + _fileTypeEnd>> <<elseif $args[1] == 1>> <<print "<" + _fileTypeStart + " src=" + _fileName + "style='float:left; border:3px hidden' width='150' height='150'>" + _fileTypeEnd>> <<else>> <<print "<" + _fileTypeStart + " src=" + _fileName + "style='float:left; border:3px hidden' width='120' height='120'>" + _fileTypeEnd>> <</if>> <<elseif $imageChoice == 1>> /* VECTOR ART BY NOX*/ <<if ndef $seeVectorArtHighlights>> <<set $seeVectorArtHighlights = 1>> <</if>> <<set _artSlave = $args[0] >> <<silently>> /* prepare HTML colour codes for slave display */ /* note: latex clothing is mostly emulated by rubber colour for skin (and shoes) */ /* TODO: consistently use american "color" instead of "colour" for all identifiers */ <<include Art_Vector_Set_Colour_Outfit_>> <<include Art_Vector_Set_Colour_Skin_>> <<include Art_Vector_Set_Colour_Hair_>> <<include Art_Vector_Set_Colour_Shoe_>> <</silently>> <<include Art_Vector_Generate_Stylesheet_>> /* each passage adds one layer of vector art vector art added later is drawn over previously added art (what is listed on the bottom in the code appears on the top of the image) */ <<include Art_Vector_Hair_Back_>> <<include Art_Vector_Arm_>> <<include Art_Vector_Anal_Accessories_>> <<include Art_Vector_Butt_>> <<include Art_Vector_Leg_>> <<include Art_Vector_Feet_>> /* includes shoes and leg outfits*/ <<include Art_Vector_Torso_>> <<include Art_Vector_Pussy_>> <<include Art_Vector_Pubic_Hair_>> <<include Art_Vector_Pussy_Piercings_>> <<include Art_Vector_Chastity_Belt_>> <<include Art_Vector_Torso_Outfit_>> /* note: clothing covers chastity belts */ <<include Art_Vector_Balls_>> <<include Art_Vector_Penis_>> /* for dicks behind boobs */ <<include Art_Vector_Belly_>> /* includes navel piercing and belly-related clothing options */ <<include Art_Vector_Boob_>> /* includes areolae and piercings */ <<include Art_Vector_Penis_>> /* for dicks in front of boobs */ <<include Art_Vector_Boob_Addons_>> /* piercings always appear in front of boobs AND dick */ <<include Art_Vector_Clavicle>> <<include Art_Vector_Collar_>> <<include Art_Vector_Head_>> /* includes glasses */ <<include Art_Vector_Hair_Fore_>> <<widget "AssistantArt">> <<if $imageChoice == 1>> <<switch $assistantAppearance>> <<case "amazon">> <<set _fileName = "'resources/vector/avatar/amazon.png' ">> <<case "angel">> <<set _fileName = "'resources/vector/avatar/angel.png' ">> <<case "businesswoman">> <<set _fileName = "'resources/vector/avatar/businesswoman.png' ">> <<case "cherub">> <<set _fileName = "'resources/vector/avatar/cherub.png' ">> <<case "ERROR_1606_APPEARANCE_FILE_CORRUPT">> <<set _fileName = "'resources/vector/avatar/corrupt.png' ">> <<case "fairy">> <<set _fileName = "'resources/vector/avatar/fairy.png' ">> <<case "goddess">> <<set _fileName = "'resources/vector/avatar/goddess.png' ">> <<case "imp">> <<set _fileName = "'resources/vector/avatar/imp.png' ">> <<case "incubus">> <<set _fileName = "'resources/vector/avatar/incubus.png' ">> <<case "monstergirl">> <<set _fileName = "'resources/vector/avatar/monstergirl.png' ">> <<case "pregnant fairy">> <<set _fileName = "'resources/vector/avatar/pfairy.png' ">> <<case "schoolgirl">> <<set _fileName = "'resources/vector/avatar/schoolgirl.png' ">> <<case "shemale">> <<set _fileName = "'resources/vector/avatar/shemale.png' ">> <<case "succubus">> <<set _fileName = "'resources/vector/avatar/succubus.png' ">> <<case "witch">> <<set _fileName = "'resources/vector/avatar/witch.png' ">> <<default>> <<set _fileName = "'resources/vector/avatar/default.png' ">> <</switch>> <<if $args[1] == 3>> <<print "<img src=" + _fileName + "style='float:right; border:3px hidden'/>">> <<else>> <<print "<img src=" + _fileName + "style='float:right; border:3px hidden' width='282' height='602'/>">> <</if>> <</if>> <</widget>> <<elseif $imageChoice == 2>> /* VECTOR ART BY NOX - Pregmod Legacy Version */ <<SVGFilters>> /* 000-250-006 */ /* <div class="imageRef"> */ /* 000-250-006 */ <<set _folderLoc = "'resources/vector">> <<if $args[2] == 1>> <<print "<img class='paperdoll' src=" + _folderLoc + "/test ui.svg'" + "/>">> <</if>> /% Set skin colour %/ <<set _skinFilter = "filter: url(#skin-" + _.kebabCase($args[0].skin) + ");">> /% Set hair colour %/ <<set _hairFilter = "filter: url(#hair-" + _.kebabCase($args[0].hColor) + ");">> <<set _underArmFilter = "filter: url(#hair-" + _.kebabCase($args[0].underArmHColor) + ");">> <<set _pubesFilter = "filter: url(#hair-" + _.kebabCase($args[0].pubicHColor) + ");">> <<set _axillaryFilter = "filter: url(#hair-" + _.kebabCase($args[0].underArmHColor) + ");">> <<if $args[0].customHairVector>> <<set _hairStyle = $args[0].customHairVector>> <<else>> <<set _hairStyle = ["neat", "up", "ponytail", "tails", "bun", "luxurious", "messy", "eary", "dreadlocks", "braided", "afro", "strip", "trimmed", "buzzcut"].includes($args[0].hStyle) ? $args[0].hStyle : "neat">> <</if>> <<set _underArmHStyle = $args[0].underArmHStyle>> <<set _imgSkinLoc = _folderLoc + "/body/white">> /% Shoulder width and arm or no arm %/ <<if $args[0].amp != 1>> <<if $args[0].devotion > 50>> <<set _leftArmType = "high">> <<set _rightArmType = "high">> <<elseif $args[0].trust >= -20>> <<if $args[0].devotion < -20>> <<set _leftArmType = "rebel">> <<set _rightArmType = "low">> <<elseif $args[0].devotion <= 20>> <<set _leftArmType = "low">> <<set _rightArmType = "low">> <<else>> <<set _leftArmType = "mid">> <<set _rightArmType = "high">> <</if>> <<else>> <<set _leftArmType = "mid">> <<set _rightArmType = "mid">> <</if>> <<if $args[0].fuckdoll == 0 && $args[0].clothes != "restrictive latex" && $args[0].clothes != "a latex catsuit">> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/arm right " + _rightArmType + ".svg'" + " style='"+ _skinFilter + "'>">> <<if $args[0].underArmHStyle == "bushy">> <<= "<img class='paperdoll' src=" + _folderLoc + "/hair/underArm " + _underArmHStyle + " right.svg'" + " style='" + _underArmFilter + "'/>">> <</if>> <<else>> <<if $args[0].fuckdoll != 0>> <<set _rightArmType = "mid">> <</if>> <<print "<img class='paperdoll' src=" + _folderLoc + "/outfit/arm right " + _rightArmType + " latex.svg'" + "/>">> <</if>> <<else>> <<if $args[0].fuckdoll == 0 && $args[0].clothes != "restrictive latex" && $args[0].clothes != "a latex catsuit" && $args[0].underArmHStyle == "bushy">> <<= "<img class='paperdoll' src=" + _folderLoc + "/hair/underArm " + _underArmHStyle + " right.svg'" + " style='" + _underArmFilter + "'/>">> <</if>> <</if>> /% Hair Aft %/ <<if $args[0].hStyle != "shaved" && $args[0].fuckdoll == 0>> <<= "<img class='paperdoll' src=" + _folderLoc + "/hair/" + _hairStyle + " back.svg'" + " style='" + _hairFilter + "'/>">> <</if>> /% Tailed Plug %/ <<if $args[0].buttplugAttachment == "tail">> <<= "<img class='paperdoll' src=" + _folderLoc + "/outfit/tail plug.svg'" + " style='" + _hairFilter + "'/>">> <</if>> /% Butt %/ <<if $args[0].amp != 1>> <<if $args[0].butt > 6>> <<set _buttSize = 3>> <<elseif $args[0].butt > 4>> <<set _buttSize = 2>> <<elseif $args[0].butt > 2>> <<set _buttSize = 1>> <<else>> <<set _buttSize = 0>> <</if>> <<if $args[0].fuckdoll != 0 || $args[0].clothes == "restrictive latex" || $args[0].clothes == "a latex catsuit">> <<set _buttSize = _buttSize + " latex">> <<print "<img class='paperdoll' src=" + _folderLoc + "/outfit/butt " + _buttSize + ".svg'" + " style='"+ _skinFilter + "'>">> <<else>> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/butt " + _buttSize + ".svg'" + " style='"+ _skinFilter + "'>">> <</if>> <</if>> /% Leg + 1 size up when chubby or fat%/ <<if $args[0].hips < 0>> <<if $args[0].weight > 95>>/%Chubby%/ <<set _legSize = "normal">> <<else>> <<set _legSize = "narrow">> <</if>> <<elseif $args[0].hips == 0>> <<if $args[0].weight > 95>>/%Chubby%/ <<set _legSize = "wide">> <<else>> <<set _legSize = "normal">> <</if>> <<elseif $args[0].hips > 0>> <<set _legSize = "wide">> <</if>> <<if $args[0].amp == 1>> <<set _legSize = "stump " + _legSize>> <</if>> <<if ($args[0].fuckdoll != 0 || $args[0].clothes == "restrictive latex" || $args[0].clothes == "a latex catsuit") && $args[0].amp != 1>> <<set _legSize = _legSize + " latex">> <<print "<img class='paperdoll' src=" + _folderLoc + "/outfit/leg " + _legSize + ".svg'" + "/>">> <<else>> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/leg " + _legSize + ".svg'" + " style='"+ _skinFilter + "'>">> <</if>> /% Feet %/ <<if $args[0].amp != 1>> <<if $args[0].shoes == "heels">> <<set _shoesType = "heel">> <<elseif $args[0].shoes == "extreme heels">> <<if $args[0].weight > 95>>/%Chubby%/ <<set _shoesType = "extreme heel wide">> <<else>> <<set _shoesType = "extreme heel">> <</if>> <<elseif $args[0].shoes == "boots">> <<if $args[0].weight > 95>>/%Chubby%/ <<set _shoesType = "boot wide">> <<else>> <<set _shoesType = "boot">> <</if>> <<elseif $args[0].shoes == "flats">> <<set _shoesType = "flat">> <<else>> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/feet.svg'" + " style='"+ _skinFilter + "'>">> <</if>> <<if $args[0].shoes == "extreme heels" || $args[0].shoes == "boots">> <<if $args[0].fuckdoll != 0 || $args[0].clothes == "restrictive latex" || $args[0].clothes == "a latex catsuit">> <<set _shoesType = _shoesType + " latex">> <</if>> <<print "<img class='paperdoll' src=" + _folderLoc + "/outfit/" + _shoesType + ".svg'" + "/>">> <</if>> <<if $args[0].shoes == "heels" || $args[0].shoes == "flats">> <<if $args[0].fuckdoll != 0 || $args[0].clothes == "restrictive latex" || $args[0].clothes == "a latex catsuit">> <<set _shoesType = _shoesType + " latex">> <<print "<img class='paperdoll' src=" + _folderLoc + "/outfit/" + _shoesType + ".svg'" + "/>">> <<else>> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/" + _shoesType + ".svg'" + " style='"+ _skinFilter + "'>">> <</if>> <</if>> <</if>> /% Torso %/ <<if $args[0].waist < -40>> <<if $args[0].weight > 30>> <<set _torsoSize = "Hourglass">> <<else>> <<set _torsoSize = "Unnatural">> <</if>> <<elseif $args[0].waist <= 10>> <<if $args[0].weight > 30>> <<set _torsoSize = "Normal">> <<else>> <<set _torsoSize = "Hourglass">> <</if>> <<else>> <<set _torsoSize = "Normal">> <</if>> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/torso " + _torsoSize + ".svg'" + " style='"+ _skinFilter + "'>">> <<set _torsoOutfit = false>> <<if $args[0].fuckdoll != 0 || $args[0].clothes == "restrictive latex" || $args[0].clothes == "a latex catsuit">> <<set _torsoOutfit = " latex">> <<elseif $args[0].clothes == "uncomfortable straps">> <<set _torsoOutfit = " straps">> <</if>> <<if _torsoOutfit>> <<print "<img class='paperdoll' src=" + _folderLoc + "/outfit/torso " + _torsoSize + _torsoOutfit + ".svg'" + "/>">> <</if>> <<if $args[0].amp != 1>> <<if $args[0].fuckdoll == 0 && $args[0].clothes != "restrictive latex" && $args[0].clothes != "a latex catsuit">> <<if _leftArmType == "high">> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/arm left " + _leftArmType + ".svg'" + " style='"+ _skinFilter + "'>">> <<if $args[0].underArmHStyle == "bushy">> <<= "<img class='paperdoll' src=" + _folderLoc + "/hair/underArm " + _underArmHStyle + " left.svg'" + " style='" + _underArmFilter + "'/>">> <</if>> <<else>> <<if $args[0].underArmHStyle == "bushy">> <<= "<img class='paperdoll' src=" + _folderLoc + "/hair/underArm " + _underArmHStyle + " left.svg'" + " style='" + _underArmFilter + "'/>">> <</if>> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/arm left " + _leftArmType + ".svg'" + " style='"+ _skinFilter + "'>">> <</if>> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/arm left " + _leftArmType + ".svg'" + " style='"+ _skinFilter + "'>">> <<else>> <<if $args[0].fuckdoll != 0>> <<set _leftArmType = "mid">> <</if>> <<print "<img class='paperdoll' src=" + _folderLoc + "/outfit/arm left " + _leftArmType + " latex.svg'" + "/>">> <</if>> <<else>> <<if $args[0].fuckdoll == 0 && $args[0].clothes != "restrictive latex" && $args[0].clothes != "a latex catsuit" && $args[0].underArmHStyle == "bushy">> <<= "<img class='paperdoll' src=" + _folderLoc + "/hair/underArm " + _underArmHStyle + " left.svg'" + " style='" + _underArmFilter + "'/>">> <</if>> <</if>> /% Vagina %/ <<if $args[0].vagina >= 0>> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/vagina.svg'" + " style='"+ _skinFilter + "'>">> <<if $args[0].clitPiercing == 1>> <<print "<img class='paperdoll' src=" + _folderLoc + "/body/addon/clit piercing.svg'" + "/>">> <<elseif $args[0].clitPiercing == 2>> <<print "<img class='paperdoll' src=" + _folderLoc + "/body/addon/clit piercing heavy.svg'" + "/>">> <<elseif $args[0].clitPiercing == 3>> <<print "<img class='paperdoll' src=" + _folderLoc + "/body/addon/clit piercing smart.svg'" + "/>">> <</if>> <<if $args[0].vaginaPiercing == 1>> <<print "<img class='paperdoll' src=" + _folderLoc + "/body/addon/pussy piercing.svg'" + "/>">> <<elseif $args[0].vaginaPiercing == 2>> <<print "<img class='paperdoll' src=" + _folderLoc + "/body/addon/pussy piercing heavy.svg'" + "/>">> <</if>> <</if>> /% Collar %/ <<switch $args[0].collar>> <<case "bowtie">> <<case "ancient Egyptian">> <<case "nice retirement counter" "cruel retirement counter" "leather with cowbell" "pretty jewelry" "heavy gold" "satin choker" "stylish leather" "neck corset" "shock punishment" "tight steel" "uncomfortable leather" "dildo gag">> <<print "<img class='paperdoll' src=" + _folderLoc + "/outfit/" + $args[0].collar + ".svg'" + "/>">> <</switch>> /% Head base image %/ <<if $args[0].fuckdoll != 0 || $args[0].clothes == "restrictive latex" || $args[0].clothes == "a latex catsuit">> <<print "<img class='paperdoll' src=" + _folderLoc + "/outfit/head latex.svg'" + "/>">> <<else>> <<print "<img class='paperdoll' src=" +_imgSkinLoc + "/head.svg'" + " style='"+ _skinFilter + "'>">> <</if>> /% Glasses %/ <<if $args[0].eyewear == "corrective glasses" || $args[0].eyewear == "glasses" || $args[0].eyewear == "blurring glasses">> <<print "<img class='paperdoll' src=" + _folderLoc + "/outfit/glasses.svg'" + "/>">> <</if>> /% Chastity belt or Pubic hair %/ <<if $args[0].dickAccessory == "chastity" || $args[0].dickAccessory == "anal chastity" || $args[0].dickAccessory == "combined chastity" || $args[0].vaginalAccessory == "chastity belt" || $args[0].vaginalAccessory == "anal chastity" || $args[0].vaginalAccessory == "combined chastity">> <<if $args[0].dickAccessory == "chastity" || $args[0].dickAccessory == "combined chastity">> <<print "<img class='paperdoll' src=" + _folderLoc + "/outfit/chastity male aft.svg'" + "/>">> <</if>> <<if $args[0].vaginalAccessory == "chastity belt" || $args[0].vaginalAccessory == "combined chastity">> <<print "<img class='paperdoll' src=" + _folderLoc + "/outfit/chastity female.svg'" + "/>">> <</if>> <<print "<img class='paperdoll' src=" + _folderLoc + "/outfit/chastity base.svg'" + "/>">> <<else>> <<if $args[0].pubicHStyle != "waxed">> <<set _pubicHStyle = ($args[0].pubicHStyle == "in a strip" ? "strip" : $args[0].pubicHStyle)>> <<= "<img class='paperdoll' src=" + _folderLoc + "/hair/pubes " + _pubicHStyle + ".svg' style='" + _pubesFilter + "'/>">> <</if>> <</if>> /%if pregnant or has a belly%/ <<if $args[0].belly >= 5000>> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/preg belly 5000.svg'" + " style='"+ _skinFilter + "'>">> <<if $args[0].navelPiercing >= 1>>/*Navel Piercing*/ <<print "<img class='paperdoll' src=" + _folderLoc + "/body/addon/preg navel piercing.svg'" + "/>">> <</if>> <<if $args[0].navelPiercing == 2>> <<print "<img class='paperdoll' src=" + _folderLoc + "/body/addon/preg navel piercing heavy.svg'" + "/>">> <</if>> <<elseif $args[0].belly <= -100>> /* condition is currently reversed until the vector can be fixed */ <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/preg belly 100.svg'" + " style='"+ _skinFilter + "'>">> /* <<if $args[0].navelPiercing >= 1>>/Navel Piercing/ <<print "<img class='paperdoll' src=" + _folderLoc + "/body/addon/preg navel piercing.svg'" + "/>">> <</if>> <<if $args[0].navelPiercing == 2>> <<print "<img class='paperdoll' src=" + _folderLoc + "/body/addon/preg navel piercing heavy.svg'" + "/>">> <</if>> */ <<else>> /*Navel Piercing*/ <<if $args[0].navelPiercing >= 1>> <<print "<img class='paperdoll' src=" + _folderLoc + "/body/addon/navel piercing.svg'" + "/>">> <</if>> <<if $args[0].navelPiercing == 2>> <<print "<img class='paperdoll' src=" + _folderLoc + "/body/addon/navel piercing heavy.svg'" + "/>">> <</if>> <</if>> /% Boob %/ <<if $args[0].boobs < 300>> <<set _boobSize = 0>> <<elseif $args[0].boobs < 500>> <<set _boobSize = 1>> <<elseif $args[0].boobs < 800>> <<set _boobSize = 2>> <<elseif $args[0].boobs < 1600>> <<set _boobSize = 3>> <<elseif $args[0].boobs < 3200>> <<set _boobSize = 4>> <<elseif $args[0].boobs < 6400>> <<set _boobSize = 5>> <<elseif $args[0].boobs < 12000>> <<set _boobSize = 6>> <<else>> <<set _boobSize = 7>> <</if>> /% Scrotum %/ <<if $args[0].scrotum > 0>> <<if $args[0].scrotum >= 6>> <<set _ballSize = 4>> <<elseif $args[0].scrotum >= 4>> <<set _ballSize = 3>> <<elseif $args[0].scrotum >= 3>> <<set _ballSize = 2>> <<elseif $args[0].scrotum >= 2>> <<set _ballSize = 1>> <<else>> <<set _ballSize = 0>> <</if>> <</if>> /% Penis %/ <<if $args[0].dick > 0>> <<if $args[0].dick >= 8>> <<set _penisSize = 6>> <<elseif $args[0].dick >= 7>> <<set _penisSize = 5>> <<elseif $args[0].dick >= 6>> <<set _penisSize = 4>> <<elseif $args[0].dick >= 5>> <<set _penisSize = 3>> <<elseif $args[0].dick >= 4>> <<set _penisSize = 2>> <<elseif $args[0].dick >= 2>> <<set _penisSize = 1>> <<else>> <<set _penisSize = 0>> <</if>> <</if>> /% Boob %/ <<set _needBoobs = 1>> <<if $args[0].dick > 0>> <<if canAchieveErection($args[0])>> <<if _boobSize < 6>> <<if $args[0].fuckdoll != 0 || $args[0].clothes == "restrictive latex" || $args[0].clothes == "a latex catsuit">> /* normal case: outfit hides boobs */ <<set _boobOutfit = " latex" >> <</if>> <<if _boobOutfit >> <<print "<img class='paperdoll' src=" + _folderLoc + "/outfit/boob " +_boobSize + _boobOutfit + ".svg'" + "/>">> <<if $args[0].lactation > 0>> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/boob " +_boobSize + " areola.svg'" + " style='"+ _skinFilter + "'>">> <</if>> <<else>> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/boob " +_boobSize +".svg'" + " style='"+ _skinFilter + "'>">> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/boob " +_boobSize + " areola.svg'" + " style='"+ _skinFilter + "'>">> <</if>> /* special case: straps are actually dawn over the boobs */ <<if $args[0].clothes == "uncomfortable straps">> <<set _boobOutfit = " straps" >> <<print "<img class='paperdoll' src=" + _folderLoc + "/outfit/boob " +_boobSize + _boobOutfit + ".svg'" + "/>">> <</if>> <<set _needBoobs = 0>> <</if>> <</if>> <</if>> <<if $args[0].vagina > 0>> <<if $args[0].dick > 0>> <div class="highPenis"> <<if $args[0].scrotum > 0>> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/ball " + _ballSize + ".svg'" + " style='"+ _skinFilter + "'>">> <</if>> <<if canAchieveErection($args[0])>> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/penis " + _penisSize + ".svg'" + " style='"+ _skinFilter + "'>">> <<else>> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/flaccid " + _penisSize + ".svg'" + " style='"+ _skinFilter + "'>">> <<if $args[0].dickAccessory == "chastity" || $args[0].dickAccessory == "combined chastity">> <<print "<img class='paperdoll' src=" + _folderLoc + "/outfit/chastity male fore " + _penisSize + ".svg'" + "/>">> <</if>> <</if>> </div> <</if>> <<else>> <<if $args[0].dick > 0>> <div class="lowPenis"> <<if $args[0].scrotum > 0>> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/ball " + _ballSize + ".svg'" + " style='"+ _skinFilter + "'>">> <</if>> <<if canAchieveErection($args[0])>> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/penis " + _penisSize + ".svg'" + " style='"+ _skinFilter + "'>">> <<else>> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/flaccid " + _penisSize + ".svg'" + " style='"+ _skinFilter + "'>">> <<if $args[0].dickAccessory == "chastity" || $args[0].dickAccessory == "combined chastity">> <<print "<img class='paperdoll' src=" + _folderLoc + "/outfit/chastity male fore " + _penisSize + ".svg'" + "/>">> <</if>> <</if>> </div> <</if>> <</if>> <<if _needBoobs>> <<if $args[0].fuckdoll != 0 || $args[0].clothes == "restrictive latex" || $args[0].clothes == "a latex catsuit">> <<print "<img class='paperdoll' src=" + _folderLoc + "/outfit/boob " +_boobSize +" latex.svg'" + "/>">> <<if $args[0].lactation > 0>><<print "<img class='paperdoll' src=" + _imgSkinLoc + "/boob " +_boobSize + " areola.svg'" + " style='"+ _skinFilter + "'>">><</if>> <<else>> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/boob " +_boobSize +".svg'" + " style='"+ _skinFilter + "'>">> <<print "<img class='paperdoll' src=" + _imgSkinLoc + "/boob " +_boobSize + " areola.svg'" + " style='"+ _skinFilter + "'>">> <</if>> /* special case: straps are actually dawn over the boobs */ <<if $args[0].clothes == "uncomfortable straps">> <<set _boobOutfit = " straps" >> <<print "<img class='paperdoll' src=" + _folderLoc + "/outfit/boob " +_boobSize + _boobOutfit + ".svg'" + "/>">> <</if>> <</if>> /% piercings %/ <<if $args[0].nipplesPiercing == 1>> <<print "<img class='paperdoll' src=" + _folderLoc + "/body/addon/boob " +_boobSize +" piercing.svg'" + "/>">> <<elseif $args[0].nipplesPiercing == 2>> <<print "<img class='paperdoll' src=" + _folderLoc + "/body/addon/boob " +_boobSize +" piercing heavy.svg'" + "/>">> <</if>> <<if $args[0].areolaePiercing == 1>> <<print "<img class='paperdoll' src=" + _folderLoc + "/body/addon/boob " +_boobSize +" areola piercing.svg'" + "/>">> <</if>> /% clavicle %/ <<print "<img class='paperdoll' src=" + _folderLoc + "/body/addon/clavicle.svg'" + "/>">> /% Hair Foreground %/ <<if $args[0].hStyle != "shaved" && $args[0].fuckdoll == 0>> <<= "<img class='paperdoll' src=" + _folderLoc + "/hair/" + _hairStyle + " front.svg'" + " style='" + _hairFilter + "'/>">> <</if>> <<elseif $imageChoice == 3>> /* VECTOR ART REVAMP*/ <<include Art_Vector_Revamped_Control_>> <<else>> /* RENDERED IMAGES BY SHOKUSHU */ <<= ArtControlRendered($args[0], $args[1])>> <</if>> /* CLOSES IMAGE CHOICE */ <</widget>>
DankWolf/fc
src/art/artWidgets.tw
tw
bsd-3-clause
23,794
:: Art_Vector_Anal_Accessories_ [nobr] <<if _artSlave.buttplug == "long plug">> <<include Art_Vector_Plug_Long>> <<elseif _artSlave.buttplug == "large plug">> <<include Art_Vector_Plug_Large>> <<elseif _artSlave.buttplug == "long, large plug">> <<include Art_Vector_Plug_Large_Long>> <<elseif _artSlave.buttplug == "huge plug">> <<include Art_Vector_Plug_Huge>> <<elseif _artSlave.buttplug == "long, huge plug">> <<include Art_Vector_Plug_Huge_Long>> <</if>> <<if _artSlave.buttplugAttachment == "tail">> <<include Art_Vector_Plug_Tail>> <</if>> <<if _artSlave.buttplugAttachment == "cat tail">> <<include Art_Vector_Cat_Tail>> <</if>>
DankWolf/fc
src/art/vector/Anal_Accessories.tw
tw
bsd-3-clause
644
:: Art_Vector_Arm_ [nobr] /* <<if _artSlave.amp == -1>> <<if $args[0].devotion > 50>> <<include Art_Vector_Arm_Left_ProstheticBasic_High>> <<include Art_Vector_Arm_Right_ProstheticBasic_High>> <<include Art_Vector_Arm_Left_ProstheticBasic_Thumb_Down>> <<include Art_Vector_Arm_Right_ProstheticBasic_Low>> <<elseif $args[0].trust >= -20>> <<if $args[0].devotion < -20>> <<include Art_Vector_Arm_Left_ProstheticBasic_Rebel>> <<include Art_Vector_Arm_Right_ProstheticBasic_Low>> <<elseif $args[0].devotion <= 20>> <<include Art_Vector_Arm_Left_ProstheticBasic_Low>> <<include Art_Vector_Arm_Right_ProstheticBasic_Low>> <<else>> <<include Art_Vector_Arm_Left_ProstheticBasic_Mid>> <<include Art_Vector_Arm_Right_ProstheticBasic_High>> <</if>> <<else>> <<include Art_Vector_Arm_Left_ProstheticBasic_Mid>> <<include Art_Vector_Arm_Right_ProstheticBasic_Mid>> <</if>> <</if>> */ /* Arms position switch courtesy of Nov-X */ <<if _artSlave.amp != 1>> <<if _artSlave.weight <= 20>> <<if $args[0].devotion > 50>> <<set _leftArmType = "High">> <<set _rightArmType = "High">> <<elseif $args[0].trust >= -20>> <<if $args[0].devotion < -20>> <<set _leftArmType = "Rebel">> <<set _rightArmType = "Low">> <<elseif $args[0].devotion <= 20>> <<set _leftArmType = "Low">> <<set _rightArmType = "Low">> <<else>> <<set _leftArmType = "Mid">> <<set _rightArmType = "High">> <</if>> <<else>> <<set _leftArmType = "Mid">> <<set _rightArmType = "Mid">> <</if>> <<elseif _artSlave.weight > 20>> <<if $args[0].devotion > 50>> <<set _leftArmType = "High">> <<set _rightArmType = "High">> <<elseif $args[0].trust >= -20>> <<if $args[0].devotion < -20>> <<set _leftArmType = "Rebel">> <<set _rightArmType = "Low">> <<elseif $args[0].devotion <= 20>> <<set _leftArmType = "Low">> <<set _rightArmType = "Low">> <<else>> <<set _leftArmType = "Mid">> <<set _rightArmType = "High">> <</if>> <<else>> <<set _leftArmType = "Mid">> <<set _rightArmType = "Mid">> <</if>> <</if>> <<set _art = "Art_Vector_Arm_Right_"+_rightArmType >> <<include _art>> <<set _art = "Art_Vector_Arm_Left_"+_leftArmType >> <<include _art>> /* shiny clothings */ <<if $seeVectorArtHighlights == 1>> <<if _artSlave.fuckdoll != 0 || _artSlave.clothes == "restrictive latex" || _artSlave.clothes == "a latex catsuit" || _artSlave.clothes == "body oil">> /* only some arm positions have art (feel free to add more) */ <<switch _leftArmType>> <<case "High">> <<include Art_Vector_Arm_Outfit_Shine_Left_High>> <<case "Mid">> <<include Art_Vector_Arm_Outfit_Shine_Left_Mid>> <<case "Low">> <<include Art_Vector_Arm_Outfit_Shine_Left_Low>> <<default>> /* no art for this arm position */ <</switch>> <</if>> <</if>> /* TODO: simplify selection (select prefix, infix and suffix and combine instead of using switch statemens) */ <<switch _artSlave.clothes>> <<case "a hijab and abaya" "cutoffs and a t-shirt" "battledress" "conservative clothing" "a huipil" "a kimono" "a nice maid outfit" "a military uniform" "a nice nurse outfit" "a slutty nurse outfit" "a schoolgirl outfit" "Western clothing" "a slutty qipao" "nice business attire" "slutty business attire" "a schutzstaffel uniform" "a red army uniform" "slutty jewelry" "a cheerleader outfit" "clubslut netting" "battlearmor" "a dirndl" "a biyelgee costume" "lederhosen" "a mounty outfit" "a long qipao">> <<set _rightArmArt = "Art_Vector_Arm_Outfit_" + clothing2artSuffix(_artSlave.clothes) + "_Right_" + _rightArmType>> <<set _leftArmArt = "Art_Vector_Arm_Outfit_" + clothing2artSuffix(_artSlave.clothes) + "_Left_" + _leftArmType>> <<include _rightArmArt>> <<include _leftArmArt>> <<case "a slutty schutzstaffel uniform">> <<set _rightArmArt = "Art_Vector_Arm_Outfit_SchutzstaffelUniform_Right_" + _rightArmType>> <<set _leftArmArt = "Art_Vector_Arm_Outfit_SchutzstaffelUniform_Left_" + _leftArmType>> <<include _rightArmArt>> <<include _leftArmArt>> <<case "a slave gown">> /* only some arm positions have art (feel free to add more) */ <<switch _leftArmType>> <<case "High">> <<include Art_Vector_Arm_Outfit_SlaveGown_Left_High>> <<case "Mid">> <<include Art_Vector_Arm_Outfit_SlaveGown_Left_Mid>> <<case "Low">> <<include Art_Vector_Arm_Outfit_SlaveGown_Left_Low>> <<default>> /* no art for this arm position */ <</switch>> <</switch>> <</if>> /* closes amp check */
DankWolf/fc
src/art/vector/Arm.tw
tw
bsd-3-clause
4,451
:: Art_Vector_Balls_ [nobr] <<if _artSlave.scrotum > 0 && _artSlave.balls > 0 && !(["a slave gown","a cheerleader outfit","cutoffs and a t-shirt","a halter top dress","a hijab and abaya","a leotard","a nice maid outfit","a slutty maid outfit","a military uniform","a mini dress","a nice nurse outfit","a slutty nurse outfit","a scalemail bikini","a schoolgirl outfit","a ball gown","battledress","a slutty outfit","spats and a tank top","a succubus outfit","nice business attire","slutty business attire","attractive lingerie for a pregnant woman","a bunny outfit","a chattel habit","conservative clothing","harem gauze","a huipil","a kimono","a maternity dress","a slutty qipao","stretch pants and a crop-top","a toga","a penitent nuns habit","a schutzstaffel uniform","a slutty schutzstaffel uniform","a red army uniform","an apron","battlearmor","a dirndl","a biyelgee costume","lederhosen","a mounty outfit","a long qipao"].includes(_artSlave.clothes)) >> <<set _art_scale_factor = _artSlave.scrotum/3 >> <<set _art_translation_x = -271*(_art_scale_factor-1) >> <<set _art_translation_y = -453*(_art_scale_factor-1) >> /* _art_balls_transform is for internal program usage. _art_transform will affect the display. */ <<set _art_balls_transform = "matrix(" + _art_scale_factor +",0,0," + _art_scale_factor + "," + _art_translation_x + "," + _art_translation_y + ")">> <<set _art_transform = _art_balls_transform>> <<set _art = "Art_Vector_Balls">> <<include _art>> <</if>>
DankWolf/fc
src/art/vector/Balls.tw
tw
bsd-3-clause
1,487
:: Art_Vector_Belly_ [nobr] /* default: do no scaling (for addons on flat bellies) */ <<set _art_transform = "">> <<if _artSlave.belly >= 2000>> /* add pregnancy belly, scale dynamically (clothing and addons can be scaled, too) */ <<set _art_belly_scale_factor = 0.300*Math.log(0.011*_artSlave.belly) >> /* TODO: add check in penis control. do not draw penis atop belly if _art_belly_scale_factor > 1. */ <<set _art_scale_factor = _art_belly_scale_factor >> <<set _art_translation_x = -262*(_art_scale_factor-1) >> <<set _art_translation_y = -284*(_art_scale_factor-1) >> <<set _art_belly_transform = "matrix(" + _art_scale_factor +",0,0," + _art_scale_factor + "," + _art_translation_x + "," + _art_translation_y + ")">> <<set _art_transform = _art_belly_transform>> <<if _artSlave.navelPiercing == 1>> <<include Art_Vector_Belly_Pregnant_Piercing>> <<elseif _artSlave.navelPiercing == 2>> <<include Art_Vector_Belly_Pregnant_Piercing_Heavy>> <<else>> <<include Art_Vector_Belly>> <</if>> <<set _clothes = _artSlave.clothes>> <<switch _artSlave.clothes >> /* handling special cases */ <<case "a slutty schutzstaffel uniform" >> <<set _clothes = "a schutzstaffel uniform">> /* slutty schutzstaffel uniform uses schutzstaffel uniform art */ <</switch>> <<switch _clothes >> /* select available clothes */ <<case "a ball gown" "a bunny outfit" "a chattel habit" "a cheerleader outfit" "a fallen nuns habit" "a halter top dress" "a hijab and abaya" "a huipil" "a kimono" "a leotard" "a maternity dress" "a military uniform" "a mini dress" "a monokini" "an apron" "a nice maid outfit" "a nice nurse outfit" "a penitent nuns habit" "a red army uniform" "a schoolgirl outfit" "a schutzstaffel uniform" "a slave gown" "a slutty maid outfit" "a slutty nurse outfit" "a slutty qipao" "a succubus outfit" "a toga" "battledress" "clubslut netting" "conservative clothing" "cutoffs and a t-shirt" "nice business attire" "slutty business attire" "spats and a tank top" "Western clothing" "a long qipao" "battlearmor" "a biyelgee costume" "lederhosen" "a dirndl" "a mounty outfit">> <<set _art_outfit = clothing2artSuffix(_clothes) >> <<set _art = "Art_Vector_Belly_Outfit_"+_art_outfit >> <<include _art >> <</switch>> /* shiny clothings */ <<if $seeVectorArtHighlights == 1>> <<if _artSlave.fuckdoll != 0 || _artSlave.clothes == "restrictive latex" || _artSlave.clothes == "a latex catsuit" || _artSlave.clothes == "body oil">> <<include Art_Vector_Belly_Outfit_Shine >> <</if>> <</if>> <</if>> /* belly piercings for flat bellies */ <<if _artSlave.belly == 0>> <<if _artSlave.navelPiercing == 1>> <<include Art_Vector_Belly_Piercing>> <</if>> <<if _artSlave.navelPiercing == 2>> <<include Art_Vector_Belly_Piercing_Heavy>> <</if>> <</if>> /* Torso Accessories */ <<if _artSlave.bellyAccessory == "a corset" && _torsoSize == "Normal" && _artSlave.belly == 0>> <<include Art_Vector_Corsetnormal>> <</if>> <<if _artSlave.bellyAccessory == "a corset" && _torsoSize == "Hourglass" && _artSlave.belly == 0>> <<include Art_Vector_Corsethourglass>> <</if>> <<if _artSlave.bellyAccessory == "a corset" && _torsoSize == "Unnatural" && _artSlave.belly == 0>> <<include Art_Vector_Corsetunnatural>> <</if>> <<if _artSlave.bellyAccessory == "an extreme corset" && _torsoSize == "Normal" && _artSlave.belly == 0>> <<include Art_Vector_Corsetnormal>> <</if>> <<if _artSlave.bellyAccessory == "an extreme corset" && _torsoSize == "Hourglass" && _artSlave.belly == 0>> <<include Art_Vector_Corsethourglass>> <</if>> <<if _artSlave.bellyAccessory == "an extreme corset" && _torsoSize == "Unnatural" && _artSlave.belly == 0>> <<include Art_Vector_Corsetunnatural>> <</if>> <<if _artSlave.bellyAccessory == "a small empathy belly">> <<include Art_Vector_Empathy_Belly_Small>> <</if>> <<if _artSlave.bellyAccessory == "a medium empathy belly">> <<include Art_Vector_Empathy_Belly_Medium>> <</if>> <<if _artSlave.bellyAccessory == "a large empathy belly">> <<include Art_Vector_Empathy_Belly_Large>> <</if>> <<if _artSlave.bellyAccessory == "a huge empathy belly">> <<include Art_Vector_Empathy_Belly_Huge>> <</if>>
DankWolf/fc
src/art/vector/Belly.tw
tw
bsd-3-clause
4,180
:: Art_Vector_Body_Clothing_Control_ [nobr] <<set _eyeBallColor = "#ffffff">> <<if _artSlave.eyeColor != "">> <<if _artSlave.eyeColor.split(" ").length > 1>> <<set _eyeLens = _artSlave.eyeColor.split(" ")[0]>> <<if _eyeLens == "demonic">> <<set _eyeBallColor = _eyeColor>> <<elseif _eyeLens == "devilish">> <<set _eyeBallColor = "#000000">> <</if>> <</if>> <</if>> <<set _muscles_value = _artSlave.muscles + 101>> <<set _art_muscle_visibility = 0.910239*Math.log(0.02*_muscles_value) >> <<set _showEyes = 1>> <<set _showLips = 1>> <<set _showMouth = 1>> <<set _showPubic = 1>> <<set _showPussy = _artSlave.vagina >= 0>> <<set _showArmHair = 1>> <<set _showHair = _artSlave.hStyle != "shaved">> <<set _showBoobs = 1>> <<set _showNipples = 1>> <<set _showArmHighlight = 0>> <<set _showTorsoHighlight = 0>> <<set _showLegHighlight = 0>> <<set _showBoobsHighlight = 0>> <<set _showEyesHighlight = 1>> <<set _showHeadHighlight = 1>> <<set _showBellyPiercings = 1>> <<set _showNipplePiercings = 1>> <<set _chastityAnal = _artSlave.dickAccessory == "anal chastity" || _artSlave.dickAccessory == "combined chastity" || _artSlave.vaginalAccessory == "anal chastity" || _artSlave.vaginalAccessory == "combined chastity" >> <<set _chastityVaginal = _artSlave.vaginalAccessory == "chastity belt" || _artSlave.vaginalAccessory == "combined chastity">> <<if _artSlave.fuckdoll > 0>> <<set _showEyes = 0>> <<set _showPubic = 0>> <<set _showArmHair = 0>> <<set _showHair = 0>> <<set _showArmHighlight = 1>> <<set _showTorsoHighlight = 1>> <<set _showBoobsHighlight = 1>> <<set _showLegHighlight = 1>> <<set _showHeadHighlight = 1>> <</if>> <<if _artSlave.clothes == "a nice maid outfit">> <<set _showPubic = 0>> <<set _showBoobs = 0>> <<set _showBellyPiercings = 0>> <<set _showNipplePiercings = 0>> <<set _showNipples = 0>> <</if>> <<if _artSlave.clothes == "a slutty maid outfit">> <<set _showBellyPiercings = 0>> <</if>> <<if _artSlave.clothes == "restrictive latex">> <<set _showEyes = 0>> <<set _showPubic = 0>> <<set _showArmHair = 0>> <<set _showHair = 0>> <<set _showArmHighlight = 1>> <<set _showTorsoHighlight = 1>> <<set _showLegHighlight = 1>> <<set _showHeadHighlight = 1>> <<set _showBellyPiercings = 0>> <</if>> <<if _artSlave.clothes == "a latex catsuit">> <<set _showPubic = 0>> <<set _showArmHair = 0>> <<set _showArmHighlight = 1>> <<set _showTorsoHighlight = 1>> <<set _showLegHighlight = 1>> <<set _showBoobsHighlight = 1>> <<set _showHeadHighlight = 1>> <<set _showBellyPiercings = 0>> <<set _showNipplePiercings = 0>> <<set _chastityAnal = 0>> <<set _chastityVaginal = 0>> <</if>> <<if $showBodyMods == 0>> <<set _showNipplePiercings = 0>> <</if>> <<if $seeVectorArtHighlights == 1>> <<set _showArmHighlight = 0>> <<set _showTorsoHighlight = 0>> <<set _showLegHighlight = 0>> <<set _showBoobsHighlight = 0>> <</if>>
DankWolf/fc
src/art/vector/Body_Clothing_Control.tw
tw
bsd-3-clause
2,894
:: Art_Vector_Butt_ [nobr] /* BEWARE: _buttSize is also used in Art_Vector_Leg_ */ <<if _artSlave.amp != 1>> <<if _artSlave.butt >= 7>> <<set _buttSize = 6>> <<elseif _artSlave.butt == 6>> <<set _buttSize = 5>> <<elseif _artSlave.butt == 5>> <<set _buttSize = 4>> <<elseif _artSlave.butt == 4>> <<set _buttSize = 3>> <<elseif _artSlave.butt == 3>> <<set _buttSize = 2>> <<elseif _artSlave.butt == 2>> <<set _buttSize = 1>> <<elseif _artSlave.butt == 1>> <<set _buttSize = 0>> <<else>> <<set _buttSize = 0>> <</if>> <<set _art = "Art_Vector_Butt_"+_buttSize >> <<include _art >> <</if>>
DankWolf/fc
src/art/vector/Butt.tw
tw
bsd-3-clause
642
:: Art_Vector_Collar_ [nobr] /* TODO: find out where "uncomfortable leather" collar art went */ <<switch _artSlave.collar>> <<case "leather with cowbell">> <<include Art_Vector_Collar_Cowbell >> <<case "heavy gold">> <<include Art_Vector_Collar_Gold_Heavy >> <<case "neck corset">> <<include Art_Vector_Collar_Neck_Corset >> <<case "pretty jewelry">> <<include Art_Vector_Collar_Pretty_Jewelry >> <<case "cruel retirement counter">> <<include Art_Vector_Collar_Retirement_Cruel >> <<case "nice retirement counter">> <<include Art_Vector_Collar_Retirement_Nice >> <<case "satin choker">> <<include Art_Vector_Collar_Satin_Choker >> <<case "shock punishment">> <<include Art_Vector_Collar_Shock_Punishment >> <<case "stylish leather">> <<include Art_Vector_Collar_Stylish_Leather >> <<case "tight steel">> <<include Art_Vector_Collar_Tight_Steel >> <<case "uncomfortable leather">> <<include Art_Vector_Collar_Leather_Cruel >> <<case "silk ribbon">> <<include Art_Vector_Collar_Silk_Ribbon >> <<case "bowtie">> <<include Art_Vector_Collar_Bowtie >> <<case "ancient Egyptian">> <<include Art_Vector_Collar_Ancientegyptian >> <<default>> /* collar not supported - don't display anything */ <</switch>>
DankWolf/fc
src/art/vector/Collar.tw
tw
bsd-3-clause
1,200
:: Art_Vector_Feet_ [nobr] /* BEWARE: Uses _legSize set by Art_Vector_Leg_ */ <<if _artSlave.amp != 1>> <<switch _artSlave.shoes>> <<case "heels">> <<include Art_Vector_Shoes_Heel>> <<case "pumps">> <<include Art_Vector_Shoes_Pump>> <<case "extreme heels">> <<if _legSize == "Narrow">> <<include Art_Vector_Shoes_Extreme_Heel_Narrow>> <<elseif _legSize == "Normal">> <<include Art_Vector_Shoes_Extreme_Heel_Normal>> <<elseif _legSize == "Wide" || _legSize == "Thick">> <<include Art_Vector_Shoes_Extreme_Heel_Wide>> <</if>> <<case "boots">> <<if _legSize == "Narrow">> <<include Art_Vector_Shoes_Boot_Narrow>> <<elseif _legSize == "Normal">> <<include Art_Vector_Shoes_Boot_Normal>> <<elseif _legSize == "Wide" || _legSize == "Thick">> <<include Art_Vector_Shoes_Boot_Wide>> <</if>> <<case "flats">> <<include Art_Vector_Shoes_Flat>> <<default>> <<include Art_Vector_Feet>> <</switch>> <</if>> <<if _artSlave.legAccessory == "short stockings" && _artSlave.amp != 1>> <<if _artSlave.shoes == "heels">> <<if _legSize == "Narrow">> <<include Art_Vector_Shoes_Heel_SS_Narrow>> <<elseif _legSize == "Normal">> <<include Art_Vector_Shoes_Heel_SS_Normal>> <<elseif _legSize == "Wide" || _legSize == "Thick">> <<include Art_Vector_Shoes_Heel_SS_Wide>> <</if>> <<elseif _artSlave.shoes == "pumps">> <<if _legSize == "Narrow">> <<include Art_Vector_Shoes_Pump_SS_Narrow>> <<elseif _legSize == "Normal">> <<include Art_Vector_Shoes_Pump_SS_Normal>> <<elseif _legSize == "Wide" || _legSize == "Thick">> <<include Art_Vector_Shoes_Pump_SS_Wide>> <</if>> <<elseif _artSlave.shoes == "flats">> <<if _legSize == "Narrow">> <<include Art_Vector_Shoes_Flat_SS_Narrow>> <<elseif _legSize == "Normal">> <<include Art_Vector_Shoes_Flat_SS_Normal>> <<elseif _legSize == "Wide" || _legSize == "Thick">> <<include Art_Vector_Shoes_Flat_SS_Wide>> <</if>> <<elseif _artSlave.shoes == "none">> <<if _legSize == "Narrow">> <<include Art_Vector_Shoes_Stockings_SS_Narrow>> <<elseif _legSize == "Normal">> <<include Art_Vector_Shoes_Stockings_SS_Normal>> <<elseif _legSize == "Wide" || _legSize == "Thick">> <<include Art_Vector_Shoes_Stockings_SS_Wide>> <</if>> <</if>> <</if>> <<if _artSlave.legAccessory == "long stockings" && _artSlave.amp != 1>> <<if _artSlave.shoes == "heels">> <<if _legSize == "Narrow">> <<include Art_Vector_Shoes_Heel_LL_Narrow>> <<elseif _legSize == "Normal">> <<include Art_Vector_Shoes_Heel_LL_Normal>> <<elseif _legSize == "Wide" || _legSize == "Thick">> <<include Art_Vector_Shoes_Heel_LL_Wide>> <</if>> <<elseif _artSlave.shoes == "pumps">> <<if _legSize == "Narrow">> <<include Art_Vector_Shoes_Pump_LL_Narrow>> <<elseif _legSize == "Normal">> <<include Art_Vector_Shoes_Pump_LL_Normal>> <<elseif _legSize == "Wide" || _legSize == "Thick">> <<include Art_Vector_Shoes_Pump_LL_Wide>> <</if>> <<elseif _artSlave.shoes == "flats">> <<if _legSize == "Narrow">> <<include Art_Vector_Shoes_Flat_LL_Narrow>> <<elseif _legSize == "Normal">> <<include Art_Vector_Shoes_Flat_LL_Normal>> <<elseif _legSize == "Wide" || _legSize == "Thick">> <<include Art_Vector_Shoes_Flat_LL_Wide>> <</if>> <<elseif _artSlave.shoes == "none">> <<if _legSize == "Narrow">> <<include Art_Vector_Shoes_Stockings_LL_Narrow>> <<elseif _legSize == "Normal">> <<include Art_Vector_Shoes_Stockings_LL_Normal>> <<elseif _legSize == "Wide" || _legSize == "Thick">> <<include Art_Vector_Shoes_Stockings_LL_Wide>> <</if>> <</if>> <</if>> <<unset _art_outfit >> /* clean up variable possibly already set by prior widget run */ <<switch _artSlave.clothes>> /* select available clothes */ <<case "an apron" "attractive lingerie" "a ball gown" "a bunny outfit" "a cheerleader outfit" "a fallen nuns habit" "a halter top dress" "a hijab and abaya" "a huipil" "a kimono" "a latex catsuit" "a maternity dress" "a military uniform" "a mini dress" "a monokini" "a nice maid outfit" "a nice nurse outfit" "a red army uniform" "a schoolgirl outfit" "a schutzstaffel uniform" "a slutty schutzstaffel uniform" "a slave gown" "a slutty maid outfit" "a slutty nurse outfit" "a slutty qipao" "a succubus outfit" "a toga" "battledress" "body oil" "clubslut netting" "conservative clothing" "cutoffs and a t-shirt" "nice business attire" "restrictive latex" "slutty business attire" "spats and a tank top" "stretch pants and a crop-top" "Western clothing" "a long qipao" "battlearmor" "a biyelgee costume" "lederhosen" "a dirndl" "a mounty outfit">> <<set _art_outfit = clothing2artSuffix(_artSlave.clothes) >> <</switch>> /* special case for shiny clothings */ <<if $seeVectorArtHighlights == 1>> /* this one is leg and partly butt-related, but needs to be here as shoes are drawn over legs and butt */ <<if _artSlave.fuckdoll != 0 || _artSlave.clothes == "restrictive latex" || _artSlave.clothes == "a latex catsuit" || _artSlave.clothes == "body oil">> <<set _art_outfit = "Shine" >> <</if>> <</if>> <<if def _art_outfit >> <<if _artSlave.amp != 1>> <<if ["an apron", "a ball gown", "a bunny outfit", "attractive lingerie", "a chattel habit", "a cheerleader outfit", "a fallen nuns habit", "a halter top dress", "a hijab and abaya", "a huipil", "a kimono", "a latex catsuit", "a maternity dress", "a military uniform", "a mini dress", "a monokini", "a nice maid outfit", "a nice nurse outfit", "a red army uniform", "a schoolgirl outfit", "a schutzstaffel uniform", "a slutty schutzstaffel uniform", "slutty business attire", "a slutty maid outfit", "a slutty nurse outfit", "spats and a tank top", "a slave gown", "a succubus outfit", "a toga", "battledress", "body oil", "clubslut netting", "conservative clothing", "cutoffs and a t-shirt", "nice business attire", "restrictive latex", "stretch pants and a crop-top", "a long qipao", "battlearmor", "a biyelgee costume", "lederhosen", "a dirndl", "a mounty outfit"].includes(_artSlave.clothes)>> <<set _art = "Art_Vector_Butt_Outfit_"+_art_outfit+"_"+_buttSize >><<include _art >> <</if>> <<if _artSlave.clothes != "a schoolgirl outfit">> <<set _art = "Art_Vector_Leg_Outfit_"+_art_outfit+"_"+_legSize >><<include _art >> <</if>> <<else>> <<if _artSlave.clothes != "a schoolgirl outfit">> <<set _art = "Art_Vector_Leg_Outfit_"+_art_outfit+"_Stump" >><<include _art >> <</if>> <</if>> <</if>>
DankWolf/fc
src/art/vector/Feet.tw
tw
bsd-3-clause
6,781
:: Art_Vector_Generate_Stylesheet_ [nobr] /* _art_display_class is the style class for this display */ <<if _art_display_id > 0 >> <<set _art_display_id += 1>> <<else>> <<set _art_display_id = 1>> <</if>> <<set _art_display_class = "ad"+_art_display_id >> <<print "<style>."+_art_display_class+" { position: absolute; height: 100%; margin-left: auto; margin-right: auto; left: 0; right: 0; } ."+_art_display_class+" .white { fill:#FFFFFF; } ."+_art_display_class+" .skin { fill:"+_skinColour+"; } ."+_art_display_class+" .head { "+_headSkinStyle+"; } ."+_art_display_class+" .torso { "+_torsoSkinStyle+"; } ."+_art_display_class+" .boob { "+_boobSkinStyle+"; } ."+_art_display_class+" .penis { "+_penisSkinStyle+"; } ."+_art_display_class+" .scrotum { "+_scrotumSkinStyle+"; } ."+_art_display_class+" .belly { "+_bellySkinStyle+"; } ."+_art_display_class+" .areola { fill:"+_areolaStyle+"; } ."+_art_display_class+" .labia { fill:"+_labiaStyle+"; } ."+_art_display_class+" .hair { fill:"+_hairColour+"; } ."+_art_display_class+" .pubic_hair { fill:"+_pubicHairColour+"; } ."+_art_display_class+" .underarm_hair { fill:"+_underarmHairColour+"; } ."+_art_display_class+" .shoe { fill:"+_shoeColour+"; } ."+_art_display_class+" .shoe_shadow { fill:"+_shoeShadowColour+"; } ."+_art_display_class+" .smart_piercing { fill:#4DB748; } ."+_art_display_class+" .steel_piercing { fill:#787878; } ."+_art_display_class+" .steel_chastity { fill:#BABABA; } ."+_art_display_class+" .outfit_base { fill:"+_outfitBaseColour+"; } ."+_art_display_class+" .gag { fill:#BF2126; } ."+_art_display_class+" .shadow { fill:#010101; } ."+_art_display_class+" .glasses { fill:"+_glassesColour+"; } </style>" >>
DankWolf/fc
src/art/vector/Generate_Stylesheet.tw
tw
bsd-3-clause
1,753
:: Art_Vector_Hair_Back_ [nobr] <<if _artSlave.fuckdoll != 0>> <<include Art_Vector_Hair_Back_NoHair>> <<else>> <<if _artSlave.clothes != "restrictive latex" && _artSlave.clothes != "a hijab and abaya" && _artSlave.clothes != "a chattel habit" && _artSlave.clothes != "a fallen nuns habit" && _artSlave.clothes != "a penitent nuns habit" && _artSlave.clothes != "a cybersuit" && _artSlave.clothes != "Western clothing" && _artSlave.clothes != "a military uniform" && _artSlave.clothes != "a schutzstaffel uniform" && _artSlave.clothes != "a slutty schutzstaffel uniform" && _artSlave.clothes != "a red army uniform" && _artSlave.clothes != "battlearmor" && _artSlave.clothes != "a biyelgee costume" && _artSlave.clothes != "a mounty outfit">> <<switch _artSlave.hStyle>> <<case "buzzcut" "shaved" "shaved bald">> <<include Art_Vector_Hair_Back_NoHair>> <<case "permed">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Back_Permed_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Back_Permed_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Back_Permed_Short>> <</if>> <<case "up">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Back_Up_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Back_Up_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Back_Up_Short>> <</if>> <<case "neat">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Back_Neat_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Back_Neat_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Back_Neat_Short>> <</if>> <<case "ponytail">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Back_Ponytail_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Back_Ponytail_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Back_Ponytail_Short>> <</if>> <<case "bun">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Back_Bun_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Back_Bun_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Back_Bun_Short>> <</if>> <<case "curled">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Back_Curled_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Back_Curled_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Back_Curled_Short>> <</if>> <<case "eary">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Back_Eary_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Back_Eary_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Back_Eary_Short>> <</if>> <<case "luxurious">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Back_Luxurious_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Back_Luxurious_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Back_Luxurious_Short>> <</if>> <<case "afro">> <<if _artSlave.hLength >= 150>> <<include Art_Vector_Hair_Back_Afro_Giant>> <<elseif _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Back_Afro_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Back_Afro_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Back_Afro_Short>> <</if>> <<case "messy">> /* this isn't an option in salon.tw. What should it be? */ <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Back_Messy_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Back_Messy_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Back_Messy_Short>> <</if>> <<case "dreadlocks">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Back_Dreadlocks_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Back_Dreadlocks_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Back_Dreadlocks_Short>> <</if>> <<case "cornrows">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Back_Cornrows_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Back_Cornrows_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Back_Cornrows_Short>> <</if>> <<case "braided">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Back_Braided_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Back_Braided_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Back_Braided_Short>> <</if>> <<case "tails">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Back_Tails_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Back_Tails_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Back_Tails_Short>> <</if>> <<case "messy bun">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Back_Ninja_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Back_Ninja_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Back_Ninja_Short>> <</if>> <<default>> <<include Art_Vector_Hair_Back_Messy_Medium>> <</switch>> <</if>> <</if>> /* note: latex clothing actually shows some hair, but there is no appropriate art for it */ <<if _artSlave.collar == "cat ears">> <<include Art_Vector_Cat_Ear_Back>> <</if>>
DankWolf/fc
src/art/vector/Hair_Back.tw
tw
bsd-3-clause
5,733
:: Art_Vector_Hair_Fore_ [nobr] /* TODO: simplify */ <<if _artSlave.fuckdoll != 0>> <<include Art_Vector_Hair_Fore_NoHair>> <<else>> <<if _artSlave.clothes != "restrictive latex" && _artSlave.clothes != "a hijab and abaya" && _artSlave.clothes != "a chattel habit" && _artSlave.clothes != "a fallen nuns habit" && _artSlave.clothes != "a penitent nuns habit" && _artSlave.clothes != "a cybersuit" && _artSlave.clothes != "Western clothing" && _artSlave.clothes != "a military uniform" && _artSlave.clothes != "a schutzstaffel uniform" && _artSlave.clothes != "a slutty schutzstaffel uniform" && _artSlave.clothes != "a red army uniform" && _artSlave.clothes != "battlearmor" && _artSlave.clothes != "a biyelgee costume" && _artSlave.clothes != "a mounty outfit">> <<switch _artSlave.hStyle>> <<case "buzzcut" "shaved" "shaved bald">> <<include Art_Vector_Hair_Fore_NoHair>> <<case "permed">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Fore_Permed_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Fore_Permed_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Fore_Permed_Short>> <</if>> <<case "up">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Fore_Up_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Fore_Up_Med>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Fore_Up_Short>> <</if>> <<case "neat">> <<include Art_Vector_Hair_Fore_Neat>> <<case "ponytail">> <<include Art_Vector_Hair_Fore_Ponytail>> <<case "bun">> <<include Art_Vector_Hair_Fore_Bun>> <<case "curled">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Fore_Curled_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Fore_Curled_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Fore_Curled_Short>> <</if>> <<case "eary">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Fore_Eary_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Fore_Eary_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Fore_Eary_Short>> <</if>> <<case "luxurious">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Fore_Luxurious_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Fore_Luxurious_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Fore_Luxurious_Short>> <</if>> <<case "afro">> <<if _artSlave.hLength >= 150>> <<include Art_Vector_Hair_Fore_Afro_Giant>> <<elseif _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Fore_Afro_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Fore_Afro_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Fore_Afro_Short>> <</if>> <<case "messy">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Fore_Messy_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Fore_Messy_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Fore_Messy_Short>> <</if>> <<case "dreadlocks">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Fore_Dreadlocks_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Fore_Dreadlocks_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Fore_Dreadlocks_Short>> <</if>> <<case "cornrows">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Fore_Cornrows_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Fore_Cornrows_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Fore_Cornrows_Short>> <</if>> <<case "braided">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Fore_Braided_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Fore_Braided_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Fore_Braided_Short>> <</if>> <<case "tails">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Fore_Tails_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Fore_Tails_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Fore_Tails_Short>> <</if>> <<case "strip">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Fore_Strip_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Fore_Strip_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Fore_Strip_Short>> <</if>> <<case "messy bun">> <<if _artSlave.hLength >= 60>> <<include Art_Vector_Hair_Fore_Ninja_Long>> <<elseif _artSlave.hLength >= 30>> <<include Art_Vector_Hair_Fore_Ninja_Medium>> <<elseif _artSlave.hLength >= 10>> <<include Art_Vector_Hair_Fore_Ninja_Short>> <</if>> <<default>> <<include Art_Vector_Hair_Fore_Messy_Medium>> <</switch>> <</if>> <</if>> /* note: latex clothing actually shows some hair, but there is no appropriate art for it */ <<if _artSlave.collar == "cat ears">> <<include Art_Vector_Cat_Ear_Fore>> <</if>>
DankWolf/fc
src/art/vector/Hair_Fore.tw
tw
bsd-3-clause
5,293
:: Art_Vector_Head_ [nobr] <<include Art_Vector_Head>> /* shiny clothings */ <<if $seeVectorArtHighlights == 1>> <<if _artSlave.fuckdoll != 0 || _artSlave.clothes == "restrictive latex" || _artSlave.clothes == "a latex catsuit">> <<include Art_Vector_Head_Outfit_Shine>> <</if>> <</if>> /* FACIAL APPEARANCE */ <<if _artSlave.markings == "beauty">> <<include Art_Vector_Beauty_Mark>> <</if>> <<if _artSlave.markings == "freckles">> <<include Art_Vector_Freckles>> <</if>> <<if _artSlave.markings == "heavily">> <<include Art_Vector_Freckles_Heavy>> <</if>> <<if _artSlave.markings == "birthmark">> <<include Art_Vector_Birthmark>> <</if>> <<if _artSlave.minorInjury == "black eye">> <<include Art_Vector_Black_Eye>> <</if>> /* ADDONS */ <<if _artSlave.fuckdoll == 0 >> /* fuckdolly cannot be decorated */ <<if _artSlave.collar == "dildo gag">> <<include Art_Vector_Dildo_Gag>> <</if>> <<if _artSlave.collar == "ball gag">> <<include Art_Vector_Ball_Gag>> <</if>> <<if _artSlave.collar == "bit gag">> <<include Art_Vector_Bit_Gag>> <</if>> <<if _artSlave.collar == "massive dildo gag">> <<include Art_Vector_Massive_Dildo_Gag>> <</if>> <<if _artSlave.collar == "porcelain mask">> <<include Art_Vector_Porcelain_Mask>> <</if>> <<if _artSlave.eyewear == "corrective glasses" || _artSlave.eyewear == "glasses" || _artSlave.eyewear == "blurring glasses">> <<include Art_Vector_Glasses>> <</if>> /* head clothing */ <<if _artSlave.clothes == "a hijab and abaya">> <<include Art_Vector_Head_Outfit_Hijab>> <</if>> <<if _artSlave.clothes == "a succubus outfit">> <<include Art_Vector_Head_Outfit_Succubus>> <</if>> <<if _artSlave.clothes == "a bunny outfit">> <<include Art_Vector_Head_Outfit_Bunny>> <</if>> <<if _artSlave.clothes == "a chattel habit">> <<include Art_Vector_Head_Outfit_ChattelHabit>> <</if>> <<if _artSlave.clothes == "a fallen nuns habit">> <<include Art_Vector_Head_Outfit_FallenNunsHabit>> <</if>> <<if _artSlave.clothes == "harem gauze">> <<include Art_Vector_Head_Outfit_HaremGauze>> <</if>> <<if _artSlave.clothes == "a penitent nuns habit">> <<include Art_Vector_Head_Outfit_PenitentNunsHabit>> <</if>> <<if _artSlave.clothes == "Western clothing">> <<include Art_Vector_Head_Outfit_Western>> <</if>> <<if _artSlave.clothes == "a military uniform">> <<include Art_Vector_Head_Outfit_MilitaryUniform>> <</if>> <<if _artSlave.clothes == "a cybersuit">> <<include Art_Vector_Head_Outfit_Cybersuit>> <</if>> <<if _artSlave.clothes == "a schutzstaffel uniform">> <<include Art_Vector_Head_Outfit_SchutzstaffelUniform>> <</if>> <<if _artSlave.clothes == "a slutty schutzstaffel uniform">> <<include Art_Vector_Head_Outfit_SchutzstaffelUniform>> <</if>> <<if _artSlave.clothes == "a red army uniform">> <<include Art_Vector_Head_Outfit_RedArmyUniform>> <</if>> <<if _artSlave.clothes == "battlearmor">> <<include Art_Vector_Head_Outfit_Battlearmor>> <</if>> <<if _artSlave.clothes == "a biyelgee costume">> <<include Art_Vector_Head_Outfit_BiyelgeeCostume>> <</if>> <<if _artSlave.clothes == "a mounty outfit">> <<include Art_Vector_Head_Outfit_Mounty>> <</if>> <</if>>
DankWolf/fc
src/art/vector/Head.tw
tw
bsd-3-clause
3,220
:: Art_Vector_Leg_ [nobr] /* Leg wideness switch courtesy of Nov-X */ /* BEWARE: _legSize is also used in Art_Vector_Feet_ */ /* BEWARE: _buttSize set by Art_Vector_Butt_ */ /* <<if _artSlave.amp != 1>> <<set _legSize = "Normal">> <<if _artSlave.hips < 0>> <<if _artSlave.weight < -10>> <<set _legSize = "Narrow">> <<else>> <<set _legSize = "Normal">> <</if>> <<elseif _artSlave.hips == 0>> <<if _artSlave.weight > 96>> <<set _legSize = "Thick">> <<elseif _artSlave.weight > 30>> <<set _legSize = "Wide">> <<else>> <<set _legSize = "Normal">> <</if>> <<elseif _artSlave.hips > 1>> <<if _artSlave.weight > 96>> <<set _legSize = "Thick">> <<else>> <<set _legSize = "Wide">> <</if>> <</if>> <<set _art = "Art_Vector_Leg_"+_legSize >> <<else>> <<set _art = "Art_Vector_Stump" >> <</if>> <<include _art >> */ <<if _artSlave.amp != 1>> <<set _legSize = "Normal">> <<if _artSlave.hips == -2>> <<if _artSlave.weight <= 0>> <<set _legSize = "Narrow">> <<elseif _artSlave.weight > 0 && _artSlave.weight < 161>> <<set _legSize = "Normal">> <<elseif _artSlave.weight >= 161>> <<set _legSize = "Wide">> <</if>> <<elseif _artSlave.hips == -1>> <<if _artSlave.weight <= -11>> <<set _legSize = "Narrow">> <<elseif _artSlave.weight > -11 && _artSlave.weight < 96>> <<set _legSize = "Normal">> <<elseif _artSlave.weight >= 96>> <<set _legSize = "Wide">> <</if>> <<elseif _artSlave.hips == 0>> <<if _artSlave.weight <= -96>> <<set _legSize = "Narrow">> <<elseif _artSlave.weight > -96 && _artSlave.weight < 11>> <<set _legSize = "Normal">> <<elseif _artSlave.weight >= 11 && _artSlave.weight < 131>> <<set _legSize = "Wide">> <<elseif _artSlave.weight >= 131>> <<set _legSize = "Thick">> <</if>> <<elseif _artSlave.hips == 1>> <<if _artSlave.weight <= -31>> <<set _legSize = "Normal">> <<elseif _artSlave.weight > -31 && _artSlave.weight < 31>> <<set _legSize = "Wide">> <<elseif _artSlave.weight >= 31>> <<set _legSize = "Thick">> <</if>> <<elseif _artSlave.hips == 2>> <<if _artSlave.weight <= -11>> <<set _legSize = "Wide">> <<elseif _artSlave.weight > -11>> <<set _legSize = "Thick">> <</if>> <<elseif _artSlave.hips == 3>> <<if _artSlave.weight <= -11>> <<set _legSize = "Wide">> <<elseif _artSlave.weight > -11>> <<set _legSize = "Thick">> <</if>> <</if>> <<set _art = "Art_Vector_Leg_"+_legSize >> <<else>> <<set _art = "Art_Vector_Stump" >> <</if>> <<include _art >>
DankWolf/fc
src/art/vector/Leg.tw
tw
bsd-3-clause
2,556
:: Art_Vector_Pubic_Hair_ [nobr] <<if _artSlave.fuckdoll != 0 || _artSlave.clothes != "a latex catsuit">> <<if $showBodyMods == 1>> <<if _artSlave.vaginaTat == "rude words">> <<if _artSlave.dick != 0>> <<set _art_pussy_tattoo_text = "Useless" >> <<else>> <<set _art_pussy_tattoo_text = "Fucktoy" >> <</if>> <<include Art_Vector_Pussy_Tattoo>> <</if>> <</if>> <<if _artSlave.physicalAge < 11>> <<include Art_Vector_Pubic_Hair_None >> <<include Art_Vector_Pubic_Hair_Underarm_None >> <<elseif _artSlave.physicalAge <= 13>> <<if _artSlave.pubicHStyle != "waxed">> <<include Art_Vector_Pubic_Hair_Wispy >> <</if>> <</if>> <<if _artSlave.physicalAge > 13 >> <<if _artSlave.pubicHStyle == "strip" || _artSlave.pubicHStyle == "in a strip">> <<if _torsoSize == "Obese" || _torsoSize == "Fat">> <<include Art_Vector_Pubic_Hair_StripFat >> <<elseif _torsoSize == "Chubby" || _torsoSize == "Normal" || _torsoSize == "Unnatural" || _torsoSize == "Hourglass" >> <<include Art_Vector_Pubic_Hair_Strip >> <</if>> <<elseif _artSlave.pubicHStyle == "bush" || _artSlave.pubicHStyle == "bushy in the front and neat in the rear">> <<if _torsoSize == "Obese" || _torsoSize == "Fat">> <<include Art_Vector_Pubic_Hair_BushFat >> <<elseif _torsoSize == "Chubby" || _torsoSize == "Normal" || _torsoSize == "Unnatural" || _torsoSize == "Hourglass" >> <<include Art_Vector_Pubic_Hair_Bush >> <</if>> <<elseif _artSlave.pubicHStyle == "neat">> <<if _torsoSize == "Obese" || _torsoSize == "Fat">> <<include Art_Vector_Pubic_Hair_NeatFat >> <<elseif _torsoSize == "Chubby" || _torsoSize == "Normal" || _torsoSize == "Unnatural" || _torsoSize == "Hourglass" >> <<include Art_Vector_Pubic_Hair_Neat >> <</if>> <<elseif _artSlave.pubicHStyle =="bushy">> <<if _torsoSize == "Obese" || _torsoSize == "Fat">> <<include Art_Vector_Pubic_Hair_BushyFat >> <<elseif _torsoSize == "Chubby" || _torsoSize == "Normal" || _torsoSize == "Unnatural" || _torsoSize == "Hourglass" >> <<include Art_Vector_Pubic_Hair_Bushy >> <</if>> <<elseif _artSlave.pubicHStyle =="very bushy">> <<if _torsoSize == "Obese" || _torsoSize == "Fat">> <<include Art_Vector_Pubic_Hair_Very_BushyFat >> <<elseif _torsoSize == "Chubby" || _torsoSize == "Normal" || _torsoSize == "Unnatural" || _torsoSize == "Hourglass" >> <<include Art_Vector_Pubic_Hair_Very_Bushy >> <</if>> <<elseif _artSlave.pubicHStyle =="waxed">> <<include Art_Vector_Pubic_Hair_None >> <</if>> <</if>> <<if _artSlave.physicalAge > 13 >> <<if _artSlave.underArmHStyle == "hairless" || _artSlave.underArmHStyle == "waxed" || _artSlave.underArmHStyle == "bald">> <<include Art_Vector_Pubic_Hair_Underarm_None >> <<elseif _artSlave.underArmHStyle == "shaved">> <<include Art_Vector_Pubic_Hair_Underarm_Shaved >> <<elseif _artSlave.underArmHStyle == "neat">> <<include Art_Vector_Pubic_Hair_Underarm_Neat >> <<elseif _artSlave.underArmHStyle =="bushy">> <<include Art_Vector_Pubic_Hair_Underarm_Bushy >> <</if>> <</if>> <</if>> /* latex clothing */
DankWolf/fc
src/art/vector/Pubic_Hair.tw
tw
bsd-3-clause
3,107
:: Art_Vector_Pussy_ [nobr] <<if _artSlave.vagina >= 0>> <<include Art_Vector_Pussy>> <</if>>
DankWolf/fc
src/art/vector/Pussy.tw
tw
bsd-3-clause
98
:: Art_Vector_Set_Colour_Hair_ [nobr] /* "Free-Cities Dyes (taken from Cosmetic Rules Assistant Settings)"- to-"HTML Color"-Map courtesy of Nov-X */ <<set _hairColour = extractHairColor(_artSlave.hColor) >> <<set _pubicHairColour = extractHairColor(_artSlave.pubicHColor) >> <<set _underarmHairColour = extractHairColor(_artSlave.underArmHColor) >>
DankWolf/fc
src/art/vector/Set_Colour_Hair.tw
tw
bsd-3-clause
353
:: Art_Vector_Set_Colour_Outfit_ /* BEWARE: _outfitBaseColour is used by Art_Vector_Set_Colour_Skin_ */ /* BEWARE: _outfitBaseColour is read by Wardrobe Use */ /* BEWARE: _glassesColour is read by Wardrobe Use */ <<set _s = Art_Vector_Set_Colour_Outfit(_artSlave) >> <<set _outfitBaseColour = _s.outfitBaseColour>> <<set _glassesColour = _s.glassesColor>>
DankWolf/fc
src/art/vector/Set_Colour_Outfit.tw
tw
bsd-3-clause
358
:: Art_Vector_Set_Colour_Outfit_JS [script] window.Art_Vector_Set_Colour_Outfit = function(artSlave) { var s = { outfitBaseColour : undefined, glassesColour : undefined } if (artSlave.fuckdoll != 0 || artSlave.clothes == "restrictive latex" || artSlave.clothes == "a latex catsuit" || artSlave.clothes == "a cybersuit") { s.outfitBaseColour = "#515351" ; /* standard "black rubber" latex colour */ if (artSlave.clothingBaseColor) { s.outfitBaseColour = artSlave.clothingBaseColor ; /* latex colour selected by user */ /* TODO: rewrite all textual descriptions not to explicitly mention the latex being of black colour. */ } } if (artSlave.fuckdoll != 0 || artSlave.clothes == "a comfortable bodysuit") { s.outfitBaseColour = "#464646" ; /* bodysuit */ if (artSlave.clothingBaseColor) { s.outfitBaseColour = artSlave.clothingBaseColor ; /* bodysuit colour selected by user */ } } /* head addons */ switch (artSlave.eyewear) { case "corrective glasses": case "glasses": case "blurring glasses": s.glassesColour = "#010101"; break; default: /* use colour for "glasses" by default */ s.glassesColour = "#010101"; } switch (artSlave.collar) { case "porcelain mask": s.glassesColour = "#FFFFFF"; break; default: /* use colour for "mask" by default */ s.glassesColour = "#010101"; } if (artSlave.glassesColor) { s.glassesColour = artSlave.glassesColor; /* glasses colour selected by user */ } return s; }
DankWolf/fc
src/art/vector/Set_Colour_Outfit_JS.tw
tw
bsd-3-clause
1,485
:: Art_Vector_Set_Colour_Shoe_ [nobr] /* courtesy of Nov-X */ /* BEWARE: _shoeColour is read by Wardrobe Use */ /* note: only heels use this shadow */ <<set _shoeShadowColour = "#616a6b">> <<switch _artSlave.shoes>> <<case "heels" "extreme heels">> <<set _shoeColour = "#80808080">> <<case "boots">> <<set _shoeColour = "#80808080">> <<case "flats">> <<set _shoeColour = "#80808080">> <<case "pumps">> <<set _shoeColour = "#80808080">> <<default>> /* use colour for "heels" by default */ <<set _shoeColour = "#595959">> <</switch>> <<if def _artSlave.shoeColor>> <<set _shoeColour = _artSlave.shoeColor+";opacity: 0.4">> /* shoe colour selected by user */ <<set _shoeShadowColour = _shoeColour+";opacity: 0.5">> /* TODO: do not abuse "color" variable for style definitions. do not rely on dark background for shadow effect either. */ <</if>> /* override colour in case of full body latex outfit */ <<if _artSlave.fuckdoll != 0 || _artSlave.clothes == "restrictive latex" >> <<set _shoeColour = _skinColour>> <<set _shoeShadowColour = _shoeColour+";opacity: 0.5">> /* TODO: do not abuse "color" variable for style definitions. do not rely on dark background for shadow effect either. */ <</if>>
DankWolf/fc
src/art/vector/Set_Colour_Shoe.tw
tw
bsd-3-clause
1,243
:: Art_Vector_Set_Colour_Skin_ /* BEWARE: _outfitBaseColour is set by Art_Vector_Set_Colour_Outfit_ */ <<set _s = Art_Vector_Set_Colour_Skin(_artSlave, _outfitBaseColour) >> <<set _areolaStyle = _s.areolaStyle>> <<set _bellySkinStyle = _s.bellySkinStyle>> <<set _boobSkinStyle = _s.boobSkinStyle>> <<set _headSkinStyle = _s.headSkinStyle>> <<set _labiaStyle = _s.labiaStyle>> <<set _penisSkinStyle = _s.penisSkinStyle>> <<set _scrotumSkinStyle = _s.scrotumSkinStyle>> <<set _skinColour = _s.skinColour>> <<set _torsoSkinStyle = _s.torsoSkinStyle>>
DankWolf/fc
src/art/vector/Set_Colour_Skin.tw
tw
bsd-3-clause
550
:: Art_Vector_Set_Colour_Skin_JS [script] window.Art_Vector_Set_Colour_Skin = function(artSlave, outfitBaseColour) { /* create an aggregator object yielding all computed styles */ var s = { areolaStyle: "#d76b93;", /* this is the default and can be customized later */ labiaStyle: "#d76b93;", /* this is the default and can be customized later */ /* todo: introduce fleshStyle */ /* these need to be declared so they can be set conditionally */ headSkinStyle: undefined, torsoSkinStyle: undefined, boobSkinStyle: undefined, penisSkinStyle: undefined, scrotumSkinStyle: undefined, bellySkinStyle: undefined, skinColour: undefined } var colorSlave = skinColorCatcher(artSlave); s.areolaStyle = colorSlave.areolaColor; s.labiaStyle = colorSlave.labiaColor; s.skinColour = colorSlave.skinColor; /* BEGIN SKIN COLOUR OVERRIDES FOR LATEX CLOTHING EMULATION */ if (artSlave.fuckdoll != 0) { /* slave is a fuckdoll - display all skin as if it was black rubber */ s.skinColour = outfitBaseColour; s.areolaStyle = "fill:rgba(0,0,0,0.3);"; s.labiaStyle = s.areolaStyle; } /* slave wears restrictive latex - display most skin as if it was rubber */ if (artSlave.clothes == "restrictive latex") { /* nice latex does not cover any privates. */ s.boobSkinStyle = "fill:"+s.skinColour+";"; s.penisSkinStyle = "fill:"+s.skinColour+";"; s.scrotumSkinStyle = "fill:"+s.skinColour+";"; s.torsoSkinStyle = "fill:"+s.skinColour+";"; /* rest of body is covered in latex */ s.skinColour = outfitBaseColour; } if (artSlave.clothes == "a latex catsuit") { /* nice latex does not cover head. */ s.headSkinStyle = "fill:"+s.skinColour+";"; /* rest of body is covered in latex */ s.skinColour = outfitBaseColour; /* catsuit covers areolae and crotch, too */ s.areolaStyle = "fill:rgba(51,53,51,0.3);"; /* areolae are represented by a darker area */ /* todo: gain control over piercings to do the same with them ^^ */ s.labiaStyle = s.areolaStyle; } if (artSlave.clothes == "a cybersuit") { /* rest of body is covered in latex */ s.skinColour = outfitBaseColour; /* catsuit covers areolae and crotch, too */ s.areolaStyle = "fill:rgba(51,53,51,0.3);"; /* areolae are represented by a darker area */ /* todo: gain control over piercings to do the same with them ^^ */ s.labiaStyle = s.areolaStyle; } /* END SKIN COLOUR OVERRIDES FOR LATEX CLOTHING EMULATION */ if (artSlave.clothes == "a comfortable bodysuit") { /* nice bodysuit does not cover head. */ s.headSkinStyle = "fill:"+s.skinColour+";"; /* rest of body is covered in bodysuit */ s.skinColour = outfitBaseColour; /* bodysuit covers areolae and crotch, too */ s.areolaStyle = "fill:rgba(175,67,107,0.3);"; /* todo: gain control over piercings to do the same with them ^^ */ s.labiaStyle = s.areolaStyle; } /* outfit dick coloring to match outfit rgba in svg */ switch (artSlave.clothes) { case "a cheerleader outfit": s.scrotumSkinStyle = "fill:rgba(250,186,0,1);"; s.bellySkinStyle = "fill:rgba(250,186,0,1);"; break; case "cutoffs and a t-shirt": s.scrotumSkinStyle = "fill:rgba(81,124,211,1);"; break; case "a halter top dress": s.scrotumSkinStyle = "fill:rgba(94,51,124,1);"; s.bellySkinStyle = "fill:rgba(94,51,124,1);"; break; case "a hijab and abaya": s.scrotumSkinStyle = "fill:rgba(51,51,51,1);"; s.bellySkinStyle = "fill:rgba(51,51,51,1);"; break; case "a nice maid outfit": s.scrotumSkinStyle = "fill:rgba(225,225,225,1);"; s.bellySkinStyle = "fill:rgba(225,225,225,1);"; break; case "a slutty maid outfit": s.scrotumSkinStyle = "fill:rgba(225,225,225,1);"; s.bellySkinStyle = "fill:rgba(225,225,225,1);"; break; case "a leotard": s.scrotumSkinStyle = "fill:rgba(120,15,55,1);"; s.bellySkinStyle = "fill:rgba(120,15,55,1);"; break; case "a military uniform": s.scrotumSkinStyle = "fill:rgba(34,42,18,1);"; s.bellySkinStyle = "fill:rgba(34,42,18,1);"; break; case "a mini dress": s.scrotumSkinStyle = "fill:rgba(39,174,96,1);"; s.bellySkinStyle = "fill:rgba(39,174,96,1);"; break; case "a nice nurse outfit": s.scrotumSkinStyle = "fill:rgba(0,128,128,1);"; s.bellySkinStyle = "fill:rgba(0,128,128,1);"; break; case "a slutty nurse outfit": s.scrotumSkinStyle = "fill:rgba(200,200,200,1);"; break; case "a scalemail bikini": s.scrotumSkinStyle = "fill:rgba(133,146,158,1);"; break; case "a schoolgirl outfit": s.scrotumSkinStyle = "fill:rgba(28,31,36,1);"; s.bellySkinStyle = "fill:rgba(28,31,36,1);"; break; case "a ball gown": s.scrotumSkinStyle = "fill:rgba(128,0,0,1);"; s.bellySkinStyle = "fill:rgba(128,0,0,1);"; break; case "battledress": s.scrotumSkinStyle = "fill:rgba(34,42,18,1);"; s.bellySkinStyle = "fill:rgba(34,42,18,1);"; break; case "a slave gown": s.scrotumSkinStyle = "fill:rgba(200,200,200,1);"; s.bellySkinStyle = "fill:rgba(200,200,200,1);"; break; case "a slutty outfit": s.scrotumSkinStyle = "fill:rgba(63,126,181,1);"; break; case "spats and a tank top": s.scrotumSkinStyle = "fill:rgba(51,51,51,1);"; break; case "a succubus outfit": s.scrotumSkinStyle = "fill:rgba(128,0,0,1);"; s.bellySkinStyle = "fill:rgba(128,0,0,1);"; break; case "nice business attire": s.scrotumSkinStyle = "fill:rgba(51,51,51,1);"; s.bellySkinStyle = "fill:rgba(51,51,51,1);"; break; case "slutty business attire": s.scrotumSkinStyle = "fill:rgba(51,51,51,1);"; break; case "attractive lingerie for a pregnant woman": s.scrotumSkinStyle = "fill:rgba(153,153,153,1);"; break; case "a bunny outfit": s.scrotumSkinStyle = "fill:rgba(51,51,51,1);"; s.bellySkinStyle = "fill:rgba(51,51,51,1);"; break; case "conservative clothing": s.scrotumSkinStyle = "fill:rgba(51,51,51,1);"; s.bellySkinStyle = "fill:rgba(51,51,51,1);"; break; case "harem gauze": s.scrotumSkinStyle = "fill:rgba(0,168,131,1);"; break; case "a huipil": s.scrotumSkinStyle = "fill:rgba(200,200,200,1);"; s.bellySkinStyle = "fill:rgba(200,200,200,1);"; break; case "a kimono": s.scrotumSkinStyle = "fill:rgba(0,91,150,1);"; s.bellySkinStyle = "fill:rgba(0,91,150,1);"; break; case "a maternity dress": s.scrotumSkinStyle = "fill:rgba(48,54,72,1);"; s.bellySkinStyle = "fill:rgba(48,54,72,1);"; break; case "a slutty qipao": s.scrotumSkinStyle = "fill:rgba(204,177,68,1);"; s.bellySkinStyle = "fill:rgba(204,177,68,1);"; break; case "stretch pants and a crop-top": s.scrotumSkinStyle = "fill:rgba(51,51,51,1);"; break; case "a toga": s.scrotumSkinStyle = "fill:rgba(200,200,200,1);"; s.bellySkinStyle = "fill:rgba(200,200,200,1);"; break; case "a penitent nuns habit": s.scrotumSkinStyle = "fill:rgba(114,93,73,1);"; break; case "a chattel habit": s.scrotumSkinStyle = "fill:rgba(200,200,200,1);"; break; case "a monokini": s.scrotumSkinStyle = "fill:rgba(33,47,61,1);"; break; case "a schutzstaffel uniform": s.scrotumSkinStyle = "fill:rgba(51,51,51,1);"; s.bellySkinStyle = "fill:rgba(51,51,51,1);"; break; case "a slutty schutzstaffel uniform": s.scrotumSkinStyle = "fill:rgba(51,51,51,1);"; s.bellySkinStyle = "fill:rgba(51,51,51,1);"; break; case "a red army uniform": s.scrotumSkinStyle = "fill:rgba(114,93,73,1);"; s.bellySkinStyle = "fill:rgba(114,93,73,1);"; break; case "an apron": s.scrotumSkinStyle = "fill:rgba(255,105,180,1);"; s.bellySkinStyle = "fill:rgba(255,105,180,1);"; break; case "a fallen nuns habit": s.bellySkinStyle = "fill:rgba(51,51,51,1);"; break; case "a dirndl": s.scrotumSkinStyle = "fill:rgba(128,0,51,1);"; break; case "lederhosen": s.scrotumSkinStyle = "fill:rgba(93,83,108,1);"; break; case "a long qipao": s.scrotumSkinStyle = "fill:rgba(0,128,0,1);"; break; case "a mounty outfit": s.scrotumSkinStyle = "fill:rgba(51,51,51,1);"; break; case "battlearmor": s.scrotumSkinStyle = "fill:rgba(200,200,200,1);"; break; case "a biyelgee costume": s.scrotumSkinStyle = "fill:rgba(33,68,120,1);"; } return s; }
DankWolf/fc
src/art/vector/Set_Colour_Skin_JS.tw
tw
bsd-3-clause
7,980
:: Art_Vector_Torso_ [nobr] /* Torso size switch courtesy of Nov-X */ /* BEWARE: _torsoSize might be used in torso outfit */ /* <<if _artSlave.waist < -40>> <<if _artSlave.weight > 30>> <<set _torsoSize = "Hourglass">> <<else>> <<set _torsoSize = "Unnatural">> <</if>> <<elseif _artSlave.waist <= 10>> <<if _artSlave.weight > 30>> <<set _torsoSize = "Normal">> <<else>> <<set _torsoSize = "Hourglass">> <</if>> <<else>> <<set _torsoSize = "Normal">> <</if>> <<set _art = "Art_Vector_Torso_"+_torsoSize >> <<include _art >> */ <<if _artSlave.waist >= 96 && _artSlave.waist > -96>> <<if _artSlave.weight >= 96>> <<set _torsoSize = "Obese">> <<elseif _artSlave.weight < 96 && _artSlave.weight >= 11>> <<set _torsoSize = "Fat">> <<elseif _artSlave.weight < 11 && _artSlave.weight > -31>> <<set _torsoSize = "Chubby">> <<elseif _artSlave.weight <= -31>> <<set _torsoSize = "Normal">> <</if>> <<elseif _artSlave.waist < 96 && _artSlave.waist >= 41>> <<if _artSlave.weight >= 131>> <<set _torsoSize = "Obese">> <<elseif _artSlave.weight < 131 && _artSlave.weight >= 31>> <<set _torsoSize = "Fat">> <<elseif _artSlave.weight < 31 && _artSlave.weight >= 0>> <<set _torsoSize = "Chubby">> <<elseif _artSlave.weight < 0 && _artSlave.weight > -96>> <<set _torsoSize = "Normal">> <<elseif _artSlave.weight <= -96>> <<set _torsoSize = "Hourglass">> <</if>> <<elseif _artSlave.waist < 41 && _artSlave.waist >= 11>> <<if _artSlave.weight >= 161>> <<set _torsoSize = "Obese">> <<elseif _artSlave.weight < 161 && _artSlave.weight >= 96>> <<set _torsoSize = "Fat">> <<elseif _artSlave.weight < 96 && _artSlave.weight >= 11>> <<set _torsoSize = "Chubby">> <<elseif _artSlave.weight < 11 && _artSlave.weight > -31>> <<set _torsoSize = "Normal">> <<elseif _artSlave.weight <= -31>> <<set _torsoSize = "Hourglass">> <</if>> <<elseif _artSlave.waist < 11 && _artSlave.waist > -11>> <<if _artSlave.weight >= 191>> <<set _torsoSize = "Obese">> <<elseif _artSlave.weight < 191 && _artSlave.weight >= 131>> <<set _torsoSize = "Fat">> <<elseif _artSlave.weight < 131 && _artSlave.weight >= 31>> <<set _torsoSize = "Chubby">> <<elseif _artSlave.weight < 31 && _artSlave.weight >= 0>> <<set _torsoSize = "Normal">> <<elseif _artSlave.weight < 0 && _artSlave.weight > -96>> <<set _torsoSize = "Hourglass">> <<elseif _artSlave.weight <= -96>> <<set _torsoSize = "Unnatural">> <</if>> <<elseif _artSlave.waist <= -11 && _artSlave.waist > -41>> <<if _artSlave.weight >= 161>> <<set _torsoSize = "Fat">> <<elseif _artSlave.weight < 161 && _artSlave.weight >= 96>> <<set _torsoSize = "Chubby">> <<elseif _artSlave.weight < 96 && _artSlave.weight >= 11>> <<set _torsoSize = "Normal">> <<elseif _artSlave.weight < 11 && _artSlave.weight > -31>> <<set _torsoSize = "Hourglass">> <<elseif _artSlave.weight <= -31>> <<set _torsoSize = "Unnatural">> <</if>> <<elseif _artSlave.waist <= -41 && _artSlave.waist > -96>> <<if _artSlave.weight >= 191>> <<set _torsoSize = "Fat">> <<elseif _artSlave.weight < 191 && _artSlave.weight >= 131>> <<set _torsoSize = "Chubby">> <<elseif _artSlave.weight < 131 && _artSlave.weight >= 31>> <<set _torsoSize = "Normal">> <<elseif _artSlave.weight < 31 && _artSlave.weight > -11>> <<set _torsoSize = "Hourglass">> <<elseif _artSlave.weight <= -11>> <<set _torsoSize = "Unnatural">> <</if>> <<elseif _artSlave.waist <= -96>> <<if _artSlave.weight >= 161>> <<set _torsoSize = "Chubby">> <<elseif _artSlave.weight < 161 && _artSlave.weight >= 96>> <<set _torsoSize = "Normal">> <<elseif _artSlave.weight < 96 && _artSlave.weight > 0>> <<set _torsoSize = "Hourglass">> <<elseif _artSlave.weight <= 0>> <<set _torsoSize = "Unnatural">> <</if>> <</if>> <<set _art = "Art_Vector_Torso_"+_torsoSize >> <<include _art >>
DankWolf/fc
src/art/vector/Torso.tw
tw
bsd-3-clause
3,852
:: Art_Vector_ArmFat_Left_High [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path sodipodi:nodetypes="cccccccc" id="path7355" class="skin" d="m 359.7,208 c 16.38299,3.17157 64.84168,-35.50465 77.54168,-38.30465 -28.1,-11.8 -20.5169,-21.01665 -67.2169,-52.51665 0,0 -42.12478,8.1213 -43.52478,-7.6787 C 323,69.600003 357.6,87.000003 374.9,99.600003 389.7,100.8 486.3,157.4 482.3,170.9 c -6.1,20.6 -84.8,65.8 -114.7,81.4 -49.9,-6.5 -28.8,-47.8 -7.9,-44.3"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/ArmFat_Left_High.tw
tw
bsd-3-clause
509
:: Art_Vector_ArmFat_Left_Low [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path sodipodi:nodetypes="ccccccccc" id="path7359" class="skin" d="m 353.4,255 c 14.74021,27.56002 19.11226,59.16617 27.01226,77.36617 -15.30952,31.61467 -24.40245,54.91908 -28.06428,79.6298 0,0 -39.74798,-13.49597 -41.14798,2.30403 -3.5,39.9 28.5,17.8 48.4,9.9 12.4,-4.9 45.77506,-58.82967 55.78235,-97.15882 C 418.48235,315.74118 395.7,237.4 378,220 c -8.1,-7.9 -9.6,-4.9 -16.6,-9.2 -50.1,6.3 -29,47.7 -8,44.2"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/ArmFat_Left_Low.tw
tw
bsd-3-clause
543
:: Art_Vector_ArmFat_Left_Mid [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path sodipodi:nodetypes="ccccccccc" id="path7363" class="skin" d="m 353.94055,255.75216 c 19.64921,17.70888 12.05649,49.19135 17.7,62.1 C 353.29271,310.35354 335.46811,312.4246 283,313.5 c 0,0 -36.7,-17.8 -37.9,-2.2 -3,39.3 20.4,22.7 37.9,14.8 15.01595,6.73485 120.8,33 124.8,16.6 2.8,-11.1 -12.7,-103.2 -28.2,-120.3 -7.1,-7.8 -8.4,-4.8 -14.5,-9.1 -43.7,6.4 -25.3,47.1 -7,43.7"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/ArmFat_Left_Mid.tw
tw
bsd-3-clause
509
:: Art_Vector_ArmFat_Left_Rebel [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path sodipodi:nodetypes="cccccccccccccccccccccc" id="path7367" class="skin" d="m 358.05,247.8 c 9.9,3.7 9.74165,11.18206 39.84165,25.68206 28.20186,16.59843 39.42329,23.06542 61.83652,29.41206 21.41162,8.84351 44.18778,4.09722 44.18778,4.09722 L 508.4,313.6 c 1.8,3.2 3.7,7.7 4.7,13.4 0.9,5.3 0.4,8.9 1.3,9.1 1.1,0.2 3.7,-4.2 3.9,-9.1 0.2,-5.5 -2.7,-8.8 -1.3,-10.3 1.3,-1.3 3.7,1 6.5,0.1 5.7,-1.8 9.04118,-14.01176 9.14118,-15.51176 C 532.74118,296.58824 530,290.1 526.4,286.7 c -4.4,-4.1 -10.6,-1 -20,-0.7 -9.4,0.4 -22.56378,-7.71162 -45.46378,-17.91162 -10.4,-4.6 -15.01269,-4.87073 -22.01269,-8.97073 C 425.52353,251.31765 416.9,243.9 410.6,238 384.4,219 375,213.3 372.3,212.6 c -0.4,-0.1 -3.1,-0.8 -6.5,-2.3 -0.9,-0.4 -2,-0.9 -3.2,-1.6 -11.7,3 -19,6.2 -23.5,9.2 -3.9,2.7 -6.8,5.7 -6.5,8.7 0.5,5.6 8.65,14.8 25.45,21.2 z"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/ArmFat_Left_Rebel.tw
tw
bsd-3-clause
958
:: Art_Vector_ArmFat_Left_Thumb_Down [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path sodipodi:nodetypes="cccccccccccc" id="path7371" class="skin" d="m 354.7,252.8 c 16.27647,11.07059 4.68823,71.22941 12.58823,89.42941 13.9,6.4 33.92941,0.006 56.67647,-23.61764 0,0 15.25922,-35.57988 8.05922,-38.57988 C 430.32392,279.33189 424.8,278 424.8,278 c 0,-7.6 0.50588,-22.97754 -2.39412,-23.20146 -2.4,0.4 -1.10588,15.70146 -2.60588,23.10146 -16.91162,-0.17973 -7.6,20.6 -6.9,30.8 -7.17868,2.6967 -8.93604,0.37477 -18.03604,4.32183 3.1,-11.3 2.23604,-77.92183 -15.56396,-95.22183 -8.1,-7.9 -9.6,-4.9 -16.6,-9.2 -50,6.3 -29,47.6 -8,44.2"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/ArmFat_Left_Thumb_Down.tw
tw
bsd-3-clause
688
:: Art_Vector_ArmFat_Right_High [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path sodipodi:nodetypes="cccccccc" id="path7343" class="skin" d="M 281.8,204.7 C 261.76777,199.61472 239.61677,170.01201 218.81677,162.21201 241.61347,150.76556 254.10229,134.05736 275.7,106.8 c 0,0 42,18 43.4,2.2 3.5,-39.9 -31.1,-22.5 -48.4,-9.9 -14.8,1.2 -92.9,44.3 -88.9,57.8 6.1,20.6 48.4,58 75.4,76 8.9,4.4 28.5,-13.6 24.6,-28.2"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/ArmFat_Right_High.tw
tw
bsd-3-clause
468
:: Art_Vector_ArmFat_Right_Low [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path sodipodi:nodetypes="ccccccccc" id="path7347" class="skin" d="m 266.2,253.7 c -28.3,-5.9 -23.73622,54.91595 -30.63622,72.61595 4.3,15.6 16.93052,44.23553 29.63622,84.28405 0,0 36.2,-17.5 37.3,-2.1 3,38.7 -24.5,17.2 -41.7,9.6 C 250.1,413.3 211.93661,341.6754 209.07647,321 206.37647,310.1 229.7,236.8 245,219.9 c 6.9,-7.7 8.3,-4.7 14.3,-8.9 43,6 24.9,46 6.9,42.7"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/ArmFat_Right_Low.tw
tw
bsd-3-clause
499
:: Art_Vector_ArmFat_Right_Mid [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path sodipodi:nodetypes="ccccccccc" id="path7351" class="skin" d="m 267.4,253.7 c -28.3,-5.9 -22.8,53.7 -29.6,71.4 18.2,0.4 51.1,-12.2 103.6,-15.7 0,0 36.2,-17.5 37.3,-2.1 3,38.7 -20.2,22.3 -37.3,14.6 -18.04351,17.54942 -130.23052,37.90729 -134.13052,21.80729 C 204.56948,332.80729 230.9,236.6 246.2,219.8 c 6.9,-7.7 8.3,-4.7 14.3,-8.9 43.1,6.1 25,46.1 6.9,42.8"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/ArmFat_Right_Mid.tw
tw
bsd-3-clause
495
:: Art_Vector_Arm_Left_High [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path d="m 359.7,208 c 33,6 74.74118,-36.21176 87.44118,-39.01176 -28.1,-11.8 -29.70929,-25.61284 -76.40929,-57.11284 0,0 -42.83189,13.4246 -44.23189,-2.3754 C 323,69.600003 357.6,87.000003 374.9,99.600003 389.7,100.8 486.3,157.4 482.3,170.9 c -6.1,20.6 -84.8,65.8 -114.7,81.4 -49.9,-6.5 -28.8,-47.8 -7.9,-44.3" class="skin" id="L_2_" sodipodi:nodetypes="cccccccc"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Arm_Left_High.tw
tw
bsd-3-clause
493
:: Art_Vector_Arm_Left_Low [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path d="m 353.4,255 c 28.88235,9.88235 29.01176,54.92353 36.91176,73.12353 -18.13795,26.66492 -21.57403,55.62619 -37.96378,83.87244 0,0 -39.74798,-13.49597 -41.14798,2.30403 -3.5,39.9 28.5,17.8 48.4,9.9 12.4,-4.9 45.77506,-58.82967 55.78235,-97.15882 C 418.48235,315.74118 395.7,237.4 378,220 c -8.1,-7.9 -9.6,-4.9 -16.6,-9.2 -50.1,6.3 -29,47.7 -8,44.2" class="skin" id="L" sodipodi:nodetypes="ccccccccc"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Arm_Left_Low.tw
tw
bsd-3-clause
533
:: Art_Vector_Arm_Left_Mid [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path d="m 353.94055,255.75216 c 19.64921,17.70888 18.05649,54.69135 28.7,67.6 C 362.79271,313.35354 335.46811,312.4246 283,313.5 c 0,0 -36.7,-17.8 -37.9,-2.2 -3,39.3 20.4,22.7 37.9,14.8 15.01595,6.73485 120.8,33 124.8,16.6 2.8,-11.1 -12.7,-103.2 -28.2,-120.3 -7.1,-7.8 -8.4,-4.8 -14.5,-9.1 -43.7,6.4 -25.3,47.1 -7,43.7" class="skin" id="L_1_" sodipodi:nodetypes="ccccccccc"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Arm_Left_Mid.tw
tw
bsd-3-clause
502
:: Art_Vector_Arm_Left_Rebel [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path d="m 361.3,240.3 c 9.9,3.7 9.74165,11.18206 39.84165,25.68206 28.20186,16.59843 39.42329,23.06542 61.83652,29.41206 21.41162,8.84351 33.73778,1.29722 40.93778,11.59722 3.9,5.5 4.48405,6.60866 4.48405,6.60866 1.8,3.2 3.7,7.7 4.7,13.4 0.9,5.3 0.4,8.9 1.3,9.1 1.1,0.2 3.7,-4.2 3.9,-9.1 0.2,-5.5 -2.7,-8.8 -1.3,-10.3 1.3,-1.3 3.7,1 6.5,0.1 5.7,-1.8 9.04118,-14.01176 9.14118,-15.51176 C 532.74118,296.58824 530,290.1 526.4,286.7 c -4.4,-4.1 -10.6,-1 -20,-0.7 -9.4,0.4 -22.56378,-7.71162 -45.46378,-17.91162 -10.4,-4.6 -15.01269,-4.87073 -22.01269,-8.97073 C 425.52353,251.31765 416.9,243.9 410.6,238 384.4,219 375,213.3 372.3,212.6 c -0.4,-0.1 -3.1,-0.8 -6.5,-2.3 -0.9,-0.4 -2,-0.9 -3.2,-1.6 -11.7,3 -19,6.2 -23.5,9.2 -3.9,2.7 -6.8,5.7 -6.5,8.7 0.5,5.6 11.9,7.3 28.7,13.7 z" class="skin" id="path4819" sodipodi:nodetypes="cccccccccccccccccccccc"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Arm_Left_Rebel.tw
tw
bsd-3-clause
977
:: Art_Vector_Arm_Left_Thumb_Down [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path d="m 354.7,252.8 c 16.27647,11.07059 4.68823,71.22941 12.58823,89.42941 13.9,6.4 33.92941,0.006 56.67647,-23.61764 0,0 15.25922,-35.57988 8.05922,-38.57988 C 430.32392,279.33189 424.8,278 424.8,278 c 0,-7.6 0.50588,-22.97754 -2.39412,-23.20146 -2.4,0.4 -1.10588,15.70146 -2.60588,23.10146 -16.91162,-0.17973 -7.6,20.6 -6.9,30.8 -9.3,8 -15.3,8.15294 -24.4,12.1 3.1,-11.3 8.6,-85.7 -9.2,-103 -8.1,-7.9 -9.6,-4.9 -16.6,-9.2 -50,6.3 -29,47.6 -8,44.2" class="skin" id="path4821" sodipodi:nodetypes="cccccccccccc"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Arm_Left_Thumb_Down.tw
tw
bsd-3-clause
648
:: Art_Vector_Arm_Outfit_SlaveGown_Left_High [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path style="display:inline;fill-opacity:1;fill-rule:evenodd;fill:#a0a0a0;opacity:1;stroke-dasharray:none;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:0;stroke-width:3.0515182;stroke:#000000" d="m 280.55286,844.46879 c 0.28505,-2.48961 -4.51878,-175.98914 5.68472,-209.40858 3.85895,-12.63916 44.66133,-6.13065 47.67975,-0.008 7.02311,14.24672 8.30776,209.13431 8.12323,210.46482 -35.07428,0.57305 -32.11287,-3.80572 -61.4877,-1.0486 z" id="path4164-0" sodipodi:nodetypes="cssccc"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Arm_Outfit_SlaveGown_Left_High.tw
tw
bsd-3-clause
658
:: Art_Vector_Arm_Outfit_SlaveGown_Left_Low [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path style="display:inline;fill-opacity:1;fill-rule:evenodd;fill:#a0a0a0;opacity:1;stroke-dasharray:none;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:0;stroke-width:3.0515182;stroke:#000000" d="m 280.55286,844.46879 c 0.28505,-2.48961 -4.51878,-175.98914 5.68472,-209.40858 3.85895,-12.63916 44.66133,-6.13065 47.67975,-0.008 7.02311,14.24672 8.30776,209.13431 8.12323,210.46482 -35.07428,0.57305 -32.11287,-3.80572 -61.4877,-1.0486 z" id="path4164-0-3" sodipodi:nodetypes="cssccc"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Arm_Outfit_SlaveGown_Left_Low.tw
tw
bsd-3-clause
659
:: Art_Vector_Arm_Outfit_SlaveGown_Left_Mid [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path style="display:inline;fill-opacity:1;fill-rule:evenodd;fill:#a0a0a0;opacity:1;stroke-dasharray:none;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:0;stroke-width:3.0515182;stroke:#000000" d="m 280.55286,844.46879 c 0.28505,-2.48961 -4.51878,-175.98914 5.68472,-209.40858 3.85895,-12.63916 44.66133,-6.13065 47.67975,-0.008 7.02311,14.24672 8.30776,209.13431 8.12323,210.46482 -35.07428,0.57305 -32.11287,-3.80572 -61.4877,-1.0486 z" id="path4164-0-3-4" sodipodi:nodetypes="cssccc"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Arm_Outfit_SlaveGown_Left_Mid.tw
tw
bsd-3-clause
661
:: Art_Vector_Arm_Outfit_SluttyJewelry_Left_High [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path d="m 377.90977,100.30266 c 1.10112,-1.34442 2.23302,-0.758325 1.99471,0.66627 -0.5891,2.58416 -2.69292,8.31146 -5.82622,12.99397 -1.22684,1.8334 -2.74606,0.83403 -1.97293,-0.59898 1.38771,-2.57417 3.99368,-6.61437 5.80446,-13.06131 z" id="path5995-5-8-8" sodipodi:nodetypes="ccscc" style="fill-opacity:1;fill:#ffa000"/><path d="m 382.55642,101.56815 c 1.10112,-1.48617 2.23302,-0.83827 1.99471,0.73652 -0.5891,2.85663 -2.69292,9.1878 -5.82622,14.36403 -1.22684,2.0267 -2.74606,0.92196 -1.97293,-0.66214 1.38771,-2.84558 3.99368,-7.31177 5.80446,-14.43846 z" id="path5995-5-8-8-5" sodipodi:nodetypes="ccscc" style="fill-opacity:1;fill:#ffa000"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Arm_Outfit_SluttyJewelry_Left_High.tw
tw
bsd-3-clause
798
:: Art_Vector_Arm_Outfit_SluttyJewelry_Left_Low [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path d="m 352.62537,412.01247 c -1.00159,-1.4854 -0.16602,-2.48663 1.12509,-1.86233 2.30321,1.29284 7.21028,4.9746 10.87243,9.4303 1.43388,1.74461 0.11079,3.0316 -1.05594,1.85803 -2.09609,-2.10704 -5.28003,-5.85178 -10.94163,-9.42604 z" id="path5995-5-8-8-7" sodipodi:nodetypes="ccscc" style="fill-opacity:1;fill:#ffa000"/><path d="m 354.97466,407.59764 c -1.13592,-1.52327 -0.24177,-2.50797 1.19168,-1.84356 2.56142,1.36562 8.04078,5.20869 12.17083,9.79626 1.61706,1.79625 0.19411,3.0551 -1.1158,1.84116 -2.3533,-2.17953 -5.94095,-6.03806 -12.24675,-9.79389 z" id="path5995-5-8-8-5-6" sodipodi:nodetypes="ccscc" style="fill-opacity:1;fill:#ffa000"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Arm_Outfit_SluttyJewelry_Left_Low.tw
tw
bsd-3-clause
798
:: Art_Vector_Arm_Outfit_SluttyJewelry_Left_Mid [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Arm_Outfit_SluttyJewelry_Left_Mid.tw
tw
bsd-3-clause
147
:: Art_Vector_Arm_Outfit_SluttyJewelry_Left_Rebel [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path d="m 497.85835,302.44366 c -0.97182,1.73176 -2.15685,1.22363 -2.05367,-0.46917 0.34361,-3.09478 1.90177,-10.07604 4.5861,-16.00018 1.05106,-2.31957 2.6617,-1.39027 2.02558,0.39428 -1.14156,3.20547 -3.36035,8.30206 -4.55802,16.07513 z" id="path5995-5-8-8-9-1" sodipodi:nodetypes="ccscc" style="fill-opacity:1;fill:#ffa000"/><path d="m 493.10144,301.68391 c -0.95842,1.89659 -2.14907,1.31713 -2.06033,-0.55085 0.31784,-3.41158 1.81893,-11.09494 4.45661,-17.59314 1.03278,-2.54429 2.65336,-1.4925 2.03155,0.46773 -1.11591,3.52103 -3.29443,9.11291 -4.42785,17.67632 z" id="path5995-5-8-8-5-49-4" sodipodi:nodetypes="ccscc" style="fill-opacity:1;fill:#ffa000"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Arm_Outfit_SluttyJewelry_Left_Rebel.tw
tw
bsd-3-clause
811
:: Art_Vector_Arm_Outfit_SluttyJewelry_Left_Thumb [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path d="m 423.06882,319.08855 c 0.86757,1.50574 -0.0813,2.35687 -1.32924,1.62969 -2.20829,-1.46573 -6.82,-5.46076 -10.09013,-10.04875 -1.28039,-1.79642 0.19207,-2.8635 1.25861,-1.63314 1.91624,2.20909 4.77233,6.07653 10.1608,10.05224 z" id="path5995-5-8-8-9" sodipodi:nodetypes="ccscc" style="fill-opacity:1;fill:#ffa000"/><path d="m 420.24038,322.98634 c 1.00015,1.55592 -0.006,2.38517 -1.39495,1.60483 -2.46311,-1.56219 -7.63958,-5.77098 -11.37146,-10.53376 -1.46117,-1.86484 0.10983,-2.89461 1.31768,-1.61078 2.17007,2.30517 5.42457,6.32341 11.44877,10.53975 z" id="path5995-5-8-8-5-49" sodipodi:nodetypes="ccscc" style="fill-opacity:1;fill:#ffa000"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Arm_Outfit_SluttyJewelry_Left_Thumb.tw
tw
bsd-3-clause
804
:: Art_Vector_Arm_Outfit_SluttyJewelry_Right_High [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path d="m 261.57943,100.89551 c -1.10112,-1.344423 -2.23302,-0.75833 -1.99471,0.66627 0.5891,2.58416 2.69292,8.31146 5.82622,12.99397 1.22684,1.8334 2.74606,0.83403 1.97293,-0.59898 -1.38771,-2.57417 -3.99368,-6.61437 -5.80446,-13.06131 z" id="path5995-5-8-8-0" sodipodi:nodetypes="ccscc" style="fill-opacity:1;fill:#ffa000"/><path d="m 256.93278,102.161 c -1.10112,-1.48617 -2.23302,-0.83827 -1.99471,0.73652 0.5891,2.85663 2.69292,9.1878 5.82622,14.36403 1.22684,2.0267 2.74606,0.92196 1.97293,-0.66214 -1.38771,-2.84558 -3.99368,-7.31177 -5.80446,-14.43846 z" id="path5995-5-8-8-5-4" sodipodi:nodetypes="ccscc" style="fill-opacity:1;fill:#ffa000"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Arm_Outfit_SluttyJewelry_Right_High.tw
tw
bsd-3-clause
801
:: Art_Vector_Arm_Outfit_SluttyJewelry_Right_Low [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Arm_Outfit_SluttyJewelry_Right_Low.tw
tw
bsd-3-clause
148
:: Art_Vector_Arm_Outfit_SluttyJewelry_Right_Mid [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Arm_Outfit_SluttyJewelry_Right_Mid.tw
tw
bsd-3-clause
148
:: Art_Vector_Arm_Right_High [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path d="M 281.8,204.7 C 260,208.1 230.03529,168.97647 207.73529,155.67647 235.83529,143.87647 229,138.3 275.7,106.8 c 0,0 42,18 43.4,2.2 3.5,-39.9 -31.1,-22.5 -48.4,-9.9 -14.8,1.2 -92.9,44.3 -88.9,57.8 6.1,20.6 48.4,58 75.4,76 8.9,4.4 28.5,-13.6 24.6,-28.2" class="skin" id="R_2_" sodipodi:nodetypes="cccccccc"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Arm_Right_High.tw
tw
bsd-3-clause
441
:: Art_Vector_Arm_Right_Low [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path d="m 266.2,253.7 c -28.3,-5.9 -23.73622,54.91595 -30.63622,72.61595 4.3,15.6 16.93052,44.23553 29.63622,84.28405 0,0 36.2,-17.5 37.3,-2.1 3,38.7 -24.5,17.2 -41.7,9.6 C 250.1,413.3 211.93661,341.6754 209.07647,321 206.37647,310.1 229.7,236.8 245,219.9 c 6.9,-7.7 8.3,-4.7 14.3,-8.9 43,6 24.9,46 6.9,42.7" class="skin" id="R" sodipodi:nodetypes="ccccccccc"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Arm_Right_Low.tw
tw
bsd-3-clause
489
:: Art_Vector_Arm_Right_Mid [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><path d="m 267.4,253.7 c -28.3,-5.9 -22.8,53.7 -29.6,71.4 18.2,0.4 51.1,-12.2 103.6,-15.7 0,0 36.2,-17.5 37.3,-2.1 3,38.7 -20.2,22.3 -37.3,14.6 -18.04351,17.54942 -130.23052,37.90729 -134.13052,21.80729 C 204.56948,332.80729 230.9,236.6 246.2,219.8 c 6.9,-7.7 8.3,-4.7 14.3,-8.9 43.1,6.1 25,46.1 6.9,42.8" class="skin" id="R_1_" sodipodi:nodetypes="ccccccccc"/></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Arm_Right_Mid.tw
tw
bsd-3-clause
488
:: Art_Vector_Balls [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g5023"><path style="fill:#000000" sodipodi:nodetypes="ccccccc" d="m 257.66607,496.61899 c 4.14944,1.13097 8.46586,0.43899 9.39342,0.34412 7.94674,3.97257 15.70719,1.85262 19.64687,-6.1883 2.20344,-4.85122 -0.36417,-11.7545 -3.29443,-19.13452 -2.1949,-5.45385 -5.06156,-11.54066 -6.62573,-13.27699 -9.84786,-9.91781 -13.13813,-2.67766 -21.91172,15.67268 -4.86509,8.27714 -8.95386,19.27496 2.79159,22.58301 z" id="path1992-1"/><path sodipodi:nodetypes="ccccccc" d="m 258.20272,495.47299 c 3.92914,1.10083 8.0164,0.42729 8.89473,0.33495 7.52486,3.86671 14.8733,1.80325 18.60382,-6.0234 2.08647,-4.72194 -0.0776,-11.80627 -2.85234,-18.98964 -2.07837,-5.30852 -4.29067,-11.23314 -5.77179,-12.9232 -9.32505,-9.65353 -13.21001,-2.2413 -21.51782,15.62006 -4.60678,8.05657 -8.4785,18.76133 2.6434,21.98123 z" class="skin scrotum" id="path1992"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Balls.tw
tw
bsd-3-clause
996
:: Art_Vector_Beauty_Mark [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"style="fill:#d76b93" id="g2484"><path style="fill:#000000;stroke-width:3.25451159" sodipodi:nodetypes="cscsc" d="m 301.7267,152.63908 c -1.06018,-0.0702 -1.45585,0.64632 -1.46547,1.34987 -0.0109,0.66473 0.31313,1.31328 1.18944,1.42365 1.15833,0.1024 1.48259,-0.52989 1.48785,-1.23705 0.004,-0.6226 -0.1682,-1.30797 -1.21182,-1.53647 z" id="path2452"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Beauty_Mark.tw
tw
bsd-3-clause
513
:: Art_Vector_Belly [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g7940"><path id="XMLID_543_" class="shadow" d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z"/><path id="XMLID_544_" class="skin belly" d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z"/><path id="XMLID_545_" d="m 249.39747,396.08802 c 0.12486,1.70749 -0.62641,4.50894 -2.16866,4.62172 -1.54225,0.11277 -2.36338,-2.46164 -2.48824,-4.16913 -0.12486,-1.70749 0.67061,-4.35425 2.21286,-4.46703 1.54225,-0.11278 2.31918,2.30695 2.44404,4.01444 z" class="areola" sodipodi:nodetypes="scscs"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly.tw
tw
bsd-3-clause
865
:: Art_Vector_Belly_EP [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g5468"><path d="m 273.26793,433.3 c 18.21293,-1.21233 22.76299,-91.7608 15.71848,-140.70267 -15.50619,-0.97074 -17.14167,1.59939 -23.83364,6.17516 -10.25302,12.64188 -40.72912,35.78184 -37.75512,89.07498 1.77945,33.97955 25.30774,45.35489 45.87028,45.45253 z" class="shadow" id="path5461-8" sodipodi:nodetypes="ccccc"/><path d="m 274.8,433.8 c 18.42325,-1.2416 23.02585,-93.97641 15.9,-144.1 -6.5,-4.3 -19.2,-7.45 -20.9,0.75 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 25.6,46.45 46.4,46.55 z" class="skin" id="path5461" sodipodi:nodetypes="ccccc"/><path sodipodi:nodetypes="scscs" class="areola" d="m 249.39747,396.08802 c 0.12486,1.70749 -0.62641,4.50894 -2.16866,4.62172 -1.54225,0.11277 -2.36338,-2.46164 -2.48824,-4.16913 -0.12486,-1.70749 0.67061,-4.35425 2.21286,-4.46703 1.54225,-0.11278 2.31918,2.30695 2.44404,4.01444 z" id="path5466"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_EP.tw
tw
bsd-3-clause
1,006
:: Art_Vector_Belly_Outfit_Apron [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g5459" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path id="path5455" class="shadow" d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z"/><path style="fill-opacity:1;fill:#ff69b4" id="path5457" d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_Apron.tw
tw
bsd-3-clause
657
:: Art_Vector_Belly_Outfit_BallGown [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g6081" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z" class="shadow" id="path6077"/><path d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z" id="path6079" style="fill-opacity:1;fill:#800000"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_BallGown.tw
tw
bsd-3-clause
660
:: Art_Vector_Belly_Outfit_Battlearmor [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)" id="g7386"><path id="path7382" class="shadow" d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z"/><path style="fill-opacity:1;fill:#c8c8c8" id="path7384" d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_Battlearmor.tw
tw
bsd-3-clause
663
:: Art_Vector_Belly_Outfit_Battledress [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g6073" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path id="path6069" class="shadow" d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z"/><path style="fill-opacity:1;fill:#222a12" id="path6071" d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_Battledress.tw
tw
bsd-3-clause
663
:: Art_Vector_Belly_Outfit_Bunny [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g6065" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z" class="shadow" id="path6061"/><path d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z" id="path6063" style="fill-opacity:1;fill:#333333"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_Bunny.tw
tw
bsd-3-clause
657
:: Art_Vector_Belly_Outfit_ChattelHabit [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)" id="g5719"><path id="path5698" class="shadow" d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z"/><path style="fill-opacity:1;fill:#c8c8c8" id="path5717" d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_ChattelHabit.tw
tw
bsd-3-clause
664
:: Art_Vector_Belly_Outfit_Cheerleader [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g6049" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z" class="shadow" id="path6045"/><path d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z" id="path6047" style="fill-opacity:1;fill:#5f6ea0"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_Cheerleader.tw
tw
bsd-3-clause
663
:: Art_Vector_Belly_Outfit_ClubslutNetting [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g6041" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path id="path6037" d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z" style="fill-opacity:0.00392157;fill:#010101"/><path style="fill-opacity:0.39215686;fill:#ff5599" id="path6039" d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_ClubslutNetting.tw
tw
bsd-3-clause
706
:: Art_Vector_Belly_Outfit_Cutoffs [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)" id="g5709"><path d="m 339.27524,380.99726 c 0.26468,-3.31639 -6.7e-4,-8.77174 -0.2179,-12.11663 C 336.55298,330.31708 303.60773,291.48675 276.8,289.9 c -36.89069,5.7038 -63.19743,37.75765 -68.00849,84.8749 27.46036,10.11938 126.35026,7.08033 130.48373,6.22236 z" class="shadow" id="path5704" sodipodi:nodetypes="csccc"/><path d="M 339.29607,381.00482 C 342.49399,350.66918 315.20717,306.00841 290.7,289.7 c -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.43273,10.85373 -39.62171,30.54973 -41.5296,85.05506 1.78851,-0.11691 20.12759,8.24259 130.52567,6.24976 z" id="path5707" style="fill-opacity:1;fill:#c8c8c8" sodipodi:nodetypes="ccccc"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_Cutoffs.tw
tw
bsd-3-clause
860
:: Art_Vector_Belly_Outfit_Dirndl [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g7410" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z" class="shadow" id="path7406"/><path d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z" id="path7408" style="fill-opacity:1;fill:#800033"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_Dirndl.tw
tw
bsd-3-clause
658
:: Art_Vector_Belly_Outfit_HalterTopDress [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g6005" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path id="path6001" class="shadow" d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z"/><path style="fill-opacity:1;fill:#5e367c" id="path6003" d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_HalterTopDress.tw
tw
bsd-3-clause
666
:: Art_Vector_Belly_Outfit_HaremGauze [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g6159" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path style="fill-opacity:1;fill:#00a883" id="path6157" d="m 295.11817,431.0815 c -0.09,-41.87754 -0.1852,-96.62351 6.22169,-133.48365 -9.70534,-4.69168 -12.41795,-4.2334 -30.36408,-2.59695 -5.06272,47.29474 -14.50453,82.90466 -20.74684,136.605 10.91545,3.69367 32.48881,3.65117 44.88923,-0.5244 z" sodipodi:nodetypes="ccccc"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_HaremGauze.tw
tw
bsd-3-clause
577
:: Art_Vector_Belly_Outfit_Hijab [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g5448" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z" class="shadow" id="path5437"/><path d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z" id="path5439" style="fill-opacity:1;fill:#333333"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_Hijab.tw
tw
bsd-3-clause
657
:: Art_Vector_Belly_Outfit_Huipil [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g5989" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path id="path5985" class="shadow" d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z"/><path style="fill-opacity:1;fill:#c8c8c8" id="path5987" d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_Huipil.tw
tw
bsd-3-clause
658
:: Art_Vector_Belly_Outfit_Kimono [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g5981" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z" class="shadow" id="path5977"/><path d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z" id="path5979" style="fill-opacity:1;fill:#005b96"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_Kimono.tw
tw
bsd-3-clause
658
:: Art_Vector_Belly_Outfit_Lederhosen [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)" id="g7418"><path id="path7414" class="shadow" d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z"/><path style="fill-opacity:1;fill:#d5d5ff" id="path7416" d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_Lederhosen.tw
tw
bsd-3-clause
662
:: Art_Vector_Belly_Outfit_Leotard [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g5973" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path id="path5969" class="shadow" d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z"/><path style="fill-opacity:1;fill:#780f37" id="path5971" d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_Leotard.tw
tw
bsd-3-clause
659
:: Art_Vector_Belly_Outfit_LongQipao [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g7394" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z" class="shadow" id="path7390"/><path d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z" id="path7392" style="fill-opacity:1;fill:#008000"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_LongQipao.tw
tw
bsd-3-clause
661
:: Art_Vector_Belly_Outfit_MaternityDress [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g5911" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z" class="shadow" id="path5865"/><path d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z" id="path5909" style="fill-opacity:1;fill:#303648"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_MaternityDress.tw
tw
bsd-3-clause
666
:: Art_Vector_Belly_Outfit_MiniDress [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g5853" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z" class="shadow" id="path5845"/><path d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z" id="path5851" style="fill-opacity:1;fill:#27ae60"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_MiniDress.tw
tw
bsd-3-clause
661
:: Art_Vector_Belly_Outfit_Mounty [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)" id="g7402"><path id="path7398" class="shadow" d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z"/><path style="fill-opacity:1;fill:#800000" id="path7400" d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_Mounty.tw
tw
bsd-3-clause
658
:: Art_Vector_Belly_Outfit_NiceBusinessAttire [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g5585" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path id="path5581" class="shadow" d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z"/><path style="fill-opacity:1;fill:#333333" id="path5583" d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_NiceBusinessAttire.tw
tw
bsd-3-clause
670
:: Art_Vector_Belly_Outfit_NiceMaid [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g5965" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z" class="shadow" id="path5949"/><path d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z" id="path5963" style="fill-opacity:1;fill:#c8c8c8"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_NiceMaid.tw
tw
bsd-3-clause
660
:: Art_Vector_Belly_Outfit_NiceNurse [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g5825" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z" class="shadow" id="path5817"/><path d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z" id="path5823" style="fill-opacity:1;fill:#008080"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_NiceNurse.tw
tw
bsd-3-clause
661
:: Art_Vector_Belly_Outfit_PenitentNunsHabit [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g5731" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z" class="shadow" id="path5723"/><path d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z" id="path5729" style="fill-opacity:1;fill:#725d49"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_PenitentNunsHabit.tw
tw
bsd-3-clause
669
:: Art_Vector_Belly_Outfit_SlaveGown [nobr] <<print '<html><svg viewBox="0 0 560 1000" class="'+_art_display_class+'"><g transform="'+_art_transform+'"id="g5705" transform="matrix(1.014792,0,0,1.0059302,-4.1476732,-2.5734225)"><path d="m 274.8,433.8 c 20.7,-1.5 47.7,-4.5 61.9,-42.4 13.1,-44.3 -27.8,-99.6 -59.9,-101.5 -40.1,6.2 -61.8,42.8 -63.9,96.9 2.2,31 33.1,49 61.9,47 z" class="shadow" id="path5701"/><path d="m 274.8,433.8 c 20.8,0.1 49.4,-13 61.9,-42.4 12.5,-29.4 -18.5,-83.4 -46,-101.7 -6.5,-4.3 -38.7,-8.2 -40.4,0 -2.6,11.6 -44.9,33.3 -41.4,96.8 1.8,34.8 45.1,47.2 65.9,47.3 z" id="path5703" style="fill-opacity:1;fill:#c8c8c8"/></g></svg></html>' >>
DankWolf/fc
src/art/vector/layers/Belly_Outfit_SlaveGown.tw
tw
bsd-3-clause
661