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By: Silverstream<<set
$timeArray=["Early Morning", "Morning", "Late Morning", "Early Afternoon", "Afternoon", "Early Evening", "Evening", "Night", "Late Night"],
$time=5,
$day=0,
$charList=["Torres", "Williams", "Lee", "Hodge", "Gorman"],
$teamSlot1="Hodge",
$teamSlot2="",
$playerTarget="None",
$combatTurn="None",
$teamSetupTarget="None",
$equipSlot=0,
$pulseRifleCount=5,
$pistolCount=5,
$plasmaRifleCount=5,
$plasmaPistolCount=5,
$combatShotgunCount=5,
$shardCannonCount=5,
$sniperRifleCount=5,
$railgunCount=5,
$rocketLauncherCount=5,
$knifeCount=5,
$fragGrenadeCount=5,
$stunGrenadeCount=5,
$medKitCount=5,
$radKitCount=5,
$combatActionType="None",
$combatAction="None",
$testArray=[],
$combatVictoryPassage="CombatVictory",
$combatLossPassage="CombatLoss",
$debug = 0,
$missionCompletePowerArmor = 0,
$missionCompleteQeteshComms = 0,
$powerArmorRetrieved = 0,
$mobiusWeaponsRetrieved = 0
>>
<<set $player={
maleName:"Josh",
femaleName:"Jessica",
surname:"Miller",
name: "player",
maxHealth: 20,
health: 20,
damage: 0,
maxRadiation: 100,
radiation: 25,
rads: 0,
dominance:50,
libido:25,
arousal:0,
int:70,
gender:"male",
face:"male",
upperBodyImage:"male_chest02",
lowerBodyImage:"male_lower1",
breastSize:0,
breastRows:0,
hairLength:0,
buttSize:0,
penisLength:6,
speed: 50,
accuracy: 75,
weapon1:"Pulse Rifle",
weapon1AttackArray: ["Attack", "Spray and Pray", "Full Auto"],
weapon1AttackDmgArray: [3,2,5],
weapon1AttackTypeArray: ["single", "aoe", "single"],
weapon1AttackRadArray: [0,0,0],
weapon1AttackCooldown: [0,2,3],
weapon1AmmoCap: 5,
weapon1AmmoRemain: 5,
weapon1AccMod: 1,
weapon1ReloadTime: 1,
weapon2:"Pistol",
weapon2AttackArray: ["Attack"],
weapon2AttackDmgArray: [1],
weapon2AttackTypeArray: ["single"],
weapon2AttackRadArray: [0],
weapon2AttackCooldown: [0],
weapon2AmmoCap: 3,
weapon2AmmoRemain: 3,
weapon2AccMod: 1,
weapon2ReloadTime: 1,
utility: "None",
trait: ["None"],
traitLink: ["None"],
fragGrenadeCount: 0,
stunGrenadeCount: 0,
dialogClass: "dialogMale",
clothingUpperTop: "flightsuit",
clothingUpperUW: "",
clothingLowerTop: "",
clothingLowerUW: "",
tfStrains: ["1A"],
strain1AProgress: [0,1,1],
}>>
<<set $torres={
name:"Torres",
maxHealth:20,
health: 20,
damage: 0,
maxRadiation: 100,
radiation: 25,
rads: 0,
dominance:55,
libido:25,
arousal:0,
int: 70,
gender:"male",
face:"male",
upperBodyImage:"male_chest03",
lowerBodyImage:"male_lower2",
breastSize:0,
breastRows:0,
hairLength:0,
buttSize:0,
penisLength:6,
speed: 50,
accuracy: 75,
trait: ["Hacker"],
traitLink: ["HackerInfo"],
weapon1:"Pulse Rifle",
weapon1AttackArray: ["Attack", "Spray and Pray", "Full Auto"],
weapon1AttackDmgArray: [3,2,5],
weapon1AttackTypeArray: ["single", "aoe", "single"],
weapon1AttackRadArray: [0,0,0],
weapon1AttackCooldown: [0,2,3],
weapon1AmmoCap: 5,
weapon1AmmoRemain: 5,
weapon1AccMod: 1,
weapon1ReloadTime: 1,
weapon2:"Pistol",
weapon2AttackArray: ["Attack"],
weapon2AttackDmgArray: [1],
weapon2AttackTypeArray: ["single"],
weapon2AttackRadArray: [0],
weapon2AttackCooldown: [0],
weapon2AmmoCap: 3,
weapon2AmmoRemain: 3,
weapon2AccMod: 1,
weapon2ReloadTime: 1,
utility: "None",
fragGrenadeCount: 0,
stunGrenadeCount: 0,
dialogClass: "dialogMale",
clothingUpperTop: "flightsuit",
clothingUpperUW: "",
clothingLowerTop: "",
clothingLowerUW: "",
tfStrains: ["1A"],
strain1AProgress: [0,1,1],
}>>
<<set $williams={
name:"Williams",
maxHealth:20,
health: 20,
damage: 0,
maxRadiation: 100,
radiation: 20,
rads: 0,
dominance:50,
libido:25,
arousal:0,
int: 80,
gender:"male",
face:"male",
upperBodyImage:"male_chest02",
lowerBodyImage:"male_lower1",
breastSize:0,
breastRows:0,
hairLength:0,
buttSize:0,
penisLength:6,
speed: 40,
accuracy: 80,
trait: ["Sniper"],
traitLink: ["SniperInfo"],
weapon1:"Pulse Rifle",
weapon1AttackArray: ["Attack", "Spray and Pray", "Full Auto"],
weapon1AttackDmgArray: [3,2,5],
weapon1AttackTypeArray: ["single", "aoe", "single"],
weapon1AttackRadArray: [0,0,0],
weapon1AttackCooldown: [0,2,3],
weapon1AmmoCap: 5,
weapon1AmmoRemain: 5,
weapon1AccMod: 1,
weapon1ReloadTime: 1,
weapon2:"Pistol",
weapon2AttackArray: ["Attack"],
weapon2AttackDmgArray: [1],
weapon2AttackTypeArray: ["single"],
weapon2AttackRadArray: [0],
weapon2AttackCooldown: [0],
weapon2AmmoCap: 3,
weapon2AmmoRemain: 3,
weapon2AccMod: 1,
weapon2ReloadTime: 1,
utility: "None",
fragGrenadeCount: 0,
stunGrenadeCount: 0,
dialogClass: "dialogMale",
clothingUpperTop: "flightsuit",
clothingUpperUW: "",
clothingLowerTop: "",
clothingLowerUW: "",
tfStrains: ["1A"],
strain1AProgress: [0,1,1],
}>>
<<set $lee={
name:"Lee",
maxHealth:20,
health: 20,
damage: 0,
maxRadiation: 100,
radiation: 15,
rads: 0,
dominance:40,
libido:20,
arousal:0,
int: 75,
gender:"male",
face:"male",
upperBodyImage:"male_chest01",
lowerBodyImage:"male_lower2",
breastSize:0,
breastRows:0,
hairLength:0,
buttSize:0,
penisLength:5,
speed: 55,
accuracy: 75,
trait: ["Rookie"],
traitLink: ["RookieInfo"],
weapon1:"Pulse Rifle",
weapon1AttackArray: ["Attack", "Spray and Pray", "Full Auto"],
weapon1AttackDmgArray: [3,2,5],
weapon1AttackTypeArray: ["single", "aoe", "single"],
weapon1AttackRadArray: [0,0,0],
weapon1AttackCooldown: [0,2,3],
weapon1AmmoCap: 5,
weapon1AmmoRemain: 5,
weapon1AccMod: 1,
weapon1ReloadTime: 1,
weapon2:"Pistol",
weapon2AttackArray: ["Attack"],
weapon2AttackDmgArray: [1],
weapon2AttackTypeArray: ["single"],
weapon2AttackRadArray: [0],
weapon2AttackCooldown: [0],
weapon2AmmoCap: 3,
weapon2AmmoRemain: 3,
weapon2AccMod: 1,
weapon2ReloadTime: 1,
utility: "None",
fragGrenadeCount: 0,
stunGrenadeCount: 0,
dialogClass: "dialogMale",
clothingUpperTop: "flightsuit",
clothingUpperUW: "",
clothingLowerTop: "",
clothingLowerUW: "",
tfStrains: ["1A"],
strain1AProgress: [0,1,1],
}>>
<<set $hodge={
name:"Hodge",
maxHealth:20,
health: 20,
damage: 0,
maxRadiation: 100,
radiation: 20,
rads: 0,
dominance:60,
libido:30,
arousal:0,
int: 70,
gender:"male",
face:"male",
upperBodyImage:"male_chest04",
lowerBodyImage:"male_lower1",
breastSize:0,
breastRows:0,
hairLength:0,
buttSize:0,
penisLength:7,
speed: 40,
accuracy: 70,
trait: ["Heavy Weapons Expert"],
traitLink: ["HeavyWeaponsExpertInfo"],
weapon1:"Pulse Rifle",
weapon1AttackArray: ["Attack", "Spray and Pray", "Full Auto"],
weapon1AttackDmgArray: [3,2,5],
weapon1AttackTypeArray: ["single", "aoe", "single"],
weapon1AttackRadArray: [0,0,0],
weapon1AttackCooldown: [0,2,3],
weapon1AmmoCap: 5,
weapon1AmmoRemain: 5,
weapon1AccMod: 1,
weapon1ReloadTime: 1,
weapon2:"Pistol",
weapon2AttackArray: ["Attack"],
weapon2AttackDmgArray: [1],
weapon2AttackTypeArray: ["single"],
weapon2AttackRadArray: [0],
weapon2AttackCooldown: [0],
weapon2AmmoCap: 3,
weapon2AmmoRemain: 3,
weapon2AccMod: 1,
weapon2ReloadTime: 1,
utility: "None",
fragGrenadeCount: 0,
stunGrenadeCount: 0,
dialogClass: "dialogMale",
clothingUpperTop: "flightsuit",
clothingUpperUW: "",
clothingLowerTop: "",
clothingLowerUW: "",
tfStrains: ["1A"],
strain1AProgress: [0,1,1],
}>>
<<set $gorman={
name: "Gorman",
maxHealth:20,
health: 20,
damage: 0,
maxRadiation: 100,
radiation: 25,
rads: 0,
dominance:70,
libido:15,
arousal:0,
int: 60,
gender:"male",
face:"male",
upperBodyImage:"male_chest03",
lowerBodyImage:"male_lower2",
breastSize:0,
breastRows:0,
hairLength:0,
buttSize:0,
penisLength:5,
speed: 55,
accuracy: 75,
trait: ["Speedy"],
traitLink: ["SpeedyInfo"],
weapon1:"Pulse Rifle",
weapon1AttackArray: ["Attack", "Spray and Pray", "Full Auto"],
weapon1AttackDmgArray: [3,2,5],
weapon1AttackTypeArray: ["single", "aoe", "single"],
weapon1AttackRadArray: [0,0,0],
weapon1AttackCooldown: [0,2,3],
weapon1AmmoCap: 5,
weapon1AmmoRemain: 5,
weapon1AccMod: 1,
weapon1ReloadTime: 1,
weapon2:"Pistol",
weapon2AttackArray: ["Attack"],
weapon2AttackDmgArray: [1],
weapon2AttackTypeArray: ["single"],
weapon2AttackRadArray: [0],
weapon2AttackCooldown: [0],
weapon2AmmoCap: 3,
weapon2AmmoRemain: 3,
weapon2AccMod: 1,
weapon2ReloadTime: 1,
utility: "None",
fragGrenadeCount: 0,
stunGrenadeCount: 0,
dialogClass: "dialogMale",
clothingUpperTop: "flightsuit",
clothingUpperUW: "",
clothingLowerTop: "",
clothingLowerUW: "",
tfStrains: ["1A"],
strain1AProgress: [0,1,1],
}>>
<<set $npc1={
name:"Cyborg",
maxHealth:100,
health: 100,
damage: 0,
}>>
<<set $npc2={
name:"Cyborg",
maxHealth:100,
health: 100,
damage: 0,
}>>
<<set $npc3={
name:"Cyborg",
maxHealth:100,
health: 100,
damage: 0,
}>>
<<set $npc4={
name:"Cyborg",
maxHealth:100,
health: 100,
damage: 0,
}>>
<<set $npc5={
name:"Cyborg",
maxHealth:100,
health: 100,
damage: 0,
}>>
<<set $combatEncounter=["EnforcerTemplate", "CyborgTemplate", "EnforcerTemplate"]>>
<<set
$frontRow=[$player.maleName,"Torres","Williams"],
$backRow=["Lee","Hodge","Gorman"]
>>
<<display "PlayerWeaponInit">><<if $player.face eq "male">>\
<img class="centered" src="images/characters/dialogportraits/portrait_playerMale1.jpg">
<<elseif $player.face eq "female1">>\
<img class="centered" src="images/characters/dialogportraits/portrait_playerFemale1.jpg">
<<else>>\
<img class="centered" src="images/characters/dialogportraits/portrait_playerFemale2.jpg">
<</if>>
<div id="captionInfo"><<include "CaptionInfo">></div>[[You]]
[[Dossiers]]
[[Database]]
[[Stats]]<<back>>\
<<if $player.trait[0] neq "None" and $player.traitLink[0] eq "None">>\
<<if $player.trait[0] eq "Sniper">><<set $player.traitLink[0]="SniperInfo">>\
<<elseif $player.trait[0] eq "Hacker">><<set $player.traitLink[0]="HackerInfo">>\
<<elseif $player.trait[0] eq "Heavy Weapons Expert">><<set $player.traitLink[0]="HeavyWeaponsInfo">>\
<<elseif $player.trait[0] eq "Speedy">><<set $player.traitLink[0]="SpeedyInfo">>\
<</if>><</if>>\
<div class="clearfix"><div class="dialogpic">\
<<display "PlayerFileImage">>\
<strong>Name:</strong> $player.name $player.surname
<strong>Accuracy:</strong> $player.accuracy
<strong>Speed:</strong> $player.speed
<strong>Trait:</strong> $player.trait[0] <<if $player.trait[0] neq "None">>| <<popup "Info" $player.traitLink[0] $player.trait[0]>> |<</if>>
<strong>Health:</strong> $player.health / $player.maxHealth
<strong>Radiation:</strong> $player.radiation / $player.maxRadiation
<<script>>state.variables.player.weapon1Link=state.variables.player.weapon1.replace(/ +/g,"")+'Info';
state.variables.player.weapon2Link=state.variables.player.weapon2.replace(/ +/g,"")+'Info';
state.variables.player.utilityLink=state.variables.player.utility.replace(/ +/g,"")+'Info';<</script>>\
<strong>Primary Weapon:</strong> $player.weapon1 | <<popup "Info" $player.weapon1Link $player.weapon1>> |
<strong>Secondary Weapon:</strong> $player.weapon2 | <<popup "Info" $player.weapon2Link $player.weapon2>> |
<strong>Utility:</strong> $player.utility <<if $player.utility neq "None">>| <<popup "Info" $player.utilityLink $player.utility>> |<</if>>
Head:
<table><tr><td valign="top">Head description and info goes here.</td><td valign="top"></td><td valign="top"></td></tr></table>
Upper Body:
<table><tr><td valign="top">Upper body description and info goes here.</td><td valign="top"><<print "<img class='centered' src='images/body/upper/"+$player.upperBodyImage+".jpg'>">></td><td valign="top"><<if $player.clothingUpperTop neq "">><<print "<img class='centered' src='images/clothing/"+$player.clothingUpperTop+".jpg'>">><</if>><br><<if $player.clothingUpperUW neq "">><<print "<img class='centered' src='images/clothing/"+$player.clothingUpperUW+".jpg'>">><</if>></td></tr></table>
Lower Body:
<table><tr><td valign="top">Lower body description and info goes here.</td><td valign="top"><<print "<img class='centered' src='images/body/lower/"+$player.lowerBodyImage+".jpg'>">></td><td valign="top"><<if $player.clothingLowerTop neq "">><<print "<img class='centered' src='images/clothing/"+$player.clothingLowerTop+".jpg'>">><</if>><br><<if $player.clothingLowerUW neq "">><<print "<img class='centered' src='images/clothing/"+$player.clothingLowerUW+".jpg'>">><</if>></td></tr></table>
<<back>>
</div></div>[[Mission Briefing|MissionBrief]]
<strong>Ship Info</strong>
[[The Qetesh|QeteshShipInfo]]
[[The Mobius|MobiusShipInfo]]
<strong>Planetary Info</strong>
[[Tarsia IV|Tarsia]]
[[Gendium]]
[[Gendium Mining]]
<strong>Major Corporations</strong>
[[Trans-Galactic Group|TransGalactic]]
[[Commuto Technologies|CommutoTechnologies]]
<<back>>Nothing here! Sucker!
<<back>><div class="contentBox">Standard adult content warning goes here. Don't play if you're too young or its not allowed where you are.
What is your male name?
<<textbox "$player.maleName" "Josh" autofocus>>
What is your surname?
<<textbox "$player.surame" "Miller">>
What is yor female name?
<<textbox "$player.femaleName" "Jessica">>
Pick a starting trait:
<label><<radiobutton "$player.trait[0]" "Hacker">> Hacker | <<popup "Info" "HackerInfo" "Hacker Trait">> |</label>
<label><<radiobutton "$player.trait[0]" "Sniper">> Sniper | <<popup "Info" "SniperInfo" "Sniper Trait">> |</label>
<label><<radiobutton "$player.trait[0]" "Heavy Weapons Expert">> Heavy Weapons Expert | <<popup "Info" "HeavyWeaponsInfo" "Heavy Weapons Trait">> |</label>
<label><<radiobutton "$player.trait[0]" "Speedy">> Speedy | <<popup "Info" "SpeedyInfo" "Speedy Trait">> |</label>
</div>
[[Start Game!->Introduction_p1]]
<<if $debug == 1>>
[[Skip to Lab|Lab_01]]
[[CombatWindow]]
[[Equip Your Team!|TeamWindow]]
<</if>>
<<if $debug neq 0>>
<<link "Activate Debug Mode">>
<<set $debug = 1>>
<<goto "GameStart">>
<</link>>
<</if>><img class="centered" src="images/qetesh_01.jpg">
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/qetesh_dialog.jpg"></div>Qetesh Bridge<hr>Good hunting, Mobius. Straighten those corporate fucks out quick so we can all go home.</div></div>
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>Roger, Qetesh. You all stay safe up here while we're gone. Don't get too bored without us.</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
With a shake of your head you cut the connection. This mission was shit from the start, and you'd only just now reached the actual operations part of it. Babysitting corporate feuds wasn't what a marine was supposed to do.
Orders are orders though, and like a good marine you go where command sends you. You almost feel sorry for the suits down on the planet. A squad of marines in a bad mood is a recipe for someone to have a very bad day.
[[Continue|Intro_p2]]
<<set $rowChoice=random(1)>>\
<<if $rowChoice==0>>\
<<set $target=$frontRow.random()>>\
<<else>>\
<<set $target=$backRow.random()>>\
<</if>>\
<div class="healthBars"><table><tr>\
<td><<if $target==$player.maleName>><div class="combatTurn"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/characters/dialogportraits/combat_playerFemale1.jpg">$player.maleName<br><<statusbar "player-health-bar" "$player.maxHealth" "$player.health" "$player.damage">></div></div></div><<else>><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/characters/dialogportraits/combat_playerFemale1.jpg">$player.maleName<br><<statusbar "player-health-bar" "$player.maxHealth" "$player.health" "$player.damage">></div></div><</if>></td>\
<td><<if $target=="Torres">><div class="combatTurn"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/characters/dialogportraits/combat_femaleTorres1.jpg">Torres<br><<statusbar "torres-health-bar" "$torres.maxHealth" "$torres.health" "$torres.damage">></div></div></div><<else>><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/characters/dialogportraits/combat_femaleTorres1.jpg">Torres<br><<statusbar "torres-health-bar" "$torres.maxHealth" "$torres.health" "$torres.damage">></div></div><</if>></td>\
<td><<if $target=="Williams">><div class="combatTurn"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/characters/dialogportraits/combat_femaleWilliams1.jpg">Williams<br><<statusbar "williams-health-bar" "$williams.maxHealth" "$williams.health" "$williams.damage">></div></div></div><<else>><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/characters/dialogportraits/combat_femaleWilliams1.jpg">Williams<br><<statusbar "williams-health-bar" "$williams.maxHealth" "$williams.health" "$williams.damage">></div></div><</if>></td></tr>\
<tr><td><<if $target=="Lee">><div class="combatTurn"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/characters/dialogportraits/combat_femaleLee1.jpg">Lee<br><<statusbar "lee-health-bar" "$lee.maxHealth" "$lee.health" "$lee.damage">></div></div></div><<else>><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/characters/dialogportraits/combat_femaleLee1.jpg">Lee<br><<statusbar "lee-health-bar" "$lee.maxHealth" "$lee.health" "$lee.damage">></div></div><</if>></td>\
<td><<if $target=="Hodge">><div class="combatTurn"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/characters/dialogportraits/combat_femaleHodge1.jpg">Hodge<br><<statusbar "hodge-health-bar" "$hodge.maxHealth" "$hodge.health" "$hodge.damage">></div></div></div><<else>><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/characters/dialogportraits/combat_femaleHodge1.jpg">Hodge<br><<statusbar "hodge-health-bar" "$hodge.maxHealth" "$hodge.health" "$hodge.damage">></div></div><</if>></td>\
<td><<if $target=="Gorman">><div class="combatTurn"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/characters/dialogportraits/combat_femaleGorman1.jpg">Gorman<br><<statusbar "gorman-health-bar" "$gorman.maxHealth" "$gorman.health" "$gorman.damage">></div></div></div><<else>><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/characters/dialogportraits/combat_femaleGorman1.jpg">Gorman<br><<statusbar "gorman-health-bar" "$gorman.maxHealth" "$gorman.health" "$gorman.damage">></div></div><</if>></td>\
</tr></table></div>
$target
<<link "Continue">>
<<set $rowChoice=random(1)>>
<<if $rowChoice==0>>
<<set $target=$frontRow.random()>>
<<else>>
<<set $target=$backRow.random()>>
<</if>>
<<replace "#combathealthbars">><<include "Table1">><</replace>>
<</link>>
http://twinery.org/questions/25979/getting-health-and-stats-to-change-dynamically
<<set $damage=0>>
<healthBarText>[img[images\icon_Heart.png]]</healthBarText><<statusbar "health-bar" "$totalHealth" "$health" "$damage">>
<radBarText>Radiation</radBarText>
<<radbar "rad-bar" "$totalHealth" "$health" "$damage">>
$damage is 50?
<<print "$"+$teamSlot1.toLowerCase()+".health">>
<div id="text" class="centerText">$charList[1]</div>
<<back>>
<div class="clearfix"><div class="dialogpic">\
<<display "TorresFileImage">>\
<strong>Name:</strong> Santiago Torres
<strong>Accuracy:</strong> $torres.accuracy
<strong>Speed:</strong> $torres.speed
<strong>Trait:</strong> $torres.trait[0] | <<popup "Info" $torres.traitLink[0] $torres.trait[0]>> |
<strong>Health:</strong> $torres.health / $torres.maxHealth
<strong>Radiation:</strong> $torres.radiation / $torres.maxRadiation
<<script>>state.variables.torres.weapon1Link=state.variables.torres.weapon1.replace(/ +/g,"")+'Info';
state.variables.torres.weapon2Link=state.variables.torres.weapon2.replace(/ +/g,"")+'Info';
state.variables.torres.utilityLink=state.variables.torres.utility.replace(/ +/g,"")+'Info';<</script>>\
<strong>Primary Weapon:</strong> $torres.weapon1 | <<popup "Info" $torres.weapon1Link $torres.weapon1>> |
<strong>Secondary Weapon:</strong> $torres.weapon2 | <<popup "Info" $torres.weapon2Link $torres.weapon2>> |
<strong>Utility:</strong> $torres.utility <<if $torres.utility neq "None">>| <<popup "Info" $torres.utilityLink $torres.utility>> |<</if>>
Head:
<table><tr><td valign="top">Head description and info goes here.</td><td valign="top"></td><td valign="top"></td></tr></table>
Upper Body:
<table><tr><td valign="top">Upper body description and info goes here.</td><td valign="top"><<print "<img class='centered' src='images/body/upper/"+$torres.upperBodyImage+".jpg'>">></td><td valign="top"><<if $torres.clothingUpperTop neq "">><<print "<img class='centered' src='images/clothing/"+$torres.clothingUpperTop+".jpg'>">><</if>><br><<if $torres.clothingUpperUW neq "">><<print "<img class='centered' src='images/clothing/"+$torres.clothingUpperUW+".jpg'>">><</if>></td></tr></table>
Lower Body:
<table><tr><td valign="top">Lower body description and info goes here.</td><td valign="top"><<print "<img class='centered' src='images/body/lower/"+$torres.lowerBodyImage+".jpg'>">></td><td valign="top"><<if $torres.clothingLowerTop neq "">><<print "<img class='centered' src='images/clothing/"+$torres.clothingLowerTop+".jpg'>">><</if>><br><<if $torres.clothingLowerUW neq "">><<print "<img class='centered' src='images/clothing/"+$torres.clothingLowerUW+".jpg'>">><</if>></td></tr></table>
<<back>>
</div></div><<back>>
<div class="clearfix"><div class="dialogpic">\
<<display "WilliamsFileImage">>\
<strong>Name:</strong> Chris Williams
<strong>Accuracy:</strong> $williams.accuracy
<strong>Speed:</strong> $williams.speed
<strong>Trait:</strong> $williams.trait[0] | <<popup "Info" $williams.traitLink[0] $williams.trait[0]>> |
<strong>Health:</strong> $williams.health / $williams.maxHealth
<strong>Radiation:</strong> $williams.radiation / $williams.maxRadiation
<<script>>state.variables.williams.weapon1Link=state.variables.williams.weapon1.replace(/ +/g,"")+'Info';
state.variables.williams.weapon2Link=state.variables.williams.weapon2.replace(/ +/g,"")+'Info';
state.variables.williams.utilityLink=state.variables.williams.utility.replace(/ +/g,"")+'Info';<</script>>\
<strong>Primary Weapon:</strong> $williams.weapon1 | <<popup "Info" $williams.weapon1Link $williams.weapon1>> |
<strong>Secondary Weapon:</strong> $williams.weapon2 | <<popup "Info" $williams.weapon2Link $williams.weapon2>> |
<strong>Utility:</strong> $williams.utility <<if $williams.utility neq "None">>| <<popup "Info" $williams.utilityLink $williams.utility>> |<</if>>
Head:
<table><tr><td valign="top">Head description and info goes here.</td><td valign="top"></td><td valign="top"></td></tr></table>
Upper Body:
<table><tr><td valign="top">Upper body description and info goes here.</td><td valign="top"><<print "<img class='centered' src='images/body/upper/"+$williams.upperBodyImage+".jpg'>">></td><td valign="top"><<if $williams.clothingUpperTop neq "">><<print "<img class='centered' src='images/clothing/"+$williams.clothingUpperTop+".jpg'>">><</if>><br><<if $williams.clothingUpperUW neq "">><<print "<img class='centered' src='images/clothing/"+$williams.clothingUpperUW+".jpg'>">><</if>></td></tr></table>
Lower Body:
<table><tr><td valign="top">Lower body description and info goes here.</td><td valign="top"><<print "<img class='centered' src='images/body/lower/"+$williams.lowerBodyImage+".jpg'>">></td><td valign="top"><<if $williams.clothingLowerTop neq "">><<print "<img class='centered' src='images/clothing/"+$williams.clothingLowerTop+".jpg'>">><</if>><br><<if $williams.clothingLowerUW neq "">><<print "<img class='centered' src='images/clothing/"+$williams.clothingLowerUW+".jpg'>">><</if>></td></tr></table>
<<back>>
</div></div><<back>>
<div class="clearfix"><div class="dialogpic">\
<<display "LeeFileImage">>\
<strong>Name:</strong> Chen Lee
<strong>Accuracy:</strong> $lee.accuracy
<strong>Speed:</strong> $lee.speed
<strong>Trait:</strong> $lee.trait[0] | <<popup "Info" $lee.traitLink[0] $lee.trait[0]>> |
<strong>Health:</strong> $lee.health / $lee.maxHealth
<strong>Radiation:</strong> $lee.radiation / $lee.maxRadiation
<<script>>state.variables.lee.weapon1Link=state.variables.lee.weapon1.replace(/ +/g,"")+'Info';
state.variables.lee.weapon2Link=state.variables.lee.weapon2.replace(/ +/g,"")+'Info';
state.variables.lee.utilityLink=state.variables.lee.utility.replace(/ +/g,"")+'Info';<</script>>\
<strong>Primary Weapon:</strong> $lee.weapon1 | <<popup "Info" $lee.weapon1Link $lee.weapon1>> |
<strong>Secondary Weapon:</strong> $lee.weapon2 | <<popup "Info" $lee.weapon2Link $lee.weapon2>> |
<strong>Utility:</strong> $lee.utility <<if $lee.utility neq "None">>| <<popup "Info" $lee.utilityLink $lee.utility>> |<</if>>
Head:
<table><tr><td valign="top">Head description and info goes here.</td><td valign="top"></td><td valign="top"></td></tr></table>
Upper Body:
<table><tr><td valign="top">Upper body description and info goes here.</td><td valign="top"><<print "<img class='centered' src='images/body/upper/"+$lee.upperBodyImage+".jpg'>">></td><td valign="top"><<if $lee.clothingUpperTop neq "">><<print "<img class='centered' src='images/clothing/"+$lee.clothingUpperTop+".jpg'>">><</if>><br><<if $lee.clothingUpperUW neq "">><<print "<img class='centered' src='images/clothing/"+$lee.clothingUpperUW+".jpg'>">><</if>></td></tr></table>
Lower Body:
<table><tr><td valign="top">Lower body description and info goes here.</td><td valign="top"><<print "<img class='centered' src='images/body/lower/"+$lee.lowerBodyImage+".jpg'>">></td><td valign="top"><<if $lee.clothingLowerTop neq "">><<print "<img class='centered' src='images/clothing/"+$lee.clothingLowerTop+".jpg'>">><</if>><br><<if $lee.clothingLowerUW neq "">><<print "<img class='centered' src='images/clothing/"+$lee.clothingLowerUW+".jpg'>">><</if>></td></tr></table>
<<back>>
</div></div><<back>>
<div class="clearfix"><div class="dialogpic">\
<<display "HodgeFileImage">>\
<strong>Name:</strong> Jonathan Hodge
<strong>Accuracy:</strong> $hodge.accuracy
<strong>Speed:</strong> $hodge.speed
<strong>Trait:</strong> $hodge.trait[0] | <<popup "Info" $hodge.traitLink[0] $hodge.trait[0]>> |
<strong>Health:</strong> $hodge.health / $hodge.maxHealth
<strong>Radiation:</strong> $hodge.radiation / $hodge.maxRadiation
<<script>>state.variables.hodge.weapon1Link=state.variables.hodge.weapon1.replace(/ +/g,"")+'Info';
state.variables.hodge.weapon2Link=state.variables.hodge.weapon2.replace(/ +/g,"")+'Info';
state.variables.hodge.utilityLink=state.variables.hodge.utility.replace(/ +/g,"")+'Info';<</script>>\
<strong>Primary Weapon:</strong> $hodge.weapon1 | <<popup "Info" $hodge.weapon1Link $hodge.weapon1>> |
<strong>Secondary Weapon:</strong> $hodge.weapon2 | <<popup "Info" $hodge.weapon2Link $hodge.weapon2>> |
<strong>Utility:</strong> $hodge.utility <<if $hodge.utility neq "None">>| <<popup "Info" $hodge.utilityLink $hodge.utility>> |<</if>>
Head:
<table><tr><td valign="top">Head description and info goes here.</td><td valign="top"></td><td valign="top"></td></tr></table>
Upper Body:
<table><tr><td valign="top">Upper body description and info goes here.</td><td valign="top"><<print "<img class='centered' src='images/body/upper/"+$hodge.upperBodyImage+".jpg'>">></td><td valign="top"><<if $hodge.clothingUpperTop neq "">><<print "<img class='centered' src='images/clothing/"+$hodge.clothingUpperTop+".jpg'>">><</if>><br><<if $hodge.clothingUpperUW neq "">><<print "<img class='centered' src='images/clothing/"+$hodge.clothingUpperUW+".jpg'>">><</if>></td></tr></table>
Lower Body:
<table><tr><td valign="top">Lower body description and info goes here.</td><td valign="top"><<print "<img class='centered' src='images/body/lower/"+$hodge.lowerBodyImage+".jpg'>">></td><td valign="top"><<if $hodge.clothingLowerTop neq "">><<print "<img class='centered' src='images/clothing/"+$hodge.clothingLowerTop+".jpg'>">><</if>><br><<if $hodge.clothingLowerUW neq "">><<print "<img class='centered' src='images/clothing/"+$hodge.clothingLowerUW+".jpg'>">><</if>></td></tr></table>
<<back>>
</div></div><<back>>
<div class="clearfix"><div class="dialogpic">\
<<display "GormanFileImage">>\
<strong>Name:</strong> Connor Gorman
<strong>Accuracy:</strong> $gorman.accuracy
<strong>Speed:</strong> $gorman.speed
<strong>Trait:</strong> $gorman.trait[0] | <<popup "Info" $gorman.traitLink[0] $gorman.trait[0]>> |
<strong>Health:</strong> $gorman.health / $gorman.maxHealth
<strong>Radiation:</strong> $gorman.radiation / $gorman.maxRadiation
<<script>>state.variables.gorman.weapon1Link=state.variables.gorman.weapon1.replace(/ +/g,"")+'Info';
state.variables.gorman.weapon2Link=state.variables.gorman.weapon2.replace(/ +/g,"")+'Info';
state.variables.gorman.utilityLink=state.variables.gorman.utility.replace(/ +/g,"")+'Info';<</script>>\
<strong>Primary Weapon:</strong> $gorman.weapon1 | <<popup "Info" $gorman.weapon1Link $gorman.weapon1>> |
<strong>Secondary Weapon:</strong> $gorman.weapon2 | <<popup "Info" $gorman.weapon2Link $gorman.weapon2>> |
<strong>Utility:</strong> $gorman.utility <<if $gorman.utility neq "None">>| <<popup "Info" $gorman.utilityLink $gorman.utility>> |<</if>>
Head:
<table><tr><td valign="top">Head description and info goes here.</td><td valign="top"></td><td valign="top"></td></tr></table>
Upper Body:
<table><tr><td valign="top">Upper body description and info goes here.</td><td valign="top"><<print "<img class='centered' src='images/body/upper/"+$gorman.upperBodyImage+".jpg'>">></td><td valign="top"><<if $gorman.clothingUpperTop neq "">><<print "<img class='centered' src='images/clothing/"+$gorman.clothingUpperTop+".jpg'>">><</if>><br><<if $gorman.clothingUpperUW neq "">><<print "<img class='centered' src='images/clothing/"+$gorman.clothingUpperUW+".jpg'>">><</if>></td></tr></table>
Lower Body:
<table><tr><td valign="top">Lower body description and info goes here.</td><td valign="top"><<print "<img class='centered' src='images/body/lower/"+$gorman.lowerBodyImage+".jpg'>">></td><td valign="top"><<if $gorman.clothingLowerTop neq "">><<print "<img class='centered' src='images/clothing/"+$gorman.clothingLowerTop+".jpg'>">><</if>><br><<if $gorman.clothingLowerUW neq "">><<print "<img class='centered' src='images/clothing/"+$gorman.clothingLowerUW+".jpg'>">><</if>></td></tr></table>
<<back>>
</div></div><<display "EncounterSetup">>\
<<display TurnInitial>>\
<div class="combatTables"><div id="npcCombatTable"><<include "CombatEnemiesTable">></div>
<div id="playerCombatTable"><<include "CombatHealthTable">></div></div>
<div id="combatTurnText"><<include "CombatTurn">></div>
<hr>\
<div id="playerCombatOptions"><<include "CombatOptions">></div><<print "<<set _slot1Health = $"+$teamSlot1.toLowerCase()+".health>>">>\
<<print "<<set _slot2Health = $"+$teamSlot2.toLowerCase()+".health>>">>\
<<if $player.health lte 0 and _slot1Health lte 0 and _slot2Health lte 0>>\
<<goto $combatLossPassage>>\
<</if>>\
<div class="healthBars"><table><tr>\
<<if $player.health gt 0>><td><div class="clearfix"><div class="dialogpic">\
<<display "PlayerCombatImage">>$player.surname<br>\
<<statusbar "player-health-bar" "$player.maxHealth" "$player.health" "$player.damage">><br><healthBarText>Health: $player.health / $player.maxHealth</healthBarText>\
<br><br><br>\
<<radbar "player-rad-bar" "$player.maxRadiation" "$player.radiation" "$player.rads">><br><radBarText>Radiation: $player.radiation / $player.maxRadiation</radBarText></div></div></td><</if>>\
<<if _slot1Health gt 0>><td><div id="teamSlot1Bars"><<include [[$teamSlot1+"Bars"]]>></div></td><</if>>\
<<if _slot2Health gt 0>><td><div id="teamSlot2Bars"><<include [[$teamSlot2+"Bars"]]>></div></td><</if>>\
</tr><tr><<if $player.health gt 0>><td><<if $combatTurn==$player.surname>><img class="turnArrow" src="images/playerTurnArrow.png"><</if>>\
</td><</if>><<if _slot1Health gt 0>><td><<if $combatTurn==$teamSlot1>><img class="turnArrow" src="images/playerTurnArrow.png"><</if>>\
</td><</if>><<if _slot2Health gt 0>><td><<if $combatTurn==$teamSlot2>><img class="turnArrow" src="images/playerTurnArrow.png"><</if>>\
</td><</if>></tr></table></div><div class="clearfix"><div class="dialogpic"><<display "TorresCombatImage">>Torres<br><<statusbar "torres-health-bar" "$torres.maxHealth" "$torres.health" "$torres.damage">><br><healthBarText>Health: $torres.health / $torres.maxHealth</healthBarText><br><br><br><<radbar "torres-rad-bar" "$torres.maxRadiation" "$torres.radiation" "$torres.rads">><br><radBarText>Radiation: $torres.radiation / $torres.maxRadiation</radBarText></div></div><div class="clearfix"><div class="dialogpic"><<display "WilliamsCombatImage">>Williams<br><<statusbar "williams-health-bar" "$williams.maxHealth" "$williams.health" "$williams.damage">><br><healthBarText>Health: $williams.health / $williams.maxHealth</healthBarText><br><br><br><<radbar "williams-rad-bar" "$williams.maxRadiation" "$williams.radiation" "$williams.rads">><br><radBarText>Radiation: $williams.radiation / $williams.maxRadiation</radBarText></div></div><div class="clearfix"><div class="dialogpic"><<display "LeeCombatImage">>Lee<br><<statusbar "lee-health-bar" "$lee.maxHealth" "$lee.health" "$lee.damage">><br><healthBarText>Health: $lee.health / $lee.maxHealth</healthBarText><br><br><br><<radbar "lee-rad-bar" "$lee.maxRadiation" "$lee.radiation" "$lee.rads">><br><radBarText>Radiation: $lee.radiation / $lee.maxRadiation</radBarText></div></div><div class="clearfix"><div class="dialogpic"><<display "HodgeCombatImage">>Hodge<br><<statusbar "hodge-health-bar" "$hodge.maxHealth" "$hodge.health" "$hodge.damage">><br><healthBarText>Health: $hodge.health / $hodge.maxHealth</healthBarText><br><br><br><<radbar "hodge-rad-bar" "$hodge.maxRadiation" "$hodge.radiation" "$hodge.rads">><br><radBarText>Radiation: $hodge.radiation / $hodge.maxRadiation</radBarText></div></div><div class="clearfix"><div class="dialogpic"><<display "GormanCombatImage">>Gorman<br><<statusbar "gorman-health-bar" "$gorman.maxHealth" "$gorman.health" "$gorman.damage">><br><healthBarText>Health: $gorman.health / $gorman.maxHealth</healthBarText><br><br><br><<radbar "gorman-rad-bar" "$gorman.maxRadiation" "$gorman.radiation" "$gorman.rads">><br><radBarText>Radiation: $gorman.radiation / $gorman.maxRadiation</radBarText></div></div><<if $npc1.health lte 0 and $npc2.health lte 0 and $npc3.health lte 0 and $npc4.health lte 0 and $npc5.health lte 0>>\
<<goto $combatVictoryPassage>>\
<</if>>\
<div class="healthBars"><table><tr>\
<<if $npc1.health gt 0>><td><<if $playerTarget==$npc1.name or $playerTarget=="All">><div class="enemyTarget"><div id="npc1Name" class="centerText">$npc1.name</div><br><br>$npc1.image<br><<npcbar "npc1-health-bar" "$npc1.maxHealth" "$npc1.health" "$npc1.damage">><br><div id="npc1Health" class="npcHealthText">Health: $npc1.health / $npc1.maxHealth</div></div><<else>><div class="enemyNotTarget"><div id="npc1Name" class="centerText">$npc1.name</div><br><br>$npc1.image<br><<npcbar "npc1-health-bar" "$npc1.maxHealth" "$npc1.health" "$npc1.damage">><br><div id="npc1Health" class="npcHealthText">Health: $npc1.health / $npc1.maxHealth</div></div><</if>></td><</if>>\
<<if $combatEncounter.length gt 1 and $npc2.health gt 0>><td><<if $playerTarget==$npc2.name or $playerTarget=="All">><div class="enemyTarget"><div id="npc2Name" class="centerText">$npc2.name</div><br><br>$npc2.image<br><<npcbar "npc2-health-bar" "$npc2.maxHealth" "$npc2.health" "$npc2.damage">><br><div id="npc2Health" class="npcHealthText">Health: $npc2.health / $npc2.maxHealth</div></div><<else>><div class="enemyNotTarget"><div id="npc2Name" class="centerText">$npc2.name</div><br><br>$npc2.image<br><<npcbar "npc2-health-bar" "$npc2.maxHealth" "$npc2.health" "$npc2.damage">><br><div id="npc2Health" class="npcHealthText">Health: $npc2.health / $npc2.maxHealth</div></div><</if>></td><</if>>\
<<if $combatEncounter.length gt 2 and $npc3.health gt 0>><td><<if $playerTarget==$npc3.name or $playerTarget=="All">><div class="enemyTarget"><div id="npc3Name" class="centerText">$npc3.name</div><br><br>$npc3.image<br><<npcbar "npc3-health-bar" "$npc3.maxHealth" "$npc3.health" "$npc3.damage">><br><div id="npc3Health" class="npcHealthText">Health: $npc3.health / $npc3.maxHealth</div></div><<else>><div class="enemyNotTarget"><div id="npc3Name" class="centerText">$npc3.name</div><br><br>$npc3.image<br><<npcbar "npc3-health-bar" "$npc3.maxHealth" "$npc3.health" "$npc3.damage">><br><div id="npc3Health" class="npcHealthText">Health: $npc3.health / $npc3.maxHealth</div></div><</if>></td><</if>>\
<<if $combatEncounter.length gt 3 and $npc4.health gt 0>><td><<if $playerTarget==$npc4.name or $playerTarget=="All">><div class="enemyTarget"><div id="npc4Name" class="centerText">$npc4.name</div><br><br>$npc4.image<br><<npcbar "npc4-health-bar" "$npc4.maxHealth" "$npc4.health" "$npc4.damage">><br><div id="npc4Health" class="npcHealthText">Health: $npc4.health / $npc4.maxHealth</div></div><<else>><div class="enemyNotTarget"><div id="npc4Name" class="centerText">$npc4.name</div><br><br>$npc4.image<br><<npcbar "npc4-health-bar" "$npc4.maxHealth" "$npc4.health" "$npc4.damage">><br><div id="npc4Health" class="npcHealthText">Health: $npc4.health / $npc4.maxHealth</div></div><</if>></td><</if>>\
<<if $combatEncounter.length gt 4 and $npc5.health gt 0>><td><<if $playerTarget==$npc5.name or $playerTarget=="All">><div class="enemyTarget"><div id="npc5Name" class="centerText">$npc5.name</div><br><br>$npc5.image<br><<npcbar "npc5-health-bar" "$npc5.maxHealth" "$npc5.health" "$npc5.damage">><br><div id="npc5Health" class="npcHealthText">Health: $npc5.health / $npc5.maxHealth</div></div><<else>><div class="enemyNotTarget"><div id="npc5Name" class="centerText">$npc5.name</div><br><br>$npc5.image<br><<npcbar "npc5-health-bar" "$npc5.maxHealth" "$npc5.health" "$npc5.damage">><br><div id="npc5Health" class="npcHealthText">Health: $npc5.health / $npc5.maxHealth</div></div><</if>></td><</if>>\
</tr></table></div><<set $template={
name: "Enforcer",
maxHealth:5,
health: 5,
image: "<img class='centered' src='images/characters/npcs/NPC_01.jpg'>" ,
speed: 45,
accuracy: 75,
weaponArray: ["Gendium Rifle"],
attackArray: ["Attack", "Strafe", "Full Auto"],
attackDmgArray: [3,2,5],
attackTypeArray: ["single", "aoe", "single"],
attackRadArray: [15,15,20],
attackCooldown: [0,2,3],
ammoCap: 5,
ammoRemain: 5,
accMod: 1,
reloadTime: 1,
}>>
<<set $template={
name: "Cyborg",
maxHealth:5,
health: 5,
image: "<img class='centered' src='images/characters/npcs/NPC_02.jpg'>",
speed: 45,
accuracy: 75,
weaponArray: ["Gendium Blasters"],
attackArray: ["Attack", "Overload"],
attackDmgArray: [3,8],
attackTypeArray: ["single", "single"],
attackRadArray: [15,25],
attackCooldown: [0,3],
ammoCap: 5,
ammoRemain: 5,
accMod: 1,
reloadTime: 1,
}>><<set $template={
name: "Automaton",
maxHealth:100,
health: 100,
image: "<img class='centered' src='images/characters/npcs/NPC_03.jpg'>",
speed: 40,
accuracy: 80,
}>><<set $template={
name: "Heavy Trooper",
maxHealth:100,
health: 100,
image: "<img class='centered' src='images/characters/npcs/NPC_04.jpg'>",
speed: 40,
accuracy: 75,
}>><<set $template={
name: "Assault Trooper",
maxHealth:15,
health: 15,
image: "<img class='centered' src='images/characters/npcs/NPC_05.jpg'>",
speed: 50,
accuracy: 75,
weaponArray: ["Gendium Photon Rifle"],
attackArray: ["Attack", "Grenade"],
attackDmgArray: [5,4],
attackTypeArray: ["single", "aoe"],
attackRadArray: [15,15],
attackCooldown: [0,3],
ammoCap: 5,
ammoRemain: 5,
accMod: 1,
reloadTime: 1,
}>>
<<set $template={
name: "Auxiliary Unit",
maxHealth:100,
health: 100,
image: "<img class='centered' src='images/characters/npcs/NPC_06.jpg'>",
speed: 45,
accuracy: 75,
}>><<set $template={
name: "Spec Ops",
maxHealth:100,
health: 100,
image: "<img class='centered' src='images/characters/npcs/NPC_07.jpg'>",
speed: 50,
accuracy: 80,
}>><<set $template={
name: "Ranger",
maxHealth:100,
health: 100,
image: "<img class='centered' src='images/characters/npcs/NPC_08.jpg'>"
speed: 60,
accuracy: 85,
}>><<set $template={
name: "Ogre Class Mech",
maxHealth:100,
health: 100,
image: "<img class='centered' src='images/characters/npcs/NPC_09.jpg'>",
speed: 35,
accuracy: 80,
}>><<set $combatNpcList=[]>>
<<display $combatEncounter[0]>>
<<set $npc1={
name:$template.name,
maxHealth:$template.maxHealth,
health: $template.health,
damage: 0,
image: $template.image,
speed: $template.speed,
accuracy: $template.accuracy,
weaponArray: $template.weaponArray,
attackArray: $template.attackArray,
attackDmgArray: $template.attackDmgArray,
attackTypeArray: $template.attackTypeArray,
attackRadArray: $template.attackRadArray,
attackCooldown: $template.attackCooldown,
ammoCap: $template.ammoCap,
ammoRemain: $template.ammoRemain,
accMod: $template.accMod,
reloadTime: $template.reloadTime
}>>
<<set $combatNpcList.push($template.name)>>
<<if $combatEncounter.length > 1>>
<<display $combatEncounter[1]>>
<<set $npc2={
name:$template.name,
maxHealth:$template.maxHealth,
health: $template.health,
damage: 0,
image: $template.image,
speed: $template.speed,
accuracy: $template.accuracy,
weaponArray: $template.weaponArray,
attackArray: $template.attackArray,
attackDmgArray: $template.attackDmgArray,
attackTypeArray: $template.attackTypeArray,
attackRadArray: $template.attackRadArray,
attackCooldown: $template.attackCooldown,
ammoCap: $template.ammoCap,
ammoRemain: $template.ammoRemain,
accMod: $template.accMod,
reloadTime: $template.reloadTime
}>>
<<set $combatNpcList.push($template.name)>>
<<else>>
<<set $npc2.health = 0>>
<</if>>
<<if $combatEncounter.length > 2>>
<<display $combatEncounter[2]>>
<<set $npc3={
name:$template.name,
maxHealth:$template.maxHealth,
health: $template.health,
damage: 0,
image: $template.image,
speed: $template.speed,
accuracy: $template.accuracy,
weaponArray: $template.weaponArray,
attackArray: $template.attackArray,
attackDmgArray: $template.attackDmgArray,
attackTypeArray: $template.attackTypeArray,
attackRadArray: $template.attackRadArray,
attackCooldown: $template.attackCooldown,
ammoCap: $template.ammoCap,
ammoRemain: $template.ammoRemain,
accMod: $template.accMod,
reloadTime: $template.reloadTime
}>>
<<set $combatNpcList.push($template.name)>>
<<else>>
<<set $npc3.health = 0>>
<</if>>
<<if $combatEncounter.length > 3>>
<<display $combatEncounter[3]>>
<<set $npc4={
name:$template.name,
maxHealth:$template.maxHealth,
health: $template.health,
damage: 0,
image: $template.image,
speed: $template.speed,
accuracy: $template.accuracy,
weaponArray: $template.weaponArray,
attackArray: $template.attackArray,
attackDmgArray: $template.attackDmgArray,
attackTypeArray: $template.attackTypeArray,
attackRadArray: $template.attackRadArray,
attackCooldown: $template.attackCooldown,
ammoCap: $template.ammoCap,
ammoRemain: $template.ammoRemain,
accMod: $template.accMod,
reloadTime: $template.reloadTime
}>>
<<set $combatNpcList.push($template.name)>>
<<else>>
<<set $npc4.health = 0>>
<</if>>
<<if $combatEncounter.length > 4>>
<<display $combatEncounter[4]>>
<<set $npc5={
name:$template.name,
maxHealth:$template.maxHealth,
health: $template.health,
damage: 0,
image: $template.image,
speed: $template.speed,
accuracy: $template.accuracy,
weaponArray: $template.weaponArray,
attackArray: $template.attackArray,
attackDmgArray: $template.attackDmgArray,
attackTypeArray: $template.attackTypeArray,
attackRadArray: $template.attackRadArray,
attackCooldown: $template.attackCooldown,
ammoCap: $template.ammoCap,
ammoRemain: $template.ammoRemain,
accMod: $template.accMod,
reloadTime: $template.reloadTime
}>>
<<set $combatNpcList.push($template.name)>>
<<else>>
<<set $npc5.health = 0>>
<</if>>
<<if $combatEncounter.length == 2>>
<<if $combatNpcList.count($npc1.name) > 1>>
<<set $npc1.name=$npc1.name+" 01">>
<<set $npc2.name=$npc2.name+" 02">>
<</if>>
<<elseif $combatEncounter.length == 3>>
<<if $combatNpcList.count($npc1.name) == 3>>
<<set $npc1.name=$npc1.name+" 01">>
<<set $npc2.name=$npc2.name+" 02">>
<<set $npc3.name=$npc3.name+" 03">>
<<elseif $combatNpcList.count($npc1.name) == 2>>
<<if $npc2.name == $npc1.name>>
<<set $npc1.name=$npc1.name+" 01">>
<<set $npc2.name=$npc2.name+" 02">>
<<else>>
<<set $npc1.name=$npc1.name+" 01">>
<<set $npc3.name=$npc3.name+" 02">>
<</if>>
<</if>>
<</if>>
<table><tr>\
<td valign="top">Current Turn: $combatTurn
<<if $combatTurn neq $player.name and $combatTurn neq $teamSlot1 and $combatTurn neq $teamSlot2>>\
<<link "Continue">>
<<display "NPCCombatTurn">>
<<replace "#npcCombatTable">><<include "CombatEnemiesTable">><</replace>>\
<<replace "#playerCombatTable">><<include "CombatHealthTable">><</replace>>\
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>\
<<replace "#combatTurnText">><<include "CombatTurn">><</replace>>
<</link>>
<<else>>\
<<if $combatActionType=="Attack">><img class="selectArrow" src="images/smallArrowRight.png"><font color="red"><strong>Attack</strong></font> <img class="selectArrow" src="images/smallArrowLeft.png">\
<<else>><<link "Attack">>
<<if $abilityTarget=="Friendly">>
<<set $playerTarget="None">>
<</if>>
<<set $combatActionType="Attack">>
<<set $abilityTarget="None">>
<<set $combatAction="None">>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>><</if>>
<<if $combatActionType=="Use Item">><img class="selectArrow" src="images/smallArrowRight.png"><font color="green"><strong>Use Item</strong></font> <img class="selectArrow" src="images/smallArrowLeft.png">\
<<else>><<link "Use Item">>
<<if $abilityTarget=="Enemy">><<set $playerTarget="None">>
<<replace "#npcCombatTable">><<include "CombatEnemiesTable">><</replace>>
<</if>>
<<set $combatActionType="Use Item">>
<<set $abilityTarget="None">>
<<set $combatAction="None">>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>><</if>>
<<link "Flee">>
<<set $combatActionType="Flee">>
<<set $abilityTarget="None">>
<<replace "#playerCombatTable">><<include "CombatHealthTable">><</replace>>
<</link>><</if>>
<<if $debug == 1>>
<<link "Damage Player">>
<<set $player.damage += 10>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<<replace "#npcCombatTable">><<include "CombatEnemiesTable">><</replace>>
<<replace "#playerCombatTable">><<include "CombatHealthTable">><</replace>>
<</link>>
<<link "Damage $teamSlot1">>
<<print "<<set $"+$teamSlot1.toLowerCase()+".damage += 10>>">> <<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<<replace "#npcCombatTable">><<include "CombatEnemiesTable">><</replace>>
<<replace "#playerCombatTable">><<include "CombatHealthTable">><</replace>>
<</link>>
<<link "Damage $teamSlot2">>
<<print "<<set $"+$teamSlot2.toLowerCase()+".damage += 10>>">> <<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<<replace "#npcCombatTable">><<include "CombatEnemiesTable">><</replace>>
<<replace "#playerCombatTable">><<include "CombatHealthTable">><</replace>>
<</link>>
<<link "Radiate Player">>
<<set $player.rads = -10>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<<replace "#npcCombatTable">><<include "CombatEnemiesTable">><</replace>>
<<replace "#playerCombatTable">><<include "CombatHealthTable">><</replace>>
<</link>>
<<link "Radiate $teamSlot1">>
<<print "<<set $"+$teamSlot1.toLowerCase()+".rads = -10>>">> <<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<<replace "#npcCombatTable">><<include "CombatEnemiesTable">><</replace>>
<<replace "#playerCombatTable">><<include "CombatHealthTable">><</replace>>
<</link>>
<<link "Radiate $teamSlot2">>
<<print "<<set $"+$teamSlot2.toLowerCase()+".rads = -10>>">> <<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<<replace "#npcCombatTable">><<include "CombatEnemiesTable">><</replace>>
<<replace "#playerCombatTable">><<include "CombatHealthTable">><</replace>>
<</link>><</if>></td>\
<td valign="top">\
<<if $combatActionType=="Attack">>\
<<display "AttackOptions">>\
<</if>>\
</td>\
<td valign="top"><<if $abilityTarget == "Enemy">>Target:
<<if $abilityTargetType=="single">>\
<<if $npc1.health gt 0>><<link "Target $npc1.name">>
<<set $playerTarget=$npc1.name>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<<replace "#npcCombatTable">><<include "CombatEnemiesTable">><</replace>>
<<replace "#combatTurnText">><<include "CombatTurn">><</replace>>
<</link>><br><</if>>\
<<if $combatNpcList.length > 1 and $npc2.health gt 0>><<link "Target $npc2.name">>
<<set $playerTarget=$npc2.name>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<<replace "#npcCombatTable">><<include "CombatEnemiesTable">><</replace>>
<<replace "#combatTurnText">><<include "CombatTurn">><</replace>>
<</link>><br><</if>>\
<<if $combatNpcList.length > 2 and $npc3.health gt 0>><<link "Target $npc3.name">>
<<set $playerTarget=$npc3.name>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<<replace "#npcCombatTable">><<include "CombatEnemiesTable">><</replace>>
<<replace "#combatTurnText">><<include "CombatTurn">><</replace>>
<</link>><br><</if>>\
<<if $combatNpcList.length > 3 and $npc4.health gt 0>><<link "Target $npc4.name">>
<<set $playerTarget=$npc4.name>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<<replace "#npcCombatTable">><<include "CombatEnemiesTable">><</replace>>
<<replace "#combatTurnText">><<include "CombatTurn">><</replace>>
<</link>><br><</if>>\
<<if $combatNpcList.length > 4 and $npc5.health gt 0>><<link "Target $npc5.name">>
<<set $playerTarget=$npc5.name>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<<replace "#npcCombatTable">><<include "CombatEnemiesTable">><</replace>>
<<replace "#combatTurnText">><<include "CombatTurn">><</replace>>
<</link>><br><</if>>\
<<elseif $abilityTargetType=="aoe">>\
<<link "Target All">>
<<set $playerTarget="All">>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<<replace "#npcCombatTable">><<include "CombatEnemiesTable">><</replace>>
<<replace "#combatTurnText">><<include "CombatTurn">><</replace>>
<</link>><</if>>
<<elseif $abilityTarget== "Friendly">>\
Current Target: $playerTarget
<<link "Target $player.maleName">>
<<set $playerTarget=$player.maleName>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<<replace "#combatTurnText">><<include "CombatTurn">><</replace>>
<</link>>
<<link "Target $teamSlot1">>
<<set $playerTarget=$teamSlot1>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<<replace "#combatTurnText">><<include "CombatTurn">><</replace>>
<</link>>
<<link "Target $teamSlot2">>
<<set $playerTarget=$teamSlot2>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<<replace "#combatTurnText">><<include "CombatTurn">><</replace>>
<</link>>
<</if>>\
</td>\
</tr></table>\<<set $template={
name: "MCP Mk IV",
maxHealth:100,
health: 100,
image: "<img class='centered' src='images/characters/npcs/NPC_10.jpg'>"
speed: 50,
accuracy: 80,
}>><<set $pulserifle = {
name: "Pulse Rifle",
attackArray: ["Attack", "Spray and Pray", "Full Auto"],
attackDmgArray: [3,2,5],
attackTypeArray: ["single", "aoe", "single"],
attackRadArray: [0,0,0],
attackCooldown: [0,2,3],
ammoCap: 5,
ammoRemain: 5,
accMod: 1,
reloadTime: 1,
}>>
<<set $pistol = {
name: "Pistol",
attackArray: ["Attack"],
attackDmgArray: [1],
attackTypeArray: ["single"],
attackRadArray: [0],
attackCooldown: [0],
ammoCap: 3,
ammoRemain: 3,
accMod: 1,
reloadTime: 1,
}>>
<<set $plasmapistol = {
name: "Plasma Pistol",
attackArray: ["Attack"],
attackDmgArray: [3],
attackTypeArray: ["single"],
attackRadArray: [2],
attackCooldown: [0],
ammoCap: 3,
ammoRemain: 3,
accMod: 1,
reloadTime: 1,
}>>
<<set $plasmarifle = {
name: "Plasma Rifle",
attackArray: ["Attack", "Spray and Pray", "Overload"],
attackDmgArray: [5,3,7],
attackTypeArray: ["single", "aoe", "single"],
attackRadArray: [2,2,15],
attackCooldown: [0,2,3],
ammoCap: 5,
ammoRemain: 5,
accMod: 1,
reloadTime: 1,
}>>
<<set $combatshotgun = {
name: "Combat Shotgun",
attackArray: ["Attack", "Slug"],
attackDmgArray: [6,9],
attackTypeArray: ["aoe", "single"],
attackRadArray: [0,0,0],
attackCooldown: [0,2],
ammoCap: 3,
ammoRemain: 3,
accMod: 0.9,
reloadTime: 1,
}>>
<<set $shardcannon = {
name: "Shard Cannon",
attackArray: ["Attack", "Slug", "Airburst"],
attackDmgArray: [8,11,8],
attackTypeArray: ["aoe", "single", "aoe"],
attackRadArray: [2,2,2],
attackCooldown: [0,2,3],
ammoCap: 3,
ammoRemain: 3,
accMod: 0.9,
reloadTime: 1,
}>>
<<set $sniperrifle = {
name: "Sniper Rifle",
attackArray: ["Attack", "Headshot"],
attackDmgArray: [8,12],
attackTypeArray: ["single", "single"],
attackRadArray: [0,0,0],
attackCooldown: [0,3],
ammoCap: 3,
ammoRemain: 3,
accMod: 1.2,
reloadTime: 1,
}>>
<<set $railgun = {
name: "Railgun",
attackArray: ["Attack", "Headshot", "Line em Up"],
attackDmgArray: [10,14,10],
attackTypeArray: ["single", "single", "aoe"],
attackRadArray: [2,2,2],
attackCooldown: [0,3,4],
ammoCap: 3,
ammoRemain: 3,
accMod: 1.2,
reloadTime: 1,
}>>
<<set $rocketlauncher = {
name: "Rocket Launcher",
attackArray: ["Attack"],
attackDmgArray: [20],
attackTypeArray: ["aoe"],
attackRadArray: [0],
attackCooldown: [0],
ammoCap: 1,
ammoRemain: 1,
accMod: 1,
reloadTime: 2,
}>>
<<set $knife = {
name: "Vibro-Knife",
attackArray: ["Attack"],
attackDmgArray: [3],
attackTypeArray: ["single"],
attackRadArray: [0],
attackCooldown: [0],
ammoCap: -1,
ammoRemain: -1,
accMod: 1,
reloadTime: 0,
}>>
<<set $fraggrenade = {
name: "Frag Grenade",
attackArray: ["Throw"],
attackDmgArray: [15],
attackTypeArray: ["aoe"],
attackRadArray: [0],
attackCooldown: [0],
ammoCap: 1,
ammoRemain: 1,
accMod: 1,
reloadTime: 0,
count: 5,
}>>
<<set $stungrenade = {
name: "Stun Grenade",
attackArray: ["Throw"],
attackDmgArray: [5],
attackTypeArray: ["aoe"],
attackRadArray: [0],
attackCooldown: [0],
ammoCap: 1,
ammoRemain: 1,
accMod: 1,
reloadTime: 0,
count: 5,
}>>
<<set $hands = {
name: "Hands",
attackArray: ["Punch"],
attackDmgArray: [1],
attackTypeArray: ["single"],
attackRadArray: [0],
attackCooldown: [0],
ammoCap: -1,
ammoRemain: -1,
accMod: 1,
reloadTime: 1,
}>>
<<set $feet = {
name: "Feet",
attackArray: ["Kick"],
attackDmgArray: [1],
attackTypeArray: ["single"],
attackRadArray: [0],
attackCooldown: [0],
ammoCap: -1,
ammoRemain: -1,
accMod: 1,
reloadTime: 1,
}>><<popup "Click Me!" "PopupTestContent" "Super Fun Popup">>Whee! A popup!<table>
<tr>
<td><div class="centerText"><<if $teamSetupTarget==$player.maleName>><div class="greenBorder"><<link $player.maleName>>
<<set
$teamSetupTarget=$player.maleName,
$equipSlot=0,
$inventoryEquipType="None"
>>
<<replace "#teamSetupTabs">><<include "TeamSetupTabs">><</replace>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><<else>><div class="transBorder"><<link $player.maleName>>
<<set
$teamSetupTarget=$player.maleName,
$equipSlot=0,
$inventoryEquipType="None"
>>
<<replace "#teamSetupTabs">><<include "TeamSetupTabs">><</replace>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>></div></td>
<td><div class="centerText"><<if $teamSetupTarget=="Torres">><div class="greenBorder"><<link "Torres">>
<<set
$teamSetupTarget="Torres",
$equipSlot=0,
$inventoryEquipType="None"
>>
<<replace "#teamSetupTabs">><<include "TeamSetupTabs">><</replace>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><<else>><div class="transBorder"><<link "Torres">>
<<set
$teamSetupTarget="Torres",
$equipSlot=0,
$inventoryEquipType="None"
>>
<<replace "#teamSetupTabs">><<include "TeamSetupTabs">><</replace>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>></div></td><td><div class="centerText"><<if $teamSetupTarget=="Williams">><div class="greenBorder"><<link "Williams">>
<<set
$teamSetupTarget="Williams",
$equipSlot=0,
$inventoryEquipType="None"
>>
<<replace "#teamSetupTabs">><<include "TeamSetupTabs">><</replace>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><<else>><div class="transBorder"><<link "Williams">>
<<set
$teamSetupTarget="Williams",
$equipSlot=0,
$inventoryEquipType="None"
>>
<<replace "#teamSetupTabs">><<include "TeamSetupTabs">><</replace>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>></div></td>
<td><div class="centerText"><<if $teamSetupTarget=="Lee">><div class="greenBorder"><<link "Lee">>
<<set
$teamSetupTarget="Lee",
$equipSlot=0,
$inventoryEquipType="None"
>>
<<replace "#teamSetupTabs">><<include "TeamSetupTabs">><</replace>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><<else>><div class="transBorder"><<link "Lee">>
<<set
$teamSetupTarget="Lee",
$equipSlot=0,
$inventoryEquipType="None"
>>
<<replace "#teamSetupTabs">><<include "TeamSetupTabs">><</replace>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>></div></td><td><div class="centerText"><<if $teamSetupTarget=="Hodge">><div class="greenBorder"><<link "Hodge">>
<<set
$teamSetupTarget="Hodge",
$equipSlot=0,
$inventoryEquipType="None"
>>
<<replace "#teamSetupTabs">><<include "TeamSetupTabs">><</replace>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><<else>><div class="transBorder"><<link "Hodge">>
<<set
$teamSetupTarget="Hodge",
$equipSlot=0,
$inventoryEquipType="None"
>>
<<replace "#teamSetupTabs">><<include "TeamSetupTabs">><</replace>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>></div></td>
<td><div class="centerText"><<if $teamSetupTarget=="Gorman">><div class="greenBorder"><<link "Gorman">>
<<set
$teamSetupTarget="Gorman",
$equipSlot=0,
$inventoryEquipType="None"
>>
<<replace "#teamSetupTabs">><<include "TeamSetupTabs">><</replace>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><<else>><div class="transBorder"><<link "Gorman">>
<<set
$teamSetupTarget="Gorman",
$equipSlot=0,
$inventoryEquipType="None"
>>
<<replace "#teamSetupTabs">><<include "TeamSetupTabs">><</replace>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>></div></td></tr></table><div id="teamSetupTabs"><<include "TeamSetupTabs">></div>
<div id="teamSetupWindow"><<include "TeamSetupWindows">></div>
[[Select Combat Squad|SquadSelect_CombatTest]]
<<return>><<if $teamSetupTarget==$player.maleName>><<display "PlayerSetupWindow">><<elseif $teamSetupTarget=="Torres">><<display "TorresSetupWindow">><<elseif $teamSetupTarget=="Williams">><<display "WilliamsSetupWindow">><<elseif $teamSetupTarget=="Lee">><<display "LeeSetupWindow">><<elseif $teamSetupTarget=="Hodge">><<display "HodgeSetupWindow">><<elseif $teamSetupTarget=="Gorman">><<display "GormanSetupWindow">><</if>><table><tr><td valign="top"><strong>Health:</strong> $player.health / $player.maxHealth
<strong>Radiation:</strong> $player.radiation / $player.maxRadiation
<strong>Traits:</strong> $player.trait
<<if $equipSlot==1>><div class="greenBorder"><strong>Primary Weapon:</strong> $player.weapon1</div><<else>><div class="transBorder"><strong>Primary Weapon:</strong> $player.weapon1 <<link "Change">>
<<set $equipSlot=1>>
<<set $inventoryEquipType="weapon">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>>
<<if $equipSlot==2>><div class="greenBorder"><strong>Secondary Weapon:</strong> $player.weapon2 <<if $player.weapon2=="Frag Grenade">>x$player.fragGrenadeCount<<elseif $player.weapon2=="Stun Grenade">>x$player.stunGrenadeCount<</if>></div><<else>><div class="transBorder"><strong>Secondary Weapon:</strong> $player.weapon2 <<if $player.weapon2=="Frag Grenade">>x$player.fragGrenadeCount<<elseif $player.weapon2=="Stun Grenade">>x$player.stunGrenadeCount<</if>> <<link "Change">>
<<set $equipSlot=2>>
<<set $inventoryEquipType="weapon">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>>
<<if $equipSlot==3>><div class="greenBorder"><strong>Utility:</strong> $player.utility</div><<else>><div class="transBorder"><strong>Utility:</strong> $player.utility <<link "Change">>
<<set $equipSlot=3>>
<<set $inventoryEquipType="utility">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>></td><td vertical-align="top"><img src="images/characters/player/player_female1.jpg" align="right"></td></tr><tr><td valign="top" colspan="2"><<if $inventoryEquipType=="weapon">><strong>Weapon Inventory:</strong>
<<if $player.weapon1 neq "Pulse Rifle" and $player.weapon2 neq "Pulse Rifle" and ($player.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Pulse Rifle">>
<<if $equipSlot==1>>
<<set
$player.weapon1="Pulse Rifle",
$player.weapon1AttackArray= $pulseRifle.attackArray,
$player.weapon1AttackDmgArray= $pulseRifle.attackDmgArray,
$player.weapon1AttackTypeArray= $pulseRifle.attackTypeArray,
$player.weapon1AttackRadArray= $pulseRifle.attackRadArray,
$player.weapon1AttackCooldown= $pulseRifle.attackCooldown,
$player.weapon1AmmoCap= $pulseRifle.ammoCap,
$player.weapon1AmmoRemain= $pulseRifle.ammoRemain,
$player.weapon1AccMod= $pulseRifle.accMod,
$player.weapon1ReloadTime= $pulseRifle.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $player.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $player.fragGrenadeCount>>
<<set $player.fragGrenadeCount = 0>>
<<elseif $player.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $player.stunGrenadeCount>>
<<set $player.stunGrenadeCount = 0>>
<</if>>
<<set
$player.weapon2="Pulse Rifle",
$player.weapon2AttackArray= $pulseRifle.attackArray,
$player.weapon2AttackDmgArray= $pulseRifle.attackDmgArray,
$player.$player.weapon2AttackTypeArray= $pulseRifle.attackTypeArray,
$player.weapon2AttackRadArray= $pulseRifle.attackRadArray,
$player.weapon2AttackCooldown= $pulseRifle.attackCooldown,
$player.weapon2AmmoCap= $pulseRifle.ammoCap,
$player.weapon2AmmoRemain= $pulseRifle.ammoRemain,
$player.weapon2AccMod= $pulseRifle.accMod,
$player.weapon2ReloadTime= $pulseRifle.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PulseRifleInfo" "Pulse Rifle">> |
<</if>><<if $player.weapon1 neq "Plasma Rifle" and $player.weapon2 neq "Plasma Rifle" and ($player.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Plasma Rifle">>
<<if $equipSlot==1>>
<<set
$player.weapon1="Plasma Rifle",
$player.weapon1AttackArray=$plasmaRifle.attackArray,
$player.weapon1AttackDmgArray=$plasmaRifle.attackDmgArray,
$player.weapon1AttackTypeArray= $plasmaRifle.attackTypeArray,
$player.weapon1AttackRadArray= $plasmaRifle.attackRadArray,
$player.weapon1AttackCooldown= $plasmaRifle.attackCooldown,
$player.weapon1AmmoCap= $plasmaRifle.ammoCap,
$player.weapon1AmmoRemain= $plasmaRifle.ammoRemain,
$player.weapon1AccMod= $plasmaRifle.accMod,
$player.weapon1ReloadTime= $plasmaRifle.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $player.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $player.fragGrenadeCount>>
<<set $player.fragGrenadeCount = 0>>
<<elseif $player.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $player.stunGrenadeCount>>
<<set $player.stunGrenadeCount = 0>>
<</if>>
<<set
$player.weapon2="Plasma Rifle",
$player.weapon2AttackArray= $plasmaRifle.attackArray,
$player.weapon2AttackDmgArray= $plasmaRifle.attackDmgArray,
$player.weapon2AttackTypeArray= $plasmaRifle.attackTypeArray,
$player.weapon2AttackRadArray= $plasmaRifle.attackRadArray,
$player.weapon2AttackCooldown= $plasmaRifle.attackCooldown,
$player.weapon2AmmoCap= $plasmaRifle.ammoCap,
$player.weapon2AmmoRemain= $plasmaRifle.ammoRemain,
$player.weapon2AccMod= $plasmaRifle.accMod,
$player.weapon2ReloadTime= $plasmaRifle.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PlasmaRifleInfo" "Plasma Rifle">> |
<</if>><<if $player.weapon2 neq "Pistol" and $equipSlot==2>><<link "Pistol">>
<<if $equipSlot==2>>
<<if $player.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $player.fragGrenadeCount>>
<<set $player.fragGrenadeCount = 0>>
<<elseif $player.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $player.stunGrenadeCount>>
<<set $player.stunGrenadeCount = 0>>
<</if>>
<<set
$player.weapon2="Pistol",
$player.weapon2AttackArray= $pistol.attackArray,
$player.weapon2AttackDmgArray= $pistol.attackDmgArray,
$player.weapon2AttackTypeArray= $pistol.attackTypeArray,
$player.weapon2AttackRadArray= $pistol.attackRadArray,
$player.weapon2AttackCooldown= $pistol.attackCooldown,
$player.weapon2AmmoCap= $pistol.ammoCap,
$player.weapon2AmmoRemain= $pistol.ammoRemain,
$player.weapon2AccMod= $pistol.accMod,
$player.weapon2ReloadTime= $pistol.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PistolInfo" "Pistol">> |
<</if>><<if $player.weapon2 neq "Plasma Pistol" and $equipSlot==2>><<link "Plasma Pistol">>
<<if $equipSlot==2>>
<<if $player.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $player.fragGrenadeCount>>
<<set $player.fragGrenadeCount = 0>>
<<elseif $player.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $player.stunGrenadeCount>>
<<set $player.stunGrenadeCount = 0>>
<</if>>
<<set
$player.weapon2="Plasma Pistol",
$player.weapon2AttackArray= $plasmaPistol.attackArray,
$player.weapon2AttackDmgArray= $plasmaPistol.attackDmgArray,
$player.weapon2AttackTypeArray= $plasmaPistol.attackTypeArray,
$player.weapon2AttackRadArray= $plasmaPistol.attackRadArray,
$player.weapon2AttackCooldown= $plasmaPistol.attackCooldown,
$player.weapon2AmmoCap= $plasmaPistol.ammoCap,
$player.weapon2AmmoRemain= $plasmaPistol.ammoRemain,
$player.weapon2AccMod= $plasmaPistol.accMod,
$player.weapon2ReloadTime= $plasmaPistol.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PlasmaPistolInfo" "Plasma Pistol">> |
<</if>><<if $player.weapon1 neq "Combat Shotgun" and $player.weapon2 neq "Combat Shotgun" and ($player.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Combat Shotgun">>
<<if $equipSlot==1>>
<<set
$player.weapon1="Combat Shotgun",
$player.weapon1AttackArray=$combatShotgun.attackArray,
$player.weapon1AttackDmgArray=$combatShotgun.attackDmgArray,
$player.weapon1AttackTypeArray= $combatShotgun.attackTypeArray,
$player.weapon1AttackRadArray= $combatShotgun.attackRadArray,
$player.weapon1AttackCooldown= $combatShotgun.attackCooldown,
$player.weapon1AmmoCap= $combatShotgun.ammoCap,
$player.weapon1AmmoRemain= $combatShotgun.ammoRemain,
$player.weapon1AccMod= $combatShotgun.accMod,
$player.weapon1ReloadTime= $combatShotgun.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $player.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $player.fragGrenadeCount>>
<<set $player.fragGrenadeCount = 0>>
<<elseif $player.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $player.stunGrenadeCount>>
<<set $player.stunGrenadeCount = 0>>
<</if>>
<<set
$player.weapon2="Combat Shotgun",
$player.weapon2AttackArray= $combatShotgun.attackArray,
$player.weapon2AttackDmgArray= $combatShotgun.attackDmgArray,
$player.weapon2AttackTypeArray= $combatShotgun.attackTypeArray,
$player.weapon2AttackRadArray= $combatShotgun.attackRadArray,
$player.weapon2AttackCooldown= $combatShotgun.attackCooldown,
$player.weapon2AmmoCap= $combatShotgun.ammoCap,
$player.weapon2AmmoRemain= $combatShotgun.ammoRemain,
$player.weapon2AccMod= $combatShotgun.accMod,
$player.weapon2ReloadTime= $combatShotgun.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "CombatShotgunInfo" "Combat Shotgun">> |
<</if>><<if $player.weapon1 neq "Shard Cannon" and $player.weapon2 neq "Shard Cannon" and ($player.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Shard Cannon">>
<<if $equipSlot==1>>
<<set
$player.weapon1="Shard Cannon",
$player.weapon1AttackArray=$shardCannon.attackArray,
$player.weapon1AttackDmgArray=$shardCannon.attackDmgArray,
$player.weapon1AttackTypeArray= $shardCannon.attackTypeArray,
$player.weapon1AttackRadArray= $shardCannon.attackRadArray,
$player.weapon1AttackCooldown= $shardCannon.attackCooldown,
$player.weapon1AmmoCap= $shardCannon.ammoCap,
$player.weapon1AmmoRemain= $shardCannon.ammoRemain,
$player.weapon1AccMod= $shardCannon.accMod,
$player.weapon1ReloadTime= $shardCannon.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $player.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $player.fragGrenadeCount>>
<<set $player.fragGrenadeCount = 0>>
<<elseif $player.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $player.stunGrenadeCount>>
<<set $player.stunGrenadeCount = 0>>
<</if>>
<<set
$player.weapon2="Shard Cannon",
$player.weapon2AttackArray= $shardCannon.attackArray,
$player.weapon2AttackDmgArray= $shardCannon.attackDmgArray,
$player.weapon2AttackTypeArray= $shardCannon.attackTypeArray,
$player.weapon2AttackRadArray= $shardCannon.attackRadArray,
$player.weapon2AttackCooldown= $shardCannon.attackCooldown,
$player.weapon2AmmoCap= $shardCannon.ammoCap,
$player.weapon2AmmoRemain= $shardCannon.ammoRemain,
$player.weapon2AccMod= $shardCannon.accMod,
$player.weapon2ReloadTime= $shardCannon.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "ShardCannonInfo" "Shard Cannon">> |
<</if>><<if $player.weapon1 neq "Sniper Rifle" and $player.weapon2 neq "Sniper Rifle" and ($player.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Sniper Rifle">>
<<if $equipSlot==1>>
<<set
$player.weapon1="Sniper Rifle",
$player.weapon1AttackArray=$sniperRifle.attackArray,
$player.weapon1AttackDmgArray=$sniperRifle.attackDmgArray,
$player.weapon1AttackTypeArray= $sniperRifle.attackTypeArray,
$player.weapon1AttackRadArray= $sniperRifle.attackRadArray,
$player.weapon1AttackCooldown= $sniperRifle.attackCooldown,
$player.weapon1AmmoCap= $sniperRifle.ammoCap,
$player.weapon1AmmoRemain= $sniperRifle.ammoRemain,
$player.weapon1AccMod= $sniperRifle.accMod,
$player.weapon1ReloadTime= $sniperRifle.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $player.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $player.fragGrenadeCount>>
<<set $player.fragGrenadeCount = 0>>
<<elseif $player.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $player.stunGrenadeCount>>
<<set $player.stunGrenadeCount = 0>>
<</if>>
<<set
$player.weapon2="Sniper Rifle",
$player.weapon2AttackArray= $sniperRifle.attackArray,
$player.weapon2AttackDmgArray= $sniperRifle.attackDmgArray,
$player.weapon2AttackTypeArray= $sniperRifle.attackTypeArray,
$player.weapon2AttackRadArray= $sniperRifle.attackRadArray,
$player.weapon2AttackCooldown= $sniperRifle.attackCooldown,
$player.weapon2AmmoCap= $sniperRifle.ammoCap,
$player.weapon2AmmoRemain= $sniperRifle.ammoRemain,
$player.weapon2AccMod= $sniperRifle.accMod,
$player.weapon2ReloadTime= $sniperRifle.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "SniperRifleInfo" "Sniper Rifle">> |
<</if>><<if $player.weapon1 neq "Railgun" and $player.weapon2 neq "Railgun" and ($player.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Railgun">>
<<if $equipSlot==1>>
<<set
$player.weapon1="Railgun",
$player.weapon1AttackArray=$railgun.attackArray,
$player.weapon1AttackDmgArray=$railgun.attackDmgArray,
$player.weapon1AttackTypeArray= $railgun.attackTypeArray,
$player.weapon1AttackRadArray= $railgun.attackRadArray,
$player.weapon1AttackCooldown= $railgun.attackCooldown,
$player.weapon1AmmoCap= $railgun.ammoCap,
$player.weapon1AmmoRemain= $railgun.ammoRemain,
$player.weapon1AccMod= $railgun.accMod,
$player.weapon1ReloadTime= $railgun.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $player.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $player.fragGrenadeCount>>
<<set $player.fragGrenadeCount = 0>>
<<elseif $player.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $player.stunGrenadeCount>>
<<set $player.stunGrenadeCount = 0>>
<</if>>
<<set
$player.weapon2="Railgun",
$player.weapon2AttackArray= $railgun.attackArray,
$player.weapon2AttackDmgArray= $railgun.attackDmgArray,
$player.weapon2AttackTypeArray= $railgun.attackTypeArray,
$player.weapon2AttackRadArray= $railgun.attackRadArray,
$player.weapon2AttackCooldown= $railgun.attackCooldown,
$player.weapon2AmmoCap= $railgun.ammoCap,
$player.weapon2AmmoRemain= $railgun.ammoRemain,
$player.weapon2AccMod= $railgun.accMod,
$player.weapon2ReloadTime= $railgun.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "RailgunInfo" "Railgun">> |
<</if>><<if $player.weapon1 neq "Rocket Launcher" and $player.weapon2 neq "Rocket Launcher" and ($player.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Rocket Launcher">>
<<if $equipSlot==1>>
<<set
$player.weapon1="Rocket Launcher",
$player.weapon1AttackArray=$rocketLauncher.attackArray,
$player.weapon1AttackDmgArray=$rocketLauncher.attackDmgArray,
$player.weapon1AttackTypeArray= $rocketLauncher.attackTypeArray,
$player.weapon1AttackRadArray= $rocketLauncher.attackRadArray,
$player.weapon1AttackCooldown= $rocketLauncher.attackCooldown,
$player.weapon1AmmoCap= $rocketLauncher.ammoCap,
$player.weapon1AmmoRemain= $rocketLauncher.ammoRemain,
$player.weapon1AccMod= $rocketLauncher.accMod,
$player.weapon1ReloadTime= $rocketLauncher.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $player.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $player.fragGrenadeCount>>
<<set $player.fragGrenadeCount = 0>>
<<elseif $player.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $player.stunGrenadeCount>>
<<set $player.stunGrenadeCount = 0>>
<</if>>
<<set
$player.weapon2="Rocket Launcher",
$player.weapon2AttackArray= $rocketLauncher.attackArray,
$player.weapon2AttackDmgArray= $rocketLauncher.attackDmgArray,
$player.weapon2AttackTypeArray= $rocketLauncher.attackTypeArray,
$player.weapon2AttackRadArray= $rocketLauncher.attackRadArray,
$player.weapon2AttackCooldown= $rocketLauncher.attackCooldown,
$player.weapon2AmmoCap= $rocketLauncher.ammoCap,
$player.weapon2AmmoRemain= $rocketLauncher.ammoRemain,
$player.weapon2AccMod= $rocketLauncher.accMod,
$player.weapon2ReloadTime= $rocketLauncher.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "RocketLauncherInfo" "Rocket Launcher">> |
<</if>><<if $equipSlot==2 and $fragGrenadeCount gt 0>>Frag Grenade <<button "+">>
<<if $player.weapon2 neq "Frag Grenade">>
<<if $player.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $player.stunGrenadeCount>>
<<set $player.stunGrenadeCount = 0>>
<</if>>
<<set
$player.weapon2="Frag Grenade",
$player.weapon2AttackArray= $fragGrenade.attackArray,
$player.weapon2AttackDmgArray= $fragGrenade.attackDmgArray,
$player.weapon2AttackTypeArray= $fragGrenade.attackTypeArray,
$player.weapon2AttackRadArray= $fragGrenade.attackRadArray,
$player.weapon2AttackCooldown= $fragGrenade.attackCooldown,
$player.weapon2AmmoCap= $fragGrenade.ammoCap,
$player.weapon2AmmoRemain= $fragGrenade.ammoRemain,
$player.weapon2AccMod= $fragGrenade.accMod,
$player.weapon2ReloadTime= $fragGrenade.reloadTime
>>
<</if>>
<<if $fragGrenade.count gt 0>>
<<set $player.fragGrenadeCount += 1>>
<<set $fragGrenade.count -= 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> / <<button "-">>
<<if $player.fragGrenadeCount == 1>>
<<set $player.fragGrenadeCount -= 1>>
<<set $fragGrenade.count += 1>>
<<set $player.weapon2="None">>
<<elseif $player.fragGrenadeCount gt 1>>
<<set $player.fragGrenadeCount -= 1>>
<<set $fragGrenade.count += 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> | Total Available: $fragGrenade.count | <<popup "Info" "FragGrenadeInfo" "Frag Grenade">> |
<</if>><<if $equipSlot==2 and $stunGrenadeCount gt 0>>Stun Grenade <<button "+">>
<<if $player.weapon2 neq "Stun Grenade">>
<<if $player.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $player.fragGrenadeCount>>
<<set $player.fragGrenadeCount = 0>>
<</if>>
<<set
$player.weapon2="Stun Grenade",
$player.weapon2AttackArray= $stunGrenade.attackArray,
$player.weapon2AttackDmgArray= $stunGrenade.attackDmgArray,
$player.weapon2AttackTypeArray= $stunGrenade.attackTypeArray,
$player.weapon2AttackRadArray= $stunGrenade.attackRadArray,
$player.weapon2AttackCooldown= $stunGrenade.attackCooldown,
$player.weapon2AmmoCap= $stunGrenade.ammoCap,
$player.weapon2AmmoRemain= $stunGrenade.ammoRemain,
$player.weapon2AccMod= $stunGrenade.accMod,
$player.weapon2ReloadTime= $stunGrenade.reloadTime
>>
<</if>>
<<if $stunGrenade.count gt 0>>
<<set $player.stunGrenadeCount += 1>>
<<set $stunGrenade.count -= 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> / <<button "-">>
<<if $player.stunGrenadeCount == 1>>
<<set $player.stunGrenadeCount -= 1>>
<<set $stunGrenade.count += 1>>
<<set $player.weapon2="None">>
<<elseif $player.stunGrenadeCount gt 1>>
<<set $player.stunGrenadeCount -= 1>>
<<set $stunGrenade.count += 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> | Total Available: $stunGrenade.count | <<popup "Info" "StunGrenadeInfo" "Stun Grenade">> |
<</if>><<elseif $inventoryEquipType=="utility">><strong>Utility Items:</strong>
<<if $player.utility neq "Med Kit">><<link "Med Kit">>
<<set $player.utility="Med Kit">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "MedKitInfo" "Med Kit">> |
<</if>><<if $player.utility neq "Rad Kit">><<link "Rad Kit">>
<<set $player.utility="Rad Kit">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "RadKitInfo" "Rad Kit">> |
<</if>><<if $player.utility neq "None">><<link "None">>
<<set $player.utility="None">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>><</if>><</if>></td></tr></table>
<table><tr><td valign="top"><strong>Health:</strong> $torres.health / $torres.maxHealth
<strong>Radiation:</strong> $torres.radiation / $torres.maxRadiation
<strong>Traits:</strong> $torres.trait
<<if $equipSlot==1>><div class="greenBorder"><strong>Primary Weapon:</strong> $torres.weapon1</div><<else>><div class="transBorder"><strong>Primary Weapon:</strong> $torres.weapon1 <<link "Change">>
<<set $equipSlot=1>>
<<set $inventoryEquipType="weapon">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>>
<<if $equipSlot==2>><div class="greenBorder"><strong>Secondary Weapon:</strong> $torres.weapon2 <<if $torres.weapon2=="Frag Grenade">>x$torres.fragGrenadeCount<<elseif $torres.weapon2=="Stun Grenade">>x$torres.stunGrenadeCount<</if>></div><<else>><div class="transBorder"><strong>Secondary Weapon:</strong> $torres.weapon2 <<if $torres.weapon2=="Frag Grenade">>x$torres.fragGrenadeCount<<elseif $torres.weapon2=="Stun Grenade">>x$torres.stunGrenadeCount<</if>> <<link "Change">>
<<set $equipSlot=2>>
<<set $inventoryEquipType="weapon">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>>
<<if $equipSlot==3>><div class="greenBorder"><strong>Utility:</strong> $torres.utility</div><<else>><div class="transBorder"><strong>Utility:</strong> $torres.utility <<link "Change">>
<<set $equipSlot=3>>
<<set $inventoryEquipType="utility">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>></td><td vertical-align="top"><<display "TorresPortraitImage">></td></tr><tr><td valign="top" colspan="2"><<if $inventoryEquipType=="weapon">><strong>Weapon Inventory:</strong>
<<if $torres.weapon1 neq "Pulse Rifle" and $torres.weapon2 neq "Pulse Rifle" and ($torres.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Pulse Rifle">>
<<if $equipSlot==1>>
<<set
$torres.weapon1="Pulse Rifle",
$torres.weapon1AttackArray= $pulseRifle.attackArray,
$torres.weapon1AttackDmgArray= $pulseRifle.attackDmgArray,
$torres.weapon1AttackTypeArray= $pulseRifle.attackTypeArray,
$torres.weapon1AttackRadArray= $pulseRifle.attackRadArray,
$torres.weapon1AttackCooldown= $pulseRifle.attackCooldown,
$torres.weapon1AmmoCap= $pulseRifle.ammoCap,
$torres.weapon1AmmoRemain= $pulseRifle.ammoRemain,
$torres.weapon1AccMod= $pulseRifle.accMod,
$torres.weapon1ReloadTime= $pulseRifle.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $torres.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $torres.fragGrenadeCount>>
<<set $torres.fragGrenadeCount = 0>>
<<elseif $torres.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $torres.stunGrenadeCount>>
<<set $torres.stunGrenadeCount = 0>>
<</if>>
<<set
$torres.weapon2="Pulse Rifle",
$torres.weapon2AttackArray= $pulseRifle.attackArray,
$torres.weapon2AttackDmgArray= $pulseRifle.attackDmgArray,
$torres.$torres.weapon2AttackTypeArray= $pulseRifle.attackTypeArray,
$torres.weapon2AttackRadArray= $pulseRifle.attackRadArray,
$torres.weapon2AttackCooldown= $pulseRifle.attackCooldown,
$torres.weapon2AmmoCap= $pulseRifle.ammoCap,
$torres.weapon2AmmoRemain= $pulseRifle.ammoRemain,
$torres.weapon2AccMod= $pulseRifle.accMod,
$torres.weapon2ReloadTime= $pulseRifle.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PulseRifleInfo" "Pulse Rifle">> |
<</if>><<if $torres.weapon1 neq "Plasma Rifle" and $torres.weapon2 neq "Plasma Rifle" and ($torres.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Plasma Rifle">>
<<if $equipSlot==1>>
<<set
$torres.weapon1="Plasma Rifle",
$torres.weapon1AttackArray=$plasmaRifle.attackArray,
$torres.weapon1AttackDmgArray=$plasmaRifle.attackDmgArray,
$torres.weapon1AttackTypeArray= $plasmaRifle.attackTypeArray,
$torres.weapon1AttackRadArray= $plasmaRifle.attackRadArray,
$torres.weapon1AttackCooldown= $plasmaRifle.attackCooldown,
$torres.weapon1AmmoCap= $plasmaRifle.ammoCap,
$torres.weapon1AmmoRemain= $plasmaRifle.ammoRemain,
$torres.weapon1AccMod= $plasmaRifle.accMod,
$torres.weapon1ReloadTime= $plasmaRifle.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $torres.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $torres.fragGrenadeCount>>
<<set $torres.fragGrenadeCount = 0>>
<<elseif $torres.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $torres.stunGrenadeCount>>
<<set $torres.stunGrenadeCount = 0>>
<</if>>
<<set
$torres.weapon2="Plasma Rifle",
$torres.weapon2AttackArray= $plasmaRifle.attackArray,
$torres.weapon2AttackDmgArray= $plasmaRifle.attackDmgArray,
$torres.weapon2AttackTypeArray= $plasmaRifle.attackTypeArray,
$torres.weapon2AttackRadArray= $plasmaRifle.attackRadArray,
$torres.weapon2AttackCooldown= $plasmaRifle.attackCooldown,
$torres.weapon2AmmoCap= $plasmaRifle.ammoCap,
$torres.weapon2AmmoRemain= $plasmaRifle.ammoRemain,
$torres.weapon2AccMod= $plasmaRifle.accMod,
$torres.weapon2ReloadTime= $plasmaRifle.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PlasmaRifleInfo" "Plasma Rifle">> |
<</if>><<if $torres.weapon2 neq "Pistol" and $equipSlot==2>><<link "Pistol">>
<<if $equipSlot==2>>
<<if $torres.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $torres.fragGrenadeCount>>
<<set $torres.fragGrenadeCount = 0>>
<<elseif $torres.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $torres.stunGrenadeCount>>
<<set $torres.stunGrenadeCount = 0>>
<</if>>
<<set
$torres.weapon2="Pistol",
$torres.weapon2AttackArray= $pistol.attackArray,
$torres.weapon2AttackDmgArray= $pistol.attackDmgArray,
$torres.weapon2AttackTypeArray= $pistol.attackTypeArray,
$torres.weapon2AttackRadArray= $pistol.attackRadArray,
$torres.weapon2AttackCooldown= $pistol.attackCooldown,
$torres.weapon2AmmoCap= $pistol.ammoCap,
$torres.weapon2AmmoRemain= $pistol.ammoRemain,
$torres.weapon2AccMod= $pistol.accMod,
$torres.weapon2ReloadTime= $pistol.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PistolInfo" "Pistol">> |
<</if>><<if $torres.weapon2 neq "Plasma Pistol" and $equipSlot==2>><<link "Plasma Pistol">>
<<if $equipSlot==2>>
<<if $torres.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $torres.fragGrenadeCount>>
<<set $torres.fragGrenadeCount = 0>>
<<elseif $torres.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $torres.stunGrenadeCount>>
<<set $torres.stunGrenadeCount = 0>>
<</if>>
<<set
$torres.weapon2="Plasma Pistol",
$torres.weapon2AttackArray= $plasmaPistol.attackArray,
$torres.weapon2AttackDmgArray= $plasmaPistol.attackDmgArray,
$torres.weapon2AttackTypeArray= $plasmaPistol.attackTypeArray,
$torres.weapon2AttackRadArray= $plasmaPistol.attackRadArray,
$torres.weapon2AttackCooldown= $plasmaPistol.attackCooldown,
$torres.weapon2AmmoCap= $plasmaPistol.ammoCap,
$torres.weapon2AmmoRemain= $plasmaPistol.ammoRemain,
$torres.weapon2AccMod= $plasmaPistol.accMod,
$torres.weapon2ReloadTime= $plasmaPistol.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PlasmaPistolInfo" "Plasma Pistol">> |
<</if>><<if $torres.weapon1 neq "Combat Shotgun" and $torres.weapon2 neq "Combat Shotgun" and ($torres.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Combat Shotgun">>
<<if $equipSlot==1>>
<<set
$torres.weapon1="Combat Shotgun",
$torres.weapon1AttackArray=$combatShotgun.attackArray,
$torres.weapon1AttackDmgArray=$combatShotgun.attackDmgArray,
$torres.weapon1AttackTypeArray= $combatShotgun.attackTypeArray,
$torres.weapon1AttackRadArray= $combatShotgun.attackRadArray,
$torres.weapon1AttackCooldown= $combatShotgun.attackCooldown,
$torres.weapon1AmmoCap= $combatShotgun.ammoCap,
$torres.weapon1AmmoRemain= $combatShotgun.ammoRemain,
$torres.weapon1AccMod= $combatShotgun.accMod,
$torres.weapon1ReloadTime= $combatShotgun.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $torres.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $torres.fragGrenadeCount>>
<<set $torres.fragGrenadeCount = 0>>
<<elseif $torres.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $torres.stunGrenadeCount>>
<<set $torres.stunGrenadeCount = 0>>
<</if>>
<<set
$torres.weapon2="Combat Shotgun",
$torres.weapon2AttackArray= $combatShotgun.attackArray,
$torres.weapon2AttackDmgArray= $combatShotgun.attackDmgArray,
$torres.weapon2AttackTypeArray= $combatShotgun.attackTypeArray,
$torres.weapon2AttackRadArray= $combatShotgun.attackRadArray,
$torres.weapon2AttackCooldown= $combatShotgun.attackCooldown,
$torres.weapon2AmmoCap= $combatShotgun.ammoCap,
$torres.weapon2AmmoRemain= $combatShotgun.ammoRemain,
$torres.weapon2AccMod= $combatShotgun.accMod,
$torres.weapon2ReloadTime= $combatShotgun.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "CombatShotgunInfo" "Combat Shotgun">> |
<</if>><<if $torres.weapon1 neq "Shard Cannon" and $torres.weapon2 neq "Shard Cannon" and ($torres.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Shard Cannon">>
<<if $equipSlot==1>>
<<set
$torres.weapon1="Shard Cannon",
$torres.weapon1AttackArray=$shardCannon.attackArray,
$torres.weapon1AttackDmgArray=$shardCannon.attackDmgArray,
$torres.weapon1AttackTypeArray= $shardCannon.attackTypeArray,
$torres.weapon1AttackRadArray= $shardCannon.attackRadArray,
$torres.weapon1AttackCooldown= $shardCannon.attackCooldown,
$torres.weapon1AmmoCap= $shardCannon.ammoCap,
$torres.weapon1AmmoRemain= $shardCannon.ammoRemain,
$torres.weapon1AccMod= $shardCannon.accMod,
$torres.weapon1ReloadTime= $shardCannon.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $torres.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $torres.fragGrenadeCount>>
<<set $torres.fragGrenadeCount = 0>>
<<elseif $torres.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $torres.stunGrenadeCount>>
<<set $torres.stunGrenadeCount = 0>>
<</if>>
<<set
$torres.weapon2="Shard Cannon",
$torres.weapon2AttackArray= $shardCannon.attackArray,
$torres.weapon2AttackDmgArray= $shardCannon.attackDmgArray,
$torres.weapon2AttackTypeArray= $shardCannon.attackTypeArray,
$torres.weapon2AttackRadArray= $shardCannon.attackRadArray,
$torres.weapon2AttackCooldown= $shardCannon.attackCooldown,
$torres.weapon2AmmoCap= $shardCannon.ammoCap,
$torres.weapon2AmmoRemain= $shardCannon.ammoRemain,
$torres.weapon2AccMod= $shardCannon.accMod,
$torres.weapon2ReloadTime= $shardCannon.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "ShardCannonInfo" "Shard Cannon">> |
<</if>><<if $torres.weapon1 neq "Sniper Rifle" and $torres.weapon2 neq "Sniper Rifle" and ($torres.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Sniper Rifle">>
<<if $equipSlot==1>>
<<set
$torres.weapon1="Sniper Rifle",
$torres.weapon1AttackArray=$sniperRifle.attackArray,
$torres.weapon1AttackDmgArray=$sniperRifle.attackDmgArray,
$torres.weapon1AttackTypeArray= $sniperRifle.attackTypeArray,
$torres.weapon1AttackRadArray= $sniperRifle.attackRadArray,
$torres.weapon1AttackCooldown= $sniperRifle.attackCooldown,
$torres.weapon1AmmoCap= $sniperRifle.ammoCap,
$torres.weapon1AmmoRemain= $sniperRifle.ammoRemain,
$torres.weapon1AccMod= $sniperRifle.accMod,
$torres.weapon1ReloadTime= $sniperRifle.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $torres.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $torres.fragGrenadeCount>>
<<set $torres.fragGrenadeCount = 0>>
<<elseif $torres.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $torres.stunGrenadeCount>>
<<set $torres.stunGrenadeCount = 0>>
<</if>>
<<set
$torres.weapon2="Sniper Rifle",
$torres.weapon2AttackArray= $sniperRifle.attackArray,
$torres.weapon2AttackDmgArray= $sniperRifle.attackDmgArray,
$torres.weapon2AttackTypeArray= $sniperRifle.attackTypeArray,
$torres.weapon2AttackRadArray= $sniperRifle.attackRadArray,
$torres.weapon2AttackCooldown= $sniperRifle.attackCooldown,
$torres.weapon2AmmoCap= $sniperRifle.ammoCap,
$torres.weapon2AmmoRemain= $sniperRifle.ammoRemain,
$torres.weapon2AccMod= $sniperRifle.accMod,
$torres.weapon2ReloadTime= $sniperRifle.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "SniperRifleInfo" "Sniper Rifle">> |
<</if>><<if $torres.weapon1 neq "Railgun" and $torres.weapon2 neq "Railgun" and ($torres.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Railgun">>
<<if $equipSlot==1>>
<<set
$torres.weapon1="Railgun",
$torres.weapon1AttackArray=$railgun.attackArray,
$torres.weapon1AttackDmgArray=$railgun.attackDmgArray,
$torres.weapon1AttackTypeArray= $railgun.attackTypeArray,
$torres.weapon1AttackRadArray= $railgun.attackRadArray,
$torres.weapon1AttackCooldown= $railgun.attackCooldown,
$torres.weapon1AmmoCap= $railgun.ammoCap,
$torres.weapon1AmmoRemain= $railgun.ammoRemain,
$torres.weapon1AccMod= $railgun.accMod,
$torres.weapon1ReloadTime= $railgun.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $torres.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $torres.fragGrenadeCount>>
<<set $torres.fragGrenadeCount = 0>>
<<elseif $torres.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $torres.stunGrenadeCount>>
<<set $torres.stunGrenadeCount = 0>>
<</if>>
<<set
$torres.weapon2="Railgun",
$torres.weapon2AttackArray= $railgun.attackArray,
$torres.weapon2AttackDmgArray= $railgun.attackDmgArray,
$torres.weapon2AttackTypeArray= $railgun.attackTypeArray,
$torres.weapon2AttackRadArray= $railgun.attackRadArray,
$torres.weapon2AttackCooldown= $railgun.attackCooldown,
$torres.weapon2AmmoCap= $railgun.ammoCap,
$torres.weapon2AmmoRemain= $railgun.ammoRemain,
$torres.weapon2AccMod= $railgun.accMod,
$torres.weapon2ReloadTime= $railgun.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "RailgunInfo" "Railgun">> |
<</if>><<if $torres.weapon1 neq "Rocket Launcher" and $torres.weapon2 neq "Rocket Launcher" and ($torres.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Rocket Launcher">>
<<if $equipSlot==1>>
<<set
$torres.weapon1="Rocket Launcher",
$torres.weapon1AttackArray=$rocketLauncher.attackArray,
$torres.weapon1AttackDmgArray=$rocketLauncher.attackDmgArray,
$torres.weapon1AttackTypeArray= $rocketLauncher.attackTypeArray,
$torres.weapon1AttackRadArray= $rocketLauncher.attackRadArray,
$torres.weapon1AttackCooldown= $rocketLauncher.attackCooldown,
$torres.weapon1AmmoCap= $rocketLauncher.ammoCap,
$torres.weapon1AmmoRemain= $rocketLauncher.ammoRemain,
$torres.weapon1AccMod= $rocketLauncher.accMod,
$torres.weapon1ReloadTime= $rocketLauncher.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $torres.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $torres.fragGrenadeCount>>
<<set $torres.fragGrenadeCount = 0>>
<<elseif $torres.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $torres.stunGrenadeCount>>
<<set $torres.stunGrenadeCount = 0>>
<</if>>
<<set
$torres.weapon2="Rocket Launcher",
$torres.weapon2AttackArray= $rocketLauncher.attackArray,
$torres.weapon2AttackDmgArray= $rocketLauncher.attackDmgArray,
$torres.weapon2AttackTypeArray= $rocketLauncher.attackTypeArray,
$torres.weapon2AttackRadArray= $rocketLauncher.attackRadArray,
$torres.weapon2AttackCooldown= $rocketLauncher.attackCooldown,
$torres.weapon2AmmoCap= $rocketLauncher.ammoCap,
$torres.weapon2AmmoRemain= $rocketLauncher.ammoRemain,
$torres.weapon2AccMod= $rocketLauncher.accMod,
$torres.weapon2ReloadTime= $rocketLauncher.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "RocketLauncherInfo" "Rocket Launcher">> |
<</if>><<if $equipSlot==2 and $fragGrenadeCount gt 0>>Frag Grenade <<button "+">>
<<if $torres.weapon2 neq "Frag Grenade">>
<<if $torres.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $torres.stunGrenadeCount>>
<<set $torres.stunGrenadeCount = 0>>
<</if>>
<<set
$torres.weapon2="Frag Grenade",
$torres.weapon2AttackArray= $fragGrenade.attackArray,
$torres.weapon2AttackDmgArray= $fragGrenade.attackDmgArray,
$torres.weapon2AttackTypeArray= $fragGrenade.attackTypeArray,
$torres.weapon2AttackRadArray= $fragGrenade.attackRadArray,
$torres.weapon2AttackCooldown= $fragGrenade.attackCooldown,
$torres.weapon2AmmoCap= $fragGrenade.ammoCap,
$torres.weapon2AmmoRemain= $fragGrenade.ammoRemain,
$torres.weapon2AccMod= $fragGrenade.accMod,
$torres.weapon2ReloadTime= $fragGrenade.reloadTime
>>
<</if>>
<<if $fragGrenade.count gt 0>>
<<set $torres.fragGrenadeCount += 1>>
<<set $fragGrenade.count -= 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> / <<button "-">>
<<if $torres.fragGrenadeCount == 1>>
<<set $torres.fragGrenadeCount -= 1>>
<<set $fragGrenade.count += 1>>
<<set $torres.weapon2="None">>
<<elseif $torres.fragGrenadeCount gt 1>>
<<set $torres.fragGrenadeCount -= 1>>
<<set $fragGrenade.count += 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> | Total Available: $fragGrenade.count | <<popup "Info" "FragGrenadeInfo" "Frag Grenade">> |
<</if>><<if $equipSlot==2 and $stunGrenadeCount gt 0>>Stun Grenade <<button "+">>
<<if $torres.weapon2 neq "Stun Grenade">>
<<if $torres.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $torres.fragGrenadeCount>>
<<set $torres.fragGrenadeCount = 0>>
<</if>>
<<set
$torres.weapon2="Stun Grenade",
$torres.weapon2AttackArray= $stunGrenade.attackArray,
$torres.weapon2AttackDmgArray= $stunGrenade.attackDmgArray,
$torres.weapon2AttackTypeArray= $stunGrenade.attackTypeArray,
$torres.weapon2AttackRadArray= $stunGrenade.attackRadArray,
$torres.weapon2AttackCooldown= $stunGrenade.attackCooldown,
$torres.weapon2AmmoCap= $stunGrenade.ammoCap,
$torres.weapon2AmmoRemain= $stunGrenade.ammoRemain,
$torres.weapon2AccMod= $stunGrenade.accMod,
$torres.weapon2ReloadTime= $stunGrenade.reloadTime
>>
<</if>>
<<if $stunGrenade.count gt 0>>
<<set $torres.stunGrenadeCount += 1>>
<<set $stunGrenade.count -= 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> / <<button "-">>
<<if $torres.stunGrenadeCount == 1>>
<<set $torres.stunGrenadeCount -= 1>>
<<set $stunGrenade.count += 1>>
<<set $torres.weapon2="None">>
<<elseif $torres.stunGrenadeCount gt 1>>
<<set $torres.stunGrenadeCount -= 1>>
<<set $stunGrenade.count += 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> | Total Available: $stunGrenade.count | <<popup "Info" "StunGrenadeInfo" "Stun Grenade">> |
<</if>><<elseif $inventoryEquipType=="utility">><strong>Utility Items:</strong>
<<if $torres.utility neq "Med Kit">><<link "Med Kit">>
<<set $torres.utility="Med Kit">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "MedKitInfo" "Med Kit">> |
<</if>><<if $torres.utility neq "Rad Kit">><<link "Rad Kit">>
<<set $torres.utility="Rad Kit">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "RadKitInfo" "Rad Kit">> |
<</if>><<if $torres.utility neq "None">><<link "None">>
<<set $torres.utility="None">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>><</if>><</if>></td></tr></table>
<table><tr><td valign="top"><strong>Health:</strong> $williams.health / $williams.maxHealth
<strong>Radiation:</strong> $williams.radiation / $williams.maxRadiation
<strong>Traits:</strong> $williams.trait
<<if $equipSlot==1>><div class="greenBorder"><strong>Primary Weapon:</strong> $williams.weapon1</div><<else>><div class="transBorder"><strong>Primary Weapon:</strong> $williams.weapon1 <<link "Change">>
<<set $equipSlot=1>>
<<set $inventoryEquipType="weapon">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>>
<<if $equipSlot==2>><div class="greenBorder"><strong>Secondary Weapon:</strong> $williams.weapon2 <<if $williams.weapon2=="Frag Grenade">>x$williams.fragGrenadeCount<<elseif $williams.weapon2=="Stun Grenade">>x$williams.stunGrenadeCount<</if>></div><<else>><div class="transBorder"><strong>Secondary Weapon:</strong> $williams.weapon2 <<if $williams.weapon2=="Frag Grenade">>x$williams.fragGrenadeCount<<elseif $williams.weapon2=="Stun Grenade">>x$williams.stunGrenadeCount<</if>> <<link "Change">>
<<set $equipSlot=2>>
<<set $inventoryEquipType="weapon">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>>
<<if $equipSlot==3>><div class="greenBorder"><strong>Utility:</strong> $williams.utility</div><<else>><div class="transBorder"><strong>Utility:</strong> $williams.utility <<link "Change">>
<<set $equipSlot=3>>
<<set $inventoryEquipType="utility">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>></td><td vertical-align="top"><<display "WilliamsPortraitImage">></td></tr><tr><td valign="top" colspan="2"><<if $inventoryEquipType=="weapon">><strong>Weapon Inventory:</strong>
<<if $williams.weapon1 neq "Pulse Rifle" and $williams.weapon2 neq "Pulse Rifle" and ($williams.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Pulse Rifle">>
<<if $equipSlot==1>>
<<set
$williams.weapon1="Pulse Rifle",
$williams.weapon1AttackArray= $pulseRifle.attackArray,
$williams.weapon1AttackDmgArray= $pulseRifle.attackDmgArray,
$williams.weapon1AttackTypeArray= $pulseRifle.attackTypeArray,
$williams.weapon1AttackRadArray= $pulseRifle.attackRadArray,
$williams.weapon1AttackCooldown= $pulseRifle.attackCooldown,
$williams.weapon1AmmoCap= $pulseRifle.ammoCap,
$williams.weapon1AmmoRemain= $pulseRifle.ammoRemain,
$williams.weapon1AccMod= $pulseRifle.accMod,
$williams.weapon1ReloadTime= $pulseRifle.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $williams.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $williams.fragGrenadeCount>>
<<set $williams.fragGrenadeCount = 0>>
<<elseif $williams.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $williams.stunGrenadeCount>>
<<set $williams.stunGrenadeCount = 0>>
<</if>>
<<set
$williams.weapon2="Pulse Rifle",
$williams.weapon2AttackArray= $pulseRifle.attackArray,
$williams.weapon2AttackDmgArray= $pulseRifle.attackDmgArray,
$williams.$williams.weapon2AttackTypeArray= $pulseRifle.attackTypeArray,
$williams.weapon2AttackRadArray= $pulseRifle.attackRadArray,
$williams.weapon2AttackCooldown= $pulseRifle.attackCooldown,
$williams.weapon2AmmoCap= $pulseRifle.ammoCap,
$williams.weapon2AmmoRemain= $pulseRifle.ammoRemain,
$williams.weapon2AccMod= $pulseRifle.accMod,
$williams.weapon2ReloadTime= $pulseRifle.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PulseRifleInfo" "Pulse Rifle">> |
<</if>><<if $williams.weapon1 neq "Plasma Rifle" and $williams.weapon2 neq "Plasma Rifle" and ($williams.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Plasma Rifle">>
<<if $equipSlot==1>>
<<set
$williams.weapon1="Plasma Rifle",
$williams.weapon1AttackArray=$plasmaRifle.attackArray,
$williams.weapon1AttackDmgArray=$plasmaRifle.attackDmgArray,
$williams.weapon1AttackTypeArray= $plasmaRifle.attackTypeArray,
$williams.weapon1AttackRadArray= $plasmaRifle.attackRadArray,
$williams.weapon1AttackCooldown= $plasmaRifle.attackCooldown,
$williams.weapon1AmmoCap= $plasmaRifle.ammoCap,
$williams.weapon1AmmoRemain= $plasmaRifle.ammoRemain,
$williams.weapon1AccMod= $plasmaRifle.accMod,
$williams.weapon1ReloadTime= $plasmaRifle.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $williams.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $williams.fragGrenadeCount>>
<<set $williams.fragGrenadeCount = 0>>
<<elseif $williams.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $williams.stunGrenadeCount>>
<<set $williams.stunGrenadeCount = 0>>
<</if>>
<<set
$williams.weapon2="Plasma Rifle",
$williams.weapon2AttackArray= $plasmaRifle.attackArray,
$williams.weapon2AttackDmgArray= $plasmaRifle.attackDmgArray,
$williams.weapon2AttackTypeArray= $plasmaRifle.attackTypeArray,
$williams.weapon2AttackRadArray= $plasmaRifle.attackRadArray,
$williams.weapon2AttackCooldown= $plasmaRifle.attackCooldown,
$williams.weapon2AmmoCap= $plasmaRifle.ammoCap,
$williams.weapon2AmmoRemain= $plasmaRifle.ammoRemain,
$williams.weapon2AccMod= $plasmaRifle.accMod,
$williams.weapon2ReloadTime= $plasmaRifle.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PlasmaRifleInfo" "Plasma Rifle">> |
<</if>><<if $williams.weapon2 neq "Pistol" and $equipSlot==2>><<link "Pistol">>
<<if $equipSlot==2>>
<<if $williams.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $williams.fragGrenadeCount>>
<<set $williams.fragGrenadeCount = 0>>
<<elseif $williams.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $williams.stunGrenadeCount>>
<<set $williams.stunGrenadeCount = 0>>
<</if>>
<<set
$williams.weapon2="Pistol",
$williams.weapon2AttackArray= $pistol.attackArray,
$williams.weapon2AttackDmgArray= $pistol.attackDmgArray,
$williams.weapon2AttackTypeArray= $pistol.attackTypeArray,
$williams.weapon2AttackRadArray= $pistol.attackRadArray,
$williams.weapon2AttackCooldown= $pistol.attackCooldown,
$williams.weapon2AmmoCap= $pistol.ammoCap,
$williams.weapon2AmmoRemain= $pistol.ammoRemain,
$williams.weapon2AccMod= $pistol.accMod,
$williams.weapon2ReloadTime= $pistol.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PistolInfo" "Pistol">> |
<</if>><<if $williams.weapon2 neq "Plasma Pistol" and $equipSlot==2>><<link "Plasma Pistol">>
<<if $equipSlot==2>>
<<if $williams.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $williams.fragGrenadeCount>>
<<set $williams.fragGrenadeCount = 0>>
<<elseif $williams.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $williams.stunGrenadeCount>>
<<set $williams.stunGrenadeCount = 0>>
<</if>>
<<set
$williams.weapon2="Plasma Pistol",
$williams.weapon2AttackArray= $plasmaPistol.attackArray,
$williams.weapon2AttackDmgArray= $plasmaPistol.attackDmgArray,
$williams.weapon2AttackTypeArray= $plasmaPistol.attackTypeArray,
$williams.weapon2AttackRadArray= $plasmaPistol.attackRadArray,
$williams.weapon2AttackCooldown= $plasmaPistol.attackCooldown,
$williams.weapon2AmmoCap= $plasmaPistol.ammoCap,
$williams.weapon2AmmoRemain= $plasmaPistol.ammoRemain,
$williams.weapon2AccMod= $plasmaPistol.accMod,
$williams.weapon2ReloadTime= $plasmaPistol.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PlasmaPistolInfo" "Plasma Pistol">> |
<</if>><<if $williams.weapon1 neq "Combat Shotgun" and $williams.weapon2 neq "Combat Shotgun" and ($williams.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Combat Shotgun">>
<<if $equipSlot==1>>
<<set
$williams.weapon1="Combat Shotgun",
$williams.weapon1AttackArray=$combatShotgun.attackArray,
$williams.weapon1AttackDmgArray=$combatShotgun.attackDmgArray,
$williams.weapon1AttackTypeArray= $combatShotgun.attackTypeArray,
$williams.weapon1AttackRadArray= $combatShotgun.attackRadArray,
$williams.weapon1AttackCooldown= $combatShotgun.attackCooldown,
$williams.weapon1AmmoCap= $combatShotgun.ammoCap,
$williams.weapon1AmmoRemain= $combatShotgun.ammoRemain,
$williams.weapon1AccMod= $combatShotgun.accMod,
$williams.weapon1ReloadTime= $combatShotgun.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $williams.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $williams.fragGrenadeCount>>
<<set $williams.fragGrenadeCount = 0>>
<<elseif $williams.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $williams.stunGrenadeCount>>
<<set $williams.stunGrenadeCount = 0>>
<</if>>
<<set
$williams.weapon2="Combat Shotgun",
$williams.weapon2AttackArray= $combatShotgun.attackArray,
$williams.weapon2AttackDmgArray= $combatShotgun.attackDmgArray,
$williams.weapon2AttackTypeArray= $combatShotgun.attackTypeArray,
$williams.weapon2AttackRadArray= $combatShotgun.attackRadArray,
$williams.weapon2AttackCooldown= $combatShotgun.attackCooldown,
$williams.weapon2AmmoCap= $combatShotgun.ammoCap,
$williams.weapon2AmmoRemain= $combatShotgun.ammoRemain,
$williams.weapon2AccMod= $combatShotgun.accMod,
$williams.weapon2ReloadTime= $combatShotgun.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "CombatShotgunInfo" "Combat Shotgun">> |
<</if>><<if $williams.weapon1 neq "Shard Cannon" and $williams.weapon2 neq "Shard Cannon" and ($williams.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Shard Cannon">>
<<if $equipSlot==1>>
<<set
$williams.weapon1="Shard Cannon",
$williams.weapon1AttackArray=$shardCannon.attackArray,
$williams.weapon1AttackDmgArray=$shardCannon.attackDmgArray,
$williams.weapon1AttackTypeArray= $shardCannon.attackTypeArray,
$williams.weapon1AttackRadArray= $shardCannon.attackRadArray,
$williams.weapon1AttackCooldown= $shardCannon.attackCooldown,
$williams.weapon1AmmoCap= $shardCannon.ammoCap,
$williams.weapon1AmmoRemain= $shardCannon.ammoRemain,
$williams.weapon1AccMod= $shardCannon.accMod,
$williams.weapon1ReloadTime= $shardCannon.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $williams.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $williams.fragGrenadeCount>>
<<set $williams.fragGrenadeCount = 0>>
<<elseif $williams.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $williams.stunGrenadeCount>>
<<set $williams.stunGrenadeCount = 0>>
<</if>>
<<set
$williams.weapon2="Shard Cannon",
$williams.weapon2AttackArray= $shardCannon.attackArray,
$williams.weapon2AttackDmgArray= $shardCannon.attackDmgArray,
$williams.weapon2AttackTypeArray= $shardCannon.attackTypeArray,
$williams.weapon2AttackRadArray= $shardCannon.attackRadArray,
$williams.weapon2AttackCooldown= $shardCannon.attackCooldown,
$williams.weapon2AmmoCap= $shardCannon.ammoCap,
$williams.weapon2AmmoRemain= $shardCannon.ammoRemain,
$williams.weapon2AccMod= $shardCannon.accMod,
$williams.weapon2ReloadTime= $shardCannon.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "ShardCannonInfo" "Shard Cannon">> |
<</if>><<if $williams.weapon1 neq "Sniper Rifle" and $williams.weapon2 neq "Sniper Rifle" and ($williams.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Sniper Rifle">>
<<if $equipSlot==1>>
<<set
$williams.weapon1="Sniper Rifle",
$williams.weapon1AttackArray=$sniperRifle.attackArray,
$williams.weapon1AttackDmgArray=$sniperRifle.attackDmgArray,
$williams.weapon1AttackTypeArray= $sniperRifle.attackTypeArray,
$williams.weapon1AttackRadArray= $sniperRifle.attackRadArray,
$williams.weapon1AttackCooldown= $sniperRifle.attackCooldown,
$williams.weapon1AmmoCap= $sniperRifle.ammoCap,
$williams.weapon1AmmoRemain= $sniperRifle.ammoRemain,
$williams.weapon1AccMod= $sniperRifle.accMod,
$williams.weapon1ReloadTime= $sniperRifle.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $williams.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $williams.fragGrenadeCount>>
<<set $williams.fragGrenadeCount = 0>>
<<elseif $williams.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $williams.stunGrenadeCount>>
<<set $williams.stunGrenadeCount = 0>>
<</if>>
<<set
$williams.weapon2="Sniper Rifle",
$williams.weapon2AttackArray= $sniperRifle.attackArray,
$williams.weapon2AttackDmgArray= $sniperRifle.attackDmgArray,
$williams.weapon2AttackTypeArray= $sniperRifle.attackTypeArray,
$williams.weapon2AttackRadArray= $sniperRifle.attackRadArray,
$williams.weapon2AttackCooldown= $sniperRifle.attackCooldown,
$williams.weapon2AmmoCap= $sniperRifle.ammoCap,
$williams.weapon2AmmoRemain= $sniperRifle.ammoRemain,
$williams.weapon2AccMod= $sniperRifle.accMod,
$williams.weapon2ReloadTime= $sniperRifle.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "SniperRifleInfo" "Sniper Rifle">> |
<</if>><<if $williams.weapon1 neq "Railgun" and $williams.weapon2 neq "Railgun" and ($williams.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Railgun">>
<<if $equipSlot==1>>
<<set
$williams.weapon1="Railgun",
$williams.weapon1AttackArray=$railgun.attackArray,
$williams.weapon1AttackDmgArray=$railgun.attackDmgArray,
$williams.weapon1AttackTypeArray= $railgun.attackTypeArray,
$williams.weapon1AttackRadArray= $railgun.attackRadArray,
$williams.weapon1AttackCooldown= $railgun.attackCooldown,
$williams.weapon1AmmoCap= $railgun.ammoCap,
$williams.weapon1AmmoRemain= $railgun.ammoRemain,
$williams.weapon1AccMod= $railgun.accMod,
$williams.weapon1ReloadTime= $railgun.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $williams.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $williams.fragGrenadeCount>>
<<set $williams.fragGrenadeCount = 0>>
<<elseif $williams.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $williams.stunGrenadeCount>>
<<set $williams.stunGrenadeCount = 0>>
<</if>>
<<set
$williams.weapon2="Railgun",
$williams.weapon2AttackArray= $railgun.attackArray,
$williams.weapon2AttackDmgArray= $railgun.attackDmgArray,
$williams.weapon2AttackTypeArray= $railgun.attackTypeArray,
$williams.weapon2AttackRadArray= $railgun.attackRadArray,
$williams.weapon2AttackCooldown= $railgun.attackCooldown,
$williams.weapon2AmmoCap= $railgun.ammoCap,
$williams.weapon2AmmoRemain= $railgun.ammoRemain,
$williams.weapon2AccMod= $railgun.accMod,
$williams.weapon2ReloadTime= $railgun.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "RailgunInfo" "Railgun">> |
<</if>><<if $williams.weapon1 neq "Rocket Launcher" and $williams.weapon2 neq "Rocket Launcher" and ($williams.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Rocket Launcher">>
<<if $equipSlot==1>>
<<set
$williams.weapon1="Rocket Launcher",
$williams.weapon1AttackArray=$rocketLauncher.attackArray,
$williams.weapon1AttackDmgArray=$rocketLauncher.attackDmgArray,
$williams.weapon1AttackTypeArray= $rocketLauncher.attackTypeArray,
$williams.weapon1AttackRadArray= $rocketLauncher.attackRadArray,
$williams.weapon1AttackCooldown= $rocketLauncher.attackCooldown,
$williams.weapon1AmmoCap= $rocketLauncher.ammoCap,
$williams.weapon1AmmoRemain= $rocketLauncher.ammoRemain,
$williams.weapon1AccMod= $rocketLauncher.accMod,
$williams.weapon1ReloadTime= $rocketLauncher.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $williams.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $williams.fragGrenadeCount>>
<<set $williams.fragGrenadeCount = 0>>
<<elseif $williams.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $williams.stunGrenadeCount>>
<<set $williams.stunGrenadeCount = 0>>
<</if>>
<<set
$williams.weapon2="Rocket Launcher",
$williams.weapon2AttackArray= $rocketLauncher.attackArray,
$williams.weapon2AttackDmgArray= $rocketLauncher.attackDmgArray,
$williams.weapon2AttackTypeArray= $rocketLauncher.attackTypeArray,
$williams.weapon2AttackRadArray= $rocketLauncher.attackRadArray,
$williams.weapon2AttackCooldown= $rocketLauncher.attackCooldown,
$williams.weapon2AmmoCap= $rocketLauncher.ammoCap,
$williams.weapon2AmmoRemain= $rocketLauncher.ammoRemain,
$williams.weapon2AccMod= $rocketLauncher.accMod,
$williams.weapon2ReloadTime= $rocketLauncher.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "RocketLauncherInfo" "Rocket Launcher">> |
<</if>><<if $equipSlot==2 and $fragGrenadeCount gt 0>>Frag Grenade <<button "+">>
<<if $williams.weapon2 neq "Frag Grenade">>
<<if $williams.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $williams.stunGrenadeCount>>
<<set $williams.stunGrenadeCount = 0>>
<</if>>
<<set
$williams.weapon2="Frag Grenade",
$williams.weapon2AttackArray= $fragGrenade.attackArray,
$williams.weapon2AttackDmgArray= $fragGrenade.attackDmgArray,
$williams.weapon2AttackTypeArray= $fragGrenade.attackTypeArray,
$williams.weapon2AttackRadArray= $fragGrenade.attackRadArray,
$williams.weapon2AttackCooldown= $fragGrenade.attackCooldown,
$williams.weapon2AmmoCap= $fragGrenade.ammoCap,
$williams.weapon2AmmoRemain= $fragGrenade.ammoRemain,
$williams.weapon2AccMod= $fragGrenade.accMod,
$williams.weapon2ReloadTime= $fragGrenade.reloadTime
>>
<</if>>
<<if $fragGrenade.count gt 0>>
<<set $williams.fragGrenadeCount += 1>>
<<set $fragGrenade.count -= 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> / <<button "-">>
<<if $williams.fragGrenadeCount == 1>>
<<set $williams.fragGrenadeCount -= 1>>
<<set $fragGrenade.count += 1>>
<<set $williams.weapon2="None">>
<<elseif $williams.fragGrenadeCount gt 1>>
<<set $williams.fragGrenadeCount -= 1>>
<<set $fragGrenade.count += 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> | Total Available: $fragGrenade.count | <<popup "Info" "FragGrenadeInfo" "Frag Grenade">> |
<</if>><<if $equipSlot==2 and $stunGrenadeCount gt 0>>Stun Grenade <<button "+">>
<<if $williams.weapon2 neq "Stun Grenade">>
<<if $williams.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $williams.fragGrenadeCount>>
<<set $williams.fragGrenadeCount = 0>>
<</if>>
<<set
$williams.weapon2="Stun Grenade",
$williams.weapon2AttackArray= $stunGrenade.attackArray,
$williams.weapon2AttackDmgArray= $stunGrenade.attackDmgArray,
$williams.weapon2AttackTypeArray= $stunGrenade.attackTypeArray,
$williams.weapon2AttackRadArray= $stunGrenade.attackRadArray,
$williams.weapon2AttackCooldown= $stunGrenade.attackCooldown,
$williams.weapon2AmmoCap= $stunGrenade.ammoCap,
$williams.weapon2AmmoRemain= $stunGrenade.ammoRemain,
$williams.weapon2AccMod= $stunGrenade.accMod,
$williams.weapon2ReloadTime= $stunGrenade.reloadTime
>>
<</if>>
<<if $stunGrenade.count gt 0>>
<<set $williams.stunGrenadeCount += 1>>
<<set $stunGrenade.count -= 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> / <<button "-">>
<<if $williams.stunGrenadeCount == 1>>
<<set $williams.stunGrenadeCount -= 1>>
<<set $stunGrenade.count += 1>>
<<set $williams.weapon2="None">>
<<elseif $williams.stunGrenadeCount gt 1>>
<<set $williams.stunGrenadeCount -= 1>>
<<set $stunGrenade.count += 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> | Total Available: $stunGrenade.count | <<popup "Info" "StunGrenadeInfo" "Stun Grenade">> |
<</if>><<elseif $inventoryEquipType=="utility">><strong>Utility Items:</strong>
<<if $williams.utility neq "Med Kit">><<link "Med Kit">>
<<set $williams.utility="Med Kit">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "MedKitInfo" "Med Kit">> |
<</if>><<if $williams.utility neq "Rad Kit">><<link "Rad Kit">>
<<set $williams.utility="Rad Kit">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "RadKitInfo" "Rad Kit">> |
<</if>><<if $williams.utility neq "None">><<link "None">>
<<set $williams.utility="None">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>><</if>><</if>></td></tr></table>
<table><tr><td valign="top"><strong>Health:</strong> $lee.health / $lee.maxHealth
<strong>Radiation:</strong> $lee.radiation / $lee.maxRadiation
<strong>Traits:</strong> $lee.trait
<<if $equipSlot==1>><div class="greenBorder"><strong>Primary Weapon:</strong> $lee.weapon1</div><<else>><div class="transBorder"><strong>Primary Weapon:</strong> $lee.weapon1 <<link "Change">>
<<set $equipSlot=1>>
<<set $inventoryEquipType="weapon">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>>
<<if $equipSlot==2>><div class="greenBorder"><strong>Secondary Weapon:</strong> $lee.weapon2 <<if $lee.weapon2=="Frag Grenade">>x$lee.fragGrenadeCount<<elseif $lee.weapon2=="Stun Grenade">>x$lee.stunGrenadeCount<</if>></div><<else>><div class="transBorder"><strong>Secondary Weapon:</strong> $lee.weapon2 <<if $lee.weapon2=="Frag Grenade">>x$lee.fragGrenadeCount<<elseif $lee.weapon2=="Stun Grenade">>x$lee.stunGrenadeCount<</if>> <<link "Change">>
<<set $equipSlot=2>>
<<set $inventoryEquipType="weapon">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>>
<<if $equipSlot==3>><div class="greenBorder"><strong>Utility:</strong> $lee.utility</div><<else>><div class="transBorder"><strong>Utility:</strong> $lee.utility <<link "Change">>
<<set $equipSlot=3>>
<<set $inventoryEquipType="utility">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>></td><td vertical-align="top"><<display "LeePortraitImage">></td></tr><tr><td valign="top" colspan="2"><<if $inventoryEquipType=="weapon">><strong>Weapon Inventory:</strong>
<<if $lee.weapon1 neq "Pulse Rifle" and $lee.weapon2 neq "Pulse Rifle" and ($lee.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Pulse Rifle">>
<<if $equipSlot==1>>
<<set
$lee.weapon1="Pulse Rifle",
$lee.weapon1AttackArray= $pulseRifle.attackArray,
$lee.weapon1AttackDmgArray= $pulseRifle.attackDmgArray,
$lee.weapon1AttackTypeArray= $pulseRifle.attackTypeArray,
$lee.weapon1AttackRadArray= $pulseRifle.attackRadArray,
$lee.weapon1AttackCooldown= $pulseRifle.attackCooldown,
$lee.weapon1AmmoCap= $pulseRifle.ammoCap,
$lee.weapon1AmmoRemain= $pulseRifle.ammoRemain,
$lee.weapon1AccMod= $pulseRifle.accMod,
$lee.weapon1ReloadTime= $pulseRifle.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $lee.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $lee.fragGrenadeCount>>
<<set $lee.fragGrenadeCount = 0>>
<<elseif $lee.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $lee.stunGrenadeCount>>
<<set $lee.stunGrenadeCount = 0>>
<</if>>
<<set
$lee.weapon2="Pulse Rifle",
$lee.weapon2AttackArray= $pulseRifle.attackArray,
$lee.weapon2AttackDmgArray= $pulseRifle.attackDmgArray,
$lee.$lee.weapon2AttackTypeArray= $pulseRifle.attackTypeArray,
$lee.weapon2AttackRadArray= $pulseRifle.attackRadArray,
$lee.weapon2AttackCooldown= $pulseRifle.attackCooldown,
$lee.weapon2AmmoCap= $pulseRifle.ammoCap,
$lee.weapon2AmmoRemain= $pulseRifle.ammoRemain,
$lee.weapon2AccMod= $pulseRifle.accMod,
$lee.weapon2ReloadTime= $pulseRifle.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PulseRifleInfo" "Pulse Rifle">> |
<</if>><<if $lee.weapon1 neq "Plasma Rifle" and $lee.weapon2 neq "Plasma Rifle" and ($lee.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Plasma Rifle">>
<<if $equipSlot==1>>
<<set
$lee.weapon1="Plasma Rifle",
$lee.weapon1AttackArray=$plasmaRifle.attackArray,
$lee.weapon1AttackDmgArray=$plasmaRifle.attackDmgArray,
$lee.weapon1AttackTypeArray= $plasmaRifle.attackTypeArray,
$lee.weapon1AttackRadArray= $plasmaRifle.attackRadArray,
$lee.weapon1AttackCooldown= $plasmaRifle.attackCooldown,
$lee.weapon1AmmoCap= $plasmaRifle.ammoCap,
$lee.weapon1AmmoRemain= $plasmaRifle.ammoRemain,
$lee.weapon1AccMod= $plasmaRifle.accMod,
$lee.weapon1ReloadTime= $plasmaRifle.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $lee.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $lee.fragGrenadeCount>>
<<set $lee.fragGrenadeCount = 0>>
<<elseif $lee.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $lee.stunGrenadeCount>>
<<set $lee.stunGrenadeCount = 0>>
<</if>>
<<set
$lee.weapon2="Plasma Rifle",
$lee.weapon2AttackArray= $plasmaRifle.attackArray,
$lee.weapon2AttackDmgArray= $plasmaRifle.attackDmgArray,
$lee.weapon2AttackTypeArray= $plasmaRifle.attackTypeArray,
$lee.weapon2AttackRadArray= $plasmaRifle.attackRadArray,
$lee.weapon2AttackCooldown= $plasmaRifle.attackCooldown,
$lee.weapon2AmmoCap= $plasmaRifle.ammoCap,
$lee.weapon2AmmoRemain= $plasmaRifle.ammoRemain,
$lee.weapon2AccMod= $plasmaRifle.accMod,
$lee.weapon2ReloadTime= $plasmaRifle.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PlasmaRifleInfo" "Plasma Rifle">> |
<</if>><<if $lee.weapon2 neq "Pistol" and $equipSlot==2>><<link "Pistol">>
<<if $equipSlot==2>>
<<if $lee.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $lee.fragGrenadeCount>>
<<set $lee.fragGrenadeCount = 0>>
<<elseif $lee.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $lee.stunGrenadeCount>>
<<set $lee.stunGrenadeCount = 0>>
<</if>>
<<set
$lee.weapon2="Pistol",
$lee.weapon2AttackArray= $pistol.attackArray,
$lee.weapon2AttackDmgArray= $pistol.attackDmgArray,
$lee.weapon2AttackTypeArray= $pistol.attackTypeArray,
$lee.weapon2AttackRadArray= $pistol.attackRadArray,
$lee.weapon2AttackCooldown= $pistol.attackCooldown,
$lee.weapon2AmmoCap= $pistol.ammoCap,
$lee.weapon2AmmoRemain= $pistol.ammoRemain,
$lee.weapon2AccMod= $pistol.accMod,
$lee.weapon2ReloadTime= $pistol.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PistolInfo" "Pistol">> |
<</if>><<if $lee.weapon2 neq "Plasma Pistol" and $equipSlot==2>><<link "Plasma Pistol">>
<<if $equipSlot==2>>
<<if $lee.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $lee.fragGrenadeCount>>
<<set $lee.fragGrenadeCount = 0>>
<<elseif $lee.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $lee.stunGrenadeCount>>
<<set $lee.stunGrenadeCount = 0>>
<</if>>
<<set
$lee.weapon2="Plasma Pistol",
$lee.weapon2AttackArray= $plasmaPistol.attackArray,
$lee.weapon2AttackDmgArray= $plasmaPistol.attackDmgArray,
$lee.weapon2AttackTypeArray= $plasmaPistol.attackTypeArray,
$lee.weapon2AttackRadArray= $plasmaPistol.attackRadArray,
$lee.weapon2AttackCooldown= $plasmaPistol.attackCooldown,
$lee.weapon2AmmoCap= $plasmaPistol.ammoCap,
$lee.weapon2AmmoRemain= $plasmaPistol.ammoRemain,
$lee.weapon2AccMod= $plasmaPistol.accMod,
$lee.weapon2ReloadTime= $plasmaPistol.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PlasmaPistolInfo" "Plasma Pistol">> |
<</if>><<if $lee.weapon1 neq "Combat Shotgun" and $lee.weapon2 neq "Combat Shotgun" and ($lee.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Combat Shotgun">>
<<if $equipSlot==1>>
<<set
$lee.weapon1="Combat Shotgun",
$lee.weapon1AttackArray=$combatShotgun.attackArray,
$lee.weapon1AttackDmgArray=$combatShotgun.attackDmgArray,
$lee.weapon1AttackTypeArray= $combatShotgun.attackTypeArray,
$lee.weapon1AttackRadArray= $combatShotgun.attackRadArray,
$lee.weapon1AttackCooldown= $combatShotgun.attackCooldown,
$lee.weapon1AmmoCap= $combatShotgun.ammoCap,
$lee.weapon1AmmoRemain= $combatShotgun.ammoRemain,
$lee.weapon1AccMod= $combatShotgun.accMod,
$lee.weapon1ReloadTime= $combatShotgun.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $lee.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $lee.fragGrenadeCount>>
<<set $lee.fragGrenadeCount = 0>>
<<elseif $lee.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $lee.stunGrenadeCount>>
<<set $lee.stunGrenadeCount = 0>>
<</if>>
<<set
$lee.weapon2="Combat Shotgun",
$lee.weapon2AttackArray= $combatShotgun.attackArray,
$lee.weapon2AttackDmgArray= $combatShotgun.attackDmgArray,
$lee.weapon2AttackTypeArray= $combatShotgun.attackTypeArray,
$lee.weapon2AttackRadArray= $combatShotgun.attackRadArray,
$lee.weapon2AttackCooldown= $combatShotgun.attackCooldown,
$lee.weapon2AmmoCap= $combatShotgun.ammoCap,
$lee.weapon2AmmoRemain= $combatShotgun.ammoRemain,
$lee.weapon2AccMod= $combatShotgun.accMod,
$lee.weapon2ReloadTime= $combatShotgun.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "CombatShotgunInfo" "Combat Shotgun">> |
<</if>><<if $lee.weapon1 neq "Shard Cannon" and $lee.weapon2 neq "Shard Cannon" and ($lee.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Shard Cannon">>
<<if $equipSlot==1>>
<<set
$lee.weapon1="Shard Cannon",
$lee.weapon1AttackArray=$shardCannon.attackArray,
$lee.weapon1AttackDmgArray=$shardCannon.attackDmgArray,
$lee.weapon1AttackTypeArray= $shardCannon.attackTypeArray,
$lee.weapon1AttackRadArray= $shardCannon.attackRadArray,
$lee.weapon1AttackCooldown= $shardCannon.attackCooldown,
$lee.weapon1AmmoCap= $shardCannon.ammoCap,
$lee.weapon1AmmoRemain= $shardCannon.ammoRemain,
$lee.weapon1AccMod= $shardCannon.accMod,
$lee.weapon1ReloadTime= $shardCannon.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $lee.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $lee.fragGrenadeCount>>
<<set $lee.fragGrenadeCount = 0>>
<<elseif $lee.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $lee.stunGrenadeCount>>
<<set $lee.stunGrenadeCount = 0>>
<</if>>
<<set
$lee.weapon2="Shard Cannon",
$lee.weapon2AttackArray= $shardCannon.attackArray,
$lee.weapon2AttackDmgArray= $shardCannon.attackDmgArray,
$lee.weapon2AttackTypeArray= $shardCannon.attackTypeArray,
$lee.weapon2AttackRadArray= $shardCannon.attackRadArray,
$lee.weapon2AttackCooldown= $shardCannon.attackCooldown,
$lee.weapon2AmmoCap= $shardCannon.ammoCap,
$lee.weapon2AmmoRemain= $shardCannon.ammoRemain,
$lee.weapon2AccMod= $shardCannon.accMod,
$lee.weapon2ReloadTime= $shardCannon.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "ShardCannonInfo" "Shard Cannon">> |
<</if>><<if $lee.weapon1 neq "Sniper Rifle" and $lee.weapon2 neq "Sniper Rifle" and ($lee.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Sniper Rifle">>
<<if $equipSlot==1>>
<<set
$lee.weapon1="Sniper Rifle",
$lee.weapon1AttackArray=$sniperRifle.attackArray,
$lee.weapon1AttackDmgArray=$sniperRifle.attackDmgArray,
$lee.weapon1AttackTypeArray= $sniperRifle.attackTypeArray,
$lee.weapon1AttackRadArray= $sniperRifle.attackRadArray,
$lee.weapon1AttackCooldown= $sniperRifle.attackCooldown,
$lee.weapon1AmmoCap= $sniperRifle.ammoCap,
$lee.weapon1AmmoRemain= $sniperRifle.ammoRemain,
$lee.weapon1AccMod= $sniperRifle.accMod,
$lee.weapon1ReloadTime= $sniperRifle.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $lee.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $lee.fragGrenadeCount>>
<<set $lee.fragGrenadeCount = 0>>
<<elseif $lee.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $lee.stunGrenadeCount>>
<<set $lee.stunGrenadeCount = 0>>
<</if>>
<<set
$lee.weapon2="Sniper Rifle",
$lee.weapon2AttackArray= $sniperRifle.attackArray,
$lee.weapon2AttackDmgArray= $sniperRifle.attackDmgArray,
$lee.weapon2AttackTypeArray= $sniperRifle.attackTypeArray,
$lee.weapon2AttackRadArray= $sniperRifle.attackRadArray,
$lee.weapon2AttackCooldown= $sniperRifle.attackCooldown,
$lee.weapon2AmmoCap= $sniperRifle.ammoCap,
$lee.weapon2AmmoRemain= $sniperRifle.ammoRemain,
$lee.weapon2AccMod= $sniperRifle.accMod,
$lee.weapon2ReloadTime= $sniperRifle.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "SniperRifleInfo" "Sniper Rifle">> |
<</if>><<if $lee.weapon1 neq "Railgun" and $lee.weapon2 neq "Railgun" and ($lee.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Railgun">>
<<if $equipSlot==1>>
<<set
$lee.weapon1="Railgun",
$lee.weapon1AttackArray=$railgun.attackArray,
$lee.weapon1AttackDmgArray=$railgun.attackDmgArray,
$lee.weapon1AttackTypeArray= $railgun.attackTypeArray,
$lee.weapon1AttackRadArray= $railgun.attackRadArray,
$lee.weapon1AttackCooldown= $railgun.attackCooldown,
$lee.weapon1AmmoCap= $railgun.ammoCap,
$lee.weapon1AmmoRemain= $railgun.ammoRemain,
$lee.weapon1AccMod= $railgun.accMod,
$lee.weapon1ReloadTime= $railgun.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $lee.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $lee.fragGrenadeCount>>
<<set $lee.fragGrenadeCount = 0>>
<<elseif $lee.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $lee.stunGrenadeCount>>
<<set $lee.stunGrenadeCount = 0>>
<</if>>
<<set
$lee.weapon2="Railgun",
$lee.weapon2AttackArray= $railgun.attackArray,
$lee.weapon2AttackDmgArray= $railgun.attackDmgArray,
$lee.weapon2AttackTypeArray= $railgun.attackTypeArray,
$lee.weapon2AttackRadArray= $railgun.attackRadArray,
$lee.weapon2AttackCooldown= $railgun.attackCooldown,
$lee.weapon2AmmoCap= $railgun.ammoCap,
$lee.weapon2AmmoRemain= $railgun.ammoRemain,
$lee.weapon2AccMod= $railgun.accMod,
$lee.weapon2ReloadTime= $railgun.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "RailgunInfo" "Railgun">> |
<</if>><<if $lee.weapon1 neq "Rocket Launcher" and $lee.weapon2 neq "Rocket Launcher" and ($lee.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Rocket Launcher">>
<<if $equipSlot==1>>
<<set
$lee.weapon1="Rocket Launcher",
$lee.weapon1AttackArray=$rocketLauncher.attackArray,
$lee.weapon1AttackDmgArray=$rocketLauncher.attackDmgArray,
$lee.weapon1AttackTypeArray= $rocketLauncher.attackTypeArray,
$lee.weapon1AttackRadArray= $rocketLauncher.attackRadArray,
$lee.weapon1AttackCooldown= $rocketLauncher.attackCooldown,
$lee.weapon1AmmoCap= $rocketLauncher.ammoCap,
$lee.weapon1AmmoRemain= $rocketLauncher.ammoRemain,
$lee.weapon1AccMod= $rocketLauncher.accMod,
$lee.weapon1ReloadTime= $rocketLauncher.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $lee.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $lee.fragGrenadeCount>>
<<set $lee.fragGrenadeCount = 0>>
<<elseif $lee.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $lee.stunGrenadeCount>>
<<set $lee.stunGrenadeCount = 0>>
<</if>>
<<set
$lee.weapon2="Rocket Launcher",
$lee.weapon2AttackArray= $rocketLauncher.attackArray,
$lee.weapon2AttackDmgArray= $rocketLauncher.attackDmgArray,
$lee.weapon2AttackTypeArray= $rocketLauncher.attackTypeArray,
$lee.weapon2AttackRadArray= $rocketLauncher.attackRadArray,
$lee.weapon2AttackCooldown= $rocketLauncher.attackCooldown,
$lee.weapon2AmmoCap= $rocketLauncher.ammoCap,
$lee.weapon2AmmoRemain= $rocketLauncher.ammoRemain,
$lee.weapon2AccMod= $rocketLauncher.accMod,
$lee.weapon2ReloadTime= $rocketLauncher.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "RocketLauncherInfo" "Rocket Launcher">> |
<</if>><<if $equipSlot==2 and $fragGrenadeCount gt 0>>Frag Grenade <<button "+">>
<<if $lee.weapon2 neq "Frag Grenade">>
<<if $lee.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $lee.stunGrenadeCount>>
<<set $lee.stunGrenadeCount = 0>>
<</if>>
<<set
$lee.weapon2="Frag Grenade",
$lee.weapon2AttackArray= $fragGrenade.attackArray,
$lee.weapon2AttackDmgArray= $fragGrenade.attackDmgArray,
$lee.weapon2AttackTypeArray= $fragGrenade.attackTypeArray,
$lee.weapon2AttackRadArray= $fragGrenade.attackRadArray,
$lee.weapon2AttackCooldown= $fragGrenade.attackCooldown,
$lee.weapon2AmmoCap= $fragGrenade.ammoCap,
$lee.weapon2AmmoRemain= $fragGrenade.ammoRemain,
$lee.weapon2AccMod= $fragGrenade.accMod,
$lee.weapon2ReloadTime= $fragGrenade.reloadTime
>>
<</if>>
<<if $fragGrenade.count gt 0>>
<<set $lee.fragGrenadeCount += 1>>
<<set $fragGrenade.count -= 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> / <<button "-">>
<<if $lee.fragGrenadeCount == 1>>
<<set $lee.fragGrenadeCount -= 1>>
<<set $fragGrenade.count += 1>>
<<set $lee.weapon2="None">>
<<elseif $lee.fragGrenadeCount gt 1>>
<<set $lee.fragGrenadeCount -= 1>>
<<set $fragGrenade.count += 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> | Total Available: $fragGrenade.count | <<popup "Info" "FragGrenadeInfo" "Frag Grenade">> |
<</if>><<if $equipSlot==2 and $stunGrenadeCount gt 0>>Stun Grenade <<button "+">>
<<if $lee.weapon2 neq "Stun Grenade">>
<<if $lee.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $lee.fragGrenadeCount>>
<<set $lee.fragGrenadeCount = 0>>
<</if>>
<<set
$lee.weapon2="Stun Grenade",
$lee.weapon2AttackArray= $stunGrenade.attackArray,
$lee.weapon2AttackDmgArray= $stunGrenade.attackDmgArray,
$lee.weapon2AttackTypeArray= $stunGrenade.attackTypeArray,
$lee.weapon2AttackRadArray= $stunGrenade.attackRadArray,
$lee.weapon2AttackCooldown= $stunGrenade.attackCooldown,
$lee.weapon2AmmoCap= $stunGrenade.ammoCap,
$lee.weapon2AmmoRemain= $stunGrenade.ammoRemain,
$lee.weapon2AccMod= $stunGrenade.accMod,
$lee.weapon2ReloadTime= $stunGrenade.reloadTime
>>
<</if>>
<<if $stunGrenade.count gt 0>>
<<set $lee.stunGrenadeCount += 1>>
<<set $stunGrenade.count -= 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> / <<button "-">>
<<if $lee.stunGrenadeCount == 1>>
<<set $lee.stunGrenadeCount -= 1>>
<<set $stunGrenade.count += 1>>
<<set $lee.weapon2="None">>
<<elseif $lee.stunGrenadeCount gt 1>>
<<set $lee.stunGrenadeCount -= 1>>
<<set $stunGrenade.count += 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> | Total Available: $stunGrenade.count | <<popup "Info" "StunGrenadeInfo" "Stun Grenade">> |
<</if>><<elseif $inventoryEquipType=="utility">><strong>Utility Items:</strong>
<<if $lee.utility neq "Med Kit">><<link "Med Kit">>
<<set $lee.utility="Med Kit">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "MedKitInfo" "Med Kit">> |
<</if>><<if $lee.utility neq "Rad Kit">><<link "Rad Kit">>
<<set $lee.utility="Rad Kit">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "RadKitInfo" "Rad Kit">> |
<</if>><<if $lee.utility neq "None">><<link "None">>
<<set $lee.utility="None">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>><</if>><</if>></td></tr></table>
<table><tr><td valign="top"><strong>Health:</strong> $hodge.health / $hodge.maxHealth
<strong>Radiation:</strong> $hodge.radiation / $hodge.maxRadiation
<strong>Traits:</strong> $hodge.trait
<<if $equipSlot==1>><div class="greenBorder"><strong>Primary Weapon:</strong> $hodge.weapon1</div><<else>><div class="transBorder"><strong>Primary Weapon:</strong> $hodge.weapon1 <<link "Change">>
<<set $equipSlot=1>>
<<set $inventoryEquipType="weapon">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>>
<<if $equipSlot==2>><div class="greenBorder"><strong>Secondary Weapon:</strong> $hodge.weapon2 <<if $hodge.weapon2=="Frag Grenade">>x$hodge.fragGrenadeCount<<elseif $hodge.weapon2=="Stun Grenade">>x$hodge.stunGrenadeCount<</if>></div><<else>><div class="transBorder"><strong>Secondary Weapon:</strong> $hodge.weapon2 <<if $hodge.weapon2=="Frag Grenade">>x$hodge.fragGrenadeCount<<elseif $hodge.weapon2=="Stun Grenade">>x$hodge.stunGrenadeCount<</if>> <<link "Change">>
<<set $equipSlot=2>>
<<set $inventoryEquipType="weapon">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>>
<<if $equipSlot==3>><div class="greenBorder"><strong>Utility:</strong> $hodge.utility</div><<else>><div class="transBorder"><strong>Utility:</strong> $hodge.utility <<link "Change">>
<<set $equipSlot=3>>
<<set $inventoryEquipType="utility">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>></td><td vertical-align="top"><<display "HodgePortraitImage">></td></tr><tr><td valign="top" colspan="2"><<if $inventoryEquipType=="weapon">><strong>Weapon Inventory:</strong>
<<if $hodge.weapon1 neq "Pulse Rifle" and $hodge.weapon2 neq "Pulse Rifle" and ($hodge.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Pulse Rifle">>
<<if $equipSlot==1>>
<<set
$hodge.weapon1="Pulse Rifle",
$hodge.weapon1AttackArray= $pulseRifle.attackArray,
$hodge.weapon1AttackDmgArray= $pulseRifle.attackDmgArray,
$hodge.weapon1AttackTypeArray= $pulseRifle.attackTypeArray,
$hodge.weapon1AttackRadArray= $pulseRifle.attackRadArray,
$hodge.weapon1AttackCooldown= $pulseRifle.attackCooldown,
$hodge.weapon1AmmoCap= $pulseRifle.ammoCap,
$hodge.weapon1AmmoRemain= $pulseRifle.ammoRemain,
$hodge.weapon1AccMod= $pulseRifle.accMod,
$hodge.weapon1ReloadTime= $pulseRifle.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $hodge.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $hodge.fragGrenadeCount>>
<<set $hodge.fragGrenadeCount = 0>>
<<elseif $hodge.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $hodge.stunGrenadeCount>>
<<set $hodge.stunGrenadeCount = 0>>
<</if>>
<<set
$hodge.weapon2="Pulse Rifle",
$hodge.weapon2AttackArray= $pulseRifle.attackArray,
$hodge.weapon2AttackDmgArray= $pulseRifle.attackDmgArray,
$hodge.$hodge.weapon2AttackTypeArray= $pulseRifle.attackTypeArray,
$hodge.weapon2AttackRadArray= $pulseRifle.attackRadArray,
$hodge.weapon2AttackCooldown= $pulseRifle.attackCooldown,
$hodge.weapon2AmmoCap= $pulseRifle.ammoCap,
$hodge.weapon2AmmoRemain= $pulseRifle.ammoRemain,
$hodge.weapon2AccMod= $pulseRifle.accMod,
$hodge.weapon2ReloadTime= $pulseRifle.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PulseRifleInfo" "Pulse Rifle">> |
<</if>><<if $hodge.weapon1 neq "Plasma Rifle" and $hodge.weapon2 neq "Plasma Rifle" and ($hodge.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Plasma Rifle">>
<<if $equipSlot==1>>
<<set
$hodge.weapon1="Plasma Rifle",
$hodge.weapon1AttackArray=$plasmaRifle.attackArray,
$hodge.weapon1AttackDmgArray=$plasmaRifle.attackDmgArray,
$hodge.weapon1AttackTypeArray= $plasmaRifle.attackTypeArray,
$hodge.weapon1AttackRadArray= $plasmaRifle.attackRadArray,
$hodge.weapon1AttackCooldown= $plasmaRifle.attackCooldown,
$hodge.weapon1AmmoCap= $plasmaRifle.ammoCap,
$hodge.weapon1AmmoRemain= $plasmaRifle.ammoRemain,
$hodge.weapon1AccMod= $plasmaRifle.accMod,
$hodge.weapon1ReloadTime= $plasmaRifle.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $hodge.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $hodge.fragGrenadeCount>>
<<set $hodge.fragGrenadeCount = 0>>
<<elseif $hodge.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $hodge.stunGrenadeCount>>
<<set $hodge.stunGrenadeCount = 0>>
<</if>>
<<set
$hodge.weapon2="Plasma Rifle",
$hodge.weapon2AttackArray= $plasmaRifle.attackArray,
$hodge.weapon2AttackDmgArray= $plasmaRifle.attackDmgArray,
$hodge.weapon2AttackTypeArray= $plasmaRifle.attackTypeArray,
$hodge.weapon2AttackRadArray= $plasmaRifle.attackRadArray,
$hodge.weapon2AttackCooldown= $plasmaRifle.attackCooldown,
$hodge.weapon2AmmoCap= $plasmaRifle.ammoCap,
$hodge.weapon2AmmoRemain= $plasmaRifle.ammoRemain,
$hodge.weapon2AccMod= $plasmaRifle.accMod,
$hodge.weapon2ReloadTime= $plasmaRifle.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PlasmaRifleInfo" "Plasma Rifle">> |
<</if>><<if $hodge.weapon2 neq "Pistol" and $equipSlot==2>><<link "Pistol">>
<<if $equipSlot==2>>
<<if $hodge.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $hodge.fragGrenadeCount>>
<<set $hodge.fragGrenadeCount = 0>>
<<elseif $hodge.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $hodge.stunGrenadeCount>>
<<set $hodge.stunGrenadeCount = 0>>
<</if>>
<<set
$hodge.weapon2="Pistol",
$hodge.weapon2AttackArray= $pistol.attackArray,
$hodge.weapon2AttackDmgArray= $pistol.attackDmgArray,
$hodge.weapon2AttackTypeArray= $pistol.attackTypeArray,
$hodge.weapon2AttackRadArray= $pistol.attackRadArray,
$hodge.weapon2AttackCooldown= $pistol.attackCooldown,
$hodge.weapon2AmmoCap= $pistol.ammoCap,
$hodge.weapon2AmmoRemain= $pistol.ammoRemain,
$hodge.weapon2AccMod= $pistol.accMod,
$hodge.weapon2ReloadTime= $pistol.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PistolInfo" "Pistol">> |
<</if>><<if $hodge.weapon2 neq "Plasma Pistol" and $equipSlot==2>><<link "Plasma Pistol">>
<<if $equipSlot==2>>
<<if $hodge.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $hodge.fragGrenadeCount>>
<<set $hodge.fragGrenadeCount = 0>>
<<elseif $hodge.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $hodge.stunGrenadeCount>>
<<set $hodge.stunGrenadeCount = 0>>
<</if>>
<<set
$hodge.weapon2="Plasma Pistol",
$hodge.weapon2AttackArray= $plasmaPistol.attackArray,
$hodge.weapon2AttackDmgArray= $plasmaPistol.attackDmgArray,
$hodge.weapon2AttackTypeArray= $plasmaPistol.attackTypeArray,
$hodge.weapon2AttackRadArray= $plasmaPistol.attackRadArray,
$hodge.weapon2AttackCooldown= $plasmaPistol.attackCooldown,
$hodge.weapon2AmmoCap= $plasmaPistol.ammoCap,
$hodge.weapon2AmmoRemain= $plasmaPistol.ammoRemain,
$hodge.weapon2AccMod= $plasmaPistol.accMod,
$hodge.weapon2ReloadTime= $plasmaPistol.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PlasmaPistolInfo" "Plasma Pistol">> |
<</if>><<if $hodge.weapon1 neq "Combat Shotgun" and $hodge.weapon2 neq "Combat Shotgun" and ($hodge.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Combat Shotgun">>
<<if $equipSlot==1>>
<<set
$hodge.weapon1="Combat Shotgun",
$hodge.weapon1AttackArray=$combatShotgun.attackArray,
$hodge.weapon1AttackDmgArray=$combatShotgun.attackDmgArray,
$hodge.weapon1AttackTypeArray= $combatShotgun.attackTypeArray,
$hodge.weapon1AttackRadArray= $combatShotgun.attackRadArray,
$hodge.weapon1AttackCooldown= $combatShotgun.attackCooldown,
$hodge.weapon1AmmoCap= $combatShotgun.ammoCap,
$hodge.weapon1AmmoRemain= $combatShotgun.ammoRemain,
$hodge.weapon1AccMod= $combatShotgun.accMod,
$hodge.weapon1ReloadTime= $combatShotgun.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $hodge.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $hodge.fragGrenadeCount>>
<<set $hodge.fragGrenadeCount = 0>>
<<elseif $hodge.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $hodge.stunGrenadeCount>>
<<set $hodge.stunGrenadeCount = 0>>
<</if>>
<<set
$hodge.weapon2="Combat Shotgun",
$hodge.weapon2AttackArray= $combatShotgun.attackArray,
$hodge.weapon2AttackDmgArray= $combatShotgun.attackDmgArray,
$hodge.weapon2AttackTypeArray= $combatShotgun.attackTypeArray,
$hodge.weapon2AttackRadArray= $combatShotgun.attackRadArray,
$hodge.weapon2AttackCooldown= $combatShotgun.attackCooldown,
$hodge.weapon2AmmoCap= $combatShotgun.ammoCap,
$hodge.weapon2AmmoRemain= $combatShotgun.ammoRemain,
$hodge.weapon2AccMod= $combatShotgun.accMod,
$hodge.weapon2ReloadTime= $combatShotgun.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "CombatShotgunInfo" "Combat Shotgun">> |
<</if>><<if $hodge.weapon1 neq "Shard Cannon" and $hodge.weapon2 neq "Shard Cannon" and ($hodge.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Shard Cannon">>
<<if $equipSlot==1>>
<<set
$hodge.weapon1="Shard Cannon",
$hodge.weapon1AttackArray=$shardCannon.attackArray,
$hodge.weapon1AttackDmgArray=$shardCannon.attackDmgArray,
$hodge.weapon1AttackTypeArray= $shardCannon.attackTypeArray,
$hodge.weapon1AttackRadArray= $shardCannon.attackRadArray,
$hodge.weapon1AttackCooldown= $shardCannon.attackCooldown,
$hodge.weapon1AmmoCap= $shardCannon.ammoCap,
$hodge.weapon1AmmoRemain= $shardCannon.ammoRemain,
$hodge.weapon1AccMod= $shardCannon.accMod,
$hodge.weapon1ReloadTime= $shardCannon.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $hodge.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $hodge.fragGrenadeCount>>
<<set $hodge.fragGrenadeCount = 0>>
<<elseif $hodge.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $hodge.stunGrenadeCount>>
<<set $hodge.stunGrenadeCount = 0>>
<</if>>
<<set
$hodge.weapon2="Shard Cannon",
$hodge.weapon2AttackArray= $shardCannon.attackArray,
$hodge.weapon2AttackDmgArray= $shardCannon.attackDmgArray,
$hodge.weapon2AttackTypeArray= $shardCannon.attackTypeArray,
$hodge.weapon2AttackRadArray= $shardCannon.attackRadArray,
$hodge.weapon2AttackCooldown= $shardCannon.attackCooldown,
$hodge.weapon2AmmoCap= $shardCannon.ammoCap,
$hodge.weapon2AmmoRemain= $shardCannon.ammoRemain,
$hodge.weapon2AccMod= $shardCannon.accMod,
$hodge.weapon2ReloadTime= $shardCannon.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "ShardCannonInfo" "Shard Cannon">> |
<</if>><<if $hodge.weapon1 neq "Sniper Rifle" and $hodge.weapon2 neq "Sniper Rifle" and ($hodge.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Sniper Rifle">>
<<if $equipSlot==1>>
<<set
$hodge.weapon1="Sniper Rifle",
$hodge.weapon1AttackArray=$sniperRifle.attackArray,
$hodge.weapon1AttackDmgArray=$sniperRifle.attackDmgArray,
$hodge.weapon1AttackTypeArray= $sniperRifle.attackTypeArray,
$hodge.weapon1AttackRadArray= $sniperRifle.attackRadArray,
$hodge.weapon1AttackCooldown= $sniperRifle.attackCooldown,
$hodge.weapon1AmmoCap= $sniperRifle.ammoCap,
$hodge.weapon1AmmoRemain= $sniperRifle.ammoRemain,
$hodge.weapon1AccMod= $sniperRifle.accMod,
$hodge.weapon1ReloadTime= $sniperRifle.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $hodge.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $hodge.fragGrenadeCount>>
<<set $hodge.fragGrenadeCount = 0>>
<<elseif $hodge.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $hodge.stunGrenadeCount>>
<<set $hodge.stunGrenadeCount = 0>>
<</if>>
<<set
$hodge.weapon2="Sniper Rifle",
$hodge.weapon2AttackArray= $sniperRifle.attackArray,
$hodge.weapon2AttackDmgArray= $sniperRifle.attackDmgArray,
$hodge.weapon2AttackTypeArray= $sniperRifle.attackTypeArray,
$hodge.weapon2AttackRadArray= $sniperRifle.attackRadArray,
$hodge.weapon2AttackCooldown= $sniperRifle.attackCooldown,
$hodge.weapon2AmmoCap= $sniperRifle.ammoCap,
$hodge.weapon2AmmoRemain= $sniperRifle.ammoRemain,
$hodge.weapon2AccMod= $sniperRifle.accMod,
$hodge.weapon2ReloadTime= $sniperRifle.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "SniperRifleInfo" "Sniper Rifle">> |
<</if>><<if $hodge.weapon1 neq "Railgun" and $hodge.weapon2 neq "Railgun" and ($hodge.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Railgun">>
<<if $equipSlot==1>>
<<set
$hodge.weapon1="Railgun",
$hodge.weapon1AttackArray=$railgun.attackArray,
$hodge.weapon1AttackDmgArray=$railgun.attackDmgArray,
$hodge.weapon1AttackTypeArray= $railgun.attackTypeArray,
$hodge.weapon1AttackRadArray= $railgun.attackRadArray,
$hodge.weapon1AttackCooldown= $railgun.attackCooldown,
$hodge.weapon1AmmoCap= $railgun.ammoCap,
$hodge.weapon1AmmoRemain= $railgun.ammoRemain,
$hodge.weapon1AccMod= $railgun.accMod,
$hodge.weapon1ReloadTime= $railgun.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $hodge.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $hodge.fragGrenadeCount>>
<<set $hodge.fragGrenadeCount = 0>>
<<elseif $hodge.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $hodge.stunGrenadeCount>>
<<set $hodge.stunGrenadeCount = 0>>
<</if>>
<<set
$hodge.weapon2="Railgun",
$hodge.weapon2AttackArray= $railgun.attackArray,
$hodge.weapon2AttackDmgArray= $railgun.attackDmgArray,
$hodge.weapon2AttackTypeArray= $railgun.attackTypeArray,
$hodge.weapon2AttackRadArray= $railgun.attackRadArray,
$hodge.weapon2AttackCooldown= $railgun.attackCooldown,
$hodge.weapon2AmmoCap= $railgun.ammoCap,
$hodge.weapon2AmmoRemain= $railgun.ammoRemain,
$hodge.weapon2AccMod= $railgun.accMod,
$hodge.weapon2ReloadTime= $railgun.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "RailgunInfo" "Railgun">> |
<</if>><<if $hodge.weapon1 neq "Rocket Launcher" and $hodge.weapon2 neq "Rocket Launcher" and ($hodge.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Rocket Launcher">>
<<if $equipSlot==1>>
<<set
$hodge.weapon1="Rocket Launcher",
$hodge.weapon1AttackArray=$rocketLauncher.attackArray,
$hodge.weapon1AttackDmgArray=$rocketLauncher.attackDmgArray,
$hodge.weapon1AttackTypeArray= $rocketLauncher.attackTypeArray,
$hodge.weapon1AttackRadArray= $rocketLauncher.attackRadArray,
$hodge.weapon1AttackCooldown= $rocketLauncher.attackCooldown,
$hodge.weapon1AmmoCap= $rocketLauncher.ammoCap,
$hodge.weapon1AmmoRemain= $rocketLauncher.ammoRemain,
$hodge.weapon1AccMod= $rocketLauncher.accMod,
$hodge.weapon1ReloadTime= $rocketLauncher.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $hodge.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $hodge.fragGrenadeCount>>
<<set $hodge.fragGrenadeCount = 0>>
<<elseif $hodge.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $hodge.stunGrenadeCount>>
<<set $hodge.stunGrenadeCount = 0>>
<</if>>
<<set
$hodge.weapon2="Rocket Launcher",
$hodge.weapon2AttackArray= $rocketLauncher.attackArray,
$hodge.weapon2AttackDmgArray= $rocketLauncher.attackDmgArray,
$hodge.weapon2AttackTypeArray= $rocketLauncher.attackTypeArray,
$hodge.weapon2AttackRadArray= $rocketLauncher.attackRadArray,
$hodge.weapon2AttackCooldown= $rocketLauncher.attackCooldown,
$hodge.weapon2AmmoCap= $rocketLauncher.ammoCap,
$hodge.weapon2AmmoRemain= $rocketLauncher.ammoRemain,
$hodge.weapon2AccMod= $rocketLauncher.accMod,
$hodge.weapon2ReloadTime= $rocketLauncher.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "RocketLauncherInfo" "Rocket Launcher">> |
<</if>><<if $equipSlot==2 and $fragGrenadeCount gt 0>>Frag Grenade <<button "+">>
<<if $hodge.weapon2 neq "Frag Grenade">>
<<if $hodge.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $hodge.stunGrenadeCount>>
<<set $hodge.stunGrenadeCount = 0>>
<</if>>
<<set
$hodge.weapon2="Frag Grenade",
$hodge.weapon2AttackArray= $fragGrenade.attackArray,
$hodge.weapon2AttackDmgArray= $fragGrenade.attackDmgArray,
$hodge.weapon2AttackTypeArray= $fragGrenade.attackTypeArray,
$hodge.weapon2AttackRadArray= $fragGrenade.attackRadArray,
$hodge.weapon2AttackCooldown= $fragGrenade.attackCooldown,
$hodge.weapon2AmmoCap= $fragGrenade.ammoCap,
$hodge.weapon2AmmoRemain= $fragGrenade.ammoRemain,
$hodge.weapon2AccMod= $fragGrenade.accMod,
$hodge.weapon2ReloadTime= $fragGrenade.reloadTime
>>
<</if>>
<<if $fragGrenade.count gt 0>>
<<set $hodge.fragGrenadeCount += 1>>
<<set $fragGrenade.count -= 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> / <<button "-">>
<<if $hodge.fragGrenadeCount == 1>>
<<set $hodge.fragGrenadeCount -= 1>>
<<set $fragGrenade.count += 1>>
<<set $hodge.weapon2="None">>
<<elseif $hodge.fragGrenadeCount gt 1>>
<<set $hodge.fragGrenadeCount -= 1>>
<<set $fragGrenade.count += 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> | Total Available: $fragGrenade.count | <<popup "Info" "FragGrenadeInfo" "Frag Grenade">> |
<</if>><<if $equipSlot==2 and $stunGrenadeCount gt 0>>Stun Grenade <<button "+">>
<<if $hodge.weapon2 neq "Stun Grenade">>
<<if $hodge.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $hodge.fragGrenadeCount>>
<<set $hodge.fragGrenadeCount = 0>>
<</if>>
<<set
$hodge.weapon2="Stun Grenade",
$hodge.weapon2AttackArray= $stunGrenade.attackArray,
$hodge.weapon2AttackDmgArray= $stunGrenade.attackDmgArray,
$hodge.weapon2AttackTypeArray= $stunGrenade.attackTypeArray,
$hodge.weapon2AttackRadArray= $stunGrenade.attackRadArray,
$hodge.weapon2AttackCooldown= $stunGrenade.attackCooldown,
$hodge.weapon2AmmoCap= $stunGrenade.ammoCap,
$hodge.weapon2AmmoRemain= $stunGrenade.ammoRemain,
$hodge.weapon2AccMod= $stunGrenade.accMod,
$hodge.weapon2ReloadTime= $stunGrenade.reloadTime
>>
<</if>>
<<if $stunGrenade.count gt 0>>
<<set $hodge.stunGrenadeCount += 1>>
<<set $stunGrenade.count -= 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> / <<button "-">>
<<if $hodge.stunGrenadeCount == 1>>
<<set $hodge.stunGrenadeCount -= 1>>
<<set $stunGrenade.count += 1>>
<<set $hodge.weapon2="None">>
<<elseif $hodge.stunGrenadeCount gt 1>>
<<set $hodge.stunGrenadeCount -= 1>>
<<set $stunGrenade.count += 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> | Total Available: $stunGrenade.count | <<popup "Info" "StunGrenadeInfo" "Stun Grenade">> |
<</if>><<elseif $inventoryEquipType=="utility">><strong>Utility Items:</strong>
<<if $hodge.utility neq "Med Kit">><<link "Med Kit">>
<<set $hodge.utility="Med Kit">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "MedKitInfo" "Med Kit">> |
<</if>><<if $hodge.utility neq "Rad Kit">><<link "Rad Kit">>
<<set $hodge.utility="Rad Kit">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "RadKitInfo" "Rad Kit">> |
<</if>><<if $hodge.utility neq "None">><<link "None">>
<<set $hodge.utility="None">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>><</if>><</if>></td></tr></table>
<table><tr><td valign="top"><strong>Health:</strong> $gorman.health / $gorman.maxHealth
<strong>Radiation:</strong> $gorman.radiation / $gorman.maxRadiation
<strong>Traits:</strong> $gorman.trait
<<if $equipSlot==1>><div class="greenBorder"><strong>Primary Weapon:</strong> $gorman.weapon1</div><<else>><div class="transBorder"><strong>Primary Weapon:</strong> $gorman.weapon1 <<link "Change">>
<<set $equipSlot=1>>
<<set $inventoryEquipType="weapon">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>>
<<if $equipSlot==2>><div class="greenBorder"><strong>Secondary Weapon:</strong> $gorman.weapon2 <<if $gorman.weapon2=="Frag Grenade">>x$gorman.fragGrenadeCount<<elseif $gorman.weapon2=="Stun Grenade">>x$gorman.stunGrenadeCount<</if>></div><<else>><div class="transBorder"><strong>Secondary Weapon:</strong> $gorman.weapon2 <<if $gorman.weapon2=="Frag Grenade">>x$gorman.fragGrenadeCount<<elseif $gorman.weapon2=="Stun Grenade">>x$gorman.stunGrenadeCount<</if>> <<link "Change">>
<<set $equipSlot=2>>
<<set $inventoryEquipType="weapon">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>>
<<if $equipSlot==3>><div class="greenBorder"><strong>Utility:</strong> $gorman.utility</div><<else>><div class="transBorder"><strong>Utility:</strong> $gorman.utility <<link "Change">>
<<set $equipSlot=3>>
<<set $inventoryEquipType="utility">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>></div><</if>></td><td vertical-align="top"><<display "GormanPortraitImage">></td></tr><tr><td valign="top" colspan="2"><<if $inventoryEquipType=="weapon">><strong>Weapon Inventory:</strong>
<<if $gorman.weapon1 neq "Pulse Rifle" and $gorman.weapon2 neq "Pulse Rifle" and ($gorman.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Pulse Rifle">>
<<if $equipSlot==1>>
<<set
$gorman.weapon1="Pulse Rifle",
$gorman.weapon1AttackArray= $pulseRifle.attackArray,
$gorman.weapon1AttackDmgArray= $pulseRifle.attackDmgArray,
$gorman.weapon1AttackTypeArray= $pulseRifle.attackTypeArray,
$gorman.weapon1AttackRadArray= $pulseRifle.attackRadArray,
$gorman.weapon1AttackCooldown= $pulseRifle.attackCooldown,
$gorman.weapon1AmmoCap= $pulseRifle.ammoCap,
$gorman.weapon1AmmoRemain= $pulseRifle.ammoRemain,
$gorman.weapon1AccMod= $pulseRifle.accMod,
$gorman.weapon1ReloadTime= $pulseRifle.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $gorman.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $gorman.fragGrenadeCount>>
<<set $gorman.fragGrenadeCount = 0>>
<<elseif $gorman.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $gorman.stunGrenadeCount>>
<<set $gorman.stunGrenadeCount = 0>>
<</if>>
<<set
$gorman.weapon2="Pulse Rifle",
$gorman.weapon2AttackArray= $pulseRifle.attackArray,
$gorman.weapon2AttackDmgArray= $pulseRifle.attackDmgArray,
$gorman.$gorman.weapon2AttackTypeArray= $pulseRifle.attackTypeArray,
$gorman.weapon2AttackRadArray= $pulseRifle.attackRadArray,
$gorman.weapon2AttackCooldown= $pulseRifle.attackCooldown,
$gorman.weapon2AmmoCap= $pulseRifle.ammoCap,
$gorman.weapon2AmmoRemain= $pulseRifle.ammoRemain,
$gorman.weapon2AccMod= $pulseRifle.accMod,
$gorman.weapon2ReloadTime= $pulseRifle.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PulseRifleInfo" "Pulse Rifle">> |
<</if>><<if $gorman.weapon1 neq "Plasma Rifle" and $gorman.weapon2 neq "Plasma Rifle" and ($gorman.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Plasma Rifle">>
<<if $equipSlot==1>>
<<set
$gorman.weapon1="Plasma Rifle",
$gorman.weapon1AttackArray=$plasmaRifle.attackArray,
$gorman.weapon1AttackDmgArray=$plasmaRifle.attackDmgArray,
$gorman.weapon1AttackTypeArray= $plasmaRifle.attackTypeArray,
$gorman.weapon1AttackRadArray= $plasmaRifle.attackRadArray,
$gorman.weapon1AttackCooldown= $plasmaRifle.attackCooldown,
$gorman.weapon1AmmoCap= $plasmaRifle.ammoCap,
$gorman.weapon1AmmoRemain= $plasmaRifle.ammoRemain,
$gorman.weapon1AccMod= $plasmaRifle.accMod,
$gorman.weapon1ReloadTime= $plasmaRifle.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $gorman.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $gorman.fragGrenadeCount>>
<<set $gorman.fragGrenadeCount = 0>>
<<elseif $gorman.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $gorman.stunGrenadeCount>>
<<set $gorman.stunGrenadeCount = 0>>
<</if>>
<<set
$gorman.weapon2="Plasma Rifle",
$gorman.weapon2AttackArray= $plasmaRifle.attackArray,
$gorman.weapon2AttackDmgArray= $plasmaRifle.attackDmgArray,
$gorman.weapon2AttackTypeArray= $plasmaRifle.attackTypeArray,
$gorman.weapon2AttackRadArray= $plasmaRifle.attackRadArray,
$gorman.weapon2AttackCooldown= $plasmaRifle.attackCooldown,
$gorman.weapon2AmmoCap= $plasmaRifle.ammoCap,
$gorman.weapon2AmmoRemain= $plasmaRifle.ammoRemain,
$gorman.weapon2AccMod= $plasmaRifle.accMod,
$gorman.weapon2ReloadTime= $plasmaRifle.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PlasmaRifleInfo" "Plasma Rifle">> |
<</if>><<if $gorman.weapon2 neq "Pistol" and $equipSlot==2>><<link "Pistol">>
<<if $equipSlot==2>>
<<if $gorman.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $gorman.fragGrenadeCount>>
<<set $gorman.fragGrenadeCount = 0>>
<<elseif $gorman.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $gorman.stunGrenadeCount>>
<<set $gorman.stunGrenadeCount = 0>>
<</if>>
<<set
$gorman.weapon2="Pistol",
$gorman.weapon2AttackArray= $pistol.attackArray,
$gorman.weapon2AttackDmgArray= $pistol.attackDmgArray,
$gorman.weapon2AttackTypeArray= $pistol.attackTypeArray,
$gorman.weapon2AttackRadArray= $pistol.attackRadArray,
$gorman.weapon2AttackCooldown= $pistol.attackCooldown,
$gorman.weapon2AmmoCap= $pistol.ammoCap,
$gorman.weapon2AmmoRemain= $pistol.ammoRemain,
$gorman.weapon2AccMod= $pistol.accMod,
$gorman.weapon2ReloadTime= $pistol.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PistolInfo" "Pistol">> |
<</if>><<if $gorman.weapon2 neq "Plasma Pistol" and $equipSlot==2>><<link "Plasma Pistol">>
<<if $equipSlot==2>>
<<if $gorman.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $gorman.fragGrenadeCount>>
<<set $gorman.fragGrenadeCount = 0>>
<<elseif $gorman.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $gorman.stunGrenadeCount>>
<<set $gorman.stunGrenadeCount = 0>>
<</if>>
<<set
$gorman.weapon2="Plasma Pistol",
$gorman.weapon2AttackArray= $plasmaPistol.attackArray,
$gorman.weapon2AttackDmgArray= $plasmaPistol.attackDmgArray,
$gorman.weapon2AttackTypeArray= $plasmaPistol.attackTypeArray,
$gorman.weapon2AttackRadArray= $plasmaPistol.attackRadArray,
$gorman.weapon2AttackCooldown= $plasmaPistol.attackCooldown,
$gorman.weapon2AmmoCap= $plasmaPistol.ammoCap,
$gorman.weapon2AmmoRemain= $plasmaPistol.ammoRemain,
$gorman.weapon2AccMod= $plasmaPistol.accMod,
$gorman.weapon2ReloadTime= $plasmaPistol.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "PlasmaPistolInfo" "Plasma Pistol">> |
<</if>><<if $gorman.weapon1 neq "Combat Shotgun" and $gorman.weapon2 neq "Combat Shotgun" and ($gorman.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Combat Shotgun">>
<<if $equipSlot==1>>
<<set
$gorman.weapon1="Combat Shotgun",
$gorman.weapon1AttackArray=$combatShotgun.attackArray,
$gorman.weapon1AttackDmgArray=$combatShotgun.attackDmgArray,
$gorman.weapon1AttackTypeArray= $combatShotgun.attackTypeArray,
$gorman.weapon1AttackRadArray= $combatShotgun.attackRadArray,
$gorman.weapon1AttackCooldown= $combatShotgun.attackCooldown,
$gorman.weapon1AmmoCap= $combatShotgun.ammoCap,
$gorman.weapon1AmmoRemain= $combatShotgun.ammoRemain,
$gorman.weapon1AccMod= $combatShotgun.accMod,
$gorman.weapon1ReloadTime= $combatShotgun.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $gorman.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $gorman.fragGrenadeCount>>
<<set $gorman.fragGrenadeCount = 0>>
<<elseif $gorman.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $gorman.stunGrenadeCount>>
<<set $gorman.stunGrenadeCount = 0>>
<</if>>
<<set
$gorman.weapon2="Combat Shotgun",
$gorman.weapon2AttackArray= $combatShotgun.attackArray,
$gorman.weapon2AttackDmgArray= $combatShotgun.attackDmgArray,
$gorman.weapon2AttackTypeArray= $combatShotgun.attackTypeArray,
$gorman.weapon2AttackRadArray= $combatShotgun.attackRadArray,
$gorman.weapon2AttackCooldown= $combatShotgun.attackCooldown,
$gorman.weapon2AmmoCap= $combatShotgun.ammoCap,
$gorman.weapon2AmmoRemain= $combatShotgun.ammoRemain,
$gorman.weapon2AccMod= $combatShotgun.accMod,
$gorman.weapon2ReloadTime= $combatShotgun.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "CombatShotgunInfo" "Combat Shotgun">> |
<</if>><<if $gorman.weapon1 neq "Shard Cannon" and $gorman.weapon2 neq "Shard Cannon" and ($gorman.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Shard Cannon">>
<<if $equipSlot==1>>
<<set
$gorman.weapon1="Shard Cannon",
$gorman.weapon1AttackArray=$shardCannon.attackArray,
$gorman.weapon1AttackDmgArray=$shardCannon.attackDmgArray,
$gorman.weapon1AttackTypeArray= $shardCannon.attackTypeArray,
$gorman.weapon1AttackRadArray= $shardCannon.attackRadArray,
$gorman.weapon1AttackCooldown= $shardCannon.attackCooldown,
$gorman.weapon1AmmoCap= $shardCannon.ammoCap,
$gorman.weapon1AmmoRemain= $shardCannon.ammoRemain,
$gorman.weapon1AccMod= $shardCannon.accMod,
$gorman.weapon1ReloadTime= $shardCannon.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $gorman.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $gorman.fragGrenadeCount>>
<<set $gorman.fragGrenadeCount = 0>>
<<elseif $gorman.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $gorman.stunGrenadeCount>>
<<set $gorman.stunGrenadeCount = 0>>
<</if>>
<<set
$gorman.weapon2="Shard Cannon",
$gorman.weapon2AttackArray= $shardCannon.attackArray,
$gorman.weapon2AttackDmgArray= $shardCannon.attackDmgArray,
$gorman.weapon2AttackTypeArray= $shardCannon.attackTypeArray,
$gorman.weapon2AttackRadArray= $shardCannon.attackRadArray,
$gorman.weapon2AttackCooldown= $shardCannon.attackCooldown,
$gorman.weapon2AmmoCap= $shardCannon.ammoCap,
$gorman.weapon2AmmoRemain= $shardCannon.ammoRemain,
$gorman.weapon2AccMod= $shardCannon.accMod,
$gorman.weapon2ReloadTime= $shardCannon.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "ShardCannonInfo" "Shard Cannon">> |
<</if>><<if $gorman.weapon1 neq "Sniper Rifle" and $gorman.weapon2 neq "Sniper Rifle" and ($gorman.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Sniper Rifle">>
<<if $equipSlot==1>>
<<set
$gorman.weapon1="Sniper Rifle",
$gorman.weapon1AttackArray=$sniperRifle.attackArray,
$gorman.weapon1AttackDmgArray=$sniperRifle.attackDmgArray,
$gorman.weapon1AttackTypeArray= $sniperRifle.attackTypeArray,
$gorman.weapon1AttackRadArray= $sniperRifle.attackRadArray,
$gorman.weapon1AttackCooldown= $sniperRifle.attackCooldown,
$gorman.weapon1AmmoCap= $sniperRifle.ammoCap,
$gorman.weapon1AmmoRemain= $sniperRifle.ammoRemain,
$gorman.weapon1AccMod= $sniperRifle.accMod,
$gorman.weapon1ReloadTime= $sniperRifle.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $gorman.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $gorman.fragGrenadeCount>>
<<set $gorman.fragGrenadeCount = 0>>
<<elseif $gorman.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $gorman.stunGrenadeCount>>
<<set $gorman.stunGrenadeCount = 0>>
<</if>>
<<set
$gorman.weapon2="Sniper Rifle",
$gorman.weapon2AttackArray= $sniperRifle.attackArray,
$gorman.weapon2AttackDmgArray= $sniperRifle.attackDmgArray,
$gorman.weapon2AttackTypeArray= $sniperRifle.attackTypeArray,
$gorman.weapon2AttackRadArray= $sniperRifle.attackRadArray,
$gorman.weapon2AttackCooldown= $sniperRifle.attackCooldown,
$gorman.weapon2AmmoCap= $sniperRifle.ammoCap,
$gorman.weapon2AmmoRemain= $sniperRifle.ammoRemain,
$gorman.weapon2AccMod= $sniperRifle.accMod,
$gorman.weapon2ReloadTime= $sniperRifle.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "SniperRifleInfo" "Sniper Rifle">> |
<</if>><<if $gorman.weapon1 neq "Railgun" and $gorman.weapon2 neq "Railgun" and ($gorman.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Railgun">>
<<if $equipSlot==1>>
<<set
$gorman.weapon1="Railgun",
$gorman.weapon1AttackArray=$railgun.attackArray,
$gorman.weapon1AttackDmgArray=$railgun.attackDmgArray,
$gorman.weapon1AttackTypeArray= $railgun.attackTypeArray,
$gorman.weapon1AttackRadArray= $railgun.attackRadArray,
$gorman.weapon1AttackCooldown= $railgun.attackCooldown,
$gorman.weapon1AmmoCap= $railgun.ammoCap,
$gorman.weapon1AmmoRemain= $railgun.ammoRemain,
$gorman.weapon1AccMod= $railgun.accMod,
$gorman.weapon1ReloadTime= $railgun.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $gorman.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $gorman.fragGrenadeCount>>
<<set $gorman.fragGrenadeCount = 0>>
<<elseif $gorman.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $gorman.stunGrenadeCount>>
<<set $gorman.stunGrenadeCount = 0>>
<</if>>
<<set
$gorman.weapon2="Railgun",
$gorman.weapon2AttackArray= $railgun.attackArray,
$gorman.weapon2AttackDmgArray= $railgun.attackDmgArray,
$gorman.weapon2AttackTypeArray= $railgun.attackTypeArray,
$gorman.weapon2AttackRadArray= $railgun.attackRadArray,
$gorman.weapon2AttackCooldown= $railgun.attackCooldown,
$gorman.weapon2AmmoCap= $railgun.ammoCap,
$gorman.weapon2AmmoRemain= $railgun.ammoRemain,
$gorman.weapon2AccMod= $railgun.accMod,
$gorman.weapon2ReloadTime= $railgun.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "RailgunInfo" "Railgun">> |
<</if>><<if $gorman.weapon1 neq "Rocket Launcher" and $gorman.weapon2 neq "Rocket Launcher" and ($gorman.trait eq "Heavy Weapons Expert" or $equipSlot==1)>><<link "Rocket Launcher">>
<<if $equipSlot==1>>
<<set
$gorman.weapon1="Rocket Launcher",
$gorman.weapon1AttackArray=$rocketLauncher.attackArray,
$gorman.weapon1AttackDmgArray=$rocketLauncher.attackDmgArray,
$gorman.weapon1AttackTypeArray= $rocketLauncher.attackTypeArray,
$gorman.weapon1AttackRadArray= $rocketLauncher.attackRadArray,
$gorman.weapon1AttackCooldown= $rocketLauncher.attackCooldown,
$gorman.weapon1AmmoCap= $rocketLauncher.ammoCap,
$gorman.weapon1AmmoRemain= $rocketLauncher.ammoRemain,
$gorman.weapon1AccMod= $rocketLauncher.accMod,
$gorman.weapon1ReloadTime= $rocketLauncher.reloadTime
>>
<<elseif $equipSlot==2>>
<<if $gorman.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $gorman.fragGrenadeCount>>
<<set $gorman.fragGrenadeCount = 0>>
<<elseif $gorman.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $gorman.stunGrenadeCount>>
<<set $gorman.stunGrenadeCount = 0>>
<</if>>
<<set
$gorman.weapon2="Rocket Launcher",
$gorman.weapon2AttackArray= $rocketLauncher.attackArray,
$gorman.weapon2AttackDmgArray= $rocketLauncher.attackDmgArray,
$gorman.weapon2AttackTypeArray= $rocketLauncher.attackTypeArray,
$gorman.weapon2AttackRadArray= $rocketLauncher.attackRadArray,
$gorman.weapon2AttackCooldown= $rocketLauncher.attackCooldown,
$gorman.weapon2AmmoCap= $rocketLauncher.ammoCap,
$gorman.weapon2AmmoRemain= $rocketLauncher.ammoRemain,
$gorman.weapon2AccMod= $rocketLauncher.accMod,
$gorman.weapon2ReloadTime= $rocketLauncher.reloadTime
>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "RocketLauncherInfo" "Rocket Launcher">> |
<</if>><<if $equipSlot==2 and $fragGrenadeCount gt 0>>Frag Grenade <<button "+">>
<<if $gorman.weapon2 neq "Frag Grenade">>
<<if $gorman.weapon2=="Stun Grenade">>
<<set $stunGrenade.count += $gorman.stunGrenadeCount>>
<<set $gorman.stunGrenadeCount = 0>>
<</if>>
<<set
$gorman.weapon2="Frag Grenade",
$gorman.weapon2AttackArray= $fragGrenade.attackArray,
$gorman.weapon2AttackDmgArray= $fragGrenade.attackDmgArray,
$gorman.weapon2AttackTypeArray= $fragGrenade.attackTypeArray,
$gorman.weapon2AttackRadArray= $fragGrenade.attackRadArray,
$gorman.weapon2AttackCooldown= $fragGrenade.attackCooldown,
$gorman.weapon2AmmoCap= $fragGrenade.ammoCap,
$gorman.weapon2AmmoRemain= $fragGrenade.ammoRemain,
$gorman.weapon2AccMod= $fragGrenade.accMod,
$gorman.weapon2ReloadTime= $fragGrenade.reloadTime
>>
<</if>>
<<if $fragGrenade.count gt 0>>
<<set $gorman.fragGrenadeCount += 1>>
<<set $fragGrenade.count -= 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> / <<button "-">>
<<if $gorman.fragGrenadeCount == 1>>
<<set $gorman.fragGrenadeCount -= 1>>
<<set $fragGrenade.count += 1>>
<<set $gorman.weapon2="None">>
<<elseif $gorman.fragGrenadeCount gt 1>>
<<set $gorman.fragGrenadeCount -= 1>>
<<set $fragGrenade.count += 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> | Total Available: $fragGrenade.count | <<popup "Info" "FragGrenadeInfo" "Frag Grenade">> |
<</if>><<if $equipSlot==2 and $stunGrenadeCount gt 0>>Stun Grenade <<button "+">>
<<if $gorman.weapon2 neq "Stun Grenade">>
<<if $gorman.weapon2=="Frag Grenade">>
<<set $fragGrenade.count += $gorman.fragGrenadeCount>>
<<set $gorman.fragGrenadeCount = 0>>
<</if>>
<<set
$gorman.weapon2="Stun Grenade",
$gorman.weapon2AttackArray= $stunGrenade.attackArray,
$gorman.weapon2AttackDmgArray= $stunGrenade.attackDmgArray,
$gorman.weapon2AttackTypeArray= $stunGrenade.attackTypeArray,
$gorman.weapon2AttackRadArray= $stunGrenade.attackRadArray,
$gorman.weapon2AttackCooldown= $stunGrenade.attackCooldown,
$gorman.weapon2AmmoCap= $stunGrenade.ammoCap,
$gorman.weapon2AmmoRemain= $stunGrenade.ammoRemain,
$gorman.weapon2AccMod= $stunGrenade.accMod,
$gorman.weapon2ReloadTime= $stunGrenade.reloadTime
>>
<</if>>
<<if $stunGrenade.count gt 0>>
<<set $gorman.stunGrenadeCount += 1>>
<<set $stunGrenade.count -= 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> / <<button "-">>
<<if $gorman.stunGrenadeCount == 1>>
<<set $gorman.stunGrenadeCount -= 1>>
<<set $stunGrenade.count += 1>>
<<set $gorman.weapon2="None">>
<<elseif $gorman.stunGrenadeCount gt 1>>
<<set $gorman.stunGrenadeCount -= 1>>
<<set $stunGrenade.count += 1>>
<</if>>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</button>> | Total Available: $stunGrenade.count | <<popup "Info" "StunGrenadeInfo" "Stun Grenade">> |
<</if>><<elseif $inventoryEquipType=="utility">><strong>Utility Items:</strong>
<<if $gorman.utility neq "Med Kit">><<link "Med Kit">>
<<set $gorman.utility="Med Kit">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "MedKitInfo" "Med Kit">> |
<</if>><<if $gorman.utility neq "Rad Kit">><<link "Rad Kit">>
<<set $gorman.utility="Rad Kit">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>> | <<popup "Info" "RadKitInfo" "Rad Kit">> |
<</if>><<if $gorman.utility neq "None">><<link "None">>
<<set $gorman.utility="None">>
<<replace "#teamSetupWindow">><<include "TeamSetupWindows">><</replace>>
<</link>><</if>><</if>></td></tr></table>
<strong>Max Ammo:</strong> $pulseRifle.ammoCap
<strong>Reload Time:</strong> $pulseRifle.reloadTime Round(s)
<strong>Accuracy:</strong> <<print $pulseRifle.accMod*100>>%
<strong>Attacks</strong>
*Attack - Basic single target attack.
**Damage: $pulseRifle.attackDmgArray[0]
**Radiation: $pulseRifle.attackRadArray[0]
*Spray and Pray - Attacks all enemies for reduced damage.
**Damage: $pulseRifle.attackDmgArray[1]
**Radiation: $pulseRifle.attackRadArray[1]
*Full Auto - Fires all remaining ammo at a single target. Has a penalty to accuracy.
**Damage: $pulseRifle.attackDmgArray[2]
**Radiation: $pulseRifle.attackRadArray[2]
<strong>Max Ammo:</strong> $plasmaRifle.ammoCap
<strong>Reload Time:</strong> $plasmaRifle.reloadTime Round(s)
<strong>Accuracy:</strong> <<print $plasmaRifle.accMod*100>>%
<strong>Attacks</strong>
*Attack - Basic single target attack.
**Damage: $plasmaRifle.attackDmgArray[0]
**Radiation: $plasmaRifle.attackRadArray[0]
*Spray and Pray - Attacks all enemies for reduced damage.
**Damage: $plasmaRifle.attackDmgArray[1]
**Radiation: $plasmaRifle.attackRadArray[1]
*Overload - Uses all remaining ammo to fire a massive blast at a single enemy.
**Damage: $plasmaRifle.attackDmgArray[2]
**Radiation: $plasmaRifle.attackRadArray[2]<strong>Max Ammo:</strong> $pistol.ammoCap
<strong>Reload Time:</strong> $pistol.reloadTime Round(s)
<strong>Accuracy:</strong> <<print $pistol.accMod*100>>%
<strong>Attacks</strong>
*Attack - Basic single target attack.
**Damage: $pistol.attackDmgArray[0]
**Radiation: $pistol.attackRadArray[0]<strong>Max Ammo:</strong> $plasmaPistol.ammoCap
<strong>Reload Time:</strong> $plasmaPistol.reloadTime Round(s)
<strong>Accuracy:</strong> <<print $plasmaPistol.accMod*100>>%
<strong>Attacks</strong>
*Attack - Basic single target attack.
**Damage: $plasmaPistol.attackDmgArray[0]
**Radiation: $plasmaPistol.attackRadArray[0]<strong>Max Ammo:</strong> $combatShotgun.ammoCap
<strong>Reload Time:</strong> $combatShotgun.reloadTime Round(s)
<strong>Accuracy:</strong> <<print $combatShotgun.accMod*100>>%
<strong>Attacks</strong>
*Attack - Basic aoe attack.
**Damage: $combatShotgun.attackDmgArray[0]
**Radiation: $combatShotgun.attackRadArray[0]
*Slug - Fires single slug, dealing high damage to a single target.
**Damage: $combatShotgun.attackDmgArray[1]
**Radiation: $combatShotgun.attackRadArray[1]<strong>Max Ammo:</strong> $shardCannon.ammoCap
<strong>Reload Time:</strong> $shardCannon.reloadTime Round(s)
<strong>Accuracy:</strong> <<print $shardCannon.accMod*100>>%
<strong>Attacks</strong>
*Attack - Basic aoe attack.
**Damage: $shardCannon.attackDmgArray[0]
**Radiation: $shardCannon.attackRadArray[0]
*Slug - Fires single slug, dealing high damage to a single target.
**Damage: $shardCannon.attackDmgArray[1]
**Radiation: $shardCannon.attackRadArray[1]
*Airburst - Sets the shell to explode just before the target. Deals base damage to the target enemy and 50% less to all other enemies.
**Damage: $shardCannon.attackDmgArray[2]
**Radiation: $shardCannon.attackRadArray[2]<strong>Max Ammo:</strong> $sniperRifle.ammoCap
<strong>Reload Time:</strong> $sniperRifle.reloadTime Round(s)
<strong>Accuracy:</strong> <<print $sniperRifle.accMod*100>>%
<strong>Attacks</strong>
*Attack - Basic single target attack.
**Damage: $sniperRifle.attackDmgArray[0]
**Radiation: $sniperRifle.attackRadArray[0]
*Headshot - High damage single target attack. Reduces the shooter's speed for a turn.
**Damage: $sniperRifle.attackDmgArray[1]
**Radiation: $sniperRifle.attackRadArray[1]
<strong>Max Ammo:</strong> $railgun.ammoCap
<strong>Reload Time:</strong> $railgun.reloadTime Round(s)
<strong>Accuracy:</strong> <<print $railgun.accMod*100>>%
<strong>Attacks</strong>
*Attack - Basic single target attack.
**Damage: $railgun.attackDmgArray[0]
**Radiation: $railgun.attackRadArray[0]
*Headshot - High damage single target attack. Reduces the shooter's speed for a turn.
**Damage: $railgun.attackDmgArray[1]
**Radiation: $railgun.attackRadArray[1]
*Line em Up! - Pierces all enemies, dealing base damage to each. An enemy at random gains a free attack against you.
**Damage: $railgun.attackDmgArray[2]
**Radiation: $railgun.attackRadArray[2]<strong>Max Ammo:</strong> $rocketLauncher.ammoCap
<strong>Reload Time:</strong> $rocketLauncher.reloadTime Round(s)
<strong>Accuracy:</strong> <<print $rocketLauncher.accMod*100>>%
<strong>Attacks</strong>
*Attack - High damage aoe attack.
**Damage: $rocketLauncher.attackDmgArray[0]
**Radiation: $rocketLauncher.attackRadArray[0]
Frag Grenades have no reload time and can be thrown as long as you have one in your inventory.
<strong>Attacks</strong>
* Throw - Deals high damage to all enemies.
**Damage: $fragGrenade.attackDmgArray[0]
**Radiation: $fragGrenade.attackRadArray[0]
Stun Grenades have no reload time and can be thrown as long as you have one in your inventory.
<strong>Attacks</strong>
* Throw - Deals low damage to all enemies, but will stun them for 1 round.
**Damage: $stunGrenade.attackDmgArray[0]
**Radiation: $stunGrenade.attackRadArray[0]* Heal - On use, restores 25 Health to the target party member.* Treat Radiation - On use, removes 25 Radiation from the target party member.Allows hacking into computers, door terminals and other electronic devices.Increases accuracy by 10. Enables use of Sniper Rifles and Railguns.Allows use of full sized weapons in the secondary weapon slot. Enables use of Combat Shotgun, Shard Cannon, and Rocket Launcher.
Increases speed by 10. Reduces reload times by 1 turn.<div id="squadTable"><<include "SquadSelectTable">></div>
[[Move out!|$MissionStart]]<table>
<tr>
<td>$player.name</td>
<td>$teamSlot1
<<popup "Change" "SquadSelectPopup1" "Squad Select">></td>
<td>$teamSlot2
<<popup "Change" "SquadSelectPopup2" "Squad Select">></td>
</tr>
<tr>
<td><strong>Name:</strong> $player.surname
<strong>Health:</strong> $player.health / $player.maxHealth
<strong>Radiation:</strong> $player.radiation / $player.maxRadiation
<strong>Traits:</strong> $player.trait
<strong>Primary Weapon:</strong> $player.weapon1
<strong>Secondary Weapon:</strong> $player.weapon2
<strong>Utility:</strong> $player.utility
</td>
<td><<if $teamSlot1 neq "Empty">>\
<strong>Name:</strong> $teamSlot1
<strong>Health:</strong> <<print "$"+$teamSlot1.toLowerCase()+".health">> / <<print "$"+$teamSlot1.toLowerCase()+".maxHealth">>
<strong>Radiation:</strong> <<print "$"+$teamSlot1.toLowerCase()+".radiation">> / <<print "$"+$teamSlot1.toLowerCase()+".maxRadiation">>
<strong>Traits:</strong> <<print "$"+$teamSlot1.toLowerCase()+".trait">>
<strong>Primary Weapon:</strong> <<print "$"+$teamSlot1.toLowerCase()+".weapon1">>
<strong>Secondary Weapon:</strong> <<print "$"+$teamSlot1.toLowerCase()+".weapon2">>
<strong>Utility:</strong> <<print "$"+$teamSlot1.toLowerCase()+".utility">>
<</if>></td>
<td><<if $teamSlot2 neq "Empty">>\
<strong>Name:</strong> $teamSlot2
<strong>Health:</strong> <<print "$"+$teamSlot2.toLowerCase()+".health">> / <<print "$"+$teamSlot2.toLowerCase()+".maxHealth">>
<strong>Radiation:</strong> <<print "$"+$teamSlot2.toLowerCase()+".radiation">> / <<print "$"+$teamSlot2.toLowerCase()+".maxRadiation">>
<strong>Traits:</strong> <<print "$"+$teamSlot2.toLowerCase()+".trait">>
<strong>Primary Weapon:</strong> <<print "$"+$teamSlot2.toLowerCase()+".weapon1">>
<strong>Secondary Weapon:</strong> <<print "$"+$teamSlot2.toLowerCase()+".weapon2">>
<strong>Utility:</strong> <<print "$"+$teamSlot2.toLowerCase()+".utility">>
<</if>></td> </tr>
</table>
Choose a squadmate:
<<if $teamSlot1 neq "Torres" and $teamSlot2 neq "Torres">><<link "Torres">>
<<set $teamSlot1 = "Torres">>
<<replace "#squadTable">><<include "SquadSelectTable">><</replace>>
<<script>>UI.close()<</script>>
<</link>>
<</if>>\
<<if $teamSlot1 neq "Williams" and $teamSlot2 neq "Williams">><<link "Williams">>
<<set $teamSlot1 = "Williams">>
<<replace "#squadTable">><<include "SquadSelectTable">><</replace>>
<<script>>UI.close()<</script>>
<</link>>
<</if>>\
<<if $teamSlot1 neq "Lee" and $teamSlot2 neq "Lee">><<link "Lee">>
<<set $teamSlot1 = "Lee">>
<<replace "#squadTable">><<include "SquadSelectTable">><</replace>>
<<script>>UI.close()<</script>>
<</link>>
<</if>>\
<<if $teamSlot1 neq "Hodge" and $teamSlot2 neq "Hodge">><<link "Hodge">>
<<set $teamSlot1 = "Hodge">>
<<replace "#squadTable">><<include "SquadSelectTable">><</replace>>
<<script>>UI.close()<</script>>
<</link>>
<</if>>\
<<if $teamSlot1 neq "Gorman" and $teamSlot2 neq "Gorman">><<link "Gorman">>
<<set $teamSlot1 = "Gorman">>
<<replace "#squadTable">><<include "SquadSelectTable">><</replace>>
<<script>>UI.close()<</script>>
<</link>><</if>>\Choose a squadmate:
<<if $teamSlot1 neq "Torres" and $teamSlot2 neq "Torres">><<link "Torres">>
<<set $teamSlot2 = "Torres">>
<<replace "#squadTable">><<include "SquadSelectTable">><</replace>>
<<script>>UI.close()<</script>>
<</link>>
<</if>>\
<<if $teamSlot1 neq "Williams" and $teamSlot2 neq "Williams">><<link "Williams">>
<<set $teamSlot2 = "Williams">>
<<replace "#squadTable">><<include "SquadSelectTable">><</replace>>
<<script>>UI.close()<</script>>
<</link>>
<</if>>\
<<if $teamSlot1 neq "Lee" and $teamSlot2 neq "Lee">><<link "Lee">>
<<set $teamSlot2 = "Lee">>
<<replace "#squadTable">><<include "SquadSelectTable">><</replace>>
<<script>>UI.close()<</script>>
<</link>>
<</if>>\
<<if $teamSlot1 neq "Hodge" and $teamSlot2 neq "Hodge">><<link "Hodge">>
<<set $teamSlot2 = "Hodge">>
<<replace "#squadTable">><<include "SquadSelectTable">><</replace>>
<<script>>UI.close()<</script>>
<</link>>
<</if>>\
<<if $teamSlot1 neq "Gorman" and $teamSlot2 neq "Gorman">><<link "Gorman">>
<<set $teamSlot2 = "Gorman">>
<<replace "#squadTable">><<include "SquadSelectTable">><</replace>>
<<script>>UI.close()<</script>>
<</link>><</if>>\<<if $player.face eq "male">>\
<img class="portrait" src="images/characters/dialogportraits/portrait_playerMale1.jpg">
<<elseif $player.face eq "female1">>\
<img class="portrait" src="images/characters/dialogportraits/portrait_playerFemale1.jpg">
<<else>>\
<img class="portrait" src="images/characters/dialogportraits/portrait_playerFemale2.jpg">
<</if>><<if $player.face eq "male">>\
<img class="portrait" src="images/characters/dialogportraits/combat_playerMale1.jpg">
<<elseif $player.face eq "female1">>\
<img class="portrait" src="images/characters/dialogportraits/combat_playerFemale1.jpg">
<<else>>\
<img class="portrait" src="images/characters/dialogportraits/combat_playerFemale2.jpg">
<</if>><<if $torres.face eq "male">>\
<img class="portrait" src="images/characters/dialogportraits/portrait_maleTorres1.jpg">
<<elseif $torres.face eq "female1">>\
<img class="portrait" src="images/characters/dialogportraits/portrait_femaleTorres1.jpg">
<<else>>\
<img class="portrait" src="images/characters/dialogportraits/portrait_femaleTorres2.jpg">
<</if>>
<<if $torres.face eq "male">>\
<img class="portrait" src="images/characters/dialogportraits/combat_maleTorres1.jpg">
<<elseif $torres.face eq "female1">>\
<img class="portrait" src="images/characters/dialogportraits/combat_femaleTorres1.jpg">
<<else>>\
<img class="portrait" src="images/characters/dialogportraits/combat_femaleTorres2.jpg">
<</if>>
<<if $williams.face eq "male">>\
<img class="portrait" src="images/characters/dialogportraits/portrait_maleWilliams1.jpg">
<<elseif $williams.face eq "female1">>\
<img class="portrait" src="images/characters/dialogportraits/portrait_femaleWilliams1.jpg">
<<else>>\
<img class="portrait" src="images/characters/dialogportraits/portrait_femaleWilliams2.jpg">
<</if>><<if $williams.face eq "male">>\
<img class="portrait" src="images/characters/dialogportraits/combat_maleWilliams1.jpg">
<<elseif $williams.face eq "female1">>\
<img class="portrait" src="images/characters/dialogportraits/combat_femaleWilliams1.jpg">
<<else>>\
<img class="portrait" src="images/characters/dialogportraits/combat_femaleWilliams2.jpg">
<</if>><<if $lee.face eq "male">>\
<img class="portrait" src="images/characters/dialogportraits/portrait_maleLee1.jpg">
<<elseif $lee.face eq "female1">>\
<img class="portrait" src="images/characters/dialogportraits/portrait_femaleLee1.jpg">
<<else>>\
<img class="portrait" src="images/characters/dialogportraits/portrait_femaleLee2.jpg">
<</if>><<if $lee.face eq "male">>\
<img class="portrait" src="images/characters/dialogportraits/combat_maleLee1.jpg">
<<elseif $lee.face eq "female1">>\
<img class="portrait" src="images/characters/dialogportraits/combat_femaleLee1.jpg">
<<else>>\
<img class="portrait" src="images/characters/dialogportraits/combat_femaleLee2.jpg">
<</if>><<if $hodge.face eq "male">>\
<img class="portrait" src="images/characters/dialogportraits/portrait_maleHodge1.jpg">
<<elseif $hodge.face eq "female1">>\
<img class="portrait" src="images/characters/dialogportraits/portrait_femaleHodge1.jpg">
<<else>>\
<img class="portrait" src="images/characters/dialogportraits/portrait_femaleHodge2.jpg">
<</if>><<if $hodge.face eq "male">>\
<img class="portrait" src="images/characters/dialogportraits/combat_maleHodge1.jpg">
<<elseif $hodge.face eq "female1">>\
<img class="portrait" src="images/characters/dialogportraits/combat_femaleHodge1.jpg">
<<else>>\
<img class="portrait" src="images/characters/dialogportraits/combat_femaleHodge2.jpg">
<</if>><<if $gorman.face eq "male">>\
<img class="portrait" src="images/characters/dialogportraits/portrait_maleGorman1.jpg">
<<elseif $gorman.face eq "female1">>\
<img class="portrait" src="images/characters/dialogportraits/portrait_femaleGorman1.jpg">
<<else>>\
<img class="portrait" src="images/characters/dialogportraits/portrait_femaleGorman2.jpg">
<</if>><<if $gorman.face eq "male">>\
<img class="portrait" src="images/characters/dialogportraits/combat_maleGorman1.jpg">
<<elseif $gorman.face eq "female1">>\
<img class="portrait" src="images/characters/dialogportraits/combat_femaleGorman1.jpg">
<<else>>\
<img class="portrait" src="images/characters/dialogportraits/combat_femaleGorman2.jpg">
<</if>><<if $combatTurn==$player.name>>\
<strong>$player.weapon1:</strong>
<<if $combatAction==$player.weapon1AttackArray[0] and $weaponName==$player.weapon1>><img class="selectArrow" src="images/smallArrowRight.png"><font color="red"><strong>$combatAction</strong></font> <img class="selectArrow" src="images/smallArrowLeft.png">\
<<else>><<link $player.weapon1AttackArray[0]>>
<<set $abilityTarget="Enemy">>\
<<set $combatAction=$player.weapon1AttackArray[0]>>
<<set $abilityTargetType=$player.weapon1AttackTypeArray[0]>>
<<set $weaponName=$player.weapon1>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>><</if>>
<<if $player.weapon1AttackArray.length gt 1>>\
<<if $combatAction==$player.weapon1AttackArray[1] and $weaponName==$player.weapon1>><img class="selectArrow" src="images/smallArrowRight.png"><font color="red"><strong>$combatAction</strong></font> <img class="selectArrow" src="images/smallArrowLeft.png">\
<<else>><<link $player.weapon1AttackArray[1]>>
<<set $abilityTarget="Enemy">>\
<<set $combatAction=$player.weapon1AttackArray[1]>>
<<set $abilityTargetType=$player.weapon1AttackTypeArray[1]>>
<<set $weaponName=$player.weapon1>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>><</if>>
<</if>>\
<<if $player.weapon1AttackArray.length gt 2 >>\
<<if $combatAction==$player.weapon1AttackArray[2] and $weaponName==$player.weapon1>><img class="selectArrow" src="images/smallArrowRight.png"><font color="red"><strong>$combatAction</strong></font> <img class="selectArrow" src="images/smallArrowLeft.png">\
<<else>><<link $player.weapon1AttackArray[2]>>
<<set $abilityTarget="Enemy">>\
<<set $combatAction=$player.weapon1AttackArray[2]>>
<<set $abilityTargetType=$player.weapon1AttackTypeArray[2]>>
<<set $weaponName=$player.weapon1>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>><</if>>
<</if>>\
<<if $player.weapon1AttackArray.length gt 3 >>\
<<if $combatAction==$player.weapon1AttackArray[3] and $weaponName==$player.weapon1>><img class="selectArrow" src="images/smallArrowRight.png"><font color="red"><strong>$combatAction</strong></font> <img class="selectArrow" src="images/smallArrowLeft.png">\
<<else>><<link $player.weapon1AttackArray[3]>>
<<set $abilityTarget="Enemy">>\
<<set $combatAction=$player.weapon1AttackArray[3]>>
<<set $abilityTargetType=$player.weapon1AttackTypeArray[3]>>
<<set $weaponName=$player.weapon1>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>><</if>>
<</if>>\
<strong>$player.weapon2:</strong>
<<if $combatAction==$player.weapon2AttackArray[0] and $weaponName==$player.weapon2>><img class="selectArrow" src="images/smallArrowRight.png"><font color="red"><strong>$combatAction</strong></font> <img class="selectArrow" src="images/smallArrowLeft.png">\
<<else>><<link $player.weapon2AttackArray[0]>>
<<set $abilityTarget="Enemy">>\
<<set $combatAction=$player.weapon2AttackArray[0]>>
<<set $abilityTargetType=$player.weapon2AttackTypeArray[0]>>
<<set $weaponName=$player.weapon2>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>><</if>>
<<if $player.weapon2AttackArray.length gt 1>>\
<<if $combatAction==$player.weapon2AttackArray[1] and $weaponName==$player.weapon2>><img class="selectArrow" src="images/smallArrowRight.png"><font color="red"><strong>$combatAction</strong></font> <img class="selectArrow" src="images/smallArrowLeft.png">\
<<else>><<link $player.weapon2AttackArray[1]>>
<<set $abilityTarget="Enemy">>\
<<set $combatAction=$player.weapon2AttackArray[1]>>
<<set $abilityTargetType=$player.weapon2AttackTypeArray[1]>>
<<set $weaponName=$player.weapon2>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>><</if>>
<</if>>\
<<if $player.weapon2AttackArray.length gt 2 >>\
<<if $combatAction==$player.weapon2AttackArray[2] and $weaponName==$player.weapon2>><img class="selectArrow" src="images/smallArrowRight.png"><font color="red"><strong>$combatAction</strong></font> <img class="selectArrow" src="images/smallArrowLeft.png">\
<<else>><<link $player.weapon2AttackArray[2]>>
<<set $abilityTarget="Enemy">>\
<<set $combatAction=$player.weapon2AttackArray[2]>>
<<set $abilityTargetType=$player.weapon2AttackTypeArray[2]>>
<<set $weaponName=$player.weapon2>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>><</if>>
<</if>>\
<<if $player.weapon2AttackArray.length gt 3 >>\
<<if $combatAction==$player.weapon2AttackArray[3] and $weaponName==$player.weapon2>><img class="selectArrow" src="images/smallArrowRight.png"><font color="red"><strong>$combatAction</strong></font> <img class="selectArrow" src="images/smallArrowLeft.png">\
<<else>><<link $player.weapon2AttackArray[3]>>
<<set $abilityTarget="Enemy">>\
<<set $combatAction=$player.weapon2AttackArray[3]>>
<<set $abilityTargetType=$player.weapon2AttackTypeArray[3]>>
<<set $weaponName=$player.weapon2>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>><</if>>
<</if>>\
<<else>><<if $combatTurn == "Torres">>\
<<set $weapon1AttackArray=$torres.weapon1AttackArray>>\
<<set $weapon1AttackTypeArray=$torres.weapon1AttackTypeArray>>\
<<set $weapon2AttackArray=$torres.weapon2AttackArray>>\
<<set $weapon2AttackTypeArray=$torres.weapon2AttackTypeArray>>\
<<elseif $combatTurn == "Williams">>\
<<set $weapon1AttackArray=$williams.weapon1AttackArray>>\
<<set $weapon1AttackTypeArray=$williams.weapon1AttackTypeArray>>\
<<set $weapon2AttackArray=$williams.weapon2AttackArray>>\
<<set $weapon2AttackTypeArray=$williams.weapon2AttackTypeArray>>\
<<elseif $combatTurn == "Lee">>\
<<set $weapon1AttackArray=$lee.weapon1AttackArray>>\
<<set $weapon1AttackTypeArray=$lee.weapon1AttackTypeArray>>\
<<set $weapon2AttackArray=$lee.weapon2AttackArray>>\
<<set $weapon2AttackTypeArray=$lee.weapon2AttackTypeArray>>\
<<elseif $combatTurn == "Hodge">>\
<<set $weapon1AttackArray=$hodge.weapon1AttackArray>>\
<<set $weapon1AttackTypeArray=$hodge.weapon1AttackTypeArray>>\
<<set $weapon2AttackArray=$hodge.weapon2AttackArray>>\
<<set $weapon2AttackTypeArray=$hodge.weapon2AttackTypeArray>>\
<<elseif $combatTurn == "Gorman">>\
<<set $weapon1AttackArray=$gorman.weapon1AttackArray>>\
<<set $weapon1AttackTypeArray=$gorman.weapon1AttackTypeArray>>\
<<set $weapon2AttackArray=$gorman.weapon2AttackArray>>\
<<set $weapon2AttackTypeArray=$gorman.weapon2AttackTypeArray>>\
<</if>>\
<<print "<<set $weapon1Name = $"+$combatTurn.toLowerCase()+".weapon1>>">>\
<<print "<<set $weapon2Name = $"+$combatTurn.toLowerCase()+".weapon2>>">>\
<strong>$weapon1Name:</strong>
<<if $combatAction==$weapon1AttackArray[0] and $weaponName==$weapon1Name>><img class="selectArrow" src="images/smallArrowRight.png"><font color="red"><strong>$combatAction</strong></font> <img class="selectArrow" src="images/smallArrowLeft.png">\
<<else>><<link $weapon1AttackArray[0]>>
<<set $abilityTarget="Enemy">>\
<<set $combatAction=$weapon1AttackArray[0]>>
<<set $abilityTargetType=$weapon1AttackTypeArray[0]>>
<<set $weaponName=$weapon1Name>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>><</if>>
<<if $weapon1AttackArray.length gt 1>>\
<<if $combatAction==$weapon1AttackArray[1] and $weaponName==$weapon1Name>><img class="selectArrow" src="images/smallArrowRight.png"><font color="red"><strong>$combatAction</strong></font> <img class="selectArrow" src="images/smallArrowLeft.png">\
<<else>><<link $weapon1AttackArray[1]>>
<<set $abilityTarget="Enemy">>\
<<set $combatAction=$weapon1AttackArray[1]>>
<<set $abilityTargetType=$weapon1AttackTypeArray[1]>>
<<set $weaponName=$weapon1Name>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>><</if>>
<</if>>\
<<if $weapon1AttackArray.length gt 2 >>\
<<if $combatAction==$weapon1AttackArray[2] and $weaponName==$weapon1Name>><img class="selectArrow" src="images/smallArrowRight.png"><font color="red"><strong>$combatAction</strong></font> <img class="selectArrow" src="images/smallArrowLeft.png">\
<<else>><<link $weapon1AttackArray[2]>>
<<set $abilityTarget="Enemy">>\
<<set $combatAction=$weapon1AttackArray[2]>>
<<set $abilityTargetType=$weapon1AttackTypeArray[2]>>
<<set $weaponName=$weapon1Name>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>><</if>>
<</if>>\
<<if $weapon1AttackArray.length gt 3 >>\
<<if $combatAction==$weapon1AttackArray[3] and $weaponName==$weapon1Name>>><img class="selectArrow" src="images/smallArrowRight.png"><font color="red"><strong>$combatAction</strong></font> <img class="selectArrow" src="images/smallArrowLeft.png">\
<<else>><<link $weapon1AttackArray[3]>>
<<set $abilityTarget="Enemy">>\
<<set $combatAction=$weapon1AttackArray[3]>>
<<set $abilityTargetType=$weapon1AttackTypeArray[3]>>
<<set $weaponName=$weapon1Name>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>><</if>>
<</if>>\
<strong>$weapon2Name:</strong>
<<if $combatAction==$weapon2AttackArray[0] and $weaponName==$weapon2Name>><img class="selectArrow" src="images/smallArrowRight.png"><font color="red"><strong>$combatAction</strong></font> <img class="selectArrow" src="images/smallArrowLeft.png">\
<<else>><<link $weapon2AttackArray[0]>>
<<set $abilityTarget="Enemy">>\
<<set $combatAction=$weapon2AttackArray[0]>>
<<set $abilityTargetType=$weapon2AttackTypeArray[0]>>
<<set $weaponName=$weapon2Name>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>><</if>>
<<if $weapon2AttackArray.length gt 1>>\
<<if $combatAction==$weapon2AttackArray[1] and $weaponName==$weapon2Name>><img class="selectArrow" src="images/smallArrowRight.png"><font color="red"><strong>$combatAction</strong></font> <img class="selectArrow" src="images/smallArrowLeft.png">\
<<else>><<link $weapon2AttackArray[1]>>
<<set $abilityTarget="Enemy">>\
<<set $combatAction=$weapon2AttackArray[1]>>
<<set $abilityTargetType=$weapon2AttackTypeArray[1]>>
<<set $weaponName=$weapon2Name>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>><</if>>
<</if>>\
<<if $weapon2AttackArray.length gt 2 >>\
<<if $combatAction==$weapon2AttackArray[2] and $weaponName==$weapon2Name>><img class="selectArrow" src="images/smallArrowRight.png"><font color="red"><strong>$combatAction</strong></font> <img class="selectArrow" src="images/smallArrowLeft.png">\
<<else>><<link $weapon2AttackArray[2]>>
<<set $abilityTarget="Enemy">>\
<<set $combatAction=$weapon2AttackArray[2]>>
<<set $abilityTargetType=$weapon2AttackTypeArray[2]>>
<<set $weaponName=$weapon2Name>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>><</if>>
<</if>>\
<<if $weapon2AttackArray.length gt 3 >>\
<<if $combatAction==$weapon2AttackArray[3] and $weaponName==$weapon2Name>><img class="selectArrow" src="images/smallArrowRight.png"><font color="red"><strong>$combatAction</strong></font> <img class="selectArrow" src="images/smallArrowLeft.png">\
<<else>><<link $weapon2AttackArray[3]>>
<<set $abilityTarget="Enemy">>\
<<set $combatAction=$weapon2AttackArray[3]>>
<<set $abilityTargetType=$weapon2AttackTypeArray[3]>>
<<set $weaponName=$weapon2Name>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>><</if>>
<</if>>\
<</if>><<mouseover>>\
<<link 'Do it'>><</link>>\
<<onmousein>>
<<replace '#tooltip'>>: Do the thing.<</replace>>
<<onmouseout>>
<<replace '#tooltip'>><</replace>>
<</mouseover>>\
@@#tooltip;@@
/* This section came from the bottom of the CombatOptions passage */
Test Links
<<link "Randomize Party">>
<<set $partyList=$charList.randomMany(2)>>
<<set $teamSlot1=$partyList[0]>>
<<set $teamSlot2=$partyList[1]>>
<<replace "#playerCombatTable">><<include "CombatHealthTable">><</replace>>
<</link>>
<<link "Damage Enemy1">>
<<set $npc1.health+=10>>
<<set $playerTarget=$npc1.name>>
<<replace "#npcCombatTable">><<include "CombatEnemiesTable">><</replace>>
<</link>>
<<link "Damage Player">>
<<set $player.damage+=10>>
<<replace "#playerCombatTable">><<include "CombatHealthTable">><</replace>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>>
<<link "Remove Rads Player">>
<<set $player.rads=10>>
<<replace "#playerCombatTable">><<include "CombatHealthTable">><</replace>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>>
<<link "Set $player.maleName Turn">>
<<set $combatTurn=$player.maleName>>
<<replace "#playerCombatTable">><<include "CombatHealthTable">><</replace>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>>
<<link "Set $teamSlot1 Turn">>
<<set $combatTurn=$teamSlot1>>
<<replace "#playerCombatTable">><<include "CombatHealthTable">><</replace>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>>
<<link "Set $teamSlot2 Turn">>
<<set $combatTurn=$teamSlot2>>
<<replace "#playerCombatTable">><<include "CombatHealthTable">><</replace>>
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>
<</link>><<if $combatTurn==$player.name or $combatTurn==$teamSlot1 or $combatTurn==$teamSlot2>>\
<<if $combatAction=="None">>\
/*It's $combatTurn's turn.*/\
<<else>>\
<<display DamageCalc>>\
$combatTurn uses $combatAction on $playerTarget with their $weaponName!
It deals $damage damage and exposes $combatTurn to $radiation radiation.
<</if>>\
<<if $combatAction neq "None">>\
<<set $combatAction = "Next">>\
<<set $combatActionType = "None">>\
<<set $abilityTarget = "None">>\
<<display "TurnCalc">>\
<<set _refresh = 1>>\
<</if>>\
<<else>>\
$combatTurn uses $combatAction on $combatTarget. It deals $npcDmg damage to $combatTarget and exposes them to $npcRads radiation.
<<if $combatAction neq "None">>\
<<set $combatAction = "Next">>\
<<set $combatActionType = "None">>\
<<set $abilityTarget = "None">>\
<<display "TurnCalc">>\
<<set _refresh = 1>>\
<</if>>\
<</if>>\
<<print "<<set _slot1Rad = $"+$teamSlot1.toLowerCase()+".radiation>>">>\
<<print "<<set _slot2Rad = $"+$teamSlot2.toLowerCase()+".radiation>>">>\
<<if $player.radiation gte 100>>\
<<set $player.radiation -= 100>>\
<<set $radTransTarget = "player">>\
<<display "RadiationTransformation">>\
<<set _refresh = 1>>\
<</if>>\
<<if _slot1Rad gte 100>>\
<<print "<<set $"+$teamSlot1.toLowerCase()+".radiation -= 100>>">>\
<<set $radTransTarget = $teamSlot1.toLowerCase()>>\
<<display "RadiationTransformation">>\
<<set _refresh = 1>>\
<</if>>\
<<if _slot2Rad gte 100>>\
<<print "<<set $"+$teamSlot2.toLowerCase()+".radiation -= 100>>">>\
<<set $radTransTarget = $teamSlot2.toLowerCase()>>\
<<display "RadiationTransformation">>\
<<set _refresh = 1>>\
<</if>>\
<<if _refresh == 1>>\
<<replace "#npcCombatTable">><<include "CombatEnemiesTable">><</replace>>\
<<replace "#playerCombatTable">><<include "CombatHealthTable">><</replace>>\
<<replace "#playerCombatOptions">><<include "CombatOptions">><</replace>>\
<<set _refresh = 0>>\
<</if>>\<<set $weaponSuffix = "">>
<<script>>state.variables.weaponSuffix=state.variables.weaponName.replace(/ +/g,"");<</script>>
<<set $weaponSuffix = $weaponSuffix.toLowerCase()>>
<<print "<<set $weaponAttackArray = $"+$weaponSuffix+".attackArray>>">>
<<set $attackIndex = $weaponAttackArray.indexOf($combatAction)>>
<<print "<<set $damage = $"+$weaponSuffix+".attackDmgArray["+$attackIndex+"]>>">>
<<print "<<set $radiation = $"+$weaponSuffix+".attackRadArray["+$attackIndex+"]>>">>
<<switch $playerTarget>>
<<case $npc1.name>>
<<set $npc1.damage+=$damage>>
<<if $npc1.health lte $damage>>
<<set $entitySpeed.deleteAt($entityList.indexOf($npc1.name))>>
<<set $entitySpeedCheck.deleteAt($entityList.indexOf($npc1.name))>>
<<set $entityList.delete($npc1.name)>>
<</if>>
<<case $npc2.name>>
<<set $npc2.damage+=$damage>>
<<if $npc2.health lte $damage>>
<<set $entitySpeed.delete($entityList.indexOf($npc2.name))>>
<<set $entitySpeedCheck.delete($entityList.indexOf($npc2.name))>>
<<set $entityList.delete($npc2.name)>>
<</if>>
<<case $npc3.name>>
<<set $npc3.damage+=$damage>>
<<if $npc3.health lte $damage>>
<<set $entitySpeed.delete($entityList.indexOf($npc3.name))>>
<<set $entitySpeedCheck.delete($entityList.indexOf($npc3.name))>>
<<set $entityList.delete($npc3.name)>>
<</if>>
<<case $npc4.name>>
<<set $npc4.damage+=$damage>>
<<if $npc4.health lte $damage>>
<<set $entitySpeed.delete($entityList.indexOf($npc4.name))>>
<<set $entitySpeedCheck.delete($entityList.indexOf($npc4.name))>>
<<set $entityList.delete($npc4.name)>>
<</if>>
<<case $npc5.name>>
<<set $npc5.damage+=$damage>>
<<if $npc5.health lte $damage>>
<<set $entitySpeed.delete($entityList.indexOf($npc5.name))>>
<<set $entitySpeedCheck.delete($entityList.indexOf($npc5.name))>>
<<set $entityList.delete($npc5.name)>>
<</if>>
<<case "All">>
<<for _i = 0; _i lt $entityList.length; _i++>>
<<switch $entityList[_i]>>
<<case $npc1.name>>
<<set $npc1.damage+=$damage>>
<<if $npc1.health lte $damage>>
<<set $entitySpeed.deleteAt($entityList.indexOf($npc1.name))>>
<<set $entitySpeedCheck.deleteAt($entityList.indexOf($npc1.name))>>
<<set $entityList.delete($npc1.name)>>
<</if>>
<<case $npc2.name>>
<<set $npc2.damage+=$damage>>
<<if $npc2.health lte $damage>>
<<set $entitySpeed.delete($entityList.indexOf($npc2.name))>>
<<set $entitySpeedCheck.delete($entityList.indexOf($npc2.name))>>
<<set $entityList.delete($npc2.name)>>
<</if>>
<<case $npc3.name>>
<<set $npc3.damage+=$damage>>
<<if $npc3.health lte $damage>>
<<set $entitySpeed.delete($entityList.indexOf($npc3.name))>>
<<set $entitySpeedCheck.delete($entityList.indexOf($npc3.name))>>
<<set $entityList.delete($npc3.name)>>
<</if>>
<<case $npc4.name>>
<<set $npc4.damage+=$damage>>
<<if $npc4.health lte $damage>>
<<set $entitySpeed.delete($entityList.indexOf($npc4.name))>>
<<set $entitySpeedCheck.delete($entityList.indexOf($npc4.name))>>
<<set $entityList.delete($npc4.name)>>
<</if>>
<<case $npc5.name>>
<<set $npc5.damage+=$damage>>
<<if $npc5.health lte $damage>>
<<set $entitySpeed.delete($entityList.indexOf($npc5.name))>>
<<set $entitySpeedCheck.delete($entityList.indexOf($npc5.name))>>
<<set $entityList.delete($npc5.name)>>
<</if>>
<</switch>>
<</for>>
<</switch>>
<<if $combatTurn == $player.name>>
<<set $player.rads=-$radiation>>
<<else>>
<<print "<<set $"+$combatTurn.toLowerCase()+".rads=-$radiation>>">>
<</if>>
<<replace "#npcCombatTable">><<include "CombatEnemiesTable">><</replace>>
<<set $entityList=[]>>
<<set $entitySpeed=[]>>
<<set $entitySpeedCheck=[]>>
<<set $entityList.push($player.name, $teamSlot1, $teamSlot2)>>
<<print "<<set _ally1Speed = $"+$teamSlot1.toLowerCase()+".speed>>">>
<<print "<<set _ally2Speed = $"+$teamSlot2.toLowerCase()+".speed>>">>
<<set $entitySpeed.push($player.speed, _ally1Speed, _ally2Speed)>>
<<set $entitySpeedCheck = [0,0,0,0,0,0,0,0]>>
<<switch $combatEncounter.length>>
<<case 1>>
<<set $entityList.push($npc1.name)>>
<<set $entitySpeed.push($npc1.speed)>>
<<case 2>>
<<set $entityList.push($npc1.name, $npc2.name)>>
<<set $entitySpeed.push($npc1.speed, $npc2.speed)>>
<<case 3>>
<<set $entityList.push($npc1.name, $npc2.name, $npc3.name)>>
<<set $entitySpeed.push($npc1.speed, $npc2.speed, $npc3.speed)>>
<<case 4>>
<<set $entityList.push($npc1.name, $npc2.name, $npc3.name, $npc4.name)>>
<<set $entitySpeed.push($npc1.speed, $npc2.speed, $npc3.speed, $npc4.speed)>>
<<case 5>>
<<set $entityList.push($npc1.name, $npc2.name, $npc3.name, $npc4.name, $npc5.name)>>
<<set $entitySpeed.push($npc1.speed, $npc2.speed, $npc3.speed, $npc4.speed, $npc5.speed)>>
<</switch>>
/* Build speed values until one is greater than 100 */
<<for _i = 0; _i lt 10; _i++>>
<<for _speedIndex = 0; _speedIndex lt $entitySpeed.length; _speedIndex++>>
<<set $entitySpeedCheck[_speedIndex] += $entitySpeed[_speedIndex]>>
<</for>>
<<for _turnIndex = 0; _turnIndex lt $entitySpeed.length; _turnIndex++>>
<<if $entitySpeedCheck[_turnIndex] gte 100>>
<<set _turnBool = "True">>
<<break>>
<</if>>
<</for>>
<<if _turnBool == "True">>
<<break>>
<</if>>
<</for>>
<<set _maxSpeed = 0>>
<<set _maxSpeedIndex = 0>>
/* Finds entity with highest speed value and sets it to their turn */
<<for _i=0; _i lt $entitySpeed.length; _i++>>
<<if $entitySpeedCheck[_i] gt _maxSpeed>>
<<set _maxSpeed = $entitySpeedCheck[_i]>>
<<set _maxSpeedIndex = _i>>
<</if>>
<</for>>
<<set $combatTurn = $entityList[_maxSpeedIndex]>>
<<set $entitySpeedCheck[_maxSpeedIndex]-=100>>
<<set _turnBool = "False">>
/* Build speed values until one is greater than 100 */
<<for _i = 0; _i lt 10; _i++>>
<<for _turnIndex = 0; _turnIndex lt $entitySpeed.length; _turnIndex++>>
<<if $entitySpeedCheck[_turnIndex] gte 100>>
<<set _turnBool = "True">>
<<break>>
<</if>>
<</for>>
<<if _turnBool == "True">>
<<break>>
<</if>>
<<for _speedIndex = 0; _speedIndex lt $entitySpeed.length; _speedIndex++>>
<<set $entitySpeedCheck[_speedIndex] += $entitySpeed[_speedIndex]>>
<</for>>
<</for>>
<<set _maxSpeed = 0>>
<<set _maxSpeedIndex = 0>>
/* Finds entity with highest speed value and sets it to their turn */
<<for _i=0; _i lt $entitySpeed.length; _i++>>
<<if $entitySpeedCheck[_i] gt _maxSpeed>>
<<set _maxSpeed = $entitySpeedCheck[_i]>>
<<set _maxSpeedIndex = _i>>
<</if>>
<</for>>
<<set $combatTurn = $entityList[_maxSpeedIndex]>>
<<set $entitySpeedCheck[_maxSpeedIndex]-=100>>
<<set _targetIndex = random(1,3)>>
<<switch _targetIndex>>
<<case 1>>
<<set $combatTarget = $player.name>>
<<case 2>>
<<set $combatTarget = $teamSlot1>>
<<case 3>>
<<set $combatTarget = $teamSlot2>>
<</switch>><<display "NPCTargetSelect">>\
<<display "NPCCombatCalc">>\
<<switch $combatTurn>>
<<case $npc1.name>>
<<set _npcPrefix = "npc1">>
<<case $npc2.name>>
<<set _npcPrefix = "npc2">>
<<case $npc3.name>>
<<set _npcPrefix = "npc3">>
<<case $npc4.name>>
<<set _npcPrefix = "npc4">>
<<case $npc5.name>>
<<set _npcPrefix = "npc5">>
<</switch>>
<<set _npc={
name:"",
maxHealth:20,
health: 20,
damage: 0,
accuracy: $template.accuracy,
weaponArray: [],
attackArray: [],
attackDmgArray: [],
attackTypeArray: [],
attackRadArray: [],
attackCooldown: [],
ammoCap: 5,
ammoRemain: 5,
accMod: 1,
reloadTime: 5
}>>
<<print "<<set _npc.weaponArray = $"+_npcPrefix+".weaponArray>>">>
<<print "<<set _npc.attackArray = $"+_npcPrefix+".attackArray>>">>
<<print "<<set _npc.attackDmgArray = $"+_npcPrefix+".attackDmgArray>>">>
<<print "<<set _npc.attackRadArray = $"+_npcPrefix+".attackRadArray>>">>
<<print "<<set _npc.attackTypeArray = $"+_npcPrefix+".attackTypeArray>>">>
<<print "<<set _slot1Health = $"+$teamSlot1.toLowerCase()+".health>>">>\
<<print "<<set _slot2Health = $"+$teamSlot2.toLowerCase()+".health>>">>\
<<set _weaponIndex = 0>>
<<if _npc.weaponArray.length gt 1>>
<<set _weaponIndex = random(1,_npc.weaponArray.length)>>
<</if>>
<<set _attackIndex = random(1,_npc.attackArray.length)-1>>
<<set $combatAction = _npc.attackArray[_attackIndex]>>
<<set $npcDmg = _npc.attackDmgArray[_attackIndex]>>
<<set $npcRads = _npc.attackRadArray[_attackIndex]>>
<<set _attackType = _npc.attackTypeArray[_attackIndex]>>
<<if _attackType == "All">>
<<if $player.health lte $npcDmg>>
<<set $entitySpeed.delete($entityList.indexOf($player.name))>>
<<set $entitySpeedCheck.delete($entityList.indexOf($player.name))>>
<<set $entityList.delete($player.name)>>
<</if>>
<<if _slot1Health lte $npcDmg>>
<<set $entitySpeed.delete($entityList.indexOf($teamSlot1))>>
<<set $entitySpeedCheck.delete($entityList.indexOf($teamSlot1))>>
<<set $entityList.delete($teamSlot1)>>
<</if>>
<<if _slot2Health lte $npcDmg>>
<<set $entitySpeed.delete($entityList.indexOf($teamSlot2))>>
<<set $entitySpeedCheck.delete($entityList.indexOf($teamSlot2))>>
<<set $entityList.delete($teamSlot2)>>
<</if>>
<<set $player.damage += $npcDmg>>
<<set $player.rads -= $npcRads>>
<<print "<<set $"+$teamSlot1.toLowerCase()+".damage += $npcDmg>>">>
<<print "<<set $"+$teamSlot1.toLowerCase()+".rads += $npcRads>>">>
<<print "<<set $"+$teamSlot2.toLowerCase()+".damage += $npcDmg>>">>
<<print "<<set $"+$teamSlot2.toLowerCase()+".rads += $npcRads>>">>
<<else>>
<<switch $combatTarget>>
<<case $player.name>>
<<if $player.health lte $npcDmg>>
<<set $entitySpeed.delete($entityList.indexOf($player.name))>>
<<set $entitySpeedCheck.delete($entityList.indexOf($player.name))>>
<<set $entityList.delete($player.name)>>
<</if>>
<<set $player.damage += $npcDmg>>
<<set $player.rads = -$npcRads>>
<<case $teamSlot1>>
<<if _slot1Health lte $npcDmg>>
<<set $entitySpeed.delete($entityList.indexOf($teamSlot1))>>
<<set $entitySpeedCheck.delete($entityList.indexOf($teamSlot1))>>
<<set $entityList.delete($teamSlot1)>>
<</if>>
<<print "<<set $"+$teamSlot1.toLowerCase()+".damage += $npcDmg>>">>
<<print "<<set $"+$teamSlot1.toLowerCase()+".rads = -$npcRads>>">>
<<case $teamSlot2>>
<<if _slot2Health lte $npcDmg>>
<<set $entitySpeed.delete($entityList.indexOf($teamSlot2))>>
<<set $entitySpeedCheck.delete($entityList.indexOf($teamSlot2))>>
<<set $entityList.delete($teamSlot2)>>
<</if>>
<<print "<<set $"+$teamSlot2.toLowerCase()+".damage += $npcDmg>>">>
<<print "<<set $"+$teamSlot2.toLowerCase()+".rads = -$npcRads>>">>
<</switch>>
<</if>>Yay you win!Game Over!/* Called from CombatTurn passage */
<<set _slot1name = $teamSlot1.toLowerCase()>>
<<set _slot2name = $teamSlot2.toLowerCase()>>
<<switch $radTransTarget>>
<<case "player">>
You feel funny for a moment, as though sparks are showering your body. You shake it off for the moment, making a mental note to check into it later.
<<case _slot1name>>
<<print "$"+$teamSlot1.toLowerCase()+".name">> looks momentarily distracted as they shift around before forcing their attention back to the task at hand.
<<case _slot2name>>
<<print "$"+$teamSlot2.toLowerCase()+".name">> looks momentarily distracted as they shift around before forcing their attention back to the task at hand.
<</switch>>
<<print "<<set _strainID = random(1,$"+$radTransTarget.toLowerCase()+".tfStrains.length)-1>>">>
<<print "<<set _tfString = $"+$radTransTarget.toLowerCase()+".tfStrains[_strainID]>>">>
<<switch _tfString>>
<<case "1A">>
<<display "Strain1ATransformation">>
<</switch>><div class="dialogMale"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/characters/player/portrait_playerFemale1.jpg"></div>$player.maleName<hr>Lorem ipsum dolor sit amet, consectetur adipiscing elit. Phasellus imperdiet, nulla et dictum interdum, nisi lorem egestas odio, vitae scelerisque enim ligula venenatis dolor. Maecenas nisl est, ultrices nec congue eget, auctor vitae massa. Fusce luctus vestibulum augue ut aliquet. </div></div>
Mauris ante ligula, facilisis sed ornare eu, lobortis in odio. Praesent convallis urna a lacus interdum ut hendrerit risus congue. Nunc sagittis dictum nisi, sed ullamcorper ipsum dignissim ac. In at libero sed nunc venenatis imperdiet sed ornare turpis. Donec vitae dui eget tellus gravida venenatis. Integer fringilla congue eros non fermentum. Sed dapibus pulvinar nibh tempor porta. Cras ac leo purus. Mauris quis diam velit.
https://www.w3schools.com/css/css_float.asp<img class="centered" src="images/mobius_01.jpg">
The Mobius is a DD-XL Claw model dropship. Specializing in orbital drops it is a favorite of GCR Marines due to its maneuverability, large weapons payload, and oversized engines.
The Mobius in particular has been in use by your squad for several years now. Its become like a member of the squad, and is treated as such by the other members.
<strong>Armament</strong>
- 2 Heavy Plasma Cannons
- 4 DF-4 Missile Pods
- 2 Fusion Torpedos
<strong>Armor</strong>
- Diffusion-Bonded Metal Matrix Composite
<strong>Power Plant</strong>
- Cordin Industries Miniature Fusion Reactor
- 2 TF-220/A-14 combined cycle engines
<strong>Crew</strong>
- Pilot, Co-Pilot, Tactical, Communications
<strong>Passengers</strong>
- Up to 10
<strong>Cargo</strong>
- 6 suits of TG-90F Combat Power Armor
<<back>><img class="centered" src="images/qetesh_01.jpg">
The GCR Qetesh is a Corvid-class cruiser in service with the Galactic Congressional Republic Marine Corps. While two generations out of date, it is more than capable of enforcing the Republic's will on lone colonies.
The name "Qetesh" was initially put forward for the ship as a joke. Bureaucrats took a liking to the name, believing it to be just another ancient Egyptian diety. It was only after the ship was officially named and a scandal erupted that the meaning behind the name was widely known.
The crew of the Qetesh love the name, frequently referring to it as the sexiest ship in the navy, or a good place to get fucked when things take a turn for the worse.
<strong>Armament</strong>
- 20 Rage Mk. XII Plasma Cannons
- 4 Railguns
- 8 Torpedo Tubes equipped with High-Yield Fusion Torpedos
<strong>Armor</strong>
- Diffusion-Bonded Metal Matrix Composite
<strong>Power Plant</strong>
- Tovar A-59 Lithium-Hydride Fusion Power Plant
- 8 GF-240 Rockets
- Cygnus 5 Tachyon Shunt Hyperdrive
<strong>Crew</strong>
- Up to 90 Crew and Passengers
<strong>Minimum Crew</strong>
- Fully automated systems
<<back>><img class="centered" src="images/mobius_01.jpg">
<div id="gormanDialog"><div class="clearfix"><div class="dialogpic"><<display "GormanPortraitImage">></div>$gorman.name<hr>$player.surname. Take us in.</div></div><<timed 10ms>><<addclass '#gormanDialog' $gorman.dialogClass>><</timed>>\
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>Yes sir. $torres.name, want to take the helm for the drop?</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
<div id="torresDialog"><div class="clearfix"><div class="dialogpic"><<display "TorresPortraitImage">></div>$torres.name<hr>Oh hell yes.</div></div><<timed 10ms>><<addclass '#torresDialog' $torres.dialogClass>><</timed>>\
An eager grin on his face, $torres.name jumps into action. Several screen taps later the squad was thrown back into their seats as the engines of the Mobius flared to life. Force of habit had the drop operating at combat speeds, but no one complained. Better to get this over with quickly.
Suddenly alarms and warning lights begin screaming and flashing.
[[Status Report!|Intro_p3]]<div id="gormanDialog"><div class="clearfix"><div class="dialogpic"><<display "GormanPortraitImage">></div>$gorman.name<hr>Status report! What the fuck happened?!?</div></div><<timed 10ms>><<addclass '#gormanDialog' $gorman.dialogClass>><</timed>>\
<div id="hodgeDialog"><div class="clearfix"><div class="dialogpic"><<display "HodgePortraitImage">></div>$hodge.name<hr>Fuck! Planetary defense systems fired on the Qetesh, sir. Multiple rail gun hits. Looks like shes still alive, but crippled.</div></div><<timed 10ms>><<addclass '#hodgeDialog' $hodge.dialogClass>><</timed>>\
<div id="williamsDialog"><div class="clearfix"><div class="dialogpic"><<display "WilliamsPortraitImage">></div>$williams.name<hr>No response from the Qetesh. All data links are down. Looks like their comm array was destroyed.</div></div><<timed 10ms>><<addclass '#williamsDialog' $williams.dialogClass>><</timed>>\
You and $torres.name glance at each other. Things just got a lot more interesting. Someone down there needs an ass whupping in a big way.
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>Continue the drop, sir?</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
<div id="gormanDialog2"><div class="clearfix"><div class="dialogpic"><<display "GormanPortraitImage">></div>$gorman.name<hr>Yes, continue the damn drop. Someone get me a fucking visual on the Qetesh. I want to see the damage...</div></div><<timed 10ms>><<addclass '#gormanDialog2' $gorman.dialogClass>><</timed>>\
Before $gorman.name can finish, a fresh batch of alarms begin wailing. These particular alarms can mean only one thing. The Mobius is being targeted.
[[Evasive Manuevers!|Intro_p4]]<div id="gormanDialog"><div class="clearfix"><div class="dialogpic"><<display "GormanPortraitImage">></div>$gorman.name<hr>Evasive maneuvers! We get hit and I'm going to kick your sorry ass, $player.surname!</div></div><<timed 10ms>><<addclass '#gormanDialog' $gorman.dialogClass>><</timed>>\
With a calm built from numerous combat missions you flip the Mobius over to manual controls and grab the stick. Spinning the ship into evasive maneuvers you hear a grunt from $lee.name behind you. Figures the rookie wouldn't wouldn't be prepared for the extra G's.
<div id="gormanDialog2"><div class="clearfix"><div class="dialogpic"><<display "GormanPortraitImage">></div>$gorman.name<hr>I said evasive maneuvers, not fuck with the controls and see what happens!</div></div><<timed 10ms>><<addclass '#gormanDialog2' $gorman.dialogClass>><</timed>>\
Apparently, its not just the rookie that is unprepared...
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>Sorry, sir. Would you like me to switch to easy target maneuvers instead?</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
$gorman.name barely has time to grumble about your response before a massive jolt rocks the ship.
[[Well shit...|Intro_p5]]A deafening roar fills the cabin as the tail of the ship disintigrates. Fortunately you're in the atmosphere and you don't loose all air immediately, but it seems like much more than just the fraction of a second it takes for your suit to seal the helmet over your head.
The roar disappears abruptly, with the soft whine of your suit pressurizing itself. That danger over with you refocus your attention on the whole not dying thing.
With the tail gone the Mobius flies like a brick. About all you've got left are maneuvering thrusters and those aren't going to do shit about slowing things down.
With the ship shaking like a leaf in a hurricane, you can't see any way of safely landing the thing.
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>Recommend we eject, sir. The Mobius is dead.</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
<div id="gormanDialog"><div class="clearfix"><div class="dialogpic"><<display "GormanPortraitImage">></div>$gorman.name<hr>The ship is fine you pussy. Fly the damn ship or I'll have $torres.name do it.</div></div><<timed 10ms>><<addclass '#gormanDialog' $gorman.dialogClass>><</timed>>\
Suddenly $gorman.name's orders are rendered a moot point. A second railgun round splits the ship in half. The ship's auto-evac triggers and in moments the entire squad has been loaded in escape pods and released.
[[Continue|Intro_p6]]<img class="centered" src="images/tarsia.jpg">
<<back>>
<strong>History</strong>
Tarsia IV is a remote planet, long disregarded as a habitable planet and primarily only inhabited from orbit as a waystation for exploration further into the galaxy. This all changed whe [[Gendium]] therapies were developed.
These therapies allowed massive leaps in cosmetic surgery and alterations. Demand spiked to massive levels in a few short years. Since then the planet has been subject to a gold rush. Overnight, Gendium went from being worthless to one of the most valuable minerals in the galaxy.
The [[Trans-Galactic Group|TransGalactic]] won the mining rights to the planet from the Galactic Congressional Republic, while [[Commuto Technologies|CommutoTechnologies]] was awarded the research contract, under Congressional oversight, to work on Gendium therapies.
<strong>Physical Characteristics</strong>
<img class="centered" src="images/tarsiasurface_02.jpg">
Tarsia IV is a terrestrial planet with an atmosphere nearly devoid of oxygen, though maintaining an atmospheric pressure similar to that of Earth.
Soil on Tarsia IV is slightly alkaline in nature with varying concentrations of Gendium throughout the planet. Water can be found in abudance below the surface, though above ground the environment is very similar to that of a desert. Water found on Tarsia is exceptionally difficult and expensive to process into something fit for human consumption.
The planet is techtonically active and is saturated with gysers. These serve as a primary means of collecting both Gendium and water.
<strong>Native Life</strong>
The planet is sparsely populated with plantlife, but has no native animal or other complex lifeforms.
<strong>Habitation</strong>
<img class="centered" src="images/tarsiasurface_01.jpg">
Human habitation on Tarsia IV is comparatively easier than more hostile planets. Buildings retain many of the features of habitation on those more hostile planets in order to keep oxygen in and radiation out.
Buildings are constructed both above the surface and below. Tarsia IV has three primary cities: Careanvar, Raj Telav, and Crater City. There are also a small handful of Gendium research, processing and manufacturing facilities scattered across the planet.
<<back>>Gendium is an exceptionally rare radioactive mineral. While found in low quantities in a small number of places in the galaxy, Tarsia IV is the only known location where it can be found in large concentrations.
Radiation from Gendium has unique effects on cellular mutations, growth and structure. When handled by a talented scientist the possibilities are nearly unlimited.
Used primarily for medical purposes, Gendium therapies allow for massively accelerated healing, anti-aging, and even limb or organ regrowth. It has single handedly increased the galactic average age and saved countless lives on the battlefield.
However, the most lucrative use for the mineral has been in the field of cosmetics. When teamed with nanobots to guide the effects of the radiation, the cosmetic surgery field has nearly disappeared. Now, patients receive an injection of a strain of nanobots programmed with the desired changes. They are then exposed to a carefully calculated dose of Gendium. In as little as a day the desired changes occur and the patient experiences no pain, little discomfort and negligible recovery time.
<strong> Variable Half-Life</strong>
Gendium is unique in that it has a variable half-life based on the concentration of the mineral. Large masses of it have an extremely long half-life and will continue to emit radiation for centuries. However small amounts can be structured to have a half-life of mere days.
It is this property that allows doctors and scientists to use Gendium with razor-edged precision to make sure only patients are exposed to only the exact amount of desired radiation.
<<back>><img class="centered" src="images/escape_pod.jpg">
Bundled into the pill shaped escape pod there's little for you to do other than wait for the pod to hit the ground. You try raising any of the squad on the pod comms, but get nothing but static. It seems whoever was firing on you is also jamming all comms.
Fortunately the pods have laser based tech desined to keep the pods together in an event just such as this. Anyone surviving the drop should end up within a relatively small area of each other.
It seems like an hour, but is likely only several minutes, you feel the pod's breaking thrusters fire. You brace for impact, hoping the pod doesn't hit anything too big on the ground.
The pod hits the ground with a bang, jumps sideways and with a loud crunch begins to spin. Bouncing around inside the pod, your head slams back and the world goes dark.
[[Wake Up|Lab_01]]
You awaken with a splitting headache and a dull ache throughout your entire body. Squeezing your eyes shut you try to get control over the pain in your head. There's no way of knowing how long you've been out. Hopefully the others fared better than you did, but since you still seem to be inside the escape pod it seems no one came to your rescue.
Your headache begins to receed but your mind still seems slow and muddled. This may be why its taken you this long to realize your assumption about the escape pod was wrong. Attempting to look around you find yourself lightly strapped down inside some sort of what appears to be a medical pod.
Taking a breath to try and calm yourself, you cough softly as your lungs fill with some sort of vanilla scented fog within the pod. You swear it has an almost imperceptible sparkle to it.
Looking around further you notice an IV in both arms, with an iridescent liquid flowing through them. You can't feel the IVs themselves for some reason, but are able to successfully move your extremities. At least you aren't paralyzed.
The pod doesn't seem to have any controls or communications inside with you. It seems its meant to be used with assistance from someone outside.
[[Look around for help|Lab_02]]
<<display "LabChanges">>\
<<display "LabWeaponsReset">>\<<if $player.face eq "male">>\
<img class="fileImage" src="images/characters/player/player_male1.jpg">
<<elseif $player.face eq "female1">>\
<img class="fileImage" src="images/characters/player/player_female1.jpg">
<<else>>\
<img class="fileImage" src="images/characters/player/player_female2.jpg">
<</if>><<set $player.hairLength+=1>>
<<set $player.buttSize+=1>>
<<set $player.penisLength-=1>>
<<set $player.upperBodyImage="male_thin_chest2">>
<<set $player.lowerBodyImage="male_thin_lower1">>
<<set $player.clothingUpperTop="">>
<<set $player.clothingUpperUW="">>
<<set $player.clothingLowerTop="">>
<<set $player.clothingLowerUW="">>
<<set $torres.hairLength+=1>>
<<set $torres.buttSize+=1>>
<<set $torres.penisLength-=1>>
<<set $torres.upperBodyImage="male_thin_chest4">>
<<set $torres.lowerBodyImage="male_thin_lower1">>
<<set $torres.clothingUpperTop="">>
<<set $torres.clothingUpperUW="">>
<<set $torres.clothingLowerTop="">>
<<set $torres.clothingLowerUW="">>
<<set $williams.hairLength+=1>>
<<set $williams.buttSize+=1>>
<<set $williams.penisLength-=1>>
<<set $williams.upperBodyImage="male_thin_chest3">>
<<set $williams.lowerBodyImage="male_thin_lower1">>
<<set $williams.clothingUpperTop="">>
<<set $williams.clothingUpperUW="">>
<<set $williams.clothingLowerTop="">>
<<set $williams.clothingLowerUW="">>
<<set $lee.hairLength+=1>>
<<set $lee.buttSize+=1>>
<<set $lee.penisLength-=1>>
<<set $lee.lowerBodyImage="male_thin_lower1">>
<<set $lee.upperBodyImage="male_thin_chest1">>
<<set $lee.clothingUpperTop="">>
<<set $lee.clothingUpperUW="">>
<<set $lee.clothingLowerTop="">>
<<set $lee.clothingLowerUW="">>
<<set $hodge.hairLength+=1>>
<<set $hodge.buttSize+=1>>
<<set $hodge.penisLength-=1>>
<<set $hodge.upperBodyImage="male_thin_chest4">>
<<set $hodge.lowerBodyImage="male_thin_lower1">>
<<set $hodge.clothingUpperTop="">>
<<set $hodge.clothingUpperUW="">>
<<set $hodge.clothingLowerTop="">>
<<set $hodge.clothingLowerUW="">>
<<set $gorman.hairLength+=1>>
<<set $gorman.buttSize+=1>>
<<set $gorman.penisLength-=1>>
<<set $gorman.upperBodyImage="male_thin_chest5">>
<<set $gorman.lowerBodyImage="male_thin_lower1">>
<<set $gorman.clothingUpperTop="">>
<<set $gorman.clothingUpperUW="">>
<<set $gorman.clothingLowerTop="">>
<<set $gorman.clothingLowerUW="">><img class="centered" src="images/medlab_03.jpg">
Peering through the fog in the pod you see an empty, but fairly basic looking, med lab. While it makes sense to wake up in a med lab after getting shot out of the sky, something here doesn't quite feel right.
Testing the restraints around you, you can tell you'd have no trouble getting out of them. They're obviously to help keep you in place while unconcious and not really meant to hold someone prisoner.
You feel like your starting to wake up fully, but its a slow process. You're left with a few options.
[[Wait for a nurse or other help|Lab_Wait]]
[[Knock on the pod to attract some attention|Lab_MakeNoise]]
[[Force your way out of the pod|Lab_BreakOut]]<<if $torres.face eq "male">>\
<img class="fileImage" src="images/characters/torres/torres_male1.jpg">
<<elseif $torres.face eq "female1">>\
<img class="fileImage" src="images/characters/torres/torres_female1.jpg">
<<else>>\
<img class="fileImage" src="images/characters/torres/torres_female2.jpg">
<</if>><<if $williams.face eq "male">>\
<img class="fileImage" src="images/characters/williams/williams_male1.jpg">
<<elseif $williams.face eq "female1">>\
<img class="fileImage" src="images/characters/williams/williams_female1.jpg">
<<else>>\
<img class="fileImage" src="images/characters/williams/williams_female2.jpg">
<</if>><<if $lee.face eq "male">>\
<img class="fileImage" src="images/characters/lee/lee_male1.jpg">
<<elseif $lee.face eq "female1">>\
<img class="fileImage" src="images/characters/lee/lee_female1.jpg">
<<else>>\
<img class="fileImage" src="images/characters/lee/lee_female2.jpg">
<</if>><<if $hodge.face eq "male">>\
<img class="fileImage" src="images/characters/hodge/hodge_male1.jpg">
<<elseif $hodge.face eq "female1">>\
<img class="fileImage" src="images/characters/hodge/hodge_female1.jpg">
<<else>>\
<img class="fileImage" src="images/characters/hodge/hodge_female2.jpg">
<</if>><<if $gorman.face eq "male">>\
<img class="fileImage" src="images/characters/gorman/gorman_male1.jpg">
<<elseif $gorman.face eq "female1">>\
<img class="fileImage" src="images/characters/gorman/gorman_female1.jpg">
<<else>>\
<img class="fileImage" src="images/characters/gorman/gorman_female2.jpg">
<</if>>The Galactic Congressional Republic (GCR) has received multiple reports of corruption, illegal experimentation, and exploitation of workers at the research and mining colonies on Tarsia.
To investigate these claims, and put a stop to them if true, the GCR has sent the GCRS Qetesh, along with a compliment of marines. The marines are to scout the situation on the ground and gather intel before the investigative team is sent down planetside.
Any trouble is to be met with as much force as needed to insure the trouble doesn't happen again.
<<back>><img class="centered" src="images/gendiummining_01.jpg">
Gendium is a brittle and fragile mineral, making solid pieces of it an exceptionally rare thing. In most cases, Gendium is found as a powder or dust, making mining for it like digging in sand.
The volcanic activity, and geysers in particular, makes Tarsia IV the ideal location for mining Gendium. The most concentrated veins of the mineral are found deep enough below ground to make reaching them difficult. However, the geysers bring large quantities of it to the surface with each eruption.
The [[Trans-Galactic Group|TransGalactic]] quickly learned to use the geysers to do the bulk of the work and developed structures to harvest the Gendium directly from the eruptions.
Only a portion of all Gendium brought to the surface by the geysers is collected by these structures. The rest is spread across the surface of the planet based on winds and proximity to geyser fields. This is the reason for the omnipresent nature of the radiation on the planet's surface and why all structures, vehicles and environmental suits are radiation shielded.
<<back>>Still feeling somewhat out of it you decide to relax and wait for your mind to clear before leaving the pod. You're not entirely sure if your legs would support you at the moment and the last thing you need is to bust out of the pod in dramatic fashion and immediately fall on your face.
The fog in your mind seems to be getting worse instead of better though. Most likely because of the fog it occurs to you that the IVs must have some drug in them causing the issue. You'd probably better get them out of your arms if you want to speed up your recovery.
<img class="centered" src="images/characters/lab_nurse.jpg">
Before you can do anything about them though you notice a nurse entering the lab. She looks up from her tablet as she enters the room and suddenly stops in place, staring at you. You see her eyes widen in panic and she turns to run from the room, pausing only to slap a red button by the door.
Alarms begin blaring out in the hallway, and you can see flashing lights through the doorway. She obviously wasn't expecting you to be awake. They probably underestimated the recovery ability of a Galactic Marine.
Still it seems you aren't going to get any immediate help from the people at this facility. What's your next move? Do you wait longer, trying to not appear as a threat to these people who may have rescued your from the crash? Or, do you break out of the pod and find out what's going on?
[[Wait|Lab_Wait2]]
[[Break out|Lab_BreakOutAlt]]No point in waiting around here. If they aren't going to have someone keeping tabs on their patients they deserve to have things get a little broken.
You try pushing on the door to the pod, only to come up short when you see your arms. The muscles you had have dwindled down to almost nothing. Looking down at yourself you can tell the rest of your body is in similar shape. You must have been out for a while to be in this kind of shape.
Your reduced strength is going to make this a bit more challenging than anticipated. You slam your knees into the cover several times, before you hear a loud <i>CRACK</i>. Pushing with your hands and feet, the cover resists for a moment and then flies open with a bang.
If anyone is around they'll come looking to see what the commotion is. You'll have to move fast if you want to take advantage of any element of surprise, should it be needed.
[[Look Around|Lab_BreakOut2]]
You raise an arm and knock on the window of the medical pod. Raising your arm takes more effort than you thought. You must be weak from the crash and recovery. Your first attempt barely makes a sound, but your second attempt produces a satisfying thunk on the window.
While knocking you catch a glimpse of your arm. The arm you see isn't the heavily muscled one you're used to seeing. While there is still visible muscle on it, your arm has lost a lot of mass. How long have you been in here?
The movement of your arm also reminds you of the IVs in your arms. Fortunately the tubes are long enough to allow some movement and aren't ripped out. You briefly wonder what's in the IV before a dizzy spell rolls over you. There has to be some sort of sedative in the IVs or the fog affecting you.
[[Continue|Lab_MakeNoise2]]
Obviously these people are nervous about having you around. You decide to wait for things to calm down in order to try and defuse the situation.
Your head continues to spin occasionally as you try to look around the lab outside your pod. You notice a monitor next to you that reads:
<i>Stage 1 Completed....
Initiating Stage 2....</i>
Before you can see any more, the window of your pod turns opaque and a low static hum begins to fill the pod. After a moment, the window begins flashing through colors in rapid succession. As uncomfortable as it is to watch, you can't seem to close your eyes.
<img class="centered" src="images/hypnosis_01.gif">
After several moments spent watching the colors your sense of time fades away. You're not sure how long you've been watching it when the door of your pod is suddenly flung open.
[[Continue|Lab_Rescued]]
<<set $player.dialogClass="dialogChange1">>\
<<set $player.int-=5>>With alarms already going off, and the nurses not seeming to have any interest in helping you, you decide its time to get out of here.
You try pushing on the door to the pod, only to come up short when you see your arms. The muscles you had have dwindled down to almost nothing. Looking down at yourself you can tell the rest of your body is in similar shape. You must have been out for a while to be in this kind of shape.
Your reduced strength is going to make this a bit more challenging than anticipated. You slam your knees into the cover several times, before you hear a loud <i>CRACK</i>. Pushing with your hands and feet, the cover resists for a moment and then flies open with a bang.
[[Climb out of the pod|Lab_BreakOutAlt2]]<img class="centered" src="images/characters/lab_nurse.jpg">
Before you can think anymore about your situation you see a nurse poke her head into the room, investigating the noise. You see her eyes widen in panic and she turns to run from the room, pausing only to slap a red button by the door.
Alarms begin blaring out in the hallway, and you can see flashing lights through the doorway. She obviously wasn't expecting you to be awake. They probably underestimated the recovery ability of a Galactic Marine.
Still it seems you aren't going to get any immediate help from the people at this facility. What's your next move? Do you wait, trying to not appear as a threat to these people who may have rescued your from the crash? Or, do you break out of the pod and find out what's going on?
[[Wait|Lab_Wait2]]
[[Break out|Lab_BreakOutAlt]]<strong>Max Ammo:</strong> N/A
<strong>Reload Time:</strong> N/A
<strong>Accuracy:</strong> <<print $knife.accMod*100>>%
<strong>Attacks</strong>
*Attack - Basic single target attack. Stick 'em with the pointy end!
**Damage: $knife.attackDmgArray[0]
**Radiation: $knife.attackRadArray[0]
It takes a few moments for your eyes to focus again now that the pod is open. Once you do, you see Hodge standing by your pod saying something. It looks like he's been talking ever since the pod open, but you're only now actually understanding what he's saying.
<div id="hodgeDialogLab1"><div class="clearfix"><div class="dialogpic"><<display "HodgePortraitImage">></div>$hodge.name<hr>...but goddamn Sarge, I'm glad I found you. I don't know what the fuck this place is, but I don't like it. What's our next move?</div></div><<timed 10ms>><<addclass '#hodgeDialogLab1' $hodge.dialogClass>><</timed>>\
Blinking a few times, you take a deep breath and look Hodge over. He's wearing some sort of scrubs made of a grey shimmering fabric you've never seen before. They're a relatively tight fit, which only helps emphasize the amount of body mass he's lost. He looks like some sort of teenage kid, not the heavily muscled marine you remember.
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>Next move? Fuck, $hodge.name. What happened to you? That's what I want to know right now...and what the fuck happened to my voice?</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
[[Continue|Lab_Rescued2]]
<<set $hodge.clothingUpperTop="lab_scrubs_top1">>\
<<set $hodge.clothingUpperUW="lab_scrubs_tank1">>\
<<set $hodge.clothingLowerTop="lab_scrubs_bottom1">>\
<<set $hodge.clothingLowerUW="lab_uw1">>\
$hodge.name shrugs.
<div id="hodgeDialog"><div class="clearfix"><div class="dialogpic"><<display "HodgePortraitImage">></div>$hodge.name<hr>Same thing that happened to you Sarge, though your voice is a new one. You'd better take a look at yourself. Someone fucked us up good.</div></div><<timed 10ms>><<addclass '#hodgeDialog' $hodge.dialogClass>><</timed>>\
Climbing out of the pod you stagger slightly, waving $hodge.name away when he moves to help. Looking down at yourself you see both that you're naked and that you're in much the same shape as $hodge.name. Your muscles have faded away and all your body hair is gone. There'd better be a good explaination for this or someone was going to have an accident.
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.maleName<hr>You weren't fucking kidding. I'll tell you what our next move is. We see if the rest of the squad is around here and then make someone give us some damned answers.</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
$hodge.name grins, that was exactly what he wanted to hear.
<div id="hodgeDialog2"><div class="clearfix"><div class="dialogpic"><<display "HodgePortraitImage">></div>$hodge.name<hr>Sounds good to me, sir. Looks like they left you an outfit like mine. Once you throw that on we can go look around.</div></div><<timed 10ms>><<addclass '#hodgeDialog2' $hodge.dialogClass>><</timed>>\
On a table next to your pod you see a neatly folded pile of clothes of the same fabric $hodge.name is wearing: top, bottom, tank-top, boxer briefs, socks and sneakers.
[[Get dressed|Lab_Rescued_Dress]]The clothing must have been meant for you as it all more or less fits. While you get dressed, Hodge reiterates how he found you having realized you missed most of it the first time.
<div id="hodgeDialog"><div class="clearfix"><div class="dialogpic"><<display "HodgePortraitImage">></div>$hodge.name<hr>I woke up in one of these pods, just like yours. Figured I wasn't about to just wait around when there wasn't anyone looking in on me. Pod opened up pretty easily once I kicked it a few times. Bout the time I got out the alarms kicked on. Got myself dressed and started looking around.
Halls are empty really. No idea what this place is other than its feels more like some hidden lab than any sort of medical facility. Saw some nurse come running out of your room looking like someone just shoved a gun in her face. Thought I'd check it out. Turned out it was just one fucked up Sergeant in a pod that she was afraid of.</div></div><<timed 10ms>><<addclass '#hodgeDialog' $hodge.dialogClass>><</timed>>\
Unsurprisingly after seeing how Hodge's fit, the clothes are a snug fit. They stretch slightly, which makes them easier to put on, but fit close to your skin once they're on. Actually not that bad if you end up in hand to hand combat. Your used to boxers, the boxer briefs take some shifting around to get comfortable in, but its better than going naked.
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.maleName<hr>I may be fucked up but I'll still kick your ass. Lets go take a look around. You didn't happen to find some weapons or anything, did you?</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
[[Explore the facility|Lab_Rescued_Explore1]]
<<if hasVisited("Lab_Wait2")>>\
<<set $player.clothingUpperTop="lab_scrubs_top1">>\
<<set $player.clothingUpperUW="lab_scrubs_tank2">>\
<<set $player.clothingLowerTop="lab_scrubs_bottom2">>\
<<set $player.clothingLowerUS="lab_uw2">>\
<<else>>\
<<set $player.clothingUpperTop="lab_scrubs_top1">>\
<<set $player.clothingUpperUW="lab_scrubs_tank1">>\
<<set $player.clothingLowerTop="lab_scrubs_bottom1">>\
<<set $player.clothingLowerUS="lab_uw1">>\
<</if>>\<div id="hodgeDialog"><div class="clearfix"><div class="dialogpic"><<display "HodgePortraitImage">></div>$hodge.name<hr>Sorry, Sarge. No weapons. Not unless you want to swing a chair around.</div></div><<timed 10ms>><<addclass '#hodgeDialog' $hodge.dialogClass>><</timed>>\
<img class="centered" src="images/hallway_02.jpg">
The two of you exit into the hallway. Looking up and down it there's several more doorways, but not a person to be seen. Flashing lights and blaring alarms add a sense of urgency to things.
Hodge points at an open doorway across the hall.
<div id="hodgeDialog2"><div class="clearfix"><div class="dialogpic"><<display "HodgePortraitImage">></div>$hodge.name<hr>That's the one I was in. Lets try some of these other doors.</div></div><<timed 10ms>><<addclass '#hodgeDialog2' $hodge.dialogClass>><</timed>>\
Which doorway do you try first?
[[B-20|Lab_Torres]]
[[B-21|Lab_Williams]]
[[B-22|Lab_Lee]]
[[B-25|Lab_Gorman]]
<<set $labsVisited=0>>\
<<set $rescueOrder=[]>>\<img class="centered" src="images/medlab_01.jpg">
Same fucking lab again. Maybe they got a discount for bulk orders of this shit. You take a quick look around, noting the almost expected pod at the end of the room with an human form inside. <<if $labsVisited eq 0>>While the person is moving, it is only sluggishly and they aren't making any move to free themself.
Looking at the screen next to their pod you see it update to read:
<i>Stage 1 Completed....
Initiating Stage 2....</i>
As you watch, the inside of the pod begins rapidly cycling through a dizzying combination of colors. You feel slightly dizzy after just a moment of watching.
Shaking your head you clear your mind and give $hodge.name a push, breaking his trance as well. The two of you give each other an alarmed look and move to wrench the pod open.
Coughing, you wave away the sparkling smoke and find $torres.name inside. You and $hodge.name both grab an arm and pull them free of the pod. Being yanked upright is enough to break him out of his own trance. He blinks several times, looking back and forth between $hodge.name and you.
<<else>>\
The inside of the pod is already rapidly flashing colors. With a curse you and $hodge.name quickly move over to the pod.
Looking at the screen next to the pod you see a progress bar labeled "Stage 2 Status" at <<if $labsVisited eq 1>>5%<<elseif $labsVisited eq 2>>21%. If these are doing anything to your men you've got to move faster<<else>>43%. You pray this is your last missing soldier inside<</if>>.
With a nod, you and $hodge.name get to work on the pod. The two of you have it open in moments. Waving away the smoke with your hand you feel a sense of relief when you identify $torres.name inside.
Pulling them out of the pod you roughly dump them into one of the chairs in the room. Giving them a few moments you talk with $hodge.name.
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>I don't like this. We need to find everyone and get the fuck out of dodge, and I mean yesterday. They already fucked us up and I'm not giving them a chance to finish the fucking job.</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
<div id="hodgeDialog"><div class="clearfix"><div class="dialogpic"><<display "HodgePortraitImage">></div>$hodge.name<hr>Preaching to the choir, Sarge. We're going as fast as we can though. We don't...</div></div><<timed 10ms>><<addclass '#hodgeDialog' $hodge.dialogClass>><</timed>>\
Before $hodge.name can finish $torres.name interrupts.
<</if>>\
<<if $labsVisited gt 2>><<set $torres.dialogClass = "dialogChange1">><<set $torres.int -= 5>><</if>>\
<div id="torresDialog"><div class="clearfix"><div class="dialogpic"><<display "TorresPortraitImage">></div>$torres.name<hr>The hell is going on? Why do you look like someone shot you with a pussy beam? Where in the hell are we?</div></div><<timed 10ms>><<addclass '#torresDialog' $torres.dialogClass>><</timed>>\
[[Continue|Lab_Torres2]]
<<if $teamSlot2=="">><<set $teamSlot2="Torres">><</if>>\
<<set $labsVisited += 1>>\
<<set $rescueOrder.push($torres.name)>>\<img class="centered" src="images/medlab_01.jpg">
It seems as though every room along the hallway has the same setup. In the now familiar location at the end of the room is another medical pod, containing an as yet unidentifiable person. <<if $labsVisited eq 0>>While the person is moving, it is only sluggishly and they aren't making any move to free themself.
Looking at the screen next to their pod you see it update to read:
<i>Stage 1 Completed....
Initiating Stage 2....</i>
As you watch, the inside of the pod begins rapidly cycling through a dizzying combination of colors. You feel slightly dizzy after just a moment of watching.
Shaking your head you clear your mind and give $hodge.name a push, breaking his trance as well. The two of you give each other an alarmed look and move to wrench the pod open.
Coughing, you wave away the sparkling smoke and find $williams.name inside. You and $hodge.name both grab an arm and pull them free of the pod. Being yanked upright is enough to break him out of his own trance. He blinks several times, looking back and forth between $hodge.name and you.
<<else>>\
The inside of the pod is already rapidly flashing colors. Having learned from previous experience, you keep from looking directly into the pod.
Looking at the screen next to the pod you see a progress bar labeled "Stage 2 Status" at <<if $labsVisited eq 1>>5%<<elseif $labsVisited eq 2>>21%. If these are doing anything to your men you've got to move faster<<else>>43%. You pray this is your last missing soldier inside<</if>>.
Grabbing $hodge.name, the two of you get to work pulling the pod open.
You have the pod open in short order and manage to avoid the bulk of the smoke as the pod door flies open. As you'd hoped, you find another of the squad inside, $williams.name this time.
You pull them out of the pod, giving them a few slaps across the face to bring them around. $williams.name's eyes focus in on yours after a moment. You see them flick down your body and then around the room before they push your arm away.
<</if>>\
<<if $labsVisited gt 2>><<set $williams.dialogClass = "dialogChange1">><<set $williams.int -= 5>><</if>>\
<div id="williamsDialog"><div class="clearfix"><div class="dialogpic"><<display "WilliamsPortraitImage">></div>$williams.name<hr>... What. The. Fuck.</div></div><<timed 10ms>><<addclass '#williamsDialog' $williams.dialogClass>><</timed>>\
[[Continue|Lab_Williams2]]
<<if $teamSlot2=="">><<set $teamSlot2="Williams">><</if>>\
<<set $labsVisited += 1>>\
<<set $rescueOrder.push($williams.name)>>\<img class="centered" src="images/medlab_01.jpg">
Another identical lab. You'd be interested in what the planners of this place were after. Didn't want Frank and George arguing about who had the better lab and so made them all the same? Assholes.
The pod at the far end of the room is occupied, as seems to be the pattern. <<if $labsVisited eq 0>>While the person is moving, it is only sluggishly, and they aren't making any move to free themself.
Looking at the screen next to their pod you see it update to read:
<i>Stage 1 Completed....
Initiating Stage 2....</i>
As you watch, the inside of the pod begins rapidly cycling through a dizzying combination of colors. You feel slightly dizzy after just a moment of watching.
Shaking your head you clear your mind and give $hodge.name a push, breaking his trance as well. The two of you give each other an alarmed look and move to wrench the pod open.
Coughing, you wave away the sparkling smoke and find $lee.name inside. You and $hodge.name both grab an arm and pull them free of the pod. Being yanked upright is enough to break him out of his own trance. He blinks several times, looking back and forth between $hodge.name and you.
<<else>>\
Even with just a cursory glance at the pod you can tell the colors are going at full speed. Part of you really wants to just stop and watch them for a while...
Shaking yourself out of it you follow $hodge.name over to the pod. Working in sync the two of you soon have the pod open. As you peer through the dissipating haze, you see $lee.name inside.
$hodge.name grabs $lee.name's arm and places his other hand on $lee.name's back, quickly propelling $lee.name to his feet. Keeping a hand on $lee.name's shoulder, $hodge.name waits for him to come fully to his senses.<</if>>/
<<if $labsVisited gt 2>><<set $lee.dialogClass = "dialogChange1">><<set $lee.int -= 5>><</if>>\
Before long the rookie looks ready for action again. Fucker came out of it faster than anyone else.
<div id="leeDialog"><div class="clearfix"><div class="dialogpic"><<display "LeePortraitImage">></div>$lee.name<hr>Huh...this is a new one. What are our orders, Sarge?</div></div><<timed 10ms>><<addclass '#leeDialog' $lee.dialogClass>><</timed>>\
[[Continue|Lab_Lee2]]
<<if $teamSlot2=="">><<set $teamSlot2="Lee">><</if>>\
<<set $labsVisited += 1>>\
<<set $rescueOrder.push($lee.name)>>\<img class="centered" src="images/medlab_01.jpg">
Entering the room you're greeted by the familiar setup of the other rooms so far. That's where things end though. This room has more of a lived in look. There's a few empty mugs, papers scattered along the floor and a gurney over in the corner.
<<if $labsVisited eq 0>>You skim a few of the papers as you walk to the occupied pod at the far end of the room. Unfortunately they're all chemical analysis and and various meaningless test results. Looking into the pod you can see whoever is inside is moving, but only sluggishly, and they aren't making any move to free themself.
Looking at the screen next to their pod you see it update to read:
<i>Stage 1 Completed....
Initiating Stage 2....</i>
As you watch, the inside of the pod begins rapidly cycling through a dizzying combination of colors. You feel slightly dizzy after just a moment of watching.
Shaking your head you clear your mind and give $hodge.name a push, breaking his trance as well. The two of you give each other an alarmed look and move to wrench the pod open.
Coughing, you wave away the sparkling smoke and find $gorman.name inside. You and $hodge.name both grab an arm and pull them free of the pod. Being yanked upright is enough to break him out of his own trance. He blinks several times, looking back and forth between $hodge.name and you.
<<else>>\
Looking over at the pod at the end of the room you can tell, once again, there is someone inside. With the colors flashing within, you move quickly to force the pod open. $rescueOrder[0] moves to help and the two of you quickly wrench the door of the pod open.
With a silent curse you notice it's $gorman.name inside. Part of you hoped he would be the only one of the squad that actually died in the crash. You're luck's been shit so far, why should it change now?
With a heavy sigh you pull $gorman.name out of the pod. He has a confused look on his face for several moments before shaking his head and looking around.
<</if>>\
<<if $labsVisited gt 2>><<set $gorman.dialogClass = "dialogChange1">><<set $gorman.int -= 5>><</if>>\
<div id="gormanDialog"><div class="clearfix"><div class="dialogpic"><<display "GormanPortraitImage">></div>$gorman.name<hr>What have you sorry sons of bitches fucked up now? The fuck happened to you? Outside match the pussy within finally?</div></div><<timed 10ms>><<addclass '#gormanDialog' $gorman.dialogClass>><</timed>>\
[[Continue|Lab_Gorman2]]
<<if $teamSlot2=="">><<set $teamSlot2="Gorman">><</if>>\
<<set $labsVisited += 1>>\
<<set $rescueOrder.push($gorman.name)>>\<img class="centered" src="images/medlab_03.jpg">
Looking around the lab you see a screen next to your pod reading:
<i>Stage 1 Completed....
Initiating Stage 2....
ERROR! Process interrupted!
Restart? (y/n):</i>_
While you're not the most scientific or medically versed person out there, this doesn't seem like any sort of treatment you've heard of for a crash victim. Suddenly things seem a lot less innocent around here.
Continuing your scan of the room, you see a pile of clothing on a table nearby. It looks like a collection of hospital scrubs: top, bottom, boxers, tank-top, socks and sneakers. What's odd about them is they're made from some sort of grey shimmering fabric you've never seen before.
Touching them they feel smooth, almost oily, but heavier than they look. With your only options being running around the facility naked, or putting these clothes on, you decide the minimal protection of the clothing is better than nothing. Hopefully they can help you fit in if you ever find the people running the place.
[[Get Dressed|Lab_Breakout_Dressed]]Throwing on the clothes you realize they must have been intended for you in some fashion. They all fit, though they're a bit snug. Perhaps that will come in handy if you end up fighting hand-to-hand. Its going to take a while to get used to the feel of the fabric though.
As you finish getting dressed all concerns about the clothes are forgotten as alarms being blaring and lights begin flashing out in the hallway. It seems your escape has been noticed and they're somewhat concerned about you...that or there's some other emergency going on right at this moment by coincidence.
Not wanting to count on your luck for that second option, you prepare yourself for action as best you can. Moving about you try to get a feel for your reduced physiology. You may not be as strong as you were, but there's a lot more to a fight than strength. Anyone that comes after you is going to be in for a bad time.
<img class="centered" src="images/hallway_02.jpg">
Ready to go, you pop your head out into the hallway and look around. The hallway is empty except for the alarms and flashing lights. Its well lit with a faint antiseptic smell to it. You see several doorways along the hallway, though no identifying marks except for generic labels by each door.
With nothing else to go on, you decide to investigate and see what you can find, starting with the room across the hall.
[[Dash across the hall|Lab_Hodge]]
<<if hasVisited("Lab_Wait2")>>\
<<set $player.clothingUpperTop="lab_scrubs_top1">>\
<<set $player.clothingUpperUW="lab_scrubs_tank2">>\
<<set $player.clothingLowerTop="lab_scrubs_bottom2">>\
<<set $player.clothingLowerUS="lab_uw2">>\
<<else>>\
<<set $player.clothingUpperTop="lab_scrubs_top1">>\
<<set $player.clothingUpperUW="lab_scrubs_tank1">>\
<<set $player.clothingLowerTop="lab_scrubs_bottom1">>\
<<set $player.clothingLowerUS="lab_uw1">>\
<</if>>\
<img class="centered" src="images/medlab_03.jpg">
Entering the room you find a lab that looks nearly identical to yours. Your attention is immediately drawn to the medical pod at the end of the room, as you hear a loud thump come from inside it. You can tell there's a person inside it, though the smokey haze within the pod makes it difficult to tell who it might be.
You don't have long to wait as the person inside appears to be taking the same way out you did. With a loud <i>CRACK</i> the pod flies open and a cloud of sparkling smoke rises from inside.
Looking through the haze, you see $hodge.name climing out. It doesn't take long to notice he's been through similar changes as you. His bulk and muscle is largely gone. While fit, he definitely doesn't look like he did the last time you saw him.
<div id="hodgeDialog"><div class="clearfix"><div class="dialogpic"><<display "HodgePortraitImage">></div>$hodge.name<hr>Sarge? Is that you? Fuck, man...what the hell happened to you? Where in satan's butthole are we?</div></div><<timed 10ms>><<addclass '#hodgeDialog' $hodge.dialogClass>><</timed>>\
You grin and shake your head.
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>Hell if I know, to both of those. You're not looking so good yourself, but its good to find you alive. This was my first stop, so get dressed and we'll do some more recon.</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
[[Continue|Lab_Hodge2]]<img class="centered" src="images/medlab_03.jpg">
Looking around the lab you see a screen next to your pod reading:
<i>Stage 1 Completed....
Initiating Stage 2....
ERROR! Process interrupted!
Restart? (y/n):</i>_
While you're not the most scientific or medically versed person out there, this doesn't seem like any sort of treatment you've heard of for a crash victim. If the alarms weren't indication enough, this would serve as a giant red flag that the situation was truly fucked up.
Continuing your quick scan of the room, you see a pile of clothing on a table nearby. It looks like a collection of hospital scrubs: top, bottom, boxers, tank-top, socks and sneakers. What's odd about them is they're made from some sort of grey shimmering fabric you've never seen before.
Touching them they feel smooth, almost oily, but heavier than they look. With your only options being running around the facility naked, or putting these clothes on, you decide the minimal protection of the clothing is better than nothing. Hopefully they can help you fit in if you ever find the people running the place.
[[Get dressed|Lab_BreakOutAlt_Dressed]]Throwing on the clothes you realize they must have been intended for you in some fashion. They all fit, though they're a bit snug. Perhaps that will come in handy if you end up fighting hand-to-hand. Its going to take a while to get used to the feel of the fabric though.
While getting dressed only took a few moments, it felt as though someone could come through the doorway at any second. Fully dressed you feel somewhat more ready to face whatever may be coming your way, but you're still not fully recovered from the crash, whatever was being done to you in the pod, or both.
You prepare yourself for action as best you can. Moving about you try to get a feel for your reduced physiology. You may not be as strong as you were, but there's a lot more to a fight than strength. Anyone that comes after you is going to be in for a bad time.
<img class="centered" src="images/hallway_02.jpg">
Ready to go, you pop your head out into the hallway and look around. The hallway is empty except for the alarms and flashing lights. Its well lit with a faint antiseptic smell to it. You see several doorways along the hallway, though no identifying marks except for generic labels by each door.
With nothing else to go on, you decide to investigate and see what you can find, starting with the room across the hall.
[[Dash across the hall|Lab_Hodge]]
<<if hasVisited("Lab_Wait2")>>\
<<set $player.clothingUpperTop="lab_scrubs_top1">>\
<<set $player.clothingUpperUW="lab_scrubs_tank2">>\
<<set $player.clothingLowerTop="lab_scrubs_bottom2">>\
<<set $player.clothingLowerUS="lab_uw2">>\
<<else>>\
<<set $player.clothingUpperTop="lab_scrubs_top1">>\
<<set $player.clothingUpperUW="lab_scrubs_tank1">>\
<<set $player.clothingLowerTop="lab_scrubs_bottom1">>\
<<set $player.clothingLowerUS="lab_uw1">>\
<</if>>\While $hodge.name gets dressed, you take a look around at the lab. There's little to find. All of the cabinets and drawers are empty, every workstation is shutdown except the ones linked to $hodge.name's pod, and those are spewing error messages after the breakout. The barren nature of the room only serves to reinforce the sinister feel of the facility.
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>The two of us made it through the crash. I'd bet the rest did too. We've got two objectvies at this point: find the rest of the squad, and find a way out. We'll stick together in case we meet any of the people running this place.</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
Finished getting dressed, $hodge.name grins at you.
<div id="hodgeDialog"><div class="clearfix"><div class="dialogpic"><<display "HodgePortraitImage">></div>$hodge.name<hr>Yes, sir! Can we leave that piece of monkey-shit $gorman.name though? That fucker is the reason we're in this shit-show.</div></div><<timed 10ms>><<addclass '#hodgeDialog' $hodge.dialogClass>><</timed>>\
You laugh and shake your head, motioning for $hodge.name to follow.
[[Leave the room|Lab_Rescued_Explore_Alt]]
<<set $hodge.clothingUpperTop="lab_scrubs_top1">>\
<<set $hodge.clothingUpperUW="lab_scrubs_tank1">>\
<<set $hodge.clothingLowerTop="lab_scrubs_bottom1">>\
<<set $hodge.clothingLowerUW="lab_uw1">>\<img class="centered" src="images/hallway_02.jpg">
The two of you exit into the hallway. There's still not a person to be seen. Flashing lights and blaring alarms add a sense of urgency to things.
You point to the door across the hall.
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>That's the room I was in. I figure we just check each of these along the hall for the squad. Quick moves and keep your head up. We don't want anyone in here getting the drop on us.</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
Which doorway do you try first?
[[B-20|Lab_Torres]]
[[B-21|Lab_Williams]]
[[B-22|Lab_Lee]]
[[B-25|Lab_Gorman]]
<<set $labsVisited=0>>\
<<set $rescueOrder=[]>>\<<if $labsVisited eq 1>>\
<<if !hasVisited("Lab_Torres")>>[[B-20|Lab_Combat1][$targetLabRoom = "Lab_Torres"]]
<</if>><<if !hasVisited("Lab_Williams")>>[[B-21|Lab_Combat1][$targetLabRoom = "Lab_Williams"]]
<</if>><<if !hasVisited("Lab_Lee")>>[[B-22|Lab_Combat1][$targetLabRoom = "Lab_Lee"]]
<</if>><<if !hasVisited("Lab_Gorman")>>[[B-25|Lab_Combat1][$targetLabRoom = "Lab_Gorman"]]
<</if>>\
<<elseif $labsVisited neq 2>>\
<<if !hasVisited("Lab_Torres") and !hasVisited("Lab_Torres_Alt")>>[[B-20|Lab_Torres]]
<</if>><<if !hasVisited("Lab_Williams") and !hasVisited("Lab_Williams_Alt")>>[[B-21|Lab_Williams]]
<</if>><<if !hasVisited("Lab_Lee") and !hasVisited("Lab_Lee_Alt")>>[[B-22|Lab_Lee]]
<</if>><<if !hasVisited("Lab_Gorman") and !hasVisited("Lab_Gorman_Alt")>>[[B-25|Lab_Gorman]]
<</if>>\
<<else>>\
<<if !hasVisited("Lab_Torres")>>[[B-20|Lab_Torres_Alt]]
<</if>><<if !hasVisited("Lab_Williams")>>[[B-21|Lab_Williams_Alt]]
<</if>><<if !hasVisited("Lab_Lee")>>[[B-22|Lab_Lee_Alt]]
<</if>><<if !hasVisited("Lab_Gorman")>>[[B-25|Lab_Gorman_Alt]]
<</if>>\
<</if>>\<<if $williams.dialogClass eq "dialogChange1">><div id="williamsDialog"><div class="clearfix"><div class="dialogpic"><<display "WilliamsPortraitImage">></div>$williams.name<hr>Uhh...tell me that shit in the pod was helium. The fuck is up with my voice?</div></div><<timed 10ms>><<addclass '#williamsDialog' $williams.dialogClass>><</timed>>
<</if>>\
<div id="playerDialog2"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr><<if $williams.dialogClass eq "dialogChange1">>Mixed bag it seems. Looks like you got it worse than others. Best guess at this point is you were in the pod longer.
<</if>>Get dressed. I'll brief you with everything we know so far.</div></div><<timed 10ms>><<addclass '#playerDialog2' $player.dialogClass>><</timed>>\
While Williams gets dressed, you quickly go over all the intel you currently have on your situation.
<<if (hasVisited("Lab_Torres") or hasVisited("Lab_Torres_Alt")) and (hasVisited("Lab_Williams") or hasVisited("Lab_Williams_Alt")) and (hasVisited("Lab_Lee") or hasVisited("Lab_Lee_Alt")) and (hasVisited("Lab_Gorman") or hasVisited("Lab_Gorman_Alt"))>>\
With the squad back together again, its time to find a way out.
[[Search for an exit|Lab_Exit1]]
<<else>>\
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>I'm fairly certain the whole squad survived the crash at this point. We need to find the rest and get the hell out of here. If you're done playing fashion show, we can get our ass in gear.</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
$williams.name gives you the finger, but joins you in heading out the door.
Where to next?
<<include "Lab_Hallway_Navigation">>
<</if>>
<<if $labsVisited gt 2>>\
<<set $williams.clothingUpperTop="lab_scrubs_top1">>\
<<set $williams.clothingUpperUW="lab_scrubs_tank2">>\
<<set $williams.clothingLowerTop="lab_scrubs_bottom2">>\
<<set $williams.clothingLowerUW="lab_uw2">>\
<<else>>\
<<set $williams.clothingUpperTop="lab_scrubs_top1">>\
<<set $williams.clothingUpperUW="lab_scrubs_tank1">>\
<<set $williams.clothingLowerTop="lab_scrubs_bottom1">>\
<<set $williams.clothingLowerUW="lab_uw1">>\
<</if>>\<img class="centered" src="images/medlab_02.jpg">
Inside you find yet another med lab. Wondering how many of these labs there are you quickly take stock of the room. While setup the same as the other rooms so far, your surprised to note this one has someone in two of the pods.
Hopeful that you'll get your last two soldiers back you send $hodge.name and $rescueOrder[0] to open up the second pod while you and $rescueOrder[1] take care of the first.
With a quick countdown, you and $rescueOrder[1] heave the door of the pod open. Taking a step back you wait for the haze to clear. With a satisfied nod you recognize $torres.name inside. Pulling them out, you hand them off to $rescueOrder[1] to fully resucitate while you go check on the other pod.
Just as you turn, you see $hodge.name waving you over.
<div id="hodgeDialog"><div class="clearfix"><div class="dialogpic"><<display "HodgePortraitImage">></div>$hodge.name<hr>Sarge? You better come take a look at this...</div></div><<timed 10ms>><<addclass '#hodgeDialog' $hodge.dialogClass>><</timed>>\
[[Go see what they found|Lab_CorpseFound]]
<<set $labsVisited += 1>>\
<<set $rescueOrder.push($torres.name)>>\
<<set $altRescue=$torres.name>>\
<<if $labsVisited gt 2>>\
<<set $torres.clothingUpperTop="lab_scrubs_top1">>\
<<set $torres.clothingUpperUW="lab_scrubs_tank2">>\
<<set $torres.clothingLowerTop="lab_scrubs_bottom2">>\
<<set $torres.clothingLowerUW="lab_uw2">>\
<<else>>\
<<set $torres.clothingUpperTop="lab_scrubs_top1">>\
<<set $torres.clothingUpperUW="lab_scrubs_tank1">>\
<<set $torres.clothingLowerTop="lab_scrubs_bottom1">>\
<<set $torres.clothingLowerUW="lab_uw1">>\
<</if>>\<img class="centered" src="images/medlab_02.jpg">
Inside you find yet another med lab. Wondering how many of these labs there are you quickly take stock of the room. While setup the same as the other rooms so far, your surprised to note this one has someone in two of the pods.
Hopeful that you'll get your last two soldiers back you send $hodge.name and $rescueOrder[0] to open up the second pod while you and $rescueOrder[1] take care of the first.
With a quick countdown, you and $rescueOrder[1] heave the door of the pod open. Taking a step back you wait for the haze to clear. With a satisfied nod you recognize $williams.name inside. Pulling them out, you hand them off to $rescueOrder[1] to fully resucitate while you go check on the other pod.
Just as you turn, you see $hodge.name waving you over.
<div id="hodgeDialog"><div class="clearfix"><div class="dialogpic"><<display "HodgePortraitImage">></div>$hodge.name<hr>Sarge? You better come take a look at this...</div></div><<timed 10ms>><<addclass '#hodgeDialog' $hodge.dialogClass>><</timed>>\
[[Go see what they found|Lab_CorpseFound]]
<<set $labsVisited += 1>>\
<<set $rescueOrder.push($williams.name)>>\
<<set $altRescue=$williams.name>>\
<<if $labsVisited gt 2>>\
<<set $williams.clothingUpperTop="lab_scrubs_top1">>\
<<set $williams.clothingUpperUW="lab_scrubs_tank2">>\
<<set $williams.clothingLowerTop="lab_scrubs_bottom2">>\
<<set $williams.clothingLowerUW="lab_uw2">>\
<<else>>\
<<set $williams.clothingUpperTop="lab_scrubs_top1">>\
<<set $williams.clothingUpperUW="lab_scrubs_tank1">>\
<<set $williams.clothingLowerTop="lab_scrubs_bottom1">>\
<<set $williams.clothingLowerUW="lab_uw1">>\
<</if>>\<img class="centered" src="images/medlab_02.jpg">
Inside you find yet another med lab. Wondering how many of these labs there are you quickly take stock of the room. While setup the same as the other rooms so far, your surprised to note this one has someone in two of the pods.
Hopeful that you'll get your last two soldiers back you send $hodge.name and $rescueOrder[0] to open up the second pod while you and $rescueOrder[1] take care of the first.
With a quick countdown, you and $rescueOrder[1] heave the door of the pod open. Taking a step back you wait for the haze to clear. With a satisfied nod you recognize $lee.name inside. Pulling them out, you hand them off to $rescueOrder[1] to fully resucitate while you go check on the other pod.
Just as you turn, you see $hodge.name waving you over.
<div id="hodgeDialog"><div class="clearfix"><div class="dialogpic"><<display "HodgePortraitImage">></div>$hodge.name<hr>Sarge? You better come take a look at this...</div></div><<timed 10ms>><<addclass '#hodgeDialog' $hodge.dialogClass>><</timed>>\
[[Go see what they found|Lab_CorpseFound]]
<<set $labsVisited += 1>>\
<<set $rescueOrder.push($lee.name)>>\
<<set $altRescue=$lee.name>>\
<<if $labsVisited gt 2>>\
<<set $lee.clothingUpperTop="lab_scrubs_top1">>\
<<set $lee.clothingUpperUW="lab_scrubs_tank2">>\
<<set $lee.clothingLowerTop="lab_scrubs_bottom2">>\
<<set $lee.clothingLowerUW="lab_uw2">>\
<<else>>\
<<set $lee.clothingUpperTop="lab_scrubs_top1">>\
<<set $lee.clothingUpperUW="lab_scrubs_tank1">>\
<<set $lee.clothingLowerTop="lab_scrubs_bottom1">>\
<<set $lee.clothingLowerUW="lab_uw1">>\
<</if>>\<img class="centered" src="images/medlab_02.jpg">
Inside you find yet another med lab. Wondering how many of these labs there are you quickly take stock of the room. While setup the same as the other rooms so far, your surprised to note this one has someone in two of the pods.
Hopeful that you'll get your last two soldiers back you send $hodge.name and $rescueOrder[0] to open up the second pod while you and $rescueOrder[1] take care of the first.
With a quick countdown, you and $rescueOrder[1] heave the door of the pod open. Taking a step back you wait for the haze to clear. With a grimace you recognize $gorman.name inside. Fucker survived the crash. Guess your bad luck is holding. Pulling them out, you hand them off to $rescueOrder[1] to fully resucitate while you go check on the other pod.
Just as you turn, you see $hodge.name waving you over.
<div id="hodgeDialog"><div class="clearfix"><div class="dialogpic"><<display "HodgePortraitImage">></div>$hodge.name<hr>Sarge? You better come take a look at this...</div></div><<timed 10ms>><<addclass '#hodgeDialog' $hodge.dialogClass>><</timed>>\
[[Go see what they found|Lab_CorpseFound]]
<<set $labsVisited += 1>>\
<<set $rescueOrder.push($gorman.name)>>\
<<set $altRescue=$gorman.name>>\
<<if $labsVisited gt 2>>\
<<set $gorman.clothingUpperTop="lab_scrubs_top1">>\
<<set $gorman.clothingUpperUW="lab_scrubs_tank2">>\
<<set $gorman.clothingLowerTop="lab_scrubs_bottom2">>\
<<set $gorman.clothingLowerUW="lab_uw2">>\
<<else>>\
<<set $gorman.clothingUpperTop="lab_scrubs_top1">>\
<<set $gorman.clothingUpperUW="lab_scrubs_tank1">>\
<<set $gorman.clothingLowerTop="lab_scrubs_bottom1">>\
<<set $gorman.clothingLowerUW="lab_uw1">>\
<</if>>\With the squad back at more or less full strength you turn your attention to finding a way out or some sort of communications equipment. Having checked all of the rooms along the hall you have the squad take positions around the door at the end of the hall. The last thing you need is to be surprised by more of those security bots.
Once everyone is in place you hit the panel to open the door. The door opens with a soft hiss, revealing a bank of elevators. Looks like the labs here are their own floor of some larger complex. Strangely there doesn't appear to be any security measures either on the doors or the elevators.
Gathering the squad you call for an elevator. Your main goal at this point is to get out, get resupplied and get back in contact with the Qetesh. You can come back and clear out this facility at another time.
The elevator arrives with a pleasant sounding <i>Ding!</i>
[[Continue|Lab_Exit2]]
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>Not just us, fuckup. <<if $torres.dialogClass eq "dialogChange1">>Sounds like they got your voice too.<</if>>Whatever they were doing to us here deserves some payback. Now get dressed so we can keep moving.</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
<<if $torres.dialogClass eq "dialogChange1">>\
$torres.name clears his throat a few times before speaking again.
<div id="torresDialog"><div class="clearfix"><div class="dialogpic"><<display "TorresPortraitImage">></div>$torres.name<hr>Well fuck..</div></div><<timed 10ms>><<addclass '#torresDialog' $torres.dialogClass>><</timed>><</if>>\
$torres.name points at the pile of clothes next to his pod.
<div id="torresDialog2"><div class="clearfix"><div class="dialogpic"><<display "TorresPortraitImage">></div>$torres.name<hr>Those for me?</div></div><<timed 10ms>><<addclass '#torresDialog2' $torres.dialogClass>><</timed>>\
When you nod he grumbles but starts getting dressed. You fill him in on things so far, making sure to subtly blame him for getting shot down. Once he's finished he glares at you but stays silent while the group heads back out to the hallway.
<<if (hasVisited("Lab_Torres") or hasVisited("Lab_Torres_Alt")) and (hasVisited("Lab_Williams") or hasVisited("Lab_Williams_Alt")) and (hasVisited("Lab_Lee") or hasVisited("Lab_Lee_Alt")) and (hasVisited("Lab_Gorman") or hasVisited("Lab_Gorman_Alt"))>>\
With the squad back together again, its time to find a way out.
[[Search for an exit|Lab_Exit1]]
<<else>>\
One more squadmate found. Time to continue the search.
<<include "Lab_Hallway_Navigation">>
<</if>>
<<if $labsVisited gt 2>>\
<<set $torres.clothingUpperTop="lab_scrubs_top1">>\
<<set $torres.clothingUpperUW="lab_scrubs_tank2">>\
<<set $torres.clothingLowerTop="lab_scrubs_bottom2">>\
<<set $torres.clothingLowerUW="lab_uw2">>\
<<else>>\
<<set $torres.clothingUpperTop="lab_scrubs_top1">>\
<<set $torres.clothingUpperUW="lab_scrubs_tank1">>\
<<set $torres.clothingLowerTop="lab_scrubs_bottom1">>\
<<set $torres.clothingLowerUW="lab_uw1">>\
<</if>>\Walking over to the second pod, you can see $hodge.name and $rescueOrder[0] giving whoever is in the pod some space. When you reach the pod you see its an unknown woman. She has an amazing body, but something isn't right...
<img class="centered" src="images/characters/lab_found.jpg">
<div id="hodgeDialog"><div class="clearfix"><div class="dialogpic"><<display "HodgePortraitImage">></div>$hodge.name<hr>She's dead, Sarge. We checked her out and she seems like she's been gone for a while.</div></div><<timed 10ms>><<addclass '#hodgeDialog' $hodge.dialogClass>><</timed>>\
You can hear $altRescue asking $rescueOrder[1] questions behind you, but your attention is solely on the body inside the second pod. As you take a closer look you can see she still has the IVs the rest of you did, but her skin has a blueish tinge to it.
Looking at the monitor next to the pod you only see a blinking message:
<i>Process Complete!</i>
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>I'm suddenly glad we got out of these when we did. There's nothing we can do for her though. The squad and escaping are our primary concerns. Lets get back to it.</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
Collecting everyone, you all move back to the hallway. One more room left in this part of the hallway. Better check it out before moving on.
<<include "Lab_Hallway_Navigation">><<set $combatEncounter=["SecurityDroneTemplate","SecurityDroneTemplate"]>>\
As you exit into the hallway you run into a pair of drones. They appear to notice you at the same time and they turn to approach. You can see electricity arcing at the end of some sort of taser.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/NPCs/npc11_portrait.jpg"></div>Security Drone<hr>Return to the lab. Your cooperation is appreciated.</div></div>
Surrender really isn't an option for a marine. Besides, there's three of you and only two of them. It wouldn't be fair to them even if you were alone. Three marines just means you get to have some fun.
[[Attack!|Lab_Combat2]]
<<set $combatVictoryPassage="LabCombatVictory">>\
<<set $combatLossPassage="LabCombatLoss">>\
<<set $player.name = $player.surname>>Shaking your head in disblief you point to the clothing pile next to the pod.
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>Get dressed. Things are fucked up all over. We need you ready.</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
Despite not really having received any useful information, $lee.name nods and gets busy dressing himself. <<if $torres.dialogClass eq "dialogChange1">>Punk didn't even seem bothered by the seeming change to his voice. $lee.name's going to be one scary piece of shit in a few years, you think to yourself.<</if>>
Dressed and ready for action, $lee.name nods at you. You all move back out to the hallway in practiced formation, just in case there are anymore surprises waiting for you.
<<if (hasVisited("Lab_Torres") or hasVisited("Lab_Torres_Alt")) and (hasVisited("Lab_Williams") or hasVisited("Lab_Williams_Alt")) and (hasVisited("Lab_Lee") or hasVisited("Lab_Lee_Alt")) and (hasVisited("Lab_Gorman") or hasVisited("Lab_Gorman_Alt"))>>\
With the squad back together again, its time to find a way out.
[[Search for an exit|Lab_Exit1]]
<<else>>\
Where to next?
<<include "Lab_Hallway_Navigation">>
<</if>>
<<if $labsVisited gt 2>>\
<<set $lee.clothingUpperTop="lab_scrubs_top1">>\
<<set $lee.clothingUpperUW="lab_scrubs_tank2">>\
<<set $lee.clothingLowerTop="lab_scrubs_bottom2">>\
<<set $lee.clothingLowerUW="lab_uw2">>\
<<else>>\
<<set $lee.clothingUpperTop="lab_scrubs_top1">>\
<<set $lee.clothingUpperUW="lab_scrubs_tank1">>\
<<set $lee.clothingLowerTop="lab_scrubs_bottom1">>\
<<set $lee.clothingLowerUW="lab_uw1">>\
<</if>>\<<if $williams.dialogClass eq "dialogChange1">>The sound of his voice makes $gorman.name pause. He clears his throat a few times before talking again.<<else>>$gorman.name pauses to look down at his own body.<</if>>
<div id="gormanDialog"><div class="clearfix"><div class="dialogpic"><<display "GormanPortraitImage">></div>$gorman.name<hr>And what the fuck did you do to me? $player.surname! This is your fucking fault. First you fuck up as a pilot and now you fucked up your squad. When we get home I'm going to get your ass carted off to some ice planet at the edge of the fucking universe!</div></div><<timed 10ms>><<addclass '#gormanDialog' $gorman.dialogClass>><</timed>>\
Shaking your head you look at $hodge.name who has a similarly bemused expression on his face.
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>Sir, we were shot down and apparently experimented on. Shall we get to work on finding who's responsible, or do you want to yell some more?</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
<div id="gormanDialog2"><div class="clearfix"><div class="dialogpic"><<display "GormanPortraitImage">></div>$gorman.name<hr>Fuck you, $player.surname. Get back to work and let me know when you can raise the Qetesh. We're going to need some updates on our orders.
Someone get me some fucking clothes!</div></div><<timed 10ms>><<addclass '#gormanDialog2' $gorman.dialogClass>><</timed>>\
$gorman.name moves off in a huff to get dressed, mumbling angrily to himself the entire time.
<<if (hasVisited("Lab_Torres") or hasVisited("Lab_Torres_Alt")) and (hasVisited("Lab_Williams") or hasVisited("Lab_Williams_Alt")) and (hasVisited("Lab_Lee") or hasVisited("Lab_Lee_Alt")) and (hasVisited("Lab_Gorman") or hasVisited("Lab_Gorman_Alt"))>>\
With the squad back together again, its time to find a way out.
[[Search for an exit|Lab_Exit1]]
<<else>>\
Great...the fearless leader is back. Figure out where to go next before the asshole tries to make his own plan.
<<include "Lab_Hallway_Navigation">>
<</if>>
<<if $labsVisited gt 2>>\
<<set $gorman.clothingUpperTop="lab_scrubs_top1">>\
<<set $gorman.clothingUpperUW="lab_scrubs_tank2">>\
<<set $gorman.clothingLowerTop="lab_scrubs_bottom2">>\
<<set $gorman.clothingLowerUW="lab_uw2">>\
<<else>>\
<<set $gorman.clothingUpperTop="lab_scrubs_top1">>\
<<set $gorman.clothingUpperUW="lab_scrubs_tank1">>\
<<set $gorman.clothingLowerTop="lab_scrubs_bottom1">>\
<<set $gorman.clothingLowerUW="lab_uw1">>\
<</if>>\Everyone piles into the elevator. While there's room for everyone, there isn't cover if anything should greet you when the doors open. $rescueOrder[1] and $rescueOrder[2] crouch on the floor, ready to get out of the way if anything is waiting. The rest of you take positions around the edges of the elevator.
The elevator feels as though its moving quickly, giving the impression that the lab was deep below ground. After a minute or two, the Elevator dings and <i>Lobby</i> flashes on the screen.
A moment later the doors open to a small wedge shaped lobby. The room has two pillars with an empty reception looking desk between them. The wide end of the wedge is a wall of windows, with a view out onto the barren surface of the planet.
<img class="centered" src="images/tarsiasurface_02.jpg">
Looking through the windows, it isn't the view that catches your attention, its the group of armed figures rushing up to the entrance outside and pointing guns at you.
Your squad jumps into action at the same time, diving for cover. You, $hodge.name, $gorman.name, and $williams.name all end up in a pile behind the desk. $torres.name and $lee.name take cover behind the pillars.
[[Continue|Lab_Exit3]]<<set $template={
name: "Security Drone",
maxHealth:2,
health: 2,
image: "<img class='centered' src='images/characters/npcs/NPC_11.jpg'>" ,
speed: 45,
accuracy: 75,
weaponArray: ["Taser"],
attackArray: ["Shock"],
attackDmgArray: [3],
attackTypeArray: ["single"],
attackRadArray: [5],
attackCooldown: [0],
ammoCap: -1,
ammoRemain: -1,
accMod: 1,
reloadTime: 1,
}>>
<<set $combatAction = "None">>\
<<set $combatActionType = "None">>\
<<set $abilityTarget = "None">>\
<<display "EncounterSetup">>\
<<display TurnInitial>>\
<div class="combatTables"><div id="npcCombatTable"><<include "CombatEnemiesTable">></div>
<div id="playerCombatTable"><<include "CombatHealthTable">></div></div>
<div id="combatTurnText"><<include "CombatTurn">></div>
<hr>\
<div id="playerCombatOptions"><<include "CombatOptions">></div>
With both security drones on the sparking on the ground, the three of you grin at each other as you look around for more. If these drones are all that you'll face here, things are going to be easy. Still better to be on guard than get surprised by something worse.
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.maleName<hr>Alright boys, fun time is over. Lets get moving again. </div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
[[Continue|$targetLabRoom]]
<<set $combatVictoryPassage="CombatVictory">>\
<<set $combatLossPassage="CombatLoss">>\As the last member of your squad crumples to the floor, the security drone begins dragging you back to your original lab. With your original pod damaged, they load you into one of the extras. Using more robust restraints this time they strap you down, preventing another escape.
As they close the pod, you can see text scrolling quickly on the monitor nearby. Before you can read any of it the pod fills with the sparkling haze with a loud hiss. A pinch in your arms indicates a fresh set of IVs being placed, and you can see the iridescent liquid begin flowing through the tubes.
Before long the multicolored lights begin rapidly flashing around you and the pod fills with static. Struggle as you can, it isn't long before you succumb. You black out and remember nothing of what comes next.
Game Over!<<set $equipWeapon = "Hands">>
<<set $equipSlotID = 1>>
<<set $equipTarget = "player">>
<<display "EquipWeapon">>
<<set $equipTarget = "Torres">>
<<display "EquipWeapon">>
<<set $equipTarget = "Williams">>
<<display "EquipWeapon">>
<<set $equipTarget = "Hodge">>
<<display "EquipWeapon">>
<<set $equipTarget = "Lee">>
<<display "EquipWeapon">>
<<set $equipTarget = "Gorman">>
<<display "EquipWeapon">>
<<set $equipWeapon = "Feet">>
<<set $equipSlotID = 2>>
<<set $equipTarget = "player">>
<<display "EquipWeapon">>
<<set $equipTarget = "Torres">>
<<display "EquipWeapon">>
<<set $equipTarget = "Williams">>
<<display "EquipWeapon">>
<<set $equipTarget = "Hodge">>
<<display "EquipWeapon">>
<<set $equipTarget = "Lee">>
<<display "EquipWeapon">>
<<set $equipTarget = "Gorman">>
<<display "EquipWeapon">>Trans-Galactic Group was formed as a consortium of asteroid mining companies. The group quickly become the largest mining company in the galaxy, taking on jobs too big, risky, or difficult for other companies to attempt.
It is widely believed Trans-Galactic utilizes extensive bribes, extortion, and other illegal activities to gain contracts, though nothing has thus far been proven in court. Regardless, the company has extensive political contacts and clout, which it is not shy about using.
With the discovery of Gendium therapies, Trans-Galactic quickly became the only name in Gendium mining and refining. They are omnipresent on Tarsia IV and have close ties with [[Commuto Technologies|CommutoTechnologies]]. Together the two companies effectively govern Tarsia IV and report back to the Galactic Congressional Republic in bi-yearly reports.
<<back>><<back>>
<strong>History</strong>
Commuto Technologies started as a biomedical research company. They made small strides in military wound treatments, but remained a minor company until they had a break through with Gendium therapies.
The company quickly became a major figure on the galactic scene, using their newfound wealth to quickly purchase many of their competitors and, if rumors are to be believed, quietly put many key politicians in their pocket.
They faced little competition for the research contract on Tarsia IV and, along with the [[Trans-Galactic Group|TransGalactic]], they have had general control of the planet ever since.
<strong>Recent Events</strong>
Until recently, Commuto Technologies has churned out steady progression of Gendium therapies and treatments. Things changed a year ago, when the company fell under new leadership after a hostile takeover.
Under this new leadership most research has been deemed confidential and kept secret from even the Galactic Congressional Republic (GCR) governing body. While occasional new treatments, technology and discoveries have continued to come from the planet, these have slowed to a trickle and recently all communication from the planet has stopped entirely.
Prior to the communications break there had been rumors of some sort of genetic experimentation taking place on the lower ranking scientists and residents of the planet who were not part of Commuto Technologies. Commuto Technologies representatives had said all the right things to allay suspicion for several years, but these rumors are being given new inspection after these latest developments.
<<back>><strong>Squad Dossiers</strong>
[[Torres]]
[[Williams]]
[[Lee]]
[[Hodge]]
[[Gorman]]
<<back>>Before you can do anything else, you hear a voice coming over the speakers in the lobby.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_enemysoldier1.jpg"></div>Hostile Soldier<hr>You in there! Approach the windows with your hands up. Place your hands on the glass and wait for a retrieval team to enter. Do this now and you will not be harmed. You have one minute.</div></div>
Your squad exchanges glances and shares a laugh. These guys obviously haven't dealt with marines before. You're not about to come quietly, but you seem to be low on options that don't involve dying at the moment. You open your mouth to say something, but you're cut off by Lieutenant $gorman.name.
<div id="gormanDialog2"><div class="clearfix"><div class="dialogpic"><<display "GormanPortraitImage">></div>$gorman.name<hr>Alright, you heard them. Get your asses up there. I'll find out who's in charge here and get this shit straightened out.</div></div><<timed 10ms>><<addclass '#gormanDialog2' $gorman.dialogClass>><</timed>>\
Everyone stares at him dumbfounded.
<div id="williamsDialog"><div class="clearfix"><div class="dialogpic"><<display "WilliamsPortraitImage">></div>$williams.name<hr>Sir, did...did you really just order us to surrender? The fuck is...</div></div><<timed 10ms>><<addclass '#williamsDialog' $williams.dialogClass>><</timed>>\
A commotion outside interrupts $williams.name before he can finish.
[[Look outside|Lab_Exit4]]This is as far as the game goes currently. Thanks for playing!
Please leave some feedback if you'd like. It helps keep me interested in making the game and lets me know what I'm doing well and where to put in some extra work.
This version of the game is a rough draft of the intro. It shows what the text and dialogues will appear as, gives a teaser for combat, and gives a preview of image use.
<strong>Game Overview</strong>
The game is intended to be a sci-fi based military rpg. You mostly control the actions of the marines in your squad. In a nutshell, your mission is to discover what's going on on the planet and put a stop to it.
<strong>Transformations</strong>
The intention is for this game to feature a variety of transformations.
* MtF (of course)
* Breast Expansion
* Multi-Breasts
* Mental (Reduced Intelligence, increased libido)
I've also toyed with the idea of adding in weirder transformations, but these are not something I'm actively working towards at the moment.
* Replace anus with additional vagina
* Mouth Vagina
* Nipple Growth/Fuckable nipples
<strong>Transformation Method</strong>
Transformations in the game are done via radiation levels for each character. Characters can gain radiation from multiple sources.
* Combat
* Traps
* Environmental
<strong>Combat</strong>
Combat is still in fairly basic shape, though its where most of the time spent on this went (it was an interesting thing to try to do in this format). It currently supports single and aoe target attacks, turns handled by individual character speed, and multiple different weapons each with different attacks. It can handle up to three player controlled characters and up to five NPC enemies. Future plans include:
* Damage ranges on attacks
* Weapon reloading
* Special effects on attacks
* Accuracy
There is not currently an inventory system, though one is planned along with looting new weapons from combat or found during missions.
<strong>Missions</strong>
Missions are the primary way of progressing through the game. At the moment there are 10 missions planned for the game, with story and events happening both during and between them.
No missions are available in the game yet.
<strong>Next release?</strong>
No idea when that will happen, but the plan is to get everything made through the end of the first actual mission and then do a real post on the game site for everyone to try.
I'm hoping to get there in the next few weeks though. Looking out the windows again you see the security forces scrambling for cover before they're cut down by automatic weapons fire. The entire encounter lasts only a few seconds before the security forces are wiped out.
You and $williams.name exchange a curious look before turning your attention outside again. Before long you see another group of soldiers appear. These look much more patchwork than the security forces, but move with obvious discipline and order.
One approaches the entryway and patches his suit into the intercom.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_resistsoldier1.jpg"></div>Resistance Soldier<hr>Sorry about that, boys. We've been trying to track you down since the crash. We're with the resistance here, and we'd love to give you a hand with things. Don't kick our asses and we'll get some environmental suits in there to you so we can all get out of here.</div></div>
As he finishes you see two more of the resistance soldiers approach and open the airlock. The pile environmental suits inside and then close the airlock again.
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>Looks like this is our ticket out. Everyone grab a suit and get it on quick. We need to be gone from here.</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
$gorman.name glares at you before snapping,
<div id="gormanDialog2"><div class="clearfix"><div class="dialogpic"><<display "GormanPortraitImage">></div>$gorman.name<hr>I'm in charge here, $player.surname. You even think to give orders to me again and I'll have you court martialed. These resistance assholes fucked up any chance we had of a peaceful resolution here. We'll go with them, but god help them and you if I find a way to un-fuck this situation.</div></div><<timed 10ms>><<addclass '#gormanDialog2' $gorman.dialogClass>><</timed>>\
The squad largely ignores $gorman.name's outburst, much to his displeasure, and collects the suits from the airlock.
[[Put on your suit|Lab_Exit5]]As you seal the helmet of your suit you can suddenly hear the comms chatter of the group outside. Checking the suit you see it just has a single localized transmission setting. No private conversations here.
Using hand signals you tell your squad to stick together. $gorman.name gives you the finger in response.
As you all exit the airlock out to the surface, the soldier who talked to you earlier approaches.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_resistsoldier1.jpg"></div>Resistance Soldier<hr>Name's Davidson. We need to get moving before more of those guys show up. We'll get you answers back at our base, but for now we need you to trust us and follow us there.</div></div>\
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>Appreciate the help. We'll come with you no problem. Just need one thing first...</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
Walking over to one of the dead security force members, you collect the rifle and pistol from him. The rest of your squad follows your example and does likewise.
<div id="playerDialog2"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>Think we'll hold on to these. Lets get moving.</div></div><<timed 10ms>><<addclass '#playerDialog2' $player.dialogClass>><</timed>>\
Davidson holds up his hands, as if to say 'Fine by me', and turns to head out.
[[Head to the resistance base|Lab_Exit6]]
<<set $player.radiation += 10>>\
<<set $torres.radiation += 10>>\
<<set $williams.radiation += 10>>\
<<set $hodge.radiation += 10>>\
<<set $lee.radiation += 10>>\
<<set $gorman.radiation += 10>>\
<<display "FacilityExitWeapons">>\
<div class="centerText">Health
$player.health / $player.maxHealth
Radiation
$player.radiation / $player.maxRadiation</div><<set $weaponSuffix = "">>
<<script>>state.variables.weaponSuffix=state.variables.equipWeapon.replace(/ +/g,"");<</script>>
<<set $weaponSuffix = $weaponSuffix.toLowerCase()>>
<<if $equipTarget == "player">>
<<print "<<set $player.weapon"+$equipSlotID+"=$equipWeapon>>">>
<<print "<<set $player.weapon"+$equipSlotID+"AttackArray=$"+$weaponSuffix+".attackArray>>">>
<<print "<<set $player.weapon"+$equipSlotID+"AttackDmgArray=$"+$weaponSuffix+".attackDmgArray>>">>
<<print "<<set $player.weapon"+$equipSlotID+"AttackTypeArray=$"+$weaponSuffix+".attackTypeArray>>">>
<<print "<<set $player.weapon"+$equipSlotID+"AttackRadArray=$"+$weaponSuffix+".attackRadArray>>">>
<<print "<<set $player.weapon"+$equipSlotID+"AttackCooldown=$"+$weaponSuffix+".attackCooldown>>">>
<<print "<<set $player.weapon"+$equipSlotID+"AmmoCap=$"+$weaponSuffix+".ammoCap>>">>
<<print "<<set $player.weapon"+$equipSlotID+"AmmoRemain=$"+$weaponSuffix+".ammoRemain>>">>
<<print "<<set $player.weapon"+$equipSlotID+"AccMod=$"+$weaponSuffix+".accMod>>">>
<<print "<<set $player.weapon"+$equipSlotID+"ReloadTime=$"+$weaponSuffix+".reloadTime>>">>
<<else>>
<<print "<<set $"+$equipTarget.toLowerCase()+".weapon"+$equipSlotID+"=$equipWeapon>>">>
<<print "<<set $"+$equipTarget.toLowerCase()+".weapon"+$equipSlotID+"AttackArray=$"+$weaponSuffix+".attackArray>>">>
<<print "<<set $"+$equipTarget.toLowerCase()+".weapon"+$equipSlotID+"AttackDmgArray=$"+$weaponSuffix+".attackDmgArray>>">>
<<print "<<set $"+$equipTarget.toLowerCase()+".weapon"+$equipSlotID+"AttackTypeArray=$"+$weaponSuffix+".attackTypeArray>>">>
<<print "<<set $"+$equipTarget.toLowerCase()+".weapon"+$equipSlotID+"AttackRadArray=$"+$weaponSuffix+".attackRadArray>>">>
<<print "<<set $"+$equipTarget.toLowerCase()+".weapon"+$equipSlotID+"AttackCooldown=$"+$weaponSuffix+".attackCooldown>>">>
<<print "<<set $"+$equipTarget.toLowerCase()+".weapon"+$equipSlotID+"AmmoCap=$"+$weaponSuffix+".ammoCap>>">>
<<print "<<set $"+$equipTarget.toLowerCase()+".weapon"+$equipSlotID+"AmmoRemain=$"+$weaponSuffix+".ammoRemain>>">>
<<print "<<set $"+$equipTarget.toLowerCase()+".weapon"+$equipSlotID+"AccMod=$"+$weaponSuffix+".accMod>>">>
<<print "<<set $"+$equipTarget.toLowerCase()+".weapon"+$equipSlotID+"ReloadTime=$"+$weaponSuffix+".reloadTime>>">>
<</if>>
Entering the base, you stop for a moment to get out of the environmental suits. Leaving them to be decontaminated, you proceed into the main hall of the complex.
Obviously an old complex its functional, but not pretty. The smell of stale air and overworked filters fills your nose. The hallway is filled with a yellow light from dirty light bars, creating a well lit but dim view. While not densely populated the entire hall seems to hum with activity.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_davidson1.jpg"></div>Davidson<hr>Royce Morrison is the one in charge here. He's asked to see you all. 'fraid I don't know many more details than that. We also need to get you all checked out in the med lab. Of course if you want to see your quarters you could rest for a bit if you'd like.</div></div>\
<<display "IntroOptions">>
<<set $player.radiation += 10>>\
<<set $torres.radiation += 10>>\
<<set $williams.radiation += 10>>\
<<set $hodge.radiation += 10>>\
<<set $lee.radiation += 10>>\
<<set $gorman.radiation += 10>>\Following the resistance members, they begin filling you in on the encounter outside the lab.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_resistsoldier1.jpg"></div>Davidson<hr>We've been looking for you guys ever since the railguns fired on your ship. We were having trouble finding anything until the security channels lit up about the trouble at this lab.
We figured you all were probably causing a rucus, so we came to see what we could do about getting you out.</div></div>\
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>Let me guess, you're trying to help us so we can put an end to the big bad company f-ing things up?</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_resistsoldier1.jpg"></div>Davidson<hr>Yeah, something like that. Plus we kind of like helping out the good guys.</div></div>
The resistance members take you to a nearby mining facility garage, where you all load into an employee transport. Twenty minutes later everyone climbs out into a dusty canyon. In the side of the canyon wall you see a single door. Were you not standing right in front of it you would probably have missed it.
One of the resistance members drives off again in the transport while Davidson punches a code into the pad by the door, causing it to slide open.
[[Enter the base|ResistanceBase1]]
<<set $player.radiation += 10>>\
<<set $torres.radiation += 10>>\
<<set $williams.radiation += 10>>\
<<set $hodge.radiation += 10>>\
<<set $lee.radiation += 10>>\
<<set $gorman.radiation += 10>>\<img class="centered" src="images/morrisonoffice.jpg">
Morrison's office is cluttered, but good sized. Papers, electronics and boxes appear to be stacked haphazardly. The room has a smell of ink and plastic, with a faint undercurrent of mildew. Several scuffed plastic chairs circle a wobbly table in one corner and a threadbare couch occupies another wall.
The squad takes seats where available, leaving you and $hodge.name standing.
Morrison seems delighted to have you all here. He's brimming with excitement and starts and stops talking several times before getting anything understandable out.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_roycemorrison1.jpg"></div>Royce Morrison<hr>My apologies for your recent troubles. Nothing we were able to do to stop it. But! A great opportunity is here now!</div></div>\
Morrison sputters for a moment again. The squad exchanges bemused glances while they wait for him to continue.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_roycemorrison1.jpg"></div>Royce Morrison<hr>We've had some challenges and troubles here lately. We do our best, but without more...people its hard to make progress. With you here we can now do unprecedented things! You will help us, yes?</div></div>\
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>Uh, sure. What exactly are you looking for from us though? Our main interest at the moment is tracking down the people responsible for the attack and bringing down a world of hurt down on them.</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
[[Continue|MorrisonIntro3]]<<set $equipWeapon = "Pulse Rifle">>
<<set $equipSlotID = 1>>
<<set $equipTarget = "player">>
<<display "EquipWeapon">>
<<set $equipTarget = "Torres">>
<<display "EquipWeapon">>
<<set $equipTarget = "Williams">>
<<display "EquipWeapon">>
<<set $equipTarget = "Hodge">>
<<display "EquipWeapon">>
<<set $equipTarget = "Lee">>
<<display "EquipWeapon">>
<<set $equipTarget = "Gorman">>
<<display "EquipWeapon">>
<<set $equipWeapon = "Pistol">>
<<set $equipSlotID = 2>>
<<set $equipTarget = "player">>
<<display "EquipWeapon">>
<<set $equipTarget = "Torres">>
<<display "EquipWeapon">>
<<set $equipTarget = "Williams">>
<<display "EquipWeapon">>
<<set $equipTarget = "Hodge">>
<<display "EquipWeapon">>
<<set $equipTarget = "Lee">>
<<display "EquipWeapon">>
<<set $equipTarget = "Gorman">>
<<display "EquipWeapon">>They're your hands. Do with them what you will.
<<back>>These feet were made for walkin....
<<back>><div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_roycemorrison1.jpg"></div>Royce Morrison<hr>I...we, would like your participation in our work. We have several things you could help us with that, I expect, mesh very well with your desires.</div></div>\
He points over at a whiteboard covered in scribbled writing. In the bottom right corner you see a list of tasks:
* Material retrieval.
* Destroy factory.
* Assault Railgun placements
* Hack comm array
* Gather intel
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_roycemorrison1.jpg"></div>Royce Morrison<hr>We need to make some changes in order to be able to progress with things. I suggest we start with this list. But! First we need to check you all over and see what happened to you at that lab.</div></div>\
Before you can say anything, $gorman.name glares at you and starts talking.
<div id="gormanDialog2"><div class="clearfix"><div class="dialogpic"><<display "GormanPortraitImage">></div>$gorman.name<hr>Is there no communication with Commuto Tech or Trans-Galactic? I imagine it would be faster to straighten out the misunderstanding with them than engage in gorilla warfare.</div></div><<timed 10ms>><<addclass '#gormanDialog2' $gorman.dialogClass>><</timed>>\
[[Continue|MorrisonIntro4]]Morrison laughs and gives $gorman.name what can only be described as a predatory smile.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_roycemorrison1.jpg"></div>Royce Morrison<hr>Oh there's no way of straightening out this misunderstanding. Everything that was done was intentional. They are developing things now that will fully remove the GCR's control and regulations. Conflict is the only way of making progress at the moment.</div></div>\
$gorman.name's face darkens.
<div id="gormanDialog"><div class="clearfix"><div class="dialogpic"><<display "GormanPortraitImage">></div>$gorman.name<hr>Fine, we'll do what we can, for now. $player.surname you take care of these ops. I'll remain here to coordinate with the resistance and try to find a more official way out of this shitshow.</div></div><<timed 10ms>><<addclass '#gormanDialog' $gorman.dialogClass>><</timed>>\
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_roycemorrison1.jpg"></div>Royce Morrison<hr>Yes, yes. Fine, fine. But first the exam. We must know your current status before anything else.</div></div>\
<div id="gormanDialog2"><div class="clearfix"><div class="dialogpic"><<display "GormanPortraitImage">></div>$gorman.name<hr>Fuck, fine. We'll do the fucking exam. If there's a way to reverse this shit I, for one, will be greatful. Marines, get this shit out of the way so we an get to work.</div></div><<timed 10ms>><<addclass '#gormanDialog2' $gorman.dialogClass>><</timed>>\
[[Continue|MorrisonIntro5]]The door to Morrison's office opens again to show Davidson standing there still.
<<display "IntroOptions">><img class="centered" src="images/resistancemedlab_01.jpg">
Walking into the med lab you find a small but well equipped facility. Currently there is only a single person inside, who Davidson introduces as Dr. Zoe Poulsen.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>Ah perfect timing! Royce told me he was sending you and here you are. No time to waste, each of you please lay on one these tables when you can and we'll get things over with in a jiffy.</div></div>\
She quickly grabs $torres.name's arm and pushes him onto one of the two tables. Pushing his head down, she presses a button next to the table. An arm quickly scans $torres.name from head to toe. Once its finished she slaps some sort of device onto his head.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>Leave that there while I get a blood sample and you'll be all done!</div></div>\
$torres.name shrugs and presents his arm for Dr. Poulsen. With practiced ease she sticks a needle into his arm and quickly has a small vial of blood.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>And done! Who's next?</div></div>\
[[Go next|MedLab_Intro2]]
[[Ask some questions|MedLab_Intro_Questions]]
<<set $player.health = $player.maxHealth>>\
<<set $torres.health = $torres.maxHealth>>\
<<set $williams.health = $williams.maxHealth>>\
<<set $hodge.health = $hodge.maxHealth>>\
<<set $lee.health = $lee.maxHealth>>\
<<set $gorman.health = $gorman.maxHealth>>\
Dr. Poulsen quickly has you on the table. You lay still as the scanner does its work. You feel a light tingle as it goes down your body. Then with a muted tone it indicates it's finished.
Dr. Poulsen puts the same headgear on your head and then, with practiced efficiency, draws a vial blood from your arm and sticks it into a machine next to $torres.name's.
The headgear has numerous electrodes inside it. From watching $torres.name wear it you know the lights on top are blinking like crazy. Nothing seems to be happening with it otherwise, until you feel something similar to an electric shock travel down your spine. Its over almost before you can register it.
Moments later, Dr. Poulsen pulls the headgear off and pushes you away from the exam table.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>Next!</div></div>\
[[Send the rest of the squad|MedLab_Intro3]]What would you like to know?
<<display "MedLabIntroQuestions">>Davidson waves for you to follow him down the hallway.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_davidson1.jpg"></div>Davidson<hr>Morrison's office is this way. Its a little cluttered, but you should all fit inside.</div></div>\
He stops at an unmarked door, knocks twice, and then opens it. Ushering you inside he nods, steps back out into the hall, and shuts the door.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_roycemorrison1.jpg"></div>Royce Morrison<hr>Ah! The men of the hour! Do come in and have a seat. I imagine we have some business to discuss.</div></div>\
[[Enter the office|MorrisonIntro2]]<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_davidson1.jpg"></div>Davidson<hr>I'll show you guys to your bunks. We don't have much room so you'll all be bunking in the same room.</div></div>\
You wave for him to lead on. Bunking in the same room as the squad isn't anything new. The barracks at home aren't much more spacious than the facility here.
<img class="centered" src="images/resistancebunks.jpg">
A few turns later Davidson opens up another doorway. Inside are 10 bunks with a wardrobe next to each bunk. A vid screen occupies one wall and a metal table with four chairs is shoved over into another corner. While dusty from lack of use, the room is neat and more than adequate to your needs while you're staying here.
Its good to know where you'll be resting your head, but none of you are the type to sit around when there's so much that needs doing. Somewhat more oriented to the facility the squad heads back out the door.
<<display "IntroOptions">><<if hasVisited("MorrisonIntro1") and hasVisited("MedLab_Intro1") and hasVisited("Bunks_Intro1")>>With all the necessary tasks out of the way, it's time to get back on mission.
Davidson leads your squad to a room he jokingly calls the War Room. Apparently it just where they run the intelligence and operations for the resistance missions from.
[[Enter the War Room|WarRoom_Intro]]
<<else>>Where would you like to go next?
<</if>>\
<<if !hasVisited("MorrisonIntro1")>>[[Talk with Morrison|MorrisonIntro1]]
<</if>>\
<<if hasVisited("MorrisonIntro1") and !hasVisited("MedLab_Intro1")>>[[Visit the Med Lab|MedLab_Intro1]]
<</if>>\
<<if !hasVisited("Bunks_Intro1")>>[[Find your quarters|Bunks_Intro1]]
<</if>>\<img class="centered" src="images/resistancewarroom.jpg">
War Room is a kind term. Really the room is just another cluttered office. Several desks with comm equipment, a few tactical displays, and workstations clustered in rows. Only one of the desks is occupied at the moment.
Davidson introduces the lone man as Eric Braun.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_davidson1.jpg"></div>Davidson<hr>Eric here is the best damn radio man in the resistance. He's the one who picked up on your location. You need any comms tapped or circumvented he's your man. Funny thing though, he don't talk much.</div></div>\
Eric grunts and flips off Davidson before putting his headset back on and pointedly ignoring you all.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_davidson1.jpg"></div>Davidson<hr>Anyways, this is where you can run your missions from. We'll make sure you have all the intelligence we have, but figure you guys know how to make things work better than we do. Anyone who doesn't go out on the mission can stay here and help out as needed.</div></div>\
Davidson points over at a board on the wall.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_davidson1.jpg"></div>Davidson<hr>Here's the list of available missions at the moment. Pick one and we'll provide our full support for it.</div></div>\
[[Exit the War Room|ResistanceBase_Hallway]]
<<display "MissionList">><<if !hasVisited("MedLabQuestion_Blood")>>[[Just the scan and some blood?|MedLabQuestion_Blood]]
<</if>>\
<<if !hasVisited("MedLabQuestion_What")>>[[What exactly are you looking for?|MedLabQuestion_What]]
<</if>>\
<<if hasVisited("MedLabQuestion_What") and !hasVisited("MedLabQuestion_Help")>>[[Can you do anything about it?|MedLabQuestion_Help]]
<</if>>\
<<if hasVisited("MedLabQuestion_What") and !hasVisited("MedLabQuestion_Strains")>>[[What strains are there?|MedLabQuestion_Strains]]
<</if>>\
[[That's all for now. I'll go next.|MedLab_Intro2]]<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>In short, we think you've been primed with nanobots. The physical changes you've experienced are more than likely due to this. However, we need to know for sure if we're to begin understanding what's happening and see if there's anything to be done.</div></div>\
She hands you a sort of brochure.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>As you surely know, Gendium Therapies are used for cosmetic changes. My hope is someone stuck you with one of the typical strains of nanobots in order to render reduce your physical threat while they kept you captive.
On the other hand...if they are using experimental strains on you...</div></div>\
She trails off and shakes her head.
Any other questions?
<<display "MedLabIntroQuestions">><div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>If its one of the typical strains we can almost assuredly arrest the changes and prevent them from going any further. I'm less certain about being able to restore you to normal without the use of the Commuto Tech labs. But, if we can bring them down, that shouldn't be an issue.</div></div>\
She pauses for a moment, scanning over you and your squad with a worried look.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>If its something experimental...well, we'll just have to study it and do the best we can.</div></div>\
Any other questions?
<<display "MedLabIntroQuestions">><div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>You mentioned strains? What are those?</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>Nanobots, and Gendium Therapies in general, are very targeted things. Therapies for specific sets of changes often involve multiple strains. One for your nose, one for your eyes. Or, for you soldiers, one for healing, one for regenerating a leg, etc.</div></div>\
Any other questions?
<<display "MedLabIntroQuestions">><div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>That's about all the options we have in this lab, sadly. It should help confirm my suspicions to an extent, but we won't be able to get much detail. We'd need some different equipment, but that's only going to be found in the Commuto Labs.</div></div>\
She goes over to a workstation and types on the keyboard for a few seconds. A several diagrams of various pieces of lab equipment popup on a large monitor on the wall.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>Really we'd need all of these to do any sort of technically diagnosis. We might even be able to do something with some of the open market strains of nanobots, but if there's new ones its hard to tell if we could have any effect on them.</div></div>\
Any other questions?
<<display "MedLabIntroQuestions">>Dr. Poulsen quickly takes care of each remaining member of the squad. Just as she's finishing with the last member, $gorman.name, you hear an alarm of some sort come from one of the machines. Looking over at it you can see some large error message filling the screen.
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>Hey, Doc? What's that message mean?</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
Dr. Poulsen scrambles over to the workstation for a moment before sighing.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>Well...fiddlesticks.</div></div>\
Turning around, she looks at each of you in turn.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>The results on the blood tests will take another hour or two, but I have found one thing. You found those clothes in the lab, right? Put them on there?</div></div>\
[[You nod.|MedLab_Intro4]]<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>We may have a teeny tiny problem then. Those clothes are part of a new nano-cloth technology Commuto Tech has been developing. From what I've heard, people wearing these are able to use a terminal to change them into any sort of clothing they wish.
Makes getting dressed each day, or trying new outfits, super easy. Just a few taps and you're good to go. They're self cleaning too!</div></div>\
She pauses to type frantically at the workstation for a few moments. She almost looks excited about this whole thing.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>Yours...well according to my scans, are a bit different. My scans indicate they're bonded to you in some fashion. I'm guessing you guys don't have any sort of terminal?</div></div>\
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>None that we found. Is this something we'll need to go back and search for?</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>From this data, I'm guessing there never was one. </div></div>\
[[What does this mean?|MedLab_Intro5]]<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>Welllll...I think it means your clothes might change on you at random or without you doing anything. Until we know exactly what they're linked to its hard to say exactly what might happen.</div></div>\
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>So we just change clothes then. I'm sure there's something around here that will fit.</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
Dr. Poulsen tries to look apologetic, but mostly looks at you all with fascination and excitment.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>That's not really so much going to be an option. Its fascinating really. You see, since the clothing is bonded to you, it will resist being removed, and the nanobots will consume any other, normal, clothing placed over them. They shouldn't bother things like environmental suits or combat armor. You can remove them for short durations, but they will reform on you after some period of time.
I've only heard about this sort of technology as a theoretical. I'd love to study it further, and since you're stuck with it for now, please stop by any time you're free and I'll track any changes.</div></div>\
[[How do we get rid of them?|MedLab_Intro6]]<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>You'll have to break their bond to you. I don't know how to manage that, but if you find yourself in any of the Commuto Tech labs bring back anything you can and I'll see what I can come up with.</div></div>\
Looking around you can see the news about your clothing hasn't made anyone in the squad happy. $hodge.name is holding his shirt out and looking at it as though it betrayed him.
<div id="playerDialog"><div class="clearfix"><div class="dialogpic"><<display "PlayerPortraitImage">></div>$player.surname<hr>Alright, guys. We've been in worse situations. A little clothing problem isn't going to stop us. Get your heads out of your ass and back on task.
Doc, is there anything else you can tell us, or that you need?</div></div><<timed 10ms>><<addclass '#playerDialog' $player.dialogClass>><</timed>>\
Dr. Poulsen shakes her head.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_drpoulsen.jpg"></div>Dr. Poulsen<hr>Not right now. It will be several hours before we get the results from your blood samples. Check back with me tomorrow morning and I'll let you know what I've found.</div></div>\
With a nod, you and the squad file out of the med lab.
<<display "IntroOptions">><<if lastVisited("MissionPowerArmor", "MissionQeteshComms", "MissionGatherIntel") lte 1>>Gathered around the mission board, your squad debates the merits of the available missions. What mission should you go with?
<</if>>\
Available Missions:
<<if $missionCompletePowerArmor eq 0>>[[Retrieve Power Armor|MissionPowerArmor]] <-Chose this one, its the only working one atm.
<</if>>\
<<if $missionCompleteQeteshComms eq 0>>[[Establish Comms with the Qetesh|MissionQeteshComms]]
<</if>>\
[[Gather Intel|MissionGatherIntel]]<strong>Mission Brief</strong>
Marine Power Armor stored aboard the Mobius survived the crash and was retreived by Commuto Tech. It is assumed the scientists at Commuto Tech are studying the armor for their own purposes.
The resistance was able to track the retrieval efforts back to nearby Commuto Tech research lab. Resistance forces should be able to sneak a small squad of soldiers into the lab in order to retrieve the armor.
With the addition of the Power Armor, additional combat capabilities will be available to the Marine squad.
[[Launch the mission|MissionPowerArmorPrep1]]
[[Review other missions|MissionList]]This mission is not currently available.
[[Launch the mission|MissionQeteshCommsStart]]
[[Review other missions|MissionList]]This mission is not currently available.
[[Launch the mission|MissionGatherIntelStart]]
[[Review other missions|MissionList]]<div id="gormanDialog"><div class="clearfix"><div class="dialogpic"><<display "GormanPortraitImage">></div>$gorman.name<hr>Alright, we're going to go get that armor back. $player.surname pick two others to go with you. Don't bother coming back if you fuck this up.</div></div><<timed 10ms>><<addclass '#gormanDialog' $gorman.dialogClass>><</timed>>\
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_davidson1.jpg"></div>Davidson<hr>One last thing. We're pretty sure those weapons you guys have came from your own ship. They're better than anything we have right now, so I'm afraid we can't offer you any sort of variety to choose from.</div></div>\
Awesome, only basic small arms and $gorman.name is trying to look tough again. What a fun combination! Better pick out who you're going to take with you. It doesn't sound like there's any special skills needed for this mission so you could probably take whoever you'd like.
[[Pick your team|MissionPowerArmorPrep2]]
<<set $squadSelectNextPassage = "MissionPowerArmorStart">>
<<back>><<back>><img class="centered" src="images/resistancebase_hallway.jpg">
A bustlying hallway full of resistance members going about their business.
Where would you like to go?
[[Morrison's Office|ResistanceBase_MorrisonOffice]]
[[Med Lab|ResistanceBase_MedLab]]
[[War Room|ResistanceBase_WarRoom]]
[[Bunk Room|ResistanceBase_BunkRoom]]
[[Exit to the surface|ResistanceBase_Entrance]]<img class="centered" src="images/morrisonoffice.jpg">
Office party!
[[Exit to the hallway|ResistanceBase_Hallway]]
<img class="centered" src="images/resistancemedlab_01.jpg">
Woo Med Lab!
[[Exit to the hallway|ResistanceBase_Hallway]]
<img class="centered" src="images/resistancewarroom.jpg">
[[Exit to the hallway|ResistanceBase_Hallway]]
<<display "MissionList">><img class="centered" src="images/resistancebunks.jpg">
Time for a snooze!
[[Exit to the hallway|ResistanceBase_Hallway]]
Nothing to see here!
[[Exit to the hallway|ResistanceBase_Hallway]]
<img class="centered" src="images/hallway_05.jpg">
<<if visited() eq 1>>Entering the base you all quickly remove the environmental suits. They're bulky and visibility is hindered. Besides, if you find the power armor you won't need them on the way out. Still, you carefully hide them behind a maintenance panel by the exit. Just in case.
Looking around you don't hear any alarms or see any personnel. You're not sure if that's a good thing or not. With nothing else to do, you check your weapon and then wave to $teamSlot1 and $teamSlot2 to continue deeper into the lab.<<else>>\
Back at the entrance to the lab there doesn't seem to be anywhere to go other than out or back in. Leaving without the armor isn't an option. You grab your team and head back into the lab.<</if>>
[[South|PowerArmorMission01_Hallway01]]
<<set $player.radiation += 10>>\
<<print "<<set $"+$teamSlot1.toLowerCase()+".radiation += 10>>">>\
<<print "<<set $"+$teamSlot2.toLowerCase()+".radiation += 10>>">>\
<<set $encounterChance = 40>>\
<<set $officeEncounterID = random(1,3)>><img class="centered" src="images/hallway_05.jpg">
<<if visited() eq 1>>Entering the base you all quickly remove the environmental suits. They're bulky and visibility is hindered. Besides, if you find the power armor you won't need them on the way out. Still, you carefully hide them behind a maintenance panel by the exit. Just in case.
Looking around you don't hear any alarms or see any personnel. You're not sure if that's a good thing or not. With nothing else to do, you check your weapon and then wave to $teamSlot1 and $teamSlot2 to continue deeper into the lab.<<else>>\
Back at the entrance to the lab there doesn't seem to be anywhere to go other than out or back in. Leaving without the armor isn't an option. You grab your team and head back into the lab.<</if>>
[[East|PowerArmorMission02_Hallway01]]
<<set $player.radiation += 10>>\
<<print "<<set $"+$teamSlot1.toLowerCase()+".radiation += 10>>">>\
<<print "<<set $"+$teamSlot2.toLowerCase()+".radiation += 10>>">>\
<<set $encounterChance = 40>>\
<<set $officeEncounterID = random(1,3)>><img class="centered" src="images/hallway_04.jpg">
<<set _encounterRoll = random(0,100)>>\
<<if _encounterRoll lte $encounterChance and $combatReturnRoom neq passage()>>\
<<display "PowerArmorMissionEncounterCreation">>
Your team moves carefully down the hallway, suddenly hearing sounds of someone coming. Looks like some of the labs security forces have come deal with the threat.
[[Attack!|PAMissionCombat]]
<<set $encounterChance = 40>>\
<<set $combatVictoryPassage="PALabCombatVictory">>\
<<set $combatLossPassage="PALabCombatLoss">>\
<<set $combatReturnRoom=passage()>>\
<<else>>\
The hallway is relatively sterile, with no ornamentation to speak of. The now familiar smell of plastic and air recyclers fills your nose. Things seem eerily quiet right now and you feel as though its best to move on quickly.
To the north is the entrance to the lab. You see some sort of office to the east, and the hallway continues to the south.
[[North|PowerArmorMission01_Entrance]] (Entrance)
[[East|PowerArmorMission01_Office01]]
[[South|PowerArmorMission01_Hallway02]]
<<set $encounterChance += 10>>\
<</if>>\<img class="centered" src="images/laboffice_02.jpg">
<<if $officeEncounterID eq 1 and visited() eq 1>>\
<<set $combatEncounter=["EnforcerTemplate", "AssaultTrooperTemplate", "EnforcerTemplate"]>>
Entering the office you're ambushed by security forces! You and your team scramble to confront the attackers. Fortunately your reflexes are good enough that the surprise doesn't buy them any sort of advantage.
[[Attack!|PAMissionCombat]]
<<set $encounterChance = 40>>\
<<set $combatVictoryPassage="PALabCombatVictory">>\
<<set $combatLossPassage="PALabCombatLoss">>\
<<set $combatReturnRoom=passage()>>\
<<else>>\
Empty office.
[[Back out to the hall|PowerArmorMission01_Hallway01]]
<</if>><img class="centered" src="images/hallway_04.jpg">
<<set _encounterRoll = random(0,100)>>\
<<if _encounterRoll lte $encounterChance and $combatReturnRoom neq passage()>>\
<<display "PowerArmorMissionEncounterCreation">>
Your team moves carefully down the hallway, suddenly hearing sounds of someone coming. Looks like some of the labs security forces have come deal with the threat.
[[Attack!|PAMissionCombat]]
<<set $encounterChance = 40>>\
<<set $combatVictoryPassage="PALabCombatVictory">>\
<<set $combatLossPassage="PALabCombatLoss">>\
<<set $combatReturnRoom=passage()>>\
<<else>>\
The hallway is relatively sterile, with no ornamentation to speak of. The now familiar smell of plastic and air recyclers fills your nose. Things seem eerily quiet right now and you feel as though its best to move on quickly.
[[North|PowerArmorMission01_Hallway01]]
[[West|PowerArmorMission01_Office02]]
[[South|PowerArmorMission01_Hallway03]]
<<set $encounterChance += 10>>\
<</if>>\<img class="centered" src="images/laboffice_01.jpg">
<<if $officeEncounterID eq 2 and visited() eq 1>>\
<<set $combatEncounter=["EnforcerTemplate", "AssaultTrooperTemplate", "EnforcerTemplate"]>>
Entering the office you're ambushed by security forces! You and your team scramble to confront the attackers. Fortunately your reflexes are good enough that the surprise doesn't buy them any sort of advantage.
[[Attack!|PAMissionCombat]]
<<set $encounterChance = 40>>\
<<set $combatVictoryPassage="PALabCombatVictory">>\
<<set $combatLossPassage="PALabCombatLoss">>\
<<set $combatReturnRoom=passage()>>\
<<else>>\
Empty office.
[[Back out to the hall|PowerArmorMission01_Hallway02]]
<</if>><img class="centered" src="images/hallway_06.jpg">
<<set _encounterRoll = random(0,100)>>\
<<if _encounterRoll lte $encounterChance and $combatReturnRoom neq passage()>>\
<<display "PowerArmorMissionEncounterCreation">>
Your team moves carefully down the hallway, suddenly hearing sounds of someone coming. Looks like some of the labs security forces have come deal with the threat.
[[Attack!|PAMissionCombat]]
<<set $encounterChance = 40>>\
<<set $combatVictoryPassage="PALabCombatVictory">>\
<<set $combatLossPassage="PALabCombatLoss">>\
<<set $combatReturnRoom=passage()>>\
<<else>>\
The hallway is relatively sterile, with no ornamentation to speak of. The now familiar smell of plastic and air recyclers fills your nose. Things seem eerily quiet right now and you feel as though its best to move on quickly.
[[North|PowerArmorMission01_Hallway02]]
[[East|PowerArmorMission01_Hallway04]]
[[South|PowerArmorMission01_Office03]]
<<set $encounterChance += 10>>\
<</if>>\<img class="centered" src="images/hallway_04.jpg">
<<set _encounterRoll = random(0,100)>>\
<<if _encounterRoll lte $encounterChance and $combatReturnRoom neq passage()>>\
<<display "PowerArmorMissionEncounterCreation">>
Your team moves carefully down the hallway, suddenly hearing sounds of someone coming. Looks like some of the labs security forces have come deal with the threat.
[[Attack!|PAMissionCombat]]
<<set $encounterChance = 40>>\
<<set $combatVictoryPassage="PALabCombatVictory">>\
<<set $combatLossPassage="PALabCombatLoss">>\
<<set $combatReturnRoom=passage()>>\
<<else>>\
The hallway is relatively sterile, with no ornamentation to speak of. The now familiar smell of plastic and air recyclers fills your nose. Things seem eerily quiet right now and you feel as though its best to move on quickly.
The hallway branches here, continuing to the east, south and west.
[[East|PowerArmorMission01_Hallway05]]
[[South|PowerArmorMission01_Hallway06]]
[[West|PowerArmorMission01_Hallway03]]
<<set $encounterChance += 10>>\
<</if>>\<img class="centered" src="images/laboffice_03.jpg">
<<if $officeEncounterID eq 3 and visited() eq 1>>\
<<set $combatEncounter=["EnforcerTemplate", "AssaultTrooperTemplate", "EnforcerTemplate"]>>
Entering the office you're ambushed by security forces! You and your team scramble to confront the attackers. Fortunately your reflexes are good enough that the surprise doesn't buy them any sort of advantage.
[[Attack!|PAMissionCombat]]
<<set $encounterChance = 40>>\
<<set $combatVictoryPassage="PALabCombatVictory">>\
<<set $combatLossPassage="PALabCombatLoss">>\
<<set $combatReturnRoom=passage()>>\
<<else>>\
Empty office.
[[Back out to the hall|PowerArmorMission01_Hallway03]]
<</if>>\<img class="centered" src="images/hallway_05.jpg">
<<set _encounterRoll = random(0,100)>>\
<<if _encounterRoll lte $encounterChance and $combatReturnRoom neq passage()>>\
<<display "PowerArmorMissionEncounterCreation">>
Your team moves carefully down the hallway, suddenly hearing sounds of someone coming. Looks like some of the labs security forces have come deal with the threat.
[[Attack!|PAMissionCombat]]
<<set $encounterChance = 40>>\
<<set $combatVictoryPassage="PALabCombatVictory">>\
<<set $combatLossPassage="PALabCombatLoss">>\
<<set $combatReturnRoom=passage()>>\
<<else>>\
The hallway is relatively sterile, with no ornamentation to speak of. The now familiar smell of plastic and air recyclers fills your nose. Things seem eerily quiet right now and you feel as though its best to move on quickly.
The hallway continues both to the east and west.
[[East|PowerArmorMission01_Lab02]]
[[West|PowerArmorMission01_Hallway04]]
<<set $encounterChance += 10>>\
<</if>>\<img class="centered" src="images/hallway_05.jpg">
<<set _encounterRoll = random(0,100)>>\
<<if _encounterRoll lte $encounterChance and $combatReturnRoom neq passage()>>\
<<display "PowerArmorMissionEncounterCreation">>
Your team moves carefully down the hallway, suddenly hearing sounds of someone coming. Looks like some of the labs security forces have come deal with the threat.
[[Attack!|PAMissionCombat]]
<<set $encounterChance = 40>>\
<<set $combatVictoryPassage="PALabCombatVictory">>\
<<set $combatLossPassage="PALabCombatLoss">>\
<<set $combatReturnRoom=passage()>>\
<<else>>\
The hallway is relatively sterile, with no ornamentation to speak of. The now familiar smell of plastic and air recyclers fills your nose. Things seem eerily quiet right now and you feel as though its best to move on quickly.
You see some sort of lab to the south, while the hallway continues to the north.
[[North|PowerArmorMission01_Hallway04]]
[[South|PowerArmorMission01_Lab01]]
<<set $encounterChance += 10>>\
<</if>>\<img class="centered" src="images/lab02.jpg">
<<if visited() eq 1>>\
<<set $combatEncounter=["EnforcerTemplate", "EnforcerTemplate", "EnforcerTemplate"]>>
Entering the lab you don't get much of a look before you notice several Enforcers in defensive positions waiting for you. You're going to have to eliminate them before you can go any further.
[[Attack!|PAMissionCombat]]
<<set $encounterChance = 40>>\
<<set $combatVictoryPassage="PALabCombatVictory">>\
<<set $combatLossPassage="PALabCombatLoss">>\
<<set $combatReturnRoom=passage()>>\
<<else>>\
Looking around the deserted lab you see several pods similar to the ones you and your squad broke out of. Numerous workstations and medical devices litter the room. Not being familiar with the equipment its hard to get a feel for what was going on here.
The haphazard nature of the room indicates whoever was here left in a hurry. Likely they were alerted to your presence and fled before you could find them.
Exits from the lab are to the north and east.
[[North|PowerArmorMission01_Hallway06]]
[[East|PowerArmorMission01_Hallway08]]
<</if>>\<img class="centered" src="images/lab01.jpg">
<<if visited() eq 1>>\
<<set $combatEncounter=["EnforcerTemplate", "EnforcerTemplate", "EnforcerTemplate"]>>
Entering the lab you don't get much of a look before you notice several Enforcers in defensive positions waiting for you. You're going to have to eliminate them before you can go any further.
[[Attack!|PAMissionCombat]]
<<set $encounterChance = 40>>\
<<set $combatVictoryPassage="PALabCombatVictory">>\
<<set $combatLossPassage="PALabCombatLoss">>\
<<set $combatReturnRoom=passage()>>\
<<else>>\
The lab appears to be some sort of chemistry lab. You see numerous containers labeled with radioactive symbols. These must be samples of Gendium. You figure the lab functions as a place where new, and existing, Gendium Therapies are crafted.
Exits from the lab are to the south and west.
[[South|PowerArmorMission01_Hallway07]]
[[West|PowerArmorMission01_Hallway05]]
<</if>>\<img class="centered" src="images/hallway_05.jpg">
<<set _encounterRoll = random(0,100)>>\
<<if _encounterRoll lte $encounterChance and $combatReturnRoom neq passage()>>\
<<display "PowerArmorMissionEncounterCreation">>
Your team moves carefully down the hallway, suddenly hearing sounds of someone coming. Looks like some of the labs security forces have come deal with the threat.
[[Attack!|PAMissionCombat]]
<<set $encounterChance = 40>>\
<<set $combatVictoryPassage="PALabCombatVictory">>\
<<set $combatLossPassage="PALabCombatLoss">>\
<<set $combatReturnRoom=passage()>>\
<<else>>\
The hallway is relatively sterile, with no ornamentation to speak of. The now familiar smell of plastic and air recyclers fills your nose. Things seem eerily quiet right now and you feel as though its best to move on quickly.
There are labs both to the north and south.
[[North|PowerArmorMission01_Lab02]]
[[South|PowerArmorMission01_LabMain]]
<<set $encounterChance += 10>>\
<</if>>\<img class="centered" src="images/pa_labmain.jpg">
<<if visited() eq 1>>\
<<set $combatEncounter=["AssaultTrooperTemplate", "AssaultTrooperTemplate"]>>
The moment you walk through the door you're attacked by Assault Troopers. Obviously they've been tracking your progress through the lab and chose this room for a final assault.
[[Attack!|PAMissionCombat]]
<<set $encounterChance = 40>>\
<<set $combatVictoryPassage="PALabCombatVictory">>\
<<set $combatLossPassage="PALabCombatLoss">>\
<<set $combatReturnRoom=passage()>>\
<<else>>\
Looking around you find what appears to be a research lab that was hastily converted into a machine shop. You quickly spot several suits of power armor, in various states of disassembly, lying on the floor. Apparently they weren't able to rig up lifts to hold them upright.
Around the rest of the room are various containters of chemicals, gendium samples, and other sundry medical equipment. $teamSlot1 investigates an opened crate finding what appears to be the contents of the weapons locker from the Mobius. This must be why the security forces at the first lab had your Pulse Rifles with them.
[[Inspect the armor|PowerArmorMissionComplete]]
[[North|PowerArmorMission01_Hallway07]]
[[West|PowerArmorMission01_Hallway08]]
<</if>>\<img class="centered" src="images/hallway_05.jpg">
<<set _encounterRoll = random(0,100)>>\
<<if _encounterRoll lte $encounterChance and $combatReturnRoom neq passage()>>\
<<display "PowerArmorMissionEncounterCreation">>
Your team moves carefully down the hallway, suddenly hearing sounds of someone coming. Looks like some of the labs security forces have come deal with the threat.
[[Attack!|PAMissionCombat]]
<<set $encounterChance = 40>>\
<<set $combatVictoryPassage="PALabCombatVictory">>\
<<set $combatLossPassage="PALabCombatLoss">>\
<<set $combatReturnRoom=passage()>>\
<<else>>\
The hallway is relatively sterile, with no ornamentation to speak of. The now familiar smell of plastic and air recyclers fills your nose. Things seem eerily quiet right now and you feel as though its best to move on quickly.
There are labs both to the east and west.
[[East|PowerArmorMission01_LabMain]]
[[West|PowerArmorMission01_Lab01]]
<<set $encounterChance += 10>>\
<</if>>\<img class="centered" src="images/hallway_04.jpg">
<<set _encounterRoll = random(0,100)>>\
<<if _encounterRoll lte $encounterChance>>\
<<display "PowerArmorMissionEncounterCreation">>
Your team moves carefully down the hallway, suddenly hearing sounds of someone coming. Looks like some of the labs security forces have come deal with the threat.
[[Attack!|PAMissionCombat]]
<<set $encounterChance = 40>>\
<<set $combatVictoryPassage="PALabCombatVictory">>\
<<set $combatLossPassage="PALabCombatLoss">>\
<<set $combatReturnRoom=passage()>>\
<<else>>\
The hallway is relatively sterile, with no ornamentation to speak of. The now familiar smell of plastic and air recyclers fills your nose. Things seem eerily quiet right now and you feel as though its best to move on quickly.
The hallway branches here, continuing to the north and south, with the entrance to the west. To the east you see some sort of office.
[[North|PowerArmorMission02_Hallway02]]
[[East|PowerArmorMission02_Office01]]
[[South|PowerArmorMission02_Hallway03]]
[[West|PowerArmorMission02_Entrance]]
<<set $encounterChance += 10>>\
<</if>>\
[[East|PowerArmorMission02_Hallway04]]
[[South|PowerArmorMission02_Hallway01]]
[[North|PowerArmorMission02_Hallway01]]
[[East|PowerArmorMission02_Hallway05]]<img class="centered" src="images/laboffice_02.jpg">
<<if $officeEncounterID eq 1 and visited() eq 1>>\
<<set $combatEncounter=["EnforcerTemplate", "AssaultTrooperTemplate", "EnforcerTemplate"]>>
Entering the office you're ambushed by security forces! You and your team scramble to confront the attackers. Fortunately your reflexes are good enough that the surprise doesn't buy them any sort of advantage.
[[Attack!|PAMissionCombat]]
<<set $encounterChance = 40>>\
<<set $combatVictoryPassage="PALabCombatVictory">>\
<<set $combatLossPassage="PALabCombatLoss">>\
<<set $combatReturnRoom=passage()>>\
<<else>>\
Empty office.
[[Back to the hall|PowerArmorMission02_Hallway01]]
<</if>>
[[East|PowerArmorMission02_Hallway06]]
[[South|PowerArmorMission02_Office02]]
[[West|PowerArmorMission02_Hallway02]]
[[North|PowerArmorMission02_Hallway04]]
[[North|PowerArmorMission02_Office03]]
[[East|PowerArmorMission02_Hallway07]]
[[West|PowerArmorMission02_Hallway03]] Double-click this passage to edit it.
[[North|PowerArmorMission02_Lab02]]
[[South|PowerArmorMission02_Hallway08]]
[[West|PowerArmorMission02_Hallway04]]
[[North|PowerArmorMission02_Hallway08]]
[[South|PowerArmorMission02_Lab01]]
[[West|PowerArmorMission02_Hallway05]]
[[North|PowerArmorMission02_Hallway06]]
[[East|PowerArmorMission02_LabMain]]
[[South|PowerArmorMission02_Hallway07]]
[[North|PowerArmorMission02_Hallway07]]
[[South|PowerArmorMission02_Hallway06]] <img class="centered" src="images/pa_labmain.jpg">
<<if visited() eq 1>>\
<<set $combatEncounter=["AssaultTrooperTemplate", "AssaultTrooperTemplate"]>>
The moment you walk through the door you're attacked by Assault Troopers. Obviously they've been tracking your progress through the lab and chose this room for a final assault.
[[Attack!|PAMissionCombat]]
<<set $encounterChance = 40>>\
<<set $combatVictoryPassage="PALabCombatVictory">>\
<<set $combatLossPassage="PALabCombatLoss">>\
<<set $combatReturnRoom=passage()>>\
<<else>>\
Looking around you find what appears to be a research lab that was hastily converted into a machine shop. You quickly spot several suits of power armor, in various states of disassembly, lying on the floor. Apparently they weren't able to rig up lifts to hold them upright.
Around the rest of the room are various containters of chemicals, gendium samples, and other sundry medical equipment. $teamSlot1 investigates an opened crate finding what appears to be the contents of the weapons locker from the Mobius. This must be why the security forces at the first lab had your Pulse Rifles with them.
[[Inspect the armor|PowerArmorMissionComplete]]
[[West|PowerArmorMission02_Hallway08]]
<</if>>\<div id="squadTable"><<include "SquadSelectTable">></div>
[[To Battle!|CombatWindow]]<<set $MissionStart = "MissionPowerArmorStart">>
<<display "SquadSelect">>You, $teamSlot1, and $teamSlot2 put your environmental suits on again and join Davidson and another resistance member, introduced only as Sullivan. Together the five of you pile into a small transport in a hidden garage just outside the base.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_davidson1.jpg"></div>Davidson<hr>Normally it would only take fifteen minutes to get over to the lab. We're going to keep to the canyons here to stay hidden. Going to take a bit longer this way.</div></div>\
An hour later, after weaving through dusty canyon after dusty canyon the transport emerges onto an open plain. Davidson quickly drives up to a nearby road and five minutes later pulls up to a large glass fronted building embedded in a hillside.
<img class="centered" src="images/pa_labentrance.jpg">
The three of you quickly exit the transport with Sullivan. Sullivan rushes to the doorway and quickly overrides the entry codes. With the door open he nods to you and rushes back to the transport. Davidson quickly guides the transport back to the road and disappears into a cloud of dust.
The plan is to contact for them to hide in the canyons until the mission is complete and then provide extraction. Hopefully everything stays to plan...
<<set _missionVersion = random(1,1)>>\
<<if _missionVersion eq 1>>[[Enter the lab|PowerArmorMission01_Entrance]]<<else>>[[Enter the lab|PowerArmorMission02_Entrance]]<</if>>
<<set $player.radiation += 10>>\
<<print "<<set $"+$teamSlot1.toLowerCase()+".radiation += 10>>">>\
<<print "<<set $"+$teamSlot2.toLowerCase()+".radiation += 10>>">>\<<set $combatAction = "None">>\
<<set $combatActionType = "None">>\
<<set $abilityTarget = "None">>\
<<display "EncounterSetup">>\
<<display TurnInitial>>\
<div class="combatTables"><div id="npcCombatTable"><<include "CombatEnemiesTable">></div>
<div id="playerCombatTable"><<include "CombatHealthTable">></div></div>
<div id="combatTurnText"><<include "CombatTurn">></div>
<hr>\
<div id="playerCombatOptions"><<include "CombatOptions">></div><<set _encounterSeed = random(1,3)>>
<<switch _encounterSeed>>
<<case 1>>
<<set $combatEncounter=["EnforcerTemplate", "CyborgTemplate", "EnforcerTemplate"]>>
<<case 2>>
<<set $combatEncounter=["CyborgTemplate", "EnforcerTemplate", "CyborgTemplate"]>>
<<case 3>>
<<set $combatEncounter=["CyborgTemplate", "CyborgTemplate", "CyborgTemplate"]>>
<</switch>>
<<print "<<set _slot1Health = $"+$teamSlot1.toLowerCase()+".health>>">>\
<<print "<<set _slot1MaxHealth = $"+$teamSlot1.toLowerCase()+".maxHealth>>">>\
<<print "<<set _slot2Health = $"+$teamSlot2.toLowerCase()+".health>>">>\
<<print "<<set _slot2MaxHealth = $"+$teamSlot2.toLowerCase()+".maxHealth>>">>\
<<if $player.health lte ($player.maxHealth/2) or _slot1Health lte (_slot1MaxHealth/2) or _slot2Health lte (_slot2MaxHealth/2)>>\
While your team managed to come through the fight victorious, it wasn't without some injuries. You pause for a few minutes to administer first aid and regroup.
Once everyone is patched up and back on their feet you move out again.
<<if $player.health lte ($player.maxHealth/2)>>\
<<set $player.health += ($player.maxHealth/2)>>\
<</if>>\
<<if _slot1Health lte (_slot1MaxHealth/2)>>\
<<print "<<set $"+$teamSlot1.toLowerCase()+".health += ($"+$teamSlot1.toLowerCase()+".maxHealth/2)>>">>\
<</if>>\
<<if _slot2Health lte (_slot2MaxHealth/2)>>\
<<print "<<set $"+$teamSlot2.toLowerCase()+".health += ($"+$teamSlot2.toLowerCase()+".maxHealth/2)>>">>\
<</if>>
<<else>>\
Victorious once again your team is in good spirits and ready to press on. That last fight proved to be no challenge for you at all. Hopefully the rest of the mission remains so easy.
<</if>>\
[[Keep moving|$combatReturnRoom]]Game Over!Each of the suits is hooked up to a workstation and you can see code and progress bars on multiple screens. Are they pulling data from the suits? Trying to make modifications? You'll have to get them back to the resistance for study to know for sure.
You're left with a choice though. You're fairly sure you can get enough of the power armor up and running quickly to outfit you and your team, but you'll have to carry the other suits out with you. However, if you take the extra armor with you, you won't be able to carry the crate of weapons.
The power armor will give you better capabilities when you use it, but it can't be used for everything. You'll still have three suits of armor regardless, but not enough to equip your entire squad. Do you go with the armor, or do you go with the more general increase to combat options the crate of weapons will give you?
[[Take the armor|PowerArmorMissionRetrieveArmor]]
[[Take the weapons|PowerArmorMissionRetrieveWeapons]]
<<set $missionCompletePowerArmor = 1>>\<<set _faceMax = 1>>
<<set _upperMax = 4>>
<<set _lowerMax = 4>>
<<set _TFOptions = []>>
<<print "<<set _faceTF = $"+$radTransTarget.toLowerCase()+".strain1AProgress[0]>>">>
<<print "<<set _upperTF = $"+$radTransTarget.toLowerCase()+".strain1AProgress[1]>>">>
<<print "<<set _lowerTF = $"+$radTransTarget.toLowerCase()+".strain1AProgress[2]>>">>
<<if _faceTF lt _faceMax>>
<<set _TFOptions.push(0)>>
<</if>>
<<if _upperTF lt _upperMax>>
<<set _TFOptions.push(1)>>
<</if>>
<<if _lowerTF lt _lowerMax>>
<<set _TFOptions.push(2)>>
<</if>>
<<if _TFOptions.length eq 0>>
<<set _TFOptions.push(1)>>
<</if>>
<<set _randomID = random(1,_TFOptions.length)-1>>
<<print "<<set $"+$radTransTarget.toLowerCase()+".strain1AProgress[_randomID]+=1>>">>
<<switch _randomID>>
<<case 0>>
<<print "<<set $"+$radTransTarget.toLowerCase()+".face = 'female'>>">>
<<if $radTransTarget eq "player">>
A tingling feeling passes through your body before seeming to focus on your face and head. The feeling intensifies to the point you can't concentrate or think straight. It seems to go on for several minutes, though it is likely only a moment or two. Eventually the feeling lets up. Not sure what happens you try to move on with the mission.
<<else>>
<<if $radTransTarget eq $teamSlot1.toLowerCase()>>
<<set _tfTarget = $teamSlot1>>
<<else>>
<<set _tfTarget = $teamSlot2>>
<</if>>
_tfTarget stops in place, holding their head. You watch in a mixture of horror and fascination as their head seems ripple. Hair explodes out of their scalp and their features appear to rearrange in front of you. The process only takes a minute at most, but when its done you don't recognize their face anymore.
<</if>>
<<case 1>>
<<print "<<set $"+$radTransTarget.toLowerCase()+".breastSize+=1>>">>
<<print "<<set _rowCount = $"+$radTransTarget.toLowerCase()+".breastRows>>">>
<<if _rowCount eq 0>>
<<print "<<set $"+$radTransTarget.toLowerCase()+".breastRows=1>>">>
<</if>>
<<if $radTransTarget eq "player">>
A tingling feeling passes through your body before seeming to focus on your chest, creating a feeling of warmth. It only lasts a few moments, but you can tell something has changed.
<<else>>
<<if $radTransTarget eq $teamSlot1.toLowerCase()>>
<<set _tfTarget = $teamSlot1>>
<<else>>
<<set _tfTarget = $teamSlot2>>
<</if>>
_tfTarget pauses, looking uncomfortable. They take a deep breath, trying to shrug off whatever is bothering them. After a moment, they rub their chest and then ready their weapon again.
<</if>>
<<display "UpperBodyImageCalc">>
<<case 2>>
<<set _lowerTF += 1>>
<<switch _lowerTF>>
<<case 1>>
<<print "<<set $"+$radTransTarget.toLowerCase()+".penisLength-=1>>">>
<<case 2>>
<<print "<<set $"+$radTransTarget.toLowerCase()+".penisLength-=2>>">>
<<case 3>>
<<print "<<set $"+$radTransTarget.toLowerCase()+".penisLength=1>>">>
<<case 4>>
<<print "<<set $"+$radTransTarget.toLowerCase()+".penisLength=-1>>">>
<</switch>>
<<print "<<set $"+$radTransTarget.toLowerCase()+".buttSize+=1>>">>
<<if $radTransTarget eq "player">>
A tingling feeling passes through your body before seeming to settle on your lower body, spreading from your waist through your groin and down to your toes. It only lasts a few moments, but you can tell something has changed.
<<else>>
<<if $radTransTarget eq $teamSlot1.toLowerCase()>>
<<set _tfTarget = $teamSlot1>>
<<else>>
<<set _tfTarget = $teamSlot2>>
<</if>>
_tfTarget pauses, looking uncomfortable. They take a deep breath, trying to shrug off whatever is bothering them. After a moment, they shuffle their feet and test their balance before indicating they're ready for action.
<</if>>
<<display "LowerBodyImageCalc">>
<</switch>>
<<set $aaCupImages = ["female_aa1", "female_aa2", "female_aa3"]>>
<<set $aCupImages = ["female_a1", "female_a2", "female_a3", "female_a4", "female_a5", "female_a6", "female_a7"]>>
<<set $bCupImages = ["female_b1", "female_b2", "female_b3", "female_b4", "female_b5"]>>
<<set $cCupImages = ["female_c1", "female_c2", "female_c3"]>>
<<print "<<set _breastSize = $"+$radTransTarget.toLowerCase()+".breastSize>>">>
<<switch _breastSize>>
<<case 1>>
<<set _randomID = random(1,$aaCupImages.length)-1>>
<<print "<<set $"+$radTransTarget.toLowerCase()+".upperBodyImage=$aaCupImages[_randomID]>>">>
<<case 2>>
<<set _randomID = random(1,$aCupImages.length)-1>>
<<print "<<set $"+$radTransTarget.toLowerCase()+".upperBodyImage=$aCupImages[_randomID]>>">>
<<case 3>>
<<set _randomID = random(1,$bCupImages.length)-1>>
<<print "<<set $"+$radTransTarget.toLowerCase()+".upperBodyImage=$bCupImages[_randomID]>>">>
<<case 4>>
<<set _randomID = random(1,$cCupImages.length)-1>>
<<print "<<set $"+$radTransTarget.toLowerCase()+".upperBodyImage=$cCupImages[_randomID]>>">>
<</switch>>
<<print "<<set _buttSize = $"+$radTransTarget.toLowerCase()+".buttSize>>">>
<<print "<<set _penisLength = $"+$radTransTarget.toLowerCase()+".penisLength>>">>
<<switch _buttSize>>
<<case 2>>
<<print "<<set $"+$radTransTarget.toLowerCase()+".lowerBodyImage='female_lower2'>>">>
<<case 3>>
<<print "<<set $"+$radTransTarget.toLowerCase()+".lowerBodyImage='female_lower1'>>">>
<<case 4>>
<<print "<<set $"+$radTransTarget.toLowerCase()+".lowerBodyImage='female_lower3'>>">>
<<case 5>>
<<print "<<set $"+$radTransTarget.toLowerCase()+".lowerBodyImage='female_lower5'>>">>
<<case 6>>
<<print "<<set $"+$radTransTarget.toLowerCase()+".lowerBodyImage='female_lower4'>>">>
<</switch>>
You and $teamSlot1 get three of the power armor suits operational while $teamSlot2 preps the other armor for transport. It takes about twenty minutes to take care of everything, looking over your shoulder the entire time. Fortunately no further security forces show up.
With everything ready, the three of you work together to get into your power armor. Without the workshop systems to help equip the armor, it takes substantially longer to get everything on and together.
You get your armor on first, feeling much more comfortable with the situation once you're inside it. As the system boots up you notice some light static causing some distortions in the HUD and all of the combat systems appear to be offline. You'll have to see about getting all that fixed before you intentionally take the armor into combat.
With the increased strength from your armor, loading $teamSlot1 and $teamSlot2 into their armor goes much more quickly. All told you've been in the lab for about half an hour by the time you're ready to go.
You send the encrypted message to Davidson that you're ready for extraction and head back out to the entrance with the extra suits of armor. Maybe you can recover the weapons cache with a different mission.
[[Exit the facility|PowerArmorMissionExit]]
<<set $powerArmorRetrieved = 1>>\
<<set $player.radiation += 5>>\
<<print "<<set $"+$teamSlot1.toLowerCase()+".radiation += 5>>">>\
<<print "<<set $"+$teamSlot2.toLowerCase()+".radiation += 5>>">>\You and $teamSlot1 get three of the power armor suits operational while $teamSlot2 preps the crate of weapons for transport. It takes about twenty minutes to take care of everything, looking over your shoulder the entire time. Fortunately no further security forces show up.
With everything ready, the three of you work together to get into your power armor. Without the workshop systems to help equip the armor, it takes substantially longer to get everything on and together.
You get your armor on first, feeling much more comfortable with the situation once you're inside it. As the system boots up you notice some light static causing some distortions in the HUD and all of the combat systems appear to be offline. You'll have to see about getting all that fixed before you intentionally take the armor into combat.
With the increased strength from your armor, loading $teamSlot1 and $teamSlot2 into their armor goes much more quickly. All told you've been in the lab for about half an hour by the time you're ready to go.
You send the encrypted message to Davidson that you're ready for extraction and head back out to the entrance with the weapons cache. Maybe you can recover the other suits of armor with a different mission.
[[Exit the facility|PowerArmorMissionExit]]
<<set $mobiusWeaponsRetrieved = 1>>\
<<set $player.radiation += 5>>\
<<print "<<set $"+$teamSlot1.toLowerCase()+".radiation += 5>>">>\
<<print "<<set $"+$teamSlot2.toLowerCase()+".radiation += 5>>">>\<<display "RadiationCheck">>
With the added speed of the power armor, you make it out to the entrance in a flash. As you exit the building, you see Davidson and Sullivan pull up in the transport. You quickly load the <<if $powerArmorRetrieved eq 1>>extra power armor<<else>>weapons cache<</if>> into the back and then climb into the transport.
In the distance you can see plumes of dust approaching the facility.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_davidson1.jpg"></div>Davidson<hr>That there is reinforcements for the bad guys. Time to make ourselves scarce.</div></div>\
The extra weight has a definite effect on the transport's speed and maneuverability. Still, Davidson has the transport diving for the canyons in short order. Driving with reckless speed, the ride is a much more bumpy than the one coming out. Fortunately there doesn't seem to be any sign of pursuit.
After about fifteen minutes of racing through the canyons, Davidson finally slows down to a more reasonable pace.
<div class="dialogGeneric"><div class="clearfix"><div class="dialogpic"><img class="portrait" src="images/Characters/DialogPortraits/portrait_davidson1.jpg"></div>Davidson<hr>Think we're safe now. Lets get back to the base and you can fill us in on what you've found.</div></div>\
[[Return to base|PowerArmorMissionEnd]]
<<set $player.radiation += 5>>\
<<print "<<set $"+$teamSlot1.toLowerCase()+".radiation += 5>>">>\
<<print "<<set $"+$teamSlot2.toLowerCase()+".radiation += 5>>">>\<<print "<<set _slot1Rad = $"+$teamSlot1.toLowerCase()+".radiation>>">>\
<<print "<<set _slot2Rad = $"+$teamSlot2.toLowerCase()+".radiation>>">>\
<<if $player.radiation gte 100>>\
<<set $player.radiation -= 100>>\
<<set $radTransTarget = "player">>\
<<display "RadiationTransformation">>\
<</if>>\
<<if _slot1Rad gte 100>>\
<<print "<<set $"+$teamSlot1.toLowerCase()+".radiation -= 100>>">>\
<<set $radTransTarget = $teamSlot1.toLowerCase()>>\
<<display "RadiationTransformation">>\
<</if>>\
<<if _slot2Rad gte 100>>\
<<print "<<set $"+$teamSlot2.toLowerCase()+".radiation -= 100>>">>\
<<set $radTransTarget = $teamSlot2.toLowerCase()>>\
<<display "RadiationTransformation">>\
<</if>>\<<display "RadiationCheck">>
This is where the game ends at the moment. Thanks for playing and please post any feedback!
Potential Feedback questions to answer!
What was the best part so far?
What was the worst part so far?
How was the story?
How was the writing?
How were the characters?
How were the images? Did they work with the story, events, etc?
Did you have any questions that weren't answered that you feel should have been?
<<display "ResistanceBase_Entrance">><<set $teamSlot2 = "Torres">>
[[Attack!|CombatWindow]]