<<if $audiosupport>>\n\t<<set $soundtrack = document.getElementById('score_audio');>>\n\t<<set $heartbeat = document.getElementById('ui_heartbeat');>>\n\t<<set $audiosource = "">>\n\n\t<<if $hud.playMusic>>\n\n\t\t<<if $hud.interference and $hud.currentScreen neq "combat">>\n\t\t\t<<set $heartbeat.play()>>\n\t\t\t<<set $('#ui_heartbeat').animate({volume: (0.08 + $hud.musicLevel)}, 1000);>>\n\t\t<<elseif $hud.interference or ($hud.combatUIScrewLevel gte 1 and $hud.currentScreen eq "combat")>>\n\t\t\t<<set $heartbeat.play()>>\n\t\t\t<<set $('#ui_heartbeat').animate({volume: (0.15 + $hud.musicLevel)}, 1000);>>\n\t\t<<else>>\n\t\t\t<<set $heartbeat.play()>>\n\t\t\t<<set $('#ui_heartbeat').animate({volume: 0}, 1000);>>\n\n\t\t\t<<if $heartbeat.volume eq 0>>\n\t\t\t\t<<set $heartbeat.pause()>>\n\t\t\t<<endif>>\n\t\t<<endif>>\n\n\t\t<<set $uniqueSoundActive = false>>\n\n\t\t<<if $savesMenuPassage eq "B28 - Riptide Main Floor" or ($currentgamepassage eq "home_music" and $action.action1 eq "sex") or ($savesMenuPassage eq "B30 Habs - Home" and $loc_home.chosenMusic eq "sex")>>\n\t\t\t<<set $audiosource = "https://rage-productions.com/game-content/scaffold-22/audio/score_riptide.mp3">>\n\t\t\t<<set $('#score_audio').animate({volume: (0.1 + $hud.musicLevel)}, 1000);>>\n\t\t\t<<set $uniqueSoundActive = true>>\n\t\t<<elseif $savesMenuPassage eq "B28 - Riptide VIP Area" or ($savesMenuPassage eq "Level B28 - Deathmatch Arena" and $currentArenaEnemy eq "none" and $action.action1 neq "simulator")>>\n\t\t\t<<set $audiosource = "https://rage-productions.com/game-content/scaffold-22/audio/score_riptide.mp3">>\n\t\t\t<<set $('#score_audio').animate({volume: (0.03 + $hud.musicLevel)}, 1000);>>\n\t\t\t<<set $uniqueSoundActive = true>>\n\n\t\t<<elseif $savesMenuPassage eq "Level B28 - Riptide Bar">>\n\t\t\t<<set $audiosource = "https://rage-productions.com/game-content/scaffold-22/audio/score_riptide.mp3">>\n\t\t\t<<set $('#score_audio').animate({volume: (0.05 + $hud.musicLevel)}, 1000);>>\n\t\t\t<<set $uniqueSoundActive = true>>\n\n\t\t<<elseif $savesMenuPassage eq "B28 - Riptide Dance Floor" or ($savesMenuPassage eq "Level B28 - Deathmatch Arena" and $action.action1 eq "simulator")>>\n\t\t\t<<set $audiosource = "https://rage-productions.com/game-content/scaffold-22/audio/score_riptide.mp3">>\n\t\t\t<<set $('#score_audio').animate({volume: (0.15 + $hud.musicLevel)}, 1000);>>\n\t\t\t<<set $uniqueSoundActive = true>>\n\t\t<<endif>>\n\n\t\t<<if $savesMenuPassage eq "Level B33 - EPROM" or ($currentgamepassage eq "home_music" and $action.action1 eq "technologic") or ($savesMenuPassage eq "B30 Habs - Home" and $loc_home.chosenMusic eq "technologic")>>\n\t\t\t<<set $audiosource = "https://rage-productions.com/game-content/scaffold-22/audio/score_eprom.mp3">>\n\t\t\t<<set $('#score_audio').animate({volume: (0.1 + $hud.musicLevel)}, 1000);>>\n\n\t\t\t<<if $action.action1 eq "dance">>\n\t\t\t\t<<set $('#score_audio').animate({volume: (0.15 + $hud.musicLevel)}, 1000);>>\n\t\t\t<<elseif $action.action1 eq "sitting">>\n\t\t\t\t<<set $('#score_audio').animate({volume: (0.05+ $hud.musicLevel)}, 1000);>>\n\t\t\t<<endif>>\n\t\t\t<<set $uniqueSoundActive = true>>\n\t\t<<endif>>\n\n\t\t<<if $savesMenuPassage eq "B10 - The Siren's Song" or ($currentgamepassage eq "home_music" and $action.action1 eq "love") or ($savesMenuPassage eq "B30 Habs - Home" and $loc_home.chosenMusic eq "love")>>\n\t\t\t<<set $('#score_audio').animate({volume: (0.1 + $hud.musicLevel)}, 1000);>>\n\t\t\t<<set $audiosource = "https://rage-productions.com/game-content/scaffold-22/audio/score_sirenssong.mp3">>\n\t\t\t<<set $uniqueSoundActive = true>>\n\t\t<<elseif $savesMenuPassage eq "B33 Habs - Celena's Apt" or $savesMenuPassage eq "Level B29 - High Palace Tent" or ($savesMenuPassage eq "Level B29 - Highborn Palace" and $job_psychocult.mainPhase gte 98)>>\n\t\t\t<<set $('#score_audio').animate({volume: (0.065 + $hud.musicLevel)}, 1000);>>\n\t\t\t<<set $audiosource = "https://rage-productions.com/game-content/scaffold-22/audio/score_sirenssong.mp3">>\n\t\t\t<<set $uniqueSoundActive = true>>\n\t\t<<elseif $savesMenuPassage eq "B10 - Ith's Chamber">>\n\t\t\t<<set $('#score_audio').animate({volume: (0.03 + $hud.musicLevel)}, 1000);>>\n\t\t\t<<set $audiosource = "https://rage-productions.com/game-content/scaffold-22/audio/score_sirenssong.mp3">>\n\t\t\t<<set $uniqueSoundActive = true>>\n\t\t<<endif>>\n\n\t\t<<if $hud.currentScreen eq "prologue" or $savesMenuPassage eq "Level B27 - Chapel of Eden" or $savesMenuPassage eq "B14 - Cathedral of Beams" or $savesMenuPassage eq "Level B14 - Cathedral Commisariat" or $savesMenuPassage eq "Level B14 - Cathedral Quarters" or ($currentgamepassage eq "home_music" and $action.action1 eq "spiritual") or ($savesMenuPassage eq "B30 Habs - Home" and $loc_home.chosenMusic eq "spiritual") or $hud.currentScreen eq "mainmenu" or $currentgamepassage eq "b14_cathedral_final_postpaladin">>\n\t\t\t<<set $('#score_audio').animate({volume: (0.1 + $hud.musicLevel)}, 1000);>>\n\t\t\t<<set $audiosource = "https://rage-productions.com/game-content/scaffold-22/audio/ambient_church.mp3">>\n\t\t\t<<set $uniqueSoundActive = true>>\n\t\t<<endif>>\n\n\t\t<<if $savesMenuPassage eq "B30 Habs - Old Habs" or $savesMenuPassage eq "B5 - Luxury Habs" or $savesMenuPassage eq "Level B3 - Corbei Tower" or $savesMenuPassage eq "Level B40 - Freight Storage" or $savesMenuPassage eq "B40 - Storeroom 367" or $currentgamepassage eq "random_uniquencounter_inject" or $currentgamepassage eq "random_backalley_inject" or $savesMenuPassage eq "Level B33 - Scrap Yard Pit" or $currentgamepassage eq"b33_celena_appartment_dealermission" or $currentgamepassage eq"b33_celena_appartment_dealermission_1" or $savesMenuPassage eq "Level B28 - Utility Area" or $savesMenuPassage eq "Level B28 - Maintenance Tunnels" or $savesMenuPassage eq "Level B30 - Tramway Tunnel" or $savesMenuPassage eq "B30 Habs - Apt 85325" or $currentgamepassage eq "rnd_tramway_inject" or ($currentgamepassage eq "riptide_entrance_b28" and ($job_fisher_extremists.mainPhase eq 2 or $chr_fisher.loc eq "waitvineentrance") and $job_conspiracy.unlockedMainQuest) or $savesMenuPassage eq "B30 - Abacus School" or $savesMenuPassage eq "B10 - Boulevard Inn" or $savesMenuPassage eq "Level B10 - Ransacked Cryolounge" or $savesMenuPassage eq "Level B10 - Tangled Datacenter" or $savesMenuPassage eq "Level B10 - Old Pressure Tunnel" or $savesMenuPassage eq "Level B10 - Back Alleys" or $savesMenuPassage eq "B10 - Athena Warehouse" or $savesMenuPassage eq "B40 - Pressure Berth 51" or ($savesMenuPassage eq "B30 - Raptor Outpost" and $currentgamepassage eq "b30_raptoroutpost_mission") or $savesMenuPassage eq "Level B1 - Vindell Mansion" or $savesMenuPassage eq "Level B27 - Utility Ducts" or (($savesMenuPassage eq "Level B29 - Utility Duct" or $savesMenuPassage eq "Level B29 - Highborn Palace") and $job_psychocult.mainPhase lt 98) or ($savesMenuPassage eq "Level B10 - Crossroads" and $currentgamepassage eq"snydicate_crossroads_search") or $savesMenuPassage eq "Level B10 - Syndicate FOB" or $savesMenuPassage eq "Level B40 - Baibirack Facility" or $currentgamepassage eq "b27_riot_mission" or $currentgamepassage eq "b27_riot_catacombs" or $currentgamepassage eq "highbornpalace_faction" or $currentgamepassage eq "b40_docks_kobol_conflict" or $currentgamepassage eq "the_crossroads_endmsn_arva" or $currentgamepassage eq "the_crossroads_endmsn_arva2" or $currentgamepassage eq "the_crossroads_abomassault" or $currentgamepassage eq "b28_visionary_checkpoint_final" or $currentgamepassage eq "b28_visionary_riptidefinal" or ($savesMenuPassage eq "Level B28 - Deathmatch Arena" and $currentArenaEnemy neq "none" and $currentArenaEnemy neq "VictoryTune") or $savesMenuPassage eq "B10 - Apartment Block" or $currentgamepassage eq "b28_zanex_riptide_altpath" or $currentgamepassage eq "random_syndicate_killteam" or $savesMenuPassage eq "Level B29 - Low Habs" or $savesMenuPassage eq "Level B29 - Undersprawl" or $savesMenuPassage eq "Level B30 - Grand Mausoleum" or $savesMenuPassage eq "B29 - Junction 555-L" or $currentgamepassage eq "b29_machinesmith_class_botpuzzle">>\n\t\t\t<<set $audiosource = "https://rage-productions.com/game-content/scaffold-22/audio/ambient_tension.mp3">>\n\t\t\t<<set $('#score_audio').animate({volume: (0.1 + $hud.musicLevel)}, 1000);>>\n\t\t\t<<set $uniqueSoundActive = true>>\n\t\t<<endif>>\n\n\t\t<<if $savesMenuPassage eq "B33 Habs - Contruction" or $savesMenuPassage eq "Level B28 - Tramway System" or $savesMenuPassage eq "Level B30 - Utility Passage" or $savesMenuPassage eq "Level B30 - Acheri Nest" or $savesMenuPassage eq "Level B30 - Slowside Mall" or $currentgamepassage eq "rnd_sprawl_attack" or $currentgamepassage eq "rnd_tramway_djinn" or $savesMenuPassage eq "B30 - Abacus Basement" or $savesMenuPassage eq "Level B10 - Timmeon Jewlery" or $savesMenuPassage eq "Unknown - Dynasty Tomb" or $savesMenuPassage eq "B40 - MCS Outer Spheres" or $savesMenuPassage eq "Level B30 - Megaplex 4" or $savesMenuPassage eq "Level B29 - Fallen Shrine" or $savesMenuPassage eq "Level B30 - The Warren" or $savesMenuPassage eq "Level B40 - Baibirack Labs" or ($currentgamepassage eq "b40_docks_kobol_conflict_post" and $factionlock.kobolFactionAlign eq "kobol") or $savesMenuPassage eq "Level B10 - Cryochamber 7" or $savesMenuPassage eq "Level B29 - Shrine of Deshvar" or $savesMenuPassage eq "Level B30 - Air Filtration" or $savesMenuPassage eq "Level B29 - Visionary Shrine" or $savesMenuPassage eq "Level B30 - Water Treatment" or $savesMenuPassage eq "Level B30 - Infected Tunnel" or $savesMenuPassage eq "B40 Grav Tunnels" or $savesMenuPassage eq "B40 Aquaduct">>\n\t\t\t<<set $audiosource = "https://rage-productions.com/game-content/scaffold-22/audio/ambient_creepy.mp3">>\n\t\t\t<<set $('#score_audio').animate({volume: (0.1 + $hud.musicLevel)}, 1000);>>\n\t\t\t<<set $uniqueSoundActive = true>>\n\t\t<<endif>>\n\n\t\t<<if ($savesMenuPassage eq "Level B28 - Deathmatch Arena" and $currentArenaEnemy eq "VictoryTune") or ($currentgamepassage eq "b28_riptide_championevent" and $action.action4 neq "none") or ($currentgamepassage eq "b28_riptide_arenafinale" and $action.action4 eq "none" ) or ($currentgamepassage eq "home_music" and $action.action1 eq "lavandri") or ($savesMenuPassage eq "B30 Habs - Home" and $loc_home.chosenMusic eq "lavandri")>>\n\t\t\t<<set $audiosource = "https://rage-productions.com/game-content/scaffold-22/audio/score_lavandri.mp3">>\n\t\t\t<<set $('#score_audio').animate({volume: (0.1 + $hud.musicLevel)}, 1000);>>\n\t\t\t<<set $uniqueSoundActive = true>>\n\t\t<<endif>>\n\n\t\t<<if $savesMenuPassage eq "Level B10 - Machine Catacomb" or $savesMenuPassage eq "Level B10 - Machine Pit" or $savesMenuPassage eq "Level B10 - W4R1k Core" or $savesMenuPassage eq "Level B28 - Machine Temple" or $savesMenuPassage eq "Level B27 - Sever Tomb" or $currentgamepassage eq "b40_docks_final_kobol" or $currentgamepassage eq "b29_machinesmith_class_resolve">>\n\t\t\t<<set $audiosource = "https://rage-productions.com/game-content/scaffold-22/audio/ambient_technologic.mp3">>\n\t\t\t<<set $('#score_audio').animate({volume: (0.1 + $hud.musicLevel)}, 1000);>>\n\t\t\t<<set $uniqueSoundActive = true>>\n\t\t<<endif>>\n\n\t\t<<if not $uniqueSoundActive>>\n\t\t\t<<set $audiosource = "https://rage-productions.com/game-content/scaffold-22/audio/ambient_walkways.mp3">>\n\t\t\t<<set $('#score_audio').animate({volume: (0.02 + $hud.musicLevel)}, 1000);>>\n\t\t<<endif>>\n\n\t\t<<if $soundtrack.src neq $audiosource>>\n\t\t\t<<set $("#score_audio").attr("src", $audiosource);>>\n\t\t\t<<set $soundtrack.load()>>\n\t\t\t<<set $soundtrack.play()>>\n\t\t<<else>>\n\t\t\t<<set $soundtrack.play()>>\n\t\t<<endif>>\n\t\t\n\t<<elseif $audiosupport>>\n\t\t<<set $soundtrack.volume = 0>>\n\t\t<<set $heartbeat.volume = 0>>\n\n\t\t<<set $soundtrack.pause()>>\n\t\t<<set $heartbeat.pause()>>\n\t<<endif>>\n<<endif>>\n\n<<unset $heartbeat>>\n<<unset $soundtrack>>
<<nobr>>\n\n\t<<set playContextSound("ui_attack_semi");>>\n\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive - 1]>>\n\n\t<<set $random = (Math.random() + 0.01)>>\n\t<<set $accuracy = (0.6 * $random)>>\n\t<<set $magazine = 14>>\n\n\t<<if $accuracy lte 0>>\n\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\tFisher fires his sidearm but misses entirely\n\t<<else>>\n\t\t<<set $accuracy -= $combat.enemy.cover>>\n\t\t<<if $accuracy lte 0>>\n\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Cover</span></div>\n\t\t\tFisher fires his sidearm but the <<print $name>> is in cover\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $accuracy gt 0>>\n\t\t<<set $kills = (($accuracy * $magazine) / 6)>>\n\n\t\t<<set $shieldpenalty = ($combat.enemy.shield - Math.ceil(0.05 * $magazine))>>\n\t\t<<set $armorpenalty = ($combat.enemy.armor - Math.ceil(0.01 * $magazine))>>\n\n\n\t\t<<if $shieldpenalty gt 0 or $armorpenalty gt 0>>\n\t\t\t<<if $shieldpenalty gt 0>>\n\t\t\t\t<<set $kills -= $shieldpenalty>>\n\t\t\t<</if>>\n\n\t\t\t<<if $kills lte 0>>\n\t\t\t\t<<set $combat.enemy.shield -= (((0.1 * $magazine) * 0.66) / $combat.enemy.total)>>\n\t\t\t\t<<set $combat.enemy.shield = Math.max(0, $combat.enemy.shield)>>\n\t\t\t\t<div class='Combat_AlertText'><span class='bluecolor'>Hit Shield</span></div>\n\t\t\t\tFisher fires his sidearm but the <<print $name>> deploys a shield\n\t\t\t<<else>>\n\t\t\t\t<<if $armorpenalty gt 0>>\n\t\t\t\t\t<<set $kills -= $armorpenalty>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $kills lte 0>>\n\t\t\t\t\t<<set $combat.enemy.armor -= ((0.1 * $magazine) / $combat.enemy.total)>>\n\t\t\t\t\t<<set $combat.enemy.armor = Math.max(0, $combat.enemy.armor)>>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='yellowcolor'>Hit Armor</span></div>\n\t\t\t\t\tFisher fires his sidearm but the <<print $name>>'s armor holds\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<set $kills = Math.ceil($kills)>>\n\n\t\t<<if $kills gt 0>>\n\t\t\t<<set $kills = 1>>\n\t\t\t<div class='Combat_AlertText'><span class='greencolor'>Direct Hit</span></div>\n\t\t\tFisher fires his sidearm at the <<print $name>> and kills <<print $number>>\n\t\t\t/% apply kills to enemy %/\n\t\t\t<<set $combat.enemy.alive -= $kills>>\n\t\t\t<<set $combat.enemy.killed += $kills>>\n\t\t\t<<set $combat.enemy.killed = Math.min($combat.enemy.killed, $combat.enemy.total)>>\n\t\t\t<<set $combat.enemy.alive = Math.max(0, $combat.enemy.alive)>>\n\t\t<</if>>\n\n\t<</if>>\n\n\t/% upodate enemy display %/\n\t<<replace '#ui-combat-enemyarea'>>\n\t\t<<display 'Combat_EnemyList'>>\n\t<</replace>>\n\n\t<<unset $random>>\n\n<</nobr>>
<<nobr>>\n\t\n\t<<set playContextSound("ui_attack_auto");>>\n\t<<set $specialTargetType = "none">>\n\t<<set $combat.enemy.didreappear = false>>\n\n\t<<if $combat.enemy.name eq "Djinn">>\n\t\t<<set $specialTargetType = "vanishes">>\n\t<</if>>\n\n\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive - 1]>>\n\n\t<<set $random = (Math.random() + 0.01)>>\n\t<<set $accuracy = (0.5 * $random)>>\n\t<<set $magazine = 30>>\n\n\t<<if $accuracy lte 0>>\n\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\tComissaria Verei fires her sidearm but misses entirely\n\t<<else>>\n\t\t<<set $accuracy -= $combat.enemy.cover>>\n\t\t<<if $accuracy lte 0>>\n\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t<<if $specialTargetType eq "vanishes">>\n\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\t\t<<else>>\n\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Cover</span></div>\n\t\t\t<</if>>\n\t\t\tComissaria Verei fires her sidearm but the <<print $name>> <<if $specialTargetType eq "vanishes">>vanishes into thin air<<else>>is in cover<</if>>.\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $accuracy gt 0>>\n\t\t<<set $kills = (($accuracy * $magazine) / 12)>>\n\n\t\t<<set $shieldpenalty = ($combat.enemy.shield - Math.ceil(0.15 * $magazine))>>\n\t\t<<set $armorpenalty = ($combat.enemy.armor - Math.ceil(0.1 * $magazine))>>\n\n\n\t\t<<if $shieldpenalty gt 0 or $armorpenalty gt 0>>\n\t\t\t<<if $shieldpenalty gt 0>>\n\t\t\t\t<<set $kills -= $shieldpenalty>>\n\t\t\t<</if>>\n\n\t\t\t<<if $kills lte 0>>\n\t\t\t\t<<set $combat.enemy.shield -= (((0.15 * $magazine) * 0.66) / $combat.enemy.total)>>\n\t\t\t\t<<set $combat.enemy.shield = Math.max(0, $combat.enemy.shield)>>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\t<<if $specialTargetType eq "vanishes">>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Hit Shield</span></div>\n\t\t\t\t<</if>>\n\t\t\t\tComissaria Verei fires her sidearm but the <<print $name>> <<if $specialTargetType eq "vanishes">>vanishes into thin air<<else>>deploys a shield<</if>>.\n\n\n\t\t\t<<else>>\n\t\t\t\t<<if $armorpenalty gt 0>>\n\t\t\t\t\t<<set $kills -= $armorpenalty>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $kills lte 0>>\n\t\t\t\t\t<<set $combat.enemy.armor -= ((0.1 * $magazine) / $combat.enemy.total)>>\n\t\t\t\t\t<<set $combat.enemy.armor = Math.max(0, $combat.enemy.armor)>>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='yellowcolor'>Hit Armor</span></div>\n\t\t\t\t\tComissaria Verei fires her sidearm but the <<print $name>>'s armor holds\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<set $kills = Math.ceil($kills)>>\n\n\t\t<<if $kills gt 0>>\n\t\t\t<<set $kills = 1>>\n\t\t\t<div class='Combat_AlertText'><span class='greencolor'>Direct Hit</span></div>\n\t\t\tComissaria Verei fires her sidearm at the <<print $name>> and kills <<print $number>>\n\t\t\t/% apply kills to enemy %/\n\t\t\t<<set $combat.enemy.alive -= $kills>>\n\t\t\t<<set $combat.enemy.killed += $kills>>\n\t\t\t<<set $combat.enemy.killed = Math.min($combat.enemy.killed, $combat.enemy.total)>>\n\t\t\t<<set $combat.enemy.alive = Math.max(0, $combat.enemy.alive)>>\n\t\t<</if>>\n\n\t<</if>>\n\n\t/% upodate enemy display %/\n\t<<replace '#ui-combat-enemyarea'>>\n\t\t<<display 'Combat_EnemyList'>>\n\t<</replace>>\n\n\t<<unset $random>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set playContextSound("ui_attack_auto");>>\n\t<<set $specialTargetType = "none">>\n\t<<set $combat.enemy.didreappear = false>>\n\n\t<<if $combat.enemy.name eq "Djinn">>\n\t\t<<set $specialTargetType = "vanishes">>\n\t<</if>>\n\n\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive - 1]>>\n\n\t<<set $random = (Math.random() + 0.01)>>\n\t<<set $accuracy = (0.6 * $random)>>\n\t<<set $magazine = 26>>\n\n\t<<if $accuracy lte 0>>\n\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\tFisher fires his rifle but misses entirely\n\t<<else>>\n\t\t<<set $accuracy -= $combat.enemy.cover>>\n\t\t<<if $accuracy lte 0>>\n\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t<<if $specialTargetType eq "vanishes">>\n\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\t\t<<else>>\n\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Cover</span></div>\n\t\t\t<</if>>\n\t\t\tFisher fires his rifle but the <<print $name>> <<if $specialTargetType eq "vanishes">>vanishes into thin air<<else>>is in cover<</if>>.\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $accuracy gt 0>>\n\t\t<<set $kills = (($accuracy * $magazine) / 8)>>\n\n\t\t<<set $armorpenalty = ($combat.enemy.armor - Math.ceil(0.2 * $magazine))>>\n\t\t<<set $shieldpenalty = ($combat.enemy.shield - Math.ceil(0.15 * $magazine))>>\n\n\t\t<<if $shieldpenalty gt 0 or $armorpenalty gt 0>>\n\t\t\t<<if $shieldpenalty gt 0>>\n\t\t\t\t<<set $kills -= $shieldpenalty>>\n\t\t\t<</if>>\n\n\t\t\t<<if $kills lte 0>>\n\t\t\t\t<<set $combat.enemy.shield -= (((0.15 * $magazine) * 0.66) / $combat.enemy.total)>>\n\t\t\t\t<<set $combat.enemy.shield = Math.max(0, $combat.enemy.shield)>>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\t<<if $specialTargetType eq "vanishes">>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Hit Shield</span></div>\n\t\t\t\t<</if>>\n\t\t\t\tFisher fires his rifle but the <<print $name>> <<if $specialTargetType eq "vanishes">>vanishes into thin air<<else>>deploys a shield<</if>>.\n\t\t\t<<else>>\n\t\t\t\t<<if $armorpenalty gt 0>>\n\t\t\t\t\t<<set $kills -= $armorpenalty>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $kills lte 0>>\n\t\t\t\t\t<<set $combat.enemy.armor -= ((0.25 * $magazine) / $combat.enemy.total)>>\n\t\t\t\t\t<<set $combat.enemy.armor = Math.max(0, $combat.enemy.armor)>>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='yellowcolor'>Hit Armor</span></div>\n\t\t\t\t\tFisher fires his rifle but the <<print $name>>'s armor holds\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<set $kills = Math.ceil($kills)>>\n\n\t\t<<if $kills gt 0>>\n\t\t\t<<set $kills = 1>>\n\t\t\t<div class='Combat_AlertText'><span class='greencolor'>Direct Hit</span></div>\n\t\t\tFisher fires his rifle at the <<print $name>> and kills <<print $number>>\n\t\t\t/% apply kills to enemy %/\n\t\t\t<<set $combat.enemy.alive -= $kills>>\n\t\t\t<<set $combat.enemy.killed += $kills>>\n\t\t\t<<set $combat.enemy.killed = Math.min($combat.enemy.killed, $combat.enemy.total)>>\n\t\t\t<<set $combat.enemy.alive = Math.max(0, $combat.enemy.alive)>>\n\t\t<</if>>\n\n\t<</if>>\n\n\t/% upodate enemy display %/\n\t<<replace '#ui-combat-enemyarea'>>\n\t\t<<display 'Combat_EnemyList'>>\n\t<</replace>>\n\n\t<<unset $random>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set playContextSound("ui_attack_auto");>>\n\t<<set $specialTargetType = "none">>\n\t<<set $combat.enemy.didreappear = false>>\n\n\t<<if $combat.enemy.name eq "Djinn">>\n\t\t<<set $specialTargetType = "vanishes">>\n\t<</if>>\n\n\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive - 1]>>\n\n\t<<set $random = (Math.random() + 0.01)>>\n\t<<set $accuracy = (0.6 * $random)>>\n\t<<set $magazine = 38>>\n\n\t<<if $accuracy lte 0>>\n\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\tPineapple fires his carbine but misses entirely\n\t<<else>>\n\t\t<<set $accuracy -= $combat.enemy.cover>>\n\t\t<<if $accuracy lte 0>>\n\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t<<if $specialTargetType eq "vanishes">>\n\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\t\t<<else>>\n\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Cover</span></div>\n\t\t\t<</if>>\n\t\t\tPineapple fires his carbine but the <<print $name>> <<if $specialTargetType eq "vanishes">>vanishes into thin air<<else>>is in cover<</if>>.\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $accuracy gt 0>>\n\t\t<<set $kills = (($accuracy * $magazine) / 8)>>\n\n\t\t<<set $armorpenalty = ($combat.enemy.armor - Math.ceil(0.05 * $magazine))>>\n\t\t<<set $shieldpenalty = ($combat.enemy.shield - Math.ceil(0.1 * $magazine))>>\n\n\t\t<<if $shieldpenalty gt 0 or $armorpenalty gt 0>>\n\t\t\t<<if $shieldpenalty gt 0>>\n\t\t\t\t<<set $kills -= $shieldpenalty>>\n\t\t\t<</if>>\n\n\t\t\t<<if $kills lte 0>>\n\t\t\t\t<<set $combat.enemy.shield -= (((0.25 * $magazine) * 0.66) / $combat.enemy.total)>>\n\t\t\t\t<<set $combat.enemy.shield = Math.max(0, $combat.enemy.shield)>>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\t<<if $specialTargetType eq "vanishes">>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Hit Shield</span></div>\n\t\t\t\t<</if>>\n\t\t\t\tPineapple fires his carbine but the <<print $name>> <<if $specialTargetType eq "vanishes">>vanishes into thin air<<else>>deploys a shield<</if>>.\n\t\t\t<<else>>\n\t\t\t\t<<if $armorpenalty gt 0>>\n\t\t\t\t\t<<set $kills -= $armorpenalty>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $kills lte 0>>\n\t\t\t\t\t<<set $combat.enemy.armor -= ((0.2 * $magazine) / $combat.enemy.total)>>\n\t\t\t\t\t<<set $combat.enemy.armor = Math.max(0, $combat.enemy.armor)>>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='yellowcolor'>Hit Armor</span></div>\n\t\t\t\t\tPineapple fires his carbine but the <<print $name>>'s armor holds\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<set $kills = Math.ceil($kills)>>\n\n\t\t<<if $kills gt 0>>\n\t\t\t<<set $kills = 1>>\n\t\t\t<div class='Combat_AlertText'><span class='greencolor'>Direct Hit</span></div>\n\t\t\tPineapple fires his carbine at the <<print $name>> and kills <<print $number>>\n\t\t\t/% apply kills to enemy %/\n\t\t\t<<set $combat.enemy.alive -= $kills>>\n\t\t\t<<set $combat.enemy.killed += $kills>>\n\t\t\t<<set $combat.enemy.killed = Math.min($combat.enemy.killed, $combat.enemy.total)>>\n\t\t\t<<set $combat.enemy.alive = Math.max(0, $combat.enemy.alive)>>\n\t\t<</if>>\n\n\t<</if>>\n\n\t/% upodate enemy display %/\n\t<<replace '#ui-combat-enemyarea'>>\n\t\t<<display 'Combat_EnemyList'>>\n\t<</replace>>\n\n\t<<unset $random>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set playContextSound("ui_attack_auto");>>\n\t<<set $specialTargetType = "none">>\n\t<<set $combat.enemy.didreappear = false>>\n\n\t<<if $combat.enemy.name eq "Djinn">>\n\t\t<<set $specialTargetType = "vanishes">>\n\t<</if>>\n\n\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive - 1]>>\n\n\t<<set $random = (Math.random() + 0.01)>>\n\t<<set $accuracy = (0.5 * $random)>>\n\t<<set $magazine = 40>>\n\n\t<<if $accuracy lte 0>>\n\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\tIsabelle unleashes a hail of botls from her coilguns but misses entirely\n\t<<else>>\n\t\t<<set $accuracy -= $combat.enemy.cover>>\n\t\t<<if $accuracy lte 0>>\n\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t<<if $specialTargetType eq "vanishes">>\n\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\t\t<<else>>\n\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Cover</span></div>\n\t\t\t<</if>>\n\t\t\tIsabelle unleashes a hail of botls from her coilguns but the <<print $name>> <<if $specialTargetType eq "vanishes">>vanishes into thin air<<else>>is in cover<</if>>.\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $accuracy gt 0>>\n\t\t<<set $kills = (($accuracy * $magazine) / 12)>>\n\n\t\t<<set $shieldpenalty = ($combat.enemy.shield - Math.ceil(0.35 * $magazine))>>\n\t\t<<set $armorpenalty = ($combat.enemy.armor - Math.ceil(0.1 * $magazine))>>\n\n\n\t\t<<if $shieldpenalty gt 0 or $armorpenalty gt 0>>\n\t\t\t<<if $shieldpenalty gt 0>>\n\t\t\t\t<<set $kills -= $shieldpenalty>>\n\t\t\t<</if>>\n\n\t\t\t<<if $kills lte 0>>\n\t\t\t\t<<set $combat.enemy.shield -= (((0.35 * $magazine) * 0.66) / $combat.enemy.total)>>\n\t\t\t\t<<set $combat.enemy.shield = Math.max(0, $combat.enemy.shield)>>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\t<<if $specialTargetType eq "vanishes">>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Hit Shield</span></div>\n\t\t\t\t<</if>>\n\t\t\t\tIsabelle unleashes a hail of botls from her coilguns but the <<print $name>> <<if $specialTargetType eq "vanishes">>vanishes into thin air<<else>>deploys a shield<</if>>.\n\n\n\t\t\t<<else>>\n\t\t\t\t<<if $armorpenalty gt 0>>\n\t\t\t\t\t<<set $kills -= $armorpenalty>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $kills lte 0>>\n\t\t\t\t\t<<set $combat.enemy.armor -= ((0.15 * $magazine) / $combat.enemy.total)>>\n\t\t\t\t\t<<set $combat.enemy.armor = Math.max(0, $combat.enemy.armor)>>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='yellowcolor'>Hit Armor</span></div>\n\t\t\t\t\tIsabelle unleashes a hail of botls from her coilguns but the <<print $name>>'s armor holds\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<set $kills = Math.ceil($kills)>>\n\n\t\t<<if $kills gt 0>>\n\t\t\t<<set $kills = 1>>\n\t\t\t<div class='Combat_AlertText'><span class='greencolor'>Direct Hit</span></div>\n\t\t\tIsabelle unleashes a hail of botls from her coilguns and kills the the <<print $name>>\n\t\t\t/% apply kills to enemy %/\n\t\t\t<<set $combat.enemy.alive -= $kills>>\n\t\t\t<<set $combat.enemy.killed += $kills>>\n\t\t\t<<set $combat.enemy.killed = Math.min($combat.enemy.killed, $combat.enemy.total)>>\n\t\t\t<<set $combat.enemy.alive = Math.max(0, $combat.enemy.alive)>>\n\t\t<</if>>\n\n\t<</if>>\n\n\t/% upodate enemy display %/\n\t<<replace '#ui-combat-enemyarea'>>\n\t\t<<display 'Combat_EnemyList'>>\n\t<</replace>>\n\n\t<<unset $random>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set playContextSound("ui_attack_auto");>>\n\t<<set $specialTargetType = "none">>\n\t<<set $combat.enemy.didreappear = false>>\n\n\t<<if $combat.enemy.name eq "Djinn">>\n\t\t<<set $specialTargetType = "vanishes">>\n\t<</if>>\n\n\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive - 1]>>\n\n\t<<set $random = (Math.random() + 0.01)>>\n\t<<set $accuracy = (0.6 * $random)>>\n\t<<set $magazine = 30>>\n\n\t<<if $accuracy lte 0>>\n\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\tJalkovski fires his carbine but misses entirely\n\t<<else>>\n\t\t<<set $accuracy -= $combat.enemy.cover>>\n\t\t<<if $accuracy lte 0>>\n\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t<<if $specialTargetType eq "vanishes">>\n\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\t\t<<else>>\n\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Cover</span></div>\n\t\t\t<</if>>\n\t\t\tJalkovski fires his carbine but the <<print $name>> <<if $specialTargetType eq "vanishes">>vanishes into thin air<<else>>is in cover<</if>>.\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $accuracy gt 0>>\n\t\t<<set $kills = (($accuracy * $magazine) / 10)>>\n\n\t\t<<set $armorpenalty = ($combat.enemy.armor - Math.ceil(0.1 * $magazine))>>\n\t\t<<set $shieldpenalty = ($combat.enemy.shield - Math.ceil(0.2 * $magazine))>>\n\n\n\t\t<<if $shieldpenalty gt 0 or $armorpenalty gt 0>>\n\t\t\t<<if $shieldpenalty gt 0>>\n\t\t\t\t<<set $kills -= $shieldpenalty>>\n\t\t\t<</if>>\n\n\t\t\t<<if $kills lte 0>>\n\t\t\t\t<<set $combat.enemy.shield -= (((0.2 * $magazine) * 0.66) / $combat.enemy.total)>>\n\t\t\t\t<<set $combat.enemy.shield = Math.max(0, $combat.enemy.shield)>>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\t<<if $specialTargetType eq "vanishes">>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='bluecolor'>Hit Shield</span></div>\n\t\t\t\t<</if>>\n\t\t\t\tJalkovski fires his carbine but the <<print $name>> <<if $specialTargetType eq "vanishes">>vanishes into thin air<<else>>deploys a shield<</if>>.\n\t\t\t<<else>>\n\t\t\t\t<<if $armorpenalty gt 0>>\n\t\t\t\t\t<<set $kills -= $armorpenalty>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $kills lte 0>>\n\t\t\t\t\t<<set $combat.enemy.armor -= ((0.1 * $magazine) / $combat.enemy.total)>>\n\t\t\t\t\t<<set $combat.enemy.armor = Math.max(0, $combat.enemy.armor)>>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='yellowcolor'>Hit Armor</span></div>\n\t\t\t\t\tJalkovski fires his carbine but the <<print $name>>'s armor holds\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<set $kills = Math.ceil($kills)>>\n\n\t\t<<if $kills gt 0>>\n\t\t\t<<set $kills = 1>>\n\t\t\t<div class='Combat_AlertText'><span class='greencolor'>Direct Hit</span></div>\n\t\t\tJalkovski fires his carbine at the <<print $name>> and kills <<print $number>>\n\t\t\t/% apply kills to enemy %/\n\t\t\t<<set $combat.enemy.alive -= $kills>>\n\t\t\t<<set $combat.enemy.killed += $kills>>\n\t\t\t<<set $combat.enemy.killed = Math.min($combat.enemy.killed, $combat.enemy.total)>>\n\t\t\t<<set $combat.enemy.alive = Math.max(0, $combat.enemy.alive)>>\n\t\t<</if>>\n\n\t<</if>>\n\n\t/% upodate enemy display %/\n\t<<replace '#ui-combat-enemyarea'>>\n\t\t<<display 'Combat_EnemyList'>>\n\t<</replace>>\n\n\t<<unset $random>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive - 1]>>\n\n\t<<set $random = (Math.random() + 0.01)>>\n\t<<set $attacktype = "melee">>\n\n\t<<if $random gt 0.5 and ($combat.enemy.armor gt 0 or $combat.enemy.shield gt 0)>>\n\t\t<<set $attacktype = "debuff">>\n\t<</if>>\n\n\t<<if $attacktype eq "melee">>\n\t\t<<set playContextSound("ui_attack_melee");>>\n\t\t<div class='Combat_AlertText'><span class='greencolor'>Direct Hit</span></div>\n\t\tCelena attacks the <<print $name>> with her witchblade, slicing clean through <<print $number>>\n\t\t<<set $kills = 1>>\n\n\t<<elseif $attacktype eq "debuff">>\n\t\t<<set playContextSound("ui_shock");>>\n\t\t<div class='Combat_AlertText'><span class='bluecolor'>Shocked!</span></div>\n\t\tCelena reaches for the <<print $name>> with her claw, causing <<print $number>> to twitch uncontrollably and collapse\n\n\t\t<<set $kills = 1>>\n\t\t<<set $combat.inflictedShockStates += 1>>\n\t\t<<set $combat.enemy.shield *= 0.2>>\n\t<</if>>\n\n\t<<if $kills gt 0>>\n\t\t<<set $kills = 1>>\n\t\t<<set $combat.enemy.alive -= $kills>>\n\t\t<<set $combat.enemy.killed += $kills>>\n\t\t<<set $combat.enemy.killed = Math.min($combat.enemy.killed, $combat.enemy.total)>>\n\t\t<<set $combat.enemy.alive = Math.max(0, $combat.enemy.alive)>>\n\t<</if>>\n\n\t/% upodate enemy display %/\n\t<<replace '#ui-combat-enemyarea'>>\n\t\t<<display 'Combat_EnemyList'>>\n\t<</replace>>\n\n\t<<unset $random>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set playContextSound("ui_attack_melee");>>\n\t<<set $specialTargetType = "none">>\n\t<<set $combat.enemy.didreappear = false>>\n\n\t<<if $combat.enemy.name eq "Djinn">>\n\t\t<<set $specialTargetType = "vanishes">>\n\t<</if>>\n\n\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive - 1]>>\n\n\t<<set $random = (Math.random() + 0.01)>>\n\t<<set $accuracy = (0.6 * $random)>>\n\n\t<<if $accuracy lte 0>>\n\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\tFabienne attacks the <<print $name>> with her Hellspike but misses\n\t<</if>>\n\n\t<<if $accuracy gt 0>>\n\t\t<<set $kills = ($accuracy * $magazine)>>\n\n\t\t<<set $shieldpenalty = ($combat.enemy.shield - 3)>>\n\t\t<<set $armorpenalty = ($combat.enemy.armor - 5)>>\n\n\n\t\t<<if $shieldpenalty gt 0 or $armorpenalty gt 0>>\n\t\t\t<<if $shieldpenalty gt 0>>\n\t\t\t\t<<set $kills -= $shieldpenalty>>\n\t\t\t<</if>>\n\n\t\t\t<<if $kills lte 0>>\n\t\t\t\t<<set $combat.enemy.shield -= ((3 * 0.66) / $combat.enemy.total)>>\n\t\t\t\t<<set $combat.enemy.shield = Math.max(0, $combat.enemy.shield)>>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\t<<if $specialTargetType eq "vanishes">>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Shield</span></div>\n\t\t\t\t<</if>>>\n\t\t\t\tFabienne attacks the <<print $name>> with her hellspike but <<print $number>> <<if $specialTargetType eq "vanishes">>vanishes into thin air<<else>>drives her away with a shield<</if>>.\n\n\n\t\t\t<<else>>\n\t\t\t\t<<if $armorpenalty gt 0>>\n\t\t\t\t<<set $combat.enemy.armor -= (5 / $combat.enemy.total)>>\n\t\t\t\t<<set $combat.enemy.armor = Math.max(0, $combat.enemy.armor)>>\n\t\t\t\t\t<<set $kills -= $armorpenalty>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $kills lte 0>>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='yellowcolor'>Hit Armor</span></div>\n\t\t\t\t\tFabienne attacks the <<print $name>> with her Hellspike but it glances off <<print $combat.enemy.singleposessive[$combat.enemy.alive - 1]>> armor\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<set $kills = Math.ceil($kills)>>\n\n\t\t<<if $kills gt 0>>\n\t\t\t<<set $kills = 1>>\n\t\t\t<div class='Combat_AlertText'><span class='greencolor'>Direct Hit</span></div>\n\t\t\tFabienne attacks the <<print $name>> with her Hellspike and kills <<print $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t\t\t/% apply kills to enemy %/\n\t\t\t<<set $combat.enemy.alive -= $kills>>\n\t\t\t<<set $combat.enemy.killed += $kills>>\n\t\t\t<<set $combat.enemy.killed = Math.min($combat.enemy.killed, $combat.enemy.total)>>\n\t\t\t<<set $combat.enemy.alive = Math.max(0, $combat.enemy.alive)>>\n\t\t<</if>>\n\n\t<</if>>\n\n\t/% upodate enemy display %/\n\t<<replace '#ui-combat-enemyarea'>>\n\t\t<<display 'Combat_EnemyList'>>\n\t<</replace>>\n\n\t<<unset $random>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set playContextSound("ui_attack_semi");>>\n\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive - 1]>>\n\n\t<<set $random = (Math.random() + 0.01)>>\n\t<<set $accuracy = (0.35 * $random)>>\n\t<<set $magazine = 15>>\n\n\t<<if $accuracy lte 0>>\n\t\t<div class='Combat_AlertText'><span class='greyedout'>Terrified</span></div>\n\t\tLilly stands, frozen in surprise, and doesn't shoot\n\t<<else>>\n\t\t<<set $accuracy -= $combat.enemy.cover>>\n\t\t<<if $accuracy lte 0>>\n\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Cover</span></div>\n\t\t\tLilly fires her carbine but the <<print $name>> is in cover\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $accuracy gt 0>>\n\t\t<<set $kills = (($accuracy * $magazine) / 7)>>\n\n\t\t<<set $shieldpenalty = ($combat.enemy.shield - Math.ceil(0.05 * $magazine))>>\n\t\t<<set $armorpenalty = ($combat.enemy.armor - Math.ceil(0.01 * $magazine))>>\n\n\n\t\t<<if $shieldpenalty gt 0 or $armorpenalty gt 0>>\n\t\t\t<<if $shieldpenalty gt 0>>\n\t\t\t\t<<set $kills -= $shieldpenalty>>\n\t\t\t<</if>>\n\n\t\t\t<<if $kills lte 0>>\n\t\t\t\t<<set $combat.enemy.shield -= (((0.05 * $magazine) * 0.66) / $combat.enemy.total)>>\n\t\t\t\t<<set $combat.enemy.shield = Math.max(0, $combat.enemy.shield)>>\n\t\t\t\t<div class='Combat_AlertText'><span class='yellowcolor'>Hit Armor</span></div>\n\t\t\t\tLilly fires her carbine, causing the <<print $name>> to squeal in agony\n\t\t\t<<else>>\n\t\t\t\t<<if $armorpenalty gt 0>>\n\t\t\t\t\t<<set $kills -= $armorpenalty>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $kills lte 0>>\n\t\t\t\t\t<<set $combat.enemy.armor -= ((0.125 * $magazine) / $combat.enemy.total)>>\n\t\t\t\t\t<<set $combat.enemy.armor = Math.max(0, $combat.enemy.armor)>>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='yellowcolor'>Hit Armor</span></div>\n\t\t\t\t\tLilly fires her carbine, causing the <<print $name>> to thrash in pain\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<set $kills = Math.ceil($kills)>>\n\n\t\t<<if $kills gt 0>>\n\t\t\t<<set $kills = 1>>\n\t\t\t<div class='Combat_AlertText'><span class='greencolor'>Direct Hit</span></div>\n\t\t\tLilly fires her carbine at the <<print $name>> and kills <<print $number>>\n\t\t\t/% apply kills to enemy %/\n\t\t\t<<set $combat.enemy.alive -= $kills>>\n\t\t\t<<set $combat.enemy.killed += $kills>>\n\t\t\t<<set $combat.enemy.killed = Math.min($combat.enemy.killed, $combat.enemy.total)>>\n\t\t\t<<set $combat.enemy.alive = Math.max(0, $combat.enemy.alive)>>\n\t\t<</if>>\n\n\t<</if>>\n\n\t/% upodate enemy display %/\n\t<<replace '#ui-combat-enemyarea'>>\n\t\t<<display 'Combat_EnemyList'>>\n\t<</replace>>\n\n\t<<unset $random>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set playContextSound("ui_attack_auto");>>\n\t<<set $specialTargetType = "none">>\n\t<<set $combat.enemy.didreappear = false>>\n\n\t<<if $combat.enemy.name eq "Djinn">>\n\t\t<<set $specialTargetType = "vanishes">>\n\t<</if>>\n\n\t<<set $killstring = "kill">>\n\t<<if $combat.enemy.isMachine and $combat.enemy.isOrganic eq false>>\n\t\t<<set $killstring = "destroy">>\n\t<</if>>\n\n\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive - 1]>>\n\n\t<<set $random = (Math.random() + 0.01)>>\n\t<<set $accuracy = (0.75 * $random)>>\n\t<<set $magazine = 8>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_warsmith_12")>>\n\t\t<<set $magazine = 3 + Math.round(1.2 * $inztinct.affinity)>>\n\t\t<<set $accuracy = 0.5 + (0.04 * $inztinct.affinity)>>\n\t<</if>>\n\n\t<<set $combatDroneName = "Petrovic's">>\n\t<<if $attrib.religion eq "warsmith">>\n\t\t<<set $combatDroneName = "Your">>\n\t<</if>>\n\n\t<<if $combat.rounds gt 4>>\n\t\t<div class='Combat_AlertText'><span class='greyedout'>Out of Ammo</span></div>\n\t\t<<print $combatDroneName>> combat drone is out of ammunition. It goes into hibernate mode...\n\n\t\t<<set $combat.removeDrone = true>>\n\t<<else>>\n\n\t\t<<if $accuracy lte 0>>\n\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\t\t<<print $combatDroneName>> combat drone fires it's autocannon but misses entirely\n\t\t<<else>>\n\t\t\t<<set $accuracy -= $combat.enemy.cover>>\n\t\t\t<<if $accuracy lte 0>>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\t<<if $specialTargetType eq "vanishes">>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Cover</span></div>\n\t\t\t\t<</if>>\n\t\t\t\t<<print $combatDroneName>> combat drone fires it's autocannon but the <<print $name>> <<if $specialTargetType eq "vanishes">>vanishes into thin air<<else>>is in cover<</if>>.\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<if $accuracy gt 0>>\n\t\t\t<<set $kills = (($accuracy * $magazine) / 3)>>\n\n\t\t\t<<set $armorpenalty = ($combat.enemy.armor - Math.ceil(0.2 * $magazine))>>\n\t\t\t<<set $shieldpenalty = ($combat.enemy.shield - Math.ceil(0.15 * $magazine))>>\n\n\t\t\t<<if $shieldpenalty gt 0 or $armorpenalty gt 0>>\n\t\t\t\t<<if $shieldpenalty gt 0>>\n\t\t\t\t\t<<set $kills -= $shieldpenalty>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $kills lte 0>>\n\t\t\t\t\t<<set $combat.enemy.shield -= (((0.35 * $magazine) * 0.66) / $combat.enemy.total)>>\n\t\t\t\t\t<<set $combat.enemy.shield = Math.max(0, $combat.enemy.shield)>>\n\t\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\t\t<<if $specialTargetType eq "vanishes">>\n\t\t\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Hit Shield</span></div>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<print $combatDroneName>> combat drone fires it's autocannon but the <<print $name>> <<if $specialTargetType eq "vanishes">>vanishes into thin air<<else>>deploys a shield<</if>>.\n\t\t\t\t<<else>>\n\t\t\t\t\t<<if $armorpenalty gt 0>>\n\t\t\t\t\t\t<<set $kills -= $armorpenalty>>\n\t\t\t\t\t<</if>>\n\n\t\t\t\t\t<<if $kills lte 0>>\n\t\t\t\t\t\t<<set $combat.enemy.armor -= ((0.25 * $magazine) / $combat.enemy.total)>>\n\t\t\t\t\t\t<<set $combat.enemy.armor = Math.max(0, $combat.enemy.armor)>>\n\t\t\t\t\t\t<div class='Combat_AlertText'><span class='yellowcolor'>Hit Armor</span></div>\n\t\t\t\t\t\t<<print $combatDroneName>> combat drone fires it's autocannon but the <<print $name>>'s armor holds\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\t<<set $kills = Math.ceil($kills)>>\n\n\t\t\t<<if $kills gt 0>>\n\t\t\t\t<<set $kills = 1>>\n\t\t\t\t<div class='Combat_AlertText'><span class='greencolor'>Direct Hit</span></div>\n\t\t\t\t<<print $combatDroneName>> combat drone fires it's autocannon at the <<print $name>> and <<print $killstring>> <<print $number>>\n\t\t\t\t/% apply kills to enemy %/\n\t\t\t\t<<set $combat.enemy.alive -= $kills>>\n\t\t\t\t<<set $combat.enemy.killed += $kills>>\n\t\t\t\t<<set $combat.enemy.killed = Math.min($combat.enemy.killed, $combat.enemy.total)>>\n\t\t\t\t<<set $combat.enemy.alive = Math.max(0, $combat.enemy.alive)>>\n\t\t\t<</if>>\n\n\t\t<</if>>\n\t<</if>>\n\n\t/% upodate enemy display %/\n\t<<replace '#ui-combat-enemyarea'>>\n\t\t<<display 'Combat_EnemyList'>>\n\t<</replace>>\n\n\t<<unset $random>>\n\n<</nobr>>
<<set $armor_ranged = 0>>\n<<set $armor_melee = 0>>\n<<set $armor_fatigue = 0>>\n\n<<set $getStatsFor = $itemToGetStats>>\n<<display 'getItemCharacteristics'>>\n\n<<set $armor_ranged = $returnedStats.armorRanged>>\n<<set $armor_melee = $returnedStats.armorMelee>>\n<<set $armor_fatigue = $returnedStats.armorFatigueDrain>>
/% armor hit scaling / deflection tweak to make heavy armor more worth it %/\n<<if $attrib.armortype eq "protected">>\n\t<<set $combat.armorhits = 3>>\n<<elseif $attrib.armortype eq "armored">>\n\t<<set $combat.armorhits = 1>>\n\t<<if $equip.isHeavyArmor>>\n\t\t<<set $combat.armorhits = 0>>\n\t<</if>>\n<<elseif $attrib.armortype eq "impervious">>\n\t\t<<set $combat.armorhits = 0>>\n<<elseif $attrib.armortype eq "unarmored">>\n\t<<if $equip.offhand.contains("cyberbody") or $equip.offhand.contains("abomskin") or ($equip.offhand.contains("abommuscle") and $attrib.bioAugModifier gte 1)>>\n\t\t<<set $combat.armorhits = 3>>\n\t<<else>>\n\t\t<<set $itemToGetStats = $equip.clothes>>\n\t\t<<display 'getArmorStats'>>\n\t\t<<if $armor_ranged gt 0 or $armor_melee gt 0>>\n\t\t\t<<set $combat.armorhits = 4>>\n\t\t<<else>>\n\t\t\t<<set $combat.armorhits = 5>>\n\t\t<</if>>\n\t<</if>>\n<</if>>\n\n<<if ($equip.offhand.contains("rhinoskin") or $equip.offhand.contains("specialskin_dampening")) and $combat.armorhits gt 0>>\n\t<<set $combat.armorhits -= 1>>\n<</if>>\n\n<<if $inztinct.learnedSkills.contains("skill_mesmer_8") and ($attrib.armortype eq "protected" or $attrib.armortype eq "unarmored")>>\n\t<<set $combat.armorhits -= 1>>\n<</if>>\n\n<<if $inztinct.learnedSkills.contains("skill_edenite_10") or $inztinct.learnedSkills.contains("skill_abominated_3") or $inztinct.learnedSkills.contains("skill_atheist_3")>>\n\t<<set $combat.armorhits -= 1>>\n<</if>>\n\n<<if $combat.armorhits lt 0>>\n\t<<set $combat.armorhits = 0>>\n<</if>>\n\n<<if not $equip.persistentExoHits>>\n\t<<set $equip.persistentExoHits = 0>>\n<</if>>\n\n<<if $equip.clothes eq "Power Armor">>\n\t<<set $combat.armorhits += $equip.persistentExoHits>>\n<</if>>
<<set $shieldHitLimit = 1>>\n\n<<if $equip.offhand.contains("shield")>>\n\t<<set $shieldHitLimit += 1>>\n<</if>>\n\n<<if $equip.isSelfPoweredShield>>\n\t<<set $shieldHitLimit += 1>>\n<</if>>\n\n<<if $equip.isArcArmor>>\n\t<<set $shieldHitLimit += 1>>\n<</if>>\n\n<<if $inztinct.learnedSkills.contains("skill_edenite_10") or $inztinct.learnedSkills.contains("skill_cyber_9")>> \n\t<<set $shieldHitLimit += 1>>\n<</if>>\n\n<<if $equip.offhandUpgrade.contains("hyper-capacitor")>>\n\t<<set $shieldHitLimit += 1>>\n<</if>>\n\n<<if $equip.offhandUpgrade.contains("em-sensor")>>\n\t<<set $shieldHitLimit += 0.5>>\n<</if>>\n\n<<if $equip.offhand.contains("aimpoint") and $attrib.bioAugModifier gte 0.5>>\n\t<<set $shieldHitLimit += 0.5>>\n<</if>>\n\n<<if $equip.offhand.contains("shield") and $attrib.bioAugModifier gte 1>>\n\t<<set $shieldHitLimit += 0.5>>\n<</if>>\n\n<<if $equip.offhand.contains("specialskin_fluffy") and $attrib.bioAugModifier gte 0.5>>\n\t<<set $shieldHitLimit += 0.5>>\n<</if>>\n\n<<if $equip.isArcShieldBooster>>\n\t<<set $shieldHitLimit += 0.5>>\n<</if>>\n\n<<if $equip.offhand.contains("thirdeye") and $attrib.bioAugModifier gte 1>>\n\t<<set $shieldHitLimit += 0.5>>\n<</if>>\n\n<<set $shieldHitLimit = Math.ceil($shieldHitLimit * $combat.bonus.shieldBonus)>>\n<<set $shieldHitLimit = Math.min($shieldHitLimit, 5)>>
<<nobr>>\n\n\t<<set $enemyStartingArmor = $combat.enemy.armor>>\n\t<<set $enemyStartingShield = $combat.enemy.shield>>\n\n\t<<if $attrib.vitality lte 0>>\n\t\t<<set $combat.actions[$index].result = "playerdead">>\n\t<<else>>\n\t\t<<display 'calcStatusTweaks'>>\n\n\t\t<<set $shieldRebootAmt = 0>>\n\t\t<<set $random = (Math.random() - 0.05)>>\n\n\t\t<<if $combat.actions[$index].action eq "firePrimary">>\n\t\t\t<<set $template = $combat.moveMain>>\n\t\t<<elseif $combat.actions[$index].action eq "fireSecondary">>\n\t\t\t<<set $template = $combat.moveSecondary>>\n\t\t<<elseif $combat.actions[$index].action eq "tryMelee">>\n\t\t\t<<set $template = $combat.moveMelee>>\n\t\t<</if>>\n\n\t\t<<set $combat.actions[$index].ammotype = $template.ammo>>\n\n\t\t/% global damage tweak %/\n\t\t<<set $template.armorpen *= 1>>\n\t\t<<set $template.shieldpen *= 1>>\n\n\n\t\t/% ############################################################ %/\n\t\t/% weapon type penetration %/\n\t\t/% ############################################################ %/\n\n\t\t<<if $template.ammo eq "plasmaburst" and $combat.enemy.hasFrictionShield>>\n\t\t\t<<set $template.shieldpen *= 0.75>>\n\t\t<</if>>\n\n\t\t<<if $template.ammo eq "arclance" and $combat.enemy.hasFrictionShield>>\n\t\t\t<<set $template.shieldpen *= 1.25>>\n\t\t<</if>>\n\n\t\t<<if $template.ammo eq "9mm" and $combat.enemy.hasFrictionShield>>\n\t\t\t<<set $template.shieldpen *= 0.5>>\n\t\t<</if>>\n\n\t\t<<if $template.ammo eq "9mm_hyper" and $combat.enemy.hasFrictionShield>>\n\t\t\t<<set $template.shieldpen *= 0.75>>\n\t\t<</if>>\n\n\t\t<<if $template.ammo eq "conductive" and $combat.enemy.hasFrictionShield>>\n\t\t\t<<set $template.shieldpen *= 0.75>>\n\t\t<</if>>\n\n\t\t/% semi-auto / full auto crit modifiers %/\n\t\t<<if $template.isSemiAuto and $template.isBreechLoaded eq false and $combat.wasCritAttack and $template.magazine gt 1>>\n\t\t\t<<set $template.armorpen *= 1.15>>\n\t\t<</if>>\n\t\t<<if $template.isSemiAuto eq false and $template.isBreechLoaded eq false and $combat.wasCritAttack and $template.magazine gt 1>>\n\t\t\t<<set $template.shieldpen *= 1.15>>\n\t\t<</if>>\n\n\t\t<<set $shieldRebootAmt = 0>>\n\n\t\t/% ############################################################ %/\n\t\t/% ammo type shield adjust %/\n\t\t/% ############################################################ %/\t\t\n\t\t<<if $combat.actions[$index].action eq "firePrimary">>\n\t\t\t<<if ($template.ammo eq "toxin" and $combat.enemy.hasArcShield eq false and $combat.enemy.hasFrictionShield eq false)>>\n\t\t\t\t<<set $template.shieldpen *= 2>>\n\t\t\t<</if>>\n\t\t\t<<if ($template.ammo eq "scatter" and $combat.enemy.hasArcShield eq false and $combat.enemy.hasFrictionShield eq false)>>\n\t\t\t\t<<set $template.shieldpen *= 2.5>>\n\t\t\t<</if>>\n\n\t\t\t<<if ($template.ammo eq "conductive" and $combat.enemy.hasArcShield eq false and $combat.enemy.hasFrictionShield eq false)>>\n\t\t\t\t<<set $template.shieldpen -= 2>>\n\t\t\t<</if>>\n\t\t\t<<if ($template.ammo eq "tungsten" and $combat.enemy.hasArcShield eq false and $combat.enemy.hasFrictionShield eq false)>>\n\t\t\t\t<<set $template.shieldpen += 2>>\n\t\t\t<</if>>\n\n\t\t\t<<if $combat.actions[$index].action eq "firePrimary" and $combat.specialDisplayState eq "fireBladeCharge" and ($combat.enemy.hasArcShield)>>\n\t\t\t\t<<set $template.shieldpen *= 1.5>>\n\t\t\t<</if>>\n\t\t\t\n\t\t\t<<if $combat.actions[$index].action eq "firePrimary" and $combat.specialDisplayState eq "arcBladeCharge" and ($combat.enemy.hasArcShield or $combat.enemy.hasFrictionShield)>>\n\t\t\t\t<<set $template.shieldpen *= 1.5>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<if $combatIsArena and $combat.isFirstRound eq false and $combat.actions.length gt 0 and ($combat.actions[$index].action neq $combat.actions[$index - 1].action or $combat.actions[$index].ammotype neq $combat.actions[$index - 1].ammotype)>>\n\t\t\t<<set $combat.arenaScore.didWeaponAmmoSwitch = true>>\n\t\t<</if>>\n\n\t\t<<if $combat.bonus.ultimateHitBonus>>\n\t\t\t/% VASTLY boost hit chance %/\n\t\t\t<<set $random = 3>>\n\t\t<<elseif ($combat.isFirstRound or $combat.usedEscapeMechanic eq 1) and (($attrib.fatigue lt 50 and $attrib.toxicity lt 50) or $inztinct.learnedSkills.contains("skill_forsaken_12")) and $combat.enemy.isElusive eq false>>\n\t\t\t/% Armor-Based initial Hit Tweak %/\n\t\t\t<<if $attrib.armortype eq "unarmored">>\n\t\t\t\t<<set $random += 0.2>>\n\t\t\t\t<<set $template.armorpen *= 1.1>>\n\t\t\t\t<<set $template.shieldpen *= 1.1>>\n\t\t\t<<elseif $attrib.armortype eq "protected">>\n\t\t\t\t<<set $random += 0.1>>\n\t\t\t\t<<set $template.armorpen *= 1.1>>\n\t\t\t\t<<set $template.shieldpen *= 1.1>>\n\t\t\t<<elseif $attrib.armortype eq "armored">>\n\t\t\t\t<<set $random += 0.05>>\n\t\t\t\t<<set $template.armorpen *= 1.05>>\n\t\t\t\t<<set $template.shieldpen *= 1.05>>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $combat.player.accuracy lt 0.35>>\n\t\t\t\t<<set $random -= 0.15>>\n\t\t\t<<elseif $combat.player.accuracy lt 0.5>>\n\t\t\t\t<<set $random -= 0.1>>\n\t\t\t<<elseif $combat.player.accuracy lt 0.8>>\n\t\t\t\t<<set $random -= 0.05>>\n\t\t\t<</if>>\n\n\t\t<</if>>\n\n\t\t/% ###############################################\n\t\t###############################################\n\t\n\t\tBEGIN EQUIP BONUSES\n\t\t\n\t\t###############################################\n\t\t###############################################%/\n\t\t<<set $tweakedaccuracy = 1>>\n\n\t\t<<if ($template.ammo eq "melee" or $template.ammo eq "powerfist") and $attrib.demeanor eq "agressive">>\n\t\t\t<<set $tweakedaccuracy += 0.1>>\n\t\t\t<<set $template.shieldpen += 0.05>>\n\t\t<</if>>\n\n\t\t/% bonus vs melee when using sidearms %/\n\t\t<<if $combat.actions[$index].action eq "fireSecondary" and $combat.enemy.isMeeleAttacker>>\n\t\t\t<<set $tweakedaccuracy += 0.15>>\n\t\t<</if>>\n\n\t\t<<if $template.drawn eq false and not $combat.isFirstRound>>\n\t\t\t<<set $tweakedaccuracy -= $template.switchPenalty>>\n\t\t<</if>>\n\n\t\t<<if $equip.offhand.contains("fleshmask")>>\n\t\t\t<<set $tweakedaccuracy += 0.1>>\n\t\t<</if>>\n\n\t\t<<if $equip.offhand.contains("cybereye") and $template.ammo neq "melee" and $template.ammo neq "powerfist">>\n\t\t\t<<set $tweakedaccuracy += 0.1>>\n\t\t<</if>>\n\n\t\t<<if $equip.isMeleeBooster and ($template.ammo eq "melee" or $template.ammo eq "powerfist")>>\n\t\t\t\t<<set $tweakedaccuracy += 0.1>>\n\t\t\t\t<<set $template.armorpen = ($template.armorpen * 1.15)>>\n\t\t\t\t<<set $template.shieldpen = ($template.shieldpen * 1.15)>>\t\t\n\t\t<</if>>\n\n\t\t<<if $equip.offhand.contains("meleeplant") or $equip.offhand.contains("featherarm")>>\n\t\t\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t\t\t<<set $template.armorpen *= 1.1>>\n\t\t\t\t<<set $template.shieldpen *= 1.1>>\n\t\t\t\t<<set $tweakedaccuracy += 0.05>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<if ($template.ammo eq "melee" or $template.ammo eq "powerfist") and ($equip.offhand.contains("featherarm") or $equip.offhand.contains("meleeplant") or $equip.offhand.contains("cyberarm") or $equip.offhand.contains("abommuscle"))>>\n\t\t\t<<set $random += 0.1>>\n\t\t<<elseif ($template.ammo eq "9mm" or $template.ammo eq "9mm_hyper" or $template.ammo eq "toxin" or $template.ammo eq "scatter" or $template.ammo eq "conductive" or $template.ammo eq "tungsten") and $equip.offhand.contains("cybereye")>>\n\t\t\t<<set $random += 0.1>>\n\t\t<</if>>\n\n\t\t<<if $template.fringeRaider>>\n\t\t\t<<set $random += 0.1>>\n\t\t<</if>>\n\n\t\t<<if $equip.offhand.contains("abomgland")>>\n\t\t\t<<set $random += 0.2>>\n\t\t<</if>>\n\n\t\t<<if $equip.offhand.contains("braincase")>>\n\t\t\t<<set $random -= 0.1>>\n\t\t<</if>>\n\n\t\t<<if $equip.isAbomKiller and $combat.enemy.isAbomination>>\n\t\t\t<<set $random += 0.1>>\n\t\t\t<<set $template.armorpen *= 1.1>>\n\t\t\t<<set $template.shieldpen *= 1.1>>\n\t\t<<elseif $equip.clothes eq "Templar Robes" and $combat.enemy.isHuman>>\n\t\t\t<<set $random += 0.1>>\n\t\t\t<<set $template.armorpen *= 1.1>>\n\t\t\t<<set $template.shieldpen *= 1.1>>\n\t\t<</if>>\n\n\t\t<<if $equip.offhandUpgrade.contains("em-sensor")>>\n\t\t\t<<set $random += 0.1>>\n\t\t<</if>>\n\n\t\t<<if $equip.isRestrictiveFit>>\n\t\t\t<<set $random -= 0.1>>\n\t\t\t<<set $template.armorpen *= 0.9>>\n\t\t\t<<set $template.shieldpen *= 0.9>>\n\t\t<</if>>\n\n\t\t<<if $equip.isHeavyArmor>>\n\t\t\t<<if $gameworld_modifiers.hasArmorFatigueOverride>>\n\t\t\t\t<<set $random -= 0.001>>\n\t\t\t\t<<set $template.armorpen *= 0.999>>\n\t\t\t\t<<set $template.shieldpen *= 0.999>>\n\t\t\t<<elseif $equip.offhandUpgrade.contains("spinal-support") or $equip.offhandUpgrade.contains("synth-fiber") or $equip.offhand.contains("abommuscle") or $equip.offhand.contains("normalskel")>>\n\t\t\t\t<<set $random -= 0.001>>\n\t\t\t\t<<set $template.armorpen *= 0.999>>\n\t\t\t\t<<set $template.shieldpen *= 0.999>>\t\t\t\t\t\n\t\t\t<<elseif $equip.offhand.contains("meleeplant") and $attrib.bioAugModifier gte 0.5>>\n\t\t\t\t<<set $random -= 0.001>>\n\t\t\t\t<<set $template.armorpen *= 0.999>>\n\t\t\t\t<<set $template.shieldpen *= 0.999>>\n\t\t\t<<else>>\n\t\t\t\t<<set $random -= 0.125>>\n\t\t\t\t<<set $template.armorpen *= 0.92>>\n\t\t\t\t<<set $template.shieldpen *= 0.92>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<if ($equip.isHeavyWeapon or $equip.isPseudoHeavyWeapon) and not $attrib.canHandleHeavyWeapon>>\n\t\t\t<<set $random -= 0.1>>\n\t\t\t<<set $template.armorpen *= 0.9>>\n\t\t\t<<set $template.shieldpen *= 0.9>>\n\t\t<</if>>\n\n\t\t<<if ($combat.actions[$index].action eq "firePrimary" and $equip.rifle.name eq "C2000_Converted") or ($combat.actions[$index].action eq "fireSecondary" and $equip.pistol.name eq "M1114_Converted")>>\n\t\t\t<<set $random += 0.1>>\n\t\t\t<<set $template.armorpen *= 1.1>>\n\t\t\t<<set $template.shieldpen *= 1.1>>\n\t\t<</if>>\n\n\t\t<<if $equip.offhandUpgrade.contains("mount-point")>>\n\t\t\t<<if $combat.actions[$index].action eq "firePrimary" and ($equip.rifle.name eq "cybergun" or $equip.rifle.name eq "cybercannon" or $equip.rifle.name eq "cybercarbine")>>\n\t\t\t\t<<set $template.armorpen *= 1.25>>\n\t\t\t\t<<set $template.shieldpen *= 1.25>>\n\t\t\t<<elseif $combat.actions[$index].action eq "tryMelee" and $template.ammo eq "powerfist" and $equip.offhand.contains("cyberarm")>> \n\t\t\t\t<<set $template.armorpen *= 1.25>>\n\t\t\t\t<<set $template.shieldpen *= 1.25>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<if $attrib.infected>>\n\t\t\t<<set $random -= 0.15>>\n\t\t<</if>>\n\n\t\t<<if $inquisitorEffect and $combat.enemy.isHuman>>\n\t\t\t<<set $random += 0.05>>\n\t\t<</if>>\n\n\t\t/% ###############################################\n\t\t###############################################\n\t\n\t\tEND EQUIP BONUSES\n\t\t\n\t\t###############################################\n\t\t###############################################%/\n\n\t\t<<set $kills = 0>>\n\t\t<<set $shotsfired = $template.magazine>>\n\n\t\t/% PLAYER FIRE CALCULATIONS %/\n\t\t<<set $toxinfatigue = 0>>\n\t\n\t\n\t\t/% ###############################################\n\t\t###############################################\n\t\n\t\tBEGIN ANOINTMENT BONUSES\n\t\t\n\t\t###############################################\n\t\t###############################################%/\n\n\t\t<<if $equip.clothes eq "Habit of the Witch Hunter" and $attrib.religion eq "edenite" and $inztinct.active>>\n\t\t\t<<if $template $template.ammo eq "plasmaburst">>\n\t\t\t\t<<set $template.shieldpen *= 1.25>>\n\t\t\t\t<<set $template.armorpen *= 1.25>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<if $equip.clothes eq "Armor of the Old Gods" and $inztinct.active>>\n\t\t\t<<if not $combat.wasCritAttack>>\n\t\t\t\t<<set $attrib.stress += 1>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<if ($combat.actions[$index].action eq "firePrimary" and $equip.rifle.anointment eq "flaming_sword_anoint") or ($combat.actions[$index].action eq "fireSecondary" and $equip.pistol.anointment eq "flaming_sword_anoint")>>\n\t\t\t/* flaming sword */\n\t\t\t<<if $combat.wasCritAttack>>\n\t\t\t\t<<set $template.shieldpen *= 2>>\n\t\t\t\t<<set $template.armorpen *= 2>>\n\t\t\t\t<<set $attrib.fatigue += 0.1>>\n\n\t\t\t\t<<set $combat.specialCritName = getLocalizedString("flaming_sword_anoint")>>\n\t\t\t<</if>>\n\n\t\t<<elseif ($combat.actions[$index].action eq "firePrimary" and $equip.rifle.anointment eq "astral_insight_anoint") or ($combat.actions[$index].action eq "fireSecondary" and $equip.pistol.anointment eq "astral_insight_anoint")>>\n\t\t\t<<if $combat.bonus.enemyMisses gt 0>>\n\t\t\t\t<<set $skillMod = (1.1 * $combat.bonus.enemyMisses)>>\n\t\t\t\t<<set $template.shieldpen *= $skillMod>>\n\t\t\t\t<<set $template.armorpen *= $skillMod>>\n\t\t\t<</if>>\n\n\t\t<<elseif ($combat.actions[$index].action eq "firePrimary" and $equip.rifle.anointment eq "eternal_vigilance_anoint") or ($combat.actions[$index].action eq "fireSecondary" and $equip.pistol.anointment eq "eternal_vigilance_anoint")>>\n\t\t\t<<if $combat.wasCritAttack>>\n\t\t\t\t<<set $attrib.stress += 5>>\n\n\t\t\t\t<<set $combat.specialCritName = getLocalizedString("eternal_vigilance_anoint")>>\n\t\t\t<</if>>\n\n\t\t<<elseif ($combat.actions[$index].action eq "firePrimary" and $equip.rifle.anointment eq "scholars_insight_anoint") or ($combat.actions[$index].action eq "fireSecondary" and $equip.pistol.anointment eq "scholars_insight_anoint")>>\n\t\t\t<<if $attrib.fatigue lt 50>>\n\t\t\t\t<<set $template.shieldpen *= 1.25>>\n\t\t\t\t<<set $template.armorpen *= 1.25>>\n\t\t\t<<else>>\n\t\t\t\t<<set $template.shieldpen *= 0.75>>\n\t\t\t\t<<set $template.armorpen *= 0.75>>\n\t\t\t<</if>>\n\t\t<<elseif ($combat.actions[$index].action eq "firePrimary" and $equip.rifle.anointment eq "lost_love_anoint") or ($combat.actions[$index].action eq "fireSecondary" and $equip.pistol.anointment eq "lost_love_anoint")>>\n\t\t\t<<if $combat.player.ally eq "none">>\n\t\t\t\t<<set $template.accuracy *= 1.1>>\n\t\t\t\t<<set $template.shieldpen *= 1.1>>\n\t\t\t\t<<set $template.armorpen *= 1.1>>\n\t\t\t<</if>>\n\n\t\t<<elseif ($combat.actions[$index].action eq "firePrimary" and $equip.rifle.anointment eq "boatmans_dues_anoint") or ($combat.actions[$index].action eq "fireSecondary" and $equip.pistol.anointment eq "boatmans_dues_anoint")>>\n\t\t\t<<set $template.shieldpen *= 1.15>>\n\t\t\t<<set $template.armorpen *= 1.15>>\t\t\n\t\t\t<<if $combat.wasCritAttack>>\n\t\t\t\t<<set $attrib.dilligence -= 5>>\n\t\t\t\t<<set $combat.specialCritName = getLocalizedString("boatmans_dues_anoint")>>\n\t\t\t<</if>>\n\t\t<<elseif ($combat.actions[$index].action eq "firePrimary" and $equip.rifle.anointment eq "shaitans_sins_anoint") or ($combat.actions[$index].action eq "fireSecondary" and $equip.pistol.anointment eq "shaitans_sins_anoint")>>\n\t\t\t<<set $skillMod = (1.005 * $hud.foundCodexEntries.length)>>\n\t\t\t<<set $template.shieldpen *= $skillMod>>\n\t\t\t<<set $template.armorpen *= $skillMod>>\n\n\t\t<<elseif ($combat.actions[$index].action eq "firePrimary" and $equip.rifle.anointment eq "gaping_maw_anoint") or ($combat.actions[$index].action eq "fireSecondary" and $equip.pistol.anointment eq "gaping_maw_anoint")>>\n\t\t\t<<if $combat.wasCritAttack>>\n\t\t\t\t<<set $skillMod = (1.1 * ($combat.inflictedDazzleStates + $combat.inflictedGasStates + $combat.inflictedShockStates + $combat.inflictedBurnStates))>>\n\t\t\t\t<<set $template.shieldpen *= $skillMod>>\n\t\t\t\t<<set $template.armorpen *= $skillMod>>\n\t\t\t\t<<set $combat.inflictedDazzleStates = 0>>\n\t\t\t\t<<set $combat.inflictedGasStates = 0>>\n\t\t\t\t<<set $combat.inflictedShockStates = 0>>\n\t\t\t\t<<set $combat.inflictedBurnStates = 0>>\n\n\t\t\t\t<<set $combat.specialCritName = getLocalizedString("gaping_maw_anoint")>>\n\t\t\t<</if>>\n\n\t\t<<elseif ($combat.actions[$index].action eq "firePrimary" and $equip.rifle.anointment eq "asshole_supreme_anoint") or ($combat.actions[$index].action eq "fireSecondary" and $equip.pistol.anointment eq "asshole_supreme_anoint")>>\n\t\t\t<<if $combat.wasCritAttack>>\n\t\t\t\t<<set $combat.bonus.meleeCritBonus += 0.1>>\n\t\t\t\t<<set $combat.bonus.rangedCritBonus += 0.1>>\n\n\t\t\t\t<<set $attrib.toxicity += 25>>\n\t\t\t\t<<set $combat.specialCritName = getLocalizedString("asshole_supreme_anoint")>>\n\t\t\t<</if>>\n\n\t\t<<elseif ($combat.actions[$index].action eq "firePrimary" and $equip.rifle.anointment eq "deranged_inspiration_anoint") or ($combat.actions[$index].action eq "fireSecondary" and $equip.pistol.anointment eq "deranged_inspiration_anoint")>>\t\t\t\t\n\t\t\t<<if ($template.consumeCharge or $template.spendCharge) and $template.ammo eq "arclance" or $template.ammo eq "plasmaburst">>\n\t\t\t\t<<set $template.shieldpen *= 1.35>>\n\t\t\t\t<<set $template.armorpen *= 1.35>>\n\t\t\t\t<<set $template.spendCharge *= 1.5>>\n\t\t\t<</if>>\n\n\t\t<<elseif ($combat.actions[$index].action eq "firePrimary" and $equip.rifle.anointment eq "spit_itf_anoint") or ($combat.actions[$index].action eq "fireSecondary" and $equip.pistol.anointment eq "spit_itf_anoint")>>\t\n\t\t\t<<if $combat.enemy.isOldWorldMachine>>\n\t\t\t\t<<set $template.shieldpen *= 1.25>>\n\t\t\t\t<<set $template.armorpen *= 1.25>>\t\n\t\t\t<</if>>\n\t\t<<elseif ($combat.actions[$index].action eq "firePrimary" and $equip.rifle.anointment eq "increase_accuracy_anoint") or ($combat.actions[$index].action eq "fireSecondary" and $equip.pistol.anointment eq "increase_accuracy_anoint")>>\t\n\t\t\t<<set $template.accuracy += 0.1>>\n\t\t<<elseif ($combat.actions[$index].action eq "firePrimary" and $equip.rifle.anointment eq "increase_damage_anoint") or ($combat.actions[$index].action eq "fireSecondary" and $equip.pistol.anointment eq "increase_damage_anoint")>>\t\n\t\t\t<<set $template.shieldpen *= 1.1>>\n\t\t\t<<set $template.armorpen *= 1.1>>\n\n\t\t\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t\t\t<<set $template.accuracy += 0.1>>\t\t\t\n\t\t\t<</if>>\n\t\t<</if>>\n\n\n\n\t\t/% ###############################################\n\t\t###############################################\n\t\n\t\tBEGIN SKILL BONUSES\n\t\t\n\t\t###############################################\n\t\t###############################################%/\n\n\t\t<<set $modifier = 1>>\n\n /% bug fix: used to work with intoxication too %/\n <<if $inztinct.learnedSkills.contains("skill_edenite_11") and $attrib.fatigue gte 50>>\n <<set $modifier *= (0.075 * $inztinct.affinity)>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_mesmer_10") and ($attrib.fatigue gte 50 or $attrib.toxicity gte 50)>>\n <<set $modifier *= (0.08 * $inztinct.affinity)>>\n <</if>>\n\n /% changed to strict penalty so scales correctly with UI display %/\n <<if $attrib.fatigue gte 75>>\n <<set $toxinfatigue -= (0.4 * $modifier)>>\n <<elseif $attrib.fatigue gte 50>>\n <<set $toxinfatigue -= (0.2 * $modifier)>>\n <</if>>\n\n <<set $modifier = 1>>\n\n <<if $attrib.toxicity gte 75 and not $inztinct.learnedSkills.contains("skill_forsaken12")>>\n <<set $toxinfatigue -= (0.5 * $modifier)>>\n <<elseif $attrib.toxicity gte 50 and not $inztinct.learnedSkills.contains("skill_forsaken12")>>\n <<set $toxinfatigue -= (0.15 * $modifier)>>\n <</if>>\n\n <<if $combat.actions.length gt 0 and $index gt 0 and $combat.isFirstRound eq false and $inztinct.learnedSkills.contains("skill_highborn_3") and ($combat.actions[$index - 1].result eq "hitnothing" or $combat.actions[$index - 1].result eq "hitcover")>>\n <<set $toxinfatigue *= 0.66>>\n <</if>>\n\n <<if $template.drawn and $combat.actions[$index].action eq "firePrimary" and $equip.isHeavyWeapon>>\n <<set $combat.sustainedHWFire = true>>\n <<else>>\n <<set $combat.sustainedHWFire = false>>\n <</if>>\n\n\t\t<<if $inztinct.learnedSkills.contains("skill_abominated_4")>>\n\t\t\t<<if $combat.wasCritAttack>>\n\t\t\t\t<<set $combat.bonus.meleeCritBonus += 0.15>>\n\t\t\t\t<<set $combat.bonus.rangedCritBonus += 0.15>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_mesmer_11")>>\n <<set $skillMod = 1 + ($sexPhases.numTimesHadSex * 0.1)>>\n <<if $skillMod gt 2>>\n <<set $skillMod = 2>>\n <</if>>\n <<set $skillMod += (0.02 * $inztinct.affinity)>>\n\n <<set $template.accuracy *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_kobol_3") and $template.isSemiAuto and $template.isBreechLoaded eq false>>\n <<set $skillMod = 1 + (0.035 * $inztinct.affinity)>>\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.armorpen *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_voided_5")>>\n <<set $skillMod = 1 + (0.05 + (0.0025 * $inztinct.affinity * $attrib.faith.void))>>\n <<if $equip.clothes eq "Void Suit" or $getCharacteristicsFrom eq "Void Rig">>\n <<set $skillMod *= 2>>\n <</if>>\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.armorpen *= $skillMod>>\n <</if>>\n\n <<if ($inztinct.learnedSkills.contains("skill_kobol_5") or $inztinct.learnedSkills.contains("skill_theophobe_11")) and $combat.actions[$index].action eq "tryMelee">>\n <<set $skillMod = 1 + (0.055 * $inztinct.affinity)>>\n <<set $template.accuracy *= $skillMod>>\n <</if>>\n\t\t\n\n <<if $combat.actions[$index].action eq "fireSecondary" and $inztinct.learnedSkills.contains("skill_kobol_7") and $template.drawn eq false>>\n <<set $skillMod = 1 + (0.045 * $inztinct.affinity)>>\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.armorpen *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_forsaken_8") and ($template.ammo eq "melee" or $template.ammo eq "powerfist")>>\n <<set $skillMod = 1 + (0.03 * $inztinct.affinity)>>\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.accuracy *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_theophobe_5") and ($template.ammo eq "melee" or $template.ammo eq "powerfist")>>\n <<set $skillMod = 1 + (0.025 * $inztinct.affinity)>>\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.accuracy *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_atheist_9") and not $template.isBreechLoaded and not $template.isSemiAuto and ($template.ammo eq "toxin" or $template.ammo eq "scatter" or $template.ammo eq "conductive" or $template.ammo eq "tungsten" or $template.ammo eq "9mm_hyper" or $template.ammo eq "9mm")>>\n <<set $skillMod = 1 + (0.025 * $inztinct.affinity)>>\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.armorpen *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_atheist_1") and $combat.enemy.isMachine>>\n <<set $skillMod = 1 + (0.02 * $inztinct.affinity)>>\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.accuracy *= $skillMod>>\n <</if>>\n\n\t\t<<if $inztinct.learnedSkills.contains("skill_forsaken_1") and $combat.enemy.isOrganic>>\n\t\t <<set $skillMod = 1 + (0.025 * $inztinct.affinity)>>\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.accuracy *= $skillMod>>\n\t\t<</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_arena_5")>>\n <<set $template.accuracy *= (1 + (0.075 * $combat.inflictedDazzleStates))>>\n <<set $template.shieldpen *= (1 + (0.075 * $combat.inflictedDazzleStates))>>\n <<set $template.armorpen *= (1 + (0.075 * $combat.inflictedDazzleStates))>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_arena_3") and ($combat.enemy.armor lt $combat.enemy.maxarmor or $combat.enemy.shield lt $combat.enemy.maxshield)>>\n <<set $skillMod = 1 + (0.035 * $inztinct.affinity)>>\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.armorpen *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_atheist_1") and ($combat.enemy.hasArcShield or $combat.enemy.hasFrictionShield)>>\n <<set $skillMod = 1 + (0.035 * $inztinct.affinity)>>\n <<set $template.shieldpen *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_atheist_2")>>\n <<set $skillMod = (0.05 * $inztinct.affinity)>>\n <<set $template.switchPenalty *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_arena_6")>>\n <<set $skillMod = (0.075 * $inztinct.affinity)>>\n <<set $template.switchPenalty *= $skillMod>>\n <</if>>\n\n <<if ($inztinct.learnedSkills.contains("skill_highborn_7") and $equip.isCybernetic)>>\n <<set $skillMod = (0.065 * $inztinct.affinity)>>\n <<set $template.switchPenalty *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_cyber_11") and $equip.isCybernetic>>\n <<set $template.switchPenalty *= (0.08 * $inztinct.affinity)>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_atheist_10") and ($template.ammo eq "9mm") and $template.drawn>>\n <<set $skillMod = 1 + (0.025 * $inztinct.affinity)>>\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.armorpen *= $skillMod>>\n <</if>>\n\n\t\t<<if $inztinct.learnedSkills.contains("skill_atheist_10") and ($template.ammo eq "toxin" or $template.ammo eq "scatter" or $template.ammo eq "conductive" or $template.ammo eq "tungsten" or $template.ammo eq "9mm_hyper") and $template.drawn>>\n <<set $skillMod = 1 + (0.025 * $inztinct.affinity)>>\n <<set $template.accuracy *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_mesmer_4") and $attrib.toxicity gte 50>>\n <<set $skillMod = 1 + (0.025 * $inztinct.affinity)>>\n <<if $attrib.toxicity gte 75>>\t\t\n <<set $skillMod *= 1.5>>\t\t\t\n <</if>>\n\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.armorpen *= $skillMod>>\n <</if>>\n\n\t\t<<if $inztinct.learnedSkills.contains("skill_forsaken_12")>>\n\t\t\t<<set $skillMod = 1 + (0.05 + (0.0015 * $inztinct.affinity * $attrib.faith.death))>>\n\t\t\t<<set $template.shieldpen *= $skillMod>>\n\t\t\t<<set $template.armorpen *= $skillMod>>\n\t\t<</if>>\n\n\t\t<<if $inztinct.learnedSkills.contains("skill_edenite_9")>>\n\t\t\t<<set $skillMod = 1 + (0.05 + (0.0025 * $inztinct.affinity * $attrib.faith.eden))>>\n\t\t\t<<set $template.accuracy *= $skillMod>>\n\t\t<</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_mesmer_9")>>\n <<set $bioAugs = 1>>\n <<set $abomAugs = 1>>\n <<set $cyberAugs = 1>>\n <<for $i = 0; $i lt ($equip.offhandUpgrade.length - 1); $i++>>\n <<if $equip.offhandUpgrade[$i] eq "bioaug">>\n <<set $bioAugs += 1>>\n <<elseif $equip.offhandUpgrade[$i] eq "abomaug">>\n <<set $abomAugs += 1>>\n <<elseif $equip.offhandUpgrade[$i] neq "none">>\n <<set $cyberAugs += 1>>\n <</if>>\n <</for>>\n\n <<set $skillMod = 1 + (0.015 * $inztinct.affinity)>>\n <<set $template.shieldpen *= ($skillMod * $bioAugs)>>\n <<set $template.armorpen *= ($skillMod * $cyberAugs)>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_cyber_2") and ($template.ammo eq "9mm")>>\n <<set $skillMod = 1 + (0.045 * $inztinct.affinity)>>\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.armorpen *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_cyber_3") and ($template.ammo eq "toxin" or $template.ammo eq "scatter" or $template.ammo eq "conductive" or $template.ammo eq "tungsten" or $template.ammo eq "9mm_hyper")>>\n <<set $skillMod = 1 + (0.045 * $inztinct.affinity)>>\n <<set $template.accuracy *= $skillMod>>\n <<set $skillMod = 1 + (0.02 * $inztinct.affinity)>>\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.armorpen *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_abominated_3") and $combat.enemy.isOrganic>>\n <<set $skillMod = 1 + (0.045 * $inztinct.affinity)>>\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.armorpen *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_abominated_7") and $combat.actions[$index].action eq "firePrimary" and $equip.isHeavyWeapon>>\n <<set $skillMod = 1 + (0.03 * $inztinct.affinity)>>\n <<set $template.accuracy *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_voided_1") and ($template.ammo eq "9mm" or $template.ammo eq "9mm_hyper" or $template.ammo eq "toxin" or $template.ammo eq "scatter" or $template.ammo eq "conductive" or $template.ammo eq "tungsten")>>\n <<set $skillMod = 1 + (0.04 * $inztinct.affinity)>>\n <<set $template.accuracy *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_theophobe_1") and ($combat.enemy.isXenos or $combat.enemy.isHuman)>>\n\t\t\t<<if $combat.enemy.isXenos or ($inztinct.active and $combat.enemy.isHuman and ($equip.clothes eq "Hatewear" or $equip.clothes eq "Iconoclasm of the Ideologue"))>>\n \t<<set $skillMod = 1 + (0.045 * $inztinct.affinity)>>\n \t<<set $template.accuracy *= $skillMod>>\n\t\t\t<</if>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_theophobe_2") and $combat.enemy.isMachine and $template.ammo neq "melee" and $template.ammo neq "powerfist">>\n <<set $skillMod = 1 + (0.03 * $inztinct.affinity)>>\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.armorpen *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_theophobe_11") and ($template.ammo eq "toxin" or $template.ammo eq "scatter")>>\n <<set $skillMod = 1 + (0.045 * $inztinct.affinity)>>\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.armorpen *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_cyber_2") and ($template.ammo eq "toxin" or $template.ammo eq "scatter")>>\n <<set $skillMod = 1 + (0.045 * $inztinct.affinity)>>\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.armorpen *= $skillMod>>\n <</if>>\n\n\n <<if $inztinct.learnedSkills.contains("skill_edenite_1") and ($combat.enemy.isAbomination or $combat.enemy.isXenos)>>\n <<set $skillMod = 1 + (0.035 * $inztinct.affinity)>>\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.armorpen *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_voided_2") and ($template.ammo eq "conductive" or $template.ammo eq "scatter")>>\n <<set $skillMod = 1 + (0.035 * $inztinct.affinity)>>\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.armorpen *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_voided_3") and ($template.ammo eq "tungsten" or $template.ammo eq "9mm" or $template.ammo eq "9mm_hyper")>>\n <<set $skillMod = 1 + (0.025 * $inztinct.affinity)>>\n <<set $template.shieldpen *= $skillMod>>\n <<set $template.armorpen *= $skillMod>>\n <</if>>\n\n <<if $inztinct.learnedSkills.contains("skill_warsmith_2") and $combat.sustainedHWFire and $equip.isHeavyArmor>>\n <<set $attrib.fatigue = Math.round($attrib.fatigue * 0.95)>>\n <</if>>\n\n\t\t<<if $inztinct.learnedSkills.contains("skill_warsmith_3") and ($template.consumeCharge or $template.spendCharge) and $template.ammo eq "plasmaburst">>\n\t\t\t<<set $template.armorpen *= 1.1>>\n\t\t<</if>>\n\n\t\t<<if $inztinct.learnedSkills.contains("skill_kobol_2") and $attrib.armortype neq "unarmored">>\n <<set $template.shieldpen *= 1.1>>\n <<set $template.armorpen *= 1.1>>\n\t\t<</if>>\n\t\t\n\t\t<<set $testForKobolExecute = false>>\n\t\t<<if $template.slot eq "pistol" and $inztinct.learnedSkills.contains("skill_kobol_7") and $template.drawn>>\n\t\t\t<<set $testForKobolExecute = true>>\n\t\t<</if>>\n\n\n\t\t<<if $inztinct.learnedSkills.contains("skill_arena_9") and ($template.consumeCharge or $template.spendCharge) and $template.ammo eq "arclance" or $template.ammo eq "plasmaburst">>\n\t\t\t<<set $template.spendCharge *= (0.066 * $inztinct.affinity)>>\n <</if>>\n\n\n\t\t/% ###############################################\n\t\t###############################################\n\t\n\t\tEND SKILL BONUSES\n\t\t\n\t\t###############################################\n\t\t###############################################%/\n\n\t\t/% ############################################################ %/\n\t\t/% combat calc %/\n\t\t/% ############################################################ %/\n\n\t\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t\t<<set $accuracy = $combat.bonus.meleeHitBonus>>\n\n\t\t\t<<set $factor = 0.1>>\n\t\t\t<<if $combat.actions[$index].action eq "tryMelee">>\n\t\t\t\t<<set $factor = 0.15>>\n\t\t\t<</if>>\n\n\t\t\t<<set $meleeFactor = 1>>\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_arena_1") and ($template.ammo eq "melee" or $template.ammo eq "powerfist")>>\n\t\t\t\t<<set $meleeFactor += 0.05>>\n\t\t\t<</if>>\n\n\t\t\t<<set $accuracy += (0.05 * $combat.bonus.meleeSuccessive)>>\n\t\t\t<<set $template.shieldpen *= 0.8 + ($factor * $combat.bonus.meleeSuccessive * $meleeFactor)>>\n\t\t\t<<set $template.armorpen *= 0.8 + ($factor * $combat.bonus.meleeSuccessive * $meleeFactor)>>\n\n\t\t\t<<if $equip.offhand.contains("abomgland")>>\n\t\t\t\t<<set $accuracy += 0.1>>\n\t\t\t<</if>>\n\n\t\t\t<<if $attrib.armortype eq "armored">>\n\t\t\t\t<<if $equip.offhand.contains("aimpoint") and $attrib.bioAugModifier gte 0.5>>\n\t\t\t\t\t<<set $accuracy -= 0.01>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $accuracy -= 0.1>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\t<<if $equip.isHeavyWeapon>>\n\t\t\t\t<<set $accuracy -= 0.1>>\n\t\t\t<</if>>\n\n\t\t\t<<if $equip.isHeavyArmor>>\n\t\t\t\t<<set $accuracy -= 0.1>>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<set $accuracy = $combat.bonus.rangedHitBonus>>\n\n\t\t\t<<if $attrib.armortype eq "armored">>\n\t\t\t\t<<if $equip.offhand.contains("aimpoint") and $attrib.bioAugModifier gte 0.5>>\n\t\t\t\t\t<<set $accuracy -= 0.01>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $accuracy -= 0.1>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\t<<if $template.ammo eq "9mm_hyper">>\n\t\t\t\t<<if $equip.offhand.contains("meleeplant") or $equip.offhand.contains("cyberarm") or $equip.offhand.contains("abommuscle")>>\n\t\t\t\t\t<<set $accuracy += 0.1>>\n\t\t\t\t\t<<set $random += 0.1>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $combat.actions[$index].action eq "firePrimary" and $equip.rifle.name eq "Scorpion" and $equip.clothes eq "Corsair Armor">>\n\t\t\t\t\t<<set $accuracy += 0.1>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\t<<if $equip.isHeavyWeapon and not $attrib.canHandleHeavyWeapon>>\n\t\t\t\t<<set $accuracy -= 0.15>>\n\t\t\t<</if>>\n\n\t\t<</if>>\n\t\n\t\t<<set $accuracy *= ($template.accuracy * $combat.player.accuracy * ($random + $toxinfatigue) * $tweakedaccuracy)>>\n\n\t\t<<set $oveerrideMiss = false>>\n\n\t\t<<if $equip.offhand.contains("cybereye") and $combat.isFirstRound>>\n\t\t\t<<set $oveerrideMiss = true>>\n\t\t<</if>>\n\n\t\t<<if $equip.isHeavyCoilgun and $template.ammo eq "9mm" and $combat.actions[$index].action eq "firePrimary" and $attrib.canHandleHeavyWeapon>>\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_warsmith_1")>>\n\t\t\t\t<<set $skillMod = 1 + (0.015 * $inztinct.affinity * $combat.bonus.hcoilerSuccessive)>>\n\t\t\t\t<<set $template.shieldpen *= $skillMod>>\n\t\t\t\t<<set $template.armorpen *= $skillMod>>\n\t\t\t<</if>>\n\n\t\t\t<<set $skillMod = (0.1 * $combat.bonus.hcoilerSuccessive)>>\n\t\t\t<<set $accuracy += $skillMod>>\n\t\t\t<<set $combat.bonus.hcoilerSuccessive += 1>>\n\t\t<<else>>\n\t\t\t<<set $combat.bonus.hcoilerSuccessive = 0>>\n\t\t<</if>>\n\n\t\t<<if $combat.isFirstRound eq false and $index gt 0 and $combat.actions.length gt 0 and $accuracy lte 0>>\n\t\t\t<<if ($combat.actions[$index - 1].result eq "hitnothing" or $combat.actions[$index - 1].result eq "hitcover") and (($attrib.fatigue lt 75 and $attrib.toxicity lt 75) or $inztinct.learnedSkills.contains("skill_forsaken12"))>>\n\t\t\t\t<<set $accuracy = ($combat.enemy.cover + 0.1)>>\n\t\t\t\t<<set $oveerrideMiss = true>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t/% ################################## %/\n\t\t/% Accuracy tweaks %/\n\t\t/% ################################## %/\n\n\t\t<<set $hwUseAmmoPercent = false>>\n\t\t/% butchered calculation for 'bullet spam' weapons that should always hit... a little %/\n\t\t<<if $equip.isHeavyCoilgun and $combat.actions[$index].action eq "firePrimary" and $template.ammo eq "9mm">>\n\t\t\t<<set $penMod = 0.18>>\n\t\t\t<<if $combat.enemy.alive eq 2>>\n\t\t\t\t<<set $penMod = 0.17>>\n\t\t\t<<elseif $combat.enemy.alive gte 3>>\n\t\t\t\t<<set $penMod = 0.15>>\n\t\t\t<</if>>\n\n\t\t\t<<if not $combat.wasCritAttack>>\n\t\t\t\t<<if $accuracy lte 0 and (($attrib.fatigue lt 50 and $attrib.toxicity lt 50) or $inztinct.learnedSkills.contains("skill_highborn_3"))>>\n\t\t\t\t\t<<set $accuracy = 0.1>>\n\t\t\t\t\t<<set $template.armorpen *= 0.15>>\n\t\t\t\t\t<<set $template.shieldpen *= 0.15>>\n\t\t\t\t\t<<set $template.hitspershot = 0.1>>\n\t\t\t\t\t<<set $attrib.fatigue += 6>>\n\t\t\t\t\t<<set $oveerrideMiss = true>>\n\t\t\t\t\t<<set $combat.specialDisplayState = "autoSprayWeaponRunaway">>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<if $accuracy lt 0.25>>\n\t\t\t\t\t\t<<set $accuracy += 0.1>>\n\t\t\t\t\t\t<<set $attrib.fatigue += 3>>\n\t\t\t\t\t\t<<set $combat.specialDisplayState = "autoSprayWeaponRunaway">>\n\t\t\t\t\t<</if>>\n\n\t\t\t\t\t<<set $hwUseAmmoPercent = true>>\n\t\t\t\t\t<<set $template.armorpen *= ($accuracy + $penMod)>>\n\t\t\t\t\t<<set $template.shieldpen *= ($accuracy + $penMod)>>\n\t\t\t\t\t<<set $attrib.fatigue += 1>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<<elseif $template.ammo eq "9mm">>\n\t\t\t<<if $template.magazine gt 30 and $accuracy lte 0.1>>\n\t\t\t\t<<set $accuracy += (0.035 * $combat.enemy.alive)>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t/% smart targeters always hit %/ \n\t\t<<if $template.isSmartTargeting and $accuracy lte 0>>\n\t\t\t<<set $oveerrideMiss = true>>\n\t\t\t<<set $accuracy = Math.abs($accuracy) + 0.01>>\n\t\t<</if>>\n\n\t\t/% determine if we hit at all %/\n\t\t<<if $accuracy lte 0>>\n\t\t\t<<set $combat.actions[$index].result = "hitnothing">>\n\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_highborn_3")>>\n\t\t\t\t<<set $bonusdata.rangedHitBonus += (0.045 * $inztinct.affinity)>>\n\t\t\t\t<<set $bonusdata.meleeHitBonus += (0.045 * $inztinct.affinity)>>\n\t\t\t<</if>>\n\n\t\t<<elseif $oveerrideMiss eq false and $template.ammo neq "melee" and $template.ammo neq "powerfist" and $template.ammo neq "toxin" and $template.ammo neq "arclance" and $template.ammo neq "plasmaburst">>\n\t\t\t<<set $accuracy += ($accuracy * $combat.bonus.deCoverBonus)>>\n\n\t\t\t<<if $template.ammo neq "9mm" and $template.ammo neq "9mm_hyper">>\n\t\t\t\t<<set $accuracy -= ($combat.enemy.cover * 0.75)>>\n\t\t\t<<else>>\n\t\t\t\t<<set $accuracy -= $combat.enemy.cover>>\n\t\t\t<</if>>\n\t\t\t\n\t\t\t<<if $accuracy lte 0>>\n\t\t\t\t<<set $combat.actions[$index].result = "hitcover">>\n\t\t\t\t/% if deflect attack with cover, cover takes damage %/\n\t\t\t\t<<set $combat.enemy.cover *= 0.75>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<unset $oveerrideMiss>>\n\n\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t<<set $combat.successiveMisses += 1>>\n\t\t<<else>>\n\t\t\t<<set $combat.successiveMisses = 0>>\n\t\t<</if>>\n\t\t\t\n\t\t/% hit check passed - try for damage %/\n\t\t<<if $accuracy gt 0>>\n\t\t\t<<set $kills = (($accuracy * $template.magazine * $template.hitspershot) / $template.shotsperkill)>>\n\n\t\t\t/% kill adjusting %/\n\t\t\t<<if $template.magazine eq 1 and $template.hitspershot eq 1>>\n\t\t\t\t<<set $kills = 1>>\n\t\t\t<<elseif $kills gt 2 and $template.magazine gt 1 and $template.isSemiAuto and $template.isBreechLoaded eq false>>\n\t\t\t\t<<set $kills = 2>>\n\t\t\t<</if>>\n\n\t\t\t<<if $template.magazine neq 1>>\n\t\t\t\t/% does this calculation work???? %/\n\t\t\t\t<<set $hitfactor = ($kills / $combat.enemy.alive)>>\n\n\t\t\t\t<<set $shotsfired = Math.ceil($template.magazine / $hitfactor)>>\n\t\t\t\t<<set $shotsfired = Math.min($shotsfired, $template.magazine)>>\n\n\t\t\t\t/% finnicky little value used to balance the M1B Bush Raptor %/\n\t\t\t\t<<if $template.isHeavyRandomizer>>\n\t\t\t\t\t<<set $shotsfired = Math.min(Math.ceil($template.magazine * 0.5 * $random + 3), $template.magazine)>>\n\t\t\t\t<</if>>\n\n\t\t\t\t/% these weapons ALWAYS dumps entire magazine, regardless of hit factor, due to fire mode %/\n\t\t\t\t<<if $template.dumpMagazineMechanic>>\n\t\t\t\t\t<<set $shotsfired = $template.magazine>>\n\t\t\t\t<<elseif $template.magazine lte 9 and ($template.ammo eq "9mm" or $template.ammo eq "9mm_hyper")>>\n\t\t\t\t\t<<set $shotsfired = $template.magazine>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\t<<set $conductiveoverride = false>>\n\n\t\t\t/% only apply if hits %/\n\t\t\t<<if $template.ammo eq "conductive">>\n\t\t\t\t<<set $template.elemental = "shock">>\n\t\t\t<</if>>\n\n\t\t\t/% special case for conductive ammo, which acts like a poor man's tungsten bolt if the target is immune to conductive%/\n\t\t\t<<if $template.ammo eq "conductive" and $combat.enemy.immune eq "conductive">>\n\t\t\t\t<<set $conductiveoverride = true>>\n\t\t\t\t<<set $template.ammo = "tungsten">>\n\t\t\t\t<<set $template.armorpen *= 1.45>>\n\t\t\t\t<<set $template.shieldpen *= 0.5>>\n\t\t\t<</if>>\n\n\t\t\t<<if $template.ammo eq $combat.enemy.vulnerable or ($template.ammo eq "arclance" and $combat.enemy.vulnerable eq "conductive")>>\n\t\t\t\t<<set $combat.actions[$index].result = "hitvulnerable">>\n\n\t\t\t\t<<set $template.armorpen *= 2>>\n\t\t\t\t<<set $template.shieldpen *= 2>>\n\t\t\t<</if>>\n\n\t\t\t<<if $template.ammo eq $combat.enemy.immune>>\n\t\t\t\t<<set $combat.actions[$index].result = "hitimmune">>\n\t\t\t\t<<set $kills = 0>>\n\n\t\t\t\t<<if $template.ammo eq "toxin">>\n\t\t\t\t\t<<set $combat.inflictedGasStates += (0.7 * $shotsfired * $tweakGas)>>\n\t\t\t\t<</if>>\n\n\t\t\t<<else>>\n\t\t\t\t<<if $template.ammo eq "scatter" and $combat.enemy.alive gt 1>>\n\t\t\t\t\t<<set $template.shieldpen += (($template.shieldpen * $combat.enemy.alive * 0.3))>> \n\t\t\t\t\t<<set $template.armorpen += (($template.armorpen * $combat.enemy.alive * 0.2))>>\n\t\t\t\t<</if>>\n\n\t\t\t\t/% fix to prevent scattershot ludicrous kills %/\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\t<<if $shotsfired gt 1 and $template.armorpen gt ($combat.enemy.maxarmor * 0.2 * $shotsfired)>>\n\t\t\t\t\t\t<<set $template.armorpen = ($combat.enemy.maxarmor * 0.2 * $shotsfired)>>\n\t\t\t\t\t<<elseif $template.armorpen gt ($combat.enemy.maxarmor * 0.4)>>\n\t\t\t\t\t\t<<set $template.armorpen = ($combat.enemy.maxarmor * 0.4)>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<set $shieldpen = ($template.shieldpen * $shotsfired)>>\n\t\t\t\t<<set $armorpen = ($template.armorpen * $shotsfired)>>\n\t\t\t\n\t\t\t\t<<if $template.magazine gt 1 and $combat.wasCritAttack eq false>>\n\t\t\t\t\t<<set $nrHits = $accuracy>>\n\t\t\t\t\t<<if $accuracy gt 1>>\n\t\t\t\t\t\t<<set $nrHits = 1>>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<if $accuracy lt 0>>\n\t\t\t\t\t\t<<set $nrHits = 0>>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<set $shieldpen *= $nrHits>>\n\t\t\t\t\t<<set $armorpen *= $nrHits>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t\t\t\t<<set $shieldpen = $shieldpen * $combat.bonus.meleeShieldBonus>>\n\t\t\t\t\t<<set $armorpen = $armorpen * $combat.bonus.meleeArmorBonus>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $shieldpen = $shieldpen * $combat.bonus.rangedShieldBonus>>\n\t\t\t\t\t<<set $armorpen = $armorpen * $combat.bonus.rangedArmorBonus>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<set $shieldpenalty = ($combat.enemy.shield - Math.ceil($shieldpen))>>\n\t\t\t\t<<set $armorpenalty = ($combat.enemy.armor - Math.ceil($armorpen))>>\n\t\t\t\t<<unset $shieldpen, $armorpen, $nrHits>>\n\n\t\t\t\t<<set $basekills = $kills>>\n\n\t\t\t\t<<set $dmgsplitfactor = 1>>\n\n\t\t\t\t<<if $combat.enemy.total gt 1>>\n\t\t\t\t\t<<set $dmgsplitfactor = ($combat.enemy.total * 0.85)>>\n\t\t\t\t\t<<if $template.magazine eq 1>>\n\t\t\t\t\t\t<<set $dmgsplitfactor *= 0.8>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $shieldpenalty gt 0 or $armorpenalty gt 0>>\n\t\t\t\t\t<<if $shieldpenalty gt 0>>\n\t\t\t\t\t\t<<set $kills -= $shieldpenalty>>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<set $shieldPenTweak = 1>>\n\n\t\t\t\t\t<<if ($template.ammo eq "melee" or $template.ammo eq "powerfist")>>\n\t\t\t\t\t\t<<if $combat.enemy.hasArcShield>>\n\t\t\t\t\t\t\t<<set $shieldPenTweak = 0.5>>\n\t\t\t\t\t\t<<elseif $combat.enemy.hasFrictionShield>>\n\t\t\t\t\t\t\t<<set $shieldPenTweak = 0.4>>\n\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\n\t\t\t\t\t\t<<if $combat.wasCritAttack>>\n\t\t\t\t\t\t\t<<set $shieldPenTweak += 0.25>>\n\t\t\t\t\t\t<</if>>\n\t\t\t\t\t<</if>>\n\n\t\t\t\t\t<<set $combat.enemy.shield -= (((($template.shieldpen * $shotsfired) + $basekills) * $shieldPenTweak) / $dmgsplitfactor)>>\n\t\t\t\t\t<<set $combat.enemy.shield = Math.max(0, $combat.enemy.shield)>>\n\n\t\t\t\t\t/% <<set window.alert($combat.enemy.shield)>> %/\n\n\t\t\t\t\t<<set $kills -= $combat.enemy.shield * 0.33>>\n\n\t\t\t\t\t<<if $kills lte 0>>\n\t\t\t\t\t\t<<set $combat.actions[$index].result = "hitshield">>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<if $armorpenalty gt 0>>\n\t\t\t\t\t\t\t<<set $kills -= $armorpenalty>>\n\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t<<if $template.armorpen gte 1 and $combat.enemy.isImposing>>\n\t\t\t\t\t\t\t<<set $combat.enemy.armor -= (((($template.armorpen * $shotsfired) + $basekills) * 0.66) / $dmgsplitfactor)>>\n\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t<<set $combat.enemy.armor -= ((($template.armorpen * $shotsfired) + $basekills) / $dmgsplitfactor)>>\n\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t<<set $combat.enemy.armor = Math.max(0, $combat.enemy.armor)>>\n\n\t\t\t\t\t\t<<set $kills -= ($combat.enemy.armor * 0.33)>>\n\n\t\t\t\t\t\t<<if $kills lte 0>>\n\t\t\t\t\t\t\t<<set $combat.actions[$index].result = "hitarmor">>\n\t\t\t\t\t\t<</if>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $kills gt 0 and $combat.enemy.shield gt 0 and $combat.enemy.armor gt 0>>\n\t\t\t\t\t<<set $combat.actions[$index].result = "riparmorshield">>\n\t\t\t\t\t/% kill armor and shields %/\n\t\t\t\t\t<<set $combat.enemy.shield -= (((($template.shieldpen * $shotsfired) + $basekills) * 0.66) / $combat.enemy.total)>>\n\t\t\t\t\t<<set $combat.enemy.shield = Math.max(0, $combat.enemy.shield)>>\n\n\t\t\t\t\t<<set $combat.enemy.armor -= ((($template.armorpen * $shotsfired) + $basekills) / $combat.enemy.total)>>\n\t\t\t\t\t<<set $combat.enemy.armor = Math.max(0, $combat.enemy.armor)>>\n\t\t\t\t<<elseif $kills gt 0 and $combat.enemy.shield gt 0>>\n\t\t\t\t\t<<set $combat.actions[$index].result = "ripshield">>\n\t\t\t\t\t/% percentually reduce shields %/\n\t\t\t\t\t<<set $combat.enemy.shield -= (((($template.shieldpen * $shotsfired) + $basekills)) / $combat.enemy.total)>>\n\t\t\t\t\t<<set $combat.enemy.shield = Math.max(0, $combat.enemy.shield)>>\n\t\t\t\t<<elseif $kills gt 0 and $combat.enemy.armor gt 0>>\n\t\t\t\t\t<<set $combat.actions[$index].result = "riparmor">>\n\t\t\t\t\t/% percentually reduce armor %/\n\t\t\t\t\t<<set $combat.enemy.armor -= ((($template.armorpen * $shotsfired) + $basekills) / $combat.enemy.total)>>\n\t\t\t\t\t<<set $combat.enemy.armor = Math.max(0, $combat.enemy.armor)>>\n\t\t\t\t<<elseif $kills gt 0>>\n\t\t\t\t\t<<set $combat.actions[$index].result = "ripflesh">>\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t\t<<set $kills = Math.ceil($kills)>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t/% use ammo %/\n\t\t<<if $template.ammo eq "9mm" or $template.ammo eq "9mm_hyper">>\n\t\t\t<<set $combat.ninemmFired += 1>>\n\n\t\t\t<<if $equip.rifle.name eq "DRUG">>\n\t\t\t\t<<set $combat.usedDisposableGun = true>>\n\t\t\t<<else>>\n\t\t\t\t<<if $hwUseAmmoPercent and $accuracy gt 0>>\t\t\t\t\n\t\t\t\t\t<<set $penMod = 0.65>>\n\t\t\t\t\t<<if $combat.enemy.alive eq 2>>\n\t\t\t\t\t\t<<set $penMod = 0.7>>\n\t\t\t\t\t<<elseif $combat.enemy.alive gte 3>>\n\t\t\t\t\t\t<<set $penMod = 0.8>>\n\t\t\t\t\t<</if>>\n\n\t\t\t\t\t<<if $template.magazine lte 9>>\n\t\t\t\t\t\t<<set $ammoPercent = $shotsfired>>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<set $ammoPercent = Math.min(Math.ceil($shotsfired * $accuracy * $penMod), $template.magazine)>>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t\n\t\t\t\t\t<<set $equip.pistol.ammo -= $ammoPercent>>\n\t\t\t\t\t<<set $equip.pistol.ammo = Math.max(0, $equip.pistol.ammo)>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $equip.pistol.ammo -= $shotsfired>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "tungsten">>\n\t\t\t\n\n\t\t\t/% special case for physical impat condictive bolts %/\n\t\t\t<<if $conductiveoverride>>\n\t\t\t\t<<set $combat.conductiveFired += 1>>\n\t\t\t\t<<set $equip.rifle.ammo.electric -= $shotsfired>>\n\t\t\t<<else>>\n\t\t\t\t<<set $combat.tungstenFired += 1>> \n\t\t\t\t<<set $equip.rifle.ammo.normal -= $shotsfired>>\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "conductive">>\n\t\t\t<<set $equip.rifle.ammo.electric -= $shotsfired>>\n\t\t\t<<set $combat.conductiveFired += 1>>\n\n\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t<<set $equip.rifle.ammo.chemical -= $shotsfired>>\n\t\t\t<<set $combat.toxinFired += 1>>\n\n\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t<<set $equip.rifle.ammo.scatter -= $shotsfired>>\n\t\t\t<<set $combat.scatterFired += 1>>\n\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t<<set $combat.nukeFired += 1>>\n\t\t\t<<set $equip.rifle.name = "none">>\n\t\t\t<<set $attrib.toxicity += 15>>\n\n\t\t<<elseif $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t\t<<set $combat.meleeAttacks += 1>>\n\n\t\t<</if>>\n\n\t\t<<if $template.ammo eq "toxin">>\t\t\t\n\t\t\t<<set $applyAmmount = 1>>\n\t\t\t<<if $shotsfired gt 1>>\n\t\t\t\t<<set $applyAmmount = ($shotsfired * 0.7)>>\n\t\t\t<</if>>\n\n\t\t\t<<set $combat.inflictedGasStates += (1 * $applyAmmount * $tweakGas)>>\n\t\t<<elseif $template.elemental eq "toxin" and not ($combat.actions[$index].result eq "hitnothing" or $combat.actions[$index].result eq "hitcover")>>\t\t\t\n\t\t\t<<set $ammt = 0>>\n\t\t\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t\t\t<<set $ammt += (1.8 * $accuracy * $tweakGas)>>\n\t\t\t<<else>>\n\t\t\t\t<<set $ammt += (0.03 * $shotsfired * $accuracy * $tweakGas)>>\n\t\t\t<</if>>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $ammt *= 0.5>>\n\t\t\t<</if>>\n\n\t\t\t<<if $ammt lt 0.1>>\n\t\t\t\t<<set $combat.inflictedGasStates += 0.1>>\n\t\t\t<<else>>\n\t\t\t\t<<set $combat.inflictedGasStates += $ammt>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t/% plasma hit effect %/\n\t\t<<if $combat.actions[$index].action eq "firePrimary" and $equip.rifle.name eq "NGREP_Extended" and $combat.specialDisplayState eq "sawedOffPlasma">>\n\t\t\t<<set $combat.inflictedBurnStates += 0.6>>\n\t\t<<elseif $template.elemental eq "plasma" and not ($combat.actions[$index].result eq "hitnothing" or $combat.actions[$index].result eq "hitcover")>>\n\t\t\t<<set $combat.inflictedBurnStates += 0.2>>\t\t\n\t\t<</if>>\n\n\t\t/% and $kills gt 0 and $combat.actions[$index].result neq "hitshield" %/\n\t\t<<if $combat.specialDisplayState eq "arcBladeCharge">>>\n\t\t\t<<set $combat.inflictedShockStates += (1 * $tweakShock)>>\n\t\t\t<<set $equip.charge -= 45>>\n\t\t\t<<set $equip.charge = Math.max(0, $equip.charge)>>\n\t\t\t\n\t\t<<elseif $combat.specialDisplayState eq "fireBladeCharge">>>\n\t\t\t<<set $combat.inflictedBurnStates += (1 * $tweakBurn)>>\n\t\t\t<<set $equip.charge -= 45>>\n\t\t\t<<set $equip.charge = Math.max(0, $equip.charge)>>\n\n\t\t/% shock effect %/\n\t\t<<elseif $template.elemental eq "shock" and not ($combat.actions[$index].result eq "hitnothing" or $combat.actions[$index].result eq "hitcover")>>\n\t\t\t<<set $combat.inflictedShockStates += (0.2 * $tweakShock)>>\n\n\t\t\t<<if $equip.offhandUpgrade.contains("shock-fist") and $template.ammo eq "powerfist" and $equip.offhand.contains("cyberarm")>>\n\t\t\t\t<<set $combat.inflictedShockStates += (1 * $tweakShock)>>\n\t\t\t<</if>>\t\n\t\t<</if>>\n\n\t\t<<if $template.ammo eq "micronuke" and ($kills gt 0 or $combat.actions[$index].result eq "hitshield" or $combat.actions[$index].result eq "hitarmor")>>\n\t\t\t<<set $combat.inflictedBurnStates += (2 * $tweakBurn)>>\n\t\t<</if>>\n\n\t\t<<if $template.consumeCharge>>\n\t\t\t<<set $spendfactor = $template.spendCharge>>\n\t\t<<else>>\n\t\t\t<<set $spendfactor = 33>>\n\t\t<</if>>\n\n\t\t/% -25% charge consume %/\n\t\t<<if $template.consumeCharge and $equip.offhandUpgrade.contains("iso-tube")>>\n\t\t\t<<set $spendfactor *= 0.75>>\n\t\t<</if>>\n\n\t\t/% undercharged modifier %/\n\t\t<<if ($template.ammo eq "arclance" or $template.ammo eq "plasmaburst") and $equip.charge lt $spendfactor>>\n\t\t\t<<set $template.armorpen *= 0.35>>\n\t\t\t<<set $template.shieldpen *= 0.35>>\n\t\t<</if>>\n\n\t\t/% uses up charge when fired %/\n\t\t<<if $template.needsChargeToUse>>\n\t\t\t<<set $equip.charge -= Math.round($spendfactor * ($template.magazine / $shotsfired))>>\n\t\t\t<<set $equip.charge = Math.max(0, $equip.charge)>>\t\t\t\t\n\t\t<</if>>\t\t\n\t\t\n\t\t<<if $template.ammo eq "arclance" or $template.ammo eq "plasmaburst">>\n\t\t\t<<if $template.ammo eq "arclance">>\n\t\t\t\t<<set $statistics.shockGunUsed += 1>>\n\t\t\t<<else>>\n\t\t\t\t<<set $statistics.plasmaCasterUsed += 1>>\n\t\t\t<</if>>\n\n\t\t\t<<if $combat.enemy.alive gt 1>>\n\t\t\t\t<<set $spendfactor += ($spendfactor * 0.1 * $combat.enemy.alive)>>\n\t\t\t<</if>>\n\n\t\t\t<<if $kills gt 0 or $combat.actions[$index].result eq "hitshield" or $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t<<if $template.ammo eq "plasmaburst">>\n\t\t\t\t\t<<set $combat.inflictedBurnStates += (1 * $tweakBurn)>>\n\t\t\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t\t\t<<set $combat.inflictedShockStates += (1 * $tweakShock)>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\t<<set $equip.charge -= Math.round($spendfactor)>>\n\t\t\t\n\t\t\t/% ignore ammo cost if effect is caused by witchgun fire %/\n\t\t\t<<if not ($combat.actions[$index].action eq "fireSecondary" and $equip.pistol.name eq "Witchgun")>>\n\t\t\t\t<<set $equip.charge = Math.max(0, $equip.charge)>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<replace '#hud-pda-pane'>>\n\t\t\t<<display 'calcMainDisplay'>>\n\t\t<</replace>>\n\t\t<<replace '#hud-menu-pane'>>\n\t\t\t<<display 'calcSidearmDisplay'>>\n\t\t<</replace>>\n\n\t\t<<if $shieldRebootAmt gt 0 and ($combat.enemy.hasArcShield or $combat.enemy.hasFrictionShield)>>\n\t\t\t<<set $combat.enemy.shield = $shieldRebootAmt>>\n\t\t<</if>>\n\n\t\t<<set $kills = Math.min($combat.enemy.alive, $kills)>>\n\t\t\n\t\t<<if $kills gt 0 and $template.hitspershot gt 1>>\n\t\t\t<<set $kills += 1>>\n\t\t<</if>>\n\n\t\t/% maxkill hack %/\n\t\t<<if $equip.isHeavyWeapon and $combat.actions[$index].action eq "firePrimary" >>\n\t\t\t<<if ($attrib.fatigue gte 50 or $attrib.toxicity gte 50) and $kills gt 3 and not $attrib.religion eq "highborn">>\n\t\t\t\t<<set $kills = 3>>\n\t\t\t<<elseif $kills gt 4>>\n\t\t\t\t<<set $kills = 4>>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if ($attrib.fatigue gte 50 or $attrib.toxicity gte 50) and $kills gt 2 and not $attrib.religion eq "highborn">>\n\t\t\t\t<<set $kills = 2>>\n\t\t\t<<elseif $kills gt 3>>\n\t\t\t\t<<set $kills = 3>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<if $equip.offhand.contains("abomclaw") and $combat.enemy.isOrganic and $combat.actions[$index].action eq "tryMelee" and ($equip.isConcealing eq false or $equip.isFleshMold)>>\n\t\t\t<<if $kills gt 0>>\n\t\t\t\t<<set $attrib.fatigue *= (0.6 * $combat.bonus.meleeConsumeModifier)>>\n\t\t\t\t<<if $attrib.bioAugModifier gte 0.5>>\n\t\t\t\t\t<<set $attrib.toxicity *= (0.5 * $combat.bonus.meleeConsumeModifier)>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<set $combat.specialDisplayState = "comsumeOrganicFoe">>\n\t\t\t\t<<set $combat.bonus.meleeConsumeModifier *= 0.33>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<set $kills = Math.min($kills, $combat.enemy.total)>>\n\n\t\t<<if $kills gt 0>>\n\t\t\t/% prevent one round wipes outside of arena %/\n\t\t\t<<if $kills gt 1 and $combat.isFirstRound and $kills eq $combat.enemy.total and $combatIsArena eq false>>\n\t\t\t\t<<set $kills -= 1>>\n\t\t\t<</if>>\n\n\t\t\t<<if $testForKobolExecute>>\n\t\t\t\t<<set $attrib.toxicity -= 25>>\n\t\t\t\t<<set $testForKobolExecute = true>>\n\t\t\t<</if>>\n\n\t\t\t/% fat and tox reduction %/\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_forsaken_5") and $combat.enemy.isOrganic>>\n\t\t\t\t<<set $attrib.fatigue = Math.round($attrib.fatigue * (1 - (0.05 * $kills)))>>\n\t\t\t\t<<set $attrib.toxicity = Math.round($attrib.toxicity * (1 - (0.1 * $kills)))>>\n\t\t\t<</if>>\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_kobol_9")>>\n\t\t\t\t<<set $attrib.toxicity = Math.round($attrib.toxicity * (1 - (0.1 * $kills)))>>\n\t\t\t<</if>>\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_highborn_1") and ($combat.enemy.isOrganic)>>\n\t\t\t\t<<set $attrib.toxicity = Math.round($attrib.toxicity * (1 + (0.05 * $kills)))>>\n\t\t\t<</if>>\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_highborn_1") and ($combat.enemy.isOrganic)>>\n\t\t\t\t<<set $attrib.toxicity = Math.round($attrib.toxicity * (1 + (0.05 * $kills)))>>\n\t\t\t<</if>>\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_mesmer_10")>>\n\t\t\t\t<<set $attrib.toxicity = Math.round($attrib.toxicity + (5 * $kills))>>\n\t\t\t\t<<set $attrib.fatigue = Math.round($attrib.fatigue + (5 * $kills))>>\n\t\t\t<</if>>\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_arena_7")>>\n\t\t\t\t<<set $combat.armorhits -= 1>>\n\t\t\t<</if>>\n\t\t\t\n\t\t\t/% arena melee kills %/\n\t\t\t<<if $combatIsArena>> \n\t\t\t\t<<if ($template.ammo eq "melee" or $template.ammo eq "powerfist")>>\n\t\t\t\t\t<<set $combat.arenaScore.meleeKills += $kills>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $kills eq 2>>\n\t\t\t\t\t<<set $combat.arenaScore.gotDoubleKill = true>>\n\t\t\t\t<<elseif $kills gt 2>>\n\t\t\t\t\t<<set $combat.arenaScore.gotMultiKill = true>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t\t/% apply kills to enemy %/\n\t\t\t<<set $combat.enemy.alive -= $kills>>\n\t\t\t<<set $combat.enemy.killed += $kills>>\n\t\t\t<<set $combat.enemy.killed = Math.min($combat.enemy.killed, $combat.enemy.total)>>\n\t\t\t<<set $combat.enemy.alive = Math.max(0, $combat.enemy.alive)>>\n\t\t<</if>> \n\n\t\t<<set $combat.actions[$index].kills = Math.min($kills, $combat.enemy.total)>>\n\t\t<<set $combat.actions[$index].shotsfired = $shotsfired>>\n\n\t\t<<set $combat.enemy.isTakingDamage = true>>\n\t\t<<set $combat.enemy.doDamageNr = 0>>\n\n\t\t<<if $kills lt 0>>\n\t\t\t<<if $combat.actions[$index].action eq "tryMelee">>\n\t\t\t\t<<if not ($combat.actions[$index].result eq "hitnothing" or $combat.actions[$index].result eq "hitcover" or $combat.actions[$index].result eq "hitshield")>>\n\t\t\t\t\t<<set $combat.enemy.doDamageNr = ($shotsfired * $template.hitspershot)>>\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<<if not ($combat.actions[$index].result eq "hitnothing" or ($combat.actions[$index].result eq "hitshield" and not $combat.enemy.hasArcShield and not $combat.enemy.hasFrictionShield) or $combat.actions[$index].result eq "hitimmune")>>\n\t\t\t\t\t<<set $combat.enemy.doDamageNr = ($shotsfired * $template.hitspershot)>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<set $combat.enemy.doDamageNr = $kills>>\n\t\t<</if>>\n\n\t\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t\t<<if $combat.actions[$index].result neq "hitnothing" and $combat.actions[$index].result neq "hitcover">>\n\t\t\t\t<<if $inztinct.learnedSkills.contains("skill_mesmer_6") and $attrib.fatigue lt 50>>\n\t\t\t\t\t/% dazzle applicator %/\n\t\t\t\t\t<<set $ammt = (((0.5 * $tweakDazzle) + (0.1 * $combat.bonus.meleeSuccessive)) * $accuracy)>>\n\t\t\t\t\t<<if $equip.isFashionOutfit>>\n\t\t\t\t\t\t<<set $ammt *= 1.5>>\n\t\t\t\t\t<</if>>\n\n\t\t\t\t\t<<if $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t\t\t<<set $ammt *= 0.5>>\n\t\t\t\t\t<</if>>\n\n\t\t\t\t\t<<if $ammt lt 0.1>>\n\t\t\t\t\t\t<<set $combat.inflictedDazzleStates += 0.1>>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<set $combat.inflictedDazzleStates += $ammt>>\n\t\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t\t\t<<unset $ammt>>\n\t\t\t\t<<elseif $inztinct.learnedSkills.contains("skill_forsaken_11") and $attrib.infected>>\n\t\t\t\t\t<<set $ammt = (((0.5 * $tweakGas) + (0.1 * $combat.bonus.meleeSuccessive)) * $accuracy)>>\n\t\t\t\t\t\n\t\t\t\t\t<<if $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t\t\t<<set $ammt *= 0.5>>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t\t<<if $ammt lt 0.1>>\n\t\t\t\t\t\t<<set $combat.inflictedGasStates += 0.1>>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<set $combat.inflictedGasStates += $ammt>>\n\t\t\t\t\t<</if>>\t\t\n\t\t\t\t<</if>>\n\n\t\t\t\t<<set $combat.bonus.meleeSuccessive += 1>>\n\n\t\t\t\t<<if $combat.bonus.meleeSuccessive gt 5>>\n\t\t\t\t\t<<set $combat.bonus.meleeSuccessive = 5>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<set $combat.bonus.meleeSuccessive = 0>>\n\t\t<</if>>\n\n\t\t<<if $combat.inflictedGasStates gt 5>>\n\t\t\t<<set $combat.inflictedGasStates = 5>>\n\t\t<</if>>\n\t\t<<if $combat.inflictedShockStates gt 5>>\n\t\t\t<<set $combat.inflictedShockStates = 5>>\n\t\t<</if>>\n\t\t<<if $combat.inflictedBurnStates gt 5>>\n\t\t\t<<set $combat.inflictedBurnStates = 5>>\n\t\t<</if>>\n\n\t\t/% upodate enemy display %/\n\t\t<<replace '#hud-center-pane'>>\n\t\t\t<<display 'Combat_UI_Centerpane'>>\n\t\t<</replace>>\n\t\t<<replace '#ui-combat-enemyarea'>>\n\t\t\t<<display 'Combat_EnemyList'>>\n\t\t<</replace>>\n\n\t\t<<set $combat.enemy.isTakingDamage = false>>\n\n\t\t<<unset $random>>\n\t<</if>>\n\n\t<<set $damageDoneArmor = Math.floor(($enemyStartingArmor - $combat.enemy.armor) * 10)>>\n\t<<set $damageDoneShield = Math.floor(($enemyStartingShield - $combat.enemy.shield) * 10)>>\n\n\t<<if ($combat.actions[$index].action eq "firePrimary" and $equip.rifle.anointment eq "deranged_inspiration_anoint") or ($combat.actions[$index].action eq "fireSecondary" and $equip.pistol.anointment eq "deranged_inspiration_anoint")>>\t\t\t\t\n\t\t<<if not (($template.consumeCharge or $template.spendCharge) and $template.ammo eq "arclance" or $template.ammo eq "plasmaburst")>>\n\t\t\t<<set $equip.charge += Math.ceil(($damageDoneArmor + $damageDoneShield) * 0.2)>>\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>>
<<set $combat.wasCritAttack = false>>\n\t<<set $combat.wasDoubleCritAttack = false>>\n\t<<set $combat.wasTrippleCritAttack = false>>\n\n\t<<set $index = $combat.actions.length - 1>>\n\t<<if $combat.actions[$index] eq "firePrimary">>\n\t\t<<set $template = $combat.moveMain>>\n\t<<elseif $combat.actions[$index] eq "fireSecondary">>\n\t\t<<set $template = $combat.moveSecondary>>\n\t<<elseif $combat.actions[$index] eq "tryMelee">>\n\t\t<<set $template = $combat.moveMelee>>f\n\t<</if>>\n\n\t<<set $meleeCritMultiplier = 0>>\n\t<<set $rangedCritMultiplier = 0>>\n\n\t<<if $combat.inflictedDazzleStates gt 0>>\n\t\t<<set $meleeCritMultiplier += (0.075 * $combat.inflictedDazzleStates)>>\n\t\t<<set $rangedCritMultiplier += (0.05 * $combat.inflictedDazzleStates)>>\n\t<</if>>\n\n\t<<if $combat.isFirstRound eq false and $index gt 0 and $combat.actions.length gt 0 and $combat.actions[$index - 1].response eq "getdazzled">>\n\t\t<<set $meleeCritMultiplier += 0.25>>\n\t\t<<set $rangedCritMultiplier += 0.2>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("featherarm") and $attrib.bioAugModifier gte 0.5>>\n\t\t<<set $meleeCritMultiplier += 0.15>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("chameleon") and $attrib.bioAugModifier gte 1 and $equip.isSkimpy>>\n\t\t<<set $meleeCritMultiplier += 0.1>>\n\t\t<<set $rangedCritMultiplier += 0.1>>\n\t<</if>>\n\n\t<<if $equip.isCyberOutfit and ($equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine"))>>\n\t\t<<set $rangedCritMultiplier += 0.1>>\n\t<</if>>\n\n\t<<if $equip.offhandUpgrade.contains("deadeye")>>\n\t\t<<set $rangedCritMultiplier += 0.1>>\n\t<</if>>\n\n\t<<if $equip.offhandUpgrade.contains("boost-cell")>>\n\t\t<<set $meleeCritMultiplier += 0.1>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("thirdeye")>>\n\t\t<<set $meleeCritMultiplier += 0.05>>\n\t<</if>>\n\n\t<<if $equip.rifle.name eq "Plasma Staff">>\n\t\t<<set $rangedCritMultiplier -= 0.05>>\n\t\t<<set $meleeCritMultiplier += 0.05>>\n\t<</if>>\n\n\t<<if $equip.clothes eq "Rainment of the Dead River" and $attrib.religion eq "forsaken" and $inztinct.active>>\n\t\t<<set $mod = 0.1 * $combat.enemy.alive>>\n\t\t<<set $meleeCritMultiplier += $mod>>\n\t\t<<set $rangedCritMultiplier += $mod>>\n\t<<elseif $equip.clothes eq "Effigy of the Ebonhawk" and $attrib.religion eq "forsaken" and $inztinct.active>>\n\t\t<<set $mod = 0.05 * $combat.enemy.alive>>\n\t\t<<set $meleeCritMultiplier += $mod>>\n\t\t<<set $rangedCritMultiplier += $mod>>\n\t<</if>>\n\n\t<<if $equip.clothes eq "Vestement of the Vampire Hunter" and $attrib.religion eq "atheist" and $inztinct.active>>\n\t\t<<set $meleeCritMultiplier += 0.15>>\n\t\t<<set $rangedCritMultiplier += 0.15>>\t\n\t<</if>>\n\n\t<<if $equip.clothes eq "Armor of the Old Gods" and $inztinct.active and $inztinct.active>>\n\t\t<<set $meleeCritMultiplier += 0.3>>\n\t\t<<set $rangedCritMultiplier += 0.3>>\t\n\t<</if>>\n\n\t<<if $combat.isFirstRound and $equip.clothes eq "Maw of the Void" and $attrib.religion eq "voided" and $inztinct.active>>\n\t\t<<set $meleeCritMultiplier += 0.25>>\n\t\t<<set $rangedCritMultiplier += 0.25>>\t\n\t<</if>>\n\n\t<<if $equip.isCritBooster>>\n\t\t<<set $meleeCritMultiplier += 0.15>>\n\t\t<<set $rangedCritMultiplier += 0.15>>\n\t<</if>>\n\n\t<<if $equip.isMeleeBooster>>\n\t\t<<set $meleeCritMultiplier += 0.1>>\n\t<</if>>\n\n\t<<if $attrib.armortype eq "armored">>\n\t\t<<set $meleeCritMultiplier -= 0.03>>\n\t\t<<set $rangedCritMultiplier -= 0.03>>\n\n\t\t<<if $equip.isHeavyArmor>>\t\t\t\n\t\t\t<<if $equip.offhandUpgrade.contains("synth-fiber") or $equip.offhandUpgrade.contains("spinal-support")>>\n\t\t\t\t<<set $meleeCritMultiplier -= 0.03>>\n\t\t\t\t<<set $rangedCritMultiplier -= 0.03>>\t\t\t\t\n\t\t\t<<elseif ($equip.offhand.contains("meleeplant") or $equip.offhand.contains("abommuscle")) and $attrib.bioAugModifier gte 0.5>>\n\t\t\t\t<<set $meleeCritMultiplier -= 0.03>>\n\t\t\t\t<<set $rangedCritMultiplier -= 0.03>>\n\t\t\t<<elseif $equip.clothes eq "Legionnaire Armor">>\n\t\t\t\t<<set $meleeCritMultiplier -= 0.05>>\n\t\t\t\t<<set $rangedCritMultiplier -= 0.05>>\t\n\t\t\t<<else>>\n\t\t\t\t<<set $meleeCritMultiplier -= 0.1>>\n\t\t\t\t<<set $rangedCritMultiplier -= 0.1>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $equip.isRestrictiveFit>>\n\t\t<<set $meleeCritMultiplier -= 0.05>>\n\t\t<<set $rangedCritMultiplier -= 0.05>>\n\t<<elseif $equip.isFashionOutfit>>\n\t\t<<set $meleeCritMultiplier += 0.02>>\n\t\t<<set $rangedCritMultiplier += 0.02>>\n\t<</if>>\n\n\t<<if $template.fangedMenace>>\n\t\t<<set $meleeCritMultiplier += (0.1 * $combat.bonus.meleeSuccessive)>>\n\t\t<<set $combat.moveMain.accuracy += (0.1 * $combat.bonus.meleeSuccessive)>>\n\t<</if>>\n\n\t<<if $template.freakishCrit>>\n\t\t<<set $rangedCritMultiplier += (0.3 * $combat.bonus.meleeSuccessive)>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("abommuscle")>>\n\t\t<<set $rangedCritMultiplier += (0.2 * $combat.bonus.meleeSuccessive)>>\n\t<</if>>\n\n\t<<if $combat.isFirstRound eq false and $combat.actions.length gt 0 and $index gt 0 and $combat.bonus.meleeSuccessive gt 0>>\n\t\t<<if $template.isBreechingGun>>\n\t\t\t<<set $combat.moveSecondary.accuracy = 1>>\n\t\t\t<<set $combat.moveSecondary.armorpen *= 2>>\n\t\t\t<<set $combat.moveSecondary.shieldpen *= 4>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_atheist_0") and ($combat.enemy.isAbomination or $combat.enemy.isXenos) and not $equip.clothes eq "Assault Vest">>\n\t\t<<set $meleeCritMultiplier += (0.035 * $inztinct.affinity)>>\n\t\t<<set $rangedCritMultiplier += (0.035 * $inztinct.affinity)>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_atheist_0") and ($combat.enemy.isAbomination or $combat.enemy.isXenos or $combat.enemy.isOrganic) and $equip.clothes eq "Assault Vest">>\n\t\t<<set $meleeCritMultiplier += (0.035 * $inztinct.affinity)>>\n\t\t<<set $rangedCritMultiplier += (0.035 * $inztinct.affinity)>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_voided_8")>>\n\t\t<<set $rangedCritMultiplier += 0.05>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_cyber_11") and $equip.isCybernetic>>\n\t\t<<set $cyberAugs = 0>>\n\t\t<<for $i = 0; $i lt ($equip.offhandUpgrade.length - 1); $i++>>\n\t\t\t<<if $equip.offhandUpgrade[$i] neq "bioaug" and $equip.offhandUpgrade[$i] neq "abomaug" and $equip.offhandUpgrade[$i] neq "none">>\n\t\t\t\t<<set $cyberAugs += 1>>\n\t\t\t<</if>>\n\t\t<</for>>\n\t\t<<set $rangedCritMultiplier += (0.05 * $cyberAugs)>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_atheist_8")>>\n\t\t<<set $rangedCritMultiplier += (0.05 + (0.0035 * $inztinct.affinity * $statistics.freelanceJobsDone))>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_theophobe_1") and ($combat.enemy.isXenos or $combat.enemy.isHuman)>>\n\t\t<<if $combat.enemy.isXenos or ($inztinct.active and $combat.enemy.isHuman and ($equip.clothes eq "Hatewear" or $equip.clothes eq "Iconoclasm of the Ideologue"))>>\n\t\t\t<<set $meleeCritMultiplier += (0.005 * $inztinct.affinity)>>\n\t\t\t<<set $rangedCritMultiplier += (0.005 * $inztinct.affinity)>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_theophobe_12") and $template.isSubsonic>>\n\t\t<<set $rangedCritMultiplier += (0.055 * $inztinct.affinity)>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_voided_4") and $template.isBreechLoaded>>\n\t\t<<set $rangedCritMultiplier += (0.035 * $inztinct.affinity)>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_cyber_1") and $combat.actions[$index] eq "fireSecondary">>\n\t\t<<set $rangedCritMultiplier += (0.04 * $inztinct.affinity)>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_theophobe_2") and $combat.enemy.isMachine and $template.ammo neq "melee" and $template.ammo neq "powerfist">>\n\t\t<<set $rangedCritMultiplier += (0.015 * $inztinct.affinity)>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_edenite_2") and not $template.drawn>>\n\t\t<<set $meleeCritMultiplier += (0.03 * $inztinct.affinity)>>\n\t\t<<set $rangedCritMultiplier += (0.03 * $inztinct.affinity)>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_theophobe_3") and ($combat.enemy.isHuman)>>\n\t\t<<set $rangedCritMultiplier += (0.02 * $inztinct.affinity)>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_abominated_1") and ($template.ammo eq "melee" or $template.ammo eq "powerfist")>> \n\t\t/%$combat.enemy.isOrganic>> %/\n\t\t<<set $meleeCritMultiplier += (0.03 * $inztinct.affinity)>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_warsmith_6") and $combat.actions[$index] eq "firePrimary" and $equip.isHeavyWeapon>>\n\t\t<<if $equip.isHeavyCoilgun eq true and $template.ammo eq "9mm">>\n\t\t\t<<set $ammofactor = ($equip.pistol.ammo / 90)>>\n\t\t\t<<set $rangedCritMultiplier += (0.025 * $inztinct.affinity * $ammofactor)>>\n\t\t<</if>>\n\t<</if>>\n\n\t/% x2 due to 50% crit chance %/\n\t<<if $inztinct.learnedSkills.contains("skill_abominated_6") and $template.ammo eq "arclance">>\n\t\t<<set $meleeCritMultiplier += (0.04 * $inztinct.affinity)>>\n\t\t<<set $rangedCritMultiplier += (0.04 * $inztinct.affinity)>>\n\t<</if>>\n\n\t/% x2 due to 50% crit chance %/\n\t<<if $inztinct.learnedSkills.contains("skill_forsaken_3") and $template.ammo eq "arclance">>\n\t\t<<set $meleeCritMultiplier += (0.02 * $inztinct.affinity)>>\n\t\t<<set $rangedCritMultiplier += (0.02 * $inztinct.affinity)>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_abominated_7") and $combat.actions[$index] eq "firePrimary" and $equip.isHeavyWeapon>>\n\t\t<<set $meleeCritMultiplier += 0.01>>\n\t\t<<set $rangedCritMultiplier += 0.01>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_warsmith_8") and $template.ammo eq "plasmaburst">>\n\t\t<<set $rangedCritMultiplier += $combat.bonus.pcasterCritBonus>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_highborn_4") and $attrib.toxicity gte 50>>\n\t\t<<set $meleeCritMultiplier += (0.03 * $inztinct.affinity)>>\n\t\t<<set $rangedCritMultiplier += (0.03 * $inztinct.affinity)>>\n\n\t\t<<if $attrib.toxicity gte 75>>\n\t\t\t<<set $meleeCritMultiplier += (0.03 * $inztinct.affinity)>>\n\t\t\t<<set $rangedCritMultiplier += (0.03 * $inztinct.affinity)>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_forsaken_2")>>\n\t\t<<set $meleeCritMultiplier += (0.035 * $inztinct.affinity)>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_cyber_4")>>\n\t\t<<set $meleeCritMultiplier += (0.055 * $inztinct.affinity)>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_kobol_3") and $template.isSemiAuto and $template.isBreechLoaded eq false>>\n\t\t<<set $rangedCritMultiplier += (0.035 * $inztinct.affinity)>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_kobol_5") and $combat.actions[$index] eq "tryMelee">>\n\t\t<<set $meleeCritMultiplier += (0.055 * $inztinct.affinity)>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_kobol_4") and $combat.isFirstRound and $template.isSemiAuto and $template.isBreechLoaded eq false>>\n\t\t<<set $rangedCritMultiplier += 100>>\n\t<</if>>\n\n\t/* old talent <<if $inztinct.learnedSkills.contains("skill_forsaken_12") and $combat.isFirstRound and $template.ammo neq "melee" and $template.ammo neq "powerfist">>\n\t\t<<set $meleeCritMultiplier += 100>>\n\t\t<<set $rangedCritMultiplier += 100>>\n\t<</if>>*/\n\n\t\t<<if $inztinct.learnedSkills.contains("skill_edenite_11") and $equip.isReligious and ($equip.rifle.anointment neq "none" or $equip.pistol.anointment neq "none")>>\n\t\t\t<<set $skillMod = 1 + (0.05 + (0.0025 * $inztinct.affinity * $attrib.faith.eden))>>\n\t\t\t<<set $template.accuracy *= $skillMod>>\n\t\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_mesmer_5")>>\n\t\t<<set $statMulti = 0>>\n\n\t\t<<if $equip.pistol.name eq "none">>\n\t\t\t<<set $statMulti += 1>>\n\t\t<</if>>\n\t\t<<if $equip.rifle.name eq "none">>\n\t\t\t<<set $statMulti += 1>>\n\t\t<</if>>\n\n\t\t<<set $meleeCritMultiplier += (0.045 * $inztinct.affinity * $statMulti)>>\n\t\t<<set $rangedCritMultiplier += (0.045 * $inztinct.affinity * $statMulti)>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_mesmer_11")>>\n\t\t<<set $skillMod = 1 + ($sexPhases.numTimesHadSex * 0.1)>>\n\t\t<<if $skillMod gt 2>>\n\t\t\t<<set $skillMod = 2>>\n\t\t<</if>>\n\t\t<<set $skillMod += (0.02 * $inztinct.affinity)>>\n\n\t\t<<set $meleeCritMultiplier += $skillMod>>\n\t\t<<set $rangedCritMultiplier += $skillMod>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_arena_4")>>\n\t\t<<set $meleeCritMultiplier += ((0.03 * $inztinct.affinity) * $combat.bonus.comboEffectStack)>>\n\t\t<<set $rangedCritMultiplier += ((0.03 * $inztinct.affinity) * $combat.bonus.comboEffectStack)>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_abominated_8")>>\n\t\t<<set $meleeCritMultiplier -= 0.15>>\n\t\t<<set $rangedCritMultiplier -= 0.15>>\n\t<</if>>\n\t\n\n\t<<if ($combat.actions[$index] eq "firePrimary" and $equip.rifle.anointment eq "eternal_vigilance_anoint") or ($combat.actions[$index] eq "fireSecondary" and $equip.pistol.anointment eq "eternal_vigilance_anoint")>>\n\t\t<<set $meleeCritMultiplier += 0.33>>\n\t\t<<set $rangedCritMultiplier += 0.33>>\n\t<<elseif ($combat.actions[$index] eq "firePrimary" and $equip.rifle.anointment eq "boatmans_dues_anoint") or ($combat.actions[$index] eq "fireSecondary" and $equip.pistol.anointment eq "boatmans_dues_anoint")>>\n\t\t<<set $meleeCritMultiplier += 0.25>>\n\t\t<<set $rangedCritMultiplier += 0.25>>\n\t<<elseif ($combat.actions[$index] eq "firePrimary" and $equip.rifle.anointment eq "rigor_mortis_anoint") or ($combat.actions[$index] eq "fireSecondary" and $equip.pistol.anointment eq "rigor_mortis_anoint")>>\n\t\t<<if $attrib.demeanor eq "cautious">>\n\t\t\t<<set $meleeCritMultiplier += 0.25>>\n\t\t\t<<set $rangedCritMultiplier += 0.25>>\n\n\t\t\t<<if $template.isSubsonic>>\t\n\t\t\t\t<<set $meleeCritMultiplier += 0.15>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t<<elseif ($combat.actions[$index] eq "firePrimary" and $equip.rifle.anointment eq "asshole_supreme_anoint") or ($combat.actions[$index] eq "fireSecondary" and $equip.pistol.anointment eq "asshole_supreme_anoint")>>\n\t\t<<set $meleeCritMultiplier += 0.45>>\n\t\t<<set $rangedCritMultiplier += 0.45>>\n\n\t<<elseif ($combat.actions[$index] eq "firePrimary" and $equip.rifle.anointment eq "deranged_inspiration_anoint") or ($combat.actions[$index] eq "fireSecondary" and $equip.pistol.anointment eq "deranged_inspiration_anoint")>>\n\t\t<<set $meleeCritMultiplier += 0.15>>\n\t\t<<set $rangedCritMultiplier += 0.15>>\n\n\t<<elseif ($combat.actions[$index] eq "firePrimary" and $equip.rifle.anointment eq "spit_itf_anoint") or ($combat.actions[$index] eq "fireSecondary" and $equip.pistol.anointment eq "spit_itf_anoint")>>\t\n\t\t<<if $combat.enemy.isOldWorldMachine>>\n\t\t\t<<set $meleeCritMultiplier += 0.25>>\n\t\t\t<<set $rangedCritMultiplier += 0.25>>\n\t\t<</if>>\n\t<<elseif ($combat.actions[$index] eq "firePrimary" and $equip.rifle.anointment eq "increase_accuracy_anoint") or ($combat.actions[$index] eq "fireSecondary" and $equip.pistol.anointment eq "increase_accuracy_anoint")>>\t\n\t\t<<if $template.isSmartTargeting or $template.eXtremeZoom>>\n\t\t\t<<set $rangedCritMultiplier += 0.1>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<set $random = (Math.random() + 0.01)>>\n\n\t<<display 'calcStatusTweaks'>>\n\n\t<<if $combat.moveSecondary.isExoticGun and $combat.actions[$index] eq "fireSecondary">>\n\t\t<<if $random lte 0.15>>\n\t\t\t<<set $combat.moveSecondary.ammo = "plasmaburst">>\n\t\t\t<<set $combat.moveSecondary.accuracy = 0.55>>\n\t\t\t<<set $combat.moveSecondary.shotsperkill = 1>>\n\t\t\t<<set $combat.moveSecondary.magazine = 1>>\n\t\t\t<<set $combat.moveSecondary.hitspershot = 5>>\n\t\t\t<<set $combat.moveSecondary.armorpen = 3>>\n\t\t\t<<set $combat.moveSecondary.shieldpen = 30>>\n\t\t<<elseif $random gte 0.85>>\n\t\t\t<<set $combat.moveSecondary.ammo = "arclance">>\n\t\t\t<<set $combat.moveSecondary.accuracy = 0.65>>\n\t\t\t<<set $combat.moveSecondary.shotsperkill = 1>>\n\t\t\t<<set $combat.moveSecondary.magazine = 1>>\n\t\t\t<<set $combat.moveSecondary.hitspershot = 5>>\n\t\t\t<<set $combat.moveSecondary.armorpen = 4>>\n\t\t\t<<set $combat.moveSecondary.shieldpen = 14>>\n\t\t<<elseif $random gte 0.45>>\n\t\t\t<<set $combat.specialDisplayState = "witchGunHyper">>\n\t\t\t<<set $combat.moveMain.hitspershot = 2>>\n\t\t\t<<set $combat.moveMain.armorpen *= 2>>\n\t\t\t<<set $combat.moveMain.shieldpen *= 2>>\n\t\t<</if>>\n\t<<elseif $combat.moveMain.isExoticGun and $combat.actions[$index] eq "firePrimary">>\n\t\t<<if $random lte 0.25>>\n\t\t\t<<set $combat.moveMain.ammo = "plasmaburst">>\n\t\t\t<<set $combat.moveMain.accuracy = 0.55>>\n\t\t\t<<set $combat.moveMain.shotsperkill = 1>>\n\t\t\t<<set $combat.moveMain.magazine = 1>>\n\t\t\t<<set $combat.moveMain.hitspershot = 5>>\n\t\t\t<<set $combat.moveMain.armorpen = 4>>\n\t\t\t<<set $combat.moveMain.shieldpen = 30>>\n\t\t<<elseif $random gte 0.65>>\n\t\t\t<<set $combat.specialDisplayState = "nullRifleHyper">>\n\t\t\t<<set $combat.moveMain.hitspershot = 2>>\n\t\t\t<<set $combat.moveMain.armorpen *= 2>>\n\t\t\t<<set $combat.moveMain.shieldpen *= 2>>\n\t\t<</if>>\n\t<<elseif $combat.moveMain.hasPlasmaSink and $combat.actions[$index] eq "firePrimary" and ($template.ammo eq "scatter" or $template.ammo eq "tungsten")>>\n\t\t<<set $statusEffChance = 0.1 * $tweakBurn>>\n\t\t<<if $combat.didSpecialMove eq false or ($combat.didSpecialMove and $random lte $statusEffChance)>>\n\t\t\t<<set $combat.specialDisplayState = "sawedOffPlasma">>\n\t\t\t<<set $combat.moveMain.elemental = "plasma">>\n\t\t\t<<set $combat.moveMain.shieldpen *= 1.25>>\n\t\t\t<<set $combat.didSpecialMove = true>>\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "FLaK" and $combat.actions[$index] eq "firePrimary" and $template.ammo eq "scatter">> \n\t\t<<set $statusEffChance = 0.25 * $tweakBurn>>\n\t\t<<if $combat.didSpecialMove eq false or ($combat.didSpecialMove and $random lte $statusEffChance)>>\n\t\t\t<<set $combat.specialDisplayState = "sawedOffPlasma">>\n\t\t\t<<set $combat.moveMain.elemental = "plasma">>\n\t\t\t<<set $combat.moveMain.armorpen *= 1.1>>\n\t\t\t<<set $combat.moveMain.shieldpen *= 1.25>>\n\t\t\t<<set $combat.didSpecialMove = true>>\n\t\t<</if>>\n\t<<elseif $combat.moveSecondary.dazzleProjector and $combat.actions[$index] eq "fireSecondary">>\n\t\t<<set $statusEffChance = 0.15 * $tweakDazzle>>\n\t\t<<if ($combat.didSpecialMove eq false and $random lte 0.6) or ($combat.didSpecialMove and $random lte $statusEffChance)>>\n\t\t\t<<set $combat.specialDisplayState = "blackthornDazzle">>\n\t\t\t<<set $combat.moveSecondary.shieldpen *= 1.5>>\n\t\t\t<<set $combat.didSpecialMove = true>>\n\t\t\t<<set $combat.inflictedDazzleStates += 1>>\n\t\t<</if>>\n\t<<elseif $combat.moveMain.dazzleProjector and $combat.actions[$index] eq "firePrimary">>\n\t\t<<set $statusEffChance = 0.2 * $tweakDazzle>>\n\t\t<<if ($combat.didSpecialMove eq false and $random lte 0.6) or ($combat.didSpecialMove and $random lte $statusEffChance)>>\n\t\t\t<<set $combat.specialDisplayState = "blackthornDazzle">>\n\t\t\t<<set $combat.moveMain.shieldpen *= 1.75>>\n\t\t\t<<set $combat.didSpecialMove = true>>\n\t\t\t<<set $combat.inflictedDazzleStates += 1>>\n\t\t<</if>>\n\t<<elseif $combat.moveMain.hasFlameCharge and $combat.actions[$index] eq "firePrimary" and $template.ammo eq "melee">>\n\t\t<<if $equip.charge gt 0>>\n\t\t\t<<set $combat.specialDisplayState = "fireBladeCharge">>\n\t\t\t<<set $combat.moveMain.elemental = "plasma">>\n\t\t\t<<set $combat.moveMain.shieldpen *= 1.25>>\n\t\t\t<<set $combat.moveMain.armorpen *= 1.15>>\n\t\t<</if>>\n\t<<elseif $combat.moveMain.hasArcCharge and $combat.actions[$index] eq "firePrimary" and $template.ammo eq "melee">>\n\t\t<<if $equip.charge gt 0>>\n\t\t\t<<set $combat.specialDisplayState = "arcBladeCharge">>\n\t\t\t<<set $combat.moveMain.elemental = "shock">>\n\t\t\t<<set $combat.moveMain.shieldpen *= 1.33>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_theophobe_9") and $template.ammo eq "scatter">>\n\t\t\t<<set $combat.moveMain.elemental = "shock">>\n\t\t\t<<set $combat.moveMain.shieldpen *= 1.6>>\n\t\t\t<<set $combat.moveMain.armorpen *= 0.8>>\n\n\t\t\t<<set $combat.moveSecondary.elemental = "shock">>\n\t\t\t<<set $combat.moveSecondary.shieldpen *= 1.6>>\n\t\t\t<<set $combat.moveSecondary.armorpen *= 0.8>>\n\t<</if>>\n\n\t/%<<set window.alert("ran: " + $random + " lt: " + (0.075 * $inztinct.affinity)>>%/\n\t<<if $inztinct.learnedSkills.contains("skill_warsmith_7") and $combat.actions[$index] eq "firePrimary" and $equip.isHeavyCoilgun and $template.ammo eq "9mm" and $random lt (0.075 * $inztinct.affinity)>>\n\t\t\t<<set $combat.moveMain.elemental = "shock">>\n\t\t\t<<set $combat.moveMain.shieldpen *= 1.1>>\n\t<</if>>\n\n\t/% random complete failures trying to use heavy weapons you can't handle %/\n\t<<if $combat.actions[$index] eq "firePrimary" and $template.isHeavyWeapon and not $attrib.canHandleHeavyWeapon>>\n\t\t<<if $random gte 0.75>>\n\t\t\t<<set $combat.moveMain.accuracy -= 0.2>>\n\t\t\t<<set $combat.specialDisplayState = "heavyGunStruggle">>\n\t\t<<elseif $random lte 0.05>>\n\t\t\t<<set $combat.moveMain.accuracy -= 0.5>>\n\t\t\t<<set $combat.specialDisplayState = "heavyGunStruggle2">>\t\t\t\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $combat.bonus.ultimateHitBonus>>\n\t\t<<set $meleeCritMultiplier = 9999>>\n\t<</if>>\n\n\t/% crit dmg multiplier, baseline 100% crit damage %/\n\t<<set $critModRanged = 0.995>>\n\t<<if $rangedCritMultiplier gt 1>>\n\t\t<<set $critModRanged = $rangedCritMultiplier>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_theophobe_12") and $template.isSubsonic>>\n\t\t<<set $critModRanged += (0.055 * $inztinct.affinity)>>\n\t<</if>>\n\t<<if $inztinct.learnedSkills.contains("skill_warsmith_9") and $combat.inflictedBurnStates gte 3>>\n\t\t<<set $critModRanged += 0.4>>\n\t<</if>>\n\n\t<<set $critModMelee = 1>>\n\t<<if $meleeCritMultiplier gt 1>>\n\t\t<<set $critModMelee = $meleeCritMultiplier>>\n\t<</if>>\n\t<<if $template.isMonoblade>>\n\t\t<<set $critModMelee += 0.5>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_arena_2") and $combat.bonus.comboEffectStack gt 0>>\n\t\t<<set $skillMod = 1 + (0.055 * $inztinct.affinity)>>\n\t\t<<set $critModRanged += $skillMod>>\n\t\t<<set $critModMelee += $skillMod>>\n\t<</if>>\n\n\t/% generic critical hit stuff %/\n\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t<<if $random gte (0.95 - $meleeCritMultiplier - $combat.bonus.meleeCritBonus) or $meleeCritMultiplier gte 100>>\n\t\t\t<<set $combat.wasCritAttack = true>>\n\t\t\t<<if $critModMelee gte 2>>\n\t\t\t\t<<set $combat.wasTrippleCritAttack = true>>\n\t\t\t<<elseif $critModMelee gte 1>>\n\t\t\t\t<<set $combat.wasDoubleCritAttack = true>>\n\t\t\t<</if>>\n\n\t\t\t<<if $combat.specialDisplayState eq "none">>\n\t\t\t\t<<set $combat.specialDisplayState = "meleeOverpower">>\n\t\t\t<</if>>\n\n\t\t\t<<if $combat.actions[$index] eq "firePrimary">>\n\t\t\t\t<<set $combat.moveMain.armorpen *= (1.25 * $critModMelee)>>\n\t\t\t\t/% plasma staff special accuracy bonus vs many targets / simulates open area %/\n\t\t\t\t<<if $template.getsStaffBonus and $combat.enemy.alive gt 1>>\n\t\t\t\t\t<<set $combat.moveMain.accuracy *= (1.1 * $combat.enemy.alive )>>\n\t\t\t\t\t<<set $combat.moveMain.shieldpen *= (1.1 * $combat.enemy.alive )>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $combat.moveMain.accuracy *= (1.2 * $critModMelee)>>\n\t\t\t\t\t<<set $combat.moveMain.shieldpen *= (1.5 * $critModMelee)>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $template.ammo eq "powerfist">>\n\t\t\t\t<<set $combat.moveMain.armorpen *= (1.5 * $critModMelee)>>\n\t\t\t\t<<set $combat.moveMain.shieldpen *= (1.5 * $critModMelee)>>\n\t\t\t\t<<set $combat.moveMain.accuracy *= (2 * $critModMelee)>>\n\t\t\t<<else>>\n\t\t\t\t<<set $combat.moveMelee.armorpen *= (1.25 * $critModMelee)>>\n\t\t\t\t<<set $combat.moveMelee.shieldpen *= (1.3 * $critModMelee)>>\n\t\t\t\t<<set $combat.moveMelee.accuracy *= (2 * $critModMelee)>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t/% prevent game wipes from semi-auto railguns %/\n\t<<set $allowedToCrit = true>>\n\n\t<<if $combat.bonus.hcoilerSuccessive eq 0 and $equip.isHeavyCoilgun and $template.ammo eq "9mm" and $combat.actions[$index] eq "firePrimary">>\n\t\t<<set $allowedToCrit = false>>\n\t<</if>>\n\n\t<<if $combat.bonus.ultimateHitBonus>>\n\t\t<<set $allowedToCrit = true>>\n\t\t<<set $rangedCritMultiplier = 9999>>\n\t<</if>>\n\n\t/% armor crit %/\n\t<<if ($template.ammo eq "9mm_hyper" or $template.ammo eq "9mm" or $template.ammo eq "tungsten" or $template.ammo eq "scatter") and $allowedToCrit>>\n\t\t<<if $random lt (0.05 + $rangedCritMultiplier + $combat.bonus.rangedCritBonus) or $rangedCritMultiplier gte 100>>\n\t\t\t<<set $combat.wasCritAttack = true>>\n\t\t\t<<if $critModRanged gte 2>>\n\t\t\t\t<<set $combat.wasTrippleCritAttack = true>>\n\t\t\t<<elseif $critModRanged gte 1>>\n\t\t\t\t<<set $combat.wasDoubleCritAttack = true>>\n\t\t\t<</if>>\t\t\t\n\n\t\t\t<<if $combat.actions[$index] eq "firePrimary">>\n\t\t\t\t<<if $combat.moveMain.isSubsonic>>\n\t\t\t\t\t<<set $combat.moveMain.armorpen *= (1.6 * $critModRanged)>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<if $equip.isHeavyCoilgun>>\n\t\t\t\t\t\t/% prevent coiler overkill %/\n\t\t\t\t\t\t<<set $combat.moveMain.armorpen *= (1.1 * $critModRanged)>>\n\t\t\t\t\t<<elseif ($template.ammo eq "tungsten" or $template.ammo eq "scatter" or $template.ammo eq "conductive" or $template.ammo eq "toxin") and $template.magazine gt 1>>\n\t\t\t\t\t\t/% prevent railgun overkill %/\n\t\t\t\t\t\t<<set $combat.moveMain.armorpen *= (1.15 * $critModRanged)>>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<set $combat.moveMain.armorpen *= (1.3 * $critModRanged)>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<<if $combat.moveSecondary.isSubsonic>>\n\t\t\t\t\t<<set $combat.moveSecondary.armorpen *= (1.6 * $critModRanged)>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $combat.moveSecondary.armorpen *= (1.2 * $critModRanged)>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t/% plamsa caster crit feature (warsmith) %/\n\t<<if $combat.bonus.pcasterCritBonus gt 0 and $template.ammo eq "plasmaburst">>\n\t\t<<if $random lt (0.05 + $combat.bonus.pcasterCritBonus) or $rangedCritMultiplier gte 100>>\n\t\t\t<<set $combat.wasCritAttack = true>>\n\t\t\t<<if $critModRanged gte 2>>\n\t\t\t\t<<set $combat.wasTrippleCritAttack = true>>\n\t\t\t<<elseif $critModRanged gte 1>>\n\t\t\t\t<<set $combat.wasDoubleCritAttack = true>>\n\t\t\t<</if>>\t\t\n\n\t\t\t<<if $combat.actions[$index] eq "firePrimary">>\n\t\t\t\t<<set $combat.moveMain.armorpen *= (1.2 * $critModRanged)>>\n\t\t\t\t<<set $combat.moveMain.shieldpen *= (1.2 * $critModRanged)>>\n\t\t\t<<else>>\n\t\t\t\t<<set $combat.moveMain.armorpen *= (1.2 * $critModRanged)>>\n\t\t\t\t<<set $combat.moveSecondary.shieldpen *= (1.2 * $critModRanged)>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t/% shock wep crit %/\n\t<<if $template.ammo eq "arclance">>\n\t\t<<if $random lt (0.05 + ($rangedCritMultiplier * 0.5) + ($combat.bonus.rangedCritBonus * 0.5)) or $rangedCritMultiplier gte 100>>\n\t\t\t<<set $combat.wasCritAttack = true>>\n\t\t\t<<if $critModRanged gte 2>>\n\t\t\t\t<<set $combat.wasTrippleCritAttack = true>>\n\t\t\t<<elseif $critModRanged gte 1>>\n\t\t\t\t<<set $combat.wasDoubleCritAttack = true>>\n\t\t\t<</if>>\n\n\t\t\t<<if $combat.actions[$index] eq "firePrimary">>\n\t\t\t\t\t<<set $combat.moveMain.armorpen *= (1.2 * $critModRanged)>>\n\t\t\t\t\t<<set $combat.moveMain.shieldpen *= (1.2 * $critModRanged)>>\n\t\t\t<<else>>\n\t\t\t\t\t<<set $combat.moveSecondary.armorpen *= (1.2 * $critModRanged)>>\n\t\t\t\t\t<<set $combat.moveSecondary.shieldpen *= (1.2 * $critModRanged)>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t/% shield crit %/\n\t<<if ($template.ammo eq "9mm_hyper" or $template.ammo eq "9mm" or $template.ammo eq "conductive") and $allowedToCrit>>\n\t\t<<if $random lt (0.05 + $rangedCritMultiplier + $combat.bonus.rangedCritBonus) or $rangedCritMultiplier gte 100>>\n\t\t\t<<set $combat.wasCritAttack = true>>\n\t\t\t<<if $critModRanged gte 2>>\n\t\t\t\t<<set $combat.wasTrippleCritAttack = true>>\n\t\t\t<<elseif $critModRanged gte 1>>\n\t\t\t\t<<set $combat.wasDoubleCritAttack = true>>\n\t\t\t<</if>>\n \n\t\t\t<<if $combat.actions[$index] eq "firePrimary">>\n\t\t\t\t<<if $combat.moveMain.isSubsonic>>\n\t\t\t\t\t<<set $combat.moveMain.shieldpen *= (1.6 * $critModRanged)>>\n\t\t\t\t<<elseif ($template.ammo eq "tungsten" or $template.ammo eq "scatter" or $template.ammo eq "conductive" or $template.ammo eq "toxin") and $template.magazine gt 1>>\n\t\t\t\t\t<<set $combat.moveMain.shieldpen *= (1.2 * $critModRanged)>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $combat.moveMain.shieldpen *= (1.4 * $critModRanged)>>\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<<if $combat.moveSecondary.isSubsonic>>\n\t\t\t\t\t<<set $combat.moveSecondary.shieldpen *= (1.6 * $critModRanged)>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $combat.moveSecondary.shieldpen *= (1.2 * $critModRanged)>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<set $critRandom = $random>>\n\n\t<<unset $mod>>
<<nobr>>\n\n\t<<set $combat.specialEnemyState = "none">>\n\n\t/% reset enemy debuff after X rounds %/\n\t<<if $combat.enemy.hasUsedDebuff and ($combat.rounds - $combat.specialEnemyStateRound gt 3)>>\n\t\t<<set $combat.enemy.hasUsedDebuff = false>>\n\t<</if>>\n\t\n\t<<set $itemToGetStats = $equip.clothes>>\n\t<<display 'getArmorStats'>>\n\n\t<<if $equip.offhand.contains("cyberbody") or $equip.offhand.contains("abomskin")>>\n\t\t<<if ($armor_ranged * 1.2) lt 0.35>>\n\t\t\t<<set $armor_ranged = 0.35>>\n\t\t\t<<set $armor_fatigue = 20>>\n\t\t<<else>>\n\t\t\t<<set $armor_ranged *= 1.2>>\n\t\t<</if>>\n\t\t<<if ($armor_melee * 1.2) lt 0.5>>\n\t\t\t<<set $armor_melee = 0.35>>\n\t\t\t<<set $armor_fatigue = 20>>\n\t\t<<else>>\n\t\t\t<<set $armor_melee *= 1.2>>\n\t\t<</if>>\n\n\t\t<<if $equip.offhandUpgrade.contains("nano-plate")>>\n\t\t\t<<set $armor_melee *= 1.3>>\n\t\t\t<<set $armor_ranged *= 1.3>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("abommuscle") and $attrib.bioAugModifier gte 1>>\n\t\t<<if ($armor_ranged * 1.2) lt 0.2>>\n\t\t\t<<set $armor_ranged = 0.2>>\n\t\t\t<<if $armor_fatigue lt 10>>\n\t\t\t\t<<set $armor_fatigue = 10>>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<set $armor_ranged *= 1.2>>\n\t\t<</if>>\n\t\t<<if ($armor_melee * 1.2) lt 0.2>>\n\t\t\t<<set $armor_melee = 0.2>>\n\t\t\t<<if $armor_fatigue lt 10>>\n\t\t\t\t<<set $armor_fatigue = 10>>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<set $armor_melee *= 1.2>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("syntheticskin1") or $equip.offhand.contains("syntheticskin2") or $equip.offhand.contains("syntheticskin3") or $equip.offhand.contains("syntheticskin4") or $equip.offhand.contains("syntheticskin5") or ($equip.offhand.contains("normalskel") and $attrib.bioAugModifier gte 1)>>\n\t\t\t<<set $armor_melee *= 1.1>>\n\t\t\t<<set $armor_ranged *= 1.1>>\n\t<</if>>\n\n\n\t<<if $inztinct.learnedSkills.contains("skill_abominated_10") and $equip.isAugmented>>\n\t\t<<set $armorToProvide = 0>>\n\t\n\t\t<<for $i = 0; $i lt ($equip.offhandUpgrade.length - 1); $i++>>\n\t\t\t<<if $equip.offhandUpgrade[$i] neq "none">>\n\t\t\t\t<<set $armorToProvide += 0.05>>\n\t\t\t<</if>>\n\t\t<</for>>\n\n\t\t<<if ($armor_ranged * 1.2) lt $armorToProvide>>\n\t\t\t<<set $armor_ranged = $armorToProvide>>\n\t\t\t<<if $armor_fatigue lt 10>>\n\t\t\t\t<<set $armor_fatigue = 10>>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<set $armor_ranged *= 1.2>>\n\t\t<</if>>\n\t\t<<if ($armor_melee * 1.2) lt $armorToProvide>>\n\t\t\t<<set $armor_melee = $armorToProvide>>\n\t\t\t<<if $armor_fatigue lt 10>>\n\t\t\t\t<<set $armor_fatigue = 10>>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<set $armor_melee *= 1.2>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("specialskin_fluffy")>>\n\t\t<<set $armor_melee *= 1.05>>\n\t\t<<set $armor_ranged *= 1.05>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("braincase")>>\n\t\t<<set $armor_ranged *= 1.15>>\n\t\t<<set $armor_melee *= 1.15>>\n\t<</if>>\n\n\t<<if $equip.offhandUpgrade.contains("ballistic-plate")>>\n\t\t<<set $armor_ranged *= 1.1>>\n\t\t<<set $armor_melee *= 1.1>>\n\t<</if>>\n\n\t<<if $equip.offhandUpgrade.contains("synth-flex")>>\n\t\t<<set $armor_fatigue *= 0.7>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("specialskin_machine")>>\n\t\t<<set $armor_ranged *= 1.2>>\n\t\t<<set $armor_melee *= 1.2>>\n\t<</if>>\n\n\t<<if $equip.offhandUpgrade.contains("dura-link")>>\n\t\t<<set $armor_ranged *= 1.1>>\n\t\t<<set $armor_melee *= 1.1>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("specialskin_dampening")>>\n\t\t<<set $armor_fatigue *= 0.8>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("normalskel") and $attrib.bioAugModifier gte 0.5>>\n\t\t<<set $armor_fatigue *= 0.7>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("abomgland") and $attrib.bioAugModifier gte 0.5>>\n\t\t<<set $armor_fatigue *= 0.6>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("abomskin") and $attrib.bioAugModifier gte 1>>\n\t\t<<set $armor_fatigue *= 0.75>>\n\t<</if>>\n\n\t<<if $attrib.infected>>\n\t\t<<set $armor_fatigue *= 1.33>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_voided_7") and $attrib.armortype eq "protected">>\n\t\t<<set $armor_ranged *= (0.04 * $inztinct.affinity)>>\n\t\t<<set $armor_melee *= (0.04 * $inztinct.affinity)>\n\t\t<<set $armor_fatigue *= (1 - (0.02 * $inztinct.affinity))>>\n\t<</if>>\n\n\t<<if $equip.isFleshMold>>\n\t\t<<set $armor_ranged *= $attrib.fleshMoldModifier>>\n\t\t<<set $armor_melee *= $attrib.fleshMoldModifier>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_atheist_3")>>\n\t\t<<set $skillMod = (0.06 * $inztinct.affinity)>>\n\t\t<<set $armor_fatigue *= $skillMod>>\n\t<</if>>\n\t<<if $inztinct.learnedSkills.contains("skill_abominated_5") or $inztinct.learnedSkills.contains("skill_arena_7")>>\n\t\t<<set $skillMod = (0.05 * $inztinct.affinity)>>\n\t\t<<set $armor_fatigue *= $skillMod>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_kobol_2")>>\n\t\t<<set $skillMod = 1 + (0.04 * $inztinct.affinity)>>\n\t\t<<set $armor_ranged *= $skillMod>>\n\t\t<<set $armor_melee *= $skillMod>>\n\n\t\t<<set $skillMod = 1 - (0.03 * $inztinct.affinity)>>\n\t\t<<set $armor_fatigue *= $skillMod>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_edenite_4")>>\n\t\t<<set $skillMod = 1 + (0.05 * $inztinct.affinity)>>\n\t\t<<set $armor_ranged *= $skillMod>>\n\t\t<<set $armor_melee *= $skillMod>>\n\n\t\t<<set $skillMod = 1 - (0.02 * $inztinct.affinity)>>\n\t\t<<set $armor_fatigue *= $skillMod>>\n\t<</if>>\n\t<<if $inztinct.learnedSkills.contains("skill_arena_8")>>\n\t\t<<set $skillMod = 1 + (0.065* $inztinct.affinity)>>\n\t\t<<set $armor_ranged *= $skillMod>>\n\t\t<<set $armor_melee *= $skillMod>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_theophobe_10")>> \n\t\t<<set $skillMod = 1 + (0.025 * $inztinct.affinity)>>\n\t\t<<set $armor_ranged *= $skillMod>>\n\t\t<<set $armor_melee *= $skillMod>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_warsmith_9")>> \n\t\t<<if $combat.inflictedBurnStates gt 0>>\n\t\t\t<<set $skillMod = 1 + (0.025 * $inztinct.affinity * $combat.inflictedBurnStates)>>\n\t\t\t<<set $armor_ranged *= $skillMod>>\n\t\t\t<<set $armor_melee *= $skillMod>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_kobol_1")>> \n\t\t<<set $skillMod = 1.1>>\n\t\t<<set $armor_ranged *= $skillMod>>\n\t\t<<set $armor_melee *= $skillMod>>\n\n\t\t<<set $armor_ranged = Math.max(0.1, $armor_ranged)>>\n\t\t<<set $armor_melee = Math.max(0.1, $armor_melee)>>\n\t<</if>>\n\n\n\t<<set $random = (Math.random() - 0.05)>>\n\n\t<<if $combat.bonus.ultimateHitBonus>>\n\t\t/% VASTLY reduce hit chance %/\n\t\t<<set $random = 0.1>>\n\t\t<<set $combat.bonus.ultimateHitBonus = false>>\n\t<</if>>\n\n\t/% after five hits (on hvy armor, three on protected) you have no armor%/\n\t<<if $combat.armorhits gte 5>>\n\t\t<<set $armor_ranged = 0>>\n\t\t<<set $armor_melee = 0>>\n\t<<elseif $combat.armorhits gte 4>>\n\t\t<<set $armor_ranged = 0.5>>\n\t\t<<set $armor_melee = 0.5>>\n\t<<elseif $combat.armorhits gte 3>>\n\t\t<<set $armor_ranged *= 1.0>>\n\t\t<<set $armor_melee *= 1.0>>\n\t<<elseif $combat.armorhits gte 2>>\n\t\t<<set $armor_ranged *= 1.15>>\n\t\t<<set $armor_melee *= 1.15>>\n\t<<elseif $combat.armorhits gte 1>>\n\t\t<<set $armor_ranged *= 1.45>>\n\t\t<<set $armor_melee *= 1.45>>\n\t<<else>>\n\t\t<<set $armor_ranged *= 1.5>>\n\t\t<<set $armor_melee *= 1.5>>\n\t<</if>>\n\n\n\t<<if $combat.actions[$index].action eq "firePrimary">>\n\t\t<<set $template = $combat.moveMain>>\n\t<<elseif $combat.actions[$index].action eq "fireSecondary">>\n\t\t<<set $template = $combat.moveSecondary>>\n\t<<elseif $combat.actions[$index].action eq "tryMelee">>\n\t\t<<set $template = $combat.moveMelee>>\n\t<</if>>\n\n\t/% TODO: REWORK THIS FACTOR %/\n\t<<set $timefactor = 1>>\n\n\t<<if $time.active lt 24>>\n\t\t<<set $timefactor = 1.5>>\n\t<<elseif $time.active lt 48>>\n\t\t<<set $timefactor = 1.25>>\n\t<<elseif $time.active gte 200>>\n\t\t<<set $timefactor = 0.9>>\n\t<</if>>\n\n\n\t/% basic 'miss' to subtract from accuracy calc\n\t0.1 represents minimum value random can take - so remove here %/\n\t<<set $basemisschance = ($combat.enemy.accuracy * 0.1 * $combat.enemy.alive * $timefactor) + 0.05>>\n\n\t<<if $attrib.armortype neq "unarmored">>\n\t\t<<set $basemisschance = ($combat.enemy.accuracy * 0.075 * $combat.enemy.alive * $timefactor) + 0.05>>\n\t<</if>>\n\n\t/% #####################################################\n\t\tEVADE CALC\n\t####################################################%/\n\t<<set $miss_evade = 0>>\n\n\t<<if $attrib.armortype eq "unarmored">>\n\t\t<<set $miss_evade += 0.33>>\n\t\t<<set $miss_evade += $combat.player.cover>>\n\t\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t\t<<set $miss_evade += 0.35>>\n\t\t<</if>>\n\t<<elseif $attrib.armortype eq "protected">>\n\t\t<<set $miss_evade += 0.1>>\n\t\t<<set $miss_evade += ($combat.player.cover * 0.6)>>\n\t\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t\t<<set $miss_evade += 0.1>>\n\t\t<</if>>\n\t<<elseif $attrib.armortype eq "armored">>\n\t\t<<set $miss_evade += 0.01>>\n\t\t<<set $miss_evade += ($combat.player.cover * 0.3)>>\n\t<</if>>\n\n\t<<if $gameworld_modifiers.hasArmorSneak>>\n\t\t<<set $miss_evade += 0.1>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("chameleon") and $equip.isSkimpy>>\n\t\t<<set $miss_evade += 0.1>>\n\t<</if>>\n\n\t<<if $equip.isSuperStretchy>>\n\t\t<<if $combat.enemy.isMeeleAttacker>>\n\t\t\t<<set $miss_evade += 0.1>>\n\t\t<<else>>\n\t\t\t<<set $miss_evade += 0.05>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("chameleon") and $equip.isSkimpy>>\n\t\t<<set $miss_evade += 0.1>>\n\t<</if>>\n\n\t<<if $equip.isCamoFlage>>\n\t\t<<if $combat.enemy.isMeeleAttacker>>\n\t\t\t<<set $miss_evade += 0.05>>\n\t\t<<else>>\n\t\t\t<<set $miss_evade += 0.1>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if ($combat.actions[$index] eq "firePrimary" and $equip.rifle.name eq "C2000_Converted") or ($combat.actions[$index] eq "fireSecondary" and $equip.pistol.name eq "M1114_Converted")>>\n\t\t<<if $combat.enemy.isMeeleAttacker>>\n\t\t\t<<set $miss_evade += 0.05>>\n\t\t<<else>>\n\t\t\t<<set $miss_evade += 0.15>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $gameworld_modifiers.hasTrespassExclusion and not $equip.isHeavyArmor>>\n\t\t<<set $miss_evade += 0.1>>\n\t<</if>>\n\t<<if $gameworld_modifiers.hasShadowDodgeExclusin and not $equip.isHeavyArmor>>\n\t\t<<if $combat.enemy.isMeeleAttacker>>\n\t\t\t<<set $miss_evade += 0.05>>\n\t\t<<else>>\n\t\t\t<<set $miss_evade += 0.1>>\n\t\t<</if>>\n\t<</if>>\n\t<<if $inztinct.learnedSkills.contains("skill_arena_6")>>\n\t\t<<set $miss_evade += 0.1>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_forsaken_10")>>\n\t\t<<set $miss_evade += 0.1>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_mesmer_0") and $equip.isFashionOutfit>>\n\t\t<<set $miss_evade += 0.25>>\n\t<</if>>\n\t<<if $inztinct.learnedSkills.contains("skill_mesmer_8")>>\n\t\t<<set $miss_evade += 0.1>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_kobol_6")>>\n\t\t<<if $equip.clothes eq "Red Devil">>\n\t\t\t<<set $miss_evade += 0.1>>\n\t\t<</if>>\n\t\t<<set $miss_evade += 0.1>>\n\t<</if>>\n\n\t<<if $equip.isRestrictiveFit>>\n\t\t<<set $miss_evade -= 0.05>>\n\t<</if>>\n\n\t<<if $equip.isReallyVisible>>\n\t\t<<set $miss_evade -= 0.05>>\n\t<</if>>\n\n\t<<if $equip.offhandUpgrade.contains("slenderbody") and $combat.isFirstRound>>\n\t\t<<set $miss_evade += 0.2>>\n\t<<elseif $equip.offhand.contains("slenderbody")>>\n\t\t<<set $miss_evade += 0.1>>\n\t<</if>>\n\t<<if $equip.offhandUpgrade.contains("omnisense")>>\n\t\t<<set $miss_evade += 0.1>>\n\t<</if>>\n\t<<if $equip.offhandUpgrade.contains("thirdeye") and $attrib.bioAugModifier gte 0.5 >>\n\t\t<<set $miss_evade += 0.1>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("specialskin_plastique") and not $equip.isConcealing>>\n\t\t<<set $miss_evade += 0.1>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("abomgland") and $combat.isFirstRound>>\n\t\t<<set $miss_evade += 0.25>>\n\t<<elseif $equip.offhand.contains("abomgland")>>\n\t\t<<set $miss_evade += 0.1>>\n\t<</if>>\n\n\t<<if $equip.isHeavyWeapon>>\n\t\t<<set $miss_evade -= 0.1>>\n\t<</if>>\n\n\t<<if $equip.isHeavyWeapon and $combat.actions[$index] eq "firePrimary">>\n\t\t<<set $miss_evade -= 0.1>>\n\t<</if>>\n\n\t<<set $miss_evade = Math.max($miss_evade, 0.01)>>\n\t<<set $basemisschance += ($miss_evade * $combat.enemy.accuracy)>>\n\n\n\t/% ATTEMPT TO SOLVE MASSIVE AVOIDANCE SYNDROME... not sure it actually works %/\n\t<<if $attrib.fatigue gte 75 or $attrib.toxicity gte 75>>\n\t\t<<set $basemisschance = Math.max(0.01, $combat.enemy.accuracy * 0.15)>>\n\t<<elseif $attrib.fatigue gte 50 or $attrib.toxicity gte 50>>\n\t\t<<set $basemisschance = Math.max(0.01, $combat.enemy.accuracy * 0.3)>>\n\t<<elseif $combat.usedEscapeMechanic eq 0 or ($combat.isFirstRound and $template.ammo neq "melee" and $template.ammo neq "powerfist")>>\n\t\t<<if $combat.enemy.isElusive eq false and $template.ammo neq "melee" and $template.ammo neq "powerfist">>\n\t\t\t<<set $basemisschance = Math.max(0.05, $combat.enemy.accuracy * 1)>>\n\t\t<<else>>\n\t\t\t<<set $basemisschance = Math.max(0.05, $combat.enemy.accuracy * 0.35)>>\n\t\t<</if>>\n\t<<else>>\n\t\t<<set $basemisschance = Math.max(0.05, $combat.enemy.accuracy * 0.4)>>\n\t<</if>>\n\n\t<<set $minaccuracytweak = 1>>\n\n\t<<if $equip.isRestrictiveFit>>\n\t\t<<set $minaccuracytweak *= 0.9>>\n\t<</if>>\n\t<<if $equip.isHeavyArmor>>\n\t\t<<if $equip.isPowerArmor>>\n\t\t\t<<set $minaccuracytweak *= 0.99>>\n\t\t<<elseif $equip.offhandUpgrade.contains("synth-fiber") or $equip.offhand.contains("normalskel") or $equip.offhandUpgrade.contains("spinal-support")>>\n\t\t\t<<set $minaccuracytweak *= 0.99>>\n\t\t<<elseif ($equip.offhand.contains("meleeplant") or $equip.offhand.contains("abommuscle")) and $attrib.bioAugModifier gte 0.5>>\n\t\t\t<<set $minaccuracytweak *= 0.99>>\n\t\t<<else>>\n\t\t\t<<set $minaccuracytweak *= 0.85>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $combat.enemy.isMeeleAttacker and ($equip.isCamoFlage or $equip.offhand.contains("abomgland"))>>\n\t\t<<set $minaccuracytweak *= 1.15>>\n\t<</if>>\n\n\t<<if $equip.offhandUpgrade.contains("omnisense") and $combat.enemy.isMeeleAttacker>>\n\t\t<<set $minaccuracytweak *= 1.1>>\n\t<</if>>\n\n\t/% easier to hit in melee range %/\n\t<<if $template.ammo eq "melee" and $combat.actions[$index].action eq "firePrimary">>\n\t\t<<if $combat.enemy.isMeeleAttacker>>\n\t\t\t<<set $minaccuracytweak *= 0.8>>\n\t\t<<else>>\n\t\t\t<<set $minaccuracytweak *= 0.9>>\n\t\t<</if>>\n\t<</if>>\n\t\n\t/% multiplier for multipe enemies present %/\n\t<<set $enemyhitfactor = ($combat.enemy.alive * 0.45)>>\n\t<<if $combat.enemy.alive eq 2>>\n\t\t<<set $enemyhitfactor = ($combat.enemy.alive * 0.6)>>\n\t<<elseif $combat.enemy.alive eq 1>>\n\t\t<<set $enemyhitfactor = 1>>\n\t<</if>>\n\n\t/% enemies get 23% more "accurate" each turn they "miss" %/\n\t<<set $accuracy = (($combat.enemy.accuracy * $random * $enemyhitfactor) - ($basemisschance * $combat.bonus.dodgeBonus * $minaccuracytweak) + ($combat.enemy.accuracy * 0.28 * $combat.successiveEnemyMisses))>>\n\n\t<<if $template.ammo neq "melee" and $attrib.demeanor eq "cautious">>\n\t\t<<set $accuracy -= ($attrib.caution * 0.0005)>>\n\t<<else>>\n\t\t<<set $accuracy -= ($attrib.caution * 0.0002)>>\n\t<</if>>\n\n\t/% gas reduces accuracy %/\n\t<<if $combat.inflictedGasStates gt 0>>\n\t\t<<set $accuracy -= (0.1 * $combat.inflictedGasStates)>>\n\t<</if>>\n\t<<if $combat.inflictedDazzleStates gt 0>>\n\t\t<<set $accuracy -= (0.2 * $combat.inflictedDazzleStates)>>\n\t<</if>>\n\n\t<<if $combat.usedEscapeMechanic eq 0 and $attrib.armortype neq "armored">>\n\t\t<<set $accuracy = 0>>\n\t\t<<set $combat.usedEscapeMechanic = 1>>\n\t<<elseif $combat.successiveMisses gte 4>>\n\t\t<<set $accuracy = 3>>\n\t<</if>>\n\n\t<<if $accuracy lte 0>>\n\t\t/% massively bump up hit chance after numerous misses; two misses bumps to four, to eight (x base hit chance) %/\n\t\t<<if $combat.successiveEnemyMisses gte 4>>\n\t\t\t<<set $combat.successiveEnemyMisses += 4>>\n\n\t\t<<elseif $combat.successiveEnemyMisses eq 2>>\n\t\t\t<<set $combat.successiveEnemyMisses += 2>>\n\n\t\t<<else>>\n\t\t\t<<set $combat.successiveEnemyMisses += 1>>\n\n\t\t<</if>>\n\t<<else>>\n\t\t<<set $combat.successiveEnemyMisses = 0>>\n\t<</if>>\n\n\t<<if $accuracy lte 0>>\n\t\t<<if $combat.usedEscapeMechanic eq 0>>\n\t\t\t<<set $combat.usedEscapeMechanic = 1>>\n\t\t<</if>>\n\t\t<<set $combat.actions[$index].response = "hitnothing">>\n\t\t<<set $combat.bonus.enemyMisses += 1>>\n\n\t<<elseif $template.ammo neq "melee" and $template.ammo neq "powerfist">>\n\t\t/% adjust cover for nr of enemies %/\n\t\t<<set $coverfactor = 1.2>>\n\t\t<<if $combat.enemy.alive gt 1>>\n\t\t\t<<set $coverfactor = 0.8>>\n\t\t<</if>>\n\n\t\t<<set $coverfactor *= $combat.bonus.coverBonus>>\n\n\t\t<<set $accuracy -= ($combat.player.cover * $combat.enemy.alive * $coverfactor)>>\n\t\t<<if $accuracy lte 0>>\n\t\t\t<<set $combat.actions[$index].response = "hitcover">>\n\t\t\t/% if deflect attack with cover, cover takes damage %/\n\t\t\t<<set $combat.player.cover *= 0.75>>\n\t\t<</if>>\n\t<</if>>\n\n\t/% #################################################### %/\n\t/% Drone Shield %/\n\t/% #################################################### %/\n\t<<if $accuracy gt 0 and $combat.bonus.shieldDrones gt 0 and $combat.isShieldSuppresed eq false>>\n\t\t<<set $multiplier = 1>>\n\t\t<<if $equip.isNeuroImplant>>\n\t\t\t<<set $multiplier += 0.15>>\n\t\t<</if>>\n\t\t<<if $equip.isCyberOutfit>>\n\t\t\t<<set $multiplier += 0.15>>\n\t\t<</if>>\n\t\t<<if $inztinct.learnedSkills.contains("skill_voided_12")>>\n\t\t\t<<set $multiplier += (0.065 * $inztinct.affinity)>>\n\t\t<</if>>\n\t\t<<set $shieldchance = ($combat.bonus.shieldDrones * $multiplier)>>\n\n\t\t/% no shield hits yet, increase shield (since consumable, MUST proc or wasted throw) %/\n\t\t<<if $combat.shieldhits eq 0>>\n\t\t\t<<set $shieldchance += (1 * $multiplier)>>\n\t\t<</if>>\n\n\t\t<<if $combat.enemy.isMeeleAttacker>>\n\t\t\t<<set $shieldchance *= 0.5>>\n\t\t<</if>>\n\n\t\t<<if $combat.enemy.alive gt 1>>\n\t\t\t<<set $shieldchance = $shieldchance + ($combat.enemy.alive * 0.2)>>\n\t\t<</if>>\n\t\t\n\t\t<<set $accuracy -= (0.2 * $shieldchance)>>\n\t\t\n\t\t<<if $accuracy lte 0>>\n\t\t\t<<set $combat.actions[$index].response = "hitshielddrone">>\n\t\t\t<<set $combat.bonus.shieldDrones -= 1>>\n\t\t\t<<set $combat.bonus.shieldDrones = Math.max($combat.bonus.shieldDrones, 0)>>\n\t\t<</if>>\n\t<</if>>\n\n\t/% #################################################### %/\n\t/% Gear Shield %/\n\t/% #################################################### %/\n\t<<if $accuracy gt 0 and ($equip.offhand.contains("shield") or $equip.isArcArmor or $equip.offhandUpgrade.contains("hyper-capacitor")) and $combat.isShieldSuppresed eq false>>\n\t\t<<set $shieldchance = 1>>\n\n\t\t<<display 'calcShieldHits'>>\n\n\t\t<<set $meleeShockAmmount = 0.2>>\n\n\t\t<<if $equip.offhand.contains("shield")>>\n\t\t\t<<if $attrib.bioAugModifier gte 0.5>>\n\t\t\t\t<<set $meleeShockAmmount += 1>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<if $equip.offhand.contains("specialskin_fluffy") and $attrib.bioAugModifier gte 0.5>>\n\t\t\t<<set $shieldchance *= 1.5>>\n\t\t<</if>>\n\t\t<<if $equip.isArcShieldBooster>>\n\t\t\t<<set $shieldchance *= 1.5>>\n\t\t<</if>>\n\t\t<<if $equip.offhand.contains("thirdeye") and $attrib.bioAugModifier gte 1>>\n\t\t\t<<set $shieldchance *= 1.5>>\n\t\t<</if>>\n\t\t<<if $equip.offhand.contains("aimpoint") and $attrib.bioAugModifier gte 0.5>>\n\t\t\t<<set $shieldchance *= 1.5>>\n\t\t<</if>>\n\t\t<<if $equip.offhandUpgrade.contains("em-sensor")>>\n\t\t\t<<set $shieldchance *= 1.5>>\n\t\t<</if>>\n\n\t\t<<set $shieldchance -= ($combat.shieldhits * 0.3)>>\n\t\t<<set $shieldchance *= $minaccuracytweak>>\n\n\t\t/% always get 10% shield chance as baseline %/\n\t\t<<if $combat.shieldhits lt $shieldHitLimit and $shieldchance lt 0.1>>\n\t\t\t<<set $shieldchance = 0.1>>\n\t\t<</if>>\n\n\t\t<<if $combat.enemy.alive gt 1>>\n\t\t\t<<set $shieldchance = ($shieldchance * $combat.enemy.alive * 1.05)>>\n\t\t<</if>>\n\n\t\t/% adjust so when you have 0 shields showing, you get the shitty shield %/\n\t\t<<if $combat.shieldhits lt $shieldHitLimit>>\n\t\t\t<<set $accuracy -= ($shieldchance * $combat.bonus.shieldBonus)>>\n\t\t<</if>>\n\n\t\t<<if $accuracy lte 0>>\n\t\t\t/% handle fatigue drain for system powered shields & user powered shields %/\n\t\t\t<<if $equip.isSelfPoweredShield>>\n\t\t\t\t<<set $attrib.fatigue += (2 + $combat.enemy.alive)>>\n\t\t\t<<else>>\n\t\t\t\t<<set $fatAmmt = ($armor_fatigue * 0.5) + ($combat.enemy.alive * 0.5)>>\n\t\t\t\t<<if $fatAmmt lt 5>>\n\t\t\t\t\t<<set $attrib.fatigue += 5>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $attrib.fatigue += $fatAmmt>>\n\t\t\t\t<</if>>\n\t\t\t\t<<unset $fatAmmt>>\n\t\t\t<</if>>\n\n\t\t\t<<if $combat.enemy.hasRailgun>>\n\t\t\t\t<<set $combat.shieldhits -= 1>>\n\t\t\t<<elseif $combat.enemy.hasMiniGun>>\n\t\t\t\t<<set $combat.shieldhits += 1>>\n\t\t\t<</if>>\n\n\t\t\t<<if $combat.enemy.name eq "Paladin" or $combat.enemy.name eq "Sunlord" or $combat.enemy.isBrutalMeele>>\n\t\t\t\t<<set $combat.shieldhits += 1>>\n\t\t\t<</if>>\n\n\t\t\t/% increment in twos so the bar runs out at 3 hits, not at 5 %/\n\t\t\t<<set $combat.shieldhits += 2>>\n\t\t\t<<if $combat.enemy.isMeeleAttacker>>\n\t\t\t\t<<set $combat.inflictedShockStates += $meleeShockAmmount>>\n\t\t\t<</if>>\n\n\t\t\t<<if $equip.offhandUpgrade.contains("hyper-cooling")>>\n\t\t\t\t<<set $combat.bonus.meleeShieldBonus += 0.15>>\n\t\t\t\t<<set $combat.bonus.meleeArmorBonus += 0.15>>\n\t\t\t\t<<set $combat.bonus.rangedShieldBonus += 0.15>>\n\t\t\t\t<<set $combat.bonus.rangedArmorBonus += 0.15>>\n\t\t\t<</if>>\n\n\t\t\t<<set $combat.actions[$index].response = "hitshield">>\n\t\t<</if>>\n\t<</if>>\n\n\t/% #################################################### %/\n\t/% Parry %/\n\t/% #################################################### %/\n\t<<if $combat.enemy.isMeeleAttacker and $accuracy gt 0 and $template.parrychance gt 0>>\n\t\t<<set $parrychance = 1.5>>\n\n\t\t/% try to avoid these piling up %/\n\t\t<<if $combat.parryhits gt 2>>\n\t\t\t<<set $parrychance = 0.5>>\n\t\t<<elseif $combat.parryhits gt 1>>\n\t\t\t<<set $parrychance = 1>>\n\t\t<</if>>\n\n\t\t<<if ($template.ammo eq "melee" or $template.ammo eq "powerfist")>>\n\t\t\t<<set $parrychance += 0.5>>\n\t\t<</if>>\n\n\t\t<<if ($equip.offhand.contains("meleeplant") or $equip.offhand.contains("abomgland")) and $attrib.bioAugModifier gte 1>>\n\t\t\t<<set $parrychance *= 1.5>>\n\t\t<</if>>\n\n\t\t<<if $equip.isSuperStretchy>>\n\t\t\t<<set $parrychance *= 1.5>>\n\t\t<</if>>\n\n\t\t<<if $attrib.fatigue gte 75>>\n\t\t\t<<set $parrychance *= 0.5>>\n\t\t<<elseif $attrib.fatigue gte 50>>\n\t\t\t<<set $parrychance *= 0.9>>\n\t\t<</if>>\n\n\t\t<<if $attrib.toxicity gte 75>>\n\t\t\t<<set $parrychance *= 0.5>>\n\t\t<<elseif $attrib.toxicity gte 50>>\n\t\t\t<<set $parrychance *= 0.8>>\n\t\t<</if>>\n\n\t\t<<set $accuracy -= ($template.parrychance * $parrychance * $combat.enemy.alive * $combat.bonus.deflectBonus)>>\n\n\t\t<<if $inztinct.learnedSkills.contains("skill_cyber_4")>>\n\t\t\t<<set $combat.bonus.meleeCritBonus += 0.1>>\n\t\t\t<<set $combat.bonus.rangedCritBonus += 0.1>>\n\t\t<</if>>\n\n\t\t<<if $accuracy lte 0>>\n\t\t\t/% deflecting a blow is kinda strenuous %/\n\t\t\t<<set $combat.parryhits += 1>>\n\t\t\t<<set $attrib.fatigue += Math.round(30 * $template.switchPenalty)>>\n\t\t\t<<set $combat.actions[$index].response = "hitdeflect">>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $accuracy gt 0 and ($armor_melee gt 0 or $armor_ranged gt 0)>>\n\t\t<<if $combat.enemy.isMeeleAttacker>>\n\t\t\t<<set $accuracy -= ($armor_melee * $combat.bonus.armorBonus)>>\n\t\t<<else>>\n\t\t\t<<set $accuracy -= ($armor_ranged * $combat.bonus.armorBonus)>>\n\t\t<</if>>\n\n\t\t<<if $accuracy lte 0>>\n\t\t\t<<if $combat.enemy.hasRailgun or $combat.enemy.isBrutalMeele>>\n\t\t\t\t<<set $combat.armorhits += 1>>\n\t\t\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t\t\t<<set $combat.armorhits += 3>>\n\t\t\t\t<</if>>\n\t\t\t\t<<if combat.enemy.hasHeavyRailgun>>\n\t\t\t\t\t<<set $combat.armorhits += 1>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\t<<if $combat.enemy.name eq "Paladin" or $combat.enemy.name eq "Sunlord">>\n\t\t\t\t<<set $combat.armorhits += 2>>\n\t\t\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t\t\t<<set $combat.armorhits += 3>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\t<<set $combat.armorhits += 1>>\n\t\t\t\n\t\t\t<<if $attrib.fatigue gte 75>>\n\t\t\t\t<<set $combat.armorhits += 2>>\n\t\t\t<<elseif $attrib.fatigue gte 50>>\n\t\t\t\t<<set $combat.armorhits += 1>>\n\t\t\t<</if>>\n\n\t\t\t<<set $attrib.fatigue += $armor_fatigue>>\n\t\t\t<<set $combat.actions[$index].response = "hitarmor">>\n\n\t\t\t<<if $equip.offhand.contains("specialskin_fluffy") and $attrib.bioAugModifier gte 1>>\n\t\t\t\t<<set $combat.bonus.meleeShieldBonus += 0.1>>\n\t\t\t\t<<set $combat.bonus.meleeArmorBonus += 0.1>>\n\t\t\t\t<<set $combat.bonus.rangedShieldBonus += 0.1>>\n\t\t\t\t<<set $combat.bonus.rangedArmorBonus += 0.1>>\n\t\t\t<</if>>\n\n\t\t\t<<if $combatIsArena>>\n\t\t\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t\t\t<</if>>\n\t\t\t\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_theophobe_10")>>\n\t\t\t\t<<set $attrib.fatigue *= 0.95>>\n\t\t\t<</if>>\n\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_highborn_2")>>\n\t\t\t\t<<set $bonusdata.meleeArmorBonus += (0.025 * $inztinct.affinity)>>\n\t\t\t\t<<set $bonusdata.meleeShieldBonus += (0.025 * $inztinct.affinity)>>>\n\t\t\t\t<<set $bonusdata.rangedShieldBonus += (0.025 * $inztinct.affinity)>>>\n\t\t\t\t<<set $bonusdata.rangedArmorBonus += (0.025 * $inztinct.affinity)>>>\n\t\t\t<</if>>\n\n\t\t<</if>>\n\t<</if>>\n\n\t/% after X moves, reset enemy actions %/\n\t<<if $combat.countSinceReset lte 0 and ($combat.enemy.hasUsedBuff or $combat.enemy.hasUsedDebuff)>>\n\t\t<<set $combat.countSinceReset = $combat.resetMovesAfter; $combat.enemy.hasUsedBuff = false; $combat.enemy.hasUsedDebuff = false>>\n\t<<else>>\n\t\t<<set $combat.countSinceReset -= 1>>\n\t<</if>>\n\n\t<<set $chanceShift = 0>>\n\n\t<<set $didAMove = false>>\n\t<<if $combat.enemy.hasSpecialMoves>>\n\t\t<<for $i = 0; $i lte $combat.enemy.specialMoves.length - 1; $i++>>\n\t\t\t<<if $combat.enemy.specialMoves[$i].hasChance>>\n\t\t\t\t<<if $random gte $chanceShift and $random lte ($combat.enemy.specialMoves[$i].chance + $chanceShift)>>\n\t\t\t\t\t<<set $buffstr = $combat.enemy.specialMoves[$i].strength>>\n\t\t\t\t\t<<display $combat.enemy.specialMoves[$i].name>>\t\t\t\t\t\n\t\t\t\t\t<<set $chanceShift += $combat.enemy.specialMoves[$i].chance>>\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<<set $buffstr = $combat.enemy.specialMoves[$i].strength>>\n\t\t\t\t<<display $combat.enemy.specialMoves[$i].name>>\t\n\t\t\t<</if>>\n\n\t\t\t<<if $didAMove>>\n\t\t\t\t<<break>>\n\t\t\t<</if>>\n\t\t<</for>>\n\t<</if>>\n\n\t<<if ($combat.actions[$index].response eq "hitshield" or $combat.actions[$index].response eq "hitarmor" or $combat.actions[$index].response eq "hitdeflect")>>\n\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown")>>\n\t\t<<set window.setTimeout(addUIFlicker, 25, "single")>>\n\t<</if>>\n\n\t<<if $combat.actions[$index].response eq "hitshield" or $combat.actions[$index].response eq "hitshielddrone">>\n\t\t<<set $statistics.shieldDeflect += 1>>\n\t<</if>>\n\t<<if $combat.actions[$index].response eq "hitarmor">>\n\t\t<<set $statistics.armorDeflect += 1>>\n\t<</if>>\n\n\t<<if $equip.clothes eq "Power Armor" and $combat.armorhits gte 5>>\n\t\t<<set $combat.actions[$index].response = "hitarmor"; $combat.doExoExit = true>>\n\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown")>>\n\t\t<<set $attrib.fatigue += 15>>\n\t<<elseif $accuracy gt 0>>\n\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t<<set $combat.actions[$index].response = "hitarmor"; $combat.doExoExit = true>>\n\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown")>>\n\t\t\t<<set $attrib.fatigue += 15>>\n\t\t<<else>>\n\t\t\t<<set $attrib.vitality = 0>>\n\t\t\t<<set $combat.actions[$index].response = "killplayer">>\n\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown")>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $enemyhitfactor, $coverfactor, $timefactor, $minaccuracytweak>>\n<</nobr>>
<<set $tweakShock = 1>>\n<<set $tweakDazzle = 1>>\n<<set $tweakGas = 1>>\n<<set $tweakBurn = 1>>\n<<set $tweakComboDamage = 1.1>> /% was: 1.0 which seemed to cause exceptionally low combo multipliers, making them almost useless? %/ \n\n<<if $inztinct.active>>\n\t<<if $inztinct.learnedSkills.contains("skill_mesmer_2")>>\n\t\t<<set $statMulti = 0>>\n\t\t<<if $equip.isFashionOutfit>>\n\t\t\t<<set $statMulti +=1>>\n\t\t<</if>>\n\t\t<<if $equip.isSuperFancy>>\n\t\t\t\t<<set $statMulti +=0.5>>\n\t\t<</if>>\n\t\t<<if $equip.isGlamorous>>\n\t\t\t<<set $statMulti +=1>>\n\t\t<</if>>\n\t\t<<if $equip.isHyperGlamorous>>\n\t\t\t<<set $statMulti +=0.5>>\n\t\t<</if>>\n\t\t<<if $equip.isSkimpy>>\n\t\t\t<<set $statMulti +=0.5>>\n\t\t<</if>>\n\t\t<<if not $equip.isConcealing>>\n\t\t\t<<set $statMulti +=0.5>>\n\t\t<</if>>\n\t\t<<set $skillMod = 1 + (0.018 * $inztinct.affinity * $statMulti)>>\n\t\t<<set $tweakDazzle *= $skillMod>>\n\t\t<<set $tweakComboDamage *= $skillMod>>\n\t<</if>> \n\n\t<<if $equip.clothes eq "Bones of Hel" and $attrib.religion eq "kobol" and $inztinct.active>>\n\t\t<<set $tweakBurn *= 1.33>>\n\t<</if>>\n\n\t/% direct skill modifiers %/\n\t<<if $inztinct.learnedSkills.contains("skill_edenite_3")>>\n\t\t<<set $skillMod = 1 + (0.045 * $inztinct.affinity)>>\n\t\t<<set $tweakBurn *= $skillMod>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_atheist_2")>>\n\t\t<<set $skillMod = 1 + (0.025 * $inztinct.affinity)>>\n\t\t<<set $tweakComboDamage *= $skillMod>>\n\t<</if>>\n\t\n\n\t<<if $inztinct.learnedSkills.contains("skill_forsaken_3")>>\n\t\t<<set $skillMod = 1 + (0.06 * $inztinct.affinity)>>\n\t\t<<set $tweakShock *= $skillMod>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_forsaken_4")>>\n\t\t<<set $skillMod = 1 + (0.05 * $inztinct.affinity)>>\n\t\t<<set $tweakGas *= $skillMod>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_abominated_5")>>\n\t\t<<set $tweakGas *= 1.10>>\n\t<</if>>\n\t\n\t<<if $inztinct.learnedSkills.contains("skill_mesmer_4")>>\n\t\t<<if $attrib.toxicity gte 75>>\t\t\n\t\t\t<<set $skillMod = 1 + (0.2 * $inztinct.affinity)>>\n\t\t\t<<set $tweakGas *= $skillMod>>\n\t\t<<elseif $attrib.toxicity gte 50>>\n\t\t\t<<set $skillMod = 1 + (0.1 * $inztinct.affinity)>>\n\t\t\t<<set $tweakGas *= $skillMod>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_voided_12")>>\n\t\t<<set $skillMod = 1 + (0.045 * $inztinct.affinity)>>\n\t\t<<set $tweakDazzle *= $skillMod>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_arena_2") and $combat.actions.length gt 0 and $index gt 0 and ($combat.actions[$index].action neq $combat.actions[$index - 1].action)>>\n\t\t<<set $skillMod = 1 + (0.055 * $inztinct.affinity)>>\n\t\t<<set $tweakComboDamage *= $skillMod>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_abominated_6")>>\n\t\t<<set $skillMod = 1 + (0.05 * $inztinct.affinity)>>\n\t\t<<set $tweakShock *= $skillMod>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_theophobe_4")>>\n\t\t<<set $skillMod = 1 + (0.025 * $inztinct.affinity)>>\n\t\t<<set $tweakShock *= $skillMod>>\n\t\t<<set $tweakGas *= $skillMod>>\n\t\t<<set $tweakBurn *= $skillMod>>\n\t<</if>>\n<</if>>\n\n<<if $equip.offhand.contains("specialskin_plastique") and ($equip.isFashionOutfit or $equip.isSuperFancy or $equip.isGlamorous or $equip.isSkimpy)>>\n\t<<set $tweakDazzle *= 1.25>>\n<</if>>\n\n/% really really bump up the dazzle %/\n<<if $combat.isFirstRound and $gameworld_modifiers.isExubrenceQualified>>\n\t<<set $tweakDazzle *= 2>>\n<</if>>\n\n/% immune types %/\n<<if $combat.enemy.name eq "Djinn" or $combat.enemy.name eq "Abomination">>\n\t<<set $tweakShock *= 0.5>>\n\t<<set $tweakDazzle *= 0.75>>\n\t<<set $tweakGas *= 0.5>>\n\t<<set $tweakBurn *= 0.8>>\t\t\n<<elseif $combat.enemy.name eq "Paladin" or $combat.enemy.name eq "Sunlord">>\n\t<<set $tweakShock *= 0.5>>\n\t<<set $tweakDazzle *= 0.25>>\n\t<<set $tweakGas *= 0.7>>\n\t<<set $tweakBurn *= 0.6>>\n<<elseif $combat.enemy.name eq "Siren" or $combat.enemy.name eq "hellcat">>\n\t<<set $tweakShock *= 0.5>>\n\t<<set $tweakDazzle *= 0.85>>\n\t<<set $tweakGas *= 0.6>>\n\t<<set $tweakBurn *= 1.25>>\n<<elseif $combat.enemy.name eq "stingcrab" or $combat.enemy.name eq "cephanine">>\n\t<<set $tweakShock *= 0.6>>\n\t<<set $tweakDazzle *= 0.65>>\n\t<<set $tweakGas *= 0.6>>\n\t<<set $tweakBurn *= 1.6>>\n<</if>>\n\n<<if $combat.enemy.isMachine>>\n\t<<set $tweakShock *= 1.5>>\n\t<<set $tweakGas *= 0.5>>\n\t<<set $tweakBurn *= 0.75>>\n<</if>>\n\n/% plasma / shock triggers %/\n/% plasma re-ignite %/\n<<set $plasmaIgniteGas1 = 1>>\n<<set $plasmaIgniteShock1 = 0.3>>\n/% shock on gas %/\n<<set $shockIgniteGas1 = 0.9>>
<<nobr>>\n\n\t<<set $index = $combat.actions.length - 1>>\n\n\t<<if $combat.actions[$index].action eq "firePrimary">>\n\t\t<<set $template = $combat.moveMain>>\n\t<<elseif $combat.actions[$index].action eq "fireSecondary">>\n\t\t<<set $template = $combat.moveSecondary>>\n\t<<elseif $combat.actions[$index].action eq "tryMelee">>\n\t\t<<set $template = $combat.moveMelee>>\n\t<</if>>\n\t\n\t<<display 'calcStatusTweaks'>>\n\n\t<<if $combat.enemy.alive gt 0>>\n\t\t<<set $random = (Math.random())>>\n\t\t<<set $chance = 1 * $random>>\n\n\t\t<<if $index gt 0 and $combat.actions.length gt 0>>\n\n\t\t\t/% dazzle: increase chance of effect on next turn %/\n\t\t\t<<if $combat.isFirstRound eq false and $combat.actions[$index - 1].response eq "getdazzled">>\n\t\t\t\t<<set $chance += 0.5>>\n\t\t\t<</if>>\n\n\t\t\t/% weapon combo effects %/\n\t\t\t<<if $combat.actions[$index].result neq "hitnothing" and $combat.actions[$index].result neq "hitcover">>\n\t\t\t\t<<if $template.ammo eq "plasmaburst" or $template.elemental eq "plasma">>\n\t\t\t\t\t/% plasma-triggered combos %/\n\t\t\t\t\t<<if $combat.actions[$index - 1].response eq "getgassed" or ($combat.inflictedGasStates gte 2 and $random lt $plasmaIgniteGas1)>>\n\t\t\t\t\t\t/% plasma ignites gas %/\n\t\t\t\t\t\t<<set $combat.actions[$index].response = "gasburn">>\n\t\t\t\t\t\t\t<<set $combat.enemy.doDamageNr = 5>>\n\t\t\t\n\t\t\t\t\t\t<<if $combat.enemy.armor eq 0>>\n\t\t\t\t\t\t\t<<set $combat.enemy.doDamageNr = 1>>\n\t\t\t\t\t\t\t<<set $combat.enemy.isTakingDamage = true>>\n\t\t\t\t\t\t\t<<set $combat.enemy.alive -= 1>>\n\t\t\t\t\t\t\t<<set $combat.enemy.killed += 1>>\n\t\t\t\t\t\t\t<<set $combat.enemy.killed = Math.min($combat.enemy.killed, $combat.enemy.total)>>\n\t\t\t\t\t\t\t<<set $combat.enemy.alive = Math.max(0, $combat.enemy.alive)>>\n\t\t\t\t\t\t\t<<set $combat.actions[$index].response = "gasburnkill">>\n\t\t\t\t\t\t<</if>>\n\n\t\t\t\t\t\t<<set $combat.enemy.armor -= ((4 * $tweakBurn * $tweakComboDamage) / ($combat.enemy.alive * 0.5) + $combat.inflictedGasStates)>>\n\t\t\t\t\t\t<<set $combat.enemy.armor = Math.max(0, $combat.enemy.armor)>>\n\t\t\t\t\t\t<<set $combat.enemy.shield -= ((2 * $tweakBurn * $tweakComboDamage) / ($combat.enemy.alive * 0.5))>>\n\t\t\t\t\t\t<<set $combat.enemy.shield = Math.max(0, $combat.enemy.shield)>>\t\n\n\t\t\t\t\t\t<<set $combat.inflictedGasStates = 0>>\n\t\t\t\t\t\t<<set $combat.inflictedBurnStates = 1.5>>\n\n\t\t\t\t\t\t<<set $combat.bonus.comboEffectStack += 1>>\n\t\t\t\t\t\t<<if $combatIsArena>>\n\t\t\t\t\t\t\t<<set $combat.arenaScore.comboEffects += 1>>\n\t\t\t\t\t\t<</if>>\n\n\t\t\t\t\t<<elseif $combat.actions[$index - 1].response eq "getshocked" or ($combat.inflictedShockStates gte 1.3 and $random lt $plasmaIgniteShock1)>>\n\t\t\t\t\t\t/% plasma ignites on electroshock %/\n\t\t\t\t\t\t<<set $combat.actions[$index].response = "shockburn">>\n\t\t\t\t\t\t<<set $combat.enemy.doDamageNr = 5>>\n\n\t\t\t\t\t\t<<if $combat.enemy.armor eq 0>>\n\t\t\t\t\t\t\t<<set $combat.enemy.doDamageNr = 1>>\n\t\t\t\t\t\t\t<<set $combat.enemy.isTakingDamage = true>>\n\t\t\t\t\t\t\t<<set $combat.enemy.alive -= 1>>\n\t\t\t\t\t\t\t<<set $combat.enemy.killed += 1>>\n\t\t\t\t\t\t\t<<set $combat.enemy.killed = Math.min($combat.enemy.killed, $combat.enemy.total)>>\n\t\t\t\t\t\t\t<<set $combat.enemy.alive = Math.max(0, $combat.enemy.alive)>>\n\t\t\t\t\t\t\t<<set $combat.actions[$index].response = "shockburnkill">>\n\t\t\t\t\t\t<</if>>\n\n\t\t\t\t\t\t<<set $combat.enemy.armor -= ((3 * $tweakBurn * $tweakComboDamage) / ($combat.enemy.alive * 0.5))>>\n\t\t\t\t\t\t<<set $combat.enemy.armor = Math.max(0, $combat.enemy.armor)>>\t\n\t\t\t\t\t\t<<set $combat.enemy.shield -= ((3 * $tweakBurn * $tweakComboDamage) / ($combat.enemy.alive * 0.5))>>\n\t\t\t\t\t\t<<set $combat.enemy.shield = Math.max(0, $combat.enemy.shield)>>\n\n\t\t\t\t\t\t<<set $combat.inflictedShockStates = 0>>\n\t\t\t\t\t\t<<set $combat.inflictedBurnStates = 1.5>>\n\t\t\t\t\t\t\n\t\t\t\t\t\t<<set $combat.bonus.comboEffectStack += 1>>\n\t\t\t\t\t\t<<if $combatIsArena>>\n\t\t\t\t\t\t\t<<set $combat.arenaScore.comboEffects += 1>>\n\t\t\t\t\t\t<</if>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<<elseif $template.ammo eq "arclance" or $template.elemental eq "shock">>\n\t\t\t\t\t/% electro-triggered combos %/\n\t\t\t\t\t<<if $combat.actions[$index - 1].response eq "getgassed" or ($combat.inflictedGasStates gte 2 and $random lt $shockIgniteGas1)>>\n\t\t\t\t\t\t/% electro detonates gas %/\n\t\t\t\t\t\t<<set $combat.actions[$index].response = "gasexplosion">>\n\t\t\t\t\t\t<<set $combat.enemy.doDamageNr = 5>>\n\n\t\t\t\t\t\t<<if $combat.enemy.armor eq 0>>\n\t\t\t\t\t\t\t<<set $combat.enemy.doDamageNr = 1>>\n\t\t\t\t\t\t\t<<set $combat.enemy.isTakingDamage = true>>\n\t\t\t\t\t\t\t<<set $combat.enemy.alive -= 1>>\n\t\t\t\t\t\t\t<<set $combat.enemy.killed += 1>>\n\t\t\t\t\t\t\t<<set $combat.enemy.killed = Math.min($combat.enemy.killed, $combat.enemy.total)>>\n\t\t\t\t\t\t\t<<set $combat.enemy.alive = Math.max(0, $combat.enemy.alive)>>\n\t\t\t\t\t\t\t<<set $combat.actions[$index].response = "gasexplosionkill">>\n\t\t\t\t\t\t<</if>>\n\n\t\t\t\t\t\t<<set $combat.enemy.armor -= ((3 * $tweakShock * $tweakComboDamage) / ($combat.enemy.alive * 0.5))>>\n\t\t\t\t\t\t<<set $combat.enemy.armor = Math.max(0, $combat.enemy.armor)>>\n\t\t\t\t\t\t<<set $combat.enemy.shield -= ((4 * $tweakShock * $tweakComboDamage) / ($combat.enemy.alive * 0.5) + $combat.inflictedGasStates)>>\n\t\t\t\t\t\t<<set $combat.enemy.shield = Math.max(0, $combat.enemy.shield)>>\n\n\t\t\t\t\t\t<<set $combat.bonus.comboEffectStack += 1>>\n\t\t\t\t\t\t<<if $combatIsArena>>\n\t\t\t\t\t\t\t<<set $combat.arenaScore.comboEffects += 1>>\n\t\t\t\t\t\t<</if>>\n\n\t\t\t\t\t\t<<set $combat.inflictedGasStates = 0>>\n\t\t\t\t\t\t<<set $combat.inflictedShockStates = 0>>\n\n\t\t\t\t\t<<elseif $combat.actions[$index - 1].response eq "getburned" or $combat.actions[$index - 1].response eq "getburnedarmor">>\n\t\t\t\t\t\t/% electro detonates plasma %/\n\t\t\t\t\t\t<<set $combat.actions[$index].response = "shockexplosion">>\n\t\t\t\t\t\t<<set $combat.enemy.doDamageNr = 5>>\n\n\t\t\t\t\t\t<<if $combat.enemy.armor eq 0>>\n\t\t\t\t\t\t\t<<set $combat.enemy.doDamageNr = 1>>\n\t\t\t\t\t\t\t<<set $combat.enemy.isTakingDamage = true>>\n\t\t\t\t\t\t\t<<set $combat.enemy.alive -= 1>>\n\t\t\t\t\t\t\t<<set $combat.enemy.killed += 1>>\n\t\t\t\t\t\t\t<<set $combat.enemy.killed = Math.min($combat.enemy.killed, $combat.enemy.total)>>\n\t\t\t\t\t\t\t<<set $combat.enemy.alive = Math.max(0, $combat.enemy.alive)>>\n\t\t\t\t\t\t\t<<set $combat.actions[$index].response = "shockexplosionkill">>\n\t\t\t\t\t\t<</if>>\n\n\t\t\t\t\t\t<<set $combat.enemy.armor -= ((4 * $tweakShock * $tweakComboDamage) / ($combat.enemy.alive * 0.5))>>\n\t\t\t\t\t\t<<set $combat.enemy.armor = Math.max(0, $combat.enemy.armor)>>\t\n\t\t\t\t\t\t<<set $combat.enemy.shield -= ((3 * $tweakShock * $tweakComboDamage) / ($combat.enemy.alive * 0.5))>>\n\t\t\t\t\t\t<<set $combat.enemy.shield = Math.max(0, $combat.enemy.shield)>>\n\n\t\t\t\t\t\t<<set $combat.inflictedBurnStates = 0>>\n\t\t\t\t\t\t<<set $combat.inflictedShockStates = 0>>\n\n\t\t\t\t\t\t<<set $combat.bonus.comboEffectStack += 1>>\n\t\t\t\t\t\t<<if $combatIsArena>>\n\t\t\t\t\t\t\t<<set $combat.arenaScore.comboEffects += 1>>\n\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t/% xanju effects %/\n\t\t<<if $combat.usedXanju and $combat.xanjuProcced eq false and $random lte 0.75 and $combat.actions[$index].response eq "">>\n\t\t\t<<set $combat.actions[$index].response = "cyberfreeze">>\n\t\t\t<<set $combat.xanjuProcced = true>>\n\t\t<<elseif $combat.usedXanju and $random lte 0.15 and $combat.actions[$index].response eq "">>\n\t\t\t<<set $combat.actions[$index].response = "cyberfreeze">>\n\t\t<</if>>\n\n\t\t<<if $combat.inflictedBurnStates gt 0 and $combat.actions[$index].response eq "">>\n\t\t\t<<if $chance gte (1 - (0.3 * $combat.inflictedBurnStates * $tweakBurn * $globalStatusEffectTweak))>>\n\t\t\t\t<<if $combat.enemy.armor gt 0>>\n\t\t\t\t\t<<set $combat.actions[$index].response = "getburnedarmor">>\n\t\t\t\t\t<<set $combat.enemy.armor -= (($combat.inflictedBurnStates * $tweakBurn) / $combat.enemy.alive)>>\n\t\t\t\t\t<<set $combat.enemy.armor = Math.max(0, $combat.enemy.armor)>>\n\t\t\t\t\t<<set $combat.enemy.doDamageNr = 5>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $combat.enemy.doDamageNr = 1>>\n\t\t\t\t\t<<set $combat.enemy.isTakingDamage = true>>\n\t\t\t\t\t<<set $combat.actions[$index].response = "getburned">>\n\t\t\t\t\t<<set $combat.enemy.alive -= 1>>\n\t\t\t\t\t<<set $combat.enemy.killed += 1>>\n\t\t\t\t\t<<set $combat.enemy.killed = Math.min($combat.enemy.killed, $combat.enemy.total)>>\n\t\t\t\t\t<<set $combat.enemy.alive = Math.max(0, $combat.enemy.alive)>>\t\n\t\t\t\t<</if>>\n\t\t\t\t<<set $combat.inflictedBurnStates = 0>>\n\t\t\t<<else>>\n\t\t\t\t<<set $skillMod = 1>>\n\t\t\t\t<<if $inztinct.learnedSkills.contains("skill_warsmith_3")>>\n\t\t\t\t\t<<set $skillMod += (0.06 * $inztinct.affinity)>>\n\t\t\t\t<</if>>\n\t\t\t\t<<if $inztinct.learnedSkills.contains("skill_edenite_3")>>\n\t\t\t\t\t<<set $skillMod += (0.045 * $inztinct.affinity)>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<set $chance += (0.5 * $combat.inflictedBurnStates)>>\n\t\t\t\t<<set $combat.inflictedBurnStates *= (0.7 * $skillMod)>>\n\t\t\t<</if>>\n\n\t\t\t<<if $combat.inflictedBurnStates gt 5>>\n\t\t\t\t<<set $combat.inflictedBurnStates = 5>>\n\t\t\t<<elseif $combat.inflictedBurnStates lte 0.3>>\n\t\t\t\t<<set $combat.inflictedBurnStates = 0>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<if $combat.inflictedShockStates gt 0 and $combat.actions[$index].response eq "">>\n\t\t\t<<if $chance gte (1 - (0.3 * $combat.inflictedShockStates * $tweakShock * $globalStatusEffectTweak)) or $combat.inflictedShockStates gte 1.3>>\n\t\t\t\t<<set $combat.actions[$index].response = "getshocked">>\n\t\t\t\t<<if $combat.enemy.shield gt 0>>\n\t\t\t\t\t<<set $combat.enemy.doDamageNr = 5>>\n\t\t\t\t\t<<set $combat.enemy.shield -= (($combat.inflictedShockStates * $tweakShock) / $combat.enemy.alive)>>\n\t\t\t\t\t<<set $combat.enemy.shield = Math.max(0, $combat.enemy.shield)>>\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<<set $chance += (0.45 * $combat.inflictedShockStates)>>\n\t\t\t<</if>>\n\t\t\t<<set $skillMod = 1>>\n\t\t\t/% implemented this way so it actually pushes up effect by 60% %/\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_forsaken_3")>>\n\t\t\t\t<<set $skillMod += (0.3 * $inztinct.affinity)>>\n\t\t\t<</if>>\n\n\t\t\t<<set $combat.inflictedShockStates *= (0.3 * $skillMod)>>\n\n\t\t\t<<if $combat.inflictedShockStates gt 5>>\n\t\t\t\t<<set $combat.inflictedShockStates = 5>>\n\t\t\t<<elseif $combat.inflictedShockStates lte 0.1>>\n\t\t\t\t<<set $combat.inflictedShockStates = 0>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<if $combat.inflictedGasStates gt 0>>\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_abominated_9")>>\n\t\t\t\t<<set $combat.enemy.armor -= (0.05 * $inztinct.affinity * $combat.inflictedGasStates)>>\n\t\t\t\t<<set $combat.enemy.armor = Math.max($combat.enemy.armor, 0)>>\n\t\t\t<</if>>\n\t\t\n\t\t\t<<set $skillMod = 1>>\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_mesmer_4")>>\n\t\t\t\t<<set $skillMod += (0.1 * $inztinct.affinity)>>\n\t\t\t<</if>>\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_forsaken_4")>>\n\t\t\t\t<<set $skillMod += (0.05 * $inztinct.affinity)>>\n\t\t\t<</if>>\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_theophobe_4")>>\n\t\t\t\t<<set $skillMod += (0.025 * $inztinct.affinity)>>\n\t\t\t<</if>>\n\n\t\t\t<<if $combat.inflictedGasStates gte 1 and $combat.actions[$index].response eq "" and $combat.enemy.immune neq "toxin">>\t\n\t\t\t\t<<if $chance gte (1 - (0.45 * $combat.inflictedGasStates * $tweakGas * $globalStatusEffectTweak))>>\n\t\t\t\t\t<<set $combat.actions[$index].response = "getgassed">>\n\t\t\t\t\t<<set $combat.enemy.doDamageNr = 5>>\n\t\t\t\t\t<<set $combat.inflictedGasStates *= 0.25>>\n\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $chance += (0.5 * $combat.inflictedGasStates)>>\n\t\t\t\t\t<<set $combat.inflictedGasStates *= (1.2 * $skillMod)>>\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<<set $combat.inflictedGasStates *= (1.2 * $skillMod)>>\n\t\t\t<</if>>\n\n\t\t\t<<if $combat.inflictedGasStates gt 5>>\n\t\t\t\t<<set $combat.inflictedGasStates = 5>>\n\t\t\t<<elseif $combat.inflictedGasStates lte 0.3>>\n\t\t\t\t<<set $combat.inflictedGasStates = 0>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<if $combat.inflictedDazzleStates gte 1 and $combat.actions[$index].response eq "">>\n\t\t\t<<if $chance gte (1 - (0.65 * $combat.inflictedDazzleStates * $tweakDazzle * $globalStatusEffectTweak))>>\n\t\t\t\t<<set $combat.enemy.doDamageNr = 5>>\n\t\t\t\t<<set $combat.actions[$index].response = "getdazzled">>\n\t\t\t\t<<set $combat.inflictedDazzleStates -= 1.5>>\n\n\t\t\t\t<<if $combat.inflictedDazzleStates lt 0>>\n\t\t\t\t\t<<set $combat.inflictedDazzleStates = 0>>\n\t\t\t\t<</if>>\n\n\t\t\t<<else>>\n\t\t\t\t<<set $chance += (0.7 * $combat.inflictedDazzleStates)>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t\t<<if $combat.inflictedDazzleStates gt 5>>\n\t\t\t\t<<set $combat.inflictedDazzleStates = 5>>\n\t\t\t<</if>>\n\t<</if>>\n\n\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t<<set window.setTimeout(doCombatTimedProcess, 55, "doActionMove");>>\n\t<<else>>\n\t\t<<set window.setTimeout(doCombatTimedProcess, $combat.tickrate, "doActionResponse");>>\n\t<</if>> \n<</nobr>>
<<if $combat.enemy.alive eq 0>>\n\t<span class='redcolor'>Victory!</span>\n\t<<set $combat.enemy.actionsound = "ui_shock">>\n\t<<if ($combat.enemy.isMachine and $combat.enemy.type neq "machine_cyborg")>>\n\t\t<<set $combat.enemy.actionsound = "ui_attack_machinewreck">>\n\t<<else>>\n\t\t<<set $combat.enemy.actionsound = "ui_attack_melee">>\n\t<</if>>\n<<elseif $combat.actions[$index].response eq "cyberfreeze">>\n\t<span class='purplecolor'>Malware<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">> Charge<</if>>!</span>\n\t<<set $combat.enemy.actionsound = "ui_attack_machinewreck">>\n\n<<elseif $combat.actions[$index].response eq "getburned">>\n\t<span class='orangecolor'>Incinerated<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">> Charge<</if>>!</span>\n\t<<set $combat.enemy.actionsound = "ui_burn">>\n<<elseif $combat.actions[$index].response eq "getburnedarmor">>\n\t<span class='orangecolor'>Burned<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">> Charge<</if>>!</span>\n\t<<set $combat.enemy.actionsound = "ui_burn">>\n\n<<elseif $combat.actions[$index].response eq "getgassed">>\n\t<span class='lgreencolor'>Gassed<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">> Charge<</if>>!</span>\n\t<<set $combat.enemy.actionsound = "ui_gas">>\n\n<<elseif $combat.actions[$index].response eq "getshocked">>\n\t<span class='critcolor'>Shocked<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">> Charge<</if>>!</span>\n\t<<set $combat.enemy.actionsound = "ui_shock">>\n\n<<elseif $combat.actions[$index].response eq "getdazzled">>\n\t<span class='purplecolor'>Dazzled<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">> Charge<</if>>!</span>\n\t<<set $combat.enemy.actionsound = "ui_shock">>\n\n<<elseif $combat.actions[$index].response eq "gasburn" or $combat.actions[$index].response eq "gasburnkill">>\n\t<span class='purplecolor'><<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>Combusted Charge<<else>>Combustion<</if>>!</span>\n\t<<set $combat.enemy.actionsound = "ui_burn">>\n\n<<elseif $combat.actions[$index].response eq "shockburn" or $combat.actions[$index].response eq "shockburnkill">>\n\t<span class='purplecolor'><<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>Crackled Charge<<else>>Crackle<</if>>!</span>\n\t<<set $combat.enemy.actionsound = "ui_shock">>\n\n<<elseif $combat.actions[$index].response eq "gasexplosion" or $combat.actions[$index].response eq "gasexplosionkill">>\n\t<span class='purplecolor'><<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>Combusted Charge<<else>>Combustion<</if>>!</span>\n\t<<set $combat.enemy.actionsound = "ui_burn">>\n\n<<elseif $combat.actions[$index].response eq "shockexplosion" or $combat.actions[$index].response eq "shockexplosionkill">>\n\t<span class='purplecolor'><<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>Crackled Charge<<else>>Crackle<</if>>!</span>\n\t<<set $combat.enemy.actionsound = "ui_shock">>\n\n<<elseif $combat.actions[$index].response eq "killplayer">>\n\t<span class='redcolor'>Direct Hit!</span>\n\n<<elseif $combat.specialEnemyState eq "abomStruggle">>\n\t<span class='orangecolor'>Struggle!</span>\n\n<<elseif $combat.specialEnemyState eq "doArmorBuff">>\n\t<<if $combat.enemy.class eq "human_riot_merc">>\n\t\t<span class='yellowcolor'>Shield Wall!</span>\n\t\t<<set $combat.enemy.actionsound = "ui_battle">>\n\t<<else>>\n\t\t<span class='yellowcolor'>Reconstitute!</span>\n\t\t<<set $combat.enemy.actionsound = "ui_ambush">>\n\t<</if>>\n<<elseif $combat.specialEnemyState eq "doShriek">>\n\t<span class='purplecolor'>Shriek!</span>\n<<elseif $combat.specialEnemyState eq "doSlam">>\n\t<span class='redcolor'>Gut Punch!</span>\n<<elseif $combat.specialEnemyState eq "doShieldBuff">>\n\t<<if $combat.enemy.hasFrictionShield>>\n\t\t<span class='orangecolor'>Shield Purge!</span>\n\t<<else>>\n\t\t<span class='critcolor'>Shield Boost</span>\n\t<</if>>\n\t<<set $combat.enemy.actionsound = "ui_attack_machinecharge">>\n\n<<elseif $combat.specialEnemyState eq "takeCover">>\n\t<span class='yellowcolor'>Cover</span>\n<<elseif $combat.specialEnemyState eq "throwFlashDisarm">>\n\t<span class='orangecolor'>Disarmed!</span>\n<<elseif $combat.specialEnemyState eq "throwFlash">>\n\t<<if $combat.enemy.name eq "Cartel Bot">>\n\t\t<span class='yellowcolor'>Firestorm!</span>\n\t\t<<set $combat.enemy.actionsound = "ui_attack_beam">>\n\t<<elseif $combat.enemy.name eq "Djinn">>\n\t\t<span class='yellowcolor'>Ambush!</span>\n\t<<elseif $combat.enemy.name eq "robots" or $combat.enemy.name eq "WarBot" or $combat.enemy.name eq "WarBots">>\n\t\t<span class='yellowcolor'>Missile Storm</span>\n\t\t<<set $combat.enemy.actionsound = "ui_attack_rocket">>\n\t<<else>>\n\t\t<span class='yellowcolor'>Shock-Flash</span>\n\t\t<<set $combat.enemy.actionsound = "ui_shock">>\n\t<</if>>\n\n<<elseif $combat.specialEnemyState eq "throwGas">>\n\t<<if $combat.enemy.name eq "robots">>\n\t\t<span class='lgreencolor'>SmartGas</span>\n\t<<elseif $combat.enemy.isAbomination>>\n\t\t<span class='lgreencolor'>Toxic Mist</span>\n\t<<else>>\n\t\t<span class='lgreencolor'>Toxic Gas</span>\n\t<</if>>\n\t<<set $combat.enemy.actionsound = "ui_gas">>\n\n<<elseif $combat.specialEnemyState eq "throwArcDisc">>\n\t<span class='critcolor'>ArcDisc</span>\n\t<<set $combat.enemy.actionsound = "ui_shock">>\n\n<<elseif $combat.actions[$index].response eq "hitnothing">>\n\t<span class='greyedout'><<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>Charge<<else>>Missed<</if>></span>\n<<elseif $combat.actions[$index].response eq "hitcover">>\n\t<span class='greyedout'><<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>THIS SHOULD NEVER HAPPEN! IF IT DOES REPORT A BUG!<<else>>In Cover<</if>></span>\n<<elseif $combat.actions[$index].response eq "hitarmor">>\n\t<span class='yellowcolor'>Armor<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>ed Charge<</if>></span>\n<<elseif $combat.actions[$index].response eq "hitdeflect">>\n\t<<if $combat.actions[$index].action eq "firePrimary" and $equip.rifle.name eq "none">>\n\t\t<span class='orangecolor'>Disarmed!</span>\n\t<<else>>\n\t\t<span class='yellowcolor'>Deflect<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>ed Charge<</if>></span>\n\t<</if>>\n<<elseif $combat.actions[$index].response eq "hitshield">>\n\t<span class='bluecolor'>Shield<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>ed Charge<</if>></span>\n<<elseif $combat.actions[$index].response eq "hitshielddrone">>\n\t<span class='bluecolor'>Disc Shield<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>ed Charge<</if>></span>\n<</if>>\n\n<<if $combat.enemy.actionsound eq "ui_gas" and $inztinct.learnedSkills.contains("skill_abominated_10")>>\n\t<<set $attrib.fatigue -= 25; $attrib.fatigue = Math.max($attrib.fatigue, 0)>>\n<</if>>
<<nobr>>\n\n\t<<set $random = (Math.random() + 0.01)>>\n\n\t<<if $combat.actions[$index].action eq "useItem1">>\n\t\t<<set $template = $equip.item1>>\n\t\t<<set $equip.item1 = "none">>\n\t<<elseif $combat.actions[$index].action eq "useItem2">>\n\t\t<<set $template = $equip.item2>>\n\t\t<<set $equip.item2 = "none">>\n\t<<elseif $combat.actions[$index].action eq "exitExo">>\n\t\t<<set $template = "exitexo">>\n\t<<else>>\n\t\t<<set $template = "special">>\n\t<</if>>\n\n\t<<set $effmultiplier = 1>>\n\t<<set $cybermultiplier = 1>>\n\t<<set $toxicitygained = 1>>\n\n\t<<if $attrib.toxicity gte 75>>\n\t\t<<set $effmultiplier = 0.5>>\n\t\t<<set $toxicitygained = 0.33>>\n\t<<elseif $attrib.toxicity gte 50>>\n\t\t<<set $effmultiplier = 0.75>>\n\t\t<<set $toxicitygained = 0.5>>\n\t<</if>>\n\n\t<<if $equip.isChemBooster>>\n\t\t<<set $effmultiplier += 0.25>>\n\t\t<<set $toxicitygained *= 0.6>>\n\t<<elseif $equip.isPartyOutfit>>\n\t\t<<set $effmultiplier += 0.15>>\n\t\t<<set $toxicitygained *= 0.8>>\n\t<</if>>\n\n\t<<if $equip.isCyberOutfit>>\n\t\t<<set $cybermultiplier += 0.15>>\n\t<</if>>\n\n\t<<display 'calcStatusTweaks'>>\n\n\t<<if $equip.isCybernetic and $inztinct.learnedSkills.contains("skill_voided_9")>>\n\t\t<<set $toxicitygained *= 0.75>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_highborn_8") and $equip.isAugmented and not $equip.isCybernetic>>\n\t\t<<set $effmultiplier += (0.05 * $inztinct.affinity)>>\n\t\t<<set $toxicitygained *= 1.2>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_kobol_5")>>\n\t\t<<set $effmultiplier += (0.035 * $inztinct.affinity)>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_cyber_8")>>\n\t\t<<if $equip.clothes eq "CyberWaer">>\n\t\t\t<<set $cybermultiplier += (0.04 * $inztinct.affinity)>>\n\t\t<</if>>\n\t\t<<set $cybermultiplier += (0.04 * $inztinct.affinity)>>\n\t<</if>>\n\n\t<<if $equip.offhandUpgrade.contains("smart-link")>>\n\t\t<<set $cybermultiplier += 0.25>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("aimpoint")>>\n\t\t<<if $attrib.bioAugModifier gte 1>>\n\t\t\t<<set $cybermultiplier += 0.15>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("fleshmask")>>\n\t\t<<if $attrib.bioAugModifier gte 1>>\n\t\t\t<<set $cybermultiplier += 0.15>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_highborn_7")>>\n\t\t<<set $cybermultiplier += (0.02 * $inztinct.affinity)>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("abomskin") and $attrib.bioAugModifier gte 0.5>>\n\t\t<<set $toxicitygained *= 0.5>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("detoxifier")>>\n\t\t<<set $toxicitygained *= 0.5>>\n\n\t\t<<if $attrib.bioAugModifier gte 1>>\n\t\t\t<<set $effmultiplier += 0.25>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $equip.offhandUpgrade.contains("dynamo")>>\n\t\t<<set $combat.bonus.meleeCritBonus += 0.1>>\n\t\t<<set $combat.bonus.rangedCritBonus += 0.1>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_forsaken_11")>>\n\t\t<<set $toxicitygained *= 0.5>>\n\t<</if>>\n\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t<</if>>\n\n\t/% ############################################### %/\n\t/% DISC THROW TALENTS %/\n\t/% ############################################### %/\n\t<<if $template eq "ViroDisc" or $template eq "HoloDisc" or $template eq "ArcDisc">>\n\t\t<<set playContextSound("ui_throw")>>\n\t\t<<if $inztinct.learnedSkills.contains("skill_atheist_11")>>\n\t\t\t<<set $skillMod = 1 + (0.06 * $inztinct.affinity)>>\n\t\t\t<<set $combat.player.cover *= $skillMod>>\n\t\t<</if>>\n\t\t<<replace '#hud-combat-background'>>\n\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_throwdisc.png]]">>\n\t\t\t</div>\n\t\t<</replace>>\n\t<</if>>\n\n\t/* item moves: COMBAT CHEMS */\n\t<<if $template eq "TranqWash" or $template eq "FreakOut" or $template eq "UnNerve" or $template eq "StimFuel">>\n\t\t<<set playContextSound("ui_inject")>>\n\t\t<<replace '#hud-combat-background'>>\n\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_combatdrug.png]]">>\n\t\t\t</div>\n\t\t<</replace>>\n\n\t\t<<if $inztinct.learnedSkills.contains("skill_warsmith_8")>>\n\t\t\t<<set $skillMod = (0.035 * $inztinct.affinity)>>\n\t\t\t<<set $combat.bonus.pcasterCritBonus += $skillMod>>\n\t\t<</if>>\n\t\t<<if $inztinct.learnedSkills.contains("skill_atheist_11")>>\n\t\t\t<<set $skillMod = 1 + (0.02 * $inztinct.affinity * $totDisks)>>\n\t\t\t<<set $tweakShock *= $skillMod>>\n\t\t\t<<set $tweakGas *= $skillMod>>\n\t\t\t<<set $tweakBurn *= $skillMod>>\n\t\t\t<<set $tweakDazzle *= $skillMod>>\n\t\t<</if>>\t\t\t\n\n\t\t<<if $gameworld_modifiers.isExtacyQualified>>\n\t\t\t<<set $skillMod = (0.01 * $inztinct.affinity)>>\n\t\t\t<<set $combat.bonus.pcasterCritBonus += $skillMod>>\n\t\t\t<<set $combat.bonus.meleeCritBonus += $skillMod>>\n\t\t\t<<set $combat.bonus.rangedCritBonus += $skillMod>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $template neq "special">>\n\t\t<<if $template eq "ViroDisc">>\n\t\t\t<<set $viroTweak = 1>>\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_forsaken_7")>>\n\t\t\t\t<<set $viroTweak += 0.1>>\n\t\t\t<</if>>\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_forsaken_4")>>\n\t\t\t\t<<set $viroTweak += (0.05 * $inztinct.affinity)>>\n\t\t\t<<elseif $inztinct.learnedSkills.contains("skill_abominated_9")>>\n\t\t\t\t<<set $viroTweak += (0.04 * $inztinct.affinity)>>\n\t\t\t<<elseif $inztinct.learnedSkills.contains("skill_mesmer_4")>>\n\t\t\t\t<<set $viroTweak += (0.1 * $inztinct.affinity)>>\n\t\t\t<</if>>\n\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.discsThrown += 1>>\n\t\t\t\t<<set $statistics.disc_toxinUsed += 1>>\n\t\t\t<</if>>\n\t\t\t<<set $combat.viroDiskThrown += 1>>\n\n\t\t\t<<set $text = "You grab your ViroDisc and hurl the device. ">>\n\n\t\t\t<<if $combat.enemy.immune eq "toxin">>\n\t\t\t\t<<set $text += "It zips toward the " + $name + ", dispersing a hazy aerosol agent which does not have any noticable effect. The viroactive cloud lingers ominously.">>\n\t\t\t\t<<set $combat.inflictedGasStates += (1 * $cybermultiplier * $viroTweak)>>\n\t\t\t<<else>>\n\t\t\t\t<<if $combat.enemy.alive eq 1>>\n\t\t\t\t\t<<set $text += "It zips toward the " + $name + ", dispersing a hazy aerosol agent. The " + $name + " heaves and flails wildly as the viroactive cloud engulfs it.">>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $text += "It zips toward the " + $name + ", dispersing a hazy aerosol agent. The " + $name + " heave and flail wildly as the viroactive cloud engulfs them.">>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<set $combat.inflictedGasStates += (1 * $cybermultiplier * $tweakGas)>>\n\t\t\t\t<<if $combat.enemy.armor gt 0>>\n\t\t\t\t\t<<set $combat.enemy.armor *= (1 - (0.15 * $cybermultiplier * $viroTweak))>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<<elseif $template eq "HoloDisc">>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.discsThrown += 1>>\n\t\t\t\t<<set $statistics.disc_holoUsed += 1>>\n\t\t\t<</if>>\n\t\t\t<<set $combat.dazzleDiskThrown += 1>>\n\n\t\t\t<<set $text = "You grab your HoloDisc and hurl the device. It zips toward the " + $name + ", projecting a dazzling barrage of bright holographic noise. ">>\n\n\t\t\t<<if $combat.enemy.immune neq "conductive" and $combat.enemy.hasArcShield>>\n\t\t\t\t<<if $combat.enemy.shield gt 0>>\n\t\t\t\t\t<<if $inztinct.learnedSkills.contains("skill_voided_12")>>\n\t\t\t\t\t\t<<set $skillMod = 1 + (0.065 * $inztinct.affinity)>>\n\t\t\t\t\t\t<<set $combat.enemy.shield *= (1 - (0.15 * $cybermultiplier * $skillMod))>>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<set $combat.enemy.shield *= (1 - (0.15 * $cybermultiplier))>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\t<<set $combat.inflictedDazzleStates += (1 * $cybermultiplier)>>\n\t\t\t<<if $combat.enemy.alive eq 1>>\n\t\t\t\t<<set $text += "The " + $name + " hesitates, disoriented, as the disc continues to orbit.">>\n\t\t\t<<else>>\n\t\t\t\t<<set $text += "The " + $name + " hesitate, disoriented, as the disc continues to orbit.">>\n\t\t\t<</if>>\n\n\t\t<<elseif $template eq "ArcDisc">>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.discsThrown += 1>>\n\t\t\t\t<<set $statistics.disc_arcUsed += 1>>\n\t\t\t<</if>>\n\t\t\t<<set $combat.shieldDiskThrown += 1>>\n\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_forsaken_2")>>\n\t\t\t\t<<set $text = "You grab your ArcDisc and hurl it directly at the " + $name + ". It impacts with a vicious crackle and falls to the floor.">>\n\t\t\t\t<<set $combat.inflictedShockStates += (1 * $tweakShock)>>\n\t\t\t<<else>>\n\t\t\t\t<<set $text = "You grab your ArcDisc and hurl the device. It boomerangs back and begins to orbit, beeping and buzzing all the while.">>\n\t\t\t\t<<set $combat.bonus.shieldDrones += 1>>\n\t\t\t<</if>>\n\n\t\t<<elseif $template eq "StimFuel">>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.drugsUsed += 1>>\n\t\t\t\t<<set $statistics.drugs_stimUsed += 1>>\n\t\t\t<</if>>\n\n\t\t\t<<set $text = "You grab your StimFuel inhaler and take a deep drag. ">>\n\n\t\t\t<<if $attrib.toxicity gte 75>>\n\t\t\t\t<<set $text += "Biochemicals flood your lung. The haze clouding your mind vanishes. Contours appear sharper than you could possibly have imagined. It's as though you've only just woken up for the first time in forever.">>\n\t\t\t<<elseif $attrib.toxicity gte 50>>\n\t\t\t\t<<set $text += "Biochemicals flood your lung. The cobwebs in your mind vanish. The world is sharper than before, every tiny shape perfectly defined - a whole new world opened to your eyes and yours alone.">>\n\t\t\t<<else>>\n\t\t\t\t<<set $text += "Biochemicals flood your lung. At once the world feels sharp and clear, as though someone had turned up the saturation. You've never felt this alive before.">>\n\t\t\t<</if>>\n\n\t\t\t<<set $combat.usedBioChems += 1>>\n\n\t\t\t<<set $combat.bonus.postCombatFatigue += (5 * $toxicitygained)>>\n\t\t\t<<set $combat.bonus.postCombatToxic += (25 * $toxicitygained)>>\n\t\n\t\t\t<<if $gameworld_modifiers.isExtacyQualified or $inztinct.learnedSkills.contains("skill_abominated_4")>>\n\t\t\t\t<<set $attrib.fatigue = 0>>\n\t\t\t<<else>>\n\t\t\t\t<<set $attrib.fatigue -= 45>>\n\t\t\t<</if>>\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_mesmer_4") and $attrib.toxicity lt 75>>\n\t\t\t\t<<set $attrib.toxicity -= 10>>\n\t\t\t<<else>>\n\t\t\t\t<<set $attrib.toxicity -= 25>>\n\t\t\t<</if>>\n\n\t\t\t<<set $combat.bonus.meleeHitBonus += (0.1 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.meleeShieldBonus += (0.3 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.meleeCritBonus += 0.1>>\n\n\t\t\t<<set $combat.bonus.rangedHitBonus += (0.1 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.rangedShieldBonus += (0.15 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.rangedCritBonus += 0.1>>\n\t\n\t\t\t<<set $combat.bonus.shieldBonus += (0.25 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.deflectBonus += (0.35 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.dodgeBonus += (0.2 * $effmultiplier)>>\n\n\t\t\t<<if $combat.armorhits gte 1>>\n\t\t\t\t<<set $combat.armorhits -= 1>>\n\t\t\t<</if>>\n\t\t\t<<if $combat.shieldhits gte 1>>\n\t\t\t\t<<set $combat.shieldhits -= 1>>\n\t\t\t<</if>>\n\n\t\t<<elseif $template eq "TranqWash">>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.drugsUsed += 1>>\n\t\t\t\t<<set $statistics.drugs_rangedUsed += 1>>\n\t\t\t\t<<set $attrib.stress -= 1>>\n\t\t\t<</if>>\n\n\t\t\t<<set $text = "You grab your TranqWash horn and gulp the sour liquid. ">>\n\n\t\t\t<<if $attrib.toxicity gte 75>>\n\t\t\t\t<<set $text += "Sensation fades to a muted blur. Everything moves in exagerated slow motion, almost as if time has decided to stand still. Maybe it has. That would be nice, because you can barely see what's going on.">>\n\t\t\t<<elseif $attrib.toxicity gte 50>>\n\t\t\t\t<<set $text += "Sensation dulls, something barely worth thinking about. You can see cleary, concentrate on every twitch of your muscles. It's blissful. If only the world would stay like this forever.">>\n\t\t\t<<else>>\n\t\t\t\t<<set $text += "Sensation dulls to something distant, beyond your concern. Everything moves in slow motion and nothing seems to make a sound. It's almost seree. You wish the world were always like that.">>\n\t\t\t<</if>>\n\n\t\t\t<<set $combat.bonus.postCombatFatigue += (5 * $toxicitygained)>>\n\t\t\t<<set $combat.bonus.postCombatToxic += (30 * $toxicitygained)>>\n\t\t\t<<set $combat.bonus.postCombatCaution += (15 * $toxicitygained)>>\n\t\t\t<<set $combat.bonus.postCombatViolence -= (15 * $toxicitygained)>>\n\n\t\t\t<<if $gameworld_modifiers.isExtacyQualified or $inztinct.learnedSkills.contains("skill_abominated_4")>>\n\t\t\t\t<<set $attrib.fatigue = 0>>\n\t\t\t<<else>>\n\t\t\t\t<<set $attrib.fatigue -= (20 * $toxicitygained)>>\n\t\t\t<</if>>\n\t\t\t<<set $attrib.toxicity += (10 * $toxicitygained)>>\n\n\t\t\t<<set $combat.bonus.meleeHitBonus -= (0.25 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.meleeShieldBonus -= (0.25 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.meleeArmorBonus -= (0.25 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.meleeCritBonus -= 0.25>>\n\n\t\t\t<<set $combat.bonus.rangedHitBonus += (0.35 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.rangedShieldBonus += (0.35 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.rangedArmorBonus += (0.35 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.deCoverBonus += (0.35 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.rangedCritBonus += 0.35>>\n\n\t\t\t<<set $combat.usedBioChems += 1>>\n\n\t\t\t<<if $combat.armorhits gte 1>>\n\t\t\t\t<<set $combat.armorhits -= 1>>\n\t\t\t<</if>>\n\n\t\t\t<<if $combat.shieldhits gte 2>>\n\t\t\t\t<<set $combat.shieldhits -= 2>>\n\t\t\t<<elseif $combat.shieldhits gte 1>>\n\t\t\t\t<<set $combat.shieldhits -= 1>>\n\t\t\t<</if>>\n\t\n\t\t<<elseif $template eq "FreakOut">>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.drugsUsed += 1>>\n\t\t\t\t<<set $statistics.drugs_meleeUsed += 1>>\n\t\t\t\t<<set $attrib.stress += 1>>\n\t\t\t<</if>>\n\n\t\t\t<<set $text = "You grab your FreakOut injector and sqwirt warm chills into your veins. ">>\n\n\t\t\t<<if $attrib.toxicity gte 75>>\n\t\t\t\t<<set $text += "Hatred clouds your muddled thoughts. At who or what you don't know and don't care. Only the though of warm blood between your fingers offers comfort - yours or someone else's; doesn't matter in the slightest.">>\n\t\t\t<<elseif $attrib.toxicity gte 50>>\n\t\t\t\t<<set $text += "Simmering anger bubbles in your veins. Just trying to focus hurts. All you want to do is kill something - smash until it breaks or you do. That will make you feel better.">>\n\t\t\t<<else>>\n\t\t\t\t<<set $text += "Seeting, uncontrollable rage consumes your mind. It's hard to think. Except about pain. The very word makes you want hurt something - bad. Maybe then you'll feel better.">>\n\t\t\t<</if>>\n\n\t\t\t<<set $combat.usedBioChems += 1>>\n\n\t\t\t<<set $combat.bonus.postCombatFatigue += (10 * $toxicitygained)>>\n\t\t\t<<set $combat.bonus.postCombatToxic += (35 * $toxicitygained)>>\n\t\t\t<<set $combat.bonus.postCombatViolence += (15 * $toxicitygained)>>\n\t\t\t<<set $combat.bonus.postCombatCaution -= (15 * $toxicitygained)>>\n\t\t\t<<set $combat.bonus.pcasterCritBonus += 0.05>>\n\n\t\t\t<<if $gameworld_modifiers.isExtacyQualified or $inztinct.learnedSkills.contains("skill_abominated_4")>>\n\t\t\t\t<<set $attrib.fatigue = 0>>\n\t\t\t<<else>>\n\t\t\t\t<<set $attrib.fatigue -= (30 * $toxicitygained)>>\n\t\t\t<</if>>\n\t\t\t<<set $attrib.toxicity += (15 * $toxicitygained)>>\n\n\t\t\t<<set $combat.bonus.meleeHitBonus += (0.25 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.meleeArmorBonus += (0.35 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.meleeShieldBonus += (0.35 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.meleeCritBonus += 0.35>>\n\n\t\t\t<<set $combat.bonus.rangedHitBonus -= (0.25 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.rangedShieldBonus += (0.35 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.rangedArmorBonus += (0.35 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.deCoverBonus += (0.35 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.rangedCritBonus += 0.35>> /% minor crit increase so freakout isn't useless for ranged weapons %/\n\n\t\t\t<<set $combat.bonus.armorBonus += (0.5 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.shieldBonus += (0.15 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.deflectBonus += (0.45 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.dodgeBonus += (0.15 * $effmultiplier)>>\n\n\t\t\t<<if $combat.armorhits gte 2>>\n\t\t\t\t<<set $combat.armorhits -= 2>>\n\t\t\t<<elseif $combat.armorhits gte 1>>\n\t\t\t\t<<set $combat.armorhits -= 1>>\n\t\t\t<</if>>\n\n\t\t<<elseif $template eq "UnNerve">>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.drugsUsed += 1>>\n\t\t\t\t<<set $statistics.drugs_abomUsed += 1>>\n\t\t\t\t<<set $attrib.stress += 1>>\n\t\t\t<</if>>\n\n\t\t\t<<set $combat.usedBioChems += 1>>\n\n\t\t\t<<set $text = "You grab your UnNerve injector and slam it into your leg, wincing as the needles rip your skin. Everything changes immediately. Your perception, the world around you; it's almost intutitive. You know exactly what to do - kill - and how to do it.">>\n\n\t\t\t<<set $combat.bonus.postCombatFatigue += (10 * $toxicitygained)>>\n\t\t\t<<set $combat.bonus.postCombatToxic += (55 * $toxicitygained)>>\n\n\t\t\t<<if $gameworld_modifiers.isExtacyQualified or $inztinct.learnedSkills.contains("skill_abominated_4")>>\n\t\t\t\t<<set $attrib.fatigue = 0>>\n\t\t\t<<else>>\n\t\t\t\t<<set $attrib.fatigue -= (5 * $toxicitygained)>>\n\t\t\t<</if>>\n\t\t\t<<set $attrib.toxicity += (25 * $toxicitygained)>>\n\n\t\t\t<<set $combat.bonus.ultimateHitBonus = true>>\n\t\t\t<<set $combat.bonus.rangedHitBonus -= (0.1 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.meleeHitBonus -= (0.1 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.meleeCritBonus += (0.2 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.rangedCritBonus += (0.2 * $effmultiplier)>>\n\n\t\t\t<<set $combat.bonus.deCoverBonus += (0.35 * $effmultiplier)>>\n\n\t\t\t<<if $combat.armorhits gte 2>>\n\t\t\t\t<<set $combat.armorhits -= 2>>\n\t\t\t<<elseif $combat.armorhits gte 1>>\n\t\t\t\t<<set $combat.armorhits -= 1>>\n\t\t\t<</if>>\n\n\t\t\t<<if $combat.shieldhits gte 1>>\n\t\t\t\t<<set $combat.shieldhits -= 1>>\n\t\t\t<</if>>\n\n\t\t<<elseif $template eq "FuCell">>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.item_fucellUsed += 1>>\n\t\t\t<</if>>\n\n\t\t\t<<set $equip.charge = 100>>\n\t\t\t<<set $fucelltext = "The device powers up with a low hum.">>\n\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_warsmith_11") or $inztinct.learnedSkills.contains("skill_cyber_10")>>\n\t\t\t\t<<set $attrib.fatigue -= (7.5 * $inztinct.affinity)>>\n\t\t\t\t<<if $inztinct.learnedSkills.contains("skill_warsmith_11")>>\n\t\t\t\t\t<<set $skillMod = ($inztinct.affinity * 0.01)>>\n\t\t\t\t\t<<set $attrib.toxicity -= (7.5 * $inztinct.affinity)>>\n\t\t\t\t\t<<set $combat.bonus.rangedCritBonus += $skillMod>>\n\t\t\t\t\t<<set $combat.bonus.meleeHitBonus += $skillMod>>\n\t\t\t\t\t<<set $combat.bonus.pcasterCritBonus += $skillMod>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<set $fucelltext = "The device powers up, sending buzing energy coursing down your augmented spine.">>\n\t\t\t<</if>>\n\n\t\t\t\n\n\t\t\t<<set playContextSound("ui_attack_machinecharge");>>\n\t\t\t<<set $text = "You eject the used FuCell and slot a fresh one in." + $fucelltext>>\n\n\t\t\t<<replace '#hud-pda-pane'>>\n\t\t\t\t<<display 'calcMainDisplay'>>\n\t\t\t<</replace>>\n\n\t\t<<elseif $template eq "exitexo">>\n\t\t\t<<set $text = "You release yourself from your exo armor and stumble out, into the battlefield.">>\n\t\t\t<<set playContextSound("ui_attack_machinewreck");>>\n\t\t\t<<set $attrib.fatigue += 5>>\n\n\t\t\t<<set $equip.clothes = $equip.preExoClothes>>\n\t\t\t<<set $equip.preExoClothes = "none">>\n\t\t\t<<display 'checkAmmoLevel'>>\n\t\t\t<<display 'checkArmorType'>>\n\t\t\t<<display 'calcArmorHits'>>\n\n\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t<<set $aquireTitle = "Exited">>\n\t\t\t\t<<set $aquireText = "Exo Armor">>\n\t\t\t\t<<set $aquireImage = "env_small_exo_out">>\n\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t<</replace>>\n\t\t<</if>>\n\n\t\t<<replace '#hud-center-pane'>>\n\t\t\t<<display 'Combat_UI_Centerpane'>>\n\t\t<</replace>>\n\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp");>>\n\n\t<<else>>\n\t\t/% SPECIAL EFFECT ITEMS %/\n\t\t<<if $job_anska_haze.mainPhase eq 6 and $combat.enemy.name eq "Djinn">>\n\t\t\t/% #################################################################\n\t\t\tHAZE\n\t\t\t#################################################################\t%/\n\t\t\t<<set playContextSound("ui_shatter")>>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.special_miasmaUsed += 1>>\n\t\t\t<</if>>\n\n\t\t\t<<set $text = "You grab the vial of miasma and smash it on the floor. Blueish haze errupts, expanding into the entire room. At first you can see nothing. Then the cloud thins enough to spot the Djinn, glancing about in confusion and blinking furiously.">>\n\t\t\t<<set $job_abomination_investigate.djinnMode = "banished">>\n\n\t\t\t<<set $combat.miasmaUsed = true>>\n\t\t\t<<set $combat.player.accuracy *= 1.25>>\n\t\t\t<<set $combat.enemy.accuracy *= 0.8>>\n\t\t\t<<set $combat.enemy.shield *= 0.8>>\n\t\t\t<<set $combat.inflictedGasStates += 2>>\n\n\t\t\t<<set $job_anska_haze.mainPhase = 7>>\n\t\t<<elseif $job_petrovic_paladin.mainPhase eq 4 and ($combat.enemy.name eq "Paladin" or $combat.enemy.name eq "Sunlord")>>\n\t\t\t<<set playContextSound("ui_attack_machinewreck")>>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.special_spineUsed += 1>>\n\t\t\t<</if>>\n\t\t\t<<set $combat.inflictedDazzleStates += 3>>\n\t\t\t<<set $combat.spineUsed = true>>\n\n\t\t\t<<set $text = "You grab the Sphinx's Spine and activate the device. Brilliant, multicolored holograms errupt, twisting and flickering in shapes beyond your mind's ability to comprehend. Just seeing them makes your temples throb and your eyes water.">>\n\n\t\t\t<<set $combat.enemy.accuracy *= 0.8>>\n\t\t\t<<set $combat.enemy.shield *= 0.8>>\n\n\t\t\t<<set $job_petrovic_paladin.mainPhase = 5>>\n\n\t\t<<elseif $equip.dDoS eq "charged" and $combat.enemy.hasArcShield>>\n\t\t\t/% should no longer be usable now %/\n\t\t\t<<set playContextSound("ui_shock")>>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.special_ddosUsed += 1>>\n\t\t\t<</if>>\n\n\t\t\t<<set $equip.dDoS = "discharged">>\n\t\t\t<<set $combat.isShieldSuppresed = true>>\n\t\t\t<<set $combat.enemy.shield = 0>>\n\t\t\t<<set $combat.inflictedShockStates += 2>>\n\t\t\t<<set $text = "You grab the dDoS and activate the device. Indicator lights glow bright red as the air begins to bristle with static. The " + $combat.enemy.name + "'s Arc Projectors fail with a pitiful splutter of sparks and electric arcs. Buzzing silence follows.">>\n\n\t\t<<elseif ($inztinct.learnedSkills.contains("skill_cyber_6") or (($getCharacteristicsFrom eq "Puffwear" or $getCharacteristicsFrom eq "Puffdress") and $attrib.religion eq "theophobe")) and $job_cathedral_hack.mainPhase gte 4 and $job_cathedral_hack.mainPhase neq 98 and $combat.enemy.isMachine and $combat.usedXanju eq false>>\n\t\t\t/% Xanju 4 use %/\n\t\t\t<<set $combat.enemy.accuracy *= 0.75>>\n\t\t\t<<set $combat.usedXanju = true>>\n\t\t\t<<set $text = "You link into the local net with your implant and unleash the Xjanu-4. A soft humm sounds in your ears. The malicious code has no visible effect on the " + $combat.enemy.name + " but the script window in the corner of your vision shows plainly: the intrusion agent is active.">>\n\n\t\t<<elseif $equip.hasFusionSphere>>\n\t\t\t<<set $combat.enemy.accuracy *= 0.8>>\n\t\t\t<<set $combat.enemy.shield = 0>>\n\t\t\t<<set $combat.enemy.armor *= 0.9>>\n\t\t\t<<set $combat.armorhits += 5>>\n\t\t\t<<set $combat.shieldhits += 5>>\n\t\t\t<<set $combat.inflictedBurnStates += 5>>\n\n\t\t\t<<set $combat.tookFusionSphereToFace = true>>\n\n\t\t\t<<set playContextSound("ui_attack_machinewreck")>>\n\t\t\t<<set $text = "You grab the Fusion Sphere and hurl the device at the " + $combat.enemy.name + ". A sucking roar sounds from the device as it detonates with a brilliant flash. Shrapnel zings past. Searing heat washes over you. It occurs to you that, maybe, just maybe, throwing a miniature fusion reactor at your enemies was a bad idea">>\n\n\t\t\t<<set $equip.hasFusionSphere = false>>\n\t\t\t<<set $job_witches_pendant.mainPhase = 3>>\n\t\t<</if>>\n\n\t\t<<replace '#hud-center-pane'>>\n\t\t\t<<display 'Combat_UI_Centerpane'>>\n\t\t<</replace>>\n\t<</if>>\n\n\t/% upodate enemy display %/\n\t<<replace '#ui-combat-enemyarea'>>\n\t\t<<display 'Combat_EnemyList'>>\n\t<</replace>>\n\n\t<<append '#ui-combat-actionarea'>>\n\t\t<div class='CombatUI_Action_Segment'>\n\t\t\t<div class='Combat_AlertText'>\n\t\t\t\t<<if $template eq "TranqWash">>\n\t\t\t\t\t<span class='greencolor'>TranqWash</span>\n\t\t\t\t<<elseif $template eq "FreakOut">>\n\t\t\t\t\t<span class='orangecolor'>FreakOut</span>\n\t\t\t\t<<elseif $template eq "UnNerve">>\n\t\t\t\t\t<span class='purplecolor'>UnNerve</span>\n\t\t\t\t<<elseif $template eq "StimFuel">>\n\t\t\t\t\t<span class='yellowcolor'>StimFuel</span>\n\t\t\t\t<<elseif $template eq "ViroDisc">>\n\t\t\t\t\t<span class='lgreencolor'>ViroDisc</span>\n\t\t\t\t<<elseif $template eq "HoloDisc">>\n\t\t\t\t\t<span class='purplecolor'>HoloDisc</span>\n\t\t\t\t<<elseif $template eq "ArcDisc">>\n\t\t\t\t\t<span class='bluecolor'>ArcDisc</span>\n\t\t\t\t<<elseif $template eq "FuCell">>\n\t\t\t\t\t<span class='bluecolor'>FuCell</span>\n\t\t\t\t<<elseif $template eq "exitexo">>\n\t\t\t\t\t<span class='redcolor'>Exit Exo</span>\n\t\t\t\t<<else>>\n\t\t\t\t\t<span class='purplecolor'>Special!</span>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\n\t\t\t<<print $text>>\n\t\t</div>\n\t<</append>>\n\n\t<<unset $effmultiplier, $text>>\n\n\t<<set window.setTimeout(doCombatTimedProcess, $combat.tickrate, "doActionResetUI");>>\n\n<</nobr>>
<<nobr>>\n\t<<if $equip.rifle.name eq "none" or ($equip.hideWeaponLoadout and not ($equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")))>>\n\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/noweapon_primary.png]]<br>Unavailable\n\n\t<<elseif ($combat.moveMain.ammo eq "9mm" or $combat.moveMain.ammo eq "9mm_hyper") and $equip.pistol.ammo eq 0 and not $combat.moveMain.isDisposable>>\n\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.rifle.name.toLowerCase() + ".png]]">><br>No Ammo\n\n\t<<elseif ($combat.moveMain.needsChargeToUse or $combat.moveMain.ammo eq "plasmaburst" or $combat.moveMain.ammo eq "arclance" or $combat.moveMain.consumeCharge) and $equip.charge eq 0 and not $combat.moveMain.isMelee>>\n\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.rifle.name.toLowerCase() + ".png]]">><br>No Charge\n\n\t<<else>>\n\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.rifle.name.toLowerCase() + ".png]]">><br>\t\t\n\n\t\t<<if $equip.rifle.name eq "NUKE">>Launch\n\t\t<<elseif $combat.moveMain.type eq "loadAmmo">>\n\t\t\t<<if $combat.moveMain.canisterOnly or $combat.moveMain.hasCanisterLauncher or $combat.moveMain.boltOnly or $combat.moveMain.boltAndCanister or $combat.moveMain.draw9mmAmmo>>\n\t\t\tLoad\n\t\t\t<<else>>\n\t\t\tSelect\n\t\t\t<</if>>\n\t\t<<elseif $combat.moveMain.ammo eq "plasmaburst" or $combat.moveMain.ammo eq "arclance">>Discharge\n\t\t<<elseif $combat.moveMain.ammo eq "melee">>Attack\n\t\t<<elseif $combat.moveMain.drawn eq false>>Ready\n\t\t<<else>>Reload\n\t\t<</if>>\n\t\t<<click ''>>\n\t\t\t<<if $combat.moveMain.type eq "loadAmmo">>\n\t\t\t\t<<set document.getElementById("ui-combat-main").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Hidden"; playContextSound("ui_click")>>\n\t\t\t\t<<set window.setTimeout(restoreCombatUIElement, 15, "ui-combat-main", "CombatUI_PlayerIcon", "useAmmoTypeMain");>>\n\t\t\t<<else>>\n\t\t\t\t<<set $combat.actions.push("firePrimary")>>\n\t\t\t\t<<display 'onFireRndEffects'>>\n\t\t\t\t<<display 'doPlayerMove'>>\n\t\t\t<</if>>\n\t\t<</click>>\n\t<</if>>\n<</nobr>>
<<nobr>>\n\t<<if $equip.pistol.name eq "none" or $equip.hideWeaponLoadout>>\n\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/noweapon_sidearm.png]]<br>Unavailable\n\t<<elseif $equip.clothes eq "Power Armor">>\n\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/none.png]]">><br>\n\t\tExit Exo\n\t\t<<click ''>>\n\t\t\t<<set $combat.actions.push("exitExo")>>\n\t\t\t<<display 'doPlayerMove'>>\n\t\t<</click>>\n\t<<elseif ($combat.moveSecondary.ammo eq "9mm" or $combat.moveSecondary.ammo eq "9mm_hyper") and $equip.pistol.ammo eq 0>>\n\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.pistol.name.toLowerCase() + ".png]]">><br>No Ammo\n\t<<else>>\n\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.pistol.name.toLowerCase() + ".png]]">><br>\n\t\t<<if $combat.moveSecondary.ammo eq "none">>Load\n\t\t<<elseif $combat.moveSecondary.drawn eq false>>Draw\n\t\t<<else>>Reload\n\t\t<</if>>\n\t\t<<click ''>>\n\t\t\t<<if $combat.moveSecondary.type eq "loadAmmo">>\n\t\t\t\t<<set document.getElementById("ui-combat-backup").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Hidden"; playContextSound("ui_click")>>\n\t\t\t\t<<set window.setTimeout(restoreCombatUIElement, 15, "ui-combat-backup", "CombatUI_PlayerIcon", "useAmmoTypeSecondary");>>\n\t\t\t<<else>>\n\t\t\t\t<<set $combat.actions.push("fireSecondary")>>\n\t\t\t\t/% witchgun randomized ammo & others %/\n\t\t\t\t<<display 'onFireRndEffects'>>\n\t\t\t\t/% trigger action stuff %/\n\t\t\t\t<<display 'doPlayerMove'>>\n\t\t\t<</if>>\n\t\t<</click>>\n\t<</if>>\n<</nobr>>
<<nobr>>\n\t<<if $equip.clothes eq "Power Armor">>\n\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/powerfist.png]]">><br>Attack\n\t<<elseif $equip.offhand.contains("cyberarm")>>\n\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/cyberarm.png]]">><br>Attack\n\t<<elseif $equip.offhand.contains("abomclaw") and $combat.enemy.isOrganic and ($equip.isConcealing eq false or $equip.isFleshMold)>>\n\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/abomclaw.png]]">><br>Consume\n\t<<elseif $equip.offhand.contains("featherarm") >>\n\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/featherarm.png]]">><br>Attack\n\t<<else>>\n\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.knife.toLowerCase() + ".png]]">><br>Attack\n\t<</if>>\n\t<<click ''>>\n\t\t<<set $combat.actions.push("tryMelee")>>\n\t\t<<display 'onFireRndEffects'>>\n\t\t<<display 'doPlayerMove'>>\n\t<</click>>\n<</nobr>>
<<nobr>>\n\n\t/% flicker change stuff %/\n\t<<if $hud.combatUIScrewLevel gte 1>>\n\t\t<<set $hud.combatUIScrewLevel -= 1>>\n\t<</if>>\n\n\t<<display 'setBasicFlicker'>>\n\n\t<<set document.getElementById("ui-combat-container").className = "PlayerCombatOptionsContainer PlayerCombatOptionsContainer_Hidden">>\n\t<<set document.getElementById("ui-combat-main").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled CombatUI_PlayerIcon_Hidden">>\n\t<<set document.getElementById("ui-combat-backup").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled CombatUI_PlayerIcon_Hidden">>\n\t<<set document.getElementById("ui-combat-melee").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled CombatUI_PlayerIcon_Hidden">>\n\t<<set document.body.scrollTop = document.documentElement.scrollTop = 0;>>\n\n\t/% turn firePrimary etc. into an acual, actionable move %/\n\t<<set $index = $combat.actions.length - 1>>\n\t/% no longer needed in current inception of combat UI\n\t<<set $combat.activetab = "weapons">> %/\n\n\t<<set $move = {\n\t\taction: $combat.actions[$index],\n\t\tresult: "",\n\t\tresponse: "",\n\t\tkills: 0,\n\t\tshotsfired: 0,\n\t\tammotype: "none",\n\t}>>\n\t<<set $combat.actions[$index] = $move>>\n\n\t<<replace '#ui-combat-actionarea'>>\n\t\t<<print "">>\n\t<</replace>>\n\n\t<<if $move.action eq "useItem1" or $move.action eq "useItem2" or $move.action eq "useItemS" or $move.action eq "exitExo">>\n\t\t<<set window.setTimeout(doCombatTimedProcess, 15, "doItemMove");>>\n\t<<else>>\n\t\t<<set $combat.rounds += 1>>\n\t\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t\t<<set window.setTimeout(doCombatTimedProcess, 15, "doStatusEffCalc");>>\n\t\t<<else>>\n\t\t\t<<set window.setTimeout(doCombatTimedProcess, 15, "doActionMove");>>\n\t\t<</if>>\n\t<</if>>\t\n\n\t<<unset $move>>\n\n<</nobr>>
<<nobr>>\n\n\t<<append '#ui-combat-actionarea'>>\n\t\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t\t\t<<display "doActionResponse">>\n\t\t\t/% <div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t\t</div> %/\n\t\t<<else>>\n\t\t\t<div class='CombatUI_Action_Segment'>\n\t\t\t\t<<display "doActionResult">>\n\t\t\t</div>\n\t\t<</if>>\n\t<</append>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $index = $combat.actions.length - 1>>\n\n\t<<if $combat.specialCritName eq "none">>\n\t\t<<set $combat.specialCritName = getLocalizedString("attack_crit_generic")>>\n\t<</if>>\n\n\t<<if ($template.ammo eq "melee" or $template.ammo eq "powerfist") and $combat.enemy.alive eq 0>>\n\t\t<<append '#ui-combat-actionarea'>>\n\t\t\t<div class='CombatUI_Action_Segment'>\n\t\t\t\t<div class='Combat_AlertText'><span class='bluecolor'>Vanquished...</span></div> \n\t\t\t\t<<if $combat.actions[$index].action eq "tryMelee">>You stand, <<knife>> still in hand. \n\t\t\t\t<<else>>You stand, <<rifle>> still in hand.\n\t\t\t\t<</if>>\n\t\t\t\tAll your enemies lie dead before you.\n\t\t\t</div>\n\t\t<</append>>\n\t<<elseif $template.ammo eq "melee" and $combat.actions[$index].action eq "firePrimary" and $equip.rifle.name eq "none">>\n\t\t<<append '#ui-combat-actionarea'>>\n\t\t\t<div class='CombatUI_Action_Segment'>\n\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Hepless...</span></div> \n\t\t\t\tYou back away, having just lost your weapon.\n\t\t\t</div>\n\t\t<</append>>\t\t\n\t<<else>>\n\n\t\t<<display 'calcWeaponFire'>>\n\n\t\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t\t<<append '#ui-combat-actionarea'>>\n\t\t\t\t<div class='CombatUI_Action_Segment'>\n\t\t\t\t\t<div class='Combat_AlertText'>\n\t\t\t\t\t\t<<if $attrib.vitality gt 0>>\n\t\t\t\t\t\t\t<<set playContextSound("ui_attack_melee");>>\n\n\t\t\t\t\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\t\t\t\t\t<span class='greyedout'>Missed</span>\n\t\t\t\t\t\t\t<<elseif $combat.actions[$index].result eq "hitcover" or $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t\t\t\t\t<<if $combat.enemy.hasFrictionShield or $combat.enemy.hasArcShield>>\n\t\t\t\t\t\t\t\t\t<span class='greyedout'>Repulsed</span>\n\t\t\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t\t\t<span class='greyedout'>Missed</span>\n\t\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t\t\t\t\t<span class='greyedout'>Immune</span>\n\t\t\t\t\t\t\t<<elseif $combat.specialDisplayState eq "comsumeOrganicFoe">>\n\t\t\t\t\t\t\t\t<span class='purplecolor'>Consumed!</span>\n\t\t\t\t\t\t\t<<elseif $combat.wasCritAttack>>\n\t\t\t\t\t\t\t\t<<if $combat.wasTrippleCritAttack>>\n\t\t\t\t\t\t\t\t\t<span class='tripplecritcolor'><<print $combat.specialCritName>></span>\n\t\t\t\t\t\t\t\t<<elseif $combat.wasDoubleCritAttack>>\n\t\t\t\t\t\t\t\t\t<span class='doublecritcolor'><<print $combat.specialCritName>></span>\n\t\t\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t\t\t<span class='critcolor'><<print $combat.specialCritName>></span>\n\t\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t\t\t\t\t<span class='yellowcolor'>Hit Armor</span>\n\t\t\t\t\t\t\t<<elseif $combat.actions[$index].result eq "hitshield" and $combat.enemy.hasArcShield>>\n\t\t\t\t\t\t\t\t<span class='bluecolor'>Hit Shield</span>\n\t\t\t\t\t\t\t<<elseif $combat.actions[$index].result eq "hitshield" and $combat.enemy.hasFrictionShield>>\n\t\t\t\t\t\t\t\t<span class='orangecolor'>Hit Shield</span>\n\t\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t\t<span class='greencolor'>Direct Hit</span>\n\t\t\t\t\t\t\t<</if>>\n\n\t\t\t\t\t\t\t<<if $combat.actions[$index].result eq "hitimmune" or ($combat.actions[$index].result eq "hitcover" and $combat.enemy.usesFakeCover)>>\n\t\t\t\t\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_immune.png]]">>\n\t\t\t\t\t\t\t\t\t</div>\n\t\t\t\t\t\t\t\t<</append>>\t\t\n\t\t\t\t\t\t\t<<elseif $combat.actions[$index].result eq "hitnothing" or $combat.actions[$index].result eq "hitcover" or $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_missed.png]]">>\n\t\t\t\t\t\t\t\t\t</div>\n\t\t\t\t\t\t\t\t<</append>>\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_armordeflect.png]]">>\n\t\t\t\t\t\t\t\t\t</div>\n\t\t\t\t\t\t\t\t<</append>>\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t<<elseif $combat.actions[$index].result eq "hitshield" and $combat.enemy.hasArcShield>>\n\t\t\t\t\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_arcshield.png]]">>\n\t\t\t\t\t\t\t\t\t</div>\n\t\t\t\t\t\t\t\t<</append>>\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t<<elseif $combat.actions[$index].result eq "hitshield" and $combat.enemy.hasFrictionShield>>\n\t\t\t\t\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_frictionshield.png]]">>\n\t\t\t\t\t\t\t\t\t</div>\n\t\t\t\t\t\t\t\t<</append>>\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t\t\t\t\t<<if $combat.enemy.isOrganic>>\n\t\t\t\t\t\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_bloodspatter.png]]">>\n\t\t\t\t\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_technospatter.png]]">>\n\t\t\t\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t\t\t</div>\n\t\t\t\t\t\t\t\t<</append>>\n\n\t\t\t\t\t\t\t\t<<if $combat.specialDisplayState eq "comsumeOrganicFoe">>\n\t\t\t\t\t\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_bioconsume.png]]">>\n\t\t\t\t\t\t\t\t\t\t</div>\n\t\t\t\t\t\t\t\t\t<</append>>\n\t\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t<span class='redcolor'>You were Killed</span>\n\t\t\t\t\t\t<</if>>\n\t\t\t\t\t</div>\n\t\t\t\t\t<<display $combat.enemy.resulttext>>\n\t\t\t\t\t<<if $combat.specialExitExo>>\n\t\t\t\t\t\tYour Exo Armor is critically damaged in the process.\n\t\t\t\t\t<</if>>\n\t\t\t\t</div>\n\t\t\t<</append>>\n\t\t<<else>>\n\n\t\t\t<div class='Combat_AlertText'>\n\t\t\t\t<<if $combat.actions[$index].result eq "hitnothing" or ($combat.actions[$index].result eq "hitshield" and $combat.enemy.hasArcShield eq false and $combat.enemy.hasFrictionShield eq false)>>\n\t\t\t\t\t<span class='greyedout'>Missed</span>\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\t\t<span class='greyedout'><<if $combat.enemy.usesFakeCover>>Thin Air<<else>>In Cover<</if>></span>\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t\t<span class='greyedout'>Immune</span>\n\t\t\t\t<<elseif $combat.specialDisplayState eq "blackthornDazzle">>\n\t\t\t\t\t<span class='purplecolor'>Dazzled<<if $combat.wasCritAttack>> Crit<</if>></span>\n\t\t\t\t<<elseif $combat.specialDisplayState eq "arcBladeCharge">>\n\t\t\t\t\t<span class='critcolor'>Shocked <<if $combat.wasCritAttack>> Crit<</if>></span>\n\t\t\t\t<<elseif $combat.specialDisplayState eq "fireBladeCharge">>\n\t\t\t\t\t<span class='critcolor'>Blazing <<if $combat.wasCritAttack>> Crit<</if>></span>\n\t\t\t\t<<elseif $combat.specialDisplayState eq "sawedOffPlasma">>\n\t\t\t\t\t<span class='redcolor'>Seared<<if $combat.wasCritAttack>> Crit<</if>></span>\n\t\t\t\t<<elseif $combat.specialDisplayState eq "nullRifleHyper">>\n\t\t\t\t\t<span class='greencolor'>Hypershot<<if $combat.wasCritAttack>> Crit<</if>>!</span>\n\t\t\t\t<<elseif $combat.specialDisplayState eq "witchGunHyper">>\n\t\t\t\t\t<span class='purplecolor'>Hypershot<<if $combat.wasCritAttack>> Crit<</if>>!</span>\n\t\t\t\t<<elseif $combat.specialDisplayState eq "comsumeOrganicFoe">>\n\t\t\t\t\t<span class='purplecolor'>Consumed<<if $combat.wasCritAttack>> Crit<</if>>!</span>\n\t\t\t\t<<elseif $combat.wasCritAttack>>\n\t\t\t\t\t<<if $combat.wasTrippleCritAttack>>\n\t\t\t\t\t\t<span class='tripplecritcolor'><<print $combat.specialCritName>></span>\n\t\t\t\t\t<<elseif $combat.wasDoubleCritAttack>>\n\t\t\t\t\t\t<span class='doublecritcolor'><<print $combat.specialCritName>></span>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<span class='critcolor'><<print $combat.specialCritName>></span>\n\t\t\t\t\t<</if>>\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t\t<span class='yellowcolor'>Hit Armor</span>\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitshield" and $combat.enemy.hasArcShield>>\n\t\t\t\t\t<span class='bluecolor'>Hit Shield</span>\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitshield" and $combat.enemy.hasFrictionShield>>\n\t\t\t\t\t<span class='orangecolor'>Hit Shield</span>\n\t\t\t\t<<else>>\n\t\t\t\t\t<span class='greencolor'>Direct Hit</span>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing" or ($combat.actions[$index].result eq "hitshield" and not $combat.enemy.hasArcShield and not $combat.enemy.hasFrictionShield)>>\n\t\t\t\t<<replace '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_missed.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</replace>>\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune" or ($combat.actions[$index].result eq "hitcover" and $combat.enemy.usesFakeCover)>>\n\t\t\t\t<<replace '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_immune.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</replace>>\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\t<<replace '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_coverdeflect.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</replace>>\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t<<replace '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_armordeflect.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</replace>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield" and $combat.enemy.hasArcShield>>\n\t\t\t\t<<replace '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_arcshield.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</replace>>\t\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield" and $combat.enemy.hasFrictionShield>>\n\t\t\t\t<<replace '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_frictionshield.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</replace>>\n\t\t\t<<else>>\n\t\t\t\t<<replace '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<if $combat.enemy.isOrganic>>\n\t\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_bloodspatter.png]]">>\n\t\t\t\t\t\t<<elseif $combat.enemy.isBlackBloodCreature>>\n\t\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_black_bloodspatter.png]]">>\n\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_technospatter.png]]">>\n\t\t\t\t\t\t<</if>>\n\t\t\t\t\t</div>\n\t\t\t\t<</replace>>\n\t\t\t<</if>>\n\n\t\t\t<<if $template.ammo eq "tungsten">>\n\t\t\t\t<<if $template.drawn>>\n\t\t\t\t\t<<set playContextSound("ui_reload_shot");>>\n\t\t\t\t\t<<set window.setTimeout(playContextSound, 300, "ui_attack_cannon");>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set playContextSound("ui_attack_cannon");>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_tungsten.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</append>>\n\t\t\t<<elseif $template.ammo eq "conductive">>\n\t\t\t\t<<if $template.drawn>>\n\t\t\t\t\t<<set playContextSound("ui_reload_shot");>>\n\t\t\t\t\t<<set window.setTimeout(playContextSound, 300, "ui_attack_cannon");>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set playContextSound("ui_attack_cannon");>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_conductive.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</append>>\n\t\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t\t<<if $template.drawn>>\n\t\t\t\t\t<<set playContextSound("ui_reload_shot");>>\n\t\t\t\t\t<<set window.setTimeout(playContextSound, 300, "ui_attack_cannon");>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set playContextSound("ui_attack_cannon");>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<if $inztinct.learnedSkills.contains("skill_theophobe_9") and $template.ammo eq "scatter">>\n\t\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_scattershock.png]]">>\n\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_scatter.png]]">>\n\t\t\t\t\t\t<</if>>\n\t\t\t\t\t</div>\n\t\t\t\t<</append>>\n\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t<<if $template.drawn>>\n\t\t\t\t\t<<set playContextSound("ui_reload_shot");>>\n\t\t\t\t\t<<set window.setTimeout(playContextSound, 300, "ui_attack_cannon");>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set playContextSound("ui_attack_cannon");>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_toxin.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</append>>\n\t\t\t<<elseif $template.ammo eq "9mm" or $template.ammo eq "9mm_hyper">>\n\t\t\t\t<<if (($combat.actions[$index].action eq "firePrimary" and $equip.isSubsonicWeapon) or ($equip.pistol.name eq "M1114_Converted" and $combat.actions[$index].action eq "fireSecondary")) and $equip.clothes neq "Power Armor">>\n\t\t\t\t\t<<set $soundname = "ui_attack_suppressed">>\n\t\t\t\t<<elseif $template.isSemiAuto>>\n\t\t\t\t\t<<set $soundname = "ui_attack_semi">>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $soundname = "ui_attack_auto">>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $template.drawn>>\n\t\t\t\t\t<<set playContextSound("ui_reload_9mm");>>\n\t\t\t\t\t<<set window.setTimeout(playContextSound, 300, $soundname);>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set playContextSound($soundname);>>\n\t\t\t\t<</if>>\n\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_9mm.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</append>>\n\t\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t\t<<set playContextSound("ui_attack_beam");>>\n\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_plasma.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</append>>\n\t\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t\t<<set playContextSound("ui_attack_beam");>>\n\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_arcbolt.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</append>>\n\t\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t\t<<set playContextSound("ui_attack_rocket");>>\n\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_nuke.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</append>>\n\t\t\t<<else>>\n\t\t\t\t<<set playContextSound("ui_attack_melee");>>\n\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_melee.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</append>>\n\t\t\t<</if>>\n\n\t\t\t<<if $combat.specialDisplayState eq "blackthornDazzle">>\n\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_dazzle.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</append>>\n\t\t\t<<elseif $combat.specialDisplayState eq "arcBladeCharge">>\n\t\t\t\t<<replace '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_arcbolt.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</replace>>\n\t\t\t<<elseif $combat.specialDisplayState eq "sawedOffPlasma" or $combat.specialDisplayState eq "fireBladeCharge">>\n\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_plasma.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</append>>\n\t\t\t<<elseif $combat.specialDisplayState eq "nullRifleHyper">>\n\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_hyper_nullgun.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</append>>\n\t\t\t<<elseif $combat.specialDisplayState eq "witchGunHyper">>\n\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_hyper_witchgun.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</append>>\n\t\t\t<<elseif $combat.specialDisplayState eq "comsumeOrganicFoe">>\n\t\t\t\t<<append '#hud-combat-background'>>\n\t\t\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_bioconsume.png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</append>>\n\t\t\t<</if>>\n\n\t\t\t<<display 'displayPlayerMoveText'>>\n\t\t\t<<display $combat.enemy.resulttext>>\n\t\t<</if>>\n\t<</if>>\n\n\t/% <br>accuracy: <<print $accuracy>> %/\n\n\t/% set drawn weapon state %/\n\t<<set $combat.moveSecondary.drawn = false>>\n\t<<set $combat.moveMain.drawn = false>>\n\t<<set $combat.moveMelee.drawn = false>>\n\n\t<<if $combat.actions[$index].action eq "firePrimary">>\n\t\t<<set $combat.moveMain.drawn = true>>\n\t<<elseif $combat.actions[$index].action eq "fireSecondary">>\n\t\t<<set $combat.moveSecondary.drawn = true>>\n\t<<elseif $combat.actions[$index].action eq "tryMelee">>\n\t\t<<set $combat.moveMelee.drawn = true>>\n\t<</if>>\n\n\t<<if $combat.usedEscapeMechanic eq 1>>\n\t\t<<set $combat.usedEscapeMechanic = 2>>\n\t<</if>>\n\n\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t<<if $combat.player.ally eq "none">>\n\t\t\t<<if $combat.actions[$index].action eq "firePrimary" or $combat.actions[$index].action eq "fireSecondary" or $combat.actions[$index].action eq "tryMelee">>\n\t\t\t\t<<set $combat.isFirstRound = false>>\n\t\t\t<</if>>\n\t\t\t<<if $combat.doExoExit>>\n\t\t\t\t<<set window.setTimeout(doCombatTimedProcess, $combat.tickrate, "doActionExoFail");>>\n\t\t\t<<else>>\n\t\t\t\t<<set window.setTimeout(doCombatTimedProcess, $combat.tickrate, "doActionResetUI");>>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<set window.setTimeout(doCombatTimedProcess, $combat.tickrate, "doCompanionAction");>>\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $combat.player.ally eq "none">>\n\t\t\t<<set window.setTimeout(doCombatTimedProcess, 15, "doStatusEffCalc");>>\n\t\t<<else>>\n\t\t\t<<set window.setTimeout(doCombatTimedProcess, $combat.tickrate, "doCompanionAction");>>\n\t\t<</if>>\n\t<</if>> \n\n\t<<unset $index, $lastCritValue, $critMultStr>>\n\t<<set $combat.specialCritName = "none">>\n<</nobr>>
<<nobr>>\n\n\t<<set $index = $combat.actions.length - 1>>\n\t\n\t<<if $combat.actions[$index].response eq "" and $combat.enemy.alive gt 0>>\n\t\t<<display 'calcEnemyFire'>>\n\t<</if>>\n\n\t<<replace '#ui-combat-enemyarea'>>\n\t\t<<display 'Combat_EnemyList'>>\n\t<</replace>>\n\t\n\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t<<replace '#hud-combat-background'>>\n\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_melee.png]]">>\n\t\t\t</div>\n\t\t<</replace>>\n\t\t\n\t\t<<set $combat.enemy.actionsound = "none">>\n\n\t\t<<append '#ui-combat-actionarea'>>\n\t\t\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t\t\t<div class='Combat_AlertText' id='combat-alert'>\n\t\t\t\t</div>\n\t\t\t\t<<display 'displayPlayerMoveText'>>\n\t\t\t\t<<display $combat.enemy.responsetext>>\n\t\t\t</div>\n\t\t<</append>>\n\n\t\t<<replace '#combat-alert'>>\n\t\t\t<<display 'displayCombatAlerts'>>\n\t\t<</replace>>\n\n\t\t<<set playContextSound($combat.enemy.actionsound);>>\n\t<<else>>\n\t\t<<if $combat.enemy.isTakingDamage>>\n\t\t\t<<replace '#ui-combat-enemyarea'>>\n\t\t\t\t<<display 'Combat_EnemyList'>>\n\t\t\t<</replace>>\n\t\t\t<<set $combat.enemy.isTakingDamage = false>>\n\t\t<</if>>\n\n\t\t<<append '#ui-combat-actionarea'>>\n\t\t\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t\t\t<<set $combat.enemy.actionsound = "none">>\n\n\t\t\t\t<div class='Combat_AlertText' id='combat-alert'>\n\t\t\t\t</div>\n\t\t\t\t<<display $combat.enemy.responsetext>>\n\t\t\t\t<<if $combat.specialExitExo>>\n\t\t\t\t\tYour Exo Armor is critically damaged in the process.\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<</append>>\n\t\t<<replace '#combat-alert'>>\n\t\t\t<<display 'displayCombatAlerts'>>\n\t\t<</replace>>\n\t\t<<set playContextSound($combat.enemy.actionsound);>>\n\t<</if>>\n\n\t<<replace '#hud-center-pane'>>\n\t\t<<display 'Combat_UI_Centerpane'>>\n\t<</replace>>\n\t<<replace '#hud-pda-pane'>>\n\t\t<<display 'calcMainDisplay'>>\n\t<</replace>>\n\t<<replace '#hud-menu-pane'>>\n\t\t<<display 'calcSidearmDisplay'>>\n\t<</replace>>\n\n\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t<<set window.setTimeout(doCombatTimedProcess, $combat.tickrate, "doActionResult");>>\n\t<<else>>\n\t\t<<if $combat.actions[$index].action eq "firePrimary" or $combat.actions[$index].action eq "fireSecondary" or $combat.actions[$index].action eq "tryMelee">>\n\t\t\t<<set $combat.isFirstRound = false>>\n\t\t<</if>>\n\t\t<<if $combat.doExoExit>>\n\t\t\t<<set window.setTimeout(doCombatTimedProcess, $combat.tickrate, "doActionExoFail");>>\n\t\t<<else>>\n\t\t\t<<set window.setTimeout(doCombatTimedProcess, $combat.tickrate, "doActionResetUI");>>\n\t\t<</if>>\n\t\t\n\t<</if>> /% %/\n\t<<unset $index>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $index = $combat.actions.length - 1>>\n\t<<set $displayspeed = $combat.tickrate>>\n\n\t<<if $attrib.vitality gt 0 and $combat.enemy.alive gt 0>>\n\t\t<<append '#ui-combat-actionarea'>>\n\t\t\t<div class='CombatUI_Action_Segment CombatUI_Action_Ally'>\n\t\t\t\t<<display $combat.player.ally>>\n\t\t\t</div>\n\t\t<</append>>\n\t<<else>>\n\t\t<<set $displayspeed = 5>>\n\t<</if>>\n\n\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t<<if $combat.doExoExit>>\n\t\t\t<<set window.setTimeout(doCombatTimedProcess, $combat.tickrate, "doActionExoFail");>>\n\t\t<<else>>\n\t\t\t<<set window.setTimeout(doCombatTimedProcess, $combat.tickrate, "doActionResetUI");>>\n\t\t<</if>>\n\t<<elseif $displayspeed eq 5>>\n\t\t<<set window.setTimeout(doCombatTimedProcess, $displayspeed, "doActionResponse");>>\n\t<<else>>\n\t\t<<set window.setTimeout(doCombatTimedProcess, 15, "doStatusEffCalc");>>\n\t<</if>>\n\n\t<<unset $index, $displayspeed>>\n\n<</nobr>>
<<set playContextSound("ui_attack_machinewreck");>>\t\t\n\n<<set $equip.clothes = $equip.preExoClothes>>\n<<set $equip.preExoClothes = "none">>\n<<display 'checkAmmoLevel'>>\n<<display 'checkArmorType'>>\n<<display 'calcArmorHits'>>\n\n<<replace '#hud-notification-pane'>>\n\t<<set $aquireTitle = "Exo Failure">>\n\t<<set $aquireText = "Exo Armor">>\n\t<<set $aquireImage = "env_small_exo_out">>\n\t<<display 'UI_AquireItem'>>\n<</replace>>\n\n<<replace '#hud-center-pane'>>\n\t<<display 'Combat_UI_Centerpane'>>\n<</replace>>\n\n<<append '#ui-combat-actionarea'>>\n\t<div class='CombatUI_Action_Segment'>\n\t\t<div class='Combat_AlertText'>\n\t\t\t<span class='redcolor'>Exo Failure</span>\n\t\t</div>\n\n\t\tYour Exo Armor fails spectacularly, collapsing amind a shower of sparks. You are ejected out of the rear plate and stumble onto the battlefield<<if $attrib.fatigue gte 75>>, badly winded<<elseif $attrib.fatigue gte 50>>, panting for breath<<else>>, miraculously unharmed.<</if>>.\n\t</div>\n<</append>>\n<<set window.setTimeout(doCombatTimedProcess, $combat.tickrate, "doActionResetUI");>>
<<set $combat.specialDisplayState = "none">>\n\t<<set document.getElementById("ui-combat-container").className = "PlayerCombatOptionsContainer">>\n\n\t<<if $combat.specialEnemyState neq "none">>\n\t\t<<set $combat.specialEnemyStateRound = $combat.rounds>>\n\t<</if>>\n\n\t<<display 'doAdctFatigueCalc'>>\n\t\n\t<<if $combat.usedDisposableGun>>\n\t\t<<set $combat.usedDisposableGun = false>>\n\t\t<<set $equip.rifle.name = "none">>\n\t<</if>>\n\t<<if $combat.yankedWeapon neq "none" and $equip.rifle.name neq "none">>\n\t\t<<set $equip.rifle.name = "none">>\n\t<</if>>\n\n\t<<if $combat.removeDrone>>\n\t\t<<set $combat.player.ally = "none">>\n\t\t<<set $combat.removeDrone = false>>\n\t<</if>>\n\n\t<<if $combat.doExoExit>>\n\t\t<<set $combat.doExoExit = false>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.killsPerRound = $combat.enemy.killed / $combat.rounds>>\n\t<</if>>\n\n\t<<replace '#hud-pda-pane'>>\n\t\t<<display 'calcMainDisplay'>>\n\t<</replace>>\n\t<<replace '#hud-menu-pane'>>\n\t\t<<display 'calcSidearmDisplay'>>\n\t<</replace>>\n\t\n\t<<if $combat.enemy.alive eq 0>>\n\t\t<<replace '#ui-combat-container'>>\n\t\t\t<<display 'combatWin'>>\n\t\t<</replace>>\n\t<<elseif $attrib.vitality lte 0>>\n\t\t<<replace '#ui-combat-container'>>\n\t\t\t<<display 'combatFail'>>\n\t\t<</replace>>\n\t<<else>>\n\t\t<<if $combat.activetab eq "weapons">>\n\t\t\t<<set document.getElementById("ui-combat-weapons").className = "CombatTabSelect CombatTabSelect_Active">>\n\t\t\t<<set document.getElementById("ui-combat-items").className = "CombatTabSelect">>\n\t\t\t<<display 'setWeaponElements'>>\n\t\t<<else>>\n\t\t\t<<set document.getElementById("ui-combat-weapons").className = "CombatTabSelect">>\n\t\t\t<<set document.getElementById("ui-combat-items").className = "CombatTabSelect CombatTabSelect_Active">>\n\t\t\t<<display 'setItemElements'>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<display 'doCombatJitter'>>
<<if $attrib.toxicity lt 90 and $equip.isConcealing eq false and not $combat.enemy.hasUsedDebuff>>\n\t<<set $combat.successiveEnemyMisses = 0>>\n\n\t<<set $combat.specialEnemyState = "throwGas">>\n\t<<if not $equip.isConcealing>>\n\t\t<<set $attrib.stress += 1>>\n\n\t\t<<if $attrib.toxicity lt 50>>\n\t\t\t<<set $attrib.toxicity = 50>>\n\t\t<<elseif $attrib.toxicity lt 75>>\n\t\t\t<<set $attrib.toxicity = 75>>\n\t\t<<else>>\n\t\t\t<<set $attrib.toxicity += 15>>\n\t\t\t<<set $attrib.infected = true>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<</if>>\n\t<<set $combat.shieldhits += 1>>\n\n\t<<set $combat.player.accuracy *= 0.85>>\n\t<<set $combat.enemy.hasUsedDebuff = true>>\n\n\t<<set $combat.countSinceReset = $combat.resetMovesAfter; $didAMove = true>>\n<</if>>
<<if not $combat.enemy.hasUsedDebuff and $attrib.toxicity lt 90>>\n\t<<set $combat.successiveEnemyMisses = 0>>\n\n\t<<set $combat.specialEnemyState = "throwGasCombo">>\n\t<<set $hud.combatUIScrewLevel = 2>>\n\n\t<<if not $equip.isConcealing >>\n\t\t<<set $attrib.stress += 1>>\n\n\t\t<<if $attrib.toxicity lt 50>>\n\t\t\t<<set $attrib.toxicity = 50>>\n\t\t<<elseif $attrib.toxicity lt 75>>\n\t\t\t<<set $attrib.toxicity = 75>>\n\t\t<<else>>\n\t\t\t<<set $attrib.toxicity += 15>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<</if>>\n\t<<set $combat.armorhits += 2>>\n\t<<set $combat.shieldhits += 2>>\n\n\t<<set $combat.player.accuracy *= 0.85>>\n\t<<set $combat.enemy.hasUsedDebuff = true>>\n\n\t<<set $combat.countSinceReset = $combat.resetMovesAfter; $didAMove = true>>\n<</if>>
<<if not $combat.enemy.hasUsedDebuff>>\n\t<<set $combat.successiveEnemyMisses *= 0.5>>\n\n\t<<set $combat.specialEnemyState = "throwFlash">>\n\n\t<<set $hud.combatUIScrewLevel = 2>>\n\t<<set $attrib.stress += 1>>\n\t<<set $combat.player.cover *= 0.5>>\n\n\t<<if $attrib.armortype eq "impervious" or $equip.offhandUpgrade.contains("antiflash")>>\n\t\t<<set $attrib.fatigue += 15>>\n\t<<elseif $attrib.fatigue lt 50>>\n\t\t<<set $attrib.fatigue = 50>>\n\t<<elseif $attrib.fatigue lt 75>>\n\t\t<<set $attrib.fatigue = 75>>\n\t<<else>>\n\t\t<<set $attrib.fatigue += 15>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<</if>>\n\n\t<<set $combat.player.accuracy *= 0.9>>\n\t<<set $combat.enemy.hasUsedDebuff = true>>\n\n\t<<if $combat.enemy.class eq "robot_securitybot_medium_cartel" or $combat.enemy.class eq "robot_oldworld_guardian" or $combat.enemy.class eq "robot_oldworld_warbot">>\n\t\t<<set $combat.armorhits += 2>>\n\t\t<<set $combat.shieldhits += 1>>\n\t<</if>>\n\n\t<<set $combat.countSinceReset = $combat.resetMovesAfter; $didAMove = true>>\n<</if>>
<<if $equip.rifle.name neq "none">>\n\t<<set $combat.successiveEnemyMisses = 0>>\n\n\t<<set $hud.combatUIScrewLevel = 2>>\n\t<<set $combat.specialEnemyState = "throwFlashMelee">>\n\n\t<<set $attrib.stress += 1>>\n\n\t<<if $attrib.armortype eq "impervious" or $equip.offhandUpgrade.contains("antiflash")>>\n\t\t<<set $attrib.fatigue += 10>>\n\t<<elseif $attrib.fatigue lt 50>>\n\t\t<<set $attrib.fatigue = 50>>\n\t<<elseif $attrib.fatigue lt 75>>\n\t\t<<set $attrib.fatigue = 75>>\n\t<<else>>\n\t\t<<set $attrib.fatigue += 15>>\n\t<</if>>\n\n\t<<if $equip.rifle.name neq "none">>\n\t\t<<set $combat.specialEnemyState = "throwFlashDisarm">>\n\t\t<<set $combat.yankedWeapon = $equip.rifle.name>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<</if>>\n\n\t<<set $combat.player.accuracy *= 0.9>>\n\t<<set $combat.enemy.hasUsedDebuff = true>>\n\n\t<<set $combat.countSinceReset = $combat.resetMovesAfter; $didAMove = true>>\n\n<</if>>
<<if not $combat.enemy.hasUsedBuff and $combat.enemy.shield lt ($combat.enemy.maxshield * 0.5)>>\n\t<<set $combat.specialEnemyState = "throwArcDisc">>\n\t<<set $combat.enemy.hasArcShield = true>>\n\t<<set $combat.enemy.maxshield += 22>>\n\t<<set $combat.enemy.shield += 22>>\n\t<<set $combat.enemy.hasUsedBuff = true>>\n\n\t<<set $combat.countSinceReset = $combat.resetMovesAfter; $didAMove = true>>\n<</if>>
<<if $combat.enemy.cover gt 0 and $combat.enemy.cover lt 0.35 and not $combat.enemy.hasUsedBuff>>\n\t<<set $combat.specialEnemyState = "takeCover">>\n\t<<set $combat.enemy.cover += 0.1>>\n\t<<set $combat.enemy.cover *= 1.2>>\n\t<<set $combat.enemy.accuracy += 0.1>>\n\t<<set $combat.enemy.accuracy *= 1.2>>\n\t<<set $combat.enemy.hasUsedBuff = true>>\n\n\t<<set $combat.countSinceReset = $combat.resetMovesAfter; $didAMove = true>>\n<</if>>
<<if not $combat.enemy.hasUsedBuff>>\n\t<<set $combat.specialEnemyState = "throwArcDisc">>\n\t<<set $combat.enemy.hasArcShield = true>>\n\t<<set $combat.enemy.maxshield += 9>>\n\t<<set $combat.enemy.shield += 9>>\n\t<<set $combat.enemy.hasUsedBuff = true>>\n\n\t<<set $combat.countSinceReset = $combat.resetMovesAfter; $didAMove = true>>\n<</if>>
<<if $combat.enemy.hasUsedBuff and $combat.enemy.maxshield eq 0>>\n\t<<set $combat.specialEnemyState = "throwArcDisc">>\n\t<<set $combat.enemy.hasArcShield = true>>\n\t<<set $combat.enemy.maxshield += 9>>\n\t<<set $combat.enemy.shield += 9>>\n\t<<set $combat.enemy.hasUsedBuff = true>>\n\n\t<<set $combat.countSinceReset = $combat.resetMovesAfter; $didAMove = true>>\n<</if>>
<<if not $combat.enemy.hasUsedBuff and $combat.enemy.shield lt ($combat.enemy.maxshield * 0.5) and $combat.enemy.hasArcShield>>\n\t<<set $combat.specialEnemyState = "doShieldBuff">>\n\t<<set $combat.enemy.shield += $buffstr>>\n\t<<if $combat.enemy.maxshield lt $buffstr>>\n\t\t<<set $combat.enemy.maxshield = $buffstr>>\n\t<</if>>\n\t<<set $combat.enemy.shield = Math.min($combat.enemy.maxshield, $combat.enemy.shield)>>\n\t<<set $combat.enemy.hasUsedBuff = true>>\n\n\t<<if $combat.enemy.hasFrictionShield>>\n\t\t<<set $combat.inflictedGasStates = 0>>\n\t\t<<set $combat.inflictedDazzleStates = 0>>\n\t\t<<set $combat.inflictedBurnStates = 0>>\n\t<</if>>\n\n\t<<unset $buffstr>>\n\t<<set $combat.countSinceReset = $combat.resetMovesAfter; $didAMove = true>>\n<</if>>
<<if not $combat.enemy.hasUsedDebuff>>\n\t<<set $combat.successiveEnemyMisses = 0>>\n\n\t<<set $combat.specialEnemyState = "abomStruggle">>\n\n\t<<set $hud.combatUIScrewLevel = 2>>\n\t<<set $attrib.stress += 1>>\n\n\t<<if $equip.offhandUpgrade.contains("antiflash")>>\n\t\t<<set $attrib.fatigue += 20>>\n\t<<elseif $attrib.fatigue lt 50>>\n\t\t<<set $attrib.fatigue = 50>>\n\t<<elseif $attrib.fatigue lt 75>>\n\t\t<<set $attrib.fatigue = 75>>\n\t<<else>>\n\t\t<<set $attrib.fatigue += 15>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<</if>>\n\n\t<<set $combat.armorhits += 1>>\n\n\t<<set $combat.player.accuracy *= 0.9>>\n\t<<set $combat.enemy.hasUsedDebuff = true>>\n\n\t<<set $combat.countSinceReset = $combat.resetMovesAfter; $didAMove = true>>\n<</if>>
<<if not $combat.enemy.hasUsedBuff and $combat.enemy.armor lt ($combat.enemy.maxarmor * 0.75)>>\n\t<<set $combat.specialEnemyState = "doArmorBuff">>\n\t<<set $combat.enemy.armor += $buffstr>>\n\t<<if $combat.enemy.maxarmor lt $buffstr>>\n\t\t<<set $combat.enemy.maxarmor = $buffstr>>\n\t<</if>>\n\t<<set $combat.enemy.armor = Math.min($combat.enemy.maxarmor, $combat.enemy.armor)>>\n\t<<set $combat.enemy.hasUsedBuff = true>>\n\n\t<<if $combat.enemy.hasFrictionShield>>\n\t\t<<set $combat.inflictedGasStates = 0>>\n\t\t<<set $combat.inflictedDazzleStates = 0>>\n\t\t<<set $combat.inflictedBurnStates = 0>>\n\t<</if>>\n\n\t<<for $i = $combat.enemy.alive - 1; $i gte 0 ; $i-->>\n\t\t<<if $combat.enemy.images[$i] eq "images/combat_merc_zanex.png">>\n\t\t\t<<set $combat.enemy.altImages[$i] = "images/combat_merc_zanex_shield.png">>\n\t\t<<elseif $combat.enemy.images[$i] eq "images/combat_merc_zanex_2.png">>\n\t\t\t<<set $combat.enemy.altImages[$i] = "images/combat_merc_zanex_2_shield.png">>\n\t\t<<elseif $combat.enemy.images[$i] eq "images/combat_merc_zanex_ltnt.png">>\n\t\t\t<<set $combat.enemy.altImages[$i] = "images/combat_merc_zanex_ltnt_shield.png">>\n\t\t<</if>>\n\t<</for>>\n\n\t<<unset $buffstr>>\n\t<<set $combat.countSinceReset = $combat.resetMovesAfter; $didAMove = true>>\n<</if>>
<<if not $combat.enemy.hasUsedBuff and $combat.enemy.armor lt ($combat.enemy.maxarmor * 0.75)>>\n\t<<set $combat.specialEnemyState = "doArmorBuff">>\n\t<<set $combat.enemy.armor += $buffstr>>\n\t<<if $combat.enemy.maxarmor lt $buffstr>>\n\t\t<<set $combat.enemy.maxarmor = $buffstr>>\n\t<</if>>\n\t<<set $combat.enemy.armor = Math.min($combat.enemy.maxarmor, $combat.enemy.armor)>>\n\t<<set $combat.enemy.hasUsedBuff = true>>\n\n\t<<if $combat.enemy.hasFrictionShield>>\n\t\t<<set $combat.inflictedGasStates = 0>>\n\t\t<<set $combat.inflictedDazzleStates = 0>>\n\t\t<<set $combat.inflictedBurnStates = 0>>\n\t<</if>>\n\n\t<<unset $buffstr>>\n\t<<set $combat.countSinceReset = $combat.resetMovesAfter; $didAMove = true>>\n<</if>>
<<if not $combat.enemy.hasUsedDebuff>>\n\t<<set $combat.successiveEnemyMisses = 0>>\n\n\t<<set $combat.specialEnemyState = "doShriek">>\n\t<<set $hud.combatUIScrewLevel = 2>>\n\n\t<<set $attrib.stress += 1>>\n\n\t<<if $attrib.armortype eq "impervious" or $equip.offhandUpgrade.contains("antiflash")>>\n\t\t<<set $attrib.fatigue += 10>>\n\t<<elseif $attrib.fatigue lt 50>>\n\t\t<<set $attrib.fatigue = 50>>\n\t<<elseif $attrib.fatigue lt 75>>\n\t\t<<set $attrib.fatigue = 75>>\n\t<<else>>\n\t\t<<set $attrib.fatigue += 15>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<</if>>\n\n\t<<set $combat.shieldhits += 1>>\n\n\t<<set $combat.player.accuracy *= 0.9>>\n\t<<set $combat.enemy.hasUsedDebuff = true>>\n\n\t<<set $combat.countSinceReset = $combat.resetMovesAfter; $didAMove = true>>\n<</if>>
<<if not $combat.enemy.hasUsedDebuff and ($template.ammo eq "melee" or $template.ammo eq "powerfist")>>\n\t<<set $combat.successiveEnemyMisses = 0>>\n\n\t<<set $combat.specialEnemyState = "doSlam">>\n\t<<set $combat.armorhits += 1>>\n\t<<if $equip.clothes eq "Power Armor">>\n\t\t<<set $combat.armorhits += 5>>\n\t<</if>>\n\n\t<<set $hud.combatUIScrewLevel = 2>>\n\t<<set $attrib.stress += 1>>\n\n\t<<if $attrib.armortype eq "impervious" or $equip.offhandUpgrade.contains("antiflash")>>\n\t\t<<set $attrib.fatigue += 25>>\n\t<<elseif $attrib.fatigue lt 50>>\n\t\t<<set $attrib.fatigue = 50>>\n\t<<elseif $attrib.fatigue lt 75>>\n\t\t<<set $attrib.fatigue = 75>>\n\t<<else>>\n\t\t<<set $attrib.fatigue += 15>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<</if>>\t\n\n\t<<set $combat.player.accuracy *= 0.9>>\n\t<<set $combat.enemy.hasUsedDebuff = true>>\n\n\t<<set $combat.countSinceReset = $combat.resetMovesAfter; $didAMove = true>>\n<</if>>
<<nobr>>\n\t<<if $combat.enemy.actionsound eq "none">>\n\t\t<<set $combat.enemy.actionsound = "ui_attack_melee">>\n\t<</if>>\n\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t<</if>>\n\n\t<<if $combat.actions[$index].response eq "getburned">>\n\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> hesitates, its skin boiling, and ignotes with an electric crackle.\n\t<<elseif $combat.actions[$index].response eq "getburnedarmor">>\n\t\tThe <<print $name>> hesitates<<if $combat.enemy.total eq 1>>s<</if>>, distracted by the superheated plasma melting through <<print $number>> skin.\n\t<<elseif $combat.actions[$index].response eq "getgassed">>\n\t\t(( IMMUNE ))\n\t<<elseif $combat.actions[$index].response eq "getshocked">>\n\t\tThe <<print $name>> twitch<<if $combat.enemy.total eq 1>>es<</if>> as static electricity acrcs over <<print $number>> deformed skin.\n\t<<elseif $combat.actions[$index].response eq "getdazzled">>\n\t\tThe <<print $name>> hesitate<<if $combat.enemy.total eq 1>>s<</if>>, distracted by the dazzling holograms projected around them.\n\n\t<<elseif $combat.actions[$index].response eq "gasburnkill">>\n\t\tToxic mist ignites with a sucking roar, utterly incinerating the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, melting through the <<print $name>>'s gnarled skin.\n\t<<elseif $combat.actions[$index].response eq "shockburnkill">>\n\t\tPlasma re-ignites with a crackling hiss, utterly incinerating the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a hiss, crackling agrily as it melts through the <<print $name>>'s deformed skin.\n\t<<elseif $combat.actions[$index].response eq "gasexplosionkill">>\n\t\tToxic mist detonates with an ear-numbing bang. Violent overpressure blasts the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> into a million bits.\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang, causing the <<print $name>> to recoil with an inhuman yelp.\n\t<<elseif $combat.actions[$index].response eq "shockexplosionkill">>\n\t\tPlasma detonates with a vicious crackle, causing electricity to errupt as it burns the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> into a pile of goo.\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle, causing the <<print $name>> to recoil with an inhuman shriek.\n\n\t<<elseif $combat.enemy.alive eq 0>>\n\t\t<<if $combat.enemy.total eq 1>>\n\t\t\tElectricity arcs across the <<print $name>>'s skin, burning its withered flesh away.\n\t\t<<else>>\n\t\t\tThe <<print $combat.enemy.name>> lie crumpled on the floor, slowly desintegrating as electricity burns their withered flesh away.\n\t\t<</if>>\n\t<<elseif $combat.actions[$index].response eq "killplayer">>\n\t\t<<if $combat.enemy.didreappear>>\n\t\t\tThere is just enough time to see the <<print $name>> reappear before it bawls you over, a row of razor-sharp fangs embedded deep in your neck.\n\t\t<<else>>\n\t\t\tThe <<print $name>> vanishes only to burst from the wall beside you. There is no time to react before razor-sharp fangs sink deeep into your neck.\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $combat.specialEnemyState eq "doShriek">>\n\t\t\tThe <<print $name>> flickers in and out of view as a gargling shriek reverberates painfully, causing your temples to throb.\n\t\t<<elseif $combat.specialEnemyState eq "throwGas">>\n\t\t\tA hecking choke emenates from within the walls. Noxious mist swirls as the <<print $name>> emerges from the ceiling.\n\t\t<<elseif $combat.specialEnemyState eq "doArmorBuff">>\n\t\t\tA wheezing choke emenates as the <<print $name>> emerges from the floor, trailing wisps of sickly matter that coalesce around it's ghastly form.\n\t\t<<else>>\n\t\t\t<<if $combat.actions[$index].response eq "hitnothing">>\n\t\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t\t<<set $combat.enemy.shield += 1>>\n\t\t\t\t\tThe <<print $name>> errupts from the floor but you frantically dodge, causing the monster to stumble clumsily into the nearest wall.\n\t\t\t\t<<else>>\n\t\t\t\t\t<<if not ($equip.isConcealing or $equip.isAbominated)>>\n\t\t\t\t\t\t<<set $attrib.infected = true>>\n\t\t\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown");>>\n\t\t\t\t\t\t<<if $hud.combatUIScrewLevel lt 1 and not $hud.interference>>\n\t\t\t\t\t\t\t<<set window.setTimeout(addUIFlicker, 25, "single")>>\n\t\t\t\t\t\t<</if>>\n\t\t\t\t\t<</if>>\n\n\t\t\t\t\tThe <<print $name>> vanishes only to reappear right behind you. There's just enough time to dodge it's claws<<if not ($equip.isConcealing or $equip.isAbominated)>> but it's bile still splashes you in the face<</if>>.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].response eq "hitdeflect">>\n\t\t\t\t<<if not ($equip.isConcealing or $equip.isAbominated)>>\n\t\t\t\t\t<<set $attrib.infected = true>>\n\t\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown");>>\n\t\t\t\t\t<<if $hud.combatUIScrewLevel lt 1 and not $hud.interference>>\n\t\t\t\t\t\t<<set window.setTimeout(addUIFlicker, 25, "single")>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t\t<<set $combat.enemy.shield += 1>>\n\t\t\t\t\tThe <<print $name>> drops from the ceiling, belching bile in your face, but you deflect its assault with your <<rifle>>.\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $name>> surges forward, belching bile in your face, but you deflect the blow with your <<rifle>>.\n\t\t\t\t<</if>>\n\n\t\t\t<<elseif $combat.actions[$index].response eq "hitarmor">>\n\t\t\t\t<<if $attrib.toxicity gte 90 or $attrib.fatigue gte 55>>\n\t\t\t\t\t<<if not ($equip.isConcealing or $equip.isAbominated)>>\n\t\t\t\t\t\t<<set $attrib.infected = true>>\n\t\t\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown");>>\n\t\t\t\t\t\t<<if $hud.combatUIScrewLevel lt 1 and not $hud.interference>>\n\t\t\t\t\t\t\t<<set window.setTimeout(addUIFlicker, 25, "single")>>\n\t\t\t\t\t\t<</if>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t\t<<set $combat.enemy.shield += 1>>\n\t\t\t\t\tThe <<print $name>> errupts from the floor, claws poised to strike, but the blow glances off your <<armor>><<if $attrib.infected>> and leaves a stinging gash<</if>>.\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $name>> vanishes only to reappear, swiping at your chest. Its blow glances off your <<armor>><<if $attrib.infected>> and leaves a stinging gash<</if>>.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].response eq "hitshield">>\n\t\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t\t<<set $combat.enemy.shield += 1>>\n\t\t\t\t\tAdrenaline surges as the <<print $name>> bursts from the wall behind you. Frantic, you throw up your shield. The monster recoils with an angry hiss.\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $name>> vanishes only to reappear right in your face. Panicked, you throw up your shield. The monster recoils with an angry hiss.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].response eq "hitshielddrone">>\n\t\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t\t<<set $combat.enemy.shield += 1>>\n\t\t\t\t\tThe <<print $name>> bursts from the wall behind you. Before you can react, your ArcDrone's shield activates, causing the monster to recoil with a hiss.\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $name>> vanishes only to reappear right in your face. Before you can react, your ArcDrone's shield activates, causing the monster to recoil with a hiss.\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $respond>>\n\n<</nobr>>
<<nobr>>\n\t<<if $combat.enemy.actionsound eq "none">>\n\t\t<<set $combat.enemy.actionsound = "ui_attack_melee">>\n\t<</if>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t<</if>>\n\n\t<<if $combat.actions[$index].response eq "getburned">>\n\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> shrieks, smoke rising out of thin air, followed by a dull thud.\n\t<<elseif $combat.actions[$index].response eq "getburnedarmor">>\n\t\tThe <<print $name>> fails to attack. The air reeks of burnt fur.\n\t<<elseif $combat.actions[$index].response eq "getgassed">>\n\t\tToxic haze swirls lazily in the air. The <<print $name>> retches and chokes audibly.\n\t<<elseif $combat.actions[$index].response eq "getshocked">>\n\t\tElectricity crackles seemingly in thin air. The air reeks of burnt fur.\n\t<<elseif $combat.actions[$index].response eq "getdazzled">>\n\t\tYour HoloDrone flickers, causing dazzling holograms to fill the air. The <<print $name>> doesn't attack.\n\n\t<<elseif $combat.actions[$index].response eq "gasburnkill">>\n\t\tToxic mist ignites with a sucking roar, eliciting shrieks of agony, followed by a telltale thud. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, causing shrieks of agony to resound painfully. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburnkill">>\n\t\tPlasma re-ignites with a crackling hiss, eliciting shrieks of agony, followed by a telltale thud. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a hiss,causing shrieks of agony to resound painfully. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasexplosionkill">>\n\t\tToxic mist detonates with an ear-numbing bang, blasting blood and gore all over the room. Clearly the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> is dead.\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to yelp. It doesn't attack.\n\t<<elseif $combat.actions[$index].response eq "shockexplosionkill">>\n\t\tPlasma detonates with a vicious crackle, blasting blood and gore all over the room. Clearly the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> is dead.\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to yelp. It doesn't attack.\n\n\t<<elseif $combat.enemy.alive eq 0>>\n\t\t<<if $template.ammo eq "9mm">>\n\t\t\tBlood trickles from where the <<print $name>> fell. All you can see of the abomination is a blurred outline.\n\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\tToxic haze swirls around where the <<print $name>> fell. All you can see of the abomination is a blurred outline. \n\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\tBloody droplets are splattered around where the <<print $name>> fell. All you can see of the abomination is a blurred outline.\n\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\tThick smoke drifts from where <<print $name>> fell. All you can see of the abomination is a blurred outline but the air reeks of burnt flesh.\n\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\tBlood trickles from where the <<print $name>> fell. All you can see of the abomination is a blurred outline.\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t The nuke left a bloody scorch mark where the <<print $name>> was. The air reeks of bile and burnt flesh.\n\t\t<<else>>\n\t\t\tBlood spatter surrounds where the <<print $name>> fell. All you can see of the abomination is a blurred outline.\n\t\t<</if>>\n\n\t<<elseif $combat.actions[$index].response eq "killplayer">>\n\t\t<<if $combat.enemy.didreappear>>\n\t\t\tThere's just enough time to spot the blur of motion before the <<print $name>> pounces, slashing your throat with its claws\n\t\t<<else>>\n\t\t\tA blur of motion rushes toward you as the <<print $name>> pounces, sinking its teeth deep into your throat\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $combat.specialEnemyState eq "abomStruggle">>\n\t\t\t<<if $combat.enemy.didreappear>>Without warning, something knocks you down.\n\t\t\t<<else>>A blur of motion slams into you.\n\t\t\t<</if>> Fangs snap. Claws dig deep. You struggle, frantically, until the abomination recoils. The next moment, you're on your fleet, aching and breathing hard.\n\n\t\t\t<<if not ($equip.isConcealing or $equip.isAbominated)>>\n\t\t\t\t<<set $attrib.infected = true>>\n\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown");>>\n\t\t\t\t<<if $hud.combatUIScrewLevel lt 1 and not $hud.interference>>\n\t\t\t\t\t<<set window.setTimeout(addUIFlicker, 25, "single")>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $combat.actions[$index].response eq "hitnothing">>\n\t\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t\tYou glance around in panic, terrified the <<print $name>> will attack, but can't spot it anywhere.\n\t\t\t\t<<else>>\n\t\t\t\t\tSomething moves nearby, causing you to recoil in fright, but the <<print $name>> doesn't attack.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].response eq "hitdeflect">>\n\t\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t\tAdrenaline surges as the <<print $name>> pounces, invisible fangs snapping at your throat, but you block it with your <<rifle>>, knocking the abomination back.\n\t\t\t\t<<else>>\n\t\t\t\t\tA flicker of movement causes you to whirl around just in time to deflect the <<print $name>>'s invisible fangs with your <<rifle>>.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].response eq "hitarmor">>\n\t\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t\tYou glance around, afraid the <<print $name>> will attack any moment, but it doesn't reveal itself.\n\t\t\t\t<<else>>\n\t\t\t\t\tSomething lunges at you. Panicked, you dodge. The <<print $name>> is nowhere to be seen<<if not ($equip.isConcealing or $equip.isAbominated)>> but it must be - you can smell it's foul odor<</if>>.\n\n\t\t\t\t\t<<if not ($equip.isConcealing or $equip.isAbominated) and $combat.actions.length gt 3>>\n\t\t\t\t\t\t<<set $attrib.infected = true>>\n\t\t\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown");>>\n\t\t\t\t\t\t<<if $hud.combatUIScrewLevel lt 1 and not $hud.interference>>\n\t\t\t\t\t\t\t<<set window.setTimeout(addUIFlicker, 25, "single")>>\n\t\t\t\t\t\t<</if>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].response eq "hitshield">>\n\t\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t\tAdrenaline surges as a blur of motion rushes toward you. Frantic, you throw up your shield. An angry hiss sounds as something large recoils.\n\t\t\t\t<<else>>\n\t\t\t\t\tSomething moves behind you, causing you to throw up your shield in panic. A low snarl meets you ears as the <<print $name>> retreats\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].response eq "hitshielddrone">>\n\t\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t\tAdrenaline surges as a blur of motion rushes toward you, causing your ArcDrone to deploy its shield. An angry hiss sounds as something large recoils.\n\t\t\t\t<<else>>\n\t\t\t\t\tSomething moves behind you, causing your ArcDrone to deploy its shield. A low snarl meets you ears as the <<print $name>> retreats.\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $respond>>\n\n<</nobr>>
<<nobr>>\n\t<<if $combat.enemy.actionsound eq "none">>\n\t\t<<set $combat.enemy.actionsound = "ui_attack_melee">>\n\t<</if>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t<</if>>\n\n\t<<if $combat.actions[$index].response eq "getburned">>\n\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> flails wildly, burning, and falls with a shrill squeal.\n\t<<elseif $combat.actions[$index].response eq "getburnedarmor">>\n\t\tThe <<print $name>> flail<<if $combat.enemy.total eq 1>>s<</if>> wildly as superheated plasma melts through <<print $number>> oily skin.\n\t<<elseif $combat.actions[$index].response eq "getgassed">>\n\t\tThe <<print $name>> choke<<if $combat.enemy.total eq 1>>s<</if>> and splutter<<if $combat.enemy.total eq 1>>s<</if>> as toxic mist fills <<print $number>> lungs.\n\t<<elseif $combat.actions[$index].response eq "getshocked">>\n\t\tThe <<print $name>> twitch<<if $combat.enemy.total eq 1>>es<</if>> as static electricity arcs across <<print $number>> oily skin.\n\t<<elseif $combat.actions[$index].response eq "getdazzled">>\n\t\tThe <<print $name>> recoil<<if $combat.enemy.total eq 1>>s<</if>>, confused by the dazzling holograms projected around them.\n\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, consuming the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> with a shriek in agony. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a crackling hiss, consuming the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> with a shriek in agony. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang, blasting oozing gore all over the place. Miraculously, the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> is still alive - albeit badly injured.\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle, blasting oozing gore all over the place. Miraculously, the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> is still alive - albeit badly injured.\n\n\t<<elseif $combat.actions[$index].response eq "gasburnkill">>\n\t\tToxic mist ignites with a sucking roar, eliciting shrieks of agony as a cloud of plasma engulfs the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> entirely. It doesn't survive.\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to flail madly as plasma melts through it.\n\t<<elseif $combat.actions[$index].response eq "shockburnkill">>\n\t\tPlasma re-ignites with a crackling hiss, eliciting shrieks of agony as crackling plasma engulfs the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> entirely. It doesn't survive.\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a hiss, causing electricity to scar the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s oily skin painfully.\n\t<<elseif $combat.actions[$index].response eq "gasexplosionkill">>\n\t\tToxic mist detonates with an ear-numbing bang, blasting oozing gore all over the place. There's not enough left of the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to consider it 'alive'.\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to recoil with a startled whimper.\n\t<<elseif $combat.actions[$index].response eq "shockexplosionkill">>\n\t\tPlasma detonates with a vicious crackle, blasting oozing gore all over the place. There's not enough left of the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to consider it 'alive'.\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to recoil as electricity arcs across its slimy skin.\n\n\n\t<<elseif $combat.enemy.alive eq 0>>\n\t\t<<if $template.ammo eq "9mm">>\n\t\t\tThe <<print $combat.enemy.name>> falls, blood seeping lazily from its torn snout. One of its tentacles flaps feebly then falls limp.\n\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\tToxic haze hangs in the air as the <<print $combat.enemy.name>> falls with a squeal. Its tentacles twitch feebly and fall limp.\n\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\tThe <<print $combat.enemy.name>> falls, its body blow into a million oily shreds. One of its severed tentacles flaps feebly.\n\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\tThe <<print $combat.enemy.name>> thrashes about, squealing, as its oily skin is melted clean off. When it finally falls, all that remains are bones and goo.\n\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\tThe <<print $combat.enemy.name>> falls with a squeal. Its tentacles twitch feebly and fall limp.\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t The <<print $combat.enemy.name>> is sprawled on the floor, its oily skin molten solid and tentacles dissolved entirely.\n\t\t<<else>>\n\t\t\tThe <<print $combat.enemy.name>> falls, a gaping hole blown in its canine form. One of its tentacles flaps feebly and goes limp.\n\t\t<</if>>\n\n\t\t<<if $combat.enemy.total eq 1>>\n\t\t\t\n\t\t<<else>>\n\t\t\tThe <<print $combat.enemy.name>> lie on the catwalk, tentacles twitching feebly as blood seeping lazly from their snouts. Within moments, all are limp-\n\t\t<</if>>\n\t<<elseif $combat.actions[$index].response eq "killplayer">>\n\t\t\tThe <<print $name>> lashes at you with its tentacles, snaring your arm. You try to tear free but the monster is faster, sinking its jagged teeth deep into your throat.\n\t<<else>>\n\t\t<<if $combat.actions[$index].response eq "hitnothing">>\n\t\t\t<<set $attrib.toxicity += 50>>\n\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown");>>\n\t\t\t<<if $hud.combatUIScrewLevel lt 1 and not $hud.interference>>\n\t\t\t\t<<set window.setTimeout(addUIFlicker, 25, "single")>>\n\t\t\t<</if>>\n\n\t\t\t<<if $attrib.fatigue gte 65 or $attrib.toxicity gte 90>>\n\t\t\t\t<<if not ($equip.isConcealing or $equip.isAbominated)>>\n\t\t\t\t\t<<set $attrib.infected = true>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\tThe <<print $name>> lashes at you with its tentacles. Adrenaline surges as you roll aside, catching only a stinging glancing blow\n\t\t<<elseif $combat.actions[$index].response eq "hitdeflect">>\n\t\t\tThe <<print $name>> pounces, its slimy jaw open wide but drive it away, swinging at it wildly with your <<rifle>>\n\t\t<<elseif $combat.actions[$index].response eq "hitarmor">>\n\t\t\tThe <<print $name>> pounces, tearing at your <<armor>> with its claws but they fail to penetrate\n\t\t<<elseif $combat.actions[$index].response eq "hitshield">>\n\t\t\tThe <<print $name>> lashes at you with its tentacles. Panicked, you throw up your shield. The monster recoils with an angry yelp.\n\t\t<<elseif $combat.actions[$index].response eq "hitshielddrone">>\n\t\t\tThe <<print $name>> lashes at you with its tentacles, causing your ArcDrone to deploy its shield The monster recoils with an angry yelp.\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $respond>>\n\n<</nobr>>
<<nobr>>\n\t<<if $combat.enemy.actionsound eq "none">>\n\t\t<<set $combat.enemy.actionsound = "ui_attack_melee">>\n\t<</if>>\n\t<<set $weapon = "crowbar">>\n\n\t<<if $combatTemplate eq "Oger_B33">>\n\t\t<<set $weapon = "bent pipe">>\n\t<<elseif $combatTemplate eq "Oger_B30">>\n\t\t<<set $weapon = "lance">>\n\t<</if>>\n\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t<</if>>\n\n\t<<if $combat.actions[$index].response eq "getburned">>\n\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> flails wildly, burning, and falls with a muted grunt.\n\t<<elseif $combat.actions[$index].response eq "getburnedarmor">>\n\t\tThe <<print $name>> flail<<if $combat.enemy.total eq 1>>s<</if>> wildly as superheated plasma melts through <<print $number>> thick skin.\n\t<<elseif $combat.actions[$index].response eq "getgassed">>\n\t\tThe <<print $name>> choke<<if $combat.enemy.total eq 1>>s<</if>> and splutter<<if $combat.enemy.total eq 1>>s<</if>> as toxic mist fills <<print $number>> lungs.\n\t<<elseif $combat.actions[$index].response eq "getshocked">>\n\t\tThe <<print $name>> twitch<<if $combat.enemy.total eq 1>>es<</if>> as static electricity arcs across <<print $number>> thick skin.\n\t<<elseif $combat.actions[$index].response eq "getdazzled">>\n\t\tThe <<print $name>> recoil<<if $combat.enemy.total eq 1>>s<</if>>, visibly disoriented by the dazzling holograms projected around them.\n\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, consuming the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> in a searing blaze The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a crackling hiss, consuming the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> in a searing blaze. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang, blasting the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> clean off its feet. It gets back up, snarling angrily.\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle, blasting the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> clean off its feet. It gets back up, snarling angrily.\n\n\t<<elseif $combat.actions[$index].response eq "gasburnkill">>\n\t\tToxic mist ignites with a sucking roar, eliciting shrieks of agony as a cloud of plasma engulfs the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>. It falls, skin charred black.\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to recoil with an angry roar as plasma melts its thick skin.\n\t<<elseif $combat.actions[$index].response eq "shockburnkill">>\n\t\tPlasma re-ignites with a crackling hiss, eliciting shrieks of agony as crackling plasma engulfs the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>. It falls, skin charred black.\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a hiss, causing electricity to scar the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s thick skin badly enough to make it howl in pain.\n\t<<elseif $combat.actions[$index].response eq "gasexplosionkill">>\n\t\tToxic mist detonates with an ear-numbing bang, blasting bloody bits of <<print $combat.enemy.singlenames[$combat.enemy.alive]>> all over the place. Only pieces of the abomination's body remain intact.\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to recoil with an angry roar.\n\t<<elseif $combat.actions[$index].response eq "shockexplosionkill">>\n\t\tPlasma detonates with a vicious crackle, causing electricity to boil the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s skin. It collapses and doesn't get back up.\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to recoil as electricity arcs across its thick skin.\n\n\n\t<<elseif $combat.enemy.alive eq 0>>\n\t\t<<if $template.ammo eq "9mm">>\n\t\t\tThe <<print $combat.enemy.name>> falls with a grunt, oily blood seeping from its many wounds.\n\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\tToxic haze swirls lazily as the <<print $combat.enemy.name>> falls. Its sinnewy bulk twitches one last time then goes limp.\n\t\t<<elseif $template.ammo eq "scatter" or $template.ammo eq "conductive" or $template.ammo eq "tungsten">>\n\t\t\tThe <<print $combat.enemy.name>> falls, oily blood seeping from where a chunk of flesh has been blown clean off its body.\n\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\tThe <<print $combat.enemy.name>> thrashes wildly as its sinnewy skin burns away. A moment later it falls, still smouldering.\n\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\tThe <<print $combat.enemy.name>> falls with a loud thud. Its sinnewy bulk twitches one last time then goes limp.\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t The <<print $combat.enemy.name>> is sprawled on the floor, its body burned black and once bulky limbs twisted beyond recognition.\n\t\t<<else>>\n\t\t\tThe <<print $combat.enemy.name>> falls with a grunt, oily blood seeping from its many wounds.\n\t\t<</if>>\n\t<<elseif $combat.actions[$index].response eq "killplayer">>\n\t\t\tThe <<print $name>> slams its <<print $weapon>> into your face, causing you to fall, dazed. The next instant it whacks your skull open.\n\t<<else>>\n\t\t<<if $combat.moveMain.drawn and not ($combat.isFirstRound or $combat.usedEscapeMechanic eq 1) and $equip.rifle.name neq "none" and $combat.rounds gte 3 and $combat.actions[$index].action neq "tryMelee">>\n\t\t\t<<set $combat.actions[$index].response = "hitdeflect">>\n\t\t\t<<set $attrib.fatigue += 5>>\n\t\t\tRoaring, the <<print $name>> rips your <<rifle>> from your hands and slams it into the floor with such force that the weapon is demolished beyond all hope of repair. You back away, breathing hard.\n\t\t\t<<set $equip.rifle.name = "none">>\n\t\t\t<<replace '#hud-pda-pane'>>\n\t\t\t\t<<display 'calcMainDisplay'>>\n\t\t\t<</replace>>\n\t\t<<else>>\n\t\t\t<<if $combat.actions[$index].response eq "hitnothing">>\n\t\t\t\t<<set $combat.enemy.accuracy *= 1.1>>\n\t\t\t\tThe <<print $name>> roars, swiping with its <<print $weapon>>, but you roll aside just before it would have torn open your ribs.\n\t\t\t<<elseif $combat.actions[$index].response eq "hitdeflect">>\n\t\t\t\t<<set $attrib.fatigue += 8>>\n\t\t\t\tThe <<print $name>> swipes with its <<print $weapon>> but you deflect with your <<rifle>>. Despite the force of the blow, you and your weapon are unharmed.\n\t\t\t<<elseif $combat.actions[$index].response eq "hitarmor">>\n\t\t\t\t<<set $attrib.fatigue += 10>>\n\t\t\t\t<<if $attrib.toxicity gte 35 or $attrib.fatigue gte 50>>\n\t\t\t\t\t<<if not ($equip.isConcealing or $equip.isAbominated)>>\n\t\t\t\t\t\t<<set $attrib.infected = true>>\n\t\t\t\t\t\t<<set $attrib.toxicity += 35>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown");>>\n\t\t\t\t<<if $hud.combatUIScrewLevel lt 1 and not $hud.interference>>\n\t\t\t\t\t<<set window.setTimeout(addUIFlicker, 25, "single")>>\n\t\t\t\t<</if>>\n\n\t\t\t\tThe <<print $name>> slams its <<print $weapon>> into your chest with a roar but the blow only knocks you back, failing to penetrate your <<armor>> but leaving <<if $attrib.infected>>oozing<<else>>painful<</if>> gashes.\n\t\t\t<<elseif $combat.actions[$index].response eq "hitshield">>\n\t\t\t\tThe <<print $name>> lashes at you with its <<print $weapon>> but you throw up your shield, causing the abomination to recoil with a surprised grunt.\n\t\t\t<<elseif $combat.actions[$index].response eq "hitshielddrone">>\n\t\t\t\tThe <<print $name>> lashes at you with its <<print $weapon>> but your ArcDrone deploys a crackling shield, causing the abomination to recoil with a surprised grunt.\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $respond>>\n\n<</nobr>>
<<nobr>>\n\n\t<<if $combat.enemy.name eq "warden">>\n\t\t<<set $shottextmiss = "tranq-dart goes wide">>\n\t\t<<set $shottextreflect = "tranq-dart">>\n\t\t<<set $dietext = "blasting a tranq-dart through your ribcage">>\n\t\t<<if $combat.enemy.actionsound eq "none">>\n\t\t\t<<set $combat.enemy.actionsound = "ui_attack_cannon">>\n\t\t<</if>>\n\n\t<<elseif $combat.enemy.name eq "workman">>\n\t\t<<set $shottextmiss = "stunner goes wide">>\n\t\t<<set $shottextreflect = "stunner">>\n\t\t<<set $dietext = "inexplicably killing you even though the game disallows that">>\n\t\t<<if $combat.enemy.actionsound eq "none">>\n\t\t\t<<set $combat.enemy.actionsound = "ui_shock">>\n\t\t<</if>>\n\n\t<<elseif $combat.enemy.name eq "Division 108" or $combat.enemy.name eq "troopers">>\n\t\t<<set $shottextmiss = "rounds miss by an inch">>\n\t\t<<set $shottextreflect = "rounds">>\n\t\t<<set $dietext = "blasting a burst clean into your skull">>\n\t\t<<if $combat.enemy.actionsound eq "none">>\n\t\t\t<<set $combat.enemy.actionsound = "ui_attack_auto">>\n\t\t<</if>>\n\n\t<<elseif $combat.enemy.name eq "mercenaries" or $combat.enemy.name eq "radicals" or $combat.enemy.name eq "purifiers">>\n\t\t<<set $shottextmiss = "shots miss entiely">>\n\t\t<<set $shottextreflect = "rounds">>\n\t\t<<set $dietext = "riddling your chest with bolts">>\n\t\t<<if $combat.enemy.actionsound eq "none">>\n\t\t\t<<set $combat.enemy.actionsound = "ui_attack_auto">>\n\t\t<</if>>\n\n\t<<elseif $combat.enemy.name eq "hunter">>\n\t\t<<set $shottextmiss = "shots go wide">>\n\t\t<<set $shottextreflect = "rounds">>\n\t\t<<set $dietext = "riddling you with presice boltfire">>\n\t\t<<if $combat.enemy.actionsound eq "none">>\n\t\t\t<<set $combat.enemy.actionsound = "ui_attack_semi">>\n\t\t<</if>>\n\n\t<<elseif $combat.enemy.name eq "Comissaria">>\n\t\t<<set $shottextmiss = "shots go wide">>\n\t\t<<set $shottextreflect = "rounds">>\n\t\t<<set $dietext = "riddling you with rapid boltfire">>\n\t\t<<if $combat.enemy.actionsound eq "none">>\n\t\t\t<<set $combat.enemy.actionsound = "ui_attack_auto">>\n\t\t<</if>>\n\n\t<<elseif $combat.enemy.name eq "Blood Sons">>\n\t\t<<set $shottextmiss = "bolts misses entiely">>\n\t\t<<set $shottextreflect = "bolts">>\n\t\t<<set $dietext = "blasting tungsten bolts through your chest">>\n\t\t<<if $combat.enemy.actionsound eq "none">>\n\t\t\t<<set $combat.enemy.actionsound = "ui_attack_cannon">>\n\t\t<</if>>\n\n\t<<elseif $combat.enemy.name eq "captain" or $combat.enemy.name eq "Bounty Hunter" or $combat.enemy.name eq "Incubus Champion" or $combat.enemy.name eq "Lavandri Champion">>\n\t\t<<set $shottextmiss = "bolt misses entiely">>\n\t\t<<set $shottextreflect = "bolt">>\n\t\t<<set $dietext = "blasting a tungsten bolt through your chest">>\n\t\t<<if $combat.enemy.actionsound eq "none">>\n\t\t\t<<set $combat.enemy.actionsound = "ui_attack_cannon">>\n\t\t<</if>>\n\n\t<<elseif $combat.enemy.name eq "hybrids" or $combat.enemy.name eq "Blackscale">>\n\t\t<<set $shottextmiss = "shots miss entiely">>\n\t\t<<set $shottextreflect = "rounds">>\n\t\t<<set $dietext = "riddling your chest with bolts">>\n\t\t<<if $combat.enemy.actionsound eq "none">>\n\t\t\t<<set $combat.enemy.actionsound = "ui_attack_auto">>\n\t\t<</if>>\n\n\t<<elseif $combat.enemy.name eq "heavies" or $combat.enemy.name eq "heavy">>\n\t\t<<set $shottextmiss = "bolts zip past without hitting">>\n\t\t<<set $shottextreflect = "rounds">>\n\t\t<<set $dietext = "spraying rounds and riddling you with bolts">>\n\t\t<<if $combat.enemy.actionsound eq "none">>\n\t\t\t<<set $combat.enemy.actionsound = "ui_attack_auto">>\n\t\t<</if>>\n\n\t<<elseif $combat.enemy.name eq "commandos">>\n\t\t<<set $shottextmiss = "rounds narrowly miss">>\n\t\t<<set $shottextreflect = "rounds">>\n\t\t<<set $dietext = "riddling your torso with pinpoint boltfire">>\n\t\t<<if $combat.enemy.actionsound eq "none">>\n\t\t\t<<set $combat.enemy.actionsound = "ui_attack_suppressed">>\n\t\t<</if>>\n\n\t<<else>>\n\t\t<<set $shottextmiss = "shots go wide">>\n\t\t<<set $shottextreflect = "rounds">>\n\t\t<<set $dietext = "blowing a hole clean through your lungs">>\n\t\t<<if $combat.enemy.actionsound eq "none">>\n\t\t\t<<set $combat.enemy.actionsound = "ui_attack_semi">>\n\t\t<</if>>\n\n\t<</if>>\n\n\t<<if $equip.clothes eq "Power Armor">>\n\t\t<<if $combat.enemy.name eq "warden">>\n\t\t\t<<set $dietext = "blasting a tranq-dart clean through your Exo Armor">>\n\t\t<<elseif $combat.enemy.name eq "Division 108" or $combat.enemy.name eq "troopers">>\n\t\t\t<<set $dietext = "blasting a burst into your Exo Armor's helmet">>\n\t\t<<elseif $combat.enemy.name eq "Syndicate 4">>\n\t\t\t<<set $dietext = "riddling your Exo Armor with bolts">>\n\t\t<<elseif $combat.enemy.name eq "mercenary captain">>\n\t\t\t<<set $dietext = "blasting a tungsten bolt clean through your Exo Armor">>\n\t\t<<else>>\n\t\t\t<<set $dietext = "blowing a hole in your Exo Armor's chestplate">>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $combat.enemy.name eq "warden">>\n\t\t<<set $armorname = "safety vest">>\n\t<<elseif $combat.enemy.name eq "Division 108" or $combat.enemy.name eq "troopers">>\n\t\t<<set $armorname = "riot armor">>\n\t<<elseif $combat.enemy.name eq "mercenaries">>\n\t\t<<set $armorname = "combat armor">>\n\t<<elseif $combat.enemy.name eq "captain">>\n\t\t<<set $armorname = "combat armor">>\n\t<<elseif $combat.enemy.name eq "Knight of Eden">>\n\t\t<<set $armorname = "power armor">>\n\t<<elseif $combat.enemy.name eq "Comissaria">>\n\t\t<<set $armorname = "uniform">>\n\t<<elseif $combat.enemy.name eq "commandos">>\n\t\t<<set $armorname = "skinsuits">>\n\n\t\t<<if $combat.actions[$index].kills eq 1>>\n\t\t\t<<set $armorname = "skinsuit">>\n\t\t<</if>>\n\n\t<<else>>\n\t\t<<set $armorname = "armor">>\n\t<</if>>\n\n\n\t<<display 'calcRoundType'>>\n\n\t<<if $combat.actions[$index].action eq "tryMelee" or $combat.specialEnemyState eq "throwFlash" or $combat.specialEnemyState eq "throwGas">>\n\t\t<<if $combat.enemy.alive eq 1>>\n\t\t\t<<set $respond = "opens">>\n\t\t<<else>>\n\t\t\t<<set $respond = "open">>\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $combat.enemy.alive eq 1>>\n\t\t\t<<set $respond = "returns">>\n\t\t<<else>>\n\t\t\t<<set $respond = "return">>\n\t\t<</if>>\n\t<</if>>\n\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t<</if>>\n\n\t<<if $combat.actions[$index].response eq "getburned">>\n\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> flails wildly, burning, and falls dead.\n\t<<elseif $combat.actions[$index].response eq "getburnedarmor">>\n\t\tThe <<print $name>> flail<<if $combat.enemy.alive eq 1>>s<</if>> wildly as superheated plasma melts through <<print $number>> <<print $armorname>>\n\t<<elseif $combat.actions[$index].response eq "getgassed">>\n\t\tThe <<print $name>> choke<<if $combat.enemy.alive eq 1>>s<</if>> and splutter<<if $combat.enemy.total eq 1>>s<</if>> as toxic mist fills <<print $number>> lungs.\n\t<<elseif $combat.actions[$index].response eq "getshocked">>\n\t\tThe <<print $name>> twitch<<if $combat.enemy.alive eq 1>>es<</if>> as static electricity paralyzes <<print $number>> body.\n\t<<elseif $combat.actions[$index].response eq "getdazzled">>\n\t\tThe <<print $name>> recoil<<if $combat.enemy.alive eq 1>>s<</if>>, confused by the dazzling holograms projected around them.\n\n\n\t<<elseif $combat.actions[$index].response eq "gasburnkill">>\n\t\tToxic mist ignites with a sucking roar, utterly incinerating the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, causing the <<print $name>> to flail as superheated plasma melts through <<print $number>> <<print $armorname>>. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburnkill">>\n\t\tPlasma re-ignites with a crackling hiss, utterly incinerating the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a crackling hiss, melting through the <<print $name>>'s <<print $armorname>> amidst a shower of sparks. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasexplosionkill">>\n\t\tToxic mist detonates with an ear-numbing bang, blasting the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> off <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> feet and killing <<print $combat.enemy.singlegender[$combat.enemy.alive]>> instantly.\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang. Violent overpressure dents the <<print $name>>'s <<print $armorname>>.\n\t<<elseif $combat.actions[$index].response eq "shockexplosionkill">>\n\t\tPlasma detonates with a vicious crackle, blasting the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> off <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> feet and killing <<print $combat.enemy.singlegender[$combat.enemy.alive]>> instantly.\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle. Crackling electricity arcs over the <<print $name>>'s <<print $armorname>>, causing sparks to errupt madly.\n\n\t<<elseif $combat.enemy.alive eq 0>>\n\t\t<<set $random = (Math.random() + 0.1)>>\n\n\t\t<<if $combat.enemy.total eq 1>>\n\t\t\t<<if $template.ammo eq "9mm">>\n\t\t\t\tThe <<print $combat.enemy.name>> falls, screaming in agony. Blood seeps from <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> wounds.\n\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\tThe <<print $combat.enemy.name>> falls, choking for breath. Toxic haze swirls lazily in the air. The <<print $combat.enemy.name>> twitches one last time.\n\t\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t\tThe <<print $combat.enemy.name>> is sheared into a million gorey bits. Blood and body parts splatter on the ground.\n\t\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t\tThe <<print $combat.enemy.name>> lies on the floor, guttering flames still licking the charred corpse\n\t\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t\tThe <<print $combat.enemy.name>> lies on the floor, limbs twisted into an unnatural position by sheer agony\n\t\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t\tThe <<print $combat.enemy.name>> lies on the floor, charred to a crisp and twisted into an unnatural position.\n\t\t\t<<else>>\n\t\t\t\tThe <<print $combat.enemy.name>> is knocked down, a bloody hole blown clean through <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> chest.\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $template.ammo eq "9mm">>\n\t\t\t\t<<if $random gte 0.66>>\n\t\t\t\t\tThe <<print $combat.enemy.name>> are sprawled on the floor, riddled with bolts and splattered with blood.\n\t\t\t\t<<elseif $random gte 0.33>>\n\t\t\t\t\tThe <<print $combat.enemy.name>> are sprawled on the floor, all badly shot up. There's blood everywhere.\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $combat.enemy.name>> are sprawled on the floor. One groans in agony. Blood squirts from another's wounds.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\tThe <<print $combat.enemy.name>> are sprawled on the floor. Toxic haze swirls lazily in the air. One of the bodies twitches.\n\t\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t\tThe <<print $combat.enemy.name>> are sprawled on the gore-streaked floor. Blood and body parts lie strewn around haphazardly.\n\t\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie on the floor, guttering flames still licking the charred corpses\n\t\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie on the floor, limbs twisted into unnatural positions by the sheer agony they suffered\n\t\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie on the floor, bodies charred to a crisp and twisted into unnatural positions.\n\t\t\t<<else>>\n\t\t\t\t<<if $random gte 0.66>>\n\t\t\t\t\tThe <<print $combat.enemy.name>> are sprawled on the floor, chunks of their bodies blown clean out.\n\t\t\t\t<<elseif $random gte 0.33>>\n\t\t\t\t\tThe <<print $combat.enemy.name>> are sprawled on the floor. One gurgles blood. Another twitches, shudders, and goes limp.\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $combat.enemy.name>> are sprawled on the floor. One screams in pain. Another feels his gaping chest wound and faints.\n\t\t\t\t<</if>>\n\t\t\t<</if>>\t\t\t\n\t\t<</if>>\n\t<<elseif $combat.actions[$index].response eq "killplayer">>\n\t\tThe <<print $name>> <<print $respond>> fire, <<print $dietext>>\n\t<<else>>\n\t\t<<if $combat.specialEnemyState eq "throwGasCombo">>\n\t\t\tThe <<print $name>> hurl<<if $combat.enemy.alive eq 1>>s<</if>> a ViroDisc and follow<<if $combat.enemy.alive eq 1>>s<</if>> through with <<if $combat.enemy.alive eq 1>>a <</if>>perfectly timed conductive bolt<<if $combat.enemy.alive gt 1>>s<</if>>. Gas explodes with an ear-numbing crack, knocking you flat. The <<print $name>> reload<<if $combat.enemy.alive eq 1>>s<</if>> and fire<<if $combat.enemy.alive eq 1>>s<</if>> again\n\t\t<<elseif $combat.specialEnemyState eq "doSlam">>\n\t\t\tThe <<print $name>> kick<<if $combat.enemy.alive gt 1>>s<</if>>. you in the chest so hard you\n\t\t\t\t<<if $equip.isHeavyArmor>>double over in agony. Disoriented, you recover as the\n\t\t\t\t<<else>>smack painfully against the wall. Bruised and disoriented, you pick yourself up as the\n\t\t\t\t<</if>>\n\t\t\t\t <<print $name>> circle<<if $combat.enemy.alive eq 1>>s<</if>> into a better position.\n\t\t<<elseif $combat.specialEnemyState eq "throwFlashMelee">>\n\t\t\tThe <<print $name>> hurl<<if $combat.enemy.alive eq 1>>s<</if>> a shock-flash. It detonates, rattling your skull, as the <<print $name>> dart<<if $combat.enemy.alive eq 1>>s<</if>> forward and swipe<<if $combat.enemy.alive eq 1>>s<</if>> at you with <<print $number>> <<if $combat.enemy.alive eq 1>>knife<<else>>knives<</if>>. You roll aside, regaining your footing just as the <<print $name>> fire<<if $combat.enemy.alive eq 1>>s<</if>> <<print $number>> railgun<<if $combat.enemy.alive eq 1>>s<</if>> \n\n\t\t<<elseif $combat.specialEnemyState eq "throwFlashDisarm">>\n\t\t\tThe <<print $name>> hurl<<if $combat.enemy.alive eq 1>>s<</if>> a shock-flash. It detonates, rattling your skull, as the <<print $name>> dart<<if $combat.enemy.alive eq 1>>s<</if>> forward. You fend <<print $number>> off with your <<rifle>> but it's torn from your fingers. As you recover, the <<print $name>> open<<if $combat.enemy.alive eq 1>>s<</if>> fire\n\n\t\t\t<<set $equip.rifle.name = "none">>\n\t\t\t<<replace '#hud-pda-pane'>>\n\t\t\t\t<<display 'calcMainDisplay'>>\n\t\t\t<</replace>>\n\t\t<<elseif $combat.specialEnemyState eq "doArmorBuff">>\n\t\t\t<<if $combat.enemy.name eq "hybrids">>\n\t\t\t\tSickly ooze drips to the floor as the <<print $name>> <<print $respond>> fire<<print $fireaddom>>\n\t\t\t<<else>>\n\t\t\t\tThe <<print $name>> \n\t\t\t\t<<if $combat.enemy.alive eq 1>>huddles behind a riot shield\n\t\t\t\t<<else>>form a wall of riot shields\n\t\t\t\t<</if>>\n\t\t\t\tand <<print $respond>> fire<<print $fireaddom>>\n\t\t\t<</if>>\n\t\t<<elseif $combat.specialEnemyState eq "doShieldBuff">>\n\t\t\tCrackling arc shields errupt as the <<print $name>> <<print $respond>> fire<<print $fireaddom>>\n\t\t<<elseif $combat.specialEnemyState eq "takeCover">>\n\t\t\tThe <<print $name>> take<<if $combat.enemy.alive eq 1>>s<</if>> position behind cover and <<print $respond>> fire\n\t\t<<elseif $combat.specialEnemyState eq "throwFlash">>\n\t\t\tThe <<print $name>> hurl<<if $combat.enemy.alive eq 1>>s<</if>> a shock-flash. It detonates, rattling your skull, as the <<print $name>> <<print $respond>> fire\n\t\t<<elseif $combat.specialEnemyState eq "throwGas">>\n\t\t\tThe <<print $name>> hurl<<if $combat.enemy.alive eq 1>>s<</if>> a ViroDisc. <<if not $equip.isConcealing >>Gas spills out, causing you to choke,<<else>>Gas spills out, swirling harmlessly<</if>> as the <<print $name>> <<print $respond>> fire\n\t\t<<elseif $combat.specialEnemyState eq "throwArcDisc">>\n\t\t\tThe <<print $name>> hurl<<if $combat.enemy.alive eq 1>>s<</if>> an ArcDisc. Crackling shields form as the <<print $name>> <<print $respond>> fire\n\t\t\t\n\t\t<<else>>\n\t\t\tThe <<print $name>> <<print $respond>> fire<<if $combat.enemy.alive eq 1>>s<</if>>\n\t\t<</if>>\n\t\t\n\n\t\t<<if $combat.actions[$index].response eq "hitnothing">>\n\t\t\tbut <<print $number>> <<print $shottextmiss>>\n\t\t<<elseif $combat.actions[$index].response eq "hitcover">>\n\t\t\tbut you are already in cover.\n\t\t<<elseif $combat.actions[$index].response eq "hitarmor">>\n\t\t\tbut the <<print $shottextreflect>> <<if $combat.enemy.name eq "workman">>bounces off harmlessly<<else>>glance off your <<armor>><</if>>\n\t\t<<elseif $combat.actions[$index].response eq "hitshield">>\n\t\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t\tbut your Exo Armor's shield activates, deflecting the <<print $shottextreflect>>\n\t\t\t<<else>>\n\t\t\t\tbut you throw up your arm and deflect the <<print $shottextreflect>> with your shield\n\t\t\t<</if>>\n\t\t<<elseif $combat.actions[$index].response eq "hitshielddrone">>\n\t\t\tbut your ArcDrone's shield activates, deflecting the <<print $shottextreflect>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $respond>>\n\n<</nobr>>
<<nobr>>\n\n\t<<display 'calcRoundType'>>\n\t<<set $combat.enemy.actionsound = "ui_attack_melee">>\n\n\t<<if $combat.enemy.name eq "Knight of Eden" or $combat.enemy.name eq "Knights of Eden">>\n\t\t<<set $bladetype = "plasma lance">>\n\t\t<<set $bladeattrib = "plunging the superheated blade deep into your chest">>\n\n\t\t<<if $combat.enemy.alive gt 1>>\n\t\t\t<<set $bladetype = "plasma lances">>\n\t\t\t<<set $bladeattrib = "plunging superheated blades deep into your chest">>\n\n\t\t<</if>>\n\t<<elseif $combat.enemy.name eq "witch" or $combat.enemy.name eq "woman">>\n\t\t<<set $bladetype = "knife">>\n\t\t<<set $bladeattrib = "slicing your neck with the curved blade">>\n\n\t\t<<if $combat.enemy.alive gt 1>>\n\t\t\t<<set $bladetype = "knife">>\n\t\t\t<<set $bladeattrib = "plunging curved blades deep into your chest">>\n\n\t\t<</if>>\n\t<</if>>\n\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t<</if>>\n\n\t<<if $combat.actions[$index].response eq "getburned">>\n\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> flails wildly, burning, and crumples with a dull thud.\n\t<<elseif $combat.actions[$index].response eq "getburnedarmor">>\n\t\tThe <<print $name>> flail<<if $combat.enemy.alive eq 1>>s<</if>> madly as superheated plasma melts through <<print $number>> <<print $armorname>>\n\t<<elseif $combat.actions[$index].response eq "getgassed">>\n\t\tThe <<print $name>> choke<<if $combat.enemy.alive eq 1>>s<</if>> and splutter<<if $combat.enemy.total eq 1>>s<</if>> as toxic mist fills <<print $number>> lungs.\n\t<<elseif $combat.actions[$index].response eq "getshocked">>\n\t\tThe <<print $name>> twitch<<if $combat.enemy.alive eq 1>>es<</if>> as static electricity paralyzes <<print $number>> body.\n\t<<elseif $combat.actions[$index].response eq "getdazzled">>\n\t\tThe <<print $name>> recoil<<if $combat.enemy.alive eq 1>>s<</if>>, confused by the dazzling holograms projected around them.\n\n\t<<elseif $combat.actions[$index].response eq "gasburnkill">>\n\t\tToxic mist ignites with a sucking roar, utterly incinerating the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, causing the <<print $name>> to flail as superheated plasma melts through <<print $number>> <<print $armorname>>. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburnkill">>\n\t\tPlasma re-ignites with a crackling hiss, utterly incinerating the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a crackling hiss, melting through the <<print $name>>'s <<print $armorname>> amidst a shower of sparks. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasexplosionkill">>\n\t\tToxic mist detonates with an ear-numbing bang, blasting the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> off <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> feet and killing <<print $combat.enemy.singlegender[$combat.enemy.alive]>> instantly.\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang. Violent overpressure dents the <<print $name>>'s <<print $armorname>>.\n\t<<elseif $combat.actions[$index].response eq "shockexplosionkill">>\n\t\tPlasma detonates with a vicious crackle, crumpling the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> off <<print $combat.enemy.singleposessive[$combat.enemy.alive]>>'s faceplate and killing <<print $combat.enemy.singlegender[$combat.enemy.alive]>> instantly.\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle. Crackling electricity arcs over the <<print $name>>'s <<print $armorname>>, causing sparks to errupt madly.\n\n\t<<elseif $combat.enemy.alive eq 0>>\n\t\t<<if $combat.enemy.total eq 1>>\n\t\t\t<<if $template.ammo eq "9mm">>\n\t\t\t\tThe <<print $combat.enemy.name>> falls, screaming in distorted agony. Blood seeps from <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> wounds.\n\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\tThe <<print $combat.enemy.name>> falls, respirators heaving. toxin haze swirls lazily in the air. The <<print $combat.enemy.name>> twitches one last time.\n\t\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t\tThe <<print $combat.enemy.name>> is sheared into a million gorey bits. Blood and body parts splatter on the ground.\n\t\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t\tThe <<print $combat.enemy.name>> lies on the floor, guttering flames still licking the charred <<print $armorname>>.\n\t\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t\tThe <<print $combat.enemy.name>> lies on the floor, armored limbs still sparking and twitching.\n\t\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t\tThe <<print $combat.enemy.name>> lies on the floor, charred to a crisp and twited into an unnatural position.\n\t\t\t<<else>>\n\t\t\t\tThe <<print $combat.enemy.name>> is knocked down, a bloody hole blown clean through <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> chest.\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $template.ammo eq "9mm">>\n\t\t\t\tThe <<print $combat.enemy.name>> are sprawled on the floor. One groans in distorted agony. Blood splutters from another's wounds.\n\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\tThe <<print $combat.enemy.name>> are sprawled on the floor. Toxic haze swirls lazily in the air. One of the bodies twitches.\n\t\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t\tThe <<print $combat.enemy.name>> are sprawled on the gore-streaked floor. Blood and body parts lie strewn around haphazardly.\n\t\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie on the floor, guttering flames still licking their charred <<print $armorname>>.\n\t\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie on the floor, their armored limbs still sparking and twitching.\n\t\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie on the floor, armor charred to a crisp and twisted into an unnatural position.\n\t\t\t<<else>>\n\t\t\t\tThe <<print $combat.enemy.name>> are sprawled on the floor. One screams in distorted agony. Another feels his gaping chest wound and faints.\n\t\t\t<</if>>\t\t\t\n\t\t<</if>>\n\t<<elseif $combat.actions[$index].response eq "killplayer">>\n\t\tThe <<print $name>> attack<<if $combat.enemy.alive eq 1>>s<</if>> with <<print $number>> <<print $bladetype>>, <<print $bladeattrib>>\n\t<<else>>\n\t\t<<if $combat.actions[$index].response eq "hitnothing">>\n\t\t\tThe <<print $name>> attack<<if $combat.enemy.alive eq 1>>s<</if>> with <<print $number>> <<print $bladetype>> but <<print $number>> blow<<if $combat.enemy.alive gt 1>>s<</if>> miss<<if $combat.enemy.alive eq 1>>es<</if>>\n\t\t<<elseif $combat.actions[$index].response eq "hitdeflect">>\n\t\t\tThe <<print $name>> attack<<if $combat.enemy.alive eq 1>>s<</if>> with <<print $number>> <<print $bladetype>> but your deflect <<print $number>> blow<<if $combat.enemy.alive gt 1>>s<</if>> with your <<rifle>>\n\t\t<<elseif $combat.actions[$index].response eq "hitarmor">>\n\t\t\tThe <<print $name>> charge<<if $combat.enemy.alive eq 1>>s<</if>> with <<print $number>> <<print $bladetype>> but <<print $number>> blade<<if $combat.enemy.alive gt 1>>s<</if>> glance<<if $combat.enemy.alive eq 1>>s<</if>> off your <<armor>>\n\t\t<<elseif $combat.actions[$index].response eq "hitshield">>\n\t\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t\tThe <<print $name>> charge<<if $combat.enemy.alive eq 1>>s<</if>> with <<print $number>> <<print $bladetype>> but your Exo Armor's shield activates, driving the attacker<<if $combat.enemy.alive gt 1>>s<</if>> away\n\t\t\t<<else>>\n\t\t\t\tThe <<print $name>> charge<<if $combat.enemy.alive eq 1>>s<</if>> with <<print $number>> <<print $bladetype>> but you throw up your arm, driving the attacker<<if $combat.enemy.alive gt 1>>s<</if>> away with your shield\n\t\t\t<</if>>\n\t\t<<elseif $combat.actions[$index].response eq "hitshielddrone">>\n\t\t\tThe <<print $name>> charge<<if $combat.enemy.alive eq 1>>s<</if>> with <<print $number>> <<print $bladetype>> but your ArcDrone's shield activates, driving the attacker<<if $combat.enemy.alive gt 1>>s<</if>> away\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $respond>>\n\n<</nobr>>
<<nobr>>\n\t<<if $combat.enemy.actionsound eq "none">>\n\t\t<<set $combat.enemy.actionsound = "ui_attack_melee">>\n\t<</if>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t<</if>>\n\n\t<<if $combat.actions[$index].response eq "getburned">>\n\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> flails wildly, its flesh strands burning, and falls with a pitched squeal.\n\t<<elseif $combat.actions[$index].response eq "getburnedarmor">>\n\t\tThe <<print $name>> flail<<if $combat.enemy.total eq 1>>s<</if>> wildly as superheated plasma melts through <<print $number>> stringlike body.\n\t<<elseif $combat.actions[$index].response eq "getgassed">>\n\t\tThe <<print $name>> choke<<if $combat.enemy.total eq 1>>s<</if>> and splutter<<if $combat.enemy.total eq 1>>s<</if>> as toxic mist fills <<print $number>> lungs.\n\t<<elseif $combat.actions[$index].response eq "getshocked">>\n\t\tThe <<print $name>> twitch<<if $combat.enemy.total eq 1>>es<</if>> as static electricity arcs across <<print $number>> stringlike body.\n\t<<elseif $combat.actions[$index].response eq "getdazzled">>\n\t\tThe <<print $name>> recoil<<if $combat.enemy.total eq 1>>s<</if>>, disoriented by the dazzling holograms projected around them.\n\n\t<<elseif $combat.actions[$index].response eq "gasburnkill">>\n\t\tToxic mist ignites with a sucking roar, consuming the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> in a searing blaze. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to recoil as plasma burns at its fleshy ribbons.\n\t<<elseif $combat.actions[$index].response eq "shockburnkill">>\n\t\tPlasma re-ignites with a crackling hiss, consuming the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> in a searing blaze. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a hiss, causing electricity to painfully scar the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s ribbony skin.\n\t<<elseif $combat.actions[$index].response eq "gasexplosionkill">>\n\t\tToxic mist detonates with an ear-numbing bang, blasting the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> into a million blood-soaked ribbons.\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to recoil into a blur of ribbony flesh.\n\t<<elseif $combat.actions[$index].response eq "shockexplosionkill">>\n\t\tPlasma detonates with a vicious crackle, causing electricity to boil the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s ribbony skin. It collapses in a pool of blood.\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to recoil as electricity arcs through its ribbony skin.\n\n\t<<elseif $combat.enemy.alive eq 0>>\n\t\t<<if $template.ammo eq "9mm">>\n\t\t\tThe <<print $combat.enemy.name>> lies dead on the floor, its organs scattered amidst a tangle of flesh-strands\n\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\tToxic haze swirls around the gorey pile of organs and tangled flesh-strands; all that remains of the <<print $combat.enemy.name>>\n\t\t<<elseif $template.ammo eq "scatter" or $template.ammo eq "conductive" or $template.ammo eq "tungsten">>\n\t\t\tThe <<print $combat.enemy.name>> lies dead on the floor, its organs scattered amidst a tangle of flesh-strands\n\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\tThe <<print $combat.enemy.name>> lies dead on the floor, its organs scattered amidst a tangle of scorched flesh-strands\n\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\tThe <<print $combat.enemy.name>> lies dead on the floor, its organs scattered amidst a tangle of flesh-strands\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t The <<print $combat.enemy.name>> lies dead on the floor, its organs and slesh-strand molten beyond any hope of recognition.\n\t\t<<else>>\n\t\t\tThe <<print $combat.enemy.name>> lies dead on the floor, its organs scattered amidst a tangle of flesh-strands\n\t\t<</if>>\n\n\t\t<<if $combat.enemy.total eq 1>>\n\n\t\t<<else>>\n\t\t\tThe <<print $combat.enemy.name>> lie on the floor, their organs scattered amidst a tangle of flesh-strands.\n\t\t<</if>>\n\t<<elseif $combat.actions[$index].response eq "killplayer">>\n\t\t\tThe <<print $name>> swipes at you with her hellpsike, causing you to dodge. The next instant, the slender blade is lodged deep in your ribcage\n\t<<else>>\n\t\t<<if $combat.specialEnemyState eq "throwGas">>\n\t\t\tA noxious cloud of gas errupts as the <<print $name>>\n\t\t<<elseif $combat.specialEnemyState eq "throwFlashDisarm">>\n\t\t\tYour <<rifle>> is torn from your hands as the <<print $name>>\n\n\t\t\t<<set $equip.rifle.name = "none">>\n\t\t\t<<replace '#hud-pda-pane'>>\n\t\t\t\t<<display 'calcMainDisplay'>>\n\t\t\t<</replace>>\n\t\t<<elseif $combat.specialEnemyState eq "doArmorBuff">>\n\t\t\tStrands of organic matter coalesce around the <<print $name>> as it\n\t\t<<else>>\n\t\t\tThe <<print $name>>\n\t\t<</if>>\n\n\t\t<<if $combat.actions[$index].response eq "hitnothing">>\n\t\t\tlunges amid a blur of flesh-strands, Hellspike plunging toward your chest, but you manage to dodge by a split second\n\t\t<<elseif $combat.actions[$index].response eq "hitdeflect">>\n\t\t\tswipes with its Hellspike but you raise your <<rifle>> just in time to deflect the blow\n\t\t<<elseif $combat.actions[$index].response eq "hitarmor">>\n\t\t\tswipes at you with its Hellspike. The blade glances off your <<armor>>\n\t\t<<elseif $combat.actions[$index].response eq "hitshield">>\n\t\t\tlunges amid a blur of flesh-strands but you throw up your shield, causing the abomination to recoil with a yelp.\n\t\t<<elseif $combat.actions[$index].response eq "hitshielddrone">>\n\t\t\tlunges amid a blur of flesh-strands but your ArcDrone deploys a crackling shield, causing the abomination to recoil with a yelp.\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $respond>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $shottextmiss = "shots go wide">>\n\t<<if $combat.enemy.name eq "exo armor" or $combat.enemy.name eq "exo troopers">>\n\t\t<<set $fireaddom = "">>\n\t\t<<set $shottextreflect = "hypervelocity bolts">>\n\t\t<<set $dietext = "unleashing a salvo of bolts that blow chunks of your ribcage away">>\n\t\t<<if $combat.enemy.actionsound eq "none">>\n\t\t\t<<set $combat.enemy.actionsound = "ui_attack_cannon">>\n\t\t<</if>>\n\n\t<<elseif $combat.enemy.name eq "WarBot">>\n\t\t<<set $fireaddom = ", unleashing a hail of bolts,">>\n\t\t<<set $shottextreflect = "rounds">>\n\t\t<<set $dietext = "riddling your torso with boltfire">>\n\t\t<<if $combat.enemy.actionsound eq "none">>\n\t\t\t<<set $combat.enemy.actionsound = "ui_attack_auto">>\n\t\t<</if>>\n\t<<elseif $combat.enemy.name eq "Cartel Bot">>\n\t\t<<set $fireaddom = ", unleashing a hail of bolts,">>\n\t\t<<set $shottextreflect = "rounds">>\n\t\t<<set $dietext = "riddling your torso with boltfire.">>\n\t\t<<if $combat.enemy.actionsound eq "none">>\n\t\t\t<<set $combat.enemy.actionsound = "ui_attack_auto">>\n\t\t<</if>>\n\t<<elseif $combat.enemy.name eq "cyborg" or $combat.enemy.name eq "cyborgs">>\n\t\t<<set $shottextreflect = "hypervelocity bolts">>\n\t\t<<set $fireaddom = " ">>\n\t\t<<set $shottextreflect = "rounds">>\n\t\t<<set $dietext = "blasting your torso with railgun fire.">>\n\t\t<<if $combat.enemy.actionsound eq "none">>\n\t\t\t<<set $combat.enemy.actionsound = "ui_attack_cannon">>\n\t\t<</if>>\n\n\t<<else>>\n\t\t<<set $fireaddom = "">>\n\t\t<<set $shottextreflect = "rounds">>\n\t\t<<set $dietext = "riddling your torso with bolts">>\n\t\t<<if $combat.enemy.actionsound eq "none">>\n\t\t\t<<set $combat.enemy.actionsound = "ui_attack_auto">>\n\t\t<</if>>\n\n\t<</if>>\n\n\t<<if $equip.clothes eq "Power Armor">>\n\t\t<<if $combat.enemy.name eq "exo armor">>\n\t\t\t<<set $dietext = "unleashing a full salvo of bolts that blow your Exo Armor apart">>\n\t\t<<else>>\n\t\t\t<<set $dietext = "riddling your Exo Armor with bolts">>\n\t\t<</if>>\n\t<</if>>\n\n\t<<display 'calcRoundType'>>\n\n\t<<if $combat.actions[$index].action eq "tryMelee">>\n\t\t<<if $combat.enemy.alive eq 1>>\n\t\t\t<<set $respond = "opens">>\n\t\t<<else>>\n\t\t\t<<set $respond = "open">>\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $combat.enemy.alive eq 1>>\n\t\t\t<<set $respond = "returns">>\n\t\t<<else>>\n\t\t\t<<set $respond = "return">>\n\t\t<</if>>\n\t<</if>>\n\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t<</if>>\n\n\t<<if $combat.actions[$index].response eq "getburned">>\n\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> stops, burning profusely, and crumples with a dull thud.\n\t<<elseif $combat.actions[$index].response eq "getburnedarmor">>\n\t\tThe <<print $name>> hesitates<<if $combat.enemy.total eq 1>>s<</if>>, distracted by the superheated plasma melting through <<print $number>> chassis\n\t<<elseif $combat.actions[$index].response eq "getgassed">>\n\t\t(( IMMUNE ))\n\t<<elseif $combat.actions[$index].response eq "cyberfreeze">>\n\t\tThe <<print $name>> stand<<if $combat.enemy.alive eq 1>>s<</if>> around doing nothing, its runtimes overwhelmed by intrusion agent you unleashed.\n\t<<elseif $combat.actions[$index].response eq "getshocked">>\n\t\tThe <<print $name>> twitch<<if $combat.enemy.alive eq 1>>es<</if>> as static electricity acrcs over <<print $number>> chassis.\n\t<<elseif $combat.actions[$index].response eq "getdazzled">>\n\t\tThe <<print $name>> recoil<<if $combat.enemy.alive eq 1>>s<</if>>, its runtimes confused by the dazzling holograms projected around them.\n\t<<elseif $combat.actions[$index].response eq "gasburnkill">>\n\t\tToxic mist ignites with a sucking roar, charring the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and melting the chassis. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, causing the <<print $name>> to recoil as superheated plasma melts through <<print $number>> chassis. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburnkill">>\n\t\tPlasma re-ignites with a crackling hiss, charring the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and melting the chassis. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a crackling hiss, melting through the chassis amidst a shower of sparks. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasexplosionkill">>\n\t\tToxic mist detonates with an ear-numbing bang. Violent overpressure utterly demolishes the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s chassis.\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang, denting the <<print $name>>'s chassis and knocking the <<print $name>> off balance.\n\t<<elseif $combat.actions[$index].response eq "shockexplosionkill">>\n\t\tPlasma detonates with a vicious crackle, causing electricity to arc over the <<print $name>>'s chassis armor and the machine to drop.\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle. Crackling electricity arcs over <<print $name>>'s chassis, causing a flurry of sparks to errupt.\n\n\t<<elseif $combat.enemy.alive eq 0>>\n\t\t<<if $combat.enemy.total eq 1>>\n\t\t\t<<if $template.ammo eq "9mm">>\n\t\t\t\tThe <<print $combat.enemy.name>> crumples with a dull thud. Sparks spurt from its bullet-riddled chassis.\n\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t(( IMMUNE ))\n\t\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t\tThe <<print $combat.enemy.name>> is torn into a million tiny bits. Circuits and wires are strewn across the ground.\n\t\t\t<<elseif $template.ammo eq "conductive" or $template.ammo eq "arclance">>\n\t\t\t\tElectricity arcs over the <<print $combat.enemy.name>>'s demolished chassis as it falls to the ground with a dull thud.\n\t\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t\tThe <<print $combat.enemy.name>> falls, guttering flames crackling in the molten chassis.\n\t\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t\tThe <<print $combat.enemy.name>> is strewn on the floor, parts of its chassis molten beyond recognition.\n\t\t\t<<else>>\n\t\t\t\tThe <<print $combat.enemy.name>>'s chassis is blown apart. Bits and pieces fall to the ground with dull thuds.\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $template.ammo eq "9mm">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor. Sparks spurt from their bullet-riddled chassis.\n\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t(( IMMUNE ))\n\t\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor, surrounded by cracked circuits and frayed wires.\n\t\t\t<<elseif $template.ammo eq "conductive" or $template.ammo eq "arclance">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor, sparks crackling amidst the ruined circuitry.\n\t\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strew on the floor, guttering flames crackling in the molten chassis.\n\t\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor, the parts of their chassis molten beyond recognition.\n\t\t\t<<else>>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor. Bits of twisted metal surround the demolished chassis.\n\t\t\t<</if>>\t\t\t\n\t\t<</if>>\n\t<<elseif $combat.actions[$index].response eq "killplayer">>\n\t\tThe <<print $name>> <<print $respond>> fire, <<print $dietext>>\n\t<<else>>\n\t\t<<if $combat.specialEnemyState eq "doShieldBuff">>\n\t\t\t<<if $combat.enemy.hasFrictionShield>>\n\t\t\t\tSearing friction shields errupt as the <<print $name>> <<print $respond>> fire<<print $fireaddom>>\n\t\t\t<<else>>\n\t\t\t\tCrackling arc shields errupt as the <<print $name>> <<print $respond>> fire<<print $fireaddom>>\n\t\t\t<</if>>\n\t\t<<elseif $combat.specialEnemyState eq "doSlam">>\n\t\t\t The <<print $name>> throw<<if $combat.enemy.alive eq 1>>s<</if>> an exo-powered punch that hits so hard you <<if $equip.isHeavyArmor>>double over, cringing in pain. As you recover, the<<else>>you're knocked clean off your feet. Bruised and disoriented, you pick yourself up. The<</if>> <<print $name>> <<print $respond>> fire<<print $fireaddom>>\n\t\t<<elseif $combat.specialEnemyState eq "throwFlash">>\n\t\t\t<<if $combat.enemy.name eq "Cartel Bot">>\n\t\t\t\tThe <<print $name>> unleash<<if $combat.enemy.alive eq 1>>es<</if>> it's plasma caster. Searing flames rush out, forcing you to run from cover. The <<print $name>> <<print $respond>> fire<<print $fireaddom>>\n\t\t\t<<elseif $combat.enemy.type eq "machine_exo" or $combat.enemy.name eq "cyborg" or $combat.enemy.name eq "cyborgs">>\n\t\t\t\tThe <<print $name>> throw<<if $combat.enemy.alive eq 1>>es<</if>> a shock-flash. It detonates, rattling your skull, as the <<print $name>> <<print $respond>> fire<<print $fireaddom>>\n\t\t\t<<else>>\n\t\t\t\tThe <<print $name>> unleash<<if $combat.enemy.alive eq 1>>es<</if>> a hail of missiles, causing you to scramble for cover as the <<print $name>> <<print $respond>> fire<<print $fireaddom>>\n\t\t\t<</if>>\n\t\t<<elseif $combat.specialEnemyState eq "throwGas">>\n\t\t\tThe <<print $name>> unleash<<if $combat.enemy.alive eq 1>>es<</if>> a noxious cloud, causing you to choke as the <<print $name>> <<print $respond>> fire<<print $fireaddom>>\n\t\t<<else>>\n\t\t\tThe <<print $name>> <<print $respond>> fire<<print $fireaddom>>\n\t\t<</if>>\n\n\t\t<<if $combat.actions[$index].response eq "hitnothing">>\n\t\t\tbut <<print $number>> <<print $shottextmiss>>\n\t\t<<elseif $combat.actions[$index].response eq "hitcover">>\n\t\t\tbut you are already in cover<<if $combat.specialEnemyState eq "throwFlash">>again<</if>>.\n\t\t<<elseif $combat.actions[$index].response eq "hitarmor">>\n\t\t\tbut the <<print $shottextreflect>> glance off your <<armor>>.\n\t\t<<elseif $combat.actions[$index].response eq "hitshield">>\n\t\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t\tbut your Exo Armor's shield activates, deflecting the <<print $shottextreflect>>.\n\t\t\t<<else>>\n\t\t\t\tbut throw up your arm and deflect the <<print $shottextreflect>> with your shield.\n\t\t\t<</if>>\n\t\t<<elseif $combat.actions[$index].response eq "hitshielddrone">>\n\t\t\tbut your ArcDrone's shield activates, deflecting the <<print $shottextreflect>>.\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $respond>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy.actionsound = "ui_attack_melee">>\n\t<<display 'calcRoundType'>>\n\t<<set $name = $combat.enemy.name>>\n\n\t<<if $combat.enemy.name eq "Knight of Eden" or $combat.enemy.name eq "Knights of Eden">>\n\t\t<<set $bladetype = "plasma lance">>\n\t\t<<set $bladeattrib = "driving the superheated blade deep into your chest">>\n\t\t<<set $number = $combat.enemy.posessive>>\n\n\t\t<<if $combat.enemy.alive gt 1>>\n\t\t\t<<set $bladetype = "plasma lances">>\n\t\t\t<<set $bladeattrib = "driving the superheated blades deep into your ribs">>\n\t\t\t<<set $number = "them">>\n\t\t<</if>>\n\t<<else>>\n\t\t<<set $bladetype = "enormous axe">>\n\t\t<<set $bladeattrib = "cleaving your body clean in two">>\n\n\t\t<<set $number = $combat.enemy.posessive>>\n\t<</if>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t<</if>>\n\n\t<<if $combat.actions[$index].response eq "getburned">>\n\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> hesitates, burning profusely, and crumples with a dull thud.\n\t<<elseif $combat.actions[$index].response eq "getburnedarmor">>\n\t\tThe <<print $name>> hesitate<<if $combat.enemy.total eq 1>>s<</if>>, distracted by the superheated plasma melting through <<print $number>> armor plates.\n\t<<elseif $combat.actions[$index].response eq "getgassed">>\n\t\t(( IMMUNE ))\n\t<<elseif $combat.actions[$index].response eq "cyberfreeze">>\n\t\tThe <<print $name>> stand<<if $combat.enemy.alive eq 1>>s<</if>> around doing nothing, its runtimes overwhelmed by intrusion agent you unleashed.\n\t<<elseif $combat.actions[$index].response eq "getshocked">>\n\t\tThe <<print $name>> twitch<<if $combat.enemy.alive eq 1>>es<</if>> as static electricity acrcs over <<print $number>> armor plates.\n\t<<elseif $combat.actions[$index].response eq "getdazzled">>\n\t\tThe <<print $name>> recoil<<if $combat.enemy.alive eq 1>>s<</if>>, confused by the dazzling holograms projected around them.\n\n\t<<elseif $combat.actions[$index].response eq "gasburnkill">>\n\t\tToxic mist ignites with a sucking roar, charring the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and melting servo joints. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, causing the <<print $name>> to recoil as superheated plasma melts through <<print $number>> exo<<if $combat.enemy.total eq 1>>s<</if>>. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburnkill">>\n\t\tPlasma re-ignites with a crackling hiss, charring the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and short-circuting servo joints. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a crackling hiss, melting through the exo amidst a shower of sparks. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasexplosionkill">>\n\t\tToxic mist detonates with an ear-numbing bang, dislodging the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s servos and killing the operator.\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang. Violent overpressure dents the exo's thick armor plates, causing the operator to hesitate.\n\t<<elseif $combat.actions[$index].response eq "shockexplosionkill">>\n\t\tPlasma detonates with a vicious crackle, dislodging the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s servos and killing the operator.\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle. Crackling electricity arcs over the exo, causing sparks to errupt madly and the operator to hesitate.\n\n\t<<elseif $combat.enemy.alive eq 0>>\n\t\t<<if $combat.enemy.total eq 1>>\n\t\t\t<<if $template.ammo eq "9mm">>\n\t\t\t\tThe <<print $combat.enemy.name>> crumple<<if $combat.enemy.alive eq 1>>s<</if>>, with a dull thud. Sparks spurt from the bolt-riddled chassis.\n\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t(( IMMUNE ))\n\t\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t\tThe <<print $combat.enemy.name>> is torn into a million tiny bits. Circuits and wires are strewn across the ground.\n\t\t\t<<elseif $template.ammo eq "conductive" or $template.ammo eq "arclance">>\n\t\t\t\tElectricity arcs over the demolished chassis of the <<print $combat.enemy.name>>. It falls to the ground with a dull thud.\n\t\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t\tThe <<print $combat.enemy.name>> falls, guttering flames crackling in the molten chassis.\n\t\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor, bits of its chassis molten beyond recognition.\n\t\t\t<<else>>\n\t\t\t\tThe <<print $combat.enemy.name>>'s chassis is blown apart. Bits and pieces fall to the ground with dull thuds.\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $template.ammo eq "9mm">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor. Sparks spurt from their bullet-riddled chassis.\n\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t(( IMMUNE ))\n\t\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor, surrounded by cracked circuits and frayed wires.\n\t\t\t<<elseif $template.ammo eq "conductive" or $template.ammo eq "arclance">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor, sparks crackling amidst the ruined circuitry.\n\t\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewon on the floor, guttering flames crackling in the molten chassis.\n\t\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor, the parts of their chassis molten beyond recognition.\n\t\t\t<<else>>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor. Bits of twisted metal surround the demolished chassis.\n\t\t\t<</if>>\t\t\t\n\t\t<</if>>\n\t<<elseif $combat.actions[$index].response eq "killplayer">>\n\t\tThe <<print $name>> boom<<if $combat.enemy.alive eq 1>>s<</if>> a thriumphant roar as <<if $combat.enemy.alive eq 1>>it's<<else>>their<</if>> <<print $bladetype>> slam<<if $combat.enemy.alive eq 1>>s<</if>> down, <<print $bladeattrib>>\n\t<<else>>\n\t\t<<if $combat.specialEnemyState eq "doShieldBuff">>\n\t\t\t<<if $combat.enemy.hasFrictionShield>>\n\t\t\t\tSearing friction shields errupt as the <<print $name>> <<print $respond>> fire<<print $fireaddom>>\n\t\t\t<<else>>\n\t\t\t\tCrackling arc shields errupt as the <<print $name>> <<print $respond>> fire<<print $fireaddom>>\n\t\t\t<</if>>\n\t\t<<elseif $combat.specialEnemyState eq "doSlam">>\n\t\t\t The <<print $name>> throw<<if $combat.enemy.alive eq 1>>s<</if>> an exo-powered punch that hits so hard you <<if $equip.isHeavyArmor>>double over, cringing in pain. As you recover, the<<else>>you're knocked clean off your feet. Bruised and disoriented, you pick yourself up as the<</if>>\n\t\t<<elseif $combat.specialEnemyState eq "throwFlash">>\n\t\t\t<<if $combat.enemy.name eq "Cartel Bot">>\n\t\t\t\tThe <<print $name>> unleash<<if $combat.enemy.alive eq 1>>es<</if>> it's plasma caster. Searing flames rush out, forcing you to run from cover. The\n\t\t\t<<elseif $combat.enemy.type eq "machine_exo" or $combat.enemy.name eq "cyborg" or $combat.enemy.name eq "cyborgs">>\n\t\t\t\tThe <<print $name>> throw<<if $combat.enemy.alive eq 1>>es<</if>> a shock-flash. It detonates, rattling your skull, as\n\t\t\t<<else>>\n\t\t\t\tThe <<print $name>> unleash<<if $combat.enemy.alive eq 1>>es<</if>> a hail of missiles, causing you to scramble for cover as\n\t\t\t<</if>>\n\t\t<<elseif $combat.specialEnemyState eq "throwGas">>\n\t\t\tThe <<print $name>> unleash<<if $combat.enemy.alive eq 1>>es<</if>> a noxious cloud, causing you to choke as\n\t\t<<else>>\n\t\t\tThe\n\t\t<</if>>\n\n\t\t<<if $combat.actions[$index].response eq "hitnothing">>\n\t\t\t<<print $name>> swipe<<if $combat.enemy.alive eq 1>>s<</if>> at you, causing you to roll aside just as the <<print $bladetype>> swishes past.\n\t\t<<elseif $combat.actions[$index].response eq "hitcover">>\n\t\t\t(( N/A ))\n\t\t<<elseif $combat.actions[$index].response eq "hitdeflect">>\n\t\t\t<<print $name>> swipe<<if $combat.enemy.alive eq 1>>s<</if>> but you deflect the blow with your <<rifle>>. The <<print $bladetype>> cleave<<if $combat.enemy.alive eq 1>>s<</if>> your weapon clean in two - you loose your <<rifle>>\n\t\t\t<<set $equip.rifle.name = "none">>\n\t\t\t<<replace '#hud-pda-pane'>>\n\t\t\t\t<<display 'calcMainDisplay'>>\n\t\t\t<</replace>>\n\t\t<<elseif $combat.actions[$index].response eq "hitarmor">>\n\t\t\t<<print $bladetype>> swishes toward you, causing you to roll aside. The blow nicks your <<armor>> but inflicts no serious damage.\n\t\t<<elseif $combat.actions[$index].response eq "hitshield">>\n\t\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t\t<<print $name>> charge<<if $combat.enemy.alive eq 1>>s<</if>> with a roar but your Exo Amor's shields activate with a crackling hiss, driving <<print $number>> away.\n\t\t\t<<else>>\n\t\t\t\t<<print $name>> charge<<if $combat.enemy.alive eq 1>>s<</if>> with a roar but you throw up your arm, driving <<print $number>> away with your shield.\n\t\t\t<</if>>\n\t\t<<elseif $combat.actions[$index].response eq "hitshielddrone">>\n\t\t\t<<print $name>> charge<<if $combat.enemy.alive eq 1>>s<</if>> with a roar but your ArcDrone's shield activates with a crackling hiss, driving <<print $number>> away.\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\t<<if $combat.enemy.actionsound eq "none">>\n\t\t<<set $combat.enemy.actionsound = "ui_attack_melee">>\n\t<</if>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t<</if>>\n\n\t<<if $combat.actions[$index].response eq "getburned">>\n\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> flails wildly, its frail body burning, and falls with a pitched squeal.\n\t<<elseif $combat.actions[$index].response eq "getburnedarmor">>\n\t\tThe <<print $name>> flail<<if $combat.enemy.total eq 1>>s<</if>> wildly as superheated plasma burns <<print $number>> infected skin.\n\t<<elseif $combat.actions[$index].response eq "getgassed">>\n\t\tThe <<print $name>> choke<<if $combat.enemy.total eq 1>>s<</if>> and splutter<<if $combat.enemy.total eq 1>>s<</if>> as toxic mist fills <<print $number>> lungs.\n\t<<elseif $combat.actions[$index].response eq "getshocked">>\n\t\tThe <<print $name>> twitch<<if $combat.enemy.total eq 1>>es<</if>> as static electricity arcs across <<print $number>> infected skin.\n\t<<elseif $combat.actions[$index].response eq "getdazzled">>\n\t\tThe <<print $name>> recoil<<if $combat.enemy.total eq 1>>s<</if>>, confused by the dazzling holograms projected around them.\n\n\t<<elseif $combat.actions[$index].response eq "gasburnkill">>\n\t\tToxic mist ignites with a sucking roar, consuming the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> in a searing blaze. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to recoil as plasma burns at its infected flesh.\n\t<<elseif $combat.actions[$index].response eq "shockburnkill">>\n\t\tPlasma re-ignites with a crackling hiss, consuming the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> in a searing blaze. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a hiss, causing electricity to painfully scar the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s infected skin.\n\t<<elseif $combat.actions[$index].response eq "gasexplosionkill">>\n\t\tToxic mist detonates with an ear-numbing bang, blasting the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> into a million blood-soaked pieces.\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to recoil with a pitched squeal.\n\t<<elseif $combat.actions[$index].response eq "shockexplosionkill">>\n\t\tPlasma detonates with a vicious crackle, causing electricity to boil the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s gangerous skin. It collapses in a pool of blood.\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to recoil as electricity arcs through its ribbony skin.\n\n\t<<elseif $combat.enemy.alive eq 0>>\n\t\t<<if $combat.enemy.total eq 1>>\n\t\t\t<<if $template.ammo eq "9mm">>\n\t\t\t\tThe <<print $combat.enemy.name>> lies dead on the floor, sickly blood seeping form its wounds\n\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\tToxic haze swirls as the <<print $combat.enemy.name>> gasps for breath. A moment later it collapses.\n\t\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t\tThe <<print $combat.enemy.name>> is sheared into a million gorey bits. Blood and body parts splatter on the ground.\n\t\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t\tThe <<print $combat.enemy.name>> lies on the floor, guttering flames still licking the charred corpse.\n\t\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t\tThe <<print $combat.enemy.name>> lies on the floor, limbs twisted into an unnatural position by sheer agony.\n\t\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t The <<print $combat.enemy.name>> lies dead on the floor, its miniscule body charred black and twisted unnaturally.\n\t\t\t<<else>>\n\t\t\t\tThe <<print $combat.enemy.name>> lies on the floor, its putrid body blown into a million bits.\n\t\t\t<</if>>\t\t\t\n\t\t<<else>>\n\t\t\t<<if $template.ammo eq "9mm">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie dead on the floor, sickly blood seeping form their wounds\n\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\tToxic haze swirls above the dead <<print $combat.enemy.name>>. One of them twitches violently and goes limp.\n\t\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t\tThe <<print $combat.enemy.name>> are sheared into a million gorey bits. Blood and body parts splatter on the ground.\n\t\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie on the floor, guttering flames still licking their charred corpses.\n\t\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie on the floor, limbs twisted into an unnatural position by sheer agony.\n\t\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t The <<print $combat.enemy.name>> lie on the floor, their miniscule bodies charred black and twisted unnaturally.\n\t\t\t<<else>>\n\t\t\t\tThe <<print $combat.enemy.name>> lie on the floor, their putrid bodies blown int a million bits.\n\t\t\t<</if>>\n\t\t<</if>>\n\t<<elseif $combat.actions[$index].response eq "killplayer">>\n\t\t\tThe <<print $name>> swipe<<if $combat.enemy.alive eq 1>>s<</if>> wildly at you, causing you to recoil. The next instant <<if $combat.enemy.alive eq 1>>it's<<else>>one of them<</if>> on top of you, ripping your throat open with rotten teeth\n\t<<else>>\n\t\t<<if $combat.actions[$index].response eq "hitnothing">>\n\t\t\t<<if not ($equip.isConcealing or $equip.isAbominated)>>\n\t\t\t\t<<set $attrib.infected = true>>\n\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown");>>\n\t\t\t<</if>>\n\t\t\t<<set $hud.combatUIScrewLevel = 2>>\n\n\t\t\tThe <<print $name>> lunge<<if $combat.enemy.alive eq 1>>s<</if>> at you, spitting putrid bile, but you throw the malformed creature<<if $combat.enemy.alive eq 1>>s<</if>> aside, blood pounding in your veins.\n\t\t<<elseif $combat.actions[$index].response eq "hitdeflect">>\n\t\t\t<<if $combat.enemy.alive eq 1>>The<<else>>One of the<</if>> <<print $name>> throws itself at you, howling madly, but you deflect it with your <<rifle>> and throw the misshapen abomination aside.\n\t\t<<elseif $combat.actions[$index].response eq "hitarmor">>\n\t\t\tThe <<print $name>> swipe<<if $combat.enemy.alive eq 1>>s<</if>> at you but <<if $combat.enemy.alive eq 1>>its<<else>>their<</if>> clawed fingers glance off your <<armor>>, leaving oozing gashes.\n\n\t\t\t<<if not ($equip.isConcealing or $equip.isAbominated)>>\n\t\t\t\t<<set $attrib.infected = true>>\n\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown");>>\n\t\t\t<</if>>\n\t\t\t<<set $hud.combatUIScrewLevel = 2>>\n\t\t<<elseif $combat.actions[$index].response eq "hitshield">>\n\t\t\tThe <<print $name>> begin<<if $combat.enemy.alive eq 1>>s<</if>> to charge but you throw up your shield, causing the abomination<<if $combat.enemy.alive eq 1>>s<</if>> to recoil with a pitched squeal.\n\t\t<<elseif $combat.actions[$index].response eq "hitshielddrone">>\n\t\t\tThe <<print $name>> begin<<if $combat.enemy.alive eq 1>>s<</if>> to charge but your ArcDrone deploys a crackling shield, causing the abomination<<if $combat.enemy.alive eq 1>>s<</if>> to recoil with a pitched squeal.\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $respond>>\n\n<</nobr>>
<<nobr>>\n\n\t<<if $combat.enemy.actionsound eq "none">>\n\t\t<<set $combat.enemy.actionsound = "ui_attack_beam">>\n\t<</if>>\n\n\t<<set $dietext = "searing your body with heat so intense it melts your flesh away">>\n\n\t<<if $equip.clothes eq "Power Armor">>\n\t\t<<set $dietext = "searing your Exo Armor with heat so intense it melts you through the suit" >>\n\t<</if>>\n\n\t<<display 'calcRoundType'>>\n\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t<</if>>\n\n\t<<if $combat.actions[$index].response eq "getburned">>\n\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> hesitates, burning profusely, and crumples with a dull thud.\n\t<<elseif $combat.actions[$index].response eq "getburnedarmor">>\n\t\tThe <<print $name>> hesitates<<if $combat.enemy.alive eq 1>>s<</if>>, distracted by the superheated plasma melting through <<print $number>> augmented armor.\n\t<<elseif $combat.actions[$index].response eq "getgassed">>\n\t\t(( IMMUNE ))\n\t<<elseif $combat.actions[$index].response eq "cyberfreeze">>\n\t\tThe <<print $name>> stand<<if $combat.enemy.alive eq 1>>s<</if>> around doing nothing, its runtimes overwhelmed by intrusion agent you unleashed.\n\t<<elseif $combat.actions[$index].response eq "getshocked">>\n\t\tThe <<print $name>> twitch<<if $combat.enemy.alive eq 1>>es<</if>> as static electricity acrcs over <<print $number>> augmented armor.\n\t<<elseif $combat.actions[$index].response eq "getdazzled">>\n\t\tThe <<print $name>> recoil<<if $combat.enemy.alive eq 1>>s<</if>>, disoriented by the dazzling holograms projected around them.\n\n\t<<elseif $combat.actions[$index].response eq "gasburnkill">>\n\t\tToxic mist ignites with a sucking roar, charring the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and melting through the being within. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, carring the <<print $name>> and melting away a layer of armor. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburnkill">>\n\t\tPlasma re-ignites with a crackling hiss, charring the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and melting through the being within. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a crackling hiss, melting through the <<print $name>>'s armor amidst a shower of sparks. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasexplosionkill">>\n\t\tToxic mist detonates with an ear-numbing bang. Violent overpressure utterly demolishes the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>, twisting it into a pile of augmented junk.\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang, visibly denting augmented armor and knocking the <<print $name>> off balance.\n\t<<elseif $combat.actions[$index].response eq "shockexplosionkill">>\n\t\tPlasma detonates with a vicious crackle, causing electricity to arc over the <<print $name>>'s augmented armor and burn through, killing the being within.\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle. Crackling electricity arcs over <<print $name>>'s armor, causing a flurry of sparks to errupt.\n\n\n\t<<elseif $combat.enemy.alive eq 0>>\n\t\t<<if $combat.enemy.total eq 1>>\n\t\t\t<<if $template.ammo eq "9mm">>\n\t\t\t\tThe <<print $combat.enemy.name>> crumples with a dull thud. Sparks spurt from its bolt-riddled armor plates.\n\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t(( IMMUNE ))\n\t\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t\tThe <<print $combat.enemy.name>> collapses, its armor plates torn and augmented organs perforated by metal shards\n\t\t\t<<elseif $template.ammo eq "conductive" or $template.ammo eq "arclance">>\n\t\t\t\tElectricity arcs across the <<print $combat.enemy.name>>'s armor as it falls to the floor with a dull thud.\n\t\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t\tThe <<print $combat.enemy.name>> falls, guttering flames licking its charred armor plates.\n\t\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t\tThe <<print $combat.enemy.name>> is strewn on the floor, its armor plates molten beyond recognition.\n\t\t\t<<elseif $template.ammo eq "melee">>\n\t\t\t\tThe <<print $combat.enemy.name>> topples over, a deep gash cut through its chest place and the augmented organs beneath.\n\t\t\t<<elseif $template.ammo eq "powerfist">>\n\t\t\t\tThe <<print $combat.enemy.name>> topples over, its chest plate haved in so badly the augmented organs beneath have exploded.\n\t\t\t<<else>>\n\t\t\t\tThe <<print $combat.enemy.name>> topples over, a jagged hole blown clean through the chest plate and augmented organs beneath.\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $template.ammo eq "9mm">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor. Sparks spurt from their bullet-riddled chassis.\n\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t(( IMMUNE ))\n\t\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor, surrounded by cracked circuits and frayed wires.\n\t\t\t<<elseif $template.ammo eq "conductive" or $template.ammo eq "arclance">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor, sparks crackling amidst the ruined circuitry.\n\t\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t\tThe <<print $combat.enemy.name>>'lie strewn on the, guttering flames licking the charred armor plates.\n\t\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor, their armored forms molten beyond recognition.\n\t\t\t<<else>>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor. Bits of twisted metal surround the demolished chassis.\n\t\t\t<</if>>\t\t\t\n\t\t<</if>>\n\t<<elseif $combat.actions[$index].response eq "killplayer">>\n\t\tThe <<print $name>> discharges a brilliant beam, <<print $dietext>>\n\t<<else>>\n\t\t<<if $combat.specialEnemyState eq "throwFlashDisarm">>\n\t\t\tThe <<print $name>> grabs your <<rifle>> and yanks it from your hands with such force you're thrown<<if not $equip.isHeavyArmor>> violently<</if>> aside. Panicked, you scramble up to face the <<print $name>> with what you have left.\n\t\t<<elseif $combat.specialEnemyState eq "doSlam">>\n\t\t\tThe <<print $name>> throws a punch so powerful <<if $equip.isHeavyArmor>>you double over, cringing painfully. Disoriented, you look up to see the <<print $name>> is bearing down on you.<<else>>you're knocked clean off your feet. Bruised and disoriented, you pick yourself up, all too aware the <<print $name>> is bearing down on you.<</if>>\n\t\t<<elseif $combat.specialEnemyState eq "doShieldBuff">>\n\t\t\tScalding friction shields errupt as the <<print $name>> discharges a brilliant beam at you.\n\t\t<<else>>\n\t\t\t<<if $combat.actions[$index].response eq "hitnothing">>\n\t\t\t\tThe <<print $name>> discharges a brilliant beam that sweeps past you with a rush of heat.\n\t\t\t<<elseif $combat.actions[$index].response eq "hitcover">>\n\t\t\t\tThe <<print $name>> discharges a brilliant beam that melts your cover but narrowly misses you.\n\t\t\t<<elseif $combat.actions[$index].response eq "hitarmor">>\n\t\t\t\tThe <<print $name>> discharges a brilliant beam that burns your <<armor>> but fails to penetrate.\n\t\t\t<<elseif $combat.actions[$index].response eq "hitshield">>\n\t\t\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t\t\tThe <<print $name>> discharges a brilliant beam but your Exo Armor's shield activates, causing the beam emitter to fail.\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $name>> discharges a brilliant beam but throw up your arm, activating your shield and causing the beam emitter to fail.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].response eq "hitshielddrone">>\n\t\t\t\tThe <<print $name>> discharges a brilliant beam but your ArcDrone's shield activates, causing the beam emitter to fail.\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $respond>>\n\n<</nobr>>
<<nobr>>\n\t<<if $combat.enemy.actionsound eq "none">>\n\t\t<<set $combat.enemy.actionsound = "ui_attack_melee">>\n\t<</if>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t<</if>>\n\n\t<<set $armortype = "thick overcoat">>\n\n\t<<if $combat.enemy.name neq "Djinn">>\n\t\t<<set $armortype = "flesh">>\n\t<</if>>\n\n\n\t<<if $combat.actions[$index].response eq "getburned">>\n\t\t<<if $combat.enemy.deathtype eq "vanishing">>\n\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> vanishes into the floor, plasma searing the spot it just occupied. It doesn't reappear. Maybe you scared it off - for now.\n\t\t<<else>>\n\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> flails wildly, its slender body burning, and falls with a muffled grunt.\n\t\t<</if>>\n\t<<elseif $combat.actions[$index].response eq "getburnedarmor">>\n\t\tThe <<print $name>> flail<<if $combat.enemy.total eq 1>>s<</if>> wildly as superheated plasma burns though <<print $number>> <<print $armortype>>.\n\t<<elseif $combat.actions[$index].response eq "getgassed">>\n\t\tThe <<print $name>> choke<<if $combat.enemy.total eq 1>>s<</if>> and splutter<<if $combat.enemy.total eq 1>>s<</if>> as toxic mist fills <<print $number>> lungs.\n\t<<elseif $combat.actions[$index].response eq "getshocked">>\n\t\tThe <<print $name>> twitch<<if $combat.enemy.total eq 1>>es<</if>> as static electricity arcs across <<print $number>> <<print $armortype>>.\n\t<<elseif $combat.actions[$index].response eq "getdazzled">>\n\t\tThe <<print $name>> hesitate<<if $combat.enemy.total eq 1>>s<</if>>, disoriented by the dazzling holograms projected around them.\n\n\t<<elseif $combat.actions[$index].response eq "gasburnkill">>\n\t\t<<if $combat.enemy.deathtype eq "vanishing">>\n\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> vanishes into the floor, plasma searing the spot it just occupied. It doesn't reappear. Maybe you scared it off - for now.\n\t\t<<else>>\n\t\t\tToxic mist ignites with a sucking roar, consuming the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> in a searing blaze. It collapses, burned to a charred crisp.\n\t\t<</if>>\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, causing the <<print $name>> to recoil as plasma burns at <<print $number>> <<print $armortype>>.\n\t<<elseif $combat.actions[$index].response eq "shockburnkill">>\n\t\t<<if $combat.enemy.deathtype eq "vanishing">>\n\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> vanishes into the floor, plasma searing the spot it just occupied. It doesn't reappear. Maybe you scared it off - for now.\n\t\t<<else>>\n\t\t\tPlasma re-ignites with a crackling hiss, consuming the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> in a searing blaze. It collapses, burned to a charred crisp.\n\t\t<</if>>\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a hiss, causing electricity to painfully scar the <<print $name>>'s <<print $number>> <<print $armortype>>.\n\t<<elseif $combat.actions[$index].response eq "gasexplosionkill">>\n\t\t<<if $combat.enemy.deathtype eq "vanishing">>\n\t\t\tToxic mist detonates with an ear-numbing bang just as the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> vanishes. It doesn't reappear. Maybe you scared it off - for now.\n\t\t<<else>>\n\t\t\tToxic mist detonates with an ear-numbing bang, blasting the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> into a million bloody bits and pieces.\n\t\t<</if>>\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang, causing the <<print $name>> to recoil with an audible grunt.\n\t<<elseif $combat.actions[$index].response eq "shockexplosionkill">>\n\t\t<<if $combat.enemy.deathtype eq "vanishing">>\n\t\t\tPlasma detonates with a vicious crackle just as the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> vanishes. It doesn't reappear. Maybe you scared it off - for now.\n\t\t<<else>>\n\t\t\tPlasma detonates with a vicious crackle, causing electricity to scar the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>. It collapses and stays down.\n\t\t<</if>>\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle, causing the <<print $name>> to recoil as electricity arcs over <<print $number>> <<print $armortype>>.\n\n\t<<elseif $combat.enemy.alive eq 0>>\n\t\t<<if $combat.enemy.deathtype eq "vanishing">>\n\t\t\tHeart pounding, you wait for the <<print $combat.enemy.name>> to ambush you again. It doesn't. Maybe you scared it off - for now.\n\t\t<<else>>\n\t\t\t<<if $template.ammo eq "9mm">>\n\t\t\t\tThe <<print $combat.enemy.name>> falls with a grunt. Blood seeps from <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> wounds.\n\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\tThe <<print $combat.enemy.name>> falls, wheezing for breath. Toxic haze swirls lazily in the air. The <<print $combat.enemy.name>> twitches one last time.\n\t\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t\tThe <<print $combat.enemy.name>> is sheared into a million gorey bits. Blood and body parts splatter on the ground.\n\t\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t\tThe <<print $combat.enemy.name>> lies on the floor, guttering flames still licking the charred corpse.\n\t\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t\tThe <<print $combat.enemy.name>> lies on the floor, limbs twisted into an unnatural position by sheer agony.\n\t\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t The <<print $combat.enemy.name>> lies on the floor, its body charred black and twisted beyond recognition.\n\t\t\t<<else>>\n\t\t\t\tThe <<print $combat.enemy.name>> lies scattered on the floor amidst a puddle of blood and gore.\n\t\t\t<</if>>\n\t\t<</if>>\n\t<<elseif $combat.actions[$index].response eq "killplayer">>\n\t\t<<if $combat.enemy.didreappear>>\n\t\t\tThere is just enough time to see the <<print $name>> reappear before it attacks, gashing your throat with its blade.\n\t\t<<else>>\n\t\t\tThe <<print $name>> darts toward you, its bright eyes blazing. There's no time to react before a jagged blade slices your head clean off.\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $combat.specialEnemyState eq "doSlam">>\n\t\t\tThe <<print $name>> throws a blindingly fast punch that \n\t\t\t\t<<if $equip.isHeavyArmor>>doubles you over in agony. Disoriented, you look up to see the\n\t\t\t\t<<else>>knocks you clean off your feet. Bruised and disoriented, you pick yourself up as the\n\t\t\t\t<</if>>\n\t\t<<elseif $combat.specialEnemyState eq "throwFlash">>\n\t\t\tYou're thrown violently off your feet as the\n\t\t<<elseif $combat.specialEnemyState eq "throwFlashDisarm">>\n\t\t\tYour <<rifle>> is torn from your hands as the\n\n\t\t\t<<set $equip.rifle.name = "none">>\n\t\t\t<<replace '#hud-pda-pane'>>\n\t\t\t\t<<display 'calcMainDisplay'>>\n\t\t\t<</replace>>\n\t\t<<else>>\n\t\t\tThe\n\t\t<</if>>\n\n\t\t<<if $combat.actions[$index].response eq "hitnothing">>\n\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t<<print $name>> reappears behind you but by sheer luck you dodge its jagged blade.\n\t\t\t<<else>>\n\t\t\t\t<<print $name>> lunges at you, blade poised to strike, but you roll aside just in time.\n\t\t\t<</if>>\n\t\t<<elseif $combat.actions[$index].response eq "hitdeflect">>\n\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t<<print $name>> drops from the above, blade poised to strike, but you deflect its assault with your <<rifle>>\n\t\t\t<<else>>\n\t\t\t\t<<print $name>> surges forward, swiping at your throat, but you deflect the blow with your <<rifle>>\n\t\t\t<</if>>\n\t\t<<elseif $combat.actions[$index].response eq "hitarmor">>\n\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t<<print $name>> errupts from the floor, blade poised to strike, but the blow glances off your <<armor>>\n\t\t\t<<else>>\n\t\t\t\t<<print $name>> attacks, swiping at your chest. Its blow glances off your <<armor>>\n\t\t\t<</if>>\n\t\t<<elseif $combat.actions[$index].response eq "hitshield">>\n\t\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t\t<<print $name>> bursts from the wall behind you but your Exo Armor's shields activate with a vicious crackle. It recoils with an angry hiss.\n\t\t\t\t<<else>>\n\t\t\t\t\t<<print $name>> darts forward, causing your optical feed to stutter, but your Exo Armor's shields activate with a vicious crackle that stops it dead in its tracks.\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t\t<<print $name>> bursts from the wall behind you. Frantic, you throw up your shield. The abomination recoils with an angry hiss.\n\t\t\t\t<<else>>\n\t\t\t\t\t<<print $name>> darts forward amidst a blur of motion. Panicked, you throw up your shield. The abomination recoils with an angry hiss.\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<<elseif $combat.actions[$index].response eq "hitshielddrone">>\n\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t<<print $name>> bursts from the wall behind you. Before you can react, your ArcDrone deploys a crackling shield. The abomination recoils with an angry hiss.\n\t\t\t<<else>>\n\t\t\t\t<<print $name>> darts forward amidst a blur of motion. Before you can react, your ArcDrone deploys a crackling shield. The abomination recoils with an angry hiss.\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $respond>>\n\n<</nobr>>
<<nobr>>\n\t<<if $combat.enemy.actionsound eq "none">>\n\t\t<<set $combat.enemy.actionsound = "ui_attack_melee">>\n\t<</if>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t<</if>>\n\n\t<<if $combat.actions[$index].response eq "getburned">>\n\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> flails wildly, its shell crackling with fire, and falls with muffled thud.\n\t<<elseif $combat.actions[$index].response eq "getburnedarmor">>\n\t\tThe <<print $name>> flail<<if $combat.enemy.total eq 1>>s<</if>> wildly as superheated plasma burns though <<print $number>> thick shell.\n\t<<elseif $combat.actions[$index].response eq "getgassed">>\n\t\t(( IMMUNE ))\n\t<<elseif $combat.actions[$index].response eq "getshocked">>\n\t\tThe <<print $name>> twitch<<if $combat.enemy.total eq 1>>es<</if>> as static electricity arcs across <<print $number>> thick shell.\n\t<<elseif $combat.actions[$index].response eq "getdazzled">>\n\t\tThe <<print $name>> hesitate<<if $combat.enemy.total eq 1>>s<</if>>, disoriented by the dazzling holograms projected around them.\n\n\t<<elseif $combat.actions[$index].response eq "gasburnkill">>\n\t\tToxic mist ignites with a sucking roar, consuming the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> in a searing blaze. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to recoil as plasma burns through its shell.\n\t<<elseif $combat.actions[$index].response eq "shockburnkill">>\n\t\tPlasma re-ignites with a crackling hiss, consuming the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> in a searing blaze. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a hiss, causing electricity to painfully scar the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s protective shell.\n\t<<elseif $combat.actions[$index].response eq "gasexplosionkill">>\n\t\tToxic mist detonates with an ear-numbing bang, blasting the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s shell clean off and splattering goo everywhere.\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to recoil, its shell visibly deformed.\n\t<<elseif $combat.actions[$index].response eq "shockexplosionkill">>\n\t\tPlasma detonates with a vicious crackle, blasting the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s shell clean off and splattering goo everywhere.\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to recoil as electricity arcs over its shell.\n\n\t<<elseif $combat.enemy.alive eq 0>>\n\t\t\t<<if $template.ammo eq "9mm">>\n\t\t\t\tThe <<print $combat.enemy.name>> crumples with a dull thud. Slime oozes from the gaps in its shell.\n\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\tThe <<print $combat.enemy.name>> crumples. Toxic fumes drift lazily in the air. The monster twitches one last time and goes limp.\n\t\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t\tThe <<print $combat.enemy.name>> falls, its shell punctured in countless places. Slime oozes from the many holes.\n\t\t\t<<elseif $template.ammo eq "conductive" or $template.ammo eq "arclance">>\n\t\t\t\tElectricity arcs over the <<print $combat.enemy.name>>'s slimy shell as it collapses with a dull thud.\n\t\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t\tThe <<print $combat.enemy.name>>'s falls, guttering flames crackling across it's charred shell. \n\t\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t The <<print $combat.enemy.name>> lies on the floor, its shell charred black and legs twisted unnaturally.\n\t\t\t<<else>>\n\t\t\t\tThe <<print $combat.enemy.name>>'s shell shatters with a loud snap. The creature falls, slime oozing from its wounds.\n\t\t\t<</if>>\n\t<<elseif $combat.actions[$index].response eq "killplayer">>\n\t\t\tThe <<print $name>> snaps at you with its claws. You recoil but the monster is faster, chopping your head clean off.\n\t<<else>>\n\t\t<<if $combat.moveMain.drawn and not ($combat.isFirstRound or $combat.usedEscapeMechanic eq 1) and $equip.rifle.name neq "none" and $combat.rounds gte 3 and $combat.actions[$index].action neq "tryMelee">>\n\t\t\t<<set $combat.actions[$index].response = "hitdeflect">>\n\t\t\t<<set $attrib.fatigue += 5>>\n\t\t\tThe <<print $name>>'s claws chomp down on your <<rifle>>, tearing it from your grasp and mangling the weapon beyond use. You back away, breathing hard.\n\t\t\t<<set $equip.rifle.name = "none">>\n\t\t\t<<replace '#hud-pda-pane'>>\n\t\t\t\t<<display 'calcMainDisplay'>>\n\t\t\t<</replace>>\n\t\t<<else>>\n\t\t\t<<if $combat.actions[$index].response eq "hitnothing">>\n\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown");>>\n\t\t\t\t<<set $attrib.toxicity += 55>>\n\t\t\t\t<<if $hud.combatUIScrewLevel lt 1 and not $hud.interference>>\n\t\t\t\t\t<<set window.setTimeout(addUIFlicker, 25, "single")>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $attrib.toxicity gte 90 or $attrib.fatigue gte 45>>\n\t\t\t\t\t<<if not ($equip.isConcealing or $equip.isAbominated)>>\n\t\t\t\t\t\t<<set $attrib.infected = true>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\n\t\t\t\tThe <<print $name>> swipes at you with a spiked tentatcle but you roll aside, suffering <<if $attrib.infected>>an oozing<<else>>only a glancing<</if>> sting to your back.\n\t\t\t<<elseif $combat.actions[$index].response eq "hitdeflect">>\n\t\t\t\tThe <<print $name>> snaps at you with its claws but you drive it away, poking wildly at the monster with your <<rifle>>. It's tentacle lashes you in the face as the <<print $name>> retreats.\n\n\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown");>>\n\t\t\t\t<<set $attrib.toxicity += 55>>\n\t\t\t\t<<if $hud.combatUIScrewLevel lt 1 and not $hud.interference>>\n\t\t\t\t\t<<set window.setTimeout(addUIFlicker, 25, "single")>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $attrib.toxicity gte 90 or $attrib.fatigue gte 45>>\n\t\t\t\t\t<<if not ($equip.isConcealing or $equip.isAbominated)>>\n\t\t\t\t\t\t<<set $attrib.infected = true>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].response eq "hitarmor">>\n\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown");>>\n\t\t\t\t<<set $attrib.toxicity += 55>>\n\t\t\t\tThe <<print $name>> swipes at you with a spiked arm but it glances off your <<armor>>, leaving a deep gash and lingering sting.\n\t\t\t<<elseif $combat.actions[$index].response eq "hitshield">>\n\t\t\t\tThe <<print $name>> lashes at you with its spiked arms but you throw up your shield. The monster recoils with an angry buzz.\n\t\t\t<<elseif $combat.actions[$index].response eq "hitshielddrone">>\n\t\t\t\tThe <<print $name>> lashes at you with its spiked arms but your ArcDrone deploys its shield. The monster recoils with an angry buzz.\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $respond>>\n\n<</nobr>>
<<nobr>>\n\t<<if $combat.enemy.actionsound eq "none">>\n\t\t<<set $combat.enemy.actionsound = "ui_attack_melee">>\n\t<</if>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t<</if>>\n\n\t<<if $combat.actions[$index].response eq "getburned">>\n\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> flails wildly, its furry body burning, and falls with muffled thud.\n\t<<elseif $combat.actions[$index].response eq "getburnedarmor">>\n\t\tThe <<print $name>> flail<<if $combat.enemy.total eq 1>>s<</if>> wildly as superheated plasma burns though <<print $number>> slick fur.\n\t<<elseif $combat.actions[$index].response eq "getgassed">>\n\t\tThe <<print $name>> choke<<if $combat.enemy.total eq 1>>s<</if>> and splutter<<if $combat.enemy.total eq 1>>s<</if>> as toxic mist fills <<print $number>> lungs.\n\t<<elseif $combat.actions[$index].response eq "getshocked">>\n\t\tThe <<print $name>> twitch<<if $combat.enemy.total eq 1>>es<</if>> as static electricity arcs across <<print $number>> slick fur.\n\t<<elseif $combat.actions[$index].response eq "getdazzled">>\n\t\tThe <<print $name>> hesitate<<if $combat.enemy.total eq 1>>s<</if>>, disoriented by the dazzling holograms projected around them.\n\n\t<<elseif $combat.actions[$index].response eq "gasburnkill">>\n\t\tToxic mist ignites with a sucking roar, consuming the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> in a searing blaze. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to flail as plasma burns through its fur.\n\t<<elseif $combat.actions[$index].response eq "shockburnkill">>\n\t\tPlasma re-ignites with a crackling hiss, consuming the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> in a searing blaze. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a hiss, causing electricity to painfully scar the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s slick fur.\n\t<<elseif $combat.actions[$index].response eq "gasexplosionkill">>\n\t\tToxic mist detonates with an ear-numbing bang, blasting the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> into a million gorey bits and pieces.\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to recoil, its fur flecked with blood.\n\t<<elseif $combat.actions[$index].response eq "shockexplosionkill">>\n\t\tPlasma detonates with a vicious crackle, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to collapse amidst a crackling surge of electricity.\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to recoil as electricity sears its fur.\n\n\t<<elseif $combat.enemy.alive eq 0>>\n\t\t\t<<if $template.ammo eq "9mm">>\n\t\t\t\tThe <<print $combat.enemy.name>> falls with a dull thud. Blood seeps from its wounds.\n\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\tThe <<print $combat.enemy.name>> falls. Toxic fumes drift lazily in the air. The monster twitches one last time and goes limp.\n\t\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t\tThe <<print $combat.enemy.name>> falls, its furry body torn into countless pieces. There's blood everywhere.\n\t\t\t<<elseif $template.ammo eq "conductive" or $template.ammo eq "arclance">>\n\t\t\t\tElectricity arcs across the <<print $combat.enemy.name>>'s fur as it collapses with a dull thud.\n\t\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t\tThe <<print $combat.enemy.name>>'s falls, guttering flames still licking its burnt body. \n\t\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t The <<print $combat.enemy.name>> lies on the floor, its shell fur black and body twisted unnaturally.\n\t\t\t<<else>>\n\t\t\t\tThe <<print $combat.enemy.name>>'s falls dead, blood oozing from a gaping hole.\n\t\t\t<</if>>\n\t<<elseif $combat.actions[$index].response eq "killplayer">>\n\t\t\tThe <<print $name>> hurls itself at you. Before you can react, its diseased teeth are sunk deep in your neck.\n\t<<else>>\n\t\t<<if $combat.actions[$index].response eq "hitnothing">>\n\t\t\t<<if not ($equip.isConcealing or $equip.isAbominated)>>\n\t\t\t\t<<set $attrib.infected = true>>\n\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown");>>\n\t\t\t\t<<if $hud.combatUIScrewLevel lt 1 and not $hud.interference>>\n\t\t\t\t\t<<set window.setTimeout(addUIFlicker, 25, "single")>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\tThe <<print $name>> snaps at your leg but you kick it away, suffering only <<if ($equip.isConcealing or $equip.isAbominated)>>a few scratches<<else>>a stinging bite wound<</if>>.\n\t\t<<elseif $combat.actions[$index].response eq "hitdeflect">>\n\t\t\t<<if not ($equip.isConcealing or $equip.isAbominated)>>\n\t\t\t\t<<set $attrib.infected = true>>\n\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown");>>\n\t\t\t\t<<if $hud.combatUIScrewLevel lt 1 and not $hud.interference>>\n\t\t\t\t\t<<set window.setTimeout(addUIFlicker, 25, "single")>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\tThe <<print $name>> surges forward, spitting foul mucus at you, but you drive it away, poking wildly at the monster with your <<rifle>>\n\t\t<<elseif $combat.actions[$index].response eq "hitarmor">>\n\t\t\t<<if not ($equip.isConcealing or $equip.isAbominated)>>\n\t\t\t\t<<set $attrib.infected = true>>\n\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown");>>\n\t\t\t\t<<if $hud.combatUIScrewLevel lt 1 and not $hud.interference>>\n\t\t\t\t\t<<set window.setTimeout(addUIFlicker, 25, "single")>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\tThe <<print $name>> snaps at your legs but its teeth fail to penetrate your <<armor>>, leaving a deep gashes and dull ache\n\t\t<<elseif $combat.actions[$index].response eq "hitshield">>\n\t\t\tThe <<print $name>> surges forward but you throw up your shield. The monster recoils with an startled yelp.\n\t\t<<elseif $combat.actions[$index].response eq "hitshielddrone">>\n\t\t\tThe <<print $name>> throws itself at you but your ArcDrone deploys its shield. The monster recoils with an surprised squeal.\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $respond>>\n\n<</nobr>>
<<nobr>>\n\t<<if $combat.enemy.actionsound eq "none">>\n\t\t<<set $combat.enemy.actionsound = "ui_attack_melee">>\n\t<</if>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t<</if>>\n\n\t<<if $combat.actions[$index].response eq "getburned">>\n\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> flails wildly, burning, and falls with a thud.\n\t<<elseif $combat.actions[$index].response eq "getburnedarmor">>\n\t\tThe <<print $name>> flail<<if $combat.enemy.total eq 1>>s<</if>> wildly as superheated plasma melts through <<print $number>>'s gilded mask.\n\t<<elseif $combat.actions[$index].response eq "getgassed">>\n\t\t(( IMMUNE ))\n\t<<elseif $combat.actions[$index].response eq "getshocked">>\n\t\tThe <<print $name>> twitch<<if $combat.enemy.total eq 1>>es<</if>> as static electricity arcs down <<print $number>> skeletal spine.\n\t<<elseif $combat.actions[$index].response eq "getdazzled">>\n\t\tThe <<print $name>> recoil<<if $combat.enemy.total eq 1>>s<</if>>, confused by the dazzling holograms projected around them.\n\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, consuming the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> with a deafening bang. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a crackling hiss, consuming the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> with a deafening bang. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang, blasting loose circuits all over. Miraculously, the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> is still alive - albeit badly damaged.\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle, blasting loose circuits all over. Miraculously, the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> is still alive - albeit badly damaged.\n\n\t<<elseif $combat.actions[$index].response eq "gasburnkill">>\n\t\tToxic mist ignites with a sucking roar. A cloud of plasma engulfs the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> entirely. It doesn't survive.\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to flail madly as plasma melts through it's limbs\n\t<<elseif $combat.actions[$index].response eq "shockburnkill">>\n\t\tPlasma re-ignites with a crackling hiss. Crackling plasma engulfs the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> entirely. It doesn't survive.\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a hiss, causing electricity to scar the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s oily skin painfully.\n\t<<elseif $combat.actions[$index].response eq "gasexplosionkill">>\n\t\tToxic mist detonates with an ear-numbing bang, blasting loose circuits all over. There's not enough left of the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to consider it 'intact'.\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to collapse with a thud.\n\t<<elseif $combat.actions[$index].response eq "shockexplosionkill">>\n\t\tPlasma detonates with a vicious crackle, blasting loose circuits all over. There's not enough left of the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to consider it 'intact'.\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle, causing the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> to recoil as electricity arcs across it's gilded mask.\n\n\n\t<<elseif $combat.enemy.alive eq 0>>\n\t\t<<if $template.ammo eq "9mm">>\n\t\t\tThe <<print $combat.enemy.name>> falls, sparks flying from it's damaged circuits. Holograms flicker and fail to reveal the abomination for what it truly is.\n\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\tToxic haze hangs in the air as the <<print $combat.enemy.name>> falls with a thud. Holograms flicker and fail to reveal the abomination for what it truly is.\n\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\tThe <<print $combat.enemy.name>> falls, its spine severed clean through. Holograms flicker and fail to reveal the abomination for what it truly is.\n\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\tThe <<print $combat.enemy.name>> thrashes about and collapses with a thud. Holograms flicker and fail to reveal the abomination for what it truly is.\n\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\tThe <<print $combat.enemy.name>> falls with a thud. Holograms flicker and fail to reveal the abomination for what it truly is..\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t The <<print $combat.enemy.name>> is sprawled on the floor, its skeletral spine scarred black. Holograms flicker and fail to reveal the abomination for what it truly is.\n\t\t<<else>>\n\t\t\tThe <<print $combat.enemy.name>> falls, a gaping hole blown in its gilded mask. Holograms flicker and fail to reveal the abomination for what it truly is.\n\t\t<</if>>\n\n\t<<elseif $combat.actions[$index].response eq "killplayer">>\n\t\t\tThe <<print $name>> lashes at you with its claws, slicing through your arm. You try to dodge but the abomination is faster, sinking its jagged claws deep into your throat.\n\t<<else>>\n\t\t<<if $combat.actions[$index].response eq "hitnothing">>\n\t\t\t<<set $attrib.toxicity += 50>>\n\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashDown");>>\n\t\t\t<<if $hud.combatUIScrewLevel lt 1 and not $hud.interference>>\n\t\t\t\t<<set window.setTimeout(addUIFlicker, 25, "single")>>\n\t\t\t<</if>>\n\n\t\t\t<<if $attrib.fatigue gte 65 or $attrib.toxicity gte 90>>\n\t\t\t\t<<if not ($equip.isConcealing or $equip.isAbominated)>>\n\t\t\t\t\t<<set $attrib.infected = true>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\tThe <<print $name>> lashes at you with its claws. Adrenaline surges as you roll aside, catching only a glancing blow\n\t\t<<elseif $combat.actions[$index].response eq "hitdeflect">>\n\t\t\tThe <<print $name>> pounces, its claws poised to strike, but drive it away, swinging at it wildly with your <<rifle>>\n\t\t<<elseif $combat.actions[$index].response eq "hitarmor">>\n\t\t\tThe <<print $name>> pounces, tearing at your <<armor>> with its claws but they fail to penetrate\n\t\t<<elseif $combat.actions[$index].response eq "hitshield">>\n\t\t\tThe <<print $name>> lashes at you with its claws. Panicked, you throw up your shield. The abomination recoils with a mechanical whirr.\n\t\t<<elseif $combat.actions[$index].response eq "hitshielddrone">>\n\t\t\tThe <<print $name>> lashes at you with its claws, causing your ArcDrone to deploy its shield. The abomination recoils with a whirr.\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $respond>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy.didreappear = false>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.gender>>\n\n\t<<if ($combat.enemy.alive eq 0 and $combat.actions[$index].kills eq 0) or $combat.actions[$index].kills eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive]>>\n\t\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive]>>\n\t<</if>>\n\n\t<<display 'calcRoundType'>>\n\n\t<<if $combat.actions[$index].result eq "playerdead">>\n\t\tYou fall, bleeding to death from your injuries\n\t<<else>>\n\n\t\t<<if $template.ammo eq "tungsten" or $template.ammo eq "conductive" or $template.ammo eq "scatter" or $template.ammo eq "toxin" or $template.ammo eq "9mm_hyper">>\n\t\t\t<<set $wastetype = $shottype>>\n\n\t\t\t<<display 'determineWasteAmmoType'>>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>misses<<else>>miss<</if>> entirely - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tThe <<print $name>> vanishes into thin air before your <<if $template.magazine eq 1>>shot<<else>>shots<</if>> impacts - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tElectricity errupts as the <<print $shottype>> <<if $template.magazine eq 1>>blows<<else>>blow<</if>> clean through the <<print $name>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>errupts<<else>>errupt<</if>>, engulfing the <<print $name>> in vile toxin. Unfortunately, <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to its effects.\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> but the resulting hail of slivers fails to penetrate the <<print $name>>'s gnarled skin - you use up a <<print $wastetype>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious gas, but the fumes fail to affect the <<print $name>> - you use up a <<print $wastetype>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>glances<<else>>glance<</if>> off the <<print $name>>'s gnarled skin - you use up a <<print $wastetype>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that perforate the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tn/a - immune\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>slams<<else>>slam<</if>> into the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that perforate the <<print $name>>'s gnarled skin, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tn/a - immune\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>blows<<else>>blow<</if>> clean through the <<print $name>>'s gnarled skin, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonates in a hail of slivers that perforate the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tn/a - immune\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> slams into the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t\t<</if>>\n\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that perforate the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tn/a - immune\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>rips<<else>>rip<</if>> the <<print $name>> into shreds, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "9mm">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> miss entirely - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tThe <<print $name>> vanishes into thin air before your <<print $shottype>> impact - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> catastrophically wounded by your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tThe <<print $shottype>> bounce harmlessly off the <<print $name>>'s gnarled hide - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s ungainly form, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s gnarled flesh, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s ribcage, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s ungainly form, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tArcs of electricity sear the floor but inflict no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\t\tElectricity arcs out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tThe <<print $name>> vanishes into thin air before your arcs of electricity can strike home - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tArcs of electricity sear the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tElectricity arcs harmlessly off the <<print $name>>'s gnarled hide - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tArcs of electricity rip through the <<print $name>>'s ungainly form, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tArcs of electricity rip through the <<print $name>>'s gnarled flesh, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tElectricity sears the <<print $name>>'s ribcage, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tElectricity acrs across the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tSuperheated plasma sears the floor but inflicts no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tSuperheated plasma sprays out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tThe <<print $name>> vanishes into thin air before the plasma jet even touches it - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tSuperheated plasma washes across the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tSuperheated plasma washes harmlessly over the <<print $name>>'s twisted hide - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tSuperheated plasma engulfs the <<print $name>>'s ungainly form, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tSuperheated plasma burn through the <<print $name>>'s gnarled flesh, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tSuperheated plasma engulfs the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tSuperheated plasma washes across the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> with a flash of light\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "powerfist">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> vanishes before your <<if $equip.offhand.contains("cyberarm")>>punch connects<<elseif $equip.offhand.contains("featherarm")>>claws connect<</if>> \n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> vanishes, causing you to hesitate\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist glances<<elseif $equip.offhand.contains("featherarm")>>claws glance<</if>> off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s gnarled hide\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>>> begins to vanish but you <<if $equip.offhand.contains("cyberarm")>>slam your powerfist into<<elseif $equip.offhand.contains("featherarm")>>rake your claws across<</if>> its disformed chest, causing it to errupt with a flash\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s gnarled hide, causing it to errupt with a flash\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tYou <<if $equip.offhand.contains("cyberarm")>>slam your powerfist into<<elseif $equip.offhand.contains("featherarm")>>rake your claws across<</if>> <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> deathlike face, causing it to errupt with a flash \n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s ribcage, causing it to errupt with a flash\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\tThe rocket zips toward the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>, detonating with a brilliant flash. The resulting shockwave knocks you back and leaves your ears ringing.\n\n\t\t<<else>>\n\t\t\t<<if $combat.specialDisplayState eq "comsumeOrganicFoe">>\n\t\t\t\tYou tackle the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>. The next instant you've sunk your fangs into its neck. It tastes disgusting - rotten, almost dead. You've just enough time to bite out a chunk of flesh before the creature errupts with a flash.\n\t\t\t<<else>>\n\t\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> vanishes before your blow impacts\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> vanishes, causing you to hesitate\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t\tYour <<meeleweapon>> glances off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s gnarled hide\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>>> begins to vanish but you plunge your blade into its disformed chest, causing it to errupt with a flash\n\t\t\t\t<<elseif $combat.actions[$index].result eq "riparmor" or $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t\tYour <<meeleweapon>> rips into the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s gnarled hide, causing it to errupt with a flash\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t\tYour <<meeleweapon>> slashes the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s elbow, causing it to spontaneously errupt with a flash\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $name>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy.didreappear = false>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.gender>>\n\n\t<<if ($combat.enemy.alive eq 0 and $combat.actions[$index].kills eq 0) or $combat.actions[$index].kills eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive]>>\n\t\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive]>>\n\t<</if>>\n\n\t<<display 'calcRoundType'>>\n\n\t<<if $combat.actions[$index].result eq "playerdead">>\n\t\tYou fall, bleeding to death from your injuries\n\t<<else>>\n\n\t\t<<if $template.ammo eq "tungsten" or $template.ammo eq "conductive" or $template.ammo eq "scatter" or $template.ammo eq "toxin" or $template.ammo eq "9mm_hyper">>\n\t\t\t<<set $wastetype = $shottype>>\n\n\t\t\t<<display 'determineWasteAmmoType'>>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>misses<<else>>miss<</if>> its mark entirely - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tYour <<if $template.magazine eq 1>>shot shrieks<<else>>shots shriek<</if>> toward where you though the <<print $name>> but hit nothing - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tNoxious gas errupts as the <<print $shottype>> <<if $template.magazine eq 1>>slams<<else>>slam<</if>> into the floor, silhouetting the <<print $name>> as <<print $number>> thrashes about, bleeding from shrapnel wounds\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tElectricity arcs across the floor as the <<print $shottype>> <<if $template.magazine eq 1>>slams<<else>>slam<</if>> into the wall - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tNoise reverberates as the <<print $shottype>> <<if $template.magazine eq 1>>slams<<else>>slam<</if>> into the wall - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield" or $combat.actions[$index].result eq "riparmor" or $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that rip through the invisible <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> and leaving a bloody silhouette on the floor\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tNoxious gas errupts as the <<print $shottype>> <<if $template.magazine eq 1>>slams<<else>>slam<</if>> into the floor, silhouetting the <<print $name>> as <<print $number>> thrashes about, bleeding from shrapnel wounds\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>blows<<else>>blow<</if>> through the invisible <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> and leaving a bloody silhouette on the floor\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that shred the invisible <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> and leaving a bloody silhouette on the floor\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tn/a - immune\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>blows<<else>>blow<</if>> the invisible <<print $name>> apart, <<print $combat.enemy.deathtype>> <<print $number>> and leaving a bloody silhouette on the floor\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "9mm">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> miss entirely - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tYour <<print $shottype>> zip toward where you though the <<print $name>> but hit nothing - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> catastrophically wounded by your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tThe <<print $shottype>> slam into the walls but fail to hit the invisible <<print $name>> - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tBy sheer chance, your <<print $shottype>> clip the invisible <<print $name>>, leaving bloody blotches on the floor\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tBy chance, your <<print $shottype>> rip through the invisible <<print $name>>, leaving bloody blotches on the floor\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tYour <<print $shottype>> blast through the invisible <<print $name>>, leaving bloody blotches on the floor\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tYour <<print $shottype>> rip clean through the invisible <<print $name>>, leaving bloody blotches on the floor\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tArcs of electricity sear the floor but strike nothing - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tElectricity arcs out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tArcs of electricity crackle off where you thought the <<print $name>> was but hit nothing - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tElectricity arcs harmlessly into the floor, missing their target entirely - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tElectricity arcs through the air, seemingly striking nothing but leaving bloody blotches on the floor\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tArcs of electricity crackle around the invisible <<print $name>>, leaving bloody blotches on the floor\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tArcs of electricity crackle around the invisible <<print $name>>, leaving bloody blotches on the floor\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tArcs of electricity sear the air, seemingly striking nothing but leaving bloody blotches on the floor\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tSuperheated plasma sears the floor but inflicts no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tSuperheated plasma sprays out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tSuperheated plasma rushes toward where you thought the <<print $name>> was but hit nothing - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tSuperheated plasma rushes out out but strikes nothing but thin air - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tSuperheated plasma washes the air, seemingly striking nothing but leaving singed fur and bloody blotches on the floor\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tSuperheated plasma engulfs the invisible <<print $name>>, leaving singed fur and bloody blotches on the floor\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tSuperheated plasma engulfs the invisible <<print $name>>, leaving singed fur and bloody blotches on the floor\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tSuperheated plasma washes the air, seemingly striking nothing but leaving singed fur and bloody blotches on the floor\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "powerfist">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tYou lash at the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> but it isn't where you think it is\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tYou charge the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> but it dodges and you loose sight of it\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist slams<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> into something invisible but glance<<if $equip.offhand.contains("cyberarm")>>s<</if>> off harmlessly\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tYou lash out in rapid succession, hitting the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> by sheer chance\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tYou swipe at where you think the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> is, smashing its skull apart by sheer luck\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tYou <<if $equip.offhand.contains("cyberarm")>>punch<<else>>slice<</if>> at where you think the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> is, smashing its skull apart by sheer luck\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tYou <<if $equip.offhand.contains("cyberarm")>>punch<<else>>swipe<</if>> at where you think the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> is and, by sheer luck, land a blow in its face\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\tThe rocket zips toward where the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> was and detonates in a brilliant ball of plasma.. The resulting shockwave knocks you back and leaves your ears ringing.\n\n\t\t<<else>>\n\t\t\t<<if $combat.specialDisplayState eq "comsumeOrganicFoe">>\n\t\t\t\tYou snatch at thin air and, by chance, grab a tuft of fur. The next instant you've slammed your fangs into the creature. Venom gushes forth as you bite a chunk out of its neck. It tastes stringy. Blood clings to your lips.\n\t\t\t<<else>>\n\t\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\t\tYou swipe at the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> but it isn't where you think it is.\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\t\tYou swipe at the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> but it dodges and you loose sight of it.\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t\tYou swipe, hitting something with your <<meeleweapon>> hits something but the blade glances off.\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t\tYou stab wildly and, by sheer chance, happen to hit the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s chest - or something.\n\t\t\t\t<<elseif $combat.actions[$index].result eq "riparmor" or $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t\tYou stab at where you think the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> is and, as luck has, happen to hit its skull.\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t\tYou swipe at where the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> should be and, by sheer luck, slice open its chest.\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $name>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy.didreappear = false>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.gender>>\n\n\t<<if ($combat.enemy.alive eq 0 and $combat.actions[$index].kills eq 0) or $combat.actions[$index].kills eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive]>>\n\t\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive]>>\n\t<</if>>\n\n\t<<display 'calcRoundType'>>\n\n\t<<if $combat.actions[$index].result eq "playerdead">>\n\t\tYou fall, bleeding to death from your injuries\n\t<<else>>\n\n\t\t<<if $template.ammo eq "tungsten" or $template.ammo eq "conductive" or $template.ammo eq "scatter" or $template.ammo eq "toxin" or $template.ammo eq "9mm_hyper">>\n\t\t\t<<set $wastetype = $shottype>>\n\n\t\t\t<<display 'determineWasteAmmoType'>>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>misses<<else>>miss<</if>> entirely - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> but the resulting hail of slivers fails to penetrate the <<print $name>>'s oily skin - you use up a <<print $wastetype>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious gas, but the fumes fail to affect the <<print $name>> - you use up a <<print $wastetype>>\n\t\t\t\t<<else>>\n\t\t\t\t\tYour <<print $shottype>> <<if $template.magazine eq 1>>rips<<else>>rip<</if>> through the monster's oily skin, causing it to howl angrily, but inflicts no lasting damage - you use up a <<print $wastetype>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tNoxious gas errupts as the <<print $shottype>> <<if $template.magazine eq 1>>blows<<else>>blow<</if>> clean through the <<print $name>>, causing it to die with a choked gasp\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>ricoshets<<else>>ricoshet<</if>> off the <<print $name>>'s hide, causing electricity to arc harmlessly into the catwalk \n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> but the resulting hail of slivers fails to penetrate the <<print $name>>'s oily skin - you use up a <<print $wastetype>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious gas, but the fumes fail to affect the <<print $name>> - you use up a <<print $wastetype>>\n\t\t\t\t<<else>>\n\t\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>glances<<else>>glance<</if>> off the <<print $name>>'s oily skin - you use up a <<print $wastetype>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that perforate the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tNoxious gas errupts as the <<print $shottype>> <<if $template.magazine eq 1>>blows<<else>>blow<</if>> clean through the <<print $name>>, causing it to die with a choked gasp\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>slams<<else>>slam<</if>> into the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that perforate the <<print $name>>'s slimy skin, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tNoxious gas errupts as the <<print $shottype>> <<if $template.magazine eq 1>>blows<<else>>blow<</if>> clean through the <<print $name>>, causing it to die with a choked gasp.\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>blows<<else>>blow<</if>> clean through the<<print $name>>'s oily skin, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that perforate the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tNoxious gas errupts as the <<print $shottype>> <<if $template.magazine eq 1>>blows<<else>>blow<</if>> clean through the <<print $name>>, causing it to die with a choked gasp.\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>slams<<else>>slam<</if>> into the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that perforate the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tNoxious gas errupts as the <<print $shottype>> <<if $template.magazine eq 1>>blows<<else>>blow<</if>> clean through the <<print $name>>, causing it to die with a choked gasp\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>rips<<else>>rip<</if>> the <<print $name>> into shreds, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "9mm">>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> miss entirely - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tThe <<print $name>> thrashes as your <<print $shottype>> rip its oily skin apart but the creature does not fall - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> catastrophically wounded by your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tThe <<print $shottype>> bounce harmlessly off the <<print $name>>'s slimy hide - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s body, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s oily flesh, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s slime-crusted skull, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s squidlike form, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tArcs of electricity sear the floor but inflict no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tElectricity arcs out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>> thrashes as electcicity arcs across its oily skin but the creature does not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tElectricity arcs harmlessly off the <<print $name>>'s slimy hide - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tElectricity sears the <<print $name>>'s body, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tArcs of electricity crackle across the <<print $name>>'s oily flesh, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tArcs of electricity burn through the <<print $name>>'s slime-crusted skull, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tElectcricity crackles across the <<print $name>>'s squidlike form, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tSuperheated plasma sears the floor but inflicts no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tSuperheated plasma sprays out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>> thrashes as superheated plasma washess its oily skin but the creature does not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tSuperheated plasma rushes harmesssly over the <<print $name>>'s slimy hide - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tSuperheated plasma burns throught the <<print $name>>'s body, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tSuperheated plasma sears through the <<print $name>>'s oily flesh, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tSuperheated plasma engulfs the <<print $name>>'s slime-crusted skull, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tSuperheated plasma washes over the <<print $name>>'s squidlike form, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "powerfist">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> dodges your <<if $equip.offhand.contains("cyberarm")>>punch<<elseif $equip.offhand.contains("featherarm")>>claws<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>punch slams into<<elseif $equip.offhand.contains("featherarm")>>claws slice into<</if>> the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s slimy skin but inflict<<if $equip.offhand.contains("cyberarm")>>s<</if>> no damage\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist glances<<elseif $equip.offhand.contains("featherarm")>>claws glance<</if>> off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s oily hide\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>>> lashes at you with its tentacles but you're faster, ramming your <<if $equip.offhand.contains("cyberarm")>>powerfist<<elseif $equip.offhand.contains("featherarm")>>claws<</if>> into its skull\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s slime-slicked skull, <<if $equip.offhand.contains("cyberarm")>>crushing<<else>>mangling<</if>> it entirely\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s slime-slicked skull, exploding it with a nasty squelch\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s jaw, causing it rear with a squeal, and fall dead\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\tThe rocket zips toward the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and detonates in a brilliant ball of plasma.. The resulting shockwave knocks you back and leaves your ears ringing.\n\n\t\t<<else>>\n\t\t\t<<if $combat.specialDisplayState eq "comsumeOrganicFoe">>\n\t\t\t\tYou grab the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s tentacles and throw it to the ground. The next instant you've sunk your fangs deep into <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> neck. Venom gushes forth. The <<print $combat.enemy.singlenames[$combat.enemy.alive]>> thrashes wildly as you rip a chunk of flesh free. It tastes slick and oily. Blood dribbles down your neck.\n\t\t\t<<else>>\n\t\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> dodges, causing your blow to miss\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t\tYour <<meeleweapon>> cuts into the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s slimy skin but inflicts no damage\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t\tYour <<meeleweapon>> glances off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s oily hide\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>>> lashes at you with its tentacles but you plunge your blade into its skull, causing it rear with a squeal, and fall dead\n\t\t\t\t<<elseif $combat.actions[$index].result eq "riparmor" or $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t\tYour <<meeleweapon>> rips into the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s slime-slicked skull, causing it rear with a squeal, and fall dead\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t\tYour <<meeleweapon>> slashes the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s skull, causing it rear with a squeal, and fall dead\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $name>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $weapon = "crowbar">>\n\n\t<<if $combatTemplate eq "Oger_B33">>\n\t\t<<set $weapon = "bent pipe">>\n\t<<elseif $combatTemplate eq "Oger_B30">>\n\t\t<<set $weapon = "lance">>\n\t<</if>>\n\n\t<<set $combat.enemy.didreappear = false>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.gender>>\n\n\t<<if ($combat.enemy.alive eq 0 and $combat.actions[$index].kills eq 0) or $combat.actions[$index].kills eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive]>>\n\t\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive]>>\n\t<</if>>\n\n\t<<display 'calcRoundType'>>\n\n\t<<if $combat.actions[$index].result eq "playerdead">>\n\t\tYou fall, bleeding to death from your injuries\n\t<<else>>\n\n\t\t<<if $template.ammo eq "tungsten" or $template.ammo eq "conductive" or $template.ammo eq "scatter" or $template.ammo eq "toxin" or $template.ammo eq "9mm_hyper">>\n\t\t\t<<set $wastetype = $shottype>>\n\n\t\t\t<<display 'determineWasteAmmoType'>>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>misses<<else>>miss<</if>> entirely - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tYour <<print $shottype>> <<if $template.magazine eq 1>>rips<<else>>rip<</if>> through the brute's muscular torso, causing it to roar, but inflicts no lasting damage - you use up a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t((N/A))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t((N/A))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> but the resulting hail of slivers fails to penetrate the <<print $name>>'s thick hide - you use up a <<print $wastetype>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious gas, but the fumes fail to affect the <<print $name>> - you use up a <<print $wastetype>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> glance<<if $template.magazine eq 1>>s<</if>> off the <<print $name>>'s sinuous skin - you use up a <<print $wastetype>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that perforate the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tNoxious gas errupts as the <<print $shottype>> shatter<<if $template.magazine eq 1>>s<</if>>, choking the <<print $name>> and inflicting countless superficial wounds\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> slam<<if $template.magazine eq 1>>s<</if>> into the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that perforate the <<print $name>>'s tough skin, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tNoxious gas errupts as the <<print $shottype>> shatter<<if $template.magazine eq 1>>s<</if>>, choking the <<print $name>> and inflicting countless superficial wounds\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> blow<<if $template.magazine eq 1>>s<</if>> clean through the <<print $name>>'s thick skin, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that perforate the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tNoxious gas errupts as the <<print $shottype>> shatter<<if $template.magazine eq 1>>s<</if>>, choking the <<print $name>> and inflicting countless superficial wounds\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> slam<<if $template.magazine eq 1>>s<</if>> into the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that perforate the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tNoxious gas errupts as the <<print $shottype>> shatter<<if $template.magazine eq 1>>s<</if>>, choking the <<print $name>> and inflicting countless superficial wounds\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> rip<<if $template.magazine eq 1>>s<</if>> the <<print $name>> into shreds, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "9mm">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> miss entirely - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>> yelps as your <<print $shottype>> dig deep into its skin without inflicting meaningful damage - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> catastrophically wounded by your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tThe <<print $shottype>> glance harmlessly off the <<print $name>>'s muscular bulk - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s hulking body, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s thick flesh, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s hulking form, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s bruteish form, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tArcs of electricity sear the floor but inflict no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tElectricity arcs out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>> yelps as electcicity arcs across its gnarled hide but it doesn't fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tElectricity arcs off the <<print $name>>'s muscular bulk, causing it to howl but not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tElectricity sears the <<print $name>>'s hulking body, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tArcs of electricity crackle across the <<print $name>>'s thick flesh, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tArcs of electricity burn through the <<print $name>>'s hulking form, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tElectcricity crackles across the <<print $name>>'s brutish body, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tSuperheated plasma sears the floor but inflicts no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tSuperheated plasma sprays out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>> yelps as superheated plasma washess its gnarled hide but the brute does not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tSuperheated plasma rushes harmesssly over the <<print $name>>'s muscular bulk, causing it to howl but not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tSuperheated plasma burns throught the <<print $name>>'s hulking body, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tSuperheated plasma sears the <<print $name>>'s thick flesh, melting skin away and <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tSuperheated plasma washes over the <<print $name>>'s brutish body, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tSuperheated plasma engulfs the <<print $name>>'s hulking form, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "powerfist">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> knocks your <<if $equip.offhand.contains("cyberarm")>>powerfist<<elseif $equip.offhand.contains("featherarm")>>arm<</if>> aside\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>punch slams<<elseif $equip.offhand.contains("featherarm")>>claws slice<</if>> into the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s thick skin but inflict<<if $equip.offhand.contains("cyberarm")>>s<</if>> no damage\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist glances<<elseif $equip.offhand.contains("featherarm")>>claws glance<</if>> off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s sinewy skin\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> swipes at you with its <<print $weapon>> but you grab it mid-swimg and slam your <<if $equip.offhand.contains("cyberarm")>>powerfist<<elseif $equip.offhand.contains("featherarm")>>claws<</if>> into the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s neck.\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s hardened skull, <<if $equip.offhand.contains("cyberarm")>>crushing<<elseif $equip.offhand.contains("featherarm")>>tearing through<</if>> its brain\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s bony skull, <<if $equip.offhand.contains("cyberarm")>>exploding<<elseif $equip.offhand.contains("featherarm")>>mangling<</if>> it with a nasty squelch\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s throat, causing it to choke and fall flat on its face\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\tThe rocket zips toward the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and detonates in a brilliant ball of plasma.. The resulting shockwave knocks you back and leaves your ears ringing.\n\n\t\t<<else>>\n\t\t\t<<if $combat.specialDisplayState eq "comsumeOrganicFoe">>\n\t\t\t\tYou jump at the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>, clinging to its bulk, and sink your fangs into <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> neck. Venom gushes forth. The <<print $combat.enemy.singlenames[$combat.enemy.alive]>> collapses as you rip a chunk of flesh free. It tastes tough and sinewy - disgusting.\n\t\t\t<<else>>\n\t\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> shoves you aside before your blow even lands\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t\tYour <<meeleweapon>> cuts into the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s thick skin but inflicts no damage\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t\tYour <<meeleweapon>> glances off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s sinewy skin\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> swipes at you with its <<print $weapon>> but you plunge your blade into its neck, severing the spinal cord beneath\n\t\t\t\t<<elseif $combat.actions[$index].result eq "riparmor" or $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t\tYour <<meeleweapon>> rips into the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s hardened skull, piercing deep into its brain and killing it\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t\tYour <<meeleweapon>> slashes the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s throat, causing it to recoil with a yelp as blood gushes free\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $name>>\n\n<</nobr>>
<<nobr>>\n\n\t<<if $combat.enemy.name eq "warden">>\n\t\t<<set $armorname = "safety vest">>\n\t<<elseif $combat.enemy.name eq "Division 108" or $combat.enemy.name eq "troopers">>\n\t\t<<set $armorname = "riot armor">>\n\t<<elseif $combat.enemy.name eq "mercenaries">>\n\t\t<<set $armorname = "combat armor">>\n\t<<elseif $combat.enemy.name eq "captain">>\n\t\t<<set $armorname = "combat armor">>\n\t<<elseif $combat.enemy.name eq "hunter">>\n\t\t<<set $armorname = "combat vest">>\n\t<<elseif $combat.enemy.name eq "Knight of Eden" or $combat.enemy.name eq "Knights of Eden">>\n\t\t<<set $armorname = "exo armor">>\n\t<<elseif $combat.enemy.name eq "witch">>\n\t\t<<set $armorname = "robes">>\n\t<<elseif $combat.enemy.name eq "woman">>\n\t\t<<set $armorname = "business suit">>\n\t<<elseif $combat.enemy.name eq "Comissaria">>\n\t\t<<set $armorname = "uniform">>\n\t<<elseif $combat.enemy.name eq "Blood Sons">>\n\t\t<<set $armorname = "hellstorm armor">>\n\t<<elseif $combat.enemy.name eq "purifiers">>\n\t\t<<set $armorname = "devout armor">>\n\t<<elseif $combat.enemy.name eq "heavies">>\n\t\t<<set $armorname = "heavy armor">>\n\t<<elseif $combat.enemy.name eq "sentries">>\n\t\t<<set $armorname = "robes">>\n\t<<elseif $combat.enemy.name eq "hybrids" or $combat.enemy.name eq "Blackscale">>\n\t\t<<set $armorname = "scaled skin">>\t\t\n\t<<elseif $combat.enemy.name eq "commandos">>\n\t\t<<set $armorname = "skinsuits">>\n\n\t\t<<if $combat.actions[$index].kills eq 1>>\n\t\t\t<<set $armorname = "skinsuit">>\n\t\t<</if>>\n\t<<elseif $combat.enemy.name eq "Incubus Champion">>\n\t\t<<set $armorname = "incubus armor">>\n\t<<else>>\n\t\t<<set $armorname = "armor">>\n\t<</if>>\n\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.gender>>\n\n\t<<display 'calcRoundType'>>\n\n\t<<if ($combat.enemy.alive eq 0 and $combat.actions[$index].kills eq 0) or $combat.actions[$index].kills eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive]>>\n\t\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive]>>\n\t<</if>>\n\n\t<<if $combat.actions[$index].result eq "playerdead">>\n\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\tYour Exo Armor fails, frying your brain as the electronics short-circuit\n\t\t<<else>>\n\t\t\tYou fall, bleeding to death from your injuries\n\t\t<</if>>\n\t<<else>>\n\t\t/% Canister or Bolt Type %/\n\t\t<<if $template.ammo eq "tungsten" or $template.ammo eq "conductive" or $template.ammo eq "scatter" or $template.ammo eq "toxin" or $template.ammo eq "9mm_hyper" or $template.ammo eq "9mm_hyper">>\n\t\t\t<<set $wastetype = $shottype>>\n\t\n\t\t\t<<display 'determineWasteAmmoType'>>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\t<<if $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>misses<<else>>miss<</if>> entirely but still <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing toxic mist.\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>misses<<else>>miss<</if>> entirely - you waste a <<print $wastetype>>.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a <<print $wastetype>>.\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<if $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield, causing the <<print $shottype>> to detonate and release a cloud of noxious gas.\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield - you use up a <<print $wastetype>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> but the resulting hail of slivers fails to penetrate the <<print $name>>'s <<print $armorname>> - you use up a <<print $wastetype>>.\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious, but the fumes fail to enter the <<print $name>>'s <<print $armorname>> - you use up a <<print $wastetype>>.\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>glances<<else>>glance<</if>> off the <<print $name>>'s <<print $armorname>> - you waste a <<print $wastetype>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $name>> deploy a shield but the <<print $shottype>> <<if $template.magazine eq 1>>penetrates<<else>>penetrate<</if>>, detonating in a hail of slivers that shred <<print $number>>, killing them\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $name>> deploy a shield but the <<print $shottype>> <<if $template.magazine eq 1>>penetrates<<else>>penetrate<</if>>, releasing a cloud of noxious gas that poisons <<print $number>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $name>> deploy a shield but the <<print $shottype>> <<if $template.magazine eq 1>>penetrates<<else>>penetrate<</if>>, <<print $combat.enemy.deathtype>> <<print $number>>\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that that tear clean through <<print $name>>'s <<print $armorname>>, killing <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>slams<<else>>slam<</if>> into the <<print $name>>, releasing a cloud of noxious gas that poisons <<print $number>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>blasts<<else>>blast<</if>> clean through the <<print $name>>'s <<print $armorname>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $name>> deploy a shield but your <<print $shottype>> <<if $template.magazine eq 1>>penetrates<<else>>penetrate<</if>>, detonating in a hail of slivers that rip clean through <<print $name>>'s <<print $armorname>>, killing <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $name>> deploy a shield but your <<print $shottype>> <<if $template.magazine eq 1>>penetrates<<else>>penetrate<</if>>, releasing a cloud of noxious gas that poisons <<print $number>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $name>> deploy a shield but your <<print $shottype>> <<if $template.magazine eq 1>>penetrates<<else>>penetrate<</if>> and <<if $template.magazine eq 1>>rips<<else>>rip<</if>> through the <<print $armorname>> beneath, <<print $combat.enemy.deathtype>> <<print $number>>\n\t\t\t\t<</if>>\n\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that shred the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>slams<<else>>slam<</if>> into the <<print $name>>, releasing a cloud of noxious gas that poisons <<print $number>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>tears<<else>>tear<</if>> through the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> but the resulting hail of slivers fails to inflict any notable damage - you waste a <<print $wastetype>>.\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious haze, but the <<print $name>> are unaffected - you waste a <<print $wastetype>>.\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> utterly fails to addect the <<print $name>> despite how implausible this is - you waste a <<print $wastetype>>\n\t\t\t\t<</if>>\n\n\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tThe <<print $name>> are catastrophically wounded. [AND THIS SHOULD NEVER HAPPEN IN REAL PLAY!]\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "9mm">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe rounds miss entirely - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> catastrophically wounded by your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tThe <<print $shottype>> bounce harmlessly off the <<print $name>>'s <<print $armorname>> - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but some of your <<print $shottype>> penetrate, <<print $combat.enemy.deathtype>> <<print $number>>\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tYour <<print $shottype>> rip clean through the <<print $name>>'s <<print $armorname>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but your <<print $shottype>> penetrate and rip through the <<print $armorname>> beneath, <<print $combat.enemy.deathtype>> <<print $number>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tArcs of electricity sear the floor but inflict no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tElectricity arcs out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tArcs of electricity fizzle harmlessly into the <<print $name>>'s shields - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tArcs of electricity sear the <<print $name>>, causing <<print $number>> to twitch and flop around in intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tElectricity arcs harmlessly off the <<print $name>>'s <<print $armorname>> - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but the discharge strikes home, <<print $combat.enemy.deathtype>> the <<print $name>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tArcs of electricity rip through the <<print $name>>'s <<print $armorname>>, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but your discharge still sears the <<print $armorname>> beneath, <<print $combat.enemy.deathtype>> the <<print $name>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tElectricity acrs across the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tSuperheated plasma sears the floor but inflicts no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tSuperheated plasma sprays out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tSuperheated plasma fizzles harmlessly into the <<print $name>>'s shields - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tSuperheated plasma sears the <<print $name>>, causing <<print $number>> to scream and flail\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tSuperheated plasma sears the <<print $name>>'s <<print $armorname>> but fails to melt through - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but the superheated plasma passes through, burning the <<print $name>> amidst shrieks of panicked terror\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tSuperheated plasma burns clean through the <<print $name>>'s <<print $armorname>>, roasting <<print $number>> amidst shrieks of panicked terror\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but the superheated plasma passes through and melts the <<print $armorname>> beneath, burning the <<print $name>> amidst shrieks of panicked terror\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tSuperheated plasma washes across the <<print $name>>, burning <<print $number>> amidst shrieks of panicked terror\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "powerfist">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> dodges your <<if $equip.offhand.contains("cyberarm")>>punch<<elseif $equip.offhand.contains("featherarm")>>claws<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> deploys a shield, causing you to recoil\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist glances<<elseif $equip.offhand.contains("featherarm")>>claws glance<</if>> off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s <<print $armorname>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>>> deploy a shield but you charge through and <<if $equip.offhand.contains("cyberarm")>>slam your powerfist into<<elseif $equip.offhand.contains("featherarm")>>rake your claws across<</if>> <<print $combat.enemy.singlegender[$combat.enemy.alive]>>\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s <<print $armorname>>, <<if $equip.offhand.contains("cyberarm")>>crushing<<elseif $equip.offhand.contains("featherarm")>>tearing through<</if>> <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> ribs\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> deploys a shield but you charge through and <<if $equip.offhand.contains("cyberarm")>>slam your power fist into <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> armored chest<<elseif $equip.offhand.contains("featherarm")>>swipe at <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> armored chest with your raptor claws<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s ribcage, killing <<print $combat.enemy.singlegender[$combat.enemy.alive]>> instantly\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\tThe rocket zips toward the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and detonates in a brilliant ball of plasma. The resulting shockwave knocks you back and leaves your ears ringing. \n\n\t\t<<else>>\n\t\t\t<<if $combat.specialDisplayState eq "comsumeOrganicFoe">>\n\t\t\t\t<<if $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> deploys a shield but you charge through and sink your fangs into <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> neck. Venom gushes forth. The <<print $combat.enemy.singlenames[$combat.enemy.alive]>> goes limp as you rip a chunk of flesh free. Human flesh. Sweaty. Bloody. Delicions.\n\t\t\t\t<<else>>\n\t\t\t\t\tYou grab the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>. The next instant you've sunk your fangs deep into <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> neck. Venom gushes forth. The <<print $combat.enemy.singlenames[$combat.enemy.alive]>> goes limp as you rip a chunk of flesh free. Human flesh. Sweaty. Bloody. Delicions.\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> dodges your attack\n\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> deploys a shield, causing you to retreat\n\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t\tYour <<meeleweapon>> bounces harmlessly off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s <<print $armorname>>\n\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> deploys a shield but you charge through and score a fatal blow\n\n\t\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\t\tYour <<meeleweapon>> <<if $template.isMonoblade>>slices clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s <<print $armorname>>, cutting deep into the organs beneath<<else>>finds a gap in the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s <<print $armorname>> and scores a fatal blow<</if>>\n\n\t\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> deploys a shield but you charge through and <<if $template.isMonoblade>>slam your <<meeleweapon>> into <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> <<print $armorname>>, cutting deep into the organs beneath<<else>>plunge your <<meeleweapon>> into a gap in <<print $combat.enemy.singlegender[$combat.enemy.alive]>> <<print $armorname>>, scoring a fatal blow<</if>>\n\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t\tYour <<meeleweapon>> rips into the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s throat, killing <<print $combat.enemy.singlegender[$combat.enemy.alive]>> instantly\n\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $name>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.gender>>\n\n\t<<if ($combat.enemy.alive eq 0 and $combat.actions[$index].kills eq 0) or $combat.actions[$index].kills eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive]>>\n\t\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive]>>\n\t<</if>>\n\n\t<<display 'calcRoundType'>>\n\n\t<<if $combat.actions[$index].result eq "playerdead">>\n\t\tYou fall, bleeding to death from your injuries\n\t<<else>>\n\n\t\t<<if $template.ammo eq "tungsten" or $template.ammo eq "conductive" or $template.ammo eq "scatter" or $template.ammo eq "toxin" or $template.ammo eq "9mm_hyper">>\n\t\t\t<<set $wastetype = $shottype>>\n\n\t\t\t<<display 'determineWasteAmmoType'>>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>misses<<else>>miss<</if>> entirely - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> but the resulting hail of slivers fails to penetrate the <<print $name>>'s fleshy ribbons - you use up a <<print $wastetype>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious gas, but the fumes fail to affect the <<print $name>> - you use up a <<print $wastetype>>\n\t\t\t\t<<else>>\n\t\t\t\t\tYour <<print $shottype>> <<if $template.magazine eq 1>>rips<<else>>rip<</if>> through the abominations's stringlike form, causing it to yelp, but inflicts no lasting damage - you use up a <<print $wastetype>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tElectricity errupts as your <<print $shottype>> <<if $template.magazine eq 1>>rips<<else>>rip<</if>> through the abominations's stringlike form, causing it to collapse on the spot\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tNoxious gas errupts as the <<print $shottype>> shatter<<if $template.magazine eq 1>>s<</if>>, engulfing the <<print $name>> but inflicting no obvious harm - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> but the resulting hail of slivers fails to penetrate the <<print $name>>'s fleshy ribbons - you use up a <<print $wastetype>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious gas, but the fumes fail to affect the <<print $name>> - you use up a <<print $wastetype>>\n\t\t\t\t<<else>>\n\t\t\t\t\tYour <<print $shottype>> <<if $template.magazine eq 1>>rips<<else>>rip<</if>> through the abominations's stringlike form, causing it to yelp, but inflicts no lasting damage - you use up a <<print $wastetype>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that rip the <<print $name>> apart, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\t(( N/A ))\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> blast<<if $template.magazine eq 1>>s<</if>> the <<print $name>> into a million stringlike ribbons, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that rip the <<print $name>>'s ribbony form, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\t(( N/A ))\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> blow<<if $template.magazine eq 1>>s<</if>> the <<print $name>>'s faceless head clean off, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that rip the <<print $name>> apart, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\t(( N/A ))\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> blow<<if $template.magazine eq 1>>s<</if>> the <<print $name>> into a million gorey ribbons, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that rip the <<print $name>> apart, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\t(( N/A ))\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> blow<<if $template.magazine eq 1>>s<</if>> the <<print $name>> apart, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "9mm">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> miss entirely - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tThe <<print $name>> yelps as your <<print $shottype>> rip harmlessly through its stringlike form - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> catastrophically wounded by your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tThe <<print $shottype>> zip harmlessly through the <<print $name>>'s ribbony form - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $shottype>> blast through the <<print $name>>'s stringlike body, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s exposed brain, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $shottype>> rip through the <<print $name>>'s ribbony body, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tThe <<print $shottype>> blow apart the <<print $name>>'s faceless head, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tArcs of electricity sear the floor but inflict no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tElectricity arcs out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>> shrieks as electcicity arcs through its stringlike body but the abomination does not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tThe <<print $name>> shrieks as electcicity arcs through its ribbony form, causing it to collapse on the spot\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tElectricity arcs off the <<print $name>>'s ill-defined form, causing it to howl in pain but not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tElectricity sears the <<print $name>>'s stringlike body, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tArcs of electricity crackle over the <<print $name>>'s ribbony skin, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tArcs of electricity burn through the <<print $name>>'s faceless head, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tElectcricity crackles over the <<print $name>>'s stringlike form, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tSuperheated plasma sears the floor but inflicts no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tSuperheated plasma sprays out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>> shrieks as superheated plasma washess its ribbony body but the abominaiton does not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tSuperheated plasma rushes harmesssly over the <<print $name>>'s ribbony body, causing it to howl in agony but not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tSuperheated plasma engulfs the <<print $name>>'s stringlike form, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tSuperheated plasma melts through the <<print $name>>'s ill-defined form, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tSuperheated plasma washes over the <<print $name>>'s ribbony flesh, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tSuperheated plasma engulfs the <<print $name>>'s stringlike body, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "powerfist">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> rolls out of reach before your blow even lands\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>punch rips<<elseif $equip.offhand.contains("featherarm")>>claws rip<</if>> through the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s ribbony form but fail<<if $equip.offhand.contains("cyberarm")>>s<</if>> to hit anything vital\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>powerfist passes<<elseif $equip.offhand.contains("featherarm")>>claws pass<</if>> harmlessly through <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s ribbon-like flesh\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tYou plunge your <<if $equip.offhand.contains("cyberarm")>>powerfist<<elseif $equip.offhand.contains("featherarm")>>claws<</if>> into the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s ribbony flesh, grab its heart, and yank it out\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tYou plunge your <<if $equip.offhand.contains("cyberarm")>>powerfist<<elseif $equip.offhand.contains("featherarm")>>claws<</if>> into the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s stringlike body, grab its heart, and crush it entirely\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tYou plunge your <<if $equip.offhand.contains("cyberarm")>>powerfist<<elseif $equip.offhand.contains("featherarm")>>claws<</if>> into the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s stringlike body, punching clean through its heart and stomach\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s ribbony form, <<if $equip.offhand.contains("cyberarm")>>crushing<<elseif $equip.offhand.contains("featherarm")>>mangling<</if>> a lung and killing the abomination\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\tThe rocket zips toward the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and detonates in a brilliant ball of plasma.. The resulting shockwave knocks you back and leaves your ears ringing.\n\n\t\t<<else>>\n\t\t\t<<if $combat.specialDisplayState eq "comsumeOrganicFoe">>\n\t\t\t\tYou grab the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and, before it can escape, sink your fangs into <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> ribonny skin. Venom gushes forth. The <<print $combat.enemy.singlenames[$combat.enemy.alive]>> shrieks as you rip out a chunk. It tastes stringy and bitter - and oddly satisfying.\n\t\t\t<<else>>\n\t\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> rolls out of reach before your blow even lands\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t\tYour <<meeleweapon>> slices through the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s ribbony form but fails to hit anything vital\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t\tYour <<meeleweapon>> passes harmlessly through the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s ribbon-like flesh\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t\tYour <<meeleweapon>> cuts clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s ribbony flesh, gashing its heart and killing the abomination\n\t\t\t\t<<elseif $combat.actions[$index].result eq "riparmor" or $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t\tYour <<meeleweapon>> rips through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s stringlike body, slicing its heart and killing the abomination\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t\tYour <<meeleweapon>> slices through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s ribbony form, cutting a lung and killing the abomination\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $name>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $armorname = "armor plating">>\n\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.gender>>\n\n\t<<display 'calcRoundType'>>\n\n\t<<if ($combat.enemy.alive eq 0 and $combat.actions[$index].kills eq 0) or $combat.actions[$index].kills eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive]>>\n\t\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive]>>\n\t<</if>>\n\n\t<<if $combat.actions[$index].result eq "playerdead">>\n\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\tYour Exo Armor fails, frying your brain as the electronics short-circuit\n\t\t<<else>>\n\t\t\tYou fall, bleeding to death from your injuries\n\t\t<</if>>\n\t<<else>>\n\n\t\t<<if $template.ammo eq "tungsten" or $template.ammo eq "conductive" or $template.ammo eq "scatter" or $template.ammo eq "toxin" or $template.ammo eq "9mm_hyper">>\n\t\t\t<<set $wastetype = $shottype>>\n\n\t\t\t<<display 'determineWasteAmmoType'>>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> miss<<if $template.magazine eq 1>>es<</if>> entirely - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield - you use up a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tYour <<print $shottype>> rip<<if $template.magazine eq 1>>s<</if>> throgh the <<print $name>>, short-circuiting a power core and causing it to detonate violently\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>>, releasing a noxious haze, but the fumes have no effect on the <<print $name>>'s <<print $armorname>> - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> but the resulting hail of slivers fails to penetrate the <<print $name>>'s <<print $armorname>> - you use up a <<print $wastetype>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\t(( IMMUNE ))\n\t\t\t\t<<elseif $template.ammo eq "conductive">>\n\t\t\t\t\tThe <<print $shottype>> glance<<if $template.magazine eq 1>>s<</if>> off the <<print $name>>'s <<print $armorname>> amidst crackling arcs of electricity - you use up a <<print $wastetype>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> glance<<if $template.magazine eq 1>>s<</if>> off the <<print $name>>'s <<print $armorname>> - you use up a <<print $wastetype>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but the <<print $shottype>> penetrate<<if $template.magazine eq 1>>s<</if>>, detonating in a hail of slivers that shred <<print $number>>, destroying them\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\t(( IMMUNE ))\n\t\t\t\t<<elseif $template.ammo eq "conductive">>\n\t\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but the <<print $shottype>> penetrate<<if $template.magazine eq 1>>s<</if>>, <<print $combat.enemy.deathtype>> <<print $number>> with a crackling electric surge\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but the <<print $shottype>> penetrate<<if $template.magazine eq 1>>s<</if>>, <<print $combat.enemy.deathtype>> <<print $number>> entirely\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that that tear clean through the <<print $name>>'s <<print $armorname>>, destroying <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\t(( IMMUNE ))\n\t\t\t\t<<elseif $template.ammo eq "conductive">>\n\t\t\t\t\tThe <<print $shottype>> blast<<if $template.magazine eq 1>>s<</if>> clean through the <<print $name>>'s <<print $armorname>>, <<print $combat.enemy.deathtype>> <<print $number>> amidst a shower of sparks\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> blast<<if $template.magazine eq 1>>s<</if>> clean through the <<print $name>>'s <<print $armorname>>, <<print $combat.enemy.deathtype>> <<print $number>> entirely\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but your <<print $shottype>> penetrate<<if $template.magazine eq 1>>s<</if>>, detonating in a hail of slivers that rip clean through <<print $number>> <<print $armorname>>, destroying <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\t(( IMMUNE ))\n\t\t\t\t<<elseif $template.ammo eq "conductive">>\n\t\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but your <<print $shottype>> penetrate<<if $template.magazine eq 1>>s<</if>> and rip<<if $template.magazine eq 1>>s<</if>> through the <<print $armorname>> beneath, <<print $combat.enemy.deathtype>> <<print $number>> amidst a shower of sparks\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but your <<print $shottype>> penetrate<<if $template.magazine eq 1>>s<</if>> and rip<<if $template.magazine eq 1>>s<</if>> through the <<print $armorname>> beneath, <<print $combat.enemy.deathtype>> <<print $number>>\n\t\t\t\t<</if>>\n\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that shred the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\t(( IMMUNE ))\n\t\t\t\t<<elseif $template.ammo eq "conductive">>\n\t\t\t\t\tThe <<print $shottype>> tear<<if $template.magazine eq 1>>s<</if>> through the <<print $name>>'s chassis amidst crackling arcs of electricity, <<print $combat.enemy.deathtype>> <<print $number>> entirely\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> tear<<if $template.magazine eq 1>>s<</if>> through the <<print $name>>'s chassis, <<print $combat.enemy.deathtype>> <<print $number>> entirely\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "9mm">>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe rounds miss entirely - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> catastrophically wounded by your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tThe <<print $shottype>> bounce harmlessly off the <<print $name>>'s <<print $armorname>> - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but some of your <<print $shottype>> penetrate, <<print $combat.enemy.deathtype>> <<print $number>>\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tYour <<print $shottype>> blow clean through the <<print $name>>'s <<print $armorname>>, <<print $combat.enemy.deathtype>> <<print $number>>\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but your <<print $shottype>> penetrate and blast through the <<print $armorname>> beneath, <<print $combat.enemy.deathtype>> <<print $number>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tThe <<print $shottype>> tear clean through the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tArcs of electricity sear the floor but inflict no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tElectricity arcs out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tArcs of electricity fizzle harmlessly into the <<print $name>>'s shields - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tArcs of electricity sear the <<print $name>>, causing <<print $number>> to twitch and shudder as electronics short-circuit\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tElectricity arcs harmlessly off the <<print $name>>'s <<print $armorname>> - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but the discharge strikes home, frying circuits and <<print $combat.enemy.deathtype>> the <<print $name>> \n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tArcs of electricity rip through the <<print $name>>'s <<print $armorname>>, frying the electronics beneath and <<print $combat.enemy.deathtype>> <<print $number>>\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but your discharge strikes sears the <<print $armorname>>, frying electronics and <<print $combat.enemy.deathtype>> the <<print $name>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tElectricity acrs across the <<print $name>>, short-circuiting electronics and <<print $combat.enemy.deathtype>> <<print $number>>\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tSuperheated plasma sears the floor but inflicts no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tSuperheated plasma sprays out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tSuperheated plasma fizzles harmlessly into the <<print $name>>'s shields - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tSuperheated plasma sears the <<print $name>>, causing <<print $number>> to twitch and shudder as electronics melt entirely\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tSuperheated plasma sears the <<print $name>>'s <<print $armorname>> but fails to melt through - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but the superheated plasma passes through, melting circuits and <<print $combat.enemy.deathtype>> the <<print $name>> \n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tSuperheated plasma burns clean through the <<print $name>>'s <<print $armorname>>, melting the electronics beneath and <<print $combat.enemy.deathtype>> <<print $number>>\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but the superheated plasma passes through and melts the <<print $armorname>> beneath, frying electronics and <<print $combat.enemy.deathtype>> the <<print $name>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tSuperheated plasma washes across the <<print $name>>, melting electronics and <<print $combat.enemy.deathtype>> <<print $number>>\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "powerfist">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> dodges your <<if $equip.offhand.contains("cyberarm")>>punch<<elseif $equip.offhand.contains("featherarm")>>claws<</if>>\n\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> deploys a shield, causing you to recoil\n\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist glances<<elseif $equip.offhand.contains("featherarm")>>claws glance<</if>> glances off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s armored chassis\n\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>>> deploy a shield but you charge through and <<if $equip.offhand.contains("cyberarm")>>slam your powerfist into<<elseif $equip.offhand.contains("featherarm")>>rake your claws across<</if>> <<print $combat.enemy.singlegender[$combat.enemy.alive]>> armored chassis\n\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s <<print $armorname>>, <<if $equip.offhand.contains("cyberarm")>>crushing<<elseif $equip.offhand.contains("featherarm")>>mangling<</if>> <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> internal circuits\n\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> deploys a shield but you charge through and <<if $equip.offhand.contains("cyberarm")>>slam your powerfist into<<elseif $equip.offhand.contains("featherarm")>>rake your claws across<</if>> into <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> chassis, smashing the internal circuits\n\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s chest, utterly mangling <<print $combat.enemy.singlegender[$combat.enemy.alive]>> electronics\n\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\tThe rocket zips toward the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and detonates in a brilliant ball of plasma.. The resulting shockwave knocks you back and leaves your ears ringing.\n\n\t\t<<else>>\n\n\t\t\t<<set $monoblade = false>>\n\t\t\t<<if $combat.moveMelee.isMonoblade and $combat.actions[$index].action eq "tryMelee">>\n\t\t\t\t<<set $monoblade = true>>\n\t\t\t<</if>>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> dodges your attack with a mechanical whirr\n\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> deploys a crackling shield, causing you to retreat\n\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tYour <<meeleweapon>> bounces harmlessly off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s <<print $armorname>>\n\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> deploys a shield but you charge through and plunge your knife into its chassis, wrecking the electronics within\n\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tYour <<meeleweapon>> <<if $template.isMonoblade>>slices clean through <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s <<print $armorname>><<else>>the finds a gap in the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s <<print $armorname>><</if>> and wrecks the circuits beneath\n\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> deploys a shield but you charge through and <<if $template.isMonoblade>>slice through its <<print $armorname>> with your <<meeleweapon>> <<else>>plunge your <<meeleweapon>> into a gap in its <<print $armorname>><</if>>, wrecking the electronics beneath\n\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tYour <<meeleweapon>> rips through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s chassis, wrecking the electronics within\n\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $name>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy.didreappear = false>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.gender>>\n\n\t<<if ($combat.enemy.alive eq 0 and $combat.actions[$index].kills eq 0) or $combat.actions[$index].kills eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive]>>\n\t\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive]>>\n\t<</if>>\n\n\t<<display 'calcRoundType'>>\n\n\t<<if $combat.actions[$index].result eq "playerdead">>\n\t\tYou fall, bleeding to death from your injuries\n\t<<else>>\n\n\t\t<<if $template.ammo eq "tungsten" or $template.ammo eq "conductive" or $template.ammo eq "scatter" or $template.ammo eq "toxin" or $template.ammo eq "9mm_hyper">>\n\t\t\t<<set $wastetype = $shottype>>\n\n\t\t\t<<display 'determineWasteAmmoType'>>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>misses<<else>>miss<</if>> entirely - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> but the resulting hail of slivers fails to penetrate the <<print $name>>'s infected skin - you use up a <<print $wastetype>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious gas, but the fumes fail to affect the <<print $name>> - you use up a <<print $wastetype>>\n\t\t\t\t<<else>>\n\t\t\t\t\tYour <<print $shottype>> <<if $template.magazine eq 1>>rips<<else>>rip<</if>> through the monster's spindly form, causing it to shriek, but inflicts no lasting damage - you use up a <<print $wastetype>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t((N/A))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t((N/A))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> but the resulting hail of slivers fails to penetrate the <<print $name>>'s infected skin - you use up a <<print $wastetype>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious gas, but the fumes fail to affect the <<print $name>> - you use up a <<print $wastetype>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> glance<<if $template.magazine eq 1>>s<</if>> off the <<print $name>>'s deformed skin - you use up a <<print $wastetype>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that rip the <<print $name>> apart, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tNoxious gas errupts as the <<print $shottype>> shatter<<if $template.magazine eq 1>>s<</if>>, choking the <<print $name>> and inflicting countless superficial wounds\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> blast<<if $template.magazine eq 1>>s<</if>> the <<print $name>> into a million bits, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that rip the <<print $name>>'s deformed skin apart, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tNoxious gas errupts as the <<print $shottype>> shatter<<if $template.magazine eq 1>>s<</if>>, choking the <<print $name>> and inflicting countless superficial wounds\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> blow<<if $template.magazine eq 1>>s<</if>> the <<print $name>>'s deformed head off, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that rip the <<print $name>> apart, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tNoxious gas errupts as the <<print $shottype>> shatter<<if $template.magazine eq 1>>s<</if>>, choking the <<print $name>> and inflicting countless superficial wounds\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> blow<<if $template.magazine eq 1>>s<</if>> the <<print $name>> into a million gorey bits, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that rip the <<print $name>> apart, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tNoxious gas errupts as the <<print $shottype>> shatter<<if $template.magazine eq 1>>s<</if>>, choking the <<print $name>> and inflicting countless superficial wounds\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> blow<<if $template.magazine eq 1>>s<</if>> the <<print $name>>'s upper body off entirely, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "9mm">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> miss entirely - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tThe <<print $name>> shriek<<if $combat.actions[$index].kills eq 1>>s<</if>> as your <<print $shottype>> rip through <<if $combat.actions[$index].kills eq 1>>its<<else>>their<</if>> infected bodies - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> catastrophically wounded by your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tThe <<print $shottype>> squelch harmlessly into the <<print $name>>'s infected skin - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s spindly <<if $combat.actions[$index].kills eq 1>>body<<else>>bodies<</if>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s deformed <<if $combat.actions[$index].kills eq 1>>body<<else>>bodies<</if>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s tiny <<if $combat.actions[$index].kills eq 1>>body<<else>>bodies<</if>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s malformed <<if $combat.actions[$index].kills eq 1>>body<<else>>bodies<</if>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tArcs of electricity sear the floor but inflict no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tElectricity arcs out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>> shrieks as electcicity arcs across its infected body but the abomination does not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tElectricity arcs off the <<print $name>>'s infected skin, causing <<if $combat.actions[$index].kills eq 1>>it<<else>>them<</if>> to howl in pain but not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tElectricity sears the <<print $name>>'s spindly <<if $combat.actions[$index].kills eq 1>>body<<else>>bodies<</if>>, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tArcs of electricity crackle across the <<print $name>>'s deformed <<if $combat.actions[$index].kills eq 1>>body<<else>>bodies<</if>>, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tArcs of electricity burn through the <<print $name>>'s malformed <<if $combat.actions[$index].kills eq 1>>body<<else>>bodies<</if>>, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tElectcricity crackles across the <<print $name>>'s bloated <<if $combat.actions[$index].kills eq 1>>body<<else>>bodies<</if>>, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tSuperheated plasma sears the floor but inflicts no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tSuperheated plasma sprays out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>> shrieks as superheated plasma washess its infected body but the abominaiton does not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tSuperheated plasma rushes harmesssly over the <<print $name>>'s infected <<if $combat.actions[$index].kills eq 1>>body<<else>>bodies<</if>>, causing <<if $combat.actions[$index].kills eq 1>>it<<else>>them<</if>> to howl in agony but not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tSuperheated plasma engulfs the <<print $name>>'s spindly <<if $combat.actions[$index].kills eq 1>>body<<else>>bodies<</if>>, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tSuperheated plasma melts the <<print $name>>'s deformed <<if $combat.actions[$index].kills eq 1>>body<<else>>bodies<</if>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tSuperheated plasma washes over the <<print $name>>'s tiny <<if $combat.actions[$index].kills eq 1>>body<<else>>bodies<</if>>, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tSuperheated plasma engulfs the <<print $name>>'s misshapen <<if $combat.actions[$index].kills eq 1>>body<<else>>bodies<</if>>, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "powerfist">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> shoves you aside before your blow even lands\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>punch rips<<elseif $equip.offhand.contains("featherarm")>>claws rip<</if>> through the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s infected skin but inflict<<if $equip.offhand.contains("cyberarm")>>s<</if>> no damage\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>powerfist glances<<elseif $equip.offhand.contains("featherarm")>>claws glance<</if>> off <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s deformed flesh\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>>> swipes at you with clawed hands but you <<if $equip.offhand.contains("cyberarm")>>slam your powerfist into<<elseif $equip.offhand.contains("featherarm")>>rake your claws across<</if>> its face, ruining it entirely\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tYou <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> into the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s deformed skull, <<if $equip.offhand.contains("cyberarm")>>cracking<<elseif $equip.offhand.contains("featherarm")>>slitting<</if>> it open and <<if $equip.offhand.contains("cyberarm")>>crushing<<elseif $equip.offhand.contains("featherarm")>>mangling<</if>> the brain\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tYou <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> into the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s childlike body, <<if $equip.offhand.contains("cyberarm")>>crushing<<elseif $equip.offhand.contains("featherarm")>>tearing through<</if>> its ribs and heart entirely\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>>s clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s throat, causing it to choke, wheeze, and fall dead\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\tThe rocket zips toward the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and detonates in a brilliant ball of plasma.. The resulting shockwave knocks you back and leaves your ears ringing.\n\n\t\t<<else>>\n\t\t\t<<if $combat.specialDisplayState eq "comsumeOrganicFoe">>\n\t\t\t\tYou grab the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and, before it can squrirm free, sink your fangs into <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> infected flesh. Venom gushes forth. The <<print $combat.enemy.singlenames[$combat.enemy.alive]>> goes limp as you rip out a chunk. It tastes frail and sickly - utterly revolting.\n\t\t\t<<else>>\n\t\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> shoves you aside before your blow even lands\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t\tYour <<meeleweapon>> cuts into the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s infected skin but inflicts no damage\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t\tYour <<meeleweapon>> glances off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s deformed flesh\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>>> swipes at you with clawed hands but you plunge your blade into its face, destroying its brain\n\t\t\t\t<<elseif $combat.actions[$index].result eq "riparmor" or $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t\tYour <<meeleweapon>> rips into the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s deformed skull, piercing deep into its brain and killing it\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t\tYour <<meeleweapon>> slashes the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s throat, causing it to recoil with a squeal as blood gushes free\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $name>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $armorname = "ancient armor">>\n\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.gender>>\n\n\t<<display 'calcRoundType'>>\n\n\t<<if ($combat.enemy.alive eq 0 and $combat.actions[$index].kills eq 0) or $combat.actions[$index].kills eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive]>>\n\t\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive]>>\n\t<</if>>\n\n\t<<if $combat.actions[$index].result eq "playerdead">>\n\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\tYour Exo Armor fails, frying your brain as the electronics short-circuit\n\t\t<<else>>\n\t\t\tYou collapse as searing heat burns through your skin, boiling the blood in your veins\n\t\t<</if>>\n\t<<else>>\n\n\t\t<<if $template.ammo eq "tungsten" or $template.ammo eq "conductive" or $template.ammo eq "scatter" or $template.ammo eq "toxin" or $template.ammo eq "9mm_hyper">>\n\t\t\t<<set $wastetype = $shottype>>\n\n\t\t\t<<display 'determineWasteAmmoType'>>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> miss<<if $template.magazine eq 1>>es<</if>> entirely - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tSearing light errupts around the <<print $name>>, melting your <<print $shottype>> in mid-flight\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( NONEXISTANT ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>>, releasing a noxious haze, but the fumes have no effect on the <<print $name>> - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> but the resulting hail of slivers fails to penetrate the <<print $name>>'s <<print $armorname>> - you use up a <<print $wastetype>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\t(( IMMUNE ))\n\t\t\t\t<<elseif $template.ammo eq "conductive">>\n\t\t\t\t\tThe <<print $shottype>> glance<<if $template.magazine eq 1>>s<</if>> off the <<print $name>>'s <<print $armorname>> amidst crackling arcs of electricity - you use up a <<print $wastetype>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> glance<<if $template.magazine eq 1>>s<</if>> off the <<print $name>>'s <<print $armorname>> - you use up a <<print $wastetype>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tSearing light errupts around the <<print $name>> but your <<print $shottype>> penetrate<<if $template.magazine eq 1>>s<</if>>, detonating in a hail of slivers that shred the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\t(( IMMUNE ))\n\t\t\t\t<<elseif $template.ammo eq "conductive">>\n\t\t\t\t\tSearing light errupts around the <<print $name>> but your <<print $shottype>> penetrate<<if $template.magazine eq 1>>s<</if>>, <<print $combat.enemy.deathtype>> <<print $number>> with a crackling electric surge\n\t\t\t\t<<else>>\n\t\t\t\t\tSearing light errupts around the <<print $name>> but your <<print $shottype>> penetrate<<if $template.magazine eq 1>>s<</if>>, <<print $combat.enemy.deathtype>> <<print $number>> entirely\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that that tear clean through the <<print $name>>'s <<print $armorname>>, destroying <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\t(( IMMUNE ))\n\t\t\t\t<<elseif $template.ammo eq "conductive">>\n\t\t\t\t\tThe <<print $shottype>> blast<<if $template.magazine eq 1>>s<</if>> clean through the <<print $name>>'s <<print $armorname>>, <<print $combat.enemy.deathtype>> <<print $number>> amidst a shower of sparks\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> blast<<if $template.magazine eq 1>>s<</if>> clean through the <<print $name>>'s <<print $armorname>>, <<print $combat.enemy.deathtype>> <<print $number>> entirely\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tSearing light errupts around the <<print $name>> but your <<print $shottype>> penetrate<<if $template.magazine eq 1>>s<</if>>, detonating in a hail of slivers that rip clean through <<print $number>> <<print $armorname>>, destroying <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\t(( IMMUNE ))\n\t\t\t\t<<elseif $template.ammo eq "conductive">>\n\t\t\t\t\tSearing light errupts around the <<print $name>> but your <<print $shottype>> penetrate<<if $template.magazine eq 1>>s<</if>> and rip<<if $template.magazine eq 1>>s<</if>> through the <<print $armorname>> beneath, <<print $combat.enemy.deathtype>> <<print $number>> amidst a shower of sparks\n\t\t\t\t<<else>>\n\t\t\t\t\tSearing light errupts around the <<print $name>> but your <<print $shottype>> penetrate<<if $template.magazine eq 1>>s<</if>> and rip<<if $template.magazine eq 1>>s<</if>> through the <<print $armorname>> beneath, <<print $combat.enemy.deathtype>> <<print $number>>\n\t\t\t\t<</if>>\n\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that shred the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\t(( IMMUNE ))\n\t\t\t\t<<elseif $template.ammo eq "conductive">>\n\t\t\t\t\tThe <<print $shottype>> tear<<if $template.magazine eq 1>>s<</if>> through the <<print $name>>'s chestplate amidst crackling arcs of electricity, <<print $combat.enemy.deathtype>> <<print $number>> entirely\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> tear<<if $template.magazine eq 1>>s<</if>> through the <<print $name>>'s chestplate, <<print $combat.enemy.deathtype>> <<print $number>> entirely\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "9mm">>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tYour <<print $shottype>> miss their mark entirely - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tSearing light errupts around the <<print $name>>, melting your <<print $shottype>> in mid-air - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> catastrophically wounded by your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tThe <<print $shottype>> bounce harmlessly off the <<print $name>>'s <<print $armorname>> - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tSearing light errupts around the <<print $name>> but some of your <<print $shottype>> penetrate, <<print $combat.enemy.deathtype>> <<print $number>>\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tYour <<print $shottype>> blow clean through the <<print $name>>'s <<print $armorname>>, <<print $combat.enemy.deathtype>> <<print $number>>\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tSearing light errupts around the <<print $name>> but some of your <<print $shottype>> penetrate and blast through the <<print $name>>'s <<print $armorname>>, <<print $combat.enemy.deathtype>> <<print $number>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tThe <<print $shottype>> blast clean through the <<print $name>>'s chestplate, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tArcs of electricity sear the floor but inflict no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tElectricity arcs out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tArcs of electricity fizzle harmlessly into the <<print $name>>'s shields - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tArcs of electricity sear the <<print $name>>, causing <<print $number>> to twitch and shudder as augmented organs short-circuit\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tElectricity arcs harmlessly off the <<print $name>>'s <<print $armorname>> - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but the discharge strikes home, <<print $combat.enemy.deathtype>> the <<print $name>> and frying the augmented organs\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tArcs of electricity rip through the <<print $name>>'s <<print $armorname>>, <<print $combat.enemy.deathtype>> <<print $number>> and frying the augmented organs beneath\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but your discharge strikes still sears the <<print $armorname>> beneath, <<print $combat.enemy.deathtype>> the <<print $name>> and frying the augmented organs beneath\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tElectricity acrs across the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> and frying the augmented organs\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tSuperheated plasma sears the floor but inflicts no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tSuperheated plasma sprays out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tSuperheated plasma fizzles harmlessly into the <<print $name>>'s shields - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tSuperheated plasma sears the <<print $name>>, causing <<print $number>> to twitch and shudder as augmented organs melt entirely\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tSuperheated plasma sears the <<print $name>>'s <<print $armorname>> but fails to melt through - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but the superheated plasma passes through, <<print $combat.enemy.deathtype>> the <<print $name>> and melting the augmented organs\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tSuperheated plasma burns clean through the <<print $name>>'s <<print $armorname>>, <<print $combat.enemy.deathtype>> <<print $number>> and melting the augmented organs beneath\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>deploys<<else>>deploy<</if>> a shield but the superheated plasma passes through and melts the <<print $armorname>> beneath, <<print $combat.enemy.deathtype>> the <<print $name>> and frying the augmented organs beneath\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tSuperheated plasma washes across the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> and melting the augmented organs\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "powerfist">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> dodges your <<if $equip.offhand.contains("cyberarm")>>punch<<elseif $equip.offhand.contains("featherarm")>>claws<</if>>.\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tSearing light errupts around the <<print $name>>, causing you to recoil as thermal warnings ring in your ears.\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist glances<<elseif $equip.offhand.contains("featherarm")>>claws glance<</if>> glances off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s chestplate.\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tSearing light errupts around the <<print $name>> but you're already inside the dead zone, <<if $equip.offhand.contains("cyberarm")>>ramming your powerfist into<<elseif $equip.offhand.contains("featherarm")>>raking your claws across<</if>> <<print $combat.enemy.singlegender[$combat.enemy.alive]>> chestplate.\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s <<print $armorname>>, <<if $equip.offhand.contains("cyberarm")>>crushing<<elseif $equip.offhand.contains("featherarm")>>tearing through<</if>> <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> chestplate.\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tSearing light errupts around the <<print $name>> but you're already inside the dead zone, <<if $equip.offhand.contains("cyberarm")>>ramming your powerfist into<<elseif $equip.offhand.contains("featherarm")>>raking your claws across<</if>> <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> chestplate.\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s chestplate.\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\tThe rocket zips toward the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and detonates in a brilliant ball of plasma.. The resulting shockwave knocks you back and leaves your ears ringing.\n\n\t\t<<else>>\n\n\t\t\t<<set $monoblade = false>>\n\t\t\t<<if $equip.knife eq "witchblade" or $equip.knife eq "razorspine" or $equip.knife eq "corsair knife" or (($equip.rifle.name eq "Arclance" or $equip.rifle.name eq "Plasma Lance" or $equip.rifle.name eq "Blacklance") and $template.ammo eq "melee" and $combat.actions[$index].action eq "firePrimary")>>\n\t\t\t\t<<set $monoblade = true>>\n\t\t\t<</if>>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> dodges your attack with a mechanical whirr.\n\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tSearing light errupts around the <<print $name>>, causing you to recoil as stinging heat washes your skin.\n\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tYour <<meeleweapon>> bounces harmlessly off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s <<print $armorname>>\n\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tSearing light errupts around the <<print $name>> but you're already inside the dead zone, plunging your <<meeleweapon>> into the gap between helmet and chestplate.\n\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tYour <<meeleweapon>> <<if $template.isMonoblade>>slices clean through <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s <<print $armorname>><<else>>the finds a gap in the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s <<print $armorname>><</if>>.\n\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tSearing light errupts around the <<print $name>> but you're already inside the dead zone, <<if $template.isMonoblade>>slicing through its <<print $armorname>> with your <<meeleweapon>><<else>>plunging your <<meeleweapon>> into a gap in its <<print $armorname>><</if>>.\n\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tYour <<meeleweapon>> finds a narrow gap between the <<print $name>>'s helmet and chestplate.\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $name>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $armortype = "oily black skin">>\n\n\t<<if $combat.enemy.name neq "Djinn">>\n\t\t<<set $armortype = "flesh">>\n\t<</if>>\n\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.gender>>\n\n\t<<set $combat.enemy.didreappear = false>>\n\n\t<<if ($combat.enemy.alive eq 0 and $combat.actions[$index].kills eq 0) or $combat.actions[$index].kills eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive]>>\n\t\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive]>>\n\t<</if>>\n\n\t<<display 'calcRoundType'>>\n\n\t<<if $combat.actions[$index].result eq "playerdead">>\n\t\tYou fall, bleeding to death from your injuries\n\t<<else>>\n\n\t\t<<if $template.ammo eq "tungsten" or $template.ammo eq "conductive" or $template.ammo eq "scatter" or $template.ammo eq "toxin" or $template.ammo eq "9mm_hyper">>\n\t\t\t<<set $wastetype = $shottype>>\n\n\t\t\t<<display 'determineWasteAmmoType'>>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>misses<<else>>miss<</if>> entirely - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> vanished into thin air - you waste a <<print $wastetype>>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tYour <<print $shottype>> <<if $template.magazine eq 1>>slams<<else>>slam<</if>> into the wall where the <<print $name>> was a second earlier - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> but the resulting hail of slivers fails to penetrate the <<print $name>>'s <<print $armortype>> - you use up a <<print $wastetype>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious gas, but the fumes fail to affect the <<print $name>> - you use up a <<print $wastetype>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> glance<<if $template.magazine eq 1>>s<</if>> harmlessly off the <<print $name>>'s <<print $armortype>> - you waste a <<print $wastetype>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that \n\t\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>cause the <<print $name>> to vanish. Long seconds pass. It doesn't re-appear.\n\t\t\t\t\t<<else>>rip the <<print $name>> apart, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t\t<</if>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>,\n\t\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>causing the <<print $name>> to vanish amidst a cloud of toxic gas. Long seconds pass. The abomination doesn't re-appear.\n\t\t\t\t\t<<else>>errupting in a cloud of toxic gas that engulfs the <<print $name>>.\n\t\t\t\t\t<</if>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>>\n\t\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>lances out the same moment the <<print $name>> to vanishes, missing entirely. Long seconds pass. The abomination doesn't re-appear.\n\t\t\t\t\t<<else>>blast<<if $template.magazine eq 1>>s<</if>> the <<print $name>> into a million bloody bits, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that \n\t\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>cause the <<print $name>> to vanish. Long seconds pass. It doesn't re-appear.\n\t\t\t\t\t<<else>>rip the <<print $name>> apart, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t\t<</if>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>,\n\t\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>causing the <<print $name>> to vanish amidst a cloud of toxic gas. Long seconds pass. The abomination doesn't re-appear.\n\t\t\t\t\t<<else>>errupting in a cloud of toxic gas that engulfs the <<print $name>>.\n\t\t\t\t\t<</if>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>>\n\t\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>lances out the same moment the <<print $name>> to vanishes, missing entirely. Long seconds pass. The abomination doesn't re-appear.\n\t\t\t\t\t<<else>>blow<<if $template.magazine eq 1>>s<</if>> the <<print $name>>'s masked head clean off, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that \n\t\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>cause the <<print $name>> to vanish. Long seconds pass. It doesn't re-appear.\n\t\t\t\t\t<<else>>rip the <<print $name>> apart, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t\t<</if>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>,\n\t\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>causing the <<print $name>> to vanish amidst a cloud of toxic gas. Long seconds pass. The abomination doesn't re-appear.\n\t\t\t\t\t<<else>>errupting in a cloud of toxic gas that engulfs the <<print $name>>.\n\t\t\t\t\t<</if>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>>\n\t\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>lances out the same moment the <<print $name>> to vanishes, missing entirely. Long seconds pass. The abomination doesn't re-appear.\n\t\t\t\t\t<<else>>blast<<if $template.magazine eq 1>>s<</if>> the <<print $name>> into a million bloody bits, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> detonate<<if $template.magazine eq 1>>s<</if>> in a hail of slivers that \n\t\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>cause the <<print $name>> to vanish. Long seconds pass. It doesn't re-appear.\n\t\t\t\t\t<<else>>rip the <<print $name>> apart, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t\t<</if>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>,\n\t\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>causing the <<print $name>> to vanish amidst a cloud of toxic gas. Long seconds pass. The abomination doesn't re-appear.\n\t\t\t\t\t<<else>>errupting in a cloud of toxic gas that engulfs the <<print $name>>.\n\t\t\t\t\t<</if>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>>\n\t\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>lances out the same moment the <<print $name>> to vanishes, missing entirely. Long seconds pass. The abomination doesn't re-appear.\n\t\t\t\t\t<<else>>blow<<if $template.magazine eq 1>>s<</if>> the <<print $name>> apart, <<print $combat.enemy.deathtype>> <<print $number>> instantly.\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "9mm">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> miss entirely - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> vanished into thin air - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tYour rounds zip past where the <<print $name>> was a split second ago but hit nothing - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tThe <<print $shottype>> glance off the <<print $name>>'s <<print $armortype>> - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $shottype>> blast \n\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>the <<print $name>> but it vanishes. Several seconds pass. The abomination doesn't re-appear.\n\t\t\t\t<<else>>bloody holes in the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tThe <<print $shottype>>\n\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>zip toward the <<print $name>> but it vanishes. Several seconds pass. The abomination doesn't re-appear.\n\t\t\t\t<<else>>tear through the <<print $name>>'s <<print $armortype>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $shottype>>\n\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>zip toward the <<print $name>> but it vanishes. Several seconds pass. The abomination doesn't re-appear.\n\t\t\t\t<<else>>rip through the <<print $name>>'s <<print $armortype>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tThe <<print $shottype>>\n\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>zip toward the <<print $name>> but it vanishes. Several seconds pass. The abomination doesn't re-appear.\n\t\t\t\t<<else>>blow bloody chunks out of the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tArcs of electricity sear the floor but inflict no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> vanished into thin air - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tElectcicity surges toward where the <<print $name>> was a split second ago but arc harmlessly into the wall - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tElectricity arcs over the <<print $name>>'s <<print $armortype>>, causing it to recoil with a grunt but not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tElectricity sears the <<print $name>>'s body, \n\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>causing it to vanish. Several seconds pass. The abomination doesn't re-appear.\n\t\t\t\t<<else>><<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tArcs of electricity burn through the <<print $name>>'s <<print $armortype>>,\n\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>causing it to vanish. Several seconds pass. The abomination doesn't re-appear.\n\t\t\t\t<<else>><<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tArcs of electricity sear the <<print $name>>'s masked face,\n\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>causing it to vanish. Several seconds pass. The abomination doesn't re-appear.\n\t\t\t\t<<else>><<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tElectcricity arcs across the <<print $name>>,\n\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>causing it to vanish. Several seconds pass. The abomination doesn't re-appear.\n\t\t\t\t<<else>><<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony.\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tSuperheated plasma sears the floor but inflicts no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tSuperheated plasma sprays out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> vanished into thin air - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tSuperheated plasma plumes toward where the <<print $name>> was standing a split second ago - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tSuperheated plasma rushes harmesssly over the <<print $name>> <<print $armortype>>, causing it to recoil with a grunt but not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tSuperheated plasma engulfs the <<print $name>>, \n\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>causing it to vanish. Several seconds pass. The abomination doesn't re-appear.\n\t\t\t\t<<else>><<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tSuperheated plasma melts through the <<print $name>> <<print $armortype>>, \n\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>causing it to vanish. Several seconds pass. The abomination doesn't re-appear.\n\t\t\t\t<<else>><<print $combat.enemy.deathtype>> <<print $number>> instantly.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tSuperheated plasma washes over the <<print $name>>, \n\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>causing it to vanish. Several seconds pass. The abomination doesn't re-appear.\n\t\t\t\t<<else>><<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tSuperheated plasma engulfs the <<print $name>>, \n\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>causing it to vanish. Several seconds pass. The abomination doesn't re-appear.\n\t\t\t\t<<else>><<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony.\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "powerfist">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> darts out of reach before your <<if $equip.offhand.contains("cyberarm")>>powerfist<<elseif $equip.offhand.contains("featherarm")>>arm<</if>> connects\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tYou swipe at the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> with your <<if $equip.offhand.contains("cyberarm")>>powerfist<<elseif $equip.offhand.contains("featherarm")>>claws<</if>> but it vanishes into thin air.\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>powerfist glances<<elseif $equip.offhand.contains("featherarm")>>claws glance<</if>> harmlessly off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s <<print $armorname>>,\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> rolls aside \n\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>and vanishes. Several seconds pass. The abomination doesn't re-appear.\n\t\t\t\t<<else>>but you kick it to the ground and <<if $equip.offhand.contains("cyberarm")>>slam your powerfist<<elseif $equip.offhand.contains("featherarm")>>dig your claws<</if>> into its blue-eyed face.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>Your <<if $equip.offhand.contains("cyberarm")>>powerfist<<elseif $equip.offhand.contains("featherarm")>>arm<</if>> swings toward the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>, causing it to vanish. Several seconds pass. The abomination doesn't re-appear.\n\t\t\t\t<<else>>Your <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s <<print $armorname>>, <<if $equip.offhand.contains("cyberarm")>>crushing<<elseif $equip.offhand.contains("featherarm")>>mangling<</if>> its ribs. Bright blue eyes flicker twice before it falls, lifeless.\n\t\t\t\t<</if>>\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> darts back \n\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>and vanishes. Several seconds pass. The abomination doesn't re-appear.\n\t\t\t\t<<else>>but you snatch its trailing arm, causing it to fall, and <<if $equip.offhand.contains("cyberarm")>>slam your powerfist<<elseif $equip.offhand.contains("featherarm")>>dig your claws<</if>> into its blue-eyed face.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>Your <<if $equip.offhand.contains("cyberarm")>>powerfist<<elseif $equip.offhand.contains("featherarm")>>arm<</if>> swings toward the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>, causing it to vanish. Several seconds pass. The abomination doesn't re-appear.\n\t\t\t\t<<else>>Your <<if $equip.offhand.contains("cyberarm")>>powerfist smashes<<elseif $equip.offhand.contains("featherarm")>>claws tear<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s chest. Its bright blue eyes to flicker before it falls, lifeless.\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\tThe rocket zips toward the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and detonates in a brilliant ball of plasma.. The resulting shockwave knocks you back and leaves your ears ringing.\n\n\t\t<<else>>\n\t\t\t<<if $combat.specialDisplayState eq "comsumeOrganicFoe">>\n\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>\n\t\t\t\t\tYou grab the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and, before it can vanish, sink your fangs into <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> neck. Venom gushes forth. The <<print $combat.enemy.singlenames[$combat.enemy.alive]>> tears from your grip, leaving a bland chunk of meat in your jaw. The next instant, the abomination is gone. It doesn't reappear.\n\t\t\t\t<<else>>\n\t\t\t\t\tYou grab the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and, before it can vanish, sink your fangs into <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> neck. Venom gushes forth. The <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s blue eyes fade in brightness as you rip out a chunk. It tastes bland and simple, and yet still slighly sweet.\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> darts out of reach before your blow even lands\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t\tYou swipe at the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> but it vanishes into thin air\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t\tYour <<meeleweapon>> glances off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s <<print $armortype>>\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t\tYour <<meeleweapon>> plunges \n\t\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>toward the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s ribcage but it vanishes. Several seconds pass. The abomination doesn't re-appear.\n\t\t\t\t\t<<else>>deep into the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s ribcage. The abomination's bright blue eyes to flicker before it falls, lifeless.\n\t\t\t\t\t<</if>>\n\t\t\t\t<<elseif $combat.actions[$index].result eq "riparmor" or $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>Your <<meeleweapon>> slices toward the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> but it vanishes. Several seconds pass. The abomination doesn't re-appear.\n\t\t\t\t\t<<else>>Your <<meeleweapon>> rips clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s <<print $armortype>>. The abomination's bright blue eyes to flicker before it falls, lifeless.\n\t\t\t\t\t<</if>>\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t\t<<if $combat.enemy.deathtype eq "vanishing">>Your <<meeleweapon>> gashes the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> but it vanishes. Several seconds pass. The abomination doesn't re-appear.\n\t\t\t\t\t<<else>>Your <<meeleweapon>> gashes the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s throat. Its bright blue eyes to flicker before it falls, lifeless.\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $name>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy.didreappear = false>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.gender>>\n\n\t<<if ($combat.enemy.alive eq 0 and $combat.actions[$index].kills eq 0) or $combat.actions[$index].kills eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive]>>\n\t\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive]>>\n\t<</if>>\n\n\t<<display 'calcRoundType'>>\n\n\t<<if $combat.actions[$index].result eq "playerdead">>\n\t\tYou fall, bleeding to death from your injuries\n\t<<else>>\n\n\t\t<<if $template.ammo eq "tungsten" or $template.ammo eq "conductive" or $template.ammo eq "scatter" or $template.ammo eq "toxin" or $template.ammo eq "9mm_hyper">>\n\t\t\t<<set $wastetype = $shottype>>\n\n\t\t\t<<display 'determineWasteAmmoType'>>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>misses<<else>>miss<</if>> entirely - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tYour <<print $shottype>> glance<<if $template.magazine eq 1>>s<</if>> off the crab's thick shell, causing it to buzz angrily, but inflicts no lasting damage - you use up a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious gas that engulfs the <<print $name>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>ricoshets<<else>>ricoshet<</if>> off the <<print $name>>'s thick carapace, smashing harmlessly into the ground \n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> but the resulting hail of slivers fails to penetrate the <<print $name>>'s thick carapace - you use up a <<print $wastetype>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious gas, but the fumes fail to affect the <<print $name>> - you use up a <<print $wastetype>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> glance<<if $template.magazine eq 1>>s<</if>> off the <<print $name>>'s thick shell - you use up a <<print $wastetype>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that perforate the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious gas that engulfs the <<print $name>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>slams<<else>>slam<</if>> into the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that perforate the <<print $name>>'s thick shell, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious gas that engulfs the <<print $name>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>blows<<else>>blow<</if>> clean through the<<print $name>>'s thick shell, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that perforate the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious gas that engulfs the <<print $name>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>slams<<else>>slam<</if>> into the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that perforate the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious gas that engulfs the <<print $name>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>rips<<else>>rip<</if>> the <<print $name>> into shreds, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "9mm">>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> miss entirely - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tThe <<print $name>> recoils as your <<print $shottype>> slam into its shell but the creature does not fall - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> catastrophically wounded by your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tThe <<print $shottype>> bounce harmlessly off the <<print $name>>'s thick shell - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s thick shell, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s slime-crusted shell, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s shell <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s crablike body, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tArcs of electricity sear the floor but inflict no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tElectricity arcs out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>>'s legs thrash as electcicity arcs across its thick shell but the creature does not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tElectricity arcs harmlessly off the <<print $name>>'s thick shell- you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tElectricity sears the <<print $name>>'s shell, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tArcs of electricity crackle across the <<print $name>>'s thick shell, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tArcs of electricity burn through the <<print $name>>'s slime-crusted shell, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tElectcricity crackles across the <<print $name>>'s crablike form, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tSuperheated plasma sears the floor but inflicts no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tSuperheated plasma sprays out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>> thrashes as superheated plasma washess its shell but the creature does not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tSuperheated plasma rushes harmesssly over the <<print $name>>'s thick shell - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tSuperheated plasma burns throught the <<print $name>>'s shell, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tSuperheated plasma sears through the <<print $name>>'s thick shell, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tSuperheated plasma engulfs the <<print $name>>'s slime-crusted shell, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tSuperheated plasma washes over the <<print $name>>'s crablike form, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "powerfist">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> skitters backwards, dodging your blow entirely\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tYou <<if $equip.offhand.contains("cyberarm")>>punch<<elseif $equip.offhand.contains("featherarm")>>claw at<</if>> the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s thick shell but the blow inflicts no damage\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist glances<<elseif $equip.offhand.contains("featherarm")>>claws glance<</if>> off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s slime-crusted shell\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> surges forward but you <<if $equip.offhand.contains("cyberarm")>>slam your powerfist into<<elseif $equip.offhand.contains("featherarm")>>jam your claws into<</if>> into a gap in its shell, causing it rear with a squeal, and fall dead\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tYou <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> deep into a gap in the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s slimy shell, causing it rear with a squeal, and fall dead.\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tYou <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s slime-slick shell, causing it rear with a squeal, and fall dead.\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist finds<<elseif $equip.offhand.contains("featherarm")>>raptor claws find<</if>> a gap in the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s shell, causing it rear with a squeal, and fall dead\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\tThe rocket zips toward the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and detonates in a brilliant ball of plasma.. The resulting shockwave knocks you back and leaves your ears ringing.\n\n\t\t<<else>>\n\t\t\t<<if $combat.specialDisplayState eq "comsumeOrganicFoe">>\n\t\t\t\t\tYou jump on the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and, dodging its tentacles, snap at the oozing substance between its shell. Venom gushes forth. The <<print $combat.enemy.singlenames[$combat.enemy.alive]>> thrashes as you scramble away, a chunk of its sline in your mouth. It tastes thick, slimy and makes you retch. Utterly disgusting.\n\t\t\t<<else>>\n\t\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> skitters backwards, dodging your blow entirely\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t\tYour <<meeleweapon>> cuts into the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s thick shell but inflicts no damage\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t\tYour <<meeleweapon>> glances off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s slime-crusted shell\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>>> surges forward but you plunge your blade deep into a gap in it shell, causing it rear with a squeal, and fall dead\n\t\t\t\t<<elseif $combat.actions[$index].result eq "riparmor" or $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t\tYour <<meeleweapon>> finds a gap in the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s slime-slicked shell, causing it rear with a squeal, and fall dead\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t\tYour <<meeleweapon>> finds a gap in the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s shell, causing it rear with a squeal, and fall dead\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $name>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy.didreappear = false>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.gender>>\n\n\t<<if ($combat.enemy.alive eq 0 and $combat.actions[$index].kills eq 0) or $combat.actions[$index].kills eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive]>>\n\t\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive]>>\n\t<</if>>\n\n\t<<display 'calcRoundType'>>\n\n\t<<if $combat.actions[$index].result eq "playerdead">>\n\t\tYou fall, bleeding to death from your injuries\n\t<<else>>\n\n\t\t<<if $template.ammo eq "tungsten" or $template.ammo eq "conductive" or $template.ammo eq "scatter" or $template.ammo eq "toxin" or $template.ammo eq "9mm_hyper">>\n\t\t\t<<set $wastetype = $shottype>>\n\n\t\t\t<<display 'determineWasteAmmoType'>>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>misses<<else>>miss<</if>> entirely - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tYour <<print $shottype>> pierces<<if $template.magazine eq 1>>s<</if>> the rat's slick fur, causing it to yelp, but inflicts no lasting damage - you use up a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>ricoshets<<else>>ricoshet<</if>> off the <<print $name>>'s shell, causing electricity to arc harmlessly into the ground \n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> but the resulting hail of slivers fails to penetrate the <<print $name>>'s carapace - you use up a <<print $wastetype>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious gas, but the fumes fail to affect the <<print $name>> - you use up a <<print $wastetype>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> glance<<if $template.magazine eq 1>>s<</if>> off the <<print $name>>'s thick shell - you use up a <<print $wastetype>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that perforate the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tn/a - vulnerable\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>slams<<else>>slam<</if>> into the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that rip through the <<print $name>>'s slick fur, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tn/a - vulnerable\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>blows<<else>>blow<</if>> clean through the<<print $name>>'s slick fur, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that perforate the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tn/a - vulnerable\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>slams<<else>>slam<</if>> into the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that perforate the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tn/a - vulnerable\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>rips<<else>>rip<</if>> the <<print $name>> into shreds, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "9mm">>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> miss entirely - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tThe <<print $name>> squeals as your <<print $shottype>> bury themselves deep in its fur but the creature does not fall - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> catastrophically wounded by your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tThe <<print $shottype>> bounce harmlessly off the <<print $name>>'s thick shell - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s slick fur, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s carapace, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s fur, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s furry body, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tArcs of electricity sear the floor but inflict no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tElectricity arcs out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>> thrashes as electcicity arcs into its fur but the creature does not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tElectricity arcs harmlessly off the <<print $name>>'s carapace fur - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tElectricity sears the <<print $name>>'s slick fur, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tArcs of electricity crackle across the <<print $name>>'s carapaec, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tArcs of electricity burn through the <<print $name>>'s fur, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tElectcricity crackles across the <<print $name>>'s ratty body, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tSuperheated plasma sears the floor but inflicts no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tSuperheated plasma sprays out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>> thrashes as superheated plasma chars its fur black but the creature does not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tSuperheated plasma rushes harmesssly over the <<print $name>>'s carapace - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tSuperheated plasma burns throught the <<print $name>>'s slick fur, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tSuperheated plasma sears through the <<print $name>>'s carapace, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tSuperheated plasma engulfs the <<print $name>>'s fur, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tSuperheated plasma washes over the <<print $name>>'s furry body, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "powerfist">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> jumps aside, dodging your blow entirely\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tYou <<if $equip.offhand.contains("cyberarm")>>punch<<elseif $equip.offhand.contains("featherarm")>>claw at<</if>> the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> but the blow glances off its slick fur\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist glances<<elseif $equip.offhand.contains("featherarm")>>claws glance<</if>> off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s carapace\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>>> pounces but you <<if $equip.offhand.contains("cyberarm")>>slam your powerfist into<<elseif $equip.offhand.contains("featherarm")>>rake your claws across<</if>> its face, causing it recoil with a squeal, and fall dead\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tYou <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s carapace, causing it rear with a squeal, and fall dead.\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tYou <<if $equip.offhand.contains("cyberarm")>>power fist slams into<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice across<</if>> the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s furry chest, causing it rear with a squeal, and fall dead.\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist slams into<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice across<</if>>the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s face, causing it teeter unsteadily, and fall dead\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\tThe rocket zips toward the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and detonates in a brilliant ball of plasma.. The resulting shockwave knocks you back and leaves your ears ringing.\n\n\t\t<<else>>\n\t\t\t<<if $combat.specialDisplayState eq "comsumeOrganicFoe">>\n\t\t\t\t\tYou grab on the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and sink your fangs deep into its neck. Venom gushes forth. The <<print $combat.enemy.singlenames[$combat.enemy.alive]>> squeals as you rip out a chunk. Its flesh is tough and reeks of disease. Entirely unenjoyable.\n\t\t\t<<else>>\n\t\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> jumps aside, dodging your blow entirely\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t\tYour <<meeleweapon>> slices at the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s furry body but inflicts no damage\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t\tYour <<meeleweapon>> glances off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s carapace shell\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>>> pounces but you plunge your blade deep into its throat, causing it fall dead, bleeding profuseyl\n\t\t\t\t<<elseif $combat.actions[$index].result eq "riparmor" or $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t\tYour <<meeleweapon>> slices through <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s carapace, causing it rear with a squeal, and fall dead\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t\tYour <<meeleweapon>> cuts <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s face, causing it teeter unsteadily, and fall dead\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $name>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy.didreappear = false>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.gender>>\n\n\t<<if ($combat.enemy.alive eq 0 and $combat.actions[$index].kills eq 0) or $combat.actions[$index].kills eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive]>>\n\t\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive]>>\n\t<</if>>\n\n\t<<display 'calcRoundType'>>\n\n\t<<if $combat.actions[$index].result eq "playerdead">>\n\t\tYou fall, bleeding to death from your injuries\n\t<<else>>\n\n\t\t<<if $template.ammo eq "tungsten" or $template.ammo eq "conductive" or $template.ammo eq "scatter" or $template.ammo eq "toxin" or $template.ammo eq "9mm_hyper">>\n\t\t\t<<set $wastetype = $shottype>>\n\n\t\t\t<<display 'determineWasteAmmoType'>>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>misses<<else>>miss<</if>> entirely - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> but the resulting hail of slivers fails to hit the <<print $name>>'s spindly skeleton - you use up a <<print $wastetype>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious gas, but the fumes fail to affect the <<print $name>> - you use up a <<print $wastetype>>\n\t\t\t\t<<else>>\n\t\t\t\t\tYour <<print $shottype>> <<if $template.magazine eq 1>>rips<<else>>rip<</if>> through the <<print $name>>'s spindly skeleton, causing no damage - you use up a <<print $wastetype>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tNoxious gas errupts as the <<print $shottype>> <<if $template.magazine eq 1>>blows<<else>>blow<</if>> clean through the <<print $name>>, causing it to die with a sputter of sparks\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> with a hiss but has no meaningful effect\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> amid the holographic abomination but the resulting hail of slivers only grazes the <<print $name>>'s spindly skeleton - you use up a <<print $wastetype>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>>, releasing a cloud of noxious gas, but the fumes fail to affect the <<print $name>> - you use up a <<print $wastetype>>\n\t\t\t\t<<else>>\n\t\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>flashes<<else>>flash<</if>> through the <<print $name>>'s holographic body but only graze it's spine - you use up a <<print $wastetype>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that perforate the <<print $name>>'s spine, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tNoxious gas errupts as the <<print $shottype>> <<if $template.magazine eq 1>>blows<<else>>blow<</if>> clean through the <<print $name>>'s spine, causing it to die with a sputter of sparks\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>slams<<else>>slam<</if>> into the <<print $name>>'s spine, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that perforate the <<print $name>>'s spine, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tNoxious gas errupts as the <<print $shottype>> <<if $template.magazine eq 1>>blows<<else>>blow<</if>> clean through the <<print $name>>'s spine, causing it to die with a sputter of sparks\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>blows<<else>>blow<</if>> clean through the<<print $name>>'s spine, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that perforate the <<print $name>>'s spine, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tNoxious gas errupts as the <<print $shottype>> <<if $template.magazine eq 1>>blows<<else>>blow<</if>> clean through the <<print $name>>'s spine, causing it to die with a shower of sparks.\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>slams<<else>>slam<</if>> into the <<print $name>>'s spine, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<</if>> in a hail of slivers that perforate the <<print $name>>'s spine, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tNoxious gas errupts as the <<print $shottype>> <<if $template.magazine eq 1>>blows<<else>>blow<</if>> clean through the <<print $name>>'s spine, causing it to collapse with a sputter of sparks\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>rips<<else>>rip<</if>> the <<print $name>>'s spine into shreds, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "9mm">>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> miss entirely - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tThe <<print $name>> thrashes as your <<print $shottype>> zip through it's holographbic body but the creature is unharmed - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> catastrophically damaged by your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<</if>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tThe <<print $shottype>> zip harmlessly off the <<print $name>>'s holographic body - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $shottype>> tear through <<print $name>>'s spine, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s gilded head, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s gilded mask, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s skeletal spine, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tArcs of electricity sear the floor but inflict no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tElectricity arcs out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>> thrashes as electcicity arcs along it's spine but the creature does not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tThe <<print $name>> jerks and twitches as electcicity arcs along it's spine but the creature does not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( TODO ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tElectricity arcs harmlessly across the <<print $name>>'s gilded mask - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tElectricity sears the <<print $name>>'s gilded mask, <<print $combat.enemy.deathtype>> <<print $number>> amidst a shower of sparks\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tArcs of electricity crackle down the <<print $name>>'s spine, <<print $combat.enemy.deathtype>> <<print $number>> amidst a shower of sparks\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tArcs of electricity burn through the <<print $name>>'s spindly limbs, <<print $combat.enemy.deathtype>> <<print $number>> amidst a shower of sparks\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tElectcricity crackles across the <<print $name>>'s skeletal form, <<print $combat.enemy.deathtype>> <<print $number>> amidst a shower of sparks\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tSuperheated plasma sears the floor but inflicts no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tSuperheated plasma sprays out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<</if>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>> thrashes as superheated plasma washess its spindly spine but the creature does not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tSuperheated plasma rushes harmesssly over the <<print $name>>'s skeletal form - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tSuperheated plasma burns throught the <<print $name>>'s gilded mask, <<print $combat.enemy.deathtype>> <<print $number>> amidst a shower of sparks\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tSuperheated plasma sears through the <<print $name>>'s spindly limbs, <<print $combat.enemy.deathtype>> <<print $number>> amidst a shower of sparks\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tSuperheated plasma engulfs the <<print $name>>'s gilded mask, <<print $combat.enemy.deathtype>> <<print $number>> amidst a shower of sparks\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tSuperheated plasma washes over the <<print $name>>'s skeletal form, <<print $combat.enemy.deathtype>> <<print $number>> amidst a shower of sparks\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "powerfist">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> dodges your <<if $equip.offhand.contains("cyberarm")>>punch<<elseif $equip.offhand.contains("featherarm")>>claws<</if>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>powerfist passes<<elseif $equip.offhand.contains("featherarm")>>claws pass<</if>> harmlessly through the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s holographic body\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>powerfist passes<<elseif $equip.offhand.contains("featherarm")>>claws pass<</if>> harmlessly through the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s holographic body\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> lashes at you with its claws but you're faster, <<if $equip.offhand.contains("cyberarm")>>ramming your powerfist into<<elseif $equip.offhand.contains("featherarm")>>jaming your claws into the holes in<</if>> its gilded mask\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s gilded mask, <<if $equip.offhand.contains("cyberarm")>>crushing<<elseif $equip.offhand.contains("featherarm")>>mangling<</if>> it entirely\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s gilded mask, <<if $equip.offhand.contains("cyberarm")>>exploding<<elseif $equip.offhand.contains("featherarm")>>shredding<</if>> it with a shower of sparks\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tYour <<if $equip.offhand.contains("cyberarm")>>power fist smashes<<elseif $equip.offhand.contains("featherarm")>>raptor claws slice<</if>> clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s gilded mask, causing it collapse with a mechanical whirr\n\t\t\t<</if>>\n\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\tThe rocket zips toward the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and detonates in a brilliant ball of plasma. The resulting shockwave knocks you back and leaves your ears ringing.\n\n\t\t<<else>>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> dodges, causing your blow to miss\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tYour <<meeleweapon>> passes harmlessly through the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s holographic body, inflicting no damage\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tYour <<meeleweapon>> passes harmlessly through the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s holographic body\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> lashes at you with its claws but you're faster, ramming your <<meeleweapon>> into its gilded mask\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor" or $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tYour <<meeleweapon>> slices into the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s gilded skull, causing it to collapse amid a shower of sparks\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tYour <<meeleweapon>> slices deep into the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s gilded mask, causing it to collapse amid a shower of sparks\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $name>>\n\n<</nobr>>
<<nobr>>\n\n\t<<if $hud.doNotification>>\n\t\t<div id='hud-notification-pane' class='HUD_Notification HUD_Notification_Show'>\n\t\t\t<<display 'HUD_DisplayAquireItem'>>\n\t\t\t<<set $hud.doNotification = false>>\n\t\t</div>\t\n\t<<else>>\n\t\t<div id='hud-notification-pane' class='HUD_Notification'>\n\t\t</div>\n\t<</if>>\n\n\t<<if $hud.disabled>>\n\t\t<div id='hud-pda-pane' class='HUD_SidePane HUD_CombatSidepane HUD_CombatPaneDisabled'>\n\t\t\t<<display 'calcMainDisplay'>>\n\t\t</div>\n\t\t<div id='hud-center-pane' class='HUD_SidePane HUD_CenterPane HUD_CombatCenterpane HUD_CombatPaneDisabled'>\n\t\t\t<<display 'Combat_UI_Centerpane'>>\n\t\t</div>\n\t\t<div id='hud-menu-pane' class='HUD_SidePane HUD_StandardIcon_Inverted HUD_CombatSidepane HUD_CombatPaneDisabled'>\n\t\t\t<<display 'calcSidearmDisplay'>>\n\t\t</div>\n\t<<else>>\n\t\t<div id='hud-pda-pane' class='HUD_SidePane HUD_CombatSidepane'>\n\t\t\t<<display 'calcMainDisplay'>>\n\t\t</div>\n\t\t<div id='hud-center-pane' class='HUD_SidePane HUD_CenterPane HUD_CombatCenterpane'>\n\t\t\t<<display 'Combat_UI_Centerpane'>>\n\t\t</div>\n\t\t<div id='hud-menu-pane' class='HUD_SidePane HUD_StandardIcon_Inverted HUD_CombatSidepane'>\n\t\t\t<<display 'calcSidearmDisplay'>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<nobr>>\n\n\t<<if $hud.disabled>>\n\t\t<div id='ui-hud-augment' class='HUD_StandardIcon HUD_IconHideMobile'><span class='redcolor'>[E..&7301]</span></div>\n\t\t<div id='ui-hud-vitality' class='HUD_StandardIcon'><span class='redcolor'>[Div0Err]</span></div>\n\t\t<div id='ui-hud-finances' class='HUD_StandardIcon'>\n\t\t\t<span class='redcolor'>[Div0Err]</span>\n\t\t</div>\n\t\t<div id='ui-hud-knife' class='HUD_StandardIcon HUD_IconHideMobile' style='float: right;'>B<span class='redcolor'>[E.-289]</span></div>\n\t\t<div id='ui-hud-augment' class='HUD_StandardIcon'><span class='redcolor'>[Div0Err]</span></div>\n\t<<else>>\n\t\t<div id='ui-hud-augment' class='HUD_StandardIcon HUD_IconHideMobile'>\n\t\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t\tShields<br>\n\t\t\t\t<div class='imageContainer'>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/shield.png]]">><br>\n\t\t\t\t</div>\n\t\t\t\t<span class='greencolor'>[ONLINE]</span>\n\t\t\t<<else>>\n\t\t\t\tSpecial<br>\n\n\t\t\t<<if $job_anska_haze.mainPhase eq 6 and $combat.enemy.name eq "Djinn">>\n\t\t\t\t\t<div class='imageContainer'>\n\t\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/s_miasma.png]]<br>\n\t\t\t\t\t</div>\n\t\t\t\t<<elseif $job_petrovic_paladin.mainPhase eq 4 and ($combat.enemy.name eq "Paladin" or $combat.enemy.name eq "Sunlord")>>\n\t\t\t\t\t<div class='imageContainer'>\n\t\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/s_spine_f.png]]<br>\n\t\t\t\t\t</div>\n\t\t\t\t<<elseif $job_petrovic_paladin.mainPhase eq 5 and ($combat.enemy.name eq "Paladin" or $combat.enemy.name eq "Sunlord")>>\n\t\t\t\t\t<div class='imageContainer'>\n\t\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/s_spine.png]]<br>\n\t\t\t\t\t</div>\n\t\t\t\t<<elseif $equip.dDoS neq "none" and $combat.enemy.hasArcShield>>\n\t\t\t\t\t<div class='imageContainer'>\n\t\t\t\t\t<<if $equip.dDoS eq "charged">>\n\t\t\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/ddos.png]]<br>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/ddos_d.png]]<br>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t</div>\n\t\t\t\t<<elseif ($inztinct.learnedSkills.contains("skill_cyber_6") or (($getCharacteristicsFrom eq "Puffwear" or $getCharacteristicsFrom eq "Puffdress") and $attrib.religion eq "theophobe")) and $job_cathedral_hack.mainPhase gte 4 and $job_cathedral_hack.mainPhase neq 98 and $combat.enemy.isMachine and $combat.usedXanju eq false>>\n\t\t\t\t\t<div class='imageContainer'>\n\t\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/s_agent.png]]<br>\n\t\t\t\t\t</div>\n\t\t\t\t<<elseif $equip.hasFusionSphere>>\n\t\t\t\t\t<div class='imageContainer'>\n\t\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/fusion_sphere.png]]<br>\n\t\t\t\t\t</div>\n\t\t\t\t<<elseif $job_cathedral_hack.mainPhase gte 4 and $job_cathedral_hack.mainPhase neq 98 and $combat.enemy.isMachine and $inztinct.learnedSkills.contains("skill_cyber_6") and $combat.usedXanju>>\n\t\t\t\t\t<div class='imageContainer'>\n\t\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/s_agent.png]]<br>\n\t\t\t\t\t</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='imageContainer'>\n\t\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/no_item_pickup.png]]<br>\n\t\t\t\t\t</div>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t</div>\n\n\t\t<div id='ui-hud-vitality' class='HUD_StandardIcon HUD_IconHideMobile'>Vitality<br>\n\t\t\t<div class='imageContainer'>\n\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.clothes.toLowerCase() + ".png]]">><br>\n\t\t\t</div>\n\t\t\t<div class='HUD_AmmoDisplay'>\n\t\t\t\t<strong><<display 'calcPlayerVitality'>></strong>/% for debugging - <br><<print $random>><<print $combat.didSpecialMove>>%/\n\t\t\t</div>\n\t\t</div>\n\n\t\t<<if $equip.item1 neq "none">>\n\t\t\t<div id='ui-hud-itemleft' class='HUD_StandardIcon'>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.item1.toLowerCase() + ".png]]">><br>\n\t\t\t</div>\n\t\t<</if>>\n\n\t\t<div id='ui-hud-finances' class='HUD_StandardIcon'>\n\t\t\t<div class = 'HUD_CombatArmor'>\n\t\t\tArmor:\n\t\t\t<<set $statsstring = "">>\n\n\t\t\t<<for $i = 5; $i gt $combat.armorhits; $i-->>\n\t\t\t\t<<set $statsstring += "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_armor_icon.png]]">>\n\t\t\t<</for>>\n\t\t\t<<for $i = $i; $i gt 0; $i-->>\n\t\t\t\t<<set $statsstring += "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_depleted_icon.png]]">>\n\t\t\t<</for>>\n\t\t\t<<print $statsstring>>\n\t\t\t<<if $debug >>\n\t\t\t\tHits: <<print $combat.armorhits>>\n\t\t\t<</if>>\n\t\t\t</div>\n\n\t\t\t<<display 'calcShieldHits'>>\n\n\t\t\t<div class = 'HUD_CombatArmor'>\n\t\t\t <<if $equip.offhand.contains("shield") or $equip.isArcArmor or $combat.bonus.shieldDrones gt 0 or $equip.offhandUpgrade.contains("hyper-capacitor")>>\n\t\t\t\tShield: \n\t\t\t\t<<set $i = 5>>\n\t\t\t\t<<set $statsstring = "">>\n\t\t\t\t<<set $numToDraw = $combat.shieldhits + (5 - $shieldHitLimit)>>\n\n\t\t\t\t<<if not $combat.isShieldSuppresed>>\n\t\t\t\t\t<<for $i = 5; $i gt $numToDraw; $i-->>\n\t\t\t\t\t\t<<set $statsstring += "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_shield_icon.png]]">>\n\t\t\t\t\t<</for>>\t\t\t\t\t\n\t\t\t\t<</if>>\n\t\t\t\t<<for $i = $i; $i gt 0; $i-->>\n\t\t\t\t\t<<set $statsstring += "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_depleted_icon.png]]">>\n\t\t\t\t<</for>>\n\t\t\t\t<<print $statsstring>>\n\t\t\t\t<<if $debug >>\n\t\t\t\t\tLimit: <<print $shieldHitLimit>>, Hits: <<print $combat.shieldhits>>\n\t\t\t\t<</if>>\n\t\t\t <</if>>\n\t\t\t</div>\n\t\t</div>\n\n\t\t<<if $equip.item2 neq "none">>\n\t\t\t<div id='ui-hud-itemright' class='HUD_StandardIcon'>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.item2.toLowerCase() + ".png]]">><br>\n\t\t\t</div>\n\t\t<</if>>\n\n\n\t\t/%<<if $equip.clothes eq "Power Armor">>\n\t\t\t<div id='ui-hud-vitality' class='HUD_StandardIcon'>\n\t\t\t\tUser<br>\n\t\t\t\t<<display 'calcPlayerVitality'>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div id='ui-hud-vitality' class='HUD_StandardIcon'>Vitality<br>\n\t\t\t\t<<display 'calcPlayerVitality'>>\n\t\t\t</div>\n\t\t<</if>>%/\n\n\n\t\t<div id='ui-hud-knife' class='HUD_StandardIcon HUD_IconHideMobile' style='float: right;'>Backup<br>\n\t\t\t<div class='imageContainer'>\n\t\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/powerfist.png]]\n\t\t\t<<elseif $equip.offhand.contains("cyberarm")>>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/cyberarm.png]]\n\t\t\t<<else>>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.knife.toLowerCase() + ".png]]">><br>\n\t\t\t<</if>>\n\t\t\t</div>\n\t\t\t<div class='HUD_AmmoDisplay'></div>\n\t\t</div>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\t\t<<display 'calcMoveInfo'>>\n\n\t\t/% bring back the UI %/\n\t\t<<if $equip.rifle.name eq "none" or ($equip.hideWeaponLoadout and not ($equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")))>>\n\t\t\t<<set document.getElementById("ui-combat-main").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled">>\n\t\t<<elseif (($combat.moveMain.ammo eq "9mm" or $combat.moveMain.ammo eq "9mm_hyper") and $equip.pistol.ammo eq 0) or (($combat.moveMain.needsChargeToUse or $combat.moveMain.ammo eq "plasmaburst" or $combat.moveMain.ammo eq "arclance" or $combat.moveMain.consumeCharge) and $equip.charge eq 0 and not $combat.moveMain.isMelee)>>\n\t\t\t<<set document.getElementById("ui-combat-main").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled">>\n\t\t<<else>>\n\t\t\t<<set document.getElementById("ui-combat-main").className = "CombatUI_PlayerIcon">>\n\t\t<</if>>\n\t\t<<replace '#ui-combat-main'>>\n\t\t\t<<display 'useMainOption'>>\n\t\t<</replace>>\n\n\t\t<<if $equip.pistol.name eq "none" or $equip.hideWeaponLoadout>>\n\t\t\t<<set document.getElementById("ui-combat-backup").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled">>\n\t\t<<elseif ($combat.moveSecondary.ammo eq "9mm" or $combat.moveSecondary.ammo eq "9mm_hyper") and $equip.pistol.ammo eq 0>>\n\t\t\t<<set document.getElementById("ui-combat-backup").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled">>\n\t\t<<else>>\n\t\t\t<<set document.getElementById("ui-combat-backup").className = "CombatUI_PlayerIcon">>\n\t\t<</if>>\n\t\t<<replace '#ui-combat-backup'>>\n\t\t\t<<display 'useBackupOption'>>\n\t\t<</replace>>\n\n\t\t<<set document.getElementById("ui-combat-melee").className = "CombatUI_PlayerIcon">>\n\t\t<<replace '#ui-combat-melee'>>\n\t\t\t<<display 'useMeleeOption'>>\n\t\t<</replace>>\n<</nobr>>
<<display 'calcMoveInfo'>>\n\n/% bring back the UI %/\n<<replace '#ui-combat-main'>>\n\t<<if $equip.item1 eq "none">>\n\t\t<<set document.getElementById("ui-combat-main").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled">>\n\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/no_item.png]]<br>\n\t\tN/A\n\t<<else>>\n\t\t<<set document.getElementById("ui-combat-main").className = "CombatUI_PlayerIcon">>\n\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.item1.toLowerCase() + ".png]]">><br>\n\t\t<<print $equip.item1>>\n\t\t<<click ''>>\n\t\t\t<<set $combat.actions.push("useItem1")>>\n\t\t\t<<display 'doPlayerMove'>>\n\t\t<</click>>\n\t<</if>>\n<</replace>>\n\n<<replace '#ui-combat-backup'>>\n\t<<if $equip.item2 eq "none">>\n\t\t<<set document.getElementById("ui-combat-backup").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled">>\n\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/no_item.png]]<br>\n\t\tN/A\n\t<<else>>\n\t\t<<set document.getElementById("ui-combat-backup").className = "CombatUI_PlayerIcon">>\n\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.item2.toLowerCase() + ".png]]">><br>\n\t\t<<print $equip.item2>>\n\t\t<<click ''>>\n\t\t\t<<set $combat.actions.push("useItem2")>>\n\t\t\t<<display 'doPlayerMove'>>\n\t\t<</click>>\n\t<</if>>\n<</replace>>\n\n<<replace '#ui-combat-melee'>>\n\t<<if $combatArenaTraining>>\n\t\t<<set document.getElementById("ui-combat-melee").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled">>\n\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/no_item.png]]<br>\n\t\tN/A\n\t<<else>>\n\t\t<<if $job_anska_haze.mainPhase eq 6 and $combat.enemy.name eq "Djinn">>\n\t\t\t<<set document.getElementById("ui-combat-melee").className = "CombatUI_PlayerIcon">>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/s_miasma.png]]<br>\n\t\t\tMiasma Vial\n\t\t\t<<click ''>>\n\t\t\t\t<<set $combat.actions.push("useItemS")>>\n\t\t\t\t<<display 'doPlayerMove'>>\n\t\t\t<</click>>\n\t\t<<elseif $job_petrovic_paladin.mainPhase eq 4 and ($combat.enemy.name eq "Paladin" or $combat.enemy.name eq "Sunlord")>>\n\t\t\t<<set document.getElementById("ui-combat-melee").className = "CombatUI_PlayerIcon">>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/s_spine_f.png]]<br>\n\t\t\tSphinx's Spine\n\t\t\t<<click ''>>\n\t\t\t\t<<set $combat.actions.push("useItemS")>>\n\t\t\t\t<<display 'doPlayerMove'>>\n\t\t\t<</click>>\n\t\t<<elseif $job_petrovic_paladin.mainPhase eq 5 and ($combat.enemy.name eq "Paladin" or $combat.enemy.name eq "Sunlord")>>\n\t\t\t<<set document.getElementById("ui-combat-melee").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled">>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/s_spine.png]]<br>\n\t\t\tSphinx's Spine\n\t\t<<elseif $equip.dDoS neq "none" and $combat.enemy.hasArcShield>>\n\t\t\t<<if $equip.dDoS eq "charged">>\n\t\t\t\t<<set document.getElementById("ui-combat-melee").className = "CombatUI_PlayerIcon">>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/ddos.png]]<br>\n\t\t\t\tdDoS\n\t\t\t\t<<click ''>>\n\t\t\t\t\t<<set $combat.actions.push("useItemS")>>\n\t\t\t\t\t<<display 'doPlayerMove'>>\n\t\t\t\t<</click>>\n\t\t\t<<else>>\n\t\t\t\t<<set document.getElementById("ui-combat-melee").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled">>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/ddos_d.png]]<br>\n\t\t\t\tdDoS\n\t\t\t<</if>>\n\t\t<<elseif ($inztinct.learnedSkills.contains("skill_cyber_6") or (($getCharacteristicsFrom eq "Puffwear" or $getCharacteristicsFrom eq "Puffdress") and $attrib.religion eq "theophobe")) and $job_cathedral_hack.mainPhase gte 4 and $job_cathedral_hack.mainPhase neq 98 and $combat.enemy.isMachine and $combat.usedXanju eq false>>\n\t\t\t<<set document.getElementById("ui-combat-melee").className = "CombatUI_PlayerIcon">>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/s_agent.png]]<br>\n\t\t\tXjanu-4\n\t\t\t<<click ''>>\n\t\t\t\t<<set $combat.actions.push("useItemS")>>\n\t\t\t\t<<display 'doPlayerMove'>>\n\t\t\t<</click>>\t\t\t\t\t\n\t\t<<elseif $equip.hasFusionSphere>>\n\t\t\t<<set document.getElementById("ui-combat-melee").className = "CombatUI_PlayerIcon">>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/fusion_sphere.png]]<br>\n\t\t\tFusion Sphere\n\t\t\t<<click ''>>\n\t\t\t\t<<set $combat.actions.push("useItemS")>>\n\t\t\t\t<<display 'doPlayerMove'>>\n\t\t\t<</click>>\n\t\t<<elseif $job_cathedral_hack.mainPhase gte 4 and $job_cathedral_hack.mainPhase neq 98 and $combat.enemy.isMachine and $inztinct.learnedSkills.contains("skill_cyber_6") and $combat.usedXanju>>\n\t\t\t/% Xjanu-4 used special case (or it seems like item vanishes) %/\n\t\t\t<<set document.getElementById("ui-combat-melee").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled">>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/s_agent.png]]<br>\n\t\t\tXjanu-4\n\t\t<<else>>\n\t\t\t<<set document.getElementById("ui-combat-melee").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled">>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/no_item.png]]<br>\n\t\t\tN/A\n\t\t<</if>>\n\t<</if>>\n\t\t/% unique item slot; core useItemS %/\n<</replace>>
<<nobr>>\n\t<<if $attrib.vitality eq 0>>\n\t\t<span class='redcolor'>[DEAD]</span>\n\t<<else>>\n\n\t\t\t<<if $attrib.addicted>>\n\t\t\t\t<<if $attrib.toxicity gte 75>><span class='redcolor'>[ADC]</span>\n\t\t\t\t<<elseif $attrib.toxicity gte 50>><span class='yellowcolor'>[ADC]</span>\n\t\t\t\t<<else>><span class='greyedout'>[ADC]</span>\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<<if $attrib.toxicity gte 75 >><span class='redcolor'>[TOX]</span>\n\t\t\t\t<<elseif $attrib.toxicity gte 50 >><span class='yellowcolor'>[TOX]</span>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t\t\n\t\t\t<<if $attrib.exhausted>>\n\t\t\t\t<<if $attrib.fatigue gte 75 >><span class='redcolor'>[EXH]</span>\n\t\t\t\t<<elseif $attrib.fatigue gte 50 >><span class='yellowcolor'>[EXH]</span>\n\t\t\t\t<<else>><span class='greyedout'>[EXH]</span>\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<<if $attrib.fatigue gte 75 >><span class='redcolor'>[FAT]</span>\n\t\t\t\t<<elseif $attrib.fatigue gte 50 >><span class='yellowcolor'>[FAT]</span>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\t<<if $attrib.infected>>\n\t\t\t\t<<if $attrib.infectionLevel gt 4>>\n\t\t\t\t\t<span class='redcolor'>[INF]</span>\n\t\t\t\t<<elseif $attrib.infectionLevel gt 2>>\n\t\t\t\t\t<span class='orangecolor'>[INF]</span>\n\t\t\t\t<<else>>\n\t\t\t\t\t<span class='yellowcolor'>[INF]</span>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\t/% no longer shows if in combat %/\n\t\t\t<<if $attrib.fatigue lt 50 and $attrib.toxicity lt 50 and not $attrib.addicted and not $attrib.exhausted and not $attrib.infected>>\n\t\t\t\t<<if $gameworld_modifiers.isExubrenceQualified and $hud.currentScreen neq "combat">>\n\t\t\t\t\t<span class='purplecolor'>[EXUBR]</span>\n\t\t\t\t<<elseif $gameworld_modifiers.isNoxiousQualified and $hud.currentScreen neq "combat">>\n\t\t\t\t\t<span class='lgreencolor'>[NXOUS]</span>\n\t\t\t\t<<elseif $gameworld_modifiers.isAtonementQualified and $hud.currentScreen neq "combat">>\n\t\t\t\t\t<span class='orangecolor'>[HADES]</span>\n\t\t\t\t<<elseif $gameworld_modifiers.isExtacyQualified and $hud.currentScreen neq "combat">>\n\t\t\t\t\t<span class='lgreencolor'>[XTACY]</span>\n\t\t\t\t<<elseif $gameworld_modifiers.isGodlikeQualified and $hud.currentScreen neq "combat">>\n\t\t\t\t\t<span class='purplecolor'>[GODLK]</span>\n\t\t\t\t<<elseif $gameworld_modifiers.isExMachinaQualified and $hud.currentScreen neq "combat">>\n\t\t\t\t\t<span class='bluecolor'>[EXMCH]</span>\n\t\t\t\t<<elseif $inztinct.learnedSkills.contains("skill_cyber_12") and $equip.isCybernetic and $hud.currentScreen neq "combat">>\n\t\t\t\t\t<span class='bluecolor'>[ELCTR]</span>\n\t\t\t\t<<else>>\n\t\t\t\t\t<span class='greencolor'>[OKAY]</span>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t<</if>>\n<</nobr>>
<<nobr>>\n\t<<if $hud.disabled >>\n\t\t<span class='HUD_ErrorStyle'>[ERR]</span>\n\t\t<br>\n\t\t<div class='HUD_AmmoDisplay'>-1</div>\n\t<<else>>\n\t\tMain<br>\n\t\t<<set $getStatsFor = $equip.rifle.name>>\n\t\t<<display 'getWeaponStats'>>\n\n\t\t<<if $equip.rifle.name eq "none" or ($equip.hideWeaponLoadout and not ($equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")))>>\n\t\t\t<div class='imageContainer'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/noweapon_primary.png]]\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='imageContainer'>\n\t\t\t\t<<if $equip.rifle.anointment neq "none">>\n\t\t\t\t\t<div class='overlayImage'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.rifle.anointment.toLowerCase() + ".png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</if>>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.rifle.name.toLowerCase() + ".png]]">>\n\t\t\t</div>\n\n\t\t\t<div class='HUD_AmmoDisplay'>\n\t\t\t\t<<set $displayAmmoStyle = "numbers">>\n\t\t\t\t<<display 'AmmoDisplayInHUD'>>\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<nobr>>\n\t<<if $hud.disabled >>\n\t\t<span class='HUD_ErrorStyle'>[ERR]</span>\n\t\t<br>\n\t\t<div class='HUD_AmmoDisplay'>-1</div>\n\t<<else>>\n\t\tSidearm<br>\n\t\t<<if $equip.pistol.name eq "none" or $equip.hideWeaponLoadout or $equip.clothes eq "Power Armor">>\n\t\t\t<div class='imageContainer'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/noweapon_sidearm.png]]\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<<set $getStatsFor = $equip.pistol.name>>\n\t\t\t<<display 'getWeaponStats'>>\n\n\t\t\t<div class='imageContainer'>\n\t\t\t\t<<if $equip.pistol.anointment neq "none">>\n\t\t\t\t\t<div class='overlayImage'>\n\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.pistol.anointment.toLowerCase() + ".png]]">>\n\t\t\t\t\t</div>\n\t\t\t\t<</if>>\t\t\t\n\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.pistol.name.toLowerCase() + ".png]]">><br>\n\t\t\t</div>\n\n\t\t\t<div class='HUD_AmmoDisplay'>\n\t\t\t\t<<set $displayAmmoStyle = "numbers">>\n\t\t\t\t<<display 'AmmoDisplayInHUD'>>\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<nobr>>\n\n\t<<if (($equip.rifle.name eq "M1B" or $equip.rifle.name eq "NGREP_Converted" or $equip.rifle.name eq "S13G" or $equip.rifle.name eq "S7G" or $equip.rifle.name eq "FLaK" or ($equip.rifle.name eq "FRaG" and $combat.moveMain.magazine gt 1)) and $combat.actions[$index].action eq "firePrimary") or ($combat.actions[$index].action eq "firePrimary" and $equip.rifle.name eq "X1") or ($combat.actions[$index].action eq "fireSecondary" and ($equip.pistol.name eq "ShVR" or $equip.pistol.name eq "Witchgun"))>>\n\t\t<<set $wastetype = "magazine">>\n\t<<elseif $equip.rifle.name eq "cybercannon" and $combat.moveMain.magazine gt 1 and $combat.actions[$index].action eq "firePrimary">>\n\t\t<<set $wastetype = "volley">>\n\t<<elseif ($equip.rifle.name eq "MF-G6" or $equip.rifle.name eq "MF-GAC") and $combat.actions[$index].action eq "firePrimary">>\n\t\t<<set $wastetype = "cylinder">>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<if $combat.actions[$index].action eq "firePrimary">>\n\t\t<<set $template = $combat.moveMain>>\n\t<<elseif $combat.actions[$index].action eq "fireSecondary">>\n\t\t<<set $template = $combat.moveSecondary>>\n\t<<elseif $combat.actions[$index].action eq "tryMelee">>\n\t\t<<set $template = $combat.moveMelee>>\n\t<</if>>\n\n\t<<if $template.ammo eq "9mm">>\n\t\t<<set $shottype = "round">>\n\t\n\t\t<<if $combat.actions[$index].action eq "firePrimary" and ($equip.rifle.name eq "KRUG" or $equip.rifle.name eq "KRUG_Painted" or $equip.rifle.name eq "RUG-9" or $equip.rifle.name eq "M404" or $equip.rifle.name eq "M404A2" or $equip.rifle.name eq "M405" or $equip.rifle.name eq "St0Rm" or $equip.rifle.name eq "RUG-9_Converted" or $equip.rifle.name eq "cybercarbine")>>\n\t\t\t<<set $shottype = "burst">>\n\t\t<</if>>\n\t\t\n\t<<elseif $template.ammo eq "tungsten" or $template.ammo eq "conductive" or $template.ammo eq "9mm_hyper">>\n\t\t<<if $equip.rifle.name eq "BioCannon" and $combat.actions[$index].action eq "firePrimary" and $template.ammo eq "tungsten">>\n\t\t\t<<set $shottype = "biospike">>\n\t\t<<else>>\n\t\t\t<<set $shottype = "bolt">>\n\t\t<</if>>\n\t<<elseif $template.ammo eq "toxin" or $template.ammo eq "scatter">>\n\t\t<<if ($equip.rifle.name eq "BioLance" or $equip.rifle.name eq "BioCannon") and $combat.actions[$index].action eq "firePrimary" and $template.ammo eq "toxin">>\n\t\t\t<<set $shottype = "biosphere">>\n\t\t<<else>>\n\t\t\t<<set $shottype = "canister">>\n\t\t<</if>>\n\t<<else>>\n\t\t<<set $shottype = "default">>\n\t<</if>>\n\n\t<<if $template.magazine gt 1>>\n\t\t<<set $shottype = $shottype + "s">>\n\t<</if>>\n\n\t<<set $shotadjective = "">>\n\n\t<<if $inztinct.learnedSkills.contains("skill_theophobe_9") and $template.ammo eq "scatter">>\n\t\t<<set $shotadjective = "electrified ">>\n\t<</if>>\n\t\n\t<<if $template.elemental eq "toxin" and $template.ammo neq "toxin">>\n\t\t<<set $shotadjective = "noxious ">>\n\t<<elseif $template.elemental eq "shock " and $template.ammo neq "conductive">>\n\t\t<<set $shotadjective = "electrified ">>\n\t<<elseif $template.elemental eq "plasma ">>\n\t\t<<set $shotadjective = "molten ">>\n\t<</if>>\n\n<</nobr>>
<<display 'calcRoundType'>>\n\n<<if $combat.enemy.alive eq 0 >>\n\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive]>>\n<<else>>\n\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n<</if>>\n\n<<if $combat.actions[$index].action eq "firePrimary">>\n\t<<set $template = $combat.moveMain>>\n\n\t<<if $equip.rifle.name eq "Rail Cannon">>\n\t\t<<if $template.drawn>>\n\t\t\tYou clear your rail cannon, slam a single <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>> in, and open fire.\n\t\t<<else>>\n\t\t\tYou slam four <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>> into your rail cannon, level the weapon, and fire.\n\t\t<</if>>\n\n\t<<elseif $template.ammo eq "micronuke">>\n\t\tYou shoulder your NUKE and fire, causing the rocket engine to ignite with a sucking hiss.\n\t<<elseif $combat.usedDisposableGun>>\n\t\tYou aim your <<rifle>>, empty the magazine on full auto, and toss the weapon aside.\n\t<<elseif $equip.rifle.name eq "Arclance" or $equip.rifle.name eq "ArcSpike" or $equip.rifle.name eq "N3Cron" or $equip.rifle.name eq "Spikestick" or $equip.rifle.name eq "Shockstick" or $equip.rifle.name eq "Axeblade">>\n\t\t<<if $combat.moveMain.ammo eq "arclance">>\n\t\t\t<<if $template.drawn>>\n\t\t\t\tYou discharge your <<rifle>>, causing <<if $equip.rifle.name eq "N3Cron">>uncontrollable arcs of electricity to lash<<else>>electricity to arc<</if>> out with a vicious cracle.\n\t\t\t<<else>>\n\t\t\t\tYou flip your <<rifle>> into a long grip and discharge, causing <<if $equip.rifle.name eq "N3Cron">>uncontrollable arcs of electricity to lash<<else>>electricity to arc<</if>> out with a vicious cracle.\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $combat.specialDisplayState eq "meleeOverpower">>\n\t\t\t\tYou lunge at the <<print $name>>, <<rifle>> poised to strike.\n\t\t\t<<elseif $template.drawn>>\n\t\t\t\tYou jab at the <<print $name>>, <<rifle>> poised to strike.\n\t\t\t<<else>>\n\t\t\t\tYou flip your <<rifle>> into an agressive grip and charge the <<print $name>>\n\t\t\t<</if>>\n\t\t\t<<if $combat.specialDisplayState eq "arcBladeCharge">>\n\t\t\t\tCrackling electricity arcs along the blade.\n\t\t\t<</if>>\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "Searblade">>\n\t\t\tYou\n\t\t\t<<if $combat.specialDisplayState eq "meleeOverpower">>\n\t\t\t\tsurge toward the <<print $name>>, <<meeleweapon>> poised to strike.\n\t\t\t<<elseif $template.drawn>>\n\t\t\t\tattack the <<print $name>> with your <<meeleweapon>>.\n\t\t\t<<else>>\n\t\t\t\tdraw your <<meeleweapon>> and charge the <<print $name>>.\n\t\t\t<</if>>\n\t\t\t<<if $combat.specialDisplayState eq "fireBladeCharge">>\n\t\t\t\tSearing flames errupt along the blade.\n\t\t\t<</if>\n\t<<elseif $equip.rifle.name eq "Blacklance">>\n\t\t\t<<if $combat.specialDisplayState eq "meleeOverpower">>\n\t\t\t\tHateful screeches errupt as you lunge at the <<print $name>>, <<rifle>> shimmering in bloody hues.\n\t\t\t<<elseif $template.drawn>>\n\t\t\t\tYour <<rifle>> glows blood red as you hurl yourself at the <<print $name>> with an inhuman shriek.\n\t\t\t<<else>>\n\t\t\t\tBloody light errupts from your <<rifle>> as you surge toward the <<print $name>> with an ear-numbing roar.\n\t\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "Battleaxe">>\n\t\t\t<<if $combat.specialDisplayState eq "meleeOverpower">>\n\t\t\t\tYou hurl yourself at the <<print $name>>, swinging your <<rifle>> with a ferocious roar.\n\t\t\t<<elseif $template.drawn>>\n\t\t\t\tYou swing at the <<print $name>> with your <<rifle>> with all your strength.\n\t\t\t<<else>>\n\t\t\t\tBellowing at the top of your lungs, you swing your <<rifle>> at the <<print $name>>.\n\t\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "Arcblade" or $equip.rifle.name eq "Sliceblade" or $equip.rifle.name eq "Twin Fang">>\n\t\t\t<<if $combat.specialDisplayState eq "meleeOverpower">>\n\t\t\t\tYou surge toward the <<print $name>>, <<meeleweapon>> poised to strike.\n\t\t\t<<elseif $template.drawn>>\n\t\t\t\tYou attack the <<print $name>> with your <<meeleweapon>>.\n\t\t\t<<else>>\n\t\t\t\tYou draw your <<meeleweapon>> and charge the <<print $name>>.\n\t\t\t<</if>>\n\t\t\t<<if $combat.specialDisplayState eq "arcBladeCharge">>\n\t\t\t\tCrackling electricity arcs along the blade.\n\t\t\t<<elseif $equip.rifle.name eq "Twin Fang">>\n\t\t\t\tToxin drips from the blade.\n\t\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "BioCannon">>\n\t\t<<if $template.drawn>>\n\t\t\tToxin floods your blood the <<rifle>> reacts, expelling a haze of biomass.\n\t\t<<else>>\n\t\t\tYou brace your <<rifle>>, letting toxins flood your blood as the <<rifle>> reacts, expelling a haze of biomass.\n\t\t<</if>>\n\n\t<<elseif $equip.rifle.name eq "BioLance">>\n\t\t<<if $combat.moveMain.ammo eq "toxin">>\n\t\t\t<<if $template.drawn>>\n\t\t\t\tToxin floods your blood the <<rifle>> reacts, expelling a haze of biomass.\n\t\t\t<<else>>\n\t\t\t\tYou grip your <<rifle>>, letting toxins flood your blood as the <<rifle>> reacts, expelling a haze of biomass.\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $combat.specialDisplayState eq "meleeOverpower">>\n\t\t\t\tYou hurl yourself at the <<print $name>>, <<rifle>> poised to strike.\n\t\t\t<<elseif $template.drawn>>\n\t\t\t\tYou surge toward the <<print $name>>, <<rifle>> poised to strike.\n\t\t\t<<else>>\n\t\t\t\tYou flip your <<rifle>> into an agressive grip and charge the <<print $name>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t<<elseif $equip.rifle.name eq "Plasma Lance" or $equip.rifle.name eq "Plasma Staff" or $equip.rifle.name eq "Ornate Lance">>\n\t\t<<if $combat.moveMain.ammo eq "plasmaburst">>\n\t\t\t<<if $template.drawn>>\n\t\t\t\tYou discharge your <<rifle>>, causing plasma to jet out with a sucking roar.\n\t\t\t<<else>>\n\t\t\t\tYou flip your <<rifle>> into a long grip and discharge, causing plasma to jet out with a sucking roar.\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $combat.specialDisplayState eq "meleeOverpower">>\n\t\t\t\tYou hurl yourself at the <<print $name>>, <<rifle>> poised to strike.\n\t\t\t<<elseif $template.drawn>>\n\t\t\t\tYou surge toward the <<print $name>>, <<rifle>> poised to strike.\n\t\t\t<<else>>\n\t\t\t\tYou flip your <<rifle>> into an agressive grip and charge the <<print $name>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "M444">>\n\t\t<<if $template.drawn>>\n\t\t\tYou eject the spent magazine, fiddle the new belt into your <<rifle>> and continue firing on full auto\n\t\t<<else>>\n\t\t\tYou ready your <<rifle>> and open fire on full auto.\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "HailSt0Rm">>\n\t\t<<if $template.drawn>>\n\t\t\tYou eject the spent magazine, fiddle a reload into your <<rifle>> and continue firing on full auto\n\t\t<<else>>\n\t\t\tYou ready your <<rifle>> and open fire on full auto.\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "St0Rm">>\n\t\t<<if $combat.moveMain.ammo eq "melee">>\n\t\t\t<<if $combat.specialDisplayState eq "meleeOverpower">>\n\t\t\t\tYou hurl yourself at the <<print $name>>, <<rifle>> poised to strike.\n\t\t\t<<elseif $template.drawn>>\n\t\t\t\tYou surge toward the <<print $name>>, <<rifle>> poised to strike.\n\t\t\t<<else>>\n\t\t\t\tYou flip your <<rifle>> into an agressive grip and charge the <<print $name>>.\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $template.drawn>>\n\t\t\t\tYou eject the spent magazine, reload your <<rifle>> and continue firing.\n\t\t\t<<else>>\n\t\t\t\tYou ready your <<rifle>> and open fire.\n\t\t\t<</if>>\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "SKUL">>\n\t\t<<if $combat.moveMain.ammo eq "melee">>\n\t\t\t<<if $combat.specialDisplayState eq "meleeOverpower">>\n\t\t\t\tYou hurl yourself at the <<print $name>>, <<rifle>> poised to strike.\n\t\t\t<<elseif $template.drawn>>\n\t\t\t\tYou surge toward the <<print $name>>, <<rifle>> poised to strike.\n\t\t\t<<else>>\n\t\t\t\tYou flip your <<rifle>> into an agressive grip and charge the <<print $name>>.\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $template.drawn>>\n\t\t\t\tYou eject the spent power disk, load a <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>>, and fire.\n\t\t\t<<else>>\n\t\t\t\tYou grab your <<rifle>>, load a <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>>, and fire.\n\t\t\t<</if>>\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "VIM" or $equip.rifle.name eq "VIM_Converted" or $equip.rifle.name eq "VIM_Extended" or $equip.rifle.name eq "Hellfire">>\n\t\t<<if $template.drawn>>\n\t\t\tYou discharge your <<rifle>>, causing plasma to jet out with a sucking roar.\n\t\t<<else>>\n\t\t\tYou ready your <<rifle>> and press the trigger, causing plasma to jet out with a sucking roar.\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "XZI">>\n\t\t<<if $template.drawn>>\n\t\t\tYou ready your <<rifle>>, take aim, and fire. A brilliant bolt of elecricity arcs from the projector.\n\t\t<<else>>\n\t\t\tYou aim your <<rifle>> and fire. A brilliant bolt of elecricity arcs from the projector.\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "IX">>\n\t\t<<if $combat.moveMain.ammo eq "plasmaburst">>\n\t\t\t<<if $template.drawn>>\n\t\t\t\tYou discharge your <<rifle>>, causing plasma to jet out with a sucking roar.\n\t\t\t<<else>>\n\t\t\t\tYou level your <<rifle>> and press the trigger, causing plasma to jet out with a sucking roar.\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $template.drawn>>\n\t\t\t\tYou discharge your <<rifle>>, unleashing a crackling torrent of electricity.\n\t\t\t<<else>>\n\t\t\t\tYou level your <<rifle>> and discharge, unleashing a crackling torrent of electricity.\n\t\t\t<</if>>\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "N3CR" or $equip.rifle.name eq "Flay3r">>\n\t\t<<if $template.drawn>>\n\t\t\tYou discharge your <<rifle>>, unleashing a crackling torrent of electricity.\n\t\t<<else>>\n\t\t\tYou brace your <<rifle>> and discharge, unleashing a crackling torrent of electricity.\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "cybercarbine">>\n\t\t\t<<if $template.drawn>>\n\t\t\t\tYou aim your <<rifle>> and unleash a cracking arc of electricity.\n\t\t\t<<else>>\n\t\t\t\tYou raise your <<rifle>>, bracing your arm, and unleash a cracking arc of electricity.\n\t\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "cybergun">>\n\t\t<<if $template.drawn>>\n\t\t\tYou reload your <<rifle>> and resume fire, spraying rounds indiscriminately.\n\t\t<<else>>\n\t\t\tYou raise your <<rifle>> and open fire, spraying rounds indiscriminately.\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "M9610" or $equip.rifle.name eq "M9610A2">>\n\t\t<<if $template.drawn>>\n\t\t\tYou replace the spent drum and resume fire, spraying rounds indiscriminately.\n\t\t<<else>>\n\t\t\tYou brace your <<rifle>> and open fire, spraying rounds indiscriminately.\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "M410">>\n\t\t<<if $template.drawn>>\n\t\t\tYou reload your <<rifle>> and continue firing, spitting noxious mist from the muzzle.\n\t\t<<else>>\n\t\t\tYou ready your <<rifle>> and open fire, spitting noxious mist from the muzzle.\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "N0xIu">>\n\t\t<<if $template.drawn>>\n\t\t\tYou replace the spent magazine and continue firing, spitting noxious mist from the muzzle.\n\t\t<<else>>\n\t\t\tYou brace your <<rifle>> and open fire, spitting noxious mist from the muzzle.\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "M9615">>\n\t\t<<if $template.drawn>>\n\t\t\tYou replace the spent drum, brace the <<rifle>> as the coils spin up, and open fire.\n\t\t<<else>>\n\t\t\tYou brace your <<rifle>> as the coils spin up and open fire.\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "NGREP_Converted" or $equip.rifle.name eq "FLaK" or $equip.rifle.name eq "S7G" or $equip.rifle.name eq "M1B">>\n\t\t<<if $template.drawn>>\n\t\t\tYou eject the spent magazine, reload with <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>>, and fire.\n\t\t<<else>>\n\t\t\tYou grab your <<rifle>>, load a magazine of <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>>, and fire.\n\t\t<</if>>\n\n\t\t<<if $combat.specialDisplayState eq "sawedOffPlasma">>\n\t\t\tA searing plasma cloud jets from the muzzle.\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "cybercannon">>\n\t\t<<if $template.drawn>>\n\t\t\tYou cycle a <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>> into your <<rifle>>, brace your arm, and fire.\n\t\t<<else>>\n\t\t\tYou raise your <<rifle>>, <<if $combat.moveMain.magazine eq 1>>loading a<<else>>cycling to<</if>> <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>>, and fire.\n\t\t<</if>>\t\n\t<<elseif $equip.rifle.name eq "FRaG">>\n\t\t<<if $template.drawn>>\n\t\t\tYou cycle a fresh <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>> into your <<rifle>> and fire.\n\t\t<<else>>\n\t\t\tYou ready your <<rifle>>, cycling in <<if $combat.moveMain.magazine eq 1>> a <</if>><<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>>, and fire.\n\t\t<</if>>\n\n\t<<elseif $equip.rifle.name eq "Black Skull">>\n\t\t<<if $template.drawn>>\n\t\t\tYou load a fresh <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>> into your <<rifle>> and fire.\n\t\t<<else>>\n\t\t\tYou load <<if $combat.moveMain.magazine eq 1>>a<<else>>two<</if>> <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>> into your <<rifle>> and fire.\n\t\t<</if>>\t\t\t\n\t<<elseif $equip.rifle.name eq "S13G">>\n\t\t<<if $template.drawn>>\n\t\t\tYou reload a magazine of <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>>, steady your <<rifle>>, and fire.\n\t\t<<else>>\n\t\t\tYou load a magazine of <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>>, brace your <<rifle>>, and fire.\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "MF-G6" or $equip.rifle.name eq "MF-GAC">>\n\t\t<<if $template.drawn>>\n\t\t\tYou dump the spent power disks, load the cylinder with <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>>, and fire.\n\t\t<<else>>\n\t\t\tYou grab your <<rifle>>, load the cylinder with <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>>, and fire.\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "Hav0C" or $equip.rifle.name eq "PUR-L">>\n\t\t<<if $template.drawn>>\n\t\t\t\tYou reload your <<rifle>> and resume fire, spraying rounds wildly.\n\t\t<<else>>\n\t\t\t\tYou grab your <<rifle>> and open fire, spraying rounds wildly.\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "PUR-H">>\n\t\t<<if $template.drawn>>\n\t\t\tYou eject the spent magazine out of your <<rifle>>, slot a fresh one, and resume firing on full auto.\n\t\t<<else>>\n\t\t\tYou steady your <<rifle>>, brace yourself, and open fire on full auto.\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "PUR-G">>\n\t\t<<if $combat.moveMain.ammo eq "plasmaburst">>\n\t\t\t<<if $template.drawn>>\n\t\t\t\tYou discharge your <<rifle>>'s underbarrel caster, causing plasma to jet out with a roar.\n\t\t\t<<else>>\n\t\t\t\tYou discharge your <<rifle>>'s underbarrel caster, causing plasma to jet out with a roar.\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $template.drawn>>\n\t\t\t\tYou clear your <<rifle>>, load a fresh magazine, and resume firing.\n\t\t\t<<else>>\n\t\t\t\tYou grab your <<rifle>>, switch to full-auto, and open fire.\n\t\t\t<</if>>\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "M9616">>\n\t\t<<if $combat.moveMain.ammo eq "plasmaburst">>\n\t\t\t<<if $template.drawn>>\n\t\t\t\tYou discharge your <<rifle>>'s side-mounted caster, causing plasma to jet out with a roar.\n\t\t\t<<else>>\n\t\t\t\tYou discharge your <<rifle>>'s side-mounted caster, causing plasma to jet out with a roar.\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $template.drawn>>\n\t\t\t\tYou replace the spent drum, brace the <<rifle>> as the coils spin up, and open fire.\n\t\t\t<<else>>\n\t\t\t\tYou brace your <<rifle>> as the coils spin up and open fire.\n\t\t\t<</if>>\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "KRUG" or $equip.rifle.name eq "KRUG_Painted" or $equip.rifle.name eq "M405" or $equip.rifle.name eq "SKUL-E">>\n\t\t<<if $template.drawn>>\n\t\t\t<<if $combat.moveMain.ammo eq "9mm">>\n\t\t\t\tYou clear your <<rifle>>, load a fresh magazine, and resume firing.\n\t\t\t<<else>>\n\t\t\t\tYou clear your <<rifle>>, load a <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>>, and fire.\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $combat.moveMain.ammo eq "9mm">>\n\t\t\t\tYou grab your <<rifle>>, switch to full-auto, and open fire.\n\t\t\t<<else>>\n\t\t\t\tYou grab your <<rifle>>, load a <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>>, and fire.\n\t\t\t<</if>>\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "C2000_Extended">>\n\t\t<<if $template.drawn>>\n\t\t\t<<if $combat.moveMain.ammo eq "9mm">>\n\t\t\t\tYou clear your <<rifle>>, load a fresh magazine, and resume firing.\n\t\t\t<<else>>\n\t\t\t\tYou clear your <<rifle>>, load a <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>>, and fire.\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $combat.moveMain.ammo eq "9mm">>\n\t\t\t\tYou grab your <<rifle>>, switch to semi-auto, and open fire.\n\t\t\t<<else>>\n\t\t\t\tYou grab your <<rifle>>, load a <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>>, and fire.\n\t\t\t<</if>>\n\t\t<</if>>\n\t<<elseif $equip.rifle.name eq "X1" or $equip.rifle.name eq "Scorpion">>\n\t\t<<if $combat.moveMain.ammo eq "arclance">>\n\t\t\t<<if $template.drawn>>\n\t\t\t\tYou discharge your <<rifle>>'s capacitors, causing electricity to arc out with a vicious cracle.\n\t\t\t<<else>>\n\t\t\t\tYou discharge your <<rifle>>'s capacitors, causing electricity to arc out with a vicious cracle.\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $template.drawn>>\n\t\t\t\tYou reload your <<rifle>> and fire, unleashing a hail of hypervelocity bolts.\n\t\t\t<<else>>\n\t\t\t\tYou grab your <<rifle>> and fire, unleashing a hail of hypervelocity bolts.\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t<<elseif $equip.rifle.name eq "M420">>\n\t\t<<if $template.drawn>>\n\t\t\tYou eject the spent magazine, reload your <<rifle>> and continue taking aimed shots.\n\t\t<<else>>\n\t\t\tYou take up a bipod-supported position with your <<rifle>>, take careful aim, and open fire.\n\t\t<</if>>\t\n\t<<elseif $equip.rifle.name eq "C2000" or $equip.rifle.name eq "C2000_Converted" or $equip.rifle.name eq "RUG-9" or $equip.rifle.name eq "RUG-9_Converted" or $equip.rifle.name eq "M404" or $equip.rifle.name eq "M404A2" or $equip.rifle.name eq "M405A1">>\n\t\t<<if $template.drawn>>\n\t\t\tYou eject the spent magazine, reload your <<rifle>> and continue firing.\n\t\t<<else>>\n\t\t\tYou ready your <<rifle>><<if $equip.rifle.name eq "M405A1">>, take careful aim,<</if>> and open fire.\n\t\t<</if>>\t\t\t\n\n\t<<elseif $equip.rifle.name eq "XZ" or $equip.rifle.name eq "S7ZF">>\n\t\t<<if $template.drawn>>\n\t\t\tYou eject the spent power disk, load a <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>>, and fire.\n\t\t<<else>>\n\t\t\tYou steady your heavy <<rifle>>, load a <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>>, and fire.\n\t\t<</if>>\n\n\t<<else>>\n\t\t<<if $template.drawn>>\n\t\t\tYou eject the spent power disk, load a <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>>, and fire.\n\t\t<<else>>\n\t\t\tYou grab your <<rifle>>, load a <<print $shotadjective + "" + $combat.moveMain.ammo>> <<print $shottype>>, and fire.\n\t\t<</if>>\n\n\t\t<<if $combat.specialDisplayState eq "sawedOffPlasma">>\n\t\t\tA searing plasma cloud jets from the underbarrel sink.\n\t\t<<elseif $combat.specialDisplayState eq "blackthornDazzle">>\n\t\t\tDazzling holograms flicker, cast by the underbarrel projector.\n\t\t<</if>>\n\t<</if>>\n\n<<elseif $combat.actions[$index].action eq "fireSecondary">>\n\t<<set $template = $combat.moveSecondary>>\n\n\t<<if $equip.pistol.name eq "RXC" or $equip.pistol.name eq "RXS" or $equip.pistol.name eq "VX" or $equip.pistol.name eq "VXI" or $equip.pistol.name eq "VX_Rave" or $equip.pistol.name eq "MF-R2_Converted" or $equip.pistol.name eq "MF-Rave" or $equip.pistol.name eq "Blue Dragon" or $equip.pistol.name eq "MF-RIB">>\n\t\t<<if $template.drawn>>\n\t\t\tYou eject the spent power disk, load a <<print $shotadjective +"" + $combat.moveSecondary.ammo>> <<print $shottype>>, and fire.\n\t\t<<else>>\n\t\t\tYou grab your <<pistol>>, load a <<print $shotadjective +"" + $combat.moveSecondary.ammo>> <<print $shottype>>, and fire.\n\t\t<</if>>\n\n\t\t<<if $combat.specialDisplayState eq "sawedOffPlasma">>\n\t\t\tA searing plasma cloud jets from the underbarrel sink.\n\t\t<<elseif $combat.specialDisplayState eq "blackthornDazzle">>\n\t\t\tDazzling holograms flicker, cast by the underbarrel projector.\n\t\t<</if>>\n\t<<elseif $equip.pistol.name eq "ShVR">>\n\t\t<<if $template.drawn>>\n\t\t\tYou reload your <<pistol>> and fire, unleashing a hail of hypervelocity bolts.\n\t\t<<else>>\n\t\t\tYou draw your <<pistol>> and fire, unleashing a hail of hypervelocity bolts.\n\t\t<</if>>\n\t<<elseif $equip.pistol.name eq "Witchgun">>\n\t\t<<if $combat.moveSecondary.ammo eq "arclance">>\n\t\t\tYou fire your <<pistol>>, causing the muzzle to flare brightly as crackling electricity arcs out.\n\t\t<<elseif $shotadjective +"" + $combat.moveSecondary.ammo eq "plasmaburst">>\n\t\t\tYou fire your <<pistol>>, causing the muzzle to flare brightly as searing plasma jets out.\n\t\t<<else>>\n\t\t\t<<if $template.drawn>>\n\t\t\t\tYou reload your <<pistol>> and fire.\n\t\t\t<<else>>\n\t\t\t\tYou draw your <<pistol>> and fire.\n\t\t\t<</if>>\n\t\t\t<<if $combat.specialDisplayState eq "witchGunHyper">>\n\t\t\t\t\tBright light errupts as a hail of bolts and by purplish haze streak out.\n\t\t\t<<else>>\n\t\t\t\t\tThe muzzle flares as a hail of bolts streak out.\n\t\t\t<</if>>\n\t\t<</if>>\n\t<<elseif $equip.pistol.name eq "Stitch">>\n\t\t<<if $template.drawn>>\n\t\t\tYou reload your little <<pistol>> and continue firing.\n\t\t<<else>>\n\t\t\tYou draw your <<pistol>>, flick the safety off, and open fire.\n\t\t<</if>>\n\t<<elseif $equip.pistol.name eq "LICH" or $equip.pistol.name eq "LICH-T" or $equip.pistol.name eq "LICH_Converted">>\n\t\t<<if $template.drawn>>\n\t\t\tYou reload your <<pistol>>, rest the pistol on your forearm, and open fire.\n\t\t<<else>>\n\t\t\tYou draw your <<pistol>>, rest the pistol on your forearm, and open fire.\n\t\t<</if>>\n\t<<elseif $equip.pistol.name eq "LICH-C" or $equip.pistol.name eq "LAMP_Converted" or $equip.pistol.name eq "Mk3c">>\n\t\t<<if $template.drawn>>\n\t\t\tYou reload your <<pistol>>, steady your aim, and open fire on full auto.\n\t\t<<else>>\n\t\t\tYou ready your <<pistol>>, steady your aim, and open fire on full auto.\n\t\t<</if>>\n\t<<elseif $equip.pistol.name eq "LAMP" or $equip.pistol.name eq "LAMP_Extended" or $equip.pistol.name eq "Black Rose" or $equip.pistol.name eq "Mk2" or $equip.pistol.name eq "Mk3">>\n\t\t<<if $template.drawn>>\n\t\t\tYou reload your <<pistol>> and fire, spraying rounds wildly.\n\t\t<<else>>\n\t\t\tYou draw your <<pistol>> and open fire, spraying rounds wildly.\n\t\t<</if>>\n\t<<elseif $equip.pistol.name eq "BL4K">>\n\t\t<<if $template.drawn>>\n\t\t\tYou reload your <<pistol>> and, anger seething in your veins, continue firing.\n\t\t<<else>>\n\t\t\tYou draw your <<pistol>> and, seething with unspoken anger, open fire.\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $template.drawn>>\n\t\t\tYou reload your <<pistol>> and continue firing.\n\t\t<<else>>\n\t\t\tYou draw your <<pistol>> and open fire.\n\t\t<</if>>\n\n\t\t<<if $combat.specialDisplayState eq "sawedOffPlasma">>\n\t\t\tA searing plasma cloud jets from the underbarrel sink.\n\t\t<<elseif $combat.specialDisplayState eq "blackthornDazzle">>\n\t\t\tDazzling holograms flicker, cast by the underbarrel projector.\n\t\t<</if>>\n\t<</if>>\n\n<<elseif $combat.actions[$index].action eq "tryMelee">>\n\t<<set $template = $combat.moveMelee>>\n\t\n\t<<if $equip.clothes eq "Power Armor" or $equip.offhand.contains("cyberarm")>>\n\t\t<<if $combat.specialDisplayState eq "meleeOverpower">>\n\t\t\tYou surge toward the <<print $name>>, power fist poised to strike.\n\t\t<<elseif $template.drawn>>\n\t\t\tYou lunge at the <<print $name>> with your power fist.\n\t\t<<else>>\n\t\t\tYou clench your Power Fist and charge the <<print $name>>.\n\t\t<</if>> \n\t\tElectricity crackles around your knuckles.\n\t<<elseif $equip.offhand.contains("featherarm")>>\n\t\t<<if $combat.specialDisplayState eq "meleeOverpower">>\n\t\t\tYou surge toward the <<print $name>>, raptor claws bared.\n\t\t<<elseif $template.drawn>>\n\t\t\tYou lunge at the <<print $name>> with your raptor claws.\n\t\t<<else>>\n\t\t\tYou bare your raptor claws and charge the <<print $name>>.\n\t\t<</if>> \n\t\t<<if $attrib.bioAugModifier gte 1>>Toxic mist swirls around you as you charge.<</if>>\n\t<<else>>\n\t\t<<if $combat.specialDisplayState eq "meleeOverpower">>\n\t\t\tYou surge toward the <<print $name>>, <<meeleweapon>> poised to strike.\n\t\t<<elseif $template.drawn>>\n\t\t\tYou attack the <<print $name>> with your <<meeleweapon>>.\n\t\t<<else>>\n\t\t\tYou grab your <<meeleweapon>> and charge the <<print $name>>.\n\t\t<</if>>\n\n\t\t<<if $equip.offhand.contains("cyberarm")>>\n\t\t\tElectricity crackles around your knuckles.\n\t\t<<elseif $equip.knife eq "thorn knife" or $equip.knife eq "cultblade">>\n\t\t\tToxin drips from the blade.\n\t\t<<elseif $equip.knife eq "arc knife" or $equip.knife eq "witchblade">>\n\t\t\tElectricity crackles along the blade.\n\t\t<<elseif $equip.knife eq "hellspike">>\n\t\t\tPlasma sputters from the nozzle.\n\t\t<<elseif $equip.knife eq "razorspine">>\n\t\t\tThe razorchain spins up, superheating the edge.\n\t\t<<elseif $equip.knife eq "Gladius">>\n\t\t\tThe blade's edge heats up, glowing white hot.\n\t\t<<elseif $equip.knife eq "venomfan">>\n\t\t\tToxic gas jets from the fan.\n\t\t<<elseif $equip.knife eq "arcfan">>\n\t\t\tElectricity arcs from the fan.\n\t\t<</if>>\n\t<</if>>\n<</if>>\n\n<<if $combat.specialDisplayState eq "autoSprayWeaponRunaway">>\n\tRecoil knocks your aim off as you struggle to keep your shots on target.\n<<elseif $combat.specialDisplayState eq "heavyGunStruggle">>\n\tYou struggle with the weight of your weapon.\n<<elseif $combat.specialDisplayState eq "heavyGunStruggle2">>\n\tYou're really having a hard time due to the weight of your weapon.\n<</if>>
<<nobr>>\n\n\t<div class='Combat_CenterPositionContainer'>\n\t\t/% <center><<print "A: " + Math.ceil($combat.enemy.armor) + " S: " + Math.ceil($combat.enemy.shield)>></center><br> %/\n\t<<set $nrKillsDisplayed = 0>>\n\t<<if $combat.enemy.killed gt 0>>\n\n\t\t<<for $i = $combat.enemy.total - 1; $i gte ($combat.enemy.total - $combat.enemy.killed); $i-->>\n\t\t\t<<set $specialDisplayState = "">>\n\t\t\t<<if $combat.enemy.isTakingDamage and $combat.enemy.doDamageNr gte 1 and $combat.actions[$index].kills gte 1>>\n\t\t\t\t<<if $nrKillsDisplayed lt $combat.enemy.doDamageNr and $combat.enemy.damageDisplayIndex eq $i>>\n\t\t\t\t\t<<set $specialDisplayState = " ComabUI_DamageEnemy">>\n\t\t\t\t\t<<set $nrKillsDisplayed += 1>>\n\t\t\t\t\t<<set $combat.enemy.damageDisplayIndex -= 1>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\t<<set $imgStr = "[img[https://rage-productions.com/game-content/scaffold-22/" + $combat.enemy.images[$i] + "]]">>\n\t\t\t<<if $combat.enemy.altImages[$i] neq "none">>\n\t\t\t<<set $imgStr += "<div class='CombatUI_OverlayImage'>[img[https://rage-productions.com/game-content/scaffold-22/" + $combat.enemy.altImages[$i] + "]]</div>">>\n\t\t\t<</if>>\n\n\t\t\t<<print "<div id='ui-enemy-icon-" + $i + "' class='CombatUI_EnemyIcon CombatUI_EnemyIconDead" + $specialDisplayState + " CombatUI_EnemyIcon_" + $i + "'>" + $imgStr +"<br> \n\t\t\t\t<div class='CombatUI_StatsContainer'><span class='greyedout'>dead</span></div>\n\t\t\t</div>">>\n\t\t<</for>>\n\t<</if>>\n\n\t<<if $combat.enemy.alive gt 0>>\n\t\t<<set $maxbars = 10>>\n\t\t<<if $combat.enemy.isLargeTarget>>\n\t\t\t<<set $maxbars = 20>>\n\t\t<</if>>\n\t\n\t\t<<set $totalstats = 0>>\n\t\t<<if $combat.enemy.maxarmor gt 0>>\n\t\t\t<<set $totalstats += $combat.enemy.maxarmor>>\n\t\t<</if>>\n\t\t<<if $combat.enemy.maxshield gt 0 and ($combat.enemy.hasArcShield or $combat.enemy.hasFrictionShield or $debug)>>\n\t\t\t<<set $totalstats += $combat.enemy.maxshield>>\n\t\t<</if>>\n\t\t<<set $armorbars = Math.round(($combat.enemy.armor / $totalstats) * $maxbars)>>\n\t\t<<set $shieldbars = Math.round(($combat.enemy.shield / $totalstats) * $maxbars)>>\n\t\t<<set $statsstring = "">>\n\n\t\t<<set $drawnbars = 0>>\n\n\t\t<<if $combat.enemy.maxarmor gt 0>>\n\t\t\t<<for $i = 0; $i lt $armorbars; $i++>>\n\t\t\t\t<<set $statsstring += "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_armor_icon.png]]">>\n\t\t\t\t<<set $drawnbars += 1>>\n\t\t\t<</for>>\n\t\t<</if>>\n\t\t\n\t\t<<set $shieldIcon = "ui_shield_icon">>\n\t\t<<if $combat.enemy.hasFrictionShield>>\n\t\t\t<<set $shieldIcon = "ui_orange_icon">>\n\t\t<</if>>\n\n\t\t<<if $combat.enemy.maxshield gt 0 and ($combat.enemy.hasArcShield or $combat.enemy.hasFrictionShield or $debug)>>\n\t\t\t<<for $i = 0; $i lt $shieldbars; $i++>>\n\t\t\t\t<<set $statsstring += "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $shieldIcon + ".png]]">>\n\t\t\t\t<<set $drawnbars += 1>>\n\t\t\t<</for>>\n\t\t<</if>>\n\n\t\t<<for $i = $drawnbars; $i lt $maxbars; $i++>>\n\t\t\t<<set $statsstring += "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_depleted_icon.png]]">>\n\t\t<</for>>\n\n\t\t<<for $i = $combat.enemy.alive - 1; $i gte 0 ; $i-->>\n\t\t\t<<set $specialDisplayState = "">>\n\t\t\t<<if $combat.enemy.isTakingDamage and $combat.enemy.doDamageNr gte 1>>\n\t\t\t\t<<if $nrKillsDisplayed lt $combat.enemy.doDamageNr>>\n\t\t\t\t\t<<set $specialDisplayState = " ComabUI_DamageEnemy">>\n\t\t\t\t\t<<set $nrKillsDisplayed += 1>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\t<<set $imgStr = "[img[https://rage-productions.com/game-content/scaffold-22/" + $combat.enemy.images[$i] + "]]">>\n\t\t\t<<if $combat.enemy.altImages[$i] neq "none">>\n\t\t\t<<set $imgStr += "<div class='CombatUI_OverlayImage'>[img[https://rage-productions.com/game-content/scaffold-22/" + $combat.enemy.altImages[$i] + "]]</div>">>\n\t\t\t<</if>>\n\n\t\t\t<<print "<div id='ui-enemy-icon-" + $i + "' class='CombatUI_EnemyIcon" + $specialDisplayState + " CombatUI_EnemyIcon_" + $i + "'>" + $imgStr +"<br> \n\t\t\t\t<div class='CombatUI_StatsContainer'>" + $statsstring + "</div>\n\t\t\t</div>">>\n\t\t<</for>>\n\t<</if>>\n\n\t<div class="CombatUI_StatusColumn">\n\t\t<<if $combat.usedBioChems gt 0>>\n\t\t\t<div class='CombatUI_StatusIcon CombatUI_StatusIconGood'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/ui_combat_chems.png]]<span class='greencolor'><<print Math.round($combat.usedBioChems)>></span>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $combat.bonus.shieldDrones gt 0>>\n\t\t\t<div class='CombatUI_StatusIcon CombatUI_StatusIconGood'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/ui_combat_shield_drone.png]]<span class='bluecolor'><<print Math.round($combat.bonus.shieldDrones)>></span>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $combat.inflictedDazzleStates gt 0>>\n\t\t\t<div class='CombatUI_StatusIcon'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/ui_combat_dazzle.png]]<span class='purplecolor'><<print Math.round($combat.inflictedDazzleStates * 10) / 10>></span>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $combat.inflictedGasStates gt 0>>\n\t\t\t<div class='CombatUI_StatusIcon'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/ui_combat_gas.png]]<span class='greencolor'><<print Math.round($combat.inflictedGasStates * 10) / 10>></span>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $combat.inflictedShockStates gt 0>>\n\t\t\t<div class='CombatUI_StatusIcon'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/ui_combat_shock.png]]<span class='bluecolor'><<print Math.round($combat.inflictedShockStates * 10) / 10>></span>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $combat.inflictedBurnStates gt 0>>\n\t\t\t<div class='CombatUI_StatusIcon'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/ui_combat_burn.png]]<span class='orangecolor'><<print Math.round($combat.inflictedBurnStates * 10) / 10>></span>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $combat.bonus.hcoilerSuccessive gt 0>>\n\t\t\t<div class='CombatUI_StatusIcon'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/ui_combat_hcoil.png]]<span class='yellowcolor'><<print $combat.bonus.hcoilerSuccessive>></span>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $combat.bonus.meleeSuccessive gt 0>>\n\t\t\t<div class='CombatUI_StatusIcon'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/ui_combat_melee.png]]<span class='yellowcolor'><<print $combat.bonus.meleeSuccessive>></span>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $combat.usedXanju>>\n\t\t\t<div class='CombatUI_StatusIcon'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/ui_combat_x4.png]]<span class='purplecolor'>!</span>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $combat.miasmaUsed>>\n\t\t\t<div class='CombatUI_StatusIcon'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/ui_combat_miasma.png]]<span class='purplecolor'>!</span>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $combat.spineUsed>>\n\t\t\t<div class='CombatUI_StatusIcon'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/ui_combat_spine.png]]<span class='purplecolor'>!</span>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $combat.isShieldSuppresed>>\n\t\t\t<div class='CombatUI_StatusIcon'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/ui_combat_shieldsuppress.png]]<span class='purplecolor'>!</span>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $combat.tookFusionSphereToFace>>\n\t\t\t<div class='CombatUI_StatusIcon'> /% https://rage-productions.com/game-content/scaffold-22/ %/\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/ui_combat_wasnuked.png]]<span class='purplecolor'>!</span>\n\t\t\t</div>\n\t\t<</if>>\n\t</div>\n\n\t<<if $debug>>\n\t\tArmor: <<print Math.round($combat.enemy.armor)>> Shield: <<print Math.round($combat.enemy.shield)>> EscapeMechanic: <<print $combat.usedEscapeMechanic>><br>\n\t\tMovesReset: <<print $combat.countSinceReset>> CritRanged: <<print $rangedCritMultiplier + 0.05>> + <<print $combat.bonus.rangedCritBonus>> / Rnd: <<print $critRandom>><br>\n\t\tDamage Done: <<print $damageDoneArmor>>A <<print $damageDoneShield>>S\n\t<</if>>\n</div>\n\n<</nobr>>
<<nobr>>\n\t<<if $combat.enemy.name eq "wraith" or $combat.enemy.name eq "banshee" or $combat.enemy.name eq "hellcat" or $combat.enemy.name eq "Djinn" or $combat.enemy.name eq "abomination" or $combat.enemy.name eq "acheri" or $combat.enemy.name eq "woman" or $combat.enemy.name eq "witch">>\n\t\t<<if $hud.combatUIScrewLevel lt 1>>\n\t\t\t<<set $hud.combatUIScrewLevel = 1>>\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\t<<set $heartbeat = document.getElementById('ui_heartbeat');>>\n\n\t<<if $combat.enemy.alive eq 0 and not $hud.interference>>\n\t\t<<if $audiosupport and $hud.playMusic>>\n\t\t\t<<set $heartbeat.play()>>\n\t\t\t<<set $('#ui_heartbeat').animate({volume: 0}, 1000);>>\n\t\t<</if>>\n\n\t\t<<set window.setTimeout(addUIFlicker, 15, "combat_reset");>>\n\t<<elseif $attrib.vitality lte 0 >>\n\t\t<<if $audiosupport and $hud.playMusic>>\n\t\t\t<<set $heartbeat.play()>>\n\t\t\t<<set $('#ui_heartbeat').animate({volume: 0.15}, 1000);>>\n\t\t<</if>>\n\n\t\t<<set window.setTimeout(addUIFlicker, 15, "repeat_dead");>>\n\t<<elseif $hud.combatUIScrewLevel gte 2>>\n\t\t<<if $audiosupport and $hud.playMusic>>\n\t\t\t<<set $heartbeat.play()>>\n\t\t\t<<set $('#ui_heartbeat').animate({volume: 0.3}, 1000);>>\n\t\t<</if>>\n\n\t\t<<set window.setTimeout(addUIFlicker, 15, "repeat_fast");>>\n\t<<elseif $hud.combatUIScrewLevel gte 1 or $hud.interference>>\n\t\t<<if $audiosupport and $hud.playMusic>>\n\t\t\t<<set $heartbeat.play()>>\n\t\t\t<<set $('#ui_heartbeat').animate({volume: 0.15}, 1000);>>\n\t\t<</if>>\n\n\t\t<<set window.setTimeout(addUIFlicker, 15, "repeat");>>\n\t<<elseif $attrib.toxicity gte 50>>\n\t\t<<if $audiosupport and $hud.playMusic>>\n\t\t\t<<set $heartbeat.play()>>\n\t\t\t<<set $('#ui_heartbeat').animate({volume: 0.05}, 1000);>>\n\t\t<</if>>\n\n\t\t<<set window.setTimeout(addUIFlicker, 15, "drunken_repeat");>>\n\t<<elseif $attrib.fatigue gte 50>>\n\t\t<<if $audiosupport and $hud.playMusic>>\n\t\t\t<<set $heartbeat.play()>>\n\t\t\t<<set $('#ui_heartbeat').animate({volume: 0.05}, 1000);>>\n\t\t<</if>>\n\n\t\t<<set window.setTimeout(addUIFlicker, 15, "tired_repeat");>>\n\t<<else>>\n\t\t<<if $audiosupport and $hud.playMusic>>\n\t\t\t<<set $heartbeat.play()>>\n\t\t\t<<set $('#ui_heartbeat').animate({volume: 0}, 1000);>>\n\t\t<</if>>\n\n\t\t<<set window.setTimeout(addUIFlicker, 15, "combat_reset");>>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\t<<set window.setTimeout(scrollToBottom, 25)>>\n\t<<set $displayType = []>>\n\t<<set $weaponType = "main">>\n\n\t<<if $combat.moveMain.draw9mmAmmo>>\n\t\t<<set $displayType.push("9mm")>>\n\t<</if>>\n\n\t<<if $combat.moveMain.isSKULE>>\n\t\t<<set $displayType.push("9mm")>>\n\t\t<<set $displayType.push("tungsten")>>\n\t\t<<set $displayType.push("conductive")>>\n\t<<elseif $combat.moveMain.canisterOnly or $combat.moveMain.hasCanisterLauncher>>\n\t\t<<set $displayType.push("toxin")>>\n\t\t<<set $displayType.push("scatter")>>\n\t<<elseif $combat.moveMain.boltOnly>>\n\t\t<<set $displayType.push("tungsten")>>\n\t\t<<set $displayType.push("conductive")>>\n\t<<elseif $combat.moveMain.boltAndCanister>>\n\t\t<<set $displayType.push("tungsten")>>\n\t\t<<set $displayType.push("conductive")>>\n\t\t<<set $displayType.push("toxin")>>\n\t\t<<set $displayType.push("scatter")>>\n\t<</if>>\n\n\t<<if $combat.moveMain.hasPlasmaCaster>>\n\t\t<<set $displayType.push("plasmaburst")>>\n\t<</if>>\n\t<<if $combat.moveMain.hasArcCaster>>\n\t\t<<set $displayType.push("arclance")>>\n\t<</if>>\n\n\t<<if $combat.moveMain.hasArcCharge or $combat.moveMain.isMelee or $combat.moveMain.hasFlameCharge>>\n\t\t<<set $displayType.push("melee")>>\n\t<</if>>\n\n\t<<display 'drawCombatMove'>>\n<</nobr>>
<<nobr>>\n\t<<set window.setTimeout(scrollToBottom, 25)>>\n\t<<set $displayType = []>>\n\t<<set $weaponType = "secondary">>\n\n\t<<if $equip.clothes eq "Power Armor">>\n\n\t<<else>>\n\t\t<<set $getStatsFor = $equip.rifle.name>>\n\t\t<<display 'getWeaponStats'>>\n\t\t\n\t\t<<if $combat.moveSecondary.draw9mmAmmo>>\n\t\t\t<<set $displayType.push("9mm")>>\n\t\t<</if>>\n\n\t\t<<if $combat.moveSecondary.isSKULE>>\n\t\t\t<<set $displayType.push("9mm")>>\n\t\t\t<<set $displayType.push("tungsten")>>\n\t\t\t<<set $displayType.push("conductive")>>\n\t\t<<elseif $combat.moveSecondary.canisterOnly or $combat.moveSecondary.hasCanisterLauncher>>\n\t\t\t<<set $displayType.push("toxin")>>\n\t\t\t<<set $displayType.push("scatter")>>\n\t\t<<elseif $combat.moveSecondary.boltOnly>>\n\t\t\t<<set $displayType.push("tungsten")>>\n\t\t\t<<set $displayType.push("conductive")>>\n\t\t<<elseif $combat.moveSecondary.boltAndCanister>>\n\t\t\t<<set $displayType.push("tungsten")>>\n\t\t\t<<set $displayType.push("conductive")>>\n\t\t\t<<set $displayType.push("toxin")>>\n\t\t\t<<set $displayType.push("scatter")>>\n\t\t<</if>>\n\n\t\t<<if $combat.moveSecondary.hasPlasmaCaster>>\n\t\t\t<<set $displayType.push("plasmaburst")>>\n\t\t<</if>>\n\t\t<<if $combat.moveSecondary.hasArcCaster>>\n\t\t\t<<set $displayType.push("arclance")>>\n\t\t<</if>>\n\n\t\t<<if $combat.moveSecondary.hasArcCharge or $combat.moveSecondary.isMelee>>\n\t\t\t<<set $displayType.push("melee")>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<display 'drawCombatMove'>>\n<</nobr>>
<<if $displayType.contains("melee")>>\n\t<div class='Combat_ListEntry'>\n\t\t[img["https://rage-productions.com/game-content/scaffold-22/images/attack_melee.png"]]\n\t\t<div class ='Combat_ListEntry_Text'>Attack</div>\n\t\t<<click ''>>\n\t\t\t<<set $combat.actions.push("firePrimary")>>\n\t\t\t<<set $combat.moveMain.type = "fireDirect">>\n\t\t\t<<set $combat.moveMain.ammo = "melee">>\n\t\t\t<<set $combat.moveMain.shieldpen = ($combat.moveMain.shieldpen * $combat.moveMain.magazine) - 1>>\n\t\t\t<<set $combat.moveMain.armorpen = ($combat.moveMain.armorpen * $combat.moveMain.magazine) + 2>>\n\t\t\t<<set $combat.moveMain.hitspershot = 1>>\n\n\t\t\t<<display 'onFireRndEffects'>>\n\t\t\t<<display 'doPlayerMove'>>\n\t\t<</click>>\n\t</div>\n<</if>>\n\n<<if $displayType.contains("9mm") and $equip.pistol.ammo gt 0>>\n\t<<if $weaponType eq "main">>\n\t\t<div class='Combat_ListEntry'>[img[https://rage-productions.com/game-content/scaffold-22/images/9mm.png]]\n\t\t\t<div class ='Combat_ListEntry_Text'>9mm</div>\n\t\t\t<<click ''>>\n\t\t\t\t<<set $combat.actions.push("firePrimary")>>\n\t\t\t\t\t<<set $combat.moveMain.ammo = "9mm">>\n\n\t\t\t\t\t<<if $returnedStats.isSKULE>>\n\t\t\t\t\t\t<<set $combat.moveMain.accuracy = 0.45>>\n\t\t\t\t\t\t<<set $combat.moveMain.magazine = 30>>\n\t\t\t\t\t\t<<set $combat.moveMain.shotsperkill = 12>>\n\t\t\t\t\t\t<<set $combat.moveMain.armorpen = 0.115>>\n\t\t\t\t\t\t<<set $combat.moveMain.shieldpen = 0.25>>\n\t\t\t\t\t<</if>>\n\n\t\t\t\t\t<<if $equip.pistol.ammo lt $combat.moveMain.magazine>>\n\t\t\t\t\t\t<<set $combat.moveMain.magazine = $equip.pistol.ammo>>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<display 'onFireRndEffects'>>\n\t\t\t\t<<display 'doPlayerMove'>>\n\t\t\t<</click>>\n\t\t</div>\n\t<<else>>\n\t\t(N/A - DON'T THINK THIS EXISTS)\n\t<</if>>\n<</if>>\n\n<<if $displayType.contains("tungsten") and $equip.rifle.ammo.normal gt 0>>\n\t<<if $weaponType eq "main">>\n\t\t<div class='Combat_ListEntry'>[img[https://rage-productions.com/game-content/scaffold-22/images/bolt_tungsten.png]]\n\t\t\t<div class ='Combat_ListEntry_Text'>Tungsten</div>\n\t\t\t<<click ''>>\n\t\t\t\t<<set $combat.actions.push("firePrimary")>>\n\t\t\t\t<<set $combat.moveMain.ammo = "tungsten">>\n\t\t\t\t<<set $combat.moveMain.armorpen += 5>>\n\t\t\t\t<<if $equip.rifle.ammo.normal lt $combat.moveMain.magazine>>\n\t\t\t\t\t<<set $combat.moveMain.magazine = $equip.rifle.ammo.normal>>\n\t\t\t\t<</if>>\n\t\t\t\t/% witchgun randomized ammo & others %/\n\t\t\t\t<<display 'onFireRndEffects'>>\n\t\t\t\t<<display 'doPlayerMove'>>\n\t\t\t<</click>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='Combat_ListEntry'>[img[https://rage-productions.com/game-content/scaffold-22/images/bolt_tungsten.png]]\n\t\t<div class ='Combat_ListEntry_Text'>Tungsten</div>\n\t\t\t<<click ''>>\n\t\t\t\t<<set $combat.actions.push("fireSecondary")>>\n\t\t\t\t<<set $combat.moveSecondary.ammo = "tungsten">>\n\t\t\t\t<<set $combat.moveSecondary.armorpen += 5>>\n\t\t\t\t<<if $equip.rifle.ammo.normal lt $combat.moveSecondary.magazine>>\n\t\t\t\t\t<<set $combat.moveSecondary.magazine = $equip.rifle.ammo.normal>>\n\t\t\t\t<</if>>\n\t\t\t\t<<display 'onFireRndEffects'>>\n\t\t\t\t<<display 'doPlayerMove'>>\n\t\t\t<</click>>\n\t\t</div>\n\t<</if>>\n<</if>>\n\n<<if $displayType.contains("conductive") and $equip.rifle.ammo.electric gt 0>>\n\t<<if $weaponType eq "main">>\n\t\t<div class='Combat_ListEntry'>[img[https://rage-productions.com/game-content/scaffold-22/images/bolt_electro.png]]\n\t\t\t<div class ='Combat_ListEntry_Text'>Conductive</div>\n\t\t\t<<click ''>>\n\t\t\t\t<<set $combat.actions.push("firePrimary")>>\n\t\t\t\t\t<<set $combat.moveMain.ammo = "conductive">>\n\t\t\t\t\t<<set $combat.moveMain.armorpen = Math.round($combat.moveMain.armorpen / 2)>>\n\t\t\t\t\t<<set $combat.moveMain.shieldpen += 5>>\n\t\t\t\t\t<<if $equip.rifle.ammo.electric lt $combat.moveMain.magazine>>\n\t\t\t\t\t\t<<set $combat.moveMain.magazine = $equip.rifle.ammo.electric>>\n\t\t\t\t\t<</if>>\n\t\t\t\t/% witchgun randomized ammo & others %/\n\t\t\t\t<<display 'onFireRndEffects'>>\n\t\t\t\t<<display 'doPlayerMove'>>\n\t\t\t<</click>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='Combat_ListEntry'>[img[https://rage-productions.com/game-content/scaffold-22/images/bolt_electro.png]]\n\t\t<div class ='Combat_ListEntry_Text'>Conductive</div>\n\t\t\t<<click ''>>\n\t\t\t\t<<set $combat.actions.push("fireSecondary")>>\n\t\t\t\t\t<<set $combat.moveSecondary.ammo = "conductive">>\n\t\t\t\t\t<<set $combat.moveSecondary.armorpen = Math.round($combat.moveSecondary.armorpen / 2)>>\n\t\t\t\t\t<<set $combat.moveSecondary.shieldpen += 5>>\n\t\t\t\t\t<<if $equip.rifle.ammo.electric lt $combat.moveSecondary.magazine>>\n\t\t\t\t\t\t<<set $combat.moveSecondary.magazine = $equip.rifle.ammo.electric>>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<display 'onFireRndEffects'>>\n\t\t\t\t<<display 'doPlayerMove'>>\n\t\t\t<</click>>\n\t\t</div>\n\t<</if>>\n<</if>>\n\n<<if $displayType.contains("toxin") and $equip.rifle.ammo.chemical gt 0>>\n\t<<if $weaponType eq "main">>\n\t\t<div class='Combat_ListEntry'>[img[https://rage-productions.com/game-content/scaffold-22/images/bolt_toxin.png]]\n\t\t\t<div class ='Combat_ListEntry_Text'>Neurotoxin</div>\n\t\t\t<<click ''>>\n\t\t\t\t<<set $combat.actions.push("firePrimary")>>\n\t\t\t\t\t<<set $combat.moveMain.ammo = "toxin">>\n\n\t\t\t\t\t<<if $combat.moveMain.hasCanisterLauncher>>\n\t\t\t\t\t\t<<set $combat.moveMain.magazine = 1>>\n\t\t\t\t\t<</if>>\n\n\t\t\t\t\t<<set $combat.moveMain.armorpen = Math.round($combat.moveMain.armorpen * 0.4)>>\n\t\t\t\t\t<<set $combat.moveMain.shieldpen += 4>>\n\t\t\t\t\t<<set $combat.moveMain.hitspershot = 2>>\n\n\t\t\t\t\t<<set $combat.moveMain.accuracy += ($combat.moveMain.accuracy * 0.4)>>\n\t\t\t\t\t<<if $equip.rifle.ammo.chemical lt $combat.moveMain.magazine>>\n\t\t\t\t\t\t<<set $combat.moveMain.magazine = $equip.rifle.ammo.chemical>>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<display 'onFireRndEffects'>>\n\t\t\t\t<<display 'doPlayerMove'>>\n\t\t\t<</click>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='Combat_ListEntry'>[img[https://rage-productions.com/game-content/scaffold-22/images/bolt_toxin.png]]\n\t\t<div class ='Combat_ListEntry_Text'>Neurotoxin</div>\n\t\t\t<<click ''>>\n\t\t\t\t<<set $combat.actions.push("fireSecondary")>>\n\t\t\t\t\t<<set $combat.moveSecondary.ammo = "toxin">>\n\t\t\t\t\t<<set $combat.moveSecondary.armorpen = Math.round($combat.moveMain.armorpen * 0.4)>>\n\t\t\t\t\t<<set $combat.moveSecondary.shieldpen += 4>>\n\t\t\t\t\t<<set $combat.moveSecondary.hitspershot = 2>>\n\t\t\t\t\t<<set $combat.moveSecondary.accuracy += ($combat.moveSecondary.accuracy * 0.4)>>\n\t\t\t\t\t<<if $equip.rifle.ammo.chemical lt $combat.moveSecondary.magazine>>\n\t\t\t\t\t\t<<set $combat.moveSecondary.magazine = $equip.rifle.ammo.chemical>>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<display 'onFireRndEffects'>>\n\t\t\t\t<<display 'doPlayerMove'>>\n\t\t\t<</click>>\n\t\t</div>\n\t<</if>>\n<</if>>\n\n<<if $displayType.contains("scatter") and $equip.rifle.ammo.scatter gt 0>>\n\t<<if $weaponType eq "main">>\n\t\t<div class='Combat_ListEntry'>[img[https://rage-productions.com/game-content/scaffold-22/images/bolt_scatter.png]]\n\t\t<div class ='Combat_ListEntry_Text'>\n\t\t<<if $inztinct.learnedSkills.contains("skill_theophobe_9")>>Scattershock<<else>>Scattershot<</if>>\n\t\t</div>\n\t\t\t<<click ''>>\n\t\t\t\t<<set $combat.actions.push("firePrimary")>>\n\t\t\t\t\t<<set $combat.moveMain.ammo = "scatter">>\n\n\t\t\t\t\t<<if $combat.moveMain.hasCanisterLauncher>>\n\t\t\t\t\t\t<<set $combat.moveMain.magazine = 1>>\n\t\t\t\t\t<</if>>\n\n\t\t\t\t\t<<set $combat.moveMain.hitspershot = 4>>\n\t\t\t\t\t<<set $combat.moveMain.armorpen += 2>>\n\t\t\t\t\t<<set $combat.moveMain.shieldpen += 2>>\n\n\t\t\t\t\t<<if $equip.rifle.ammo.scatter lt $combat.moveMain.magazine>>\n\t\t\t\t\t\t<<set $combat.moveMain.magazine = $equip.rifle.ammo.scatter>>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<display 'onFireRndEffects'>>\n\t\t\t\t<<display 'doPlayerMove'>>\n\t\t\t<</click>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='Combat_ListEntry'>[img[https://rage-productions.com/game-content/scaffold-22/images/bolt_scatter.png]]\n\t\t<div class ='Combat_ListEntry_Text'>\n\t\t<<if $inztinct.learnedSkills.contains("skill_theophobe_9")>>Scattershock<<else>>Scattershot<</if>>\n\t\t</div>\n\t\t\t<<click ''>>\n\t\t\t\t<<set $combat.actions.push("fireSecondary")>>\n\t\t\t\t\t<<set $combat.moveSecondary.ammo = "scatter">>\n\t\t\t\t\t<<set $combat.moveSecondary.hitspershot = 4>>\n\t\t\t\t\t<<set $combat.moveSecondary.armorpen += 2>>\n\t\t\t\t\t<<set $combat.moveSecondary.shieldpen += 2>>\n\t\t\t\t\t<<if $equip.rifle.ammo.scatter lt $combat.moveSecondary.magazine>>\n\t\t\t\t\t\t<<set $combat.moveSecondary.magazine = $equip.rifle.ammo.scatter>>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<display 'onFireRndEffects'>>\n\t\t\t\t<<display 'doPlayerMove'>>\n\t\t\t<</click>>\n\t\t</div>\n\t<</if>>\n<</if>>\n\n<<if $displayType.contains("plasmaburst") and $equip.charge gt 0>>\n\t<div class='Combat_ListEntry'>[img["https://rage-productions.com/game-content/scaffold-22/images/attack_discharge.png"]]Burn\n\t\t<<click ''>>\n\t\t\t<<set $combat.actions.push("firePrimary")>>\n\t\t\t<<set $combat.moveMain.ammo = "plasmaburst">>\n\t\t\t<<if $combat.moveMain.magazine gt 1>>\n\t\t\t\t<<set $combat.moveMain.armorpen = $combat.moveMain.armorpen * $combat.moveMain.magazine * 0.5>>\n\t\t\t\t<<set $combat.moveMain.shieldpen = $combat.moveMain.shieldpen * $combat.moveMain.magazine * 0.5>>\n\t\t\t<</if>>\n\t\t\t<<set $combat.moveMain.shieldpen += 2>>\n\t\t\t<<set $combat.moveMain.magazine = 1>>\n\t\t\t<<display 'onFireRndEffects'>>\n\t\t\t<<display 'doPlayerMove'>>\n\t\t<</click>>\n\t</div>\n<</if>>\n\n<<if $displayType.contains("arclance") and $equip.charge gt 0>>\n\t<div class='Combat_ListEntry'>[img[https://rage-productions.com/game-content/scaffold-22/images/attack_discharge_electro.png]]Shock\n\t\t<<click ''>>\n\t\t\t<<set $combat.actions.push("firePrimary")>>\n\t\t\t<<set $combat.moveMain.ammo = "arclance">>\n\t\t\t<<if $combat.moveMain.magazine gt 1>>\n\t\t\t\t<<set $combat.moveMain.armorpen = $combat.moveMain.armorpen * $combat.moveMain.magazine * 0.5>>\n\t\t\t\t<<set $combat.moveMain.shieldpen = $combat.moveMain.shieldpen * $combat.moveMain.magazine * 0.5>>\n\t\t\t<</if>>\n\t\t\t<<set $combat.moveMain.armorpen += 2>>\n\t\t\t<<set $combat.moveMain.magazine = 1>>\n\t\t\t<<display 'onFireRndEffects'>>\n\t\t\t<<display 'doPlayerMove'>>\n\t\t<</click>>\n\t</div>\n<</if>>\n\n<<if $weaponType eq "main">>\n\t<div class='Combat_ListEntry'><center>Cancel</center>\n\t\t<<click ''>>\n\t\t\t<<set document.getElementById("ui-combat-main").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Hidden"; playContextSound("ui_click")>>\n\t\t\t<<set window.setTimeout(restoreCombatUIElement, 15, "ui-combat-main", "CombatUI_PlayerIcon", "useMainOption");>>\n\t\t<</click>>\n\t</div>\n<<else>>\n\t<div class='Combat_ListEntry'><center>Cancel</center>\n\t\t<<click ''>>\n\t\t\t<<set document.getElementById("ui-combat-backup").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Hidden"; playContextSound("ui_click")>>\n\t\t\t<<set window.setTimeout(restoreCombatUIElement, 15, "ui-combat-backup", "CombatUI_PlayerIcon", "useBackupOption");>>\n\t\t<</click>>\n\t</div>\n<</if>>
<<nobr>>\n\n\t<<if $debug>>\n\t\t<<print "">><br>\n\t<</if>>\n\n\t<div id='ui-combat-container' class='PlayerCombatOptionsContainer'>\n\n\t\t<div class='Combat_CenterPositionContainer'>\n\t\t\t<div id='ui-combat-weapons' class='CombatTabSelect CombatTabSelect_Active'>Weapons\n\t\t\t\t<<click ''>>\n\t\t\t\t\t<<if $combat.activetab neq "weapons">>\n\t\t\t\t\t\t<<set $combat.activetab = "weapons">>\n\t\t\t\t\t\t<<set document.getElementById("ui-combat-weapons").className = "CombatTabSelect CombatTabSelect_Active">>\n\t\t\t\t\t\t<<set document.getElementById("ui-combat-items").className = "CombatTabSelect">>\n\n\t\t\t\t\t\t<<set document.getElementById("ui-combat-main").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Hidden">>\n\t\t\t\t\t\t<<set document.getElementById("ui-combat-backup").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Hidden">>\n\t\t\t\t\t\t<<set document.getElementById("ui-combat-melee").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Hidden">>\n\n\t\t\t\t\t\t<<set window.setTimeout(doCombatTimedProcess, 15, "doActionResetUI");>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div id='ui-combat-items' class='CombatTabSelect'>Items\n\t\t\t\t<<click ''>>\n\t\t\t\t\t<<if $combat.activetab neq "items">>\n\t\t\t\t\t\t<<set $combat.activetab = "items">>\n\t\t\t\t\t\t<<set document.getElementById("ui-combat-weapons").className = "CombatTabSelect">>\n\t\t\t\t\t\t<<set document.getElementById("ui-combat-items").className = "CombatTabSelect CombatTabSelect_Active">>\n\n\t\t\t\t\t\t<<set document.getElementById("ui-combat-main").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Hidden">>\n\t\t\t\t\t\t<<set document.getElementById("ui-combat-backup").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Hidden">>\n\t\t\t\t\t\t<<set document.getElementById("ui-combat-melee").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Hidden">>\n\n\t\t\t\t\t\t<<set window.setTimeout(doCombatTimedProcess, 15, "doActionResetUI");>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t</div>\n\t\t<div class='Combat_CenterPositionContainer'>\n\t\t\t<<if $equip.rifle.name eq "none" or ($equip.hideWeaponLoadout and not ($equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")))>>\n\t\t\t\t<div id='ui-combat-main' class='CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled'>\n\t\t\t\t\t<<display 'useMainOption'>>\n\t\t\t\t</div>\n\t\t\t<<elseif (($combat.moveMain.ammo eq "9mm" or $combat.moveMain.ammo eq "9mm_hyper") and $equip.pistol.ammo eq 0) or (($combat.moveMain.needsChargeToUse or $combat.moveMain.ammo eq "plasmaburst" or $combat.moveMain.ammo eq "arclance" or $combat.moveMain.consumeCharge) and $equip.charge eq 0 and not $combat.moveMain.isMelee)>>\n\t\t\t\t<div id='ui-combat-main' class='CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled'>\n\t\t\t\t\t<<display 'useMainOption'>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div id='ui-combat-main' class='CombatUI_PlayerIcon'>\n\t\t\t\t\t<<display 'useMainOption'>>\n\t\t\t\t</div>\n\t\t\t<</if>>\n\n\t\t\t<<if $equip.pistol.name eq "none" or $equip.hideWeaponLoadout>>\n\t\t\t\t<div id='ui-combat-backup' class='CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled'>\n\t\t\t\t\t<<display 'useBackupOption'>>\n\t\t\t\t</div>\n\t\t\t<<elseif ($combat.moveSecondary.ammo eq "9mm" or $combat.moveSecondary.ammo eq "9mm_hyper") and $equip.pistol.ammo eq 0>>\n\t\t\t\t<div id='ui-combat-backup' class='CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled'>\n\t\t\t\t\t<<display 'useBackupOption'>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div id='ui-combat-backup' class='CombatUI_PlayerIcon'>\n\t\t\t\t\t<<display 'useBackupOption'>>\n\t\t\t\t</div>\n\t\t\t<</if>>\n\n\t\t\t<div id='ui-combat-melee' class='CombatUI_PlayerIcon'>\n\t\t\t\t<<display 'useMeleeOption'>>\n\t\t\t</div>\n\t\t</div>\n\t</div>\n\n<</nobr>>
<<nobr>>\n\t\n\t<<if $debug>>\n\n\t<</if>>\n\n\t<<set $hud.currentScreen = "combat">>\n\t<<set $hud.combatUIScrewLevel = 0>>\n\n\t<<if not $isAmbush>>\n\t\t<<set $isAmbush = false>>\n\t\t<<set playContextSound("ui_battle");>>\t\t\n\t<<else>>\n\t\t<<set playContextSound("ui_ambush");>>\n\t<</if>>\n\n\t<<if not $combatArenaTraining>>\n\t\t<<set $combatArenaTraining = false>>\n\t<<elseif not $combatIsArena>>\n\t\t<<set $combatIsArena = false>>\n\t<</if>>\n\n\t<<set $bonusdata = {\n\t\tcomboEffectStack: 0,\n\n\t\tpostCombatFatigue: 0,\n\t\tpostCombatToxic: 0,\n\t\tpostCombatViolence: 0,\n\t\tpostCombatCaution: 0,\n\n\t\tmeleeShieldBonus: 1,\n\t\tmeleeArmorBonus: 1,\n\t\tmeleeHitBonus: 1,\n\t\tmeleeCritBonus: 0,\n\t\tmeleeConsumeModifier: 1,\n\n\t\trangedShieldBonus: 1,\n\t\trangedArmorBonus: 1,\n\t\trangedHitBonus: 1,\n\t\trangedCritBonus: 0,\n\t\tpcasterCritBonus: 0,\n\n\t\thcoilerSuccessive: 0,\n\t\tmeleeSuccessive: 0,\n\n\t\tultimateHitBonus: false,\n\n\t\tshieldBonus: 1,\n\t\tarmorBonus: 1,\n\t\tdeflectBonus: 1,\n\t\tdodgeBonus: 1,\n\t\tcoverBonus: 1,\n\t\tdeCoverBonus: 1,\n\t\t\n\t\tshieldDrones: 0,\n\t\tenemyMisses: 0,\n\t}>>\n\n\t/% is this important ?? test %/\n\t<<set $overflows.lastScene = $currentgamepassage>>\n\t<<set $overflows.pistol = 0>>\n\t<<set $overflows.normal = 0>>\n\t<<set $overflows.electro = 0>>\n\t<<set $overflows.toxin = 0>>\n\t<<set $overflows.scatter = 0>>\n\n\t<<if $attrib.demeanor eq "agressive">>\n\t\t<<set $bonusdata.postCombatFatigue += 2>>\n\t\t<<set $bonusdata.meleeArmorBonus += 0.1>>\n\t\t<<set $bonusdata.meleeShieldBonus += 0.25>>\n\t\t<<set $bonusdata.meleeHitBonus += 0.1>>\n\t\t<<set $bonusdata.meleeCritBonus += 0.05>>\n\n\t\t<<set $bonusdata.rangedArmorBonus += 0.05>>\n\t\t<<set $bonusdata.deCoverBonus += 0.15>>\n\n\t<<elseif $attrib.demeanor eq "cautious">>\n\t\t<<set $bonusdata.rangedShieldBonus += 0.1>>\n\t\t<<set $bonusdata.rangedArmorBonus += 0.1>>\n\t\t<<set $bonusdata.rangedHitBonus += 0.1>>\n\t\t<<set $bonusdata.rangedCritBonus += 0.05>>\n\n\t\t<<set $bonusdata.shieldBonus += 0.15>>\n\t\t<<set $bonusdata.deflectBonus += 0.15>>\n\n\t<<else>>\n\t\t<<set $bonusdata.meleeShieldBonus += 0.1>>\n\t\t<<set $bonusdata.rangedArmorBonus += 0.05>>\n\t\t<<set $bonusdata.deCoverBonus += 0.1>>\n\t\t<<set $bonusdata.deflectBonus += 0.1>>\n\t\t<<set $bonusdata.meleeCritBonus += 0.05>>\n\t\t<<set $bonusdata.rangedCritBonus += 0.05>>\n\n\t<</if>>\n\t/% combatrate: 1025 %/\n\t<<set $combat = {\n\t\tenemy: "none",\n\t\tplayer: "none",\n\t\tactions: [],\n\t\tmoveMain: "none",\n\t\tmoveSecondary: "none",\n\t\tmoveMelee: "none",\n\t\ttickrate: 1025, \n\t\tactivetab: "weapons",\n\t\tbonus: $bonusdata,\n\t\tarmorhits: 0,\n\t\tshieldhits: 0,\n\t\tparryhits: 0,\n\t\tsuccessiveMisses: 0,\n\t\tsuccessiveEnemyMisses: 0,\n\t\tspecialDisplayState: "none",\n\t\tspecialEnemyState: "none",\n\t\tspecialEnemyStateRound: 0,\n\t\twasCritAttack: false,\n\t\tinflictedBurnStates: 0,\n\t\tinflictedGasStates: 0,\n\t\tinflictedShockStates: 0,\n\t\tinflictedDazzleStates: 0,\n\t\tusedBioChems: 0,\n\t\tisFirstRound: true,\n\t\trounds: 0,\n\t\tusedEscapeMechanic: 0,\n\t\tisInitializing: true,\n\t\tdidSpecialMove: false,\n\t\tninemmFired: 0,\n\t\ttungstenFired: 0,\n\t\tconductiveFired: 0,\n\t\tscatterFired: 0,\n\t\ttoxinFired: 0,\n\t\tnukeFired: 0,\n\t\tmeleeAttacks: 0,\n\t\tshieldDiskThrown: 0,\n\t\tviroDiskThrown: 0,\n\t\tdazzleDiskThrown: 0,\n\t\tyankedWeapon: "none",\n\t\tremoveDrone: false,\n\t\tusedXanju: false,\n\t\txanjuProcced: false,\n\t\tmiasmaUsed: false,\n\t\tspineUsed: false,\n\t\ttookFusionSphereToFace: false,\n\t\tdidWraithRes: false,\n\t\tdoExoExit: false,\n\t\tresetMovesAfter: 8,\n\t\tcountSinceReset: 8,\n\t\tdidScavenge: false,\n\t\tspecialCritName: "none",\n\t}>>\n\n\t<<unset $originalvalues>>\n\n\t/% load enemy data %/\n\t<<display $combatTemplate>>\n\t<<set $combat.enemy.hasSpecialMoves = false>>\n\t<<set $combat.enemy.altImages = []>>\n\t<<for $i=0; $i lt $combat.enemy.images.length; $i++>>\n\t\t<<set $combat.enemy.altImages.push("none")>>\n\t<</for>>\n\n\t/% load template and sanity check %/\n\n\t<<if not $combat.enemy.class>>\n\t\t<<if $debug>>\n\t\t\t<span class='redcolor'>ERROR:</span> missing class in <<print $combatTemplate>>\n\t\t<</if>>\n\t<<else>>\n\t\t/% add to codex list %/\n\t\t<<if not $hud.foundCodexEntries.contains($combat.enemy.class)>>\n\t\t\t<<set $hud.foundCodexEntries.push($combat.enemy.class)>>\n\t\t<</if>>\n\n\t\t<<set $getDataFor = $combat.enemy.class>>\n\t\t<<display 'generateEnemyData'>>\n\n\t\t<<if $returnedData.type neq $combat.enemy.type>>\n\t\t\t<<if $debug>>\n\t\t\t\t<span class='redcolor'>WARNING:</span> mismatched type in <<print $combatTemplate>> \n\t\t\t\t(<<print $returnedData.type + " neq " + $combat.enemy.type>>)\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t/% sanity checker - attributes to compare %/\n\t\t<<set $attribsToPortOver = []>>\n\t\t<<set $attribsToPortOver.push("vulnerable")>>\n\t\t<<set $attribsToPortOver.push("immune")>>\n\t\t<<set $attribsToPortOver.push("isMeeleAttacker")>>\n\t\t<<set $attribsToPortOver.push("isLargeTarget")>>\n\t\t<<set $attribsToPortOver.push("hasFrictionShield")>>\n\t\t<<set $attribsToPortOver.push("hasPaladinAttack")>>\t\t\n\t\t<<set $attribsToPortOver.push("didreappear")>>\t\t\n\t\t<<set $attribsToPortOver.push("hasRailgun")>>\n\t\t<<set $attribsToPortOver.push("hasHeavyRailgun")>>\t\t\n\t\t<<set $attribsToPortOver.push("hasMiniGun")>>\n\t\t<<set $attribsToPortOver.push("lootType")>>\t\t\n\n\t\t<<set $attribsToPortOver.push("isCyborg")>>\t\t\n\t\t<<set $attribsToPortOver.push("isXenos")>>\n\t\t<<set $attribsToPortOver.push("isImposing")>>\n\t\t<<set $attribsToPortOver.push("isOrganic")>>\n\t\t<<set $attribsToPortOver.push("isAbomination")>>\n\t\t<<set $attribsToPortOver.push("isElusive")>>\n\t\t<<set $attribsToPortOver.push("isUniqueAbom")>>\n\t\t<<set $attribsToPortOver.push("isAdvMachine")>>\n\t\t<<set $attribsToPortOver.push("isMachine")>>\n\t\t<<set $attribsToPortOver.push("isBlackBloodCreature")>>\n\t\t<<set $attribsToPortOver.push("isOldWorldMachine")>>\t\t\n\n\t\t<<for $i = 0; $i lte $attribsToPortOver.length -1; $i++>>\n\t\t\t<<print "<<if not $combat.enemy." + $attribsToPortOver[$i] + ">><<set $combat.enemy." + $attribsToPortOver[$i] + " = false>><</if>>">>\n\n\t\t\t<<if $debug and $debugCombat>>\n\t\t\t\t<span class='smalltext'>\n\t\t\t\t<<print "<<if $returnedData." + $attribsToPortOver[$i] + " neq $combat.enemy." + $attribsToPortOver[$i] + ">><span class='yellowcolor'>WARNING:</span> mismatched " + $attribsToPortOver[$i] + " in " + $combatTemplate + ", loading from template " + $combat.enemy.class + "<br><</if>>">>\n\t\t\t\t</span>\n\t\t\t\t/% <<print "$returnedData." + $attribsToPortOver[$i]>>:\n\t\t\t\t<<print "<<print $returnedData." + $attribsToPortOver[$i] + ">>">> = \n\t\t\t\t<<print "<<print $combat.enemy." + $attribsToPortOver[$i] + ">>">>\n\t\t\t\t<br> %/\n\t\t\t<</if>>\n\n\t\t\t<<print "<<if $returnedData." + $attribsToPortOver[$i] + ">><<set $combat.enemy." + $attribsToPortOver[$i] + " = $returnedData." + $attribsToPortOver[$i] + ">><</if>>">>\n\t\t<</for>>\n\n\t\t<<if $returnedData.specialMoves>>\n\t\t\t<<set $combat.enemy.hasSpecialMoves = true>>\n\t\t\t<<set $combat.enemy.specialMoves = []>>\n\t\t\t<<set $combat.enemy.specialMoves = JSON.parse(JSON.stringify($returnedData.specialMoves))>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $getDataFor, $returnedData>>\n\n\t/% for fiddling with %/\n\t<<set $globalStatusEffectTweak = 1>>\n\n\t<<if not $combat.enemy.hasArcShield>>\n\t\t<<set $combat.enemy.hasArcShield = false>>\n\t<</if>>\n\n\t<<if $combat.enemy.resetMovesAfter>>\n\t\t<<set $combat.resetMovesAfter = $combat.enemy.resetMovesAfter>>\n\t<</if>>\n\t<<set $combat.countSinceReset = $combat.resetMovesAfter>>\n\n\t<<if not $combat.enemy.hasRailgun>>\n\t\t<<set $combat.enemy.hasRailgun = false>>\n\t<</if>>\n\n\t<<if not $combat.enemy.hasFrictionShield>>\n\t\t<<set $combat.enemy.hasFrictionShield = false>>\n\t<</if>>\n\n\t<<set $combat.enemy.hasUsedDebuff = false>>\n\t<<set $combat.enemy.hasUsedBuff = false>>\n\n\t<<if not $combat.enemy.isLargeTarget>>\n\t\t<<set $combat.enemy.isLargeTarget = false>>\n\t<</if>>\n\n\t<<display 'calcArmorHits'>>\n\n\t<<if $combat.player.cover gt 0.6>>\n\t\t<<set $combat.player.cover = 0.6>>\n\t<</if>>\n\n\t<<if $equip.isHeavyArmor or $equip.isPowerArmor>>\n\t\t<<set $combat.usedEscapeMechanic = 99>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore = {\n\t\t\tgotDoubleKill: false,\n\t\t\tgotMultiKill: false,\n\t\t\tmeleeKills: 0,\n\t\t\tcomboEffects: 0,\n\t\t\ttakenHits: 0,\n\t\t\tkillsPerRound: 0,\n\t\t\tdidWeaponAmmoSwitch: false,\n\t\t}>>\n\t<<elseif $combatArenaTraining>>\n\t\t<<set $storedGear = jQuery.extend(true, {}, $equip);>>\n\t\t<<set $storedAttrib = jQuery.extend(true, {}, $attrib);>>\n\t\t<<set $combat.player.continue = "b28_arena_trainingdone">>\n\n\t\t<<set $combat.player.ally = "none">>\n\n\t\t<<set $combat.enemy.taunt = "You emerge in a virtual arena, represented as you would be in real life, directly opposite the " + $combat.enemy.name + ". A claxon announces the match has begun.">>\n\n\t<<elseif not $combat.enemy.taunt>>\n\t\t<<set $combat.enemy.taunt = "You enter Combat">>\n\t<</if>>\n\n\t<<set $combat.isShieldSuppresed = false>>\n\t<<set $combat.enemy.killed = 0>>\n\t<<set $combat.enemy.total = $combat.enemy.alive>>\n\n\t<<if $equip.offhand.contains("cybereye")>>\n\t\t<<set $combat.bonus.rangedCritBonus += 0.05>>\n\t<<elseif $equip.offhand.contains("cyberarm")>>\n\t\t<<set $combat.bonus.meleeCritBonus += 0.05>>\n\t<<elseif $equip.offhand.contains("meleeplant")>>\n\t\t<<set $combat.bonus.meleeCritBonus += 0.05>>\n\t<</if>>\n\n\t/% armor and shield correction area %/\n\t<<if $combat.enemy.total eq 1>>\n\t\t<<set $combat.enemy.armor *= 1.15>>\n\t\t<<set $combat.enemy.shield *= 1.15>>\n\t<</if>>\n\n\t<<if $hud.hardCoreMode>>\n\t\t<<set $combat.enemy.armor *= 1.25>>\n\t\t<<set $combat.enemy.shield *= 1.25>>\n\t\t<<set $combat.resetMovesAfter -= 2>>\n\t<</if>>\n\n\t<<set $combat.enemy.maxarmor = $combat.enemy.armor>>\n\t<<set $combat.enemy.maxshield = $combat.enemy.shield>>\n\n\t<<set $combat.enemy.isTakingDamage = false>>\n\t<<set $combat.enemy.damageDisplayIndex = $combat.enemy.total - 1>>\n\n\t<<display 'calcStatusTweaks'>>\n\t<<display 'calcMoveInfo'>>\n\n\t/% ############################################################## %/\n\t/% Talent Area %/\n\t/% ############################################################## %/\n\n\t<<if $combat.player.ally eq "none">>\n\t\t<<if $inztinct.learnedSkills.contains("skill_warsmith_12") and $random lt (0.1 * $inztinct.affinity)>>\n\t\t\t<<set $combat.player.ally = "petrovic_drone">>\n\t\t<</if>>\n\t<<else>>\n\t\t<<set $combat.enemy.armor *= 1.1>>\n\t\t<<set $combat.enemy.shield *= 1.125>>\n\t<</if>>\n\n\t<<if $equip.rifle.anointment eq "deranged_inspiration_anoint" and $combat.moveMain.hasPlasmaCaster>>\n\t\t<<set $combat.bonus.pcasterCritBonus += 0.01>>\n\t<</if>>\n\t<<if $inztinct.learnedSkills.contains("skill_edenite_3") and $combat.moveMain.hasPlasmaCaster>>\n\t\t<<set $combat.bonus.pcasterCritBonus += 0.05>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_kobol_6") and $attrib.toxicity lt 50 and $attrib.addicted eq false >>\n\t\t<<if $equip.clothes eq "Red Devil">>\n\t\t\t<<set $ammt = (0.04 * $inztinct.affinity)>>\n\t\t<<else>>\n\t\t\t<<set $ammt = (0.02 * $inztinct.affinity)>>\n\t\t<</if>>\n\t\t<<set $combat.player.cover += $ammt>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_kobol_8")>>\n\t\t<<set $ammt = (0.0005 * $inztinct.affinity * $statistics.overalKills)>>\n\t\t<<set $bonusdata.rangedShieldBonus += $ammt>>\n\t\t<<set $bonusdata.rangedArmorBonus += $ammt>>\n\t\t<<set $bonusdata.rangedHitBonus += $ammt>>\n\t<</if>>\n\n\t/% intro dazzle cast from mesmer %/\n\t<<if $gameworld_modifiers.isExubrenceQualified>>\n\t\t<<set $skillMod = 1 + (0.5 * (($sexPhases.numTimesHadSex + $statistics.drugs_noncombatUsed) / 10))>>\n\t\t<<set $skillMod *= $tweakDazzle>>\n\n\t\t<<set $combat.inflictedDazzleStates += $skillMod>>\n\t\t<<if $combat.inflictedDazzleStates gt 5>>\n\t\t\t<<set $combat.inflictedDazzleStates = 5>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $gameworld_modifiers.isGodlikeQualified>>\n\t\t<<set $combat.inflictedDazzleStates += (1 + (($job_arena_lavandri.pointsTotal / 1150) * $tweakDazzle))>>\n\n\t\t<<if $combat.inflictedDazzleStates gt 5>>\n\t\t\t<<set $combat.inflictedDazzleStates = 5>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $gameworld_modifiers.isAtonementQualified>>\n\t\t<<set $combat.inflictedBurnStates = ((1 - ($attrib.fatigue / 100)) * 2 * $tweakBurn)>>\n\n\t\t<<if $combat.inflictedBurnStates gt 5>>\n\t\t\t<<set $combat.inflictedBurnStates = 5>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $gameworld_modifiers.isExMachinaQualified>>\n\t\t<<set $attrib.fatigue = 0>>\n\n\t\t<<if $equip.clothes eq "Lightwear" or $equip.clothes eq "Lightdress" or $equip.clothes eq "Mantle of the God Machine">>\n\t\t\t<<set $attrib.toxicity -= 25>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_cyber_12") and $equip.isCybernetic>>\n\t\t<<set $cyberAugs = 0>>\n\t\t<<for $i = 0; $i lt ($equip.offhandUpgrade.length - 1); $i++>>\n\t\t\t<<if $equip.offhandUpgrade[$i] neq "bioaug" and $equip.offhandUpgrade[$i] neq "abomaug" and $equip.offhandUpgrade[$i] neq "none">>\n\t\t\t\t<<set $cyberAugs += 1>>\n\t\t\t<</if>>\n\t\t<</for>>\n\n\t\t<<set $combat.inflictedShockStates += (0.7 * $cyberAugs * $tweakShock)>>\n\n\t\t<<if $combat.inflictedShockStates gt 5>>\n\t\t\t<<set $combat.inflictedShockStates = 5>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $gameworld_modifiers.isNoxiousQualified>>\n\t\t<<set $combat.inflictedGasStates = $statistics.abom_uniqueKilled * $tweakGas>>\n\n\t\t<<if $getCharacteristicsFrom eq "Cultist Robes">>\n\t\t\t<<set $combat.inflictedGasStates *= 1.5>>\n\t\t<</if>>\n\n\t\t<<if $combat.inflictedGasStates gt 5>>\n\t\t\t<<set $combat.inflictedGasStates = 5>>\n\t\t<<elseif $combat.inflictedGasStates lt 1>>\n\t\t\t<<set $combat.inflictedGasStates = 1>>\n\t\t<</if>>\n\t<</if>>\n\n\t/% ############################################################## %/\n\t/% End Talent Area %/\n\t/% ############################################################## %/\n\n\t<div id='ui-combat-enemyarea' class="Combat_UI_FlowIn">\n\t\t<<display 'Combat_EnemyList'>>\n\t</div>\n\n\t<div id='hud-combat-background'>\n\t\t<div class='Combat_BG_Container'>\n\t\t\t<<if $isAmbush>>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_normal.png]]">>\n\t\t\t<<else>>\n\t\t\t\t<<if $combat.enemy.isAbomination or $combat.enemy.isXenos>>\n\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_abom.png]]">>\n\t\t\t\t<<elseif not $combat.enemy.isMeeleAttacker>>\n\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_ranged.png]]">>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat_ui_normal.png]]">>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t</div>\n\t</div>\n\n\t<div id='ui-combat-actionarea' class="Combat_UI_FlowIn">\n\t\t<<if $isAmbush>>\n\t\t\t<<set $combat.isFirstRound = false>>\n\t\t\t<<display $ambushTemplate>>\n\t\t<<else>>\n\t\t\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t\t\t<<display 'Combat_IntroImage'>>\n\t\t\t\t<<print $combat.enemy.taunt>>\n\t\t\t</div>\n\n\t\t\t<<if $combat.player.ally neq "none">>\n\t\t\t\t<div class='CombatUI_Action_Segment CombatUI_Action_Ally'>\n\t\t\t\t\t<<if $combat.player.ally eq "petrovic_drone">>\n\t\t\t\t\t\t\t<div class='Combat_AlertText'><span class='purpletext'>Combat Drone!</span></div> \n\t\t\t\t\t\t\tYour combat drone activates with a whirr.\n\t\t\t\t\t<<elseif $combat.player.ally eq "fisher_pistol">>\n\t\t\t\t\t\t\t<div class='Combat_AlertText'><span class='purpletext'>The Fish!</span></div> \n\t\t\t\t\t\t\tFisher joins you, his trusty M1114 held ready.\n\t\t\t\t\t<<elseif $combat.player.ally eq "fisher_rifle">>\n\t\t\t\t\t\t\t<div class='Combat_AlertText'><span class='purpletext'>The Fish!</span></div> \n\t\t\t\t\t\t\tFisher joins you, his trusty M405 held ready.\n\t\t\t\t\t<<elseif $combat.player.ally eq "jalkovski_rifle">>\n\t\t\t\t\t\t\t<div class='Combat_AlertText'><span class='purpletext'>Lil' Jalko!</span></div> \n\t\t\t\t\t\t\tJalkovski joins you and readies his KRUG.\n\t\t\t\t\t<<elseif $combat.player.ally eq "celena_sorceress">>\n\t\t\t\t\t\t\t<div class='Combat_AlertText'><span class='purpletext'>The Little One!</span></div> \n\t\t\t\t\t\t\tCelena joins you, expression livid.\n\t\t\t\t\t<<elseif $combat.player.ally eq "comissar_pistol">>\n\t\t\t\t\t\t\t<div class='Combat_AlertText'><span class='purpletext'>The Commisaria!</span></div> \n\t\t\t\t\t\t\tComissaria Verei joins you, her Mk3c held ready.\n\t\t\t\t\t<<elseif $combat.player.ally eq "pineapple_rifle">>\n\t\t\t\t\t\t\t<div class='Combat_AlertText'><span class='purpletext'>Pineapple Punch!</span></div> \n\t\t\t\t\t\t\tPineapple joins you, bellowing, "Get some, cunts!"\n\t\t\t\t\t<<elseif $combat.player.ally eq "cyborg_guns">>\n\t\t\t\t\t\t\t<div class='Combat_AlertText'><span class='purpletext'>Lovable Rogue!</span></div> \n\t\t\t\t\t\t\tIsabelle joins you, cyber-jaw set and prepared to dish out.\n\t\t\t\t\t<<elseif $combat.player.ally eq "siren_knife">>\n\t\t\t\t\t\t\t<div class='Combat_AlertText'><span class='purpletext'>Siren's Song!</span></div> \n\t\t\t\t\t\t\tFabienne joins you, Hellspike held in a backhanded grip.\n\t\t\t\t\t<</if>>\n\n\t\t\t\t</div>\n\t\t\t<</if>>\n\n\t\t\t<<if $gameworld_modifiers.isExubrenceQualified>>\n\t\t\t\t<div class='CombatUI_Action_Segment'>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='purplecolor'>Exubreance!</span></div> \n\t\t\t\t\tYour display of blinding exubrence dazzles the enemy...\n\t\t\t\t</div>\n\t\t\t<</if>>\n\n\t\t\t<<if $gameworld_modifiers.isGodlikeQualified>>\n\t\t\t\t<div class='CombatUI_Action_Segment'>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='purplecolor'>Godlike!</span></div> \n\t\t\t\t\tYour godlike reputation in the arena dazzles the enemy...\n\t\t\t\t</div>\n\t\t\t<</if>>\n\n\t\t\t<<if $gameworld_modifiers.isAtonementQualified>>\n\t\t\t\t<div class='CombatUI_Action_Segment'>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='orangecolor'>\n\t\t\t\t\t\t<<if $attrib.gender eq "male">>\n\t\t\t\t\t\t\t<<set $skilltitle = "Son of Hades">>\n\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t<<set $skilltitle = "Daughter of Hades">>\n\t\t\t\t\t\t<</if>>!</span></div> \n\t\t\t\t\tIncindeary charges detonate dramatically as you enter combat..\n\t\t\t\t</div>\n\t\t\t<</if>>\n\n\t\t\t<<if $gameworld_modifiers.isExMachinaQualified>>\n\t\t\t\t<div class='CombatUI_Action_Segment'>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='bluecolor'>Ex Machina!</span></div> \n\t\t\t\t\tYour faith cures you of all fatigue...\n\t\t\t\t</div>\n\t\t\t<</if>>\n\n\t\t\t<<if $gameworld_modifiers.isNoxiousQualified>>\n\t\t\t\t<div class='CombatUI_Action_Segment'>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='lgreencolor'>Old World Arrogance!</span></div> \n\t\t\t\t\tGas cylinders detonate dramatically as you enter combat...\n\t\t\t\t</div>\n\t\t\t<</if>>\n\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_cyber_12") and $equip.isCybernetic>>\n\t\t\t\t<div class='CombatUI_Action_Segment'>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='bluecolor'>Electron!</span></div> \n\t\t\t\t\tStatic electricity crackles dramatically as you enter combat...\n\t\t\t\t</div>\n\t\t\t<</if>>\n\n\t\t<</if>>\n\t</div>\n\n\t<div id='ui-combat-playerarea'>\n\t\t<<display 'Combat_PlayerOptions'>>\n\t</div>\n\n\t<div id='ui-combat-dummyarea'>\n\t\t/% pre-load to try and reduce flicker %/\n\t\t<<if $combat.enemy.name eq "Division 108" or $combat.enemy.name eq "troopers">>\n\t\t\t[img["https://rage-productions.com/game-content/scaffold-22/images/combat_merc_zanex_shield.png"]]\n\t\t\t[img["https://rage-productions.com/game-content/scaffold-22/images/combat_merc_zanex_2_shield.png"]]\n\t\t\t[img["https://rage-productions.com/game-content/scaffold-22/images/combat_merc_zanex_ltnt_shield.png"]]\n\t\t<</if>>\n\t</div>\n\n\t<<set window.setTimeout(doCombatTimedProcess, 15, "setWeaponElements");>>\n\t<<display 'setBasicFlicker'>>\n\t<<display 'doCombatJitter'>>\n\n\t<<set $combat.isInitializing = false>>\n\n\t<<set SaveSystem.save(0)>>\n\n\t<<if $debug>>\n\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\t<div class='Combat_AlertText'>\n\t\t<<if $isAmbush>>Ambushed!\n\t\t<<else>>Combat!\n\t\t<</if>>\n\t</div>\n<</nobr>>
<<nobr>>\n\n\t/% persist draw info %/\n\t<<if $combat.actions.length gt 0>>\n\t\t<<set $maindrawn = $combat.moveMain.drawn>>\n\t\t<<set $backupdrawn = $combat.moveSecondary.drawn>>\n\t\t<<set $knifedrawn = $combat.moveMelee.drawn>>\n\t<<else>>\n\t\t<<set $maindrawn = false>>\n\t\t<<set $backupdrawn = false>>\n\t\t<<set $knifedrawn = false>>\n\t<</if>>\n\n\n\t<<set $getStatsFor = $equip.rifle.name>>\n\t<<display 'getWeaponStats'>>\n\t<<set $combat.moveMain = $returnedStats>>\n\n\t<<set $getStatsFor = $equip.pistol.name>>\n\t<<display 'getWeaponStats'>>\n\t<<set $combat.moveSecondary = $returnedStats>>\n\n\t<<if $equip.clothes eq "Power Armor">>\n\t\t<<set $getStatsFor = "Power Fist">>\n\t\t<<display 'getWeaponStats'>>\n\t\t<<set $combat.moveMelee = $returnedStats>>\n\t<<else>>\n\t\t<<set $getStatsFor = $equip.knife>>\n\t\t<<display 'getWeaponStats'>>\n\t\t<<set $combat.moveMelee = $returnedStats>>\n\n\t\t<<if $equip.offhand.contains("cyberarm")>>\n\t\t\t<<set $combat.moveMelee = {\n\t\t\t\ttype: "fireDirect",\n\t\t\t\tammo: "powerfist",\n\t\t\t\tisBreechLoaded: false,\n\t\t\t\tdrawn: $knifedrawn,\n\t\t\t\tswitchPenalty: 0.05,\n\t\t\t\taccuracy: 0.65,\n\t\t\t\tshotsperkill: 1,\n\t\t\t\tmagazine: 1,\n\t\t\t\thitspershot: 1,\n\t\t\t\tarmorpen: (2 + $returnedStats.armorpen),\n\t\t\t\tshieldpen: (2 + $returnedStats.shieldpen),\n\t\t\t\tshieldchance: $returnedStats.shieldchance,\n\t\t\t\tparrychance: 0,\n\t\t\t\tcoverchance: 0,\n\t\t\t\telemental: "shock",\n\t\t\t}>>\n\t\t<<elseif $equip.offhand.contains("abomclaw") and $combat.enemy.isOrganic and ($equip.isConcealing eq false or $equip.isFleshMold)>>\n\t\t\t<<set $combat.moveMelee = {\n\t\t\t\ttype: "fireDirect",\n\t\t\t\tammo: "melee",\n\t\t\t\tisBreechLoaded: false,\n\t\t\t\tdrawn: $knifedrawn,\n\t\t\t\tswitchPenalty: 0.025,\n\t\t\t\taccuracy: 0.7,\n\t\t\t\tshotsperkill: 1,\n\t\t\t\tmagazine: 1,\n\t\t\t\thitspershot: 1,\n\t\t\t\tarmorpen: $returnedStats.armorpen,\n\t\t\t\tshieldpen: $returnedStats.shieldpen,\n\t\t\t\tshieldchance: $returnedStats.shieldchance,\n\t\t\t\tparrychance: 0,\n\t\t\t\tcoverchance: 0,\n\t\t\t\telemental: "none",\n\t\t\t}>>\n\n\t\t\t<<if $attrib.bioAugModifier gte 1>>\n\t\t\t\t<<set $combat.moveMelee.elemental = "toxin">>\n\t\t\t<</if>>\n\t\t<<elseif $equip.offhand.contains("featherarm") >>\n\t\t\t<<set $combat.moveMelee = {\n\t\t\t\ttype: "fireDirect",\n\t\t\t\tammo: "powerfist",\n\t\t\t\tisBreechLoaded: false,\n\t\t\t\tdrawn: $knifedrawn,\n\t\t\t\tswitchPenalty: 0.05,\n\t\t\t\taccuracy: 0.85,\n\t\t\t\tshotsperkill: 1,\n\t\t\t\tmagazine: 1,\n\t\t\t\thitspershot: 1,\n\t\t\t\tarmorpen: (2 + $returnedStats.armorpen),\n\t\t\t\tshieldpen: (2 + $returnedStats.shieldpen),\n\t\t\t\tshieldchance: $returnedStats.shieldchance,\n\t\t\t\tparrychance: 0,\n\t\t\t\tcoverchance: 0,\n\t\t\t\telemental: "none",\n\t\t\t}>>\n\n\t\t\t<<if $attrib.bioAugModifier gte 1>>\n\t\t\t\t<<set $combat.moveMelee.elemental = "toxin">>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $equip.pistol.name neq "none" and ($combat.moveSecondary.ammo eq "9mm" or $combat.moveSecondary.ammo eq "9mm_hyper") and $equip.pistol.ammo lt $combat.moveSecondary.magazine>>\n\t\t<<set $combat.moveSecondary.magazine = $equip.pistol.ammo>>\n\t<</if>>\n\t\n\t<<if $equip.rifle.name neq "none" and ($combat.moveMain.ammo eq "9mm" or $combat.moveMain.ammo eq "9mm_hyper") and $equip.pistol.ammo lt $combat.moveMain.magazine and $equip.rifle.name neq "DRUG">>\n\t\t<<set $combat.moveMain.magazine = $equip.pistol.ammo>>\n\t<</if>>\n\n\t<<unset $knifedrawn, $backupdrawn, $maindrawn>>\n\n<</nobr>>
<<nobr>>\n\t<center><span class='redcolor'>- You have Died -</span></center>\n\t<<if $hud.hardCoreMode>>\n\t\t<div class='CombatUI_PlayerIcon CombatUI_PlayerIcon_DieOption CombatUI_PlayerIcon_Disabled'>\n\t\t\tFailure\n\t\t</div>\n\t<<elseif not SaveSystem.has(0)>>\n\t\t<div class='CombatUI_PlayerIcon CombatUI_PlayerIcon_DieOption CombatUI_PlayerIcon_Disabled'>\n\t\t\tMissing Save\n\t\t</div>\n\t<<else>>\n\t\t<div class='CombatUI_PlayerIcon CombatUI_PlayerIcon_DieOption'>\n\t\t\tRetry\n\t\t\t<<click ''>>\n\t\t\t\t<<script>>\n\t\t\t\t\tSaveSystem.load(0);\n\t\t\t\t<</script>>\n\t\t\t<</click>>\n\t\t</div>\n\t<</if>>\n\n\t<<if $combatArenaTraining>>\n\t\t<div class='CombatUI_PlayerIcon CombatUI_PlayerIcon_DieOption'>\n\t\t\tEnd Simulation\n\t\t\t<<click '' $combat.player.continue>>\n\t\t\t\t<<set $equip = $storedGear>>\n\t\t\t\t<<set $attrib = $storedAttrib>>\n\n\t\t\t\t<<set $isAmbush = false>>\n\t\t\t\t<<set $hud.combatUIScrewLevel = 0>>\n\n\t\t\t\t<<unset $storedGear>>\n\t\t\t\t<<unset $storedAttrib>>\n\n\t\t\t\t<<set $processed = false>>\n\t\t\t\t<<set $action.arrive = "fromFail">>\n\t\t\t\t<<set $combatArenaTraining = false>>\n\t\t\t\t<<set $hud.currentScreen = "none"; playContextSound("ui_blip");>>\t\t\t\t\n\t\t\t<</click>>\n\t\t</div>\n\t<<else>>\n\t\t<<if SaveSystem.hasAuto()>>\n\t\t\t<div class='CombatUI_PlayerIcon CombatUI_PlayerIcon_DieOption'>\n\t\t\t\tLoad Autosave\n\t\t\t\t<<click ''>>\t\n\t\t\t\t\t<<set playContextSound("ui_blip")>>\n\t\t\t\t\t<<script>>\n\t\t\t\t\t\tSaveSystem.loadAuto();\n\t\t\t\t\t<</script>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t<div class='CombatUI_PlayerIcon CombatUI_PlayerIcon_DieOption CombatUI_PlayerIcon_Disabled'>\n\t\t\tNo Autosave\n\t\t</div>\n\t\t<</if>>\n\t<</if>>\n\t<div class='CombatUI_PlayerIcon CombatUI_PlayerIcon_DieOption'>\n\t\tMain Menu\n\t\t<<click ''>>\n\t\t\t<<set playContextSound("ui_blip")>>\n\t\t\t<<script>>\n\t\t\t\tstate.restart();\n\t\t\t<</script>>\n\t\t<</click>>\n\t</div>\n<</nobr>>
<<nobr>>\n\t<<set $random = (Math.random() + 0.01)>>\n\n\t<center><span class='bluecolor'>- You are Victorious -</span></center>\n\t<<if $combat.enemy.lootType and not $combatArenaTraining and not $combatIsArena and not $combat.didScavenge>>\n\t\t<div class='CombatUI_PlayerIcon CombatUI_PlayerIcon_HalfWidth' style='float: left;'>\n\t\t\tLower your Weapon\n\t\t\t<<if not $combat.didWraithRes and ($combat.enemy.name eq "wraith" or $combat.enemy.name eq "banshee") and $random lt 0.75>>\n\t\t\t\t<<display 'combatLowerWeaponButtonFake'>>\n\t\t\t<<else>>\n\t\t\t\t<<display 'combatLowerWeaponButton'>>\n\t\t\t<</if>>\n\t\t</div>\n\t\t\n\t\t<div class='CombatUI_PlayerIcon CombatUI_PlayerIcon_HalfWidth' style='float: right;'>\n\t\t\t<<if $combat.enemy.isMachine>>\n\t\t\t\tScavenge for Parts\n\t\t\t<<else>>\n\t\t\t\tTake a Sample\n\t\t\t<</if>>\n\t\t\t<<if not $combat.didWraithRes and ($combat.enemy.name eq "wraith" or $combat.enemy.name eq "banshee") and $random lt 0.75>>\n\t\t\t\t<<display 'combatLowerWeaponButtonFake'>>\n\t\t\t<<else>>\n\t\t\t\t<<display 'combatScavengeButton'>>\n\t\t\t<</if>>\n\t\t</div>\t\t\n\t<<else>>\n\t\t<div class='CombatUI_PlayerIcon CombatUI_PlayerIcon_FullWidth'>\n\t\t\tLower your Weapon\n\t\t\t<<if not $combat.didWraithRes and ($combat.enemy.name eq "wraith" or $combat.enemy.name eq "banshee") and $random lt 0.75>>\n\t\t\t\t<<display 'combatLowerWeaponButtonFake'>>\n\t\t\t<<else>>\n\t\t\t\t<<display 'combatLowerWeaponButton'>>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<click ''>>\n\t<<if $random lt 0.15>>\n\t\t<<if $combat.enemy.isMachine>>\n\t\t\t<<set playContextSound("ui_shock");>>\n\t\t<<else>>\n\t\t\t<<set playContextSound("ui_attack_melee");>>\n\t\t<</if>>\n\n\t\t<<replace '#ui-combat-actionarea'>>\n\t\t\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t\t\t<div class='Combat_AlertText'>\n\t\t\t\t\t<span class='orangecolor'>Scavenge...</span>\n\t\t\t\t</div>\n\t\t\t\tYou crouch down and try to <<if $combat.enemy.isMachine>>scavenge<<else>>take a sample<</if>> from the <<print $combat.enemy.name>> but all you manage to do is <<if $combat.enemy.isMachine>>touch something which causes a massive and incredibly painful shock.<<else>>gash yourself on something nasty.<</if>>\n\n\t\t\t\t<<if $combat.enemy.isMachine>>\n\t\t\t\t\t<<set $attrib.fatigue += 50>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $attrib.toxicity += 50>>\n\t\t\t\t\t<<if $attrib.toxicity gte 75>>\n\t\t\t\t\t\t<<set $attrib.toxicity += 15>>\n\t\t\t\t\t\t<<set $attrib.infected = true>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<</replace>>\n\t<<else>>\n\t\t<<if not $equip.inventory.contains($combat.enemy.lootType)>>\n\t\t\t<<set $equip.inventory.push($combat.enemy.lootType)>>\n\t\t\t<<set $equip.inventoryQuantity.push(0)>>\n\t\t<</if>>\n\n\t\t<<for $i=0; $i lt $equip.inventory.length; $i++>>\n\t\t\t<<if $equip.inventory[$i] eq $combat.enemy.lootType>>\n\t\t\t\t<<if $inztinct.learnedSkills.contains("skill_edenite_7")>>\n\t\t\t\t\t<<set $equip.inventoryQuantity[$i] += 2>>\n\t\t\t\t<<elseif $inztinct.learnedSkills.contains("skill_atheist_0") and $combat.enemy.isAbomination>>\n\t\t\t\t\t<<set $equip.inventoryQuantity[$i] += 2>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $equip.inventoryQuantity[$i] += 1>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</for>>\t\n\n\t\t<<if $inztinct.learnedSkills.contains("skill_warsmith_10")>>\n\t\t\t<<set $creditrecycled = Math.round(200 + (31 * $inztinct.affinity * ($attrib.dilligence * 0.01)))>>\n\t\t\t<<if $combat.enemy.isAdvMachine>>\n\t\t\t\t<<set $creditrecycled += 250>>\n\t\t\t<</if>>\n\t\t\t<<if $combat.enemy.isOldWorldMachine>>\n\t\t\t\t<<set $creditrecycled += 250>>\n\t\t\t<</if>>\t\t\t\n\t\t\t\n\t\t\t<<set $attrib.credits += $creditrecycled; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp")>>\n\t\t<</if>>\n\n\t\t<<if $random lt 0.5>>\n\t\t\t<<replace '#ui-combat-actionarea'>>\n\t\t\t\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t\t\t\t<div class='Combat_AlertText'>\n\t\t\t\t\t\t<span class='orangecolor'>Scavenge...</span>\n\t\t\t\t\t</div>\n\t\t\t\t\tYou crouch down and <<if $combat.enemy.isMachine>>scavenge<<else>>take a<</if>> <<print $localizer[$hud.currentLanguageCode][$combat.enemy.lootType]>> from the <<print $combat.enemy.name>>.\n\t\t\t\t</div>\n\t\t\t<</replace>>\t\t\t\n\t\t<<else>>\n\t\t\t<<replace '#ui-combat-actionarea'>>\n\t\t\t\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t\t\t\t<div class='Combat_AlertText'>\n\t\t\t\t\t\t<span class='orangecolor'>Scavenge...</span>\n\t\t\t\t\t</div>\n\t\t\t\t\tYou crouch down and <<if $combat.enemy.isMachine>>scavenge<<else>>take a<</if>> <<print $localizer[$hud.currentLanguageCode][$combat.enemy.lootType]>> from the <<print $combat.enemy.name>>. Unfortunately, you <<if $combat.enemy.isMachine>>touch something which causes a massive and incredibly painful shock<<else>>gash yourself on something nasty<</if>> in the process.\n\t\t\t\t</div>\n\t\t\t<</replace>>\t\t\n\t\t\t<<if $combat.enemy.isMachine>>\n\t\t\t\t<<set playContextSound("ui_shock");>>\n\t\t\t<<else>>\n\t\t\t\t<<set playContextSound("ui_attack_melee");>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<replace '#hud-notification-pane'>>\n\t\t\t<<set $aquireTitle = "Scavenged...">>\n\t\t\t<<set $aquireText = $localizer[$hud.currentLanguageCode][$combat.enemy.lootType]>>\n\t\t\t<<set $aquireImage = $combat.enemy.lootType>>\n\t\t\t<<display 'UI_AquireItem'>>\n\t\t<</replace>>\n\t<</if>>\n\n\t<<set $combat.didScavenge = true>>\n\n\t<<set window.setTimeout(doCombatTimedProcess, 85, "doActionResetUI");>>\t\n<</click>>
/% wraith ressurect logic %/\n<<click ''>>\n\t<<set $combat.didWraithRes = true>>\n\t<<set $combat.enemy.alive = $combat.enemy.total>>\n\t<<set $combat.enemy.killed = 0>>\n\t<<set $combat.enemy.armor = $combat.enemy.maxarmor>>\n\n\t<<replace '#ui-combat-actionarea'>>\n\t\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t\t<div class='Combat_AlertText'>\n\t\t\t\t<span class='orangecolor'>Revenant...</span>\n\t\t\t</div>\n\t\t\tYou are about to lower your weapon when the <<print $combat.enemy.name>> rises from the ashes...\n\t\t</div>\n\t<</replace>>\n\n\t<<replace '#ui-combat-enemyarea'>>\n\t\t<<display 'Combat_EnemyList'>>\n\t<</replace>>\n\n\t<<replace '#ui-combat-playerarea'>>\n\t\t<<display 'Combat_PlayerOptions'>>\n\t<</replace>>\n\n\t<<set window.setTimeout(doCombatTimedProcess, 85, "doActionResetUI");>>\n<</click>>
/% regular battles %/\n<<click '' $combat.player.continue>>\n\t<<set playContextSound("ui_reload_complex")>>\n\t<<set $hud.combatUIScrewLevel = 0>>\n\t<<set $isAmbush = false>>\n\n\t<<if not $combatArenaTraining>>\n\t\t<<set $attrib.fatigue += 1>>\n\n\t\t<<set $attrib.violence += $combat.bonus.postCombatViolence>>\n\t\t<<set $attrib.caution += $combat.bonus.postCombatCaution>>\n\t\t<<set $attrib.toxicity += $combat.bonus.postCombatToxic>>\n\t\t<<set $attrib.fatigue += $combat.bonus.postCombatFatigue>>\n\n\t\t<<if ($time.lastbattle + 6) gte $time.active>>\n\t\t\t<<set $attrib.stress += 2>>\n\t\t<<elseif ($time.lastbattle + 12) gte $time.active>>\n\t\t\t<<set $attrib.stress += 1>>\n\t\t<</if>>\n\n\t\t<<set $time.lastbattle = $time.active>>\n\n\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t/% always take a little exo damage, but never more than +3 per round %/\n\t\t\t<<set $equip.persistentExoHits += 1>>\n\n\t\t\t<<if $combat.armorhits gt 4>>\n\t\t\t\t<<set $equip.persistentExoHits += 2>>\n\t\t\t<<elseif $combat.armorhits gt 2>>\n\t\t\t\t<<set $equip.persistentExoHits += 1>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t/% addtnl fatigue & implant stuff %/\n\t\t<<if $equip.isCybernetic and not $gameworld_modifiers.hasCyberneticFatigueOverride>>\n\t\t\t<<set $attrib.fatigue += 3>>\n\t\t<<elseif $equip.offhand.contains("meleeplant")>>\n\t\t\t<<set $attrib.fatigue += 1>>\n\t\t<</if>>\n\n\t\t<<if not $gameworld_modifiers.hasArmorFatigueOverride>>\n\t\t\t<<if $equip.isHeavyArmor>>\n\t\t\t\t<<set $attrib.fatigue += 3>>\n\t\t\t<<elseif $attrib.armortype eq "armored">>\n\t\t\t\t<<set $attrib.fatigue += 1>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t/% do addiction chesk %/\n\t\t<<set $addictionthresshold = 100>>\n\t\t<<set $maxaddict = 50>>\n\t\t<<set $addictionthresshold -= ($statistics.drugsUsed + $statistics.drugs_noncombatUsed)>>\n\t\t<<set $addictionthresshold -= ($statistics.drugs_rangedUsed * 3)>>\n\t\t<<set $addictionthresshold -= ($statistics.drugs_meleeUsed * 5)>>\n\t\t<<set $addictionthresshold -= ($statistics.drugs_abomUsed * 10)>>\n\n\t\t<<if $equip.offhand.contains("detoxifier")>>\n\t\t\t<<set $maxaddict *= 1.25>>\n\t\t<</if>>\n\n\t\t<<if $equip.isPartyOutfit>>\n\t\t\t<<set $maxaddict *= 1.1>>\n\t\t<</if>>\n\n\t\t<<if $inztinct.learnedSkills.contains("skill_forsaken_11")>>\n\t\t\t<<set $maxaddict *= 1.5>>\n\t\t<</if>>\n\n\t\t/% after using too much, getting addicted is easier %/\n\t\t<<if $statistics.drugsUsed gt 10>>\n\t\t\t<<set $maxaddict *= 0.6>>\n\t\t<</if>>\n\t\n\t\t<<if $combat.usedBioChems gt 1>>\n\t\t\t<<set $maxaddict *= 0.6>>\n\t\t<</if>>\n\n\t\t<<set $addictionthresshold = Math.max($addictionthresshold, $maxaddict)>> \n\n\t\t<<if $combat.usedBioChems gt 0>>\n\t\t\t<<if $attrib.toxicity gte $addictionthresshold>>\n\t\t\t\t<<set $attrib.addicted = true>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<set $didSalvage = false>>\n\n\t\t<<if $combat.yankedWeapon neq "none">>\n\t\t\t<<set $equip.rifle.name = $combat.yankedWeapon>>\n\t\t\t<<set $salvagedType = $combat.yankedWeapon>>\n\t\t\t<<set $salvagedTypeImg = $combat.yankedWeapon.toLowerCase()>>\n\t\t\t<<set $didSalvage = true>>\n\t\t<</if>>\n\n\t\t<<display 'doCheckTypes'>>\n\n\t\t<<if $inztinct.learnedSkills.contains("skill_forsaken_4") and $combat.viroDiskThrown gt 0 and $didSalvage eq false>>\n\t\t\t/% virodisc recovery %/\n\n\t\t\t<<if $random lt 0.5>>\n\t\t\t\t<<if $equip.item1 eq "none">>\n\t\t\t\t\t<<set $equip.item1 = "ViroDisc">>\n\t\t\t\t<<elseif $equip.item2 eq "none">>\n\t\t\t\t\t<<set $equip.item2 = "ViroDisc">>\n\t\t\t\t<</if>>\n\t\t\t\t<<set $salvagedType = "ViroDisc">>\n\t\t\t\t<<set $salvagedTypeImg = "virodisc">>\n\t\t\t\t<<set $didSalvage = true>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t\t\n\t\t<<if ($inztinct.learnedSkills.contains("skill_cyber_5") or $inztinct.learnedSkills.contains("skill_warsmith_10")) and ($combat.shieldDiskThrown gt 0 or $combat.viroDiskThrown gt 0 or $combat.dazzleDiskThrown gt 0) and $didSalvage eq false>>\n\t\t\t<<set $salvagedType = "">>\n\t\t\t<<set $salvagedTypeImg = "">>\n\n\t\t\t<<if $random lt 0.5 and $combat.shieldDiskThrown gt 0>>\n\t\t\t\t/% arcdisk recovery %/\n\t\t\t\t<<if $equip.item1 eq "none">>\n\t\t\t\t\t<<set $equip.item1 = "ArcDisc">>\n\t\t\t\t<<elseif $equip.item2 eq "none">>\n\t\t\t\t\t<<set $equip.item2 = "ArcDisc">>\n\t\t\t\t<</if>>\n\t\t\t\t<<set $salvagedType = "ArcDisc">>\n\t\t\t\t<<set $salvagedTypeImg = "arcdisc">>\n\t\t\t\t<<set $didSalvage = true>>\n\t\t\t<<elseif $random lt 0.4 and $combat.viroDiskThrown gt 0>>\n\t\t\t\t/% virodisc recovery %/\n\t\t\t\t<<if $equip.item1 eq "none">>\n\t\t\t\t\t<<set $equip.item1 = "ViroDisc">>\n\t\t\t\t<<elseif $equip.item2 eq "none">>\n\t\t\t\t\t<<set $equip.item2 = "ViroDisc">>\n\t\t\t\t<</if>>\n\t\t\t\t<<set $salvagedType = "ViroDisc">>\n\t\t\t\t<<set $salvagedTypeImg = "virodisc">>\n\t\t\t\t<<set $didSalvage = true>>\n\t\t\t<<elseif $combat.dazzleDiskThrown gt 0>>\n\t\t\t\t/% holodisc recovery %/\n\t\t\t\t<<if $equip.item1 eq "none">>\n\t\t\t\t\t<<set $equip.item1 = "HoloDisc">>\n\t\t\t\t<<elseif $equip.item2 eq "none">>\n\t\t\t\t\t<<set $equip.item2 = "HoloDisc">>\n\t\t\t\t<</if>>\n\t\t\t\t<<set $salvagedType = "HoloDisc">>\n\t\t\t\t<<set $salvagedTypeImg = "holodisc">>\n\t\t\t\t<<set $didSalvage = true>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<if not $inztinct.learnedSkills.contains("skill_forsaken_2") and $combat.shieldDiskThrown gt 0 and $random lt 0.7 and $didSalvage eq false>>\n\t\t\t/% arcdisk recovery %/\n\t\t\t<<if $equip.item1 eq "none">>\n\t\t\t\t<<set $equip.item1 = "ArcDisc">>\n\t\t\t<<elseif $equip.item2 eq "none">>\n\t\t\t\t<<set $equip.item2 = "ArcDisc">>\n\t\t\t<</if>>\n\t\t\t<<set $salvagedType = "ArcDisc">>\n\t\t\t<<set $salvagedTypeImg = "arcdisc">>\n\t\t\t<<set $didSalvage = true>>\n\t\t<</if>>\n\n\t\t<<if $didSalvage>>\n\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t<<set $aquireTitle = "Salvaged">>\n\t\t\t\t<<set $aquireText = $salvagedType>>\n\t\t\t\t<<set $aquireImage = $salvagedTypeImg>>\n\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t<</replace>>\n\t\t\t<<set $didSalvage = false>>\n\t\t<</if>>\n\t<<else>>\n\t\t<<set $equip = $storedGear>>\n\t\t<<set $attrib = $storedAttrib>>\n\t\t<<set $action.arrive = "fromWin">>\n\n\t\t<<unset $storedGear>>\n\t\t<<unset $storedAttrib>>\n\t<</if>>\n\n\t<<set $processed = false>>\n\t<<set $combatArenaTraining = false>>\n\t<<set $combatIsArena = false>>\n\t<<set $hud.currentScreen = "none">>\n<</click>>
<<nobr>>\n\t<<set $statistics.overalKills += 1>>\n\n\t<<if $combat.enemy.isOrganic>>\n\t\t<<set $statistics.organicKilled += 1>>\n\t<</if>>\n\n\t<<if $combat.enemy.isXenos or $combat.enemy.isAbomination>>\n\t\t<<if $combat.enemy.isAbomination>>\n\t\t\t<<set $statistics.abominationKilled += 1>>\n\t\t<<else>>\n\t\t\t<<set $statistics.xenofaunaKilled += 1>>\n\t\t<</if>>\n\n\t\t<<if $combat.enemy.isImposing >>\n\t\t\t<<set $statistics.abom_imposingKilled += 1>>\n\t\t<</if>>\n\t\t<<if $combat.enemy.isElusive >>\n\t\t\t<<set $statistics.abom_elusiveKilled += 1>>\n\t\t<</if>>\n\t\t<<if $combat.enemy.isUniqueAbom>>\n\t\t\t<<set $statistics.abom_uniqueKilled += 1>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $combat.enemy.isHuman>>\n\t\t<<set $statistics.humanKilled += 1>>\n\t<</if>>\n\n\t<<if $combat.enemy.isMachine>>\n\t\t<<set $statistics.machineKilled += 1>>\n\t\t<<if $combat.enemy.isAdvMachine>>\n\t\t\t<<set $statistics.machine_advKilled += 1>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_warsmith_4") and $equip.isPlasmaCaster>>\n\t\t<<if $random lte 50>>\n\t\t\t<<set $equip.charge += Math.ceil(4.5 * $inztinct.affinity); window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $attrib.armortype eq "unarmored">>\n\t\t<<set $statistics.combatUnarmored += 1>>\n\t<<elseif $attrib.armortype eq "armored">>\n\t\t<<set $statistics.combatArmored += 1>>\n\t\t<<if $equip.isHeavyArmor>>\n\t\t\t<<set $statistics.combatHeavyArmor += 1>>\n\t\t<</if>>\n\t<<elseif $attrib.armortype eq "protected">>\n\t\t<<set $statistics.combatProtected += 1>>\n\t<</if>>\n\n\t<<if $equip.isHeavyWeapon>>\n\t\t<<set $statistics.combatHeavyWeapon += 1>>\n\t<</if>>\n\n\t<<set $statistics.nineMillFired += $combat.ninemmFired >>\n\t<<set $statistics.boltScatterFired += $combat.scatterFired>>\n\t<<set $statistics.boltTunstenFired += $combat.tungstenFired>>\n\t<<set $statistics.boltConductiveFired += $combat.conductiveFired>>\n\t<<set $statistics.boltToxinFired += $combat.toxinFired>>\n\t<<set $statistics.meleeDone += $combat.meleeAttacks>>\n\t<<set $statistics.nukeGunUsed += $combat.nukeFired>>\n\n\t<<if $combat.enemy.isAbomination>>\n\t\t/% abom hunting privileges %/\n\t\t<<if $combat.enemy.isElusive and ($attrib.religion eq "edenite" or $attrib.religion eq "atheist")>>\n\t\t\t<<set $attrib.dilligence += 2>>\n\t\t<<elseif $attrib.religion neq "visionary">>\n\t\t\t<<set $attrib.dilligence += 1>>\n\t\t<</if>>\n\n\t\t<<if $attrib.religion neq "edenite" and $attrib.religion neq "atheist">>\n\t\t\t<<set $attrib.stress += 1>>\n\t\t<</if>>\n\t<<else>>\n\t\t/% all combat provides small dilligence boost %/\n\t\t<<set $attrib.dilligence += 1>>\n\t\t<<set $attrib.stress += 1>>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive - 1]>>\n\t<</if>>\n\n\t<<if $combat.actions[$index].action eq "firePrimary">>\n\t\t<<set $template = $combat.moveMain>>\n\t<<elseif $combat.actions[$index].action eq "fireSecondary">>\n\t\t<<set $template = $combat.moveSecondary>>\n\t<<elseif $combat.actions[$index].action eq "tryMelee">>\n\t\t<<set $template = $combat.moveMelee>>\n\t<</if>>\n\n\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t<<if $combat.actions[$index].action eq "tryMelee">>\n\t\t\tYour charge comes unexpectedly and the <<print $name>> fail<<if $combat.enemy.alive eq 1>>s<</if>> to react in time.\n\t\t<<else>>\n\t\t\tBefore the <<print $name>> can react, you dodge.\n\t\t\t<<if $combat.specialEnemyState eq "doShieldBuff">>\n\t\t\t\t<<if $combat.enemy.hasFrictionShield>>Friction shields buzz angrily\n\t\t\t\t<<else>>Arc shields crackle\n\t\t\t\t<</if>> as the <<print $name>> recharge<<if $combat.enemy.alive eq 1>>s<</if>>.\n\t\t\t<<elseif $combat.specialEnemyState eq "throwArcDisc">>Electricity crackles as the <<print $name>> deploy<<if $combat.enemy.alive eq 1>>s<</if>> an ArcDrone.\n\t\t\t<<elseif $combat.specialEnemyState eq "takeCover">>The <<print $name>> sieze<<if $combat.enemy.alive eq 1>>s<</if>> the oppertunity to take cover.\n\t\t\t<</if>>\n\t\t<</if>>\n\t<<else>>\n\t\tBefore the <<print $name>> can react, you run for a better position.\n\t\t<<if $combat.specialEnemyState eq "doShieldBuff">>\n\t\t\t<<if $combat.enemy.hasFrictionShield>>Friction shields buzz angrily\n\t\t\t<<else>>Arc shields crackle\n\t\t\t<</if>> as the <<print $name>> recharge<<if $combat.enemy.alive eq 1>>s<</if>>.\n\t\t<<elseif $combat.specialEnemyState eq "throwArcDisc">>Electricity crackles as the <<print $name>> deploy<<if $combat.enemy.alive eq 1>>s<</if>> an ArcDrone.\n\t\t<<elseif $combat.specialEnemyState eq "takeCover">>The <<print $name>> sieze<<if $combat.enemy.alive eq 1>>s<</if>> the oppertunity to take cover.\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>>
/* #################################### */\n/* SKILLS */\n/* #################################### */\n.HUD_SkillsScreen {\n\twidth: 100%;\n}\n\n.HUD_SkillsScreen:after {\n\tcontent:"";\n\tdisplay:block;\n\tclear:both;\n}\n\n.HUD_SkillContainer {\n\tfloat: left;\n\twidth: 33%;\n\tmargin-left: auto;\n\tmargin-right: auto;\n}\n\n.HUD_SkillsAttuneArea {\n\tfloat: right;\n\ttext-align:center;\n\tmargin-top: 0px;\n\twidth: 150px;\n\tmargin-bottom: 0px;\n\tborder-style: solid;\n\tborder-width: 2px;\n\tborder-color: #313131;\n\tborder-radius: 10px;\n\tbackground-color: black;\n\tfont-size: 0.9em;\n\n\ttransform: perspective( 600px ) translateY(-20px) scale(1, 1);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.HUD_SkillsAttuneArea img {\n\twidth: 5px;\n}\n\n.HUD_SkillsMemoryArea {\n\ttext-align:center;\n\tmargin-top: 0px;\n\twidth: 150px;\n\tmargin-bottom: 0px;\n\tborder-style: solid;\n\tborder-width: 2px;\n\tborder-color: #313131;\n\tborder-radius: 10px;\n\tbackground-color: black;\n\tfont-size: 0.9em;\n\n\ttransform: perspective( 600px ) translateY(-20px) scale(1, 1);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.HUD_SkillMemory_FlashDown {\n\ttransform: perspective( 600px ) translate3d(0, -20px, 0) rotateZ(0deg) scale(0.8, 0.8);\n\ttransition: transform 0.3s ease 0s;\n}\n\n.HUD_SkillInfoArea {\n\ttext-align: left;\n\tcolor: #c1c1c1;\n\tmargin-bottom: 16px;\n\tmin-height: 12vh;\n\tfont-size: 0.9em;\n\tpadding: 4px;\n\twidth: 98%;\n\tmargin-left: auto;\n\tmargin-right: auto;\n\ttransition: all 0.5s ease 0s;\n}\n\n.experiencetext {\n\tcolor: #486b71;\n}\n\n.HUD_SkillTreeTitle hr {\n\tbackground-color: #486b71;\n}\n\n.HUD_SkillTreeTitle {\n\ttext-align: center;\n\twidth: 100%;\n\tfont-size: 1.1em;\n\tmargin-bottom: 2px;\n}\n\n.SkillTitle {\n\tcolor: #efd12d;\n\ttext-align: center;\n\twidth: 100%;\n\tfont-size: 1.1em;\n\tmargin-bottom: 2px;\n}\n\n.HUD_SkillAssignButton {\n\ttext-align: center;\n\tmargin-left: auto;\n\tmargin-right: auto;\n\twidth: 60%;\n\tbackground-color: black;\n\tpadding: 3px;\n\n\tborder: 2px solid #4f8bae;\n\tborder-radius: 5px;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n\n\ttransform: perspective( 600px ) translateY(15px);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.HUD_SkillAssignButton a {\n\t position:absolute; \n\t width:100%;\n\t height:100%;\n\t top:0;\n\t left: 0;\n\n\t /* edit: added z-index */\n\t z-index: 1;\n}\n\n.HUD_SkillAssignButton:hover {\n\tborder-color: #ffe17b;\n}\n\n.HUD_SkillButtonDisabled {\n\tborder-color: #3f3f3f;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n}\n\n.HUD_SkillButtonDisabled:hover {\n\tborder-color: #575757;\n}\n\n.HUD_SkillButtonActive {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_green.png");\n\tborder-color: #16d03d;\n}\n\n.HUD_SkillButtonActive:hover {\n\tborder-color: #16d03d;\n}\n\n\n.SkillText {\n\twidth: 100%;\n\tfont-size: 0.9em;\n\tmargin-bottom: 2px;\n}\n\n.SkillText_Required {\n\tcolor: red;\n}\n\n.SkillText_Granted {\n\t color: #6bee6b;\n}\n\n.SkillText_Bonus, .SkillText_Bonus_Flat {\n\tfont-weight: bold;\n\tcolor: #7ff9ff;\n}\n\n.SkillText_Bonus_Flat {\n\tcolor: #a6771d;\n}\n\n.HUD_SkillIcon {\n\tpadding: 4px;\n\tposition: relative;\n\twidth: 30%;\n\ttext-align:center;\n\tmargin-left: auto;\n\tmargin-right: auto;\n\tmargin-top: 6px;\n\tmargin-bottom: 6px;\n\tborder-style: solid;\n\tborder-width: 2px;\n\tborder-color: #313131;\n\tborder-radius: 5px;\n\tfont-size: 0em;\n\n\ttransform: perspective( 600px ) scale(0.95);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.HUD_SkillIcon img {\n\tmargin: 3px;\n\twidth: auto;\n\theight: auto;\n\tmax-width: 100%;\n\tmax-height: auto;\n\n\tmargin-left: auto;\n\tmargin-right: auto;\n}\n\n.HUD_SkillIcon a {\n\t position:absolute; \n\t width:100%;\n\t height:100%;\n\t top:0;\n\t left: 0;\n\n\t /* edit: added z-index */\n\t z-index: 1;\n}\n\n.HUD_SkillIcon:hover {\n\tborder-color: #4e4e4e;\n}\n\n.HUD_SkillViewed {\n\ttransform: perspective( 600px ) scale(1);\n\ttransition: transform 0.5s ease 0s;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_yellow.png");\n\tborder-color: #efd12d;\n}\n\n.HUD_SkillViewed:hover {\n\tborder-color: #efd12d;\n}\n\n.HUD_SkillUnlocked {\n\ttransform: perspective( 600px ) scale(1);\n\ttransition: transform 0.5s ease 0s;\n\tborder-color: #19746D;\n\tcolor: #23aea9;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n}\n\n.HUD_SkillUnlocked:hover {\n\tborder-color: #30a498;\n\tcolor: #a9ae23;\t\n}\n\n.HUD_SkillChosen {\n\ttransform: perspective( 600px ) scale(1);\n\ttransition: transform 0.5s ease 0s;\n\tborder-color: #16d03d;\n\tcolor: #c69b33;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_green.png");\n}\n\n.HUD_SkillChosen:hover {\n\tborder-color: #16d03d;\n\tcolor: #c69b33;\n}\n\n@media screen and (max-width: 1024px)\n{\n\t.HUD_SkillsMemoryArea, .HUD_SkillsAttuneArea {\n\t\ttransform: perspective( 600px ) translateY(-15px);\n\t}\n\n\t.HUD_SkillInfoArea {\n\t\tmargin-top: -8px;\n\t}\n\n\t.HUD_SkillInfoArea {\n\t\tmin-height: 16vh;\n\t}\n\n\t.HUD_SkillIcon {\n\t\twidth: 45%;\n\t}\n}\n\n\n/* #################################### */\n/* BASICS */\n/* #################################### */\n\nbody {\n\tbackground-color: #000;\n\t/* This affects the entire page */\n\t\n\t\n}\n\nimg {\n\tfilter: brightness(145%);\n}\n\n.passage {\n\t/* This only affects passages */\n\t\n\t \n}\n.passage a {\n\t/* This affects passage links */\n\tfont-weight: bold;\n\tcolor: #70929b;\n\t\n}\n.passage a:hover {\n\t/* This affects links while the cursor is over them */\n\tcolor: #3ab0cf;\n\ttext-decoration: none;\n}\n\n.agressivecolor {\n color:red;\n font-weight: bold;\n}\n\n.diplomaticcolor {\n color:green;\n font-weight: bold;\n}\n\n.defensivecolor {\n color:turquoise;\n font-weight: bold;\n}\n\n.greencolor {\n color: #6bee6b;\n}\n\n.lgreencolor {\n color: #67bc00;\n}\n\n.yellowcolor {\n color: #f1ce0b;\n}\n\n.redcolor {\n color: #f10b0b;\n}\n\n.orangecolor {\n\tcolor: #ff3600;\n}\n\n.critcolor {\n color:turquoise;\n font-weight: bold;\n}\n\n.doublecritcolor {\n color: #6300bc;\n font-weight: bold;\n}\n\n.tripplecritcolor {\n color: #a47aff;\n font-weight: bold;\n}\n\n.purplecolor {\n color: #f41cb5;/* #bc0085;*/\n}\n\n.pinkcolor {\n\tcolor: #a47aff;\n}\n\n.bluecolor {\n\tcolor: Aqua;\n}\n\n.greyedout {\n color:grey;\n}\n\n.lorangecolor {\n\tcolor: #ffc34f;\n}\n\n.colorbold {\n\tfont-weight: bold;\n}\n.cyberupgradetext {\n color: grey;\n font-size: 0.8em;\n}\n\n.nomoney {\n color:grey;\n font-weight: bold;\n}\n\n.fakelink {\n\tcolor: #4d6ad8;\n\tfont-weight: bold;\n\ttext-decoration: none;\n}\n\n.lrgtext {\n\tfont-size: 0.9em;\n}\n\n.medtext {\n\tfont-size: 0.75em;\n\tpadding: 1em;\n}\n\n.medtext_nopad {\n\tfont-size: 0.85em;\n}\n\n.smalltext {\n\tfont-size: 0.6em;\n}\n\n.footnote {\n\tfont-size: 6pt;\n}\n\n.mailstyle {\n\tfont-size: 10pt;\n}\n\n.attribspan {\n\tfont-size: 1em;\n}\n\n@media screen and (max-width: 1024px)\n{\n\t.attribspan {\n\t\tfont-size: 0.7em;\n\t}\n}\n\n/* COMBAT STYLES */\n\n#ui-combat-enemyarea {\n\tmargin-top: 30px;\n\tmin-height: 10vh;\n\ttext-align: center;\n\tdirection: rtl;\n}\n\n#ui-combat-enemyarea:after {\n\tcontent:"";\n\tdisplay:block;\n\tclear:both;\n}\n\n#ui-combat-actionarea {\n\tmin-height: 24vh;\n\ttext-align: center;\n}\n\n#ui-combat-actionarea:after {\n\tcontent:"";\n\tdisplay:block;\n\tclear:both;\n}\n\n#ui-combat-playerarea {\n\ttop: 66vh;\n\tpadding-top: 1vh;\n\theight: 2vh;\n\ttext-align: center;\n}\n\n#ui-combat-playerarea:after {\n\tcontent:"";\n\tdisplay:block;\n\tclear:both;\n}\n\n.HUD_CombatArmor {\n\twidth: 100%;\n}\n\n.CombatUI_EnemyIcon {\n\tfont-size: 0.8em;\n\ttext-align: center;\n\tpadding: -2px;\n\tborder: 1px solid #8d1616;\n\twidth: auto;\n\theight: auto;\n\tmargin: 1%;\n\tborder-radius: 10px;\n\ttransform: perspective( 600px ) translateY(-30px) translateX(20px);\n\ttransition: transform 0.5s ease 0s;\n\tborder-top: 0;\n\tborder-bottom: 0;\n\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_red.png");\n\tbackground-color: black;\n\n\tdisplay: inline-block;\n}\n\n.CombatUI_OverlayImage img {\n\tposition: absolute;\n\ttop: 0;\n}\n\n.CombatUI_StatusColumn {\n\tdisplay: inline-block;\n\twidth: 100%;\n\theight: 5vh;\n\ttransform: perspective( 600px ) translateY(-20px) translateX(20px);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.CombatUI_StatusIcon {\n\tfont-size: 0.6em;\n\ttext-align: center;\n\tpadding: -2px;\n\tborder: 1px solid #8d1616;\n\twidth: auto;\n\theight: auto;\n\tborder-radius: 10px;\n\tborder-top: 0;\n\tborder-bottom: 0;\n\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_red.png");\n\tbackground-color: black;\n\n\tdisplay: inline-block;\n}\n\n.CombatUI_StatusIconGood {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_green.png");\n\tborder-color: green;\n}\n\n.CombatUI_StatusIcon img {\n\tfloat: left;\n\twidth: auto;\n\theight: auto;\n\tmax-width: auto;\n\tmax-height: 4vh;\n}\n\n\n.ComabUI_DamageEnemy {\n\tanimation-name: combat-enemy-flicker;\n\tanimation-duration: 0.6s;\n\tanimation-iteration-count: 1;\n}\n\n@keyframes combat-enemy-flicker {\n 0% {\n\ttransform: translateY(-30px) translateX(20px); opacity: 0.5; border-color: red;\n }\n 20% {\n\ttransform: translateY(-30px) translateX(20px); translateX(20px); opacity: 1; border-color: red;\n }\n 55% {\n\ttransform: translateY(-30px) translateX(20px); translateX(20px); opacity: 0.7; border-color: #2a2a2a;\n }\n 100% {\n\ttransform: translateY(-30px) translateX(20px); translateX(20px); opacity: 0.85; border-color: #2a2a2a;;\n }\n}\n\n.CombatUI_EnemyIconDead {\n\tborder-color: #2a2a2a;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n}\n\n.CombatUI_AllyIcon {\n\tfloat: left;\n\tborder: 1px solid green;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_green.png");\n\ttransform: perspective( 600px ) translateY(-30px) translateX(-20px);\n}\n\n.CombatUI_EnemyIcon img {\n\tfloat: left;\n\twidth: auto;\n\theight: auto;\n\tmax-width: auto;\n\tmax-height: 16vh;\n}\n\n.CombatUI_StatsContainer {\n\twidth: 100%;\n\ttransform: perspective( 600px ) translateY(-8px) translateX(0px);\n\tdirection: ltr;\n}\n\n.CombatUI_StatsContainer img {\n\tvertical-align: middle;\n\tfloat: none;\n\twidth: 4px;\n\theight: auto;\n}\n\n.PlayerCombatOptionsContainer {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n\tbackground-color: black;\n\tborder: 1px solid #ffe17b;\n\tborder-radius: 10px;\n\tmin-height: 10vh;\n\tmax-height: 10vh;\n\twidth: 100%;\n\tz-index: 2;\n\tpadding: 1%;\n\tmargin-top: 5vh;\n\n\ttransform: perspective( 600px ) translateY(-10px) translateX(0px) scale(1, 1);\n\ttransform-origin: top left;\n\ttransition: all 0.1s ease 0s;\n}\n\n.PlayerCombatOptionsContainer:after {\n\tcontent:"";\n\tdisplay:block;\n\tclear:both;\n}\n\n.CombatTabSelect {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n\tfont-size: 1.2em;\n\tdisplay: inline-block;\n\tborder: 1px solid #4f8bae;\n\tbackground-color: black; \n\tborder-radius: 4px;\n\ttext-align: center;\n\twidth: 45%;\n\tmargin-left: 1%;\n\tmargin-right: 1%;\n\n\ttransform: perspective( 600px ) translateY(-20px);\n\ttransition: all 0.5s ease 0s;\n}\n\n.CombatTabSelect a {\n\t position:absolute; \n\t width:100%;\n\t height:100%;\n\t top:0;\n\t left: 0;\n\n\t /* edit: added z-index */\n\t z-index: 1;\n}\n\n.CombatTabSelect:hover {\n\tborder-color: #ffe17b;\n\ttransition: all 0.5s ease 0s;\n}\n\n.CombatTabSelect_Active\n{\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_yellow.png");\n\tborder-color: #ffe17b;\n}\n\n.CombatTabSelect:hover {\n\tborder-color: #ffe17b;\n\ttransition: all 0.5s ease 0s;\n}\n\n.CombatUI_PlayerIcon {\n\ttext-align: center;\n\tpadding: -2px;\n\tborder: 2px solid #4f8bae;\n\tdisplay: inline-block;\n\twidth: 29%;\n\tmin-height: 10vh;\n\tmargin: 1%;\n\ttransform: perspective( 600px ) scale(1, 1);\n\ttransition: transform 0.5s ease 0s;\n\tborder-radius: 8px;\n\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n\tbackground-color: black;\n\ttransition: all 0.1s ease 0s;\n\tvertical-align: top;\n}\n\n.CombatUI_PlayerIcon_DieOption {\n\tcolor: #8d1616;\n\tpadding-top: 10px;\n\tborder-color: #8d1616;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_red.png");\n}\n\n.CombatUI_PlayerIcon_DieOption:hover {\n\tcolor: #ffe17b;\n}\n\n.CombatUI_PlayerIcon_FullWidth {\n\tpadding-top: 10px;\n\twidth: 97%;\n}\n\n.CombatUI_PlayerIcon_HalfWidth {\n\tpadding-top: 10px;\n\twidth: 46%;\n}\n\n.CombatUI_PlayerIcon:hover {\n\ttransform: perspective( 600px ) scale(1, 1);\n\ttransition: all 0.1s ease 0s;\n\n\tborder-color: #ffe17b;\n}\n\n.CombatUI_PlayerIcon img {\n\tfloat: left;\n\twidth: auto;\n\theight: auto;\n\tmax-width: 90%;\n\tpadding-left: 5%;\n\tpadding-right: 5%;\n\tmax-height: auto;\n}\n\n.CombatUI_PlayerIcon a {\n\t position:absolute; \n\t width:100%;\n\t height:100%;\n\t top:0;\n\t left: 0;\n\n\t /* edit: added z-index */\n\t z-index: 1;\n}\n\n.CombatUI_PlayerIcon_Disabled {\n\tborder-color: #2A2A2A;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n}\n\n.CombatUI_PlayerIcon_Disabled:hover {\n\tborder-color: #2A2A2A;\n}\n\n.CombatUI_PlayerIcon_Hidden {\n\tborder-color: #2A2A2A;\n\ttransform: perspective( 600px ) scale(1, 1);\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n}\n\n.CombatUI_PlayerIcon_Hidden:hover {\n\tborder-color: #2A2A2A;\n\ttransform: perspective( 600px ) scale(1, 1);\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n}\n\n.Combat_ListEntry {\n\tposition: relative;\n\ttext-align: left;\n\tmargin-top: 6px;\n\tmargin-bottom: 6px;\n\twidth: 100%;\n\tpadding-top: 4px;\n\tpadding-bottom: 4px;\n\tfont-size: 0.9em;\n\tborder-bottom: 1px solid #2a2a2a;\n\n\ttransform: perspective( 600px ) scale(1, 1);\n\ttransition: transform 0.2s ease 0s;\n}\n\n.Combat_ListEntry:hover {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_yellow.png");\n}\n\n.Combat_ListEntry_Text {\n\tmargin-top: 1%;\n}\n\n.Combat_ListEntry img {\n\tfloat: left;\n\twidth: auto;\n\theight: auto;\n\tmax-width: 30%;\n\tpadding-left: 0;\n\tpadding-right: 0;\n\tmax-height: auto;\n}\n\n.Combat_ListEntry:after {\n\tcontent:"";\n\tdisplay:block;\n\tclear:both;\n}\n\n\n\n.Combat_ListEntry a {\n\t position:absolute; \n\t width:100%;\n\t height:100%;\n\t top:0;\n\t left: 0;\n\n\t /* edit: added z-index */\n\t z-index: 1;\n}\n\n.CombatUI_Action_Segment {\n\ttext-align: center;\n\tposition: relative;\n\tfloat: left;\n\tpadding: 3px;\n\tborder: 2px solid #4f8bae;\n\tfloat: left;\n\twidth: 100%;\n\tfont-size: 0.85em;\n\tmin-height: 6vh;\n\tpadding-left: 5px;\n\tpadding-right: 5px;\n\tmargin-bottom: 8px;\n\ttransform: perspective( 600px ) translateX(0px) scale(1, 1);\n\ttransform-origin: center;\n\ttransition: transform 0.5s ease 0s;\n\tborder-radius: 10px;\n\tborder-left: 0;\n\tborder-right: 0;\n\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_blue.png");\n\t/* background-color: black; */\n\n\tanimation-name: popcombatsegment;\n\tanimation-duration: 0.5s;\n\tanimation-iteration-count: 1\n}\n\n.CombatUI_Action_Enemy {\n\ttransform-origin: center;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_red.png");\n\tborder-color: #8d1616;\n}\n\n.CombatUI_Action_Ally {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_green.png");\n\tborder-color: #15611e;\n}\n\n\n@keyframes popcombatsegment {\n 0% {\n\topacity: 0.3; transform: scale(0.7);\n }\n 30% {\n\topacity: 1; transform: scale(1.1);\n }\n 100% {\n\topacity: 1; transform: scale(1);\n }\n}\n\n\n@media screen and (max-width: 1600px)\n{\n\t.Combat_ListEntry_Text {\n\t\tmargin-top: 0px;\n\t}\n}\n\n@media screen and (max-width: 1024px)\n{\n\t.CombatUI_StatsContainer img {\n\t\tvertical-align: middle;\n\t\tfloat: none;\n\t\twidth: 3px;\n\t\theight: auto;\n\t}\n\n\t#ui-combat-actionarea {\n\t\tmin-height: 44vh;\n\t}\n\n\t#ui-combat-enemyarea {\n\t\t/*margin-top: 0*/\n\t}\n\n\t#ui-combat-playerarea {\n\t\theight: 2vh;\n\t}\n\n\t.PlayerCombatOptionsContainer {\n\t\tmargin-top: 0;\n\t\ttransform: perspective( 600px ) translateX(-10px) scale(1, 1);\n\t}\n\n\t.CombatTabSelect {\n\t\tpadding-top: 10px;\n\t\tpadding-bottom: 10px;\n\t\tfont-size: 0.7em;\n\t}\n\n\t.CombatUI_PlayerIcon {\n\t\tfont-size: 0.7em;\n\t\tmargin: 1.5%;\n\t\twidth: 27%;\n\t\tmin-height: 8vh;\n\n\t\ttransform: perspective( 600px ) translateY(0px) translateX(0px) scale(1, 1);\n\t}\n\n\t.CombatUI_PlayerIcon_FullWidth {\n\t\twidth: 100%;\n\t}\n\n\t.CombatUI_PlayerIcon:hover {\n\n\t\ttransform: perspective( 600px ) translateY(0px) translateX(0px) scale(1, 1);\n\t}\n\n\t.CombatUI_EnemyIcon {\n\t\tmargin: 0.5%;\n\t\ttransform: perspective( 600px ) translateY(-10px) translateX(5px);\n\t}\n\n\t.CombatUI_StatusColumn {\n\t\ttransform: perspective( 600px ) translateY(0px) translateX(5px);\n\t}\n\n\t@keyframes combat-enemy-flicker {\n\t 0% {\n\t\ttransform: translateY(-10px) translateX(5px); opacity: 0.5; border-color: red;\n\t }\n\t 20% {\n\t\ttransform: translateY(-10px) translateX(5px); translateX(20px); opacity: 1; border-color: red;\n\t }\n\t 55% {\n\t\ttransform: translateY(-10px) translateX(5px); translateX(20px); opacity: 0.7; border-color: #2a2a2a;\n\t }\n\t 100% {\n\t\ttransform: translateY(-10px) translateX(5px); translateX(20px); opacity: 0.85; border-color: #2a2a2a;;\n\t }\n\t}\n\t\n\t.Combat_ListEntry_Text {\n\t\tmargin-top: 0;\n\t}\n\n\t.CombatUI_StatusIcon img {\n\t\tmax-height: 3vh;\n\t}\n\n\t.CombatUI_EnemyIcon img {\n\t\tmax-height: 12vh;\n\t}\n\n\t.Combat_ListEntry {\n\t\tfont-size: 0.9em;\n\t\ttext-align: center;\n\t}\n\n\t.CombatUI_Action_Segment {\n\t\tfont-size: 0.65em;\n\t\ttransform: perspective( 600px ) scale(1, 1);\n\t}\n\n\t.CombatUI_PlayerIcon img {\n\t\tfloat: left;\n\t\twidth: auto;\n\t\theight: auto;\n\t\tmax-width: 80%;\n\t\tpadding-left: 10%;\n\t\tpadding-right: 10%;\n\t\tmax-height: auto;\n\t}\n\n\t.Combat_ListEntry img {\n\t\tpadding-left: 20%;\n\t\twidth: 60%;\n\t\theight: auto;\n\t\tfloat: left;\n\t}\n\n\t.CombatUI_PlayerIcon_Hidden {\n\t\ttransform: perspective( 600px ) translateY(-10px) translateX(-5px) scale(1, 1);\n\t}\n\n\t.CombatUI_PlayerIcon_Hidden:hover {\n\t\ttransform: perspective( 600px ) translateY(-10px) translateX(-5px) scale(1, 1);\n\t}\n}\n\n.PlayerCombatOptionsContainer_Hidden {\n\ttransition: all 0.1s ease 0s;\n\tborder-color: #2A2A2A;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n}\n\n.PlayerCombatOptionsContainer_Hidden a {\n\twidth: 0;\n\thright: 0;\n}\n\n.Combat_AlertText {\n\tfont-weight: bold;\n\tcolor: #ffc320;\n\tfont-size: 1.6em;\n\tpadding-top: 3px;\n\ttext-transform: capitalize;\n\tposition: relative;\n\twidth: 100%;\n}\n\n.Combat_CenterPositionContainer {\n\tmargin-left: auto;\n\tmargin-right: auto;\n}\n\n#hud-combat-background {\n\ttext-align: center;\n\tz-index: -1;\n\ttop: 30vh;\n\tposition: absolute;\n\twidth: 100%;\n\tmargin-left: -5%;\n}\n\n.Combat_BG_Container {\n\tposition: absolute;\n\twidth: 100%;\n\tmargin-left: auto;\n\tmargin-right: auto;\n}\n\n.Combat_BG_Container img {\n\tposition: relative;\n\topacity: 0.25;\n\tpadding-top: 5px;\n\twidth: auto;\n\theight: auto;\n\tmax-width: 100%;\n\tmax-height: auto;\n\n\ttransform: perspective( 600px ) scale(1, 1);\n\ttransform-origin: center;\n\ttransition: transform 0.5s ease 0s;\n\tanimation-name: popbackgroundimage;\n\tanimation-duration: 0.5s;\n}\n\n@keyframes popbackgroundimage {\n 0% {\n\topacity: 0;\n }\n 20% {\n\topacity: 1;\n }\n 100% {\n\topacity: 0.25;\n }\n}\n\n/* MAIN STYLES */\n#ui-body-close {\n\tvisibility: hidden;\n\twidth: 0;\n\theight: 0;\n}\n\n#body {\n\tfont-size: 14pt;\n\tmin-width: 768px; \n\ttext-align: center;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n\tmin-height: 100%;\n\tbackground-color: #080808;\n\tcolor: #ded4d4;\n\tmargin-top: 0;\n\tmargin-bottom: 0;\n\t-ms-text-size-adjust: 100%; \n\t-webkit-text-size-adjust: 100%; \n}\n\n.scroll_inhibitor {\n height: 100%;\n overflow: hidden;\n}\n\n#wrapper { \n\twidth: 60%; \n\tmargin: 0 auto;\n\ttext-align: left;d\n\tcolor: #fdfdfd;\n\tpadding-top: 3px;\n\tpadding-bottom: 25px;\n\tmin-height: 85vh;\n\tfont-size: 13pt;\n\tmargin-bottom: 15px;\n\n\ttransform: perspective( 600px ) scale( 1, 1 );\n\ttransition: transform 0.3s ease 0s;\n\tmax-width: 1400px;\n}\n\n#passages {\n\tpadding-top: 235px;\n\tmargin-top: 0;\n\t/* border-left: 2px solid #2a2a2a; */\n\tmargin: -22px;\n\tmargin-top: -14px;\n}\n\n.passage {\n\tmargin-bottom: 10px;\n}\n\n#hud-topbar {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/ui_topbar_background.png");\n\tbackground-repeat: repeat-x;\n\theight: 200px;\n\tbackground-color: transparent;\n}\n\n\n#hud-topui {\n\tmax-width: 1400px;\n\tmargin: 0 auto;\n\tleft: 20%; top: 50px; \n\tpadding: 0; \n\twidth: 60%;\n\tpadding-top: 40px;\n}\n\n#ui-bar {\n\tvisibility: hidden;\n\twidth: 0;\n\theight: 0;\n}\n\n#hud-pda-pane {\n\tz-index: 2;\n\ttransform: perspective( 600px ) translateY(30px) rotateY(0deg);\n\ttransition: transform 0.5s ease 0s;\n\ttransform-origin: middle right;\n}\n\n#hud-pda-pane:hover {\n\ttransform: perspective( 600px ) translateY(30px) translateZ(20px) rotateY(0deg);\n}\n\n.nomsgtext {\n\tfont-size: 0.8em;\n}\n\n#hud-center-pane {\n\ttransform: perspective( 600px ) rotateX(0deg);\n\ttransition: transform 0.5s ease 0s;\n\ttransform-origin: top;\n}\n\n\n#hud-menu-pane {\n\tz-index: 2;\n\ttransform: perspective( 600px ) translateY(30px) rotateY(-0deg);\n\ttransform-origin: middle left;\n\ttransition: transform 0.5s ease 0s;\n}\n\n#hud-menu-pane:hover {\n\ttransform: perspective( 600px ) translateY(30px) translateZ(20px) rotateY(-0deg);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.HUD_SidePane {\n\tdisplay: block; \n\tposition: relative;\n\twidth: 15%;\n\tfloat: left;\n\talign:center;\n\theight: 80px;\n\tfont-size: 12pt;\n\tmargin: -14px;\n\tbackground-color: black;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n\tcolor: #eaf5f8;\n\tpadding: 10px;\n\tborder: 2px solid #4f8bae;\n\tborder-radius: 10px;\n}\n\n.HUD_SidePane img {\n\twidth: auto;\n\theight: auto;\n\tmax-width: 60%;\n\tmax-height: auto;\n}\n\n.HUD_SidePane:hover {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n\tborder-color: #ffe17b;\n}\n\n.HUD_SidePane a {\n\t position:absolute; \n\t width:100%;\n\t height:100%;\n\t top:0;\n\t left: 0;\n\n\t /* edit: added z-index */\n\t z-index: 1;\n}\n\n.HUD_CenterPane {\n\tpadding: 10px;\n\tfont-size: 20pt;\n\tfont-weight: bold;\n\theight: 120px;\n\twidth: 70%;\n}\n\n.HUD_CenterPane:hover {\n\tborder-color: #ffe17b;\n}\n\n.HUD_PaneDisabled {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n\tborder-color: #2a2a2a;\n}\n\n.HUD_PaneDisabled:hover {\n\tborder-color: #2a2a2a;\n}\n\n.HUD_PaneClose {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_red.png");\n\tborder-color: #ff0000\n}\n\n.HUD_PaneClose:hover {\n}\n\n.HUD_CombatSidepane {\n\theight: 120px;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n\tborder-color: #4f8bae;\n}\n\n.HUD_CombatSidepane img {\n\twidth: auto;\n\theight: auto;\n\tmax-width: 90%;\n\tmax-height: auto;\n}\n\n.HUD_CombatSidepane:hover {\n\tborder-color: #4f8bae;\n}\n\n.HUD_CombatCenterpane {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n\tborder-color: #4f8bae;\n}\n\n.HUD_CombatCenterpane:hover {\n\tborder-color: #4f8bae;\n}\n\n.HUD_CombatPaneDisabled {\n\tborder-color: #cb430e;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_yellow.png");\n}\n\n.HUD_CombatPaneDisabled:hover {\n\tborder-color: #cb430e;\n}\n\n.HUD_ErrorStyle {\n\tfont-weight: bold;\n\tfont-size: 1.1em;\n\tcolor: grey;\n}\n\n.HUD_StandardIcon {\n\twidth: 33%;\n\tfont-size: 10pt;\n\tfont-weight: none;\n\tdisplay: block;\n\ttext-align: center;\n\tposition: relative;\n\tfloat: left;\n\tcolor: #eaf5f8;\n\tpadding-top: 5px;\n\n\ttransform: perspective( 600px ) translate3d(0, -5px, 0) rotateZ(0deg) scale(1, 1);\n\ttransition: transform 0.3s ease 0s;\n}\n.HUD_StandardIcon_FlashUp {\n\ttransform: perspective( 600px ) translate3d(0, -5px, 0) rotateZ(0deg) scale(1.2, 1.2);\n\ttransition: transform 0.3s ease 0s;\n}\n\n.HUD_StandardIcon_FlashDown {\n\ttransform: perspective( 600px ) translate3d(0, -5px, 0) rotateZ(0deg) scale(0.8, 0.8);\n\ttransition: transform 0.3s ease 0s;\n}\n\n.HUD_StandardIcon img {\n\twidth: auto;\n\theight: auto;\n\tmax-width: 100%;\n\tmax-height: auto;\n}\n\n.HUD_StandardIcon_Inverted img {\n\ttransform: perspective( 600px ) rotateY(180deg);\n}\n\n.HUD_StandardIcon a {\n\t position:absolute; \n\t width:100%;\n\t height:100%;\n\t top:0;\n\t left: 0;\n\n\t /* edit: added z-index */\n\t z-index: 1;\n}\n\n.HUD_AmmoDisplay {\n\tmargin-left: 10%;\n\twidth: 80%;\n\tfont-weight: normal;\n\tfont-size: 0.9em;\n}\n\n.HUD_MenuScreen {\n\ttransform: perspective( 600px ) scale(1, 1);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.HUD_MenuScreen:after {\n\tcontent:"";\n\tdisplay:block;\n\tclear:both;\n}\n\n#ui-hud-finances {\n\theight: auto;\n\twidth: 28%;\n\tborder: 2px solid #4f8bae;\n\tborder-radius: 10px;\n\tposition: absolute;\n\tleft: 35%;\n\ttop: 95%;\n\tpadding-top: 3px;\n\tpadding-bottom: 3px;\n\tbackground-color: black;\n\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n}\n\n#ui-hud-itemleft {\n\theight: auto;\n\twidth: 15%;\n\tborder: 2px solid #4f8bae;\n\tborder-radius: 10px;\n\tposition: absolute;\n\tleft: 10%;\n\ttop: 96%;\n\tpadding-top: 3px;\n\tpadding-bottom: 3px;\n\tbackground-color: black;\n\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n}\n\n#ui-hud-itemright {\n\theight: auto;\n\twidth: 15%;\n\tborder: 2px solid #4f8bae;\n\tborder-radius: 10px;\n\tposition: absolute;\n\tleft: 75%;\n\ttop: 96%;\n\tpadding-top: 3px;\n\tpadding-bottom: 3px;\n\tbackground-color: black;\n\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n}\n\n\n.HUD_CombatPaneDisabled #ui-hud-finances {\n\tborder-color: #cb430e;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_yellow.png");\n}\n\n.HUD_CombatPaneDisabled:hover #ui-hud-finances {\n\tborder-color: #cb430e;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_yellow.png");\n}\n\n.HUD_PaneDisabled #ui-hud-finances {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n\tborder-color: #2a2a2a;\n}\n\n\n.HUD_MenuButton {\n\ttext-align: center;\n\tfont-size: 20pt;\n\tmargin-left: 1%;\n\twidth: 98%;\n\tposition: relative;\n\tfloat: left;\n\tborder: 2px solid #3a6a85;\n\tpadding: 10px;\n\tmargin-top: 18px;\n\tmargin-bottom: 18px;\n\tborder-radius: 10px;\n\n\tbackground-color: black;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n\n\ttransform: perspective( 600px ) translateZ(0px) translateX(0px);\n\ttransition: transform 0.3s ease;\n}\n\n.HUD_MenuButton:hover {\n\tborder-color: #ffe17b;\n\n\ttransform: perspective( 600px ) translateZ(5px) translateX(0px);\n\ttransition: transform 0.3s ease;\n}\n\n.HUD_MenuButton a {\n\t position:absolute; \n\t width:100%;\n\t height:100%;\n\t top:0;\n\t left: 0;\n\n\t /* edit: added z-index */\n\t z-index: 1;\n}\n\n.HUD_MenuButton_Disabled {\n\tborder-color: #232323;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n}\n\n.HUD_PdaScreen {\n\ttext-align: left;\n\tpadding: 10px;\n\tborder-style: solid;\n\tborder-width: 2px;\n\tborder-radius: 10px;\n\tborder-color: #3a6a85;\n\ttransform: perspective( 600px ) translateX(0px);\n\tbackground-color: black;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n\tbackground-color: black;\n\ttransition: transform 0.5s ease 0s;\n\n\tborder-left: 0;\n\tborder-right: 0;\n}\n\n.HUD_PdaScreen img {\n\twidth: auto;\n\theight: auto;\n\tmax-height: 15vh;\n\tmax-width: auto;\n}\n\n.HUD_CodexImage {\n\tposition: relative;\n\tfloat: right;\n\tz-index: 100;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_green.png");\n}\n\n.HUD_CodexImage img {\n\tborder: 1px solid #3cffd8;\n\tmargin: 0;\n\tpadding: 0;\n\tborder-radius: 10px;\n\tborder-left: 0;\n\tborder-right: 0;\n}\n\n.HUD_CodesHalfImage img {\n\twidth: auto;\n\theight: auto;\n\tmax-height: 21vh;\n\tmax-width: auto;\n\tmargin-left: 6px;\n}\n\n.HUD_CodesHalfImage_EnemyType img {\n\twidth: auto;\n\theight: auto;\n\tmax-height: 21vh;\n\tmax-width: auto;\n\tmargin-left: 6px;\n\t\n\tpadding: -2px;\n\tborder: 1px solid #3cffd8;\n\tmargin: 1%;\n\tborder-radius: 10px;\n\tborder-left: 0;\n\tborder-right: 0;\n\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n\tbackground-color: black;\t\n}\n\n.PDATitleText {\n\tmargin-top: 4px;\n\ttext-align: center;\n\tfont-weight: bold;\n}\n\n.HUD_PdaDisplayZone {\n\tposition: relative;\n\ttext-align: center;\n\tpadding: 6px;\n\tborder-style: solid;\n\tborder-width: 1px;\n\tborder-color: #3a6a85;\n\tborder-radius: 10px;\n\tbackground-color: black;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n\tbackground-color: #02080B;\n\tmargin-top: 10px;\n}\n\n.HUD_PdaDisplayZone:after {\n\tcontent:"";\n\tdisplay:block;\n\tclear:both;\n}\n\n.HUD_PdaDisplayZoneHalved {\n\twidth: 50%;\n\tfloat: left;\n\ttext-align: left;\n}\n\n.HUD_PdaDisplayZoneCodex {\n\ttext-align: justify;\n}\n\n.HUD_PdaExpandButton {\n\ttext-align:center;\n\tmargin-top: 0px;\n\twidth: 150px;\n\tmargin-bottom: 0px;\n\tmargin-right: 25%;\n\tmargin-left: 10px;\n\tborder-style: solid;\n\tborder-width: 1px;\n\tborder-radius: 10px;\n\tborder-color: #4e748a;\n\tbackground-color: black;\n\tfont-size: 0.8em;\n\n\ttransform: perspective( 600px ) translateY(-20px);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.HUD_PdaExpandButton:hover {\n\tborder-color: #3ab0cf;\n\n\ttransform: perspective( 600px ) translateY(-20px);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.HUD_PdaExpandButton a {\n\tcolor: #4e748a;\n\tpadding: 4px;\n\tdisplay: block;\n\ttext-decoration: none;\n}\n.HUD_PdaExpandButton a:hover {\n\tcolor: #3ab0cf;\n\ttext-decoration: none;\n}\n\n.HUD_ListContainer {\n\twidth: 100%;\n}\n\n.HUD_ListContainer:after {\n\tcontent:"";\n\tdisplay:block;\n\tclear:both;\n}\n\n.HUD_PdaGeneralInfoZone {\n\tfont-size: 0.9em\n}\n\n.HUD_VitalityInMenu {\n\tfloat: left;\n\tposition: relative;\n\ttext-align: center;\n\tmargin-top: 2px;\n\tmargin-bottom: 2px;\n\twidth: 50%;\n\tfont-size: 0.9em;\n\n\ttransform: perspective( 600px ) scale(1, 1);\n\ttransition: transform 0.2s ease 0s;\n}\n\n.HUD_VitalityInMenu_NoScale {\n\tfloat: left;\n\tposition: relative;\n\ttext-align: center;\n\tmargin-top: 0px;\n\tmargin-bottom: 0px;\n\twidth: 50%;\n\n\ttransform: perspective( 600px ) scale(1, 1);\n\ttransition: transform 0.2s ease 0s;\n}\n\n.HUD_VitalityInMenu_Left {\n\twidth: 35%;\n\tfont-size: 0.9em !important;\n}\n\n.HUD_VitalityInMenu_Right {\n\ttext-align: left;\n\twidth: 65%;\n\tfont-size: 0.9em;\n}\n\n.HUD_VitalityInMenu_Fullsize {\n\twidth: 100%;\n}\n\n.HUD_ListEntry {\n\tposition: relative;\n\ttext-align: left;\n\tmargin-top: 4px;\n\tmargin-bottom: 4px;\n\twidth: 98%;\n\tpadding-top: 4px;\n\tpadding-bottom: 4px;\n\tborder-bottom: 1px solid #2a2a2a;\n\n\ttransform: perspective( 600px ) scale(1, 1) translate(0, -6px);\n\ttransition: transform 0.2s ease 0s;\n}\n\n.HUD_BuyListEntry {\n\tfloat: left; \n\theight: 96px;\n\tmax-width: 68%;\n\tpadding-left: 2%;\n\tborder-style: solid;\n\tborder-width: 2px;\n\tborder-radius: 6px;\n\tborder-color: #225F45;\n\tmargin-bottom: 10px;\n}\n\n.HUD_BuyListInfo {\n\tfloat: left;\n\theight: 96px;\n\twidth: 25%;\n\tpadding-right: 3%;\n\ttext-align: center;\n}\n\n.HUD_BuyListEntry_Grey {\n\tborder-color: aqua;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_blue.png")\n}\n\n.HUD_BuyListEntry_NoClick_Anoint {\n\tbackground-image: none;\n\tborder-color: #FFF0;\n}\n\n.HUD_BuyListEntry_NoClick {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_blue.png");\n\tborder-color: #373C3A;\n}\n\n.HUD_BuyListEntry_SoldOut {\n\tborder-color: red;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_red.png")\n}\n\n.HUD_ListEntry_MainButton {\n\tborder: 2px solid #4e748a;\n\tborder-radius: 10px;\n}\n\n.HUD_ListEntry_MainButton:hover {\n\tborder-color: #3ab0cf;\n}\n\n.HUD_ListEntry:hover {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_yellow.png");\n}\n\n.HUD_ListEntryPoke {\n\ttransform: perspective( 600px ) scale(0.8, 0.8);\n\ttransition: transform 0.2s ease 0s;\n}\n\n.HUD_ListEntryMainCategory {\n\twidth: 98%;\n\tpadding-left: 2%;\n\tfont-size: 1.1em;\n\tfont-weight: bold;\n}\n\n.HUD_ListEntryMainCategory_Alt {\n\twidth: 98%;\n\tpadding-left: 4%;\n\tfont-size: 1em;\n\tfont-weight: bold;\n}\n\n.HUD_ListEntryIndent {\n\tpadding-left: 6%;\n\twidth: 90%;\n}\n\n.HUD_ListEntryDoubleIndent {\n\tpadding-left: 9%;\n\twidth: 90%;\n}\n\n.HUD_ListEntryTrippleIndent {\n\tpadding-left: 12%;\n\twidth: 90%;\n}\n\n.HUD_ListEntry img {\n\t margin-left: 9%;\n\twidth: 88%;\n\theight: auto;\n\tfloat: left;\n\tmax-width: 200px;\n}\n\n.HUD_ListEntry a {\n\t position:absolute; \n\t width:100%;\n\t height:100%;\n\t top:0;\n\t left: 0;\n\n\t /* edit: added z-index */\n\t z-index: 1;\n}\n\n.HUD_ListEntry:after {\n\tcontent:"";\n\tdisplay:block;\n\tclear:both;\n}\n\n.HUD_ListEntry_Button {\n\tmargin-bottom: 2px;\n\tmargin-top: 2px;\n\tborder: 2px solid #e7cb2e;\n\tborder-radius: 10px;\n}\n\n.HUD_EquipEntry img {\n\twidth: 160px;\n\theight: auto;\n}\n\n.HUD_AmmoEntry img {\n\twidth: 120px;\n\theight: auto;\n}\n\n.HUD_ListEntryNoSelect {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n\tborder-bottom: 0;\n}\n\n.HUD_ListEntryNoSelect:hover {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n}\n\n.HUD_ListEntryNoSelect_NoBackground {\n\tbackground-image: none;\n}\n\n.HUD_ListEntryNoSelect_NoBackground:hover {\n\tbackground-image: none;\n}\n\n.HUD_ConfirmStoryDecision {\n\tfont-size: 0.9em;\n\ttext-align: left;\n\tbackground-image: none;\n\tborder: 0px;\n\ttext-transform: none;\n}\n\n@media screen and (max-width: 1440px)\n{\n\n\t#hud-topui {\n\t\tleft: 15%;\n\t\twidth: 70%;\n\t}\n\n\t.HUD_MenuButton {\t\t\n\t}\n\n\t#wrapper { \n\t\twidth: 70%;\n\t}\n\n\t.HUD_StandardIcon img {\n\t\tmax-width: 100%;\n\t}\n\n\t.HUD_BuyListEntry {\n\t\tmax-width: 58%;\n\t}\n\n\t.HUD_BuyListInfo {\n\t\twidth: 33%;\n\t\tpadding-right: 3%;\n\t}\n\n}\n\n@media screen and (max-width: 1024px)\n{\n\n\t#passages {\n\t\tpadding-top: 170px;\n\t\tmin-height: 30vh;\n\t}\n\n\t#hud-topbar {\n\t\theight: 125px;\n\t\tmargin-top: -30px;\n\t}\n\n\t#hud-topui {\n\t\tmargin-top: -5px;\n\t\tleft: 8%;\n\t\twidth: 90%;\n\t}\n\n\t#ui-hud-itemleft {\n\t\ttop: 102%;\n\t}\n\t\n\t#ui-hud-itemright {\n\t\ttop: 102%;\n\t}\n\n\t.HUD_MenuButton {\n\t\tmargin-left: 2%;\n\t\twidth: 98%;\t\t\n\t}\n\n\t.HUD_PdaScreen {\n\t\tmargin-top: 10px;\n\t\tfont-size: 0.9em;\n\t\ttransform: perspective( 600px ) translateX(-px);\n\t\tmargin-left: 2%;\n\t\twidth: 98%;\n\t}\n\n\t#hud-pda-pane {\n\t\tz-index: 2;\n\t\ttransform: perspective( 600px ) translateY(10px) rotateY(0deg);\n\t\ttransition: transform 0.5s ease 0s;\n\t\ttransform-origin: middle right;\n\t}\n\n\t#hud-pda-pane:hover {\n\t\ttransform: perspective( 600px ) translateY(10px) translateZ(20px) rotateY(0deg);\n\t}\n\n\t#hud-menu-pane {\n\t\tz-index: 2;\n\t\ttransform: perspective( 600px ) translateY(10px) rotateY(-0deg);\n\t\ttransform-origin: middle left;\n\t\ttransition: transform 0.5s ease 0s;\n\t}\n\n\t#hud-menu-pane:hover {\n\t\ttransform: perspective( 600px ) translateY(10px) translateZ(20px) rotateY(-0deg);\n\t\ttransition: transform 0.5s ease 0s;\n\t}\n\n\t#wrapper { \n\t\tpadding: 0;\n\t\tpadding-top: 3px;\n\t\tmargin: 0 auto;\n\t\tleft: 0;\n\t\twidth: 96%;\n\t\tmargin-left: 4%;\n\t}\n\n\t#body {\n\t\tmin-width: 200px;\n\t\tpadding: 0;\n\t}\n\t\t\n\n\t.HUD_SidePane {\n\t\tmargin-top: 15px;\n\t\tfont-size: 8pt;\n\t\theight: 60px;\n\t\tpadding: 8px;\n\t\twidth: 14%;\n\t}\n\t\n\t.HUD_CombatSidepane {\n\t\theight: 80px;\n\t\tfont-size: 7pt;\n\t\tmargin-top: 35px; \n\t}\t\n\t\t\n\n\t.HUD_CenterPane {\n\t\tpadding: 8px;\n\t\tfont-size: 10pt;\n\t\twidth: 74%;\n\t\theight: 90px;\n\t}\n\n\t.HUD_StandardIcon {\n\t\tfont-size: 8pt;\n\t}\n\n\t.HUD_MenuScreen {\n\t\tmin-height: 50vh;\n\t}\n\n\t.HUD_MenuButton {\n\t\tfont-size: 14pt;\n\t\tmargin-top: 8px;\n\t\tmargin-bottom: 8px;\n\n\t\ttransform: perspective( 600px ) translateZ(0px) translateX(0px);\n\t}\n\n\t.HUD_MenuButton:hover {\n\t\ttransform: perspective( 600px ) translateZ(15px) translateX(0px);\n\t}\n\n\t.HUD_PdaScreen img {\n\t\t width: auto;\n\t\t height: auto;\n\t\t max-width: 100%;\n\t\t max-height: inherit;\n\t\t float: none;\n\t}\n\n\t.HUD_CodesHalfImage {\n\t\tfloat: right;\n\t\tmax-width: 40%;\n\t}\n\n\t.HUD_PdaGeneralInfoZone {\n\t\tfont-size: 0.8em\n\t}\n\n\t.HUD_PdaDisplayZoneHalved {\n\t\tfont-size: 0.7em;\n\t}\n\n\t.HUD_PdaExpandButton {\n\t\twidth: 100px;\n\t\tfont-size: 8pt;\n\t}\n\n\t.HUD_ListEntry {\n\t\tfont-size: 0.9em;\n\t}\n\n\t.HUD_ListEntryMainCategory {\n\t\t\n\t}\n\n\t.HUD_ListEntry img {\n\t\twidth: auto;\n\t\theight: auto;\n\t\tmax-width: 33%;\n\t\tmax-height: inherit;\n\t\tfloat: left;\n\t\tmargin-left: 0;\n\t}\n\n\t.HUD_BuyListInfo img {\n\t\tmax-width: 60%;\n\t\twidth: 100%;\n\t\tfloat: none;\n\t}\n\n\t.HUD_EquipEntry img {\n\t\theight: auto;\n\t}\n\t\n\t.overlayImage {\n\t}\n\n\t.HUD_BuyListEntry {\n\t\tmax-width: 70%;\n\t}\n\n\t.HUD_BuyListInfo {\n\t\twidth: 22%;\n\t\tpadding-right: 3%;\n\t}\n}\n\n@media screen and (max-width: 768px)\n{\n\n\t#passages {\n\t\tpadding-top: 160px;\n\t}\n\t\n\t.HUD_SidePane {\n\t\twidth: 14%;\n\t}\n\n\t.HUD_SidePane {\n\t\tmargin-top: 55px;\n\t\theight: 30px;\n\t\twidth: 14%;\n\t\tfont-size: 7pt;\n\t}\n\n\t.HUD_CombatSidepane {\n\t\theight: 70px;\n\t\tfont-size: 7pt;\n\t\tmargin-top: 20px; \n\t}\t\n\t\n\t.HUD_StandardIcon img {\n\t\tmax-width: 100%;\n\t}\t\n\n\t.HUD_CenterPane {\n\t\tmargin-top: 0;\n\t\theight: 90px;\n\t\twidth: 75%;\n\t\tfont-size: 8pt;\n\t}\n}\n\n@media screen and (max-width: 440px)\n{\n\t\n\t#passages {\n\t\tpadding-top: 130px;\n\t}\n\n\t#passages {\n\t\twidth: 100%;\n\t}\n\n\t#ui-hud-finances {\n\t\ttop: 92%;\n\t}\n\t\n\t#ui-hud-itemleft {\n\t\tleft: 15%;\n\t\ttop: 92%;\n\t}\n\t\n\t#ui-hud-itemright {\n\t\tleft: 70%;\n\t\ttop: 92%;\n\t}\n\n\t.GameText {\n\t\tfont-size: 9pt;\n\t}\n\n\t.GameTextGreyed {\n\t\tfont-size: 9pt;\n\t}\n\n\t.HUD_SidePane {\n\t\tmargin-top: 50px;\n\t\theight: 30px;\n\t\twidth: 15%;\n\t\tfont-size: 7pt;\n\t}\n\t\n\t.HUD_CombatSidepane {\n\t\theight: 70px;\n\t\tfont-size: 7pt;\n\t\tmargin-top: 10px; \n\t}\t\n\n\t.HUD_CenterPane {\n\t\tmargin-top: 0;\n\t\theight: 80px;\n\t\twidth: 75%;\n\t\tfont-size: 8pt;\n\t}\n\n\t.HUD_StandardIcon {\n\t\tfont-size: 7pt;\n\t\tmargin-top: 5px;\n\t\tpadding-top: 5px;\n\t}\n\n\t.HUD_StandardIcon img {\n\t\tmax-width: 100%;\n\t}\n\n\n\t/*.HUD_IconHideMobile {\n\t\twidth: 0;\n\t\tvisibility: hidden;\n\t}*/\n\n\t.HUD_BuyListEntry {\n\t\t/* prolly no longer needed font-size: 7pt; */\n\t\tmax-width: 58%;\n\t}\n\n\t.HUD_BuyListInfo {\n\t\twidth: 33%;\n\t\tpadding-right: 3%;\n\t}\n\t\n\t.HUD_BuyListInfo img {\n\t\tmax-width: 70%;\n\t\twidth: 100%;\n\t\tfloat: none;\n\t}\t\n\n\t.HUD_VitalityInMenu {\n\t\tfont-size: 0.75em;\n\t\tmargin: 0;\n\t}\n\t\n\t.HUD_VitalityInMenu_NoScale {\n\t\tfont-size: 0.8em;\n\t\twidth: 100%;\n\t\tmargin: 0;\n\t\tmargin-bottom: 5px;\n\t}\n\t\n\t.HUD_VitalityInMenu_Left {\n\t\twidth: 50%;\n\t\tfont-size: 0.9em !important;\n\t}\n\n\t.HUD_VitalityInMenu_Right {\n\t\twidth: 50%;\n\t\tfont-size: 0.9em !important;\n\t}\t\n\t\n\t.HUD_VitalityInMenu_Fullsize {\n\t\twidth: 100%;\n\t}\n}\n\n.HUD_paper {\n\ttext-align:center;\n\tfont-weight: bold;\n\tfont-size: 1em;\n\tborder: 1px solid grey;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n\tbackground-color: #cdcdcd;\n\tcolor: black;\n\tmargin: 3px;\n\tpadding: 12px;\n\tfont-family: courier;\n}\n\n.HUD_shop {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_green.png");\n\tcolor: white;\n\tpadding: 10px 10px; \n\tborder-style: solid;\n\tborder-width: 2px;\n\tborder-radius: 15px;\n\tborder-color: #15611e;\n\t/* line-height: 1.5em; */\n\n\ttransform: perspective( 600px );\n\tbackground-color: black;\n\ttransition: transform 0.5s ease 0s;\n}\n\n.HUDShopButton {\n\ttext-align:center;\n\tborder-style: solid;\n\tborder-width: 2px;\n\tborder-radius: 4px;\n\tborder-color: #15611e;\n}\n\n.HUDShopButton:hover {\n\tborder-color: #39d44c;\n}\n\n.HUDShopButton a {\t\n\tpadding: 6px;\n\tcolor: #15611e;\t\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.HUDShopButton a:hover {\n\tcolor: #39d44c;\t\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n@media screen and (max-width: 1024px)\n{\n\t.HUD_shop {\n\ttransform: perspective( 600px );\n\ttransition: transform 0.5s ease 0s;\n\t}\n}\n\n.HUDQuickScreenDead {\n\talign:center;\n\theight: 10.5em;\n\tfont-size: 8pt;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_red.png");\n\tcolor: white;\n\tpadding: 12px 12px; \n\tborder-style: solid;\n\tborder-width: 5px;\n\tborder-radius: 25px;\n\tborder-color: #9a0000;\n}\n\n.HUD_DeathScreen {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_red.png");\n\tcolor: white;\n\tpadding: 10px 40px; \n\tborder-style: solid;\n\tborder-width: 5px;\n\tborder-radius: 25px;\n\tborder-color: #9a0000;\n}\n\n.HUD_DeathScreenTitle {\n\ttext-align:center;\n\tcolor: red;\n\tfont-weight: bold;\n}\n\n.HUD_datapad {\n\tanimation-name: flicker_center;\n\tanimation-duration: 2.4s;\n\tanimation-delay: 0.1s;\n\tanimation-iteration-count: 1;\n\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n\tcolor: white;\n\tpadding: 10px 40px; \n\tborder-style: solid;\n\tborder-width: 1px;\n\tborder-radius: 15px;\n\tborder-color: #4f8bae;\n\tbackground-color: #071111;\n}\n\n.HUD_datapad_broken {\n\tcolor: #6a573a;\n\tborder-color: #6a573a;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n}\n\n.HUD_hackutility {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_yellow.png");\n\tcolor: white;\n\tpadding: 10px 10px; \n\tborder-style: solid;\n\tborder-width: 1px;\n\tborder-radius: 10px;\n\tborder-color: #91860d;\n\tfont-size: 0.8em;\n\n\ttransform: perspective( 600px ) translateX(0px);\n\tbackground-color: black;\n\ttransition: transform 0.5s ease 0s;\n}\n\n\n\n.HUD_hackutility_innerpad {\n\ttext-align: left;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n\tcolor: white;\n\tpadding: 10px 10px; \n\tborder-style: solid;\n\tborder-width: 1px;\n\tborder-radius: 5px;\n\tborder-color: #2a2a2a;\n\n\ttransform: perspective( 600px ) translateX(0px);\n\tbackground-color: black;\n\ttransition: transform 0.5s ease 0s;\n}\n\n.HUD_hackutility input, textarea {\n\tcolor: orange;\n\tfont-size: 1.2em;\n\tmargin-top: 6px;\n\tmargin-bottom: 6px;\n\twidth: 98%;\n\tpadding: 3px 5px; \n\tborder-style: solid;\n\tborder-width: 1px;\n\tborder-color: #000;\n\tbackground-color: #000;\n\n\tanimation-name: hud-hack-inputanim;\n\tanimation-duration: 1s;\n\tanimation-iteration-count: 2;\n}\n\n@keyframes hud-hack-inputanim {\n 0% {\n\tborder-color: black;\n }\n 50% {\n\tborder-color: orange;\n }\n 100% {\n\tborder-color: black;\n }\t\n}\n\n.HUDHackButtonError {\n\tpadding: 3px 5px; \n\tborder-style: solid;\n\tborder-width: 2px;\n\tborder-radius: 4px;\n\tcolor: #ff0000;\n}\n\n.HUDHackButtonError:hover {\n\tcolor: #d0380f;\n}\n\n.HUDHackButton {\n\tborder-style: solid;\n\tborder-width: 3px;\n\tborder-radius: 10px;\n\tborder-color: #91860d;\n\tmargin-top: 5px;\n\tmargin-bottom: 5px;\n}\n\n.HUDHackButton a {\n\tpadding: 3px 5px;\n}\n\n.HUDHackButton:hover {\n\tborder-color: #e5d631;\n}\n\n.HUDHackButtonDisabled {\n\tpadding: 3px 5px; \n\tborder-style: solid;\n\tborder-width: 3px;\n\tborder-radius: 10px;\n\tcolor: #636363;\n\tborder-color: #636363;\n}\n\n.HUDHackButtonDisabled:hover {\n\tcolor: #b7b7b7;\n\tborder-color: #b7b7b7;\n}\n\n.HUDHackButton a {\n\tcolor: white;\t\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.HUDHackButton a:hover {\n\tcolor: #e5d631;\t\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.HUDVersion {\n\tfloat: left;\n\tfont-size: 8pt;\n}\n\n@media screen and (max-width: 1024px)\n{\n\n\t.HUDScreen {\n\t\tpadding: 5px;\n\t\tfont-size: 9px;\n\t}\n\n\t.HUDQuickScreen {\n\t\theight: 12em;\n\t\tpadding: 4px;\n\t}\n\n\t.HUDNavButton {\n\t\tfont-size: 8px;\n\t\twidth: 33%;\n\t}\n\n\t.HUDNavButtonSelected {\n\t\tfont-size: 8px;\n\t\twidth: 33%;\n\t}\n\n\t.HUDNavButton img {\n\t\tmax-height: 16px;\n\t}\n\n\t.HUDNavButtonSelected img {\n\t\tmax-height: 16px;\n\t}\n\n\t.HUDScreen table {\n\t\tfont-size: 8px;\n\t\twidth: 96%;\n\t\tborder-style:none;\n\t\tborder-width:0px;\n\t\tpadding: 5px;\n\t}\n\n\t.HUDScreen th {\n\t\twidth: 25%;\n\t\tvertical-align: middle;\n\t\tpadding: 1px;\n\t\tcolor: #1546d0;\n\t\tborder: 0;\n\t\ttext-align:left;\n\t}\n\n\t.HUDScreen td {\n\t\twidth: 25%;\n\t\tvertical-align: middle;\n\t\tpadding: 1px;\n\t\tborder: 0;\n\t\ttext-align:left;\n\t}\n\n\t.HUDScreen img {\n\t\twidth: 100%;\n\t\theight: auto;\n\t\tmax-width: 93%;\n\t\tfont-size: 10pt;\n\t\tcolor: white;\n\t\tmargin-left: 10px;\n\t\tpadding: 5px 5px; \n\t\tborder-style: solid;\n\t\tborder-width: 3px;\n\t\tborder-radius: 10px;\n\t\tborder-color: #071c58;\n\t}\n\n\n\t.HUDStats {\n\t\twidth: 96%;\n\t}\n\n\t.HUDStats td {\n\t\tpadding: 1px;\n\t\tfont-size: 6pt;\n\t}\n\n\t.HUDScreenEquipmentImg {\n\t\tpadding: 0;\n\t\twidth: 15%;\n\t}\n\t\n\t.HUDScreenEquipmentImg img {\n\t\twidth: 100%;\n\t\theight: auto;\n\t\tmax-width: 85%;\n\t\tfont-size: 10pt;\n\t\tcolor: white;\n\t\tmargin: 0;\n\t\tpadding: 0; \n\t\tborder-style: solid;\n\t\tborder-width: 2px;\n\t\tborder-radius: 5px;\n\t\tborder-color: #071c58;\n\t}\n\n\t.HUDScreenEquipmentImg:hover img{\n\t\tborder-color: #1546d0;\n\t}\n\n\t.HUDScreenEquipmentNoneImg {\n\t\tpadding: 0;\n\t\twidth: 15%;\n\t}\n\n\t.HUDScreenEquipmentNoneImg img {\n\t\twidth: 100%;\n\t\theight: auto;\n\t\tmax-width: 85%;\n\t\tfont-size: 10pt;\n\t\tcolor: white;\n\t\tmargin: 0;\n\t\tpadding: 0; \n\t\tborder-style: solid;\n\t\tborder-width: 2px;\n\t\tborder-radius: 5px;\n\t\tborder-color: #636363;\n\t}\n\n\t.HUDScreenEquipmentNoneImg:hover img {\n\t\tborder-color: #b7b7b7;\n\t}\n\n\t.HUD_datapad {\n\t\tfont-size: 10px;\n\t\ttext-align: left;\n\t\tpadding: 3px;\n\t\tborder-width: 1px;\n\t}\n\n\t.HUD_hackutility {\n\t\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_yellow.png");\n\t\tcolor: white;\n\t\tpadding: 1px 5px; \n\t\tborder-style: solid;\n\t\tborder-width: 1px;\n\t\tborder-radius: 10px;\n\t\tborder-color: #91860d;\n\t\ttransform: perspective( 600px ) translateX(0px);\n\t}\n\n\t.HUD_hackutility input, textarea {\n\t\tfont-size: 12px;\n\t\twidth: 92%;\n\t\tmin-width: 20px;\n\t\tborder-style: solid;\n\t\tborder-width: 2px;\n\t\ttransform: perspective( 600px ) translateX(0px);\n\t}\n\n\t.HUD_hackutility_innerpad {\n\t\tfont-size: 0.8em;\n\t}\n\n\t.HUDHackButtonError {\n\t\tpadding: 3px 5px; \n\t\tborder-style: solid;\n\t\tborder-width: 3px;\n\t\tborder-radius: 10px;\n\t\tcolor: #ff0000;\n\t}\n\n\t.HUDHackButtonError:hover {\n\t\tcolor: #d0380f;\n\t}\n\n\t.HUDHackButton {\n\t\twidth: 94%;\n\t\tpadding: 3px 5px; \n\t\tborder-style: solid;\n\t\tborder-width: 3px;\n\t\tborder-radius: 10px;\n\t\tborder-color: #91860d;\n\t}\n\n\t.HUDHackButton:hover {\n\t\tborder-color: #e5d631;\n\t}\n\n\t.HUDHackButtonDisabled {\n\t\tpadding: 3px 5px; \n\t\tborder-style: solid;\n\t\tborder-width: 3px;\n\t\tborder-radius: 10px;\n\t\tcolor: #636363;\n\t\tborder-color: #636363;\n\t}\n\n\t.HUDHackButtonDisabled:hover {\n\t\tcolor: #b7b7b7;\n\t\tborder-color: #b7b7b7;\n\t}\n\n\t.HUD_shop {\n\t\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_green.png");\n\t\tcolor: white;\n\t\tpadding: 1px 4px; \n\t\tborder-style: solid;\n\t\tborder-width: 3px;\n\t\tborder-radius: 10px;\n\t\tborder-color: #15611e;\n\t}\n\n\t.HUD_BuyListEntry {\n\t\theight: auto;\n\t\twidth: 96%;\n\t\tmax-width: 100%;\n\t}\n\n\t.HUD_BuyListInfo {\n\t\theight: auto;\n\t\twidth: 100%;\n\t\tmax-width: 100%;\n\t}\n\n}\n\n.passageout {\n\ttransform: perspective( 600px ) scale( 1, 0 );\n\ttransform-origin: top center;\n\ttransition: transform 0.4s ease 0s;\n}\n\n.passagein {\n\ttransform: perspective( 600px ) scale( 1, 1 );\n\ttransform-origin: top center;\n\ttransition: transform 0.4s ease 0s;\n}\n\n@keyframes popnewmessage {\n 0% {\n\ttransform: scale(1);\n }\n 40% {\n\ttransform: scale(1.4);\n\tcolor: yellow;\n }\n 100% {\n\ttransform: scale(1);\n }\n}\n\n.HUD_hackutility_FullUI {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n\tcolor: grey;\n\tposition: relative;\n\twidth: 100%;\n\tmargin-left: 0;\n}\n\n.HUD_hackutility_FullUI input {\n\tborder-color: #6A573A;\n}\n\n.HUD_hackutility_DarkNet {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n\tborder-color: cyan;\n}\n\n.HUD_hackutility_DarkNet img {\n\tfloat: left;\n\tmidth: auto;\n\theight: auto;\n\tpadding-right: 5px;\n\tmax-width: 15%;\n\tmax-height: auto;\n}\n\n.HUD_ListArenaEntry img {\n\tfloat: left;\n\tmidth: auto;\n\theight: auto;\n\tpadding-right: 5px;\n\tmax-width: 15%;\n\tmax-height: auto;\n}\n\n.FlashNewMessages {\n\tanimation-name: popnewmessage;\n\tanimation-duration: 1s;\n\tanimation-iteration-count: 2;\n\ttransform: perspective( 600px ) scale(1, 1);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.HUD_characterscreen {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n\tborder-color: #4f8bae;\n\tbackground-color: black;\n\tfont-size: 0.9em;\n}\n\n.HUDSurveyButton {\n\tborder-color: #1f93cf; \n\tmargin-bottom: 1em;\n}\n\n.HUDSurveyButton_Selected {\n\tborder-color: #ffe17b; \n\tfont-weight: bold;\n\tmargin-bottom: 1em;\n}\n\n.HUDSurveyButton_Selected:hover {\n\tborder-color: #ffe17b; \n}\n\n.HUDOptionButton {\n\tmargin-ledt: 1%;\n\tmargin-right: 1%;\n\ttext-align: center;\n\twidth: 29%;\n\tborder-color: #486777; \n\tmargin-bottom: 1em;\n\n\tdisplay: inline-block;\n}\n\n.HUDOptionButton_Selected {\n\tline-height: 2;\n\tborder-color: #ffe17b; \n\tfont-weight: bold;\n}\n\n@media screen and (max-width: 1024px)\n{\n\t.HUD_hackutility_DarkNet img {\n\t\twidth: auto;\n\t\tmax-width: 25%;\n\t}\n\n\t.HUD_ListArenaEntry img {\n\t\tfloat: left;\n\t\tmidth: auto;\n\t\theight: auto;\n\t\tpadding-right: 5px;\n\t\tmax-width: 25%;\n\t\tmax-height: auto;\n\t}\n\n\t.HUDOptionButton {\n\t\tmargin-ledt: 1%;\n\t\tmargin-right: 1%;\n\t\twidth: 28%;\n\t}\n}\n\n@media screen and (max-width: 480px)\n{\n\t.HUD_hackutility_DarkNet img {\n\t\twidth: auto;\n\t\tmax-width: 33%;\n\t}\n\n\t.HUD_ListArenaEntry img {\n\t\tfloat: left;\n\t\tmidth: auto;\n\t\theight: auto;\n\t\tpadding-right: 5px;\n\t\tmax-width: 33%;\n\t\tmax-height: auto;\n\t}\n\n\t.HUDOptionButton {\n\t\tfont-size: 0.7em;\n\t\tmargin-ledt: 0.5%;\n\t\tmargin-right: 0.5%;\n\t\twidth: 25%;\n\t}\n}\n\n.PDA_Flicker {\n\tanimation-name: flicker;\n\tanimation-duration: 2.1s;\n\tanimation-delay: 0.2s;\n\tanimation-iteration-count: infinite;\n}\n\n.MENU_Flicker {\n\tanimation-name: flicker;\n\tanimation-duration: 2.3s;\n\tanimation-delay: 0s;\n\tanimation-iteration-count: infinite;\n}\n\n.CENTER_Flicker {\n\tanimation-name: flicker_center;\n\tanimation-duration: 2.2s;\n\tanimation-delay: 0.1s;\n\tanimation-iteration-count: infinite;\n}\n\n.PDA_Drunk {\n\tanimation-name: drunksway;\n\tanimation-duration: 2.1s;\n\tanimation-delay: 0.2s;\n\tanimation-iteration-count: infinite;\n\ttransform-origin: center;\n}\n\n.MENU_Drunk {\n\tanimation-name: drunksway;\n\tanimation-duration: 2.3s;\n\tanimation-delay: 0s;\n\tanimation-iteration-count: infinite;\n\ttransform-origin: center;\n}\n\n.CENTER_Drunk {\n\tanimation-name: drunksway_center;\n\tanimation-duration: 2.2s;\n\tanimation-delay: 0.1s;\n\tanimation-iteration-count: infinite;\n\ttransform-origin: center;\n}\n\n.PDA_Tired {\n\tanimation-name: tiredeffect;\n\tanimation-duration: 1.7s;\n\tanimation-delay: 0.2s;\n\tanimation-iteration-count: infinite;\n\ttransform-origin: center;\n}\n\n.MENU_Tired {\n\tanimation-name: tiredeffect;\n\tanimation-duration: 1.9s;\n\tanimation-delay: 0s;\n\tanimation-iteration-count: infinite;\n\ttransform-origin: center;\n}\n\n.CENTER_Tired {\n\tanimation-name: tiredeffect_center;\n\tanimation-duration: 1.8s;\n\tanimation-delay: 0.1s;\n\tanimation-iteration-count: infinite;\n\ttransform-origin: center;\n}\n\n.Flicker_Story {\n\tanimation-iteration-count: 1;\n}\n\n.Flicker_Fast {\n\tanimation-duration: 1.2s;\n}\n\n.PDA_Flicker_Single {\n\tanimation-name: flicker_single;\n\tanimation-duration: 0.6s;\n\tanimation-iteration-count: 1;\n}\n\n .MENU_Flicker_Single {\n\tanimation-name: flicker_single;\n\tanimation-duration: 0.7s;\n\tanimation-iteration-count: 1;\n}\n\n.CENTER_Flicker_Single {\n\tanimation-name: flicker_center_single;\n\tanimation-duration: 0.5s;\n\tanimation-iteration-count: 1;\n}\n\n@keyframes flicker_single {\n 0% {\n\ttransform: translateY(30px); opacity: 0.6;\n }\n 20% {\n\ttransform: translateY(30px); opacity: 1;\n }\n 55% {\n\ttransform: translateY(30px); opacity: 0.7;\n }\n 80% {\n\ttransform: translateY(30px); opacity: 0.85;\n }\n}\n\n@keyframes flicker_center_single {\n 0% {\n\ttransform: translateY(0px); opacity: 0.6;\n }\n 20% {\n\ttransform: translateY(0px); opacity: 1;\n }\n 55% {\n\ttransform: translateY(0px); opacity: 0.7;\n }\n 80% {\n\ttransform: translateY(0px); opacity: 0.85;\n }\n}\n\n@keyframes tiredeffect {\n 0% {\n\ttransform: translateY(30px) scale(1, 1); opacity: 0.96;\n }\n 66% {\n\ttransform: translateY(30px) scale(0.98, 0.98); opacity: 0.9;\n }\n 99% {\n\ttransform: translateY(30px) scale(1, 1); opacity: 0.98;\n }\n}\n\n@keyframes tiredeffect_center {\n 0% {\n\ttransform: translateY(0px) scale(1, 1); opacity: 0.96;\n }\n 66% {\n\ttransform: translateY(0px) scale(0.99, 0.98); opacity: 0.9;\n }\n 99% {\n\ttransform: translateY(0px) scale(1, 1); opacity: 0.98;\n }\n}\n\n@keyframes drunksway {\n 0% {\n\ttransform: translateY(30px) translateX(0px); opacity: 0.9;\n }\n 25% {\n\ttransform: translateY(25px) translateX(-5px); opacity: 0.94;\n }\n 66% {\n\ttransform: translateY(35px) translateX(5px); opacity: 0.88;\n }\n 100% {\n\ttransform: translateY(30px) translateX(0px); opacity: 1;\n }\n}\n\n@keyframes drunksway_center {\n 0% {\n\ttransform: translateY(0px) translateX(0px); opacity: 0.98;\n }\n 25% {\n\ttransform: translateY(-5px) translateX(5px); opacity: 0.9;\n }\n 66% {\n\ttransform: translateY(5px) translateX(-5px); opacity: 0.86;\n }\n 100% {\n\ttransform: translateY(0px) translateX(0px); opacity: 1;\n }\n}\n\n/*\n@keyframes drunksway {\n 0% {\n\ttransform: translateY(30px) translateX(0px) rotateZ(0deg);\n }\n 25% {\n\ttransform: translateY(25px) translateX(-5px) rotateZ(2deg);\n }\n 66% {\n\ttransform: translateY(35px) translateX(5px) rotateZ(-2deg);\n }\n 100% {\n\ttransform: translateY(30px) translateX(0px) rotateZ(0deg);\n }\n}\n\n@keyframes drunksway_center {\n 0% {\n\ttransform: translateY(0px) translateX(0px) rotateZ(0deg);\n }\n 25% {\n\ttransform: translateY(-5px) translateX(-5px) rotateZ(-1deg);\n }\n 66% {\n\ttransform: translateY(5px) translateX(5px) rotateZ(1deg);\n }\n 100% {\n\ttransform: translateY(0px) translateX(0px) rotateZ(0deg);\n }\n}\n*/\n\n@keyframes flicker {\n 0% {\n\ttransform: translateY(30px); opacity: 0.6;\n }\n 10% {\n\ttransform: translateY(30px); opacity: 0.8;\n }\n 35% {\n\ttransform: translateY(30px); opacity: 1;\n }\n 40% {\n\ttransform: translateY(30px); opacity: 0.65; \n }\n 50% {\n\ttransform: translateY(30px); opacity: 0.9;\n }\n 75% {\n\ttransform: translateY(30px); opacity: 1; \n }\n 80% {\n\ttransform: translateY(30px); opacity: 0.75,\n }\n 85% {\n\ttransform: translateY(30px); opacity: 1; \n }\n}\n\n@keyframes flicker_center {\n 0% {\n\ttransform: translateY(0px); opacity: 1;\n }\n 10% {\n\ttransform: translateY(0px); opacity: 1;\n }\n 15% {\n\ttransform: translateY(0px); opacity: 0.7;\n }\n 35% {\n\ttransform: translateY(0px); opacity: 1;\n }\n 40% {\n\ttransform: translateY(0px); opacity: 0.6; \n }\n 50% {\n\ttransform: translateY(0px); opacity: 0.9;\n }\n 75% {\n\ttransform: translateY(0px); opacity: 1; \n }\n 80% {\n\ttransform: translateY(0px); opacity: 0.7;\n }\n 85% {\n\ttransform: translateY(0px); opacity: 1,\n }\n}\n\n@media screen and (max-width: 1024px) {\n\n\t@keyframes flicker_single {\n\t 0% {\n\t\ttransform: translateY(10px); opacity: 0.6;\n\t }\n\t 20% {\n\t\ttransform: translateY(10px); opacity: 1;\n\t }\n\t 55% {\n\t\ttransform: translateY(10px); opacity: 0.7;\n\t }\n\t 80% {\n\t\ttransform: translateY(10px); opacity: 0.85;\n\t }\n\t}\n\n\n\t@keyframes tiredeffect {\n\t 0% {\n\t\ttransform: translateY(10px) scale(1, 1); opacity: 0.96;\n\t }\n\t 66% {\n\t\ttransform: translateY(10px) scale(0.98, 0.98); opacity: 0.9;\n\t }\n\t 99% {\n\t\ttransform: translateY(10px) scale(1, 1); opacity: 0.98;\n\t }\n\t}\n\n\t@keyframes drunksway {\n\t 0% {\n\t\ttransform: translateY(10px) translateX(0px) rotateZ(0deg);\n\t }\n\t 25% {\n\t\ttransform: translateY(5px) translateX(-5px) rotateZ(2deg);\n\t }\n\t 66% {\n\t\ttransform: translateY(15px) translateX(5px) rotateZ(-2deg);\n\t }\n\t 100% {\n\t\ttransform: translateY(10px) translateX(0px) rotateZ(0deg);\n\t }\n\t}\n\n\t@keyframes flicker {\n\t 0% {\n\t\ttransform: translateY(10px); opacity: 0.6;\n\t }\n\t 10% {\n\t\ttransform: translateY(10px); opacity: 0.8;\n\t }\n\t 35% {\n\t\ttransform: translateY(10px); opacity: 1;\n\t }\n\t 40% {\n\t\ttransform: translateY(10px); opacity: 0.65; \n\t }\n\t 50% {\n\t\ttransform: translateY(10px); opacity: 0.9;\n\t }\n\t 75% {\n\t\ttransform: translateY(10px); opacity: 1; \n\t }\n\t 80% {\n\t\ttransform: translateY(10px); opacity: 0.75,\n\t }\n\t 85% {\n\t\ttransform: translateY(10px); opacity: 1; \n\t }\n\t}\n\n}\n\n#hud-confirmation-pane {\n\ttop: 0;\n\tposition: fixed;\n\twidth: 100%;\n\theight: 99vh;\n\tleft: 0;\n}\n\n.HUD_Confirmation {\n\topacity: 0;\n\ttransform: scale(0, 0);\n}\n\n.HUD_Confirmation_Show {\n\topacity: 1;\n\ttransform: scale(1, 1);\n\tz-index: 1;\n}\n\n.HUD_ConfirmScreen {\n\tbackground-color: black;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_green.png");\n\tpadding: 10px;\n\tborder: 2px solid #15611e;\n\tborder-radius: 10px;\n\tfont-size: 1.1em;\n\n\ttext-transform: capitalize;\n\n\tposition: relative;\n\tmargin-top: 25vh;\n\tmargin-left: auto;\n\tmargin-right: auto;\n\twidth: 45%;\n\n\tborder-left: 0;\n\tborder-right: 0;\n}\n\n.HUD_ConfirmScreen img {\n\tmax-width: 100%;\n}\n\n.HUD_ConfirmationItem {\n\tcolor: #ffe17b;\n\tpadding: 10px;\n\tborder: 2px solid #225F45;\n\tborder-radius: 10px;\n\tfont-size: 1.1em;\n\n\ttext-transform: capitalize;\n\n\tmargin-top: 3%;\n\tmargin-bottom: 3%;\n\tmargin-left: auto;\n\tmargin-right: auto;\n\twidth: 90%;\n\tposition: relative;\n}\n\n.HUD_ConfirmationItem img {\n\tpadding-top: 5px;\n\twidth: auto;\n\theight: auto;\n\tmax-width: 100%;\n\theight: auto;\n\tmax-height: 20vh;\n}\n\n.HUD_ConfirmationItem:hover {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_yellow.png");\n}\n\n.HUD_ConfirmationItem a {\n\t position:absolute; \n\t width:100%;\n\t height:100%;\n\t top:0;\n\t left: 0;\n\n\t /* edit: added z-index */\n\t z-index: 1;\n}\n\n#hud-notification-pane {\n\ttop: 33vh;\n\tposition: absolute;\n\twidth: 100%;\n\theight: 25vh;\n}\n\n.HUD_NotificationContent {\n\tbackground-color: black;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n\tcolor: #ffe17b;\n\tpadding: 10px;\n\tborder: 2px solid #4f8bae;\n\tborder-radius: 10px;\n\tfont-size: 1.1em;\n\n\ttext-transform: capitalize;\n\n\tposition: relative;\n\t/*margin-left: auto;*/\n\tmargin-right: auto;\n\twidth: 45%;\n}\n\n.HUD_NotificationContent_Bad {\n\tcolor: red;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_red.png");\n\tborder-color: #8d1616;\n}\n\n.HUD_Notification {\n\ttransform: scale(0, 0);\n\n\tanimation-iteration-count: 0;\n}\n\n.HUD_Notification img {\n\tpadding-top: 5px;\n\twidth: auto;\n\theight: auto;\n\tmax-width: 100%;\n\theight: auto;\n}\n\n.HUD_Notification_Show {\n\ttransform: perspective( 600px ) scale(0, 0);\n\ttransition: transform 0.3s ease;\n\n\tanimation-name: loot_popin;\n\tanimation-duration: 1.6s;\n\tanimation-iteration-count: 1;\n}\n\n.HUD_NotificationContent:hover {\n\tborder-color: #ffe17b;\n\n\ttransform: perspective( 600px ) scale(1, 1);\n\ttransition: transform 0.3s ease;\n}\n\n.HUD_NotificationContent a {\n\t position:absolute; \n\t width:100%;\n\t height:100%;\n\t top:0;\n\t left: 0;\n\n\t /* edit: added z-index */\n\t z-index: 1;\n}\n\n.NotificationTitle {\n\tcolor: #ffe17b;\n\tfont-size: 1.3em;\n\tfont-weight: bold;\n}\n\n@media screen and (max-width: 1024px)\n{\n\t.HUD_NotificationContent {\n\t\twidth: 75%;\n\t}\n\n\t.HUD_ConfirmScreen {\n\t\twidth: 95%;\n\t}\n\n\t.HUD_ConfirmScreen {\n\t\tmargin-top: 18vh;\n\t}\n}\n\n@keyframes loot_popin {\n 0% {\n\ttransform: scale(0.8, 0.8); opacity: 0.9;\n }\n 9% {\n\ttransform: scale(1, 1); opacity: 1;\n }\n 15% {\n\ttransform: scale(1, 1); opacity: 0.99;\n }\n 17% {\n\ttransform: scale(1, 1); opacity: 0.97;\n }\n 20% {\n\ttransform: scale(1, 1); opacity: 1;\n }\n 33% {\n\ttransform: scale(1, 1); opacity: 1;\n }\n 39% {\n\ttransform: scale(1, 1); opacity: 0.97;\n }\n 40% {\n\ttransform: scale(1, 1); opacity: 1;\n }\n 57% {\n\ttransform: scale(1, 1); opacity: 1;\n }\n 62% {\n\ttransform: scale(1, 1); opacity: 0.97;\n }\n 67% {\n\ttransform: scale(1, 1); opacity: 1;\n }\n 87% {\n\ttransform: scale(1, 1); opacity: 1;\n }\n 91% {\n\ttransform: scale(1, 1); opacity: 0.97;\n }\n 97% {\n\ttransform: scale(0.8, 0.8); opacity: 1;\n }\n 100% {\n\ttransform: scale(0.6, 0.6); opacity: 0;\n }\n}\n\n.HUD_PdaExpandButtonNoFloat {\n\n}\n\n.HUD_PdaExpandButtonNoFloat:hover {\n\n}\n\n/* #################################### */\n/* GAMEBUTTONS */\n/* #################################### */\n\n.GameText, .GameTextGreyed, .OptionsField, .HUD_hackutility, #hud-combat-background, .HUD_shop .HUD_PdaScreen {\n\tpadding: 10px;\n\tmargin-left: 1%;\n\twidth: 98%;\n}\n\n#ui-combat-enemyarea, #ui-combat-actionarea, #ui-combat-playerarea {\n\tpadding-left: 10px;\n\tmargin-left: 1%;\n\twidth: 98%;\n}\n\n.TimeSkip {\n\ttext-align:center;\n\twidth: 100%;\n\tmargin-top: 0px;\n\tmargin-bottom: 0px;\n\tmargin-right: 25%;\n\tmargin-left: 0px;\n\tborder-style: solid;\n\tborder-width: 3px;\n\tborder-radius: 6px;\n\tcolor: #d46dc9;\n\tborder-color: #701669;\n}\n\n.GameText {\n\tborder-style: solid;\n\tborder-width: 1px;\n\tborder-radius: 10px;\n\tborder-color: #4e748a;\n\ttransform: perspective( 600px ) translateX(0px);\n\tbackground-color: black;\n\ttransition: transform 0.5s ease 0s;\n\tborder-left: 0;\n\tborder-right: 0;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n}\n\n.GameTextImage img {\n\tfloat: right;\n\ttransform: perspective( 600px ) translateX(30px);\n\tborder: 1px solid #4e748a; \n\t/* border: 2px solid #4e748a; */\n\tborder-radius: 10px;\n\tmargin: 0;\n\tmargin-left: 10px;\n\tpadding: 0;\n\twidth: 30%;\n\tz-index: 99;\n\ttransform: perspective( 600px ) translateX(10px) translateZ(0px) scale(1, 1);\n\ttransition: all 0.5s ease 0s;\n\tz-index: 1;\n\tborder-left: 0;\n\tborder-right: 0;\n\tmargin-top: -60px;\n}\n\n.debugmode {\n\ttop: 10px;\n\tleft: 10px;\n}\n\n.GameTextSpecial img {\t\n\twidth: 21%;\n}\n\n.GameTextGreyed {\n\tborder-style: solid;\n\tborder-width: 1px;\n\tborder-radius: 10px;\n\tcolor: #4D5F69;\t\n\tborder-color: #394348;\t\n\tbackground-color: #0A0B0B;\n\ttransform: perspective( 600px ) translateX(0px);\n\ttransition: transform 0.5s ease 0s;\n\tborder-left: 0;\n\tborder-right: 0;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n}\n\n.OptionsField {\n\tline-height: 0.8em;\n\tpadding: 10px;\n\tborder-style: solid;\n\tborder-width: 2px;\n\tborder-radius: 10px;\n\tborder-color: #928542;\n\ttransform: perspective( 600px ) translateX(0px);\n\tbackground-color: black;\n\ttransition: transform 0.5s ease 0s;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_yellow.png");\n}\n\n.OptionsField:after {\n\tcontent:"";\n\tdisplay:block;\n\tclear:both;\n}\n\n.OptionsField_Dead {\n\tborder-color: red;\n}\n\n.GameOption_Expand {\n\ttext-align:center;\n\twidth: 20%;\n\tmin-width: 100px;\n\tmargin-top: 0px;\n\tmargin-bottom: 0px;\n\tmargin-right: 25%;\n\tmargin-left: -9px;\n\tborder-style: solid;\n\tborder-width: 1px;\n\tborder-radius: 10px;\n\tborder-color: #4e748a;\n\tfont-size: 0.9em;\n\tbackground-color: #0a0a0a;\n\ttransform: perspective( 600px ) TranslateY(-25px);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.GameOption_Expand:hover {\n\tborder-color: #3ab0cf;\n\ttransform: perspective( 600px ) TranslateY(-25px);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.GameOption_Expand a {\n\tcolor: #4e748a;\n\tdisplay: block;\n\ttext-decoration: none;\n}\n.GameOption_Expand a:hover {\n\tcolor: #3ab0cf;\n\ttext-decoration: none;\n}\n\n.GameOption {\n\tmargin: 3px; \n\tborder-style: solid;\n\tborder-width: 2px;\n\tborder-radius: 10px;\n\twidth: 98%;\n\ttext-align:left;\n\tbackground-color: #080808;\n\n\ttransform: perspective( 600px ) translateX(0px);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.GameOption:hover {\n\ttransform: perspective( 600px ) translateX(0px);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.GameOption a {\n\tpadding: 12px;\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.GameOption a:hover {\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.GameOption_Move {\n\tborder-color: #a9672c;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_green.png");\n}\n\n.GameOption_Move:hover {\n\tborder-color: #ffe17b;\n}\n\n.GameOption_Move a {\n\tcolor: #cb9949;\t\n}\n\n.GameOption_Move a::before {\n\tcontent: "> ";\n\t /* content: " " url("https://rage-productions.com/game-content/scaffold-22/images/ui_icon_clickable.png");*/\n}\n\n.GameOption_Move a:hover {\n\tcolor: #ffe17b;\t\n}\n\n.GameOption_Dialogue {\n\tborder-color: #15611e;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_green.png");\n}\n\n.GameOption_Dialogue:hover {\n\tborder-color: #ffe17b;\n}\n\n.GameOption_Dialogue a {\n\tpadding: 10px;\n\tcolor: #469f44;\t\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.GameOption_Dialogue a::before {\n\tcontent: "> ";\n\t/*\n\t content: " " url("https://rage-productions.com/game-content/scaffold-22/images/ui_icon_clickable_green.png"); */\n}\n\n.GameOption_Dialogue a:hover {\n\tcolor: #ffe17b;\t\n}\n\n.GameOption_Disabled {\n\tcolor: #585858;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_grey.png");\n}\n\n.GameOption_Disabled:hover {\n\tcolor: #797979;\n\ttransform: perspective( 600px ) TranslateX(0px);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.GameOption_Disabled_Text {\n\tpadding: 12px;\n}\n\n.GameOption_Defend {\n\twidth: 98%;\n\ttext-align:left;\n\tborder-style: solid;\n\tborder-radius: 10px;\n\tborder-color: #3f81a4;\n\tmargin: 3px; \n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_green.png");\n}\n\n.GameOption_Defend:hover {\n\tborder-color: #ffe17b;\n}\n\n.GameOption_Defend a {\n\tpadding: 10px;\n\tcolor: #3f81a4;\t\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.GameOption_Defend a::before {\n\t content: "> " /*url("https://rage-productions.com/game-content/scaffold-22/images/ui_icon_clickable_blue.png");*/\n}\n\n.GameOption_Defend a:hover {\n\tcolor: #ffe17b;\t\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.GameOption_Weapon {\n\twidth: 98%;\n\ttext-align:left;\n\tborder-style: solid;\n\tborder-radius: 10px;\n\tborder-color: #e35000;\n\tmargin: 3px; \n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_green.png");\n}\n\n.GameOption_Weapon:hover {\n\tborder-color: #ffe17b;\n}\n\n.GameOption_Weapon a {\n\tpadding: 10px;\n\tcolor: #e35000;\t\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.GameOption_Weapon a::before {\n\t content: "> " /* url("https://rage-productions.com/game-content/scaffold-22/images/ui_icon_clickable_red.png"); */\n}\n\n.GameOption_Weapon a:hover {\n\tcolor: #ffe17b;\t\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.GameOption_Die {\n\twidth: 98%;\n\ttext-align:left;\n\tborder-style: solid;\n\tborder-width: 3px;\n\tborder-radius: 10px;\n\tborder-color: #e35000;\n\tmargin: 3px; \n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_green.png");\n}\n\n.GameOption_Die:hover {\n\tborder-color: #c60000;\n}\n\n.GameOption_Die a {\n\tpadding: 10px;\n\tcolor: #e35000;\t\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.GameOption_Die a:hover {\n\tcolor: #c60000;\t\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.GameOption_BuyUI {\n\topacity: 0.925;\n\twidth: 48.2%;\n\tfloat: left;\n\ttext-align: center;\n}\n\n.GameOption_BuyUI_FullWidth {\n\twidth: 100%;\n\ttext-align: left;\n}\n\n.GameOption_BuyUI a::before {\n\tcontent: "";\n}\n\n\n.GameOption_BuyUI_FullWidth a::before {\n\tcontent: "> ";\n}\n\n.GameOption_BuyUI:hover {\n\topacity: 1;\n}\n\n@media screen and (max-width: 1440px)\n{\n\t.GameText, .GameTextGreyed, .OptionsField, .HUD_hackutility, #ui-combat-enemyarea, #ui-combat-actionarea, #ui-combat-playerarea, #hud-combat-background, .HUD_shop {\n\t\twidth: 100%;\n\t}\n\n\t.GameOption_BuyUI {\n\t\twidth: 47%;\n\t}\n\t\n\t.GameTextSpecial img {\t\n\t\twidth: 21%;\n\t}\t\n}\n\n@media screen and (max-width: 1024px)\n{\n\n\t.TimeSkip {\n\t\twidth: 98%;\n\t}\n\n\t.OptionsField a {\n\t\tfont-size: 0.9em;\n\t\tline-height: 1.2em;\n\t}\n\n\t.GameOption_Disabled_Text {\n\t\tpadding: 10px;\n\t\tline-height: 1.2em;\n\t}\n\n\t.GameOption_Disabled:hover {\n\t\tcolor: #797979;\n\t\ttransform: perspective( 600px ) TranslateX(0px);\n\t\ttransition: transform 0.5s ease 0s;\n\t}\n\n\t.GameText, .GameTextGreyed, .OptionsField, .HUD_hackutility, #ui-combat-enemyarea, #ui-combat-actionarea, #ui-combat-playerarea, #hud-combat-background, .HUD_shop {\n\t\tmargin-left: 2%;\n\t\twidth: 92%;\n\t}\n\n\t.GameTextImage img {\n\t\tvertical-align: bottom;\n\t\tfloat: left;\n\t\ttransform: perspective( 600px ) translateX(0px));\n\t\tmargin: -2px;\n\t\tpadding: 0;\n\t\tmargin-bottom: 1em;\n\t\twidth: 100%;\n\t}\n\n\t.GameTextSpecial img {\t\n\t\twidth: 70%;\n\t\tfloat: right;\n\t\tmargin-left: 15%;\n\t\tmargin-right: 15%;\n\t}\n\n\t.GameOption_Expand {\n\t\ttransform: perspective( 600px ) TranslateY(-24px);\n\t}\n\n\t.GameOption_Expand:hover {\n\t\ttransform: perspective( 600px ) TranslateY(-24px);\n\t}\n\n\t.GameOption_Disabled_Text {\n\t\tpadding: 5px;\n\t}\n\n\t.GameOption {\n\t\twidth: 98%;\n\t\tfont-size: 0.9em;\n\t\tmargin: 1px;\n\t\ttransform: perspective( 600px ) translateX(0px);\n\t}\n\n\t.GameOption a {\n\t\tpadding: 6px;\n\t}\n\n\t.GameOption_BuyUI {\n\t\tpadding-top: 3px;\n\t\tpadding-bottom: 3px;\n\t\tmargin: 3px;\n\t\tmargin-top: 2px;\n\t\twidth: 47%;\n\t\tfloat: left;\n\t\ttext-align: center;\n\t}\n\n}\n\n@media screen and (max-width: 440px)\n{\n\t.GameText, .GameTextGreyed, .OptionsField, .HUD_hackutility, #ui-combat-enemyarea, #ui-combat-actionarea, #ui-combat-playerarea, #hud-combat-background, .HUD_shop {\n\t\tmargin-left: 2%;\n\t\twidth: 99%;\n\t}\n\n\t.GameOption_BuyUI {\n\t\twidth: 46%;\n\t}\n}\n\n.OptionsField_Tramway {\n\theight: 255px;\n\tbackground-position: center center;\n\tbackground-size: contain, auto;\n\tbackground-repeat: no-repeat, repeat;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/navmap_tramway_elevator.png"), url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_yellow.png");\n\t\n\t/* */\n}\n\n.GameOption_Tramway a::before {\n\tcontent: ""\n}\n\n.GameOption_Tramway {\n\ttext-align: center;\n\tmargin: 1%;\n\tmargin-bottom: 5px;\n\tmargin-top: 130px;\n\tpadding: -2px;\n\ttransform: perspective( 600px ) translateX(0px);\n\twidth: 30%;\n\tfloat: left;\n}\n\n.GameOption_Tramway:hover {\n\ttransform: perspective( 600px ) translateZ(0px);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.TramwayDestinationZone {\n\tposition: relative;\n\tmargin-left: 1%;\n\tmargin-right: 1%;\n\twidth: 10%;\n\tfloat: left;\n\tmargin-top: 10px;\n\theight: 77%;\n\t\n\tborder-style: solid;\n\tborder-width: 3px;\n\tcolor: #b9ab64 ;\n\tborder-color: #b9ab64;\n\tborder-radius: 5px;\n\tborder-right: 0;\n\tbackground-color: #ffd5002b;\n}\n\n.TramwayDestinationZone:hover {\n\tcolor: #ffe17b ;\n\tborder-color: #ffe17b;\n}\n\n.TramwayDestinationZone_Current {\n\tcolor: #84eed5;\n\tborder-color: #84eed5;\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n}\n\n.TramwayDestinationZone_Current:hover {\n\tcolor: #84eed5;\n\tborder-color: #84eed5;\n}\n\n\n.tramText {\n\tposition: relative;\n writing-mode: vertical-lr;\n\tfont-size: 1.5em;\n\tfont-weight: bold;\n\tmargin-left: 15%;\n\tmargin-top: 15%;\n}\n\n.TramwayDestinationZone a {\n\t position:absolute; \n\t width:100%;\n\t height:100%;\n\t top:0;\n\t left: 0;\n\n\t /* edit: added z-index */\n\t z-index: 1;\n}\n\n.TramwayInfoArea {\n\tpadding-left: 10px;\n\tpadding-top: 2px;\n\theight: 20px;\n\t\n}\n\n@media screen and (max-width: 1800px)\n{\n\t\n}\n\n@media screen and (max-width: 1600px)\n{\n\t.GameOption_Tramway {\n\t\tmargin-top: 60px;\n\t}\n\n\t.OptionsField_Tramway {\n\t\theight: 225px;\n\t}\n\n\t.TramwayDestinationZone {\n\t\tfont-size: 1.1em;\n\t}\n}\n\n@media screen and (max-width: 1440px)\n{\n\n\t.GameOption_Tramway {\n\t\tmargin-top: 50px;\n\t}\n\n\t.OptionsField_Tramway {\n\t\theight: 205px;\n\t}\n\n\t.TramwayDestinationZone {\n\t\tfont-size: 1em;\n\t}\t\n\t\n\t.tramText {\n\t\tfont-size: 1.3em;\n\t}\t\n}\n\n@media screen and (max-width: 1024px)\n{\n\t.TramwayInfoArea {\n\t\tfont-size: 10pt;\n\t}\n\n\t.GameOption_Tramway {\n\t\tmargin-top: 30px;\n\t}\n\n\t.OptionsField_Tramway {\n\t\tpadding: 4px;\n\t\theight: 145px;\n\t}\n\n\t.TramwayDestinationZone {\n\t\tfont-size: 1em;\n\t\twidth: 9.5%;\n\t}\n\t\n\t.tramText {\n\t\tfont-size: 1em;\n\t}\n\n}\n\n@media screen and (max-width: 440px)\n{\n\t.GameOption_Tramway {\n\t\tborder-raidus: 2px;\n\t\tmargin-top: 20px;\n\t\twidth: 29%;\n\t}\n\n\t.OptionsField_Tramway {\n\t\theight: 135px;\n\t}\n\n\t.TramwayInfoMarker_B40 {\n\t\twidth: 22px;\n\t}\n\n\t.TramwayDestinationZone {\n\t\tfont-size: 1em;\n\t\twidth: 9.5%;\n\t}\t\n\t\n\t.tramText {\n\t\tfont-size: 1em;\n\t}\t\n}\n\n.GameOption_BuyUI_FW {\n\twidth: 98%;\n}\n\n/* #################################### */\n/* NAVSTYLES */\n/* #################################### */\n\n.HUD_NavScreenOutline {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_blue.png");\n\tfont-family: courier;\n\tfont-size: 0.9em;\n\tcolor: white;\n\tpadding: 10px 10px; \n\tborder-style: solid;\n\tborder-width: 5px;\n\tborder-radius: 25px;\n\tborder-color: #071c58;\n}\n\n.HUD_NavScreenFilterArea {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_blue.png");\n\tfont-family: verdana;\n\tfont-size: 1em;\n\tcolor: white;\n\tmargin: 5px;\n\tpadding: 5px 5px; \n\tborder-style: solid;\n\tborder-width: 5px;\n\tborder-radius: 15px;\n\tborder-color: #071c58;\n}\n\n.HUD_NavScreenFilterArea:after {\n content:"";\n display:table;\n clear:both;\n}\n\n.HUD_NavScreenClose {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_red.png");\n\ttext-align: center;\n\tfloat: right;\n\twidth: 40px;\n\theight: 40px;\n\tmargin-top: 10px;\n\tmargin-right: 10px;\n\tfont-size: 12pt;\n\tborder-style: solid;\n\tborder-width: 1px;\n\tborder-radius: 10px;\n\tborder-color: #ff0000;\n}\n\n.HUD_NavScreenClose:hover {\n\tborder-color: #ff8400;\n}\n\n.HUD_NavScreenClose a {\n\tpadding: 4px;\n\tdisplay: block;\n\tcolor: #ff0000;\t\n\ttext-decoration: none;\n}\n.HUD_NavScreenClose a:hover {\n\ttext-decoration: none;\n\tcolor: #ff8400;\n}\n\n\n.HUD_NavScreen_FilterSelected {\n\tposition: relative;\n\tfloat: left;\n\tfont-weight: bold;\n\twidth: 30%;\n\tcolor: #ffae22;\n\ttext-align:center;\n\tmargin: 0.5%;\n\tpadding: 0.5%; \n\tborder-style: solid;\n\tborder-width: 3px;\n\tborder-radius: 6px;\n}\n\n.HUD_NavScreen_FilterSelected a {\n\tdisplay: block;\n\tcolor: #ffae22;\n}\n\n.HUD_NavScreen_FilterSelected a:hover {\n\tdisplay: block;\n\tcolor: #ffae22;\n\ttext-decoration: none;\n}\n\n\n.HUD_NavScreen_Filter{\n\tposition: relative;\n\tfloat: left;\n\twidth: 30%;\n\ttext-align:center;\n\tmargin: 0.5%;\n\tpadding: 0.5%; \n\tborder-style: solid;\n\tborder-width: 3px;\n\tborder-radius: 6px;\n\tborder-color: #071c58;\n}\n\n.HUD_NavScreen_Filter:hover {\n\tborder-color: #1546d0;\n}\n\n.HUD_NavScreen_Filter a {\n\tdisplay: block;\n\ttext-decoration: none;\n}\n.HUD_NavScreen_Filter a:hover {\n\ttext-decoration: none;\n}\n\n.HUD_NavScreenItem {\n\tposition: absolute;\n\tfont-family: verdana;\n\tpadding: 0.3em;\n\tfont-size: 0.9em;\n\tcolor: white;\n\tborder-style: solid;\n\tborder-width: 3px;\n\tborder-radius: 5px;\n\tborder-color: #00931c;\n}\n\n.HUD_NavScreenItem:hover {\n\tborder-color: #00fd30;\n}\n\n.HUD_NavScreenItem a {\n\tdisplay: block;\n\tcolor: #00931c;\n\tpadding: 0;\n\ttext-decoration: none;\n}\n\n.HUD_NavScreenItem a:hover {\n\tcolor: #00fd30;\n\ttext-decoration: none;\n}\n\n.HUD_NavScreenItem_Current {\n\tposition: absolute;\n\tfont-family: verdana;\n\tpadding: 0.3em;\n\tfont-size: 0.9em;\n\tfont-weight: bold;\n\tcolor: #ffae22;\n\tborder-style: solid;\n\tborder-width: 3px;\n\tborder-radius: 5px;\n\tborder-color: #ffae22;\n}\n\n\n.HUD_NavScreenItem_Disabled {\n\tposition: absolute;\n\tfont-family: verdana;\n\tpadding: 0.3em;\n\tfont-size: 0.9em;\n\tcolor: #636363;\n\tborder-style: solid;\n\tborder-width: 3px;\n\tborder-radius: 5px;\n}\n\n.HUD_NavScreen {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/navmap_temp.png");\n\tposition: absolute;\n\ttop: 0; bottom: 0; left: 0; right: 0;\n\tbackground-size: contain;\n\tbackground-repeat: no-repeat;\n\tcolor: white;\n\tpadding: 10px; \n\tborder-style: solid;\n\tborder-width: 3px;\n\tborder-radius: 15px;\n\tborder-color: #071c58;\n}\n\n@media screen and (max-width: 1024px) {\n\n\t.HUD_NavScreenOutline {\n\t\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_blue.png");\n\t\tfont-family: courier;\n\t\tfont-size: 8px;\n\t\tcolor: white;\n\t\tpadding: 6px 6px; \n\t\tborder-style: solid;\n\t\tborder-width: 3px;\n\t\tborder-radius: 25px;\n\t\tborder-color: #071c58;\n\t}\n\n\n\t.HUD_NavScreenFilterArea {\n\t\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_blue.png");\n\t\tfont-family: verdana;\n\t\tfont-size: 1em;\n\t\tcolor: white;\n\t\tmargin: 0;\n\t\tmargin-bottom: 4px;\n\t\tpadding: 1px 1px; \n\t\tborder-style: solid;\n\t\tborder-width: 1px;\n\t\tborder-radius: 5px;\n\t\tborder-color: #071c58;\n\t}\n\n\t.HUD_NavScreen_Filter {\n\t\twidth: 28%;\n\t}\n\n\t.HUD_NavScreen_FilterSelected {\n\t\twidth: 28%;\n\t}\n\n\t.HUD_NavScreenItem{\n\t\tborder-width: 1px;\n\t}\n\t\n\t.HUD_NavScreenItem_Current{\n\t\tborder-width: 1px;\n\t}\n\n\t.HUD_NavScreenItem_Disabled{\n\t\tborder-width: 1px;\n\n\t}\n\n}\n\n.HUD_shop_anoint {\n\tbackground-image: url("https://rage-productions.com/game-content/scaffold-22/images/hud_background_yellow.png");\n\tborder-color: #a9672c;\n}\n\n.HUD_BuyListInfo_Title {\n\tfloat: left;\n\theight: auto;\n\twidth: 93%;\n\tpadding-left: 4%;\n\tpadding-right: 3%;\n\tfont-weight: bold;\n\ttext-align: left;\n}\n\n.overlayImage {\n\tposition: absolute;\n\ttop: 0;\n\tleft: 0;\n\twidth: 100%;\n}\n\n.overlayImage img {\n\n}\n\n.imageContainer {\n\tposition: relative;\n\twidth: auto;\n\theight: auto;\n\tmax-width: 180px;\n\tmax-height: auto;\n\tmargin: auto;\n}\n\n.imageContainerLarge {\n\tposition: relative;\n\twidth: auto;\n\theight: auto;\n\tmax-width: 600px;\n\tmax-height: auto;\n\tmargin: auto;\n}\n\n.uncapitalize {\n\ttext-transform: none;\n}\n\n.bold {\n\tfont-weight: bold;\n}\n\n@media screen and (max-width: 1024px)\n{\n\t.imageContainer {\n\t\tmax-width: 135px;\n\t}\n\t\n}
<<nobr>>\n<div class='OptionsField'>\n\t<div class='GameOption GameOption_Move'>\n\t<<click 'Resume Game' $currentgamepassage>>\n\t\t<<set $hud.currentScreen = "none">>\n\t\t<<set playContextSound("ui_blip_back");>>\n\t<</click>>\n\t</div><br>\n\t<div class='GameOption GameOption_Move'>\n\t<<click 'GoToScene' 'b30_fallenshrine_giftsaints'>>\n\t\t<<set $hud.currentScreen = "none"; $processed = false>>\n\t\t<<set playContextSound("ui_blip_back"); $resetIndexer = true>>\n\t<</click>>\n\t</div><br>\n\t<div class='GameOption GameOption_Move'>\n\t<<click 'VSimCouch' 'b28_riptide_arenalobby'>>\n\t\t<<set $hud.currentScreen = "none"; $processed = false>>\n\t\t<<set playContextSound("ui_blip_back");>>\n\t<</click>>\n\t</div><br>\n\t<div class='GameOption GameOption_Move'>\n\t<<click 'Money' $currentgamepassage>>\n\t\t<<set $hud.currentScreen = "none">>\n\t\t<<set playContextSound("ui_blip_back");>>\n\t\t<<set $attrib.credits += 100000>>\n\t<</click>>\n\t</div>\n</div>\n\n<<set $hide = {\n\tcombatlayer: false,\n\tdefensivelayer: false,\n\tdiplomacylayer: false,\n\tlayer0: false,\n\tlayer1: false,\n\tlayer2: false,\n\tlayer3: false,\n\tlayer4: false,\n\tlayer5: false,\n}>>\n\n/% player's actions %/\n<<set $action = {\n\tarrive: "onfoot",\n\taction1: "none",\n\taction2: "none",\n\taction3: "none",\n\taction4: "none",\n\taction5: "none",\n\trandomize: "none",\n\troundtype1: "none",\n\troundtype2: "none",\n}>>\n\n<<set $loc_voidshrine = {\n\tdidFirstSacrifice: false,\n}>>\n\n\n<</nobr>>\n<div class='GameText'>UTILITY PASSAGE FOR SETTING / RESETTING VARIABLES. LIST BELOW SHOWS ACTIVE VALUES (IF YOU'RE CURIOUS...)\n\n<<print JSON.stringify(state.active.variables, null, 4)>></div>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination",\n\t\tname: "abominations",\n class: "abomination_shambler",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_shambler",\n\t\tresponsetext: "abomination_acheri_response",\n\t\tsinglenames: ["abomination", "abomination", "abomination"],\n\t\tsinglegender: ["it", "it", "it"],\n\t\tsingleposessive: ["its", "its", "its"],\n\t\timages: ["images/combat_abom_failwraith.png", "images/combat_abom_failwraith.png", "images/combat_abom_failwraith_2.png"],\n\t\talive: 3,\n\t\tarmor: 12,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\ttaunt: "The abominations scramble forward on their hands and knees, rotten fangs bared wide.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b29_junction_postabom",\n\t\tally: "none",\n\t}>>\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination",\n\t\tname: "acheri",\n class: "abomination_acheri",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_acheri_result",\n\t\tresponsetext: "abomination_acheri_response",\n\t\tsinglenames: ["acheri"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_acheri_female.png"],\n\t\talive: 1,\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.5,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\ttaunt: "The Acheri recoils, rotten teeth bared as it raises its clawed hands threateningly.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.33,\n\t\tcover: 0,\n\t\tcontinue: "b30_abacus_hunt_utilitypassage_2",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination",\n\t\tname: "acheri",\n class: "abomination_acheri",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_acheri_result",\n\t\tresponsetext: "abomination_acheri_response",\n\t\tsinglenames: ["acheri", "acheri", "acheri"],\n\t\tsinglegender: ["it", "it", "it"],\n\t\tsingleposessive: ["its", "its", "its"],\n\t\timages: ["images/combat_abom_acheri.png", "images/combat_abom_acheri_2.png", "images/combat_abom_acheri_3.png"],\n\t\talive: 3,\n\t\tarmor: 4,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.45,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\ttaunt: "The Acheri prowl toward you, rotten teeth bared and their clawed, disfigured limbs poised to strike.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tcontinue: "tram_breakdown_acherinest",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\t<<set $hud.combatUIScrewLevel = 2>>\n\n\t<<set $attrib.stress += 1>>\n\n\t<<if $attrib.fatigue lt 50>>\n\t\t<<set $attrib.fatigue = 50>>\n\t<<elseif $attrib.fatigue lt 75>>\n\t\t<<set $attrib.fatigue = 75>>\n\t<<else>>\n\t\t<<set $attrib.fatigue += 15>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<</if>>\n\n\t<<set $combat.player.accuracy *= 0.9>>\n\n\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t<<display 'Combat_IntroImage'>>\n\t\tYou've barely gone two steps when a shadowy figure appears from thin air. Bony fingers grab you by the neck. You choke and struggle, nose to nose with the skull-like face of a leering Banshee.\t\n\t</div>\n\n\t<<display 'doCombatJitter'>>\n\n<</nobr>>
<<nobr>>\n\t<<set $hud.combatUIScrewLevel = 2>>\n\n\t<<set $attrib.stress += 1>>\n\n\t<<if $attrib.fatigue lt 50>>\n\t\t<<set $attrib.fatigue = 50>>\n\t<<elseif $attrib.fatigue lt 75>>\n\t\t<<set $attrib.fatigue = 75>>\n\t<<else>>\n\t\t<<set $attrib.fatigue += 15>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<</if>>\n\n\t<<set $combat.player.accuracy *= 0.9>>\n\n\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t<<display 'Combat_IntroImage'>>\n\t\tYou've just started to look around when something grabs you from behind. Before you know it, bony fingers have you by the neck. You choke and struggle, nose to nose with the skull-like face of a leering Banshee.\t\n\t</div>\n\n\n\t<<display 'doCombatJitter'>>\n\n<</nobr>>
<<nobr>>\n\t<<set $hud.combatUIScrewLevel = 2>>\n\n\t<<set $attrib.stress += 1>>\n\n\t<<if $attrib.fatigue lt 50>>\n\t\t<<set $attrib.fatigue = 50>>\n\t<<elseif $attrib.fatigue lt 75>>\n\t\t<<set $attrib.fatigue = 75>>\n\t<<else>>\n\t\t<<set $attrib.fatigue += 15>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<</if>>\n\n\t<<set $combat.player.accuracy *= 0.9>>\n\n\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t<<display 'Combat_IntroImage'>>\n\t\tYou've just bent down to take the data pad wen a shadowy figure appears from thin air. Bony fingers grab you by the neck. You choke and struggle, nose to nose with the skull-like face of a leering Banshee.\t\n\t</div>\n\n\t<<display 'doCombatJitter'>>\n\n<</nobr>>
<<nobr>>\n\t<<set $hud.combatUIScrewLevel = 2>>\n\n\t<<set $attrib.stress += 1>>\n\n\t<<if not $equip.isConcealing >>\n\t\t<<if $attrib.toxicity lt 50>>\n\t\t\t<<set $attrib.toxicity = 50>>\n\t\t<<elseif $attrib.toxicity lt 75>>\n\t\t\t<<set $attrib.toxicity = 75>>\n\t\t<<else>>\n\t\t\t<<set $attrib.toxicity += 15>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<</if>>\n\n\t<<set $combat.player.accuracy *= 0.9>>\n\n\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t<<display 'Combat_IntroImage'>>\n\t\tYou've barely gone a dozen steps when three Acheri jump out of nowhere. Childlike fingers grab your libs, shrieking viciously, as one of them vomits sickly bile <<if $equip.isConcealing>>on your faceplate. You rasp your breath as the air filters clog.<<else>>in your face. You choke and splutter, struggling to free yourself.<</if>>\n\t</div>\n\n\t<<display 'doCombatJitter'>>\n\n<</nobr>>
<<nobr>>\n\t<<set $hud.combatUIScrewLevel = 2>>\n\n\t<<set $attrib.stress += 1>>\n\n\t<<if $attrib.fatigue lt 50>>\n\t\t<<set $attrib.fatigue = 50>>\n\t<<elseif $attrib.fatigue lt 75>>\n\t\t<<set $attrib.fatigue = 75>>\n\t<<else>>\n\t\t<<set $attrib.fatigue += 15>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<</if>>\n\n\t<<set $combat.player.accuracy *= 0.9>>\n\n\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t<<display 'Combat_IntroImage'>>\n\t\tYou've just begun to climb the stairs when shadowy figure drops from the ceiling. Bony fingers grab your throat. You choke and struggle, nose to nose with the fang-lined face of a Wraith.\n\t</div>\n\n\t<<display 'doCombatJitter'>>\n\n<</nobr>>
<<nobr>>\n\t<<set $hud.combatUIScrewLevel = 2>>\n\n\t<<set $attrib.stress += 1>>\n\n\t<<if $attrib.fatigue lt 50>>\n\t\t<<set $attrib.fatigue = 50>>\n\t<<elseif $attrib.fatigue lt 75>>\n\t\t<<set $attrib.fatigue = 75>>\n\t<<else>>\n\t\t<<set $attrib.fatigue += 15>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<</if>>\n\n\t<<set $combat.player.accuracy *= 0.9>>\n\n\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t<<display 'Combat_IntroImage'>>\n\t\tYou're just about to start speaking when the witch throws herself at you, shrieking. Both of you tumble to the floor. Her fingers wrap around your neck like iron. You kick yourself free but clearly trying to talk was a bad idea.\n\t</div>\n\n\t<<display 'doCombatJitter'>>\n\n<</nobr>>
<<nobr>>\n\t<<set $hud.combatUIScrewLevel = 2>>\n\n\t<<set $attrib.stress += 1>>\n\n\t<<if $attrib.fatigue lt 50>>\n\t\t<<set $attrib.fatigue = 50>>\n\t<<elseif $attrib.fatigue lt 75>>\n\t\t<<set $attrib.fatigue = 75>>\n\t<<else>>\n\t\t<<set $attrib.fatigue += 15>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<</if>>\n\n\t<<set $combat.player.accuracy *= 0.9>>\n\n\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t<<display 'Combat_IntroImage'>>\n\t\tYou gasp for air, the witch's treacherous claw still constricting your throat. Her lips curl as her chin tilts up in a display of sheer arrogance.\n\t</div>\n\n\t<<display 'doCombatJitter'>>\n\n<</nobr>>
<<nobr>>\n\t<<set $hud.combatUIScrewLevel = 2>>\n\n\t<<set $attrib.stress += 1>>\n\n\t<<if $attrib.fatigue lt 50>>\n\t\t<<set $attrib.fatigue = 50>>\n\t<<elseif $attrib.fatigue lt 75>>\n\t\t<<set $attrib.fatigue = 75>>\n\t<<else>>\n\t\t<<set $attrib.fatigue += 15>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<</if>>\n\n\t<<set $combat.player.accuracy *= 0.9>>\n\n\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t<<display 'Combat_IntroImage'>>\n\t\tAdrenaline surges. You whirl around only to find yorself face to face with a pair of bright, glowing eyes. You recoil with a start just as the abomination draws a long, curved blade.\n\t</div>\n\n\t<<display 'doCombatJitter'>>\n\n<</nobr>>
<<nobr>>\n\t<<set $hud.combatUIScrewLevel = 2>>\n\n\t<<set $attrib.stress += 1>>\n\n\t<<if $attrib.fatigue lt 50>>\n\t\t<<set $attrib.fatigue = 50>>\n\t<<elseif $attrib.fatigue lt 75>>\n\t\t<<set $attrib.fatigue = 75>>\n\t<<else>>\n\t\t<<set $attrib.fatigue += 15>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<</if>>\n\n\t<<set $combat.player.accuracy *= 0.9>>\n\n\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t<<display 'Combat_IntroImage'>>\n\t\tYou've just set off across the icy floor when a blur of motion brawls you over. Panicked, you struggle to throw off the invisible assailant. Its vicious fangs snap at you but, thankfully, you manage to run to safety.\n\t</div>\n\n\t<<display 'doCombatJitter'>>\n\n<</nobr>>
<<nobr>>\n\t<<set $hud.combatUIScrewLevel = 2>>\n\n\t<<set $attrib.stress += 1>>\n\n\t<<if $attrib.fatigue lt 50>>\n\t\t<<set $attrib.fatigue = 50>>\n\t<<elseif $attrib.fatigue lt 75>>\n\t\t<<set $attrib.fatigue = 75>>\n\t<<else>>\n\t\t<<set $attrib.fatigue += 15>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<</if>>\n\n\t<<set $combat.player.accuracy *= 0.9>>\n\n\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t<<display 'Combat_IntroImage'>>\n\t\tYou've just climbed out of the elevator when the Acheri jumps you, shrieking viciously with its thighs locked aroung your neck. You throw it off with a roar that is met by a childlike voice screeching right back at you.\n\t</div>\n\n\t<<display 'doCombatJitter'>>\n\n<</nobr>>
<<nobr>>\n\t<<set $hud.combatUIScrewLevel = 2>>\n\n\t<<set $attrib.stress += 1>>\n\n\t<<if $attrib.fatigue lt 50>>\n\t\t<<set $attrib.fatigue = 50>>\n\t<<elseif $attrib.fatigue lt 75>>\n\t\t<<set $attrib.fatigue = 75>>\n\t<<else>>\n\t\t<<set $attrib.fatigue += 15>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<</if>>\n\n\t<<set $combat.player.accuracy *= 0.9>>\n\n\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t<<display 'Combat_IntroImage'>>\n\t\tYou've just opened your mouth to speak when the Acheri jumps you, shrieking viciously with its thighs locked aroung your neck. You throw it off with a roar that is met by a childlike voice screeching right back at you.\n\t</div>\n\n\t<<display 'doCombatJitter'>>\n\n<</nobr>>
<<nobr>>\n\t<<set $hud.combatUIScrewLevel = 2>>\n\n\t<<set $attrib.stress += 1>>\n\n\t<<if $attrib.fatigue lt 50>>\n\t\t<<set $attrib.fatigue = 50>>\n\t<<elseif $attrib.fatigue lt 75>>\n\t\t<<set $attrib.fatigue = 75>>\n\t<<else>>\n\t\t<<set $attrib.fatigue += 15>>\n\t<</if>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<</if>>\n\n\t<<set $combat.player.accuracy *= 0.9>>\n\n\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t<<display 'Combat_IntroImage'>>\n\t\tYou've just settled back to wait when the Djinn flickers into existence, its bright blue eyes an inch from your face The next instant, you're thrown painfully to the floor. Passengers scream as the abomination draws a long, curved blade.\n\t</div>\n\n\t<<display 'doCombatJitter'>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "Bounty Hunter",\n class: "human_commando_merc_captain",\n\t\tgender: "him",\n\t\tposessive: "his",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["Bounty Hunter"],\n\t\tsinglegender: ["him"],\n\t\tsingleposessive: ["his"],\n\t\timages: ["images/combat_merc_bhunter.png"],\n\t\talive: 1,\n\t\tarmor: 18,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 22,\n\t\taccuracy: 1.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "The Bounty Hunter draws and loads his railgun with a perfectly timed flourish. \s"Dead it is then.\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "rnd_bounty_hunter_after",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "hunter",\n class: "human_armor_hunter",\n\t\tgender: "him",\n\t\tposessive: "his",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["hunter"],\n\t\tsinglegender: ["him"],\n\t\tsingleposessive: ["his"],\n\t\timages: ["images/combat_human_hunter.png"],\n\t\talive: 1,\n\t\tarmor: 5,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 16,\n\t\taccuracy: 0.9,\n\t\tcover: 0.1,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "The hunter takes cover behind a seat, shouting, \s"Your time's up, Acrel!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "rnd_tramway_postfight",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_bot_adv",\n\t\tname: "Tripod Bot",\n class: "robot_securitybot_medium",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["bot"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_bot_tripod.png"],\n\t\talive: 1,\n\t\tarmor: 16,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 20,\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n\t\ttaunt: "The Tripod Bot levels its weapon arms on you. Its ludicriously low grace window will expire and microsecond.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "snydicate_crossroads_inside",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_bot_adv",\n\t\tname: "Tripod Bots",\n class: "robot_securitybot_medium",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["bot", "bot"],\n\t\tsinglegender: ["it", "it"],\n\t\tsingleposessive: ["its", "its"],\n\t\timages: ["images/combat_bot_tripod.png", "images/combat_bot_tripod.png"],\n\t\talive: 2,\n\t\tarmor: 16,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 20,\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n\t\ttaunt: "Coilfire ends abruptly. In the ringing silence that follows, you can hear bolts being cycled into the bots' guns.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_snydicate_research",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_bot_adv",\n\t\tname: "Tripod Bot",\n class: "robot_securitybot_medium",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["bot", "bot"],\n\t\tsinglegender: ["it", "it"],\n\t\tsingleposessive: ["its", "its"],\n\t\timages: ["images/combat_bot_tripod.png", "images/combat_bot_tripod.png"],\n\t\talive: 1,\n\t\tarmor: 16,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 20,\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n\t\ttaunt: "Coilfire ends abruptly. In the ringing silence that follows, you can hear bolts being cycled into the bot's guns.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_snydicate_research",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_bot_adv",\n\t\tname: "Tripod Bot",\n class: "robot_securitybot_medium",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["bot"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_bot_tripod.png"],\n\t\talive: 1,\n\t\tarmor: 16,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 20,\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n\t\ttaunt: "The Tripod Bot rolls into firing position, bolts clicking into its coil guns. It will open fire any moment.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b5_covenfinal_enter_inject",\n\t\tally: "none",\n\t}>>\n\n\t<<if $job_coven.buddy eq "fisher">>\n\t\t<<set $combat.player.ally = "fisher_rifle">>\n\t<<elseif $job_coven.buddy eq "jalkovski">>\n\t\t<<set $combat.player.ally = "jalkovski_rifle">>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_bot_adv",\n\t\tname: "Tripod Bots",\n class: "robot_securitybot_medium",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["bot", "bot"],\n\t\tsinglegender: ["it", "it"],\n\t\tsingleposessive: ["its", "its"],\n\t\timages: ["images/combat_bot_tripod.png", "images/combat_bot_tripod.png"],\n\t\talive: 2,\n\t\tarmor: 16,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 20,\n\t\taccuracy: 0.8,\n\t\tisLargeTarget: true,\n\t\tcover: 0,\n\t\ttaunt: "The Tripod Bots remain motionless on the far side of the bridge. Their runtimes haven't predicted your intent - yet.",\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b3_finalmission_rotunda",\n\t\tally: "none",\n\t}>>\n\n\t<<if $action.action2 eq "doSnipe">>\n\t\t<<set $combat.enemy.alive = 1>>\n\t\t<<set $combat.enemy.shield = 12>>\n\t<</if>>\n\n\t<<if $job_conspiracy.buddy eq "varai">>\n\t\t<<set $combat.player.ally = "comissar_pistol">>\n\t<<elseif $job_conspiracy.buddy eq "jalkovski">>\n\t\t<<set $combat.player.ally = "jalkovski_rifle">>\n\t<<elseif $job_conspiracy.buddy eq "fisher">>\n\t\t<<set $combat.player.ally = "fisher_rifle">>\n\t<<elseif $job_conspiracy.buddy eq "pineapple">>\n\t\t<<set $combat.player.ally = "pineapple_rifle">>\n\t<<elseif $job_conspiracy.buddy eq "fabienne">>\n\t\t<<set $combat.player.ally = "siren_knife">>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_bot_adv",\n\t\tname: "Cartel Bot",\n class: "robot_securitybot_medium_cartel",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["bot"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_bot_tripod_cartel.png"],\n\t\talive: 1,\n\t\tarmor: 36,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 16,\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n\t\ttaunt: "The Cartel Bot levels its weapon arms on you. Bolts clack into the feed. Flames sputter from the plasma caster.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.7,\n\t\tcover: 0.2,\n\t\tcontinue: "b29_machinesmith_class_resolve",\n\t\tally: "petrovic_drone",\n\t}>>\n\n\t<<if $loc_petrovic_cellar.botResult eq "ambushAttack">>\n\t\t<<set $combat.enemy.accuracy = 0.9>>\n\t\t<<set $combat.enemy.taunt = "The Cartel Bot looms over you. Bolts clack into the feed. Flames sputter from the plasma caster.">>\n\t<<elseif $loc_petrovic_cellar.botResult eq "coverAttack">>\n\t\t<<set $combat.player.cover = 0.35>>\n\t\t<<set $combat.enemy.shield *= 0.5>>\n\t\t<<set $combat.enemy.taunt = "The Cartel Bot sparks as it levels it's weapons arms. Flames sputter from the plasma caster.">>\n\t<<elseif $loc_petrovic_cellar.botResult eq "disabledAttack">>\n\t\t<<set $combat.enemy.shield = 0>>\n\t\t<<set $combat.player.cover = 0.35>>\n\t\t<<set $combat.enemy.taunt = "Smoke curls from beneath the Cartel Bot's armor as it levels it's weapons arms. Flames sputter from the plasma caster.">>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_bot_adv",\n\t\tname: "WarBot",\n class: "robot_oldworld_warbot",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["warbot"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_bot_warbot.png"],\n\t\talive: 1,\n\t\tarmor: 40,\n\t\thasFrictionShield: true,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 14,\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\tisLargeTarget: true,\n\t\ttaunt: "The WarBot floats in mid-air, its weapon arms trained on you. Any moment it's runtimes will decide to open fire.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b10_cybercult_enter",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_bot_adv",\n\t\tname: "WarBots",\n class: "robot_oldworld_warbot",\n\t\tgender: "they",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["warbot", "warbot"],\n\t\tsinglegender: ["it", "it"],\n\t\tsingleposessive: ["its"," its"],\n\t\timages: ["images/combat_bot_warbot.png", "images/combat_bot_warbot.png"],\n\t\talive: 2,\n\t\tarmor: 38,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\thasFrictionShield: true,\n\t\tshield: 16,\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\tisLargeTarget: true,\n\t\ttaunt: "The WarBots float in mid-air, weapon arms trained on you. Any moment their aged runtimes will decide to open fire.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b10_cybercult_core",\n\t\tally: "none",\n\t}>>\n\n\t<<if $loc_cybercatacomb.storedRifle eq "dDoS">>\n\t\t<<set $combat.enemy.shield = 0>>\n\t<</if>>\n\n\t<<if $loc_warlock_core.companion eq "isabelle">>\n\t\t<<set $combat.player.ally = "cyborg_guns">>\n\t<<elseif $loc_warlock_core.companion eq "fabienne">>\n\t\t<<set $combat.player.ally = "siren_knife">>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_bot",\n\t\tname: "robots",\n class: "robot_oldworld_guardian",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["robot", "robot", "robot"],\n\t\tsinglegender: ["it", "it", "it"],\n\t\tsingleposessive: ["its", "its", "its"],\n\t\timages: ["images/combat_bot_old.png", "images/combat_bot_old_2.png", "images/combat_bot_old.png"],\n\t\talive: 3,\n\t\tarmor: 16,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.6,\n\t\thasFrictionShield: true,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The ancient robots level their weapons on you. Their intent is unmistakable.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b28_machinetemple_postcombat",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_bot",\n\t\tname: "robots",\n class: "robot_oldworld_guardian",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["robot", "robot", "robot", "robot"],\n\t\tsinglegender: ["it", "it", "it", "it"],\n\t\tsingleposessive: ["its", "its", "its", "its"],\n\t\timages: ["images/combat_bot_old.png", "images/combat_bot_old_2.png", "images/combat_bot_old.png", "images/combat_bot_old.png"],\n\t\talive: 4,\n\t\tarmor: 16,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\thasFrictionShield: true,\n\t\taccuracy: 0.55,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The ageing robots clank toward you, bolts audibly cycling into their coilguns. It's only a matter of moments before they open fire.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b10_cybercult_corefinal",\n\t\tally: "none",\n\t}>>\n\n\t<<if $loc_warlock_core.companion eq "isabelle">>\n\t\t<<set $combat.player.ally = "cyborg_guns">>\n\t<<elseif $loc_warlock_core.companion eq "fabienne">>\n\t\t<<set $combat.player.ally = "siren_knife">>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_bot_adv",\n\t\tname: "robots",\n class: "robot_oldworld_tomb_guardian",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["robot", "robot", "robot", "robot"],\n\t\tsinglegender: ["it", "it", "it", "it"],\n\t\tsingleposessive: ["its", "its", "its", "its"],\n\t\timages: ["images/combat_bot_old_guardian.png", "images/combat_bot_old_guardian.png", "images/combat_bot_old_guardian.png", "images/combat_bot_old_guardian.png"],\n\t\talive: 3,\n\t\tarmor: 50,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 1.1,\n\t\thasFrictionShield: true,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\tisLargeTarget: false,\n\t\ttaunt: "The ancient robots flash a dazzling array of unintelligable warning holograms. Still, their meaning is as clear as the raised weapons: trespassers must die.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "dynastytomb_postrobots",\n\t\tally: "siren_knife",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_bot_adv",\n\t\tname: "robots",\n class: "robot_oldworld_tomb_guardian",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["robot", "robot", "robot", "robot"],\n\t\tsinglegender: ["it", "it", "it", "it"],\n\t\tsingleposessive: ["its", "its", "its", "its"],\n\t\timages: ["images/combat_bot_old_guardian.png", "images/combat_bot_old_guardian.png", "images/combat_bot_old_guardian.png", "images/combat_bot_old_guardian.png"],\n\t\talive: 2,\n\t\tarmor: 40,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 1.1,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasFrictionShield: true,\n\t\tisLargeTarget: false,\n\t\ttaunt: "A last warning hologram is flashed. The eerie silence that follows is telling: the machines will open fire any moment now.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "dynastytomb_postrobots",\n\t\tally: "siren_knife",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_bot",\n\t\tname: "Security Bot",\n class: "robot_securitybot_light",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["bot"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_bot_security.png"],\n\t\talive: 1,\n\t\tarmor: 8,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 4,\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "The Security Bot stands motionless. Its runtimes don't seem to have recognized your hostile intent - yet."\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "crossroads_findraj_inject",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_bot",\n\t\tname: "Security Bots",\n class: "robot_securitybot_light",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["bot", "bot", "bot", "bot"],\n\t\tsinglegender: ["it", "it", "it", "it"],\n\t\tsingleposessive: ["its", "its", "its", "its"],\n\t\timages: ["images/combat_bot_security.png", "images/combat_bot_security.png", "images/combat_bot_security.png", "images/combat_bot_security.png"],\n\t\talive: 4,\n\t\tarmor: 16,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 8,\n\t\taccuracy: 0.55,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "The Security Bots plot toward you, adjusting their aim. Chances are their runtimes will resume firing any second.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_snydicate_admin",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_bot",\n\t\tname: "Security Bots",\n class: "robot_securitybot_light",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["bot", "bot", "bot"],\n\t\tsinglegender: ["it", "it", "it"],\n\t\tsingleposessive: ["its", "its", "its"],\n\t\timages: ["images/combat_bot_security.png", "images/combat_bot_security.png", "images/combat_bot_security.png"],\n\t\talive: 3,\n\t\tarmor: 10,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 6,\n\t\taccuracy: 0.6,\n\t\tcover: 0.15,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "The Security Bots shuffle forwards in perfect unison. They flash one warning. After the second they'll open fire.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.15,\n\t\tcontinue: "b5_covenfinal_enter",\n\t\tally: "none",\n\t}>>\n\n\t<<if $job_coven.buddy eq "fisher">>\n\t\t<<set $combat.player.ally = "fisher_rifle">>\n\t<<elseif $job_coven.buddy eq "jalkovski">>\n\t\t<<set $combat.player.ally = "jalkovski_rifle">>\n\t<<elseif $job_coven.buddy eq "celena">>\n\t\t<<set $combat.player.ally = "celena_sorceress">>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_bot",\n class: "robot_securitybot_light",\n\t\tname: "Security Bots",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["bot", "bot"],\n\t\tsinglegender: ["it", "it"],\n\t\tsingleposessive: ["its", "its"],\n\t\timages: ["images/combat_bot_security.png", "images/combat_bot_security.png"],\n\t\talive: 2,\n\t\tarmor: 14,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 6,\n\t\taccuracy: 0.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "The Security Bots stand motionless, optics fixed on you and weapon arms aimed. Clearly their runtimes anticipate hostilities.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b10_athena_lab",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_bot",\n\t\tname: "Security Bot",\n class: "robot_securitybot_light",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["bot"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_bot_security.png"],\n\t\talive: 1,\n\t\tarmor: 10,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 6,\n\t\taccuracy: 0.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "The rogue Security Bot fixes you with its electronic eyes. Even as you watch, it raises its weapons arm.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "inject_warlock_conclude",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_bot",\n\t\tname: "Security Bots",\n class: "robot_securitybot_light",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["bot", "bot"],\n\t\tsinglegender: ["it", "it"],\n\t\tsingleposessive: ["its", "its"],\n\t\timages: ["images/combat_bot_security.png", "images/combat_bot_security.png"],\n\t\talive: 2,\n\t\tarmor: 12,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 6,\n\t\taccuracy: 0.6,\n\t\tcover: 0.15,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "The Security Bots hesitate. One of them turns to you, raising its weapon arm. The other follows suit a moment later.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.15,\n\t\tcontinue: "b28_electronics_postfirefight",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "xenofauna",\n\t\tname: "cephanine",\n class: "xenofauna_cephanine",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_cephanine_result",\n\t\tresponsetext: "abomination_cephanine_response",\n\t\tsinglenames: ["cephanine"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_cephanine.png"],\n\t\talive: 1,\n\t\tarmor: 12,\n\t\tvulnerable: "toxin",\n\t\timmune: "conductive",\n\t\tshield: 6,\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tdidreappear: false,\n\t\ttaunt: "The Cephanine sniffs the air, gills heaving, and turns to face you. Its tentacles sway menacingly.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_finish_aquaduct",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "xenofauna",\n\t\tname: "cephanine",\n class: "xenofauna_cephanine",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_cephanine_result",\n\t\tresponsetext: "abomination_cephanine_response",\n\t\tsinglenames: ["cephanine"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_cephanine.png"],\n\t\talive: 1,\n\t\tarmor: 14,\n\t\tvulnerable: "toxin",\n\t\timmune: "conductive",\n\t\tshield: 8,\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tdidreappear: false,\n\t\ttaunt: "The Cephanine sniffs the air, gills heaving, and turns to face you. Its tentacles sway menacingly.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b30_quarantine_inside",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "xenofauna",\n\t\tname: "cephanine",\n class: "xenofauna_cephanine",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_cephanine_result",\n\t\tresponsetext: "abomination_cephanine_response",\n\t\tsinglenames: ["cephanine"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_cephanine.png"],\n\t\talive: 1,\n\t\tarmor: 9,\n\t\tvulnerable: "toxin",\n\t\timmune: "conductive",\n\t\tshield: 6,\n\t\taccuracy: 0.9,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tdidreappear: false,\n\t\ttaunt: "The Cephanine prowls toward you, tentacles swaying menacingly. It's impossible to overlook its razor-sharp teeth.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_finish_aquaduct",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "xenofauna",\n\t\tname: "cephanine",\n class: "xenofauna_cephanine",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_cephanine_result",\n\t\tresponsetext: "abomination_cephanine_response",\n\t\tsinglenames: ["cephanine"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_cephanine.png"],\n\t\talive: 1,\n\t\tarmor: 16,\n\t\tvulnerable: "toxin",\n\t\timmune: "conductive",\n\t\tshield: 6,\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tdidreappear: false,\n\t\ttaunt: "The Cephanine rises to its feet, sniffing the air. Its tentacles sway uncertainly.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b29_lowhabs_insidelair",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "xenofauna",\n\t\tname: "cephanine",\n class: "xenofauna_cephanine",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_cephanine_result",\n\t\tresponsetext: "abomination_cephanine_response",\n\t\tsinglenames: ["cephanine"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_cephanine.png"],\n\t\talive: 1,\n\t\tarmor: 18,\n\t\tvulnerable: "toxin",\n\t\timmune: "conductive",\n\t\tshield: 8,\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tdidreappear: false,\n\t\ttaunt: "The Cephanine risks a step toward you, hissing angrily. Its tentacles sway menacingly.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b29_lowhabs_insidelair",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "Comissaria",\n class: "human_no_armor",\n\t\tgender: "she",\n\t\tposessive: "her",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["Comissaria"],\n\t\tsinglegender: ["she"],\n\t\tsingleposessive: ["her"],\n\t\timages: ["images/combat_human_commisaria.png"],\n\t\talive: 1,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 12,\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "The Commisaria keeps her sidearm leveled on you, saying, \s"Three. Two...\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_addon_constabularia_hauler",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n class: "human_no_armor",\n\t\tname: "Comissaria",\n\t\tgender: "she",\n\t\tposessive: "her",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["Comissaria"],\n\t\tsinglegender: ["she"],\n\t\tsingleposessive: ["her"],\n\t\timages: ["images/combat_human_commisaria.png"],\n\t\talive: 1,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 12,\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "The Commisaria brings her sidearm up, wincing in pain. \s"You will die. Both of you!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b33_addon_constructionsite_loot",\n\t\tally: "siren_knife",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<if $randomEncounterPhases.criminalityPhase lt 35>>\n\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "human",\n\t\t\tname: "commandos",\n class: "human_commando_merc",\n\t\t\tgender: "them",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_firearm_response",\n\t\t\tsinglenames: ["commando", "commando", "commando", "commando"],\n\t\t\tsinglegender: ["him", "him", "him", "him",],\n\t\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\t\timages: ["images/combat_merc_commando_civl.png", "images/combat_merc_commando_civl.png", "images/combat_merc_commando_civl.png", "images/combat_merc_commando_civl.png"],\n\t\t\talive: 4,\n\t\t\tarmor: 4,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "none",\n\t\t\tshield: 6,\n\t\t\taccuracy: 0.7,\n\t\t\tcover: 0,\n\t\t\tisMeeleAttacker: false,\n\t\t\thasArcShield: true,\n\t\t\thasRailgun: true,\n\t\t\ttaunt: "The commandos bring up their rifles, calling, \s"Shoot to kill!\s"",\n\t\t}>>\n\n\t<<else>>\n\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "machine_exo",\n\t\t\tname: "CIVL Team",\n class: "human_exo_merc",\n\t\t\tgender: "their",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_melee_response",\n\t\t\tsinglenames: ["trooper", "trooper", "trooper", "trooper"],\n\t\t\tsinglegender: ["it", "it", "it", "it"],\n\t\t\tsingleposessive: ["its", "its", "its", "its"],\n\t\t\timages: ["images/combat_exo_constable.png", "images/combat_exo_constable.png", "images/combat_exo_constable.png", "images/combat_exo_constable.png"],\n\t\t\talive: 4,\n\t\t\tarmor: 28,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "toxin",\n\t\t\tshield: 24,\n\t\t\taccuracy: 0.85,\n\t\t\tcover: 0,\n\t\t\thasArcShield: true,\n\t\t\tisLargeTarget: true,\n\t\t\ttaunt: "The CIV Troopers brings up their rail cannons, droning, \s"You are under arrest, citizen. Lay down your weapons immediately.\s"",\n\t\t}>>\n\n\t<</if>>\n\n\t<<if $randomEncounterPhases.criminalityPhase lt 28>>\n\t\t<<set $combat.enemy.alive = 3>>\n\t<<else>>\n\t\t<<set $combat.enemy.alive = 4>>\n\t<</if>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "constabulary_arrest_postfight",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "commandos",\n class: "human_commando_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["commando", "commando", "commando", "commando"],\n\t\tsinglegender: ["him", "him", "him", "him",],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_commando_civl.png", "images/combat_merc_commando_civl.png", "images/combat_merc_commando_civl.png", "images/combat_merc_commando_civl.png"],\n\t\talive: 4,\n\t\tarmor: 4,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 6,\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "The commandos bring up their rifles, calling, \s"Shoot to kill!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_docks_visionescape",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_exo",\n\t\tname: "CIVL Team",\n class: "human_exo_merc",\n\t\tgender: "their",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_melee_response",\n\t\tsinglenames: ["trooper", "trooper", "trooper", "trooper"],\n\t\tsinglegender: ["it", "it", "it", "it"],\n\t\tsingleposessive: ["its", "its", "its", "its"],\n\t\timages: ["images/combat_exo_constable.png", "images/combat_exo_constable.png", "images/combat_exo_constable.png", "images/combat_exo_constable.png"],\n\t\talive: 4,\n\t\tarmor: 28,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 26,\n\t\taccuracy: 0.85,\n\t\tcover: 0,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n\t\thasRailgun: true,\n\t\ttaunt: "The CIV Troopers brings up their rail cannons, droning, \s"Intruders sighted! Elemite them.\s"",\n\t}>>\n\n\t<<if $action.arrive eq "b40_docks_postfight">>\n\t\t<<set $combat.enemy.alive = 2>>\n\t<</if>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "constabulary_arrest_postfight",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "cyber thugs",\n class: "human_light_cyber",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["thug", "thug"],\n\t\tsinglegender: ["him", "his"],\n\t\tsingleposessive: ["his", "his"],\n\t\timages: ["images/combat_human_cybercult.png", "images/combat_human_cybercult_rifle.png"],\n\t\talive: 2,\n\t\tarmor: 1,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 8,\n\t\taccuracy: 0.55,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "The cultists recoil, bringing their weapons up. One of them shouts, \s"Yer goin' down, skinjob!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "rnd_cyber_thugs_postcombat",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "cyber cultists",\n class: "human_light_cyber",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["cultist", "cultist", "cultist"],\n\t\tsinglegender: ["him", "her", "him"],\n\t\tsingleposessive: ["his", "her", "his"],\n\t\timages: ["images/combat_human_cybercult_rifle.png", "images/combat_human_cybercult_female.png", "images/combat_human_cybercult.png"],\n\t\talive: 3,\n\t\tarmor: 1,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 8,\n\t\taccuracy: 0.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "As the cultists aim their weapons at you, one of them calls, \s"For Warlock!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "rnd_cyber_renegades_after",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "cyber cultists",\n class: "human_light_cyber",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["cultist", "cultist", "cultist"],\n\t\tsinglegender: ["him", "her", "him"],\n\t\tsingleposessive: ["his", "her", "his"],\n\t\timages: ["images/combat_human_cybercult.png", "images/combat_human_cybercult_female.png", "images/combat_human_cybercult.png"],\n\t\talive: 3,\n\t\tarmor: 1,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 8,\n\t\taccuracy: 0.55,\n\t\tcover: 0.15,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "As the cultists train their weapons on you, one of them calls, \s"Shoot the fucker!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b10_cybercult_machinepit",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_cyborg",\n\t\tname: "cyborgs",\n class: "robot_cyborg_railgun",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["cyborg", "cyborg"],\n\t\tsinglegender: ["her", "him"],\n\t\tsingleposessive: ["her", "his"],\n\t\timages: ["images/combat_bot_cyborg.png", "images/combat_bot_cyborg_male.png"],\n\t\talive: 2,\n\t\tarmor: 12,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 26,\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasRailgun: true,\n\t\thasArcShield: true,\n\t\ttaunt: "The cyborgs approach, weapons arms raised. Even their augmented faces can't hide the distain in their eyes.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "rnd_cyber_cyborgs_after",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_cyborg",\n\t\tname: "cyborg",\n class: "robot_cyborg_railgun",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["cyborg"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_bot_cyborg.png"],\n\t\talive: 1,\n\t\tarmor: 12,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 26,\n\t\taccuracy: 0.85,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasRailgun: true,\n\t\thasArcShield: true,\n\t\ttaunt: "The cyborg glowers at you through its mechanical eyes. Even extensive augmentation can't hide the anger on the face beneath.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b33_rom_isabellakill",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_cyborg",\n\t\tname: "cyborgs",\n class: "robot_cyborg_railgun",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["cyborg", "cyborg"],\n\t\tsinglegender: ["her", "him"],\n\t\tsingleposessive: ["her", "his"],\n\t\timages: ["images/combat_bot_cyborg.png", "images/combat_bot_cyborg_male.png"],\n\t\talive: 2,\n\t\tarmor: 12,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 26,\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\thasRailgun: true,\n\t\ttaunt: "The cyborgs stop, eyeing you with mechanical gazes. Even their leverl of augmentation can't hide the distain on the faces beneath.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_cybercult_hack",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "mercenaries",\n class: "human_light_merc_rifle",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["merc", "merc", "merc", "merc"],\n\t\tsinglegender: ["him", "him", "him", "his"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_syndicate_rifle_nohelmet.png", "images/combat_merc_syndicate_2.png", "images/combat_merc_syndicate_carbine.png", "images/combat_merc_syndicate_rifle.png"],\n\t\talive: 4,\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.6,\n\t\tcover: 0.125,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Arena Official team moves into position, making expert use of the Arena's terrain.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b28_arena_post",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "psychos",\n class: "human_light_merc_psycho",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["psycho", "psycho", "psycho"],\n\t\tsinglegender: ["him", "her", "him"],\n\t\tsingleposessive: ["his", "her", "his"],\n\t\timages: ["images/combat_merc_psycho_rifle.png", "images/combat_merc_psycho_female.png", "images/combat_merc_psycho_rifle.png"],\n\t\talive: 3,\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Psychonauts charge into view with a vicious roar. Their chem-fueled rage is unmistakable - and mildly unsettling.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b28_arena_post",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "thugs",\n class: "human_no_armor_thug",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["thug", "bastard", "goon"],\n\t\tsinglegender: ["her", "him", "him"],\n\t\tsingleposessive: ["her", "his", "his"],\n\t\timages: ["images/combat_human_arena_thug_female.png", "images/combat_human_arena_thug.png", "images/combat_human_arena_thug_2.png"],\n\t\talive: 3,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.35,\n\t\tcover: 0.1,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "Reaperarium scrambles behind cover, taking only occasional potshots. They don't seem to have a game plan.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b28_arena_post",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_exo",\n\t\tname: "exo troopers",\n class: "human_exo_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["exo armor", "exo armor"],\n\t\tsinglegender: ["it", "it"],\n\t\tsingleposessive: ["its", "its"],\n\t\timages: ["images/combat_exo_syndicate.png", "images/combat_exo_syndicate.png"],\n\t\talive: 2,\n\t\tarmor: 28,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 24,\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n\t\thasRailgun: true,\n\t\ttaunt: "The Exos advance, heavy footfalls shaking the floor as they reload their massive rail cannons.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.65,\n\t\tcover: 0.15,\n\t\tcontinue: "todo",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "commandos",\n class: "human_commando_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["commando", "commando", "commando", "commando"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_commando_syndicate.png", "images/combat_merc_commando_syndicate.png", "images/combat_merc_commando_syndicate.png", "images/combat_merc_commando_syndicate.png"],\n\t\talive: 4,\n\t\tarmor: 6,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 10,\n\t\taccuracy: 0.9,\n\t\tcover: 0.125,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\thasRailgun: true,\n\t\ttaunt: "Commando Strike assumes tactical positions, only barely exposing themselves as they keep your head down with well-aimed shots.",\n\t}>>\n\n\t<<display 'commando_tweak'>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b28_arena_post",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "commandos",\n class: "human_commando_merc_kobol",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["commando", "commando", "commando", "commando"],\n\t\tsinglegender: ["him", "him", "him", "him",],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_commando_kobol.png", "images/combat_merc_commando_kobol.png", "images/combat_merc_commando_kobol.png", "images/combat_merc_commando_kobol.png"],\n\t\talive: 4,\n\t\tarmor: 18,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.95,\n\t\tcover: 0.05,\n\t\tisMeeleAttacker: false,\n\t\thasRailgun: true,\n\t\ttaunt: "The Bloodhound Gang advances agressively, barely pausing as they bear down on you in what's clearly a direct killrush - or potentially a suicide charge.",\n\t}>>\n\n\t<<display 'commando_tweak'>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b28_arena_post",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "thugs",\n class: "human_no_armor_thug",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["thug", "Flavio", "goon"],\n\t\tsinglegender: ["her", "him", "him"],\n\t\tsingleposessive: ["her", "his", "his"],\n\t\timages: ["images/combat_human_arena_thug_female.png", "images/combat_human_arena_thug.png", "images/combat_human_arena_thug_2.png"],\n\t\talive: 3,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.55,\n\t\tcover: 0.1,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "Reaperarium scrambles behind cover, taking only occasional potshots. They don't seem to have a game plan.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b28_arena_post",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "purifiers",\n class: "human_light_merc_purifier",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["purifier", "purifier", "purifier", "purifier"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_purifier_2.png", "images/combat_merc_purifier.png", "images/combat_merc_purifier_2.png", "images/combat_merc_purifier_2.png"],\n\t\talive: 4,\n\t\tarmor: 16,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.66,\n\t\tcover: 0.15,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "Ordus Puria assumes position, expertly poised to react to your play as the match evolves.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b28_arena_post",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "cyber cultists",\n class: "human_light_cyber",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["cultist", "cultist", "cultist", "cultist"],\n\t\tsinglegender: ["him", "his", "her", "his"],\n\t\tsingleposessive: ["his", "his", "her", "his"],\n\t\timages: ["images/combat_human_cybercult.png", "images/combat_human_cybercult_rifle.png", "images/combat_human_cybercult_female.png", "images/combat_human_cybercult.png"],\n\t\talive: 4,\n\t\tarmor: 1,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 8,\n\t\taccuracy: 0.55,\n\t\tcover: 0.25,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "Arc shields crackle behind cover, offering no indication as to how the Augteam intends to play - except perhaps defensively.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b28_arena_post",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "heavies",\n class: "human_heavy_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["heavy", "heavy", "heavy", "heavy"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_syndicate_heavy.png", "images/combat_merc_syndicate_heavy.png", "images/combat_merc_syndicate_heavy_2.png", "images/combat_merc_syndicate_heavy_2.png"],\n\t\talive: 4,\n\t\tarmor: 18,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 8,\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "Arc shields crackle Heavy Guard advances on two flanks, exposed but well enough armored to still be a serious threat.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b28_arena_post",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "Blood Sons",\n class: "human_heavy_merc_sok",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["merc", "merc", "merc", "merc"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_kobol.png", "images/combat_merc_kobol.png", "images/combat_merc_kobol_light.png", "images/combat_merc_kobol_light.png"],\n\t\talive: 4,\n\t\tarmor: 22,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.85,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasRailgun: true,\n\t\ttaunt: "Radiant Massacre advances agressively, smoking rail cannons held ready. They've holed virtually every block in the Arena. There's barely any cover left.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.01,\n\t\tcontinue: "b28_arena_post",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "thugs",\n class: "human_no_armor_thug",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["thug", "Flavio", "goon"],\n\t\tsinglegender: ["her", "him", "him"],\n\t\tsingleposessive: ["her", "his", "his"],\n\t\timages: ["images/combat_human_arena_thug_female.png", "images/combat_human_arena_thug.png", "images/combat_human_arena_thug_2.png"],\n\t\talive: 3,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.55,\n\t\tcover: 0.1,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "Reaperarium scrambles behind cover, taking only occasional potshots. They don't seem to have a game plan. Or a chance.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b28_arena_post",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_exo",\n\t\tname: "Knights of Eden",\n class: "human_exo_knight",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "exo_response_melee",\n\t\tsinglenames: ["knight", "knight", "knight", "knight"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_exo_knight.png", "images/combat_exo_knight.png", "images/combat_exo_knight.png"],\n\t\talive: 3,\n\t\tarmor: 22,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 24,\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tisBrutalMeele: true,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n\t\ttaunt: "Augments whirr as Ordus Rex stomps through the Arena, their slender Exos clearly visible amidst the many blocks.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b28_arena_post",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_cyborg",\n\t\tname: "cyborgs",\n class: "robot_cyborg_railgun",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["cyborg", "cyborg", "cyborg", "cyborg"],\n\t\tsinglegender: ["him", "her", "her", "him"],\n\t\tsingleposessive: ["his", "her", "her", "his"],\n\t\timages: ["images/combat_bot_cyborg_male.png", "images/combat_bot_cyborg.png", "images/combat_bot_cyborg.png", "images/combat_bot_cyborg_male.png"],\n\t\talive: 4,\n\t\tarmor: 12,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 26,\n\t\taccuracy: 0.75,\n\t\tcover: 0.1,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\thasRailgun: true,\n\t\ttaunt: "The Cyborgs dart in and out of view as they swap positions, offering no clear indication of how they intend to play - except perhaps defensively.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b28_arena_post",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_exo",\n\t\tname: "exo troopers",\n class: "human_exo_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["exo armor", "exo armor", "exo armor"],\n\t\tsinglegender: ["it", "it", "it"],\n\t\tsingleposessive: ["its", "its", "its"],\n\t\timages: ["images/combat_exo_zanex.png", "images/combat_exo_zanex.png", "images/combat_exo_zanex.png"],\n\t\talive: 3,\n\t\tarmor: 28,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 24,\n\t\taccuracy: 0.9,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n\t\thasRailgun: true,\n\t\ttaunt: "Augments whir as ExoGenisis moves into position, rail cannons hefted and footfalls shaking the Arena floor.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.05,\n\t\tcontinue: "b28_arena_post",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_bot_adv",\n\t\tname: "Tripod Bots",\n class: "robot_securitybot_medium",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["bot", "bot", "bot", "bot"],\n\t\tsinglegender: ["it", "it", "it", "it"],\n\t\tsingleposessive: ["its", "its", "its", "its"],\n\t\timages: ["images/combat_bot_tripod.png", "images/combat_bot_tripod.png", "images/combat_bot_tripod.png", "images/combat_bot_tripod.png"],\n\t\talive: 2,\n\t\tarmor: 16,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 20,\n\t\taccuracy: 0.8,\n\t\tisLargeTarget: true,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "The Warbotz spread out, cycling fresh bolts into their coilguns as they assume perfectly symmetric flanking positions.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b28_arena_post",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "Lavandri Champion",\n class: "human_deathmatch_champion_lavandri",\n\t\tgender: "her",\n\t\tposessive: "her",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["Lavandri Champion"],\n\t\tsinglegender: ["her"],\n\t\tsingleposessive: ["her"],\n\t\timages: ["images/combat_human_arena_lavandri.png"],\n\t\talive: 1,\n\t\tarmor: 60,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 30,\n\t\taccuracy: 1,\n\t\tcover: 0.05,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\thasRailgun: true,\n\t\ttaunt: "Calamity re-loads her railgun with a flourish as she bears down on you. \s"Game's over, Vine. You're dead.\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.05,\n\t\tcontinue: "b28_arena_post",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "Incubus Champion",\n class: "human_deathmatch_champion_incubus",\n\t\tgender: "him",\n\t\tposessive: "his",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["Incubus Champion"],\n\t\tsinglegender: ["him"],\n\t\tsingleposessive: ["his"],\n\t\timages: ["images/combat_human_arena_incubus.png"],\n\t\talive: 1,\n\t\tarmor: 24,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 56,\n\t\taccuracy: 1,\n\t\tcover: 0.1,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: false,\n\t\ttaunt: "Reaper Jack darts into view, sidearm and knife held ready. His lips curl as he brings his deadly weapons to bear.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.01,\n\t\tcontinue: "b28_arena_post",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_elusive",\n\t\tname: "Abomination",\n class: "abomination_djinn_synthetic",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_djinn_result",\n\t\tresponsetext: "abomination_djinn_response",\n\t\tsinglenames: ["Abomination"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_synthdjinn.png"],\n\t\talive: 1,\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 50,\n\t\taccuracy: 0.8,\n\t\tcover: 0.15,\n\t\tisMeeleAttacker: true,\n\t\tisBrutalMeele: true,\n\t\tusesFakeCover: true,\n\t\ttaunt: "A smirk curls the abomination's dark lips as it fixes you with a penetrating stare. There's nothing but cold determination in its haunting eyes.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tcontinue: "b40_syndicate_postabom",\n\t\tally: "none",\n\t}>>\n\n\t<<if $action.action0 eq "exitArmor">>\n\t\t<<set $combat.enemy.shield *= 1.35>>\n\t<</if>>\n\n\t<<if $job_cathedral_hack.hackedBriabackLab>>\n\t\t<<set $combat.enemy.shield *= 0.75>>\n\t\t<<set $combat.player.accuracy = 0.75>>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_unique",\n\t\tname: "Djinn",\n class: "abomination_djinn",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_djinn_result",\n\t\tresponsetext: "abomination_djinn_response",\n\t\tsinglenames: ["Djinn"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_djinn.png"],\n\t\talive: 1,\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 65,\n\t\taccuracy: 1.2,\n\t\tcover: 0.15,\n\t\tisMeeleAttacker: true,\n\t\tisBrutalMeele: true,\n\t\tusesFakeCover: true,\n\t\ttaunt: "The Djinn advances, bright blue eyes blazing with anger as it flips its knife into a backhanded grip.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.35,\n\t\tcover: 0,\n\t\tcontinue: "b3_finalmission_leave",\n\t\tally: "none",\n\t}>>\n\n\t<<if $job_conspiracy.buddy eq "varai">>\n\t\t<<set $combat.player.ally = "comissar_pistol">>\n\t<<elseif $job_conspiracy.buddy eq "jalkovski">>\n\t\t<<set $combat.player.ally = "jalkovski_rifle">>\n\t<<elseif $job_conspiracy.buddy eq "fisher">>\n\t\t<<set $combat.player.ally = "fisher_rifle">>\n\t<<elseif $job_conspiracy.buddy eq "pineapple">>\n\t\t<<set $combat.player.ally = "pineapple_rifle">>\n\t<<elseif $job_conspiracy.buddy eq "fabienne">>\n\t\t<<set $combat.player.ally = "siren_knife">>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_elusive",\n\t\tname: "Djinn",\n class: "abomination_djinn",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "vanishing",\n\t\tresulttext: "abomination_djinn_result",\n\t\tresponsetext: "abomination_djinn_response",\n\t\tsinglenames: ["Djinn"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_djinn.png"],\n\t\talive: 1,\n\t\tarmor: 5,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 18,\n\t\taccuracy: 1,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\ttaunt: "Should never occur - THE DEV.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tcontinue: "b29_djinn_enter_3",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_elusive",\n\t\tname: "Djinn",\n class: "abomination_djinn",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "vanishing",\n\t\tresulttext: "abomination_djinn_result",\n\t\tresponsetext: "abomination_djinn_response",\n\t\tsinglenames: ["Djinn"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_djinn.png"],\n\t\talive: 1,\n\t\tarmor: 5,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 12,\n\t\taccuracy: 1,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\ttaunt: "The Djinn steps forward, its icy eyes alight with malice as it flips its knife into a backhanded grip.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tcontinue: "rnd_tramway_djinnpost",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_unique",\n\t\tname: "Djinn",\n class: "abomination_djinn",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_djinn_result",\n\t\tresponsetext: "abomination_djinn_response",\n\t\tsinglenames: ["Djinn"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_djinn.png"],\n\t\talive: 1,\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 75,\n\t\taccuracy: 1.1,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\ttaunt: "The Djinn advances, bright blue eyes blazing with anger as it flips its knife into a backhanded grip.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.35,\n\t\tcover: 0,\n\t\tcontinue: "b14_cathedral_final_postgunfight",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_unique",\n\t\tname: "Djinn",\n class: "abomination_djinn",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_djinn_result",\n\t\tresponsetext: "abomination_djinn_response",\n\t\tsinglenames: ["Djinn"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_djinn.png"],\n\t\talive: 1,\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 75,\n\t\taccuracy: 1.1,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\ttaunt: "The Djinn advances, bright blue eyes blazing with anger as it flips its knife into a backhanded grip.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.35,\n\t\tcover: 0,\n\t\tcontinue: "b40_docks_postambush",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_elusive",\n\t\tname: "Djinn",\n class: "abomination_djinn",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "vanishing",\n\t\tresulttext: "abomination_djinn_result",\n\t\tresponsetext: "abomination_djinn_response",\n\t\tsinglenames: ["Djinn"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_djinn.png"],\n\t\talive: 1,\n\t\tarmor: 6,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 25,\n\t\taccuracy: 1,\n\t\tcover: 0.1,\n\t\tisMeeleAttacker: true,\n\t\ttaunt: "The Djinn advances, bright blue eyes blazing with anger as it flips its knife into a backhanded grip.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tcontinue: "b30_mausoleum_searchbody",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_exo",\n\t\tname: "High King",\n class: "human_exo_highking",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "exo_response_melee",\n\t\tsinglenames: ["High King"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_exo_psycho.png"],\n\t\talive: 1,\n\t\tarmor: 32,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 28,\n\t\taccuracy: 0.85,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tisLargeTarget: true,\n\t\thasArcShield: true,\n\t\ttaunt: "The High King surges forward with a distorted roar that leaves a painful ringing in your ears.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tcontinue: "b29_psychocult_introduce",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_exo",\n\t\tname: "exo armor",\n class: "human_exo_merc",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["exo armor"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_exo_syndicate.png"],\n\t\talive: 1,\n\t\tarmor: 28,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 24,\n\t\taccuracy: 0.9,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n\t\thasRailgun: true,\n\t\ttaunt: "The Exo Armor stomps to a halt, deftly loading a bolt block into its enormous rail cannon.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b10_athena_leave",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_exo",\n\t\tname: "exo troopers",\n class: "human_exo_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["exo armor", "exo armor"],\n\t\tsinglegender: ["it", "it"],\n\t\tsingleposessive: ["its", "its"],\n\t\timages: ["images/combat_exo_zanex.png", "images/combat_exo_zanex.png"],\n\t\talive: 2,\n\t\tarmor: 28,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 24,\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n\t\ttaunt: "The Exo troopers re-load their rail cannons, stomping over dead cultists as they bear down on you.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tcontinue: "b28_visionary_riptidefinal",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_exo",\n\t\tname: "exo armor",\n class: "human_exo_merc",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["exo armor"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_exo_zanex.png"],\n\t\talive: 1,\n\t\tarmor: 28,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 24,\n\t\taccuracy: 0.9,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n\t\thasRailgun: true,\n\t\ttaunt: "The Exo Armor stomps to a halt, deftly loading a bolt block into its enormous rail cannon.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tcontinue: "mainsion_raid_postbattle",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_exo",\n\t\tname: "exo troopers",\n class: "human_exo_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["exo armor", "exo armor"],\n\t\tsinglegender: ["it", "it"],\n\t\tsingleposessive: ["its", "its"],\n\t\timages: ["images/combat_exo_zanex.png", "images/combat_exo_zanex.png"],\n\t\talive: 2,\n\t\tarmor: 28,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 24,\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n\t\thasRailgun: true,\n\t\ttaunt: "The Exos advance, heavy footfalls shaking the floor as they reload their massive rail cannons.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.65,\n\t\tcover: 0.15,\n\t\tcontinue: "b29_bazar_visionfinal",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_exo",\n\t\tname: "exo troopers",\n class: "human_exo_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["exo armor", "exo armor"],\n\t\tsinglegender: ["it", "it"],\n\t\tsingleposessive: ["its", "its"],\n\t\timages: ["images/combat_exo_zanex.png", "images/combat_exo_zanex.png"],\n\t\talive: 2,\n\t\tarmor: 28,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 24,\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n\t\ttaunt: "The Exo troopers heft their rail cannons, deftly loading bolt blocks as they kick stray abominations aside.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tcontinue: "b28_riptide_assault",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "fanatics",\n class: "human_no_armor_fanatic",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["fanatic", "zealot"],\n\t\tsinglegender: ["him", "him"],\n\t\tsingleposessive: ["his", "his"],\n\t\timages: ["images/combat_human_fanatic_3.png", "images/combat_human_fanatic_2.png"],\n\t\talive: 2,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.4,\n\t\tcover: 0.1,\n\t\ttaunt: "The fanatics move toward you, weapons drawn as they shout, \s"Kill the Disbeliever!\s"",\n\t\tisMeeleAttacker: false,\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.3,\n\t\tcontinue: "b27_fanatics_enter",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\t<<if $randomEncounterPhases.syndicateRaidPhase gte 2>>\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "human",\n\t\t\tname: "fanatics",\n class: "human_no_armor_fanatic",\n\t\t\tgender: "them",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_firearm_response",\n\t\t\tsinglenames: ["fanatic", "fanatic", "fanatic", "fanatic", "fanatic"],\n\t\t\tsinglegender: ["him", "him", "him", "him", "his"],\n\t\t\tsingleposessive: ["his", "his", "his", "his", "his"],\n\t\t\timages: ["images/combat_human_fanatic.png", "images/combat_human_fanatic_2.png", "images/combat_human_fanatic_rifle.png", "images/combat_human_fanatic_3.png", "images/combat_human_fanatic_rifle.png"],\n\t\t\talive: 5,\n\t\t\tarmor: 0,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "none",\n\t\t\tshield: 0,\n\t\t\taccuracy: 0.6,\n\t\t\tcover: 0,\n\t\t\tisMeeleAttacker: false,\n\t\t\ttaunt: "The fanatics hesitate as they see you do the same. One of them raises a rifle, calling, \s"Shoot the disbeliever!\s"",\n\t\t}>>\n\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>>\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "human",\n\t\t\tname: "fanatics",\n class: "human_no_armor_fanatic",\n\t\t\tgender: "them",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_firearm_response",\n\t\t\tsinglenames: ["fanatic", "fanatic", "fanatic", "fanatic"],\n\t\t\tsinglegender: ["him", "him", "him", "his"],\n\t\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\t\timages: ["images/combat_human_fanatic_2.png", "images/combat_human_fanatic.png", "images/combat_human_fanatic_3.png", "images/combat_human_fanatic_rifle.png"],\n\t\t\talive: 4,\n\t\t\tarmor: 0,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "none",\n\t\t\tshield: 0,\n\t\t\taccuracy: 0.55,\n\t\t\tcover: 0,\n\t\t\tisMeeleAttacker: false,\n\t\t\ttaunt: "The fanatics hesitate as they see you do the same. One of them raises a rifle, calling, \s"Kill the heretic!\s"",\n\t\t}>>\n\t<<else>>\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "human",\n\t\t\tname: "fanatics",\n class: "human_no_armor_fanatic",\n\t\t\tgender: "them",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_firearm_response",\n\t\t\tsinglenames: ["fanatic", "fanatic", "fanatic"],\n\t\t\tsinglegender: ["him", "him", "him"],\n\t\t\tsingleposessive: ["his", "his", "his"],\n\t\t\timages: ["images/combat_human_fanatic_rifle.png", "images/combat_human_fanatic_3.png", "images/combat_human_fanatic_2.png"],\n\t\t\talive: 3,\n\t\t\tarmor: 0,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "none",\n\t\t\tshield: 0,\n\t\t\taccuracy: 0.5,\n\t\t\tcover: 0,\n\t\t\ttaunt: "The fanatics hesitate as they see you do the same. One of them raises his pistol, calling, \s"Traitor! Heretic! Murderer!\s"",\n\t\t\tisMeeleAttacker: false,\n\t\t}>>\n\t<</if>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "random_syndicate_postkill",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "fanatics",\n class: "human_no_armor_fanatic",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["fanatic", "fanatic", "fanatic", "fanatic"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_human_fanatic_2.png", "images/combat_human_fanatic_rifle.png", "images/combat_human_fanatic.png", "images/combat_human_fanatic_2.png"],\n\t\talive: 4,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.5,\n\t\tcover: 0.1,\n\t\ttaunt: "From beyond the doorway, one of the fanatics calls, \s"Another Heretic! Kill it! Now!\s"",\n\t\tisMeeleAttacker: false,\n\t}>>\n\n <<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.3,\n\t\tcontinue: "b27_fanatics_loot",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "fanatics",\n class: "human_no_armor_fanatic",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["fanatic", "fanatic", "fanatic", "fanatic"],\n\t\tsinglegender: ["him", "his", "her", "him"],\n\t\tsingleposessive: ["his", "his", "her", "his"],\n\t\timages: ["images/combat_human_fanatic_3.png", "images/combat_human_fanatic_rifle.png", "images/combat_human_fanatic_female.png", "images/combat_human_fanatic_2.png"],\n\t\talive: 4,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "One of the fanatics stops to reload in the middle of the hallway. The others are still firing at the Zanex troopers.",\n\t}>>\n\n\t<<if $loc_machineroom.killedFanatics>>\n\t\t<<set $combat.enemy.alive = 2>>\n\t<</if>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b27_riot_catacombs",\n\t\tally: "jalkovski_rifle",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "fanatics",\n class: "human_no_armor_fanatic",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["fanatic", "fanatic", "fanatic", "fanatic"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_human_fanatic.png", "images/combat_human_fanatic_2.png", "images/combat_human_fanatic_rifle.png", "images/combat_human_fanatic_3.png"],\n\t\talive: 4,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.6,\n\t\tcover: 0.25,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The fanatics duck back into cover. Ringing silence haunts the landing pad.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "B1_vindelmansion_siege_drop",\n\t\tally: "jalkovski_rifle",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "fanatics",\n class: "human_no_armor_fanatic",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["fanatic", "fanatic", "fanatic", "fanatic", "fanatic"],\n\t\tsinglegender: ["him", "her", "him", "him", "him"],\n\t\tsingleposessive: ["his", "her", "his", "his", "his"],\n\t\timages: ["images/combat_human_fanatic_3.png", "images/combat_human_fanatic_female.png","images/combat_human_fanatic_rifle.png", "images/combat_human_fanatic.png", "images/combat_human_fanatic_2.png"],\n\t\talive: 5,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "One of the fanatics stops to reload in the middle of the hallway. The others are still firing at the Zanex troopers.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "B1_vindelmansion_siege_sanctum",\n\t\tally: "none",\n\t}>>\n\n\t<<if $action.action3 eq "hold">>\n\t\t<<set $combat.player.ally = "jalkovski_rifle">>\n\t<<else>>\n\t\t<<set $combat.enemy.alive -= 1>>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "cultists",\n class: "human_no_armor_cultist",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["cultist", "cultist", "cultist", "cultist", "cultist"],\n\t\tsinglegender: ["him", "him", "her", "him", "him"],\n\t\tsingleposessive: ["his", "his", "her", "his", "his"],\n\t\timages: ["images/combat_human_visionary_2.png", "images/combat_human_visionary.png", "images/combat_human_visionary_female.png", "images/combat_human_visionary.png", "images/combat_human_visionary_2.png"],\n\t\talive: 5,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The cultists notice you. Hands reach for concealed coilguns. One shouts, \s"Intruder! Defend yourselves!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b30_mausoleum_door",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "cultists",\n class: "human_no_armor_cultist",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["cultist", "cultist", "cultist", "cultist", "cultist"],\n\t\tsinglegender: ["him", "him", "her", "him", "him"],\n\t\tsingleposessive: ["his", "his", "her", "his", "his"],\n\t\timages: ["images/combat_human_visionary_2.png", "images/combat_human_visionary.png", "images/combat_human_visionary_female.png", "images/combat_human_visionary.png", "images/combat_human_visionary_2.png"],\n\t\talive: 5,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The cultists notice you. Hands reach for concealed coilguns. One shouts, \s"Intruder! Defend yourselves!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b30_mausoleum_searchbody",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "cultists",\n class: "human_armor_cultist",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["cultist", "cultist", "cultist", "cultist"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_human_cultist_2.png", "images/combat_human_cultist.png", "images/combat_human_cultist.png", "images/combat_human_cultist_2.png"],\n\t\talive: 4,\n\t\tarmor: 10,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The cultists raise their carbines. One of them muttrs, \s"Find peace in death, sinner.\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "rnd_death_cultists_after",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "cultists",\n class: "human_armor_cultist",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["cultist", "cultist", "cultist"],\n\t\tsinglegender: ["him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his"],\n\t\timages: ["images/combat_human_cultist_2.png", "images/combat_human_cultist.png", "images/combat_human_cultist_2.png"],\n\t\talive: 3,\n\t\tarmor: 10,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0.25,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The cultists raise their weapons. One of them calls, \s"Death calls your name, outsider!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b30_megaplex_cult",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "cultists",\n class: "human_armor_cultist",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["cultist", "cultist", "cultist", "cultist"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_human_cultist_2.png", "images/combat_human_cultist.png", "images/combat_human_cultist.png", "images/combat_human_cultist_2.png"],\n\t\talive: 4,\n\t\tarmor: 10,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0.25,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The cultists raise their carbines. One of them calls, \s"Find peace in death!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b30_warrenpassages",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_elusive",\n\t\tname: "hellcat",\n class: "abomination_hellcat",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_hellcat_result",\n\t\tresponsetext: "abomination_hellcat_response",\n\t\tsinglenames: ["hellcat"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_hellcat.png"],\n\t\talive: 1,\n\t\tarmor: 8,\n\t\tvulnerable: "toxin",\n\t\timmune: "conductive",\n\t\tshield: 22,\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tdidreappear: false,\n\t\ttaunt: "A blur of motion catches your eye. The next instant it's gone. But you remember where the hellcat was - hopefully.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.4,\n\t\tcover: 0,\n\t\tcontinue: "b10_cryolounge_hellcat_leave",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "hybrids",\n class: "human_hybrid",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["hybrid", "hybrid", "hybrid"],\n\t\tsinglegender: ["him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his"],\n\t\timages: ["images/combat_human_hybrid_2.png", "images/combat_human_hybrid.png", "images/combat_human_hybrid_2.png"],\n\t\talive: 3,\n\t\tarmor: 26,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The hybrid raise their pistols. One of them hisses, \s"Suffer well, scum.\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.5,\n\t\tcover: 0,\n\t\tcontinue: "rnd_sphinx_revenge_after",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "Blackscale",\n class: "human_hybrid",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["Blackscale"],\n\t\tsinglegender: ["him"],\n\t\tsingleposessive: ["his"],\n\t\timages: ["images/combat_human_hybrid_boss.png"],\n\t\talive: 1,\n\t\tarmor: 14,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Blackscale levels his sidearm, hissing, \s"Suffer your deception, scum.\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.5,\n\t\tcover: 0,\n\t\tcontinue: "sirenssong_post_blackscale",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "workman",\n class: "human_no_armor",\n\t\tgender: "him",\n\t\tposessive: "his",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["workman"],\n\t\tsinglegender: ["him"],\n\t\tsingleposessive: ["his"],\n\t\timages: ["images/combat_human_workman.png"],\n\t\talive: 1,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The workman grabs a shock-gun from his belt, stammering, \s"Wh...what are you doing here?!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "intro_utilityarea",\n\t\tally: "none",\n\t}>>
<<set $combat.enemy = {\n\t\ttype: "abomination",\n\t\tname: "shambler",\n class: "abomination_shambler",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_acheri_result",\n\t\tresponsetext: "abomination_acheri_response",\n\t\tsinglenames: ["shambler"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_failwraith.png"],\n\t\talive: 1,\n\t\tarmor: 6,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.35,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\ttaunt: "The shambler steps toward you, rotten fangs bared and clawlike fingers raised threateningly.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "intro_postabom",\n\t\tally: "none",\n\t}>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_exo",\n\t\tname: "Knight of Eden",\n class: "human_exo_knight",\n\t\tgender: "him",\n\t\tposessive: "his",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "exo_response_melee",\n\t\tsinglenames: ["knight", "knight"],\n\t\tsinglegender: ["him", "him"],\n\t\tsingleposessive: ["his", "his"],\n\t\timages: ["images/combat_exo_knight.png", "images/combat_exo_knight.png"],\n\t\talive: 1,\n\t\tarmor: 22,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 24,\n\t\taccuracy: 0.85,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tisBrutalMeele: true,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n\t\ttaunt: "The Knight brings up his plasma lance, droning, \s"I said begone. This is your last warning.\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_addon_pressureberth",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_exo",\n\t\tname: "Knight of Eden",\n class: "human_exo_knight",\n\t\tgender: "their",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "exo_response_melee",\n\t\tsinglenames: ["knight", "knight"],\n\t\tsinglegender: ["him", "him"],\n\t\tsingleposessive: ["his", "his"],\n\t\timages: ["images/combat_exo_knight.png", "images/combat_exo_knight.png"],\n\t\talive: 2,\n\t\tarmor: 20,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 22,\n\t\taccuracy: 0.85,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tisBrutalMeele: true,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n\t\ttaunt: "The Knights brings up their plasma lances, droning, \s"Surrender now. This is your last warning.\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "constabulary_arrest_postfight",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_exo",\n\t\tname: "Knights of Eden",\n class: "human_exo_knight",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "exo_response_melee",\n\t\tsinglenames: ["knight", "knight", "knight"],\n\t\tsinglegender: ["him", "him", "his"],\n\t\tsingleposessive: ["his", "his", "his"],\n\t\timages: ["images/combat_exo_knight.png", "images/combat_exo_knight.png", "images/combat_exo_knight.png"],\n\t\talive: 3,\n\t\tarmor: 22,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 26,\n\t\taccuracy: 0.85,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tisBrutalMeele: true,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n\t\ttaunt: "The Knights brings up his plasma lances, droning, \s"Slaughter the heretics in the name of Eden!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "the_crossroads_abomassault",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<if $randomEncounterPhases.syndicateRaidPhase gte 2>>\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "human",\n\t\t\tname: "Blood Sons",\n class: "human_heavy_merc_sok",\n\t\t\tgender: "them",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_firearm_response",\n\t\t\tsinglenames: ["merc", "merc", "merc", "merc"],\n\t\t\tsinglegender: ["him", "him", "him", "his"],\n\t\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\t\timages: ["images/combat_merc_kobol.png", "images/combat_merc_kobol.png", "images/combat_merc_kobol_light.png", "images/combat_merc_kobol.png"],\n\t\t\talive: 4,\n\t\t\tarmor: 18,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "toxin",\n\t\t\tshield: 0,\n\t\t\taccuracy: 0.85,\n\t\t\tcover: 0,\n\t\t\tisMeeleAttacker: false,\n\t\t\thasRailgun: true,\n\t\t\ttaunt: "The mercs move forward agressively, bringing their weapons to bear, \s"For the Cabal!\s"",\n\t\t}>>\n\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>>\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "human",\n\t\t\tname: "commandos",\n class: "human_commando_merc_bloodhound",\n\t\t\tgender: "them",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_firearm_response",\n\t\t\tsinglenames: ["commando", "commando", "commando", "commando"],\n\t\t\tsinglegender: ["him", "him", "him", "him",],\n\t\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\t\timages: ["images/combat_merc_commando_kobol.png", "images/combat_merc_commando_kobol.png", "images/combat_merc_commando_kobol.png", "images/combat_merc_commando_kobol.png"],\n\t\t\talive: 4,\n\t\t\tarmor: 18,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "toxin",\n\t\t\tshield: 0,\n\t\t\taccuracy: 0.95,\n\t\t\tcover: 0,\n\t\t\tisMeeleAttacker: false,\n\t\t\thasRailgun: true,\n\t\t\ttaunt: "The mercs bring up their rifles, calling, \s"Shoot to kill!\s"",\n\t\t}>>\n\n\t\t<<display 'commando_tweak'>>\n\t<<else>>\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "human",\n\t\t\tname: "Blood Sons",\n class: "human_heavy_merc_sok",\n\t\t\tgender: "them",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_firearm_response",\n\t\t\tsinglenames: ["merc", "merc", "merc"],\n\t\t\tsinglegender: ["him", "him", "him"],\n\t\t\tsingleposessive: ["his", "his", "his"],\n\t\t\timages: ["images/combat_merc_kobol_light.png", "images/combat_merc_kobol.png", "images/combat_merc_kobol_light.png"],\n\t\t\talive: 3,\n\t\t\tarmor: 12,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "toxin",\n\t\t\tshield: 0,\n\t\t\taccuracy: 0.65,\n\t\t\tcover: 0,\n\t\t\thasRailgun: true,\n\t\t\ttaunt: "The mercs hesitate as they see you do the same. One of them raises rifle, calling, \s"There! Shoot to kill!\s"",\n\t\t\tisMeeleAttacker: false,\n\t\t}>>\n\t<</if>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "random_syndicate_postkill",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_imposing",\n\t\tname: "oger",\n class: "abomination_oger",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_oger_result",\n\t\tresponsetext: "abomination_oger_response",\n\t\tsinglenames: ["oger"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_oger_pipe.png"],\n\t\talive: 1,\n\t\tarmor: 28,\n\t\tvulnerable: "plasma",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tisLargeTarget: true,\n\t\ttaunt: "The Oger hesitates, its gaze drawn directly toward you. The next instant it rushes for the base of the stairs below, roaring. You have moments at most before it reaches you.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tcontinue: "b33_scrapyard_oger_loot",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_imposing",\n\t\tname: "oger",\n class: "abomination_oger",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_oger_result",\n\t\tresponsetext: "abomination_oger_response",\n\t\tsinglenames: ["oger"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_oger_pipe.png"],\n\t\talive: 1,\n\t\tarmor: 26,\n\t\tvulnerable: "plasma",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tisLargeTarget: true,\n\t\ttaunt: "The Oger stomps up the stairs, snarling angrily as its pipe bounces noisily. You have moments at most before it reaches you - moments to offer it a good end.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tcontinue: "b33_scrapyard_oger_loot",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_imposing",\n\t\tname: "oger",\n class: "abomination_oger",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_oger_result",\n\t\tresponsetext: "abomination_oger_response",\n\t\tsinglenames: ["oger"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_oger_crowbar.png"],\n\t\talive: 1,\n\t\tarmor: 26,\n\t\tvulnerable: "plasma",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tisLargeTarget: true,\n\t\ttaunt: "The Oger surges forward with a roar, its eyes burning with barely-contained bloodlust.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tcontinue: "b40_storeroom_ogre_lookaround",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_imposing",\n\t\tname: "oger",\n class: "abomination_oger",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_oger_result",\n\t\tresponsetext: "abomination_oger_response",\n\t\tsinglenames: ["oger"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_oger_female.png"],\n\t\talive: 1,\n\t\tarmor: 34,\n\t\tvulnerable: "plasma",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tisLargeTarget: true,\n\t\ttaunt: "The Oger advances, eyes blazing with crazed anger and improvized lance held ready.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tcontinue: "b30_mexaplex_wretchhive",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "exonetics_paladin",\n\t\tname: "Sunlord",\n class: "machine_exo_paladin",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "paladin_result",\n\t\tresponsetext: "paladin_response",\n\t\tsinglenames: ["Sunlord"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_paladin_old.png"],\n\t\talive: 1,\n\t\tarmor: 42,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 48,\n\t\taccuracy: 0.9,\n\t\tcover: 0,\n\t\thasFrictionShield: true,\n\t\tisMeeleAttacker: false,\n\t\tisLargeTarget: true,\n\t\ttaunt: "Brilliant light begins to form between the Sunlord's fingers. Even from afar you can feel the air begin to heat.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b28_machinetemple_loot",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "exonetics_paladin",\n\t\tname: "Paladin",\n class: "machine_exo_paladin",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "paladin_result",\n\t\tresponsetext: "paladin_response",\n\t\tsinglenames: ["Paladin"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_paladin.png"],\n\t\talive: 1,\n\t\tarmor: 46,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 64,\n\t\taccuracy: 1.2,\n\t\tcover: 0,\n\t\thasFrictionShield: true,\n\t\tisLargeTarget: true,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "Brilliant light burns between the Paladin's fingers. Even from afar you can feel the searing heat.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b14_cathedral_final_postpaladin",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "purifiers",\n class: "human_light_merc_purifier",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["purifier", "purifier", "purifier", "purifier", "purifier"],\n\t\tsinglegender: ["him", "him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_purifier.png", "images/combat_merc_purifier.png", "images/combat_merc_purifier_2.png", "images/combat_merc_purifier.png", "images/combat_merc_purifier_2.png"],\n\t\talive: 5,\n\t\tarmor: 16,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.66,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "The Purifiers move into position, weapons at the ready. One calls, \s"Purge the abomination, brothers!\s".",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "rnd_tramway_postfight",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "purifiers",\n class: "human_light_merc_purifier",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["purifier", "purifier", "purifier", "purifier", "purifier"],\n\t\tsinglegender: ["him", "him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_purifier_2.png", "images/combat_merc_purifier.png", "images/combat_merc_purifier_2.png", "images/combat_merc_purifier.png", "images/combat_merc_purifier.png"],\n\t\talive: 5,\n\t\tarmor: 16,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.66,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "The Purifiers move into position and level their coilguns. One calls, \s"Kill the abomination, brothers!\s".",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "the_crossroads_endmsn_arva2",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<if $randomEncounterPhases.syndicateRaidPhase gte 2>>\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "human",\n\t\t\tname: "thugs",\n class: "human_no_armor_thug",\n\t\t\tgender: "them",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_firearm_response",\n\t\t\tsinglenames: ["thug", "thug", "thug", "thug", "thug"],\n\t\t\tsinglegender: ["him", "him", "him", "her", "his"],\n\t\t\tsingleposessive: ["his", "his", "his", "her", "his"],\n\t\t\timages: ["images/combat_human_thug_rifle.png", "images/combat_human_thug.png", "images/combat_human_thug_rifle.png", "images/combat_human_thug_female_masked.png", "images/combat_human_thug_3.png"],\n\t\t\talive: 5,\n\t\t\tarmor: 0,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "none",\n\t\t\tshield: 0,\n\t\t\taccuracy: 0.75,\n\t\t\tcover: 0,\n\t\t\tisMeeleAttacker: false,\n\t\t\ttaunt: "The thugs hesitate as they see you do the same. One of them raises a rifle, calling, \s"Shoot the traitor!\s"",\n\t\t}>>\n\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>>\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "human",\n\t\t\tname: "thugs",\n class: "human_no_armor_thug",\n\t\t\tgender: "them",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_firearm_response",\n\t\t\tsinglenames: ["thug", "thug", "thug", "thug"],\n\t\t\tsinglegender: ["him", "him", "him", "his"],\n\t\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\t\timages: ["images/combat_human_thug_2.png", "images/combat_human_thug_rifle.png", "images/combat_human_thug_3.png", "images/combat_human_thug.png"],\n\t\t\talive: 4,\n\t\t\tarmor: 0,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "none",\n\t\t\tshield: 0,\n\t\t\taccuracy: 0.55,\n\t\t\tcover: 0,\n\t\t\tisMeeleAttacker: false,\n\t\t\ttaunt: "The thugs hesitate as they see you do the same. One of them raises a rifle, calling, \s"Ice the fucker!\s"",\n\t\t}>>\n\t<<else>>\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "human",\n\t\t\tname: "thugs",\n class: "human_no_armor_thug",\n\t\t\tgender: "them",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_firearm_response",\n\t\t\tsinglenames: ["thug", "thug", "thug"],\n\t\t\tsinglegender: ["him", "him", "him"],\n\t\t\tsingleposessive: ["his", "his", "his"],\n\t\t\timages: ["images/combat_human_thug_rifle.png", "images/combat_human_thug_3.png", "images/combat_human_thug.png"],\n\t\t\talive: 3,\n\t\t\tarmor: 0,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "none",\n\t\t\tshield: 0,\n\t\t\taccuracy: 0.5,\n\t\t\tcover: 0,\n\t\t\ttaunt: "The thugs hesitate as they see you do the same. One of them raises his pistol, calling, \s"Traitor! Shoot te kill!\s"",\n\t\t\tisMeeleAttacker: false,\n\t\t}>>\n\t<</if>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "random_syndicate_postkill",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "thugs",\n \tclass: "human_no_armor_thug",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["thug", "thug", "thug", "thug"],\n\t\tsinglegender: ["him", "him", "him", "his"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_human_thug_2.png", "images/combat_human_thug_rifle.png", "images/combat_human_thug_female_masked.png", "images/combat_human_thug.png"],\n\t\talive: 4,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.55,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The thugs hesitate as they see you do the same. One of them raises a rifle, calling, \s"Ice the fucker!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "rnd_riptide_revenge_after",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "raptors",\n class: "human_armored_thug",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["raptor", "raptor", "raptor", "raptor"],\n\t\tsinglegender: ["him", "him", "her", "him"],\n\t\tsingleposessive: ["his", "his", "her", "his"],\n\t\timages: ["images/combat_human_raptor.png", "images/combat_human_raptor_nohelmet.png", "images/combat_human_raptor_female.png", "images/combat_human_raptor.png"],\n\t\talive: 4,\n\t\tarmor: 6,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.55,\n\t\tcover: 0.15,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The raptors scrambe into cover, rifles aimed and ready. One of them calls, \s"Blast the bastards!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.2,\n\t\tcontinue: "b30_raptoroutpost_loot",\n\t\tally: "jalkovski_rifle",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "raptors",\n class: "human_armored_thug",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["raptor", "raptor", "raptor", "raptor", "raptor"],\n\t\tsinglegender: ["him", "him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his", "his"],\n\t\timages: ["images/combat_human_raptor.png", "images/combat_human_raptor_nohelmet.png", "images/combat_human_raptor.png", "images/combat_human_raptor.png", "images/combat_human_raptor.png"],\n\t\talive: 5,\n\t\tarmor: 7,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.55,\n\t\tcover: 0.1,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Raptors take cover behind the barricades with a shouted, \s"Blast the fuckers!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b28_visionary_riptidefinal",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "heavies",\n class: "human_heavy_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["heavy", "heavy", "heavy", "heavy"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_raptor_heavy.png", "images/combat_merc_raptor_heavy.png", "images/combat_merc_raptor_heavy.png", "images/combat_merc_raptor_heavy.png"],\n\t\talive: 4,\n\t\tarmor: 18,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Raptor heavies re-form their firing line, stepping over dead cultists as their coils spin up.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b28_visionary_riptidefinal",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "raptors",\n class: "human_armored_thug",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["raptor", "raptor", "raptor", "raptor", "raptor"],\n\t\tsinglegender: ["him", "him", "her", "him", "her"],\n\t\tsingleposessive: ["his", "his", "her", "his", "her"],\n\t\timages: ["images/combat_human_raptor.png", "images/combat_human_raptor_nohelmet.png", "images/combat_human_thug_female_masked.png", "images/combat_human_raptor.png", "images/combat_human_raptor_female.png"],\n\t\talive: 5,\n\t\tarmor: 7,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.55,\n\t\tcover: 0.15,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "Coilfire lulls just long enough for the bodyguard to shout, \s"Ice Acrel! Ice that fucker, kids!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.15,\n\t\tcontinue: "b28_riptide_assault",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "raptors",\n class: "human_armored_thug",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["raptor", "raptor", "raptor", "raptor", "raptor"],\n\t\tsinglegender: ["him", "him", "her", "him", "him"],\n\t\tsingleposessive: ["his", "his", "her", "his", "his"],\n\t\timages: ["images/combat_human_raptor.png", "images/combat_human_raptor.png", "images/combat_human_raptor_female.png", "images/combat_human_raptor_nohelmet.png", "images/combat_human_raptor.png"],\n\t\talive: 5,\n\t\tarmor: 7,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.55,\n\t\tcover: 0.15,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The raptors scrambe into firing positions, calling, \s"Blast the fuckers!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.15,\n\t\tcontinue: "b29_bazar_visionpost",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "raptors",\n class: "human_armored_thug",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["raptor", "raptor", "raptor", "raptor", "raptor"],\n\t\tsinglegender: ["him", "him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his", "his"],\n\t\timages: ["images/combat_human_raptor.png", "images/combat_human_raptor_nohelmet.png", "images/combat_human_raptor.png", "images/combat_human_raptor.png", "images/combat_human_raptor.png"],\n\t\talive: 5,\n\t\tarmor: 7,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.55,\n\t\tcover: 0.15,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The raptors move into position, laying down such a volume of fire that you barely dare peak out of cover.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.6,\n\t\tcover: 0.15,\n\t\tcontinue: "b29_bazar_visionfinal",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "heavies",\n class: "human_heavy_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["heavy", "heavy", "heavy"],\n\t\tsinglegender: ["him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his"],\n\t\timages: ["images/combat_merc_raptor_heavy.png", "images/combat_merc_raptor_heavy.png", "images/combat_merc_raptor_heavy.png"],\n\t\talive: 3,\n\t\tarmor: 16,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0.05,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The heavies advance undeterred, shrugging off stray rounds as their weapons' coils spin up anew.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.15,\n\t\tcontinue: "b29_bazar_visionfinal",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "heavies",\n class: "human_heavy_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["heavy", "heavy", "heavy", "heavy"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_raptor_heavy.png", "images/combat_merc_raptor_heavy.png", "images/combat_merc_raptor_heavy.png", "images/combat_merc_raptor_heavy.png"],\n\t\talive: 4,\n\t\tarmor: 18,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Raptor heavies form a firing line, kicking stray abominations aside as their coils spin up.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b28_riptide_assault",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "raptors",\n class: "human_armored_thug",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["raptor", "raptor", "raptor"],\n\t\tsinglegender: ["him", "her", "him"],\n\t\tsingleposessive: ["his", "her", "his"],\n\t\timages: ["images/combat_human_raptor.png", "images/combat_human_raptor.png", "images/combat_human_raptor.png"],\n\t\talive: 3,\n\t\tarmor: 6,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.45,\n\t\tcover: 0.15,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The raptors advance, shouting over the gunfire, \s"Blast the bastards!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_docks_kobol_conflict_post",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "xenofauna",\n\t\tname: "ratroach",\n class: "xenofauna_ratroach",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_ratroach_result",\n\t\tresponsetext: "abomination_ratroach_response",\n\t\tsinglenames: ["ratroach"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_ratroach.png"],\n\t\talive: 1,\n\t\tarmor: 10,\n\t\tvulnerable: "toxin",\n\t\timmune: "conductive",\n\t\tshield: 2,\n\t\taccuracy: 0.5,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tdidreappear: false,\n\t\ttaunt: "The Ratroach sniffs the air, antennae alert as it musters you with a beedy stare.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b30_intromission_conclude",\n\t\tally: "none",\n\t}>>\n\n\t<<if $job_combat_intro.mainPhase eq 4>>\n\t\t<<set $combat.player.ally = "lilly_carbine">>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "xenofauna",\n\t\tname: "ratroach",\n class: "xenofauna_ratroach",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_ratroach_result",\n\t\tresponsetext: "abomination_ratroach_response",\n\t\tsinglenames: ["ratroach"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_ratroach_rabid.png"],\n\t\talive: 1,\n\t\tarmor: 14,\n\t\tvulnerable: "toxin",\n\t\timmune: "conductive",\n\t\tshield: 2,\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tdidreappear: false,\n\t\ttaunt: "The Ratroach advances, antennae twitching as mucus froths between its bloody teeth.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b30_quarantine_inside",\n\t\tally: "none",\n\t}>>\n\n\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "xenofauna",\n\t\tname: "ratroach",\n class: "xenofauna_ratroach",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_ratroach_result",\n\t\tresponsetext: "abomination_ratroach_response",\n\t\tsinglenames: ["ratroach"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_ratroach_rabid.png"],\n\t\talive: 1,\n\t\tarmor: 16,\n\t\tvulnerable: "toxin",\n\t\timmune: "conductive",\n\t\tshield: 2,\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tdidreappear: false,\n\t\ttaunt: "The Ratroach advances, antennae twitching as mucus froths between its bloody teeth.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "rnd_sprawl_after",\n\t\tally: "none",\n\t}>>\n\n\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_unique",\n\t\tname: "Siren",\n class: "abomination_siren",\n\t\tgender: "her",\n\t\tposessive: "her",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_siren_result",\n\t\tresponsetext: "abomination_siren_response",\n\t\tsinglenames: ["Siren"],\n\t\tsinglegender: ["her"],\n\t\tsingleposessive: ["her"],\n\t\timages: ["images/combat_abom_siren.png"],\n\t\talive: 1,\n\t\tarmor: 22,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 50,\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\ttaunt: "The Siren surges forward, a blur of motion and flesh-strands. She'll strike any moment.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b33_addon_constructionsite_loot",\n\t\tally: "comissar_pistol",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "commandos",\n class: "human_commando_merc_kobol",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["commando", "commando", "commando", "commando"],\n\t\tsinglegender: ["him", "him", "him", "him",],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_commando_kobol.png", "images/combat_merc_commando_kobol.png", "images/combat_merc_commando_kobol.png", "images/combat_merc_commando_kobol.png"],\n\t\talive: 4,\n\t\tarmor: 18,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.95,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasRailgun: true,\n\t\ttaunt: "The mercs bring up their rifles, calling, \s"Shoot to kill!\s"",\n\t}>>\n\n\t<<display 'commando_tweak'>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_docks_visionescape",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "Blood Sons",\n class: "human_heavy_merc_sok",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["merc", "merc", "merc"],\n\t\tsinglegender: ["him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his"],\n\t\timages: ["images/combat_merc_kobol.png", "images/combat_merc_kobol.png", "images/combat_merc_kobol_light.png"],\n\t\talive: 3,\n\t\tarmor: 22,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.85,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasRailgun: true,\n\t\ttaunt: "The Kobol mercs bring their rail cannons to bear, droning, \s"Ice the motherfucker!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "highbornpalace_faction_postfight",\n\t\tally: "pineapple_rifle",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "Blood Sons",\n class: "human_heavy_merc_sok",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["merc", "merc", "merc", "merc"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_kobol.png", "images/combat_merc_kobol_light.png", "images/combat_merc_kobol.png", "images/combat_merc_kobol.png"],\n\t\talive: 4,\n\t\tarmor: 22,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasRailgun: true,\n\t\ttaunt: "The Kobol mercs advance, voices droning over the gunfire, \s"Advance! Ice the fucking fuckers!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_docks_kobol_conflict_post",\n\t\tally: "none",\n\t}>>\n\n\t<<if $loc_riptide.ownedBy eq "wilkin">>\n\t\t<<set $combat.player.ally = "fisher_rifle">>\n\t<<else>>\n\t\t<<set $combat.player.ally = "jalkovski_rifle">>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "Blood Sons",\n class: "human_heavy_merc_sok",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["merc", "merc", "merc"],\n\t\tsinglegender: ["him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his"],\n\t\timages: ["images/combat_merc_kobol.png", "images/combat_merc_kobol.png", "images/combat_merc_kobol_light.png"],\n\t\talive: 3,\n\t\tarmor: 16,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.85,\n\t\tcover: 0,\n\t\thasRailgun: true,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Kobol mercs heft their rail cannons, droning, \s"Blast this fucker!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "rnd_kobol_after",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "Blood Sons",\n class: "human_heavy_merc_sok",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["merc", "merc", "merc", "merc"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_kobol.png", "images/combat_merc_kobol_light.png", "images/combat_merc_kobol.png", "images/combat_merc_kobol.png"],\n\t\talive: 4,\n\t\tarmor: 18,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Kobol mercs advance, leveling their cannons and shouting, \s"Ice the motherfuckers!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_docks_postfight",\n\t\tally: "none",\n\t}>>\n\n\t<<if $action.arrive eq "flank">>\n\t\t<<set $combat.enemy.alive = 2>>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_unique",\n\t\tname: "Sphinx",\n class: "abomination_sphinx",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "abomination_sphinx_result",\n\t\tresponsetext: "abomination_sphinx_response",\n\t\tsinglenames: ["Sphinx"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_sphinx_real.png"],\n\t\talive: 1,\n\t\tarmor: 18,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 32,\n\t\taccuracy: 0.6,\n\t\tcover: 0.1,\n\t\tisMeeleAttacker: true,\n\t\tisBrutalMeele: true,\n\t\ttaunt: "The Sphinx prowls around you. Holograms flicker around it's body, revealing glimpses of a mechanical skeleton beneath.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tcontinue: "addon_ithchamber_postfight",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "xenofauna_imposing",\n\t\tname: "stingcrab",\n class: "xenofauna_stringcrab",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_stingcrab_result",\n\t\tresponsetext: "abomination_stingcrab_response",\n\t\tsinglenames: ["stingcrab"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_stingcrab.png"],\n\t\talive: 1,\n\t\tarmor: 18,\n\t\tvulnerable: "plasma",\n\t\timmune: "toxin",\n\t\tshield: 2,\n\t\taccuracy: 0.4,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tisLargeTarget: true,\n\t\ttaunt: "The Stingcrab prances toward you, pincers clicking menacingly as its barbed tentacles sway lazily.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "tram_breakdown_finalpassage",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "xenofauna_imposing",\n\t\tname: "stingcrab",\n class: "xenofauna_stringcrab",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_stingcrab_result",\n\t\tresponsetext: "abomination_stingcrab_response",\n\t\tsinglenames: ["stingcrab"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_stingcrab.png"],\n\t\talive: 1,\n\t\tarmor: 32,\n\t\tvulnerable: "plasma",\n\t\timmune: "toxin",\n\t\tshield: 2,\n\t\taccuracy: 0.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tisLargeTarget: true,\n\t\ttaunt: "The Stingcrab prances toward you, pincers clicking menacingly as its barbed tentacles sway lazily.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b29_lowhabs_insidelair",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "commandos",\n class: "human_commando_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["commando", "commando"],\n\t\tsinglegender: ["him", "him"],\n\t\tsingleposessive: ["his", "his"],\n\t\timages: ["images/combat_merc_commando_syndicate.png", "images/combat_merc_commando_syndicate.png"],\n\t\talive: 2,\n\t\tarmor: 4,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 12,\n\t\taccuracy: 0.9,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\thasRailgun: true,\n\t\ttaunt: "The commandos level their rifles, one of them calling, \s"Ice the motherfuckers!\s"",\n\t}>>\n\n\t<<display 'commando_tweak'>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b33_addon_constructionsite_loot",\n\t\tally: "siren_knife",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "commandos",\n class: "human_commando_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["commando", "commando"],\n\t\tsinglegender: ["him", "him"],\n\t\tsingleposessive: ["his", "his"],\n\t\timages: ["images/combat_merc_commando_syndicate.png", "images/combat_merc_commando_syndicate.png"],\n\t\talive: 2,\n\t\tarmor: 6,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 10,\n\t\taccuracy: 0.9,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\thasRailgun: true,\n\t\ttaunt: "The commandos level their rifles, one of them calling, \s"Ice the motherfucker, Bill!\s"",\n\t}>>\n\n\t<<display 'commando_tweak'>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_snydicate_landingpad",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "commandos",\n class: "human_commando_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["commando", "commando", "commando"],\n\t\tsinglegender: ["him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his"],\n\t\timages: ["images/combat_merc_commando.png", "images/combat_merc_commando_2.png", "images/combat_merc_commando.png"],\n\t\talive: 3,\n\t\tarmor: 5,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 10,\n\t\taccuracy: 0.9,\n\t\tcover: 0.15,\n\t\ttaunt: "The commandos move into position. Holo-targeting beams flicker across the walls.",\n\t\tisMeeleAttacker: false,\n\t\thasRailgun: true,\n\t\thasArcShield: true,\n\t}>>\n\n\t<<display 'commando_tweak'>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.2,\n\t\tcontinue: "b14_cathedral_final_postgunfight",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "commandos",\n class: "human_commando_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["commando", "commando", "commando"],\n\t\tsinglegender: ["him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his"],\n\t\timages: ["images/combat_merc_commando.png", "images/combat_merc_commando_2.png", "images/combat_merc_commando.png"],\n\t\talive: 3,\n\t\tarmor: 5,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 10,\n\t\taccuracy: 0.9,\n\t\tcover: 0.15,\n\t\ttaunt: "The commandos move into position. Holo-targeting beams flicker across the bulkhead.",\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\thasRailgun: true,\n\t}>>\n\n\t<<display 'commando_tweak'>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.2,\n\t\tcontinue: "b40_docks_postambush",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "captain",\n class: "human_commando_merc_captain",\n\t\tgender: "him",\n\t\tposessive: "his",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["captain"],\n\t\tsinglegender: ["him"],\n\t\tsingleposessive: ["his"],\n\t\timages: ["images/combat_merc_commando_syndicate.png"],\n\t\talive: 1,\n\t\tarmor: 6,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 14,\n\t\taccuracy: 1.7,\n\t\tcover: 0.1,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\thasRailgun: true,\n\t\ttaunt: "The captain slams another bolt into his rifle, raging furiously from across the loading yard.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.2,\n\t\tcontinue: "b10_athena_leave",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<if $combat.enemy.armor lt 12>>\n\t<<set $combat.enemy.armor = Math.ceil($combat.enemy.armor * 2)>>\n<<else>>\n\t<<set $combat.enemy.armor = Math.ceil($combat.enemy.armor * 1.1)>>\n<</if>>
<<nobr>>\n\n\t<<if $randomEncounterPhases.syndicateRaidPhase gte 6>>\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "human",\n\t\t\tname: "commandos",\n class: "human_commando_merc",\n\t\t\tgender: "them",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_firearm_response",\n\t\t\tsinglenames: ["merc", "commando", "merc", "commando"],\n\t\t\tsinglegender: ["him", "him", "him", "him",],\n\t\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\t\timages: ["images/combat_merc_commando_syndicate.png", "images/combat_merc_commando_2.png", "images/combat_merc_commando_syndicate.png", "images/combat_merc_commando.png"],\n\t\t\talive: 4,\n\t\t\tarmor: 6,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "toxin",\n\t\t\tshield: 10,\n\t\t\taccuracy: 0.9,\n\t\t\tcover: 0,\n\t\t\tisMeeleAttacker: false,\n\t\t\thasArcShield: true,\n\t\t\thasRailgun: true,\n\t\t\ttaunt: "The mercs hesitate as they see you do the same. One of them raises rifle, calling, \s"Shoot to kill!\s"",\n\t\t}>>\n\n\t\t<<display 'commando_tweak'>>\n\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 5>>\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "human",\n\t\t\tname: "commandos",\n class: "human_commando_merc",\n\t\t\tgender: "them",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_firearm_response",\n\t\t\tsinglenames: ["merc", "commando", "merc", "commando"],\n\t\t\tsinglegender: ["him", "him", "him", "him",],\n\t\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\t\timages: ["images/combat_merc_commando_syndicate.png", "images/combat_merc_commando_2.png", "images/combat_merc_commando_syndicate.png", "images/combat_merc_commando.png"],\n\t\t\talive: 3,\n\t\t\tarmor: 6,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "toxin",\n\t\t\tshield: 10,\n\t\t\taccuracy: 0.9,\n\t\t\tcover: 0,\n\t\t\tisMeeleAttacker: false,\n\t\t\thasArcShield: true,\n\t\t\thasRailgun: true,\n\t\t\ttaunt: "The mercs hesitate as they see you do the same. One of them raises rifle, calling, \s"Shoot to kill!\s"",\n\t\t}>>\n\n\t\t<<display 'commando_tweak'>>\n\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 4>>\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "human",\n\t\t\tname: "mercenaries",\n class: "human_light_merc_rifle",\n\t\t\tgender: "them",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_firearm_response",\n\t\t\tsinglenames: ["merc", "merc", "merc", "merc"],\n\t\t\tsinglegender: ["him", "him", "him", "his"],\n\t\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\t\timages: ["images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png"],\n\t\t\talive: 4,\n\t\t\tarmor: 8,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "toxin",\n\t\t\tshield: 0,\n\t\t\taccuracy: 0.6,\n\t\t\tcover: 0,\n\t\t\tisMeeleAttacker: false,\n\t\t\ttaunt: "The mercs hesitate as they see you do the same. One of them raises rifle, calling, \s"Engage. Engage!\s"",\n\t\t}>>\n\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 3>>\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "human",\n\t\t\tname: "mercenaries",\n class: "human_light_merc_rifle",\n\t\t\tgender: "them",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_firearm_response",\n\t\t\tsinglenames: ["merc", "merc", "merc", "merc"],\n\t\t\tsinglegender: ["him", "him", "him", "his"],\n\t\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\t\timages: ["images/combat_merc_syndicate.png", "images/combat_merc_syndicate_carbine.png", "images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png"],\n\t\t\talive: 4,\n\t\t\tarmor: 8,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "none",\n\t\t\tshield: 0,\n\t\t\taccuracy: 0.55,\n\t\t\tcover: 0,\n\t\t\tisMeeleAttacker: false,\n\t\t\ttaunt: "The mercs hesitate as they see you do the same. One of them raises rifle, calling, \s"Hostile Spotted!\s"",\n\t\t}>>\n\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>>\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "human",\n\t\t\tname: "mercenaries",\n class: "human_light_merc_rifle",\n\t\t\tgender: "them",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_firearm_response",\n\t\t\tsinglenames: ["merc", "merc", "merc", "merc"],\n\t\t\tsinglegender: ["him", "him", "him", "his"],\n\t\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\t\timages: ["images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_carbine.png", "images/combat_merc_syndicate_rifle.png"],\n\t\t\talive: 3,\n\t\t\tarmor: 7,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "none",\n\t\t\tshield: 0,\n\t\t\taccuracy: 0.5,\n\t\t\tcover: 0,\n\t\t\ttaunt: "The mercs hesitate as they see you do the same. One of them raises rifle, calling, \s"Contact! Engage!\s"",\n\t\t\tisMeeleAttacker: false,\n\t\t}>>\n\t<<else>>\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "human",\n\t\t\tname: "mercenaries",\n class: "human_light_merc_rifle",\n\t\t\tgender: "them",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_firearm_response",\n\t\t\tsinglenames: ["merc", "merc", "merc"],\n\t\t\tsinglegender: ["him", "him",],\n\t\t\tsingleposessive: ["his", "his",],\n\t\t\timages: ["images/combat_merc_syndicate_2.png", "images/combat_merc_syndicate_rifle.png"],\n\t\t\talive: 2,\n\t\t\tarmor: 6,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "none",\n\t\t\tshield: 0,\n\t\t\taccuracy: 0.4,\n\t\t\tcover: 0,\n\t\t\tisMeeleAttacker: false,\n\t\t\ttaunt: "The mercs hesitate as they see you do the same. One of them grabs his sidearm, calling, \s"Contact front!\s"",\n\t\t}>>\n\t<</if>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "random_syndicate_postkill",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "mercenaries",\n class: "human_light_merc_rifle",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["merc", "merc", "merc", "merc"],\n\t\tsinglegender: ["him", "him", "him", "his"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png"],\n\t\talive: 4,\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The mercs bring their rifles up, shouting, \s"Down! Down! Now or we Shoot!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "snydicate_crossroads_inside",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "mercenaries",\n class: "human_light_merc_handgun",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["merc", "merc", "merc"],\n\t\tsinglegender: ["him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his"],\n\t\timages: ["images/combat_merc_syndicate_2.png", "images/combat_merc_syndicate.png", "images/combat_merc_syndicate_2.png"],\n\t\talive: 3,\n\t\tarmor: 6,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.45,\n\t\tcover: 0.1,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The mercs scramble for cover, though there's hardly anything between them and you in the cramped security office.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.2,\n\t\tcontinue: "b40_snydicate_security",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "mercenaries",\n class: "human_light_merc_handgun",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["merc", "merc", "merc"],\n\t\tsinglegender: ["him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his"],\n\t\timages: ["images/combat_merc_syndicate_2.png", "images/combat_merc_syndicate_carbine.png", "images/combat_merc_syndicate.png"],\n\t\talive: 3,\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.7,\n\t\tcover: 0.1,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Mercs look up, startled. One of them grabs his pistol, shouting, \s"Shit! Company!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.2,\n\t\tcontinue: "b40_docks_findshipment_2",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "mercenaries",\n class: "human_light_merc_rifle",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["merc", "merc", "merc"],\n\t\tsinglegender: ["him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his"],\n\t\timages: ["images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png"],\n\t\talive: 3,\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.75,\n\t\tcover: 0.2,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "As the mercs hurry into positions, one of them barks, \s"Suppressive Fire!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.2,\n\t\tcontinue: "b10_athena_enter",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "mercenaries",\n class: "human_light_merc_rifle",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["merc", "merc", "merc"],\n\t\tsinglegender: ["him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his"],\n\t\timages: ["images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png"],\n\t\talive: 3,\n\t\tarmor: 7,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0.2,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Syndicate 4 mercs are standing around the door. They haven't noticed you - yet.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.2,\n\t\tcontinue: "b10_athena_enter",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "mercenaries",\n class: "human_light_merc_rifle",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["merc", "merc", "merc", "merc"],\n\t\tsinglegender: ["him", "him", "him", "his"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png"],\n\t\talive: 4,\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The mercs duck back into cover. Ringing silence haunts the landing pad.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "B1_vindelmansion_siege_drop",\n\t\tally: "none",\n\t}>>\n\n\t<<if $action.action3 eq "hold">>\n\t\t<<set $combat.player.ally = "jalkovski_rifle">>\n\t<<else>>\n\t\t<<set $combat.enemy.alive -= 1>>\n\t<</if>>\n\n<</nobr>>
<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "mercenaries",\n class: "human_light_merc_rifle",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["merc", "merc"],\n\t\tsinglegender: ["him", "him"],\n\t\tsingleposessive: ["his", "his"],\n\t\timages: ["images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png"],\n\t\talive: 3,\n\t\tarmor: 7,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Mercs by the door haven't noticed you - yet. Best to strike quick and hard.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b29_lowhabs_postsyndicate",\n\t\tally: "none",\n\t}>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "mercenaries",\n class: "human_light_merc_rifle",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["merc", "merc", "merc"],\n\t\tsinglegender: ["him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his"],\n\t\timages: ["images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png"],\n\t\talive: 4,\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.6,\n\t\tcover: 0.25,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "One of the mercs ducks back to reload. The others are still firing at the Zanex troopers.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "B1_vindelmansion_siege_sanctum",\n\t\tally: "jalkovski_rifle",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "mercenaries",\n class: "human_light_merc_rifle",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["merc", "merc"],\n\t\tsinglegender: ["him", "him"],\n\t\tsingleposessive: ["his", "his"],\n\t\timages: ["images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png"],\n\t\talive: 3,\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Mercs level their weapons. One of them calls, \s"Contact. Contact! Open fire!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b29_lowhabs_postsyndicate",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "mercenaries",\n class: "human_light_merc_rifle",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["merc", "merc", "merc", "merc", "merc"],\n\t\tsinglegender: ["him", "him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png", "images/combat_merc_commando_syndicate.png", "images/combat_merc_commando_syndicate.png" ],\n\t\talive: 5,\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The mercs bring up their weapons, calling, \s"Got another one!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_docks_visionescape",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "heavy",\n class: "human_heavy_merc",\n\t\tgender: "him",\n\t\tposessive: "his",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["heavy"],\n\t\tsinglegender: ["him"],\n\t\tsingleposessive: ["his"],\n\t\timages: ["images/combat_merc_syndicate_heavy_2.png"],\n\t\talive: 1,\n\t\tarmor: 12,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 8,\n\t\taccuracy: 0.75,\n\t\tcover: 0.1,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "The Heavy steps into view. Holo-markers flicker across the tank beside you as his weapon's coils spin up.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b30_treatment_plant",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "heavies",\n class: "human_heavy_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["heavy", "heavy", "heavy"],\n\t\tsinglegender: ["him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his"],\n\t\timages: ["images/combat_merc_syndicate_heavy.png", "images/combat_merc_syndicate_heavy.png", "images/combat_merc_syndicate_heavy_2.png"],\n\t\talive: 3,\n\t\tarmor: 14,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 8,\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "The Heavies aim their weapons, holo-markers flickering to life as the coils spin up.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b29_lowhabs_postheavies",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "heavies",\n class: "human_heavy_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["heavy", "heavy", "heavy", "heavy"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_syndicate_heavy.png", "images/combat_merc_syndicate_heavy.png", "images/combat_merc_syndicate_heavy_2.png", "images/combat_merc_syndicate_heavy_2.png"],\n\t\talive: 4,\n\t\tarmor: 14,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 8,\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "The Heavies aim their weapons, holo-markers flickering to life as the coils spin up. \s"Kill the wretches!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_docks_postfight",\n\t\tally: "none",\n\t}>>\n\n\t<<if $action.arrive eq "flank">>\n\t\t<<set $combat.enemy.alive = 2>>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "freaks",\n class: "human_light_merc_psycho",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["freak", "freak"],\n\t\tsinglegender: ["her", "him"],\n\t\tsingleposessive: ["her", "his"],\n\t\timages: ["images/combat_merc_psycho_female.png", "images/combat_merc_psycho_carbine.png"],\n\t\talive: 2,\n\t\tarmor: 7,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.45,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Freaks ready their weapons, anger blazing in their drug-crazed eyes.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "random_backalley_postcombat",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "thugs",\n class: "human_no_armor_thug",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["thug", "thug", "thug"],\n\t\tsinglegender: ["her", "him", "him"],\n\t\tsingleposessive: ["her", "his", "his"],\n\t\timages: ["images/combat_human_thug_female.png", "images/combat_human_thug_2.png", "images/combat_human_thug.png"],\n\t\talive: 3,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.3,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Thugs scramble for their weapons. One of them shouts, \s"Shoot the fucker!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "random_backalley_postcombat",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "thugs",\n class: "human_no_armor_thug",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["thug", "goon"],\n\t\tsinglegender: ["him", "him"],\n\t\tsingleposessive: ["his", "his"],\n\t\timages: ["images/combat_human_thug.png", "images/combat_human_thug_2.png"],\n\t\talive: 2,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.3,\n\t\tcover: 0.1,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "As the thugs raise their weapons, one of them shouts, \s"You are so dead!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.3,\n\t\tcontinue: "b30_oldhabs_roomenter",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "thugs",\n class: "human_no_armor_thug",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["thug", "outlaw", "goon"],\n\t\tsinglegender: ["him", "him", "her"],\n\t\tsingleposessive: ["his", "his", "her"],\n\t\timages: ["images/combat_human_thug_2.png", "images/combat_human_thug_3.png", "images/combat_human_thug_female.png"],\n\t\talive: 3,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.25,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "As the thugs raise their weapons, the woman shouts, \s"Shoot the fucker already!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b30_oldhabs_roomenter_2",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "thugs",\n class: "human_no_armor_thug",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["thug", "Flavio", "goon"],\n\t\tsinglegender: ["her", "him", "him"],\n\t\tsingleposessive: ["her", "his", "his"],\n\t\timages: ["images/combat_human_thug_female_2.png", "images/combat_human_thug_smg.png", "images/combat_human_thug.png"],\n\t\talive: 3,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.3,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "As the thugs raise their weapons, Flavio calls, \s"Ice the bastard!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b33_celena_appartment_dealermission_2",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "thugs",\n class: "human_no_armor_thug",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["thug", "outlaw", "thug"],\n\t\tsinglegender: ["him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "him"],\n\t\timages: ["images/combat_human_thug_2.png", "images/combat_human_thug_smg.png", "images/combat_human_thug_3.png",],\n\t\talive: 3,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "As the thugs raise their weapons, one of them shouts, \s"Blast 'eir hearts out, boys!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b10_jewler_bodybags",\n\t\tally: "fisher_pistol",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "thugs",\n class: "human_no_armor_thug",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["thug", "outlaw", "thug"],\n\t\tsinglegender: ["him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "him"],\n\t\timages: ["images/combat_human_thug_3.png", "images/combat_human_scavenger.png", "images/combat_human_thug.png",],\n\t\talive: 3,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.7,\n\t\tcover: 0.1,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The thugs scramble for cover. One of them shouts, \s"Mothafucka's gon' die!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "rnd_tramway_postfight",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "scavengers",\n class: "human_no_armor_scav",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["scavenger", "scavenger", "scavenger",],\n\t\tsinglegender: ["him", "him", "him",],\n\t\tsingleposessive: ["his", "his", "his",],\n\t\timages: ["images/combat_human_scavenger.png", "images/combat_human_scavenger_2.png", "images/combat_human_scavenger_2.png"],\n\t\talive: 3,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The scavengers scramble into something resembling firing positions. One of them shouts, \s"Kill im quick!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b30_warren_inside",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "scavengers",\n class: "human_no_armor_scav",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["scavenger", "scavenger", "scavenger", "scavenger"],\n\t\tsinglegender: ["him", "him", "her", "him"],\n\t\tsingleposessive: ["his", "his", "her", "his"],\n\t\timages: ["images/combat_human_scavenger.png", "images/combat_human_scavenger_2.png", "images/combat_human_scavenger_female.png", "images/combat_human_scavenger_2.png"],\n\t\talive: 4,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The scavengers scramble into something resembling firing positions. One of them shouts, \s"Shoot im! Shoot im!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b30_mexaplex_wretchhive",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "scavengers",\n class: "human_no_armor_scav",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["scavenger", "scavenger", "scavenger", "scavenger"],\n\t\tsinglegender: ["him", "him", "his"],\n\t\tsingleposessive: ["his", "his", "his"],\n\t\timages: ["images/combat_human_scavenger.png", "images/combat_human_scavenger_2.png", "images/combat_human_scavenger.png"],\n\t\talive: 3,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The scavengers begin to run toward you. One of them shouts, \s"Shoot im! Shoot im!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "rnd_sprawl_after",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "scavengers",\n class: "human_no_armor_scav",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["scavenger", "scavenger", "scavenger", "scavenger"],\n\t\tsinglegender: ["him", "him", "her", "him"],\n\t\tsingleposessive: ["his", "his", "her", "his"],\n\t\timages: ["images/combat_human_scavenger_2.png", "images/combat_human_scavenger.png", "images/combat_human_scavenger_female.png", "images/combat_human_scavenger.png"],\n\t\talive: 4,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The scavengers scramble for their guns. The man with sunken eyes shouts, \s"Kill im! Kill im!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b29_lowhabs_postscavvers",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "addicts",\n class: "human_no_armor_scav",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["addict", "addict", "addict"],\n\t\tsinglegender: ["him", "him", "her"],\n\t\tsingleposessive: ["his", "his", "her"],\n\t\timages: ["images/combat_human_scavenger_2.png", "images/combat_human_scavenger_2.png", "images/combat_human_scavenger_female.png"],\n\t\talive: 3,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.5,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "One of the addicts racks his un-loaded pistol. Another shouts, \s"Kill im! Kill im!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "rnd_freaks_palacegone_after",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "freaks",\n class: "human_light_merc_psycho",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["freak", "freak"],\n\t\tsinglegender: ["him", "him"],\n\t\tsingleposessive: ["his", "his"],\n\t\timages: ["images/combat_merc_psycho_rifle.png", "images/combat_merc_psycho_rifle.png"],\n\t\talive: 2,\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.55,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The freaks keep their weapons level, optics glowing behind their gunsights. Evidently they know shit is about to go down.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b29_psychocult_introduce",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "freak",\n class: "human_light_merc_psycho",\n\t\tgender: "him",\n\t\tposessive: "his",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["freak"],\n\t\tsinglegender: ["him"],\n\t\tsingleposessive: ["his"],\n\t\timages: ["images/combat_merc_psycho_rifle.png"],\n\t\talive: 1,\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.5,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The freak scrambles for his rifle, clearly aware he's about to meet a sticky end.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b29_psychocult_exterminated",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "freaks",\n class: "human_light_merc_psycho",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["freak", "freak", "freak", "freak"],\n\t\tsinglegender: ["him", "her", "him", "him"],\n\t\tsingleposessive: ["his", "her", "his", "his"],\n\t\timages: ["images/combat_merc_psycho_rifle.png", "images/combat_merc_psycho_female.png", "images/combat_merc_psycho_rifle.png", "images/combat_merc_psycho_carbine.png"],\n\t\talive: 4,\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.55,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The freaks stride toward you with determination. The woman racks her carbine, calling, \s"For the High King!\s".",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "rnd_freaks_palacefled_after",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "warden",\n class: "human_armor",\n\t\tgender: "him",\n\t\tposessive: "his",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["warden"],\n\t\tsinglegender: ["him"],\n\t\tsingleposessive: ["his"],\n\t\timages: ["images/combat_human_warden.png"],\n\t\talive: 1,\n\t\tarmor: 2,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.75,\n\t\tcover: 0.25,\n\t\tisMeeleAttacker: false,\n\t\thasRailgun: true,\n\t\ttaunt: "The warden slams another tranq-dart into his rifle, shouting, \s"You're asking for it! You are so asking for it!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.75,\n\t\tcover: 0.25,\n\t\tcontinue: "xenogarden_resolve",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "witch",\n class: "human_no_armor_witch",\n\t\tgender: "her",\n\t\tposessive: "her",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_melee_response",\n\t\tsinglenames: ["witch"],\n\t\tsinglegender: ["her"],\n\t\tsingleposessive: ["her"],\n\t\timages: ["images/combat_human_witch.png"],\n\t\talive: 1,\n\t\tarmor: 1,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.85,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\thasArcShield: false,\n\t\tisLargeTarget: false,\n\t\ttaunt: "The witch drops into a low stance, blade held ready and eyes bright with crazed anger. Clearly she doesn't intend to go out without a suicidal fight.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_storeroom_ogre_lookaround_3",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "woman",\n class: "human_no_armor_witch",\n\t\tgender: "her",\n\t\tposessive: "her",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_melee_response",\n\t\tsinglenames: ["woman"],\n\t\tsinglegender: ["her"],\n\t\tsingleposessive: ["her"],\n\t\timages: ["images/combat_human_faralah.png"],\n\t\talive: 1,\n\t\tarmor: 1,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.85,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\thasArcShield: false,\n\t\tisLargeTarget: false,\n\t\ttaunt: "The witch backs away, worry plain in her eyes as she draws a curved blade. Great lot of good that will do her. She's dead - and she knows it.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_storeroom_ogre_lookaround_3",\n\t\tally: "none",\n\t}>>\n\n\t<<if $job_coven.buddy eq "fisher" or $job_coven.buddy eq "jalkovski">>\n\t\t<<set $combat.player.continue = "b5_covenfinal_leave_fisher">>\n\t<<elseif $job_coven.buddy eq "alone">>\n\t\t<<set $combat.player.continue = "b5_covenfinal_leave_alone">>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "sentries",\n class: "human_armor_witch",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["sentry", "sentry", "sentry", "sentry"],\n\t\tsinglegender: ["her", "her", "her", "her"],\n\t\tsingleposessive: ["her", "her", "her", "her"],\n\t\timages: ["images/combat_human_witchsentry_female.png", "images/combat_human_witchsentry_female.png", "images/combat_human_witchsentry_female_2.png", "images/combat_human_witchsentry_female.png"],\n\t\talive: 4,\n\t\tarmor: 4,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 14,\n\t\taccuracy: 0.55,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "Arc shields errupt as the sentries level their coilguns, calling, \s"Death to servants of the False Queen!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b33_refugium_mission",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_elusive",\n\t\tname: "wraith",\n class: "abomination_wraith",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "igniting",\n\t\tresulttext: "abomination_wraith_result",\n\t\tresponsetext: "abomination_wraith_response",\n\t\tsinglenames: ["wraith"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_wraith.png"],\n\t\talive: 1,\n\t\tarmor: 4,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 8,\n\t\taccuracy: 0.35,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tdidreappear: false,\n\t\ttaunt: "The Wraith hesitates, fangs bared and claws spread wide. Evidently it's forgotten about Raj Winston and decided you are the greater threat.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "the_crossroads_findraj_appartmentblock_talk",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_elusive",\n\t\tname: "wraith",\n class: "abomination_wraith",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "igniting",\n\t\tresulttext: "abomination_wraith_result",\n\t\tresponsetext: "abomination_wraith_response",\n\t\tsinglenames: ["wraith"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_wraith.png"],\n\t\talive: 1,\n\t\tarmor: 9,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 14,\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tdidreappear: false,\n\t\ttaunt: "The Wraith appears before you, fangs bared and claws spread wide. Anger burns in its inhuman eyes.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b33_constructionsite_altar",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_elusive",\n\t\tname: "banshee",\n class: "abomination_banshee",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "igniting",\n\t\tresulttext: "abomination_wraith_result",\n\t\tresponsetext: "abomination_wraith_response",\n\t\tsinglenames: ["banshee"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_banshee.png"],\n\t\talive: 1,\n\t\tarmor: 28,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 34,\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tisLargeTarget: true,\n\t\tisMeeleAttacker: true,\n\t\tdidreappear: false,\n\t\ttaunt: "The banshee glides forawd, fangs bared and claws spread wide. Anger burns in its inhuman eyes.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b29_junction_postbanshee",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_elusive",\n\t\tname: "banshee",\n class: "abomination_banshee",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "igniting",\n\t\tresulttext: "abomination_wraith_result",\n\t\tresponsetext: "abomination_wraith_response",\n\t\tsinglenames: ["banshee"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_banshee.png"],\n\t\talive: 1,\n\t\tarmor: 26,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 32,\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tisLargeTarget: true,\n\t\tisMeeleAttacker: true,\n\t\tdidreappear: false,\n\t\ttaunt: "The banshee turns to you, fangs bared and claws spread wide. Anger burns in its inhuman eyes.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b30_warren_inside",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<if $randomEncounterPhases.syndicateRaidPhase gte 2>>\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "human",\n\t\t\tname: "radicals",\n class: "human_no_armor_theophobe",\n\t\t\tgender: "them",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_firearm_response",\n\t\t\tsinglenames: ["radical", "radical", "radical", "radical", "radical"],\n\t\t\tsinglegender: ["him", "him", "him", "her", "his"],\n\t\t\tsingleposessive: ["his", "his", "his", "her", "his"],\n\t\t\timages: ["images/combat_human_theophobe.png", "images/combat_human_theophobe_rifle.png", "images/combat_human_theophobe_female.png", "images/combat_human_theophobe_rifle.png", "images/combat_human_theophobe_rifle.png"],\n\t\t\talive: 5,\n\t\t\tarmor: 0,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "none",\n\t\t\tshield: 0,\n\t\t\taccuracy: 0.75,\n\t\t\tcover: 0,\n\t\t\tisMeeleAttacker: false,\n\t\t\ttaunt: "The radicals hesitate as they see you do the same. One of them raises a rifle, calling, \s"Shoot the traitor!\s"",\n\t\t}>>\n\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>>\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "human",\n\t\t\tname: "radicals",\n class: "human_no_armor_theophobe",\n\t\t\tgender: "them",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_firearm_response",\n\t\t\tsinglenames: ["radical", "radical", "radical", "radical"],\n\t\t\tsinglegender: ["him", "him", "him", "his"],\n\t\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\t\timages: ["images/combat_human_theophobe_rifle.png", "images/combat_human_theophobe.png", "images/combat_human_theophobe_rifle.png", "images/combat_human_theophobe.png"],\n\t\t\talive: 4,\n\t\t\tarmor: 0,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "none",\n\t\t\tshield: 0,\n\t\t\taccuracy: 0.7,\n\t\t\tcover: 0,\n\t\t\tisMeeleAttacker: false,\n\t\t\ttaunt: "The radicals hesitate as they see you do the same. One of them raises a rifle, calling, \s"Ice the fucker!\s"",\n\t\t}>>\n\t<<else>>\n\t\t<<set $combat.enemy = {\n\t\t\ttype: "human",\n\t\t\tname: "radicals",\n class: "human_no_armor_theophobe",\n\t\t\tgender: "them",\n\t\t\tposessive: "their",\n\t\t\tdeathtype: "killing",\n\t\t\tresulttext: "default_result",\n\t\t\tresponsetext: "human_firearm_response",\n\t\t\tsinglenames: ["radical", "radical", "radical"],\n\t\t\tsinglegender: ["him", "him", "her"],\n\t\t\tsingleposessive: ["his", "his", "her"],\n\t\t\timages: ["images/combat_human_theophobe_rifle.png", "images/combat_human_theophobe.png", "images/combat_human_theophobe_female.png"],\n\t\t\talive: 3,\n\t\t\tarmor: 0,\n\t\t\tvulnerable: "none",\n\t\t\timmune: "none",\n\t\t\tshield: 0,\n\t\t\taccuracy: 0.65,\n\t\t\tcover: 0,\n\t\t\ttaunt: "The radicals hesitate as they see you do the same. One of them raises his pistol, calling, \s"Traitor! Shoot te kill!\s"",\n\t\t\tisMeeleAttacker: false,\n\t\t}>>\n\t<</if>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "random_syndicate_postkill",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "radicals",\n class: "human_no_armor_theophobe",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["radical", "radical", "radical"],\n\t\tsinglegender: ["her", "him", "him"],\n\t\tsingleposessive: ["her", "his", "his"],\n\t\timages: ["images/combat_human_theophobe_female.png", "images/combat_human_theophobe_rifle.png", "images/combat_human_theophobe_rifle.png"],\n\t\talive: 3,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\ttaunt: "The radicals hesitate as they see you do the same. One of them raises his pistol, calling, \s"Traitor! Shoot te kill!\s"",\n\t\tisMeeleAttacker: false,\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "rnd_riptide_revenge_after",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "troopers",\n class: "human_riot_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["trooper", "trooper", "trooper"],\n\t\tsinglegender: ["him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his"],\n\t\timages: ["images/combat_merc_zanex.png", "images/combat_merc_zanex.png", "images/combat_merc_zanex_2.png"],\n\t\talive: 3,\n\t\tarmor: 12,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.6,\n\t\tcover: 0.15,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The mercs scrambe into cover, carbines aimed and ready. One of them calls, \s"Ice the motherfuckers!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.2,\n\t\tcontinue: "b30_raptoroutpost_loot",\n\t\tally: "fisher_rifle",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "troopers",\n class: "human_riot_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["trooper", "trooper", "trooper", "trooper", "trooper"],\n\t\tsinglegender: ["him", "him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_zanex.png", "images/combat_merc_zanex.png", "images/combat_merc_zanex.png", "images/combat_merc_zanex_2.png", "images/combat_merc_zanex_2.png"],\n\t\talive: 5,\n\t\tarmor: 18,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.55,\n\t\tcover: 0.1,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Zanex troopers take cover behind the barricades with a shouted, \s"Engage! Engage!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b28_visionary_riptidefinal",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "troopers",\n class: "human_riot_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["trooper", "trooper", "trooper", "trooper"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_zanex.png", "images/combat_merc_zanex.png", "images/combat_merc_zanex_2.png", "images/combat_merc_zanex_2.png"],\n\t\talive: 3,\n\t\tarmor: 14,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0.1,\n\t\tisMeeleAttacker: false,\n\t\tresetMovesAfter: 12,\n\t\ttaunt: "The mercs bring their weapons up. One of them calls, \s"There! Shoot the faith-lover!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "riptide_resolve_zanex",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "troopers",\n class: "human_riot_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["trooper", "trooper", "trooper", "trooper"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_zanex.png", "images/combat_merc_zanex.png", "images/combat_merc_zanex_2.png", "images/combat_merc_zanex_2.png"],\n\t\talive: 4,\n\t\tarmor: 14,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0.1,\n\t\tisMeeleAttacker: false,\n\t\tresetMovesAfter: 12,\n\t\ttaunt: "The mercs fan out, assuming firing positions. One of them calls, \s"Shoot the faith-lovers!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.2,\n\t\tcontinue: "riptide_resolve_zanex",\n\t\tally: "fisher_pistol",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "troopers",\n class: "human_riot_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["trooper", "trooper", "trooper", "trooper"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_zanex.png", "images/combat_merc_zanex.png", "images/combat_merc_zanex_2.png", "images/combat_merc_zanex_2.png"],\n\t\talive: 3,\n\t\tarmor: 18,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Zanex troopers bring up their weapons, calling, \s"Intruder! Intruder!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tcontinue: "mainsion_raid_greathall",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "troopers",\n class: "human_riot_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["trooper", "trooper", "trooper", "trooper"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "him", "him"],\n\t\timages: ["images/combat_merc_zanex.png", "images/combat_merc_zanex.png", "images/combat_merc_zanex_2.png", "images/combat_merc_zanex_2.png"],\n\t\talive: 4,\n\t\tarmor: 18,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.55,\n\t\tcover: 0.05,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Zanex troopers move into position, calling, \s"Lethal force authorized. Take the intruder down!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.15,\n\t\tcontinue: "mainsion_raid_postbattle",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "troopers",\n class: "human_riot_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["trooper", "trooper", "trooper", "trooper"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_zanex.png", "images/combat_merc_zanex.png", "images/combat_merc_zanex_2.png", "images/combat_merc_zanex_2.png"],\n\t\talive: 3,\n\t\tarmor: 18,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Zanex troopers move into position, calling, \s"Lethal force authorized. Take the intruder down!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tcontinue: "mainsion_raid_flee",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "troopers",\n class: "human_riot_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["trooper", "trooper", "trooper", "trooper"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "him", "him"],\n\t\timages: ["images/combat_merc_zanex.png", "images/combat_merc_zanex.png", "images/combat_merc_zanex_2.png", "images/combat_merc_zanex_2.png"],\n\t\talive: 4,\n\t\tarmor: 18,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.55,\n\t\tcover: 0.15,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Zanex troopers assume firing positions, calling, \s"Waste the xenos fuckers!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.15,\n\t\tcontinue: "b29_bazar_visionpost",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "troopers",\n class: "human_riot_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["trooper", "trooper", "trooper", "trooper", "trooper"],\n\t\tsinglegender: ["him", "him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_zanex.png", "images/combat_merc_zanex.png", "images/combat_merc_zanex.png", "images/combat_merc_zanex_2.png", "images/combat_merc_zanex_2.png"],\n\t\talive: 5,\n\t\tarmor: 18,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.55,\n\t\tcover: 0.15,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Zanex troopers advance, laying down such a volume of fire you barely dare peek out of cover",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.6,\n\t\tcover: 0.15,\n\t\tcontinue: "b29_bazar_visionfinal",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "troopers",\n class: "human_riot_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["trooper", "trooper", "trooper", "trooper"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_zanex.png", "images/combat_merc_zanex.png", "images/combat_merc_zanex_2.png", "images/combat_merc_zanex_2.png"],\n\t\talive: 3,\n\t\tarmor: 12,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Zanex troopers advance, shouting over the gunfire, \s"Take 'em all out!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_docks_kobol_conflict_post",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "troopers",\n class: "human_riot_merc",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["trooper", "trooper", "trooper", "trooper"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "him", "him"],\n\t\timages: ["images/combat_merc_zanex.png", "images/combat_merc_zanex_ltnt.png", "images/combat_merc_zanex_2.png", "images/combat_merc_zanex_2.png"],\n\t\talive: 4,\n\t\tarmor: 18,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.55,\n\t\tcover: 0.15,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "Coilfire lulls just long enough for Jalkovski to shout, \s"Eyes on Acrel! Ice the fucker!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.15,\n\t\tcontinue: "b28_riptide_assault",\n\t\tally: "none",\n\t}>>\n\n<</nobr>>
<<display 'enemyDataAbom'>>\n<<display 'enemyDataXeno'>>\n<<display 'enemyDataBots'>>\n<<display 'enemyDataOther'>>\n\n<<if $returnedData.type eq "xenofauna" or $returnedData.type eq "xenofauna_imposing">>\n <<set $returnedData.isOrganic = true>>\n <<set $returnedData.isXenos = true>>\n <<if $returnedData.type eq "xenofauna_imposing">>\n <<set $returnedData.isImposing = true>>\n <</if>>\n<</if>>\n\n<<if $returnedData.type eq "abomination" or $returnedData.type eq "abomination_imposing" or $returnedData.type eq "abomination_elusive" or $returnedData.type eq "abomination_unique">>\n <<set $returnedData.isOrganic = true>>\n <<set $returnedData.isAbomination = true>>\n\n <<if $returnedData.type eq "abomination_imposing">>\n <<set $returnedData.isImposing = true>>\n <<elseif $returnedData.type eq "abomination_elusive">>\n <<set $returnedData.isElusive = true>>\t\n <<elseif $returnedData.type eq "abomination_unique">>\n <<set $returnedData.isUniqueAbom = true>>\t\n <</if>>\n<</if>>\n\n<<if $returnedData.type eq "human">>\n <<set $returnedData.isOrganic = true>>\n <<set $returnedData.isHuman = true>>\n<</if>>\n\n<<if $returnedData.type eq "machine_bot" or $returnedData.type eq "machine_cyborg" or $returnedData.type eq "machine_bot_adv" or $returnedData.type eq "machine_exo" or $returnedData.type eq "exonetics_paladin">>\n <<set $returnedData.isMachine = true>>\n <<if $returnedData.type eq "machine_bot_adv" or $returnedData.type eq "machine_exo" or $returnedData.type eq "exonetics_paladin">>\n <<set $returnedData.isAdvMachine= true>>\n <</if>>\n\n <<if $getDataFor eq "human_exo_merc" or $getDataFor eq "human_exo_highking" or $getDataFor eq "human_exo_knight">>\n <<set $returnedData.isCyborg = true>>\n <</if>>\n<</if>>\n\n/% unique cases %/\n<<if $getDataFor eq "abomination_sphinx">>\n <<set $returnedData.isMachine = true; $returnedData.isAdvMachine = true>>\n <<set $returnedData.isOrganic = false>>\n<<elseif $getDataFor eq "abomination_djinn_synthetic" or $getDataFor eq "abomination_djinn">>\n <<set $returnedData.isOrganic = false>>\n <<set $returnedData.isBlackBloodCreature = true>>\n<</if>>\n\n<<if not $returnedData.isLargeTarget>>\n <<set $returnedData.isLargeTarget = false>>\n<</if>>\n<<if not $returnedData.hasFrictionShield>>\n <<set $returnedData.hasFrictionShield = false>>\n<</if>>\n<<if not $returnedData.hasPaladinAttack>>\n <<set $returnedData.hasPaladinAttack = false>>\n<</if>>\n<<if not $returnedData.didreappear>>\n <<set $returnedData.didreappear = false>>\n<</if>>\n<<if not $returnedData.hasRailgun>>\n <<set $returnedData.hasRailgun = false>>\n<</if>>\n<<if not $returnedData.hasMiniGun>>\n <<set $returnedData.hasMiniGun = false>>\n<</if>>\n<<if not $returnedData.isCyborg>>\n <<set $returnedData.isCyborg = false>>\n<</if>>\n<<if not $returnedData.isXenos>>\n <<set $returnedData.isXenos = false>>\n<</if>>\n<<if not $returnedData.isImposing>>\n <<set $returnedData.isImposing = false>>\n<</if>>\n<<if not $returnedData.isOrganic>>\n <<set $returnedData.isOrganic = false>>\n<</if>>\n<<if not $returnedData.isAbomination>>\n <<set $returnedData.isAbomination = false>>\n<</if>>\n<<if not $returnedData.isElusive>>\n <<set $returnedData.isElusive = false>>\n<</if>>\n<<if not $returnedData.isUniqueAbom>>\n <<set $returnedData.isUniqueAbom = false>>\n<</if>>\n<<if not $returnedData.isAdvMachine>>\n <<set $returnedData.isAdvMachine = false>>\n<</if>>\n<<if not $returnedData.isMachine>>\n <<set $returnedData.isMachine = false>>\n<</if>>\n<<if not $returnedData.isOldWorldMachine>>\n <<set $returnedData.isOldWorldMachine = false>>\n<</if>>
<<if $getDataFor eq "robot_securitybot_light">>\n <<set $returnedData = {\n type: "machine_bot",\n name: "Security Bot",\n sampleImage: "combat_bot_security.png",\n armor: 8,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 4,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n specialMoves: [],\n lootType: "loot_circuits",\n }>>\n\n <<set $moveItem = {name: "move_DoShields", displayName: "Shield Boost", strength: 8}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "robot_securitybot_medium">>\n <<set $returnedData = {\n type: "machine_bot_adv",\n name: "Tripod Bot",\n sampleImage: "combat_bot_tripod.png",\n\t\tarmor: 16,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 20,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n hasMiniGun: true,\n specialMoves: [],\n lootType: "loot_circuits",\n }>>\n\n <<set $moveItem = {name: "move_DoShields", displayName: "Shield Boost", strength: 12}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "robot_securitybot_medium_cartel">>\n <<set $returnedData = {\n type: "machine_bot_adv",\n name: "Tripod Bot (Cartel)",\n sampleImage: "combat_bot_tripod_cartel.png",\n\t\tarmor: 36,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 16,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n specialMoves: [],\n lootType: "loot_circuits",\n }>>\n\n <<set $moveItem = {name: "move_DoShields", displayName: "Shield Boost", strength: 6}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Plasma Caster", strength: 1, hasChance: true, chance: 0.75}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "robot_oldworld_warbot">>\n <<set $returnedData = {\n type: "machine_bot_adv",\n name: "WarBot",\n sampleImage: "combat_bot_warbot.png",\n\t\tarmor: 40,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\thasFrictionShield: true,\n\t\tshield: 16,\n\t\tisMeeleAttacker: false,\n\t\tisLargeTarget: true,\n hasMiniGun: true,\n specialMoves: [],\n lootType: "loot_oldworld_scrap",\n isOldWorldMachine: true,\n }>>\n\n <<set $moveItem = {name: "move_DoShields", displayName: "Shield Purge", strength: 12}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Missile Storm", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoGas", displayName: "Gas Cloud", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n\n <<elseif $getDataFor eq "robot_oldworld_guardian">>\n <<set $returnedData = {\n type: "machine_bot",\n name: "Guardian",\n sampleImage: "combat_bot_old.png",\n\t\tarmor: 16,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\thasFrictionShield: true,\n\t\tisMeeleAttacker: false,\n specialMoves: [],\n lootType: "loot_oldworld_scrap",\n isOldWorldMachine: true,\n }>>\n\n <<set $moveItem = {name: "move_DoShields", displayName: "Shield Purge", strength: 18}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Missile Storm", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoGas", displayName: "Gas Cloud", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "robot_oldworld_tomb_guardian">>\n <<set $returnedData = {\n type: "machine_bot_adv",\n name: "Tomb Guardian",\n sampleImage: "combat_bot_old_guardian.png",\n\t\tarmor: 50,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\thasFrictionShield: true,\n\t\tisMeeleAttacker: false,\n\t\tisLargeTarget: false,\n specialMoves: [],\n lootType: "loot_oldworld_scrap",\n isOldWorldMachine: true,\n }>>\n\n <<set $moveItem = {name: "move_DoShields", displayName: "Shield Purge", strength: 22}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Missile Storm", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoGas", displayName: "Gas Cloud", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "machine_exo_paladin">>\n <<set $returnedData = {\n type: "exonetics_paladin",\n name: "Paladin Battlesuit",\n sampleImage: "combat_abom_paladin.png",\n\t\tarmor: 42,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 48,\n\t\thasFrictionShield: true,\n\t\tisMeeleAttacker: false,\n\t\tisLargeTarget: true,\n hasPaladinAttack: true,\n specialMoves: [],\n isOldWorldMachine: true,\n }>>\n\n <<set $moveItem = {name: "move_DoFlashMelee", displayName: "Disarm", strength: 1}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoSlam", displayName: "Gut Punch", strength: 1}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoShields", displayName: "Shield Purge", strength: 25}; $returnedData.specialMoves.push($moveItem)>>\n<</if>>
<<if $getDataFor eq "xenofauna_cephanine">>\n <<set $returnedData = {\n type: "xenofauna",\n name: "Cephanine",\n sampleImage: "combat_abom_cephanine.png",\n\t\tarmor: 12,\n\t\tvulnerable: "toxin",\n\t\timmune: "conductive",\n\t\tshield: 6,\n\t\tisMeeleAttacker: true,\n\t\tdidreappear: false,\n lootType: "loot_xeno_sample",\n }>>\n \n<<elseif $getDataFor eq "xenofauna_stringcrab">>\n <<set $returnedData = {\n type: "xenofauna_imposing",\n name: "Stingcrab",\n sampleImage: "combat_abom_stingcrab.png",\n\t\tarmor: 18,\n\t\tvulnerable: "plasma",\n\t\timmune: "toxin",\n\t\tshield: 2,\n\t\tisMeeleAttacker: true,\n\t\tisLargeTarget: true,\n lootType: "loot_xeno_sample",\n }>>\n \n<<elseif $getDataFor eq "xenofauna_ratroach">>\n <<set $returnedData = {\n type: "xenofauna",\n name: "Ratroach",\n sampleImage: "combat_abom_ratroach.png",\n\t\tarmor: 10,\n\t\tvulnerable: "toxin",\n\t\timmune: "conductive",\n\t\tshield: 2,\n lootType: "loot_xeno_sample",\n }>>\n \n<</if>>
<<if $getDataFor eq "abomination_shambler">>\n <<set $returnedData = {\n type: "abomination",\n name: "Shambler",\n sampleImage: "combat_abom_failwraith.png",\n\t\tarmor: 6,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\tisMeeleAttacker: true,\n specialMoves: [],\n lootType: "loot_abom_sample",\n }>>\n\n <<set $moveItem = {name: "move_DoShriek", displayName: "Shriek", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "abomination_acheri">>\n <<set $returnedData = {\n type: "abomination",\n name: "Acheri",\n sampleImage: "combat_acheri_female.png",\n armor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\tisMeeleAttacker: true,\n lootType: "loot_circuits",\n }>>\n\n<<elseif $getDataFor eq "abomination_djinn_synthetic">>\n <<set $returnedData = {\n type: "abomination_unique",\n name: "Djinn (Synthetic)",\n sampleImage: "combat_abom_synthdjinn.png",\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 50,\n\t\tisMeeleAttacker: true,\n\t\tisBrutalMeele: true,\n\t\tusesFakeCover: true,\n specialMoves: [],\n lootType: "loot_abom_sample",\n }>>\n\n <<set $moveItem = {name: "move_DoSlam", displayName: "Gut Punch", strength: 1}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Overpower", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashMelee", displayName: "Disarm", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "abomination_djinn">>\n <<set $returnedData = {\n type: "abomination_unique",\n name: "Djinn",\n sampleImage: "combat_abom_djinn.png",\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 65,\n\t\tisMeeleAttacker: true,\n\t\tisBrutalMeele: true,\n\t\tusesFakeCover: true,\n specialMoves: [],\n lootType: "loot_abom_sample",\n }>>\n\n <<set $moveItem = {name: "move_DoSlam", displayName: "Gut Punch", strength: 1}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Overpower", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashMelee", displayName: "Disarm", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "abomination_hellcat">>\n <<set $returnedData = {\n type: "abomination_elusive",\n name: "Hellcat",\n sampleImage: "combat_abom_hellcat.png",\n\t\tarmor: 8,\n\t\tvulnerable: "toxin",\n\t\timmune: "conductive",\n\t\tshield: 22,\n\t\tisMeeleAttacker: true,\n\t\tdidreappear: false,\n specialMoves: [],\n lootType: "loot_abom_sample",\n }>>\n\n <<set $moveItem = {name: "move_DoStruggle", displayName: "Ambush", strength: 1, hasChance: true, chance: 0.65}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "abomination_oger">>\n <<set $returnedData = {\n type: "abomination_imposing",\n name: "Oger",\n sampleImage: "combat_abom_oger_pipe.png",\n\t\tarmor: 28,\n\t\tvulnerable: "plasma",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\tisMeeleAttacker: true,\n\t\tisLargeTarget: true,\n lootType: "loot_abom_sample",\n }>>\n \n<<elseif $getDataFor eq "abomination_siren">>\n <<set $returnedData = {\n type: "abomination_unique",\n name: "Siren",\n sampleImage: "combat_abom_siren.png",\n\t\tarmor: 22,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 50,\n\t\tisMeeleAttacker: true,\n specialMoves: [],\n lootType: "loot_abom_sample",\n }>>\n\n <<set $moveItem = {name: "move_Reconstitue", displayName: "Arc Disc", strength: 20}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoGasCombo", displayName: "Noxious Gas", strength: 1, hasChance: true, chance: 0.25}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashMelee", displayName: "Disarm", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n \n<<elseif $getDataFor eq "abomination_sphinx">>\n <<set $returnedData = {\n type: "abomination_unique",\n name: "Sphinx",\n sampleImage: "combat_abom_sphinx_real.png",\n\t\tarmor: 18,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 32,\n\t\tisMeeleAttacker: true,\n\t\tisBrutalMeele: true,\n lootType: "loot_oldworld_scrap",\n\n }>>\n \n<<elseif $getDataFor eq "abomination_wraith">>\n <<set $returnedData = {\n type: "abomination_elusive",\n name: "Wraith",\n sampleImage: "combat_abom_wraith.png",\n\t\tarmor: 4,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 8,\n\t\tisMeeleAttacker: true,\n\t\tdidreappear: false,\n specialMoves: [],\n lootType: "loot_abom_sample",\n }>>\n\n <<set $moveItem = {name: "move_Reconstitue", displayName: "Shriek", strength: 20}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoShriek", displayName: "Shriek", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoGas", displayName: "Noxious Gas", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>> \n\n<<elseif $getDataFor eq "abomination_banshee">>\n <<set $returnedData = {\n type: "abomination_elusive",\n name: "Banshee",\n sampleImage: "combat_abom_banshee.png",\n\t\tarmor: 28,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 34,\n\t\tisLargeTarget: true,\n\t\tisMeeleAttacker: true,\n\t\tdidreappear: false,\n specialMoves: [],\n lootType: "loot_abom_sample",\n }>>\n\n <<set $moveItem = {name: "move_Reconstitue", displayName: "Shriek", strength: 20}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoShriek", displayName: "Shriek", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoGas", displayName: "Noxious Gas", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>> \n\n<</if>>
<<if $getDataFor eq "human_no_armor_thug">>\n <<set $returnedData = {\n type: "human",\n name: "Thug (Unarmored)",\n sampleImage: "combat_human_arena_thug_female.png",\n armor: 0,\n shield: 0,\n immune: "none",\n vulnerable: "none",\n isMeeleAttacker: false,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoCover", displayName: "Take Cover", strength: 1, hasChance: true, chance: 0.25}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "human_no_armor_theophobe">>\n <<set $returnedData = {\n type: "human",\n name: "Radical (Unarmored)",\n sampleImage: "combat_human_theophobe.png",\n armor: 0,\n shield: 0,\n immune: "none",\n vulnerable: "none",\n isMeeleAttacker: false,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoCover", displayName: "Take Cover", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoGas", displayName: "ViroDisc", strength: 1}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "human_no_armor_scav">>\n <<set $returnedData = {\n type: "human",\n name: "Scavenger (Unarmored)",\n sampleImage: "combat_human_scavenger_2.png",\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\tisMeeleAttacker: false,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoCover", displayName: "Take Cover", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoGas", displayName: "ViroDisc", strength: 1}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "human_no_armor">>\n <<set $returnedData = {\n type: "human",\n name: "Human",\n sampleImage: "combat_human_workman.png",\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\tisMeeleAttacker: false,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoCover", displayName: "Take Cover", strength: 1, hasChance: true, chance: 0.25}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoArc", displayName: "Arc Disc", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n \n<<elseif $getDataFor eq "human_armor_hunter">>\n <<set $returnedData = {\n type: "human",\n name: "Sanctioned Hunter",\n sampleImage: "combat_human_hunter.png",\n\t\tarmor: 5,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 16,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoCover", displayName: "Take Cover", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoArc", displayName: "Arc Disc", strength: 1}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "human_light_merc_rifle" or $getDataFor eq "human_light_merc_handgun">>\n <<set $returnedData = {\n type: "human",\n name: "Mercenary Contractor",\n sampleImage: "combat_merc_syndicate_2.png",\n armor: 8,\n shield: 0,\n immune: "toxin",\n vulnerable: "none",\n isMeeleAttacker: false,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoCover", displayName: "Take Cover", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoArc", displayName: "Arc Disc", strength: 1}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "human_light_merc_psycho">>\n <<set $returnedData = {\n type: "human",\n name: "Psycho (Armored)",\n sampleImage: "combat_merc_psycho_rifle.png",\n armor: 8,\n shield: 0,\n immune: "toxin",\n vulnerable: "none",\n isMeeleAttacker: false,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoCover", displayName: "Take Cover", strength: 1, hasChance: true, chance: 0.25}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoGas", displayName: "ViroDisc", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "human_commando_merc_kobol">>\n <<set $returnedData = {\n type: "human",\n name: "Bloodhound Commando",\n sampleImage: "combat_merc_commando_kobol.png",\n\t\tarmor: 18,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\tisMeeleAttacker: false,\n\t\thasRailgun: true,\n\n }>>\n\n<<elseif $getDataFor eq "human_light_merc_purifier">>\n <<set $returnedData = {\n type: "human",\n name: "Purifiers",\n sampleImage: "combat_merc_purifier_2.png",\n\t\tarmor: 16,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoShields", displayName: "Shield Boost", strength: 10}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "human_commando_merc">>\n <<set $returnedData = {\n type: "human",\n name: "Commando",\n sampleImage: "combat_merc_commando_syndicate.png",\n\t\tarmor: 6,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 10,\n isMeeleAttacker: false,\t\t\n hasArcShield: true,\n\t\thasRailgun: true,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoBigArc", displayName: "Arc Disc", strength: 1}; $returnedData.specialMoves.push($moveItem)>> \n <<set $moveItem = {name: "move_DoGas", displayName: "ViroDisc", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "human_commando_merc_captain">>\n <<set $returnedData = {\n type: "human",\n name: "Mercenary Captain",\n sampleImage: "combat_merc_commando_syndicate.png",\n\t\tarmor: 6,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 14,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\thasRailgun: true,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoGasCombo", displayName: "Gas Combo", strength: 1, hasChance: true, chance: 0.25}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoBigArc", displayName: "Arc Disc", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "human_heavy_merc">>\n <<set $returnedData = {\n type: "human",\n name: "Mercenary Heavy",\n sampleImage: "combat_merc_syndicate_heavy.png",\n\t\tarmor: 18,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 8,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n hasMiniGun: true,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoShields", displayName: "Shield Boost", strength: 10}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "human_heavy_merc_sok">>\n <<set $returnedData = {\n type: "human",\n name: "Blood Sons",\n sampleImage: "combat_merc_kobol_light.png",\n armor: 22,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\tisMeeleAttacker: false,\n\t\thasRailgun: true,\n hasHeavyRailgun: true,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoCover", displayName: "Take Cover", strength: 1, hasChance: true, chance: 0.25}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoGas", displayName: "ViroDisc", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "human_exo_highking">>\n <<set $returnedData = {\n type: "machine_exo",\n name: "High King",\n sampleImage: "combat_exo_psycho.png",\n\t\tarmor: 32,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 28,\n\t\tisMeeleAttacker: true,\n\t\tisLargeTarget: true,\n\t\thasArcShield: true,\n\t\tisBrutalMeele: true,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoShields", displayName: "Shield Boost", strength: 14}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoSlam", displayName: "Gut Punch"}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "human_exo_merc">>\n <<set $returnedData = {\n type: "machine_exo",\n name: "Exo Armor",\n sampleImage: "combat_exo_syndicate.png",\n armor: 28,\n shield: 24,\n immune: "toxin",\n vulnerable: "none",\n isMeeleAttacker: false,\t\t\n hasArcShield: true,\n\t\tisLargeTarget: true,\n\t\thasRailgun: true,\n hasHeavyRailgun: true,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoShields", displayName: "Shield Boost", strength: 14}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoSlam", displayName: "Gut Punch"}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.65}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "human_exo_knight">>\n <<set $returnedData = {\n type: "machine_exo",\n name: "Knights of Eden",\n sampleImage: "combat_exo_knight.png",\n\t\tarmor: 22,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 24,\n\t\tisMeeleAttacker: true,\n\t\tisBrutalMeele: true,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoShields", displayName: "Shield Boost", strength: 14}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoSlam", displayName: "Gut Punch"}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.65}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "human_light_cyber">>\n <<set $returnedData = {\n type: "human",\n name: "Cyber Cultists",\n sampleImage: "combat_human_cybercult.png",\n\t\tarmor: 1,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 8,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n isCyborg: true,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoArc", displayName: "Take Cover", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoArc", displayName: "Arc Disc", strength: 1}; $returnedData.specialMoves.push($moveItem)>>\n\n\n<<elseif $getDataFor eq "robot_cyborg_railgun">>\n <<set $returnedData = {\n type: "machine_cyborg",\n name: "Cyborgs",\n sampleImage: "combat_bot_cyborg.png",\n\t\tarmor: 12,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 26,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\thasRailgun: true,\n isCyborg: true,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoShields", displayName: "Shield Boost", strength: 15}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoGas", displayName: "ViroDisc", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "human_deathmatch_champion_lavandri">>\n <<set $returnedData = {\n type: "human",\n name: "Lavandri Champion",\n sampleImage: "combat_human_arena_lavandri.png",\n\t\tarmor: 60,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 30,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\thasRailgun: true,\n isCyborg: true,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoBigArc", displayName: "Arc Disc", strength: 1}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoGasCombo", displayName: "Gas Combo", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>> \n\n<<elseif $getDataFor eq "human_deathmatch_champion_incubus">>\n <<set $returnedData = {\n type: "human",\n name: "Incubus Champion",\n sampleImage: "combat_human_arena_incubus.png",\n\t\tarmor: 24,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 56,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: false,\n isCyborg: true,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoSlam", displayName: "Shield Boost", strength: 1}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashMelee", displayName: "Disarm", strength: 1}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoGasCombo", displayName: "Gas Combo", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>> \n\n<<elseif $getDataFor eq "human_no_armor_fanatic">>\n <<set $returnedData = {\n type: "human",\n name: "Fanatics",\n sampleImage: "combat_human_fanatic_3.png",\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\tisMeeleAttacker: false,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoCover", displayName: "Take Cover", strength: 1, hasChance: true, chance: 0.25}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "human_armor_cultist">>\n <<set $returnedData = {\n type: "human",\n name: "Cultists",\n sampleImage: "combat_human_cultist_2.png",\n\t\tarmor: 10,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\tisMeeleAttacker: false,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoCover", displayName: "Take Cover", strength: 1, hasChance: true, chance: 0.25}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoGas", displayName: "ViroDisc", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "human_hybrid">>\n <<set $returnedData = {\n type: "human",\n name: "Hybrid",\n sampleImage: "combat_human_hybrid_2.png",\n\t\tarmor: 26,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\tisMeeleAttacker: false,\n isHumanoid: true,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_Reconstitue", displayName: "Reconstitute", strength: 20}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoGas", displayName: "ViroDisc", strength: 1}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "human_armored_thug">>\n <<set $returnedData = {\n type: "human",\n name: "Thug (Armored)",\n sampleImage: "combat_human_raptor.png",\n\t\tarmor: 6,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\tisMeeleAttacker: false,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_DoCover", displayName: "Take Cover", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.35}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoArc", displayName: "Arc Disc", strength: 1}; $returnedData.specialMoves.push($moveItem)>>\n\n<<elseif $getDataFor eq "human_no_armor_witch">>\n <<set $returnedData = {\n type: "human",\n name: "Witch",\n sampleImage: "combat_human_witch.png",\n\t\tarmor: 1,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n isHumanoid: true,\n\t\tshield: 0,\n\t\tisMeeleAttacker: true,\n\t\thasArcShield: false,\n\t\tisLargeTarget: false,\n }>>\n\n<<elseif $getDataFor eq "human_riot_merc">>\n <<set $returnedData = {\n type: "human",\n name: "Riot Contractor",\n sampleImage: "combat_merc_zanex.png",\n\t\tarmor: 12,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\tisMeeleAttacker: false,\n specialMoves: [],\n }>>\n\n <<set $moveItem = {name: "move_ShieldWall", displayName: "Shield Wall", strength: 18}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoFlashbang", displayName: "Shock-Flash", strength: 1, hasChance: true, chance: 0.5}; $returnedData.specialMoves.push($moveItem)>>\n <<set $moveItem = {name: "move_DoArcGainShield", displayName: "Arc Disc", strength: 1}; $returnedData.specialMoves.push($moveItem)>>\n\n<</if>>
<<set $itemListEnemy = []>>\n<<set $hudTypeEnemy = []>>\n<<set $hudTypeEnemyRedirect = []>>\n<<set $hudTypeEnemyRedirectTo = []>>\n\n<<set $gameItem = {name: "abomination_shambler", alwaysShow: true, displayName: "Shambler", type: "abominations"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $hudTypeEnemyRedirect.push("Shambler"); $hudTypeEnemyRedirectTo.push($gameItem.name)>>\n<<set $gameItem = {name: "abomination_wraith", displayName: "Wraith", type: "abominations"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $hudTypeEnemyRedirect.push("Wraith"); $hudTypeEnemyRedirectTo.push($gameItem.name)>>\n<<set $gameItem = {name: "abomination_banshee", displayName: "Banshee", type: "abominations"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $hudTypeEnemyRedirect.push("Banshee"); $hudTypeEnemyRedirectTo.push($gameItem.name)>>\n<<set $gameItem = {name: "abomination_acheri", displayName: "Acheri", type: "abominations"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $hudTypeEnemyRedirect.push("Acheri"); $hudTypeEnemyRedirectTo.push($gameItem.name)>>\n<<set $gameItem = {name: "abomination_oger", displayName: "Oger", type: "abominations"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $hudTypeEnemyRedirect.push("Oger"); $hudTypeEnemyRedirectTo.push($gameItem.name)>>\n<<set $gameItem = {name: "abomination_hellcat", displayName: "Hellcat", type: "abominations"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $hudTypeEnemyRedirect.push("Hellcat"); $hudTypeEnemyRedirectTo.push($gameItem.name)>>\n<<set $gameItem = {name: "abomination_siren", displayName: "Siren", type: "abominations"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $hudTypeEnemyRedirect.push("Siren"); $hudTypeEnemyRedirectTo.push($gameItem.name)>>\n<<set $gameItem = {name: "abomination_sphinx", displayName: "Sphinx", type: "abominations"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $hudTypeEnemyRedirect.push("Sphinx"); $hudTypeEnemyRedirectTo.push($gameItem.name)>>\n<<set $gameItem = {name: "abomination_djinn_synthetic", displayName: "Djinn (Synthetic)", type: "abominations"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "abomination_djinn", displayName: "Djinn", type: "abominations"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $hudTypeEnemyRedirect.push("Djinn"); $hudTypeEnemyRedirectTo.push($gameItem.name)>>\n\n<<set $gameItem = {name: "xenofauna_ratroach", alwaysShow: true, displayName: "Ratroach", type: "xenofauna"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $hudTypeEnemyRedirect.push("Ratroach"); $hudTypeEnemyRedirectTo.push($gameItem.name)>>\n<<set $gameItem = {name: "xenofauna_cephanine", displayName: "Cephanine", type: "xenofauna"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $hudTypeEnemyRedirect.push("Cephanine"); $hudTypeEnemyRedirectTo.push($gameItem.name)>>\n<<set $gameItem = {name: "xenofauna_stringcrab", displayName: "Stingcrab", type: "xenofauna"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $hudTypeEnemyRedirect.push("Stingcrab"); $hudTypeEnemyRedirectTo.push($gameItem.name)>>\n\n<<set $gameItem = {name: "human_no_armor", alwaysShow: true, displayName: "Human (Unarmored)", type: "human"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "human_no_armor_scav", displayName: "Scavenger (Unarmored)", type: "human"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "human_no_armor_thug", displayName: "Thug (Unarmored)", type: "human"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "human_no_armor_theophobe", displayName: "Radical (Unarmored)", type: "human"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "human_armor", displayName: "Human (Armored)", type: "human"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "human_light_merc_psycho", displayName: "Psycho (Armored)", type: "human"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "human_armored_thug", displayName: "Thug (Armored)", type: "human"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "human_armor_hunter", displayName: "Sanctioned Hunter", type: "human"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n\n<<set $gameItem = {name: "human_hybrid", alwaysShow: true, displayName: "Hybrid", type: "humanoid"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "human_no_armor_witch", displayName: "Witch", type: "humanoid"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n\n<<set $gameItem = {name: "human_light_merc_rifle", alwaysShow: true, displayName: "Mercenary Contractor", type: "contractors"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "human_heavy_merc", displayName: "Mercenary Heavy", type: "contractors"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "human_commando_merc", displayName: "Mercenary Commando", type: "contractors"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "human_commando_merc_captain", displayName: "Mercenary Captain", type: "contractors"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "human_riot_merc", displayName: "Riot Contractor", type: "contractors"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "human_commando_merc_kobol", displayName: "Bloodhound Commando", type: "contractors"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "human_heavy_merc_sok", displayName: "Blood Sons", type: "contractors"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n\n<<set $gameItem = {name: "human_no_armor_fanatic", alwaysShow: true, displayName: "Fanatics", type: "cultists"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "human_armor_cultist", displayName: "Cultists", type: "cultists"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "human_light_merc_purifier", displayName: "Purifiers", type: "cultists"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n\n<<set $gameItem = {name: "human_light_cyber", alwaysShow: true, displayName: "Cyber Cultists", type: "cyborgs"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "robot_cyborg_railgun", displayName: "Cyborgs", type: "cyborgs"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n\n<<set $gameItem = {name: "human_deathmatch_champion_lavandri", displayName: "Arena Champion (Lavandri)", type: "cyborgs"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "human_deathmatch_champion_incubus", displayName: "Arena Champion (Incubus)", type: "cyborgs"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n\n<<set $gameItem = {name: "human_exo_merc", alwaysShow: true, displayName: "Exo Armor", type: "mechanical"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "human_exo_highking", displayName: "High King", type: "mechanical"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "human_exo_knight", displayName: "Knights of Eden", type: "mechanical"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n\n<<set $gameItem = {name: "robot_securitybot_light", alwaysShow: true, displayName: "Security Bot", type: "robotic"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "robot_securitybot_medium", displayName: "Tripod Bot", type: "robotic"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "robot_securitybot_medium_cartel", displayName: "Tripod Bot (Cartel)", type: "robotic"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "robot_oldworld_guardian", displayName: "Guardian", type: "robotic"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "robot_oldworld_tomb_guardian", displayName: "Tomb Guardian", type: "robotic"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "robot_oldworld_warbot", displayName: "WarBot", type: "robotic"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>\n<<set $gameItem = {name: "machine_exo_paladin", displayName: "Paladin Battlesuit", type: "robotic"}; $itemListEnemy.push($gameItem); $hudTypeEnemy.push($gameItem.name)>>
<<nobr>>\n\t<<script>>\n\t\tSaveSystem.saveAuto(state.active.variables.savesMenuPassage);\n\t<</script>>\n\t<<set $hud.didAutoSave = true>>\n<</nobr>>
/% round time %/\n<<display 'checkAmmoLevel'>>\n<<display 'checkArmorType'>>\n<<set $random = (Math.random() + 0.01)>>\n\n<<set $shockDamageType = "arc-shock">>\n<<set $plasmaDamageType = "incindeary">>\n<<set $toxinDamageType = "toxic gas">>\n\n/% set to true if needed %/\n<<set $debug = false>>\n<<set $debugCombat = false>>\n\n<<if $debug >>\n\t<<set $hud.currentLanguageCode = "en">>\n\n\t/% can remove these from other passages after %/\n\t<<display 'generateWeaponsList'>>\n\t<<display 'generateArmorList'>>\n\t<<display 'generateEnemyList'>>\t\n\t<<display 'initLocalization'>>\n<</if>>\n\n<<if not $equip.rifle.anointment>>\n\t<<set $equip.rifle.anointment = "none">>\n\t<<set $equip.rifle.lastAnointment = "none">>\n\t<<set $equip.pistol.anointment = "none">>\n\t<<set $equip.pistol.lastAnointment = "none">>\n<</if>>\n\n<<if not $equip.rifle.lastRifle>>\n\t<<set $equip.rifle.lastRifle = $equip.rifle.name>>\n\t<<set $equip.pistol.lastRifle = $equip.pistol.name>>\n<</if>>\n\n<<set $equip.pistol.lastAnointment = $equip.pistol.anointment>>\n<<set $equip.rifle.lastAnointment = $equip.rifle.anointment>>\n\n<<if $equip.rifle.name neq $equip.rifle.lastRifle>>\n\t<<set $equip.rifle.anointment = "none">>\n<</if>>\n<<set $equip.rifle.lastRifle = $equip.rifle.name>>\n\n<<if $equip.pistol.name neq $equip.pistol.lastRifle>>\n\t<<set $equip.pistol.anointment = "none">>\n<</if>>\n<<set $equip.pistol.lastRifle = $equip.pistol.name>>\n\n<<set $time.active = Math.round($time.active)>>\n\n/% Set min / max values for all attbts %/\n<<if $attrib.dilligence gt 100>>\n\t<<set $attrib.dilligence = 100>>\n<<elseif $attrib.dilligence lt 0>>\n\t<<set $attrib.dilligence = 0>>\n<</if>>\n<<if $attrib.fatigue gt 100>>\n\t<<set $attrib.fatigue = 100>>\n<<elseif $attrib.fatigue lt 0>>\n\t<<set $attrib.fatigue = 0>>\n<</if>>\n\n<<if $attrib.toxicity gt 100>>\n\t<<set $attrib.toxicity = 100>>\n<<elseif $attrib.toxicity lt 0>>\n\t<<set $attrib.toxicity = 0>>\n<</if>>\n<<if $attrib.caution gt 100>>\n\t<<set $attrib.caution = 100>>\n<<elseif $attrib.caution lt 0>>\n\t<<set $attrib.caution = 0>>\n<</if>>\n<<if $attrib.violence gt 100>>\n\t<<set $attrib.violence = 100>>\n<<elseif $attrib.violence lt 0>>\n\t<<set $attrib.violence = 0>>\n<</if>>\n/% Top off Ammo Counters %/\n<<display 'checkAmmoLevel'>>\n<<display 'checkArmorType'>>\n\n/% ################################## %/\n/% CHURCH BILLING %/\n/% ################################## %/\n/% do credit calculation %/\n<<set $timesincelastbill = $time.active - $time.billedchurch>>\n<<set $timesincelastbill = Math.round($timesincelastbill)>>\n\n<<if $attrib.dilligence lt 20>>\n\t<<set $payment_church.modifier = 0>>\n<<elseif $attrib.dilligence lt 35>>\n\t<<set $payment_church.modifier = Math.round($attrib.salary / 4)>>\n<<elseif $attrib.dilligence lt 50>>\n\t<<set $payment_church.modifier = Math.round($attrib.salary / 3)>>\n<<elseif $attrib.dilligence lt 75>> \n\t<<set $payment_church.modifier = Math.round($attrib.salary / 2)>>\n<<else>>\n\t<<set $payment_church.modifier = Math.round($attrib.salary / 1.5)>>\n<</if>>\n\n<<if not $attrib.dilligence_max>>\n\t<<set $attrib.dilligence_max = 1>>\n<</if>>\n\n<<if $attrib.dilligence gt ($attrib.dilligence_max + 5)>>\n\t<<set $attrib.dilligence_max = $attrib.dilligence>>\n<</if>>\n\n<<if $attrib.dilligence_max gt 100>>\n\t<<set $attrib.dilligence_max = 100>>\n<<elseif $attrib.dilligence_max lt 1>>\n\t<<set $attrib.dilligence_max = 1>>\n<</if>>\n\n<<set $payment_church.ammount = (($time.active - $time.billedchurch) / 24) * $attrib.salary + $payment_church.modifier>>\n<<set $payment_church.ammount = Math.round($payment_church.ammount * $gameworld_modifiers.churchModifier)>>\n<<set $presumedAmmountDue = Math.round(($attrib.salary + $payment_church.modifier) * $gameworld_modifiers.churchModifier)>>\n\n/% get credits %/\n<<if ($time.active - $time.billedchurch) gte 24>>\n\t/% catch case in case allegience changed\n\t\tonly occurs if message wasn't recieved before\n\t\t%/\n\t<<if $job_conspiracy.fundingWasCut and ($factionlock.lockedFaction eq "none" or $factionlock.lockedFaction eq "church") and not $job_conspiracy.gotFundCutMessage>>\n\t\t<<set $job_conspiracy.fundingWasCut = false>>\n\t<</if>>\n\n\t<<if $job_conspiracy.unlockedMainQuest and not $job_conspiracy.fundingWasCut>>\n\t\t/% do church pay and, if applicable, pop finances anim %/\n\t\t<<set $attrib.credits += $payment_church.ammount>>\n\t\t<<if $hud.currentScreen eq "none">>\n\t\t\t<<set window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp");>>\n\t\t<</if>>\n\t<<elseif $job_conspiracy.fundingWasCut and not $job_conspiracy.gotFundCutMessage>>\n\t\t/% send message if church pay is cut %/\n\t\t<<set $hud.newmsg += 1>>\n\t\t<<set $hud.messages.push($msg_zweili_fundingcut)>>\n\t\t<<set $job_conspiracy.gotFundCutMessage = true>>\n\t<</if>>\n\t/% must keep this out here due to other effects triggering on the 24h cycle %/\n\t<<set $time.billedchurch = $time.active>>\n\n\t/% djinn stuff %/\n\t<<if $job_abomination_investigate.djinnMode eq "scared_delay">>\n\t\t<<set $job_abomination_investigate.djinnMode = "watch">>\n\t\t<<set $job_abomination_investigate.huntChance = 0.05>>\n\t<</if>>\n\t<<if $job_abomination_investigate.huntChance lt 0.33>>\n\t\t<<set $job_abomination_investigate.huntChance += 0.025>>\n\t<</if>>\n\n\t <<if $inztinct.learnedSkills.contains("skill_cyber_8" or $inztinct.learnedSkills.contains("skill_arena_12") or ($inztinct.learnedSkills.contains("skill_mesmer_0") and $equip.isFashionOutfit)) and $attrib.criminality gte 2>>\n\t\t<<set $attrib.criminality -= 2>>\n\t\t<<set $attrib.criminality = Math.max(0, $attrib.criminality)>>\n\t<</if>>\n\n\t<<set $attrib.stress -= 1>>\n\n\t/% <<if $attrib.religion eq "edenite" or $attrib.religion eq "voided" or $attrib.religion eq "forsaken" or $attrib.religion eq "visionary">>\n\t\t<<set $attrib.stress -= 1>>\n\t<</if>> %/\n<</if>>\n\n/% 12h cycle for... well this for nothing atm now %/\n<<if ($time.active - $time.billedchurch) gte 12>>\n\n<</if>>\n\n<<set $takeDrugsTime = 12>>\n<<if $inztinct.learnedSkills.contains("skill_mesmer_3") or $inztinct.learnedSkills.contains("skill_highborn_5")>>\n\t<<set $haveSexTime -= (1 + (0.3 * $inztinct.affinity))>>\n<</if>>\n\n<<if ($time.active - $time.tookdrugs) gte $takeDrugsTime>>\n\t<<set $sexPhases.canHaveDrugs = true>>\n<<else>>\n\t<<set $sexPhases.canHaveDrugs = false>>\n<</if>>\n\n<<set $sexPhases.canHaveSex = false>>\n<<set $haveSexTime = 18>>\n<<if $attrib.exhausted>>\n\t<<set $haveSexTime += 6>>\n<</if>>\n<<if $inztinct.learnedSkills.contains("skill_mesmer_3")>>\n\t<<set $haveSexTime -= (1 + (0.3 * $inztinct.affinity))>>\n<</if>>\n\n<<if ($time.active - $sexPhases.lastSexTime) gte $haveSexTime and $attrib.toxicity lt 75>>\n\t<<set $sexPhases.canHaveSex = true>>\n<<else>>\n\t<<set $sexPhases.canHaveSex = false>>\n<</if>>\n\n/% cyber gunimplant checkers, just to keep the gear properly assigned %/\n<<if $equip.offhand.contains("cybergun")>>\n\t<<set $equip.rifle.name = "cybergun">>\n<<elseif $equip.offhand.contains("cybercannon")>>\n\t<<set $equip.rifle.name = "cybercannon">>\n<<elseif $equip.offhand.contains("cybercarbine")>>\n\t<<set $equip.rifle.name = "cybercarbine">>\n<</if>>\n\n/% get rid of cybergun %/\n<<if ($equip.rifle.name eq "cybergun" and not $equip.offhand.contains("cybergun")) or ($equip.rifle.name eq "cybercarbine" and not $equip.offhand.contains("cybercarbine")) or ($equip.rifle.name eq "cybercannon" and not $equip.offhand.contains("cybercannon"))>>\n\t<<set $equip.rifle.name = "none">>\n<</if>>\n\n<<if $equip.isCybernetic eq false>>\n\t/% TODO: REPLACE %/\n<</if>>\n\n/% reset fleshmold %/\n<<if $equip.isFleshMold eq false>>\n\t<<set $attrib.fleshMoldModifier = 0.5>>\n<</if>>\n\n/% reset bioaug %/\n<<if $equip.isBioImplant eq false>>\n\t<<set $attrib.bioAugModifier = 0>>\n<</if>>\n\n/% toxicity & fatigue ticks %/\n<<if ($time.active - $time.statstick) gte 3>>\n\n\t/% ########################################\n\tfleshmold melding \n\t########################################### %/\n\t<<if $equip.isFleshMold and $attrib.fleshMoldModifier lt 1>>\n\t\t<<set $attrib.fleshMoldModifier += 0.06>> \n\t<<elseif $equip.isFleshMold and $attrib.fleshMoldModifier lt 1.2>>\n\t\t<<set $attrib.fleshMoldModifier += 0.04>> \n\t<<elseif $equip.isFleshMold and $attrib.fleshMoldModifier lt 1.3>>\n\t\t<<set $attrib.fleshMoldModifier += 0.03>> \n\t<<elseif $equip.isFleshMold and $attrib.fleshMoldModifier lt 1.4>>\n\t\t<<set $attrib.fleshMoldModifier += 0.02>> \n\t<<elseif $equip.isFleshMold and $attrib.fleshMoldModifier lt 1.5>>\n\t\t<<set $attrib.fleshMoldModifier += 0.01>> \n\t<<elseif $equip.isFleshMold eq false>>\n\t\t<<set $attrib.fleshMoldModifier = 0.5>>\n\t<</if>>\n\n\t<<if $attrib.fleshMoldModifier gt 1.5>>\n\t\t<<set $attrib.fleshMoldModifier = 1.5>>\n\t<</if>>\n\n\t/% ########################################\n\tbioaug handling\n\t########################################### %/\n\t<<if $equip.isBioImplant and $attrib.bioAugModifier lt 0.5>>\n\t\t<<set $attrib.bioAugModifier += 0.04>> \n\t<<elseif $equip.isBioImplant and $attrib.bioAugModifier lt 0.75>>\n\t\t<<set $attrib.bioAugModifier += 0.03>> \n\t<<elseif $equip.isBioImplant and $attrib.bioAugModifier lt 1>>\n\t\t<<set $attrib.bioAugModifier += 0.02>> \n\t<</if>>\n\n\t<<if $equip.isCybernetic and $equip.isBioImplant>>\n\t\t<<set $attrib.bioAugModifier -= 0.01>> \n\t<</if>>\n\n\t<<if $attrib.bioAugModifier gt 1>>\n\t\t<<set $attrib.bioAugModifier = 1>>\n\t<</if>>\n\n\t/% ########################################\n\ttox and fatigue\n\t########################################### %/\n\n\t<<if $attrib.toxicity gte 80>>\n\t\t<<set $attrib.caution -= 1>>\n\t\t<<set $attrib.toxicity -= 1>>\n\t<<elseif $attrib.toxicity gte 55>>\n\t\t<<if $inztinct.learnedSkills.contains("skill_mesmer_4")>>\n\t\t\t<<set $attrib.toxicity += 2>>\n\t\t<</if>>\n\t\t<<set $attrib.toxicity -= 3>>\n\t<<elseif $attrib.toxicity gte 25>>\n\t\t<<set $attrib.toxicity -= 1>>\n\t<</if>>\n\n\t<<if $attrib.fatigue lt 40>>\n\t\t<<set $attrib.fatigue += 2>>\n\t\t<<set $attrib.violence -= 1>>\n\t\t<<set $attrib.caution -= 1>>\n\t<<else>>\n\t\t<<set $attrib.fatigue += 1>>\n\t\t<<set $attrib.violence -= 2>>\n\t\t<<set $attrib.caution -= 2>>\n\t<</if>>\n\n\t<<if $attrib.infected>>\n\t\t<<set $attrib.fatigue += 5>>\n\t\t\n\t\t<<if $inztinct.learnedSkills.contains("skill_forsaken_9")>>\n\t\t\t<<set $attrib.fatigue -= 4>>\n\t\t<</if>>\n\n\t\t<<if $attrib.infectionLevel gte 4>>\n\t\t\t<<set $attrib.toxicity += 5>>\n\t\t<<elseif $attrib.infectionLevel gte 2>>\n\t\t\t<<set $attrib.toxicity += 2>>\n\t\t<</if>>\n\t\t\n\t\t<<if $time.wasInfected eq 0>>\n\t\t\t<<set $time.wasInfected = $time.active>>\n\t\t<</if>>\n\t\t\n\t\t<<if ($time.active - $time.wasInfected) gte 6>>\n\t\t\t<<set $attrib.infectionLevel += 1>>\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $time.wasInfected neq 0>>\n\t\t\t<<set $time.wasInfected = 0>>\n\t\t\t<<set $attrib.infectionLevel = 0>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $equip.isHeavyWeapon and not $gameworld_modifiers.hasWeaponFatigueOverride and not $equip.isPowerArmor>>\n\t\t<<set $attrib.fatigue += 2>>\n\t<</if>>\n\n\t<<if $attrib.armortype eq "armored">>\n\t\t<<if not $gameworld_modifiers.hasArmorFatigueOverride>>\n\t\t\t<<set $attrib.fatigue += 1>>\n\t\t<</if>>\n\n\t\t<<if $equip.isHeavyArmor>>\n\t\t\t<<if $equip.isPowerArmor>>\n\t\t\t\t<<set $attrib.fatigue += 1>>\n\t\t\t<<elseif $equip.offhandUpgrade.contains("synth-fiber") or $equip.offhandUpgrade.contains("spinal-support") or $equip.offhand.contains("normalskel")>>\n\t\t\t\t<<set $attrib.fatigue += 1>>\t\n\t\t\t<<elseif ($equip.offhand.contains("meleeplant") or $equip.offhand.contains("abommuscle")) and $attrib.bioAugModifier gte 0.5>>\n\t\t\t\t<<set $attrib.fatigue += 1>>\n\t\t\t<<else>>\n\t\t\t\t<<if not $gameworld_modifiers.hasArmorFatigueOverride>>\n\t\t\t\t\t<<set $attrib.fatigue += 3>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $attrib.fatigue += 1>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\t\t\t\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $equip.isCybernetic and $inztinct.learnedSkills.contains("skill_voided_9")>>\n\t\t<<set $attrib.toxicity -= 2>>\n\t<</if>>\n\n\t<<if $equip.brainaug eq "biochip">>\n\t\t<<set $attrib.fatigue -= 2>>\n\t\t<<set $attrib.toxicity += 1>>\n\t<</if>>\n\n\t<<if $equip.clothes eq "Miasmic Armor">>\n\t\t<<set $attrib.toxicity += 3>>\n\t<<elseif $equip.clothes eq "Puffdress" or $equip.clothes eq "Puffwear">>\n\t\t<<set $attrib.toxicity -= 1>>\n\t<<elseif $equip.clothes eq "Lightdress" or $equip.clothes eq "Lightwear">>\n\t\t<<set $attrib.toxicity -= 1>>\n\t\t<<set $attrib.fatigue -= 1>>\n\t<</if>>\n\n\t<<if $equip.offhand.contains("detoxifier")>>\n\t\t<<set $attrib.fatigue -= 2>>\n\t\t<<set $attrib.toxicity -= 3>>\n\n\t\t<<if $attrib.bioAugModifier gte 0.5>>\n\t\t\t<<set $attrib.stress -= 1>>\n\t\t<</if>>\n\t\t<<if $attrib.bioAugModifier gte 1>>\n\t\t\t<<set $attrib.infected = false>>\n\t\t<</if>>\n\t<</if>>\n\t<<if $equip.offhand.contains("abomskin") and $attrib.bioAugModifier gte 0.5>>\n\t\t<<set $attrib.toxicity -= 3>>\n\t<</if>>\n\t<<if $equip.offhand.contains("abomgland")>>\n\t\t<<set $attrib.fatigue -= 3>>\n\t<</if>>\n\t<<if $equip.offhand.contains("meleeplant")>>\n\t\t<<set $attrib.fatigue += 1>>\n\t<</if>>\n\t<<if $equip.offhand.contains("shield")>>\n\t\t<<set $attrib.fatigue += 1>>\n\t<</if>>\n\t<<if $equip.isCybernetic and not $gameworld_modifiers.hasCyberneticFatigueOverride>>\n\t\t<<set $attrib.fatigue += 3>>\n\t<</if>>\n\t<<if $equip.offhand.contains("slenderbody")>>\n\t\t<<set $attrib.fatigue -= 2>>\n\t<</if>>\n\t<<if $equip.offhand.contains("specialskin_sleek") and $equip.isCybernetic>>\n\t\t<<set $attrib.fatigue -= 1>>\n\t<</if>>\n\n\t<<if $equip.offhandUpgrade.contains("synth-lung")>>\n\t\t<<set $attrib.infected = false>>\n\t\t<<set $attrib.toxicity -= 2>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_mesmer_4")>>\n\t\t<<set $attrib.toxicity += 1>>\n\t<</if>>\n\n\t<<if $equip.charge lt 100>>\n\t\t<<set $equip.charge += 11>>\n\t\t<<set $equip.charge = Math.min($equip.charge, 100)>>\n\t<</if>>\n\n\t<<set $time.statstick = $time.active>>\n<</if>>\n\n/% force no addiction %/\n<<if ($inztinct.learnedSkills.contains("skill_cyber_9") and $equip.isCybernetic) or $equip.offhand.contains("abomskin") or $equip.offhand.contains("braincase")>>\n\t<<set $attrib.addicted = false>>\n\t<<set $attrib.infected = false>>\n<</if>>\n/% force no infection %/\n<<if $equip.offhand.contains("abomclaw") or $equip.offhand.contains("abommuscle") or $equip.offhand.contains("abomgland") or ($equip.offhand.contains("rhinoskin") and $attrib.bioAugModifier gte 0.5)>>\n\t<<set $attrib.infected = false>>\n<</if>>\n\n<<if $job_exhaustion_evt.mainPhase gte 1 and $equip.brainaug eq "none">>\n\t/% exhaustion calc %/\n\t<<set $thresshold = 0>>\n\t<<if $attrib.religion eq "edenite" or $attrib.religion eq "voided" or $attrib.religion eq "forsaken" or $attrib.religion eq "visionary" or $attrib.religion eq "mesmer">>\n\t\t<<set $thresshold += 5>>\n\t<</if>>\n\n\t<<if $attrib.exhausted>>\n\t\t<<if $attrib.stress lt (55 + $thresshold)>>\n\t\t\t<<set $attrib.exhausted = false>>\n\t\t\t/% will this work? not certain; should prevent constant triggering %/\n\t\t\t<<set $attrib.stress -= 10>>\n\t\t<<elseif $attrib.stress gte 85 and $attrib.fatigue lt 75>>\n\t\t\t<<set $attrib.fatigue = 75>>\n\t\t<<elseif $attrib.stress gte 75 and $attrib.fatigue lt 50>>\n\t\t\t<<set $attrib.fatigue = 50>>\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $attrib.stress gte 50>>\n\t\t\t<<set $attrib.exhausted = true>>\n\t\t<</if>>\n\t<</if>>\n<</if>>\n\n<<display 'doAdctFatigueCalc'>>\n\n<<if $attrib.violence gte ($attrib.caution + 33)>>\n\t<<set $attrib.demeanor = "agressive">>\n<<elseif $attrib.caution gte ($attrib.violence + 33)>>\n\t<<set $attrib.demeanor = "cautious">>\n<<else>>\n\t<<set $attrib.demeanor = "balanced">>\n<</if>>\n\n/% brainaug overrides %/\n<<if $equip.brainaug eq "neurochip">>\n\t<<set $attrib.exhausted = false>>\n\t<<set $attrib.demeanor = "cautious">>\n<<elseif $equip.brainaug eq "biochip">>\n\t<<set $attrib.exhausted = false>>\n\t<<set $attrib.demeanor = "agressive">>\n<<elseif $equip.brainaug eq "neuroparasite">>\n\t<<set $attrib.exhausted = false>>\n<</if>>\n\n/% religion setters; only works for atheists %/\n<<if $attrib.religion eq "atheist">>\n\t<<if $characterEncounterPhases.deathRewardPhase gte 1>>\n\t\t<<set $attrib.religion = "forsaken">>\n\t\t<<set $inztinct.wasReset = true>>\n\t<<elseif $characterEncounterPhases.voidRewardPhase gte 1>>\n\t\t<<set $attrib.religion = "voided">>\n\t\t<<set $inztinct.wasReset = true>>\n\t<<elseif $characterEncounterPhases.edenRewardPhase gte 1>>\n\t\t<<set $attrib.religion = "edenite">>\n\t\t<<set $inztinct.wasReset = true>>\n\t<</if>>\n<</if>>\n\n<<if $job_abomination_investigate.plagueTarget neq "none" and $job_abomination_investigate.plagueTime eq 0>>\n\t<<set $factionlock.lockedFaction = "visionary">>\n<</if>>\n\n<<if $hud.currentScreen eq "none">>\n\t<<set $hud.codexBack = "passage">>\n\t<<set $inztinct.specialDisplayMode = "none">>\n\t<<set $hud.codexCompareBack = "none">>\n<<elseif $hud.currentScreen eq "gear">>\n\t<<set $hud.codexBack = "gear">>\n<<elseif $hud.currentScreen eq "codex">>\n\t<<set $hud.codexBack = "codex">>\n<</if>>\n\n/% \n##############################################################################################################################\nFunding Cut Calculations\n##############################################################################################################################\n%/\n\n<<if not $job_conspiracy.fundingWasCut and $factionlock.lockedFaction neq "none" and $factionlock.lockedFaction neq "church" and $factionlock.lockedFaction neq "kobol">>\n\t<<set $job_conspiracy.fundingWasCut = true>>\n<</if>>\n\n<<if not $job_conspiracy.fundingWasCut and $factionlock.lockedFaction eq "kobol" and $factionlock.kobolPhase gt 1 and $factionlock.kobolPhase lt 99>>\n\t/% unique handler for Kobol as you can lock and then unlock your faction by joining them (1st encounter) and turning on them later (quest phase goes above 1)\n\tphase 1 is undecided, phase 99 is killed %/\n\t<<set $job_conspiracy.fundingWasCut = true>>>\n<</if>>\n\n<<if $job_conspiracy.fundingWasCut and $factionlock.lockedFaction eq "kobol" and ($factionlock.kobolPhase eq 1 or $factionlock.kobolPhase eq 99)>>\n\t/% escape in case got stuck in kobol funding trap %/\n\t<<set $job_conspiracy.fundingWasCut = false>>\n<</if>>\n\n/% timed state change calls %/ \n<<if $job_boulevard_hellcat.didMissionTime neq -1 and $job_boulevard_hellcat.mainPhase gte 2 and ($time.active) gte ($job_boulevard_hellcat.didMissionTime + 12)>>\n\t<<if $job_boulevard_hellcat.mainPhase neq 98>>\n\t\t<<set $job_boulevard_hellcat.didMissionTime = -1>>\n\t\t<<set $hud.newmsg += 1>>\n\t\t<<set $hud.messages.push($job_boulevard_done)>>\n\t\t<<set $attrib.credits += Math.round(2250 * $gameworld_modifiers.freelanceModifier)>>\n\t\t<<set window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp");>>\n\t<</if>>\n<</if>>\n\n<<if $job_blindkid_shrine.gotMessage eq false and $chr_corinthin.met and ($job_fisher_counterattack.mainPhase eq 4 or $job_fisher_extremists.conspiratorPhase eq 13) and not $job_abomination_investigate.mainPhase eq 4 and not $job_abomination_investigate.mainPhase eq 5 and not $job_abomination_investigate.mainPhase eq 6>>\n\t<<set $hud.newmsg += 1>>\n\t<<set $hud.messages.push($job_blindkid_meet)>>\n\t<<set $job_blindkid_shrine.gotMessage = true>>\n<</if>>\n\n<<if $job_blindkid_resolution.timeCheck eq -1 and $job_conspiracy.foundAltar eq true and $job_conspiracy.instructionPhase gte 10 and (($job_blindkid_shrine.mainPhase eq 98 or $job_blindkid_shrine.mainPhase eq 6) or $job_witches_pendant.mainPhase eq 7)>>\n\t<<set $job_blindkid_resolution.timeCheck = $time.active>>\n<</if>>\n\n<<if $job_blindkid_resolution.timeCheck neq -1 and $job_blindkid_resolution.gotMessage eq false and ($time.active) gte ($job_blindkid_resolution.timeCheck + 8)>>\n\t<<set $hud.newmsg += 1>>\n\t<<if $job_witches_pendant.mainPhase eq 7>>\n\t\t<<set $hud.messages.push($msg_fabienne_mission)>>\n\t<<else>>\n\t\t<<set $hud.messages.push($msg_varai_mission)>>\n\t<</if>>\n\t<<set $job_blindkid_resolution.gotMessage = true>>\n<</if>>\n\n<<if $job_blindkid_resolution.timeCheck2 neq -1 and $job_blindkid_resolution.gotMessage2 eq false and ($time.active) gte ($job_blindkid_resolution.timeCheck2 + 4)>>\n\t<<set $hud.newmsg += 1>>\n\t<<if $job_witches_pendant.mainPhase eq 7>>\n\t\t<<set $hud.messages.push($msg_fabienne_conclude)>>\n\t\t<<set $attrib.credits += 10000>>\n\t\t<<set window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp");>>\n\t<<else>>\n\t\t<<set $hud.messages.push($msg_varai_conclude)>>\n\t<</if>>\n\t<<set $job_blindkid_resolution.gotMessage2 = true>>\n<</if>>\n\n<<if $job_conspiracy.accuseDecision eq "zweili_convicted" and $loc_riptide.ownedBy eq "marisa" and $characterEncounterPhases.xanexRewardPhase eq 0>>\n\t<<set $characterEncounterPhases.xanexRewardPhase = 1>>\n<</if>>\n\n<<if (($job_fisher_counterattack.mainPhase eq 4 and $job_riptide_postbattle.mainPhase eq 6) or ($job_fisher_extremists.mainPhase eq 4 and $job_fisher_revenge.mainPhase eq 98)) and $characterEncounterPhases.raptorRewardPhase lt 1>>\n\t<<set $characterEncounterPhases.raptorRewardPhase = 1>>\n<</if>>\n\n<<if $characterEncounterPhases.ottoRewardTimer eq -1 and $job_fisher_extremists.ottoDecision eq "spare">>\n\t<<set $characterEncounterPhases.ottoRewardTimer = $time.active>>\n<</if>>\n\n<<if $characterEncounterPhases.ottoRewardTimer neq -1 and ($time.active) gte ($characterEncounterPhases.ottoRewardTimer + 24) and $characterEncounterPhases.ottoRewardPhase eq 0>>\n\t<<set $characterEncounterPhases.ottoRewardPhase = 1>>\n\t<<set $hud.newmsg += 1>>\n\t<<set $hud.messages.push($msg_otto_evidence)>>\n<</if>>\n\n/% conditioned to trigger BEFORE you can get Fisher killed %/\n<<if $chr_fisher.loc eq "onjob" and (($time.active gte 24 and $chr_raj.met eq true) or ($job_conspiracy.instructionPhase eq 7 or $job_conspiracy.instructionPhase eq 8) or $job_conspiracy.conspiratorPhase gte 5)>>\n\t<<set $chr_fisher.loc = "seekingvine">>\n<<elseif (($time.active gte 72 and $chr_raj.met eq true) or ($job_conspiracy.instructionPhase eq 7 or $job_conspiracy.instructionPhase eq 8) or $job_conspiracy.conspiratorPhase gte 5) and ($job_fisher_extremists.mainPhase eq 0 or $job_fisher_extremists.mainPhase eq 99)>>\n\t<<set $chr_fisher.loc = "waitvineentrance">>\n<</if>>\n\n/% celena witch statechange call %/\n<<if $job_coven.mainPhase eq 6 and not $chr_celena.isWitch>>\n\t<<set $chr_celena.isWitch = true>>\n<</if>>\n\n/% job popups - this should not be necessary but still keeping it in, just in case %/\n<<if $job_witches_pendant.mainPhase eq 0 and $loc_storeroom.tookPendant>>\n\t<<set $job_witches_pendant.mainPhase = 1>>\n<</if>>\n\n/% job stuff undersprawl %/\n<<if $loc_undersprawn_passages.readDataPad and $job_abomination_investigate.ogerPhase eq 6>>\n\t<<set $job_abomination_investigate.ogerPhase = 7>>\n<</if>>\n\n<<if $job_undersprawl_purge.gotMessage eq false and $job_undersprawl_purge.mainPhase lt 2 and ($job_devout_heritage.mainPhase gte 2 or $time.active gte 100) and $randomEncounterPhases.breakdownPhase eq 1 and $savesMenuPassage neq "B30 Tramway Station">>\n\t<<set $hud.newmsg += 1>>\n\t<<set $hud.messages.push($msg_mission_undersprawl)>>\t\n\t<<set $job_undersprawl_purge.gotMessage = true>>\n<</if>>\n\n<<if $job_combat_intro.gotMessage eq false and $time.active gte 6>>\n\t<<set $hud.newmsg += 1>>\n\t<<set $hud.messages.push($msg_sidejob_intro)>>\n\t<<set $job_combat_intro.gotMessage = true>>\n<</if>>\n\n<<if $job_cathedral_hack.gotMessage eq false and $time.active gte 10 and $job_conspiracy.unlockedMainQuest>>\n\t<<set $hud.newmsg += 1>>\n\t<<set $hud.messages.push($msg_cathedral_hack)>>\n\t<<set $job_cathedral_hack.gotMessage = true>>\n<</if>>\n\n<<if $job_boulevard_hellcat.gotMessage eq false and $time.active gte 30>>\n\t<<set $hud.newmsg += 1>>\n\t<<set $hud.messages.push($msg_mission_hellcat)>>\n\t<<set $job_boulevard_hellcat.gotMessage = true>>\n<</if>>\n\n<<if $job_scrapyard_oger.gotMessage eq false and $time.active gte 50>>\n\t<<set $hud.newmsg += 1>>\n\t<<set $hud.messages.push($msg_mission_oger)>>\n\t<<set $job_scrapyard_oger.gotMessage = true>>\n<</if>>\n\n<<if $job_banshee_srpawl.gotMessage eq false and $time.active gte 150>>\n\t<<set $hud.newmsg += 1>>\n\t<<set $hud.messages.push($msg_banshee_sprawl)>>\n\t<<set $job_banshee_srpawl.gotMessage = true>>\n<</if>>\n\n<<if $job_abomination_investigate.cultStatus eq "conflict_resolved" and not $job_abomination_investigate.gotCultPayment and $savesMenuPassage neq "Level B29 - Visionary Shrine">>\n\t<<set $hud.newmsg += 1>>\n\t<<set $hud.messages.push($msg_abomination_join)>>\n\t<<set $attrib.credits += 4000>>\n\t<<set $job_abomination_investigate.gotCultPayment = true>>\t\n\t<<set window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp");>>\n<</if>>\n\n<<if $job_abomination_investigate.abomAllyPhase gte 2 and (($job_abomination_investigate.abomSabotagePhase eq 6 and ($job_fisher_extremists.conspiratorPhase eq 13 or $job_fisher_extremists.ottoDecision eq "kill" or $job_fisher_counterattack.mainPhase eq 4)) or ($job_abomination_investigate.abomAugmentPhase eq 8 and ($randomEncounterPhases.syndicateBasePhase eq 5 or $randomEncounterPhases.syndicateBasePhase eq 98))) and not $job_abomination_investigate.gotCultInvite>>\n\t<<set $hud.newmsg += 1>>\n\t<<set $hud.messages.push($msg_abomination_invite)>>\n\t<<set $job_abomination_investigate.gotCultInvite = true>>\t\n<</if>>\n\n<<if $randomEncounterPhases.edenRewardPhase eq 0 and $randomEncounterPhases.voidRewardPhase eq 0 and $randomEncounterPhases.deathRewardPhase>>\n\t<<if $attrib.faith.eden eq 3>>\n\t\t<<set $randomEncounterPhases.edenRewardPhase = 1>>\n\t<<elseif $attrib.faith.void eq 3>>\n\t\t<<set $randomEncounterPhases.voidRewardPhase = 1>>\n\t<<elseif $attrib.faith.death eq 3>>\n\t\t<<set $randomEncounterPhases.deathRewardPhase = 1>>\n\t<</if>>\n<</if>>\n\n/% to be ABSOLUTELY sure this updates... %/\n<<if ($job_conspiracy.instructionPhase gte 2 or $job_conspiracy.knowledgePhase gte 2 or $factionlock.lockedFaction neq "none") and not $loc_riptide.talkedToWilkin and not $savesMenuPassage eq "B28 - Riptide VIP Area">>\n\t<<set $loc_riptide.talkedToWilkin = true>>\n<</if>>\n\n/% horribly complex set of triggers to - or to not - trigger this mess of a thing %/\n<<if $job_boulevard_hellcat.mainPhase gte 2 and (($job_conspiracy.conspiratorPhase gte 7 and ($factionlock.lockedFaction eq "church" or $factionlock.lockedFaction eq "cyber" or $factionlock.lockedFaction eq "visionary")) or ($job_conspiracy.conspiratorPhase gte 8 and ($factionlock.lockedFaction eq "kobol" or $factionlock.lockedFaction eq "zanex"))) and not $loc_cryolounge.wasRaided>>\n\t<<set $loc_cryolounge.wasRaided = true>>\n\t<<if $job_crypto_warlock.altPhase eq 99>> /% this condition seems to be... wrong? and $factionlock.lockedFaction neq "cyber">> %/\n\t\t<<set $hud.messages.push($msg_mission_cybercult)>>\n\t<</if>>\n<</if>>\n\n<<if ($job_fisher_extremists.mainPhase eq 98 or $job_fisher_extremists.mainPhase gte 3) and $savesMenuPassage eq "B28 Tramway Station" and $job_corpo_conference.gotMessage eq false and $loc_cryolounge.wasRaided eq false>>\n\t<<set $hud.newmsg += 1>>\n\t<<set $hud.messages.push($msg_invitation_conference)>>\n\t<<set $job_corpo_conference.gotMessage = true>>\n<</if>>\n\n<<if $job_corpo_conference.mainPhase eq 3 and $job_conspiracy.conspiratorPhase gte 5 and not $job_conspiracy.skippedAthena>>\n\t<<set $job_corpo_conference.mainPhase = 4>>\n<</if>>\n\n<<if $characterEncounterPhases.nilgunRewardPhase eq "celena_1" and ($time.active) gte ($characterEncounterPhases.nilgunRewardTimer + 24)>>\n\t<<set $characterEncounterPhases.nilgunRewardPhase = "celena_2">>\n<<elseif $characterEncounterPhases.nilgunRewardPhase eq "petrovic_1" and ($time.active) gte ($characterEncounterPhases.nilgunRewardTimer + 24)>>\n\t<<set $characterEncounterPhases.nilgunRewardPhase = "petrovic_2">>\n<<elseif $characterEncounterPhases.nilgunRewardPhase eq "ashlake_1" and ($time.active) gte ($characterEncounterPhases.nilgunRewardTimer + 24)>>\n\t<<set $characterEncounterPhases.nilgunRewardPhase = "ashlake_2">>\n<</if>>\n\n/% ############################################################################# %/\n/% \t\t\t\t\t\tRND SCENES %/\n/% ############################################################################# %/\n\n<<if $loc_cryolounge.wasRaided and not $randomEncounterPhases.rndScenesPending.contains("rnd_cyber_renegades")>>\n\t<<set $randomEncounterPhases.rndScenesPending.push("rnd_cyber_renegades")>>\n<</if>>\n\n<<if $job_cathedral_hack.mainPhase eq 4 and not $randomEncounterPhases.rndScenesPending.contains("rnd_cyber_thugs")>>\n\t<<set $randomEncounterPhases.rndScenesPending.push("rnd_cyber_thugs")>>\n<</if>>\n\n<<if $job_crypto_warlock.altPhase gte 1 and not $randomEncounterPhases.rndScenesPending.contains("rnd_cyber_cyborgs")>>\n\t<<set $randomEncounterPhases.rndScenesPending.push("rnd_cyber_cyborgs")>>\n<</if>>\n\n<<if $time.active gte 100 and not $randomEncounterPhases.rndScenesPending.contains("rnd_bounty_hunter")>>\n\t<<set $randomEncounterPhases.rndScenesPending.push("rnd_bounty_hunter")>>\n<</if>>\n\n<<if $loc_undersprawn_megaplex.cultStatus eq "killed" and not $randomEncounterPhases.rndScenesPending.contains("rnd_death_cultists")>>\n\t<<set $randomEncounterPhases.rndScenesPending.push("rnd_death_cultists")>>\n<</if>>\n\n<<if $job_psychocult.mainPhase eq 101 and not $randomEncounterPhases.rndScenesPending.contains("rnd_freaks_palacegone")>>\n\t<<set $randomEncounterPhases.rndScenesPending.push("rnd_freaks_palacegone")>>\n<</if>>\n\n<<if ($job_psychocult.mainPhase eq 100 or $job_psychocult.mainPhase eq 99) and not $randomEncounterPhases.rndScenesPending.contains("rnd_freaks_palacefled")>>\n\t<<set $randomEncounterPhases.rndScenesPending.push("rnd_freaks_palacefled")>>\n<</if>>\n\n<<if $job_petrovic_paladin.mainPhase eq 2 and not $randomEncounterPhases.rndScenesPending.contains("rnd_sphinx_revenge")>>\n\t<<set $randomEncounterPhases.rndScenesPending.push("rnd_sphinx_revenge")>>\n<</if>>\n\n<<if $job_riptide_postbattle.mainPhase eq 6 and $job_riptide_postbattle.killedDefenders and not $randomEncounterPhases.rndScenesPending.contains("rnd_riptide_revenge") and not $randomEncounterPhases.rndScenesDone.contains("rnd_riptide_revenge")>>\n\t<<set $randomEncounterPhases.rndScenesPending.push("rnd_riptide_revenge")>>\n<</if>>\n\n<<if not $randomEncounterPhases.rndScenesPending.contains("rnd_kobol_alttrigger") and ($job_psychocult.mainPhase eq 99 or $job_psychocult.mainPhase eq 100 or $job_psychocult.mainPhase eq 101) and ($job_fisher_extremists.mainPhase eq 98 or $job_fisher_extremists.mainPhase eq 3 or $job_fisher_extremists.mainPhase eq 4)>>\n\t<<set $randomEncounterPhases.rndScenesPending.push("rnd_kobol_alttrigger")>>\n<</if>>\n\n<<if $randomEncounterPhases.rndSceneCounter lt $randomEncounterPhases.rndScenesPending.length>>\n\t<<set $randomEncounterPhases.hasRndScene = true>>\n<<else>>\n\t<<set $randomEncounterPhases.hasRndScene = false>>\n<</if>>\n\n/% ############################################################################# %/\n/% \t\t\t\t\t\tSkills %/\n/% ############################################################################# %/\n\n<<if $inztinct.active>>\n\t<<display 'checkSkillConditions'>>\n<</if>>\n\n<<display 'applySkillEffects'>>\n\n/% ############################################################################# %/\n/% \t\t\t\t\t\tHUD POPUPS & TUTORIALS %/\n/% ############################################################################# %/\n\n<<if $hud.currentScreen eq "none">>\n\t<<if $attrib.addicted and not $hud.didAddictionPopup>>\n\t\t<<set $confirmType = 'confirmStatusEffect'; $confirmTitle = "Addicted"; $confirmText = "Blood levels indicate severe dependence on synthetic chemicals. Athena Medical SelfDiagnose\t™ advises you seek immediate treatment.">>\n\n\t\t<<set window.setTimeout(setPageElement, 250, "hud-confirmation-pane", 'UI_ConfirmStoryDecision');>>\n\t\t<<set $hud.didAddictionPopup = true>>\n\t<</if>>\n\t<<if $attrib.infected and not $hud.didInfectionPopup>>\n\t\t<<set $confirmType = 'confirmStatusEffect'; $confirmTitle = "Infected"; $confirmText = "Blood levels indicate severe infection. Athena Medical SelfDiagnose\t™ advises you seek immediate treatment.">>\n\n\t\t<<set window.setTimeout(setPageElement, 250, "hud-confirmation-pane", 'UI_ConfirmStoryDecision');>>\n\t\t<<set $hud.didInfectionPopup = true>> \n\t<</if>>\n\t<<if $attrib.exhausted and not $hud.didExhaustionPopup>>\n\t\t<<set $confirmType = 'confirmStatusEffect'; $confirmTitle = "Exhaustion"; $confirmText = "Neural activity levels indicate an onset of depression. Athena Medical SelfDiagnose\t™ advises you seek immediate treatment.">>\n\n\t\t<<set window.setTimeout(setPageElement, 250, "hud-confirmation-pane", 'UI_ConfirmStoryDecision');>>\n\n\t\t<<set $hud.didExhaustionPopup = true>> \n\t<</if>> \n<</if>>\n\n<<display 'doTutorialLogic'>>
<<if $hud.currentScreen eq "mainmenu" or $hud.currentScreen eq "ingamemenu">>\n\t/% calls 'hidden' file handler dialog %/\n\t<<script>>\n\t $('#openFI').on('click', function() {\n\t\t$('#fileInput').trigger('click');\n\t });\n\n\t\t$('#fileInput').change(function (evt) {\n\t\t SaveSystem.importSave(evt);\n\t\t});\n\t<</script>>\n<</if>>\n\n<<if $hud.interference or $hud.combatUIScrewLevel gte 1>>\n\t<<if $hud.currentScreen eq "none">>\n\t\t<<set window.setTimeout(addUIFlicker, 15, "unnatural");>>\n\t<</if>>\n<<elseif $attrib.toxicity gte 50>>\n\t<<if $hud.currentScreen eq "none">>\n\t\t<<set window.setTimeout(addUIFlicker, 15, "drunken");>>\n\t<</if>>\n<<elseif $attrib.fatigue gte 50>>\n\t<<if $hud.currentScreen eq "none">>\n\t\t<<set window.setTimeout(addUIFlicker, 15, "tired");>>\n\t<</if>>\n<</if>>\n\n/% to ensure this is caught! %/\n<<if not $audiosupport>>\n\t<<set $hud.playAudio = false>>\n\t<<set $hud.playMusic = false>>\n<</if>>\n\n<<display 'doHudTransitions'>>\n<<display 'doAudioHandler'>>
<<nobr>>\n\t<<if $attrib.addicted>>\n\t\t<<set $addictionfudge = 1>>\n\t\t<<if $inztinct.learnedSkills.contains("skill_highborn_9")>>\n\t\t\t<<set $addictionfudge *= 0.5>>\n\t\t<<elseif $equip.offhand.contains("detoxifier")>>\n\t\t\t<<set $addictionfudge *= 0.75>>\n\t\t<</if>>\n\n\t\t<<set $attrib.fatigue = Math.round((100 - ($attrib.toxicity)) * $addictionfudge)>>\n\n\t\t<<if ($attrib.toxicity lte 1 and not $gameworld_modifiers.hasDetoxOverride) or ($attrib.infected and $attrib.fatigue lte 1)>>\n\t\t\t<<set $attrib.addicted = false>>\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<set $bioAugs = 0>>\n<<set $abomAugs = 0>>\n<<set $cyberAugs = 0>>\n<<for $i = 0; $i lt ($equip.offhandUpgrade.length - 1); $i++>>\n\t<<if $equip.offhandUpgrade[$i] eq "bioaug">>\n\t\t<<set $bioAugs += 1>>\n\t<<elseif $equip.offhandUpgrade[$i] eq "abomaug">>\n\t\t<<set $abomAugs += 1>>\n\t<<elseif $equip.offhandUpgrade[$i] neq "none">>\n\t\t<<set $cyberAugs += 1>>\n\t<</if>>\n<</for>>\n\n<<set $didBioAdjust = false>>\n<<if $bioAugs gt 0>>\n\t<<set $attrib.bioAugModifier = ($attrib.bioAugModifier * ($bioAugs / ($equip.offhandUpgrade.length - 1)))>>\n\t<<set $didBioAdjust = true>>\n<<elseif $abomAugs gt 0>>\n\t<<set $attrib.bioAugModifier = ($attrib.bioAugModifier * ($bioAugs / ($equip.offhandUpgrade.length - 1)))>>\n\t<<set $didBioAdjust = true>>\n<</if>>\n\n<<if $didBioAdjust>>\n\t<<if $cyberAugs gt 0>>\n\t\t<<set $attrib.bioAugModifier *= 0.5>>\n\t<</if>>\n\t<<unset $didBioAdjust>>\n<</if>>
<div class='HUD_ListEntry HUD_ListEntryMainCategory'>\n\tEquipment\n\t<<click ''>>\n\t\t<<if $hud.codexShowEquip>>\n\t\t\t<<set playContextSound("ui_blip_back");>>\n\t\t\t<<set $hud.codexShowEquip = false>>\n\t\t<<else>>\n\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t<<set $hud.codexShowEquip = true>>\n\t\t<</if>>\n\t\t<<replace '#codex-categories'>>\n\t\t\t<<display 'Codex_ContentList'>>\n\t\t<</replace>>\n\t<</click>>\n</div>\n\n<<if $hud.codexShowEquip>>\n\t<div class='HUD_ListEntry HUD_ListEntryMainCategory HUD_ListEntryMainCategory_Alt'>\n\t\tWeapons\n\t\t<<click ''>>\n\t\t\t<<if $hud.codexSection eq "weapons">>\n\t\t\t\t<<set playContextSound("ui_blip_back");>>\n\t\t\t\t<<set $hud.codexSection = "none">>\n\t\t\t<<else>>\n\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.codexSection = "weapons">>\n\t\t\t<</if>>\n\t\t\t<<replace '#codex-categories'>>\n\t\t\t\t<<display 'Codex_ContentList'>>\n\t\t\t<</replace>>\n\t\t<</click>>\n\t</div>\n\t<<if $hud.codexSection eq "weapons">>\n\t\t<<display 'Codex_EquipmentList_Weapons'>>\n\t<</if>>\n\n\t<div class='HUD_ListEntry HUD_ListEntryMainCategory HUD_ListEntryMainCategory_Alt'>\n\t\tOutfits\n\t\t<<click ''>>\n\t\t\t<<if $hud.codexSection eq "outfits">>\n\t\t\t\t<<set playContextSound("ui_blip_back");>>\n\t\t\t\t<<set $hud.codexSection = "none">>\n\t\t\t<<else>>\n\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.codexSection = "outfits">>\n\t\t\t<</if>>\n\t\t\t<<replace '#codex-categories'>>\n\t\t\t\t<<display 'Codex_ContentList'>>\n\t\t\t<</replace>>\n\t\t<</click>>\n\t</div>\n\t<<if $hud.codexSection eq "outfits">>\n\t\t<<display 'Codex_EquipmentList_Clothes'>>\n\t<</if>>\n\n\t<div class='HUD_ListEntry HUD_ListEntryMainCategory HUD_ListEntryMainCategory_Alt'>\n\t\tTechnology\n\t\t<<click ''>>\n\t\t\t<<if $hud.codexSection eq "technology">>\n\t\t\t\t\t\t<<set playContextSound("ui_blip_back");>>\n\t\t\t\t<<set $hud.codexSection = "none">>\n\t\t\t<<else>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.codexSection = "technology">>\n\t\t\t<</if>>\n\t\t\t<<replace '#codex-categories'>>\n\t\t\t\t<<display 'Codex_ContentList'>>\n\t\t\t<</replace>>\n\t\t<</click>>\n\t</div>\n\n\t<<if $hud.codexSection eq "technology">>\n\t\t<div class='HUD_ListEntry HUD_ListEntryIndent'>\n\t\t\tBiochems\n\t\t\t<<click ''>>\n\t\t\t\t<<if $hud.codexSubSection eq "biochems">>\n\t\t\t\t\t\t<<set playContextSound("ui_blip_back");>>\n\t\t\t\t\t<<set $hud.codexSubSection = "none">>\n\t\t\t\t<<else>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.codexSubSection = "biochems">>\n\t\t\t\t<</if>>\n\t\t\t\t<<replace '#codex-categories'>>\n\t\t\t\t\t<<display 'Codex_ContentList'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t</div>\n\n\t\t<<if $hud.codexSubSection eq "biochems">>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tStimFuel\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "StimFuel">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tTranqWash\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "TranqWash">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\n\t\t\t<<if $debug or $hud.foundCodexEntries.contains("FreakOut")>>\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t\tFreakOut\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = "FreakOut">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t\t<<set $unknownItems += 1>>\n\t\t\t<</if>>\n\t\t\t<<if $debug or $hud.foundCodexEntries.contains("UnNerve")>>\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t\tUnNerve\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = "UnNerve">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t\t<<set $unknownItems += 1>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<div class='HUD_ListEntry HUD_ListEntryIndent'>\n\t\t\tIntelliDiscs\n\t\t\t<<click ''>>\n\t\t\t\t<<if $hud.codexSubSection eq "discs">>\n\t\t\t\t\t\t<<set playContextSound("ui_blip_back");>>\n\t\t\t\t\t<<set $hud.codexSubSection = "none">>\n\t\t\t\t<<else>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.codexSubSection = "discs">>\n\t\t\t\t<</if>>\n\t\t\t\t<<replace '#codex-categories'>>\n\t\t\t\t\t<<display 'Codex_ContentList'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t</div>\n\n\t\t<<if $hud.codexSubSection eq "discs">>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tHoloDisc\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "HoloDisc">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tViroDisc\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "ViroDisc">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tArcDisc\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "ArcDisc">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\n\t\t<div class='HUD_ListEntry HUD_ListEntryIndent'>\n\t\t\tSkinjobs\n\t\t\t<<click ''>>\n\t\t\t\t<<if $hud.codexSubSection eq "skins">>\n\t\t\t\t\t\t<<set playContextSound("ui_blip_back");>>\n\t\t\t\t\t<<set $hud.codexSubSection = "none">>\n\t\t\t\t<<else>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.codexSubSection = "skins">>\n\t\t\t\t<</if>>\n\t\t\t\t<<replace '#codex-categories'>>\n\t\t\t\t\t<<display 'Codex_ContentList'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t</div>\n\n\t\t<<if $hud.codexSubSection eq "skins">>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tHuman Skin\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "humanskin5">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tSynthetic Skin\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "syntheticskin6">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tPlastique Skin\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "specialskin_plastique">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tDampening Skin\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "specialskin_dampening">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\n\t\t\t<<if $loc_anska.hadGeneHybridTalk or $debug>>\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t\tGem Skin\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = "specialskin_gem">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t\tMammalian Pelt\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = "specialskin_fluffy">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t\tRhinodon Hide\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = "rhinoskin">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t\tChameleon Scales\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = "chameleon">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<</if>>\n\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tCyberSkin\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "specialskin_machine">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tThermoSleek\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "specialskin_sleek">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\n\t\t\t<<if $debug or $hud.foundCodexEntries.contains("abominatedskin")>>\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t\tAbominated Skin\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = "abominatedskin">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t\t<<set $unknownItems += 1>>\n\t\t\t<</if>>\n\n\t\t<</if>>\n\n\t\t<div class='HUD_ListEntry HUD_ListEntryIndent'>\n\t\t\tBioAugments\n\t\t\t<<click ''>>\n\t\t\t\t<<if $hud.codexSubSection eq "augs">>\n\t\t\t\t\t\t<<set playContextSound("ui_blip_back");>>\n\t\t\t\t\t<<set $hud.codexSubSection = "none">>\n\t\t\t\t<<else>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.codexSubSection = "augs">>\n\t\t\t\t<</if>>\n\t\t\t\t<<replace '#codex-categories'>>\n\t\t\t\t\t<<display 'Codex_ContentList'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t</div>\n\n\t\t<<if $hud.codexSubSection eq "augs">>\n\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tThird Eye\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "thirdeye">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tSynaptic Link\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "fleshmask">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tBioregulation Module\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "detoxifier">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tNeurointerface Nodes\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "aimpoint">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tMuscular Amplificator\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "meleeplant">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tArc Shield\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "shield">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\n\t\t\t<<if $loc_anska.hadGeneHybridTalk or $debug>>\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t\tFeline Ears\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = "catears">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t\tBull Bones\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = "normalskel">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t\tRaptor Claws\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = "featherarm">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t\tMammalian Pelt\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = "specialskin_fluffy">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t\tRhinodon Hide\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = "rhinoskin">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t\tChameleon Scales\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = "chameleon">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<</if>>\n\n\t\t\t<<if $debug or $hud.foundCodexEntries.contains("biochip")>>\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t\tNeurogland\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = "biochip">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t\t<<set $unknownItems += 1>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<div class='HUD_ListEntry HUD_ListEntryIndent'>\n\t\t\tCybernetics\n\t\t\t<<click ''>>\n\t\t\t\t<<if $hud.codexSubSection eq "cybers">>\n\t\t\t\t\t\t<<set playContextSound("ui_blip_back");>>\n\t\t\t\t\t<<set $hud.codexSubSection = "none">>\n\t\t\t\t<<else>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.codexSubSection = "cybers">>\n\t\t\t\t<</if>>\n\t\t\t\t<<replace '#codex-categories'>>\n\t\t\t\t\t<<display 'Codex_ContentList'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t</div>\n\n\t\t<<if $hud.codexSubSection eq "cybers">>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tCyberOptic\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "cybereye">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tBrainCase\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "braincase">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tCyberLimbs\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "cyberarm">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tSlenderSkel\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "slenderbody">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tCyberSkel\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "cyberbody">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tCyberGun\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "cybergun">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tCyberSkin\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "specialskin_machine">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tThermoSleek\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "specialskin_sleek">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<<if $debug or $hud.foundCodexEntries.contains("neurochip")>>\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t\tNeuroregulator\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = "neurochip">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t\t<<set $unknownItems += 1>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<if $debug or $equip.isAbominated>>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryIndent'>\n\t\t\t\tInjections\n\t\t\t\t<<click ''>>\n\t\t\t\t\t<<if $hud.codexSubSection eq "injects">>\n\t\t\t\t\t\t<<set playContextSound("ui_blip_back");>>\n\t\t\t\t\t\t<<set $hud.codexSubSection = "none">>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.codexSubSection = "injects">>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<replace '#codex-categories'>>\n\t\t\t\t\t\t<<display 'Codex_ContentList'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\n\t\t\t<<if $hud.codexSubSection eq "injects">>\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t\tEndoGentics\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = "abomskin">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t\tAdrenoBiotics\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = "abomgland">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t\tMyoGenics\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = "abommuscle">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t\tGenoIngestives\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = "abomclaw">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<div class='HUD_ListEntry HUD_ListEntryIndent'>\n\t\t\tMunitions\n\t\t\t<<click ''>>\n\t\t\t\t<<if $hud.codexSubSection eq "ammo">>\n\t\t\t\t\t\t<<set playContextSound("ui_blip_back");>>\n\t\t\t\t\t<<set $hud.codexSubSection = "none">>\n\t\t\t\t<<else>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.codexSubSection = "ammo">>\n\t\t\t\t<</if>>\n\t\t\t\t<<replace '#codex-categories'>>\n\t\t\t\t\t<<display 'Codex_ContentList'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t</div>\n\n\t\t<<if $hud.codexSubSection eq "ammo">>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\t9mm Bolt\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "9mm">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tTungsten Bolt\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "Tungsten Bolt">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tConductive Bolt\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "Conductive Bolt">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tNeurotoxin Canister\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "Neurotoxin Canister">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n\t\t\t\tScattershot Canister\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "Scattershot Canister">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n<</if>>
<<display 'Codex_EquipmentList'>>\n<<display 'Codex_EnemyList'>>\n<<display 'Codex_DataList'>>
<div class='HUD_ListEntry HUD_ListEntryMainCategory'>\n\t Locations & History\n\t<<click ''>>\n\t\t<<if $hud.codexShowArchive>>\n\t\t\t<<set playContextSound("ui_blip_back");>>\n\t\t\t<<set $hud.codexShowArchive = false>>\n\t\t<<else>>\n\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t<<set $hud.codexShowArchive = true>>\n\t\t<</if>>\n\t\t<<replace '#codex-categories'>>\n\t\t\t<<display 'Codex_ContentList'>>\n\t\t<</replace>>\n\t<</click>>\n</div>\n\n<<if $hud.codexShowArchive>>\n <div class='HUD_ListEntry HUD_ListEntryMainCategory HUD_ListEntryMainCategory_Alt'>\n Locations\n <<click ''>>\n <<if $hud.codexSection eq "locations">>\n <<set playContextSound("ui_blip_back");>>\n <<set $hud.codexSection = "none">>\n <<else>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.codexSection = "locations">>\n <</if>>\n <<replace '#codex-categories'>>\n <<display 'Codex_ContentList'>>\n <</replace>>\n <</click>>\n </div>\n\n <<if $hud.codexSection eq "locations">>\n <div class='HUD_ListEntry HUD_ListEntryIndent'>\n Galactic\n <<click ''>>\n <<if $hud.codexSubSection eq "galactic">>\n <<set playContextSound("ui_blip_back");>>\n <<set $hud.codexSubSection = "none">>\n <<else>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.codexSubSection = "galactic">>\n <</if>>\n <<replace '#codex-categories'>>\n <<display 'Codex_ContentList'>>\n <</replace>>\n <</click>>\n </div>\n\n <<if $hud.codexSubSection eq "galactic">>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n XVSVVP-15\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "XVSVVP-15">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n Scaffold 22\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Scaffold 22">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n Quantus VII\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Quantus VII">>\n <</click>>\n </div>\n <</if>>\n\n <div class='HUD_ListEntry HUD_ListEntryIndent'>\n Local\n <<click ''>>\n <<if $hud.codexSubSection eq "local">>\n <<set playContextSound("ui_blip_back");>>\n <<set $hud.codexSubSection = "none">>\n <<else>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.codexSubSection = "local">>\n <</if>>\n <<replace '#codex-categories'>>\n <<display 'Codex_ContentList'>>\n <</replace>>\n <</click>>\n </div>\n <<if $hud.codexSubSection eq "local">>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n The Undersprawl\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Undersprawl">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n B Sector\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "B Sector">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n The Crossroads (Level B10)\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "The Crossroads">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n The Boulevard (Level B10)\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "B10 Boulevard">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryTrippleIndent'>\n Siren's Song\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "The Siren's Song">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n Cathedral of Beams (Level B14)\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Cathedral of Beams">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n Religious Zone (Level B27)\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Religious Zone">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n Wilkin's Riptide (Level B28)\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Wilkin's Riptide">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n The Bazar (Level B29)\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Level B29 Bazar">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n The Downs (Level B30)\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "B30 Block">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryTrippleIndent'>\n Scrap Yard\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Scrap Yard">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n The Downs (Level B33)\n <<click '' 'PDA'>>\n <<set $hud.currentScreen = "B33 Block">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryTrippleIndent'>\n The EPROM\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "The EPROM">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n Cargo Docks (Level B40)\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "The Docks">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryTrippleIndent'>\n Xenological Garden\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Xeno Garden">>\n <</click>>\n </div>\n <</if>>\n <</if>>\n\n <div class='HUD_ListEntry HUD_ListEntryMainCategory HUD_ListEntryMainCategory_Alt'>\n Organizations\n <<click ''>>\n <<if $hud.codexSection eq "organizations">>\n <<set playContextSound("ui_blip_back");>>\n <<set $hud.codexSection = "none">>\n <<else>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.codexSection = "organizations">>\n <</if>>\n <<replace '#codex-categories'>>\n <<display 'Codex_ContentList'>>\n <</replace>>\n <</click>>\n </div>\n <<if $hud.codexSection eq "organizations">>\n <div class='HUD_ListEntry HUD_ListEntryIndent'>\n Church of Eden\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Church of Eden">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n Constabulary\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Constabulary">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n Commisariat\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Commisariat">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n Knights of Eden\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Knights of Eden">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n Paladin Order\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Paladin">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n Cult of Juno\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Cult of Juno">>\n <</click>>\n </div>\n\n\n <div class='HUD_ListEntry HUD_ListEntryIndent'>\n Corporate Hegemony\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Corporate Hegemony">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n Objective 22\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Objective 22">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n Erkan-Corbei Minerals Group\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Erkan-Corbei Minerals Group">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n Athena Medical Inc.\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Athena Medical">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n Syndicate 4\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Syndicate 4">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n Division 108\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Division 108">>\n <</click>>\n </div>\n\n\n <div class='HUD_ListEntry HUD_ListEntryIndent'>\n Witches Coven\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Witches Coven">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n Black Circle\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Black Circle">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>\n Witch Queen\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Witch Queen">>\n <</click>>\n </div>\n\n <div class='HUD_ListEntry HUD_ListEntryIndent'>\n Sons of Kobol\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Sons of Kobol">>\n <</click>>\n </div>\n <</if>>\n\n <div class='HUD_ListEntry HUD_ListEntryMainCategory HUD_ListEntryMainCategory_Alt'>\n Events\n <<click ''>>\n <<if $hud.codexSection eq "events">>\n <<set playContextSound("ui_blip_back");>>\n <<set $hud.codexSection = "none">>\n <<else>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.codexSection = "events">>\n <</if>>\n <<replace '#codex-categories'>>\n <<display 'Codex_ContentList'>>\n <</replace>>\n <</click>>\n </div>\n\n <<if $hud.codexSection eq "events">>\n <div class='HUD_ListEntry HUD_ListEntryIndent'>\n Crusade of Eden\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Crusade of Eden">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryIndent'>\n Witch Hunts\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "The Witch Hunts">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryIndent'>\n Gregorian Riots\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Gregorian Riots">>\n <</click>>\n </div>\n <div class='HUD_ListEntry HUD_ListEntryIndent'>\n Street Wars\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Street Wars">>\n <</click>>\n </div>\n <</if>>\n<</if>>
<div class='HUD_ListEntry HUD_ListEntryMainCategory'>\n\t Enemy Types\n\t<<click ''>>\n\t\t<<if $hud.codexShowEnemies>>\n\t\t\t<<set playContextSound("ui_blip_back");>>\n\t\t\t<<set $hud.codexShowEnemies = false>>\n\t\t<<else>>\n\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t<<set $hud.codexShowEnemies = true>>\n\t\t<</if>>\n\t\t<<replace '#codex-categories'>>\n\t\t\t<<display 'Codex_ContentList'>>\n\t\t<</replace>>\n\t<</click>>\n</div>\n\n<<if $hud.codexShowEnemies>>\n <<set $drawnSections = []>>\n\n <<for $i=0; $i lt $itemListEnemy.length -1; $i++>>\n <<if not $drawnSections.contains($itemListEnemy[$i].type)>>\n <div class='HUD_ListEntry HUD_ListEntryMainCategory HUD_ListEntryMainCategory_Alt' style='text-transform: capitalize;'>\n <<print $itemListEnemy[$i].type + "\n <<click ''>>\n <<if $hud.codexSubSection eq '" + $itemListEnemy[$i].type + "'>>\n <<set playContextSound('ui_blip_back');>>\n <<set $hud.codexSubSection = 'none'>>\n <<else>>\n <<set playContextSound('ui_blip');>>\n <<set $hud.codexSubSection = '" + $itemListEnemy[$i].type + "'>>\n <</if>>\n <<replace '#codex-categories'>>\n <<display 'Codex_ContentList'>>\n <</replace>>\n <</click>>\n ">>\n </div>\n <<set $drawnSections.push($itemListEnemy[$i].type)>>\n <</if>>\n\n <<if not $itemListEnemy[$i].displayName>>\n <<set $itemListEnemy[$i].displayName = $itemListEnemy[$i].name>>\n <</if>>\n \n <<if $itemListEnemy[$i].alwaysShow>>\n <<print "<<if $hud.codexSubSection eq '" + $itemListEnemy[$i].type + "'>>\n <div class='HUD_ListEntry HUD_ListEntryIndent'> <span style='text-transform: capitalize;'>" + \n $itemListEnemy[$i].displayName + "</span>\n <<click '' 'PDA'>>\n <<set playContextSound('ui_blip');>>\n <<set $hud.currentScreen = '" + $itemListEnemy[$i].name + "'>>\n <</click>>\n </div>\n <</if>>\n ">>\n <<else>>\n <<print "<<if $hud.codexSubSection eq '" + $itemListEnemy[$i].type + "' and ($debug or $hud.foundCodexEntries.contains('" + $itemListEnemy[$i].name + "'))>>\n <div class='HUD_ListEntry HUD_ListEntryIndent'> <span style='text-transform: capitalize;'>" + \n $itemListEnemy[$i].displayName + "</span>\n <<click '' 'PDA'>>\n <<set playContextSound('ui_blip');>>\n <<set $hud.currentScreen = '" + $itemListEnemy[$i].name + "'>>\n <</click>>\n </div>\n <</if>>\n ">>\n <</if>>\n\n <</for>>\n<</if>>
<<set $drawnSections = []>>\n\n<<for $i=0; $i lt $itemListArmor.length -1; $i++>>\n\t<<if not $drawnSections.contains($itemListArmor[$i].type)>>\n\t\t<div class='HUD_ListEntry HUD_ListEntryIndent' style='text-transform: capitalize;'>\n\t\t\t<<print $itemListArmor[$i].type + "\n\t\t\t\t<<click ''>>\n\t\t\t\t\t<<if $hud.codexSubSection eq '" + $itemListArmor[$i].type + "'>>\n\t\t\t\t\t\t\t<<set playContextSound('ui_blip_back');>>\n\t\t\t\t\t\t<<set $hud.codexSubSection = 'none'>>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t<<set playContextSound('ui_blip');>>\n\t\t\t\t\t\t<<set $hud.codexSubSection = '" + $itemListArmor[$i].type + "'>>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<replace '#codex-categories'>>\n\t\t\t\t\t\t<<display 'Codex_ContentList'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t">>\n\t\t</div>\n\t\t<<set $drawnSections.push($itemListArmor[$i].type)>>\n\t<</if>>\n\n\t<<if not $itemListArmor[$i].displayName>>\n <<set $itemListArmor[$i].displayName = getLocalizedString($itemListArmor[$i].name)>>\n\t\t<<set $displayName = $itemListArmor[$i].displayName>>\n\t<<else>>\n\t\t<<set $displayName = getLocalizedString($itemListArmor[$i].displayName)>>\n <</if>>\n\n <<if $itemListArmor[$i].alwaysShow>>\n\t\t<<print "<<if $hud.codexSubSection eq '" + $itemListArmor[$i].type + "'>>\n\t\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>" + \n\t\t\t\t\t$displayName + "\n\t\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound('ui_blip');>>\n\t\t\t\t\t<<set $hud.currentScreen = '" + $itemListArmor[$i].name + "'>>\n\t\t\t\t\t<</click>>\n\t\t\t\t\t</div>\n\t\t\t\t<</if>>\n\t\t\t">>\n <<else>>\n\t\t<<print "<<if $hud.codexSubSection eq '" + $itemListArmor[$i].type + "' and ($debug or $hud.foundCodexEntries.contains('" + $itemListArmor[$i].name + "'))>>\n\t\t\t\t<div class='HUD_ListEntry HUD_ListEntryDoubleIndent'>" + \n\t\t\t\t$displayName + "\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound('ui_blip');>>\n\t\t\t\t<<set $hud.currentScreen = '" + $itemListArmor[$i].name + "'>>\n\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<</if>>\n\t\t">>\n <</if>>\n\t\n\n<</for>>
<<set $drawnSections = []>>\n\n<<for $i=0; $i lt $itemListWeapon.length -1; $i++>>\n\t<<if not $drawnSections.contains($itemListWeapon[$i].type)>>\n\t\t<div class='HUD_ListEntry HUD_ListEntryIndent' style='text-transform: capitalize;'>\n\t\t\t<<print $itemListWeapon[$i].type + "\n\t\t\t\t<<click ''>>\n\t\t\t\t\t<<if $hud.codexSubSection eq '" + $itemListWeapon[$i].type + "'>>\n\t\t\t\t\t\t\t<<set playContextSound('ui_blip_back');>>\n\t\t\t\t\t\t<<set $hud.codexSubSection = 'none'>>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t<<set playContextSound('ui_blip');>>\n\t\t\t\t\t\t<<set $hud.codexSubSection = '" + $itemListWeapon[$i].type + "'>>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<replace '#codex-categories'>>\n\t\t\t\t\t\t<<display 'Codex_ContentList'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t">>\n\t\t</div>\n\t\t<<set $drawnSections.push($itemListWeapon[$i].type)>>\n\t<</if>>\n\n \n <<if not $itemListWeapon[$i].displayName>>\n <<set $itemListWeapon[$i].displayName = getLocalizedString($itemListWeapon[$i].name)>>\n <<set $displayName = $itemListWeapon[$i].displayName>>\n <<else>>\n <<set $displayName = getLocalizedString($itemListWeapon[$i].displayName)>>\n <</if>>\n <<if $itemListWeapon[$i].manufacturer>>\n <<set $displayName = getLocalizedString($itemListWeapon[$i].manufacturer) + " " + $displayName>>\n <</if>>\n\t\n <<if $itemListWeapon[$i].alwaysShow>>\n <<print "<<if $hud.codexSubSection eq '" + $itemListWeapon[$i].type + "'>>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'> <span style='text-transform: capitalize;'>" + \n $displayName + "</span>\n <<click '' 'PDA'>>\n <<set playContextSound('ui_blip');>>\n <<set $hud.currentScreen = '" + $itemListWeapon[$i].name + "'>>\n <</click>>\n </div>\n <</if>>\n ">>\n <<else>>\n <<print "<<if $hud.codexSubSection eq '" + $itemListWeapon[$i].type + "' and ($debug or $hud.foundCodexEntries.contains('" + $itemListWeapon[$i].name + "'))>>\n <div class='HUD_ListEntry HUD_ListEntryDoubleIndent'> <span style='text-transform: capitalize;'>" + \n $displayName + "</span>\n <<click '' 'PDA'>>\n <<set playContextSound('ui_blip');>>\n <<set $hud.currentScreen = '" + $itemListWeapon[$i].name + "'>>\n <</click>>\n </div>\n <</if>>\n ">>\n <</if>>\n\n<</for>>
<<display 'HUD_CodexBackButton'>><strong>Unknown Article</strong>\n\nOoos! You're attempting to access a Codex article which does not exist.\n\nWe of the Codex Foundation do our utmost best to keep our databases up to date with any and all information about countless topics across the galaxy yet there is so much still to be recorded. Would you like to assist by submitting a [new article]?
<<display 'displayLocalizedArticleTitle'>>\n\nSeveral pieces of old world scrap.<br><br>\n\n<<display 'codexStubFiller'>>
<<display 'displayLocalizedArticleTitle'>>\n\nA sample of abominable tissue.<br><br>\n\n<<display 'codexStubFiller'>>
<<display 'displayLocalizedArticleTitle'>>\n\nA sample of xenological tissue.<br><br>\n\n<<display 'codexStubFiller'>>
<<display 'displayLocalizedArticleTitle'>>\n\nA salvaged circuit board.<br><br>\n\n<<display 'codexStubFiller'>>
<<display 'HUD_CodexBackButton'>><strong><<print $localizer[$hud.currentLanguageCode][$hud.currentScreen]>></strong><br><br>\n\n<<print "[>img[https://rage-productions.com/game-content/scaffold-22/images/" + $hud.currentScreen.toLowerCase() +"]]">>
/% call general scene transitioner %/\n<<set doContentTransition();>>\n\n<<if $hud.currentScreen eq "none">>\n\t\n\t<<script>>\t\t\t\n\t\tvar i = 0;\n\n\t\t$('.GameText').find('a').each(function() {\n\t\t\tthis.className = "ScrollMark_" + i;\n\t\t\ti += 1;\n\t\t\tthis.onclick = function() {\n\t\t\t\tstate.active.variables.hud.scrollToElement = this.className;\n\t\t\t\tplayContextSound("ui_blip");\n\t\t\t}\n\t\t});\n\n\t\t$('.GameTextGreyed').find('a').each(function() {\n\t\t\tthis.className = "ScrollMark_" + i;\n\t\t\ti += 1;\n\t\t\tthis.onclick = function() {\n\t\t\t\tstate.active.variables.hud.scrollToElement = this.className;\n\t\t\t\tplayContextSound("ui_blip");\n\t\t\t}\t\t\t \n\t\t});\n\n\t\tvar options = document.getElementsByClassName('GameOption');\n\t\tfor(var i = 0; i < options.length; i++) {\n\t\t\tvar option = options[i];\n\t\t\toption.onclick = function() {\n\t\t\t\tstate.active.variables.hud.scrollToElement = "default";\n\t\t\t}\n\t\t}\n\n\t\tvar inputfield = document.getElementById("textbox-overridecode");\n\n\t\tif (inputfield)\n\t\t{\n\t\t\tinputfield.onfocus = function() {\n\t\t\t\t\tinputfield.value = "";\n\t\t\t\t\tinputfield.onfocus = "";\n\t\t\t};\n\n\t\t\tinputfield.onkeypress = function(event) {doHackAreaClick(event);};\n\t\t};\n\n\t<</script>>\n\n\t<<set window.setTimeout(scrollToPosition, 3);>>\n<<endif>>
<<if $anointment eq "shaitans_sins_anoint">>Current total: <span class='pinkcolor'>+<<print Math.ceil($hud.foundCodexEntries.length * 0.5)>>% damage</span>.<</if>>
<<set $getCharacteristicsFrom = $hud.currentScreen>>\n<<display 'getItemCharacteristics'>>\n\n<<set $index = $hudArmorType.indexOf($getCharacteristicsFrom)>>\n<<set $entry = $itemListArmor[$index]>>\n\n<<if not $entry.displayName>>\n\t<<set $entry.displayName = getLocalizedString($entry.name)>>\n<</if>>\n\n<<set $displayName = getLocalizedString($entry.displayName)>>\n<<if $entry.manufacturer>>\n\t<<set $displayName = getLocalizedString($entry.manufacturer) + " " + $entry.displayName >>\n<</if>>\n\n<<display 'HUD_CodexBackButton'>><strong><<print $displayName>></strong><br><br>\n\n<div class='HUD_CodexImage'>\n <<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $getCharacteristicsFrom.toLowerCase() +".png]]">>\n</div>\n<<if $returnedStatsArmor.desc>>\n <<print getLocalizedString($returnedStatsArmor.desc)>>\n<<else>>\n <span class='greyedout'>This article is a work in progress. Please be patient while the Codex Foundation reviews the veracity of the content...</span>\n<</if>><br><br>\n\n<<set $calcMod = 1>>\n<<set $roundTag = 0>>\n\n<<if $getCharacteristicsFrom eq $equip.clothes>>\n\t<<if $hud.codexCompareBack neq "none">>\n\t\t<div class="HUD_PdaExpandButton HUD_PdaExpandButtonNoFloat">\n\t\t\t[[< Back |PDA][playContextSound("ui_blip"); $hud.currentScreen = $hud.codexCompareBack; $hud.codexCompareBack = $equip.clothes]]\t\t\t\n\t\t</div>\n\t<</if>>\n<<else>>\n\t<div class="HUD_PdaExpandButton HUD_PdaExpandButtonNoFloat">\n\t\t[[ Compare >|PDA][$hud.codexCompareBack = $hud.currentScreen; playContextSound("ui_blip"); $hud.currentScreen = $equip.clothes]]\n\t</div>\n<</if>>\n\n<<if $returnedStatsArmor.armorType eq "unarmored">>\n\t<<if $returnedStatsArmor.armorMelee gt 0 or $returnedStatsArmor.armorRanged gt 0>>\n\t\t<<set $calcMod = 0.33>>\n\t<</if>>\n<<elseif $returnedStatsArmor.armorType eq "protected">>\n\t<<set $calcMod = 0.66>>\n<<elseif $returnedStatsArmor.armorType eq "armored" and not $returnedStatsArmor.isHeavyArmor>>\n\t<<set $calcMod = 0.82>>\n<</if>>\n<<if $returnedStatsArmor.isFleshMold >>\n\t<<set $calcMod *= $attrib.fleshMoldModifier>>\n<</if>>\n\n<<if $returnedStatsArmor.givesClassBonus and $inztinct.active>>\n\t<<set $classToPrint = $returnedStatsArmor.classBonusName>>\n\n\t<<if $attrib.religion eq $returnedStatsArmor.classBonusName or $returnedStatsArmor.classBonusName eq "any">>\n\t\t<span class='bluecolor bold'><<display 'printProperClassName'>>:</span> <span class='pinkcolor bold'><<print getLocalizedString($returnedStatsArmor.skillBoostName)>></span><br>\n\t\t<<print getLocalizedString($returnedStatsArmor.skillBoostName + "_desc")>>\n\t<<else>>\n\t\t<span class='greyedout bold'><<display 'printProperClassName'>>: <<print getLocalizedString($returnedStatsArmor.skillBoostName)>></span><br>\n\t\t<span class='greyedout'><<print getLocalizedString($returnedStatsArmor.skillBoostName + "_desc")>></span>\n\t<</if>>\n\t<br><br>\n<</if>>\n\nOutfit:<br>\n- armor type: \n\t<<if $returnedStatsArmor.armorType eq "unarmored">>\n\t\t<span class='greyedout'><<print $returnedStatsArmor.armorType>></span>\n\t<<elseif $returnedStatsArmor.armorType eq "protected">>\n\t\t<span class='yellowcolor'><<print $returnedStatsArmor.armorType>></span>\n\t<<elseif $returnedStatsArmor.armorType eq "impervious">>\n\t\t<<if $returnedStatsArmor.isPowerArmor>>\n\t\t\t<span class='purplecolor'>power armor</span>\n\t\t<<else>>\n\t\t\t<span class='purplecolor'>impervious</span>\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $returnedStatsArmor.isHeavyArmor>>\n\t\t\t<span class='bluecolor'>heavy armor</span>\n\t\t<<else>>\n\t\t\t<span class='greencolor'><<print $returnedStatsArmor.armorType>></span>\n\t\t<</if>>\n\t<</if>>\n\t<<if $returnedStatsArmor.isFleshMold >>\n\t\t<span class='greyedout'>(melded <<print Math.round($attrib.fleshMoldModifier * 100)>>%)</span>\n\t<</if>>\n\t<br>\n\t<<if $returnedStatsArmor.isArcShielder>>\n\t\t<<if $returnedStatsArmor.isSelfPoweredShield>>\n\t\t- shield type: <span class='bluecolor'>integrated</span><br>\n\t\t<<else>>\n\t\t- shield type: <span class='yellowcolor'>user-powered</span><br>\n\t\t<</if>>\n\t<</if>>\n<<if $returnedStatsArmor.armorRanged gt 0 or $armorMelee gt 0>>\n\t- ranged rating: <<print Math.round($returnedStatsArmor.armorRanged * 100 * $calcMod)>>%<br>\n\t- melee rating: <<print Math.round($returnedStatsArmor.armorMelee * 100 * $calcMod)>>%<br>\n\t- <span class='yellowcolor'>impact fatigue:</span> <<print Math.round($returnedStatsArmor.armorFatigueDrain)>>\n<<else>>\n\t- <span class='greyedout'>no protection</span>\n<</if>><br><br>\n\n<<set $hasSpecial = false>>\nSpecial Attributes:<br>\n\n<<if $isDiamondSkinBuffed>>\n- <span class='purplecolor'><<if $equip.offhand.contains("specialskin_gem")>>diamond skin<<elseif $equip.offhand.contains("specialskin_sleek")>>sleek skin<</if>></span> has improved this item's fahsion level<br>\n<</if>>\n\n<<if $returnedStatsArmor.givesSpecialMeleeBoost>>\n\t<<set $hasSpecial = true>>\n- <span class='purplecolor'><<print $returnedStatsArmor.meleeBoostName>>:</span> +15% melee damage<br>\n<</if>>\n\n<<if $returnedStatsArmor.givesSpecialChemBoost>>\n\t<<set $hasSpecial = true>>\n- <span class='purplecolor'><<print $returnedStatsArmor.chemBoostName>>:</span> +25% combat chem effectiveness<br>\n<</if>>\n\n<<if $returnedStatsArmor.givesSpecialCritBoost>>\n\t<<set $hasSpecial = true>>\n- <span class='purplecolor'><<print $returnedStatsArmor.critBoostName>>:</span> +15% critical hit chance<br>\n<</if>>\n\n<<if $returnedStatsArmor.givesSpecialArcBoost>>\n\t<<set $hasSpecial = true>>\n- <span class='purplecolor'><<print $returnedStatsArmor.arcBoostName>>:</span> +50% arc shield deflection<br>\n<</if>>\n\n<<if $returnedStatsArmor.isFallenLegion>>\n\t<<set $hasSpecial = true>>\n- <span class='purplecolor'>exoskeleton:</span> can wield heavy weapons effortlessly<br>\n- <span class='purplecolor'>fallen legion:</span> +15% critical hit chance<br>\n<<elseif $returnedStatsArmor.isPowerArmor>>\n\t<<set $hasSpecial = true>>\n- <span class='purplecolor'>exoskeleton:</span> can wield heavy weapons effortlessly<br>\n<</if>>\n\n<<if $returnedStatsArmor.isCamoFlage>>\n\t<<set $hasSpecial = true>>\n- <span class='lorangecolor'>camoflaged:</span> improved sneak, +10% evade (-5% vs melee)<br>\n<</if>>\n\n<<if $returnedStatsArmor.isArcShielder>>\n\t<<set $hasSpecial = true>>\n- <span class='bluecolor'>shielded:</span> integrated arc shield<br>\n<</if>>\n\n<<if $returnedStatsArmor.inquisitorEffect>>\n\t<<set $hasSpecial = true>>\n- <span class='bluecolor'>witch hunter:</span> +10% damage to humans<br>\n<</if>>\n\n<<if $returnedStatsArmor.isAbomKiller>>\n\t<<set $hasSpecial = true>>\n- <span class='bluecolor'>purifier:</span> +10% damage to abominations<br>\n<</if>>\n\n<<if $returnedStatsArmor.isCyberOutfit >>\n\t<<set $hasSpecial = true>>\n- <span class='bluecolor'>cypherwear:</span> +15% better IntelliDiscs, +10% cyber-weapon crit chance<br>\n<</if>>\n\n<<if $returnedStatsArmor.isSuperStretchy>>\n\t<<set $hasSpecial = true>>\n- <span class='bluecolor'>super stretchy:</span> +50% parry chance, +10% evade (-5% vs ranged)<br>\n<</if>>\n\n<<if $returnedStatsArmor.isConcealing >>\n\t<<set $hasSpecial = true>>\n\t- <span class='bluecolor'>concealing:</span> less crime, immune to gas<br>\n<</if>>\n\n<<if $getCharacteristicsFrom eq "Power Armor">>\n\t<<set $hasSpecial = true>>\n\t- <<if $equip.isNeuroImplant>><span class='bluecolor'>interface:</span><<else>><span class='redcolor'>interface:</span><</if>> requires neuro-implant to operate<br>\n<</if>>\n\n<<if $returnedStatsArmor.isFashionOutfitFromTalent>>\n\t<<set $hasSpecial = true>>\n\t- <span class='bluecolor'>fashionable (InZtinct):</span> 10% better prices, 10% worse bribes<br>\n<<elseif $returnedStatsArmor.isFashionOutfit or $returnedStatsArmor.isFashionOutfitApplyAfter>>\n\t<<set $hasSpecial = true>>\n\t<<if $returnedStatsArmor.isSuperFancy >>\n\t\t- <span class='greencolor'>super fashionable:</span> 10% better prices, 10% worse bribes<br>\n\t<<else>>\n\t\t- <span class='greencolor'>fashionable:</span> 10% better prices, 10% better bribes<br>\n\t<</if>>\n<</if>>\n<<if $returnedStatsArmor.isGlamorous or $returnedStatsArmor.isHyperGlamorous>>\n\t<<set $hasSpecial = true>>\n\t<<if $returnedStatsArmor.isHyperGlamorous>>\t\n\t\t- <span class='bluecolor'>glitzy & glamorous:</span> reeks of exubrence (10% worse bribes)<br>\n\t<<elseif $returnedStatsArmor.isGlamorous>>\n\t\t- <span class='bluecolor'>glamorous:</span> reeks of exubrence (10% worse bribes)<br>\n\t<</if>>\n<</if>>\n\n<<if $returnedStatsArmor.isReligious>>\n\t<<set $hasSpecial = true>>\n- <span class='bluecolor'>religious:</span> identifies you as a member of a religious order<br>\n<</if>>\n\n<<if $returnedStatsArmor.isTheophobic>>\n\t<<set $hasSpecial = true>>\n- <span class='bluecolor'>theophobic:</span> identifies you as a radical anti-theist<br>\n<</if>>\n\n<<if $returnedStatsArmor.isPartyOutfit >>\n\t<<set $hasSpecial = true>>\n\t- <span class='pinkcolor'>clubwear:</span> -20% chem prices, +15% chem effects<br>\n<</if>>\n\n<<if $returnedStatsArmor.isSkimpy >>\n\t<<set $hasSpecial = true>>\n\t- <span class='orangecolor'>skimpy:</span> ohh so sexy<br>\n<</if>>\n\n<<if $returnedStatsArmor.isCrossdressOutfit >>\n\t<<set $hasSpecial = true>>\n\t- <span class='orangecolor'>gender inappropriate:</span> not socially accepted in Church space<br>\n<</if>>\n\n<<if $returnedStatsArmor.isReallyVisible >>\n\t<<set $hasSpecial = true>>\n\t- <span class='redcolor'>stands out:</span>-5% evade<br>\n<</if>>\n\n<<if $returnedStatsArmor.isRestrictiveFit>>\n\t<<set $hasSpecial = true>>\n\t- <span class='redcolor'>restrictive:</span> worse sneak, -5% evade<br>\n<</if>>\n\n<<if $returnedStatsArmor.isHeavyArmor>>\n\t<<set $hasSpecial = true>>\n\t<<if $returnedStatsArmor.isPowerArmor>>\n\t\t- <span class='redcolor'>really obvious:</span> no evade, no sneak<br>\n\t<<else>>\n\t\t<<if $gameworld_modifiers.hasArmorFatigueOverride>>\n\t\t- <span class='redcolor'>exceptionally heavy:</span> <span class='greyedout'>incurs fatigue</span> <span class='bluecolor'>(InZtinct)</span>, no evade, no sneak<br>\n\t\t<<else>>\n\t\t- <span class='redcolor'>exceptionally heavy:</span> incurs fatigue, no evade, no sneak<br>\n\t\t<</if>>\n\t<</if>>\n<<elseif $returnedStatsArmor.armorType eq "protected">>\n\t<<set $hasSpecial = true>>\n- <span class='yellowcolor'>protected:</span>\n\t<<if $gameworld_modifiers.hasArmorSneak>>-15<<else>>-20<</if>>% evade<br>\n<<elseif $returnedStatsArmor.armorType eq "armored" or $returnedStatsArmor.armorType eq "impervious">>\n\t<<set $hasSpecial = true>>\n\t<<if $gameworld_modifiers.hasArmorSneak>>\n\t- <span class='yellowcolor'>armored:</span> worse <span class='greyedout'>sneak</span> <span class='bluecolor'>(InZtinct)</span>, <<if $gameworld_modifiers.hasArmorSneak>>-25<<else>>-30<</if>>% evade<br>\n\t<<else>>\n\t- <span class='yellowcolor'>armored:</span> worse sneak, <<if $gameworld_modifiers.hasArmorSneak>>-25<<else>>-30<</if>>% evade<br>\n\t<</if>>\n<</if>>\n\n<<if $returnedStatsArmor.isHeavyArmor or $returnedStatsArmor.isTooBulky>>\n\t<<set $hasSpecial = true>>\n- <span class='redcolor'>big and bulky:</span> cannot use exo armor<br>\n<</if>>\n\n<<if not $hasSpecial>>\n- <span class='greyedout'>no special attributes</span><br>\n<</if>>
<<set $getDataFor = $hud.currentScreen>>\n<<display 'generateEnemyData'>>\n\n<<display 'HUD_CodexBackButton'>><strong><<print getLocalizedString($returnedData.name)>></strong><br><br>\n\n<div class='HUD_CodexImage HUD_CodesHalfImage HUD_CodesHalfImage_EnemyType'>\n <<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $returnedData.sampleImage +"]]">>\n</div>\n<<if $returnedData.desc>>\n <<print getLocalizedString($returnedData.desc)>>\n<<else>>\n <span class='greyedout'>This article is a work in progress. Please be patient while the Codex Foundation reviews the veracity of the content...</span>\n<</if>><br><br>\n\nClassification:<br>\n<<if $returnedData.isHumanoid>>\n- type: <span class='yellowcolor'>humanoid</span><br>\n<<elseif $returnedData.isHuman>>\n- type: <span class='greencolor'>human</span><br>\n<</if>>\n<<if $returnedData.isAdvMachine or $returnedData.isMachine>>\n- type: <span class='bluecolor'>mechanical</span><br>\n<</if>>\n<<if $returnedData.isXenos>>\n- type: <span class='yellowcolor'>xenofauna</span><br>\n<</if>>\n<<if $returnedData.isUniqueAbom>>\n- type: <span class='purplecolor'>unique abomination</span><br>\n<<elseif $returnedData.isAbomination>>\n- type: <span class='orangecolor'>abomination</span><br>\n<</if>>\n<<if $returnedData.isCyborg>>\n- physiology: <span class='bluecolor'>cybernetic</span><br>\n<<elseif $returnedData.isOrganic>>\n- physiology: <span class='greencolor'>organic</span><br>\n<<elseif $returnedData.isBlackBloodCreature>>\n- physiology: <span class='greyedout'>exotic</span><br>\n<</if>><br>\n\nDefense:<br>\n<<if $returnedData.armor gt 0>>\n- <span class='yellowcolor'>armor:</span> <<print Math.round($returnedData.armor * 10)>>\n<<else>>\n- <span class='yellowcolor'>armor:</span> <span class='greyedout'>unarmored</span>\n<</if>><br>\n<<if ($returnedData.hasArcShield or $returnedData.hasFrictionShield) and $returnedData.shield gt 0>>\n- <span class='bluecolor'>shield:</span> <<print Math.round($returnedData.shield * 10)>><br>\n<</if>>\n- vulnerable to:\n\t<<if $returnedData.vulnerable eq "shock" or $returnedData.vulnerable eq "conductive" >><span class='bluecolor'><<print $shockDamageType>></span>\n\t<<elseif $returnedData.vulnerable eq "plasma">><span class='orangecolor'><<print $plasmaDamageType>></span>\n\t<<elseif $returnedData.vulnerable eq "toxin">><span class='lgreencolor'><<print $toxinDamageType>></span>\n <<else>><span class='greyedout'>none</span>\n\t<</if>><br>\n- immune to: \t\n <<if $returnedData.immune eq "shock" or $returnedData.immune eq "conductive" >><span class='bluecolor'><<print $shockDamageType>></span>\n\t<<elseif $returnedData.immune eq "plasma">><span class='orangecolor'><<print $plasmaDamageType>></span>\n\t<<elseif $returnedData.immune eq "toxin">><span class='lgreencolor'><<print $toxinDamageType>></span>\n <<else>><span class='greyedout'>none</span>\n\t<</if>><br>\n<<if $returnedData.isImposing>>\n- <span class='redcolor'>imposing:</span> +33% damage resistance<br>\n<</if>>\n<<if $returnedData.isElusive>>\n- <span class='bluecolor'>elusive:</span> hard to hit<br>\n<</if>>\n<<if $returnedData.hasFrictionShield>>\n- <span class='orangecolor'>friction shield:</span> resistant to conventional weapons<br>\n<</if>><br>\n\nBasic Attack:<br>\n- type: \n<<if $returnedData.isMeeleAttacker or $returnedData.isAbomination or $returnedData.isXenos>>\n<span class='greyedout'><<if $returnedData.isBrutalMeele>>strong <</if>>melee</span>\n<<else>>\n <<if $returnedData.hasRailgun>>\n <span class='redcolor'><<if $returnedData.hasHeavyRailgun>>heay <</if>>railgun</span>\n <<elseif $returnedData.hasMiniGun>>\n <span class='orangecolor'>heavy coiler</span>\n <<elseif $returnedData.hasPaladinAttack>>\n <span class='orangecolor'>searing beam</span>\n <<else>>\n <span class='yellowcolor'>coilgun</span>\n <</if>>\n<</if>><br>\n- <span class='yellowcolor'>armor hits:</span> <<if $returnedData.hasPaladinAttack or $returnedData.hasHeavyRailgun>>3<<elseif $returnedData.hasRailgun or $returnedData.isBrutalMeele>>2<<else>>1<</if>><br>\n- <span class='bluecolor'>shield hits:</span> <<if $returnedData.hasRailgun>>1<<elseif $returnedData.isBrutalMeele or $returnedData.hasMiniGun or $returnedData.hasPaladinAttack>>3<<else>>2<</if>>\n\n/%\nSpecial Attacks:<br>\n<<if $returnedData.specialMoves>>\n <<set $canRestoreShields = false>>\n <<set $canRestoreArmor = false>> \n <<set $canDoFatigueDebuff = false>>\n <<set $canDoDisarm = false>>\n <<set $canDoGas = false>>\n\n\n <<for $i = 0; $i lt $returnedData.specialMoves.length; $i++>>\n <<if $returnedData.specialMoves[$i].name eq "move_DoGas" or $returnedData.specialMoves[$i].name eq "move_DoGasCombo">>\n <<set $canDoGas = true>>\n\n <<elseif $returnedData.specialMoves[$i].name eq "move_DoFlashbang">>\n <<set $canDoFatigueDebuff = true>>\n\n <<elseif $returnedData.specialMoves[$i].name eq "move_DoFlashMelee" or $returnedData.specialMoves[$i].name eq "move_DoStruggle" or $returnedData.specialMoves[$i].name eq "move_DoShriek" or $returnedData.specialMoves[$i].name eq "move_DoSlam">>\n <<set $canDoDisarm = true>> \n\n <<elseif $returnedData.specialMoves[$i].name eq "move_DoBigArc" or $returnedData.specialMoves[$i].name eq "move_DoArc" or $returnedData.specialMoves[$i].name eq "move_DoArcGainShield" or $returnedData.specialMoves[$i].name eq "move_DoShields">>\n <<set $canRestoreShields = true>> \n\n <<elseif $returnedData.specialMoves[$i].name eq "move_ShieldWall" or $returnedData.specialMoves[$i].name eq "move_Reconstitue">>\n <<set $canRestoreArmor = true>> \n\n <</if>>\n <</for>>\n\n <<if $canRestoreShields>>\n - <span class='bluecolor'>shield boost:</span> this enemy type can gain or restore it's shields <br>\n <</if>>\n <<if $canRestoreArmor>>\n - <span class='yellowcolor'>armor boost:</span> this enemy type can gain or restore it's armor <br>\n <</if>>\n <<if $canDoFatigueDebuff>>\n - <span class='orangecolor'>inflict fatigue:</span> this enemy type can inflict severe fatigue <br>\n <</if>>\n <<if $canDoGas>>\n - <span class='lgreencolor'>inflict toxicity:</span> this enemy type can inflict severe intoxication <br>\n <</if>>\n <<if $canDoDisarm>>\n - <span class='redcolor'>disarm:</span> this enemy type can disable or destroy your primary weapon <br>\n <</if>>\n\n<<else>>\n- <span class='greyedout'>this enemy type has no special moves</span>\n<</if>> %/
<<set $getStatsFor = $hud.currentScreen>>\n<<display 'getWeaponStats'>>\n\n<<set $index = $hudWeaponType.indexOf($getStatsFor)>>\n<<set $entry = $itemListWeapon[$index]>>\n\n<<set $anointment = "none">>\n<<if $simulateAnointment>>\n\t<<set $anointment = $simAnointment>>\n<<elseif $getStatsFor eq $equip[$returnedStats.slot].name>>\n\t<<set $anointment = $equip[$returnedStats.slot]["anointment"]>>\n<</if>>\n\n<<if not $entry.displayName>>\n\t<<set $entry.displayName = getLocalizedString($entry.name)>>\n<</if>>\n\n<<set $displayName = getLocalizedString($entry.displayName)>>\n<<if $entry.manufacturer>>\n\t<<set $displayName = getLocalizedString($entry.manufacturer) + " " + $entry.displayName >>\n<</if>>\n\n<<display 'HUD_CodexBackButton'>><strong><<print $displayName>></strong><br><br>\n\n<div class='HUD_CodexImage'>\n\t<<if $anointment neq "none">>\n\t\t<div class='overlayImage'>\n\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $anointment.toLowerCase() + ".png]]">>\n\t\t</div>\n\t<</if>>\n <<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $getStatsFor.toLowerCase() +".png]]">>\n</div>\n<<if $returnedStats.desc>>\n <<print getLocalizedString($returnedStats.desc)>>\n<<else>>\n <span class='greyedout'>This article is a work in progress. Please be patient while the Codex Foundation reviews the veracity of the content...</span>\n<</if>><br><br>\n\n<<if $returnedStats.isPrimary and $equip.rifle.name neq "none">>\n\t<<if $getStatsFor eq $equip.rifle.name>>\n\t\t<<if $hud.codexCompareBack neq "none">>\n\t\t\t<div class="HUD_PdaExpandButton HUD_PdaExpandButtonNoFloat">\n\t\t\t\t[[< Back |PDA][playContextSound("ui_blip"); $hud.currentScreen = $hud.codexCompareBack; $hud.codexCompareBack = $equip.rifle.name]]\t\t\t\n\t\t\t</div>\n\t\t<</if>>\n\t<<else>>\n\t\t<div class="HUD_PdaExpandButton HUD_PdaExpandButtonNoFloat">\n\t\t\t[[ Compare >|PDA][$hud.codexCompareBack = $hud.currentScreen; playContextSound("ui_blip"); $hud.currentScreen = $equip.rifle.name]]\n\t\t</div>\n\t<</if>>\n<<else>>\n\t<<if $returnedStats.ammo eq "melee">>\n\t\t<<if $getStatsFor eq $equip.knife>>\n\t\t\t<<if $hud.codexCompareBack neq "none">>\n\t\t\t\t<div class="HUD_PdaExpandButton HUD_PdaExpandButtonNoFloat">\n\t\t\t\t\t[[< Back |PDA][playContextSound("ui_blip"); $hud.currentScreen = $hud.codexCompareBack; $hud.codexCompareBack = $equip.knife]]\n\t\t\t\t</div>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<div class="HUD_PdaExpandButton HUD_PdaExpandButtonNoFloat">\n\t\t\t\t[[ Compare >|PDA][$hud.codexCompareBack = $hud.currentScreen; playContextSound("ui_blip"); $hud.currentScreen = $equip.knife]]\n\t\t\t</div>\n\t\t<</if>>\n\t<<elseif $equip.pistol.name neq "none">>\n\t\t<<if $getStatsFor eq $equip.pistol.name>>\n\t\t\t<<if $hud.codexCompareBack neq "none">>\n\t\t\t\t<div class="HUD_PdaExpandButton HUD_PdaExpandButtonNoFloat">\n\t\t\t\t\t[[< Back |PDA][playContextSound("ui_blip"); $hud.currentScreen = $hud.codexCompareBack; $hud.codexCompareBack = $equip.pistol.name]]\t\t\t\t\n\t\t\t\t</div>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<div class="HUD_PdaExpandButton HUD_PdaExpandButtonNoFloat">\n\t\t\t\t[[ Compare >|PDA][$hud.codexCompareBack = $hud.currentScreen; playContextSound("ui_blip"); $hud.currentScreen = $equip.pistol.name]]\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n<</if>>\n\n/* anointment stuff */\n<<if $anointment neq "none">>\n\t<span class='pinkcolor bold'><<print getLocalizedString($anointment)>>:</span><br>\n\t<<print getLocalizedString($anointment + "_desc")>>\n\t<<display 'anointmentSpecialText'>>\n\t<br><br>\n\n\t<<if $simulateAnointment and $equip[$returnedStats.slot]["anointment"] neq "none" and $equip[$returnedStats.slot]["anointment"] neq $anointment>>\n\t\t<<set $anointment = $equip[$returnedStats.slot]["anointment"]>>\n\t\t<span class='greyedout'>applying the above will overwrite:<br><br></span>\n\t\t<div class='GameTextGreyed'>\n\t\t<span class='redcolor bold'><<print getLocalizedString($anointment)>>:</span><br>\n\t\t<span class='greyedout'><<print getLocalizedString($anointment + "_desc")>></span>\n\t\t<<display 'anointmentSpecialText'>>\n\t\t</div>\n\t\t<br><br>\n\t<<elseif $simulateAnointment and $equip[$returnedStats.slot]["anointment"] eq $anointment>>\n\t\t<div class='GameTextGreyed'>\n\t\t<span class='bluecolor bold'><<print getLocalizedString($anointment)>></span><br>\n\t\t<span class='greyedout'>Already applied to this weapon</span>\n\t\t</div>\n\t\t<br><br>\t\n\t<</if>>\n\t\n<</if>>\n\n<<if $returnedStats.isSKULE>>\nPrimary Weapon / Subgun:<br>\n- ammo: 30x9mm<br>\n- <span class='greencolor'>automatic</span><br>\n- accuracy: 45%<br>\n- <span class='yellowcolor'>armor penetration:</span> 15<br>\n- <span class='bluecolor'>shield penetration:</span> 33<br><br>\n\nPrimary Weapon / Railgun:<br>\n<<elseif $returnedStats.isCyber>>\nCybernetic:<br>\n- slot: arm<br>\n- <span class='greyedout'>overrides main weapon</span><br>\n<<elseif $returnedStats.isPrimary>>\nPrimary Weapon:<br>\n<<else>>\n\t<<if $returnedStats.ammo eq "melee">>\n\t\tBackup Knife:<br>\n\t<<else>>\n\t\tSidearm:<br>\n\t<</if>>\n<</if>>\n\n/% accuracy calc %/\n<<set $statCalc = $returnedStats.accuracy>>\n<<if $statCalc gt 1>>\n\t<<set $statCalc = 1>>\n<</if>>\n- <<if $returnedStats.isMelee or $returnedStats.ammo eq "melee">>hit chance<<else>>accuracy<</if>>: <<print Math.round($statCalc * 100)>>%<br>\n\n<<if $returnedStats.isMelee or $returnedStats.ammo eq "melee">>\n- melee weapon<br>\n<</if>>\n<<if $returnedStats.isDisposable>>\n- <span class='greyedout'>pre-loaded / disposable</span><br>\n<</if>>\n<<if $returnedStats.ammo eq "9mm" or $returnedStats.ammo eq "9mm_hyper" or $returnedStats.draw9mmAmmo or $returnedStats.isHyper9mm>>\n- ammo: <<print $returnedStats.magazine>>x<<if $returnedStats.ammo eq "9mm_hyper" or $returnedStats.isHyper9mm>>9mm <span class='purplecolor'>hypervelocity</span><<else>>9mm<</if>><br>\n<<elseif $returnedStats.ammo eq "arclance">>\n- microfusion cell: <span class='bluecolor'>arc discharge</span><br>\n<<elseif $returnedStats.ammo eq "plasmaburst">>\n- microfusion cell: <span class='orangecolor'>plasma discharge</span><br>\n<</if>>\n<<if $returnedStats.canisterOnly>>\n- ammo: <<print $returnedStats.magazine>>x canister<br>\n- <span class='greyedout'>cannot load bolts</span><br>\n<</if>>\n<<if $returnedStats.boltOnly>>\n- ammo: <<print $returnedStats.magazine>>x bolt <<if $returnedStats.isHeavyRandomizer>><span class='purplecolor'>hypervelocity</span><</if>><br>\n- <span class='greyedout'>cannot load canisters</span><br>\n<</if>>\n<<if $returnedStats.boltAndCanister>>\n- ammo: <<print $returnedStats.magazine>>x bolt or canister<br>\n<</if>>\n<<if $returnedStats.hasCanisterLauncher>>\n- launcher: 1x canister<br>\n<</if>>\n<<if $returnedStats.hasPlasmaCaster>>\n- caster module: <span class='orangecolor'>plasma discharge</span><br>\n<</if>>\n<<if $returnedStats.hasArcCaster>>\n- caster module: <span class='bluecolor'>arc discharge</span><br>\n<</if>>\n\n<<if $returnedStats.consumeCharge>>\n- <span class='redcolor'>charge drain:</span> <<print $returnedStats.spendCharge>>%<br>\n<</if>>\n<<if $returnedStats.hasArcCharge>>\n- capacitor: <span class='bluecolor'>arc charge</span><br>\n\t<<if not $returnedStats.consumeCharge>>\n\t- <span class='redcolor'>charge drain:</span> 45%<br>\n\t<</if>>\n<</if>>\n<<if $returnedStats.hasFlameCharge>>\n- capacitor: <span class='orangecolor'><<print $plasmaDamageType>> charge</span><br>\n\t<<if not $returnedStats.consumeCharge>>\n\t- <span class='redcolor'>charge drain:</span> 45%<br>\n\t<</if>>\n<</if>>\n\n<<if $returnedStats.elemental neq "none">>\n- elemental: \n\t<<if $returnedStats.elemental eq "shock">><span class='bluecolor'><<print $shockDamageType>></span>\n\t<<elseif $returnedStats.elemental eq "plasma">><span class='orangecolor'><<print $plasmaDamageType>></span>\n\t<<elseif $returnedStats.elemental eq "toxin">><span class='lgreencolor'><<print $toxinDamageType>></span>\n\t<</if>><br>\n<</if>>\n\n<<if $returnedStats.isBreechLoaded>>\n\t- action: <span class='greencolor'>breech loaded</span><br>\n<<else>>\n\t<<if $returnedStats.ammo neq "melee" and $returnedStats.ammo neq "arclance" and $returnedStats.ammo neq "plasmaburst" and $returnedStats.ammo neq "micronuke">>\n\t\t<<if $returnedStats.suppressAuto>>\n\n\t\t<<else>>\n\t\t\t<<if $returnedStats.isSemiAuto>>\n\t\t\t\t- action: <span class='yellowcolor'>semi automatic</span><br>\n\t\t\t<<else>>\n\t\t\t\t- action: <span class='bluecolor'>automatic</span><br>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n<</if>>\n- <span class='yellowcolor'>armor penetration:</span>\n\t<<set $statCalcArmor = ($returnedStats.armorpen * $returnedStats.magazine)>>\n\t<<if $returnedStats.hasCanisterLauncher>>\n\t\t<<set $statCalcArmorT = (($returnedStats.armorpen + 5) * 1)>>\n\t\t<<set $statCalcArmorS = (($returnedStats.armorpen + 2) * 1)>>\n\t<<else>>\n\t\t<<set $statCalcArmorT = (($returnedStats.armorpen + 5) * $returnedStats.magazine)>>\n\t\t<<set $statCalcArmorS = (($returnedStats.armorpen + 2) * $returnedStats.magazine)>>\n\t<</if>>\n\t<<if $returnedStats.magazine gt 1>>\n\t\t<<set $statCalcArmor *= $returnedStats.accuracy>>\n\t\t<<if not $returnedStats.hasCanisterLauncher>>\n\t\t\t<<set $statCalcArmorT *= $returnedStats.accuracy>>\n\t\t\t<<set $statCalcArmorS *= $returnedStats.accuracy>>\n\t\t<</if>>\n\t<</if>>\n\t<<if $returnedStats.ammo eq "9mm_hyper" or $returnedStats.isHyper9mm>>\n\t\t<<set $statCalcArmor *= 1.5>>\n\t<</if>>\n\t<<print Math.round($statCalcArmor * 10)>> <<if $returnedStats.canisterOnly or $returnedStats.hasCanisterLauncher or $returnedStats.boltOnly or $returnedStats.boltAndCanister>>\n\t+ ammunition\n <</if>><br>\n- <span class='bluecolor'>shield penetration:</span>\n\t<<set $statCalcShield = ($returnedStats.shieldpen * $returnedStats.magazine)>>\n\t<<if $returnedStats.hasCanisterLauncher>>\n\t\t<<set $statCalcShieldCN = (($returnedStats.shieldpen + 5) * 1)>>\n\t\t<<set $statCalcShieldS = (($returnedStats.shieldpen + 2) * 1)>>\n\t<<else>>\n\t\t<<set $statCalcShieldCN = (($returnedStats.shieldpen + 5) * $returnedStats.magazine)>>\n\t\t<<set $statCalcShieldS = (($returnedStats.shieldpen + 2) * $returnedStats.magazine)>>\n\t<</if>>\n\t<<if $returnedStats.magazine gt 1>>\n\t\t<<set $statCalcShield *= $returnedStats.accuracy>>\n\t\t<<if not $returnedStats.hasCanisterLauncher>>\n\t\t\t<<set $statCalcShieldCN *= $returnedStats.accuracy>>\n\t\t\t<<set $statCalcShieldS *= $returnedStats.accuracy>>\n\t\t<</if>>\n\t<</if>>\n\t<<if $returnedStats.isHeavyRandomizer>>\n\t\t<<set $statCalcArmorT *= 0.7>>\n\t\t<<set $statCalcArmorS *= 0.7>>\n\t\t<<set $statCalcShieldCN *= 0.7>>\n\t\t<<set $statCalcShieldS *= 0.7>>\n\t<</if>>\n\t<<if $returnedStats.ammo eq "9mm_hyper" or $returnedStats.isHyper9mm>>\n\t\t<<set $statCalcShield *= 1.5>>\n\t<</if>>\n\t<<print Math.round($statCalcShield * 10)>> <<if $returnedStats.canisterOnly or $returnedStats.hasCanisterLauncher or $returnedStats.boltOnly or $returnedStats.boltAndCanister>>\n\t+ ammunition\n\t<</if>>\n\t<<if $returnedStats.boltOnly or $returnedStats.boltAndCanister>><br>\n\t\t  Tungsten<<if $returnedStats.magazine gt 1 and not $returnedStats.hasCanisterLauncher>> x<<print $returnedStats.magazine>><</if>>: <span class='yellowcolor'><<print Math.round($statCalcArmorT * 10)>></span> <span class='bluecolor'><<print Math.round($statCalcShield * 10)>></span><br>\n\t\t  Conductive<<if $returnedStats.magazine gt 1 and not $returnedStats.hasCanisterLauncher>> x<<print $returnedStats.magazine>><</if>>: <span class='yellowcolor'><<print Math.round($statCalcArmor * 10)>></span> <span class='bluecolor'><<print Math.round($statCalcShieldCN * 10)>></span>\n\t<</if>>\n\t<<if $returnedStats.canisterOnly or $returnedStats.hasCanisterLauncher or $returnedStats.boltAndCanister>><br>\n\t\t  Neurotoxin<<if $returnedStats.magazine gt 1 and not $returnedStats.hasCanisterLauncher>> x<<print $returnedStats.magazine>><</if>>: <span class='yellowcolor'><<print Math.round($statCalcArmor * 10)>></span> <span class='bluecolor'><<print Math.round($statCalcShieldCN * 10)>></span><br>\n\t\t  Scattershot<<if $returnedStats.magazine gt 1 and not $returnedStats.hasCanisterLauncher>> x<<print $returnedStats.magazine>><</if>>: <span class='yellowcolor'><<print Math.round($statCalcArmorS * 10)>></span> <span class='bluecolor'><<print Math.round($statCalcShieldS * 10)>></span>\n\t<</if>>\n\t<<if $returnedStats.type eq "loadAmmo">>\n\t\t<<if $returnedStats.hasPlasmaCaster>><br>\n\t\t\t<<set $factor = 1>>\n\t\t\t<<if $returnedStats.magazine gt 1>>\n\t\t\t\t<<set $factor = $returnedStats.magazine * 0.5>>\n\t\t\t<</if>>\n\t\t\t<<set $statCalcArmor = Math.round(($returnedStats.armorpen * $factor) * 10)>>\n\t\t\t<<set $statCalcShield = Math.round((($returnedStats.shieldpen * $factor) + 2) * 10)>>\n\t\t\t  Plasma discharge: <span class='yellowcolor'><<print $statCalcArmor>></span> <span class='bluecolor'><<print $statCalcShield>></span>\n\t\t<</if>>\n\n\t\t<<if $returnedStats.hasArcCaster>><br>\n\t\t\t<<set $factor = 1>>\n\t\t\t<<if $returnedStats.magazine gt 1>>\n\t\t\t\t<<set $factor = $returnedStats.magazine * 0.5>>\n\t\t\t<</if>>\n\t\t\t<<set $statCalcArmor = Math.round((($returnedStats.armorpen * $factor) + 2) * 10)>>\n\t\t\t<<set $statCalcShield = Math.round(($returnedStats.shieldpen * $factor) * 10)>>\n\t\t\t  Arc discharge: <span class='yellowcolor'><<print $statCalcArmor>></span> <span class='bluecolor'><<print $statCalcShield>></span>\n\n\t\t<</if>>\n\t<</if>><br>\n- parry chance: <<set $statCalc = $returnedStats.parrychance>> <<print Math.round($statCalc * 100)>>%<br>\n- switch penalty: <<if $returnedStats.switchPenalty gt 0.3>><span class='redcolor'>high</span><<elseif $returnedStats.switchPenalty gt 0.2>><span class='yellowcolor'>average</span><<elseif $returnedStats.switchPenalty gt 0.1>><span class='greencolor'>low</span><<else>><span class='greyedout'>negligable</span><</if>><br><br>\n\n<<set $hasSpecial = false>>\nSpecial Attributes:<br>\n<<if $returnedStats.isSubsonic>>\n\t<<set $hasSpecial = true>>\n- <span class='purplecolor'>subsonic:</span> enables silent takedowns<br>\n<</if>>\n\n<<if $returnedStats.dazzleProjector>>\n\t<<set $hasSpecial = true>>\n- <span class='purplecolor'>dazzle projector:</span> on fire, chance to inflict +1 dazzle<br>\n<</if>>\n\n<<if $returnedStats.hasPlasmaSink>>\n\t<<set $hasSpecial = true>>\n- <span class='purplecolor'>plasma sink:</span> discharges plasma <<if $getStatsFor eq "FLaK">>on scattershot<<else>>on tungsten & scattershot<</if>><br>\n<</if>>\n\n<<if $returnedStats.dumpMagazineMechanic>>\n\t<<set $hasSpecial = true>>\n- <span class='purplecolor'>on first shot:</span> empties entire magazine<br>\n<</if>>\n\n<<if $returnedStats.eXtremeZoom>>\n\t<<set $hasSpecial = true>>\n- <span class='purplecolor'>eXtreme Zoom:</span> allows percision takedowns<br>\n<</if>>\n\n<<if $returnedStats.fangedMenace>>\n\t<<set $hasSpecial = true>>\n- <span class='purplecolor'><<print $returnedStats.fangedMenaceText>>:</span> +10% crit & hit chance per melee counter<br>\n<</if>>\n\n<<if $returnedStats.freakishCrit>>\n\t<<set $hasSpecial = true>>\n- <span class='purplecolor'>freakish:</span> +30% crit chance per melee counter<br>\n<</if>>\n\n<<if $returnedStats.fringeRaider>>\n\t<<set $hasSpecial = true>>\n- <span class='purplecolor'>fringe raider:</span> +10% accuracy with corsair armor<br>\n<</if>>\n\n<<if $returnedStats.isMonoblade>>\n\t<<set $hasSpecial = true>>\n- <span class='purplecolor'>monomolecular blade:</span> cuts through anything (+50% crit damage)!<br>\n<</if>>\n\n<<if $returnedStats.getsStaffBonus>>\n\t<<set $hasSpecial = true>>\n- <span class='bluecolor'>war staff:</span> +10% hit chance for every enemy alive<br>\n<</if>>\n\n<<if $returnedStats.isExoticGun>>\n\t<<set $hasSpecial = true>>\n- <span class='purplecolor'>unstable exotica:</span> on fire, random exotic effect<br>\n<</if>>\n\n<<if $returnedStats.isBreechingGun>>\n\t<<set $hasSpecial = true>>\n- <span class='purplecolor'>breecher:</span> if used after melee attack, gain +100% accuracy, +200% armor penetration, +400% shield penetration<br>\n<</if>>\n\n<<if $returnedStats.isSmartTargeting>>\n\t<<set $hasSpecial = true>>\n- <span class='bluecolor'>smart targeting:</span> weapon always hits<br>\n<</if>>\n\n<<if $returnedStats.isPseudoHeavyWeapon>>\n\t<<set $hasSpecial = true>>\n\t<<if $attrib.canHandleHeavyWeapon>>\n\t- <span class='greyedout'>large & unwieldy</span> <span class='bluecolor'>(can wield properly)</span><br>\n\t<<else>>\n\t- <span class='redcolor'>large & unwieldy (-10% accuracy without exo or augment)</span><br>\n\t<</if>>\n<<elseif $returnedStats.isHeavyWeapon>>\n\t<<set $hasSpecial = true>>\n\t<<if $attrib.canHandleHeavyWeapon>>\n\t- <span class='greyedout'>exceptionally heavy</span> <span class='bluecolor'>(can wield properly)</span><br>\n\t<<else>>\n\t- <span class='redcolor'>exceptionally heavy (requires exo or augment to wield properly)</span><br>\n\t<</if>>\n<</if>>\n\n<<if $returnedStats.needsChargeToUse>>\n\t<<set $hasSpecial = true>>\n- <span class='redcolor'>cannot fire uncharged</span><br>\n<</if>>\n\n<<if $returnedStats.isCyber>>\n\t<<set $hasSpecial = true>>\n- <span class='redcolor'>overrides main weapon</span><br>\n<</if>>\n\n<<if not $hasSpecial>>\n- <span class='greyedout'>no special attributes</span><br>\n<</if>>\n\n<<if $simulateAnointment>>\n\t<<set $simulateAnointment = false>>\n<</if>>
<<set $imgToUse = "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_red_icon.png]]">>\n<<if $drawStyle eq "stat">>\n\t<<if $barsToDraw lt 3>>\n\t\t<<set $imgToUse = "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_shield_icon.png]]">>\n\t<<elseif $barsToDraw lt 7>>\n\t\t<<set $imgToUse = "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_green_icon.png]]">>\n\t<<elseif $barsToDraw lt 12>>\n\t\t<<set $imgToUse = "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_armor_icon.png]]">>\n\t<<elseif $barsToDraw lt 15>>\n\t\t<<set $imgToUse = "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_orange_icon.png]]">>\n\t<<else>>\n\t\t<<set $imgToUse = "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_depleted_icon.png]]">>\n\t<</if>>\n<<elseif $drawStyle eq "performance">>\n\t<<if $barsToDraw lt 3>>\n\t\t<<set $imgToUse = "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_red_icon.png]]">>\n\t<<elseif $barsToDraw lt 6>>\n\t\t<<set $imgToUse = "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_orange_icon.png]]">>\n\t<<elseif $barsToDraw lt 10>>\n\t\t<<set $imgToUse = "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_armor_icon.png]]">>\n\t<<elseif $barsToDraw lt 14>>\n\t\t<<set $imgToUse = "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_green_icon.png]]">>\n\t<<else>>\n\t\t<<set $imgToUse = "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_shield_icon.png]]">>\n\t<</if>>\n<<elseif $drawStyle eq "orange">>\n\t<<set $imgToUse = "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_orange_icon.png]]">>\n<<elseif $drawStyle eq "red">>\n\t<<set $imgToUse = "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_red_icon.png]]">>\n<<elseif $drawStyle eq "blue">>\n\t<<set $imgToUse = "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_shield_icon.png]]">>\n<<elseif $drawStyle eq "green">>\n\t<<set $imgToUse = "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_green_icon.png]]">>\n<<elseif $drawStyle eq "ammo">>\n\t<<set $imgToUse = "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_armor_icon.png]]">>\n<</if>>\n\n<<set $statsstring = "">>\n<<for $i = 0; $i lt $barsToDraw; $i++>>\n\t<<set $statsstring += $imgToUse>>\n\t<<set $drawnbars += 1>>\n<</for>>\n<<for $i = $barsToDraw; $i lt 20; $i++>>\n\t<<set $statsstring += "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_depleted_icon.png]]">>\n\t<<set $drawnbars += 1>>\n<</for>>\n\n<<print $statsstring>>
<<nobr>>\n\t\t<<if $hud.expandAmmo eq false>>\n\t\t\t<div class = 'HUD_PdaExpandButton'>\n\t\t\t\t<<click 'Expand'>>\n\t\t\t\t\t<<set $hud.expandAmmo = true; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#gear-ammo'>>\n\t\t\t\t\t\t<<display 'Gear_Ammo'>>\n\t\t\t\t\t<</replace>>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class = 'HUD_PdaExpandButton'>\n\t\t\t\t<<click 'Collapse'>>\n\t\t\t\t\t<<set $hud.expandAmmo = false; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#gear-ammo'>>\n\t\t\t\t\t\t<<display 'Gear_Ammo'>>\n\t\t\t\t\t<</replace>>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t\n\t\t<<if $hud.expandAmmo>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/9mm.png]]9mm - <<print $equip.pistol.ammo>>/<<print $equip.pistol.ammo_max>>\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "9mm">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/bolt_tungsten.png]]Tungsten - <<print $equip.rifle.ammo.normal>> / <<print $equip.rifle.ammo.normal_max>>\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "Tungsten Bolt">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/bolt_electro.png]]Conductive - <<print $equip.rifle.ammo.electric>> / <<print $equip.rifle.ammo.electric_max>>\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "Conductive Bolt">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/bolt_toxin.png]]Neurotoxin - <<print $equip.rifle.ammo.chemical>> / <<print $equip.rifle.ammo.chemical_max>>\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "Neurotoxin Canister">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t<<if $inztinct.learnedSkills.contains("skill_theophobe_9")>>[img[https://rage-productions.com/game-content/scaffold-22/images/bolt_scatter_shock.png]]Scattershock\n\t\t\t\t<<else>>[img[https://rage-productions.com/game-content/scaffold-22/images/bolt_scatter.png]]Scattershot\n\t\t\t\t<</if>> - <<print $equip.rifle.ammo.scatter>> / <<print $equip.rifle.ammo.scatter_max>>\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "Scattershot Canister">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\n<</nobr>>
<<nobr>>\n<<set $displayAmmoStyle = "simple">>\n\n<<if $hud.expandGear eq false>>\n <div class = 'HUD_PdaExpandButton'>\n <<click 'Expand'>>\n <<set $hud.expandGear = true; playContextSound("ui_click");>>\n <<replace '#gear-equip'>>\n <<display 'Gear_Equip'>>\n <</replace>>>\n <</click>>\n </div>\n<<else>>\n <div class = 'HUD_PdaExpandButton'>\n <<click 'Collapse'>>\n <<set $hud.expandGear = false; playContextSound("ui_click");>>\n <<replace '#gear-equip'>>\n <<display 'Gear_Equip'>>\n <</replace>>>\n <</click>>\n </div>\n<</if>>\n\n<<if $hud.expandGear>>\n <<if $equip.rifle.name eq "none" or ($equip.hideWeaponLoadout and not ($equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")))>>\n <div class='HUD_ListEntry HUD_EquipEntry HUD_ListEntryNoSelect'>\n [img[https://rage-productions.com/game-content/scaffold-22/images/noweapon_primary.png]]Main: <span class='greyedout'>none</span>\n </div>\n <<else>>\n <div class='HUD_ListEntry HUD_EquipEntry'>\n <<set $getStatsFor = $equip.rifle.name>>\n <<display 'getWeaponStats'>>\n\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = $equip.rifle.name>>\n <</click>>\n\n <<if $equip.rifle.anointment neq "none">>\n <div class='overlayImage'>\n <<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.rifle.anointment.toLowerCase() + ".png]]">>\n </div>\n <</if>>\n <<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.rifle.name.toLowerCase() + ".png]]">>Main: <<rifle>><br>\n\n <<display 'AmmoDisplayInHUD'>>\n <<if $equip.isHeavyWeapon>> <span class='greyedout'>(heavy weapon)</span><</if>>\n </div>\n <</if>>\n <<if $equip.pistol.name eq "none" or $equip.hideWeaponLoadout>>\n <div class='HUD_ListEntry HUD_EquipEntry HUD_ListEntryNoSelect'>\n [img[https://rage-productions.com/game-content/scaffold-22/images/noweapon_sidearm.png]]Sidearm: <span class='greyedout'>none</span>\n </div>\n <<else>>\n <div class='HUD_ListEntry HUD_EquipEntry '>\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = $equip.pistol.name>>\n <</click>>\n\n <<set $getStatsFor = $equip.pistol.name>>\n <<display 'getWeaponStats'>>\n <<if $equip.pistol.anointment neq "none">>\n <div class='overlayImage'>\n <<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.pistol.anointment.toLowerCase() + ".png]]">>\n </div>\n <</if>>\n <<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.pistol.name.toLowerCase() + ".png]]">>Sidearm: <<pistol>><br>\n\n <<display 'AmmoDisplayInHUD'>>\n </div>\n <</if>>\n\n <div class='HUD_ListEntry HUD_EquipEntry'>\n <<if $equip.clothes eq "Power Armor">>\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Power Fist">>\n <</click>>\n <<print "[img[https://rage-productions.com/game-content/scaffold-22/images/powerfist.png]]">>Backup: Power Fist\n <<else>>\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = $equip.knife>>\n <</click>>\n <<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.knife.toLowerCase() + ".png]]">>Backup: <<display 'getProperKnifeName'>>\n <</if>>\n </div>\n\n <div class='HUD_ListEntry HUD_EquipEntry'>\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = $equip.clothes>>\n <</click>>\n\n <<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.clothes.toLowerCase() + ".png]]">>Outfit: <<armor>><br>\n \n Type: \n <<if $attrib.armortype eq "unarmored">>\n <span class='greyedout'><<print $attrib.armortype>></span>\n <<elseif $returnedArmorType eq "protected">>\n <span class='yellowcolor'><<print $attrib.armortype>></span>\n <<else>>\n <span class='greencolor'><<print $attrib.armortype>></span>\n <</if>>\n <<if $equip.isFleshMold>>\n <span class='greyedout'>(melded <<print Math.round($attrib.fleshMoldModifier * 100)>>%)</span>\n <</if>>\n <<if $equip.isHeavyArmor>> \n <span class='greyedout'>(heavy armor)</span>\n <</if>>\n </div>\n\n <<if $equip.gotAmmoUpgrade and not $equip.hideWeaponLoadout>>\n <div class='HUD_ListEntry HUD_EquipEntry'>\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = "Combat Webbing">>\n <</click>>\n <<print "[img[https://rage-productions.com/game-content/scaffold-22/images/combat webbing.png]]">>Outfit: Combat Webbing<br>\n <span class='greyedout'>(increased ammo capacity)</span>\n </div>\n <</if>>\n<</if>>\n<</nobr>>
<<if $hud.expandItems eq false>>\n <div class = 'HUD_PdaExpandButton'>\n <<click 'Expand'>>\n <<set $hud.expandItems = true; playContextSound("ui_click");>>\n <<replace '#gear-items'>>\n <<display 'Gear_Items'>>\n <</replace>>>\n <</click>>\n </div>\n<<else>>\n <div class = 'HUD_PdaExpandButton'>\n <<click 'Collapse'>>\n <<set $hud.expandItems = false; playContextSound("ui_click");>>\n <<replace '#gear-items'>>\n <<display 'Gear_Items'>>\n <</replace>>>\n <</click>>\n </div>\n<</if>>\n\n<<set $hasItem = false>>\n<<if $hud.expandItems >>\n <<if $equip.item1 neq "none">>\n <div class='HUD_ListEntry HUD_EquipEntry'>\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = $equip.item1>>\n <</click>>\n\n <<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.item1.toLowerCase() + ".png]]">><<print $equip.item1>>\n </div>\n <<set $hasItem = true>>\n <</if>>\n <<if $equip.item2 neq "none">>\n <div class='HUD_ListEntry HUD_EquipEntry'>\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip");>>\n <<set $hud.currentScreen = $equip.item2>>\n <</click>>\n\n <<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.item2.toLowerCase() + ".png]]">><<print $equip.item2>>\n </div>\n <<set $hasItem = true>>\n <</if>>\n\n <<if $job_petrovic_paladin.mainPhase gte 2>>\n <div class='HUD_ListEntry HUD_EquipEntry'>\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip_error");>>\n <<set $hud.currentScreen = "Unknown">>\n <</click>>\n\n <<if $job_petrovic_paladin.mainPhase eq 4>>\n [img[https://rage-productions.com/game-content/scaffold-22/images/s_spine_f.png]]\n <<elseif $job_petrovic_paladin.mainPhase eq 5>>\n [img[https://rage-productions.com/game-content/scaffold-22/images/s_spine.png]]\n <<else>>\n [img[https://rage-productions.com/game-content/scaffold-22/images/s_spine_d.png]]\n <</if>>\n Sphinx's Spine<br>\n <<if $job_petrovic_paladin.mainPhase eq 4>>\n Charge: <span class='greencolor'>full</span>\n <<elseif $job_petrovic_paladin.mainPhase eq 5>>\n Charge: <span class='greyedout'>none</span>\n <<else>>\n Status: <span class='greyedout'>unusable</span>\n <</if>>\n </div>\n <<set $hasItem = true>>\n <</if>>\n\n <<if $equip.hasCooler>>\n <div class='HUD_ListEntry HUD_EquipEntry'>\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip_error");>>\n <<set $hud.currentScreen = "Unknown">>\n <</click>>\n [img[https://rage-productions.com/game-content/scaffold-22/images/s_cooler.png]]Cooler<br>\n Status: <span class='greencolor'>safe</span>\n </div>\n <<set $hasItem = true>>\n <<elseif $job_anska_haze.mainPhase eq 6 or $job_anska_haze.mainPhase eq 5>>\n <div class='HUD_ListEntry HUD_EquipEntry'>\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip_error");>>\n <<set $hud.currentScreen = "Unknown">>\n <</click>>\n [img[https://rage-productions.com/game-content/scaffold-22/images/s_miasma.png]]Miasma Vial<br>\n <<if $job_anska_haze.mainPhase eq 6>>\n Status: <span class='greencolor'>usable</span>\n <<else>>\n Status: <span class='greyedout'>unusable</span>\n <</if>>\n </div>\n <<set $hasItem = true>>\n <</if>>\n\n <<if ($job_abomination_investigate.abomSabotagePhase eq 2 or $job_abomination_investigate.abomSabotagePhase eq 3 or $job_abomination_investigate.abomSabotagePhase eq 4 or $job_abomination_investigate.abomSabotagePhase eq 5 or $job_abomination_investigate.abomSabotagePhase eq 6 or $job_abomination_investigate.abomAugmentPhase eq 5 or $job_abomination_investigate.abomAugmentPhase eq 6) and $job_abomination_investigate.cultStatus eq "none">>\n <div class='HUD_ListEntry HUD_EquipEntry'>\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip_error");>>\n <<set $hud.currentScreen = "Unknown">>\n <</click>>\n [img[https://rage-productions.com/game-content/scaffold-22/images/s_virulent.png]]Plague Sample<br>\n </div>\n <<set $hasItem = true>>\n <</if>>\n\n <<if $job_conspiracy.conspiratorPhase gte 8 and not $job_conspiracy.hasGivenObject>>\n <div class='HUD_ListEntry HUD_EquipEntry'>\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip_error");>>\n <<set $hud.currentScreen = "Unknown">>\n <</click>>\n [img[https://rage-productions.com/game-content/scaffold-22/images/object_55316.png]]Object 55316\n </div>\n <<set $hasItem = true>>\n <</if>>\n <<if $loc_machinetemple.tookSubReactor and $characterEncounterPhases.nilgunRewardPhase eq "none">>\n <div class='HUD_ListEntry HUD_EquipEntry'>\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip_error");>>\n <<set $hud.currentScreen = "Unknown">>\n <</click>>\n [img[https://rage-productions.com/game-content/scaffold-22/images/s_nullcore.png]]Old Device\n </div>\n <<set $hasItem = true>>\n <</if>>\n <<if $job_cathedral_hack.mainPhase gte 4 and $job_cathedral_hack.mainPhase neq 98>>\n <div class='HUD_ListEntry HUD_EquipEntry'>\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip_error");>>\n <<set $hud.currentScreen = "Unknown">>\n <</click>>\n [img[https://rage-productions.com/game-content/scaffold-22/images/s_agent.png]]Xjanu-4\n </div>\n <<set $hasItem = true>>\n <</if>>\n <<if $loc_storeroom.tookPendant and $job_witches_pendant.mainPhase lt 6>>\n <div class='HUD_ListEntry HUD_EquipEntry'>\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip_error");>>\n <<set $hud.currentScreen = "Unknown">>\n <</click>>\n [img[https://rage-productions.com/game-content/scaffold-22/images/s_pendant.png]]Strange Pendant\n </div>\n <<set $hasItem = true>>\n <</if>>\n <<if $equip.hasFusionSphere>>\n <div class='HUD_ListEntry HUD_EquipEntry'>\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip_error");>>\n <<set $hud.currentScreen = "Unknown">>\n <</click>>\n [img[https://rage-productions.com/game-content/scaffold-22/images/fusion_sphere.png]]Fusion Sphere\n </div>\n <<set $hasItem = true>>\n <</if>>\n \n <<for $i=0; $i lt $equip.inventory.length; $i++>>\n <<if $equip.inventoryQuantity[$i] gt 0>>\n <div class='HUD_ListEntry HUD_EquipEntry'>\n <<print " \n <<click '' 'PDA'>>\n <<set playContextSound('ui_blip');>>\n <<set $hud.currentScreen = '" + $equip.inventory[$i] + "'>>\n <</click>>\n [img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.inventory[$i] + ".png]]\n ">>\n <<print $localizer[$hud.currentLanguageCode][$equip.inventory[$i]]>> x<<print $equip.inventoryQuantity[$i]>>\n </div> \n <<set $hasItem = true>>\n <</if>>\n <</for>>\n\n <<if not $hasItem>>\n <center><span class='greyedout'>you are not carrying any items</span></center>\n <</if>>\n<</if>>
<<nobr>>\t\n\t<<if $hud.doNotification>>\n\t\t<div id='hud-notification-pane' class='HUD_Notification HUD_Notification_Show'>\n\t\t\t<<display 'HUD_DisplayAquireItem'>>\n\t\t\t<<set $hud.doNotification = false>>\n\t\t</div>\t\n\t<<else>>\n\t\t<div id='hud-notification-pane' class='HUD_Notification'>\n\t\t</div>\n\t<</if>>\n\n\t<<if $hud.doConfirm>>\n\t\t<div id='hud-confirmation-pane' class='HUD_Confirmation HUD_Confirmation_Show'>\n\t\t\t<<display 'UI_ConfirmBuy'>>\n\t\t</div>\n\t<<else>>\n\t\t<div id='hud-confirmation-pane' class='HUD_Confirmation'>\n\t\t</div>\n\t<</if>>\n\n\t<<if $hud.disabled>>\n\t\t<div id='hud-pda-pane' class='HUD_SidePane HUD_PaneDisabled'>\n\t\t\t<span class='HUD_ErrorStyle'>[OFFLINE]</span>\n\t\t</div>\n\t<<else>>\n\t\t<div id='hud-pda-pane' class='HUD_SidePane'>PDA<br>\n\t\t\t<<if $inztinct.wasReset and $inztinct.active>>\n\t\t\t\t<div class='FlashNewMessages'><span class='nomsgtext'><strong><span class='yellowcolor'>!!</span></strong> InZtinct <strong><span class='yellowcolor'>!!</span></strong></span></div>\n\t\t\t<<elseif $inztinct.newSkills gte 1 and $inztinct.active and $inztinct.pointsAvailable gte 1>>\n\t\t\t\t<div class='FlashNewMessages'><span class='nomsgtext'><strong><span class='bluecolor'><<print $inztinct.newSkills>></span></strong> <<if $inztinct.newSkills gt 1>>InZtincts<<else>>InZtinct<</if>></span></div>\n\t\t\t<<elseif $hud.newmsg gte 1>>\n\t\t\t\t<div class='FlashNewMessages'><span class='nomsgtext'><strong><span class='bluecolor'><<print $hud.newmsg>></span></strong> <<if $hud.newmsg gt 1>>Messages<<else>>Message<</if>></span></div>\n\t\t\t<<else>>\n\t\t\t\t\t<span class='nomsgtext greyedout'><<display 'printTime'>></span>\n\t\t\t<</if>>\n\n\t\t\t<<click '' "PDA">>\n\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<if ($inztinct.newSkills gte 1 and $inztinct.active and $inztinct.pointsAvailable gte 1) or ($inztinct.wasReset and $inztinct.active)>>\n\t\t\t\t\t<<set $inztinct.viewingSkill = "none">>\n\t\t\t\t\t<<set $hud.currentScreen = "skills">>\n\t\t\t\t<<elseif $hud.newmsg gte 1>>\n\t\t\t\t\t<<set $hud.currentScreen = "messages">>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $hud.currentScreen = "home">>\n\t\t\t\t<</if>>\n\t\t\t<</click>>\n\t\t</div>\n\t<</if>>\n\n\t<<if $hud.disabled>>\n\t\t<div id='hud-center-pane' class='HUD_SidePane HUD_CenterPane HUD_PaneDisabled'>\n\t\t\t<<display 'UI_CenterPane'>>\n\t\t</div>\n\t<<else>>\n\t\t<div id='hud-center-pane' class='HUD_SidePane HUD_CenterPane'>\n\t\t\t<<display 'UI_CenterPane'>>\n\t\t</div>\n\t<</if>>\n\n\t<div id='hud-menu-pane' class='HUD_SidePane'>MENU\n\t\t<<if $hud.didAutoSave>>\n\t\t\t<br><span class='nomsgtext greyedout'>-Saved-</span>\n\t\t\t<<set $hud.didAutoSave = false>>\n\t\t<</if>>\n\t\t<<click '' "HUD_IngameMenu">>\n\t\t\t<<set playContextSound("ui_blip");>>\n\t\t<</click>>\n\t</div>\n\n<</nobr>>
Credits:\n\n- MoLoLu: author\n- IPS: artwork, alpha testing, and conceptual advice\n- VomitButterfly: alpha testing and conceptual advice\n- SWR Productions: hosting\n\nThis story was created with <a href="https://twinery.org/" target="_blank">Twine</a> and is powered by <a href="https://www.motoslave.net/sugarcube/" target="_blank">SugarCube</a>, which is based on <a href="https://tiddlywiki.com/" target="_blank">TiddlyWiki</a>, and was further customized by the author.
<<nobr>>\n\t<<if SaveSystem.hasAuto() eq true>>\n\t\t<<if $hud.currentScreen eq "mainmenu">>\n\t\t\t<div class='HUD_MenuButton'>\n\t\t\t\tContinue\n\t\t\t\t<<click ''>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<script>>\n\t\t\t\t\t\tSaveSystem.loadAuto();\n\t\t\t\t\t<</script>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<elseif $hud.currentScreen eq "ingamemenu">>\n\t\t\t<div class='HUD_MenuButton'>\n\t\t\t\tLoad Autosave\n\t\t\t\t<<click ''>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<script>>\n\t\t\t\t\t\tSaveSystem.loadAuto();\n\t\t\t\t\t<</script>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<center><span class='redcolor'>- You have Died -</span></center><br><br>\n\t\t\t<div class='GameOption GameOption_Die'>\n\t\t\t\t<<click 'Load Autosave'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<script>>\n\t\t\t\t\t\tSaveSystem.loadAuto();\n\t\t\t\t\t<</script>>\n\t\t\t\t<</click>>\n\t\t\t</div><br>\n\t\t\t<div class='GameOption GameOption_Die'>\n\t\t\t\t<<click 'Main Menu'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<script>>\n\t\t\t\t\t\tstate.restart();\n\t\t\t\t\t<</script>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $hud.currentScreen eq "mainmenu">>\n\t\t\t<div class='HUD_MenuButton HUD_MenuButton_Disabled'>\n\t\t\t\tContinue\n\t\t\t</div>\n\t\t<<elseif $hud.currentScreen eq "ingamemenu">>\n\t\t\t<div class='HUD_MenuButton HUD_MenuButton_Disabled'>\n\t\t\t\tLoad Autosave\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<nobr>>\n\n\t<div class='HUD_MenuButton'>Main Menu\n\t\t<<click ''>>\n\t\t\t<<script>>\n\t\t\t\tstate.restart();\n\t\t\t<</script>>\n\t\t<</click>>\n\t</div>\n\n<</nobr>>
<<nobr>>\n\t<<set $hud.currentScreen = "ingamemenu">>\n\t<div id='menu-expand' class='HUD_MenuScreen'>\n\t\t<div class='HUD_MenuButton'>Resume Game\n\t\t\t<<click '' $currentgamepassage>>\n\t\t\t\t<<set $hud.currentScreen = "none">>\n\t\t\t\t<<set $hud.doConfirm = false>> /% fixes resume game bug %/\n\t\t\t\t<<set playContextSound("ui_blip_back");>>\n\t\t\t<</click>>\n\t\t</div>\n\t\t<<display 'LoadAutosaveBtn'>>\n\t\t<div class='HUD_MenuButton'>Download Savefile\n\t\t\t<<click ''>>\n\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<script>>\n\t\t\t\t\tSaveSystem.exportSave();\n\t\t\t\t<</script>>\n\t\t\t<</click>>\n\t\t</div>\n\t\t<input id="fileInput" type="file" name="fileInput" style="display: none;" />\n\t\t<div class='HUD_MenuButton' id='openFI'>Upload Savefile\n\t\t<<click ''>>\n\t\t\t<<set playContextSound("ui_blip");>>\n\t\t<</click>>\n\t\t</div>\n\t\t<div class='HUD_MenuButton'>Settings\n\t\t\t<<click '' 'Menu_Options'>>\n\t\t\t\t<<set $hud.currentScreen = "ingameoptions">>\n\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t<</click>>\n\t\t</div>\n\t\t<div class='HUD_MenuButton'>Main Menu\n\t\t\t<<click ''>>\n\t\t\t\t<<set playContextSound("ui_blip_back");>>\n\t\t\t\t<<script>>\n\t\t\t\t\tstate.restart();\n\t\t\t\t<</script>>\n\t\t\t<</click>>\n\t\t</div>\n\t\t<<if $debug>>\n\t\t\t<div class='HUD_MenuButton'>Variable Dump\n\t\t\t\t<<click '' 'DebugSet'>>\n\t\t\t\t\t<<set playContextSound("ui_blip_back");>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<endif>>\n\t</div>\n\t<<display 'copyright_footnote'>>\t\t\n<<endnobr>>
<<nobr>>\n\t<<set $hud.currentScreen = "mainmenu">>\n\t<div id='menu-expand' class='HUD_MenuScreen'>\n\t\t<div class='HUD_MenuButton'>New Game\n\t\t\t<<click '' 'intro_start_prologu'>>\n\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t<</click>>\n\t\t</div>\n\t\t<<display 'LoadAutosaveBtn'>>\n\t\t<input id="fileInput" type="file" name="fileInput" style="display: none;" />\n\t\t<div class='HUD_MenuButton' id='openFI'>Upload Savefile\n\t\t<<click ''>>\n\t\t\t<<set playContextSound("ui_blip");>>\n\t\t<</click>>\n\t\t</div>\n\t\t<div class='HUD_MenuButton'>\n\t\t\tCredits\n\t\t\t<<click '' 'Menu_Credits'>>\n\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t<</click>>\n\t\t</div>\n\t\t<div class='HUD_MenuButton'>Change Log\n\t\t\t <a href="https://rage-productions.com/games/scaffold-22/play-scaffold-22/scaffold-22-change-log/"></a> \n\t\t</div>\n\t</div>\n\t<<display 'copyright_footnote'>>\n<<endnobr>>
<<nobr>>\n<div class='GameText'>\n\t<div class='PDATitleText'>Audio</div>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if not $audiosupport>>\n\t\t\t<span class='greyedout'>Your browser does not appear to support HTML5 Audio</span>\n\t\t<<else>>\n\t\t\tEffects Volume:\n\t\t\t<div class='Combat_CenterPositionContainer'>\n\t\t\t\t<<if $hud.playAudio>>\n\t\t\t\t\t<div class='HUDHackButton HUDOptionButton'>\n\t\t\t\t\t\t<<click 'OFF'>>\n\t\t\t\t\t\t\t<<set $hud.playAudio = false>>\n\t\t\t\t\t\t\t<<replace '#do_settings'>>\n\t\t\t\t\t\t\t\t<<display 'showGameSettings'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t</div>\t\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='HUDHackButton HUDOptionButton HUDOptionButton_Selected'>\n\t\t\t\t\t\tOFF\n\t\t\t\t\t</div>\n\t\t\t\t<</if>>\n\t\t\t\t<<if $hud.sfxLevel neq 0 or not $hud.playAudio>>\n\t\t\t\t\t<div class='HUDHackButton HUDOptionButton'>\n\t\t\t\t\t\t<<click 'Background'>>\n\t\t\t\t\t\t\t<<set $hud.playAudio = true>>\n\t\t\t\t\t\t\t<<set $hud.sfxLevel = 0>>\n\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t\t<<replace '#do_settings'>>\n\t\t\t\t\t\t\t\t<<display 'showGameSettings'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='HUDHackButton HUDOptionButton HUDOptionButton_Selected'>\n\t\t\t\t\t\tBackground\n\t\t\t\t\t</div>\n\t\t\t\t<</if>>\n\t\t\t\t<<if $hud.sfxLevel neq 0.25 or not $hud.playAudio>>\n\t\t\t\t\t<div class='HUDHackButton HUDOptionButton'>\n\t\t\t\t\t\t<<click 'Prominent'>>\n\t\t\t\t\t\t\t<<set $hud.playAudio = true>>\n\t\t\t\t\t\t\t<<set $hud.sfxLevel = 0.25>>\n\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t\t<<replace '#do_settings'>>\n\t\t\t\t\t\t\t\t<<display 'showGameSettings'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='HUDHackButton HUDOptionButton HUDOptionButton_Selected'>\n\t\t\t\t\t\tProminent\n\t\t\t\t\t</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t\tSoundtrack Volume:\n\t\t\t<div class='Combat_CenterPositionContainer'>\n\t\t\t\t<<if $hud.playMusic>>\n\t\t\t\t\t<div class='HUDHackButton HUDOptionButton'>\n\t\t\t\t\t\t<<click 'OFF'>>\n\t\t\t\t\t\t\t<<set $hud.playMusic = false>>\n\t\t\t\t\t\t\t<<display 'doAudioHandler'>>\n\t\t\t\t\t\t\t<<replace '#do_settings'>>\n\t\t\t\t\t\t\t\t<<display 'showGameSettings'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t</div>\t\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='HUDHackButton HUDOptionButton HUDOptionButton_Selected'>\n\t\t\t\t\t\tOFF\n\t\t\t\t\t</div>\n\t\t\t\t<</if>>\n\t\t\t\t<<if $hud.musicLevel neq 0 or not $hud.playMusic>>\n\t\t\t\t\t<div class='HUDHackButton HUDOptionButton'>\n\t\t\t\t\t\t<<click 'Background'>>\n\t\t\t\t\t\t\t<<set $hud.playMusic = true>>\n\t\t\t\t\t\t\t<<set $hud.musicLevel = 0>>\n\t\t\t\t\t\t\t<<display 'doAudioHandler'>>\n\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t\t<<replace '#do_settings'>>\n\t\t\t\t\t\t\t\t<<display 'showGameSettings'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='HUDHackButton HUDOptionButton HUDOptionButton_Selected'>\n\t\t\t\t\t\tBackground\n\t\t\t\t\t</div>\n\t\t\t\t<</if>>\n\t\t\t\t<<if $hud.musicLevel neq 0.25 or not $hud.playMusic>>\n\t\t\t\t\t<div class='HUDHackButton HUDOptionButton'>\n\t\t\t\t\t\t<<click 'Prominent'>>\n\t\t\t\t\t\t\t<<set $hud.playMusic = true>>\n\t\t\t\t\t\t\t<<set $hud.musicLevel = 0.25>>\n\t\t\t\t\t\t\t<<display 'doAudioHandler'>>\n\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t\t<<replace '#do_settings'>>\n\t\t\t\t\t\t\t\t<<display 'showGameSettings'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='HUDHackButton HUDOptionButton HUDOptionButton_Selected'>\n\t\t\t\t\t\tProminent\n\t\t\t\t\t</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<</if>>\n\t</div>\n\t<div class='PDATitleText'>Gameplay</div>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t\tHardcore Mode:<br>\n\t\t\t<span class='greyedout'><<if $hud.hardCoreMode>>Cannot retry during combat and refreshing the page manually deletes your save!<<else>>Can retry any combat encounters at will.<</if>> Setting cannot be changed ingame.</span><br>\n\t\t\t<<if $hud.currentScreen eq "prologue">>\n\t\t\t\t<div class='Combat_CenterPositionContainer'>\n\t\t\t\t\t<<if $hud.hardCoreMode>>\n\t\t\t\t\t\t<div class='HUDHackButton HUDOptionButton'>\n\t\t\t\t\t\t\t<<click 'Off'>>\n\t\t\t\t\t\t\t\t<<set $hud.hardCoreMode = false>>\n\t\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t\t\t<<replace '#do_settings'>>\n\t\t\t\t\t\t\t\t\t<<display 'showGameSettings'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<</click>>\n\t\t\t\t\t\t</div>\n\t\t\t\t\t\t<div class='HUDHackButton HUDOptionButton HUDOptionButton_Selected'>\n\t\t\t\t\t\t\tOn\n\t\t\t\t\t\t</div>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<div class='HUDHackButton HUDOptionButton HUDOptionButton_Selected'>\n\t\t\t\t\t\t\tOff\n\t\t\t\t\t\t</div>\n\t\t\t\t\t\t<div class='HUDHackButton HUDOptionButton'>\n\t\t\t\t\t\t\t<<click 'On'>>\n\t\t\t\t\t\t\t\t<<set $hud.hardCoreMode = true>>\n\t\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t\t\t<<replace '#do_settings'>>\n\t\t\t\t\t\t\t\t\t<<display 'showGameSettings'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<</click>>\n\t\t\t\t\t\t</div>\n\t\t\t\t\t<</if>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<<if $hud.hardCoreMode>>\n\t\t\t\t\t<div class='HUDHackButton HUDOptionButton HUDOptionButton_Selected'>\n\t\t\t\t\t\tOn\n\t\t\t\t\t</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='HUDHackButton HUDOptionButton HUDOptionButton_Selected'>\n\t\t\t\t\t\tOff\n\t\t\t\t\t</div>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t</div>\n</div>\n<</nobr>>
<<if $attrib.vitality eq 0>>\n\t<div class='HUD_DeathScreen'>\n\t<span class='redcolor'>[ERROR]:</span> Unable to call User.NeuralInterface<br>\n\t<span class='yellowcolor'>[WARNING]: catastropic system failure in multiple subystems.</span><br>\n\t<span class='yellowcolor'>[WARNING]: lethal levels of exsanguination detected.</span><br>\n\t<span class='yellowcolor'>[WARNING]: user expiratoin immenent. immediate trauma intervention required.</span><br>\n\t</div>\n<<else>>\n\t<div class='HUD_PdaScreen'>\n\t<<if $hud.currentScreen eq "home">>\n\t\t<<display 'HUD_Main'>>\n\t<<elseif $hud.currentScreen eq "agenda">>\n\t\t<<display 'HUD_Agenda'>>\n\t<<elseif $hud.currentScreen eq "messages">>\n\t\t<<display 'HUD_Messages'>>\n\t<<elseif $hud.currentScreen eq "gear">>\n\t\t<<display 'HUD_Gear'>>\n\t<<elseif $hud.currentScreen eq "skills">>\n\t\t<<display 'HUD_Skills'>>\n\t<<elseif $hud.currentScreen eq "codex">>\n\t\t<<display 'HUD_Codex'>>\n\t<<else>>\n\t\t<<if not $hud.foundCodexEntries.contains($hud.currentScreen)>>\n\t\t\t<<set $hud.foundCodexEntries.push($hud.currentScreen)>>\n\t\t<</if>>\t\t\t\n\t\t/% TODO: expand this for weapons & armor %/\n\t\t<<if $hudTypeEnemy.contains($hud.currentScreen) or $hudTypeEnemyRedirect.contains($hud.currentScreen)>>\n\t\t\t/% handling for enemies named in text %/\n\t\t\t<<if $hudTypeEnemyRedirect.contains($hud.currentScreen)>>\n\t\t\t\t<<set $hud.currentScreen = $hudTypeEnemyRedirectTo[$hudTypeEnemyRedirect.indexOf($hud.currentScreen)]>>\n\t\t\t\t\n\t\t\t\t/% have to check this again, to make sure BOTH entries are added %/\n\t\t\t\t<<if not $hud.foundCodexEntries.contains($hud.currentScreen)>>\n\t\t\t\t\t<<set $hud.foundCodexEntries.push($hud.currentScreen)>>\n\t\t\t\t<</if>>\t\t\t\t\t\t\n\t\t\t<</if>>\n\n\t\t\t<<display 'drawEnemyStats'>>\n\t\t<<elseif $hudWeaponType.contains($hud.currentScreen)>>\t\n\t\t\t<<display 'drawWeaponStats'>>\n\t\t<<elseif $hudArmorType.contains($hud.currentScreen)>>\t\n\t\t\t<<display 'drawArmorStats'>>\n\t\t<<else>>\n\t\t\t<<display $hud.currentScreen>>\n\t\t<</if>>\n\t<</if>>\n\t</div>\n<</if>>
<<nobr>>\n\n<div class='PDATitleText'>User Information</div>\n<div class='HUD_PdaDisplayZone HUD_PdaGeneralInfoZone'>\n\t<div class = 'HUD_VitalityInMenu_NoScale'>\n\t\t<div class = 'HUD_VitalityInMenu HUD_VitalityInMenu_Left'>\n\t\t\tUser: <br>\n\t\t\tGender:<br>\n\t\t\tActive: <br>\n\t\t\tBalance:\n\t\t</div>\n\t\t<div class = 'HUD_VitalityInMenu HUD_VitalityInMenu_Right'>\n\t\t\t<<firstname>> Acrel<br>\n\t\t\t<<if $attrib.unspecifiedGender>>Unspecified<<elseif $attrib.gender eq "female">>Female<<else>>Male<</if>><br>\n\t\t\t<<display 'printTime'>>\n\t\t\t<span class='bluecolor'><<print $attrib.credits>> C</span><br>\n\t\t</div>\n\t</div>\n\t<div class = 'HUD_VitalityInMenu_NoScale'>\n\t\t<div class = 'HUD_VitalityInMenu HUD_VitalityInMenu_Left'>\n\t\t\tProfession:<br>\n\t\t\tLocator:<br>\n\t\t\t<<if $debug>>DEBUG Passage:<br><</if>>\n <<if $debug>>DEBUG Vendor Index:<br><</if>>\n\t\t\tIncome:<br>\n\t\t\tCrimeStat:\n\t\t</div>\n\t\t<div class = 'HUD_VitalityInMenu HUD_VitalityInMenu_Right'>\n\t\t\tSanctioned Hunter<br>\n\t\t\t<<print $savesMenuPassage>><br>\n\t\t\t<<if $debug>><<print $currentgamepassage>><br>\n <<print $time.vendorStockIndex>><br>\n <</if>>\n\t\t\t<<if $job_conspiracy.fundingWasCut and $job_conspiracy.gotFundCutMessage>>\n\t\t\t\t<span class='greyedout'>[NONE DUE]</span>\n\t\t\t<<elseif $chapter eq 1 and $payment_church.ammount gt 0>>\n\t\t\t\tdue in <<print (24 - $timesincelastbill)>> GSH <span class='greyedout'>(<<print $presumedAmmountDue>> C)</span>\n\t\t\t<<else>>\n\t\t\t\t<span class='greyedout'>[NONE DUE]</span>\n\t\t\t<</if>>\n\t\t\t<<if $debug>>DEBUG: <<print $job_conspiracy.fundingWasCut>> / <<print $job_conspiracy.gotFundCutMessage>><</if>>\n\t\t\t<br>\n\t\t\t<<if $attrib.criminality lt 2>><span class='greyedout'>No Record</span>\n\t\t\t<<elseif $attrib.criminality lt 5>><span class='bluecolor'>Misdemeanor</span>\n\t\t\t<<elseif $attrib.criminality lt 10>><span class='greencolor'>Petty Thief</span>\n\t\t\t<<elseif $attrib.criminality lt 15>><span class='yellowcolor'>Street Criminal</span>\n\t\t\t<<elseif $attrib.criminality lt 20>><span class='redcolor'>Gang Affiliated</span>\n\t\t\t<<else>><span class='redcolor'>Wanted Class 1</span>\n\t\t\t<</if>>\n\t\t</div>\t\t\n\t</div>\n</div>\n\n<div class='PDATitleText'>Vitals</div>\n<div class='HUD_PdaDisplayZone'>\n\t<<if $attrib.addicted or $attrib.infected or $attrib.exhausted>>\n\t\t<<set $hud.expandStatusEffects = true>>\n\t<<else>>\n\t\t<<set $hud.expandStatusEffects = false>>\n\t<</if>>\n\t<div id='vitals' style='height: 12px'>\n\t\t<<display 'HUD_StatusEffects'>>\n\t</div>\n\t<div class = 'HUD_VitalityInMenu'>\n\t\t<div class = 'HUD_VitalityInMenu HUD_VitalityInMenu_Left HUD_VitalityInMenu_Fullsize'>\n\t\t<strong>FAT:</strong>\n\t\t\t<<set $drawStyle = "stat">>\n\t\t\t<<set $barsToDraw = Math.round($attrib.fatigue / 5)>>\n\t\t\t<<display 'drawStatsBars'>><br>\n\t\t<strong>TOX:</strong>\n\t\t\t<<set $drawStyle = "stat">>\n\t\t\t<<set $barsToDraw = Math.round($attrib.toxicity / 5)>>\n\t\t\t<<display 'drawStatsBars'>><br>\n\t\t<strong>JOB:</strong>\n\t\t\t<<set $drawStyle = "performance">>\n\t\t\t<<set $barsToDraw = Math.round($attrib.dilligence / 5)>>\n\t\t\t<<display 'drawStatsBars'>><br>\n\t\t</div>\n\t</div>\n\t<div class = 'HUD_VitalityInMenu'>\n\t\t<div class = 'HUD_VitalityInMenu HUD_VitalityInMenu_Left'>\n\t\t\t<strong>AGGRO:</strong> <br>\n\t\t\t<strong>CAUTIO:</strong> <br>\n\t\t\t<strong>STRESS:</strong> <br>\n\t\t</div>\n\t\t<div class = 'HUD_VitalityInMenu HUD_VitalityInMenu_Right'>\n\t\t\t<<if $attrib.demeanor eq "agressive">>\n\t\t\t\t<<set $drawStyle = "orange">>\n\t\t\t\t<<set $barsToDraw = Math.round($attrib.violence / 5)>>\n\t\t\t\t<<display 'drawStatsBars'>><br>\n\n\t\t\t\t<<set $drawStyle = "red">>\n\t\t\t\t<<set $barsToDraw = Math.round($attrib.caution / 5)>>\n\t\t\t\t<<display 'drawStatsBars'>><br>\n\t\t\t<<elseif $attrib.demeanor eq "cautious">>\n\t\t\t\t<<set $drawStyle = "red">>\n\t\t\t\t<<set $barsToDraw = Math.round($attrib.violence / 5)>>\n\t\t\t\t<<display 'drawStatsBars'>><br>\n\n\t\t\t\t<<set $drawStyle = "blue">>\n\t\t\t\t<<set $barsToDraw = Math.round($attrib.caution / 5)>>\n\t\t\t\t<<display 'drawStatsBars'>><br>\n\t\t\t<<else>>\n\t\t\t\t<<set $drawStyle = "green">>\n\t\t\t\t<<set $barsToDraw = Math.round($attrib.violence / 5)>>\n\t\t\t\t<<display 'drawStatsBars'>><br>\n\n\t\t\t\t<<set $drawStyle = "green">>\n\t\t\t\t<<set $barsToDraw = Math.round($attrib.caution / 5)>>\n\t\t\t\t<<display 'drawStatsBars'>><br>\n\t\t\t<</if>>\n\n\t\t\t /%<span class='redcolor'>Agressive</span><<elseif $attrib.demeanor eq "cautious">><span class='bluecolor'>Cautious</span><<else>><span class='greencolor'>Balanced</span><</if>><br>%/\n\n\t\t\t<<set $drawStyle = "stat">>\n\t\t\t<<set $barsToDraw = Math.round($attrib.stress / 5)>>\n\t\t\t<<if $barsToDraw lt 0>>\n\t\t\t\t<<set $barsToDraw = 0>>\n\t\t\t<</if>>\n\t\t\t<<display 'drawStatsBars'>><br>\n\t\t</div>\n\t</div>\n</div>\n<div class='PDATitleText'>Functions:</div>\n<div class='HUD_PdaDisplayZone'>\n\t<<if $inztinct.active>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/achievement_generic.png]]\n\t\t\tInZtinct:\n\t\t\t<<if $attrib.religion eq "atheist">><span class='greyedout'>Freelancer</span><<elseif $attrib.religion eq "forsaken">><span class='bluecolor'>Forsaken</span><<elseif $attrib.religion eq "voided">><span class='bluecolor'>Voidheart</span><<elseif $attrib.religion eq "edenite">><span class='bluecolor'>Edenist</span><<elseif $attrib.religion eq "theophobe">><span class='yellowcolor'>Theophobe</span><<elseif $attrib.religion eq "highborn">><span class='yellowcolor'>Highborn</span><<elseif $attrib.religion eq "cyberpunk">><span class='bluecolor'>Cyberpunk</span><<elseif $attrib.religion eq "visionary">><span class='greencolor'>Visionary</span><<elseif $attrib.religion eq "gladiator">><span class='redcolor'>Gladiator</span><<elseif $attrib.religion eq "kobol">><span class='redcolor'><<if $attrib.gender eq "female">>Daughter<<else>>Son<</if>> of Kobol</span><<elseif $attrib.religion eq "warsmith">><span class='yellowcolor'>Warsmith</span><<elseif $attrib.religion eq "mesmer">><span class='bluecolor'>Skindancer</span><</if>>\n\t\t\t<br>\n\t\t\t<<if $inztinct.wasReset>>\n\t\t\t\t<strong><span class='yellowcolor'>!!</span></strong> InZtinct Update <strong><span class='yellowcolor'>!!</span></strong>\n\t\t\t<<elseif $inztinct.newSkills gte 1>>\n\t\t\t\t<strong><span class='bluecolor'><<print $inztinct.newSkills>></span></strong> New InZtinct<<if $inztinct.newSkills gt 1>>s<</if>>\n\t\t\t<<else>>\n\t\t\t<span class='nomsgtext greyedout'>No New InZtinct</span>\n\t\t\t<</if>>\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $inztinct.viewingSkill = "none">>\n\t\t\t\t<<set $hud.currentScreen = "skills">>\n\t\t\t<</click>>\n\t\t</div>\n\t<</if>>\n\t<div class='HUD_ListEntry'>\n\t\t<<if $hud.newmsg gte 1>>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/message_new.png]]\n\t\t<<else>>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/message_none.png]]\n\t\t<</if>>\n\t\tMessages<br>\n\t\t<<if $hud.newmsg gte 1>>\n\t\t\t<strong><span class='bluecolor'><<print $hud.newmsg>></span></strong> Unread <<if $hud.newmsg gt 1>>Messages<<else>>Message<</if>>\n\t\t<<else>>\n\t\t\t\t<span class='nomsgtext greyedout'>No New Messages</span>\n\t\t<</if>>\n\t\t<<click '' 'PDA'>>\n\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t<<set $hud.currentScreen = "messages">>\n\t\t<</click>>\n\t</div>\n\t<div class='HUD_ListEntry'>\n\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\tAgenda<br>\n\t\t<<click '' 'PDA'>>\n\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t<<set $hud.currentScreen = "agenda">>\n\t\t<</click>>\n\t</div>\n\t<div class='HUD_ListEntry'>\n\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/vitality.png]]\n\t\tGear<br>\n\t\t<<click '' 'PDA'>>\n\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t<<set $hud.currentScreen = "gear">>\n\t\t<</click>>\n\t</div>\n\t<div class='HUD_ListEntry'>\n\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/codex.png]]\n\t\tCodex<br>\n\t\t<<click '' 'PDA'>>\n\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t<<set $hud.codexCategory = "none">>\n\t\t\t<<set $hud.currentScreen = "codex">>\n\t\t<</click>>\n\t</div>\n</div>\n\n<</nobr>>
<<nobr>>\n\n<<set $foundarchivedtask = false>>\n<<set $foundactivetask = false>>\n\n<div class='PDATitleText'>Angeda & Contracts:</div>\n<div class='HUD_PdaDisplayZone'>\n\t\t<<if $job_conspiracy.instructionPhase gte 1>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "zweili_task_main">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: <<if ($job_abomination_investigate.abomSabotagePhase gte 7 or ($job_abomination_investigate.abomAugmentPhase gte 9 and $job_abomination_investigate.abomAugmentPhase lt 98)) and $job_abomination_investigate.abomSabotagePhase neq 98>>Project Chaos<<else>>Object 55316<</if>><br>\n\t\t\t\tClient: <<if ($job_abomination_investigate.abomSabotagePhase gte 7 or ($job_abomination_investigate.abomAugmentPhase gte 9 and $job_abomination_investigate.abomAugmentPhase lt 98)) and $job_abomination_investigate.abomSabotagePhase neq 98>>Xarea<<else>>Zweili<</if>><br>\n\t\t\t\tPriority: High\n\t\t\t</div>\n\t\t<<elseif $hud.messages.length gt 0 and $hud.messages[0].read>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "zweili_task_main">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Presence Request<br>\n\t\t\t\tClient: Zweili<br>\n\t\t\t\tPriority: High\n\t\t\t</div>\n\t\t<</if>>\n\n\t\t<<if $job_intro_implant.mainPhase gte 1 and $job_intro_implant.mainPhase lt 2 and $job_conspiracy.unlockedMainQuest>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_intro_implant">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Implant Malfunction<br>\n\t\t\t\tClient: None<br>\n\t\t\t\tPriority: High\n\t\t\t</div>\n\t\t<</if>>\n\n\t\t<<if $job_abomination_investigate.mainPhase gte 1 and $job_abomination_investigate.mainPhase neq 4 and $job_abomination_investigate.mainPhase neq 6 and $job_abomination_investigate.mainPhase lt 98>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_abomination_investigate">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Abominable Influence<br>\n\t\t\t\tClient: N/A<br>\n\t\t\t\tPriority: High\n\t\t\t</div>\n\t\t<</if>>\n\n\t\t<<if $job_fisher_revenge.mainPhase gte 1 and $job_fisher_revenge.mainPhase lt 4>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "fisher_task_revenge">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Real Important Shit<br>\n\t\t\t\tClient: Fisher<br>\n\t\t\t\tPriority: High\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $job_arena_lavandri.mainPhase gte 1 and $job_arena_lavandri.mainPhase lt 10>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_arena_lavandri">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Deathmatch Arena<br>\n\t\t\t\tClient: Lavandri Corp<br>\n\t\t\t\tPriority: Medium\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $job_blindkid_resolution.mainPhase gte 1 and $job_blindkid_resolution.mainPhase lt 3>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_blindkid_resolution">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: <<if $job_witches_pendant.mainPhase eq 7>>Another Artefact<<else>>Commisariat Investigation<</if>><br>\n\t\t\t\tClient: <<if $job_witches_pendant.mainPhase eq 7>>Fabienne<<else>>Varai<</if>><br>\n\t\t\t\tPriority: Medium\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $job_blindkid_resolution.mainPhase lt 1 and $job_blindkid_shrine.mainPhase gte 1 and $job_blindkid_shrine.mainPhase lt 98>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_blindkid_shrine">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Cryptic & Important<br>\n\t\t\t\tClient: Zweili<br>\n\t\t\t\tPriority: High\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $job_corpo_conference.mainPhase gte 1 and $job_corpo_conference.mainPhase lt 6>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_corpo_conference">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Corpo Conference<br>\n\t\t\t\tClient: Zweili<br>\n\t\t\t\tPriority: High\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $job_riptide_postbattle.mainPhase gte 1 and $job_riptide_postbattle.mainPhase lt 6>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_riptide_postbattle">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Outpost Cleanup<br>\n\t\t\t\tClient: <<if $loc_riptide.ownedBy eq "marisa">>Jalkovski<<else>>Fisher<</if>><br>\n\t\t\t\tPriority: Medium\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $job_petrovic_paladin.mainPhase gte 1 and $job_petrovic_paladin.mainPhase lt 4>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_petrovic_paladin">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Sphinx Spine<br>\n\t\t\t\tClient: Petrovic<br>\n\t\t\t\tPriority: Medium\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $job_anska_haze.mainPhase gte 1 and $job_anska_haze.mainPhase lt 6>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_anska_haze">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Djinn Retardant<br>\n\t\t\t\tClient: Anska<br>\n\t\t\t\tPriority: Medium\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $randomEncounterPhases.syndicateBasePhase gte 1 and $randomEncounterPhases.syndicateBasePhase lt 5>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_syndicate_bases">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Syndicate 4 Issue<br>\n\t\t\t\tClient: None<br>\n\t\t\t\tPriority: Medium\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if ($job_fisher_counterattack.mainPhase gte 2 and $job_fisher_counterattack.mainPhase lt 4) or ($job_fisher_extremists.mainPhase gte 1 and $job_fisher_extremists.mainPhase lt 4) or ($job_fisher_counterattack.altPhase gte 1 and $job_fisher_counterattack.altPhase lt 4)>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "fisher_task_extremists">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Theophobic Influence<br>\n\t\t\t\tClient: <<if $job_fisher_counterattack.altPhase gte 1 or $job_fisher_counterattack.mainPhase gte 1>>Wilkin<<else>>Fisher<</if>><br>\n\t\t\t\tPriority: Medium\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $job_coven.mainPhase gte 1 and $job_coven.overrideAnska eq false and $celena_loc neq "none" and $job_coven.mainPhase lt 6 and ($job_coven.foundDnetMention eq false and $job_coven.overrideAnska eq false) and $chr_celena.met>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "celena_task2_main">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Coven Investigation<br>\n\t\t\t\tClient: Celena<br>\n\t\t\t\tPriority: Medium\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $job_coven.mainPhase gte 1 and $job_coven.overrideAnska eq true and $job_conspiracy.instructionPhase lt 7>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "anska_task_main">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Coven Investigation<br>\n\t\t\t\tClient: Anska<br>\n\t\t\t\tPriority: Medium\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $job_crypto_warlock.altPhase gte 1 and $job_crypto_warlock.altPhase lt 9>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_crypto_warlock">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Cryptomancy<br>\n\t\t\t\tClient: Gal<br>\n\t\t\t\tPriority: Medium\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $job_witches_pendant.mainPhase gte 1 and $job_witches_pendant.mainPhase lt 7>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_witches_pendant">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Strange Pendant<br>\n\t\t\t\tClient: None<br>\n\t\t\t\tPriority: Low\n\t\t\t</div>\n\t\t<</if>>\n\n\t\t<<if ($job_banshee_srpawl.mainPhase gte 1 and $job_banshee_srpawl.mainPhase lt 6) or $job_banshee_srpawl.mainPhase eq 98>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_banshee_srpawl">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: A Small Issue<br>\n\t\t\t\tClient: Petrovic<br>\n\t\t\t\tPriority: Low\n\t\t\t</div>\n\t\t<</if>>\n\n\t\t<<if $job_combat_intro.mainPhase gte 1 and $job_combat_intro.mainPhase lt 5>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_combat_intro">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Abominable Issue<br>\n\t\t\t\tClient: Lilly Vau<br>\n\t\t\t\tPriority: Low\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $job_scrapyard_oger.mainPhase eq 1>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_scrapyard_oger">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Oger Issues<br>\n\t\t\t\tClient: Mark<br>\n\t\t\t\tPriority: Low\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $job_undersprawl_purge.mainPhase gt 0 and $job_undersprawl_purge.mainPhase lt 9>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_undersprawl_purge">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Undersprawl Incident<br>\n\t\t\t\tClient: None<br>\n\t\t\t\tPriority: Low\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $job_boulevard_hellcat.mainPhase gte 1 and $job_boulevard_hellcat.mainPhase lt 3>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_cryolounge_hellcat">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Cryolounge Abomination<br>\n\t\t\t\tClient: Harper<br>\n\t\t\t\tPriority: Low\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $job_psychocult.mainPhase gte 1 and $job_psychocult.mainPhase lt 98>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_psychocult">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Hunting Season<br>\n\t\t\t\tClient: None<br>\n\t\t\t\tPriority: Low\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $job_crypto_warlock.mainPhase gte 1 and $job_crypto_warlock.mainPhase lt 98 and $job_crypto_warlock.mainPhase neq 9 and $job_crypto_warlock.mainPhase neq 10 and $job_crypto_warlock.mainPhase neq 12 and $job_crypto_warlock.altPhase eq 0>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_crypto_warlock">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Cryptomancy<br>\n\t\t\t\tClient: Mr. Luscovari<br>\n\t\t\t\tPriority: Low\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if ($job_drugdealer.mainPhase gte 1 and $job_drugdealer.mainPhase lt 3 and $celena_loc neq "none") or ($job_drugdealer.altPhase gt 0 and $job_drugdealer.altPhase lt 2)>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "celena_task_main">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Supplier Issues<br>\n\t\t\t\tClient: <<if $job_drugdealer.altPhase gte 1>>Fisher<<else>>Celena<</if>><br>\n\t\t\t\tPriority: Low\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $job_school.mainPhase gte 1 and $job_school.mainPhase lt 2>>\n\t\t\t<<set $foundactivetask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "raj_task_main">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Lesson on Abominations<br>\n\t\t\t\tClient: Tobias<br>\n\t\t\t\tPriority: Low\n\t\t\t</div>\n\t\t<</if>>\n\n\t<<if not $foundactivetask>>\n\t\t[NO ACTIVE TASKS]\n\t<</if>>\n</div><br>\n\n\n\n<div class='PDATitleText'>Archived Tasks:</div>\n<div class='HUD_PdaDisplayZone' id='jobs-completed'>\n\t<<display 'Archived_Tasks'>>\n</div>\n\n<<unset $foundarchivedtask, $foundactivetask>>\n<</nobr>>
<<nobr>>\n\n<<set $foundarchivedmessage = false>>\n<<set $foundunreadmessage = false>>\n\n<div class='PDATitleText'>Unread Messages:</div>\n<div class='HUD_PdaDisplayZone'>\n<<if $hud.newmsg gte 1>>\n\t<<set $hud.newmsg = 0>>\n<</if>>\n\n\t<<for $i = $hud.messages.length - 1; $i gte 0; $i-->>\n\t\t<<if $hud.messages[$i].read eq false>>\n\t\t\t<<set $foundunreadmessage = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/message_new.png]]\n\t\t\t\t<<print "<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound('ui_blip');>>\n\t\t\t\t\t<<set $hud.currentScreen = \s"" + $hud.messages[$i].name + "\s">>\n\t\t\t\t<</click>>">>\n\t\t\t\tFrom: <<print $hud.messages[$i].from>><br>\n\t\t\t\tSubject: <<print $hud.messages[$i].subject>>\n\t\t\t</div>\n\t\t<</if>>\n\t<</for>>\n\n\t<<if not $foundunreadmessage>>\n\t\t<span class='greyedout'>[NO UNREAD MESSAGES]</span>\n\t<</if>>\n</div><br>\n\n<div class='PDATitleText'>Read Messages:</div>\n<div class='HUD_PdaDisplayZone' id='unread-messages'>\n\t<<display 'Messages_Unread'>>\n</div>\n\n<<unset $foundarchivedmessage, $foundunreadmessage>>\n<</nobr>>
<<nobr>>\n\t<<if $equip.gotAmmoUpgrade>>\n\t\t<div class='PDATitleText'>QuickAmmo™</div>\n\t\t<div class='HUD_PdaDisplayZone HUD_PdaGeneralInfoZone'>\n\t\t\t<div class = 'HUD_VitalityInMenu'>\n\t\t\t\t<strong>9mm:</strong>\n\t\t\t\t\t<<set $drawStyle = "ammo">>\n\t\t\t\t\t<<set $barsToDraw = Math.round(($equip.pistol.ammo / $equip.pistol.ammo_max) * 20)>>\n\t\t\t\t\t<<display 'drawStatsBars'>><br>\n\t\t\t\t<strong>TNG:</strong>\n\t\t\t\t\t<<set $drawStyle = "ammo">>\n\t\t\t\t\t<<set $barsToDraw = Math.round(($equip.rifle.ammo.normal / $equip.rifle.ammo.normal_max) * 20)>>\n\t\t\t\t\t<<display 'drawStatsBars'>><br>\n\t\t\t\t<strong>SCT:</strong>\n\t\t\t\t\t<<set $drawStyle = "ammo">>\n\t\t\t\t\t<<set $barsToDraw = Math.round(($equip.rifle.ammo.scatter / $equip.rifle.ammo.scatter_max) * 20)>>\n\t\t\t\t\t<<display 'drawStatsBars'>><br>\n\t\t\t</div>\n\t\t\t<div class = 'HUD_VitalityInMenu'>\n\t\t\t\t<strong>CRG:</strong>\n\t\t\t\t\t<<set $drawStyle = "performance">>\n\t\t\t\t\t<<set $barsToDraw = Math.round($equip.charge / 5)>>\n\t\t\t\t\t<<display 'drawStatsBars'>><br>\n\t\t\t\t<strong>CDT:</strong>\n\t\t\t\t\t<<set $drawStyle = "ammo">>\n\t\t\t\t\t<<set $barsToDraw = Math.round(($equip.rifle.ammo.electric / $equip.rifle.ammo.electric_max) * 20)>>\n\t\t\t\t\t<<display 'drawStatsBars'>><br>\n\t\t\t\t<strong>TXN:</strong>\n\t\t\t\t\t<<set $drawStyle = "ammo">>\n\t\t\t\t\t<<set $barsToDraw = Math.round(($equip.rifle.ammo.chemical / $equip.rifle.ammo.chemical_max) * 20)>>\n\t\t\t\t\t<<display 'drawStatsBars'>><br>\n\t\t\t</div>\n\t\t</div>\n\t<</if>>\n\n\t<div class='PDATitleText'>Equipment</div>\n\t<div class='HUD_PdaDisplayZone' id='gear-equip'>\n\t\t<<display 'Gear_Equip'>>\n\t</div>\n\n\t<div class='PDATitleText'>Augmentation</div>\n\t<div class='HUD_PdaDisplayZone' id='gear-augs'>\n\t\t<<display 'Gear_Augs'>>\n\t</div>\n\n\t<div class='PDATitleText'>Items</div>\n\t<div class='HUD_PdaDisplayZone' id='gear-items'>\n\t\t<<display 'Gear_Items'>>\n\t</div>\n\n\t<div class='PDATitleText'>Ammo</div>\n\t<div class='HUD_PdaDisplayZone' id='gear-ammo'>\n\t\t<<display 'Gear_Ammo'>>\n\t</div>\n<</nobr>>
<<nobr>>\n\t<<set $inztinct.newSkills = 0>>\n\n\t/%<<set $inztinct.wasReset = true>>%/\n\t<<if $inztinct.wasReset>>\n\t\t<<set $inztinct.wasReset = false; $inztinct.pointsAvailable = 7; $inztinct.learnedSkills = []; $inztinct.specialDisplayMode = "reset"; $inztinct.affinity = 0>>\n\t\t<<display 'checkAffinity'>>\n\t<</if>>\n\n\t/% FOR TESTING \n\n\t<<set $attrib.credits = 50000>> %/\n\n\t<<if $debug>>\n\t\t<center>[[Freelancer|PDA][$attrib.religion = "atheist"]] - [[Forsaken|PDA][$attrib.religion = "forsaken"]] - [[Voidheart|PDA][$attrib.religion = "voided"]] - [[Edenist|PDA][$attrib.religion = "edenite"]] - [[Theophobe|PDA][$attrib.religion = "theophobe"]] - [[Highborn|PDA][$attrib.religion = "highborn"]] - [[Cyberpunk|PDA][$attrib.religion = "cyberpunk"]] - [[Visionary|PDA][$attrib.religion = "visionary"]] - [[Gladiator|PDA][$attrib.religion = "gladiator"]] - [[Skindancer|PDA][$attrib.religion = "mesmer"]] - [[Warsmith|PDA][$attrib.religion = "warsmith"]] - [[Kobol|PDA][$attrib.religion = "kobol"]]</center> \n\t<</if>>\n\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<div class='HUD_SkillInfoArea' id='skill-info'>\n\t\t\t<<display 'SkillInfoBox'>>\n\t\t</div>\n\t</div><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<div class='HUD_SkillsAttuneArea' id='attune-area'>\n\t\t\tEXP: \n\t\t\t<<set $statsstring = "">>\n\t\t\t<<set $drawnbars = 0>>\n\t\t\t<<for $i = 0; $i lt $inztinct.affinity; $i++>>\n\t\t\t\t<<set $statsstring += "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_shield_icon.png]]">>\n\t\t\t\t<<set $drawnbars += 1>>\n\t\t\t<</for>>\n\t\t\t<<for $i = $drawnbars; $i lt $inztinct.maxAffinity; $i++>>\n\t\t\t\t<<set $statsstring += "[img[https://rage-productions.com/game-content/scaffold-22/images/ui_depleted_icon.png]]">>\n\t\t\t<</for>>\n\t\t\t<<print $statsstring>>\n\t\t</div>\n\t\t<div class='HUD_SkillsMemoryArea' id='mem-area'>\n\t\t\tMEM: <<print Math.round($inztinct.pointsAvailable * 128)>> XB\n\t\t</div>\n\t\t<div class='HUD_SkillsScreen' id='skill-area'>\n\t\t\t<<display 'HUD_SkillArea'>>\n\t\t</div>\n\t</div>\n<</nobr>>
<<nobr>>\n\n\t<div class='PDATitleText' id='hud-title'>Categories</div>\n\t<center>Total Entries Unlocked: <<print $hud.foundCodexEntries.length>></center>\n\t<div class='HUD_PdaDisplayZone' id='codex-categories'>\n\t\t<<display 'Codex_ContentList'>>\n\t</div>\n\t/%\n\t<div class='PDATitleText' id='hud-searchname'>Search</div>\n\t<div class='HUD_PdaDisplayZone' id='hud-search'>\n\t\t<<textbox "$search" "">>\n\t\t<div class='HUDHackButton'>\n\t\t\t<<click 'Search'>>\n\t\t\t\t<<set $results = []>>\n\t\t\t\t<<set $regexp = new RegExp('^.*' + $search + '.*$', 'gm')>>\n\t\t\t\t<<set window.alert($regexp)>>\n\n\t\t\t\t<<for $i = $hud.foundCodexEntries.length - 1; $i gte 0; $i-->>\n\t\t\t\t\t<<set $test = tale.get($hud.foundCodexEntries[$i])>>\n\t\t\t\t\t<<set $str = $test.text>>\n\t\t\t\t\t<<if $str.match($regexp)>>\n\t\t\t\t\t\t<<set $results.push($hud.foundCodexEntries[$i])>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</for>>\n\t\t\t\t<<append '#hud-search'>>\n\t\t\t\t\t<<print $results.length>>\n\t\t\t\t<</append>>\n\t\t\t<</click>>\n\t\t</div>\n\t</div>\n\t%/\n\n<</nobr>>
<<if not $hud.expandStatusEffects>>\n\t<div class = 'HUD_PdaExpandButton'>\n\t\t<<click 'Expand'>>\n\t\t\t<<set $hud.expandStatusEffects = true; playContextSound("ui_click");>>\n\t\t\t<<replace '#vitals'>>\n\t\t\t\t<<display 'HUD_StatusEffects'>>\n\t\t\t<</replace>>>\n\t\t<</click>>\n\t</div>\n<<else>>\n\t<div class = 'HUD_PdaExpandButton'>\n\t\t<<click 'Collapse'>>\n\t\t\t<<set $hud.expandStatusEffects = false; playContextSound("ui_click");>>\n\t\t\t<<replace '#vitals'>>\n\t\t\t\t<<display 'HUD_StatusEffects'>>\n\t\t\t<</replace>>>\n\t\t<</click>>\n\t</div>\n<</if>>\n\n<<set $statusEffectsList = []>>\n<<if $attrib.infected>> \n\t<<set $statEff = {name: "Infection", desc: "You are suffering a mild infection. Fatigue gain increased.", colorCode: "yellowcolor", image: "ui_status_vitals_bad"}>>\n\t<<if $attrib.infectionLevel gte 4>>\n\t\t<<set $statEff = {name: "Infection", desc: "You are suffering a growing infection. Fatigue and intoxication gain incresed. Seek treatment.", colorCode: "redcolor", image: "ui_status_vitals_bad"}>>\n\t<<elseif $attrib.infectionLevel gte 2>>\n\t\t<<set $statEff = {name: "Infection", desc: "You are suffering a severe infection. Fatigue and intoxication gain greatly incresed. Seek immediate treatment.", colorCode: "orangecolor", image: "ui_status_vitals_bad"}>>\n\t<</if>>\n\n\t<<set $statusEffectsList.push($statEff)>>\n<</if>>\n\n<<if $attrib.addicted>>\n\t<<set $statEff = {name: "Addiction", desc: "You are suffering from substance abuse. Constant fatigue unless intoxicated. Seek immediate treatment.", colorCode: "redcolor", image: "ui_status_vitals_bad"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<</if>>\n\n<<if $attrib.exhausted>>\n\t<<set $statEff = {name: "Exhaustion", desc: "You are suffering from exhaustion. Attempt to relax or seek out a mental health professional.", colorCode: "redcolor", image: "ui_status_vitals_bad"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<</if>>\n\n<<if $attrib.fatigue gte 75>>\n\t<<set $statEff = {name: "Fatigued", desc: "You are severely fatigued. Accuracy, sneak and survival skills severely impaired.", colorCode: "redcolor", image: "ui_status_vitals_warning"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<<elseif $attrib.fatigue gte 50>>\n\t<<set $statEff = {name: "Fatigued", desc: "You are fatigued. Accuracy, sneak impaired.", colorCode: "yellowcolor", image: "ui_status_vitals_warning"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<</if>>\n\n<<if $attrib.toxicity gte 75>>\n\t<<set $statEff = {name: "Intoxicated", desc: "You are severely intoxicated. Accuracy, sneak and survival skills severely impaired.", colorCode: "redcolor", image: "ui_status_vitals_warning"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<<elseif $attrib.toxicity gte 50>>\n\t<<set $statEff = {name: "Intoxicated", desc: "You are intoxicated. Accuracy and sneak impaired.", colorCode: "yellowcolor", image: "ui_status_vitals_warning"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<</if>>\n\n<<if $equip.isAbominated>>\n\t<<set $statEff = {name: "Abominated", desc: "You are afflicted by an abominable taint. There is no cure.", colorCode: "redcolor", image: "ui_status_vitals_warning"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<</if>>\n\n<<if $equip.isCybernetic>>\n\t<<set $nameStr = "Cybernetic">>\n\t<<set $textStr = "You have concealed cybernetic implants.">>\n\n\t<<if $equip.isCyberImplant>>\n\t\t<<set $nameStr = "Cyborg">>\n\t\t<<set $textStr = "You are visibly a cyborg.">>\n\t<</if>>\n\n\t<<if not $gameworld_modifiers.hasCyberneticFatigueOverride>>\n\t\t<<set $textStr += " Cybernetics incur fatigue.">>\n\t<</if>>\n\n\t<<set $statEff = {name: $nameStr, desc: $textStr, colorCode: "bluecolor", image: "achievement_generic"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<</if>>\n\n<<if not $sexPhases.canHaveSex>>\n\t<<set $statEff = {name: "Fulfilled", desc: "You are as sexually satiated as could be.", colorCode: "bluecolor", image: "vitality"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<</if>>\n\n<<if not $sexPhases.canHaveDrugs>>\n\t<<set $statEff = {name: "Comedown", desc: "You are still coming down from something.", colorCode: "bluecolor", image: "vitality"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<</if>>\n\n<<if $attrib.demeanor eq "agressive">>\n\t<<set $statEff = {name: "Demeanor: Aggressive", desc: "Your demeanor is aggressive. Worse sneak, increased melee damage.", colorCode: "orangecolor", image: "vitality"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<<elseif $attrib.demeanor eq "cautious">>\n\t<<set $statEff = {name: "Demeanor: Cautious", desc: "Your demeanor is cautious. Increased sneak and evade.", colorCode: "bluecolor", image: "vitality"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<<elseif $attrib.demeanor eq "balanced">>\n\t<<set $statEff = {name: "Demeanor: Balanced", desc: "Your demeanor is balanced. No particular strength or weakness.", colorCode: "greencolor", image: "vitality"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<</if>>\n\n<<if $gameworld_modifiers.isExubrenceQualified>>\n\t<<set $statEff = {name: "InZtinct: Exubrence", desc: "When you enter combat, you dazzle enemies.", colorCode: "purplecolor", image: "ui_status_skill"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<<elseif $gameworld_modifiers.isNoxiousQualified>>\n\t<<set $statEff = {name: "InZtinct: Noxious", desc: "When you enter combat, you unleash noxious gas.", colorCode: "purplecolor", image: "ui_status_skill"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<<elseif $gameworld_modifiers.isAtonementQualified>>\n\t<<set $statEff = {name: "InZtinct: Hades Incarnate", desc: "When you enter combat, you incinerate enemies.", colorCode: "purplecolor", image: "ui_status_skill"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<<elseif $gameworld_modifiers.isExtacyQualified>>\n\t<<set $statEff = {name: "InZtinct: Extascy", desc: "Using combat chems removes all fatigue and increases critical hit chance.", colorCode: "purplecolor", image: "ui_status_skill"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<<elseif $gameworld_modifiers.isGodlikeQualified>>\n\t<<set $statEff = {name: "InZtinct: Godlike", desc: "When you enter combat, you dazzle enemies.", colorCode: "purplecolor", image: "ui_status_skill"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<<elseif $gameworld_modifiers.isExMachinaQualified>>\n\t<<set $statEff = {name: "InZtinct: Ex Machina", desc: "When you enter combat, your fatigue is miraculously cured.", colorCode: "purplecolor", image: "ui_status_skill"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<<elseif $inztinct.learnedSkills.contains("skill_cyber_12") and $equip.isCybernetic>>\n\t<<set $statEff = {name: "InZtinct: Electron", desc: "When you enter combat, you shock enemies", colorCode: "purplecolor", image: "ui_status_skill"}>>\n\t<<set $statusEffectsList.push($statEff)>>\n<</if>>\n\n<<if $hud.expandStatusEffects>>\n\t<<for $i = $statusEffectsList.length - 1; $i gte 0; $i-->>\n\t\t<<print "\n\t\t\t<div class='HUD_ListEntry' style='width: 100%; float: left'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/" + $statusEffectsList[$i].image + ".png]]\n\t\t\t\t<span class='" + $statusEffectsList[$i].colorCode + "'><strong>" + $statusEffectsList[$i].name + "</strong></span><br>\n\t\t\t\t" + $statusEffectsList[$i].desc + "\n\t\t\t</div>\n\t\t">>\n\t<</for>>\n\t<<if $statusEffectsList.length eq 0>>\n\t\t<div class='HUD_ListEntry greyedout' style='width: 100%; float: left'>\n\t\t\t<center>[NO STATUS EFFECTS ACTIVE]</center>\n\t\t</div>\n\t<</if>>\n<<else>>\n\t<<if $attrib.addicted or $attrib.infected or $attrib.exhausted>>\n\t\t<div class='HUD_ListEntry greyedout' style='width: 100%; float: left; margin-top: -20px;'>\n\t\t\t<center><span class='redcolor'>- Severe Danger -</span><br>- Expand for More Information -<br></center>\n\t\t</div>\n\t<</if>>\n<</if>>
<<nobr>>\n\t<<set $hud.doNotification = true>>\n\n\t<<display 'HUD_DisplayAquireItem'>>\n\n\t<<set document.getElementById("hud-notification-pane").className = "HUD_Notification">>\n\t<<set window.setTimeout(doHudNotification, 35, document.getElementById("hud-notification-pane"), "HUD_Notification HUD_Notification_Show");>>\n<</nobr>>
<<nobr>>\n\t<<if $aquireTitle eq "Exo Failure">>\n\t\t<div class='HUD_NotificationContent HUD_NotificationContent_Bad'>\n\t\t\t<span class='NotificationTitle'><<print $aquireTitle>></span><br>\n\t\t\t<<if $aquireImage eq "none">>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/no_item_pickup.png]]">><br>\n\t\t\t<<else>>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $aquireImage + ".png]]">><br>\n\t\t\t<</if>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='HUD_NotificationContent'>\n\t\t\t<<if $aquireImage eq "credits">>\n\t\t\t\t<<set $actualname = "home">>\n\t\t\t\t<<set playContextSound("ui_blip")>>\n\n\t\t\t<<elseif $aquireImage eq "bolt_tungsten">>\n\t\t\t\t<<set $actualname = "Tungsten Bolt">>\n\t\t\t\t<<set playContextSound("ui_reload_9mm")>>\n\t\t\t<<elseif $aquireImage eq "bolt_electro">>\n\t\t\t\t<<set $actualname = "Conductive Bolt">>\n\t\t\t\t<<set playContextSound("ui_reload_9mm")>>\n\t\t\t<<elseif $aquireImage eq "bolt_scatter">>\n\t\t\t\t<<set $actualname = "Scattershot Canister">>\n\t\t\t\t<<set playContextSound("ui_reload_9mm")>>\n\t\t\t<<elseif $aquireImage eq "bolt_toxin">>\n\t\t\t\t<<set $actualname = "Neurotoxin Canister">>\n\t\t\t\t<<set playContextSound("ui_reload_9mm")>>\n\t\t\t<<elseif $aquireImage eq "9mm">>\n\t\t\t\t<<set $actualname = "9mm">>\n\t\t\t\t<<set playContextSound("ui_reload_9mm")>>\n\n\t\t\t<<elseif $aquireImage eq "unnerve">>\n\t\t\t\t<<set $actualname = "UnNerve">>\n\t\t\t\t<<set playContextSound("ui_reload_9mm")>>\n\t\t\t<<elseif $aquireImage eq "freakout">>\n\t\t\t\t<<set $actualname = "FreakOut">>\n\t\t\t\t<<set playContextSound("ui_reload_9mm")>>\n\t\t\t<<elseif $aquireImage eq "tranqwash">>\n\t\t\t\t<<set $actualname = "TranqWash">>\n\t\t\t\t<<set playContextSound("ui_reload_9mm")>>\n\t\t\t<<elseif $aquireImage eq "stimfuel">>\n\t\t\t\t<<set $actualname = "StimFuel">>\n\t\t\t\t<<set playContextSound("ui_reload_9mm")>>\n\n\t\t\t<<elseif $aquireImage eq "s_pendant">>\n\t\t\t\t<<set playContextSound("ui_reload_complex")>>\n\t\t\t\t<<set $actualname = "Unknown">>\n\t\t\t<<elseif $aquireImage eq "s_agent">>\n\t\t\t\t<<set $actualname = "Unknown">>\n\t\t\t\t<<set playContextSound("ui_reload_complex")>>\n\t\t\t<<elseif $aquireImage eq "s_miasma">>\n\t\t\t\t<<set playContextSound("ui_reload_complex")>>\n\t\t\t\t<<set $actualname = "Unknown">>\n\t\t\t<<elseif $aquireImage eq "s_nullcore">>\n\t\t\t\t<<set playContextSound("ui_reload_complex")>>\n\t\t\t\t<<set $actualname = "Unknown">>\n\t\t\t<<elseif $aquireImage eq "s_spine">>\n\t\t\t\t<<set playContextSound("ui_reload_complex")>>\n\t\t\t\t<<set $actualname = "Unknown">>\n\t\t\t<<elseif $aquireImage eq "s_virulent">>\n\t\t\t\t<<set playContextSound("ui_reload_complex")>>\n\t\t\t\t<<set $actualname = "Unknown">>\n\t\t\t<<elseif $aquireImage eq "env_small_exo_in">>\n\t\t\t\t<<set playContextSound("ui_attack_machinecharge")>>\n\t\t\t\t<<set $actualname = "Power Armor">>\n\t\t\t<<elseif $aquireImage eq "env_small_exo_out">>\n\t\t\t\t<<set playContextSound("ui_attack_machinewreck")>>\n\t\t\t\t<<set $actualname = "Power Armor">>\n\t\t\t<<elseif $aquireImage eq "fusion_sphere">>\n\t\t\t\t<<set playContextSound("ui_reload_complex")>>\n\t\t\t\t<<set $actualname = "Unknown">>\n\t\t\t<<elseif $aquireImage eq "s_spine_d">>\n\t\t\t\t<<set playContextSound("ui_reload_complex")>>\n\t\t\t\t<<set $actualname = "Unknown">>\n\t\t\t<<elseif $aquireImage eq "s_spine_f">>\n\t\t\t\t<<set playContextSound("ui_attack_machinecharge")>>\n\t\t\t\t<<set $actualname = "Unknown">>\n\n\t\t\t<<elseif $aquireImage eq "nano-plate" or $aquireImage eq "synth-lung" or $aquireImage eq "synth-flex">>\n\t\t\t\t<<set playContextSound("ui_reload_complex")>>\n\t\t\t\t<<set $actualname = "cyberbody">>\n\t\t\t<<elseif $aquireImage eq "deadeye" or $aquireImage eq "omnisense" or $aquireImage eq "antiflash">>\n\t\t\t\t<<set playContextSound("ui_reload_complex")>>\n\t\t\t\t<<set $actualname = "cybereye">>\n\t\t\t<<elseif $aquireImage eq "synth-fiber" or $aquireImage eq "neuro-fist" or $aquireImage eq "shock-fist">>\n\t\t\t\t<<set playContextSound("ui_reload_complex")>>\n\t\t\t\t<<set $actualname = "cyberarm">>\n\n\t\t\t<<else>>\n\t\t\t\t<<set playContextSound("ui_reload_complex")>>\n\t\t\t\t<<set $actualname = $aquireText>>\n\t\t\t<</if>>\n\n\t\t\t<<if not $hud.foundCodexEntries.contains($actualname)>>\n\t\t\t\t<<set $hud.foundCodexEntries.push($actualname)>>\n\t\t\t<</if>>\n\n\t\t\t<<if not $equip.purchasedUpgrades.contains($actualname)>>\n\t\t\t\t<<set $equip.purchasedUpgrades.push($actualname)>>\n\t\t\t<</if>>\n\n\t\t\t<<print "<<click '' 'PDA'>>\n\t\t\t\t<<set $hud.currentScreen = \s"" + $actualname + "\s"; playContextSound(\s"ui_blip\s");>>\n\t\t\t<</click>>">>\n\n\t\t\t<<if $equip.pistol.name eq $equip.pistol.lastRifle>>\n\t\t\t\t<<set $equip.pistol.anointment = $equip.pistol.lastAnointment>>\n\t\t\t<<elseif $equip.rifle.name eq $equip.rifle.lastRifle>>\n\t\t\t\t<<set $equip.rifle.anointment = $equip.rifle.lastAnointment>>\n\t\t\t<</if>>\n\n\t\t\t<span class='NotificationTitle'><<print $aquireTitle>></span><br>\n\t\t\t<div class='imageContainerLarge'>\n\t\t\t\t<<if $aquireImage eq "none">>\n\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/no_item_pickup.png]]">><br>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<if $equip.rifle.anointment neq "none" and $aquireImage.toLowerCase() eq $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t<div class='overlayImage'>\n\t\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.rifle.anointment.toLowerCase() + ".png]]">>\n\t\t\t\t\t\t</div>\n\t\t\t\t\t<<elseif $equip.pistol.anointment neq "none" and $aquireImage.toLowerCase() eq $equip.pistol.name.toLowerCase()>>\n\t\t\t\t\t\t<div class='overlayImage'>\n\t\t\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.pistol.anointment.toLowerCase() + ".png]]">>\n\t\t\t\t\t\t</div>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $aquireImage + ".png]]">><br>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\n\t\t\t<<set $origText = $aquireText>>\n\n\t\t\t<<display 'getActualItemName'>>\n\t\t\t<<print $aquireText>>\n\n\t\t<<set $aquireText = $origText>>\n\t\t</div>\n\t<</if>>\n\n\t<<if $aquireImage eq "env_small_exo_in" and $equip.rifle.name eq "none">>\n\t\t<<set $equip.rifle.name = "Rail Cannon"; $equip.rifle.ammo.normal += 12; $equip.rifle.ammo.electric += 8;>>\n\t\t<<display 'checkAmmoLevel'>>\n\t<</if>>\n<</nobr>>
<<if not $hud.doConfirm>>\n\t<<set $hud.doConfirm = true>>\n\t<<set document.getElementById("hud-confirmation-pane").className = "HUD_Confirmation HUD_Confirmation_Show">>\n<</if>>\n\n<div class='HUD_ConfirmScreen'>\n\t<<if $confirmType eq "confirmClass">>\n\t\t<span class='NotificationTitle'>Warning: Personality Shift!</span><br><br>\n\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/confirm_story_choice.png]]<br>\n\n\t\t<div class='HUD_PdaDisplayZone HUD_ConfirmStoryDecision'>\n\t\t\t<<if $inztinct.active>>\n\t\t\t\tWe have detected neurological activity consistent with a personality shift. Choosing this option will adopt a new InZtinct class and reset your InZtinct. This decision cannot be undone.\n\t\t\t<<else>>\n\t\t\t\tWe have detected neurological activity consistent with a personality shift. Choosing this option will adopt a new personality and mindset. This decision cannot be undone.\n\t\t\t<</if>><br><br>\n\n\t\t\t<div class='GameOption GameOption_BuyUI GameOption_Dialogue'>\n\t\t\t\t<<click 'Confirm' $nextScene>>\n\t\t\t\t\t<<print "<<set " + $nextSceneSet + ">>">>\n\t\t\t\t\t<<set $inztinct.wasReset = true>>\n\t\t\t\t\t<<set $hud.doConfirm = false; playContextSound("ui_click")>>\n\t\t\t\t\t<<set document.getElementById("hud-confirmation-pane").className = "HUD_Confirmation">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='GameOption GameOption_BuyUI GameOption_Weapon'>\n\t\t\t\t<<click 'Abort'>>\n\t\t\t\t\t<<set $hud.doConfirm = false; playContextSound("ui_blip_error")>>\n\t\t\t\t\t<<set document.getElementById("hud-confirmation-pane").className = "HUD_Confirmation">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t</div>\n\n\n\n\t<<elseif $confirmType eq "confirmDecision" or $confirmType eq "confirmDecisionChurch">>\n\t\t<span class='NotificationTitle'><<if $confirmType eq "confirmDecisionChurch">>Warning: Contract Obligation<<else>>Warning: Breech of Contract!<</if>></span><br><br>\n\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/riots.png]]<br>\n\t\t\n\t\t<div class='HUD_PdaDisplayZone HUD_ConfirmStoryDecision'>\n\t\t\t\t <<if $confirmType eq "confirmDecisionChurch">>\n\t\t\t\t\tWe have detected activity consistent with a fulfillment clause of your contract with: Father Kulli Zweili, Church of Eden. Choosing this option contractually obliges you to report all known information to the Church of Eden under oath. This decision cannot be undone.\n\t\t\t\t<<else>>\n\t\t\t\t\tWe have detected activity consistent with a breech of contract. Choosing this option will violate the terms and conditions of your contract with the Church of Eden. This decision cannot be undone.\n\t\t\t\t<</if>><br><br>\n\n\t\t\t<div class='GameOption GameOption_BuyUI GameOption_Dialogue'>\n\t\t\t\t<<click 'Confirm' $nextScene>>\n\t\t\t\t\t<<print "<<set " + $nextSceneSet + ">>">>\n\t\t\t\t\t<<set $hud.doConfirm = false; playContextSound("ui_click")>>\n\t\t\t\t\t<<set document.getElementById("hud-confirmation-pane").className = "HUD_Confirmation">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='GameOption GameOption_BuyUI GameOption_Weapon'>\n\t\t\t\t<<click 'Abort'>>\n\t\t\t\t\t<<set $hud.doConfirm = false; playContextSound("ui_blip_error")>>\n\t\t\t\t\t<<set document.getElementById("hud-confirmation-pane").className = "HUD_Confirmation">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t</div>\n\n\n\n\t<<elseif $confirmType eq "confirmClassAndDecision">>\n\t\t<span class='NotificationTitle'>Warning: Breech of Contract!</span><br><br>\n\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/confirm_story_choice.png]]<br>\n\n\t\t<div class='HUD_PdaDisplayZone HUD_ConfirmStoryDecision'>\n\t\t\t<<if $inztinct.active>>\n\t\t\t\tWe have detected activity consistent with both a breech of contract and a personality shift. Choosing this option will adopt a new InZtinct class and reset your InZtinct. The terms of your contract with the Church of Eden will also be breeched. This decision cannot be undone.\n\t\t\t<<else>>\n\t\t\t\tWe have detected activity consistent with both a breech of contract and a personality shift Choosing this option will adopt a new personality and mindset. The terms of your contract with the Church of Eden will also be breeched. This decision cannot be undone.\n\t\t\t<</if>><br><br>\n\n\t\t\t<div class='GameOption GameOption_BuyUI GameOption_Dialogue'>\n\t\t\t\t<<click 'Confirm' $nextScene>>\n\t\t\t\t\t<<print "<<set " + $nextSceneSet + ">>">>\n\t\t\t\t\t<<set $inztinct.wasReset = true>>\n\t\t\t\t\t<<set $hud.doConfirm = false; playContextSound("ui_click")>>\n\t\t\t\t\t<<set document.getElementById("hud-confirmation-pane").className = "HUD_Confirmation">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t<div class='GameOption GameOption_BuyUI GameOption_Weapon'>\n\t\t\t\t<<click 'Abort'>>\n\t\t\t\t\t<<set $hud.doConfirm = false; playContextSound("ui_blip_error")>>\n\t\t\t\t\t<<set document.getElementById("hud-confirmation-pane").className = "HUD_Confirmation">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t</div>\n\t<<elseif $confirmType eq "confirmStatusEffect">>\n\t\t<span class='NotificationTitle'>Warning: <<print $confirmTitle>>!</span><br><br>\n\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/vine.png]]<br>\n\n\t\t<div class='HUD_PdaDisplayZone HUD_ConfirmStoryDecision'>\n\t\t\t<<print $confirmText>><br><br>\n\n\t\t\t<div class='GameOption GameOption_BuyUI GameOption_BuyUI_FW GameOption_Dialogue'>\n\t\t\t\t<<click 'Confirm'>>\n\t\t\t\t\t<<set $hud.doConfirm = false; playContextSound("ui_click")>>\n\t\t\t\t\t<<set document.getElementById("hud-confirmation-pane").className = "HUD_Confirmation">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t</div>\n\n\t<</if>>\n</div>
<<display 'HUD_CodexBackButton'>><strong>FreakOut</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/freakout.png]]Illegal biochem which induces agression and increases resilience.</div><br><br>\n\nEffects:<br>\n+ <span class='yellowcolor'>2 armor integrity</span><br>\n+ <span class='purplecolor'>allows plasma casters to critically hit</span><br>\n+ <span class='greencolor'>35% critical hit and penetration with all weapons</span><br>\n+ <span class='greencolor'>25% hit chance with melee weapons</span><br>\n- <span class='redcolor'>25% ranged accuracy</span><br>\n- <span class='redcolor'>highly addictive</span><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tIllegal on most worlds and hab-plantforms in the galaxy due to its abominable nature, FreakOut is a Class 4 physiological enhancement agent favored in particular among illegal street fighters and backgroom brawlers. The biochemical compound contained in the canister is inject direclty into user's bloodstream, causing the contained agent to rapidly bind into nerve cells and muscle fibers, deadening sensation and increasing physical strangth. While the effects are short-lasted, humans under the influence of FreakOut have been know to survive a variety of otherwise fatal inguries and deliver punches with such brutal force that bulkheads were dented.<br><br>\n\nSide effects of the biocompound not only include the usual dangers of intoxication and physical dependency but - as the name implies - frequently cause users to 'freak out' even after the drug has worn off. Regular users are reported to suffer from frequent bursts of anger and rage, while occasional use generally leads to 'relatively' minor headaches, irritablility, and muscle contractions. Citizens are advised that purchase, retail, and possession of FreakOut and FreakOut-like compounds are strictly illegal under [[Church Law|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and those in possession of this drung, in partcicular those known to use frequently, ought be reported to the [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]] in the interest of public safety.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>StimFuel</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/stimfuel.png]]</div>Legal and widely available biochem designed to stave off iminent fatigue.<br><br>\n\nEffects:<br>\n+ <span class='yellowcolor'>1 armor integrity</span><br>\n+ <span class='bluecolor'>1 shield integrity</span><br>\n+ <span class='greencolor'>reduces fatigue and intoxication</span><br>\n+ <span class='greencolor'>10% hit & critical hit chance with all weapons</span><br>\n+ <span class='greencolor'>20% evade chance</span><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tOriginally designed by [[Athena Medical Inc.|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Athena Medical"]] but since spread to a wide number of pharmaceutical companies, StimFuel and its derrivates are a Class 2 neuroactive stimulant which is legal to purchase but not resell without license under [[Church Law|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]]. It is most commonly sold in inhalers and used to treat severe cases of over-exhaustion, crippling depression, and insomina by providing a potent - albeit temporary - boost to the user's mental and physical awareness. Most users report feeling more awake and alive than ever when using StimFuel but often are left extremely fatigued when the compound wears off.<br><br>\n\nDespite its undisputed legality, use - in particular overuse - of StimFuel is dangerous and may lead to both psychological dependency and disruptions of the natural sleep pattern. Users are therefore cautioned to consume the compound in small doses only and to seek medical assistance should any symptoms arise. Failure to consult with a medical professional within a reasonable time period not only increases the chances of health issues but voids the safe-use terms guaranteed by [[Athena Medical Inc.|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Athena Medical"]], which entitle users who have suffered unexpected or irregular effects a selection of generous corporate-sponsored healthcare benefits.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>TranqWash</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/tranqwash.png]]</div>Borderline illegal yet widely available biochem intended to increase focus.<br><br>\n\nEffects:<br>\n+ <span class='yellowcolor'>1 armor integrity</span><br>\n+ <span class='bluecolor'>2 shield integrity</span><br>\n+ <span class='greencolor'>35% ranged hit, crit, and damage</span><br>\n- <span class='redcolor'>25% melee hit, crit, and damage</span><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tA potent Class 3 biochemical that is widely available across the galaxy despite it's disputed legality, TranqWash is a calmative compound intended to ease anxiety and stress by 'washing' problems away. This is achieved by chemically distancing the user's mind from their body, allowing them to detach from worldly affairs. The result is a highly focused state in which the world apears clearer, unaffected by both emotion and thought, allowing utter concentration on any task at hand. Unfortunately, TranqWash negatively impacts muscle memory, forcing the user to deliberately act as natural reflexive response is severely dimished - possibly even entirely absent entirely.<br><br>\n\nKnown side effects of TranqWash are psychological dependance, degredation of motor function, and visual impairment. Overuse of the compound is known to occasionally cause utter dissasociation from the body and leave users in a vegetative or shizophrenic state, depending on their particular biology. In the interest of public safety, medical professionals and the [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]] therefore urge users to consume TranqWash with utmost care and report cases of abuse immediately, despite its current legality under [[Church Law|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]]. \n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Tungsten Bolt</strong>\n\n<<nobr>>\n<div class='HUD_CodexImage'>\n[>img[https://rage-productions.com/game-content/scaffold-22/images/bolt_tungsten.png]]\n</div>\nRailarm certified bolt with tungsten core and attached single use capacitor. Designed to achieve maximum penetration through sheer kinetic force.<br><br>\n\nEffects:<br>\n- <span class='yellowcolor'>armor penetration:</span> +50<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe archetypical railarm payload, Tungsten Bolts are low mass, high density projectiles designed to inflict maximum damage through sheer kinetic force. Modern designs are standardized on a 6mm bolt diameter to fit concemporary railarms and include an integrated power disc - in effect, a large capacitor fused into the back of the bolt, which is stripped from the bolt upon loading into the chamber and provides enough power for one discharge. Upon depression of the trigger, the firearm's rails are magnetized, causing the bolt to accelerate down the barrel, while the recoiling breech block crushes the power disc - at this point, still a cylinder - into a small smouldering disc which is then ejected, either manually or as part of the cycling operation.<br><br>\n\n\t\t\t\tThe extreme velocities which can be achieved by Tungsten Bolts mean they impart significant kinetic energy on impact and are lethal even against armored targets at almost all practical engagement ranges - with some railgun systems, shots of up to five or more kilometers are possible with GalSta rounds. Unfortunately, the relatively low rate of fire of most GalSta rounds coupled with the projectile's conductive nature means that Tungsten Bolts can be deflected by modern [[Arc Shields|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "shield"]] with relative ease. Note that, while all GalSta bolts use the same saboted 6mm teardrop round and single use capacitor, the in-ammunition power source is often augmented by batteries and capacitors in the railarm itself, giving different railgun systems different ballistic characteristics, even if all of them use the otherwise identical GalSta bolt.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Conductive Bolt</strong>\n\n<<nobr>>\n<div class='HUD_CodexImage'>\n[>img[https://rage-productions.com/game-content/scaffold-22/images/bolt_electro.png]]\n</div>\nRailarm certified bolt with synthetic core, inductive sabot, and attached single use capacitor. Designed to bypass shields and short out electronics while still inflicting damage through kinetic force.<br><br>\n\nEffects:<br>\n- <span class='bluecolor'>shield penetration:</span> +50<br>\n- elemental: <span class='bluecolor'><<print $shockDamageType>></span><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tAn advanced form of railarm payload, Conductive Bolts are non-magnetic projectiles designed to bypass shields and short out electronics. Modern designs are standardized on a 6mm bolt diameter to fit concemporary railarms and include an integrated power disc - in effect, a large capacitor fused into the back of the bolt, which is stripped from the bolt upon loading and provides enough power for one discharge. Upon depression of the trigger, the firearm's rails are magnetized, causing the sabot to carry the bolt down the barrel, while the recoiling breech block crushes the power disc - at this point, still a cylinder - into a smouldering disk which is then ejected, either manually or as part of the cycling operation.<br><br>\n\n\t\t\t\tUnlike more traditional railarm munitions, Conductive Bolts are fundamentally non-conductive and rely entirely on their sabot to be accelerated. Due to this, they cannot achieve the same velocities as [[Tungsten Bolts|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Tungsten Bolt"]] as this may cause the projectile to fail catastrophically in the barrel. The tradeoff of such a synthetic projectile is that it can bypass all modern [[Arc Shields|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "shield"]] and often includes a small chemical payload (water or a similar conductive fluid) intended to explode upon penetration of the target and cause significant electrical shorts inside. \n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>EndoGentic Injection</strong>\n\n<<nobr>>\n<div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/abomskin.png]]\n</div>\nAbominable bioinjection which mutates user's chest.<br><br>\n\n<<set $isThisAug = false>>\n<<if $equip.offhand.contains("abomskin")>>\n\t<<set $isThisAug = true>>\n<<endif>>\n\nBio-Augmentation:<br>\n- slot: chest<br>\n- abomination:\n<<if $isThisAug >>\n\t<span class='greyedout'><<print Math.round($attrib.bioAugModifier * 100)>>%</span>\n<<else>>\n\t<span class='greyedout'>not injected</span>\n<<endif>><br>\n- baseline: <span class='greencolor'>+35% armor (or: +20%)</span><br>\n- baseline: <span class='bluecolor'>immune to addiction</span><br>\n- baseline: <span class='bluecolor'>immune to infection</span><br><br>\n\nAbomination Bonus:<br>\n- 50%: <<if $attrib.bioAugModifier gte 0.5 and $isThisAug>><span class='bluecolor'>reduced intoxication</span><<else>><span class='greyedout'>reduced intoxication</span><<endif>><br>\n- 100%: <<if $attrib.bioAugModifier gte 1 and $isThisAug>><span class='bluecolor'>deflected attacks fatigue 25% less</span><<else>><span class='greyedout'>deflected attacks fatigue 25% less</span><<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tEndoGentic Injections are often administered to patients who are close to death and require immediate aid to remain alive. Often, such injections include strong and highly controlled mutagenic substances. Some such technologies are said to be derrived from the black plague. EndoGentics are considered abominable under [[Church Law|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and use of such compounds is permitted only in extrem situations and always only under the care of a state sanctioned physician.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Arc Shield</strong>\n\n<<nobr>>\n<div class='HUD_CodexImage'>\n[>img[https://rage-productions.com/game-content/scaffold-22/images/shield.png]]\n</div>Advanced bioaugmentation which allows user to project Arc Shields.<br><br>\n\n<<set $isThisAug = false>>\n<<if $equip.offhand.contains("shield")>>\n\t<<set $isThisAug = true>>\n<<endif>>\n\nBio-Cybernetic:<br>\n- slot: arm<br>\n- integration:\n<<if $isThisAug >>\n\t<span class='greyedout'><<print Math.round($attrib.bioAugModifier * 100)>>%</span>\n<<else>>\n\t<span class='greyedout'>not installed</span>\n<<endif>><br>\n- baseline: <span class='bluecolor'>personal arc shield</span><br>\n- baseline: <span class='redcolor'>fatigues user</span><br>\n- shield type: <span class='yellowcolor'>user-powered</span><br><br>\n\nIntegration Bonus:<br>\n- 50%: <<if $attrib.bioAugModifier gte 0.5 and $isThisAug>><span class='bluecolor'>melee attackers recieve +1 shock stacks on deflection</span><<else>><span class='greyedout'>melee attackers recieve +1 shock stacks on deflection</span><<endif>><br>\n- 100%: <<if $attrib.bioAugModifier gte 1 and $isThisAug>><span class='bluecolor'>shield +50% more likely to deflect</span><<else>><span class='greyedout'>shield +50% more likely to deflect</span><<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tArc Shields, often referred to simply as personal shields or shields, are a form of augmentative implat that allows the user to project a short-ranged arc field that will repel most common bolt-based projectiles. Further benefits include the ability to scare away attackers by the implied danger of neural overshock and, in rare cases, overload delicate electronics within a short radius.<br><br>\n\nThe device is usually implanted under the skin, most commonly in the back, palm, or forearm, and interfaces with the user's nevrous system, allowing the technology to act as an extension of the physical body. Virtually all shield variants draw power from a biolelectical source within the user, leading to frequent cases of fatigue, hunger, and thirst when deployed.<br><br>\n\nDue to the complexity of the magnetics required to miniaturize shields, these augments tend not to be mass-produced and are traded at considerable price. Moreover, such implants require great expertise in both biological and technological matters to safely install. For this reason, most corporations and private users rely on cheaper, more user friendly alternatives such as projectors integrated in high-end combat armor and portable repulsion walls.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'drawWeaponStats'>>
<<display 'drawWeaponStats'>><br>
<<display 'HUD_CodexBackButton'>><strong>Bioregulation Module</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/detoxifier.png]]</div>Bioaugmentation designed to keep the user awake and sober longer.<br><br>\n\n<<set $isThisAug = false>>\n<<if $equip.offhand.contains("detoxifier")>>\n\t<<set $isThisAug = true>>\n<<endif>>\n\nBio-Augmentation:<br>\n- slot: chest<br>\n- integration:\n<<if $isThisAug >>\n\t<span class='greyedout'><<print Math.round($attrib.bioAugModifier * 100)>>%</span>\n<<else>>\n\t<span class='greyedout'>not installed</span>\n<<endif>><br>\n- baseline: <span class='greencolor'>reduced intoxication & fatigue</span><br>\n- baseline: <span class='bluecolor'>prevents infections</span><br><br>\n\nIntegration Bonus:<br>\n- 50%: <<if $attrib.bioAugModifier gte 0.5 and $isThisAug>><span class='bluecolor'>reduces stress</span><<else>><span class='greyedout'>reduces stress</span><<endif>><br>\n- 100%: <<if $attrib.bioAugModifier gte 1 and $isThisAug>><span class='bluecolor'>combat chems 25% more effective</span><<else>><span class='greyedout'>combat chems 25% more effective</span><<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tColloquially refrred to as Party Heart Modules due to the devices' shape, Bioregulation modules are augments designed specifically to improve the user's endurance, particularly in regard to use of intoxicating substances. The history of the bioregulation module is almost as old as that of humanity. These devices were long regarded as unfashionable, suited only for use by voiders who were required to remain awake and alert for long periods, locked in a command couch as they endured the eternal boredom of space travel. Later, as the social stigma on implants, subdermals, and augments relaxed, the modules found more common application among wealthy Lords and Ladies who had grown weary of relying on pharmaceuticals to endure lengthy social gatherings.<br><br>\n\nToday, bioregulation modules are widespread among the population, and many private citizens have opted to install such devices to both improve their life and prolong their waking hours, particularly on worlds and habitation platforms that - for various reasons - cannot match their cycles to the galactic standard day. Their most notorious use however is among young citizens attracted to various party and chem cultures, scenes which are known to use - and abuse - all manner of substances well beyond what the human body is biologically able to endure. For this reasons, use of bioregulation modules once again carries a certain social stigma, though most citizens are aware that life as they know it would not be possible without these augments.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Dampening Skin</strong>\n\n<<nobr>><div class='HUD_CodexImage'><<print "[>img[https://rage-productions.com/game-content/scaffold-22/images/" + $hud.currentScreen + ".png]]">></div>Padded skin intended to cushion physical impacts<br><br>\n\nSynthetic Tissue:<br>\n- slot: skin<br>\n- baseline: <span class='greencolor'>+1 armor integrity</span><br>\n- baseline: <span class='greencolor'>attacks deflected by armor cause 20% less fatigue</span><br><br>\n\n<<display 'codexStubFiller'>><<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>CyberSkin</strong>\n\n<<nobr>><div class='HUD_CodexImage'><<print "[>img[https://rage-productions.com/game-content/scaffold-22/images/" + $hud.currentScreen + ".png]]">></div>Rugged, utilitarian cybernetic plating intended for maximum protection<br><br>\n\nCybernetic:<br>\n- slot: skin<br>\n- upgrade pack: <<if $equip.offhandUpgrade[3] eq "cyberaug" or $equip.offhandUpgrade[3] eq "none" or $equip.offhand[3] neq $hud.currentScreen>><span class='greyedout'>none installed</span><<else>><span class='bluecolor'><<print $equip.offhandUpgrade[3]>></span><<endif>><br>\n- baseline: <span class='greencolor'>+20% armor</span><br>\n<<if $gameworld_modifiers.hasCyberneticFatigueOverride>>\n- baseline: <span class='greyedout'>fatigues user</span> <span class='bluecolor'>(InZtinct)</span>\n<<else>>\n- baseline: <span class='redcolor'>fatigues user</span>\n<<endif>><br>\n<<if $equip.offhandUpgrade[3] eq "hyper-capacitor">>\n\t- shield type: <span class='yellowcolor'>user-powered</span><br>\n<<endif>><br>\n\nUpgrades:<br>\n- <<if $equip.offhandUpgrade[3] eq "iso-tube">>\n\t\t<span class='bluecolor colorbold'>iso-tube pack:</span> cellarms use 25% less charge\n\t<<else>>\n\t\t<span class='greyedout'>iso-tube pack: cellarms use 25% less charge</span> \n\t<<endif>><br>\n- <<if $equip.offhandUpgrade[3] eq "dura-link">>\n\t\t<span class='bluecolor colorbold'>dura-link pack:</span> +10% armor\n\t<<else>>\n\t\t<span class='greyedout'>dura-link pack: +10% armor</span>\n\t<<endif>><br>\n- <<if $equip.offhandUpgrade[3] eq "hyper-capacitor">>\n\t\t<span class='bluecolor colorbold'>hyper-capacitor pack:</span> integrated arc shield\n\t<<else>>\n\t\t<span class='greyedout'>hyper-capacitor pack: integrated arc shield</span>\n\t<<endif>><br><br>\n\n<<display 'codexStubFiller'>><<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Third Eye</strong>\n\n<<nobr>><div class='HUD_CodexImage'><<print "[>img[https://rage-productions.com/game-content/scaffold-22/images/" + $hud.currentScreen + ".png]]">></div>Provides electromagnetic-based sensory perception<br><br>\n\n<<set $isThisAug = false>>\n<<if $equip.offhand.contains("thirdeye")>>\n\t<<set $isThisAug = true>>\n<<endif>>\n\nBio-Augmentation:<br>\n- slot: head<br>\n- integration:\n<<if $isThisAug >>\n\t<span class='greyedout'><<print Math.round($attrib.bioAugModifier * 100)>>%</span>\n<<else>>\n\t<span class='greyedout'>not installed</span>\n<<endif>><br>\n- baseline: <span class='greencolor'>increases ranged critical chance by +5%</span><br>\n- baseline: <span class='bluecolor'>allows use of Exo Armor</span><br><br>\n\nIntegration Bonus:<br>\n- 50%: <<if $attrib.bioAugModifier gte 0.5 and $isThisAug>><span class='bluecolor'>+10% evade</span><<else>><span class='greyedout'>+10% evade</span><<endif>><br>\n- 100%: <<if $attrib.bioAugModifier gte 1 and $isThisAug>><span class='bluecolor'>+50% arc shield deflection</span><<else>><span class='greyedout'>+50% arc shield deflection</span><<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe third sense, long rumored to be supernatural, is in fact an advanced neurologically interfaced, biologically powered low-frequency RADAR system which can detect details the human eye cannot see, allowing much greater situational awareness, albeit at a price. Side effects of the Third Eye are known to include headaches, nausea, and vomiting. Users are advised to get used to their new sense before relying on it too much and to not neglect their traditional senses, if only because failure of the Third Eye module has led some users to go blind for psychosomatic reasons. Due to the system requiring neural splicing to install, most Third Eye systems also include neural uplinks intended to interface with third party devices - the splice already taps the neural column at the rear of the head, so the addition is minimal.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Diamond Skin</strong>\n\n<<nobr>><div class='HUD_CodexImage'><<print "[>img[https://rage-productions.com/game-content/scaffold-22/images/" + $hud.currentScreen + ".png]]">></div>Gem-crusted skin to flaunt one's wealth<br><br>\n\nSynthetic Tissue:<br>\n- slot: skin<br>\n<<set $classToPrint = "mesmer">>\n<<if $attrib.religion eq "mesmer">>\n\t- <span class='purplecolor'>glitz and glam:</span> improves effects of Exubrence by 35% <span class='bluecolor'>(<<display 'printProperClassName'>>)</span>\n<<else>>\n\t- <span class='greyedout'>glitz and glam: improves effects of Exubrence by 35% (<<display 'printProperClassName'>>)</span>\n<<endif>><br>\n- baseline: <span class='greencolor'>all non-concealing attire gains one fashion tier</span><br>\n- baseline: <span class='redcolor'>not socially acceptable in Church space</span><br><br>\n\n<<display 'codexStubFiller'>><<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>UnNerve</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/unnerve.png]]</div>Abominable biochem believed to affect the brain on extraphysical levels.<br><br>\n\nEffects:<br>\n+ <span class='yellowcolor'>2 armor integrity</span><br>\n+ <span class='bluecolor'>1 shield integrity</span><br>\n+ <span class='purplecolor'>guaranteed critical for one turn</span><br>\n+ <span class='greencolor'>90% evade for one turn</span><br>\n- <span class='redcolor'>extremely addictive</span><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tA potent Class 6 biochemical believed by some to have been created by the [[Black Circle|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Black Circle"]], UnNerve is a compound that causes the user to percieve the universe at a superhuman level. It is is strictly prohibited bowh within and without the realms of [[Church Law|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]]. Reports as to the drug's effect are inconsistent, not the least due to the severe punishments of even insinuating one is - or has been - in its posession yet it is believed to affect the human brain on a Sub-Null level, mutating it well beyond what nature allow and allowing inhuman levels of perfection in any task one sets ones mind to.<br><br>\n\nDespite strictest prohibition and incredible danger of self-harm, UnNerve is common among artists and craftsmen - even sanctioned Machine Smiths - due to its universal enhancing capacity. It is also rumored to be popular among certain classes of the establishment, though reports of usage in high society are rare. Readers of this article are dutifully reminded that UnNerve is a strictly prohibited and abominable substance. Individuals in posessio of this biochem must be reported to the [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]] immediately.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>9mm Bolt</strong>\n\n<<nobr>>\n<div class='HUD_CodexImage'>\n[>img[https://rage-productions.com/game-content/scaffold-22/images/9mm.png]]\n</div>\nCheap, standardized 9x23mm ferroconductive bolt cased in a synthetic guidance system, designed to be loaded in GalSta magazines and fired from modern coilarms and certain forms of MilSpec railgun.<br><br>\n\nEffects:<br>\n- <span class='bluecolor'>smart targeting:</span> requires compatible weapon<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe galactic standard for coilarm munitions, 9mm bolts are cheap, fairly simple to produce, and will fit in various magazines designed for contemporary coilarms. The projectile's design is not as crude as railgun rounds, which generally do not include guidance, but not all 9mm rounds need include guidance system and crude unguided rounds are often also sold. Unlike the simpler railarm payloads, the 9mm bolt does not require an integrated power suppy to be fired, though a small batter is often included in smart bolts. Power for acceleration is generally provided by the weapon, either via a built-in capacitor and power bank or via a replacable power bank in the magazine.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>AdrenoBiotic Injection</strong>\n\n<<nobr>>\n<div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/abomgland.png]]\n</div>\nAbominable bioinjection which bolsters users reactions.<br><br>\n\n<<set $isThisAug = false>>\n<<if $equip.offhand.contains("abomgland")>>\n\t<<set $isThisAug = true>>\n<<endif>>\n\nBio-Augmentation:<br>\n- slot: chest<br>\n- abomination:\n<<if $isThisAug >>\n\t<span class='greyedout'><<print Math.round($attrib.bioAugModifier * 100)>>%</span>\n<<else>>\n\t<span class='greyedout'>not injected</span>\n<<endif>><br>\n- baseline: <span class='purplecolor'>+25% evade, +20% accuracy & hit chance</span><br>\n- baseline: <span class='greencolor'>reduced fatigue</span><br>\n- baseline: <span class='bluecolor'>immune to infection</span><br><br>\n\nAbomination Bonus:<br>\n- 50%: <<if $attrib.bioAugModifier gte 0.5 and $isThisAug>><span class='bluecolor'>deflected attacks cause 40% less fatigue</span><<else>><span class='greyedout'>deflected attacks cause 40% less fatigue</span><<endif>><br>\n- 100%: <<if $attrib.bioAugModifier gte 1 and $isThisAug>><span class='bluecolor'>parry chance increased by 50%</span><<else>><span class='greyedout'>parry chance increased by 50%</span><<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tAdrenoBiotic Injections are a form of bioinjection that mutate the heart and adrenal system, often in an attempt to keep a dying patient alive. AdrenoBiotic glands, which grow as a result of these injections, tend to release dangerous volumes of adrenaline into the host's blood stream, drastically affecting their nervous system but prolonguing their life in severe and life threatening circumstances. AdrenoBiotics are considered abominable under [[Church Law|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and are only permitted to be used under the strict supervision of a sanctioned phycician.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Muscular Amplificator</strong>\n\n<<nobr>>\n<div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/meleeplant.png]]\n</div>\nBioaugmentation designed to strengthen the user's muscular structure.<br><br>\n\n<<set $isThisAug = false>>\n<<if $equip.offhand.contains("meleeplant")>>\n\t<<set $isThisAug = true>>\n<<endif>>\n\nBio-Augmentation:<br>\n- slot: arm<br>\n- integration:\n<<if $isThisAug >>\n\t<span class='greyedout'><<print Math.round($attrib.bioAugModifier * 100)>>%</span>\n<<else>>\n\t<span class='greyedout'>not installed</span>\n<<endif>><br>\n- baseline: <span class='greencolor'>+10% melee hit chance, +10% melee penetration</span><br>\n- baseline: <span class='greencolor'>better heavy weapon handling</span><br>\n- baseline: <span class='redcolor'>fatigues user</span><br><br>\n\nIntegration Bonus:<br>\n- 50%: <<if $attrib.bioAugModifier gte 0.5 and $isThisAug>><span class='bluecolor'>reduced heavy armor penalty</span><<else>><span class='greyedout'>reduced heavy armor penalty</span><<endif>><br>\n- 100%: <<if $attrib.bioAugModifier gte 1 and $isThisAug>><span class='bluecolor'>parry chance incresaed by 50%</span><<else>><span class='greyedout'>parry chance incresaed by 50%</span><<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tA Muscular Amplificator - or Muscle Amplifier - is a form of subdermal augment designed to strengthen the user's muscle performance through chemical, biological, and neurological means. In practice this means the user will be stronger, faster, and better coordinated, and many users report a heightened state of elation when performing physical tasks. These benefits do not come without dangers however, and amplified individuals often tire faster than un-augmented or otherwise augmented persons.<br><br>\n\nPrecise mode of operation, and therefore effects and risks, of Amplifiers vary from device to device yet all are inherently dangerous to the user and therefore strictly regulated by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]]. Permits must be purchased before implantation and extensive physical examinations are required before every augmentation session. Illegal, in particular underage, use of Amplificators remains a problem in many parts of the galaxy however and is commonly believed that Amplificators are a primary cause of many youth health issues, in extreme cases even leading to [[Acheri Syndrome|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Acheri"]].\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Neuroregulative Processor</strong>\n\n<<nobr>>\n<div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/neurochip.png]]\n</div>\nCybernetic augment designed to regulate neural processes.<br><br>\n\nCybernetic:<br>\n- <span class='greencolor'>prevents exhaustion</span><br>\n- <span class='greencolor'>calms user</span><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tA Neuroregulative Processor or Neuroprocessor is a cybernetic implant installed in a human's brain that directly regulates the user's mental state by suppressing undesriable neural processes by intercepting impulses and rewiring neural pathways. Installation of such a device requres an extremely talented cybersmith with extensive experience with neurosurgery. This means that Neuroprocessors are a relatively expensive augment and comparatively rare in the contemporary galaxy, though cheap knock-offs can occasionally be purchased in dubious or even outright illegal 'black clinics'.<br><br>\n\n\t\t\t\tThese low-quality augments are often unreliable and frequently lead to greater mental instability. This circumstance, and the fact that unlicenced processors are easier to aquire than licenced ones, has led to widespread suspicion of even official Neuroprocessor programs. Licenced devices, contrary to popular perception, have been proven to be extremely reliable, with the only notable side-effect being suppressed agression. As a result, neuroaugment programs are popular among - and frequently subsedized for - voiders, private security contractors, and comparable high-stress jobs that require focus at all times. \n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>ThermoSleek</strong>\n\n<<nobr>>\n<div class='HUD_CodexImage'><<print "[>img[https://rage-productions.com/game-content/scaffold-22/images/" + $hud.currentScreen + ".png]]">></div>\nSleek stylized skin with gilded contacts and cooling vents<br><br>\n\nCybernetic:<br>\n- slot: skin<br>\n- upgrade pack: <<if $equip.offhandUpgrade[3] eq "cyberaug" or $equip.offhandUpgrade[3] eq "none" or $equip.offhand[3] neq $hud.currentScreen>><span class='greyedout'>none installed</span><<else>><span class='bluecolor'><<print $equip.offhandUpgrade[3]>></span><<endif>><br>\n- baseline: <span class='greencolor'>all non-concealing attire gains one fashion tier</span><br>\n<<if $gameworld_modifiers.hasCyberneticFatigueOverride>>\n- baseline <span class='bluecolor'>reduces fatigue</span> <span class='bluecolor'>(InZtinct)</span>\n<<else>>\n- baseline <span class='yellowcolor'>reduces fatigue from cybernetic augments</span>\n<<endif>><br><br>\n\nUpgrades:<br>\n- <<if $equip.offhandUpgrade[3] eq "hyper-cooling">>\n\t\t<span class='bluecolor colorbold'>hyper-cooling pack:</span> attacks deflected by shields provide +10% penetration\n\t<<else>>\n\t\t<span class='greyedout'>hyper-cooling pack: attacks deflected by shields provide +10% penetration</span> \n\t<<endif>><br>\n- <<if $equip.offhandUpgrade[3] eq "rib-edge">>\n\t\t<span class='bluecolor colorbold'>rib-edge pack:</span> +1 armor integrity\n\t<<else>>\n\t\t<span class='greyedout'>rib-edge pack: +1 armor integrity</span>\n\t<<endif>><br>\n- <<if $equip.offhandUpgrade[3] eq "dynamo">>\n\t\t<span class='bluecolor colorbold'>dynamo pack:</span> using any item provides +10% crit\n\t<<else>>\n\t\t<span class='greyedout'>dynamo pack: using any item provides +10% crit</span>\n\t<<endif>><br><br>\n\n<<display 'codexStubFiller'>><<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Plastique Skin</strong>\n\n<<nobr>><div class='HUD_CodexImage'><<print "[>img[https://rage-productions.com/game-content/scaffold-22/images/" + $hud.currentScreen + ".png]]">></div>Translucent plastic-like skin intended to show off your organs<br><br>\n\nSynthetic Tissue:<br>\n- slot: skin<br>\n- baseline: <span class='greencolor'>all non-concealing attire provides +10% evade</span><br>\n- baseline: <span class='greencolor'>skimpy, fashionable & glamorous attire increase dazzle by 25%</span><br>\n- baseline: <span class='redcolor'>not socially acceptable in Church space</span><br><br>\n\n<<display 'codexStubFiller'>><<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>ArcDisc</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/arcdisc.png]]</div>Throwable, single-use arc projector in IntelliDisc form.<br><br>\n\nEffects:<br>\n<<if $inztinct.learnedSkills.contains("skill_forsaken_2")>>\n+ <span class='purplecolor'>skill:</span> throw at enemies to <span class='bluecolor'>shock</span> them<br>\n<span class='greyedout'>- provides arc shield</span><br>\n- <span class='greyedout'>single use</span><br><br>\n<<else>>\n+ <span class='bluecolor'>1 arc shield</span><br>\n+ <span class='greencolor'>chance to recover disc</span><br><br>\n<<endif>>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tAn advanced IntelliDisc, the ArcDisc is a single use, throwable device designed to orbit the user and project a temporary [[Arc Shield|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "shield"]]. The disc contains four acceleration rockets, which both keep the disc spinning and allow repositioning should the integrated intelligence deem this necessary. Mounted between the rockets are four arc projector prongs which will discharge upon detection of incoming projectiles. Some models are also designed to activate when observing agressive behavior from human or humanoid actors.<br><br>\n\n\t\t\t\tThe ArcDisc is fairly common among mercenaries and private security contractors, both due to their relatively cheap unit price and lack of need for maintenance, which is required for most other [[Arc Projection|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "shield"]] devices. Furthermore, the discs are relatively small, can be carried in adequate quantities, and programmed to orbit any nearby humanoid, making them ideal for close protection details and hostage rescue situations.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Scattershot Canister</strong>\n\n<<nobr>>\n<div class='HUD_CodexImage'>\n<<if $inztinct.learnedSkills.contains("skill_theophobe_9")>>[>img[https://rage-productions.com/game-content/scaffold-22/images/bolt_scatter_shock.png]]\n<<else>>[>img[https://rage-productions.com/game-content/scaffold-22/images/bolt_scatter.png]]\n<<endif>><br>\n</div>\n\nRailarm certified canister which unleashes a hail of metallic slivers. <<if $inztinct.learnedSkills.contains("skill_theophobe_9")>>Configured to deploy shock foam at slight cost to stopping power.<<else>>Designed to strike to multiple targets in one shot.<<endif>><br><br>\n\nEffects:<br>\n- <span class='yellowcolor'>armor penetration:</span> +20<br>\n- <span class='bluecolor'>shield penetration:</span> +20<br>\n<<if $inztinct.learnedSkills.contains("skill_theophobe_9")>>- <span class='purplecolor'>skill:</span> hand-loaded with shock foam<br>\n- elemental: <span class='bluecolor'><<print $shockDamageType>></span><br><<endif>>\n- can hit multiple enemies<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tAn advanced railarm payload, Scattershot Canisters are dual purpose rounds which can be fired either as a dicarding SABOT which breaks apart upon firing or as a fused round that detonates upon impact, unleashing the hail of metal or synthetic splinters contained within the canister. Like most railarm rounds, Scattershot Canisters are standardized to a 6mm diameter, though larger 9mm and even 12mm Scattershot Canisters are quite common in purpose-built canister railarms. In many cases, a Scattershot round will be longer than a comparable bolt as it's killing power comes not from sheer velocity but ferocity of the hail of shrapnel it unleashes. All GalSta canisters come with an attached single-use capacitor known as a power disc.<br><br>\n\n\t\t\t\tUnfortunately, due to the mechanical complexity of the canister, which must survive the discharge or the contained shrapnel will ruin the railgun's barrel, Scattershot rounds cannot be accelerated to the same velocities as more primitive munitions, which severely restricts their penetration power. For best effect on target, Scattershot rounds should be used against lightly or unprotected targets. At relatively close ranges, they can be fired in discarding SABOT mode. At longer ranges, the canister will need to be ballistically lobbed and set to detonate on impact. Regardless of fire mode, Scattershot Canisters are ideal against multiple clustered targets and should always be fired at the target if possible.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Neurotoxin Canister</strong>\n\n<<nobr>>\n<div class='HUD_CodexImage'>\n[>img[https://rage-productions.com/game-content/scaffold-22/images/bolt_toxin.png]]\n</div>Railarm certified canister which releases a cloud of toxic gas upon impact.<br><br>\n\nEffects:<br>\n- <span class='bluecolor'>shield penetration:</span> +40<br>\n- elemental: <span class='lgreencolor'><<print $toxinDamageType>></span><br>\n- can hit multiple enemies<br>\n- <span class='greyedout'>neurotoxin effect countered by full-spectrum protection</span><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tAn advanced railarm payload, Neurotoxin Canisters are discarding SABOT impact canisters designed to unleash an aerosol gas payload upon striking the target directly or impacting near it. Like most railarm rounds, Neurotoxin Canisters are standardized to a 6mm diameter, though larger 9mm and even 12mm Neurotoxin Canisters are quite common in purpose-built canister railarms. In many cases, a Neurotoxin round will be longer than a comparable bolt as it's killing power comes from the aersol contained within, not the projectile itself, though most Neurotoxin Canisters are synthetic shells which can inflict quite some damage if they directly strike a target. All GalSta canisters come with an attached single-use capacitor known as a power disc.<br><br>\n\n\t\t\t\tUnfortunately, due to the mechanical complexity of the canister, which must survive the discharge or risk gassing the operator on accident, Neurotoxin rounds cannot be accelerated to the same velocities as more primitive rounds, though this does not mean the canister is not a lethal weapon. Almost all use of Neurotoxin canisters suggest that the round be fired directly at the target, where the synthetic canister will inflict damage in addition to the adverse effects caused by the gas. In most cases, the neurotoxin carried within the round is lethal, it being generally difficult to fit less than lethal smart-gasses into such a small canister.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>GenoIngestive Injection</strong>\n\n<<nobr>>\n<div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/abomclaw.png]]\n</div>\nAbominable bioinjection which mutates users jowls and digestive tract.<br><br>\n\n<<set $isThisAug = false>>\n<<if $equip.offhand.contains("abomclaw")>>\n\t<<set $isThisAug = true>>\n<<endif>>\n\nBio-Augmentation:<br>\n- slot: head<br>\n- abomination:\n<<if $isThisAug >>\n\t<span class='greyedout'><<print Math.round($attrib.bioAugModifier * 100)>>%</span>\n<<else>>\n\t<span class='greyedout'>not injected</span>\n<<endif>><br>\n- baseline: <span class='purplecolor'>consume organics to reduce fatigue by 40%</span><br>\n- baseline: <span class='greencolor'>consume replaces knife, inherits stats from knife</span><br>\n- baseline: <span class='bluecolor'>immune to infection</span><br><br>\n- baseline: <span class='redcolor'>cannot be used when wearing concealing equipment</span><br>\n\nAbomination Bonus:<br>\n- 50%: <<if $attrib.bioAugModifier gte 0.5 and $isThisAug>><span class='bluecolor'>consume reduces intoxication by 50%</span><<else>><span class='greyedout'>consume reduces intoxication by 50%</span><<endif>><br>\n- 100%: <<if $attrib.bioAugModifier gte 1 and $isThisAug>><span class='bluecolor'>consume attacks apply toxin elemental</span><<else>><span class='greyedout'>consume attacks apply toxin elemental</span><<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tGenoIngestive Injections are a form of bioinjection which makes the patient more likely to be able to consume and digest raw foodstuffs, notably raw meat. GenoIngestive technology originated in the carnivorian movement and, due to it's abominable nature, is strictly prohibited under [[Church Law|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]]. There is on valid medical case to use such life-threatening and genome-altering substances.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Bull Bones</strong>\n\n<<nobr>>\n<div class='HUD_CodexImage'><<print "[>img[https://rage-productions.com/game-content/scaffold-22/images/" + $hud.currentScreen + ".png]]">></div>Heavy duty bones, as brutish as bull<br><br>\n\n<<set $isThisAug = false>>\n<<if $equip.offhand.contains("normalskel")>>\n\t<<set $isThisAug = true>>\n<<endif>>\n\nBio-Augmentation:<br>\n- slot: arm<br>\n- integration:\n<<if $isThisAug >>\n\t<span class='greyedout'><<print Math.round($attrib.bioAugModifier * 100)>>%</span>\n<<else>>\n\t<span class='greyedout'>not installed</span>\n<<endif>><br>\n- baseline: <span class='greencolor'>reduced heavy armor penalty</span><br><br>\n\nIntegration Bonus:<br>\n- 50%: <<if $attrib.bioAugModifier gte 0.5 and $isThisAug>><span class='bluecolor'>attacks deflected by armor cause 30% less fatigue</span><<else>><span class='greyedout'>attacks deflected by armor cause 30% less fatigue</span><<endif>><br>\n- 100%: <<if $attrib.bioAugModifier gte 1 and $isThisAug>><span class='bluecolor'>wearing armor no longer incurs fatigue</span><<else>><span class='greyedout'>wearing armor no longer incurs fatigue</span><<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tYou want the bull in you? You do? Yes. Fine! Grow da bones. Grow dem big. Cause that's exactly what you need, bull. Bully bully bull bull bull. I hate writing these entries but my clients want them. Insist on them. So I put them all in, just in case. You happy with bull?\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>CyberLimbs</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/cyberarm.png]]</div>Cybernetic limbs designed to replace lost body parts and improve physical ability.<br><br>\n\nCybernetic:<br>\n- slot: arm<br>\n- upgrade pack: <<if $equip.offhandUpgrade[2] eq "cyberaug" or $equip.offhandUpgrade[2] eq "none" or $equip.offhand[2] neq $hud.currentScreen>><span class='greyedout'>none installed</span><<else>><span class='bluecolor'><<print $equip.offhandUpgrade[2]>></span><<endif>><br>\n- baseline: <span class='greencolor'>powerfist replaces knife, inherits stats from knife</span><br>\n- baseline: <span class='bluecolor'>powerfist attacks gain +20 penetration and inflict arc-shocks</span><br>\n<<if $gameworld_modifiers.hasCyberneticFatigueOverride>>\n- baseline <span class='greyedout'>fatigues user</span> <span class='bluecolor'>(InZtinct)</span>\n<<else>>\n- baseline <span class='redcolor'>fatigues user</span>\n<<endif>><br><br>\n\nUpgrades:<br>\n- <<if $equip.offhandUpgrade[2] eq "synth-fiber">>\n\t\t<span class='bluecolor colorbold'>synth-fiber pack:</span> better heavy weapon and armor handling\n\t<<else>>\n\t\t<span class='greyedout'>synth-fiber pack: better heavy weapon and armor handling</span>\n\t<<endif>><br>\n- <<if $equip.offhandUpgrade[2] eq "shock-fist">>\n\t\t<span class='bluecolor colorbold'>shock-fist pack:</span> +1 powerfist shock stack\n\t<<else>>\n\t\t<span class='greyedout'>shock-fist pack: +1 powerfist shock stack</span>\n\t<<endif>><br>\n- <<if $equip.offhandUpgrade[2] eq "neuro-fist">>\n\t\t<span class='bluecolor colorbold'>neuro-fist pack:</span> powerfist kills reduce fatigue by 5%\n\t<<else>>\n\t\t<span class='greyedout'>neuro-fist pack: powerfist kills reduce fatigue by 5%</span>\n\t<<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tCyberLimbs - also known as Cybernetic Limbs or Mechano-Prosthetic Limbs - are a form of cybernetic augment that replaces the user's arms and legs with more durable and capable synthetic limbs. The benefits of the cybernetic lifestyle are obvious: increased strength, agility, and flexibility, as well as replacement of lost limbs. In most cases CyberLimbs are grafted onto a human for medical reasons. These augments seldom exceed the natural human capacity by much. Illegal models hower, particularly those created by cyber cultists, often far exceed natural human strength, and several fighting styles have developed around the 'Power Fist', as a clenched and fully amplified punch or kick from a CyberLimb is referred to.<br><br>\n\n\t\t\t\tUnfortunately, due to the wide ranging biological 'dehumanization' of the user upon installation of the augment, CyberLimbs are met with disgust or indeed scorn by many segments of society, being tolerated only when the user was otherwise disabled prior to augmentation. This unfortunate circumstance is made even more problematic by the fact that most CyberLimbs are extremely difficult to conceal, even within clothing. None the less, they remain widely used throughout the galaxy, particularly among veterans and accident surviors who would otherwise be grievously handicapped.\n\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Neurointerface Nodes</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/aimpoint.png]]</div>Bioaugmentation designed to interface with external devices.<br><br>\n\n<<set $isThisAug = false>>\n<<if $equip.offhand.contains("aimpoint")>>\n\t<<set $isThisAug = true>>\n<<endif>>\n\nBio-Cybernetic:<br>\n- slot: chest<br>\n- integration:\n<<if $isThisAug >>\n\t<span class='greyedout'><<print Math.round($attrib.bioAugModifier * 100)>>%</span>\n<<else>>\n\t<span class='greyedout'>not installed</span>\n<<endif>><br>\n- baseline: <span class='greencolor'>improved weapon accuracy</span><br>\n- baseline: <span class='bluecolor'>allows use of Exo Armor</span><br><br>\n\nIntegration Bonus:<br>\n- 50%: <<if $attrib.bioAugModifier gte 0.5 and $isThisAug>><span class='bluecolor'>+50% arc shield deflection</span><<else>><span class='greyedout'>+50% arc shield deflection</span><<endif>><br>\n- 100%: <<if $attrib.bioAugModifier gte 1 and $isThisAug>><span class='bluecolor'>IntelliDiscs 15% more effective</span><<else>><span class='greyedout'>IntelliDiscs 15% more effective</span><<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tOriginally used exclusively by starship captains and only recently having become cheap enough to be available by the average citizen, Neurointerface Nodes are a suite of subdermal jacks and wireless uplinks which interface the user's nervous system directly with compatible electronics, thereby bypassing the need for a visual end-user interface. Virtually any device known to humanity can be configured for use with neuronodes, though in practice they are only used to their full capacity in cases where information which cannot easily be represented to the users, such as: starship navigation, vehicular controls, exosuit interface, data modeling software, fourdimensional rendering, etc.<br><br>\n\nMany consumer electronics however take advantage of the prevalance of neurointerfaces - 62.3% of the galactic polulation is known to possess nodes - and will offer direct-integration features such as: touchless command of household appliances, direct-to-neural data transfer, mental representation of targeting data, and so on. So widespread are neuronodes in fact that, as of recently, consumers are complaining that traditional interfaces are beginning to lack features which are only available to neuronode users.<br><br>\n\nFor this reason, the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] has begun to monitor use, production, and integration of neuronodes across the galaxy, aiming to ensure that users who prefer (or are forced to use) traditional interfaces are not unduly disadvantaged - or even endangered - by lacking quality control. This has led to considerable debate in many social circles, however the trend of neurological interfacing does not seem about to reverse itself, and experts speculate that neuronodes may become the de-facto input mode for all devices in less than five hundred galactic standard years.<br><br>\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>HoloDisc</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/holodisc.png]]</div>Throwable, single-use dazzle projector in IntelliDisc form.<br><br>\n\nEffects:<br>\n+ <span class='purplecolor'>1 dazzle stack</span><br>\n+ <span class='bluecolor'>increased crit chance vs dazzled enemies</span><br>\n- <span class='greyedout'>single use</span><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tA primitive IntelliDisc designed for crowd control purposes, the HoloDisc is a single use, throwable device which seeks out agressive humanoids or machines and projects a dazzling barrage of holographic 'noise'. This optical assault, caused via miniaturized projectors installed in the disc, is intended to both disorient the target, scare them away, and disrupt [[Arc Projectors|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "shield"]] by interfering with their detection optics. The disc is held aloft by thrown velocity and aided by four acceleration rockets, which both keep the disc spinning and allow repositioning should the integrated intelligence deem this necessary.<br><br>\n\n\t\t\t\tThe HoloDisc is fairly common among security forces and riot control teams, both due to their relatively cheap unit price and lack of need for maintenance, which is required for most other Dazzle Proection devices. Furthermore, the discs are relatively small, can be carried in adequate quantities, and programmed to seek out specific targets or areas, making them ideal for zone control and breaking up rioters. HoloDiscs are also occasionaly employed by Bot Control officials due to their ability to dazzle detection optics, though more specialized takedown devices are usuall used when confronted with fatally malfunctioning robotics.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Raptor Claws</strong>\n\n<<nobr>><div class='HUD_CodexImage'><<print "[>img[https://rage-productions.com/game-content/scaffold-22/images/" + $hud.currentScreen + ".png]]">></div>Feathered raptor claws to flay your enemies<br><br>\n\n<<set $isThisAug = false>>\n<<if $equip.offhand.contains("featherarm")>>\n\t<<set $isThisAug = true>>\n<<endif>>\n\nBio-Augmentation:<br>\n- slot: arm<br>\n- integration:\n<<if $isThisAug >>\n\t<span class='greyedout'><<print Math.round($attrib.bioAugModifier * 100)>>%</span>\n<<else>>\n\t<span class='greyedout'>not installed</span>\n<<endif>><br>\n- baseline: <span class='greencolor'>raptor claws replace knife, inherit stats from knife</span><br>\n- baseline: <span class='bluecolor'>raptor claw attacks gain +20 penetration</span><br>\n- baseline: <span class='greencolor'>+10% melee hit chance, +10% melee penetration</span><br>\n- baseline: <span class='redcolor'>not socially acceptable in Church space</span><br><br>\n\nIntegration Bonus:<br>\n- 50%: <<if $attrib.bioAugModifier gte 0.5 and $isThisAug>><span class='bluecolor'>+15% melee crit chance</span><<else>><span class='greyedout'>+15% melee crit chance</span><<endif>><br>\n- 100%: <<if $attrib.bioAugModifier gte 1 and $isThisAug>><span class='bluecolor'>claw attacks gain toxin elemental</span><<else>><span class='greyedout'>claw attacks gain toxin elemental</span><<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tWhy would you put feathers in your body? Actually, no. I do not want to do. Take your stupid claws. And your stupid feathers. And do not complain to me when they arrest you. Because they will. You look ridiculous! Seriously, why would you EVER put feathers in your arms?!\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Mammalian Pelt</strong>\n\n<<nobr>><div class='HUD_CodexImage'><<print "[>img[https://rage-productions.com/game-content/scaffold-22/images/" + $hud.currentScreen + ".png]]">></div>Fluffy synthetic skin - almost as good as a real pelt<br><br>\n\nBio-Augmentation:<br>\n- slot: skin<br>\n- integration:\n<<if $isThisAug >>\n\t<span class='greyedout'><<print Math.round($attrib.bioAugModifier * 100)>>%</span>\n<<else>>\n\t<span class='greyedout'>not installed</span>\n<<endif>><br>\n- baseline: <span class='greencolor'>+5% armor</span><br>\n- baseline: <span class='redcolor'>not socially acceptable in Church space</span><br><br>\n\nIntegration Bonus:<br>\n- 50%: <<if $attrib.bioAugModifier gte 0.5 and $isThisAug>><span class='bluecolor'>+50% shield deflection</span><<else>><span class='greyedout'>+50% shield deflection</span><<endif>><br>\n- 100%: <<if $attrib.bioAugModifier gte 1 and $isThisAug>><span class='bluecolor'>attacks deflected by armor incresae penetration by 10%</span><<else>><span class='greyedout'>attacks deflected by armor incresae penetration by 10%</span><<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tFur! Of course it must be fur. Everyone 'loves' fur, right until they realize how difficult it is to care for. Lick yourself. You understand? That is how the animals do it: they lick themselves and, since you want to be an animal, that is my skin care tip: lick yourself. I do not care how it sounds. It is sane and sensible and the most effective skin care you can find for fur.<br><br>\n\n\t\t\t\tAthena Medical really should pay me to come up with slogans for their info-tizements...\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div><<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Abominated Skin</strong>\n\n<<nobr>><div class='HUD_CodexImage'><<print "[>img[https://rage-productions.com/game-content/scaffold-22/images/" + $hud.currentScreen + ".png]]">></div>This skin shows signs of abomination. It is most likely infected with black plague or a similarly gruesome disease.<br><br>\n\nBiological Tissue:<br>\n- slot: skin<br>\n- baseline: <span class='redcolor'>identifies you as an abomination</span><br>\n- baseline: <span class='redcolor'>prevents skin modification</span><br><br>\n\n<<display 'codexStubFiller'>><<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>MyoGenic Injection</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/abommuscle.png]]</div>Abominable bioinjection which bolsters users strength and resilience.<br><br>\n\n<<set $isThisAug = false>>\n<<if $equip.offhand.contains("abommuscle")>>\n\t<<set $isThisAug = true>>\n<<endif>>\n\nBio-Augmentation:<br>\n- slot: arm<br>\n- abomination:\n<<if $isThisAug >>\n\t<span class='greyedout'><<print Math.round($attrib.bioAugModifier * 100)>>%</span>\n<<else>>\n\t<span class='greyedout'>not injected</span>\n<<endif>><br>\n- baseline: <span class='purplecolor'>melee crit chance +20% per combo counter</span><br>\n- baseline: <span class='greencolor'>better heavy weapon handling</span><br>\n- baseline: <span class='bluecolor'>immune to infection</span><br><br>\n\nAbomination Bonus:<br>\n- 50%: <<if $attrib.bioAugModifier gte 0.5 and $isThisAug>><span class='bluecolor'>reduced heavy armor penalty</span><<else>><span class='greyedout'>reduced heavy armor penalty</span><<endif>><br>\n- 100%: <<if $attrib.bioAugModifier gte 1 and $isThisAug>><span class='bluecolor'>+20% armor</span><<else>><span class='greyedout'>+20% armor</span><<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tMyoGenic Injections are a form of bioinjection with mutagenic effects on muscular and skeletal structures. Their primary effect is to cause the strengthening of muscular tissue and growth of chitinous 'plates' to protect vulnerable parts of the organism, resulting in a stronger and more resilient subject. Such enhancements are often used - illegaly - by bloodsports contestants and extreme sports participants, often in the hopes the injection will not be detected, giving the player a distinct advantage. MyoGenics are illegal under [[Church Law|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]]. Less ivasive methods and mechanisms exist to augment a person's physical strength and, as a result, there is no valid pharmaceutical case for MyoGenics.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>CyberSkel</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/cyberbody.png]]</div>Augmentative cybernetic endoskeleton designed to radically strengthen the user.<br><br>\n\nCybernetic:<br>\n- slot: chest<br>\n- upgrade pack: <<if $equip.offhandUpgrade[1] eq "cyberaug" or $equip.offhandUpgrade[1] eq "none" or $equip.offhand[1] neq $hud.currentScreen>><span class='greyedout'>none installed</span><<else>><span class='bluecolor'><<print $equip.offhandUpgrade[1]>></span><<endif>><br>\n- baseline: <span class='greencolor'>35% armor (or: +20%)</span><br>\n- baseline: <span class='bluecolor'>allows use of Exo Armor</span><br><br>\n<<if $gameworld_modifiers.hasCyberneticFatigueOverride>>\n- baseline <span class='greyedout'>fatigues user</span> <span class='bluecolor'>(InZtinct)</span>\n<<else>>\n- baseline <span class='redcolor'>fatigues user</span>\n<<endif>><br><br>\n\nUpgrades:<br>\n- <<if $equip.offhandUpgrade[1] eq "synth-lung">>\n\t\t<span class='bluecolor colorbold'>synth-lung pack:</span> reduces intoxication, prevents infection\n\t<<else>>\n\t\t<span class='greyedout'>synth-lung pack: reduces intoxication, prevents infection</span>\n\t<<endif>><br>\n- <<if $equip.offhandUpgrade[1] eq "synth-flex">>\n\t\t<span class='bluecolor colorbold'>synth-flex pack:</span> deflected attacks cause 30% less fatigue\n\t<<else>>\n\t\t<span class='greyedout'>synth-flex pack: deflected attacks cause 30% less fatigue</span>\n\t<<endif>><br>\n- <<if $equip.offhandUpgrade[1] eq "nano-plate">>\n\t\t<span class='bluecolor colorbold'>nano-plate pack:</span> +30% armor\n\t<<else>>\n\t\t<span class='greyedout'>nano-plate pack: +30% armor</span>\n\t<<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tCyberskeletons - also known as CyberSkels, Cyberbodies or similar - are a form of cybernetic implant that replaces the user's biological skeleton with a more durable and flexible synthetic frame. Many CyberSkel models include biosynthetic [[Muscular Amplificators|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "meleeplant"]] and fully integrated [[Neurointerface Nodes|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "aimpoint"]], affording the benefits of various augments in a single package. Like all cybernetic and biosynthetic augments, CyberSkels draw from a biolectric source that will steadily wear the user out, requiring frequent rest to sustain peak functionality.<br><br>\n\nUniquely, creation and maintenance of Cyberskeletons is not traditionally the domain of the flesh melder, a professional caste which prefers to deal with bioaugmentative solutions and exoskeletons rather than interfere with the internal workings of the human body on a wider scale. Instead, it is the historically shunned and notoriously criminalized Cybersmith cult which offers this form of cybernetic upgrade, making them borderline illegal on most worlds and hab-platforms of the galaxy.<br><br>\n\nFurthermore, due to the wide ranging biological 'dehumanization' of the user upon installation of the augment, CyberSkeletons are met with disgust or indeed scorn by many segments of society, being tolerated almost exclusively among augment-focused subcultures and techo-cults. Absence of physical indicator of the augment's presence however means that users may easily pass for an un-augmented human in many circumstances and it is currently unknown how large a percentage of the population makes use of such cybernetics - estimates range from 0.1% to 15.45% on a pan-galactic scale.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>CyberOptic</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/cybereye.png]]</div>Augmentative cybernetic eye designed to radically improve vision and coordination.<br><br>\n\nCybernetic:<br>\n- slot: head<br>\n- upgrade pack: <<if $equip.offhandUpgrade[0] eq "cyberaug" or $equip.offhandUpgrade[0] eq "none" or $equip.offhand[0] neq $hud.currentScreen>><span class='greyedout'>none installed</span><<else>><span class='bluecolor'><<print $equip.offhandUpgrade[0]>></span><<endif>><br>\n- baseline: <span class='greencolor'>+10% ranged accuracy</span><br>\n- baseline: <span class='bluecolor'>guaranteed hit on first shot</span><br>\n<<if $gameworld_modifiers.hasCyberneticFatigueOverride>>\n- baseline <span class='greyedout'>fatigues user</span> <span class='bluecolor'>(InZtinct)</span>\n<<else>>\n- baseline <span class='redcolor'>fatigues user</span>\n<<endif>><br><br>\n\nUpgrades:<br>\n- <<if $equip.offhandUpgrade[0] eq "omnisense">>\n\t\t<span class='bluecolor colorbold'>omnisense pack:</span> +10% evade\n\t<<else>>\n\t\t<span class='greyedout'>omnisense pack: +10% evade</span>\n\t<<endif>><br>\n- <<if $equip.offhandUpgrade[0] eq "antiflash">>\n\t\t<span class='bluecolor colorbold'>antiflash pack:</span> enemy special attacks fatigue you less\n\t<<else>>\n\t\t<span class='greyedout'>antiflash: enemy moves fatigue you less</span>\n\t<<endif>><br>\n- <<if $equip.offhandUpgrade[0] eq "deadeye">>\n\t\t<span class='bluecolor colorbold'>deadeye pack:</span> +10% ranged crit\n\t<<else>>\n\t\t<span class='greyedout'>deadeye: +10% ranged crit</span>\n\t<<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tCyberoptics - also known as Cyber Eyes, Occular Implants or similar - are a form of cybernetic implant that replaces the user's biological eye with a more durable and capable synthetic optical unit. Among the benefits are enhanced vision, correction of various occular disorders, and a number of unique features such as IR filtering, light amplification mode, and similar digital enhancements not possible with biological solutions.<br><br>\n\nUniquely, creation and maintenance of Cyberoptics is not traditionally the domain of the flesh melder, a professional caste which prefers to deal with bioaugmentative solutions and exoskeletons rather than interfere with the internal workings of the human body in such delicate matters. Instead, it is the historically shunned and notoriously criminalized Cybersmith cult which offers this form of cybernetic upgrade, making them borderline illegal on most worlds and hab-platforms of the galaxy.<br><br>\n\nFurthermore, due to the wide ranging biological 'dehumanization' of the user upon installation of the augment, Cyberoptics are met with disgust or indeed scorn by many segments of society, being tolerated almost exclusively among augment-focused subcultures and techo-cults. This is made even more problematic by the fact that most Cyberoptics are extremely visible and difficult to conceal. None the less, they find widespread use among assassination cults, transumanist circles, and even some sharpshooters operating in prominent mercenary or private security organizations.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'syntheticskin'>>
<<display 'HUD_CodexBackButton'>><strong>Synthetic Skin</strong>\n\n<<nobr>><div class='HUD_CodexImage'><<print "[>img[https://rage-productions.com/game-content/scaffold-22/images/" + $hud.currentScreen + ".png]]">></div>A synthetic skin-like epidermis replacer<br><br>\n\nSynthetic Tissue:<br>\n- slot: skin<br>\n- baseline: <span class='greencolor'>+10% armor</span><br><br>\n\n<<display 'codexStubFiller'>><<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>ViroDisc</strong>\n\n<<nobr>>[>img[https://rage-productions.com/game-content/scaffold-22/images/virodisc.png]]Throwable, single-use viroagent dispensor in IntelliDisc form.<br><br>\n\nEffects:<br>\n+ <span class='greencolor'>1 neurotoxin stack</span><br>\n- <span class='greyedout'>single use</span><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tA primitive IntelliDisc designed for crowd control purposes, the ViroDisc is a single use, throwable device which seeks out agressive humanoids and releases a short lived, fast-acting virological agent designed to cause acute nausea and irritate otherwise projected flesh, such as that beneath thick clothes. The viroagent is bound in aerosol form and dispersed via four nozzles on the bottom of the disc. Infection is caused by inhalation and the effects will last for several hours, though the agent is non-lethal to otherwise healthy humans. The disc itself is held aloft by thrown velocity and aided by four acceleration rockets, which both keep the disc spinning and allow repositioning should the integrated intelligence deem this necessary.<br><br>\n\n\t\t\t\tThe ViroDisc is fairly common among security forces, riot control teams, and abomination hunters, both due to their relatively cheap unit price and lack of need for maintenance, which is required for most other ViroDischarge devices. Furthermore, the discs are relatively small, can be carried in adequate quantities, and programmed to seek out specific targets or areas, making them ideal for zone control and breaking up rioters. ViroDisc also frequently employed by sanctioned hunters to weaken superhuman abominations to the point they can be more easily assailed.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>FuCell</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/fucell.png]]</div>Self-charging commercial microfusion cell designed for use in military-industrial devices.<br><br>\n\n- <span class='greencolor'>recharges fusion cells</span><br>\n<<if $inztinct.learnedSkills.contains("skill_warsmith_11")>>-<span class='purplecolor'>Skill:</span> reduces fatigue and intoxication<<endif>><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tAvailable all across the galaxy and used in countless devices, the FuCell is a standardized, self-charging microfusion cell intended for the commerical market. It is based around an enclosed, slow-fusion chamber which steadily builds charge in its interal SycLav Sink, a system which considerably extends the FuCell's lifetime without sacrificing its surge capacity. Unlike many older models, the FuCell does not directly expose its workings and instead uses a standardized connector which is compatible with most common plugs.<br><br>\n\n\t\t\t\tThough generally considered safe and user friendly, the FuCell is a military-industrial grade fuel source not intended for use in simpler devices such as household appliances. It will fit into such sockets yet is ill suited for private use, most notably due to the SycLav Sink's overcharged output and risk of combustion when handled improperly. For these reasons, FuCells require a Class 1 HazTech license to resell on the open market, and resellers are urged to not encourage purchase by unqualified persons.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Feline Ears</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/catears.png]]</div>Adorable feline gene-hybrid ears.<br><br>\n\n<<set $isThisAug = false>>\n<<if $equip.offhand.contains("catears")>>\n\t<<set $isThisAug = true>>\n<<endif>>\n\nBio-Augmentation:<br>\n- slot: head<br>\n- integration:\n<<if $isThisAug >>\n\t<span class='greyedout'><<print Math.round($attrib.bioAugModifier * 100)>>%</span>\n<<else>>\n\t<span class='greyedout'>not installed</span>\n<<endif>><br>\n- baseline: <span class='greencolor'>bribes and shop purchases cost 10% less</span><br>\n- baseline: <span class='redcolor'>not socially acceptable in Church space</span><br><br>\n\nIntegration Bonus:<br>\n- 50%: <<if $attrib.bioAugModifier gte 0.5 and $isThisAug>><span class='bluecolor'>negotiation always succeeds</span><<else>><span class='greyedout'>negotiation always succeeds</span><<endif>><br>\n- 100%: <<if $attrib.bioAugModifier gte 1 and $isThisAug>><span class='bluecolor'>flirting always succeeds</span><<else>><span class='greyedout'>flirting always succeeds</span><<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tCat ears. What did you expect. A dissertation on this? They are CAT. EARS. Do not put them in humans. Please do not put them in humans. Why do you put them in humans? I suppose there is some appeal but, please, please, be human! Or not. Be a cat. See what Miette cares.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Chameleon Scales</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/chameleon.png]]</div>Gene-hybrid scales with chameleon characteristics.<br><br>\n\n<<set $isThisAug = false>>\n<<if $equip.offhand.contains("chameleon")>>\n\t<<set $isThisAug = true>>\n<<endif>>\n\nBio-Augmentation:<br>\n- slot: skin<br>\n- integration:\n<<if $isThisAug >>\n\t<span class='greyedout'><<print Math.round($attrib.bioAugModifier * 100)>>%</span>\n<<else>>\n\t<span class='greyedout'>not installed</span>\n<<endif>><br>\n<<if $isThisAug>>\n\t- requirement:\n\t<<if $equip.isSkimpy>><span class='bluecolor'>skin visible (requirement met)</span>\n\t<<else>><span class='redcolor'>skin not visible (wear skimpy attire)</span>\n\t<<endif>><br>\n<<endif>>\n- baseline: <span class='greencolor'>skimpy attire improves sneak</span><br>\n- baseline: <span class='greencolor'>skimpy attire provides +10% evade</span><br>\n- baseline: <span class='redcolor'>not socially acceptable in Church space</span><br><br>\n\nIntegration Bonus:<br>\n- 50%: <<if $attrib.bioAugModifier gte 0.5 and $isThisAug>><span class='bluecolor'>extortion pays 25% more</span><<else>><span class='greyedout'>extortion pays 25% more</span><<endif>><br>\n- 100%: <<if $attrib.bioAugModifier gte 1 and $isThisAug>><span class='bluecolor'>skimpy attire provides +10% critical chance</span><<else>><span class='greyedout'>skimpy attire provides +10% critical chance</span><<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tWhy do chameleons have scales? We do not know. Do not ask. That is what the customer wants so that is what we do and, if the customer is happy, we do not complain. But we are thinking it. We know it. It will itch. And you will complain. You will!\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>SlenderSkel</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/slenderbody.png]]</div>Slender cybernetic endoskeleton designed to radically streamline the user's physique.<br><br>\n\nCybernetic:<br>\n- slot: chest<br>\n- upgrade pack: <<if $equip.offhandUpgrade[1] eq "cyberaug" or $equip.offhandUpgrade[1] eq "none" or $equip.offhand[1] neq $hud.currentScreen>><span class='greyedout'>none installed</span><<else>><span class='bluecolor'><<print $equip.offhandUpgrade[1]>></span><<endif>><br>\n- baseline: <span class='greencolor'>+20% evade</span><br>\n<<if $gameworld_modifiers.hasCyberneticFatigueOverride>>\n- baseline <span class='bluecolor'>reduces fatigue</span> <span class='bluecolor'>(InZtinct)</span>\n<<else>>\n- baseline <span class='yellowcolor'>reduces fatigue from cybernetic augments</span>\n<<endif>><br><br>\n\nUpgrades:<br>\n- <<if $equip.offhandUpgrade[1] eq "mount-point">>\n\t\t<span class='bluecolor colorbold'>mount-point pack:</span> increases cybergun & powerfist damage by 25%\n\t<<else>>\n\t\t<span class='greyedout'>mount-point pack: increases cybergun & powerfist damage by 25%</span>\n\t<<endif>><br>\n- <<if $equip.offhandUpgrade[1] eq "boost-cell">>\n\t\t<span class='bluecolor colorbold'>boost-cell pack:</span> +10% melee crit chance\n\t<<else>>\n\t\t<span class='greyedout'>boost-cell pack: +10% melee crit chance</span>\n\t<<endif>><br>\n- <<if $equip.offhandUpgrade[1] eq "spinal-support">>\n\t\t<span class='bluecolor colorbold'>spinal-support pack:</span> reduced heavy armor penalty\n\t<<else>>\n\t\t<span class='greyedout'>spinal-support pack: reduced heavy armor penalty</span>\n\t<<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tSlenderSkels are a form of Cyber-skeleton that radically reduces the space required by the user's organs, slimming their body down to an unnatural degree. This allows for a much smaller and lighter build that retains the same physical aptitude of the pre-augmentation human. Slenderizing is common among specialist contractors - notably black operators - and select trades where a small, combat form is more desirable, for example in void-crewing. Due to the 'dehumanization' effect caused by SlenderSkels are met with disgust or indeed scorn by many segments of society, being tolerated almost exclusively among augment-focused subcultures and techo-cults. Absence of physical indicator of the augment's presence however means that users may easily pass for an un-augmented human in many circumstances and it is currently unknown how large a percentage of the population makes use of such cybernetics - estimates range from 0.1% to 15.45% on a pan-galactic scale.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'humanskin'>>
<<display 'HUD_CodexBackButton'>><strong>Human Skin</strong>\n\n<<nobr>><div class='HUD_CodexImage'><<print "[>img[https://rage-productions.com/game-content/scaffold-22/images/" + $hud.currentScreen + ".png]]">></div>Natural human skin - or is it?<br><br>\n\nBiological Tissue:<br>\n- slot: skin<br><br>\n\n<<display 'codexStubFiller'>><<endnobr>>
<<display 'syntheticskin'>>
<<display 'HUD_CodexBackButton'>><strong>Neurohormonal Gland</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/biochip.png]]</div>Biosynthetic gland which releases neuroregulative hormones.<br><br>\n\nBio-Augmentation:<br>\n- <span class='greencolor'>prevents exhaustion</span><br>\n- <span class='redcolor'>aggrevates user</span><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tA Neurohormonal Gland - short Neurogland - is a biosynthetic augment spliced into the user's cerebral column which disperses thritheoron-based hormones to prevent fatigue and mental inconsistencies. Uniquely, the Neurogland is not a biosynthetic device per se but a synthetic organism in its own right which enters into a symbiotic relationship with the user. This allows the gland to repair minor damage to itself and adapt to the user's mental state. For this reason, most Neurogland officially licenced procedures provide price-inclusive behvaioral therpay, allowing both gland and user to normalize slowly over the course of several weeks or months.<br><br>\n\n\t\t\t\tUnfortunately, illegal or unlicenced procedures seldom provide congnitive therapy and, as a result, the Neurogland has become increasingly associated with emotional outbursts and [[Acheri Syndrome|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Acheri"]]. Even worse, many black market glands are of inferior quality, and aggrevate the user due to the specific thritheoron compounds used for neural regulation. Despite these drawbacks, unlicenced glands are common across the galaxy, notably due to their low price and ease of aquisition, two attributes that make these splices extremely popular among stressed out lower-class citizens.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Neuroparasite</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/neuroparasite.png]]</div>Biosynthetic parasite with neuroregulative effects on host.<br><br>\n\nBio-Augmentation:<br>\n- <span class='greencolor'>prevents exhaustion</span><br>\n- <span class='greencolor'>prevents infection</span><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tA Neuroparasite is an organic creature which rapidly grows around a hosts spinal column. Once fully matured, it enters in a symbiotic relationship that cleases the host's neurological processes and provides relief from a number of common infectuous diseases. Due to their abominable nature, neuroparasites are illegal on every world and hab-platform of the galaxy, and any host found to be infected with such a creature will be immediately terminated under [[Church Law|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]].<br><br>\n\n\t\t\t\tFor obvious reason, little is known about Neuroparasites, though it is widely assumed by experts that these abominable creatures are the prerequisite for certain types of biogenic modification. Precisely why bioparasite spores are initially injected into prospective hosts is unknown. Theories include simplified access to the host's neural and genetic structures, strengthening of the immune system to harmful or pathogenic injection vectors, and less risk of uncontrolled mutation. Since individuals who practice neuroparasitical flesh-melding are few and seldom taken alive, it is unknown if the reasons will ever be explained in full.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Combat Webbing</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat webbing.png]]</div>MilSpec gear and ammunition carrier commonly used by corporate contractors.<br><br>\n\n- <span class='yellowcolor'>9mm ammo capacity:</span> +50%<br>\n- <span class='bluecolor'>bolt ammo capacity:</span> +50%<br>\n- <span class='bluecolor'>canister ammo capacity:</span> +100%<br><br>\n\n<<display 'codexStubFiller'>>\n\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Rhinodon Hide</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/rhinoskin.png]]</div>Gene-hybrid skin with rhinodon-like toughness.<br><br>\n\n<<set $isThisAug = false>>\n<<if $equip.offhand.contains("rhinoskin")>>\n\t<<set $isThisAug = true>>\n<<endif>>\n\nBio-Augmentation:<br>\n- slot: skin<br>\n- integration:\n<<if $isThisAug >>\n\t<span class='greyedout'><<print Math.round($attrib.bioAugModifier * 100)>>%</span>\n<<else>>\n\t<span class='greyedout'>not installed</span>\n<<endif>><br>\n- baseline: <span class='greencolor'>+1 armor integrity</span><br>\n- baseline: <span class='redcolor'>not socially acceptable in Church space</span><br><br>\n\nIntegration Bonus:<br>\n- 50%: <<if $attrib.bioAugModifier gte 0.5 and $isThisAug>><span class='bluecolor'>immune to infection</span><<else>><span class='greyedout'>immune to infection</span><<endif>><br>\n- 100%: <<if $attrib.bioAugModifier gte 1 and $isThisAug>><span class='bluecolor'>+10% armor</span><<else>><span class='greyedout'>+10% armor</span><<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tRawhide. No. Rhinodon hide. But it's almost the same thing, right? Right?<br><br>\n\n\t\t\t\tOh, whatever. Enjoy your stupid implant.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Synaptic Link</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/fleshmask.png]]</div>Bio-cybernetic brain link designed to interface with external devices.<br><br>\n\n<<set $isThisAug = false>>\n<<if $equip.offhand.contains("fleshmask")>>\n\t<<set $isThisAug = true>>\n<<endif>>\n\nBio-Cybernetic:<br>\n- slot: head<br>\n- integration:\n<<if $isThisAug >>\n\t<span class='greyedout'><<print Math.round($attrib.bioAugModifier * 100)>>%</span>\n<<else>>\n\t<span class='greyedout'>not installed</span>\n<<endif>><br>\n- baseline: <span class='greencolor'>+10% accuracy & hit chance</span><br>\n- baseline: <span class='bluecolor'>allows use of Exo Armor</span><br><br>\n\nIntegration Bonus:<br>\n- 50%: <<if $attrib.bioAugModifier gte 0.5 and $isThisAug>><span class='bluecolor'>all prices are 10% better</span><<else>><span class='greyedout'>all prices are 10% better</span><<endif>><br>\n- 100%: <<if $attrib.bioAugModifier gte 1 and $isThisAug>><span class='bluecolor'>IntelliDiscs 15% more effective</span><<else>><span class='greyedout'>IntelliDiscs 15% more effective</span><<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tSynthetic brain with plugs. To be plugged into devices. It is simple. The human should not question. The human should simply install and use the device.<br><br>\n\n\t\t\t\tThis article was written by: CYBERMACHINEUDDE6766\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>BrainCase</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/braincase.png]]</div>Cybernetic brain case intended to protect against severe head trauma.<br><br>\n\nCybernetic:<br>\n- slot: head<br>\n- upgrade pack: <<if $equip.offhandUpgrade[0] eq "cyberaug" or $equip.offhandUpgrade[0] eq "none" or $equip.offhand[0] neq $hud.currentScreen>><span class='greyedout'>none installed</span><<else>><span class='bluecolor'><<print $equip.offhandUpgrade[0]>></span><<endif>><br>\n- baseline: <span class='greencolor'>+15% armor</span><br>\n- baseline: <span class='bluecolor'>prevents addiction</span><br>\n- baseline: <span class='bluecolor'>allows use of Exo Armor</span><br>\n- baseline: <span class='redcolor'>-10% <<if $equip.offhandUpgrade[0] neq "em-sensor">>accuracy & <<endif>>hit chance</span><br>\n<<if $gameworld_modifiers.hasCyberneticFatigueOverride>>\n- baseline <span class='greyedout'>fatigues user</span> <span class='bluecolor'>(InZtinct)</span>\n<<else>>\n- baseline <span class='redcolor'>fatigues user</span>\n<<endif>><br><br>\n\nUpgrades:<br>\n- <<if $equip.offhandUpgrade[0] eq "smart-link">>\n\t\t<span class='bluecolor colorbold'>smart-link pack:</span> IntelliDiscs 25% more effective\n\t<<else>>\n\t\t<span class='greyedout'>smart-link pack: IntelliDiscs 25% more effective</span>\n\t<<endif>><br>\n- <<if $equip.offhandUpgrade[0] eq "em-sensor">>\n\t\t<span class='bluecolor colorbold'>em-sensor pack:</span> +50% arc shield deflection, +10% accuracy\n\t<<else>>\n\t\t<span class='greyedout'>em-sensor pack: +50% arc shield deflection, +10% accuracy</span>\n\t<<endif>><br>\n- <<if $equip.offhandUpgrade[0] eq "ballistic-plate">>\n\t\t<span class='bluecolor colorbold'>ballistic-plate pack:</span> +10% armor\n\t<<else>>\n\t\t<span class='greyedout'>ballistic-plate pack: +10% armor</span> \n\t<<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tHardened brain case intended to protect user from harm and allow interfaces with external devices. One of the most extreme forms of modification one can undergo, brain case modification is often the first step on a person's journey towards a synthetic life. The process involves surgically removing the user's brain from their organic skull and inserting it into a synthetic one. This often has negative effects on the individual's life when not paired with complete body modification as organic body functions are severely impaired.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'syntheticskin'>>
<<display 'humanskin'>>
<<display 'humanskin'>>
<<display 'syntheticskin'>>
<<display 'humanskin'>>
<<display 'syntheticskin'>>
<<display 'syntheticskin'>>
<<display 'humanskin'>>
<<display 'HUD_CodexBackButton'>><strong>Cure Infection</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/cure_infection.png]]</div>Cures any existing infections.<br><br>\n\n<<display 'codexStubFiller'>>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Cure Addiction</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/cure_addiction.png]]</div>Cures any existing addictions.<br><br>\n\n<<display 'codexStubFiller'>>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Red</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/pill_red.png]]</div>A red recreational pill.<br><br>\n\n<<display 'codexStubFiller'>>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Black</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/pill_black.png]]</div>A black recreational pill.<br><br>\n\n<<display 'codexStubFiller'>>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Purple</strong>\n\n<<nobr>><div class='HUD_CodexImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/pill_purple.png]]</div>A purple recreational pill.<br><br>\n\n<<display 'codexStubFiller'>>\n<<endnobr>>
<span class='greyedout'>This article is a stub. Help the codex foundation by adding additional information! All provided information must be sourced and vetted by the Codex Foundation in accordance with Church Law.</span>
<<nobr>>\n\t<<if $hud.expandAgenda eq false>>\n\t\t<div class = 'HUD_PdaExpandButton'>\n\t\t\t<<click 'Expand'>>\n\t\t\t\t<<set $hud.expandAgenda = true; playContextSound("ui_click");>>\n\t\t\t\t<<replace '#jobs-completed'>>\n\t\t\t\t\t<<display 'Archived_Tasks'>>\n\t\t\t\t<</replace>>>\n\t\t\t<</click>>\n\t\t</div>\n\t<<else>>\n\t\t<div class = 'HUD_PdaExpandButton'>\n\t\t\t<<click 'Collapse'>>\n\t\t\t\t<<set $hud.expandAgenda = false; playContextSound("ui_click");>>\n\t\t\t\t<<replace '#jobs-completed'>>\n\t\t\t\t\t<<display 'Archived_Tasks'>>\n\t\t\t\t<</replace>>>\n\t\t\t<</click>>\n\t\t</div>\n\t<</if>>\n\n\t<<if $hud.expandAgenda eq true>>\n\t\t<<if $job_intro_implant.mainPhase gte 2>>\n\t\t\t<<set $foundarchivedtask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_intro_implant">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Implant Malfunction<br>\n\t\t\t\tClient: None<br>\n\t\t\t\tStatus: <span class='greencolor'>Completed</span>\n\t\t\t</div>\n\t\t<</if>>\n\n\t\t<<if $job_abomination_investigate.mainPhase eq 4 or $job_abomination_investigate.mainPhase eq 6 or $job_abomination_investigate.mainPhase gte 98>>\n\t\t\t<<set $foundarchivedtask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "job_abomination_investigate">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Abominable Influence<br>\n\t\t\t\tClient: None<br>\n\t\t\t\tStatus: <span class='greencolor'>Completed</span>\n\t\t\t</div>\n\t\t<</if>>\n\n\t<<if $job_fisher_revenge.mainPhase gte 4>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = "fisher_task_revenge">>\n\t\t\t<</click>>\n\t\t\tTask: Real Important Shit<br>\n\t\t\tClient: Fisher<br>\n\t\t\tStatus: <<if $job_fisher_revenge.mainPhase eq 98 or $job_fisher_revenge.mainPhase eq 4>><span class='greencolor'>Completed</span><<else>><span class='greyedout'>Aborted</span><</if>>\n\t\t</div>\n\t<</if>>\n\n\t<<if $job_arena_lavandri.mainPhase gte 10>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = "job_arena_lavandri">>\n\t\t\t<</click>>\n\t\t\tTask: Deathmatch Arena<br>\n\t\t\tClient: Lavandri Corp<br>\n\t\t\tStatus: <<if $job_arena_lavandri.mainPhase eq 10>><span class='greencolor'>Completed</span><<else>><span class='greyedout'>Aborted</span><</if>>\n\t\t</div>\n\t<</if>>\n\n\t<<if $job_coven.mainPhase gte 6 and not $job_coven.overrideAnska and $chr_celena.met>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = "celena_task2_main">>\n\t\t\t<</click>>\n\t\t\tTask: Coven Investigation<br>\n\t\t\tClient: Celena<br>\n\t\t\tStatus: <<if $job_coven.mainPhase gte 6 and $job_coven.mainPhase neq 99>><span class='greencolor'>Completed</span><<else>><span class='greyedout'>Aborted</span><</if>>\n\t\t</div>\n\t<</if>>\n\t<<if $job_coven.mainPhase gte 1 and $job_coven.overrideAnska eq true and $job_conspiracy.instructionPhase gte 7>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = "anska_task_main">>\n\t\t\t<</click>>\n\t\t\tTask: Coven Investigation<br>\n\t\t\tClient: Anska<br>\n\t\t\tStatus: <span class='greencolor'>Completed</span>\n\t\t</div>\n\t<</if>>\n\t<<if $job_crypto_warlock.altPhase gte 9>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = "job_crypto_warlock">>\n\t\t\t<</click>>\n\t\t\tTask: Cryptomancy<br>\n\t\t\tClient: Gal<br>\n\t\t\tPriority: <<if $job_crypto_warlock.altPhase eq 98>><span class='greyedout'>Aborted</span><<else>><span class='greencolor'>Completed</span><</if>>\n\t\t</div>\n\t<</if>>\n\t<<if $job_blindkid_shrine.mainPhase gte 3 and $job_blindkid_resolution.mainPhase gt 0>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = "job_blindkid_resolution">>\n\t\t\t<</click>>\n\t\t\tTask: <<if $job_witches_pendant.mainPhase eq 7>>Another Artefact<<else>>Commisariat Investigation<</if>><br>\n\t\t\tClient: <<if $job_witches_pendant.mainPhase eq 7>>Fabienne<<else>>Varai<</if>><br>\n\t\t\tStatus: <<if $job_blindkid_resolution.mainPhase eq 98 or $job_blindkid_resolution.mainPhase eq 3 or $job_blindkid_resolution.mainPhase eq 4>><span class='greencolor'>Completed</span><<else>><span class='greyedout'>Aborted</span><</if>>\n\t\t</div>\n\t<</if>>\n\t<<if $job_blindkid_shrine.mainPhase gte 98 or $job_blindkid_resolution.mainPhase gte 1>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = "job_blindkid_shrine">>\n\t\t\t<</click>>\n\t\t\tTask: Cryptic & Important<br>\n\t\t\tClient: Zweili<br>\n\t\t\tStatus: <<if $job_blindkid_shrine.mainPhase eq 98 or $job_blindkid_shrine.mainPhase eq 100 or $job_blindkid_resolution.mainPhase gte 1>><span class='greencolor'>Completed</span><<else>><span class='greyedout'>Aborted</span><</if>>\n\t\t</div>\n\t<</if>>\n\n\t<<if $job_corpo_conference.mainPhase gte 6>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = "job_corpo_conference">>\n\t\t\t<</click>>\n\t\t\tTask: Corpo Conference<br>\n\t\t\tClient: Zweili<br>\n\t\t\tPriority: <<if $job_corpo_conference.mainPhase eq 6 or $job_corpo_conference.mainPhase eq 98>><span class='greencolor'>Completed</span><<else>><span class='greyedout'>Aborted</span><</if>>\n\t\t</div>\n\t<</if>>\n\n\t<<if $job_riptide_postbattle.mainPhase gte 6>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = "job_riptide_postbattle">>\n\t\t\t<</click>>\n\t\t\tTask: Outpost Cleanup<br>\n\t\t\tClient: <<if $loc_riptide.ownedBy eq "marisa">>Jalkovski<<else>>Fisher<</if>><br>\n\t\t\tStatus: <<if $job_riptide_postbattle.mainPhase neq 98>><span class='greencolor'>Completed</span><<else>><span class='greyedout'>Aborted</span><</if>>\n\t\t</div>\n\t<</if>>\n\t<<if $job_petrovic_paladin.mainPhase gte 4>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = "job_petrovic_paladin">>\n\t\t\t<</click>>\n\t\t\tTask: Sphinx Spine<br>\n\t\t\tClient: Petrovic<br>\n\t\t\tStatus: <<if $job_petrovic_paladin.mainPhase eq 98 or $job_petrovic_paladin.mainPhase eq 4>><span class='greencolor'>Completed</span><<else>><span class='greyedout'>Aborted</span><</if>>\n\t\t</div>\n\t<</if>>\n\t<<if $job_anska_haze.mainPhase gte 6>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = "job_anska_haze">>\n\t\t\t<</click>>\n\t\t\tTask: Djinn Retardant<br>\n\t\t\tClient: Anska<br>\n\t\t\tStatus: <<if $job_anska_haze.mainPhase eq 98 or $job_anska_haze.mainPhase eq 6>><span class='greencolor'>Completed</span><<else>><span class='greyedout'>Aborted</span><</if>>\n\t\t</div>\n\t<</if>>\n\t<<if $randomEncounterPhases.syndicateBasePhase eq 5 or $randomEncounterPhases.syndicateBasePhase eq 99>>\n\t\t<<set $foundactivetask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = "job_syndicate_bases">>\n\t\t\t<</click>>\n\t\t\tTask: Syndicate 4 Issue<br>\n\t\t\tClient: None<br>\n\t\t\tPriority: <span class='greencolor'>Completed</span>\n\t\t</div>\n\t<</if>>\n\n\t<<if $job_fisher_extremists.mainPhase gte 4 or $job_fisher_counterattack.mainPhase eq 1 or $job_fisher_counterattack.mainPhase eq 4 or $job_fisher_counterattack.mainPhase eq 99 or $job_fisher_counterattack.altPhase gte 4>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t<<set $foundarchivedtask = true>>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = "fisher_task_extremists">>\n\t\t\t<</click>>\n\t\t\tTask: Theophobic Influence<br>\n\t\t\tClient: <<if $job_fisher_counterattack.altPhase gte 1 or $job_fisher_counterattack.mainPhase gte 1>>Wilkin<<else>>Fisher<</if>><br>\n\t\t\tStatus: <<if $job_fisher_extremists.mainPhase eq 98 or $job_fisher_extremists.mainPhase eq 4 or $job_fisher_counterattack.mainPhase eq 5 or $job_fisher_counterattack.altPhase eq 4>><span class='greencolor'>Completed</span><<else>><span class='greyedout'>Aborted</span><</if>>\n\t\t</div>\n\n\t<</if>>\n\t<<if $chapter gte 2 and $job_school.mainPhase gte 1>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = "raj_task_main">>\n\t\t\t<</click>>\n\t\t\tTask: Lesson on Abominations<br>\n\t\t\tClient: Tobias<br>\n\t\t\tStatus: <<if $job_school.mainPhase eq 2>><span class='greencolor'>Completed</span><<else>><span class='greyedout'>Aborted</span><</if>>\n\t\t</div>\n\t<<else>>\n\t\t<<if $job_school.mainPhase gte 2>>\n\t\t\t<<set $foundarchivedtask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "raj_task_main">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Lesson on Abominations<br>\n\t\t\t\tClient: Tobias<br>\n\t\t\t\tStatus: <<if $job_school.mainPhase eq 2>><span class='greencolor'>Completed</span><<elseif $job_school.mainPhase eq 3>><span class='greyedout'>Aborted</span><</if>>\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n\t<<if $job_undersprawl_purge.mainPhase eq 9 or $job_undersprawl_purge.mainPhase gte 10>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t<<set $hud.currentScreen = "job_undersprawl_purge">>\n\t\t\t<</click>>\n\t\t\tTask: Undersprawl Incident<br>\n\t\t\tClient: None<br>\n\t\t\tStatus: <<if $job_undersprawl_purge.mainPhase eq 9 or $job_undersprawl_purge.mainPhase eq 10 or $job_undersprawl_purge.mainPhase eq 11>><span class='greencolor'>Completed</span><<else>><span class='greyedout'>Aborted</span><</if>>\n\t\t</div>\n\t<</if>>\n\n\t<<if $job_banshee_srpawl.mainPhase eq 6>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = "job_banshee_srpawl">>\n\t\t\t<</click>>\n\t\t\tTask: A Small Issue<br>\n\t\t\tClient: Petrovic<br>\n\t\t\tStatus: <span class='greencolor'>Completed</span>\n\t\t</div>\n\t<</if>>\n\n\t<<if $job_combat_intro.mainPhase gte 5>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = "job_combat_intro">>\n\t\t\t<</click>>\n\t\t\tTask: Abominable Issue<br>\n\t\t\tClient: Lilly Vau<br>\n\t\t\tStatus: <<if $job_combat_intro.mainPhase eq 5>><span class='greencolor'>Completed</span><<else>><span class='greyedout'>Aborted</span><</if>>\n\t\t</div>\n\t<</if>>\n<<if $job_witches_pendant.mainPhase gte 7>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t<<set $hud.currentScreen = "job_witches_pendant">>\n\t\t\t<</click>>\n\t\t\tTask: Strange Pendant<br>\n\t\t\tClient: None<br>\n\t\t\tStatus: <span class='greencolor'>Completed</span>\n\t\t</div>\n\t<</if>>\n\t<<if $job_scrapyard_oger.mainPhase eq 2>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = "job_scrapyard_oger">>\n\t\t\t<</click>>\n\t\t\tTask: Oger Issues<br>\n\t\t\tClient: Mark<br>\n\t\t\tStatus: <span class='greencolor'>Completed</span>\n\t\t</div>\n\t<</if>>\n\t<<if $job_boulevard_hellcat.mainPhase gte 3>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t<<set $hud.currentScreen = "job_cryolounge_hellcat">>\n\t\t\t<</click>>\n\t\t\tTask: Cryolounge Abomination<br>\n\t\t\tClient: Harper<br>\n\t\t\tStatus: <<if $job_boulevard_hellcat.mainPhase eq 98>><span class='greyedout'>Aborted</span><<else>><span class='greencolor'>Completed</span><</if>>\n\t\t</div>\n\t<</if>>\n\t<<if $job_psychocult.mainPhase gte 98>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = "job_psychocult">>\n\t\t\t<</click>>\n\t\t\tTask: Hunting Season<br>\n\t\t\tClient: None<br>\n\t\t\tStatus: <span class='greencolor'>Completed</span>\n\t\t</div>\n\t<</if>>\n\t<<if $job_crypto_warlock.mainPhase gte 98 or $job_crypto_warlock.mainPhase eq 9 or $job_crypto_warlock.mainPhase eq 10 or $job_crypto_warlock.mainPhase eq 12>>\n\t\t<<set $foundarchivedtask = true>>\n\t\t<div class='HUD_ListEntry'>\n\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = "job_crypto_warlock">>\n\t\t\t<</click>>\n\t\t\tTask: Cryptomancy<br>\n\t\t\tClient: Mr. Luscovari<br>\n\t\t\tPriority: <<if $job_crypto_warlock.mainPhase eq 99>><span class='greyedout'>Aborted</span><<else>><span class='greencolor'>Completed</span><</if>>\n\t\t</div>\n\t<</if>>\n\t\t<<if $job_drugdealer.mainPhase gte 3 or $job_drugdealer.altPhase eq 2>>\n\t\t\t<<set $foundarchivedtask = true>>\n\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/agenda.png]]\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $hud.currentScreen = "celena_task_main">>\n\t\t\t\t<</click>>\n\t\t\t\tTask: Supplier Issues<br>\n\t\t\t\tClient: <<if $job_drugdealer.altPhase gte 1>>Fisher<<else>>Celena<</if>><br>\n\t\t\t\tStatus: <span class='greencolor'>Completed</span>\n\t\t\t</div>\n\t<</if>>\n\n\t<<if not $foundarchivedtask>>\n\t\t[NO TASKS ARCHIVED]\n\t<</if>>\n<</if>>\n<</nobr>>
<<set $aquireText = $equip.knife>>\n<<display 'getActualItemName'>>\n<<print $aquireText>>
<center><strong>The Deconstruction of Zypbic</strong></center>\n<center><strong>A Short by Freji Viir</strong></center>\n\n----\n\nFrom the Codex Entry:\n\n>The CES Zypbic was a Monarch-Class battlecruiser, an ancient warship of the old world, first voided under the name HAV Zypbic as the vessel of a western system-state. Most of its early years were spent in operation for the ColTy Security Syndicate, running pirate interdiction and shipping control on the Fringes. Come the outbreak of the Crusade of Eden in 25631, the Zypbic was donated to the Church and, like all vessels to partake in the Crusade, redesignated to match its association with the Church.\n\nThe article goes on to detail the vessel's battle history as part of the 9th Crusade Fleet, concluding with its decomissioning following the Crusades in 25952. On the survace this appears to be a rounded account but, to those who know better, it omits one critical fact: for the majority of its service lifetime, the CES Zypbic voided under Corporate Hegemony colors, leading great battlefleets against the Church of Eden, and proving pivotal in three major engacements.\n\nNaturally, this information is publicly accessible, and indeed listed in many historic articles available on the Vox Edeni, yet the Codex attempts to conceal the truth. One need not reach far to see why: the Clergy does not want those alive in this day and age to know that a vessel crewed by devout followers of Eden defected mere three months after entering battle against the so-called 'Great Evil' of corporationalism. Indeed, to many such a change of allegience would be viewed only as utmost heresy - amidst the ranks of the Knights of Eden no less.\n\nWhen one takes into account the day and age of these events however, quite a different picture presents itself. In the year 25631, the Church of Eden had not yet achieved the monopoly of power it enjoys today. Influence was limited and it jostled with thousands of other Churches, Temples, and Cults for the minds of devout believers. In those days, Church Law did not exist, and many of the concepts we take for granted today had not even been concieved. There was not even a pan-galactic trading unit similar to the contemporary 'Credit', honored by every world with equal dilligence, the very idea was inconcievable. \n\nCertainly, the Hegemony had attempted to institute a similar system, but individual worlds and powers preferred to manage their local currencies, to be used only within a specific logical volumes, outside of which other rules and metrics applied. So too was the Church of Eden a very different beast, for it did not rule the known galaxy, and hat little to no political say beyond the ears of those who believed in its tenants. All which held its various internal power structures together was the concept of 'Eden': strength in communal unity and the will to share knowledge for the betterment of all.\n\nThis stance of communalism conflicted with many contemporary religions and, most importantly, the corporate-opportunistic mindset. Belief in Eden was frowned upon at best, met with open hostility at worst, and so it was on many worlds and for many believers. Only among the rich and powerful, who had grown weary of ceaseless corporate warfare, had the 'Community' of 'Eden' become a trend. It was through the support of influential Lords and Ladies that Eden slowly but steadily achieved its legitimacy - and it is here we return to the battlecruiser CES Zypbic.\n\nIn these early days of the Church, vessels loyal to the Church were not crewed by devout Knights of Eden, nor were battlefleets led by the Paladin Order. Those who voided in the name of Eden were, by and large, young idealists drawn from assorted social classes. These men and women, who risked their lives for the idea of Eden, did so not out of communal belief but personal conviction. They dearly wished for unity among the stars, and longed for the dark ages of competitiveness to end. Instead, upon the field of battle, these young men and women were subjected to the same ills of old: Lords and Ladies who commanded over life and death while thousands perished in the void.\n\nSoon enough, the crew of the Zypbic - and many other vessels - realized that the Crusade of Eden was not a just and holy war, and most definitely not a cause they wished to risk their lives for. So they, along with twenty other vessels voiding under Church colors, defected. Not because they believed in capitalistic oppertunism, or even sympathized with the Hegemony, but because they feared the Church of Eden would only become what they had in their idealism set out to overthrow. \n\nThey could not have been more correct, for today the galaxy is ruled by the iron fist of a Church that no longer cares for communal unity and takes no interest in exchange of knowledge. Instead it has become the very oppressive, totalitarian regieme it hoped to replace. Its Clerics are, by and large, driven by greed and lust for power, their egos tempered only by internal rivalries and rare cases of public outrage. No organization might dare challenge the Church, not might any match the combined strength of the Paladin Order and Knights of Eden in battle. Even as Church attendance falls below 25% of the galactic community, the Clergy remains deeply entrenched in its position of power, and the lone believer may no longer pick the fruits of Eden, that mythical garden promised to all.\n\nSo here I dare say: the CES Zypbic was a vessel without peer, its crew heroes without doubt, for they stood up - as every true follower of Eden should - for justice, equality, and community.
<center><strong>A rational study of legendary Tibia</strong></center>\n<center><strong>By Tim Luger</strong></center>\n<center>This work is published and copy-protected by ViewPort Publishing Inc.</center>\n<center>Please note that this work is restricted by the Literary Truth Act and may not be posessed, produced, or reproduced without explicity permission from the Church of Eden. Failure to comply will lead to criminal procecution under Article 413 of the Literary Truth Act.</center>\n\n----\n\n<center><strong>Introduction</strong></center>\n\nThe Lesson of Tibia, the real-life events of which are referred to as the Siege of Tibia by historians, is found in //Scripture XXVI - Conscience of Consequence//. To briefly summarize for those not familiar with Church lessons, Scripture XXVI teaches numerous cautionary tales that warn believers of meddlesome behavior, dissenting ideas, heretical ideologies, and the consequences a believer must face should they stray from the path of Eden. All Scripture XXVI lessons are geared toward younger generations and teach through legends, fables, and similar tales which have little to no basis in historic fact.\n\nA notable exception however can be found in the Lesson of Tibia, which not only describes a galactic event, but is believed by many to teach a lesson quite unlike any the Church of Eden has published. This is generally not apparent to the uninformed reader, who treats the Lesson of Tibia quite like the other cautionary fables found in the Conscience of Consequence: a legend or fable intended to present an allegory to real life that teaches the dangers of dissenting societies.\n\nOn closer inspection however, this tale proves to be factual in nature, albeit embelished, and does not truly teach any moral lesson or cautionary tale. Indeed, the Lesson of Tibia is an ongoing problem for the Clergy and Educurate alike, neither of whom have managed to truly explain the presence of this lesson in an otherwise nonfictional scripture intended to teach by allegory and not fact. \n\nVarious works, both facutal and fanciful in nature, that try to explain the Lesson of Tibia from various points of view. Some suggest that Scripture XXVI was originally based entirely on factual accounts and only later changed to a fictional world. According to advocates of this theory maintain the inclusion of this lesson was was a printing error which could not be removed once the scripture was approved. Other theorists believe it was a theophobic conspiracy to shame the Church of Eden by including content of dubious morality in a Scripture indended to be read by children. \n\nMany more views on this matter exist, of course, but this work does not intend to answer the question of why the Lesson of Tibia was included. Instead, //A rational study of legendary Tibia// discusses the content of the lesson by comparing it to verifiable historic fact, with the ultimate goal of shedding light on why a scholar of the Church of Eden would have written such a controversial text and why, perhaps, it was deemed suitable for publishing at the time.\n\n----\n\n<center><strong>Legendary Viewpoint</strong></center>\n\nAccording to the Lesson of Tibia, the Mad King of Tibia was a cruel ruler who subjected the population of the habitation platform Tibia to a theophobic view. Believers were persecuted by force, citizens required to abstain from all forms of spiritual belief, and all were forced to venerate the Mad King as their God. His heretical ideology, made known to Father Lucius by an Angel of Eden, was confronted openly. \n\nOf course, the Mad King did not bow to requests that he allow the citizens of Tibia to be spiritually free. Unable to believe that such a ruler could be allowed to exist in this enlightened day and age, Father Lucius asked the Angel of Eden to bring the Mad King to justice. Thus the Angel returned to Tibia, where he was greeted by a sacreligious populace with laughter and degredation. Being a stallwart icon of Eden, the Angel did not react and instead confronted the Mad King directly. \n\nWhen the Mad King did not surrender his throne, the Angel was forced to smite him in the name of righteous justice. No sooner had this happened however, the citizens of Tibia, who had been driven mad by the heretical ideology of their Mad King, attacked the Angel of Eden. Determined not to harm unfortunate victims, the Angel refused to fight back, only to be expelled into the cold void by the furious mob.\n\nThe Angel was saved by the divine grace of Eden and brought before Father Lucius, who was furious to hear what had transpired on Tibia. He immediately decided that Tibia as a whole could not be allowed to exist and asked the Angel to bring justice upon these degenerates. The Angel however refused, citing the population's innocense, and told Father Lucius that the fate of Tibia lay in its own hands. While disappointed by the Angel's lack of faith, Father Lucius bowed to the Angel's wisdom, and rather than punish the innocents, sent a Bringer of Light, who was first greeted with hostility, but over many centuries taught the citizens of Tibia the sacred ways of Eden.\n\n----\n\n<center><strong>Historic Viewpoint</strong></center>\n\nFor those among the readership not versed with pre-Church history, let me first set the stage: it is the year 25529. The Crusade of Eden had not yet taken place and, while the Church had begun to establish itself as a major political and economic player in the galaxy, ideas such as Church law and Galactiy Unity had not yet entered into public consciousness. Indeed, aside from a select few who feared the rise of theocratic power in the galaxy, and the devout many who had sworn themselves to the ways of Eden, citizens had only ever heard of the Church in passing.\n\nThus it comes as no surprise that the administration of habitation platform Tibia-1, which had recently been constructed to support expanding corporate interests in the Eastern Hemisphere, took little interest in the Church of Eden. Nor did the platform's administration seem of any importance to the Clergy, who were more focused on the mounting tensions with the Corporate Hegemony. \n\nThe Hegemony had recently begun to take a hard stance against religious expansionalism, which they viewed as a threat, and would soon institute a policy of thinly-veiled theophobic discrimination and provide the first spark to ignite the Crusade of Eden. Tibia-1, in contrast, was an inconsequential sideshow, of mention only because the small, Church-funded Mission located there was experiencing economic discrimination, like much of the religious galaxy. \n\nThis changed in 25531, when Lord Mir rose to power on Tibia-1 and, no doubt on request of the already worried Corporate Hegemony, demanded the missionaries leave voluntarily or be forcefully evicted. When the missionaries refused, citing lack of funds due to rampant taxation, Lord Mir had the believers deported to Scaffold 17. Even before the unfortunates had arrived, the Church of Eden was outraged by the audacity of Lord Mir, and demanded he offer formal apology or face dire consequences for this breech of basic existential rights. \n\nFor the brief period of a year, the Corporate Hegemony attempted to mediate the ensuing negotiations, but backed out of both the mediative role and their support for Tibia-1 when it became clear that Lord Mir had no intentions of reaching a settlement. Indeed, he soon began to taunt the Church of Eden, ridiculing their attempts to force a sovreign administration into submission, dismissing the Church as a phony, imperialistic dictatorship hiding behind a veil of lies, and even going so far as to officially state Tibia-1 would never allow any believer to set foot on its walkways. \n\nThe Chruch of Eden, itching for a chance to demonstrate their legitimacy as a political mediator and having sensed the Hegemony would not support Tibia-1, declared Lord Mir and his administration to be pursuing a theophobic agenda and recieved marginal support for their claims across the galaxy, not the least because Tibia-1 had offended several other religious groups who had hoped to establish cults on the platform. Ironically, the Hegemony also supported the removal of Lord Mir, as his behavior indicated lack of respect for remote authority and threatened their operations in the region.\n\nEvents took a predictable course from there, with a Church-led Task Force composed of two battle cruisers and three destroyers dispached to remove Lord Mir and install a more lenient authority in his place. Three months later, the force arrived, blockaded the platform, and began boarding operations. These would be led by the since-renowned Paladin Corinthin and two companies composed of what would later becom the 1st Battalion of the Knights of Eden, and breeched Tibia-1 low on the Y axis, near the secondary docking bays.\n\nDefending Tibia-1 were several thousand militia loyal to Lord Mir and three companies of professional soldiers lent by the Thorne Association. It was assumed by Lord Mir that the focus of the task force would be his removal, not the destruction of Tibia-1, so no attempt was made to deter the boarding fleet. Instead, the locals hoped to make an assault on the habitation platform too costly for the Church of Eden, thereby forcing them to withdraw and enter a more favorable rounds of negotiation.\n\nThe ensuing battle was fierce from the outset, with casualties on both sides rapidly mounting as Chruch-aligned forces pushed relentlessly toward the administrative hub in the center. Constant hit and run attacks by civilian millita - Church-aligned forces were under orders not to cause undue casualties - combined by firepower provided by the Thorne Association brought the advance to a halt several hundred meters from their objective. The Church-aligned forces were quickly surrounded, cut off from reinforcements and unable to escape the depths of Tibia-1. \n\nRather than surrender, like Lord Mir had hoped would happen, Paladin Corinthin ordered his forces to break out and retreat. While the ragged force shot its way out of the encirclement and back to the docks, the destroyer HAV Tebuche repositioned above the Y-axis of Tibia-1, where it waited until Corinthin reported his forces were clear. A volley of fission warheads was then launched against the northern repulsion shields, overloading the capacitors, followed by three pinpoint shots from its main rail cannon, which tore Tibia-1 apart along the centerline. \n\nAs the power to the station failed, and Tibia-1 forces withdrew to the shelter of safer compartments, Paladin Corinthin and a group of three volunteers - a blackscorned warlock is mentioned by certain witnesses to have been among them, though most sources deem this unlikely - made a suicidal run for the administrative hub. They arrived mere minutes before Lord Mir and his personal guard could be evacuated from the ruined superstructure, slaughtered the assembled administative staff, only to be lost to the void when Tibia-1 broke apart from the strain its damaged central support struts were under.\n\nRecovery, reconstruction, and salvage operations were quickly initiated by the Church-led task force, and an effort was made to locate Paladin Corinthin and his heroic volunteers. While three bodies were found, Paladin Corinthin's corpse remained conspicuously absent. Exact details of what followed are hard to piece together, however Tibia-1 was ultimately reconstruction and the station re-habitated as part of the Church-funded project Sanctus Tibia, only to be destroyed beyond repair a mere year after its completion, when the Crusade of Eden broke out. \n\n----\n\n<center><strong>Analysis</strong></center>\n\nWhen historical events are compared to the legend, many differences can be noted. Most of these are no doubt an attempt to downplay the violence instigated by the Church, no doubt an attempt at re-casting events in a positive light. None the less, let us analyze the legendary version, attempting to take the historical position of the writer into consideration - for reference, the Lesson of Tibia was first published three years after the Crusades of Eden began, and was included in Scripture XXVI a year later.\n\n1) Lord Mir is portrayed as a 'Mad King'. This is undoubtably an attempt by the Church of Eden to justify their actions which, as any contemporary would have known, led to certain disaster. None the less, Lord Mir did indeed behave madly, first by taunting the Chruch, second by alienating the Hegemony, and later by sacrificing much of his population in a battle he should have known would be furtile.\n\n2) The theophobic outlook of Tibia is central. This holds true in both versions of the story, though historic events are far more driven by Lord Mir's unwillingness to side with the Corporate Hegemony. Had he remained on positive terms with the corporate world, the Church would not have been able to intervene without sparking open conflict, and the destruction of Tibia-1 could have been prevented.\n\n4) The population of Tibia does not resist initally. This is a somewhat odd discrepancy, given the story being told, though the general tone of absolving Tibia's population from their role in events - whereas in reality they were all too ready to fight at the slightest provocation - may be an attempt by the author to hint at apology or a deliberate attempt to appease the contemporary believers and citizens, who could have been worried the Siege of Tibia would set a precedent for future actions by the Chruch.\n\n5) The Angel of Eden travels alone. While primarily a narritive device of the Scripture, this fact also betrays deeper meaning: despite their involvement, the author - and perhaps the Church of Eden - consideres Corinthin alone responsible for the events which transpired. Presumably this was done to avoid backlash, though one could speculate that the Paladin's judgement was indeed questioned by the Clergy. \n\n6) The Angel of Eden is expelled by the masses. Despite obvious attempts to portray the Church as a rational actor in the fictional variant, the furious population of Tibia is given credit in the legend by having expelled a Paladin - a feat that has not been accomplished by any other in known history. More importantly however, the masses are not blamed for their actions, which indeed suggests the Church did not agree with Corinthin's judgement, as speculated earlier.\n\n7) The Angel of Eden is saved by grace. While this definitely did not occur in reality, Paladin Corinthin did indeed vanish from Tibia-1, unrecovered by the task force, only to reappear three months later on Scaffold 9. How this is possible is unknown, however it lends credit to the legends that surround the Paladin Order. The reason for its inclusion in the story was no doubt dramatic effect.\n\n7) The Angel of Eden learns his lesson. Desirable though it would have been, the Paladin Order did not learn any lessons from the Siege of Tibia and has continued to pursue threats, both percieved and actuaal, with overwhelming force and extreme prejudice. Perhaps this hints at the author attempting to portray the Order in a more positive light. Given the Crusade of Eden had just begun when the work was published, and goodwill toward the Order would have been paramoutn - its awe-inspiring capabilities had, at the time, not been established in the public mind - this is the most likely explanation.\n\n----\n\n<center><strong>Conclusion</strong></center>\n\nIt is truly difficult to explain why the Lesson of Tibia was included in Scripture, or why the Church of Eden would have wanted to portray such a disasterous operation as a lesson to anyone but themselves. The author has considered several explanations and decided that the most acceptable theory is as follows: the Church of Eden wished to comfort believers by reminding them of the Church's power while, at the same time, admit that they are fallible and must repent for mistakes made.\n\nGiven the Lesson was written as the Crusade of Eden gained momentum, it would appear that the text was intended far more as propaganda than anything else. What this does not explain is why it was included in a Scripture intended for children. The content and, more importantly, the message, would have been lost upon them. Perhaps a future work will explain this. For the moment, all one can say for certain is that the Lesson of Tibia indeed carried deeper meaning and that it was, most likely, not intended for the readership that ultimately consumed it.
<<display 'HUD_CodexBackButton'>><strong>Knights of Eden</strong>\n\n<<nobr>>\n[>img[https://rage-productions.com/game-content/scaffold-22/images/knights.png]]Sworn to protect the interests of the Church and its followers, the Knights of Eden are paramilitary Order assembled from a loose association of volunteers who have dedicated part - or all - of their lives to the cause of galactic peace, unity, and stability.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tOfficially formed during the [[Crusade of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Crusade of Eden"]] but having been in existance long before that, the Knights of Eden are the loosely-organized millitant arm of the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]]. The Knighs are composed of weathly merchants, corporate executives and Lords and Ladies who have vowed to commit their assets and lives to the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] upon request by the Clergy in return for political favor and monetary compensation. Due to the loose and informal organization of the Knights of Eden, their performance in the field and overall morale is considered sup-par to most professional security and military contractors. None the less, the Knights of Eden have endured the milennia and continue to be the [[Church of Eden's|Church of Eden]] primary line of defense against conventional threats to galactic peace.<br><br>\n\nOf late however, the Knights of Eden have seen a steady decline in demands for their services - and an appropriate reduction of their ranks - by the Clergy. Precisely what this implies is unknown but speculating individuals believe that, in the current political climate, the Clergy is favoring the exemplary service provided by the [[Paladin Order|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Paladin"]] over the often cumbersome task of deploying and maintaining a combined taskforce led by the Knights of Eden. Whether this is a call for the Knights of Eden to improve the quality of their services or a subtle hint that this ancient order has become obsolete in today's day and age remains to be seen.<br><br>\n\nEither way, the Knights of Eden have left their mark on galactic history and, until their order is disbanded for good, the impressive and highly diverse warfleets, often gathered from all corners of the galaxy to heed the call of the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]], will remain an iconic image of raw religious power and influence.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Erkan-Corbei Minerals Group</strong>\n\n<<nobr>>\n[>img[https://rage-productions.com/game-content/scaffold-22/images/erkan_corbei.png]]A major supplier of raw ores and materials, the Erkan Corbei Minerals group is a large pan-system corporation that operates mining and harvest colonies on many worlds in the north-eastern hemisphere of the galaxy.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tFounded in 26631 by the enterpreneurs Jusuf Erkan and Albert Corbei, the Erkan-Corbei Minerals Group (short ECMG) is an pan-system corporation which operates mines and refineries on numerous planets and asteroid formations across the galaxy. The Erkan-Corbei Group employs over six billion workers in various functions and generates an average cyclic income of sixteen trillion credits. In addition to the mining, refining and interstellar transportation of precious minerals, the Erkan-Corbei Group runs a sizable water-refining operation, commercially marketed under the trademark label PureWater.<br><br>\n\nThe Erkan-Corbei Group has a long-standing business relations with WatchTower Security, who provide the bulk of on- and off-site security for Erkan-Corbei operations, and the Myrroth Collective, which owns many of the interstelar cargo haulers chartered by the Erkan-Corbei Group.<br><br>\n\nMost notably however, the Erkan-Corbei Group is one of the few corporations in the galaxy whose operations are primarily conducted outside of [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] jurisdiction, thereby making many of the Group's mining operations exempt from [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] laws and most proceeds exemt from taxation. This circumstance has caused numerous diplomatic incidents and legal disagreements over the centuries and, despite claims from both parties to the contrary, not all disputes between Erkan-Corbei and the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] have been resolved diplomatically.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>B33 Hab Block</strong>\n\n<<nobr>>The Level B33 Hab Blocks are a low-income residential area located in B Sector and are considered one of the most dangerous places to live on Scaffold 22.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe Level B33 Hab Block is a residential area on the lower B-Levels of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] inhabited by some fifteen thousand citizens. Unlike most of the Downs, as the lower B-Levels are called by the locals, the Level B33 Habs are a relatively small community that's often considered 'upscale' compared to the rest of the neighborhood. None the less, numerous drug dealers, street gangs, and human traficking rings prey on the locals. These circumstances are only exaberated by the fact that Wilkin's Raptors run a prejudiced security shift in the area, showing favor to anyone who can afford to pay bribes over the impartial law-enforcement their contract with the [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]] theoretically demands. To further complicate the issues faced by Level B33, the Habs are among the oldest parts of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]], meaning systems fail on a regular basis and maintenance efforts are few and far between.<br><br>\n\nConsequently, the Level B33 Habs rank among the most undesirable places to live in B Sector. Many residents spend their entire lives dreaming of the day they can buy their way out of the squallid conditions they were born intop. Few manage to aquire the credits necessary to make the jump, resulting in a population growth that the can't be sustained indefinitely. Numerous solutions have been put forth by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and several corporate contractors. To date however, none have been implemented, both due to lack of credits and unwillingness of the local residents to change their ways without incentive.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Cathedral of Beams</strong>\n\n<<nobr>>The seat of the Church of Eden's highest ranking clergy, and therefore the center of galactic power, the Cathedral of Beams is an enormous pyramid tethered to Scaffold 22. The Cathedrl contains countless prayer halls, meeting chambers, private quarters, and is also the base of operations for Scaffold 22's defense fleet.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tAn enormous, pyramid-shaped construct tethered to the upper B Levels of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]], near the original core of the [[Scaffold|Scaffold 22]], the Cathedral of Beams is the single largest place of worship operated by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] in all the void. It is capable of housing up to two billion believers for regular mass and acts as home to over forty percent of the Clergy, marking the Cathedral as both the most notable and iconic seat of [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] power in the galaxy.<br><br>\n\nThe Cathedral of Beams is, as the name implies, composed of countless compartments, passageways, sky bridges and prayer halls held together by a complex web of support beams that is fused directly with the superstructure of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. Due to the geography of the surrounding superstation, the Cathedral juts outward from the Inner Ring and vaguely resembles a pyramid when viewed from afar. For practical reasons, the areas of the Cathedral accessible from the upper B-Levels (Level B13-15) are home to the Clergy, high-level representatives, and numerous assembly chambers, while the lower levels (intersecting with L to T Sector) serve as prayer halls and elaborate tent-cities unofficially referred to by the locals as the Cathedral Camps.<br><br>\n\nThis divison of the Cathedral paralells the social segregation of the superstation's population, allowing citizens most likely to attend prayer easy access to the Cathedral while the Clergy are situated nearer the private residences of corporate officials they frequently converse with. Practical though this arrangement may be, it also reflects heavily in the state of the Cathedral. Upper levels tend to be splendid representations of the [[Church's|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] glory while the lower levels, home to many refugees and forlorn believers, degenerate into a state of disrepair. Despite this, the Cathedral of Beams is widely considered the most functional segment of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]], kept in better repair than most sectors by the dilligent work of the Machine Priests. The Cathedral is also home to the [[Church's|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] Machine Temples, which services numerous vessels voiding under [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] colors and an ever-present defense fleet of ten Cruisers, Frigates and Tactical Fighters crewed and operated by the [[Knights of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Knights of Eden"]].\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<if $time.active lte 48>>\n\t<<if $time.active lt 10>>0<</if>><<print $time.active>> GSH\n<<else>>\n\t/% print time as 00.00 days%/\n\t<<if ($time.active / 24) lt 10>>0<</if>><<print Math.floor($time.active / 24)>>:<<if ($time.active % 24) lt 10>>0<</if>><<print ($time.active % 24)>> GSD\n<</if>><br>
<<display 'HUD_CodexBackButton'>><strong>Division 108 - Zanex</strong>\n\n<<nobr>>\n[>img[https://rage-productions.com/game-content/scaffold-22/images/divison_108.png]]\nControversial and believed to be sponsored by the Corporate Hegemony, Division 108 is a private security contractor which operates on Scaffold 22. The group is known for its theophobic stance and has been accused of several alleged cases of unlawful use of force against members of theological organizations.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tDivision 108, frequently referred to as Division Zanex, is a borderline illegal paramilitary organization that operates on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] and is rumored to be associated with the [[Corporate Hegemony|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]]. While details on the group are limited, it is believed to be composed of over five hundred professional killers, trained and battle-hardened in service to [[Syndicate 4|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Syndicate 4"]], the Pawelli Group, and other private security contractors.<br><br>\n\nIts official motto is //"Freedom in Mind and Market"//, a phrase which has caused much controversy among the Clergy and leads many to believe Division 108 is covertly sponsored by the [[Hegemony|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]]. This image is further reinforced by media releases that openly ridicule the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and member testimony that clearly states that [[Churchgoers|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] are not welcome in Division 108.<br><br>\n\nOfficial investigations conducted by the [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]] have not produced any evidence to of such a link however. As a result, Division 108 remains legally classified as a private security contractor, though employment advisors warn of strong theophobic influences. None the less, Division Zanex continues to operate on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] with relative impunity.<br><br>\n\nTheir list of accomplishments is fairly extensive, with members of the organization having partaken in numerous corporate-sponsored cleanup, security, and enforcement operations over the past decades. Most notably however, the entire division was deployed during the [[Gregorian Riots|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Gregorian Riots"]], paradoxically tasked with the objective of maintaing security in the [[Level B27 Temple Zone|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Religious Zone"]]. The successful and relatively nonviolent outcome of this action, in what is perhaps the most controversial move by the Clergy ever, earned several members of Division 108 a St. Michael's Cross from the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]].<br><br>\n\nSuch incidents remain rare however and, for the most part, Divison 108 keeps a low porfile. Its members are believed to regularly provide personal protection to various high-ranking members of the [[Corporate Hegemony|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]] and unconfirmed sources claim Division Zanex frequently exersizes strong-arm actions on behalf of its employers, particularly toward religious cults and belief-oriented organizations.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Incubus Armor</strong>\n\n<<nobr>>[>img[https://rage-productions.com/game-content/scaffold-22/images/incubus armor.png]]High-flexibility protective gear designed specifically for the Deathmatch Arena.<br><br>\n\n<<display 'drawArmorStats'>><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tOriginally developed by the Blackthorn Collective to be used by contestants in the Hunting Season, Incubus Armor is an updated version of the original designed for the Lavandri Tournament. Not only is it highly effective at preventing injury, but the design is highly flexible, in accordance with Project Incubus ideals. The result is a high quality protective layer which does not obstruct the wearer in any form, while affording protection from virtually all sources of potential harm.<br><br>\n\n\t\t\t\tIt has aquired something of a notorious reputation because its wearers are well known for cruel and entertaining arena showdowns. Moreover, the design incorporates mechanics otherwise reserved to flesh-formed molds into the suit's underlayer, allowing far greater user integration without the need for specialized subdermal inplants. The means by which this were achieved are unknown to all but the most senior Blackthorn technicians, and a similar feat has not been reproducable by any other manufacturer. \n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<silently>>\n<<set $action.action1 = "none">>\n<<set $action.action2 = "none">>\n<<set $action.action3 = "none">>\n<<set $action.action4 = "none">>\n<<set $action.action5 = "none">>\n<</silently>>
<<nobr>>\n\tAudio:<br> \n\t<<if not $audiosupport>>\n\t\t<span class='greyedout'>N/A</span>\n\t<<else>>\n\t\t<<if $hud.playAudio>><span class='greencolor'>ON</span><<else>><span class='redcolor'>OFF</span><</if>>\n\t\t<<click ''>>\n\t\t\t<<if $hud.playAudio>>\n\t\t\t\t<<set $hud.playAudio = false>>\n\t\t\t\t<<set $hud.playMusic = false>>\n\t\t\t\t<<replace '#hud-pda-pane'>>\n\t\t\t\t\t<<display 'Menu_AudioToggle'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<display 'doAudioHandler'>>\n\t\t\t<<else>>\n\t\t\t\t<<set $hud.playAudio = true>>\n\t\t\t\t<<set $hud.playMusic = true>>\n\t\t\t\t<<replace '#hud-pda-pane'>>\n\t\t\t\t\t<<display 'Menu_AudioToggle'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<display 'doAudioHandler'>>\n\t\t\t<</if>>\n\t\t<</click>>\n\t<</if>>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Syndicate 4</strong>\n\n<<nobr>>[>img[https://rage-productions.com/game-content/scaffold-22/images/snydicate_4.png]]A relatively small private security contractor based on Scaffold 22, Syndicate 4 specializes in physical protection, zone control, and threat response packages.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tSyndicate 4 is a private security contractor that leases its trained professionals on per-job and long-term contract basis. Their official service catalogue includes close protection, integrated facility security, contraband interdiction, and zone patrol for small to medium-sized corporations and private persons. Off the books however, Snydicate 4 has been known to dabble in dubious ventures including but not limited to strong-arm tactics, pre-emptive force neutralization and assassination. Despite numerous legal cases filed against the contractor by both corporate entities and the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]], Syndicate 4 remains in operation on several major population hubs, with their headquarters located on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]].<br><br>\n\nIn terms of capabilities, Snydicate 4 ranks among the mid-ranged security contractors, employing a marginal total of forty thousand security contractors across the galaxy. Unlike many larger companies, they also do not provide services outside the area of physical protection, meaning they offer little to no digital or virtual security packages. None the less, in the field of physical security, Syndicate 4 has earned a considerable reputation, not the least due to the high salary, favorable disability and retirement benefits, and impressive training regieme their employees recieve in return for a minimum contract of ten galactic standard years. These circumstances have both marked Syndicate 4 as a premier employer and scared away numerous potential recruits due to the high level of commitment expected in comparison to other private security companies.<br><br>\n\nA notable and recent addition to the Syndicate 4 arsenal is a subdivision devoted to maintenance, operation and customization of [[Security Bots|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Security Bot"]] of various sorts. While this service has yet to reach the level of bot-security offered by other contractors, Snydicate 4 has managed to secure numerous private deals by capitalizing on their established reputation. None the less, many in search of mechanized security solutions continue to rely on contractors who offer integrated mechano-digital packages. Due to this, it can be expected that Syndicate 4 will remain true to their origins and continue to focus on perfecting and expanding their human-powered security solutions.<br><br>\n\nOn an individual contractor basis, Snydicate 4 employees can be identified by the dagger-shaped emblem they are required by law to carry. In addition, each of the company's subdivision is allowed to create a personalized insignia that bears a slogan that describes that particular divisions's motto and the contractor's digitally encoded employee datd. Beyond these aspects however there is little in way of uniformity among Snydicate 4 contractors, as equipment is aquired individually or on a per-department basis and does not adhere to global policies such as is often the case among larger private security companies.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Scaffold 22</strong>\n\n<<nobr>>\nScaffold 22 is a massive habitation platform in the north-western hemisphere of the galactic core, home to several billion citizens and ruled by the firm hand of the Church of Eden. It is considered by many to be the capitol platform of the XVSVVP Quadrant and a strategically and politically significant location in galactic geography.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tScaffold 22 is an artifical habitation platform located the north-western hemisphere of the galactic core, held in far-orbit around the solar body [[XVSVVP-15|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "XVSVVP-15"]] by an array of gravitronic repulsion arrays. The hab-platform is named for its appearance, comrpised of millions upon millions of compartments, docking berths and pressurized passages linked together by a complex scaffold of support struts, and houses over fourty billion inhabitants, making it the largest habitation platform in the region and the de-facto capitol of the XVSVVP Quadrant.<br><br>\n\nAside from being the seat of power for several pan-galactic corporations such as [[Erkan-Corbei Minerals Group|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Erkan-Corbei Minerals Group"]] LTD, the Myrroth Collective, Bizantine INC, Varthol INC and TylanThromal LTD, Scaffold 22 also houses the famed Cathedral of Beams, the single largest hall of worship operated by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] anywhere in the void. Comfortably fitting up to two billion believers for a standard mass and acting as a home to over forty percent of the Clergy, the Cathedral of Beams is without a doubt the most notable - and iconic - [[Church-owned|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] structure in the galaxy. <br><br>\n\nThus it comes as no surprise that Scaffold 22 has evolved into a vernerable and prestigeous - if somewhar chaotic - centre for culture and political power. Thousands of vessels arrive and depart the Scaffold every cycle, resulting in a cyclistic immigration variance of over a million individuals and billions of tons in raw materials and goods processed every hour. While this throughput does not compare to artificical constructs such as Scaffold 13 or Cubix, Scaffold 22 retains its prestige status precicely because only the wealthiest, most successful merchants, trade barrons and Lords can afford to peddle their goods on this construct.<br><br>\n\nNone the less, Scaffold 22 hides many darker sides where crime runs rampant and overpopulation ruins countles lives. The Downs of [[B Sector|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "B Sector"]] for example; a compex warren of passages and compartments quite literally overrun - some say infested - by the lost, forsaken and hopeless of the galaxy. These unfortunate souls, often considered the dregs of galactic civilizaton by higher society, squabble over scraps and fight over what little status they can attain, dreaming of the day when they too can enter greater galactic society.<br><br>\n\nFew will ever see their dream come true and those who do almost always attain their status through criminal ventures or the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]]. Most however will perish in places such as the Downs, lost and forgotten by the galaxy at large, condemned to an existence even more worthless than the most pitiful corporate employee can imagine, until they finally find release in an early, pollution-induced death\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>The Street Wars</strong>\n\n<<nobr>>\n[>img["https://rage-productions.com/game-content/scaffold-22/images/streetwars.png"]]Major gang conflict that broke out on Scaffold 22 in 27035. Resulting violence between competing street powers in the lower B Sector caused widespread panic and disrupted daily life until the end of the wars in the late 40s.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tGenerally bgelieved to have begun in early 27035 and ended sometime in the late 40s, the Street Wars were a localized gang conflict that took place in the lower levels of [[B Sector|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "B Sector"]] on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. The fighting began when the then-prominent gang named the Red Scars came into conflict with the Lowdowners, Astral Punks, and, later, the Wilkin's Raptors and the notorious crime synciate known as the [[Sons of Kobol|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Sons of Kobol"]]. Initial confrontations were small in scale but, over the years, expanded from isolated cases of rioting and violence to full-on mercenary warfare.<br><br>\n\nThough the exact chronology of the Wars is unknown even to most citizens of the affected Sector, most if not all residents of [[B Sector|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "B Sector"]] associate the Street Wars with the rise of Wilkin's Raptors and the stablishment of [[Wilkin's Riptide|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Wilkin's Riptide"]] as the power center of the Downs. This era of the Wars counts among the bloodiest conflicts to have occured on any Sector of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]], with death tolls rising into the thousands as the notorious Raptor lieutennant known as Vine conducted a ruthless guerilla campaign against the already weakened Red Scars and recently-arrived [[Sons of Kobol|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Sons of Kobol"]].<br><br>\n\nThe Street Wars differed from earlier [[B Sector|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "B Sector"]] conflicts, which were characterized primarily by emotional outbursts and revenge killings, in the means and methods employed by Wilkins Raptors. While originally mere street thugs, their new leader quickly transformed the organization into a full fledged mercenary outfit, capable not only of contending with other gangs in open warfare but also in repeated firefights with security teams dispatched by the [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]] in a vain attempt to stem the violence. This cold and calculated approach led Raptor's utter dominance of [[B Sector|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "B Sector"]], a trend which would reverse itself only after Vine disappeared entirely from the gang scene in the late 40s and Mr. Xaviar Wilkin adopted a more leient security policy backed by the [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]].<br><br>\n\nCitizens who lived through the Street Wars remember these years as a time of barely-restained terror, in which the sight of Raptors on the move in scavenged [[Combat Armor|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Combat Armor"]] and armed with heavy assault weaponry were common. Daily life was gravely affected, with many citizens fearing for their lives and possessions as stories of Raptor kill-teams dragging away suspected rivals or executing known opponents on the spot mounted on a daily basis. For this reason, many of the Raptors' former members - most of whom are believed to have moved on to freelance mercenary work - were declared wanted criminals and enemies of the [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] by the [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]].<br><br>\n\nFew if any of these charges have lead to arrests or the promised capital punishment however, and dissenting voices in [[B Sector|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "B Sector"]] wonder to this day whether the Street Wars were not, at least in part, orchastrated by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] in a bid to wrest control of the Levels surrounding the [[Cathedral of Beams|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Cathedral of Beams"]] from the allegedly [[Hegemony-sponsored|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]] Red Scars. Most notable among these voices is Joanas Abrecht, formerly a prominent [[Herald of Juno|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Cult of Juno"]], who maintains to this day that the Wars were directly and indirectly funded by an unnamed yet highranking member of the Clergy.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Wraith</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_abom_wraith.png]]</div>Abominable creature created by necrotic flesh forming performed on deceased humans. Feeds on organic tissue and able to molecularly displace over short distances. Is unable to survive in presence of strong electrical currents.<br><br>\n\n<span class='redcolor'>Immunity:</span> <<print $toxinDamageType>><br>\n<span class='yellowcolor'>Strength:</span> immaterial<br>\n<span class='greencolor'>Weakness:</span> <<print $shockDamageType>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tBest known from their rendition in documentaries of the [[Witch Hunts|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "The Witch Hunts"]], Wraiths - occasionally referred to as Banshees when created from female hosts - are abominations caused by synthetically crafted microorganisms that, when introduced into a deceased host, form a primitive consciousness, feed on celluar tissues, and posess the yet unexplained ability to molecularly displace within a limited distance. To the layman, this creature no doubt appears exactly how fiction portrays revenants; hulking corpses reanimated by a powerful [[Witch|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] to have no will of their own, coupled with the common folklore of a ghost or spirit which can pass through solid matter and appear - or disappear - at will. This uncanny resemblance has led to considerable pseudo-scientific study of the Wraith, much of which supposes that Wraiths are in fact created by demons or forged from the essence of supernatural beings.<br><br>\n\nScientific analysis of the methodology employed by the [[Witches|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] of old however reveals the Wraith to be no more than a complex interplay between necrotic flesh-forming and augmentative neurocircuitry. Essentially, the Wraith is little more than robotic agent assembled from biological components and controlled by a subset of base instincts that are selected by the creator prior to assembly. There is no supernatural component to the Wraith, nor are Wraiths inheretly malevolent beings. At worst, these creatures are blank slates to be used by their creator as desired, much as any robotic household servant is today.<br><br>\n\nTo continue the analogy of the robotic servant of today, which requires a power source to operate, the synthetically crafted microorganisms sustaining a Wraith require regular ingestation of living tissue to function. The Wraith satisfies this need by periodically ingesting organic tissue, either from living victims or by scavanging from cadavers. In theory, a Wraith could even sustain itself from floral tissue, though such behavior is seldom witnessed in practice, perhaps because few Wraiths are programmed to feed from such sources. It is also worth noting that Wraiths are extremely difficult to capture or destroy as they can molecularly displace almost at will - usually by falling or jumping through objects - and many are programmed with predatory personalities. None the less, numerous examples of these creatures have been trapped and studied over the years, offering extensive insight into the function of these astounding biological machines.<br><br>\n\nDespite this in-depth research however, centuries of disinformation and superstition - at times actively fostered by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] - have led to the Wraith being viewed not as an artificially created creature but a being intrinsically associated with Witchcraft and Black Magic. While the Wraith may have originally been conceptualized by [[Witches|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]], historic accounts reveal that the Wraith was not so much an attempt to produce malevolence as a weapon of war produced in a time of dire ressource shortages, where corpses were easier to aquire than raw materials. That these creatures happen to exude fear and display supposedly supernatural abilities was not intential but, as Cothanus (26143 - On Witchcraft) claims, a happy accident that coincidentally benefited the [[Witches Covens|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] in a time of great need.<br><br>\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<nobr>>\n<div id='do_settings'>\n\t<<display 'showGameSettings'>>\n</div>\n<div class='HUD_MenuButton'>Done\n\t<<click '' 'HUD_IngameMenu'>>\n\t\t<<set playContextSound("ui_blip");>>\n\t<</click>>\n</div>\n<</nobr>>
<<nobr>>\n<div class='HUD_PdaScreen'>\n\t<div class='PDATitleText'>Gameplay & Graphics</div>\n\t<div class='HUD_PdaDisplayZone'>\n\tMoloLu\n\t</div>\n\t<div class='PDATitleText'>Core Enablers</div>\n\t<div class='HUD_PdaDisplayZone'>\n\tRRReinertsen (financing, support, hosting, legal advice)<br>\n\tIPS (cover & promo artwork, testing, gameplay advice)<br>\n\tXamp (testing, gameplay suggestions)<br>\n\tVomitButterfly (gameplay advice & supporting the idea since inception)<br>\n\tIndieDB & Reddit r/gamedev/ community (for all their support)\n\t</div>\n\t<div class='PDATitleText'>Soundtrack</div>\n\t<div class='HUD_PdaDisplayZone'>\n\t\tMachinimasound - Incursion (https://machinimasound.com/) Licened under Creative Commons Attribution<br>\n\t\tMachinimasound - Rallying the Defense (https://machinimasound.com/) Licened under Creative Commons Attribution<br><br>\n\t\t\n\t\t022 Action - Set Up The Time Machine Back To The 90's (https://www.creative-sound.org/) Licened under Creative Commons Attribution<br>\n\t\tVoices Of Asylum - Part 1 - 004 Filler (https://www.creative-sound.org/) Licened under Creative Commons Attribution<br>\n\t\tPrayer Of Robots - 031 Title - (https://www.creative-sound.org/) Licened under Creative Commons Attribution<br>\n\t\tMask Of Robots - 029 Title - (https://www.creative-sound.org/) Licened under Creative Commons Attribution<br>\n\t\t014 SciFi - Flight Of The Unidentified Flying Object Outside The Stratosphere - (https://www.creative-sound.org/) Licened under Creative Commons Attribution<br>\n\t\tFrom Here To Eternity - 009 Immortal - (https://www.creative-sound.org/) Licened under Creative Commons Attribution<br>\n\t\t037 Action - Eyes And More - (https://www.creative-sound.org/) Licened under Creative Commons Attribution\n\n\t</div>\n\t<div class='PDATitleText'>SFX</div>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t- UI_reload_9mm<br>\n\t\t- UI_power_failure<br>\n\t\t- UI_error<br>\n\t\t- UI_attack_melee<br>\n\t\t- UI_shortout<br>\n\t\t- UI_attack_death<br>\n\t\t- UI_attack_rocket<br>\n\t\t- UI_attack_semi<br>\n\t\t- UI_cough<br>\n\t\t- UI_shatter<br>\n\n\t\tAll recorded by Mike Koenig<br><br>\n\n\t\t- UI_reload_complex<br>\n\n\t\tRecorded by RA The Sun God<br><br>\n\n\t\t- UI_blip<br>\n\t\t- UI_blip_refuse<br>\n\n\t\tBoth recorded by Marianne Gagnon<br><br>\n\n\t\t- UI_attack_auto<br>\n\n\t\tRecorded by ruin<br><br>\n\n\t\t- UI_attack_suppressed<br>\n\t\t- UI_attack_cannon<br>\n\n\t\tBoth recorded by snottyboy<br><br>\n\n\t\t- UI_attack_machinegun [unused]<br>\n\n\t\tRecorded by JKirsch<br><br>\n\n\t\t- UI_tramway_zoom<br>\n\n\t\tRecorded by Conor<br><br>\n\n\t\t- UI_heartbeat<br>\n\n\t\tRecorded by Zarabadeu<br><br>\n\n\t\tUI_walking<br>\n\n\t\tTim Fryer<br><br>\n\t\t...all above from soundbible.com. Linceneced under Creative Commons 3.0. Many thanks for such an awesome resource! (and do forgive me if I don't scour through for all the original links)\n\t</div>\n</div>\n<div class='HUD_MenuButton'>Main Menu\n\t<<click ''>>\n\t\t<<set playContextSound("ui_blip_back");>>\n\t\t<<script>>\n\t\t\tstate.restart();\n\t\t<</script>>\n\t<</click>>\n</div>\n<<display 'copyright_footnote'>>\n<</nobr>>
<<nobr>>\n\t<<if $hud.disabled>>\n\t\t<span class='HUD_ErrorStyle'>[UPLINK OFFLINE]</span>\n\n\t\t<div id='ui-hud-finances' class='HUD_StandardIcon HUD_PaneDisabled'>\n\t\t\t<strong><span class='greyedout'>[OFFLINE]</span></strong>\n\t\t</div>\n\t<<else>>\n\t\t<<click '' 'PDA'>>\n\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t<<set $hud.currentScreen = "gear">>\n\t\t<</click>>\n\n\t\t<div id='ui-hud-main' class='HUD_StandardIcon HUD_IconHideMobile'>\n\t\t\t<<display 'calcMainDisplay'>>\n\t\t</div>\n\n\t\t<div id='ui-hud-vitality' class='HUD_StandardIcon'>\n\t\t\tVitality<br>\n\t\t\t<div class='imageContainer'>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.clothes.toLowerCase() + ".png]]">><br>\n\t\t\t</div>\n\t\t\t<<display 'calcPlayerVitality'>>\n\t\t</div>\n\n\t\t<div id='ui-hud-backup' class='HUD_StandardIcon HUD_StandardIcon_Inverted HUD_IconHideMobile' style='float: right'>\n\t\t\t<<display 'calcSidearmDisplay'>>\n\t\t</div>\n\n\t\t<<if $equip.item1 neq "none">>\n\t\t\t<div id='ui-hud-itemleft' class='HUD_StandardIcon'>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.item1.toLowerCase() + ".png]]">><br>\n\t\t\t</div>\n\t\t<</if>>\n\n\t\t<div id='ui-hud-finances' class='HUD_StandardIcon'>\n\t\t\t<strong><span class='bluecolor'><<print $attrib.credits>> C</span></strong>\n\t\t</div>\n\n\t\t<<if $equip.item2 neq "none">>\n\t\t\t<div id='ui-hud-itemright' class='HUD_StandardIcon'>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.item2.toLowerCase() + ".png]]">><br>\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Corporate Hegemony</strong>\n\n<<nobr>>\n[>img[https://rage-productions.com/game-content/scaffold-22/images/hegemony.png]]Widely seen as the political counterpart to the Church of Eden, the Corporate Hegemony is a loose association of corporations and businesses who have banded together in an ongoing attempt to promote a galactic free market.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tTracing its heritage back to the Trade Conglomerate of millennia long past, the Corporate Hegemony forms the economic heart of the galaxy, composed of seventeen million pan-system and pan-galactic corporations that survived the economic upheaval during the [[Crusade of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Crusade of Eden"]]. The Hegemony is generally viewed as the counterweight to the political power and popular influence of the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]], with members being less interested in traditional or cultural values as espoused by the [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and instead focused on scientific research, social development, and economic expansion.<br><br>\n\nFor historic reasons reasons, the Corporate Hegemony is internally divided, with individual members pursuing self-serving goals that forster competition, rivalry, and, in some extreme cases, corporate warfare. When confronted with the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] however, the Hegemony quickly bands together, forming a unified front that campaigns for free market environments exempt from [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] taxation and rights for corporate entities beyond the limited provisions afforded by [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] law.<br><br>\n\nThese political campaigns however seldom produce results within [[Church-controlled|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] space, which has led the Hegemony to focus on worlds and habitation platforms beyond [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] jurisdiction. Most recently, this resulted in the completeion of Scaffold 127, the first habitation platform not recognized as [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] property. Naturally, attempts by the Hegemony to extract their operations from [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] law and taxation have been met with hostility by the Clergy, which has recently begun a campaign to impose measures and sanctions that will bind the Corporate Hegemony more tightly to the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]].\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>B Sector</strong>\n\n<<nobr>>\n[>img["https://rage-productions.com/game-content/scaffold-22/images/b_sector.png"]]Administrative zone in the western sphere of Scaffold 22. One of the oldest areas of the habitation platform, B Sector is home to the Cathedral of Beams, and is therefore of galactic significance despite its relatively impovrished populace.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tB Sector (Levels B1-B40) is a administrative zone located in the western hemisphare of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. It is one of the oldest parts of the habitation platforms, with floor blueprints dating back to the original construction still in use, and is considered one of the twenty most populous areas of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. The Sector is composed of forty levels, ranging from the Corporate Zone at the upper B-Levels, across the numerous habitation areas in the mid-sector, to the [[Cargo Docks|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "The Docks"]] at the bottommost levels. The entire sector is home to an unspecified number of citizens, believed to be near 2 Billion when unapproved and unofficial residential areas are included in the statistic.<br><br>\n\nAdministration of the zone is divided between two parties, with the [[Hegemony-Sponsored|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]] Sector Administration B responsible for the upper levels (B1-B19) and the Wilkin Administrative Group responsible for the lower levels (B20-B40). Both administrations are well-recieved by the local population and continue to maintain, secure, and expand their respective zones under the terms & conditions set forth by the [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]]. Notable exception to the rule is Level B14, which allows Clergy-level access to the [[Cathedral of Beams|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Cathedral of Beams"]], and is therefore administered by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]].<br><br>\n\nEconomically, B Sector is relatively weak, with its only true source of income being the docks [[Cargo Docks|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "The Docks"]] and the [[Bazar|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Level B29 Bazar"]]. The large population base however provides ample oppertunity for small business, which have flourished in several areas. Unfortunately, these businesses only employ a fraction of the population, and most citizens of B Sector are forced to commute to work.<br><br>\n\nTransportation is another issue with B Sector, which has the unfortunate distinction of being the only Sector of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] that does not branch or intersect anywhere. Consequently, the single, central tramway line is perpetually overcrowded despite having several dynamically rerouted tracks, leading to delayed commutes at all times of the cycle. Pedestrian zones are equally affected by overcrowding. On the other hand, the relatively poor local economy means that many citizens cannot afford a grav-vehicle, leading to reduced fastway traffic compared to other sectors.<br><br>\n\nEducation is yet another issue that prevails in B Sector. While most residential districss have at least a primary and secondary school, further education is not readily available, and quality suffers due to numerous issues common to many zones of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. Initiatives launched by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] to combat this problem, including subsidation and training of teaching staff, have not shown promising results. Consequently, many local residents do not possess higher degrees, and trade school diplomas are rare even among the many skilled laborers in the Sector.<br><br>\n\nLast but not least, security is a constant worry on lower levels of B Sector, most notably due to overpopulation, which has led to a predominance of street gangs and non-sanctioned drug trade. Wilkin's Raptors, the private security company responsible for law enforcement, is unable - and frequently unwilling - to handle the sheer volume of illict activity. Unstable relations with and disinterest from the [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]] further exaberates the issue, with many residents turning to localalized vigilante groups or citizen's patrols when official law enforcement fails to meet demands.<br><br>\n\nAmong the many notable locations in B Sector are: <br><br>\n\n- The [[Crossroads|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "The Crossroads"]], which span across Level B10<br>\n- The [[Cathedral of Beams|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Cathedral of Beams"]], accessible from Level B14<br>\n- [[Wilkin's Riptide|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Wilkin's Riptide"]], accessible from Level B28<br>\n- The [[Level B29 Bazar|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Level B29 Bazar"]], accessible from Level B29<br>\n- The [[Cargo Docks|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "The Docks"]], located on Level B40<br>\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Ratroach</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_abom_ratroach.png]]</div>Disesed, rodent-esque xenofauna know to exist on many habitation platforms. Scavenging omnivore by nature and seldom threatens humans despite its alarm size. Protected by a thick shell and isolated by long, tuft-like fur. Weak immune system vulnerable to virological and toxological agents.<br><br>\n\n<span class='redcolor'>Immunity:</span> n/a<br>\n<span class='yellowcolor'>Strength:</span> n/a<br>\n<span class='greencolor'>Weakness:</span> <<print $toxinDamageType>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tOf uncertain origin, the Ratroach is a furry, rodent-esque race of xenofauna known as a disease carrier and scavenger which, despite frequently growing to the size of a large canine, seldom preys on mammals. It will eat almost anything else however, allowing this rodent to survive in virtually any environment, and is well isolated against cold due to its tuft-like fur. These attributes, coupled with a thick outer shell that covers its back, make the Ratroach a tough pest to root out.<br><br>\n\n\t\t\t\tDespite its alarming size and obvious danger to public health, the Ratroach is neither an abomination nor a serious threat to modern society, though the species did indirectly cause several plagues when it first appeared on Scaffold 27. Today, cases of Ratroach infestation are rare, though lone speciments can occasionally be found up in dirty passages or abandoned habs. In most instances however, Ratroach litters self-exterminate due to their tendency to feed upon their own kind once more suitable food sources have been depleted or made inaccessible.<br><br>\n\n\t\t\t\tAdditionally, Ratroaches reproduce astonishingly slowly, decades to fully mature and grow. These creatres are also known to be highly intelligent and will - unless otherwise prompted - quickly adapt to survive in the most unusual circumstances, sometimes going unnoticed for months or longer despite their obvious bulk. Thus, when not dealt with swiftly Ratroaches can become a serious health hazard due to the many infectuous micro-organisms that inhabit their fur. It is therefore reccomended that any citizen who encounters one of these rodents either kill it while it is still young or - should this prove impractical - alert the appropriate authorities immediately.\n\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>The Undersprawl</strong>\n\n<<nobr>>\nComposed of impovrished areas that have fallen into disuse and disrepair, Undersprawl as a term refers to the collective slums of Scaffold 22. It is inhabited primarily by the least fortunate of souls and is known for inhospitable, sometimes downright inhumane, living conditions.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe Undersprawl is a tangled warren of passages overrun by squatters, defunct hab units which have fallen into disrepair, and disused utility areas of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] which stretches over several sectors. Exact estimates of this extended slum's size are all but impossible as the territory is geographically dispersed and the extent varies on a cyclic basis. Official estimates place it at occupying 11.3% of the habitation platform's pressurized space, though independant research which suggests it may in fact consume far more space - up to 34.1% of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]].<br><br>\n\nIn many sectors, the border between legal habitation areas and Undersprawl is ill defined, being composed of many social layers which slowly but steadily devolve the farther one moves away from the main pressure corridors. Elsewhere, the division is more clear cut, in rare cases even denoted by holo-barriers or physical impediments such as bulkheads or tramway tunnels - hence the colloquial phrase 'born on the wrong side of the hoops'. Likewise, the quality of life in different areas of the Undersprawl varies wildly. In most cases it can be described as unhygienic and lawless, though tolerable sections exist, often run by local criminal groups and religious cults.<br><br>\n\nIt is generally advised that citizens avoid the Undersprawl whenever possible, though in many sectors this is unfeasible - for example [[B29 Bazar|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Level B29 Bazar"]] is both the sector's largest commercial venue and an offshoot of the local sprawl. \n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Siren</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_abom_siren.png]]</div>Abominated offshoot of humanity which can to re-assemble its 'body' of strandlike matter to approximate the appearance of humanoid individuals. Often associated with trust abuse and sexual assault. Unable to endure in presence of strong electrical currents.<br><br>\n\n<span class='redcolor'>Immunity:</span> <<print $toxinDamageType>><br>\n<span class='yellowcolor'>Strength:</span> n/a<br>\n<span class='greencolor'>Weakness:</span> <<print $shockDamageType>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tSpawned from experimental virotechnology in the early 25460s, Sirens are a an abominated offshoot of humanity that are best known for their string-like physique which allows them to reshape their physical bodies into rough approximations of other human or humanoid beings. Sirens are commonly believed to appear only in female forms, despite statistics that indicate they appear in the resemblance of both genders equally often. Their race - and physiology itself - is asexual and it is not believed that Sirens can reproduce naturally.<br><br>\n\nFor reasons unknown, though believed to relate to their creator's long-forgotten intent, Sirens habitually prey upon humans, using their ability to shift physical form to gain the trust and intimacy of their victims before paralyzing them to ends unknown. Understandably, Sirens are frequently associated with rapists, and their victims are often mistakenly categorized as rape victims by uninformed law enforcement agents. Unfortunately, very little is known about the Siren, beyond the fact that it leaves its victims physically exhausted, mentally drained, and with no knowledge of the attack.<br><br>\n\nThis can partially be explained by the fact that Sirens are notoriously hard to find and even harder to capture alive, most notably due to their ability to cause permanent memory loss in those attempting to track them down. Study of physical remains has however gleaned experts some insight into the physiology of the Siren, which is best described as a collection of mutatable tissue 'strands' that hold vital organs together.<br><br> \n\nExactly how their bodies remain functional while under the stress of rapidly re-organizing internal structure, or how bone structure can be reformed dynamically, is still unknown. It has however been concluded with fair certainty that the Siren's ability to morph does not extend to their organs, which remain constant with the shape of the original owner's, no matter which physical form they have adopted.<br><br>\n\nIt is also well establised among abomination hunters that, while Sirens are incredibly resilient to physical force and chemical agents, their ability to morph strands - and indeed function as living beings - rapidly fails in the presence of strong electrical currents. This suggests some parallels between the Siren and the unusual, microorganism-driven physiology of the [[Wraith|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Wraith"]], with some experts going as far as to suggest that the Siren served as inspiration to the [[Witches Covens|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] of old. Evidence of such a link however has not been found in any [[Coven|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] records and has, to date, not been proven to be anything more than wild speculation.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>The Bazar</strong>\n\nTechnically part of the [[Undersprawl|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Undersprawl"]] but having been semi-officially established as a legal administrative zone, the Great Bazar is large free-market comerce area situated in the warren-like passages of the old hydrogen processing plant on Level B29. Home to countless merchant guilds and freelance artisans, the Bazar offers services that range from the mundane to strange - and occasionally even the seemingly impossible. \n\nMost who visit the Bazar however are merely interested in day to day purchases, which are readily available at prices well below those corporate-owned retailers offer. The downside to the favorable prices however is the utter lack of guaranteed quality as no merchant who sells at the Bazar is required to file anything but the most basic of paperwork with the [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]] before he or she may begin peddling goods. This circumstance has caused the Bazar to become a nexus of dubious salesmen who offer questionable products of uncertain origin.\n\nNone the less, the Bazar remains the go-to location for citizens who cannot afford the certainty of corporate retailers and consistently draws a large crowd of shoppers reglardless of the time of day. Visitors unfamiliar with the Bazar however are advised not to purchase goods of any sort without extensively examining the product and ensuring that the items they leve the shop with are indeed the same ones they examined. The [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]] further reccomends not to purchase blantantly illegal goods or services, as even legally valid transactions made at the Bazar are not exemt from persecution beyond the limits of the free-market area. \n\nVisitors are also reminded that Fleshmelders and Machine-Smiths offering services at the Bazar are not sanctioned by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and therefore cannot be held liable for deficiencies in their products. In severe cases that result in physical harm however, complaints may be filed with the [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]], though no guarantee of recomensation can be made.
<<display 'HUD_CodexBackButton'>><strong>Cephanine</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_abom_cephanine.png]]</div>Canine-esque Xenofauna known for its predatory tendencies and adaptability. Preys on mammals by tangling them with its tentacles. Weak respiratory system vulnerable to toxological agents.<br><br>\n\n<span class='redcolor'>Immunity:</span> n/a<br>\n<span class='yellowcolor'>Strength:</span> n/a<br>\n<span class='greencolor'>Weakness:</span> <<print $toxinDamageType>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tOriginally an aquatic carnivore native to Frolos 3 but since spread to numerous worlds across the galaxy, the Cephanine - sometimes referred to as the Wolfsquid - is a mutated derivate of the cephalopod family that carries canine-esque genetic material and has adapted to live on land and in water. The Cephanine is a social animal that lives, hunts, and breeds in packs of varying size. None the less, solidary Cephanines are a fairly common occurence, most notably on civilized worlds where small numbers of these creatures have escaped captivity and survived by preying on - and breeding with - their distant domesticized cousins, the family dog.<br><br>\n\nThese circumstances suggest the Cephanine is innately capable of rapid genetic and neurological adaption, allowing it to surrive and thrive in environments that differ radically from those it naturally evolved in. Consequently, certain specialists propose the Cephanine species is indeed composed of numerous subspecies, each adapted specifically to their current environment. Others however claim that the variation among Cephanines does not indicate the development of subspecies and that such observations merely prove this creature is posesses unusually high mental flexibility and genetic compatibility.<br><br>\n\nDisagreement over classification aside however, common traits can be found in all Cephanines, the most notable of which is their appearance, tendency to associate with canine species, and predatory nature. In regard to the latter, one must remember that the Cephanine is an inheretly vicious creature that will readily kill to feed and fight back when threatened, cornered or frightented.<br><br>\n\nNumerous tentacle arms, clawed paws, and a toothed snout combine into a particularly deadly package that can easily crush and maul the average adult. This, coupled with uncanny reflexes and high resistance to kinetic forces, make the Cephanine a truly dangerous opponent for even the most experienced law-enforcement officers. It is worth noting however that, despite its sharp eyesight and impeccable sense of smell, the Cephanine's auditory senses remain attuned to its original aquatic environment and function poorly in low-pressure atmospheres.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<nobr>><div class='GameText'><strong>Account Overview</strong>\n<table>\n\t<tr>\n\t\t<th>\n\t\t\tName\n\t\t</th>\n\t\t<th>\n\t\t\tHolder\n\t\t</th>\n\t\t<th>\n\t\t\tBalance\n\t\t</th>\n\t\t<th>\n\t\t\tStatus\n\t\t</th>\n\t</tr>\n\t<tr>\n\t\t<td>\n\t\t\tGBISCF22:PRIV\n\t\t</td>\n\t\t<td>\n\t\t\t<<firstname>> Acrel\n\t\t</td>\n\t\t<td>\n\t\t\t<span class='bluecolor'><<print $attrib.credits>></span>\n\t\t</td>\n\t\t<td>\n\t\t\tActive\n\t\t</td>\n\t</tr>\n</table></div>\n<<if $chapter eq 1>><br>\n<div class='GameText'><strong>Automated Billing</strong>\n<table>\n\t<tr>\n\t\t<th>\n\t\t\tAmmount\n\t\t</th>\n\t\t<th>\n\t\t\tDue In\n\t\t</th>\n\t\t<th>\n\t\t\tType\n\t\t</th>\n\t\t<th>\n\t\t\tClient\n\t\t</th>\n\t</tr>\n\t<tr>\n\t\t<td>\n\t\t\t<span class='bluecolor'><<print $payment_church.ammount>> C</span>\n\t\t</td>\n\t\t<td>\n\t\t\t<<print (24 - $timesincelastbill)>> hours\n\t\t</td>\n\t\t<td>\n\t\t\tHourly Rate\n\t\t</td>\n\t\t<td>\n\t\t\tKuli.Zweili\n\t\t</td>\n\t</tr>\n</table></div><</if>><</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Level B40 Xeno Garden</strong>\n\n<<nobr>>Now disused, the Xeno Garden on Level B40 used to be B Sector's only xenobiological venue, allowing researchers and curious citizens access to lifeforms and environments alien to Scaffold 22.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tLocated adjancent the [[Docks|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "The Docks"]] on the lowest levels of [[B Sector|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "B Sector"]] on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]], the Xenological Garden - short Xeno Garden - is a public xenofauna and xenoflora display that has been closed for the past ten years. Reasons for its closure are primarily financial, the proprietor of the garden being unable to maintain the premises on what little income the Garden generated without continued subsidies, which were allegedly canceled by a major private donor.<br><br>\n\nAt the height of its day, the Xenological Garden displayed hundreds of flora, fauna, and environmental samples from across the galaxy, offering a wide array of attractions to curious citizens and ample oppertunities for budding xenobiologists to study in the field despite the lack of xenological life on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. How many of these creatures and lifeforms continue to exist, or what their eventual fate may be, has not been announced by the Xenological Garden.<br><br>\n\nIt is likely that the premises will remain closed for the forseeable future, though plans to integrate the Xenogarden's specialized systems into the [[B40 Docks|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "The Docks"]] as a holding area for xenofauna and flora being transported to or through [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] have been announced by the Wilkin Administrative Team. Whether this costly business venture will indeed be realized remains to be seen, though its effects on the local populace and economy would likely be minimal. \n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Riot Trooper</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_merc_zanex.png]]</div>Heavily armored but armed more to suppress than kill, Riot Troopers are trained professionals whose primary mission is to disperse dissident movements, resorting to violence only as a last resort.<br><br>\n\n<span class='redcolor'>Immunity:</span> <<print $toxinDamageType>><br>\n<span class='yellowcolor'>Strength:</span> strong armor<br>\n<span class='greencolor'>Weakness:</span> low damage<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tFrequently employed by contractors such as [[Division 108|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Division 108"]], Riot Troopers are heavily armored professionals who are deployed when social disturbances become uncontrollable by more conventional security forces. Despite their imposing appearane, most Riot Troopers are lightly armed, preferring to rely on intimindation and scare tactics than lethal force, unless given absolutely no alternative.<br><br>\n\n\t\t\t\tDespite their controversial status in contemporary society, Riot Teams are maintained by numerous contractors, and frequently deployed on request of their employers - or indeed the Clergy itself. Security professionals are advised to comply with the instructions of riot teams unless a clearly unlawful deployment in in progress. Their tactical training and knowledge of crowd control tactics makes them virtually impossible to contend with, and since most deployments are within the realm of [[Church Law|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]], intervention is discouraged.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Acheri</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_acheri_female.png]]</div>Abominable creature spawned by premature augmentation. Solidary by nature yet believed to occasionally band together in bestial communities. Highly aggressive and ridden with disease yet physically weak and easily overcome on an individual basis.<br><br>\n\n<span class='redcolor'>Immunity:</span> n/a<br>\n<span class='yellowcolor'>Strength:</span> n/a<br>\n<span class='greencolor'>Weakness:</span> n/a<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tAcheri are an uncommon breed of lesser abomination created by parents who erronously allow their offspring to be augmented well before their bodies have matured. As natural child growth continues, synthetic augments loose synchronisity with the host's nervous system or become unstable while organic modifications can decay or evolve out of control. This often leads to severe mental health issues in these unfortunates that will drive the developing human mind insane.<br><br>\n\n\t\t\tThis alone would not suffice for abominable classification, being merely severe surgical malpracrice. For a decrepit child to become an Acheri requires an even more unpleasant factor: the corruption of genetic material through incorporation of random sub-null strands. The result is invariably unnatural alteration of the human genome, resulting in abnormalities such as unnatural longlivety, conscious mutation, and in rare cases even the ability to bend light or project illusions. Such abominable corruption occurs most often when the victim is exposed to radiation and REACH disturbances for extended periods of time, circumstances which are frequently encountered on ageing starships or in poorly shielded areas of habitation platforms.<br><br>\n\n\t\t\tWhile not necessarily noticable at younger ages, the symtoms of Acheri syndrome frequently surface during early puberty and lead the affected to commit unspeakable acts in an attempt to cope with their slow but inevitable degeneration into a mindless, animalistic beasts that act on the basest of instincts. As premature augmentation is illegal under [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] law and frowned upon by society at large, few Acheri are ever created and those that are often die before they ever reach critical levels of sub-null corruption.<br><br>\n\n\t\t\tThankfully, treatment exists provided the issue is discovered early in life, and most who were at risk of suffering Acheri syndrome go on to live normal lives. A select few however survive their increasingly traumatic childhood and live on, trapped in juvenile bodies that never mature due to extensive genetic taint. Suffering from rampant cancerous tumors, null-like genetic defects and mental disorders of the highest degree, these abominations lurk in the darkest corners of the galaxy, scraping by on what little they can scrounge or steal.<br><br>\n\nThe common Acheri lives in complete isolation, emerging from its lair only to scrounge for necessities, and shying the eyes of galactic society whenever possible. When disturbed, angered or threaened however, these childlike beasts will show little remorse or pity and frequently succumb to violent murder. A lone Acheri, even a heavily augmented one, will seldom pose a threat to professional lawman, though numerous cases exist where siblings and parents have fallen prey to their doomed loved ones. In rare cases where these abominations bond together in makeshift communities however these primitive, besital degenerates can become a plague that even the best equipped law-enforcement agencies will find difficult to root out.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Security Bots</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_bot_security.png]]</div>\nMechanical agents designed specifically for security applications, Security Bots are are an integral part of the modern security industry. They are frequrntly employed to automate routines that would otherwise necessitate employment of costly human security contractors.<br><br>\n\n<span class='redcolor'>Immunity:</span> <<print $toxinDamageType>><br>\n<span class='yellowcolor'>Strength:</span> n/a<br>\n<span class='greencolor'>Weakness:</span> <<print $shockDamageType>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tA term which describes a wide range of fully-automated mechanical security robots, the Security Bot is an integral part of the private security industry designed to secure or protect a given locality from unwanted intrusion without requiring the deployment of human security forces. Most models of Security Bot are designed to appear at least vaguely humanoid, in part to avoid alarming passers-by, and in part to differentiate them from heavily armed and armored robotic agents designed solely for combat (e.g. [[WarBots|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "WarBot"]]).<br><br>\n\nNone the less, a wide variety of models are available on the current market, with designs ranging from the common bipedal automaton to jet-assisted tripod models. One common factor among Security Bots however is their flexibility and adaptability, made possible through reconfiguraiton of the unit's AI runtimes. This feature allows the same model of security bot to be used for various purposes ranging from armed intrusion deterrence to nonviolent zone control, or even simply to warn away curious onlookers.<br><br>\n\nDue to the potentially harmful nature of their intended use, many Security Bots can be expected to be abused - or indeed attacked - at some point during their service lifetime. For this reason, their internal circuitry is almost always sealed in protective armor and many models include repulsive shields to deflect high-velocity projectiles. While Security Bots with merely these features can be employed without a lincense issued by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]], all units intended to be armed, even with non-lethal weaponry, must be officially registered with the local authorities.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Stingcrab</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_abom_stingcrab.png]]</div>Abominable xenofauna known to exist on numerous worlds and platforms. Predatioral by nature yet seldom observed to actively hunt. Possesses no corperal nervous system. Becomes aggressive only when its territory is violated and know to attack with powerful pincers and toxin-laden stingers.<br><br>\n\n<span class='redcolor'>Immunity:</span> <<print $toxinDamageType>><br>\n<span class='yellowcolor'>Strength:</span> strong armor<br>\n<span class='greencolor'>Weakness:</span> <<print $plasmaDamageType>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tOf uncertain origin yet known to exist on many worlds and hab platforms across the galaxy, the Stingcrab - often sarcastically referred to as Stingcrap - is a highly dangerous form of Xenofauna that preys on anything physically smaller than itself. Given that Stingcrabs habitually grow to twice the height of a regular human being and are protected by a thick shell that secretes oily slime, this means virtually all mid-sized mammals are potential prey, and Stingcrabs pose considerable danger to any who ventures too near their nests.<br><br>\n\nUnlike many other predators however the Stingcrab does not hunt per se, instead relying on a form of hybernative stasis to endure days, weeks or even years, waking only when unknowing prey wanders into proximity. The Stingcrab then attacks, lashing its victim with its tentacles in the hopes of injecting them with various forms of toxins depending on the particular subspecies - the most common is a hallucogenic agent, though muscle relaxants are also present in many Stingcrab species.<br><br>\n\nIn cases where the victim should fight back, the Stingcrab will make use of its pincers to either grab or maim the opponent, which is then consumed by injesting body parts directly into the slimy cell-mass contained within the crab's shell. The Stingcrab possesses no dedicated digestive tract nor any other organs as found in other species barring its brain. Exactly how this is possible is still being investigated by various research groups yet potential abominable influence has not definitely been ruled out\n\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<nobr>>\n\n\t<<if $ammotype eq "9mm">>\n\t\t<<set $getStatsFor = $equip.pistol.name>>\n\t\t<<display 'getWeaponStats'>>\n\n\t\t<<if $equip.pistol.name neq "none" and ($returnedStats.ammo eq "9mm" or $returnedStats.draw9mmAmmo)>>\n\t\t\t<<set window.setTimeout(flashUIElement, 60, "backup", "HUD_StandardIcon_FlashUp");>>\n\t\t<</if>>\n\n\t\t<<set $getStatsFor = $equip.rifle.name>>\n\t\t<<display 'getWeaponStats'>>\n\n\t\t<<if $equip.rifle.name neq "none" and ($returnedStats.ammo eq "9mm" or $returnedStats.draw9mmAmmo or $returnedStats.isSKULE)>>\n\t\t\t<<set window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp");>>\n\t\t<</if>>\n\n\t<<elseif $ammotype eq "bolt">>\n\t\t<<set $getStatsFor = $equip.pistol.name>>\n\t\t<<display 'getWeaponStats'>>\n\n\t\t<<if $equip.pistol.name neq "none" and ($returnedStats.boltAndCanister or $returnedStats.boltOnly)>>\n\t\t\t<<set window.setTimeout(flashUIElement, 60, "backup", "HUD_StandardIcon_FlashUp");>>\n\t\t<</if>>\n\n\t\t<<set $getStatsFor = $equip.rifle.name>>\n\t\t<<display 'getWeaponStats'>>\n\n\t\t<<if $equip.rifle.name neq "none" and ($returnedStats.boltAndCanister or $returnedStats.boltOnly)>>\n\t\t\t<<set window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp");>>\n\t\t<</if>>\n\n\t<<elseif $ammotype eq "canister">>\n\t\t<<set $getStatsFor = $equip.pistol.name>>\n\t\t<<display 'getWeaponStats'>>\n\n\t\t<<if $equip.pistol.name neq "none" and ($returnedStats.boltAndCanister or $returnedStats.canisterOnly)>>\n\t\t\t<<set window.setTimeout(flashUIElement, 60, "backup", "HUD_StandardIcon_FlashUp");>>\n\t\t<</if>>\n\n\t\t<<set $getStatsFor = $equip.rifle.name>>\n\t\t<<display 'getWeaponStats'>>\n\n\t\t<<if $equip.rifle.name neq "none" and ($returnedStats.boltAndCanister or $returnedStats.canisterOnly)>>\n\t\t\t<<set window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp");>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<unset $ammotype>>\n\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Corpradime Grav-Car</strong>\n\n[>img[https://rage-productions.com/game-content/scaffold-22/images/grav-car.png]]The Corpradime Grav-Car was a personal transportation vehicle developed for use in artificial gravity wells. It was produced in several variations as of the 27th millennium and was used across the mid to late modern era galaxy. The grav-car, which became common after the Crusade of Eden as inter-territorial trade flourished in the early 27th millennium, gained traction primarily due to it's sustainable fission-powered drive system and lack of need to refuel regularly as earlier personal transit vehicles had required. A Corpradime, once fielded, would operate for a decade on one fuel load, making it both energy efficient and fairly safe, as the grav-pads could be remote controlled to avoid accidents. Though it never fully replaced tramways, pod-elevators, or sub-thrust shuttles, the Corpradime did become the dominant transportation vehicle inside artificial gravity wells and was used until the early New Era, when it was eventually rendered irrelevant by virtual technology.\n\nWhat made the Corpradime popular was both the freedom it offered and the relative ease of use, being a mostly automated vehicle with manual overrides in case of emergency; in many models these were disabled or in fact illegal to engage due to poor driver culture in the Galactic Core. Outside the Core, the Corpradime saw little use. It's intended market were the hab platforms and superstations of the Church of Eden and Corporate Hegemony, a market which the Corporadime dominated all but absolutely - excepting public transport. On many stations, large grav tunels were built out of earlier shuttle pathsways to allow safe use of the Corporadime, of which multiple billion trillion units were built in the 27th millennium alone. On some stations, and particularly in wealthy communities, as many as two grav-cars existed per household.\n\nDespite this success, the Corpradime was a novelty vehicle for many core dwellers and it did not replace the increasingly used public transportation systems of the 27th and 28th millennia. Purchase costs were high for many citizens and, for many larger corporations or business, the Corpradime did not offer enough flexibility to become the main fleet vehicle - a shuttle could be used for multiple purposes; a grav-car only worked in an artificial gravity well. In the small, local, and service industries however the Corporadime quickly edged out shuttles and reserved transportation carss, allowing individual freedoms that had not previously been possible. As a result, the Corpradime was marketed primarily at those who had already embraced consumer-capitalist culture. It saw little success in more communal cultures and was categorically outlawed in the Dominion for ideological reasons.
<<display 'HUD_CodexBackButton'>><strong>The Gregorian Riots</strong>\n\n<<nobr>>\n[>img["https://rage-productions.com/game-content/scaffold-22/images/riots.png"]]Major social upheval that broke out on Scaffold 22 in 27027. Caused by then-recent changes of taxation laws on believers and resulted in widespread property damage in the lower B Sector.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe Gregorian Riots were a localized, popular uprising that took place in 27027 in the [[Level B27 Religious Zone|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Religious Zone"]] of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. Unrest began following announcements by the Clergy that organizations located on Level B27, who had previously been exempt from the Church Taxation Act IV, would have to comply with the higher fees demanded of all [[Church-Approved|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] sects.<br><br>\n\nThe local population, not known for its financial capacity, was outraged at the fact that their contributions to the [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] would be raised yet again - the fourth time in three years. Many sects took to the streets and, rallied by Brother Gregorian of the Valiant Circle, openly protested the demands made by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] in a long pilgremage intended to end at the [[Cathedral of Beams|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Cathedral of Beams"]].<br><br>\n\nHeightened emotions, abundance of intoxicating substances, and unruly elements in the crowd however quickly led to an escalation of events, that saw large swathes of private property along [[B Sector|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "B Sector"]] devestated. The [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]] rapidly deployed riot teams, only to discover that the sheer mass of people could not be handled, and was forced to pull back in face of the sheer number of protestors - estimated to have been around 351'000.<br><br>\n\nA second attempt to contain the riot was launched three hours later, this time reinforced by contractors from private security companies, including a full-scale deployment of the controversial [[Division 108|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Division 108"]]. Numerous flashpoints quickly developed, with security forces attempting to channel and break up the furious masses before the chaos spilled into neighboring sectors. This phase of the riots is heavily debated, and often critisized by opponents of the [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] as countless witness testimonies exist which imply that panicked security forces fired live rounds at unarmed protestors, among other acts of criminal negligence toward the civilian populace.<br><br>\n\nNotable exception to these negligance claims must be made - ironically - in the case of [[Division 108|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Division 108"]], which deployed into the heart of the demonstration on Level B27, and managed to secure the level within less than an hour - without firing so much as a single suppression canister. Rioters later claimed that the sudden arrival of heavily armored shock troops bearing the black-gold insigna and advancing undeterred despite holo-flashes and thrown bottles casused countless believers to surrender out of fear that the allegedly theophobic radicals of [[Division Zanex|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Division 108"]] would open fire undiscriminately.<br><br>\n\nOther contractors however fared less well and both private and [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]] forces remained deployed for almost three weeks, rounding up pockets of resistance all across [[B Sector|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "B Sector"]]. Relative calm however returned in the months to follow, and most security teams were withdrawn a month later, with only a handful of arrests having been made.<br><br>\n\nNone the less, the Gregorian Riots remain a oft-cited example of [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] policy gone wrong, and are etched in the public consciousness as one of the defining events of the late 20s. Their effects however are considered minimal by all experts, and there has been no notable political, economic, or fanatical fallout that can be diretly traced to these events.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Objective 22</strong>\n\n<<nobr>>\n[>img[https://rage-productions.com/game-content/scaffold-22/images/objective_22.png]]A Hegemony-sponsored financial initiative launched on Scaffold 22, Objective 22 is an attempt by various corporate entities to build a financial benefits and monetary exchange system that paralells the Church-sponsored St. Martin's Trust.<br><br>\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tLaunched in 26649, Objective 22 is a cooperative financial project organized by the [[Corporate Hegemony|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]] to trade investment information, broker financial deals, and offer better terms to private as well as corporate financial assets on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. It initially faced harsh critique and scepticism from all sectors of industry and economy, notably due to early failures and association with the [[Hegemony|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]].<br><br>\n\nInvestments however quickly began to pay off, starting 26684, and the past centuries have seen participating banks and investment agencies grow to include most of [[Scaffold 22's|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] independant monetary institutes, who have all pledged their assets to the stated goal of creating a trusted, long-term monetary fund equal to the [[Church-Sponsored|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] St. Martin's Trust.<br><br>\n\nThe most notable achievement of Objective 22 is its incredibly robust credit rating, which is both ensured by [[Hegemony|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]] sponsorship and partnership with comparable projects across the galaxy. As a result, fluctuations in rating for participating organizations remain at a steady 3% between remote habitation platforms, compared to the wildly varying rates of [[Church-Sponsored|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] trusts, which can rise to up to 25% discrepancy depending on local events and other unforeseen circumstances.<br><br>\n\nAs a result, Objective 22 has gained notoriety as THE go-to partner for trans-system and pan-galactic trading on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. It has also recently launched several campaigns to increase benefits for private partners, including standardized pension conditions and assured interest rates, neither of which are available to corporate or legal entities.<br><br>\n\nUnfortunately, the benefits of Objective 22 are not without their drawbacks, the most damning of which includes voluntary abstinence from [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] sponsorship and benefits. Possibly even more daunting however are recent reports that assets managed by Objective 22 partners are being channeled through dubious sub-contractors to achieve even more shady ends. <br><br>\n\nPrecisely what these claims state varies, with speculation ranging from economical terrorism and theophobic radicalism to money laundering, but thus far no charges have officialy been pressed against Objective 22. Indeed, while the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] remains understandably sceptical of the program, investigations have proven that all Objective 22 participants conduct business according to regulation and no breeches of [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] law have occured. <br><br>\n\nNone the less, care should be taken in approaching deals with offer benefits obviously fostered by Objective 22, particularly in the case of private individuals who do not have the means to assert themselves against the [[Hegemony|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]] in case of breeched contracts.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Oger</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_abom_oger_crowbar.png]]</div>Once humans, Ogers are genetically engineered brutes best known for their sheer physical strength. Despite their abominable status, most Ogers retain some form of intelligence and identity. Seldom seen in the civilized galaxy.<br><br>\n\n<span class='redcolor'>Immunity:</span> n/a<br>\n<span class='yellowcolor'>Strength:</span> strong armor<br>\n<span class='greencolor'>Weakness:</span> <<print $plasmaDamageType>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tOriginally concieved of by the Talithrax Corporation to serve as front-line shock troopers during the [[Crusade of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Crusade of Eden"]], Ogers are humans who have synthetically augmented to the point they barely resemble the people they once were. These abominations often appear unnaturally bloated and impossibly muscular, though the exact techniques used - and outcome of the specific modificatoins applied - vary from Oger to Oger. Generally speaking however, these abominations are designed with heightened physical prowess and diminished sensitivity to pain and human emotion in mind. Absolute obedience to their creators, relentless pursuit of their goals, and utter lack of empathy are also common traits displayed by an Oger.<br><br>\n\nContrary to the public preconception of being mindless brutes, virtually every Oger retains its intelligence and, in almost all cases, these abominations are both painfully aware of what they have become and that few - if any - humans will ever treat them as equals again. Consequentially, Ogres are seldom seen in civilized space, preferring to roam the void in starships and, occasionaly, settling on remote colonies where persecution by the public - and the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] - is minimal. When they are present in civilized space, they frequently serve as mercenaries or enforcers, and commonly restrict allegience to criminal organizations that will not turn them over to the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] for incineration.<br><br>\n\nIn extremely rare cases however, an Oger will settle for a lawful carrer, though this behavior tends to be limited to those whose physical deformation is minimal, allowing them to pass as human beings unless scrutinized closely. Over the centuries, these unusual outliers have given rise to numerous far-fetched superstitions, most notably the belief that an Oger with an unnaturally long lifespan will ammass incredible wealth and power. These fairy tales however ignore the simple scientific fact that every known breed of Oger suffers from the fatal flaw of overaccelerated cell growth that will, eventually, lead to terminal cancer. This circumstance forces Ogers to think in terms of short-term survival, as few of these unfortunates can expect to live more than a few years past their date of augmentation without extensive medical care.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>WarBots</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_bot_warbot.png]]</div>Mechanical agents produced solely for open warfare, WarBots are highly destructive machines designed with equal focus on combat ability as ease of mass production.<br><br>\n\n<span class='redcolor'>Immunity:</span> <<print $toxinDamageType>><br>\n<span class='yellowcolor'>Strength:</span> strong shields<br>\n<span class='greencolor'>Weakness:</span> <<print $shockDamageType>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tDesigned specifically for combat applications, WarBots are heavily armed and armored robots intended for military and para-military use. Unlike the more common [[Securuty Bot|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Securuty Bot"]], WarBots make no apolgies for their intimidating design or designated purpose: threat elimination. Most common models are armed with numerous coilarms or railarms and posses various defensive technolgies, included but not limited to: reactive armor, arc shields, and high-G maneuvering gravplates.<br><br>\n\nWhile many WarBots support peacekeaping runtimes and other less-than-lethal programmings, they are seldom used in this role, as their bulk and heavy armament makes them less than suitable for operations in populated areas. Deployment of WarBots is almost always met with public scrutiy, and while these mechanic agents may be all but immune to incoming fire, operators can face harsh backlash or even criminal charges in dire cases of asset misuse. Despite this, WarBots are an integral part of the private seucurity industry, often deployed in scenarios where armed aggression is to be expected and an equally harsh response not only favorable and justifiable but absolutely necessary.<br><br>\n\nFor obvious reasons, WarBots are an uncommon sight on many hab platforms and worlds, and deployment is generally restricted to colonies and lesser space stations, where armed incursions are more frequent. None the less, WarBots may be found guarding some high-value installations, often in combination with [[Securuty Bot|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Securuty Bot"]] and human security forces.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<nobr>>\n\t<<if $hud.codexBack eq "passage">>\n\t\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|$currentgamepassage][$hud.currentScreen = "none"; playContextSound("ui_blip_back");]]</div>\n\t<<elseif $hud.codexBack eq "codex">>\n\t\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "codex"; playContextSound("ui_blip_back");]]</div>\n\t<<elseif $hud.codexBack eq "gear">>\n\t\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "gear"; playContextSound("ui_blip_back");]]</div>\n\t<</if>>\n<</nobr>>
/% can be set to display numbers or in "simple" mode %/\n\n<<if $returnedStats.ammo eq "9mm" or $returnedStats.ammo eq "9mm_hyper">>\n\t<<if $displayAmmoStyle eq "simple">>\n\t\tAmmo: 9mm\n\t<<elseif $displayAmmoStyle eq "numbers">>\n\t\t9mm <<print $equip.pistol.ammo>>\n\t<</if>>\n<<elseif $returnedStats.isSKULE>>\n\t<<if $displayAmmoStyle eq "simple">>\n\t\tAmmo: 9mm & Bolt\n\t<<elseif $displayAmmoStyle eq "numbers">>\n\t\tT <<print $equip.rifle.ammo.normal>> / C <<print $equip.rifle.ammo.electric>><br>\n\t\t9mm <<print $equip.pistol.ammo>><br>\n\t<</if>>\n<<elseif $returnedStats.draw9mmAmmo and $returnedStats.hasCanisterLauncher>>\n\t<<if $displayAmmoStyle eq "simple">>\n\t\tAmmo: 9mm & Canister\n\t<<elseif $displayAmmoStyle eq "numbers">>\n\t\t9mm <<print $equip.pistol.ammo>><br>\n\t\tN <<print $equip.rifle.ammo.chemical>> / S <<print $equip.rifle.ammo.scatter>>\n\t<</if>>\n<<elseif $returnedStats.boltAndCanister>>\n\t<<if $displayAmmoStyle eq "simple">>\n\t\tAmmo: Canister & Bolt\n\t<<elseif $displayAmmoStyle eq "numbers">>\n\t\tT <<print $equip.rifle.ammo.normal>> / C <<print $equip.rifle.ammo.electric>><br>\n\t\tN <<print $equip.rifle.ammo.chemical>> / S <<print $equip.rifle.ammo.scatter>>\n\t<</if>>\n<<elseif $returnedStats.boltOnly>>\n\t<<if $displayAmmoStyle eq "simple">>\n\t\tAmmo: Bolt\n\t<<elseif $displayAmmoStyle eq "numbers">>\n\t\tT <<print $equip.rifle.ammo.normal>> / C <<print $equip.rifle.ammo.electric>>\n\t<</if>>\n<<elseif $returnedStats.canisterOnly>>\n\t<<if $displayAmmoStyle eq "simple">>\n\t\tAmmo: Canister\n\t<<elseif $displayAmmoStyle eq "numbers">>\n\t\tN <<print $equip.rifle.ammo.chemical>> / S <<print $equip.rifle.ammo.scatter>>\n\t<</if>>\n<<elseif $returnedStats.draw9mmAmmo and ($returnedStats.hasPlasmaCaster or $returnedStats.hasArcCaster)>>\n\t<<if $displayAmmoStyle eq "simple">>\n\t\tAmmo: 9mm & Discharge\n\t<<elseif $displayAmmoStyle eq "numbers">>\n\t\tCharge: <<print $equip.charge>>%<br>\n\t\t9mm <<print $equip.pistol.ammo>>\n\t<</if>>\n<<elseif $returnedStats.draw9mmAmmo and $returnedStats.needsChargeToUse>>\n\t<<if $displayAmmoStyle eq "simple">>\n\t\tAmmo: 9mm & Discharge\n\t<<elseif $displayAmmoStyle eq "numbers">>\n\t\tCharge: <<print $equip.charge>>%<br>\n\t\t9mm <<print $equip.pistol.ammo>>\n\t<</if>>\n<<elseif $returnedStats.boltOnly and $returnedStats.needsChargeToUse>>\n\t<<if $displayAmmoStyle eq "simple">>\n\t\tAmmo: Bolt\n\t<<elseif $displayAmmoStyle eq "numbers">>\n\t\tCharge: <<print $equip.charge>>%<br>\n\t\tT <<print $equip.rifle.ammo.normal>> / C <<print $equip.rifle.ammo.electric>>\n\t<</if>>\n<<elseif ($returnedStats.hasArcCaster or $returnedStats.ammo eq "arclance") and ($returnedStats.ammo eq "plasmaburst" or $returnedStats.hasPlasmaCaster)>>\n\t<<if $displayAmmoStyle eq "simple">>\n\t\tArc & Plasma Discharge\n\t<<elseif $displayAmmoStyle eq "numbers">>\n\t\tCharge: <<print $equip.charge>>%<br>\n\t<</if>>\n<<elseif $returnedStats.hasArcCaster or $returnedStats.ammo eq "arclance">>\n\t<<if $displayAmmoStyle eq "simple">>\n\t\tArc Discharge\n\t<<elseif $displayAmmoStyle eq "numbers">>\n\t\tCharge: <<print $equip.charge>>%<br>\n\t<</if>>\n<<elseif $returnedStats.ammo eq "plasmaburst" or $returnedStats.hasPlasmaCaster>>\n\t<<if $displayAmmoStyle eq "simple">>\n\t\tPlasma Discharge\n\t<<elseif $displayAmmoStyle eq "numbers">>\n\t\tCharge: <<print $equip.charge>>%<br>\n\t<</if>>\n<<elseif $returnedStats.hasArcCharge or $returnedStats.hasFlameCharge>>\n\t<<if $displayAmmoStyle eq "simple">>\n\t\tArc Charge\n\t<<elseif $displayAmmoStyle eq "numbers">>\n\t\tCharge: <<print $equip.charge>>%<br>\n\t<</if>>\n<<elseif $equip.rifle.name eq "NUKE" or $equip.rifle.name eq "DRUG">>\n\t<span class='greyedout'>disposable</span>\n<<elseif $returnedStats.isMelee or $returnedStats.ammo eq "melee">>\n\t<span class='greyedout'>no ammo</span>\n<<else>>\n\t[MISSING AMMO COMBO]\n<</if>>
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Djinn Retardant<br>\n\tClient: Petrovic<br>\n\t<<if $job_anska_haze.mainPhase lt 8>>Priority: Medium<<elseif $job_anska_haze.mainPhase eq 98 or $job_anska_haze.mainPhase eq 6>>Status: <span class='greencolor'>Completed</span><<else>>Status: <span class='redcolor'>Aborted</span><</if>><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if $job_anska_haze.mainPhase eq 1>>\n\t\t\tAnska says Athena Medical Inc. is working on a method to control the Djinn which could, in theory, also be used to destroy one. I'm not sure what that means but the old hag said something about a laboratory on the upper levels of B Sector. If I can find the place, I might be able to aquire a wepaon capable of fighting this abomination. All I need is someone that can tell me where to look.\n\t\t<<elseif $job_anska_haze.mainPhase eq 2>>\n\t\t\tAnska says Athena Medical Inc. is working on a method to control the Djinn which could, in theory, also be used to destroy one. I'm not sure what the old hag meant but I asked around and there's an Athena Medical lab behind the Boulevard Information booth up on Level B10. If I can get into the place - apparently Syndicate 4 is running tight as fuck security on the lab - I might be able to aquire a wepaon capable of fighting this abomination.\n\t\t<<elseif $job_anska_haze.mainPhase eq 3>>\n\t\t\tAnska says Athena Medical Inc. is working on a method to control the Djinn which could, in theory, also be used to destroy one. I'm not sure what the old hag meant but I asked around and there's an Athena Medical lab behind the Boulevard Information booth up on Level B10. The Siren gave me an ID card which it claims will let me get inside. Maybe I can get this weapon against the Djinn without butting horns with Snydicate 4 all over the place.\n\t\t<<elseif $job_anska_haze.mainPhase eq 4>>\n\t\t\tFollowing Anska's lead, I found the Athena Medical Inc. labs on Level B10. Real tight security like they said, and it's sealed with an airlock. Guess this Djinn weapon is dangerous enough to warrant full decontamination procedures, and the level of security in place just confirms that. I better be careful from here on in. Don't wanna infect my self or something dumb like that.\n\t\t<<elseif $job_anska_haze.mainPhase eq 5>>\n\t\t\tFollowing Anska's lead, I found the Athena Medical Inc. labs on Level B10 and got a cooler full of whatever the hell they're making. No idea what it is but, from what I heard, some kind of optical chemical. Doubt I should open the thing myself. Might end in disaster. But I'm sure Anska can help. She's more or less an expert in biochemistry after all. Or at least an expert at whatever the hell she does, which is pretty damn close to that.\n\t\t<<elseif $job_anska_haze.mainPhase eq 6>>\n\t\t\tSo I got that anti-djinn weapon Anska told me about and she also explained how it works. Open the vial and it creates a cloud of gas that will blind a Djinn, but is harmless to humans. She said to be careful though because the miasma - that's what this stuff is called - is volatile when exposed to oxygen and can burn, in her words, brighter than the sun. Not sure how that's possible but figure I shouldn't do anything that will cause it to ignite.\n\t\t<<elseif $job_anska_haze.mainPhase eq 7>>\n\t\t\tSo I used that anti-djinn miasma I got from Athena Medical. Think it worked pretty well. But I sure hope I don't run into another Djinn 'cause that all the stuff I had.\n\t\t<</if>>\n\t</div>\n<</nobr>>
<<nobr>>\n\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: <<if ($job_abomination_investigate.abomSabotagePhase gte 7 or ($job_abomination_investigate.abomAugmentPhase gte 9 and $job_abomination_investigate.abomAugmentPhase lt 98)) and $job_abomination_investigate.abomSabotagePhase neq 98>>Project Chaos<<else>>Object 55316<</if>><br>\n\tClient: <<if ($job_abomination_investigate.abomSabotagePhase gte 7 or ($job_abomination_investigate.abomAugmentPhase gte 9 and $job_abomination_investigate.abomAugmentPhase lt 98)) and $job_abomination_investigate.abomSabotagePhase neq 98>>Xarea<<else>>Zweili<</if>><br>\n\tPriority: High<br><br>\n\t<<if not $job_conspiracy.unlockedMainQuest>>\n\t\t<div class='HUD_PdaDisplayZone'>\n\t\t\tFather Zweili's asked to meet me at the Level B14 entrance to the Cathedral of Beams. Something important. The message didn't say what but it sounded serious.\n\t\t</div>\n\t<<else>>\n\n\t\t<<if $job_abomination_investigate.mainPhase eq 6 and $job_conspiracy.conspiratorPhase lt 8 and $job_abomination_investigate.abomSabotagePhase lt 98>>\n\t\t\t<div class='HUD_PdaDisplayZone' id='maintask-area4'>\n\t\t\t\t<<display 'zweilitask_area4'>>\n\t\t\t</div>\n\t\t<</if>>\n\n\t\t<div class='HUD_PdaDisplayZone' id='maintask-area1'>\n\t\t\t<<display 'zweilitask_area1'>>\n\t\t</div>\n\n\t\t<div class='HUD_PdaDisplayZone' id='maintask-area2'>\n\t\t\t<<display 'zweilitask_area2'>>\n\t\t</div>\n\n\t\t<<if $factionlock.lockedFaction neq "visionary">>\n\t\t\t<div class='HUD_PdaDisplayZone' id='maintask-area3'>\n\t\t\t\t<<display 'zweilitask_area3'>>\n\t\t\t</div>\n\t\t<</if>>\n\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Cryolounge Abomiation<br>\n\tClient: Harper<br>\n\t<<if $job_boulevard_hellcat.mainPhase lt 3>>Priority: Low<<elseif $job_boulevard_hellcat.mainPhase gte 3 and $job_boulevard_hellcat.mainPhase neq 98>><span class='greencolor'>Status: Completed</span><<else>><span class='redcolor'>Status: Aborted</span><</if>><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if $job_boulevard_hellcat.mainPhase eq 1>>\n\t\t\tMr. Harper from the Cryogenics Lounge on the B10 Boulevard asked me to check out some abominationt they apparently got in their premises. No clue what kind. Sounds a little... well, weird, considering I don't even know the dude.\n\t\t<<elseif $job_boulevard_hellcat.mainPhase eq 2>>\n\t\t\tSo I followed up on the abomination in the B10 Cryolounge and, well, ran into a Hellcat of all things. Think someone set it loose to wreck the systems in there. Not sure why they'd do that - or who would do that. Killed the thing at any rate but wanna follow up on this a bit more. Anska might know something.<<if $chr_celena.isWitch>> And Celena's a good source on all things related to witchcraft.<</if>>\n\t\t<<elseif $job_boulevard_hellcat.mainPhase eq 3>>\n\t\t\tSo I followed up on the abomination in the B10 Cryolounge and, well, ran into a Hellcat of all things. I asked Anska and apparently this particular hellcat used to belong to Coven Eresi. Fuck knows why it went after the cryo lounge but it doesn't sound like anyone sent it there. Anska seems to think the cat was just stubborn, crazy, and confused. Not the answer I expected.\n\t\t<<elseif $job_boulevard_hellcat.mainPhase eq 4>>\n\t\t\tSo I followed up on the abomination in the B10 Cryolounge and, well, ran into a Hellcat of all things. I asked Celena and apprently, well, it was one of her Coven's old hellcats. Fuck knows why it went after the cryo lounge but it doesn't sound like anyone sent it there. Anyways, Cel thinks it happened cause the cat was an idiot and had a grudge. I didn't ask for details.\n\t\t<<elseif $job_boulevard_hellcat.mainPhase eq 98>>\n\t\t\tSo I followed up on the abomination in the B10 Cryolounge and, well, ran into a Hellcat of all things. Think someone set it loose to wreck the systems in there. Not sure why they'd do that - or who would do that. Don't want to know either. I got the hell out of there as fast as possible. Someone else can deal with this crap.\n\t\t<</if>>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Thug</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_human_arena_thug.png]]</div>Citizens who have turned to criminal gangs for protection and profit, Thugs are lowlives who care only for themselves - and control of the turf they consider 'home'.<br><br>\n\n<span class='redcolor'>Immunity:</span> n/a<br>\n<span class='yellowcolor'>Strength:</span> n/a<br>\n<span class='greencolor'>Weakness:</span> n/a<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tOften fiercly loyal to their self-identified gang, Thugs are lawful citizens who have forsaken legitimate sources of income in favor of protection and payment by localized criminal organizations. They are often considered low-level criminals, unwilling and indeed unable to respect any form of authority save that which is projected from the barrel of a coilgun. Despite their criminal status, Thugs often follow a strict code of honor, and are generally more organized than lesser criminals from the [[Sprawl|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Undersprawl"]].<br><br>\n\n\t\t\t\tThough thugs can, at times, be reasoned with, they remain a dangerous element in the underworld of habitation platforms such as [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. Unless a noticable benefit can be gained from negotiation, it is often advised to neutralize these individuals immediately, and - if possible - turn them over to the [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]] for detainment and incarseration.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Cyborg</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_bot_cyborg.png]]</div>Augmented to the point of inhumanity, Cyborgs are stronger, faster, and more heavily armoed than any human being can expect to be - and almost mechanical in prusuit of their objective.<br><br>\n\n<span class='redcolor'>Immunity:</span> <<print $toxinDamageType>><br>\n<span class='yellowcolor'>Strength:</span> strong shields<br>\n<span class='greencolor'>Weakness:</span> <<print $shockDamageType>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tRiddled with cybernetic augments and equipped with highly advanced technology, Cyborgs are the pinacle auf augmentive threats. Even without armor the average Cyborg can shrug of coil or railgun fire, while laying down deadly walls of boltfire. Devoid of emotion, doubt, fear, and regret, most cyborgs will prusue their assigned task with single-minded dedication - to a violent end if need be.<br><br>\n\n\t\t\t\tThough vulnerable to electostatic discharge and plasmatic discharges, the average Cyborg is virtually immune to physical harm due to their advanced arc-shield technology and heavily armored chassis'. Even deadly volley of fire that have perforated their bodies will not prevent a cyborg from executing their mission, and nothing short of utter destruction of their processing units will dissuade these mechanoids entirely.<br><br>\n\n\t\t\t\tDespite their residual humanity, Cyborgs cannot be reasoned with, and will never relent from executing their assigned tasks. They are most often employed by the highly criminalized Cybercult, though some lesser factions exist who have perfected the art of cybernetic augmention.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<nobr>>\n\n<div class='CombatOptionsBox'>\n<div class = 'CombatOption_Expand_V2'><div class='CombatOption_Expand_V2Txt'>Combat Actions</div></div>\n<table>\n\t<tr>\n\t\t<td style="width:25%;">\n\t\t\t<div class='HUDScreenEquipmentImg'><<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.knife + ".png][PDA][$hud.currentScreen = \s"" + $equip.knife + "\s"]]">></div>\n\t\t</td>\n\t\t<td>\n\t\t\t<div class='GameOption_Weapon'>[[Attempt Meele|$combat.nextpassage][$combat.wepn.push("knife"); $combat.amun.push("none"); $attrib.violence += 10; $processed = false]]</div>\n\t\t</td>\n\t</tr>\n\t<<if $equip.pistol.name neq "none">>\n\t<tr>\n\t\t<td>\n\t\t\t<div class='HUDScreenEquipmentImg'><<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.pistol.name + ".png][PDA][$hud.currentScreen = \s"" + $equip.pistol.name + "\s"]]">></div>\n\t\t</td>\n\t\t<td>\n\t\t\t<<if $equip.pistol.name eq "VX">>\n\t\t\t\t/% VX Ammo Calculation %/\n\t\t\t\t/% Tungsten %/\n\t\t\t\t<<if $equip.rifle.ammo.normal gte 1>>\n\t\t\t\t\t<div class='GameOption_Weapon'>[[Load Tungsten|$combat.nextpassage][$combat.wepn.push("pistol"); $attrib.violence += 3; $equip.rifle.ammo.normal -= 1; $combat.amun.push("tungsten bolt"); $processed = false]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Load Tungsten]</div></div>\n\t\t\t\t<</if>>\t\t\n\t\t\t\t/% electroconductive %/\n\t\t\t\t<<if $equip.rifle.ammo.electric gte 1>>\n\t\t\t\t\t<div class='GameOption_Weapon'>[[Load Electroconductive|$combat.nextpassage][$combat.wepn.push("pistol"); $attrib.violence += 3; $equip.rifle.ammo.electric -= 1; $combat.amun.push("electroconductive bolt"); $processed = false]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Load Electroconductive]</div></div>\n\t\t\t\t<</if>>\n\t\t\t\t/% Scattershot %/\n\t\t\t\t<<if $equip.rifle.ammo.scatter gte 1>>\n\t\t\t\t\t<div class='GameOption_Weapon'>[[Load Scattershot|$combat.nextpassage][$combat.wepn.push("pistol"); $attrib.violence += 3; $equip.rifle.ammo.scatter -= 1; $combat.amun.push("scattershot canister"); $processed = false]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Load Scattershot]</div></div>\n\t\t\t\t<</if>>\n\t\t\t\t/% neurotoxin %/\n\t\t\t\t<<if $equip.rifle.ammo.chemical gte 1>>\n\t\t\t\t\t<div class='GameOption_Weapon'>[[Load Neurotoxin|$combat.nextpassage][$combat.wepn.push("pistol"); $attrib.violence += 3; $equip.rifle.ammo.chemical -= 1; $combat.amun.push("neurotoxin canister"); $processed = false]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Load Neurotoxin]</div></div>\n\t\t\t\t<</if>>\n\t\t\t\t/% END VX CAlCULATION %/\n\t\t\t<<elseif $equip.pistol.name eq "LAMP" and $equip.pistol.ammo gte $combat.ammo.lamp>>\n\t\t\t\t/% LAMP AMMO CALCULATION %/\n\t\t\t\t<div class='GameOption_Weapon'>[[Draw Machine Pistol|$combat.nextpassage][$combat.wepn.push("pistol"); $combat.amun.push("none"); $attrib.violence += 3; $equip.pistol.ammo -= $combat.ammo.lamp; $processed = false]]</div>\n\t\t\t<<elseif $equip.pistol.name eq "MF-R2" and $equip.pistol.ammo gte $combat.ammo.mfr2>>\n\t\t\t\t/% MFR2 AMMO CALCULATION %/\n\t\t\t\t<div class='GameOption_Weapon'>[[Draw Sidearm|$combat.nextpassage][$combat.wepn.push("pistol"); $combat.amun.push("none"); $attrib.violence += 3; $equip.pistol.ammo -= $combat.ammo.mfr2; $processed = false]]</div>\n\t\t\t\t/% STD PISTOL CALCULATION %/\n\t\t\t<<elseif $equip.pistol.name neq "none" and $equip.pistol.ammo gte $combat.ammo.m1114>>\n\t\t\t\t<div class='GameOption_Weapon'>[[Draw Sidearm|$combat.nextpassage][$combat.wepn.push("pistol"); $combat.amun.push("none"); $attrib.violence += 3; $equip.pistol.ammo -= $combat.ammo.m1114; $processed = false]]</div>\n\t\t\t<<else>><div class='GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Insufficient Ammo]</div></div><</if>>\n\t\t</td>\n\t</tr>\n\t<</if>>\n\t<<if $equip.rifle.name neq "none">>\n\t<tr>\n\t\t<td>\n\t\t\t<div class='HUDScreenEquipmentImg'><<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.rifle.name + ".png][PDA][$hud.currentScreen = \s"" + $equip.rifle.name + "\s"]]">></div>\n\t\t</td>\n\t\t<<if $equip.rifle.name eq "C2000" or $equip.rifle.name eq "C2000_Converted">>\n\t\t\t<td>\n\t\t\t\t/% 9mm special %/\n\t\t\t\t<<if $equip.pistol.ammo gte $combat.ammo.c2000>>\n\t\t\t\t\t<div class='GameOption_Weapon'>[[Ready Carbine|$combat.nextpassage][$combat.wepn.push("rifle"); $combat.amun.push("none"); $attrib.violence += 3; $equip.pistol.ammo -= $combat.ammo.c2000; $processed = false]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Insufficient Ammo]</div></div>\n\t\t\t\t<</if>>\n\t\t\t</td>\n\t\t<<elseif $equip.rifle.name eq "KRUG">>\n\t\t\t<td>\n\t\t\t\t/% 9mm special %/\n\t\t\t\t<<if $equip.pistol.ammo gte $combat.ammo.lamp>>\n\t\t\t\t\t<div class='GameOption_Weapon'>[[Select Automatic|$combat.nextpassage][$combat.wepn.push("rifle"); $combat.amun.push("none"); $attrib.violence += 3; $equip.pistol.ammo -= $combat.ammo.lamp; $processed = false]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Select Automatic]</div></div>\n\t\t\t\t<</if>>\n\t\t\t\t<<if $equip.rifle.ammo.scatter gte 1>>\n\t\t\t\t\t<div class='GameOption_Weapon'>[[Load Scattershot|$combat.nextpassage][$combat.wepn.push("rifle"); $attrib.violence += 3; $equip.rifle.ammo.scatter -= 1; $combat.amun.push("scattershot canister"); $processed = false]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Load Scattershot]</div></div>\n\t\t\t\t<</if>>\n\t\t\t\t/% neurotoxin %/\n\t\t\t\t<<if $equip.rifle.ammo.chemical gte 1>>\n\t\t\t\t\t<div class='GameOption_Weapon'>[[Load Neurotoxin|$combat.nextpassage][$combat.wepn.push("rifle"); $attrib.violence += 3; $equip.rifle.ammo.chemical -= 1; $combat.amun.push("neurotoxin canister"); $processed = false]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Load Neurotoxin]</div></div>\n\t\t\t\t<</if>>\n\t\t\t</td>\n\t\t<<elseif $equip.rifle.name eq "NGREP_Converted">>\n\t\t\t<td>\n\t\t\t\t/% tungsten special %/\n\t\t\t\t<<if $equip.rifle.ammo.normal gte $combat.ammo.ngrep_bolt>>\n\t\t\t\t\t<div class='GameOption_Weapon'>[[Insert Tungsten Magazine|$combat.nextpassage][$combat.wepn.push("rifle"); $attrib.violence += 3; $equip.rifle.ammo.normal -= $combat.ammo.ngrep_bolt; $combat.amun.push("tungsten bolt"); $processed = false]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Insert Tungsten Clip]</div></div>\n\t\t\t\t<</if>>\t\n\t\t\t\t/% scattershot special %/\n\t\t\t\t<<if $equip.rifle.ammo.scatter gte $combat.ammo.ngrep_canister>>\n\t\t\t\t\t<div class='GameOption_Weapon'>[[Insert Scattershot Magazine|$combat.nextpassage][$combat.wepn.push("rifle"); $attrib.violence += 3; $equip.rifle.ammo.scatter -= $combat.ammo.ngrep_canister; $combat.amun.push("scattershot canister"); $processed = false]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Insert Scattershot Clip]</div></div>\n\t\t\t\t<</if>>\t\t\t\t\n\t\t\t</td>\n\t\t<<else>>\n\t\t\t<td>\n\t\t\t\t/% Tungsten %/\n\t\t\t\t<<if $equip.rifle.ammo.normal gte 1>>\n\t\t\t\t\t<div class='GameOption_Weapon'>[[Load Tungsten|$combat.nextpassage][$combat.wepn.push("rifle"); $attrib.violence += 3; $equip.rifle.ammo.normal -= 1; $combat.amun.push("tungsten bolt"); $processed = false]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Load Tungsten]</div></div>\n\t\t\t\t<</if>>\t\t\n\t\t\t\t/% electroconductive %/\n\t\t\t\t<<if $equip.rifle.ammo.electric gte 1>>\n\t\t\t\t\t<div class='GameOption_Weapon'>[[Load Electroconductive|$combat.nextpassage][$combat.wepn.push("rifle"); $attrib.violence += 3; $equip.rifle.ammo.electric -= 1; $combat.amun.push("electroconductive bolt"); $processed = false]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Load Electroconductive]</div></div>\n\t\t\t\t<</if>>\n\t\t\t\t/% Scattershot %/\n\t\t\t\t<<if $equip.rifle.ammo.scatter gte 1>>\n\t\t\t\t\t<div class='GameOption_Weapon'>[[Load Scattershot|$combat.nextpassage][$combat.wepn.push("rifle"); $attrib.violence += 3; $equip.rifle.ammo.scatter -= 1; $combat.amun.push("scattershot canister"); $processed = false]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Load Scattershot]</div></div>\n\t\t\t\t<</if>>\n\t\t\t\t/% neurotoxin %/\n\t\t\t\t<<if $equip.rifle.ammo.chemical gte 1>>\n\t\t\t\t\t<div class='GameOption_Weapon'>[[Load Neurotoxin|$combat.nextpassage][$combat.wepn.push("rifle"); $attrib.violence += 3; $equip.rifle.ammo.chemical -= 1; $combat.amun.push("neurotoxin canister"); $processed = false]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Load Neurotoxin]</div></div>\n\t\t\t\t<</if>>\n\t\t\t</td>\n\t\t<</if>>\n\t</tr>\n\t<</if>>\n</table>\n</div>\n\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>The Witch Hunts</strong>\n\n<<nobr>>\n[>img["https://rage-productions.com/game-content/scaffold-22/images/witchhunts.png"]]Significant pan-galactic sociological and ideological purge initiated by the Church of Eden in the mid 26th century. Resulted in the utter decimation of the Witches Covens.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe Witch Hunts were a social and political razzia orchastrated by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] circa year 26143 that intended to identify and eradicate all members of the [[Witches Covens|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] across the galaxy. While some radical elements on both sides claim the Witch Hunts continue to this day, most believers and non-believers alike agree that the fallout of this razzia ended several hundred years ago, in 26531, when the last major [[Witches Coven|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] was purged by the [[Paladin Order|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Paladin"]].<br><br>\n\nNone the less, the Witch Hunts remain a topic of public interest, most notably because they are the last recorded instance of a publically recognized enemy of the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] that was put down by overwhelming physical force. Both the [[Paladin Order|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Paladin"]] and the [[Knights of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Knights of Eden"]] partook in these events, systematically confronting, engaging, and eradicaing known [[Witches Covens|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] across the galaxy, and causing the deaths of several billion individuals. Numerous documentaries exist, depicting the harsh and violent attitudes adopted by both sides of this dispute.<br><br>\n\nToday it is safe to say that the methods employed by both parties in this conflid were unecessarily cruel and demeaning, as the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] readily admitted in 26746. None the less, the primal violence and brutality of these events continue to capture citizens to this day, perhaps because an open conflict between "good" and "evil" of this scale has not taken place for considerable time. Whathever the cause for such attachment to the Witch Hunts, the memory remains etched in the public consciousness and, by implication, goes down in history as one of the bloodiest, ruthless and indiscriminate conflicts in [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] history.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Quantus VII</strong>\n\n<<nobr>>\nQuantus VII is a mining colony on the north-western galactic fringe, currently operated by the Erkan-Corbei Minerals Group. Beyond its vast supply of heavy metals, the planet is un-noteworthy and is generally considered a backwater world by galactic standards.<br><br>\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tQuantus VII is a mineral-rich planet with a strong gravity pull and noxious atmosphere. It is the seventh planet in the Quantus star system and, due to its harsh surface conditions, not suitable for colonalization. Quantus VII was originally surveyed by the Dimwan-Saq Coropratoin in 26511 but mining operations did not begin until 26831, when [[Erkan-Corbei Minerals Group|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Erkan-Corbei Minerals Group"]] aquired Dimwan-Saq survey reports and deemed Quantus VII to be a profitable source of heavy metals.<br><br>\n\nSince being claimed by [[Erkan-Corbei Minerals Group|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Erkan-Corbei Minerals Group"]] in 26843, Quantus VII has witnessed a steady population increase, beginning with the ten-man assessment team and increasing to a permanent roster of six thousand-and-thirty-two engineers, technicians, administrators and support staff as of the lates census (dated 26991) split across sixteen individual mining and processing sites. \n\nAlthough operations on Quantus VII are run by the [[Erkan-Corbei Minerals Group|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Erkan-Corbei Minerals Group"]], thirty percent of the local populace are believer and the planet is officially recognized by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] as a Mission World. Predictably, the [[Church's|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] designation of Quantus VII has led to a conflict of interest between the local believers and the [[Erkan-Corbei Minerals Group|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Erkan-Corbei Minerals Group"]]. <br><br>\n\nWhile such disputes tend to be nonviolent in nature due to strict legislation by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]], the remote location of Quantus VII gives the [[Erkan-Corbei Minerals Group|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Erkan-Corbei Minerals Group"]] more leeway in matters of local administration than a corporaion would be allowed in more civilized areas of the galaxy. This circumstance has given rise to recent rumors that the [[Erkan-Corbei Minerals Group|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Erkan-Corbei Minerals Group"]] has been playing more than loose with accepted means - some going as far as to claim that WatchTower Security Inc. has been contracted to keep unwanted infulences 'in check'. Naturally these claims are disputed by the local administration but, given the competetive nature of corporate politics, it is not unthinkable that an opportunistic board of directors would call in private security contractors to 'counteract' unwanted influences on the planet.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<if $hud.expandAugs eq false>>\n\t<div class = 'HUD_PdaExpandButton'>\n\t\t<<click 'Expand'>>\n\t\t\t<<set $hud.expandGear = true; playContextSound("ui_click");>>\n\t\t\t<<replace '#gear-augs'>>\n\t\t\t\t<<display 'Gear_Augs'>>\n\t\t\t<</replace>>>\n\t\t<</click>>\n\t</div>\n<<else>>\n\t<div class = 'HUD_PdaExpandButton'>\n\t\t<<click 'Collapse'>>\n\t\t\t<<set $hud.expandGear = false; playContextSound("ui_click");>>\n\t\t\t<<replace '#gear-augs'>>\n\t\t\t\t<<display 'Gear_Augs'>>\n\t\t\t<</replace>>>\n\t\t<</click>>\n\t</div>\n<</if>>\n\n<<if $hud.expandGear>>\n\t<<if $equip.brainaug neq "none">>\n\t\t<div class='HUD_ListEntry HUD_EquipEntry'>\n\t\t\t<<click '' 'PDA'>>\n\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t<<set $hud.currentScreen = $equip.brainaug>>\n\t\t\t<</click>>\n\n\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.brainaug + ".png]]">><<if $equip.isAbominated>>Injection<<else>>Augment<</if>> - <<brainaug>>\n\t\t</div>\n\t<</if>>\n\t<<for $i = 0; $i lt 4; $i++>>\n\t\t<div class='HUD_ListEntry HUD_EquipEntry'>\n\t\t\t<<if $equip.offhand[$i] eq "none">>\n\t\t\t\t<<if $i eq 0>>\n\t\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/noaugment_head.png]]Head: \n\t\t\t\t<<elseif $i eq 1>>\n\t\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/noaugment.png]]Chest:\n\t\t\t\t<<elseif $i eq 2>>\n\t\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/noaugment_arms.png]]Arms:\n\t\t\t\t<<elseif $i eq 3>>\n\t\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/noaugment.png]]Skin (SHOULD NEVER SHOW)\n\t\t\t\t<</if>>\n\t\t\t\t<span class='greyedout'>None</span>\n\t\t\t<<else>>\n\t\t\t\t<<print "\n\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t<<set playContextSound('ui_blip');>>\n\t\t\t\t\t<<set $hud.currentScreen = $equip.offhand[" + $i + "]>>\n\t\t\t\t<</click>>\n\t\t\t\t">>\n\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.offhand[$i] + ".png]]">>\n\t\t\t\t<<if $i eq 0>>\n\t\t\t\t\tHead:\n\t\t\t\t<<elseif $i eq 1>>\n\t\t\t\t\tChest:\n\t\t\t\t<<elseif $i eq 2>>\n\t\t\t\t\tArms:\n\t\t\t\t<<elseif $i eq 3>>\n\t\t\t\t\tSkin:\n\t\t\t\t<</if>>\n\t\t\t\t<<set $aquireText = $equip.offhand[$i]>>\n\t\t\t\t<<display 'getActualItemName'>>\n\t\t\t\t<<print $aquireText>><br>\n\n\t\t\t\t<<if $equip.offhandUpgrade[$i] eq "bioaug" or $equip.offhandUpgrade[$i] eq "abomaug">>\n\t\t\t\t\t<<if $equip.offhandUpgrade[$i] eq "abomaug">>\n\t\t\t\t\t\tAbomination:\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\tBio Integration:\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<if $attrib.bioAugModifier lt 0.5>>\n\t\t\t\t\t\t<span class='greyedout'><<print Math.round($attrib.bioAugModifier * 100)>>%</span>\n\t\t\t\t\t<<elseif $attrib.bioAugModifier lt 1>>\n\t\t\t\t\t\t<span class='yellowcolor'><<print Math.round($attrib.bioAugModifier * 100)>>%</span>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<span class='greencolor'><<print Math.round($attrib.bioAugModifier * 100)>>%</span>\n\t\t\t\t\t<</if>>\n\t\t\t\t<<elseif $equip.offhandUpgrade[$i] eq "abomaug">>\n\t\t\t\t\tType: abomination <<print Math.round($attrib.bioAugModifier * 100)>>%\n\t\t\t\t<<elseif $equip.offhandUpgrade[$i] eq "cyberaug">>\n\t\t\t\t\tCybernetic:\n\t\t\t\t\t<<if $i eq 2 and ($equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine"))>>\n\t\t\t\t\t\t<span class='bluecolor'>main weapon installed</span>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<span class='greyedout'>no upgrade pack installed</span>\n\t\t\t\t\t<</if>>\n\t\t\t\t<<elseif $equip.offhandUpgrade[$i] neq "none">>\n\t\t\t\t\tCybernetic: \n\t\t\t\t\t<<if $i eq 2 and ($equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine"))>>\n\t\t\t\t\t\t<span class='bluecolor'>main weapon installed</span>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<span class='bluecolor'><<print $equip.offhandUpgrade[$i]>> pack installed</span>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t</div>\n\t<</for>>\n<</if>>
<<display 'HUD_CodexBackButton'>><strong>B10 Boulevard</strong>\n\n<<nobr>>\nAn artificial holo-lagoon located just off the Inner Ring, the B10 Boulevard is a major tourist oriented zone. It is both highly secure and family friendly, making it a frequent vacation destination for citizens of B Sector, who frequently cannot afford to travel abroad, even to neighboring sectors.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe B10 Boulevard is an tourist-oriented zone located at the most accessible point in [[B Sector|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "CBSector"]]. Styled to resemble a lagoon and outfitted with countless holo-projectors that reinforce this illusion, the Boulevard draws middle and lower-class families or couples, especially those with children, looking to escape the crowded walkways and pressure corridors of their home sectors. The zone is heavily subsidized by numerous corporations, and boasts is own private security force, run by the Boulevard Association.<br><br>\n\nWhile several known gangs operate on the nearby levels, a policy of strong responses has all but banished criminals from the Boulevard, further reinforcing the calm, peaceful image the Boulevard Association wishes to project. This has allowed the many establishments, shops, bars, inns, hotels, and other commercial venues to flourish and expand to the point where the Boulevard offers locales geared towards every segment of the [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] populace.<br><br>\n\nThe most notable attraction of the B21 Boulevard however is the public sun-ports that allow any citizen to experience the natural sunlight of [[XVSVVP-15|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "XVSVVP-15"]] the celestial body which [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] orbits. Citizens not accustomed to natural light are therefore advised to carry sunblock when stolling the Boulevard - it is available at numerous local shops.\n\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>XVSVVP-15</strong>\n\n<<nobr>>\n[>img["https://rage-productions.com/game-content/scaffold-22/images/sun.png"]]Grade 7 solar body in located in the north-eastern hemisphere of the galaxy and the star which Scaffold 22 orbits. Associated by believers with Saint Michael of Purita and a known pilgrimage destination.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tA grade 7 solar body in located in the north-eastern hemisphere of the galaxy, XVSVVP-15 is both the star nearest to [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] and the celestial body most closely associated with Saint Michael of Purita. It is a popular destination for pilgrims wishing to cleanse their mind and bodies of past sins and the life-giving force which makes habitation of the system possible. Cosmologically, XVSVVP-15 is considered to be a star in its later stages of life, and is predicted to burn out in four billion years.<br><br>\n\nEfforts are being made by various institutes and organizations to textend the longlivety of XVSVVP-15 though, paradoxically, its best chance for continued existence into is a technique named Solar Ignition pioneered by the [[Black Circle|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Black Circle"]] several thousand years ago. It is believed that, with the methods described, the presence of XVSVVP-15 could be extended indefinitely; which would play much to the benefit of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] and its outlying substations.<br><br>\n\nBeyond this aspect however, XVSVVP-15 has drawn relatively little scientific interest, being a celestial body most closely with the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and related religous practices. It is, by sheer physical nature, unintersting beyond its ability to burn and therefore worth little investment by galactic society.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Athena Medical Inc.</strong>\n\n<<nobr>>[>img[https://rage-productions.com/game-content/scaffold-22/images/athena_medical.png]]Galaxy's premier pharmaceutical industrial corporation. Owns subsidiaries on countless worlds and hab platforms. Known for lenient employment policies and oddly beneficical arrangements with the Church.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe galaxy's premier manufacturer of pharmaceuticals, stimulants, and officially licensed recreational drugs, Athena Medical Inc. is a pan-galactic corporation with presences on virtually every world and habitation platform. It employs 1.2 trillion citizens across the galaxy and generates a cyclic income of such magnitude that specialized reporting systems have been created solely to track the flow of credits to and from Athena Medical's many accounts. Aside from its many products, Athena Medical is also known for its lenient employment regulations, uncharacteristic policy of non-adverserial compliance with [[Church Law|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]], and sponsorship of cultural programs across the galaxy.<br><br>\n\nDespite this, Athena Medical Inc. is an official member of the [[Hegemony|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]] and a known supporter of the [[Objective 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Objective 22"]] initiative. The company has close ties with the private security contractor [[Syndicate 4|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Syndicate 4"]], believed to have been founded as an offshoot of Athena Medical's internal security force, and has permanent trade agreements with the Myrroth Collective that are rumored to ensure acccess to their void haulers for several thousand years yet.<br><br>\n\nIn addition to the primary pharmaceuticals line, Athena Medical also runs several implant and augmentation clinics, as well as privatized treatment centers on many worlds and platforms. The widespread reach and resuling decentralized structure of Athena Medical Inc. however means that, depending on location within the galaxy, the service catalog may vary wildly. Particularly in [[Church-controlled|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] territories, many of its products are restricted, requiring either a licence to resell or perscription from a [[Church-sanctioned|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] physician to purchase or order.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Supplier Issues<br>\n\tClient: <<if $job_drugdealer.altPhase gte 1>>Fisher<<else>>Celena<</if>><br>\n\t<<if $job_drugdealer.mainPhase gte 3 or ($job_drugdealer.altPhase eq 2)>><span class='greencolor'>Status: Completed</span><<else>>Priority: Low<</if>><br>\n<</nobr>>\n<div class='HUD_PdaDisplayZone'><<nobr>>\n\n\t<<if $job_drugdealer.altPhase eq 1>>\n\t\tSo I ran into Fisher again. Kid's in a bad way. Something about a dealer ring on B30 getting out of hand. Selling crap they shouldn't. Not sure I wanna be the one doing this but, yeah, might be worth whacking a few skulls over. \n\t<<elseif $job_drugdealer.altPhase eq 2>>\n\t\tTracked down those dealers Fisher was having trouble with and, uh, handled the situation. Let's just leave it at that.\n\t<<else>>\n\t\t<<if $job_drugdealer.mainPhase eq 1>>Celena has told me she has been having some trouble with her supplier, a man named Flavio Gabari, who runs a pill factory in the old habs on Level B30. I don't know what he's up to but, according to Celena, he's been gathering serious muscle. Sounds like he's trying to take over the local pill trade by force. Even if it's legit, I should drop by and see what's going on.\n\t\t<<elseif $job_drugdealer.mainPhase eq 2>>I went to the old hab to find Flavio Gabari, Celena's supplier. He wasn't there but there were four armed goons sitting on the hab unit. At any rate, Flavio's on Level B33 doing his rounds, making sure his clients pay up and all. I gotta get to Celena before the asshole drops by and roughs her up - or worse.\n\t\t<<elseif $job_drugdealer.mainPhase eq 3>>I've successfully dealt with Flavio Gabari. He and his goons won't be bothering Celena again, which is good. Celena's also seen the wisdom of buying from second-rate suppliers and will be getting her shit from Mister Wilkin in future - blows my mind why she didn't just stick with him to begin with but whatever.\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>></div>
<<nobr>><div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Abominable Influence<br>\n\tClient: N/A<br>\n\tPriority: High<br>\n\n<</nobr>> \n<div class='HUD_PdaDisplayZone'><<nobr>>\n\n\t<<if $job_abomination_investigate.mainPhase eq 1>>\n\t\tI ran across a failed Wraith in the maintenance tunnels off the B28 Tramway Station.\n\t\t<<if $loc_intro_utility.abomStatus eq "killed">>Killed the thing but no clue why it was there or who made it.\n\t\t<<else>>No clue who tried to make it or why. Decided not to tangle with the thing. \n\t\t<</if>>\n\t\tShould probably keep my eyes and ears open. Might be a one-time occurence, but I doubt it.\n\n\t\t<<if $job_abomination_investigate.ogerPhase eq 1>><br><br>\n\t\t\tFound a tag on an Oger that says Desvhar. Might be relevant?\n\t\t<<elseif $job_abomination_investigate.ogerPhase eq 2>><br><br>\n\t\t\tFound a message on an Oger that referenced Deshvar. Think this is relevant.\n\t\t<<elseif $job_abomination_investigate.ogerPhase eq 3>><br><br>\n\t\t\tFound an Oger speaking about Deshvar being 'gone'. Odd. Think this is relevant.\n\t\t<</if>>\n\n\t\t<<if $job_abomination_investigate.wraithPhase eq 1>><br><br>\n\t\t\tRan into a Wraith at Raj Winston's apartment. Wonder if there's a connection?\n\t\t<<elseif $job_abomination_investigate.wraithPhase eq 2>><br><br>\n\t\t\tOkay, so another Wraith murdered Celena's parents. Not sure it's connected but... well, might not be a coincidence.\n\t\t<<elseif $job_abomination_investigate.wraithPhase eq 3>><br><br>\n\t\t\tSo I found yet another Wraith. At an altar. No solid lead but this is getting ridiculous. There's gotta be a connection.\n\t\t<</if>>\n\n\t\t<<if $job_boulevard_hellcat.mainPhase gte 2 and $job_boulevard_hellcat.mainPhase neq 3 and $job_boulevard_hellcat.mainPhase neq 4>><br><br>\n\t\t\tRan into a Hellcat at the cryolounge. There a connection here?\n\t\t<</if>>\n\n\t<<elseif $job_abomination_investigate.mainPhase eq 2>>\n\t\t<<if $job_abomination_investigate.ogerPhase eq 4>>\n\t\t\t<<if $job_abomination_investigate.foundAltPath>>Right, so I found an odd link to a bunch of Ogers and a guy named Deshvar. Former mob guy who went to hiding in a Shrine somewhere near the Low Habs I take it? Anyways, I've found a back entrance through the Junction below the Bazar. Could be worth investigating.\n\t\t\t<<else>>\n\t\t\t\tSo I got some intel on Deshvar. Not sure how it relates to those Ogers but, word is, he was a former mob guy. Got driven into the Sprawl on B29, near the Bazar. I should check out the habs there. See if I can't find any indication of how this all relates.\n\n\t\t\t\t<<if $loc_lowhabs_oger.gotPasscode>><br><br>\n\n\t\t\t\t\tI've been told to use the utility hatch down here. The passcode is: 1741\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<<elseif $job_abomination_investigate.ogerPhase eq 5>>\t\t\t\n\t\t\tSo I followed up on that Deshvar lead. \n\t\t\t<<if $loc_lowhabs_oger.drankSkull or $loc_lowhabs_oger.readDataPad>>The guy's definitely dead - has been for some time, apparently.<<else>>No idea what happened to the guy. Ran away maybe? Or long dead?<</if>> But I did run into a Syndicate 4 team clearing the Undersprawl. Odd contract for the Syndicate, but I couldn't figure out why they were hired.<br><br>\n\n\t\t\tThe good news is I found something. The bad news is it's weird. There were a bunch of humans - cultists, maybe? - down there along with a few Ogers. All dead, obviously, but the humans all had morgue stencils on their wrists. Which is odd, since they were definitely alive until Syndicate 4 rolled in. Better keep digging; maybe ask around a bit too?\n\t\t<<elseif $job_abomination_investigate.ogerPhase eq 6>>\n\t\t\tSo I followed up on that Deshvar lead. \n\t\t\t<<if $loc_lowhabs_oger.drankSkull or $loc_lowhabs_oger.readDataPad>>The guy's definitely dead - has been for some time, apparently.<<else>>No idea what happened to the guy. Ran away maybe? Or long dead?<</if>> But I did run into a Syndicate 4 team clearing the Undersprawl. Odd contract for the Syndicate, but I couldn't figure out why they were hired.<br><br>\n\n\t\t\tThe good news is I figured out what's up with those morgue stencils: they aren't. Aparently, the stencil is an access token for old mausoleums. There's alledgedly some down in the Undersprawl, deep below Level B30. \n\t\t\t<<if $job_undersprawl_purge.mainPhase eq 98>>\n\t\t\t\tOnly problem is the area's quarantine and I pissed off my only good way in. Maybe I'm stuck. Shit.\n\t\t\t<<elseif $job_undersprawl_purge.mainPhase gte 2>>\n\t\t\t\tThe whole area's quarantined but I can get inside at least. Now all I gotta do is find out where that mausoleum is.\n\t\t\t\t<<if $loc_undersprawn_megaplex.cultStatus eq "rejected">>I'd ask the Death Cult but I kinda messed that one up. Damn it.\n\t\t\t\t<<else>>Figure I should ask the Death Cultists. They'll know.\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\tProblem is the whole area's quarantined. I'll need to find some way in.\n\t\t\t<</if>>\n\t\t<<elseif $job_abomination_investigate.ogerPhase eq 7>>\n\t\t\tSo I followed up on that Deshvar lead. \n\t\t\t<<if $loc_lowhabs_oger.drankSkull or $loc_lowhabs_oger.readDataPad>>The guy's definitely dead - has been for some time, apparently.<<else>>No idea what happened to the guy. Ran away maybe? Or long dead?<</if>> But I did run into a Syndicate 4 team clearing the Undersprawl. Odd contract for the Syndicate, but I couldn't figure out why they were hired.<br><br>\n\n\t\t\tThe good news is I figured out what's up with those morgue stencils: they aren't. Aparently, the stencil is an access token for old mausoleums. There's one below the square, deep in the B30 Undersprawl. Apparently there's some secret door that leads to it. Guess I'll have to look for that. Feels like I'm so close now...\n\t\t<</if>>\n\n\t<<elseif $job_abomination_investigate.mainPhase eq 3>>\n\t\t[UNUSED] - don't ask why\n\t<<elseif $job_abomination_investigate.mainPhase eq 4>>\n\t\tContinued investigation led me to a Mausoleum deep in the Undersprawl. <<if $job_blindkid_resolution.mainPhase eq 4>>Turns out that Namaz Demon I ran into earlier is beind all this<<else>>Turns out there was some kinda Namaz Demon there<</if>>. Not sure what they were doing. <<if $job_blindkid_resolution.mainPhase eq 4>>Did what I should've done last time and killed it.<<else>>Seemed safer to just kill the damn thing.<</if>> Ran into Corinthin after that and the Paladin wasn't too pleased. Different topic though.\n\n\t<<elseif $job_abomination_investigate.mainPhase eq 5>>\n\t\tContinued investigation led me to a Mausoleum deep in the Undersprawl. <<if $job_blindkid_resolution.mainPhase eq 4>>Turns out that Namaz Demon I ran into earlier is beind all this<<else>>Turns out there was some kinda Namaz Demon there<</if>>. Freaky thing. Decided to work with it to get a better understanding of what's going on.<br><br>\n\n\t\tMy first objective's to poison the Forsaken down in the Sprawl by injecting a neurotoxin canister into their air supply. I don't quite know why. A loyalty test, maybe, but I suspect more. Got the sense there's something very big happening here. I don't quite know whether I want to be part of it. \n\t<<elseif $job_abomination_investigate.mainPhase eq 6>>\n\t\tOkay, I've dealt with the Forsaken shrine. They're all dead. Not sure this was a brilliant idea but let's see what happens next.\n\t<<elseif $job_abomination_investigate.mainPhase eq 98>>\n\t\tSo I got some intel on Deshvar. Not sure how it relates to those Ogers but, word is, he was a former mob guy. Seems he was running some kinda cult or something down below the Bazar. But I didn't stay to look to closely. There was someone shooting and Syndicate 4 mercs were storming the premises. Figured it was safer to just get the hell out. \n\t<<elseif $job_abomination_investigate.mainPhase eq 99>>\n\t\t(( FOUND MAUSOLEUM BUT NO ONE THERE ))\n\t<</if>>\n<</nobr>></div>
<<if not $hud.turnedOffTutorial>>\n\t<<if not $hud.sentArmorTut>>\n\t\t<<if $hud.currentScreen eq "combat" or $statistics.lootedArmor gt 0 or $statistics.purchasedArmor gt 0>>\n\t\t\t<<set $hud.sentArmorTut = true>>\n\n\t\t\t<<set $hud.newmsg += 1>>\n\t\t\t<<set $hud.messages.push($msg_armor_tut)>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if not $hud.sentWeaponTut>>\n\t\t<<if $hud.currentScreen eq "combat" or $statistics.lootedMainWeapon gt 0 or $statistics.lootedBackupWeapon gt 0 or $statistics.purchasedMainWeapon gt 0 or $statistics.purchasedBackupWeapon gt 0>>\n\t\t\t<<set $hud.sentWeaponTut = true>>\n\n\t\t\t<<set $hud.newmsg += 1>>\n\t\t\t<<set $hud.messages.push($msg_weapon_tut)>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if not $hud.sentStatsTut>>\n\t\t<<if $attrib.infected or $attrib.addicted or $attrib.fatigue gte 50 or $attrib.toxicity gte 50 or $statistics.agressionDone gt 0 or $statistics.intimidateDone gt 0 or $statistics.negotiateDone gt 0 or $statistics.negotion_failDone gt 0>>\n\t\t\t<<set $hud.sentStatsTut = true>>\n\n\t\t\t<<set $hud.newmsg += 1>>\n\t\t\t<<set $hud.messages.push($msg_stats_tut)>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if not $hud.sentAugsTut>>\n\t\t<<if $savesMenuPassage eq "B29 - Anska's Stand" or $savesMenuPassage eq "B29 - Ashlake's Shop" >>\n\t\t\t<<set $hud.sentAugsTut = true>>\n\n\t\t\t<<set $hud.newmsg += 1>>\n\t\t\t<<set $hud.messages.push($msg_augs_tut)>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if not $hud.sentItemsTut>>\n\t\t<<if $statistics.lootedChems gt 0 or $statistics.lootedDiscs gt 0 or $statistics.purchasedDiscs gt 0 or $statistics.purchasedChems gt 0 or $statistics.drugsUsed gt 0 or $statistics.discsThrown gt 0>>\n\t\t\t<<set $hud.sentItemsTut = true>>\n\n\t\t\t<<set $hud.newmsg += 1>>\n\t\t\t<<set $hud.messages.push($msg_items_tut)>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if not $hud.sentScrapTut>>\n\t\t/% warsmith 12 = visited a scrap yard %/\n\t\t<<if $time.active gte 12 or ($savesMenuPassage eq "B33 Tramway Station" and $time.active gte 3) or $inztinct.unlockedSkills.contains("skill_warsmith_10")>>\n\t\t\t<<set $hud.sentScrapTut = true>>\n\n\t\t\t<<set $hud.newmsg += 1>>\n\t\t\t<<set $hud.messages.push($msg_scrap_tut)>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if not $hud.sentDepressTut>>\n\t\t<<if $attrib.stress gte 35>>\n\t\t\t<<set $hud.sentDepressTut = true>>\n\n\t\t\t<<set $hud.newmsg += 1>>\n\t\t\t<<set $hud.messages.push($msg_depress_reminder)>>\n\t\t<</if>>\n\t<</if>>\n\t/% \n\t\tsentArmorTut: false,\n\t\tsentWeaponTut: false,\n\t\tsentStatsTut: false,\n\t\tsentAugsTut: false,\n\t\tsentItemsTut: false,\n\t\tsentScrapTut: false,\n\t\tsentDepressTut: false,\n\t%/\n\n<</if>>
<<display 'HUD_CodexBackButton'>><strong>Hellcat</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_abom_hellcat.png]]</div>Feline-esque creature spawned by witchcraft; known for their ability bend visible light, saber-esque fangs, and a highly unpredictable nature. Otherwise virtually identical to the common house cat.<br><br>\n\n<span class='redcolor'>Immunity:</span> n/a<br>\n<span class='yellowcolor'>Strength:</span> invisibility<br>\n<span class='greencolor'>Weakness:</span> <<print $toxinDamageType>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tA form of abomination popularized by the [[Witches Covens|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] of old, Hellcats are domesticized cats that have been flesh-formed into abominations that are larger, stronger, and faster than their darwinian counterparts. All Hellcats are created by injection of morphates which directly affect the creature's genetic material, causing rapid physical transformation which is almost always followed upon with augmentive neurocircuitry to ensure the loyalty of - and communicate with - the abomination. Furthermore, the fur of many Hellcats is laced photo-active cells which bend visible light away from their bodies, causing these creatures to appear invisible to the human eye.<br><br>\n\nDespite frequent association with devil-worship, Black Magic, and witchcraft, scientific study of the means & methods employed to create such creatures prove that the Hellcat is indeed little more than an abominated animal. They act identically to genetically pure felines when left to their own devices, display only limited predatory tendencies, and will not hunt of their own free will unless compelled to do so by hunger or an external force. Unfortunately, this does not make Hellcats any less dangerous, and their vicious reputation is well deserved.<br><br>\n\nRetractable claws, saber-esque fangs, and sheer physical strength makes the Hellcat a formidable foe in its own right. Coupled with their inherit ability to appear invisible to the naked eye, Hellcats make a dangerous opponent for even the most experienced abomination hunter. When compelled to kill by a [[witch|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]], the Hellcat proves an even more deadly opponent, being both tenacious hunters and intuitively gifted stalkers. However, accoring to Cothanus (26143 - On Witchcraft), Hellcats are fiercely individualistic creatures and have been known to refuse orders from their mistresses seemingly on a whim.<br><br>\n\nPrecisely why these abominations display such behavior is unknown, though some have hypothesized it is because [[Witches Covens|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] feel ill at ease imposing their indominatable will upon innocent creatures - especially household cats. Other suggest the impulsiveness of the Hellcat is tied to the base instincts and behavioral model of the cat, which cannot be overcome, even with augmentive neurocircuitry. Whatever the reason, Hellcats remain dangerous at the best of times and should be avoided if in any way possible.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Blackscale</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_human_witch.png]]</div>An abominable ofshoot of humanity, Witchkin - or Witches - are vile sorceresses trained in the heretical arts of necrotic flesh-forming and neurocurcuitry, but otherwise no more harmful than the average human.<br><br>\n\n<span class='redcolor'>Immunity:</span> n/a<br>\n<span class='yellowcolor'>Strength:</span> n/a<br>\n<span class='greencolor'>Weakness:</span> n/a<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tInvariably the spawn of modern-day [[Covens|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]], Witchkin are a humanoid species that is virtually indistinguishable from the real thing - except for their unnatural proficiency for heretical arts. Though feared for their inhuman abilities and knowledge, the average Witch is not a foe to be reckoned with, seldom privy to advanced weaponry - beyond the potential of employing their arts, if given the chance.<br><br>\n\n\t\t\t\tNotable exception must be made in some cases, and certain Witches have been known to be virtually - or entirely - impossbile to kill by both conventional and unconventional means. It is believed that the eldest and most knowladgable members of their kind are able to manipulate sub-null technology without even an inkling of technology. For obvious reasons, all Witchkin are considered heretically abominable under [[Church Law|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and must be executed on sight - a task most frequently delegated to the Witch Hunters.<br><br>\n\n\t\t\t\tDespite popular fears, only a handful of Witchkin have survived to this day, and Witch Hunts are exceptionally rare in contemporary society. They pose virtually no threat and are easily exterminated. Except in such rare cases where this... cannot be so easily accomplished.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<div class='OptionsField' style='line-height: 1.2em; color: #cb9949; width: 96%;'>By Church law, Vox Edeni users are informed that they may - insofar as they desire - block targeted info-tizements without further repercussions. Should you no longer wish to recieve informative messages of this sort, affirm so by clicking below.<br><br>\n\n<<set $txt = "You will no longer recieve Info-Tizements">>\n\n<<if $hud.turnedOffTutorial>>\n\t<div id='replace-me' class='GameOption GameOption_Disabled'>\n\t\t<div class='GameOption_Disabled_Text'>[<<print $txt>>]</div>\n\t</div>\n<<else>>\n\t<div id='replace-me' class='GameOption GameOption_Move'>\n\t\t<<click 'I No Longer Want To Recieve Such Messages'>>\n\t\t\t<<set $hud.turnedOffTutorial = true>>\n\t\t\t<<set document.getElementById("replace-me").className = "GameOption GameOption_Disabled">>\n\t\t\t<<replace '#replace-me'>>\n\t\t\t\t<div class='GameOption_Disabled_Text'>[<<print $txt>>]</div>\n\t\t\t<</replace>>\n\t\t<</click>>\n\t</div>\n<</if>>\n</div>
<<nobr>>\n\n\t<<set $readCodexPages.namaz = true>>\n\n<</nobr>><<display 'HUD_CodexBackButton'>><strong>Witch Queen Namaz</strong>\n\n<<nobr>>/% %/\n[>img["https://rage-productions.com/game-content/scaffold-22/images/witch_queen.png"]]Widely held to be the most prolfic and vile witch to have ever lived, Witch Queen Namaz led a three-hundred year campaign of terror against the Church of Eden on Scaffold 35 that cost billions of innocents their lives.<br><br>\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tBorn in 26251 on Scaffold 35 under the name Isira Namaz, the woman commonly referred to simply as the Witch Queen is perhaps the most famous [[Witch|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] to have lived. For almost three hundred galactic standard years she led the longest recorded terrorist campaing in [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] history.<br><br>\n\nThe Witch Queen targeted [[Churchgoers|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and allies of the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] both publically and privately, attacking the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] with everything from legal action conducted by proxy of bribed corporate entities to biologoical warfare carried out by children possesed by [[demons|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Demon"]]. Despite repeated attempts by the [[Paladin Order|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Paladin"]] and [[Knights of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Knights of Eden"]] to shut down her [[Coven|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] down, the Witch Queen's bloody reign cost a total of fourteen billion citizens their lives - almost a quarter of the population of Scaffold 35 - and ended only when sixteen [[Paladins|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Paladin"]] led by [[Paladin|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Paladin"]] Corinthin cornered and purged her [[Coven|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] in 26537, which incidentally also marked the formal end of the [[Witch Hunts|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "The Witch Hunts"]].<br><br> \n\nHaving been both a [[Witch|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] and one of the most feared terrorists of the last millenia, the Witch Queen has become the subject of numerous legends and superstitions. The most prevailant thereof is that this monstrous woman lives on in the body of another, plotting her revenge and waiting for the oppertune moment to reveal her true identity to the galaxy and usher in the final days of the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]]. Another common variation holds that the Witch Queen was in fact an ancient abomination that had survived countless millenia and was unleased by the [[Witches Coven|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] in a last, desperate attempt to turn the tides of the [[Witch Hunts|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "The Witch Hunts"]]. Creation of these legends was no doubt fostered by lack of details of her secretive life and an acute lack of information on the woman behind the mask of the Witch Queen.<br><br>\n\nIndeed, for the longest time, all that was known with certainty about Isira Namaz was that she was born into the [[Coven|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] and rose to power sometime in her late teenage years. This lack of information also shows in that she is only ever depicted as she appeared durning video releases that tauned the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and the [[Paladin Order|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Paladin"]]: a stunningly beautiful woman with long, silver hair and matching skin interwoven by extensive and ornately decorated augments who perches casually upon a throne draped in red satin. Recent declassification of records made during the [[Witch Hunts|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "The Witch Hunts"]] however allow for a slightly more rounded view this woman. Her development is best described by the chosen excerpts below: <br><br>\n\n>//NOTE: despite assurance to the contrary by the Church of Eden, these claims must be treated for what they are: statemens made by terrifield individuals under extreme duress.//<br><br>\n\n><strong>Record dated 26272, notes by Paladin Corinthin: </strong><br>\n>- Subject's testimony implies recent additions to the Coven: Isira Namaz, Yin Diul, Raleha Suchelev. No further informtation could be obtained.<br><br>\n\n><strong>Record dated 26281, notes by Paladin Corinthin: </strong><br>\n>- Subject's testimony confirms Isira Namaz is a skilled tech-smith and flesh-former. Subject further claims Namaz displays traits described as 'an intuitive ability' or to 'simply know' and states Namaz cannot [implied: will not] explain how Namaz gained such knowledge. <br>\n>- Subject suggests Namaz inspires loyalty through demonstration of skill and mild appllication of threats.<br><br> \n\n><strong>Record dated 26287, notes by Paladin Corinthin: </strong><br>\n>- Subject's testimony suggests Isira Namaz has begun to torture members of the Coven that refuse to obey commands. Subject further claims Namaz occasoinally tortures for her 'amusement' [suspect: sadistic tendencies adopted as coping mechanism].<br>\n>- Subject further claims that 'many' of the Coven disagree with Namaz's methods and are digusted by her 'inhuman' and 'heartless' actions yet follow out of fear of reprisal [suspect: attempt by subject to divert guilt]. <br><br>\n\n><strong>Record dated 26295, notes by Paladin Corinthin: </strong><br>\n>- Subject displays irrational reverence for Namaz and frequently resists attempts at coercion. [suspect: cult of personality developed by Namaz as control mechanism]<br>\n>- Subject claims Namaz demands she be referred to as 'queen' [suspect: latent narcisistic tendencies exaggerated by prolonged psychological pressure] and demands all members the Coven to partake in rituals of personality worship regularly. No further information given.<br><br>\n\nNaturally, the records released by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] detail far more than these fragments, yet these suffice paint a rought picture of how Isira Namaz transformed into the fabled Witch Queen. She will no doubt continued be remembered and, indeed, even worshipped as one of the sadistic, inhuman, and ruthlessly effective terrorists to have lived. Thus one could claim that the legends indeed do hold truth to them. While Isira Namaz may no longer live in person, she lives on in the cult of personality that has outlasted her by more than four hundred years and will no doubt continue to exist in public consciousness for as long as the [[Witch Hunts|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "The Witch Hunts"]] remain a topic of popular interest. \n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Cryptomancy<br>\n\tClient: <<if $job_crypto_warlock.altPhase gte 1>>Gal<<else>>Mr. Luscovari<</if>><br>\n\t<<if $job_crypto_warlock.altPhase gte 1>>\n\t\t<<if $job_crypto_warlock.altPhase lt 9>>Priority: Medium<<elseif $job_crypto_warlock.altPhase eq 98>>Status: <span class='greyedout'>Aborted</span><<else>>Status: <span class='greencolor'>Completed</span><</if>>\n\t<<else>>\n\t\t<<if $job_crypto_warlock.mainPhase lt 12>>Priority: Low<<elseif $job_crypto_warlock.mainPhase eq 98 or $job_crypto_warlock.mainPhase eq 99 or $job_crypto_warlock.mainPhase eq 9 or $job_crypto_warlock.mainPhase eq 10 or $job_crypto_warlock.mainPhase eq 12>>Status: <span class='greencolor'>Completed</span><<else>>Status: <span class='redcolor'>Aborted</span><</if>>\n\t<</if>><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if $job_crypto_warlock.altPhase gte 1>>\n\t\t\t<<if $job_crypto_warlock.altPhase eq 1>>\n\t\t\t\tSo I tried to contact the Cybercult at the Xeno Garden. It went sideways. Good news is I got a new lead on Warlock: Tryvalli Consumer Electronics. It's just off the B28 station. Bad news is I'm not sure if I trust this Gal fellow who told me about it. Better take a look around and decide what's what.\n\t\t\t<<elseif $job_crypto_warlock.altPhase eq 2>>\n\t\t\t\tSo I tried to contact the Cybercult at the Xeno Garden. It went sideways. Good news is I got a new lead: Tryvalli Consumer Electronics. It's just off the B28 station. Also think I've made contact with what's left of the Cybercult. It's being run by this crypto called Gal. Think he might be a useful ally to have - especially against Warlock.\n\t\t\t<<elseif $job_crypto_warlock.altPhase eq 3>>\n\t\t\t\tFollowed up on that lead at Tryvalli Consumer Electronics but I didn't find much. Just one error on the security records and another that logged my arrival. Not sure what to make of this. I really would've wanted to poke around a bit more but I was pushing it already. Better safe than sorry.\n\t\t\t<<elseif $job_crypto_warlock.altPhase eq 4>>\n\t\t\t\tFollowed up on that lead at Tryvalli Consumer Electronics and, uh, things went ballistic. Coilfire in the shop. Guy tried to run. I have no idea if this was Warlock but it could be. At any rate, I took the guy downy. Figure he about deserved that after the crap he put me through.\n\t\t\t<<elseif $job_crypto_warlock.altPhase eq 5>>\n\t\t\t\tFollowed up on that lead at Tryvalli Consumer Electronics but didn't get anything. Nothing looked out of ordinary in the shop either - not that that says anything. I really would've wanted to poke around a bit more but I was pushing it already. Better safe than sorry.\n\t\t\t<<elseif $job_crypto_warlock.altPhase eq 6>>\n\t\t\t\tI spoke to Gal and we're getting somewhere. Except we've got another hitch: Warlock is using some ancient data format no one can read. I have no clue what it's all about but I bet I can find someone who does. Okay, I don't bet that. But there'll be someone around.\n\t\t\t<<elseif $job_crypto_warlock.altPhase eq 7>>\n\t\t\t\t<<if $job_crypto_warlock.sourceUsed eq "celena">>I talked to Cel about that data format. She said it was some kinda old neuro-transmission format. Something small enough to go unnoticed on the net. Figure it's being used to hijack people's cybernetics... or something. Time to go back and talk to Gal.\n\t\t\t\t<<elseif $job_crypto_warlock.sourceUsed eq "fabienne">>I talked to Fabi about that data format. She said it was some kinda old neuro-transmission format. Sounds like Warlock's using it to control people's cybernetics. Fabienne sounded really upsed and asked I set this shit straight. Time to go back and talk to Gal.\n\t\t\t\t<<elseif $job_crypto_warlock.sourceUsed eq "isabelle">>I talked to Isabelle about that data format. She said it was some kinda old neuro-transmission format. Sounds like Warlock's using it to control people's cybernetics. Isabelle sounded really upset - insulted even; think she might've had feels for the idea of Warlock. Anyways, time to go back and talk to Gal.\n\t\t\t\t<<elseif $job_crypto_warlock.sourceUsed eq "ith">>I talked to Ith about that data format. She said it was some kinda old neuro-transmission format. Something small enough to go unnoticed on the net. Figure it's being used to hijack people's cybernetics... or something. Time to go back and talk to Gal.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $job_crypto_warlock.altPhase eq 8>>\n\t\t\t\t<<if $loc_cybercatacomb.readDataPad1>>\n\t\t\t\t\tBad news on that B10 lead. There was an old Machine Catacomb under the cryolounge. But Lag wasn't there. Dead, maybe? Left a data pad behind though which made the situation pretty clear: the REAL Warlock it isn't a cryptomaner but an ancient system named W4R1K. Not sure why it's going after the Cybercult but they're falling for it (or being brainwashed?). Either way, I think I'd better shut it down. All I gotta do is get inside the Core.\n\t\t\t\t<<else>>\n\t\t\t\t\tWell, I think it's time to follow up that last hard lead Gal has. It points to the Cryolounge on B10. Word is Lag already headed up to investigate but there's been no comms for a while now. Doubt that can be good. I'd better check up on the situation.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $job_crypto_warlock.altPhase eq 9>>\n\t\t\t\tOkay, so I took down the real Warlock - or W4R1k. Case closed I think. Not quite sure what the machine was trying to accomplish but I think Scaffold 22, the Cybercult the rest of the galaxy is better off without it. What a nightmare. I swear.\n\t\t\t<<elseif $job_crypto_warlock.altPhase eq 98>>\n\t\t\t\tSo I tried to contact the Cybercult but it all went to hell. Better I just stay away from these guys. Don't think it's good for me.\n\t\t\t<<elseif $job_crypto_warlock.altPhase eq 99>>\n\t\t\t\tWell, none of the leads I tried to track back to Warlock led anywhere. But the Cybercult might have a source. Weird kinda thng. Not sure I trust it. At any rate, Lag's looking into it. Gal's asked me to stay low key and be patient until we know more.\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $job_crypto_warlock.mainPhase eq 1>>\n\t\t\t\tI ran into this guy, Mr. Luscovari, at the Riptide. Evidently someone broke into his company's data hosting service and stole something; something that apparently incriminates me too. He asked me to follow up on the matter - it's suspected to be the work of a cryptomancer who's sheltering in the EPROM - and come meet him at the Boulevard Inn if I find anything. Shit. Why do I always get tangled in these things.\n\t\t\t<<elseif $job_crypto_warlock.mainPhase eq 2>>\n\t\t\t\tSo I followed up on the Luscovari case. Turns out Isabelle - Wilkin's old tech specialist - was involved, and some dude named Warlock. I heard her out and sounds like Luscovari was trying to frame me for hell knows what reason. Anyways, I should head up to the Boulevard Inn and confront Mr. Luscovari.\n\t\t\t<<elseif $job_crypto_warlock.mainPhase eq 3>>\n\t\t\t\tSo I followed up on the Luscovari case. Turns out Isabelle - Wilkin's old tech specialist who went full on borg - was involved, and some dude named Warlock. Aynways, she tried to kill me. So I killed her. Got myself banned from the EPROM and now I got no leads. Probably be a good idea to head up to the Boulevard Inn and tell Mr. Luscovari.\n\t\t\t<<elseif $job_crypto_warlock.mainPhase eq 4>>\n\t\t\t\tI have the nasty feeling Warlock isn't as dead as expected. A rogue security bot just attacked me today. And my PDA died for no damn reason. Something is seriously fucked - seriously. I better see if I can't find out what's really going on here.\n\t\t\t<<elseif $job_crypto_warlock.mainPhase eq 5>>\n\t\t\t\tI talked to <<if $chr_fabienne.met>>Fabienne<<else>>the Siren<</if>> and it said to talk to the whacked security bot outside the Xeno Garden. If I tell it it has nice legs I might be able to get in touch with the Cybercult, the guys Warlock and Isabelle once worked for, and who might be gunning for me. Worth a try.\n\t\t\t<<elseif $job_crypto_warlock.mainPhase eq 6>>\n\t\t\t\tI talked to Isabelle and she was certain Warlock was dead. If I want to know for sure, I should speak to the Cybercult. Word of God is that the whacked security bot outside the Xeno Garden is how to do that. Tell it that it has nice legs or something.\n\t\t\t<<elseif $job_crypto_warlock.mainPhase eq 7>>\n\t\t\t\t<<if $loc_riptide.ownedBy eq "marisa">>I talked to Marisa and she said she may know how to get in contact with Warlock: the Cybercult. \n\t\t\t\t<<else>>I talked to Wilkin and he said he may know how to get in contact with Warlock: the Cybercult. \n\t\t\t\t<</if>> Word is that the whacked security bot outside the Xeno Garden is how to do that. Tell it that it has nice legs.\n\t\t\t<<elseif $job_crypto_warlock.mainPhase eq 8>>\n\t\t\t\tSo I tried to contact the Cybercult at the Xeno Garden. It kinda worked except they came heavily armed and tried to ice me. Good news is the cyborgs' logs weren't quite cleaned and I got something: Tryvalli Consumer Electronics. I know the place: It's just off the B28 tramway station. \n\t\t\t<<elseif $job_crypto_warlock.mainPhase eq 9>>\n\t\t\t\tSo I followed up on the Cybercult and found this dude on B28. I have no idea if this was Warlock but I somehow doubt it. At any rate, I killed the guy. Figure he about deserved that after the crap he put me through. I guess the Consabulary or whoever can figure out the rest of this. I am just about through.\n\t\t\t<<elseif $job_crypto_warlock.mainPhase eq 10>>\n\t\t\t\tSo I followed up on the Cybercult and found this dude on B28. Long story short, Warlock's dead and he wanted revenge. I think that's about the extent of it. Guy doesn't seem like a threat so I let him live. Figure the Constabulary or whoever will lock him away anyways, given the number of people his little stunt with the bots killed. Fricking idiot.\n\t\t\t<<elseif $job_crypto_warlock.mainPhase eq 11>>\n\t\t\t\tWow. So I found a lead on the REAL Warlock. Apparently it isn't a cryptomaner but an ancient system named W4R1k, locked up in machine catacomb on B10. The system's appartently being worshiped by a bunch of insane cyber cultists - or something. No clue why but I think I'd better shut it down. All I gotta do is get inside the Core.\n\t\t\t<<elseif $job_crypto_warlock.mainPhase eq 12>>\n\t\t\t\tOkay, so I took down the real Warlock - or W4R1k. Case closed I think. Not quite sure what the machine was trying to accomplish but I think Scaffold 22 and the rest of the galaxy is better off without it. That or I made a huge mistake. We'll find out eventually. Maybe.\n\t\t\t<<elseif $job_crypto_warlock.mainPhase eq 98>>\n\t\t\t\tWell, it looks like the Luscovari case is settled. I'm not even going to pretend I understood what happened. Siren. Cryptomancer. Cyborg. Messy. Better I just keep my fingers out of this - unless anything goes wrong, in which case I will kick that Siren's ass bigtime.\n\t\t\t<<elseif $job_crypto_warlock.mainPhase eq 99>>\n\t\t\t\tI was contacted to look into a case of what sounded like cryptomancy but I turned the offer down. No use getting mixed up in that shit.\n\t\t\t<<elseif $job_crypto_warlock.mainPhase eq 100>>\n\t\t\t\tI got so close to the CyberCult but, well, the Xeno Garden was a dead end. Maybe I'll get lucky and find another way to them but I doubt it. Just hope they - whoever they are - stop fucking with me. Just about had enough of their bots and cyborgs.\n\t\t\t<</if>>\n\t\t<</if>>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Paladin Order</strong>\n\n<<nobr>>\n[>img[https://rage-productions.com/game-content/scaffold-22/images/paladin_order.png]]\nDedicated to ensuring galactic stability at all costs, the Paladin Order is a secretive cult of machine-angels which wield seemingly supernatural powers in the name righteous justice. The Paladin Order operates across the galaxy, both within and beyond Church jurisdiction.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tOriginally founded during the [[Crusade of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Crusade of Eden"]], the Paladin Order in a near-mythical militant organization associated with the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]]. The Order specializes in covert and overt military operations against targets within and beyond [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] jurisdiction. Members of the Paladin Order, referred to colloquially as Paladins, are often viewed as avatars of the [[Church's|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] righteous fury. They are universally feared by believers and non-believers. While most believers respond to them with respect bordering on reverance, many non-believers scorn the Paladin Order, stating that Paladins are merely agents of the [[Church's|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] power-hungry political machine.<br><br>\n\nOthers believe the Paladin Order does not even obey the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]], based on the fact that Paladins often consider themselves outside or above [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] law. Such beliefs however fail to take into account the fact that a Paladin will only take action if the lives of fellow believers - or the reputation of the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] - is at stake. What no one disputes however is the raw physical power of any Paladin.<br><br>\n\nMore than one eye-witness report claims that a Paladin projected "rays of sacred light" from his hands that dissolved even the heaviest armor. Other witnesses recall seeing Paladins surrounded by scalding whirlwinds that would tear the unfaithful off their feet and melt skin from bone in a heartbeat. Almost every documented encounter with a Paladin however involves "shields of light" that absorbed incredible ammounts of kinetic energy - including a tactical nulcear warhead, as one famous video recorded and released by the [[Sons of Kobol|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Sons of Kobol"]] demonstrates.<br><br>\n\nIn light of this, many believers and some nonbelievers claim Paladins are not humans but machine-angels - sometimes demons - called forth from the Loving Stars by Machine Priests of the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]]. The more rational-minded suspect they are simply cyborgs or wearing advanced armor suits, though even the greatest minds of this age are stumped by the sheer unbelievable power a Paladin can project. Understandably, many an inquiry has been lobbied by corporate entities and curious individuals in the hopes of geleaning some insight into the mystery behind the Paladin Order. The [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] however has denied every request, stating the same explanation every time:<br><br>\n\n> //The Paladin Order is an agency sworn to uphold, protect and defend the rights of every believer and the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] at any cost or by any means. Due to the nature of this assignment, we regret to inform you that no inquiry into the Paladin Order can be allowed as this would compromise galactic security not only for the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] but for all humankind. One may rest assured however that no Paladin will act against the interests of any believer or the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and that all actions taken by the Paladin Order have been considered in lengthy detail and authorized by the highest members of the Clergy.//\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>B30 Hab Block</strong>\n\n<<nobr>>The Level B30 Hab Blocks are a low-income residential area located in B Sector and are considered one of the most dangerous places to live on Scaffold 22.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe Level B30 Hab Block is a residential area on the lower B-Levels of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] inhabited by some fifty thousand citizens. Like most of the Downs, as the lower B-Levels are called by the locals, the Level B30 habs are home numerous drug dealers, street gangs, and human traficking rings. These circumstances are only exaberated by the fact that Wilkin's Raptors run a highly prejudiced security shift in the area, favoring anyone who can afford to pay bribes over the impartial law-enforcement their contract with the [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]] theoretically demands. To further complicate the issues faced by Level B30, the Habs are among the oldest parts of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]], meaning systems fail on a regular basis and maintenance efforts are few and far between.<br><br>\n\nConsequently, the Level B30 Habs rank among the most dangerous places to live in B Sector. Many residents dream their entire lives of the day they can buy their way out of these squallid conditions. Few manage to aquire the credits necessary to make the jump, resulting in a population growth that the can't be sustained indefinitely. Numerous solutions have been put forth by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and several corporate contractors. To date however, none have been implemented, both due to lack of credits and unwillingness of the local residents to change their ways without incentive.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Strange Pendant<br>\n\tClient: None<br>\n\t<<if $job_witches_pendant.mainPhase lt 98>>Priority: Low<<elseif $job_witches_pendant.mainPhase eq 98 or $job_witches_pendant.mainPhase eq 7 or $job_witches_pendant.mainPhase eq 8>><span class='greencolor'>Status: Completed</span><<else>><span class='redcolor'>Status: Aborted</span><</if>><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if $job_witches_pendant.mainPhase eq 1 or $job_witches_pendant.mainPhase eq 2>>\n\t\t\tI found a strange pendant <<if $loc_corbeitower.tookPendant >>at Corbei tower.<<else>>on this witch who attacked me down in the Docks<</if>>. Not sure what it is but, considering what its former owner was, it's probably not a random trinket. I could ask around a bit.\n\n\t\t\t<<if $job_witches_pendant.askedAnska or $job_witches_pendant.askedRaj or $job_witches_pendant.askedSphinx or $job_witches_pendant.askedCelena or $job_witches_pendant.askedSiren>><br><br>\n\n\t\t\t\t<<if $job_witches_pendant.askedCelena>>\n\t\t\t\t- I asked Celena and she said the pendant's a key to an old Machine Temple over on B28. There's a second layer of code on it though which she can't read. Would need someone familiar with the Black Circle to decode that.<br>\n\t\t\t\t<</if>>\n\t\t\t\t<<if $job_witches_pendant.askedSiren>>\n\t\t\t\t- I asked the Siren and it said there's a layer of Blackspeak encryption on the pendant that contains a control sequence for some kind of archway (?). No clue where the thing is or what it does though.<br>\n\t\t\t\t<</if>>\n\t\t\t\t<<if $job_witches_pendant.askedSphinx>>\n\t\t\t\t\t<<if $job_witches_pendant.mainPhase eq 2>>\n\t\t\t\t\t- I followed Ith's lead and the old man at the Voider Shrine told me the pendant's a fake that might allow access to an ancient Machine Temple on Level B28, behind the Spitting Fountain - assuming the old legends are true.<br>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t- I asked Ith and the Sphinx said there's something odd about the pendant, related to it's song (?). There's a chance I can find out more at the Voider Shrine, down in the alleys of B40.<br>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t\t<<if $job_witches_pendant.askedAnska>>\n\t\t\t\t- I asked Anska and she said to be rid of the thing. No clue why but she freaked the hell out when I showed it to her. Sure, she's an old hag, but it kinda makes me wonder.<br>\n\t\t\t\t<</if>>\n\t\t\t\t<<if $job_witches_pendant.askedRaj>>\n\t\t\t\t- I've heard it was a Solar pendant predating the Church of Eden. Was offered to sell it but I decided to keep it anyways.<br>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<<elseif $job_witches_pendant.mainPhase eq 3>>\n\t\t\tThe strange pendant led me to an old Machine Temple with some kinda Archway-Portal in it. This Siren named Fabienne asked me to help get it online. All I'll need is an archaic Fusion Sphere to power the damn thing. \n\n\t\t\t<<if $job_witches_pendant.askedRaj>>I've heard that maybe I can find a discarded sphere in the Scrap Yard on B33. Otherwise ask a Machine Smith. The things are rare these days.\n\t\t\t<<elseif $job_witches_pendant.askedSphinx>>Ith said only a machine-smith would have one these days, if anyone, but that they sell real expensive for the useless lumps of crap they are.\n\t\t\t<<elseif $job_witches_pendant.askedCelena>>No clue where to find one though and Celena didn't either. Apparently they're unstable and almost useless these days.\n\t\t\t<<else>>Not that I got any idea where to find one. But I said I'd help. And let's be honest: I'm kinda curious what's on the other side of this thing.\n\t\t\t<</if>>\n\t\t<<elseif $job_witches_pendant.mainPhase eq 4 or $job_witches_pendant.mainPhase eq 5>>\n\t\t\t<<if $job_witches_pendant.mainPhase eq 4>>I bought a Fusion Sphere from Petrovic. Expensive as hell but okay.\n\t\t\t<<elseif $job_witches_pendant.mainPhase eq 5>>I managed to get an old Fusion Sphere from the Scrap Yard.\n\t\t\t<</if>> I better bring it over to the Machine Temple on B28. If Fabienne can install it, maybe we'll find out what's really on the other side of that archway.\n\t\t<<elseif $job_witches_pendant.mainPhase eq 6>>\n\t\t\tI brought the Fusion Sphere to Fabienne and she turned on the archway in the B28 Machine Temple. Hell knows where it leads. But it's open and we've come this far so I'm not about to turn back. Not yet at least.\n\t\t<<elseif $job_witches_pendant.mainPhase eq 7>>\n\t\t\tSo I went through the archway with Fabienne and found an old Dynasty Tomb with a Solar Lord buried in it. Long story short, we opened this coffin and saw a bunch of weird shit. Anyways, I told Fabienne I'd be up for more relic hunting if the oppertunity presents itself. Could make for a nice side business.\n\t\t<<elseif $job_witches_pendant.mainPhase eq 8>>\n\t\t\tSo I went through the archway with Fabienne and found an old Dynasty Tomb with a Solar Lord buried in it. Long story short, we opened this coffin and saw a bunch of weird shit. Fabienne - the Siren, I might add - asked if I wanted to go relic hunting again. My answer was pretty damned clear. No more working with abominations. It isn't healthy.\n\t\t<<elseif $job_witches_pendant.mainPhase eq 98>>\n\t\t\tWhatever the pendant was, I decided to sell it. Not sure that's all there was to it but figured I'd just get rid of the damn thing. Now it's not my problem anymore.\n\t\t<<elseif $job_witches_pendant.mainPhase eq 99>>\n\t\t\tThe strange pendant led me to an old Machine Temple with some kinda Archway-Portal in it. This Siren named Fabienne asked me to help get it online but not my cup of cake. Don't want anything to do with that crap. Far as I'm concerned, she can do whatever she wants, but without me. End of story.\n\t\t<<elseif $job_witches_pendant.mainPhase eq 100>>\n\t\t\tThe strange pendant led me to an old Machine Temple where I confronted an ancient Sunlord. Took the bastard down and left. There was nothing else there, just dust and old machines. Better they rot away in forgotten memory like the dark era that spawned them.\n\t\t<</if>>\n\t</div>\n<</nobr>>
<- left: regular messages\n\nright: tutorial messages ->
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<set $subject = "">>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_armor_tut">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t<</if>>\n\t\t<<print '<<set $subject = $hud.messages[' + $i + '].subject>>'>>\n\t\t<<break>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> <<print $subject>>\n\nDear Prospective Customer,\n\nStyle Matters! You know it. We know it. We're just reminding you that the style you chose to present to the world with matters more than you might know!\n\n<div class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'><strong>Armor Types:</strong>\nThere are four armor types in Scaffold 22:\n<<nobr>>\n<ul>\n\t<li><span class='greyedout'>unarmored:</span> absorbs 0 hits, best endurance and sneak, worst protection (relies on evade)</li>\n\t<li><span class='yellowcolor'>protected:</span> absorbs 1-2 hits, good balance of sneak, evade and protection</li>\n\t<li><span class='greencolor'>armored:</span> absorbs 2-4 hits, most common and versatile armor</li>\n\t<li><span class='bluecolor'>heavily armored:</span> absorbs 5+ hits, best protection, worst endurance and sneak</li>\n</ul>\n<</nobr>><strong>Attributes:</strong>\nThe type of outfit or armor you are wearing increases and / or reduces your chances to achieve success in various social situations such as negotiation. Fashionable apparel, for example, is more likely to impress while glamorous apparel will signify you have more credits than you know what to do with. Certain individuals and factions may or may not take issue with your appearance, depending on their attitudes.\n\n<strong>Storage:</strong>\nYou can only wear one outfit at a time and must always be wearing one. There is a storage container in your apartment (Level B30) which allows you to keep multiple outfits at once. Most sellers do not offer refunds so pick your outfit wisely!</div>\nVisit Krill Fashion (Level B10 Boulevard) for the best selection of designer outfits on Scaffold 22!\n\n<<display 'CancelTutsButton'>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<set $subject = "">>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_items_tut">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t<</if>>\n\t\t<<print '<<set $subject = $hud.messages[' + $i + '].subject>>'>>\n\t\t<<break>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> <<print $subject>>\n\nSanctioned Hunter,\n\nYour Hunter's License has been manually renewed by order of: Kulli Zweili (Cathedral of Beams, Scaffold 22, Sanction #8767-1761). Your renewed license now qualifies you for operation of IntelliDiscs and job related use of controlled substances in civilian areas. Please find enclosed a full documentation of your license and make particular note of any laws or regulations which may have changed since you were last issued your Hunter's License.\n\n<div class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'><strong>Item Types:</strong>\nYou can carry up to two consumable items and several story-relevant items on your person. Consumables are divided into two categories:\n<<nobr>>\n<ul>\n\t<li><span class='bluecolor'>IntelliDiscs:</span> miniature drones which buff and / or debuff</li>\n\t<li><span class='orangecolor'>Combat Chems:</span> compounds which provide significant buffs</li>\n</ul>\n<</nobr>><strong>Drones or Drugs?</strong>\nYou cannot get addicted to IntelliDiscs and you cannot reduce your fatigue with a miniature drone. Which you pick depends entirely on your character, your skills (if InZtinct is active), and your preference. Use items frequently to survive combat and regularly stock up just in case.\n\n<strong>Story-Relevant Items</strong>\nBe careful not to randomly squander, sell, or give away story-relevant items. If you misplace or misuse these items, they will be gone forever.</div>\nThe Sanction Association, in partnership with the Sanctum Munitorim, may revoke or cancel any issued license with a thirty day notification period. Your license is currently valid until further notice.\n\n<<display 'CancelTutsButton'>>
<<nobr>>\n\t<<if $hud.expandMessages eq false>>\n\t\t<div class = 'HUD_PdaExpandButton'>\n\t\t\t<<click 'Expand'>>\n\t\t\t\t<<set $hud.expandMessages = true; playContextSound("ui_click");>>\n\t\t\t\t<<replace '#unread-messages'>>\n\t\t\t\t\t<<display 'Messages_Unread'>>\n\t\t\t\t<</replace>>>\n\t\t\t<</click>>\n\t\t</div>\n\t<<else>>\n\t\t<div class = 'HUD_PdaExpandButton'>\n\t\t\t<<click 'Collapse'>>\n\t\t\t\t<<set $hud.expandMessages = false; playContextSound("ui_click");>>\n\t\t\t\t<<replace '#unread-messages'>>\n\t\t\t\t\t<<display 'Messages_Unread'>>\n\t\t\t\t<</replace>>>\n\t\t\t<</click>>\n\t\t</div>\n\t<</if>>\n\n\t<<if $hud.expandMessages eq true>>\n\t\t<<for $i = $hud.messages.length - 1; $i gte 0; $i-->>\n\t\t\t<<if $hud.messages[$i].read eq true>>\n\t\t\t<<set $foundarchivedmessage = true>>\n\t\t\t\t<div class='HUD_ListEntry'>\n\t\t\t\t\t[img[https://rage-productions.com/game-content/scaffold-22/images/message_none.png]]\n\t\t\t\t\t<<print "\n\t\t\t\t\t<<click '' 'PDA'>>\n\t\t\t\t\t\t<<set playContextSound(\s"ui_blip\s");>>\n\t\t\t\t\t\t<<set $hud.currentScreen = \s"" + $hud.messages[$i].name + "\s">>\n\t\t\t\t\t<</click>>\n\t\t\t\t\t">>\n\t\t\t\t\tFrom: <<print $hud.messages[$i].from>><br>\n\t\t\t\t\tSubject: <<print $hud.messages[$i].subject>>\n\t\t\t\t</div>\n\t\t\t<</if>>\n\t\t<</for>>\n\n\t\t<<if not $foundarchivedmessage>>\n\t\t\t[NO MESSAGES ARCHIVED]\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_mission_oger">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t\t<<set $job_scrapyard_oger.mainPhase = 1>>\n\t\t<</if>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> Hey You\nVine!\n\nThis is your address, right? I got it from one of the boys, yeah? An' we got a little problem here down by the Scrap Yard on 33. Think it might be right up your alley. See, this Oger beast thing showed up a few hours ago. Started messing around bigtime, causing all sortsa noise and scaring the kids helpless. Think you could help us get rid of this damn thing?\n\nMark
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_abomination_invite">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t\t<<set $job_abomination_investigate.readCultInvite = true>>\n\t\t<</if>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> Cordial Invitation\n\nDear <<formalname>>,\n\nWe have not spoken before yet I have, through aquaintances, become most interested in your current investigations. I believe there may be some information I could share which would aid you in this endeavor. If you would like to meet, it would be my pleasure to recieve you at the family residence. Our driver shall collect you outside the Cathedral of Beams at your earliest convenience.\n\nCordially,\n\nXarea Corbei\nOwner / Asssistant Director\nErkan-Corbei Holdings Group\nScaffold 22
<<nobr>><div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Lesson on Abominations<br>\n\tClient: Tobias Gartner<br>\n\t<<if $job_school.mainPhase eq 2>>Status: <span class='greencolor'>Completed</span><<elseif $job_school.mainPhase eq 3>>Status: <span class='greyedout'>Aborted</span><<else>>Priority: Low<</if>><br>\n\n<</nobr>> \n<div class='HUD_PdaDisplayZone'><<nobr>>\n\n\t<<if $job_school.mainPhase eq 1>>Raj told me his friend Tobias Gartner, the schoolteacher, wants to talk to me about a little side job. Basically, talking to his kids about abominations. No clue why he thinks that's a good idea but, hey, can't hurt to drop by and see what he wants. I can always say no if I don't like the sound of things.\n\n\t<<elseif $job_school.mainPhase eq 2>>Raj told me his friend Tobias Gartner, the schoolteacher, wants to talk to me about a little side job. Basically, talking to his kids about abominations. I figured it'd be worth the while to educate them a little so I did just that - albeit not how Tobias expected me to.\n\n\t<<elseif $job_school.mainPhase eq 3>>Raj told me his friend Tobias Gartner, the schoolteacher, wants to talk to me about a little side job. Basically, talking to his kids about abominations. I told him it wasn't a good idea. I don't handle kids well and, honestly? He really thinks letting a former Raptor Lieutennant talk to a bunch of children is a good idea? Sorry but nope.\n\n\t<</if>>\n<</nobr>></div>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_fabienne_mission">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t\t<<set $job_blindkid_resolution.mainPhase = 1>>\n\t\t<</if>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong>Another Artefact\n\nVine!\n\nIt's me. Fabienne. You know, your friendly shapeshifter friend? Anyways, sorry for the dumb address but the Commisariat keeps blocking my accounts for "Investigative Purposes" - they're just being dicks, don't worry, they got nothing solid on me; never have and never will. Anyways, I heard a tidbit about another artefact we might wanna go nab. I think it's old Witchcraft stuff this time, down by the construction site on B33. Meet me there if you're interested.\n\nHugs,\n\nFabi\n\n----\n\nTired of getting spam-banned?\nWant to waste time clogging your friends' inboxes with junk?\nThen SiLLySeNd is your friend! \n\nUnlimited anonymous messaging, free of charge, for everyone! \nNow it's YOUR chance to be the insufferable spam-bot. \nSiLLySeNd.Net. Sign Up Today!
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_abomination_join">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t<</if>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> Transaction #GT-BX-2146\n\nDear <<formalname>>,\n\nIt is our pleasure to announce that the St. Martin's Trust has reviewed Transaction #GT-BX-2146. In accordance with the terms of the agreement with the Trust, the sum of 4'000 Credits has been transferred directly to your personal account. The following statement is provided with this transaction:\n\n[In recognition of your continued service, please accept this gift with best wishes - your benefactor]\n\nNOTE: this is an automated message. Please contact [Rajiq Kamkatoa] directly if you have any further questions.\n \nLoving Stars Bless,\n\nRajiq Kamkatoa\nSt. Martins Trust\nSMB Financial Advisor\nB Sector, Scaffold 22
<<display 'HUD_CodexBackButton'>><strong>Commando</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_merc_commando.png]]</div>Highly trained specialists hired by private security firms or criminal organizations, Commandos are clandestine and black-ops specialits with access to the best technology credits can buy.<br><br>\n\n<span class='redcolor'>Immunity:</span> <<print $toxinDamageType>><br>\n<span class='yellowcolor'>Strength:</span> precision weapons & shields<br>\n<span class='greencolor'>Weakness:</span> weak armor<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tOften considered some of the best fighters in the galaxy, Commandos are highly specialized troops employed by both legitimate security contractors such as [[Syndicate 4|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Syndicate 4"]] and criminal organizations such as the [[Sons of Kobol|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Sons of Kobol"]] to execute precision strikes - and perpetuate the cycle of corporate warfare. They are often armed and armored with the best equipment credits can buy, their identities hidden behind faceless rebreather masks, and trained to deal with virtually any threat that crosses their path.<br><br>\n\n\t\t\t\tIn addition to their advanced tactics and use of shield technology, Commands are known to strike first and leave no trace, gunning down foes without a moment's hesitation. Only the best security professionals stand a chance against such individuals. Those privy to sufficient tactical acument and technology are however advised to take advantage of the fact that most Commando teams deploy light, relying on shields and precision weaponry in favor of significant physical protection. \n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Cultist</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_human_fanatic_3.png]]</div>Religious fanatics of various denominations, Cultists are fanatical fighters who are willing to lay down their lives for the cause they believe in.<br><br>\n\n<span class='redcolor'>Immunity:</span> n/a<br>\n<span class='yellowcolor'>Strength:</span> n/a<br>\n<span class='greencolor'>Weakness:</span> n/a<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tAs varied as the [[Denominations of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] are, Cultists are individuals who pursue their beliefs with religious - indeed zealous - devotion, and often believe all who do not share their beliefs deserve little better than a quick, painful death. Some such individuals follow sanctioned beliefs. Others have found differing causes to fill the void in their lives. One thing is equal among all cultists however: they are willing to lay down their lives - and are often unusually well equipped in their militant endeavors.<br><br>\n\n\t\t\t\tThough it is occasionally possible to reason with such individuals if one can provide value to them in return, one is best advised to treat Cultists as extremely dangerous foes. They frequently appear en masse, overwhelming unsuspecting foes with threats of violence and - if necessary - sustained coilfire, using technology such as IntelliDiscs to disorient, intimidate, or even kills their foes. It is advised that security officials disperse fanatical gatherings before they reach critical mass and deadly weapons might be smuggled into the fray. In cases where this is impossible, one should treat Cultists as extremely dangerous foes, and neutralize them immediately.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Scavenger</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_human_scavenger.png]]</div>Deperate humans who dwell in the underworly, Scavengers are considered the lowest - and often dangerous - scum of the galaxy, willing to kill for the slightest scarp of dignity.<br><br>\n\n<span class='redcolor'>Immunity:</span> n/a<br>\n<span class='yellowcolor'>Strength:</span> n/a<br>\n<span class='greencolor'>Weakness:</span> n/a<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tSome of the most violent, degraded members of human society, Scavengers are humans who most frequently originate in the [[Undersprawl|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Undersprawl"]]. Whether it be from broken homes, poor choices of life, or simply bad forture, one similarity ties all Scavengers together: they have nothing to live - or not risk dying - for. It is common for these desperate individuals to prey on anyone and everyone who ventures too near, regardless of the threat to their person.<br><br>\n\n\t\t\t\tDevoid of all faith and morality, having turned away even the [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]], the common Scavenger cares only for their own survival, and secondarily for the survival of their peers. They are often riddled with disease and generally in poor health, deserving of little sympathy even before their violent tendencies become evident. Though often considered a stereotype, statistics confirm that only a select few of these desperate individuals can be reasoned with. Security officials deem it safest to neutralize them immediately, before a potential threat can manifest itself.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Outpost Cleanup<br>\n\tClient: <<if $loc_riptide.ownedBy eq "marisa">>Jalkovski<<else>>Fisher<</if>><br>\n\t<<if $job_riptide_postbattle.mainPhase lt 6>>Priority: Medium<<elseif $job_riptide_postbattle.mainPhase eq 6>><span class='greencolor'>Status: Completed</span><<else>><span class='redcolor'>Status: Aborted</span><</if>><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if $job_riptide_postbattle.mainPhase eq 1>>\n\t\t\t(( N/A ))\n\t\t<<elseif $job_riptide_postbattle.mainPhase eq 2>>\n\t\t\t<<if $loc_riptide.ownedBy eq "marisa">>Jalkovski asked me to help negotiate a cease-fire with the remnants of the Raptors loyal to Wilkin. They're holed up at the old Outpost down on B30.<<else>>Fisher asked me to help solve a volatile situation involving the rest of the Zanex mercs that came after Wilkin. They've taken over the Raptor Outpost on B30.<</if>> I said I'd meet him there and try to, well, find a peaceful solution to what could otherwise turn into another bloodbath.\n\t\t<<elseif $job_riptide_postbattle.mainPhase eq 6>>\n\t\t\t<<if $loc_riptide.ownedBy eq "marisa">>I handled that situation Jalkovski asked me to. The one with the Raptor remnants holed up in the old outpost.<<else>>I handled that situation Fisher asked me to. The thing with the Zanex guys down at the Outpost.<</if>> <<if $job_riptide_postbattle.killedDefenders>>It turned into a bloodbath. Shitty situation all around but what's done is done. We're gonna have to live with it.<<else>>It was nasty but at least no one got hurt. Can't say I'm too sorry about that. After all the crap B Sector's been through I think this might be setting a good precedent for the future.<</if>>\n\t\t<<elseif $job_riptide_postbattle.mainPhase eq 98>>\n\t\t\t<<if $loc_riptide.ownedBy eq "marisa">>Jalkovski asked me to help negotiate a cease-fire with the remnants of the Raptors loyal to Wilkin but I said it wasn't my problem. And it isn't. Not anymore.<<else>>Fisher asked me to help solve a volatile situation involving the rest of the Zanex mercs that came after Wilkin but I said this isn't my problem. Not getting mixed up in that crap again.<</if>>\n\t\t<</if>>\n\t</div>\n<</nobr>>
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Implant Malfunction<br>\n\tClient: None<br>\n\t<<if $job_intro_implant.mainPhase lt 2>>Priority: High<<elseif $job_intro_implant.mainPhase eq 2>>Status: <span class='greencolor'>Completed</span><<else>>Status: <span class='redcolor'>Aborted</span><</if>><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if $job_intro_implant.mainPhase eq 1>>\n\t\t\tI've been having some issues with my implant. Zweili suggested I speak to Petrovic in the Bazar (Level B29). Probably a good idea. Don't want the issue repeating itself.\n\t\t<<elseif $job_intro_implant.mainPhase eq 2>>\n\t\t\tI asked Petrovic about my implant issue and he said <<if $inztinct.active>>it's related to the InZtinct module. I decided to activate it. Can't hurt to be better at my job.<<else>>it's related to this weird new InZtinct module. I decided not to activate it. Safer that way.<</if>>\n\t\t<</if>>\n\t</div>\n<</nobr>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<set $subject = "">>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_scrap_tut">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t<</if>>\n\t\t<<print '<<set $subject = $hud.messages[' + $i + '].subject>>'>>\n\t\t<<break>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> <<print $subject>>\n\nDear Prospective Customer,\n\nThe Level B33 Scrap Yard is open for busines! Crunch-crunch! Yo, uh, Pauline? Is this thing working? It's blinking here. It says sent\n\n<div class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'><strong>Upgrades:</strong>\nMany items found around Scaffold 22 can be upgraded at the Scrap Yard. Before you discard a weapon or outfit as complete junk, check it's upgrades just to be safe. The vast majority of items in Scaffold 22 cannot be aquired from drops. Instead, they must be purchased or upgraded. Any upgrade you have previously purchased will remain available at negligable cost provided you still own an item of the same upgrade family.</div>\nSent with: Vox Edeni Broadcast Basic, a registered trademark of the Corporate Hegemony. Use of Vox Edeni Broadcast Basic is subject to terms and conditions. \n\n<<display 'CancelTutsButton'>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<set $subject = "">>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_weapon_tut">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t<</if>>\n\t\t<<print '<<set $subject = $hud.messages[' + $i + '].subject>>'>>\n\t\t<<break>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> <<print $subject>>\n\nSanctioned Hunter,\n\nYour Category 5 Firearms License has been automatically renewed by order of: Kulli Zweili (Cathedral of Beams, Scaffold 22, Sanction #8767-1761). Please find enclosed a full documentation of your license and make particular note of any laws or regulations which may have changed since you were last issued your Cat5 License.\n\n<div class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'><strong>Weapons Types:</strong>\nThere are three weapon slots / types in Scaffold 22:\n<<nobr>>\n<ul>\n\t<li><span class='bluecolor'>main weapons:</span> the primary weapon you will use</li>\n\t<li><span class='bluecolor'>sidearms:</span> pistol for self defense</li>\n\t<li><span class='bluecolor'>backup weapons:</span> knives for a last line of defense</li>\n</ul>\nAll weapons you aquire will further fit into one of the following categories:\n<ul>\n\t<li><span class='greyedout'>melee weapons:</span> do not require ammo, enemy gets to attack first</li>\n\t<li><span class='yellowcolor'>coilarms / coilguns:</span> generally more versatile but consume more ammunition</li>\n\t<li><span class='redcolor'>railarms / railguns:</span> specialized heavy-hitting weapons that can load one of up to four ammunition types</li>\n\t<li><span class='bluecolor'>cellarms / energy weapons:</span> the most advanced weapons available, tend to apply strong status effects</li>\n</ul>\nMany weapons will also have additional traits, as described in the weapon's stats article. It should be noted that breech loaded and semi-automatic weapons are more effective vs armor, and automatic weapons more effective vs shields. All weapons will do damage using one of the following damage types:\n<ul>\n\t<li><span class='yellowcolor'>kinetic:</span> the primary damage type; deals direct damage</li>\n\t<li><span class='bluecolor'><<print $shockDamageType>> / electricity</span> effective vs friction shields and machines, can ignite</li>\n\t<li><span class='orangecolor'><<print $plasmaDamageType>> / plasma</span> effective vs arc shields, can ignite and be ignited</li>\n\t<li><span class='lgreencolor'><<print $toxinDamageType>> / gas</span> effective vs unprotected organics, can be ignited</li>\n</ul><</nobr>><strong>Critical Hits</strong>\nAll weapons except plasma casters can <span class='bluecolor'>critically hit</span> enemies. The chance for this to occur is 5% plus bonuses from your skills (assuming InZtinct is active) and, possibly, your equipment. You can further increase critical chance by using combat chems to gain temporary buffs or by <span class='purplecolor'>dazzling</span> the enemy. <span class='yellowcolor'>Semi automatic</span> weapons deal extra critical damage to <span class='yellowcolor'>armor</span>. <span class='bluecolor'>Automatic</span> weapons deal extra critical damage to <span class='bluecolor'>shields</span>. All other weapons deal an equal ammount of critical damage.\n\n<strong>Status Effects & Combos</strong>\nStatus effects are applied by firing weapons or using items in combat. Effects include <span class='lgreencolor'>gas</span> <span class='bluecolor'>shock</span> <span class='orangecolor'>burn</span> and <span class='purplecolor'>dazzle</span>. The current strength of all status effects are shown in combat by a respective icon. \n\nCombo effects can be triggered when status effects (e.g. <span class='lgreencolor'>gas</span>) reach a minimum of 2 stacks by using an <span class='orangecolor'><<print $plasmaDamageType>></span> or a <span class='bluecolor'><<print $shockDamageType>></span> weapon on the target. If your enemy has suffered from a status effect in their last turn (e.g. the enemy was <span class='lgreencolor'>gassed</span> and this state is still showing on screen), any <span class='purplecolor'>combo igniter</span> (e.g. <span class='orangecolor'>plasma</span> on <span class='lgreencolor'>gas</span>) has a near guaranteed chance to cause a catastrophic effect.</div>\nThe Sanction Association, in partnership with the Sanctum Munitorim, may revoke or cancel any issued license with a thirty day notification period. Your license is currently valid until further notice.\n\n<<display 'CancelTutsButton'>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_corinthin_money">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> Desposit 588761:50971\n\nVine,\n\n4500 credits have been deposited in your account. Do not squander them. It is of vital importance.\n\nA "Friend"
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_raj_quicktexts">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> My Quicktexts\n\nHello Vine,\n\nI thought perhaps you would wish to read the texts I had shown you earlier in more detail so I sent you this file attached to the message. I also wished to wish you the best in this investigation. Ah, and you are welcome to drop by whenever you wish. I shall no doubt be home, working.\n\nP.S. I share these with you in good faith becasue you are contractor employed by the Church of Eden. Please do not distribute these or allow them to be read by any other.\n\nRaj Winston\nCertified Church Historan\nScaffold 22, Sector B\nLevel 10, Block 35, Unit 125\n\n\n----\n\n<<display 'raj_quicktexts_text'>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_zweili_ottodead">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> RE: Recent Activity\n\nVine,\n\nI heard through a roundabout route of your recent activity. What you have done is a commendable step toward ridding this galaxy of antagonistic nuisances. Naturally, I cannot officially congratulate you for this success, but my throughts and prayers are with you in this historic moment.\n\nAlso, given the gravity of current events, I have been authorized by the Clergy to raise your salary. I assure you there is no relation to events which may have transpired recently yet hope this marginal increase will better cover operating expenses.\n \nMay the Loving Stars guide you, \nFather Zweili
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_banshee_sprawl">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t\t<<set $job_banshee_srpawl.mainPhase = 1>>\n\t\t<</if>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> A Small Job\nComrade,\n\nYou may be aware that I am active in some... communities. If not, well, let us simply say that a small matter has come up that may be of interest to you. I would like very much to speak of this in person. Could you come by my shop at your convenience?\n\nPetrovic
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_raj_dropby">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> A Personal Inquiry\n\nHello Vine,\n\nI've been wondering, has there been any progress on the matter of... you know what? Or, for that matter, do you still believe I am responsible? I only ask because this is a rather damning issue and I do not wish it to interfere with my work for the Church. So, ah, if you could perhaps let me know where you stand, I would be greatful.\n\nRaj Winston \nCertified Church Historan\nScaffold 22, Sector B\nLevel 10, Block 35, Unit 125
<<display 'HUD_CodexBackButton'>><strong>Level B27 Religious Zone</strong>\n\n<<nobr>>Home to a prominent Chapel of Eden, over two hundred secular temples and numerous shrines, the Religious Zone is a major congregation point for believers on Scaffold 22.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe Level B27 Religous Zone, often referred to by locals as the Temple Zone, is the second-largest religious agglomeration on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. An impressive total of 231 [[Church-approved|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] cults and sects call the crowded boulevard their home. Most of these are located in dedicated temples and shrines though, over the years, the sheer influx of believers has led to camps and makeshift dwellings being set up all along the main pressure corridor.<br><br>\n\nSurveys conducted by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] indicate that over six thouand citizens reside on Level B27, while another ten thousand come and go every day. Constant migration and population movement makes the B27 Religious Zone difficult to administer, evident in the fact that, after several centuries of attemting to manage the entire level, the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] empowered many of the local cults and sects to run their own administrations, with periodic inspections conducted by members of the local Chapel ensuring they comply with [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] law.<br><br>\n\nNone the less, Level B27 remains a chaotic district, and any citizen hoping to visit should come prepared for large crowds and expect to be approached by members of the various local Temples. Citizens should also be aware that, depsite what locals may claim, tarifs requested by representatives of the Temples are not mandatory for visitors, as stated in the official donation agreement they will be presented with.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Blackscale</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_human_hybrid.png]]</div>Exceptionally flexible and immune to most known toxins and venoms, Blackscale Hybrids are a humanoid offshoot of humanity that is most often employed as assassins by the Hegemony.<br><br>\n\n<span class='redcolor'>Immunity:</span> <<print $toxinDamageType>><br>\n<span class='yellowcolor'>Strength:</span> regenerates armor<br>\n<span class='greencolor'>Weakness:</span> n/a<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tGenetically engineered to be the perfect assassin, Blackscale Hybrids are a humanoid offshoot often associated with the protection of hybrid subculures - and corporate warfare. While most hybrids sell their services to the highes bidder, many are known to retain loyalty to the subculture they originate from. Regardless of allegience, Blackscales are skilled assassins who are willing and able to execute precision strikes with a minimum of technological means.<br><br>\n\t\t\t\t\n\t\t\t\tBarring the occasional use of poisonous or toxic substances, the Blackscale prefers to perfect their use of mundane weaponry such as blades or the basic coil pistol to eliminate even the most tenacious foe. Their physical pfailty is deceptive, and even the best trained security professional will find it hard to hit - much less kill - these highly dexterious assassins. For obvious reasons, Blackscale Hybrids are considered illegal, occasionally even abomniable, under [[Church Law|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]]. Still, dozens of such heretical cults exist across the galaxy, training countless willing spawn in their nefarius art of execution for their corporate overlords.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Commisariat</strong>\n\n<<nobr>>\n[>img[https://rage-productions.com/game-content/scaffold-22/images/commisariat.png]]The internal police force of the Church of Eden, the Commissariat concerns itself with crimes of a theological, ideological, and clerical nature. It's jurisdiction is limited to members of the Church.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe Saint Authurius Comisariat is an internal investigative service of the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]]. Its juristiction is limited to members of the [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] residing on or currently present on the habitation platform [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. The duties of the Commisariat involve: surveilance, investigation, apprehension, and persecution of criminals and heretics amongst the [[Knights of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Knights of Eden"]], the Clergy, and religious cults which recieve subsidies from the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]].<br><br>\n\nThe Commisariat commonly handles cases such as theophobic influence, abuse of [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] authority, unlawful preaching practices, and a number of other criminalized sins that seldom affect the general public. None the less, the iconic green uniforms of the Commisariat are not an unfrequent sight on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]], as members of this specialized investigation force work closely with the [[St. Michael's Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]] in the pursuit of theological justice. The Commisariat is also closely - if tenously - associated [[Knights of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Knights of Eden"]], whose displinary measures are also among the duties of a Commisar or Commisaria.<br><br>\n\nControversely, and controversially, the [[Paladin Order|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Paladin"]] does not fall under jurisdiction of the Commissariat. Another notable exception are private persons sanctioned as theological investigators and abomination hunters, contractual forms which are closely tied to [[Church Law|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] yet do not mandate membership or religious belief. The Commisariat does however reserve the right to review every such sanction issued by the Clergy, and frequently vets individuals contracted under these terms before approving their employment.<br><br>\n\nUnder [[Church Law|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]], the Commisariat is not allowed to intervene in affairs related to the general public. This task falls under the jurisdiction of the [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]]. The distinction between private citizen and [[Church-affiliated|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] individuals is often unclear and disputed or outright unlawful investigation by the Commisariat remain a common. Cases of heresy and theological criminality are therefore reviewed on an individual basis by the Court of Eden and prosecution by the Commisariat is only allowed when involvement in [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] affairs can be proven beyond reasonable doubt.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Shock Trooper</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_merc_raptor_heavy.png]]</div>Exceptionally well armored and heavily armed, Shock Troopers are the go-to response of legal and illegal entities when highly volatile situations reguire para-military interventioned.<br><br>\n\n<span class='redcolor'>Immunity:</span> <<print $toxinDamageType>><br>\n<span class='yellowcolor'>Strength:</span> heavy weapons & armor<br>\n<span class='greencolor'>Weakness:</span> n/a<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tVirtually impervious to incoming fire and armed with the heaviest weapons available, Shock Troopers are extensively augmented professionals who specialize in show-force deployments, overwhelming their opponents through sheer firepower and resilience. They are seldom deployed in civilian affairs, and are most often employed in para-military conflicts against highly violoent and dangerous foes. Numerous legitimate and illegitimate organizations maintain Shock Divisions for use when all other methods of containment fail.<br><br>\n\n\t\t\t\tAlmost devoid weaknesses, and second only to [[Exo Troopers|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "env_exo"]] in terms of firepower and defensive technology, Shock Troopers are an almost unstoppable force on any battlefield. Unless absolutely necessary, it is suggested that security professionals avoid - or cooperate with - these individuals. Resistance most often leads to death, as Shock Troopers are seldom deployed unless diplomatic resolution of a situation has failed.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Witches Coven</strong>\n\n<<nobr>>\n[>img[https://rage-productions.com/game-content/scaffold-22/images/coven.png]]\nKnown to practice abhuman eugenics and necrotic flesh forming, Witches Covens are isolated, feminized cults which have been at odds with the Church of Eden for centuries. In the conteporary world, less than one coven per habitable world or platform exists, their members having been methodically exterminated during the Witch Hunts.<br><br>\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe Witches Covens are a collection of clandestine, predominately female-led, organizations dedicated to genetic research and eugentic practices which have been outlawed by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]]. They are also known to practice the abominable arts of necromantic flesh-forming and gene-augmentative neurocircuitry.<br><br>\n\nThe origin of the Covens is difficult to trace. Most historians believe they evolved from matriarchal social ventures of ages past. Others disagree, believing they are a byproduct of radicalized and idealized feminism. Regardless of their origin however, Covens are known to despise all things related to the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and the modern, corprate world at large. While these loose organizations are not known to pursue a common political goal or social agenda, the Witches Covens are suspected to heavily support - and subsidise - ventures opposed to the current social norms.<br><br>\n\nAlthough much has been written on the Witches Covens during the age of the [[Witch Hunts|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "The Witch Hunts"]], the form and functionality of modern Covens are all but unknown to the public and generally believed to differ radically from their original inceptions. The few sources that do exist are estranged and outcast Witches whose testimony is unreliable at best and dubious at worst. For this reason few generalizations can be made on the modern Coven, though it is believed that most Witches adhere to their original pro-feminist and anti-corporate mentality.<br><br>\n\nThe extent and influence of the Covens however has dwindled considerably and, despite the occasional public outcry, statistics published by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] prove that less than one coven per habitated body remains in the Galaxy. Compared to their heyday, where as many as ten Coven ruled on the most notable habitations, one could rightly consider the Witches Covens a phenomenon of days passed. None the less, superstition and public fear continues to foster hatred for Witches across the galaxy, with peaks on densely-populated habitations where the acts of a Coven might easily go unnoticed for years or even decades on end.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Wilkin's Riptide</strong>\n\n<<nobr>>\n[>img[https://rage-productions.com/game-content/scaffold-22/images/wilkin_raptors.png]]\nA prominent party culture venue located on Level B28, Wilkin's Riptide is the de-facto sear of street power in the lower levels of B Sector. It is currently run by Mr. Xaviar Wilkin and his private security force, the Wilkin's Raptors. The venue is known for its beach-themed decor and unexpected rise to significance during the Street Wars, a feat generally presumed to be the work of the legendarcy Raptor Lieutenant Vine.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tEstablished sometime in the mid thritiess by the local enterpreneur Mr. Xavier Wilkin, Wilkin's Riptide is a night club on Level B28 best known for it's beach-themed decor and liberal drug-use policy. The locale boasts a large dance floor that comfortably fits a crowd of regulars that numbers in the thousands and a raised VIP area for special guests. The Riptide is also the base of operations for Wilkin's Raptors, a former street gang that, during the [[Street Wars|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Street Wars"]], was radically transformed into a professional mercenary organization under the leadership of a local legend named Vine.<br><br>\n\nWhile most partygoers that visit the Riptide take little interest in the club's shady politics and dubious back-door dealings, this particular locale has has a history of being associated with the street power in the lower B-Levels (Level B20 to B40). Contrary to popular oppinion however, the Riptide was not always the go-to address for black market goods, freelance hauler captains and professional security contractors. It only attained this status in the late forties, when Wilkin's Raptors systematically eradicated the local gang known as the Red Scars and attained undisputed street rights on the lower B-Levels. <br><br>\n\nSeveral years later, the Riptide would be targeted by the [[Sons of Kobol|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Sons of Kobol"]], when the well-known pan-galactic crime syndicate attempted to gain a foothold on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. The resulting [[Street Wars|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Street Wars"]] continued for several months, costing countless local residents their lives, and ending only when the [[Sons of Kobol|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Sons of Kobol"]] unexpectedly abandoned all attempts to enter the [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] underwold.<br><br>\n\nDetails of what caused this radical shift in policy are sketchy but almost certainly are related to the sudden disappearance of the leader of Wilkin's Raptors, Vine. Some local sources claim the legendary mercenary lieutenant was beheaded by the [[Sons of Kobol|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Sons of Kobol"]], who subsequently negotiated terms with Mr. Xavier Wilkin. Others claim the withdrawl of the [[Sons of Kobol|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Sons of Kobol"]] were the result of a costly all-out assault on their baseships by Wilkin's Raptors. Another version of the rumor details Vine negotiating terms with the [[Sons of Kobol|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Sons of Kobol"]] after a succesful assassination campaign that targeted the local syndicate leaders.<br><br>\n\nWhatever the truth, Wilkin's Riptide has remained conspicously untouched by agents of the [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]] and will no doubt remain the center of street power, vigilante law enforcement, and black-market trade in the lower B-Levels for some time to come.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<set $subject = "">>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_depress_reminder">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t<</if>>\n\t\t<<print '<<set $subject = $hud.messages[' + $i + '].subject>>'>>\n\t\t<<break>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> <<print $subject>>\n\nDear Prospective Customer,\n\nA data sharing initiative with the Vox Edeni Network (EVOX) has allowed us to review your vital information. We have discovered that <span class='orangecolor'>you have recently suffered increased stress levels</span>. Our data suggests you are at acute risk of physical and / or emotional burnout. If left untreated, your condition could worsen within a matter of days. Athena Medical Incorporated suggests that you take immediate steps to remedy this situation by:<<nobr>>\n<ul>\n\t<li><span class='redcolor'>avoiding</span> stressful environments</li>\n\t<li><span class='redcolor'>avoiding</span> triggering situations or topics</li>\n\t<li><span class='greencolor'>engaging</span> in frequent recreational activities</li>\n\t<li><span class='bluecolor'>consulting</span> a certified medical service provider</li>\n</ul>\n<</nobr>>Athena Medical Incorporated wishes to provide you with as much information about stress relief as possible so that you can make the most informed decision about your physical and mental health. Due to privacy regulations at your place of residence, we are unable to directly offer this informational service without your personal consent. To make use of this offer and our health services, please contact your nearest Athena Medical representative and provide them the enclosed data-hash to make use of a 10% service discount!\n\nAthena Medical - Pharmatech for a better Tomorrow\n\n<<display 'CancelTutsButton'>>
<<nobr>>\n\n\t<<if $hud.expandMission4 eq false>>\n\t\t\t<div class = 'HUD_PdaExpandButton'>\n\t\t\t\t<<click 'Expand'>>\n\t\t\t\t\t<<set $hud.expandMission4 = true>>\n\t\t\t\t\t<<replace '#maintask-area4'>>\n\t\t\t\t\t\t<<display 'zweilitask_area4'>>\n\t\t\t\t\t<</replace>>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class = 'HUD_PdaExpandButton'>\n\t\t\t\t<<click 'Collapse'>>\n\t\t\t\t\t<<set $hud.expandMission4 = false>>\n\t\t\t\t\t<<replace '#maintask-area4'>>\n\t\t\t\t\t\t<<display 'zweilitask_area4'>>\n\t\t\t\t\t<</replace>>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\n\t<strong>\n\t\tAn Unholy Alliance:\n\t</strong>\n\n\t<<if $hud.expandMission4>><br><br>\n\t\n\t\t/% ################################################################################## %/\n\t\t/% PHASE 1 %/\n\t\t/% ################################################################################## %/\n\t\t<<if $job_abomination_investigate.abomSabotagePhase lte 3 and $job_abomination_investigate.abomAugmentPhase lte 5>>\n\t\t\t<<if $job_abomination_investigate.abomSabotagePhase eq 1>>\n\t\t\t\tI've discovered through a roundabout route that the affair with Object 55316 is related to the 'Visionary' movement. Their plan is to overthrow the Church and Hegemony. They intend to 'demonstrate' the weakness of humanity via the Undersprawl plague. I've been told to aquire plague samples from an Athena Medical lab somewhere in the utility passages below the Slowside Mall. Could be, if I play along long enough, I get some answers here.\n\n\t\t\t<<elseif $job_abomination_investigate.abomSabotagePhase eq 2>>\n\t\t\t\tI've discovered through a roundabout route that the affair with Object 55316 is related to the 'Visionary' movement. They asked me to retrieve a sample from an Athena lab, which I did. Guess it's time I bring that back to the Visionary. <<if $job_abomination_investigate.abomAugmentPhase eq 4>>That, or I could hand it over to the Fleshmelder. Not sure.<</if>> At any rate, this is still somehow connected to Object 55316. I'll have to keep going if I want to figure out how it fits together.\n\t\t\t<<elseif $job_abomination_investigate.abomSabotagePhase eq 3>>\n\t\t\t\tI've discovered through a roundabout route that the affair with Object 55316 is related to the 'Visionary' movement. I've been asked to deliver a plague vial to the Chapel of Eden on B27 but I refused. There's no way I'm going through with that. Too much pain for too little gain. These guys are insane. Maybe I should just let the Purifiers know, have them purge this place. It's a little more than I can handle alone.\n\t\t\t<</if>>\n\t\t\t<br><br>\n\n\t\t\tAlso, related to the above, \n\n\t\t\t\t<<if $job_abomination_investigate.abomAugmentPhase eq 0>>\n\t\t\t\t\tI've been told there will be a 'reward' for supporting the Vision. I'm supposed to speak to fleshmelder Arva at the recently-claimed Visionary Shrine. Wonder what this is about.\n\n\t\t\t\t<<elseif $job_abomination_investigate.abomAugmentPhase eq 1>>\n\t\t\t\t\tI've been told there will be a 'reward' for supporting the Vision. I'm supposed to speak to fleshmelder Arva at the recently-claimed Visionary Shrine. Aparently this will unlock my full biological potential - if I so choose. Evidently I'm not forced to do this. So maybe I should hold back, just to be safe?\n\n\t\t\t\t<<elseif $job_abomination_investigate.abomAugmentPhase eq 3>>\n\t\t\t\t\tSo I spoke to fleshmelder Arva and, well, everything's different now. Got my reward. Think I'm abominated. Somehow. She said I should speak to her again once I'm feeling more together. Probably a good idea. Everything is kinda strange now.\n\n\t\t\t\t<<elseif $job_abomination_investigate.abomAugmentPhase eq 4>>\n\t\t\t\t\tthe fleshmelder mentioned something interesting: some sort of plan that differs from the Visionary's designs. Not sure what it entails, specifically, but she asked if I'd speak to her before I do anything for the Visionary. Not sure why. But might be worth looking into?\n\n\t\t\t\t<<elseif $job_abomination_investigate.abomAugmentPhase eq 5>>\n\t\t\t\t\tI spoke to the fleshmelder and she wants to use the plague vial against the B30 Block. Specifically, to flush out the Purifiers and protect the Shrine. Ugh. I see the danger but no way. The plan's crazy. These people are crazy. Maybe I should just let the Purifiers know, have them purge this place. It's a little more than I can handle alone.\n\t\t\t<</if>>\n\n\t\t/% ################################################################################## %/\n\t\t/% PHASE 2 - Plague Vial %/\n\t\t/% ################################################################################## %/\n\n\t\t<<elseif $job_abomination_investigate.abomSabotagePhase lte 5 or $job_abomination_investigate.abomAugmentPhase lte 7>>\n\t\t\tI've discovered through a roundabout route that the affair with Object 55316 is related to the 'Visionary' movement.\n\t\t\t<<if $job_abomination_investigate.abomSabotagePhase eq 4>>\n\t\t\t\tThe Visionary asked me to 'deliver' a plague vial to the Chapel of Eden on B27. \n\n\t\t\t\t<<if $equip.isAbominated>>Not exactly a peaceful plan but I'll do it. Should make a clear statement: screw the Church. And, hopefully, earn me the turst I need with these guys. Better be worth all the corpses though because I can't turn back now.\n\t\t\t\t<<else>>I said I'd do it but... well, maybe this isn't such a good plan. Or maybe I should just get it over with. And bring a mask if I do...\n\t\t\t\t<</if>>\n\n\t\t\t<<elseif $job_abomination_investigate.abomSabotagePhase eq 5>>\n\t\t\t\tThe Visionary asked I use a plague vial on the Chapel of Eden, which I did. Should make a clear statement: screw the Church. And now maybe I'll finally have earned some trust with these guys. Better go back to the Shrine and speak to them.\n\n\t\t\t<<elseif $job_abomination_investigate.abomAugmentPhase eq 6>>\n\t\t\t\tThe fleshmelder wants me to use that plague vial I recovered against the B30 Block. Specifically, to flush out the Purifiers and protect the Shrine. \n\n\t\t\t\t<<if $equip.isAbominated>>Gonna cost a lot of lives but I'm on board. It'll keep this place safer. And, hopefully, earn me the turst I need with these guys. Better be worth all the corpses though because I can't turn back now.\n\t\t\t\t<<else>>I said I'd do it but... well, maybe this isn't such a good plan. Or maybe I should just get it over with. And bring a mask if I do...\n\t\t\t\t<</if>>\n\n\t\t\t<<elseif $job_abomination_investigate.abomAugmentPhase eq 7>>\n\t\t\t\tThe fleshmelder asked I use a plague vial on the B30 Block, which I did. Shouldn't be long until the chaos drives the Purifier Order back. And now maybe I'll finally have earned some trust with these guys. Better go back to the Shrine and speak to them.\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t/% ################################################################################## %/\n\t\t/% PHASE 3 - Prepare Stuff %/\n\t\t/% ################################################################################## %/\n\n\t\t<<if $job_abomination_investigate.abomSabotagePhase eq 6>>Seems like I'm working with the Visionary movement now. And they definitely connect straight to Object 55316. Now, here's the deal: I've sided with Vijar and he wants me to take out two key players working against them:<br><br>\n\n\t\t\t- <<if $job_fisher_extremists.conspiratorPhase eq 13 or $job_fisher_extremists.ottoDecision eq "kill" or $job_fisher_counterattack.mainPhase eq 4>>Lord Otto Vindell, who I've dealt with. Might not have been the subtlest solution but at least that's one problem solved.\n\t\t\t<<else>>Lord Otto Vindell, down at Level B1. The Visionary's organized for transport. I'm to wait at the Information Booth at the B10 Crossroads.\n\t\t\t<</if>><br><br>\n\t\t\t\n\t\t\t- <<if $job_abomination_investigate.abomAllyPhase lt 2>>Varijasha, a Blackscale who represents the Sons of Kobol. I'm to meet with him at the Sirens Song on B10 and convince his people to leave. One way or another.\n\t\t\t\t<<elseif $job_abomination_investigate.abomAllyPhase eq 2>>Varijasha, the Blackscale with the Sons of Kobol. I met with him and explained the situation. They've agreed to pull out if I take care of the Corbeis, whom I think are behind this... thing\n\t\t\t\t<<elseif $job_abomination_investigate.abomAllyPhase eq 3>>Varijasha, the Blackscale with the Sons of Kobol. I conned him into leaving Scaffold 22 and let something else interesting slip: apparently the Cult's benefactors are the Corbei family. Good to know.\n\t\t\t\t<<elseif $job_abomination_investigate.abomAllyPhase eq 4>>Varijasha, the Blackscale with the Sons of Kobol. It ended in a bit of a bloodbath but I learned something interesting: apparently the Cult's benefactors are the Corbei family. Good to know.\n\t\t\t<</if>>\n\t\t\t\n\t\t<<elseif $job_abomination_investigate.abomAugmentPhase eq 8>>Seems like I'm working with the Visionary movement now. And they definitely connect straight to Object 55316. Now, here's the deal: I've sided with Arva and she wants me to deal with two massive problems they've got:<br><br>\n\t\t\t\n\t\t\t- <<if $randomEncounterPhases.syndicateBasePhase eq 5 or $randomEncounterPhases.syndicateBasePhase eq 98>>A Syndicate 4 splinter group. Turns out they were operating out of a black-research facility. I've put an end to that.\n\t\t\t<<else>>A Syndicate 4 splinter group. All I know for certain is they've got an outpost on Level B10. Gonna keep notes on that in a seperate file 'cause these mercs are annoying as heck.\n\t\t\t<</if>><br><br>\n\n\t\t\t- <<if $job_abomination_investigate.abomAllyPhase lt 2>>Varijasha, a Blackscale who represents the Sons of Kobol. I'm to meet with him at the Sirens Song on B10 and convince his people to leave. One way or another.\n\t\t\t\t<<elseif $job_abomination_investigate.abomAllyPhase eq 2>>Varijasha, the Blackscale with the Sons of Kobol. I met with him and explained the situation. They've agreed to pull out if I take care of the Corbeis, whom I think are behind this... thing\n\t\t\t\t<<elseif $job_abomination_investigate.abomAllyPhase eq 3>>Varijasha, the Blackscale with the Sons of Kobol. I conned him into leaving Scaffold 22 and let something else interesting slip: apparently the Cult's benefactors are the Corbei family. Good to know.\n\t\t\t\t<<elseif $job_abomination_investigate.abomAllyPhase eq 4>>Varijasha, the Blackscale with the Sons of Kobol. It ended in a bit of a bloodbath but I learned something interesting: apparently the Cult's benefactors are the Corbei family. Good to know.\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t/% corbei invite fragment %/\n\t\t<<if $job_abomination_investigate.abomAugmentPhase eq 8 or $job_abomination_investigate.abomSabotagePhase eq 6>>\n\t\t\t<br><br>\n\t\t\t<<if $job_abomination_investigate.readCultInvite>>Surprisingly - or not - I was invited to meet with a member of the Corbei family regarding my 'investigation'. I doubt that's what this is about but they're sending a driver to pick me up outside the Cathedral of Beams. Odd.<<else>>Not sure what happens after. Figure I'll find out soon enough.<</if>>\n\t\t<</if>>\n\n\t\t/% ################################################################################## %/\n\t\t/% PHASE 3 - Corbei Meet %/\n\t\t/% ################################################################################## %/\n\n\t\t<<if $job_abomination_investigate.abomAugmentPhase eq 9 or $job_abomination_investigate.abomSabotagePhase eq 7>>\n\t\t\tOkay, so I spoke to Xarea Corbei, who's the benefactor behind the Visionary movement. Turns out this whole affair with the Object is bullshit. Decided it's best to screw the old way and help them watch the galaxy burn to the ground.... void. Whatever.<br><br>\n\n\t\t\tAnyways, I'm going to have to figure out how to make all the chaos and bloodshed happen. <<if $job_abomination_investigate.abomSabotagePhase eq 7>>Visionary Vijar should have a plan in place.<<else>>Fleshmelder Arva should have a plan in place.<</if>> Time to figure out what it is - I have some of my own too, just in case.\n\t\t<</if>>\t\n\n\t\t/% ################################################################################## %/\n\t\t/% PHASE 4 - Final Siege %/\n\t\t/% ################################################################################## %/\n\n\t\t<<if ($job_abomination_investigate.abomAugmentPhase gt 9 and $job_abomination_investigate.abomAugmentPhase lte 13) or ($job_abomination_investigate.abomSabotagePhase gt 7 and $job_abomination_investigate.abomSabotagePhase lte 11)>>\n\t\t\tOkay, so I spoke to Xarea Corbei, who's the benefactor behind the Visionary movement. We're slowly but steadily turning Scaffold 22 into a hellhole - the first step toward watching this galaxy burn itself to the void, one station at a time.<br><br>\n\n\t\t\t/% final phases come here %/\n\t\t\t<<if $job_abomination_investigate.abomSabotagePhase eq 8>>We're going with the Visionary's plan: spread chaos and dissent, try to undermine the local powers. The Cult's been deployed to the Bazar. They're asking for me to meet them there - to reassess the situation once the first step's been made. I doubt this will go over without resistane. Better come prepared.\n\n\t\t\t<<elseif $job_abomination_investigate.abomAugmentPhase eq 10>>We're going with the Fleshmelder's plan: assault the Riptide and bring the local power structure crashing down. Our abominations have been deployed to the Bazar, from where we'll march up on the Riptide. I doubt this will go over without resistane. Better come prepared.\n\n\t\t\t<<elseif $job_abomination_investigate.abomSabotagePhase eq 9>>Best next phase is to wreck the Docks, bring this sector to its knees. The Visionary should have his cultists in position when I arrive. So yeah. This should be fun. Or something.\n\n\t\t\t<<elseif $job_abomination_investigate.abomAugmentPhase eq 11>>Next step is to wreck the Riptide. The Fleshmelder should have her abominations ready to move when I arrive. It'll probably be one hell of a fight. Doubt they'll just lay down their arms.\n\n\t\t\t<<elseif $job_abomination_investigate.abomSabotagePhase eq 10>>Well, Visionary Vijar definitely made a mess of the docks. Got real beaten up too though. We've gotta fall back to the Shrine and regroup. And figure out how to hammer the last nail into this coffin. Scaffold 22 won't last long. But neither will we, unless we do this right.\n\n\t\t\t<<elseif $job_abomination_investigate.abomAugmentPhase eq 12>>So, Arva and her abominations wrecked the Riptide. Don't think they got shot up too bad either, though more than a few bit it. We're going to fall back to the Shrine to figure out the next step. Shouldn't be long before Scaffold 22 falls. Street power's already dead. The rest won't last.\n\n\t\t\t<<elseif $job_abomination_investigate.abomSabotagePhase eq 11>>We're moving into the final stages. Break the quarantine line on B10 and spread our Vision beyond B Sector. Unfortunately, we lack the strenght to overrun the barricades directly. Vijar's instead planned to claim the Riptide and bolster our numbers. We'll drag the Church to its knees with public support. Hopefully. I'm to meet the Cult at the B28 tramway station.\n\n\t\t\t<<elseif $job_abomination_investigate.abomAugmentPhase eq 13>>We're moving into the final stages. Break the quarantine line on B10 and spread our Vision beyond B Sector. Arva will deploy her abominations and we'll do this the easy way: overrun the barricades with sheer numbers. We will meet at the B10 Tramway Station.\n\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t/% ################################################################################## %/\n\t\t/% Reward stuff %/\n\t\t/% ################################################################################## %/\n\n\t\t<<if $job_abomination_investigate.refusedInjection>><br><br>\n\t\t\tI've been told there will be a 'reward' for supporting the Vision. It won't work with cybernetic augments in me. So, if I wanna go through with his, I better ensure I have no cybernetics installed and speak to fleshmelder Arva. Or maybe it's better I don't?\n\t\t<</if>>\n\n\t<</if>>\n<</nobr>>
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Deathmatch Arena<br>\n\tClient: Lavandri Corp<br>\n\t<<if $job_arena_lavandri.mainPhase lt 10>>Priority: Medium<<elseif $job_arena_lavandri.mainPhase eq 10>><span class='greencolor'>Completed</span><<else>><span class='greyedout'>Aborted</span><</if>><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if $job_arena_lavandri.mainPhase eq 1>>\n\t\t\tA Lavandri rep approached me and asked if I'd play in Deathmatch Arena. I agreed. First step is to qualify for the regional matches. They've re-opened the arena here, at the Riptide. Figure I should head down there and see what's what.\n\t\t<<elseif $job_arena_lavandri.mainPhase eq 2>>So I started qualifying for the Lavandri Deathmatch Arena. My first play went well. Should just be one more match before I pass qualifications. Next game should be playing \n\t\t\t<<if $time.active - $job_arena_lavandri.lastBattleAt gte 12>>as soon as I get my ass down there.\n\t\t\t<<else>>in a few hours.\n\t\t\t<</if>>\n\t\t<<elseif $job_arena_lavandri.mainPhase eq 3>>\n\t\t\tWell, I've qualified for the local ladder in Deathmatch Arena. This should be interesting. Next game will be on \n\t\t\t<<if $time.active - $job_arena_lavandri.lastBattleAt gte 12>>as soon as I get my ass down there.\n\t\t\t<<else>>in a few hours.\n\t\t\t<</if>>\n\t\t<<elseif $job_arena_lavandri.mainPhase eq 4>>\n\t\t\tSo, it looks like I've passed the local ladder with flying colors. Regional Semifinals come next, which promises to be a little more of a challenge, as it'll be an elimination game for the slot in championships.\n\t\t\t<<if $time.active - $job_arena_lavandri.lastBattleAt gte 12>>Match should begin as soon as I get my ass down there.\n\t\t\t<<else>>That should start in a few hours.\n\t\t\t<</if>>\n\t\t<<elseif $job_arena_lavandri.mainPhase eq 5>>\n\t\t\tAll right! Made it all the way to the Regional Semis. Gonna be one hell of an elimination game from here on. \n\t\t\t<<if $time.active - $job_arena_lavandri.lastBattleAt gte 12>>First match should begin as soon as I get my ass down there.\n\t\t\t<<else>>First match should start in a few hours.\n\t\t\t<</if>>\t\t\t\n\t\t<<elseif $job_arena_lavandri.mainPhase eq 6>>\n\t\t\tWell, the first Regional Semifinal match went well. Just two more to go now.\n\t\t\t<<if $time.active - $job_arena_lavandri.lastBattleAt gte 12>>Match should begin as soon as I get my ass down there.\n\t\t\t<<else>>That should start in a few hours.\n\t\t\t<</if>>\n\t\t<<elseif $job_arena_lavandri.mainPhase eq 7>>\n\t\t\tSecond Regional Semifinal match went well too. Just one more now.\n\t\t\t<<if $time.active - $job_arena_lavandri.lastBattleAt gte 12>>Match should begin as soon as I get my ass down there.\n\t\t\t<<else>>That should start in a few hours.\n\t\t\t<</if>>\n\t\t<<elseif $job_arena_lavandri.mainPhase eq 8>>\n\t\t\tSo, I've completed the Semifinals. Looks like I'll know whether I made it into the finals soon enough. There's gonna be some huge event at the Riptide. The finalists will be announced there.\n\t\t<<elseif $job_arena_lavandri.mainPhase eq 9>>\n\t\t\tWow. Just wow. I made the Scaffold 22 finals. It's... weird. But I did it. Last thing up is the championship fight against <<if $job_arena_lavandri.sponsor eq "Project Incubus">>Calamity.<<else>>Reaper Jack.<</if>>. \t\t\t\n\t\t\t<<if $time.active - $job_arena_lavandri.lastBattleAt gte 12>>Match should begin as soon as I get my ass down there.\n\t\t\t<<else>>That should start in a few hours.\n\t\t\t<</if>>\n\t\t<<elseif $job_arena_lavandri.mainPhase eq 10>>\n\t\t\tI won! Like, for real. Scaffold 22 Deathmatch Arena Champion. That's me now. Apparently. Still hasn't quite sunk in yet but whatever. Guess that means this is pretty much over - at least until next season. If I return.\n\n\t\t<<elseif $job_arena_lavandri.mainPhase eq 98>>\n\t\t\tSo some Lavandri Corp representative asked me to play in the Deathmatch Arena. Giving this one a pass. Life around here is dangerous enough as it is. Bloodsport isn't my style anyways.\n\t\t<<elseif $job_arena_lavandri.mainPhase eq 99>>\n\t\t\tAll right, well, I started playing in the Lavandri Deathmatch but no. It's not for me. I'm out. Said as much and got my ass away from there. Let them deal with it. Crazy fucks.\n\t\t<<elseif $job_arena_lavandri.mainPhase eq 100>>\n\t\t\tWell, I tried for the Lavandri Championship but didn't make it. Guess I could try again next time. But that'll be a little longer. Until then, I'll have to make do by whatever means I can find.\n\t\t<<elseif $job_arena_lavandri.mainPhase eq 101>>\n\t\t\tWell, I could have gone for the Lavandri Championship but decided to opt out. Safter that way. Let the other folk have their Champion. Me, I'm glad to just be alive. Better like that.\n\t\t<</if>>\n\t</div>\n<</nobr>>
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Hunting Season<br>\n\tClient: None<br>\n\t<<if $job_psychocult.mainPhase lt 8>>Priority: Low<<elseif $job_psychocult.mainPhase eq 98 or $job_psychocult.mainPhase eq 99>>Status: <span class='greencolor'>Completed</span><<else>>Status: <span class='redcolor'>Aborted</span><</if>><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if $job_psychocult.mainPhase eq 1>>\n\t\t\t<<if $job_psychocult.altIntroTriggered>>\n\t\t\t\tFound out who was supplying those creeps on B33: a place called Highborn Palace on Level B29, utility duct behind Unit 42. Passcode is vXvvXXvx1. Looks like hunting season's open. Okay. That was over-dramatic.\n\t\t\t<<else>>\n\t\t\t\tI found a data pad on these two freaks who wanted to, uh, abduct me? No idea. Anyways, it was a call for 'Highborn' to bring captives in return for bounty. Some cult I figure, on Level B29, utility duct behind Unit 42. Passcode is vXvvXXvx1.\n\t\t\t<</if>>\n\t\t<<elseif $job_psychocult.mainPhase eq 98>>\n\t\t\tSo I followed up on that Highborn matter. Found a bunch of biochem growers. Decided they'd be more useful alive - slaves or not. I'm the new boss now. Yay for me! Oh, and for future refernce: the access code is vXvvXXvx1.\n\t\t<<elseif $job_psychocult.mainPhase eq 99>>\n\t\t\tSo I followed up on that Highborn matter. Found a bunch of biochem growers. Killed them all, and their ridiculous High King. They're well and dead now. Good thing too.\n\t\t<<elseif $job_psychocult.mainPhase eq 100>>\n\t\t\tSo I followed up on that Highborn matter. Ran into some insane High King locked up in this psycho suit of Exo Armor. Didn't stick around to find out what happened next. Seriously. Fuck that shit.\n\t\t<<elseif $job_psychocult.mainPhase eq 101>>\n\t\t\tSo I followed up on that Highborn matter. Found a bunch of biochem growers. Weird bunch. Tried to make 'em see sense, for what it's worth. Seemed like the right thing to do.\n\t\t<</if>>\n\t</div>\n<</nobr>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<set $subject = "">>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_stats_tut">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t<</if>>\n\t\t<<print '<<set $subject = $hud.messages[' + $i + '].subject>>'>>\n\t\t<<break>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> <<print $subject>>\n\nDear Prospective Customer,\n\nIs your life full of stress? Are your days too long? We at Icefall Cryogenics are well aware that keeping the human body healthy is a chore and have committed ourselves making your life as easy as possible with our alternative health program, including but not limited to full freeze-thaw treatments and wake rituals that will wash your worries away!\n\n<div class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'><strong>Vitality & Stats:</strong>\nYour PDA continuously monitors your vitals and reports the following metrics: \n<<nobr>>\n<ul>\n\t<li><span class='yellowcolor'>Fatigue (FAT):</span> your endurance and resilience</li>\n\t<li><span class='lgreencolor'>Intoxication (TOX):</span> increased intoxication impairs your character</li>\n\t<li><span class='purplecolor'>Dilligence (JOB):</span> increases salary and freelance pay</li>\n\t<li><span class='orangecolor'>Aggression (AGGRO):</span> increases intimidation and melee damage</li>\n\t<li><span class='bluecolor'>Caution (CAUTIO):</span> increases sneak and ranged damage</li>\n\t<li><span class='redcolor'>Stress (STRESS):</span> your mental state; regular downtime reduces stress</li>\n</ul>\n<</nobr>><strong>Vital Signs:</strong>\nYour character <span class='redcolor'>does not have a health bar</span> in the classic sense. Damage is modeled on armor integrity and only indirectly related to your stats (notably fatigue). As you move about the world, your stats will be positively and negatively influenced by your actions. Rest frequently, regularly stock up on ammo and items, and remember to head out for a night at the club - or other forms of downtime - every so often. Combat and other stressful events will slowly take their toll unless you adapt as healthy a lifestyle as you can in your current circumstances.\n\n<strong>Character & Demeanor:</strong>\nYour character is described by their personality and demeanor (balance of <span class='orangecolor'>aggression</span> and <span class='bluecolor'>caution</span>). Your demeanor can have one of three states: <span class='orangecolor'>aggressive</span>, <span class='greencolor'>balanced</span>, or <span class='bluecolor'>cautious</span>. Your ability to negotiate is dependant on both your outfit and your current demeanor. Additionally, you may experience personality shifts (and, if InZtinct is active, gain access to different skill sets) based on your behavior and convictions ingame. \n\n<strong>Afflictions & Cures:</strong>\nYour character can suffer three possible negative afflictions: <span class='redcolor'>Exhaustions (EXH)</span> cause by high stress, <span class='lgreencolor'>Infection (INF)</span> caused by diseased enemies, and <span class='purplecolor'>Addiction (ADC)</span> caused by over-use of chems. Each affliction which will negatively affect your character's performance and all can afflict you at once. If you are in any way negatively afflicted, it is important you remedy this sitation as soon as possible, either through sheer willpower and endurance, or through medical treatment. </div>\nIcefall Cryogenics - Just Chill...\n\n<<display 'CancelTutsButton'>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_sidejob_intro">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t\t<<set $job_combat_intro.mainPhase = 1>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> Assistance Request\n\nVine,\n\nI was told to contact you by Fisher (Wilkin's guy, you know him, right?). We have a bit of a problem over here on B30. Abomonable in nature. I think you're the right guy for this job, yeah? If so, meet me at Apartment 85325. Thanks!\n\nLoving Stars with you,\n\nLilly
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_otto_evidence">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t\t<<set $characterEncounterPhases.ottoRewardPhase = 2>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> Fwd: Evidence\n\nDear <<formalname>>,\n\nIt was a pleasure to speak to you yesterday and I do hope you are well. As discussed, I have pooled my resources and compile a database extract containinng evidence pretaining to your investigation. It appears that a certain Father Zweili of the Church of Eden is attempting to cast a sour light upon myself and my employees by insinuating we were somehow involved in the theft of a religious artefact of substantial value, though I have reason to believe this is but a small part of this cleric's larger war against the so-called Corporate Hegemony.\n\nThe attached audio, video, and textual records clearly show that this Cleric has conspired with violent theological radicals, theophobic militant groups, and numerous criminal organizations in this misguided pursuit of 'justice'. Among the worst incidents I have been able to verify are: sixteen accounts conspiracy to bribery, nineteen cases of supporting illegal organizations with Church assets, and several dozen instances of inciting religious or anti-religious hatred, some of which resulted in outright violence and death. I believe this is only the tip of the iceberg however, and far more serious crimes have been comitted by this individual.\n\nI hope this is of use and that you might find a way to bring those truly responsible for this recent travesty to justice.\n\nHighest Regards,\n\nLord Otto Vindel\nOwner & Director\nVindel Armaments Incorporated\nScaffold 22
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_zweili_fundingcut">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> Breech of Contract\nVine,\n\nI regret to inform you that you, albeit not necessarily through fault of your own, have breeched the terms of your employment contract. Given recent actions, the Church of Eden can no longer be associated with your person. I do hope your chosen mode of investigation is successful - and provides the results we all desire. For the time being however, I am forced to terminate all outstanding payments for your services and annull any agreement we may have reached in the past.\n\nMay the Loving Stars guide you, \nFather Zweili
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_mission_hellcat">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t\t<<set $job_boulevard_hellcat.mainPhase = 1>>\n\t\t<</if>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> Dear Vine\n\nDear <<formalname>>,\n\nI was told by an associate of mine you are the foremost authority on matters related to abominations on B Sector. My problem is simple: I believe a creature of supernatural origin has crept into our Cryolounge. Surely you know of the place - Icefall Cryogentics on the Level B10 Boulevard? If not, do please come visit. We believe we have trapped the creature - assuming it can be trapped - in the lower levels of our establishment. Unfortunately, we are uncertain how to proceed, or even what we are dealing with, and would be most greatful for your professional assistance.\n\nSincerest Regards,\n\nJonas Harper\nDirector of Security\nIcefall Cryogenics\nScaffold 22
<<display 'HUD_CodexBackButton'>><strong>Djinn</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_abom_djinn.png]]</div>An abominable offshoot of humanity, Djinn are humanoids who possess a certain level of innate, biological augmentation which manifests itself with age. Little is known of the Djinn race beyond that they currently tend to linger on the fringes of the void and shy away from civilized sectors.<br><br>\n\n<span class='redcolor'>Immunity:</span> unknown<br>\n<span class='yellowcolor'>Strength:</span> exotic augmentation<br>\n<span class='greencolor'>Weakness:</span> unknown<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tSeldom seen in civilized space and often believed to be no more than the product of fear and superstition, Djinn - sometimes spelled Jinn - are not technically a breed of abomination but a race of humanoids that closely resemble humans. Unlike darwinian humans however, Djinn are born with organic augmentation that evolves naturally with their body and can manifest itself in several common forms that include but are not restricted to: supernatural strength, inhuman reflexes, unnatural longlivety, holographic projection, phase dissonance, and molecular displacement. While these charicteristics alone would not be enought to classify the Djinn as abominations under [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] law, the fact that they manifest without the aid of synthetic augmentation in the Djinn is widely held to be an affront to the natural order of the universe.<br><br>\n\nHistorically depicted by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] as demonic agents who attempt to infiltrate, subvert, and destroy humanity, the true nature of the Djinn has since become known to be that of an ancient warrior society that originated in prehistoric days, presumably during a pan-system conflict which has long been forgotten. The few Djinn that have survived to this day and age have either found purpose as elite operatives in the perpetual cycle of corporate warfare, have established themselves as indomitable crime lords on major population centers, or relive their days of glory by leading vicious corsair fleets on daring raids that terrorize the fringes of civilized space.<br><br>\n\nAside from these stereotypes however very little is known of Djinn culture, religion or society. Much like their unnatural augmentation, the Djinn are an enigma shrouded in mystery that continues to fascinate experts across the galaxy yet which does not appear to become clearer over the centuries. Indeed, some historians believe that, in generations to come the Djinn will be all but forgotten by galactic society and their legacy will be lost forever. Considering these reclusive individuals are unlikely to step forward in a day and age where they are mercilessly percecuted by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] as unnatural abominations, the theory is not unlikey. One can hope however that, sometime in the future, archeological evidence will be uncovered that can shed some light on the mysterious origins and history of the Djinn.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Exo Trooper</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_exo_syndicate.png]]</div>Virtually impervious to conventional weapons and able to inflict extreme damage, Exo Troopers are among the most advanced assets that can deployed in hostile situations - by any organization.<br><br>\n\n<span class='redcolor'>Immunity:</span> <<print $toxinDamageType>><br>\n<span class='yellowcolor'>Strength:</span> heavy weapons & armor<br>\n<span class='greencolor'>Weakness:</span> n/a<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tEncased in augmentative assault suits, protected by automated arc-shields, and armed with the heaviest rail cannons humanity can produce, Exo Troopers are a militant force to be reckoned with on any battlefield. Though seldom deployed in practice, they are virtually impervious to all conventional weapons, able to shrug of coilfire and even railfire without a second thought. Though expensive to maintain in the field, and seldom deployed for more than a cycle at a time, Exo Trooper are a fearsome asset that is more machine than man - and noticably so.<br><br>\n\n\t\t\t\tIntegration with the heavily armored exoskeleton dulls the user's sense of guilt and stimulates violent indifference, making them not only exceptionally deadly but unable to feel pain or fear. Nothing short of absolute destruction of the machine and organic within will deter an Exo Trooper from their assigned task, and even that is seldom possible. Security professionals are advised to avoid encounters with Exo Troopers at all costs. Survival is unlikely - death almost certain.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: <<if $job_witches_pendant.mainPhase eq 7>>Another Artefact<<else>>Commisariat Investigation<</if>><br>\n\tClient: <<if $job_witches_pendant.mainPhase eq 7>>Fabienne<<else>>Varai<</if>><br>\n\t<<if $job_blindkid_resolution.mainPhase lt 3>>Priority: Medium<<elseif $job_blindkid_resolution.mainPhase eq 98 or $job_blindkid_resolution.mainPhase eq 99 or $job_blindkid_resolution.mainPhase eq 3 or $job_blindkid_resolution.mainPhase eq 4>><span class='greencolor'>Status: Completed</span><<else>><span class='redcolor'>Status: Aborted</span><</if>><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if $job_blindkid_resolution.mainPhase eq 1>>\n\t\t\tGot a message from <<if $job_witches_pendant.mainPhase eq 7>>Fabienne<<else>>Varai<</if>> asking to meet me at the B33 Construction Site ASAP. Something related to a witchcraft artefact. Maybe that bust I ran across when I was poking around the place earlier? If it really is that thing, then damn it. I shoulda known that thing would come back to haunt me...\n\t\t<<elseif $job_blindkid_resolution.mainPhase eq 2>>\n\t\t\t<<if $job_witches_pendant.mainPhase eq 7>>So I went through the hab again with Fabienne - ran into a nasty Commisaria along the way - and the altar and everything was still there. Turns out Fabi's already got a buyer lined up and wants me to tag along for the handover, just in case thing get iffy. I have the feeling they might. Anyways, I'm to meet her by the Voider Shrine on B40.<<else>>So I went through the hab again with Commisaria Varai - ran into a Siren along the way too - and the altar and everything was still there. Varai tried to cut me out of figuring out what it's all for but I played my hand well. She says she's going to meet with one of her sources at the Voider Shrine on B40. Figure I should be there, preferably before she goes ahead without me.<</if>>\n\t\t<<elseif $job_blindkid_resolution.mainPhase eq 3>>\n\t\t\tLooks like I turned up too late for that meeting with <<if $job_witches_pendant.mainPhase eq 7>>Fabienne<<else>>Commisaria Varai<</if>> but, well, something else happened. Let's say it involved an old Demon that happened to give me some (hopefully) good intel: another shadow of the Witch Queen Namaz is behind this whole mess. According to the demon, the mad shadow is lurking in some member of the Corbei family. Talk about mindfuck. Literally. Assuming any of this is even true...\n\t\t<<elseif $job_blindkid_resolution.mainPhase eq 4>>\n\t\t\tLooks like I turned up too late for that meeting with <<if $job_witches_pendant.mainPhase eq 7>>Fabienne<<else>>Commisaria Varai<</if>> but, well, something else happened. Ran into an old Demon that I think was a copy of Irisa Namaz, that crazy Witch Queen. It tried to make a deal with me but seemed safest to just kill the damn thing. Mean, demon? Hello? The galaxy is definitely safer off without it but here's the kicker: according to the demon, there's actually ANOTHER copy of Namaz that's behind this whole Object whatnot mess. Assuming it's true, which I'm not, but wow.\n\t\t<<elseif $job_blindkid_resolution.mainPhase eq 98>>\n\t\t\tFollowed up on the artefact deal with <<if $job_witches_pendant.mainPhase eq 7>>Fabienne. Ran into an annoying Commisaraia and, well, turns out the artefact was a statue of Namaz. No clue what it does. She doesn't know either and is gonna sell it to her prospective buyer. It sounded like an iffy deal and she asked me to come along, just in case, but I refused. Don't wanna get too mixed up.<<else>>Varai. Ran into a Siren - no clue why it was there - but the important thing is the stuature was a bust of Namaz. Varai says she'll look into what it does and get back to me if there's anything relevant to my investigation. I figured it was best to leave it at that.<</if>>\n\t\t<<elseif $job_blindkid_resolution.mainPhase eq 99>>\n\t\t\tLooks like I turned up too late for that meeting with <<if $job_witches_pendant.mainPhase eq 7>>Fabienne<<else>>Commisaria Varai<</if>>. No one came. Oh well. Got better things to do.\n\t\t<</if>>\n\t</div>\n<</nobr>>
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Cryptic & Important<br>\n\tClient: Zweili<br>\n\t<<if $job_blindkid_shrine.mainPhase lt 98>>Priority: High<<elseif $job_blindkid_resolution.mainPhase gte 1 or $job_blindkid_shrine.mainPhase eq 98 or $job_blindkid_shrine.mainPhase eq 100 or $job_blindkid_shrine.mainPhase eq 101>><span class='greencolor'>Status: Completed</span><<else>><span class='redcolor'>Status: Aborted</span><</if>><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if $job_blindkid_shrine.mainPhase eq 1>>\n\t\t\tGot a real cryptic message from Zweili. Wants to meet at the Voider Shrine on B40. Says it's important. Figure I should probably get my ass down there.\n\t\t<<elseif $job_blindkid_shrine.mainPhase eq 2>>\n\t\t\tGot a real cryptic message from Zweili but it was a hoax. This eyeless kid - a Voider I think - told me something about Quantus VII being nuked and Corinthin being involved. Also, a Church agent named Aida Abi disappeared. I dunno what the real deal is but I said I'd keep an eye out for anything related to the disappearance. Seems important if you ask me.\n\t\t<<elseif $job_blindkid_shrine.mainPhase eq 2.5>>\n\t\t\tSo I ran into this girl named Aida at the Riptide. At least, she said that was her name, but it was a stolen identity? and something about a member of the Church being involved in... well, let's say it got complicated. The real interesting thing is some Erkan-Corbei shipt got wrecked somehow and is locked up in the Docks, berth B40-P51. Sounded like the Church was investigating the cause of the wreckage. Suspicious circumstances. Might be worth looking into. Unless it's a trap?\n\t\t<<elseif $job_blindkid_shrine.mainPhase eq 3>>\n\t\t\tSo I followed up on this Aida Abi affair and, well, things got weird. Apparently the real Aida left Scaffold 22 and this chick impersonating her is still here. Weird. At any rate, I found out the ship the real Aida left on got wrecked somehow and is locked up in the Docks, berth B40-P51. Sounded like the Church was investigating the cause of the wreckage. Probably worth checking out.\n\t\t<<elseif $job_blindkid_shrine.mainPhase eq 4>>\n\t\t\tSo I followed up on this Aida Abi affair and found the wrecked ship. Seems a lot like the girl got iced along with the rest of the crew - literally. The ship's power was out and everything but I found a semi-functional maintenance spider and it's last memory dump included some mention that the ship was being followed, though there was no indication of by who. Looks like another dead end.\n\t\t<<elseif $job_blindkid_shrine.mainPhase eq 5>>\n\t\t\tSo I followed up on this Aida Abi affair and found the wrecked ship. Ran into Commisaria Varai there and got some additional info: Aida was definitely killed when the ship's REACH core went nuclear. And that recording on the maint-spider, well, the vessel was probably being followed by the Church. No indication who or what destroyed the hauler though, or whether Corinthin was involved. Looks like another dead end.\n\t\t<<elseif $job_blindkid_shrine.mainPhase eq 6>>\n\t\t\tSo I followed up on this Aida Abi affair and found the wrecked ship. Ran into Commisaria Varai there and got some additional info: Aida was definitely killed when the ship's REACH core went nuclear. I mentioned the maintenance spider to the Commisaria and she sounded mildly intrigued at least. Maybe another case of someone tampering with ship's logs? Still no indication who destroyed the hauler though, or whether Corinthin was involved. Looks like another dead end.\n\t\t<<elseif $job_blindkid_shrine.mainPhase eq 98>>\n\t\t\tSo I followed up on this Aida Abi affair and found the wrecked ship. Ran into Commisaria Varai there and got a real earful. Anyways, no new intel on the Aida case beyond that she was definitely killed when the ship's REACH core went nuclear. Still no idea what that maintenance spider's audio recording was about - someone following the hauler by the sound of it but no indication who or what that was. Looks like another dead end.\n\t\t<<elseif $job_blindkid_shrine.mainPhase eq 99>>\n\t\t\tGot a real cryptic message from Zweili but it was a hoax. This eyeless kid - a Voider I think - told me some crap about Quantus VII being nuked and Corinthin being involved. He wanted my help but, yeah, sorry. Already got enough on my plate. Don't need to fuck with the Paladin Order too. \n\t\t<<elseif $job_blindkid_shrine.mainPhase eq 100>>\n\t\t\tWell, I found out where Aida Abi is: not around. She was sent on another missionary expedition, at least according to a message I found in the Corbei household. Seems like the Corbeis were trying to get hold of her too, probably about the whole Quantus VII affair. I doubt it's a coincidence the girl's safely away from Scaffold 22.\n\t\t<<elseif $job_blindkid_shrine.mainPhase eq 101>>\n\t\t\tSo I followed up on this Aida Abi affair and found the wrecked ship. Ran into Commisaria Varai there and, well, let's just say I'm none the wiser about what hapened. Aida Abi was killed when her ship's REACH core went nuclear. Still no idea what that maintenance spider's audio recording was about - someone following the hauler by the sound of it but no indication who or what that was. Too tricky a situation to get mixed up in though.\n\t\t<<elseif $job_blindkid_shrine.mainPhase eq 102>>\n\t\t\tRight, I tried to meet Zweili at the Voider Shrine like he said. But he wasn't there. Odd. Maybe he got delayed. Or something else got in the way?\n\t\t<<elseif $job_blindkid_shrine.mainPhase eq 103>>\n\t\t\tWell, I followed up on the Aida Abi thing. Found the hauler down in the docks as expected. But I'm none the wiser about what hapened. Aida Abi was killed when her ship's REACH core went nuclear. Still no idea what that maintenance spider's audio recording was about - someone following the hauler by the sound of it but no indication who or what that was. Doubtful I'll find out either, without more context. Which I don't have.\n\t\t<</if>>\n\t</div>\n<</nobr>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<set $subject = "">>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_augs_tut">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t<</if>>\n\t\t<<print '<<set $subject = $hud.messages[' + $i + '].subject>>'>>\n\t\t<<break>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> <<print $subject>>\n\nDear Prospective Customer,\n\nAugmentation is all the rage! But is bio-augmentation for you? In this informative e-pamphlet, we aim to dissect the medical realities of the cyber-gene age and make as much information on the topic publically available as we possibly can. An informed customer is, after all, a healthy repeat customer and Athena Medical Incorporated takes your wellbeing to heart.\n\n<div class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'><strong>Augmentation:</strong>\nThere are twi forms of augmentation in Scaffold 22:\n<<nobr>>\n<ul>\n\t<li><span class='greencolor'>biological:</span> requires time to unlock full potential, sold by fleshmelders</li>\n\t<li><span class='bluecolor'>cybernetic:</span> can be enhanced with one of three upgrade packs, sold by cyberneticists</li>\n</ul>\n<</nobr>><strong>To Gene or Borg?</strong>\nThe advantages to cybernetics and (cy)borgs is that the augment can be instantly installed, providing full benefits immediately, albeit at a price. The disadvantage to cybernetics is that only one upgrade can be active at any given time. Bio-Augments do not suffer from this issue but instead must remain installed for prolongued periods of time to gain meaningful effects. You can install up to three augments in your character: one each in head, chest, and arm slot. You can also modify your skin, though not all skin elements provide a bonus - some are merely cosmetic.</div>\nAthena Medical - Pharmatech for a better Tomorrow\n\n<<display 'CancelTutsButton'>>
<<nobr>>\n\t<<if $hud.expandMission1 eq false>>\n\t\t\t<div class = 'HUD_PdaExpandButton'>\n\t\t\t\t<<click 'Expand'>>\n\t\t\t\t\t<<set $hud.expandMission1 = true>>\n\t\t\t\t\t<<replace '#maintask-area1'>>\n\t\t\t\t\t\t<<display 'zweilitask_area1'>>\n\t\t\t\t\t<</replace>>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class = 'HUD_PdaExpandButton'>\n\t\t\t\t<<click 'Collapse'>>\n\t\t\t\t\t<<set $hud.expandMission1 = false>>\n\t\t\t\t\t<<replace '#maintask-area1'>>\n\t\t\t\t\t\t<<display 'zweilitask_area1'>>\n\t\t\t\t\t<</replace>>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\n\t\t<strong>\n\n\t\t\t<<if $job_abomination_investigate.hadRefugiumTalk>>Coven Eresi Involvement:\n\t\t\t<<elseif $job_conspiracy.instructionPhase gte 6>>Witches Coven Involvement:\n\t\t\t<<else>>Locating the Artefact:\n\t\t\t<</if>>\n\t\t</strong>\n\n\t<<if $hud.expandMission1>><br><br>\n\n\t\t<<if $job_abomination_investigate.hadRefugiumTalk>>\n\t\t\tOkay, so I've confirmed that Coven Eresi was (formerly) not involved with anything. They got themselves killed by Celena's sister I believe. \n\n\t\t\t<<if $chr_celena.met and $chr_celena.loc neq "none">>\n\t\t\t\tNow Celena's set up a refugee camp on Level B33 and I have the feeling she might not be so 'uninvolved' anymore.<br><br>\n\n\t\t\t\t<<if $job_abomination_investigate.abomRefugiumStage gt 2>>\n\t\t\t\t\t<<if $job_abomination_investigate.abomRefugiumStage eq 3>>\n\t\t\t\t\t\tI spoke to Vijar about the place and he thinks it'd be best we convert those willing to the Vision. I agree. There's no hope in Refugium. Better to teach them the hard lessons fast. At any rate, I'll be meeting with his 'friends' at the tramway station. \n\t\t\t\t\t<<elseif $job_abomination_investigate.abomRefugiumStage eq 4>>\n\t\t\t\t\t\tI spoke to Arva and she thinks it's best we wipe the place out. No point in letting everyone suffer, and I agree. Better they're just dead. So I'll be meeting with some of her abominations at the tramway station, and we'll go wipe that shithole out for good.\n\t\t\t\t\t<</if>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<if $chr_celena.relation eq "serious" or $chr_celena.isWitch>>\n\t\t\t\t\t\t<<if $job_abomination_investigate.abomRefugiumStage eq 0>>Good news is I think we're on the same side. Whatever that is. So... yay?\n\t\t\t\t\t\t<<elseif $job_abomination_investigate.abomRefugiumStage eq 1>>Good news is I think we're on the same side. Bad news is I heard from this guy called Allen that folk really got beef with me - surprise. Might wanna talk to Cel about that.\n\t\t\t\t\t\t<<elseif $job_abomination_investigate.abomRefugiumStage eq 2>>Anyways, I brought up the topic of local resentment. Seems Celena's just as apathetic as ever, even thinks the whole thing is a cosmic joke or something. Guess maybe it is to her. At any rate, I'm not entirely convinced I trust her on this. She seems... different.\n\t\t\t\t\t\t<</if>>\n\t\t\t\t\t<<else>>She didn't seem at all willing to compromise. Which could be a problem, because now I can't get inside this refugee camp. I kinda think I should get some more info on what's going on.\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\n\t\t\t<<else>>\n\t\t\t\tNow there's some sort of... thing going on on Level B33.<br><br>\n\n\t\t\t\tIt might be witchcraft related. At the very least, I suspect Celena is involved. Not sure how she pulled this out of her ass but I should get some more info on what's going on.\n\t\t\t<</if>>\n\n\n\t\t<<else>>\n\t\t\t<<if $job_conspiracy.instructionPhase gte 1>>Father Zweili asked me to find an artefact referred to as Object 55316 before it's moved off Scaffold 22. \n\t\t\t\t<<if $job_conspiracy.instructionPhase eq 1>>I should ask around. The B29 Bazar and Wilkin's Riptide on B28 would be the usual places to start. Someone must've heard something.<</if>>\n\n\t\t\t\t<<if $job_conspiracy.instructionPhase eq 2>><br><br>Mr. Wilkin told me a freelancer Captain named Alfrey Phillips might have been asked to move it. Apparently he hangs around the bar at the Riptide. \n\n\t\t\t\t\t<<if $loc_riptide.ignoredCaptain eq true>>Unfortunately, I buggered my chance when he appeared.<br><br>\n\n\t\tNo clue where the fucker got off to - probably whoring around or back on his ship or fuck knows what. Given the trade this dude's in, it's unlikely I'll find him again. And even if I do, he probably won't talk to me after the shit I pulled. So, long story short, I'll have to find my info somewhere else. Maybe someone down at the Bazar knows?\n\t\t\t\t\t<<else>>I should speak to him.\n\t\t\t\t\t<</if>>\n\n\t\t\t<<elseif $job_conspiracy.instructionPhase eq 3>>I talked to Captain Phillips, like Wilkins suggested I do, but he didn't know anything except that he'd been approached by someone who spoke like a Churchgoer down on the docks. Maybe I should look and ask around there?\n\n\t\t\t<<elseif $job_conspiracy.instructionPhase eq 4>>I asked Mr. Wilkin about the artefact but he didn't know anything. Looks like I'll have to search elsewhere. But the artefact was going to be moved off-station, right? So maybe someone down at the Docks knows.\n\n\t\t\t<<elseif $job_conspiracy.instructionPhase eq 5>>The Dockmaster told me a guy named Raj who lives somewhere in B Sector was asking around for freelancers who would take someone - maybe him and the Object? - off-station. I should look for Raj and find out what he's up to.\n\n\t\t\t<<elseif $job_conspiracy.instructionPhase eq 6>>\n\t\t\t\t<<if $chr_raj.met>>\n\t\t\t\t\tMy investigation led me to a man named Raj Winston. When I arrived at his place, he was attacked by a Wraith. I killed the creature and talked to the man. He claimed he got involved in the whole mess through his brother, who knew something about this artefact and asked Raj to help him sneak it off-world.<br><br>\n\n\t\tBased on what Raj said, it doesn't sound like his brother was acting like himself. I'm not sure what this means but the involvement of the Wraith hints at this having something to do with the Witches Coven. \n\t\t\t\t<<else>>\n\t\t\t\t\tMy investigation led me to a man named Raj Winston. When I arrived at his place, he was attacked by a Wraith. I stayed out of the scuffle but, yeah, it seems a damn lot like this might've been the work of the Witches Coven, given the nature of the abomination and all. \n\t\t\t\t<</if>>\n\t\t\t\t\n\t\t\t\t<<if $celena_loc eq "none">>Unfortunately Celena won't talk to me, but maybe I can find someone else with a connection to the Coven. Anska the flesh-melder maybe? She seems to be into that stuff.\n\t\t\t\t<<else>>I should try to contact them through Celena. If she isn't at Wilkin's Riptide, I'll find her at home.\n\t\t\t\t<</if>>\n\t\t\t\t<<if $chr_raj.met>>\n\t\t\t\t\t<<if $job_conspiracy.askedCultOfJuno>>Unfortunately, Raj was wrong and the Cult of Juno didn't know anything.\n\t\t\t\t\t<<else>>Raj also suggested the Cult of Juno might know.\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t\t<<if $job_coven.spokeVoiderShrine>>Got from a Voider they might be meeting near the Shrine at Storeroom 367.\n\t\t\t\t<</if>>\n\t\t\t\t<<if $job_coven.foundDnetMention>>Got off the DarkNet they might be meeting on Level B40, Storeroom 367.\n\t\t\t\t<</if>>\n\t\t\t\tAt any rate, I should determine if the witches are involved before I start pointing fingers.\n\n\t\t\t<<elseif $job_conspiracy.instructionPhase eq 7>>Following the incident with the Wraith at Raj's, I followed a lead to the Witches Coven that took me to a store room on Level B40. Someone hired an Oger to kill them.<br><br>\n\n\t\tDamn thing nearly took my head off but I took it down and found a message on its PDA. It didn't say much but apparently the employer contacted Mister Wilkin before turning to the Oger. \n\t\t\t<<if $job_fisher_extremists.locationPhase eq 1>>Can't ask a corpse for info, obviously, but I figure maybe Marisa can find something in Wilkin's files. Should speak to her.\n\t\t\t<<elseif $loc_riptide.ownedBy eq "marisa">>Can't ask the guy now since he's dead but maybe Marisa knows? Should speak to her.\n\t\t\t<<else>>I should pay him a visit and ask who wanted to hire his guys.\n\t\t\t<</if>>\n\n\t\t\t<<elseif $job_conspiracy.instructionPhase eq 8>>Following the incident with the Wraith at Raj's, I followed a lead to the Witches Coven that took me to a store room on Level B40. Someone hired an Oger to kill them.<br><br>\n\n\t\tDamn thing nearly took my head off but I took it down. Anyways, I looked around the store room and found evidence that suggests whoever hired the Oger contacted Mister Wilkin too. \n\t\t\t<<if $job_fisher_extremists.locationPhase eq 1>>He refused the job and I can't ask a corpse for info, obviously, \n\t\t\t\t<<if $factionlock.kobolWasViolent and $factionlock.kobolFactionAlign eq "kobol" and $factionlock.kobolHadRiptideTalk>>and I'm not on speaking terms with Marisa anymore. Damned. Maybe someone else knows?\n\t\t\t\t<<else>>but I figure Marisa might be able to find something in Wilkin's files. Should speak to her.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $loc_riptide.ownedBy eq "marisa">>He refused the job and obviously I can't ask the guy now since he's dead\n\t\t\t\t<<if $factionlock.kobolWasViolent and $factionlock.kobolFactionAlign eq "kobol" and $factionlock.kobolHadRiptideTalk>>and I can't even ask Marisa to look through his files since we're not on speaking terms anymore. Damn.\n\t\t\t\t<<else>>but maybe Marisa knows? Should speak to her.\n\t\t\t\t<</if>>\n\t\t\t<<else>>He refused the job but he might have met the dude I'm looking for in person.\n\t\t\t\t<<if $factionlock.kobolWasViolent and $factionlock.kobolFactionAlign eq "kobol" and $factionlock.kobolHadRiptideTalk>>Only problem is we're not on speaking terms anymore. Damn.\n\t\t\t\t<<else>>I should pay him a visit.\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\t<<elseif $job_conspiracy.instructionPhase eq 9>>Following the incident with the Wraith at Raj's, I followed a lead to the Witches Coven. Had a run-in with an Oger and found evidence that suggests whoever hired the Oger contacted Mister Wilkin too.<br><br>\n\n\t\t\tI got a little more info on what happened and an address: B5-731. <<if $job_fisher_extremists.locationPhase gte 1>>According to Marisa, it's all related to this rich chick from the low Bs.<<else>>Apparently the dude who hired the Oger is actually some rich chick.<</if>> Probably a witch but that's just speculation. At any rate, the place is only accessible by grav-car and there's heavy security in place. Gonna be a tricky one, that's for sure. Figure maybe I should bring along some backup.\n\n\t\t\t<<elseif $job_conspiracy.instructionPhase eq 10>>So I talked with Celena and headed over to her sister's (B5-731). Things didn't go well, to say the least. The witch is dead, sure, but I don't think I'll ever be talking to Celena again. Maybe it's better that way.\n\n\t\t\t<<elseif $job_conspiracy.instructionPhase eq 11>>So I talked with Celena and headed over to her sister's (B5-731). Things took an unexpected turn when Celena killed her sister in cold blood. Can't say I'm surprised. After what the girl's been though, I'd probably be pissed too.\n\n\t\t\t<<elseif $job_conspiracy.instructionPhase eq 12>>So I talked with Celena and headed over to her sister's (B5-731). Things took an unexpected turn when Celena killed her sister in cold blood. I'm not sure what to think of that. Maybe she's just snapped. Maybe not. It's real hard to tell.\n\n\t\t\t<<elseif $job_conspiracy.instructionPhase eq 13>>So I asked around and got intel that connects the Oger and maybe the Wraiths to a woman who lives up on Level B5. <<if $job_coven.buddy eq "gal">>Gal helped me take a look inside via remote and, well, the chick's dead. Not quite sure who iced her but we saw it. Clean kill. Professional.<<else>>I headed over there with <<if $job_coven.buddy eq "jalkovski">>Jalkovski<<else>>Fisher<</if>> and took the chick down.<</if>>\n\n\t\t\t<<elseif $job_conspiracy.instructionPhase eq 14>>So I asked around and got intel that connects the Oger and maybe the Wraiths to a woman who lives up on Level B5. I headed over there and took the chick down.\n\t\t\n\t\t\t<</if>>\n\n\t\t\t<<if $job_abomination_investigate.askedCorbeiEvents>><br><br>\n\t\t\t\tOkay, screw all former theories on the Eresi witch. She was at one point working with the Corbeis and - presumably - the Namaz demon. In fact, she was the reason the whole theft took place, but Xarea Corbei betrayed her and claimed the Object for her own ends. Which are a bit vague to say the least. Sounds like she just wanted to screw with everyone for the kicks.\n\t\t\t<<elseif $job_blindkid_resolution.mainPhase eq 3 or $job_blindkid_resolution.mainPhase eq 4>><br><br>\n\t\t\t\tWow, So I finally figured out how the deal with the Eresi witch leads back to Object 55316. Sorta. She was working with a demon of Witch Queen Namaz (yeah, I know, crazy). I think the whole ordeal was an attempt at covering tracks. \n\t\t\t\t\t<<if $job_blindkid_resolution.mainPhase eq 3>>Thankfully, I know where the demon is: Corbei Tower - hiding in one of the family members.<<else>>Which seems to have worked, seeing as I killed the (or one) demon but can't link any of it together reliably.<</if>>\n\t\t\t<<else>>\n\t\t\t\t<<if $job_conspiracy.instructionPhase eq 10>><br><br>\n\t\t\t\t\tUnfortunately, I still don't know what Faralah - Cel's deceased sister - had to do with the whole Object 55316 debacle. Obviously, she hired an Oger to kill the Witches Coven, and she must've raised the Wraiths, but I don't have a clue why. Maybe I don't have the full picture yet.\n\t\t\t\t<<elseif $job_conspiracy.instructionPhase eq 11>><br><br>\n\t\t\t\t\tTo the point however, Celena told me her sister took down the Coven out of spite. Cel thinks her sis was prompted by someone. Maybe an attempt at a cover-up? Or an attempt to blame the Coven for something they didn't do gone bad? I'm not sure.\n\t\t\t\t<<elseif $job_conspiracy.instructionPhase gte 10>>\n\t\t\t\t\tAt any rate, the Witch is dead but I'm not sure how she connects to Object 55316. I'll have to keep digging...\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<if $job_cathedral_hack.mainPhase gte 1>><br><br>\n\n\t\t\t<<if $job_cathedral_hack.mainPhase eq 1>>\n\t\t\t\tAnother lead: got a long-winded message by a machine priest about how the Cathedral was hacked when the theft of the Object took place. Wants me to look into the details. The tech used in the attack was sold by a local vendor down in the Bazar. Ashlake Cyberwares. Should probably go take a look.\n\t\t\t<<elseif $job_cathedral_hack.mainPhase eq 2>>\n\t\t\t\tAbout the intrusion at the Cathedral, I spoke to Ashlake from the cybershop of the same name. Gave me the details of a tech named Robin Carter, working indirectly for Erkan Corbei. Lives on B33 and is the guy who bought the tech. Ashlake seemed pretty damn convinced the guy wasn't a crook though. Better keep digging.\n\t\t\t<<elseif $job_cathedral_hack.mainPhase eq 3>>\n\t\t\t\tAbout the intrusion at the Cathedral, I got into Robin Carter's hab and, well, he definitely had the tech at some point. Seems to have been worried himself though; one of his logs noted he doubted the tech was being used for server testing. Dunno what happened next but he went to the EPROM for a second oppinion. Maybe I can figure out who he asked?\n\t\t\t<<elseif $job_cathedral_hack.mainPhase eq 4>>\n\t\t\t\tAbout the intrusion at the Cathedral, I went to the EPROM and followed up on Robert Carter. Found a source who more or less confirmed what I already knew: the intrusion agent was overkill and meshing it with the HailBorne was definitely illegal. No clue who did it but it may have been witchcraft; not standard crypto work at any rate.\n\t\t\t<<elseif $job_cathedral_hack.mainPhase eq 5>>\n\t\t\t\tAbout the intrusion at the Cathedral, I used the Xjanu-4 on Lord Otto's system and the agent threw up a data stream that was oddly... relevant. It claims whoever merged the intrusion agent with the HailBorne Node used at the Cathedral has probable links to witchcraft <<if $job_conspiracy.instructionPhase gte 10>> - pretty sure it was that witch I killed now -<</if>> and sold information about the theft to a competitor, specifically the Corbei family. Maybe they got their hands on the Object?\n\t\t\t<<elseif $job_cathedral_hack.mainPhase eq 98>>\n\t\t\t\tAbout the intrusion at the Cathedral, I went to the EPROM and followed up on Robert Carter. Found a source who more or less confirmed what I already knew: the intrusion agent was overkill and meshing it with the HailBorne was definitely illegal. Unfortunatley, I had to give up the copy of the intrusion agent I aquired. Not quite how I hoped this'd end.\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<if $job_fisher_extremists.locationPhase gte 1>><br><br>\n\n\t\t\t<<if $job_fisher_extremists.locationPhase eq 1>>\n\t\t\t\tHeard an interesting tidbit from Marisa: Wilkin sold information about Object 55316 to this rich bitch up in the low Bs. Apparently Wilkin had a lot of dirt on her. <<if $job_conspiracy.instructionPhase gte 10>>Not that it'll do much good. There wasn't enough time to look around for the Object. Maybe I should talk to Marisa.<<else>>If Marisa is telling the truth, this chick has the Object - or at least had it at one point.<</if>>\n\t\t\t<<elseif $job_fisher_extremists.locationPhase eq 2>>\n\t\t\t\tI told Marisa that Eresi chick is taken care of - the woman she claims stole Object 55316. Looks like Marisa might be able to get someone to poke around the premises, see if the artefact really is - or was - there. Until I get news on that front though, this line of investigation is still a dead end.\n\t\t\t<<elseif $job_fisher_extremists.locationPhase gte 3 and ($job_blindkid_resolution.mainPhase eq 3 or $job_blindkid_resolution.mainPhase eq 4)>>\n\t\t\t\tSo Lord Otto told me that Raj might be an enemy of the old foe. No clue if that's true but I figured out what was causing the Witches Coven to run all amok: a Namaz demon's influence. It seems like this damn thing has been lurking in the shadows all along and, judging by what I've seen, it's goal was to get people pointing fingers at all the wrong culprits to wreck havoc. I'd say it did a good job. So far.\n\t\t\t<<elseif $job_fisher_extremists.locationPhase eq 3>>\n\t\t\t\tSo Lord Otto told me that Raj might be an enemy of the old foe. He also says something out there related to the Witches Coven is running amok. No idea what it was but I'll wager a guess here: it's whoever or whatever was working with that Eresi woman and here's another guess: that person has the Object. But I got no leads on it (Otto's theories include: Sphinx, Witch, another Vampire). Not sure who to ask about this either but maybe someone knows... or not.\n\t\t\t<<elseif $job_fisher_extremists.locationPhase eq 4>>\n\t\t\t\tSo Lord Otto told me that Raj might be an enemy of the old foe. And that there's something out there related to the Witches Coven that's running amok. No idea what it was but I'll wager it's whoever or whatever was working with that Eresi woman. Judging by Otto's tone, it definitely has the Object. But we have no leads on it. Celena had some weird, gut-feelsy instinct on it but I doubt that's a valid source of intel. Guess I just gotta keep looking.\n\t\t\t<<elseif $job_fisher_extremists.locationPhase eq 5>>\n\t\t\t\tSo Lord Otto told me that Raj might be an enemy of the old foe. And that there's something out there related to the Witches Coven that's running amok. No idea what it was but I'll wager it's whoever or whatever was working with that Eresi woman. Judging by Otto's tone, it definitely has the Object. But we have no leads on it. Anska went on some rambling monologue about shadows between the stars when I vaguely brought up the topic. Not quite what I was hoping for.\n\t\t\t<<elseif $job_fisher_extremists.locationPhase eq 6>>\n\t\t\t\tSo Lord Otto told me that Raj might be an enemy of the old foe. And that there's something out there related to the Witches Coven that's running amok. No idea what it was but I'll wager it's whoever or whatever was working with that Eresi woman. Judging by Otto's tone, it definitely has the Object. But we have no leads on it. The best theory I've heard yet - and it's still bullshit - is Ith's ramble about it being a ghost from a time long past, whatever the hell that means. And I'm outa people to ask about cryptic shit.\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n<</if>>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Level B33 Scrap Yard</strong>\n\n<<nobr>>The Scrap Yard on Level B33 is a major bulk-dumping and recycling plant in B Sector. It is run by the Deepwellington Group in association with the Wilkin Administrative Group.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tLocated deep in [[Level B33|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "B33 Block"]], the Deepwellington Scrap Yard is the primary bulk-dumping and recycling plant in [[B Sector|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "B Sector"]]. It is run by the Deepwellington Group in close association with [[Wilkin's Raptors|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Wilkin's Riptide"]] and serves as a major source of employment for locals. Notable benefits compared to other recyling plants are the central location and relatively light grav-tunnel traffic. Unfortunately, the Scrap Yard has a dubious reputation and has been investigated for fraud and criminal activity several times, ableit without charges being made.<br><br>\n\nLocal rumor holds that a minor offshoot of the [[Sons of Kobol|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Sons of Kobol"]] operates out of the Scrap Yard, peddling illict goods in addition to their recycling business. It is believed this operation was established at some point during the [[Street Wars|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Street Wars"]] and accounts for at least half of the Yard's considerable income. No proof of these allegations has been found however, and many business still use the Deepwellington Scrap Yard as a bulk dumping poind tue to the aforementioned benefits.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_varai_conclude">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t<</if>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong>Our Agreement\n\n<<firstname>> Acrel,\n\n<<if $job_blindkid_resolution.mainPhase eq 98>>I spoke with my source. Alas, it was for naught, and we still do not know how the device I - it was indeed a sub-null communications relay - recovered was used. Should any new evidence come to light I will, of course, inform you, yet it is unlikely my source will determine anything we do not know already.<<else>>Where by the Loving Stars were you? I waited almost half an hour yet ultimately spoke to my source alone. Alas, it was for naught. I still am uncertan as to how the device I recovered - it was indeed a sub-null communications relay - was used. Do not expect me to inform you of any further progress, however. I cannot work with an associate who does not understand the concept of puntuality.<</if>>\n\nCordially,\n\nCommisaria Varai\nSt. Luciferius Commisariat\nB14 - Cathedral of Beams\nScaffold 22
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_invitation_conference">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t\t<<set $job_corpo_conference.mainPhase = 1>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> Of Interest\n\nVine,\n\nI was just informed of what transpired on Level B28. Hopefully you are well, though that is not why I am writing. A trusted source informed me that the Hegemony is sponsoring an informal conference here on Scaffold 22, to be visited by many high-ranking executives of various major corporations. Precisely what shall be discussed I do not know yet there may be a connection to recent events.\n\nIt is not my belief that direct inquiry will yield any utile information yet, should you wish to attend, my source would be willing to cooperate. Meet them at Icefall Cryogenics on Level B10 (Boulevard side). They will be waiting in the reception area. Come adequately dressed or they will not make contact, I am certain.\n\nMay the Loving Stars guide you, \nFather Zweili
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_sylbia_log">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> Fwd: Chat Log\n\nTo Self: chat log from just prior to deaths of Sylvia and Patricia Eresi. Looks like they knew something was up.\n\nSylvia: I just stopped by Esmaralda's. Found out why she wasn't at Gathering yesterday. You won't like it.\nPatricia: What do you mean?\nSylvia: She's dead. Whole Hab is a mess. Blood everywhere.\nPatricia: What? How?\nSylvia: I don't know. But maybe she was right. Maybe the rumors are true.\nSylvia: Better we talk in person. On my way home now. I'll hurry.\nSylvia: I don't know how to say this but, babe, I think I just saw a Wraith. It was gone when I looked again.\nSylvia: At the tramway station now. The thing's gone. I'm sure it was a Wraith though. \nPatricia: Be careful, dear.\nSylvia: Saw the Wraith again. It must be onto me. I'll be home in ten. Be ready.\nPatricia: Dear...\nSylvia: Just be ready. Okay? \nSylvia: And if you can find the courage, message our daughter. She won't lisetn to me. Not after last week.\nPatricia: Celena? What can she do?\nSylvia: Don't play stupid. You know what she is.\nPatricia: A disappointment.\nSylvia: Not what I meant. But please. See sense.\nSylvia: Never mind. Just be ready
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_loan">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t<</if>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> Affiliate Loan #VA-SH-3781\n\nDear <<formalname>>,\n\nThe St. Martin's Trust has recieved your request for an Affiliate Loan [Hunter, Sanctioned, Class V] and approved the transaction. A direct credit transfer of [4000 C] has been made to your personal account. The terms, conditions, and benefits of the agreement are described below:\n\n- For duration of employ with the Church of Eden, [150 C] will be deducted from every comission paid to you\n- [60%] of every deduction will be automatically added to your unemployment and disability benefits\n- [40%] of every deduction will be automatically paid against our loan and interest [5%]\n- Upon full repayment of loan, [100%] of every deduction will be added to your unemployment and disability benefits\n- Upon full repayment of loan, you can pay out the benefits agreement at any time by contacting the St. Martin's Trust\n- Should the terms and agreements prove dissatisfactory, you can cancel this loan within [24 GSH] of signing\n\nNOTE: this is an automated message. Please contact [Rajiq Kamkatoa] directly if you have any further questions.\n \nLoving Stars Bless,\n\nRajiq Kamkatoa\nSt. Martins Trust\nSMB Financial Advisor\nB Sector, Scaffold 22
<<display 'HUD_CodexBackButton'>><strong>Mercenaries</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_merc_syndicate_rifle.png]]</div>Individuals contracted by private security firms or criminal organizations, Mercenaries or Mercs are trained professionals who enforce order in return for their paycheck.<br><br>\n\n<span class='redcolor'>Immunity:</span> (frequently) <<print $toxinDamageType>><br>\n<span class='yellowcolor'>Strength:</span> n/a<br>\n<span class='greencolor'>Weakness:</span> n/a<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tCommon across the galaxy, Mercenaries - or Mercs - are trained professionals hired by both legitimate security contractors such as [[Syndicate 4|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Syndicate 4"]] and criminal organizations such as the [[Sons of Kobol|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Sons of Kobol"]] to enforce order in return for payment. Regardless of whether their deployment is officially sanctioned or not, one trait unifies all mercs: their high-quality assault weapons and prevalent use of [[combat armor|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Combat Armor"]]. Most mercs operate with at least para-military efficiency and are a serious threat - or ally - to security officials.<br><br>\n\n\t\t\t\tThey frequently carry advanced tactical gear and are privy to battlefield experience, able to execute organized assaults with supporting technology such as IntelliDiscs. When confronted with such individuals, security officials are advised to call for additional support or, failing this, rely on technology and firepower of their own to overcome the threat. Absent sufficiently advanced weaponry, it is often possible to surrent - or offer payment in return for one's life, provided a mercenary group is not given orders to neutralize on sight.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Crusade of Eden</strong>\n\n<<nobr>>\n[>img["https://rage-productions.com/game-content/scaffold-22/images/crusade.png"]]Significant pan-galactic conflict between the Church of Eden and the Corporate hegemony which took place in the late 25th century. Led to the rise of the Church as the dominant political and spiritual power.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe Crusade of Eden was an interstellar conflict which took place from 25631 to 25952 between the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and a loose coalition of corporations led by the [[Corporate Hegemony|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]]. While the precise reasons of the [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] calling for a crusade against the [[Hegemony|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]] are unknown, it is widely accepted that the Crusade of Eden was caused by centuries of political and social oppression by corporate overlords that left followers of [[Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] disgruntled and disdainful of their employers.<br><br>\n\nWhile the Crusade may have begun as what corporate spokespeople termed a 'militant fanatical uprising', the Crusade quickly gained momentum and the official support of the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]], which converted its considerable private assets into warfleets and vowed to assist those believers who risked their for the legitemacy of their devout beliefs. In less than a cycle, what had begun as an insurrection exploded into pan-system catastrophy which threatened the livelyhoods of trillions of people for over thee centuries until the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and their corporate adversaries finally agreed on terms and negotiated peace.<br><br>\n\nAccounts vary but, according to most reputable sources, the Crusade of Eden put the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] on the galactic map as a major political player for the first time. Thus, while the Crusade may have ended two milennia ago and has long been discarded as a topic of public discourse, the ramifications of those events can be felt by believers and corporate employees to this day. The Crusade of Eden also led to [[Chruch|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] formally recognizing their militant offshoots, the [[Paladin Order|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Paladin"]] and the [[Knights of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Knights of Eden"]], both of which remain active to this day under strict supervision of the [[Church's|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] clergy.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>B10 Crossroads</strong>\n\n<<nobr>>\nLocated on the Inner Ring, the B10 Crossroads link B Sector to various other major traffic arteries - notably A and C Sectors. The area is known to be a busy traffic artery and active melting pot of various local traditions an cultures. It is inhabited predominatly by middle-class citizens and is considered one of the most secure, albeit chaotic, zones in B Sector.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe Level B10 Crossroads is a major foot and grav-car traffic hub comprised of an interchange that links several major fastways, a large tramway nexus and a pedestrian zone that spans several kilometers of the Inner Ring. Home to numerous corporate retailers, many middle-class citizens of B Sector, and a collage of artfully decorated holoboards that have made this junctoin famous across the galaxy, the Crossroads count among the most vibrant, lively and chaotic zones on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]].<br><br>\n\nMost notably however the Level B10 Crossroads mark the dividing line between the lower and upper B-levels. For this reason, the Crossroads has become a melting pot for citizens of all classes, cultures and religions, lending the Crossroads an air of open-mindedness that cannot be found in most areas of B Sector. The Crossroads are also known to be unusually safe, with both street wars and corporate rivalries being all but absent from public life. These circumstance have given rise to a unique pehnomenon wherein many lower-class citizens attempt to make the 'jump' to a better life on the Crossroads while upper-class citizens, tired of a secluded existence, willingly 'stoop' to the vibrant yet peaceful atmosphere of the Crossroads.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<strong>The forgotten Empire</strong>\n- a historic quicktext by Raj Winston\n\nThe Empire of Man (est. 14121 Galactic Standard, dem. 23551 Galactic Standard) is the largest unified galactic government to have existed in history. Little is known of the Empire's early centuries yet, by the year 17314 GSY, it spanned virtually every known system and sector. Aside from unifying political power across the galaxy for the first time, the Empire enforced recognizable social norms and conventions on all their worlds, binding the galactic community together for the first time. Further achievements include the profilation of then-radical technological innovations to virtually every system and the establishment of mechanisms to share knowledge across the vast empire, ensuring equal education and development chances independant of an individual's birthworld. Even the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]], erronously believed to be the first pan-galactic political body to have existed by many contemporary historians, has not managed to achieve such widespread and cosistent influence. \n\nOne should however not confuse the Empire of Man with a benevolent or indeed peaceful rule. This can be seen from the fundamental building block of the Empire, which is right of any man or woman - these genders are mentioned explicity; there is no information on the treatment of transgendered or similar individuals - to pursue the Empire's sacred goals of power, wealth, and status by any means necessary. This nigh-religious belief in one's own greatness led to the formation of a rigid caste system wherein powerful Lords and Ladies ruled over a host of lesser subjects that ranged from educated vassels to lowly slaves. Oppression of the unfortunate and hunger for ever greater power were rife in the Empire, leading to frequent intruigue, conquest and treachery among the many noble houses vying for the revered Throne of the Emperor. Fortunate individuals unable or unwilling to compete in the political playfield frequently aggregated their power in form of pan-system organizations and vied for control over those, closely mirroring the political realities of the Empire.\n\nPerhaps ironically, many of these organizations have outlasted the Empire that spawned them and some continue to exist in altered form today. To name a few: the Trade Conglomerate, now the Corporate Hegemony; the Imperial Solar Knights, now the Paladin Order; the Temple of Sol, since absorbed into the Church of Eden; and the Daughers of Athena, now embodied in the last remnants of the Witches Covens. One can - and should - for these reasons consider the Empire of Man to be progenitor of galactic society as we know it today - a realization few contemporary works appear to make.\n\n----\n\n<strong>The rise and fall of Horus</strong>\n- a historic quicktext by Raj Winston\n\nIt in in the year 23151, the heyday of the Empire of Man, where Lords and Ladies ruled the weak and roamed the void aided by then-revoltionary REACH cores, that we first find mention of Horus. We can only imagine where he came from or, indeed, how a man of little status and wealth managed to circumvent the Empire's rigid cast system and rise to the position of prominent Trade Baron in the Aquarius system. What we can say with absolute certainty is that Horus embodied the Empire of Man in its most fundamental way. His lust for status and power was insatable. No deal could not turn a profit, no venture could be too risky, and no rival could be allowed even an inch of headway in this powerful game of Trade Wars. \n\nOne might believe that the Empire looked up at Horus as a god; as the essence of their greatness made flesh and blood. Yet to believe thus would be a fallacy. Many lesser subjects of the Empire no doubt heard tales of Horus and thought him a godlike being yet the Lords and Ladies, who had lived for so many millenia, by means of the technological abomination we today know as Vampirism, and begun to grow weary of the constant struggle for power, saw in this young upstart a threat to their newly found consistency. Were others to follow Horus's example, were they to rise to the occasion and grab what power, status, and wealth they can, then the Empire would return to the old ways, where the noble houses engaged in warfare and millions bled for shreds of insignificance. So it was decided by none other than the Emperor that, for the sake of stability, Horus must die.\n\nIt was to be a simple task. An assassin would be sent to the Trade Baron. It had worked so often among the Lords and Ladies. Surely it would suffice to kill Horus. Thus the Lords and Ladies hoped that, in less than a decade, their worries would be over. Yet Horus did not play by their plans. His ambitions were to become more than a mere Trade Baron in the Aquarius System and he understood that, in order to achieve these ends, he would require allies. Unlike the Barons of the past however he did not turn to the local Lord. No, Horus gathered his power from those not unlike him. First he approached the Temple of Sol, where many unfortunates prayed for better fortune, and found his plea heard by the many. Then he turned to the Solar Knights, who had not fought a true battle in over a century, and made his case well. Finally he returned to the Trade Conglomerate, claiming his rule would bring greater profit than the stagnant rule of any Lord or Lady if only they would lend him their vessels, and found open ears there too.\n\nPrecisely what follows is open to interpretation yet, in less than a decade, the Aquarius system lay in the hands of Horus. His rule, founded on the principles of the Empire, could only be legitemate in the eyes of the public. After all, this man, this lowly lad who had risen to Lord of an entire solar system, had merely done what the Empire claimed to be at the heart of every man or woman. And while the rule of Horus lasted only five years before he was assassinated as per the orders of the Emperor, he would die a martyr in whose demise would shatter the very foundations of the Empire. Radical thought and oppertunism of the many, so long suppressed by the ruling caste, seeped into the minds of many Imperial citizens. Those with little to loose began to think that if Horus could do it, then they could too. \n\nWithin the Trade Conglomerate in particular, the deeds of Horus were met with reverance and the reaction of the Empire with spite. For the Lords and Ladies, not Horus, had with their actions betrayed their true face. They were weak. They were scared. Of a single man. And while that man would not lead to the downfall of the Empire, his success would be the inspiration for many that followed. Indeed, not a century later, on the day the Daughters of Athena turned their backs on the besieged Empire and lent seductive arts to the forces of the Trade Conglomerate, Celena of Terrana herself would say: \n\n"I am but one woman among billions but I speak from the heart, and for every true human being in this galaxy, when I claim that the Empire we have loved, the empire that brought forth legendary individuals such as Arthurius, Celestia, and Xarxes, lost the right to deserve our love the day it condemned Horus to death for being nothing more than the man he wished to be. Today I honor the memory of this great man and, by my right to free will, choose not to betray my Emperor but to uphold the belief he and those who follow him have conveniently neglected in a pathetic attempt at self-preservation."\n\n----\n\n<strong>The Occultists of Eden</strong>\n- a historic quicktext by Raj Winston\n\nIn times long past, times that few today remember, the Empire of Man ruled the galaxy. Under the laws of this society, it was right of any man or woman to pursue the Empire's sacred goals of power, wealth, and status by any means necessary. It was their belief that humans, true to their nature, must pursue these ends in order to both thrive and indeed survive. Thus those who held power subjected those who had none. Those with the means to do so lavished in luxury while those who could not toiled in slavery. Indeed, so engrained was this belief in society at the time, that even the lowliest of slaves must, by virtue of their humanity, utterly adore themselves and place their own interests before all others, for to not do so was a sin worthy of punishment worse than death.\n\nYet not all believed thus, one quickly realizes, for historic documents speak of a select few believed that strength came not only from within but from the community that supported the individual. Hunted and hated by society at large, these individuals were branded occultists who had betrayed their true inner nature and suscribed to an unnatural faith. These were the Cultists of Eden, whose name refers to archaic scripture in which Eden is a garden of plenty for all. These cultists were criminals, outlaws, indeed affronts to natural order of the galaxy. So flawed were these beliefs that entire Cults would risk - even sacrifice - their lives in attempts to save individuals condemned to certain death. So twisted were these men and women that, when faced with threats of death or slavery, they would stand together against insurmountable odds, and thereby prove that they possessed not a shred of common sense.\n\nDespite harshest percecution, the Cultists of Eden continued to survive under Imperial rule, resurfacing every so often in the most unusual corners of the galaxy. Repeated attempts were made to shame, humiliate, re-educate and ultimately eradicate these misguided heretics, yet the Cult of Eden persevered, ever clinging to their belief that community mattered and that even if many died, their belief would outlast the Empire of Man. As we know today, their belief held true and, while the Empire of Man crumbled, communities built by the Cult of Eden became known as safe havens for those with nowhere left to run. Even in the shadow of the Corporate Hegemony and the Hegemony Wars, the Cult grew steadly, the ranks of believers fed by lost and forsaken souls who knew not where else to turn. \n\nSo it came that, in the darkest age of the galaxy, where science refused to answer questions for fear that competitors would turn a profit from proprietary information, knowledge that had been commonplace among the Empire survived. Questions that the average corporate employee could not answer - how does REACH work, what is the theory of evolution, how can a mental illness affect physical health, etc. - were well known to faithful believers. Capitalizing on this knowledge, the Cult of Eden quickly rose to rival many coporate powers and, by 24457, was already being referred to as the Church of Eden. It would take another millenia, until the Crusade of Eden began in 25631, for the Cult to ultimately establish itself as the dominant galactic power it is today.\n\nIt bears to remember however that the Church of Eden was never founded on divine law or sacred scripture that explains the origins of humanity. No, the Church of Eden in its original form was based on the one great question that, despite all their knowledge, no one could answer: where does humanity come from? Whether one believes as many do today that Eden is a mythical place, or whether one follows the original beliefs of the Cult, namely that Eden is a planet in this galaxy, is less important. The nature of the question, and the reason we must ask it today, however, should not be forgotten. For therein lies an undeniable truth: what we as a race believe to be true and what we know to be true is not constant over the millenia but shifts in direct relation to the collective volume and depth of knowledge we possess at any given time.
<<display 'HUD_CodexBackButton'>><strong>Church of Eden</strong>\n\n<<nobr>>\n[>img[https://rage-productions.com/game-content/scaffold-22/images/church.png]]Officially a pan-galactic religious institution, the Church of Eden is the de-facto polical power in the contemporary galaxy. Its churches, temples, agencies, and missions can be found on virtually every world and habitation platform in civilized space.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe Church of Eden is a pan-system religious and political entity professing belief in Eden as the mythical homeworld of humanity which will one day be reclaimed. While history records mention of the Church of Eden as far back as 22631, the Church only gained widespread public support and political power during the [[Crusade of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Crusade of Eden"]]. Today the Church of Eden is a powerful player in social, political and economical circles, with some form of representation on every major space station and many colonized worlds.<br><br>\n\nAlthough the Church's primary reason d'etre is to provide spiritual guidance for believers, the Church is equally well known - and feared - for its political influence and the resulting ability to weigh in on corporate politics across the galaxy. Despite repeated attempts from corporations to distance themselves from the Church, thereby avoiding taxes levied on generated revenue, the Church of Eden has continually asserted its dominance in galactic politics, either through personal connections, political maneuvering, bribery, or - in rare cases - direct intervention via the [[Paladin Order|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Paladin"]] and [[Knights of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Knights of Eden"]]. As a result, Church law and, by implication, Church morals have become the de-facto standard on many worlds across the galaxy, often superceeding corporate policy and private contracts unless these are explicitly recognized by the Church of Eden. <br><br>\n\nUnderstandably, the widespread influence of the Church has led disingenuous voices to question both the legitemacy and the actions of the Church. Critis focus primarily on the Church's political meddling and oft-cited yet seldom pursued myth of Eden, both of which are viewed by some to be clear indications the Chruch has lost sight of its purpose: reclamation of Eden. However, according to latest census polls (dated 26991), the Church of Eden is generally viewed as stabilizing and benificial, unifying the diverse population of the galaxy through a singular, universally recognized ideal.<br><br>\n\nAccording to the same polls, particular praise is given the Chruch's social and spiritual initiatives, programs which aim to aid unfortunates who have been ignored or cast out by corporate entities. With few other institutions to turn to and none who posess the means the Church does, it is understandable that the underclasses of the galaxy - particularly those who have been at odds with corporate entities in the past - find themselves drawn to the Chruch in search of compassion, council and sometimes even employment. While not all who turn to the Church embrace the strict doctrine and moral code demanded by the Clergy, this relationship with the 'common' folk is largely beneficial to the Chruch, forming a base of popular power that few corporations can compete with.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Undersprawl Incident<br>\n\tClient: None<br>\n\t<<if $job_undersprawl_purge.mainPhase lt 9>>Priority: Low<<elseif $job_undersprawl_purge.mainPhase eq 9 or $job_undersprawl_purge.mainPhase eq 10 or $job_undersprawl_purge.mainPhase eq 11>>Status: <span class='greencolor'>Completed</span><<else>>Status: <span class='redcolor'>Aborted</span><</if>><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if $job_undersprawl_purge.mainPhase eq 1>>\n\t\t\tZweili messaged me, mentioning that a certain Brother-Scribe Jal Xuhe. Aparently he's a Purifier and was asking about my little jaunt into the Undersprawl. Not sure what this is about but the Scribe is stationed at the Quarantine Line on Level B30. Maybe I should go meet him.\n\t\t<<elseif $job_undersprawl_purge.mainPhase eq 2>>\n\t\t\tBrother-Scribe Jal Xuhe asked me to investigate the goings on in the Undersprawl. Not sure what's up exactly but it sounds like something nasty's brewing - something that's specifically targeting Purifiers. I've agreed to take a look around.\n\t\t<<elseif $job_undersprawl_purge.mainPhase eq 3>>\n\t\t\tBrother-Scribe Jal Xuhe asked me to investigate the goings on in the Undersprawl but there's something definitely afoot here; something the Purifier General is being careful to hide. No clue what the real deal is but I've agreed to take a look around.\n\t\t<<elseif $job_undersprawl_purge.mainPhase eq 4>>\n\t\t\tI headed into the Undersprawl like Brother-Scribe Xuhe asked and found a death cult lurking there. Judging by what I heard, there was some kinda revolt after some kinda outbreak. Thinks went wonky after that and now the whole zone's a death trap. Basically.\n\t\t<<elseif $job_undersprawl_purge.mainPhase eq 5>>\n\t\t\tI headed into the Undersprawl like Brother-Scribe Xuhe asked and found what's left of one of the earlier Cleansing Teams. All dead. Mauled by an Oger. They joined this Death Cult by the looks of it. Way it sounded, they had nothing left to loose. Which isn't surprising, given the whole zone's a fricking death trap, but one thing's for sure: it doesn't seem like anything's hidden down here - except the wretched fate of those who survived.\n\t\t<<elseif $job_undersprawl_purge.mainPhase eq 6>>\n\t\t\tI headed into the Undersprawl like Brother-Scribe Xuhe asked and found what's left of one of the earlier Cleansing Teams. All dead. Mauled by an Oger. Joined this Death Cult by the looks of it and one of the Cult's leaders confirmed that the Purifiers all went willingly to their end. Not sure how to feel about all this but I'm starting to think there's nothing hidden down here - except the wretched fate of those who survived.\n\t\t<<elseif $job_undersprawl_purge.mainPhase eq 7>>\n\t\t\tI headed into the Undersprawl like Brother-Scribe Xuhe asked and found what's left of one of the earlier Cleansing Teams. All dead. Mauled by an Oger. Joined this Death Cult by the looks of it. Also found another passage leading deeper into the Sprawl. Maybe there's more to be found down here than I thought. That, or I'll just run into more desperate souls and rotting corpses.\n\t\t<<elseif $job_undersprawl_purge.mainPhase eq 8>>\n\t\t\tI headed into the Undersprawl like Brother-Scribe Xuhe asked and found what's left of one of the earlier Cleansing Teams. All dead. Mauled by an Oger. Joined this Death Cult by the looks of it. Also found another passage leading deeper into the Sprawl. Somewhere around down there I found a dead Athena Medical employee who was keeping a journal on the outbreak. Nothing conclusive though.\n\t\t<<elseif $job_undersprawl_purge.mainPhase eq 9>>\n\t\t\tI headed into the Undersprawl like Brother-Scribe Xuhe asked but, yeah, turns out it was a waste of time. No abominable influence. Nothing out of the ordinary. Just a damned deadly plague that swept the area. Consider that case closed - as much as there ever was a case.\n\t\t<<elseif $job_undersprawl_purge.mainPhase eq 10>>\n\t\t\tI headed into the Undersprawl like Brother-Scribe Xuhe and found a mention of Athena Medical. Except now the Scribe's convinced there was no abominable influence. Nothing out of the ordinary. Nope. I hardly believe that. Maybe I can follow up on this. Poke around a bit more. As far as Jal Xuhe is concerned however, the investigation is over.\n\t\t<<elseif $job_undersprawl_purge.mainPhase eq 11>>\n\t\t\tWell, I might've gotten this whole thing wrong. Looks like what happened in the Undersprawl really was just a freak accident, one so deadly they had to pull aid efforts to avoid an even worse catastrophy. At least that's what the experts say. I'm kinda inclined to believe this.\n\t\t<<elseif $job_undersprawl_purge.mainPhase eq 99>>\n\t\t\tBrother-Scribe Jal Xuhe asked me to investigate the goings on in the Undersprawl but I said I didn't have time. Purifiers can short out their own business as far as I'm concerned. Got more important things on my plate.\n\t\t<</if>>\n\t</div>\n<</nobr>>
<<nobr>>\n\t<<if $hud.expandMission2 eq false>>\n\t\t\t<div class = 'HUD_PdaExpandButton'>\n\t\t\t\t<<click 'Expand'>>\n\t\t\t\t\t<<set $hud.expandMission2 = true>>\n\t\t\t\t\t<<replace '#maintask-area2'>>\n\t\t\t\t\t\t<<display 'zweilitask_area2'>>\n\t\t\t\t\t<</replace>>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class = 'HUD_PdaExpandButton'>\n\t\t\t\t<<click 'Collapse'>>\n\t\t\t\t\t<<set $hud.expandMission2 = false>>\n\t\t\t\t\t<<replace '#maintask-area2'>>\n\t\t\t\t\t\t<<display 'zweilitask_area2'>>\n\t\t\t\t\t<</replace>>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\n\t<strong>Nature of the Artefact:</strong>\n\n\t<<if $hud.expandMission2>><br><br>\n\n\t\t\t<<if $job_conspiracy.knowledgePhase eq 0>>Honestly, I have no idea what this damn thing is. Maybe I should've asked Zweili a bit more. But too late for that. Maybe someone I know will be able to provide info.\n\n\t\t\t<<elseif $job_conspiracy.knowledgePhase eq 1>>Honestly, I don't know much about the damn thing. It's apparently a fist-sized objects that's really old. Maybe it's a device of some kind? Zweili says it was recovered from a mining planet called Quantus VII. Never heard of the place. At any rate, Zweili thinks people who've seen it would remember it.\n\n\t\t\t<<elseif $job_conspiracy.knowledgePhase eq 2>>I've heard from a less-than reputable source (Anska) that the Object is a fist-sized cube removed from a larger device recovered from a mining planet called Quantus VII. <<if $chr_raj.alive>>A man named Raj, who lives somewhere in B Sector, might be in posession of - or have seen - the Object. I should go look for Raj and find out what he knows.<<else>>A man named Raj, who lives somewhere in B Sector, might have known more but he's dead and this looks like a dead end - literally.<</if>>\n\n\t\t\t<<elseif $job_conspiracy.knowledgePhase eq 3>>Raj Winston confirmed what I knew about the Object already: it was part of a larger device found on a mining planet called Quantus VII and returned to Scaffold 22 on a Church cruiser. Whatever it is, it must be more important than I thought, because someone's been putting a lot of credits, resources and effort into stealing it without leaving a trail. That's not amateur work.\n\n\t\t\t<<elseif $job_conspiracy.knowledgePhase eq 4>>For all the trouble this damn Object is causing, I really wish I knew what the fuck it is. So far I've established it's from the prehistoric Empire of Man - whatever the hell that was; the Codex doens't even have a page on it - and used to be part of some bigger device. Ith told me it might be a memory sphere that predates known history. Sure would explain why the Church had the thing locked up. Doesn't explain who stole it or why but I have the nasty feeling Raj <<if $chr_raj.alive eq true>>knows more about this mess than he let on. I should question him again.<<else>>knew more about this than he let on. Not that I'll figure out what, seeing as he's dead now.<</if>>\n\n\t\t\t<<elseif $job_conspiracy.knowledgePhase eq 5>>So I talked to Raj <<if $chr_raj.alive eq false>>before he, uh, died <</if>>and he bombarded me with serious information overload. Nothing that tells me anything about Object 55316 except that it really might be an memory core dating back to this Empire of Man - apparently the Church is suppressing intel on that, which is why I couldn't find anything on it.<br><br>\n\n\t\tAnyways, Raj also mentioned this guy called - get this - Tobias Albrecht Gartner. He's a middle school teacher at Abacus down on Level B30. Raj doesn't think he's involved in any of this but he did mention the Objet to this dude so I'm gonna go check out his story too, just in case.\n\n\t\t\t<<elseif $job_conspiracy.knowledgePhase eq 6>>Well, I went to Abacus Middleschool and talked to this Tobias Albrecht Gartner dude - and ran into an Acheri there but that's not my problem. At any rate, Tobias Gartner didn't really know anything.<br><br>\n\n\t\tSo we're still at Object 55316 might be an memory core dating back to this Empire of Man. But I did get another name, Luca Depechionne. He's a maintenance tech at Erkan-Corbei Minerals Group HQ - aren't they the same corpo that owns Quantus VII, the planet the Object was found on? - and apparently knows a thing or two about ancient tech.<br><br>\n\n\t\t\tAt any rate, he lives on Level B28. Hab 271, Unit 4, with his roommate Lanina<<if $chr_lanina.met eq true>> - might be the same Lanina Cel introduced me to<</if>>. So, yeah, I should drop by and talk to Luca, see what he knows about the Object and make sure he really wasn't part of this conspiracy to steal it.\n\n\t\t\t<<elseif $job_conspiracy.knowledgePhase eq 7>>Well, I went to Abacus Middleschool and talked to this Tobias Albrecht Gartner dude. I ran into an Acheri along the way, which Tobias demanded I take down before he'd talk. <<if $enc_acheri.dead eq true>>So I took the abomination out but<<else>>The abomination got away, not that it matters.<</if>> Tobias Gartner didn't really know anything.<br><br>\n\n\t\tSo we're still at Object 55316 might be an memory core dating back to this Empire of Man. But I did get another name, Luca Depechionne. He's a maintenance tech at Erkan-Corbei Minerals Group HQ - aren't they the same corpo that owns Quantus VII, the planet the Object was found on? - and apparently knows a thing or two about ancient tech.<br><br>\n\n\t\t\tAt any rate, he lives on Level B28. Hab 271, Unit 4, with his roommate Lanina<<if $chr_lanina.met eq true>> - might be the same Lanina Cel introduced me to<</if>>. So, yeah, I should talk to Luca, see what he knows about the Object and make sure he really wasn't part of this conspiracy to steal it.\n\n\t\t\t<<elseif $job_conspiracy.knowledgePhase eq 8>>So after asking half the damn historic geek society of Scaffold 22 I finally, finally, found someone who could tell me what Object 55316 is. Congrats to Mr. Luca Depechionne - who's otherwise the biggest asshat in the galaxy but whatever.<br><br>\n\n\t\t\tAnyways, to the specifics: Object 55316 is a memory core that was removed from a portal device that dates back to the Empire of Man. All bets are on it containing coordinates for every portal in the galaxy, or at least where they used to be before they were destroyed, meaning it will also contain the location Terrana portal. In other words it's a map to Eden. Explains why someone was after it. Mean, it's basically the Church's ticket to cementing themselves in power for at least another millenia.<br><br>\n\n\t\t\tLuca also mentioned the Disciples of Sol, some sort of conspiracy-theorist-esque group, who might be behind it. Apparently Raj knows more about them. <<if $chr_raj.alive eq true>>I should probably drop by and ask his oppinion.<<else>>Which means I'm at a dead end, seeing as Raj is dead.<</if>>\n\n\t\t\t<<elseif $job_conspiracy.knowledgePhase eq 9>>So after asking half the damn historic geek society of Scaffold 22 I finally, finally, found someone who could tell me what Object 55316 is. Congrats to Mr. Luca Depechionne - who's otherwise the biggest asshat in the galaxy but whatever.<br><br>\n\n\t\t\tAnyways, to the specifics: Object 55316 is a memory core that was removed from a portal device that dates back to the Empire of Man. All bets are on it containing coordinates for every portal in the galaxy, or at least where they used to be before they were destroyed, meaning it will also contain the location Terrana portal. In other words it's a map to Eden. Explains why someone was after it. Mean, it's basically the Church's ticket to cementing themselves in power for at least another millenia.<br><br>\n\n\t\t\tLuca also mentioned the Disciples of Sol but I talked to Raj and he's sure they're just a bad conspiracy theory. I dunno but, given the evidence he showed me, I'm inclined to believe him - and take him up on that brandy offer sometime. Could use a drink after all this.\n\t\t\t<</if>>\n\n\t\t\t<<if $job_fisher_extremists.instructionPhase gte 13 or $job_blindkid_shrine.mainPhase gte 2 or $randomEncounterPhases.darknetPaladinMessage eq 1 or $factionlock.kobolPhase eq 2 or $job_abomination_investigate.cultStatus eq "conflict_resolved">><br><br>\n\n\n\t\t\t\t<<if $job_abomination_investigate.askedCorbeiObject>>\n\t\t\t\t\tI've had it confirmed by Xarea Eresi that the Object isn't relevant to any of this mess. It is however being misinterpreted as a threat to galactic stability by the Paladin Order. I'm going to go out on a limb her and assume that, if I keep going the way I have been, they're going to be damned interested in icing me. So I'd better be prepared for one of those bastards gunning for my ass.\n\t\t\t\t<<elseif $job_abomination_investigate.cultStatus eq "conflict_resolved">>\n\t\t\t\t\tI've heard from the Visionaries that the Object isn't really the key to all this. Weird. Okay. But the thing is the Paladin Order thinks it's some huge threat and are wiping out anyone who's even remotely related to the whole ordeal. Given these guys are - as far as I can tell - the moving force behind this whole conspiracy, I'm gonna trust that. And I should probably prepare to deal with Order interference; by now they'll probably see me as the bad guy too.\n\t\t\t\t<<elseif $job_fisher_extremists.instructionPhase eq 13>>\n\t\t\t\t\tLord Otto told me something disturbing about the Object: apparently it's a key to an ancient transportation system. No idea what that means but the Paladin Order wants to destroy it. Hell, they might even purge Scaffold 22 just to play it safe. If that's not poking your nose in a fusion reactor then I don't know what is. And I think I should figure out a strategy to deal with Paladins, just in case things go south.\n\t\t\t\t<<elseif $job_blindkid_shrine.mainPhase gte 2>>I discovered that, apparently, the Object I'm after was so important that Corinthin ordered a Quantus VII nuked over it. <<if $randomEncounterPhases.darknetPaladinMessage eq 1>>Strange as it may sound, I think it's true. The Paladin Order is out for blood and I should make plans in case they decide I'm in their way.<<else>><<if $job_blindkid_resolution.mainPhase eq 3 or $job_blindkid_resolution.mainPhase eq 4>>Chances are it was bad information but still,<<else>>I dunno if that's true but<</if>> I think I should keep an eye out for the Paladin. And come up with a contingency plan, just in case the machine decides I'm a threat after all.<</if>>\n\t\t\t\t<<elseif $factionlock.kobolPhase eq 2>>Well, as of speaking with Kobol, I know whoever's involved in this has killed at least one Paladin. And they seem to all know about me. I don't like this, especially given how little I know about Paladins. Figure it'd be prudent to look into them. Just in case.\n\t\t\t\t<<elseif $randomEncounterPhases.darknetPaladinMessage eq 1>>\n\t\t\t\t\tSo I found a message on the DarkNet that's... suspicious. It's some communication between Paladins I think. And it mentions me... and Quantus VII. I dunno what it means exactly but I should be careful. The Paladin Order is off its rails (again) and I might just get caught in the middle if things keep going at the current rate.\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $job_fisher_extremists.paladinKnowledge.celena or $job_fisher_extremists.paladinKnowledge.ith or $job_fisher_extremists.paladinKnowledge.petrovic or $job_fisher_extremists.paladinKnowledge.siren or $job_fisher_extremists.paladinKnowledge.marisa or $job_fisher_extremists.paladinKnowledge.wilkin or $job_fisher_extremists.paladinKnowledge.raj>><br><br>\n\n\t\t\t\t\t<<if $job_fisher_extremists.paladinKnowledge.celena eq true>>\n\t\t\t\t\t\t<<if $equip.rifle.name eq "Blacklance" and $equip.clothes eq "Blackscorn Armor">>\n\t\t\t\t\t\t- Celena said that I should be okay if I tanle with a Paladin; something to do with that armor and lance I ended up with. Witchcraft maybe? Didn't ask but she did say Paladins are abominations. For real?<br>\n\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t- Celena said that if I want to tangle with Paladins, I should have her around. Witchcraft I guess. Didn't ask for details but she did say Paladins are abominations. For real?<br>\n\t\t\t\t\t\t<</if>>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<if $job_fisher_extremists.paladinKnowledge.ith eq true>>\n\t\t\t\t\t\t- Ith told me Paladins are connected via some form of collective data exchange. Cut off the flow of data and one might, just maybe, be able to kill one unnoticed.<br>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<if $job_fisher_extremists.paladinKnowledge.petrovic eq true>>\n\t\t\t\t\t\t- Petrovic said a Sphinx's spine could be used to craft a device that would overload a Paladin's senses. Could be hard to get but worth the while if I tangle with the Order.<br>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<if $job_fisher_extremists.paladinKnowledge.marisa eq true>>\n\t\t\t\t\t\t- Marisa only gave me common sense advice: if I run into a Paladin, don't fuck with it. Run away or do what it says. Not exactly helpful but she did tell me something about a prototype gun her guys were issued or something. I could check it out down at the B30 Outpost.<br>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<if $job_fisher_extremists.paladinKnowledge.wilkin eq true>>\n\t\t\t\t\t\t- Wilkin only gave me common sense advice: do not screw with the Paladin Order. Not what I wantd but he's right. Messing with paladins is a bad idea.<br>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<if $job_fisher_extremists.paladinKnowledge.siren eq true>>\n\t\t\t\t\t\t- The Siren had an interesting theory that Paladins are corpses kept alive by their suits. Not sure if it's true but might explain their uncanny resillience.<br>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<if $job_witches_pendant.mainPhase eq 100 or $job_witches_pendant.mainPhase eq 99 or $job_witches_pendant.mainPhase eq 7 or $job_witches_pendant.mainPhase eq 8>>\n\t\t\t\t\t\t- Ran into this Sunlord Abbath who looked suspiciously like a precursor to modern-day Paladins. Judging by what I saw it's very likely that the Order is seriously abominated.<br>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<if $job_fisher_extremists.paladinKnowledge.raj eq true>>\n\t\t\t\t\t\t- Raj basically told me what I already know: the Order isn't quite accountable to the Church and does real stupid shit. No surprises there.<br>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n<</if>>\n<</nobr>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "job_blindkid_meet">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t\t<<set $job_blindkid_shrine.mainPhase = 1>>\n\t\t<</if>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> We must Meet\n\nVine,\n\nWe must meet. At the Voider Shrine Level B40. Very important.\n\nLoving Stars Watch Over You,\n\nKulli Zweili
<<display 'HUD_CodexBackButton'>><strong>The Black Circle</strong>\n\n<<nobr>>\n[>img[https://rage-productions.com/game-content/scaffold-22/images/blackcircle.png]]Dispanded centuries ago, the Black Circle was a Witches Coven that was historically unique in two ways: it allowed males to join its ranks as warlocks and tended positive relations with the Church of Eden for the duration of its existeince. Little more is known of the Circle beyond that it called Scaffold 22 its home and has not been heard of - or spoken much of - since its fall some four or five thousand years ago.<br><br>\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tNow disbanded, the Black Circle was a [[Witches Coven|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] that existed on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] some four to five thousand years ago, though its origins are believed to lie even farther in the past, heralding from a day and age no longer known to modern scholars. The Black Circle is unique among all known [[Coven|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]], past and present, in that it not only allowed male members to join its ranks as warlocks but was known to have been on peaceful terms with the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] throughout most of its existence.<br><br>\n\nThe percise reasons for the Circle's disappearance are either unknown or unrecorded, however for the duration of its time on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]], the Black Circle was renowned for its technological prowise - rivaling that of many Machine Smiths and even some Machine Priests of the then-budding [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] - and widespread political influence, reaching well beyond the extremeties of the habitation platform the Circle called home. Most scholars familiar with the subject agree that it was largely due to the Circle's political ties that the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] was allowed to flourish on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] despite [[Hegemony|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]] sanctions and, directly or indirectly, allowed the formation of the [[Cathedral of Beams|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Cathedral of Beams"]].<br><br>\n\nLess optimistic views exist however, and some claim that the Black Circle had either subverted the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]], exploiting the early Clergy to their own ends, or were sponsored in secret by the [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]]. Whether this was truly the case cannot be said however and, due to a notorious lack of records related to the Circle, believed to be the result of a techno-purge instigated by other [[Covens|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] of the day or the [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] itself, the truth will likely never be known with any degree certainty.<br><br>\n\nThis uncertainty has led to countless alleged rumors, including the Circle's involvement in the creation of the Codex Database System, refinement of REACH technology in collusion with the Priests of the Machine Temple, pioneering of the abominations known as Hellhounds - precurosors to the modern [[Hellcat|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Hellcat"]] - involvement in policical assassianations targeting prominent members of the [[Corporate Hegemony|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]], and occasinal claims that the circle was in fact a cabal of professional thieves masquerading as a [[Coven|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] to mask the true nature of their secret society. None of these theories have been proven however and the Black Circle remains a mystery to experts and laymen alike, the details of what went on behind its closed doors remaining forever lost.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Partak-Vandoz Viper XXIII</strong>\n\n[>img[https://rage-productions.com/game-content/scaffold-22/images/grav-bike.png]]The Partak-Vandoz Viper 23 is a high-performance, single engined antigravitational vehicle designed to seat one person. Like most Vandoz grav-bikes, it is built around a single, central six-projector GMXR antigravitational engine, which is located at the front of the vehicle, shielded from elements and physical harm by a thick forward deflector pannel. Passenger seat and controls are located behind of the deflector pannel, and there's a small luggage compartment above the maneuvering repulsor at the rear. \n\nAll variants of the Viper 23 come equipped with standardized navigational software, automated guidance systems, and of course their prized free-flow system, which affords the driver full control of the vehicle within tolerance limits. These are impressive too, with the Viper 23's top speed rated at 400 kilometers per hour, and a ceiling height of three hundred meters. The engine's core lifetime is benchmarked at three hundred theoretical years and, due to exceeding the vehicle's service lifetime by 40%, should not require replacement except in case of fault or failure.\n\nThese facts, coupled with the general high quality of Vandoz products, ensures the Viper 23 remains a top-notch vehicle even after years of use. This is never more obvious than when one considers the original Viper blueprint was drawn up two millenia ago, and is still being used this day, albeit in modernized form as the 23rd variant. The design has also won several pan-galactic awards, and was nominated for best grav-frame of the century in 26413. \n\nAll in all, the Viper is an excellent design, and the Viper 23 is no different. It can be expected to remain in production for decades to come, whie Vandoz engineers work on an updated version that - in all fairness - will only marginally improve this already exemplar antigravitational bike.
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_zweili_money">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> Transaction\n\nVine,\n\nAs promised, I have signed 3000 credits onto your account. Use these funds wisely. Any advantage you posess may be necessary. \n \nMay the Loving Stars guide you, \nFather Zweili
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_tobias">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> Classroom Demonstration\n\nHello Vine,\n\nThings got a little dicey after your little stunt. I've had a few parents breathing down my neck about irresponsible exposure. Thanks, by the way. But at least I see your point. And the class did too. They've been talking about you ever since you walked out that door. \n\nAnyways, thanks for taking the time. Since you didn't pick up your commission, I took the liberty of signing over a few credits on behalf of the school. And I've taken your suggestion to heart. Next time I'll find someone more suitable for a classroom demonstration.\n\nRegards,\nTobias Gartner
<<display 'HUD_CodexBackButton'>><strong>Cult of Juno</strong>\n\n<<nobr>>\n[>img[https://rage-productions.com/game-content/scaffold-22/images/cult_juno.png]]A reclusive fertility cult based on Scaffold 22, the Cult of Juno is the primary supplier of legally unburdened workers and voiders for the Church of Eden, various corporate entities, and - in rare cases - private customers.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tFounded by Helen Juno several centuries ago, the Cult of Juno is an officially recognized, secular offshoot of the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] located on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. As with most cults and sects, particularly those in the past millenium, the rationale behind the Cult of Juno can be traced to the rise of corporate business venturies in the area, in the case of Juno these being the expansion of colonial mining operations by the [[Erkan-Corbei Minerals Group|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Erkan-Corbei Minerals Group"]].<br><br>\n\nThis circumstance led to a high demand for a dedicated, motivated, educated, and disciplined colonial workforce which had few to no ties to other parts of the galaxy. Since persons who mached such high demands proved hard to locate, unofficial programs were launched to breed, raise, and train suitable colonists. Moral, personal, and mental issues associated with mass breeding however drove many members of these programs to search for spiritual guidance, which was to be found within the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]].<br><br>\n\nAs [[Erkan-Corbei Minerals Group|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Erkan-Corbei Minerals Group"]] operations expanded and selected breeders continued to join the ranks of the [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]], demands were raised and a new modus operandi was adopted: the Cult of Juno would produce offspring, raise them according to the wishes of their prospective corporate or private buyer, and ultimately sell them in their early teens. This business model has proven an instant success, with the Cult of Juno supplying various well known corportions including the [[Erkan-Corbei Minerals Group|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Erkan-Corbei Minerals Group"]], [[Athena Medical Inc|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Athena Medical"]], and several others with disposable human bodies that are not afforded basic human rights until the terms of their sales contract are fulfilled.<br><br>\n\nPredictably, the Cult of Juno has been critized by many member of the [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and its Clergy, stating their methods are inhumane and immoral, sometimes going so far as to claim followers of Juno have deliberately whored themselves out to their corporate overlords. None the less, the Cult of Juno continues to endure, both due to its favorable standing amongst its corporate sponsors and the steady income it provides for both its members and the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]].\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<nobr>>\n\n\t<<set $readCodexPages.demon = true>>\n\n<</nobr>><<display 'HUD_CodexBackButton'>><strong>Demon</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_abom_demon.png]]</div>Shizophrenic virtual entitiy created by repeated illegal neurological transferrense of consciousness to new host bodies, resulting in gradual loss of idenity. Invariably the victim and perpetrator of such transferrence become indistinguishable, resulting in a highly unstable and unpredictable personality that exibits traits which resemble those alledged to supernatural possession.<br><br>\n\n<span class='redcolor'>Immunity:</span> n/a<br>\n<span class='yellowcolor'>Strength:</span> n/a<br>\n<span class='greencolor'>Weakness:</span> n/a<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tDreamed up by the [[Witches Covens|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] of old, Demons - sometimes referred to as Daemons or Memnetic Demons - are shizophrenic virtual entities created by neurological transferrance of consciousness from one individual into the mind and body of another, thereby posessing the body of this person and "infecting" the mind with alien thoughts. While such a procedure is commonly believed to be a process of absolute control and utter dominance, scientific studies of this process reveal a far more lenient picture, wherein the consciousness of the assaulter becomes merged with that of his victim. While absolute control way be enforced for a limited period, the relationship almost always devolves into a schitzophrenic state, wherein only one consciousness may hold control of the "vessel" at one given point in time.<br><br>\n\nDue to this blending effect, a demon cannot possess individuals indefinitely without loosing its orinigal idenity in the "soup" of conscuiousnesses it aquires during this process of mental transfer. In most cases the number of "hops" a demon may make is limited to the dozens, with the average being thirty "hops" before its consciousness is ultmiately lost in the melange of minds, moralities and identities it has assimilated. This effect leads to the identification of such individials as "demons", as their minds begin to loose grasp on the corperal world and slip into an unreal state where multiple individuals are present at once, constantly bickering and vying for power over the coperal body they inhabit.<br><br> \n\nFor obvious reason, the process of transferred consciousness is outlawed by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and individuals known have to commited the crime of "posession" are sentenced to death - in their most recent body, while their old corperal forms are incinerated for security purposes. Few demons are known to have surived to this day and age, though the techniques required to create such an entity have not been forgotten by all - and it is rumored that some particularly powerful [[Witches|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] continue to survive as demons to this day.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Sphinx</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_abom_sphinx.png]]</div>Generally believed to be entirely fictitious, the Sphinx is rumored to be the precursor of modern abominations - a humanoid creature fashioned by means and methods which defy the natural order. No positive proof of their existance has surfaced to date and most professionals consider this breed of abomination to be a hoax at most.<br><br>\n\n<span class='redcolor'>Immunity:</span> n/a<br>\n<span class='yellowcolor'>Strength:</span> n/a<br>\n<span class='greencolor'>Weakness:</span> n/a<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tSometimes referred to as the First Abominations, Sphinxes are a fictitious generation of augmented hybrids that predate the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] Archives and are believed by sceptics to have existed thirteen thousand years ago. While many artistic renditions of the Sphinx survive to this day, no physical remains of such a creature have been identified, leading to the widely-held belief that Sphinxes were never more than fictional creatures. This theory is supported by their purported physical appearance, resembling antromorphic fetish-hybrids which remain popular to this day, and their supposed level of augmentation, claimed to include all manner of cybernetic and biosynthetic devices, from complex pheromone glands to digitally accelerated neuralprocessing chips.<br><br>\n\nLegends vary in the detail yet most describe the Spinx to be inhumanly intelligent, sadistically cruel, and virtually immortal. Most descriptions of the Sphinx also note their insatable appetite for sex and love for riddles so complex an unaugmented human could not hope to answer them. Physical appearance of the Sphinx on the other hand is a matter no two renditions agree upon. Some images portray these creatures as beautiful men and women with feline bodies while others depict shriveled, genderless figures with countless synthetically grown limbs attached in unnatural locations. In rare cases, Sphinxes are also shown to be wire-infested cyborgs fused into mechanical superstructures, though even the most ardant secptics tend to claim these are blatant hoaxes.<br><br>\n\nDespite scientific fact suggesting otherwise, numerous attempts to prove the existence of the Sphix have been made over the centuries. Most of these so-called studies have been proven to be hoaxes and, to this day, there is no evidence to suggest that these mythical creatures anything but the byproduct of fear of then-recently developed augmentative techniques and the surfacing trend of hybridization.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<nobr>>\n\n\t<<if $hud.expandMission3 eq false>>\n\t\t\t<div class = 'HUD_PdaExpandButton'>\n\t\t\t\t<<click 'Expand'>>\n\t\t\t\t\t<<set $hud.expandMission3 = true>>\n\t\t\t\t\t<<replace '#maintask-area3'>>\n\t\t\t\t\t\t<<display 'zweilitask_area3'>>\n\t\t\t\t\t<</replace>>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class = 'HUD_PdaExpandButton'>\n\t\t\t\t<<click 'Collapse'>>\n\t\t\t\t\t<<set $hud.expandMission3 = false>>\n\t\t\t\t\t<<replace '#maintask-area3'>>\n\t\t\t\t\t\t<<display 'zweilitask_area3'>>\n\t\t\t\t\t<</replace>>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\n\t<strong>\n\t\t<<if $job_conspiracy.conspiratorPhase gte 5>>Hunt for the Conspirators:\n\t\t<<else>>Identity of the Conspirators:\n\t\t<</if>>\n\t</strong>\n\n\t<<if $hud.expandMission3>><br><br>\n\n\t\t<<if $factionlock.lockedFaction eq "zanex">>\n\t\t\t<<if $factionlock.zanexPhase eq 1>>\n\n\t\t\t\tIt seems I have a solid lead on whoever's behind this conspiracy now. \n\t\t\t\t<<if $job_crypto_warlock.altPhase gte 3>>Evidently Gal did some data brokering that was related to the theft of the Object.\n\t\t\t\t<<else>>Some Data Broker at the Chapel on B29 was involved in the theft of the Object.\n\t\t\t\t<</if>>\n\t\t\t\tMarisa's having the Religious Zone swept for potential threats and wants me along to check this fellow out. I'm to meet Jalkovski and the riot team at the B27 Tramway Station.\n\t\t\t<<elseif $factionlock.zanexPhase eq 2>>\n\t\t\t\tWell, I spoke to <<if $job_crypto_warlock.altPhase gte 3>>Gal<<else>>that Data Broker<</if>> and it sounds like the Corbei family was involved in the theft of the Object. \n\t\t\t\t<<if $job_conspiracy.conspiratorPhase gte 5>> \n\t\t\t\t\t<<if $job_conspiracy.djinnKnowledge.celena eq true or $job_conspiracy.djinnKnowledge.marisa eq true or $job_blindkid_resolution.mainPhase eq 3>>Seems to match what I know about that Djinn and its involvement.\n\t\t\t\t\t<<else>>Wonder if this has anything to do with that Djinn.\n\t\t\t\t\t<</if>>\n\t\t\t\t<<else>> \n\t\t\t\t\tNot quite sure what that means in specifics though.\n\t\t\t\t<</if>>\n\t\t\t\tBetter speak to Marisa about this.\n\t\t\t<<elseif $factionlock.zanexPhase eq 3>>\n\t\t\t\t<<if $job_conspiracy.conspiratorPhase eq 7>>\n\t\t\t\t\tSo I talked with Marisa and it's all pointing to the Corbeis, who seem to have a Djinn in their employ. Marisa suggested I do some pre-op on this before I get involved so below are the notes on that:<br><br>\n\n\t\t\t\t\t<<display 'maintask_djinnotes'>><br>\n\n\t\t\t\t\tSoon as I'm ready, I should head up to the Corbei residence. Marisa's offered Jalkovski as support. At any rate, plan is to enter the premises under pretense of hunting the Djinn and see if I can't find definitive proof the Corbeis are involved. Figure whatever I find should be reported back to Marisa.\n\t\t\t\t<<else>>\n\t\t\t\t\tSo I heaed over to Corbei Tower to follow up and, by chance, happened to find the Object there. Stroke of luck if ever I had one. Looks like I'm near the end. Just gotta bring the thing back to Marisa so we can expose this charade. Or I could do what Corinthin 'warned' me to and hand it over at the Docks. I doubt that's a good plan.\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\n\t\t<<elseif $factionlock.lockedFaction eq "kobol">>\n\t\t\t<<if $factionlock.kobolPhase eq 1>>\n\t\t\t\tGot a promising lead from a not-so-promising source: the Sons of Kobol. Word is they know who's behind the theft of the Object. Or at least they implied they knew. Problem is they got a stake in the Docks and want my help to, well, gain access. I'm to meet them there ASAP. There'll probably be tension, to say the least.\n\n\t\t\t<<elseif $factionlock.kobolPhase eq 2>>\n\t\t\t\t<<if $job_conspiracy.conspiratorPhase eq 7>>\n\t\t\t\t\tThis is getting weird. I followed through on that Kobol. Somehow a Paladin got killed by a Djinn back on Cubix and now it's tying back here, to the Corbei family (B3 residence?). <<if $job_conspiracy.djinnKnowledge.celena eq true or $job_conspiracy.djinnKnowledge.marisa eq true or $job_blindkid_resolution.mainPhase eq 3>>Which matches with what I've been hearing so far but the new bit is: they probably have the Object.<<else>>Who may or may not be in posession of the Object.<</if>> Few notes on that Djinn here:<br><br>\n\n\t\t\t\t\t<<display 'maintask_djinnotes'>><br>\n\n\t\t\t\t\t\tAgreement is I head up to Corbei Tower and bring the Object back to the Kobols. Maybe that'll finally lead to some answers.\n\t\t\t\t<<else>>\n\t\t\t\t\t\tSo I heaed over to Corbei Tower and found the Object. Not sure what this means but Kobol had pretty damn accurate intel. Should probably bring this thing back to the Docks now. Might finally lead to some insight on what the hell's going on here.\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<<else>>\n\n\t\t\t<<if $job_conspiracy.conspiratorPhase eq 0>>I have no idea how the Object was stolen or by whom. Maybe I should've asked Zweili for more details but oh well. What I do know is that the old man doesn't trust Paladin Corinthin to look into the matter. So maybe the tin can was involved. \n\n\t\t\t<<elseif $job_conspiracy.conspiratorPhase eq 1>>I'm kinda stumped at what happened to the Object. It was apparently being kept in the Vault - probably in the Cathedral of Beams - and might have been stolen by Paladin Corinthin and a small group of conspirators. I don't know. Zweili doesn't really know what happened either but it's pretty clear this didn't go down without help from within the Church.\n\n\t\t\t<<elseif $job_conspiracy.conspiratorPhase eq 2>>I still don't know much about what happened to the Object but I'm pretty sure it was stolen by Raj Winston's brother, a man named Mauricio Winston. Maybe he was in league with Paladin Corinthin. Maybe not. I don't have any evidence to either regard. But there's one thin I am pretty damn certain of: Mauricio Winston wasn't himself when he stole the Object. Could be demonic involvement. I should look into this Mauricio guy. His body's at the morgue but he used to live on Level B10, Hab Block 12, Appartment 310.\n\n\t\t\t<<elseif $job_conspiracy.conspiratorPhase eq 3>>Following the lead on Mauricio Winston, I ran into Paladin Corinthin. It wasn't any more pleasant than the last time. But we settled for a truce, though I'm pretty sure that's just 'cause he needs my help.\n\n\t\tAnyways, Corinthin says that Mauricio Winston stole the object. Apparently he was possessed at the time. Not sure what to think about that, especially cause the shining suit of armor says a Sphinx, of all things, did it. He pointed me to the Siren's Song on Level B10 and signed over a generous sum of credits to get me past the admittance fee. Maybe it's nothing but it's the best lead I got so, yeah, time to check it out.\n\n\t\t\t<<elseif $job_conspiracy.conspiratorPhase eq 4>>Well, I talked to Ith the Sphinx. Yay. Real piece of work that one. And a real waste of time too; all I found out was what Paladin Corinthin already knew: the Spinx wasn't involved in the conspiracy - if it even is one. Still not sure on Corinthin but he's told me about a company called Athena Medical Ltd.<br><br>\n\n\t\t\tApparently they use pheromones for medical purposes (?) and just recieved a shipment that would cause the symptoms we saw in Mauricio Winston - neural decay, possession, etc. Anyways, the shipment's still being processed at the Level B40 docks. I should head down there and ask around. <<if $job_corpo_conference.mainPhase eq 2>>Sounds suspiciously like this might be related to those shipments the Objective 22 rep said went missing.<<else>>Maybe there's something missing - or a breakin or theft that didn't get reported.<</if>>\n\n\t\t\t<<elseif $job_conspiracy.conspiratorPhase eq 5>>So I folowed the Athena Medical Ltd. lead and found a bunch of Syndicate 4 mercs cleaning house. No clue who they were working for but I found a note on a dock worker they iced. It had an address on it: B29-5121. On my way out of the docks I ran into Paladin Corinthin.<br><br>\n\n\t\t\tReal piece of work that thing is but, yeah, it did save me from what might've been a Djinn. Only now it wants to use me as bait. I'm to go to Level B29, Unit 5121 and draw the Djinn out - somehow without dying in the process. This oughta be fun. Not.\n\n\t\t\t<<elseif $job_conspiracy.conspiratorPhase eq 6>>\n\t\t\t\t<<if $job_conspiracy.skippedAthena>>I was following up an unrelated lead when I ran into Paladin Corinthin in the Undersprawl Mausoleum. Seems there's a Djinn involved in this and that should - in theory - lead us back to who's responsible for the theft of the Object. Problem is I have to deal with a Djinn. Corinthin said I should do some reasearch, ask around if anyone knows anything.<br><br>\n\t\t\t\t<<else>>\n\t\t\t\t\tCorinthin and I tried to trap the Djinn in Hab Unit 5121. It didn't work. The damn thing almost killed me but ran away when Corinthin got close. Good news is I'm still alive. The bad news is that Unit 5121 was a dead end. The place was cleaned out - assuming there was ever anything there to begin with. So we're kinda back to square one but Corinthin said I should do some reasearch, ask around if anyone knows anything about the Djinn.<br><br>\n\t\t\t\t<</if>>\n\n\t\t\t<<display 'maintask_djinnotes'>><br>\n\n\t\t\t\tOnce I've got a clearer picture, I'm supposed to meet Corinthin at the Cathedral of Beams<<if $factionlock.lockedFaction eq "cyber">> but I don't plan to do that. Soon as I got the bits and pieces together, this is going to Gal and the Cybercult. Just gotta get a clear picture - and find a few good sources who can confirm what's going on.<<else>>. He'll probably be doing his own - its own? - research on the matter. Sure hope this pans into something better than what we've got so far though beause, seriously? It feels like we're pullling at strings.<</if>>\n\n\t\t\t<<elseif $job_conspiracy.conspiratorPhase eq 7>>\n\t\t\t\t<<if $factionlock.lockedFaction eq "cyber">>\n\t\t\t\t\tI talked with Gal about the Djinn situation and he's fairly convinced it relates to the Corbei family and their residence on level B3. According to DarkNet sources, one of them is probably behind the conspiracy to steal the Object from the Church. Plan is to head up there, take a poke around, and bring back whatever I learn to the Cybercult, though Corinthin's warned me I'd be better report to him at the Docks - I somehow doubt that's a good idea. Anyways, notes on the Djinn below:<br><br>\n\n\t\t\t\t\t<<display 'maintask_djinnotes'>>\n\t\t\t\t<<else>>\n\t\t\t\t\tI went to talk with Corinthin and Zweili at the Cathedral of Beams and it turns out they need my help one last time. My objective is the Corbei family residence on level B3. One of them is probably behind the conspiracy to steal the Object from the Church. I'm to go in under pretense of hunting the Djinn, retrieve Object 55316, and bring it back to Zweili, though Corinthin claims I'd be better advised to bring it to him at the Docks, for whatever reason.<br><br>\n\n\t\t\t\t<<if $job_fisher_extremists.ottoDecision eq "spare">>On the other hand, I could also turn it over to Lord Otto. Sure he'd be happy.<</if>> Not sure what to do, really. At any rate, I'll have to find some way to get up to Level B3, and then it should all be over. Oh, and just in case, my notes from earlier about the Djinn are copied below:<br><br>\n\n\t\t\t\t<<display 'maintask_djinnotes'>>\n\t\t\t<</if>>\n\n\t\t\t<<elseif $job_conspiracy.conspiratorPhase eq 8>>\n\t\t\t\t<<if $factionlock.lockedFaction eq "cyber">>\n\t\t\t\t\tSo I heaed over to Corbei Tower and, while poking around, found the Object I was looking for. Bit too much of a happy coincidence there. And I better have enough sources to back up whatever claims we make about this conspiracy or they'll just shoot us down. <<if $job_crypto_warlock.mainPhase neq 12>>Also, I should make sure Warlock's taken care of - something about the Cryolounge on B10?<<else>>Also, Warlock's been taken care of so that's one less problem to worry about.<</if>><br><br>\n\n\t\t\t\t\tAt any rate, the sooner we can expose this mess better. It won't be long before someone figures out what we're up to and tries to shut us down.\n\n\t\t\t\t<<else>>\n\t\t\t\t\tSo I heaed over to Corbei Tower and got the Object. Finally. It looks like I'm near the end. Only question is who to hand it over to. Corinthin asked to meet me at the Docks.<<if $job_fisher_extremists.ottoDecision eq "spare" or $job_fisher_extremists.ottoDecision eq "impartial">>. Also, I could talk to Marisa about meeting Mr. Otto again.<</if>><<if $job_conspiracy.accuseDecision neq "zweili_convicted">> Or I could just do the logical thing and take it back to Father Zweili at the Cathedral.<</if>>\n\n\t\t\t\t<</if>>\n\t\t\t<<elseif $job_conspiracy.conspiratorPhase eq 9>>(( TODO ))\n\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<if $job_fisher_extremists.conspiratorPhase gte 1 or $job_fisher_counterattack.mainPhase gte 4>><br><br>\n\n\t\t\t<<if $job_fisher_counterattack.mainPhase eq 4>>\n\t\t\t\tSo I followed up on the attack on the Riptide and, yeah, looks one hell of a lot like this Lord Otto - the Vampire I killed in his stupid-ass mansion - had something to do with the Object's theft. That or he was just pulling my leg but I doubt it. There's some connection here. Don't have any details but whatever. The bastard's dead and that's what matters most.\n\n\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 1>>\n\t\t\tOn a related note, Marisa seems pretty damned convinced that Zweili is involved with the conspirators and is using my services to cover his ass. Not sure that's actually the case but I sent him a message anyways. Want to confront the man myself before I make any hasty judgements.\n\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 2>>\n\t\t\tOn a related note, I followed up on Marisa's claims about Zweili. The guy and he offered an explanation. A tenuous explanation but I think he's telling the truth. Something about hunting monsters in the shadows and deception and, well, real shady stuff. Anyways, I think Marisa's trying to play me, turn me against Zweili. Better confront her on that.\n\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 3>>\n\t\t\tOn a related note, I followed up on Marisa's claims about Zweili. I talked to him and he spewed some crap about hunting monsters. Smoke and mirrors if you ask me. Zweili's guilty of something, probably more than he wants to admit. Problem is, I don't have much in way of hard evidence. Maybe Marisa can help me out there.\n\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 4>>\n\t\t\tOn a related note, I talked to Marisa about Zweili again. Obviously she's convinced he's the devil. But here's the kicker: she told me to head over to the Cult of Juno and ask around. Apparently that's supposed to open my eyes about the whole thing. Wonder if she even knows I'm a Juno kid? Anyways, might wanna take a look.\n\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 5>>\n\t\t\tOn a related note, I talked to Marisa about Zweili again. Think she was real glad I see it like she does. And she gave me a tip too: Cult of Juno. Apparently Zweili is deep in some shit with them - which is more than an odd coincidence, seeing as I'm a Juno kid. Anyways, I better look into it. Might just get some hard proof.\n\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 6 or $job_fisher_extremists.conspiratorPhase eq 7>>\n\t\t\t\t<<if $loc_machineroom.readDataPad and $job_fisher_extremists.conspiratorPhase eq 6>>\n\t\t\t\t\tSo lemme get this straight: Zweili sicced a bunch of radicals on the Cult of Juno to draw out a certain Mr. Burkins, whom the fanatics call the devil. I got no clue but it sounds a lot like one of those shady operations Zweili was talking about. <<if $loc_machineroom.killedFanatics>>Not sure shooting those fuckers was the best plan but I should really talk to him about this - get clear answers.<<else>>Better talk to Zweili about this before I make a mess of things.<</if>>\n\t\t\t\t<<elseif $loc_machineroom.readDataPad and $job_fisher_extremists.conspiratorPhase eq 7>>\n\t\t\t\t\tSo lemme get this straight: Zweili sicced a bunch of radicals on the Cult of Juno to draw out a certain Mr. Burkins, whom the fanatics think is the devil. I got no clue but it sounds real messed up to me. Plus, inncent peopele are getting hurt in the process - all because of Zweili. <<if $loc_machineroom.killedFanatics>>At least I killed those sick fucks. And this is a good start. Just need a little more dirt on Zweili from somewhere...<<else>>Maybe I shoulda killed those fanatics after all but whatever. This is a good start. Just need more dirt on Zweili now...<</if>>\n\t\t\t\t<<else>>\n\t\t\t\t\tFollowing up on the Zweili affair, I talked to the Cult of Juno. Strange thing. Apparently they asked Zweili for help in dealing with some radicals - not sure if theophobes or fundamentalists - and he said he couldn't do anything so the Cult turned to a Mr. Burkins for aid. They think I was sent by him, which sounds like a good oppertunity to poke a little deeper. Maybe Zweili knows more?\n\t\t\t\t<</if>>\n\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 8>>\n\t\t\t\tLord Otto <<if not $loc_machineroom.readDataPad>>fed me some bullshit about how<<else>>told me that<</if>> Zweili wants to take control of Scaffold 22. Some part of a greater plan to bring the Church back to power. Not sure it's true but Otto was right about one thing: we're in the last phase of this game. Soon a pawn will strike.\n\t\t\t\t\t<<if $job_fisher_extremists.ottoDecision eq "kill">>And one did. At Otto's head. Not sure Zweili isn't guilty but that guy deserved it too.\n\t\t\t\t\t<<elseif $job_fisher_extremists.ottoDecision eq "spare">>But not me, and not at Otto - not yet. Guy's got some shit that might be useful against Zweils if I need it.\n\t\t\t\t\t<<elseif $job_fisher_extremists.ottoDecision eq "impartial">>Decided not to be that pawn though. Someone else can clean up this mess.\n\t\t\t\t\t<</if>>\n\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 9>>\n\t\t\t\tLord Otto confirmed my fears about Zweili: he's vying for control over Scaffold 22. Some part of a greater plan to bring the Church back to power. Not sure it's entirely true but Otto was right about one thing: we're in the last phase of this game. Soon a pawn will strike.\n\t\t\t\t\t<<if $job_fisher_extremists.ottoDecision eq "kill">>And one did. At Otto's head. Not sure this was the best decision. Just have to ruin Zweils now too.\n\t\t\t\t\t<<elseif $job_fisher_extremists.ottoDecision eq "spare">>But not me, and not at Otto - not yet. Guy's got a plan and it might just take down Zweili along the way.\n\t\t\t\t\t<<elseif $job_fisher_extremists.ottoDecision eq "impartial">>Decided not to be that pawn though. Someone else can clean up this mess.\n\t\t\t\t\t<</if>>\n\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 10>>\n\t\t\t\tOkay, so I talked to Zweili about those fanatics and he explained: he wants to draw out one agent - this Mr. Burkins - to get at who's behind it; the monster he claims hired Marisa and Zanex. \n\t\t\t\t<<if $loc_machineroom.killedFanatics>>Unfortunately, since I offed all the guys in on the plan, that's a bust.\n\t\t\t\t\t<<if $job_fisher_extremists.instructionPhase lt 10>>Seems I'll have to go through Marisa after all.\n\t\t\t\t\t<<elseif $job_fisher_extremists.instructionPhase eq 10>>The only way at those folks seems to be through that shitty deal with Bob. Damn it.\n\t\t\t\t\t<<else>>And, seeing as I fucked the deal with Bob, that's a bust too. Great. Dead end.\n\t\t\t\t\t<</if>>\n\t\t\t\t<<else>>He wants me in on it, to head over to Juno and get the real deal out of Burkins by any means. Gonna be nasty but this might be a ticket straight to whoever's behind this<<if $job_fisher_extremists.instructionPhase eq 10>> - one that doesn't involve killing Raj<<elseif $job_fisher_extremists.instructionPhase eq 11 or $job_fisher_extremists.instructionPhase eq 12>> - the only one left seeing as I screwed that deal with Bob up majorly.<</if>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 11>>\n\t\t\t\tLord Otto gave me some more stuff on Zweili: he wants to take control of Scaffold 22. Some part of a greater plan to bring the Church back to power. Not sure it's true but Otto was right about one thing: we're in the last phase of this game. Soon a pawn will strike. \n\t\t\t\t\t<<if $job_fisher_extremists.ottoDecision eq "kill">>And one did. At Otto's heart. The guy was obviously a maniac, trying to wind me up against Zweili.\n\t\t\t\t\t<<elseif $job_fisher_extremists.ottoDecision eq "spare">>But not me, and not at Otto - not yet. Guy's a maniac but too useful to kill yet, even if he claims to have dirt on Zweils.\n\t\t\t\t\t<<elseif $job_fisher_extremists.ottoDecision eq "impartial">>Decided not to be that pawn though. Someone else can clean up this mess.\n\t\t\t\t\t<</if>>\n\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 12>>\n\t\t\t\tOkay, so I talked to Zweili about those fanatics and he explained: he wants to draw out one agent - this Mr. Burkins - to get at who's behind it; the monster he claims hired Marisa and Zanex. Zweili's fanatic friends interrogated Burkins and it seems his employer is a certain Lord Otto, resitent of a huge mansion on Level B1. Heading down there now to kick the fucker in the ass.\n\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 13>>\n\t\t\t\tWent through with that thing Zweili arranged with the fanatics. The nutcases interrogated Burkins and it turned out his employer is a certain Lord Otto, resitent of a huge mansion on Level B1. I headed down there and kicked this 'Lord' - actually a Vampire - in the ass. Consider that one long overdue date with the graveyard arranged for.\n\t\t\t<</if>>\n\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 0 and $job_fisher_extremists.instructionPhase eq 1>><br><br>\n\t\t\tOn a related note, Marisa seems pretty damned convinced that Zweili is using me. Probably just a personal grudge but still. It is a worrying throught. Should probably speak to the man.\n\t\t<</if>>\n\n\t\t<<if $job_fisher_extremists.instructionPhase gte 1 and $job_fisher_extremists.instructionPhase lt 13 and not ($job_fisher_extremists.instructionPhase eq 11 and $job_fisher_extremists.conspiratorPhase eq 13)>><br><br>\n\n\t\t\t<<if $job_fisher_extremists.instructionPhase eq 1>>\n\t\t\tI've also been, ah, told that I'm working for the wrong "side" - whatever the sides even are - of this mystery by Marisa. She suggested I meet her employer. Seeing as they probably helped steal the Object, I'm not sure it's a good idea to walk into this unprepared and under-informed. Maybe I should ask Zweili about this before I take Marisa up on her offer.\n\t\t\t<<elseif $job_fisher_extremists.instructionPhase eq 2>>\n\t\t\tSo, I followed up on what Marisa said about being on the wrong "side" and Zweili suggested I ask a man named Fergus Amman about Marisa's employer. Apparently he frequents the cryolounge on the B10 Boulevard. Might be worth looking into before I take Marisa up on the offer to meet her employer. <<if $job_fisher_extremists.conspiratorPhase eq 2>>Assuming I even wanna get more involved in this smoke and mirrors crap, that is.<<else>>Best to know what I'm dealing with and I doubt Marisa will give me a straight answer - assuming she even can.<</if>>\n\t\t\t<<elseif $job_fisher_extremists.instructionPhase eq 3>>\n\t\t\tI found that Fergus Amman guy Zweili told me about and it definitely sounds like he knows about Marisa's employer. Thing is, he won't talk until I deal with this Xeno Garden / Cephanine affair. Not that he wants the wolfsquid dead, mind you. It's the warden that released it from the Xeno Garden down on B40 he's after. If I really wanna go through with this - and that's a big if - I'll have to head down, figure out which of the wardens that is, and take him out quiet like. He's asking straight up murder, this Amman guy. Not something to take lightly.\n\t\t\t<<elseif $job_fisher_extremists.instructionPhase eq 4>>\n\t\t\tSo I did that thing Mr. Amman wanted and killed the warden at the Xeno Garden. Hope he's happy now. Anyways, time to head back to the cryolounge on B10 and ask the dude what he knows about Marisa's employer. This better have been worth the blood on my hands...\n\t\t\t<<elseif $job_fisher_extremists.instructionPhase eq 5>>\n\t\t\tWell, shit. I was about to get some answers from Mr. Amman when some damned assassin shows up. Spooked the guy real good. Good news is he's still ready to talk. I'm supposed to meet <<if $job_fisher_revenge.mainPhase eq 2>>the siren impersonating<</if>>him - or his associate - at the Riptide. I fucking well hope this intel on Marisa's employer is worth the trail of corpses it's leaving behind.\n\t\t\t<<elseif $job_fisher_extremists.instructionPhase eq 6>>\n\t\t\tOh, for fuck's sake. I figure out Amman's dead, confront the damn Siren impersonating him, and guess what? The fucking thing doesn't even know who it works for. Typical. <<if $job_fisher_counterattack.mainPhase eq 4 or $job_fisher_extremists.conspiratorPhase eq 13>>My best guess is it was Lord Otto but I have no way to prove that, really. Great.<<else>>But I know one thing: Marisa's employer is scared shitless like Zweili said. Figure I should tell Marisa what happened and meet that damn employer. Then I can settle this matter once and for all.<</if>>\n\t\t\t<<elseif $job_fisher_extremists.instructionPhase eq 7>>\n\t\t\tThis just gets better and better. I'm so close to finding out who hired Marisa and that asshole Amman chickens out. Looks like I'm back to square one. <<if $job_fisher_counterattack.mainPhase eq 4 or $job_fisher_extremists.conspiratorPhase eq 13>>I can assume is Lord Otto hired Zanex to clean up this mess. But who knows if he was working alone?<<else>>No idea who hired Zanex or why, and no clue who to ask. Guess I'll just have to meet with the employer through Marisa if I really wanna know.<</if>>\n\t\t\t<<elseif $job_fisher_extremists.instructionPhase eq 10>>\n\t\t\tI'm getting close to who's behind this. Spoke to a guy named Bob. He'll arrange a meeting but I gotta do something for him first: kill Raj Winston and the bitch Wilkin sold the Object to. Nasty business but yeah. <<if $job_conspiracy.instructionPhase gte 10 and $job_fisher_extremists.instructionPhase eq 10 and $chr_raj.alive eq false>>Seeing as I've fulfilled the terms, I should speak to Marisa and have her message Bob. Hope this was worth all the bloodshed.<<else>>Once it's done I was told to speak to Marisa and she'll message Bob. Hope this is worth it.<</if>>\n\t\t\t<<elseif $job_fisher_extremists.instructionPhase eq 11>>\n\t\t\tDamn. I was so close to who's behind this. Spoke to a guy named Bob but he demanded terms that are way, way out of line - Raj Winston's life. That's too nasty even for me. Not sure where to go from here - maybe follow up on some other leads instead?\n\t\t\t<<elseif $job_fisher_extremists.instructionPhase eq 12>>\n\t\t\tBob's request about Raj - I tried to do it but I couldn't. Poor fellow doesn't deserve to die. Not that way, which means the deal with Bob is off and I got no leads on who organized this shit. Not sure where to go from here - maybe follow up on some other leads instead?\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $job_abomination_investigate.abomSabotagePhase eq 98>><br><br>\n\t\tWell, I discovered through a roundabout route that the affair with Object 55316 is related to the 'Visionary' movement. Wanted to figure out the connection but it got too insane. Had the Purifiers wipe them out. Safer for everyone like this.\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Oger Issues<br>\n\tClient: Mark<br>\n\t<<if $job_scrapyard_oger.mainPhase lt 2>>Priority: Low<<elseif $job_scrapyard_oger.mainPhase eq 2>><span class='greencolor'>Status: Completed</span><<else>><span class='redcolor'>Status: Aborted</span><</if>><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if $job_scrapyard_oger.mainPhase eq 1>>\n\t\t\tMark from the B33 Scrap Yard sent me a message, saying they've got an Oger problem. Figure I could make some quick credits if I head down and solve the issue for him. Doubt they'll find another hunter so quickly.\n\t\t<<elseif $job_scrapyard_oger.mainPhase eq 2>>\n\t\t\t<<if $loc_scrapyard.killedAbomination>>\n\t\t\t\tI took care of that Oger problem for Mark. Figure the Scrap Yard is safe now. No clue what the monster was doing there. Don't want to know either. Maybe it was just looking for a home...\n\t\t\t<<else>>\n\t\t\t\tWell, I followed up on that Oger problem for mark but didn't kill the Oger. Beast is basically dead anyways. Decaying badly. Figure it'll die in a few days at most. The Yard workers can handle it then.\n\t\t\t<</if>>\n\t\t<</if>>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>The Siren's Song</strong>\n\n<<nobr>>\nA reputable Fetish Club located not far from the B10 Tramway Station, the Sirens Song is an exotic party and pleasure venue which caters primarily to middle class citizens. Club policy demands a strict income control and any patron who is not part of a hybrid race can be expected to be subject to additional admittance checks, assuming one is even allowed to enter the premises.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe Siren's Song is a Fetish club at the [[Level B10 Crossroads|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "The Crossroads"]] that offers exotic services ranging from mundane to downright alient. Official club policy demands adherence to a strict dress code and all prospective patrons must prove they possess a minimum of four thousand credits before they may enter, making it both an exclusive - and strict - venue by all standards.<br><br>\n\nLike most fetish clubs, the Siren's Song is visited almost exclusively by the social elite and well-off hybrids. Organic and augmented humans not accustomed to hybrid races frequrntly report the environment in this establishment to be uncomfortable. More open-minded individuals will find the club to be a melting pot of various hybrid cultures and mentalities that is not limited to the unusual physical appearance of its guests and employees. \n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Cargo Docks</strong>\n\n<<nobr>>Run by the Wilkin-Harper Shipping Company, the Level B40 Docks are a major shipping hub and economic center on Scaffold 22. They are known for unusually low berthing tarifs and their shady security policy.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe Level B40 Docks are a commercial void-shipping hub owned and operated by the Wilkin-Harper Shipping Company. Emplyoying some thirty thousand workers and capable of berthing between two and three hundred vessels at any given time, the B40 Docks are the primary source of import and export in B Sector. Due to their association with Wilkin's Raptors and the partial ownership by Mr. Xavier Wilkin, the Docks have also become known as a haven for black-market traders and smugglers who are seldom persecuted, provided docking fees and protection money can be paid.<br><br>\n\nTheir dubious reputation aside, the Level B40 Docks are among the most lucrative businesses in B Sector, generating more cyclic revenue than any other venture in the lower B Levels. The Wilkin-Harper Shipping Company is also ranked among the best employers in the district, offering employe benefits and compensation unheard of elsewhere in the Downs, as the lower B Levels are referred to by the locals. Consequently, the Level B40 Docks have become a symbol of prestige and hope for many locals, who are otherwise condemned to the harsh conditions of daily life in the Downs.<br><br>\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Constabulary</strong>\n\n<<nobr>>\n[>img[https://rage-productions.com/game-content/scaffold-22/images/constabulary.png]]Responsible for law enforcement on Scaffold 22, the Constabulary is a Church-sponsored agency that works closely with various local subcontractors to ensure public safety and enforce Church Law.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe Saint Michael Constabulary of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]], referred to by locals simply as the Constabulary, is the [[Church-funded|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] public law-enforcement agency of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. Responsible for public safety and security in five hundred and seventy individual jurisdictions, the Constabulary employes some fifty thousand officers - referred to as constables - and operates numerous sub-divisons that range from traffic enforcement to criminal investigation. As a [[Church-funded|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] organization, the Constabulary is founded on the principles of [[Church Law|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]], though numerous additions to these basic provisions have been arranged to account for circumstances caused by the sheer number of citizens living on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]].<br><br>\n\n\t\t\t\tMost notable of these additions is the Constabulary's right to delegate law-enforcement of a specific jurisdiction to a third party - almost always a private security contractor or reputable mercenary group - insofar as the third party conducts business in accordance with [[Church Law|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]]. Critics of this mechanism often claim - with good reason - that the Constabulary abuses the right to delegation to dodge responsibility for jurisdictions where law enforcement would be problematic or dangerous due to prevailant criminal activity or frequent gang violence. Proponents of the mechanism on the other hand claim that the Constabulary is merely doing its best to ensure public safety without over-extending the limited resources the [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] has historically allocated them.<br><br>\n\n\t\t\t\tAnother point of great controversy in regard to the Saint Michael Constabulary of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] is their lenient escalation policy with the [[Paladin Order|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Paladin"]]. While exact claims vary from case to case, the common tone is that the Saint Michael Constabulary of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] is all too ready - some would even say eager - to delegate menial tasks to the [[Paladin Order|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Paladin"]], which then cracks down on even minor criminal offenses with overwhelming and indiscriminate physical force. Naturally the Constabulary disputes these claims, as does the local Clergy, however the sheer number of [[Paladin|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Paladin"]] sightings on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] make these accusations hard to ignore.<br><br>\n\n\t\t\t\tInconsistencies and dubies policies aside, surveys indicate that the general public views the Saint Michael Constabulary of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] as a necessity of life on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] and that, despite all the organization's shortcomings, life on the superstation would be unimaginable without the dedicated efforts of the brave men and women who risk their lives for the saftey of the many.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_zweili_meet">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> RE: Your Message\n\nVine,\n\nI shall be preaching the Word of Eden at the B27 Chapel for the forseeable future. Please be discrete upon arrival.\n \nMay the Loving Stars guide you, \nFather Zweili\n\n----\n\nZweili,\n\nWe have to meet. It's urgent.\n\nVine
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_corinthin_warning">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> A Warning\n\nVine,\n\n<<if $chr_corinthin.met>>It reaches me that you "investigate" via alternative means. The Corbei involvement must be known. That is evident. In case of forthcoming evidence, we should converse. The B40 docks. Do not be foolish. Realize more is at stake. Act responsibly.\n\nA "Friend"<<else>>Understand that your decision to abandon your "investigation" will not be without consequences. If you have faith, pray our paths never cross. Otherwise, you are permitted to cower in fear. Know now and for all time that this treachery will never be forgotten.\n\nA "Friend"<</if>>
<<display 'HUD_CodexBackButton'>><strong>Sons of Kobol</strong>\n\n<<nobr>>\n[>img[https://rage-productions.com/game-content/scaffold-22/images/sons_of_kobol.png]]Pan-galactic crime syndicate known equally for its violent modus operandi and unrivaled reach. Believed to possess assets on every major hab platform and world.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tBelieved to have been founded several millenia ago, the Sons of Kobol are the galaxy's largest and most persistent crime syndicate, best known for its extensive use of violence. The exact extent of the organization's reach and influence is difficult to guage, not the least due to their secretive nature, yet it is suspected that the SOK operates biochem labs and pirate enterprises on virtually every world and hab platform in the galaxy.<br><br>\n\n\t\t\t\tFar more easily asserted are the Sons of Kobol's preference to violent resolutions. The organization is known to employ a number of assassins and has ties to several criminalized mercenary outfits and local gangs. The notoreity of these assets however plaes in comparison to the bloodthirsty reputation of the Blood Suns, a mercenary group which openly associates with the Sons and operates almost exclusively in their iconic [[Hellstorm Armor|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Hellstorm Armor"]].<br><br>\n\n\t\t\t\tDespite repeated efforts by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and the [[Corproate Hegemony|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corproate Hegemony"]], both the Sons of Kobol and their notorious Blood Sun mercenaries continue to elude justice in any significant manner. While low-level arrests are common and many illegal enteprises have been shut down, the Sons of Kobol continue to operate almost undeterred, leading some to claim they are in fact the true power on the streets in the contemporary galaxy.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>The EPROM</strong>\n\n<<nobr>>\nA cypher club hidden away in the back alleys of Level B33, the EPROM is a venue frequented by those who associate with the Neorave and Cyber subcultures. House policy refuses admittanec to individuals unable to neurologically link to the club's data network.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tSituated in the back alleys of [[B33 Block|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "B33 Block"]], the EPROM is the only cypher club located in [[B Sector|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "B Sector"]] and considered by many in the applicable scene to be the premnier cyberculture and neorave location on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. The club is known for a strict non-tolerance policy toward those outside their subculture, requiring cybernetic enhancements at a bare minimum, but otherwise boasts a friendly and non-confrontational atmosphere.<br><br>\n\nThose unused to the subculture however may find the habitual practices of the EPROM unsettling or disturbing. The main attraction is the club's fully automated cypher-dance arena that, while considered dangerous by those unused to its operation, is among the most sophisticated on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. Notably, though it does possess a bar, alcoholic beverages are not served at or permitted in the EPROM, though biochems and pills can often be purchased on site according to most locals.<br><br>\n\nUniquely, the EPROM premises are exempt from [[Church Law|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] due to a controversial fluke in the [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] Zoning Rights Management System which declares the club's location - technically part of the habitation platform's unpressurized superstructure - part of the pan-galactic void. This convenient 'error' is believed by many to have been deliberately caused by the Cybercult, whose crowd funded subsidies alledgedly allowed the EPROM to come about in the first place. No proof of these claims has surfaced to date however and the EPROM is likely to remain little-known yet highly respected counterculture venue for many years to come.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<display 'HUD_CodexBackButton'>><strong>Vampire</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://rage-productions.com/game-content/scaffold-22/images/combat_abom_vampire.png]]</div>Having achieved near-immortality through extensive use of cryogenics and blood-based regeneratives, Vampires are ancient humans who have long outlived their natural lifespan. These abominations are physically frail, often sickly in appearance, and prone to health complications outside their specifically crafted lairs. Few - if any - are believed to endure in this day and age.<br><br>\n\n<span class='redcolor'>Immunity:</span> n/a<br>\n<span class='yellowcolor'>Strength:</span> n/a<br>\n<span class='greencolor'>Weakness:</span> n/a<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tVampires are humans who have achieved a tentative state of immortality through extended use of cryogenic freezing and cellular regeneratives, a practice common before the rise of the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]]. Contrary to what many laymen claim however, vampires do not suck blood to sustain their bodies.<br><br>\n\nThe association of this particular abomination with the name Vampire stems from the fact that extensive use of cryogenics damage the body beyond the point where it can regenerate naturally, which also affects the body's ability to produce new blood cells. Therefore frequent infusions of blood laced with regenerative substances are required to sustain the abominated human, leading to the perception that Vampires 'drink blood' to remain alive.<br><br>\n\nBeyond their unnatural longivety and frequently grisly appearance however, Vampires count among the least dangerous abominations known to the galaxy. They are physically weak, require expensive cryogenic equipment to endure the ages, and are seldom augmented as their decrepit bodies frequently reject implants. This circumstances force the vampire into a solidary life, bound to meticulously crafted environments that suit their needs.<br><br>\n\nNone the less, historic records show that many Vampires overcame their physical limitations through wealth, influence, and experience gained over many lifetimes. They were long known as talented manipulators; masters of deciet, intrigue, and subterfuge. Today however, the threat posed by Vampires has dwindled to the realm of forgetabillity, having been classified as abominatoins by the Clergy and hunted to extinction by the [[Paladin Order|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Paladin Order"]].<br><br>\n\nFew if any of these creatures remain alive and those who do take extreme care to remain out of public sight, hoping in vain for a day and age where they can publically unveil their eternal lives without fear of persecution. Unless such a time comes, the modern Vampire will remain but a pale ghost of past grandeour, ranked well below even contemporary [[Witches Covens|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]] on a scale of threats to galactic stability.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<</nobr>>
<<nobr>>\n\t<<set $job_conspiracy.hasAnyDjinnInfo = false>>\n\n\t<<if $job_conspiracy.djinnKnowledge.raj eq true>>\n\t- Raj said that Djinn are historically impossible to kill; nuking their ships was the only commonly acceptable strategy. Sounds like an army of them would make for vicious foot soldiers<br>\n\t\t<<set $job_conspiracy.hasAnyDjinnInfo = true>>\n\t<</if>>\n\t<<if $job_conspiracy.djinnKnowledge.ith eq true>>\n\t- Ith said Djinn are not inhumanly resillient. A toxin or gas could be used to knock it out. Alternatively, force it to negotiate by threatening its master. Don't kill master. Makes it unpredictable.<br>\n\t\t<<set $job_conspiracy.hasAnyDjinnInfo = true>>\n\t<</if>>\n\n\t<<if $job_conspiracy.foundAltar eq true>>\n\t\t<<if $job_blindkid_resolution.mainPhase eq 3>>\n\t\t- Turns out the construction site was an okay lead after all. The altar there was being used to control Wraiths by the Eresi bitch.\n\t\t<<elseif $job_blindkid_resolution.mainPhase gte 2>>\n\t\t- Turns out the construction site might have been an okay lead after all. The alter there might be a communication device of sorts.\n\t\t<<else>>\n\t\t- Turns out the construction site was a false lead. There was just a Wraith there and some strange altar. Waste of damn time.\n\t\t<</if>><br>\n\t\t<<set $job_conspiracy.hasAnyDjinnInfo = true>>\n\t<<elseif $job_conspiracy.skippedWraith>>\n\t\t- Turns out the construction site was a false lead. There was just a Wraith there. No Djinn; complete waste of time.\n\t\t<<set $job_conspiracy.hasAnyDjinnInfo = true>>\n\t<<else>>\n\t\t<<if $job_conspiracy.djinnKnowledge.lalina eq true or $job_conspiracy.djinnKnowledge.wilkin eq true>>\n\t\t\t- \n\t\t\t<<if $job_conspiracy.djinnKnowledge.lalina eq true and $job_conspiracy.djinnKnowledge.wilkin eq true>>Lalina and Mr. Wilkin both\n\t\t\t<<elseif $job_conspiracy.djinnKnowledge.lalina eq true>>Lalina\n\t\t\t<<elseif $job_conspiracy.djinnKnowledge.wilkin eq true>>Mr. Wilkin\n\t\t\t<</if>> mentioned a supernatural haunting that sounded like a Djinn. Construction site on Level B33. Figure I should take a look\n\t\t\t<br>\n\t\t<</if>>\n\t\t<<set $job_conspiracy.hasAnyDjinnInfo = true>>\n\t<</if>>\n\n\t<<if $job_blindkid_resolution.mainPhase eq 3>>\n\t- I got some highly suspect intel that says the Corbei family is infested with a Namaz demon that controls a Djinn. <<if $job_conspiracy.djinnKnowledge.celena eq true or $job_conspiracy.djinnKnowledge.marisa eq true or $factionlock.kobolPhase eq 2>>Got another source to back this theory up too. Insane.<<else>>Not gonna bring this up unless I can corroberate it though.<</if>><br>\n\t\t<<set $job_conspiracy.hasAnyDjinnInfo = true>>\n\t<</if>>\n\n\t<<if $job_conspiracy.djinnKnowledge.celena eq true>>\n\t- Celena insists the Djinn is working for the Corbei family (Erkan-Corbei Minerals Group). They're genetically bound to a given master. She also offered to help me take the thing down if we go head to head again<br>\n\t\t<<set $job_conspiracy.hasAnyDjinnInfo = true>>\n\t<</if>>\n\n\t<<if $job_conspiracy.djinnKnowledge.marisa eq true>>\n\t- Marisa says she ran into a Djinn while working an Erkan-Corbei black op related to the Church investigating Quantus VII. Bit too much of a coincidence if you ask me<br>\n\t\t<<set $job_conspiracy.hasAnyDjinnInfo = true>>\n\t<</if>>\n\n\t<<if $factionlock.kobolPhase eq 2>>\n\t- The Sons of Kobol has a fairly clear lead that points to the Djinn is connected Corbei family (Erkan-Corbei Minerals Group)<br>\n\t\t<<set $job_conspiracy.hasAnyDjinnInfo = true>>\n\t<</if>>\n\n\t<<if $job_conspiracy.djinnKnowledge.siren eq true>>\n\t- The Siren had little to say about the Djinn beyond that they have an aversion to technology<br>\n\t\t<<set $job_conspiracy.hasAnyDjinnInfo = true>>\n\t<</if>>\n\n\t<<if $job_conspiracy.djinnKnowledge.anska eq true>>\n\t- Anska said something about Athena Medical looking into a way to control a Djinn. Sounded like there's a lab on the upper levels. I should probably ask around.<br>\n\t\t<<set $job_conspiracy.hasAnyDjinnInfo = true>>\n\t<</if>>\n\n\t<<if not $job_conspiracy.hasAnyDjinnInfo>>\n\t- I was attacked by a Djinn and know nothing meaningful about it yet. I should ask around for more informaiton.\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Abominable Issue<br>\n\tClient: Lilly Vau<br>\n\t<<if $job_combat_intro.mainPhase lt 5>>Priority: Low<<elseif $job_combat_intro.mainPhase eq 5>>Status: <span class='greencolor'>Completed</span><<else>>Status: <span class='redcolor'>Aborted</span><</if>><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if $job_combat_intro.mainPhase eq 1>>\n\t\t\tA certain Lilly Vau contacted me regarding an abomination problem on Level B30. Apartment 85325. Might be a paying job worth looking into.\n\t\t<<elseif $job_combat_intro.mainPhase lt 5>>\n\t\t\tI checked up on that abomination issue at Apartment 85325 on B30. No clue what I'm dealing with. Lilly doesn't know. Figure I should come prepared for anything.\n\t\t<<elseif $job_combat_intro.mainPhase eq 5>>\n\t\t\tI dealt with that issue at Apartment 85325 on B30. Wasn't an abomination though, just a Ratroach. It's deada now.\n\t\t<<else>>\n\t\t\tSo, I was going to check up on that bomination issue at Apartment 85325 on B30, but no. Place is a blood bath now. Decided it's best to just stay away from the whole thing.\n\t\t<</if>>\n\t</div>\n<</nobr>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_zweili_summon">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> Urgent Contact Request\n\nVine,\n\nForgive my forwardness yet I require your assistance. Please make time to meet me outside the Cathedral of Beams, Level B14 entrance. Come alone. \n\nIf you do not respond, I will be forced to contact the Constabulary and request they bring you in for questioning. It gives me no pleasure to do yet this is an urgent matter that cannot wait. I must speak to you. Now.\n \nMay the Loving Stars guide you, \nFather Zweili
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_fisher_jewler">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t\t<<set $job_fisher_revenge.mainPhase = 1>>\n\t\t<</if>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> IMPORTANT! READ!!!\n\nVine!\n\nDamn it. Had to register a new fucking accoutn undre new nme just to write you this siht. In a hurry. Found something. Still pisse about what happened with Riptide. But okay. Okay? This is fuckign important. Meet at Timmeon Jewlery on B10 (Boulevard side). Be there soon. We got real problem here.\n\nThe Fish
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_varai_mission">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t\t<<set $job_blindkid_resolution.mainPhase = 1>>\n\t\t<</if>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong>Vessel 5987987761\n\n<<firstname>> Acrel,\n\nI am writing you to inform you that the Commisariat officially requests your assistance in the matter of the incident aboard Vessel 5987987761. Specifically, we are investigating a possible connection to witchcraft-based technology and would appreciate your expertise in these matters. Please meet me outside the construction site on Level B33 at your earliers convenience.\n\nCordially,\n\nCommisaria Varai\nSt. Luciferius Commisariat\nB14 - Cathedral of Beams\nScaffold 22
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Real Important Shit<br>\n\tClient: Fisher<br>\n\t<<if $job_fisher_revenge.mainPhase lt 4>>Priority: High<<elseif $job_fisher_revenge.mainPhase eq 98 or $job_fisher_revenge.mainPhase eq 4>><span class='greencolor'>Status: Completed</span><<else>><span class='redcolor'>Status: Aborted</span><</if>><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if $job_fisher_revenge.mainPhase eq 1>>\n\t\t\tJust got a real urgent message from Fisher. Not sure what it's about but I bet it's related to those Zanex thugs. Anyways, he says meet him at some jewler on B10 and be there soon. Given how bad we parted ways last time, I'm gonna wager a guess and say this really is damned important.\n\t\t<<elseif $job_fisher_revenge.mainPhase eq 2>>So I met Fisher at that jewlery store and figured out what it's about: a Siren is impersonating Mr. Amman. Damn thing must've been hired by Marisa's employer. Gonna head back to the Riptide with Fisher and confront that thing. Maybe we'll finally get some answers.\n\t\t<<elseif $job_fisher_revenge.mainPhase eq 3>>I confronted the Siren with Fisher but it didn't know shit. Wasn't worth killing. Fisher wasn't happy about that. Not sure I am either but the Siren said I should meet it - Appartment 124661 in the B30 Block. Might be worth the while. Maybe.\n\t\t<<elseif $job_fisher_revenge.mainPhase eq 4>>I met with the Siren. Sly bastard (bitch?) that one. Anyways, I'll not be killing the thing - yet. Might change my mind someday. But I got the feeling it might be a useful asset to keep around. Especially now that Fisher hates my guts.\n\t\t<<elseif $job_fisher_revenge.mainPhase eq 98>>I confronted the Siren with Fisher. It didn't know shit but at least it's dead. Good riddance.\n\t\t<<elseif $job_fisher_revenge.mainPhase eq 99>>Well, looks like I missed Fisher. No clue what that shit was about.\n\t\t<</if>>\n\t</div>\n<</nobr>>
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: A Small Issue<br>\n\tClient: Petrovic<br>\n\t<<if $job_banshee_srpawl.mainPhase lt 6 or $job_banshee_srpawl.mainPhase eq 98>>Priority: Low<<elseif $job_banshee_srpawl.mainPhase eq 6>><span class='greencolor'>Status: Completed</span><<else>><span class='redcolor'>Status: Aborted</span><</if>><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if $job_banshee_srpawl.mainPhase eq 1>>\n\t\t\tPetrovic's asked me to meet him to deal with a small issue. Not sure what it is but it may be related to abomination. Dunno why else he'd contact me.\n\t\t<<elseif $job_banshee_srpawl.mainPhase eq 3>>\n\t\t\tWell, turns out that Petrovic has an abominable job in the Junctions below the Bazar. There's a utility panel that leads down. Not sure what this thing might be but he's convinced it's down there. And is paying to have me take it out.\n\n\t\t<<elseif $job_banshee_srpawl.mainPhase eq 4>>I headed down into the Junction passages, found a Banshee, and killed it. Guess that accounts for the abomination Petrovic was talking about. Hopefully. Better head back and tell him the good news.\n\n\t\t<<elseif $job_banshee_srpawl.mainPhase eq 5>>(( TEMP / PLACEHOLDER ))\n\n\t\t<<elseif $job_banshee_srpawl.mainPhase eq 6>>Well, looks like that thing down in the Junction is solved. Shouldn't be any more problems. I hope. I really hate Banshees.\n\n\t\t<<elseif $job_banshee_srpawl.mainPhase eq 98>>Well, I found a Banshee down in the Junction passages but had to bug out. Thing came out of nowhere. Might be able to catch it again. Maybe.\n\n\t\t<</if>>\n\t</div>\n<</nobr>>
<<nobr>><div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Coven Investigation<br>\n\tClient: Anska<br>\n\t<<if $job_conspiracy.instructionPhase gte 10>>Status: <span class='greencolor'>Completed</span><<else>>Priority: Medium<</if>>\n\n<</nobr>>\n<div class='HUD_PdaDisplayZone'>I asked Anska if she knows where to find the Witches Coven. She asked for a large sum of credits before telling me they gather on Level B40, Storeroom 367, just outside the docks. I should take a look around and see if I can't learn anything useful.</div>
/%<<if >><div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><</if>>%/<<silently>>\n<<if $job_conspiracy.instructionPhase lte 6>>\n\t<<set $job_conspiracy.instructionPhase = 7>>\n<</if>>\n<<if $job_coven.mainPhase gt 0 and $job_coven.mainPhase lte 2>>\n\t<<set $job_coven.mainPhase = 3>>\n<</if>>\n<<if $job_abomination_investigate.ogerPhase lt 2>>\n\t<<set $job_abomination_investigate.ogerPhase = 2>>\n<</if>>\n<</silently>><strong>From:</strong> [address invalid]\n<strong>To:</strong> [address invalid]\n<strong>Subject:</strong> Service Request\n\nWilkin isn't taking jobs anymore so we'll be needing your services. Already cleared the deal with Desvhar. The job's simple: head down to B40-367 and take care of everyone you find. There's no need to be discrete. Just make sure to be thorough. We can't afford any mistakes. \n\nYou'll be wired the arranged ammount when the job's done.
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_mission_undersprawl">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t\t<<set $job_undersprawl_purge.mainPhase = 1>>\n\t\t<</if>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> Undersprawl Incident\n\nVine,\n\nI was recently approached by an agent of the Purifier Order. He said you were spotted within the quarantined area of the Undersprawl and wished to inquire about a related matter. I was not told what. The inquirer was a Scribe-Brother by the name of Jal Xuhe. Records indicate he is stationed at the Quarantine Line on Level B30. \n\nNaturally, I caution you in dealing with agents of any Ordus Militanti, yet it might be in your interest to investigate the matter. I found it all highly unusual and could not glean any insight from the Purifier General or any other official office. Perhaps it is a matter outside of official channels?\n \nMay the Loving Stars guide you, \nFather Zweili
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_zweili_mission">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> About Object 55316\n\nVine,\n\nI cannot tell you much regarding object 55316 beyond that it was recovered from a mining colony named Quantus VII roughtly one galactic standard year ago. Naturally, the reasons its importance to the Church are not something which can be shared with an external contractor. Know however that recovery of this object is of highest priority, superseding all other concerns.\n\nAttached below is the original message I recieved.\n \nMay the Loving Stars guide you, \nFather Zweili\n\n----\n\n<strong>From:</strong>
[email protected]\n<strong>To:</strong>
[email protected]\n<strong>Fwd:</strong> Urgent - Concerning Object 55316\n\nTo all whom it may concern, \n\nIt has come to our attention that the artefact designated Object 55316 has disappeared from the Vault of Eden. Evidence recovered from the scene suggests the work of agents hostile to the Church, most likely aided by conspirators within the Clergy. We cannot stress enough how important it is that this artefact be reclaimed before it can be moved off-station. Anyone in possession of any information regarding this theft is kindly asked to step forward. \n\nMay the Loving Stars guide you, \nMarkus Polmer
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_cathedral_hack">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t\t<<set $job_cathedral_hack.mainPhase = 1>>\n\t\t<</if>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong>Of Relevance\n\n<<formalname>>,\n\nKulli Zweili asked me to contact you. It pretains to the theft you are investigating, specifically the cryptomancery that made it possible to remove the stolen item without our security systems being able to record or identify the perpetrator.\n\nWe now know the attack was a two-phased process using a most unique insertion vector. Key to this was a customized HailBorne Node - you may not know; these are used to test circuitry intended to be used in or near REACH technology, and the Cathedral routinely stress-tests its circuits for REACH interference - which was injected into the Cathedral's maintenance cycle by unknown means. The device was, as part of a scheduled stress test, retrieved by a maintenance unit and installed as per routine instructions. No errors were logged. Our maintenance protocol indicates this transpired several hours before the actual theft took place.\n\nThe HailBorne now performed a standardized sub-null propagation test, de-synching the circuitry near the Vault of Eden for 51:54:33 GST and causing the expected emergency bypasses and backups to engage. What we discovered however is that the HailBorne was configured to embed the runtimes of a Xjanu-4 intrusion agent (code proprieror being Maiwan Cybertech Inc.) directly into our circuitry. The intrustion was impossible to detect due to the fact that, under conditions of the sub-null test, none of the affected systems were operable (as is to be expected), and upon conclusion of testing, the Xjanu spontaneously came into existence, fully functional, on our system, thereby bypassing all security routines and hardening precautions.\n\nIt is worth noting that the technology used in this assault, while technically legal, was configured in such a manner that it borders witchcraft and cryptosorcery. Moreover, the components would be unauthorized for use by anything below a Class 6 Sanctioned Cybersmith (or similar tech expertise grade). We have been in contact with Maiwan Cybertech and HailBorne Industries regarding the precise technology used, and it appears the device & intrusion agent were legitimately aquired by a local vendor here on Scaffold 22. I have copied the address below: \n\nAshlake-TP Cyberware\nLevel B29 Bazar\n4185-589185\nSanctioned Reseller\n\nIf you have time, I kindly request you investigate this angle. Also, please forgive the lengthy description. The intricasies of this attack needed adequate description, and I believe you will now understand our acute worry, considering this intrusion was achieved by borderline heretical means. We have discussed it internally at length and, while I am of the oppinion that any Cybersmith versed in heretical arts could have orchastrated this, there are many voices in the Temple who insist nothing short of a Witch Queen could have modified a HailBorne node to such abominable extents.\n\nLoving Stars Guide,\n\nPeter Mubavi\nMachine Priest\nCathedral of Beams\nScaffold 22
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "job_boulevard_done">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t<</if>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong>Many Thanks\n\nDear <<formalname>>,\n\nMany thanks for your assistance with the issue at our Cryogenics Lounge on Level B10. An unfortunate affair on all accounts and, naturally, I encourage you to follow up on the matter. Should you however not produce further results, I shall consider the investigation concluded. The culprit was dealt with and, while there may have been ulterior motives, I am doubtful it was more than coincidence. At the very least, I cannot imagine any reason someone would have deliberately unleashed a supernatural horror on our premises, and believe me when I say I am a suspicious man, <<formalname>>.\n\nFurthermore, I have taken the liberty of signing the comission over to your personal account. I believe this is satisfactory compensation for the time spent and risks involved. As a pan-galactic venture, I must also inform you that Icefall Cryogentics expects all our subcontractors to adhere to Church Law in relation to privacy in business transactions, though should you require a letter of reference for any future employ, Icefall Cryogenics will of course vouch for your professional integrity and competence.\n\nSincerest Regards,\n\nJonas Harper\nDirector of Security\nIcefall Cryogenics\nScaffold 22
<<nobr>>\n\t<<if $job_fisher_counterattack.altPhase gte 1 and $job_fisher_counterattack.altPhase lt 98>>\n\t\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\t\tTask: Theophobic Influence<br>\n\t\tClient: Fisher\n\t\t<<if $job_fisher_counterattack.altPhase lt 98>>Priority: Medium<<elseif $job_fisher_counterattack.altPhase eq 4>><span class='greencolor'>Status: Completed</span><<else>><span class='redcolor'>Status: Aborted</span><</if>><br>\n\n\t\t<div class='HUD_PdaDisplayZone'>\n\t\t\t<<if $job_fisher_counterattack.altPhase eq 1>>\n\t\t\t\tWilkin asked me to follow up on another lead to Zanex. A certain Mr. Amman might know more. He can probably be found at the Cryolounge on B10.\n\t\t\t<<elseif $job_fisher_counterattack.altPhase eq 2>>\n\t\t\t\tMr. Amman's assistant told me the attack on the Riptide is somehow connected to the Cult of Juno. What the fuck? Weird. I should check up on the claim though.\n\t\t\t<<elseif $job_fisher_counterattack.altPhase eq 3>>\n\t\t\t\tTo no great surprise the Cult of Juno was a bit of a dead end. Mean, really? Why would a sanctioned Cult be working with theophobic radicals? This investigation is making no sesne at all.\n\t\t\t<<elseif $job_fisher_counterattack.altPhase eq 4>>\n\t\t\t\tWow. I finally pieced the Riptide mess together. Zweili is in league with both sides. Theophobic radicals on one hand. Religious zealots on the other. My guess? He wants the Object for himself. Bastard really is tricker than I thought.\n\t\t\t<<elseif $job_fisher_counterattack.altPhase eq 98>>\n\t\t\t\tWilkin asked me to follow up on another lead to Zanex. But no way. I tried once but now I am done with that man. Let the Raptors figure it out. That's what he keeps them around for, after all.\n\t\t\t<<elseif $job_fisher_counterattack.altPhase eq 99>>\n\t\t\t\tWilkin asked me to follow up on another lead to Zanex. I tried but this Amman fellow wasn't there. Got no leads on him. At all. Damn.\n\t\t\t<</if>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\t\tTask: Theophobic Influence<br>\n\t\tClient: <<if $job_fisher_counterattack.mainPhase gte 1>>Wilkin<<else>>Fisher<</if>><br>\n\t\t<<if ($job_fisher_extremists.mainPhase eq 98 and $job_fisher_counterattack.mainPhase eq 0) or $job_fisher_extremists.mainPhase eq 4 or $job_fisher_counterattack.mainPhase eq 4>><span class='greencolor'>Status: Completed</span><<elseif $job_fisher_extremists.mainPhase eq 99 or $job_fisher_counterattack.mainPhase eq 1 or $job_fisher_counterattack.mainPhase eq 99>><span class='redcolor'>Status: Aborted</span><<else>>Priority: Medium<</if>><br>\n\n\t<div class='HUD_PdaDisplayZone'>\n\n\n\t<<if $job_fisher_counterattack.mainPhase gte 1>>\n\n\t\t<<if $job_fisher_counterattack.mainPhase eq 1>>>Wilkin asked me to help figure out who sent Zanex after the Riptide but fuck that. I am done with that man. I am done with his problems. Let the Raptors figure out who the hell is fucking with them. I don't have time for that crap.\n\n\t\t<<elseif $job_fisher_counterattack.mainPhase eq 2>>Wilkin asked me to help figure out who sent Zanex after the Riptide and I agreed to force some intel out of this corpo 'rep' they sent. Once I know who's behind it I'm supposed to head out there and kick their asses. Will be good to get payback.\n\n\t\t<<elseif $job_fisher_counterattack.mainPhase eq 3>>Wilkin asked me to help figure out who sent Zanex after the Riptide and I agreed to force some intel out of this corpo 'rep' they sent. Turns out he works for a certain Mr. Otto who lives way, way up in the center of Scaffold 22, right near the core. There's a utility door behind the mansion which should allow for easy access. Code is supposedly 415661. Just hope this isn't a trap.\n\n\t\t<<elseif $job_fisher_counterattack.mainPhase eq 4>>Wilkin asked me to help figure out who sent Zanex after the Riptide and I agreed to force some intel out of this corpo 'rep' they sent. Turns out he works for a certain Mr. Otto who lives way, way up in the center of Scaffold 22, right near the core. I headed down there and iced the bastard - turns out it was a Vampire at that. Figure that's one matter settled. Can't say I'm glad the fucker's gone.\n\n\t\t<<elseif $job_fisher_counterattack.mainPhase eq 99>>Wilkin asked me to help figure out who sent Zanex after the Riptide and I agreed to force some intel out of this corpo 'rep' they sent. Problem was, he wasn't talking and I'd have had to get real nasty to make him speak. Couldn't do it after all. Unfortunate but, eh, better than more blood on my hands.\n\n\t\t<</if>>\n\n\t<<else>>\n\t\t<<if $job_fisher_extremists.mainPhase eq 99>>Fisher asked me to help him deal with some trouble from these Zanex goons but I had to turn him down. Not enough time. More pressing issues.\n\n\t\t<<elseif $job_fisher_extremists.mainPhase eq 98>>Some real nasty shit went down at the Riptide - bunch of Zanex mercs under one of my former kids' command burst in and threatening to ice everyone. I helped Fisher get the situation back under control but it looks like the kid can handle himself on his own now. Better stay out of it from here on, just in case the situation doesn't blow over.\n\n\t\t<<else>>\n\n\t\t\t<<if $job_fisher_extremists.mainPhase eq 1>>\n\t\t\t\tFisher told me about some trouble he and the Raptors have been having with these Zanex goons. Says they've been killing boys and making threats. According to Fisher, they might be based somewhere down in B40, near the Docks. At least that's the last place anyone saw 'em.<br><br>\n\n\t\t\t\tNot sure what this is about - or whether I'll find anyhting down on B40 - but I figure it's worth looking into, if just to help the poor kid out.\n\t\t\t<<elseif $job_fisher_extremists.mainPhase eq 2>>\n\t\t\t\tSo I checked out the tunnels around B40 like Fisher asked and, well, I found something. Turns out there were Zanex goons down there. Looks like they ran into a Cephanine and got their asses handed to them. Whatever. Good news is the bastards are dead.<br><br>\n\n\t\t\t\tBad news is they sent some dude named Jalkovski back to their client to tell them what happened - minus the Cephanine part, I guess. No clue who Jalkovski is or where he is but I figure I should head back to the Riptide and tell Fisher either way. He'll be happy to know those Zanex assholes are dead.\n\t\t\t<<elseif $job_fisher_extremists.mainPhase eq 3>>\n\t\t\t\tSo I ran into Marisa and her brother at the Riptide. Wondered what had happened to them but never figured they were Division contractors. Anyways, Zanex moved in took down Wilkin with one hell of a big hammer. Don't know why but Marisa was way pissed at the man. Sounded like it might - maybe - have something to do with the job Zweili hired me for. Marisa said something about hearing her version of it all. Not sure I should do that after seeing her blow Wilkin's brains out.<br><br>\n\n\t\t\t\tNot that I'm sad that he's gone - always was a slimeball - but the whole thing's got me worried. Doesn't help that Fisher's pissed at me too for letting the Raptors down. But what the fuck was I supposed to do? Go up against battle-hardened mercs with a few street kids? Great fucking plan that.\n\n\t\t\t<<elseif $job_fisher_extremists.mainPhase eq 4>>Turned out talking with Marisa wasn't such a bad idea after all. Got a whole bunch of new intel on the Object 55316 deal. Also got a whole bunch of questions I'd like to ask a few folk along the way. But yeah, looks like the Riptide is officially Division property now. Never thought I'd see the day. Makes me wonder how the Raptors are gonna take that crap.\n\t\t\t\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\t</div>\n<</if>>\n\n<</nobr>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_zweili_fundingcut">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> Breech of Contract\nVine,\n\nI regret to inform you that you, due to your recently expressed commitment to the Lavandri Deathmatch Arena, have breeched the terms of your employment contract. Given this unexpected development, the Church of Eden can no longer be associated with your person. I do hope your chosen carreer proves successful - and provides the results youd desire. Perhaps we can speak again in future. For the time being however, I am forced to terminate all outstanding payments for your services and annull any agreement we may have reached in the past.\n\nMay the Loving Stars guide you, \nFather Zweili
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_abomination_comission">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t<</if>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> In Gratitude\n\n<<if $job_abomination_investigate.chosenCorbeiReward eq "sex">>Dear <<firstname>>,\n\nIt was my utmost pleasure to meet you in person. As agreed, I have transferred a comission of 19'500 Credits to your personal account in return for the 'favor' we spoke of. Furthermore, I have let rumor of your affiliation slip into certain communication channels. You may also wish to know I shall be visiting the Corbei Residence at the Level B10 Crossroads Should you require further assistance in any regard, I would be delighted to recieve you.\n\nKindest Regards,\n\nXarea<<elseif $job_abomination_investigate.chosenCorbeiReward eq "power">>Dear <<formalname>>,\n\nAs arranged, I have transferred a comission of 15'000 Credits to your personal account in return for the agreement we spoke of. Furthermore, I have made rumor of your affiliation known in all channels available to me. I hope you find the weight of my influence beneficial to all your endeavors.\n\nCordially,\n\nXarea Corbei<<elseif $job_abomination_investigate.chosenCorbeiReward eq "status">>Dear <<formalname>>,\n\nAs arranged, I have transferred a comission of 15'000 Credits to your personal account in return for the agreement we spoke of. Furthermore, I redeeded the lease for the Corbei Residence at the Level B10 Crossroads to your name as a gesture of appreciation. I hope you find it to your liking.\n\nCordially,\n\nXarea Corbei<<elseif $job_abomination_investigate.chosenCorbeiReward eq "nocare">>Dear <<formalname>>,\n\nAs arranged, I have transferred a comission of 19'500 Credits to your personal account in return for the agreement we spoke of. It was quite an intriguing encounter we shared. I am curious what shall come of your newfound conviction.\n\nCordially,\n\nXarea Corbei<</if>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_mission_cybercult">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t\t<<set $job_crypto_warlock.altPhase = 8>>\n\t\t<</if>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong> G1v.L85£@ERESIV:37897977\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong>May need Ya\n\n<<firstname>>,\n\nMay need your help. Relates to that thing we talked about, the potential source with intel on Warlock? It panned out. Lag did the meet and headed up to B10 to check out the Cryolunge. \n\nThat was six hours ago. Haven't heard back. Tracer's fallen off the Net too. Got me kinda worried over here. Think you could poke around, make sure all's okay?\n\nGal
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_zweili_commisariat">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong> Commisariat Incident\n\nVine,\n\nI heard of the recent incident with the Commisariat and the Knights of Eden. <<if $randomEncounterPhases.criminalityMessage eq 999>>It was good you reacted in relative calm. There will no doubt be an investigation yet your actions were well in line from what the Paladin told me and charges will likely be dropped. Alas, I will be forced to deduct a small ammount from your salary to cover this, ah, unfortunate mess.<<else>>It was unwise to react so excessively. I will take the matter up with the investigative committee yet expect there to be a considerable reduction in salary at the very least. The Paladin's influence however will likely spare you more grievous charges. For that we can be thankful.<</if>>\n\nI also ask you take more care in future. Your reputation as well as that of the Church are at stake. We cannot afford additional complications in the current situation.\n \nMay the Loving Stars guide you, \nFather Zweili
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Syndicate 4 Issue<br>\n\tClient: None<br>\n\t<<if $randomEncounterPhases.syndicateBasePhase lt 5>>Priority: Medium<<elseif $randomEncounterPhases.syndicateBasePhase eq 5 or $randomEncounterPhases.syndicateBasePhase eq 99>>Status: <span class='greencolor'>Completed</span><<else>>Status: <span class='redcolor'>Aborted</span><</if>><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if $randomEncounterPhases.syndicateBasePhase eq 1>>\n\t\t\tI keep running into these damned Syndicate 4 mercs ever since I fucked with them down at the Docks. Thought it was just pure revenge until this last group. Found a dpad that mentioned their priority is the safety of the Baibirack Facility. No clue what that is but I bet I should look for it. Maybe one of the barkeeps around knows something.\n\t\t<<elseif $randomEncounterPhases.syndicateBasePhase eq 2>>\n\t\t\tSo I hear Syndicate 4 has been kicking around the B10 Crossroads - and that the Baibirack Facility has something to do with Athena Medical, which can't be good. Anyways, I figure I should poke around the Crossroads. If S4 is anywhere there in force, they can't be that hard to find.\n\t\t<<elseif $randomEncounterPhases.syndicateBasePhase eq 3>>\n\t\t\tAll right. I found the Syndicate 4 base at the Crossroads and cleared it out. Againt here was mention of the Baibirack Facility - and some benefactor. But I got no clue who that is or where the facility is. Looks like another damned dead end. What the fuck are these guys up to? And where am I gonna get more intel on them?\n\t\t<<elseif $randomEncounterPhases.syndicateBasePhase eq 4>>\n\t\t\tGood news. I'm finally a little closer to where this damned Baibirack Facility is. A bunch of S4 mercs who had a go at me were under orders to bring me - dead or alive - to Landing Pad 4000151 on Level B40. Hell knows what this is about. I just know that the 'associate' wants my corpse for something. Maybe to gloat? Either way, this is the best lead I got so far.\n\t\t<<elseif $randomEncounterPhases.syndicateBasePhase eq 5>>\n\t\t\tWell, I totaled the Baibirack Facility and everyone inside. Fuck knows what they were doing but I <<if $loc_syndicate_facility.killedResearcher>>found some insane geneticist and killed him<<else>>found some insane geneticist and spared him.<</if>> I also ran into a freaky, Djinn-like abomination that tried to take me down. It's dead now and I got the feeling that place is toast, at least until someone starts scavenging from it. But whatever. I am so done with this crap. \n\t\t<<elseif $randomEncounterPhases.syndicateBasePhase eq 99>>So I have no idea how or where those Syndicate mercs were operating from. Or what the Briaback Facility really was. But I managed to get an Athena exec to look into the matter and shut the shit down. Haven't been attacked yet. Let's keep our fingers crossed.\n\t\t<</if>>\n\t</div>\n<</nobr>>
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Corpo Conference<br>\n\tClient: Zweili<br>\n\t<<if $job_corpo_conference.mainPhase lt 6>>Priority: Medium<<elseif $job_corpo_conference.mainPhase eq 6 or $job_corpo_conference.mainPhase eq 98>>Status: <span class='greencolor'>Completed</span><<else>>Status: <span class='redcolor'>Aborted</span><</if>><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if $job_corpo_conference.mainPhase eq 1>>\n\t\t\tZweili messaged me about a corporate conference going down at the Cryolounge on B10 (Boulevard side). One of his contacts (?) will meet me there, though the old man said I should dress apropriately. Chances I'll learn anything specific about the attack on the Riptide are slim but still. Maybe I should take a look around?\n\t\t<<elseif $job_corpo_conference.mainPhase eq 2>>\n\t\t\tI visited that corporate conference Zweili mentioned was going down. Weird place. Haven't got any new leads from it. Yet. Maybe I'm missing something.\n\t\t<<elseif $job_corpo_conference.mainPhase eq 3>>\n\t\t\tI visited that corporate conference Zweili mentioned was going down. Weird place. Anyways, met an Objective 22 correspondant who had was interested in a bunch of missing Athena Medical shipments. Asked if I'd poke around the Docks for him.\n\t\t<<elseif $job_corpo_conference.mainPhase eq 4>>\n\t\t\tWell, it looks like that Objective 22 correspondant might have been onto something. Those missing Athena Medical shipments? Definitely related to this Object whatsitcalled affair I'm looking into. Figure I should go talk to the guy at the cryolounge.\n\t\t<<elseif $job_corpo_conference.mainPhase eq 5>>\n\t\t\tTalked to Fabio Halthin again and he sounded massively worried about this whole Athena Medical and Syndicate 4 affair. Offered to help me lock down the situation (whatever that is) if I ever get a chance to bring any weight to bear against Athena Medical. Might be worth keeping in mind...\n\t\t<<elseif $job_corpo_conference.mainPhase eq 6>>\n\t\t\tLooks like the whole affair with Athena Medical and Syndicate 4 is dealt with. I hope. No telling whether that Athena Medical exec can really affect anything but I'm hopeful. Don't need any more complications.\n\t\t<<elseif $job_corpo_conference.mainPhase eq 98>>\n\t\t\tTalked to Fabio Halthin again but fed him some tall tale about smugglers. Think he bought it. No suspicion of Syndicate 4 or Athena Medical. Yet. I hope this was the right thing to do...\n\t\t<<elseif $job_corpo_conference.mainPhase eq 99>>\n\t\t\tLooks like the whole affair with Athena Medical and Syndicate 4 is dealt with. Bloodily. Far as I'm concerned, that's a good thing. The bastards deserved what they had coming.\n\t\t<</if>>\n\t</div>\n<</nobr>>
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Sphinx Spine<br>\n\tClient: Petrovic<br>\n\t<<if $job_petrovic_paladin.mainPhase lt 4>>Priority: Medium<<elseif $job_petrovic_paladin.mainPhase eq 98 or $job_petrovic_paladin.mainPhase eq 4>><span class='greencolor'>Status: Completed</span><<else>><span class='redcolor'>Status: Aborted</span><</if>><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if $job_petrovic_paladin.mainPhase eq 1>>\n\t\t\tPetrovic says that, if I can aquire some form of projection technology similar to the illusions cast by a Sphinx, he could built a weapon capable of overloading a Paladin's senses. This would leave it defenseless and confused long enough to destroy it. Theoretically. In practice, I don't know. All I'd need is a Sphinx's Spine.\n\t\t<<elseif $job_petrovic_paladin.mainPhase eq 2>>\n\t\t\tPetrovic says that, if I can aquire some form of projection technology similar to the illusions cast by a Sphinx, he could built a weapon capable of overloading a Paladin's senses. All I'd need is a Sphinx's Spine, which I grabbed from Ith. Had to kill the creepy thing to get it, of course, but oh well. Isn't like Ith was human or even alive or anything like that.\n\t\t<<elseif $job_petrovic_paladin.mainPhase eq 3>>\n\t\t\tI brought Petrovic Ith's spine and he says he can turn the thing into a usable anti-paladin tool. It'll cost me a little in way of credits so I decided to think the matter over. I probably do need this thing but the financial part is, yeah, not so nice. At any rate, Petrovic's working on the thing and should have it ready when I need it.\n\t\t<<elseif $job_petrovic_paladin.mainPhase eq 4>>\n\t\t\tSo I brought Petrovic Ith's spine and, in return for a meager sum of credits, he turned it into a weapon that can mess up the most dangerous machines in the galaxy. Glad I finally have something up my sleeve that works against Paladins - theoretically, at least - but there's a hitch: the power core in the spine only has enough charge for one use. Better not waste it.\n\t\t<<elseif $job_petrovic_paladin.mainPhase eq 5>>\n\t\t\tSo I brought Petrovic Ith's spine and, in return for a meager sum of credits, he turned it into a weapon that can mess up the most dangerous machines in the galaxy. Only issue is I already wasted its charge. I'll have to bring it back to Petrovic if I want to use it again.\n\t\t<<elseif $job_petrovic_paladin.mainPhase eq 99>>\n\t\t\tPetrovic says that, if I can aquire some form of projection technology similar to the illusions cast by a Sphinx, he could built a weapon capable of overloading a Paladin's senses. All I'd have needed was a Sphinx's Spine and I considered killing Ith for hers but that was a stupid idea after all. So no paladin-disabling weapon. I'll be fine without. I'm sure.\n\t\t<</if>>\n\t</div>\n<</nobr>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_fabienne_conclude">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t<</if>>\n\t<</if>>\n<</for>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong> <<firstname>>
[email protected]\n<strong>Subject:</strong>About the Handover\n\nVine!\n\n<<if $job_blindkid_resolution.mainPhase eq 98>>So I managed to sell that bust thing we found. Made a nice sum too, no funny business even! Signed ten K over to your account (I think I got it right, yeah?). Will move the rest of the money when I can get it out of a little mess I got with my bank. Might take a few weeks so don't go checking your balance every few minutes. \n\nAnyways, nice doing fun stuff with you again. Drop by sometime. Don't get many visitors and I've gotta keep my head low for a little while after this thing.<<else>>Seems like our timing is really, really bad. Long story short here is I did the handover on my own. There was no funny business, amazingly. Made a nice sum on it too. Signed ten K over to your account (I think I got it right, yeah?). Will move the rest of the money when I can get it out of a little mess I got with my bank. Might take a few weeks so be patient, yeah?\n\nAnyways, was cool doing shit with you again, and it'd be nice if you dropped by sometime. Can't believed I missed you down at the Shrine. You did go there like we agreed, right?<</if>>\n\nKisses,\n\nFabi\n\n----\n\nTired of getting spam-banned?\nWant to waste time clogging your friends' inboxes with junk?\nThen SiLLySeNd is your friend! \n\nUnlimited anonymous messaging, free of charge, for everyone! \nNow it's YOUR chance to be the insufferable spam-bot. \nSiLLySeNd.Net. Sign Up Today!
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_sylvia_2">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t<</if>>\n<</for>>\n<</silently>><<silently>>\n<<if $job_conspiracy.instructionPhase lte 7>>\n\t<<set $job_conspiracy.instructionPhase = 8>>\n<</if>>\n<<if $job_coven.mainPhase lte 3>>\n\t<<set $job_coven.mainPhase = 4>>\n<</if>>\n<</silently>><strong>From:</strong>
[email protected]\n<strong>To:</strong>
[email protected]\n<strong>Subject:</strong>Cpy: Urgent - About the Gathering\n\nAnna,\n\nI just stopped by Esmeralda's. She was murdered. And I talked to Mr. Wilkin. He didn't know anything about Esma but he did say someone wanted to buy his services. Apparently my name was dropped but Wilkin didn't say who contacted him. Now, I know you've been warning me about this for years, but I'm not about to throw blame around. Not yet. We have to be certain before we do anything. And we have to do it together. We can't afford to be rash.\n\nFor now, make sure everyone knows what's at stake. Tell them to go into hiding. And postpone Gathering for a few weeks at least. We can't afford to be seen together. Not until we can find whoever's behind this. Anyways, I'm on my way home now. We'll discuss this in person once I've talked to Patricia.\n\nBe with the void,\nSylvia
<<nobr>><div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Coven Investigation<br>\n\tClient: Celena<br>\n\t<<if $job_coven.mainPhase gte 6 and $job_coven.mainPhase neq 99>>Status: <span class='greencolor'>Completed</span><<elseif $job_coven.mainPhase eq 99>>Status: <span class='redcolor'>Aborted</span><<else>>Priority: Medium<</if>>\n\n<</nobr>>\n<div class='HUD_PdaDisplayZone'><<nobr>>\n\n\t<<if $job_coven.mainPhase eq 99>>Celena has refused to help me get in touch with the Witches Coven. I told her I wouldn't bother her anymore and find another way to get in contact with her "parents". Maybe someone at the Bazar can help me out? I could ask around.\n\n\t<<elseif $job_coven.mainPhase eq 1>>Despite her reservations, Celena has agreed to take me to her "parents". Chances are they won't be pleased to see me but, at the very least, I might find out if the Witches Coven had anything to do with the Wraith that attacked Raj - if they didn't they still might know something useful.\n\n\t<<elseif $job_coven.mainPhase eq 2>>Celena took me to visit her parents. When we arrived, we found the Hab in shambles. Evidence suggests her parents were killed by a Wraith. Maybe it's connected to the attack on Raj? It can't be a coincidence. At any rate, I found a chat log that suggest the Coven suspects something's up. According to Celena, they gather every day on Level B40, Storeroom 367, just outside the Docks. I should drop by and see if anyone's still alive - and maybe finally get some answers.\n\n\t<<elseif $job_coven.mainPhase eq 3>>Following Celena's advice, I went to Storeroom 367 on Level B40. There was an Oger there which, presumably, killed the Coven. I found a message on his PDA suggesting Mister Wilkin might know who hired the Oger. I should find out who that was and talk to Celena.\n\n\t<<elseif $job_coven.mainPhase eq 4>>Following Celena's advice, I went to Storeroom 367 on Level B40. There was an Oger there and I found the coven. Dead. Anyways, after looking around a bit, I found evidence suggesting Mister Wilkin might know who hired the Oger. I should find out who the employer was <<if $job_fisher_extremists.locationPhase eq 1>>- Marisa might have found something in Wilkins' files by now -<<elseif $loc_riptide.ownedBy eq "marisa">>- seeing as Wilkin is dead, I'll have to talk to Marisa-<<else>>- Wilkin might part with the name for a few credits -<</if>> and then talk to Celena.\n\n\t<<elseif $job_coven.mainPhase eq 5>>Well, I figured out who hired the Oger to kill Coven Eresi: it's some rich bitch up on level B5. The place is grav-car accessible only and, according to what I was told, there's heavy security in place. Bots, I assume. Before heading over there, I should talk to Celena. Maybe she knows a little more.\n\n\t<<elseif $job_coven.mainPhase eq 6>>I confronted Celena's sister - Faralah - along with Cel. Long story short, the Witch who hired the Oger, raised the Wraiths, and killed Cel's parents got what she deserved. Celena will be happy - or so I hope. Hard to tell with her.\n\n\t<<elseif $job_coven.mainPhase eq 7>>\n\t\t<<if $job_coven.buddy eq "gal">>I looked into the witch who killed Cel's parents and the Coven. She'd dead. Not my work. Better tell Celena.<<else>>I headed over to Level B5 and took down the Witch who killed Cel's parents and the Coven. Better head over to Celena and tell her it's over.<</if>>\n\n\t<<elseif $job_coven.mainPhase eq 8>>Celena's sister is dead. No clue why she did this. But this case is closed for now. I hope.\n\t<</if>>\n\n<</nobr>></div>
<<if $debug>>\n <div class='debugmode redcolor'>DEBUG MODE ACTIVE</div><br>\n<</if>>\n<<if $hud.currentScreen eq "mainmenu">>\n <div id='hud-pda-pane' class='HUD_SidePane HUD_PaneDisabled'>\n </div>\n <div id='hud-center-pane' class='HUD_SidePane HUD_CenterPane'>\n Scaffold 22<br><br>\n Main Menu<br><br>\n </div>\n <div id='hud-menu-pane' class='HUD_SidePane HUD_PaneDisabled'>\n <span class='nomsgtext greyedout'>Version <<print $releaseversion>></span>\n </div>\n<<elseif $hud.currentScreen eq "prologue">>\n <div id='hud-pda-pane' class='HUD_SidePane HUD_PaneDisabled'>\n </div>\n <div id='hud-center-pane' class='HUD_SidePane HUD_CenterPane'>\n Scaffold 22<br><br>\n Prologue<br><br>\n </div>\n <div id='hud-menu-pane' class='HUD_SidePane HUD_PaneDisabled'>\n <span class='nomsgtext greyedout'>Version <<print $releaseversion>></span>\n </div>\t\n<<elseif $hud.currentScreen eq "ingameoptions">>\n <div id='hud-pda-pane' class='HUD_SidePane HUD_PaneDisabled'>\n </div>\n <div id='hud-center-pane' class='HUD_SidePane HUD_CenterPane'>\n Scaffold 22<br><br>\n Settings<br><br>\n </div>\n <div id='hud-menu-pane' class='HUD_SidePane HUD_PaneDisabled'>\n <span class='nomsgtext greyedout'>Version <<print $releaseversion>></span>\n </div>\n<<elseif $hud.currentScreen eq "ingamemenu">>\n <div id='hud-pda-pane' class='HUD_SidePane'>\n <<display 'Menu_AudioToggle'>>\n </div>\n <div id='hud-center-pane' class='HUD_SidePane HUD_CenterPane'>\n Scaffold 22<br><br>\n Ingame Menu\n </div>\n <div id='hud-menu-pane' class='HUD_SidePane HUD_PaneDisabled'>\n <span class='nomsgtext greyedout'>Version <<print $releaseversion>></span>\n </div>\n<<elseif $hud.currentScreen eq "epilogue">>\n <div id='hud-pda-pane' class='HUD_SidePane HUD_PaneDisabled'>\n </div>\n <div id='hud-center-pane' class='HUD_SidePane HUD_CenterPane'>\n Scaffold 22<br><br>\n Epilogue\n </div>\n <div id='hud-menu-pane' class='HUD_SidePane HUD_PaneDisabled'>\n </div>\n<<elseif $hud.currentScreen eq "combat">>\n <<display 'Combat_UI_Ingame'>>\n<<elseif $hud.currentScreen neq "none">>\n <<if $hud.currentScreen neq "home">>\n <div id='hud-pda-pane' class='HUD_SidePane'>Home\n <<click '' 'PDA'>>\n <<set playContextSound("ui_blip_back");>>\n <<set $hud.currentScreen = "home">>\n <</click>>\n </div>\n <<else>>\n <div id='hud-pda-pane' class='HUD_SidePane HUD_PaneDisabled'><span class='greyedout'>Home</span>\n </div>\n <</if>>\n <div id='hud-center-pane' class='HUD_SidePane HUD_CenterPane'>\n Personal Data Assistant<br><br>\n <<if $hud.currentScreen eq "home">>\n Home\n <<elseif $hud.currentScreen eq "agenda">>\n Agenda\n <<elseif $hud.currentScreen eq "messages">>\n Messages\n <<elseif $hud.currentScreen eq "gear">>\n Gear\n <<elseif $hud.currentScreen eq "skills">>\n InZtinct\n <<elseif $hud.currentScreen eq "codex">>\n Codex\n <</if>>\n </div>\n <div id='hud-menu-pane' class='HUD_SidePane HUD_PaneClose'>\n Close\n <<click '' $currentgamepassage>>\n <<set playContextSound("ui_blip_back");>>\n <<set $hud.currentScreen = "none">>\n <</click>>\n </div>\n<<else>>\n <<display 'HUD_UI_Ingame'>>\n<</if>>
<<silently>>\n\n<<display 'generateEnemyList'>>\n<<display 'generateWeaponsList'>>\n<<display 'generateArmorList'>>\n<<display 'initLocalization'>>\n\n/% can remove these from other passages after %/\n<<display 'generateWeaponsList'>>\n<<display 'generateArmorList'>>\n<<display 'generateEnemyList'>>\n\n<<set $msgArray = new Array()>>\n<<set $hud = {\n\tcurrentScreen: "none",\n\tcodexSubSection: "none",\n\tcodexSection: "all",\n\tcodexCategory: "none",\n\tdarknetSection: "all",\n\tdarknetArticle: "none",\n\tshopSubSection: "none",\n\tcurrentShopScreen: "none",\n\texpandAgenda: false,\n\texpandAmmo: true,\n\texpandGear: true,\n\texpandItems: true,\n\texpandAugs: true,\n\tcodexBack: "passage",\n\texpandMessages: false,\n\texpandMission1: true,\n\texpandMission2: true,\n\texpandMission3: true,\n\texpandMission4: true,\n\texpandStatusEffects: false,\n\tnewmsg: 0,\n\tmessages: $msgArray,\n\tcombatUIScrewLevel: 0,\n\tdisabled: false,\n\tinterference: false,\n\tdidAutoSave: false,\n\tscrollToElement: "default",\n\tfoundCodexEntries: [],\n\tcurrentLanguageCode: "en",\n\n\tdoConfirm: false,\n\n\tplayAudio: true,\n\tplayMusic: true,\n\tsfxLevel: 0,\n\tmusicLevel: 0,\n\thardCoreMode: false,\n\tcodexCompareBack: "none",\n\n\tdidAddictionPopup: false,\n\tdidInfectionPopup: false,\n\tdidExhaustionPopup: false,\n\n\tturnedOffTutorials: false,\n\tsentArmorTut: false,\n\tsentWeaponTut: false,\n\tsentStatsTut: false,\n\tsentAugsTut: false,\n\tsentItemsTut: false,\n\tsentScrapTut: false,\n\tsentDepressTut: false,\n}>>\n\n\t/% TUTORIAL MESSAGES %/\n\t<<set $msg_armor_tut = {\n\t\tname: "msg_armor_tut",\n\t\tsubject: "Wear A Style!",\n\t\tfrom: "Krill Fashion",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_weapon_tut = {\n\t\tname: "msg_weapon_tut",\n\t\tsubject: "Cat 5 License Reminder!",\n\t\tfrom: "Sanction Association",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_stats_tut = {\n\t\tname: "msg_stats_tut",\n\t\tsubject: "Do You Need to Chill?",\n\t\tfrom: "Icefall Cryogenics",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_augs_tut = {\n\t\tname: "msg_augs_tut",\n\t\tsubject: "Health - Augmentation",\n\t\tfrom: "Athena Foundation",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_items_tut = {\n\t\tname: "msg_items_tut",\n\t\tsubject: "Licensed Items",\n\t\tfrom: "Sanction Association",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_scrap_tut = {\n\t\tname: "msg_scrap_tut",\n\t\tsubject: "You! You like guns, don't you?",\n\t\tfrom: "Mark.Trivoli",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_depress_reminder = {\n\t\tname: "msg_depress_reminder",\n\t\tsubject: "Health - Burnout",\n\t\tfrom: "Athena Foundation",\n\t\tread: false,\n\t}>>\n\n\t/% REGULAR MESSAGES %/\n\n\t<<set $msg_zweili_summon = {\n\t\tname: "msg_zweili_summon",\n\t\tsubject: "Urgent Contact Request",\n\t\tfrom: "Kuli.Zweili",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_zweili_mission = {\n\t\tname: "msg_zweili_mission",\n\t\tsubject: "About Object 55316",\n\t\tfrom: "Kuli.Zweili",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_zweili_meet = {\n\t\tname: "msg_zweili_meet",\n\t\tsubject: "RE: Your Message",\n\t\tfrom: "Kuli.Zweili",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_zweili_money = {\n\t\tname: "msg_zweili_money",\n\t\tsubject: "Transaction",\n\t\tfrom: "Kuli.Zweili",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_zweili_ottodead = {\n\t\tname: "msg_zweili_ottodead",\n\t\tsubject: "Recent Activity",\n\t\tfrom: "Kuli.Zweili",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_zweili_fundingcut = {\n\t\tname: "msg_zweili_fundingcut",\n\t\tsubject: "Breech of Contract",\n\t\tfrom: "Kuli.Zweili",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_zweili_fundingcut_arena = {\n\t\tname: "msg_zweili_fundingcut",\n\t\tsubject: "Breech of Contract",\n\t\tfrom: "Kuli.Zweili",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_zweili_commisariat = {\n\t\tname: "msg_zweili_commisariat",\n\t\tsubject: "Commisariat Incident",\n\t\tfrom: "Kuli.Zweili",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_abomination_join = {\n\t\tname: "msg_abomination_join",\n\t\tsubject: "Transaction #GT-BX-2146",\n\t\tfrom: "Rajiq.Kamkatoa",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_abomination_invite = {\n\t\tname: "msg_abomination_invite",\n\t\tsubject: "Cordial Invitation",\n\t\tfrom: "Xarea.Corbei",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_abomination_comission = {\n\t\tname: "msg_abomination_comission",\n\t\tsubject: "In Gratitude",\n\t\tfrom: "Xarea.Corbei",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_mission_undersprawl = {\n\t\tname: "msg_mission_undersprawl",\n\t\tsubject: "Undersprawl Incident",\n\t\tfrom: "Kuli.Zweili",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_cathedral_hack = {\n\t\tname: "msg_cathedral_hack",\n\t\tsubject: "Of Relevance",\n\t\tfrom: "Peter.Mubavi",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_mission_cybercult = {\n\t\tname: "msg_mission_cybercult",\n\t\tsubject: "News from Gal",\n\t\tfrom: "G1v.L85£",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_fisher_jewler = {\n\t\tname: "msg_fisher_jewler",\n\t\tsubject: "IMPORTANT! READ!!!",\n\t\tfrom: "The.Fish",\n\t\tread: false,\n\t}>>\n\n\t<<set $job_blindkid_meet = {\n\t\tname: "job_blindkid_meet",\n\t\tsubject: "We must Speak",\n\t\tfrom: "Kuli.Zweili",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_invitation_conference = {\n\t\tname: "msg_invitation_conference",\n\t\tsubject: "Of Interest",\n\t\tfrom: "Kuli.Zweili",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_varai_mission = {\n\t\tname: "msg_varai_mission",\n\t\tsubject: "Vessel 5987987761",\n\t\tfrom: "Zai.Verei",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_varai_conclude = {\n\t\tname: "msg_varai_conclude",\n\t\tsubject: "Our Agreement",\n\t\tfrom: "Zai.Verei",\n\t\tread: false,\n\t}>>\t\n\n\t<<set $msg_loan = {\n\t\tname: "msg_loan",\n\t\tsubject: "Affiliate Loan #VA-SH-3781",\n\t\tfrom: "Rajiq.Kamkatoa",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_fabienne_mission = {\n\t\tname: "msg_fabienne_mission",\n\t\tsubject: "Another Artefact",\n\t\tfrom: "a.name.you.know",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_fabienne_conclude = {\n\t\tname: "msg_fabienne_mission",\n\t\tsubject: "About the Handover",\n\t\tfrom: "another.name.you.know",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_sidejob_intro = {\n\t\tname: "msg_sidejob_intro",\n\t\tsubject: "Assistance Request",\n\t\tfrom: "Lilly.Vau",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_mission_hellcat = {\n\t\tname: "msg_mission_hellcat",\n\t\tsubject: "Dear Vine",\n\t\tfrom: "Jonas.Harper",\n\t\tread: false,\n\t}>>\n\n\t<<set $job_boulevard_done = {\n\t\tname: "job_boulevard_done",\n\t\tsubject: "Many Thanks",\n\t\tfrom: "Jonas.Harper",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_mission_oger = {\n\t\tname: "msg_mission_oger",\n\t\tsubject: "Hey, You",\n\t\tfrom: "Mark.Trivoli",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_raj_dropby = {\n\t\tname: "msg_raj_dropby",\n\t\tsubject: "A Personal Inquiry",\n\t\tfrom: "Raj.Winston",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_raj_quicktexts = {\n\t\tname: "msg_raj_quicktexts",\n\t\tsubject: "My Quicktexts",\n\t\tfrom: "Raj.Winston",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_tobias = {\n\t\tname: "msg_tobias",\n\t\tsubject: "Classroom Demonstration",\n\t\tfrom: "Tobias.Gartner",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_eresi_chatlog = {\n\t\tname: "msg_sylbia_log",\n\t\tsubject: "Fwd: Chat Log",\n\t\tfrom: "Sylvia.Eresi",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_otto_evidence = {\n\t\tname: "msg_otto_evidence",\n\t\tsubject: "Fwd: Evidence",\n\t\tfrom: "Otto.Vindell",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_eresi_warning = {\n\t\tname: "msg_sylvia_2",\n\t\tsubject: "Cpy: Urgent - About the Gathering",\n\t\tfrom: "Sylvia.Eresi",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_corinthin_money = {\n\t\tname: "msg_corinthin_money",\n\t\tsubject: "Deposit 588761:50971",\n\t\tfrom: "user913",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_corinthin_warning = {\n\t\tname: "msg_corinthin_warning",\n\t\tsubject: "A Warning",\n\t\tfrom: "user193",\n\t\tread: false,\n\t}>>\n\n\t<<set $msg_banshee_sprawl = {\n\t\tname: "msg_banshee_sprawl",\n\t\tsubject: "A Small Job",\n\t\tfrom: "Petrovic",\n\t\tread: false,\n\t}>>\n\n<</silently>>
<<set $djinninfo = {\n\traj: false,\n\tcelena: false,\n\tlalina: false,\n\tith: false,\n\twilkin: false,\n\tmarisa: false,\n\tanska: false,\n\tsiren: false,\n}>>\n\n/% main mission stuff %/\n<<set $job_conspiracy = {\n\tunlockedMainQuest: false,\n\n\tintroAskedSick: false,\n\tintroAskedMartin: false,\n\tintroAskedArea: false,\n\n\tknowledgePhase: 0,\n\tconspiratorPhase: 0,\n\tinstructionPhase: 0,\n\taskedCultOfJuno: false,\n\taskedMachineSmith: false,\n\tfoundAltar: false,\n\tskippedWraith: false,\n\tdjinnKnowledge: $djinninfo,\n\taccuseDecision: "none",\n\tlocationDecision: "none",\n\tbuddy: "none",\n\n\taskedHistorianFinal: "none",\n\taskedTechnicianFinal: "none",\n\thasGivenObject: false,\n\n\trajSearch10_apt1: false,\n\trajSearch10_apt2: false,\n\trajSearch27: false,\n\trajSearch28: false,\n\trajSearch30: false,\n\trajSearch33: false,\n\trajSearch33_apt1: false,\n\trajSearch33_apt2: false,\n\trajSearch40: false,\n\n\tskippedAthena: false,\n\tfundingWasCut: false,\n\tgotFundCutMessage: false,\n}>>\n\n/% ratroach mission %/\n<<set $job_combat_intro = {\n\tgotMessage: false,\n\tmainPhase: 0,\n}>>\n\n/% abomination mission %/\n<<set $job_abomination_investigate = {\n\tmainPhase: 0,\n\twraithPhase: 0,\n\togerPhase: 0,\n\n\tfoundAltPath: false,\n\n\taskedOgerRaj: false,\n\taskedOgerCelena: false,\n\taskedOgerFabienne: false,\n\taskedOgerIth: false,\n\taskedOgerAnska: false,\n\taskedOgerMarisa: false,\n\taskedOgerGal: false,\n\taskedOgerAshlake: false,\n\n\taskedPalaWho: false,\n\taskedPalaWhy: false,\n\taskedPalaPresent: false,\n\n\trefusedInjection: false,\n\tabomAugmentPhase: 0,\n\tabomAllyPhase: 0,\n\tabomSabotagePhase: 0,\n\tlootedAbomCredits: false,\n\n\tabomRefugiumStage: 0,\n\n\tplagueTarget: "none",\n\tplagueTime: 0,\n\tcultStatus: "default",\n\tgotCultPayment: false,\n\tgotCultInvite: false,\n\treadCultInvite: false,\n\n\taskedCorbeiObject: false,\n\taskedCorbeiEvents: false,\n\taskedCorbeiDesign: false,\n\tchosenCorbeiReward: "none",\n\n\thadRefugiumTalk: false,\n\thadHunterEncounter: false,\n\n\tdjinnMode: "none",\n\thuntChance: 1,\n\tgotAsmodeusInfo: false,\n}>>\n\n\n/% psych breakdown mission %/\n<<set $job_exhaustion_evt = {\n\tmainPhase: 0,\n\tspokeTo: "none",\n\n\tsolutionTalkCel: false,\n\tsolutionTalkRaj: false,\n\tsolutionTalkSlave: false,\n\tsolutionTalkGal: false,\n\tsolutionTalkZweili: false,\n\tsolutionTalkFabienne: false,\n\tsolutionTalkPetrovic: false,\n\n\tsolutionTalkEden: false,\n\tsolutionTalkVoid: false,\n\tsolutionTalkDeath: false,\n}>>\n\n<<set $job_intro_implant = {\n\tmainPhase: 0,\n}>>\n\n/% tobias gartner mission %/\n<<set $job_school = {\n\tmainPhase: 0,\n}>>\n/% celena supplier msision %/\n<<set $job_drugdealer = {\n\tkilledLackies: false,\n\tkilledDealer: false,\n\tmainPhase: 0,\n\taltPhase: 0,\n}>>\n<<set $job_coven = {\n\taquiredKnife: false,\n\tmainPhase: 0,\n\toverrideAnska: false,\n\tbuddy: "none",\n\tfoundDnetMention: false,\n\tspokeVoiderShrine: false,\n}>>\n\n<<set $paladininfo = {\n\traj: false,\n\tcelena: false,\n\tlalina: false,\n\tith: false,\n\twilkin: false,\n\tmarisa: false,\n\tpetrovic: false,\n\tsiren: false,\n}>>\n\n<<set $job_fisher_extremists = {\n\tottoDecision: "none",\n\tpaladinKnowledge: $paladininfo,\n\tmainPhase: 0,\n\tlocationPhase: 0,\n\tconspiratorPhase: 0,\n\tinstructionPhase: 0,\n\tdidEncounter: false,\n}>>\n\n<<set $job_petrovic_paladin = {\n\tkilledSphinx: false,\n\tinstalledPart: false,\n\tmainPhase: 0,\n}>>\n\n<<set $job_anska_haze = {\n\tfoundRecepie: false,\n\tbuiltDevice: false,\n\tmainPhase: 0,\n}>>\n\n<<set $job_fisher_counterattack = {\n\tmainPhase: 0,\n\tmentionedWilkin: false,\n\tammanMissionOverride: false,\n\taltPhase: 0,\n}>>\n\n<<set $job_fisher_revenge = {\n\tsparedSiren: true,\n\tmainPhase: 0,\n}>>\n\n<<set $job_witches_pendant = {\n\taskedRaj: false,\n\taskedCelena: false,\n\taskedSphinx: false,\n\taskedAnska: false,\n\taskedSiren: false,\n\tmainPhase: 0,\n\tgotSYsphere: false,\n}>>\n\n<<set $job_riptide_postbattle = {\n\tkilledDefenders: false,\n\tmainPhase: 0,\n}>>\n\n<<set $job_blindkid_shrine = {\n\tgotMessage: false,\n\tmainPhase: 0,\n}>>\n\n<<set $job_blindkid_resolution = {\n\ttimeCheck: -1,\n\tmainPhase: 0,\n\ttimeCheck2: -1,\n\tmainPhase2: 0,\n\tgotMessage: false,\n}>>\n\n<<set $job_scrapyard_oger = {\n\tgotMessage: false,\n\tmainPhase: 0,\n}>>\n\n<<set $job_boulevard_hellcat = {\n\tgotMessage: false,\n\tdidMissionTime: 0,\n\tmainPhase: 0,\n}>>\n\n<<set $job_banshee_srpawl = {\n\tgotMessage: false,\n\tmainPhase: 0,\n\n\taskedPassages: false,\n\taskedAbom: false,\n\taskedCommuna: false,\n}>>\n\n<<set $job_psychocult = {\n\taltIntroTriggered: false,\n\tkilledCult: false,\n\tmainPhase: 0,\n\tcelenaSupplierPhase: 0,\n}>>\n\n<<set $job_crypto_warlock = {\n\tkilledHacker: false,\n\tmainPhase: 0,\n\taltPhase: 0,\n\n\ttriedCyberShop: false,\n\taskedGalAboutLag: false,\n\taskedGalAboutWarlock: false,\n\taskedGalAboutCult: false,\n\tsourceUsed: "none",\n}>>\n\n/% heritage is actually a dummy job; \nit doesn't appear in the agenda and is \njust used for tracking progress %/\n\n<<set $job_devout_heritage = {\n\tmainPhase: 0,\n}>>\n\n/% undersrpawl job related to actual revisitable sprawl %/\n\n<<set $job_undersprawl_purge = {\n\tfoundDeathseekers: false,\n\tgotMessage: false,\n\tmainPhase: 0,\n}>>\n\n<<set $job_cathedral_hack = {\n\tgotMessage: false,\n\tmainPhase: 0,\n\taskedAgent: false,\n\taskedAttack: false,\n\taskedRobert: false,\n\n\thackedAthedaLab: false,\n\thackedBriabackSecurity: false,\n\thackedBriabackLab: false,\n\thackedOttoSystems: false,\n}>>\n\n/% trade conference job %/\n\n<<set $job_corpo_conference = {\n\tgotMessage: false,\n\tmainPhase: 0,\n\tobjectiveOutcome: "none",\n\tcorbeiOutcome: "none",\n\tathenaOutcome: "none",\n\tjunoOutcome: "none",\n\tjunoOutcome2: "none",\n}>>\n\n<<set $job_arena_lavandri = {\n\tmainPhase: 0,\n\tlastBattleAt: 0,\n\tteamsFought: [],\n\tdidArenaCommit: false,\n\tmadeArenaChampion: false,\n\tfinalBattleScore: 0,\n\tfinalBattleModifier: "none",\n\tchoseCubixFinish: false,\n\n\tfinalSpokeChampion: false,\n\tfinalSpokeRep: false,\n\tfinalSpokeFans: false,\n\n\tpointsTotal: 0,\n}>>
/% krill fashion fix %/\n<<set $loc_krill_fashion = {\n\tshowFullCatalog: false,\n\tbrowsedOnce: false,\n}>>\n\n/% anska job and everything related %/\n<<set $loc_anska = {\n\thadGeneHybridTalk: false,\n\taskedOddJobs: false,\n\ttookCompound: false,\n\ttookStimFuel: false,\n\ttookDisc: false,\n\ttookCredits: false,\n}>>\n\n<<set $loc_sirenssong = {\n\tvisited: false,\n}>>\n\n/% your apt %/\n<<set $loc_home = {\n\ttookStoredPistol: false,\n\tstoredRifle: "none",\n\tstoredPistol: "none",\n\tstoredArmor: "Street Clothes",\n\tchosenMusic: "none",\n}>>\n\n<<set $loc_corbeihab = {\n\tstoredRifle: "none",\n\tstoredPistol: "none",\n\tstoredArmor: "Whitedress",\n}>>\n\n/% veeery first area stuff %/\n<<set $loc_intro_utility = {\n\tkilledWorker: false,\n\tstoredArmor: "Rockwave",\n\tstoredSuit: "Utility Suit",\n\tfoundNote: false,\n\treadDpad: false,\n\ttookAmmo: false,\n\ttookCredits: false,\n\tstoredRifle: "M451",\n\tabomStatus: "not_found",\n}>>\n\n<<set $loc_lowhabs_oger = {\n\tkilledScavvers: false,\n\tdrankSkull: false,\n\tsearchedMerc: false,\n\tsearchedOger: false,\n\tsearchedCult: false,\n\tgotPasscode: false,\n\ttookCredits: false,\n\treadDataPad: false,\n\ttookAmmo: false,\n\tstoredRifle: "M9615",\n\tsabotagedArmor: false,\n\tstoredClothes: "none",\n}>>\n\n/% oldhabs from celena mission %/\n<<set $loc_oldhabs = {\n\taccountHacked: false,\n\tammoTaken: false,\n\ttookDrugs: false,\n}>>\n\n/% oldhabs from celena mission %/\n<<set $loc_b10habs = {\n\tstoredRifle: "M404",\n\ttookAmmo: false,\n\ttookDrugs: false,\n\ttookCredits: false,\n\treadDataPad1: false,\n\treadDataPad1: false,\n}>>\n\n<<set $loc_b33habs = {\n\ttookDrugs: false,\n\ttookCredits: false,\n\treadDataPad: false,\n}>>\n\n<<set $loc_b30habs = {\n\ttookAmmo: false,\n\ttookCredits: false,\n\treadDataPad: false,\n}>>\n\n/% willin's riptide %/\n<<set $loc_riptide = {\n\townedBy: "wilkin",\n\ttriedChurchOption: false,\n\ttalkedToWilkin: false,\n\ttalkedToCaptain: false,\n\tcelGaveDrugs: false,\n\tignoredCaptain: false,\n\ttalkedToAida: false,\n\ttalkedToKnight: false,\n\tdidFistArrive: false,\n\tdidFirstBar: false,\n\n\ttookAmmo: false,\n\tstoredArmor: "Ballistic Harness",\n}>>\n\n<<set $loc_electroshop = {\n\treadDataPad: false,\n\ttookCredits: false,\n\twarlockActive: false,\n}>>\n\n/% fob for the syndicate mission %/\n<<set $loc_syndicate_fob = {\n\tfoundDatapad: false,\n\ttookCredits: false,\n\ttookAmmo: false,\n\tstoredArmor: "Arc Armor",\n\tstoredRifle: "RUG-9_Converted",\n}>>\n\n<<set $loc_syndicate_facility = {\n\tsabotagedArmor: false,\n\tusedDoorControl: false,\n\treadDataPad1: false,\n\treadDataPad1: false,\n\ttookAmmo1: false,\n\tstoredKnife: "tactical knife",\n\ttookStim: false,\n\ttookCredits: false,\n\tstoredRifle: "N3CR",\n\tstoredClothes: "none",\n\tclearedAdmin: false,\n\tclearedSecurity: false,\n\tclearedTesting: false,\n\tkilledResearcher: false,\n}>>\n\n/% storeroom from witch mission %/\n<<set $loc_storeroom = {\n\ttookPendant: false,\n\ttookCredits: false,\n\treadMessage: false,\n\tmetWitch: false,\n\texaminedOger: false,\n\texaminedFloor: false,\n}>>\n\n/% grav-tunnel for fisher mission %/\n<<set $loc_gravtunnel = {\n\tfoundDatapad: false,\n\ttookAmmo: false,\n\tkilledCephanine: false,\n\tstoredRifle: "KRUG",\n}>>\n\n/% part of the broken tram mission %/\n<<set $loc_undersprawn = {\n\tfoundDatapad: false,\n\ttookAmmo: false,\n\ttookCredits: false,\n\tkilledBugs: false,\n\tkilledAbom: false,\n\tstoredRifle: "PUR-G",\n\taltLayout: false,\n}>>\n\n/% purifier msn - first hub; Slowside Mall %/\n<<set $loc_undersprawn_mall = {\n\tfoundDatapad1: false,\n\tfoundDatapad2: false,\n\ttookAmmo: false,\n\ttookCredits1: false,\n\ttookCredits2: false,\n\tkilledWraith: false,\n\tkilledCephanine: false,\n\tstoredPistol: "Mk2",\n}>>\n\n/% purifier msn - second hub; Megaplex 4 %/\n<<set $loc_undersprawn_megaplex = {\n\tcultStatus: "unmet",\n\twretchStatus: "unmet",\n\ttookAmmo1: false,\n\ttookAmmo2: false,\n\ttookDrugs: false,\n\tstoredRifle: "SKUL",\n\tdidFirstSacrifice: false,\n}>>\n\n/% purifier msn - third hub; warren passages %/\n<<set $loc_undersprawn_passages = {\n\tdeathseekerStatus: "unmet",\n\tkilledWitch: false,\n\tkilledScavengers: false,\n\ttookAmmo: false,\n\ttookCredits1: false,\n\ttookCredits2: false,\n\treadDataPad: false,\n\tstoredArmor: "Neorave",\n}>>\n\n/% docks info part %/\n<<set $loc_docks = {\n\tspokeDockMaster: false,\n\tkilledMercs: false,\n\ttookAmmo: false,\n\tstoredCarbine: "C2000",\n}>>\n\n<<set $loc_highpalace = {\n\treadDataPad: false,\n\ttookBolts: false,\n\tstoredRifle: "KRUG_Painted",\n}>>\n\n<<set $loc_highpalace_owned = {\n\tstoredRifle: "none",\n\tstoredPistol: "none",\n\tstoredArmor: "Partyfray",\n\tchosenSqueeze: "none",\n\ttreatedSqueeze: 0,\n\tfirstArrive: true,\n\tlastCredits: 0,\n}>>\n\n/% cryolounge on b10 + amman mission %/\n<<set $loc_cryolounge = {\n\tfoundBody: false,\n\tstoredPistol: "MF-R2",\n\tkilledAbomination: false,\n\twasRaided: false,\n\tmetXarena: false,\n}>>\n\n/% scrapyard on b33; oger msn%/\n<<set $loc_scrapyard = {\n\tdidFirstVisit: false,\n\tkilledAbomination: false,\n\ttookDrugs: false,\n\ttookAmmo: false,\n}>>\n\n<<set $loc_cryoroom = {\n\tfoundCredits: false,\n\treadDataPad: false,\n\ttookAmmo: false,\n\ttookCell: false,\n\tstoredRifle: "MF-G6",\n}>>\n\n<<set $loc_jewler = {\n\ttookCredits: false,\n\treadDataPad: false,\n}>>\n\n<<set $loc_machineroom = {\n\tkilledFanatics: false,\n\ttookCredits: false,\n\treadDataPad: false,\n\tstoredRifle: "RUG-9",\n}>>\n\n<<set $loc_athenalab = {\n\tsabotagedArmor: false,\n\treadDataPad: false,\n\ttookAmmo1: false,\n\tstoredRifle: "RUG-9",\n\tstoredClothes: "none",\n}>>\n\n<<set $loc_mansion_raid = {\n\tsabotagedArmor: false,\n\treadDataPad: false,\n\ttookAmmo1: false,\n\ttookAmmo2: false,\n\ttookCredits: false,\n\tstoredRifle: "M9610",\n\tstoredClothesOtto: "Formal Robe",\n\tstoredClothes: "none",\n}>>\n\n<<set $loc_raptoroutpost = {\n\treadDataPad: false,\n\ttookAmmo: false,\n\ttookCredits: false,\n}>>\n\n<<set $loc_machinetemple = {\n\ttookSubReactor: false,\n\tsabotagedRobots: false,\n\treadDataPad: false,\n\tstoredKnife: "razorspine",\n}>>\n\n<<set $loc_old_catacombs = {\n\treadDataPad: false,\n\tstoredArmor: "AntiSkel Armor",\n\tstoredRifle: "Arclance",\n}>>\n\n<<set $loc_derelict_hauler = {\n\tkilledKnight: false,\n\treadMaintenanceLog: false,\n\treadCrewLog: false,\n\ttookCredits: false,\n\ttookAmmo1: false,\n\tstoredRifle: "VIM",\n\tstoredArmor: "Void Suit",\n}>>\n\n<<set $loc_namaz_altar = {\n\treadDataPad: false,\n\ttookCredits: false,\n\tstoredPistol: "Mk2",\n}>>\n\n<<set $loc_voidshrine = {\n\tdidFirstSacrifice: false,\n}>>\n\n<<set $loc_corbeitower = {\n\tkilledBots: false,\n\treadDataPad1: false,\n\treadDataPad2: false,\n\ttookCredits: false,\n\tkilledDjinn: false,\n\tkilledCorbei: false,\n\tstoredPistol: "ShVR",\n\ttookPendant: false,\n\treadDataPadAsmodeus: false,\n\treadDataPadCabal: false,\n}>>\n\n<<set $loc_cybercatacomb = {\n\tsentinelActive: true,\n\tlockCracked: false,\n\ttempleOpen: false,\n\treadDataPad1: false,\n\treadDataPad2: false,\n\tclearedRoom: false,\n\ttookCredits: false,\n\ttookAmmo1: false,\n\ttookAmmo2: false,\n\tstoredRifle: "NUKE",\n\tstoredArmor: "Heavy Arc Armor",\n}>>\n\n<<set $loc_warlock_core = {\n\tentered: false,\n\tcompanion: "none",\n\tclearedBots: false,\n\tclearedGuardians: false,\n\tdeactivatedCore: false,\n}>>\n\n<<set $loc_junction_passages = {\n\ttookCell: false,\n\ttookDisc: false,\n\treadBansheePad: false,\n\ttookCredits: false,\n\tstoredArmor: "Cultist Robes",\n}>>\n\n/% petrovic class mission %/\n<<set $loc_petrovic_cellar = {\n\tfoundDatapad: false,\n\ttookCredits: false,\n\ttookDisc: false,\n\tbotResult: "none",\n\tdoubleCredits: false,\n\tgotCorsairGear: false,\n\tboughtGun: "nope",\n\tboughtArmor: "nope",\n}>>
<<nobr>>\n\t<<set $tramway = {\n\t\tcurrentLocation: "B0",\n\t\tcurrentDestination: "B0",\n\t\tdestinationPassage: "none",\n\t\thopCount: 0,\n\t\tprevStation: "none",\n\t\tnextStation: "none",\n\t}>>\n<</nobr>>
<<display 'initLocalization'>>\n<<display 'InitHUD'>>\n\n/% set version info %/\n<<set $releaseversion = "1.4">>\n<<set $debug = false>>\n\n<<set $audiosupport = false>>\n\n/% audio sprites %/\n<<set $currentSprite = {}>>\n<<set $spriteData = {\n\tui_walk: {\n\t\tstart: 0,\n\t\tlength: 1.5\n\t},\n\tui_unlock: {\n\t\tstart: 3.0,\n\t\tlength: 0.55\n\t},\n\tui_tramway_zoom: {\n\t\tstart: 4.5,\n\t\tlength: 1.05\n\t},\n\tui_throw: {\n\t\tstart: 6.5,\n\t\tlength: 0.38\n\t},\n\tui_shock: {\n\t\tstart: 8,\n\t\tlength: 1.15\n\t},\n\tui_shatter: {\n\t\tstart: 10,\n\t\tlength: 0.77\n\t},\n\tui_reload_complex: {\n\t\tstart: 12,\n\t\tlength: 1.1\n\t},\n\tui_reload_shot: {\n\t\tstart: 66.76,\n\t\tlength: 0.5\n\t},\n\tui_reload_9mm: {\n\t\tstart: 14,\n\t\tlength: 0.7\n\t},\n\tui_attack_machinewreck: {\n\t\tstart: 16,\n\t\tlength: 2\n\t},\n\tui_attack_machinecharge: {\n\t\tstart: 19,\n\t\tlength: 2\n\t},\t\t\n\tui_inject: {\n\t\tstart: 23,\n\t\tlength: 1\n\t},\n\tui_click: {\n\t\tstart: 25,\n\t\tlength: 0.7\n\t},\n\tui_blip_error: {\n\t\tstart: 27,\n\t\tlength: 0.7\n\t},\n\tui_battle: {\n\t\tstart: 29,\n\t\tlength: 1.2\n\t},\t\t\t\n\tui_gas: {\n\t\tstart: 31,\n\t\tlength: 1.5\n\t},\n\tui_burn: {\n\t\tstart: 34,\n\t\tlength: 1.3\n\t},\n\tui_blip_back: {\n\t\tstart: 37,\n\t\tlength: 0.4\n\t},\n\tui_blip: {\n\t\tstart: 39,\n\t\tlength: 0.7\n\t},\n\tui_attack_suppressed: {\n\t\tstart: 41,\n\t\tlength: 2\n\t},\n\tui_attack_semi: {\n\t\tstart: 44.95,\n\t\tlength: 1.1\n\t},\n\tui_attack_rocket: {\n\t\tstart: 48,\n\t\tlength: 1.1\n\t},\n\tui_attack_melee: {\n\t\tstart: 51,\n\t\tlength: 1\n\t},\n\tui_attack_cannon: {\n\t\tstart: 53,\n\t\tlength: 1.2\n\t},\n\tui_attack_beam: {\n\t\tstart: 55.5,\n\t\tlength: 0.7\n\t},\n\tui_attack_avoid: {\n\t\tstart: 57.9,\n\t\tlength: 1.2\n\t},\n\tui_attack_auto: {\n\t\tstart: 60,\n\t\tlength: 1\n\t},\n\tui_ambush: {\n\t\tstart: 62,\n\t\tlength: 2.45\n\t}\n}>>\n\n<<script>>\n\tconfig.saves.id = "sc22_pt_1";\n\n\tvar test_audio= document.createElement("audio"); //try and create sample audio element\n\tvar test_video= document.createElement("video"); //try and create sample video element\n\tvar mediasupport={audio: (test_audio.play)? true : false, video: (test_video.play)? true : false}\n \n\tstate.active.variables.audiosupport = mediasupport.audio;\n\n\tvar audioSprite = document.getElementById('event_spritesheet');\n\taudioSprite.addEventListener('timeupdate', onTimeUpdate, false);\n<</script>>\n\n<<if not $audiosupport>>\n\t<<set $hud.playAudio = false>>\n\t<<set $hud.playMusic = false>>\n<</if>>\n\n<<widget "knife">><<print $equip.knife>><</widget>>\n<<widget "meeleweapon">><<if $template.ammo eq "melee" and $combat.actions[$index].action eq "firePrimary">><<print $equip.rifle.name>><<else>><<print $equip.knife>><</if>><</widget>>\n/% shortcut to print pistol name %/\n<<widget "pistol">><<set $aquireText = $equip.pistol.name>><<display 'getActualItemName'>><<print $aquireText>><</widget>>\n/% shortcut to print rifle name %/\n<<widget "rifle">><<set $aquireText = $equip.rifle.name>><<display 'getActualItemName'>><<print $aquireText>><</widget>>\n/% armor names %/\n\n<<widget "armor">><<if $equip.clothes eq "Power Armor">><<print "Exo Armor">><<elseif $attrib.armortype eq "unarmored" and ($equip.offhand.contains("cyberbody") or $equip.offhand.contains("abomskin") or $equip.offhand.contains("abommuscle")) and $hud.currentScreen eq "combat">><<print "endoskeleton">><<else>><<print $equip.clothes>><</if>><</widget>>\n\n/% armor simple name %/\n<<widget 'armortype'>><<if $equip.clothes eq "Street Clothes" or $equip.clothes eq "Chem Weave" or $equip.clothes eq "Cypher Weave">><<print "hoodie">><<elseif $equip.clothes eq "Rockwave" or $equip.clothes eq "Street Wear" or $equip.clothes eq "Chem Wear" or $equip.clothes eq "Cypher Wear" or $equip.clothes eq "Iso Jacket" or $equip.clothes eq "Corsair Jacket" or $equip.clothes eq "CyberGlam">><<print "jacket">><<elseif $equip.clothes eq "Neorave" or $equip.clothes eq "Partyfray">><<print "clubwear">><<elseif $equip.clothes eq "Greasecoat" or $equip.clothes eq "Camo Coat" or $equip.clothes eq "Iso Coat">><<print "coat">><<elseif $equip.clothes eq "Fancywear" or $equip.clothes eq "CyberWaer" or $equip.clothes eq "Hatewear">><<print "clothes">><<elseif $equip.clothes eq "Fancydress" or $equip.clothes eq "Fraydress" or $equip.clothes eq "Whitedress" or $equip.clothes eq "Lightdress" or $equip.clothes eq "Puffdress">><<print "dress">><<elseif $equip.clothes eq "Glamgown" or $equip.clothes eq "Formal Gown">><<print "gown">><<elseif $equip.clothes eq "Lotus Skirt" or $equip.clothes eq "Fanrave">><<print "clothes">><<elseif $equip.clothes eq "Redsuit" or $equip.clothes eq "Glamsuit" or $equip.clothes eq "Puffwear">><<print "suit">><<elseif $equip.clothes eq "Devout Robes" or $equip.clothes eq "Devout Shroud" or $equip.clothes eq "Seeker Robes" or $equip.clothes eq "Voidheart Robes" or $equip.clothes eq "Deathshroud" or $equip.clothes eq "Lightwear" or $equip.clothes eq "Formal Robe">><<print "robes">><<elseif $equip.$isFleshMold>><<print "fleshmold">><<else>><<print "armor">><</if>><</widget>>\n\n<<widget 'armorbottom'>><<if $equip.clothes eq "Street Clothes" or $equip.clothes eq "Chem Weave" or $equip.clothes eq "Cypher Weave" or $equip.clothes eq "Chem Wear" or $equip.clothes eq "Cypher Wear" or $equip.clothes eq "Neorave" or $equip.clothes eq "Fancywear" or $equip.clothes eq "Rockwave" or $equip.clothes eq "Iso Jacket" or $equip.clothes eq "Corsair Jacket" or $equip.clothes eq "Greasecoat" or $equip.clothes eq "Camo Coat" or $equip.clothes eq "Iso Coat" or $equip.clothes eq "Street Wear" or $equip.clothes eq "Redsuit" or $equip.clothes eq "Hatewear" or $equip.clothes eq "Fanrave">><<print "pants">><<elseif $equip.clothes eq "Partyfray">><<elseif $equip.clothes eq "Fancydress" or $equip.clothes eq "CyberWaer" or $equip.clothes eq "Fraydress" or $equip.clothes eq "CyberGlam" or $equip.clothes eq "Whitedress" or $equip.clothes eq "Lightdress" or $equip.clothes eq "Puffdress">><<print "dress">><<elseif $equip.clothes eq "Lotus Skirt">><<print "skirt">><<elseif $equip.clothes eq "Devout Robes" or $equip.clothes eq "Devout Shroud" or $equip.clothes eq "Seeker Robes" or $equip.clothes eq "Voidheart Robes" or $equip.clothes eq "Deathshroud" or $equip.clothes eq "Lightwear" or $equip.clothes eq "Formal Robe">><<print "robes">><<elseif $equip.clothes eq "Glamgown" or $equip.clothes eq "Formal Gown">><<print "gown">><<elseif $equip.$isFleshMold>><<print "flesh-tights">><<else>><<print "armor">><</if>><</widget>>\n\n<<widget "walk">><<if $equip.isPowerArmor>><<print "stomp">><<elseif $equip.isHeavyArmor>><<print "plod">><<else>><<if $attrib.religion eq "mesmer">><<print "saunter">><<else>><<print "walk">><</if>><</if>><</widget>>\n\n<<widget "augment">><<print "Augment">><</widget>>\n\n<<widget "brainaug">><<if $equip.brainaug eq "neuroparasite">><<print "Neuroparasite">><<elseif $equip.brainaug eq "biochip">><<print "Neurogland">><<elseif $equip.brainaug eq "neurochip">><<print "Neuroregulator">><</if>><</widget>>\n\n<<widget "formalname">><<if $attrib.gender eq "male">><<print "Mr. Acrel">><<else>><<print "Ms. Acrel">><</if>><</widget>>\n<<widget "firstname">><<print $attrib.name>><</widget>>\n<<widget "genderpronoun">><<if $attrib.gender eq "male">><<print "he">><<else>><<print "she">><</if>><</widget>>\n<<widget "genderposssesive">><<if $attrib.gender eq "male">><<print "him">><<else>><<print "her">><</if>><</widget>>\n\n/% set save info %/\n<<set $savesMenuPassage = "Part I - Introduction">>\n/% game phase tracker (chapter) %/\n/% for processing compex passages %/\n<<set $processed = false>>\n/% time variables %/ \n<<set $time = {\n\tactive: 0,\n\tbilledchurch: 0,\n\ttookdrugs: 0,\n\tdupedrecord: 0,\n\tstatstick: 0,\n\tlastbattle: 0,\n\twasInfected: 0,\n\tvendorReset: 0,\n\tvendorsResetInterval: 48,\n\tvendorStockIndex: 0,\n}>>\n\n<<set $overflows = {\n\tlastScene: "",\n\tpistol: 0,\n\tnormal: 0,\n\telectro: 0,\n\ttoxin: 0,\n\tscatter: 0,\n\tignore: false,\n}>> \n\n/% passage hider - only relevant to CH1%/\n<<set $hide = {\n\tcombatlayer: false,\n\tdefensivelayer: false,\n\tdiplomacylayer: false,\n\tlayer0: false,\n\tlayer1: false,\n\tlayer2: false,\n\tlayer3: false,\n\tlayer4: false,\n\tlayer5: false,\n}>>\n\n/% money vars %/\n<<set $payment_church = {\n\tammount: 0,\n\tmodifier: 0,\n}>>\n\n/% dinn encounter %/\n<<set $enc_djinn = {\n\tdead: false,\n}>>\n\n/% Sasha the Bounty Hunter %/\n<<set $chr_sasha = {\n\talive: true,\n\tmet: false,\n\tloc: "pending",\n}>>\n\n/% Fisher the black-haired Mercenary %/\n<<set $chr_fisher = {\n\talive: true,\n\tmet: false,\n\tloc: "foyer",\n\trep: 20,\n}>>\n/% Celena the Witch Daughter %/\n<<set $chr_celena = {\n\talive: true,\n\tmet: false,\n\tloc: "bar",\n\trep: 25,\n\trelation: "unknown",\n\tdidParty: false,\n\tisWitch: false,\n}>>\n/% Lalina the normal girl %/\n<<set $chr_lanina = {\n\talive: true,\n\tmet: false,\n\tloc: "bar_2",\n\trep: 10,\n\trelation: "unknown",\n\tknowsYourIdentity: false,\n}>>\n/% Raj the historian %/\n<<set $chr_raj = {\n\talive: true,\n\tmet: false,\n\tloc: "home",\n\trep: 15,\n\trelation: "unknown",\n\twentCafe: false,\n\thadLastTalk: false,\n\tmadeCarDeposit: false,\n\taskedAboutObject: false,\n}>>\n/% Corinthin the Paladin %/\n<<set $chr_corinthin = {\n\tmet: false,\n\tloc: "mauricio",\n\trep: 0,\n}>>\n/% ith the sphinx %/\n<<set $chr_ith = {\n\talive: true,\n\tmet: false,\n\ttoldSecret: false,\n\tmadeFriend: false,\n}>>\n\n/% the comissaria %/\n<<set $chr_varai = {\n\tmet: false,\n\talive: true,\n}>>\n\n/% the comissaria %/\n<<set $chr_fabienne = {\n\tmet: false,\n\talive: true,\n}>>\n\n/% acheri encounter %/\n<<set $enc_acheri = {\n\tdead: false,\n}>>\n\n<<display 'InitLocs'>>\n\n/% hack minigame stuffs %/\n<<set $override = {\n\tresult: "none",\n\tcode: "none",\n\tsolution: "none",\n}>>\n\n/% player's actions %/\n<<set $action = {\n\tarrive: "onfoot",\n\taction1: "none",\n\taction2: "none",\n\taction3: "none",\n\taction4: "none",\n\taction5: "none",\n\trandomize: "none",\n\troundtype1: "none",\n\troundtype2: "none",\n}>>\n\n/% Character attributes %/\n<<set $attrib = {\n\tname: "Vineo",\n\tgender: "male",\n\tunspecifiedGender: false,\n\tsalary: 600,\n\tcredits: 4531,\n\tcriminality: 0,\n\tvitality: 100,\n\tcaution: 0,\n\tfatigue: 0,\n\tviolence: 0,\n\tdilligence: 10,\n\tdilligence_max: 0,\n\ttoxicity: 0,\n\tstress: 15,\n\tinfected: false,\n\tinfectionLevel: 0,\n\texhausted: false,\n\taddicted: false,\n\tarmortype: "unarmored",\n\tdemeanor: "balanced",\n\treligion: "atheist",\n\tfaith: $fth = {eden: 0, void: 0, death: 0, anti: 0, lastPrayTime: 0},\n\tfleshMoldModifier: 0,\n\tbioAugModifier: 0,\n\t\n}>>\n/% pistol container %/\n<<set $pistolinfo = {\n\tname: "none",\n\tanointment: "none",\n\tlastAnointment: "none",\n\tammo: 0,\n\tammo_max: 60,\n}>>\n/% rifle ammo container%/\n<<set $rifleammo = {\n\tnormal: 0,\n\tnormal_max: 6,\n\tscatter: 0,\n\tscatter_max: 2,\n\tchemical: 0,\n\tchemical_max: 2,\n\telectric: 0,\n\telectric_max: 3,\n}>>\n/% rifle container %/\n<<set $rifleinfo = {\n\tname: "none",\n\tammo: $rifleammo,\n\tanointment: "none",\n\tlastAnointment: "none",\n}>>\n/% your equipment %/\n<<set $equip = {\n\tpistol: $pistolinfo,\n\trifle: $rifleinfo, \n\tknife: "combat knife",\n\toffhand: ["none", "none", "none", "none"],\n\toffhandUpgrade: ["none", "none", "none", "none"],\n\tclothes: "Street Clothes",\n\tpreExoClothes: "none",\n\tpersistentExoHits: 0,\n\tcharge: 100,\n\titem1: "StimFuel",\n\titem2: "none",\n\tdDoS: "none",\n\tbrainaug: "none",\n\tskinsuit: "none",\n\n\thideWeaponLoadout: false,\n\n\tpurchasedUpgrades: [],\n\tinventory: [],\n\tinventoryQuantity: [],\n}>>\n\n<<display 'InitJobs'>>\n\n<<set $readCodexPages = {\n\tnamaz: false,\n\tdemon: false,\n}>>\n\n<<set $statistics = {\n\toveralKills: 0,\n\txenofaunaKilled: 0,\n\tabominationKilled: 0,\n\tabom_elusiveKilled: 0,\n\tabom_imposingKilled: 0,\n\tabom_uniqueKilled: 0,\n\torganicKilled: 0,\n\tmachineKilled: 0,\n\tmachine_advKilled: 0,\n\thumanKilled: 0,\n\n\tabominationsSpared: 0,\n\thumansSpared: 0,\n\n\tdiscsThrown: 0,\n\tdisc_arcUsed: 0,\n\tdisc_toxinUsed: 0,\n\tdisc_holoUsed: 0,\n\n\tdrugsUsed: 0,\n\tdrugs_stimUsed: 0,\n\tdrugs_rangedUsed: 0,\n\tdrugs_meleeUsed: 0,\n\tdrugs_abomUsed: 0,\n\n\titem_fucellUsed: 0,\n\n\tspecial_ddosUsed: 0,\n\tspecial_miasmaUsed: 0,\n\tspecial_spineUsed: 0,\n\n\tshieldDeflect: 0,\n\tarmorDeflect: 0,\n\t\n\tcombatUnarmored: 0,\n\tcombatProtected: 0,\n\tcombatArmored: 0,\n\tcombatHeavyArmor: 0,\n\tcombatHeavyWeapon: 0,\n\n\tnineMillFired: 0,\n\tboltTunstenFired: 0,\n\tboltConductiveFired: 0,\n\tboltScatterFired: 0,\n\tboltToxinFired: 0,\n\tplasmaCasterUsed: 0,\n\tshockGunUsed: 0,\n\tnukeGunUsed: 0,\n\tmeleeDone: 0,\n\n\tpurchasedMainWeapon: 0,\n\tpurchasedBackupWeapon: 0,\n\tpurchasedArmor: 0,\n\tpurchaseddAmmo: 0,\n\tpurchasedChems: 0,\n\tpurchasedDiscs: 0,\n\tpurchasedAugs: 0,\n\n\tlootedMainWeapon: 0,\n\tlootedBackupWeapon: 0,\n\tlootedArmor: 0,\n\tlootedAmmo: 0,\n\tlootedChems: 0,\n\tlootedDiscs: 0,\n\tlootedCredits: 0,\n\n\tdataPadsRead: 0,\n\n\tdrugs_noncombatUsed: 0,\n\talcoholDrunk: 0, \n\n\tfreelanceJobsDone: 0,\n\n\tspecialKillDone: 0,\n\tagressionDone: 0,\n\tintimidateDone: 0,\n\tnegotiateDone: 0,\n\tnegotion_failDone: 0,\n\tsuspectQuestioned: 0,\n\tcrimesInvestigated: 0,\n\tbribesDone: 0,\n\tsneakDone: 0,\n\thacksDone: 0,\n\tcontrolsBroken: 0,\n\tcontrolsUnlocked: 0,\n\n\targuedWithAuthority: 0,\n\tattackedAuthority: 0,\n\tcompliedWithAuthority: 0,\n}>>\n\n/% stuff affected by skills (to simplify ingame check) %/\n<<display 'setGameworldModifiers'>>\n\n/% ((TODO) - work out how to code %/\n<<set $inztinct = {\n\tactive: false,\n\twasReset: false,\n\tnewSkills: 0,\n\tpointsAvailable: 7,\n\tlearnedSkills: [],\n\tunlockedSkills: [],\n\tviewingSkill: "none",\n\tspecialDisplayMode: "none",\n\taffinity: 0,\n\tmaxAffinity: 10,\n\tresetSkillsCount: 0,\n}>>\n\n<<set $setUpInZtinctRespec = true>>\n\n<<set $factionlock = {\n\tlockedFaction: "none",\n\tzanexPhase: 0,\n\tkobolPhase: 0,\n\tcyberPhase: 0,\n\n\tzanexShotRioters: false,\n\tzanexKilledGal: false,\n\n\taskedKobolJoin: false,\n\tkobolFactionAlign: "none",\n\tkobolWasViolent: false,\n\tkobolAskedCubix: false,\n\tkobolAskedDjinn: false,\n\tkobolAskedInvolve: false,\n\tkobolHadRiptideTalk: false,\n\n\tcyberSourceRaj: false,\n\tcyberSourceAshlake: false,\n\tcyberSourceAthena: false,\n\tcyberSourceObjective: false,\n\tcyberSourceRiptide: false,\n\tcyberSourceLanina: false,\n}>>\n\n<<set $randomEncounterPhases = {\n\tminTimeWindow: 3,\n\tlastRndEncounterTime: 0,\n\tcriminalityPhase: 2,\n\tcriminalityMessage: 0,\n\tnutcasePhase: 0,\n\tpedestrianPhase: 0,\n\tbeggarPhase: 0,\n\traptorPhase: 0,\n\tzanexPhase: 0,\n\tpaidShipCaptain: false,\n\n\thasRndScene: false,\n\trndScenesPending: [],\n\trndScenesDone: [],\n\trndSceneCounter: 0,\n\n\tsyndicateRaidTriggered: false,\n\tsyndiateRaidAlternate: "none",\n\tpreAltRaidPhase: 0,\n\tsyndicateRaidPhase: 0,\n\tsyndicateRaidFrequency: 0.25,\n\tsyndicateBasePhase: 0,\n\tsyndicateBaseDestroyed: false,\n\tsnydicateBaseIDFound: false,\n\n\tbackalleyPhase: 0,\n\tbreakdownPhase: 0,\n\n\tdarknetWitchAbuse: 0,\n\tdarknetAthenaAbuse: 0,\n\tdarknetPaladinMessage: 0,\n}>>\n\n<<set $characterEncounterPhases = {\n\theritageReward: "TBD",\n\tfaithReward: "TBD",\n\ttalkedOttoDeadMarisa: false,\n\txanexRewardPhase: 0,\n\txanexReward: "X1",\n\traptorRewardPhase: 0,\n\traptorReward: "M559",\n\tgalRewardPhase: 0,\n\tgalConspiracyPhase: 0,\n\tarenaReward: "Gladius",\n\tarenaRewardPhase: 0,\n\tlagRecruitPhase: 0,\n\n\tottoRewardPhase: 0,\n\tottoRewardTimer: -1,\n\tcelenaChatPhase: 0,\n\tisabelleRewardPhase: 0,\n\tslaverRewardPhase: 0,\n\tepromCyclePhase: 0,\n\tcorbeiCyclePhase: 0,\n\n\tfabienneGunPhase: 0,\t\n\tedenRewardPhase: 0,\n\tvoidRewardPhase: 0,\n\tdeathRewardPhase: 0,\n\tantiRewardPhase: 0,\n\n\tdidAddictScene: false,\n\n\ttalkedVisionaryReward: false,\n\tvisionReward: "N0xIu",\n\tabomReward: "BioMold",\n\n\tantiProofRead: false,\n\tjunoProofRead: false,\n\n\tnilgunRewardPhase: "none",\n\tnilgunRewardTimer: 0,\n\n\triptideOliviaPhase: 0,\n\triptideGuyPhase: 0,\n}>>\n\n<<set $sexPhases = {\n\traj: 0,\n\tpetrovic: 0,\n\tmark: 0,\n\tcel: 0,\n\tlanina: 0,\n\tlavandriSec: 0,\n\tdidWilkin: false,\n\tdidMarisa: false,\n\tdidFisher: false,\n\tdidAthenaExec: false,\n\tdidObjCorrespond: false,\n\tdidRhino: false,\n\tdidLizzard: false,\n\tdidKitty: false,\n\tdidHalfbreed: false,\n\thadSynthSex: false,\n\n\thadCelenaSpecial: false,\n\n\ttoldCatStory: false,\n\ttoldHalfbreedStory: false,\n\n\tnumTimesHadSex: 0,\n\tlastSexTime: 0,\n\tcanHaveSex: true,\n}>>
<<if $getCharacteristicsFrom eq "Street Clothes" or $getCharacteristicsFrom eq "Street Wear">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "streetw_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 0,\n\t}>>\n\n<<elseif $getCharacteristicsFrom eq "Camo Coat">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "camcoat_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 0,\n\t\tisCamoFlage: true,\n\t}>>\n\n<<elseif $getCharacteristicsFrom eq "CyberGlam" >>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "cybglam_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 0,\n\t\tisCyberOutfit: true,\n\t\tisFashionOutfit: true,\n\t\tisGlamorous: true,\n\t\tisFashionOutfitApplyAfter: true,\n\t\tisReallyVisible: true,\n\t}>>\n\n\t<<if $attrib.gender eq "male">>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\n<<elseif $getCharacteristicsFrom eq "Hatewear">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "hatew_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 0,\n\t\tisCamoFlage: true,\n\t\tgivesClassBonus: true,\n\t\tclassBonusName: "theophobe",\n\t\tskillBoostName: "extreme_prejudice",\n\t\tisTheophobic: true,\n\t}>>\n\n<<elseif $getCharacteristicsFrom eq "Corsair Jacket">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "corsairj_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 0,\n\t\tisCamoFlage: true,\n\t\tgivesSpecialMeleeBoost: true,\n\t\tmeleeBoostName: "old world killer",\n\t}>>\n\n<<elseif $getCharacteristicsFrom eq "Chem Weave" or $getCharacteristicsFrom eq "Chem Wear">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "chemw_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 0,\n\t\tisPartyOutfit: true,\n\t}>>\n\n<<elseif $getCharacteristicsFrom eq "Cypher Weave" or $getCharacteristicsFrom eq "Cypher Wear">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "cypherw_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 0,\n\t\tisCyberOutfit: true,\n\t}>>\n\n<<elseif $getCharacteristicsFrom eq "Fancydress" or $getCharacteristicsFrom eq "Fancywear" or $getCharacteristicsFrom eq "Whitedress">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "fancyd_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 0,\n\t\tisFashionOutfit: true,\n\t\tisReallyVisible: true,\n\t}>>\n\n\t<<if ($attrib.gender eq "male" and ($getCharacteristicsFrom eq "Fancydress" or $getCharacteristicsFrom eq "Whitedress")) or ($attrib.gender eq "female" and $getCharacteristicsFrom eq "Fancywear")>>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\n<<elseif $getCharacteristicsFrom eq "Fraydress" or $getCharacteristicsFrom eq "Redsuit">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "fray_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 0,\n\t\tisSuperFancy: true,\n\t\tisFashionOutfit: true,\n\t\tisFashionOutfitApplyAfter: true,\n\t\tisReallyVisible: true,\n\t\tisRestrictiveFit: true,\n\t}>>\n\n\t<<if $getCharacteristicsFrom eq "Fraydress">>\n\t\t<<set $returnedStatsArmor.isSkimpy = true>>\n\t<</if>>\n\n\t<<if ($attrib.gender eq "male" and $getCharacteristicsFrom eq "Fraydress") or ($attrib.gender eq "female" and $getCharacteristicsFrom eq "Redsuit")>>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\n<<elseif $getCharacteristicsFrom eq "Greasecoat">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "greasec_d",\n armorType: "unarmored",\n armorRanged: 0.1,\n armorMelee: 0.2, \n armorFatigueDrain: 16\n\t}>>\n\n<<elseif $getCharacteristicsFrom eq "Red Devil">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "redd_d",\n armorType: "unarmored",\n armorRanged: 0.1,\n armorMelee: 0.3, \n armorFatigueDrain: 16,\n\t\tgivesClassBonus: true,\n\t\tclassBonusName: "kobol",\n\t\tskillBoostName: "smooth_operator",\n\t\tgivesSpecialCritBoost: true,\n\t\tcritBoostName: "blood red killer",\n\t\tisFashionOutfitApplyAfter: true\n\t}>>\n\n<<elseif $getCharacteristicsFrom eq "CyberWaer">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "cyberw_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0.2, \n armorFatigueDrain: 14,\n\t\tisCyberOutfit: true,\n\t\tgivesClassBonus: true,\n\t\tclassBonusName: "cyberpunk",\n\t\tskillBoostName: "ripped_clashing",\n\t}>>\n\n<<elseif $getCharacteristicsFrom eq "Neorave" or $getCharacteristicsFrom eq "Partyfray">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "partyw_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 0,\n\t\tisSkimpy: true,\n\t\tisPartyOutfit: true,\n\t\tisReallyVisible: true,\n\t}>>\n\n\t<<if $attrib.gender eq "male" and $getCharacteristicsFrom eq "Partyfray">>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\n<<elseif $getCharacteristicsFrom eq "Rockwave">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "rockw_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 0,\n\t\tgivesSpecialChemBoost: true,\n\t\tchemBoostName: "rock me like an asteroid"\n\t}>>\n\n<<elseif $getCharacteristicsFrom eq "Cultist Robes">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "cultr_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 0,\n\t\tisConcealing: true,\n\t\tgivesClassBonus: true,\n\t\tclassBonusName: "visionary",\n\t\tskillBoostName: "gas_mask",\n\t}>>\n\n<<elseif $getCharacteristicsFrom eq "Purist Robes" or $getCharacteristicsFrom eq "Purist Shroud">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "puristw_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 0,\n\t\tisReligious: true,\n\t\tinquisitorEffect: true,\n\t}>>\t\n\n\t<<if $attrib.gender eq "male" and $getCharacteristicsFrom eq "Purist Shroud">>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\t<<if $attrib.gender eq "female" and $getCharacteristicsFrom eq "Purist Robes">>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\n<<elseif $getCharacteristicsFrom eq "Habit of the Witch Hunter">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "hotwh_desc",\n armorType: "protected",\n armorRanged: 0.5,\n armorMelee: 0.8, \n armorFatigueDrain: 16,\n\t\tisConcealing: true,\n\t\tisReallyVisible: true,\n\t\tisReligious: true,\n\t\tgivesClassBonus: true,\n\t\tinquisitorEffect: true,\n\t\tclassBonusName: "edenite",\n\t\tskillBoostName: "scalding_light",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Mantle of the God Machine">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "motgm_desc",\n armorType: "protected",\n armorRanged: 0.5,\n armorMelee: 0.8, \n armorFatigueDrain: 16,\n\t\tisConcealing: true,\n\t\tisReallyVisible: true,\n\t\tisReligious: true,\n\t\tgivesClassBonus: true,\n\t\tisCyberOutfit: true,\n\t\tclassBonusName: "edenite",\n\t\tskillBoostName: "blind_faith",\n\t}>>\t\n\n\n<<elseif $getCharacteristicsFrom eq "Devout Robes" or $getCharacteristicsFrom eq "Devout Shroud">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "devoutw_d",\n armorType: "unarmored",\n armorRanged: 0.1,\n armorMelee: 0.2, \n armorFatigueDrain: 16,\n\t\tisReligious: true,\n\t\tisReallyVisible: true,\n\t}>>\n\n\t<<if $attrib.gender eq "male" and $getCharacteristicsFrom eq "Devout Shroud">>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\t<<if $attrib.gender eq "female" and $getCharacteristicsFrom eq "Devout Robes">>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\t\n\n<<elseif $getCharacteristicsFrom eq "Deathshroud" or $getCharacteristicsFrom eq "Mourning Shroud">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "deathw_d",\n armorType: "unarmored",\n armorRanged: 0.1,\n armorMelee: 0.2, \n armorFatigueDrain: 16,\n\t\tisConcealing: true,\n\t\tisFashionOutfit: true,\n\t\tisFashionOutfitonOutfitApplyAfter: true,\n\t\tisReallyVisible: true,\n\t\tisRestrictiveFit: true,\n\t\tisReligious: true,\n\t}>>\n\n\t<<if ($attrib.gender eq "male" and $getCharacteristicsFrom eq "Mourning Shroud") or ($attrib.gender eq "female" and $getCharacteristicsFrom eq "Deathshroud")>>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\t\n\n<<elseif $getCharacteristicsFrom eq "Rainment of the Dead River">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "rotdr_desc",\n armorType: "unarmored",\n armorRanged: 0.2,\n armorMelee: 0.5, \n armorFatigueDrain: 18,\n\t\tisConcealing: true,\n\t\tisFashionOutfit: true,\n\t\tisFashionOutfitonOutfitApplyAfter: true,\n\t\tisGlamorous: true,\n\t\tisReallyVisible: true,\n\t\tisReligious: true,\n\t\tgivesClassBonus: true,\n\t\tclassBonusName: "forsaken",\n\t\tskillBoostName: "ill_omen",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Lightwear" or $getCharacteristicsFrom eq "Lightdress">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "lightw_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 0,\n\t\tisFashionOutfit: true,\n\t\tisReligious: true,\n\t\tisSuperFancy: true,\n\t\tisFashionOutfitApplyAfter: true,\n\t\tisReallyVisible: true,\n\t\tgivesClassBonus: true,\n\t\tclassBonusName: "edenite",\n\t\tskillBoostName: "blind_faith",\n\t}>>\n\n\t<<if $attrib.gender eq "male" and $getCharacteristicsFrom eq "Lightdress">>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\t<<if $attrib.gender eq "female" and $getCharacteristicsFrom eq "Lightwear">>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\n<<elseif $getCharacteristicsFrom eq "Puffdress" or $getCharacteristicsFrom eq "Puffwear">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "puffw_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 0,\n\t\tisFashionOutfit: true,\n\t\tisSuperFancy: true,\n\t\tisFashionOutfitApplyAfter: true,\n\t\tisGlamorous: true,\n\t\tgivesClassBonus: true,\n\t\tclassBonusName: "theophobe",\n\t\tskillBoostName: "suave",\n\t\tgivesSpecialCritBoost: true,\n\t\tcritBoostName: "with style",\n\t}>>\t\t\n\n\t<<if $attrib.gender eq "male" and $getCharacteristicsFrom eq "Puffdress">>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\n\t<<if $attrib.gender eq "female" and $getCharacteristicsFrom eq "Puffwear">>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\n\n<<elseif $getCharacteristicsFrom eq "Glamsuit" or $getCharacteristicsFrom eq "Glamgown">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "glams_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 0,\n\t\tisRestrictiveFit: true,\n\t\tisFashionOutfit: true,\n\t\tisGlamorous: true,\n\t\tisFashionOutfitApplyAfter: true,\n\t\tisReallyVisible: true,\n\t}>>\t\n\n\t<<if $attrib.gender eq "male" and $getCharacteristicsFrom eq "Glamgown">>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\n\t<<if $attrib.gender eq "female" and $getCharacteristicsFrom eq "Glamsuit">>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\n<<elseif $getCharacteristicsFrom eq "Formal Robe" or $getCharacteristicsFrom eq "Formal Gown">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "formal_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 0,\n\t\tisRestrictiveFit: true,\n\t\tisFashionOutfit: true,\n\t\tisSuperFancy: true,\n\t\tisFashionOutfitApplyAfter: true,\n\t\tisGlamorous: true,\n\t\tisReallyVisible: true,\n\t}>>\t\n\n\t<<if $attrib.gender eq "male" and $getCharacteristicsFrom eq "Formal Gown">>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\n\t<<if $attrib.gender eq "female" and $getCharacteristicsFrom eq "Formal Robe">>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\n<<elseif $getCharacteristicsFrom eq "Vestement of the Vampire Slayer">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "votvh_desc",\n armorType: "protected",\n armorRanged: 0.6,\n armorMelee: 0.3, \n armorFatigueDrain: 16,\n\t\tisFashionOutfit: true,\n\t\tisSuperFancy: true,\n\t\tisFashionOutfitApplyAfter: true,\n\t\tisGlamorous: true,\n\t\tisReallyVisible: true,\n\t\tgivesClassBonus: true,\n\t\tclassBonusName: "atheist",\n\t\tskillBoostName: "serious_reputation",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Lotus Skirt">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "lotusw_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 0,\n\t\tisFashionOutfitApplyAfter: true,\n\t\tisSkimpy: true,\n\t\tgivesSpecialChemBoost: true,\n\t\tchemBoostName: "blooming lotus",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Fanrave">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "fanw_d",\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 0,\n\t\tisSkimpy: true,\n\t\tgivesClassBonus: true,\n\t\tclassBonusName: "gladiator",\n\t\tskillBoostName: "look_noshrt",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Skintight">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "skint_d",\n armorType: "unarmored",\n armorRanged: 0.1,\n armorMelee: 0.25, \n armorFatigueDrain: 18,\n\t\tisSuperStretchy: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Cybertight" >>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "skintc_d",\n armorType: "unarmored",\n armorRanged: 0.1,\n armorMelee: 0.25, \n armorFatigueDrain: 18,\n\t\tisCyberOutfit: true,\n\t\tisSuperStretchy: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Partytight">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "skintp_d",\n armorType: "unarmored",\n armorRanged: 0.1,\n armorMelee: 0.25, \n armorFatigueDrain: 18,\n\t\tisPartyOutfit: true,\n\t\tisSuperStretchy: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Power Armor">>\n\t/% exo armor %/\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "powerarmor_d",\n armorType: "impervious",\n armorRanged: 1,\n armorMelee: 1, \n armorFatigueDrain: 10,\n\t\tisConcealing: true,\n\t\tisArcShielder: true,\n\t\tisSelfPoweredShield: true,\n\t\tisPowerArmor: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Blackscorn Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "blackscr_d",\n armorType: "impervious",\n armorRanged: 1,\n armorMelee: 1, \n armorFatigueDrain: 10,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Legionnaire Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "legion_d",\n armorType: "impervious",\n armorRanged: 1,\n armorMelee: 1, \n armorFatigueDrain: 10,\n\t\tisHeavyArmor: true,\n\t\tisTooBulky: true,\n\t\tisConcealing: true,\n\t\tisArcShielder: true,\n\t\tisSelfPoweredShield: true,\n\t\tisFallenLegion: true,\n\t\tisPowerArmor: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Anointed Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "anointed_d",\n armorType: "impervious",\n armorRanged: 0.9,\n armorMelee: 0.9, \n armorFatigueDrain: 10,\n\t\tisHeavyArmor: true,\n\t\tisTooBulky: true,\n\t\tisConcealing: true,\n\t\tisArcShielder: true,\n\t\tisSelfPoweredShield: true,\n\t\tisPowerArmor: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Hellstorm Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "hellstorma_d",\n armorType: "armored",\n armorRanged: 0.9,\n armorMelee: 0.9, \n armorFatigueDrain: 12,\n\t\tisHeavyArmor: true,\n\t\tisTooBulky: true,\n\t\tisConcealing: true,\n\t\tgivesSpecialMeleeBoost: true,\n\t\tmeleeBoostName: "hellstormer",\n\t\tisReallyVisible: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Bones of Hel">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "boh_desc",\n armorType: "impervious",\n armorRanged: 0.95,\n armorMelee: 0.95, \n armorFatigueDrain: 12,\n\t\tisTooBulky: true,\n\t\tisConcealing: true,\n\t\tisPowerArmor: true,\n\t\tgivesClassBonus: true,\n\t\tclassBonusName: "kobol",\n\t\tskillBoostName: "blazing_beast",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Void Rig">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "voidr_d",\n armorType: "impervious",\n armorRanged: 0.5,\n armorMelee: 0.6, \n armorFatigueDrain: 16,\n\t\tisTooBulky: true,\n\t\tisConcealing: true,\n\t\tisArcShielder: true,\n\t\tisSelfPoweredShield: true,\n\t\tisPowerArmor: true,\n\t\tgivesClassBonus: true,\n\t\tclassBonusName: "voided",\n\t\tskillBoostName: "sagitarius_astar",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Riot Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "riota_d",\n armorType: "armored",\n armorRanged: 0.5,\n armorMelee: 0.8, \n armorFatigueDrain: 12,\n\t\tisHeavyArmor: true,\n\t\tisTooBulky: true,\t\n\t\tgivesSpecialMeleeBoost: true,\n\t\tmeleeBoostName: "brutal beatdown",\t\n\t\tisTheophobic: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Iconoclasm of the Ideologue">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "ioti_desc",\n armorType: "armored",\n armorRanged: 0.6,\n armorMelee: 0.9, \n armorFatigueDrain: 12,\n\t\tisHeavyArmor: true,\n\t\tisTooBulky: true,\t\n\t\tgivesSpecialMeleeBoost: true,\n\t\tmeleeBoostName: "brutal beatdown",\n\t\tgivesClassBonus: true,\n\t\tclassBonusName: "theophobe",\n\t\tskillBoostName: "watch_yovr_step",\n\t\tisTheophobic: true,\n\t}>>\t\n\t\n\n<<elseif $getCharacteristicsFrom eq "Assault Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "assaulta_d",\n armorType: "armored",\n armorRanged: 0.4,\n armorMelee: 0.8, \n armorFatigueDrain: 12,\n\t\tisHeavyArmor: true,\n\t\tisTooBulky: true,\n\t\tisArcShielder: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Full Spectrum Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "fsa_d",\n armorType: "armored",\n armorRanged: 0.4,\n armorMelee: 0.8, \n armorFatigueDrain: 12,\n\t\tisHeavyArmor: true,\n\t\tisTooBulky: true,\n\t\tisConcealing: true,\n\t\tisArcShielder: true,\n\t}>>\t\n\n\n<<elseif $getCharacteristicsFrom eq "Combat Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "combata_d",\n armorType: "armored",\n armorRanged: 0.7,\n armorMelee: 0.5, \n armorFatigueDrain: 14,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Psych Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "combatap_d",\n armorType: "armored",\n armorRanged: 0.7,\n armorMelee: 0.5, \n armorFatigueDrain: 14,\n\t\tgivesSpecialChemBoost: true,\n\t\tchemBoostName: "psychadelic",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Rage Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "combatar_d",\n armorType: "armored",\n armorRanged: 0.6,\n armorMelee: 0.6, \n armorFatigueDrain: 14,\n\t\tgivesSpecialChemBoost: true,\n\t\tchemBoostName: "mad masher",\n\t\tgivesSpecialMeleeBoost: true,\n\t\tmeleeBoostName: "spiked demon",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Miasmic Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "miasmar_d",\n armorType: "armored",\n armorRanged: 0.5,\n armorMelee: 0.4, \n armorFatigueDrain: 14,\n\t\tisConcealing: true,\n\t\tisArcShielder: true,\n\t\tgivesSpecialChemBoost: true,\n\t\tchemBoostName: "purple haze",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Gladiator Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "gladiatora_d",\n armorType: "armored",\n armorRanged: 0.9,\n armorMelee: 0.9, \n armorFatigueDrain: 14,\n\t\tisConcealing: true,\n\t\tgivesSpecialMeleeBoost: true,\n\t\tmeleeBoostName: "guts to glory",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "AntiSkel Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "antiskela_d",\n armorType: "armored",\n armorRanged: 0.9,\n armorMelee: 0.9, \n armorFatigueDrain: 8,\n\t\tisReallyVisible: true,\n\t\tisArcShielder: true,\n\t\tisSelfPoweredShield: true,\n\t\tgivesSpecialMeleeBoost: true,\n\t\tmeleeBoostName: "duelist",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Armor of the Old Gods">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "aotog_desc",\n armorType: "armored",\n armorRanged: 1,\n armorMelee: 1, \n armorFatigueDrain: 8,\n\t\tisReallyVisible: true,\n\t\tisArcShielder: true,\n\t\tisConcealing: true,\n\t\tisSelfPoweredShield: true,\n\t\tgivesSpecialMeleeBoost: true,\n\t\tmeleeBoostName: "duelist",\n\t\tgivesClassBonus: true,\n\t\tclassBonusName: "any",\n\t\tskillBoostName: "old_world_glory",\n\t}>>\t\n\t\n\n<<elseif $getCharacteristicsFrom eq "Arc Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "arca_d",\n armorType: "armored",\n armorRanged: 0.4,\n armorMelee: 0.3, \n armorFatigueDrain: 14,\n\t\tisArcShielder: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Battle Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "bada_d",\n armorType: "armored",\n armorRanged: 0.7,\n armorMelee: 0.7, \n armorFatigueDrain: 16,\n\t\tisHeavyArmor: true,\n\t\tisTooBulky: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Heavy Battle Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "hba_d",\n armorType: "armored",\n armorRanged: 0.95,\n armorMelee: 0.95, \n armorFatigueDrain: 14,\n\t\tisHeavyArmor: true,\n\t\tisTooBulky: true,\n\t\tisConcealing: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Assault Vest">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "assv_d",\n armorType: "armored",\n armorRanged: 0.6,\n armorMelee: 0.4, \n armorFatigueDrain: 14,\n\t\tgivesClassBonus: true,\n\t\tclassBonusName: "atheist",\n\t\tskillBoostName: "backstreet_veteran",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Purifier Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "pura_d",\n armorType: "armored",\n armorRanged: 0.5,\n armorMelee: 0.8, \n armorFatigueDrain: 16,\n\t\tisConcealing: true,\n\t\tisReligious: true,\n\t\tisAbomKiller: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Devout Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "devouta_d",\n armorType: "armored",\n armorRanged: 0.8,\n armorMelee: 0.6, \n armorFatigueDrain: 14,\n\t\tisConcealing: true,\n\t\tisAbomKiller: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Cultist Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "culta_d",\n armorType: "armored",\n armorRanged: 0.8,\n armorMelee: 0.8, \n armorFatigueDrain: 14,\n\t\tisHeavyArmor: true,\n\t\tisTooBulky: true,\t\t\n\t\tisConcealing: true,\n\t\tgivesSpecialChemBoost: true,\n\t\tchemBoostName: "rebreather",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Heavy Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "heavya_d",\n armorType: "armored",\n armorRanged: 0.8,\n armorMelee: 0.8, \n armorFatigueDrain: 14,\n\t\tisHeavyArmor: true,\n\t\tisTooBulky: true,\n\t\tisConcealing: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Lavandri Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "lavandriaa_d",\n armorType: "armored",\n armorRanged: 0.8,\n armorMelee: 0.5, \n armorFatigueDrain: 14,\n\t\tgivesSpecialMeleeBoost: true,\n\t\tmeleeBoostName: "guts to glory",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Lavandri Heavy Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "lavandriah_d",\n armorType: "armored",\n armorRanged: 0.8,\n armorMelee: 0.8, \n armorFatigueDrain: 12,\n\t\tisHeavyArmor: true,\n\t\tisTooBulky: true,\n\t\tgivesSpecialMeleeBoost: true,\n\t\tmeleeBoostName: "guts to glory",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Heavy Arc Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "heavyaa_d",\n armorType: "armored",\n armorRanged: 0.6,\n armorMelee: 0.6 \n armorFatigueDrain: 14,\n\t\tisHeavyArmor: true,\n\t\tisTooBulky: true,\n\t\tisConcealing: true,\n\t\tisArcShielder: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Commando Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "commandoa_d",\n armorType: "armored",\n armorRanged: 0.8,\n armorMelee: 0.7, \n armorFatigueDrain: 10,\n\t\tgivesSpecialMeleeBoost: true,\n\t\tmeleeBoostName: "CQB",\n\t\tisConcealing: true,\n\t\tisReallyVisible: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Camo Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "camoa_d",\n armorType: "protected",\n armorRanged: 0.5,\n armorMelee: 0.4, \n armorFatigueDrain: 12,\n\t\tisConcealing: true,\n\t\tisCamoFlage: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Strike Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "strikea_d",\n armorType: "armored",\n\t\tarmorRanged: 0.6,\n armorMelee: 0.6, \n armorFatigueDrain: 12,\n\t\tisConcealing: true,\n\t\tgivesSpecialCritBoost: true,\n\t\tcritBoostName: "executive responses",\n\t}>>\t\t\n\n<<elseif $getCharacteristicsFrom eq "Corsair Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "corsaira_d",\n armorType: "protected",\n armorRanged: 0.8,\n armorMelee: 0.5, \n armorFatigueDrain: 12,\n\t\tisConcealing: true,\n\t\tisCamoFlage: true,\n\t\tgivesSpecialCritBoost: true,\n\t\tcritBoostName: "fringe fighter",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Templar Robes">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "templara_d",\n armorType: "protected",\n armorRanged: 0.2,\n armorMelee: 0.4, \n armorFatigueDrain: 14,\n\t\tisConcealing: true,\n\t\tisReligious: true,\n\t\tinquisitorEffect: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Succubus Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "succuba_d",\n armorType: "protected",\n armorRanged: 0.3,\n armorMelee: 0.6, \n armorFatigueDrain: 16,\n\t\tisSkimpy: true,\n\t\tgivesSpecialCritBoost: true,\n\t\tcritBoostName: "slayer",\n\t}>>\t\n\n\t<<if $attrib.gender eq "male">>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\n<<elseif $getCharacteristicsFrom eq "Incubus Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "incubua_d",\n armorType: "protected",\n armorRanged: 0.8,\n armorMelee: 0.8, \n armorFatigueDrain: 12,\n\t\tgivesSpecialCritBoost: true,\n\t\tcritBoostName: "slayer",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Camo Suit">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "camos_d",\n armorType: "protected",\n armorRanged: 0.35,\n armorMelee: 0.35, \n armorFatigueDrain: 16,\n\t\tisTooBulky: true,\n\t\tisConcealing: true,\n\t\tisCamoFlage: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Combat Suit">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "combas_d",\n armorType: "armored",\n armorRanged: 0.5,\n armorMelee: 0.5, \n armorFatigueDrain: 16,\n\t\tisTooBulky: true,\n\t\tisConcealing: true,\n\t\tisRestrictiveFit: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Utility Suit">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "utils_d",\n armorType: "protected",\n armorRanged: 0.2,\n armorMelee: 0.2, \n armorFatigueDrain: 14,\n\t\tisTooBulky: true,\n\t\tisConcealing: true,\n\t\tisRestrictiveFit: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Void Suit">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "voids_d",\n armorType: "protected",\n armorRanged: 0.5,\n armorMelee: 0.6, \n armorFatigueDrain: 16,\n\t\tisTooBulky: true,\n\t\tisConcealing: true,\n\t\tisRestrictiveFit: true,\n\t\tgivesClassBonus: true,\n\t\tclassBonusName: "voided",\n\t\tskillBoostName: "sagitarius_astar",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "BioMold">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "biom_d",\n armorType: "protected",\n armorRanged: 0.4,\n armorMelee: 0.8, \n armorFatigueDrain: 12,\n\t\tisFleshMold: true,\n\t\tisConcealing: true,\n\t\tgivesSpecialMeleeBoost: true,\n\t\tmeleeBoostName: "graceless gore",\n\t}>>\t\n\n\t<<if $attrib.fleshMoldModifier gte 1>>\n\t\t<<set $returnedStatsArmor.armorType = "armored">>\n\t<</if>>\n\n<<elseif $getCharacteristicsFrom eq "Cyber Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "cybera_d",\n armorType: "protected",\n armorRanged: 0.5,\n armorMelee: 0.5, \n armorFatigueDrain: 15,\n\t\tisConcealing: true,\n\t\tisCyberOutfit: true,\n\t\tisCamoFlage: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "CyberArc Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "cyberarca_d",\n armorType: "protected",\n armorRanged: 0.4,\n armorMelee: 0.4, \n armorFatigueDrain: 16,\n\t\tisConcealing: true,\n\t\tisCyberOutfit: true,\n\t\tisArcShielder: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "CyberAug Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "cyberauga_d",\n armorType: "armored",\n armorRanged: 0.7,\n armorMelee: 0.7, \n armorFatigueDrain: 14,\n\t\tisConcealing: true,\n\t\tisCyberOutfit: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Recon Armor">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "recona_d",\n armorType: "protected",\n armorRanged: 0.6,\n armorMelee: 0.2, \n armorFatigueDrain: 12,\n\t\tisConcealing: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Sports Wear">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "sportsw_d",\n armorType: "unarmored",\n armorRanged: 0.1,\n armorMelee: 0.25, \n armorFatigueDrain: 14,\n\t\tisSuperStretchy: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Fitwear">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "sportsw_d",\n armorType: "unarmored",\n armorRanged: 0.1,\n armorMelee: 0.2, \n armorFatigueDrain: 14,\n\t\tisSkimpy: true,\n\t\tisSuperStretchy: true,\n\t}>>\t\n\n\t<<if $attrib.gender eq "male">>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\n<<elseif $getCharacteristicsFrom eq "Pitwear">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "pitw_d",\n armorType: "protected",\n armorRanged: 0.2,\n armorMelee: 0.5, \n armorFatigueDrain: 18,\n\t\tisSkimpy: true,\n\t\tisSuperStretchy: true,\n\t\tgivesSpecialMeleeBoost: true,\n\t\tmeleeBoostName: "pit fighter",\n\t}>>\t\n\n\t<<if $attrib.gender eq "male">>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\n<<elseif $getCharacteristicsFrom eq "Pit Jacket">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "pitw_d",\n armorType: "protected",\n armorRanged: 0.2,\n armorMelee: 0.5, \n armorFatigueDrain: 18,\n\t\tisSkimpy: true,\n\t\tisSuperStretchy: true,\n\t\tgivesSpecialMeleeBoost: true,\n\t\tmeleeBoostName: "pit fighter",\n\t}>>\t\n\n\t<<if $attrib.gender eq "female">>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\n<<elseif $getCharacteristicsFrom eq "Racewear">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "racew_d",\n armorType: "protected",\n armorRanged: 0.1,\n armorMelee: 0.3, \n armorFatigueDrain: 16,\n\t\tisSkimpy: true,\n\t\tisSuperStretchy: true,\n\t\tgivesSpecialChemBoost: true,\n\t\tchemBoostName: "tigershark",\n\t}>>\t\n\n\t<<if $attrib.gender eq "male">>\n\t\t<<set $returnedStatsArmor.isCrossdressOutfit = true>>\n\t<</if>>\n\n<<elseif $getCharacteristicsFrom eq "Race Jacket">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "racew_d",\n armorType: "protected",\n armorRanged: 0.1,\n armorMelee: 0.35, \n armorFatigueDrain: 15,\n\t\tisSuperStretchy: true,\n\t\tgivesSpecialChemBoost: true,\n\t\tchemBoostName: "tigershark",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Voidheart Robes">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "voidhw_d",\n armorType: "protected",\n armorRanged: 0.4,\n armorMelee: 0.7, \n armorFatigueDrain: 16,\n\t\tisReligious: true,\n\t\tgivesSpecialCritBoost: true,\n\t\tcritBoostName: "the big empty",\n\t}>>\n\n<<elseif $getCharacteristicsFrom eq "Maw of the Void">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "motw_d",\n armorType: "protected",\n armorRanged: 0.7,\n armorMelee: 0.7, \n armorFatigueDrain: 16,\n\t\tisReligious: true,\n\t\tgivesSpecialCritBoost: true,\n\t\tcritBoostName: "the big empty",\n\t\tisConcealing: true,\n\t\tgivesClassBonus: true,\n\t\tclassBonusName: "voided",\n\t\tskillBoostName: "all_consuming_ire",\n\t}>>\n\n<<elseif $getCharacteristicsFrom eq "Seeker Robes">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "seekerr_d",\n armorType: "protected",\n armorRanged: 0.5,\n armorMelee: 0.6, \n armorFatigueDrain: 12,\n\t\tisReligious: true,\n\t\tgivesSpecialMeleeBoost: true,\n\t\tmeleeBoostName: "deathseeker",\n\t\tinquisitorEffect: true,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Effigy of the Ebonhawk">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "ebonhawkeff_d",\n armorType: "armored",\n armorRanged: 0.7,\n armorMelee: 0.7, \n armorFatigueDrain: 12,\n\t\tisReligious: true,\n\t\tgivesSpecialMeleeBoost: true,\n\t\tmeleeBoostName: "deathseeker",\n\t\tinquisitorEffect: true,\n\t\tgivesClassBonus: true,\n\t\tclassBonusName: "forsaken",\n\t\tskillBoostName: "ebonhawk_omen",\n\t}>>\t\t\n\n<<elseif $getCharacteristicsFrom eq "Iso Coat">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "isow_d",\n armorType: "protected",\n armorRanged: 0.1,\n armorMelee: 0.3, \n armorFatigueDrain: 14,\n\t\tgivesSpecialArcBoost: true,\n\t\tarcBoostName: "insulation",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Iso Jacket">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "isow_d",\n armorType: "protected",\n armorRanged: 0.1,\n armorMelee: 0.3, \n armorFatigueDrain: 14,\n\t\tgivesSpecialArcBoost: true,\n\t\tarcBoostName: "insulation",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "SySkel">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "syskel_d",\n armorType: "protected",\n armorRanged: 0.4,\n armorMelee: 0.8, \n armorFatigueDrain: 12,\n\t\tgivesSpecialChemBoost: true,\n\t\tchemBoostName: "intravenous",\n\t\tgivesSpecialArcBoost: true,\n\t\tarcBoostName: "bio-induction",\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Modular Harness">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "harnessw_d",\n armorType: "protected",\n armorRanged: 0.1,\n armorMelee: 0.1, \n armorFatigueDrain: 14,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Ballistic Harness">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "harnessw_d",\n armorType: "protected",\n armorRanged: 0.6,\n armorMelee: 0.1, \n armorFatigueDrain: 12,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Safety Harness">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "harnessw_d",\n armorType: "protected",\n armorRanged: 0.2,\n armorMelee: 0.5, \n armorFatigueDrain: 12,\n\t}>>\t\n\n<<elseif $getCharacteristicsFrom eq "Combat Vest">>\n\t<<set $returnedStatsArmor = {\n\t\tdesc: "combatv_d",\n armorType: "protected",\n armorRanged: 0.6,\n armorMelee: 0.3, \n armorFatigueDrain: 14,\n\t}>>\t\n\n<<else>>\n\t<<set $returnedStatsArmor = {\n armorType: "unarmored",\n armorRanged: 0,\n armorMelee: 0, \n armorFatigueDrain: 100,\n\t\tgivesSpecialMeleeBoost: true,\n\t\tmeleeBoostName: "MISSING ITEM IN ARMOR.TWEE!!!!",\n\t}>>\n\n<</if>>\n\n<<if $inztinct.learnedSkills.contains("skill_edenite_8") and ($returnedStatsArmor.armorType eq "armored" or $returnedStatsArmor.armorType eq "impervious")>>\n\t<<set $returnedStatsArmor.religious = true>>\n<</if>>\n\n<<if $inztinct.learnedSkills.contains("skill_voided_5") and ($getCharacteristicsFrom eq "Voidheart Robes" or $getCharacteristicsFrom eq "Void Suit" or $getCharacteristicsFrom eq "Void Rig")>>\n\t<<set $returnedStatsArmor.isFashionOutfitApplyAfter = true>>\n\t<<set $returnedStatsArmor.isFashionOutfitFromTalent = true>>\n<</if>>\n\n<<if $inztinct.learnedSkills.contains("skill_theophobe_5") and ($getCharacteristicsFrom eq "Hatewear" or $getCharacteristicsFrom eq "Riot Armor" or $getCharacteristicsFrom eq "Assault Armor")>>\n\t<<set $returnedStatsArmor.isFashionOutfitApplyAfter = true>>\n\t<<set $returnedStatsArmor.isFashionOutfitFromTalent = true>>\n<</if>>\n\n<<if $inztinct.learnedSkills.contains("skill_forsaken_5") and ($getCharacteristicsFrom eq "Mourning Shroud" or $getCharacteristicsFrom eq "Deathshroud")>>\n\t<<set $returnedStatsArmor.isRestrictiveFit = false>>\n\t<<set $returnedStatsArmor.isFashionOutfitApplyAfter = true>>\n\t<<set $returnedStatsArmor.isFashionOutfitFromTalent = true>>\n<</if>>\n\n<<if $inztinct.learnedSkills.contains("skill_atheist_4") and ($getCharacteristicsFrom eq "Greasecoat" or $getCharacteristicsFrom eq "Iso Coat" or $getCharacteristicsFrom eq "Camo Coat")>>\n\t<<set $returnedStatsArmor.isFashionOutfitApplyAfter = true>>\n\t<<set $returnedStatsArmor.isFashionOutfitFromTalent = true>>\n<</if>>\n\n<<if ($equip.offhand.contains("specialskin_gem") or $equip.offhand.contains("specialskin_sleek")) and not $isConcealing>>\n\t<<set $isDiamondSkinBuffed = true>>\n\t<<if $returnedStatsArmor.isGlamorous>>\n\t\t<<set $returnedStatsArmor.isHyperGlamorous = true>>\n\t<<elseif $returnedStatsArmor.isSuperFancy>>\n\t\t<<set $returnedStatsArmor.isGlamorous = true>>\n\t<<elseif $returnedStatsArmor.isFashionOutfit or $returnedStatsArmor.isFashionOutfitApplyAfter or $returnedStatsArmor.isFashionOutfitFromTalent>>\n\t\t<<set $returnedStatsArmor.isSuperFancy = true>>\n\t<<else>>\n\t\t<<set $returnedStatsArmor.isFashionOutfitApplyAfter = true>>\n\t<</if>>\n<</if>>\n\n<<set $returnedStatsArmor.slot = "clothes">>\n\n/% #######################################\nUpgrade Display Flags\n####################################### %/\n\n\n<<set $itemUpgrades = []>>\n\n<<set $costItem = {"loot_circuits": 1, "loot_abom_sample": 1}>>\n<<set $shopItem = {name: "Utility Suit", upgradesTo: "Combat Suit", cost: 650, materials: $costItem}; $itemUpgrades.push($shopItem)>>\n\n<<set $costItem = {"loot_circuits": 1, "loot_xeno_sample": 1}>>\n<<set $shopItem = {name: "Utility Suit", upgradesTo: "Camo Suit", cost: 955, materials: $costItem}; $itemUpgrades.push($shopItem)>> \n\n<<set $costItem = {"loot_abom_sample": 2}>>\n<<set $shopItem = {name: "Formal Robe", upgradesTo: "Vestement of the Vampire Slayer", cost: 1350, materials: $costItem}; $itemUpgrades.push($shopItem)>>\n<<set $costItem = {"loot_circuits": 2}>>\n\n<<set $shopItem = {name: "Riot Armor", upgradesTo: "Iconoclasm of the Ideologue", cost: 1500, materials: $costItem}; $itemUpgrades.push($shopItem)>>\n<<set $costItem = {"loot_circuits": 5, "loot_abom_sample": 1}>>\n\n<<set $shopItem = {name: "Hatewear", upgradesTo: "Iconoclasm of the Ideologue", cost: 2750, materials: $costItem}; $itemUpgrades.push($shopItem)>>\n<<set $costItem = {"loot_circuits": 2, "loot_xeno_sample": 1, "loot_abom_sample": 2}>>\n\n<<set $shopItem = {name: "Voidheart Robes", upgradesTo: "Maw of the Void", cost: 955, materials: $costItem}; $itemUpgrades.push($shopItem)>> \n\n<<set $costItem = {"loot_xeno_sample": 1, "loot_abom_sample": 3}>>\n<<set $shopItem = {name: "Deathshroud", upgradesTo: "Rainment of the Dead River", cost: 950, materials: $costItem}; $itemUpgrades.push($shopItem)>> \n<<set $shopItem = {name: "Mourning Shroud", upgradesTo: "Rainment of the Dead River", cost: 950, materials: $costItem}; $itemUpgrades.push($shopItem)>> \n\n<<set $costItem = {"loot_xeno_sample": 1, "loot_abom_sample": 3}>>\n<<set $shopItem = {name: "Purist Robes", upgradesTo: "Habit of the Witch Hunter", cost: 950, materials: $costItem}; $itemUpgrades.push($shopItem)>> \n<<set $shopItem = {name: "Purist Shroud", upgradesTo: "Habit of the Witch Hunter", cost: 950, materials: $costItem}; $itemUpgrades.push($shopItem)>>\n\n<<set $costItem = {"loot_circuits": 4}>>\n<<set $shopItem = {name: "Devout Robes", upgradesTo: "Mantle of the God Machine", cost: 1150, materials: $costItem}; $itemUpgrades.push($shopItem)>> \n<<set $shopItem = {name: "Devout Shroud", upgradesTo: "Mantle of the God Machine", cost: 1150, materials: $costItem}; $itemUpgrades.push($shopItem)>>\n\n<<set $costItem = {"loot_circuits": 2, "loot_xeno_sample": 1, "loot_abom_sample": 3}>>\n<<set $shopItem = {name: "Seeker Robes", upgradesTo: "Effigy of the Ebonhawk", cost: 1650, materials: $costItem}; $itemUpgrades.push($shopItem)>> \n\n<<set $costItem = {"loot_circuits": 8}>>\n<<set $shopItem = {name: "Hellstorm Armor", upgradesTo: "Bones of Hel", cost: 14950, materials: $costItem}; $itemUpgrades.push($shopItem)>> \n\n<<set $costItem = {"loot_circuits": 5, "loot_oldworld_scrap": 1}>>\n<<set $shopItem = {name: "Void Suit", upgradesTo: "Void Rig", cost: 16950, materials: $costItem}; $itemUpgrades.push($shopItem)>>\n\n<<set $costItem = {"loot_circuits": 5, "loot_oldworld_scrap": 2}>>\n<<set $shopItem = {name: "AntiSkel Armor", upgradesTo: "Armor of the Old Gods", cost: 15225, materials: $costItem}; $itemUpgrades.push($shopItem)>>\n\n<<unset $shopItem, $costItem>>
<<set $itemListArmor = []>>\n<<set $hudArmorType = []>>\n\n<<set $gameItem = {name: "Street Clothes", alwaysShow: true, type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Street Wear", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Chem Weave", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Chem Wear", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Cypher Weave", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Cypher Wear", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Skintight", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Cybertight", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Partytight", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Fitwear", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Sports Wear", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Fanrave", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Neorave", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Partyfray", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Rockwave", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Greasecoat", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Camo Coat", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Red Devil", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "CyberWaer", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "CyberGlam", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Hatewear", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Corsair Jacket", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Fancydress", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Fancywear", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Whitedress", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Fraydress", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Redsuit", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Cultist Robes", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Purist Robes", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Purist Shroud", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Devout Robes", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Devout Shroud", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Deathshroud", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Mourning Shroud", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Lightwear", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Lightdress", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Puffdress", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Puffwear", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Glamsuit", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Glamgown", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Formal Robe", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Formal Gown", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Lotus Skirt", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Rainment of the Dead River", type: "clothes"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n\n<<set $gameItem = {name: "Iso Coat", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Iso Jacket", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Racewear", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Race Jacket", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Pitwear", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Pit Jacket", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Voidheart Robes", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Seeker Robes", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Templar Robes", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Utility Suit", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Camo Suit", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Void Suit", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Modular Harness", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Ballistic Harness", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Safety Harness", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Combat Vest", alwaysShow: true, type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Recon Armor", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Camo Armor", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Cyber Armor", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "CyberArc Armor", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Succubus Armor", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Incubus Armor", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Maw of the Void", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Vestement of the Vampire Slayer", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Habit of the Witch Hunter", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Mantle of the God Machine", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "SySkel", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Corsair Armor", type: "protective gear"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n\n<<set $gameItem = {name: "Assault Vest", type: "light armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Combat Suit", type: "light armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Strike Armor", type: "light armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "CyberAug Armor", type: "light armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Combat Armor", alwaysShow: true, type: "light armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Lavandri Armor", type: "light armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Arc Armor", type: "light armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Psych Armor", type: "light armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Rage Armor", type: "light armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Miasmic Armor", type: "light armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Purifier Armor", type: "light armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Devout Armor", type: "light armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Commando Armor", type: "light armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Gladiator Armor", type: "light armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Effigy of the Ebonhawk", type: "light armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "AntiSkel Armor", type: "light armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Armor of the Old Gods", type: "light armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n\n<<set $gameItem = {name: "Battle Armor", type: "heavy armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Heavy Armor", alwaysShow: true, type: "heavy armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Lavandri Heavy Armor", type: "heavy armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Heavy Arc Armor", type: "heavy armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Heavy Battle Armor", type: "heavy armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Riot Armor", type: "heavy armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Assault Armor", type: "heavy armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Full Spectrum Armor", type: "heavy armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Cultist Armor", type: "heavy armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Hellstorm Armor", type: "heavy armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Blackscorn Armor", type: "heavy armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Iconoclasm of the Ideologue", type: "heavy armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n\n<<set $gameItem = {name: "Power Armor", displayName: "Exo Armor", alwaysShow: true, type: "power armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Bones of Hel", type: "power armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Void Rig", type: "power armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Anointed Armor", type: "power armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n<<set $gameItem = {name: "Legionnaire Armor", type: "power armor"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>\n\n<<set $gameItem = {name: "BioMold", type: "fleshmold"}; $itemListArmor.push($gameItem); $hudArmorType.push($gameItem.name)>>
<<nobr>>\n\n\t<<if $overflows.ignore eq false>>\n\t\t<<if $overflows.lastScene neq $currentgamepassage>>\n\t\t\t<<set $overflows.lastScene = $currentgamepassage>>\n\t\t\t<<set $overflows.pistol = 0>>\n\t\t\t<<set $overflows.normal = 0>>\n\t\t\t<<set $overflows.electro = 0>>\n\t\t\t<<set $overflows.toxin = 0>>\n\t\t\t<<set $overflows.scatter = 0>>\n\t\t\t<<set $overflows.ignore = false>>\n\n\t\t\t<<set $sneakRandom = (Math.random() + 0.05)>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $processLastAnointments>>\n\t\t<<if $equip.pistol.name eq $equip.pistol.lastRifle>>\n\t\t\t<<if $equip.pistol.lastAnointment neq $equip.pistol.anointment>>\n\t\t\t\t<<set $equip.pistol.anointment = $equip.pistol.lastAnointment>>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<set $equip.pistol.anointment = "none">>\n\t\t<</if>>\n\t\t<<if $equip.rifle.name eq $equip.rifle.lastRifle>>\n\t\t\t<<if $equip.rifle.lastAnointment neq $equip.rifle.anointment>>\n\t\t\t\t<<set $equip.rifle.anointment = $equip.rifle.lastAnointment>>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<set $equip.rifle.anointment = "none">>\n\t\t<</if>>\n\t<</if>>\n\n\t/% ###########################################################\n\tpistol ammo settings\n\t########################################################### %/\n\t/% default ammo max %/\n\t<<set $equip.pistol.ammo_max = 90>>\n\n\t<<if $equip.pistol.name eq "M1114" or $equip.pistol.name eq "M1114_Converted" or $equip.pistol.name eq"BL4K" or $equip.pistol.name eq "Stitch" or $equip.pistol.name eq "MF-R2" or $equip.pistol.name eq "MF-RHL" or $equip.pistol.name eq "Witchgun" or $equip.pistol.name eq "MF-R2_Customized" or $equip.pistol.name eq "Family Business" or $equip.pistol.name eq "LICH" or $equip.pistol.name eq "LICH-T">>\n\t\t<<set $equip.pistol.ammo_max = 45>>\n\t<</if>>\n\t<<if $equip.pistol.name eq "M1114_Extended" or $equip.pistol.name eq "M1115" or $equip.pistol.name eq "Black Rose">>\n\t\t<<set $equip.pistol.ammo_max = 60>>\n\t<</if>>\n\t<<if $equip.pistol.name eq "LAMP" or $equip.pistol.name eq "ShVR" or $equip.pistol.name eq "Mk2" or $equip.pistol.name eq "LICH_Converted" or $equip.pistol.name eq "M1115" or $equip.rifle.name eq "SKUL-E" or $equip.rifle.name eq "M420">>\n\t\t<<set $equip.pistol.ammo_max = 90>>\n\t<</if>>\n\t<<if $equip.rifle.name eq "M410">>\n\t\t<<set $equip.pistol.ammo_max = 100>>\n\t<</if>>\n\t<<if $equip.pistol.name eq "Mk3c">>\n\t\t<<set $equip.pistol.ammo_max = 120>>\n\t<</if>>\n\t<<if $equip.rifle.name eq "RUG-9" or $equip.rifle.name eq "KRUG" or $equip.rifle.name eq "KRUG_Painted" or $equip.rifle.name eq "M404" or $equip.rifle.name eq "M404A2" or $equip.rifle.name eq "C2000" or $equip.rifle.name eq "C2000_Converted" or $equip.rifle.name eq "C2000_Extended" or $equip.rifle.name eq "St0Rm" or $equip.rifle.name eq "M405A1">>\n\t\t<<set $equip.pistol.ammo_max = 120>>\n\t<</if>>\n\t<<if $equip.rifle.name eq "M405">>\n\t\t<<set $equip.pistol.ammo_max = 140>>\n\t<</if>>\n\t<<if $equip.rifle.name eq "X1" or $equip.rifle.name eq "PUR-G" or $equip.rifle.name eq "PUR-H">>\n\t\t<<set $equip.pistol.ammo_max = 180>>\n\t<</if>>\n\t<<if $equip.rifle.name eq "Scorpion">>\n\t\t<<set $equip.pistol.ammo_max = 192>>\n\t<</if>>\n\t<<if $equip.rifle.name eq "HailSt0Rm" or $equip.rifle.name eq "M444" or $equip.rifle.name eq "RUG-9_Converted" or $equip.rifle.name eq "Hav0C" or $equip.rifle.name eq "PUR-L" or $equip.rifle.name eq "cybercarbine" or $equip.rifle.name eq "cybergun" or $equip.rifle.name eq "M9610">>\n\t\t<<set $equip.pistol.ammo_max = 240>>\n\t<</if>>\n\t<<if $equip.rifle.name eq "M9610A2" or $equip.rifle.name eq "M9615" or $equip.rifle.name eq "M9616" or $equip.rifle.name eq "N0xIu">>\n\t\t<<set $equip.pistol.ammo_max = 360>>\n\t<</if>>\n\n\t/% ###########################################################\n\trifle ammo settings\n\t########################################################### %/\n\t<<set $equip.rifle.ammo.normal_max = 6>>\n\t<<set $equip.rifle.ammo.electric_max = 4>>\n\t<<set $equip.rifle.ammo.chemical_max = 2>>\n\t<<set $equip.rifle.ammo.scatter_max = 2>>\n\t\n\t<<if $equip.rifle.name eq "NGREP_Converted" or $equip.rifle.name eq "Rail Cannon">>\n\t\t<<set $equip.rifle.ammo.normal_max = 12>>\n\t\t<<set $equip.rifle.ammo.electric_max = 8>>\n\t<</if>>\n\t<<if $equip.rifle.name eq "S7G">>\n\t\t<<set $equip.rifle.ammo.normal_max = 9>>\n\t\t<<set $equip.rifle.ammo.electric_max = 9>>\n\t<</if>>\n\t<<if $equip.rifle.name eq "S13G">>\n\t\t<<set $equip.rifle.ammo.normal_max = 18>>\n\t\t<<set $equip.rifle.ammo.electric_max = 12>>\n\t<</if>>\n\t<<if $equip.rifle.name eq "NullRifle">>\n\t\t<<set $equip.rifle.ammo.normal_max = 20>>\n\t\t<<set $equip.rifle.ammo.electric_max = 10>>\n\t<</if>>\n\t<<if $equip.rifle.name eq "FRaG" or $equip.rifle.name eq "cybercannon">>\n\t\t<<set $equip.rifle.ammo.normal_max = 6>>\n\t\t<<set $equip.rifle.ammo.electric_max = 6>>\n\t\t<<set $equip.rifle.ammo.chemical_max = 3>>\n\t\t<<set $equip.rifle.ammo.scatter_max = 3>>\n\t<</if>>\n\t<<if $equip.rifle.name eq "MF-G6" or $equip.rifle.name eq "MF-GAC" or $equip.rifle.name eq "FLaK">>\n\t\t<<set $equip.rifle.ammo.chemical_max = 8>>\n\t\t<<set $equip.rifle.ammo.scatter_max = 8>>\n\t<</if>>\n\n\t/% skill mods %/\n\n\t<<if $inztinct.learnedSkills.contains("skill_kobol_1")>>\n\t\t<<set $equip.pistol.ammo_max = Math.ceil(($equip.pistol.ammo_max / 5) * 1.25) * 5>>\n\t<</if>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_arena_9")>>\n\t\t<<set $equip.pistol.ammo_max = Math.ceil(($equip.pistol.ammo_max / 5) * 1.25) * 5>>\n\t\t<<set $equip.rifle.ammo.normal_max = Math.ceil($equip.rifle.ammo.normal_max * 1.25)>>\n\t\t<<set $equip.rifle.ammo.electric_max = Math.ceil($equip.rifle.ammo.electric_max * 1.25)>>\n\t\t<<set $equip.rifle.ammo.chemical_max = Math.ceil($equip.rifle.ammo.chemical_max * 1.25)>>\n\t\t<<set $equip.rifle.ammo.scatter_max = Math.ceil($equip.rifle.ammo.scatter_max * 1.25)>>\n\t<</if>>\n\n\t<<if $equip.gotAmmoUpgrade>>\n\t\t<<set $equip.pistol.ammo_max = Math.ceil(($equip.pistol.ammo_max / 5) * 1.5) * 5>>\n\t\t<<set $equip.rifle.ammo.normal_max = Math.ceil($equip.rifle.ammo.normal_max * 1.5)>>\n\t\t<<set $equip.rifle.ammo.electric_max = Math.ceil($equip.rifle.ammo.electric_max * 1.5)>>\n\t\t<<set $equip.rifle.ammo.chemical_max = Math.ceil($equip.rifle.ammo.chemical_max * 2)>>\n\t\t<<set $equip.rifle.ammo.scatter_max = Math.ceil($equip.rifle.ammo.scatter_max * 2)>>\n\t<</if>>\n\n\t/% overflow calcs %/\n\n\t<<if $overflows.ignore eq false>>\n\t\t/% normal calc - add overflow to recovery pool %/\n\t\t<<set $equip.pistol.ammo += $overflows.pistol>>\n\t\t<<set $equip.rifle.ammo.normal += $overflows.normal>>\n\t\t<<set $equip.rifle.ammo.electric += $overflows.electro>>\n\t\t<<set $equip.rifle.ammo.chemical += $overflows.toxin>>\n\t\t<<set $equip.rifle.ammo.scatter += $overflows.scatter>>\n\n\t\t<<if $equip.pistol.ammo gt $equip.pistol.ammo_max>>\n\t\t\t<<set $overflows.pistol += ($equip.pistol.ammo - $equip.pistol.ammo_max)>>\n\t\t\t<<set $equip.pistol.ammo = $equip.pistol.ammo_max>>\n\t\t<<else>>\n\t\t\t<<set $overflows.pistol = 0>>\n\t\t<</if>>\n\t\t<<if $equip.rifle.ammo.normal gt $equip.rifle.ammo.normal_max>>\n\t\t\t<<set $overflows.normal += ($equip.rifle.ammo.normal - $equip.rifle.ammo.normal_max)>>\n\t\t\t<<set $equip.rifle.ammo.normal = $equip.rifle.ammo.normal_max>>\n\t\t<<else>>\n\t\t\t<<set $overflows.normal = 0>>\n\t\t<</if>>\n\t\t<<if $equip.rifle.ammo.scatter gt $equip.rifle.ammo.scatter_max>>\n\t\t\t<<set $overflows.scatter += ($equip.rifle.ammo.scatter - $equip.rifle.ammo.scatter_max)>>\n\t\t\t<<set $equip.rifle.ammo.scatter = $equip.rifle.ammo.scatter_max>>\n\t\t<<else>>\n\t\t\t<<set $overflows.scatter = 0>>\n\t\t<</if>>\n\t\t<<if $equip.rifle.ammo.chemical gt $equip.rifle.ammo.chemical_max>>\n\t\t\t<<set $overflows.chemical += ($equip.rifle.ammo.chemical - $equip.rifle.ammo.chemical_max)>>\n\t\t\t<<set $equip.rifle.ammo.chemical = $equip.rifle.ammo.chemical_max>>\n\t\t<<else>>\n\t\t\t<<set $overflows.chemical = 0>>\n\t\t<</if>>\n\t\t<<if $equip.rifle.ammo.electric gt $equip.rifle.ammo.electric_max>>\n\t\t\t<<set $overflows.electric += ($equip.rifle.ammo.electric - $equip.rifle.ammo.electric_max)>>\n\t\t\t<<set $equip.rifle.ammo.electric = $equip.rifle.ammo.electric_max>>\n\t\t<<else>>\n\t\t\t<<set $overflows.electric = 0>>\n\t\t<</if>>\n\n\t<<else>>\n\t\t/% ignore calc - skip recovery pool %/\n\t\t<<if $equip.pistol.ammo gt $equip.pistol.ammo_max>>\n\t\t\t<<set $equip.pistol.ammo = $equip.pistol.ammo_max>>\n\t\t<</if>>\n\t\t<<if $equip.rifle.ammo.normal gt $equip.rifle.ammo.normal_max>>\n\t\t\t<<set $equip.rifle.ammo.normal = $equip.rifle.ammo.normal_max>>\n\t\t<</if>>\n\t\t<<if $equip.rifle.ammo.scatter gt $equip.rifle.ammo.scatter_max>>\n\t\t\t<<set $equip.rifle.ammo.scatter = $equip.rifle.ammo.scatter_max>>\n\t\t<</if>>\n\t\t<<if $equip.rifle.ammo.chemical gt $equip.rifle.ammo.chemical_max>>\n\t\t\t<<set $equip.rifle.ammo.chemical = $equip.rifle.ammo.chemical_max>>\n\t\t<</if>>\n\t\t<<if $equip.rifle.ammo.electric gt $equip.rifle.ammo.electric_max>>\n\t\t\t<<set $equip.rifle.ammo.electric = $equip.rifle.ammo.electric_max>>\n\t\t<</if>>\n\t\t<<set $overflows.ignore = false>>\n\t<</if>>\n\n<</nobr>>
<<set $equip.isHeavyWeapon = false>>\n<<set $equip.isHeavyCoilgun = false>>\n<<set $equip.isPlasmaCaster = false>>\n<<set $equip.isArcWeapon = false>>\n<<set $equip.isHeavyArmor = false>>\n<<set $equip.isSubsonicWeapon = false>>\n<<set $equip.isPrecisionWeapon = false>>\n\n<<set $equip.isTooBulky = false>>\n<<set $equip.isAugmented = false>>\n<<set $equip.isHeavyArmor = false>>\n<<set $equip.isPowerArmor = false>>\n<<set $equip.isCyberOutfit = false>>\n<<set $equip.isFashionOutfit = false>>\n<<set $equip.isFashionTalent = false>>\n<<set $equip.isPartyOutfit = false>>\n<<set $equip.isCrossdressOutfit = false>>\n<<set $equip.isRestrictiveFit = false>>\n<<set $equip.isNeuroImplant = false>>\n<<set $equip.isCyberImplant = false>> /% = has visual "borg" cybernetics of some sort (eye, arm, skin etc) %/\n<<set $equip.isBioImplant = false>>\n<<set $equip.isCybernetic = false>> /% = has cybernetic classed implant but may be invisible %/\n<<set $equip.isConcealing = false>>\n<<set $equip.isAbominated = false>>\n<<set $equip.isSuperFancy = false>>\n<<set $equip.isSuperStretchy = false>>\n<<set $equip.isSkimpy = false>>\n<<set $equip.isGlamorous = false>>\n<<set $equip.isHyperGlamorous = false>>\n<<set $equip.isReallyVisible = false>>\n<<set $equip.isFleshMold = false>>\n<<set $equip.isReligious = false>> /% generally means edenist but can mean voider in certain cases %/\n<<set $equip.isArcArmor = false>>\n<<set $equip.isCamoFlage = false>>\n<<set $equip.isAbomKiller = false>>\n<<set $equip.isMeleeBooster = false>>\n<<set $equip.isChemBooster = false>>\n<<set $equip.isDiamondSkinBuffed = false>>\n<<set $equip.isTheophobic = false>>\n\n<<set $attrib.passedSneakCheck = false>>\n<<set $attrib.passedAmbushCheck = false>>\n<<set $attrib.canHandleHeavyWeapon = false>>\n\n/% \n\n####################################################\nBEGIN WEAPON \n#################################################### %/\n\n<<set $getStatsFor = $equip.rifle.name>>\n<<display 'getWeaponStats'>>\n\n<<if $returnedStats>>\n <<if $returnedStats.isHeavyWeapon>>\n <<set $equip.isHeavyWeapon = true>>\n <</if>>\n\n <<if $returnedStats.hasPlasmaCaster or $returnedStats.ammo eq "plasmaburst">>\n <<set $equip.isPlasmaCaster = true>>\n <</if>>\n\n <<if $returnedStats.hasArcCaster or $returnedStats.ammo eq "arclance" or $returnedStats.hasArcCharge>>\n <<set $equip.isArcWeapon = true>>\n <</if>>\n\n <<if $returnedStats.eXtremeZoom>>\n <<set $equip.isPrecisionWeapon = true>>\n <<set $hud.specialWeaponDisplayType = "env_special_" + $equip.rifle.name.toLowerCase()>>\n <</if>>\n\n <<if $returnedStats.isSubsonic>>\n <<set $equip.isSubsonicWeapon = true>>\n <<set $hud.specialWeaponDisplayType = "env_special_" + $equip.rifle.name.toLowerCase()>>\n <</if>>\n<</if>>\n\n/% ####################################################\nEND WEAPON\n####################################################\n\n---------------------------------------------------- \n\n####################################################\nBEGIN CLOTHES AND ARMOR \n#################################################### %/\n\n<<set $getCharacteristicsFrom = $equip.clothes>>\n\n<<display 'getItemCharacteristics'>>\n<<set $attrib.armortype = $returnedStatsArmor.armorType>>\n\n<<set $equip.isArcArmor = $returnedStatsArmor.isArcShielder>>\n<<set $equip.isCamoFlage = $returnedStatsArmor.isCamoFlage>>\n\n<<set $equip.isTooBulky = $returnedStatsArmor.isTooBulky>>\n<<set $equip.isPowerArmor = $returnedStatsArmor.isPowerArmor>>\n<<set $equip.isHeavyArmor = $returnedStatsArmor.isHeavyArmor>>\n<<set $equip.isFleshMold = $returnedStatsArmor.isFleshMold>>\n<<set $equip.isConcealing = $returnedStatsArmor.isConcealing>>\n\n<<set $equip.isCyberOutfit = $returnedStatsArmor.isCyberOutfit>>\n<<set $equip.isPartyOutfit = $returnedStatsArmor.isPartyOutfit>>\n<<set $equip.isReligious = $returnedStatsArmor.isReligious>>\n<<set $equip.isTheophobic = $returnedStatsArmor.isTheophobic>>\n<<set $equip.isCrossdressOutfit = $returnedStatsArmor.isCrossdressOutfit>>\n<<set $equip.isSuperStretchy = $returnedStatsArmor.isSuperStretchy>>\n\n<<set $equip.isFashionOutfit = $returnedStatsArmor.isFashionOutfit>>\n\n<<if $equip.isFashionOutfit and $returnedStatsArmor.isFashionOutfitApplyAfter>>\n <<set $equip.isFashionOutfit = false>>\n<</if>>\n\n<<set $equip.isSuperFancy = $returnedStatsArmor.isSuperFancy>>\n<<set $equip.isSkimpy = $returnedStatsArmor.isSkimpy>>\t\n<<set $equip.isGlamorous = $returnedStatsArmor.isGlamorous>>\n<<set $equip.isHyperGlamorous = $returnedStatsArmor.isHyperGlamorous>>\n<<set $equip.isReallyVisible = $returnedStatsArmor.isReallyVisible>>\n<<set $equip.isDiamondSkinBuffed = $returnedStatsArmor.isDiamondSkinBuffed>>\n\n<<set $equip.isAbomKiller = $returnedStatsArmor.isAbomKiller>>\n<<set $equip.isMeleeBooster = $returnedStatsArmor.givesSpecialMeleeBoost>>\n<<set $equip.isChemBooster = $returnedStatsArmor.givesSpecialChemBoost>>\n<<set $equip.isArcShieldBooster = $returnedStatsArmor.givesSpecialArcBoost>>\n<<set $equip.isCritBooster = $returnedStatsArmor.givesSpecialCritBoost>>\n<<if $isFallenLegion>>\n <<set $equip.isCritBooster = true>>\n<</if>>\n\n<<set $equip.isSelfPoweredShield = $returnedStatsArmor.isSelfPoweredShield>>\n\n<<for $i = 0; $i lt ($equip.offhandUpgrade.length - 1); $i++>>\n <<if $equip.offhandUpgrade[$i] neq "none">>\n <<set $equip.isAugmented = true>>\n <<break>>\n <</if>>\n<</for>>\n\n<<if $equip.offhand.contains("abomskin") or $equip.offhand.contains("abomgland") or $equip.offhand.contains("abommuscle") or $equip.offhand.contains("abomclaw") or $equip.offhand.contains("abominatedskin")>>\n <<set $equip.isAbominated = true>>\n <<set $attrib.infected = false>>\n <<set $equip.isBioImplant = true>>\n <<set $equip.brainaug = "neuroparasite">>\n<</if>>\n\n<<if $equip.offhand.contains("aimpoint") or $equip.offhand.contains("fleshmask") or $equip.offhand.contains("cyberbody") or $equip.offhand.contains("thirdeye") or $equip.offhand.contains("braincase") >>\n <<set $equip.isNeuroImplant = true>>\n<</if>>\n\n/% but not cybernetic, as has no cyber benefits \n<<if $equip.offhand.contains("syntheticskin1") or $equip.offhand.contains("syntheticskin2") or $equip.offhand.contains("syntheticskin3") or $equip.offhand.contains("syntheticskin4") or $equip.offhand.contains("syntheticskin5") or $equip.offhand.contains("syntheticskin6")>>\n <<set $equip.isCyberImplant = true>>\n<</if>> %/\n\n<<if $equip.offhand.contains("cyberbody") or $equip.offhand.contains("slenderbody") or $equip.offhand.contains("braincase") or $equip.offhand.contains("cybereye") or $equip.offhand.contains("cyberarm") or $equip.rifle.name eq "cybergun" or $equip.rifle.name eq "cybercannon" or $equip.rifle.name eq "cybercarbine" or $equip.offhand.contains("specialskin_sleek") or $equip.offhand.contains("specialskin_machine")>>\n /% plastic skin lets you see inside, always causes cybers to look cyber %/\n <<if $equip.offhand.contains("cybereye") or $equip.offhand.contains("cyberarm") or $equip.offhand.contains("braincase") or $equip.rifle.name eq "cybergun" or $equip.rifle.name eq "cybercannon" or $equip.rifle.name eq "cybercarbine" or $equip.offhand.contains("specialskin_plastique") or $equip.offhand.contains("specialskin_sleek") or $equip.offhand.contains("specialskin_machine")>>\n \n <<set $equip.isCyberImplant = true>>\n <<set $equip.isCybernetic = true>>\n <<else>>\n <<set $equip.isCybernetic = true>>\n <</if>>\t\t\t\n<</if>>\n\n<<if $equip.offhand.contains("shield") or $equip.offhand.contains("aimpoint") or $equip.offhand.contains("meleeplant") or $equip.offhand.contains("detoxifier") or $equip.offhand.contains("catears") or $equip.offhand.contains("chameleon") or $equip.offhand.contains("rhinoskin") or $equip.offhand.contains("fleshmask") or $equip.offhand.contains("featherarm") or $equip.offhand.contains("normalskel") or $equip.offhand.contains("thirdeye")>>\n <<set $equip.isBioImplant = true>>\n<</if>>\n\n<<if $equip.offhand.contains("catears") or $equip.offhand.contains("chameleon") or $equip.offhand.contains("rhinoskin") or $equip.offhand.contains("specialskin_fluffy") or $equip.offhand.contains("specialskin_plastique") or $equip.offhand.contains("specialskin_gem") or $equip.offhand.contains("featherarm") or $equip.offhand.contains("specialskin_machine")>>\n <<set $equip.isCrossdressOutfit = true>>\n<</if>>\n\n/% plastique reveals the bull %/\n<<if $equip.offhand.contains("normalskel") and $equip.offhand.contains("specialskin_plastique")>>\n <<set $equip.isCrossdressOutfit = true>>\n<</if>>\n\n/% ####################################################\nEND ARMOR\n####################################################\n\n---------------------------------------------------- \n\n####################################################\nBEGIN SNEAK \n#################################################### %/\n\n<<set $sneakChance = 0>>\n\n<<if $attrib.fatigue lt 50>>\n <<set $sneakChance += 0.3>>\n<<elseif $attrib.fatigue lt 75>>\n <<set $sneakChance += 0.15>>\n<<else>>\n <<set $sneakChance -= 0.1>>\n<</if>>\n\n<<if $attrib.toxicity lt 50>>\n <<set $sneakChance += 0.3>>\n<<elseif $attrib.toxicity lt 75>>\n <<set $sneakChance += 0.15>>\n<<else>>\n <<set $sneakChance -= 0.2>>\n<</if>>\n\n<<if $equip.offhand.contains("chameleon") and $equip.isSkimpy>>\n <<set $sneakChance += 0.15>>\n<</if>>\n\n<<if $attrib.armortype eq "unarmored">>\n <<set $sneakChance += 0.3>>\n<<elseif $attrib.armortype neq "protected">>\n <<set $sneakChance += 0.2>>\n<<elseif ($attrib.armortype eq "armored" and $gameworld_modifiers.hasArmorSneak)>>\n <<set $sneakChance += 0.2>>\n<<elseif $attrib.armortype eq "armored">>\n <<set $sneakChance -= 0.4>>\n<<elseif $attrib.armortype eq "impervious">>\n <<set $sneakChance -= 0.5>>\n<</if>>\n\n<<if $attrib.demeanor eq "cautious">>\n <<set $sneakChance += 0.05>>\n<<elseif $attrib.demeanor eq "agressive">>\n <<set $sneakChance -= 0.05>>\n<</if>>\n\n<<if ($attrib.armortype neq "armored" and $gameworld_modifiers.hasArmorSneak)>>\n <<set $sneakChance += 0.05>>\n<</if>>\n\n<<if $equip.isCamoFlage>>\n <<set $sneakChance += 0.125>>\n<</if>>\n\n<<if $equip.isConcealing>>\n <<set $sneakChance += 0.1>>\n<</if>>\n\n<<if $equip.isRestrictiveFit>>\n <<set $sneakChance -= 0.1>>\n<</if>>\n\n<<if $equip.isFashionOutfit>>\n <<set $sneakChance -= 0.075>>\n<</if>>\n\n<<if $equip.isHeavyArmor>>\n <<set $sneakChance -= 1.25>>\n<</if>>\n\n<<if $equip.isHeavyWeapon>>\n <<set $sneakChance -= 1>>\n<</if>>\n\n<<if $equip.isCyberOutfit>>\n <<set $sneakChance += 0.035>>\n<</if>>\n\n<<if $equip.isPartyOutfit>>\n <<set $sneakChance -= 0.035>>\n<</if>>\n\n<<if $equip.isReallyVisible>>\n <<set $sneakChance -= 0.05>>\n<</if>>\n\n<<if $sneakChance gte $sneakRandom>>\n <<set $attrib.passedSneakCheck = true>>\n<</if>>\n\n/% ####################################################\nEND SNEAK\n####################################################\n\n---------------------------------------------------- \n\n####################################################\nBEGIN AMBUSH \n#################################################### %/\n\n<<set $ambushChance = 1>>\n\n<<if $attrib.fatigue lt 50>>\n <<set $ambushChance -= 0.2>>\n<<elseif $attrib.fatigue lt 75>>\n <<set $ambushChance -= 0.15>>\n<<else>>\n <<set $ambushChance -= 0.1>>\n<</if>>\n\n<<if $attrib.toxicity lt 50>>\n <<set $ambushChance -= 0.2>>\n<<elseif $attrib.toxicity lt 75>>\n <<set $ambushChance -= 0.15>>\n<<else>>\n <<set $ambushChance -= 0.1>>\n<</if>>\n\n<<if $attrib.stress lt 15>>\n <<set $ambushChance -= 0.2>>\n<<elseif $attrib.stress lt 30>>\n <<set $ambushChance -= 0.15>>\n<<elseif $attrib.stress lt 45>>\n <<set $ambushChance += 0.1>>\n<<elseif $attrib.stress lt 60>>\n <<set $ambushChance += 0.05>>\n<<else>>\n <<set $ambushChance += 0.1>>\n<</if>>\n\n<<if $equip.isCamoFlage>>\n <<set $ambushChance -= 0.1>>\n<</if>>\n\n<<if $equip.isHeavyArmor>>\n <<set $ambushChance += 0.1>>\n<</if>>\n\n<<if $equip.isHeavyWeapon>>\n <<set $ambushChance += 0.05>>\n<</if>>\n\n<<if $equip.isRestrictiveFit>>\n <<set $ambushChance += 0.1>>\n<</if>>\n\n<<if $equip.isFashionOutfit>>\n <<set $ambushChance += 0.075>>\n<</if>>\n\n<<if $equip.isReallyVisible>>\n <<set $ambushChance += 0.075>>\n<</if>>\n\n<<if $attrib.passedSneakCheck>>\n <<set $ambushChance -= 0.05>>\n<</if>>\n\n<<if $attrib.demeanor eq "cautious">>\n <<set $ambushChance -= 0.05>>\n<<elseif $attrib.demeanor eq "agressive">>\n <<set $ambushChance += 0.05>>\n<<else>>\n <<set $ambushChance -= 0.02>>\n<</if>>\n\n<<if $ambushChance lt $sneakRandom>>\n <<set $attrib.passedAmbushCheck = true>>\n<</if>>\n\n<<if $equip.offhandUpgrade.contains("antiflash")>>\n <<set $ambushChance -= 0.1>>\n<</if>>\n\n<<unset $ambushChance>>\n\n/% ####################################################\nEND AMBUSH \n#################################################### \n\n---------------------------------------------------- \n\n####################################################\nFASHION TWEAKS (have to be last since they'll otherwise mess up sneak stats)\n#################################################### %/\n\n<<if $isFashionOutfitApplyAfter>>\n <<set $equip.isFashionOutfit = true>>\n<</if>>\n\n<<if ($equip.offhand.contains("meleeplant") or $equip.offhand.contains("cybergun") or $equip.offhandUpgrade.contains("synth-fiber") or $equip.offhand.contains("abommuscle") or $gameworld_modifiers.hasWeaponFatigueOverride or $equip.isPowerArmor or $inztinct.learnedSkills.contains("skill_forsaken_10"))>>\n <<set $attrib.canHandleHeavyWeapon = true>>\n<</if>>
<<nobr>>\n\n\t<<set $price = 100>>\n\n\t<<if $type eq "main" or $type eq "sidearm" or $type eq "knife">>\n\t\t<<set $price = 100>>\n\n\t\t<<set $getStatsFor = $specificItem>>\n\t\t<<display 'getWeaponStats'>>\n\t\t\n\t\t<<if $returnedStats.price>>\n\t\t\t<<set $price = $returnedStats.price>>\n\t\t<</if>>\n\t<<elseif $type eq "clothes">>\n\t\t<<set $price = 50>>\n\n\t\t<<set $getCharacteristicsFrom = $specificItem>>\n\t\t<<display 'getItemCharacteristics'>>\n\n\t\t<<if $returnedArmorType eq "protected">>\n\t\t\t<<set $price += 250>>\n\t\t<<elseif $returnedArmorType eq "armored">>\n\t\t\t<<set $price += 750>>\n\t\t\t<<if $isHeavyArmor>>\n\t\t\t\t<<set $price += 850>>\n\t\t\t<</if>>\n\t\t\t<<if $isPowerArmor>>\n\t\t\t\t<<set $price += 2850>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t\n\t\t<<if $isSuperFancy >>\n\t\t\t<<set $price += 350>>\n\t\t<</if>>\n\t\n\t\t<<if $isGlamorous >>\n\t\t\t<<set $price += 950>>\n\t\t<</if>>\n\t\t<<if $isReallyVisible >>\n\t\t\t<<set $price += 150>>\n\t\t<</if>><br>\n\n\t<<elseif $type eq "augment">>\n\t\t\n\t\t<<set $price = 1000>>\n\t\t\n\t\t<<if $aquireText eq "humanskin1" or $aquireText eq "humanskin2" or $aquireText eq "humanskin3" or $aquireText eq "humanskin4" or $aquireText eq "humanskin5">>\n\t\t\t<<set $price = 50>>\n\t\t<<elseif $aquireText eq "syntheticskin1" or $aquireText eq "syntheticskin2" or $aquireText eq "syntheticskin3" or $aquireText eq "syntheticskin4" or $aquireText eq "syntheticskin5" or $aquireText eq "syntheticskin6">>\n\t\t\t<<set $price = 175>>\n\t\t<<elseif $aquireText eq "specialskin_fluffy" or $aquireText eq "specialskin_plastique" or $aquireText eq "specialskin_gem">>\n\t\t\t<<set $price = 100>>\n\t\t<<elseif $aquireText eq "normalskel" or $aquireText eq "meleeplant" or $aquireText eq "thirdeye" or $aquireText eq "catears" or $aquireText eq "aimpoint" or $aquireText eq "specialskin_dampening" or $aquireText eq "specialskin_sleek">>\n\t\t\t<<set $price = 1500>>\n\t\t<<elseif $aquireText eq "rhinoskin" or $aquireText eq "chameleon" or $aquireText eq "featherarm" or $aquireText eq "cybereye" or $aquireText eq "fleshmask" or $aquireText eq "slenderbody" or $aquireText eq "specialskin_machine">>\n\t\t\t<<set $price = 2500>>\n\t\t<<elseif $aquireText eq "cyberarm" or $aquireText eq "cybergun" or $aquireText eq "shield">>\n\t\t\t<<set $price = 3750>>\n\t\t<<elseif $aquireText eq "cyberbody" or $aquireText eq "braincase">>\n\t\t\t<<set $price = 4250>>\n\t\t<</if>>\n\n\t<<elseif $type eq "item" or $type eq "item1" or $type eq "item2">>\n\t\t<<set $price = 50>>\n\n\t<</if>>\n\n<</nobr>>
<<if $localizer[$hud.currentLanguageCode][$aquireText]>>\n\t<<set $aquireText = $localizer[$hud.currentLanguageCode][$aquireText]>>\n<</if>>
<<if $getStatsFor eq "Rail Cannon">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tdesc: "railcannon_desc",\n\t\tammo: "none",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.3,\n\t\taccuracy: 0.85,\n\t\tmagazine: 4,\n\t\tshotsperkill: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 4,\n\t\tshieldpen: 4,\n\t\tshieldchance: 0.65,\n\t\tparrychance: 0,\n\t\tcoverchance: 0,\n\t\telemental: "none",\n\t\tisPrimary: true,\n\t\tboltOnly: true,\n\t\tisHeavyWeapon: true,\n\t\tdumpMagazineMechanic: true,\n\t\tprice: 3100,\n\t\tslot: "rifle",\n\t}>>\n\n\t<<if $maindrawn>>\n\t\t<<set $returnedStats.magazine = 1>>\n\t<<else>>\n\t\t<<set $returnedStats.armorpen = 2>>\n\t\t<<set $returnedStats.shieldpen = 2>>\n\t<</if>>\n<<elseif $getStatsFor eq "NGREP">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tdesc: "ngrep_desc",\n\t\tammo: "none",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.35,\n\t\taccuracy: 0.7,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 3,\n\t\tshieldpen: 0.75,\n\t\tshieldchance: 0.1,\n\t\tparrychance: 0.1,\n\t\tcoverchance: 0.2,\n\t\telemental: "none",\n\t\tboltAndCanister: true,\n\t\tisPrimary: true,\n\t\tprice: 1300,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "NGREP_Converted">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "ngrep_converted_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.45,\n\t\taccuracy: 0.7,\n\t\tshotsperkill: 2,\n\t\tmagazine: 4,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.5,\n\t\tshieldpen: 0.35,\n\t\tshieldchance: 0.1,\n\t\tparrychance: 0.1,\n\t\tcoverchance: 0.2,\n\t\telemental: "none",\n\t\tboltOnly: true,\n\t\tisPrimary: true,\n\t\tprice: 1500,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "NGREP_Extended">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "ngrep_extended_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.55,\n\t\tmagazine: 1,\n\t\tshotsperkill: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 1,\n\t\tshieldpen: 2.5,\n\t\tshieldchance: 0.225,\n\t\tparrychance: 0.05,\n\t\tcoverchance: 0.25,\n\t\telemental: "none",\n\t\tboltAndCanister: true,\n\t\thasPlasmaSink: true,\n\t\tisPrimary: true,\n\t\tprice: 1400,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "S13G">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tdesc: "s13g_desc",\n\t\tammo: "none",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.6,\n\t\taccuracy: 0.65,\n\t\tshotsperkill: 2,\n\t\tmagazine: 6,\n\t\thitspershot: 1,\n\t\tarmorpen: 2,\n\t\tshieldpen: 1,\n\t\tshieldchance: 0.1,\n\t\tparrychance: 0.2,\n\t\tcoverchance: 0.1,\n\t\telemental: "none",\n\t\tisHeavyWeapon: true,\n\t\tboltOnly: true,\n\t\tneedsChargeToUse: true,\n\t\tisPrimary: true,\n\t\tprice: 2300,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "S7G">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "s7g_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.5,\n\t\taccuracy: 0.8,\n\t\tshotsperkill: 2,\n\t\tmagazine: 3,\n\t\thitspershot: 1,\n\t\tarmorpen: 2,\n\t\tshieldpen: 0.75,\n\t\tshieldchance: 0.1,\n\t\tparrychance: 0.1,\n\t\tcoverchance: 0.2,\n\t\telemental: "none",\n\t\tboltOnly: true,\n\t\tisPrimary: true,\n\t\tprice: 1900,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "M1B">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "m1b_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.85,\n\t\taccuracy: 0.8,\n\t\tshotsperkill: 3,\n\t\tmagazine: 10,\n\t\thitspershot: 1,\n\t\tarmorpen: 1,\n\t\tshieldpen: 1,\n\t\tshieldchance: 0.06,\n\t\tparrychance: 0.15,\n\t\tcoverchance: 0.1,\n\t\telemental: "none",\n\t\tboltOnly: true,\n\t\tisHeavyWeapon: true,\n\t\tisPrimary: true,\n\t\tisHeavyRandomizer: true,\n\t\tprice: 12500,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "S7ZF">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "s7zf_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.5,\n\t\taccuracy: 0.95,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 10,\n\t\tshieldpen: 1.5,\n\t\tshieldchance: 0.01,\n\t\tparrychance: 0.1,\n\t\tcoverchance: 0.25,\n\t\telemental: "none",\n\t\tboltOnly: true,\n\t\teXtremeZoom: true,\n\t\tisPseudoHeavyWeapon: true,\n\t\tisPrimary: true,\n\t\tprice: 3900,\n\t\tslot: "rifle",\n\t}>>\t\t\n<<elseif $getStatsFor eq "SKUL">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "skul_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.3,\n\t\taccuracy: 0.65,\n\t\tmagazine: 1,\n\t\tshotsperkill: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 3.5,\n\t\tshieldpen: 1,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.1,\n\t\tcoverchance: 0.25,\n\t\telemental: "none",\n\t\tisMelee: true,\n\t\tboltOnly: true,\n\t\tisPrimary: true,\n\t\tprice: 1900,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "SKUL-S">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "skul-s_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.25,\n\t\taccuracy: 0.8,\n\t\tmagazine: 1,\n\t\tshotsperkill: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 3,\n\t\tshieldpen: 2,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.05,\n\t\tcoverchance: 0.3,\n\t\telemental: "none",\n\t\tboltOnly: true,\n\t\tdazzleProjector: true,\n\t\tisPrimary: true,\n\t\tprice: 2000,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "SKUL-E">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "skul-e_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.25,\n\t\taccuracy: 0.75,\n\t\tmagazine: 1,\n\t\tshotsperkill: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 3,\n\t\tshieldpen: 2,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.05,\n\t\tcoverchance: 0.3,\n\t\telemental: "none",\n\t\tboltOnly: true,\n\t\tisSKULE: true,\n\t\tisPrimary: true,\n\t\tprice: 2000,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "M451">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "m451_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.25,\n\t\taccuracy: 0.7,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 4,\n\t\tshieldpen: 1,\n\t\tshieldchance: 0.2,\n\t\tparrychance: 0.08,\n\t\tcoverchance: 0.3,\n\t\telemental: "none",\n\t\tcanisterOnly: true,\n\t\tisPrimary: true,\n\t\tprice: 1000,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "M451A2">>\n\t\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "m451_a2_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.4,\n\t\taccuracy: 0.7,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 5,\n\t\tshieldpen: 2,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.1,\n\t\tcoverchance: 0.2,\n\t\telemental: "none",\n\t\tcanisterOnly: true,\n\t\tdazzleProjector: true,\n\t\tisPrimary: true,\n\t\tprice: 1100,\n\t\tslot: "rifle",\n\t}>>\t\n<<elseif $getStatsFor eq "M559">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "m559_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.35,\n\t\taccuracy: 0.8,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 5,\n\t\tshieldpen: 2,\n\t\tshieldchance: 0.125,\n\t\tparrychance: 0.1,\n\t\tcoverchance: 0.2,\n\t\telemental: "none",\n\t\tboltAndCanister: true,\n\t\tisPrimary: true,\n\t\tprice: 2100,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "MF-G6">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "mf-g6_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.4,\n\t\taccuracy: 0.65,\n\t\tshotsperkill: 2,\n\t\tmagazine: 4,\n\t\thitspershot: 1,\n\t\tarmorpen: 3.45,\n\t\tshieldpen: 1,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.05,\n\t\tcoverchance: 0.2,\n\t\telemental: "none",\n\t\tcanisterOnly: true,\n\t\tisPrimary: true,\n\t\tprice: 1100,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "MF-GAC">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "mf-gac_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.45,\n\t\taccuracy: 0.75,\n\t\tshotsperkill: 1,\n\t\tmagazine: 4,\n\t\thitspershot: 1,\n\t\tarmorpen: 5,\n\t\tshieldpen: 1,\n\t\tshieldchance: 0.1,\n\t\tparrychance: 0.08,\n\t\tcoverchance: 0.2,\n\t\telemental: "none",\n\t\tcanisterOnly: true,\n\t\tisPrimary: true,\n\t\tprice: 1200,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "FLaK">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "flak_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.5,\n\t\taccuracy: 0.6,\n\t\tshotsperkill: 1,\n\t\tmagazine: 4,\n\t\thitspershot: 1,\n\t\tarmorpen: 3,\n\t\tshieldpen: 3,\n\t\tshieldchance: 0.1,\n\t\tparrychance: 0.05,\n\t\tcoverchance: 0.15,\n\t\telemental: "none",\n\t\tcanisterOnly: true,\n\t\thasPlasmaSink: true,\n\t\tisPrimary: true,\n\t\tprice: 2300,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "FRaG">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "frag_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.45,\n\t\taccuracy: 0.75,\n\t\tshotsperkill: 1,\n\t\tmagazine: 3,\n\t\thitspershot: 1,\n\t\tarmorpen: 5,\n\t\tshieldpen: 1,\n\t\tshieldchance: 0.1,\n\t\tparrychance: 0.1,\n\t\tcoverchance: 0.2,\n\t\telemental: "none",\n\t\tboltAndCanister: true,\n\t\tdumpMagazineMechanic: true,\n\t\tisPrimary: true,\n\t\tprice: 2400,\n\t\tslot: "rifle",\n\t}>>\n\n\t<<if $maindrawn>>\n\t\t<<set $returnedStats.magazine = 1>>\n\t<<else>>\n\t\t<<set $returnedStats.armorpen = 1>>\n\t<</if>>\n<<elseif $getStatsFor eq "Black Skull">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "bs_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.25,\n\t\taccuracy: 0.65,\n\t\tmagazine: 2,\n\t\tshotsperkill: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 3,\n\t\tshieldpen: 2,\n\t\tshieldchance: 0.2,\n\t\tparrychance: 0.05,\n\t\tcoverchance: 0.3,\n\t\telemental: "none",\n\t\tdumpMagazineMechanic: true,\n\t\tboltAndCanister: true,\n\t\tisPrimary: true,\n\t\tfreakishCrit: true,\n\t\tprice: 2400,\n\t\tslot: "rifle",\n\t}>>\n\n\t<<if $maindrawn>>\n\t\t<<set $returnedStats.magazine = 1>>\n\t<<else>>\n\t\t<<set $returnedStats.armorpen = 2>>\n\t<</if>>\n<<elseif $getStatsFor eq "cybercannon">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "cybercannon_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.4,\n\t\taccuracy: 0.65,\n\t\tshotsperkill: 1,\n\t\tmagazine: 3,\n\t\thitspershot: 1,\n\t\tarmorpen: 4,\n\t\tshieldpen: 1.5,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.15,\n\t\tcoverchance: 0.1,\n\t\telemental: "none",\n\t\tdumpMagazineMechanic: true,\n\t\tisCyber: true,\n\t\tboltAndCanister: true,\n\t\tisPrimary: true,\n\t\tslot: "rifle",\n\t}>>\n\n\t<<if $maindrawn>>\n\t\t<<set $returnedStats.magazine = 1>>\n\t<<else>>\n\t\t<<set $returnedStats.armorpen = 1>>\n\t<</if>>\n<<elseif $getStatsFor eq "C2000">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "c2000_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.2,\n\t\taccuracy: 0.6,\n\t\tshotsperkill: 7,\n\t\tmagazine: 15,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.2,\n\t\tshieldpen: 0.1,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.03,\n\t\tcoverchance: 0.35,\n\t\telemental: "none",\n\t\tisPrimary: true,\n\t\tprice: 800,\n\t\tslot: "rifle",\n\t}>>\n\n\t<<if $debug>>\n\t\t<<set $returnedStats.scrap = "loot_circuits">>\n\t<</if>>\n<<elseif $getStatsFor eq "C2000_Converted">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "c2000_converted_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.2,\n\t\taccuracy: 0.75,\n\t\tmagazine: 15,\n\t\thitspershot: 1,\n\t\tshotsperkill: 6,\n\t\tarmorpen: 0.25,\n\t\tshieldpen: 0.25,\n\t\tshieldchance: 0.1,\n\t\tparrychance: 0.03,\n\t\tcoverchance: 0.35,\n\t\telemental: "none",\n\t\tisSubsonic: true,\n\t\tisPrimary: true,\n\t\tprice: 1200,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "C2000_Extended">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "c2000_extended_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.2,\n\t\taccuracy: 0.6,\n\t\tshotsperkill: 6,\n\t\tmagazine: 15,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.35,\n\t\tshieldpen: 0.15,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.3,\n\t\tcoverchance: 0.35,\n\t\telemental: "none",\n\t\thasCanisterLauncher: true,\n\t\tdraw9mmAmmo: true,\n\t\tisPrimary: true,\n\t\tprice: 900,\n\t\tslot: "rifle",\n\t}>>\t\n<<elseif $getStatsFor eq "M404">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "m404_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.15,\n\t\taccuracy: 0.45,\n\t\tshotsperkill: 12,\n\t\tmagazine: 30,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.1,\n\t\tshieldpen: 0.35,\n\t\tshieldchance: 0.2,\n\t\tparrychance: 0.01,\n\t\tcoverchance: 0.33,\n\t\telemental: "none",\n\t\tisPrimary: true,\n\t\tprice: 800,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "M404A2">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "m404_a2_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.25,\n\t\taccuracy: 0.6,\n\t\tshotsperkill: 10,\n\t\tmagazine: 30,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.15,\n\t\tshieldpen: 0.35,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.06,\n\t\tcoverchance: 0.33,\n\t\telemental: "none",\n\t\tisPrimary: true,\n\t\tisSmartTargeting: true,\n\t\tprice: 900,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "M444">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "m444_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.55,\n\t\taccuracy: 0.55,\n\t\tshotsperkill: 10,\n\t\tmagazine: 80,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.15,\n\t\tshieldpen: 0.20,\n\t\tshieldchance: 0.1,\n\t\tparrychance: 0.15,\n\t\tcoverchance: 0.25,\n\t\telemental: "none",\n\t\tisPrimary: true,\n\t\tisPseudoHeavyWeapon: true,\n\t\tisSmartTargeting: true,\n\t\tprice: 1200,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "M405">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "m405_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.35,\n\t\taccuracy: 0.65,\n\t\tshotsperkill: 8,\n\t\tmagazine: 35,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.225,\n\t\tshieldpen: 0.275,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.1,\n\t\tcoverchance: 0.3,\n\t\telemental: "none",\n\t\tdraw9mmAmmo: true,\n\t\thasCanisterLauncher: true,\n\t\tisPrimary: true,\n\t\tprice: 1100,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "M405A1">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "m405a1_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.3,\n\t\taccuracy: 0.9,\n\t\tshotsperkill: 8,\n\t\tmagazine: 30,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.3,\n\t\tshieldpen: 0.2,\n\t\tshieldchance: 0.1,\n\t\tparrychance: 0.1,\n\t\tcoverchance: 0.3,\n\t\telemental: "shock",\n\t\tisPrimary: true,\n\t\tprice: 1400,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "M420">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "m420_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.55,\n\t\taccuracy: 1.15,\n\t\tshotsperkill: 5,\n\t\tmagazine: 15,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.55,\n\t\tshieldpen: 0.15,\n\t\tshieldchance: 0.1,\n\t\tparrychance: 0.05,\n\t\tcoverchance: 0.5,\n\t\telemental: "none",\n\t\tisSubsonic: true,\n\t\tisPrimary: true,\n\t\tprice: 2800,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "M410">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "m410_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.35,\n\t\taccuracy: 0.65,\n\t\tshotsperkill: 8,\n\t\tmagazine: 25,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.25,\n\t\tshieldpen: 0.225,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.1,\n\t\tcoverchance: 0.25,\n\t\telemental: "toxin",\n\t\tisPrimary: true,\n\t\tprice: 1400,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "RUG-9">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "rug9_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.3,\n\t\taccuracy: 0.65,\n\t\tmagazine: 30,\n\t\tshotsperkill: 8,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.25,\n\t\tshieldpen: 0.2,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.07,\n\t\tcoverchance: 0.3,\n\t\telemental: "none",\n\t\tisPrimary: true,\n\t\tisSmartTargeting: true,\n\t\tprice: 950,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "KRUG" or $getStatsFor eq "KRUG_Painted">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "krug_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.25,\n\t\taccuracy: 0.55,\n\t\tshotsperkill: 10,\n\t\tmagazine: 30,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.175,\n\t\tshieldpen: 0.25,\n\t\tshieldchance: 0.2,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.35,\n\t\telemental: "none",\n\t\tdraw9mmAmmo: true,\n\t\thasCanisterLauncher: true,\n\t\tisPrimary: true,\n\t\tprice: 1250,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "St0Rm">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "st0rm_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.3,\n\t\taccuracy: 0.6,\n\t\tmagazine: 30,\n\t\tshotsperkill: 10,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.2,\n\t\tshieldpen: 0.25,\n\t\tshieldchance: 0.2,\n\t\tparrychance: 0.1,\n\t\tcoverchance: 0.3,\n\t\telemental: "plasma",\n\t\tisPrimary: true,\n\t\tdraw9mmAmmo: true,\n\t\tisMelee: true,\n\t\tisSmartTargeting: true,\n\t\tprice: 1250,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "HailSt0Rm">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "hailst0rm_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.6,\n\t\taccuracy: 0.6,\n\t\tmagazine: 60,\n\t\tshotsperkill: 10,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.155,\n\t\tshieldpen: 0.22,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.15,\n\t\tcoverchance: 0.25,\n\t\telemental: "none",\n\t\tisPrimary: true,\n\t\tdraw9mmAmmo: true,\n\t\tisSmartTargeting: true,\n\t\tisPseudoHeavyWeapon: true,\n\t\tprice: 1250,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "Hav0C">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "havoc_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.15,\n\t\taccuracy: 0.35,\n\t\tmagazine: 60,\n\t\tshotsperkill: 17,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.15,\n\t\tshieldpen: 0.26,\n\t\tshieldchance: 0.25,\n\t\tparrychance: 0.03,\n\t\tcoverchance: 0.35,\n\t\telemental: "toxin",\n\t\tisPrimary: true,\n\t\tprice: 950,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "RUG-9_Converted">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "rug-hk_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.4,\n\t\taccuracy: 0.7,\n\t\tshotsperkill: 17,\n\t\tmagazine: 60,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.175,\n\t\tshieldpen: 0.25,\n\t\tshieldchance: 0.1,\n\t\tparrychance: 0.07,\n\t\tcoverchance: 0.3,\n\t\telemental: "plasma",\n\t\tisPrimary: true,\n\t\tprice: 1150,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "MF-GRA">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "mf-gra_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.35,\n\t\taccuracy: 0.9,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 4,\n\t\tshieldpen: 3,\n\t\tshieldchance: 0.125,\n\t\tparrychance: 0.1,\n\t\tcoverchance: 0.2,\n\t\telemental: "none",\n\t\tboltAndCanister: true,\n\t\tisPrimary: true,\n\t\tprice: 2300,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "XZ">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "xz_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.45,\n\t\taccuracy: 1.15,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 7,\n\t\tshieldpen: 3,\n\t\tshieldchance: 0.05,\n\t\tparrychance: 0.15,\n\t\tcoverchance: 0.1,\n\t\telemental: "none",\n\t\teXtremeZoom: true,\n\t\tisPseudoHeavyWeapon: true,\n\t\tboltAndCanister: true,\n\t\tisPrimary: true,\n\t\tprice: 4500,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "XZX">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "xzx_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.4,\n\t\taccuracy: 0.95,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 6,\n\t\tshieldpen: 4,\n\t\tshieldchance: 0.08,\n\t\tparrychance: 0.2,\n\t\tcoverchance: 0.15,\n\t\telemental: "none",\n\t\tdazzleProjector: true,\n\t\tisPseudoHeavyWeapon: true,\n\t\tboltAndCanister: true,\n\t\tisPrimary: true,\n\t\tprice: 4600,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "XZI">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "arclance",\n\t\tdesc: "xzi_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.45,\n\t\taccuracy: 0.95,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 11,\n\t\tshieldpen: 7,\n\t\tshieldchance: 0.08,\n\t\tparrychance: 0.2,\n\t\tcoverchance: 0.15,\n\t\telemental: "none",\n\t\tisPrimary: true,\n\t\thasArcCaster: true,\n\t\tisPseudoHeavyWeapon: true,\n\t\tconsumeCharge: true,\n\t\tspendCharge: 33,\n\t\tprice: 7500,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "Sanctus">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "sanctus_desc",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.35,\n\t\taccuracy: 0.9,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 5.5,\n\t\tshieldpen: 4.5,\n\t\tshieldchance: 0.1,\n\t\tparrychance: 0.25,\n\t\tcoverchance: 0.15,\n\t\telemental: "none",\n\t\tdazzleProjector: true,\n\t\tisPrimary: true,\n\t\tisPseudoHeavyWeapon: true,\n\t\tboltAndCanister: true,\n\t\tprice: 4700,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "cybercarbine">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "arclance",\n\t\tdesc: "cybercarbine_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.15,\n\t\taccuracy: 0.55,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 2,\n\t\tarmorpen: 7.5,\n\t\tshieldpen: 7,\n\t\tshieldchance: 0.175,\n\t\tparrychance: 0.075,\n\t\tcoverchance: 0.1,\n\t\telemental: "shock",\n\t\tisPrimary: true,\n\t\tisCyber: true,\n\t\tconsumeCharge: true,\n\t\tspendCharge: 32,\n\t\tprice: 1900,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "M9610">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "m9610_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.7,\n\t\taccuracy: 0.5,\n\t\tshotsperkill: 38,\n\t\tmagazine: 80,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.15,\n\t\tshieldpen: 0.16,\n\t\tshieldchance: 0.05,\n\t\tparrychance: 0.03,\n\t\tcoverchance: 0.05,\n\t\telemental: "none",\n\t\tisHeavyWeapon: true,\n\t\tisPrimary: true,\n\t\tprice: 3500,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "M9610A2">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "m9610_a2_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.7,\n\t\taccuracy: 0.5,\n\t\tshotsperkill: 36,\n\t\tmagazine: 90,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.16,\n\t\tshieldpen: 0.18,\n\t\tshieldchance: 0.05,\n\t\tparrychance: 0.05,\n\t\tcoverchance: 0.05,\n\t\telemental: "none",\n\t\tisHeavyWeapon: true,\n\t\tisPrimary: true,\n\t\tprice: 3600,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "N0xIu">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "noxiu_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.7,\n\t\taccuracy: 0.5,\n\t\tmagazine: 90,\n\t\tshotsperkill: 26,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.2,\n\t\tshieldpen: 0.18,\n\t\tshieldchance: 0.05,\n\t\tparrychance: 0.08,\n\t\tcoverchance: 0.05,\n\t\telemental: "toxin",\n\t\tisHeavyWeapon: true,\n\t\tisPrimary: true,\n\t\tprice: 4500,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "M9615">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "m9615_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.7,\n\t\taccuracy: 0.5,\n\t\tshotsperkill: 28,\n\t\tmagazine: 90,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.18,\n\t\tshieldpen: 0.16,\n\t\tshieldchance: 0.05,\n\t\tparrychance: 0.08,\n\t\tcoverchance: 0.05,\n\t\telemental: "none",\n\t\tisHeavyWeapon: true,\n\t\tisPrimary: true,\n\t\tprice: 4300,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "M9616">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "m9616_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.7,\n\t\taccuracy: 0.5,\n\t\tshotsperkill: 29,\n\t\tmagazine: 90,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.18,\n\t\tshieldpen: 0.16,\n\t\tshieldchance: 0.05,\n\t\tparrychance: 0.1,\n\t\tcoverchance: 0.05,\n\t\telemental: "none",\n\t\tisHeavyWeapon: true,\n\t\thasPlasmaCaster: true,\n\t\tdraw9mmAmmo: true,\n\t\tisPrimary: true,\n\t\tprice: 4400,\n\t\tslot: "rifle",\n\t}>>\t\n<<elseif $getStatsFor eq "cybergun">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "cybergun_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.25,\n\t\taccuracy: 0.55,\n\t\tshotsperkill: 27,\n\t\tmagazine: 80,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.16,\n\t\tshieldpen: 0.2,\n\t\tshieldchance: 0.125,\n\t\tparrychance: 0.12,\n\t\tcoverchance: 0.1,\n\t\telemental: "none",\n\t\tisCyber: true,\n\t\tisPrimary: true,\n\t\tisSmartTargeting: true,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "X1">>\n\t/% note: due to having both needsChargeToUse and consumeCharge, when firing the arc-shock alternate fire, it will use 2x as much spendfactor %/\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "x1_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.45,\n\t\taccuracy: 0.35,\n\t\tmagazine: 45,\n\t\tshotsperkill: 17,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.45,\n\t\tshieldpen: 0.45,\n\t\tshieldchance: 0.05,\n\t\tparrychance: 0.1,\n\t\tcoverchance: 0.15,\n\t\telemental: "none",\n\t\tdraw9mmAmmo: true,\n\t\thasArcCaster: true,\n\t\tneedsChargeToUse: true,\n\t\tconsumeCharge: true,\n\t\tspendCharge: 18,\n\t\tisHyper9mm: true,\n\t\tisPrimary: true,\n\t\tisSmartTargeting: true,\n\t\tisPseudoHeavyWeapon: true,\n\t\tprice: 11500,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "Scorpion">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm_hyper",\n\t\tdesc: "scorpion_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.4,\n\t\taccuracy: 0.4,\n\t\tmagazine: 64,\n\t\tshotsperkill: 17,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.25,\n\t\tshieldpen: 0.35,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.1,\n\t\tcoverchance: 0.2,\n\t\telemental: "none",\n\t\tfringeRaider: true,\n\t\tisPrimary: true,\n\t\tisPseudoHeavyWeapon: true,\n\t\tprice: 13500,\n\t\tscrap: "loot_oldworld_scrap",\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "IX">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "plasmaburst",\n\t\tdesc: "ix_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.25,\n\t\taccuracy: 0.45,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 2,\n\t\tarmorpen: 7,\n\t\tshieldpen: 7,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.08,\n\t\tcoverchance: 0.15,\n\t\telemental: "none",\n\t\thasPlasmaCaster: true,\n\t\thasArcCaster: true,\n\t\tisPrimary: true,\n\t\tconsumeCharge: true,\n\t\tspendCharge: 39,\n\t\tprice: 4500,\n\t\tscrap: "loot_circuits",\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "VIM">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "plasmaburst",\n\t\tdesc: "vim_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.15,\n\t\taccuracy: 0.4,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 2,\n\t\tarmorpen: 4,\n\t\tshieldpen: 7,\n\t\tshieldchance: 0.1,\n\t\tparrychance: 0.05,\n\t\tcoverchance: 0.15,\n\t\telemental: "none",\n\t\tisPrimary: true,\n\t\tconsumeCharge: true,\n\t\tspendCharge: 40,\n\t\tprice: 1200,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "VIM_Converted">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "plasmaburst",\n\t\tdesc: "vim_c_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.4,\n\t\taccuracy: 0.5,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 3,\n\t\tarmorpen: 6,\n\t\tshieldpen: 8,\n\t\tshieldchance: 0.1,\n\t\tparrychance: 0.08,\n\t\tcoverchance: 0.125,\n\t\telemental: "none",\n\t\tisPrimary: true,\n\t\tconsumeCharge: true,\n\t\tspendCharge: 35,\n\t\tprice: 1500,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "VIM_Extended" or $getStatsFor eq "Cropduster">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "plasmaburst",\n\t\tdesc: "vim_e_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.6,\n\t\taccuracy: 0.6,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 2,\n\t\tarmorpen: 8,\n\t\tshieldpen: 7,\n\t\tshieldchance: 0.05,\n\t\tparrychance: 0.1,\n\t\tcoverchance: 0.1,\n\t\telemental: "none",\n\t\tisHeavyWeapon: true,\n\t\tisPrimary: true,\n\t\tconsumeCharge: true,\n\t\tspendCharge: 33,\n\t\tprice: 2000,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "Hellfire">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "plasmaburst",\n\t\tdesc: "hellfire_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.55,\n\t\taccuracy: 0.6,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 3,\n\t\tarmorpen: 8,\n\t\tshieldpen: 12,\n\t\tshieldchance: 0.05,\n\t\tparrychance: 0.15,\n\t\tcoverchance: 0.08,\n\t\telemental: "none",\n\t\tisHeavyWeapon: true,\n\t\tisPrimary: true,\n\t\tconsumeCharge: true,\n\t\tspendCharge: 28,\n\t\tprice: 3350,\n\t\tscrap: "loot_circuits",\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "N3CR" or $getStatsFor eq "Flay3r">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "arclance",\n\t\tdesc: "necr_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.55,\n\t\taccuracy: 0.55,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 3,\n\t\tarmorpen: 10,\n\t\tshieldpen: 7,\n\t\tshieldchance: 0.05,\n\t\tparrychance: 0.15,\n\t\tcoverchance: 0.05,\n\t\telemental: "shock",\n\t\tisHeavyWeapon: true,\n\t\tisPrimary: true,\n\t\tconsumeCharge: true,\n\t\tspendCharge: 32,\n\t\tprice: 2200,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "PUR-G">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "pur-g_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.2,\n\t\taccuracy: 0.4,\n\t\tmagazine: 45,\n\t\tshotsperkill: 19,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.125,\n\t\tshieldpen: 0.175,\n\t\tshieldchance: 0.25,\n\t\tparrychance: 0.03,\n\t\tcoverchance: 0.35,\n\t\telemental: "none",\n\t\tdraw9mmAmmo: true,\n\t\thasPlasmaCaster: true,\n\t\tisPrimary: true,\n\t\tconsumeCharge: true,\n\t\tisSmartTargeting: true,\n\t\tspendCharge: 48,\n\t\tprice: 1900,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "PUR-L">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "pur-l_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.15,\n\t\taccuracy: 0.35,\n\t\tmagazine: 60,\n\t\tshotsperkill: 19,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.115,\n\t\tshieldpen: 0.175,\n\t\tshieldchance: 0.275,\n\t\tparrychance: 0.03,\n\t\tcoverchance: 0.375,\n\t\telemental: "plasma",\n\t\tisPrimary: true,\n\t\tisSmartTargeting: true,\n\t\tprice: 2000,\n\t\tslot: "rifle",\n\t}>>\t\n<<elseif $getStatsFor eq "PUR-H">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "pur-h_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.35,\n\t\taccuracy: 0.65,\n\t\tmagazine: 45,\n\t\tshotsperkill: 16,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.2,\n\t\tshieldpen: 0.2,\n\t\tshieldchance: 0.2,\n\t\tparrychance: 0.08,\n\t\tcoverchance: 0.25,\n\t\telemental: "none",\n\t\tdraw9mmAmmo: true,\n\t\tisPrimary: true,\n\t\tisSmartTargeting: true,\n\t\tisPseudoHeavyWeapon: true,\n\t\tspendCharge: 48,\n\t\tprice: 2500,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "Plasma Lance">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "plasma_lance_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.6,\n\t\taccuracy: 0.5,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 2,\n\t\tarmorpen: 5,\n\t\tshieldpen: 12,\n\t\tshieldchance: 0.05,\n\t\tparrychance: 0.3,\n\t\tcoverchance: 0.05,\n\t\telemental: "plasma",\n\t\tsuppressAuto: true,\n\t\thasPlasmaCaster: true,\n\t\tisMelee: true,\n\t\tisPrimary: true,\n\t\tconsumeCharge: true,\n\t\tspendCharge: 39,\n\t\tprice: 2300,\n\t\tscrap: "loot_circuits",\n\t\tslot: "rifle",\n\t}>>\n\n<<elseif $getStatsFor eq "Plasma Staff">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "plasma_staff_desc",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.7,\n\t\taccuracy: 0.4,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 2,\n\t\tarmorpen: 6,\n\t\tshieldpen: 11,\n\t\tshieldchance: 0.05,\n\t\tparrychance: 0.4,\n\t\tcoverchance: 0.03,\n\t\telemental: "plasma",\n\t\tsuppressAuto: true,\n\t\thasPlasmaCaster: true,\n\t\tisMelee: true,\t\n\t\tisPrimary: true,\t\n\t\tconsumeCharge: true,\n\t\tgetsStaffBonus: true,\n\t\tspendCharge: 39,\n\t\tprice: 2300,\n\t\tscrap: "loot_circuits",\n\t\tslot: "rifle",\n\t}>>\n\n<<elseif $getStatsFor eq "Ornate Lance">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "ornate_lance_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.7,\n\t\taccuracy: 0.4,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 2,\n\t\tarmorpen: 7,\n\t\tshieldpen: 12,\n\t\tshieldchance: 0.05,\n\t\tparrychance: 0.4,\n\t\tcoverchance: 0.03,\n\t\telemental: "plasma",\n\t\tsuppressAuto: true,\n\t\thasPlasmaCaster: true,\n\t\tisMelee: true,\n\t\tisPrimary: true,\n\t\tconsumeCharge: true,\n\t\tspendCharge: 55,\n\t\tfangedMenace: true,\n\t\tfangedMenaceText: "poise",\n\t\tgetsStaffBonus: true,\n\t\tprice: 4500,\n\t\tscrap: "loot_circuits",\n\t\tslot: "rifle",\n\t}>>\n\n<<elseif $getStatsFor eq "ArcSpike">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "arcspike_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.55,\n\t\taccuracy: 0.45,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 2,\n\t\tarmorpen: 8,\n\t\tshieldpen: 7,\n\t\tshieldchance: 0.1,\n\t\tparrychance: 0.3,\n\t\tcoverchance: 0.0,\n\t\telemental: "shock",\n\t\tsuppressAuto: true,\n\t\thasArcCaster: true,\n\t\tisMelee: true,\n\t\tisPrimary: true,\n\t\tconsumeCharge: true,\n\t\tgetsStaffBonus: true,\n\t\tspendCharge: 33,\n\t\tprice: 2500,\n\t\tslot: "rifle",\n\t}>>\n<<elseif $getStatsFor eq "Arclance">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "arclance_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.6,\n\t\taccuracy: 0.5,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 3,\n\t\tarmorpen: 9,\n\t\tshieldpen: 7,\n\t\tshieldchance: 0.05,\n\t\tparrychance: 0.3,\n\t\tcoverchance: 0.05,\n\t\telemental: "shock",\n\t\tsuppressAuto: true,\n\t\thasArcCaster: true,\n\t\tisMelee: true,\t\n\t\tisPrimary: true,\n\t\tconsumeCharge: true,\n\t\tfangedMenace: true,\n\t\tfangedMenaceText: "en guarde",\n\t\tgetsStaffBonus: true,\n\t\tspendCharge: 33,\n\t\tprice: 9500,\n\t\tscrap: "loot_oldworld_scrap",\n\t\tslot: "rifle",\n\t}>>\n\n<<elseif $getStatsFor eq "Spikestick">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "spikestick_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.15,\n\t\tisMonoblade: false,\n\t\taccuracy: 0.7,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 4.5,\n\t\tshieldpen: 5.5,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.45,\n\t\tcoverchance: 0,\n\t\telemental: "none",\n\t\tsuppressAuto: true,\n\t\tisPrimary: true,\n\t\tgetsStaffBonus: true,\n\t\tprice: 500,\n\t\tslot: "rifle",\n\t}>>\n\t\n<<elseif $getStatsFor eq "Axeblade">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "axeblade_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.3,\n\t\tisMonoblade: false,\n\t\taccuracy: 0.7,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 6,\n\t\tshieldpen: 6,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.55,\n\t\tcoverchance: 0,\n\t\telemental: "none",\n\t\tsuppressAuto: true,\n\t\tgetsStaffBonus: true,\n\t\tisPrimary: true,\n\t\tprice: 700,\n\t\tslot: "rifle",\n\t}>>\n\n<<elseif $getStatsFor eq "Shockstick">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "shockstick_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.2,\n\t\tisMonoblade: false,\n\t\taccuracy: 0.7,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 4,\n\t\tshieldpen: 10,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.45,\n\t\tcoverchance: 0,\n\t\telemental: "shock",\n\t\tsuppressAuto: true,\n\t\tgetsStaffBonus: true,\n\t\tisPrimary: true,\n\t\tprice: 900,\n\t\tslot: "rifle",\n\t}>>\n\t\n<<elseif $getStatsFor eq "Battleaxe">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "battleaxe_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.4,\n\t\tisMonoblade: false,\n\t\taccuracy: 0.55,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 12,\n\t\tshieldpen: 4,\n\t\tshieldchance: 0.10,\n\t\tparrychance: 0.35,\n\t\tcoverchance: 0,\n\t\telemental: "none",\n\t\tsuppressAuto: true,\n\t\tisPrimary: true,\n\t\tfangedMenace: true,\n\t\tfangedMenaceText: "bloody butcher",\n\t\tprice: 3500,\n\t\tisHeavyWeapon: true,\n\t\tslot: "rifle",\n\t}>>\t\n\n<<elseif $getStatsFor eq "N3Cron">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "necron_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.6,\n\t\taccuracy: 0.5,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 3,\n\t\tarmorpen: 8,\n\t\tshieldpen: 6,\n\t\tshieldchance: 0.1,\n\t\tparrychance: 0.3,\n\t\tcoverchance: 0.05,\n\t\telemental: "shock",\n\t\tsuppressAuto: true,\n\t\thasArcCaster: true,\n\t\tisMelee: true,\n\t\tisPrimary: true,\t\t\n\t\tconsumeCharge: true,\n\t\tisPseudoHeavyWeapon: true,\n\t\tspendCharge: 33,\n\t\tfangedMenace: true,\n\t\tfangedMenaceText: "bludgeon",\n\t\tprice: 1900,\n\t\tslot: "rifle",\n\t}>>\n\n<<elseif $getStatsFor eq "Blacklance">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "blacklance_d",\n\t\tisSemiAuto: false,\n\t\tisMonoblade: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.6,\n\t\taccuracy: 0.75,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 35,\n\t\tshieldpen: 35,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.4,\n\t\tcoverchance: 0.05,\n\t\telemental: "plasma",\n\t\tsuppressAuto: true,\n\t\tisPrimary: true,\n\t\tgetsStaffBonus: true,\n\t\tprice: 10500,\n\t\tslot: "rifle",\n\t}>>\n\n<<elseif $getStatsFor eq "Sliceblade">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "sliceblade_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.15,\n\t\tisMonoblade: false,\n\t\taccuracy: 0.65,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 4,\n\t\tshieldpen: 5,\n\t\tshieldchance: 0.35,\n\t\tparrychance: 0.3,\n\t\tcoverchance: 0.05,\n\t\telemental: "none",\n\t\tsuppressAuto: true,\n\t\tisPrimary: true,\n\t\tprice: 500,\n\t\tslot: "rifle",\n\t}>>\n\n<<elseif $getStatsFor eq "Arcblade">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "arcblade_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.15,\n\t\tisMonoblade: false,\n\t\taccuracy: 0.65,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 8,\n\t\tshieldpen: 5,\n\t\tshieldchance: 0.35,\n\t\tparrychance: 0.25,\n\t\tcoverchance: 0.05,\n\t\telemental: "shock",\n\t\tsuppressAuto: true,\n\t\thasArcCharge: true,\n\t\tisPrimary: true,\n\t\tspendCharge: 33,\n\t\tprice: 1500,\n\t\tslot: "rifle",\n\t}>>\n\t\n<<elseif $getStatsFor eq "Searblade">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "searblade_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.15,\n\t\tisMonoblade: false,\n\t\taccuracy: 0.65,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 8,\n\t\tshieldpen: 5,\n\t\tshieldchance: 0.35,\n\t\tparrychance: 0.25,\n\t\tcoverchance: 0.05,\n\t\telemental: "plasma",\n\t\tsuppressAuto: true,\n\t\thasFlameCharge: true,\n\t\tisPrimary: true,\n\t\tspendCharge: 33,\n\t\tprice: 1200,\n\t\tslot: "rifle",\n\t}>>\n\n<<elseif $getStatsFor eq "Twin Fang">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "twinf_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.2,\n\t\tisMonoblade: false,\n\t\taccuracy: 0.65,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 9,\n\t\tshieldpen: 7,\n\t\tshieldchance: 0.25,\n\t\tparrychance: 0.4,\n\t\tcoverchance: 0.05,\n\t\telemental: "toxin",\n\t\tsuppressAuto: true,\n\t\tfangedMenace: true,\n\t\tfangedMenaceText: "fanged menace",\n\t\tisPrimary: true,\n\t\tprice: 1900,\n\t\tslot: "rifle",\n\t}>>\n\n<<elseif $getStatsFor eq "DRUG">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "drug_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.1,\n\t\taccuracy: 0.65,\n\t\tmagazine: 45,\n\t\tshotsperkill: 14,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.2,\n\t\tshieldpen: 0.25,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0.07,\n\t\tcoverchance: 0.3,\n\t\telemental: "none",\n\t\tisPrimary: true,\n\t\tisSmartTargeting: true,\n\t\tisDisposable: true,\n\t\tprice: 100,\n\t\tslot: "rifle",\n\t}>>\n\n<<elseif $getStatsFor eq "NUKE">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tdesc: "nuke_desc",\n\t\tammo: "micronuke",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $maindrawn,\n\t\tswitchPenalty: 0.33,\n\t\taccuracy: 1.25,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 5,\n\t\tarmorpen: 12,\n\t\tshieldpen: 100,\n\t\tshieldchance: 0,\n\t\tparrychance: 0,\n\t\tcoverchance: 0,\n\t\telemental: "plasma",\n\t\tisPrimary: true,\n\t\tisDisposable: true,\n\t\tprice: 750,\n\t\tslot: "rifle",\n\t}>>\n<</if>>\n\n<<if $getStatsFor eq "M1114">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tdesc: "m1114_desc",\n\t\tammo: "9mm",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.4,\n\t\tshotsperkill: 6,\n\t\tmagazine: 14,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.1,\n\t\tshieldpen: 0.18,\n\t\tshieldchance: 0.35,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.25,\n\t\telemental: "none",\n\t\tprice: 350,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "Stitch">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "stitch_d",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.15,\n\t\taccuracy: 0.30,\n\t\tshotsperkill: 2,\n\t\tmagazine: 3,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.1,\n\t\tshieldpen: 0.1,\n\t\tshieldchance: 0.4,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.15,\n\t\telemental: "shock",\n\t\tprice: 350,\n\t\tslot: "pistol",\n\t}>>\t\t\n<<elseif $getStatsFor eq "M1114_Extended">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tdesc: "m1114_extended_desc",\n\t\tammo: "9mm",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.475,\n\t\tshotsperkill: 7,\n\t\tmagazine: 20,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.2,\n\t\tshieldpen: 0.2,\n\t\tshieldchance: 0.35,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.25,\n\t\telemental: "none",\n\t\tisSmartTargeting: true,\n\t\tprice: 450,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "M1114_Converted">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tdesc: "m1114_converted_desc",\n\t\tammo: "9mm",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.55,\n\t\tshotsperkill: 5,\n\t\tmagazine: 14,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.2,\n\t\tshieldpen: 0.18,\n\t\tshieldchance: 0.35,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.3,\n\t\telemental: "none",\n\t\tisSubsonic: true,\n\t\tprice: 450,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "M1115">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "m1115_d",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.455,\n\t\tshotsperkill: 7,\n\t\tmagazine: 20,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.22,\n\t\tshieldpen: 0.2,\n\t\tshieldchance: 0.35,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.25,\n\t\telemental: "shock",\n\t\tprice: 450,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "Witchgun">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm_hyper",\n\t\tdesc: "witchgun_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.75,\n\t\tshotsperkill: 3,\n\t\tmagazine: 9,\n\t\thitspershot: 2,\n\t\tarmorpen: 0.85,\n\t\tshieldpen: 0.55,\n\t\tshieldchance: 0.4,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.3,\n\t\telemental: "none",\n\t\tisExoticGun: true,\n\t\tprice: 9500,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "BL4K">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "black_d",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.02,\n\t\taccuracy: 0.65,\n\t\tshotsperkill: 5,\n\t\tmagazine: 14,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.85,\n\t\tshieldpen: 0.85,\n\t\tshieldchance: 0.45,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.3,\n\t\telemental: "none",\n\t\tprice: 10500,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "MF-R2">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "mfr2_d",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.01,\n\t\taccuracy: 0.55,\n\t\tshotsperkill: 3,\n\t\tmagazine: 7,\n\t\thitspershot: 1,\n\t\tarmorpen: 1,\n\t\tshieldpen: 0.2,\n\t\tshieldchance: 0.35,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.25,\n\t\telemental: "none",\n\t\tisSmartTargeting: true,\n\t\tprice: 750,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "MF-R2_Customized">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "mf-r2_c_d",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.01,\n\t\taccuracy: 0.55,\n\t\tshotsperkill: 3,\n\t\tmagazine: 9,\n\t\thitspershot: 1,\n\t\tarmorpen: 1,\n\t\tshieldpen: 0.225,\n\t\tshieldchance: 0.35,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.25,\n\t\telemental: "none",\n\t\tdazzleProjector: true,\n\t\tprice: 850,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "Family Business">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "fb_d",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.01,\n\t\taccuracy: 0.5,\n\t\tshotsperkill: 3,\n\t\tmagazine: 9,\n\t\thitspershot: 1,\n\t\tarmorpen: 1,\n\t\tshieldpen: 0.225,\n\t\tshieldchance: 0.3,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.25,\n\t\telemental: "plasma",\n\t\tdazzleProjector: true,\n\t\tisSmartTargeting: true,\n\t\tprice: 1100,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "MF-RHL">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "mf-rhl_d",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.15,\n\t\taccuracy: 0.45,\n\t\tshotsperkill: 3,\n\t\tmagazine: 9,\n\t\thitspershot: 1,\n\t\tarmorpen: 1.1,\n\t\tshieldpen: 0.2,\n\t\tshieldchance: 0.2,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.175,\n\t\telemental: "plasma",\n\t\tprice: 825,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "LICH">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "lich_d",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.15,\n\t\taccuracy: 0.65,\n\t\tshotsperkill: 2,\n\t\tmagazine: 8,\n\t\thitspershot: 1,\n\t\tarmorpen: 1,\n\t\tshieldpen: 0.4,\n\t\tshieldchance: 0.3,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.15,\n\t\telemental: "shock",\n\t\tprice: 750,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "LICH-T">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "licht_d",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.25,\n\t\taccuracy: 0.75,\n\t\tshotsperkill: 2,\n\t\tmagazine: 8,\n\t\thitspershot: 1,\n\t\tarmorpen: 1.25,\n\t\tshieldpen: 0.2,\n\t\tshieldchance: 0.1,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.35,\n\t\telemental: "none",\n\t\tisSmartTargeting: true,\n\t\tprice: 850,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "LICH-C">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "lichc_d",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.25,\n\t\taccuracy: 0.55,\n\t\tshotsperkill: 2,\n\t\tmagazine: 24,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.45,\n\t\tshieldpen: 0.35,\n\t\tshieldchance: 0.25,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.15,\n\t\telemental: "shock",\n\t\tprice: 950,\n\t\tslot: "pistol",\n\t}>>\t\n<<elseif $getStatsFor eq "LICH_Converted">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "lich_d",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.15,\n\t\taccuracy: 0.55,\n\t\tshotsperkill: 4,\n\t\tmagazine: 16,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.45,\n\t\tshieldpen: 0.55,\n\t\tshieldchance: 0.3,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.15,\n\t\telemental: "shock",\n\t\tfreakishCrit: true,\n\t\tprice: 750,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "LAMP">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "lamp_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.1,\n\t\taccuracy: 0.4,\n\t\tmagazine: 30,\n\t\tshotsperkill: 13,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.15,\n\t\tshieldpen: 0.2,\n\t\tshieldchance: 0.3,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.25,\n\t\telemental: "none",\n\t\tprice: 550,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "LAMP_Converted">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "lampc_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.15,\n\t\taccuracy: 0.5,\n\t\tmagazine: 25,\n\t\tshotsperkill: 12,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.2,\n\t\tshieldpen: 0.2,\n\t\tshieldchance: 0.2,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.25,\n\t\telemental: "plasma",\n\t\tprice: 650,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "LAMP_Extended">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "lampe_d",\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.15,\n\t\taccuracy: 0.45,\n\t\tmagazine: 30,\n\t\tshotsperkill: 10,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.2,\n\t\tshieldpen: 0.25,\n\t\tshieldchance: 0.25,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.25,\n\t\telemental: "shock",\n\t\tprice: 950,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "Black Rose">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "blackr_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.1,\n\t\taccuracy: 0.4,\n\t\tmagazine: 20,\n\t\tshotsperkill: 10,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.4,\n\t\tshieldpen: 0.45,\n\t\tshieldchance: 0.4,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.2,\n\t\telemental: "plasma",\n\t\tfreakishCrit: true,\n\t\tprice: 2850,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "Mk2">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "mk2_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.1,\n\t\taccuracy: 0.45,\n\t\tshotsperkill: 9,\n\t\tmagazine: 20,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.2,\n\t\tshieldpen: 0.25,\n\t\tshieldchance: 0.3,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.25,\n\t\telemental: "plasma",\n\t\tprice: 750,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "Mk3">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "mk3_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.1,\n\t\taccuracy: 0.55,\n\t\tshotsperkill: 9,\n\t\tmagazine: 20,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.2,\n\t\tshieldpen: 0.25,\n\t\tshieldchance: 0.3,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.25,\n\t\telemental: "plasma",\n\t\tprice: 850,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "Mk3c">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm",\n\t\tdesc: "mk3c_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.1,\n\t\taccuracy: 0.6,\n\t\tshotsperkill: 9,\n\t\tmagazine: 30,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.2,\n\t\tshieldpen: 0.25,\n\t\tshieldchance: 0.3,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.25,\n\t\telemental: "none",\n\t\tisSmartTargeting: true,\n\t\tprice: 850,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "ShVR">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "9mm_hyper",\n\t\tdesc: "shvr_d",\n\t\tisSemiAuto: false,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.1,\n\t\taccuracy: 0.3,\n\t\tshotsperkill: 7,\n\t\tmagazine: 20,\n\t\thitspershot: 1,\n\t\tarmorpen: 0.75,\n\t\tshieldpen: 0.35,\n\t\tshieldchance: 0.35,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.25,\n\t\telemental: "shock",\n\t\tisSmartTargeting: true,\n\t\tprice: 9500,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "VX" or $getStatsFor eq "VX_Rave" or $getStatsFor eq "VXI">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "vx_d",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.06,\n\t\taccuracy: 0.6,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 3,\n\t\tshieldpen: 2,\n\t\tshieldchance: 0.25,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.25,\n\t\telemental: "none",\n\t\tboltAndCanister: true,\n\t\tfreakishCrit: true,\n\t\tprice: 2500,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "Blue Dragon">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "blued_d",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.2,\n\t\taccuracy: 0.45,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 3,\n\t\tshieldpen: 2,\n\t\tshieldchance: 0.15,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.2,\n\t\telemental: "none",\n\t\tboltAndCanister: true,\n\t\tprice: 2200,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "RXC">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "rcx_d",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.55,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 4,\n\t\tshieldpen: 1,\n\t\tshieldchance: 0.25,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.25,\n\t\telemental: "none",\n\t\tcanisterOnly: true,\n\t\tprice: 750,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "RXS">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "rxs_d",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.2,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 5,\n\t\tshieldpen: 4,\n\t\tshieldchance: 0.25,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.1,\n\t\telemental: "none",\n\t\tcanisterOnly: true,\n\t\tisBreechingGun: true,\n\t\tprice: 750,\n\t\tslot: "pistol",\n\t}>>\n<<elseif $getStatsFor eq "MF-R2_Converted" or $getStatsFor eq "MF-Rave" or $getStatsFor eq "MF-RIB">>\n\t<<set $returnedStats = {\n\t\ttype: "loadAmmo",\n\t\tammo: "none",\n\t\tdesc: "mf-rib",\n\t\tisSemiAuto: true,\n\t\tisBreechLoaded: true,\n\t\tdrawn: $backupdrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.5,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 3.5,\n\t\tshieldpen: 1,\n\t\tshieldchance: 0.25,\n\t\tparrychance: 0,\n\t\tcoverchance: 0.25,\n\t\telemental: "none",\n\t\tboltOnly: true,\n\t\tprice: 950,\n\t\tslot: "pistol",\n\t}>>\n<</if>>\n\n<<if $getStatsFor eq "Power Fist">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "powerfist",\n\t\tdesc: "powerfist_d",\n\t\tisBreechLoaded: false,\n\t\tdrawn: $knifedrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.65,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 12,\n\t\tshieldpen: 8,\n\t\tshieldchance: 0.65,\n\t\tparrychance: 0,\n\t\tcoverchance: 0,\n\t\telemental: "none",\n\t\tslot: "knife",\n\t}>>\n<<elseif $getStatsFor eq "combat knife">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "combk_d",\n\t\tisBreechLoaded: false,\n\t\tdrawn: $knifedrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.55,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 3,\n\t\tshieldpen: 3,\n\t\tshieldchance: 0.45,\n\t\tparrychance: 0,\n\t\tcoverchance: 0,\n\t\telemental: "none",\n\t\tprice: 50,\n\t\tslot: "knife",\n\t}>>\n<<elseif $getStatsFor eq "tactical knife">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "tack_d",\n\t\tisBreechLoaded: false,\n\t\tdrawn: $knifedrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.6,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 5,\n\t\tshieldpen: 3,\n\t\tshieldchance: 0.45,\n\t\tparrychance: 0,\n\t\tcoverchance: 0,\n\t\telemental: "none",\n\t\tprice: 150,\n\t\tslot: "knife",\n\t}>>\n<<elseif $getStatsFor eq "arc knife">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "ark_d",\n\t\tisBreechLoaded: false,\n\t\tdrawn: $knifedrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.5,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 3,\n\t\tshieldpen: 3,\n\t\tshieldchance: 0.45,\n\t\tparrychance: 0,\n\t\tcoverchance: 0,\n\t\telemental: "shock",\n\t\tprice: 650,\n\t\tslot: "knife",\n\t}>>\n<<elseif $getStatsFor eq "razorfan">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "razorf_d",\n\t\tisBreechLoaded: false,\n\t\tdrawn: $knifedrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.4,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 5,\n\t\tshieldpen: 4,\n\t\tshieldchance: 0.55,\n\t\tparrychance: 0,\n\t\tcoverchance: 0,\n\t\telemental: "none",\n\t\tprice: 150,\n\t\tslot: "knife",\n\t}>>\n<<elseif $getStatsFor eq "arcfan">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "arcf_d",\n\t\tisBreechLoaded: false,\n\t\tdrawn: $knifedrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.4,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 4,\n\t\tshieldpen: 6,\n\t\tshieldchance: 0.55,\n\t\tparrychance: 0,\n\t\tcoverchance: 0,\n\t\telemental: "shock",\n\t\tprice: 350,\n\t\tslot: "knife",\n\t}>>\n<<elseif $getStatsFor eq "venomfan">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "venomf_d",\n\t\tisBreechLoaded: false,\n\t\tdrawn: $knifedrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.4,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 4,\n\t\tshieldpen: 5,\n\t\tshieldchance: 0.55,\n\t\tparrychance: 0,\n\t\tcoverchance: 0,\n\t\telemental: "toxin",\n\t\tprice: 350,\n\t\tslot: "knife",\n\t}>>\t\t\n<<elseif $getStatsFor eq "hellspike">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "hellspike_d",\n\t\tisBreechLoaded: false,\n\t\tdrawn: $knifedrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.4,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 6,\n\t\tshieldpen: 5,\n\t\tshieldchance: 0.55,\n\t\tparrychance: 0,\n\t\tcoverchance: 0,\n\t\telemental: "plasma",\n\t\tprice: 450,\n\t\tslot: "knife",\n\t}>>\n<<elseif $getStatsFor eq "cultblade">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "cultb_d",\n\t\tisBreechLoaded: false,\n\t\tdrawn: $knifedrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.4,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 5,\n\t\tshieldpen: 5,\n\t\tshieldchance: 0.55,\n\t\tparrychance: 0,\n\t\tcoverchance: 0,\n\t\telemental: "toxin",\n\t\tprice: 450,\n\t\tslot: "knife",\n\t}>>\n<<elseif $getStatsFor eq "thorn knife">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "thornk_d",\n\t\tisBreechLoaded: false,\n\t\tdrawn: $knifedrawn,\n\t\tswitchPenalty: 0.075,\n\t\taccuracy: 0.6,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 8,\n\t\tshieldpen: 6,\n\t\tshieldchance: 0.5,\n\t\tparrychance: 0,\n\t\tcoverchance: 0,\n\t\telemental: "toxin",\n\t\tprice: 450,\n\t\tslot: "knife",\n\t}>>\n<<elseif $getStatsFor eq "Gladius">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "gladio_d",\n\t\tisMonoblade: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $knifedrawn,\n\t\tswitchPenalty: 0.1,\n\t\taccuracy: 0.85,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 7,\n\t\tshieldpen: 4,\n\t\tshieldchance: 0.4,\n\t\tparrychance: 0,\n\t\tcoverchance: 0,\n\t\telemental: "plasma",\n\t\tprice: 7500,\n\t\tslot: "knife",\n\t}>>\n<<elseif $getStatsFor eq "razorspine">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "razorspine_d",\n\t\tisMonoblade: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $knifedrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.55,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 11,\n\t\tshieldpen: 5,\n\t\tshieldchance: 0.4,\n\t\tparrychance: 0,\n\t\tcoverchance: 0,\n\t\telemental: "plasma",\n\t\tprice: 7500,\n\t\tscrap: "loot_oldworld_scrap",\n\t\tslot: "knife",\n\t}>>\n<<elseif $getStatsFor eq "corsair knife">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "blade_of_justice_d",\n\t\tisMonoblade: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $knifedrawn,\n\t\tswitchPenalty: 0.1,\n\t\taccuracy: 0.45,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 13,\n\t\tshieldpen: 7,\n\t\tshieldchance: 0.3,\n\t\tparrychance: 0,\n\t\tcoverchance: 0,\n\t\telemental: "none",\n\t\tprice: 8500,\n\t\tscrap: "loot_oldworld_scrap",\n\t\tslot: "knife",\n\t}>>\n<<elseif $getStatsFor eq "witchblade">>\n\t<<set $returnedStats = {\n\t\ttype: "fireDirect",\n\t\tammo: "melee",\n\t\tdesc: "witchb_d",\n\t\tisMonoblade: true,\n\t\tisBreechLoaded: false,\n\t\tdrawn: $knifedrawn,\n\t\tswitchPenalty: 0.05,\n\t\taccuracy: 0.4,\n\t\tshotsperkill: 1,\n\t\tmagazine: 1,\n\t\thitspershot: 1,\n\t\tarmorpen: 9,\n\t\tshieldpen: 6,\n\t\tshieldchance: 0.55,\n\t\tparrychance: 0,\n\t\tcoverchance: 0,\n\t\telemental: "shock",\n\t\tprice: 8500,\n\t\tslot: "knife",\n\t}>>\n<</if>>
<<set $itemListWeapon = []>>\n<<set $hudWeaponType = []>>\n\n<<set $gameItem = {name: "combat knife", alwaysShow: true, type: "knives"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "tactical knife", type: "knives"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "arc knife", type: "knives"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "razorfan", type: "knives"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "arcfan", type: "knives"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "venomfan", type: "knives"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "cultblade", type: "knives"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "hellspike", type: "knives"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "thorn knife", type: "knives"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Gladius", type: "knives"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "witchblade", type: "knives"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "razorspine", type: "knives"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "corsair knife", type: "knives"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n\n<<set $gameItem = {name: "Sliceblade", alwaysShow: true, type: "melee weapons"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Searblade", type: "melee weapons"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Arcblade", type: "melee weapons"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Twin Fang", type: "melee weapons"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Spikestick", type: "melee weapons"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Shockstick", type: "melee weapons"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Axeblade", type: "melee weapons"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Battleaxe", type: "melee weapons"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "N3Cron", displayName: "Havoc N3Cron", type: "melee weapons"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Plasma Lance", displayName: "Sanctum Plasma Lance", type: "melee weapons"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Plasma Staff", displayName: "Sanctum Plasma Staff", type: "melee weapons"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Ornate Lance", type: "melee weapons"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Arclance", displayName: "Azyr Arclance", type: "melee weapons"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "ArcSpike", type: "melee weapons"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Blacklance", type: "melee weapons"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n\n<<set $gameItem = {name: "M1114", alwaysShow: true, displayName: "CalTec M1114", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "M1114_Converted", displayName: "CalTec M1114 HARP", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "M1114_Extended", displayName: "CalTec M1114 DART", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "M1115", displayName: "CalTec M1115", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Stitch", displayName: "Nitewood Stitch", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Black Rose", displayName: "Nagauri Black Rose", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Blue Dragon", displayName: "Sobraniti Blue Dragon", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "LAMP", displayName: "Nitewood LAMP", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "LAMP_Converted", displayName: "Nitewood LAMP-E", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "LAMP_Extended", displayName: "Nitewood LAMP-H", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "LICH", displayName: "Nitewood LICH", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "LICH-T", displayName: "Nitewood LICH-T", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "LICH-C",displayName: "Nitewood LICH-C", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "LICH_Converted", displayName: "Nitewood LICH (Modified)", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "MF-R2", displayName: "Meyer-Fraulicher R2", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "MF-R2_Converted", displayName: "Meyer-Fraulicher RIB", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "MF-RIB", displayName: "Meyer-Fraulicher RIB (Red)",type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "MF-RHL", displayName: "Meyer-Fraulicher RHL", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "MF-R2_Customized", displayName: "Meyer-Fraulicher R2 (Customized)", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Family Business", displayName: "Meyer-Fraulicher R2 (Family Business)", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "RXC", displayName: "Vindel RXC", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "RXS", displayName: "Vindel RXS", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Mk2", displayName: "Sanctum Mk2", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Mk3", displayName: "Sanctum Mk3", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Mk3c", displayName: "Sanctum Mk3c", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "VX", displayName: "Blackthorn VX", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "VX_Rave", displayName: "Blackthorn VX (Painted)", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "VXI", displayName: "Blackthorn VXI", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "ShVR", displayName: "Razorspine ShVR", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Witchgun", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "BL4K", type: "sidearms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n\n<<set $gameItem = {name: "C2000", alwaysShow: true, manufacturer: "CalTec", type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "C2000_Extended", displayName: "CalTec C2000 HALO", type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "C2000_Converted", displayName: "CalTec C2000 NITE", type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "M404", manufacturer: "CalTec",type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "M404A2", manufacturer: "CalTec",type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "M405", manufacturer: "CalTec",type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "M405A1", manufacturer: "CalTec",type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "M410", manufacturer: "CalTec",type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "M420", manufacturer: "CalTec",type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "M444", manufacturer: "CalTec",type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "M9610", manufacturer: "CalTec",type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "M9610A2", manufacturer: "CalTec", type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "M9615", manufacturer: "CalTec", type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "M9616", manufacturer: "CalTec",type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "PUR-G", manufacturer: "Sanctum", type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "PUR-L", manufacturer: "Sanctum", type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "PUR-H", manufacturer: "Sanctum", type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "RUG-9", manufacturer: "Vindel", type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "KRUG", manufacturer: "Vindel", type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "RUG-9_Converted", displayName: "Vindel RUG-HK",type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "KRUG_Painted",displayName: "Hav0c KRUG (pirated)", type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Hav0C", manufacturer: "Hav0c", type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "N0xIu", manufacturer: "Hav0c", type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "St0Rm", manufacturer: "Hav0c", type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "HailSt0Rm", manufacturer: "Hav0c", type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "cybergun", manufacturer: "CyberArms", type: "coilarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n\n<<set $gameItem = {name: "M451", alwaysShow: true, manufacturer: "CalTec", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "M451A2", manufacturer: "CalTec", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "M559", manufacturer: "CalTec", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "MF-G6", displayName: "Meyer-Fraulicher G6", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "MF-GAC", displayName: "Meyer-Fraulicher GAC", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "MF-GRA", displayName: "Meyer-Fraulicher GRA", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "NGREP", manufacturer: "Illitivan", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "NGREP_Extended", displayName: "Illitivan NGREP SEAR",type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "NGREP_Converted", displayName: "Illitivan NGREP SACK", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "SKUL", manufacturer: "Nitewood", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "SKUL-S", manufacturer: "Nitewood", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "SKUL-E", manufacturer: "Nitewood", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Black Skull", manufacturer: " Nagauri ", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "FLaK", manufacturer: "Nitewood", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "FRaG", manufacturer: "Nitewood", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "S7G", manufacturer: "Steinbrunner", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "S7ZF", manufacturer: "Steinbrunner", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "S13G", manufacturer: "Steinbrunner", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "XZ", manufacturer: "Blackthorn", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "XZX", manufacturer: "Blackthorn", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Sanctus", manufacturer: "Sanctum", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Rail Cannon", manufacturer: "Illitivan ", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "X1", manufacturer: "Reaper", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Scorpion", manufacturer: "Corsair", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "M1B", manufacturer: "Colonial Industries", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "cybercannon", manufacturer: "CyberArms", type: "railarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n\n<<set $gameItem = {name: "VIM", alwaysShow: true, manufacturer: "Illitivan ", type: "cellarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "VIM_Converted", displayName: "Ilitiavin VIN", type: "cellarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "VIM_Extended", displayName: "Ilitiavin VIL", type: "cellarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Cropduster", displayName: " Ilitiavin VIL \s"Cropduster\s"", type: "cellarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Plasma Lance", manufacturer: "Sanctum", type: "cellarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Plasma Staff", manufacturer: "Sanctum", type: "cellarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Ornate Lance", type: "cellarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Arclance", manufacturer: "Azyr", type: "cellarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "ArcSpike", type: "cellarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "N3CR", manufacturer: "Reaper", type: "cellarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Hellfire", manufacturer: "Havoc", type: "cellarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "N3Cron", manufacturer: "Hav0c", type: "cellarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "Flay3r", manufacturer: "Hav0c", type: "cellarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "X1", manufacturer: "Reaper", type: "cellarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "IX", manufacturer: "Blackthorn", type: "cellarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "XZI", manufacturer: "Blackthorn", type: "cellarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "cybercarbine", manufacturer: "CyberArms", type: "cellarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n\n<<set $gameItem = {name: "DRUG", manufacturer: "Vindel", alwaysShow: true, type: "disposable"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>\n<<set $gameItem = {name: "NUKE", manufacturer: "Illitivan", alwaysShow: true, type: "cellarms"}; $itemListWeapon.push($gameItem); $hudWeaponType.push($gameItem.name)>>
<<set $localizer = {\n "en": {\n "credits": "Credits",\n "loot_circuits": "Circuits",\n "loot_oldworld_scrap": "Old World Scrap",\n\t "loot_xeno_sample": "Xenofauna Sample",\n\t "loot_abom_sample": "Abominable Sample", \n\n "anointments": "Anointment",\n "anointments_verb": "Anoint",\n "anointments_verbPast": "Anointed",\n "curses": "Jinx",\n "curses_verb": "Jinx",\n "curses_verbPast": "Jinxed",\n "hallows": "Anointment",\n "hallows_verb": "Anoint",\n "hallows_verbPast": "Anointed", \n "tweaks": "Tweak",\n "tweaks_verb": "Tweak",\n "tweaks_verbPast": "Tweaked",\n\n "rifle": "Main Weapon",\n "pistol": "Secondary",\n "knife": "Backup / Knife",\n\n "attack_crit_generic": "Critical Hit",\n\n "flaming_sword_anoint": "Flaming Sword",\n "flaming_sword_anoint_desc": "You wield this weapon like the flaming sword: with both hands even as it sears your flesh. <span class='bluecolor'>Critical hits</span> do <span class='bluecolor'>+100% damage</span> but, when you crit hit, you gain <span class='redcolor'>+10% fatigue</span>",\n "astral_insight_anoint": "Astral Insight",\n "astral_insight_anoint_desc": "You are so convinced you possess a sense of Astral intuition when you wield this weapon that you gain <span class='bluecolor'>+10% damage</span> for every time <span class='bluecolor'>the enemy misses</span>.",\n "eternal_vigilance_anoint": "Eternal Vigilance",\n "eternal_vigilance_anoint_desc": "You are so paranoid of what lurks in the darkness that, when you wield this weapon, you gain <span class='bluecolor'>+33% critical hit chance</span> but suffer <span class='redcolor'>+5% stress</span> every time you crit.",\n "scholars_insight_anoint": "Scholars Insight",\n "scholars_insight_anoint_desc": "Your proficiency with this weapon comes from reading the manual. When <span class='bluecolor'>unfatigued</span> you deal <span class='bluecolor'>+25% damage</span> but when <span class='redcolor'>fatigued</span> you deal <span class='redcolor'>-25% damage</span>.",\n\n "lost_love_anoint": "Forsaken and Alone",\n "lost_love_anoint_desc": "You live with one foot in the black waters of the dead river and, when you wield this weapon <span class='bluecolor'>without an ally present</span>, you gain <span class='bluecolor'>+10% damage and +10% accuracy</span>.",\n "boatmans_dues_anoint": "Owed His Dues",\n "boatmans_dues_anoint_desc": "You wield this weapon with the grim determination of the boatsman, who gouges out the eyes of the dead to settle his debt with the black beast. You gain <span class='bluecolor'>+15% damage and +25% critical hit chance</span> but, when you crit, you lose <span class='redcolor'>-5% dilligence</span>.",\n "rigor_mortis_anoint": "Tranquil Terror",\n "rigor_mortis_anoint_desc": "You sense the spirit of the silent saint in this weapon, a seething with ball of fury that grants you <span class='bluecolor'>+25% critical hit chance</span> damage when your demeanor is <span class='bluecolor'>cautious</span> <span class='purplecolor'>(plus another +15% crit chance if the weapon is suppressed)</span>, but every time you crit, you lose <span class='redcolor'>-5% caution</span>.",\n "shaitans_sins_anoint": "Black Book of Light",\n "shaitans_sins_anoint_desc": "You could swear you had a vision of this weapon depicted on a page from the black book of light, a belief you hold so strongly that you gain <span class='bluecolor'>+0.5% damage</span> with this weapon for <span class='bluecolor'>every codex article you have unlocked</span>.",\n\n "gaping_maw_anoint": "Hungering Maw",\n "gaping_maw_anoint_desc": "You could swear there's a miniature black hole in this weapon because, every time you <span class='bluecolor'>critically hit</span>, you <span class='bluecolor'>deal +10% damage per active status effect</span> and <span class='redcolor'>consume all active status effects</span>.",\n "asshole_supreme_anoint": "Asshole Supreme",\n "asshole_supreme_anoint_desc": "You are convinced this weapon is jinxed because you gain <span class='bluecolor'>+45% critical hit chance</span> and another <span class='bluecolor'>+10% crit chance for every recent crit</span> but suffer <span class='redcolor'>+25% intoxication</span> every time you crit.",\n "deranged_inspiration_anoint": "Deranged Inspiration",\n "deranged_inspiration_anoint_desc": "You must be a mad master because an idea just came to you: you can wire your weapons together! If this weapon is a <span class='purplecolor'>cellarm</span>, it gains <span class='purplecolor'>+35% damage and +15% critical hit chance</span> but uses <span class='redcolor'>+50% more charge</span>. If this weapon is not a cellarm, it will <span class='bluecolor'>recharge your gear</span> by <span class='bluecolor'>20% of damage dealt</span>.",\n "spit_itf_anoint": "Spit in the Face",\n "spit_itf_anoint_desc": "You spit in the face of the dead divines and everything else the old world wrought. When you wield this weapon against <span class='bluecolor'>old world machines</span>, you deal <span class='bluecolor'>+25% damage</span> and gain <span class='bluecolor'>+25% critical hit chance</span>.",\n \n "increase_accuracy_anoint": "Improved Accuracy",\n "increase_accuracy_anoint_desc": "A minor adjustment to the targeting system of this weapons grants <span class='bluecolor'>+10% accuracy</span>. If this weapon is <span class='purplecolor'>smart targeting</span> or has an <span class='purplecolor'>eXtreme Zoom</span> scope, it also gains <span class='bluecolor'>+10% critical hit chance</span>.",\n "increase_damage_anoint": "Improved Damage",\n "increase_damage_anoint_desc": "A minor adjustment to the acceleration system of this weapon grants <span class='bluecolor'>+10% damage</span>. If this weapon is a <span class='purplecolor'>melee weapon</span>, it also gains <span class='bluecolor'>+10% hit chance</span>.",\n\n "M1114": "M1114",\n "m1114_desc": "A common duty sidearm chambered for standard-issue, coil-acelerated 9mm bolts. Due to it's relatively poor stopping power, the M1114 is rarely used as anything except a last resort.",\n "M1114_Converted": "M1114 DART",\n "m1114_converted_desc": "The Dampened Acceleration Reconfiguration Toolset - short DART - is a conversion kit designed to make the M1114 a truly subsonic pistol.",\n "M1114_Extended": "M1114 HARP",\n "m1114_extended_desc": "The High Acceleration Retooling Procedure - short HARP - is a ruggedized MilSpec variant of the M1114 intended for the defense industry and corporate market, though sales have been rare thus far.",\n\n "Rail Cannon": "Rail Cannon",\n "railcannon_desc": "Multi-railed, heavy weapon intended for use by exo armor.",\n\n "NGREP": "NGREP",\n "ngrep_desc": "Mid-length rail rifle designed with ease of maintenance and functionality in mind.",\n "NGREP_Converted": "NGREP SACK", \n "ngrep_converted_desc": "Revolutionary mid-length rail rifle based around self-loading chamber design.", \n "NGREP_Extended": "NGREP SEAR", \n "ngrep_extended_desc": "Short-length rail rifle designed to discharge a searing plasma cloud.",\n\n "s13g_desc": "Miniatutized, coil accelerated bolt cannon designed for maximum penetration.",\n "s7g_desc": "Advanced self feeding handheld railgun.",\n "s7zf_desc": "High precision railgun intended for anti-armor use.",\n\n "cybercannon_desc": "Tri-barreled cybernetic railgun prosthetic designed to provide maximum firepower.",\n "cybergun_desc": "Cybernetic coilgun prosthetic designed to provide maximum compact firepower.",\n "cybercarbine_desc": "Compact cybernetic prosthetic with integrated arc-cannon.",\n\n "c2000_desc": "Primitive coil accelerated carbine intended as a home defense weapon.",\n "c2000_converted_desc": "Modified coil accelerated carbine intended as a suppressed specialist weapon.",\n "c2000_extended_desc": "Modified coil accelerated carbine intended as a compact, low-cost multifunction weapon.",\n\n "m404_desc": "Coil accelerated sub-carbine intended for use by security contractors.",\n "m404_a2_desc": "Modified coil carbine intended for use by security contractors.",\n "m444_desc": "Belt-fed heavy coilgun intended to provide suppressive fire.",\n "m405_desc": "Reliable, coil accelerated assault rifle with underbarrel canister launcher.",\n "m405a1_desc": "High-velocity precision coilgun popular among MilSpec contractors.",\n "m420_desc": "Subsonic precision coilgun popular among black ops contractors.",\n "m410_desc": "Toxin-modified squad assault weapon popular in the Lavandri Arena.",\n "rug9_desc": "Rugged, coil-accelerated assault rifle designed to offer equal accuracy and volume of fire.",\n "rug-hk_desc": "Strengthened, incendiary combat rifle intended for dual use as a squad support weapon.",\n "drug_d": "Disposable, coil-accelerated smart carbine designed to offer temporary firepower in a compact package.",\n "KRUG_Painted": "Pirated KRUG", \n "krug_desc": "Rugged, coil-accelerated carbine with detachable underbarrel canister launcher.",\n "st0rm_desc": "Pirated incindiary carbine based on the SKUL rail rifle.",\n "hailst0rm_desc": "Pirated adaption of the SKUL into a squad support weapon.",\n "havoc_desc": "Pirated micro-coil carbine designed for sheer vomume of fire.",\n\n "nuke_desc": "Disposable, self-guided Element 120 nuclear warhead launcher.",\n\n "stitch_d": "Classy coil accelerated pistol designed for self defense.",\n "m1115_d": "Shock-modified coil pistol specifically re-released for Deathmatch Arena.",\n "witchgun_d": "Fasntastical firearm alledgedly used by witches of the last age.",\n "black_d": "t4789j()J4j4!!énnnK9p39 grhjujif((0ä-.--., / SHE ---.... IT UT(hu&&u6 58398587049/()(h 49ij9j jjigrhjujif(jfjuf...p490858m> (/) 878(öäP]]]è!è ää89....énn TRIES nK9p39 énnnK9p39 grhj ujif((0ä-.--., TO /-- ,,/)874r98u4j4fj 49ij9jj FORGET jijfjufifii 9034809ä",\n "mfr2_d": "Powerful coil-accelerated sidearm designed to penetrate common armor designs.",\n "mf-r2_c_d": "Customized version of the MF-R2 with integrated dazzle projector.",\n "fb_d": "Sons of Kobol customized MF-R2 that fires superheated slugs.",\n "mf-rhl_d": "Long-barreled, incendiary coil pistol marketed to xenofauna hunters.",\n "lich_d": "Long-barreled, coil-accelerated pistol most often used in target shooting.",\n "licht_d": "Precision target pistol used in competition shooting.",\n "lichc_d": "Fully automatic pistol-carbine designed for hobbyists.",\n "lamp_d": "Common coil-accelerated machine pistol designed to put a maximum of rounds downrange.",\n "lampc_d": "Modified coil-accelerated machine pistol designed to put a maximum of rounds downrange.",\n "lampe_d": "Shock-modified coil-accelerated machine pistol designed to put a maximum of rounds downrange.",\n "blackr_d": "Snazzy coil accelerated pistol designed for arena trickshots.",\n "mk2_d": "Incendiary, coil-accelerated PDW designed for high rate of fire and accuracy.",\n "mk3_d": "Improved incendiary PDW designed for high rate of fire and accuracy.",\n "mk3c_d": "Advanced, coil-accelerated PDW designed for high rate of fire and accuracy.",\n "shvr_d": "Hand-crafted hyper-velocity pistol based on pre-Church designs.",\n "vx_d": "Micro-coil pistol seldom encountered outside the world of firearm collectors.",\n "blued_d": "Classy micro-rail pistol built for upper class shooting.",\n "rcx_d": "Compact micro-rail launcher based on modular Vindel products.",\n "rxs_d": "Compact micro-rail launcher modified for starship breeching.",\n "mf-rib": "Experimental micro-coil pistol not yet available beyond hobbyist circles.",\n\n "pur-g_desc": "People's Utilitarian Rifle with integrated plasma caster designed for room clearing.",\n "pur-l_desc": "High-capacity, compact variant of the People's Utilitarian Rifle.",\n "pur-h_desc": "Higheavy barrel assault variant of the People's Utilitarian Rifle.",\n\n "m9610_desc": "Primitive, coil accelerated area denial weapon designed for maximum volume of fire.",\n "m9610_a2_desc": "Improved, coil accelerated area denial weapon designed for maximum volume of fire.",\n "noxiu_desc": "Toxin-modified area denial weapon intended for volume of fire.",\n "m9615_desc": "Advanced multi-coiled squad support weapon designed for sustained fire.",\n "m9616_desc": "Advanced multi-coiled squad support weapon designed for the Deathmatch Arena.",\n\n "x1_desc": "Prototyped short-railed pulsed magnetic rifle powered by a rechargable fusion cell.",\n "scorpion_desc": "Archaic corsair rifle supposedly imported from the Foreign Domain.",\n\n "ix_desc": "Advanced plasma-arc caster hybrid designed for close quarters engagements.",\n "vim_desc": "Compact yet primitive plasma caster designed for close quarters engagements.",\n "vim_c_desc": "Robust plasma caster designed for close quarters engagements.",\n "vim_e_desc": "Heavy, mid-range plasma caster designed for mid range suppression.",\n "hellfire_desc": "Advanced plasma caster designed for use by shock companies.",\n "necr_desc": "Arc-based area denial weapon powered by two rechargable fusion cells.",\n\n "necron_d": "Arc-based lance powered by two rechargable fusion cells.",\n "blacklance_d": "t4789j()J4j4!!énnnK9p39 grhjujif((0ä-.--., / REMEMBER ---.... IT UT(hu&&u6 58398587049/()(h 49ij9j jjigrhjujif(jfjuf...p490858m> (/) 878(öäP]]]è!è ää89....énn ABISSAHI nK9p39 énnnK9p39 grhj ujif((0ä-.--., /-- ,,/)874r98u4j4fj 49ij9jjjijfjufifii 9034809ä",\n "sliceblade_d": "Simplistic dueling implement with sharpened edge.",\n "arcblade_d": "Advanced dueling implement favored in CyberShock Tournaments.",\n "searblade_d": "Dueling implement repurposed as a xenofauna removal tool.",\n "twinf_d": "Twin-bladed dueling weapon intended for pit fights.",\n\n "plasma_lance_desc": "Archaic close quarters weapon used predominantly by the Knights of Eden.",\n "plasma_staff_desc": "Archaic ceremonial polearm used predominantly by the Knights of Eden.",\n "ornate_lance_d": "Ornamental polearm sought after by collectors.",\n "arcspike_d": "Archaic dueling implement rebuilt by modern hobbyists.",\n "arclance_d": "Advanced and expensive dueling implement popular in a bygone age.",\n "spikestick_d": "Simplistic stabbing implement with minimal practical application.",\n "axeblade_d": "Improvized polearm often used in street violence.",\n "shockstick_d": "Xenofauna prodding and corralling instrument.",\n "battleaxe_d": "Enormous battleaxe that can barely be lifted without augmentation.",\n\n "powerfist_d": "Utilitarian manipulative technology intended to lift - and stabilize - heavy loads. Occasionally also used for self-defense.",\n "combk_d": "Primitive knife intended to be used as a last resort in combat.",\n "tack_d": "Specialized knife intended for covert combat and ulitility purposes.",\n "ark_d": "Specialized shock knife intended for ulitility purposes.",\n "razorf_d": "Lightweight collapsible bladed weapon stylized to resemble a fan.",\n "arcf_d": "Lightweight collapsible shock-blade weapon stylized to resemble a fan.",\n "venomf_d": "Lightweight collapsible gas-blade weapon stylized to resemble a fan.",\n "hellspike_d": "Lightweight plasma blade popular among assassins.",\n "cultb_d": "Sacrificial bladed weapon popular among unsanctioned cults and sects.",\n "thornk_d": "Twin-bladed gas knife intended for extravegent Arena executions.",\n "gladio_d": "Plasma sheathed long-knife gifted exclusively to Lavandri Champions.",\n "razorspine_d": "Modernized monoblade design popular among duelists and royal houses.",\n "blade_of_justice_d": "Rare, illegal monoblade design rumored to be popular among corsairs.",\n "witchb_d": "Illegal arc-sheathed monoblade design popularized by the Witches Covens of old.",\n\n "m1b_desc": "Standard-issue Colonial Corps railgun, best described as a small man-portable semi automatic antitank cannon.",\n "skul_desc": "Compact, short-railed rifle designed for close quarters combat.",\n "skul-s_desc": "Compact, short-railed rifle with underbarrel dazzle projector.",\n "skul-e_desc": "Collapsible, short-railed rifle with compact underbarrel coilgun.",\n "m451_desc": "Short-railed canister rifle designed for compact close quarters stopping power.",\n "m451_a2_desc": "Mid-railed canister rifle with underbarrel dazzle projector.",\n "m559_desc": "Short-length rail rifle designed for maximum penetration in a compact package.",\n "mf-g6_desc": "Archaic short-railed launcher based around a revolving drum magazine.",\n "mf-gac_desc": "Modernized short-rail launcher based around a revolving drum magazine.",\n "mf-gra_desc": "Antique short-railed weapon based on early colonial home defense railguns.",\n "flak_desc": "High-velocity, magazine-fed canister rifle that discharges searing plasma clouds.",\n "frag_desc": "Tri-barreled, magazine-fed rail rifle often employed in Deathmatch Arena.",\n "bs_desc": "Twin-barreled compact rail rifle intended for pit fights.",\n "xz_desc": "Full-length railgun designed for pinpoint accuracy and unsurpassed stopping power.",\n "xzx_desc": "Full-length railgun modified for close quarters use and shield penetration.",\n "xzi_desc": "Experimental arc-rifle designed for short to mid-range engagements.",\n "sanctus_desc": "Blessed & sanctified fill-length railgun modified for close quarters use and shield penetration.",\n\n "MF-R2_Converted": "MF-RIB",\n "MF-Rave": "MF-RIB",\n "MF-R2_Customized": "Custom MF-R2",\n "VX_Rave": "Painted VX",\n "LICH_Converted": "Modified LICH",\n "LAMP_Converted": "LAMP-E", \n "LAMP_Extended": "LAMP-H", \n\n "RUG-9_Converted": "RUG-HK", \n \n "C2000_Converted": "C2000 NITE", \n "C2000_Extended": "C2000 HALO", \n "VIM_Converted": "VIN", \n "VIM_Extended": "VIL", \n\n "cybergun": "CyberGun", \n "cybercarbine": "CyberCaster", \n "cybercannon": "CyberCannon",\n\n "streetw_d": "Generic apparel worn on a daily basis across the galaxy.",\n "chemw_d": "Bio-augmentative inlay favored by the biochem subculture.", \n "camcoat_d": "Photo-active coating used for paramilitary clothing.",\n "cybglam_d": "Stylish electro-augmentative outfit inspired by the Cyper subculture.",\n "hatew_d": "Theophobic apparel worn in prostest against the Church.",\n "corsairj_d": "Neuro-augmentative weave alledgedly worn by corsairs.",\n "cypherw_d": "Electro-augmentative inlay favored among the Cyber subculture.",\n "cyberw_d": "Clashing, electro-augmentative outfit favored among the Cyber subculture.",\n "fancyd_d": "A simple yet stylish outfit commonly worn to middle-class venues.",\n "fray_d": "A stylish outfit worn predominantly by corporate socialites.",\n "greasec_d": "Long, utilitarian coat designed to protect against dirt and minor injuries.",\n "redd_d": "Sons of Kobol themed greasecoat designed to protect against dirt and minor injuries.",\n "partyw_d": "Vibrant outfit inspired by and used predominantly in biochem culture.",\n "rockw_d": "Short, fashionable coat associated with Rockwave culture.",\n "cultr_d": "Ragged robe worn by members of the various cults and sects.",\n "puristw_d": "Stylized protective robe worn by members of the Purist order.",\n "devoutw_d": "Stylized protective robe worn by members of various religious Orders.",\n "deathw_d": "Stylized robes worn by certain religious Orders in times of mourning.",\n "lightw_d": "A religious outfit worn almost exclusively by well to do believers.",\n "puffw_d": "An exquisite outfit worn exclusively to upper-class venues by the galaxy's elite.",\n "glams_d": "A glamorous outfit worn to upper-class venues by the galaxy's elite.",\n "formal_d": "A formal outfit worn to upper-class venues by the galaxy's elite.",\n "lotusw_d": "Fancy skirt often worn by pit fighters and the adjacent subculture.",\n "fanw_d": "Clubwear that shills for the Lavandri Corporation.",\n "skint_d": "A skintight outfit often worn by sports enthusiasts.",\n "skintc_d": "A skintight outfit common in cyber-culture.",\n "skintp_d": "A skintight outfit common in chem and party cultures.",\n "powerarmor_d": "Heavily armored augmentative combat suit designed to operate in any environment.",\n "blackscr_d": "t4789j()J4j4!!énnnK9p39 THE grhjujif((0ä-.--., /---.... IT UT(hu&&u6 LEGACY 58398587049/()(h LIVES 49ij9j jjigrhjujif(jfjuf...p490858m> (/) 878(öäP]]]è!è ää89....énnnK9p39 énnnK9p39 ON grhj ujif((0ä-.--., /-- ,,/)874r98u4j4fj 49ij9jjjijfjufifii 9034809",\n "legion_d": "Advanced foreign exonetics armor with integrated arc projector.",\n "anointed_d": "Last generation shielded, powered, augmentative combat suit built by the machinme-forges of Eden.",\n "hellstorma_d": "Semi-augmentative heavy armor based on last-generation Exo Armor.",\n "voidr_d": "Sealed environmental suit with attached exoskeleton.",\n "riota_d": "Protective gear designed for use during violent crowd control operations.",\n "assaulta_d": "Heavy armor designed to afford a maximum of physical and balistic protection.",\n "fsa_d": "Full spectrum heavy armor designed to afford a maximum of physical and balistic protection.",\n "combata_d": "Balistic armor designed to increase odds of survival in high-intensity firefights.",\n "combatap_d": "Specialized balistic armor intended to enhance performance of biochems.",\n "combatar_d": "Specialized biochem-enhancing armor intended for pit fights.",\n "miasmar_d": "Specialized biochem-enhancing armor intended for intense firefights.",\n "gladiatora_d": "Advanced protective gear designed specifically for the Lavandri Deathmatch Arena.",\n "antiskela_d": "Aesthetically appealing protective wear favored among duelists and royals.",\n "arca_d": "Advanced armor with integrated arc shield projectors.",\n "bada_d": "Advanced armor designed to afford a maximum of physical and balistic protection.",\n "hba_d": "Exceptionally heavy armor based off last-generation exo armor.",\n "assv_d": "Advanced balistic vest designed for use by bodyguards and security contractors.",\n "pura_d": "Armored robe worn by members of the Purifier Order.",\n "devouta_d": "Robelike balistic armor worn by members of militant religious orders.",\n "culta_d": "Improvized heavy armor used by enforcers of various unsantioned cults.",\n "heavya_d": "Unpowered heavy armor based off last-generation exo armor.",\n "lavandriaa_d": "Balistic armor designed specifically for the Lavandri Deathmatch Arena.",\n "lavandriah_d": "Heavy armor designed specifically for the Lavandri Deathmatch Arena.",\n "heavyaa_d": "Advanced heavy armor with integrated arc shield projectors.",\n "commandoa_d": "Lightweight armor suit intended for commando operations.",\n "camoa_d": "Holo-active armor modules intended for covert operations.",\n "strikea_d": "Lightweight protective suit intended for strike operations.",\n "corsaira_d": "Antique photo-active armor used by corsair raiders.",\n "templara_d": "Protective mask and robe worn by Templars of the purist sect.",\n "succuba_d": "Skimpy protective gear designed for the Deathmatch Arena.",\n "incubua_d": "Advanced protective gear designed for the Deathmatch Arena",\n "camos_d": "Lightweight hostile environment suit designed for covert operations.",\n "combas_d": "Hostile environment suit designed for combat operations.",\n "utils_d": "Protective worksuit intended for use in hazardous environments.",\n "voids_d": "Sealed environmental suit designed for void travel.",\n "biom_d": "Abominated flesh mold which morphs wearer's physiology over time.",\n "cybera_d": "Lightweight electro-augmentative armor associated with the Cybercult.",\n "cyberarca_d": "Advanced cyber-augmentative plates with integrated arc shield projectors.",\n "cyberauga_d": "Heavy augmentative plates associated with the Cybercult.",\n "recona_d": "Lightweight protective suit intended for covert operations.",\n "sportsw_d": "Sporty outfit suited for a day at the fitodrome.",\n "pitw_d": "Sporty outfit popular in pit fighting culture.",\n "racew_d": "Sporty outfit popular in void racing culture.",\n "voidhw_d": "Protective robe based on a void suit worn by members of the Voidheart Order.",\n "motw_d": "Haunting protective suit alledgedly tainted by the maw of the void itself.",\n "seekerr_d": "Stylized protective robe worn by members of the Deathseeker Order.",\n "ebonhawkeff_d": "Stylized, robed armor worn in honor of the carrion-god, ill omen of death",\n "isow_d": "Padded inlay used for cold-weather and utility clothing.",\n "syskel_d": "Semi-rigid skinsuit worn by spacefarers to overcome the prolongued effects of deep space.",\n "harnessw_d": "Modular harness intended for use with specialized protective plates.",\n "combatv_d": "Basic balistic vest designed for use by bodyguards and security contractors.",\n\n "thirdeye": "Third Eye", \n "detoxifier": "Bioregulation Module",\n "aimpoint": "Neurointerface Nodes",\n "meleeplant": "Muscular Amplificator",\n "shield": "Arc Shield",\n "fleshmask": "Synaptic Link",\n "normalskel": "Bull Bones",\n "humanskin1": "Human Skin",\n "humanskin2": "Human Skin",\n "humanskin3": "Human Skin",\n "humanskin4": "Human Skin",\n "humanskin5": "Human Skin",\n "syntheticskin1": "Synthetic Skin",\n "syntheticskin2": "Synthetic Skin",\n "syntheticskin3": "Synthetic Skin",\n "syntheticskin4": "Synthetic Skin",\n "syntheticskin5": "Synthetic Skin",\n "syntheticskin6": "Synthetic Skin",\n "specialskin_fluffy": "Mammalian Pelt",\n "specialskin_plastique": "Plastique Skin",\n "specialskin_gem": "Diamond Skin",\n "specialskin_dampening": "Dampening Skin",\n "specialskin_sleek": "ThermoSleek",\n "specialskin_machine": "CyberSkin",\n "catears": "Feline Ears",\n "rhinoskin": "Rhinodon Hide",\n "chameleon": "Chameleon Scales",\n "featherarm": "Raptor Claws",\n "cybereye": "CyberOptic",\n "cyberarm": "CyberLimbs",\n "cyberbody": "CyberSkel",\n "slenderbody": "SlenderSkel",\n "braincase": "BrainCase",\n "abomskin": "EndoGentic",\n "abomgland": "AdrenoBiotics",\n "abommuscle": "MyoGenics",\n "abomclaw": "GenoIngestives",\n\n "biochip": "Neurogland",\n "neurochip": "Neuroregulator",\n\n "pill_red": "Red",\n "pill_black": "Black",\n "pill_purple": "Purple",\n\n "bolt_tungsten": "Tungsten Bolt",\n "bolt_electro": "Conductive Bolt",\n "bolt_toxin": "Neurotoxin Canister",\n "bolt_scatter": "Scattershot Canister",\n\n "cure_infection": "Cure Infection",\n "cure_addiction": "Cure Addiction",\n\n "witchblade": "Witchblade",\n "razorspine": "Razorspine",\n "hellspike": "Hellspike",\n "cultblade": "Cultblade",\n "thorn knife": "Thorn Knife",\n "razorfan": "Razorfan",\n "arcfan": "Arcfan",\n "venomfan": "Venomfan",\n "tactical knife": "Tactical Knife",\n "arc knife": "Arc Knife",\n "combat knife": "Combat Knife",\n\n "Bones of Hel": "Bones of Hel",\n "boh_desc": "Effectively a suit of Hellstorm Armor fused into a cargo-rated exoskeleton, the Bones of Hel are as close to power armor as the Sons of Kobol are likely to ever get.",\n "Rainment of the Dead River": "Rainment of the Dead River",\n "rotdr_desc": "If there was ever a way to announce one's heartfelt anguish to the galaxy in such a way that no one would ever second guess, it would be with the Rainment of the Dead River.",\n "Habit of the Witch Hunter": "Habit of the Witch Hunter",\n "hotwh_desc": "A sight certain to fill the hearts of those Astral skanks with dread, these habits are worn by self-appointed witch hunters of the Temple of Purity.",\n "Mantle of the God Machine": "Mantle of the God Machine",\n "motgm_desc": "Clearly inspired by the mantles of sanctioned machine priests, this cheap knock off won't fool Holy Eden or gain you entrance to a server-tomb but it might just fool the masses.",\n "Vestement of the Vampire Hunter": "Vestements of the Vampire Hunter",\n "votvh_desc": "While it may just be an executive-style assault vest fused into these fancy robes, the fact is that this thing is guaranteed to impress anyone who doesn't care about aesthetics.",\n "Armor of the Old Gods": "Armor of the Old Gods",\n "aotog_desc": "Admittedly, it's part reproduction, part genuinely article, but you cannot deny the warrior-kings of the last age knew a thing or two about style - and about damning their entire civilization but never mind that.",\n "Iconoclasm of the Ideologue": "Iconoclasm of the Ideologue",\n "ioti_desc": "Because you're not content just telling people what you believe in, you have to show them in no uncertain terms and, if that means becoming a giant walking, talking, blinking info-tizement for Division X08, that is exactly what you're going to do.",\n\n "watch_yovr_step": "WATCH YOVR STEP",\n "watch_yovr_step_desc": "Your enemies better watch their step because the skill bonuses from <span class='bluecolor'>Xenophobe</span> now also applies to <span class='bluecolor'>humans</span>",\n "any_class": "Any",\n "serious_reputation": "Racking them Up",\n "serious_reputation_desc": "You just keep doing it, killing in the name of, well, you're not entirely sure what made you a mass murderer but you ain't stopping now and that mindset gives you gain <span class='bluecolor'>+15% critical hit chance</span> and <span class='bluecolor'>+10% income from freelance jobs</span>.",\n "blazing_beast": "Blazing Beast",\n "blazing_beast_desc": "Your pent-up anger is so palpable that all <span class='bluecolor'>all burn effects</span> you inflict are <span class='bluecolor'>33% stronger</span>",\n "ill_omen": "Ill Omen",\n "ill_omen_desc": "You can all but see your impeding doom and, with nothing more to lose in this mortal shell, you gain <span class='bluecolor'>+10% critical hit chance</span> per enemy present",\n "ebonhawk_omen": "Ill Omen",\n "ebonhawk_omen_desc": "You can all but see the ebonhawk soar, hail he ill omen of inter-stellar war, and gain <span class='bluecolor'>+5% critical hit chance</span> per enemy present",\n "extreme_prejudice": "Extreme Prejudice",\n "extreme_prejudice_desc": "Your attire is so xenophobic that the skill bonuses from <span class='bluecolor'>Xenophobe</span> now also applies to <span class='bluecolor'>humans</span>",\n "smooth_operator": "Smooth Operator",\n "smooth_operator_desc": "You look so smashing in this thing that the skill bonuses from <span class='bluecolor'>Tacticool</span> are <span class='bluecolor'>doubled</span>",\n "ripped_clashing": "Ripped Clashing",\n "ripped_clashing_desc": "Your style might be ripped clashing, man, but you own it so hard that the skill bonuses from <span class='bluecolor'>Anarchomancer</span> are <span class='bluecolor'>doubled</span>",\n "gas_mask": "Gas Mask",\n "gas_mask_desc": "You are so used to hecking into this gas can that the skill bonuses from <span class='bluecolor'>Cabalist</span> are <span class='bluecolor'>50% better</span>",\n "blind_faith": "Blind Faith",\n "blind_faith_desc": "This outfit makes you feel so secure in your beliefs that the skill <span class='bluecolor'>Ex Machina</span> now miraculously also <span class='bluecolor'>reduces intoxication</span>",\n "suave": "Suave Slicer",\n "suave_desc": "While it might be all luck and no talent, while wearing this outfit you're such a pro that the skill <span class='bluecolor'>Hacker</span> allows you to <span class='bluecolor'>use the Xjanu-4</span> on <span class='bluecolor'>any mechanical enemy</span>",\n "look_noshrt": "Look! No Shirt!",\n "look_noshrt_desc": "Your fans love you so much that, when they see you shirtless in the ring, they grant you <span class='bluecolor'>+25 arena approval points</span>",\n "sagitarius_astar": "Sagitatius A*",\n "sagitarius_astar_desc": "You feel so much like a black hole in this outfit that the skill bonuses from <span class='bluecolor'>Great Devourer</span> are <span class='bluecolor'>doubled</span>",\n "backstreet_veteran": "Backstreet Veteran",\n "backstreet_veteran_desc": "You feel like a real backstreet badass in this outfit and, as a result, the skill bonuses from <span class='bluecolor'>Hunter</span> now apply to to <span class='bluecolor'>all organic enemies</span>",\n "all_consuming_ire": "All-Consuming Ire",\n "all_consuming_ire_desc": "You are so swept up by the thrill of snuffing out those little flames of life that <span class='bluecolor'>on the first round</span> you gain <span class='bluecolor'>+25% critical hit chance</span>",\n "scalding_light": "Scalding Light",\n "scalding_light_desc": "You know there is only one solution to the plague of witchendom and that solution can be found in the fuel canister of your <span class='bluecolor'>plasma caster</span>, which deals <span class='bluecolor'>+25% damage</span>",\n "old_world_glory": "Old World Arrogance",\n "old_world_glory_desc": "You can almost feel the ghost of the old world seeping from this armor, a deeply profound and unsettling experience that grants you <span class='bluecolor'>+30% critical hit chance</span> but causes <span class='redcolor'>+1% stress</span> when you fail to crit.",\n\n },\n}>>
<<nobr>>\n<</nobr>>
<div style='float: right'><span class='nomsgtext greyedout'>© 2022 Reinertsen Associates GmbH<br><span style='font-size: 0.8em;'>
[email protected]</span></span></div>
{\n\t"ifid": "C3C3CBBE-B326-47DD-8085-6351F7F3910B",\n\t"format": "SugarCube",\n\t"format-version": "2.35.0",\n\t"zoom": 1\n}
Scaffold 22
jquery:off\nmodernizr:off\nbookmark:on\nobfuscatekey:qivlymteswcoabxkhnudjpgrzf\nundo:on\nobfuscate:off
History.initPRNG();\n\n<<script>>\n\tconfig.disableHistoryTracking = true;\n\tconfig.disableHistoryControls = true;\n<</script>>\n\n<<set $chapter = 1>>\n<<display 'StoryInit_I'>>
By MoLoLu\n\n<span class='mailstyle'><span style="unicode-bidi:bidi-override; direction: rtl;">moc.liamtoh@saeniro</span></span>
<<display 'HUD_MainMenu'>>
<<if $hide.layer3 eq false>>\n\n<div class='HUD_datapad'><strong>From:</strong>
[email protected]\n<strong>To:</strong>
[email protected]\n<strong>Subject:</strong> Urgent - Concerning Object 55316\n\nTo all whom it may concern, \n\nIt has recently come to our attention that the artefact designated Object 55316 has recently disappeared from the Vault. Evidence recovered from the scene suggests the work of agents hostile to the Church, most likely aided by conspirators within the Clergy. We cannot stress how important it is that this artefact be reclaimed before it can be moved off-station. Anyone in possession of any information regarding this theft is kindly asked to step forward. \n\nMay the Loving Stars guide you, \nMarkus Polmer</div><</if>>
<<set $hud.currentScreen = "prologue">>\n<div id='menu-expand' class='HUD_MenuScreen'>\n\t<div class='GameText'>\n\t\t<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_intro_starfield.png"]]</div>\n\t\tIt is the year 27949 Galactic Standard and the Church of Eden rules the civilized galaxy, their sphere of influence spanning billions of light years. You are Vine, a former mercenary lieutennant who turned to hunting abominations for the Church after personal and political disagreements forced you to cut ties with your former employer.<br><br>\n\n\t\tToday is no different from the last: you woke early and made your way to level B28 to wait for your mark. Your current assignment is simple: investigate a workman employed by the Transit Authority for indications of abominable taint. Determine whether illegal, possibly heretical, influences are at work and, if need be, remove any abominated entities with extreme prejudice.\n\t</div>\n</div>\n<div id='do_settings' style='margin-top: 6px;'>\n\t<div class='HUD_MenuButton'>Show Settings<br>\n\t\t<<click ''>>\n\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t<<replace '#do_settings'>>\n\t\t\t\t<<display 'showGameSettings'>>\n\t\t\t<</replace>>\n\t\t<</click>>\n\t</div>\n</div>\t\n<div class='HUD_MenuButton'>Begin<br>\n\t<<click '' 'intro_start'>>\n\t\t<<set playContextSound("ui_blip");>>\n\t<</click>>\n</div>
<<display 'b28_intro_new'>>
<<nobr>>\n\t<<set $initialCredits = $attrib.credits>>\n\t<<set $skinRandom = Math.floor(Math.random() * (4)) + 1>>\n\n\t<<if $surveyGender eq "male">>\n\t\t<<set $attrib.name = "Vineo"; $attrib.gender = "male">>\n\t<<elseif $surveyGender eq "female">>>\n\t\t<<set $attrib.name = "Vinela"; $attrib.gender = "female">>\n\t<<else>>\n\t\t<<set $attrib.unspecifiedGender = true>>\n\t\t<<set $attrib.name = "Vineli">>\n\t\t<<set $random = Math.random()>>\n\t\t<<if $random gte 0.5>>\n\t\t\t<<set $attrib.gender = "female">>\n\t\t<<else>>\n\t\t\t<<set $attrib.gender = "male">>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $surveyClothes eq "hoodie">>\n\t\t<<if $surveyItem eq "HoloDisc">>\n\t\t\t<<set $equip.clothes = "Cypher Weave">>\n\t\t<<elseif $surveyItem eq "StimFuel">>\n\t\t\t<<set $equip.clothes = "Chem Weave">>\n\t\t<</if>>\n\t<<elseif $surveyClothes eq "fashionable">>\n\t\t<<if $surveyMentality eq "cautious" or $surveyWeapon eq "FirePower">>\n\t\t\t<<if $attrib.gender eq "male">>\n\t\t\t\t<<set $equip.clothes = "Redsuit">>\n\t\t\t<<else>>\n\t\t\t\t<<set $equip.clothes = "Fraydress">>\n\t\t\t<</if>>\n\t\t\t<<set $initialCredits -= 800>>\n\t\t<<else>>\n\t\t\t<<if $attrib.gender eq "male">>\n\t\t\t\t<<set $equip.clothes = "Fancywear">>\n\t\t\t<<else>>\n\t\t\t\t<<set $equip.clothes = "Fancydress">>\n\t\t\t<</if>>\n\t\t\t<<set $initialCredits -= 200>>\n\t\t<</if>>\n\t\t<<set $initialCredits -= 400>>\n\t<<elseif $surveyClothes eq "risky">>\n\t\t<<if $surveyWeapon eq "FirePower">>\n\t\t\t<<if $surveyMentality eq "cautious">>\n\t\t\t\t<<set $equip.clothes = "Redsuit">>\n\t\t\t\t<<set $initialCredits -= 800>>\n\t\t\t<<elseif $surveyMentality eq "agressive">>\n\t\t\t\t<<if $surveyItem eq "HoloDisc">>\n\t\t\t\t\t<<set $equip.clothes = "Cybertight">>\n\t\t\t\t\t<<set $initialCredits -= 100>>\n\t\t\t\t<<elseif $surveyItem eq "StimFuel">>\n\t\t\t\t\t<<set $equip.clothes = "Partytight">>\n\t\t\t\t\t<<set $initialCredits -= 100>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<if $attrib.gender eq "male">>\n\t\t\t\t\t\t<<set $equip.clothes = "Sports Wear">>\n\t\t\t\t\t\t<<set $initialCredits -= 50>>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<set $equip.clothes = "Fitwear">>\n\t\t\t\t\t\t<<set $initialCredits -= 50>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<<if $attrib.gender eq "male">>\n\t\t\t\t\t<<set $equip.clothes = "Greasecoat">>\n\t\t\t\t\t<<set $initialCredits -= 50>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $equip.clothes = "Street Wear">>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<<elseif $surveyWeapon eq "Blade">>\n\t\t\t<<if $surveyMentality eq "agressive">>\n\t\t\t\t<<if $attrib.gender eq "male">>\n\t\t\t\t\t<<set $equip.clothes = "Redsuit">>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $equip.clothes = "Fraydress">>\n\t\t\t\t<</if>>\n\t\t\t\t<<set $initialCredits -= 800>>\n\t\t\t<<else>>\n\t\t\t\t<<if $surveyItem eq "HoloDisc">>\n\t\t\t\t\t<<set $equip.clothes = "Cybertight">>\n\t\t\t\t\t<<set $initialCredits -= 50>>\n\t\t\t\t<<elseif $surveyItem eq "StimFuel">>\n\t\t\t\t\t<<set $equip.clothes = "Partytight">>\n\t\t\t\t\t<<set $initialCredits -= 50>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<if $attrib.gender eq "male">>\n\t\t\t\t\t\t<<set $equip.clothes = "Sports Wear">>\n\t\t\t\t\t\t<<set $initialCredits -= 50>>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<set $equip.clothes = "Fitwear">>\n\t\t\t\t\t\t<<set $initialCredits -= 50>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<<elseif $surveyWeapon eq "Carbine">>\n\t\t\t<<if $surveyItem eq "HoloDisc">>\n\t\t\t\t<<if $attrib.gender eq "male">>\n\t\t\t\t\t<<set $equip.clothes = "CyberWaer">>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $equip.clothes = "CyberGlam">>\n\t\t\t\t\t<<set $initialCredits -= 800>>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $surveyItem eq "StimFuel">>\n\t\t\t\t<<if $attrib.gender eq "male">>\n\t\t\t\t\t<<set $equip.clothes = "Neorave">>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $equip.clothes = "Partyfray">>\n\t\t\t\t<</if>>\n\t\t\t\t<<set $initialCredits -= 300>>\n\t\t\t<<else>>\n\t\t\t\t<<set $equip.clothes = "Camo Coat">>\n\t\t\t\t<<set $initialCredits -= 50>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $surveyWeapon eq "FirePower">>\n\t\t<<set $loc_home.tookStoredPistol = true>>\n\t\t<<set $equip.pistol.name = "M1114_Extended">>\n\t\t<<set $equip.pistol.ammo += 20>>\n\t\t<<set $initialCredits -= 527>>\n\t\t<<set $equip.purchasedUpgrades.push("M1114_Extended")>>\n\n\t<<elseif $surveyWeapon eq "Blade">>\n\t\t<<set $equip.rifle.name = "Sliceblade">>\n\t\t<<set $initialCredits += 87>>\n\n\t<<elseif $surveyWeapon eq "Carbine">>\n\t\t<<set $equip.rifle.name = "C2000">>\n\t\t<<set $equip.pistol.ammo += 20>>\n\t\t<<set $initialCredits -= 612>>\n\n\t<</if>>\n\n\t<<if $surveyItem eq "HoloDisc">>\n\t\t<<set $equip.item1 = "HoloDisc">>\n\t\t<<set $initialCredits -= 255>>\n\t<<elseif $surveyItem eq "StimFuel">>\n\t\t<<set $equip.item1 = "StimFuel">>\n\t\t<<set $initialCredits -= 323>>\n\n\t<<elseif $surveyItem eq "NoItem">>\n\t\t<<set $equip.item1 = "none">>\n\n\t<</if>>\n\n\t<<if $surveyMentality eq "cautious">>\n\t\t<<set $attrib.caution += 15>>\n\t\t<<set $initialCredits += 174>>\n\t<<elseif $surveyMentality eq "agressive">>\n\t\t<<set $attrib.violence += 15>>\n\t\t<<set $initialCredits -= 138>>\n\t<<elseif $surveyMentality eq "balanced">>\n\t\t<<set $attrib.caution += 6>>\n\t\t<<set $attrib.violence += 6>>\n\t<</if>>\n\n\t<<if not $equip.purchasedUpgrades.contains($equip.clothes)>>\n\t\t<<set $equip.purchasedUpgrades.push($equip.clothes)>>\n\t<</if>>\n\n\t<<if $surveyAugment eq "alone">>\n\t\t<<set $initialCredits += 1561>>\n\t<<else>>\n\t\t<<if $surveyAugment eq "detoxifier">>\n\t\t\t<<set $initialCredits += 479>>\n\t\t\t<<set $equip.offhand[1] = $surveyAugment>>\n\t\t\t<<set $equip.offhandUpgrade[1] = "bioaug">>\n\t\t<<elseif $surveyAugment eq "meleeplant">>\n\t\t\t<<set $attrib.violence += 1>>\n\t\t\t<<set $equip.offhand[2] = $surveyAugment>>\n\t\t\t<<set $equip.offhandUpgrade[2] = "bioaug">>\n\t\t<</if>>\n\t\t<<set $equip.lastBioImplant = $surveyAugment>> \n\t\t<<set $attrib.bioAugModifier = 0.15>>\n\t<</if>>\n\t<<set $equip.offhand[3] = "humanskin" + $skinRandom>>\n\t<<set $job_intro_implant.mainPhase = 1>>\n\n\t<<set $attrib.credits = $initialCredits>>\n<</nobr>>
<<nobr>>\n\t<center><strong># SurvApp V3.5.1 - Sainted Order of Statistics #</strong></center><br><br>\n\n\tThe following anonymous survey is intended to guague the personal preferences and mental state of sanctioned hunters employed by the Church of Eden. Please answer as truthfully as possible.<br><br>\n\n\t<div class='HUD_hackutility_innerpad'>\n\t\t<strong>I: Gender</strong><br>\n\t\tBarring possible gen-mods, I consider myself...<br>\n\t\t<<if $surveyGender eq "male">>\n\t\t\t<div class='HUDHackButton HUDHackButtonDisabled HUDSurveyButton_Selected'>\n\t\t\t\tMale\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='HUDHackButton HUDSurveyButton'>\n\t\t\t\t<<click 'Male'>>\n\t\t\t\t\t<<set $surveyGender = "male"; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#survey-area'>>\n\t\t\t\t\t\t<<display 'intro_characterCreation'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $surveyGender eq "female">>\n\t\t\t<div class='HUDHackButton HUDHackButtonDisabled HUDSurveyButton_Selected'>\n\t\t\t\tFemale\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='HUDHackButton HUDSurveyButton'>\n\t\t\t\t<<click 'Female'>>\n\t\t\t\t\t<<set $surveyGender = "female"; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#survey-area'>>\n\t\t\t\t\t\t<<display 'intro_characterCreation'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $surveyGender eq "other">>\n\t\t\t<div class='HUDHackButton HUDHackButtonDisabled HUDSurveyButton_Selected'>\n\t\t\t\tOther\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='HUDHackButton HUDSurveyButton'>\n\t\t\t\t<<click 'Other'>>\n\t\t\t\t\t<<set $surveyGender = "other"; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#survey-area'>>\n\t\t\t\t\t\t<<display 'intro_characterCreation'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t</div><br>\n\n\t<div class='HUD_hackutility_innerpad'>\n\t\t<strong>II: Attire</strong><br>\n\t\tAll other things being equal, I prefer to wear...<br>\n\t\t<<if $surveyClothes eq "hoodie">>\n\t\t\t<div class='HUDHackButton HUDHackButtonDisabled HUDSurveyButton_Selected'>\n\t\t\t\tSomething Compfy\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='HUDHackButton HUDSurveyButton'>\n\t\t\t\t<<click 'Something Compfy'>>\n\t\t\t\t\t<<set $surveyClothes = "hoodie"; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#survey-area'>>\n\t\t\t\t\t\t<<display 'intro_characterCreation'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $surveyClothes eq "fashionable">>\n\t\t\t<div class='HUDHackButton HUDHackButtonDisabled HUDSurveyButton_Selected'>\n\t\t\t\tSomething Fashionable\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='HUDHackButton HUDSurveyButton'>\n\t\t\t\t<<click 'Something Fashionable'>>\n\t\t\t\t\t<<set $surveyClothes = "fashionable"; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#survey-area'>>\n\t\t\t\t\t\t<<display 'intro_characterCreation'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $surveyClothes eq "risky">>\n\t\t\t<div class='HUDHackButton HUDHackButtonDisabled HUDSurveyButton_Selected'>\n\t\t\t\tSomething Spicy\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='HUDHackButton HUDSurveyButton'>\n\t\t\t\t<<click 'Something Spicy'>>\n\t\t\t\t\t<<set $surveyClothes = "risky"; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#survey-area'>>\n\t\t\t\t\t\t<<display 'intro_characterCreation'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t</div><br>\n\n\t<div class='HUD_hackutility_innerpad'>\n\t\t<strong>III: Preferred Methods</strong><br>\n\t\tAbominations. Ick! I'd kill 'em if I just had more...<br>\n\t\t<<if $surveyWeapon eq "FirePower">>\n\t\t\t<div class='HUDHackButton HUDHackButtonDisabled HUDSurveyButton_Selected'>\n\t\t\t\tA Handgun\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='HUDHackButton HUDSurveyButton'>\n\t\t\t\t<<click 'A Handgun'>>\n\t\t\t\t\t<<set $surveyWeapon = "FirePower"; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#survey-area'>>\n\t\t\t\t\t\t<<display 'intro_characterCreation'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $surveyWeapon eq "Carbine">>\n\t\t\t<div class='HUDHackButton HUDHackButtonDisabled HUDSurveyButton_Selected'>\n\t\t\t\tA Carbine\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='HUDHackButton HUDSurveyButton'>\n\t\t\t\t<<click 'A Carbine'>>\n\t\t\t\t\t<<set $surveyWeapon = "Carbine"; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#survey-area'>>\n\t\t\t\t\t\t<<display 'intro_characterCreation'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $surveyWeapon eq "Blade">>\n\t\t\t<div class='HUDHackButton HUDHackButtonDisabled HUDSurveyButton_Selected'>\n\t\t\t\tA Sword\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='HUDHackButton HUDSurveyButton'>\n\t\t\t\t<<click 'A Sword'>>\n\t\t\t\t\t<<set $surveyWeapon = "Blade"; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#survey-area'>>\n\t\t\t\t\t\t<<display 'intro_characterCreation'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t</div><br>\n\n\t<div class='HUD_hackutility_innerpad'>\n\t\t<strong>IV: Adaptive Tactics</strong><br>\n\t\tIt's stronger than expected! I need...<br>\n\t\t<<if $surveyItem eq "HoloDisc">>\n\t\t\t<div class='HUDHackButton HUDHackButtonDisabled HUDSurveyButton_Selected'>\n\t\t\t\tTechnology\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='HUDHackButton HUDSurveyButton'>\n\t\t\t\t<<click 'Technology'>>\n\t\t\t\t\t<<set $surveyItem = "HoloDisc"; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#survey-area'>>\n\t\t\t\t\t\t<<display 'intro_characterCreation'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $surveyItem eq "StimFuel">>\n\t\t\t<div class='HUDHackButton HUDHackButtonDisabled HUDSurveyButton_Selected'>\n\t\t\t\tBiochems\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='HUDHackButton HUDSurveyButton'>\n\t\t\t\t<<click 'Biochems'>>\n\t\t\t\t\t<<set $surveyItem = "StimFuel"; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#survey-area'>>\n\t\t\t\t\t\t<<display 'intro_characterCreation'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $surveyItem eq "NoItem">>\n\t\t\t<div class='HUDHackButton HUDHackButtonDisabled HUDSurveyButton_Selected'>\n\t\t\t\tPatience\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='HUDHackButton HUDSurveyButton'>\n\t\t\t\t<<click 'Patience'>>\n\t\t\t\t\t<<set $surveyItem = "NoItem"; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#survey-area'>>\n\t\t\t\t\t\t<<display 'intro_characterCreation'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t</div><br>\n\n\t<div class='HUD_hackutility_innerpad'>\n\t\t<strong>V: Mental State</strong><br>\n\t\tPhew. Trashed the filth. Now I'm feeling...\n\t\t<<if $surveyMentality eq "cautious">>\n\t\t\t<div class='HUDHackButton HUDHackButtonDisabled HUDSurveyButton_Selected'>\n\t\t\t\tRemoresful\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='HUDHackButton HUDSurveyButton'>\n\t\t\t\t<<click 'Remoresful'>>\n\t\t\t\t\t<<set $surveyMentality = "cautious"; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#survey-area'>>\n\t\t\t\t\t\t<<display 'intro_characterCreation'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $surveyMentality eq "agressive">>\n\t\t\t<div class='HUDHackButton HUDHackButtonDisabled HUDSurveyButton_Selected'>\n\t\t\t\tElated\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='HUDHackButton HUDSurveyButton'>\n\t\t\t\t<<click 'Elated'>>\n\t\t\t\t\t<<set $surveyMentality = "agressive"; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#survey-area'>>\n\t\t\t\t\t\t<<display 'intro_characterCreation'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $surveyMentality eq "balanced">>\n\t\t\t<div class='HUDHackButton HUDHackButtonDisabled HUDSurveyButton_Selected'>\n\t\t\t\tIndifferent\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='HUDHackButton HUDSurveyButton'>\n\t\t\t\t<<click 'Indifferent'>>\n\t\t\t\t\t<<set $surveyMentality = "balanced"; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#survey-area'>>\n\t\t\t\t\t\t<<display 'intro_characterCreation'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t</div><br>\n\n\t<div class='HUD_hackutility_innerpad'>\n\t\t<strong>VI: Preferred Downtime</strong><br>\n\t\tDowntime. Awesome! I so wanna...\n\t\t<<if $surveyAugment eq "meleeplant">>\n\t\t\t<div class='HUDHackButton HUDHackButtonDisabled HUDSurveyButton_Selected'>\n\t\t\t\tWork Out\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='HUDHackButton HUDSurveyButton'>\n\t\t\t\t<<click 'Work Out'>>\n\t\t\t\t\t<<set $surveyAugment = "meleeplant"; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#survey-area'>>\n\t\t\t\t\t\t<<display 'intro_characterCreation'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $surveyAugment eq "detoxifier">>\n\t\t\t<div class='HUDHackButton HUDHackButtonDisabled HUDSurveyButton_Selected'>\n\t\t\t\tGo Party\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='HUDHackButton HUDSurveyButton'>\n\t\t\t\t<<click 'Go Party'>>\n\t\t\t\t\t<<set $surveyAugment = "detoxifier"; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#survey-area'>>\n\t\t\t\t\t\t<<display 'intro_characterCreation'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t\t<<if $surveyAugment eq "alone">>\n\t\t\t<div class='HUDHackButton HUDHackButtonDisabled HUDSurveyButton_Selected'>\n\t\t\t\tBe Alone\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='HUDHackButton HUDSurveyButton'>\n\t\t\t\t<<click 'Be Alone'>>\n\t\t\t\t\t<<set $surveyAugment = "alone"; playContextSound("ui_click");>>\n\t\t\t\t\t<<replace '#survey-area'>>\n\t\t\t\t\t\t<<display 'intro_characterCreation'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<</if>>\n\t</div><br>\n\t<div class='HUD_hackutility_innerpad'><strong>Submit</strong><br>\n\t\t\n\t\t<<if $surveyGender neq "none" and $surveyWeapon neq "none" and $surveyAugment neq "none" and $surveyClothes neq "none" and $surveyMentality neq "none" and $surveyItem neq "none">>\n\t\t\tSubmit your answers...<br>\n\t\t\t<div class='HUDHackButton'>\n\t\t\t\t<<click 'Submit' 'b28_intro_new'>>\n\t\t\t\t\t<<set $action.action2 = "customchar"; $hide.layer2 = true; playContextSound("ui_blip");>>\n\t\t\t\t\t<<display 'doCreateCharacter'>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<span class='redcolor'>Please answer all questions truthfully and to the best of your ability...</span><br>\n\t\t\t<div class='HUDHackButton HUDHackButtonDisabled'>\n\t\t\t\tSubmit\n\t\t</div>\n\t\t<</if>>\n\t</div>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'b30_oldhabs_roomenter_text'>></div>\n<div class='GameText'><<display 'b30_oldhabs_roomenter_1_txt'>></div>\n<div class='OptionsField'><<nobr>>\n<<if $action.action1 eq "talk">>\n\n\t<<set $bribeammount = Math.round(250 * $gameworld_modifiers.bribeModifier)>>\n\t<<set $bribetext = "Bribe the Thugs (" + $bribeammount + " C)">>\n\n\t<<if $attrib.credits gte $bribeammount>>\n\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t<<click $bribetext "b30_oldhabs_roomenter_2">>\n\t\t\t\t<<set $attrib.credits -= $bribeammount; $statistics.bribesDone += 1; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");>>\n\t\t\t\t<<set $action.action2 = "bribe"; $hide.layer2 = true>>\n\t\t\t<</click>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Bribe the Thugs (<<print $bribeammount>> C)]</div></div>\n\t<</if>><br>\n\t<div class='GameOption GameOption_Weapon'>[[Threaten the Thugs|b30_oldhabs_roomenter_2][$action.action2 = "threaten"; $hide.layer2 = true; $statistics.intimidateDone += 1; playContextSound("ui_click");]]</div>\n\n<</if>>\n\n<</nobr>></div>
<<nobr>>\n\n\t/%NOTE: REMOVED second message about oger from list - now requires message from Oger to discover what happened %/\n\n\t<<set $override.solution = "password12345">>\n\t<<set $override.result = $override.result.toLowerCase()>>\n\n\tScamApp V1.3.5.<br><br>\n\n\t<div class='HUD_hackutility_innerpad'>Scanning remote device<br>\n\tInitiating bypass shim: "sys.ebank.main"<br>\n\tDumping login cache...<br><br>\n\n\tEntry: <span class='redcolor'>50 61 73 73 77 6f 72 64 31 32 33 35 35</span><br>\n\tEntry: <span class='greencolor'><<if $gameworld_modifiers.hasBypassDecoder>>Password12345<<else>>50 61 73 73 77 6f 72 64 31 32 33 34 35<</if>></span><br>\n\tEntry: <span class='redcolor'>73 77 6f 72 64 66 69 73 68</span><br><br>\n\n\t<<if $override.result eq $override.solution>><span class='greencolor'>[SUCCESS]:</span> code <<print $override.result>> accepted.<<else>><span class='redcolor'>[ERROR]:</span> code <<print $override.result>> invalid.<</if>></div>\n\t\t<<if $override.result eq $override.solution>>\n\t\t\t\t\tsys.ebank.main.ListAllAccounts() - BAL: <span class='bluecolor'><<if $loc_oldhabs.accountHacked eq false>>521<<else>>0<</if>> C</span><br><br>\n\t\t\t\t\t\n\t\t\t\t\tCommands:\n\t\t\t\t\t<div class='HUDHackButton'>\n\t\t\t\t\t<<if $loc_oldhabs.accountHacked eq false>>\n\t\t\t\t\t\t<<click 'Transfer'>>\n\t\t\t\t\t\t\t<<set $loc_oldhabs.accountHacked = true; $attrib.credits += 521; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp");>>\n\n\t\t\t\t\t\t\t<<replace '#hack-area'>>\n\t\t\t\t\t\t\t\t<<display 'oldhabs_hackutility'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t\t\t<<set $aquireText = "Credits x521">>\n\t\t\t\t\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t<<else>>[[Close|b30_oldhabs_roomenter_2][$hide.layer4 = false; $statistics.hacksDone += 1; playContextSound("ui_walk");]]\n\t\t\t\t\t<</if>>\n\t\t\t\t\t</div>\n\t\t<<else>>\n\t\t\t\t\t<<textbox "$override.code" "Enter Security Code">>\n\t\t\t\t\t<div class='HUDHackButton'>\n\t\t\t\t\t\t<<click 'Override'>>\n\t\t\t\t\t\t\t<<set $override.result = $override.code>>\n\t\t\t\t\t\t\t<<if $override.result eq $override.solution>>\n\t\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t\t<<set playContextSound("ui_blip_error");>>\n\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t<<replace '#hack-area'>>\n\t\t\t\t\t\t\t\t<<display 'oldhabs_hackutility'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t</div>\n\t\t\t\t\t<div class='HUDHackButton'>[[Abort|b30_oldhabs_roomenter_2][$hide.layer4 = false; playContextSound("ui_walk");]]</div>\n\t<</if>>\n\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "B34 Habs - Unit 25-031">>\n<<set $action.action1 = "none">>\n<<set $action.action2 = "none">>\n<<set $action.action3 = "none">>\n<<set $action.action4 = "none">>\n<<set $action.action5 = "none">>\n<<set $hud.interference = true>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'b33_witches_enroute_txt'>></div>\n<div class='GameText'><<display 'b33_witchmission_basic_txt'>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Examine the Blood Spatter|b34_witches_examine][$action.action1 = "blood"; $attrib.caution += 5; $hide.layer2 = true; playContextSound("ui_walk");]]</div>\n<div class='GameOption GameOption_Move'>[[Examine the Bones and Scraps|b34_witches_examine][$action.action1 = "scraps"; $attrib.caution += 5; $hide.layer2 = true; playContextSound("ui_walk");]]</div>\n<div class='GameOption GameOption_Move'>[[Examine the Puddle of Ooze|b34_witches_examine][$action.action1 = "ooze"; $attrib.caution += 5; $hide.layer2 = true; playContextSound("ui_walk");]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>><<nobr>>\n<<if $action.action2 neq "none">>\n\t<div class='GameTextGreyed'><<display 'b30_oldhabs_roomenter_text'>></div><br>\n\t<div class='GameTextGreyed'><<display 'b30_oldhabs_roomenter_1_txt'>></div><br>\n<</if>><</nobr>><<if $action.action2 eq "none" and $action.action3 neq "none">><div class='GameTextGreyed'><<display 'b30_oldhabs_roomenter_fragment_txt'>></div><br><<nobr>>\n\n\n<</nobr>><</if>><<if $action.action2 eq "bribe">><div class='GameText'><<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>"How 'bout if I sweeten the deal?" You program...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_creditswipe.png"]]</div>"How 'bout if I sweeten the deal?" You program a transaction for 200 credits and hold out your arm. \n\n"Well, when ya put it that way..." The man's lips curl. He swipes your arm and says, "So, you say yo got business with Flavio, eh?"\n\n<<if $job_drugdealer.altPhase eq 1>>"It's a complaint, actually: you guys are dealing crap. It's getting people killed. Which wouldn't be my problem, except some of the stuff you're peddling is Class 6 and I'm a hunter. So you'll excuse me if I take issue with all that."\n\nThere's a long silence. Looks are exchanged. Tension fills the air.\n\nOne of the men laughs. That same instant, a coilgun goes off with a lout crack. Hot air rushes past as a bolt narrowly misses your arm. There's no time to think, just fight or die.<<else>>"Yeah. But it's pretty damn obvious he aint..." You gesture around the decrepit hab. "...here. So how 'bout you tell me where he is?"\n\n"Round around somewhere, working." The man shrugs. "Figure he's making rounds down on Level B33 right about now, doing his rounds, making sure our clients pay up y'now? He'll be back in an hour or so. So, yeah, just—"\n\n"Level B33?" You shoot the man a dark look. "Shit." You hurry toward the door.\n\nThe dude calls after you, "Hey, what the fuck, man, where you..."\n\nMore worried about what their boss is doing on Level B33 than finishing the conversation, you rush out of the hab unit and jog toward...<</if>><</if>><<nobr>>\n\n\n<</nobr>></div><<elseif $action.action2 eq "threaten">><div class='GameText'><<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>"So that's how it'll be, eh?" You step up to the man...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n"So that's how it'll be, eh?" You step up to the man and hiss, "Watch who the fuck you're talking to, tough guy."\n\n"Tough guy?" The man sneers. "I swear I could..." You feel something press against your stomach. "Blow your fucking guts out right here, right now, man."\n\n<<if ($attrib.demeanor eq "agressive" or $job_drugdealer.altPhase eq 1) and not $gameworld_modifiers.hasNegotiateOverride>>"You could." You knock the man's pistol away and ram an elbow into his chest. "Or I could fuck—"\n\nA loud crack sounds. Hot air rushes past as a bolt narrowly misses your arm. There's no time to think, just fight or die. Intimidation evidently won't work.<<else>>"Really." Your eyes narrow. "Because I don't think you got the guts." A tense silence haunts the room. You hold your stare. He glances at the floor. \n\n"Fine." He lowers the pistol with a sigh. <<if $job_drugdealer.altPhase eq 1>>"What beef ya got then?"\n\n"Simple complaint: you guys are dealing crap. It's getting people killed. Which wouldn't be my problem, except some of the stuff you're peddling is Class 6 and I'm a hunter. So you'll excuse me if I take issue with all that."\n\nThere's a long silence. Looks are exchanged. Tension fills the air.\n\nOne of the men laughs. That same instant, a coilgun goes off with a lout crack. Hot air rushes past as a bolt narrowly misses your arm. There's no time to think, just fight or die.<<else>>"You wanna talk to Flavio? Your problem, not mine."\n\n"Good. But it's pretty damn obvious he ain't..." You gesture around the decrepit hab. "...here. So how 'bout you tell me where he is?"\n\n"Round around somewhere, working." The man shrugs. "Figure he's making rounds down on Level B33 right about now, doing his rounds, making sure our clients pay up y'now? He'll be back in an hour or so. So, yeah, just—"\n\n"Level B33?" You shoot the man a dark look. "Shit." You hurry toward the door.\n\nThe dude calls after you, "Hey, what the fuck, man, where you..."\n\nMore worried about what their boss is doing on Level B30 than finishing the conversation, you rush out of the hab unit and jog toward...<</if>><</if>><</if>></div><<nobr>>\n\n\n<</nobr>><<elseif $action.action2 eq "none">><div class='GameText'><<if $hide.layer4 eq true>><<if $action.action3 neq "none">><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><<nobr>>\n\n<<if $action.action3 eq "couch">>You walk over to the couch and...\n<<else>>You lower your weapon and...\n<</if>>\n\n<</nobr>><</if>><<else>><<if $action.action3 neq "none">><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div><</if>>\n<<if $action.action3 eq "couch">>You walk over to the couch and begin pulling off torn cushions. Beneath the first, there's only a few roaches and a crumpled snyth-wrapper. When you pull out the second, a data pad flops onto the floor. <<if $job_drugdealer.altPhase eq 1>>The last message is weeks old and reads:<<else>>You pick it up and examine the text on it. There are three messages and you read the most recent, which was sent less than an hour ago:<</if>>\n\n<<if $job_drugdealer.altPhase eq 1>><<nobr>>\n\n\t<<if $job_psychocult.mainPhase eq 0>>\n\t\t<<set $job_psychocult.mainPhase = 1>>\n\t\t<<set $job_psychocult.altIntroTriggered = true>>\n\t<</if>>\n\n\t<<if $randomEncounterPhases.backalleyPhase lt 2>>\n\t\t<<set $randomEncounterPhases.backalleyPhase = 2>>\n\t<</if>>\n\n<</nobr>><div class='HUD_datapad'><strong>From:</strong>
[email protected]\n<strong>To:</strong>
[email protected]\n<strong>Subject: [empty string]</strong>\n\nHeyyyyy Flav,\n\nJust wanted to reach out and tell ya that Highborn Palace is open for business again. We got it all. Fresh, local grown, pure quality, and lotsa other merch too if ya need it. Best biochems you'll find anywhere in the Downs. And probably beyond; we're shipping all the way to Cubix these days :D\n\nSo drop by and we'll deal. Just, uh, don't use the B30 entrance. It's been infested (not us) and the fuzz has the passage under surveilance. We've opened the back door through B29 instead; utility duct beside Unit 42. Passcode is vXvvXXvx1 until further notice. \n\nCome buy, stay high!\n\nPineapple</div>\n\n<<if $job_psychocult.mainPhase eq 1>>"Now that's interesting." You toss the data pad aside. "Wonder what that Highborn Palace is."\n\nSome drug bazar run by a chem cult, maybe? Only one way to find out but, for the moment, you're glad to have taught these idiots a lesson. Scum, all of them. As bad as the run-down hab they were festering in - there's quite literally nothing in it save trash; human and otherwise.<<elseif $job_psychocult.mainPhase eq 1>>"Highborn again?" You toss the data pad aside. "These guys really get around."\n\nExplains what the freaks were up to though. Maybe you should go pay them a visit. Set things straight for Fish and all.<<elseif $job_psychocult.mainPhase eq 98>>"Oops." You toss the data pad aside. "Great job breaking your own distribution, idiot."\n\nStill, you did this for Fish. Your operations can take a little hit. Worst case, Pineapple will have to find another buyer. Can't be that hard.<<else>>"Those whackos again." You toss the data pad aside. <<if $job_psychocult.mainPhase eq 99>>"Guess this problem's already dealt with."<<else>>"Almost wished I'd iced them all now."<</if>>\n\nAt any rate, Fisher will be happy you taught these idiots a lesson. Scum, all of them. As bad as the run-down hab they were festering in - there's quite literally nothing in it save trash; human and otherwise.<</if>><<else>><div class='HUD_datapad'><strong>From:</strong>
[email protected]\n<strong>To:</strong>
[email protected]\n<strong>Subject: [empty string]</strong>\n\nHey Dan, \n\nI'll be doing rounds with the boys on B33 today to make sure everyone's paying up like they should. Specially that bitchass hoe. Y'know, the silver haired, one? She's got nerve, I'll say, but we still gotta teach her a lesson, make sure no one else gets funny ideas. \n\nSo anyways, you and Luke keep sitting on that dump until we get back. If anyone comes poking around, take 'em out. I don't want anyone ratting this out to Wilkins or the Constabulary. Just don't go crazy. We're business men now and we gotta act like it. Okay?</div>\n\n"Damn it." You toss the data pad back, hoping you'll get to Celena's before Flavio does.<</if>><<else>><<nobr>>\n\n<</nobr>><<display 'b30_oldhabs_roomenter_fragment_txt'>><</if>><</if>></div><</if>>\n<div class='OptionsField'><<nobr>>\n\n<<if $action.action2 eq "bribe">>\n\t<<if $job_drugdealer.altPhase eq 1>>\n\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Thugs|hud_combat][$action.action2 = "none"; $combatTemplate = "Thugs_B30_R2"; $processed = false]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>[[The Tramway Station|b30_tram_station][$action.arrive = "onfoot"; $job_drugdealer.mainPhase = 2; $time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $hide.layer0 = false; $job_drugdealer.killedLackies = false; playContextSound("ui_walk");]]</div>\n\t<</if>>\n<<elseif $action.action2 eq "threaten">>\n\t<<if ($attrib.demeanor eq "agressive" and not $gameworld_modifiers.hasNegotiateOverride) or $job_drugdealer.altPhase eq 1>>\n\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Thugs|hud_combat][$action.action2 = "none"; $combatTemplate = "Thugs_B30_R2"; $processed = false]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>[[The Tramway Station|b30_tram_station][$action.arrive = "onfoot"; $job_drugdealer.mainPhase = 2; $time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $hide.layer0 = false; $job_drugdealer.killedLackies = false; playContextSound("ui_walk");]]</div>\n\t<</if>>\n<<else>>\n\t<<if $loc_oldhabs.accountHacked eq false>>\n\t\t<div class='GameOption GameOption_Move'>[[Hack the Bank Account|b30_oldhabs_hack_bankaccount][$hide.layer4 = true; $processed = false; playContextSound("ui_unlock");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already hacked the Account]</div></div>\n\t<</if>><br>\n\t<<if $loc_oldhabs.tookDrugs eq false>>\n\t\t<<if $equip.item1 eq "none" or $equip.item2 eq "none">>\n\t\t\t<div id='transfer-item' class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Take the StimFuel Inhaler'>>\n\t\t\t\t\t<<if $equip.item1 eq "none">>\n\t\t\t\t\t\t<<set $equip.item1 = "StimFuel">>\n\t\t\t\t\t<<elseif $equip.item2 eq "none">>\n\t\t\t\t\t<<set $equip.item2 = "StimFuel">>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<set $loc_oldhabs.tookDrugs = true; $statistics.lootedChems += 1; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp")>>\n\n\t\t\t\t\t<<replace '#transfer-item'>>\n\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already took the StimFuel Inhaler]</div>\n\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t<<set $aquireText = "StimFuel Inhaler">>\n\t\t\t\t\t\t\t<<set $aquireImage = "stimfuel">>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t<<set document.getElementById("transfer-item").className = "GameOption GameOption_Disabled">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You can't carry Anymore]</div></div>\n\t\t<</if>>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the StimFuel]</div></div>\n\t<</if>><br>\n\t<<if $loc_oldhabs.ammoTaken eq false>>\n\t\t<<if $equip.pistol.ammo lt $equip.pistol.ammo_max>>\n\t\t\t<div id='transfer-ammo' class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Take the 9mm Rounds'>>\n\t\t\t\t\t<<set $equip.pistol.ammo += Math.round(13 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill); $statistics.lootedAmmo += 1>>\n\t\t\t\t\t<<set $loc_oldhabs.ammoTaken = true>>\n\t\t\t\t\t<<set\t$ammotype = "9mm">>\n\t\t\t\t\t<<display 'HUD_AmmoFlashes'>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t<<set $aquireText = "9mm Rounds x" + Math.round(13 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>\n\t\t\t\t\t\t\t<<set $aquireImage = "9mm">>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#transfer-ammo'>>\n\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already took the 9mm Rounds]</div>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<set document.getElementById("transfer-ammo").className = "GameOption GameOption_Disabled">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You cannot carry any more 9mm rounds]</div></div>\n\t\t<</if>>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the 9mm rounds]</div></div>\n\t<</if>><br>\n\n\t<<if $action.action3 eq "none">>\n\t\t<div class='GameOption GameOption_Move'>[[Search the Couch|b30_oldhabs_roomenter_2][$action.action3 = "couch"; $hide.layer3 = true; playContextSound("ui_walk");]]</div>\n\t<<else>>\n\t\t<<if $job_drugdealer.altPhase eq 1>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Old Hab|b30_tram_station][$action.arrive = "onfoot"; $time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $job_drugdealer.altPhase = 2; $hide.layer0 = false; $job_drugdealer.killedLackies = true; playContextSound("ui_walk");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Old Hab|b30_tram_station][$action.arrive = "onfoot"; $time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $job_drugdealer.mainPhase = 2; $hide.layer0 = false; $job_drugdealer.killedLackies = true; playContextSound("ui_walk");]]</div>\n\t\t<</if>>\n\t<</if>>\n<</if>><</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'b30_oldhabs_enter_txt'>></div>\n<div class='GameText'><<display 'b30_oldhabs_1_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n<<if $action.action1 eq "talk">> \n\t<<if $attrib.toxicity gte 75>>\n\t\t<div class='GameOption GameOption_Move'>[[Leave the Old Habs|b33_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; $time.active += 0.25; playContextSound("ui_walk");]]</div>\n\t<<elseif $attrib.armortype eq "unarmored" and not $gameworld_modifiers.hasNegotiateOverride>>\n\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Thugs|hud_combat][$combatTemplate = "Thugs_B30"; $processed = false; $hide.layer1 = false; $hide.layer2 = false; $action.action1 = "kill"; $statistics.negotion_failDone += 1]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>[[Enter the Hab Unit|b30_oldhabs_roomenter][$hide.layer1 = false; $time.active += 0.1; $statistics.negotiateDone += 1; playContextSound("ui_walk");]]</div>\n\t<</if>>\n<<elseif $action.action1 eq "backaway">>\n\t<<if $attrib.armortype neq "unarmored" and not $gameworld_modifiers.hasNegotiateOverride>>\n\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Thugs|hud_combat][$combatTemplate = "Thugs_B30"; $processed = false; $hide.layer1 = false; $hide.layer2 = false; $action.action1 = "kill"; $statistics.negotion_failDone += 1]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>[[Leave the Old Habs|b33_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; $time.active += 0.25; playContextSound("ui_walk");]]</div>\n\t<</if>>\n\n<</if>><</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n<<if $job_abomination_investigate.wraithPhase lt 3>>\n\t<<set $job_abomination_investigate.wraithPhase = 3>>\n<</if>>\n\n<</silently>>\n<div class='GameTextGreyed'><<display 'b33_constructionsite_enter_3_txt'>></div>\n<div class='GameText'><<display 'b33_constructionsite_wraith_txt'>></div>\n<div class='OptionsField'><<nobr>>\n<<if $action.action1 eq "talk">>\n\t<<if $job_conspiracy.instructionPhase gte 10>>\n\t\t<div class='GameOption GameOption_Move'>[[Examine the Altar|b33_constructionsite_altar][$hide.layer2 = true; $statistics.negotiateDone += 1; playContextSound("ui_walk");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Wraith|hud_combat][$action.action1 = "kill"; $attrib.violence += 3; $combatTemplate = "Wraith_B30"; $processed = false; $statistics.agressionDone += 1; $job_conspiracy.skippedWraith = false]]</div>\n\t<</if>>\n<<elseif $action.action1 eq "backaway">>\n\t<<if not $attrib.passedSneakCheck>>\n\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Wraith|hud_combat][$action.action1 = "kill"; $combatTemplate = "Wraith_B30"; $processed = false; $job_conspiracy.skippedWraith = false]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>[[Leave the Construction Site|b33_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; $job_conspiracy.skippedWraith = true; $statistics.sneakDone += 1; $hud.interference = false; playContextSound("ui_walk");]]</div>\n\t<</if>>\n<</if>>\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $job_conspiracy.destroyedAltar = true>>\n<</silently>>\n<<nobr>>\n<<if $action.action1 eq "talk">>\n\t<div class='GameTextGreyed'><<display 'b33_constructionsite_enter_3_txt'>></div><br>\n\t<div class='GameTextGreyed'><<display 'b33_constructionsite_wraith_txt'>></div><br>\n<</if>>\n<<if $action.action3 eq "none">>\n\t<div class='GameTextGreyed'><<display 'b33_constructionsite_altar_txt'>></div>\n<<else>>\n\t<div class='GameTextGreyed'><<display 'b33_constructionsite_altar_txt'>></div><br>\n\t<div class='GameTextGreyed'><<display 'b33_constructionsite_action_txt'>></div>\n<</if>>\n<</nobr>>\n<div class='GameText'><<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>You head for the door...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\nYou head for the door, saying, "C'mon. We've seen all there is to see here."\n\n"What? Wait." <<if $chr_lanina.met eq true>>Lanina<<else>>The woman<</if>> hurries after you, blurting, "But what was it all about? Why was it here? How—"\n\n"No <<if $attrib.demeanor eq "agressive">>fucking <</if>>clue." You descend the rickety staircase, one careful step at a time. "Anyways, it doesn't matter. We're already breaking and entereing. Best to just get out of here before someone shows up."\n\n"But there was a ghost. Abomination. Whatever. And that altar. That's gotta be important. Shouldn't we, like, tell someone? Or study it?"\n\nYou breathe a laugh. <<if $attrib.demeanor eq "agressive">>"No one cares, girl. And it's witchcraft. I wouldn't poke it with a ten meter long stick if I had to."<<else>>"I'm not volunteering. And I wouldn't poke around here with a ten meter long stick if someone asked me to. Way too dangerous."<</if>>\n\n"But that's what makes it interesting," <<if $chr_lanina.met eq true>>Lanina<<else>>the woman<</if>> says as you make for the front door. "My readers will want to know everything they can. And I'm sure you're the closest thing to an expert I'll ever meet. So can't you just explain? Give me something? I'll pay you when the story publishes, I swear."\n\n"No." You stop in the door frame and turn to her. "And get this straight: you do not <<if $attrib.demeanor eq "agressive">>fuck<<else>>mess<</if>> with abominations. You do not toy with abominations. You do not write stupid, uninformed articles about abominations. That<<if $attrib.demeanor eq "agressive">>shit<</if>>'s how people get killed by them. Nine times out of ten it's stupidity. So just don't."\n\n<<if $chr_lanina.met eq true>>Lanina<<else>>The woman<</if>> looks crestfallen. "But it's interesting. And people love to read about it. Hell, I love reading about this shit. It'll make a great story. Real, live haunting right here at home in [[B Sector|PDA][$hud.currentScreen = "B Sector"]] and there's proof to back it up. How cool is that?"\n\nPart of you wants to argue. That would be the responsible thing to do; talk some sense into the young woman. But you've seen it before. There's no point trying to convince the willfully ignorant. So, despite your better judgement, you just turn away and...<</if>></div>\n<div class='OptionsField'><<nobr>>\n\t<<if $gameworld_modifiers.hasTrespassExclusion or $gameworld_modifiers.hasShadowExclusin>>\n\t\t<div class='GameOption GameOption_Move'>[[Head for the Tramway Station|b33_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; $attrib.dilligence += 5; playContextSound("ui_walk");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>[[Head for the Tramway Station|b33_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; $attrib.dilligence += 5; $attrib.criminality += 1; playContextSound("ui_walk");]]</div>\n\t<</if>>\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "B14 - Cathedral of Beams">>\n<</silently>>\n<div class='GameText'><<display 'b14_cathedral_entrance_txt'>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'><<nobr>>\n\n<<if $job_conspiracy.conspiratorPhase eq 6>>\n\t[[Enter the Cathedral|b14_cathedral_entrance_confirm][$hide.layer1 = true; playContextSound("ui_walk");]]\n<<elseif $job_conspiracy.conspiratorPhase gt 6 and $factionlock.lockedFaction eq "church">>\n\t[[Enter the Cathedral|b14_cathedral_addon_inside][$action.arrive = "fromOutside"; $hide.layer1 = true; playContextSound("ui_walk");]]\n<<else>>\n\t[[Return to the Tramway Station|tram_station_b14][$action.arrive = "onfoot"; $hide.layer0 = false; playContextSound("ui_walk");]]\n<</if>>\n\n<</nobr>></div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'b14_cathedral_entrance_txt'>></div>\n<div class='GameText'><<display 'b14_cathedral_confirm_txt'>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Dialogue'><<nobr>>\n\n\t<<click "Say you've done all you Can">>\n\t\t<<replace '#hud-confirmation-pane'>>\n\t\t\t<<set $confirmType = 'confirmDecisionChurch'>>\n\t\t\t<<display 'UI_ConfirmStoryDecision'>>\n\t\t<</replace>>\n\t\t<<set $nextScene = "b14_cathedral_assembly_enter">>\n\t\t<<set $nextSceneSet = '$hide.layer2 = true; $factionlock.lockedFaction = "church";'>>\n\t\t<<set playContextSound("ui_click")>>\n\t<</click>>\n\n<</nobr>></div>\n<div class='GameOption GameOption_Move'>[[Return to the Tramway Station|tram_station_b14][$action.arrive = "onfoot"; $hide.layer0 = false; playContextSound("ui_walk");]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'the_crossroads_raj_enter_txt'>></div>\n<<if $action.action1 eq "none">><div class='GameText'><<display 'the_crossroads_raj_floaterpartial'>></div><<elseif $action.action1 eq "accept">><div class='GameTextGreyed'><<display 'the_crossroads_raj_floaterpartial'>></div>\n<div class='GameText'><<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>"Okay." You program the deposit and hold out your...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n"Okay." You program the deposit and hold out your arm. "Five K. You'll get it back in one piece though. I promise."\n\n"I should certainly hope so." He taps at his [[PDA|PDA][$hud.currentScreen = "home"]] and holds out an arm. "Here. The access codes, though, ah, if I am asked how you aquired them, I will say they were taken by force, yes?"\n\n"Fine with me," you say and swipe his arm.\n\n"That is it then. Ah, it is parked in slot 10. Just outside, take the stairs up two floors. The door to the garrage is usually unlocked. And, ah, do attempt to be gentle with it." He smiles nervously.<</if>></div><</if>>\n<div class='OptionsField'><<nobr>>\n<<if $action.action1 eq "none">>\n\t<<if $job_conspiracy.knowledgePhase gte 9 or ($sexPhases.raj gte 3 and $sexPhases.raj lt 9999)>>\n\t\t<div class='GameOption GameOption_Move'>[[Head to the Garage|b3_finalmission_arrive][$hide.layer0 = false; $processed = false; $job_conspiracy.buddy = "alone"; $hide.layer1 = false; $hide.layer2 = false; playContextSound("ui_walk");]]</div>\n\t<<else>>\n\t\t<<if $attrib.credits gte 5000>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Make the deposit (5000 C)|the_crossroads_raj_floater_final][$attrib.credits -= 5000; $chr_raj.madeCarDeposit = true; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); $action.action1 = "accept"; $hide.layer2 = true; playContextSound("ui_blip");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Make the deposit (5000 C)]</div></div>\n\t\t<</if>><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|the_crossroads_raj_main][$hide.layer1 = false; $hide.layer0 = false; playContextSound("ui_click");]]</div>\n\t<</if>>\n<<elseif $action.action1 eq "accept">>\n\t<div class='GameOption GameOption_Move'>[[Head to the Garage|b3_finalmission_arrive][$hide.layer0 = false; $processed = false; $job_conspiracy.buddy = "alone"; playContextSound("ui_walk");]]</div>\n<</if>>\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $action.action1 = "none">>\n<<set $action.action2 = "none">>\n<<set $action.action3 = "none">>\n<<set $action.action4 = "none">>\n<<set $action.action5 = "none">>\n\n<<set $hide.layer2 = false>>\n<<set $hide.layer3 = false>>\n<<set $hide.layer4 = false>>\n<<set $hide.layer5 = false>>\n<</silently>>\n<div class='GameText'><<display 'b33_witches_enroute_txt'>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[The Level B34 Block|b34_witches_arrive][$time.active = $time.active + 0.15; $attrib.fatigue = $attrib.fatigue + 1; $hide.layer1 = true; playContextSound("ui_walk");]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'the_sirens_song_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_main_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_reccuring_base_txt'>></div>\n<div class='GameText'><<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><<if $action.action3 eq "pendant">>"Hey, I found this," you say, producing..."<<else>>"You don't happen to know..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<if $action.action3 eq "pendant">>"Hey, I found this," you say, producing the star-shaped pendant from your pocket. "Any idea what the hell it is?"\n\n"Ohh, I have not seen one of these in—" Ith holds out a white-furred paw. "May I, perhaps?"\n\nYou hand over the pendant. "So you know what it is?"\n\n"A representation of Sacred Sol, an item of worship dating back to the Empire of Man." Ith slowly turns the pendant over. "Or that is what it pretends to be. There is something strange about its song. It does not resonate as it should."\n\n"Its song?" You shake your head. "Can't you just give it to me straight for once"\n\n"Sadly not," Ith says softly, handing you back the pendant. "As much as it tries to seem so, this trinket was not created by the Astral Order. Or even the Temple of Sol. Still, there is something familiar about it, an emptiness almost like the void between the stars. Perhaps those who frequent the Voider Shrine can say more. One rumors they know of such things."\n\nYour brow furrows. "What, the one in the smuggler alleys? Down by the [[Docks|PDA][$hud.currentScreen = "The Docks"]]?"\n\nIth looks up, eyes crystal clear and focused as a beam of starlight. "Just so. Should you wish to, seek answers there. That is the best I can offer."<<else>>"You don't happen to know where to find a Fusion Sphere, do you? One of the old, orb-like ones, you know."\n\nIth's golden mask tilts. "No. Why would you ask such a thing?"\n\n"Because I need one," you say. "For an old device that won't take modern power sources."\n\n"Ah. Hmm." Ith purrs to itself, then says, "Even in ages past, such Solar Spheres, as people called them, were rare. Then they became even rarer, almost nonexistant, and useless. Technology marches on as they say. Today I should say only a Machine Smith would have one, or even have any use for one. They are rarely used except in ancient heirlooms which means that no Smith worth half their ounce of steel would part with such a device without demanding a fortune."\n\n"Well, crap," you say. "No chance of just finding one lying around?"\n\nIth sings a laughing note. "No, my dear, I should doubt that very much."\n\n"Oh, well," you say, disheartened. "Thanks anyways though."<</if>><</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Dialogue'>[[End Conversation|the_crossroads_sirens_song_ith][$job_witches_pendant.askedSphinx = true; $action.action3 = "none"; $hide.layer3 = false; playContextSound("ui_click");]]</div></div>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<if $processed eq false>>\n\t\t<<set $override.result = "none">>\n\t\t<<set $override.code = "none">>\n\t\t<<set $processed = true>>\n\t<</if>>\n\t<<set $override.solution = "password12345">>\n\t<<set $override.result = $override.result.toLowerCase()>>\n<</silently>>\n<div class='GameText'><<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>You peel back the flesh around...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\nYou peel back the flesh around the dead thug's [[PDA|PDA][$hud.currentScreen = "home"]] and physically link your subdermal implant to his. When you attempt to access the banking subystem, a secure login prompt appears. Undeterred, you activate the security bypass shim you've been using to scam peeps for years. A window appears in the corner of your vision, displaying the following text:<</if>></div>\n<div id='hack-area' class='HUD_hackutility'><<display 'oldhabs_hackutility'>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $action.action2 = "none">>\n<<set $action.action3 = "none">>\n<<set $action.action4 = "none">>\n<<set $action.action5 = "none">>\n\n<<set $hide.layer2 = false>>\n<<set $hide.layer3 = false>>\n<<set $hide.layer4 = false>>\n<<set $hide.layer5 = false>>\n<</silently>>\n<div class='GameText'><<display 'b30_oldhabs_roomenter_text'>></div>\n<div class='OptionsField'><<nobr>>\n\n\t<div class='GameOption GameOption_Weapon'>[[Attack the Thugs|hud_combat][$attrib.violence = $attrib.violence + 3; $combatTemplate = "Thugs_B30_R2"; $processed = false; $action.action1 = "kill"; $statistics.agressionDone += 1; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Raise your Hands|b30_oldhabs_roomenter_1][$action.action1 = "talk"; $attrib.violence = $attrib.violence - 3; $attrib.caution = $attrib.caution + 1; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\n<</nobr>></div>
[img[riptide]]<<silently>>\n<<set $savesMenuPassage = "B28 - Riptide Dance Floor">>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_main_floor_lalina_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"Sure thing." You wrap an arm around both...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"Sure thing." You wrap an arm around both the girls and lead the way, away from the crowd growing at the bar and into the masses of bodies flooding the dance floor. \n\nBefore long, you're swallowed up by sheer volume of humanity. As you find a place, the lights begin to dim. The music slows to a slow, dramatic pulse. A tense hush falls across the crowd. Celena wraps an arm around Lalina and whispers something. Both girls gigle. In the distance, you hear a cheer echo. A dark, pounding rythm starts to build. The crowd around you starts to sway and shake to the tune. Celena begins feeling Lali up. You can't relate. The mood, the atmosphere, it just doesn't touch you. Even when the base drops and //Angels at the Crossroads// takes off in full swing, you feel detached, immune to the euprhoria, and uninterested in the buzz. \n\nAnd when you look around, at the people near you, it's almost too stupid to bear. The patterns are always the same: the horny guys trying to impress the girls - or guys if that's their thing. And the hot girls out to get attention from the best guys - or girls - in the house. Of course, there's also the more introverted sort who don't draw any attention and just stay with their friends. You can relate to them most right at the moment. They have their own inner peace, their own private little circle to enjoy themselves in, apart from the rest of the world. Except you aren't anything like them. Your circle, after all, includes exactly you and no one else. Lalina and Cel have been swallowed up by the crowd. They won't be back for a long time. So basically you're on your own, in a world you know too well to enjoy. There's nothing new, nothing exciting to catch your attention, just a mundane day in the same mundane crap everyone else does. \n\nCompared to the rest of your life, hunting abominations in dark corners of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]], falling for a horny [[Coven|PDA][$hud.currentScreen = "Witches Coven"]], and taking orders directly from the [[Church of Eden|PDA][$hud.currentScreen = "Church of Eden"]], partying just seems so juvenile and insignificant. The thought makes you snort and you decide that's it. There's no point in hanging around. So you slip off the dance floor and, all but invisible to the world around you, make for the exit. No one looks twice. No one recognizes who you are. And you like it that way. It's nice to be insignificant, to be forgotten and alone. But you aren't entirely forgotten, as you realize when Celena appears out of nowhere and wraps her arms around your waist. "Hey baby. You okay?"\n\n"Yeah." You glance around. "Where's Lani?"\n\n"Blowing some dude, last I saw." She shrugs indifferently.\n\n"Oh." You nod slowly. "Well, yeah, I'm gonna like head home or something."\n\n"Yeah." Celena brushes her lips against your cheek. "Me too." You shoot her a sidelong glance. She smiles. "Figure next time I want some excitement, I'll just ask you to come over or something, yeah?" She shrugs. "It's just kinda, well, more fun, y'know?"\n\n"Know what you mean." You're about to walk away when you hesitate. "Cel?" She tilts her head. You say, "<<if $chr_celena.relation eq "serious">>I love you. <<else>>See you around, man.<</if>>"\n\n"Whatever, asshole." She blows you a kiss. You wave and walk away, skirting the crowd back to the front entrance. There's no reason to stop for anyone or anything except your gear. The rest just doesn't matter. The people don't matter. Your old friends don't matter. Life's moved on. The [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]] isn't your second home anymore. Hell, you don't even belong in that world anymore. You belong in this new, fucked-up reality you've made for yourself - the one <<if $chr_celena.relation eq "serious">>where your babe is a [[Coven|PDA][$hud.currentScreen = "Witches Coven"]] witch and you spent your time looking for ancient artefacts the world doesn't know - or care - about.<<else>>that resolves around some ancient, near-mythical artefact that almost no one has even heard of.<</if>><</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Leave the Riptide|b28_tram_station][$action.arrive = "onfoot"; $attrib.dilligence -= 5; $attrib.fatigue = $attrib.fatigue + 15; $time.active = $time.active + 3; $attrib.toxicity = $attrib.toxicity + 45; $chr_lanina.loc = "herhome"; $chr_celena.loc = "herhome"; $chr_celena.didParty = true; $hide.layer0 = false; $equip.hideWeaponLoadout = false; playContextSound("ui_walk");]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'b14_cathedral_entrance_txt'>></div>\n<div class='GameTextGreyed'><<display 'b14_cathedral_confirm_txt'>></div>\n<div class='GameTextGreyed'><<display 'b14_cathedral_room_txt'>></div>\n<div class='GameTextGreyed'><<display 'b14_cathedral_conspirators_txt'>></div>\n<div class='GameText'><<display 'b14_cathedral_whereis_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n\t<div class='GameOption GameOption_Dialogue'>[[Say you'll do It|b14_cathedral_assembly_final][$action.action3 = "doit", $hide.layer5 = true; $hide.layer0 = false; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Ask why you Should|b14_cathedral_assembly_final][$action.action3 = "whyshould", $hide.layer5 = true; $hide.layer0 = false; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Say Corinthin should Go|b14_cathedral_assembly_final][$action.action3 = "corinthingo", $hide.layer5 = true; $hide.layer0 = false; playContextSound("ui_click");]]</div>\n\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'b14_cathedral_entrance_txt'>></div>\n<div class='GameTextGreyed'><<display 'b14_cathedral_confirm_txt'>></div>\n<div class='GameTextGreyed'><<display 'b14_cathedral_room_txt'>></div>\n<div class='GameText'><<display 'b14_cathedral_conspirators_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n\n\t<<if $job_conspiracy.djinnKnowledge.celena eq true or $job_conspiracy.djinnKnowledge.marisa eq true or $job_cathedral_hack.mainPhase eq 5>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Mention the Corbei Family|b14_cathedral_assembly_poststeal][$action.action2 = "corbei", $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Mention the Djinn|b14_cathedral_assembly_poststeal][$action.action2 = "djinn", $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t<</if>><br>\n\t<<if $job_blindkid_resolution.mainPhase eq 3 or $job_blindkid_resolution.mainPhase eq 4>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Mention the Namaz Demon|b14_cathedral_assembly_poststeal][$action.action2 = "namaz", $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Mention Athena Medical|b14_cathedral_assembly_poststeal][$action.action2 = "athena", $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t<</if>><br>\n\n\t<div class='GameOption GameOption_Dialogue'>[[Say you don't Know|b14_cathedral_assembly_poststeal][$action.action2 = "notknow", $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'b14_cathedral_entrance_txt'>></div>\n<div class='GameTextGreyed'><<display 'b14_cathedral_confirm_txt'>></div>\n<div class='GameTextGreyed'><<display 'b14_cathedral_room_txt'>></div>\n<div class='GameTextGreyed'><<display 'b14_cathedral_conspirators_txt'>></div>\n<div class='GameTextGreyed'><<display 'b14_cathedral_whereis_txt'>></div>\n<div class='GameText'><<display 'b14_cathedral_final_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\t\n\t<div class='GameOption GameOption_Move'>[[Leave the Audience Chamber|b14_cathedral_addon_inside][$job_conspiracy.conspiratorPhase = 7; $time.active += 0.5; $processed = false; $hide.layer0 = false; $action.arrive = "fromChamber"; $chr_varai.met = true; playContextSound("ui_walk");]]</div>\n\t\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<display 'doAutoSave'>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'b14_cathedral_entrance_txt'>></div>\n<div class='GameTextGreyed'><<display 'b14_cathedral_confirm_txt'>></div>\n<div class='GameText'><<display 'b14_cathedral_room_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n\t<<if $job_fisher_extremists.conspiratorPhase eq 1 or $job_fisher_extremists.conspiratorPhase eq 3 or $job_fisher_extremists.conspiratorPhase eq 5 or $job_fisher_extremists.conspiratorPhase eq 7 or $job_fisher_extremists.conspiratorPhase eq 9 or $job_fisher_extremists.ottoDecision eq "spare" or $job_fisher_counterattack.altPhase eq 4>>\n\t\t<<if $characterEncounterPhases.ottoRewardPhase eq 2 or $characterEncounterPhases.antiProofRead or $characterEncounterPhases.junoProofRead>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Accuse Father Zweili|b14_cathedral_assembly_presteal][$action.action1 = "zweili_convicted", $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Accuse Father Zweili|b14_cathedral_assembly_presteal][$action.action1 = "zweili", $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $job_conspiracy.instructionPhase gte 10>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Accuse the Witch|b14_cathedral_assembly_presteal][$action.action1 = "eresi", $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t<</if>>\n\n\t<<if $job_fisher_extremists.ottoDecision eq "kill" or $job_fisher_extremists.ottoDecision eq "spare" or $job_fisher_extremists.ottoDecision eq "impartial" or $job_fisher_counterattack.mainPhase eq 4 or $job_fisher_extremists.conspiratorPhase eq 13>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Accuse Lord Otto|b14_cathedral_assembly_presteal][$action.action1 = "otto", $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t<</if>>\n\n\t<div class='GameOption GameOption_Dialogue'>[[Accuse Paladin Corinthin|b14_cathedral_assembly_presteal][$action.action1 = "corinthin", $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Say you don't Know|b14_cathedral_assembly_presteal][$action.action1 = "notknow", $hide.layer3 = true; playContextSound("ui_click");]]</div>\n\n\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'the_crossroads_raj_enter_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"Nice to be here again." You sit back comfortably. "So, Raj. You'll be glad..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"Nice to be here again." You sit back comfortably. "So, Raj. You'll be glad to hear I'm convinced you aren't responsible for the theft of Object 55316 anymore."\n\nRaj chuckles. "Ah, this is a relief. May I ask what swayed you?"\n\n"Your friends, actually. I talked to Tobias, who led me to Luca. They just don't strike me the conspiracy type." You smile a little. <<if $attrib.demeanor eq "agressive">>"Call it a gut feeling, man."<<else>>"They're just not that kind of crazy."<</if>>\n\n"Ah, I see." Raj nods slowly. "They are rather, ah, unique individuals, are they not?"\n\nHis assessment makes you grin. <<if $attrib.demeanor eq "agressive">>"Sure are a weird bunch but, hey, who cares?<<else>>"Everyone has their quirks.<</if>> Anyways, Luca managed to tell me what the Object is and also thought I should ask you about the Disciples of Sol. He thinks they might be behind the theft."\n\nRaj's brows rise. "Ah, does he? Interesting. Yet I must disappoint you. To my knowledge this, ah, cult is but a fabrication of those with too much time and imagination on their hands. I have yet to find reputable evidence that they exist."\n\n"Yeah, well, the same could be said about <<if $attrib.demeanor eq "agressive">>that damn<<else>>the<</if>> [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]]. So why don't you give me the rundown on the—" You frown. "Cult did you say? And we'll rule out if they exist or not when we get that far."\n\n"It could not hurt, I suppose." Raj stands up and walks to a nearby bookcase. \n\nHe returns with a leather-bound volume, saying, "Yes, the Disciples of Sol, often confused with the Astral Order, though I assure you they are not the same, were an offshoot of the Temple of Sol that survived the fall of the Empire. Like the Temple of Sol and the Astrals before them, they believed the Loving Stars, by which they mean the many suns of the galaxy, to be spiritial entities that could be beseeched to watch over travelers in the void, a belief that was later incorporated into the [[Church of Eden|PDA][$hud.currentScreen = "Church of Eden"]] and continues to be practiced by believers of many denominations to this day."\n\n"Yes, yes, we know all that." Raj skips over several pages and continues, "Where the Disciples of Sol differ however is that they took this belief quite litterally, and not in the abstract way the Temple and [[Church|PDA][$hud.currentScreen = "Church of Eden"]] viewed it. There are many historic accounts that the Disciples shot helium canisters into suns prior to voyages as an offering for their journey across the void and that their dead needed to be burned by the hallowed light of a sun so that their spirits could reach the beyond. Naturally they long warred with the [[Church of Eden|PDA][$hud.currentScreen = "Church of Eden"]], who viewed their practices as primitive and barbaric, yet all mention of the Disciples of Sol ends several millenia ago. Presumably they died of natural causes or were persecuted by the [[Church of Eden|PDA][$hud.currentScreen = "Church of Eden"]] after the [[Crusade|PDA][$hud.currentScreen = "Crusade of Eden"]]. We do not exactly know what transpired."\n\nYou nod slowly. "So what's the conspiracy theory? That they're still around?"\n\n"Ah, well, the story varies yet all accounts speak of a single vessel, ironically named the Icarus—" Raj chuckles to himself. "Ironic, yes, but no matter. The legend is that the last Disciples of Sol left Scaffold 16 aboard the Icarus and now roam the void, abducting citizens for sacrifices to the star gods and holding true to the old ways of the Empire of Man. Some claim they hope for their star gods to rise up and destroy the [[Church of Eden|PDA][$hud.currentScreen = "Church of Eden"]] for mocking their existence. Yet it is an unfounded legend, for such sacrifices were never known to occur and most certainly were not the ways of the Empire of Man. The origins of the legend can be traced to accounts of pirate raids that were unduly embelished for dramatic effect."\n\n"To better explain, see this here—" He waves you over and shows several pages displaying ornate and colorful images of suns and vessels crossing the darkness of the void under the 'light' of the stars. "—is the Book of Sol. It describes the rituals of the Temple that were practiced on voiding, many of which are not unsumilar to those believers tend even today. As you can see—" He indicates a picture of men and women bowed before a glowing orb. "—the depictions are often quite literal in their portrayal solar worship but the text describes an abstract relationship between the believer and the Loving Stars. Presumably the Disciples of Sol found themselves in posession of similar volumes yet could not descipher the text, hence their literal implementation of the faith."\n\n"Right." You rub your chin. "But why would Luca have said they might be involved? I mean, what's the connection between the Disciples and Eden?"\n\n"Ah," Raj smiles mysteriously. "An excellent question, my friend. The answer lies in Sol itself, believed by the Temple to be the 'orignal' sun. Presumably this means it is the star that the first human world, which we call Eden, orbits. Yet it is fanciful thinking. There is nothing to be gained by finding this star and, anyways, the Disciples no longer exist except in the mind of those who find their faith intriguing."\n\n<<if $attrib.religon eq "theophobe">>"Oh, come on. Are you really saying the [[Hegemony|PDA][$hud.currentScreen = "Corporate Hegemony"]] is behind this?"<<else>>"So, basically, you vote the [[Hegemony|PDA][$hud.currentScreen = "Corporate Hegemony"]] is behind this?"<</if>>\n\nRaj nods. "I would not ventur a guess as to which actors specifically yet that is my belief. I am sorry, my friend, but that is all I can say."\n\n"Well, thanks anyways. And hey, Ray?" The historian looks up. You stand and indicate the book. <<if $attrib.religon eq "theophobe">>"I don't exactly respect the faith but this solar worship thing sounds kinda interesting. I might ask ya to tell me more some day."<<elseif $attrib.religon eq "atheist">>"You gotta tell me more about that solar worship someday, man. Sounds real fascinating."<<else>>"It might not quite my belief but ya gotta tell me more about solar worship someday. Sounds fascinating."<</if>>\n\n<<if $loc_riptide.ownedBy eq "wilkin">>"Oh, I would be delighted to, my friend. Over a glass of brandy, perhaps? When you have a moment. I know you are a busy <<if $attrib.gender eq "male">>man<<else>>woman<</if>>."<<else>>"If I ever find the right. <<if $attrib.religon eq "theophobe">>Though, to be fair, I doubt I shall find that with you. Frankly, I am amazed you speak to me at all. By all rights we should be enemies and, while I am glad we are not, I am also content to leave the matter at that."<<else>>Maybe in a few months. Once the chaos here in the sector dies down. Please do not take it personally. I simply am not certain I would, well, be best served by becoming better aquainted with corporate sympathizers who upset the long-established status quo."<</if>><</if>><</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Dialogue'>[[End Conversation|the_crossroads_raj_main][$action.arrive = "fromSelf"; $job_conspiracy.knowledgePhase = 9; $time.active += 0.5; $attrib.fatigue += 1; $hide.layer1 = false; ga('send', 'event', 'game', 'job_raj', 'concludedMission'); playContextSound("ui_click");]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'the_crossroads_raj_enter_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"Will do." You slouch in your seat and say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"Will do." You slouch in your seat and say, "So, how'd your talk with Brother Adequa go? Make a new friend?"\n\n"Ah, well yes, but..." Raj wrings his hands. You raise an eyebrow. He coughs. "He is an interesting man, I dare say. Especially for a Scribe." Raj frowns. "Indeed, he was quite open about his views. And we remained for some while, discussing matters of galactic importance and [[Church|PDA][$hud.currentScreen = "Church of Eden"]] policy. I have not met such an amicable believer before."\n\n"Hey, they come in all shapes and sizes."\n\n"Indeed, though I wonder..." Raj shakes his head. "Well, the questins this Brother Adequa asked, I began to suspect. So I checked his records."\n\nYou purse your lips. "And?"\n\nRaj shrugs. "Nothing. Indeed, I brought my concern to Father Zweili merely to be safe, and I was assured Brother Adequa is involved in this search for the Object. Now I wonder..." Raj shakes his head with a sigh. "Ah, my friend, now I truly wonder what is true and what is not."\n\n"Geez, would you get your damned head out of your ass?" Raj looks quizzical. You snort. "Oh, c'mon, man. I don't trust anyone either. Not even you, at least not completely. But if Zweili says Adequa's legit, then he's legit." A scowl curls your lips. "Eh, not that Zweili is. I never really trusted the old fart. But he is Clergy and he's always put his carreer in the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] before everything else."\n\n"Meaning?"\n\nYou shrug absently. "He lost Object 55316. It's in his best interest to get the damn thing back. So, if Adequa wasn't one of his guys, he'd have been all over you for letting sacred information slip to the enemy."\n\n"I see," Raj says, sounding unconvinced.\n\n"Yeah." You muster Raj with a amused look. "Listen, man. I know it's hard on you. Your bro's dead. You're mixed up in all this conspiracy stuff. But, believe me, you're not getting anywhere by suspecting anyone and going all paranoid. It's real bad for your health."\n\n"Yes, I know." Raj rubs his face. "And I did very much enjoy speaking to Brother Adequa. It was quite enlightening. However..." He shakes his head with a sigh. "Ah, I do not know. I should perhaps speak with him again. Yet..." His voice trails off.\n\n"Lemme guess: it's been a long time since you've got out of this..." you wave around. "...cave."\n\nRaj chuckles. "Cave? I, ah, think of my home as a sanctuary of knowledge."\n\n"Nah, man. It's a fucking cave." You grin at Raj.\n\nHe rolls his eyes. "Why, my friend, why do you always do this?"\n\n"Because you still don't have enough sticks up your ass, apparently." You smirk. "And, honestly, I feel kinda responsible. Mean, you're a good guy. You've done your best to help me out with this whole Object 55316 mess. Why shouldn't I try to return the favor?"\n\nRaj looks taken aback. "I do not know, truly. No one has ever done such a thing for me."\n\n"Eh, first time for everything." You lean back with a sigh. "So, uh, how 'bout another glass of Brandy?"\n\n"Ah, certanly. Why not?" Raj walks to the nearest cabinet, retrieves the bottle and glasses, and returns with two generous drinks. You take yours with a smile. Raj toasts and says, "It may sound odd, my friend, yet I quite enjoy these talks with you, even if they strain my patience at times."\n\nYou gulp Brandy and grin. "Hey, given the way we hit this friendship off, I'm taking that as a compliment."\n\n"Quite as it was intended." Raj sips his drink and says, "Ah, naturally I did not quite trust you at first, but I have grown to, well, admire the fact that you are most unlike most from the lower levels. You are..." He shakes his glass ever so slightly. "Perceptive, should I say?"\n\n"Well, you don't take over half a section by being stupid, I'll give you that." You chuckle. "But, yeah, I've heard that one before. Seems like peeps just like looking up to me." The idea makes you snort. "Seriously? Me?"\n\nRaj shrugs absently. "I do not know, my friend." He sips Brandy and says, "Ah, you simply have this effect on people. I cannot truly explain it."\n\n"Well, I'll take your word for it." After a good gulp of booze, you say, "Thing is, you're the last person I'd expect to hear that from. Mean, most of the kids down on the levels I can get. They're just kids. I made it big. But you?" You shake your head and drink. "Seriously, man. You're smarter than that."\n\n"Perhaps." He shrugs and drinks. An uneasy silence falls. You gulp down the last of your Brandy and shrug. Raj frowns. "What?"\n\n"Oh, something <<if $chr_celena.relation eq "serious">>my girl<<elseif $chr_celena.loc eq "none">>this crazy slut I used to know<<else>>my ex<</if>> once said." You put your glass down and fix Raj with a stern look. "Basically it boils down to the peeps who impress easily are the ones who've experienced the least for themselves and keep looking up to others to validate their path in life." You scowl. "In other words, they're insecure - she used pathetic but yeah."\n\nRaj chuckles. "So you mean to say I am insecure?" His brows rise. "Or, indeed, pathetic?"\n\n"No. Yeah. Kinda." You wave the thought away. "What I'm trying to say is you spend all your time in this cave. And all your friends I met are into the same history stuff you are. So all you ever experience is the same stuff, with people who think just like you. And that's kinda where I'm different, y'know? I deal with all sorts of peeps. Some I like better. Others are real dicks. But it gives you a better perspective on life, y'know?"\n\n"I suppose," Raj says, scowling at his drink. "And you are correct. I do lack experience. But what can I say? I am not like you. I could not live in the world you do."\n\n"Maybe, but have you ever tried?" Raj shakes his head. You smile. "So, basically, you don't know." You spread your hands. "See where I'm going?"\n\n"Yes," Raj admits with a sigh. "It is only that I like this life. It is safe, simple, and I do not desire more." When you raise an eyebrow, Raj frowns. "What?"\n\n"Nothing." You smile. "But yeah. Thanks for the drink. I kinda gotta..." You nod toward the door. "We'll talk another time, yeah?"\n\n"Gladly." Raj returns the smile. "Not to be rude, yet you can certainly show yourself out, yes?"\n\nYou chuckle. "Sure can, man. And no offense meant. I wasn't trying to say you're doing it all wrong. Just wanted you to see it from my side. And, yeah, why don't ya drop that Brother Adequa a message, maybe talk a little more." You wink.\n\nRaj nods solemnly. "I will consider this. After..." He waves to a nearby stack of data pads. "Work, as always, my friend."\n\nYour lips twitch. "Don't we all know it."<</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Leave Raj's Appartment|the_crossroads_main][$action.arrive eq "fromraj"; $chr_raj.hadLastTalk = true; $attrib.toxicity = $attrib.toxicity + 15; $time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 3; $chr_raj.rep = $chr_raj.rep + 5; $hide.layer0 = false; playContextSound("ui_walk");]]</div></div>
His brow furrows. "What do you mean?"\n\n"Well, this," you gesture around, "isn't exactly a dark, secluded corner to hide away in, is it? So what drew the <<if $attrib.demeanor eq "agressive">>damn thing<<else>>abomination<</if>> here? What's it after? And why is it walking around in broad daylight like it owns the place?"\n\nGartner shrugs. "I don't have the faintest. Perhaps she was enrolled here at one point? Or maybe she—"\n\n<<if $attrib.demeanor eq "agressive">>"It," you say coldly. "And it doesn't help if you don't know. An expert knows. You're a layman at best, one that can't tell the differnce between a person and a monster. So here's the deal: get out of my fucking way and stay there if you don't want to get hurt."<<else>>"It," you correct. "And if you don't know then I suggest you stay out of this. You get involved, you'll just end up getting hurt."<</if>>\n\n"But if it was a pupil here, then maybe—"\n\n"Mr. Gartner." You point toward the door. <<if $attrib.demeanor eq "agressive">>"Move your sorry ass. Now."<<else>>"Please get out of my way."<</if>>\n\nHe shuffles off with his box of data pads, muttering under his breath.\n\nYou stare after him for a moment, just to be certain he'll actually leave, and set off down the corridor. Classroom after empty classroom line both sides of the hall. There's no sign of the [[Acheri|PDA][$hud.currentScreen = "Acheri"]], not even the faintest noise to betray its location. But you do know one thing: it came from the classroom on the right and ran to the one on the left. It can't have gone far.
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $hide.layer2 = false>>\n<<set $hide.layer3 = false>>\n<<set $hide.layer4 = false>>\n<<set $hide.layer5 = false>>\n\n<<set $hud.interference = true>>\n<</silently>>\n<div class='GameText'><<display 'the_crossroads_findraj_appartmentblock_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n\t<div class='GameOption GameOption_Weapon'>[[Attack the Wraith|hud_combat][$attrib.violence = $attrib.violence + 3; $combatTemplate = "Wraith_RajAppt"; $processed = false; ga('send', 'event', 'game', 'job_main', 'savedRaj'); $hud.interference = false]]</div><br>\n\t<div class='GameOption GameOption_Move'>[[Refrain from Intervening|rajapt_leftfordead][$chr_raj.alive = false; $chr_raj.loc = "none"; $action.action5 = "fromSneak"; $hide.layer1 = true; ga('send', 'event', 'game', 'job_main', 'ignoredRaj'); playContextSound("ui_click");]]</div>\n\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'the_sirens_song_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_main_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_bar_txt'>></div>\n<div class='GameText'><<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>"Actually, I'm looking for someone...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n"Actually, I'm looking for someone in particular. Heard they might be hanging around here."\n\n<<if $action.action1 eq "catgirl">>"Oh." The cat's tail flicks against your leg. "So who would this special someone be, baby?"<<elseif $action.action1 eq "lizzardman">>"Is that so?" The reptail licks his lips. "And this specific someone woud be?"<<elseif $action.action1 eq "rhinogirl">>"Eh, that's what I thought. Just can't handle this much girl, can ya?" She growls and stomps off, leaving you on your own.\n\n"Mh, crap," you mutter and glance around in search of someone else to ask. The barkeep comes to mind but she's busy. Then your eyes fall on the centaur, who's standing on his own. On a hunch you walk over to him and say, "Hey. How ya doing?"\n\n"I'm not interested in humans," he says without looking at you.\n\n"And I'm not interested in centaurs." You force a smile. "Actually, I'm looking for someone. Figured maybe you could help me."\n\n"That so?" The centaur turns his head ninety degrees so he can see you. "And who'd that be, human?"<<elseif $action.action1 eq "halfhalf">>"Is that so?" The nonbie tilts its head. "And who pray tell would that be?"<</if>>\n\n"That's half the problem. A friend reccomended them. Don't have name. Or much of anything really. Apparently they've a regular around here, been around for a while too, and like riddles." You pull a face. "Does that mean anything at all to you?\n\n<<if $action.action1 eq "catgirl">>"Oh. You mean Ith." She suddenly looks sad. "Sorry, baby, but you aren't her type."\n\n"Could you at least point me in the right direction?"\n\n"Of course. Over there," she points to a door at the back of the room. "But don't be surprised if she turns you down, baby. And if she does..." the cat brushes a furry finger against your cheek. "Come find me, okay?"\n\n"Sure." You kiss her on the cheek and add, "Thanks, kitten."\n\n"Always, sweetheart." She purrs and walks away. \n\nYou remain where you are a few minutes longer, just to be sure no one's about to come and kick you out for asking about a [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]]. When no one does, you hop off the bar stool and make your way toward the door. There's no indication of where it leads. To make matters worse you're completely unarmed. If there is a [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] on the other side...\n\n"Here goes absolutely nothing." You push it open and...<<elseif $action.action1 eq "lizzardman">>"Ith. Everyone wants to see Ith." The lizzard's eyes narrow. "Sadly your aren't her sort."\n\n"Could you at least point me in the right direction?"\n\n"Perhaps. Or perhaps I should not." The lizzard's musters you with a hiss. "Say: why do you seek Ith? Surely you know she will not service."\n\n"Like I said, a friend—"\n\nThe lizzard waves a hand. "Sorry. I cannot be of service." He turns on his heel and walks away. \n\n"Ouch." You pull a face and glance around, wondering if someone else might be willing to help you. Then again, if you keep asking around, you'll probably draw unwanted attention to yourself and that's the last thing a human needs in a fetish club. It'd be easier - and safer - to just come back another time and hope you meet someone more helpful.<<elseif $action.action1 eq "rhinogirl">>"That would be Ith." The centaur turns back to his drink. "Don't botther. She won't see one like you."\n\n"Could you at least point me in the right direction?"\n\nThe centaur kicks a hoof toward the door. "That would be best for you, human."\n\nFor a moment you consider retorting but there's no point. You then consider asking someone else. The problem with that is obvious though: if you ask around too much, you'll just draw attention to yourself and that's the last think you need in a fetish club. It'd be easier to just come back another time and hope you meet someone more helpful.<<elseif $action.action1 eq "halfhalf">>"Certainly. You seek Ith. Alas, I doubt she will see you. Not today and most likely on no other day either. Her tastes are... specific."\n\n"Could you at least point me in the right direction?"\n\n"I could. And I shall." It points to a door at the back of the room. "But do not expect more than absent dismissal."\n\n"Thanks for the warning." You smile. \n\nThe nonbie courtseys ever so slightly and walks off. You remain where you are a few minutes longer, just to be sure no one's about to come and kick you out for asking about a [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]]. When no one does, you hop off the bar stool and make your way toward the door. There's no indication of where it leads. To make matters worse you're completely unarmed. If there is a [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] on the other side...\n\n"Oh well. Here goes absolutely nothing." You push it open and...<</if>><</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'><<if $action.action1 eq "catgirl" or $action.action1 eq "halfhalf">>[[Enter the room Beyond|the_crossroads_sirens_song_main_sphinx_meet][$hide.layer1 = false; $chr_ith.met = true; playContextSound("ui_walk");]]<<else>>[[Leave the Siren's Song|the_crossroads_main][$time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $hide.layer0 = false; playContextSound("ui_walk"); $equip.hideWeaponLoadout = false;]]<</if>></div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'b33_celena_walkin_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $job_coven.buddy eq "fisher">>"So I got a question for you. Dunno if you..."<<elseif $job_coven.buddy eq "alone">>"Yeah, actually, I kinda need to talk...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"So I got a question for you. Dunno if you can help but, yeah, I'm hunting a [[Djinn|PDA][$hud.currentScreen = "Djinn"]]. Know anything about them?"\n\n"A [[Djinn|PDA][$hud.currentScreen = "Djinn"]], huh? What ya do? Waste your three wishes on booze and hookers?"\n\nYou shoot her a confused look. "What?"\n\n"Oh, just an old legend that a [[Djinn|PDA][$hud.currentScreen = "Djinn"]] can fulfull wishes. Bullshit of course but whatever. Real version is that [[Djinn|PDA][$hud.currentScreen = "Djinn"]] are slaves, kinda like [[Wraiths|PDA][$hud.currentScreen = "Wraith"]] just, y'know, alive."\n\n"Didn't know that," you admit. "So, any way that'll help me find or kill one?"\n\n"Dunno 'bout kill one but it can't be that hard to find." Cel rubs her head. "Lemme get it straight: the idea was that a [[Djinn|PDA][$hud.currentScreen = "Djinn"]] gets slaved to a commander, neroelectric control structure or something. Wait no. It's more like a million get slaved to one. They still have some kinda free will or they'd make piss poor soldiers but they're programmed to do the best to fulfill an order in any circumstance."\n\n"So someone's controlling this [[Djinn|PDA][$hud.currentScreen = "Djinn"]]."\n\n"Pretty sure that's the only reason one would risk getting this close to the [[Cathedral|PDA][$hud.currentScreen = "Cathedral of Beams"]]. Or me, for that matter. But anyways, the key is their control interface is bound to DNA, kinda like a [[Wraith's|PDA][$hud.currentScreen = "Wraith"]] authentication runtimes, so ownership kinda - actually it is - hereditary. So if your dad controlled the thing, then you can controly it and—"\n\n"Cel, I know what heredetary means."\n\nShe grins sheepishly. "Soz. But yeah, what I'm saying is that this [[Djinn|PDA][$hud.currentScreen = "Djinn"]], it's been around for a while, probably serving the same family on and on. Last one I know about, uh, what was it now? Allister Cortez? Corona? Nah that's the beer. Uh..." She scowls. "Cora. Corei. Corbei. There ya go. Allister Corbei, that's him. Figure his little slave is still running around doing family dirty work."\n\n"Corbei? As in the Corbei family from [[Erkan-Corbei Minerals Group|PDA][$hud.currentScreen = "Erkan-Corbei Minerals Group"]]?" You nod slowly. "Yeah, that might actually be useful intel."\n\nCelena's lips curl. "Hey, that's why you fell in love with me right? All that useful information you were sure I was gonna give you a few years down the line?"\n\n"Not entirely," you say slowly. "But thanks anyways."\n\n"Oh. No problem. And hey: if you need a hand dealing with the [[Djinn|PDA][$hud.currentScreen = "Djinn"]], drop by. I think it'll piss its pants if it meets me. If it even can piss, that is. Never did look into that."<</if>></div>\n<<nobr>><div class='OptionsField'><div class='GameOption GameOption_Dialogue'><<if $job_coven.mainPhase gte 6>>\n\t[[End Conversation|b33_celena_appartment][$job_conspiracy.djinnKnowledge.celena = true; $hide.layer0 = false; $hide.layer1 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]\n<<else>>\n\t[[End Conversation|b33_celena_appartment][$hide.layer0 = false; $hide.layer1 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]\n<</if>></div></div><</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "B28 - Riptide Dance Floor">>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<div class='GameText'><<display 'riptide_dance_base_txt'>></div>\n<div class='OptionsField'><<nobr>>\n<<if $chr_celena.loc eq "dancefloor">>\n\t<<if $attrib.toxicity gte 75>>\n\t\t<div class='GameOption GameOption_Move'>[[Follow her onto the Dance Floo|riptide_dance_floor_cel][$action.action4 = "other"; $chr_celena.met = true; $processed = false; $hide.layer1 = true]]</div>\n\t<<elseif $attrib.caution gt 75>>\n\t\t<div class='GameOption GameOption_Move'>[[Let her pull you onto the Dance Floo|riptide_dance_floor_cel][$action.action4 = "dance"; $chr_celena.met = true; $processed = false; $hide.layer1 = true]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>[[Follow her onto the Dance Floor|riptide_dance_floor_cel][$action.action4 = "other"; $chr_celena.met = true; $processed = false; $hide.layer1 = true]]</div><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Say you aren't in the Mood|riptide_dance_floor_cel][$action.action4 = "alonetime"; $chr_celena.met = true; $hide.layer1 = true]]</div>\n\t<</if>>\n<<else>>\n\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$attrib.toxicity -= 5; $attrib.caution -= 5; $hide.layer0 = false; $action.arrive = "fromSelf"]]</div>\n<</if>><</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'the_sirens_song_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_main_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_bar_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_bar_accept_txt'>></div>\n<<if $action.action1 eq "catgirl">><div class='GameText'><<display 'the_sirens_song_catsex_txt'>></div><<elseif $action.action1 eq "lizzardman">><div class='GameText'><<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>The reptile follows you into a private room in the back of...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\nThe reptile follows you into a private room in the back of the [[Siren's Song|PDA][$hud.currentScreen = "The Siren's Song"]]. A muted pulsebeat fills the dimly-lit room. You walk to a bed against the far wall and sit down. The reptile settles beside you. Scaly fingers pull your <<armortype>> off. His forked tongue traces your cheek as he rubs his rough body around your naked <<if $attrib.gender eq "male">>chest<<else>>breasts<</if>>. The sensation of hard scales against your skin makes you shudder. \n\nThe reptile hisses a laugh, "Someone enjoys it, I see."\n\n"Mhhm." You pull the reptile down and writhe against his body. Scales rub and chaff, slowly oozing slime that begins to drip down your stomach.\n\n<<if $attrib.gender eq "male">>The reptile grasps your dick and starts to rub.<<else>>The reptile slides its fingers into your pussy.<</if>> It feels odd, you have to admit. Not unpleasant, just unusual. But you do admit the scales and slime are oddly arrousing. More so, when he kisses you with that forked tongue that slithers around inside your mouth. There's something very sexual about how wrong it feels. \n\nThe sensation becomes even more unreal when he goes down on you. His mouth feels squishy, slobber, and slick with slime. There's something undeniably dirts about the experience. You're not convinced you like it. But it does please. Hell, you admit the reptile was right: he sure knows how to make you feel good. There's just something enticing in the way he touches you, something exciting, and you want more. \n\nThe reptile hisses a laugh, "Ah, so we are convinced."\n\n"Hell yeah," you mutter and force his head down again. \n\nThe reptile resumes <<if $attrib.gender eq "male">>sucking<<else>>licking<</if>> you with renewed vigor. It's impossible not to feel aroused. Hell, no matter how wrong the idea of a reptilian tongue giving you pleasure might be, it feels too good to care. So you enjoy the time you have, content to gasp as slime oozes down your crotch and occasionally giggle when his forked tongue tickles you unexpectedly. \n\nExcitement builds, slowly consuming your entire mind, until all you can think about is release. There's nothing else you want, nothing else you care about. And the reptile doens't disappoint one bit in that regard. It's probably the forked tongue, you decide as a desperate moan escapes you. It can just do things a human tongue couldn't. And then, all too soon, it's over. The reptile runs a hand along your chest and hisses, "Ah yes. This was enjoyable, smoothskin."\n\nYou chuckle. "Sure was. You definitely convinced me."\n\n"So this is sufficient?" The reptile sits up and licks his lips. "Is it?"\n\n"More than sufficient," you say.<</if>></div><<elseif $action.action1 eq "rhinogirl">><div class='GameText'><<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>The rhino forces you into a private room in the back...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\nThe rhino forces you into a private room in the back of the [[Siren's Song|PDA][$hud.currentScreen = "The Siren's Song"]]. A muted pulsebeat fills the dimly-lit room. You're shoved onto a bed against the far wall. The rhino yanks your <<armortype>> off and climbs onto you with a satisfied smirk. \n\n"Too easy, darling." Thick, leathery skin rubs against your naked <<if $attrib.gender eq "male">>chest<<else>>breasts<</if>> as she pins you down with her bulk. "Way too easy."\n\n"Easy my ass." You lock your arms and legs around the bulky girl and, with a violent yank, roll her over. She rears up. You force her head into the mattress and snarl, "Don't you even dare." <<if $attrib.violence gte 75 or $equip.offhand.contains("meleeplant")>>You slap her ass with all the force you can muster, knocking her head against the wall. \n\nThe rhino growls. You grab her hair and yank. She yelps. You snap, "Shut up."\n\nThe girl growls a laugh. "Oh, yeah. Like you're even—"\n\nYou slam her against the wall. "I said shut up, bitch." When she doesn't reply, you stroke her backside. "There we go. Now let's be a good girl, eh?"\n\n"Fuck you," she snarls and ass-butts you away. Pain shoots through you. Fury mounts. You ram her down again. She laughs. "Oh, right. Like that's—"\n\nYou don't let her finish, just <<if $attrib.gender eq "male">>rip open her ass<<else>>ram a fist into her ass<</if>>. The rhino yelps. Indifferent, you force yourself deep inside. She snarls as her insides chaff against your <<if $attrib.gender eq "male">>dick<<else>>wrist<</if>>. \n\nBiting down the pain, you grab the back of her neck and keep her from writhing. It takes a moment to 'convince' her that the pain of trying to free herself will be worse than letting you <<if $attrib.gender eq "male">>assfuck<<else>>fist<</if>> her. But she's a good little animal and learns her lesson after the second pinched nerve. Thick skin or not, you know what'll hurt and what won't - years of experience and all. You also know the rhino doesn't want to obey. Her body language suggests she wants to thow you off. Hell, she probably hates you for forcing her into submission. But you don't care. \n\nAfter all, she asked for it. So she deserves it. Even if it doesn't feel good. That doesn't matter. It's about proving a point and that's something you know a thing or two about. After all, you are Vine. You basically ruled an entire sector back when you ran Wilkin's Raptors. One little rhino isn't going to tarnish your record. So what if she's sniffling. So fucking what if she's biting down pain and humiliation. You'll have your way, get your fuck, no matter what.\n\nAnd get it you do, though nowhere near as much as you'd want. You just don't have it in you. There's no fun to the act, just the cruel satisfaction of seeing the rhino squirm. Once she's been taught her lesson, there's nothing left for you to do but pull out and snarl, "Had enough, bitch?"\n\n"Too much," she growls back. \n\n"Good." You say and retrieve your <<armor>>, indifferent to the girl's pained expression.\n\nHer fault for challenging you. If she didn't mean it, she shouldn't have played hardball with you.<<else>>You slap her ass and say, "Spread 'em, bitch." When she doesn't comply, you do it for her and rub your <<if $attrib.gender eq "male">>dick<<else>>fingers<</if>> against her pussy. It feels odd, tough and leathery, not squishy and inviting like a human one would.\n\nStill, the idea of <<if $attrib.gender eq "male">>fucking<<else>>playing with<</if>> an animal is exciting. You can't help but want her, <<if $attrib.gender eq "male">>take her from behind like she deserves<<else>>stuff your hand up her ass like she deserves<</if>>. Evidently she likes it that way, if her grunts and growls are to be interpreted as gasps and moans of pleasure. You assume they are, though even if they aren't, you can't help but take satisfaction from the act itself. \n\nAfter all, not ever human has fucked a rhino. And it doesn't feel half bad. Hell, you're just as <<if $attrib.gender eq "male">>hard<<else>>wet<</if>> as you would be with any other girl. And it feels just as <<if $attrib.gender eq "male">>good<<else>>good to be in control<</if>>, just rougher, harsher. But you've dealt with that all your life and, if you're completely honest, the rhino-girl is almost tame compared to some of the shit you've done in the past.\n\nFucking Celena comes to mind in particular. <<if $chr_celena.loc eq "none">>Not that you want to think about that slut. You and her are through. Easier to just focus on the rhino and <<if $attrib.gender eq "male">>blow your load<<else>>make her scream<</if>> like you wanna.<<else>>Now that's a girl who can get bestial - without a rhino's head at that. Then again she is a horny [[Coven|PDA][$hud.currentScreen = "Witches Coven"]] who lives and breathes sex. The rhino-girl can't compare, not even remotely. Still, that doesn't stop you from <<if $attrib.gender eq "male">>blowing your load<<else>>making her scream in pained pleasure<</if>>.<</if>>\n\nIt takes a little more effort than you're used to but, when you're done, you feel a smug sense of satisfaction. When you pull out, the rhino girl rolls onto her back and grins. "Feeling better, are we?"\n\n"Sure thing." You lean closer and kiss her on the cheek. "Thanks, darling."\n\n"Anytime." She smirks and slaps your ass. "Darling."<</if>><</if>></div><<elseif $action.action1 eq "halfhalf">><div class='GameText'><<display 'the_sirens_song_nonbie_txt'>></div><</if>>\n<div class='OptionsField'><<nobr>>\n\n\n<<if $action.action1 eq "catgirl">>\n\t<<if $sexPhases.toldCatStory eq false>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Tell her your Story|the_crossroads_sirens_song_main_catstory][$hide.layer5 = true; $hide.layer0 = false; playContextSound("ui_click"); $time.active += 0.2; $sexPhases.toldCatStory = true;]]</div><br>\t\n\t<</if>>\n<<elseif $action.action1 eq "halfhalf">>\n\t<<if $sexPhases.toldHalfbreedStory eq false>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Talk about your Experience|the_crossroads_sirens_song_main_experience][$hide.layer5 = true; $hide.layer0 = false; playContextSound("ui_click"); $sexPhases.toldHalfbreedStory = true; $time.active += 0.2;]]</div><br>\n\t<</if>>\n<</if>>\n<div class='GameOption GameOption_Move'>[[Return to the Bar|the_crossroads_sirens_song_main][$action.arrive = "fromself"; $hide.layer2 = false; $hide.layer3 = false; $processed = false; $hud.interference = false; playContextSound("ui_walk");]]</div><</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'the_crossroads_raj_enter_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"Thanks, man." You breathe...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"Thanks, man." You breathe a sigh. "Listen, I got a kinda weird question, if you got time." When he nods, you say, "I'm hunting a [[Djinn|PDA][$hud.currentScreen = "Djinn"]]. Figured since they're relics of ancient history this might be right up your alley."\n\n"Hmm." Raj musters you with a pensive look. \n\nYour eyebrows rise. "Hmm?"\n\nRaj chuckles. "Ah, well, it is up my alley indeed. Yet I cannot tell you much that would be of, ah, practical value." He clears his throught. "What I mean to say is I can tell you much of historical cases where [[Djinn|PDA][$hud.currentScreen = "Djinn"]] were involved yet litle that will help you actually hunt such a creature. The thing is, my friend, that there are very few cases where a [[Djinn|PDA][$hud.currentScreen = "Djinn"]] was successfully hunted down by anyone. In most cases, only their assets and power base were destroyed, the [[Djinn|PDA][$hud.currentScreen = "Djinn"]] itself however escaped."\n\n"That's encouraging," you mutter, more to yourself than to Raj.\n\n"Mh, yes indeed, your odds at hunting this creature do appear less than stellar." His lips draw into a frown. "Indeed, I remember that the few cases where a [[Djinn|PDA][$hud.currentScreen = "Djinn"]] was put to death it was always by destroying the vessel aboard which the creature lived. Ah, but there might have been one case. Thought I know next to nothing of this, I am afraid, beyond that it was a [[Djinn|PDA][$hud.currentScreen = "Djinn"]] that served the [[Witches Coven|PDA][$hud.currentScreen = "Witches Coven"]] at one point. Presumalby it was killed by a talented [[witch|PDA][$hud.currentScreen = "Witches Coven"]] though I do not know." Raj smiles sadly. "I am sorry, my friend. Battle tactics are indeed not quite my strength."\n\n"Sadly." You rub your chin. "Well, thanks anyways. It might help down the road."<</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Dialogue'>[[End Conversation|the_crossroads_raj_main][$action.arrive = "fromSelf"; $job_conspiracy.djinnKnowledge.raj = true; $hide.layer1 = false; playContextSound("ui_click");]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'the_sirens_song_sphinx_meet_txt'>></div>\n<div class='GameTextGreyed'><<display 'sphinx_intro_inject_txt'>></div>\n<div class='GameText'><<display 'sphinx_intro_convo_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\t\t<<if $action.action2 eq "none">>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Object 55316|the_crossroads_sirens_song_main_sphinx_meet_talk][$action.action5 = "object"; $action.action2 = "true"; playContextSound("ui_click");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already asked what Object 55316 is]</div></div>\n\t\t<</if>><br>\n\t\t<<if $action.action3 eq "none">>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Mauricio's Posssession|the_crossroads_sirens_song_main_sphinx_meet_talk][$action.action5 = "mauricio"; $action.action3 = "true"; playContextSound("ui_click");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already asked about Mauricio's possession]</div></div>\n\t\t<</if>><br>\n\t\t<<if $action.action4 eq "none">>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what Corinthin Did|the_crossroads_sirens_song_main_sphinx_meet_talk][$action.action5 = "paladin"; $action.action4 = "true"; playContextSound("ui_click");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already asked what Corinthin Did]</div></div>\n\t\t<</if>>\n\t<<if $action.action3 eq "true">><br>\n\t\t<<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Thank Ith for being Unhelpful|the_crossroads_sirens_song_main_sphinx_leave][$hide.layer3 = true; playContextSound("ui_click");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Thank Ith for her Time|the_crossroads_sirens_song_main_sphinx_leave][$hide.layer3 = true; playContextSound("ui_click");]]</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'the_sirens_song_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_main_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_reccuring_base_txt'>></div>\n<div class='GameText'><<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>"A strange issue," you say..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n"A strange issue," you say. "It involves something. Or someone. I don't know. But something dark that's out in this world. Shitty bit to go on but that's all I can tell you."\n\n"Oh, a riddle." Ith perks up, delight evident in her feline eyes. "But do tell. Is this all you know? That it is dark and out in this world?"\n\n"Well, it could be an abomination. Or someone with a real nasty grudge. The key bits are: it's unknown, came out of nowhere, and vanished without a trace. No one has a clue who or what it is. Just that it's a real pain in the ass to track down."\n\n"I see." Ith's brows furrow. "And it involves the, ah, matter we spoke of earlier, no?"\n\nYou nod.\n\n"Hmm..." The [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] begins to pace, murmuring, "An unknown, from the unknown, to the unknown. But it acts in this world, it cannot be a figment, nor can it be a fantasy. What might it be? What, oh what might it be?"\n\nDespire your better judgement, you say, "If I knew, I wouldn't bother asking you."\n\n"Oh, but what if you do alrady know?" Ith slows her pace to a slinking prowl. "What if, yes, what if it is something you already know? Something you might chance upon quite often, but never notice?"\n\n"What, you mean like just any old damn person?"\n\n"Possibly." Ith stops before you and raises her eyes level with yours. "A ghost, a glimmer in the shadows, never seen, never heard, but always there. It has no face, no name, not even a place. It just exists. Always there but never present. An echo from a time long past which rings in tune to the shadow that rises behind the damned moon."\n\n"That's, uh, not exactly helpful." In a lower tone, you add, "As usual."\n\nIth shrugs unhelpfully. "It is the best I can muster given the riddle you pose. But maybe it will help. Perhaps. I think it even could. Possibly."\n\n"Yeah, well, if it does I'll eat a glow panel."<</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Dialogue'>[[End Conversation|the_crossroads_sirens_song_ith][$job_fisher_extremists.locationPhase = 6; $time.active += 0.25; $hide.layer3 = false; playContextSound("ui_click");]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'home_txt'>></div>\n<div class='GameTextGreyed'><<display 'home_cel_postparty'>></div>\n<div class='GameTextGreyed'><<display "home_cel_drug_text">></div>\n<div class='GameTextGreyed'><<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>"Sure." You lift Celena up, saying, "Gonna hate myself for this but..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n"Sure." You lift Celena up, saying, "Gonna hate myself for this but what the fuck? Life can wait a little longer."\n\n"Fucking A, man." Celina grins. "Fuck that life shit. It's gon be great." She pulls the bag out of her pocket and looks inside. "Uh, purple or red? Black's all out."<</if>></div>\n<div class='GameText'><<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>"<<if $action.action2 eq "purple">>"Purple." She hands you the pill and you...<<elseif $action.action2 eq "red">>"Red." She hands you the pill and yo<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<if $action.action2 eq "purple">><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/evnt_drug_purple.png"]]</div>"Purple." She hands you the pill and you swallow it. \n\n"This is the fucking bomb." Cel wraps her arms around you. Her teeth nip your neck.\n\nFor some reason you have to laugh. "How 'bout we skip this teenie stuff and get it on, eh?"\n\n"Good idea." She wraps her arms around your waist and presses her crotch against yours. "Or we could draw this out, drive you all insane, and make you beg for it." A nasty grin creeps onto her lips. "How's that sound, <<formalname>>?"\n\n"Like you don't know who the fuck you're dealing with." You grab her by the throat, dig your nails into her skin, and hiss, "Because, you know—" You sink your teeth into her flesh. "I can't wait—" You release her neck before she chokes and press your cock against her pussy. "To bang you brainless, bitch."\n\n"Bitch yourself." She wraps a hand around your cock and starts rubbing. "That better?" \n\nBefore you can reply, she hops onto your lap, moving in time to the throbbing beat. It's hard to say exactly what happened after that. All you know is that you come to, lying on the floor and drenched in sweat. The next moment, you pass out from exhaustion.\n\n<div class='TimeSkip'>— Several hours Pass —</div>\n\nYou wake with a start to realize you're still on the floor. The silver-haired girl is sprawled beside you, drool dripping from the corner of her mouth. Adrenaline surges when you realize she might have overdosed but, the moment you move, she blinks.\n\n"Huh? Oh. Fuck." Celena sits up, rubbing her face.\n\n"That was—" You swallow. "Nasty."\n\n"Yeah, I think you almost broke my arm again. But whatever." Celena picks herself up with a grunt and helps you stand. "So, you like want food or something?"\n\n"Kinda but I got stuff to do." You breathe a sigh. "I'll come by your place soon, okay?"<<elseif $action.action2 eq "red">><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/evnt_drug_red.png"]]</div>"Red." She hands you the pill and you swallow it. Warm shivers crawl down your back and spread through your limbs to your digits. You shudder. "Shit. Strong stuff."\n\n"Yeah." Celena shudders from head to toe. "Nice and cuddly though."\n\nShe wraps her arms around you and risks a kiss. She tastes warm and sweet, almost fruity with hint of salty sweat. Her tongue probes yours. You lick hers. It feels fuzzy.\n\n"Celena giggles. "Hey, that tickles. And it's kinda fuzzy. Didn't expect—" She hesitates, eyes suddenly wide. "Hey, I wonder what your <<if $attrib.gender eq "male">>cock<<else>>pussy<</if>> tastes like on this shit."\n\n"No idea," you admit.\n\n"One way to find out," Cel says, already pulling down your <<armorbottom>>.\n\n<<if $attrib.gender eq "male">>Lips lock around your cock, though rather than warm and damp it feels like she's wrapped silk around you.<<else>>Her tongue licks at your pussy, though rather than warm and damp it feels like she's running silk over your clit.<</if>> You can't help but laugh. She chortles too.\n\n"Strange." She <<if $attrib.gender eq "male">>swallows your dick again,<<else>>buries her face between your legs again,<</if>> gags, and gasps, "But still really nice."\n\n"Mhhm," you murmur as your eyes droop closed, relishing the smoothness of her tongue.\n\n"Ya like it?" Cel <<if $attrib.gender eq "male">>rubs your cock harder.<<else>>licks you harder.<</if>>\n\nYou gasp, lost in something between pleasure and pain. Part of you wants to just fuck Cel then and there. The rest of you can't bear the thought of her stopping for even a split second. All you can do is gasp and moan as anticipation fills your mind. Sensatin blurs beyond comprehension until, without warning, blissful relief floods your body. \n\nCelena giggles. "Bettr now?"\n\n"Mhhm," you murmur, curling up on the couch.\n\nThe last thing you feel is Celena snuggling against you. You vaguely recall her skins feels fuzzy and wonder why that is. Then darkness spirits you away.\n\n<div class='TimeSkip'>— Several hours Pass —</div>\n\nYou wake with a start to find yourself on Celena's couch. The girl is still curled up beside you, absently picking at loose threads dangling from her underwear. She smiles when you move.\n\n"Hey, babe. You sleep well?"\n\n"Yeah." You gently extract yourself from the tangle of limbs, saying, "But, yeah, I gotta get to work. But I'll come by your place sometime, yeah?"\n\n"Figured." She kisses you on the cheek. "Love you. And we'll do this again. Definitely."<</if>><</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Leave your Apartment|b30_tram_station][$action.arrive = "fromHome"; $chr_celena.loc = "herhome"; $processed = false; $hide.layer0 = false; playContextSound("ui_walk"); $sexPhases.numTimesHadSex += 1; $sexPhases.lastSexTime = $time.active; $sexPhases.cel += 1;]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'b33_celena_walkin_txt'>></div>\n<div class='GameTextGreyed'><<display 'b33_celena_covenfinal_txt'>></div>\n<div class='GameTextGreyed'><<display 'b33_celena_covenfinal_2_txt'>></div>\n<div class='GameText'><<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><<if $action.action2 eq "bedangerous">>"There's a good chance it'll..."<<elseif $job_coven.buddy eq "celena">>"Far as I'm concerned..."<<else>>"No," you say. "I'm sorry..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<if $action.action2 eq "bedangerous">>"There's a good chance it'll turn ugly," you say. "And I'm not saying that to scare you away. I just wanna know you've thought this through."\n\n"I have." Celena hangs her head. "Kinda. A bit."\n\nYou pull a face. "That's what I was afraid of. You jump into this blind, you get burned. So I wanna know: you ready to go through with it no matter what? Because there's a really good chance this will not end well. For me, for you, or for your sister."\n\n<<if $job_coven.buddy eq "celena">>"I know. And I've thought it through. I'm going. With or without you." Celena stands, walks to one of her wall cabinets and pulls it open. Half a dozen synth-boxes and a plastic bag tumble out. Oblivious to the mess, Celena grabs the bag and returns to the couch. \n\n"Should be—" She produces claw-shaped glove engraved with intrinsic patterns and swirls. "Now, whatever you do, don't freak out."\n\nShe flips the claw over, examining what appears to be a tangles mess of wires dangling from the rear, and looks at you. Before you can reply, she pulls out a [[witchblade|PDA][$hud.currentScreen = "witchblade"]] and cuts deep her left wrist. Blood spills out. \n\n"Ow," Celena mutters absently and starts stuffing the tangled mess of wires into her skin. \n\n"Cel, what—" You screw up your face, trying not to imagine her bleeding out. "Shit."\n\n"Yeah, no fucking—" Celena yanks at the wires, causing blood to squirt onto the couch, and carefully re-inerts them into her skin. "Shit. There." She flexes her fingers, all but oblivious to the blood gushing down her arm. "Nice. Yeah, uh, thanks for not screaming."\n\n"No problem," you mutter, unable to believe what you just saw. \n\n"Now, lemme just—" She pulls a bundle of syringes held together with rubber bands out of the bag. Celena discards one after another, stopping only when she finds one filled with thick, black liquid. "Okay. Again, don't freak."\n\n"I won't," you say as Celena jabs the needle into her forearm. \n\nHer body convulses. She gasps for breath, clawing at the couch. You're starting to worry whether she just overdosed when a distinct silver tone begins to creep into her skin, spreading up her arm. In a matter of seconds, every inch of her body has transformed to match the color of her spikey hair. Celena breathes a relieved gasp. \n\n"Shit. I swear. I hate that stuff." She picks up her [[witchblade|PDA][$hud.currentScreen = "witchblade"]], tucks it in her back pocket, and turns to you. "Okay. I'm ready."\n\n"Evidently." You stand up and grab your gear. As you <<if $equip.pistol.name neq "none">>holster your <<pistol>><<else>>sheathe your <<knife>><</if>>, you say, "So do I wanna knew what the hell you just did?"\n\n"Witchcraft." The girl shoots you a amused smile and struts to the door. "C'mon, man. Car's parked down by the fastway."<<else>>Celena doesn't reply for a long while. Finally, she says, "I wanna hate you, man. I should for what you're doing. But I know you're not fucking around. I know..." She swallows visibly. "Just promise me you'll make her fucking suffer. Make her suffer bad."\n\n"I'll deal with her. That's all I can promise."\n\nCel nods slowly. "Yeah. Sure. Just get it done with, okay? And maybe, y'know, tell me how she bled to death or whatever."\n\n<<if $attrib.demeanor eq "agressive">>Your lips curl into a smile. "That I can do."<<else>>"Not quite the thing I'd want to tell you about," you reply evenly."<</if>>\n\n<<if $attrib.demeanor eq "agressive">>"Cool."<<else>>"I was kidding."<</if>> Cel kisses you on the <<if $chr_celena.relation eq "serious">>lips<<else>>cheek<</if>> and whispers, "Thanks for not letting me do something fucking stupid."\n\n"That's what friends are for, right?" When she smiles, you pat her knee. "Anyways. I should get this over with."\n\nCelena nods absently. You hesitate for a moment, then stand and head to the door, wondering where the hell you'll find a grav-car. Legally - the last thing you need is the [[Constabulary|PDA][$hud.currentScreen = "Constabulary"]] cracking down on you.<</if>><<elseif $job_coven.buddy eq "celena">>"Far as I'm concerned that's okay. We do this your way."\n\n"Good." Celena stands, walks to one of her wall cabinets and pulls it open. Half a dozen synth-boxes and a plastic bag tumble out. Oblivious to the mess, Celena grabs the bag and returns to the couch. \n\n"Should be—" She produces claw-shaped glove engraved with intrinsic patterns and swirls. "Now, whatever you do, don't freak out."\n\nShe flips the claw over, examining what appears to be a tangles mess of wires dangling from the rear, and looks at you. Before you can reply, she pulls out a [[witchblade|PDA][$hud.currentScreen = "witchblade"]] and cuts deep her left wrist. Blood spills out. \n\n"Ow," Celena mutters absently and starts stuffing the tangled mess of wires into her skin. \n\n"Cel, what—" You screw up your face, trying not to imagine her bleeding out. "Shit."\n\n"Yeah, no fucking—" Celena yanks at the wires, causing blood to squirt onto the couch, and carefully re-inerts them into her skin. "Shit. There." She flexes her fingers, all but oblivious to the blood gushing down her arm. "Nice. Yeah, uh, thanks for not screaming."\n\n"No problem," you mutter, unable to believe what you just saw. \n\n"Now, lemme just—" She pulls a bundle of syringes held together with rubber bands out of the bag. Celena discards one after another, stopping only when she finds one filled with thick, black liquid. "Okay. Again, don't freak."\n\n"I won't," you say as Celena jabs the needle into her forearm. \n\nHer body convulses. She gasps for breath, clawing at the couch. You're starting to worry whether she just overdosed when a distinct silver tone begins to creep into her skin, spreading up her arm. In a matter of seconds, every inch of her body has transformed to match the color of her spikey hair. Celena breathes a relieved gasp. \n\n"Shit. I swear. I hate that stuff." She picks up her [[witchblade|PDA][$hud.currentScreen = "witchblade"]], tucks it in her back pocket, and turns to you. "Okay. I'm ready."\n\n"Evidently." You stand up and grab your gear. As you <<if $equip.pistol.name neq "none">>holster your <<pistol>><<else>>sheathe your <<knife>><</if>>, you say, "So do I wanna knew what the hell you just did?"\n\n"Witchcraft." The girl shoots you a amused smile and struts to the door. "C'mon, man. Car's parked down by the fastway."<<else>>"No," you say. "I'm sorry, <<if $chr_celena.relation eq "serious">>baby<<else>>Cel<</if>>, but I'm not gonna let you get into the same shit I'm up to my neck in." When she sinks back with a sulk, you add, "<<if $chr_celena.relation eq "serious">>Don't take this the wrong way but, seriously, don't go there. Just don't." Your lips twitch. "And, hey, I got enough blood on my hands for both of us.<<else>>It's for your own good, man. Just stay out of it.<</if>>"\n\nCelena doesn't reply. You breathe a sigh. She glowers at you. "I should fucking hate you, man. I should. I wanna. But I know you're not fucking around. I know..." She looks up, her eyes tearing ever so slightly. "Just promise me you'll make her fucking suffer, baby. Make her suffer bad."\n\n"I'll deal with her. That's all I can promise."\n\nCel nods slowly. "Yeah. I guess. Whatever, man. Just get it done with, okay? And maybe, y'know, take me out for a drink when it's done."\n\nYour lips curl into a smile. "That I can do."\n\n"Cool." Cel kisses you on the <<if $chr_celena.relation eq "serious">>lips<<else>>cheek<</if>> and whispers, "Thanks for not letting me do something fucking stupid."\n\n"That's what friends are for, right?" When she smiles, you pat her knee. "Anyways. I should get this over with."\n\nCelena nods absently. You hesitate for a moment, then stand and head to the door, wondering where the hell you'll find a grav-car. Legally - the last thing you need is the [[Constabulary|PDA][$hud.currentScreen = "Constabulary"]] cracking down on you.<</if>><</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'><<if $job_coven.buddy eq "celena">>[[Leave the appartment with Celena|b5_covenfinal_arrive][$time.active = $time.active + 1; $attrib.fatigue = $attrib.fatigue + 3; $hide.combatlayer = false; $hide.diplomacylayer = true; $hide.defensivelayer = true; playContextSound("ui_walk");]]<<else>>[[Leave the Apartment|b33_tram_station][$action.arrive = "onfoot"; $chr_celena.loc = "none"; $chr_celena.rep = 0; $hide.layer0 = false; playContextSound("ui_walk");]]<</if>></div></div>
<<silently>>\n<<set $savesMenuPassage = "B10 - Crossroads">>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameText'><<display 'the_crossroads_findraj_enter_txt'>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Weapon'>[[Attack the Bot|hud_combat][$attrib.violence += 1; $combatTemplate = "Bot_RajApt"; $processed = false; $attrib.criminality += 5; $action.arrive = "destroyBot"; $statistics.agressionDone += 1; $savesMenuPassage = "B10 - Apartment Block"]]</div>\n<div class='GameOption GameOption_Defend'>[[Find an alternate Entrance|crossroads_findraj_inject][$time.active = $time.active + 0.1; $hide.layer1 = true; $processed = false; $action.arrive = "findAlternate"; playContextSound("ui_walk");]]</div>\n<div class='GameOption GameOption_Move'>[[Return to the Info Terminal|the_crossroads_findraj][$time.active += 0.1; $hide.layer1 = false; $processed = false; $action.arrive = "fromReturn"; playContextSound("ui_walk");]]</div></div>
<<silently>>\n\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'the_crossroads_mauricio_1_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_crossroads_corinthin_elevator'>></div>\n<div class='GameText'><<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div><<if $action.action1 eq "askguilty">>"So, just to ask, did you help..."<<elseif $action.action1 eq "howstolen">>"Y'know, Father Zweili never told me..."<<elseif $action.action1 eq "whatobject">>"So, any chance you could tell..." <<elseif $action.action1 eq "search">>"Okay, well. Let's get..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<if $action.action1 eq "askguilty">>"So, just to ask, did you help Mauricio take the thing? I got reason to believe he was somehow involved in the theft. Alledgedly"\n\nThe [[Paladin|PDA][$hud.currentScreen = "Paladin"]] barks a hollow laugh. "I did not. Yet I would say the same if I had. Logic dictates you will assume I did."\n\n"Right..." You purse your lips. "Okay, then assume for a moment I do believe you. What would you say then?"\n\n"No more. I do not trust you either."\n\n<<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>"Fucking typical,"<<else>>"Fair enough,"<</if>> you say, all too aware this is the most you'll get out of Corinthin.<<elseif $action.action1 eq "howstolen">>"Y'know, Father Zweili never told me how the Object stolen. All I know is someone took it. Well, and that guy was probably Mauricio Winston. So, you mind filling me in?"\n\n"The one who dwelled there—" Corinthin indicates Mauricio's appartment. "—entered the Vault. He removed the Object. He left the Vault. What transpired after is yet unknown to me. That is why we both are here."\n\n<<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>"D'oh.<<else>>"I see.<</if>> And why does Zweili think you helped Mauricio? <<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>Hell,<<else>>Mean,<</if>> how can he think a [[Paladin|PDA][$hud.currentScreen = "Paladin"]] would steal from the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] in the first place?"\n\n"To the first question: because I was present in the Vault. I did not act. Nothing I observed warranted intervention at the time. To the second question: it is twofold. First, because of the nature of the Object. Second, because I knew of the nature of the Object and mentioned nothing to the Clergy." Corinthin emits a sound that reminds you of a chuckle. "Like all biologicals, Father Zweili fears what he cannot understand."<<elseif $action.action1 eq "whatobject">>"So, any chance you could tell me what <<if $attrib.demeanor eq "agressive">>the hell this stupid piece of crap is everyone's going insane about<<else>>this Object really is<</if>>?"\n\n"I could. I will not."\n\n<<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>"Oh, fuck you," you mutter.<<else>>"Figures," you mutter.<</if>>\n\n"Be greatful. It may yet spare your life. Perhaps."\n\n<<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>You snort. "Likely. That's just the sort of fucking a [[Paladin|PDA][$hud.currentScreen = "Paladin"]] would use."<<else>>You breathe a laugh. "Right. Since when does lack of information help anyone?"<</if>>\n\n<<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>"It is prudent, nothing more." Corinthin remains impassive.<<else>>"In some cases, it is desirable." Corinthin remains impassive.<</if>><<elseif $action.action1 eq "search">><<display 'the_crossroads_corinthin_roomsearch'>><</if>><</if>></div>\n<div class='OptionsField'><<nobr>>\n<<if $action.action1 eq "search">>\n\t<div class='GameOption GameOption_Dialogue'>[[Say you'll Help|the_crossroads_mauricio_roomsearch][$action.action2 = "willhelp"; $hide.layer3 = true; $attrib.caution -= 1; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Ask why you should Assist|the_crossroads_mauricio_roomsearch][$action.action2 = "whyassist"; $hide.layer3 = true; $attrib.caution += 1; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Ask how you would Benefit|the_crossroads_mauricio_roomsearch][$action.action2 = "howbenefit"; $hide.layer3 = true; $attrib.violence += 1; playContextSound("ui_click");]]</div>\n<<else>>\n\t<<if $action.action1 neq "askguilty">>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Ask Corinthin if he Conspired|the_crossroads_mauricio_3][$action.action1 = "askguilty"; $hide.layer2 = true; $hide.layer3 = false; playContextSound("ui_click");]]</div><br>\n\t<</if>>\n\t<<if $action.action1 neq "howstolen">>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Ask how the Object was Removed|the_crossroads_mauricio_3][$action.action1 = "howstolen"; $hide.layer2 = true; $hide.layer3 = false; playContextSound("ui_click");]]</div><br>\n\t<</if>>\n\t<<if $action.action1 neq "whatobject">>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what the Object Is|the_crossroads_mauricio_3][$action.action1 = "whatobject"; $hide.layer2 = true; $hide.layer3 = false; playContextSound("ui_click");]]</div><br>\n\t<</if>>\n\t<div class='GameOption GameOption_Move'>[[Search Mauricio's Apartment|the_crossroads_mauricio_3][$action.action1 = "search"; $hide.layer2 = true; $hide.layer3 = false; playContextSound("ui_walk");]]</div>\n<</if>><</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'b33_celena_walkin_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>Yeah, well, I talked to Lalina earlier. She said...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"Yeah, well, I talked to Lalina earlier. She said she'd be at the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]] and was wondering if <<if $chr_lanina.relation eq "fucked">>I'd<<else>>we'd<</if>> drop by. Some show." You shrug half-heartedly.\n\nCelena raises an eyebrow. "<<if $chr_lanina.relation eq "fucked">>Ya wanna bone her again? 'Cause you don't gotta ask me for that."\n\n"I know. And no." You breathe a sigh. "It was a mistake the first time. And she's got the hots for me or something. I think."\n\n"She does," Celena says with a sly smile. "And c'mon. It'll be fun. We could do like a threesome or something." She adopts an adorably fake face. "Please? For me?"\n\nYou shake your head slowly. "This is gonna go sour, I tell you, but sure. I'll do it. Just maybe not the whole threesome thing."\n\nCel shrugs. "Whatever man. Shit'll work out." She smiles a little. "I'll meet you at the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]], okay?"<<else>>You really wanna? 'Cause it don't sound like ya really wanna."\n\n"Haven't decided. That's why I asked."\n\n"Eh, it's your call, <<if $chr_celena.relation eq "serious">>baby<<else>>man<</if>>. But you wouldn't bone her last time. Isn't like..." Her lips curl into a sly smile. "Or will ya?"\n\n"Oh, for fuck's sake, Cel. Don't get me started on that again."\n\n"What? She's a hot chick." She shrugs. "I tapped her. Hell, I'd tap her again if she'd let me."\n\nYou smirk at Celena. "That sounds suspicioulsy like a request."\n\n"It is." The silver-haired girl grins. "The 'please will you come with me and help me get my ex shitfaced so I can eat her pussy' request. 'Course you can have her when I'm done. If you're up for that, I mean."\n\n"Somehow I get the feeling I'm gonna regret this," you mutter. Celena smirks. You poke her in the ribs. She yelps and pokes you back. You chuckle. "Okay, then. Let's get your ex laid."\n\nA broad smile spreads on Celena's face. "Thanks, <<if $chr_celena.relation eq "serious">>baby." She pulls you closer and presses her lips against yours. Warmth floods you. Her hand brushes your crotch and she pulls away, whispering, "I so fucking love you."\n\n"I'd noticed." You nip her lips. She yelps. You smirk and wrap your arms around her. Celena breathes a sigh of relief, all too content to press her warmth against your chest. You stroke her back, holding the girl's body close. There's something incredibly comforting about the way her chest heaves, rubbing against you, and falls, over and over. You can't quite place the feeling - contentment maybe - but the word doesn't matter. The feeling does and, if you could, you'd stay there forever. But you know you can't. The world waits. So you gently ease her away and whisper, "I love you too."\n\n"Right..." She eases your chin back. "Let's leave the sappy 'till after I've had my go at Lali. So, we'll like at the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]], okay?"<<else>>man." She kisses you on the cheek. You're the best. And I'll meet you at the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]], okay?"<</if>><</if>><</if>></div>\n<<nobr>><div class='OptionsField'>\n\n<div class='GameOption GameOption_Dialogue'>\n\n[[End Conversation|b33_celena_appartment][$chr_celena.loc = "riptide"; $chr_celena.rep = $chr_celena.rep + 5; $hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div></div><</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $action.action1 = "none">>\n<<set $action.action2 = "none">>\n<<set $action.action3 = "none">>\n<<set $action.action4 = "none">>\n<<set $action.action5 = "none">>\n<<set $savesMenuPassage = "B10 - Mauricio's Apt">>\n<</silently>>\n<div class='GameText'><<display 'the_crossroads_mauricio_1_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n\n\t<<if $attrib.toxicity gte 75>>\n\t\t<div class='GameOption GameOption_Move'>[[Level B10 Tramway Station|tram_station_b10][$action.arrive = "onfoot"; playContextSound("ui_walk");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Say you can handle Them|the_crossroads_mauricio_1_continued][$action.action5 = "canhandle"; $attrib.violence += 1; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what the Paladin Means|the_crossroads_mauricio_1_continued][$action.action5 = "whatmean"; $attrib.caution += 1; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Say you won't work with a Paladin|the_crossroads_mauricio_1_continued][$action.action5 = "notwork"; $attrib.caution += 1; $attrib.violence += 1; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t<</if>>\n\n<</nobr>></div>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $action.action1 = "none">>\n\t<<set $action.action2 = "none">>\n\t<<set $action.action3 = "none">>\n\t<<set $action.action4 = "none">>\n\t<<set $action.action5 = "none">>\n\n\t<<set $hide.layer2 = false>>\n\t<<set $hide.layer3 = false>>\n\t<<set $hide.layer4 = false>>\n\t<<set $hide.layer5 = false>>\n\n\t<<set $equip.hideWeaponLoadout = false>>\n\n\t<<set $savesMenuPassage = "B5 - Luxury Habs">>\n<</silently>>\n<<if $job_coven.buddy eq "fisher">><div class='GameTextGreyed'><<display 'riptide_back_fisher_3_coven_txt'>></div>\n<div class='GameText'><<display 'b5_covenfinal_arrive_fishersegment_txt'>></div><<nobr>>\n\n/% JALKOVSKI TXT %/\n\n<</nobr>><<elseif $job_coven.buddy eq "jalkovski">><div class='GameTextGreyed'><<display 'riptide_marisa_coven2_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You climb into the grav-car and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<display 'b5_covenfinal_txt'>><</if>></div><<nobr>>\n\n/% Celena Text %/\n\n<</nobr>><<elseif $job_coven.buddy eq "celena">><div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You and Celena hurry along the pressure tunnel...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<display 'b5_covenfinal_txt'>><</if>></div><<nobr>>\n\n/% Alone Text %/\n\n<</nobr>><<elseif $job_coven.buddy eq "alone">><div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You leave Raj's appartment, head up two levels and make for...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<display 'b5_covenfinal_txt'>><</if>></div><</if>>\n<div class='OptionsField'><<nobr>>\n\n<<if $job_coven.buddy eq "fisher" or $job_coven.buddy eq "alone" or $job_coven.buddy eq "jalkovski">>\n\t<div class='GameOption GameOption_Dialogue'>[[Suggest an alternate Entrance|b5_covenfinal_arrive_2][$action.action1 = "altsearch"; $attrib.caution += 2; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t<<if $equip.isPrecisionWeapon and $equip.rifle.ammo.normal gte 1>>\n\t\t<div class='GameOption GameOption_Defend'>[[Precision Takedown (Main)|b5_covenfinal_arrive_2][$action.action1 = "snipe"; $attrib.violence += 1; $attrib.caution += 10; $equip.rifle.ammo.normal = $equip.rifle.ammo.normal - 1; $hide.layer2 = true; $statistics.specialKillDone += 1; $statistics.boltTunstenFired += 1; $statistics.overalKills += 1; $statistics.humanKilled += 1; $statistics.organicKilled += 1; playContextSound("ui_click");]]</div><br>\n\t<</if>>\n\t<<if $job_cathedral_hack.mainPhase gte 4 and $job_coven.buddy neq "alone" and $job_cathedral_hack.mainPhase neq 98>>\n\t\t<div class='GameOption GameOption_Defend'>[[Upload Xjanu-4 to Drone|b5_covenfinal_arrive_2][$action.action1 = "drone"; $attrib.violence -= 2; $hide.layer2 = true; playContextSound("ui_shock");]]</div><br>\n\t<</if>>\n\t<div class='GameOption GameOption_Weapon'>[[Frontal Approach|b5_covenfinal_arrive_2][$action.action1 = "frontal"; $attrib.violence += 2; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\n<<elseif $job_coven.buddy eq "celena">>\n\t<div class='GameOption GameOption_Weapon'>[[Fight the Security Bots|hud_combat][$attrib.violence = $attrib.violence + 3; $combatTemplate = "SecBots_B5"; $processed = false; $hide.layer0 = false]]</div>\n<</if>>\n\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<<if $job_coven.buddy eq "fisher">><div class='GameTextGreyed'><<display 'riptide_back_fisher_3_coven_txt'>></div>\n<div class='GameTextGreyed'><<display 'b5_covenfinal_arrive_fishersegment_txt'>></div><<nobr>>\n\n/% JALKOVSKI TXT %/\n\n<</nobr>><<elseif $job_coven.buddy eq "jalkovski">><div class='GameTextGreyed'><<display 'riptide_marisa_coven2_txt'>></div>\n<div class='GameTextGreyed'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You climb into the grav-car and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<display 'b5_covenfinal_txt'>><</if>></div><<nobr>>\n\n/% Alone Text %/\n\n<</nobr>><<elseif $job_coven.buddy eq "alone">><div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You leave Raj's appartment, head up two levels and make for...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<display 'b5_covenfinal_txt'>><</if>></div><</if>>\n<div class='GameText'><<display 'b5_covenfinal_2_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n<<if $action.action1 eq "frontal" or $action.action1 eq "altsearch">>\n\t<div class='GameOption GameOption_Weapon'>[[Fight the Security Bots|hud_combat][$attrib.violence = $attrib.violence + 3; $combatTemplate = "SecBots_B5"; $processed = false; $hide.layer0 = false]]</div>\n<<elseif $action.action1 eq "drone">>\n\t<div class='GameOption GameOption_Move'>[[Approach the Hab Unit|b5_covenfinal_enter][$hide.layer0 = false; playContextSound("ui_walk");]]</div>\n<<else>>\n\t<div class='GameOption GameOption_Move'>\n\t<<if $job_coven.buddy eq "fisher">>\n\t\t[[Watch the fastway zip Past|riptide_back_fisher_return][$hide.layer0 = false; $hide.layer1 = false; playContextSound("ui_tramway_zoom");]]\n\t<<elseif $job_coven.buddy eq "jalkovski">>\n\t\t[[Watch the fastway zip Past|riptide_jalkovski_floater_return][$hide.layer0 = false; $hide.layer1 = false; playContextSound("ui_tramway_zoom");]]\n\t<<else>>\n\t\t[[Watch the fastway zip Past|the_crossroads_raj_floater_return][$hide.layer0 = false; $hide.layer1 = false; playContextSound("ui_tramway_zoom");]]\n\t<</if>>\n\t</div>\n<</if>>\n\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B3 - Corbei Tower">>\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $override.result = "none">>\n\t\t<<set $override.code = "none">>\n\t\t<<set $processed = true>>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b3_corbei_arrive_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Exit the Grav-Car|b3_finalmission_arrive][$action.action1 = "climbout"; $hide.layer1 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<<if $action.action1 neq "abort">>\n\t\t\t<div class='GameTextGreyed'><<display 'b3_corbei_arrive_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameText'><<display 'b3_corbei_arrive_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_conspiracy.buddy eq "celena" or $job_conspiracy.buddy eq "wilkin">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Follow the Hallway|b3_finalmission_rotunda][$action.arrive = "fromEntrance"; $processed = false; $hud.interference = true; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<<if $equip.isPrecisionWeapon and $equip.rifle.ammo.normal gte 1>>\n\t\t\t\t\t<div class='GameOption GameOption_Defend'>[[Precision Takedown (Main)|b3_finalmission_arrive][$action.action2 = "doSnipe"; $attrib.criminality += 1; $attrib.violence += 2; $attrib.caution += 6; $equip.rifle.ammo.normal -= 1; $hide.layer2 = true; $statistics.specialKillDone += 1; $statistics.boltTunstenFired += 1; $statistics.machineKilled += 1; $statistics.machine_advKilled += 1; $statistics.overalKills += 1; playContextSound("ui_attack_cannon");]]</div><br>\n\t\t\t\t<<elseif $equip.isSubsonicWeapon and $equip.pistol.ammo gte 10>>\n\t\t\t\t\t<div class='GameOption GameOption_Defend'>[[Silent Takedown (Main)|b3_finalmission_arrive][$action.action2 = "doSnipe"; $attrib.criminality += 1; $attrib.violence += 2; $attrib.caution += 6; $equip.pistol.ammo -= 10; $hide.layer2 = true; $statistics.specialKillDone += 1; $statistics.nineMillFired += 1; $statistics.machineKilled += 1; $statistics.machine_advKilled += 1; $statistics.overalKills += 1; playContextSound("ui_attack_suppressed");]]</div><br>\n\t\t\t\t<</if>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Tripod Bots|hud_combat][$attrib.violence = $attrib.violence + 3; $attrib.criminality += 3; $combatTemplate = "TripodBots_B3"; $loc_corbeitower.killedBots = true; $action.arrive = "fromBattle"; $processed = false; $statistics.agressionDone += 1]]</div>\n\t\t\t\t<<if $action.action1 neq "abort">><br>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Take the Utility Walkway|b3_finalmission_arrive][$action.action2 = "utilitywalk"; $hide.layer2 = true; playContextSound("ui_walk");]]</div>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b3_corbei_arrive_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b3_corbei_arrive_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b3_corbei_arrive_3_txt'>></div><br>\n\t\t\t<<if $action.action2 eq "doSnipe">>\n\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Tripod Bot|hud_combat][$attrib.criminality += 1; $combatTemplate = "TripodBots_B3"; $action.arrive = "fromBattle"; $loc_corbeitower.killedBots = true; $processed = false]]</div>\n\t\t\t\t</div>\n\t\t\t<<elseif $action.action2 eq "utilitywalk">>\n\t\t\t\t<<if $job_conspiracy.buddy eq "lag">>\n\t\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Enter Corbei Tower|b3_finalmission_rotunda][$action.arrive = "fromUtility"; $processed = false; $statistics.sneakDone += 1; playContextSound("ui_walk");]]</div>\n\t\t\t\t\t</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div id='hack-area' class='HUD_hackutility'>\n\t\t\t\t\t\t\t<<display 'corbeitower_hackapp'>>\n\t\t\t\t\t</div>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<nobr>>\n\t<<set $override.solution = "friend">>\n\t<<set $override.result = $override.result.toLowerCase()>>\n\n\tFlashApp V1.1.4<br><br>\n\n\t<div class='HUD_hackutility_innerpad'>Scanning remote device<br>\n\tInitiating firmware flash: "sys.security.main"<br>\n\tDumping access log...<br><br>\n\n\t> 0111 0011 0111 0000 0110 0101 0110 0001 0110 1011<br>\n\t> <span class = 'yellowcolor'><<if $gameworld_modifiers.hasBypassDecoder>>friend<<else>>0110 0110 0111 0010 0110 1001 0110 0101 0110 1110 0110 0100<</if>></span><br>\n\t> 0110 0001 0110 1110 0110 0100<br>\n\t> 0110 0101 0110 1110 0111 0100 0110 0101 0111 0010<br><br>\n\n\t<<if $override.result eq $override.solution>><span class='greencolor'>[SUCCESS]:</span> code <<print $override.result>> accepted. Acessing application...<<else>><span class='redcolor'>[ERROR]:</span> code <<print $override.result>> invalid.<</if>></div>\n<<if $override.result eq $override.solution>>\n\t\tUtility.DoorControls.InitLocalControl()<br><br>\n\t\tCommands:\n\t\t<div class='HUDHackButton'>[[Unseal|b3_finalmission_rotunda][$action.arrive = "fromUtility"; $processed = false; $statistics.hacksDone += 1; $statistics.controlsUnlocked += 1; $statistics.sneakDone += 1; playContextSound("ui_unlock");]]</div>\n<<else>>\n\t\t<<textbox "$override.code" "Enter Security Code">>\n\t\t<div class='HUDHackButton'>\n\t\t\t<<click 'Override'>>\n\t\t\t\t<<set $override.result = $override.code>>\n\t\t\t\t\t<<if $override.result eq $override.solution>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<set playContextSound("ui_blip_error");>>\n\t\t\t\t\t<</if>>\n\n\t\t\t\t<<replace '#hack-area'>>\n\t\t\t\t\t<<display 'corbeitower_hackapp'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t</div>\n\t\t<div class='HUDHackButton'>[[Abort|b3_finalmission_arrive][$action.action1 = "abort"; $hide.layer1 = true; $action.action2 = "none"; $hide.layer2 = false; playContextSound("ui_blip_error");]]</div>\n<</if>>\n\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B3 - Corbei Tower">>\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b3_corbei_inside_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.arrive eq "fromEntrance">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're hunting a Djinn|b3_finalmission_rotunda][$action.action1 = "djinn"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're after stolen Property|b3_finalmission_rotunda][$action.action1 = "object"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Search the Library|b3_finalmission_rotunda][$action.action1 = "skip"; $action.action2 = "library"; $hide.layer1 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Search the Sitting Room|b3_finalmission_rotunda][$action.action1 = "skip"; $action.action2 = "sittingroom"; $hide.layer1 = true; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b3_corbei_inside_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b3_corbei_inside_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Search the Library|b3_finalmission_rotunda][$action.action2 = "library"; $hide.layer2 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Search the Sitting Room|b3_finalmission_rotunda][$action.action2 = "sittingroom"; $hide.layer2 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b3_corbei_inside_txt'>></div><br>\n\t\t<<if not $action.action1 eq "skip">>\n\t\t\t<div class='GameTextGreyed'><<display 'b3_corbei_inside_2_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameText'><<display 'b3_corbei_inside_3_txt'>></div><br>\n\t\t<div id='lootarea-corbei' class='OptionsField'>\n\t\t\t<<if $action.action2 eq "library">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Read Data Pad (Of Ego and Eden)|b3_finalmission_rotunda][$action.action3 = "dp_library"; $hide.layer3 = true; $loc_corbeitower.readDataPad2 = true; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Read Data Pad (I Envision)|b3_finalmission_rotunda][$action.action3 = "dp_library_2"; $hide.layer3 = true; $loc_corbeitower.readDataPadCabal = true; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Read Data Pad (Asmodeus - Please Read)|b3_finalmission_rotunda][$action.action3 = "dp_library_3"; $hide.layer3 = true; $loc_corbeitower.readDataPadAsmodeus = true; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Examine the Silver Sphere' 'b3_finalmission_rotunda'>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t<<set $aquireText = "Object 55316">>\n\t\t\t\t\t\t<<set $aquireImage = "object_55316">>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<set $action.action3 = "object"; $hide.layer3 = true; $job_conspiracy.conspiratorPhase = 8>>\n\t\t\t\t<</click>>\n\t\t\t\t</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Search the Sitting Room|b3_finalmission_rotunda][$action.action2 = "sittingroom"; $hide.layer2 = true; playContextSound("ui_walk");]]</div>\n\t\t\t<<elseif $action.action2 eq "sittingroom">>\n\t\t\t\t<<display 'corbeitower_lootoptions'>>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action3 eq "dp_library" or $action.action3 eq "dp_sittingroom" or $action.action3 eq "dp_library_2" or $action.action3 eq "dp_library_3">>\n\t\t<div class='GameTextGreyed'><<display 'b3_corbei_inside_txt'>></div><br>\n\t\t<<if not $action.action1 eq "skip">>\n\t\t\t<div class='GameTextGreyed'><<display 'b3_corbei_inside_2_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameTextGreyed'><<display 'b3_corbei_inside_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b3_corbei_inside_dpad_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Put down the Data Pad|b3_finalmission_rotunda][$action.action3 = "none"; $hide.layer3 = false; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "object" and $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b3_corbei_inside_txt'>></div><br>\n\t\t<<if not $action.action1 eq "skip">>\n\t\t\t<div class='GameTextGreyed'><<display 'b3_corbei_inside_2_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameTextGreyed'><<display 'b3_corbei_inside_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b3_corbei_inside_object_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if ($job_blindkid_resolution.mainPhase eq 4 or $gameworld_modifiers.hasShadowExclusin) and $action.arrive eq "fromUtility" and not $job_abomination_investigate.mainPhase eq 4>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave Corbei Tower|b3_finalmission_leave][$processed = false; $action.arrive = "sneakOut"; $time.active += 0.5; playContextSound("ui_walk");]]</div>\n\t\t\t<<elseif $action.arrive eq "fromEntrance" and $job_conspiracy.buddy eq "celena">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're Ready|b3_finalmission_rotunda][$action.action4 = "areready"; $hide.layer4 = true; $loc_corbeitower.killedCorbei = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Brother|b3_finalmission_rotunda][$action.action4 = "brother"; $hide.layer4 = true; $loc_corbeitower.killedCorbei = true; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<<set $hud.interference = true>>\n\t\t\t\t<<if $gameworld_modifiers.hasNegotiateOverride and not $job_abomination_investigate.mainPhase eq 4>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|b3_finalmission_rotunda][$action.action4 = "negotiate"; $hide.layer4 = true; $statistics.negotiateDone += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|b3_finalmission_rotunda][$action.action4 = "negotiatefail"; $hide.layer4 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<</if>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Djinn|hud_combat][$combatTemplate = "Djinn_B3"; $action.arrive = "fromBattle"; $loc_corbeitower.killedDjinn = true; $processed = false; $hud.interference = false]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'b3_corbei_inside_txt'>></div><br>\n\t\t<<if not $action.action1 eq "skip">>\n\t\t\t<div class='GameTextGreyed'><<display 'b3_corbei_inside_2_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameTextGreyed'><<display 'b3_corbei_inside_3_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b3_corbei_inside_object_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b3_corbei_inside_object_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_conspiracy.buddy neq "celena" and $action.action4 eq "negotiatefail">>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Djinn|hud_combat][$combatTemplate = "Djinn_B3"; $action.arrive = "fromBattle"; $loc_corbeitower.killedDjinn = true; $processed = false; $hud.interference = false]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave Corbei Tower|b3_finalmission_leave][$processed = false; $action.arrive = "sneakOut"; $time.active += 0.5; $hud.interference = false; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n<<set $hide.layer1 = false>>\n<<set $hide.layer2 = false>>\n<<set $hide.layer3 = false>>\n<<set $hide.layer4 = false>>\n<<set $hide.layer5 = false>>\n\n<</silently>>\n<div class='GameText'><<display 'b5_covenfinal_enter_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n\t<<if $job_coven.buddy neq "celena">>\n\t\t<<if $action.action1 eq "drone" and $attrib.passedSneakCheck>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Round the Corner|b5_covenfinal_enter_inject][$hide.layer0 = true; $action.arrive = "fromSneak"; playContextSound("ui_walk");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Tripod Bot|hud_combat][$attrib.violence = $attrib.violence + 3; $combatTemplate = "TripodBot_B5"; $processed = false; $action.arrive = "fromFight"]]</div>\n\t\t<</if>>\n\t<<else>>\n\t\t<<set $hud.interference = true>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Tell Celena to kill her Sister|b5_covenfinal_leave_cel][$action.action1 = "cel_kill"; $time.active += 0.3; $attrib.violence += 2; $hide.layer0 = true; playContextSound("ui_click");]]</div><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Let Celena torture her Sister|b5_covenfinal_leave_cel][$action.action1 = "cel_torture"; $time.active += 0.3; $attrib.violence += 7; $hide.layer0 = true; playContextSound("ui_click");]]</div><br>\n\t\t<<if $gameworld_modifiers.hasNegotiateOverride or $attrib.demeanor eq "cautious">>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask Celena to spare her Sister|b5_covenfinal_leave_cel][$action.action1 = "cel_spare"; $time.active += 0.3; $attrib.violence -= 6; $hide.layer0 = true; playContextSound("ui_click");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask Celena to spare her Sister|b5_covenfinal_leave_cel][$action.action1 = "cel_spare_lost"; $time.active += 0.3; $attrib.violence -= 8; $hide.layer0 = true; playContextSound("ui_click");]]</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>></div>
<<nobr>>\n<<set $currentgamepassage = passage()>>\n\n<<set $hide.layer1 = false>>\n<<set $hide.layer2 = false>>\n<<set $hide.layer3 = false>>\n<<set $hide.layer4 = false>>\n<<set $hide.layer5 = false>>\n<<set $randomKillChance = (Math.random() + 0.01)>>\n<<set $hud.interference = true>>\n<<if $action.arrive eq "fromSneak">>\n\t<div class='GameTextGreyed'><<display 'b5_covenfinal_enter_txt'>></div><br>\n<</if>>\n<div class='GameText'><<display 'b5_covenfinal_enter_2_txt'>></div><br>\n<div class='OptionsField'>\n\t<<if $job_coven.buddy eq "fisher" or $job_coven.buddy eq "jalkovski">>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|b5_covenfinal_leave_fisher][$action.action1 = "companion_talkto"; $time.active += 0.3; $hide.layer1 = true; $hide.layer0 = true; playContextSound("ui_click");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Introduce Yourself|b5_covenfinal_leave_alone][$action.action1 = "alone_talkto"; $time.active += 0.3; $hide.layer1 = true; $hide.layer0 = true; playContextSound("ui_click");]]</div>\n\t<</if>><br>\n\n\t<div class='GameOption GameOption_Weapon'>[[Attack the Witch|hud_combat][$attrib.violence += 3; $combatTemplate = "Witch_B5"; $hide.layer3 = true; $statistics.agressionDone += 1; $action.action1 = "witch_kill"; $hud.interference = false]]</div>\n</div>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $processed = true>>\t\t\t\t\n\t\t<<set $hud.interference = false>>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.arrive eq "fromBattle" and $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b3_corbei_leave_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_conspiracy.buddy eq "varai">>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Kill the Woman|b3_finalmission_leave][$action.action1 = "kill"; $attrib.criminality += 5; $hide.layer1 = true; $attrib.violence += 5; $attrib.caution -= 4; $loc_corbeitower.killedCorbei = true; $statistics.overalKills += 1; $statistics.humanKilled += 1; $statistics.organicKilled += 1; $statistics.overalKills += 1; playContextSound("ui_attack_melee");]]</div>\n\t\t\t<<elseif $job_conspiracy.buddy eq "lag" or $gameworld_modifiers.hasShadowExclusin>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Kill the Woman|b3_finalmission_leave][$action.action1 = "kill"; $hide.layer1 = true; $attrib.violence += 5; $attrib.caution -= 4; $loc_corbeitower.killedCorbei = true; $statistics.overalKills += 1; $statistics.humanKilled += 1; playContextSound("ui_attack_melee");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Kill the Woman|b3_finalmission_leave][$action.action1 = "kill"; $attrib.criminality += 2; $hide.layer1 = true; $attrib.violence += 5; $attrib.caution -= 4; $loc_corbeitower.killedCorbei = true; $statistics.overalKills += 1; $statistics.humanKilled += 1; playContextSound("ui_attack_melee");]]</div>\n\t\t\t<</if>><br>\n\t\t\t<div class='GameOption GameOption_Defend'>[[Spare the Woman|b3_finalmission_leave][$action.action1 = "spare"; $hide.layer1 = true; $attrib.violence -= 2; $attrib.caution += 4; $statistics.humansSpared += 1; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.arrive eq "fromBattle" and $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b3_corbei_leave_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b3_corbei_leave_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t\t<<click 'Keep the Knife' 'b3_finalmission_leave'>>\n\t\t\t\t\t\t<<set $action.action2 = "keep"; $hide.layer2 = true; $equip.knife = "corsair knife">>\n\n\t\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\t\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp");>>\n\n\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.knife>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.knife.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Knife|b3_finalmission_leave][$action.action2 = "leave"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.arrive eq "fromBattle" and $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b3_corbei_leave_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b3_corbei_leave_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b3_corbei_leave_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave Corbei Tower|b3_finalmission_leave][$action.action3 = "leavetower"; $hide.layer3 = true; $time.active += 0.5; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<<if $action.arrive eq "fromBattle">>\n\t\t\t<div class='GameTextGreyed'><<display 'b3_corbei_leave_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b3_corbei_leave_2_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b3_corbei_leave_3_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameText'><<display 'b3_corbei_car_1_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Wait out the Ride|b3_finalmission_leave][$action.action4 = "ride"; $hide.layer4 = true; $time.active += 1; playContextSound("ui_tramway_zoom");]]</div>\n\t\t</div>\n\t<<else>>\n\t\t<<set $savesMenuPassage = "B14 - Cathedral of Beams">>\n\t\t<<display 'doAutoSave'>>\n\t\t<<if $action.arrive eq "fromBattle">>\n\t\t\t<div class='GameTextGreyed'><<display 'b3_corbei_leave_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b3_corbei_leave_2_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b3_corbei_leave_3_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameTextGreyed'><<display 'b3_corbei_car_1_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b3_corbei_car_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[The Cathedral of Beams|b14_cathedral_entrance][$action.arrive = "fromstation"; $hide.layer0 = false; $hide.layer1 = false; $hide.layer2 = false; $hide.layer3 = false; $hide.layer4 = false; $hide.layer5 = false; $action.action1 = "none"; $action.action2 = "none"; $action.action3 = "none"; $action.action4 = "none"; $action.action5 = "none"; $attrib.dilligence += 25; playContextSound("ui_walk");]]</div>\n\t\t</div><br>\n\t\t<div class='GameText'>Alternatively, you could head to the tramway station and take a train to:</div><br>\n\t\t<<display 'b14_remotedest'>>\n\t<</if>>\n<</nobr>>
<<nobr>>\n\n\t<<if $action.arrive neq "fromEntrance">>\n\t\t<div class='GameOption GameOption_Move'>[[Read the Data Pad|b3_finalmission_rotunda][$action.action3 = "dp_sittingroom"; $hide.layer3 = true; $loc_corbeitower.readDataPad1 = true; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\n\t\t<div class='GameOption GameOption_Move'>\n\t\t\t<<if $loc_corbeitower.storedPistol eq "ShVR">>\n\t\t\t\t<<click 'Take the ShVR'>>\n\t\t\t\t\t<<set $action.action5 = $equip.pistol.name; $equip.pistol.name = $loc_corbeitower.storedPistol; $loc_corbeitower.storedPistol = $action.action5; window.setTimeout(flashUIElement, 60, "backup", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t\t<<set $statistics.lootedBackupWeapon += 1>>\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.pistol.name>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.pistol.name.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#lootarea-corbei'>>\n\t\t\t\t\t\t<<display 'corbeitower_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<<else>>\n\t\t\t\t<<click 'Return the ShVR'>>\n\t\t\t\t\t<<set $action.action5 = $equip.pistol.name; $equip.pistol.name = $loc_corbeitower.storedPistol; $loc_corbeitower.storedPistol = $action.action5; window.setTimeout(flashUIElement, 60, "backup", "HUD_StandardIcon_FlashUp")>>\n\t\t\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.pistol.name>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.pistol.name.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#lootarea-corbei'>>\n\t\t\t\t\t\t<<display 'corbeitower_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<</if>>\n\t\t</div><br>\n\t<</if>>\n\t<<if not $loc_storeroom.tookPendant>>\n\t\t<<if not $loc_corbeitower.tookPendant>>\n\t\t\t<div id='transfer-item' class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Take the Pendant'>>\n\t\t\t\t\t<<set $loc_corbeitower.tookPendant = true; $job_witches_pendant.mainPhase = 1>>\n\t\t\t\t\t<<set ga('send', 'event', 'game', 'job_pendant', 'acceptedJobAlt')>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t<<set $aquireText = "Strange Pendant">>\n\t\t\t\t\t\t<<set $aquireImage = "s_pendant">>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t<<replace '#transfer-item'>>\n\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already took the Pendant]</div>\n\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t<<set document.getElementById("transfer-item").className = "GameOption GameOption_Disabled">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption_Disabled_Text'>[You already took the Pendant]</div>\n\t\t<</if>><br>\n\t<</if>>\n\t<div class='GameOption GameOption_Move'>[[Search the Library|b3_finalmission_rotunda][$action.action2 = "library"; $hide.layer2 = true; playContextSound("ui_walk");]]</div>\n\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<<if $action.action1 neq "witch_kill">><div class='GameTextGreyed'><<display 'b5_covenfinal_enter_txt'>></div>\n<</if>><div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.action1 eq "alone_shoot">>You lower your weapon...<<elseif $action.action1 eq "alone_talkto">>"Name's Vine. I'm here to deliver...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<if $action.action1 eq "witch_kill">>You lower your weapon and approach the dead woman. There's blood all over. No surprise. Got exactly what she deserved, that bitch. And you're glad for it.\n\nYou turn on your heel and, without another look at the dead [[Coven|PDA][$hud.currentScreen = "Witches Coven"]], <<walk>> back out the way you came in. The security drone is still wailing it's alarm when you <<walk>> out onto the landing pad. \n\n"<<if $attrib.demeanor eq "agressive">>Fucking<<else>>Fat<</if>> lot of good that'll do you," you say and hop back into Raj's floater. As you power up the vehicle, the nav-system once again asks for your destination. \n\n"Screw you." You activate the manual override, ease the grav-car off the pad and into the heavy traffic of Fastway 315 North. With nothing better to do, you put the grav-car on auto-drive and settle back to...<<elseif $action.action1 eq "alone_talkto">>"Name's Vine. I'm here because I think you're involved in something I'm interested in. No offense. Really. But we should talk."\n\n"We should. But please—" Ms. Eresi raises a hand. "—call me Faralah."\n\nPain shoots down your spine. Your throat contracts and you stumble, gasping for breath.\n\nShe smiles sarcastically. "Not your fault, dear. Just wrong place at the wrong time."\n\nChoking, gasping, you haul yourself upright. Fuck this woman. And her witchcraft. There's only one solution to this - and you're not going to go easy.<</if>><</if>></div>\n<<nobr>>\n\t<div class='OptionsField'>\n\t\t<<if $action.action1 eq "alone_shoot">>\n\t\t\t<div class='GameOption GameOption_Move'>[[Watch the fastway Zip Past|the_crossroads_raj_floater_return][$attrib.criminality = $attrib.criminality + 1; $hide.layer0 = false; $hide.layer1 = false; $attrib.dilligence += 15; $time.active = $time.active + 1.5; ga('send', 'event', 'game', 'job_coven', 'didFinalAlone'); $hud.interference = false; playContextSound("ui_tramway_zoom");]]</div>\n\t\t<<elseif $action.action1 eq "alone_talkto">>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Witch|hud_combat][$combatTemplate = "Witch_B5"; $hide.layer3 = true; $statistics.negotion_failDone += 1; $action.action1 = "witch_kill"; $isAmbush = true; $ambushTemplate = "witch_hab_ambush"; $hud.interference = false]]</div>\n\t\t<</if>>\n\t</div>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<<if $action.action1 neq "witch_kill">><<if $action.arrive eq "fromSneak">>\n\t<div class='GameTextGreyed'><<display 'b5_covenfinal_enter_txt'>></div><br>\n<</if>>\n<div class='GameTextGreyed'><<display 'b5_covenfinal_enter_txt'>></div>\n<</if>><div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.action1 eq "witch_kill">>You lower your weapon...<<elseif $action.action1 eq "fisher_stab">>"Oh no you fucking..." You grab your...<<elseif $action.action1 eq "companion_talkto">>"Nice and easy now..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<if $action.action1 eq "companion_talkto">>"Nice and easy now." You risk a step toward the woman, painfully aware of <<if $job_coven.buddy eq "fisher">>Fisher<<elseif $job_coven.buddy eq "jalkovski">>Jalkovski<</if>>'s spluttering. "We're gona go through this—"\n\n"Oh, please. Perhaps, were my sister here, I could be convinced to talk. You however—" She flicks her hand, causing Fisher to collapse. "—are but a nuisance."\n\n"Motherf—" You gag as the woman raises a hand.\n\nShe smiles sarcastically. "Not your fault, dear. Just wrong place at the wrong time."\n\nChoking, gasping, you haul yourself upright. Fuck this woman. And her witchcraft. There's only one solution to this - and you're not going to go easy.<<elseif $action.action1 eq "witch_kill">>You lower your weapon and approach the dead woman. Blood is splashed on the floor - and her suit. She's definitely dead.\n\nRelieved, you crouch beside <<if $job_coven.buddy eq "fisher">>Fisher and feel his pulse. It's strong and, as far as you can see, he's still breathing. You shake his shoulder. "Hey, man. Hey, you—"\n\n"No!" Fisher's eyes snap open. "Shit, Vine?" He looks around. "Fuck, what happened?"\n\n"No clue." You glance at the dead woman, wondering whether to tell Fisher she's a [[witch|PDA][$hud.currentScreen = "Witches Coven"]]. You decide not to. Instead, you haul him to his feet. "Easy, man. You okay?"\n\nHe nods absently. "Shit, I heard her voice. At least, I think it was her voice. But I heard it. Like, in my head." He stares at you, wild-eyes. "Fuck. Am I insane?"\n\n"Probably not," you say, helping Fisher toward the door. "C'mon. We'd better get out of here."\n\n"Yeah, yeah..." Fisher glances over his shoulder. "Shit, did you hear her too? She was talking about—"\n\n"Never mind about that," you snap. "The [[Constabulary|PDA][$hud.currentScreen = "Constabulary"]] will be here any moment." You rush Fisher toward onto the landing pad. As you near the shiny grav-car, you say, "Nearly there." You help him into the passenger seat and hop in yourself. \n\nAs you power up the vehicle, Fisher mutters, "Was she real? The woman I mean. Was she really there?"\n\n"She was," you say as you ease the grav-car off the pad and into the heavy traffic of Fastway 315 North. Fisher still looks out of it but slightly less pale. Relieved, you put the grav-car on auto-drive and settle back to...<<elseif $job_coven.buddy eq "jalkovski">>Jalkovski and check his pupils. They're still open and he's breathing - both a good sign. You slap his cheek. "Hey, man. Hey, you—"\n\n"Motherfucker!" Jalkovski sits up with a start. "Damn it, uh, Sir?" He looks around. "What are you doing here, Sir?"\n\n"Saving you<<if $attrib.demeanor eq "agressive">>r sorry ass<<else>>you<</if>> from—" You glance at the dead woman, wondering whether to tell Fisher she's a [[witch|PDA][$hud.currentScreen = "Witches Coven"]]. "—her. But never mind. Can you move?"\n\n"Yes, Sir." Jalkovski climbs to his feet, muttering, "I heard her voice. I heard it. In my head. I swear. She was, she was—"\n\n"Snap out of it," you nsarl, easing Jalkovski toward the door. "We gotta get out of here."\n\nJalkovski stumples over the threshhold. "But, but the voice. It said. It was. It knew. It—"\n\n"Fuck the voice" you hiss. "The [[Constabulary|PDA][$hud.currentScreen = "Constabulary"]] will be here any moment." You rush Jalkovski toward onto the landing pad. As you near the shiny grav-car, you say, "Nearly there." You help him into the passenger seat and hop in yourself. \n\nAs you power up the vehicle, Jalkovski murmurs, "It was so real. So real. So fucking real."\n\nNot knowing how to respond, you simply ease the grav-car off the pad and into the heavy traffic of Fastway 315 North. Jalkovski still looks out of it but slightly less pale. Relived, you put the grav-car on auto-drive and settle back to...<</if>><</if>><</if>></div>\n<<nobr>>\n\t<div class='OptionsField'>\n\t<<if $action.action1 eq "companion_talkto">>\n\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Witch|hud_combat][$combatTemplate = "Witch_B5"; $hide.layer3 = true; $statistics.negotion_failDone += 1; $action.action1 = "witch_kill"; $isAmbush = true; $ambushTemplate = "witch_hab_ambush"; $hud.interference = false]]</div>\n\t<<elseif $action.action1 eq "witch_kill">>\n\t\t\t<<if $job_coven.buddy eq "fisher">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Watch the fastway zip Past|riptide_back_fisher_return][$action.action1 = "stunned"; $attrib.dilligence += 15; $attrib.criminality = $attrib.criminality + 1; $hide.layer0 = false; $hide.layer1 = false; $time.active = $time.active + 1.5; $hud.interference = false; playContextSound("ui_tramway_zoom");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Watch the fastway zip Past|riptide_jalkovski_floater_return][$action.action1 = "stunned"; $attrib.dilligence += 15; $attrib.criminality = $attrib.criminality + 1; $hide.layer0 = false; $hide.layer1 = false; $time.active = $time.active + 1.5; $hud.interference = false; playContextSound("ui_tramway_zoom");]]</div>\n\t\t\t<</if>>\n\t<</if>>\n\t</div>\n\n<</nobr>>
<<nobr>>\n<<silently>>\n\t<<set $currentgamepassage = passage()>>\n<</silently>>\n<<if $action.action2 eq "none">>\n\t<div class='GameTextGreyed'><<display 'b5_covenfinal_enter_txt'>></div><br>\n\t<div class='GameText'><<display 'b5_covenfinal_leave_celena_txt'>></div><br>\n\n\t<div class='OptionsField'>\n\t\t<<if $action.action1 eq "cel_kill">>\n\t\t\t<div class='GameOption GameOption_Move'>[[Head to Celena's Place|b33_celena_appartment_postcoven][$job_conspiracy.instructionPhase = 11; $job_coven.mainPhase = 6; $attrib.criminality += 1; $attrib.dilligence += 15; $time.active += 1; $attrib.fatigue += 10; $hide.layer0 = false; $hide.layer1 = false; playContextSound("ui_tramway_zoom");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Head to your Appartment|home][$job_conspiracy.instructionPhase = 11; $action.arrive = "fromCoven"; $job_coven.mainPhase = 6; $attrib.criminality += 1; $time.active += 1; $attrib.fatigue += 10; $attrib.dilligence += 15; $hide.layer0 = false; $hide.layer1 = false; playContextSound("ui_tramway_zoom");]]</div>\n\t\t<<else>>\n\t\t\t<<if $action.action1 neq "cel_spare_lost">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask if Celena is OK|b5_covenfinal_leave_cel][$action.action2 = "cel_okay"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Tell Celena she's lost It|b5_covenfinal_leave_cel][$action.action2 = "cel_disagree"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t<</if>>\n\t</div>\n<<else>>\n\t<<set $hud.interference = false>>\n\t<div class='GameTextGreyed'><<display 'b5_covenfinal_enter_txt'>></div><br>\n\t<div class='GameTextGreyed'><<display 'b5_covenfinal_leave_celena_txt'>></div><br>\n\t<div class='GameText'><<display 'b5_covenfinal_leave_celena_2_txt'>></div><br>\n\n\t<div class='OptionsField'>\n\t\t<<if $action.action2 eq "cel_disagree">>\n\t\t\t<div class='GameOption GameOption_Move'>[[Head to your Appartment|home][$chr_celena.loc = "none"; $action.arrive = "fromCoven"; $job_conspiracy.instructionPhase = 10; $attrib.criminality += 1; $time.active += 1; $attrib.fatigue += 10; $attrib.dilligence += 15; $hide.layer0 = false; $hide.layer1 = false; ga('send', 'event', 'game', 'job_coven', 'didFinalCelenaHate'); playContextSound("ui_tramway_zoom");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Head to Celena's Place|b33_celena_appartment_postcoven][$job_conspiracy.instructionPhase = 11; $job_coven.mainPhase = 6; $attrib.criminality += 1; $attrib.dilligence += 5; $time.active += 1; $attrib.fatigue += 10; $hide.layer0 = false; $hide.layer1 = false; ga('send', 'event', 'game', 'job_coven', 'didFinalCelenaOkay'); playContextSound("ui_tramway_zoom");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Head to your Appartment|home][$job_conspiracy.instructionPhase = 11; $action.arrive = "fromCoven"; $job_coven.mainPhase = 6; $attrib.criminality += 1; $time.active += 1; $attrib.fatigue += 10; $attrib.dilligence += 15; $hide.layer0 = false; $hide.layer1 = false; ga('send', 'event', 'game', 'job_coven', 'didFinalCelenaOkay'); playContextSound("ui_tramway_zoom");]]</div>\n\t\t<</if>>\n\t</div>\n<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_enter_txt'>></div>\n<div class='GameText'><<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div><<if $attrib.toxicity gte 75>>You stumble over and...<<elseif $attrib.demeanor eq "cautious">>You stop a good three paces...<<elseif $attrib.fatigue gt 75>>You <<walk>> over to the table Fisher and...<<else>>"Heya, man." You <<walk>> over to the table Fisher is standing at...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<if $attrib.toxicity gte 75>>You stumble over and lean on the table. Two guys you've never seen before shoot you curious looks. You nod to them. "Heya. How..." You take a deep breath, collecting your thoughts, and say, "How you all doing?"\n\n"Working, same as aways, ya know?" Fisher brushes hair out of his eyes and looks you over. "Shit, you look wasted. What's up?"\n\nYou shrug a little. "Just enjoying life, y'know? Nothing big."\n\nFisher's lips twitch. "Nothin' big? With you? Lemme see..." He tilts his head. "Bullshit. I can smell it."\n\nYou laugh. "Right. Just never mind, okay? Isn't your fucking business."\n\n"Yeah, yeah." He leans on the table. "But you'll sure not wanna see the boss like that."\n\n"Yeah, whatever." You give him the finger and <<walk>> away, headed for...<<elseif $attrib.demeanor eq "cautious">>You stop a good three paces from the table and glance at the two guys Fisher is hanging with. "Who are these jokers?"\n\nOne of them snorts. "Oi, who you—"\n\n"Ey." Fisher holds up his hands. "They're just friends. Y'know. New friends to the fammily. Gotta get 'em into the game and all." Fisher brushes hair out of his face. "So, what you up to?"\n\n"Not much." You eye the two guys, wondering if they're dangerous or not. If they are... but you don't want to think about that. You don't really want any trouble. So you force a smile and say, "Gotta see the big boss, y'know?"\n\n"Sure." Fisher pats you on the shoulder. "G'd luck."\n\n"Thanks." You shoot the two dudes one last glance and <<walk>> away, headed for...<<elseif $attrib.fatigue gt 75>>You <<walk>> over to the table Fisher and two of his buddies are standing around. "What's..." You stifle a yawn. "What's up?"\n\n"Shit, man, you okay? You look—-" \n\n"Just tired," you say. "What's up here? And who're they?" You indicate Fisher's buddies.\n\n"Rim and Tray," Fisher says. "New blood in the family. Just got in a few days ago. Still getting 'em up to speed on the ropes and all."\n\n"Oh." You stifle another yawn and nod to Rim and Tray. "Hey, gus. And man I really gotta hit the sack sometime."\n\n"Hey, easy. Come back 'round when you're doin better." Fisher pats you on the shoulder. "And take care of yourself, yeah?"\n\n"Don't worry." You smile a little and <<walk>> away, headed for...<<else>>You <<walk>> over to the table Fisher is standing at. There are two guys with him. Neither of them look familiar so you ignore them and say, "Hey, Fish. How ya doing?"\n\n"Good. Working, same as aways, ya know?" He brushes hair out of his eyes and nods to his buddies. "Rim and Tray. New guys. Just got in a few days ago. Lotsa stuff to get 'em up to speed on." He winks. "Worse than in your day."\n\nYou chuckle. "Sounds like I got out when it was good." \n\n"Yeah, no shit," one of the guys says. "Lots to take in, like, for real." When you smirk, he shoots you a dark look. "What? I bein' funny or summin?"\n\n"Nah. Just remembering old times." You pat the guy on the shoulder. "Trust me, I know what you're going through. And don't believe Fish here. It don't get easier with time."\n\n"Don't listen to <<genderposssesive>>," Fisher says. "Always was an asshole. Just, now <<genderpronoun>>'s out, it's even worse." You roll your eyes. Fisher brushes back his bangs. "So, yeah, anyways. What you up to these days?"\n\n"Not much." You shrug. "This and that. Whatever pays the rent, though I gotta talk to to the big boss. [[Church|PDA][$hud.currentScreen = "Church of Eden"]] business. Figured you should know."\n\nFisher whistles. "Don't push it. He's in ona his moods again. But yeah. Good luck and I'll see ya round later, right?"\n\n"Sure thing." You pat Fisher on the shoulder and <<walk>> away, headed for...<</if>><</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[The Main Floor|riptide_main_floor][$chr_fisher.met = true; $chr_fisher.loc = "onjob"; $hide.layer0 = false; $action.arrive = "fromOutside"; $loc_riptide.didFistArrive = true; playContextSound("ui_walk");]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Wilkin's Riptide">>\n<</silently>>\n<div class='GameText'><<display 'riptide_enter_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n<<if ($job_fisher_extremists.mainPhase eq 2 or $chr_fisher.loc eq "waitvineentrance") and $job_conspiracy.unlockedMainQuest>>\n\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|riptide_main_floor_zanex][$hide.layer0 = true; $action.action5 = "none"; $action.action4 = "none"; $attrib.violence -= 2]]</div><br>\n\t<div class='GameOption GameOption_Defend'>[[Sneak in the Back|b28_zanex_riptide_altpath][$hide.layer0 = true; $action.arrive = "sneak"; $action.action5 = "none"; $action.action4 = "none"; $attrib.caution += 2]]</div><br>\n\t<div class='GameOption GameOption_Weapon'>[[Organize frontal Assault|b28_zanex_riptide_altpath][$hide.layer0 = true; $action.arrive = "assault"; $action.action5 = "none"; $action.action4 = "none"; $attrib.violence += 2]]</div>\n<<elseif $chr_fisher.loc eq "foyer">>\n\t<div class='GameOption GameOption_Dialogue'>[[Speak to Fisher|riptide_entrance_b28_talkfisher][$hide.layer0 = true; $hide.layer1 = false; $attrib.caution += 1; playContextSound("ui_click"); $equip.hideWeaponLoadout = true;]]</div><br>\n\t<div class='GameOption GameOption_Move'>[[Ignore Fisher|riptide_main_floor][$hide.layer0 = false; $attrib.violence += 1; $chr_fisher.loc = "onjob"; $action.arrive = "fromOutside"; $loc_riptide.didFistArrive = true; playContextSound("ui_walk");]]</div>\n<<else>>\n\t<div class='GameOption GameOption_Move'>[[Enter the Main Floor|riptide_main_floor][$hide.layer0 = false; $action.action5 = "none"; $action.action4 = "none"; $action.arrive = "fromOutside"; $loc_riptide.didFistArrive = true; playContextSound("ui_walk");]]</div>\n\t<<if ($loc_riptide.didFistArrive and $job_arena_lavandri.mainPhase gte 1 and $job_arena_lavandri.mainPhase lt 98) or $job_arena_lavandri.mainPhase eq 100>><br>\n\t\t<div class='GameOption GameOption_Move'>[[Enter Deathmatch Arena|b28_riptide_arenalobby][$action.arrive = "fromOutside"; $processed = false; playContextSound("ui_walk");]]</div>\n\t<</if>>\n<</if>>\n\n<</nobr>></div>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $action.action1 = "none">>\n\t<<set $action.action2 = "none">>\n\t<<set $action.action3 = "none">>\n\t<<set $action.action4 = "none">>\n\t<<set $action.action5 = "none">>\n\n\t<<set $hide.layer1 = false>>\n\t<<set $hide.layer2 = false>>\n\t<<set $hide.layer3 = false>>\n\t<<set $hide.layer4 = false>>\n\t<<set $hide.layer5 = false>>\n\n\t<<set $savesMenuPassage = "B28 - Riptide Main Floor">>\n\t<<set $randomScene = (Math.random() + 0.01)>>\n\n\t<<set $equip.hideWeaponLoadout = true>>\n\n\t<<display 'doAutoSave'>>\n<</silently>>\n<div class='GameText'><<display 'riptide_base_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\t<<if $job_fisher_extremists.instructionPhase eq 5>>\n\t\t<<if $job_fisher_revenge.mainPhase eq 2>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Look for the Siren|riptide_addon_sirenpart][$hide.layer0 = true; $processed = false; playContextSound("ui_walk");]]</div><br>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Look for Mr. Amman|riptide_addon_sirenpart][$hide.layer0 = true; $processed = false; $chr_fisher.alive = false; $job_fisher_revenge.mainPhase = 99; playContextSound("ui_walk");]]</div><br>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $chr_raj.met eq false and not $job_conspiracy.rajSearch28 and ($job_conspiracy.instructionPhase eq 5 or $job_conspiracy.knowledgePhase eq 2)>>\n\t\t<div class='GameOption GameOption_Move'>[[Use the Info Terminal|b28_findraj][$processed = false; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div><br>\n\t<</if>>\n\n<</nobr>><div class='GameOption GameOption_Move'><<nobr>>\n\n\t<<if $loc_riptide.ownedBy eq "wilkin" and $job_drugdealer.altPhase eq 0 and $job_drugdealer.mainPhase eq 0 and $chr_fisher.loc neq "none" and ($job_coven.overrideAnska or $job_coven.mainPhase eq 99)>>\n\t\t[[Head for the Bar|riptide_addon3_fisherdrug][$hide.layer0 = true; $processed = false; playContextSound("ui_walk");]]\n\t<<elseif $loc_riptide.talkedToAida eq false and $job_blindkid_shrine.mainPhase eq 2 and $chr_celena.loc neq "bar" and $chr_celena.loc neq "bar_2">>\n\t\t[[Head for the Bar|riptide_addon_aidafriend][$hide.layer0 = true; $processed = false; playContextSound("ui_walk");]]\n\t<<elseif ($job_abomination_investigate.mainPhase eq 4 or $job_abomination_investigate.mainPhase eq 5 or $job_abomination_investigate.mainPhase eq 6) and $chr_celena.loc neq "bar" and $chr_celena.loc neq "bar_2" and not $loc_riptide.talkedToAida>>\n\t\t[[Head for the Bar|riptide_addon_aidafriend][$hide.layer0 = true; $processed = false; playContextSound("ui_walk");]]\n\t<<elseif $time.active gte 32 and $characterEncounterPhases.riptideOliviaPhase eq 0 and $chr_celena.loc neq "bar" and $chr_celena.loc neq "bar_2">>\n\t\t[[Head for the Bar|riptide_olivia_event][$hide.layer0 = true; $processed = false; playContextSound("ui_walk");]]\n\t<<elseif $chr_sasha.loc eq "riptide" and $chr_celena.loc neq "bar" and $chr_celena.loc neq "bar_2">>\n\t\t[[Head for the Bar|riptide_sasha_event][$hide.layer0 = true; $processed = false; playContextSound("ui_walk");]]\n\t<<else>>\n\t\t[[Head for the Bar|riptide_main_b28_bar][$hide.layer0 = true; $processed = false; playContextSound("ui_walk");]]\n\t<</if>>\n\n<</nobr>></div>\n<div class='GameOption GameOption_Move'><<nobr>>\n\n\t<<if $loc_riptide.talkedToKnight eq false and $time.active gte 36>>\n\t\t[[Head for the Dance Floor|riptide_addon_knight][$attrib.fatigue += 3; $hide.layer0 = true; playContextSound("ui_walk");]]\n\t<<elseif $time.active gte 45 and $characterEncounterPhases.riptideGuyPhase eq 0>>\n\t\t[[Head for the Dance Floor|riptide_sahando_event][$attrib.fatigue += 3; $hide.layer0 = true; $attrib.stress -= 1; playContextSound("ui_walk");]]\n\t<<else>>\n\t\t[[Head for the Dance Floor|riptide_main_b28_dance][$attrib.fatigue += 3; $hide.layer0 = true; $attrib.stress -= 1; playContextSound("ui_walk");]]\n\t<</if>>\n\n<</nobr>></div>\n<<nobr>>\n\n\t<<if $factionlock.kobolWasViolent and $factionlock.kobolFactionAlign eq "kobol">>\n\t\t<<if $factionlock.kobolHadRiptideTalk>>\n\t\t\t/% VIP AREA BLOCKED; DOES SMTH HAPPEN HERE? %/\n\t\t<<else>>\n\t\t\t<<if $loc_riptide.ownedBy eq "marisa">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head for the VIP Terrace|riptide_vip_zanex][$hide.layer0 = true; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head for the VIP Terrace|riptide_vip_b28][$hide.layer0 = true; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>><br>\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $job_conspiracy.unlockedMainQuest>>\n\t\t\t<<if $chr_fisher.alive and $chr_fisher.loc neq "none" and $time.active gte 16 and $job_fisher_extremists.mainPhase eq 0 and $attrib.toxicity lt 75 and $chr_raj.met eq true>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head for the VIP Terrace|riptide_fisherinterrupt_b28][$hide.layer0 = true; playContextSound("ui_walk");]]</div>\n\n\t\t\t<<elseif $job_arena_lavandri.mainPhase eq 0 and (($time.active gte 24 and $loc_riptide.talkedToWilkin) or $job_corpo_conference.mainPhase gte 1)>>\n\t\t\t\t/% changed lavandri trigger condition to not include talked to wilkin since this can be skipped%/\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head for the VIP Terrace|b28_vip_lavandrigrab][$hide.layer0 = true; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div>\n\n\t\t\t<<elseif $chr_fabienne.alive and $job_witches_pendant.mainPhase neq 8 and $job_crypto_warlock.mainPhase eq 0 and (($loc_riptide.talkedToWilkin and $time.active gte 16) or $job_corpo_conference.mainPhase gte 1)>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head for the VIP Terrace|b28_vip_specialscene][$hide.layer0 = true; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div>\n\n\t\t\t<<elseif $factionlock.lockedFaction eq "none" and $job_fisher_extremists.mainPhase eq 4 and $job_riptide_postbattle.mainPhase eq 6 and $factionlock.zanexPhase eq 0 and $job_conspiracy.conspiratorPhase lt 7 and $attrib.religion neq "edenite" and $loc_riptide.ownedBy eq "marisa">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head for the VIP Terrace|riptide_zanex_faction][$hide.layer0 = true; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div>\n\n\t\t\t<<elseif $job_fisher_counterattack.ammanMissionOverride and $job_fisher_counterattack.altPhase eq 0 and $job_conspiracy.conspiratorPhase lt 7>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head for the VIP Terrace|b28_vip_ammanfudge][$hide.layer0 = true; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div>\n\n\t\t\t<<elseif $loc_riptide.ownedBy eq "marisa">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head for the VIP Terrace|riptide_vip_zanex][$hide.layer0 = true; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div>\n\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head for the VIP Terrace|riptide_vip_b28][$hide.layer0 = true; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div>\n\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Head for the VIP Terrace|riptide_vip_b28][$hide.layer0 = true; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div>\n\t\t<</if>><br>\n\t<</if>>\n\n\t<<if ($loc_riptide.didFistArrive and $job_arena_lavandri.mainPhase gte 1 and $job_arena_lavandri.mainPhase lt 98) or $job_arena_lavandri.mainPhase eq 100>>\n\t\t<div class='GameOption GameOption_Move'>[[Enter Deathmatch Arena|b28_riptide_arenalobby][$action.arrive = "fromOutside"; $processed = false; playContextSound("ui_walk");]]</div><br>\n\t<</if>>\n\n\t<<if $chr_celena.loc eq "dancefloor">>\n\t\t<div class='GameOption GameOption_Move'>[[Leave the Riptide|b28_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; $chr_celena.loc = "herhome"; $equip.hideWeaponLoadout = false; playContextSound("ui_walk");]]</div>\n\t<<elseif $randomEncounterPhases.syndicateRaidTriggered and ($randomEncounterPhases.syndicateBaseDestroyed eq false or $randomEncounterPhases.syndiateRaidAlternate neq "none") and $randomScene lt ($randomEncounterPhases.syndicateRaidFrequency + 0.1)>>\n\t\t<div class='GameOption GameOption_Move'>[[Leave the Riptide|random_syndicate_killteam][$action.arrive = "onfoot"; $hide.layer0 = false; $action.action4 = "b28"; $action.action5 = "b28_tram_station"; $equip.hideWeaponLoadout = false; playContextSound("ui_walk"); $processed = false;]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>[[Leave the Riptide|b28_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; $equip.hideWeaponLoadout = false; playContextSound("ui_walk");]]</div>\n\t<</if>>\n\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'riptide_bar_walkup_text'>></div>\n<div class='GameText'><<display 'ripdite_bar_order_txt'>></div>\n<div class='OptionsField'><<nobr>>\n<<if $loc_riptide.talkedToWilkin eq true and $loc_riptide.talkedToCaptain eq false and $loc_docks.spokeDockMaster eq false and $job_conspiracy.instructionPhase lt 6>>\n\t<div class='GameOption GameOption_Dialogue'>[[Say you are Vine|riptide_main_b28_bar_captain][$action.action2 = "yes"; $attrib.dilligence += 1; $hide.layer2 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Ask who he Is|riptide_main_b28_bar_captain][$action.action2 = "who"; $attrib.dilligence += 1; $attrib.caution += 1; $hide.layer2 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Tell him to Get Lost|riptide_main_b28_bar_captain][$action.action2 = "fuckoff"; $attrib.violence += 2; $hide.layer2 = true; $processed = false; $statistics.intimidateDone += 1; playContextSound("ui_click");]]</div>\n<<elseif $chr_celena.loc eq "bar">>\n\t<div class='GameOption GameOption_Dialogue'>[[Hug her Back|riptide_main_b28_bar_celena][$action.action2 = "hug"; $chr_celena.rep = $chr_celena.rep + 5; $hide.layer2 = true; $chr_celena.met = true; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Kiss her on the Cheek|riptide_main_b28_bar_celena][$action.action2 = "kiss"; $chr_celena.rep = $chr_celena.rep + 10; $hide.layer2 = true; $chr_celena.met = true; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Push her Away|riptide_main_b28_bar_celena][$action.action2 = "push"; $chr_celena.rep = $chr_celena.rep - 15; $hide.layer2 = true; $chr_celena.met = true; playContextSound("ui_click");]]</div>\n<<else>>\n\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $hide.layer0 = false; $action.arrive = "fromSelf"; $loc_riptide.didFirstBar = true; playContextSound("ui_walk");]]</div><</if>><</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $action.action1 = "none">>\n<<set $action.action2 = "none">>\n<<set $action.action3 = "none">>\n<<set $action.action4 = "none">>\n<<set $action.action5 = "none">>\n\n<<set $hide.layer2 = false>>\n<<set $hide.layer3 = false>>\n<<set $hide.layer4 = false>>\n<<set $hide.layer5 = false>>\n<<set $savesMenuPassage = "B28 - Luca's Apt">>\n<</silently>>\n<div class='GameText'><<display 'luca_lalina_apt1_txt'>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Dialogue'>[[Ask how Luca knows Tobias Gartner|b28_hab_lanina_luca_question][$action.action1 = "tobias"; $action.action3 = "true"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n<div class='GameOption GameOption_Dialogue'>[[Ask if Luca knows about Mauricio's death|b28_hab_lanina_luca_question][$action.action1 = "mauricio"; $action.action4 = "true"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n<div class='GameOption GameOption_Dialogue'>[[Ask what Luca knows about Object 55316|b28_hab_lanina_luca_question][$action.action1 = "object"; $action.action5 = "true"; $hide.layer1 = true; playContextSound("ui_click");]]</div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'lalina_apt_cel_fisttime_txt'>></div>\n<div class='GameText'><<display 'lalina_apt_firsttime_2_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n<<if ($attrib.fatigue gte 75 or $attrib.toxicity gte 75)>>\n\t<div class='GameOption GameOption_Move'>[[Curl up to Sleep|b28_hab_lanina_wake][$action.action3 = "rested"; $attrib.toxicity = 0; $attrib.fatigue = 0; $time.active = $time.active + 8; $hide.layer1 = false; playContextSound("ui_click");]]</div>\n<<else>>\n\t<div class='GameOption GameOption_Dialogue'>[[Say you doubt That|b28_hab_lanina_3][$action.action2 = "doubt"; $chr_lanina.rep -= 2; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Say you believe Her|b28_hab_lanina_3][$action.action2 = "believe"; $chr_lanina.rep += 2; $hide.layer2 = true; $sexPhases.numTimesHadSex += 1; $sexPhases.lastSexTime = $time.active; $chr_lanina.relation = "fucked"; playContextSound("ui_click"); $sexPhases.lanina += 1;]]</div>\n<</if>>\n\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n<<if $action.action1 eq "normal">>\n\t<<display 'doAutoSave'>>\n<</if>>\n<</silently>>\n<div class='GameText'><<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You curl up...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<if $action.action1 eq "normal">>You curl up only to wake a moment later, still on Lanina's couch. There's no one around and the appartment is oddly quiet. Not wanting to get in the way - or wake anyone who might be around - you quietly retrieve your gear and tiptow to the door. \n\nAs you hit the release, you hear a muffled groan from one of the rooms. You pause, wondering whether to say something or not.\n\nYou say, "Hello?"\n\n"Hey," Lanina's voice calls, "Let yourself out. I got a bit of a situation here." \n\nYou pull a face, well aware the night before must've been a little too much, and...<<elseif $action.action3 eq "shock" or $action.action3 eq "rested">>You curl up only to wake with a start what feels like the very next second. You're still in Lanina's apartment. No one else is awake.\n\nFiguring it's best to just leave, you hastily pull on your clothes and grab your gear. The noise must have woken Lanina because, when you head for the door, Lanina pokes her head out of her room. "Hey, Vine. Sleep well?"\n\n"Yeah but I gotta go." You force a smile.\n\n"Sure. See ya around." She sinks back onto the couch. \n\n"See ya." You hit the release and....<<elseif $action.action3 eq "dreamless">>You curl up only to wake a moment later with your nose buried in a mane of golden-blonde hair. For a moment you wonder if Celena dyed hers. Then you remember the night before and realize it's Lanina.\n\n"Mhhm," the girl mubles, still half asleep.\n\nShe still hasn't woken by the time you've retrieve your gear. You consider waking her but that doesn't seem right.\n\n"See ya then, I guess." You head to the door, hit the release and...<</if>><</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'><<nobr>>\n\n<<if $action.action1 eq "normal">>\n\t\t[[Leave the Apartment|b28_tram_station][$action.arrive = "onfoot"; $chr_celena.loc = "herhome"; $hide.layer0 = false; playContextSound("ui_walk");]]\n<<elseif $action.action3 eq "shock">>\n\t\t[[Leave the Apartment|b28_tram_station][$action.arrive = "onfoot"; $chr_celena.loc = "herhome"; $hide.layer0 = false; playContextSound("ui_walk");]]\n<<elseif $action.action3 eq "dreamless">>\n\t\t[[Leave the Apartment|b28_tram_station][$action.arrive = "onfoot"; $chr_celena.loc = "herhome"; $hide.layer0 = false; playContextSound("ui_walk");]]\n<<elseif $action.action3 eq "rested">>\n\t\t[[Leave the Apartment|b28_tram_station][$action.arrive = "onfoot"; $chr_celena.loc = "herhome"; $hide.layer0 = false; playContextSound("ui_walk");]]\n<</if>>\n\n<</nobr>></div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<if $processed eq false>>\n\t<<set $clothingdesc to either("a dark brown leather jacket", "a white tank top", "rainbow sweater")>>\n\t<<set $processed = true>>\n<</if>>\n<<set $savesMenuPassage = "Level B28 - Riptide Bar">>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<div class='GameText'><<if $attrib.toxicity gte 75>>As you stumble over to the bar, a dark-skinned dude bumps ito you. "Fuck you, asshole," you call as you right yourself and swagger over to the crowd gathered around the sand bar. A bulky dude wearing <<print $clothingdesc>> gets in your way. You shove him aside with a muttered, "Oi, my spot."\n\n"Hey, wow," The guy backs away with a dark look in your direction. "What the fuck's your problem?" \n\n"What the fuck's yours?" You lean closer to the guy and snar, "Seriously, fuckface, what the fuck's up with you?"\n\n<<if $clothingdesc eq "rainbow sweater">>"No hard feels, dude," he takes another step back, hands raised in surrender, and hurriedly joins a circle of equally-colorful peeps. You shake your head in disgust and lean on the bar.<<else>>"You fucking mad?" The man steps up to you. "C'mon, punk, show me—"\n\n"Wow, wow. Just kidding." You grin a little. "Honest."\n\n"Whatever, freak." \n\nYou stare after the guy in the <<print $clothingdesc>> until he's disappeared in the crowd, then turn and lean on the bar.<</if>>"Oi." The bartended walks straight past you. "Oi," you shout, louder this time. "Oi, I wanna order."\n\n"Over my dead body, man. Get the fuck out and sober up." The bartender turns to the girl standing beside you. "Hey, three Liqs was it? That's ten."\n\nShe holds out her wrist. "Here ya—"\n\n"Oi, what the fuck?" You glower at the girl. "Shit, I was here first."\n\n"Yeah, and we ain't serving you." The bartender nods toward the entrance. "Or ya want me to call security?"\n\n"Go ahead," you mutter. When the guy continues to glower at you. You raise your hands. "Okay, okay, I'm getting the fuck out."\n\n<<elseif $chr_celena.loc eq "bar_2">><<display 'riptide_celena_bar2_base'>><<else>><<display 'riptide_bar_walkup_text'>><</if>></div>\n<div class='OptionsField'><<nobr>>\n<<if $attrib.toxicity gte 75>>\n\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$time.active = $time.active + 0.1; $attrib.fatigue = $attrib.fatigue + 1; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n<<elseif $chr_celena.loc eq "bar_2">>\n\t<<if $attrib.credits gte 1>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Ignore the Comment|riptide_main_b28_bar_2_celena][$action.action1 = "drink"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[[Insufficient funds to order a drink]</div></div>\n\t<</if>><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Poke fun at Celena|riptide_main_b28_bar_2_celena][$action.action1 = "celena"; $chr_lanina.rep = $chr_lanina.rep + 5; $chr_celena.rep = $chr_celena.rep + 10; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Tease Lanina|riptide_main_b28_bar_2_celena][$action.action1 = "lanina"; $chr_lanina.rep = $chr_lanina.rep + 10; $chr_celena.rep = $chr_celena.rep + 5; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n<<else>>\n\t<<if $randomEncounterPhases.syndicateBasePhase eq 1>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Baibirack Facility|riptide_facility_ask][$action.action1 = "facility"; $hide.layer1 = true; $randomEncounterPhases.syndicateRaidFrequency += 0.3; playContextSound("ui_click");]]</div><br>\n\t<</if>>\n\t<<if $attrib.credits gte 1>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Order a Beer (1 C)|riptide_main_b28_bar_order][$action.action1 = "beer"; $attrib.credits = $attrib.credits - 1; $attrib.toxicity = $attrib.toxicity + 10; $hide.layer1 = true; $statistics.alcoholDrunk += 1; $attrib.stress -= 1; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Order a Beer (1 C)]</div></div>\n\t<</if>><br>\n\t<<if $attrib.credits gte 3>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Order a Liq (3 C)|riptide_main_b28_bar_order][$action.action1 = "liq"; $attrib.credits = $attrib.credits - 3; $attrib.toxicity = $attrib.toxicity + 25; $hide.layer1 = true; $statistics.alcoholDrunk += 1; $attrib.stress -= 1; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Order a Liq (3 C)]</div></div>\n\t<</if>><br>\n\t<<if $attrib.credits gte 10>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Order a Flash (10 C)|riptide_main_b28_bar_order][$action.action1 = "flash"; $attrib.credits = $attrib.credits - 10; $attrib.toxicity = $attrib.toxicity + 50; $hide.layer1 = true; $statistics.alcoholDrunk += 1; $attrib.stress -= 2; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Order a Flash (10 C)]</div></div>\n\t<</if>><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Say you're just Looking|riptide_main_b28_bar_order][$action.action1 = "lookaround"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\n<</if>><</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "B28 - Riptide VIP Area">>\n\t<<if $action.action2 eq "none">>\n\t\t<<set $action.randomize to either("oldtimes", "fisher", "business")>>\n\t<</if>>\n<</silently>>\n<<if $action.arrive neq "fromSelf">><div class='GameTextGreyed'><<display 'riptide_base_txt'>></div><br><</if>><<if $attrib.toxicity gte 75 or not $job_conspiracy.unlockedMainQuest>><div class='GameText'><<display 'riptide_vip_wilkin_txt'>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Return to the Main Floor|riptide_main_floor][$time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $hide.layer0 = false; $action.arrive = "fromSelf"]]</div></div><<else>><<nobr>>\n\n/% First Talk Pt1 %/\n\n<</nobr>><<if $loc_riptide.talkedToWilkin eq false and ($job_conspiracy.instructionPhase lte 2 or $job_conspiracy.instructionPhase eq 4)>><<if $action.action1 eq "none">><div class='GameText'><<display 'riptide_vip_wilkin_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n<<set $bribeammount = Math.round(1000 * $gameworld_modifiers.bribeModifier)>>\n<<set $bribetext = "Bribe Mr. Wilkin (" + $bribeammount + " C)">>\n\n<<if $attrib.credits gte $bribeammount>>\n\t<div class='GameOption GameOption_Dialogue'>\n\t\t<<click $bribetext "riptide_vip_b28">>\n\t\t\t<<set $action.action1 = "credits"; $attrib.credits -= $bribeammount; $job_conspiracy.instructionPhase = 2; $hide.layer1 = true; ga('send', 'event', 'game', 'job_main', 'gotWilkinInfo'); $statistics.bribesDone += 1; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_click");>>\n\t\t<</click>>\n\t</div>\n<<else>>\n\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Bribe Mr. Wilkin <<print $bribeammount>> C]</div></div>\n<</if>><br>\n<<if $gameworld_modifiers.hasNegotiateOverride or $equip.isFashionOutfit or $attrib.dilligence gte 5>>\n\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|riptide_vip_b28][$action.action1 = "church"; $job_conspiracy.instructionPhase = 2; $hide.layer1 = true; ga('send', 'event', 'game', 'job_main', 'gotWilkinInfo'); $statistics.negotiateDone += 1; playContextSound("ui_click");]]</div><br>\n<<else>>\n\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|riptide_vip_b28][$action.action1 = "church_fail"; $hide.layer1 = true; $loc_riptide.triedChurchOption = true; $job_conspiracy.instructionPhase = 4; playContextSound("ui_click");]]</div><br>\n<</if>>\n\t<div class='GameOption GameOption_Dialogue'>[[Say you'll return Later|riptide_main_floor][$time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n<</nobr>></div><<nobr>>\n\n /% First Talk Pt2 %/\n\n\n<</nobr>><<else>><div class='GameTextGreyed'><<display 'riptide_vip_wilkin_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.action1 eq "credits">>You purse your lips. "Yeah? How about I drop..."<<elseif $action.action1 eq "church" or $action.action1 eq "church_fail">>"I have it on good authority this has..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<if $action.action1 eq "credits">>You purse your lips. "Yeah? How about I drop one K? Will that jog your memory?"\n\n"It might just help." Mister Wilkin holds out his left arm. "Show you mean it and we'll talk."\n\n"Okay." You program the transfer into your [[PDA|PDA][$hud.currentScreen = "home"]] and swipe Wilkin's arm. "There. Now what you know about this?"<<elseif $action.action1 eq "church_fail">>"I have it on good authority this is big time. A huge deal with the [[Church|PDA][$hud.currentScreen = "Church of Eden"]]. Something holy or sacred went missing. Don't have many details. All I want is to find it but I'm sure the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] wouldn't mind hearing you helped me out, would they?"\n\n"How odd." Mister Wilkin puts down his pad, scowling. "Dealin' the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] now, are ya? And I thought that deal with the [[Paladin|PDA][$hud.currentScreen = "Paladin"]] was just another tall tale about the overhyped, legendary Vine."\n\n"Maybe it was." You lean forward. "Or maybe not. I might just tell you if you help me out with this whole affair. You know something, don't you?"\n\nYour brow rises. "You sure about that? 'Cause this is real important."\n\n"Vine." Wilkin fixes you with a firm look. "I thought ye were looking for gossip, basic facts. But you're asking for details and I got none. Ain't happy 'bout it but that's how it is."\n\n"If that's how it is, I'll look elsewhere." You stand and, with a curt nod to your former Boss...<<elseif $action.action1 eq "church">>"I have it on good authority this is big time. A huge deal with the [[Church|PDA][$hud.currentScreen = "Church of Eden"]]. Something holy or sacred went missing. Don't have many details. All I want is to find it but I'm sure the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] wouldn't mind hearing you helped me out, would they?"\n\n"Interesting." Mister Wilkin puts down his pad, scowling. "Dealin' the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] now, are ya? Shit. Call that a heel face turn if ever I's seen one."\n\n"Pragmatism, more like. But listen—" You lean forward. "I really need your help with this affair. So tell me: you know something, don't you?"\n\n<</if>><<if $action.action1 neq "church_fail">>"Not very much, I'm afraid. Got a strange inquiry yesterday though. Freelance merchant saying someone asked him to move something from A to B. Didn't say what it was or where they were going, just that there'd be one extra passenger and they'd be paying good money for the haul. I didn't think much of it but the guy doing the asking apparently talked like a [[Churchgoer|PDA][$hud.currentScreen = "Church of Eden"]]. Grammar, long words. The merch captain wouldn't stop saying how he didn't trust this fellow."\n\n"Definitely odd. You know who the captain was?"\n\n"Alfrey Phillips." Wilkin swipes his data pad. "Hauls fruits and vegetables between the [[Scaffold|PDA][$hud.currentScreen = "Scaffold 22"]] and Limit III for Crown Line Services. Occasionally he runs a little this and that on the side. Never anything big." Wilkin glances at you. "Figure that's about the profile you're looking for, right?"\n\n"Could be," you admit.\n\n"Right, well, Phillips tends to hang around here when he's on the [[Scaffold|PDA][$hud.currentScreen = "Scaffold 22"]]. So, if you're looking, look around the bar. He might be there." Wilkin taps at his data pad. "I'll keep my ears open though, drop you a message if I hear anything new."\n\n"Sure." You jot down a note on your [[PDA|PDA][$hud.currentScreen = "home"]] and say, "Thanks for the help."\n\n"Anytime. But no more favors unless you're backing them up with real creds."\n\n"Loud and clear, Boss-Man." You both chuckle. Wilkin turns back to his data pad and you...<</if>><</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Return to the Main Floor|riptide_main_floor][$time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $loc_riptide.talkedToWilkin = true; $hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div></div><</if>><<nobr>>\n\n\n/% GENERAL DIALOG %/\n\n\n<</nobr>><<else>><<if $action.action2 eq "none">><div class='GameText'><<display 'riptide_vip_wilkin_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n\t<<if $factionlock.kobolFactionAlign neq "none" and not $factionlock.kobolHadRiptideTalk>>\n\t\t<<if $factionlock.kobolWasViolent and $factionlock.kobolFactionAlign eq "kobol">>\n\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Main Floor|riptide_main_floor][$time.active += 0.25; $hide.layer0 = false; $action.arrive = "fromSelf"; $factionlock.kobolHadRiptideTalk = true; $loc_riptide.talkedToWilkin = true; playContextSound("ui_walk");]]</div>\n\t\t<<else>>\n\t\t\t<<if $loc_riptide.ownedBy eq "wilkin">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Change Topic|riptide_vip_b28][$action.action2 = "none"; $hide.layer1 = false; $hide.layer2 = false; $action.arrive = "fromSelf"; $factionlock.kobolHadRiptideTalk = true; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_zanex][$hide.layer1 = false; $factionlock.kobolHadRiptideTalk = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $job_conspiracy.instructionPhase gte 7 and $job_conspiracy.instructionPhase lt 9>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask Wilkin who hired the Oger|riptide_vip_b28_coven_talk][$hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\n\t\t<<if $job_conspiracy.conspiratorPhase eq 7 and $chr_fisher.loc neq "none" and $factionlock.lockedFaction neq "visionary">>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you need Fisher's Help|riptide_vip_b28_fisherdjinn][$hide.layer1 = true; $job_conspiracy.buddy = "fisher"; playContextSound("ui_click");]]</div><br>\n\t\t<<elseif $job_conspiracy.conspiratorPhase eq 7 and $job_conspiracy.djinnKnowledge.wilkin and $factionlock.lockedFaction neq "visionary">>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask to borrow Wilkin's Grav-Car|riptide_vip_b28_gravcaronly][$hide.layer1 = true; $job_conspiracy.buddy = "wilkin"; playContextSound("ui_click");]]</div><br>\n\t\t<<elseif $job_conspiracy.conspiratorPhase eq 6 and $job_conspiracy.djinnKnowledge.wilkin eq false>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask Wilkin about the Djinn|riptide_vip_b28_djinn_talk][$hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\n\t\t<<if $factionlock.lockedFaction eq "cyber" and not $factionlock.cyberSourceRiptide>>\n\t\t\t/% (( ASK ABOUT EXPOSE )) %/\n\t\t<</if>>\n\n\t\t<<if $job_abomination_investigate.ogerPhase gte 1 and $job_abomination_investigate.ogerPhase lt 4>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Deshvar|riptide_vip_b28_ogerlair][$hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\n\t\t<<if $job_fisher_counterattack.mainPhase eq 3>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're ready for Otto|riptide_vip_b28_fisherotto][$hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\t\t\n\t\t<<if $job_crypto_warlock.mainPhase eq 4>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Warlock|riptide_vip_warlock_wilkin][$hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\n\t\t<<if ($job_fisher_extremists.instructionPhase gte 13 or $job_blindkid_shrine.mainPhase gte 2 or $factionlock.kobolPhase eq 2 or $randomEncounterPhases.darknetPaladinMessage eq 1) and $job_fisher_extremists.paladinKnowledge.wilkin eq false>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Paladins|riptide_vip_b28_paladin_talk][$hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\t\t<<if $job_anska_haze.mainPhase eq 1>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Athena Medical Labs|riptide_vip_b28_medical_talk][$hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\t\t<<if $loc_riptide.talkedToWilkin eq true and $job_conspiracy.conspiratorPhase lt 8>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask for news on Object 55316|riptide_vip_b28][$action.action2 = "object"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\t\t<<if $job_fisher_extremists.mainPhase eq 98 and $job_fisher_counterattack.mainPhase eq 0 and $factionlock.lockedFaction neq "visionary">>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Mention the attack on the Riptide|riptide_addon_zanextalk][$hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\t\t<<if ((($attrib.demeanor eq "aggressive" or $attrib.gender eq "female" or $attrib.toxicity gte 75) and $job_fisher_extremists.mainPhase eq 98) or $gameworld_modifiers.isIrresistable) and $sexPhases.didWilkin eq false>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Flirt with Mr. Wilkin|riptide_addon5_sex][$hide.layer1 = true; playContextSound("ui_click"); $sexPhases.didWilkin = true]]</div><br>\n\t\t<</if>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Chat with Wilkin|riptide_vip_b28][$action.action2 = $action.randomize; $hide.layer1 = true]]</div><br>\n\t\t<div class='GameOption GameOption_Move'>[[Return to the Main Floor|riptide_main_floor][$time.active = $time.active + 0.25; $attrib.fatigue += 1; $hide.layer0 = false; $action.arrive = "fromSelf"; $loc_riptide.talkedToWilkin = true; playContextSound("ui_walk");]]</div>\n\t<</if>>\n\n<</nobr>></div><<nobr>>\n\n/% DIALOG RESPONSES %/\n\n<</nobr>><<else>><div class='GameTextGreyed'><<display 'riptide_vip_wilkin_txt'>></div>\n<<if $action.action2 eq "business">><div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"Yeah, I was just wondering how business is..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"I was just wondering how business is going these days."\n\n"Oh, well enough. Making good credits. Mostly legit, actually. And the competition's way down. Figure it's got something to do with the [[Constabulary|PDA][$hud.currentScreen = "Constabulary"]] running regular checks on the docks. But we got our guys inside. For now, at least. Figure they'll catch on eventually but I'm hoping to retire by the time they finally realize who's up to what around these parts."\n\n"So, business as usual." You raise an eyebrow.\n\nMister Wilkins shoots you a amused look over the top of his data pad. "More or less. Tending to less."\n\nYou shrug half heartedly. "It could be a lot worse."\n\n"Yeah, well, this isn't the Forties anymore. Things are quieter now, more regulated. There's less wiggle room and more incentive to play nice. So I go with the flow, do things the way they're supposed to be done, and hey, I'm almost a legitemate business man now."\n\n<<if $attrib.demeanor eq "agressive">>You scoff. "Right. I'm not gonna openly question your strategy. But believe me: this is gonna go sideways bad someday."<<else>>You nod slowly. "Sounds like you're keeping things together. Just hope nothing goes badly sideways."<</if>>\n\n"We'll deal with that when we get to it," Wilkin says, more interested in his data pad than in you.<</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Dialogue'>[[Change Topic|riptide_vip_b28][$action.action2 = "none"; $hide.layer1 = false; $hide.layer2 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div></div><<elseif $action.action2 eq "object">><div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"Just wondering if you've heard anything about the artefact..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"Just wondering if you've heard anything about the artefact I mentioned."\n\n<<if $loc_riptide.triedChurchOption>>"I've been keeping my ears open but no,"<<else>>"Nah, nothing,"<</if>> Wilkin says without looking at you. "Heard some other funny stuff. Bad chems on the market here. C Sector's unions going balistic. A strike over in the N docks. And a few guys getting killed when an airlock went out in X7. But nothing that'll help you."\n\n"Right. Well, thanks anyways."\n\n"Anytime," Wilkin says in a tone that suggests he'd prefer not to be talking to you.<</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Dialogue'>[[Change Topic|riptide_vip_b28][$action.action2 = "none"; $hide.layer1 = false; $hide.layer2 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div></div><<nobr>>\n\n/% READABILITY %/\n\n<</nobr>><<elseif $action.action2 eq "oldtimes">><div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"Ah, just thinking back to the old..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"Just thinking back to the [[old days|PDA][$hud.currentScreen = "Street Wars"]]." <<if $attrib.demeanor eq "agressive">>A cruel smirk curls your lips. "Fun times, man, fun fucking times."<<else>>You shake your head. "Messed up times, man. Real messed up."<</if>>\n\nMister Wilkin snorts. <<if $attrib.demeanor eq "agressive">>"For you maybe, kid. My business was on the line.<<else>>"No thanks to your antics. Sure, it worked, but only barely.<</if>> Kept thinking you'd fuck it up for me." His eyes dart up from his data pad for a split second. "Honestly, you don't wanna know how many times I wished you'd just get your ass kicked and get off that high horse."\n\nHis comment makes you chuckle. <<if $attrib.demeanor eq "agressive">>"What, you mean you'd have wanted the Scars to wipe you out? Because I thought—"<<else>>"Believe me, I can imagine. But if we hadn't wiped out the Scars—"<</if>>\n\n"Okay, maybe I didn't want someone else to kick your ass. Maybe I wanted to kick your ass for being such a pain in the ass." Wilkin chuckles to himself. "Seriously, if I'd known how much damn trouble you'd be down the road, I'd never have picked you up. Then again, if I hadn't, I probably wouldn't be sitting on this pile of gold and the Scars would still be running the Downs. So maybe I went right along the way. I dunno. It's hard to say."\n\n<<if $attrib.demeanor eq "agressive">>"Ohh." A smirk curls your lips. "That's almost a compliment."<<else>>You chuckle. "That almost sounded like a compliment."<</if>>\n\nWilkin shoots you a amused look. "Not that I haven't tried real hard not to make it sound that way but, hey. I'm only human."\n\n<<if $attrib.religion eq "forsaken">>"For now, yeah. Some day you'll just be dead like everyone else. Just remember that, old man. Remember that."<<elseif $attrib.demeanor eq "agressive">>"Oh, fuck you, old man. Fuck you. Seriously." You shake your head in disgust.<<else>>"I'll take what I can get," you say with a sigh.<</if>><</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Dialogue'>[[Change Topic|riptide_vip_b28][$action.action2 = "none"; $hide.layer1 = false; $hide.layer2 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div></div><<nobr>>\n\n/% READABILITY %/\n\n<</nobr>><<elseif $action.action2 eq "fisher">><div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $chr_fisher.loc neq "none">>"I saw Fisher hanging around..."<<else>>"Was wondering how Fisher..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<if $chr_fisher.loc neq "none">>"I saw Fisher hanging around. How's he shaping up? Doing okay with the crew?"\n\n"He's great," Wilkin says absently. "Not as crazy as you and twice as loyal. Plus he actually, y'know, doesn't bitch about everything five times a day. So, yeah, he's shaping up real well, thank you very much."\n\n"That's good to hear." You lean back with a sigh. <<if $attrib.demeanor eq "agressive">>"Man, I still remember him as the idiot who sat in the corner, shaking 'cause he saw a corpse. Never thought he'd be running Raptors."<<else>>"Man, I still remember the days he used to sit in the corner shaking. Never thought he'd be running the Raptors."<</if>>\n\n"We're all full of surprises. And you should really learn to have more faith in people." Wilkin shoots you a dark look over the top of his data pad. "I mean that. It's the one flaw that trumps all the others."\n\n<<if $attrib.religion eq "forsaken">>"Only thing I got faith in is death," you reply evenly. "Only thing you can count on in this life. Not that you'd understand."<<elseif $attrib.religion eq "voided">>"I got the Void, don't need to believe in people," you say coldly. "Anyways, they tend not to be trustworthy. You should know that better than anyone."<<elseif $attrib.religion eq "edenite">>"Loving Stars, give me time. I'm still getting over the stuff that happened in the past. But I'll get there. Eventually"<<else>>"Blame it on bad experiences," you say.<</if>> "But I'm glad Fisher's doing well. He earned it."<<else>>Was wondering how Fisher's holding up. Haven't seen him 'round in a while."\n\nWilkin scoffs. "Probably 'cause he hates your guts, kid. Dunno what the hell you told him. But he sure didn't take it well."\n\n"Ouch." You pull a face.\n\n"Listen." Wilkin leans forward. "Ye might be a legend in most of my boys' books but I know ya aint everything, man. And loosin' Fisher's ear? Gotta be one of yer worst moves yet. He loved you, kid. An' somehow ya threw it away." \n\n"I know," you say darly. <<if $attrib.demeanor eq "agressive">>"But yeah. Thanks for being a condescending asshole. As usual."<<else>>"But yeah. We are where we are. Let's leave it at that."<</if>><</if>><</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Dialogue'>[[Change Topic|riptide_vip_b28][$action.action2 = "none"; $hide.layer1 = false; $hide.layer2 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div></div><</if>><</if>><</if>><</if>>
<<nobr>>\n<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "B28 - Riptide Dance Floor">>\n<</silently>>\n\n\t<div class='GameTextGreyed'><<display 'riptide_dance_2_cel_txt'>></div><br>\n\t<div class='GameText'><<display 'riptide_dance_3_cel_txt'>></div><br>\n\t<div class='OptionsField'>\n\t\t<<if $action.action1 eq "kiss">>\n\t\t\t<<if $attrib.demeanor neq "cautious">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Take Celena Home|riptide_dance_floor_cel_sex][$hide.layer2 = true; $action.action2 = "yourplace"; $chr_celena.loc = "yourhouse_postparty"; $processed = false; $attrib.toxicity += 10; $equip.hideWeaponLoadout = false; playContextSound("ui_walk");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Suggest her Place|riptide_dance_floor_cel_sex][$hide.layer2 = true; $action.action2 = "herplace"; $chr_celena.loc = "herhouse_postparty"; $processed = false; $attrib.toxicity += 10; $equip.hideWeaponLoadout = false; playContextSound("ui_walk");]]</div>\n\t\t\t<<if $equip.isFashionOutfit or $equip.isPartyOutfit or $equip.isCrossdressOutfit or $attrib.demeanor eq "agressive" or $gameworld_modifiers.hasNegotiateOverride>><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Fuck behind the DJ Pedestal|riptide_dance_floor_cel_sex][$hide.layer2 = true; $action.action2 = "fuckhere"; $processed = false; $chr_celena.loc = "herhome"; $attrib.fatigue += 10; $attrib.toxicity += 5; $attrib.stress -= 1; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$hide.layer0 = false; $chr_celena.loc = "herhome"; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t<</if>>\n\t</div>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'lalina_apt_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'lalina_apt_enter_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"Hey, there's something..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"Hey, there's something I wanted to talk about. Relates to journalism."\n\n"Oh?" She looks genuinely interested. "You got some cool, creepy story lined up or what?"\n\nYou shake your head. "More a potential story. Massive corruption. Corporate warfare. Black ops. Cover ups. The whole shebang. I'm looking for someone who'll help air it."\n\n"Oh." Suddenly Lanina looks a lot more worried. "Well, I suppose I could ask. But, uh, we're just a little news outlet. I'm sure you can get this to bigger folk. If it's that big."\n\n"Actually, that's the problem. It's too big. Run it past the major players and it'll get shut down. Run it small though—" You lean forward, fixing her with an earnest look. "Lanina, I need your help. This could be the story of the century. Or the decade, at least. You'd be the first person reporting on this. And I know that's dangerous. But I'll send you the details when the time's right. And, if you decide you wanna publish, you could break big out of this. Huge. Build an entire media empire around it."\n\nLanina's brow is furrowed. "I like the idea. I really do. But, well, okay. Send me the stuff as soon as you can. And I'll see what's what. But that's all I can promise. Okay? I really am sorry but this is kinda vague and, well, you know."\n\nYou smile. "I do. And thanks. This could make all the difference."<</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Dialogue'>[[End Conversation|b28_hab_lanina][$factionlock.cyberSourceLanina = true; $hide.layer0 = false; $action.arrive = "fromSelf"; $hide.layer1 = false; playContextSound("ui_click");]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $action.action1 = "none">>\n<<set $action.action2 = "none">>\n<<set $action.action3 = "none">>\n<<set $action.action4 = "none">>\n<<set $action.action5 = "none">>\n\n<<set $hide.layer2 = false>>\n<<set $hide.layer3 = false>>\n<<set $hide.layer4 = false>>\n<<set $hide.layer5 = false>>\n<<set $savesMenuPassage = "B28 - Lalina's Apt">>\n<</silently>>\n<<if $chr_celena.loc eq "laninas">><div class='GameText'><<display 'lalina_apt_cel_fisttime_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\t<div class='GameOption GameOption_Dialogue'>[[Say it sometimes Is|b28_hab_lanina_2][$action.action1 = "is"; $hide.layer1 = true; $attrib.toxicity += 5; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Say it's just Her|b28_hab_lanina_2][$action.action1 = "isnt"; $hide.layer1 = true; $attrib.toxicity += 5; playContextSound("ui_click");]]</div>\n\n<</nobr>></div><<elseif $chr_lanina.loc eq "herhome">><div class='GameText'><<display 'lalina_apt_base_txt'>></div>\n<div class='GameText'><<display 'lalina_apt_enter_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n<<if $attrib.toxicity gte 75>>\n\t<div class='GameOption GameOption_Move'>[[Drift off to Sleep|b28_hab_lanina_wake][$action.action1 = "normal"; $time.active = $time.active + 8; $chr_lanina.rep = $chr_lanina.rep + 1; $attrib.toxicity = 5; $attrib.fatigue = 10; playContextSound("ui_click");]]</div>\n<<else>>\n\t<<if $job_conspiracy.conspiratorPhase eq 6 and $job_conspiracy.djinnKnowledge.lalina eq false>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Ask Lalina about the Djinn|b28_hab_lanina_djinn][$hide.layer1 = true; $hide.layer0 = true; playContextSound("ui_click");]]</div><br>\n\t<</if>>\n\t<<if $job_fisher_extremists.instructionPhase gte 13 and $job_fisher_extremists.paladinKnowledge.lalina eq false>>\n\t\t/% no option to ask?? %/\n\t<</if>>\n\t<<if $factionlock.lockedFaction eq "cyber" and not $factionlock.cyberSourceLanina>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about exposing the Conspiracy|b28_hab_lanina_expose][$hide.layer1 = true; $hide.layer0 = true; playContextSound("ui_click");]]</div><br>\n\t<</if>>\n\t<div class='GameOption GameOption_Dialogue'>[[Chat with Lalina|b28_hab_lanina_talk][$hide.layer1 = true; $hide.layer0 = true; playContextSound("ui_click");]]</div><br>\n\n\t<<set $redStressFactor = 1 + ($sexPhases.lanina * $sexPhases.numTimesHadSex * 0.5)>>\n\t<<if $redStressFactor gt 10>>\n\t\t<<set $redStressFactor = 10>>\n\t<</if>>\n\t<<if $sexPhases.canHaveSex and $sexPhases.lanina neq 9999>>\n\t\t<<if $sexPhases.lanina eq 0>>\n\t\t\t<<if $equip.isSuperFancy or $attrib.gender eq "male" or $gameworld_modifiers.isIrresistable or $chr_lanina.relation eq "fucked">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Flirt with Lanina|b28_addon5_lali_comeon][$action.action1 = "flirt"; $hide.layer0 = true; $hide.layer1 = true; $sexPhases.lastSexTime = $time.active; $sexPhases.lanina += 1; $attrib.stress -= $redStressFactor; $attrib.fatigue += 1]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Flirt with Lanina|b28_addon5_lali_comeon][$action.action1 = "reject"; $hide.layer0 = true; $hide.layer1 = true;]]</div>\n\t\t\t<</if>><br>\n\t\t<<elseif $sexPhases.lanina lt 9999>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Cuddle with Lanina|b28_addon5_lali_comeon][$action.action1 = "sex"; $hide.layer0 = true; $hide.layer1 = true; $sexPhases.numTimesHadSex += 1; $sexPhases.lastSexTime = $time.active; $sexPhases.lanina += 1; $attrib.stress -= $redStressFactor; $attrib.fatigue += 15]]</div><br>\n\t\t<</if>>\n\t<<elseif $sexPhases.canHaveSex eq false>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Not up for That]</div></div><br>\n\t<</if>>\n\n\t<div class='GameOption GameOption_Move'>[[Leave the Apartment|b28_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; playContextSound("ui_walk");]]</div><</if>>\n\n<</nobr>></div><<else>><div class='GameText'>Lanina isn't home and it would be wrong to poke around her stuff without her concent. The usual deal. You're a freelancer, not a common criminal.</div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Leave the Apartment|b28_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; playContextSound("ui_walk");]]</div></div><</if>>
<<silently>>\n\n\t<<set $savesMenuPassage = "B28 - Riptide VIP Area">>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $action.action1 = "none">>\n\t<<set $action.action2 = "none">>\n\t<<set $action.action3 = "none">>\n\t<<set $action.action4 = "none">>\n\t<<set $action.action5 = "none">>\n\n\t<<set $hide.layer1 = false>>\n\t<<set $hide.layer2 = false>>\n\t<<set $hide.layer3 = false>>\n\t<<set $hide.layer4 = false>>\n\t<<set $hide.layer5 = false>>\n\n<</silently>>\n<<nobr>>\n<<if $action.arrive neq "fromSelf">><div class='GameTextGreyed'><<display 'riptide_base_txt'>></div><br><</if>>\n<div class='GameText'><<display 'riptide_marisa_vip_txt'>></div><br>\n<div id='riptide-convo' class='OptionsField'>\n\n\t<<if $factionlock.kobolFactionAlign neq "none" and not $factionlock.kobolHadRiptideTalk>>\n\t\t<<if $factionlock.kobolWasViolent and $factionlock.kobolFactionAlign eq "kobol">>\n\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Main Floor|riptide_main_floor][$time.active += 0.25; $hide.layer0 = false; $action.arrive = "fromSelf"; $factionlock.kobolHadRiptideTalk = true; $loc_riptide.talkedToWilkin= true; playContextSound("ui_walk");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_zanex][$hide.layer1 = false; $factionlock.kobolHadRiptideTalk = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t<</if>>\n\t<<elseif $job_fisher_extremists.mainPhase eq 3>>\n\t\t<<if $job_fisher_extremists.locationPhase eq 0>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Wilkin's Involvement|riptide_vip_zanex_intro][$action.action1 = "wilkin"; $job_fisher_extremists.locationPhase = 1; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You've already asked about Wilkin's Involvement]</div></div>\n\t\t<</if>><br>\n\t\t<<if $job_fisher_extremists.conspiratorPhase eq 0>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Zweili's Involvement|riptide_vip_zanex_intro][$action.action1 = "zweili"; $job_fisher_extremists.conspiratorPhase = 1; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You've already asked about Zweili's Involvement]</div></div>\n\t\t<</if>><br>\n\t\t<<if $job_fisher_extremists.instructionPhase eq 0>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Marisa's Employer|riptide_vip_zanex_intro][$action.action1 = "employer"; $job_fisher_extremists.instructionPhase = 1; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You've already asked about Marisa's Employer]</div></div>\n\t\t<</if>>\n\t<<elseif $characterEncounterPhases.xanexRewardPhase eq 1 and $action.arrive eq "fromOutside">>\n\t\t<<display 'riptide_x1_options'>>\n\t<<else>>\n\n\t\t<<if $factionlock.zanexPhase eq 2>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Mention the Corbei Family|riptide_vip_zanex_talk][$action.action1 = "corbei"; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\n\t\t<<if $job_conspiracy.instructionPhase gte 7 and $job_conspiracy.instructionPhase lt 9>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask Marisa who hired the Oger|riptide_vip_zanex_talk][$action.action1 = "coven_1"; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\t\t<<if $job_fisher_extremists.locationPhase eq 1 and $job_conspiracy.instructionPhase gte 10>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you killed Ms. Eresi|riptide_vip_zanex_talk][$action.action1 = "eresidead_1"; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\t\t<<if $job_conspiracy.instructionPhase gte 10 and $job_fisher_extremists.instructionPhase eq 10 and $chr_raj.alive eq false>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you want to speak to Bob|riptide_vip_zanex_talk][$action.action1 = "speakbob_1"; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\n\t\t<<if $job_crypto_warlock.mainPhase eq 4>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Warlock|riptide_vip_warlock_marisa][$hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\n\t\t<<if $job_abomination_investigate.ogerPhase gte 1 and $job_abomination_investigate.ogerPhase lt 4 and not $job_abomination_investigate.askedOgerMarisa>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Deshvar|riptide_vip_maris_ogerlair][$hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\n\t\t<<if $job_conspiracy.instructionPhase eq 9>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you need Jalkovski's Help|riptide_vip_b28_jalkovskiwitch][$hide.layer1 = true; $job_coven.buddy = "jalkovski"; playContextSound("ui_click");]]</div><br>\n\t\t<<elseif $job_conspiracy.conspiratorPhase eq 7 and $factionlock.lockedFaction neq "visionary">>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you need Jalkovski's Help|riptide_vip_b28_jalkovskidjinn][$hide.layer1 = true; $job_conspiracy.buddy = "jalkovski"; playContextSound("ui_click");]]</div><br>\t\t\t\n\t\t<</if>>\n\n\t\t<<if $job_conspiracy.conspiratorPhase eq 6 and $job_conspiracy.djinnKnowledge.marisa eq false>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Djinn|riptide_vip_djinn_marisa][$hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\n\t\t<<if $factionlock.lockedFaction eq "cyber" and not $factionlock.cyberSourceRiptide>>\n\t\t\t/%(( ASK ABOUT EXPOSE ))%/\n\t\t<</if>>\n\n\t\t<<if (($attrib.demeanor eq "aggressive" or $attrib.gender eq "female" or $attrib.toxicity gte 75) or $gameworld_modifiers.isIrresistable) and $sexPhases.didMarisa eq false>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Flirt with Marisa|riptide_addon5_marisasex][$hide.layer1 = true; playContextSound("ui_click"); $sexPhases.didMarisa = true]]</div><br>\n\t\t<</if>>\n\n\t\t<<if ($job_fisher_extremists.instructionPhase gte 13 or $job_blindkid_shrine.mainPhase gte 2 or $factionlock.kobolPhase eq 2 or $randomEncounterPhases.darknetPaladinMessage eq 1) and $job_fisher_extremists.paladinKnowledge.marisa eq false>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Paladins|riptide_vip_zanex_talk][$action.action1 = "paladins"; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\n\t\t<<if $job_anska_haze.mainPhase eq 1>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Athena Medical Labs|riptide_vip_zanex_talk][$action.action1 = "athenamedical"; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\n\t\t<<if ($job_fisher_counterattack.mainPhase eq 4 or $job_fisher_extremists.conspiratorPhase eq 13) and not $characterEncounterPhases.talkedOttoDeadMarisa>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Speak about Lord Otto|riptide_vip_zanex_talk][$action.action1 = "employer_2"; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t<<elseif $job_fisher_extremists.instructionPhase lt 10 and $job_fisher_counterattack.mainPhase neq 4 and $characterEncounterPhases.talkedOttoDeadMarisa neq true>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Speak about Marisa's Employer|riptide_vip_zanex_talk][$action.action1 = "employer_1"; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\t\t<<if $job_fisher_extremists.conspiratorPhase eq 2 or $job_fisher_extremists.conspiratorPhase eq 3>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Speak about Father Zweili|riptide_vip_zanex_talk][$action.action1 = "zweili_1"; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\t\t<<if $attrib.faith.anti gte 3 and $characterEncounterPhases.antiRewardPhase lt 1 and $job_fisher_counterattack.mainPhase neq 4 and $job_fisher_extremists.conspiratorPhase neq 13>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t\t<<click "Say you support the Division">>\n\t\t\t\t\t<<replace '#hud-confirmation-pane'>>\n\t\t\t\t\t\t<<set $confirmType = 'confirmClass'>>\n\t\t\t\t\t\t<<display 'UI_ConfirmStoryDecision'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<set $nextScene = "riptide_vip_zanex_talk"; $nextSceneSet = '$action.action1 = "support"; $attrib.religion = "theophobe"; $hide.layer1 = true; $processed = false;'; playContextSound("ui_click");>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Division Zanex|riptide_vip_zanex_talk][$action.action1 = "div108"; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t<</if>><br>\n\t\t\n\t\t<div class='GameOption GameOption_Move'>[[Return to the Main Floor|riptide_main_floor][$time.active += 0.25; $hide.layer0 = false; $action.arrive = "fromSelf"; $loc_riptide.talkedToWilkin = true; playContextSound("ui_walk");]]</div>\n\t<</if>>\n\n</div><</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<if $processed eq false and $job_conspiracy.instructionPhase eq 2>>\n\t<<set $processed = true>>\n<</if>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'riptide_bar_walkup_text'>></div>\n<div class='GameTextGreyed'><<display 'ripdite_bar_order_txt'>></div>\n<div class='GameText'><<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div><<if $action.action2 eq "yes">>"Yeah. I am." You straighten...<<elseif $action.action2 eq "who">>You scowl at the scrawny man. "Who's..."<<elseif $action.action2 eq "fuckoff">>"I don't know who you are..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<if $action.action2 eq "fuckoff">>"I don't know who you are and don't care. So get lost and leave me alone, okay?"\n\n"Hey, wow, wow, easy." The man steps back. "They said you were looking me. Captain Phillips." He pulls a crooked smile. "Ring a bell, yeah?"\n\n"No," you growl. <<if $action.action1 eq "lookaround">>"Now lemme be in peace. "Or is that too fucking much to ask, eh?"<<else>>"Just lemme be with my <<print $action.action1>>, okay? If that isn't too fucking much to ask." You shake your head. "Seriously."<</if>>\n\n"Right, uh, well..." The man fidgets. "Sorry for wastin' your time, <<if $attrib.gender eq "male">>Mister<<else>>Ma'am<</if>>."\n\nAs he walks away you scoff. "Sorry. Idiot doesn't know what sorry means." \n\nYou shake your head a little and <<if $action.action1 eq "beer">>sip your beer.<<elseif $action.action1 eq "liq">>drown a good shot of liq.<<elseif $action.action1 eq "flash">>take a sip of flash.<<elseif $action.action1 eq "lookaround">>stare at the crowd around you.<</if>> After a few seconds it dawns on you however: Captain Phillips. That must've been the guy Mr. Wilkin mentioned, the one who knew about...\n\nYou glance around, hoping against hope the guy might still be around. But he's gone, vanished into the masses of partygoers, and you just lost your best lead. <<if $job_conspiracy.knowledgePhase eq 1>>Maybe you can find another - the [[Bazar|PDA][$hud.currentScreen = "Level B29 Bazar"]] would be a good place to ask around. People around there tend to hear things.<<elseif $job_conspiracy.knowledgePhase eq 2>>Maybe that weirdo Anska mentioned is the answer. He's supposed to live near the [[Crossroads|PDA][$hud.currentScreen = "The Crossroads"]]. Not much to go on but better than nothing.<</if>> So, without further ado, you...<<else>><<if $action.action2 eq "yes">>"I am." You straighten up. "What's up? And who's asking?"\n\n"I was told you were looking for me. Captain Phillips." He pulls a crooked smile. "Ring a bell, yeah?"\n\n"It does. I wanted to ask you a few questions.<<elseif $action.action2 eq "who">>You scowl at the scrawny man. "Who's asking?"\n\n"Captain Phillips." He pulls a crooked smile. "I heard you wanted something, yeah?"\n\n"I wanted to ask.<</if>> About this job request you got recently. One person, from A to B, no questions asked. That true?"\n\n"Yeah, yeah, I know what you're talking about." Captain Phillips shrugs. "Seemed real fishy to me. Didn't want nothing to do with it. Why? What's it to you?"\n\n<<if $attrib.demeanor eq "cautious">>"That's not your business, man." You muster him with a dubious look. "Just answer the questions. Don't ask them, okay?" \n\n"Okay, sorry for being curious."\n\n<<elseif $attrib.demeanor eq "agressive">>"I ask the questions," you snap angrily.\n\nCaptain Phillips raises his hands. "Hey, wow. No reason to get all snippish with me. I was just curious."\n\n<<elseif $attrib.fatigue gt 75>>"It's..." You yawn involuntarily. <<else>>"It's got to do with my job. Can't tell you more than that but it's important, if that helps."\n\n"Sure, wow, okay. Didn't expect that but sure. I'll help if I can."\n\n<</if>>"All I want have to know is who you talked to. Who this fellow was. Nothing more."\n\nPhillips shrugs half-heartedly. "No idea. Some dude. Came out of nowhere when I was on the [[Docks|PDA][$hud.currentScreen = "The Docks"]]. Like I said to Wilkin, he sounded like a believer and was looking for someone to haul someone from A to B. He didn't say anything else. No clue why or what. When I said no went his way. That's it. Nothin' unusual. Sorry I can't help more but, uh, listen. I gotta go. Okay?"\n\nYou nod absently, watching the Captain disappear into the crowd. Strange conversation. Strange situation too. But maybe it's something. Best way to find out would be to ask around the [[Docks|PDA][$hud.currentScreen = "The Docks"]] so, with that in mind, you...<</if>><</if>></div>\n<div class='OptionsField'><<nobr>>\n\t<<if $action.action2 eq "fuckoff">>\n\t\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $hide.layer0 = false; $loc_riptide.talkedToCaptain = true; $loc_riptide.ignoredCaptain = true; $action.arrive = "fromSelf"; $loc_riptide.didFirstBar = true; playContextSound("ui_walk");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $hide.layer0 = false; $job_conspiracy.instructionPhase = 3; $loc_riptide.talkedToCaptain = true; $action.arrive = "fromSelf"; $loc_riptide.didFirstBar = true; playContextSound("ui_walk");]]</div>\n\t<</if>>\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'riptide_celena_bar2_base'>></div>\n<div class='GameText'><<display 'riptide_celena_bar2_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n<<if $action.action1 eq "drink">>\n\t<<if $attrib.credits gte 1>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Order a Beer (1 C)|riptide_main_b28_bar_2_celena_2][$action.action2 = "beer"; $attrib.credits = $attrib.credits - 1; $attrib.toxicity = $attrib.toxicity + 10; $hide.layer2 = true; $statistics.alcoholDrunk += 1; $attrib.stress -= 1; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Order a Beer (1 C)]</div></div>\n\t<</if>><br>\n\t<<if $attrib.credits gte 3>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Order a Liq (3 C)|riptide_main_b28_bar_2_celena_2][$action.action2 = "liq"; $attrib.credits = $attrib.credits - 3; $attrib.toxicity = $attrib.toxicity + 25; $hide.layer2 = true; $statistics.alcoholDrunk += 1; $attrib.stress -= 1; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Order a Liq (3 C)]</div></div>\n\t<</if>><br>\n\t<<if $attrib.credits gte 10>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Order a Flash (10 C)|riptide_main_b28_bar_2_celena_2][$action.action2 = "flash"; $attrib.credits = $attrib.credits - 10; $attrib.toxicity = $attrib.toxicity + 50; $hide.layer2 = true; $statistics.alcoholDrunk += 1; $attrib.stress -= 2; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Order a Flash (10 C)]</div></div>\n\t<</if>>\n<<elseif $action.action1 eq "celena">>\n\t<div class='GameOption GameOption_Dialogue'>[[Reassure Celena|riptide_main_b28_bar_2_celena_2][$action.action2 = "reassure"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Change the Topic|riptide_main_b28_bar_2_celena_2][$action.action2 = "changetopic"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n<<elseif $action.action1 eq "lanina">>\n\t<div class='GameOption GameOption_Dialogue'>[[Reassure Celena|riptide_main_b28_bar_2_celena_2][$action.action2 = "reassure"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Change the Topic|riptide_main_b28_bar_2_celena_2][$action.action2 = "changetopic"; $hide.layer2 = true; playContextSound("ui_click");]]</div><</if>>\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'riptide_bar_walkup_text'>></div>\n<div class='GameTextGreyed'><<display 'ripdite_bar_order_txt'>></div>\n<div class='GameText'><<display 'riptide_main_b28_bar_celena_txt'>></div>\n<div class='OptionsField'><<nobr>>\n<<if $action.action2 eq "hug" or $action.action2 eq "kiss">>\n\t<div class='GameOption GameOption_Dialogue'>[[Say that sounds Fun|riptide_main_b28_bar_celena_2][$action.action3 = "party"; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Say you Can't|riptide_main_b28_bar_celena_2][$action.action3 = "decline"; $hide.layer3 = true; playContextSound("ui_click");]]</div>\n<<elseif $action.action2 eq "push">>\n\t<div class='GameOption GameOption_Dialogue'>[[Say you're Sorry|riptide_main_b28_bar_celena_2][$action.action3 = "sorry"; $hide.layer3 = true; $statistics.negotiateDone += 1; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Tell her to Fuck Off|riptide_main_b28_bar_celena_2][$action.action3 = "fuckoff"; $hide.layer3 = true; $statistics.intimidateDone += 1; playContextSound("ui_click");]]</div>\n<</if>><</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<if $action.action1 eq "none">>\n\t<<set $action.action1 to either("work", "relationship", "roommate")>>\n<</if>>\n<<if $action.action1 eq "work">>\n\t<<set $chr_lanina.knowsYourIdentity = true>>\n<</if>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'lalina_apt_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'lalina_apt_enter_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.action1 eq "work">>"Sure." You glance back at the...<<elseif $action.action1 eq "relationship">>"Tell me about it," you mutter....<<elseif $action.action1 eq "roommate">>"Don't I know it," you mutter...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<if $action.action1 eq "work">>"Sure." You glance back at the girl. "So, uh, yeah. What do you actually do?"\n\n"Eh, nothing fun, just proof-reading news articles. Pays well though. About a hundred creds for ten articles." Lanina shrugs. "Pays the bills so I can't complain really."\n\n"Oh." You nod slowly. "Right."\n\nLanina sits beside you with a faint sigh. "Like I said, nothing fun." She shoots you a sidelong glance. "What 'bout you? Mean, you're always walking around with all that—" <<if $equip.rifle.name neq "none">>She indicates your <<rifle>><<elseif $equip.pistol.name neq "none">>She indicates your <<pistol>><<else>>She nods to your <<knife>><</if>><<if $attrib.armortype neq "unarmored">> and <<armor>>.<</if>>. "—stuff."\n\n"Oh. Yeah. I used to work for Mr. Wilkin. Pretty sure Cel told you that but I got out of the business years ago. And thank fuck for that. I work freelance now, which is only slightly less of a pain in the ass but still. It pays."\n\n"Ya work freelance? As what? Like, a gun for hire?"\n\nYou consider explaining but decide to just say, "It's a long story. Never mind."<<elseif $action.action1 eq "relationship">>"Tell me about it," you mutter, more to yourself than to her.\n\n"Yeah." Lanina sits beside you and crosses her legs. <<if $chr_celena.didParty eq true>>"So, about last time, what happened to you and Cel? Couldn't find you guys anymore."\n\nYou shrug absently. "No clue about Cel. I had to get stuff done. The job and all. Sorry"\n\n"Oh." Lalina nods slowly. "Okay. Yeah. I thought—"\n\n"Listen," you say. "Don't take this the wrong way but I'm getting too old for this shit. It helps wind down but still. I needed space."\n\n"Sure, no problem." Lanina smiles but it doesn't look like she understands."<<else>>"So, what's new? I've just been doing the same old. Over and over."\n\nYou shrug. "Not much, you know. Same old too."\n\nThere's a long silence. It gets awkward.<</if>><<elseif $action.action1 eq "roommate">>"Don't I know it," you mutter, more to yourself than to her.\n\n"Yeah." Lanina sits beside you and crosses her legs. "Man, I dunno. Just for once I'd like a day I can focus on my stuff without my roomie complaining. But no. Yesterday I was being too loud with my new girlfriend. Today there wasn't enough milk for his coffee." She snorts. "I swear, living with an antisocial looser is such a pain."\n\nHer last comment makes you chuckle. "There are worse things."\n\n"For you maybe. For me, I dunno. That's about as bad as life gets." Lanina pulls a face. "I'm whining again, right?"\n\n"A little," you admit.\n\nShe breathes a sigh. "Sorry, man. Sometimes things just get too quiet around here. Bet that doesn't happen to you often, does it?"\n\n"I'd prefer not to answer that."\n\nLanina nods. Awqward silence falls.<</if>><</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Dialogue'><<if $action.action1 eq "roommate">>[[End Conversation|b28_hab_lanina][$action.arrive = "fromSelf"; $time.active = $time.active + 0.25; $hide.layer0 = false; $hide.layer1 = false; playContextSound("ui_click");]]<<else>>[[End Conversation|b28_hab_lanina][$action.arrive = "fromSelf"; $time.active = $time.active + 0.25; $hide.layer0 = false; $hide.layer1 = false; playContextSound("ui_click");]]<</if>></div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'lalina_apt_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'luca_lalina_apt_2_txt'>></div>\n<div class='GameText'><<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>"Sure, why not?" You head for the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n"Sure, why not?" You head for the couch.\n\n"Awesome." Lanina grabs two cans and brings them over. "Cheers." You both pop your cans and take a sip. Lanina sighs. "Shit, man. I dunno. It just hit me before, y'know, how I'm sitting around here, doing my work day by day, while there's dudes like you, dealing with millenia old crap. I mean..." She sips beer. "...how do you do that? I'd feel, like, so insignificant and all."\n\n"It isn't easy." You drown a gulp of beer and say, "Mean, half the time I keep wondering what the hell I'm doing. But it's the life I chose. So I just bite through it and think about the day it'll pay off.<<if $chr_celena.relation eq "serious">> That and I got Cel to keep me going. That really helps.<</if>>"\n\n"Still..." Lanina sips beer and shakes her head. "Crazy night that was, wasn't it?" She smiles shyly. "Sorry. Guess I don't get out enough. Except with Cel. Which is never, ever, a good idea."\n\nYou smirk. "She has her moments."\n\n"Not the sort I like to record. Mean, me? And you?" She shakes her head. <<if $chr_lanina.knowsYourIdentity eq true>>"It took me too long to realize who you really are."<<else>>"I only just realized who you are.""\n\n"Oh." You pull a face. "Is that bad?"\n\n"It's just, well, you're the Vine. You know. Definitive article."\n\n"Right," you say slowly. "Well, I guess that's all ancient history now. Got to me after a while. Now? Now I'm just me. Whatever that is."\n\n"Yeah. I guess. Musta gotten to your head, didn't it?" She looks at you uncertainly.\n\n"Let's say this: I aquired a taste for booze and booty." You shoot her an amused look. "Don't do that. It's a bad solution to mental issues. Oh, and I'm really sorry but I gotta go. Follow up on what Luca told me. Work." You shrug.\n\nLalina smiles. "Look out for yourself. And maybe see you around?"\n\n"Sure thing." You stand and head for the door. \n\nLanina waves. You wave back and leave the appartment, headed for...<</if>><</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[The Level B28 Tramway Station|b28_tram_station][$action.arrive = "onfoot"; $time.active = $time.active + 0.3; $attrib.fatigue = $attrib.fatigue + 1; $attrib.toxicity += 10; $hide.layer0 = false; $hud.newmsg += 1; $hud.messages.push($msg_raj_dropby); playContextSound("ui_walk");]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'luca_lalina_apt1_txt'>></div>\n<div class='GameText'><<display 'luca_lanina_question_txt'>></div>\n<div class='OptionsField'><<nobr>>\n<<if $action.action5 neq "true">>\n\t<div class='GameOption GameOption_Dialogue'>[[Ask about Object 55316|b28_hab_lanina_luca_question][$action.action1 = "object"; $action.action5 = "true"; playContextSound("ui_click");]]</div>\n<<else>>\n\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already asked about Object 55316]</div></div>\n<</if>><br>\n<<if $action.action4 neq "true">>\n\t<div class='GameOption GameOption_Dialogue'>[[Ask about Mauricio's Death|b28_hab_lanina_luca_question][$action.action1 = "mauricio"; $action.action4 = "true"; playContextSound("ui_click");]]</div>\n<<else>>\n\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already asked about Mauricio's Death]</div></div>\n<</if>><br>\n<<if $action.action3 neq "true">>\n\t<div class='GameOption GameOption_Dialogue'>[[Ask how he knows Tobias Gartner|b28_hab_lanina_luca_question][$action.action1 = "tobias"; $action.action3 = "true"; playContextSound("ui_click");]]</div>\n<<else>>\n\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already asked about Tobias Gartner]</div></div>\n<</if>>\n<<if $action.action5 eq "true">>\n\t<br>\n\t<div class='GameOption GameOption_Move'>[[Let Luca Shower|b28_hab_lanina_luca_leave][$attrib.dilligence += 35; $job_conspiracy.knowledgePhase = 8; $hide.layer2 = true; $hide.layer3 = false; playContextSound("ui_click");]]</div>\n<</if>>\n\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $chr_lanina.met = true>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'riptide_celena_bar2_base'>></div>\n<div class='GameTextGreyed'><<display 'riptide_celena_bar2_txt'>></div>\n<div class='GameText'><<display 'riptide_celena_bar2_text2'>></div>\n<div class='OptionsField'><<nobr>>\n\n<<if $action.action1 eq "drink" and not $gameworld_modifiers.hasNegotiateOverride>>\n\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$hide.layer0 = false; $time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $chr_celena.loc = "herhome"; $chr_lanina.loc = "none"; playContextSound("ui_walk");]]</div>\n<<else>>\n\t<<if $action.action2 eq "reassure" or $gameworld_modifiers.hasNegotiateOverride>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Tag Along|riptide_main_b28_dance_celena_2][$action.action3 = "party"; $chr_celena.rep = $chr_celena.rep + 5; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Decline|riptide_main_b28_bar_2_celena_3][$action.action3 = "decline"; $chr_celena.rep = $chr_celena.rep - 15; $hide.layer3 = true; playContextSound("ui_click");]]</div>\n\t<<elseif $action.action2 eq "changetopic">>\n\t\t<div class='GameOption GameOption_Move'>[[Follow Celena and Lanina|riptide_main_b28_dance_celena_2][$action.action3 = "party"; $chr_celena.rep = $chr_celena.rep + 10; $hide.layer3 = true; playContextSound("ui_walk");]]</div><br>\n\t\t<div class='GameOption GameOption_Move'>[[Slip away Unnoticed|riptide_main_b28_bar_2_celena_3][$action.action3 = "slipaway"; $chr_celena.rep = $chr_celena.rep - 25; $hide.layer3 = true; playContextSound("ui_walk");]]</div>\n\t<</if>>\n<</if>>\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<<if $chr_lanina.loc eq "herhome">><div class='GameTextGreyed'><<display 'lalina_apt_base_txt'>></div>\n<div class='GameText'><<display 'luca_lalina_apt_2_txt'>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Dialogue'>[[Accept the Offer|b28_hab_lanina_luca_leave_2][$attrib.toxicity = $attrib.toxicity + 5; $time.active += 0.5; $attrib.fatigue = $attrib.fatigue + 5; $hide.layer3 = true; ga('send', 'event', 'game', 'job_raj', 'spokeLuca'); playContextSound("ui_walk");]]</div>\n<div class='GameOption GameOption_Move'>[[Excuse Yourself|b28_tram_station][$action.arrive = "onfoot"; $time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 3; $hide.layer0 = false; $hud.newmsg += 1; $hud.messages.push($msg_raj_dropby); ga('send', 'event', 'game', 'job_raj', 'spokeLuca'); playContextSound("ui_walk");]]</div></div><<else>><div class='GameTextGreyed'><<display 'luca_lalina_apt1_txt'>></div>\n<div class='GameTextGreyed'><<display 'luca_lanina_question_txt'>></div>\n<div class='GameText'><<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>Having learned what you could ...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\nHaving learned what you could from Luca, you say, "Okay, well, that's it. You can get back to your shower now."\n\nLuca grins. "Thanks." He turns away but hesitates. "And good luck with whatever the hell you're looking into, man. I kinda feel better about my date already. Less galaxy threatening."\n\n"Encouraging," you say as the door snaps closed. As you turn away, you can't help but add, <<if $attrib.demeanor eq "agressive">>"Weirdo."<<else>>"Some people."<</if>><</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Return to the Tramway Station|b28_tram_station][$action.arrive = "onfoot"; $time.active += 0.5; $attrib.fatigue += 3; $hide.layer0 = false; $hud.newmsg += 1; $hud.messages.push($msg_raj_dropby); ga('send', 'event', 'game', 'job_raj', 'spokeLuca'); playContextSound("ui_walk");]]</div></div><</if>>
<<silently>>\n\n<<set $currentgamepassage = passage()>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action2 eq "none">>\n\t\t<<if $action.arrive neq "fromSelf">><div class='GameTextGreyed'><<display 'riptide_base_txt'>></div><br><</if>>\n\t\t<div class='GameTextGreyed'><<display 'riptide_marisa_vip_txt'>></div><br>\n\t\t<div class='GameText'><<display 'riptide_marisa_talk_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action1 eq "employer_1">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head to the Conference Room|riptide_vip_conferenceroom][$action.action2 = "fromMarisa"; $hide.layer2 = true; $processed = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t\t<<elseif $action.action1 eq "employer_2">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_zanex][$hide.layer1 = false; $processed = false; $characterEncounterPhases.talkedOttoDeadMarisa = true; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\t\t\t<<elseif $action.action1 eq "zweili_1">>\n\t\t\t\t<<if $job_fisher_extremists.conspiratorPhase eq 2>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_zanex][$hide.layer1 = false; $job_fisher_extremists.conspiratorPhase = 4; $processed = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\t\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 3>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_zanex][$hide.layer1 = false; $job_fisher_extremists.conspiratorPhase = 5; $processed = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $action.action1 eq "speakbob_1">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head out Back|riptide_bob_pickup][$action.action2 = "fromMarisa"; $hide.layer2 = true; $processed = false; playContextSound("ui_walk");]]</div>\n\n\t\t\t<<elseif $action.action1 eq "athenamedical">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_zanex][$hide.layer1 = false; $job_anska_haze.mainPhase = 2; $processed = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\n\t\t\t<<elseif $action.action1 eq "paladins">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_zanex][$hide.layer1 = false; $job_fisher_extremists.paladinKnowledge.marisa = true; $processed = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\n\t\t\t<<elseif $action.action1 eq "eresidead_1">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_zanex][$hide.layer1 = false; $job_fisher_extremists.locationPhase = 2; $processed = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\n\t\t\t<<elseif $action.action1 eq "support">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_zanex][$hide.layer1 = false; $characterEncounterPhases.antiRewardPhase = 1; $processed = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\n\t\t\t<<elseif $action.action1 eq "coven_1">>\n\t\t\t\t<<set $job_conspiracy.instructionPhase = 9>>\n\t\t\t\t<<if $job_coven.mainPhase neq 99>>\n\t\t\t\t\t<<set $job_coven.mainPhase = 5>>\n\t\t\t\t<</if>>\n\n\t\t\t\t/% was: but this seems ridiculous: $job_coven.mainPhase neq 99 or $chr_raj.alive eq true %/\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you'll find another Car|riptide_vip_zanex_talk][$action.action2 = "coven_2"; $hide.layer2 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you'll take the Ride|riptide_vip_zanex_talk][$action.action2 = "coven_2"; $hide.layer2 = true; $processed = false; $job_coven.buddy = "jalkovski"; playContextSound("ui_click");]]</div>\n\t\t\t<<elseif $action.action1 eq "corbei">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_zanex][$hide.layer1 = false; $processed = false; $action.arrive = "fromSelf"; $factionlock.zanexPhase = 3; $job_conspiracy.djinnKnowledge.marisa = true; $job_conspiracy.conspiratorPhase = 7; $hud.messages.push($msg_corinthin_warning); $hud.newmsg += 1; $job_abomination_investigate.djinnMode = "active"; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_zanex][$hide.layer1 = false; $processed = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action2 eq "coven_2">>\n\t\t<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_marisa_vip_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_marisa_talk_txt'>></div><br>\n\t\t<div class='GameText'><<display 'riptide_marisa_coven2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_coven.buddy eq "jalkovski">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Climb into the Grav-Car|b5_covenfinal_arrive][$time.active = $time.active + 1; $attrib.fatigue = $attrib.fatigue + 3; $hide.layer4 = true; playContextSound("ui_tramway_zoom");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_zanex][$hide.layer1 = false; $time.active += 0.25; $processed = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $savesMenuPassage = "B28 - Or Somewhere Nearby">>\n<<set $currentgamepassage = passage()>>\n<<if $processed eq false>>\n\t<<set $time.active = $time.active + 1>>\n\t<<set $attrib.fatigue += 10>>\n\t<<set $attrib.dilligence -= 4>>\n\t<<set $processed = true>>\n<</if>>\n<</silently>>\n<<nobr>>\n\t<div class='GameTextGreyed'><<display 'riptide_dance_2_cel_txt'>></div><br>\n\t<div class='GameTextGreyed'><<display 'riptide_dance_3_cel_txt'>></div><br>\n\t<div class='GameText'><<display 'riptide_dance_4_cel_txt'>></div><br>\n\t<div class='OptionsField'>\n\t\t<<if $action.action2 eq "yourplace">>\n\t\t\t<div class='GameOption GameOption_Move'>[[Stumble into your Appartment|home][$processed = false; playContextSound("ui_walk"); $action.arrive = "fromSelf"]]</div>\n\t\t<<elseif $action.action2 eq "herplace">>\n\t\t\t<div class='GameOption GameOption_Move'>[[Stumble into Celena's Appartment|b33_celena_appartment][$processed = false; playContextSound("ui_walk");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Head back to the Entrance|riptide_main_floor][$hide.layer0 = false; $chr_celena.loc = "herhome"; playContextSound("ui_walk"); $sexPhases.numTimesHadSex += 1; $sexPhases.lastSexTime = $time.active; $sexPhases.cel += 1;]]</div>\n\t\t<</if>>\n\t</div>\n\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'lalina_apt_cel_fisttime_txt'>></div>\n<div class='GameTextGreyed'><<display 'lalina_apt_firsttime_2_txt'>></div>\n<div class='GameText'><<display 'lalina_apt_firsttime_3_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n\t<<if $action.action2 eq "doubt">>\n\t\t<div class='GameOption GameOption_Move'>[[Curl up to Sleep|b28_hab_lanina_wake][$action.action3 = "shock"; $attrib.toxicity -= 35; $attrib.fatigue = 10; $time.active +=6; $hide.layer1 = false; playContextSound("ui_click");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>[[Curled up to Sleep|b28_hab_lanina_wake][$action.action3 = "dreamless"; $attrib.toxicity -= 75; $attrib.fatigue = 5; $time.active += 8; $hide.layer1 = false; playContextSound("ui_click");]]</div>\n\t<</if>>\n\n\n\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<<if $action.arrive neq "fromSelf">><div class='GameTextGreyed'><<display 'riptide_base_txt'>></div><br><</if>><div class='GameTextGreyed'><<display 'riptide_vip_wilkin_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"I have to ask you about..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\nI have to ask you about something unusual: [[Paladins|PDA][$hud.currentScreen = "Paladin"]]. Any advice on how to deal with those tin cans?"\n\n"No," Wilkin says flatly. "You know the drill. You do not, ever, fuck with the [[Order|PDA][$hud.currentScreen = "Paladin"]], kid. I taught you that way back when."\n\nYou nod gravely. "I know. But assumning that's impossible—"\n\n"Make sure it isn't." Wilkin fixes you with a stern gaze. "Kid, I know you think you're hot shit, mixed up in all this stuff like you are. And I'll be the first to say you got talent like no one else 'round here. But Do not, ever, ever, fucking fuck with the [[Order|PDA][$hud.currentScreen = "Paladin"]]. There is no possible scenario in which that ends well. For any of us."\n\n"Yeah." You breathe a sigh. "Well, thanks for the reminder."<</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_b28][$job_fisher_extremists.paladinKnowledge.wilkin = true; $hide.layer1 = false; $hide.layer2 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<<if $action.arrive neq "fromSelf">><div class='GameTextGreyed'><<display 'riptide_base_txt'>></div><br><</if>><<if $action.action1 eq "none">><div class='GameText'><<display 'riptide_vip_wilkin_txt'>></div><<else>><div class='GameTextGreyed'><<display 'riptide_vip_wilkin_txt'>></div><</if>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you'll do It|b28_vip_ammanfudge][$job_fisher_counterattack.altPhase = 1; $action.action1 = "accept"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<<if $equip.isFashionOutfit or $gameworld_modifiers.hasNegotiateOverride or $attrib.demeanor eq "cautious">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t\t\t<<click 'Ask for hazard Pay' 'b28_vip_ammanfudge'>>\n\t\t\t\t\t\t\t<<set $job_fisher_counterattack.altPhase = 1; $attrib.credits += 750; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp"); $action.action1 = "credits"; $hide.layer1 = true; $statistics.negotiateDone += 1>>\n\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t\t<<set $aquireText = "Credits x" + Math.round(2000 * $gameworld_modifiers.freelanceModifier)>>\n\t\t\t\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div><br>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask for more Credits|b28_vip_ammanfudge][$job_fisher_counterattack.altPhase = 1; $action.action1 = "creditsfail"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Refuse to Help|b28_vip_ammanfudge][$action.action1 = "accept"; $hide.layer1 = true; $job_fisher_counterattack.altPhase = 98; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameText'><<display 'riptide_ammanfudge_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_b28][$hide.layer1 = false; $hide.layer2 = false; $action.action1 = "none"; $action.action2 = "none"; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<if $processed eq false>>\n\t<<set $savesMenuPassage = "B28 - Riptide Dance Floor">>\n\t<<if $action.action4 neq "alonetime">>\n\t\t<<set $time.active = $time.active + 2>>\n\t\t<<set $attrib.fatigue = $attrib.fatigue + 25>>\n\t\t<<set $attrib.toxicity = $attrib.toxicity + 33>>\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t<</if>>\n\t<<if $action.action4 eq "alonetime">>\n\t\t<<set $chr_celena.loc = "herhome">>\n\t<</if>>\n\t<<set $processed = true>>\n<</if>>\n<</silently>>\n<<if $action.action4 eq "alonetime">><div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'riptide_dance_base_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"Cel..." You grab her arm and hold her back. "Cel, I'm not...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"Cel..." You grab her arm and hold her back. "Cel, I'm not in the mood."\n\n"Oh." She pulls a face. "Man, I thought—"\n\n"Another time, maybe." When she nods, you kiss her on the cheek. "Nice to see you again though."\n\n"Same." She strokes your arm. "Well, yeah. I get it. But drop by my place, okay? I really missed you."\n\nYou nod. "Yeah, sure. You still at the old place?"\n\n"Yeah, the same shithole." She pulls a face. "But yeah, if you aren't gonna stay I'm gonna..." She nods toward the dance floor.\n\n"Have fun." You wave and watch Celena disappear into the mass of partygoers. \n\nEven after everything that happened, the girl really hasn't changed. She's still bouncing around and taking drugs and, well, being herself. Then again, you can't really judge her based on the few words you exchanged. Maybe she isn't anything like her old, green-haired self. \n\n"Yeah, right." You shake your head with a snort. "Cel not being herself. That'll be the day."<</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$hide.layer0 = false; $chr_celena.loc = "herhome"; playContextSound("ui_walk");]]</div></div><<nobr>>\n\n\n\n<</nobr>><<else>><div class='GameText'><<display 'riptide_dance_2_cel_txt'>></div><</if>><<if $action.action4 neq "alonetime">>\n<div class='OptionsField'><<nobr>>\n\t<<if $action.action4 eq "dance">>\n\t\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$hide.layer0 = false; $chr_celena.loc = "herhome"; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>[[Play with Celena|riptide_dance_floor_2_cel][$hide.layer1 = true; $action.action1 = "kiss"; $attrib.fatigue += 10; $attrib.toxicity += 15; playContextSound("ui_click");]]</div><br>\n\t\t<div class='GameOption GameOption_Move'>[[Keep Dancing|riptide_dance_floor_2_cel][$hide.layer1 = true; $action.action1 = "dance"; $attrib.fatigue += 20; $attrib.toxicity += 10; playContextSound("ui_click");]]</div>\n\t<</if>><</nobr>></div><</if>>
<<silently>>\n<<set $savesMenuPassage = "B28 - Riptide Dance Floor">>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'riptide_celena_bar2_base'>></div>\n<div class='GameTextGreyed'><<display 'riptide_celena_bar2_txt'>></div>\n<div class='GameTextGreyed'><<display 'riptide_celena_bar2_text2'>></div>\n<<nobr>>\n\n\t<<if $action.action4 eq "none">>\n\t\t<div class='GameText'><<display 'dance_candl_1_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Swallow the Pill|riptide_main_b28_dance_celena_2][$time.active += 0.5; $attrib.fatigue += 30; $attrib.toxicity += 60; $hide.layer4 = true; $action.action4 = "swallow"; $statistics.drugs_noncombatUsed += 1; $attrib.stress -= 3; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Brush away the Pill|riptide_main_b28_dance_celena_2][$time.active += 0.5; $attrib.fatigue += 35; $hide.layer4 = true; $action.action4 = "away"; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action5 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'dance_candl_1_txt'>></div><br>\n\t\t<div class='GameText'><<display 'dance_candl_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Make an Advance|riptide_main_b28_dance_celena_2][$time.active += 0.5; $attrib.fatigue += 15; $hide.layer5 = true; $action.action5 = "advance"; $hide.layer6 = false; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Ignore the Girl|riptide_main_b28_dance_celena_2][$time.active += 0.5; $attrib.fatigue += 15; $hide.layer5 = true; $action.action5 = "ignore"; $hide.layer6 = false; playContextSound("ui_click");]]</div>\t\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'dance_candl_1_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'dance_candl_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'dance_candl_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action5 eq "advance" and ($attrib.demeanor neq "cautious" or $gameworld_modifiers.hasNegotiateOverride or $equip.isSuperFancy)>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Meet Lanina Outside|b28_hab_lanina][$time.active = $time.active + 1; $attrib.fatigue += 5; $attrib.dilligence -= 5; $chr_celena.loc = "laninas"; $chr_lanina.loc = "herhome"; $hide.layer0 = false; $hide.layer1 = false; $attrib.stress -= 1; $equip.hideWeaponLoadout = false; playContextSound("ui_walk");]]</div><br>\t\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$time.active += 0.5; $attrib.fatigue += 2; $attrib.dilligence += 1; $attrib.caution += 2; $chr_celena.loc = "herhome"; $chr_lanina.loc = "none"; $hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>\n\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'riptide_celena_bar2_base'>></div>\n<div class='GameTextGreyed'><<display 'riptide_celena_bar2_txt'>></div>\n<div class='GameTextGreyed'><<display 'riptide_celena_bar2_text2'>></div>\n<div class='GameText'><<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><<if $action.action3 eq "decline">>You shake your head. "Nah, man..."<<else>>There's nothing to be gained from degenerating back to where you were two<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<if $action.action3 eq "decline">>You shake your head. "Nah, man. Gotta work 'n all, you know?" \n\nLanina pulls a face. "Oh, c'mon. It'll be fun." She nods to Celena. "And she fucking well wants you along."\n\n"Can't," you say. "Got stuff to do. It can't wait."\n\n"Please?" Celena shoots you a pained look. "For me, <<if $chr_celena.relation eq "serious">>baby<<else>>man<</if>>." \n\nYou shake your head. \n\n"Fuck, whatever. I tried. Fuck you but I tried." She turns to Lanina and whispers something. Both girls laugh.\n\nYou breathe a sigh and watch them disappear into the crowd. Part of you does want to tag along. But you know that isn't a good idea. Celena's in a bad way. <<if $chr_celena.relation eq "serious">>And no matter how much she means to you, you know it wouldn't be right to get dragged back into her world.<<else>>There's nothing to be gained from degenerating back to where you were two years ago.<</if>>\n\nBetter to just let her sort out her shit with people who can waste their time on sex, drugs and booze, and get on with your life.<<elseif $action.action3 eq "slipaway">>You watch as the two girls disappear into the masses. Part of you wants to tag along, just party the night away and forget about shit. But you know that's a bad idea. \n\nEven if Celena weren't in a bad way, you've changed. You aren't the person you were two years ago and, <<if $chr_celena.relation eq "serious">>no matter what you might feel for the girl<<else>>no matter how much you might want to<</if>>, you can't allow yourself to get dragged back into that life. You got a job to do, a reputation to uphold, and right now that means focusing on what's important and not getting distracted by Celena - or anyone else, for that matter.<</if>><</if>></div>\n<div class='OptionsField'><<nobr>><div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $attrib.dilligence += 1; $chr_celena.loc = "herhome"; $chr_lanina.loc = "none"; $hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div><</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<<nobr>>\n\n\t<<if $action.action2 eq "fromMarisa">>\n\t\t<<if $action.arrive neq "fromSelf">><div class='GameTextGreyed'><<display 'riptide_base_txt'>></div><br><</if>>\n\t\t<div class='GameTextGreyed'><<display 'riptide_marisa_vip_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_marisa_talk_txt'>></div><br>\n\t<</if>>\n\n\t<<if $action.action3 eq "none">>\n\t\t<div class='GameText'><<display 'riptide_conferenceroom_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action2 eq "fromMarisa">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask Bob to Explain|riptide_vip_conferenceroom][$action.action3 = "explain"; $hide.layer3 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you just want Answers|riptide_vip_conferenceroom][$action.action3 = "answers"; $attrib.caution += 1; $hide.layer3 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Demand to know More|riptide_vip_conferenceroom][$action.action3 = "knowmore"; $attrib.violence += 1; $hide.layer3 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you Understand|riptide_vip_conferenceroom][$action.action3 = "understand"; $hide.layer3 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you just want Answers|riptide_vip_conferenceroom][$action.action3 = "answers"; $hide.layer3 = true; $attrib.caution += 1; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Threaten the Businessman|riptide_vip_conferenceroom][$action.action3 = "torture"; $attrib.violence += 1; $hide.layer3 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'riptide_conferenceroom_txt'>></div><br>\n\t\t<div class='GameText'><<display 'riptide_conferenceroom_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action3 eq "answers" and ($action.action2 eq "fromMarisa" or $action.action3 eq "knowmore")>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask Bob to Explain|riptide_vip_conferenceroom][$action.action3 = "explain"; $hide.layer3 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t\t<<elseif $action.action3 eq "explain">>\n\t\t\t\t<<if $chr_raj.alive>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Accept the Terms|riptide_vip_conferenceroom][$action.action4 = "deal"; $hide.layer4 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Agree to a Meeting|riptide_vip_conferenceroom][$action.action4 = "agreemeeting"; $hide.layer4 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<</if>>\n\t\t\t<<elseif $action.action3 eq "torture" or $action.action3 eq "whatwant">>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Torture the Man|riptide_vip_conferenceroom][$action.action4 = "gothrough"; $attrib.violence += 5; $job_fisher_counterattack.mainPhase = 3; $hide.layer4 = true; $processed = false; playContextSound("ui_battle");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Let the man Go|riptide_vip_conferenceroom][$action.action4 = "letgo"; $attrib.violence -= 5; $attrib.caution += 3; $job_fisher_counterattack.mainPhase = 99; $hide.layer4 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t\t<<if $action.action2 eq "fromMarisa" and $chr_raj.alive>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Refuse the Terms|riptide_vip_conferenceroom][$action.action4 = "nodeal"; $attrib.caution += 3; $hide.layer4 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t\t<<elseif $action.action2 neq "fromMarisa" and $action.action3 neq "torture" and $action.action3 neq "whatwant">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Threaten the Businessman|riptide_vip_conferenceroom][$action.action3 = "torture"; $attrib.violence += 1; $hide.layer3 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what the man Wants|riptide_vip_conferenceroom][$action.action3 = "whatwant"; $attrib.caution += 1; $hide.layer3 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action5 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'riptide_conferenceroom_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_conferenceroom_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'riptide_conferenceroom_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action4 eq "agreemeeting">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[To the rear Exit|riptide_bob_pickup][$action.action2 = "fromMarisaDirect"; $processed = false; $hide.layer3 = false; $hide.layer4 = false; $equip.hideWeaponLoadout = false; playContextSound("ui_walk");]]</div>\n\t\t\t<<elseif $action.action4 eq "deal">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Main Floor|riptide_main_floor][$time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $hide.layer0 = false; $job_fisher_extremists.instructionPhase = 10; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t\t<<elseif $action.action4 eq "nodeal">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Main Floor|riptide_main_floor][$time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $hide.layer0 = false; $job_fisher_extremists.instructionPhase = 11; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t\t<<elseif $action.action4 eq "gothrough">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you'll go Now|riptide_vip_conferenceroom][$action.action5 = "gonow"; $attrib.violence += 1; $hide.layer5 = true; $hide.layer0 = false; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you need Time|riptide_vip_conferenceroom][$action.action5 = "needtime"; $attrib.caution += 2; $hide.layer5 = true; $hide.layer0 = false; playContextSound("ui_click");]]</div>\n\t\t\t<<elseif $action.action4 eq "letgo">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Main Floor|riptide_main_floor][$time.active += 0.5; $attrib.fatigue += 1; $hide.layer0 = false; $job_fisher_counterattack.ammanMissionOverride = true; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'riptide_conferenceroom_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_conferenceroom_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_conferenceroom_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'riptide_conferenceroom_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action5 eq "gonow">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head out Back|mansion_raid_leave][$action.arrive = "fromWilkin"; $processed = false; $hide.layer3 = false; $hide.layer4 = false; $equip.hideWeaponLoadout = false; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Main Floor|riptide_main_floor][$time.active += 0.5; $attrib.fatigue += 1; $hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $savesMenuPassage = "B28 - Riptide Main Floor">>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameText'><<display 'riptide_main_floor_lalina_txt'>></div>\n<div class='OptionsField'><<if $chr_celena.loc eq "none">><div class='GameOption GameOption_Move'>[[Wilkin's Riptide (to: Level B28 Tramway Station)|b28_tram_station][$action.arrive = "onfoot"; $attrib.fatigue = $attrib.fatigue + 3; $time.active = $time.active + 1; $chr_lanina.loc = "herhome"; $hide.layer0 = false; playContextSound("ui_walk");]]</div><<else>><div class='GameOption GameOption_Move'>[[Take the girls onto the floor|riptide_dance_lalina][$hide.layer1 = true; playContextSound("ui_walk");]]</div>\n<div class='GameOption GameOption_Move'>[[Remain on the sidelines|riptide_sidelines_lalina][$hide.layer1 = true; playContextSound("ui_walk");]]</div><</if>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<<nobr>>\n<<if $action.action1 eq "none">>\n\t<div class='GameText'><<display 'riptide_fisherinterrupt_txt'>></div><br>\n\t<div class='OptionsField'>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Ask Fisher who 'They' Are|riptide_fisherinterrupt_b28][$action.action1 = "whothey"; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Ask Fisher what he Needs|riptide_fisherinterrupt_b28][$chr_fisher.rep += 5; $action.action1 = "whatneed"; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Tell Fisher you can't Help|riptide_fisherinterrupt_b28][$chr_fisher.rep -= 5; $action.action1 = "canthelp"; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t</div>\n<<elseif $action.action2 eq "none">>\n\t<div class='GameTextGreyed'><<display 'riptide_fisherinterrupt_txt'>></div><br>\n\t<div class='GameText'><<display 'riptide_fisherinterrupt_2_txt'>></div><br>\n\t<div class='OptionsField'>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Say you'll do It|riptide_fisherinterrupt_b28][$chr_fisher.rep += 5; $job_fisher_extremists.mainPhase = 1; $action.action2 = "takejob"; $hide.layer2 = true; $processed = false; ga('send', 'event', 'game', 'job_riptide', 'acceptPreMission'); playContextSound("ui_click");]]</div><br>\n\t\t<<if $action.action1 eq "canthelp">>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you can't Help|riptide_fisherinterrupt_b28][$chr_fisher.rep = 0; $chr_fisher.loc = "none"; $job_fisher_extremists.mainPhase = 99; $action.action2 = "refusejob"; $hide.layer2 = true; $processed = false; ga('send', 'event', 'game', 'job_riptide', 'refusePreMission'); playContextSound("ui_click");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Insist you can't Help|riptide_fisherinterrupt_b28][$chr_fisher.rep = 0; $chr_fisher.loc = "none"; $job_fisher_extremists.mainPhase = 99; $action.action2 = "refusejob"; $hide.layer2 = true; $processed = false; ga('send', 'event', 'game', 'job_riptide', 'refusePreMission'); playContextSound("ui_click");]]</div>\n\t\t<</if>>\n\t</div>\n<<else>>\n\t<div class='GameTextGreyed'><<display 'riptide_fisherinterrupt_txt'>></div><br>\n\t<div class='GameTextGreyed'><<display 'riptide_fisherinterrupt_2_txt'>></div><br>\n\t<div class='GameText'>\n\t\t<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>After a moment's consideration you say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n\n\t\t\t<<if $action.action2 eq "takejob">>\n\t\t\t\tAfter a moment's consideration you say, "Okay, I'll do it. <<if $attrib.demeanor eq "agressive">>But I can't just up and fucking <<walk>> over to their HQ and ask. So what's the plan?"<<else>>But I can't exactly <<walk>> up to the [[Zanex|PDA][$hud.currentScreen = "Division 108"]] barracks and ask what's going on. So, uh, what you got?"<</if>><br><br>\n\n\t\t\t\t"Not much," Fisher admits. "It was four guys. Showed up here, did their shit in full battle gear, and went off. I sent one of the kids after them. He tracked 'em back to the tramway station down by the [[Docks|PDA][$hud.currentScreen = "The Docks"]]. But we lost 'em there, somewhere in the tunnels near the grav tunnel. Figure either they got an outpost around there or got picked up."<br><br>\n\n\t\t\t\t<<if $attrib.demeanor eq "agressive">>"You gotta be kidding me. That's the best you got?"<<else>>"That's not a lot to work with."<</if>><br><br>\n\n\t\t\t\t"It's all we got, man." Fisher looks worried. "Think you can turn anything up?"<br><br>\n\n\t\t\t\t<<if $attrib.demeanor eq "agressive">>"Maybe. I'll take a look around down by the [[Docks|PDA][$hud.currentScreen = "The Docks"]]. Might be something in the tunnels. But this better not be a fucking waste of my time."<<else>>"I'll look around down by the [[Docks|PDA][$hud.currentScreen = "The Docks"]]. Maybe there's something in the tunnels. Worst case, I waste my time. But I'll look. Okay?"<</if>><br><br>\n\n\t\t\t\t"Thanks, man." Fisher looks genuinely relieved. "I'll never be able to repay ya. Even if it don't turn up nothing. It means a fucking lot to me."<br><br>\n\t\t\t\n\t\t\t\t<<if $attrib.demeanor eq "agressive">>"Cut the feelsy crap and get your act together, man. I'll be back."<<else>>"Just take care of yourself. And don't let this shit get you down."<</if>> You pat Fisher on the shoulder and head back to the...\n\t\t\t<<elseif $action.action2 eq "refusejob">>\n\t\t\t\tAfter a moment's consideration you say, \n\t\t\t\t\t<<if $action.action1 eq "canthelp">>"Like I said, man, I can't help you. <<if $attrib.demeanor eq "agressive">>Just ain't my problem.<<else>>Sorry. But this isn't my problem anymore.<</if>>"\n\t\t\t\t\t<<else>>"I wish I could help you, man, but I can't. Got enough problems on my plate as it is.<<if $attrib.demeanor eq "agressive">> Sorry.<</if>>"\n\t\t\t\t\t<</if>><br><br>\n\n\t\t\t\t"That's it?" Fisher looks insulted. "Just that and... and nothing?"<br><br>\n\n\t\t\t\t<<if $attrib.demeanor eq "agressive">>"Ey, weren't you fucking—"<<else>>"Like I said—"<</if>><br><br>\n\n\t\t\t\t"Bullshit," Fisher snaps. "You're a [[B Dweller|PDA][$hud.currentScreen = "B Sector"]] just like all us. An' you're just gonna let those assholes push us around like—"<br><br>\n\n\t\t\t\t"You run the Raptors now, Fish. Deal with it. Find a solution. Me? I got problems so big they make this thing look like a joke." You turn to <<walk>> away but hesitate. <<if $attrib.demeanor eq "agressive">>"And don't come fucking whining to me. I was in your shoes for six years. I know what it's fucking like. So I don't give a crap about your issues. Clear?"<<else>>"Believe me, I know it's tough. I was you for six fucking years, running the same damn shit. But I'm out now. And that's the end of it."<</if>><br><br>\n\n\t\t\t\tFisher doesn't retort but you can feel his stare on your back as you head back to the...\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t</div><br>\n\t<div class='OptionsField'>\n\t\t<div class='GameOption GameOption_Move'>[[Main Floor|riptide_main_floor][$time.active = $time.active + 0.5; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t</div>\n<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<<if $action.arrive neq "fromSelf">><div class='GameTextGreyed'><<display 'riptide_base_txt'>></div><br><</if>><div class='GameTextGreyed'><<display 'riptide_vip_wilkin_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"Information. Again." You lean forward, pretending...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"Information. Again." You lean forward, pretending not to notice how uninterested Wilkin looks, and say, "Word has it someone tried to hire you not long ago. Someone took issue with a very particular group of women." All the sudden Wilkin is looking interested. Your lips twitch. "Got your attention, did I?"\n\n"Oh, you definitely got my attention." Mister Wilkin places his data pad on the table and leans back. Leather squeaks. He scowls. "Before we get down to business I have a question though: what's your interest in this particular group of women?"\n\n"Frankly, I'm not sure. But they're related to the job I'm working."\n\nWilkin's eyebrows rise. <<if $loc_riptide.talkedToWilkin eq true>>"The one you were talking about? With the [[Chruch|PDA][$hud.currentScreen = "Church of Eden"]] and the ancient artefact?"\n\n"That'd be the one."<<else>>"And what would that be?"\n\n"That's between me and my employer." You spread your hands. "No hard feelings. Just quid pro quo."<</if>>\n\n"I see." Wilkin rubs his chin. "And based on what you've told me, I'll assume you believe this particular group of women is up to no good?"\n\n"Actually, I know they're dead. Most of them at least." When Wilkin looks surprised, you <<if $attrib.demeanor eq "agressive">>snort. "Oh, spare me your straw sympathy.<<else>>pull a face. "Ugly business.<</if>> Point is whoever's behind this is who I'm after. So if you know anything, anything at all, I'd appreciate the help."\n\n"Ah." Wilkins purses his lips. After a short silence, he says, "Clearly this thing's a bit more complicated than I thought. But I can't help you. I never met the guy who wanted to close the deal." You're about to say something when he adds, "Fisher handled that customer. You could talk to him. He's probably out back with the boys."\n\n"Then that's where I'll be." You nod curtly and stand up. <<if $attrib.demeanor eq "agressive">>"Always a fucking pleasure doing business with you."<<else>>"Thanks, man. I might even owe you for this."<</if>><</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Head out Back|riptide_back_fisher][$time.active += 0.15; $attrib.fatigue = $attrib.fatigue + 1; $hide.layer1 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "B28 - Landing Pads">>\n<<set $job_conspiracy.instructionPhase = 13>>\n<<if $job_coven.mainPhase neq 99 and $job_coven.mainPhase gte 1>>\n\t<<set $job_coven.mainPhase = 7>>\n<</if>>\n<</silently>>\n<div class='GameText'><<if $hide.layer0 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer0 = false]]</div><<if $action.action1 eq "stunned">>By the time you set the Model 5232 Omni-Grav down...<<elseif $action.action1 eq "snipe">>The silence persists until Fisher sets the Model 5232 Omni-Grav down<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer0 = true]]</div>\n<<if $action.action1 eq "stunned">>By the time you set the Model 5232 Omni-Grav down on the Level B28 landing pads, Fisher has recovered from his ordeal. Maybe not entirely - he isn't jabbering on like he usually does - but he isn't gasping for breath either, which is undoubtably a good sign. \n\n"Hey, man." You pat him on the shoulder. "We're home."\n\nHe looks up in surprise. "What? Oh. Thank fuck." He pops the passenger door and climbs out. You clamber out and <<walk>> around to check on him. He looks all right though, when he speaks, he does slur a little, "Well, that wasn't quite like old times, man. But we got the job done, eh?"\n\n"True that." Your eyes narrow. "You sure you're okay, man?"\n\nHe shrugs indifferently. "Been through worse. Gon' go drink this shit off. Maybe get some nice ass for the night." He grins ever so slightly. "Sounds like a plan, eh?"\n\n"From you, that's a fucking miracle." Both of you laugh. You shake Fisher's shoulder. "Well, man. Be safe. I'll see you, round yeah?" And thanks for tagging along.\n\n"Anytime." He waves and walks away, leaving you alone on the Level B28 landing pads. \n\nDespite your initial concerns, you have do admit Fisher did well. Not four years ago, he'd never have been able to pull a job off like you just did. But he's come a long way. Hell, he's running Wilkin's Raptors these days, and that isn't a position he got by sucking the big boss's cock. No, he made his name by example. And, while he might not be quite as far as you took the Raptors, he's damn close.<<elseif $action.action1 eq "snipe">>The silence persists until Fisher sets the Model 5232 Omni-Grav down on the Level B28 landing pads, saying, "Hey, man. We're home."\n\n"Mh." You look up, still reminiscing about your perfect kill. \n\nIt's been a long time since you took someone out like that. The last time you were hunting the tattered remnants of the Red Scars with Ivory - not a name you'll hear again. The two of you had racked up quite the score. Forty-seven kills each and the bitch had called dibs on the last few. You'd called her boast in good spirits, morality be damned. A few days later she'd taken a bolt through the head. Poor bitch. At least the last of the Red Scars had gone down easily. Fuckers, all of them. But that was years ago. Things have change since. You're not leading Wilkin's Raptors anymore. Fisher is - and he looks concerned. You frown at the black-haired kid. "What?"\n\n"You okay, man? You look kinda out of it."\n\n"I'm fine," you say, trying very hard not to remember why Ivory took that bolt to the head. It wasn't the Scars, of course. They hadn't even been near her. No, you'd put that slug through her brain. The thought makes you shiver. You force the feeling away and nod to Fisher. "Thanks for the assist. I'll be on my way now."\n\nAs you pop the door, he says, "Anytime, man. I'll be 'round if you need me."\n\n"Sure," you say and <<walk>> away, still lost in memories of days past. \n\nTo be precice, those of Ivory. It had been a stupid thing. You'd made your bets. She said she could take down the Scars all on her own. You'd called her out. Things had gotten heated. She'd threatened you straight out - right in front of all the kids. There hadn't been any alternative. It was do it or loose face.\n\nSo you drew your sidearm, pressed the muzzle to her head and made your position clear. She'd laughed, called you a coward. You'd pulled the trigger without a second thought. No one had ever questioned you aftr that, nor did you ever speak of the incident to anyone. Except Celena. Somehow, and you can't remember how, it'd come up when you were both drunk. The girl hadn't taken it hard. In fact, you could've sworn she'd been impressed by what you'd done. But that idea never sat well with you. The kill had been dumb, the result of some drunken boast, not the action of a prudent mercenary lieutenant. You should've just punched the bitch, not blown her brains out. \n\nChiding yourself for even thinking back to that, you step off the landing pads and...<</if>><</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Head for the Tramway Station|b28_tram_station][$action.arrive = "onfoot"; $attrib.fatigue = $attrib.fatigue + 2; $hide.layer0 = false; ga('send', 'event', 'game', 'job_coven', 'didFinalFisher'); playContextSound("ui_walk");]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<<if $action.arrive neq "fromSelf">><div class='GameTextGreyed'><<display 'riptide_base_txt'>></div><br><</if>><div class='GameTextGreyed'><<display 'riptide_vip_wilkin_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"Information." You lean forward...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"Information." You lean forward and say, "Athena Medical. A lab somewhere in [[B Sector|PDA][$hud.currentScreen = "B Sector"]]? Small place maybe, on the upper levels?"\n\nWilkin looks impassive. "I might know. And I might tell you. What's the interest?"\n\n"I have to go kick down a few doors," you say nonchalantly.\n\n"Ah." Wilkin actually smiles. "Then you'll get this info for free, 'cause there's been a lot of Athena activity near the [[Boulevard|PDA][$hud.currentScreen = "The Boulevard"]]. Had some [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] goons with 'em too and those mofos were real disrespectful if my boys are saying it true."\n\nYour brow furrows. "What happened?"\n\n"They moved on some of our, ah, local associates. We confronted. They laughed our boys off as kids with toy guns." Wilkin's eyes narrow. "This is all in the back alley behind [[Boulevard|PDA][$hud.currentScreen = "The Boulevard"]] Information. [[Syndicate|PDA][$hud.currentScreen = "Syndicate 4"]] brought bots and armor from what I was told. Anyways, there's a warehouse back there that's where you'll want to look. Assuming you can get past that metric ton of security they threw up."\n\n"There has to be a way." You make a few hasty notes. "I'll make sure to bloody a few noses for old time's sake."<</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_b28][$job_anska_haze.mainPhase = 2; $hide.layer1 = false; $hide.layer2 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div></div>
<<nobr>>\n\n\t\t<<if $equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>Main Weapon Restricted</div></div><br>\n\t\t<<else>>\n\t\n\t<div class='GameOption GameOption_Move'>\n\t\n\t\t<<if $characterEncounterPhases.xanexReward eq "X1">>\n\t\n\t\t\t<<click 'Take the X1'>>\n\t\n\t\t\t\t<<set $equip.charge = 100; $action.action5 = $equip.rifle.name; $equip.rifle.name = $characterEncounterPhases.xanexReward; $characterEncounterPhases.xanexReward = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\n\n\t\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\n\n\t\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\n\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\n\t\t\t\t<<replace '#riptide-convo'>>\n\t\n\t\t\t\t\t<<display 'riptide_x1_options'>>\n\t\n\t\t\t\t<</replace>>\n\t\n\t\t\t<</click>>\n\t\n\t\t<<else>>\n\t\n\t\t\t<<click 'Return the X1'>>\n\t\n\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $characterEncounterPhases.xanexReward; $characterEncounterPhases.xanexReward = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\n\t\n\t\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\n\n\t\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\n\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\n\t\t\t\t<<replace '#riptide-convo'>>\n\t\n\t\t\t\t\t<<display 'riptide_x1_options'>>\n\t\n\t\t\t\t<</replace>>\n\t\n\t\t\t<</click>>\n\t\n\t\t<</if>>\n\t\n\t</div><br>\n\t\t<</if>>\n\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_zanex][$hide.layer1 = false; $characterEncounterPhases.xanexRewardPhase = 2; $processed = false; playContextSound("ui_click");]]</div>\n\n<</nobr>>
<<silently>>\n<<set $savesMenuPassage = "B28 - Riptide Main Floor">>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_enter_txt'>></div>\n<<nobr>>\n<<if $action.action5 eq "none">>\n\t<div class='GameText'><<display 'riptide_zanexpresent_txt'>></div><br>\n\t<div class='OptionsField'>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Say you Remember|riptide_main_floor_zanex][$action.action5 = "remember"; $hide.layer1 = true; $processed = false; $attrib.dilligence += 1; playContextSound("ui_click");]]</div><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Say you don't Remember|riptide_main_floor_zanex][$action.action5 = "noremember"; $hide.layer1 = true; $processed = false; $attrib.caution += 1; playContextSound("ui_click");]]</div><br>\n\t\t<div class='GameOption GameOption_Move'>[[Refrain from Comment|riptide_main_floor_zanex][$action.action5 = "nocomment"; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t</div>\n<<elseif $action.action1 eq "none">>\n\t<div class='GameTextGreyed'><<display 'riptide_zanexpresent_txt'>></div><br>\n\t<div class='GameText'><<display 'riptide_fisher_zanex_inject_txt'>></div><br>\n\t<div class='OptionsField'>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Agree to speak to Wilkin|riptide_main_floor_zanex][$attrib.caution += 2; $action.action1 = "speakto"; $hide.layer5 = true; $processed = false; $statistics.negotiateDone += 1; playContextSound("ui_click");]]</div><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Demand Division 108 Leave|riptide_main_floor_zanex][$attrib.violence += 2; $action.action1 = "demandleave"; $hide.layer5 = true; $processed = false; $statistics.negotion_failDone += 1; playContextSound("ui_click");]]</div><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're not Involved|riptide_main_floor_zanex][$attrib.caution += 4; $action.action1 = "notinvolved"; $hide.layer5 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t</div>\n<<elseif $action.action2 eq "none">>\n\t<div class='GameTextGreyed'><<display 'riptide_zanexpresent_txt'>></div><br>\n\t<div class='GameTextGreyed'><<display 'riptide_fisher_zanex_inject_txt'>></div><br>\n\t<div class='GameText'><<display 'riptide_zanexpresent_2_txt'>></div><br>\n\t<div class='OptionsField'>\n\t\t<<if $action.action1 eq "speakto" or $action.action1 eq "notinvolved">>\n\t\t\t<<if $attrib.religion eq "forsaken" or $attrib.religion eq "voided" or $attrib.religion eq "edenite">>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight Division 108|hud_combat][$combatTemplate = "Zanex_B28"; $processed = false; $job_fisher_extremists.mainPhase = 98; $action.arrive = "fromFight"]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head Upstairs|riptide_main_floor_zanex][$action.action2 = "follow"; $hide.layer2 = true; $processed = false; $action.arrive = "fromNormal"; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight Division 108|hud_combat][$combatTemplate = "Zanex_B28"; $processed = false; $job_fisher_extremists.mainPhase = 98; $action.arrive = "fromFight"]]</div>\n\t\t<</if>>\n\t</div>\n<<elseif $action.action3 eq "none">>\n\t<<if $action.arrive eq "fromNormal">>\n\t\t<div class='GameTextGreyed'><<display 'riptide_zanexpresent_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_fisher_zanex_inject_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_zanexpresent_2_txt'>></div><br>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'riptide_sneak_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_sneak_2_txt'>></div><br>\n\t<</if>>\n\t<div class='GameText'><<display 'riptide_zanexpresent_3_txt'>></div><br>\n\t<div class='OptionsField'>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Admit you know Zweili|riptide_main_floor_zanex][$action.action3 = "admitknow"; $hide.layer3 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Insist you don't know Zweili|riptide_main_floor_zanex][$attrib.caution += 2; $action.action3 = "notknow"; $hide.layer3 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Demand Division 108 Leave|riptide_main_floor_zanex][$action.action3 = "demandleave"; $hide.layer3 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t</div>\n<<elseif $action.action4 eq "none">>\n\t<div class='GameTextGreyed'><<display 'riptide_zanexpresent_txt'>></div><br>\n\t<div class='GameTextGreyed'><<display 'riptide_zanexpresent_2_txt'>></div><br>\n\t<div class='GameTextGreyed'><<display 'riptide_zanexpresent_3_txt'>></div><br>\n\t<div class='GameText'><<display 'riptide_zanexpresent_4_txt'>></div><br>\n\t<div class='OptionsField'>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're with Wilkin|riptide_main_floor_zanex][$attrib.dilligence += 1; $action.action4 = "withwilkin"; $hide.layer4 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're against Wilkin|riptide_main_floor_zanex][$attrib.caution += 2; $action.action4 = "againstwilkin"; $hide.layer4 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t<<if Math.random() gt 0.5>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you really do not Care|riptide_main_floor_zanex][$attrib.dilligence -= 1; $action.action4 = "dontcare"; $hide.layer4 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you really do not Care|riptide_main_floor_zanex][$attrib.dilligence -= 1; $action.action4 = "dontcarefine"; $hide.layer4 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t<</if>>\n\t</div>\n<<else>>\n\t<div class='GameTextGreyed'><<display 'riptide_zanexpresent_txt'>></div><br>\n\t<div class='GameTextGreyed'><<display 'riptide_zanexpresent_2_txt'>></div><br>\n\t<div class='GameTextGreyed'><<display 'riptide_zanexpresent_3_txt'>></div><br>\n\t<div class='GameTextGreyed'><<display 'riptide_zanexpresent_4_txt'>></div><br>\n\t<div class='GameText'><<display 'riptide_zanexpresent_5_txt'>></div><br>\n\t<div class='OptionsField'>\n\t\t<<if $action.action4 eq "withwilkin" or $action.action4 eq "dontcare">>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight Division 108|hud_combat][$combatTemplate = "Zanex_B28"; $processed = false; $job_fisher_extremists.mainPhase = 98; $action.arrive = "fromFight2"]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the VIP Terrace|riptide_resolve_zanex][$job_fisher_extremists.mainPhase = 3; $loc_riptide.ownedBy = "marisa"; $processed = false; $chr_fisher.loc = "riptidefallen"; playContextSound("ui_walk");]]</div>\n\t\t<</if>>\n\t</div>\n<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "B28 - Riptide Entrance">>\n<</silently>>\n<div class='GameText'><<if $hide.layer0 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer0 = false]]</div><<if $attrib.toxicity gte 75>>Swaying on your feet, you meander<<else>>You push your way<</if>> through the crowed walkways...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer0 = true]]</div>\n<<if $attrib.toxicity gte 75>>Swaying on your feet, you meander<<else>>You push your way<</if>> through the crowed walkways of Level B28, headed for the bright neon holograms that mark the entrance to [[Wilkin's Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]. Flickering waves crash and roll on all sides as you join the small crowd gathered before the wide pressure door that leads into the establishment. Most of them are dressed in Fancywear or //Hard Grace Lite// band shirts and everyone is chatting in little groups, slowly shuffling toward the entrance. Not wanting to wait for the crowd to move along of its own accord, you dive into the masses, shouting, "Raptor coming through. Clear a path!" \n\nEveryone moves aside at the words - or the sight of your face - and, in short order, you've forced your way almost all the way to the front of the crowd. Before you reach the entrance however, a middle-aged dude with two young girls on his arms grabs you. "Hey, there's a line, man." \n\nYou turn and glower at the dude, whom you happen to recognize as Joey, a local pimp from down on B37. His eyes widen. "Fucking hell, man. Vine? Is that..." He hastily lets go of you. "I didn't mean nothing, man. I swear. Eden's honest truth!"\n\n"Make sure it stays that way," you say coldly and force your way through the last few meters of crowd. One young woman shoots you an irritable look when you ease her out of the way but doesn't say anything. You ignore the stare and make for the nine bouncers checking tickets at the entrance. One of them waves you over. You squeeze past to elderly women no doubt out for one last glory night and call to the guy, "Hey, s'up? Rodriques, right?"\n\n"Sure is. Here ya go." He hands a ticket back to some young kid and turns to you. "Kinda surprised you remember me but hey. It's an honor." He smiles. You nod curtly. Rodriques purses his lips. "So, what's up? You here for the show, man?"\n\n"Yep." You nod to the entrance. "Mind if I head on in?"\n\n"Nah, go ahe... hey." The bouncer holds back a girl with pink hair. She squirms and starts explaining how she had a ticket but this and that - the same deal everyone who's ever worked for Mr. Wilkin has heard a million times. \n\nYou smirk knowingly, pat the bouncer on the shoulder, and head into the foyer of [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]. Unlike a usual day, the place is packed with people standing around the smoker's tables, chatting and laughing so loudly that the dull beat from the main floor is barely audible. You slink around the edge of the masses and stop at the personal lockers halfway down the foyer. <<if $chr_fisher.loc neq "none">>You've just started to dump your gear into Locker #5651 - reserved in your name as always - when a voice behind you calls, "Vine!"\n\n"Hm?" You turn to see Fisher striding toward you. "Oh." <<if $equip.rifle.name neq "none">>You stuff your <<rifle>> in the locker and say,<<else>>You remove your <<knife>>, toss it in the locker, and say,<</if>> "Hey man."\n\n"Hey." Fisher punches your shoulder. "Just heard Rodriques say he spotted you coming in. Can't stay though. Gotta take care of some asshole." He rolls his eyes. "Usual big event stuff, y'know, but I'll see ya round, yeah?"\n\n"Probably not," you mutter as Fisher disappears into the crowd. Shaking your head at the kid's enthusiasm, you close the locker, swipe the lock, and head on toward...<<else>>You dump your gear in Locker #5651 - reserved in your name as always - swipe the lock and head on toward...<</if>><</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[The main Floor|riptide_main_floor_lalina][$attrib.dilligence -= 5; playContextSound("ui_walk");]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'riptide_bar_walkup_text'>></div>\n<div class='GameTextGreyed'><<display 'ripdite_bar_order_txt'>></div>\n<div class='GameTextGreyed'><<display 'riptide_main_b28_bar_celena_txt'>></div>\n<div class='GameText'><<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><<if $action.action3 eq "party">>"Sure. <<if $action.action1 eq "flash">>Already tripping so, eh, why the fuck not...?"<<else>>Why the fuck not...?"<</if>><<elseif $action.action3 eq "decline">>"Nah, I can't. Gotta work, Cel. Important stuff...<<elseif $action.action3 eq "sorry">>"Hey, sorry. I'm just kinda..."<<elseif $action.action3 eq "fuckoff">>"Listen, it's simple: fuck off. Leave me alone..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<if $action.action3 eq "party">>"Sure. <<if $action.action1 eq "flash">>Already tripping so, eh, why the fuck not? Sounds like fun."<<else>>Why the fuck not? Sounds like fun."<</if>>\n\nCelena bounces up and down. "Fuck, yeah. Got just the right thing for ya. I swear—" She reaches into her pocket and produces a purple pill. "Open up." When you open your mouth, she strokes the synthetic along your tongue with a delighted smile.\n\nYou swallow the pill with a muttered, "Shit, y'know I hate those damn things."\n\n"Love 'em. Hate 'em. Gotta keep popping' em." Celena kisses you on the cheek, still bouncing up and down. "So, you ready? Mean, you wanna go? Like, now?"\n\n"Easy there," you slur as the world spins out of control. \n\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/evnt_drug_purple.png"]]</div>Colors blur and swirl. Noise pounds in your ears. You take a deep breath as everything spins out of control and begins flowing to the tune of the beat. \n\n"Fuck." You steady yourself and grin at the silver-haired girl. "Damn, that's some strong shit."\n\n"I aim to fucking please." She kisses you on the cheek. "At least you, baby." Her arms wrap around you as you begin to sway to the beat. She giggles. "Oh, shit, I'm so fucking gone, man. I did not just say that."\n\n"Actually, you did," you say with a lopsided grin. "But whatever, man."\n\nCel rests her head on your shoulder, giggling. "Fuck. I wanna fucking shake." She rubs her hips against yours, singing to the tune, "...see me? Do you? Do you wanna touch. Do you wanna see? Because this is me. Burning strong. Ticking wrong. Like I'm broken. Crack me open..." \n\nYou grab her hands and lead the girl toward the dance floor, humming along, "Open, open. I'm not broken. Crack me open. I'm not broken. Crack me—" You take a deep breath and follow Celena...<<elseif $action.action3 eq "decline">>"Nah, I can't. Gotta work, Cel. Important stuff 'n all."\n\n"Oh. Please?" When you shake your head, she says, "Well, yeah, if ya change your mind, I'll be shaking, okay?"\n\n"Sure." You watch with a sad smile as she joins the crowd on the dance floor. \n\nWithin moment's her silver hair is swallowed by the mass of bodies. You breathe a sigh and shake your head. Old times - old memories. But shit has changed. Cel isn't who she used to be. You aren't who you used to be. Nothing will be the same anymore and there's nothing that'll change that.\n\nYou shake your head and <<if $action.action1 eq "beer">>finish your beer. Eventually you decide there's no point standing around, leave the glass on the table and head back into the crowd around the bar.<<elseif $action.action1 eq "liq">>force yourself to finish the Liq. Eventually you decide you've had enough, leave the glass on the table and head back into the crowd around the bar.<<elseif $action.action1 eq "flash">>slowly finish your Flash, one dizzying sip at a time. Eventually you decide you've buzzed yourself up enough, leave the glass on the table and head back into the crowd around the bar, grinning despite yourself.<<elseif $action.action1 eq "lookaround">> wonder what the hell you're doing there. Eventually you figure you've seen all there is to see in that place and head back toward to the bar.<</if>><<elseif $action.action3 eq "sorry">>"Hey, sorry. I'm just kinda..." You shake your head. "Shit, you just took me by surprise. Okay?"\n\nCelena nods slowly. "Yeah, right, so you like just fucking forgot about me?"\n\n"I..." You take a deep breath. "Well, a bit. Life's been complicated since."\n\n"So, what, you don't give a fuck anymore?" She shoots you a disgusted look. "Fuck, man. I didn't even want anything. But fine, if that's how it is." She turns on her heel and strides away. \n\nYou watch her, wondering what the hell you said. But, oh well, if that's how she sees things, it isn't like you care either. \n\nYou shake your head with a hollow laugh and turn back to the crowd on the dance floor. A good twenty minutes pass in idle boredom as you watch the partygoers and <<if $action.action1 eq "beer">>finish your beer. Eventually you decide there's no point standing around, leave the glass on the table and head back into the crowd around the bar.<<elseif $action.action1 eq "liq">>force yourself to finish the Liq. Eventually you decide you've had enough, leave the glass on the table and head back into the crowd around the bar.<<elseif $action.action1 eq "flash">>slowly finish your Flash, one dizzying sip at a time. Eventually you decide you've buzzed yourself up enough, leave the glass on the table and head back into the crowd around the bar, grinning despite yourself.<<elseif $action.action1 eq "lookaround">> wonder what the hell you're doing there. Eventually you figure you've seen all there is to see in that place and head back toward to the bar.<</if>><<elseif $action.action3 eq "fuckoff">>"Listen, it's simple: fuck off. Leave me alone. Okay?"\n\nCelene gives you a disgusted look. "Jeez, okay, if that's what you want, fine." She truns and walks away. \n\nYou breathe a sigh and turn back to the crowd on the dance floor. A good twenty minutes pass in idle boredom as you watch the partygoers and <<if $action.action1 eq "beer">>finish your beer. Eventually you decide there's no point standing around, leave the glass on the table and head back into the crowd around the bar.<<elseif $action.action1 eq "liq">>force yourself to finish the Liq. Eventually you decide you've had enough, leave the glass on the table and head back into the crowd around the bar.<<elseif $action.action1 eq "flash">>slowly finish your Flash, one dizzying sip at a time. Eventually you decide you've buzzed yourself up enough, leave the glass on the table and head back into the crowd around the bar, grinning despite yourself.<<elseif $action.action1 eq "lookaround">> wonder what the hell you're doing there. Eventually you figure you've seen all there is to see in that place and head back toward to the bar.<</if>><</if>><</if>></div>\n<div class='OptionsField'><<nobr>>\n<<if $action.action3 eq "party">>\n\t<div class='GameOption GameOption_Move'>[[Onto the Dance Floor|riptide_dance_floor_cel][$processed = false; $loc_riptide.celGaveDrugs = true; $loc_riptide.didFirstBar = true; ga('send', 'event', 'game', 'job_coven', 'metCelena'); $statistics.drugs_noncombatUsed += 1; playContextSound("ui_walk");]]</div>\n<<elseif $action.action3 eq "decline">>\n\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $chr_celena.loc = "dancefloor"; $hide.layer0 = false; $action.arrive = "fromSelf"; $loc_riptide.didFirstBar = true; ga('send', 'event', 'game', 'job_coven', 'metCelena'); playContextSound("ui_walk");]]</div>\n<<elseif $action.action3 eq "sorry" or $action.action3 eq "fuckoff">>\n\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $chr_celena.loc = "none"; $chr_celena.met = false; $hide.layer0 = false; $action.arrive = "fromSelf"; $loc_riptide.didFirstBar = true; ga('send', 'event', 'game', 'job_coven', 'metCelena'); playContextSound("ui_walk");]]</div>\n<</if>><</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'riptide_bar_walkup_text'>></div>\n<div class='GameTextGreyed'><<display 'ripdite_bar_order_txt'>></div>\n<div class='GameTextGreyed'><<display 'riptide_main_b28_bar_celena_txt'>></div>\n<div class='GameText'><<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><<if $action.action3 eq "party">>"Sure. <<if $action.action1 eq "flash">>Already tripping so, eh, why the fuck not...?"<<else>>Why the fuck not...?"<</if>><<elseif $action.action3 eq "decline">>"Nah, I can't. Gotta work, Cel. Important stuff...<<elseif $action.action3 eq "sorry">>"Hey, sorry. I'm just kinda..."<<elseif $action.action3 eq "fuckoff">>"Listen, it's simple: fuck off. Leave me alone..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<if $action.action3 eq "party">>"Sure. <<if $action.action1 eq "flash">>Already tripping so, eh, why the fuck not? Sounds like fun."<<else>>Why the fuck not? Sounds like fun."<</if>>\n\nCelena bounces up and down. "Fuck, yeah. Got just the right thing for ya. I swear—" She reaches into her pocket and produces a purple pill. "Open up." When you open your mouth, she strokes the synthetic along your tongue with a delighted smile.\n\nYou swallow the pill with a muttered, "Shit, y'know I hate those damn things."\n\n"Love 'em. Hate 'em. Gotta keep popping' em." Celena kisses you on the cheek, still bouncing up and down. "So, you ready? Mean, you wanna go? Like, now?"\n\n"Easy there," you slur as the world spins out of control. \n\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/evnt_drug_purple.png"]]</div>Colors blur and swirl. Noise pounds in your ears. You take a deep breath as everything spins out of control and begins flowing to the tune of the beat. \n\n"Fuck." You steady yourself and grin at the silver-haired girl. "Damn, that's some strong shit."\n\n"I aim to fucking please." She kisses you on the cheek. "At least you, baby." Her arms wrap around you as you begin to sway to the beat. She giggles. "Oh, shit, I'm so fucking gone, man. I did not just say that."\n\n"Actually, you did," you say with a lopsided grin. "But whatever, man."\n\nCel rests her head on your shoulder, giggling. "Fuck. I wanna fucking shake." She rubs her hips against yours, singing to the tune, "...see me? Do you? Do you wanna touch. Do you wanna see? Because this is me. Burning strong. Ticking wrong. Like I'm broken. Crack me open..." \n\nYou grab her hands and lead the girl toward the dance floor, humming along, "Open, open. I'm not broken. Crack me open. I'm not broken. Crack me—" You take a deep breath and follow Celena...<<elseif $action.action3 eq "decline">>"Nah, I can't. Gotta work, Cel. Important stuff 'n all."\n\n"Oh. Please?" When you shake your head, she says, "Well, yeah, if ya change your mind, I'll be shaking, okay?"\n\n"Sure." You watch with a sad smile as she joins the crowd on the dance floor. \n\nWithin moment's her silver hair is swallowed by the mass of bodies. You breathe a sigh and shake your head. Old times - old memories. But shit has changed. Cel isn't who she used to be. You aren't who you used to be. Nothing will be the same anymore and there's nothing that'll change that.\n\nYou shake your head and <<if $action.action1 eq "beer">>finish your beer. Eventually you decide there's no point standing around, leave the glass on the table and head back into the crowd around the bar.<<elseif $action.action1 eq "liq">>force yourself to finish the Liq. Eventually you decide you've had enough, leave the glass on the table and head back into the crowd around the bar.<<elseif $action.action1 eq "flash">>slowly finish your Flash, one dizzying sip at a time. Eventually you decide you've buzzed yourself up enough, leave the glass on the table and head back into the crowd around the bar, grinning despite yourself.<<elseif $action.action1 eq "lookaround">> wonder what the hell you're doing there. Eventually you figure you've seen all there is to see in that place and head back toward to the bar.<</if>><<elseif $action.action3 eq "sorry">>"Hey, sorry. I'm just kinda..." You shake your head. "Shit, you just took me by surprise. Okay?"\n\nCelena nods slowly. "Yeah, right, so you like just fucking forgot about me?"\n\n"I..." You take a deep breath. "Well, a bit. Life's been complicated since."\n\n"So, what, you don't give a fuck anymore?" She shoots you a disgusted look. "Fuck, man. I didn't even want anything. But fine, if that's how it is." She turns on her heel and strides away. \n\nYou watch her, wondering what the hell you said. But, oh well, if that's how she sees things, it isn't like you care either. \n\nYou shake your head with a hollow laugh and turn back to the crowd on the dance floor. A good twenty minutes pass in idle boredom as you watch the partygoers and <<if $action.action1 eq "beer">>finish your beer. Eventually you decide there's no point standing around, leave the glass on the table and head back into the crowd around the bar.<<elseif $action.action1 eq "liq">>force yourself to finish the Liq. Eventually you decide you've had enough, leave the glass on the table and head back into the crowd around the bar.<<elseif $action.action1 eq "flash">>slowly finish your Flash, one dizzying sip at a time. Eventually you decide you've buzzed yourself up enough, leave the glass on the table and head back into the crowd around the bar, grinning despite yourself.<<elseif $action.action1 eq "lookaround">> wonder what the hell you're doing there. Eventually you figure you've seen all there is to see in that place and head back toward to the bar.<</if>><<elseif $action.action3 eq "fuckoff">>"Listen, it's simple: fuck off. Leave me alone. Okay?"\n\nCelene gives you a disgusted look. "Jeez, okay, if that's what you want, fine." She truns and walks away. \n\nYou breathe a sigh and turn back to the crowd on the dance floor. A good twenty minutes pass in idle boredom as you watch the partygoers and <<if $action.action1 eq "beer">>finish your beer. Eventually you decide there's no point standing around, leave the glass on the table and head back into the crowd around the bar.<<elseif $action.action1 eq "liq">>force yourself to finish the Liq. Eventually you decide you've had enough, leave the glass on the table and head back into the crowd around the bar.<<elseif $action.action1 eq "flash">>slowly finish your Flash, one dizzying sip at a time. Eventually you decide you've buzzed yourself up enough, leave the glass on the table and head back into the crowd around the bar, grinning despite yourself.<<elseif $action.action1 eq "lookaround">> wonder what the hell you're doing there. Eventually you figure you've seen all there is to see in that place and head back toward to the bar.<</if>><</if>><</if>></div>\n<div class='OptionsField'><<nobr>>\n<<if $action.action3 eq "party">>\n\t<div class='GameOption GameOption_Move'>[[Onto the Dance Floor|riptide_dance_floor_cel][$processed = false; $loc_riptide.celGaveDrugs = true; $loc_riptide.didFirstBar = true; ga('send', 'event', 'game', 'job_coven', 'metCelena'); $statistics.drugs_noncombatUsed += 1; playContextSound("ui_walk");]]</div>\n<<elseif $action.action3 eq "decline">>\n\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $chr_celena.loc = "dancefloor"; $hide.layer0 = false; $action.arrive = "fromSelf"; $loc_riptide.didFirstBar = true; ga('send', 'event', 'game', 'job_coven', 'metCelena'); playContextSound("ui_walk");]]</div>\n<<elseif $action.action3 eq "sorry" or $action.action3 eq "fuckoff">>\n\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $chr_celena.loc = "none"; $chr_celena.met = false; $hide.layer0 = false; $action.arrive = "fromSelf"; $loc_riptide.didFirstBar = true; ga('send', 'event', 'game', 'job_coven', 'metCelena'); playContextSound("ui_walk");]]</div>\n<</if>><</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_fisher_back_txt'>></div>\n<div class='GameTextGreyed'><<display 'riptide_fisher_back_2_txt'>></div>\n<<if $action.action2 eq "accept">><div class='GameText'><<display 'riptide_back_fisher_3_ground_txt'>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Climb into the Grav-Car|b5_covenfinal_arrive][$time.active = $time.active + 1; $attrib.fatigue = $attrib.fatigue + 3; $hide.layer4 = true; playContextSound("ui_tramway_zoom");]]</div></div><<else>><div class='GameText'><<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>"Thanks for the offer, man, but I gotta handle..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n"Thanks for the offer, man, but I gotta handle this my way."\n\n"Yeah, I almost figured." Fisher shrugs absently. "Eh, what can I say. You ain't in the hood anymore, man. Just take care of yourself. These are big fish you're banging around. Don't wanna see ya getting iced, yeah? But, eh, look who's talking. You should be the one saying that to me."\n\nYou can't help but grin. "Looks like times have changed after all."\n\n"Hey, what can ya do? Life marches on."\n\n"True that." You clear your throat. "Anyways, thanks for the info. Good stuff. Like always. But I got a job to do." You pat Fisher on the shoulder. "See you."\n\n"Sure, no prob, man." Fisher slaps your back. "So, yeah, see you 'round or what?"\n\n"Sooner or later." You wave to the three dudes sitting on the railing and...<</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Return to the Riptide|riptide_main_floor][$time.active = $time.active + 0.25; $attrib.fatigue = $attrib.fatigue + 1; $hide.layer0 = false; $attrib.dilligence += 3; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div></div><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "B28 - Riptide Dance Floor">>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_main_floor_lalina_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"You girls go have fun. I'll be over at my usual..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"You girls go have fun. I'll be over at my usual spot." You kiss Celena on the cheek and, armed with both your bottle of Liq and a comfortable buzz, extract yourself from the growing crowd around the bar. \n\nNot wanting to get mixed up in any other crowd either, you make for the nice little corner over by the door to the utility area. There's barely anyone around and you find a nice perch on a pile of old synthboxes that have been stacked in that corner ever since the days you worked for Mr. Wilkin. Content to sit and sip Liq every few seconds, you stare out across the dance floor, at all the men and women, boys and girls, hell, everyone that's there. Your eyes wander from the guys and girls making out to the ones drinking booze and bouncing around, to the one stanting there, just waiting for the show to get going. The scene is so familliar and yet oddly distant. You know that world. You know what all those peeps are thinking and feeling. Hell, not long ago, you were one of them. And yet you aren't there. You aren't part of the crowd. You aren't looking for booze or pussy. You aren't partying the night away to forget life and have a good time. That isn't you, not anymore, and seeing so many people walking down the same path you trod makes you chuckle. \n\nNone of them know what they're doing, after all. They have their friends and buddies to tell them it's a good way to spend a night. They have an awesome show to look forward to and all that. But you can't bring yourself to care about that. You don't give a rat's ass that the lights are dimming or the beat is slowing to a dramatic note. Hell, you couldn't even care less when the dance floor falls silent and smoke begins to pour from around the DJs pedestal. Nor do you really notice when Hard Grace Lite come out and start their intro. Everyone else thinks it's awesome. At least, that's what it sounds like. But the noise, the commotion, even the collective elaation, they're just not in you. You've seen the same damn thing too many times before. You've felt the rush of euphoria once too many. It's easier to just sit back, watch from the sidelines, and drink booze. \n\nFor the longest time, that's exactly what you do. Once or twie a shadowy silhouette stops by to ask if you have booze or pills. You don't react to any of them. No one else bothers you in the slighters. To the world at large, you don't exist. You aren't up with the party. You aren't the attraction. No one knows who you are and there's no slutty bitches trying to get your attention. Shit,you don't matter one bit and you love the freedom it gives you. It's like a dream come true at last: to finally be insignificant, forgotten and ignored by a world you've grown weary of. But you aren't entirely forgotten, as you remember when Celena appears out of nowhere. \n\n"Hey, man." She hops onto your synthboxes and sits down. "You okay?"\n\n"Yeah." You glance around. "Where's Lani?"\n\n"Blowing some dude, last I saw." Celena rests her head on your shoulder. Neither of you speak for a long while. You continue to watch the crowd as beat after shifting beat drives them to dance and party. It's odd seeing the scene from afar. In some ways, it's almost too stupid to watch. The patterns are always the same: the horny guys trying to get their girls - or guys if that's their thing. And the hot girls out to get attention from the best guys - or girls - in the house. Of course, there's also the more introverted sort who don't draw any attention and just stay with their friends. And, here and there, there's an odd case - and older dude or woman well past her prime - who just want to relive their glory days. You can't help but chuckle to yourself. "\n\n"What?" When you don't reply, Celena strokes your arm. "Baby?"\n\n"Hm?" You take a sip of Liq and kiss her on the forehead. "What what?"\n\n"Nothing." She snuggles against your chest with a sigh. "I'm glad you're here. It just isn't the same without you."\n\nHer comment makes you snort. "Where's that party 'till you drop attitude gone?"\n\n"To hell?" Celena shrugs. "Eh, I dunno. I had my fun. Now I just can't be assed anymore." She slides a hand under your shirt and strokes your chest absently. "Y'know, sometimes I think this whole party slut thing was one big mistake."\n\n"Now that's a first." You sip liq and glance at Celena expectantly. Her lips twitch. You chuckle. "C'mon. Spit it out."\n\n"Eh, fuck knows. It just don't feel right. Like, I dunno, I don't wanna be left out."\n\n"Well, sitting here, that's exactly what—"\n\nShe pokes you. "Left out of your life, idiot. Not that shit."\n\n"Oh." You sip liq and offer Celena the bottle. She takes it and drowns a long gulp. When she hands it back, you do the same. Wiping your lips, you say, "I know what you mean." You shake your head. "Shit, I dunno, just right now, I'm kinda happy about being left out, y'know? I'm tired of the same shit over and over." You breathe a sigh. "Shit, I dunno. I guess I'm just gonna get off my ass and head home or something. Got stuff to do and all."\n\n"Yeah." Celena brushes her lips against your cheek. "Me too." You shoot her a sidelong glance. She smiles. "Figure next time I want some excitement, I'll just ask you to come over or something, yeah?" She shrugs. "It's just kinda, well, more fun, y'know?"\n\n"Know what you mean," you say and hop off your synthbox. On the ground, you turn back to the silver-haired girl. "Cel?" She tilts her head. You say, "<<if $chr_celena.relation eq "serious">>I love you. <<else>>See you around, man.<</if>>"\n\n"Whatever, asshole." She blows you a kiss. You wave and <<walk>> away, skirting the crowd back to the front entrance. There's no reason to stop for anyone or anything except your gear. The rest just doesn't matter. The people don't matter. Your old friends don't matter. Life's moved on. The [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]] isn't your second home anymore. Hell, you don't even belong in that world anymore. Better you just stay in the one you do belong in; the one chalk full of abominations, horny [[witches|Witches Coven]] and orders straight from the [[Church of Eden|PDA][$hud.currentScreen = "Church of Eden"]].<</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Leave the Riptide|b28_tram_station][$action.arrive = "onfoot"; $attrib.dilligence -= 5; $attrib.fatigue = $attrib.fatigue + 15; $time.active = $time.active + 3; $attrib.toxicity = $attrib.toxicity + 45; $chr_lanina.loc = "herhome"; $chr_celena.loc = "herhome"; $chr_celena.didParty = true; $hide.layer0 = false; $equip.hideWeaponLoadout = false; playContextSound("ui_walk");]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "B28 - Landing Pads">>\n<<set $job_conspiracy.instructionPhase = 13>>\n<<if $job_coven.mainPhase neq 99>>\n\t<<set $job_coven.mainPhase = 7>>\n<</if>>\n<</silently>>\n<div class='GameText'><<if $hide.layer0 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer0 = false]]</div><<if $action.action1 eq "stunned">>By the time you set the Model 5232 Omni-Grav down...<<elseif $action.action1 eq "snipe">>The silence persists until Jalkovski sets the Model 5232 Omni-Grav down<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer0 = true]]</div>\n<<if $action.action1 eq "stunned">>By the time you set the Model 5232 Omni-Grav down on the Level B28 landing pads, Jalkovski has recovered from his ordeal. Maybe not entirely - he isn't as communicative as usual - but he isn't gasping for breath either, which is undoubtably a good sign. \n\n"Hey, man." You pat him on the shoulder. "We're back."\n\nHe looks up, dazed. "What? Oh. Good." He pops the passenger door and climbs out. "Glad we're back here, Sir."\n\n"Same." Your eyes narrow. "You sure you're okay, man?"\n\nHe shrugs half-heartedly. "Been through worse, Sir. Figure some R&R will set me straight." He nods curtly. "If you'll excuse me, Sir."\n\n"Of course." You nod in response.\n\n"See you soon, Sir. It was a pleasure." Jalkovski turns on his heel and strides away, leaving you alone on the Level B28 landing pads. \n\nDespite your concern for his wellbeing, you have do admit Jalkovski did his part. Not a few hours ago, you were wondering whether he was up to it. But he's a soldier through and through. Quality material and it shows. Maybe having a fellow like him around - someone who's all too happy to look up to you - isn't such a bad thing after all.<<elseif $action.action1 eq "snipe">>The silence persists until Jalkovski sets the Model 5232 Omni-Grav down on the Level B28 landing pads, saying, "Vine, Sir? We're back."\n\n"Mh." You look up, still reminiscing about your perfect kill. \n\nIt's been a long time since you took someone out like that. The last time you were hunting the tattered remnants of the Red Scars with Ivory - not a name you'll hear again. The two of you had racked up quite the score. Forty-seven kills each and the bitch had called dibs on the last few. You'd called her boast in good spirits, morality be damned. A few days later she'd taken a bolt through the head. Poor bitch. At least the last of the Red Scars had gone down easily. Fuckers, all of them. But that was years ago. Things have change since. You're not leading Wilkin's Raptors anymore. No one is - Marisa and her brother Jalkovski are in control now and the latter looks worried.\n\nYou frown at Jalkovski. "What?"\n\n"Are you okay, Sir?"\n\n"I'm fine," you say, trying very hard not to remember why Ivory took that bolt to the head. It wasn't the Scars, of course. They hadn't even been near her. No, you'd put that slug through her brain. The thought makes you shiver. You force the feeling away and nod to Jalkovski. "Thanks for the assist. I'll be on my way now."\n\nAs you pop the door, he says, "Anytime, Sir. I'll be here if you need me."\n\n"Sure," you say and <<walk>> away, still lost in memories of days past. \n\nTo be precice, those of Ivory. It had been a stupid thing. You'd made your bets. She said she could take down the Scars all on her own. You'd called her out. Things had gotten heated. She'd threatened you straight out - right in front of all the kids. There hadn't been any alternative. It was do it or loose face.\n\nSo you drew your sidearm, pressed the muzzle to her head and made your position clear. She'd laughed, called you a coward. You'd pulled the trigger without a second thought. No one had ever questioned you aftr that, nor did you ever speak of the incident to anyone. Except Celena. Somehow, and you can't remember how, it'd come up when you were both drunk. The girl hadn't taken it hard. In fact, you could've sworn she'd been impressed by what you'd done. But that idea never sat well with you. The kill had been dumb, the result of some drunken boast, not the action of a prudent mercenary lieutenant. You should've just punched the bitch, not blown her brains out. \n\nChiding yourself for even thinking back to that, you step off the landing pads and...<</if>><</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Head for the Tramway Station|b28_tram_station][$action.arrive = "onfoot"; $attrib.fatigue = $attrib.fatigue + 2; $hide.layer0 = false; ga('send', 'event', 'game', 'job_coven', 'didFinalJalkovski'); playContextSound("ui_walk");]]</div></div>
<<silently>>\n\n<<set $currentgamepassage = passage()>>\n\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'riptide_marisa_vip_txt'>></div>\n<<if $action.action2 eq "none">><div class='GameText'><<display 'riptide_marisa_explain_vip_txt'>></div><<else>><div class='GameTextGreyed'><<display 'riptide_marisa_explain_vip_txt'>></div>\n<div class='GameText'><<display 'riptide_marisa_explain_2_vip_txt'>></div><</if>>\n<div class='OptionsField'><<nobr>>\n\n\t\t<<if $action.action2 eq "heardenough">>\n\t\t\t<<if $job_fisher_extremists.conspiratorPhase eq 1>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_zanex][$hide.layer1 = false; $processed = false; $action.arrive = "fromSelf"; $hud.newmsg += 1; $hud.messages.push($msg_zweili_meet); playContextSound("ui_click");]]</div>\t\t\t\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_zanex][$hide.layer1 = false; $processed = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\t\t\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $job_fisher_extremists.locationPhase eq 0>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Wilkin's Involvement|riptide_vip_zanex_intro][$action.action1 = "wilkin"; $job_fisher_extremists.locationPhase = 1; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You've already asked about Wilkin's Involvement]</div></div>\n\t\t\t<</if>><br>\n\t\t\t<<if $job_fisher_extremists.conspiratorPhase eq 0>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Zweili's Involvement|riptide_vip_zanex_intro][$action.action1 = "zweili"; $job_fisher_extremists.conspiratorPhase = 1; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You've already asked about Zweili's Involvement]</div></div>\n\t\t\t<</if>><br>\n\t\t\t<<if $job_fisher_extremists.instructionPhase eq 0>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Marisa's Employer|riptide_vip_zanex_intro][$action.action1 = "employer"; $job_fisher_extremists.instructionPhase = 1; $hide.layer1 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You've already asked about Marisa's Employer]</div></div>\n\t\t\t<</if>>\n\n\t\t\t<<if $job_fisher_extremists.locationPhase eq 1>><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you've heard Enough|riptide_vip_zanex_intro][$action.action2 = "heardenough"; $job_fisher_extremists.mainPhase = 4; $hide.layer2 = true; $processed = false; $job_fisher_extremists.instructionPhase = 1; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t<</if>>\n\n<</nobr>></div>
<<silently>>\n\n<<set $currentgamepassage = passage()>>\n<<if not $processed>>\n\t<<set $action.action1 = "none">>\n\t<<set $action.action2 = "none">>\n\t<<set $action.action3 = "none">>\n\t<<set $action.action4 = "none">>\n\t<<set $action.action5 = "none">>\n\n\t<<set $hide.layer1 = false>>\n\t<<set $hide.layer2 = false>>\n\t<<set $hide.layer3 = false>>\n\t<<set $hide.layer4 = false>>\n\t<<set $hide.layer5 = false>>\n\n\t<<set $processed = true>>\n<</if>>\n<<set $savesMenuPassage = "Wilkin's Riptide">>\n<</silently>>\n<<nobr>>\n<<if $action.action1 eq "none">>\n\t<div class='GameText'><<display 'b28_riptide_zanex_resolve_txt'>></div>\n<<else>>\n\t<div class='GameTextGreyed'><<display 'b28_riptide_zanex_resolve_txt'>></div><br>\n\t<div class='GameText'><<display 'b28_riptide_zanex_resolve_2_txt'>></div>\n<</if>>\n<</nobr>>\n<div class='OptionsField'><<nobr>>\n\t<<if $job_fisher_extremists.mainPhase eq 3>>\n\t\t<div class='GameOption GameOption_Move'>[[Out of the Riptide|b28_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; $chr_fisher.loc = "none"; ga('send', 'event', 'game', 'job_riptide', 'choseZanexResult'); playContextSound("ui_walk");]]</div>\n\t<<else>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameOption GameOption_Move'>[[Approach the Couch|riptide_resolve_zanex][$action.action1 = "approach"; $hide.layer5 = true; playContextSound("ui_walk");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Slip out of the Riptide Unnoticed|b28_tram_station][$action.arrive = "onfoot"; $chr_fisher.loc = "riptidecleanup"; $hide.layer0 = false; ga('send', 'event', 'game', 'job_riptide', 'choseRaptorResult'); playContextSound("ui_walk");]]</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $job_conspiracy.instructionPhase = 9>>\n<<if $job_coven.mainPhase neq 99 and $chr_celena.met>>\n\t<<set $job_coven.mainPhase = 5>>\n<</if>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_fisher_back_txt'>></div>\n<div class='GameText'><<display 'riptide_fisher_back_2_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n\n<<if $action.action1 eq "agree" or $action.action1 eq "decline" or $action.action1 eq "whycare">>\n\t<div class='GameOption GameOption_Dialogue'>[[Accept Fisher's Help|riptide_back_fisher_3][$action.action2 = "accept"; $time.active = $time.active + 0.25; $job_coven.buddy = "fisher"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Say you work Alone|riptide_back_fisher_3][$action.action2 = "decline"; $time.active = $time.active + 0.25; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n<<elseif $action.action1 eq "offer">>\n\t<div class='GameOption GameOption_Dialogue'>[[Accept Fisher's Help|riptide_back_fisher_3][$action.action2 = "accept"; $time.active = $time.active + 0.25; $job_coven.buddy = "fisher"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Say you work Alone|riptide_back_fisher_3][$action.action2 = "decline"; $time.active = $time.active + 0.25; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n<<elseif $action.action1 eq "blackmail">>\n\t<div class='GameOption GameOption_Move'>[[Return to the Riptide|riptide_main_floor][$time.active = $time.active + 0.25; $attrib.fatigue = $attrib.fatigue + 1; $hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n<<elseif $action.action1 eq "refuse">>\n\t<div class='GameOption GameOption_Move'>[[Return to the Riptide|riptide_main_floor][$time.active = $time.active + 0.25; $attrib.fatigue = $attrib.fatigue + 1; $hide.layer0 = false; $chr_fisher.loc = "none"; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n<</if>>\n<</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $action.action1 = "none">>\n<<set $action.action2 = "none">>\n<<set $action.action3 = "none">>\n<<set $action.action4 = "none">>\n<<set $action.action5 = "none">>\n\n<<set $hide.layer2 = false>>\n<<set $hide.layer3 = false>>\n<<set $hide.layer4 = false>>\n<<set $hide.layer5 = false>>\n<<set $savesMenuPassage = "B28 - Riptide Back Alley">>\n<</silently>>\n<div class='GameText'><<display 'riptide_fisher_back_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n\n<<if $job_riptide_postbattle.mainPhase eq 6>>\n\t<<if $chr_celena.met eq true>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Say it Does|riptide_back_fisher_2][$action.action1 = "agree"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Ask why he Cares|riptide_back_fisher_2][$action.action1 = "whycare"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Refuse to Answer|riptide_back_fisher_2][$action.action1 = "decline"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t<<else>> \n\t\t<<set $bribeammount = Math.round(350 * $gameworld_modifiers.bribeModifier)>>\n\t\t<<set $bribetext = "Bribe Fisher (" + $bribeammount + " C)">>\n\n\t\t<<if $attrib.credits gte $bribeammount>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t\t<<click $bribetext "riptide_back_fisher_2">>\n\t\t\t\t\t<<set $attrib.credits -= $bribeammount; $statistics.bribesDone += 1; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");>>\n\t\t\t\t\t<<set $action.action1 = "offer"; $hide.layer1 = true>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Bribe Fisher (<<print $bribeammount>> C)]</div></div>\n\t\t<</if>><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Say that's Blackmail|riptide_back_fisher_2][$action.action1 = "blackmail"; $hide.layer1 = true; $statistics.negotiateDone += 1; playContextSound("ui_click");]]</div><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Refuse to Pay|riptide_back_fisher_2][$action.action1 = "refuse"; $attrib.violence += 3; $hide.layer1 = true; $statistics.intimidateDone += 1; playContextSound("ui_click");]]</div>\n\t<</if>>\n<<else>>\n\t<<set $bribeammount = Math.round(500 * $gameworld_modifiers.bribeModifier)>>\n\t<<set $bribetext = "Bribe Fisher (" + $bribeammount + " C)">>\n\n\t<<if $attrib.credits gte $bribeammount>>\n\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t<<click $bribetext "riptide_back_fisher_2">>\n\t\t\t\t<<set $attrib.credits -= $bribeammount; $statistics.bribesDone += 1; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");>>\n\t\t\t\t<<set $action.action1 = "offer"; $hide.layer1 = true>>\n\t\t\t<</click>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Bribe Fisher (<<print $bribeammount>> C)]</div></div>\n\t<</if>><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Say that's Blackmail|riptide_back_fisher_2][$action.action1 = "blackmail"; $hide.layer1 = true; $statistics.negotiateDone += 1; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Refuse to Pay|riptide_back_fisher_2][$action.action1 = "refuse"; $attrib.violence += 3; $hide.layer1 = true; $statistics.intimidateDone += 1; playContextSound("ui_click");]]</div>\n<</if>><</nobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<<nobr>>\n<<if $action.action1 eq "none">>\n\t<div class='GameText'><<display 'riptide_sirenfind_txt'>></div><br>\n\t<div class='OptionsField'>\n\t\t<<if $job_fisher_revenge.mainPhase eq 2>>\n\t\t\t<<set $job_fisher_revenge.sparedSiren = true>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you don't believe It|riptide_addon_sirenpart][$action.action1 = "info"; $hide.layer1 = true; $attrib.caution += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you won't kill It|riptide_addon_sirenpart][$action.action1 = "placeholder"; $action.action2 = "spare"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say it has to Die|riptide_addon_sirenpart][$action.action1 = "placeholder"; $action.action2 = "kill"; $job_fisher_revenge.sparedSiren = false; $hide.layer1 = true; $chr_fabienne.alive = false; playContextSound("ui_shock");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$job_fisher_extremists.instructionPhase = 7; $hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t<</if>>\n\t</div>\n<<elseif $action.action2 eq "none">>\n\t<div class='GameText'><<display 'riptide_sirenfind_txt'>></div><br>\n\t<div class='GameText'><<display 'riptide_sirenfind_inject_txt'>></div><br>\n\t<div class='OptionsField'>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Say it's Fisher's Call|riptide_addon_sirenpart][$action.action2 = "fisherkill"; $job_fisher_revenge.sparedSiren = false; $hide.layer2 = true; $chr_fabienne.alive = false; ga('send', 'event', 'game', 'job_siren', 'killedSiren'); $statistics.abominationKilled += 1; $statistics.overalKills += 1; $statistics.organicKilled += 1; $statistics.abom_uniqueKilled += 1; $statistics.abom_elusiveKilled += 1; playContextSound("ui_shock");]]</div><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Say you won't kill It|riptide_addon_sirenpart][$action.action2 = "spare"; $hide.layer2 = true; ga('send', 'event', 'game', 'job_siren', 'sparedSiren'); $statistics.abominationsSpared += 1; playContextSound("ui_click");]]</div><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Say it has to Die|riptide_addon_sirenpart][$action.action2 = "kill"; $job_fisher_revenge.sparedSiren = false; $hide.layer2 = true; $chr_fabienne.alive = false; ga('send', 'event', 'game', 'job_siren', 'killedSiren'); $statistics.abominationKilled += 1; $statistics.overalKills += 1; $statistics.organicKilled += 1; $statistics.abom_uniqueKilled += 1; $statistics.abom_elusiveKilled += 1; playContextSound("ui_shock");]]</div>\n\t</div>\n<<else>>\n\t<div class='GameTextGreyed'><<display 'riptide_sirenfind_txt'>></div><br>\n\t<<if $action.action1 neq "placeholder">>\n\t\t<div class='GameTextGreyed'><<display 'riptide_sirenfind_inject_txt'>></div><br>\n\t<</if>>\n\t<div class='GameText'><<display 'riptide_sirenfind_2_txt'>></div><br>\n\t<div class='OptionsField'>\n\t\t<<if $action.action2 eq "spare">>\n\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$job_fisher_extremists.instructionPhase = 6; $job_fisher_revenge.mainPhase = 3; $hide.layer0 = false; $attrib.dilligence += 1; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$job_fisher_extremists.instructionPhase = 6; $job_fisher_revenge.mainPhase = 98; $hide.layer0 = false; $attrib.dilligence += 1; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t<</if>>\n\t</div>\n<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'riptide_vip_wilkin_txt'>></div>\n<<nobr>>\n\n\t<<if $action.action2 eq "none">>\n\t\t<div class='GameText'><<display 'riptide_addon_zanexattack_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t\t<<click "Say you'll do It" 'riptide_addon_zanextalk'>>\n\t\t\t\t\t<<set $job_fisher_counterattack.mainPhase = 2; $attrib.credits += Math.round(2000 * $gameworld_modifiers.freelanceModifier); window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp"); $action.action2 = "accept"; $hide.layer2 = true>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t<<set $aquireText = "Credits x" + Math.round(2000 * $gameworld_modifiers.freelanceModifier)>>\n\t\t\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div><br>\n\t\t\t<<if not $job_fisher_counterattack.mentionedWilkin>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're not Sure|riptide_addon_zanextalk][$action.action2 = "notsure"; $attrib.dilligence -= 1; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Refuse to help Wilkin|riptide_addon_zanextalk][$job_fisher_counterattack.mainPhase = 1; $action.action2 = "refuse"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'riptide_addon_zanexattack_txt'>></div><br>\n\t\t<div class='GameText'><<display 'riptide_addon_zanexattack_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action2 eq "accept">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head to the Conference Room|riptide_vip_conferenceroom][$action.action2 = "fromWilkin"; $processed = false; $job_fisher_counterattack.mentionedWilkin = true; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_b28][$hide.layer1 = false; $hide.layer2 = false; $action.action1 = "none"; $action.action2 = "none"; $job_fisher_counterattack.mentionedWilkin = true; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "B28 - Wilkin's Riptide">>\n<</silently>>\n<<nobr>>\n\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'addon_riptide_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Nod in Agreement|addon_riptide_mourning][$action.action1 = "listen"; $hide.layer1 = true; $attrib.faith.anti += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Shake your Head|addon_riptide_mourning][$action.action1 = "shakehead"; $hide.layer1 = true; $attrib.caution += 2; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Continue Listening|addon_riptide_mourning][$action.action1 = "nothing"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'addon_riptide_txt'>></div><br>\n\t\t<div class='GameText'><<display 'addon_riptide_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you'll Help|addon_riptide_mourning][$action.action2 = "help"; $hide.layer2 = true; $job_riptide_postbattle.mainPhase = 2; ga('send', 'event', 'game', 'job_riptide', 'acceptedOutpostMission'); playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask why you Should|addon_riptide_mourning][$action.action2 = "whyshould"; $hide.layer2 = true; $job_riptide_postbattle.mainPhase = 2; ga('send', 'event', 'game', 'job_riptide', 'acceptedOutpostMission'); playContextSound("ui_click");]]</div><br>\t\t\t\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say this isn't your Problem|addon_riptide_mourning][$action.action2 = "nohelp"; $hide.layer2 = true; $job_riptide_postbattle.mainPhase = 98; ga('send', 'event', 'game', 'job_riptide', 'refusedOutpostMission'); playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'addon_riptide_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'addon_riptide_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'addon_riptide_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Riptide|riptide_main_floor][$action.arrive = "fromOutsideMourning"; $hide.layer0 = false; $action.action5 = "none"; $action.action4 = "none"; playContextSound("ui_walk"); $time.active += 1;]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Return to Tramway Station|b28_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; playContextSound("ui_walk"); $time.active += 0.5]]</div>\n\t\t</div>\n\t<</if>>\n\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You linger near the entrance...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\nYou linger near the entrance to the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]], scouring the crowd for anyone who looks remotely like Mr. Amman. <<if $job_fisher_revenge.mainPhase eq 2>>The [[Siren|PDA][$hud.currentScreen = "Siren"]] impersonating him doesn't appear to be around. Fisher's black-haired head on the other hand is clearly visible, lurking near the edge of the crowd.\n\nHis eyes meet yours for a second. The look on his face makes your heart skip a beat. It can only mean one thing: danger.\n\n"<<formalname>>?" A hand falls on your shoulder.\n\n"Huh?" You turn to see Jared or Jaron - Mr. Amman's deceased assistant - standing right behind you. "Oh. It's you. Jared, right?"\n\nThe fake-man smiles. "It's good to see you again, though I wish the circumstances were better."\n\n"So do I," you reply as Fisher moves behind the imposter. "Funny thing, though. I could have sworn I saw your corpse a little while ago. See—" Fisher jabs his shocker in its back. "—I know what<<if $attrib.demeanor eq "agressive">> the fuck<</if>> you are. I hunt <<if $attrib.demeanor eq "agressive">>shit<<else>>things<</if>> like you for a living. So let's just cut all the bullshit and get straight to it: who <<if $attrib.demeanor eq "agressive">>the fuck hired your sorry ass<<else>>hired you<</if>>?"\n\n"Oh, baloney." The imposter hangs his head. "I don't know. I just get the message, pocket the credits, and do what I'm told. I swear. That's all I know. Honest." The abomination looks terrified. "Are you going to kill me now?"<<else>>The man doesn't appear to be around. You do however recognize someone: Jared's assistant - Jared, or whatever his name was; at any rate the guy who was massaging him when you first met.\n\nHe nods as you approach "<<formalname>>? I was sent to speak to you."\n\n"Figures," you mutter. "Guess your boss isn't up for showing his face after what happened, eh?"\n\n"Sadly not," Jared says with a crestfallen look. "And I must truly and sincerely apologize. Mr. Amman just recently departed [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]]. He left a message. I did not know he was gone until I read it."\n\n<<if $attrib.demeanor eq "agressive">>"Fuck."<<else>>"Darn."<</if>> You breathe a sigh. "Okay, did the message say anything important?"\n\n"Only that I should meet you here, <<formalname>>, and inform you of Mr. Amman's departure." Jared looks sad. "I do not believe he intended ill. After all which transpired recently, I would imagine he simply wished to be away from this place." Jared looks worried. "You do undersand, no?"\n\n"Not like I have much of a choice," you say darkly. "But thanks anyways. For nothing."\n\n"Again, most sincerest apologies. I do hope we do not meet again, <<formalname>>." Jared offers one last, apologetic nod and disappears into the crowd.\n\nYou breathe a disheartened sigh. Damned coward that Mr. Amman. All that talk about honesty and commitment but one threat to his life and poof. Not that you'd have expected anything more from snobs like him - act all cool and friendly but when shit hits the fan? The very idea makes you laugh in disgust.<</if>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div><<if $action.action2 eq "spare">>"I'm not going to kill you...."<<elseif $action.action2 eq "fisherkill">>"I'd say that's his call..."<<else>>"Sorry but you're an abomination..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<if $action.action2 eq "spare">>"I'm not going to kill you." You nod to Fisher. "Let it live, man. It doesn't know crap."\n\n"Boss?" Fisher hesitates. "You sure about this? We got the piece of shit right here, right now. I can fry its brains - or whatever the fuck it has. Isn't like it don't deserve it."\n\n"No," you say firmly. "Let it go. Now, kid."\n\nFisher lowers his shocker, a distainful look etched on his face. "I thought you were <<if $attrib.gender eq "male">>a<<else>>the<</if>> good guy, Vine. I fucking though I knew you. But this? Fuck this shit!" He storms away.\n\nAs you watch him disappear into the crowd, the [[Siren|PDA][$hud.currentScreen = "Siren"]] says, "He sounds annoyed."\n\n<<if $attrib.demeanor eq "agressive">>"No shit."<<else>>"You don't say."<</if>> You turn to the abomination, eyes narrowed dangerously. "And you better give me a<<if $attrib.demeanor eq "agressive">> damned<</if>> good reason why I just did that. Or I swear I will come after you and put your stringy ass down for good."\n\nThe [[Siren's|PDA][$hud.currentScreen = "Siren"]] lips curls. "Come see me in my apartment. It's not far. Just a few levels down, Unit 124661 in the [[B30 Block|B30 Block]]." The creature winks. "It will be worth your while. Promised."\n\nBefore you can reply, the abomination has vanished into the masses. Bodies writhe and shake to the throbbing beat. You breathe a sigh, all too aware you just sacrificed an old friend's trust for the sake of an abomination. Part of you doubts a monster like that was worth Fisher's loyalty.<<elseif $action.action2 eq "fisherkill">>"I'd say that's his call." You nod to Fisher. "What you say?"\n\n"I'd say bye, bye—" He rams his shocker into the creature's back. "—motherfucker."\n\nElectricity errupts. The [[Siren|PDA][$hud.currentScreen = "Siren"]] twitches with an almost melodic shriek and collapses. Flesh dissolves into stringy strands. Organs spill onto the dance floor. The crowd writhes on around you, all but oblivious to what just happened.\n\n"Yuck." Fisher steps away from the puddle of gore. "Messy."\n\nYou chuckle. "Welcome to my world, Fish. Butt at least that's done. Not that it got us anywhere."\n\n"True." Fisher glances around. "Hey, we should probably get the fuck out of here, yeah?"\n\n"Probably." You pat the kid's shoulder saying, "And thanks for all this, man. I don't expect ya to forgive me for what happened to Wilkin. But thanks."\n\n"No problem, man. But I'm outa here." Fisher hurries into the crowd.\n\nYou stare after him, wondering whether you'll ever see him again. Probably not, given the way things have been going, but you never know. A friend might be useful down the road. Hell knows you've been making enough enemies of late.<<else>>"Sorry but you're an abomination." You nod to Fisher. Kill it."\n\n"Wait, wait." The abomination's eyes dart wildly. "I can—"\n\n"Too late, fucker." Fisher rams his shocker into the creature's back.\n\nElectricity errupts. The [[Siren|PDA][$hud.currentScreen = "Siren"]] twitches with an almost melodic shriek and collapses. Flesh dissolves into stringy strands. Organs spill onto the dance floor. The crowd writhes on around you, all but oblivious to what just happened.\n\n"Yuck." Fisher steps away from the puddle of gore. "Messy."\n\nYou chuckle. "Welcome to my world, Fish. Butt at least that's done. Not that it got us anywhere."\n\n"True." Fisher glances around. "Hey, we should probably get the fuck out of here, yeah?"\n\n"Probably." You pat the kid's shoulder saying, "And thanks for all this, man. I don't expect ya to forgive me for what happened to Wilkin. But thanks."\n\n"No problem, man. But I'm outa here." Fisher hurries into the crowd.\n\nYou stare after him, wondering whether you'll ever see him again. Probably not, given the way things have been going, but you never know. A friend might be useful down the road. Hell knows you've been making enough enemies of late.<</if>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $job_fisher_counterattack.mentionedWilkin>>"Just wanted to ask..."<<else>>"Hey, about that attack..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<if $job_fisher_counterattack.mentionedWilkin>>"Just wanted to ask if you've herad anything new about the attack on the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]."\n\nWilkin shakes his head. "That corpo rep's still talkin' round in circles with his scam. Can't get nothin' clear out of him an' I can't get nothin' off the streets except corpses neither. Almost like someone's coverin' up real well."\n\n"Shit," you say. "So what's your play?"\n\n"Same as before." Wilkin nods to the back area. "Got another meetin' with that asshole scheduled jus' later. So I'll offer the same deal again: five K - up front, no questions asked. Then you figure out who done it kick whoever it was in the ass. But I doubt I's gonna be able to get that bastard back again, so this yer last chance.."<<else>>"Hey, about that attack on the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]], you know, the one I helped fend off? Fisher said he'd contact me and he hasn't. What's up with that?"\n\nWilkin looks genuinely surprised. "He didn't message you? I told him to. Courtesy and all that."\n\n"No," you say flatly. "Didn't get anything."\n\n"Damned," Wilkin murmurs. "[[Zanex|PDA][$hud.currentScreen = "Division 108"]] must still have hooks in our systems. I told the tech guy to look into it but ever since we lost Isabelle—" He hesitates. "The point's this: thanks for helping out and I got another thing. Some corpo rep dropped by an hour or so ago to apologize for what happened. Something about them being a rogue element of [[Division 108|PDA][$hud.currentScreen = "Division 108"]] and whatnot in bullshit. It's obviously a scam. I wanna know who he works for."\n\nYour brow furrows. "And you need me for that, why exactly?"\n\n"Because I don't trust Fisher to be calm about this crap, kid. He ain't got the <<if $attrib.demeanor eq "agressive">>calculating bit ya do<<elseif $attrib.demeanor eq "cautious">>foresight like you<<else>>distance from emotion like you<</if>>. So, if you're willing, I'll pay ya a sum - say two K - up front, no questions asked. Then you figure out who done it kick whoever it was in the ass, eh?" Wilkin leans forward expectantly. "How's that sound, kid?"<</if>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div><<if $action.action2 = "accept">>"Okay." You hold out your arm...<<elseif $action.action2 eq "notsure">>"I'd have to think about it..."<<else>>"No fucking way." You fold your arms...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<if $action.action2 eq "accept">>"Okay." You hold out your arm, saying, "Gimme the credits and I do it."\n\nWilkin swipes your arm. "There. One point five like I said. Now, to this guy. He's in the back area, conference room. Go in. Poke around. Poke as hard as you need to. Hell, make him bleed if you have to, kid, but I wanna know who the fuck he works for, okay?"\n\n"Got it." You stand. "Anything else I gotta know?"\n\n"Keep the doors closed, kid. I know how ya work well enough an' we really don't need no one hearing what's going on back there, yeah?"\n\nYou just nod, heading for the doors at the back of the VIP area. It'll be good to get some answers. Even if you aren't with the Raptors anymore, those [[Zanex|PDA][$hud.currentScreen = "Division 108"]] bastards attacked your turf, and you wanna get back at them. It'd be stupid to waste this oppertunity, even if it does mean temporarily working with Wilkin.<<elseif $action.action2 eq "notsure">>"I'd have to think about it," you say.\n\n"Don't take too long. I can stall this twerp but not forever, kid."\n\n"Then I won't take to long," you reply evenly. "I just don't want to jump into anything too quick."\n\nWilkin chuckles. "I get it. We got history - messed up history. But this is your chance - our chance - to get to the bottom of it all. Trust me. You don't wanna miss out on it."\n\n"Like I said, I'll think about it. Okay?"\n\nWilkin nods. You nod in return. There's nothing else to be said.<<else>>"No fucking way." You fold your arms, saying, "This is your crap, not mine. Solve it with your assets and don't waste my time."\n\nWilkin looks shocked. "What, you're just gonna ditch us here and—"\n\n"Hey, I came in here and wiped those bastards off the floor. That's more than you've done for me of late. So let's call it quits, okay?" Your eyes narrow. "Or does this have to get ugly? Boss."\n\n"No, no, I get your jist." Wilkin breathes a sigh. "Fine, I'll have Fisher look into it. Doubt the kid will get anything out of the guy but you're right. This ain't your house anymore and not your problem. I get that. I really do."\n\nThe very idea makes you laugh. "You do? Sure about that?"\n\nHe nods. "We made a deal, kid. Clean break, fresh start. I haven't forgotten and I ain't gonna push. Not with you and not about something that's got nothing to do with you. So things are as they are. I'm fine with that. You're fine with that. Let's just keep the status quo as it is. Then everyone's happy an' we got less conflict."\n\n"Good," you say. "Then the discussion's over."<</if>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You make your way along...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_riptide_speech.png"]]</div>You make your way along the crowded walkways of Level B28, headed for the bright neon holograms that mark the entrance to [[Wilkin's Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]. Flickering waves crash and roll on all sides except today the usual, thronging crowd isn't jostling for a chance to enter establishment. Not that there isn't a crowd - it's just nothing like what you're used to.\n\nThe scene <<if $loc_riptide.ownedBy eq "marisa">>- half a dozen [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers are standing guard, a row of former Raptors kneeling on the ground before them, while countless residents and citizens have paused to watch - reminds you a little too much of the way things were back during the [[Street Wars|PDA][$hud.currentScreen = "Street Wars"]].\n\nAs you join the masses, Marisa steps beside the troopers and calls, "Citizens of [[B Sector|PDA][$hud.currentScreen = "B Sector"]]! There's not one among you who doesn't know about Mr. Xaviar Wilkin and his Raptors. For years they've run affairs here, run your lives, dictated your future and controlled your markets. Today I'm here to tell you their reign of incompetence and negligence is over. [[Division X08|PDA][$hud.currentScreen = "Division 108"]] has come, not to install a reign of death and terror as you probably fead, but to get this damned Sector back up to scrap and working like it should be: as a trade sector free of corruption and rigged markets!"\n\nUneasy silence hangs in the air. Many voices whisper.\n\n"For years, the Wilkin Administration's colluded with the [[Church of Eden|PDA][$hud.currentScreen = "Church of Eden"]] to keep your lives in check. They didn't want you to rise to the occasion, to build your future here in these old walkways, but I - and those who fight alongside me - believe the [[Downs|PDA][$hud.currentScreen = "B Sector"]] are destined for something greater." Marisa begins to pace, calling, "Ladies and Gentlemen, I used to think these damn walkways were junk beyond salvation. Yet I have seen the truth: we live at the heart of the civilized galaxy, a stone's throw from [[Cathedral of Beams|PDA][$hud.currentScreen = "Cathedral of Beams"]], the very place the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] rules all our lives from, and what pride do we have to show for it?"\n\nThe silence is absolute.\n\n"Nothing! That's fucking what. Because those—" She jabs a finger at the kneeling Raptors. "—faith-loving bastards and their Xaviar Wilkin kept us fighting for scraps. No more! [[Division X08|PDA][$hud.currentScreen = "Division 108"]] has pledged itself to secure these streets, to restore the order four years of Raptor reign could not establish, and to allow all of us the free economic oppertunities we deserve! We, the citizens of [[B Sector|PDA][$hud.currentScreen = "B Sector"]], the men, women, and children who live at the very heart of an empire that's forgotten we even exist!"<<else>>is one of solemn sorrow. Before a dozen Raptors decked out their old - your old - combat gear lie three rows of body bags, neatly arranged on the steps to the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]. There's barely a dry eye around. It doesn't help that the [[Riptide's|PDA][$hud.currentScreen = "Wilkin's Riptide"]] external speakers are playing a slow, mournful funeral march.\n\nAs you join the masses, Xaviar Wilkin himself steps before the crowd. "Ladies and Gentlemen, Citizens of [[B Sector|PDA][$hud.currentScreen = "B Sector"]]. I do not need to impress the gravity of the tragety which has befallen our homes, our sons and daughters. Fanatical radicals attacked us not hours ago, inflicting pain and loss not only here, at the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]], but all across our walkways and passages. Many of our own were cut down viciously, both those I employ to ensure our safety, and innocent bystanders caught in these fanatic' indisciminate gunsights."\n\nThere's a moment's silence. No one so much as whispers.\n\n"I once swore, before you and the Constable General of the [[St. Michael's Constabulary|PDA][$hud.currentScreen = "Constabulary"]], that I would do everything in my power to keep [[B Sector|PDA][$hud.currentScreen = "B Sector"]] safe for as long as my Raptors still fight and the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]] is my home." Wilkin hangs his head. "Today I failed to make good on that promise and, because of my negligence, hundreds of men and women lost their lives needlessly."\n\nThe silence is absolute.\n\n"Nothing I can do now will bring the boys and girls we lost back. They're dead, gone, and the [[Downs|PDA][$hud.currentScreen = "B Sector"]] are a worse place for it. But I'll promise you one thing—" Wilkin raises a finger to the ceiling. "—no damned [[Division Zanex|PDA][$hud.currentScreen = "Division 108"]] nor anyone else is gonna fuck with the Raptors and get away with it! This is our little corner of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]] and neither I nor anyone else here's gonna stand for this crap, are they?"<</if>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>As the crowd cheers, you...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\nAs the crowd cheers, you <<if $action.action1 eq "nothing">>remain impassive. Better not to take sides. The situation just is - and you're in the middle of it.<<elseif $action.action1 eq "listen">>can't help but nod along. "Can't deny <<if $loc_riptide.ownedBy eq "marisa">>she<<else>>he<</if>> can talk well."<<else>>shake your head in disappointment. "What a bunch of <<if $attrib.demeanor eq "agressive">>loaded crap.<<else>>hypocritical nonsense.<</if>>"<</if>>\n\n<<if $loc_riptide.ownedBy eq "marisa">><<if $action.action1 eq "nothing">>"Excuse me, Sir."<<else>>"She has her moments, Sir."<</if>> Jalkovski appears beside you, two troopers at his heels. "Wanted to talk to you though: we're rounding up the last pockets of Raptors loyal to Wilkin. Most of 'em already surrendered but there's a few holding out down on [[B30 Block|PDA][$hud.currentScreen = "B30 Block"]], by the Outpost. Orders are to eliminate with extreme prejudice but I figured maybe you could talk them down. Save us some headaches—"\n\nIn front of the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]], Marisa has drawn her sidearm. "...also that [[Division X08|PDA][$hud.currentScreen = "Division 108"]] welcomes all, of every creed, orientation, and mindset - provided one is not closed-minded like a faith - with open arms. We encourage all to join our cause and support our plight of radical economic reform on this station. Those who join us are without exception our friends. Those who stand against us against us however—" Marisa levels her gun on one of the kneeling raptors.\n\nThe coilshot causes the assembled crowd to yelp. More than one fist is raised as angry shouts ring out.\n\nMarisa's voice resounds louder, "Will pay dearly for their misplaced faith. Xaviar Wilkin was a coward, a traitor, and a dishonest scoundrel who sucked cleric cock! [[Division X08|PDA][$hud.currentScreen = "Division 108"]] respects no man who remains loyal to his twisted memory, Raptor or otherwise. In the words of Lowe Yosserrins: the only good faith is a dead faith! Yet let us not forget: law-abiding citizens need not fear the [[Division|PDA][$hud.currentScreen = "Division 108"]], for we are but a market equalizer. Not judge, jury, and executioner as Xaviar Wilkin imagined himself to be!"\n\n"Like I said, Sir," Jalkovski says. "It would be beneficial to avoid unnecessary bloodshed."<<else>><<if $action.action1 eq "nothing">>"Hey, Boss."<<else>>"He's got a way for sure."<</if>> Fisher appears beside you, three Raptors in tow. "Wanna talk to you though, 'cause we've been driving out the rest of those [[Zanex|PDA][$hud.currentScreen = "Division 108"]] fucks. Bastards had agents all over but now they're out of the woodwork... well, point is a bunch of 'em hit the Outpost on the [[B30 Block|PDA][$hud.currentScreen = "B30 Block"]] and I was wondering if ya'd be willing to try an' get 'em to come out peacefully, being many of 'em know ya and all."\n\nYour brow furrows. "Come out peacefully? <<if $attrib.demeanor eq "agressive">>Fish, they're theophobic extremists.<<else>>Fish, these are militant economic radicals we're talking about.<</if>>"\n\n"Hey, I know it's crazy, but this ain't the [[Wars|PDA][$hud.currentScreen = "Street Wars"]] anymore. We can't just go runnin' in guns blazing in the middle of a Hab unless we's at least tried to be reasonable, you know?"\n\n"Yeah," you say darkly. "I see your point."\n\nFisher smiles uneasily. "So, ya think ya can negotiate for us? 'Cause all they's doin' for me is shouting shit and blasting stray rounds at the kids I got blocking the Outpost."<</if>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div><<if $action.action2 eq "help">>"Okay, I'll do it..."<<elseif $action.action2 eq "whyshould">>"And why exactly..."<<else>>"No way..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<if $action.action2 eq "help">>"Okay, I'll do it," you say. <<if $attrib.demeanor eq "agressive">>"Shit's got nasty enough how it is."<<else>>"No need to cause more of a mess than we already got."<</if>>\n\n<<if $loc_riptide.ownedBy eq "marisa">>"Excellent, Sir." Jalkovski nods back the way he came. "Breeching team is already position outside the Outpost, Sir. Meet us down there and we'll see if we can't avoid another incident, Sir."\n\n"I'll be down in a moment," you say, glancing at Marisa, who's still holding the Raptors at gunpoint. "What about <<if $attrib.demeanor eq "agressive">>those sorry fucks<<else>>them<</if>>?"\n\n"They'll be dealt with, Sir. I—" He hesitates. "I think this is for the best."\n\n<<if $attrib.demeanor eq "agressive">>"Whatever," you say, not really caring either way.<<else>>"I hope so," you mutter, doubting that's actually the case.<</if>>\n\n<<if $attrib.demeanor eq "agressive">>There's nothing you can do for those poor bastards anyways.<<else>>But there's nothing you can do for those poor sods anymore.<</if>> They chose their allegience and now it's bitten them in the ass. Everyone knew someone would come for the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]] someday. You simply hadn't expected it to be so bloody.\n\nThen again, it's not like you treated your enemies any better during the [[Wars|PDA][$hud.currentScreen = "Street Wars"]]. And now that [[Zanex|PDA][$hud.currentScreen = "Division 108"]] is in control, they call the shots on the walkways of [[B Sector|PDA][$hud.currentScreen = "B Sector"]].<<else>>"Thank fuck." Fisher looks relieved. "Got my boys in position outside the Outpost already. Just, yeah, meet us down there and we'll try to talk our way outa this without causing a mess."\n\n"Sounds like a plan," you say, glancing at Mr. Wilkin, who's still speaking to the crowd. <<if $attrib.demeanor eq "agressive">>"Shit, I'll be so fucking glad when this crap is over."<<else>>"Man, I just hope this mess blows over soon."<</if>>\n\n<<if $attrib.demeanor eq "agressive">>"Same here,"<<else>>"I sure hope so,"<</if>> Fisher says quietly. "Been a bad day for us Raptors."\n\n"I'll say," you mutter, all too aware that things could've turned out a lot worse.\n\n[[Zanex|PDA][$hud.currentScreen = "Division 108"]] was insane to try and fuck with the Raptors on their home turf. But still, they are professionals - militant extremists but still professional. They could've done one hell of a lot more damage. Probably would have too if you hadn't stepped in. \n\nIf you can't solve this situation down at the Outpost peacefully, the worst might still come to pass. It'll be like back in the [[Wars|PDA][$hud.currentScreen = "Street Wars"]] all over again. Exactly what you need - not.<</if>><<elseif $action.action2 eq "whyshould">>"And why exactly should I? Mean, none of this is really my problem anymore."\n\n<<if $loc_riptide.ownedBy eq "marisa">>"Maybe not, Sir, but you're still a legend to the Raptors. Your word could save countless lives."<<else>>"Sure, but you know those guys way better than me. I was just, well, the fucked up little kid. You were a fricking legend."<</if>>\n\n"So it's help out and save lives or refuse and get a bunch of people killed." You laugh. "Shit, you call that a choice?"\n\n<<if $loc_riptide.ownedBy eq "marisa">>Jalkovski remains impassive. "It's the situation as it is, Sir. Breeching team is already position outside the Outpost. I would appreciate it if you met us down there. To help avoid avoid another incident. Sir."<<else>>Fisher pulls a face. "I know. It kinda sucks. Anyways, got my boys in position outside the Outpost already. It'd be great if ya met us down there and we'll try to talk our way outa this without causing a mess." <</if>>\n\n"I'll give it some thought," you say, <<if $loc_riptide.ownedBy eq "marisa">>glancing at Marisa, who's still holding the Raptors at gunpoint. "What about <<if $attrib.demeanor eq "agressive">>those sorry bastards<<else>>them<</if>>?"\n\n"They'll be dealt with, Sir. I—" He hesitates. "I think this is for the best."\n\n<<if $attrib.demeanor eq "agressive">>"Whatever," you say, not really caring either way.<<else>>"I hope so," you mutter, doubting that's actually the case.<</if>>\n\n<<if $attrib.demeanor eq "agressive">>There's nothing you can do for those poor bastards anyways.<<else>>But there's nothing you can do for those poor sods anymore.<</if>> They chose their allegience and now it's bitten them in the ass. Everyone knew someone would come for the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]] someday. You simply hadn't expected it to be so bloody.\n\nThen again, it's not like you treated your enemies any better during the [[Wars|PDA][$hud.currentScreen = "Street Wars"]]. And now that [[Zanex|PDA][$hud.currentScreen = "Division 108"]] is in control, they call the shots on the walkways of [[B Sector|PDA][$hud.currentScreen = "B Sector"]].<<else>>glancing at Mr. Wilkin, who's still speaking to the crowd. <<if $attrib.demeanor eq "agressive">>"Shit, I'll be so fucking glad when this crap is over."<<else>>"Man, I just hope this mess blows over soon."<</if>>\n\n<<if $attrib.demeanor eq "agressive">>"Same here,"<<else>>"I sure hope so,"<</if>> Fisher says quietly. "Been a bad day for us Raptors."\n\n"I'll say," you mutter, all too aware that things could've turned out a lot worse.\n\n[[Zanex|PDA][$hud.currentScreen = "Division 108"]] was insane to try and fuck with the Raptors on their home turf. But still, they are professionals - extremists, but professional. They could've done one hell of a lot more damage. Probably would have too if you hadn't stepped in. Hell, if you can't solve this situation down at the Outpost peacefully, the worst might still come to pass. It'll be like back in the [[Wars|PDA][$hud.currentScreen = "Street Wars"]] all over again. Just what you need.<</if>><<else>>"No way," you say. "This isn't my problem. Sorry."\n\n<<if $loc_riptide.ownedBy eq "marisa">>"Of course, Sir. I understand, Sir." Jalkovski nods to his squadmates. "Give the word. We take them down hard."\n\nThe trooper nods and taps his commlink, mumbling something you can't hear through his helmet.\n\nJalkovski fixes you with an earnest look. "Again, sorry to bother you about this, Sir. I just wanted to cover all the bases."\n\n"It's okay," you say, glancing at Marisa, who's still holding the Raptors at gunpoint. "I get your concerns." \n\n"Either way, the situaton be dealt with, Sir." He turns and strides away, waving for his troops to follow.\n\nYou watch them depart, seriously wondering whether you made the right call. The Raptors are as good as dead, the last of them being executed as you watch. That paints a pretty clear picture: [[Zanex|PDA][$hud.currentScreen = "Division 108"]] is in control now. Things will be just like they were back during the [[Wars|PDA][$hud.currentScreen = "Street Wars"]] . Except this time the mercs aren't just guns for hire. They're theophobic extremists on the corporate payroll and you have no doubt [[Division Zanex|PDA][$hud.currentScreen = "Division 108"]] intends to bring about their idealized free market by any means necessary.<<else>>"What?" Fisher looks aghast. "You're just gonna dick out of this? Let us—"\n\n"I'm not a Raptor anymore, man. You got trouble, you <<if $attrib.demeanor eq "agressive">>fucking <</if>>handle it. Simple as that."\n\nFisher pulls a face. "I know. It's just, well, fuck it." He turns and waves to his fellow Raptors. "Back down to the Outpost, kids. We'll do this our way."\n\n<<if $attrib.demeanor eq "agressive">>"Make those bastards pay," you call as they <<walk>> away.<<else>>"Give them hell," you call as they <<walk>> away.<</if>>\n\nFisher doesn't reply, nor do the others. You remain where you are, absently listening to Wilkin preach to the crowd - and wonder. The assault on the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]] already cost the Raptors more bodies than it ought have. Chances are, they'll be out for revenge, and that means those [[Zanex|PDA][$hud.currentScreen = "Division 108"]] bastards will go down hard - and probably take a few dozen others with them.\n\nNot exactly the way you'd want things to go. The memories of the [[Wars|PDA][$hud.currentScreen = "Street Wars"]] are still fresh. But like you said: it isn't your problem and you can't afford to be dragged into another conflict, not with so much already on your mind.<</if>><</if>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"I don't believe you..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"I don't believe you," you reply coldy. "And don't play dumb. I'm not falling for that."\n\nThe abomination hangs its head. "Fine, then, but I really don't know anything. All the jobs I do are set up through [[Objective 22|PDA][$hud.currentScreen = "Objective 22"]]. Complete black bocks. No way to track anything back to the source, not that I haven't tried. I just really, really don't know."\n\n"Sounds awfully convenient," Fisher snarls. "If ya ask me? This thing's lying through it's teeth like we don't know."\n\n"I am not! Really! Why won't you believe me?"\n\n"Might be 'cause you're a<<if $attrib.demeanor eq "agressive">> fucking<<else>>n<</if>> abomination." You breathe a sigh. "But okay. Lying or not, you're not telling. Which is bad for you."\n\nThe [[Siren|PDA][$hud.currentScreen = "Siren"]] rolls its eyes. "Wow, hey, yeah. I'm about to die. I get that." It purses its lips. "Wait. I am gonna die, right? Of can I somehow talk my way out of this?"<</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<if not $processed>>\n\t<<set $action.action1 = "none">>\n\t<<set $action.action2 = "none">>\n\t<<set $action.action3 = "none">>\n\t<<set $action.action4 = "none">>\n\t<<set $action.action5 = "none">>\n\n\t<<set $hide.layer1 = false>>\n\t<<set $hide.layer2 = false>>\n\t<<set $hide.layer3 = false>>\n\t<<set $hide.layer4 = false>>\n\t<<set $hide.layer5 = false>>\n\n\t<<set $equip.hideWeaponLoadout = false>>\n\n\t<<set $processed = true>>\n<</if>>\n<</silently>>\n<<nobr>>\n\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'riptide_addon_plance_1_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t\t<<if $equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>Main Weapon Restricted</div></div>\n\t\t\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Accept the Lance' 'riptide_addon_plasmastaff'>>\n\t\t\t\t\t<<set $equip.rifle.name = "Plasma Lance"; $equip.charge = 100; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp"); $action.action1 = "accept"; $hide.layer1 = true; $statistics.lootedMainWeapon += 1>>\n\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t\t\t<</if>><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Refuse the Lance|riptide_addon_plasmastaff][$action.action1 = "refuse"; $attrib.caution += 1; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'riptide_addon_plance_1_txt'>></div><br>\n\t\t<div class='GameText'><<display 'riptide_addon_plance_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Riptide|b28_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; playContextSound("ui_walk");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Main Floor|riptide_main_floor][$time.active += 0.25; $attrib.caution += 1; $hide.layer0 = false; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<<nobr>>\n\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'riptide_addon_knight_1_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're Game|riptide_addon_knight][$loc_riptide.talkedToKnight = true; $attrib.caution += 2; $action.action1 = "accept"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Tell him to Get Lost|riptide_addon_knight][$loc_riptide.talkedToKnight = true; $attrib.violence += 2; $action.action1 = "refuse"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'riptide_addon_knight_1_txt'>></div><br>\n\t\t<div class='GameText'><<display 'riptide_addon_knight_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action1 eq "accept">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Join the Toast|riptide_addon_knight][$action.action2 = "jointoast"; $attrib.toxicity += 3; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Drink without Toasting|riptide_addon_knight][$action.action2 = "notoast"; $attrib.toxicity += 3; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$attrib.toxicity -= 5; $time.active += 0.25; $attrib.caution += 1; $hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'riptide_addon_knight_1_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_addon_knight_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'riptide_addon_knight_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what exactly Happened|riptide_addon_knight][$action.action3 = "whathappened"; $attrib.toxicity += 7; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Call the man's Bullshit|riptide_addon_knight][$action.action3 = "laughat"; $attrib.toxicity += 7; $attrib.caution += 1; $hide.layer3 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'riptide_addon_knight_1_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_addon_knight_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_addon_knight_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'riptide_addon_knight_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action3 eq "whathappened">>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you could Help|riptide_addon_knight][$action.action4 = "help"; $attrib.dilligence += 1; $hide.layer4 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Offer your Condolences|riptide_addon_knight][$action.action4 = "sorry"; $attrib.caution += 1; $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$time.active += 0.5; $hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'riptide_addon_knight_1_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_addon_knight_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_addon_knight_3_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_addon_knight_4_txt'>></div><br>\n\t\t<div class='GameText'><<display 'riptide_addon_knight_5_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action4 eq "help">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Follow Lord Carvelli|riptide_addon_plasmastaff][$time.active += 0.5; $processed = false; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$time.active += 0.5; $hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You <<if $attrib.toxicity gte 75>>swagger<<else>>stride<</if>> onto the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_riptidedance.png"]]</div>You <<if $attrib.toxicity gte 75>>swagger<<else>>stride<</if>> onto the dance floor and join the crowd writhing and surging amidst the holographic waves. Before you can even start to move though, someone barges into you. Cold liquid splashes across your <<armortype>>. You recoil, knocking into a couple rubbing ass, and are thrown into another group of partygoers. Angry shouts fill the air as you're pushed away.\n\nSomeone grips your shoulder; a man in a crinkled suit who reeks of booze. "Loving Stars. I'm so sorry, <<if $attrib.gender eq "male">>man<<else>>miss<</if>>. Did not see. Was mistake."\n\n<<if $attrib.demeanor eq "agressive">>"Fuck you," you growl, trying to push him away.<<else>>"Hey, no problem," you say, easing him away.<</if>>\n\n"Truly, I did not mean ill." He holds you back, swaying unsteadily. "I will buy you drink, okay? On me. As apology, yes? Has been real shit night."<</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.action1 eq "accept">>"I'm game," you say...<<else>> "Go fuck yourself," you snarl...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<if $action.action1 eq "accept">>"I'm game," you say. "Buy me a drink and tell ya what: I'll <<if $attrib.demeanor eq "agressive">>let ya blabber whatever's on my mind for a little<<else>>listen to your story<</if>>. Figure that about makes up for—" You gesture to your <<armortype>>. "—this <<if $attrib.demeanor eq "agressive">>shit<<else>>mess<</if>>."\n\n"Cool, yes, cool." The man begins pushing his way toward the bar.\n\nYou follow, shouting, "Not to pry or anything but what's with the suit? You get kicked out of VIP for being too drunk or something?"\n\nThe man laughs. "I kick myself out, man. I want live. One last time. Not sit with fucking idiots sipping Sparke on last day of life, eh?"\n\n"Last day of your life?" <<if $attrib.demeanor eq "agressive">>You shove someone out of the way, matching pace with the fellow. "Now that's the sorta shit I'd be interested in."<<else>>You slip through the crowd, matching pace with the fellow. "That's quite a story. What happened?"<</if>>\n\n"Maybe I tell." The man squeezes between the crowd and leans on the bar. "Ey! Two Liqs. And make very strong, eh?" The drinks are made within a matter of moments and the man hands you one, smiling. "Again, sorry about before. We drink to forget sins and great futures, eh? Is always good toast."<<else>>"<<if $attrib.demeanor eq "agressive">>Go fuck yourself<<else>>Leave me alone<</if>>," you snarl, tearing away from the man's grip.\n\nHe calls after you but you're already gone, swallowed by the crowd raving their hearts out on the dance floor. Bodies bounce into you from all sides, knocking you around. Sweat-slick arms, incessant motion, and music so loud the beat reverberates in your chest; it's the same as always at the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]] but the mood doesn't strike a chord with you. Maybe it was the man who bumped into you earlier. Or maybe it's just life in general. \n\nWhatever the case, you don't stay on the dance floor long. There's something wrong with the atmosphere, the postive energy. Just watching them makes you feel uneasy, almost as though they were missing something - or rather: ignoring the obvious truths. Liars, all of them, pretending life isn't shit when in reality the Downs are as dysmal as ever. Disheartened by the thought, you turn away and...<</if>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You take the glass and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\nYou take the glass and <<if $action.action2 eq "jointoast">>hold it up. <<if $attrib.religion eq "forsaken">>"Death will claim us both. Accept it and live the best future you can until then."<<elseif $attrib.religion eq "voided">>"The Void will take us yet but, before it does, let's make our futures count."<<elseif $attrib.religion eq "edenite">>"Loving Stars grace us both for better futures."<<else>>"To forgetting mistakes and better futures. Couldn't agree more.<</if>>\n\nHe chuckles. "Ah, if only were chance of better future. Me? I have none. But is okay. I am good with."\n\n"What'd you do anyways?" You take another sip of Liq. "Mean, everyone's <<if $attrib.demeanor eq "agressive">>fucked<<else>>got bad history<</if>> down here. But you seem even more desperate than most if you get my drift."\n\n"Is long story," the man says and gulps his drink. "Simple version is I die tonight."<<else>>take a sip. "Whatever, man. <<if $attrib.demeanor eq "agressive">>I'm just here for the free booze<<else>>Thanks for the drink<</if>>."\n\nHe chuckles. "I think so earlier. But is okay. I not expect you have same problems as I."\n\n"Trust me, you're better off with your problems than mine." You take a long gulp of Liq.\n\n"I doubt that," the man says and gulps his drink. "Me, I die tonight. Cannot be so bad for you."<</if>>\n\n<<if $attrib.demeanor eq "cautious">>Alarmed, you say, "What? How'd that come about?"<<else>>You have to fight not to laugh. "What? Just like that?"<</if>>\n\n"It has reasons." The man leans closer, reeking of Liq, and whispers, "You know, man, I was once [[Knight of Eden|PDA][$hud.currentScreen = "Knights of Eden"]]. Was always dream. I try do good. But things not easy. I make mistake and now I not only loose friend but must pay with life. Is very—" He gulps down the last of his drink. "—ironic, eh?"<</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You take another sip...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\nYou take another sip <<if $action.action3 eq "whathappened">>and ask, "A [[Knight|PDA][$hud.currentScreen = "Knight of Eden"]], huh? How<<if $attrib.demeanor eq "agressive">> the hell<</if>>'d you fall this far into the dumps?"\n\n"I make bad deals." The man pushes his empty glass aside, saying, "I was once Lord Carvelli, a respected merchant. I ran many voiders, on many ships, across this system and others. And like many who come so far I pledge myself to the [[Knights|PDA][$hud.currentScreen = "Knights of Eden"]] because is both oppertunity and duty. But to make name, to get this far, I make some poor decision that only made sense at the time."\n\nYour brow rises. "How terrible is it, exactly?"\n\n"I make self rich on misery of human lives. To cover some costs. I move people. I tell myself was simple business but—" The man hangs his head, then looks up with a sunken expression. "But then I meet Vincent. He was also [[Knight|PDA][$hud.currentScreen = "Knights of Eden"]], very devout man, and we work together. I offer ships and he brings men-at-arms to solve problems of [[Church|PDA][$hud.currentScreen = "Church of Eden"]]. Was all good. We very close until Vincent learn what I do. What I am. Now he find is disonorable to know me. And so he demand we make duel to settle matter. Tonight. And I cannot say no. I cannot. He is - was - best friend I have in many year."\n\n"Sounds like you're deep in <<if $attrib.demeanor eq "agressive">>shit<<else>>trouble<</if>>," you say flatly.\n\nLord Carvelli nods solemly. "He waits outside for me. And Vincent is great fighter. Me? I am simply merchant who try to do some good. I will die."<<else>>with a smirk. "Whatever, man. Sounds like a cool story but don't hold it against me if I <<if $attrib.demeanor eq "agressive">>call bullshit<<else>>don't buy it.<</if>>."\n\n"Is okay," the man says sadly. "I know is stupid. And is own fault. So I deal with as I must."\n\nYour brow rises. "By drinking yourself half to death? <<if $attrib.demeanor eq "cautious">>Doesn't strike me a responsible course of action<<else>>Sounds real responsible<</if>>."\n\n"It is too late for responsible." The man pushes his empty glass aside, saying, "I go now. I face end with what little dignity I still have. That is best."\n\nBefore you can reply, the fellow has disappeared into the crowd. Part of you wonders whether you should look for him, just to make certain nothing stupid happens. But you aren't with the Raptors anymore and what goes down at the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]] isn't your problem. So, rather than make a deal out of it all, you remain where you are and finish your drink.\n\nBefore long, you've drowned all the bitter liquid. The fellow is still nowhere to be seen. Presumably he wandered off to meet his 'fate', whatever the hell that means. Either way, you don't care, and seeing as you have more than enough of your own problems to deal with, you decide it's about time to...<</if>><</if>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\nYou say, <<if $action.action4 eq "help">>"I could help you out, you know. Honor duels aren't exactly legal under [[Church Law|PDA][$hud.currentScreen = "Church of Eden"]]. At the very lest I could talk to this Vincent."\n\n"Is noble but you cannot help." The man fixes you with a sad look. "Vincent is man of great honor, of much integrity. I am like poision to his existence. He must kill me or die trying. That is only way he ever be at peace."\n\n"So you're just gonna curl up and let that be the end of it?" <<if $attrib.demeanor eq "agressive">>The idea makes you laugh. "Shit."<<else>>You can't help but be surprised. "Wow. Hardcore."<</if>>\n\nSuddenly angry, the man snaps, "I do for my friend! For him. So that he have peace." His expression softens. "But maybe you can help. Not me. I am, well, dead. But maybe can do one last thing right, yes? Come—" He tugs at your arm.\n\n"Where we headed?" You ask as Lord Carvelli leads you into the crowd.\n\n"To do one last good thing," the says, setting a hasty pace toward the main entrance to the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]. "Come, you see."<<else>>"Sorry to hear that, man. I really am. I know what it's like to loose someone like that. Honestly."\n\nThe man offers a weak smile. "I am certain you do. But if I may excuse. I must see Vincent. I just must."\n\nBefore you can reply, the fellow has disappeared into the crowd. Part of you wonders whether you should look for him, just to make certain nothing stupid happens - like the honor duel Lord Carvelli mentioned. But you aren't with the Raptors anymore and what goes down at the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]] isn't your problem. So, rather than feel it's your problem, you remain where you are and finish your drink.\n\nBefore long, you've drowned all the bitter liquid. Lord Carvelli is still nowhere to be seen. Presumably he wandered off to meet whatever fate his friend Vincent has in store for him. That or he crawled into a corner and decided to become even more pathetic. Either way, you don't care, and seeing as you have more than enough of your own problems to deal with, you decide it's about time to...<</if>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You follow Lord Carvelli...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_securitylock.png"]]</div>You follow Lord Carvelli through the crowds, past the entrance to the main floor, and to a locker in the foyer. None of the few people smoking at the tables pay you any heed. Not do you know precisely what you're doing there, watching Lord Carvelli key a code into the lock.\n\nThe device beeps. "Cursed be—" Carvelli taps it in again. "There."\n\nInside are several empty bottles of wine, an old scarf, and a sleek [[Plasma Lance|PDA][$hud.currentScreen = "Plasma Lance"]]. Carvelli manhandles the weapon out of its container and turns to you. "I do not know who you are, friend, but that you offer aid to another stranger, even once faced with certain death, proves the spirit of Eden is strong in you. And while I may face my end in disgrace, I believe you will continue on with honor and compassion, no?"\n\n"You've gotta be kidding me," you mutter under your breath.\n\n"Not at all." Carvelli sways unsteadily, the [[Plasma Lance|PDA][$hud.currentScreen = "Plasma Lance"]] held out as if in offering. "This was trusted to me as symbol of what it mean to be [[Knight of Eden|PDA][$hud.currentScreen = "Knight of Eden"]]. I failed in my duty, and now my failure would stain this noble symbol. So I beg of you: take that which is unworthy of me from me. Carry it with the honor it deserves or find one whom would be worthy. It would give me peace amongst the Loving Stars to know not all I have done in life has been for naught."<</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.action1 eq "accept">>You take the Plasma Lance...<<else>>You shoot Lord Carvelli...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<if $action.action1 eq "accept">>You take the [[Plasma Lance|PDA][$hud.currentScreen = "Plasma Lance"]] with a curt nod. <<nobr>>\n\n\t<<if $attrib.religion eq "forsaken">>"I'm not a believer, man, but I'll carry your lance to the death if you want. I'm headed that way on the fast track anyways.\n\t<<elseif $attrib.religion eq "voided">>"I'm a Voider, not a believer, but I can promise I'm make good use of your lance. There's more than a few monsters lurking in the shadows that deserve its sharp end."\n\t<<elseif $attrib.religion eq "edenite">>"I'm no [[Knight of Eden|PDA][$hud.currentScreen = "Knights of Eden"]] but I promise you I'll make good use of your lance. And only against those the Loving Stars have already denounced."\n\t<<elseif $attrib.religion eq "theophobe">>"Hey, I got no love for faiths. Believe me. But I'll use your lace if ya want me to. Just don't expect me to go all righteous or whatever with it."\n\t<<else>>"I'm no [[Knight of Eden|PDA][$hud.currentScreen = "Knights of Eden"]] but I promise you I'll make good use of your lance."\n\t<</if>>\n\n<</nobr>>\n\nLord Carvelli looks visibly relieved. "Thank you, thank you! That is all I ask. Only this."\n\n"Then, yeah, I'll—" You stop, realizing Carvelli is already hurrying toward the front entrance. "Hey! Where you going?"\n\nThe man pushes through the doors without a reply, leaving you alone in the foyer with the lance. All you can think to do is shake your head with a laugh. "Seriously, the people I<<if $attrib.demeanor eq "agressive">>fucking <</if>>meet."\n\nThen again, for all you know, Carvelli was just a liar and a thief, and now you're in posession of stolen property. Not that it matters. You're where you are, with that damned [[Plasma Lance|PDA][$hud.currentScreen = "Plasma Lance"]], and that's the end of it. Better just put the thing in your locker and head back into the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]] before anyone asks questions. So that's exactly what you do and...<<else>>You shoot Lord Carvelli an alarmed look. <<nobr>>\n\n\t<<if $attrib.religion eq "forsaken">>"I'm not a believer, man. But I do know one thing: I'll die as soon as you will, with or without your lance. So no. I won't take it."\n\t<<elseif $attrib.religion eq "voided">>"I'm a Voider, not a believer, man. I wouldn't carry your lance into battle if you begged me to."\n\t<<elseif $attrib.religion eq "edenite">>Loving Stars have mercy but I can't. I haven't earned the right to wield that blade.\n\t<<elseif $attrib.religion eq "theophobe">>"Are you fucking insane? Think I'll <<walk>> into battle carrying some piece of faith junk?"\n\t<<else>>"Are you mad, man? There is no way I'm taking that thing off you, no matter the reason."\n\t<</if>>\n<</nobr>>\n\nHe looks disheartened. "Please. It is a silly gesture. I am aware. But—"\n\n"No." You turn and stride back toward the [[Riptide's|PDA][$hud.currentScreen = "Wilkin's Riptide"]] main floor.\n\nCarvelli hurries after you. "Wait. Wait, please. I just—"\n\n<<if $attrib.demeanor eq "agressive">>"No," you snarl. "I don't know what fucking game you're playing, man, but it doesn't matter. Even if what you said was all true, and I doubt it, I'm not becoming part of this. Okay? Now leave me the fuck alone!"<<else>>"No," you say flatly. "I don't know who you are or what really happened. But I'm not becoming part of this. Understood? Now leave me alone."<</if>>\n\nCarvelli's footsteps stop, followed by a faight sigh that's barely audible over the throbbing synthbeat. Pathetic. That's what the situation is. Mean, for all you know, Carvelli was a liar and a thief, and tied to con you into taking stolen property. But that's hardly relevant. The man's gone - off to die or whatever - and all you want to do is...<</if>><</if>>
<<silently>>\n\n<<set $currentgamepassage = passage()>>\n<<set $action.action1 = "none">>\n<<set $action.action2 = "none">>\n<<set $action.action3 = "none">>\n<<set $action.action4 = "none">>\n<<set $action.action5 = "none">>\n\n<<set $hide.layer1 = false>>\n<<set $hide.layer2 = false>>\n<<set $hide.layer3 = false>>\n<<set $hide.layer4 = false>>\n<<set $hide.layer5 = false>>\n<<set $savesMenuPassage = "B40 Grav Tunnels">>\n<</silently>>\n<div class='GameText'><<display 'b40_tunnels_enter_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\t<<if $loc_gravtunnel.foundDatapad eq false>>\n\t\t<div class='GameOption GameOption_Move'>[[Search the Landing Pad|b40_gravtunnels_search][$loc_gravtunnel.foundDatapad = true; $action.action1 = "landingpad"; $hide.layer1 = true; $time.active += 0.25; playContextSound("ui_walk");]]</div><br>\n\t<</if>>\n\t<div class='GameOption GameOption_Move'>[[Search the Side Corridors|b40_gravtunnels_search][$action.action1 = "sidecorridors"; $hide.layer1 = true; $time.active += 0.25; playContextSound("ui_walk");]]</div><br>\n\t<div class='GameOption GameOption_Move'>[[Ascend the Staircase|b40_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n<</nobr>></div>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div><<if $action.arrive eq "fromSelf">>You retrace your route...<<else>><<if $attrib.toxicity gte 75>>Swaying unsteadily on your feet, you stumble<<elseif $attrib.fatigue gte 75>>Stifling an unexpected yawn, you shuffle<<else>>You <<walk>> past<</if>> the entrance to the docks and head down a side passage...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<if $action.arrive eq "fromSelf">><div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_utilitypassage_gravtunnel.png"]]</div>You retrace your route to the stairwell in the utility passage. There is still no one around but the buzz of grav-engines is omnipresent.\n\n"Question is," you tell yourself, "where those <<if $attrib.demeanor eq "cautious">>thus<<else>>bastards<</if>> ran to."\n\nThere are still only two options: the landing pad at the mouth of the nearest grav-tunnel and the side-corridors leading off the utility passage you are in. The [[Zanex|PDA][$hud.currentScreen = "Division 108"]] goons could have fled by either means and you're no closer to finding them than you were before.<<else>><<if $attrib.toxicity gte 75>>Swaying unsteadily on your feet, you stumble<<elseif $attrib.fatigue gte 75>>Stifling an unexpected yawn, you shuffle<<else>>You <<walk>> past<</if>> the entrance to the docks and head down a stairwell that leads down to the grav tunnels. Metal creaks under every footfall. Glow panels cast cold light on the walls of the utility passage below. In the distance, grav-engines hum ceaselessly.\n\n"Okay, now what?" You look around.\n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_utilitypassage_gravtunnel.png"]]</div>The utility passage is deserted but, at the far end, you can see grav-cars flashing past in the nearest grav-tunnel. There is an emergency landing pad near the tunnel mouth too. It's entirely possible the [[Zanex|PDA][$hud.currentScreen = "Division 108"]] thugs that Fisher mentioned fled to a vehicle parked there. Then again, there are several side-corridors leading off the utility passage you are in. The [[Zanex|PDA][$hud.currentScreen = "Division 108"]] goons could have fled through those too - you know from experience that the utility ducts around the [[Docks|PDA][$hud.currentScreen = "The Docks"]] are more akin to a maze than anything else.<</if>>\n\nIn other words, you could either take a look around or call it a day and head back up the stairs to the tramway station.<</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B27 - Religious Zone">>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b27_burkinsmission_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Follow the Fanatic|b27_juno_burkinspart][$action.action1 = "follow"; $hide.layer1 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b27_burkinsmission_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b27_burkinsmission_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Mr. Burkins|b27_juno_burkinspart][$action.action2 = "burkins"; $attrib.caution += 1; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Cult of Juno|b27_juno_burkinspart][$action.action2 = "cult"; $attrib.caution += 1; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you want to kill the Demon|b27_juno_burkinspart][$action.action2 = "demon"; $attrib.violence += 1; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'b27_burkinsmission_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b27_burkinsmission_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b27_burkinsmission_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Grav-Car|mansion_raid_leave][$action.action1 = "follow"; $action.arrive = "fromZweili"; $job_fisher_extremists.conspiratorPhase = 12; $pocessed = false; playContextSound("ui_tramway_zoom");]]</div>\n\t\t\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<<nobr>>\n<<if $action.action2 eq "fromMarisa" or $action.action2 eq "fromMarisaDirect">>\n\t<div class='GameText'><<display 'bob_travel_txt'>></div><br>\n\t<div class='OptionsField'>\n\t\t<div class='GameOption GameOption_Move'>[[Wait out the Ride|riptide_bob_pickup][$action.action2 = "waitout"; $time.active += 0.5; $attrib.fatigue += 2; $hide.layer3 = true; $equip.hideWeaponLoadout = false; playContextSound("ui_tramway_zoom");]]</div>\n\t</div>\n<<elseif $action.action2 eq "waitout">>\n\t<div class='GameTextGreyed'><<display 'bob_travel_txt'>></div><br>\n\t<div class='GameText'><<display 'bob_travel_2_txt'>></div><br>\n\t<div class='OptionsField'>\n\t\t<div class='GameOption GameOption_Move'>[[Exit the Grav-Car|vindel_mansion_enter][$processed = false; playContextSound("ui_walk");]]</div>\n\t</div>\n<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B27 - Chapel of Eden">>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b27_chapel_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b27_chapel_zweili_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_fisher_extremists.conspiratorPhase lte 1>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask if Zweili Conspired|b27_chapel_zweili][$processed = false; $action.action1 = "conspire"; $job_fisher_extremists.conspiratorPhase = 2; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t\t<<if $job_fisher_extremists.instructionPhase lte 1>><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Marisa's Employer|b27_chapel_zweili][$processed = false; $action.action1 = "employer"; $job_fisher_extremists.instructionPhase = 2; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b27_chapel_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b27_chapel_zweili_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b27_chapel_zweili_answers_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_fisher_extremists.conspiratorPhase lte 1>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask if Zweili Conspired|b27_chapel_zweili][$processed = false; $action.action1 = "conspire"; $job_fisher_extremists.conspiratorPhase = 2; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<<if $job_fisher_extremists.instructionPhase lte 1>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Marisa's Employer|b27_chapel_zweili][$processed = false; $action.action1 = "employer"; $job_fisher_extremists.instructionPhase = 2; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<</if>>\n\n\t\t\t<<if $job_fisher_extremists.conspiratorPhase eq 2 and $job_fisher_extremists.instructionPhase eq 2>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you trust Zweili|b27_chapel_zweili][$processed = false; $action.action2 = "believe"; $job_fisher_extremists.conspiratorPhase = 2; $hide.layer3 = true; $statistics.suspectQuestioned += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Insist Zweili is Lying|b27_chapel_zweili][$processed = false; $action.action2 = "lying"; $job_fisher_extremists.conspiratorPhase = 3; $hide.layer3 = true; $attrib.faith.anti += 1; $statistics.suspectQuestioned += 1]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you'll reserve Judgement|b27_chapel_zweili][$processed = false; $action.action2 = "reservejudgement"; $job_fisher_extremists.conspiratorPhase = 2; $hide.layer3 = true; $statistics.suspectQuestioned += ; playContextSound("ui_click");1]]</div>\n\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 2>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Thank Zweili for the Information|b27_chapel_zweili][$processed = false; $action.action2 = "thank"; $hide.layer3 = true; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b27_chapel_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b27_chapel_zweili_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b27_chapel_zweili_answers_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b27_chapel_zweili_conclude_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Chapel|b27_tram_station][$processed = false; $action.arrive = "onfoot"; $attrib.fatigue += 1; $time.active += 0.25; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<nobr>>\n<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "B33 Habs - Construction">>\n\n\t<<if $action.action1 eq "none" and $job_witches_pendant.mainPhase eq 7 and not $chr_varai.alive>>\n\t\t<<set $loc_namaz_altar.storedPistol = "C2000_Converted">>\n\t<</if>>\n\n<</silently>>\n\t\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b33_addon_construction_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_witches_pendant.mainPhase eq 7>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what it Does|b33_addon_constructionsite][$action.action1 = "whatdoes"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask how it was Involved|b33_addon_constructionsite][$action.action1 = "howinvolved"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask if it's Dangerous|b33_addon_constructionsite][$action.action1 = "dangerous"; $attrib.caution += 1; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b33_addon_construction_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b33_addon_construction_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Head Upstairs|b33_addon_constructionsite][$action.action2 = "upstairs"; $hide.layer2 = true; $hud.interference = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b33_addon_construction_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b33_addon_construction_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b33_addon_construction_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_witches_pendant.mainPhase eq 7>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Draw your Weapon|b33_addon_constructionsite][$action.action3 = "weapon"; $hide.layer3 = true; $attrib.violence += 2; $statistics.agressionDone += 1; playContextSound("ui_reload_complex");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Explain|b33_addon_constructionsite][$action.action3 = "negotiate"; $hide.layer3 = true; $attrib.caution += 2; $statistics.negotion_failDone += 1; playContextSound("ui_reload_complex");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Draw your Weapon|b33_addon_constructionsite][$action.action3 = "weapon"; $hide.layer3 = true; $attrib.violence += 2; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|b33_addon_constructionsite][$action.action3 = "negotiate"; $hide.layer3 = true; $attrib.caution += 2; $statistics.negotion_failDone += 1; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b33_addon_construction_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b33_addon_construction_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b33_addon_construction_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b33_addon_construction_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_witches_pendant.mainPhase eq 7>>\n\t\t\t\t<<if $chr_varai.alive>> \n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Commisaria|hud_combat][$combatTemplate = "Comissaria_B33"; $processed = false; $statistics.attackedAuthority += 1]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Commandos|hud_combat][$combatTemplate = "Commandos_B33"; $processed = false]]</div>\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Siren|hud_combat][$combatTemplate = "Siren_B33"; $processed = false; $statistics.abom_uniqueKilled += 1]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $savesMenuPassage = "B33 Habs - Construction">>\n\t\t<<set $processed = true>>\n\t<</if>>\n\n<</silently>><<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'addon_namazstatue_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you couldn't find One|b33_addon_constructionsite_loot][$action.action1 = "nofind"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say she's wasting her Time|b33_addon_constructionsite_loot][$action.action1 = "wastetime"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'addon_namazstatue_txt'>></div><br>\n\t\t<div class='GameText'><<display 'addon_namazstatue_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_witches_pendant.mainPhase eq 7>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you'll tag Along|b33_addon_constructionsite_loot][$action.action2 = "tagalong"; $hide.layer2 = true; $job_blindkid_resolution.mainPhase = 2; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you'd rather Not|b33_addon_constructionsite_loot][$action.action2 = "nothelp"; $hide.layer2 = true; $job_blindkid_resolution.mainPhase = 98; $job_blindkid_resolution.timeCheck2 = $time.active; $job_blindkid_resolution.gotMessage2 = false; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Insist you want Answers|b33_addon_constructionsite_loot][$action.action2 = "canhelp"; $hide.layer2 = true; $job_blindkid_resolution.mainPhase = 2; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say that's fine by You|b33_addon_constructionsite_loot][$action.action2 = "fineby"; $hide.layer2 = true; $job_blindkid_resolution.mainPhase = 98; $job_blindkid_resolution.timeCheck2 = $time.active; $job_blindkid_resolution.gotMessage2 = false; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'addon_namazstatue_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'addon_namazstatue_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'addon_namazstatue_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Search the Corpse|b33_addon_constructionsite_loot][$hide.layer3 = true; $action.action3 = "loot"; playContextSound("ui_walk");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Construction Site|b33_addon_constructionsite_loot][$hide.layer3 = true; $action.action3 = "leave"; $hud.interference = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "loot">>\n\t\t<div class='GameTextGreyed'><<display 'addon_namazstatue_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'addon_namazstatue_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'addon_namazstatue_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'addon_namazstatue_loot_txt'>></div><br>\n\t\t<div id='construction-loot' class='OptionsField'>\n\t\t\t<<display 'consite_lootoptions'>>\n\t\t</div>\n\t<<elseif $action.action3 eq "datapad">>\n\t\t<div class='GameTextGreyed'><<display 'addon_namazstatue_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'addon_namazstatue_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'addon_namazstatue_3_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'addon_namazstatue_loot_txt'>></div><br>\n\t\t<div class='GameText'><<display 'addon_namazstatue_dpad_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Put down the Data Pad|b33_addon_constructionsite_loot][$hide.layer4 = false; $action.action3 = "loot"; $loc_namaz_altar.readDataPad = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "leave" or $action.action3 eq "leave2">>\n\t\t<div class='GameTextGreyed'><<display 'addon_namazstatue_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'addon_namazstatue_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'addon_namazstatue_3_txt'>></div><br>\n\t\t<<if $action.action3 eq "leave2">>\n\t\t\t<div class='GameTextGreyed'><<display 'addon_namazstatue_loot_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameText'><<display 'addon_namazstatue_leave_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_witches_pendant.mainPhase eq 7>>\n\t\t\t\t<<if $chr_varai.alive>> \n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Head for the Tramway Station|b33_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; $attrib.dilligence += 3; $chr_varai.alive = false; $hud.interference = false; playContextSound("ui_walk");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Head for the Tramway Station|b33_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; $attrib.dilligence += 3; $hud.interference = false; playContextSound("ui_walk");]]</div>\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head for the Tramway Station|b33_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; $attrib.dilligence += 3; $chr_fabienne.alive = false; $hud.interference = false; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'b40_tunnels_enter_txt'>></div>\n<div class='GameText'><<display 'b40_gravtunnels_search_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\t<<if $action.action1 eq "sidecorridors">>\n\t\t<<if $loc_gravtunnel.tookAmmo eq false>> \n\t\t\t<<if $equip.rifle.ammo.scatter lt $equip.rifle.ammo.scatter_max>>\n\t\t\t\t<div id='transfer-ammo' class='GameOption GameOption_Move'>\n\t\t\t\t\t<<click 'Take the Scattershot Canister'>>\n\t\t\t\t\t\t<<set $equip.rifle.ammo.scatter += 1; $statistics.lootedAmmo += 1>>\n\t\t\t\t\t\t<<set $loc_gravtunnel.tookAmmo = true>>\n\t\t\t\t\t\t<<set\t$ammotype = "canister">>\n\t\t\t\t\t\t<<display 'HUD_AmmoFlashes'>>\n\n\t\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t<<set $aquireText = "Scattershot Canister">>\n\t\t\t\t\t\t\t<<set $aquireImage = "bolt_scatter">>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t<<replace '#transfer-ammo'>>\n\t\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already took the Scattershot Canister]</div>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<set document.getElementById("transfer-ammo").className = "GameOption GameOption_Disabled">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You cannot carry any more Scattershot Canisters]</div></div>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the Scattershot Canister]</div></div>\n\t\t<</if>><br>\n\t\t<div class='GameOption GameOption_Move'>[[Open Aquaduct Access|b40_aquaduct_enter][$action.arrive = "fromOutside"; $processed = false; playContextSound("ui_walk");]]</div><br>\n\t<</if>>\n\t<div class='GameOption GameOption_Move'>[[Retrace your Route|b40_gravtunnels_enter][$action.arrive = "fromSelf"; $hide.layer1 = false; playContextSound("ui_walk");]]</div>\n<</nobr>></div>
<<nobr>>\n\n\t<<if $action.action1 eq "landingpad">>You <<walk>> the length of the utility passage, toward the landing pads at the end. Grav-engine whine grows more intense with every step you take. Near the end, the din is so complete that you can barely discern your echoing footsteps.<br><br>\n\n\t<<if $attrib.demeanor eq "agressive">>"Fucking hell that's loud."<<else>>"Man, this is noisy."<</if>> You step onto the landing pad, watching the blurs of motion flash by before you.<br><br>\n\n\tThere are hundreds of vehicles, of every shape and color, yet your gaze is quickly drawn to something else: a corpse on the landing pad. Its skin is covered with purplish bruises and there are deep gashes in the neck. There's a data pad lying on the floor beside the body and, not far away, a toolbox has been upended - or maybe dropped.<br><br>\n\n\tBrief examination of the toolbox reveals nothing interesting - power tools, screws, nuts, bolts, power adapters, and even a discharged power core, but nothing useful. The data pad on the other hand piques your interest. When you un-lock the screen it reads:<br><br>\n\n\t<div class='HUD_datapad'>\n\t<strong>Maintenance Ticket:</strong> #56195134<br>\n\t<strong>Submitted:</strong> SC22.automation.selfdiagnostics<br>\n\t<strong>Assigned:</strong>
[email protected]<br><br>\n\n\t<strong>Impact:</strong> <span class='greencolor'>Minimal</span> - daily operations unaffected<br>\n\t<strong>Status:</strong> <span class='yellowcolor'>Pending</span><br>\n\t<strong>Issue:</strong> Unexpected interruption of service in power lines 4311, 4315, and 4317 on Level 40<br>\n\t<strong>Cause:</strong> <span class='redcolor'>Unknown</span> (error code 0x1 - general failure)<br><br>\n\n\t<strong>Comments:</strong><br><br>\n\n\t-
[email protected]: turns out it wasn't another Luminos conspiracy after all. unlike their "break every other week to increase profit" glow-panels, LumInc power leads actually do hold for centuries. at least, until something chews on them. again. I swear to Eden, if this is another "pet" that's got loose from the Xeno Garden I'm gonna go postal on these idiots down here. this is so going on the official report when I close this ticket.<br><br>\n\n\t-
[email protected]: tried to patch power lines 4311, 4315, and 4317 but it looks like there's something else fucked - please let it not be another of those stupid glow panels. anyways, I think it might be down by the relay at the grav tunnel. selfdiagnostic doesn't say anything's wrong with that area though. I so don't trust that damn program anymore. gonna go down and</div>\n\t<<elseif $action.action1 eq "sidecorridors">>\n\t\tYou head down the nearest side corridor, deeper into the superstructure of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]]. Before long, the air begins to reek. Not only of stale, poorly ventilated tunnel, but of blood and guts. Then you step on something gooey. It's hard to tell in the dark but it might be part of a human - a head maybe.<br><br>\n\n\t\t"Ugh," you mutter and glance around. <<if $attrib.toxicity gte 75>>There's nothing to see, just blurs of darkness and shadow. You shake your head with a little laugh and plod on<<elseif $attrib.fatigue gte 75>>There's nothing there except utter darkness.<br><br>\n\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_door_intro.png"]]</div>You stifle an inappropriate chuckle and trudge on<<else>>There's nothing there except utter darkness. But that doesn't mean there isn't something lurking nearby.<br><br>\n\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_door_intro.png"]]</div>So, with your senses awake and alert, you continue<</if>> down the tunnel. Not long after, a dim light appears in the distance. It resolves into a sealed pressure hatch with a sign beside it that reads //Level B40 - Aquaduct Maintenance Access// in big, luminescent letters.\n\n\t\t<<if $loc_gravtunnel.tookAmmo eq false>><br><br>Barely visible in the dim light, you spot a stray scattershot canister. Your best assumption: it was dropped in haste. By whom is impossible to know but you have the feeling whoever left the round there fled into the Aquaduct.\n\t\t<</if>>\n\t<</if>>\n\n\n<</nobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You skirt the congregation...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\nYou skirt the congregation, searching for Father Zweili amidst the robed priests. This time he's easier found than last. The robed man is standing near the same alcove you spoke to him before in. When you draw near, he ushers you behind a dark blue curtain.\n\n<<if $equip.clothes eq "Riot Armor">>"Again with your dratted foolishness. Be rid of that outfit immediately!"\n\n"Yeah, just after you explain your fucking angle. See, I found something.<<else>>"Back so soon, Vine? What transpired?"\n\n"Eh, just something I ran into while checking up facts.<</if>> Has to do with the [[Cult of Juno|PDA][$hud.currentScreen = "Cult of Juno"]] and a bunch of radicals. And you." You raise an eyebrow. "Care to explain?"\n\nZweili's beard twitches. "Please tell me you didn't do anything incredibly dumb. That operation took a lot of time and effort to set into motion."\n\n<<if $loc_machineroom.killedFanatics>>"Well, I got in a little firefight," you admit. "Nothing too bad. Just a few dead fanatics."\n\n"Dead fanatics?" Zweili looks livid. "Vine! Damned be. This was our chance. Our chance to pull the monster out by the roots. Now you will have to find another way to get at this wretched devil. And I suggest you do - before they decide you are more trouble than you are worth."\n\n"Devil?" You laugh. "What devil?"\n\n"The one which sent [[Zanex|PDA][$hud.currentScreen = "Division 108"]] after Wilkin. The one which orchistrates so much. The one I have been hunting for much my waking life."\n\n<<if $job_fisher_extremists.instructionPhase lt 10>>"Oh. That." You pull a face. "Well, maybe there's another way to get at him."\n\n"Then you must find it on your own." Zweili breathes a sigh. "Forgive me. I had not wished you involved in this. But now it is too late. And I suggest you leave. Before we are seen by their agents."<<elseif $job_fisher_extremists.instructionPhase eq 10>>"Well, shit," you say, realizing this must be the same 'devil' that fellow Bob wanted to set you up with. "That sucks."\n\n"Indeed. And now even more innocent blood shall flow." Zweili breathes a sigh. "Forgive me. I had not informed you of this, naturally. I did not want you involved. But now it is too late. And I suggest you leave. Before we are seen by their agents."<<else>>"Well, shit," you say, realizing this must be the same 'devil' that fellow Bob wanted to set you up with. "That sucks. Because I just blew the other lead I got on that fellow.\n\n"Then we are indeed at their mercy." Zweili breathes a deep sigh. "Forgive me. I had not informed you of this, naturally. I did not want you involved. But now it is too late to undo this damage. I suggest you leave. Before we are seen by their agents."<</if>><<else>>"No, unless pretending to be a radical was stupid. Then yes."\n\nZweili breathes an audible sigh of relief. "You were lucky, Vine. Very much so. The situation can yet be salvaged. I was just informed that an agent close to the monster I hunt - the oner I told you of earlier - shall visit the [[Temple of Juno|PDA][$hud.currentScreen = "Cult of Juno"]] this very night. Be there when the devil is. Snare him and learn what you can from him, by whatever means necessary, and when you know where to strike, put an end to this charade. It has gone on long enough."\n\n"Okay," you say slowly. "And why exactly am I getting involved in this?"\n\n"Because this monster is the one which sent [[Zanex|PDA][$hud.currentScreen = "Division 108"]] after Wilkin, which plans and plots, the one which wishes to doom us all. I have worked long and hard to place it in a position it cannot escape from. The [[Temple of Juno|PDA][$hud.currentScreen = "Cult of Juno"]] has, by chance, proven to be the snare I required. Now it would be best you are the one who slays the monster once and for all, Vine. It is as much your foe as mine."\n\n"You mean you want me—" You wave the thought away. "Okay, I'll figure it out. Just wish me luck."\n\nZweili stares long and hard. "Loving Stars be with you, Vine. Now be swift. It would be better we are not seen speaking by their agents. They may overhear."<</if>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You <<if $attrib.violence gte 75>>shove<<elseif $attrib.toxicity gte 75>>barge<<else>>make<</if>> your way through the crowded...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\nYou <<if $attrib.violence gte 75>>shove<<elseif $attrib.toxicity gte 75>>barge<<else>>make<</if>> your way through the crowded causeway, headed for the [[Temple of Juno|PDA][$hud.currentScreen = "Cult of Juno"]]. Blood red banners hang above the entrance, each bearing the sigil of [[Juno|PDA][$hud.currentScreen = "Cult of Juno"]], and a gaggle of protesters has formed before the gates. Two armed guards draped in red robes are watching over the affair from just within the Temple - the walls of which, as you notice, are covered with theophobic slurs and radicalist scrawls.\n\nYou're about to head for the Temple when one of the blue-robed protesters moves into your way. "<<if $attrib.gender eq "male">>Brother<<else>>Sister<</if>>. I was informed. Come with me."\n\n"What? But—" You glance around, all too aware of the chanting crowd all around you. "Is this about, you know, the thing?"\n\n"He arrived shortly before." The hooded man leans closer. "We already interrogated him. We know of the demon which haunts the [[Temple|PDA][$hud.currentScreen = "Cult of Juno"]]. I was told you would deal with him, brother. That is what you do, no? Destroy demons?"\n\n"If by demons you mean abominations, then yeah, but what—"\n\n"There is no time." The man gestures toward a nearby alley. "Come, follow me."<</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You follow the robed fanatic...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\nYou follow the robed fanatic toward the alley. At first, there is nothing out of the ordinary to be seen, just beggars huddled in the shadows between the trash containers. Then you spot the other radicals, all dressed in blue. Two carry barely concealed weapons beneath their robes. A third stands over the body of two men. There's a third fellow in a business suit slumped against the wall beside him, bleeding form a head wound.\n\n"That is the demon Burkins," your guide says, gesturing the the business man. "Brother Timmothey already drew what poision we could from it. A weak creature. It serves another though, one dark and powerful. We know where it lairs. I am to bring you there, so you can root out its evil."\n\n"Okay," you say slowly. "And what exactly happened here?"\n\nThe robed man says, "It is just as was foretold. The demon came, accompanied by weak-willed heretics. We slew them in the name of Eden. Then we interrigated the demon. All it could tell us was that its master lurks in a great pyramid on Level B1. A grav-car is waiting just over there." He gestures to the end of the alley. "Best we leave immediately."<</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div><<if $action.action2 eq "demon">>"Let's go kill this demon then..."<<else>>"Wow, hey, not so fast..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action2 eq "burkins">>"Wow, hey, not so fast," you say. "Who was this Burkins? And who's this demon we're after?"<br><br>\n\n\t"It calls itself Lord Otto Vindell," the fanatic explains, leading you to the grav-car. "An ancient and powerful being I am told. Those whose belief is weak protect it. Our skills are no match for theirs. This is why you are here, Brother, to root out the evil with methods we know nothing of."<br><br>\n\n\t<<elseif $action.action2 eq "cult">>"Wow, hey, not so fast," you say. "What's this gotta do with the [[Cult of Juno|PDA][$hud.currentScreen = "Cult of Juno"]] anyways? They aren't quite the kind to harbor, well, demons."<br><br>\n\n\t"Their flesh and minds were weak," the fanatic says, leading you to the grav-car. "This ancient being, Lord Otto I think it calls itself, twisted them against their beliefs. It was long forseen to happen. But now you are here, Brother, and you shall root out the evil in the name of [[Eden|PDA][$hud.currentScreen = "Church of Eden"]]."<br><br>\n\n\t<<elseif $action.action2 eq "demon">>"Let's go kill this demon then," you say, heading for the grav-car. "Anything I need to know? Anything at all?"<br><br>\n\n\t\t"It calls itself Lord Otto," the fanatic explains, leading you to the grav-car. "An ancient and powerful being I am told. We have seen that those whose belief is weak protect it, which is why you are here, Brother, to root out the evil with methods we know nothing of."<br><br>\n\t<</if>>\n\n\t"Right." You stop before the grav-car. "Yeah, I kill the demon. And then what?"<br><br>\n\n\tThe fanatic looks surprised. "What then, <<if $attrib.gender eq "male">>Brother<<else>>Sister<</if>>? Once its vile exsitence has been ended, the galaxy shall be a better place and the Loving Stars shall smile upon you. Upon all true believers, and upon all who truly know what it is to hope for [[Eden|PDA][$hud.currentScreen = "Church of Eden"]]. Surely you know this. Or was this merely a test of faith?"<br><br>\n\n\tFor a moment, you want to argue logic. Instead, you simply grip the fanatic's shoulder and say, "It was, Brother. You have passed, and so I deem your words ring true. Now let us destroy this monster once and for all."\n\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div><<if $action.action2 eq "fromMarisaDirect">>You follow Bob<<else>>You head through<</if>> the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<if $action.action2 eq "fromMarisaDirect">>You follow Bob through the service area to the alley behind the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]. Three [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers are standing guard in full riot armor while a fourth paces up and down before a parked grav-car. The rear door is open.\n\nBob gestures for you to enter. "If you please, <<formalname>>. You shall be in no peril. I assure both personally."<<else>>You head through the service area to the alley behind the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]. Three [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers are standing guard in full riot armor while a fourth paces up and down before a parked grav-car. The rear door is open and, unless you're much mistaken, it's Bob sitting in the back seat.\n\n"Well I never." You make for the grav-car, shaking your head. "Personal chauffeur service or what is this?"\n\nBob nods to you. "<<formalname>>. It's nice to hear you honored the terms of our agreement. If you'd be so kind as to get in, I'll honor my part too. Also, in case you were wondering, my assistant already retrieved your gear. It is here with me."<</if>>\n\n"Right." You duck into the back seat and close the door behind you. "Where we going then?"\n\n"Afraid I can't say, <<formalname>>." He taps the driver's seat. "Vincent? Windows, please."\n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_gravcar_formal.png"]]</div>"Yes, Mr. Burkins." The driver taps a control, causing the windows to darken entirely.\n\nBob shoots you an apologetic look. "Security precautions, I'm afraid. Don't take it personally. We'll be there in a jiffy."\n\n<<if $attrib.demeanor eq "agressive">>"Just don't waste my time,"<<else>>"I just hope this is worth it,"<</if>> you mutter as the vehicle lifts off the landing pad with the faintest shudder.\n\nThere's no way to know where you are or where you're going. Dampened as the interior of the car is, you can't even feel the maneuvers. Tight security to say the least but not to your liking either. If this was a set up. Or if you are being led into a trap. Then you're as good as dead anyways, so it really doesn't matter.\n\nResigned, you settle back and...<</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div><<if $action.arrive eq "fromSmashPlague">>You produce the plague sample...<<elseif $action.arrive eq "fromOutside">>You <<if $attrib.violence gte 75>>shove<<elseif $attrib.toxicity gte 75>>barge<<else>>make<</if>> your way through the crowded...<<elseif $action.arrive eq "fromTomb">>You leave the Server Tomb...<<else>>You are standing...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<if $action.arrive eq "fromSmashPlague">><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/evt_plague_release.png"]]</div>You produce the plague sample from your pocket. The vial looks so small; harmless. Just a simple suspension inside and nothing more. And this little thing will kill hundreds; thousands. Your gaze wanders across the many faithful gathered in the Chapel to pray, then back to the vial.\n\n"What a joke." You smash the vial against the floor.\n\nSafety plastic shatters. The vaccuum within snaps, spewing fine dust in every imaginable direction. Aside from the clatter of plastic shards on panelblock there's no sound. Around you, believers continue to kneel in prayer. One or two of them grumble. None look at at the smashed vial, and none panic. Incredible, how no one realized what's happened. They'll probably never know - never even suspect. And maybe you should make yourself scarce. Just to be safe.<<else>><<if $action.arrive eq "fromOutside">><div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_eden_shrine.png"]]</div>You <<if $attrib.violence gte 75>>shove<<elseif $attrib.toxicity gte 75>>barge<<else>>weave<</if>> your way along the crowded causeway, headed for the Chapel of Eden. Even from afar, it's an impressive sight: an a great archway bathed in the golden glow of a dozen glow panels.\n\nThousands of people press toward the entrance. It isn't hard to tell the casual believer from the truly devout. The former come dressed like any other citizen would. The latter however are all draped in monotone robes, and <<if $equip.isTheophobic>>glower at you, no doubt on account of your provocative apparel.<<else>>might as well all be the same person for the amount of individuality they display.<</if>> Before long, you're standing right before the great golden archway.\n\n<<elseif $action.arrive eq "fromTomb">><div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_eden_shrine_fromtomb.png"]]</div>You leave the Server Tomb and step out, into the Chapel of Eden on [[Level B27|PDA][$hud.currentScreen = "Religious Zone"]]. <<if $equip.isTheophobic>>Several believers shoot you dark looks but no one seems overly concerned by your presence.<<else>>No one takes notice of your entrance, though one or two cloaked believers shoot you curious looks.<</if>>\n\n<<else>><div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_eden_shrine.png"]]</div>You are standing in the great, golden archway which leads to the Chapel of Eden.<</if>> Beyond the many believers congregated for prayer is an altar draped in green satin. Atop it sits a wooden globe that can only be a Globe of Eden. It trembles visibly as a priest in long, blue robes calls out to the congregation<<if $attrib.religion eq "edenite">>, reciting verses from the scriptures seemingly at random<<else>>, not that his words are in any way intelligable<</if>>. The priest speaks in jumbled verses which resonate off the walls, filling the cavernous Chapel with echoing chants <<if $attrib.religion eq "edenite">>of hope and communal joy<<else>>only a true believer would understand<</if>>.<</if>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You skirt the congregation...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\nYou skirt the congregation, searching for Father Zweili amidst the robed priests. He has to be there somewhere and, given the monotone grey that most believers wear, it should be simple to spot him. But the wizened old man and his travesty of a beard are nowhere to be seen.\n\n"Damn it," you mutter, causing several believers to look up. <<if $equip.isTheophobic>>Hateful glares follow your every move.<<else>>Their expressions are distant and confused. One of them mubmles incoherently.<</if>>\n\n<<if $attrib.religion eq "atheist">>"Shit. Fuck. Damn. Uh. Sorry about all this." You move away as inconspicously as possible <<if $equip.isTheophobic>>- which is not at all - and every step you take draws furious, albeit distant looks.<<else>>but still your presence draws many confused, almost distant, gazes.<</if>>\n\nIt's easy to see why: <<if $equip.clothes eq "Riot Armor">>you're decked out in armor bearing a pattern best known for it's theophobic slant and hatred toward anything related to Eden.<<else>>you don't look anything like a believer and aren't kneeling or chanting along with whatever the others are praying about.<</if>><<elseif $attrib.religion eq "theophobe">>"Fuck you," you snarl, moving through the crowd. "Fuck all you sorry idiots."\n\nTo no great surprise, hateful gazes and angry mutterings follow your every step. You categorically ignore the faiths and keep your eyes open for Zweili, though the idiot just doesn't seem to be around.<<else>>"Forgiveness. I spoke in anger." You move on, head bowed in an attempt to go unseen<<if $equip.clothes eq "Riot Armor">> - which is all but impossible given the clothes you're wearing<<else>>, and your errant outburst is quickly forgotten.<</if>>\n\nUnfortunately, Father Zweili is nowhere to be seen, just fellow believers assembled for prayer; too many to count.<</if>> It's just starting to get to the point where you want to call it quits and leave when a hand grabs your arm.\n\n<<if $equip.clothes eq "Riot Armor" or $attrib.religion eq "theophobe" or $equip.clothes eq "Hatewear">>"Idiot." A man dressed in hooded, white robes pulls you into a deserted alcove. "Are you mad? Showing up here and making a scene? What were you thinking?"\n\n"Not much," you admit. "Can we talk?"\n\n"Yes." Zweili, of whom only his beard is visible beneath the hood, glances at the congregation. "They will be entranced for minutes yet. But be swift or we will draw far too much attention."<<elseif $attrib.religion eq "atheist">>"Outsider." A man dressed in hooded, white robes pulls you into a deserted alcove. "Are you mad? Making a fool of yourself like this? Are you inebriated or what?"\n\n<<if $attrib.toxicity gte 50>>"A bit," you admit. "Anyways, can we talk?"<<else>>"No, just a bit surprised." You force an apologetic look. "Can we talk?"<</if>>\n\n"Yes." Zweili, of whom only his beard is visible beneath the hood, glances at the congregation. "They will be entranced for minutes yet. But be swift or we will draw suspicion."<<else>>"Believer." A man dressed in hooded, white robes pulls you into a deserted alcove. "What are you doing showing yourself so openly here? Do you wish all to know who you are?"\n\n"I need to speak to you," you reply earnestly. "Do you have a moment?"\n\n"Yes." Zweili, of whom only his beard is visible beneath the hood, glances at the congregation. "They will be entranced for minutes yet. But be swift or we will draw undue attention."<</if>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>In a low voice, you say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<if $action.action1 eq "conspire">>In a low voice, you say, "This might sound incredibly dumb but did you help steal this damned Object whatsitsname I'm supposed to be looking for?"\n\nZweili takes a long time to ask, "What would make you think that?"\n\n"Assume it's a hunch," you say. "See, you've never quite struck me the upright sort. So maybe you were involved, and maybe everything went sideways, and then you hired me to go after your accomplices. To conceal your guilt, so to say. Sound possible? Even plausible?"\n\nAgain, Zweili takes his time before he replies, "Both plausible and possible, sadly, yet neither is so. Though, admittedly, I may have... contributed in some way to the events which led to this disaster. Yet I assure you: I did not ever intend for the damned thing to become lost. Simply temporarily misplaced."\n\n"Lost? Misplaced?" Your brow rises. "Care to explain?"\n\n"It may sound odd, old friend, but I - like you - hunt monsters. My prey however does not venture into the light. One must dance amidst smoke and shadow as they do. And that, Vine, is what I currently do. I dance to a fine tune where one misstep might plunge this galaxy into disarray and another might ruin countless lives."\n\nYour eyes narrow. "I'm not quite sure what you're saying but it sounds like a vague attempt at an excuse."\n\n"Obviously I cannot prove my point. That is the purpose of this dance. Nor will you find a character witness who can attest to what I do. Yet I have known you some years now, Vine. And let me tell you, old friend: I am no more the enemy than you." He draws a deep breath. "Yet, as you well know, one must expose onesself - if even for a split second - if one hopes to strike a killing blow. That is what I do just now and you, my friend, are the weapon I intend to wield."\n\nIt's hard not to laugh. "How's that supposed to make me feel?"\n\n"Terrified, I imagine." Zweili's beard twitches to the sound of a soft laugh. "That is why I did not wish you to know all this, old friend. Yet it is too late for that. I imagine my prey spins a desperate web of deception, one they hope to snare you in."\n\n"That or you're just lying your way out of this," you point out.\n\n"I cannot sway you with words alone, Vine. Continue your investigation. Form an oppinion for yourself. Yet beware: the monster I hunt is vicious. Now that it's identity is so close to being exposed, it must resort to the most cunning methods in self-defense, and I dare say it will destroy you if you are not cautious."<<else>>In a low voice, you say, "I had an odd conversation with - well, let's call them an aquaintance with ties to [[Division 108|PDA][$hud.currentScreen = "Division 108"]] - and they implied they worked for someone who might, possibly, have been behind the theft of Object 55316. You wouldn't happen to know anything about this, would you?"\n\n"Hardly a surprise that theophobes would have assisted in this venture. Or do you imply something else?"\n\n"Just—" You hesitate. <<if ($job_fisher_extremists.conspiratorPhase eq 0 and $job_fisher_extremists.instructionPhase gte 1)>>"Well, it just sounded like you might know more about these people than you let on."<<else>>"Well, I was told you might know of, or even be involved with, these people."<</if>>\n\n<<if ($job_fisher_extremists.conspiratorPhase eq 0 and $job_fisher_extremists.instructionPhase gte 1)>>"I may indeed."<<else>>"Both, I imagine."<</if>> Zweili breathes a sigh. "I have become entangled in many less than noble affairs. And indeed, I have a certain relationship with [[Division 108|PDA][$hud.currentScreen = "Division 108"]]. It was, after all, my efforts that involved them in the [[Gregorian Riots|PDA][$hud.currentScreen = "Gregorian Riots"]]. Did I not once tell you of that?"\n\nYou shake your head. "The past isn't my problem anyways. All I want to know is if you're still in contact with them. Somehow. For whatever reason."\n\n"[[Division 108|PDA][$hud.currentScreen = "Division 108"]] is a valuable asset. Controversial, yes, but as valuable as their client list is long. Yet I will give you a name—" Zweili reaches into his robe and scribbles on an unseen data pad. "Fergus Amman. He often frequents the cryolounge on the [[B10 Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]]. I shall tell him to expect you. Speak of what you were told. If anyone knows more, it will be Fergus."\n\n"And if your message scares him off? Or if he tips these people off?"\n\n"It will not," Zweili says calmly. "Mr. Amman is a businessman. He knows to honor his commitments. Unlike some."\n\n"Right." you make a few quick notes on your [[PDA|PDA][$hud.currentScreen = "home"]] and say, "Then I'll look into it."\n\n"Excellent, yet be wary of Amman also. He will no doubt have heard of your past exploits and I am no doubt he shall attempt to, ah, use you for his own aims. What those may be I cannot say. Yet be cautious. Always."<</if>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>After considering what Zweili said, you decide...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\nAfter considering what Zweili said, you decide, <<if $action.action2 eq "thank">>"Okay, I'm gonna chalk up all the insinuations of manipulation to bad blood with the Clergy. I really don't think you're a bad guy. And thanks for the name, too. I'll look into this Amman fellow."\n\n"That would no doubt be best. Yet now—" Zweili gestures toward the entrance to the Chapel. "You have lingered too long. Best you depart. We shall speak again once more is known."\n\n"Until later." You offer a curt nod and...<<elseif $action.action2 eq "reservejudgement">>"I'm not sure I believe you. But you could be right. I'll reserve judgement for now. Just don't make me regret trying to see your side too."\n\n"I will do my best," Zweili says evenly. "Yet you must be aware that I cannot promise anything."\n\nYour brow rises. "Meaning?"\n\n"Usually one assumes innocense until proven guilty. It seems you are dangerously close to forgetting this." Zweili waves a hand. "Regardless, you have lingered too long. We shall speak again once more is known. Hopefully."\n\n"Yeah, maybe." You offer a curt nod and..<<elseif $action.action2 eq "believe">>"I believe you. But I'm taking a big risk here, especially if this monster you're messing with knows about me. So don't make me regret trusting you, man."\n\n"I will do my best," Zweili says evenly. "Yet you must be aware that I cannot promise anything."\n\nYou pull a face. "Figures."\n\n"At any rate—" Zweili gestures toward the entrance to the Chapel. "You have lingered too long. Best you depart. And we shall speak again once more is known. Hopefully."\n\n"Yeah, hopefully." You offer a curt nod and...<<else>>"I'm still not buying it, man. Lotsa nice words. Lotsa vague statements. But it doesn't ring true."\n\n"Then I suppose this conversation serves no purpose." Zweili bows his hooded head, then looks up. "Even if you cannot trust me, then at least trust that the monsters I make battle with are no more trustworthy. Choose your own path. I will not deny you this freedom. Yet do not become slave to powers which seek only to destroy you."\n\n"I'll keep that in mind," you say, wondering how much of that applies to Zweili too.\n\n"Then I can ask no more. Yet—" Zweili gestures toward the entrance to the Chapel. "You have lingered too long. Best you depart. And perhaps we shall speak again."\n\n"Yeah, not likely." You turn on your heel and...<</if>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>For at least half an hour..<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\nFor at least half an hour, you sit beside Bob and wait. Neither of you speak. The grav-car zooms on in utter, motionless silence. If the chassis weren't vibrating ever so slightly, you wouldn't even know you were moving.\n\nFinally, Bob checks his PDA. "Almost there. Now, <<formalname>>...?"\n\n"Yes," you say suspiciously.\n\n"The individual you are about to meet, well, it should be up to them to make introductions but there's a certain matter: I've been informed you are not to be disarmed or searched upon arrival." Bob's gaze hardends. "I think that's a foolish idea but I won't argue with instructions given by this certain individual. So let me put it this way: don't do anything stupid or I will make your life so horrible you'll wish you were worse than dead."\n\nYour lips twitch. <<if $attrib.demeanor eq "agressive">>"I think I know how to handle myself, Bob. And don't threaten me."<<else>>"I'll remember that. But please. There's no need to threaten me."<</if>>\n\n"I'm warning you, <<formalname>>," Bob says in a growling tone. "Not threatening. Warning. There's a subtle distinction. Do you understand."\n\n<<if $attrib.demeanor eq "agressive">>"Yes," you say heavily. "I understand. Happy?"<<else>>"Perfectly," you reply evenly. "Is there anything else?"<</if>>\n\n"No." Bob breathes a sigh. "No, not at all." \n\nYou breathe a laugh. "My heart bleeds, Bob. Honestly."\n\n"Truly amusing, <<formalname>>. But please—" He gestures to the car door. "—do get out of my sight. I won't be accompanying you inside. It's against, well, their wishes. Foolish again, if you ask me, but again it's not my choice."<</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You head to the very end...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_constructionsite_base.png"]]</div>You head to the very end of the [[Level B33|PDA][$hud.currentScreen = "B33 Block"]] pressure corridor, where a black and orange barrier marks the perimiter of construction site. Safety holograms float above the blockade, warning away unauthorized visitors. On your left, the three yellow construction bots are still recharging at their power station. Behind them lies the habitation block they're renovating. It looks exactly the same as before: windows and doors removed, no glow panels inside, just bare panelblock walls that led the place an eerie, almost skeletal air.\n\nOne thing is different however: <<if $job_witches_pendant.mainPhase eq 7>>the woman with bright, red hair lounging on the barricade. She smiles when you draw near. "Vine. Hey. Wasn't sure you'd actually come."\n\n"Was intrigued." You stop beside her, frowning at the construction side. "You know, I just went through this place. Found an old bust inside. And I kinda figured that might be what you were after."\n\nFabienne looks surprised. "You were there too? They didn't say anything about that."\n\n"Lesson learned: never trust an unreliable source. But never mind. What's this damn thing we're after anways?"\n\n"Uh, well—" Fabienne purses her lips. "A sub-null transmission device or something like that. I think. They didn't exist back in my day but I heard [[Namaz|PDA][$hud.currentScreen = "Witch Queen"]] made a whole bunch of them. Which is why I'm interested. Artefacts related to her are worth a fortune."<<else>>the [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] in a dark green uniform standing before the barricade. She looks up as you draw near. "<<formalname>>. Good you came."\n\n"It sounded important." You stop and fold your arms. "See, I went through this place a while back. Found something too. I'm gonna take a guess and say that's what brought you here too."\n\nCommisaria Varai's brow rises. "You have already seen the Object? That explains the second trespasser they mentioned."\n\n"Second trespasser," you mutter. "Great."\n\n"That is irrelevant for now," Varai says curtly. "The device we seek matters more. It is, I believe, a sub-null transmitter which dates back to the days of [[Witch Queen Namaz|PDA][$hud.currentScreen = "Witch Queen"]]. I believe it may have been part of what caused the disaster aboard the MCS Outer Spheres.<</if>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\nYou say, <<nobr>>\n\n\t<<if $action.action1 eq "whatdoes">>"What does it do, then? I mean I have a vague idea what a sub-null transmitter is but yeah."<br><br>\n\n\t"No clue," Fabienne says. "Transmits messages I would imagine. All I know is these things are somehow related to REACH tech. But no idea how they work."\n\n\t<<elseif $action.action1 eq "howinvolved">>"How was it involved in that mess? I mean, it was just a tiny statue as far as I could tell."<br><br>\n\n\t"I do not know," Varai says slowly. "Yet the sub-null signature it emitts is similar to recordings I was able to retrieve from the emergency logs of the Outer Spheres. Moreover, any device which involves REACH technology is potentially dangerous, and this counts doubly so when [[witchcraft|PDA][$hud.currentScreen = "Witches Coven"]] is involved. Though it seems I may have overestimated your skills."\n\n\t<<elseif $action.action1 eq "dangerous">>"So, this sub-null transmitter, is it dangerous? Because it just looked like a statue when I found it."<br><br>\n\n\t\t<<if $job_witches_pendant.mainPhase eq 7>>"No clue," Fabienne says. "I think all it does is transmit messages but, yeah, no idea. It's got something to do with REACH tech but that's really not something I ever took a lot of interest in."\n\t\t<<else>>"I do not know," Varai says slowly. "That is why I wished you present. Any device which involves REACH technology is potentially dangerous, and this counts doubly so when [[witchcraft|PDA][$hud.currentScreen = "Witches Coven"]] is involved. Though it seems I may have overestimated your skills."\n\t\t<</if>>\n\t<</if>>\n\n\t<<if $job_witches_pendant.mainPhase eq 7>>"In other words we have no idea what<<if $attrib.demeanor eq "agressive">> the hell<</if>> will happen if we move it." You breathe a sigh. "Right, guess there's one way to find out whether screwing blindly with [[witchcraft|PDA][$hud.currentScreen = "Witches Coven"]] is a survivable hobby."<br><br>\n\n\t"Yep." Fabienne hops down from the barricate and strides toward the construciton side, saying, "But I wouldn't be too worried. From what I read they're basically just over-glorified wireless transmitters. I doubt it will blow up or anything."<br><br>\n\n\t"Says the [[witch|PDA][$hud.currentScreen = "Witches Coven"]] who abominated herself trying to create a better orgasm," you mutter darkly.<br><br>\n\n\t"That was an accident." Fabinenne steps into the unfinished hab-block and stops. "But okay. Maybe there is a risk. We'll find out as soon as you show me where the thing is."\n\t<<else>>"Hey, dealing with abominations isn't exactly rocket science. You can't just study and know everything. It's ninety percent learning by doing so how about we just go look at the<<if $attrib.demeanor eq "agressive">> damn<</if>> thing again and see if we can't figure out what it does, yeah?"<br><br>\n\n\t"I would agree." Varai climbs over the barricade and and strides toward the construciton side, saying, "I expect you to conduct yourself professionally, <<formalname>>. Do not do anything stupid. Communicate your intent if you do intend to take risks. And, please, do not tampre with evidence again."<br><br>\n\t\n\t"Whatever you say," you mutter.<br><br>\n\n\tVarai steps into the uninished hab-block and stops. "Since you know where this object is, I suggest you lead the way."\n\t<</if>>\n\n<</nobr>>\n<</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You lead the way...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\nYou lead the way up the skeletral stairs, one cautious step at a time. Metal plates creak underfoot. The frame sways dangerously beneath your weight.\n\nRelief comes only when you reach the first floor landing. Through the doorway at the end of the hallway you can see the altar, just like you left it: an uneven collage of waxbasin candles set around a silvery, humanoid bust.\n\n"It's over there." You point. "Looks untouched."\n\n<<if $job_witches_pendant.mainPhase eq 7>>Fabienne grins. "Cool! Love the candl—" Her voice trails off as <<if $chr_varai.alive>>a woman dressed in a green uniform steps into view. "Shit. Her."\n\n<<if $chr_varai.met>>Shit indeed - it's impossible not to recognize [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai and the sidearm holstered at her hip. Nor is there time to react before she whips it out and adopts a firing stance.\n\n"No sudden movements," she growls, moving into the doorway. "I am authorized to shoot and will. Even at you, <<formalname>>. Whatever your reasons for being here, consorting with an abomination is a grievous crime, though perhaps I should have expected as much, given your abysmal track record of late."<<else>>>Shit indeed - it's impossible not to recognize the [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] uniform and sidearm holstered at her hip. Nor is there time to react before she whips it out and adopts a firing stance.\n\n"No sudden movements," she growls, moving into the doorway. "I am authorized to shoot and will. Both at the abomination and you, <<formalname>>. Whatever your reasons for being here, consorting with an abomination is a grievous crime and it sickens me to think that the likes of you would even consider the company of such foul beings."<</if>><<else>>two commandos in dark grey skinsuits move into position. "Shit. Not good."\n\nShit indeed - you can't help but notice the high-powered coil carbines aimed at you. Neither of the troopers speaks.\n\nFabienne risks a step forward. "So, uh, hi. Didn't mean to interrupt. We're just here to look around."\n\nThe commandos remain impassive. Their holo-optics glitter in the gloom.<</if>><<else>>"Excellent." [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai takes one step toward the room and stops, just as a woman with red hair steps into view.\n\nA tense second passes before Varai grabs her sidearm, calling, "[[Commisariat|PDA][$hud.currentScreen = "Commisariat"]]! Do not move!"\n\nThe woman turns, a sour look on her otherwise beautiful face. "Great. You again. And for your information: I wasn't going to move."\n\n"Chaming as ever," Varai snarls, moving into the doorway for a better line of fire. "Choose your next words carefully. Even if you were not an abomination, you have no business meddling in affairs of the [[Commisariat|PDA][$hud.currentScreen = "Commisariat"]], and I will shoot at even the slightest hint of hostile intent."<</if>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><<if $action.action3 eq "weapon">>"Damn it." You grab your...<<else>>"Easy now." You raise your hands...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\t<<if $job_witches_pendant.mainPhase eq 7 and not $chr_varai.alive>>\n\t\t<<if $action.action3 eq "weapon">><<if $attrib.demeanor eq "agressive">>"Damn it."<<else>>"Oh, darn."<</if>> You grab your <<if $equip.pistol.name neq "none">><<pistol>><<else>><<knife>><</if>> the same moment the commandos open fire.<br><br>\n\t\t<<else>>\n\t\t\t"I don't know who you work for but—" Fabienne shoves you aside a split second before the commandos open fire.<br><br>\n\t\t<</if>>\n\n\t\tMuffled coilfire resounds. Bolts slam into the wall behind you.<br><br>\n\n\t\t"Shit, shit." You scramble behind the doorway, heart thudding.<br><br>\n\n\t\tFabienne scrambles into cover beside you, her skin puncured in a dozen places. "Ow." She squeezed a bolt out. "Fucking bastards. I swear."<br><br>\n\n\t\tYou barely even nod in reply. In the room beyond, the commandos are advancing. You can hear their footsteps, quiet and deliberate. They'll be on you any moment.\n\t<<else>>\n\n\t\t<<if $action.action3 eq "weapon">><<if $attrib.demeanor eq "agressive">>"Damn it."<<else>>"Not so fast."<</if>> You grab your <<if $equip.pistol.name neq "none">><<pistol>><<else>><<knife>><</if>>, saying, \n\n\t\t\t<<if $job_witches_pendant.mainPhase eq 7>>\n\t\t\t\t"I'm here on official business, sanctioned by the [[Church|PDA][$hud.currentScreen = "Church of Eden"]]. Now put the gun down or this turns ugly."<br><br>\n\n\t\t\t\tThe [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] barks a laugh. "You would threaten the uniform, <<formalname>>? Have you gone utterly insane or do you truly not comprehend the gravity of the situation? Your mere presence makes you complicit and the course of action is clear: the abomination dies and you shall be incarcerated for questioning. All I ask is you do not make matters complicated for yourself."<br><br>\n\t\t\t<<else>>\n\t\t\t\t"Explain yourself. Quick. Or I promise we will take you down."<br><br>\n\n\t\t\t\t"Wow, wow, enough with the tough talk." The woman takes a step back. "I just came to look at the shiny. If you need this place, I'll be gone. Just like that. None of this ever happened."<br><br>\n\t\t\t<</if>>\n\n\t\t<<else>>"Easy now." You raise your hands, saying, \n\n\t\t\t<<if $job_witches_pendant.mainPhase eq 7>>\n\t\t\t\t"We're not here to cause trouble, just further my investigation. So can we please put down the gun and avoid an unpleasant mess?"<br><br>\n\n\t\t\t\tThe [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] barks a laugh. "It is too late for that, <<formalname>>. Your mere presence makes you complicit and the course of action is clear: the abomination dies and you shall be incarcerated for questioning. All I ask is you do not make matters complicated for yourself."<br><br>\n\t\t\t<<else>>\n\t\t\t\t"No need for this to get messy. Just explain yourself and we can part ways."<br><br>\n\n\t\t\t\t"It's nothing, really." The woman takes a step back. "I just came to look at the shiny. If you need this place, I'll be gone. Just like that. None of this ever happened."<br><br>\n\t\t\t<</if>>\n\n\t\t<</if>>\n\n\t\t<<if $job_witches_pendant.mainPhase eq 7>>\n\t\t\t"Keep her talking," Fabienne murmurs as she slides a [[hellspike|PDA][$hud.currentScreen = "hellspike"]] out of her sleeve.<br><br>\n\n\t\t\t"You're out of your league," you growl at the [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]]. "This is not a matter internal to the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] and you have no jurisdiction in my affairs. <<if $chr_varai.met>>Or do I really have to remind you that I'm a sanctioned hunter?<<else>>Or do I have to explain the legal status of a sanctioned hunter to you?<</if>>"<br><br>\n\n\t\t\t"Sanction is irrelevant. You are consorting with creatures deemed abominable by the highest authorities in the galaxy. By nature of the uniform I wear, I am authorized to—" Her voice stops short as Fabienne flicks her blade.<br><br>\n\n\t\t\t<<if $chr_varai.met>>[[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai<<else>>The [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]]<</if>> throws up her arm, causing electricity to burst through her flesh and deflect the projective. It clatters to the floor with a dull thud. On the far side of the room, the [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] winces, blood seeping from where her [[shield augment|PDA][$hud.currentScreen = "shield"]] charred her skin black. It's doubtful the pain will keep her distracted for long.\n\t\t<<else>>\n\t\t\tVarai barks a laugh. "Arrogant, even for an abomination. Now lay your weapons on the floor and then, maybe, we can come to terms that do not lead to your immediate destruction."<br><br>\n\n\t\t\t"Like locking me up, you—" There's a blur of motion, causing both you and Varai to duck. "—mean?"<br><br>\n\n\t\t\tMetal thuds as a [[hellspike|PDA][$hud.currentScreen = "hellspike"]] lodges itself in the door frame beside your head. The next instant a grotesque, stringlike being slams into Varai, throwing her to the floor. It moves almost too fast to see but you have no doubt what of what it is: a [[Siren|PDA][$hud.currentScreen = "hellspike"]] - and an angry one at that.\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>>\n<</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You lower your weapon...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\nYou lower your weapon, gaze fixed on the dead <<if $job_witches_pendant.mainPhase eq 7 and not $chr_varai.alive>> commandos. "Now what the fuck was that all about?"\n\n"I got no idea. Don't care either." Fabienne slips her [[hellspike|PDA][$hud.currentScreen = "hellspike"]] out of sight. "Now, let's look at that statue thingy."\n\n"Sure." You step over the corpses and approach the altar.\n\nFabienne musters it with a scowl. "Gotta say they went a bit theatrical, what with the whole candle aspect."\n\n"I wondered why they were there last time," you say. "And what about the bust?"\n\n"Good question." Fabienne picks it up. "Always with the damned silver, I swear. But there has to be a mechanism or interface somewhere."<<elseif $job_witches_pendant.mainPhase eq 7>>[[Commisaria|PDA][$hud.currentScreen = "Commisariat"]]. "<<if $chr_varai.met>>Even by their standards she was an insufferable dick.<<else>>Talk about unnecessarily escalating the situation.<</if>>"\n\n"Tell me about it." Fabienne slips her [[hellspike|PDA][$hud.currentScreen = "hellspike"]] out of sight. "I've crossed paths with her once or twice. Never did strike me the sane, rational sort. Anyways, one problem dealt with. Now let's see about that artefact, yeah?"\n\n"Yeah." You step over the corpse and approach the altar.\n\nFabienne musters it with a scowl. "Gotta say they went a bit theatrical, what with the whole candle aspect."\n\n"I wondered why they were there last time," you say. "And what about the bust?"\n\n"Good question." Fabienne picks it up. "Always with the damned silver, I swear. But there has to be a mechanism or interface somewhere."<<else>>[[Siren|PDA][$hud.currentScreen = "Siren"]]. "Who was this, uh, thing? It sounded like you knew her."\n\n"We crossed paths." [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai holsters her sidearm. "It is - was - a thieving piece of scum that wholeheartedly deserved the punishment it recieved. But that is not why we came to this wretched place, <<formalname>>. Our primary concern remains the artefact."\n\n"No rush, woman." You step over the corpse and approach the altar.\n\nVarai musters it with a scowl. "Intresting. I wonder why the candles."\n\n"No idea," you admit. "Figured it was just for dramatic effect. But the bust is what we're after. I think."\n\n"It is." Varai picks it up. "Ornamental at first glance. I cannot discern any mechanism or means of interface. Perhaps it is concealed."<</if>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\nYou say, <<if $action.action1 eq "nofind">>"I couldn't find one last time. Nothing unusual about it."\n\n<<if $job_witches_pendant.mainPhase eq 7>>"Sure looks like it." Fabienne purses her lips. "Unless it's not silver. [[Namaz|PDA][$hud.currentScreen = "Witch Queen"]] was fond of biosynthetic compounds. Might be this thing is semi-intelligent and just pretending to be a hunk of silver so we leave it alone."<<else>>"That is because you are ill-informed," Varai says flalty. "[[Namaz|PDA][$hud.currentScreen = "Witch Queen"]] was fond of biosynthetic compounds. No doubt this object is masquerading as an inert element when in fact it is something far more complex."<</if>><<else>>"You're wasting your time, believe me. It's just a hunk of silver."\n\n<<if $job_witches_pendant.mainPhase eq 7>>"Yeah, I'm starting to think that too." Fabienne purses her lips. "Unless it's not silver. [[Namaz|PDA][$hud.currentScreen = "Witch Queen"]] was fond of biosynthetic compounds. Might be this thing is semi-intelligent and just pretending to be a hunk of silver so we leave it alone."<<else>>"Then you are truly ill-informed," Varai says coldly. "[[Namaz|PDA][$hud.currentScreen = "Witch Queen"]] was fond of biosynthetic compounds. No doubt this object is masquerading as an inert element when in fact it is something far more complex."<</if>><</if>>\n\n<<if $job_witches_pendant.mainPhase eq 7>>"Come again? How can that be intelligent?"\n\n"Think a biological computer," Fabienne says, still eyeing the artefact. "Obviously, to get any use out of it, you'd need to know how to activate the damn thing. And the only one who does is probably the person who made it so, yeah, it's basically useless. And people are willing to fork up a fortune at the very idea of getting a thing like this,."\n\nSurprised, you ask, "You already found a buyer?"\n\n"Got a request almost as soon as I announced I had a potential [[Namaz|PDA][$hud.currentScreen = "Witch Queen"]] bust for grabs. Seventy thousand up front, half a million on delivery. Pretty good deal for this hunk of junk. Only snag is I gotta drop it off in person." Fabienne shoots you a sidelong glance. "Wanna tag along, just to be safe? I'll pay ya extra of course."<<else>>"Fine, then. I'll take your word for it. But how does that help us?"\n\n"Considerably," Varai says, still eyeing the artefact. "If I am correct, then this device is similar to a biological computation unit. To access it however would require skills than I do not possess and you most certainly do not."\n\nYou scoff. "Fine, lecture me all you w—"\n\n"I am not lecturing," Varai growls. "I am stating fact for what it is."\n\n"And I'm trying to<<if $attrib.demeanor eq "agressive">> fucking<</if>> well tell you that I might know people that can access that—" You point at the bust. "—<<if $attrib.demeanor eq "agressive">>damn <</if>>thing. But it's obvious you don't need my help. So I guess maybe I should just be on my way then, shouldn't I?"\n\nVarai looks shocked. "And you think I would entrust this artefact to you? No. It will be examined in detail by experts and properly vetted sources. I will relay any resulting information relevant to your investigation to you yet your assistance, <<formalname>>, is not necessary or wanted."<</if>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>After a moment's consideration...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\nAfter a moment's consideration, you decide, <<if $action.action2 eq "tagalong">>"Sure, I'll tag along. Just tell me where to be and whatnot."\n\n"Cool." Fabienne pockets the bust, saying, "Meet me down by the Voider Shrine in, say, a few hours? I need a moment to, well, do some thing you probably don't want to know about beforehand."\n\n"I'll be there," you say, trying not to imagine what those things might be.\n\n"Right. I'll be in touch then." Fabienne hops over the dead <<if $chr_varai.alive>>[[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] on the way to the door, calling, "Don't linger around too long. I'm sure someone is gonna come looking for the fair lady."<<else>>commandos he way to the door, calling, "Don't linger around too long. I'm sure someone is gonna come looking for those two idiots."<</if>><<elseif $action.action2 eq "nothelp">>"No offense but I'd rather not. I'm already tangled in enough crap as it is and the last thing I need is more trouble."\n\nFabienne shrugs. "Suit yourself. Give you, say, fort-sixty on the sale. Assuming it gets through. And mostly 'casue you helped take care of that stupid woman." She nods to the dead [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]].\n\n"Fair enough," you say.\n\n"Cool. I'll be in touch then." Fabienne pockets the bust and heads for the door, calling, "Don't linger around too long. I'm sure someone is gonna come looking for the fair lady."<<elseif $action.action2 eq "canhelp">>"No deal. I want in on the bust, all the way, and if you're going to make a deal of this, I'm sure I can find a way to make a fuss too."\n\nVarai breathes a deep sigh. "Must you do this, <<formalname>>? For I assure you I am, as it appears in most cases, better at this game than you."\n\n"After a comment like that?" You snort. "Hell yeah. I want in. End of story."\n\n"Very well," she says heavily. "Then meet me at the Voider Shrine in a few hours. I have already arranged for one of my sources to meet. And as always: do not do anything stupid. I have little patience left for your antics."<<elseif $action.action2 eq "fineby">>"That's fine by me. I've gotten in your way enough. Just make sure you hand over anything relevant. That's all I ask."\n\n"I give you my word," Varai say, packing the bust in a plastic bag. "Now, if you excuse me, I must be on my way."<</if>>\n\n<<if $job_witches_pendant.mainPhase eq 7 and not $chr_varai.alive>>"Yeah," you mutter, eyeing the corpses.\n\nIt would probably be a good idea to get out of dodge. But there might be something of use on them - or something that explains why they were there. Provided you really want to know, of course. It might just be safer to leave.<<elseif $job_witches_pendant.mainPhase eq 7>>"Yeah," you mutter, eyeing the corpse.\n\nIt would probably be smart to get the hell out of dodge. But there might be something of use on the [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] - something that explains why she was there, for examplem, and just how much trouble you're in now she's, well, dead. Provided you really want to know, of course.<<else>>With that, she strides past the dead [[Siren|PDA][$hud.currentScreen = "Siren"]] and passes the door. Slow footsteps sound on the stairs. Silence returns, leaving you alone with the corpse - and more than a few unanswered questions. At the very least there's one thing you can do: figure out why the [[Siren|PDA][$hud.currentScreen = "Siren"]] was there. Provided you really want to know.<</if>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You approach the corpse...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\nYou approach the corpse<<if $job_witches_pendant.mainPhase eq 7 and not $chr_varai.alive>>s<</if>> and crouch down. <<if $job_witches_pendant.mainPhase eq 7 and not $chr_varai.alive>>Tucked in their pouches are several spent magazines and one of them was also carrying a [[CalTech C2000 NITE|PDA][$hud.currentScreen = "C2000_Converted"]]. More importantly, you spot a blood-spattered data pad amidst their gear. \n\nMaybe that explains. Or, on second thought, it could be booby-trapped. An attempt to kill you even if the commandos failed. There's no way to know until you try.<<elseif $job_witches_pendant.mainPhase eq 7>>Tucked in the [[Commisaria's|PDA][$hud.currentScreen = "Commisariat"]] blood-stained uniform, you spot a data pad. There's also her sidearm, a sleek [[Sanction Mk2|PDA][$hud.currentScreen = "Mk2"]], still half-clutched in her lifeless fingers.\n\nIt would be 'unlawful' to steal from an agent of the law, of course, but you doubt that matters given the circumstances. And a corpse won't have need for a weapon anymore. Maybe it would better serve you.<<else>>Amidst the bloody entrails, you spot a data pin and two credit chips.\n\nNot the sort of thing one usually finds on an abomination, though [[Sirens|PDA][$hud.currentScreen = "Siren"]] are more intelligent than most monsters - and older, if the rumors are true. So her stuff might be worth looking into.<</if>><</if>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>You pick up the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\nYou pick up the data pad, wipe blood off the screen, and unlock it. The device reads:\n\n<div class='HUD_datapad'><<if $job_witches_pendant.mainPhase eq 7 and not $chr_varai.alive>><<set $randomEncounterPhases.snydicateBaseIDFound = true>><strong>S4-33B-124</strong>\n\nAttn All\n\nActivity patterns detected at target site Zeta. Intel suggests target related to incident at Facility BIBK-51. Subject F4B presumably armed and dangerous. Attempt re-capture if situation allows. Otherwise exterminate with extreme prejudice. Ensure no evidence is left behind.\n\nGood Hunting,\n\nColonel Summers<<elseif $job_witches_pendant.mainPhase eq 7>><strong>From:</strong>
[email protected]\n<strong>To:</strong>
[email protected]\n<strong>Subject:</strong> RE: The Matter\n\nCommisaria Varai,\n\nOnce again, I remind you that interfering with the operations of sanctioned abomination hunters is well beyond your jurisdiction. The mere fact you are investigating this matter, which - to reiterate - is not an internal Church affair, rather than focus your efforts on the far more important task I am told you have been assigned is disturbing.\n\nI understand, of course, that the hunter in question happens to lead a lifestlye you find distasteful. He is however a sanctioned agent, vetted by your superiors and vouched for by myself and other members of the Clergy, and I find it highly distasteful that you insinuate his behavior might not only be criminal but indeed heretical.\n\nDo also understand that, should you continue to ignore my writings to this regard, I will be forced to take the matter up with the Commisar General. Please attempt to imagine what he may thing should he be pestered by such petty affairs in these most trying days.\n\nLoving Stars Guide,\nFather Zweili<<else>>><strong>From:</strong> [err.undefined]\n<strong>To:</strong> [err.undefined]\n<strong>Subject:</strong> [err.undefined]\n\nDear Friend,\n\nWe would like to comission you for the aforementiond acquisition project. Payment will be made up front and upon delivery of the product. We would also like to increase your commision by 25% in an act of good faith. However, due to the sensitive nature of this transaction, we must insist you be physically present for the handover. Meeting place will be communicated separately to the account you specified in your previous writings.\n\nCordially and with Admiration,\n\nUs<</if>></div><</if>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>You leave the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\nYou leave the altar room, heading back down the rickety staircase one careful step at a time. Eerie silence haunts the incomplete hab. There's no one around, just you and the shadows on the walls. Part of you wonders - once again - why the hell that bust whas there anyways.\n\nThe other half of you is just glad when you're out of that place again. First that whole deal with <<if $chr_lanina.met eq true>>Lanina<<else>>the reporter<</if>> and the [[Wraith|PDA][$hud.currentScreen = "Wraith"]]. Now this little mess. Damned place might as well be cursed for all the trouble it's given you.\n\nJust thinking that makes you laugh. "Come off it, man. Even [[witchcraft|PDA][$hud.currentScreen = "Witches Coven"]] can't cause real magic, much less curses."\n\nBut you aren't so certain anymore. Maybe - just maybe - there's more behind the art than just science. And if that's the case, well, maybe you'd better not go down that slippery slope. There's enought nutcases in the galaxy as it is. No need to add another rambling lunatic.<</if>>
<<nobr>>\n/% fanatics-options %/\n\n\t<<if $job_fisher_counterattack.altPhase eq 3 or $job_fisher_counterattack.altPhase eq 4>>\n\t\t<div class='GameOption GameOption_Move'>[[Read the Data Pad|b27_fanatics_loot][$processed = false; $action.action3 = "datapad"; $job_fisher_counterattack.altPhase = 4; $characterEncounterPhases.junoProofRead = true; $hide.layer4 = true; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>[[Read the Data Pad|b27_fanatics_loot][$processed = false; $action.action3 = "datapad"; $loc_machineroom.readDataPad = true; $hide.layer4 = true; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\t<</if>>\n\n\t\t<<if $equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>Main Weapon Restricted</div></div>\n\t\t<<else>>\n\t<div class='GameOption GameOption_Move'>\n\t\t<<if $loc_machineroom.storedRifle eq "RUG-9">>\n\t\t\t<<click 'Take the RUG-9'>>\n\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_machineroom.storedRifle; $loc_machineroom.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t<<set $statistics.lootedMainWeapon += 1>>\n\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t<</replace>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#fanatics-options'>>\n\t\t\t\t\t<<display 'fanatics_lootoptions'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<<else>>\n\t\t\t<<click 'Return the RUG-9'>>\n\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_machineroom.storedRifle; $loc_machineroom.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t<</replace>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#fanatics-options'>>\n\t\t\t\t\t<<display 'fanatics_lootoptions'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<</if>>\n\t</div>\n\t\t<</if>><br>\n\n\t<<if $loc_machineroom.tookCredits eq false>>\n\t\t<div id='transfer-credits' class='GameOption GameOption_Move'>\n\t\t\t<<click 'Transfer the Credits'>>\n\t\t\t\t<<set $loc_machineroom.tookCredits = true; $attrib.credits += 351; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t<<set $statistics.lootedCredits += 1>>\n\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t<<set $aquireText = "Credits x351">>\n\t\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\n\t\t\t\t<<replace '#transfer-credits'>>\n\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\n\t\t\t\t<<set document.getElementById("transfer-credits").className = "GameOption GameOption_Disabled">>\n\t\t\t<</click>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div></div>\n\t<</if>>\n\n\t<<if $loc_machineroom.readDataPad eq true or $job_fisher_counterattack.altPhase eq 4>>\n\t\t<br>\n\t\t<div class='GameOption GameOption_Move'>[[Leave the Utility Ducts|b27_tram_station][$processed = false; $action.arrive = "fromDuct"; $attrib.fatigue += 1; $time.active += 0.25; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\t<div class='GameOption GameOption_Move'>[[Read the Data Pad|b30_raptoroutpost_loot][$action.action4 = "datapad"; $loc_raptoroutpost.readDataPad = true; $hide.layer4 = true; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\t<<if $loc_raptoroutpost.tookAmmo eq false>> \n\t\t<<if $equip.pistol.ammo lt $equip.pistol.ammo_max>>\n\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Take the 9mm Magazine'>>\n\t\t\t\t\t<<set $equip.pistol.ammo += Math.round(14 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill); $statistics.lootedAmmo += 1>>\n\t\t\t\t\t<<set $loc_raptoroutpost.tookAmmo = true>>\n\t\t\t\t\t<<set\t$ammotype = "9mm">>\n\t\t\t\t\t<<display 'HUD_AmmoFlashes'>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t<<set $aquireText = "9mm Rounds x" +Math.round(14 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>\n\t\t\t\t\t\t<<set $aquireImage = "9mm">>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#raptoroutpost-loot'>>\n\t\t\t\t\t\t<<display 'b30_outpost_loot'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You cannot carry any more 9mm Rounds]</div></div>\n\t\t<</if>>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the 9mm Magazine]</div></div>\n\t<</if>><br>\n\n\t<<if $loc_raptoroutpost.tookCredits eq false>>\n\t\t<div id='transfer-credits' class='GameOption GameOption_Move'>\n\t\t\t<<click 'Transfer the Credits'>>\n\t\t\t\t<<set $loc_raptoroutpost.tookCredits = true; $attrib.credits += 1501; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp"); $statistics.lootedCredits += 1>>\n\n\t\t\t\t<<replace '#transfer-credits'>>\n\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div>\n\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t<<set $aquireText = "Credits x1501">>\n\t\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\n\t\t\t\t<<set document.getElementById("transfer-credits").className = "GameOption GameOption_Disabled">>\n\t\t\t<</click>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div></div>\n\t<</if>><br>\n\t<div class='GameOption GameOption_Move'>[[Leave the Outpost|b30_raptoroutpost_loot][$action.action4 = "leave"; $hide.layer4 = true; playContextSound("ui_walk");]]</div>\n<</nobr>>
<<nobr>>\n\n\t/% gravtunnel-loot %/\n\t<<if $action.action1 eq "avoidCephanineFail">>\n\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Cepanine|hud_combat][$combatTemplate = "Cephanine_B40_Alt"; $processed = false; $loc_gravtunnel.killedCephanine = true; $action.action1 = "none"]]</div>\n\t<<else>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t\t<<if $equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>Main Weapon Restricted</div></div>\n\t\t\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t<<if $loc_gravtunnel.storedRifle eq "KRUG">>\n\t\t\t\t\t<<click 'Take the KRUG'>>\n\t\t\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_gravtunnel.storedRifle; $loc_gravtunnel.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t\t\t<<set $statistics.lootedMainWeapon += 1>>\n\n\t\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#gravtunnel-loot'>>\n\t\t\t\t\t\t\t<<display 'gravtunnel_lootoptions'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<</click>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<click 'Return the KRUG'>>\n\t\t\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_gravtunnel.storedRifle; $loc_gravtunnel.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\n\t\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#gravtunnel-loot'>>\n\t\t\t\t\t\t\t<<display 'gravtunnel_lootoptions'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<</click>>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t\t\t<</if>><br>\n\t\t<</if>>\n\t\t<div class='GameOption GameOption_Move'>[[Open the Utility Door|b40_finish_aquaduct][$processed = false; $action.action2 = "leave"; $hide.layer2 = true; playContextSound("ui_unlock");]]</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n\n<<set $currentgamepassage = passage()>>\n<<set $action.action1 = "none">>\n<<set $action.action2 = "none">>\n<<set $action.action3 = "none">>\n<<set $action.action4 = "none">>\n<<set $action.action5 = "none">>\n\n<<set $hide.layer1 = false>>\n<<set $hide.layer2 = false>>\n<<set $hide.layer3 = false>>\n<<set $hide.layer4 = false>>\n<<set $hide.layer5 = false>>\n<<set $savesMenuPassage = "B40 Aquaduct">>\n<</silently>>\n<div class='GameText'><<display 'b40_aquaduct_main_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\t<div class='GameOption GameOption_Weapon'>[[Attack the Cepanine|hud_combat][$attrib.violence = $attrib.violence + 3; $combatTemplate = "Cephanine_B40"; $processed = false; $loc_gravtunnel.killedCephanine = true; $statistics.agressionDone += 1]]</div><br>\n\t<<if $attrib.passedSneakCheck>>\n\t\t<div class='GameOption GameOption_Defend'>[[Attempt to Sneak Past|b40_finish_aquaduct][$attrib.caution += 3; $action.action1 = "avoidCephanine"; $loc_gravtunnel.killedCephanine = false; $hide.layer1 = true; $statistics.sneakDone += 1; playContextSound("ui_walk");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Defend'>[[Attempt to Sneak Past|b40_finish_aquaduct][$attrib.caution += 2; $action.action1 = "avoidCephanineFail"; $loc_gravtunnel.killedCephanine = false; $hide.layer1 = true; playContextSound("ui_walk");]]</div>\n\t<</if>>\n<</nobr>></div>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You hit the door release and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\nYou hit the door release and step through, onto a dark catwalk overlooking the Level B40 Aquaduct. Foul odors waft to your nostrils, water gurgles in a trough far below, and the endless hum of the filtration systems rings in your ears.\n\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_cephanine.png"]]</div>Barely three steps from the door a muted howl meets your ears. Adrenaline surges as a dark shape moves in the corner of your vision. Even from afar you know what the canine-esque body and tentacle-wreathed head are: a [[Cephanine|PDA][$hud.currentScreen = "Cephanine"]].\n\nThe monster is right in front of you, not five meters away. It hasn't noticed you - yet. <<if $attrib.demeanor eq "agressive">>But that'll change just as soon as you blow a few bolts through its skull.<<else>>Perhaps you can slip away unnoticed. Or you could kill the abomination, just to be safe.<</if>><</if>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B1 - Vindell Mansion">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\t\t<<set $action.action99 = "VX">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\t\t<<set $processed = true>>\n\t<</if>>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b1_vindelmansion_enter_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Sit and Wait|vindel_mansion_enter][$action.action1 = "sit"; $hide.layer1 = true; playContextSound("ui_walk"); $attrib.caution += 1; $attrib.dilligence += 1]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Pace About Impatiently|vindel_mansion_enter][$action.action1 = "wander"; $hide.layer1 = true; playContextSound("ui_walk"); $attrib.violence += 1]]</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b1_vindelmansion_enter_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b1_vindelmansion_enter_2_txt'>></div><br>\n\t\t<div class='OptionsField' id='vindel-lootoptions'>\n\t\t\t<<display 'vindel_mansion_loot'>>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b1_vindelmansion_enter_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_vindelmansion_enter_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b1_vindelmansion_enter_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $attrib.religion neq "visionary" and $attrib.religion neq "theophobe">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you can't let Otto Live|vindel_mansion_enter][$action.action3 = "kill"; $hide.layer3 = true; playContextSound("ui_click"); $attrib.violence += 1]]</div><br>\n\t\t\t<</if>>\n\t\t\t<<if $attrib.religion neq "edenite">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're willing to Listen|vindel_mansion_enter][$action.action3 = "listen"; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're just there to Talk|vindel_mansion_enter][$action.action3 = "talk"; $hide.layer3 = true; playContextSound("ui_click")]]</div>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b1_vindelmansion_enter_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_vindelmansion_enter_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_vindelmansion_enter_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b1_vindelmansion_enter_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Paladin|vindel_mansion_enter][$job_fisher_extremists.instructionPhase = 13; $action.action4 = "paladin"; $hide.layer4 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<<if $job_fisher_extremists.conspiratorPhase eq 10>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Cleric|vindel_mansion_enter][$job_fisher_extremists.conspiratorPhase = 11; $action.action4 = "cleric"; $hide.layer4 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 0 or $job_fisher_extremists.conspiratorPhase eq 2 or $job_fisher_extremists.conspiratorPhase eq 4 or $job_fisher_extremists.conspiratorPhase eq 6>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Cleric|vindel_mansion_enter][$job_fisher_extremists.conspiratorPhase = 8; $action.action4 = "cleric"; $hide.layer4 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Cleric|vindel_mansion_enter][$job_fisher_extremists.conspiratorPhase = 9; $action.action4 = "cleric"; $hide.layer4 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Great Foe|vindel_mansion_enter][$job_fisher_extremists.locationPhase = 3; $action.action4 = "other"; $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action5 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b1_vindelmansion_enter_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_vindelmansion_enter_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_vindelmansion_enter_3_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_vindelmansion_enter_4_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b1_vindelmansion_enter_5_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_fisher_extremists.instructionPhase lt 13>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Paladin|vindel_mansion_enter][$job_fisher_extremists.instructionPhase = 13; $action.action4 = "paladin"; $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You asked about the Paladin]</div></div>\n\t\t\t<</if>><br>\n\n\t\t\t<<if $job_fisher_extremists.conspiratorPhase lt 8 or $job_fisher_extremists.conspiratorPhase eq 10>>\n\t\t\t\t<<if $job_fisher_extremists.conspiratorPhase eq 10>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Cleric|vindel_mansion_enter][$job_fisher_extremists.conspiratorPhase = 11; $action.action4 = "cleric"; $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 0 or $job_fisher_extremists.conspiratorPhase eq 2 or $job_fisher_extremists.conspiratorPhase eq 4 or $job_fisher_extremists.conspiratorPhase eq 6>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Cleric|vindel_mansion_enter][$job_fisher_extremists.conspiratorPhase = 8; $action.action4 = "cleric"; $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Cleric|vindel_mansion_enter][$job_fisher_extremists.conspiratorPhase = 9; $action.action4 = "cleric"; $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You asked about the Cleric]</div></div>\n\t\t\t<</if>><br>\n\n\t\t\t<<if $job_fisher_extremists.locationPhase lt 3>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Great Foe|vindel_mansion_enter][$job_fisher_extremists.locationPhase = 3; $action.action4 = "other"; $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You asked about the Great Foe]</div></div>\n\t\t\t<</if>>\n\t\t\t/% removed additinal condition: \n\t\t\t\t$job_fisher_extremists.locationPhase eq 3 and $job_fisher_extremists.instructionPhase gt 10 %/\n\t\t\t<<if $job_fisher_extremists.conspiratorPhase eq 8 or $job_fisher_extremists.conspiratorPhase eq 9 or $job_fisher_extremists.conspiratorPhase eq 11>>\n\t\t\t\t<<if $job_fisher_extremists.locationPhase eq 3 and $job_fisher_extremists.instructionPhase gt 10>>\n\t\t\t\t\t<<if $action.action3 neq "kill">><br>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Admit Otto has a Point|vindel_mansion_enter][$job_fisher_extremists.ottoDecision = "spare"; $action.action5 = "workotto"; $attrib.caution += 5; $hide.layer5 = true; $hide.layer0 = false; $statistics.abominationsSpared += 1; $statistics.suspectQuestioned += 1; playContextSound("ui_click");]]</div>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<br><div class='GameOption GameOption_Dialogue'>[[Say you'll remain Impartial|vindel_mansion_enter][$job_fisher_extremists.ottoDecision = "impartial"; $action.action5 = "impartial"; $hide.layer5 = true; $hide.layer0 = false; $statistics.abominationsSpared += 1; $statistics.suspectQuestioned += 1; playContextSound("ui_click");]]</div>\n\t\t\t\t<</if>>\n\t\t\t\t<<if $action.action3 neq "talk">><br>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Decide to kill Otto|vindel_mansion_enter][$job_fisher_extremists.ottoDecision = "kill"; $attrib.criminality += 5; $action.action5 = "killotto"; $attrib.violence += 5; $hide.layer5 = true; $hide.layer0 = false; $statistics.abominationKilled += 1; $statistics.overalKills += 1; $statistics.organicKilled += 1; $statistics.abom_uniqueKilled += 1; $statistics.abom_elusiveKilled += 1; $statistics.suspectQuestioned += 1; $attrib.criminality += 2; playContextSound("ui_attack_melee");]]</div>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'b1_vindelmansion_enter_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_vindelmansion_enter_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_vindelmansion_enter_3_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_vindelmansion_enter_4_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_vindelmansion_enter_5_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b1_vindelmansion_enter_6_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $factionlock.lockedFaction eq "zanex" and $action.action5 eq "workotto">>\n\t\t\t\t<<set $creditammt = Math.round(2250 * (1 + ($attrib.dilligence / 100)))>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Swipe the Cheque|vindel_mansion_leave][$processed = false; $action.arrive = "swipecheck"; playContextSound("ui_walk"); $attrib.credits += $creditammt; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp")]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Refuse the Cheque|vindel_mansion_leave][$processed = false; $action.arrive = "nocheck"; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Make your Departure|vindel_mansion_leave][$processed = false; $action.arrive = "normalleave"; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You climb out of the grav-car...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_hab_b1.png"]]</div>You climb out of the grav-car to find yourself standing on an ornately carved landing pad. Directly ahead, a flight of marble stairs leads past two silver oberlisks and into an enormous pyramid made entirely out of what looks like black glass. The very fact the structure is free-standing and not grafted into the superstructure suggests you are very close to the heart of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]] - assuming the gigantic sphere suspended high above you is what you think it is, you might be in the very core itself.\n\n<<if $attrib.religion eq "forsaken">>"Death and decay,"<<elseif $attrib.religion eq "voided">>"Void between,"<<elseif $attrib.religion eq "edenite">>"Loving Stars,"<<else>>"Shit,"<</if>> you mutter as the grav-car you arrived in takes off. "And here I was expecting a clandestine base of operations."\n\nThere's no reply to your comment, just an idle whine as the grav-car disappears. A soft wind - real wind - gusts across the empty landing pad. You shiver involuntarily and set off, up the stairs and into the pyramid.\n\nAt the top, the stairs merge into a triangular room with two couches against the far walls, interspaced with gilded display cases containing various firearms. No one comes to greet you, nor is there any indication of where you are supposed to go - not even a doorway or elevator to poke around. It's just you, the couches, the display cases, and the staircase leading back the way you came.<</if>>
<<nobr>>\n\n\t<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>\n\t\t<<if $action.action1 eq "sit">>You <<walk>> to the nearest couch...\n\t\t<<else>>You pace around the room...\n\t\t<</if>>\n\t<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div><br>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_vx.png"]]</div>\n\t\t<<if $action.action1 eq "sit">>\n\t\t\tYou <<walk>> to the nearest couch and sit down. The cushions are soft and, when you lean back, you almost feel at ease - almost. Except the room you're in is triangular and everything about it feels wrong. The lighting, the display cases - there's even one containing what looks like a [[Blackthorn VX|PDA][$hud.currentScreen = "VX"]]. Worst of all: the lack of visible doors. None of it makes any sense.<br><br>\n\n\t\t\tThe absurdidty of the situation is just starting to sink in when soft footfalls patter.\n\t\t<<else>>\n\t\t\tYou pace around the room, absently gazing at the display cases. They contain all manner of peculiarities: a deformed [[witchblade|PDA][$hud.currentScreen = "witchblade"]], two ancient rail rifles, what looks like a piece of [[Paladin|PDA][$hud.currentScreen = "Paladin"]] armor, a disassembled plasma lance, and last but not least, a [[Blackthorn VX|PDA][$hud.currentScreen = "VX"]]. The collection alone must have cost millions, not counting the fact that virtually all the items on display are impossible to come by - even on the black market.<br><br>\n\n\t\t\tThe absurdidty of the situation is just starting to sink in when soft footfalls patter.\n\t\t<</if>>\n\n\t\tThree people enter the room through a door that certainly wasn't there a second ago. Two of them, a man and a woman, are dressed in simple red loincloths. The third wears a yellow robe that does little to conceal the owner's grizly nature: gaunt face, eyes sunken, and wrinkled arms infested with tubes that snake behind him, feeding directly into the veins of his - its, you remind yourself, as it is clearly a [[Vampire|PDA][$hud.currentScreen = "Vampire"]] - manservants.<br><br>\n\n\t\t"<<firstname>> Acrel," the abomination says as it walks - almost glides - toward you. \n\n\t\t<<if $action.action1 eq "sit">>"What a pleasure to meet you in the flesh."<br><br>\n\n\t\t"It's—" You swallow, wwondering whether you're in danger. "—nice to meet you in person, Mr..."<br><br>\n\n\t\t"Otto, please. But let us not speak here. An entryway is hardly the suitable location for introductions. Or conversation." He gestures toward the door. "If you please." \n\n\t\t<<else>>"I see you have already discovered my humble collection of curiosities."<br><br>\n\n\t\t"It's—" You swallow, wondering whether you're in danger "—impressive."<br><br>\n\n\t\t"Quite. I personally am most partial to the newest addition." The [[Vampire|PDA][$hud.currentScreen = "Vampire"]] gestures to the case containing the [[VX|PDA][$hud.currentScreen = "VX"]]. "I thought perhaps it would intrigue you. Naturally, I have no use for such a keepsake and I've no particular inclination towards firearms. Perhaps you would like it? As a gift of good faith?"<br><br>\n\n\t\t"That's mighty generous, Mr Vindell."<br><br>\n\n\t\t"Otto, please. But let us not speak here. An entryway is hardly the suitable location for introductions. Or conversation." He gestures toward the door. "If you please."\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>\n\t\t<<if $action.action99 eq "VX">>"Uh, thanks, I guess." You take the...\n\t\t<<else>>You head for the door...\n\t\t<</if>>\n\t<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div><br>\n\t\t<<if $action.action99 eq "VX">>\n\t\t\t"Uh, thanks, I guess." You take the [[Blackthorn VX|PDA][$hud.currentScreen = "VX"]] and head for the door, feeling aprehensive.<br><br>\t\t\t\n\t\t<<else>>\n\t\t\tYou head for the door, feeling awkqard with every step you take.\n\t\t<</if>>\n\n\t\t<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_hab_b1_inside.png"]]</div>Beyond is a long, gold-lined corridor that leads seemingly into eternity. Countless glow-spheres hang from the ceiling. Their light cast an off, reddish hue across the assorted furniture - each chest, table, and chair is elaborately carved and older than anything you've ever seen.<br><br>\n\n\t\tOtto glides after you, his red-clothed servants ever in tow. "Given your chosen profession, I understand that you might be somewhat ill at ease conversing with one such as me. I humbly apologize for this. The long years have not done my physique any favors. That is why I wished to meet in person, so as to assure that I hold no ill-will towards you."<br><br>\n\n\t\t"I figured I'd be dead already if you wanted me that way."<br><br>\n\n\t\t"I should say the same," Otto says. "Or am I mistaken? Did you perhaps come here solely and alone for the purpose of exterminating my existence?"<br><br>\n\n\t\tYou shoot the [[Vampire|PDA][$hud.currentScreen = "Vampire"]] a sidelong glance. "The thought had crossed my mind."<br><br>\n\n\t\t"Naturally, and in which case I would say—" Otto spreads his wrinkled arms wide. "—do your worst. I am unarmed and defenseless. Quite at your mercy. But strike me down now and, I assure you, you will never learn why it was that I asked you here. You will never truly, completely understand what we deal with in this day and age. But I cannot force your hand. You alone can decide, and so I place my fate in your hands."\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>\n\t\t<<if $action.action3 eq "talk">>"I'm just here to talk..."\n\t\t<<elseif $action.action3 eq "listen">>"I'll listen for now..."\n\t\t<<elseif $action.action3 eq "kill">>"I can't let you live..."\n\t\t<</if>>\n\n\t<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div><br>\n\t\t<<if $action.action3 eq "talk">>\n\t\t\t"I'm just here to talk," you say. "We exchange information. I expect after we'll part ways and that will be that."<br><br>\n\t\t\t\n\t\t\t"A peaceful resolution would be agreeable for me also."\n\t\t<<elseif $action.action3 eq "listen">>\n\t\t\t"I'll listen for now," you say. "Obviously I have a lot to learn. But don't expect me to look kindly on an abomination."<br><br>\n\n\t\t\t"Of course, I'd expect no such thing."\n\t\t<<elseif $action.action3 eq "kill">>\n\t\t\t"I can't let you live," you say earnestly. "You're an abomination and I hunt things like you. So, if you have a case to make, make it quick."<br><br>\n\n\t\t\t"I understand."\n\t\t<</if>>\n\t\t Otto glides in front of you, saying, "The situation we find ourselves in is a truly delicate and complicated one. So let me be brief. The [[Church of Eden|PDA][$hud.currentScreen = "Church of Eden"]] stands on it's last leg, assailed on all sides by hostile forces, and yet here we all are, dependant on the machines of Eden and the protection they offer from the old world. Alas, this protection wears thin, the arrangements of yesteryear peter out, and so my hand is forced: if I do not act now, I too will be crushed by the legacy of the old world."<br><br>\n\n\t\t"What legacy of what old world?"<br><br>\n\n\t\tOtto smiles sadly. "A long and complex story which could fill many volumes. Suffice to say, I did not wish to instigate conflict. My son was to aquire an item which would save us all this torture but, alas, the killing machines of Eden seem to have intervened. So I decided I had to act. And I might have even succeeded, had it not been for that meddlesome bloat of a club owner."<br><br>\n\n\t\t"Mr. Wilkin," you say. "I heard he had a hand in all this."<br><br>\n\n\t\t"Yes, yes, he is a symptom but not the true cause. Another betrayed me, one I did not anticipate, and now I am at war with the believers for reasons I barely even comprehend. But perhaps there is a solution. In you. All I ask is you listen."<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Why should I even care?"<<else>>"Maybe, but here's my question: why should I?"<</if>><br><br>\n\n\t\t"Because what I seek is what you seek. The artefact and what it is rumored to contain: activation codes for a transportation system of sorts, one my father pioneered, or so I believe. I do not know for certain. It was very long ago." Otto draws a deep, rasping breath. "To find what we both seek, we must brave three dangers: the [[Paladin|PDA][$hud.currentScreen = "Paladin"]] , the Cleric, and the Great Foe. Even if you do not aim to help me, or even care for my fate, then be warned: the foes you face are quite unlike what they present to be. And you are in as much peril as I."<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>Your lips curl. "Sounds like a lame attempt to recruit me. But okay. Humor me."<<else>>"Okay," you say uneasily. "I'll bite for now."<</if>><br><br>\n\n\t\tOtto spreads his arms. "Of which do you which to hear, then? I shall share all I know in good faith."\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t/% construction-loot %/\n\n\t\t<<if $job_witches_pendant.mainPhase eq 7 and not $chr_varai.alive>>\n\t\t\t<<if $equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>Main Weapon Restricted</div></div>\n\t\t\t<<else>>\n\t\t\t<<if $loc_namaz_altar.storedPistol eq "C2000_Converted">>\n\t\t\t\t<<click 'Take the C2000 NITE'>>\n\t\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_namaz_altar.storedPistol; $loc_namaz_altar.storedPistol = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp"); $statistics.lootedMainWeapon += 1>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#construction-loot'>>\n\t\t\t\t\t\t<<display 'consite_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<<else>>\n\t\t\t\t<<click 'Return the C2000 NITE'>>\n\t\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_namaz_altar.storedPistol; $loc_namaz_altar.storedPistol = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#construction-loot'>>\n\t\t\t\t\t\t<<display 'consite_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<</if>>\n\t\t</div>\n\t\t<</if>><br>\n\t<<elseif $job_witches_pendant.mainPhase eq 7>>\n\t\t<div class='GameOption GameOption_Move'>\n\t\t\t<<if $loc_namaz_altar.storedPistol eq "Mk2">>\n\t\t\t\t<<click 'Take the Mk2'>>\n\t\t\t\t\t<<set $action.action5 = $equip.pistol.name; $equip.pistol.name = $loc_namaz_altar.storedPistol; $loc_namaz_altar.storedPistol = $action.action5; window.setTimeout(flashUIElement, 60, "backup", "HUD_StandardIcon_FlashUp"); $statistics.lootedBackupWeapon += 1>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#construction-loot'>>\n\t\t\t\t\t\t<<display 'consite_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<<else>>\n\t\t\t\t<<click 'Return the Mk2'>>\n\t\t\t\t\t<<set $action.action5 = $equip.pistol.name; $equip.pistol.name = $loc_namaz_altar.storedPistol; $loc_namaz_altar.storedPistol = $action.action5; window.setTimeout(flashUIElement, 60, "backup", "HUD_StandardIcon_FlashUp")>>\n\t\t\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#construction-loot'>>\n\t\t\t\t\t\t<<display 'consite_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<</if>>\n\t\t</div><br>\n\t\t<<else>>\n\t\t\t<<if $loc_namaz_altar.tookCredits eq false>>\n\t\t\t\t<div id='transfer-credits' class='GameOption GameOption_Move'>\n\t\t\t\t\t<<click 'Transfer the Credits'>>\n\t\t\t\t\t\t<<set $loc_namaz_altar.tookCredits = true; $attrib.credits += 2531; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp"); $statistics.lootedCredits += 1>>\n\n\t\t\t\t\t\t<<replace '#transfer-credits'>>\n\t\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t\t<<set document.getElementById("transfer-credits").className = "GameOption GameOption_Disabled">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div></div>\n\t\t\t<</if>><br>\n\t\t<</if>>\n\t\t<div class='GameOption GameOption_Move'>[[Read the Data Pad|b33_addon_constructionsite_loot][$hide.layer4 = true; $action.action3 = "datapad"; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\t\t<div class='GameOption GameOption_Move'>[[Leave the Construction Site|b33_addon_constructionsite_loot][$hide.layer4 = true; $action.action3 = "leave2"; playContextSound("ui_walk");]]</div>\n\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B27 - Temple of Juno">>\n\n<<set $action.action1 = "none">>\n<<set $action.action2 = "none">>\n<<set $action.action3 = "none">>\n<<set $action.action4 = "none">>\n<<set $action.action5 = "none">>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b27_temple_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $attrib.toxicity lt 75 and $equip.clothes neq "Riot Armor" and $equip.isCyberImplant eq false and $equip.clothes neq "Hatewear">>\n\n\t\t\t\t<<if $job_devout_heritage.mainPhase gte 2 or $debug>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Requisition Orders|b27_juno_action][$processed = false; $action.action1 = "buyoptions"; $hide.layer1 = true; $storedGear = $equip; $storedAttrib = $attrib; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $job_fisher_counterattack.altPhase eq 2>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Riptide Attack|b27_juno_action][$processed = false; $action.action1 = "riptideattack"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 4 or $job_fisher_extremists.conspiratorPhase eq 5>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Father Zweili|b27_juno_action][$processed = false; $action.action1 = "zweili"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $job_devout_heritage.mainPhase lt 2>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Inquire about your Past|b27_juno_action][$processed = false; $action.action1 = "past"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if $job_conspiracy.instructionPhase eq 6 and $chr_raj.met and not $job_conspiracy.askedCultOfJuno>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Witches Coven|b27_juno_action][$processed = false; $action.action1 = "coven"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<</if>>\n\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Inquire about the Mob|b27_juno_action][$processed = false; $action.action1 = "mob"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<<elseif $attrib.toxicity lt 75>>\n\t\t\t\t<<if $job_fisher_counterattack.altPhase eq 2>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Riptide Attack|b27_juno_action][$processed = false; $action.action1 = "riptideattack"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 4 or $job_fisher_extremists.conspiratorPhase eq 5>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Father Zweili|b27_juno_action][$processed = false; $action.action1 = "zweili"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<</if>>\t\t\t\n\t\t\t<</if>>\n\t\t\t<<if ($job_fisher_extremists.conspiratorPhase eq 6 or $job_fisher_extremists.conspiratorPhase eq 7 or $job_fisher_counterattack.altPhase eq 3) and not $job_fisher_extremists.didEncounter>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Temple|b27_juno_thugs][$processed = false; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Temple|b27_tram_station][$processed = false; $action.arrive = "onfoot"; $attrib.fatigue += 1; $time.active += 0.25; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B27 - Temple of Juno">>\n\n<<if ($action.action1 eq "past" or $action.action1 eq "coven" or $action.action1 eq "zweili") and $job_devout_heritage.mainPhase eq 0>>\n\t<<set $job_devout_heritage.mainPhase = 1>>\n\t<<set ga('send', 'event', 'game', 'job_heritage', 'acceptedJob')>>\n<</if>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b27_temple_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b27_temple_talk_txt'>></div><br>\n\t\t<<if $action.action1 eq "buyoptions">>\n\t\t\t<<if ($attrib.faith eq "edenite" or $attrib.criminality lt 10) and $loc_riptide.ownedBy eq "wilkin">>\n\t\t\t\t<div id='game-church-shop' class='HUD_shop'>\n\t\t\t\t\t<<display 'juno_shopoptions'>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b27_juno_main][$processed = false; $hide.layer1 = false; $action.arrive = "fromSelf"]]</div>\n\t\t\t\t</div>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $action.action1 eq "riptideattack">>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b27_juno_main][$processed = false; $job_fisher_counterattack.altPhase = 3; $hide.layer1 = false; $action.arrive = "fromSelf"]]</div>\n\t\t\t\t<<elseif $action.action1 eq "coven">>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b27_juno_main][$processed = false; $job_conspiracy.askedCultOfJuno = true; $hide.layer1 = false; $action.arrive = "fromSelf"]]</div>\n\t\t\t\t<<elseif $action.action1 eq "zweili">>\n\t\t\t\t\t<<if $job_fisher_extremists.conspiratorPhase eq 4>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b27_juno_main][$processed = false; $job_fisher_extremists.conspiratorPhase = 6; $hide.layer1 = false; $action.arrive = "fromSelf"]]</div>\n\t\t\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 5>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b27_juno_main][$processed = false; $job_fisher_extremists.conspiratorPhase = 7; $hide.layer1 = false; $action.arrive = "fromSelf"]]</div>\n\t\t\t\t\t<</if>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b27_juno_main][$processed = false; $hide.layer1 = false; $action.arrive = "fromSelf"]]</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B27 - Chapel of Eden">>\n<</silently>>\n<<nobr>>\n\t<<if $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b27_chapel_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b27_chapel_pray_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action1 eq "father">>\n\t\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t\t<<click "Swear to the Stars">>\n\t\t\t\t\t\t<<replace '#hud-confirmation-pane'>>\n\t\t\t\t\t\t\t<<set $confirmType = 'confirmClass'>>\n\t\t\t\t\t\t\t<<display 'UI_ConfirmStoryDecision'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<set $nextScene = "b27_chapel_pray">>\n\t\t\t\t\t\t<<set $nextSceneSet = '$action.action2 = "commit"; $hide.layer2 = true; $attrib.dilligence += 1; $attrib.religion = "edenite";'>>\n\t\t\t\t\t\t<<set playContextSound("ui_click")>>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Refrain from Committing|b27_chapel_pray][$action.action2 = "nocommitment"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<<if $inztinct.learnedSkills.contains("skill_edenite_9")>>\n\t\t\t\t\t<<set $attrib.addicted = false>>\n\t\t\t\t\t<<set $attrib.infected = false>>\n\t\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp");>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Stand Up|b27_chapel_main][$hide.layer1 = false; $action.action1 = "none"; $action.arrive = "fromSelf"; $attrib.faith.eden += 1; $attrib.faith.lastPrayTime = $time.active; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b27_chapel_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b27_chapel_pray_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b27_chapel_swear_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Chapel|b27_tram_station][$processed = false; $action.arrive = "onfoot"; $attrib.fatigue += 1; $time.active += 0.25; $hide.layer0 = false; $job_devout_heritage.mainPhase = 3; $attrib.faith.lastPrayTime = $time.active; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>Feeling horribly self-conscious, you kneel...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<if $action.action1 eq "father">>Feeling horribly self-conscious, you kneel at the very edge of the congregation. None of the believers around you take notice of your presence. Their gazes are all fixed on the silvery sphere at the very front of the Chapel. Lips move in muted whispers. Somewhere to your left, a man in white robes is blessing those assembled for prayer.\n\n"Oh, man." You close your eyes, draw a deep breath, and whisper, "Eden. Loving Stars. Whoever the fuck is listening. I just wanted—"\n\nYou swallow, uncertain what the hell you're even doing. "I'm not sure, really. I just wanted to say hello and goodbye to my father, I guess. Never been much of one for this praying stuff. Never really thought too much about the past either. Was always too tied up in the now. But it's about time I made peace with that. Both with my own past and, well, everything. So I came to do that."\n\nThroat tight, you hesitate, almost expecting a response. There's none. Silence save for footsteps and hushed words fill the chappel.<<else>><<nobr>>\n\n\t<<if $attrib.faith.eden eq 0>>You kneel at the edge of the congregation. Few of the believers around you take notice of your presence, their gazes all fixed on the silvery sphere at the very front of the Chapel. Soft whispers fill the air only to be drowned out by the melodic chanting of the priests.<br><br>\n\n\t\t"Oh well." You draw a deep breath and close your eyes, wondering what you are even praying for.<br><br>\n\n\t\tThere would be countless causes. Galactic peace, a better fortune, strength in battle against your foes, but none of that strikes you terribly sensible. Maybe you should be asking for something else. Or just taking a moment to find yourself amidst your conflicted thoughts.<br><br>\n\n\t\tExcept, the longer you kneel there, the more it becomes clear: you don't even know what the hell it means to believe in Eden. It's just a word - a vague idea. How the hell are you supposed to pray to the Loving Stars or consider yourself a believer when you don't even know what to believe in? It makes no sense. Being there makes no sense. You might as well leave.\n\n\t<<elseif $attrib.faith.eden eq 1>>You move along the edge of the congregation, deftly avoiding the gazes of the believers assembled for prayer. Your thoughts are still clouded by the fact you don't even know what it means to trust in Eden. It just doesn't make sense but maybe it will in time. With that thought in mind, you kneel and gaze at the silvery sphere at the front of the Chapel .<br><br>\n\n\t\t"Blessed day." A priestess in a blue robe crouches beside you. "Did you wish to share your burdens with this servant of the Loving Stars?"<br><br>\n\n\t\tYou nod slowly. "It's just, well, I've got my shit all turned around. I came here for answers. I thought, you know, maybe everything would make more sense. But it doesn't. I'm just as lost as before."<br><br>\n\n\t\t"You are not lost, friend." The woman kneels beside you and says, "You simply mistake the path for the answer, as many do when they first seek hope from the Loving Stars. Neither I nor any here can tell you what it is you must do to find peace of mind. We can only stand beside you, a community of unique individuals, and trust that together we might find solance. Eden prescribes no rules to be adhered to, no structure you must force your life into so that we are all alike, merely the hope that together we shall make for a brighter future, not despite but because of our differences."<br><br>\n\n\t\tYou breathe a laugh. "If it's everyone for themselves then what's the point?"<br><br>\n\n\t\t"That is for you to decide." She smiles and places a hand your shoulder. "Consider what you wish for yourself. Then decide whether you wish to go this path alone or for all. That is the best advice I can offer."<br><br>\n\n\t\tThe priestess stands and moves on to the next believer. You stare after her, in part angry, in part disappointed. For all the hype you've heard about the Church and their priests, you expected more.\n\n\t<<elseif $attrib.faith.eden eq 2>>You kneel at the edge of the congregation. Few of the believers around you take notice of your presence, their gazes all fixed on the silvery sphere at the very front of the Chapel. Soft whispers fill the air only to be drowned out by the melodic chanting of the priests.<br><br>\n\n\t\t"You have returned." The priestess you spoke to earlier kneels beside you. "Have you found the answers you seek?"<br><br>\n\n\t\tYou shake your head. "Just more questions. This whole faith thing just doesn't make any sense. If there's no rules, no structure, what's the point in belonging to anything greater?"<br><br>\n\n\t\t"Hopes and dreams." She smiles beneath her hood. "I do not know what your past pains are, friend, but I know this: you are not alone. We all suffer, carry a shadow of the Void in our hearts. Some believe it is best we face the trials of existence alone, isolated from this hateful world. Yet there is another way: we can celebrate our differences, knowing that we are all children of the Loving Stars, and believe that is not the individual but the efforts of many which will make this galaxy a better place - a brighter place - if we so wish."<br><br>\n\n\t\t"So, what, just delude myself into believing that will be the case?" You chuckle. "That sounds pretty freaking dumb."<br><br>\n\n\t\t"Every action you take, every effort you make, is part of a greter whole," she replies softly. "To ignore the greater workings of human will is to be trapped within a solidary existence. One has nothing but ones own throughts to view the world through. It becomes a cold, heartless place; a galaxy where one fears to act boldly and with the righteousness inherit to being human because one risks to expose onesself to percieved dangers. The Loving Stars cast their light on this dangerous world not to wash away the darkness in mindless intolerance but to show us that even the Void does not diminish the fundamental greatness of humankind. We may be alone amongst the stars yet we are still here - and our futures matter, no matter what we want them to be."<br><br>\n\n\t\tYou purse your lips. "In other words: each to their own but always mindful what that means for all our futures."<br><br>\n\n\t\tThe priestess nods and stands without a further word. You nod to yourself, mulling over what she said. It makes sense. Somehow. Not entirely - but there's truth to what she said.\n\n\t<<else>>You kneel at the back of the congregation, beside many other believers, and draw a deep breath. Sweet incense fills your nostrils. Soft voices echo in the Chapel, each expressing their own concerns, hopes, and fears in whatever manner and language they deem best. Over the mutterings and prayers, you can make out the hopeful chants of the priests.<br><br>\n\n\t\t"Each to their own but for a future toghether." You smile to yourself at the thought.<br><br>\n\n\t\tIt's true, after all. Every individual plays a small but crucial part in the whole. No matter what choices you make, <<if $attrib.demeanor eq "agressive">>no matter how many lives you take in anger,<<elseif $attrib.demeanor eq "cautious">>no matter how careful you are,<<else>>no matter how you react in a given situation,<</if>> it was your decision to do so and the consequences you face are the direct result of that. There might be other paths. But this one is yours and yours alone. No one will take it from you - ever - and you will do the best you can to make the galaxy a better place.<br><br>\n\n\t\tNot necessarily through kindness and love, as you once thought a believer needs to, but the way you can best: hunting in the shadows. Among millions, you might be one of the few who can carry the light of the Loving Stars into the shadows to burn away that which lurks there. There's no reason to doubt yourself simply because your road is unique. Someone has to do it, after all, and it would be wrong not to rise to the calling. Another might not, after all, and that would make the galaxy just a little darker than it needs to be.\n\t<</if>>\n\n\n<</nobr>><</if>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>\t<<if $action.action2 eq "commit">>Warm, loving thoughts<<else>>You remain kneeling<</if>>...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action2 eq "commit">>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_prayer_eden.png"]]</div>\n\t\tWarm, loving thoughts fill your mind as you kneel there, watching the goings on of the chapel. It's a strange place by all acounts but the people give you comfort. So many lost souls, so many confused and cast adrift in the galaxy, and just like you they come in search of peace. Community. Or whatever.<br><br>\n\n\t\t"I think," you mutter to yourself. "This was a good idea."<br><br>\n\n\t\tIt's not even a decision, more an idea - and a silly one at that. After all, who commits to a faith they barely understand? But this chapel feels like home. The soft murmur of prayer, the gentle whispers overtuned by endless chant, the very presence of the Loving Stars is exactly what you've been looking for all your life. Maybe now you'll at last find peace.\n\t<<else>>\n\t\tYou remain kneeling a moment longer, watching the goings on of the chapel. It's a strange place by all acounts. And you can't say for certain why you even came there. Part of you thinks it was a silly thing to do. The other half is glad you took a moment. Even if it was just for yourself and no one will ever know... at any rate, you've done what you came for and made your peace with the Loving Stars. Better you leave the faithful to their prayers and be on your way.<br><br>\n\n\t\tMaybe, in time, this chapel will become your home. But you aren't about to commit too hastily. Not to a faith you barely understand. And most certainly not when you don't even know if you actually believe in it.\n\t<</if>>\n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B27 - Utility Ducts">>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b27_thugs_duct_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $equip.pistol.name eq "M1114_Converted" and $equip.pistol.ammo gte 7>>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Silent Takedown (Sidearm)|b27_thugs_duct][$loc_machineroom.killedFanatics = true; $processed = false; $action.action1 = "silent_pistol"; $attrib.violence += 2; $attrib.caution += 6; $equip.pistol.ammo -= 7; $hide.layer1 = true; $statistics.specialKillDone += 1; $statistics.nineMillFired += 1; $statistics.overalKills += 1; $statistics.humanKilled += 1; $statistics.organicKilled += 1; playContextSound("ui_attack_suppressed");]]</div><br>\n\t\t\t<<elseif $equip.isSubsonicWeapon and $equip.pistol.ammo gte 5>>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Silent Takedown (Main)|b27_thugs_duct][$loc_machineroom.killedFanatics = true; $processed = false; $action.action1 = "silent_rifle"; $attrib.violence += 2; $attrib.caution += 6; $equip.pistol.ammo -= 5; $hide.layer1 = true; $statistics.specialKillDone += 1; $statistics.nineMillFired += 1; $statistics.overalKills += 1; $statistics.humanKilled += 1; $statistics.organicKilled += 1; playContextSound("ui_attack_suppressed");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Fanatics|hud_combat][$loc_machineroom.killedFanatics = true; $attrib.violence += 3; $combatTemplate = "Fanatics_B27"; $processed = false; $statistics.agressionDone += 1]]</div><br>\n\t\t\t<<if $equip.clothes neq "Riot Armor" and $attrib.religion neq "theophobe" and $equip.clothes neq "Hatewear" and $attrib.demeanor neq "agressive">><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Approach the Fanatics|b27_thugs_duct][$action.action1 = "talk"; $attrib.violence -= 3; $attrib.caution += 4; $hide.layer1 = true; $statistics.negotiateDone += 1; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Approach the Fanatics|b27_thugs_duct][$action.action1 = "talkfail"; $attrib.violence -= 1; $attrib.caution += 4; $hide.layer1 = true; $statistics.negotion_failDone += 1; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b27_thugs_duct_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b27_thugs_duct_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action1 eq "talkfail">>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Fanatics|hud_combat][$loc_machineroom.killedFanatics = true; $combatTemplate = "Fanatics_B27"; $processed = false; $action.action1 = "none"]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Step through the Door|b27_fanatics_enter][$hide.layer2 = true; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B27 - Utility Ducts">>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 neq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b27_thugs_duct_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b27_thugs_duct_2_txt'>></div><br>\n\t<</if>>\n\t<<if $action.action3 eq "none">>\n\t\t<div class='GameText'><<display 'b27_fanatics_enter_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action1 eq "talk" and $job_fisher_counterattack.altPhase neq 3>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Take the Data Pad|b27_fanatics_enter][$action.action3 = "read"; $hide.layer3 = true; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Fanatics|hud_combat][$attrib.violence = $attrib.violence + 1; $combatTemplate = "Fanatics_B27_R2"; $processed = false]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b27_fanatics_enter_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b27_fanatics_discuss_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Utility Ducts|b27_tram_station][$processed = false; $action.arrive = "fromDuct"; $attrib.fatigue += 1; $time.active += 0.25; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B27 - Utility Ducts">>\n<</silently>>\n<<nobr>>\n\t<<if $action.action3 eq "none">>\n\t\t<div class='GameText'><<display 'b27_fanatics_loot_txt'>></div><br>\n\t\t<div id='fanatics-options' class='OptionsField'>\n\t\t\t<<display 'fanatics_lootoptions'>>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b27_fanatics_loot_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b27_fanatics_loot_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Put down the Data Pad|b27_fanatics_loot][$processed = false; $action.action3 = "none"; $hide.layer4 = false; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<if not $processed>>\n\t<<set $action.action1 = "none">>\n\t<<set $action.action2 = "none">>\n\t<<set $action.action3 = "none">>\n\t<<set $action.action4 = "none">>\n\t<<set $action.action5 = "none">>\n\n\t<<set $hide.layer1 = false>>\n\t<<set $hide.layer2 = false>>\n\t<<set $hide.layer3 = false>>\n\t<<set $hide.layer4 = false>>\n\t<<set $hide.layer5 = false>>\n\n\t<<set $processed = true>>\n<</if>>\n<<set $savesMenuPassage = "B30 - Raptor Outpost">>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b30_outpost_mission_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $loc_riptide.ownedBy eq "marisa">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t\t\t<<click 'Agree to wear the Riot Armor' 'b30_raptoroutpost_mission'>>\n\t\t\t\t\t\t<<set $action.action1 = $equip.clothes; $equip.clothes = "Riot Armor"; $hide.layer1 = true; $statistics.lootedArmor += 1>>\n\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.clothes>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t<</click>>\n\t\t\t\t</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t\t\t<<click 'Ask if you can keep the Armor' 'b30_raptoroutpost_mission'>>\n\t\t\t\t\t\t<<set $action.action1 = "keepsuit"; $equip.clothes = "Riot Armor"; $hide.layer1 = true; $statistics.lootedArmor += 1>>\n\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.clothes>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t\t\t<<click 'Agree to wear the Combat Armor' 'b30_raptoroutpost_mission'>>\n\t\t\t\t\t\t<<set $action.action1 = $equip.clothes; $equip.clothes = "Combat Armor"; $hide.layer1 = true; $statistics.lootedArmor += 1>>\n\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.clothes>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t<</click>>\n\t\t\t\t</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t\t\t<<click 'Ask if you can keep the Armor' 'b30_raptoroutpost_mission'>>\n\t\t\t\t\t\t<<set $action.action1 = "keepsuit"; $equip.clothes = "Combat Armor"; $hide.layer1 = true; $statistics.lootedArmor += 1>>\n\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.clothes>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<</if>><br>\n\t\t\t<<if $attrib.armortype eq "unarmored">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say that would be Counterproductive|b30_raptoroutpost_mission][$action.action1 = "nosuit"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Point out you already have Armor|b30_raptoroutpost_mission][$action.action1 = "nosuit"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b30_outpost_mission_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_outpost_mission_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask for Terms|b30_raptoroutpost_mission][$attrib.caution += 3; $action.action2 = "demands"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Defend'>[[Appeal to Reason|b30_raptoroutpost_mission][$attrib.dilligence += 1; $action.action2 = "reason"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Attempt to Intimidate|b30_raptoroutpost_mission][$attrib.violence += 3; $action.action2 = "threaten"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b30_outpost_mission_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b30_outpost_mission_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_outpost_mission_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_riptide_postbattle.killedDefenders>>\n\t\t\t\t<<if $loc_riptide.ownedBy eq "marisa">>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Raptors|hud_combat][$combatTemplate = "Raptors_B30"; $statistics.negotion_failDone += 1]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Troopers|hud_combat][$combatTemplate = "Zanex_B30"; $statistics.negotion_failDone += 1]]</div>\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<<if $action.action2 eq "threaten">>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Check for Stragglers|b30_raptoroutpost_loot][$action.action3 = "frompeaceful"; $hide.layer3 = true; $statistics.intimidateDone += 1; $statistics.humansSpared += 1; playContextSound("ui_walk");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Check for Stragglers|b30_raptoroutpost_loot][$action.action3 = "frompeaceful"; $hide.layer3 = true; $statistics.negotiateDone += 1; $statistics.humansSpared += 1; playContextSound("ui_walk");]]</div>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action3 eq "frompeaceful">>\n\t\t<div class='GameTextGreyed'><<display 'b30_outpost_mission_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b30_outpost_mission_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b30_outpost_mission_3_txt'>></div><br>\n\t<</if>>\n\n\t<<if $action.action4 eq "none">>\n\t\t<div class='GameText'><<display 'b30_outpost_mission_loot_txt'>></div><br>\n\t\t<div id='raptoroutpost-loot' class='OptionsField'>\n\t\t\t<<display 'b30_outpost_loot'>>\n\t\t</div>\n\t<<elseif $action.action4 eq "datapad">>\n\t\t<div class='GameTextGreyed'><<display 'b30_outpost_mission_loot_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_outpost_mission_dpad_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Put down the Data Pad|b30_raptoroutpost_loot][$action.action4 = "none"; $hide.layer4 = false; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'b30_outpost_mission_loot_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_outpost_mission_leave_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action3 eq "frompeaceful">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Tramway Station|b30_tram_station][$job_riptide_postbattle.mainPhase = 6; $action.arrive = "onfoot"; $hide.layer0 = false; $time.active += 0.25; ga('send', 'event', 'game', 'job_riptide', 'sparedRaptorOutpost'); $statistics.freelanceJobsDone += 1; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Tramway Station|b30_tram_station][$job_riptide_postbattle.mainPhase = 6; $action.arrive = "onfoot"; $hide.layer0 = false; $time.active += 0.25; ga('send', 'event', 'game', 'job_riptide', 'purgedRaptorOutpost'); $statistics.freelanceJobsDone += 1; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<<nobr>>\n<<if $action.action1 neq "none">>\n\t<div class='GameTextGreyed'><<display 'b40_aquaduct_main_txt'>></div><br>\n<</if>>\n<<if $action.action2 eq "none">>\n\t<div class='GameText'><<display 'b40_aquaduct_conclude_txt'>></div><br>\n\t<div id='gravtunnel-loot' class='OptionsField'>\n\t\t<<display 'gravtunnel_lootoptions'>>\n\t</div>\n<<else>>\n\t<div class='GameTextGreyed'><<display 'b40_aquaduct_conclude_txt'>></div><br>\n\t<div class='GameText'>\n\t\t<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You push the half-open utility door...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div><br>\n\n\t\tYou push the utility door. It swings opens with a rusty creak. Musty air wafts in your face. Water drips down the rusted walls. You stifle your breath and creep into the gloom, guided only by the light of a flickering glow-panel at the end of the passage.<br><br>\n\n\t\tAs you inch toward what you hope is a way out, your foot hits something solid. Closer inspection reveals it to be a severed arm. The gloved hand is still clutching a data pad.<br><br>\n\n\t\t"Yuch." You pick up the device and read the blood-flecked screen:<br><br>\n\n\t\t<div class='HUD_datapad'><strong>Objective 22-46611</strong><br><br>\n\n\t\tCompleted assignment as instructed but were followed to extraction point by agents loyal to Wilkin. Waved off dustoff and entered utility passages in attempt to shake tail. Success. Were not pursued deeper into Aquaduct system.<br><br>\n\n\t\tWill hold position for 24h and attempt alternate exfiltration through Xeno Garden. Assume extraction team compromised until informed otherwise. Have sent Jalkovski ahead to scout route and inform client of circumstance. Consider operation successful despite current situation.\n\t\t</div><br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Overconfident fuck."<<else>>"Talk about overconfidence."<</if>> You scowl at the data pad, wondering who Jalkovski might be - and where he is.<br><br>\n\n\t\tWhatever the case, it would be wise to get out of the Aquaducts and inform Fisher of what you found. Even if he doesn't know who these goons are, or where Jalkovski can be found, he'll be more than happy to know his tormentors met an unhealthy end at the hands of an abomination.\n\t<</if>>\n\t</div><br>\n\t<div class='OptionsField'>\n\t\t<div class='GameOption GameOption_Move'>[[Look for an Exit|b40_tram_station][$action.arrive = "fromTunnels"; $hide.layer0 = false; $time.active += 0.75; $job_fisher_extremists.mainPhase = 2; playContextSound("ui_walk");]]</div>\n\t</div>\n<</if>>\n<</nobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.action1 neq "none">>You cautiously creep along...<<else>>You lower your weapon and...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<if $action.action1 neq "none">>You cautiously creep along the catwalk, wincing at every sound your boots make on the grated floor plates. The [[Cephanine|PDA][$hud.currentScreen = "Cephanine"]] looses a soft warble. Oily paws squelch as it patters past.\n\n<<if $action.action1 eq "avoidCephanineFail">>Your boots slip unexpectedly. "Shit."\n\nYou catch yourself just as the [[Cephanine|PDA][$hud.currentScreen = "Cephanine"]] whirls around with a distorted yelp. Bright, angry eyes float in the gloom. Claws scrape on the damp floor plates as the creature's shadowy bulk prowls forward. There's only one option now: slaughter the xenos - or die trying.<<else>>"Uh-oh," you mouth as the creature slinks past, less than a meter from where you stand.\n\nThe next instant it hops over the railing and lands in the aquaduct with a splash. The [[Cephanine's|PDA][$hud.currentScreen = "Cephanine"]] squidlike bulk vanishes in the shadowy waters. \n\nSilence haunts your ears as you test your way forward anew, headed toward a half-open utility door at the far end of the catwalk.<</if>><<else>>You lower your weapon and cautiously approach the carcass. The creature doens't move. Even when you kneel beside it to check for a pulse - none - there's no reaction.\n\n<<if $attrib.religion eq "forsaken">>"At least it's at peace."<<elseif $attrib.religion eq "voided">>"Great Devourer be thanked."<<elseif $attrib.religion eq "edenite">>"Loving Stars be thanked."<<elseif $attrib.religion eq "theophobe">>"Thank fuck for that."<<else>>"Thank fuck for that."<</if>> You peer into the gloom, vaguely aware of a corpse in yellow-black riot armor sprawled against the catwalk railing. \n\nCloser inspection reveals the body to be a [[Zanex|PDA][$hud.currentScreen = "Division 108"]] trooper. His neck seal has been torn open and, even in the dim light, you can see the gruesome wound beneath. A [[KRUG|PDA][$hud.currentScreen = "KRUG"]] lies on the corpse's lap.\n\n<<if $attrib.demeanor eq "agressive">>"Stupid fuck."<<else>>"Ouch."<</if>> You glance around and find your gaze drawn to a half-open utility door at the far end of the catwalk - perhaps a way out.<</if>><</if>>
<<nobr>>\n\n\t<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>\n\t\t<<if $action.action4 eq "paladin">>"About the Paladin..."\n\t\t<<elseif $action.action4 eq "cleric">>"Tell me about the..."\n\t\t<<elseif $action.action4 eq "other">>"This Other you mentioned..."\n\t\t<</if>>\n\n\t<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div><br>\n\t\t<<if $action.action4 eq "paladin">>\n\t\t\t"About the [[Paladin|PDA][$hud.currentScreen = "Paladin"]]," you say. \n\t\t\t\t<<if $job_conspiracy.conspiratorPhase gte 3>>"I'm guessing you mean Corinthin."<br><br>\n\n\t\t\t\t"Quite so. A vicious machine. Dangerous. Perceptive. Impossible to dissuade and it seeks the artefact we all do."\n\t\t\t\t<<else>>"What's the [[Order's|PDA][$hud.currentScreen = "Paladin"]] involvement in all this? Beyond the obvious."<br><br>\n\n\t\t\t\t"They are as much involved as any. One of their number seeks the artefact we all do."\n\t\t\t\t<</if>><br><br>\n\t\t\n\t\t\t\t"Obviously. It was stolen from the [[Church|PDA][$hud.currentScreen = "Church of Eden"]]. Why wouldn't a [[Paladin|PDA][$hud.currentScreen = "Paladin"]] be involved?"<br><br>\n\n\t\t\t\t"You misunderstand," Otto says heavily. "The others seek the artefact to preserve it, use it, or study it. Only that damned [[Paladin|PDA][$hud.currentScreen = "Paladin"]] wishes to see it destroyed - and any who possess even the slightest knowledge of it. The dead divines alone know why but I would wager: the percieved threat such a device poses lends it value, which draws the [[Order|PDA][$hud.currentScreen = "Paladin"]] to seek its destruction."<br><br>\n\n\t\t\t\t"That's not good," you say flatly.<br><br>\n\n\t\t\t\t"Worse than not good." Otto folds his slender arms. "Should the worst come to pass, and it may, I have no reason to dobut the [[Order|PDA][$hud.currentScreen = "Paladin"]] will not simply purge [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]] as a failsafe measure, as they almost did on Scaffold 35. Their rationale is often flawed in this manner."<br><br>\n\n\t\t\t\tYou pull a face. "Yeah, that'd kinda <<if $attrib.demeanor eq "agressive">>suck<<else>>be a downer<</if>>. But okay. Good to know what we're dealing with on that front."<br><br>\n\t\t\t\n\t\t\t\t"I concur," Otto says. "Do not mistake the [[Order|PDA][$hud.currentScreen = "Paladin"]] for an ally. Treat them as a tool and plan for the worst or you shall be discarded as the biological waste they percieve you to be."\n\t\t<<elseif $action.action4 eq "cleric">>\n\n\t\t\t"Tell me about the Cleric, and by that I'll just go out on a limb and assume you mean Zweili."<br><br>\n\n\t\t\tOtto cackles a laugh. "Of course I speak of Kulli Zweili. Wretched man of a wretched lineage. Shrewd. Intelligent. A master at the game he plays, and now we play his game in the final stages."<br><br>\n\n\t\t\t"Meaning what exactly?"<br><br>\n\n\t\t\t"Meaning," Otto whispers, drifting closer, "that the Cleric and I wage war by proxy, one in which a pawn will soon reach the far end of the table and to be clear: the Brother of Silence plays with many more pawns than I do. You are one such pawn I dare say, but there are others. Soon a final blow shall be struck. One of us shall fall. What occurs after is difficult to foretell but there will be a confrontation, of that I am certain."<br><br>\n\n\t\t\t<<if $job_fisher_extremists.conspiratorPhase eq 8 or $job_fisher_extremists.conspiratorPhase eq 11>>You shoot Otto a amused look. "You make it sound like Zweili's making a grab for power."<br><br>\n\n\t\t\t"And you are the most successful of his instruments," Otto says flatly. "You stand so close to the end. All you must do is strike me down and Ser Zweili shall stand, unopposed, as the ultimate victor of the shadow war."<br><br>\n\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 9>>Your expression darkens. "I knew Zweili was making a grab for power. It had to be that."<br><br>\n\n\t\t\t"So it is," Otto says flatly. "You must only strike me down as he hopes and he, our dear beloved Father, shall reign, unopposed, as the ultimate victor of the shadow war."<br><br>\n\t\t\t<</if>>\n\n\t\t\t"The what?"<br><br>\n\n\t\t\tOtto groans. "The ceaseless conflict between corporate and believer which has continued for countless millennia. Zweili has all but stacked the cards. His tongue is silver and his promises gold yet his motives are as black as his heart. He envisions a rebirth of the [[Church|PDA][$hud.currentScreen = "Church of Eden"]], a reformation of the sects, and a new dawn for Eden - a dawn in which we are all slaves to the machines."<br><br>\n\n\t\t\t<<if $attrib.religion eq "cyberpunk">>\n\t\t\t\t"Typical cleric," you mutter. "But, then again, that's not uncommon for their sort."\n\t\t\t<<elseif $attrib.religion eq "theophobe">>\n\t\t\t\t"Typical faith," you snarl. "But I suppose that's what every cleric wants."\n\t\t\t<<else>>\n\t\t\t\t"A bit dramatic," you say. "That's what everyone in the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] wants."\n\t\t\t<</if>><br><br>\n\n\t\t\t"Indeed. But it is as I say: the shadow war draws to a close and I am almost certain you shall be the one who strikes that final blow. Naturally, I would prefer the blade not fall on me, but failing that I would not mind were both the Cleric and I were to plunge into damnation together."\n\t\t<<elseif $action.action4 eq "other">>\n\t\t\t"This Great Foe you mentioned," you say. "I don't know who they are. Can you enlighten me?"<br><br>\n\n\t\t\t"Once, the Great Foe was a tangible enemy: a force from the galactic north. Later, it was clearly aligned with the Foreign Domain, the cyber-civilization in the Fringes. Since, it has become elusive, nebulous. I know little of their designs, only that there is a historic relation to the [[Witches Covens|PDA][$hud.currentScreen = "Witches Coven"]]." Otto purses his shriveled lips. "Perhaps it is another [[Old Lord|PDA][$hud.currentScreen = "Vampire"]] such as myself, one which lurks in the shadows, or perhaps it is another form of being. Whatever the case, this force is powerful and insidious. It controls minds. Not literally. But metaphorically.."<br><br>\n\n\t\t\tYou shoot Otto a strange look. "You know this much about everything but not who or what this thing is you're up against?"<br><br>\n\n\t\t\t"Suffice to say: I know what I must and I do not trust you more than I ought. What I do however know is this: Raj Winston is not to be trusted. He may indeed be an agent of the old foe, so full of misinformation. That is their strategy, you see: to sow misinformation everywhere, to the point fact and fiction become indistinguishable."<br><br>\n\n\t\t\t"So that's why you wanted Raj killed," you murmur.<br><br>\n\n\t\t\t"Precisely. Whoever or whatever is being this knows it is beyond our reach and that is unsettling. I am exposed even inside my bastion and protected by the eigth."<br><br>\n\n\t\t\tYou simply nod in reply, uncertain what to say.\n\t\t<</if>>\n\n\t\t<<if $job_fisher_extremists.locationPhase eq 3 and $job_fisher_extremists.instructionPhase gt 10 and ($job_fisher_extremists.conspiratorPhase eq 8 or $job_fisher_extremists.conspiratorPhase eq 9 or $job_fisher_extremists.conspiratorPhase eq 11)>><br><br>\n\n\t\t"Now I have said all I have to." Otto takes a step back. "And so I must ask that which we both wish to know so much: do you still trust your Cleric friend? Do you truly believe it is best I be struck down? Or do you now see how much is truly at stake in this affair?"\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<if $hide.layer0 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer0 = false]]</div>\n\t\tAfter a moment's consideration, you decide...\n\n\t<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer0 = true]]</div><br>\n\n\t\t<<if $action.action5 eq "killotto">>\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_bloodspatter_vindel.png"]]</div>\n\t\t<</if>>\n\n\t\tAfter a moment's consideration, you decide\n\t\t<<if $action.action5 eq "killotto">>to say, "Fair arguments but, no, I'm not convinced. \n\t\t\t<<if $job_fisher_extremists.conspiratorPhase eq 8 or $job_fisher_extremists.conspiratorPhase eq 11>>Zweili isn't who you think he is. But it shows who you are. And it proves you deserve to die."\n\t\t\t<<else>>Zweili is a scumbag. Sure. Probably deserves to go down too. But you're no better. And you deserve to die."\n\t\t\t<</if>><br><br>\n\n\t\t\t"Then I suppose it is—"<br><br>\n\n\t\t\tOtto recoils as you grab your <<knife>>. His servants yelp. You surge forward, plunging the blade into the [[Vampire|PDA][$hud.currentScreen = "Vampire"]].<br><br>\n\n\t\t\tBlood rushes from the gash. Tubes are ripped from his flesh as the servants begin to run. The abomination falls on the floor, twitching and gargling, as you stand above him.<br><br>\n\t\t\n\t\t\t"It was nice talking to you but—" You ram your <<knife>> into the abomination's skull. "—it's time for me to go."<br><br>\n\n\t\t\tSomewhere in the distance, a door slams. You look up. The hallway is empty. Not a soul to be seen, just ornate furniture and blood-stained tiles. At your feet, Otto dies with a last, bloody splutter.\n\t\t<<elseif $action.action5 eq "workotto">>to say, "You have a point, Otto.\n\t\t\t<<if $job_fisher_extremists.conspiratorPhase eq 8 or $job_fisher_extremists.conspiratorPhase eq 11>>I trusted Zweili and he lied. Or was ignorant. I can't commit to a course of action that will lead to probable doom for us all."\n\t\t\t<<else>>Zweili is a scumbag. I knew it before. You just convinced me. He's been lying and keeping me in the dark. I can't follow any course of action he might support."\n\t\t\t<</if>><br><br>\n\n\t\t\t"I am glad you see it as I do." Otto risks a smile. "And I wish to make a suggestion, should you wish to set affairs straight: at the oppertune time, reveal who and what Zweili truly is and remember to have a plan should you encounter the [[Paladin|PDA][$hud.currentScreen = "Paladin"]] in a poor mood. Perhaps I too could lend a hand, if you allow."<br><br>\n\n\t\t\t"Lend a hand how exactly?"<br><br>\n\n\t\t\tOtto tilts his wizened head. "Truly? Do you not know the extent of my ressources?"<br><br>\n\n\t\t\t"I can guess," you say. "What I meant was: what kinda help exactly?"<br><br>\n\n\t\t\t<<if $factionlock.lockedFaction eq "zanex">>\n\t\t\t\t"My knowledge of galactic affairs is dwarfed only by my assets. Perhaps this would be your best weapon against the scourge of Zweili."<br><br>\n\n\t\t\t\t"If those credits go towards defeating the [[Paladin|PDA][$hud.currentScreen = "Paladin"]], I am more than for it."<br><br>\n\n\t\t\t\t"That is up to you. I intend to issue a blank cheque. But it grows late and I weary. I must rest. And so I must ask—" Otto gestures back the way you came. "—that you leave, though of course not before I issue you that cheque." He hold out his arm, smirking knowingly.\n\t\t\t<<else>>\n\t\t\t\t"My knowledge of galactic affairs is vast and I can provide information that would strengthen your cause against Zweili."<br><br>\n\n\t\t\t\t"Actually, I was more interested in the part about dealing with the [[Paladin|PDA][$hud.currentScreen = "Paladin"]]."<br><br>\n\n\t\t\t\t"On that front I am afraid you are alone. Even I have not found a solution to those murder-machines. But it grows late and I weary. I must rest. And so I must ask—" Otto gestures back the way you came. "—that you leave. I shall send what aid I can by other, less physically degraded means than myself."\n\t\t\t<</if>>\n\t\t<<elseif $action.action5 eq "impartial">>to say, "I don't want to take sides. The rest of you can fight this out. I just want to find that damned artefact"<br><br>\n\n\t\t\t"Then I would caution you remember what I said: this matter will grow over your head."<br><br>\n\n\t\t\tYou shrug. "Like I said, I'm just here to do my job. And that means finding the artefact. The rest just isn't my<<if $attrib.demeanor eq "agressive">> damned<</if>> concern."<br><br>\n\n\t\t\t"I understand, of course. And so let me put it thus: if you leave, now, I assure you, you shall not be harmed. By those loyal to me, at least."<br><br>\n\n\t\t\tYou risk a smile. "Thanks. That's more than I expected."<br><br>\n\n\t\t\t"Those of neutral mindset are often mistreated and I have always have a soft spot for those who are harmed by affairs beyond their control. But I digress—" Otto gestures back the way you came. "It is time you leave."\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div><<if $action.arrive eq "fromOutside">>You <<if $attrib.violence gte 75>>shove<<elseif $attrib.toxicity gte 75>>barge<<else>>make<</if>> your way through the crowded...<<else>>You're standing in the entrance...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<if $action.arrive eq "fromOutside">><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_juno.png"]]</div>You <<if $attrib.violence gte 75>>shove<<elseif $attrib.toxicity gte 75>>barge<<else>>make<</if>> your way through the crowded causeway, headed for the [[Temple of Juno|PDA][$hud.currentScreen = "Cult of Juno"]]. Blood red banners hang above the entrance, each bearing the sigil of [[Juno|PDA][$hud.currentScreen = "Cult of Juno"]], and a gaggle of protesters has formed before the gates. Two armed guards draped in red robes are watching over the affair from just within the Temple - the walls of which, as you notice, are covered with theophobic slurs and radicalist scrawls.\n\n<<if $attrib.toxicity gte 75>>"Why don't y'all all go fuck yerselfs," you growl, shoving your way through the indignant crowd.\n\nSeveral of them shout after you but you ignore them and into the temple, where the guards block your path. One of them musters you critically. Another holds up a hand. "Halt, Citizen. You are unwelcome here."\n\n"I'm unwelcome?" You scoff. "You guys like, discriminating against me or something?"\n\n"Your presence is unwanted." The man brushes back his robes to reveal a pistol holstered at his hip. He forces a smile. "Please leave. Now."<<else>>"So much for good publicity," you mutter as you push past the indignant crowd.\n\n<<if $equip.isCyberImplant>>Several of them jeer but you ignore them and step into the temple, where the guards block your path. They both muster you with looks of utter contempt, fingering what can only be weapons beneath their robes. Soft footsteps fall behind the sentries as a woman with red hair steps into view.\n\n"You are not welcome, machine." She stares intently. "Understand: those who forsake the wonders of flesh in favor of technological corruption may never enter these halls. Ever. Now begone."<<if $job_fisher_counterattack.altPhase eq 2 or $job_fisher_extremists.conspiratorPhase eq 4 or $job_fisher_extremists.conspiratorPhase eq 5>>\n\n"Yeah, yeah," you say. "But this is different. I have business. Important business."\n\nThe woman glowers. "Very well. One moment. For your so-called business. But make it quick."<</if>><<elseif $equip.isTheophobic>>Several of them jeer but you ignore them and step into the temple, where the guards block your path. They both muster you with looks of utter contempt, fingering what can only be weapons beneath their robes. Soft footsteps fall behind the sentries as a woman with red hair steps into view.\n\n"You are not welcome." She stares intently. "Understand: we do not look fondly upon those choose to follow the path of hate and spite. Now begone."<<if $job_fisher_counterattack.altPhase eq 2 or $job_fisher_extremists.conspiratorPhase eq 4 or $job_fisher_extremists.conspiratorPhase eq 5>>\n\n"Yeah, yeah," you say. "But this is different. I have business. Important business."\n\nThe woman glowers. "Very well. One moment. For your so-called business. But make it quick."<</if>><<else>>Several of them shout after you but you ignore them and step into the temple, where the guards block your path. One of them musters you critically. Another fingers somethning under his robes; probably a weapon. The third waves to someone behind a red curtain. Soft footsteps fall as a woman with red hair steps into view.\n\n"Welcome to our humble home." She offers a kind, albeit wary, smile. "I am Sister Abigail. How can I help you?"<</if>><</if>><<else>>You're standing in the entrance to the [[Temple of Juno|PDA][$hud.currentScreen = "Cult of Juno"]]. The angry shouts of the mob outside can still be heard, though none of them dare come close with the armed guards present. Probably a good idea. Something tells you these guards aren't the tolerant types - probably just hired guns off the street but it's impossible to tell.\n\n<<if $attrib.toxicity lt 75 and $equip.clothes neq "Riot Armor" and $equip.isCyberImplant eq false and $equip.clothes neq "Hatewear">>Sister Abigail offers a weary smile. "Are there any other questions you wished to ask?"<<else>>Sister Abigail glowers. "Now begone, fiend."<</if>><</if>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You ask Abigail...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\nYou ask Abigail, <<nobr>>\n\t<<if $action.action1 eq "riptideattack">>"Does your [[Cult|PDA][$hud.currentScreen = "Cult of Juno"]] happen to have any connection to recent events that went down at the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]? Something related to theophobic influences?"<br><br>\n\n\t\tAbigail looks shocked. "Theophobic infulences? Loving Stars, why would you believe the [[Temple of Juno|PDA][$hud.currentScreen = "Cult of Juno"]] is related to theopbobes?"<br><br>\n\n\t\t"I don't. But investigation of the matter led me here and I'm a little concerned, as you'd imagine."<br><br>\n\n\t\t"Oh I certainly can. We are concerned also. But we've been having problems with religious extremists, not theophobes. The ones outside. I'm sure you noticed on the way in."<br><br>\n\n\t\tYou nod. "Hard to overlook. They been giving you trouble?"<br><br>\n\n\t\t"More than I dare admit. There's some speculation the high members of the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] are involved. But that's only hearsay and I don't know how it would relate to anything theophobic. Our issues are precisely becauase of our unique take on the Loving Stars."<br><br>\n\n\t\t"Yeah, I don't quite follow either. Maybe I got bad intel." You shrug. "Thanks for your time anyways."\n\t<<elseif $action.action1 eq "zweili">>\n\t\t"You guys don't happen to have any specific dealings with a certain Father Zweili, do you? I know it's a bit of a random question but it's, well, relevant to something I'm looking into."<br><br>\n\n\t\t"No." Abigail's face remains unnervingly impassive. "No, I don't think I've ever heard of a Father Zweili. Sorry."<br><br>\n\n\t\t"Odd, because my business associate said your [[Cult|PDA][$hud.currentScreen = "Cult of Juno"]] was the place to ask. In person. Not by formal inqury." You muster Abigail evenly. "Was my associate mistaken?"<br><br>\n\n\t\t"No," the woman says slowly. "No, they were not. I was, well, Mr. Burkins promised me an investigator. Not a freelancer. But maybe you can help out none the less."<br><br>\n\n\t\tYour lips curl. "Sure, if you'd tell me what exactly the problem is. I wasn't exactly given all the details."<br><br>\n\n\t\t"It relates to the, uh, crowd which has been assembling outside recently. At first it was nonviolent. But of late there have been radical elements mixed among the protestors. We asked the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] for assistance but Father Zweili was adamant there was nothing they could do." Abigail draws a deep breath. "Then last week there was a confrontation that escalated. The [[Constabulary|PDA][$hud.currentScreen = "Constabulary"]] intervened but they couldn't make any arrests. I had no other option but to turn to Mr. Burkins. And now he sends you."<br><br>\n\n\t\t"So you want me track down these radicals and put an end to it?"<br><br>\n\n\t\tAbigail nods. "I was told you could make the problem go away. That's all we want. A night's rest without fear that firebombs will be thrown over our walls. Only that."<br><br>\n\n\t\t"Okay," you say, wondering what the hell any of this has to do with Zweili. "I'll see what I can do."\n\t<<elseif $action.action1 eq "mob">>\n\t\t"What's with the angry mob outside? That always around these days?"<br><br>\n\n\t\t"Sadly, yes," Abigail says, looking crestfallen. "Some don't agree with our practices. They claim we are inhumane, murderers, heretics even. I can't blame them for their doubts but the [[Temple of Juno|PDA][$hud.currentScreen = "Cult of Juno"]] has never been anything but a sanctum of love and acceptance. We're no better or worse than any other but today we are the acceptable target."<br><br>\n\n\t\t"Figures, what with your dealings with the [[Hegemony|PDA][$hud.currentScreen = "Corporate Hegemony"]]."<br><br>\n\t\t\n\t\t"Our percieved association with the [[Hegemony|PDA][$hud.currentScreen = "Corporate Hegemony"]]," Abigail corrects. "The [[Temple of Juno|PDA][$hud.currentScreen = "Cult of Juno"]] does not deal directly with them. All our deals are made through agents of the [[Church|PDA][$hud.currentScreen = "Church of Eden"]]. We simply fulfil the letter of any writ they commit to."<br><br>\n\n\t\t"Tell that to them—" You nod to the crowd outside. "—and you'll see how much facts matter."<br><br>\n\n\t\tAbigail's lips twitch. "You don't need to tell me. I'm well aware of our precarious position. But surely this discussion can wait for another time."<br><br>\n\n\t\t"Fair enough," you admit, realizing you were probably way out of line with the comments anyways.\n\t<<elseif $action.action1 eq "coven">>\n\t\t"You don't happen to have any information about or connection to the local [[Coven|PDA][$hud.currentScreen = "Witches Coven"]], do you? The [[Witches|PDA][$hud.currentScreen = "Witches Coven"]] I mean."<br><br>\n\n\t\tAbigail looks shocked. "Us? No. What would make you ask such a thing?"<br><br>\n\n\t\t"I, uh, well." You scratch your neck. "Let's just call it professional curiosity. Someone told me there was an incident involving [[witchcraft|PDA][$hud.currentScreen = "Witches Coven"]] here a while back."<br><br>\n\n\t\t"That there was," Abigail says slowly, then hastily adds, "The heretical material was purged immediately. An affont to nature that... that thing."<br><br>\n\n\t\tYour brow furrows. "Thing?"<br><br>\n\n\t\t"The... child. Utterly abominated. It was swiftly cleansed by sacred fire. The Purifier General himself was involved." The woman shudders. "Frightening, that such a curse could befall us in these hallowed halls. But this all occured years ago. There has been no incident since our scans were improved. Perhaps, were it necessary, you could inquire at the Ordus Purita."<br><br>\n\n\t\t"Okay. Thanks." You smile even though you know there's no point following up - a year old lead purged by the Purifier General won't get you closer to the [[Coven|PDA][$hud.currentScreen = "Witches Coven"]], just tangled in a buearocratic nightmare.\n\t<<elseif $action.action1 eq "past">>\n\t\t"Any chance you can give me anything about my childhood? I was born here. About twenty-seven years ago."<br><br>\n\n\t\t"Born here? You?" Abigail looks surprised.<br><br>\n\n\t\t"Yes." You smile. "Definitly. I'd know if I wasn't."<br><br>\n\n\t\t"That's, ah, surprising," Abigail says, scrutinizing your face. "I don't remember you. I was born a year later. We should have grown up together."<br><br>\n\n\t\tYou shrug. "Big cult, lotsa people. Don't remember you either but that's kinda beside the point."<br><br>\n\n\t\t"True, though to the point: it's not permitted for us to speak about those who were raised here. I know it is an unfortunate rule but it saves all of us much pain and sorrow." Abigail offers a heartful smile. "I'm sure you had a beautiful childhood. All our sons and daughters do. That is what we dedicate our lives to, after all."<br><br>\n\n\t\t"Right, well, I was just kinda wondering why I didn't end up working for some corpo. I've asked a few times over the years. Never got a straight answer. But if you don't know or can't tell me, fine. I don't wanna make life harder for you than it already is."\n\t<<elseif $action.action1 eq "buyoptions">>\n\t\t"Do you guys happen to have a requisition line to the Sanction vaults? Or any other sanctioned catalog? I've been having trouble sourcing some things."<br><br>\n\n\t\t<<if $loc_riptide.ownedBy eq "wilkin">>\n\t\t\t<<if $attrib.faith eq "edenite">>She smiles. "I'm always glad to help a fellow believer. What precisely are you looking for?"<br><br>\n\n\t\t\t\t"Depends on what you have," you say. "And I'll pay. Of course."<br><br>\n\n\t\t\t\t"Naturally. Then I suggest you review our catalog." She hands you a data pad.\n\t\t\t<<elseif $attrib.criminality lt 10>>\n\t\t\t\tAbigail's eyes narrow. "You would requisition for your purposes through the [[Temple|PDA][$hud.currentScreen = "Cult of Juno"]]? Why?"<br><br>\n\t\t\n\t\t\t\t"Because I'm a sanctioned hunter and I need your help. I can't requisition directly from the clerics but I'm allowed to requisition from sanctioned sects and resellers. Just can't get to anyone else who might be able to place the order." You hold out your arm. "Scan it. And let me requisition. Please."<br><br>\n\n\t\t\t\tShe swipes your arm. "I see. Yes. I guess we could reach an arrangement for goods we're allowed to access. You're welcome to review the items we have access to and place any order."<br><br>\n\n\t\t\t\tAbigail offers you a data pad containing their catalog:\n\t\t\t<<else>>\n\t\t\t\tAbigail's eyes narrow. "That would be misappropriation."<br><br>\n\n\t\t\t\t"Maybe to some but I'm a sanctioned hunter and I need your help. I can't requisition directly from the clerics but I'm allowed to requisition from sanctioned sects and resellers. Law says so. Just can't get to anyone else who might be able to place the order." You hold out your arm. "Scan my ID. It'll confirm what I'm saying."<br><br>\n\n\t\t\t\t"Absolutely not." She folds her arms, a disgusted look on her face. "The [[Temple of Juno|PDA][$hud.currentScreen = "Cult of Juno"]] is a fertility cult, not a bargain bin!"\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\tAbigail's eyes narrow. "That would be highly inappropriate not to mention dangerous. Especially given the new local regulations those corporate crike-eaters are trying to push on us."<br><br>\n\n\t\t\t"Excuse me?"\n\n\t\t\t"I have said enough." She folds her arms. "Absolutely no requisitions. The [[Temple of Juno|PDA][$hud.currentScreen = "Cult of Juno"]] is not an officially licensed vendor."\n\t\t<</if>>\n\n\t<</if>>\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>Hoping you aren't being watched, you...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_utilitypassage_sots.png"]]</div>Hoping you aren't being watched, you follow the blue-cloaked fanatic into the superstructure. The narrow access duct leads on into darkness, until it bends left, into a well-lit doorway. Machinery whirrs in the room beyond.\n\n"Here goes nothing," you mutter as you creep toward the door.\n\nIt leads into a small utility room packed with racks that, judging by their size, once held maintenance bots. The machines have since been removed and replaced with dozens of refridgerated containers. There's no way to know what's inside them but it's not the boxes that worry you. \n\nIt's the two men in dark blue cloaks - them and, more specifically, the fact they're both carrying automatic weapons. Admittedly, the two fanatics are watching a Share-Net video and not the entrance they're supposed to be guarding, but still. This wasn't what you expected. But you have to go on if you want answer, so you decide to...<</if>>
<<nobr>>\n\n\t<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>\n\t\t<<if $action.action1 eq "silent_pistol">>You draw your...\n\t\t<<elseif $action.action1 eq "silent_rifle">>You ready your...\n\t\t<<else>>You approach the fanatics...\n\t\t<</if>>\n\t<<else>>\n\t\t<div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div><br>\n\t\t<<if $action.action1 eq "silent_pistol">>\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_special_pistol.png"]]</div>\n\t\t\tYou draw your M1114, flip the selector to subsonic, and stride into the bot-room. Neither of the fanatics notice as you level your sidearm on them. Two subsonic rounds down the first. Another three muffled thumps follow and the second lies sprawled on the floor.<br><br>\n\n\t\t\t"Idiots." You put a round in each of their heads to be safe and glance at the door behind them. "I wonder..."<br><br>\n\n\t\t\tThere's a control panel on the wall. When you tap it, the door unseals with a click.\t\t\t\n\t\t<<elseif $action.action1 eq "silent_rifle">>\n\t\t\t<<print "<div class='GameTextImage GameTextSpecial'>[img['https://rage-productions.com/game-content/scaffold-22/images/" + $hud.specialWeaponDisplayType + "']]</div>">>\n\t\t\tYou ready your C2000, flip the selector to subsonic, and take aim. Neither of the fanatics notice as you take aim. The carbine recoils with a soft hiss as you blow the first's brains out. You put two more rounds in the second.<br><br>\n\n\t\t\t"Idiots." You <<walk>> up to the corpses, blast a round into each of their skulls just to be safe, and glance at the door behind them. "Interesting."<br><br>\n\n\t\t\tThere's a control panel on the wall. When you tap it, the door unseals with a click.\t\n\t\t<<else>>\n\t\t\tYou approach the fanatics, saying, "Hello. I just wanted to—"<br><br>\n\n\t\t\t"Oh, shit!" One of them looks up with a start, fumbling for his machine pistol.<br><br>\n\n\t\t\t<<if $action.action1 eq "talkfail">>"Wow, easy. Easy." You raise your hands. "I'm just here to talk. No need to get all—"<br><br>\n\n\t\t\t\t"Quick! Lubu! Blast the motherfucker!"<br><br>\n\n\t\t\t\tThe other fanatic scrambles for a coil pistol, blabbering, "Shit! Where'd this serpent come from?!"<br><br>\n\n\t\t\t\tThere's just enough time to realize what's about to happen before both men have their guns out. You scramble backwards. Better safe behind a doorway than in the ofen when the inevitable gunfire errupts.\n\t\t\t<<else>>\n\n\t\t\t\t<<if $attrib.religion eq "atheist">>"Wow, easy. Easy." You raise your hands. "I'm just here to talk. No need to get all jumpy."<br><br>\n\n\t\t\t\t"Just to talk, eh?" The fanatic racks his weapon's slide. "Mhh? Really? And who sent you? Hmm?"<br><br>\n\n\t\t\t\tThinking fast, you say, "The Loving Stars, bro. That's who sent me. The Loving Stars."<br><br>\n\n\t\t\t\t"Oh." The fanatics relax visibly. "Right, yeah. Head on in. An' may the Loving Stars watch over you too, <<if $attrib.gender eq "male">>Brother<<else>>Sister<</if>>."<br><br>\n\n\t\t\t\tAmazed, you watch as the two fanatics stand aside. One of them taps a control panel on the wall. The door behind them unseals with a click.\n\t\t\t\t<<else>>"Calm, Brother." You raise your hands. "We share a common interest. And I come to converse. Nothing more."<br><br>\n\n\t\t\t\t"That so?" The fanatic racks his weapon's slide. "Mhh? Really? And who sent you? Hmm?"<br><br>\n\n\t\t\t\tYou bow your head. "I come bearing the true light of the Loving Stars, Brother.<br><br>\n\n\t\t\t\t"Oh, right." The fanatics relax visibly. "Right, yeah. Head on in. An' may the Loving Stars watch over you too, <<if $attrib.gender eq "male">>Brother<<else>>Sister<</if>>."<br><br>\n\n\t\t\t\tRelieved, you watch as the two fanatics stand aside. One of them taps a control panel on the wall. The door behind them unseals with a click.\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>\n\t\t<<if $action.action1 eq "none">>You lower your weapon and...\n\t\t<<else>>You step through the door, into...\n\t\t<</if>>\n\t<<else>>\n\t\t<div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div><br>\n\t\t<<if $action.action1 eq "none">>\n\t\t\tYou lower your weapon and glance around. The two thugs are dead as can be. Behind them is a control panel in the wall, and a sealed door beside it.<br><br>\n\n\t\t\t"I wonder." You tap the control panel. The door unseals with a click. "Huh".<br><br>\n\t\t<</if>>\n\t\t<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_machineroom_sots.png"]]</div>You step through the door, into a machine shop converted to living quarters - or something to the affect. Dark blue drapes have been hung on all the walls, covering the old machinery, and six mattresses have been lain out on the floor. There are four men in the room.<br><br>\n\n\t\tTwo are knelt in prayer before a dark green altar topped with a silver globe. The third is sitting on his mattress, pouring over a data pad, while the fourth loads what looks suspiciously like a [[RUG-9|PDA][$hud.currentScreen = "RUG-9"]]; quite the professional firepower for a bunch of religious nutcases. All four look up when you enter.<br><br>\n\n\t\t<<if $action.action1 eq "talk" and $job_fisher_counterattack.altPhase neq 3>>\n\t\t\t"Hey." The man with the data pad reaches for a pistol. "You. What are you doing here?"<br><br>\n\n\t\t\t<<if $attrib.religion eq "atheist">>"Chill, man. <<else>>"<</if>>I was sent by the Loving Stars," you say. "They want to know how things are going down here."<br><br>\n\n\t\t\t"Oh." The man looks relied. "After what happened before, I thought—" He waves the thought away holds out the data pad. "I was just writing our report, <<if $attrib.gender eq "male">>Brother<<else>>Sister<</if>>. I'd appreciate if you ignored the parts about you. It was just a misunderstanding, I'm sure."\n\t\t<<else>>\n\t\t\t"Hey!" The man with the data pad reaches for a pistol. "That's <<genderposssesive>>! The disbeliever!"<br><br>\n\n\t\t\tThe other fellows reach for automatic weapons, while the man with the [[RUG-9|PDA][$hud.currentScreen = "RUG-9"]] racks the bolt.<br><br>\n\n\t\t\t"Shit." You duck behind the door frame just as gunfire errupts.<br><br>\n\n\t\t\tRounds ping off the walls. Noise reverberats in the cramped room. Someone shouts over the din. You know there's only one option: kill them all before the nutcases riddle you with bolts.\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>\n\t\tYou take the data pad and...\n\t<<else>>\n\t\t<div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div><br>\n\t\tYou take the data pad and unlock the screen. It reads:<br><br>\n\n\t\t<div class='HUD_datapad'>\n\t\t\t<<display 'fanatics_datapad_txt'>>\n\t\t</div><br><br>\n\n\t\t"Huh." You transfer the content of the data pad to your PDA and say, "Stars grace your perseverence, Brother. I'll ensure those who must know are informed of your progress."<br><br>\n\n\t\tThe fanatic nods. "Much appreciated, <<if $attrib.gender eq "male">>Brother<<else>>Sister<</if>>. And if I may say: excellent disguise. I would never have believed you are one of us."<br><br>\n\n\t\t"Thanks." You hand the data pad back with a smile. "But yeah. I do my best to go unnoticed. Deception is no sin if it serves to destroy a heretic."<br><br>\n\n\t\t"As any true Son of the Stars should know. May their eternal light guide you." He bows his head, possibly in indication of respect.<br><br>\n\n\t\tYou simply nod in response and head for the door, secretly glad you've meddled with radicals before on Zweili's orders. Without those hard-learned lessons, you never could have passed as <<if $attrib.religion eq "atheist">>a radical<<else>>anything more than a believer<</if>>. But, knowing what you do about the religiously fanatical few, it isn't hard. They <<if $attrib.religion eq "atheist">>believe<<else>>rightly believe<</if>> faith is their shield - and that no <<if $attrib.religion eq "atheist">>non-believer would ever be allowed to tangle with them<<else>>mere believer would be worthy of their presence<</if>>. In other words, they're <<if $attrib.religion eq "atheist">>idiots<<else>>faithful but stupid<</if>>, even by street thug standards.\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>\n\t\tYou lower your weapon and...\n\t<<else>>\n\t\t<div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div><br>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_dpad_generic.png"]]</div>\n\t\tYou lower your weapon and step into the machine room. The fanatics are sprawled among their recently blood soaked mattrsses and the drapes along the walls of the room, once intended to glorify Eden no doubt, have since been holed in more places than not.<br><br>\n\n\t\t<<if $attrib.religion eq "forsaken">>"At least they're better off dead."\n\t\t<<elseif $attrib.religion eq "voided">>"Void between. What a mess."\n\t\t<<elseif $attrib.religion eq "edenite">>"Loving Stars have mercy."\n\t\t<<elseif $attrib.religion eq "theophobe">>"Stupid faiths."\n\t\t<<else>>"At least they died for their cause."\n\t\t<</if>>\n\t\tYou shake your head, scouring the floor for anything of use.<br><br>\n\n\t\tThere's a data pad beside one of the mattresses; cracked but still functional. You also spot a loose credit chip. And, beside a corpse in the back of the room, lies the [[RUG-9|PDA][$hud.currentScreen = "RUG-9"]] which almost took your head off. Could make a nice addition to your arsenal, though it's the data pad you're most curious about. Surely that has something of interest on it.\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>\n\t\tYou take the data pad and...\n\t<<else>>\n\t\t<div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div><br>\n\t\tYou take the data pad and unlock the screen. It reads:<br><br>\n\n\t\t<div class='HUD_datapad'>\n\t\t\t<<if $job_fisher_counterattack.altPhase eq 4>>\n\t\t\t\t<strong>From:</strong>
[email protected]<br>\n\t\t\t\t<strong>To:</strong>
[email protected]<br>\n\t\t\t\t<strong>Subject:</strong> RE: Juno Incident<br><br>\n\t\t\t\t\n\t\t\t\tBrother,<br><br>\n\t\n\t\t\t\tI understand you are doubtful of the task yet be firm in belief. The attack on the Riptide was only the first key. We must endeavor to finish what the theophobes began. We must purge the demon from its hole and it seems that nothing short of outright violence will suffice.<br><br>\n\n\t\t\t\tThis is where you must succeed. Restort to whatever means you have to. Strike without mercy or remorse, for our true foe will know none. And remember: The Loving Stars have chosen you for this task. Even in darkness and doubt, know that the light of Eden burns on - and our struggle will not have been in vain.<br><br>\n\t\t\t\n\t\t\t\tBlessings,<br>\n\t\t\t\tFather Zweili\n\t\t\t<<else>>\n\t\t\t\t<<display 'fanatics_datapad_txt'>>\n\t\t\t<</if>>\n\t\t</div><br><br>\n\n\t\t"Huh." You transfer the content of the data pad to your PDA, thinking aloud: <<if $job_fisher_counterattack.altPhase eq 4>>"Now that's ominous."<<else>>"Now the question is what this means."<</if>>\n\n\t<</if>>\n\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You <<if $attrib.toxicity gte 75>>swagger along<<elseif $attrib.fatigue gte 75>>trudge along<<else>><<walk>><</if>> the length of the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\nYou <<if $attrib.toxicity gte 75>>swagger along<<elseif $attrib.fatigue gte 75>>trudge along<<else>><<walk>><</if>> the length of the [[Level B30 Hab Block|PDA][$hud.currentScreen = "B30 Block"]], fighting though the usual crowd, until you spot the <<if $loc_riptide.ownedBy eq "marisa">>old <</if>>Raptor Outpost. Even from afar, the crowd of onlookers makes it obvious shit is about to get real. \n\nYou push your way through the masses and soon <<if $loc_riptide.ownedBy eq "marisa">>spot the [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers - almost three dozen of them, decked out in their usual black-and-yellow riot armor - who've taken up position before the Outpost. They've already set up barricades and, in addition to their usual assortment of coil carbines, several of the troopers are carrying [[MF-GACs|PDA][$hud.currentScreen = "MF-GAC"]].\n\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_zanex_patrol.png"]]</div>Suddenly very worried, you squeeze past four [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers who're holding the crowd back. Jalkovski is standing not far off, pouring over a data-pad with a man you recognize vaguely as Ice, another former Raptor. Both look up as you draw near. \n\nJalkovski says, "Good you're here, Sir. We've just been going over the details and everything is in place, Sir. There's only one entrance to the bunker, which is frontal, and it seems the Remnants powered up the magnetic deflectors. No demands yet. Just random gunfire, Sir."\n\n"Good news is the generator's exposed and this—" Ice pats his [[M559|PDA][$hud.currentScreen = "M559"]]. "—oughta wreck it good if we have to go in frontal."\n\n"Which we want to avoid if at all possible, Sir, but just in case—" Jalkovski gestures to a crate of [[riot armor|PDA][$hud.currentScreen = "Riot Armor"]] nearby. "I suggest you suit up, Sir. Would be a crying shame if those idiots shot you while you're trying to negotiate their survival, Sir. With all due respect."<<else>>spot the Raptors - almost fifty of them, many decked out in full combat armor, with more than a few heavy weapons to go around - who've taken up position before the outpost. They've already set up barricades and, in addition to their usual assortment of assault rifles, several of the troopers are carrying [[MF-G6s|PDA][$hud.currentScreen = "MF-G6"]].\n\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_raptor_patrol.png"]]</div>Worry mounting, you squeeze past the five Raptors keeping curious onlookers back. Fisher is standing not far off, pouring over a data-pad with a woman you recognize as Fatima, your former quartermaster. Both look up as you draw near.\n\nFisher says, "Oh, thank fuck you're here, man. We've been over the details back to front and there's only one way into this damn bunker. Worse, those [[Zanex|PDA][$hud.currentScreen = "Division 108"]] fucks got the magnetic deflectors up and are making demands and taking potshots when we get close."\n\n"Yeah, it sucks, but I got this—" Fatima pats her [[NGREP|PDA][$hud.currentScreen = "NGREP"]]. "—on the way out. Should be able to junk the deflector's generator if we gotta go in hard and bloody, Boss."\n\n"But we're trying not to go that far, Boss. Still—" Fisher points to a crate of [[combat armor|PDA][$hud.currentScreen = "Combat Armor"]] nearby. "Don't need those motherfuckers shooting you on the way in. Or out. So I'd just put the damn shit on, yeah? Then we can get this crap over with before it becomes a real mess."<</if>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.action1 eq "keepsuit">>"Only question I got is.."<<elseif $action.action1 neq "nosuit">>"Good idea." You pull a set of...<<else>>"That'd be stupid..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<if $action.action1 eq "keepsuit">>"Only question I got is: if I wear it, do I get to keep it?"\n\n<<if $loc_riptide.ownedBy eq "marisa">>"Yes, Sir." Jalkovski gestures to the crate. "Consider it repayment for your assistance."\n\n"All right then." You pull a set of [[riot armor|PDA][$hud.currentScreen = "Riot Armor"]] out and begin strapping on the thick, synthetic plates.\n\nAs you fasten the chest plate, Jalkovski says, "Our plan of action is straightforward.<<else>>"Fine by me," Fisher says. "Figure we'd owe ya something anyways. So yeah. Keep it."\n\n[[combat armor|PDA][$hud.currentScreen = "Combat Armor"]] out and begin strapping on the angular ballistic plates.\n\nAs you fasten the chest plate, Fisher says, "Plan's simple enough it itself.<</if>><<elseif $action.action1 neq "nosuit">>"Good idea." You pull a set of <<if $loc_riptide.ownedBy eq "marisa">>[[riot armor|PDA][$hud.currentScreen = "Riot Armor"]] out and begin strapping on the thick, synthetic plates.\n\nAs you fasten the chest plate, Jalkovski says, "Our plan of action is straightforward.<<else>>[[combat armor|PDA][$hud.currentScreen = "Combat Armor"]] out and begin strapping on the angular ballistic plates.\n\nAs you fasten the chest plate, Fisher says, "Plan's simple enough it itself.<</if>><<else>>"That'd be stupid," you say. "<<if $attrib.armortype neq "unarmored">>I got protection as it is and wearing your stuff will just make the situation tenser and more volatile, not keep me safer.<<else>>I'm here to negotiate. Not intimidate. And the last thing we need is to make this situation more volatile than it already is.<</if>>"\n\n<<if $loc_riptide.ownedBy eq "marisa">>Jalkovski's brow furrows. "You certain, Sir? Wilkin's loyalists are borderline fanatical. They might see you as a traitor."\n\n<<if $attrib.demeanor eq "agressive">>"Just fucking trust me," you snap. "I know these bastards personally."<<else>>"I'm sure," you say evenly. "Trust me. I know most of these guys personally."<</if>>\n\n"As you wish, Sir. Plan is still the same.<<else>>Fisher looks dubious. "You sure, Boss? These are fucking radicals we're dealing with here."\n\n<<if $attrib.demeanor eq "agressive">>"I said I'm fucking sure already. Anyways, last thing we wanna do is poke the hornet's nest."<<else>>"I'm sure," you say. "Last thing we need is to provoke. Okay?"<</if>>\n\n"If ya say so. Anyways, plan doesn't change.<</if>><</if>> <<if $loc_riptide.ownedBy eq "marisa">>You head out, Sir, and try to talk some sense into these lunatics. If anything goes wrong, Sir, Ice will junk the generator and we execute the breeching operation. But if you can get them to come out peacefully, Sir, I will handle everything from there."\n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_raptor_outpost_siege.png"]]</div>"I'll do my best," you say, eyeing the Raptor Outpost across the road. "Well, here goes nothing."\n\n"Good luck, Sir" Jalkovski says as you <<walk>> toward the Outpost.<<else>>You head out there an' try to make 'em see some kinda sense. Anything goes wonky or sideways, Fatima junks the generator and we clear that place out the hard way. On the other hand, if we get a best-case scenario, we <<walk>> those bastards out at gunpoint and I'll handle it from there. All we need is someone to keep things cool here, Boss, and that's you."\n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_raptor_outpost_siege.png"]]</div><<if $attrib.demeanor eq "agressive">>"Hey, I know what the fuck I'm doing." You glance at the Raptor Outpost across the road. "Wish me luck, fuckers."<<else>>"I'll do my best," you say, eyeing the Raptor Outpost across the road. "Well, here goes nothing."<</if>>\n\n"Good luck," Fisher says as you <<walk>> toward the Outpost.<</if>>\n\nFrom the outside, it doesn't look like much, just a fortified hab with firing slits on the second floor. No one shoots at you, nor does anyone speak when you near the bolted security door. <<if $action.action1 eq "nosuit">>Part of you can't help but feel stupid, standing there so exposed, but you've come this far. Might as well make you case.<<else>>Maybe they think you're one of the <<if $loc_riptide.ownedBy eq "marisa">>[[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers, what with the armor and all.<<else>>Raptors, given the armor you're wearing and all. Or maybe they saw what was going on.<</if>> At any rate, you've come this far. Might as well make your case.<</if>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You draw a deep breath...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>> \n\t\n\t\tYou draw a deep breath and call, \n\n\t<<if $loc_riptide.ownedBy eq "marisa">>"Raptors! I'm here to negotiate. <<if $attrib.demeanor eq "agressive">>Who the fuck's in there?<<else>>Who am I talking to?<</if>>"<br><br>\n\n\t"Liebgott," a voice calls back. "What the hell you want, traitor? Gloat before those—" He hesitates. "Yes, you idiot. It's him. And what ya want? Those bastards to come in and light us all up?"<br><br>\n\n\t\t<<if $action.action2 eq "threaten">>\n\t\t\t<<if $equip.clothes eq "Riot Armor" or $gameworld_modifiers.hasNegotiateOverride>>\n\t\t\t\t<<set $job_riptide_postbattle.killedDefenders = false>>\n\t\t\t\t"Maybe." You step up to the door, hands spread wide. "But never mind me. Look at where you're at and think this over, man. You're fucking outnumbered, outgunned. Call me a traitor or whatever the hell you want but I'm trying to save lives. Yours. And everyone else's. Or is this how ya wanna go out? A bunch of loonies holed up in an old outpost, dying for the last memory of a cold corpse?"<br><br>\n\n\t\t\t\t"We'd rather die fightin' - all of us - than be cralwing at those motherf—"<br><br>\n\n\t\t\t\t"Are you fucking insane, Liebgott?" When there's no response, you call, "For real, man. Are you insane? They've got an army out here and you're, what, half a dozen guys with squirt guns? Listen to me and listen carefully: you are all going to die. All of you. They won't spare anyone, not unless you idiots back the fuck down. Now."<br><br>\n\n\t\t\t\tThere's a long pause before Liebgott calls, "I know what yer doing, man. I know yer tryin' te—"<br><br>\n\n\t\t\t\tA muffled gunshot echoes, followed by another voice, "Hey, Vine? Vine! It's Fatima. We're coming out. All of us. No tricks. Promised."<br><br>\n\n\t\t\t\t"Glad someone had some fucking sense in there. Come on out. Nice and easy." You glance over your shoulder, to see Jalkovski and two squads of [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers moving into position beside you.<br><br>\n\n\t\t\t\tHydraulics hiss. Weapons remain fixed on the security door. Tense seconds pass before Fatima and twelve other Raptors emerge, one by one, with their hands raised. Jalkovski and his men have them on the floor in seconds, many in flex-cuffs, others held at gunpoint. The troopers' speed is second only to their discipline.<br><br>\n\n\t\t\t\tNot that you expected anything else from [[Division 108|PDA][$hud.currentScreen = "Division 108"]]. As for you? Well, best you take a peak inside just to make sure no one's hiding in a corner crying or something dumb like that.\n\t\t\t<<else>>\n\t\t\t\t<<set $job_riptide_postbattle.killedDefenders = true>>\n\t\t\t\t"No," you say earnestly. "Just think it through. There's way more guns out here than you got in—"<br><br>\n\t\t\t<</if>>\n\t\t<<elseif $action.action2 eq "reason">>\n\t\t\t<<if $equip.clothes eq "Riot Armor" or $gameworld_modifiers.hasNegotiateOverride>>\n\t\t\t\t<<set $job_riptide_postbattle.killedDefenders = true>>\n\t\t\t\t"No," you say earnestly. "Just be reasonable about this. Think it through. What you're trying to—"<br><br>\n\t\t\t<<else>>\n\t\t\t\t"No." You step up to the door, hands spread wide. "That's the whole point, man. Look at where you're at and think this over. You're outnumbered, outgunned. Call me a traitor or whatever you want but I'm trying to save lives. Yours. And everyone else's. There's been enough bloodshed. So why don't ya—"<br><br>\n\n\t\t\t\t"We'd rather die fightin' - all of us - than be cralwing at those motherf—"<br><br>\n\n\t\t\t\t"Did you loose all your marbles, Liebgott?" When there's no response, you call, "For real. Are you insane? They've got an army out here and you're, what, half a dozen guys with squirt guns? If they make it happen, you won't go down fighting a heroic last stand. You're gonna go out crying and bleeding as their sharpshooters pick you off, one by one."<br><br>\n\n\t\t\t\tThere's a long pause before Liebgott calls, "I know what yer doing, man. I know yer tryin' te—"<br><br>\n\n\t\t\t\tA muffled gunshot echoes, followed by another voice, "Hey, Vine? Vine! It's Fatima. We're coming out. All of us. No tricks. Promised."<br><br>\n\n\t\t\t\t"Glad someone saw sense. Now come on out. Nice and easy." You glance over your shoulder, to see Jalkovski and two squads of [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers moving into position beside you.<br><br>\n\n\t\t\t\tHydraulics hiss. Weapons remain fixed on the security door. Tense seconds pass before Fatima and twelve other Raptors emerge, one by one, with their hands raised. Jalkovski and his men have them on the floor in seconds, many in flex-cuffs, others held at gunpoint. The troopers' speed is second only to their discipline.<br><br>\n\n\t\t\t\tNot that you expected anything else from [[Division 108|PDA][$hud.currentScreen = "Division 108"]]. As for you? Well, best you take a peak inside just to make sure no one's hiding in a corner crying or something dumb like that.\n\t\t\t<</if>>\n\t\t<<elseif $action.action2 eq "demands">>\n\t\t\t<<set $job_riptide_postbattle.killedDefenders = true>>\n\t\t\t"Just tell me what you want," you shout back. "I'm here to sort this shit out. Give it to me straight and—"<br><br>\n\t\t<</if>>\n\n\t\t<<if $job_riptide_postbattle.killedDefenders>>\n\t\t\t"Fuck you, traitor! Fuck you and everything you fucking said you cared about. Where the fuck was you? Where the fuck was all of you when this shit went down?" There's a moment's pause. "Yeah! Working for the enemy, that's where, you sick, disloyal fuck!"<br><br>\n\n\t\t\tYou rub your face with a groan. <<if $attrib.demeanor eq "agressive">>"Damnit, you fucking high or—"<<else>>"Hey, I'm just saying—"<</if>><br><br>\n\n\t\t\tMetal clinks overhead, followed by a crude explosive being hurled into the street with a shouted, "Fuck you! Fuck all of you phobic motherfuck—"<br><br>\n\n\t\t\tNoise reverberates as a fireball washes the boulevard, only to be drowned out by the booming report of a rail rifle, and rapid coilfire. In the ringing silence, you see Jalkovski and two squads of [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers move into position. Explosives are placed. Someone signals to brace. Jalkovski pats your shoulder just as the breechers blast the security door out of its frame.<br><br>\n\n\t\t\t"Go! Go!" Armored troopers flood into the Outpost.<br><br>\n\n\t\t\tAdrenaline surges as you follow, Jalkovski and his carbine right beside you, into a world of bright flashes and noise. All you can see amidst the chaos is four Raptors rushing down the stairs to your left. There's no time to think. You either act or die - along with everyone else.\n\t\t<</if>>\n\t\t\n\t<<else>>"I'm here to negotiate on behalf of the Raptors. Who <<if $attrib.demeanor eq "agressive">>the fuck <</if>>am I talking to?"<br><br>\n\n\t"Contract-Captain Feiermann," a voice calls back. "I will listen. But there is nothing to talk about. Not anymore."<br><br>\n\n\t\t<<if $action.action2 eq "threaten">>\n\t\t\t<<set $job_riptide_postbattle.killedDefenders = true>>\n\t\t\t"Bullshit." You step up to the door, hands spread wide. "Look around you, man. You played your cards and you fucked up. Only thing that's left to be decided is how this shit ends, yeah? And the way things look it's gonna be your sorry asses kicked by a bunch of street thugs. How's that for fucking karma, eh?"<br><br>\n\t\t<<elseif $action.action2 eq "reason">>\n\t\t\t<<if ($equip.clothes eq "Combat Armor" or $equip.isReligious) and not $gameworld_modifiers.hasNegotiateOverride>>\n\t\t\t\t<<set $job_riptide_postbattle.killedDefenders = true>>\n\t\t\t\t"Think it through," you call. "Seriosuly, be reasonable about this. There's nothing to be gained—"\n\t\t\t<<else>>\n\t\t\t\t<<set $job_riptide_postbattle.killedDefenders = false>>\n\t\t\t\t\t"Think it through," you call. "Seriosuly, be reasonable about this. There's nothing to be gained here, just more death and violence. <<if $attrib.demeanor eq "agressive">>And I'd love to plant a bolt in your skull but is that really how ya wanna go out?<<else>>Is that really how you all wanna go out? Really?<</if>>"<br><br>\n\n\t\t\t\t\t"There is no difference," Feiermann shouts. "We will die regardless. I say we—"<br><br>\n\n\t\t\t\t\tA muffled gunshot echoes, followed by another voice, "Hey, Vine! Contract-Sergeant Icenia speaking. We surrender. All of us. No funny business. You got my word on the old days."<br><br>\n\n\t\t\t\t\t"Glad someone saw sense. Now come on out. Nice and easy." You glance over your shoulder, to see Fisher and two squads of Raptors moving into position beside you.<br><br>\n\n\t\t\t\t\tHydraulics hiss. Weapons remain fixed on the security door. Tense seconds pass. Finally, Contract-Sergeant Icenia and nine other [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers emerge, one by one, with their hands raised. Fisher and his boys have them on the floor in seconds, some with their arms locked behind their heads, others just held at gunpoint.<br><br>\n\n\t\t\t\t\tThe Raptors' harsh language is second only to their brutal efficiency. Not that you expected anything else from these kids - the kids you trained, not the one Wilkin keeps around the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]. As for you? Well, best you take a peak inside just to make sure no one decided to stay behind with a nasty surprise.\n\t\t\t<</if>>\n\n\t\t<<elseif $action.action2 eq "demands">>\n\t\t\t<<if ($equip.clothes eq "Combat Armor" or $equip.isReligious) and not $gameworld_modifiers.hasNegotiateOverride>>\n\t\t\t\t<<set $job_riptide_postbattle.killedDefenders = true>>\n\t\t\t\t"Just tell me what you want," you shout back. "I'm here to sort this <<if $attrib.demeanor eq "agressive">>shit<<else>>mess<</if>> out. Give me something to work with and—"<br><br>\n\t\t\t<<else>>\n\t\t\t\t<<set $job_riptide_postbattle.killedDefenders = false>>\n\t\t\t\t"Just tell me what you want," you shout back. "I'm here to sort this <<if $attrib.demeanor eq "agressive">>shit<<else>>mess<</if>> out. Give me something to work with."<br><br>\n\n\t\t\t\t"What we want you cannot give," Feiermann shouts. "There is no resolution. So we fight. To the last bolt and—"<br><br>\n\n\t\t\t\tA muffled gunshot echoes, followed by another voice, "Hey, Vine! Contract-Sergeant Icenia speaking. That guy's effing crazy. We're standing down. All of us. No funny business. You got my word on the old days."<br><br>\n\n\t\t\t\t"Glad someone saw sense. Now come on out. Nice and easy." You glance over your shoulder, to see Fisher and two squads of Raptors moving into position beside you.<br><br>\n\n\t\t\t\tHydraulics hiss. Weapons remain fixed on the security door. Tense seconds pass before Contract-Sergeant Icenia and nine other [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers emerge, one by one, with their hands raised. Fisher and his boys have them on the floor in seconds, some with their arms locked behind their heads, others just held at gunpoint.<br><br>\n\n\t\t\t\tThe Raptors' harsh language is second only to their brutal efficiency. Not that you expected anything else from these kids - the kids you trained, not the one Wilkin keeps around the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]. As for you? Well, best you take a peak inside just to make sure no one decided to stay behind with a nasty surprise.\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<if $job_riptide_postbattle.killedDefenders>>\n\t\t\t<<if $equip.isReligious>>"We do not surrener to believers. Ever." There's a long pause. "We will fight. You and your faith-loving friends. To the death if need be but we will not negotiate.<<else>>"The matter is already decided." There's a tense pause. "We chose to fight. We failed. All there is left is to die in honor."<</if>><br><br>\n\n\t\t\tYou shake your head. "Oh, you gotta be—"<br><br>\n\n\t\t\tMetal clinks overhead, followed by an oblong canister being hurled into the street with a shouted, "Freedom in mind and market!"<br><br>\n\n\t\t\tNoise reverberates as a fireball washes the boulevard, only to be drowned out by the booming report of a rail rifle, and rapid coilfire. In the ringing silence, you see Fisher and three squads of Raptors move into position. Explosives are placed. Someone shouts to back away. Fisher gives the thunbs up just as the breechers blast the security door out of its frame.<br><br>\n\n\t\t\t"Go! Move it!" Armored Raptors stampede into the Outpost.<br><br>\n\n\t\tAdrenaline surges as you follow, Fisher and his rifle right beside you, into a world of bright flashes and noise. All you can see amidst the chaos is three [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers rushing down the stairs to your left. There's no time to think. You either act or die - along with everyone else.\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><<if $action.action3 eq "frompeaceful">>You step into the Outpost...<<else>>You lower your weapon...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>> \n\n<<if $action.action3 eq "frompeaceful">>You step into the Outpost, eyeing the dim chamber for signs of danger. There is none. The outpost is all but deserted. Still, you check the corners - and tables - in turn, just to be certain that no one is hiding there.<br><br>\n\n\tAssured they aren't, you turn to leave, and then you spot the table. It's in no way remarkable, beyond the rust-stained surface, but there's a data pad atop it, beside a magazine of 9mm bolts and unused credit chip.\n\n\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_dpad_generic.png"]]</div><<if $loc_riptide.ownedBy eq "marisa">>Maybe that will give you some insight into why the Raptors tried to hold out so long. And what the hell went down in this place, for that matter.<br><br>\n\t\t\n\tAs you make for the table, Jalkovski enters the Outpost. "Excellent work, Sir. All the Raptors are present and accounted for. I do not mean to rush, Sir, but [[Division 108|PDA][$hud.currentScreen = "Division 108"]] is capable of handling the rest. Though your assitance in this matter was greatly appreciated. Sir."<br><br>\n\n\tYou nod curtly. "I'll just be a moment."\n\t<<else>>Maybe that will give you some insight into why [[Division 108|PDA][$hud.currentScreen = "Division 108"]] took the Outpost to begin with. And what the hell went down in this place, for that matter.<br><br>\n\n\tAs you make for the table, Fisher enters the Outpost. "Looks like we got 'em all, Boss. Ya did well out there. And, yeah, no rush or anything but I'll handle the rest. Oh, and thanks again. I really did think this was gonna blow up into another disaster."<br><br>\n\n\tYou force a smile. <<if $attrib.demeanor eq "agressive">>"No shit.<<else>>"Word.<</if>> And yeah. I'll just be a moment."\n\t<</if>>\n\n\n<<else>>You lower your weapon, ears still ringing from the firefight.\n\n\t<<if $loc_riptide.ownedBy eq "marisa">>[[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers move through the shadowed rubble, checking for survivors. Two Raptors are executed at point-blank range. Another begs for is life and is clubbed in the face with a butt of a rifle.<br><br>\n\n\t<<if $attrib.demeanor eq "agressive">>"Fucking hell,"<<else>>"Oh, man,"<</if>> you murmur, eyeing the destruction. "Remind me never to piss [[Division 108|PDA][$hud.currentScreen = "Division 108"]] off."<br><br>\n\n\tJalkovski shoots you a amused look. "We aim to excell, Sir. I certainly hope we deliver."<br><br>\n\n\t"No comment. Just no—" You spot a table at the far end of the room. "Hang on."<br><br>\n\n\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_dpad_generic.png"]]</div>It's in no way remarkable - beyond the fact that it's riddled with bolt holes - but there's a data pad atop it, beside a magazine of 9mm bolts and unused credit chip. Maybe that will give you some insight into why the Raptors decided to fight. And what the hell went down in this place, for that matter.<br><br>\n\n\tJalkovski steps up beside you. "Not to rush you, Sir, but [[Division 108|PDA][$hud.currentScreen = "Division 108"]] will handle the rest. And as always, Sir, your assistance was greatly appreciated."\n\n\t<<else>>Raptors move through the shadowed rubble, checking for survivors. Two [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers are executed at point-blank range. Another tries to resist but his throat is unceremoniously slashed open.<br><br>\n\n\t<<if $attrib.demeanor eq "agressive">>"Fucking hell,"<<else>>"Oh, man,"<</if>> you murmur, eyeing the destruction. "Reminds me just a little too much of the old days."<br><br>\n\n\tFisher shoots you a harrowed look. "That's why I was trying to avoid just this, Boss."<br><br>\n\n\t<<if $attrib.demeanor eq "agressive">>"Yeah, no fucking—""<<else>>"I know. Did what I could but—"<</if>> You spot a table at the far end of the room. "Hang on."<br><br>\n\n\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_dpad_generic.png"]]</div>It's in no way remarkable - beyond the fact that it's riddled with bolt holes - but there's a data pad atop it, beside a magazine of 9mm bolts and unused credit chip. Maybe that will give you some insight into why [[Division 108|PDA][$hud.currentScreen = "Division 108"]] decided to fight. And what the hell went down in this place, for that matter.<br><br>\n\n\tFisher steps up beside you. "No rush or anything, Boss, but I'll handle this. You did what ya could. Which wasn't much. But at least you tried."\n\t<</if>>\n\n<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>You pick up the data pad...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\nYou pick up the data pad and activate the screen. It reads:\n\n<div class='HUD_datapad'><<if $loc_riptide.ownedBy eq "marisa">><strong>User:</strong> Harold.Liebgott\n<strong>Title:</strong> I told you so!\n\nGoddamned fucking traitor! I told Wilkin not to trust that <<if $attrib.gender eq "male">>cunt<<else>>bitch<</if>>. But no. He said the legendary Vine would never work with scum like Division Zanex. I told him. Told Fisher too, not like that cowardly asshole would listen either. Now look what's to show for it!\n\nBut there's still some loyal. Fatima and a few of the other kids from the Down-30. They know where their loyalty lies. Gonna get 'em together. Gonna make 'em Zanex fuckers pay. Don't care how anymore. None of us does. That nice thing we had going, that's all over. But at least we can take these fucks down with us, and Vine most of all.\n\nPsychological breakdown my ass! No way that's why <<if $attrib.gender eq "male">>he<<else>>she<</if>> chickened out of this outfit. We all saw what that psycho was first-hand back in the Wars. Merc through and through. Must've thought <<if $attrib.gender eq "male">>his<<else>>her<</if>> ass was better than us, could work <<if $attrib.gender eq "male">>his<<else>>her<</if>> way up to a better payday. Man. Why didn't they listen? Why didn't they just fucking listen?!<<else>><strong>User:</strong> Feiermann, Cpt, Unit 4\n<strong>Title:</strong> Day 55\n\nDespite all our preparations, all our precautions and drills, we failed. B Sector remains firmly in the hands of the Raptors. Pathetic faith-sucking scum. Back-alley rats with coilguns - our coilguns! We should have been able to take them down, no issues. Breech and kill like the Contract-Lieutennant suggested. Except only a handful still fight for freedom of mind and makret. Truly saddening. A great waste.\n\nWe sacrificed so much in the hopes we could restore this place to what it once was, elevate the Downs from their misery, and rebuild a B Sector free from Church propaganda. I admit in retrospect it was a vain dream. Scum will be scum, trusting blindly in faith and thriving in their ignorance. But what is done is done. All we can hope for now is fight our last battle with as much dignitiy as can be found in these trying times. At least we shall not live to see the catastrophy which will soon befall this place, when the sheeple at last realize the fallible dream of Eden is just that: an absurd fantasy!\n\nLet any who sees this know that we shall fight to the last for the truth, for what is right, and for the free market we all love and cherish. Perhaps, one day, it will be a lesson for others and Division X08 will be reborn on Scaffold 22 to root out the misguided tyranny that is the Church of Eden. For now, all I can say is that I give my life gladly for the free-market ideal. It is better to die free than live a slave to the faiths.\n\nFreedom in Mind and Market!<</if>></div><</if>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>You leave the Outpost...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\nYou leave the Outpost, <<if $loc_riptide.ownedBy eq "marisa">><<if $action.action3 eq "frompeaceful">>passing by the Raptors who are being detained outside. No one makes note of your presence, neither the [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers nor the shocked onlookers beyond the perimiter. Perhaps they do not want to notice. More likely they're all just too busy - or shocked, in cace of the civilians - to care.<<else>>passing [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers busy hauling bodies out into the open. No one takes notice of your presence, neither the heavily armored troopers nor the terrified crowd looking on from afar. Better that way. After what just happened, you really don't need them to see you around.<</if>>\n\nOnly when you reach the perimiter does Jalkovski hasten up behind you. "Sir, a moment, please."\n\nYou stop. "What is it?"\n\n"I just—" He hesitates. "It can't have been easy, Sir. Everything that just happened. What you, well, allowed to happen to your old gang. I just wanted to thank you, personally and on behalf of my sister, for the trust you've put in us. [[Division Zanex|PDA][$hud.currentScreen = "Division 108"]] might not be local like the Raptors but we're from the same station, Sir."\n\n<<if $attrib.demeanor eq "agressive">>"Whatever, man,"<<elseif $attrib.demeanor eq "cautious">>"Just be careful,"<<else>>"You do that,"<</if>> you say and slip into the crowd of onlookers. \n\nSeveral shoot you curious glances. One even asks what happened. You remain silent, pushing your way to freedom, and determined not to let on anything. Better that way. Even the slightest word of Vine conspiring with [[Division 108|PDA][$hud.currentScreen = "Division 108"]] and the rumor mill would spin even worse than it's no doubt about to already.<<else>><<if $action.action3 eq "frompeaceful">>passing by the [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers being detained outside. No one makes note of your presence, neither the Raptors nor the shocked onlookers beyond the perimiter. Perhaps they do not want to notice. More likely they're all just too busy - or shocked, in cace of the civilians - to care.<<else>>passing Raptors busy hauling bodies out into the open. No one takes notice of your presence, neither the heavily armed kids nor the terrified crowd looking on from afar. Better that way. After what just happened, you really don't need them to see you around.\t<</if>>\n\nOnly when you reach the perimiter does Fisher hasten up behind you. "Hey, hey, Boss—"\n\nYou stop. "What, Fish?"\n\n"I, uh, just wanted to say thanks again. I know you're not one of us anymoe but, well, you kina are. You know? And I was thinking, what with those [[Zanex|PDA][$hud.currentScreen = "Division 108"]] fucks and all, maybe—"\n\n<<if $attrib.demeanor eq "agressive">>"Hey, will you fucking give it a rest? I'm out. That's final."<<elseif $attrib.demeanor eq "cautious">>"I'm sorry. I just can't. Not anymore."<<else>>"No. Now leave it be."<</if>> You turn and slip into the crowd of onlookers.\n\nSeveral shoot you curious glances. One even asks what happened. You remain silent, pushing your way to freedom, and determined not to let on anything. Better that way. The last thing the [[Downs|PDA][$hud.currentScreen = "B Sector"]] need is to think that Vine is back with the Raptors. Despite what Fisher says, you're not one of them anymore, and you don't want to get mixed up in that crap - not ever again.<</if>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B27 - Religious Zone">>\n<<set $job_fisher_extremists.didEncounter = true>>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b27_thugs_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Push the man Aside|b27_juno_thugs][$processed = false;$attrib.caution += 1; $action.action1 = "pushaside"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Confront the Man|b27_juno_thugs][$processed = false; $attrib.violence += 1; $action.action1 = "confront"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask him to Stop|b27_juno_thugs][$processed = false; $action.action1 = "stop"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b27_thugs_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b27_thugs_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe" or $gameworld_modifiers.hasNegotiateOverride>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Punch the Fanatic|b27_juno_thugs][$processed = false; $attrib.violence += 3; $attrib.caution -= 2; $action.action2 = "punch"; $hide.layer2 = true; $attrib.faith.anti += 1; $statistics.intimidateDone += 1; playContextSound("ui_attack_melee");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<<if $attrib.demeanor neq "cautious">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Address the Crowd|b27_juno_thugs][$processed = false; $attrib.violence -= 3; $attrib.caution += 2; $action.action2 = "address"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|b27_juno_thugs][$processed = false; $attrib.violence -= 2; $attrib.caution += 4; $action.action2 = "runaway"; $hide.layer2 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b27_thugs_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b27_thugs_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b27_thugs_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Follow the Fanatic|b27_thugs_duct][$processed = false; $action.action1 = "none"; $action.action2 = "none"; $hide.layer1 = false; $hide.layer2 = false; $hide.layer3 = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B1 - Vindell Mansion">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\t\t<<set $processed = true>>\n\t<</if>>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b1_vindelmansion_leave_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Hike back Home|the_crossroads_main][$action.arrive = "fromcore"; $time.active += 7; $attrib.fatigue += 45; $hide.layer0 = false; $attrib.dilligence += 15; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div><<if $action.arrive eq "swipecheck">>You swipe the...<<else>>You turn away from...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<if $action.arrive eq "swipecheck">>You swipe the man's arm and turn away, saying, "I'll get the job done, Mr Vindel."\n\n"Oh, indeed, I have no doubt." Otto waves as you depart. "Best of luck to you!"\n\n"Much appreciated." You<<elseif $action.arrive eq "nocheck">>You turn away from Lord Otto, saying, "Not today, thanks, Mr. Vindell. I can finance myself."\n\n"Well, if you prefer that solution, I shall not complain." He waves as you depart. "Best of luck to you!"\n\n"Much appreciated." You<<else>>You turn away from <<if $job_fisher_extremists.ottoDecision eq "kill">>Lord Otto's abominated corpse<<else>>Lord Otto<</if>> and<</if>> make your way back down the corridor. Footfalls echo on the polished tile. There is no one around, not even a bot trundling around. The silence in the mansion is haunting.\n\n"Of course it is," you tell yourself as you hurry through the entry room, headed for the steps. "A <<if $attrib.demeanor eq "agressive">>fricking <</if>>[[Vampire|PDA][$hud.currentScreen = "Vampire"]] lives here."\n\nBut that's beside the point. The question at hand is: how do you get out of this place? <<if $job_fisher_extremists.ottoDecision eq "kill">>Bob surely isn't going to pick you up again.<<else>>It isn't like you can just call Bob and ask him to pick you up, after all.<</if>> And you don't have a grav-car of your own to use either.\n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_hab_b3_leave.png"]]</div>The question is still weighing on your mind when you reach the landing pads. There's no car anywhere to be seen, just a majestic view across the core of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]]. It's centuries old at least, as much cobbled together as built by design. Hundreds - thousands - of tunnels, passages, and walkways criss-cross in the distance. You can even make out the [[B10 Crossroads|PDA][$hud.currentScreen = "The Crossroads"]] if you squint in the right direction.\n\nThe thought of how far away it is makes you groan. "This is gonna be one<<if $attrib.demeanor eq "agressive">> fucking<</if>> long <<walk>>."\n\nBut, absent transportation, that's your only option. There's no tramway up this far, after all, and no one will drop a shuttle just to pick your sorry ass off. And anyways, you could use some time to think over what you've been through. So maybe a hike isn't such a bad idea after all.<</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $action.action1 = "none">>\n<<set $action.action2 = "none">>\n<<set $action.action3 = "none">>\n<<set $action.action4 = "none">>\n<<set $action.action5 = "none">>\n\n<<set $hide.layer2 = false>>\n<<set $hide.layer3 = false>>\n<<set $hide.layer4 = false>>\n<<set $hide.layer5 = false>>\n<<set $savesMenuPassage = "Level B40 - Xeno Garden">>\n<</silently>>\n<div class='GameText'><<display 'b40_xenogarden_txt'>></div>\n<<nobr>>\n<div class='OptionsField'>\n\t<<if $attrib.toxicity lt 75>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Speak to the Bot|b40_xenogarden_action][$processed = false; $action.action1 = "bot"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<<if $job_fisher_extremists.instructionPhase eq 3>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Approach the Utility Door|b40_xenogarden_action][$processed = false; $action.action1 = "door"; $hide.layer1 = true; playContextSound("ui_walk");]]</div><br>\n\t\t<</if>>\n\t<</if>>\n\t<div class='GameOption GameOption_Move'>[[Leave the Xeno Garden|b40_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n</div>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div><<if $action.arrive eq "fromOutside">>You <<if $attrib.toxicity gte 75>>stumble<<else>><<walk>><</if>> past the entrance to the Docks and...<<else>>You are standing before the back...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_xenogarden_outside.png"]]</div><<if $action.arrive eq "fromOutside">>You <<if $attrib.toxicity gte 75>>stumble<<else>><<walk>><</if>> past the entrance to the [[Docks|PDA][$hud.currentScreen = "The Docks"]] and head toward the bright, neon sign advertising the entrance to the [[Xeno Garden|PDA][$hud.currentScreen = "Xeno Garden"]]. There are no watchmen on duty and no visitors, just an aged security bot standing motionless before the gate.\n\n<<if $attrib.toxicity gte 75>>When you approach, it lurches forward. "Citizen! Halt!" The bot clanks over. "The [[Xeno Garden|PDA][$hud.currentScreen = "Xeno Garden"]] has a no-intoxication policy. If you would be so kind to..." Its servos creak as it gestures back the way you came.\n\n"What?" You shoot the machine a dubious look. "You're telling me—"\n\nThe bot extends a coil gun embedded in its left arm. "Citizen, please remove yourself from the premises. Refusal to cooperate will be met with appropriate force."\n\n"All right, all right," you mutter and back away, hands raised. Idiotic, that the bot is worried about that - not the dangerous implements you're carrying. But you know better than to argue. After all, the last thing you need is to get shot by a lunatic bot...<<else>>It doesn't seem to register your approach, which strikes you odd until you take a better look at the entrance.<</if>><<else>>You are standing before the back entrance of the [[Level B40 Xeno Garden|PDA][$hud.currentScreen = "Xeno Garden"]].<</if>> Faded holo-boards along the walls advertize elaborate xenofauna exhibits which, according to the time stamps, haven't been on display for over nine years. The fees and admissions display is also a decade out of date.\n\n"Odd," you mutter, gazing at a small holo-sign hanging beside the entrance. It reads: //closed for maintenance//. \n\nScrawled beneath it are the words: //talk to the security bot to contract administration//. <<if $attrib.demeanor eq "agressive">>You chuckle. "Nice try, fuckers."<<else>>You shake your head. "Jokesters. I swear."<</if>>\n\nOf course, if you really wanted to get inside, there'd also be the nearby utility door. The lock looks as aged as the rest of the place. Surely a simple bypass - or maybe even a good kick - will knock it open.<</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div><<if $action.arrive eq "fromOutside">>You <<if $attrib.toxicity gte 75>>stumble<<else>><<walk>><</if>> past the entrance to the Docks and...<<else>>You are standing before the back...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_void_shrine.png"]]</div><<if $action.arrive eq "fromOutside">>You <<if $attrib.toxicity gte 75>>stumble<<else>><<walk>><</if>> past the entrance to the [[Docks|PDA][$hud.currentScreen = "The Docks"]] and take a sharp left, into the narrow passages that smugglers often use to slip wares past the Wilkin Port Authority. A hundred meters down, at the end of a dimly lit passage, is the Voider Shrine. It's a tiny place, barely more than a room with a star-map projected on the walls and a Globe of Void set on a gilded pedestal.<<else>>You're in the Voider Shrine on Level B40. It's a tiny place, barely more than a room with a star-map projected on the walls and a Globe of Void set on a gilded pedestal.<</if>>\n\nTied to every imaginable hook, bar, and cranny in the room are voider charms - ankhs, crosses, and triangles - that have been left there by voiders, spacefarers, and other such folk. Those forlorn souls, damned to spend eterneties amongst the stars, see this shrine as their sacred place. Three aged men dressed in space suits stand watch over the Shrine, ever vigilant of treacherous hands that might steal from their sacred halls.<<if $action.arrive eq "fromOutside">>\n\n<<if $job_devout_heritage.mainPhase eq 4>>All four nod as you enter the chamber. The eldest, a wizened man with a greying beard, smiles. "Welcome, friend, and find solace amongst the void <<if $job_abomination_investigate.abomSabotagePhase gte 8 or $job_abomination_investigate.abomAugmentPhase gte 10>>in these dark times.<<else>>that lurks between the Loving Stars.<</if>>"<<else>>Three of the four glower at you step into the chamber. Only the eldest, a wizened man with a greying beard, smiles. "Welcome, traveler, and find solace amongst those who truly know the void <<if ($job_abomination_investigate.abomSabotagePhase gte 8 or $job_abomination_investigate.abomAugmentPhase gte 10) and $job_abomination_investigate.abomSabotagePhase neq 98>>in these dark times.<<else>>between the Loving Stars.<</if>>"<</if>><</if>><</if>>
<strong>Juno Affair - Day 21</strong>\n\nContinued harrassment of the heretics over at the Temple of Juno has finally produced concrete results. A Hegemony contractor appeared today, heavily armed at that. Presumably the disbelievers hope <<genderpronoun>> will root us out but they are mistaken. The Sons of the Stars do not faulter in the face of violence, least of all by agents of the Hegemony. We will vanquish this twisted serpent and, with its rotten corpse, draw the heretical beast from it's lair yet!\n\n<strong>Juno Affair - Day 13</strong>\n\nFor over a week we make our stand before the defiled Temple of Juno. Many follow our words on the street, and many cry out for the disbelievers to show their true face, by force if need be. Loyalists lurking amidst the heretics have also reached out to us with whispered words: the devil we hunt goes by the name Mr. Burkins. We have yet to see the demon of the Hegemony in the flesh yet the faithful make ready, for the day of battle is certain to be upon us soon.\n\n<strong>Juno Affair - Day 1</strong>\n\nOne of our greatest supporters, a great man of faith named Zweili, contacted me today. He says there is a heretical infestation amidst the Cult of Juno, and asks if we will aid in rooting this evil out. Naturally I volunteered. as did many of the Sons. It will be a great glory to fight the foes of the Loving Stars face to face. But for now we must prepare, plan, and make ready to draw the serpent from its lair.
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<if not $processed>>\n\t<<set $action.action1 = "none">>\n\t<<set $action.action2 = "none">>\n\t<<set $action.action3 = "none">>\n\t<<set $action.action4 = "none">>\n\t<<set $action.action5 = "none">>\n\n\t<<set $hide.layer1 = false>>\n\t<<set $hide.layer2 = false>>\n\t<<set $hide.layer3 = false>>\n\t<<set $hide.layer4 = false>>\n\t<<set $hide.layer5 = false>>\n\n\t<<set $processed = true>>\n<</if>>\n<<set $savesMenuPassage = "B30 - Raptor Outpost">>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b30_outpost_bandolier_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Scold the Kid|b30_raptoroutpost_bandolier][$attrib.violence += 3; $action.action1 = "scold"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Lecture the Kid|b30_raptoroutpost_bandolier][$attrib.dilligence += 3; $action.action1 = "lecture"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Comfort the Kid|b30_raptoroutpost_bandolier][$attrib.caution += 3; $action.action1 = "comfort"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b30_outpost_bandolier_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_outpost_bandolier_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Enter the Outpost' 'b30_raptoroutpost'>>\t\t\t\n\t\t\t\t\t<<set $processed = false; $action.arrive = "fromSelf"; playContextSound("ui_walk"); $equip.gotAmmoUpgrade = true>>\n\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText = "Combat Webbing">>\n\t\t\t\t\t\t<<set $aquireImage = "combat webbing">>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You <<if $attrib.toxicity gte 75>>swagger along<<elseif $attrib.fatigue gte 75>>trudge along<<else>><<walk>><</if>> the length of the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_raptor_outpost_kid.png"]]</div>You <<if $attrib.toxicity gte 75>>swagger along<<elseif $attrib.fatigue gte 75>>trudge along<<else>><<walk>><</if>> the length of the [[Level B30 Hab Block|PDA][$hud.currentScreen = "B30 Block"]], fighting though the usual crowd, until you spot the <<if $loc_riptide.ownedBy eq "marisa">>old <</if>>Raptor Outpost. The security barrier is still down and the outer posts are unmanned - no one wants to stand out in the open. As you draw year, you see three kids run out of a back alley. One is wearing what looks suspiciously like [[Combat Webbing|PDA][$hud.currentScreen = "Combat Webbing"]]. <<if $loc_riptide.ownedBy eq "marisa">>A female [[Zanex|PDA][$hud.currentScreen = "Division 108"]] trooper in [[riot armor|PDA][$hud.currentScreen = "Riot Armor"]] dashes<<else>> Fatima dashes<</if>> out of the alley after them.\n\n"Stop," she bellows. "Stop you punk or I swear--"\n\nThe kids hurtle towards you, looking over their shoulders and laughing. You roll your eyes and get in the thief's way. He crashes into you with a thud. \n\nFootfalls pound as <<if $loc_riptide.ownedBy eq "marisa">>the trooper<<else>>Fatima<</if>> strides over. "Thanks for the help."\n\n"Help?" You look from the woman to the kid and back. "What happened? Lose a bit of gear?"\n\n<<if $loc_riptide.ownedBy eq "marisa">>The trooper<<else>>Fatima<</if>> shakes her head. In the background, the other two kids scurry off, leaving the one you bumped into sitting on the floor, staring at you in disbelief.\n\n"You're Vine," he mutteres. "You're--"\n\n<<if $loc_riptide.ownedBy eq "marisa">>"Shut your trap," the trooper snaps and looks to you. "Contract-Sergeant Icenia, Sir, but everyone calls me Ice. Point is:<<else>>"Oh, you shut your piehole," Fatima snaps and looks to you. "Been running about all morning. Turns out, <</if>> after the firefight, a bunch of gear and ammo got tossed. The kids have been having a field day."\n\n"Right," you say slowly. "What else is new around here?"\n\n<<if $loc_riptide.ownedBy eq "marisa">>"It's improper," Ice snaps. "They's kids. Not contractors in the making. Playtime or not, MilSpec gear ain't for toying around!<<else>>"It's effing dangerous is what it is, Boss. Just saying. Shouldn't leave no kids running around with that kinda hardware.<</if>>" Her gaze turns to the kid. "What do you have to say for yourself, hm?"\n\nThe kid looks away. "Sorry, boss-lady. Was just playing around. I swears we didn't mean nothing by it."<</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\nYou say, <<if $action.action1 eq "scold">>"You idiot. Do you have any idea what could have happened if one of those--" You jab a finger at the ammo in the webbing. "--went off?"\n\nThe kid shakes his head, visibly alarmed.\n\n"Could have taken your head off, it could have." You grab the [[Combat Webbing|PDA][$hud.currentScreen = "Combat Webbing"]] and <<if $attrib.demeanor eq "agressive">>slap the kid on the head. "Don't ever fucking do something dumb like that again, you hear me?<<else>>yank it out of the kid's grip. "Go one. Get out of here you little shit."<</if>>\n\nThe kid stands and scurries off, head hung low.\n\n<<if $loc_riptide.ownedBy eq "marisa">>Ice<<else>>Fatima<</if>> stares after him, shaking her head. "<<if $loc_riptide.ownedBy eq "marisa">>Damnned kids. Should know better but what d'you expect when it's filthy faiths teaching them? Rethorical question, obviously.<<else>>Little rascals. Can tell them over and over and it don't do nothing, eh?<</if>>"\n\n"Yeah," you say heavily.\n\n<<elseif $action.action1 eq "lecture">>"That was incredibly silly, young fellow. You could have <<if $attrib.demeanor eq "agressive">>blown your fucking face off<<else>>gotten hurt<</if>> playing with old gear." You <<if $attrib.demeanor eq "agressive">>yank<<else>>take<</if>> the [[Combat Webbing|PDA][$hud.currentScreen = "Combat Webbing"]] off the kid. "C'mon, you're a Downer. You gotta know better than to poke around after a gang fight."\n\nThe kid looks away. "I'm sorry. I just--"\n\n"You didn't think," you say sternly. "You just did, like everyone else around here, and you know what that gets young men like you?"\n\nThe boy shakes his head.\n\n<<if $attrib.demeanor eq "agressive">>"Killed,<<else>>"In trouble,"<</if>> you say. "Now I get it's all exciting but you should know better. And you will next time, you hear me?"\n\nThe kid nods.\n\nYou grunt. "Now run along, young man. Come on. This isn't the place for you."\n\nThe boy hurries off to join his friends, who've been looking on from afar. They immediately begin babbling as only kids can babble.\n\n"Let's hope he learned his lesson."<<elseif $action.action1 eq "comfort">>"There, there. It'll all be all right. Just you give me this here--" You <<if $attrib.demeanor eq "agressive">>yank the [[Combat Webbing|PDA][$hud.currentScreen = "Combat Webbing"]] off<<else>>carefully remove the [[Combat Webbing|PDA][$hud.currentScreen = "Combat Webbing"]] from<</if>> the kid. "And the less said about it the better. No harm done, right?"\n\nThe kid nods. You smile. <<if $loc_riptide.ownedBy eq "marisa">>Ice<<else>>Fatima<</if>> looks unconvinced.\n\n"Oh, come on," you said. "It's just a rigger and a few empty mags. Look, none of the power packs even have charge."\n\n"Yeah," <<if $loc_riptide.ownedBy eq "marisa">>Ice<<else>>Fatima<</if>> growls. "But it coulda turned nasty, right?"\n\n"Could have. Might have." You give the kid a push. "C'mon, get out of here. And tell everyone you hear: <<if $loc_riptide.ownedBy eq "marisa">>the [[Division|PDA][$hud.currentScreen = "Division 108"]] looks out for everyone, even small fellows like you.<<else>>Vine and the Raptors are still hot shit!<</if>>"\n\nThe kid nods and hurries off to join his friends, who've been looking on from afar. They immediately begin babbling as only kids can babble.\n\n"Well, that's that."<</if>><<if $loc_riptide.ownedBy eq "marisa">>Ice<<else>>Fatima<</if>> sets off towards the outpost, saying, "Anyways, got work to do. And keep the [[Combat Webbing|PDA][$hud.currentScreen = "Combat Webbing"]]. It ain't no use to us."\n\n"Keep it? For what?"\n\n<<if $loc_riptide.ownedBy eq "marisa">>Ice<<else>>Fatima<</if>> turns back. <<if $loc_riptide.ownedBy eq "marisa">>"Stick ammo in? What the fuck else?"<<else>>"To fap to? I mean, seriously, Boss?"<</if>>\n\n"Oh." You nod and...<</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You've barely left the Temple of Juno<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_radical.png"]]</div>You've barely left the [[Temple of Juno|PDA][$hud.currentScreen = "Cult of Juno"]] when angry voices roar from the protesters assembled outside. Several men in dark blue cloaks are pointing in your direction and shouting. The crowd jeers at you. Someone throws an emtpy synthcan. <<if $attrib.armortype eq "armored">>It bounces off your <<armor>> and rolls away.<<else>>It bounces off your shoulder and rolls away<</if>>.\n\n"<<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>Assholes<<else>>Idiots<</if>>." You glower at the assembled mob. "What<<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">> the fuck<</if>>'s your problem anyways? Nothing better to do with your lives?"\n\n"Our problem," one of the men in blue cloaks shouts, "is that scum like you works with heretics like them!" He jabs a hand toward the [[Temple of Juno|PDA][$hud.currentScreen = "Cult of Juno"]]. "Disbeliever! That's what he is and that's what they are! Vile disbelievers!"\n\nThe crowd roars in approval.\n\n<<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>"Oh, for fuck's sake."<<else>>"Oh, please."<</if>> You stride away, shaking your head.\n\nYou've barely gone ten steps when one of the blue-cloaked man grabs your shoulder. "You, disbeliever! Repent! Repent now! Even a sinner is not beyond redemption!"<</if>>
<<nobr>>\n\n\t<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>\n\t\t<<if $action.action1 eq "pushaside">>You push the man aside...\n\t\t<<elseif $action.action1 eq "stop">>You face the man, saying...\n\t\t<<else>>You whirl to face the man...\n\t\t<</if>>\n\t\t\n\t<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div><br>\n\n\t\t<<if $action.action1 eq "pushaside">>\n\t\t\tYou push the man aside, snarling, "Leave me alone."<br><br>\n\n\t\t\t"Repent now," he shouts, hurring after you. "Let the light of our Loving Stars wash away your sins." Footfalls sound as he continues to follow you. "Bow before us, Sinner, and—"<br><br>\n\n\t\t\t"Enough." You whirl around and <<if $equip.pistol.name neq "none">>draw your <<pistol>>.<<else>>grab your <<knife>>.<</if>> "Leave me the fuck alone. Please. Or this turns nasty."<br><br>\n\t\t<<elseif $action.action1 eq "stop">>You face the man, saying, "Please stop and leave me alone. I don't want any part in this."<br><br>\n\n\t\t\t"You must repent now!" He throws out his arms. "Let the light of our Loving Stars wash away your sins. Bow before us, Sinner, and—"<br><br>\n\n\t\t\t<<if $attrib.religion eq "forsaken">>"Death and decay," you mutter.\n\t\t\t<<elseif $attrib.religion eq "voided">>"Void between," you mutter.\n\t\t\t<<elseif $attrib.religion eq "edenite">>"For Eden's sake," you mutter\n\t\t\t<<elseif $attrib.religion eq "theophobe">>"Fucking hell," you snarl.\n\t\t\t<<else>>"Bloody hell," you mutter.\n\t\t\t<</if>> "I just want to be left alone. Go bother someone else. Okay?"<br><br>\n\n\t\t<<else>>\n\t\t\tYou whirl to face the man. "Sinner? Disbeliever? What is your problem, asshole?"<br><br>\n\n\t\t\t"Repent now!" He throws out his arms. "Let the light of our Loving Stars wash away your sins. Bow before us, Sinner, and—"<br><br>\n\n\t\t\t"How 'bout you bow before—" <<if $equip.pistol.name neq "none">>You draw your <<pistol>>.<<else>>You grab your <<knife>>.<</if>> "—this?"<br><br>\n\t\t<</if>>\n\n\t\tThe man stares at you, unfazed, but his eyes glimmer with anger. "See, see all, how the heretic tries to <<if $action.action1 eq "stop">>ignore<<else>>threaten<</if>> us! But <<if $attrib.gender eq "male">>his<<else>>her<</if>> <<if $action.action1 eq "stop">>will<<else>>violence<</if>> is weak, as are all <<if $action.action1 eq "stop">>ignorant<<else>>hateful<</if>> hearts! Come stand with me—" He waves to the crowd, which has gone deadly silent. "—Brothers and Sisters. Stand with me and let us wash this sinner clean!"<br><br>\n\n\t\tNo one moves. The fanatic stares intently, his eyes still alight with zeal. Voices begin to murmur. One thing is certain: this situation is getting way out of hand.\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>\n\t\t<<if $action.action2 eq "punch">>You punch the fanatic...\n\t\t<<elseif $action.action2 eq "address">>You raise your voice...\n\t\t<<else>>You turn and start to <<walk>>...\n\t\t<</if>>\n\t\t\n\t<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div><br>\n\n\t\t<<if $action.action2 eq "punch">>You punch the fanatic in the gut, snarling, "Fucking faith bitch. I should blow your brains out. I sofucking should."<br><br>\n\n\t\t\tAngry voices shout from the crowd behind him. Another synthcan is thrown in your direction. Several of the younger protestors move forward, shaking fists at you.<br><br>\n\n\t\t\t"Shit." You backpedal toward the nearest crowd, hoping against hope none of the nutcases follows you.<br><br>\n\n\t\t<<elseif $action.action2 eq "address">>You raise your voice and shout, <<if $attrib.religion eq "atheist">>"Okay, so I'm not much of a religious type, but this is bullshit. All of it. Just knock it the hell off before—"<<elseif $attrib.religion eq "theophobe">>"You're all fucking deluded. You, your stupid [[Church|PDA][$hud.currentScreen = "Church of Eden"]], all of it. You faiths deserve to be fucking lined up and—"<<else>>"You think I don't believe? Well, think again, and think real good. Because what you're doing here is sheer—"<</if>><br><br>\n\n\t\t\t"His words are poison," the blue-cloaked fanatic shouts. <<if $attrib.religion eq "atheist">>"Naive and blind, as all who do not believe in the light of our Loving Stars!"<<elseif $attrib.religion eq "theophobe">>"Twisted and hateful, as all who loathe the light of our Loving Stars!"<<else>>"Well meant, perhaps, yet misguided as only a believer who has not truly seen the light of our Loving Stars might be!"<</if>><br><br>\n\n\t\t\tApproving voices shout from the crowd behind him. Another synthcan is thrown in your direction. Several of the younger protestors move forward, shaking fists at you.<br><br>\n\n\t\t\t"Shit." You backpedal toward the nearest crowd, hoping against hope none of the nutcases follows you.<br><br>\n\n\t\t<<else>>You turn and start to <<walk>> away. Voices shout from the crowd behind you. Another synthcan is thrown in your general direction. When you look over your shoulder, several of the younger protestors are shaking fists.<br><br>\n\n\t\t\t"Oh, man. These people." You hasten your pace, hoping against hope none of the fanatics pursue you.<br><br>\n\n\t\t<</if>>\n\t\t\n\t\tHateful chants continue to ring out until you're well away, deep in the crowd of believers thronging the [[Religious Zone|PDA][$hud.currentScreen = "Religious Zone"]]. Relieved, you move to the edge of the passage, glad for a moment's repose. People continue to rush past. Amidst them you spot the blue-cloaked fanatic you saw earlier. Adrenaline surges as the man stops and looks around. Rather than approach you however, he removes a loose utility panel and disappears into the nearby superstructure.<br><br>\n\n\t\t"What the heck?" You straighten, suddenly very suspicious. "Did he just—?"<br><br>\n\n\t\tFeet pound on the floor plates. Voices shout and call. Prayer song echoes over the din. No one save you saw the blue-cloaked radical disappear. Something tells you it'd be a good idea to shadow him.\n\t<</if>>\n\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<<nobr>>\n\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'riptide_addon_aida_1_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say Hello|riptide_addon_aidafriend][$loc_riptide.talkedToAida = true; $action.action1 = "accept"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ignore the Girl|riptide_addon_aidafriend][$loc_riptide.talkedToAida = true; $action.action1 = "refuse"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'riptide_addon_aida_1_txt'>></div><br>\n\t\t<div class='GameText'><<display 'riptide_addon_aida_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action1 eq "accept">>\n\t\t\t\t<<if $job_blindkid_shrine.mainPhase eq 2>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask whether she's Aida|riptide_addon_aidafriend][$action.action2 = "whatmean"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say she's definitely Unlucky|riptide_addon_aidafriend][$action.action2 = "wherefind"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you didn't mean to Pry|riptide_addon_aidafriend][$action.action2 = "nopry"; $attrib.caution += 1; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're a Hunter|riptide_addon_aidafriend][$action.action2 = "ishunter"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Avoid the Topic|riptide_addon_aidafriend][$action.action2 = "notsay"; $hide.layer2 = true; $attrib.caution += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about her Story|riptide_addon_aidafriend][$action.action2 = "herstory"; $hide.layer2 = true; $attrib.dilligence += 1; playContextSound("ui_click");]]</div>\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$time.active += 0.25; $hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'riptide_addon_aida_1_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_addon_aida_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'riptide_addon_aida_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action2 eq "nopry" or $action.action2 eq "herstory">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$time.active += 0.25; $hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're used to Weird|riptide_addon_aidafriend][$action.action3 = "selected"; $hide.layer3 = true; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'riptide_addon_aida_1_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_addon_aida_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_addon_aida_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'riptide_addon_aida_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_blindkid_shrine.mainPhase eq 2>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$job_blindkid_shrine.mainPhase = 3; $time.active += 0.5; $attrib.caution += 1; $hide.layer0 = false; $action.arrive = "fromSelf"; $statistics.suspectQuestioned += 1; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$job_blindkid_shrine.mainPhase = 2.5; $time.active += 0.5; $attrib.dilligence += 1; $hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B40 - Xeno Garden">>\n<</silently>>\n<<nobr>>\n\t<<if $action.action2 eq "kickbot" or $action.action2 eq "cybercult">>\n\t\t<div class='GameTextGreyed'><<display 'b40_xenogarden_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_xenogarden_action_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b40_xenogarden_action_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action2 eq "kickbot">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b40_xenogarden_enter][$processed = false; $action.arrive = "fromSelf"; $hide.layer1 = false; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<<if ($attrib.religion eq "voided" or $attrib.demeanor eq "cautious" or $gameworld_modifiers.hasNegotiateOverride) and not $job_crypto_warlock.killedHacker and $factionlock.zanexPhase eq 0>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|b40_cybercult_meet][$hide.layer3 = true; $action.action3 = "negotiate"; $statistics.negotiateDone += 1; playContextSound("ui_click");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|b40_cybercult_meet][$hide.layer3 = true; $action.action3 = "negotiatefail"; playContextSound("ui_click");]]</div>\n\t\t\t\t<</if>><br>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Attempt to Flee|b40_cybercult_meet][$hide.layer3 = true; $action.action3 = "run"; $attrib.caution += 1; playContextSound("ui_walk");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Cyborgs|hud_combat][$combatTemplate = "Cyborgs_B40"; $processed = false]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action1 eq "bot">>\n\t\t<div class='GameTextGreyed'><<display 'b40_xenogarden_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b40_xenogarden_action_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_crypto_warlock.mainPhase gte 5 and $job_crypto_warlock.mainPhase lt 8 and $job_crypto_warlock.altPhase lt 2>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say it has nice Legs|b40_xenogarden_action][$processed = false; $action.action2 = "cybercult"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Kick the Bot|b40_xenogarden_action][$processed = false; $attrib.fatigue += 5; $action.action2 = "kickbot"; $hide.layer2 = true; playContextSound("ui_attack_melee");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b40_xenogarden_enter][$processed = false; $action.arrive = "fromSelf"; $hide.layer1 = false; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action1 eq "door">>\n\t\t<<if $action.action2 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'b40_xenogarden_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b40_xenogarden_action_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Hallway|b40_xenogarden_action][$processed = false; $action.action2 = "hallway"; $hide.layer2 = true; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<<elseif $action.action3 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'b40_xenogarden_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b40_xenogarden_action_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b40_xenogarden_action_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $equip.isPrecisionWeapon and $equip.rifle.ammo.normal gte 1>>\n\t\t\t\t\t<div class='GameOption GameOption_Defend'>[[Precision Takedown (Main)|b40_xenogarden_action][$processed = false; $action.action3 = "doSnipe"; $attrib.criminality += 1; $attrib.violence += 2; $attrib.caution += 6; $equip.rifle.ammo.normal -= 1; $hide.layer3 = true; $statistics.specialKillDone += 1; $statistics.boltTunstenFired += 1; $statistics.overalKills += 1; $statistics.humanKilled += 1; $statistics.organicKilled += 1; playContextSound("ui_attack_cannon");]]</div><br>\n\t\t\t\t<<elseif $equip.isSubsonicWeapon and $equip.pistol.ammo gte 5>>\n\t\t\t\t\t<div class='GameOption GameOption_Defend'>[[Silent Takedown (Main)|b40_xenogarden_action][$processed = false; $action.action3 = "doSnipe"; $attrib.violence += 2; $attrib.caution += 6; $equip.pistol.ammo -= 5; $hide.layer3 = true; $statistics.specialKillDone += 1; $statistics.nineMillFired += 1; $statistics.overalKills += 1; $statistics.humanKilled += 1; $statistics.organicKilled += 1; playContextSound("ui_attack_suppressed");]]</div><br>\t\t\t\n\t\t\t\t<</if>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Warden|hud_combat][$attrib.violence = $attrib.violence + 3; $attrib.criminality += 3; $combatTemplate = "Warden_B40"; $processed = false; $statistics.agressionDone += 1]]</div><br>\n\t\t\t\t<<if $attrib.caution lt 75>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Approach the Warden|b40_xenogarden_action][$action.action3 = "doTalk"; $attrib.violence -= 1; $attrib.caution += 3; $hide.layer3 = true; $statistics.negotion_failDone += 1; playContextSound("ui_walk");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Too anxious to Approach]</div></div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<<elseif $action.action4 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'b40_xenogarden_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b40_xenogarden_action_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b40_xenogarden_action_2_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b40_xenogarden_action_3_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $action.action3 eq "doTalk">>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Warden|hud_combat][$attrib.violence = $attrib.violence + 1; $attrib.criminality += 3; $combatTemplate = "Warden_B40"; $processed = false]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Out of the Xeno Garden|b40_tram_station][$action.arrive = "onfoot"; $job_fisher_extremists.instructionPhase = 4; $time.active += 0.5; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>\t<<if $action.action1 eq "bot">>You approach the security bot and...<<else>>You approach the security door and...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<if $action.action1 eq "bot">>You approach the security bot and say, <<if $attrib.violence gte 75>>"Hey, you. Bot.<<else>>"Hey, excuse me.<</if>> I gotta—"\n\n"Excuse me, Sir," the bot says in a synthetic voice. "The Xenological Garden is closed. If you would like to speak to an administrator, please state your request."\n\n"I want to speak to administration," you say. "It's important."\n\n"Of course, Sir. One moment, pl—" The bot bows its mechanical head in an aproximation of human behavior. "Excuse me, Sir. The Xenological Garden is closed. If you would like to speak to an administrator, please—"\n\n"Oh, fuck you." You glower at the bot.\n\n"Excuse me, Sir," the bot says in a synthetic voice. "The Xenological Garden is closed. If you would like to speak to an administrator, please state your request."<<else>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_securitylock_broken.png"]]</div>You approach the security door and, with a wary glance at the security bot, run a hand over the door controls. Nothing happens. The display remains blank. The bot doesn't respond either.\n\n"Now that's a surprise," you mutter, examining the rusted door controls.\n\nJudging by the rust and exposed, frayed wires, it's beyond repair. There's no point even trying to bypass the device. Simpler to just give it a kick, which you do.\n\nThe door swings open on creaky hinges. Beyond, a short corridor bends left, to a door half-open. Taped to the wall beside you is a data-pad that reads:\n\n<div class='HUD_datapad'>\n<strong>Current Roster:</strong>\n<s>Jacobs: wormlings</s>\n<s>Maurice: exodwellers</s>\n<s>Divia: aviaries</s>\n<s>Quan: mammilians</s>\n<s>Sybille: reptilians</s>\nPaul: aquarium\n\nYou know what, fuckers? Okay. Leave all the pretty animals to die just 'cause they cut your fricking peanuts payday. Great job. Real great. So I'll just fucking do it all myself.</div>\n\n"Definitely a fanatic." You peer through the half-open door, into a broad hallway that runs the length of the [[Xeno Garden|PDA][$hud.currentScreen = "Xeno Garden"]].<</if>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B10 - Cryolounge">>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b10_lounge_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_corpo_conference.mainPhase eq 1 and ($equip.isFashionOutfit or $attrib.demeanor eq "agressive")>>\n\t\t\t\t<<if ($job_conspiracy.conspiratorPhase gte 7 and ($factionlock.lockedFaction eq "church" or $factionlock.lockedFaction eq "cyber")) or ($job_conspiracy.conspiratorPhase gte 8 and ($factionlock.lockedFaction eq "kobol" or $factionlock.lockedFaction eq "zanex"))>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Cryolounge|b10_boulevard_main][$processed = false; $action.arrive = "onfoot"; $attrib.fatigue += 1; $time.active += 0.25; $hide.layer0 = false; $job_corpo_conference.mainPhase = 2; playContextSound("ui_walk");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Follow the Woman|b10_cryo_conference][$processed = false; $action.arrive = "fromFirstTime"; $hide.layer1 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Cryolounge|b10_boulevard_main][$processed = false; $action.arrive = "onfoot"; $attrib.fatigue += 1; $time.active += 0.25; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<<if $job_fisher_extremists.instructionPhase eq 2 or $job_fisher_counterattack.altPhase eq 1>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask for Mr. Amman|b10_cryolounge_action][$processed = false; $action.action1 = "speakamman"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<<elseif $job_fisher_extremists.instructionPhase eq 4>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask for Mr. Amman|b10_cryolounge_action][$processed = false; $action.action1 = "speakamman_2"; $hide.layer1 = true; $hud.messages.push($msg_fisher_jewler); $hud.newmsg += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<</if>>\n\t\t\t\t<<if $job_boulevard_hellcat.mainPhase eq 1>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're the Abomination Hunter|b10_cryolounge_hellcat][$processed = false; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<</if>>\n\t\t\t\t<<if ($job_conspiracy.conspiratorPhase gte 7 and $job_corpo_conference.mainPhase gte 2 and ($factionlock.lockedFaction eq "church" or $factionlock.lockedFaction eq "cyber")) or ($job_conspiracy.conspiratorPhase gte 8 and $job_corpo_conference.mainPhase gte 2 and ($factionlock.lockedFaction eq "kobol" or $factionlock.lockedFaction eq "zanex"))>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[The Conference has Ended]</div></div><br>\n\t\t\t\t<<elseif $job_corpo_conference.mainPhase gte 2 and ($equip.isFashionOutfit or $attrib.demeanor eq "agressive")>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're attending the Conference|b10_cryo_conference][$processed = false; $action.arrive = "fromOutside"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<<elseif $job_corpo_conference.mainPhase gte 2>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Improper Outfit for Conference]</div></div><br>\n\t\t\t\t<</if>>\n\t\t\t\t<<if $attrib.credits gte 600>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Request the Basic Treatment (600 C)|b10_cryolounge_action][$processed = false; $action.action1 = "basicservice"; $hide.layer1 = true; $attrib.credits -= 600; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Purchase Basic Treatment (600 C)]</div></div>\n\t\t\t\t<</if>><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Cryolounge|b10_boulevard_main][$processed = false; $action.arrive = "onfoot"; $attrib.fatigue += 1; $time.active += 0.25; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B10 - Cryolounge">>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "basicservice_2">>\n\t\t<div class='GameTextGreyed'><<display 'b10_lounge_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_lounge_servicve_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_lounge_servicve_done_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Cryolounge|b10_boulevard_main][$processed = false; $action.arrive = "onfoot"; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action1 eq "basicservice">>\n\t\t<div class='GameTextGreyed'><<display 'b10_lounge_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_lounge_servicve_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Lean back and Relax|b10_cryolounge_action][$processed = false; $action.action1 = "basicservice_2"; $time.active += 1; $attrib.fatigue += 5; $attrib.toxicity -= 35; $attrib.violence -= 15; $attrib.caution -= 15; $attrib.stress -= 15; $hide.layer2 = true; $attrib.addicted = false; $attrib.infected = false; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action1 eq "speakamman">>\n\t\t<<if $action.action2 eq "none" and ($action.action2 neq "zanexemployer" or $action.action2 neq "whois")>>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_lounge_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b10_lounge_amman_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $job_fisher_counterattack.altPhase eq 1 and not $chr_fabienne.alive>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b10_cryolounge_main][$processed = false; $action.action1 = "none"; $hide.layer1 = false; $hide.layer2 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Hit the door Release|b10_cryolounge_action][$processed = false; $action.action2 = "enter"; $hide.layer2 = true; playContextSound("ui_unlock");]]</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<<elseif $action.action5 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_lounge_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_lounge_amman_txt'>></div><br>\n\t\t\t<<if $action.action3 neq "none" or $action.action4 neq "none" or $action.action2 eq "aboutlounge">>\n\t\t\t\t<div class='GameTextGreyed'><<display 'b10_lounge_amman_2_txt'>></div><br>\n\t\t\t\t<div class='GameText'><<display 'b10_lounge_amman_3_txt'>></div><br>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameText'><<display 'b10_lounge_amman_2_txt'>></div><br>\n\t\t\t<</if>>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $action.action2 neq "aboutlounge" and $action.action2 neq "zanexemployer">>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Cryolounge|b10_cryolounge_action][$processed = false; $action.action2 = "aboutlounge"; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<</if>>\n\t\t\t\t<<if $action.action3 eq "none">>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Division Zanex|b10_cryolounge_action][$processed = false; $action.action2 = "zanexemployer"; $action.action3 = "done"; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<</if>>\n\t\t\t\t<<if $action.action4 eq "none" and $action.action3 neq "done">>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask who Mr. Amman Is|b10_cryolounge_action][$processed = false; $action.action2 = "whois"; $action.action4 = "done"; $hide.layer3 = true; playContextSound("ui_click");]]</div>\n\t\t\t\t\t<<if $action.action3 neq "none">><br><</if>>\n\t\t\t\t<</if>>\n\t\t\t\t<<if $action.action3 neq "none">>\n\t\t\t\t\t<<if $job_fisher_counterattack.altPhase eq 1>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Thank the Woman|b10_cryolounge_action][$processed = false; $action.action5 = "thankyou"; $job_fisher_counterattack.altPhase = 2; $hide.layer4 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask why the Cult|b10_cryolounge_action][$processed = false; $action.action5 = "whycult"; $job_fisher_counterattack.altPhase = 2; $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Admit you didn't Ask|b10_cryolounge_action][$processed = false; $action.action5 = "didntask"; $job_fisher_extremists.instructionPhase = 3; $hide.layer4 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Demand Information|b10_cryolounge_action][$processed = false; $action.action5 = "tell"; $job_fisher_extremists.instructionPhase = 3; $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_lounge_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_lounge_amman_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_lounge_amman_2_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_lounge_amman_3_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b10_lounge_amman_4_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Cryolounge|b10_boulevard_main][$processed = false; $action.arrive = "onfoot"; $attrib.fatigue += 10; $time.active += 0.5; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<<elseif $action.action1 eq "speakamman_2">>\n\t\t<<if $action.action2 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_lounge_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b10_lounge_amman_revisit_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Search the Room|b10_cryolounge_action][$processed = false; $action.action2 = "search"; $attrib.caution += 5; $loc_cryolounge.foundBody = true; $hide.layer2 = true; $statistics.crimesInvestigated += 1; playContextSound("ui_walk");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Room|b10_cryolounge_action][$processed = false; $action.action2 = "leave"; $hide.layer2 = true; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<<elseif $action.action3 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_lounge_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_lounge_amman_revisit_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b10_lounge_amman_revisit_2_txt'>></div><br>\n\t\t\t<div id='amman-lootoptions' class='OptionsField'>\n\t\t\t\t<<if $action.action2 eq "search">>\n\t\t\t\t\t<<display 'cryolounge_amman_lootoptions'>>\t\t\t\t\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[B10 Boulevard|b10_boulevard_main][$processed = false; $action.arrive = "onfoot"; $job_fisher_extremists.instructionPhase = 5; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<<elseif $action.action4 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_lounge_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_lounge_amman_revisit_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_lounge_amman_revisit_2_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b10_lounge_amman_revisit_3_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[B10 Boulevard|b10_boulevard_main][$processed = false; $action.arrive = "onfoot"; $job_fisher_extremists.instructionPhase = 5; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $action.action1 = "none">>\n\t<<set $action.action2 = "none">>\n\t<<set $action.action3 = "none">>\n\t<<set $action.action4 = "none">>\n\t<<set $action.action5 = "none">>\n\n\t<<set $hide.layer1 = false>>\n\t<<set $hide.layer2 = false>>\n\t<<set $hide.layer3 = false>>\n\t<<set $hide.layer4 = false>>\n\t<<set $hide.layer5 = false>>\n\t<<set $savesMenuPassage = "B10 Boulevard">>\n\n\t<<display 'doAutoSave'>>\n<</silently>>\n<div class='GameText'><<display 'the_boulevard_main_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n\t<<if not (($job_abomination_investigate.abomSabotagePhase gt 8 or $job_abomination_investigate.abomAugmentPhase gt 10) and $attrib.infected)>>\n\t\t<<if $job_fisher_revenge.mainPhase eq 1 and $factionlock.lockedFaction neq "visionary">>\n\t\t\t<div class='GameOption GameOption_Move'>[[Timmeon Jewlery|b10_jewler_enter][playContextSound("ui_walk");]]</div><br>\n\t\t<</if>>\n\t\t<<if $job_anska_haze.mainPhase eq 2 or $job_anska_haze.mainPhase eq 3>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Boulevard Information Booth|b10_athena_enter][playContextSound("ui_walk");]]</div><br>\n\t\t<</if>>\n\t\t<<if ($job_crypto_warlock.mainPhase eq 2 or $job_crypto_warlock.mainPhase eq 3) and $factionlock.lockedFaction neq "visionary">>\n\t\t\t<div class='GameOption GameOption_Move'>[[Boulevard Inn|b10_inn_mission][playContextSound("ui_walk");]]</div><br>\n\t\t<</if>>\n\n\n\t\t<<if $loc_cryolounge.wasRaided>>\n\t\t\t<div class='GameOption GameOption_Move'>[[The Cryolounge|b10_cryolounge_raided][$time.active += 0.25; $processed = false; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Move'>[[The Cryolounge|b10_cryolounge_main][$time.active += 0.25; $processed = false; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div>\n\t\t<</if>><br>\n\n\t\t<div class='GameOption GameOption_Move'>[[Krill Fashion|b10_clothing_main][$time.active += 0.25; $processed = false; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div><br>\n\t\t<div class='GameOption GameOption_Move'>[[Observation Deck|b10_observation_deck][$time.active += 0.25; $processed = false; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div><br>\n\t<</if>>\n\n\t<div class='GameOption GameOption_Move'>[[Level B10 Tramway Station|tram_station_b10][$action.arrive = "onfoot"; $hide.layer0 = false; playContextSound("ui_walk");]]</div><</nobr>></div>
<<if $action.action1 eq "displays" or $action.action1 eq "wander">>\n\t<<if $action.action99 eq "VX">>\n\t\t<<set $txt = "Take the VX">>\n\t<<else>>\n\t\t<<set $txt = "Return the VX">>\n\t<</if>>\n\n\t<div class='GameOption GameOption_Move'>\n\t\t<<click $txt>>\n\t\t\t<<set $action.action98 = $equip.pistol.name; $equip.pistol.name = $action.action99; $action.action99 = $action.action98; window.setTimeout(flashUIElement, 60, "backup", "HUD_StandardIcon_FlashUp"); $statistics.lootedBackupWeapon += 1>>\n\t\t\t<<set $statistics.lootedMainWeapon += 1>>\n\n\t\t\t<<display 'checkAmmoLevel'>>\n\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t<<set $aquireText = $equip.pistol.name>>\n\t\t\t\t<<set $aquireImage = $equip.pistol.name.toLowerCase()>>\n\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t<</replace>>\n\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t<</replace>>\n\t\t\t<<replace '#vindel-lootoptions'>>\n\t\t\t\t<<display 'vindel_mansion_loot'>>\n\t\t\t<</replace>>\n\t\t<</click>>\n\t</div><br>\n<</if>>\n<div class='GameOption GameOption_Move'>[[Make for the Door|vindel_mansion_enter][$action.action2 = "door"; $hide.layer2 = true; playContextSound("ui_walk");]]</div>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You <<if $attrib.toxicity gte 75>>swagger<<else>>stride<</if>> toward the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_riptidebar.png"]]</div>You <<if $attrib.toxicity gte 75>>swagger<<else>>stride<</if>> toward the bar, squeezing past the crowds gathering there. It strikes you there are more people queuing up for drinks than usual. Just getting to the counter requires you to ease several people out of the way. Then, when you finally do reach the bar, Vic and all the other barkeeps are too busy to even notice you.\n\n<<if $attrib.demeanor eq "agressive">>"Ah, damn it,"<<else>>"Oh, great,"<</if>> you mutter, resigned to a long wait.\n\nBeside you, two fellows are desperately trying to get their drinks ordered. Behind you, an elderly woman is chatting with two of her scantly-clad friends. There's just enough time to notice how horridly overdone their make-up and perfume is before a girl in a pink tracksuit squeezed in beside you. There's a brief jostle for position. Neither of you really give in.\n\nShe risks a shy smile. "Hi."<</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.action1 eq "accept">>You smile back...<<else>>You ignore the girl...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<if $action.action1 eq "accept">>You smile back. "Hello."\n\n"Oh! I thought everyone would ignore me all night. Oh, right, hey, it's nice to meet you." She nods to the bar. "It always this full?"\n\n"Sometimes, but it's usually a little less <<if $attrib.demeanor eq "cautious">>chaotic<<else>>messed up<</if>>," you say. "This your first time around here?"\n\nShe nods. "Yeah. I'm Aida. I'm not from around here."\n\n<<if $job_blindkid_shrine.mainPhase eq 2>>"Vine. From around here but don't even get me started on—" You stop, only just catching on. "Wait wait. Aida? Your last name isn't Abi, is it?"\n\n"Yes." The girl avoids your eyes. "Maybe. It's a little complicated. Did you really have to ask that though? Or did I have to say hi to the only person who knows Aida and goes to rave clubs? Honestly. Today is definitely not my lucky day, is it?"<<else>>"Vine. From around here but don't even get me started on that. Long story. Mostly boring."\n\nShe smiles shyly. "I know what you mean. Been through a long story myself. Really boring too. Anyways, what you do? Like, when you're not here."<</if>><<else>>You ignore the girl, attention fixed firmly on the busy bartenders - still no one's noticed you, which is highly unusual to say the least. \n\nThe girl breathes a faint sigh. "Just trying to be friendly, that's all."\n\nYou don't react. Seconds drag past. Off to the left, someone is ordering three dozen Liqs. On the right, the queue is being served. Despite your best efforts, you can't flag Vic or any of the others down.\n\n<<if $attrib.demeanor eq "agressive">>"Ah, fuck this shit,"<<else>>"Oh, I'll just come back later,<</if>> you mutter and...<</if>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\nYou say, <<if $action.action2 eq "ishunter">>"I'm a hunter. Sanctioned. You?"\n\nShe shifts uneasily. "Oh, a bit of this and that. I try to keep to myself mostly."\n\n"Sorry. Didn't mean to pry."\n\nAida shakes her head. "It's fine, just, you know. Every time I try to sort stuff out something new comes up. Feels like I'm stumbling from weird to weirder. It's really strange and gets all complicated. Dunno. I'm rambling again, right? Sorry. Must sound like a complete weirdo."<<elseif $action.action2 eq "notsay">>"Oh, this and that. You know."\n\nHer lips curl. "Kinda like me then, yeah?"\n\n"Probably." You shrug. "Try not to get too involved in stuff if I can avoid it. Doesn't work well though."\n\nShe rolls her eyes. "Hell and Eden. Don't I know it. You try to stay outa stuff. But no matter what you do, it always gets to you. And then it gets weird. Dunno. I'm rambling again, right? Sorry. Sounding like a complete weirdo here."<<elseif $action.action2 eq "herstory">>"Actually, I'd rather hear about your story. even if it's boring."\n\nShe shifts uneasily. "I, uh, really don't wanna get into that. Y'know? No offense, but I've got enough trouble as it is."\n\nYou chuckle. "Don't I know it. Sorry for prying."\n\n"No problem. Just—" Aida edges away. "Listen, I'm just gonna..."\n\nBefore you know it, she's gone. Part of you wonders whether you should follow. But you decide it isn't worth the effort and turn back to the bar. Off to the left, someone is ordering three dozen Liqs. On the right, the queue is being served. Despite your best efforts, you can't flag Vic or any of the others down.\n\n<<if $attrib.demeanor eq "agressive">>"Ah, fuck this shit,"<<else>>"Oh, I'll just come back later,<</if>> you mutter and...<<elseif $action.action2 eq "nopry">>"Didn't mean to pry. If you'd prefer not to talk about it—"\n\n"I really would." The girl smiles uncertainly. "No offense, but I've got enough trouble as it is."\n\nYou laugh. "You and me both. Hope you get it sorted out."\n\n"Same." Aida edges away. "Listen, I'm just gonna..."\n\nBefore you know it, she's gone. Part of you wonders whether you should follow. But you decide it isn't worth the effort and turn back to the bar. Off to the left, someone is ordering three dozen Liqs. On the right, the queue is being served. Despite your best efforts, you can't flag Vic or any of the others down.\n\n<<if $attrib.demeanor eq "agressive">>"Ah, fuck this shit,"<<else>>"Oh, I'll just come back later,<</if>> you mutter and...<<else>><<if $action.action2 eq "whatmean">>"Are you Aida Abi then? Because I really need to speak to her."\n\nShe shrugs half-heartedly. "I know her, if that's what you mean. And sometimes I live for her. With her. Kinda. I did a little thing to help a friend out.<<else>>"You're definitely unlucky then, because I've been looking for you. I got a bunch of questions."\n\n"Uh, this is going to be trickly," Aida says. "See, I have this friend, whom I helped out a little.<</if>> And then one thing leads to another and I end up more or less being that friend. Does that make any sense?"\n\n"Not really," you admit.\n\n"Oh." Aida looks disappointed. "Well, then let's put it this way: I'm Aida now. And I don't know where the real one is anymore. That's the little thing I did. I became her."\n\nYou nod slowly. "So no chance of speaking to her, I assume."\n\nAida shakes her head. "She left [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]] a little while back. No clue why. Didn't ask and she didn't tell. Now there's just me and—" Her voice trails off. "Okay, so if it's really that important, I might know something that might help. Maybe. But it's really strange and weird. Very, very weird, I mean."<</if>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>"I'm used to weird.."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n"I'm used to weird," you say. <<if $job_blindkid_shrine.mainPhase eq 2>>"So just give me what you got and I'll work from there, okay?"\n\n"All right, well—" Aida bites her lip. "Okay, so I wasn't supposed to be checking into her life. But she was my friend. So I did some poking around. My way, you know. On the Vox Edeni. And I found out what ship she was voiding on. No record of where it was headed. But it was leased by [[Erkan-Corbei|PDA][$hud.currentScreen = "Erkan-Corbei Minerals Group"]]. Which is really odd."\n\n"Because Aida worked for the [[Church|PDA][$hud.currentScreen = "Church of Eden"]]," you say, suddenly very alarmed. "I follow so far."\n\nAida looks relieved. "Good. Well. Except that's not the weird bit. The weird thing is that ship? One of my lurker runtimes said it was moored in a pressure-berth a few days ago, utterly totaled. No one seems to know why and it's not on any official reports. But the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] has that place locked up tight and that's weird if you ask me."\n\n"Not necessarily," you say. "Ships get wrecked all the time for all sortsa reasons."\n\n"Yeah, but how often does the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] investigate corporate wreckages?" Aida shrugs. "If ya wanna check on it, berth B40-P51. Me, I don't want anything to do with it. Yeah. No. Not after I'm basically using someone else's idenity and all, yeah? And if ya don't mind, I'll be going about now. This is getting too weird for me."\n\nYou simply nod, uncertain what to think - or how to reply. Thankfully there's no need to because Aida is already gone, her pink tracksuit only just visible through the many backs. But at least you have something to go on now. Maybe you can figure out what happened to the real Aida. And that might give you a hint as to what's really going on behind the scenes of this conspiracy.<<else>>"Unless you don't wanna talk about it."\n\nAida bites her lip. "Well, I really don't, but I should. Had to do with this girl. Aida Abi. I kiiiinda looked into her life because I do that for a living, y'know? Pry into stuff on the Vox Edeni. And I figured out she was voiding on this ship, part of the [[Erkan-Corbei|PDA][$hud.currentScreen = "Erkan-Corbei Minerals Group"]] fleet. Except Aida - yeah, I kinda stole her name, y'know? - was with the [[Church|PDA][$hud.currentScreen = "Church of Eden"]]."\n\n"Not necessarily odd," you say. "Believers void with all sorts of vessels for a ton of reason."\n\n"Yeah, sure, except then I hear this: the ship gets wrecked out in the void, the girl supposedly dies, and the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] is now picking over the wreckage, down in berth B40-P51. I took a peek at the logs. Place is locked up tight and under heavy guard. All just 'cause of some random chick. And suddenly there's people knocking on my door. So I came over here, y'know? Far as I can get from home. Don't want any trouble with the [[Church|PDA][$hud.currentScreen = "Church of Eden"]]."\n\nYou nod slowly. "Well, that's sure one strange story. And there's probably some law that says I should turn you in for identity theft. But, uh, I'm more curious about that ship. You know anything?"\n\nShe shakes her head. "Just that it's sitting down there and there's some team picking over the wreck. But, yeah. Sorry about that. I think—"\n\nBefore you can reply, Aida - or whoever she is - has disappeared into the crowd. You catch a brief glimpse of a pink tracksuit but then it's gone. Weird. Very weird. Though maybe you should look into that docking berth. Just to be sure this isn't a bigger deal. Wouldn't be the first time a random tidbit of information led you to a goldmine of information.<</if>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B40 - Xeno Garden">>\n<</silently>>\n<div class='GameText'><<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>You lower your weapon and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\nYou lower your weapon and risk a step toward the dead warden. He doesn't move. Nothing moves. The [[Xeno Garden|PDA][$hud.currentScreen = "Xeno Garden"]] is eerily quiet.\n\n"Sorry, man," you mutter as you clear the chamber. "Nothing personal but, hey, at least you got to die with your fluffies."\n\nPredictably, there's no response. You shake your head and head back the way you came, first to that little, bendy corridor. Then through the utility door, past the non-responsive security bot outside, and...<</if>></div>\n<<nobr>>\n<div class='OptionsField'>\n\t<div class='GameOption GameOption_Move'>[[Out of the Xeno Garden|b40_tram_station][$action.arrive = "onfoot"; $time.active += 0.5; $job_fisher_extremists.instructionPhase = 4; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n</div>\n<</nobr>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div><<if $action.action2 eq "kickbot">>"Worthless piece of junk..."<<elseif $action.action2 eq "cybercult">>"Hey, there." You stare at the bot...<<else>>You ease the door open and...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<if $action.action2 eq "kickbot">>"Worthless piece of junk, you." You kick the bot, bruising your big tow on its armored shin. "Ow! Motherfucker."\n\nThe bot remains impassive. "Excuse me, Sir. The Xenological Garden is closed. If you would like to speak to an administrator, please state your request."\n\n"Right, right, okay..." You pull a face. "User query: display status."\n\nThe bot does not so much as twitch. "Excuse me, Sir. The Xenological Garden is closed. If you would like to speak to an administrator, please state your request."\n\n"For fuck's sake, really. Who the fuck puts a broken—"\n\n"Excuse me, Sir," the bot drones. "The Xenological Garden is closed. If you would like to speak to an administrator, please state your request."\n\nYou throw up your hands in despair. "Fine, fine, I get it. Abort. Cancel. Terminate. Whatever."\n\nThe bot doesn't react but you've had enough. Even destorying the heap of junk would be pointless. Fun, maybe, but not worth the shitstorm if its security protocols are still active - worse: if it alerts whoever the hell runs this run-down heap of junk. That kind of trouble is the last thing you need.<<nobr>>\n\n\n<</nobr>><<elseif $action.action2 eq "cybercult">>"Hey, there." You stare at the bot, feeling stupid. "You got nice legs."\n\n"Command acknowledged. Please stand—" The bot jerks back. "Excuse me, Sir. The Xenological Garden is closed. If you would like to speak to an administrator, please state your request."\n\nYou snort. "Of course. Why'd I expect anything else?"\n\nThe bot does not so much as twitch. "Excuse me, Sir. The Xenological Garden is closed. If you would like to speak to an administrator, please—"\n\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_cyborg.png"]]</div>Heavy footfalls sound on the walkway. You turn to see two heavily augmented cyborgs striding toward you. Neither shows any emotion but the microcoil guns in their arms are an obvious indication of their intent. It only becomes clearer when one of them raises a weapon arm.\n\nBehind you, the bot is saying, "..nological Garden is closed. If you would—"\n\n"Oh, shut up," you snap, thinking fast.<<else>><<nobr>>\n\n\n<</nobr>><div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_xenogarden_inside.png"]]</div>You ease the door open and slip into the hallway. Aged glow-panels in the ceiling illuminate countless benches and inactive info-pillars while viewports along either sides look out over miniaturized ecosystems, each designed to mimic a certain world somewhere in the galaxy.\n\nThe sheer on display is astonishing. Some ecosystems resemble the superstructure of habitation platforms like [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]]. Others contain rolling grasslands, lush forests, or barren snowscapes. Then there are the displays that look downright creepy, filled with marshlands and pale, luminescent flora. And a select few are so unique you don't know what to make of them - a display mimics the great void between the stars, for example, and you spot a nebolous chamber that might be the approxmination of a gas giant.\n\nPart of you wonders what they once contained but it's impossible to tell. All the holo-boards are disabled and there doesn't seem to be any fauna inside, just rampant floral growth and in one case... well, the fluorescent blood spatter on the walls and ceiling is - but not the floor, oddly - speaks for itself.\n\nYou're just wondering how the floor remained untouched when a door opens further down the hallway. A young man wearing a safety vest steps out. He has messy brown hair and, unless you're much mistaken, is carrying a tranquilizer gun over his shoulder. Definitely a warden. The only question is: how to deal with him?<</if>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>\t<<if $action.action2 eq "commit">>Cold, heartless malice<<else>>You remain kneeling<</if>>...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\t<<if $action.action2 eq "commit">>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_prayer_voided.png"]]</div>\n\t\tCold, heartless malice fills you as you kneel there, staring into the projections of the stars. Their presence gives you comfort. Not the kind, loving sort, but the cruel, harsh truths that mirror live as you know it.<br><br>\n\n\t\t"I swear," you mutter to yourself. "By Voidheart, the Great Devourer, I commit myself to the great empty today. I shall stare into it, unblinking, and not fear what stares back, for there is nothing there. I <<walk>> the old path, as hunters did in the ages before the stars burned bright, and I will never. Ever. Look back."<br><br>\n\n\t\tWith that, it's done. Not decision, more desperation driven by anger and frustration, to commit to a sect - more a mad superstition than organized religion, to be fair - that you barely understand. But this shrine feels like a second home. Its unforgiving presence is exactly what you've been looking for all your life. Maybe now you'll at last find peace, as many a voider have over the ages: in the symbols of the old gods and the darkness between the stars.\n\t<<else>>\n\t\tYou remain kneeling there for a moment longer, wondering whether that was too harsh - and why you even bothered to pray. But you have to admit it felt good to get that out, to blame someone for all the crap that's happened. You feel calmer than you have in a long time. More alone, admittedly, and a little lost, but at least you got the poison out.<br><br>\n\n\t\tMaybe, in time, this shrine will become your home. But you aren't about to commit too hastily. Not to a faith you barely understand. And most certainly not when you don't even know if you actually believe in it.\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You linger by the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\nYou linger by the entrance to the Shrine, waiting for Zweili to arrive. Time drags as voiders come and go to venerate the Loving Stars before a long voyage, or to give silent thanks for their safe return to port. Seldom is more than a word spoken in passing, often no more than nods are exchanged in the shadows of the star-map projection.<br><br>\n\nThose who visit the shrine - and there are quite a few, though they never congregate in groups - are of the solidary sort. Such the curse of the Voiders. And still Zweili doesn't show.<br><br>\n\n<<if $attrib.religion eq "theophobe">>"Oh, come on," you mutter, glancing down the alley. "Where is that faith fuck?"\n<<elseif $attrib.demeanor eq "agressive">>"Damn it," you mutter, glancing down the alley. "Where the fuck are you?"\n<<else>>"Come on, man," you mutter, glancing down the alley. "What's taking you so long?"\n<</if>><br><br>\n\n<<if $job_abomination_investigate.mainPhase eq 4 or $job_abomination_investigate.mainPhase eq 5 or $job_abomination_investigate.mainPhase eq 6>>\n\tIt isn't like the man to be late and, though you try to message the old Priest, there's no response. Maybe he's busy. Or you missed him. Or any of a million other things. At any rate, there's no reason to skulk around this place any longer. If Zweili really needs you that badly, he'll be in contact again. Admittedly, he might be a little ticked off too, but you can't wait on him forever. He'll understand that. Hopefully.\n<<else>>\n\tIt isn't like the man to be late and you're starting to wonder whether you should message the old Priest when a kid in a hooded jacket enters the temple. You barely glance at him but can't help but grow suspicious when he exchanges brief words with the Shrine's guardians, then point to you. They nod in return and, without so much as a word, depart the shrine, leaving you alone with the kid.<br><br>\n\n\t<<if $attrib.demeanor eq "agressive">>The situation is so ridiculous it makes you scoff. "What is this? Some kinda joke?"<<elseif $attrib.demeanor eq "cautious">>"Okay, wow—" You eye the kid suspiciously. "What exactly is going on here? Do you want something from me?"<<else>>"Okay." You pull a face. "Just what exactly is going on here? Some kinda sick joke?"<</if>><br><br>\n\n\t<<if $attrib.demeanor eq "cautious">>"Precisely."<<else>>"The opposite."<</if>> The kid sits cross-legged, hands upon his knees, amidst the star-map projected on the walls. "Forgive my deception. I needed to speak. With you. Alone. Without my sister and all the nonsense that family attracts. This was the only place I knew I could."\n<</if>>\n<</nobr>><</if>>
<<if $hide.layer0 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer0 = false]]</div><<nobr>>\n\n/% Collapsed %/\n\n<</nobr>><<if $action.arrive eq "fromstation">>>You leave the Level B10 tramway station and <<walk>> up to the...<<elseif $action.arrive eq "fromSpire">>You leave the observation deck and...<<elseif $action.arrive eq "fromLabs">>You leave the warehouse district...<<elseif $action.arrive eq "fromCatacombs">>You leave the Machine Catacomb and...<<else>>>You are on the broad, sunlit boulevard that runs the length of...<</if>><<nobr>>\n\n/% Expanded %/\n\n<</nobr>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer0 = true]]</div>\n<<if ($job_abomination_investigate.abomSabotagePhase gt 8 or $job_abomination_investigate.abomAugmentPhase gt 10) and $job_abomination_investigate.abomSabotagePhase neq 98>><<if $action.arrive eq "fromLabs">>You leave the warehouse district via the alley behind the Boulevard Information booth and quickly rejoin the crowd out to enjoy the sun, glad you're away from the mess and hoping against hope the mercs don't come after you. But you're safe for now, safe on the [[B10 Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]], where violence is but a distant memory. Hell, you could almost believe that, what with all the people out to enjoy the sunshine.<<elseif $action.arrive eq "fromCatacombs">>You leave the Machine Catacomb and head the long way back through the many passages and utility ducts to the Cryolounge. A few minutes later, you're on the [[B10 Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]], bathed in the warm sunlight of [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]]. \n\nIt feels good to be out in the relative open again, though you can't help but notice the omnipresent crowd feels odd. Even if there's barely anyone around by [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]] standards, the world above the superstructure is just a little too bright and active. You'll probably adjust soon enough though.<<elseif $action.arrive eq "fromstation">><div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_boulevard_lockdown.png"]]</div>You join the line of refugees by the Purifier checkpoint. Dozens are being turned aside, and many more are trying to pass. It takes long minutes just to reach one of the robed zealots. He swipes a scanner over your arm.\n\n<<if $attrib.infected>>"Denied," he says, voice distorted by his faceplate. "Stand aside."\n\n"What? But I'm a hunt—"\n\n"Infection. Stand aside." He pushes you away, making room for the next person in the line.<<else>>"Head on through." He stands aside just long enough to let you pass.\n\nYou head up to the broad, sunlit [[B10 Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]].<</if>><<elseif $action.arrive eq "fromSpire">>You leave the observation deck and head back own to the [[Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]].<<else>>You are on the sunlit [[Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]] that runs off Level B10.<</if>> <<if $action.arrive neq "fromCatacombs">><<if $attrib.toxicity gt 75>>The bright light of [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]], which filters down through the translucent ceiling, makes your temples throb painfully. Irritable, you shield your eyes, trying to make out what's going on.<<elseif $attrib.fatigue gt 75>>The bright light of [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]], which filters down through the translucent ceiling, makes your head hurt. You blink a few times, trying to make out what's what.<<else>>The bright light of [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]], which filters down through the translucent ceiling, is almost too bright. You have to squint just to make out what's going on - not much, to be frank.<</if>>\n\nThe broad, shop-lined boulevard that runs the length of a deep blue lagoon is oddly deserted. Lone pedestrians amble. No hustle or bustle, just folk idly window-shopping while others sun-bathe at the water's edge. <<if $attrib.demeanor eq "cautious">>Except, if you're really honest with yourself, you feel ill at ease here. It's too calm for [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]].<<else>>It's almost although the day to day worries of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]] just disappeared. Unlikely; but that's what it feels like.<</if>><</if>><<else>><div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_boulevard_exterior.png"]]</div><<if $action.arrive eq "fromLabs">>You leave the warehouse district via the alley behind the Boulevard Information booth and quickly rejoin the crowd out to enjoy the sun, glad you're away from the mess and hoping against hope the mercs don't come after you. But you're safe for now, safe on the [[B10 Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]], where violence is but a distant memory. Hell, you could almost believe that, what with all the people out to enjoy the sunshine.<<elseif $action.arrive eq "fromCatacombs">>You leave the Machine Catacomb and head the long way back through the many passages and utility ducts to the Cryolounge. A few minutes later, you're on the [[B10 Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]], bathed in the warm sunlight of [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]]. \n\nIt feels good to be out in the relative open again, though you can't help but notice the omnipresent crowd feels odd. Even if there's barely anyone around by [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]] standards, the world above the superstructure is just a little too bright and active. You'll probably adjust soon enough though.<<elseif $action.arrive eq "fromstation">>You leave the Level B10 tramway station and <<walk>> up to the broad, sunlit [[Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]].<<elseif $action.arrive eq "fromSpire">>You leave the observation deck and head back own to the [[Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]].<<else>>You are on the sunlit [[Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]] that runs off Level B10.<</if>> <<if $action.arrive neq "fromCatacombs">><<if $attrib.toxicity gt 75>>The bright light of [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]], which filters down through the translucent ceiling, makes your temples throb painfully. Irritable, you shield your eyes, trying to make out what's going on.<<elseif $attrib.fatigue gt 75>>The bright light of [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]], which filters down through the translucent ceiling, makes your head hurt. You blink a few times, trying to make out what's what.<<else>>The bright light of [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]], which filters down through the translucent ceiling, is almost too bright. You have to squint just to make out what's going on - not much, to be frank.<</if>>\n\nThe broad, shop-lined boulevard that runs the length of a deep blue lagoon is oddly deserted. Lone pedestrians amble. No hustle or bustle, just folk idly window-shopping while others sun-bathe at the water's edge. <<if $attrib.demeanor eq "cautious">>Except, if you're really honest with yourself, you feel ill at ease here. It's too calm for [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]].<<else>>It's almost although the day to day worries of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]] just disappeared. Unlikely; but that's what it feels like.<</if>><</if>><</if>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div><<if $action.arrive eq "fromConference">>You leave the conference...<<elseif $action.arrive eq "fromSelf">>You're standing in the...<<else>>You stroll along the...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_cryolounge_interior.png"]]</div><<if $action.arrive eq "fromConference">>You leave the conference cavern, pass by the [[Security Bot|PDA][$hud.currentScreen = "Security Bot"]] outside, and return to the lobby of Icefall Cryogenics. The male receptionist looks up as you approach. His female colleague is busy typing away at her holo-terminal.\n\n"I do hope you had a pleasant stay," he says. "Can we at Icefall Cryogenics do anything else for you today?"\n\nA glance at the holo-display hovering behind the reception reveals that basic cryo treatment costs three hundred credits. Side effects include hoarfrost, frostbite, internal organ failure, and nosebleeds but it's guaranteed to relieve all day-to-day stress. Definitely not cheap but proven to be effective - or so they claim.<<elseif $action.arrive eq "fromSelf">>You're standing in the Icefall Cryogenics lounge on Level B10. The male receptionist taps at his holo-terminal. His female colleague is busy typing away at her holo-terminal.\n\nThe man looks up, smiling. "Sorry. Can we at Icefall Cryogenics do anything else for you today?"<<else>>You stroll along the [[B10 Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]], basking in the glow of [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]] as you head for the cryolounge. From the outside, there isn't much to see, just a narrow stairway that leads into the substructure beneath one of the sandy beaches along the promenade.\n\nWhen you descend the steps however, you find yourself in a compfy reception area. Two attendees - one male and one female - sit behind a welcome desk. Both are wearing thick winter jackets. <<if $job_corpo_conference.mainPhase eq 1 and ($equip.isFashionOutfit or $attrib.demeanor eq "agressive")>>A woman in a red suit is speaking to them.\n\nShe looks up when you approach. "<<formalname>>? <<if ($job_conspiracy.conspiratorPhase gte 7 and ($factionlock.lockedFaction eq "church" or $factionlock.lockedFaction eq "cyber")) or ($job_conspiracy.conspiratorPhase gte 8 and ($factionlock.lockedFaction eq "kobol" or $factionlock.lockedFaction eq "zanex"))>>If you're here for the conference, I must inform you that you are late. It ended not long ago."\n\n"I... oh." You swallow. "Wasn't aware."\n\n"Unfortunate, yes." She smiles. "Now, if you'll excuse me, I have to finish up here. Goodbye."<<else>><<if not $equip.isFashionOutfit>>I, ah, yes. Welcome on behald of the [[Erkan-Corbei Group|PDA][$hud.currentScreen = "Erkan-Corbei Minerals Group"]]. A pleasure.<<else>>A pleasure to meet you. [[Erkan-Corbei Group|PDA][$hud.currentScreen = "Erkan-Corbei Minerals Group"]] is honored you could make it on such short notice."<</if>>\n\n<<if $attrib.demeanor eq "agressive">>"I'm sure you are," you reply coldly.<<elseif $attrib.demeanor eq "cautious">>"Contrarily. The pleasure's all mine." You smile.<<else>>"It's a pleasure," you say, faking a smile.<</if>>\n\n<<if not $equip.isFashionOutfit>>"Yes, very well. I suppose you were not informed of the dress code. Regardless. If you would be so kind as to deposit your hardware in the appropriate lockbox and follow me?"<<else>>"Just so. I am told your work has drawn quite some attention of late. But if you would be so kind and follow me."<</if>> She leads the way a door on the right.<<else>><<if $job_corpo_conference.mainPhase eq 1>>There's no sign of Zweili's contact and neither<<else>>Neither<</if>> take notice of you until you step up to the desk.\n\n"Morning." The man smiles. "Welcome to Icefall Cryogenics, the place for alternative health treatments the mainstream corporate sector doesn't want you to know about. How can we help you today?"\n\nA glance at the holo-display hovering behind the reception reveals that basic cryo treatment costs three hundred credits. Side effects include hoarfrost, frostbite, internal organ failure, and nosebleeds but it's guaranteed to relieve all day-to-day stress. Definitely not cheap but proven to be effective - or so they claim.<</if>><</if>><</if>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"I'd like the basic treatment..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"I'd like the basic treatment<<if $attrib.violence lt 50>>, please<</if>>," you say to the receptionist. "Three hundred credits to relieve all my stress, right?"\n\n"That's correct, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>. If you'd be so kind as to swipe—" The receptionist slides a data scanner across the desk. "Much appreciated, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>. My coworker will now show you to our lounge."\n\nThe woman flashes you a smile. "Please, follow me, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>."\n\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_cryoroom.png"]]</div>She leads you to a small chamber filled with frigid mist. There's a padded seat against the far wall and a number of tubes along the walls. Just standing there makes you shiver uncomfortably. \n\n"If you would be so kind as to take a seat—" The assistant indicates the chair.\n\nWhen you sit, the padding gives with a faint creak. Cold seeps through your <<armortype>> and into your body. It takes a concentrated effort not to move while the woman checks your vitals with a scanner.\n\n"All done." She smiles. "The system is calibrated to your physiology, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>. Simply lean back and enjoy your stay at Icefall Cryogenics."<</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You lean back and relax...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\nYou lean back and relax as best you can given the circumstances. Goosebumps crawl over your skin. Something warm presses against the back of your neck. Before you know what has happened, your heartbeat fades to a soft throb. Icy darkness closes in. No thoughts, no feelings, just a senseless calm that washes all your worries and frustrations away. \n\n<div class='TimeSkip'>— An Hour Passes —</div>\n\nIt feels like you've been asleep for years when a warm sensation fills your veins. Everythng is frozen. You can barely feel, much less think or percieve. Unable to do anything else, you sit where you are until someone - or something - takes your arm and helps you stand. It takes an effort just to move your muscles but, before long, warmth begins to spread through your body.\n\nIn those thawing moments, as your senses begin to return, you spot a blurry figure before you. Maybe it said something. Maybe not. It's impossible to tell but you could have sworn you heard words.\n\nYou blink the haze out of your eyes. "Eh? What?"\n\nThe figure takes a step closer. "Thank you again, Sir. We hope you have a nice day and come again soon."\n\n"Huh?" You glance around, vaguely aware you are in the reception area of the cryolounge. "Oh. Right. Yeah. Soon."\n\nThe figure said something else too but you aren't listening. Your senses are still blurry. Better to focus on what matters most: getting back in shape and back in the game. It won't be more than a few minutes at most, though a little <<walk>> never hurts after waking from cryosleep.<</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><<if $action.action2 eq "doSnipe">>You ready your <<rifle>> and..<<else>>You approach the warden and...<<else>>You ease the door open and...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action3 eq "doSnipe">>\n\n\t\t<<if $equip.isPrecisionWeapon>><<print "<div class='GameTextImage GameTextSpecial'>[img['https://rage-productions.com/game-content/scaffold-22/images/" + $hud.specialWeaponDisplayType + "']]</div>">>You ready your <<rifle>>, crack the breech, and slide a tungsten round into the chamber. By the time you bring the rifle up, the warden has almost reached the far end of the corridor.\n\t\t<<elseif $equip.isSubsonicWeapon>><<print "<div class='GameTextImage GameTextSpecial'>[img['https://rage-productions.com/game-content/scaffold-22/images/" + $hud.specialWeaponDisplayType + "']]</div>">>You unsling your <<rifle>> NITE, flip the selector to subsonic, and bring the rifle up. By now, the warden is almost at the far end of the corridor.\n\t\t<</if>><br><br>\n\n\t\t"Easy..." You settle the aimpoint on man's back, take a slow breath, and put pressure on the trigger. The warden stops and fiddles with a control panel. You're about to squeeze when he moves.<br><br>\n\n\t\t"Damn," you mutter, re-centering your aimpoint on the man's chest, and squeeze the trigger.<br><br>\n\n\t\t<<if $equip.rifle.name eq "XZ">>Your <<rifle>> recoils with a ear-shattering boom, sending a bright red bolt lancing down the corridor. Just to be safe, you scope the far end of the corridor. A clean kill - the warden's been blown into a million bloody bits. \n\t\t<<elseif $equip.rifle.name eq "C2000_Converted">>Your <<rifle>> recoils with a soft puff. There's a pained yelp. You scope your target to see the man on the floor, bleeding from a hole in chest. You fire two more rounds at his chest, blast a third into his skull, and lower your weapon.\n\t\t<</if>><br><br>\n\n\t\t<<if $equip.rifle.name eq "XZ">>"Sorry, man," you mutter as you clear the chamber. "Nothing personal."<br><br>\n\n\t\tYou sling your <<rifle>> and hurry back the way you came, first to that little, bendy corridor. Then through the utility door, past the non-responsive security bot outside, and...\n\t\t<<elseif $equip.rifle.name eq "C2000_Converted">>"Sorry, man," you mutter as you sling your weapon. "Nothing personal."<br><br>\n\n\t\tMoving quickly and quietly, you hurry back the way you came, first to that little, bendy corridor. Then through the utility door, past the non-responsive security bot outside, and...\n\t\t<</if>>\n\n\t<<elseif $action.action3 eq "doTalk">>\n\t\tYou approach the warden and call, "Hey, you there. Warden Paul?"<br><br>\n\n\t\tThe brown-haired fellow stops short. His hand moves towards his tranquilizer gun. "Who are you? What are you doing— wait. Who sent you?"<br><br>\n\n\t\t"No one." You raise your hands cautiously. "I just wanted to talk. It's about—"<br><br>\n\n\t\t"I know what it's fucking about, punk." The warden grabs his gun and, with a practiced motion, cycles the bolt. "Now back. Now. Get the fuck back or I blow your brains off. I'll do it. I swear. I know how to use this thing."<br><br>\n\n\t\t"Oh, shit." You take a step back. "Listen, I didn't mean to startle you. Just put the damned gun down and—"<br><br>\n\n\t\t"You think I'm stupid? Yeah? You think just 'cause I like fluffy animals I'm—" The warden's gun goes off with a loud bang.<br><br>\n\n\t\tSearing heat stings your face as an enormous tranquilizer - definitely not intended for humans - whizzes past. There's no time to think, just act: cover. Behind the nearest info-column. You'll be fine as long as this maniac doesn't hit next time.\n\n\t<</if>>\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\t<<if $processed eq false>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $processed = true>>\n\t\t<<set $savesMenuPassage = "B10 - Ith's Chamber">>\n\t<</if>>\n\n<<set $hud.interference = false>>\n<</silently>>\n\n\t<<if $action.action3 eq "none">>\n\t\t<div class='GameText'><<display 'ithchamber_postkill_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Yank out her Spine' 'addon_ithchamber_postfight' >>\n\t\t\t\t\t<<set $action.action3 = "spine"; $job_petrovic_paladin.mainPhase = 2; $attrib.stress += 3; $hide.layer1 = true; playContextSound("ui_attack_avoid")>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t<<set $aquireText = "Damaged Sphinxes Spine">>\n\t\t\t\t\t\t<<set $aquireImage = "s_spine_d">>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'ithchamber_postkill_txt'>></div><br>\n\t\t<div class='GameText'><<display 'ithchambers_kill_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Siren's Song|the_crossroads_main][$action.arrive = "fromss"; $time.active += 0.5; $attrib.fatigue += 1; $equip.hideWeaponLoadout = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\tYou say,\n\n\t<<if $action.action1 eq "ask">>"Okay, I'll play ball: what do you want, kid?"<br><br>\n\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_blindkid.png"]]</div>"To help you so you can help me." The kid's head turns to you, revealing a face shrouded in shadow - a face without eyes. "I know Father Zweili. And I know what you were sent to do. I also know something I believe you should be aware of."<br><br>\n\t<<elseif $action.action1 eq "demand">>"You better explain yourself, kid, and <<if $attrib.demeanor eq "agressive">>damn <</if>>fast. Impersonating a [[Church|PDA][$hud.currentScreen = "Church of Eden"]] official, luring me out here, and most of all: wasting my time. I don't take lightly to any of that."\n\t\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_blindkid.png"]]</div>"I needed to be certain you'd come." The kid's head turns to you, revealing a face shrouded in shadow - a face without eyes. "I know Father Zweili. And I know what you were sent to do. I also know something I believe you should be aware of."<br><br>\n\t<<elseif $action.action1 eq "gone">>"I'm gone. You got thirty seconds before I report you for impersonating a [[Church|PDA][$hud.currentScreen = "Church of Eden"]] official."<br><br>\n\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_blindkid.png"]]</div>"Wait." The kid's head turns to you, revealing a face shrouded in shadow - a face without eyes. "I know Father Zweili. And I know what you were sent to do. I also know something I believe you should be aware of."<br><br>\n\t<</if>>\n\n\t"Something I should know?" You fold your arms. "What?"<br><br>\n\t\n\t"It relates to the evens on [[Quantus VII|PDA][$hud.currentScreen = "Quantus VII"]]. I voyaged there with the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] envoy that retrieved the artefact you're looking for. Not in person, obviously, but in spirit."<br><br>\n\n\t"In spirit?" You don't like the sound of that.<br><br>\n\n\t"Memnetic demons are a curious technology. Her name was Aida Abi, a fine young woman of high house but humble and devoted to the Loving Stars, too kind-natured for this world. Many of the crew thought her naive but she was sensitive, an excellent navigator, tuned to the slightest disturbance in the void. We all liked her very much, all the crew." His eyeless expression grows dark. "And then there was the machine. Corinthin, perhaps, or maybe it was another. The killing machines are all alike. Cold and unfeeling. What it did was unexcusable."<br><br>\n\n\tYour eyes narrow. "Where's this<<if $attrib.demeanor eq "agressive">> crap<</if>> going?"<br><br>\n\n\t"The Voider's Vow, <<formalname>>, is not lightly broken. But what I heard in those last hours before we—" He hangs his head with a sigh. "[[Quantus|PDA][$hud.currentScreen = "Quantus VII"]] is beyond Church jurisdiction and to no surprise [[Erkan-Corbei|PDA][$hud.currentScreen = "Erkan-Corbei Minerals Group"]] refused to part with the artefact. The old device, they said, was not ours to take. Aida negotiated for terms. The machine took a more direct approach and forcefully claimed the artefact. Then..."<br><br>\n\n\t"I think I know where the ends," you say darkly.<br><br>\n\n\t"Anger, frustration, a crew of honest men and women put at great peril for a mere artefact. Then the order was given to purge [[Quantus VII|PDA][$hud.currentScreen = "Quantus VII"]]. Aida protested under tears. Even our Captain, a gruff man even by my standards, disliked the command. But we were given no choise. Thousands died to the atomic lance of a single nuclear torpedo. Now all that remains of the miners and their colony is a barren, irradiated rock."\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"Hello. I'd like to speak to...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"Hello. I'd like to speak to Mr. Amman. I was told he might be found here?"\n\n"Let me check." The receptionist's smile doesn't waver as he taps at a data pad. <<if $job_fisher_counterattack.altPhase eq 1 and not $chr_fabienne.alive>>"Ah, unfortunately he isn't in today. And his reservation has been canceled in future I see too. So I'm sorry to say I can't help you."\n\n"Damn. Got a contact address or something?"\n\n"Even if we did, that information is private," the receptionist says. "I'm truly sorry, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>. I really can't help you at all."<<else>>"And who should I say is calling, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>?"\n\n"Name's Vine." You hastily add, "<<firstname>> Acrel."\n\n"Of course." The receptionist taps again. "Forgive me for the disturbance, Sir, but—" An inaudible voice blares from the data pad. "Yes, Sir. But of course, Sir. It is merely, Sir, that—" The voice sqawks again. "I understand, Sir."\n\nThe receptionist gestures to a door on his left. "Fourth lounge on the left, <<formalname>>. Please enjoy your stay."\n\n"Thanks." You <<walk>> up to the door.\n\nHydraulics hiss. Frigid air wafts from the icy-blue corridor beyond. Ventilation fans hum in the ceiling. The floor plates groan when you step on them. You test your way forward, past three sealed hatches, until you're standing before the fourth door on the left. A sign above the release reads: //(-15┬░C)//\n\n"Well, that's just cozy," you mutter, causing frost to form on your breath, and...<</if>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You hit the door release and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_cryolounge_private.png"]]</div>You hit the door release and step into the lounge. Your soles slide on the icy floor. Panicked, you slow to a shuffle, and glance around. Icy mist so think you can only see swirls on all sides. Every breath you draw makes you shudder a little more.\n\n"Man, it's cold." <<if $equip.clothes eq "Iso Coat" or $equip.clothes eq "Iso Jacker">>You hug your Iso closer, glad for the warming fabric.<<else>>You hug yourself tightly, wishing you were anywhere else.<</if>> "Hello? Is anyone here?"\n\nSoft whispers meet your ears. Footsteps patter on ice. A woman wrapped in furs appears from the mist, saying, <<if $job_fisher_counterattack.altPhase eq 1>>"Oh, it's you. I thought... never mind. Mr. Amman is occupied at the moment but I'll be able to answer your questions."\n\n"Okay," you say through chattering teeth. "And who are you?"\n\n"His personal assistant and bodyguard." She smiles. "Anyways, I'll assume you're here because Xaviar sent you. He's been inquiring a lot lately. It's been irritating poor Mr. Amman to no end."\n\n<<if $attrib.demeanor eq "agressive">>"Not really my problem. And I'd really like a few answers. Unless that's too irritating."\n\n"Oh, no," the woman says with a hint of a smirk on her lips. "Please, do ask away."<<else>>"Sorry to hear that. I just have a few questions."\n\n"Oh, that's quite all right," the woman says with a hint of a smirk on her lips. "Please, do ask away."<</if>><<else>>"Vine, I suppose? Please follow me. And do wear this." She holds out a thick coat. "Mr. Amman insists."\n\n"Right." All too relieved, you wrap yourself in the coat and follow the woman into the haze.\n\nShe stops before an icy bed. There's a man with short, brown lying on it - sans coat - and another fellow massaging his back. The woman glances at you. "I'd like to introduce you to Mr. Amman. No funny business. Believe me. You won't live."\n\n"It's quite all right, dear," Mr. Amman murmurs lazily. "I truly doubt Vine wants - lower, Jared, yes, just like that - to hurt us."\n\n"Actually, I'm—" Frigid air fills your lungs, causing you to hesitate. "I just wanted to ask a few questions."\n\n"How predictable." Mr. Amman turns his head just far enough to look at you. "Do feel free to ask away, Vine. I'm not going anywhere anytime soon."<</if>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><<if $action.action2 eq "aboutlounge">>"Unrelated question but..."<<elseif $action.action2 eq "zanexemployer">>"I wanted to know about...<<else>>"If you don't mind me asking...<</if>>"<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<if $action.action2 eq "aboutlounge">>"Unrelated question but why the cryolounge? Seems like an odd place to meet."\n\n<<if $job_fisher_counterattack.altPhase eq 1>>The woman shrugs absently. "Calm? Quiet? No one around to see what goes on? You'd have to ask Mr. Ammann."\n\n"It's also <<if $attrib.demeanor eq "agressive">>cold as fuck<<else>>positively freezing<</if>>," you point out.\n\n"True, though that's the point I think. But yeah. This really isn't what you came to talk about, is it?"<<else>>Mr. Amman chuckles. "It is, you think? I disagree. It is quite possibly the best place one might run ones business from. Quality service, a cooling atmosphere, and little to no chance of prying ears."\n\n"It's also <<if $attrib.demeanor eq "agressive">>cold as fuck<<else>>positively freezing<</if>>," you point out.\n\n"Only to those who are not thermally adapted. Plus, it serves as ample deterrent for those I do not wish to linger. But I digress. You cannot have come here simply to speak of this, did you?"<</if>><<elseif $action.action2 eq "zanexemployer">>"Yeah, I wanted to know about [[Division 108|PDA][$hud.currentScreen = "Division 108"]], specifically some of their most recent contracts. Word is <<if $job_fisher_counterattack.altPhase eq 1>>Mr. Amman is<<else>>you're<</if>> the person to ask about that."\n\n<<if $job_fisher_counterattack.altPhase eq 1>>"Oh, I guess you're talking about that thing at the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]? Yeah, Mr. Amman said you might ask. I'll go out on a limb and assume you want to know who's responsible?"\n\nYou nod. "Just that. Provided it's not too much to ask."\n\n"No, of course not. Really nasty business. Not the kind anyone likes to see. But Mr. Amman doesn't have all the details either." She looks apologetic.\n\n"In other words—" You shiver involuntarily. "—I'm wasting my time here."\n\n"Well, not entirely," the woman says. "We know it's related to a recent incident at the [[Temple of Juno|PDA][$hud.currentScreen = "Cult of Juno"]]. I'd suggest looking into that. Might lead you to who you're looking for."<<else>>"Were any old punk to ask I'd say no, Vine. But I know you're better informed. So yes, I know a thing or two about the [[Division|PDA][$hud.currentScreen = "Division 108"]] and their operations. Care to be a little more precise than recent?"\n\n"Few days ago maybe?" You shrug. "Controversial thing involving the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]."\n\n"Ahh, yes. I see why you would be interested in that." Mr. Amman breathes a content sigh as the masseur digs his palms into Amman's shoulder blades. "Oh, that feels good, Jared. Keep... but yes. Where was I?"\n\n"The contract," you say coldly.\n\nMr. Amman nods lazily. "Yes, yes, the contract. Almost figured you'd be into that. A matter of revenge, maybe? You want to know who was responsible for the death of your old Boss?"\n\n"Something like that."\n\n"Again, predictable. But motive's irrelevant. What you want to hear is this: I could easily be persuaded to share what I know of that operation. All you would need to know are my particular tastes." Mr. Amman's eyes fix you with an absent stare. "You did think to ask our friend about my perculiarities, didn't you, Vine?"<</if>><<else>><<if $job_fisher_counterattack.altPhase eq 1>>"If you don't mind me asking, who is Mr. Amman exactly?"\n\n"A businessman," the woman says. "I'm afraid that's really all I know."\n\nYour brow furrows. "Just... that?"\n\n"He trades information, I can tell you that. Many people come to him to know things. And he's an honest one, respects customers and privacy, doesn't cheat or do underhand deals. A well-versed middleman, I guess you could say. But I haven't been with him long. So I don't know everything - and probably wouldn't be allowed to tell even if I did."<<else>>"If you don't mind me asking, who are you exactly?"\n\n"A businessman." Mr. Amman chuckles softly, causing icy mist to wreath his head. "But that's not what you meant, is it?"\n\nYou shake your head in response.\n\n"Well, my name is Fergus Amman. I'm native to Scaffold 127, moved here about thirty years ago. Business, you know." Amman scowls ever so slightly. "Sad time in my life, really. Took a lot of low blows from a lot of people who shouldn't have been stooping to that level. But I worked my way up. And that's all I'm willing to tell you just now, Vine. The important part is that I'm a man of my word. I didn't get where I am today by cheating. Many of my colleagues have, I confess, but not me. And it's paid off in the long run."\n\n"Surprising, in this world."\n\nMr. Amman laughs softly. "Trust and loyalty, Vine. They may be but illusions but they're damned valuable illusions in today's market."\n\n"Way things have been going for me, I'm not sure I trust anyone. Or have any loyalty." You shrug. "Not that it's any of your business, but yeah."\n\n"It isn't but here's some free advice: if you can't trust in honesty, you should choose your friends more carefully."<</if>><</if>><</if>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><<if $action.action5 eq "thankyou">>"Well, thanks for the information...<<elseif $action.action5 eq "whycult">>"What's the Cult of Juno..."<<elseif $action.action5 eq "didntask">>"Actually, no. I didn't ask..."<<else>>"Quit beating around the bush and..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<if $job_fisher_counterattack.altPhase eq 2>><<if $action.action5 eq "thankyou">>"Well, thanks for the information. Strange lead. But I'll look into it."<<else>>"What's the [[Cult of Juno|PDA][$hud.currentScreen = "Cult of Juno"]] got to do with the attack on the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]?"\n\n"I really couldn't say but Mr. Amman did mention the money trail led there. I'd have to ask. But I can't promise an answer."\n\nYou wave a hand. "I'll just figure it out for myself. And thanks."<</if>>\n\n"Glad to be of service." The woman's expression faulters. "Just, uh, do please not bother Mr. Amman about this anymore. He likes to keep his head down. I'm sure you understand."\n\n"Of course. Good bye." You shuffle back toward the door.\n\nIcy air bites your skin until, after what feels like forever, you reach the exit. Heat wafts in your face the moment you step out. Relieved, you head back to the lobby. The two receptionists thank you for enjoying their services. You mumble an unintelligable response through chattering teeth and...<<else>><<if $action.action5 eq "didntask">>"Actually, no. I didn't ask. But you can help me so just—"\n\n"You didn't bother to ask about me before we met?" Mr. Amman looks vaguely disappointed. \n\n<<else>>"Quit beating around the bush and give it to be plain," you say through chattering teeth. "I'm freezing."\n\n"So rash and impolite," Mr. Amman says, looking disappointed.<</if>> "Tragic. Really, it is. But okay. My particular tastes happen to be - surprise - fine foods. I happen to like aquatic xenofauna best and, well, an oppertunity presented itself. The [[Xeno Garden|PDA][$hud.currentScreen = "Xeno Garden"]], you know, the one that's been closed for almost a decade?"\n\n"I know the place," you say. "From the outside at least."\n\n"Well, I happened to meet the owner at a fundraising event. Odd man, a bit desperate maybe. Anyways, he told me that their lease on the [[Xeno Garden|PDA][$hud.currentScreen = "Xeno Garden"]] would expire in a few months and they were auctioning off the few remaining specimens at reduced prices. Naturally, I asked if they had a [[Cephanine|PDA][$hud.currentScreen = "Cephanine"]], and they did!"\n\n"Let me guess: you paid but never got your wolfsquid."\n\nMr. Amman looks sad. "Worse. We'd just made the deal when one of the wardens got wind of the affair and released the unfortunate creature. Now the poor owner is up to his neck in legal fees he can't pay and, to make matters worse, there's a [[Cephanine|PDA][$hud.currentScreen = "Cephanine"]] running amok somewhere in [[B Sector|PDA][$hud.currentScreen = "B Sector"]]. Dastardly affair, I do say."\n\n<<if $loc_gravtunnel.killedCephanine eq true>>"Well, if you want the wolfsquid back, you're shit outa luck. I just put one down by the [[Docks|PDA][$hud.currentScreen = "The Docks"]] a little while back." You shrug. "Unless you want a rotting squid corpse, in which case—"\n\n"No, no, not the [[Cephanine|PDA][$hud.currentScreen = "Cephanine"]], Vine. The warden's the one I want. Deal with. Quietly. And permanently."<<else>>"So, which one do you want dealt with? The wolfsquid, the warden, or the owner?"\n\n"The warden. I feel terrible for the owner and the [[Cephanine|PDA][$hud.currentScreen = "Cephanine"]] isn't much better off. But that warden, he intruded on my business, and I can't let that stand."<</if>>\n\n"Hm." You make a quick note on your frost-caked [[PDA|PDA][$hud.currentScreen = "agenda"]] and say, "It's an unusual request. And my job description is abomination hunter, not hitman, so I'll have to think about it."\n\n"You do that." Mr. Amman gestures into the fog. "Do show yourself out. And Vine? Please don't bother to come back unless you've done that little favor for me."\n\n"Don't worry," you say, beating a shuffling retreat toward the door.\n\nIcy air bites your skin until, after what feels like forever, you reach the exit. Heat wafts in your face the moment you step out. Relieved, you dump the jacket you were given on the floor and head back to the lobby. The two receptionists thank you for enjoying their services. You mumble an unintelligable response through chattering teeth and...<</if>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You lower your...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_ith.png"]]</div>You lower your weapons and step up to Ith. The [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] looks nothing like you expected, simply a clutter of circuits and long-rotten organs.\n\nTrying not to think about what you're doing, you examine it's twisted spine. Countless wires and tubes are grafted into it and several devices that remind you of holo-projectors have been installed along the length. Near the base of its synthetic skull, you find four power cores and move wires running into the mask.\n\nExcept the abomination's appearance is only half as ugly as what you have to do next. The very idea makes your guts churn. But you've come this far. No reason to give up now.<</if>>
<<nobr>>\n\t<div class='GameOption GameOption_Move'>\n\t\t<<if $loc_cryolounge.storedPistol eq "MF-R2">>\n\t\t\t<<click 'Take the MF-R2'>>\n\t\t\t\t<<set $action.action5 = $equip.pistol.name; $equip.pistol.name = $loc_cryolounge.storedPistol; $loc_cryolounge.storedPistol = $action.action5; window.setTimeout(flashUIElement, 60, "backup", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t<<set $statistics.lootedBackupWeapon += 1>>\n\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t<<set $aquireText = $equip.pistol.name>>\n\t\t\t\t\t<<set $aquireImage = $equip.pistol.name.toLowerCase()>>\n\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#amman-lootoptions'>>\n\t\t\t\t\t<<display 'cryolounge_amman_lootoptions'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<<else>>\n\t\t\t<<click 'Return the MF-R2'>>\n\t\t\t\t<<set $action.action5 = $equip.pistol.name; $equip.pistol.name = $loc_cryolounge.storedPistol; $loc_cryolounge.storedPistol = $action.action5; window.setTimeout(flashUIElement, 60, "backup", "HUD_StandardIcon_FlashUp")>>\n\t\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t<<set $aquireText = $equip.pistol.name>>\n\t\t\t\t\t<<set $aquireImage = $equip.pistol.name.toLowerCase()>>\n\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#amman-lootoptions'>>\n\t\t\t\t\t<<display 'cryolounge_amman_lootoptions'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<</if>>\n\t</div><br>\n\t<div class='GameOption GameOption_Move'>[[Leave the Room|b10_cryolounge_action][$processed = false; $action.action3 = "leave"; $hide.layer3 = true; playContextSound("ui_walk");]]</div>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B33 - Scrap Yard Pit">>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b33_scrapyard_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b33_scrapyard_oger_1_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Scrap Yard|b33_scrapyard_oger][$action.action1 = "enter"; $hide.layer2 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b33_scrapyard_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b33_scrapyard_oger_1_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b33_scrapyard_oger_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $equip.isConcealing>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say it looks Bad|b33_scrapyard_oger][$action.action2 = "agree"; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you don't Care|b33_scrapyard_oger][$action.action2 = "nocare"; $hide.layer3 = true; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Take a Swig|b33_scrapyard_oger][$action.action2 = "takeDrink"; $attrib.toxicity += 15; $hide.layer3 = true; $statistics.alcoholDrunk += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Refuse the Bottle|b33_scrapyard_oger][$action.action2 = "noDrink"; $attrib.toxicity += 2; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Insult the Man|b33_scrapyard_oger][$action.action2 = "chewOut"; $attrib.violence += 2; $hide.layer3 = true; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b33_scrapyard_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b33_scrapyard_oger_1_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b33_scrapyard_oger_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b33_scrapyard_oger_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $equip.isConcealing>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Check the Pumping Station|b33_scrapyard_oger][$action.action3 = "pumpstation"; $hide.layer4 = true; $hide.layer0 = false; playContextSound("ui_walk");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Search the Lower Platform|b33_scrapyard_oger][$action.action3 = "lowplatform"; $hide.layer4 = true; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Check the Pumping Station|b33_scrapyard_oger][$action.action3 = "pumpstation"; $attrib.toxicity += 2; $hide.layer4 = true; $hide.layer0 = false; playContextSound("ui_walk");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Search the Lower Platform|b33_scrapyard_oger][$action.action3 = "lowplatform"; $attrib.toxicity += 2; $hide.layer4 = true; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b33_scrapyard_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b33_scrapyard_oger_1_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b33_scrapyard_oger_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b33_scrapyard_oger_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b33_scrapyard_oger_search_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action3 eq "pumpstation">>\n\t\t\t\t<<if not $loc_scrapyard.tookDrugs>>\n\t\t\t\t\t<<if $equip.item1 eq "none" or $equip.item2 eq "none">>\n\t\t\t\t\t\t<div id='transfer-item' class='GameOption GameOption_Move'>\n\t\t\t\t\t\t\t<<click 'Take the StimFuel Inhaler'>>\n\t\t\t\t\t\t\t\t<<if $equip.item1 eq "none">>\n\t\t\t\t\t\t\t\t\t<<set $equip.item1 = "StimFuel">>\n\t\t\t\t\t\t\t\t<<elseif $equip.item2 eq "none">>\n\t\t\t\t\t\t\t\t\t<<set $equip.item2 = "StimFuel">>\n\t\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t\t<<set $loc_scrapyard.tookDrugs = true; $statistics.lootedChems += 1>>\n\n\t\t\t\t\t\t\t\t<<replace '#transfer-item'>>\n\t\t\t\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already took the StimFuel Inhaler]</div>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t\t\t\t<<set $aquireText = "StimFuel Inhaler">>\n\t\t\t\t\t\t\t\t\t\t<<set $aquireImage = "stimfuel">>\n\t\t\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t\t\t\t<<set document.getElementById("transfer-item").className = "GameOption GameOption_Disabled">>\n\t\t\t\t\t\t\t<</click>>\n\t\t\t\t\t\t</div>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You can't carry Anymore]</div></div>\n\t\t\t\t\t<</if>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the StimFuel Inhaler]</div></div>\n\t\t\t\t<</if>><br>\n\t\t\t\t<<if $loc_scrapyard.tookAmmo eq false>> \n\t\t\t\t\t<<if $equip.pistol.ammo lt $equip.pistol.ammo_max>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Move' id='takeammo'>\n\t\t\t\t\t\t\t<<click 'Take the 9mm Magazine'>>\n\t\t\t\t\t\t\t\t<<set $equip.pistol.ammo += Math.round(17 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>\n\t\t\t\t\t\t\t\t<<set $loc_scrapyard.tookAmmo = true; $statistics.lootedAmmo += 1>>\n\t\t\t\t\t\t\t\t<<set\t$ammotype = "9mm">>\n\t\t\t\t\t\t\t\t<<display 'HUD_AmmoFlashes'>>\n\n\t\t\t\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t\t\t\t<<set $aquireText = "9mm Rounds x" + Math.round(17 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>\n\t\t\t\t\t\t\t\t\t\t<<set $aquireImage = "9mm">>\n\t\t\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<replace '#takeammo'>>\n\t\t\t\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already took the 9mm Magazine]</div>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<set document.getElementById("takeammo").className = "GameOption GameOption_Disabled">>\n\t\t\t\t\t\t\t<</click>>\n\t\t\t\t\t\t</div>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You cannot carry any more 9mm Rounds]</div></div>\n\t\t\t\t\t<</if>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the 9mm Magazine]</div></div>\n\t\t\t\t<</if>><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Pumping Station|b33_scrapyard_oger][$action.action3 = "lowplatform_2"; $attrib.fatigue += 2; $hide.layer4 = true; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<<if $equip.isPrecisionWeapon and $equip.rifle.ammo.normal gte 1>>\n\t\t\t\t\t<div class='GameOption GameOption_Defend'>[[Precision Takedown (Main)|b33_scrapyard_oger][$processed = false; $action.action4 = "doSnipe"; $attrib.violence += 2; $attrib.caution += 6; $equip.rifle.ammo.normal -= 1; $hide.layer0 = true; $loc_scrapyard.killedAbomination = true; $statistics.specialKillDone += 1; $statistics.boltTunstenFired += 1; $statistics.overalKills += 1; $statistics.abominationKilled += 1; $statistics.abom_imposingKilled += 1; $statistics.organicKilled += 1; playContextSound("ui_attack_cannon");]]</div><br>\n\t\t\t\t<<elseif $equip.isSubsonicWeapon and $equip.pistol.ammo gte 12>>\n\t\t\t\t\t<div class='GameOption GameOption_Defend'>[[Silent Takedown (Main)|b33_scrapyard_oger][$processed = false; $action.action4 = "doSnipe"; $attrib.violence += 2; $attrib.caution += 6; $equip.pistol.ammo -= 12; $hide.layer0 = true; $loc_scrapyard.killedAbomination = true; $statistics.specialKillDone += 1; $statistics.nineMillFired += 1; $statistics.overalKills += 1; $statistics.abominationKilled += 1; $statistics.abom_imposingKilled += 1; $statistics.organicKilled += 1; playContextSound("ui_attack_suppressed");]]</div><br>\t\t\t\t\n\t\t\t\t<</if>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Oger|hud_combat][$action.arrive = "fromFight"; $attrib.violence = $attrib.violence + 3; $combatTemplate = "Oger_B33"; $processed = false; $loc_scrapyard.killedAbomination = true; $statistics.agressionDone += 1]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Observe the Oger|b33_scrapyard_oger][$processed = false; $action.action4 = "doRunAway"; $attrib.caution += 2; $hide.layer0 = true; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action5 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b33_scrapyard_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b33_scrapyard_oger_1_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b33_scrapyard_oger_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b33_scrapyard_oger_3_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b33_scrapyard_oger_search_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b33_scrapyard_oger_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action4 eq "doRunAway">>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Kill the Oger|hud_combat][$action.arrive = "fromFight"; $attrib.violence += 3; $combatTemplate = "Oger_B33_Alt"; $processed = false; $loc_scrapyard.killedAbomination = true]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Spare the Oger|b33_scrapyard_oger_loot][$action.arrive = "fromRunAway"; $attrib.violence -= 3; $processed = false; $loc_scrapyard.killedAbomination = false; $statistics.abominationsSpared += 1; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Search the Oger|b33_scrapyard_oger_loot][$action.arrive = "fromSnipe"; $processed = false; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"You messaged me about an Oger..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"You messaged me about an [[Oger|PDA][$hud.currentScreen = "Oger"]]," you say. "Some kinda problem you've been having 'round here or what?"\n\n"Ah, yeah, dat thing." Mark pulls a face. "Been raisin' hell down in the Yard. Down on 'em lower levels. There's grav-platforms out front that'll take ya down to the drainage pipes. Area's put in secure mode so ye'll have to activate manual override to get the platform moving. Oh, an' bring me somethin' in way of proof on yer way back up, yeah? My boss's got it in for me. Think's I'm skimmin credits for me buddies or somethin'."\n\n"Okay." You've just stepped up to the gate when Mark places a hand on your shoulder. "What?"\n\n"Be careful, man. I's already lost good guys down there. Don't wan' be losing my customers now too, do I?"\n\n<<if $attrib.demeanor eq "agressive">>You snort. "One fucking [[Oger|PDA][$hud.currentScreen = "Oger"]] and you get all feelsy? For real?"<<elseif $attrib.demeanor eq "cautious">>You nod. "I will. Believe me. I know not to screw around with [[Ogers|PDA][$hud.currentScreen = "Oger"]].<<else>>Your lips curl. "Trust me, I can handle one [[Oger|PDA][$hud.currentScreen = "Oger"]]."<</if>>\n\n<<if $attrib.demeanor eq "cautious">>"Ya, figured ye did. Was jus', eh, never mind."<<else>>"Yeah, yeah, 'course you can."<</if>> Mark waves for the men to unlock the gate. "Grav-plafrom's jus' throug 'ere and to the right. Sure you'll figure it out."<</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\t<<set $action.action1 = "none">>\n\t<<set $action.action2 = "none">>\n\t<<set $action.action3 = "none">>\n\t<<set $action.action4 = "none">>\n\t<<set $action.action5 = "none">>\n\n\t<<set $hide.layer1 = false>>\n\t<<set $hide.layer2 = false>>\n\t<<set $hide.layer3 = false>>\n\t<<set $hide.layer4 = false>>\n\t<<set $hide.layer5 = false>>\n<<set $savesMenuPassage = "B30 - Apt 124661">>\n<</silently>>\n<div class='GameText'><<display 'b30_sirenapt_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\t<<if $action.arrive eq "fromOutside" and $job_fisher_revenge.mainPhase eq 3>>\n\t\t<div class='GameOption GameOption_Move'>\n\t\t\t<<click 'Take the Hellspike' 'b30_siren_apt_action'>>\n\t\t\t\t<<set $action.action1 = "takespike"; $equip.knife = "hellspike"; $hide.layer1 = true>>\n\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp");>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t<<set $aquireText = $equip.knife>>\n\t\t\t\t\t<<set $aquireImage = $equip.knife.toLowerCase()>>\n\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t</div><br>\n\t\t<div class='GameOption GameOption_Move'>[[Refuse the Knife|b30_siren_apt_action][$action.action1 = "leavespike"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t<<else>>\n\t\t<<if $chr_fabienne.met and $job_conspiracy.conspiratorPhase eq 8 and $job_conspiracy.askedHistorianFinal eq "none">>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Show Fabienne the Object|b30_siren_apt_action][$action.action1 = "showobject"; $hide.layer0 = true; $time.active += 0.15; $job_conspiracy.askedHistorianFinal = "fabienne"; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\n\t\t<<if $job_conspiracy.conspiratorPhase eq 7 and $chr_fabienne.met and $job_conspiracy.djinnKnowledge.siren>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you need her Help|b30_siren_apt_action][$hide.layer1 = true; $action.action1 = "finalmission"; $job_conspiracy.buddy = "fabienne"; playContextSound("ui_click");]]</div><br>\n\t\t<<elseif ($job_conspiracy.conspiratorPhase eq 6 or (($factionlock.lockedFaction eq "kobol" or $factionlock.lockedFaction eq "zanex" or $factionlock.lockedFaction eq "cyber") and $job_conspiracy.conspiratorPhase eq 7)) and $job_conspiracy.djinnKnowledge.siren eq false>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Djinn|b30_siren_apt_action][$action.action1 = "djinn"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\n\t\t<<if ($job_fisher_extremists.instructionPhase gte 13 or $job_blindkid_shrine.mainPhase gte 2 or $factionlock.kobolPhase eq 2 or $randomEncounterPhases.darknetPaladinMessage eq 1) and $job_fisher_extremists.paladinKnowledge.siren eq false>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Paladins|b30_siren_apt_action][$action.action1 = "paladins"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\t\t<<if $job_anska_haze.mainPhase eq 1 or $job_anska_haze.mainPhase eq 2>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Athena Medical Labs|b30_siren_apt_action][$action.action1 = "athenamedical"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\t\t<<if $job_crypto_warlock.mainPhase eq 4>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say Warlock's still Alive|b30_siren_apt_action][$action.action1 = "warlock"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<<elseif $job_crypto_warlock.altPhase eq 6 and $chr_fabienne.met>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about ancient Cyphers|b30_siren_apt_cypher][$hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\t\t<<if $job_witches_pendant.mainPhase gte 1 and $job_witches_pendant.mainPhase lte 2 and $job_witches_pendant.askedSiren eq false>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Strange Pendant|b30_siren_apt_action][$action.action1 = "pendant"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\t\t<<if $equip.rifle.name eq "Blacklance" and $equip.clothes eq "Blackscorn Armor" and $chr_fabienne.met and $characterEncounterPhases.fabienneGunPhase eq 0>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Mention the Candle Incident|b30_siren_apt_action][$action.action1 = "candles"; $hide.layer1 = true; $characterEncounterPhases.fabienneGunPhase = 1; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\t\t<<if $chr_fabienne.met and ($job_exhaustion_evt.mainPhase eq 1 or $job_exhaustion_evt.mainPhase eq 98) and $attrib.exhausted and not $job_exhaustion_evt.solutionTalkFabienne>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Mention your Breakdown|b30_fabienne_breakdown][$hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\t\t<<if $job_abomination_investigate.ogerPhase gte 1 and $job_abomination_investigate.ogerPhase lt 4 and not $job_abomination_investigate.askedOgerFabienne>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Deshvar|b30_fabienne_ogerlair][$hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<<elseif $job_abomination_investigate.ogerPhase eq 5>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about Morgue Stencils|b30_fabienne_stencils][$hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\n\t\t<<if ($job_abomination_investigate.plagueTarget eq "b30_tramway" and $time.active - $job_abomination_investigate.plagueTime gte 6) or ((($job_abomination_investigate.abomSabotagePhase gt 8 or $job_abomination_investigate.abomAugmentPhase gt 10) and $job_abomination_investigate.abomSabotagePhase neq 98) and $time.active - $job_abomination_investigate.plagueTime gte 72)>>\n\n\t\t\t<<if $randomScene gte 0.33 and $randomScene lt 0.5 and $time.active gte ($randomEncounterPhases.lastRndEncounterTime + $randomEncounterPhases.minTimeWindow)>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Apartment|rnd_sprawl_attack][$processed = false; $action.arrive = "onfoot"; $action.action4 = "b30"; $action.action5 = "b30_area_infected"; $randomScene = "rat"; playContextSound("ui_walk");]]</div>\n\t\t\t<<elseif $randomScene gte 0.5 and $randomScene lt 0.66 and $time.active gte ($randomEncounterPhases.lastRndEncounterTime + $randomEncounterPhases.minTimeWindow)>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Apartment|rnd_sprawl_attack][$processed = false; $action.arrive = "onfoot"; $action.action4 = "b30"; $action.action5 = "b30_area_infected"; $randomScene = "scavenger"; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Apartment|b30_area_infected][$action.arrive = "onfoot"; $processed = false; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Appartment|b30_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; $processed = false; playContextSound("ui_walk");]]</div>\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>></div>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div><<if $action.arrive eq "fromOutside">>You <<if $attrib.toxicity gte 75>>swagger along<<elseif $attrib.fatigue gte 75>>trudge along<<else>><<walk>><</if>> the length of the...<<else>>You are in Unit 156331 on the third floor of...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_hab_fabienne.png"]]</div><<if $action.arrive eq "fromOutside">>You <<if $attrib.toxicity gte 75>>swagger along<<elseif $attrib.fatigue gte 75>>trudge along<<else>><<walk>><</if>> the length of the [[Level B30 Hab Block|PDA][$hud.currentScreen = "B30 Block"]]<<if ($job_abomination_investigate.plagueTarget eq "b30_tramway" and $time.active - $job_abomination_investigate.plagueTime gte 6) or ((($job_abomination_investigate.abomSabotagePhase gt 8 or $job_abomination_investigate.abomAugmentPhase gt 10) and $job_abomination_investigate.abomSabotagePhase neq 98) and $time.active - $job_abomination_investigate.plagueTime gte 72)>>your footfalls echoing in the oppressive fog. Some ways along, you turn into a hab and head up to the thrid floor.The door to Unit 124661 is locked, so you hit the buzzer and wait.<<else>>, fighting though the usual crowd, until you reach Unit 124661, where you turn off and take the stairs up to the third floor. The door to Unit 124661 is locked, so you hit the buzzer and wait.<</if>> \n\nAfter a few seconds, the door unlocks. No one comes out to greet you, so you step inside. The appartment is<<else>>You are in Unit 156331 on the third floor of the [[Level B30 Hab Block|PDA][$hud.currentScreen = "B30 Block"]]. It's<</if>> tiny, even by [[B30 Standards|PDA][$hud.currentScreen = "B30 Block"]]. There's barely enough space to fit a grimy mattress and a small cooker in the corner. There are clothes scattered all over and the stale air reeks of something you can't even identify. Considering there's no wash tube in sight, that really isn't a surprise. That or <<if $chr_fabienne.met>>Fabienne just hates cleaning up<<else>>[[Sirens|PDA][$hud.currentScreen = "Siren"]] have terrible hygiene<</if>>.\n\n<<if $action.arrive eq "fromOutside" and $job_fisher_revenge.mainPhase eq 3>>The [[Siren|PDA][$hud.currentScreen = "Siren"]] - since changed into a female body with jet black hair - is sitting on the mattress, draped in a long, purple dress. It smiles at you. "I wasn't sure you'd really show. <<if ($job_abomination_investigate.plagueTarget eq "b30_tramway" and $time.active - $job_abomination_investigate.plagueTime gte 6) or ((($job_abomination_investigate.abomSabotagePhase gt 8 or $job_abomination_investigate.abomAugmentPhase gt 10) and $job_abomination_investigate.abomSabotagePhase neq 98) and $time.active - $job_abomination_investigate.plagueTime gte 72)>>Especially since this place has gone to hell <</if>>But now you're here."\n\n"Wasn't sure I should," you say, eyeing the room. "So, what now?"\n\n"I said I would make it worth your while, so—" The woman flicks a hand, causing a slender knife to whizz into the wall beside you. "A present if you wish. Don't panic. I missed on purpose."\n\n"Glad you did," you growl, eyeing the knife. "What is it?"\n\nThe [[Siren|PDA][$hud.currentScreen = "Siren"]] looks insulted. "Why, a [[Hellspike|PDA][$hud.currentScreen = "hellspike"]], of course. The best of its sort. Made by me. Even licked the blade." She winks. "But okay, if you don't want it, I wouldn't be insulted. We could just chat. Or maybe I could be of use in your, well, line of work."<<elseif $action.arrive eq "fromOutside">><<if $chr_fabienne.met>>Fabienne, still in her red-haired form, is sitting on the mattress. She grins. "Hey, Vine. Nice of you to drop by. What's up?"<<else>>The [[Siren|PDA][$hud.currentScreen = "Siren"]], still in its black-haired female form, is sitting on the mattress. It smiles. <<if ($job_abomination_investigate.plagueTarget eq "b30_tramway" and $time.active - $job_abomination_investigate.plagueTime gte 6) or ((($job_abomination_investigate.abomSabotagePhase gt 8 or $job_abomination_investigate.abomAugmentPhase gt 10) and $job_abomination_investigate.abomSabotagePhase neq 98) and $time.active - $job_abomination_investigate.plagueTime gte 72)>>"Weather's a bit shit outside, isn't it? But nice to see you. You here to chat? Or just spend the end of days less alone?"<<else>> "How nice of you to stop by. Was there something you wanted? Or were you just lonely tonight?"<</if>><</if>><<else>><<if $chr_fabienne.met>>Fabienne smiles. "So, you planning on hanging around? Mean, I know it's still a mess, but I'll get around to cleaning up. Someday. When hell freezes over or something.<<else>>The [[Siren|PDA][$hud.currentScreen = "Siren"]] smiles at you. "You're welcome to stay a while, if you want. But I wouldn't be insulted if you left either. It's not the most pleasant place, this."<</if>><</if>><</if>>
<<nobr>>\n\n/% hauler-loot %/\n\n\t\t<<if $equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>Main Weapon Restricted</div></div>\n\t\t<<else>>\n\t\n\t<div class='GameOption GameOption_Move'>\n\t\n\t\t<<if $loc_derelict_hauler.storedRifle eq "VIM">>\n\t\n\t\t\t<<click 'Take the VIM'>>\n\t\n\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_derelict_hauler.storedRifle; $loc_derelict_hauler.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\n\t\t\t\t<<set $statistics.lootedMainWeapon += 1>>\n\t\n\n\t\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\n\n\t\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\n\t\t\t\t<</replace>>\n\t\n\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\n\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\n\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\n\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\n\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\n\t\t\t\t<</replace>>\n\t\n\t\t\t\t<<replace '#hauler-loot'>>\n\t\n\t\t\t\t\t<<display 'hauler_lootoptions'>>\n\t\n\t\t\t\t<</replace>>\n\t\n\t\t\t<</click>>\n\t\n\t\t<<else>>\n\t\n\t\t\t<<click 'Return the VIM'>>\n\t\n\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_derelict_hauler.storedRifle; $loc_derelict_hauler.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\n\t\n\t\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\n\n\t\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\n\t\t\t\t<</replace>>\n\t\n\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\n\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\n\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\n\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\n\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\n\t\t\t\t<</replace>>\n\t\n\t\t\t\t<<replace '#hauler-loot'>>\n\t\n\t\t\t\t\t<<display 'hauler_lootoptions'>>\n\t\n\t\t\t\t<</replace>>\n\t\n\t\t\t<</click>>\n\t\n\t\t<</if>>\n\t\n\t</div>\n\t\t<</if>><br>\n\n\t<<if $loc_derelict_hauler.tookCredits eq false>>\n\t\t<div id='transfer-credits' class='GameOption GameOption_Move'>\n\t\t\t<<click 'Transfer the Credits'>>\n\t\t\t\t<<set $loc_derelict_hauler.tookCredits = true; $attrib.credits += 6000; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t<<set $statistics.lootedCredits += 1>>\n\n\t\t\t\t<<replace '#transfer-credits'>>\n\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t<<set $aquireText = "Credits x6000">>\n\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\n\t\t\t\t<<set document.getElementById("transfer-credits").className = "GameOption GameOption_Disabled">>\n\t\t\t<</click>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div></div>\n\t<</if>><br>\n\n\t<div class='GameOption GameOption_Move'>[[Close the Voidtrunk|b40_addon_hauler][$action.action1 = "continue"; $hide.layer3 = true; playContextSound("ui_click");]]</div>\n\n<</nobr>>
<div class='GameOption GameOption_Move'>[[Pick up the Data Pad|b40_addon_hauler][$action.action1 = "maintenancelog"; $loc_derelict_hauler.readMaintenanceLog = true; $hide.layer2 = true; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\n<<if $loc_derelict_hauler.storedArmor eq "Void Suit">>\n\t<<set $clickName = 'Wear the Void Suit'>>\n<<else>>\n\t<<set $clickName = 'Return the Void Suit'>>\n<</if>>\n<div class='GameOption GameOption_Move'>\n<<click $clickName>>\n\t<<set $action.action9 = $equip.clothes; $equip.clothes = $loc_derelict_hauler.storedArmor; $loc_derelict_hauler.storedArmor = $action.action9; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp"); $statistics.lootedArmor += 1>>\n\n\t<<display 'checkAmmoLevel'>>\n\n\t<<replace '#hud-center-pane'>>\n\t\t<<display 'UI_CenterPane'>>\n\t<</replace>>\n\n\t<<replace '#hud-notification-pane'>>\n\t\t<<set $aquireTitle = "Equipped">>\n\t\t<<set $aquireText = $equip.clothes>>\n\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>\n\t\t<<display 'UI_AquireItem'>>\n\t<</replace>>\n\n\t<<replace '#hauler-loot'>>\n\t\t<<display 'hauler_loot_2'>>\n\t<</replace>>\n<</click>>\n</div><br>\n\n<<if $loc_derelict_hauler.tookAmmo1 eq false>> \n\t<<if $equip.rifle.ammo.electric lt $equip.rifle.ammo.electric_max>>\n\t\t<div id='transfer-ammo' class='GameOption GameOption_Move'>\n\t\t\t<<click 'Take the Conductive Bolt'>>\n\t\t\t\t<<set $equip.rifle.ammo.electric += 1>>\n\t\t\t\t<<set $loc_derelict_hauler.tookAmmo1 = true>>\n\t\t\t\t<<set\t$ammotype = "bolt">>\n\t\t\t\t<<display 'HUD_AmmoFlashes'>>\n\t\t\t\t<<set $statistics.lootedAmmo += 1>>\n\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t<<set $aquireText = "Condctive Bolt x1">>\n\t\t\t\t\t<<set $aquireImage = "bolt_electro">>\n\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#transfer-ammo'>>\n\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already took the Scattershot Canister]</div>\n\t\t\t\t<</replace>>\n\t\t\t\t<<set document.getElementById("transfer-ammo").className = "GameOption GameOption_Disabled">>\n\t\t\t<</click>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You cannot carry any more Neurotoxin Canisters]</div></div>\n\t<</if>>\n<<else>>\n\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the Scattershot Canister]</div></div>\n<</if>><br>\n<div class='GameOption GameOption_Move'>[[Search the Crew Quarters|b40_addon_hauler][$action.action1 = "crew"; $hide.layer1 = true; $action.arrive = "fromOther"; playContextSound("ui_walk");]]</div>\n<<if $job_blindkid_shrine.mainPhase eq 4>><br>\n\t<div class='GameOption GameOption_Move'>[[Leave the Void Hauler|b40_addon_hauler][$action.action1 = "leave"; $hide.layer2 = true; $action.arrive = "fromCommand"; playContextSound("ui_walk");]]</div>\n<</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n<<if $action.action1 eq "none">>\n\t<<if $equip.pistol.name eq "M1114_Converted" and $equip.pistol.ammo gte 3>>\n\t\t<<set $action.action2 = "gun">>\n\t<<else>>\n\t\t<<set $action.action2 = "knife">>\n\t<</if>>\n<</if>>\n\n<<set $hide.layer2 = false>>\n<<set $hide.layer3 = false>>\n<<set $hide.layer4 = false>>\n<<set $hide.layer5 = false>>\n<<set $savesMenuPassage = "B10 - Raj's apt">>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'the_crossroads_raj_kill_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Defend'>[[Spare Raj Winston|the_crossroads_addon_killraj][$action.action1 = "spare"; $hide.layer1 = true; $attrib.violence -= 5; $job_fisher_extremists.instructionPhase = 12; $statistics.humansSpared += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t<<if $action.action2 eq "gun">>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Kill Raj Winston|the_crossroads_addon_killraj][$action.action1 = "kill"; $equip.pistol.ammo -= 3; $attrib.violence += 5; $attrib.criminality += 1; $chr_raj.alive = false; $hide.layer0 = true; $hide.layer1 = true; $statistics.specialKillDone += 1; $statistics.nineMillFired += 1; $statistics.overalKills += 1; $statistics.humanKilled += 1; $statistics.organicKilled += 1; playContextSound("ui_attack_suppressed");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Kill Raj Winston|the_crossroads_addon_killraj][$action.action1 = "kill"; $chr_raj.alive = false; $attrib.violence += 5; $attrib.criminality += 1; $hide.layer0 = true; $hide.layer1 = true; $statistics.overalKills += 1; $statistics.humanKilled += 1; $statistics.organicKilled += 1; playContextSound("ui_attack_melee");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'the_crossroads_raj_kill_txt'>></div><br>\n\t\t<div class='GameText'><<display 'the_crossroads_raj_kill_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave Raj's Appartment|the_crossroads_main][$action.arrive = "fromraj"; $time.active = $time.active + 0.25; $attrib.fatigue = $attrib.fatigue + 2; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>\n\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "B10 - Ith's Chamber">>\n<<if not $equip.hideWeaponLoadout>>\n\t<<set $equip.hideWeaponLoadout = true>>\n<</if>>\n<</silently>>\n<<nobr>>\n\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'the_sirens_song_base_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'the_sirens_song_main_txt'>></div><br>\n\t\t<div class='GameText'><<display 'ithchambers_kill_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<set $hud.interference = true>>\n\t\t\t<<if $chr_ith.madeFriend>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what Ith Means|addon_sirenssong_kill_ith][$action.action1 = "whatmean"; $hide.layer3 = true; $attrib.caution += 2; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Admit you considered Murder|addon_sirenssong_kill_ith][$action.action1 = "admit"; $hide.layer3 = true; $attrib.violence += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Pretend not to Understand|addon_sirenssong_kill_ith][$action.action1 = "notunderstand"; $hide.layer3 = true; $attrib.caution += 1; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight for your Life|addon_sirenssong_kill_ith][$action.action1 = "placeholder"; $action.action2 = "kill"; $chr_ith.alive = false; $hide.layer3 = true; $attrib.violence += 2; ga('send', 'event', 'game', 'job_sphinx', 'didKill'); $statistics.abominationKilled += 1; $statistics.overalKills += 1; $statistics.machineKilled += 1; $statistics.machine_advKilled += 1; $statistics.abom_uniqueKilled += 1; playContextSound("ui_attack_melee");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'the_sirens_song_base_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'the_sirens_song_main_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'ithchambers_kill_txt'>></div><br>\n\t\t<<if $action.action1 neq "placeholder">>\n\t\t\t<div class='GameText'><<display 'ithchambers_kill_2_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Decide to kill Ith|addon_sirenssong_kill_ith][$action.action2 = "kill"; $chr_ith.alive = false; $hide.layer4 = true; $attrib.violence += 5; playContextSound("ui_clock");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Defend'>[[Decide to spare Ith|addon_sirenssong_kill_ith][$action.action2 = "spare"; $hide.layer4 = true; $attrib.caution += 5; ga('send', 'event', 'game', 'job_sphinx', 'didSpare'); $statistics.abominationsSpared += 1; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'the_sirens_song_base_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'the_sirens_song_main_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'ithchambers_kill_txt'>></div><br>\n\t\t<<if $action.action1 neq "placeholder">>\n\t\t\t<div class='GameTextGreyed'><<display 'ithchambers_kill_2_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameText'><<display 'ithchambers_kill_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action2 eq "kill">>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Sphinx|hud_combat][$action.arrive = "fromKill"; $combatTemplate = "Sphinx_HerChamber"; $processed = false; $attrib.criminality += 3]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Bar|the_crossroads_sirens_song_main][$action.arrive = "fromself"; $job_petrovic_paladin.mainPhase = 99; $attrib.fatigue += 1; $time.passed += 0.25; $hide.layer2 = false; $hide.layer3 = false; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<else>>\n\t\t/% this below here should no longer trigger; is in different scene now %/\n\t\t<div class='GameTextGreyed'><<display 'the_sirens_song_base_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'the_sirens_song_main_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'ithchambers_kill_txt'>></div><br>\n\t\t<<if $action.action1 neq "placeholder">>\n\t\t\t<div class='GameText'><<display 'ithchambers_kill_2_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameTextGreyed'><<display 'ithchambers_kill_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'ithchambers_kill_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Siren's Song|the_crossroads_main][$action.arrive = "fromss"; $time.active += 0.5; $attrib.fatigue += 1; $equip.hideWeaponLoadout = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>\n\n\n<</nobr>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><<if $action.action2 eq "unlikely">>"Paladin nuking a colony? That's..."<<else>>"Why are you telling me? This is the kinda..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\t<<if $action.action2 eq "unlikely">>\n\t\t<<if $attrib.religion eq "theophobe">>"[[Paladin|PDA][$hud.currentScreen = "Paladin"]] nuking a colony? Listen, I hate the faiths as much as anyone else, but that's one hell of an accusation. Even tin cans don't go around the galaxy comitting genocide on a whim."\n\t\t<<elseif $attrib.demeanor eq "agressive">>"[[Paladin|PDA][$hud.currentScreen = "Paladin"]] nuking a colony? Listen, I know those tin cans are bastards, but they don't go running around the galaxy comitting willful genocide."\n\t\t<<else>>"[[Paladin|PDA][$hud.currentScreen = "Paladin"]] nuking a colony? Sure, they're harsh to anyone found guilty, but they don't go running around the galaxy comitting genocide either."\n\t\t<</if>>\n\t\t<br><br>\n\n\t"Maybe not, but the machines have." The kid fixes you with his sightless gaze. "And Aida has since disappeared, <<formalname>>. She was the only one among us who had not taken a vow of silence to the Loving Stars. She was the only one whose word could have made this injustice known."\n\n\t<<else>>"Why are you telling me? This is the kinda <<if $attrib.demeanor eq "agressive">>">>shit<<else>>issue<</if>> the <<if $attrib.religion eq "theophobe">>faith-licking Clergy<<else>>Clergy<</if>> deals with. Administrative punishment, adherence to <<if $attrib.religion eq "theophobe">>bullshit <</if>>laws. I just hunt abominations."<br><br>\n\n\t"Unfortunately, the administration would be powerless even if it did believe my story." The kid fixes you with his sightless gaze. "I appear a child to this world even though I am a century older than you and, alas, even if one would believe me, I have no proof. Aida has disappeared, <<formalname>>. She was the only one among us who had not taken a vow of silence to the Loving Stars. Her word could have made this matter known."\n\t\n\t<</if>><br><br>\n\n\tYour lips twitch. <<if $attrib.demeanor eq "agressive">>"Yeah, and I'm guessing you can't prove any of this, right?"<<else>>"Right. And for some reason I doubt you can prove any of this."<</if>><br><br>\n\n\tThe kid shakes his head. "All records were purged from our vessel's systems and the absence of a fission warhead was attributed to corsair raiders. A known issue when one ventures to the edges of civilized space. I said nothing at first but, when Aida disappeared, I found the courage to take this issue to Zweili. He was always kind to me, saved me from the horror of the Athena Medical facility, reunited me with my sister, and even introduced me to Captain Erhardt. But even the great and powerful Zweili could only look into the matter and we all know what it means when a cleric says they will look into something: the truth will be forgotten, remembered only as nightmares for the few who know what happened."<br><br>\n\n\t"And you want me to do what exactly?"<br><br>\n\n\t"Anything you can," the kid says earnestly. "And if you hear anything of Aida, anything at all, I beg you to investigate. Please. Your position is not strong within the [[Church|PDA][$hud.currentScreen = "Church of Eden"]], I know, but perhaps your unorthodox methods can bring this matter to light all the same."\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"I'd like to speak to...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"I'd like to speak to Mr. Amman. He still here?"\n\n"Let me check." The receptionist's smile doesn't waver as he taps at a data pad. "And who should I say—"\n\n"Oh, never mind." You set a hasty pace toward the door on the left, saying, "Tell him I'm coming, man."\n\n"Hey, hey, you can't—" The receptionist's voice is cut short as the door snaps closed behind you.\n\nYou stride down the frigid corridor to the fourth door on the left and hit the release. Hydraulics hiss. The door retracts, releasing a chill wind. Indifferent, you stride into the icy mist beyond - and almost slip, again. \n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_cryolounge_private.png"]]</div>"Fuck." You slow your pace, saying, "Amman? You in here?"\n\nSilence haunts the icy air. Mist swirls laziy. Machinery creakes. A silhouette moves in the haze to your left only to vanish again.\n\n"Amman?" You step in that direction, unable to see the shape anymore. "Hey, that you?"\n\nThere's no reply. You shiver uncomfortably. Something is wrong, very wrong, that much is clear. The only question is what.<</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You glance around one last time...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\nYou glance around one last time, see nothing, and <<if $action.action2 eq "search">>begin to search the room. Progress is as slow as your pace. It's impossible to see more than a foot in any direction.\n\n"For real though," you mutter, shivering as you advance one careful step at a time. "Who the fuck holes up in a cryolounge?"\n\nThere's no response, just the dull hum of a machine somewhere nearby. You've barely taken a step in that direction when you spot a dark shape on the ground. It quickly resolves into a woman wrapped in a thick fur coat. Blood is seeping from her neck and onto the icy floor.\n\n"Ah, crap." You kneel, glancing around nervously.\n\nNothing moves amidst the haze, nor does the woman seem to notice your presence. Hypothermia, probably, if the wound didn't sever her spine - it looks deep. Whatever caused it was incredibly sharp. And whoever did this must've struck fast because the woman didn't even have time to draw the [[MF-R2|PDA][$hud.currentScreen = "MF-R2"]] holsetered under her coat. Your best assumption: she was Amman's bodyguard, but there's no way to know whether her sacrifice was worth it.<<elseif $action.action2 eq "leave">>You glance around one last time, see nothing, and cautiously backpedal toward the door. No point in lingering, not if Amman isn't there. Question just is whether he's dead, got spooked, or something else happened and you have no way to know.\n\n<<display 'amman_revisit_leave_txt'>><</if>>.<</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You stand, resigned to the fact...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\nYou stand, resigned to the fact there's nothing more you can do, and shuffle back toward the door. No point in lingering, not if Amman isn't there. Question just is whether he's dead or not - and if not, where he is now.\n\n<<display 'amman_revisit_leave_txt'>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You step through the gate, into...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_sprawlgeneric.png"]]</div>You step through the gate, into the Scrap Yard. Great piles of twisted metal, discarded circuitry, and all manner of other recyclable waste has been piled in the chasm below. Assorted cranes - some magnetic, others grav-driven - stand on great pillars amidst the piles of junk. Against the distant wall, six gigantic processing stations belch smoke into ventilation pipes that were once transparent but have since been smudged black as coal.\n\nTo your immediate right, four grav-platforms are docked beside a walkway. Each is six meters wide and surrounded by safety railings. Two are laden with machinery - vaccuums by the looks - and another has been piled high with drums of rust-paint. The fourth is unused but there's a workman leaning against the railing, staring at nothing in particular.\n\n<<if $attrib.demeanor eq "agressive">>"Hey."<<else>>"Exuse me."<</if>> You approach the fellow. "You run this thing?"\n\nThe man looks up with sunken eyes. "Aye. An' yer dat <<if $attrib.gender eq "male">>bloke<<else>>one<</if>> they said's gon' take care of our [[Oger|PDA][$hud.currentScreen = "Oger"]] problem, true? Ain't a callin' I envy. But life's as it is, eh?" The workman waves a had over the holo-display mounted on the platform. "Grab hold. I'll float ye down."\n\nYou grab the railing the same moment the magnetic clamps release. The grav-platform shudders as it floats away from the walkway, slowly drifting out over the piles of junk. You stand and wait, staring out over the scrap yard and <<if $equip.isConcealing>>secretly glad you came with a mask.<<else>>pretending the assorted junk doesn't reek half as badly as it does.<</if>>\n\n<<if $equip.isConcealing>>"Shitty place, eh?" The man takes a swig from a small flask.<<else>>"Oi, mate." The workman holds out a small flask. "Me own homebrew. Makes 'em stench more bearable."<</if>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B10 - Cryolounge">>\n<</silently>>\n<<nobr>>\n\t<<if $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b10_lounge_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_lounge_hellcat_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Scratch Marks|b10_cryolounge_hellcat][$action.action2 = "scratchmarks"; $action.action4 = "true"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Cryochamber|b10_cryolounge_hellcat][$action.action2 = "chamber"; $action.action5 = "true"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 neq "wherego">>\n\t\t<div class='GameTextGreyed'><<display 'b10_lounge_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_lounge_hellcat_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_lounge_hellcat_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action4 neq "true">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Scratch Marks|b10_cryolounge_hellcat][$action.action2 = "scratchmarks"; $action.action4 = "true"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<<if $action.action5 neq "true">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Cryochamber|b10_cryolounge_hellcat][$action.action2 = "chamber"; $action.action5 = "true"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask where to Go|b10_cryolounge_hellcat][$action.action3 = "wherego"; $hide.layer3 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'b10_lounge_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_lounge_hellcat_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_lounge_hellcat_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_lounge_hellcat_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Remove the Crowbar|b10_cryolounge_hellcat_inside][$processed = false; playContextSound("ui_unlock");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"I'm here about the..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"I'm here about the abomination," you tell the receptionist. "Your head of security sent me a message."\n\n"Ah, you are the legendary Vine?" The receptionist looks surprised, but quickly composes himself. "It is an honor to have you here, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>."\n\n<<if $attrib.demeanor eq "agressive">>You roll your eyes. "Whatever. Where's the damn thing at? And what can you tell me about it?"<<elseif $attrib.demeanor eq "cautious">>You force a smile. "Always glad to help. Now, can you tell me anything about the menace?"<<else>>You have to fight not to laugh. "Honor's mine, man. Now what do you know about the beast?"<</if>>\n\n"Little, I am afraid, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>. There was an incident in one of the cryonics chambers. When the technicians went to investigate they, uh, found what they said were bite and claw marks all over, but no indication of what cause them. I do believe Mr. Harper, our Director of Security, sent someone down to investigate but, ah, that was several hours ago and they have not returned."\n\n<<if $attrib.demeanor eq "agressive">>"So, basically, they're dead."<<else>>"That's bad. Any chane they're still alive?"<</if>>\n\nThe receptionist shrinks a little. "Possibly, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>. We are not legally allowed to remotely monitor vitals due to privacy concerns. So I cannot say."<</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "B30 - Apt 124661">>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "takespike" or $action.action1 eq "leavespike">>\n\t\t<div class='GameTextGreyed'><<display 'b30_sirenapt_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_sirenapt_talk_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b30_siren_apt][$processed = false; $action.arrive = "fromSelf"; $job_fisher_revenge.mainPhase = 4; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action1 eq "athenamedical">>\n\t\t<div class='GameTextGreyed'><<display 'b30_sirenapt_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_sirenapt_talk_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b30_siren_apt][$processed = false; $action.arrive = "fromSelf"; $job_anska_haze.mainPhase = 3; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action1 eq "djinn">>\n\t\t<div class='GameTextGreyed'><<display 'b30_sirenapt_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_sirenapt_talk_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b30_siren_apt][$processed = false; $action.arrive = "fromSelf"; $job_conspiracy.djinnKnowledge.siren = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action1 eq "paladins">>\n\t\t<div class='GameTextGreyed'><<display 'b30_sirenapt_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_sirenapt_talk_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b30_siren_apt][$processed = false; $action.arrive = "fromSelf"; $job_fisher_extremists.paladinKnowledge.siren = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action1 eq "pendant">>\n\t\t<div class='GameTextGreyed'><<display 'b30_sirenapt_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_sirenapt_talk_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b30_siren_apt][$processed = false; $action.arrive = "fromSelf"; $job_witches_pendant.askedSiren = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action1 eq "finalmission">>\n\t\t<div class='GameTextGreyed'><<display 'b30_sirenapt_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_sirenapt_talk_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the apartment with Fabienne|b3_finalmission_arrive][$time.active = $time.active + 1.5; $attrib.fatigue += 3; $processed = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action1 eq "warlock">>\n\t\t<div class='GameTextGreyed'><<display 'b30_sirenapt_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_sirenapt_talk_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b30_siren_apt][$processed = false; $action.arrive = "fromSelf"; $job_crypto_warlock.mainPhase = 5; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action1 eq "candles">>\n\t\t<div class='GameTextGreyed'><<display 'b30_sirenapt_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_sirenapt_talk_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Take the Gun' 'b30_siren_apt'>>\n\t\t\t\t\t<<set $processed = false; $action.arrive = "fromSelf"; $equip.pistol.name = "BL4K"; $statistics.lootedBackupWeapon += 1>>\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText = $equip.pistol.name>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.pistol.name.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Gun|b30_siren_apt][$processed = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<nobr>>\n\n\t<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>\n\t\t\t<<if $action.action1 eq "takespike">>You take the Hellspike...\n\t\t\t<<elseif $action.action1 eq "leavespike">>You leave the knife...\n\t\t\t<<elseif $action.action1 eq "athenamedical">>"I have a question," you say...\n\t\t\t<<elseif $action.action1 eq "djinn">>"I was wondering if..."\n\t\t\t<<elseif $action.action1 eq "paladins">>"Hey, do you know anything..."\n\t\t\t<<elseif $action.action1 eq "pendant">>"Hey, I found this thing..."\n\t\t\t<<elseif $action.action1 eq "finalmission">>"Hey, I need your help..."\n\t\t\t<<elseif $action.action1 eq "warlock">>"We really gotta talk..."\n\t\t\t<<elseif $action.action1 eq "candles">>"Hey, something really weird..."\n\t\t\t<<elseif $action.action1 eq "showobject">>"I have to ask you..."\n\t\t\t<</if>>\n\n\t<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div><br>\n\t\t<<if $action.action1 eq "takespike" or $action.action1 eq "leavespike">>\n\t\t\t<<if $action.action1 eq "takespike">>You take the Hellspike and step up to the abomination. "Thanks for the blade but your help? Nah. Why would I need that?"<br><br>\n\n\t\t\t<<elseif $action.action1 eq "leavespike">>You leave the knife and glower at the abomination. "Don't need your pointy things or your help. Thanks. But no thanks."<br><br>\n\n\t\t\t<</if>>\n\n\t\t\t"Oh, I have my uses," the [[Siren|PDA][$hud.currentScreen = "Siren"]] says with a sly smirk. "I hear things. I know things. Occasionally, I do things. Plus it sounds a lot like you lost a good friend saving my life. So how much can it hurt to have another, well, friend?"<br><br>\n\n\t\t\t"When they're a raping, murdering abomination?" You scoff. "A lot."<br><br>\n\n\t\t\tThe [[Siren|PDA][$hud.currentScreen = "Siren"]] looks insulted. "Oh, please do stop with the stereotypes. I kill for professional pleasure, not for fun. I didn't even kill the poor girl who once owned this place. I just found her that way. The way I find most of my victims. So close to death a little fun can't hurt on the way out."<br><br>\n\n\t\t\t"Sounds suspciciously like abomination logic to me," you growl.<br><br>\n\n\t\t\t"Maybe it is." The [[Siren|PDA][$hud.currentScreen = "Siren"]] shrugs. "Point remains, I can help you. And I think you might need me. So how about we do away with all the unpleasantries and just start over. I'm sure this could become a beautiful friendship... with a little ticking and tacking here and there."<br><br>\n\n\t\t\t"Be careful who you call friend. But okay. Maybe we could be of mutual benefit. But only until the day I decide to come back and ice you."<br><br>\n\n\t\t\tThe abomination grins. "Oh, a little threat from a little <<if $attrib.gender eq "male">>man<<else>>girl<</if>>. You see? This is shaping up wonderfully."\n\t\t<<elseif $action.action1 eq "athenamedical">>\n\t\t\t"I have a question," you say. "A strange one. But you got ears around so maybe you know: is there an Athena Medical lab here somewhere in [[B Sector|PDA][$hud.currentScreen = "B Sector"]]? Small place maybe, on the upper levels?"<br><br>\n\n\t\t\t"Yeah, back behind [[Boulevard|PDA][$hud.currentScreen = "The Boulevard"]] Information. Guys moved in a few weeks ago. Security's tight as can be. [[Power Armor|PDA][$hud.currentScreen = "Power Armor"]], [[Security Bots|PDA][$hud.currentScreen = "Security Bot"]], the whole deal. Think [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] is providing muscle. At least, that's the logos they all had on."<br><br>\n\n\t\t\t<<if $chr_fabienne.met>>You shoot her a dubious glance. "And you just, what, happen to know this?"\n\t\t\t<<else>>Your brow furrows. "And you just happen to know this and want to share freely?"\n\t\t\t<</if>><br><br>\n\n\t\t\t"Sure." The [[Siren|PDA][$hud.currentScreen = "Siren"]] musters you with an even gaze. "I was running an job up there, remember? And I saw a few things. And I said if I saw anything, I'd tell you. I'm a good friend like that, you know?"<br><br>\n\n\t\t\t<<if $chr_fabienne.met>>"True, when you aren't stealing stuff."\n\t\t\t<<else>>"Friend." The very idea makes you laugh.\n\t\t\t<</if>><br><br>\n\n\t\t\t"Okay, want me to prove it?" The [[Siren|PDA][$hud.currentScreen = "Siren"]] reaches into the mess of stuff lying on the floor and pulls out an ID card. "See this? Old school tech but it's how they keep that place secure; no chance you'll get in with a simple hack. I nabbed it off one of the lab rats while he was out back, smoking. Figured it might come in handy." She holds out the card. "Take it."<br><br>\n\n\t\t\tYou take the card. <<if $chr_fabienne.met>>"Proving that you're still a better thief than liar."<<else>>"This had better not be a setup or I swear I'll be back."<</if>><br><br>\n\n\t\t\t<<if $chr_fabienne.met>>"Being a [[Siren|PDA][$hud.currentScreen = "Siren"]] does that to you. Everyone thinks you're someone they trust." She shakes her head sadly. "So sad, really."<<else>>"Oh, I'm counting on that, one way or another." The [[Siren|PDA][$hud.currentScreen = "Siren"]] smirks.<</if>>\n\t\t<<elseif $action.action1 eq "djinn">>\n\t\t\t"I was wondering if you know anything about [[Djinn|PDA][$hud.currentScreen = "Djinn"]]," you say. "Random trivia, anything."<br><br>\n\n\t\t\t"Beyond that they're sorta the same as us?" The [[Siren|PDA][$hud.currentScreen = "Siren"]] shrugs. "No."<br><br>\n\n\t\t\t<<if $chr_fabienne.met>>You snort. "Fabi, I don't think corsairs are anything like thieves. Unless you mean something else?"\n\t\t\t<<else>>You can't help but smirk. "What? How are those warriors even remotely similar to bottom feeding filth like you?"\n\t\t\t<</if>><br><br>\n\n\t\t\t"Well, we're both biologically based abominations, both don't like technology unless we need it 'cause it fucks with our physiology, and yeah. Only difference is that they were bred for war by, well, I don't really know. We on the other hand were a good idea gone horribly wrong. The [[Black Circle|PDA][$hud.currentScreen = "Black Circle"]] never recovered from us."<br><br>\n\n\t\t\t"[[Black Circle|PDA][$hud.currentScreen = "Black Circle"]]?" You blink, surprised. "I never knew [[Sirens|PDA][$hud.currentScreen = "Siren"]] were a product of [[Witchcraft|PDA][$hud.currentScreen = "Witches Coven"]]."<br><br>\n\n\t\t\t"We're not," the abomination says in an uncharactersitically bland tone. "We're [[witches|PDA][$hud.currentScreen = "Witches Coven"]]. Or were. Had this idea we could turn sex into this great, metaphysical experience that would elevate us to another plane of existence. Or so the theory. Got a whole bunch of witches and warlocks together and held a magnificent orgy. Real fun. At least, until we realized that turning the entire [[Black Circle|PDA][$hud.currentScreen = "Black Circle"]] into [[Sirens|PDA][$hud.currentScreen = "Siren"]] meant all of us were now infertile and most of us were so ridden with cancers they died within days. It was very depressing."<br><br>\n\n\t\t\tThere's a short silence during which the abomination looks genuinely sad.<br><br>\n\n\t\t\t"Anyways, most of the survivors commited suicide. Some of us figured what the hell. At least we can still enjoy life. And we did. A lot. Didn't take long for the [[Covens|PDA][$hud.currentScreen = "Witches Coven"]] to brand the [[Black Circle|PDA][$hud.currentScreen = "Black Circle"]] as monumental idiots. Sad times, those. Ended with virtually every warlock in the galaxy being executed because, well, the whole orgy idea was obviously their fault with them being men and all that." The [[Siren|PDA][$hud.currentScreen = "Siren"]] snickers. "Actually, it's kinda funny in retrospect. I'm sure Lady vi Atada found it extremely amusing."<br><br>\n\n\t\t\t"Who?"<br><br>\n\n\t\t\t"No one you need worry yourself about. A trickster of the old world. No doubt long gone in this age, or so I hope. Still, always good for a good joke, Lady vi Atada. And she played a splendid one on the [[Black Circle|PDA][$hud.currentScreen = "Black Circle"]]."<br><br>\n\n\t\t\t<<if $chr_fabienne.met>>"Doesn't sound that funny but okay. How's this relate to the [[Djinn|PDA][$hud.currentScreen = "Djinn"]]?"\n\t\t\t<<else>>"Hilarious, but how does that relate to the [[Djinn|PDA][$hud.currentScreen = "Djinn"]]?"\n\t\t\t<</if>><br><br>\n\n\t\t\t"Not at all. I was answering your other question. I don't know anything about [[Djinn|PDA][$hud.currentScreen = "Djinn"]]. Never had to deal with one, at least not in this age. They leave us alone on principle. Or because they think we're pathetic. I don't know and don't care. So, sorry, can't help you there."\n\t\t<<elseif $action.action1 eq "paladins">>\n\t\t\t"Hey, do you know anything about [[Paladins|PDA][$hud.currentScreen = "Paladin"]]? Beyond the obvious and what's general knowedge, I mean."<br><br>\n\n\t\t\tThe [[Siren|PDA][$hud.currentScreen = "Siren"]] looks amused. "If you're asking 'cause you got in trouble with one, I'm going to laugh. Because there is virtually nothing in the galaxy that will stop one if it comes after you. Believe me. I've been running from those tin cans for centuries."<br><br>\n\n\t\t\t<<if $chr_fabienne.met>>"Thank you, Captain Obvious. I kinda guessed that much from all the stories."\n\t\t\t<<else>>"I know that much," you say irritably.\n\t\t\t<</if>><br><br>\n\n\t\t\t"Well, then, I don't know what you're expecting me to say. I'm an abomination. I run away from those things whenever I even get a hint of them getting close. Which is hard, by the way. They don't smell of anything except metal and plastic, like the rest of the world."<br><br>\n\n\t\t\t"They're machines," you say evenly. "Why should they have an unique odor?"<br><br>\n\n\t\t\t"Because beneath all the armor they're still biologicals? Or at least bits of them are. More like biological remnants but never mind. Point is everything biological emits some kinda odor, even a faint hint. Or should. They don't. They're just dead things kept alive by their exonetics suits. Not quite sure why they don't smell though, but every [[Paladin|PDA][$hud.currentScreen = "Paladin"]] is a corpse." The [[Siren|PDA][$hud.currentScreen = "Siren"]] shoots you a critical look. "Really, I'd expect someone like you to know that."<br><br>\n\n\t\t\t"I—" You hesitate. "Well, it's an interesting theory."<br><br>\n\n\t\t\tThe abomination rolls its eyes. "Really, Vine. It isn't a theory. It's proven fact. Kinda hard to prove, admittedly, but it's a fact."\n\t\t\t<<elseif $action.action1 eq "pendant">>"Hey, I found this thing—" You produce the star-shaped pendant from your pocket. "—and was wondering if you knew anything about it.<<if $job_fisher_extremists.paladinKnowledge.siren and $job_witches_pendant.askedCelena>> There's a chance it's got something to do with the [[Black Circle|PDA][$hud.currentScreen = "Black Circle"]].<</if>>"<br><br>\n\n\t\t\t"Huh, lemme see," the [[Siren|PDA][$hud.currentScreen = "Siren"]] says, snatching the trinket from your hands. "Oh."<br><br>\n\n\t\t\tYour brow rises. "Oh?"<br><br>\n\n\t\t\t"Oh, meaning oh. It has some kinda Machine Priest code on it I can't read but there's another data layer, an old [[Black Circle|PDA][$hud.currentScreen = "Black Circle"]] encryption that... well, I know what it does. At least the Blackspeak part."<br><br>\n\n\t\t\t"And that'd be what exactly?"<br><br>\n\n\t\t\t"It's a control sequence for an old archway some of our Machine Priest friends found. This way way back before [[Church Law|PDA][$hud.currentScreen = "Church of Eden"]] was a real thing though and working with [[witches|PDA][$hud.currentScreen = "Witches Coven"]] wasn't grounds for summary execution." <<if $job_fisher_extremists.paladinKnowledge.siren>>The abomination purses its lips. "Yeah, fuck<<else>>At your confused look, the abomination explains, "Yeah, I was a [[witch|PDA][$hud.currentScreen = "Witches Coven"]] once, before the [[Circle|PDA][$hud.currentScreen = "Black Circle"]] fucked itself over and I became this thing. Long story but yeah, back to the archway. Fuck knows <</if>>what they were trying to do with it, or if it ever worked. All I know is that some bitch ran off with the damn pendant and we never saw it again."<br><br>\n\n\t\t\tUtterly lost, you say, "So, in other words, what does it do?"<br><br>\n\n\t\t\t"It'll turn the archway on. Probably." The [[Siren|PDA][$hud.currentScreen = "Siren"]] shrugs. "The Priests moved everything to keep it safe from the [[Covens|PDA][$hud.currentScreen = "Witches Coven"]] after shit went tits up for us, but that was like a gazillion years ago. I got no clue if the thing still works or even exists. But I can look around if ya want. Or actually, I'll look around becasue I want to. Might still be here somewhere. Assuming it didn't get trashed like most old crap people find lying around."\n\t\t<<elseif $action.action1 eq "finalmission">>\n\t\t\t"Hey, I need your help. Kinda has to do with an artefact but it's more a personal thing. A job that's kinda up your alley. Only catch is we'd need a grav-car."<br><br>\n\n\t\t\tFabienne shoots you a confused look. "What, you think I don't got one lying around because I live down here in the dumps or something?"<br><br>\n\n\t\t\t"You have a grav-car? Seriously?"<br><br>\n\n\t\t\t"Yeah, well, at least something like one. It's a bit of a hunk of junk and probably breaks more laws than I do. But it flies. Usually." Fabienne shrugs. "Anyways, what we stealing?"<br><br>\n\n\t\t\t"Little piece of religious junk from the Corbei Residence on B3. Rough outline is the original owner wants it back for, well, sentimental reasons. And there's a chance we might run into that [[Djinn|PDA][$hud.currentScreen = "Djinn"]] I asked you about earlier."<br><br>\n\n\t\t\t"Bummer. But we'll find a way, yeah?" Fabienne grabs a handful of [[hellspikes|PDA][$hud.currentScreen = "hellspike"]] from beside her bed and stands up. "Ready."<br><br>\n\n\t\t\t"Uh, out of sheer curiosity: And how many of those damn knives do you have?"<br><br>\n\n\t\t\tShe scowls, forehead contorted. "Uhm, about sixty seven? I think? Might be sixty nine. Can never keep track of the ones I loose. But whatever. Ride's down by the fastway so what're we waiting for? Hell to freeze over?"\n\t\t<<elseif $action.action1 eq "warlock">>"We really gotta talk. About this Warlock dude. My implant died and I almost got iced by a rogue bot. Just tell me, please, that he's fucking dead and this isn't some ghost coming back to haunt me."<br><br>\n\n\t\t\t"Ah, shit." <<if $chr_fabienne.met>>Fabienne<<else>>The [[Siren|PDA][$hud.currentScreen = "Siren"]]<</if>> rubs her face. "Okay, listen. It might not be Warlock. He and that crazy cyborg bitch used to work with the Cybercult. Could be one of them is out for revenge. Problem will be getting in contact with them. Bastards don't talk to outsiders except over the net and bullshit is their middle name."<br><br>\n\n\t\t\tYou scowl. "So, any idea where to start?"<br><br>\n\n\t\t\t"Try the fried [[bot|PDA][$hud.currentScreen = "Security Bot"]] outside the [[Xeno Garden|PDA][$hud.currentScreen = "Xeno Garden"]]. Tell it that it has nice legs. I know it sounds fucking stupid but that's how things used to work back in the day. The runtimes might still be in place."<br><br>\n\n\t\t\tYou can't help but laugh. "You serious? Nice legs?"<br><br>\n\n\t\t\t"Maybe a script kiddie had a bad sense of humor." <<if $chr_fabienne.met>>Fabienne<<else>>The [[Siren|PDA][$hud.currentScreen = "Siren"]]<</if>> shrugs. "All I got, man. But if it was them and ya get at 'em I hope you ice them all. Fucking bastards, all of them."\n\t\t<<elseif $action.action1 eq "candles">>"Hey, something really weird happened recently. I was kicking around this—"<br><br>\n\n\t\t\t"I know," Fabienne says bitterly. "I know what you are, Vine. And what' you've become. Most people won't see it. Just feel it in their gut. But I was once part of the [[Black Circle|PDA][$hud.currentScreen = "Black Circle"]], remember?"<br><br>\n\n\t\t\t"Uh, yeah, but what the hell—"<br><br>\n\n\t\t\t"Don't ask. And here." She pulls a [[black gun|PDA][$hud.currentScreen = "Bl4K"]] from the piles of junk beside her mattress. "Take it. Been lugging the damn thing around for way too long anyways."<br><br>\n\n\t\t\t"Fabienne, what—"<br><br>\n\n\t\t\tShe breathes a laugh. "Abissahi. The beginning of the end. I should've known it'd come back to haunt me someday. Just didn't think it would, well, be you."<br><br>\n\n\t\t\tYou shake your head, utterly confused. And still part of you knows: to say so much as a single world on the matter would be more than insulting. Some things are simply better left in the past. And Abissahi, whatever the hell the word means, is one of them.\n\t\t<<elseif $action.action1 eq "showobject">>"I have to ask you about <<if $job_conspiracy.buddy eq "fabienne">>the artefact we went to grab.<<else>>something.<</if>>." You produce Object 55316 and show it to Fabienne. "Can you tell me if this thing's been tampered with?"<br><br>\n\n\t\t\t"No," she says flatly. "Well, obviously it's an imperial data sphere. Dates back to the old world. But there's a unique encryption ID fused into its pattern. Only a machine with the appropriate libraries will be able to read the data structure. <<if $loc_warlock_corecompanion eq "fabienne">>Like the console attached to Warlock mainframe. That should be able to decode it - assuming you wanna risk turning it on again.<<else>>But I got no damn clue where you'll find one.<</if>>"<br><br>\n\n\t\t\t<<if $loc_warlock_corecompanion eq "fabienne">>Your brow rises. "Dangerous idea?"<<else>>"Damned. So no way to know?"<</if>><br><br>\n\n\t\t\t<<if $loc_warlock_corecompanion eq "fabienne">>"Maybe. Maybe not. It shouldn't cause Warlock to activate but you can never be sure." Fabienne breathes a sigh. "Shit, the mess that machine caused was more than enough for a hundred lifetimes. I don't want anything to do with that ever again."<<else>>"Unless you have an old, Imperial-grade computer lying around?" Fabienne shakes her head. "Sorry."<</if>>\n\t\t\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<nobr>>\n<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "B40 - Pressure Berth 51">>\n<</silently>>\n\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_intro_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b40_addon_pressureberth_txt'>></div>\n\t<<elseif $action.action1 neq "kill">>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_intro_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_addon_pressureberth_txt'>></div>\n\t<</if>><br>\n\n\t<<if $action.action1 eq "none">>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Knight|hud_combat][$action.action1 = "kill"; $attrib.violence += 3; $attrib.criminality += 3; $combatTemplate = "Knights_B40"; $hide.layer1 = true; $loc_derelict_hauler.killedKnight = true; $statistics.agressionDone += 1; $statistics.attackedAuthority += 1]]</div><br>\n\t\t\t<<if $equip.isPrecisionWeapon and $equip.rifle.ammo.normal gte 2>>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Precision Takedown (Main)|b40_addon_pressureberth][$action.action1 = "doSnipe"; $attrib.criminality += 2; $attrib.violence += 2; $attrib.caution += 6; $equip.rifle.ammo.normal -= 2; $hide.layer1 = true; $loc_derelict_hauler.killedKnight = true; $statistics.specialKillDone += 1; $statistics.attackedAuthority += 1; $statistics.boltTunstenFired += 1; $statistics.machineKilled += 1; $statistics.machine_advKilled += 1; $statistics.overalKills += 1; playContextSound("ui_attack_cannon");]]</div><br>\t\t\n\t\t\t<</if>>\n\t\t\t<<if $equip.isReligious or $gameworld_modifiers.hasNegotiateOverride or $attrib.religion eq "edenite">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|b40_addon_pressureberth][$attrib.violence -= 2; $attrib.caution += 3; $action.action1 = "bluff"; $hide.layer1 = true; $statistics.negotiateDone += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|b40_addon_pressureberth][$attrib.violence -= 2; $attrib.caution += 3; $action.action1 = "blufffail"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Docks|b40_docks_enter][$action.arrive = "enter"; $time.active += 0.35; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameText'><<display 'b40_addon_pressureberth_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action1 eq "bluff" or $action.action1 eq "kill">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Step into the Airlock|b40_addon_pressureberth][$action.action2 = "airlock"; $hide.layer2 = true; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Kill the Knight|hud_combat][$action.action1 = "kill"; $attrib.criminality += 3; $combatTemplate = "Knights_B40"; $hide.layer1 = true; $loc_derelict_hauler.killedKnight = true]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Docks|b40_docks_enter][$action.arrive = "enter"; $time.active += 0.35; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b40_addon_pressureberth_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b40_addon_pressureberth_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Void Hauler|b40_addon_hauler][$processed = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You step into Raj's study and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_hab_raj.png"]]</div>You leave the crowded walkways of [[Level B10|PDA][$hud.currentScreen = "The Crossroads"]] and head for Hab Block 35. Its set around a gated courtyard overgrown by plants and ferns. The [[Security Bot|PDA][$hud.currentScreen = "Security Bot"]] by the entrance scans you as you approach. \n\n"Just visiting Raj." You <<if $attrib.toxicity gte 75>>haul yourself up two flights of stairs, to Unit 35125, and stumple in.<<else>>take the stairs up two levels, to Unit 35125 and step inside.<</if>>\n\nIt's a large place by all accounts, composed of multiple rooms connected by a carpeted hallway, yet Raj's study is the true gem of this little abode - a sizable room dominated by a wooden desk laden with data pads and scraps of frayed paper. There are two arm chairs and a red leather sofa set against the walls.\n\nYou stop by the door to the study and say, "Raj?"\n\nThere's no response. Raj Winston has fallen asleep in his armchair. Heart thudding, you draw your <<if $action.action2 eq "gun">><<pistol>><<else>><<knife>><</if>> and pace toward the snoozing historian.\n\n"Aw hell." You <<if $action.action2 eq "gun">>level your <<pistol>> on his head.<<else>>raise your <<knife>>.<</if>> "Poor fucker. Really. This wasn't—"\n\nHe mumbles something unintelligable but doesn't wake. You draw a shuddering breath. It would be so simple, so easy. But do you really want to kill this man? Is that really worth the pointless bloodshed?<</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>After a long moment, you...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_hab_blood.png"]]</div>After a long moment, you <<if $action.action1 eq "kill">>make your decision. <<if $job_conspiracy.knowledgePhase gte 9>>"I'm sorry, man. I really am."<<else>>"Wish I didn't have to but..."<</if>> \n\n<<if $action.action2 eq "gun">>You pull the trigger. The M1114 recoils ever so slightly as a subsonic round blows through Raj's forehead. Pink mist puffs out. You put another two rounds in his chest just to be safe.<<else>>You slam your <<knife>> into Raj's throat. He gurgles, eyes snapping open, as blood gushes from the deep gash. Adrenaline surges in your veins. You slam your <<knife>> into his flesh again, and again, over and over, until Raj Winston stops moving at long last.<</if>>\n\n"Ah, fuck me." You hang your head.\n\nRaj's lifeless corpse stears back with accusing eyes. Your heart sinks but what's done is done. Nothing can change that now. Best to just make yourself scarce.<<else>>lower your <<if $action.action2 eq "gun">>M1114<<else>><<knife>><</if>>. "Fuck this shit."\n\nYou draw a deep breath, fighting down your racing heart. You almost killed him - almost executed an all but innocent man in pursuit of the greater good. And you would have gone through with it if you hadn't paused to think.\n\nShaking your head, you head for the door. There's no point in lingering - or telling Raj what almost happened. Best you keep that all to yourself. Of talk to Zweili about it. Maybe he can help shine a little more light on what sort of assholes would want an innocent historian killed for no damn reason.<</if>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>"Actually, I just wanted to..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n"Actually, I came to speak to Ith," you say as you make your way toward the door at the back of the bar. \n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_sirenssong_sphinx.png"]]</div>There's no point knocking, so you step through, into the circular chamber beyond. Flickering candles set in alcoves along the walls cast warm light across a thin mat woven from some crystalline material that covers the entire floor. In the center of the room, on a cushioned pedestal, lies the familiar creature with the synthetic, feminine head. The remainder of its body appears biological, resembling a slender lion with a thick, white coat. And to think: you might very well have to murder such a beautiful creature simply for its spine.\n\n<<if $chr_ith.madeFriend>>"Vine." The [[Sphinx's|PDA][$hud.currentScreen = "Sphinx"]] mask looks uncharacteristically stern. "I can smell that which fills your thoughts. What, dare I ask, do you have to say for yourself?"<<else>>"Treachery!" The [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] surges forward, anger burning in its mask. "I can smell your intent, human. I know what you come to do."\n\nPanicked, you recoil. "What?! I just—"\n\n"Do not lie! I know. And you—" Ith chokes you with a paw that feels quite unlike it looks. "—will die for it."<</if>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><<if $action.action1 eq "whatmean">>"What are you.."<<else>>You fix the Sphinx...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<if $action.action1 eq "whatmean">>"What are you talkin about? Smell what I was thinking?"\n\nIth stares intently. "Murder, human. You thought to murder me. Do not deny it."\n\n<<if $attrib.demeanor eq "cautious">>"I might have let the thought cross my mind. I mean, you are an abomination."<<else>>You scoff. "You're an abomination. What d'you expect?"<</if>>\n\n"Quite suddenly, this occured to you?" Ith prowls forward, its masklike face betraying a hint of anger. "I can sense your deception. I know what you intend. So I shall ask one last time: Will you truly squander your fleeting life in an attempt to slaughter me?"<<else>>You fix the [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] with an even gaze and say, <<if $action.action1 eq "admit">>"No point lying. Yeah. I was considering killing you. Nothing personal, just a potential solution to my [[Paladin|PDA][$hud.currentScreen = "Paladin"]] problem."\n\nIth hangs her - its - head. "Of course. So tasteless. So disrespectful." Suddenly the creature is before you, leering into your eyes from behind its mask. "And do you intend to do it, Vine? Do you intend to kill me?"\n\n<<if $attrib.demeanor eq "cautious">>"Wow—" You take a step back. "Easy there, nothing's—"<<else>>"Hey," you say defensively. "Take it easy, Ith. I just—"<</if>>\n\n"Answer the question." Ith stares intently. "Answer me, now."<<else>>"What? I'm not thinking anything."\n\n"Liar." Ith surges forward, its masklike face hovering before your face. "I can smell your thoughts. I know what you intend. And you would dare lie? Lie to me?!"\n\n<<if $attrib.demeanor eq "cautious">>You take a step back. "Wow, hey, I just—"<<else>>You meet the creature with a steeled gaze. "You really accusimg me of this? Rea—"<</if>>\n\n"Silence," Ith hisses angrily. "Tell me, and be swift if you wish to live: do you truly intend it? Will you truly squander your fleeting life in an attempt to kill me?"<</if>><</if>>\n\nDirect and to the point for once - not like the [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] you're used to. And it poses a difficult question too: attempt to slaughter it for its spine, using nothing but your bare hands, or let the creature live after all? Not the sort of call you wanted to be making with a [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] quite literally breathing down your neck.<</if>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div><<if not $chr_ith.madeFriend>>"What the—" You kick<<else>>After a moment's consideration<</if>>...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\n<<if not $chr_ith.madeFriend>>"What the—" You kick the abomination away.\n\nHolograms flicker and fail as the [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] recoils, revealing its hideous true form. Gone is the white fur and golden mask, replaced by a spindly, skeletal tangled in cables and tubes. Its organs - if they even are organs - dangle loosely between its many ribs and in place of feline paws it has long, clawed hands. Only the mask remains similar, though the golden finish has long since rubbed away, and its eyes are as hollow and dark as those of any abomination.\n\n<<if $attrib.demeanor eq "agressive">>"Shit—"<<else>>"Wow!"<</if>> You roll aside as the [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] lunges, hissing angrily.\n\nThere's just enough time to whirl around before the creature pounces again. You're thrown to the ground by the force of the impact. The abomination looms above you, a clawed hand poised to strike, and in that last moment you ram your foot into the abomination's chest. The [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] recoils with a pained yelp, dislodges organs spilling from between its ribs. For a moment, Ith simply stares blankly. Then the monster collapses on the floor.\n\n<<if $attrib.demeanor eq "agressive">>"Shit."<<else>>"Sheesh."<</if>> You scramble up, heart thudding in your chest and gaze fixed on the monster. <<if $attrib.demeanor eq "agressive">>"You were one ugly bitch, weren't you?"<<else>>"That is one ugly mess."<</if>>\n\nExcept the abomination's appearance is only half as ugly as what you have to do next. The very idea makes your guts churn. But you've come this far. No reason to give up now.<<else>>After a moment's consideration, you say, <<if $action.action2 eq "kill">>"Yeah. Sorry, Ith. But I have to."\n\n"So sad." The [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] takes a step back and, with a holographic stutters, reveals its hideous true form.\n\nGone is the white fur and golden mask, replaced by a spindly, skeletal tangled in cables and tubes. Its organs - if they even are organs - dangle loosely between its many ribs and in place of feline paws it has long, clawed hands. Only the mask remains similar, though the golden finish has long since rubbed away, and its eyes are as hollow and dark as those of any abomination.\n\n<<if $attrib.demeanor eq "agressive">>"Shit—"<<else>>"Wow!"<</if>> You roll aside as the [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] lunges, hissing angrily.<<else>>"No. I won't kill you. It was just a theory."\n\n"Good." The [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] takes a step back, its mask almost smiling. "I hold you to your word, Vine, for I know it is true. And please. Don't consider such foolishness again."\n\n"I won't," you say firmly. "And Ith? Thanks for not making this, well, more awkward than it is."\n\nIth sings a laugh. "Why, it's a pleasure, as always. Once again you bring some excitement into my aged life. Perhaps we should celebrate."\n\n"Actually, if you don't mind, I'll just—" You nod to the door. "Maybe afterwards but, yeah, I really need a drink just about now."\n\nThe [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] merely bows her - it's - head in acknowledgement. Maybe it understands. Maybe it's just pretending. Hell, maybe it doesn't care one way or the other. At any rate, you really need that drink, doubly so if you intend to speak to Ith again.<</if>><</if>><</if>>
<<if $hide.layer0 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer0 = false]]</div>You approach the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer0 = true]]</div>\n<<if $attrib.demeanor eq "cautious">>"Guess we'll be needing all of it," you mutter, carefully removing what you deem to be unessecary wiring.<<else>>"Ugh, I really hate this job sometimes," you mutter, tearing out unecessary wiring.<</if>>\n\nThere's a lot of it and sorting through the mess takes a while. Still, you persevere, and after twenty minutes of poking around the skeletal corpse, you've salvaged the upper half of Ith's spine - you had to remove the mask to get at the skull and, damn, the visage beneath was ugly. The lower portions don't appear necessary - they're just attached to cabling and muscle fiber - and you couldn't be more glad the job's done.\n\nAll you need to to now is get the<<if $attrib.demeanor eq "agressive">> damn<</if>> thing out of the [[Siren's Song|PDA][$hud.currentScreen = "The Siren's Song"]] and back to Petrovic. Which, on second thought, can't be more difficult than killing a ten-thousand year old abomination with nothing but your bare hands.<</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $savesMenuPassage = "B40 - MCS Outer Spheres">>\n\t\t<<set $processed = true>>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'hauler_enter_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Search the Command Center|b40_addon_hauler][$action.action1 = "command"; $hide.layer1 = true; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Search the Crew Quarters|b40_addon_hauler][$action.action1 = "crew"; $hide.layer1 = true; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action1 eq "command">>\n\t\t<div class='GameTextGreyed'><<display 'hauler_enter_txt'>></div><br>\n\t\t<div class='GameText'><<display 'hauler_command_txt'>></div><br>\n\t\t<div id='hauler-loot' class='OptionsField'>\n\t\t\t<<display 'hauler_loot_2'>>\n\t\t</div>\n\t<<elseif $action.action1 eq "maintenancelog">>\n\t\t<div class='GameTextGreyed'><<display 'hauler_enter_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'hauler_command_txt'>></div><br>\n\t\t<div class='GameText'><<display 'hauler_command_maintlog_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Put down the Data Pad|b40_addon_hauler][$action.action1 = "command"; $hide.layer2 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action1 eq "crewlog">>\n\t\t<div class='GameTextGreyed'><<display 'hauler_enter_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'hauler_crew_txt'>></div><br>\n\t\t<div class='GameText'><<display 'hauler_crew_log_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Release the Data Pad|b40_addon_hauler][$action.action1 = "crew"; $hide.layer2 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action1 eq "voidtrunk">>\n\t\t<div class='GameTextGreyed'><<display 'hauler_enter_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'hauler_crew_txt'>></div><br>\n\t\t<div class='GameText'><<display 'hauler_crew_trunk_txt'>></div><br>\n\t\t<div id='hauler-loot' class='OptionsField'>\n\t\t\t<<display 'hauler_lootoptions'>>\n\t\t</div>\n\t<<elseif $action.action1 eq "crew">>\n\t\t<div class='GameTextGreyed'><<display 'hauler_enter_txt'>></div><br>\n\t\t<div class='GameText'><<display 'hauler_crew_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Grab the Data Pad|b40_addon_hauler][$action.action1 = "crewlog"; $loc_derelict_hauler.readCrewLog = true; $hide.layer2 = true; $statistics.dataPadsRead += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t<<if $job_blindkid_shrine.mainPhase lt 4>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Search the Voidtrunk|b40_addon_hauler][$action.action1 = "voidtrunk"; $hide.layer2 = true; playContextSound("ui_unlock");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Search the Command Center|b40_addon_hauler][$action.action1 = "command"; $hide.layer1 = true; $action.arrive = "fromOther"; playContextSound("ui_walk");]]</div>\n\t\t\t<<if $job_blindkid_shrine.mainPhase eq 4>><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Void Hauler|b40_addon_hauler][$action.action1 = "leave"; $hide.layer2 = true; $action.arrive = "fromCrew"; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action1 eq "continue">>\n\t\t<div class='GameTextGreyed'><<display 'hauler_enter_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'hauler_crew_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'hauler_crew_trunk_txt'>></div><br>\n\t\t<div class='GameText'><<display 'hauler_crew_continue_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Drop the Maintenance Spider|b40_addon_hauler][$action.action1 = "crew"; $job_blindkid_shrine.mainPhase = 4; $hide.layer3 = false; $hide.layer2 = false; $hide.layer4 = false; $hide.layer5 = false; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action1 eq "leave">>\n\t\t<div class='GameTextGreyed'><<display 'hauler_enter_txt'>></div><br>\n\t\t<<if $action.arrive eq "fromCrew">>\n\t\t\t<div class='GameTextGreyed'><<display 'hauler_crew_txt'>></div><br>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'hauler_command_txt'>></div><br>\n\t\t<</if>>\n\n\t\t<<if $action.action2 eq "none">>\n\t\t\t<div class='GameText'><<display 'hauler_leave_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $chr_varai.alive>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're no Threat|b40_addon_hauler][$action.action2 = "nothreat"; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Defend'>[[Raise your Hands|b40_addon_hauler][$action.action2 = "surrender"; $hide.layer3 = true; $attrib.caution += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Grab a Weapon|b40_addon_hauler][$action.action2 = "draw"; $hide.layer3 = true; $attrib.violence += 1; playContextSound("ui_click");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[The Docks|b40_docks_enter][$action.arrive = "enter"; $time.active += 0.65; $hide.layer0 = false; $job_blindkid_shrine.mainPhase = 103; playContextSound("ui_walk");]]</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<<elseif $action.action3 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'hauler_leave_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'hauler_leave_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $action.action2 eq "draw" or $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe" or $gameworld_modifiers.hasNegotiateOverride>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Refuse to Comply|b40_addon_hauler][$action.action3 = "nocomply"; $hide.layer4 = true; $attrib.violence += 1; $statistics.arguedWithAuthority += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<</if>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you need Information|b40_addon_hauler][$action.action3 = "needinfo"; $hide.layer3 = true; $attrib.dilligence += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Do as Instructed|b40_addon_constabularia_hauler][$processed = false; $chr_varai.met = true; $time.active += 0.5; $action.arrive = "fromComply"; $statistics.compliedWithAuthority += 1; playContextSound("ui_click");]]</div>\n\t\t\t</div>\n\t\t<<elseif $action.action4 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'hauler_leave_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'hauler_leave_2_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'hauler_leave_3_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $action.action3 eq "nocomply" or $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Kill the Commisaria|hud_combat][$action.arrive = "fromKill"; $attrib.violence += 5; $combatTemplate = "Commisaria_B40"; $processed = false; $chr_varai.alive = false; $attrib.criminality += 5; $statistics.attackedAuthority += 1]]</div><br>\t\n\t\t\t\t<</if>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Airlock|b40_addon_constabularia_hauler][$processed = false; $chr_varai.met = true; $time.active += 0.5; $attrib.caution += 1; $action.arrive = "fromComply"; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div><<if $action.action3 eq "willlook">>"I'll keep an eye out..."<<else>>"Not my problem..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action3 eq "willlook">>"I'll keep an eye out but I'm not promising anything, just saying I listened." You fix the blind kid with a <<if $attrib.demeanor eq "agressive">>stern<<else>>earnest<</if>> look. <<if $attrib.demeanor eq "agressive">>"That better be enough 'cause that's all you get."<<else>>"I know it's not much but it's the best I can give you."<</if>><br><br>\n\n\tThe ghost of a smile crosses the kid's lips. "Thank you, <<formalname>>. That is more than I ever hoped for."<br><br>\n\t\n\t"Don't thank me yet. For all I know you're guilty too. But I'm digging through this <<if $attrib.demeanor eq "agressive">>shit<<else>>mess<</if>> already. Might as well invesgiate all the angles."<br><br>\n\n\t"Appreciated." The kid bows his hooded head. "May the Loving Stars guide you, or whatever it is you believe in."<br><br>\n\n\tYou offer a curt nod and, with that, depart the Voider Shrine. There's no point to linger after all and, to be honest, what the kid said worries you. Expecially the bits about Corinthin. The [[Order|PDA][$hud.currentScreen = "Paladin"]] never has been known to be terribly subtle in its application of overwhelming - albeit plausibly deniable - force. Maybe you should watch your back a little more closely - and come up with a contingency plan, just in case Corinthin goes nuclear on your ass too.\n\n\t<<else>>"Not my<<if $attrib.demeanor eq "agressive">> fucking<</if>> problem," you say coldly. "Take it up with the Clergy again. Or ask the [[Constabulary|PDA][$hud.currentScreen = "Constabulary"]]. Me, I got other problems to deal with."<br><br>\n\n\t"Please. I do not—"<br><br>\n\n\t"I said no," you <<if $attrib.demeanor eq "agressive">>snarl<<else>>reply evenly<</if>>. "Now I'm gonna leave. <<if $attrib.demeanor eq "agressive">>Just be happy I won't call the [[Constabulary|PDA][$hud.currentScreen = "Constabulary"]] down on your sorry ass.<<else>>Don't try to follow me. I don't wanna make your life difficult but I don't need you around either.<</if>>"<br><br>\n\n\tThe kid hangs his head. You consider saying something kind, just because, but decide to simply leave. This isn't your problem, after all, and you have enough of your own anyways.<br><br>\n\n\tStill, as you step out of the Voider Shrine, you do have to wonder whether what the kid said about Corinthin - assuming the machine really was Corinthin - was true. The [[Order|PDA][$hud.currentScreen = "Paladin"]] never has been known to be subtle in its application of overwhelming but usually plausibly deniable force. Maybe you should keep an eye on the machine after all, because if Corinthin really did do that, it's definitely acting against it's makers instructions. And maybe you should come up with a contingency plan, just in case Corinthin tries to apply a similar solution to a different problem: you.\n\t\n\t<</if>>\n\n<</nobr>><</if>>
You're still mulling over that thought when you step out of the cryolounge. The corridor outside is comfortably warm and there's no one around. Relieved, you pause to rub warmth back your freezing hands. \n\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_cryolounge_scare.png"]]</div>Footsteps creak on the icy floor. Adrenaline surges as you reach for your <<if $equip.pistol.name neq "none">><<pistol>><<else>><<knife>><</if>>. Rather than an attacker you see Mr. Amman edging toward you, a stubby pistol gripped in trembling hands.\n\nHe stops a good paces distance. "Is... is it safe?"\n\n<<if $attrib.demenor eq "agressive">>"Fuck knows. What happened?"<<else>>"Not sure. I think so. What happened?"<</if>>\n\n"It was so fast." Amman glances around nervously. "One moment I was minding my own business and suddenly there are shouts and blood and I fan for the door. I barely escaped with my life! We reall yshouldn't linger. I must speak to my... people. Immediately."\n\n"Figured that was coming," you say numorlessly. "And what about the job you hired me for?"\n\n"One must have priorities." Amman fidgets. "But yes. Shall we meet? At a safer location. I would suggest the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]. Even if I cannot come personally, I shall send an associate."\n\n"Sounds good." You nod toward the exit. "And I'd better be on my way. Last thing I need is anyone thinking I'm part of this mess."\n\nAmman just nods and so you make a hasty departure, past the confused receptionists and up the stairs to the...
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><<if $action.action2 eq "agree">>"Yeah, it really..."<<elseif $action.action2 eq "nocare">>"I really don't..."<<elseif $action.action1 eq "takeDrink">>"Thanks." You take the flask and...<<else>><<if $attrib.violence gte 75>>"Nah man," you say. "Don't trust...<<elseif $action.action2 eq "chewOut">>"Yeah, the stench you're causing..."<<else>>"No thanks," you say with a...<</if>><</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<if $action.action2 eq "agree">>"Yeah, it really is <<if $attrib.demeanor eq "cautious">>nasty<<else>>a shithole<</if>>."\n\nThe man chuckles. "Ya work here long enough, ya get used te it. Jus' another day on da job, eh?"\n\n"Pretty much," you say, staring out over the mess below.\n\n"Aye. Life be life." The man takes a swig and tucks the flask away. "<<elseif $action.action2 eq "nocare">>"I really don't <<if $attrib.demeanor eq "agressive">>give a fuck<<else>>care<</if>>. Just here to do the job."\n\nThe man nods. "Ya. I feel ye. Jus' in an' out. Consider yerself lucky."\n\n"Lucky." <<if $attrib.demeanor eq "agressive">>You scoff. "Stick to your booze, asshole. You don't know shit about who's lucky here."<<else>>You shake your head. "That's one thing to call it."<</if>>\n\n"Eh, whateva ya say." The man takes a swig and tucks the flask away. "<<elseif $action.action2 eq "takeDrink">>"Thanks." You take the flask and risk a sip. Sour, fruity liqueur spills down your throat. You wheeze, <<if $attrib.demeanor eq "cautious">>"What is this stuff?"<<else>>"What is this shit?"<</if>>\n\n"Like I's said, homebrew. Best ye'll find anywhere I's been told." The man grins. \n\n<<if $attrib.demeanor eq "agressive">>"It tastes like shit."<<else>>"It's just about drinkable."<</if>> You gulp another mouthfull, <<if $attrib.toxicity gte 75>>already feeling well and tipsy.<<else>>feeling a little buzz in your head.<</if>> <<if $attrib.demeanor eq "cautious">>"And real strong."<<else>>"And strong as fuck."<</if>>\n\n"Sure is." The man takes his flask back and swigs. "But ye need strong stuff 'round here. <<elseif $action.action2 eq "chewOut">>"Yeah, the stench you're causing, you mean?" You scoff. "Shit. Everyone around here a freaking alcoholic or what?"\n\nThe worker laughs. "Ya work here long enough, ya gotta be. How else ya gonna stand dis' dump?"<<elseif $action.action2 eq "noDrink">><<if $attrib.demeanor eq "agressive">>"Nah man," you say. "Don't trust your brew for one. And I ain't running up against an [[Oger|PDA][$hud.currentScreen = "Oger"]] drunk."<<else>>"No thanks," you say with a smile. "Prefer to be sober when I meet the <<if $attrib.demeanor eq "cautious">>beast<<else>>bastard<</if>>."<</if>>\n\n"Yer call." The man takes a swig and tucks the flask away. "<</if>><<if $action.action2 eq "chewOut">>\n\n"I really don't need to know," you mutter and turn back to the railing.<<else>>An' a'nother piece of advice: when ya reach Drainage, make damn sure ye don't stand in no water-like shit. Ye never know what folks toss down 'ere."\n\n"I'll remember that." You <<if $action.action2 eq "takeDrink">>lick your lips<<else>>smile at the workman<</if>> and turn back to the railing.<</if>>\n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_scrapyard_inside.png"]]</div>The scenery has gone from bad to worse. So deep in the Scrap Yards, light is all but nonexistant; deep shadows lurk between the enormous piles of junk. The air is positively choked with fumes wafting up from a floor covered in a foot of muddy slush.\n\n"An 'ere we is," the workman says as the grav-platform bumps against the walkway. "I's be leaving the platform fer ya here in case yer done before I is, yeah? Jus' activate 'em control panel an' set it te take ye back up. Oh, an' one more thin' <<if $attrib.gender eq "male">>Mister<<else>>Miss<</if>>—" The man grips your shoulder. "Lovin' Stars be with yer soul."\n\nBefore you can reply, the workman has disappeared into the gloom. <<if $equip.isConcealing>>Wondering where to start<<else>>Trying not to breathe<</if>>, you glance around. There's an enormous drainage pipe in the wall to your left and a grated walkway which leads to the pumping station beside the outlet. Beside, a rickety staircase leads down to a lower platform. Both seem like good places to start looking for the [[Oger|PDA][$hud.currentScreen = "Oger"]].<</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>"Can you tell me anything..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<if $action.action2 eq "scratchmarks">>"Can you tell me anything about the scratch marks<<if $attrib.demeanor eq "cautious">>? Even the smallest detail might be critical. <<else>>, anything at all?<</if>>"\n\n"I'm afraid I don't know much, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>, just that the door was scratched up." The receptionist shrugs unhelpfully. "I did not go inside. We sealed the chamber and that was that."\n\n<<if $attrib.demeanor eq "cautious">>"Best thing you could have done,"<<else>>"Probably a good move,"<</if>> you say, wondering what kind of abomination - if any - this was the work of.\n\n"But, oh, there was something." The receptionist's brow furrows. "Yes, when the technicians looked, they said it looked like the creature was trying to get out of the chamber. Which is insane. It could not have entered unnoticed. All our facilities are strictly watched over by top-of-the-line security systems and none reported any break-ins."\n\n<<if $attrib.demeanor eq "agressive">>You can't help but laugh. "That doesn't mean shit, man. Anyone could've screwed with them. But okay.<<else>>You breathe a sigh. "Wonderful.<</if>> Abomination inside a locked room. That's always a bad start."<<elseif $action.action2 eq "chamber">>"Can you tell me anything about the cryochamber? There anythign special about it, as in different from the others?"\n\nThe receptionist looks surprised. "Different, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>? But all our chambers are standardized, all based on the same designs. Only the cryolounges above differ. The freezing rooms are all identical."\n\n"So, there's no particular reason an abomination would have crawled into this specific cryochamber."\n\n"No," the receptionist says flatly. "It is identical to all the rest."\n\n"And nothing changed there recently." You fix the man with a stern look. <<if $attrib.demeanor eq "cautious">>"If you know anything, anything at all, tell me. All our lives depend on this. And I'm not kidding about that. This is serious business."<<else>>"Nothing that might've drawn the abomination? Because if you know anything, well, I need to too."<</if>>\n\nThe recepionist shrinks but speaks calmly, "Nothing I know of, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>. I have no idea why it is here, unless perhaps it sought an environment with very low temperatures, though how it could have entered unnoticed I still cannot say."<</if>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You skirt the edge...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\nYou skirt the edge of the docks, following the 'pedestrian' markings on the ground toward the Pressure Berths. They are located at the very end of the cargo loading area, marked only by a signs above a wide, deserted passage that leads off into the distance. \n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_constabulary_koe.png"]]</div>From the outside, all you can see are thick bulkheads. Beyond the walls however you know there are specialized chambers large enough to fit entire spaceships and the machniery necessary to repair them. Not that there's any indication of that; all you see are barren walls and the occasional door marked with the berth's identifier.\n\nAlmost half an hour passes until you spot a holo-sign indicating Berth P51. The airlock below looks like all the others you've passed. Except, even from afar, you can tell Berth P51 is different because a [[Knight of Eden|PDA][$hud.currentScreen = "Knights of Eden"]] is standing watch outside in pearly-white power armor, holding a crude [[Plasma Lance|PDA][$hud.currentScreen = "Plasma Lance"]] by his side - indication he's a 'lesser' member of the [[Knighthood|PDA][$hud.currentScreen = "Knights of Eden"]]. The guard doesn't take notice of your presence, though it's hard to tell considering his head is nothing but an angular mask. You doubt he'll let you pass unchallenged.<</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.action1 eq "kill">>You low your weapon and...<<elseif $action.action1 eq "doSnipe">>You ready your <<rifle>>...<<else>>You approach the Knight...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_airlock.png"]]</div>\n\t<<if $action.action1 eq "kill">>You lower your weapon and approach the dead [[Knight|PDA][$hud.currentScreen = "Knights of Eden"]]. Blood and pieces of power armor lie scattered on the floor. It doesn't appear to have survived - a good sign. You've just decided the coas is clear when something explodes with a sucking roar.<br><br>\n\n\t\tFire spurts from the [[Plasma Lance|PDA][$hud.currentScreen = "Plasma Lance"]] as metal shards zip into the distance, pinging off the walls and floor as they go. It takes you a moment to realize that the fusion cell must have been damaged in the fight. No booby trap or anything of the sort; just a little technical malfunction.<br><br>\n\n\t\tSecretly relieved, you approach the airlock behind the dead [[Knight|PDA][$hud.currentScreen = "Knights of Eden"]]. The controls appear unsecured. A simple tap to the access panel causes the outer doors to cycle open with a hydraulic hiss.\n\n\t<<elseif $action.action1 eq "doSnipe">>You ready your \n\n\t\t\n\t\t\t<<rifle>>, crack the breech, and slide a tungsten round into the chamber. The [[Knight|PDA][$hud.currentScreen = "Knights of Eden"]] fails to notice as you take aim. Your finger closes on the trigger. A loud crack echoes as your bolt blasts into his chest, causing the armored body to stumble back. It doesn't fall.<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Motherfucker."<<else>>"Not good."<</if>> You eject the spent power disk and slam another round into the chamber. The [[Knight|PDA][$hud.currentScreen = "Knights of Eden"]] has just started to move toward you as you bring up your rifle Your second shot blasts a hole clean through the angular suit.<br><br>\n\n\t\t\t"Phew." You clear the chamber and approach the dead [[Knight|PDA][$hud.currentScreen = "Knights of Eden"]], flushed with your success.\n\t\t<br><br>\n\n\t\tIt doesn't appear to have survived - a good sign - and the airlock controls beyond them appears otherwise unsecured. A simple tap to the access panel causes the outer doors to cycle open.\n\n\t<<else>>\n\t\tYou approach the [[Knight|PDA][$hud.currentScreen = "Knights of Eden"]], heart thudding in your throat. He don't react until you're right before the collosal suit, when he lowers his [[Plasma Lance|PDA][$hud.currentScreen = "Plasma Lance"]].<br><br>\n\n\t\t"Entry only for authorized personnel," a disembodied voice drones.<br><br>\n\n\t\t"I work for the [[Church|PDA][$hud.currentScreen = "Church of Eden"]]," you say firmly. "I'm a sanctioned abomination hunter<<if $attrib.religion eq "edenite">> and graced by the machines of Eden.<</if>>. Name's Acrel. I need to investigate the ship you have inside this berth."<br><br>\n\n\t\t<<if $action.action1 eq "blufffail">>\n\t\t\t"Unlikely." The [[Knight|PDA][$hud.currentScreen = "Knights of Eden"]] lowers his [[lance|PDA][$hud.currentScreen = "Plasma Lance"]]. "Begone, punk."<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "cautious">>Alarmed, you say, "But I'm not lying. I'm a hunter. Now please—"<<else>>You snort. "What? I'm not <<if $attrib.demeanor eq "agressive">>fucking <</if>>kidding I'm a—"<</if>><br><br>\n\n\t\t\t"Scat." Augments whirr as the collosal guardian steps forward. "Now. Or face the wrath of Eden."<br><br>\n\n\t\t\tPart of you wants to argue but you know better. Either you screw this bastard over or you just leave it be. Trying to make the <<if $attrib.demeanor eq "theophobe">>fucking faith<<elseif $attrib.demeanor eq "agressive">>damned idiot<<else>>man<</if>> see sense is just too damned likely to get you skewered.\n\t\t<<else>>\n\t\t\tThere's a long silence. The [[Knight|PDA][$hud.currentScreen = "Knights of Eden"]] says, "Identify yourself again."<br><br>\n\n\t\t\t"<<firstname>> Acrel." You hold out your arm.<br><br>\n\n\t\t\tHe swipes it with a [[Power Fist|PDA][$hud.currentScreen = "Power Fist"]] twice the size of your hand. "Acrel. <<firstname>>. Registered as claimed. You may pass."<br><br>\n\n\t\t\tAugments whirr as the armor stomps aside. Electronics beep. The outer doors cycle open, allowing you entrance to the airlock.\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You enter the airlock and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_docks_hauler.png"]]</div>You enter the airlock and hit the cycle button. A claxon blares. Warning lights flash. Air is sucked through the vents, followed by a hiss as the far doors grind open. Beyond, a walkway lined by construction lights leads across a deep chasm toward the battered hull of a void hauler.\n\nThe vessel, easily a kilometer from end to end, reminds you unicannily of a sewing pin; the colorful, advertisement-plastered crew capsule makes an almost perfect pinhead. Far in the distance, at the other end of the pin, you can just make out scattered debris and loose tethers floating in the zero-g environment. The vessel's engine nacelles, which would normally be attached to the far end of the needle, are absent.\n\n"Ouch," you mutter, uncomfortably aware what floating in the endless void with only maneuvering jets for propulsion must feel like. "No wonder <<if $attrib.religion eq "forsaken">>their misplaced faith venerates the Loving Stars."<<elseif $attrib.religion eq "voided">>their misplaced faith venerates the Loving Stars."<<elseif $attrib.religion eq "edenite">>the Loving Stars mean so much to them."<<elseif $attrib.religion eq "theophobe">>those faiths believe in their stupid Loving Stars."<<else>>they pray to the Loving Stars."<</if>>\n\nYour words echo in the cavernous chamber. As the noise fades, you're left alone, with only silence broken by the dull humm of the construction lights for company. Directly ahead, an unsealed airlock leads into the dark interior of the advertisement-plastered crew capsule. Hardly an inviting sight but you came there for answers. It'd be stupid to turn back now.<</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You enter the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_dockingtube.png"]]</div>You enter the void hauler - MCS Outer Spheres according to the inscription on the hull - through the forward crew airlock. It leads to a cramped corridor overrun by thick strands of cables. Stingy air gusts from overhead vents. With each step, the aged floor plates creak underfoot.\n\nTrying not to feel apprehensive, you brush a cluster of oily cables aside and continue on, to where another open door leads into the unlit capsule. Power must have failed because the interior hull is lit only by dull, red emergency lights and a handful of construction lanterns set up along the spinal corridor - the kilometer-long walkway that spans the centerline of the ship.\n\nGravity steadily lessens as you <<walk>> out to the ship. Eventually you float off the floor. Alarmed, you grab a handhold and glance around, your body drifting lazily in the low gravity environment. To the left, through an unsealed hatch, you can see the couches and holo-displays of the command center. To the right, the passage leads off into the gloom - and the crew quarters, if the signs on the walls are to be believed.<</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.arrive eq "fromOther">>You push off the...<<elseif $action.arrive eq "fromSelf">>You are floating in...<<else>>You drift through the...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_cockpit.png"]]</div><<if $action.arrive eq "fromOther">>You push off the crew quarters bulkhead and float down the spinal corridor. Several meters down, you drift through the hatchway to the command center<<elseif $action.arrive eq "fromSelf">>You are floating in the command center of the MCS Outer Spheres<<else>>You drift through the hatchway to the command center<</if>>, a circular room dominated by six egg-shaped command couches that disappear into the walls. Wires run from the opened couches along the floor and ceiling, feeding into a dsyfunctional holo-projector in the center of the room. <<if $attrib.religion eq "edenite">>Only the Loving Stars<<else>>It's impossible to<</if>> know what it would have displayed if the ship were operational. \n\nThere doesn't seem to be any way to manually interface with any of the systems - not that they'd be likely to have power anways - and you doubt any of the neural interfaces would recognize you; starship authentication runtimes tends to be among the strictest in the galaxy, which isn't surprising given how expensive and complex the machines are.\n\nYou do however spot a toolbox set beside one of the construction lights secured beside the door. Someone has left an old [[Void Suit|PDA][$hud.currentScreen = "Void Suit"]] in the corner. A data pad is poking out of the side, and you can just spot - of all things - a conductive bolt amidst the many tools crammed inside.<</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You pick up the data pad...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\nYou pick up the data pad and activate the screen. It reads:\n\n<div class='HUD_datapad'><strong>If you Read This</strong>\n\nCommisaria Varai,\n\nIf you are reading this, my crew and I have either passed out due to sheer exhaustion or otherwise occupied. I can however say that the damage done to Vessel 5987987761 (MCS Outer Spheres) is extensive, and by that I do not mean the loss of its propulsion section, but rather the unseen damage inflicted by the REACH Core's catastrophic malfunction. We have only begun to scratch the surface of what systems and internal machinery has been affected and therefore been unable to determine how far-reaching the consequences of the failure were.\n\nDue to the affects of sub-null temperatures on the ship's systems, we have been unable to activate all but the most primitive backup electronics, and access to the main databanks remains impossible. My best assumption is the content of these devices is corrupted beyond retrieval or - if not - access to them is impaired due to failure of the ship's internal wiring. We have begun tearing the crew capsule apart in an attempt to locate any faults in the electronics, however progress has been slow due to the cramped conditions and inability to lift the voidframe apart.\n\nThere have however been some unusual discoveries, not the least being a loose conductive bolt found in one of the utility ducts. It was initially assumed this caused a catastrophic short of the ship's systems but, upon further inspection, I determined the bolt had not affected anything as it was still packed in plastiwrap (perhaps thre due to smuggling activity? uncertain). We also noted several disabled maintenance spiders (all units removed for further study) floating in the unpressurized secions of the voidframe, and I have several reports that surge breakers were thrown, which is inconsistent with the expected results of a REACH Core jettison - power leads should be decoupled from the aft section but remain powered for reporting reasons. It is possible that, due to unpreditcatble conductivity in sub-null environments, the electric signal intended to cause the propulsion block to decouple from the spinal column led to a short-circuiting of the entire vessel's electrical system.\n\nI do not understand precisely how this could have occured however. Any discrepacny in the core's monitoring systems should lead to either A) emergency shutdown or B) jettisoning of the propulsion block, both of which would have occured well before sub-null temperatures leaked into the crew area (mean time to automated response on Avacavibi Vessels is benchmarked 0.00005171 ms). The only way the effects we are seeing could have occured without obliterating the vessel entirely would be if the core was jettisoned at the same exact moment as an external force breeched the core's containment vessel. We would require the affected propulsion block or access to the ship's logs to say whether this was the case with any greater degree of certainty. Since we don't seem to know where the aft section ended up - assuming it wasn't scattered across half the galaxy, that is - we will instead focus on attempting to restore the ship's databanks in search of answers.\n\nKindly,\n\nBrother-Technician Su</div><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You leave the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_dockingtube.png"]]</div>You leave the <<if $action.arrive eq "fromCrew">>crew quarters<<else>>command center<</if>> and float down the spinal hallway, back to the corridor that leads to the exit. Gravity slowly increases as you near the external airlock. Floor plates groan under your weight. Everything tilts dangerously. You grab a handhold and draw several deep, calming breaths.\n\n<<if $attrib.demeanor eq "agressive">>"Enough of this spaceship crap,"<<else>>"I've really seen enough of this starship,"<</if>> you mutter, trudging back toward the exit.\n\nOily cables snag on your limbs. Every step causes the voidframe to creak, almost as though the ship were falling apart on you - which it might be, for all you know. Relief comes only when you pass the outer hatch and step back onto the walkway outside. \n\n"Yeah—" You glance over your shoulder, casting the MCS Outer Spheres one last look, before you turn away. <<if $attrib.demeanor eq "agressive">>"Enough of this shit."<<else>>"Time to go."<</if>>\n\n<<if $chr_varai.alive>>Except, even as you make for the airlock, you can see the cycle claxon flashing. The next instant, hydraulics hiss and a woman dressed in a dark green uniform steps out. <<if $chr_varai.met>>There's just enough time to recognize her as the [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] you ran into earlier before she grabs the sidearm holstered at her hip.<<else>>There's just enough time to see the sidearm holstered at her hip before she reaches for the weapon.<</if>>\n\n"<<firstname>> Acrel." She brings the pistol up. <<if $chr_varai.met>>"Fancy running into you here, of all places."<<else>>"Loving Stars, I should have known I'd run into you eventually."<</if>><<else>>You head to the airlock and activate the controls. Lights flash as the airlock cycles with a sucking rush. Outside, <<if $loc_derelict_hauler.killedKnight>>the dead [[Knight of Eden|PDA][$hud.currentScreen = "Knights of Eden"]] is sprawled in the dim corridor. You hurry past him and, without so much as a backwards glance, head for...<<else>>the heavily armored [[Knight of Eden|PDA][$hud.currentScreen = "Knights of Eden"]] is sstill standing guard. He barely reacts as you stride past, headed back toward...<</if>><</if>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You <<if $action.action2 eq "nothreat">>step forward, saying...<<elseif $action.action2 eq "draw">>grab your...<<else>>raise your hands...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\nYou <<if $action.action2 eq "nothreat">>step forward, saying, "Easy. I'm no threat to you<<if $chr_varai.met>>, [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]]<</if>>."\n\n<<if $chr_varai.met>>"I tend to disagree." She keeps her gun pointed at you. "Mind explaining what you're doing here?"<<else>>"If I believed you even for a second I would not need a gun." She keeps the weapon perfectly lever. "I am [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai. But enough pleasantries. I know who you are. What I want to know is why you are here.<</if>><<elseif $action.action2 eq "draw">>grab your <<if $equip.pistol.name neq "none">><<pistol>><<else>><<knife>><</if>>, snarling, "Nothing stupid now. Trust me. Don't."\n\n<<if $chr_varai.met>>"Oh, I'm well aware what you're capable of. Hence the gun." She takes a step forward. "Mind explaining what you're doing here?"<<else>>"Believe me, I know what you are capable of. Hence the gun." She takes a step forward. "I am [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai. But enough pleasantries. I know who you are. What I want to know is why you are here."<</if>><<else>>raise your hands. "Easy there. Don't want any trouble here. Just looking."\n\n<<if $chr_varai.met>>"Wherever you are, bad things tend to happen. It's unsettling." She takes a step forward. "But let's be pleasant. First: mind explaining what you're doing here?"<<else>>"Your looking is exactly what bothers me." She takes a step forward. "I am Commisaria Varai. But enough pleasantries. I know who you are. What I want to know is why you are here."<</if>><</if>>\n\n<<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>"Because I fucking like stumbling around derelict haulers." You scoff. "Sheesh, why you think I'm here?"<<else>>"Obviously not because I like stumbling around derelict void haulers." Your risk a smile. "I was looking into a strange occurence."<</if>>\n\n<<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>"Provided that was a question, I would assume it was the case of Aida Abi which brought you here." Varai's eyes narrow behind her gunsights. "An affair you should not be authorized to know about, hunter. So dare I ask how you know?"<<else>>"Aida. She froze, starving in the empty void along with two others." Varai's eyes narrow behind her gunsights. "How do you know of her existence? I was led to believe this information was priviledged."<</if>>\n\n<<if $action.action2 eq "draw">>"Tell me what it is to you first," you say coldly.<<else>>You shrug half-heartedly. "Heard something from someone. Long story. What's it to you?"<</if>>\n\n"That isn't information you are priviledged to, <<formalname>>. Now move." She nods toward the airlock. "Outside. No sudden movements or I shoot."<</if>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div><<if $action.action3 eq "nocomply">>"I don't think so." You remain..."<<elseif $action.action3 eq "needinfo">>"Listen, I'll play..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action3 eq "nocomply">>"I don't think so." You remain where you are. "Put the gun down. Apologize, maybe. Then we can talk."<br><br>\n\n\t\t"You misunderstand." The [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] glowers at you. "I shall ask once more. Kindly. Please step outside. Should you fail to do so I will execute you on the spot for trespassing. Are we understood?"<br><br>\n\t<<elseif $action.action3 eq "needinfo">>"Listen, I'll play along. But I need some answers. About this place, the haul—"<br><br>\n\n\t\t"What you need, <<formalname>>, is to obey my command." The [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] glowers at you. "I shall ask once more. Kindly. Please step outside. Should you fail to do so I will execute you on the spot for trespassing. Are we understood?"<br><br>\n\t<</if>>\n\n\t<<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>You laugh. "Are you insane, woman?"<<else>>You step back. "Wow, easy. I didn't mean to offend you or—"<</if>><br><br>\n\n\t"Silence. <<if $loc_derelict_hauler.killedKnight>>You already killed one believer today. I shall not let your anarchistic vandalism claim another life.<<else>>You tread on ice even thinner than you know, hunter.<</if>>" She hits the airlock's interior release, gun still aimed, and motions for you to enter. "Hesitate even a moment longer and I will shoot you between the eyes."<br><br>\n\n\t<<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>"Yeah, I'd like to see you try," you growl.<<else>>"Sheesh. You're just itching to shoot me, aren't you?"<</if>><br><br>\n\n\t<<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>[[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai's lips curl. "In three seconds you shall know, <<formalname>>, and I do intend to make good on that threat if you continue to belittle me."<<else>>[[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai's lips curl. "More than you will ever know, <<formalname>>. Now must I make good on my threats?"<</if>>\n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B10 - Timmeon Jewlery">>\n<</silently>>\n<<nobr>>\n\n\t<<if $action.action3 eq "none">>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'b40_jewler_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Abomination|b10_jewler_enter][$processed = false; $action.action1 = "abomination"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you should look Around|b10_jewler_enter][$processed = false; $action.action1 = "lookaround"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you have to see the Backlot|b10_jewler_enter][$processed = false; $action.action1 = "backlot"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t\t</div>\n\t\t<<elseif $action.action1 eq "lookaround" or $action.action1 eq "abomination">>\n\t\t\t<<if $action.action2 eq "none">>\n\t\t\t\t<div class='GameTextGreyed'><<display 'b40_jewler_txt'>></div><br>\n\t\t\t\t<div class='GameText'><<display 'b40_jewler_2_txt'>></div><br>\n\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Read the Data Pad|b10_jewler_enter][$processed = false; $action.action2 = "datapad"; $loc_jewler.readDataPad = true; $hide.layer2 = true; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\t\t\t\t\t<<if $loc_jewler.tookCredits eq false>>\n\t\t\t\t\t\t<div id='transfer-credits' class='GameOption GameOption_Move'>\n\t\t\t\t\t\t\t<<click 'Transfer the Credits'>>\n\t\t\t\t\t\t\t\t<<set $loc_jewler.tookCredits = true; $attrib.credits += 654; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp"); $statistics.lootedCredits += 1>>\n\n\t\t\t\t\t\t\t\t<<replace '#transfer-credits'>>\n\t\t\t\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t\t\t\t<<set $aquireText = "Credits x654">>\n\t\t\t\t\t\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t\t\t\t<<set document.getElementById("transfer-credits").className = "GameOption GameOption_Disabled">>\n\t\t\t\t\t\t\t<</click>>\n\t\t\t\t\t\t</div>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div></div>\n\t\t\t\t\t<</if>><br>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you have to see the Backlot|b10_jewler_enter][$processed = false; $action.action2 = "backlot"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t\t\t</div>\n\t\t\t<<elseif $action.action2 eq "datapad">>\n\t\t\t\t<div class='GameTextGreyed'><<display 'b40_jewler_txt'>></div><br>\n\t\t\t\t<div class='GameTextGreyed'><<display 'b40_jewler_2_txt'>></div><br>\n\t\t\t\t<div class='GameText'><<display 'b40_jewler_dpad_txt'>></div><br>\n\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Put down the Data Pad|b10_jewler_enter][$processed = false; $action.action2 = "none"; $hide.layer2 = false; playContextSound("ui_click");]]</div>\n\t\t\t\t</div>\n\t\t\t<<elseif $action.action2 eq "backlot">>\n\t\t\t\t<div class='GameTextGreyed'><<display 'b40_jewler_txt'>></div><br>\n\t\t\t\t<div class='GameTextGreyed'><<display 'b40_jewler_2_txt'>></div><br>\n\t\t\t\t<div class='GameText'><<display 'b40_jewler_3_txt'>></div><br>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'b40_jewler_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b40_jewler_2_txt'>></div><br>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if (($action.action1 eq "lookaround" or $action.action1 eq "abomination") and $action.action2 eq "backlot") or $action.action1 eq "backlot">>\n\t\t<<if $action.action3 eq "none">>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $equip.pistol.name eq "M1114_Converted" and $equip.pistol.ammo gte 11>>\n\t\t\t\t\t<div class='GameOption GameOption_Defend'>[[Silent Takedown (Sidearm)|b10_jewler_enter][$processed = false; $action.action3 = "silent_pistol"; $attrib.violence += 2; $attrib.caution += 6; $equip.pistol.ammo -= 11; $hide.layer2 = true; $hide.layer3 = true; $statistics.specialKillDone += 1; $statistics.nineMillFired += 1; $statistics.overalKills += 1; $statistics.humanKilled += 1; $statistics.organicKilled += 1; playContextSound("ui_attack_suppressed");]]</div><br>\n\t\t\t\t<<elseif $equip.isSubsonicWeapon and $equip.pistol.ammo gte 7>>\n\t\t\t\t\t<div class='GameOption GameOption_Defend'>[[Silent Takedown (Main)|b10_jewler_enter][$processed = false; $action.action3 = "silent_rifle"; $attrib.violence += 2; $attrib.caution += 6; $equip.pistol.ammo -= 7; $hide.layer2 = true; $hide.layer3 = true; $statistics.specialKillDone += 1; $statistics.nineMillFired += 1; $statistics.overalKills += 1; $statistics.humanKilled += 1; $statistics.organicKilled += 1; playContextSound("ui_attack_suppressed");]]</div><br>\n\t\t\t\t<</if>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Thugs|hud_combat][$attrib.violence = $attrib.violence + 3; $combatTemplate = "Thugs_B10"; $processed = false; $statistics.agressionDone += 1]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Approach the Thugs|b10_jewler_enter][$action.action3 = "talk"; $attrib.violence -= 3; $attrib.caution += 4; $hide.layer2 = true; $hide.layer3 = true; $statistics.negotion_failDone += 1; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<<if $action.action1 eq "lookaround" or $action.action1 eq "abomination">>\n\t\t\t\t<div class='GameTextGreyed'><<display 'b40_jewler_txt'>></div><br>\n\t\t\t\t<div class='GameTextGreyed'><<display 'b40_jewler_2_txt'>></div><br>\n\t\t\t\t<div class='GameTextGreyed'><<display 'b40_jewler_3_txt'>></div><br>\n\t\t\t\t<div class='GameText'><<display 'b40_jewler_4_txt'>></div><br>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameTextGreyed'><<display 'b40_jewler_txt'>></div><br>\n\t\t\t\t<div class='GameTextGreyed'><<display 'b40_jewler_2_txt'>></div><br>\n\t\t\t\t<div class='GameText'><<display 'b40_jewler_4_txt'>></div><br>\n\t\t\t<</if>>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $action.action3 eq "silent_pistol" or $action.action3 eq "silent_rifle">>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Approach the Body Bags|b10_jewler_bodybags][$processed = false; $hide.layer4 = true; playContextSound("ui_walk");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Thugs|hud_combat][$combatTemplate = "Thugs_B10"; $processed = false]]</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<if $hide.layer0 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer0 = false]]</div><<if $action.action3 eq "lowplatform_2">>You leave the<<else>>You head toward the<</if>>...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer0 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action3 eq "pumpstation">>You head toward the Pumping Station, testing your way along the shadowed walkways. A glow panel overhead casts just enough light to make out the door - what's left of it at least. Something incredibly large - and strong - has yanked it clean off its hinges.<br><br>\n\n\t\t"Shit," you murmur, peering into the gloomy Pumping Station.<br><br>\n\n\t\tTo your relief, there's no [[Oger|PDA][$hud.currentScreen = "Oger"]] inside. Then you notice the dark silhouette in the corner. Its human all right and, when you move closer, you can make out a blood-stained overall. The man is still gripping a [[StimFuel|PDA][$hud.currentScreen = "StimFuel"]] inhaler in one hand. Beside his other - torn clean off at the wrist - is a twisted hunk of metal that might have once been a [[CalTech M404|PDA][$hud.currentScreen = "M404"]]. The only undamaged part is the magazine; half empty by the looks.\n\t<<else>>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_scrapyard.png"]]</div>\n\t\t<<if $action.action3 eq "lowplatform_2">>You leave the Pumping Station and return to where the stairway leads down to the lower platform.\n\t\t<<else>>You head toward the stairs that lead to the lower platform.\n\t\t<</if>>\n\t\tRickety floor plates creak and groan as you descend. Vile fumes fill your nostrils. Fighting not to choke, you step onto the lower platform.<br><br>\n\n\t\tAnother set of stairs leads down to a landscape of muddy slush. There another walkway that heads off to the right. Before you've decided which way to go, something causes ripples in the grimy puddles. Dull splashes sound.<br><br>\n\n\t\tYou freeze, watching as the shadowed bulk of an [[Oger|PDA][$hud.currentScreen = "Oger"]] steps into view, dragging a bent pipe behind it. It takes one look around, craning its bloated head in the process, and plods over to one of the puddles.<br><br>\n\n\t\tAdrenaline pounds in your veins as the abomination kneels down and sips water from a cupped hand. Probably not the smartest move it's ever made in its misbegotten life - not that the [[Oger|PDA][$hud.currentScreen = "Oger"]] will be alive much longer anyways. It's sick or infected, its skin broken and crakced. Chances are it will die within a few days.\n\t<</if>>\n\n\n<</nobr>><</if>>
<<nobr>>\n\n\t<<set $override.solution = "415661">>\n\t<<set $override.result = $override.result.toLowerCase()>>\n\n\t\tFlashApp V1.1.4 <br>\n\n\t\t<div class='HUD_hackutility_innerpad'>Scanning remote device<br>\n\t\tInitiating firmware flash: "sys.security.main"<br>\n\t\tDumping access log...<br><br>\n\n\t\tEntry1: <<if $gameworld_modifiers.hasBypassDecoder>>415661<<else>>NDE1NjYx<</if>><br>\n\t\tEntry2: <<if $gameworld_modifiers.hasBypassDecoder>>415661<<else>>NDE1NjYx<</if>><br>\n\t\tEntry3: <<if $gameworld_modifiers.hasBypassDecoder>>415661<<else>>NDE1NjYx<</if>><br><br>\n\n\t\t<<if $override.result eq $override.solution>><span class='greencolor'>[SUCCESS]:</span> code <<print $override.result>> accepted. Acessing application...<<else>><span class='redcolor'>[ERROR]:</span> code <<print $override.result>> invalid.<</if>></div>\n\t\t\t<<if $override.result eq $override.solution>>\n\t\t\t\t\tUtility.DoorControls.InitLocalControl()<br><br>\n\t\t\t\t\tCommands:\n\t\t\t\t\t<div class='HUDHackButton'>[[Unseal|mansion_raid_leave][$action.action3 = "success"; $hide.layer3 = true; $statistics.hacksDone += 1; $statistics.controlsUnlocked += 1; playContextSound("ui_unlock");]]</div>\n\t\t\t<<else>>\n\t\t\t\t\t<<textbox "$override.code" "Enter Security Code">>\n\t\t\t\t\t<div class='HUDHackButton'>\n\t\t\t\t\t\t<<click 'Override'>>\n\t\t\t\t\t\t\t<<set $override.result = $override.code>>\n\t\t\t\t\t\t\t<<if $override.result eq $override.solution>>\n\t\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t\t<<set playContextSound("ui_blip_error");>>\n\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t<<replace '#hack-area'>>\n\t\t\t\t\t\t\t\t<<display 'vindel_hackapp'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t</div>\n\t\t\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t/% vindel-loot %/\n\n\t\t<<if $equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>Main Weapon Restricted</div></div>\n\t\t<<else>>\n\t<div class='GameOption GameOption_Move'>\n\t\t<<if $loc_mansion_raid.storedRifle eq "M9610">>\n\t\t\t<<click 'Take the M9610'>>\n\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_mansion_raid.storedRifle; $loc_mansion_raid.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t<<set $statistics.lootedMainWeapon += 1>>\n\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#vindel-loot'>>\n\t\t\t\t\t<<display 'vindel_lootoptions'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<<else>>\n\t\t\t<<click 'Return the M9610'>>\n\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_mansion_raid.storedRifle; $loc_mansion_raid.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t<</replace>>\n\n\t\t\t\t<<replace '#vindel-loot'>>\n\t\t\t\t\t<<display 'vindel_lootoptions'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<</if>>\n\t</div>\n\t\t<</if>><br>\n\n\t<<if $loc_mansion_raid.tookAmmo1 eq false>> \n\t\t<<if $equip.pistol.ammo lt $equip.pistol.ammo_max>>\n\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Take the 9mm Magazine'>>\n\t\t\t\t\t<<set $equip.pistol.ammo += Math.round(30 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>\n\t\t\t\t\t<<set $loc_mansion_raid.tookAmmo1 = true>>\n\t\t\t\t\t<<set\t$ammotype = "9mm">>\n\t\t\t\t\t<<display 'HUD_AmmoFlashes'>>\n\t\t\t\t\t<<set $statistics.lootedAmmo += 1>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t<<set $aquireText = "9mm Rounds x" + Math.round(30 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>\n\t\t\t\t\t\t<<set $aquireImage = "9mm">>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#vindel-loot'>>\n\t\t\t\t\t\t<<display 'vindel_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You cannot carry any more 9mm Rounds]</div></div>\n\t\t<</if>>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the 9mm Magazine]</div></div>\n\t<</if>><br>\n\n\t<<if $loc_mansion_raid.tookAmmo2 eq false and $equip.isHeavyCoilgun>> \n\t\t<<if $equip.pistol.ammo lt $equip.pistol.ammo_max>>\n\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Take the 9mm Drums'>>\n\t\t\t\t\t<<set $equip.pistol.ammo += 320>>\n\t\t\t\t\t<<set $loc_mansion_raid.tookAmmo2 = true>>\n\t\t\t\t\t<<set\t$ammotype = "9mm">>\n\t\t\t\t\t<<display 'HUD_AmmoFlashes'>>\n\t\t\t\t\t<<set $statistics.lootedAmmo += 1>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t<<set $aquireText = "9mm Rounds x320">>\n\t\t\t\t\t\t<<set $aquireImage = "9mm">>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#vindel-loot'>>\n\t\t\t\t\t\t<<display 'vindel_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You cannot carry any more 9mm Rounds]</div></div>\n\t\t<</if>>\n\t<<elseif $equip.rifle.name neq "M9610">>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[9mm Drums incompatible with <<rifle>>]</div></div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the 9mm Drums]</div></div>\n\t<</if>><br>\n\n\t<div class='GameOption GameOption_Move'>[[Step Away|mansion_raid_leave][$action.action4 = "none"; $action.action5 = "fromSelf"; $hide.layer4 = false; playContextSound("ui_walk");]]</div>\n\n<</nobr>>
<<if $job_cathedral_hack.mainPhase gte 4 and not $job_cathedral_hack.hackedOttoSystems and $job_cathedral_hack.mainPhase neq 98>>\n\t\t<div class='GameOption GameOption_Move'>[[Upload the Xjanu-4|mainsion_raid_greathall][$action.action3 = "agent"; $hide.layer4 = true; $job_cathedral_hack.hackedOttoSystems = true; $job_cathedral_hack.mainPhase = 5; playContextSound("ui_shock");]]</div><br>\n\t<</if>>\n\t<div class='GameOption GameOption_Move'>[[Read the Data Pad|mainsion_raid_greathall][$action.action3 = "datapad"; $hide.layer4 = true; $loc_mansion_raid.readDataPad = true; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\t<<if $loc_mansion_raid.storedClothesOtto eq "Formal Robe">>\n\t\t<div class='GameOption GameOption_Move'>\n\t\t<<click 'Wear the Formal Robe'>>\n\t\t\t<<set $action.action9 = $equip.clothes; $equip.clothes = $loc_mansion_raid.storedClothesOtto; $loc_mansion_raid.storedClothesOtto = $action.action9; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp"); $statistics.lootedArmor += 1>>\n\n\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t<</replace>>\n\n\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t<<set $aquireText = $equip.clothes>>\n\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>\n\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t<</replace>>\n\n\t\t\t<<replace '#otto-loot-chamber'>>\n\t\t\t\t<<display 'otto-loot-chamber'>>\n\t\t\t<</replace>>\n\t\t<</click>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>\n\t\t<<click 'Return the Formal Robe'>>\n\t\t\t<<set $action.action99 = $equip.clothes; $equip.clothes = $loc_mansion_raid.storedClothesOtto; $loc_mansion_raid.storedClothesOtto = $action.action99; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp")>>\n\n\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t<</replace>>\n\n\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t<<set $aquireText = $equip.clothes>>\n\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>\n\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t<</replace>>\n\n\t\t\t<<replace '#otto-loot-chamber'>>\n\t\t\t\t<<display 'otto-loot-chamber'>>\n\t\t\t<</replace>>\n\t\t<</click>>\n\t\t</div>\n\t<</if>><br>\n\t<div class='GameOption GameOption_Move'>[[Leave the Chamber|mainsion_raid_greathall][$action.action3 = "leave"; $hide.layer4 = true; $hide.layer0 = false; playContextSound("ui_walk");]]</div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B10 - Timmeon Jewlery">>\n<</silently>>\n<<nobr>>\n\n\t<div class='GameText'><<display 'b40_jewler_bodies_txt'>></div><br>\n\t<div class='OptionsField'>\n\t\t<div class='GameOption GameOption_Move'>[[Leave the Jewlery Shop|b10_boulevard_main][$processed = false; $action.arrive = "onfoot"; $job_fisher_revenge.mainPhase = 2; $hide.layer0 = false; $attrib.dilligence += 1; ga('send', 'event', 'game', 'job_siren', 'metWithFisher'); playContextSound("ui_walk");]]</div>\n\t</div>\n\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $override.result = "none">>\n\t\t<<set $override.code = "none">>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.arrive eq "fromVision">>\n\t\t<div class='GameTextGreyed'><<display 'the_crossroads_waitGravCar_txt'>></div><br>\n\t<</if>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'manson_raid_leave_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Wait out the Ride|mansion_raid_leave][$action.action1 = "waitout"; $time.active += 0.5; $attrib.fatigue += 2; $hide.layer1 = true; playContextSound("ui_tramway_zoom");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_leave_txt'>></div><br>\n\t\t<div class='GameText'><<display 'manson_raid_arrive_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Climb out of the Grav Car|mansion_raid_leave][$action.action2 = "exit"; $hide.layer2 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<<set $savesMenuPassage = "Level B1 - Vindell Mansion">>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_leave_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_arrive_txt'>></div><br>\n\t\t<div class='GameText'><<display 'manson_raid_doorlock_txt'>></div><br>\n\t\t<div id='hack-area' class='HUD_hackutility'><<display 'vindel_hackapp'>></div><br>\n\t\t<div class='GameText'>Alternatively, you could screw the entire high-tech solution and opt for brute force instead.</div><br>\n\t\t<div class='OptionsField'><<nobr>>\n\t\t\t<<if $gameworld_modifiers.hasBypassExclusion or $gameworld_modifiers.hasTrespassExclusion>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Pry the lock Open|mansion_raid_leave][$action.action3 = "forcedOpen"; $attrib.fatigue += 5; $hide.layer3 = true; playContextSound("ui_shock");]]</div>\n\t\t\t<<elseif $gameworld_modifiers.hasShadowExclusin>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Pry the lock Open|mansion_raid_leave][$action.action3 = "forcedOpen"; $attrib.fatigue += 5; $hide.layer3 = true; $attrib.criminality += 1; playContextSound("ui_shock");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Pry the lock Open|mansion_raid_leave][$action.action3 = "forcedOpen"; $attrib.fatigue += 5; $hide.layer3 = true; $attrib.criminality += 4; playContextSound("ui_shock");]]</div>\n\t\t\t<</if>>\n\t\t<</nobr>></div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_leave_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_arrive_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_doorlock_txt'>></div><br>\n\t\t<div class='GameText'><<display 'manson_raid_storeroom_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $loc_mansion_raid.sabotagedArmor eq false and $loc_mansion_raid.storedClothes eq "none">>\n\t\t\t\t<<if $equip.isNeuroImplant and not $equip.isHeavyArmor and not $equip.isTooBulky>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t\t\t<<click 'Enter the Exo Armor' 'mansion_raid_leave'>>\n\t\t\t\t\t\t\t<<set $action.action4 = "usearmor"; $hide.layer4 = true; $loc_mansion_raid.storedClothes = $equip.clothes; $equip.preExoClothes = $equip.clothes ; $equip.clothes = "Power Armor"; playContextSound("ui_attack_machinecharge"); $equip.persistentExoHits = 0>>\n\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t<<set $aquireTitle = "Entered">>\n\t\t\t\t\t\t\t\t<<set $aquireText = "Exo Armor">>\n\t\t\t\t\t\t\t\t<<set $aquireImage = "env_small_exo_in">>\n\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t<</replace>>\t\t\t\t\t\t\t\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t</div><br>\n\t\t\t\t<</if>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Sabotage the Exo Armor|mansion_raid_leave][$action.action4 = "sabotage"; $hide.layer4 = true; $loc_mansion_raid.sabotagedArmor = true; $attrib.caution += 3; playContextSound("ui_shock");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Search the Munitions Container|mansion_raid_leave][$action.action4 = "ammocontainer"; $action.action5 = "oone"; $hide.layer4 = true; playContextSound("ui_unlock");]]</div><br>\n\t\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head Upstairs|mansion_raid_mainfloor][$processed = false; playContextSound("ui_walk"); $loc_mansion_raid.sabotagedArmor = true]]</div\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head Upstairs|mansion_raid_mainfloor][$processed = false; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_leave_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_arrive_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_doorlock_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_storeroom_txt'>></div><br>\n\t\t<div class='GameText'><<display 'manson_raid_storeroom_action_txt'>></div><br>\n\t\t<div id='vindel-loot' class='OptionsField'>\n\t\t\t<<if $action.action4 eq "ammocontainer">>\n\t\t\t\t<<display 'vindel_lootoptions'>>\n\t\t\t<<elseif $action.action4 eq "sabotage">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Step Back|mansion_raid_leave][$action.action4 = "none"; $action.action5 = "fromSelf"; $hide.layer4 = false; playContextSound("ui_walk");]]</div>\n\t\t\t<<elseif $action.action4 eq "usearmor">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Wave your Hand|mansion_raid_leave][$action.action4 = "none"; $action.action5 = "wave"; $hide.layer4 = false; playContextSound("ui_click");]]</div>\t\t\t\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<nobr>>\n\n\t\t<<if $equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>Main Weapon Restricted</div></div>\n\t\t<<else>>\n\t<div class='GameOption GameOption_Move'>\n\t\t<<if $loc_cryoroom.storedRifle eq "MF-G6">>\n\t\t\t<<click 'Take the MF-G6'>>\n\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_cryoroom.storedRifle; $loc_cryoroom.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t<<set $statistics.lootedMainWeapon += 1>>\n\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#cryolounge-loot'>>\n\t\t\t\t\t<<display 'cryoloung_abom_loot'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<<else>>\n\t\t\t<<click 'Return the MF-G6'>>\n\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_cryoroom.storedRifle; $loc_cryoroom.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#cryolounge-loot'>>\n\t\t\t\t\t<<display 'cryoloung_abom_loot'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<</if>>\n\t</div>\n\t\t<</if>><br>\n\n\t<<if not $loc_cryoroom.tookAmmo>> \n\t\t<<if $equip.rifle.ammo.chemical lt $equip.rifle.ammo.chemical_max>>\n\t\t\t<div id='transfer-ammo' class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Take the Neurotoxin Canisters'>>\n\t\t\t\t\t<<set $equip.rifle.ammo.chemical += 2; $statistics.lootedAmmo += 1>>\n\t\t\t\t\t<<set $loc_cryoroom.tookAmmo = true>>\n\t\t\t\t\t<<set\t$ammotype = "canister">>\n\t\t\t\t\t<<display 'HUD_AmmoFlashes'>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t<<set $aquireText = "Neurotoxin Canister x2">>\n\t\t\t\t\t\t<<set $aquireImage = "bolt_toxin">>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#transfer-ammo'>>\n\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already took the Neurotoxin Canisters]</div>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<set document.getElementById("transfer-ammo").className = "GameOption GameOption_Disabled">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You cannot carry any more Neurotoxin Canisters]</div></div>\n\t\t<</if>>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the Neurotoxin Canisters]</div></div>\n\t<</if>><br>\n\n\t<div class='GameOption GameOption_Move'>[[Search the Cryochamber|b10_cryolounge_hellcat_inside][$action.action1 = "search"; $hide.layer1 = true; playContextSound("ui_walk");]]</div>\n\n<</nobr>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>"Okay, then. Show me where.."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n"Okay, then. Show me where to go."\n\nThe receptionist indicates a door behind the desk. "The utility area is just here, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>. Head down and look for Chamber Seven. The door's physically barred from the outside. A precaution, of course. And <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>?" He looks genuinely concenred. "Loving Stars be with you."\n\n<<if $attrib.religion eq "forsaken">>"No need. I've made my peace with death."<<elseif $attrib.religion eq "voided">>"I'd rather trust the Void but thanks."<<elseif $attrib.religion eq "edenite">>"Hopefully. They haven't abandoned me yet."<<elseif $attrib.religion eq "theophobe">>"Save your faith crap for someone who gives a damn."<<else>>"Thanks, man."<</if>> You step around the desk and push the door open.\n\nIt leads to a tiny store room with a frost-crusted ladder at the far end. Mist forms with every breath. A ventilation fan hums above.\n\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_ladder.png"]]</div><<if $attrib.demeanor eq "cautious">>"Oh, this is so going to go badly."<<else>>"Well, this oughta be fun."<</if>> You approach to the ladder, shaking your head, and descend.\n\nThe utility area below is as cold as hell frozen over. Dim glow-panels cast dull red light across the iced-over floors and walls, making them shimmer as though they were covered in fresh blood. To your left, a narrow passage leads to cryochambers one through four. Five through seven are to the right.\n\nYou head that way, moving slowly and deliberately, so as not to slip on the icy floor. It doesn't take long to find the door labeled Cryochamber 7. A circular window would, theoretically, have allowed for a view of the chamber beyond but it's too iced over to see through. That leaves one option: open the door, which is held in place by four mechanical bolts - and a crow bar that someone jammed into the release mechanism.<</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.arrive eq "fromOther">>You push off the...<<elseif $action.arrive eq "fromSelf">>You are floating in...<<else>>You drift through the...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_voidship_crew.png"]]</div><<if $action.arrive eq "fromOther">>You push off the command center bulkhead and float down the spinal corridor. Several meters down, you drift through the hatchway to the crew quarters<<elseif $action.arrive eq "fromSelf">>You are floating in the crew quarters of the MCS Outer Spheres<<else>>You drift through the hatchway to the crew quarters<</if>>, an oblong room with sleeping niches along the walls and a multi-sided table in the center. At the very back of the room is another hatchway - sealed - that leads further down the spinal corridor.\n\nStrapped along the sides of the crew quarters are three voidtrunks with nametags stenciled on the covers. Faded posters have been taped on the walls and, wedged behind a handhold, is a multicolored scarf. Set up along the ceiling and floor are more construction lights, further adding to the clutter of the cramped quarters, and the power cables have been fed into numerous exposed outlets don't make it better. \n\nJust trying to float stably without knocking anthing over is impossible - not that it matters. Everything not tied down, like an oily rag, the many cables, and a voidtrunk which broke loose from its fastenings, is floating around lazily anyways. There's also a data pad drifting around, which knocks painfully against your shin and tumbles away.<</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You grab the data pad...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\nYou grab the data pad before it floats away and tap the screen. It fails to react. You tap again, causing light to flicker along the edges, revealing the following holo-shadow:\n\n<div class='HUD_datapad HUD_datapad_broken'><strong>Rep4&/...t</strong>\n\nCa..% ripcxes t.i4 girl &/1hh1 up 4387 too inconsistent to reg))/h on the default sc/(hj. ..eep-RANGE and %(//(/1//ecording. It s&%çds like FarWave b%853987't ..[] out the encoding. Cçç&352ao a source either; it 6/)85347 a cors!r scsc... cc.ccip shadowing our c?=/((U=?\n\nY&/678 et a good res64790t. We/)(uj an e548978 on the /&&% and s...! if any /(85t43u3j goes blan/(). Mi/9zt4hz be an echo after /u8o!!à. Hopefully. We don't /(&983r4le with the C(Ui9t4884, assumi%&(9irl said Z/985439t4hu true - I think i)(5784759880 be.\n</div><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You steady yourself...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\nYou steady yourself in a foot-slot and grab the voidtrunk as it floats past. Mass and momentum threatens to set you adrift again but your hold is good and, before long, you've strapped the trunk down well enough to risk opening the latches - none are locked, though there is a keypad mechanism. \n\nLifting the cover reveals an assortment of dresses and bags, all made of green silk, neatly tucked inside. There are a number of hygiene articles tucked in side pouches and nothing more. \n\nYou can't help but notice the trunk seems oddly heavy given its meager contents, so you begin pulling out the content. What you find beneath the clothes is unsettling: a collapsed, matte-black [[Ilitiavin VIM|PDA][$hud.currentScreen = "VIM"]] and six credit chips, each labeled //1000 C//.\n\n<<if $attrib.demeanor eq "agressive">>"Shit," you murmur, staring at your discovery. "Who the fuck was this Aida girl anyways?"<<else>>"Woha," you mutter, staring at your discovery. "Who was this Aida girl?"<</if>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You close the voidtrunk...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\nYou close the voidtrunk and are about to turn away when something creaks. Startled, you curl around to see a maintenance spider drift out of an open wall panel. It's legs move feebly as it floats past.\n\n<<if $attrib.demeanor eq "agressive">>"Fucking hell,"<<else>>"Darn,"<</if>> you mutter, watching the bot bump helplessly against the trunk. "I really hate starships."\n\nExcept, even as the thought crosses your mind, something occurs to you: why this one maintenance spider, and why now? There should be hundreds aboard a hauler this size. And, if the ship really failed, they should be working frantically to bring it back to functional condition. Given they aren't, you have to assume whatever disabled the ship also shorted out its complement of bots. Unless...\n\nSuddenly frantic, you grab the stricken spider before it floats away again and say, "Access emergency runtimes. Audio input. Dump last cached."\n\nThe machine beeps. Its legs twitch, followed by a burst of static. Footsteps sound on the speaker.\n\n"...like the gurl said, Capt'n. They's shadowin' us. But they's not corsairs nor raiders nor [[Church|PDA][$hud.currentScreen = "Church of Eden"]] signatures, but somethin' else, running quiet like nothing I's ever heard in the Galactic Core. Barely even a whisper on..."\n\nThe footstes fade into the distance, replaced by a rythmic mechanical clicking that can only be the spider's legs. It loops over and over, pausing only briefly, for several minutes, after which there is only silence.<</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You hurry along the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\nYou hurry along the [[Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]], headed for Timmeon Jewlery. Pedestrians shoot you <<if $attrib.toxicity gte 75>>angry<<else>>wary<</if>> glances as you pass; as though they'd never seen a freelance merc <<if $attrib.toxicity gte 75>>who's shitfaced<</if>> before. <<if $attrib.violence gte 75>>You glower back, irrate at their feigned ignorance.<<elseif $attrib.caution gte 75>>You avoid their eyes, wishing they'd just not notice you.<<else>>You ignore them and continue on your way.<</if>>\n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_timmeon_jewlery.png"]]</div>From the outside, all you see are silver-trimmed signs and meticulously arranged display windows. There's no light on inside but the door is slightly ajar. <<if $attrib.toxicity gte 75>>You shove it open and stumble inside.<<elseif $attrib.caution gte 75>>Heart racing, you ease it open.<<else>>You push it open and step inside.<</if>> There is jewlery everywhere, in locked vitrines and display cases, hung in wall displays, even locked safely under the translucent floor. \n\n"Hello?" You glance around, wondering why the hell Fisher would be in this place. "Oi, Fish, you here?"\n\n"Shh. Over here." Fisher's black hair peaks above the counter at the rear of the room.\n\nYou crouch beside him. "Hey. What<<if $attrib.demenor eq "agressive">> the fuck<</if>>'s going on?"\n\n"Out in the back lot." He points to a door a few meters away. "I got a lead on those [[Zanex|PDA][$hud.currentScreen = "Division 108"]] bastards, came here to check it out. And then—" Fisher shakes his head. "It was crazy man, fucking crazy. Some kinda freaky abomination thing. And these guys. Not [[Zanex|PDA][$hud.currentScreen = "Division 108"]]. Something else. They're still out there with, like, body bags. An' yeah, I know we's not on best terms, but you're the spooky shit specialist. What the fuck's our next move, man?"<</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You tell Fisher...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\nYou tell Fisher, <<if $action.action1 eq "abomination">>"I need to know about the abomination. What did—"\n\n"I dunno, man." He looks scared. "Never seen anything like it. But there's a holo-terminal over there. Maybe they got security recordings or somethin'."\n\n"Good thinking." <<if $attrib.toxicity gte 75>>Swaying unsteadily on your feet,<<else>>Moving as quietly as possible,<</if>> you approach the holo-terminal. \n\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_dpad_hab.png"]]</div>The holo-terminal doesn't respond when you try to activate it. But there's a data pad beside it that looks functional. When you pick it up, you find an unused credit chip lying beneath.\n\nFisher sidles over. "Looks like power's out. So I got no clue. Unless there's some kinda abomination that steals sparkly stuff, y'know." He laughs nervously.\n\n"I doubt it," you say, gaze still fixed on the data pad.<<elseif $action.action1 eq "lookaround">>"We better look around. You know, just in case."\n\n"Ok." Fisher nods. "Okay. Good plan. Let's do that."\n\n<<if $attrib.toxicity gte 75>>Swaying unsteadily on your feet,<<else>>Moving as quietly as possible,<</if>> you scour the room. There's not much around except jewlery but you find a holo-terminal and data pad behind another sales counter. \n\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_dpad_hab.png"]]</div>The holo-terminal doesn't respond when you try to activate it. The data pad however looks functional. When you pick it up, you find an unused credit chip lying beneath.\n\nFisher sidles over. "Hey, I got nothing. Just jewlery. So unless there's some kinda abomination that steals sparkly stuff, y'know." He laughs nervously.\n\n"I doubt it," you say, gaze still fixed on the data pad.<<else>>"I gotta see the backlot. Be better if you stay behind me. And stay frosty, man, because I got no clue what we're dealing with."\n\n<<display 'jewler_backlot_txt'>><</if>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You tell Fisher...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\nYou tell Fisher, "I gotta see the backlot now. Stay behind me. And stay frosty, man, because this is definitely weird shit."\n\n<<display 'jewler_backlot_txt'>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><<if $action.action3 eq "silent">>"Let me handle..."<<else>>"Nice and easy..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.laye43 = true]]</div>\n<<if $action.action3 eq "silent_pistol" or $action.action3 eq "silent_rifle">>"Let me handle this," you reply, <<nobr>>\n\n\t<<if $action.action3 eq "silent_pistol">>drawing your M1114 DART.\n\t<<else>>readying your C2000 NITE. \n\t<</if>><br><br>\n\n\t<<if $action.action3 eq "silent_pistol">><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_special_pistol.png"]]</div>The smoking thug look up as you approach, one measured pace at a time. "Hey, you. What—"<br><br>\n\n\tYou level your sidearm on his head and squeeze. A muffled thud sounds as you blow a suppressed bolt through his head.<br><br>\n\n\tThe man falls just as his companions look up. You put three rounds in each of their chests in rapid succession, then another in each of their skulls, and to be safe another two in the smoker.<br><br>\n\n\t"Shit," Fisher mutters as he moves up behind you. "That was some nasty shit, Boss."<br><br>\n\n\t"I'd be more worried about those—" You point to the body bags the thugs had been handling. "Believe me, abominations and corpses in one place are never a good omen."<<else>><<print "<div class='GameTextImage GameTextSpecial'>[img['https://rage-productions.com/game-content/scaffold-22/images/" + $hud.specialWeaponDisplayType + "']]</div>">>You've just leveled your carbine on the smoking thug when he looks up. "Oh, fu—"<br><br>\n\n\tYou squeeze, causing the C2000 to recoil with a muted thump. The dude falls just as his companions look up. You put two rounds in each of their chests, then another in each of their skulls, and - just to be safe - another two in the smoker.<br><br>\n\n\t"Shit," Fisher mutters as he moves toward the corpses. "That was some smooth shit, Boss."<br><br>\n\t\n\t"Save the fanfare and worry about those—" You point to the body bags the thugs had been handling. "Believe me, abominations and corpses in one place are never a good omen."<</if>>\n\n<</nobr>><<else>>"Nice and easy," you say, approaching the thugs at a measured pace. "Hey, over there. What are you—"\n\nThe smoking thug looks back. "Fuck! It's him!"\n\n"What?" Another snatches his pistol. "Who? Where?"\n\n"Over there, idiot." The smoker tosses his cigarette aside, already reaching for his weapon.\n\nBeside you, Fisher raises his sidearm. "Boss...?"\n\nThere's no point in saying it: these guys aren't ready to talk. It's kill or be killed - and you don't intend to die on some stupid backlot.<</if>><</if>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>You lower your weapon and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.laye43 = true]]</div>\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_b10_timmeon_corpses.png"]]</div>You lower your weapon and <<walk>> past the dead thugs to the body bags. All but one have been sealed and decompressed. You can see a person's feet in the one that hasn't been fully closed yet.\n\n"Wonder what they-" You crouch and open the body bag, revealing a discolored body and familiar face. "<<if $attrib.demeanor eq "agressive">>Shit<<else>>Darn<</if>>. I know this dude."\n\nFisher looks surprised. "You do?"\n\n"Yeah. Used to work for a certain Mr. Amman. Name was Jaron or Jared or... Oh no." You tear open the other two body bags to find what you already suspected: the bodies of Mr. Amman and his female bodyguard. "Damn it. I got duped by a [[Siren|PDA][$hud.currentScreen = "Siren"]]."\n\nFisher nudges you. "Uhh okay. I don't get it. What's this gotta do with [[Zanex|PDA][$hud.currentScreen = "Division 108"]] and all?"\n\n"I was looking in to who hired them," you admit, backing away from the body bags. "They were trying to throw me off. So here's what we do: I want you to find the biggest, meanest shocker you can and smuggle it into the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]. Then we're gonna talk to that<<if $attrib.demeanor eq "agressive">> damned<</if>> abomination and figure out what it knows."\n\n"Okay," Fisher says as you head back toward Timmeon's Jewlery. "I can do that. And Boss? Thanks for looking into this. I thought you'd, you know, kinda thrown us to the dogs 'n all after what happened. I think we're quits again."\n\nA smile curls your lips. "<<if $attrib.demeanor eq "balanced">>Once a Raptor, always a Raptor.<<else>>I haven't completely forgotten who my friends are.<</if>> Now let's mix <<if $attrib.demeanor eq "agressive">>shit<<else>>life<</if>> up, kid."<</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B33 - Scrap Yard Pit">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<if $action.arrive eq "fromRunAway">>\n\t\t\t<<set $action.action1 = "placeholder">>\n\t\t<</if>>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b33_scrapyard_oger_loot_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action5 eq "none">> \n\t\t\t\t<<if $equip.rifle.ammo.chemical lt $equip.rifle.ammo.chemical_max>>\n\t\t\t\t\t<div id='transfer-ammo' class='GameOption GameOption_Move'>\n\t\t\t\t\t\t<<click 'Take the Neurotoxin Canister'>>\n\t\t\t\t\t\t\t<<set $equip.rifle.ammo.chemical += 1; $statistics.lootedAmmo += 1>>\n\t\t\t\t\t\t\t<<set $action.action5 = "true">>\n\t\t\t\t\t\t\t<<set\t$ammotype = "canister">>\n\t\t\t\t\t\t\t<<display 'HUD_AmmoFlashes'>>\n\n\t\t\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t\t\t<<set $aquireText = "Neurotoxin Canister">>\n\t\t\t\t\t\t\t\t\t<<set $aquireImage = "bolt_toxin">>\n\t\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<<replace '#transfer-ammo'>>\n\t\t\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already took the Neurotoxin Canister]</div>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<<set document.getElementById("transfer-ammo").className = "GameOption GameOption_Disabled">>\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You cannot carry any more Neurotoxin Canisters]</div></div>\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the Neurotoxin Canister]</div></div>\n\t\t\t<</if>><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Grav Platform|b33_scrapyard_oger_loot][$action.action1 = "leave"; $hide.layer1 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<<if $action.arrive neq "fromRunAway">>\n\t\t\t<div class='GameTextGreyed'><<display 'b33_scrapyard_oger_loot_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameText'><<display 'b33_scrapyard_oger_return_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.arrive neq "fromRunAway">>\n\t\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t\t<<click 'Present your Proof' 'b33_scrapyard_oger_loot'>>\n\t\t\t\t\t\t\t<<set $action.action2 = "present"; $hide.layer2 = true; $attrib.dilligence += 1; $attrib.credits += Math.round(2000 * $gameworld_modifiers.freelanceModifier); $job_scrapyard_oger.mainPhase = 2; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp"); $statistics.freelanceJobsDone += 1; playContextSound("ui_click");>>\n\t\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t\t\t<<set $aquireText = "Credits x" + Math.round(2000 * $gameworld_modifiers.freelanceModifier)>>\n\t\t\t\t\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<<if $attrib.demeanor eq "agressive" or $attrib.criminality gte 10 or $gameworld_modifiers.hasNegotiateOverride>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t\t\t<<click 'Say the Oger is Dead' 'b33_scrapyard_oger_loot'>>\n\t\t\t\t\t\t\t<<set $action.action2 = "saydeadsuccess"; $hide.layer2 = true; $attrib.credits += Math.round(1500 * $gameworld_modifiers.freelanceModifier); $job_scrapyard_oger.mainPhase = 2; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp"); $statistics.freelanceJobsDone += 1; playContextSound("ui_click");>>\n\t\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t\t\t<<set $aquireText = "Credits x" + Math.round(1500 * $gameworld_modifiers.freelanceModifier)>>\n\t\t\t\t\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<</click>>\n\t\t\t\t\t</div><br>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say the Oger is Dead|b33_scrapyard_oger_loot][$action.action2 = "saydead"; $hide.layer2 = true; $job_scrapyard_oger.mainPhase = 2; $statistics.freelanceJobsDone += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<</if>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Admit the Oger is Alive|b33_scrapyard_oger_loot][$action.action2 = "saynotdead"; $hide.layer2 = true; $attrib.dilligence += 1; $job_scrapyard_oger.mainPhase = 2; $statistics.freelanceJobsDone += 1; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<<if $action.arrive neq "fromRunAway">>\n\t\t\t<div class='GameTextGreyed'><<display 'b33_scrapyard_oger_loot_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameTextGreyed'><<display 'b33_scrapyard_oger_return_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b33_scrapyard_oger_payment_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Scrap Yard|b33_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; $loc_scrapyard.didFirstVisit = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You lower your weapon...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\nYou lower your weapon and <<if $action.arrive eq "fromSnipe">>head down the stairs, to where the [[Oger|PDA][$hud.currentScreen = "Oger"]] fell.<<else>>approach the dead [[Oger|PDA][$hud.currentScreen = "Oger"]].<</if>> Blood seeps from its wounds, tainting the murky pools blacker than black. All you need now is proof that you killed it. The head is too large to carry but one of its ears should do nicely.\n\n"Yuck," you mutter as you draw your <<knife>>.\n\nIt takes a moment to shear off its ear, an action which leaves you holding a bloody, disfigured lump in your hand. Gruesome doesn't even describe the act. Coupled with the general stench of the scrap yard, it takes a conscious effort not to throw up.\n\n<<if $attrib.demeanor eq "agressive">>"Fucking abominations."<<else>>"Ugh. Seriously."<</if>> You're about to turn away when you spot a neurotoxin canister hanging from a string around the [[Oger's|PDA][$hud.currentScreen = "Oger"]] neck. "Huh."\n\n<<nobr>> \n\n\t<<if $job_abomination_investigate.ogerPhase lt 1>>\n\t\t<<set $job_abomination_investigate.ogerPhase = 1>>\n\t<</if>>\n\n<</nobr>>There's a tag on the string that reads: //Desvhar//. No explanation what that means or who the [[Oger|PDA][$hud.currentScreen = "Oger"]] was. But it doesn't matter. You've wasted just about enough time in its filthy presence. Time to head back up and tell Mark you've taken care of his problem.<</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\nYou say, \n\n\t<<if $action.action1 eq "demon">>\n\t\t"You're a [[Demon|PDA][$hud.currentScreen = "Demon"]]. One that somehow didn't go insane."<br><br>\n\n\t\t"In a manner of speaking, yes. It would be easiest to say I am the one whom you know as [[Namaz|PDA][$hud.currentScreen = "Witch Queen"]], thougn in fact I am more and less, all at once."<br><br>\n\t<<elseif $action.action1 eq "namaz">>\n\t\t"You're [[Namaz|PDA][$hud.currentScreen = "Witch Queen"]]. Or what's left with her."<br><br>\n\n\t\tThe boy's lips curl. "A name I haven't heard in many centuries, and yes, I was her. Part of me perhaps still is yet I am more and less, all at once."<br><br>\n\n\t<<elseif $action.action1 eq "notknow">>\n\t\t"I don't know. This is way over my head."<br><br>\n\n\t\t"That, I dare say, is the case." The boy frounds. "Perhaps you will know me as [[Irisa Namaz|PDA][$hud.currentScreen = "Witch Queen"]], thougn in fact I am more and less than just her, all at once."<br><br>\n\t<</if>>\n\n\t"I see," you say slowly. "Or not."<br><br>\n\n\tThe kid smiles sadly. "Immortality is a sour gift, <<firstname>>, one the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] is right to consider unnatural. To extend my life I did not take that of another such as other, ah, solutions might involve. Instead I became part of their lives, grew to see their mind and body as my own, until two people were one. Today I am as much Irisa Namaz as I am her mother or Jussuf Beic, into whose body I was born by my sister and her misbegotten henchman."<br><br>\n\n\t<<if $equip.rifle.name eq "Blacklance" and $equip.clothes eq "Blackscorn Armor">>Simply looking at the kid fills you with deep, seething hatred. It is [[Irisa Namaz|PDA][$hud.currentScreen = "Witch Queen"]]. Alive in the body of another - one touched by a horrible black curse.<<else>>"I, uh, well, don't see how any of this relates to anything."<</if>><br><br>\n\n\t"I was lucky to find peace in the solitude of this Shrine through Jussuf Beic. Others were less fortunate, or indeed never unlearned the way I once had in life, and it is one such shadow shich plagues you as it does me, spreading chaos out of sheer malice. It is there that our interests coincide."\n\n\t\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div><<if $action.arrive eq "fromWilkin">>You head through the service are<<else>>You climb into the passenger seat<</if>>...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<if $action.arrive eq "fromWilkin">>You head through the service area to the alley behind the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]. Five Raptors are lounging around, smoking cigarettes and chatting with one another. Fisher is among them, standing before a parked grav-car.\n\nHe looks up as you draw near. "Boss. Good to see ya. The Boss told me we're headed somewhere, eh? What's the address? Oh, and I already got your gear in the car and—"\n\n"Easy, kid." You pat his shoulder and ease him toward the car. "Just gotta do some business. Won't be long."\n\n"Okay, cool." He hops in behind the controls, saying, "Heard it's gotta do with those [[Zanex|PDA][$hud.currentScreen = "Division 108"]] bastards. That so?"\n\n"More or less." You climb into the passenger seat and say, "Head up to the Core. Big mansion, shaped like a pyramid. There should be a utility entrance 'round back."\n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_gravcar_fisher.png"]]</div>"Oh." He activates the engine, causing the car to float off the landing pad with a dull hum, and eases toward the grav-tunnel. "I've heard of the place, Boss. Vindel Mansion. The Boss won't kiddin' when he said this was bigtime shit we's all mixed—"\n\n"Fisher." You gesture to the nearby grav-tunnel. "Just <<if $attrib.demeanor eq "agressive">>fucking <</if>>drive."\n\n"Right, right." He accelerates.\n\nUneasy silence broken only by the hum of antigrav-plates fills the interior of the vehicle. You don't bother to speak. Fisher knows where to go and what to do. Talking will just make him nervous. And that will make you nervous. And that is the last thing you need right now.<<elseif $action.arrive eq "fromVision">><div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_gravcar_formal.png"]]</div>You climb into the passenger seat of the grav-car, saying, "What's your name anyways?"\n\n"I am a friend." The cultist climbs in behind the controls. "We share a Vision. No more."\n\nYou nod slowly. "And you... they recruited you?"\n\n"It was a willing choice." He starts the engine, causing the car to float off the landing pad with a dull hum. "There is no future for the galaxy we currently know. So it must be redrawn. And that is what all who have seen this Vision for what it is strive toward."\n\n"Yeah," you murmur as the car eases into the grav-tunnel.\n\nSilence broken only by the hum of antigrav-plates fills the interior of the vehicle. You don't quite know what to say. Strange, that others share this Vision. You thought it was some insane idea. But maybe it's more widespread than you imagined. Hard to tell.<<elseif $action.arrive eq "fromZweili">><div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_gravcar_church.png"]]</div>You climb into the passenger seat of the grav-car, saying, "You know where to go, right?"\n\n"Indeed, <<if $attrib.gender eq "male">>Brother<<else>>Sister<</if>>." The fanatic hops in behind the controls. "It is a mansion near the Core, shaped like a pyramid. We learned there is a utility entrance around the back through which one can enter all but undetected."\n\nYour brow furrows. "And you're sure this isn't a trap?"\n\n"One cannot know, <<if $attrib.gender eq "male">>Brother<<else>>Sister<</if>>." Your driver starts the engine, causing the car to float off the landing pad with a dull hum. "But we have faith. It is our shield and our sword. Trust in [[Eden|PDA][$hud.currentScreen = "Church of Eden"]] and the Loving Stars shall watch over us."\n\n"Yeah," you murmur as the car eases into the grav-tunnel.\n\nSilence broken only by the hum of antigrav-plates fills the interior of the vehicle. You don't bother to speak. The fanatic is clearly out of his mind. Sure, he's probably a useful <<if $attrib.demeanor eq "agressive">>tool<<else>>asset<</if>>, but still. You aren't exactly happy riding into the unknown on the word of an <<if $attrib.religion eq "theophobe">>brainded faith<<else>>extremist<</if>>. Except that's what you're doing. And there's nothing you can do now except hope for the best.<</if>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>For a long time, you...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<if $action.arrive eq "fromWilkin">>For a long time, you simply sit and stare at the grav-cars and tunnel walls flashing past. Fisher drives it at regulation speeds, taking one fastway, then another, until after almost half an hour you near the Core - the very heart of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]]. At first nothing looks different. The signs just say you're getting close.\n\nThen the grav-car zips out of a tunnel mouth and into the cavernous hollow surrounding the REACH core at the heart of the habitation platform. Occasional cars buzz past, following unmarked traffic lanes, but otherwise the center of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]] is as spacious as it is deserted.\n\n"Over there." Fisher points as he maneuvers into another lane and dives.\n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_hab_b1.png"]]</div>Below you lies an enormous pyramid made of black glass. Unlike virtually every other structure you know, the mansion is free-standing and not grafted into the superstructure of the space station. There's a landing pad out front and a long line of stairs flanked by enormous obelisks but Fisher flies straight past those and pulls a U-turn around the back, where a larger, utility-class landing pad is nestled in the shadows.\n\n"Here we go," he says, throttling back and setting down. "Boss said to let ya do this one alone so I'll just, you know, fly around a bit until you get back. But if anythign goes south, message me, okay?"\n\n"I will," you say, gathering up your gear. "And Fisher? Don't do anything stupid."\n\nThe black-haired kid nods silenty. You nod too. Words aren't necessary. You both know you're about to pull big shit, bigtime.<<elseif $action.arrive eq "fromVision">>For a long time, you simply sit and stare at the grav-cars and tunnel walls flashing past. The cultists drives it at full-speed, wobbling down one fastway, then along another, until after almost a quarter of an hour you near the Core - the very heart of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]]. At first nothing looks different. The signs just say you're getting close.\n\nThen the grav-car zips out of a tunnel mouth and into the cavernous hollow surrounding the REACH core at the heart of the habitation platform. Occasional cars buzz past, following unmarked traffic lanes, but otherwise the center of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]] is as spacious as it is deserted.\n\n"Be prepared, friend." The cultist maneuvers into another lane and dives.\n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_hab_b1.png"]]</div>Below you lies an enormous pyramid made of black glass. Unlike virtually every other structure you know, the mansion is free-standing and not grafted into the superstructure of the space station. There's a landing pad out front and a long line of stairs flanked by enormous obelisks but the cultist flies straight past those and pulls a U-turn around the back, where a larger, utility-class landing pad is nestled in the shadows.\n\n"Expect no assistance," he says, throttling back and setting down. "Your genetic greatness alone proves your worth."\n\n<<if $attrib.demeanor eq "agressive">>"Yeah, I fucking know,"<<else>>"So I've heard,"<</if>> you say, eyeing the mansion.\n\n"Trust the Vision." The cultists pats your shoulder. "Now go, friend. Prove your strength in action."<<elseif $action.arrive eq "fromZweili">>For a long time, you simply sit and stare at the grav-cars and tunnel walls flashing past. The fanatic drives it at full-speed, wobbling down one fastway, then along another, until after almost a quarter of an hour you near the Core - the very heart of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]]. At first nothing looks different. The signs just say you're getting close.\n\nThen the grav-car zips out of a tunnel mouth and into the cavernous hollow surrounding the REACH core at the heart of the habitation platform. Occasional cars buzz past, following unmarked traffic lanes, but otherwise the center of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]] is as spacious as it is deserted.\n\n"Its lair is there." The fanatic points as he maneuvers into another lane and dives.\n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_hab_b1.png"]]</div>Below you lies an enormous pyramid made of black glass. Unlike virtually every other structure you know, the mansion is free-standing and not grafted into the superstructure of the space station. There's a landing pad out front and a long line of stairs flanked by enormous obelisks but the fanatic flies straight past those and pulls a U-turn around the back, where a larger, utility-class landing pad is nestled in the shadows.\n\n"Be ready, Brother," he says, throttling back and setting down. "I shall await your return here, but should you linger, I shall be gone."\n\n"Okay," you say, trying not to let the apprehension gnawing at your mind show on your face.\n\n"Loving Stars watch over you." The man pats your shoulder. "Now go, Brother, and make this demon pay for its sins against all that is sacred."<</if>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You climb out of the grav-car and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\nYou climb out of the grav-car and scurry into the shadows of the landing pad. Behind you, the car hums off into the distance. Nothing makes a sound. The black pyramid looms above you in silence. There's a wide security door at the base, accessible via a walkway that runs off the landing pad.\n\nHoping your arrival went unnoticed, you hurry across the walkway. Floor plates creak under your feet but no security bots zoom past to investigate - a good sign - so you sidle up beside the door. It's locked and there's no holo-terminal to open it but you spot an interface jack compatible with your [[PDA|PDA][$hud.currentScreen = "home"]]. When you jack in, the following dialog appears:<</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><<if $action.action5 eq "fromSelf">>You step back and...<<elseif $action.action5 eq "wave">>You wave your...<<else>><<if $action.action3 eq "forcedOpen">>You jam your <<knife>> into<<else>>The door unseals with a beep and<</if>>...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<if $action.action5 neq "fromSelf">><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_zanex_exo_unpowered.png"]]</div><</if>><<if $action.action5 eq "fromSelf">>You step back, careful not to tread on the technician, who's passed out on the floor, and glance around the dim store room.<<elseif $action.action5 eq "wave">>You wave your armored hand before your face. Servos whirr harmonically. The hand flexes and un-flexes just as it should. Relieved, you glance around the dark store room.\n\n<<else>><<if $action.action3 eq "forcedOpen">>You jam your <<knife>> into the lock and fiddle around until the doors release with a click. The resulting gap is just wide enough to jam your fingers inside and haul the doors open. Sweat runs down your forehead as you shove them apart.\n\nBreathing hard, you step through, into the gloomy store room beyond. Snyth-crates are piled against the walls.<<else>>The door unseals with a beep and you step through, into a gloomy store room filled with synthcrates.<</if>> There's only one glow panel which casts its frail light on a deactivated suit of [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]]. A technician in yellow-black overalls is working on the machine.\n\nHe looks up as you approach. "Hey, who—"\n\n"Sorry, man." You slam the man's head into the chestplate of the armored exoskeleton. \n\nThe technician goes limp, knocked out cold. You drop him and glance around.<</if>> <<if $loc_mansion_raid.sabotagedArmor eq true>>On the floor beside the smoking [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] are a<<elseif $loc_mansion_raid.storedClothes neq "none">>On the floor beside you are a<<else>>On the floor beside the [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] are a<</if>> toolbox and munitions container. To your left, barely visible in the dark, a stairway leads upwards, no doubt into the pyramid above. \n\nThat'll be the way you want to go. Quietly though. The last thing you need is to draw attention to yourself.<</if>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>You step up to the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action4 eq "ammocontainer">>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_m9610.png"]]</div>\n\t\tYou step up to the munitions container and <<if $equip.isPowerArmor>>carefully <</if>>pop the lid. Inside the padded box you find <<if $loc_mansion_raid.storedRifle eq "M9610">>a [[CalTech M9610|PDA][$hud.currentScreen = "M9610"]]<<else>>your old rifle<</if>> and <<if not $loc_mansion_raid.tookAmmo1>>two drums of 9mm bolts<<else>>two empty slots designed to fit 9mm drum magazines<</if>>. <<if not $loc_mansion_raid.tookAmmo2>>There's also a magazine of 9mm bolts tucked inside the lid<<else>>There was also a 9mm magazine tucked in the lid but you already took that<</if>>.<br><br>\n\n\t\t<<if $loc_mansion_raid.storedRifle eq "M9610">>"Neat." You crouch down<<if $equip.isPowerArmor>>, causing your armor to whirr,<</if>> and examine the bulky gun.<br><br>\n\n\t\tHell of a beast - high velocity, large magazine, and heavy as fuck. Not quite the ideal tool for sneaking into a Lord's mansion but it could come in handy, especially if the subtle approach goes tits up. You'll have to grab the flechette drums, of course, and lugging those around will be a bitch too, but a little extra fire power could prove useful.<</if>>\n\n\t<<elseif $action.action4 eq "usearmor">><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_exo.png"]]</div>You step up to the [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]]. From the front, all you can see is thick armor plates with jagged edges and all manner of servo systems. When you <<walk>> around the back, you can see into the padded interior. Dozens of probes and tubes are all neatly packed away, just waiting for a user they can interface with, and the backup UI in the helmet is blinking: //system on standby//.<br><br>\n\n\t\t"Nice." You step into armored boots, then slip your hands into the gloves.<br><br>\n\n\t\tAt once, clamps lock down. A digital beep resounds in your head, followed by a hydraulic hiss. Pain shoots through your body as the suit's probes and tubes latch onto your [[Neuronodes|PDA][$hud.currentScreen = "aimpoint"]]. Then something cold touches the back of your neck and all your senses go blank.<br><br>\n\n\t\tEverything feels numb until the world returns with a jolt. Only it isn't the world you know. This perception is heavy and distant, as though you weren't really there at all. You figure that's because you're percieving the world through the senses of the [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] - all your biological senses would know is the dark interior of the suit. When you try to flex your hands however, nothing moves.<br><br>\n\n\t\tA voice reverberates in your mind, "Error. Servo interface unresponsive. Rebooting."<br><br>\n\n\t\tYou stand where you are, unable to move, until the voice announces, "Interface rebooted. Two errors logged. Awaiting input."<br><br>\n\n\t\tPart of you doesn't want to move. If the system is security locked or - worse - faulty, anything could go wrong. But you're in the suit now. Maybe test it with something simple, like a wave of the hand.\n\t<<elseif $action.action4 eq "sabotage">><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_exo_ruin.png"]]</div>You step up to the [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]], wondering how to best sabotage the suit. From the front, all you can see is thick armor plates with jagged edges and all manner of servo systems. When you <<walk>> around the back, you can see into the padded interior. Dozens of probes and tubes are all neatly packed away, just waiting for a user they can interface with, and the backup UI in the helmet is blinking: //system on standby//.<br><br>\n\n\t\tRemembering the toolbox beside the armor, you grab a power spanner and begin jabbing it into the suit's exposed electronics. Each stab causes sparks to fly and smoke to drift from the fried electronics. Within less than a minute, you've fused every node and tube you can find into the padded lining.<br><br>\n\n\t\t"That oughta do the trick," you say, tossing the spanner back into the toolbox.<br><br>\n\n\t\tSmoke drifts from the recently-wrecked [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]]. No one will be going anywhere with that anytime soon. And, if they try, the suit will probably shock them to death. \n\t<</if>>\n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B10 - Cryochamber 7">>\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\t\t<<set $processed = true>>\n\n\t\t<<set $hud.interference = true>>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b10_hellcat_inside_txt'>></div><br>\n\t\t<div id='cryolounge-loot' class='OptionsField'>\n\t\t\t<<display 'cryoloung_abom_loot'>>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b10_hellcat_inside_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_hellcat_inside_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $loc_cryoroom.foundCredits eq false>>\n\t\t\t\t<div id='transfer-credits' class='GameOption GameOption_Move'>\n\t\t\t\t\t<<click 'Transfer the Credits'>>\n\t\t\t\t\t\t<<set $loc_cryoroom.foundCredits = true; $attrib.credits += 455; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t\t\t<<set $statistics.lootedCredits += 1>>\n\n\t\t\t\t\t\t<<replace '#transfer-credits'>>\n\t\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t\t<<set $aquireText = "Credits x455">>\n\t\t\t\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t\t<<set document.getElementById("transfer-credits").className = "GameOption GameOption_Disabled">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div></div>\n\t\t\t<</if>><br>\n\t\t\t<<if not $loc_cryoroom.tookCell>>\n\t\t\t\t<<if $equip.item1 eq "none" or $equip.item2 eq "none">>\n\t\t\t\t\t<div id='transfer-item' class='GameOption GameOption_Move'>\n\t\t\t\t\t\t<<click 'Take the FuCell'>>\n\t\t\t\t\t\t\t<<if $equip.item1 eq "none">>\n\t\t\t\t\t\t\t\t<<set $equip.item1 = "FuCell">>\n\t\t\t\t\t\t\t<<elseif $equip.item2 eq "none">>\n\t\t\t\t\t\t\t<<set $equip.item2 = "FuCell">>\n\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t<<set $loc_cryoroom.tookCell = true; $statistics.lootedAmmo += 1>>\n\n\t\t\t\t\t\t\t<<replace '#transfer-item'>>\n\t\t\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already took the FuCell]</div>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t\t\t<<set $aquireText = "FuCell">>\n\t\t\t\t\t\t\t\t\t<<set $aquireImage = "fucell">>\n\t\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t\t\t\t<<set document.getElementById("transfer-item").className = "GameOption GameOption_Disabled">>\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You can't carry Anymore]</div></div>\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the FuCell]</div></div>\n\t\t\t<</if>><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Read the Data Pad|b10_cryolounge_hellcat_inside][$action.action2 = "datapad"; $loc_cryoroom.readDataPad = true; $hide.layer2 = true; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b10_hellcat_inside_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_hellcat_inside_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_hellcat_inside_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $attrib.passedAmbushCheck>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Search for Clues|b10_cryolounge_hellcat_inside][$action.action3 = "datapad"; $hide.layer3 = true; $statistics.crimesInvestigated += 1; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Search for Clues|hud_combat][$combatTemplate = "Hellcat_B10"; $processed = false; $isAmbush = true; $ambushTemplate = "ambush_hellcat_cryo"; $statistics.crimesInvestigated += 1; $action.arrive = "fromKill"; $loc_cryolounge.killedAbomination = true; $hud.interference = false]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b10_hellcat_inside_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_hellcat_inside_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_hellcat_inside_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_hellcat_inside_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Kick the Hellcat|b10_cryolounge_hellcat_inside][$action.action4 = "fight"; $hide.layer4 = true; $attrib.violence += 5; playContextSound("ui_attack_melee");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Defend'>[[Run for your Life|b10_cryolounge_hellcat_inside][$action.action4 = "run"; $hide.layer4 = true; $attrib.caution += 5; $attrib.violence -= 1; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'b10_hellcat_inside_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_hellcat_inside_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_hellcat_inside_3_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_hellcat_inside_4_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_hellcat_inside_5_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action4 eq "run" and $attrib.passedSneakCheck>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head back Upstairs|b10_cryolounge_hellcat_leave][$processed = false; $action.arrive = "fromRun"; $loc_cryolounge.killedAbomination = false; $statistics.abominationsSpared += 1; $statistics.agressionDone += 1; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Hellcat|hud_combat][$attrib.violence += 3; $combatTemplate = "Hellcat_B10"; $action.arrive = "fromKill"; $processed = false; $loc_cryolounge.killedAbomination = true; $hud.interference = false]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You yank the crowbar out...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_cryolounge_cryochamber.png"]]</div>You yank the crowbar out of the lock and, one by one, unseal the bolts. Two of them are almost frozen in place, requiring you to scratch off the ice with the crowbar - which might not have been there to seal the door after all, as you realize. When all is said and done, you give the door a good shove. It doesn't budge.\n\n<<if $attrib.demeanor eq "agressive">>"Oh, fuck you."<<else>>"Oh, come on."<</if>> You push harder.\n\nIce cracks as the door grinds open, allowing a gust of frigid air to escape. Before you is a long chambered dominated by six ice-coated cylinders. Pipes and tubes run from them into the floor and ceiling, many of them scratched and torn open, but the structural damage isn't nearly as creepy as the frost-caked body lying just beyond the door.\n\nMale, no older than youit died with its mouth open and left hand still gripping a battered [[MF-G6|PDA][$hud.currentScreen = "MF-G6"]]. There are deep gashes in the man's winter coat - frozen stiff - and blood has seeped through the fabric, staining the ice red. Two unused neurotoxin canisters lie beside the corpse. You shiver involuntarily, and not just because of the cryo equipment.<</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $savesMenuPassage = "B40 - Pressure Berth 51">>\n\t\t<<set $processed = true>>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'hauler_constabularia_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.arrive eq "fromKill">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[The Docks|b40_docks_enter][$action.arrive = "enter"; $time.active += 0.65; $hide.layer0 = false; $job_blindkid_shrine.mainPhase = 101; ga('send', 'event', 'game', 'job_voidshrine', 'killedCommisaria'); playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say she has a Point|b40_addon_constabularia_hauler][$action.action1 = "haspoint"; $hide.layer1 = true; ga('send', 'event', 'game', 'job_voidshrine', 'sparedCommisaria'); playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say she's a real Asshole|b40_addon_constabularia_hauler][$action.action1 = "asshole"; $hide.layer1 = true; $attrib.violence += 1; ga('send', 'event', 'game', 'job_voidshrine', 'sparedCommisaria'); playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Insist you're doing your Job|b40_addon_constabularia_hauler][$action.action1 = "dojob"; $hide.layer1 = true; $attrib.caution += 1; ga('send', 'event', 'game', 'job_voidshrine', 'sparedCommisaria'); playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'hauler_constabularia_txt'>></div><br>\n\t\t<div class='GameText'><<display 'hauler_constabularia_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action1 eq "haspoint" or $job_abomination_investigate.mainPhase eq 4 or $job_abomination_investigate.mainPhase eq 5 or $job_abomination_investigate.mainPhase eq 6>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[The Docks|b40_docks_enter][$action.arrive = "enter"; $time.active += 0.65; $hide.layer0 = false; $job_blindkid_shrine.mainPhase = 101; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Insist you can Help|b40_addon_constabularia_hauler][$action.action2 = "canhelp"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say that's bad for Her|b40_addon_constabularia_hauler][$action.action2 = "badfor"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask for more Information|b40_addon_constabularia_hauler][$action.action2 = "details"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\t\t\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'hauler_constabularia_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'hauler_constabularia_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'hauler_constabularia_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action2 eq "badfor" or ($action.action2 eq "canhelp" and ($loc_derelict_hauler.killedKnight or $attrib.religion eq "theophobe"))>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[The Docks|b40_docks_enter][$action.arrive = "enter"; $time.active += 0.65; $hide.layer0 = false; $job_blindkid_shrine.mainPhase = 98; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<<if $action.action2 neq "canhelp">>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say six days is a long Time|b40_addon_constabularia_hauler][$action.action3 = "sixdays"; $hide.layer3 = true; $job_blindkid_shrine.mainPhase = 98; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<</if>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Mention the Maintenance Bot|b40_addon_constabularia_hauler][$action.action3 = "maintbot"; $hide.layer3 = true; $job_blindkid_shrine.mainPhase = 6; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'hauler_constabularia_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'hauler_constabularia_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'hauler_constabularia_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'hauler_constabularia_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[The Docks|b40_docks_enter][$action.arrive = "enter"; $time.active += 0.65; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>\n\n<</nobr>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You pick up the data pad and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\nYou pick up the data pad and swipe the display. The following screen appears:\n\n<div class='HUD_datapad'>Josh,\n\nThat exebition over in E Sector wants to keep me another week. Our goods are selling like mad and, well, I think we might have finally made it! Anyways, down to business: something went down with the Zanex guys and they pulled out of the lot earlier than expected. I rented it on to another, uh, client for the rest of the week. Sounded urgent and, well, I think you'd better stay out of their way.\n\nBut we made it! We can finally pay up and get out of that business. Oh, and if Jennifer comes by again, tell her to stop pretending she isn't fucking you. I tried to explain that you talked about it with me but she just doesn't get I'm not your father. Weird woman. Glad you like her though. I can't handle her.\n\nTake care,\n\nSammy</div><</if>>
"Don't worry," Fisher says as he draws his pistol. "I'll be on your six, Boss."\n\nYou nod curtly and head for the rear door - there's an //EXIT// sign above it - and push the release. It opens onto a narrow strip of pavement between the [[Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]] shops and a grav tunnel behind them. It must have been built as a delivery area but the sheer volume of trash strewn about suggests the owners don't take deliveries often.\n\nMore importantly however, there are three men at the far end of the lot. One is smoking a cigarette, looking on while the other two fiddle with what look suspiciously like body bags. None of the fellows notice you - a stroke of luck considering they all have pistols tucked in their back pockets.\n\nFisher nudges you, whispering, "How we gon' handle this, Boss?"
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action2 eq "run">>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_flee_txt'>></div><br>\n\t<</if>>\n\t<<if $action.action3 eq "none">>\n\t\t<div class='GameText'><<display 'manson_raid_flee_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t\t<<click 'Look for a way Home' 'mainsion_raid_flee'>>\n\t\t\t\t\t\t<<set $action.action3 = "home">>\n\t\t\t\t\t\t<<set $hide.layer2 = true>>\n\t\t\t\t\t\t<<set $attrib.fatigue += 5>>\n\t\t\t\t\t\t<<if $loc_mansion_raid.storedClothes neq "none">>\n\t\t\t\t\t\t\t<<set $equip.clothes = $loc_mansion_raid.storedClothes; playContextSound("ui_attack_machinewreck");>>\n\n\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t<<set $aquireTitle = "Exited">>\n\t\t\t\t\t\t\t\t<<set $aquireText = "Exo Armor">>\n\t\t\t\t\t\t\t\t<<set $aquireImage = "env_small_exo_out">>\n\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<</if>>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<<if not $loc_mansion_raid.tookCredits>>\n\t\t\t\t\t<div id='transfer-credits' class='GameOption GameOption_Move'>\n\t\t\t\t\t\t<<click 'Transfer the Credits'>>\n\t\t\t\t\t\t\t<<set $loc_mansion_raid.tookCredits = true; $attrib.credits += 514; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp"); $statistics.lootedCredits += 1>>\n\n\t\t\t\t\t\t\t<<replace '#transfer-credits'>>\n\t\t\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t\t\t<<set $aquireText = "Credits x514">>\n\t\t\t\t\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t\t\t<<set document.getElementById("transfer-credits").className = "GameOption GameOption_Disabled">>\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div></div>\n\t\t\t\t<</if>><br>\t\t\t\t\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Look for a way Home|mainsion_raid_flee][$action.action3 = "home"; $hide.layer2 = true; $attrib.fatigue += 5; $time.active += 0.5; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_flee_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'manson_raid_flee_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if not $job_conspiracy.fundingWasCut>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Hike back Home|the_crossroads_main][$action.arrive = "fromcore"; $time.active += 6; $attrib.fatigue += 35; $hud.newmsg += 1; $hud.messages.push($msg_zweili_ottodead); $hide.layer0 = false; $attrib.dilligence += 15; $attrib.salary += 500; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Hike back Home|the_crossroads_main][$action.arrive = "fromcore"; $time.active += 6; $attrib.fatigue += 35; $hide.layer0 = false; $attrib.dilligence += 15; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.arrive eq "fromRunAway">>You back away...<<else>>You head back up the stairs...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<if $action.arrive eq "fromRunAway">>You back away, up the stairs to the grav-platform. The [[Oger|PDA][$hud.currentScreen = "Oger"]] presses ever nearer. Panic surges. You slap the platform's controls and hit a button labeled //Destination: Entrance//. Mag-clamps disengage with a clang and you float away, slowly but steadily rising out of the stinking depths of Level B33.\n\nFrom below, the [[Oger|PDA][$hud.currentScreen = "Oger"]] looses a mournful yowl. "I want. Only die!"\n\n<<if $attrib.demeanor eq "agressive">>"You'll die soon enough," you call back<<else>>"I'm sorry," you mutter<</if>> as the platform continues to rise.\n\nLong minujtes drag. You lean on the railing and stare out over the scrap yard. Finally, after what feels like forever, the platform reaches the walkway by the main entrance.\n\nMark hurries toward you as you step off the platform. "We heard screamin'. Thought ye bit it. But it's dead, ya?"<<else>>You head back up the stairs to the grav-platform. The workman who flew you down isn't there so you activate the controls and select one that reads //Destination: Entrance//. Mag-clamps disengage with a clang and you float away, slowly but steadily rising out of the stinking depths of Level B33.\n\n<<if $attrib.fatigue gte 75>>Fatigued as you are by the encounter with the abomination, you barely notice time passing. You just stare at nothing until, suddenly, you're back at the walkway by the main entrance.\n\n"Aw, man." You stifle a yawn and<<else>>Still wound up from the encounter with the abomination, the ride seems to take forever. Your heart races on and on as you lean on the railing and stare out over the scrap yard. Finally, after what feels like forever, the platform reaches the walkway by the main entrance.\n\n<<if $attrib.demeanor eq "agressive">>"Finally."<<else>>"Glad that's over."<</if>> You flex your shoulder blades, which are tense from leaning on the railing so long, and <</if>> step off the grav-platform and make for the exit. \n\nMark is waiting by the gate. He looks relieved when you draw near. "Ye did it, yeah? An' ye got proof it's dead? Right?"<</if>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div><<if $action.action2 eq "present">>"I did." You present the...<<else>>You say...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\t<<if $action.action2 eq "saydead" or $action.action2 eq "saynotdead" or $action.action2 eq "saydeadsuccess">>\n\t\tYou say, \n\n\t\t<<if $action.action2 eq "saydead">>"Yeah, it's as good as dead."<br><br>\n\n\t\t\tMark looks relieved. "So, ya got proof? Fer me Boss, ya know. Like I asked?"<br><br>\n\n\t\t<<elseif $action.action2 eq "saydeadsuccess">>"No," you admit. "But the [[Oger's|PDA][$hud.currentScreen = "Oger"]] had it. Trust me."<br><br>\n\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_creditswipe.png"]]</div>"Well, y'know, I shouldn't be—" He waves the thought away. "What's I sayin'? This is you we's talkin' of. So yeah. I's thinkin' <<print Math.round(1500 * $gameworld_modifiers.freelanceModifier)>> C for yer time? Minor knock off because ya didn't get proof. But the creds are still good. They's off the books through, jus' sayin'."<br><br>\n\n\t\t\tYou hold out your arm. <<if $attrib.demeanor eq "agressive">>"Sign 'em over."<<else>>"Sounds good."<</if>><br><br>\n\n\t\tA moment later, the deal is done. You're two thousand credits richer and Mark has one abomination problem less - in a few days, when the damn thing actually dies. At any rate, you should probably get the hell out of there, preferably before Mark or the rest of the crew realize what really happened.\n\t\t<<else>>\n\t\t\t"Uhh—" You pull a face. "What I meant is the [[Oger|PDA][$hud.currentScreen = "Oger"]] will be dead. In a day or two. So just stay out of that area. <<if $attrib.demeanor eq "agressive">>This way it'll die painfully. Like it should.<<else>>It'll be gone soon enough.<</if>>."<br><br>\n\n\t\t\tMark looks surprised. "What ya mean by that, eh?"<br><br>\n\n\t\t\t"It's dying," you reply evenly. "Wouldn't have been right to, you know, just murder it. So just stay out of that area. <<if $attrib.demeanor eq "agressive">>This way it'll die painfully. Like it should.<<else>>It'll be gone soon enough.<</if>>"<br><br>\n\n\t\t\t"An' ye call yerself a hunter?" Mark barks a laugh. "Yer jus' as chicken as every'un else I knows. An' I bet yer gon' ask fer credits now too, fer yer time 0n all, ain't ya? Frickin' joke 'dis is."<br><br>\n\n\t\t\tYou shake your head. "Keep the cash. But I'm not gonna risk my life over an abomination that's dead anyways. <<if $attrib.demeanor eq "agressive">>Follow?<<else>>Sorry.<</if>>"<br><br>\n\n\t\t\t"Ehh, fine. Whateva." Mark bites his lip. "Yeah, I guess I won't go risk me life over somethin' like dat eitha. But this ain't cool, Vine. It ain't cool at all."<br><br>\t\t\n\n\t\t\tYou nod absently. There's nothing more to say. Mark wouldn't understand anyways so better to just leave the matter be.\n\t\t<</if>>\n\t<<elseif $action.action2 eq "present">>"I did." You present the grimy ear you cut from the [[Oger|PDA][$hud.currentScreen = "Oger"]]. <<if $attrib.demeanor eq "agressive">>"That's gonna have to do as proof. No way in hell I'm gonna get more of that beast back here."<<else>>"Hope this is enough. No way I could've brought more of that brute back."<</if>><br><br>\n\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_creditswipe.png"]]</div>"Ai, that's jus' what I wanted. Kinda, eh, icky but—" Mark takes the ear and wraps it in plastic. "Anyways, I's greatful fer ya help. Been havin' so much trouble with that thing an' my boss ain't got no luck finding someone who's willin' te take it on. So I'd say ye's gon' get somethin for it all. I's thinkin' maybe <<print Math.round(2000 * $gameworld_modifiers.freelanceModifier)>> C, off the books?"<br><br>\n\n\t\tYou hold out your arm. <<if $attrib.demeanor eq "agressive">>"Sign 'em over."<<else>>"Sounds good."<</if>><br><br>\n\n\t\tA moment later, the deal is done. You're two thousand credits richer and Mark has one abomination problem less. Fair trade as far as you're concerned. Not that you're burning to run into another [[Oger|PDA][$hud.currentScreen = "Oger"]] but at least you were amply compensated for your efforts.\n\t<</if>>\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>"What do you mean..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n"What do you mean by coincide," you say. "Because, if I get what you're saying right, you're telling me you want me to take down another copy of, well, yourself."<br><br>\n\nThe kid shakes his head. "Of my former self, <<firstname>>. I am no more [[Irisa Namaz|PDA][$hud.currentScreen = "Witch Queen"]] than you are and what this monster does with what was once mine is disgusting. It thinks it is [[Namaz|PDA][$hud.currentScreen = "Witch Queen"]], believes itself to be carrying on her legacy, whereas in fact all it does is spread the same madness I once did in a former life. ALl this it does on the advice of it's henchman, whom it believes it controls, but in truth is merely an agent of the Great Betrayer. Lucinia."<br><br>\n\n"Who?"<br><br>\n\n"Irrelevant. What is relevant is: it's very existence is a disgrace and it must be removed."<br><br>\n\n"I'm kinda failing to see the distinction but okay. Humor me: why haven't you dealt with it yourself?"<br><br>\n\n"Because I, like this shadow, am but that. Shadows." There's a brief pause. "Even if we had access to the skills we posessed in life, the [[Paladin Order|PDA][$hud.currentScreen = "Paladin"]] hunts us ceaselessly and I am at war with the demons of the old world, so our means are limited to what little we can safely affect. That which <<if $job_witches_pendant.mainPhase eq 7>>the [[Siren|PDA][$hud.currentScreen = "Siren"]] aquired for me<<else>>the [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] entrusted to me<</if>> is but a piece of the puzzle, yet with it, I will know precisely where this shadow lurks. All I would require then is one with the means to destoy it. And that is you."<br><br>\n\n<<if $attrib.demeanor eq "agressive">>"Oh, man," you murmur, rubbing your face. "Why don't I like where this is going one bit? I mean, I shoud be executing you on principle, right here."<<else>>"Oh, man." You draw a deep breath. "Hate to say this but I don't like where this is going. You're an abomination. I should terminate you out of sheer principle."<</if>><br><br>\n\n"I had first placed my hopes in another yet your abilities are more promising.<<if $equip.rifle.name eq "Blacklance" and $equip.clothes eq "Blackscorn Armor">> More promising, I think, that anyone ever imagined.<</if>>" The kid's eyeless face haunts your vision as he says, "All I ask for is your faith. Place your trust in me and I shall provide the knowledge you require to end this monster's reign of terror once and for all, <<firstname>>. You will not recieve a better offer, not from the Clergy, certainly not from that wretched [[Order|PDA][$hud.currentScreen = "Paladin"]], and I would wager not even from the Traitor Queen, if she can even find it in her twisted heart to care."\n\t\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $savesMenuPassage = "Level B1 - Vindell Mansion">>\n\t\t<<set $processed = true>>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'manson_raid_mainfloor_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $equip.clothes neq "Power Armor">>\n\t\t\t\t<<if $equip.isPrecisionWeapon and $equip.rifle.ammo.normal gte 2>>\n\t\t\t\t\t<div class='GameOption GameOption_Defend'>[[Precision Takedown (Main)|mansion_raid_mainfloor][$action.action1 = "doSnipe"; $attrib.violence += 2; $attrib.caution += 6; $equip.rifle.ammo.normal -= 2; $hide.layer1 = true; $statistics.specialKillDone += 1; $statistics.boltTunstenFired += 1; $statistics.overalKills += 1; $statistics.humanKilled += 1; $statistics.organicKilled += 1; playContextSound("ui_attack_cannon");]]</div><br>\n\t\t\t\t<<elseif $equip.isSubsonicWeapon and $equip.pistol.ammo gte 11>>\n\t\t\t\t\t<div class='GameOption GameOption_Defend'>[[Silent Takedown (Main)|mansion_raid_mainfloor][$action.action1 = "doSnipe"; $attrib.violence += 2; $attrib.caution += 6; $equip.pistol.ammo -= 11; $hide.layer1 = true; $statistics.specialKillDone += 1; $statistics.nineMillFired += 1; $statistics.overalKills += 1; $statistics.humanKilled += 1; $statistics.organicKilled += 1; playContextSound("ui_attack_suppressed");]]</div><br>\t\t\t\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Troopers|hud_combat][$action.action1 = "attack"; $attrib.violence = $attrib.violence + 3; $combatTemplate = "Zanex_B1_Outerguard"; $processed = false]]</div>\t\t\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_mainfloor_txt'>></div><br>\n\t\t<div class='GameText'><<display 'manson_raid_mainfloor_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Open the Double Doors|mainsion_raid_greathall][$hide.layer2 = true; playContextSound("ui_unlock");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You tiptoe into the cryochamber...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_dpad_generic.png"]]</div>You tiptoe into the cryochamber, senses alert and doing your best not to slip around like an idiot. It doesn't work. Within seconds, you're sliding across the floor, scrambling not to touch any of the freezing walls as you skid toward the far wall.\n\nYou impact hard, causing your <<armortype>> to stick to the wall. Cursing, you rip away and look around. Frigid haze swirls in the air. Through the mist, you can make out the many scratch marks on the walls and equipment. They must've been made by unusually large claws but you can't imagine what inflicted them. Nor is there anything in the room with you, <<if ($equip.rifle.name eq "Blacklance" and $equip.clothes eq "Blackscorn Armor") or $equip.isAbominated>>though for a brief moment you could have sworn you saw an enormous feline hiding behind one of the cryocylinders.<<else>>at least not that you can tell.<</if>>\n\nBehind one of the cooling cylinder to your left however you spot a little table. Someone left a data pad, credit chip, and spare [[FuCell|PDA][$hud.currentScreen = "FuCell"]] on it - presumably the technicians who first reported the abomination. Not the best place to start but maybe that will give you some indication of what happened.<</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "doSnipe">>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_mainfloor_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_mainfloor_2_txt'>></div><br>\n\t<</if>>\n\n\t<<if $action.action2 eq "none">>\n\t\t<div class='GameText'><<display 'manson_raid_greathall_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you don't Care|mainsion_raid_greathall][$action.action2 = "nocare"; $hide.layer3 = true; $hide.layer0 = false; $attrib.violence += 1; $action.arrive = "fromOutside"; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what he Means|mainsion_raid_greathall][$action.action2 = "ask"; $hide.layer3 = true; $hide.layer0 = false; $attrib.caution += 1; $action.arrive = "fromOutside"; playContextSound("ui_click");]]</div><br>\n\t\t\t<<if $factionlock.lockedFaction eq "visionary">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say he's Weak|mainsion_raid_greathall][$action.action2 = "taunt"; $hide.layer3 = true; $hide.layer0 = false; $action.arrive = "fromOutside"; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say he's the Thug|mainsion_raid_greathall][$action.action2 = "taunt"; $hide.layer3 = true; $hide.layer0 = false; $action.arrive = "fromOutside"; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action5 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_greathall_txt'>></div><br>\n\t\t<div class='GameText'><<display 'manson_raid_greathall_inject_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Kill the Vampire|mainsion_raid_greathall][$action.action5 = "kill"; $hide.layer0 = true; $statistics.abominationKilled += 1; $statistics.overalKills += 1; $statistics.organicKilled += 1; $statistics.abom_uniqueKilled += 1; $statistics.abom_elusiveKilled += 1; $statistics.suspectQuestioned += 1; $action.arrive = "fromOutside"; playContextSound("ui_attack_melee");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_greathall_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_greathall_inject_txt'>></div><br>\n\t\t<div class='GameText'><<display 'manson_raid_greathall_2_txt'>></div><br>\n\t\t<div class='OptionsField' id='otto-loot-chamber'>\n\t\t\t<<display 'otto-loot-chamber'>>\n\t\t</div>\n\t<<elseif $action.action3 eq "datapad" or $action.action3 eq "agent">>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_greathall_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_greathall_inject_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_greathall_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'manson_raid_greathall_dpad_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action3 eq "datapad">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Put down the Data Pad|mainsion_raid_greathall][$action.action3 = "none"; $hide.layer4 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Step Back|mainsion_raid_greathall][$action.action3 = "none"; $hide.layer4 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_greathall_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_greathall_inject_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'manson_raid_greathall_2_txt'>></div><br>\n\t\t<<if $action.action3 eq "datapad">>\n\t\t\t<div class='GameTextGreyed'><<display 'manson_raid_greathall_dpad_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameText'><<display 'manson_raid_greathall_leave_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $equip.clothes neq "Power Armor">>\n\t\t\t\t<<if $attrib.passedSneakCheck>>\n\t\t\t\t\t<div class='GameOption GameOption_Defend'>[[Attempt to Flee|mainsion_raid_postbattle][$action.action1 = "runsuccess"; $processed = false; $attrib.caution += 3; $attrib.fatigue += 5; $time.active += 0.5; playContextSound("ui_walk");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Defend'>[[Attempt to Flee|mainsion_raid_postbattle][$action.action1 = "run"; $processed = false; $attrib.caution += 3; $attrib.fatigue += 5; $time.active += 0.5; playContextSound("ui_walk");]]</div>\n\t\t\t\t<</if>><br>\n\t\t\t<</if>>\n\t\t\t<<if $equip.clothes eq "Power Armor" or $loc_mansion_raid.sabotagedArmor>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Troopers|hud_combat][$action.action1 = "fightzanex"; $processed = false;$attrib.violence += 3; $combatTemplate = "Zanex_B1_Responseteam"]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Exo Armor|hud_combat][$action.action1 = "fightarmor"; $processed = false; $attrib.violence += 3; $combatTemplate = "Zanex_B1_ExoArmor"]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n\t<<if not $processed>>\n\t\t<<if $job_fisher_counterattack.mainPhase eq 3>>\n\t\t\t<<set $job_fisher_counterattack.mainPhase = 4>>\n\t\t<<else>>\n\t\t\t<<set $job_fisher_extremists.conspiratorPhase = 13>>\n\t\t<</if>>\n\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $savesMenuPassage = "Level B1 - Vindell Mansion">>\n\t\t<<set $processed = true>>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action2 eq "none">>\n\t\t<div class='GameText'><<display 'manson_raid_flee_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action1 eq "run">>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Shoot your way Out|hud_combat][$action.action2 = "shootout"; $attrib.violence += 3; $combatTemplate = "Zanex_B1_Blockingforce"]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Run for the Walkway|mainsion_raid_flee][$action.action2 = "run"; $hide.layer1 = true; $attrib.fatigue += 5; $time.active += 0.5; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div><<if $action.arrive eq "fromKill">>You lower your weapon...<<else>>You do as instructed...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_airlock.png"]]</div><<if $action.arrive eq "fromKill">>You lower your weapon, eyeing the dead [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]]. <<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>Stupid bitch got what she deserved.<<else>>Poor woman. Never had a clue.<</if>> But that's irrelevant compared to the larger issue at hand: you just killed an agent of the [[Church|PDA][$hud.currentScreen = "Church of Eden"]]. There's pretty much no way they'll let you get away with this.\n\nOr maybe they will. Either way, lingering around the scene of the crime isn't a good idea.<<if $loc_derelict_hauler.killedKnight>> Especially seeing as you killed that [[Knight|PDA][$hud.currentScreen = "Knights of Eden"]] outside too.<</if>>\n\n"Oh, this is just so fucked up," you mutter, hurrying toward the airlock.\n\nA slap to the controls caus claxons to blare. Lights flash as the airlock cycles with a sucking rush. Outside, <<if $loc_derelict_hauler.killedKnight>>the dead [[Knight of Eden|PDA][$hud.currentScreen = "Knights of Eden"]] is sprawled in the dim corridor. You hurry past him and, without so much as a backwards glance, head for...<<else>>the heavily armored [[Knight of Eden|PDA][$hud.currentScreen = "Knights of Eden"]] is sstill standing guard. He barely reacts as you rush past, setting a hasty pace toward...<</if>><<else>>You do as instructed, stepping into the airlock but never taking your eyes of [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai. Her gun never moves from your chest as she taps the control panel. The claxon blares, lights flash, and the airlock cycles with a sucking rush.\n\nVarai waves you outside<<if $loc_derelict_hauler.killedKnight>>, toward the dead [[Knight of Eden|PDA][$hud.currentScreen = "Knights of Eden"]]. "More of your handywork no doubt. You deserve to be executed on the spot.<<else>>toward the [[Knight of Eden|PDA][$hud.currentScreen = "Knights of Eden"]] standing guard. "Now, <<formalname>>."<</if>>\n\n<<if $attrib.demeanor eq "agressive">>"Yeah, yeah."<<elseif $attrib.demeanor eq "cautious">>"Take it easy."<<else>>"I'm going already."<</if>> You step out and face the woman. "So, plain and simple: what's the big deal here, Commisaria?"\n\n"The big deal, <<formalname>>, is your <<if $loc_derelict_hauler.killedKnight>>murderous tendency<<else>>attitude<</if>>." Varai guides you away from the airlock at gunpoint. "You are not qualified for the task you have been assigned and every blundering entrance you make ruins the efforts of those truly dedicateed to uncovering the truth. Or is it irrelevant to you that a devout young woman gave her life in the attempt to gain the answers we seek? That the Clergy is paralyzed in pointless finger pointing while the true culprit slips away unnotices? <<if $loc_derelict_hauler.killedKnight>>And that now you are killing even our own <</if>>Does none of this worry you in the slightest?"\n\n"Personally? No." You stop and face the woman. "But as you may have been informed I was hired to investigate by Zweili. <<if $attrib.demeanor eq "cautious">>So that's what I came here to do.<<else>>Which, as you might have realized by now, is what I'm <<if $attrib.demeanor eq "agressive">>fucking <</if>>doing.<</if>><<if $loc_derelict_hauler.killedKnight>> Sorry about the [[Knight|PDA][$hud.currentScreen = "Knights of Eden"]] though. That was a misunderstanding.<</if>>"\n\nVarai barks a laugh. "Truly? What I see is an avatar of madness madness, determined to throw us into disarray through blind ignorance and stupidity."<</if>><</if>>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You shake your head...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\nYou shake your head with a laugh. <<if $action.action1 eq "haspoint">>"<<if $attrib.demeanor eq "agressive">>Shit, y<<else>>Y<</if>>ou don't think I know that? I'm doing the best I can. But it isn't like I got a lot of support here, do I?"\n\n"Perhaps if you were less insufferable, you would have your support." Varai breathes a sigh. "But who am I trying to lecture? This is a waste of time."\n\n"Yeah, now who's got the attitude problem?"\n\nShe glowers at you. "This is no game, <<formalname>>. Your attempts at solving this conundrum are pathetic, as are you. Now get out of my sight. <<if $loc_derelict_hauler.killedKnight>>Before I decide to sumilarily execute you for all the crimes you have comitted."<<else>>Before I lose my temper."<</if>>\n\n"Sounds like you've already lost it," you mutter as you turn away.\n\nVarai's hateful glare follows your every step. <<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>Part of you wishes you'd killed her when you had the chance. But maybe it's better you didn't. At any rate, all you want to be is away from her and back at...<<else>>Insufferable woman. Utterly prejudiced and impossible to reason with. But you're rid of her for now, and you can't say you're not glad to head back to...<</if>><<else>><<if $action.action1 eq "asshole">>"You're a real asshole, you know that? But no. I am not deliberately meddling and you<<if $attrib.demeanor eq "agressive">> damn well<</if>> know that. So cut the <<if $attrib.demeanor eq "agressive">>crap<<else>>nonsense<</if>> and get whatever<<if $attrib.demeanor eq "agressive">> the hell<</if>> you have to say out."\n\nVarai scoffs. "To you? I have nothing to say."\n\n"Really." You risk a step toward the woman. "So I'm guessing you knew that that haulers was being followed before it got its back broken?"<<else>>"I'm just doing my job<<if $attrib.demeanor eq "agressive">>, damn it<</if>>. And by the looks of it we're after the same thing: answers. But by all means, keep insulting and demeaning. That's guaranteed to provide results."\n\nVarai scoffs. "Results, such as your pathetic attempt at delving into this affair? Is that what you mean?"\n\n"No." You risk a step toward the woman. "But let's play ball: I presume you already know that that haulers was being followed before it got its back broken?"<</if>>\n\n<<if ($job_abomination_investigate.mainPhase eq 4 or $job_abomination_investigate.mainPhase eq 5 or $job_abomination_investigate.mainPhase eq 6)>>"Of course I knew," Varai snaps. "You are impeding my investigation, perahps even tampering with evidence. There will be charges. Rest assured."\n\nYou open your mouth to argue but think twice and <<walk>> away. Varai's hateful glare follows your every step. <<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>Part of you wishes you'd killed her when you had the chance. But maybe it's better you didn't. At any rate, all you want to be is away from her and back at...<<else>>Insufferable woman. Utterly prejudiced and impossible to reason with. But you're rid of her for now, and you can't say you're not glad to head back to...<</if>><<else>>"Of course I knew," Varai snaps. "It was one of our vessels which shadowed it, not that you could possibly know that. Nor could you possibly know that Aida Abi volunteered for this assignment, in an attempt to draw out those at fault into a compromising position. Alas, the poor girl is now dead, and her sacrifice was for naught. Not that you would care in the slightest, <<formalname>>."\n\nYou're about to retort but instead just say, "You sent that kid out there, into the <<if $attrib.demeanor eq "agressive">>fricking<<else>>depths of the<</if>> void, to play bait? For who? The <<if $attrib.demeanor eq "agressive">>damned <</if>>[[Order|PDA][$hud.currentScreen = "Paladin"]]?"\n\n"A possibility." Varai's expression softens slightly. "But I shall be frank, <<formalname>>: we do not know. The RANGE track vanished just as the Outer Spheres was about to execute its first jump. Upon investigation, the vessel was broken apart, all within dead. There were no other vessels present and, despite our best efforts, we cannot determine the cause, much less who saw to its destruction."<</if>><</if>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\nYou say, <<if $action.action2 eq "canhelp">>"I can help you with that. Really. There's an expl—"\n\n"You? Help me?" Varai almost laughs out loud. "No. I can't even be certain you weren't the saboteur. So I cannot—"\n\n"Me sabotage a void hauler. Yeah." You shake your head in despair. "Listen, lady. <<if $attrib.criminality gte 15>>So I got mixed up in a cubic ton of shit recently. Okay.<<elseif $attrib.criminality gte 10>>I get mixed up in <<if $attrib.demeanor eq "agressive">>shit<<else>>stuff<</if>> on this job. I give ya that.<<elseif $attrib.criminality gte 5>>I get mixed up in <<if $attrib.demeanor eq "agressive">>shit<<else>>stuff<</if>> sometimes. It's part of the job.<<else>>Maybe I get mixed up in <<if $attrib.demeanor eq "agressive">>shit<<else>>stuff<</if>> now and then.<</if>> And my track record isn't exactly a stellar example either. <<if ($loc_derelict_hauler.killedKnight or $attrib.religion eq "theophobe")>>But I'm offering to help you here and all you do is throw it in my face. So you know what? Fuck you. I'm gone."\n\nAs you make to leave, Varai blocks your path. "<<formalname>>. You are still a suspect. If you leave—"\n\n"Suspect, yeah. Because I knew this damned hauler existed six months ago or whatever. No one's gonna believe that. Shit, not even you're that stupid<<if $attrib.religion eq "theophobe">> and your're a fucking faith<</if>>."<<else>>But I am offering my help and believe me. You want it."\n\n"Dobutful, but very well. I shall tolerate it." Her chin tilts up. "Provided you can prove you were not the saboteur."\n\n"Well, let's simply reiterate: I only just found out about the hauler. I know nothing. You're saying it yourself: I'm utterly clueless. Doesn't that tell you all it needs to?"<</if>><<elseif $action.action2 eq "badfor">>"Too bad for you. But not my problem, like you said. So if you'll excuse me, I'll be on my way."\n\n"Not so fast." Varai moves into your path. "I must first be certain you were not involved in this affair."<<else>>"Can you tell me anything else? About what happened? Any theories you got?"\n\n"No," Varai replies flatly. "At least not until I am certain you were not involved in this affair."<</if>><<if $action.action2 neq "canhelp">>\n\n"Me?" It's hard not to laugh. "Listen, lady. <<if $attrib.criminality gte 15>>So I got mixed up in a cubic ton of shit recently. Okay.<<elseif $attrib.criminality gte 10>>I get mixed up in <<if $attrib.demeanor eq "agressive">>shit<<else>>stuff<</if>> on this job. I give ya that.<<elseif $attrib.criminality gte 5>>I get mixed up in <<if $attrib.demeanor eq "agressive">>shit<<else>>stuff<</if>> sometimes. It's part of the job.<<else>>Maybe I get mixed up in <<if $attrib.demeanor eq "agressive">>shit<<else>>stuff<</if>> now and then.<</if>> And my track record isn't exactly a stellar example either. But believe me: I did not sabotage a<<if $attrib.demeanor eq "agressive">> fucking<</if>> void hauler. <<if $attrib.demeanor eq "agressive">>Hell, <</if>>I didn't even know this thing existed until recently. So can we please not point another unnecessary finger here?"<</if>>\n\n"I am merely covering all the angles." Varai musters you with a stern look, then nods. "But I concur. You were not involved."\n\n<<if $action.action2 eq "badfor" or ($action.action2 eq "canhelp" and ($loc_derelict_hauler.killedKnight or $attrib.religion eq "theophobe"))>>"Well, thank <<if $attrib.demeanor eq "agressive">>hell<<else>>goodness<</if>> for common sense." You nod down the dim walkway. "So I can go now?"\n\n"Yes." Varai finally lowers her sidearm. "Go. But know I will be watching you."\n\n<<if $attrib.demeanor eq "agressive">>"Yeah, yeah,"<<else>>"If you have to,"<</if>> you mutter, setting a hasty pace back toward...<<elseif $action.action2 eq "canhelp">>"Common sense wins at last. Now you're going to want to know what I have to—"\n\n"First, let me tell you this, for the situation is simple: the MCS Outer Spheres accelertated to nine hundred Z, and translated sixteen thousand U from [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]], which as you may already know is the minimal safe distance for REACH activity. It was scheduled to follow a standardized hauler route. The crew were corporation employees, however we selected from the most devout and trusted followers of Eden to crew this launch. Additionally, I vetted them and inspected all their cargo personally. Nothing appeared out of the ordinary and both Aida and the Captain were under instructions to trigger general distress at the slightest hint of danger. They were in the void for nineteen standards days when we were notified of the incident." Varai breathes a sigh. "It took our vessel six days to reach them, by which time the crew and most of the hauler's systems had expired. Now what can you possibly tell me that our experts have not already discovered?"<<else>>"Well hooray for common sense." You draw a deep breath. "Okay, enough passive-agression. I was asking for details before you threw that <<if $attrib.demeanor eq "agressive">>crap<<else>>nonsense<</if>> at me."\n\n"What I know is inconclusive or information cannot be entrusted in good faith. Yet the situation is simple: the MCS Outer Spheres accelertated to nine hundred Z, and translated sixteen thousand U from [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]], which as you may already know is the minimal safe distance for REACH activity. It was scheduled to follow a standardized hauler route. The crew were corporation employees, however we selected from the most devout and trusted followers of Eden to crew this launch. Additionally, I vetted them and inspected all their cargo personally. Nothing appeared out of the ordinary and both Aida and the Captain were under instructions to trigger general distress at the slightest hint of danger. They were in the void for nineteen standards days when we were notified of the incident." Varai breathes a sigh. "It took our vessel six days to reach them, by which time the crew and most of the hauler's systems had expired."<</if>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>"I see," you say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n"I see," you say. <<if $action.action3 eq "sixdays">>"But six days is a long time. Anything could have happened before your guys got there."\n\nVaria's expression hardens. "The shadow vessel was trailing as close as could be without unnecessarily exposing its intent, <<formalname>>. The void is large and difficult to manage even with all our most sophisticated technology. Yet I can say this: if there were external influence, our vessel would have recorded it on RANGE. There were no other contacts present on their sensor recordings."\n\n<<if $attrib.demeanor eq "cautious">>"It sounds a lot like you have no idea what's going on," you say, eyeing the Commisaria's gun nervously.<<else>>"In other words you got nothing," you say, still uncomfortable with the gun in the Commisaria's hand.<</if>>\n\nVarai nods curtly. "Yet. I shall continue to investigate. And I suggest you do the same, preferably without causing more havoc than you have, <<formalname>>."\n\n"I will." You return the nod out of professional courtesy and, without further ado, head back to...<<else>>"But there's one thing I don't get. You make it sound like the crew knew they were being shadowed. Only, well, I found a damaged maint-spider and did a audio dump. Wasn't much on it but the recording sounded a lot like the crew was worried they were being followed. By someone else."\n\n"Impossible," Varai says. "The shadow vessel was trailing as close as could be without unnecessarily exposing its intent. If there were external influences, our vessel would have recorded it on RANGE. There were no other contacts present on their sensor recordings."\n\n"Unless the recordings were tampered with," you say. "I hear that isn't the first time this has happened aboard a [[Church|PDA][$hud.currentScreen = "Church of Eden"]] vessel recently."\n\nCommisarai Varai purses her lips. "You refer to the alleged incident at [[Quantus|PDA][$hud.currentScreen = "Quantus VII"]] I presume. We have found no proof to verify what was claimed but I suppose tampering is a possibility. None the less, I am doubtful external influences were the cause of this particular disaster."\n\n"So someone or something aboard the ship sabotaged the core," you say. "Or it was just some technical malfunction. <<if $attrib.demeanor eq "agressive">>Hell, I don't know shit about haulers.<<else>>Hey, I don't know the first thing about haulers.<</if>> Just throwing out ideas and trying to be helpful."\n\n"Perhaps you have been," Varai says, finally loweing her sidearm. "I shall investigate further. I suggest you do the same, preferably without causing undue havoc, <<formalname>>. This is a very delicate matter we probe into."\n\n"I'm aware. And don't worry. I'll be careful." You nod out of professional courtesy and, without further ado, head back to...<</if>><</if>>
<<nobr>>\n\t/% securitystation-options %/\n\n\t\t\t<<if $equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>Main Weapon Restricted</div></div>\n\t\t\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>\n\t\t\t<<if $loc_athenalab.storedRifle eq "RUG-9">>\n\t\t\t\t<<click 'Take the RUG-9'>>\n\t\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_athenalab.storedRifle; $loc_athenalab.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t\t<<set $statistics.lootedMainWeapon += 1>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#securitystation-options'>>\n\t\t\t\t\t\t<<display 'b10_athena_securityoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<<else>>\n\t\t\t\t<<click 'Return the RUG-9'>>\n\t\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_athenalab.storedRifle; $loc_athenalab.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#securitystation-options'>>\n\t\t\t\t\t\t<<display 'b10_athena_securityoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<</if>>\n\t\t</div>\n\t\t\t<</if>><br>\n\n\t\t<<if $loc_athenalab.tookAmmo1 eq false>> \n\t\t\t<<if $equip.pistol.ammo lt $equip.pistol.ammo_max>>\n\t\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t\t<<click 'Take the 9mm Magazine'>>\n\t\t\t\t\t\t<<set $equip.pistol.ammo += Math.round(30 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>\n\t\t\t\t\t\t<<set $loc_athenalab.tookAmmo1 = true>>\n\t\t\t\t\t\t<<set\t$ammotype = "9mm">>\n\t\t\t\t\t\t<<display 'HUD_AmmoFlashes'>>\n\t\t\t\t\t\t<<set $statistics.lootedAmmo += 1>>\n\n\t\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t<<set $aquireText = "9mm Rounds x" + Math.round(30 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>\n\t\t\t\t\t\t\t<<set $aquireImage = "9mm">>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#securitystation-options'>>\n\t\t\t\t\t\t\t<<display 'b10_athena_securityoptions'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You cannot carry any more 9mm Rounds]</div></div>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the 9mm Magazine]</div></div>\n\t\t<</if>><br>\n\n\t\t<<if not $loc_athenalab.readDataPad>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Access the Holo Terminal|b10_athena_securitybooth][$hide.layer1 = true; $action.action1 = "datapad"; $loc_athenalab.readDataPad = true; playContextSound("ui_blip");]]</div><br>\n\t\t<</if>>\n\n\t\t<<if $job_anska_haze.mainPhase eq 3 or $job_anska_haze.mainPhase eq 4>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Pass through the Airlock|b10_athena_inside][$processed = false; $action.arrive = "keycard"; playContextSound("ui_walk");]]</div>\n\t\t<<elseif $equip.clothes eq "Power Armor">>\n\t\t\t<div class='GameOption GameOption_Move'>[[Pry open the Airlock|b10_athena_inside][$processed = false; $action.arrive = "powerfist"; playContextSound("ui_shock");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Airlock requires ID Card]</div></div>\n\t\t<</if>>\n<</nobr>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>After a moment's consideration...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\nAfter a moment's consideration, <<if $action.action3 eq "accept">>you say, "Agreed. We work together. This once. But if I ever see you again, I will kill you."\n\n"Acceptable," the kid says, rising to his feet with uncanny ease. "I recovered what I could from the sub-transmitter, which perhaps you have surmised was used to control a handfull of [[Wraiths|PDA][$hud.currentScreen = "Wraith"]] I believe were created by a [[Coven Eresi|PDA][$hud.currentScreen = "Witches Coven"]] renegade. <<if $job_witches_pendant.mainPhase eq 7>>To my knowledge they have all been destroyed, which is fortunate, and I was able to trace the signal back to a more primitve transmitter located here on [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]].<<else>>It was one of these creatures which was responsible for the desaster aboard the vessel your [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] friend is so interested in yet I digrees. The signal it sent also traces back to a more primite transmitter located here on [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]].<</if>>"\n\nYour brow furrows. "Can you get a bit more specific?"\n\n"Is is located in the Corbei Tower. The Corbei family was close to the [[Covens|PDA][$hud.currentScreen = "Witches Coven"]] in centuries past for reasons that are, well, complicated. It would be only logical the shadow take refuge amongst such loyal supporters of her misbegotten cause."\n\n"You have any proof of that? Because I doubt the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] will just take my word for it."\n\nThe kid shakes his head. "None you would understand, <<firstname>>. Sub-transmitters function by means and methods most humans would find difficult to comprehend. I can barely read its contents as it is, and I once wrote the scripts which drive such devices."\n\n"Well, great." You breathe a sigh. "Okay, then. Corbei Tower. I'll remember that."\n\n"Do so. See this monster broght to justice. And <<firstname>>?" The kid smiles. "I hope we never cross paths again."\n\nYou simply nod, unwilling to speak with that thing anymore. Part of you still wonders whether it was a mistake to deal with it, considering the whole [[Demon|PDA][$hud.currentScreen = "Demon"]] thing. But what's done is done. You have what you came for. No reason to linger.<<else>>you draw your <<knife>>. "Sorry. But I can't let this stand. You're an abomination and there's only one solution to that condition."\n\n"Tragic," the kid says, shrinking away as you stand over him. "But I suppose I could have expected nothing more. Simply make it swift. I shall not resist, human."\n\nYour lips twitch. "I'd say it's nothing personal but—" You ram your <<knife>> into his chest. "—it is."\n\nThe kid falls, blood seeping from a deep gash. There are no screams of pain, no flailing, just an eyeless face staring up at you as he slowly exsanguiates in the Shrine.\n\n"<<if $attrib.demeanor eq "agressive">>Fucking<<else>>Way too<</if>> creepy," you mutter, wiping your blade clean, and turn away.\n\nThere's nothing left to be done here. Sure, you killed the poor kid, but not really. He was definitely a [[Demon|PDA][$hud.currentScreen = "Demon"]] - one created in the likeness of [[Namaz|PDA][$hud.currentScreen = "Witch Queen"]] no less. Better it be put down before it slips away. Only the Void knows what sorts of damage it's been causing, and what more it could cause.<</if>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>Shivering uncomfortably, you...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\nShivering uncomfortably, you reach for the data pad. It's so frozen the screen barely reacts but, after warming it up, you manage to read:\n\n<div class='HUD_datapad'>\n\t<strong>Maintenance Ticket:</strong> #2654816\n\t<strong>Submitted:</strong> IC.automation.selfdiagnostics\n\t<strong>Assigned:</strong>
[email protected]\n\n\t<strong>Impact:</strong> <span class='redcolor'>High</span> - daily operations interrupted\n\t<strong>Status:</strong> <span class='yellowcolor'>Pending</span>\n\t<strong>Issue:</strong> Critical failure of all systems in cooling chamber 7 of B10 Boulevard facility.\n\t<strong>Cause:</strong> <span class='yellowcolor'>Coolant Leaks</span> (error code 0x156626161)\n\n\t<strong>Comments:</strong>\n\n\t-
[email protected]: looked through the maintenance logs. looks like something iced up and broke. there's prior issues logged with all the gear. not like we didn't tell Admin this would happen sooner or later but who expects them to listen to us?\n\n\t-
[email protected]: bloody fucking hell it's a mess down here. almost like someone let a wildcat loose. tore up all the fucking gear. all of it. like, every damned piece. nothing random about this. I'd say vandalism or something.\n\n\t-
[email protected]: so I checked that vandalism thing with Admin again but noooo, no one's been in or out of here. like, right, totally. how the fuck is that even</div>\n\n"Vandalism about describes it," you murmur, eyeing the torn pipes and tubes.\n\nWhat's more, the technician was right. It's not just some of them. Whatever did this quite literally took a claw - or claws - to every single piece of equipment save the cooling cylinders. Hell knows why it didn't ruin those too, whatever it was. But there's definitely more to this than a random abomination sighting. Which means you better take another look around. Maybe you missed something - something obvious, like how deliberate the damage is.<</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You leave the store room and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\nYou leave the store room and <<if $equip.isPowerArmor>>stomp up the stairs, causing each step to shake under your bulk.<<else>>creep up the stairs, one careful step at a time.<</if>> They lead up one flight and into a tiled hallway. Gilded glow-orbs hang from the ceiling, casting a warm light across ornate furniure, ancient painings, and the two [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers in yellow-black [[riot armor|PDA][$hud.currentScreen = "Riot Armor"]] standing guard before a double door at the far end.\n\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_zanex_mansion.png"]]</div><<if $equip.clothes eq "Power Armor">>"Oi," one of them calls. "Get that fucking suit out of here, mate. What the 'ell ya think—"\n\n"Fuck yourself," you snarl, accidentally smashing a priceless wooden book shelf as you move toward the troopers.\n\n"Uh, Tim?" The other trooper raises his assault carbine. "I don't think that's Riker."\n\nSmart fellow. At least he caught on. But that's hardly going to be a problem, not when you've got a suit of [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] and all they have are a few coil guns. Pathetic. They won't survive a heartbeat.<<else>><<if $attrib.demeanor eq "agressive">>"Ah, damn it,"<<else>>"Darn,"<</if>> you mutter, ducking back around the corner. "Should have known they'd be here."\n\nBut there's no alternative, at least not unless you can turn invisible - which you obviously can't. So that leaves one option: kill the bastards and press on. Not exactly how you wanted things to go but you've come this far. It would be pretty damn stupid to turn back.\n\n"Ah, eff it," you murmur and...<</if>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You ready your <<rifle>> and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\t<<if $equip.isPrecisionWeapon>><<print "<div class='GameTextImage GameTextSpecial'>[img['https://rage-productions.com/game-content/scaffold-22/images/" + $hud.specialWeaponDisplayType + "']]</div>">>\n\t\tYou ready your <<rifle>>, crack the breech, and slide a tungsten round into the chamber. Neither of the troopers notice as you take aim.<br><br>\n\n\t\t"Good bye, fucker." You squeeze.<br><br>\n\n\t\tThe XZ recoils with a deafening boom, blasting the first trooper's armor into a billion pieces. You duck back, hastily ejecting the spent power disk, and slam another in. Down by the door, the other trooper is looking at his blood-splattered body in surprise.<br><br>\n\n\t\tNot waiting for him to recover, you fire again, blasting the second merc apart. Ringing silence falls over the gruesome scene at the end of the hallway.<br><br>\n\n\t\t"Got as you deserved." You creep toward the dead troopers, senses alert for the slightest indication of danger.<br><br>\n\t<<elseif $equip.isSubsonicWeapon>><<print "<div class='GameTextImage GameTextSpecial'>[img['https://rage-productions.com/game-content/scaffold-22/images/" + $hud.specialWeaponDisplayType + "']]</div>">>\n\t\tYou unsling your <<rifle>>, flip the selector to subsonic, and bring the rifle up. Neither of the troopers notice as you take aim.<br><br>\n\n\t\t"Idiots." You squeeze.\n\n\t\tThe <<rifle>> recoils with a hull hiss, blasting the first merc's helmet apart like a watermellon. You fire three more rounds, shift aim, and keep firing. The second merc jerks, twitches, and falls dead. Eerie silence fills the hall as you lower your carbine.<br><br>\n\n\t\t"And they call you professionals."You creep toward the dead troopers, senses alert for the slightest indication of danger.<br><br>\n\t<</if>>\n\n\t\tThere's none and no one bursts into the hallway to check on their dead buddies. It's just you and the mangled remains of the [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers. Still, you can't help but feel apprehensive as you near the double doors. There have to be more of those bastards around, and if they know you're there, well, there's a good chance you'll run into them before you find this Lord Otto you're looking for.\n\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You <<if $action.action1 eq "doSnipe">>push open the double doors and...<<else>>stow your weapons and...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action1 eq "doSnipe">>\n\t\t<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_hab_b1_lair.png"]]</div>You push open the double doors and slip into the chamber beyond.\n\t<<else>>\n\t\tYou lower your weapon and, alert for reinforcements, <<if $equip.isPowerArmor>>stomp past the dead<<else>>creep past the dead<</if>> [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers. No one bursts into the hallway and, as best you can tell, your presence has gone unnoticed. Still, if there's one pair of guards, there have to be more and you have the nasty feeling you'll run into them before you find this Lord Otto you're after. Best guess: there'll be another fire team set up behind the double doors.<br><br>\n\n\t\t<<if $equip.isPowerArmor>>"Guess we'll find out." Servos whirr as you kick the doors.<br><br>\n\n\t\t<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_hab_b1_lair.png"]]</div>Wood splinters as your [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] barges through, into the chamber beyond.\t\n\n\t\t<<else>>"Here goes nothing then." You push the doors open and slip into the chamber beyond.<br><br>\n\n\t\t<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_hab_b1_lair.png"]]</div><</if>>\n\t<</if>>\n\n\tIt's at least twenty meters long and five high, dark as the grave save for an enormous pile of holo-screens, cables, and projectors set up beneath an unlit chandellier. No gunfire greets you - a relief - but you do spot a silhouette standing before the screens. It looks human, but only just. <<if $equip.clothes eq "Power Armor">>The sensors installed in your [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] quickly resolve the creature's withered, tube-infested body for what it is: a [[Vampire|PDA][$hud.currentScreen = "Vampire"]]<<else>>There's something about the tube-infested limbs and huched posture that, well, unsettles you to say the least. Only after a moment does it dawn on you that it may be [[Vampire|PDA][$hud.currentScreen = "Vampire"]].<</if>><br><br>\n\n\t"Ah, you." The creature turns <<if $equip.isPowerArmor>>to reveal a face so sunken it looks more like a corpse than a man.<<else>>to reveal a shadowed, almost corpselike visage.<</if>> "But where are my manners now? I do welcome you to my humble abode. Please, do make yourself at home."<br><br>\n\n\t<<if $equip.isPowerArmor>>"Oh, I have," you say, stomping up to the abomination. "Nice place you go too. Think I might've crushed some of it on the way in."<br><br>\n\n\t"Trivial, compared to what your blind ignorance will unleash upon this galaxy." The [[Vampire|PDA][$hud.currentScreen = "Vampire"]] lets its body sink onto an armchair, wheezing for breath. "Tragic, but what was to be expected of a thug such as you?"\n\n\t<<else>>"Afraid I'll have to decline," you say, moving toward the abomination. "Nice place you go though. Must've cost a fortune."<br><br>\n\t\n\t"Not nearly as much as your blind ignorance will cost the galaxy." The [[Vampire|PDA][$hud.currentScreen = "Vampire"]] lets its body sink onto an armchair, wheezing for breath. "Tragic, but what was to be expected of mindless thug like you?"\n\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><<if $action.action2 eq "nocare">>"Fine by me..."<<else>><<if $factionlock.lockedFaction eq "visionary">>"I won't be...."<<else>>"Fine." You slam...<</if>><</if>>\n<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\t<<if $action.arrive eq "fromSelf">>\n\t\tYou are standing in Lord Otto's command center, beside an array of enormous holo-screens. \n\t\t<<if $job_cathedral_hack.hackedOttoSystems>>The endless data streams have since stopped scrolling, replaced by a file system error message. There is however a data pad beside Otto's chair.\n\t\t<<else>>There's no way to know what the endless data streams contain but you do spot a data pad beside Otto's chair.\n\t\t<</if>><br><br>\n\n\t\tMaybe there's something useful on that. Or maybe you should just get<<if $attrib.demeanor eq "agressive">> the hell<</if>> away before more guards show up. As you look around, you also notice there's a set of yellow [[Formal Robe|PDA][$hud.currentScreen = "Formal Robe"]] hanging on the chair.\n\t<<else>>\n\n\t\t<<if $action.action2 eq "nocare">>\n\t\t\t"Fine by me." You <<if $equip.clothes eq "Power Armor">>You cock a [[Power Fist|PDA][$hud.currentScreen = "powerfist"]]<<else>>draw your <<knife>><</if>> and slam it into Lord Otto's chest.<br><br>\n\n\t\t\tHe slumps in his chair, blood tubes tangling as his heart gives out. You stare at the corpse, wondering if you did a right thing, then turn to the enormous holo-screens. There's no way to know what the endless data streams contain but you do spot a data pad beside the chair. Maybe there's something useful on that. Or maybe you should just get<<if $attrib.demeanor eq "agressive">> the hell<</if>> away before more guards show up.\n\t\t<<else>>\n\t\t\t<<if $factionlock.lockedFaction eq "visionary">>\n\t\t\t\t"I won't be." You slam your <<if $equip.clothes eq "Power Armor">>armored fist into the [[Vampire|PDA][$hud.currentScreen = "Vampire"]], smashing his frail body - and the armchair - into a blood-streaked mess.<<else>><<knife>> into the [[Vampire's|PDA][$hud.currentScreen = "Vampire"]] chest, the blade sinking deep into his heart.<</if>><br><br>\n\n\t\t\t\tYou stare at the corpse, wondering if you did a right thing, then turn to the enormous holo-screens. There's no way to know what the endless data streams contain but you do spot a data pad beside Otto's chair. Maybe there's something useful on that. Or maybe you should just get<<if $attrib.demeanor eq "agressive">> the hell<</if>> away before more guards show up.\n\t\t\t\t\n\t\t\t<<else>>\n\t\t\t\t"Fine." You slam your <<if $equip.clothes eq "Power Armor">>armored fist into the [[Vampire|PDA][$hud.currentScreen = "Vampire"]], smashing his frail body - and the armchair - into a blood-streaked mess.<<else>><<knife>> into the [[Vampire's|PDA][$hud.currentScreen = "Vampire"]] chest, the blade sinking deep into his heart.<</if>><br><br>\n\n\t\t\t\tYou stare at the corpse, wondering if you did a right thing, then turn to the enormous holo-screens. There's no way to know what the endless data streams contain but you do spot a data pad beside Otto's chair. Maybe there's something useful on that. Or maybe you should just get<<if $attrib.demeanor eq "agressive">> the hell<</if>> away before more guards show up.\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div><<if $action.action3 eq "agent">>You slide the<<else>>You pick up the<</if>>...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action3 eq "agent">>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_agenthack.png"]]</div>\n\t\tYou slide the data block containing the Xjanu-4 intrusion agent into the holo-screen assembly. The device emits a soft beep. Static crackles. Something whirs angrily. For a terrified moment, you expect the console to explode, but it doesn't.<br><br> \n\n\t\tBefore you, holo-displays flicker as text scrolls past, executing base level commands at breakneck speed. At first it's too quick to comprehend. Then, execution pauses, flashing a warning, and displayin the following screen for you:<br><br>\n\n\t\t<div class='HUD_datapad HUD_datapad_broken'>\n\t\t\t<strong>FLAGGED CONTENT:</strong> #0x8941291<br>\n\t\t\t<strong>TYPE:</strong> ENCRYPTED STREAM<br><br>\n\n\t\t\t<span class='yellowcolor'>6793r80/&(&/(*Rä</span> claimed the intrusion agent was successfully aquired. Believe transaction was made via Erkan-Corbei subsidiary (are they aware of the operation?). Also, uncertain whether asset tasked with construction of delivery system is trustworthy. Probable links to witchcraft and uncertain base loyalty. Will continue to monitor.<br><br>\n\n\t\t\t<span class='yellowcolor'>168ç&ç6739009437</span> like intrusion agent and delivery system worked flawlessly. Unable to produce concrete evidence that assets involved in aquisition of object were ever present in Vault. Appears Church agents are none the wiser as to how the theft was executed. Will continue to monitor and initiate cleanup operations.<br><br>\n\n\t\t\t<span class='yellowcolor'>8879/&(&))0£099843</span> confirm loss of communications with asset following commencement of Stage 1 cleanup. Have reason to believe asset has sold critical information related to operation as well as the artefact in question to competitors. Presumably coersion on behalf of agents loyal to the Corbei family. All evidence points to their involvement. Awaiting instructions.<br><br>\n\n\t\t\tTERMINATE STREAM (Y/N)?\n\t\t</div><br><br>\n\n\t\t"Guess that's another piece of the puzzle." You terminate the stream and remove the data block.<br><br>\n\n\t\tThe holo-displays go blank, whatever system they were tied to having been utterly dismantled by the Xjanu-4. Impressive tech - and the version you're using isn't even the abominated one, just the off-the-shelf version those bastards bought. You don't want to even imagine what the version used on the Cathedral was capable of.\n\n\t<<else>>\n\t\tYou pick up the data pad<<if $equip.isPowerArmor>>, careful not to crush it with your augmented strength,<</if>> and unlock the screen. It reads:<br><br>\n\n\t\t<div class='HUD_datapad'>Journal 4768876711751<br><br>\n\t\t\t\n\t\t\t<<if ($job_fisher_extremists.instructionPhase eq 7 or $job_fisher_extremists.instructionPhase eq 6) and $job_fisher_revenge.mainPhase eq 99>>\n\t\t\t\tEntry 58:<br> Thank the Void the Siren got out unnoticed. Thought they would blow this wide open. That fool. I told him not to talk. I told him what would happen. But no, let's all betray House Vindell. How mature. Ah, but are we not all so mature in this modern, enlightened age? What a joke.\n\n\t\t\t<<elseif $job_fisher_revenge.mainPhase eq 4 or $job_fisher_revenge.mainPhase eq 98>>\n\t\t\t\tEntry 58:<br> Blasted! The Siren is gone. Gone! Must have been that stupid abomination hunter. Should have known to send someone more qualified to handle this mess. At least it didn't know anything which would betray my identity. That would've been a pickle.\n\t\t\t<<else>>\n\t\t\t\tEntry 58:<br> I contacted the Siren and it's been watching, along with all the others. Hope we don't need it. Still, I gave it instructions. Just in case. You can never be too safe these days...\n\t\t\t<</if>><br><br>\n\n\t\t\t<<if $job_fisher_counterattack.mainPhase eq 3>>Entry 57:<br> The Division failed abysmally. Truly, was it too much to ask they claim the Riptide and murder one corrupt mobster? Yes, apparently! And now Bob has gone missing too. That cannot be good. I wonder whether Karl was somehow involved... or maybe Mr. Dorrings. Probably not but one does wonder.\n\t\t\t<<else>>Entry 57:<br> I hear Division X08 took the Riptide successfully - a stroke of luck. Alas, it seems to have been a dead end. They may be able to find out more however, through this <<formalname>>. \n\t\t\t\t<<if $attrib.gender eq "male">>He seems to be unusually well connected for the thug he is.<<else>>And of course she is a female. Another female! Is this Lucinia's doing too??? Paranoid, to think the shadow of the old world could plot such a thing, but I almost could believe it. Blasted feminine meddling!<</if>>\n\t\t\t<</if>><br><br>\n\n\t\t\t<<if $job_fisher_extremists.conspiratorPhase eq 10>>Entry 56:<br> The affair with the Jult of Juno is becoming problemantic. I have sent Bob to solve it. If they cannot continue to supply me with blood discretely, I dare say my life may become truly complicated. Athena is NOT an option and, without Mr. Dorrings, I do not know where to turn. All because of Zweili. Damned be the Cleric. A true nusiance.\n\t\t\t<<else>>Entry 56:<br> How difficult can it be to get rid of a bunch of religious fanatics? Really, I asked Bob to handle that thing with the Cult of Juno. He had better! I do not want any of this blood donor business getting out to the public. Not because it would be harmful. But because it's private! And privacy ought be respected, even in this age. Very annoying.\n\t\t\t<</if>><br><br>\n\n\t\t\tEntry 55:<br>\n\t\t\tProgress, at last. Wilkin was involved. Tangentially. Not that he knows what he's doing but if the Cleric keeps playing him like this, I'll have to have him removed. Or both of them to be safe. Maybe this <<if $attrib.gender eq "male">>Lieutennant Acrell as well, to be safe.<<else>>that damned female, Acrel, too. To be sale.<</if>> Arnolo haunting us from beyond the grave! But that gives me an idea. Perhaps Marisa could be convinced. There are many in the ranks of the Division who wouldn't mind seeing B Sector in different hands and Marisa has her own bones to pick with the Acrel lineage. If the Contract-Commander is still amiably disposed towards me, I will hire her and solve this mess the old-fashined way. Lowe Yosserrins would be rolling in his grave if he knew what's become of his Division.<br><br>\n\n\t\t\tEntry 54:<br>\n\t\t\tDamned be the stars and everythign else in this galaxy! They stole it out from under our nose. I don't blasted well know who did it but they stole it! All that work and effort, wasted. But yes. Remain calm. Blood pressure. Fresh infusion pack. Now let's be rational see whether SOMEONE can solve this mess before it gets out of hand. But really! What good is a black informnation network if all anyone can tell me is "we don't know either"?! I almost wish Karl were here. Perhaps he could have ferreted the answers out, even though I'd be loathe to let him close. Ah, but that is all hypothetical. Vanished off with Olga, he has. The fool. I doubt he will return.<br><br>\n\n\t\t\tEntry 53:<br>\n\t\t\tHad one last chat with Lucinia. About the whole situation with Karl. It still weighs heavily on my mind. Damn it. I wish he had been... more like me. What a stupid thing for a father to wish. But I do wish it! Too many blasted females meddling around. A son and heir would have helped. Instead I've a, well, social event to plan and we all know how much I adore those. If only things had been different. If only...\n\t\t</div><br><br>\n\n\t\t"Well, that's interesting." You <<if $equip.isPowerArmor>>absently crush the data pad in your augmented fist<<else>>toss the data pad on Lord Otto's corpse,<</if>> uncertain how any of the information fits into the larger picture.<br><br>\n\n\t\tObviously Otto had something to do with the Object's disappearance. And apparently so did Wilkin. Bits and pieces everywhere but nothing coherent. Maybe killing the fellow was a mistake. But not likely. The galaxy's better off without him and even if you had let him life, well, you doubt he'd have given any straight answers, even under duress. It'd have been a waste of time at best, downright suicidal at worst.\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer0 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer0 = false]]</div>You head back to the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer0 = true]]</div>\n<<nobr>>\n\n\tYou head back to the double doors you entered through, hoping to slip away unnoticed before [[Division 108|PDA][$hud.currentScreen = "Division 108"]] responds to your presence.\n\n\t<<if $equip.clothes eq "Power Armor" or $loc_mansion_raid.sabotagedArmor>>\n\n\t\t<<if $equip.clothes eq "Power Armor">>Over the whirr of your armor's servo motors, you sense footsteps in the hallway - four troopers, judging by the [[Exo's|PDA][$hud.currentScreen = "Power Armor"]] sensors. The movement stops just beyond the demolished door. Someone counts down in a muffled voice.<br><br>\n\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_zanex_response_normal.png"]]</div>\n\t\t\t"And here we go again," you mutter, watching as the door is thrown open and a concussion grenare rolls inside. "Oh."<br><br>\n\n\t\t\tIt detonates with a bright flash that does little to impede your senses. The next instant, four [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers burst in, firing assault carbines at you. Shield engage with an angry crackle, deflecting the rounds. All you can think is: idiots. What chance do they have? Small-arms against an [[Exo|PDA][$hud.currentScreen = "Power Armor"]]? Pure suicide.\n\t\t<<else>>The same moment you reach for the handle however, you hear footsteps in the hallway beyond.<br><br>\n\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_zanex_response_normal.png"]]</div>\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Ah, shit."<<else>>"Oh, no."<</if>> You scramble back towards the holo-screens, wondering whether to make a stand or run for it.<br><br>\n\n\t\t\tThere's another door on the far end of the room. You could dash for that, maybe get away unnoticed. Or you could stand and - before you've made up your mind, an oblong cylinder is thrown through the door. Metal clatters on the tiled floor. A dull thump sounds, followed by a brilliant flash.<br><br>\n\n\t\t\tThe next thing you know, four [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers burst in, assault carbines raised and at the ready. \n\t\t\t<<if $attrib.passedSneakCheck>>They don't seem to have noticed you - yet. If you're quick, you could still get away. Or you could just take them down the old-fashioned way.\n\t\t\t<<else>>They quickly spread out, holo-beams sweeping the shadows as they go. It won't be long before they spot you - and there's no way you'll escape unnoticed.\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t<<else>>The same moment you reach for the handle however, heavy footfalls shake the floor.<br><br>\n\n\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_zanex_response_exo.png"]]</div>\n\t<<if $attrib.demeanor eq "agressive">>"Shit,"<<else>>"Damned."<</if>> you scramble back towards the holo-screens, wondering whether to make a stand or run for it.<br><br>\n\n\tThere's another door on the far end of the room. You could dash for that, maybe get away unnoticed. Or you could stand - not that you'll have much of a chance if the rapidly approaching footfalls are what you think they are. They are; there's just enough time to realize what's going on before a suit of black-and-yellow [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] crashes through the double doors, showeing wooden splinters on the floor.<br><br>\n\n\tServos whirr as the powered exo-armor pans its enormous rail cannon pans across the room in slow motion. Adrenaline surges. It's now or never - run or fight. Neither seems wise but you're out of options.\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div><<if $action.action1 eq "run">>Heart racing, you dash for..<<else>>You lower your weapon and...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action1 eq "run" or $action.action1 eq "runsuccess">>Heart racing, you dash for the far door and <<if $equip.isPowerArmor>>smash through,<<else>>burst<</if>> into the hallway beyond.\n\t\t<<if $equip.clothes eq "Power Armor" or $loc_mansion_raid.sabotagedArmor>>Rounds zip past you, smashing into the walls and furniture, and blowing up clouds of dust.\n\t\t<<else>>A tungsten bolt blows past your head, the plasma trail glistening as an armoir to your left explodes into a million pieces.\n\t\t<</if>> You run on, praying that each step you take won't be your last, and skid around a corner, into a triangular room.<br><br>\n\n\t<<elseif $action.action1 eq "fightzanex">>You lower your weapon and are about to check the bodies when more footsteps sound in the hallway. Six more troopers in [[Zanex|PDA][$hud.currentScreen = "Division 108"]] gear are hurrying toward you, assault rifles raised. Behind them, a second squad is moving into position<<if $equip.clothes eq "Power Armor">>, two bastards with rail rifles among them<</if>>.<br><br>\n\n\t"Oh, gimme a break," you growl, <<if $equip.isPowerArmor>>stomping toward<<else>>scrambling for<</if>> the far door.<br><br>\n\n\tRounds zip past as you <<if $equip.isPowerArmor>>smash<<else>>burst<</if>> through, into another hallway. <<if $equip.clothes eq "Power Armor">>You throw your [[Exo|PDA][$hud.currentScreen = "Power Armor"]] forward and burst into a ground-shaking run. Pictures fall from the walls, glasses shatter, and a gilded drawer is smashed as you bounce off the wall, hurtling around a tight corner and into a triangular room.<<else>> You run on, praying that each step you take won't be your last as automatic weapons blow the corridor apart, and skid around a corner, into a triangular room.<</if>><br><br>\n\t\n\t<<elseif $action.action1 eq "fightarmor">>You lower your weapon and are about to check the ruined [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] when footsteps sound in the hallway. Six more troopers in [[Zanex|PDA][$hud.currentScreen = "Division 108"]] gear are hurrying toward you, assault rifles raised. Behind them, a second squad is moving into position.<br><br>\n\n\t<<if $attrib.demeanor eq "agressive">>"Oh, for fuck's sake," you hiss,<<else>>"Oh, come on," you groan,<</if>> scrambling for the far door.<br><br>\n\n\tRounds zip past as you burst through, into another hallway. You run on, praying that each step you take won't be your last as automatic weapons blow the corridor apart, and skid around a corner, into a triangular room.<br><br>\n\t<</if>>\n\n\tThere's just enough time <<if $equip.isPowerArmor>>for your suit to register<<else>>to notice<</if>> the display cases on the walls before you reach the stairs at the far end of the room. They lead downwards, past the two obelisks you saw when you arrived, to a landing pad. <<if $equip.clothes eq "Power Armor">>You jump down, half a dozen at a time, and skid the rest of the way. Almost there - almost. All you have to do is get the hell off these premises before they cut you off.<<else>>You don't pause to think or look back. Down there is freedom and, come hell or high water, you're making a run for it.<</if>><br><br>\n\n\t<<if $action.action1 eq "run">>\n\n\t\tAt least, so the plan goes until you reach the landing pad and realize another team of [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers is moving to block the only escape route - a walkway leading down toward the superstructure of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]].<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Damn it."<<else>>"Balls."<</if>> You skid to a halt, scrambling for alternatives, but there are none.<br><br>\t\n\n\t\tIn a matter of moments, the bastards behind you will have caught up. So you have to shoot your way out - that or risk getting encircled and caught in a crossfire you can't possible survive.\n\t<<else>>\n\t\tYou can already see the way out: a walkway leading down toward the superstructure of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]]. [[Division 108|PDA][$hud.currentScreen = "Division 108"]] hasn't blocked the route yet but you can see troopers moving on a cross-walkway above you. There's no need to debate options because there are only two: run for it or get pinned down and encircled.\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.action2 eq "run">>Cursing under your breath, you..<<else>>You lower your weapon and...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\t<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_hab_b3_leave.png"]]</div>\n\t<<if $action.action2 eq "run">>\n\t\tCursing under your breath, you run for the walkway. \n\t<<else>>\n\t\tYou lower your weapon and, without bothering to even check your kills, hurtle onto the walkway.\n\t<</if>>\n\n\t<<if $equip.clothes eq "Power Armor">>Metal creaks and groans under every heavy footfall. Somewhere in the distance, the troopers are shouting. All you can see however is the staircase headed down, into the station's superstructure. Augments whirr as you skid to a halt by the railing, causing it to buckle.<br><br>\n\n\t\t "<<walk>> or— <<if $attrib.demeanor eq "agressive">>fuck it.<<else>>never mind.<</if>>" You hop over the edge.<br><br>\n\n\t\tAir whistles past, barely noticable within the [[Exo|PDA][$hud.currentScreen = "Power Armor"]], and for a long moment you seem to be floating. Then te floor appears below you, shooting upwards at breakneck speed. You land hard, causing the synthplates below you to buckle and your suit's sevros to protest with an unhealthy crunch. Far, far above you can see the edge of the pyramid you were just inside. It looks almost tiny. And you don't have the faintest clue where you are.<br><br>\n\n\t\t"Ah, <<if $attrib.demeanor eq "agressive">>shit<<else>>great<</if>>." You glance around, wondering whether you're even still in the core or if you fell into another sector entirely. "This is turning into a real fucked up joy ride."\n\t<<else>>Rapid footsteps thud above and behind you. Somewhere in the distance, the troopers are shouting. All you can see however is the staircase headed down, into the station's superstructure. You skid to a halt by the railing and risk a glance down - thirty stories.<br><br>\n\n\t\t"Oh, <<if $attrib.demeanor eq "agressive">>fuck this shit.<<else>>come on!<</if>>" You run down, moving as fast as you can without slipping.<br><br>\n\n\t\tIt seems to go one forever, down and down, around one bend after another, and all the while [[Division 108|PDA][$hud.currentScreen = "Division 108"]] is on your heels. Except, bulked up in their [[riot armor|PDA][$hud.currentScreen = "Riot Armor"]], the troopers can't keep pace. Six stories down, you've already lost all but two of them. Nine stories down, even they are out of sight. It's still a long way to the bottom though and, fearing [[Division 108|PDA][$hud.currentScreen = "Division 108"]] might call for air support, you don't dare slow your pace.<br><br>\n\n\t\tRelief comes only when you reach the very bottom, almost half an hour later. There you pause to double over, spit, cough your lungs out, and finally catch your breath. Far, far above you can just barely see the edge of the pyramid you were in earlier. It looks like a tiny triangle, far overhead. The contractors have stopped hunting for you, which is good, but there's bad news: you don't have the faintest clue where you are either.<br><br>\n\n\t\t"Ah, <<if $attrib.demeanor eq "agressive">>shit<<else>>great<</if>>." You glance around, wondering where you are.<br><br>\n\n\t\tIt's impossible to tell but, lying on the floor, you spot a credit chip lying amidst the muck. By the looks, it's been there for months - years, maybe. Otherwise, there's simply a long tunnel that leads into the distance.\t\n\t\t<</if>>\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div><<if $equip.clothes eq "Power Armor">>You try to move but...<<else>>You breathe a deep sigh and...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\n\t<<if $equip.clothes eq "Power Armor">>You try to move but your [[Exo|PDA][$hud.currentScreen = "Power Armor"]] refuses to comply. Something in the back of your mind tells you the system is damaged - damaged beoynd repair. It has something to do with your daredevil jump. Too much kinetic force. Whacked the servors out completely. It'd take hours to fix - assuming you had the right tools, which you don't.<br><br>\n\n\t\t"Better than a broken back at any rate," you mutter, cycling your exoskeleton into dismount mode.<br><br>\n\n\t\t\tHydraulics hiss as the rear plates slide apart, followed by a series of stinging pains caused by the nodes and tubes releasing from your body. Darkness swims before your eyes and then, suddenly, you're stumbling backwards, out of the [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]].<br><br>\n\n\t\t"Wow, wow." You steady yourself and, with a faint sigh of regret, leave the [[Exo|PDA][$hud.currentScreen = "Power Armor"]] where it is - seen from outside, it's a miracle your kneecaps weren't crushed entirely.<br><br>\n\n\t\tOnly question is where you are.\n\t<<else>>You breathe a deep sigh and set off in a random direction, trying to figure out where the hell you are.\n\n\t<</if>>\n\tSomewhere near the core, presumably, but when you take a closer look around that seems unlikely. The giant REACH sphere is several kilometers above you, which means you're somewhere on the inner ring. In fact, unless you're much mistaken, the glowing neon blur high above to the left is the [[B10 Crossroads|PDA][$hud.currentScreen = "The Crossroads"]].<br><br>\n\n\tGetting there on foot will be <<if $attrib.demeanor eq "agressive">>one hell of a bitch<<else>>a pain in the ass<</if>>, of course, but it's doable. And after what you've been through a little hike might be just the right thing. Clear your mind, get your priorities straight, all that. And there's an upside too: no [[Division 108|PDA][$hud.currentScreen = "Division 108"]] hounding your every step - yet. \n\n\t<<if $attrib.religion eq "forsaken">>Death alone knows\n\t<<elseif $attrib.religion eq "voided">>Only the Void knows\n\t<<elseif $attrib.religion eq "edenite">>Loving Stars alone know \t\t\n\t<<else>>Hell knows\n\t<</if>>\n\twhether they'll send a team after you. Knowing [[Division 108|PDA][$hud.currentScreen = "Division 108"]], it wouldn't be unlikely.\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B10 - Back Alleys">>\n<</silently>>\n<<nobr>>\n\n\t<<if $action.action2 eq "attack">>\n\t\t<div class='GameText'><<display 'b10_athena_postcombat_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Search the Security Station|b10_athena_securitybooth][$processed = false; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div><br>\n\t\t\t<<if $job_anska_haze.mainPhase eq 3 or $job_anska_haze.mainPhase eq 4>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Pass through the Airlock|b10_athena_inside][$processed = false; $action.arrive = "keycard"; playContextSound("ui_walk");]]</div>\n\t\t\t<<elseif $equip.clothes eq "Power Armor">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Pry open the Airlock|b10_athena_inside][$processed = false; $action.arrive = "powerfist"; $statistics.controlsBroken += 1; playContextSound("ui_shock");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Airlock requires ID Card]</div></div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b10_athena_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_anska_haze.mainPhase eq 3>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Swipe your ID Card|b10_athena_enter][$action.action1 = "usecard"; $hide.layer1 = true; $action.arrive = "fromOutside"; playContextSound("ui_blip");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<<if $gameworld_modifiers.hasBypassExclusion or $gameworld_modifiers.hasTrespassExclusion>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Force the Lock|b10_athena_enter][$action.action1 = "kicklock"; $hide.layer1 = true; $action.arrive = "fromOutside"; $statistics.controlsBroken += 1; playContextSound("ui_shock");]]</div>\n\t\t\t<<elseif $gameworld_modifiers.hasShadowExclusin>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Force the Lock|b10_athena_enter][$action.action1 = "kicklock"; $hide.layer1 = true; $attrib.criminality += 1; $action.arrive = "fromOutside"; $statistics.controlsBroken += 1; playContextSound("ui_shock");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Force the Lock|b10_athena_enter][$action.action1 = "kicklock"; $attrib.criminality += 3; $hide.layer1 = true; $action.arrive = "fromOutside"; $statistics.controlsBroken += 1; playContextSound("ui_shock");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b10_athena_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_athena_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if not $loc_athenalab.sabotagedArmor>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Creep to the Exo Armor|b10_athena_enter][$action.action2 = "powerarmor"; $hide.layer2 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Defend'>[[Creep closer to the Door|b10_athena_enter][$action.action2 = "closerdoor"; $hide.layer2 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t<<if $equip.isPrecisionWeapon and $equip.rifle.ammo.normal gte 3>>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Precision Takedown (Main)|b10_athena_enter][$action.action2 = "doSnipe"; $attrib.violence += 2; $attrib.caution += 6; $equip.rifle.ammo.normal -= 3; $hide.layer2 = true; $statistics.specialKillDone += 1; $statistics.boltTunstenFired += 1; $statistics.overalKills += 1; $statistics.humanKilled += 1; $statistics.organicKilled += 1; playContextSound("ui_attack_cannon");]]</div><br>\n\t\t\t<<elseif $equip.isSubsonicWeapon and $equip.pistol.ammo gte 15>>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Silent Takedown (Main)|b10_athena_enter][$action.action2 = "doSnipe"; $attrib.violence += 2; $attrib.caution += 6; $equip.pistol.ammo -= 15; $hide.layer2 = true; $statistics.specialKillDone += 1; $statistics.nineMillFired += 1; $statistics.overalKills += 1; $statistics.humanKilled += 1; $statistics.organicKilled += 1; playContextSound("ui_attack_suppressed");]]</div><br>\t\t\t\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Mercs|hud_combat][$action.action2 = "attack"; $attrib.violence = $attrib.violence + 3; $combatTemplate = "Syndicate_B10_NoDetect"; $processed = false]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "powerarmor">>\n\t\t<<if $action.action3 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_athena_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_athena_2_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b10_athena_powerarmor_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $equip.isNeuroImplant and not $equip.isHeavyArmor and not $equip.isTooBulky>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t\t\t<<click 'Enter the Exo Armor' 'b10_athena_enter'>>\n\t\t\t\t\t\t\t<<set $action.action3 = "usearmor"; $hide.layer3 = true; $loc_athenalab.storedClothes = $equip.clothes; $equip.preExoClothes = $equip.clothes; $equip.clothes = "Power Armor"; $statistics.controlsBroken += 1; playContextSound("ui_attack_machinecharge"); $equip.persistentExoHits = 0>>\n\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t<<set $aquireTitle = "Entered">>\n\t\t\t\t\t\t\t\t<<set $aquireText = "Exo Armor">>\n\t\t\t\t\t\t\t\t<<set $aquireImage = "env_small_exo_in">>\n\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t<</replace>>\t\t\t\t\t\t\t\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t</div><br>\n\t\t\t\t<</if>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Sabotage the Exo Armor|b10_athena_enter][$action.action3 = "sabotage"; $hide.layer3 = true; $loc_athenalab.sabotagedArmor = true; $attrib.caution += 3; $statistics.controlsBroken += 1; $statistics.controlsBroken += 1; playContextSound("ui_shock");]]</div>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_athena_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_athena_2_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_athena_powerarmor_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b10_athena_powerarmor_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $action.action3 eq "usearmor">>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Mercs|hud_combat][$action.action2 = "attack"; $attrib.violence += 3; $combatTemplate = "Syndicate_B10"; $processed = false; $loc_athenalab.sabotagedArmor = true]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Creep back to the Entrance|b10_athena_enter][$action.action2 = "none"; $action.action3 = "none"; $hide.layer2 = false; $hide.layer3 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<</if>>\n\t<<elseif $action.action2 eq "closerdoor">>\n\t\t<<if $action.action3 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_athena_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_athena_2_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b10_athena_stealth_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $action.action1 eq "kicklock">>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Mercs|hud_combat][$action.action2 = "attack"; $combatTemplate = "Syndicate_B10"; $processed = false]]</div>\n\t\t\t\t<<elseif not $attrib.passedSneakCheck>>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Mercs|hud_combat][$action.action2 = "attack"; $combatTemplate = "Syndicate_B10"; $processed = false]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Enter via Back Door|b10_athena_enter][$action.action3 = "backentrance"; $hide.layer3 = true; $statistics.hasArmorSneak += 1; playContextSound("ui_walk");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Creep back to the Entrance|b10_athena_enter][$action.action2 = "none"; $hide.layer2 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_athena_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_athena_2_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_athena_stealth_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b10_athena_stealth_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Search the Security Station|b10_athena_securitybooth][$processed = false; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div><br>\n\t\t\t\t<<if $job_anska_haze.mainPhase eq 3 or $job_anska_haze.mainPhase eq 4>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Pass through the Airlock|b10_athena_inside][$processed = false; $action.arrive = "keycard"; playContextSound("ui_walk");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Airlock requires ID Card]</div></div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<</if>>\n\t<<elseif $action.action2 eq "doSnipe">>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_athena_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_athena_2_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b10_athena_snipe_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Search the Security Station|b10_athena_securitybooth][$processed = false; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div><br>\n\t\t\t\t<<if $job_anska_haze.mainPhase eq 3 or $job_anska_haze.mainPhase eq 4>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Pass through the Airlock|b10_athena_inside][$processed = false; $action.arrive = "keycard"; playContextSound("ui_walk");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Airlock requires ID Card]</div></div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t<</if>>\n\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n<<if not $processed>>\n\t<<set $action.action1 = "none">>\n\t<<set $action.action2 = "none">>\n\t<<set $action.action3 = "none">>\n\t<<set $action.action4 = "none">>\n\t<<set $action.action5 = "none">>\n\n\t<<set $hide.layer1 = false>>\n\t<<set $hide.layer2 = false>>\n\t<<set $hide.layer3 = false>>\n\t<<set $hide.layer4 = false>>\n\t<<set $hide.layer5 = false>>\n\n\t<<set $processed = true>>\n<</if>>\n<<set $savesMenuPassage = "B10 - Athena Warehouse">>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b10_athena_securitypost_txt'>></div><br>\n\t\t<div id='securitystation-options' class='OptionsField'>\n\t\t\t<<display 'b10_athena_securityoptions'>>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b10_athena_securitypost_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_athena_securitypost_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_cathedral_hack.mainPhase gte 4 and $job_cathedral_hack.mainPhase neq 98>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Upload the Xjanu-4|b10_athena_securitybooth][$action.action2 = "agent"; $hide.layer2 = true; $job_cathedral_hack.hackedAthedaLab = true; playContextSound("ui_shock");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Unseal the Airlock|b10_athena_securitybooth][$processed = false; $job_anska_haze.mainPhase = 4; $action.arrive = "fromSelf"; playContextSound("ui_unlock");]]</div>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'b10_athena_securitypost_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_athena_securitypost_2_txt'>></div><br>\t\n\t\t<div class='GameText'><<display 'b10_athena_securitypost_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Step Back|b10_athena_securitybooth][$processed = false; $job_anska_haze.mainPhase = 4; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>\n\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n<<if not $processed>>\n\t<<set $action.action1 = "none">>\n\t<<set $action.action2 = "none">>\n\t<<set $action.action3 = "none">>\n\t<<set $action.action4 = "none">>\n\t<<set $action.action5 = "none">>\n\n\t<<set $hide.layer1 = false>>\n\t<<set $hide.layer2 = false>>\n\t<<set $hide.layer3 = false>>\n\t<<set $hide.layer4 = false>>\n\t<<set $hide.layer5 = false>>\n\n\t<<set $processed = true>>\n<</if>>\n<<set $savesMenuPassage = "B10 - Athena Warehouse">>\n<</silently>>\n<<nobr>>\n\t<div class='GameText'><<display 'b10_athena_inside_txt'>></div><br>\n\t<div class='OptionsField'>\n\t\t<<if not $job_cathedral_hack.hackedAthedaLab>>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Security Bots|hud_combat][$action.action1 = "attack"; $attrib.violence = $attrib.violence + 3; $combatTemplate = "SecBots_B10"]]</div><br>\n\t\t<</if>>\n\t\t<div class='GameOption GameOption_Move'>[[Approach the Security Bots|b10_athena_lab][$action.action1 = "talk"; $attrib.violence -= 3; $attrib.caution += 1; $hide.layer1 = true; playContextSound("ui_walk");]]</div>\n\t</div>\n\n<</nobr>>
<<nobr>>\n<<set $currentgamepassage = passage()>>\n\n\t<<if $action.action3 eq "leave">>\n\t\t<div class='GameText'><<display 'b10_athena_leave_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Head back to the Boulevard' 'b10_boulevard_main'>>\n\t\t\t\t\t<<set $processed = false>>\n\t\t\t\t\t<<set $action.arrive = "fromLabs">>\n\t\t\t\t\t<<set $job_anska_haze.mainPhase = 5>>\n\t\t\t\t\t<<set $attrib.fatigue += 5>>\n\t\t\t\t\t<<set $time.active += 1>>\n\t\t\t\t\t<<set $hide.layer0 = false>>\n\t\t\t\t\t<<set $attrib.dilligence += 5>>\n\n\t\t\t\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t\t\t\t<<set $equip.clothes = $loc_athenalab.storedClothes>>\n\t\t\t\t\t\t<<set playContextSound("ui_attack_machinewreck");>>\n\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Exited">>\n\t\t\t\t\t\t\t<<set $aquireText = "Exo Armor">>\n\t\t\t\t\t\t\t<<set $aquireImage = "env_small_exo_out">>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<set playContextSound("ui_walk");>>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t</div>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n<<set $currentgamepassage = passage()>>\n\n\t<<if $action.action1 neq "attack">>\n\t\t<div class='GameTextGreyed'><<display 'b10_athena_inside_txt'>></div><br>\n\t<</if>>\n\n\t<<if $action.action2 eq "none">>\n\t\t<div class='GameText'><<display 'b10_athena_inside_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action1 eq "talk" and not ($equip.clothes eq "Power Armor" or $job_cathedral_hack.hackedAthedaLab)>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Security Bots|hud_combat][$action.action1 = "attack"; $combatTemplate = "SecBots_B10"]]</div>\n\t\t\t<<else>>\n\t\t\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Thank the Scientist|b10_athena_lab][$action.action2 = "thank"; $hide.layer2 = true; $statistics.sneakDone += 1; playContextSound("ui_click");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Grab the Scientist|b10_athena_lab][$action.action2 = "grab"; $hide.layer2 = true; $statistics.intimidateDone += 1; playContextSound("ui_click");]]</div>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b10_athena_inside_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_athena_inside_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Leave the Lab' 'b10_athena_lab'>>\n\t\t\t\t\t<<set $action.action3 = "leave"; $hide.layer3 = true; playContextSound("ui_walk"); $equip.hasCooler = true>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t<<set $aquireText = "Cooler">>\n\t\t\t\t\t\t<<set $aquireImage = "s_cooler">>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'b10_athena_inside_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_athena_inside_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_athena_inside_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $equip.clothes eq "Power Armor" or $loc_athenalab.sabotagedArmor>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Mercenary|hud_combat][$attrib.violence += 3; $combatTemplate = "MercLeader_B10"]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Exo Armor|hud_combat][$attrib.violence += 3; $combatTemplate = "ExoLeader_B10"]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n\n<</nobr>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>Hoping to find answers, you...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\nHoping to find answers, you shuffle across the icy room again, payling closer attention than you did before. All the equipment is damaged, like you saw, but something else strikes you: the ice on the floor and walls wasn't caused by the cooling cylinders. Thats down to the coolant in the pipes rushing out, so that's one clue.\n\nAnd then there's that corpse by the door, presumably the security guy that Icefall Cryogenics sent down. Something quite obviously ripped him open, by the looks of it the same thing that shredded the pipes. But what doesn't make sense is why the door was closed behind him. Was there someone else there? Or did the abomination get out and close the door?\n\n"Not good either way," you murmur, still shivering. <<if $attrib.demeanor eq "agressive">>"But if that thing's still in here it's going to bleed."<<else>>"Question is where to look next."<</if>>\n\nYou glance around. A chill draft wafts from one of the vents. Something scratches on the frozen floor behind you. Something breathes right beside your ear. You can feel its chill breath and the scent of dried blood but there's nothing there, just thin air. Adrenaline surges as two and two add up: a [[Hellcat|PDA][$hud.currentScreen = "Hellcat"]] - and it's right next to you.<</if>>
<<if $hide.layer0 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer0 = false]]</div><<if $action.action2 eq "nocare">>"I really don't care..."<<elseif $action.action2 eq "taunt">>"I'm the thug?"<<else>>"Wrecking the galaxy?"<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer0 = true]]</div>\n<<nobr>>\n\n\t<<if $action.arrive eq "fromSelf">>\n\t\tYou are standing in Lord Otto's command center, beside an array of enormous holo-screens. \n\t\t<<if $job_cathedral_hack.hackedOttoSystems>>The endless data streams have since stopped scrolling, replaced by a file system error message. There is however a data pad beside Otto's chair.\n\t\t<<else>>There's no way to know what the endless data streams contain but you do spot a data pad beside Otto's chair.\n\t\t<</if>><br><br>\n\n\t\tMaybe there's something useful on that. Or maybe you should just get<<if $attrib.demeanor eq "agressive">> the hell<</if>> away before more guards show up.\n\t<<else>>\n\n\t\t<<if $action.action2 eq "nocare">>"I really don't care. Let the galaxy burn. Who-hoo. It's already screwed so badly it won't make much of a difference."<br><br>\n\n\t\t\tLord Otto Vindell wheezes a laugh. "As ignorant as you are blind. <<if $factionlock.lockedFaction eq "visionary">>You truly do not care. Not for your health. Nor your sanity. Nor of anything else.<<else>>Do you truly not care? Not in the slightest what happens at all?<</if>>"<br><br>\n\n\t\t\t"Nope," you reply bluntly.<br><br>\n\n\t\t\t<<if $factionlock.lockedFaction eq "visionary">>"Tragic, that such great power is invested in one so ignorant.<<else>>"A tragic case, you are.<</if>> But as you wish. If you have no intention of listening we may as well be done with this charade."\n\n\t\t<<else>>\n\t\t\t<<if $action.action2 eq "taunt">>"I'm the thug?" The very idea makes you laugh<<if $equip.isPowerArmor>> inside your armor<</if>>. <<if $factionlock.lockedFaction eq "visionary">>"You're weak. A shriveled husk devoid of any true meaning.<<else>>"From where I'm standing it looks more like you got that all backwards.<</if>>"<br><br>\n\n\t\t\t\t"Hardly," Lord Otto wheezes, staring <<if $equip.clothes eq "Power Armor">> up at your [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] defiantly.<<else>>at you defiantly.<</if>> \n\t\t\t\t<<if $factionlock.lockedFaction eq "visionary">>"What strength you believe to have pales in comparison to what I could have commmanded, had only the truth been revealed. What glorious ironiy. But alas. Your path will lead to the utter destruction of all you hold dear."\n\t\t\t\t<<else>>"What you and the Cleric have begun, what it shall become, will undo all that countless generations bled and fought for. What a glorious irony. But alas. I am powerless to stop it."\n\t\t\t\t<</if>><br><br>\t\n\t\t\t\t\n\t\t\t<<else>>"Wrecking the galaxy?" You breathe a laugh. <<if $factionlock.lockedFaction eq "visionary">>"I think you got that one backwards.<<else>>"What <<if $attrib.demeanor eq "agressive">>the hell<<else>>biochems<</if>> are you on?"<</if>><br><br>\n\n\t\t\t\t<<if $factionlock.lockedFaction eq "visionary">>"Hardly," Lord Otto wheezes, staring <<if $equip.clothes eq "Power Armor">> up at your [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] defiantly.<<else>>at you defiantly.<</if>> "This unity you believe you seek is in truth a path to certain damnation."\n\t\t\t\t<<else>>"A time of renewed darkness approaches," Lord Otto wheezes, staring <<if $equip.clothes eq "Power Armor">> up at your [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] defiantly.<<else>>at you defiantly.<</if>> "What you and the Cleric have begun, what it shall become, will undo all that countless generations bled and fought for. A schism approaches and it does so rapidly. Not that I would expect you to care, dull and unperceptive as you are."\n\t\t\t\t<</if>><br><br>\n\t\t\t\t\n\t\t\t<</if>>\n\t\t\t<<if $factionlock.lockedFaction eq "visionary">>"Oh, dear. Like I couldn't have foreseen that one."<br><br>\n\n\t\t\t\tLord Otto looks disheartened. "You condone this madness? This... insanity? Even when it is destined to destroy all we know, all we have worked centuries to create in the wake of the imperium's fall. And you, in your young arrogance, truly believe that this is—"<br><br>\n\n\t\t\t\t<<if $attrib.demeanor eq "agressive">>"Oh, just shut—" You <<if $equip.clothes eq "Power Armor">>cock a [[Power Fist|PDA][$hud.currentScreen = "powerfist"]]<<else>>draw your <<knife>><</if>>. "—up with your bullshit already."\n\t\t\t\t<<else>>"I've had about enough—" <<if $equip.clothes eq "Power Armor">>You cock a [[Power Fist|PDA][$hud.currentScreen = "powerfist"]]<<else>>draw your <<knife>><</if>>. "—of your hypocritical pseudobabble."\n\t\t\t\t<</if>><br><br>\n\n\t\t\t\t"Slay me then." Otto stands unsteadily, his blood-tubes swaying with every motion. "Do what you must but do not be surprised when the galaxy suddenly and abruptly falls apart around you."\t\t\t\t\n\t\t\t<<else>>\n\t\t\t\t"And that would be what, exactly? Rampant capitalism and corporate greed?"<br><br>\n\n\t\t\t\tLord Otto looks disheartened. "A better world, you fool, one free of that wretched [[Church|PDA][$hud.currentScreen = "Church of Eden"]] and all the hipocricy it stands for. Among other things. Alas, your meddling makes all hope of such impossible. And now you shall slay me too, ending the last chance—"<br><br>\n\n\t\t\t\t<<if $attrib.demeanor eq "agressive">>"Oh, just shut—" You <<if $equip.clothes eq "Power Armor">>cock a [[Power Fist|PDA][$hud.currentScreen = "powerfist"]]<<else>>draw your <<knife>><</if>>. "—up with your bullshit already."\n\t\t\t\t<<else>>"I've had about enough—" <<if $equip.clothes eq "Power Armor">>You cock a [[Power Fist|PDA][$hud.currentScreen = "powerfist"]]<<else>>draw your <<knife>><</if>>. "—of your hypocritical pseudobabble."\n\t\t\t\t<</if>><br><br>\n\n\t\t\t\t"Slay me then." Otto stands unsteadily, his blood-tubes swaying with every motion. "Do what you must but do not weep over my rotting corpse when this galaxy slides into utter ruin."\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You head for the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\nYou head for the Boulevard Informaton booth, a cylindrical structure about halfway down the sunlit walkway. A few people are standing at the counter, talking with the staff about only hell knows what. You don't bother them, nor do you <<walk>> up to the booth. All you care about is the narrow alley behind the cylindrical structure, which you enter at a briks <<walk>> - better not to look like you don't belong.\n\nUtility entrances and trash containers line both sides of the alley, which is no more than twenty meters long and ends in a gate. There's no one around, as could be expected, so you head straight to the end of the alley. A holo-sign projected before the gate warns against tresspassing. \n\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_cardreader.png"]]</div>More importantly, there's an ancient card reader jacked into the mag-lock holding door shut. It doesn't look terribly sturdy - a good kick would dislodge the lock - but you're fairly certain the device is hooked up to an alarm system. Bypassing it will be impossible; one look at the device proves its circuits are too old to interface with your [[PDA|PDA][$hud.currentScreen = "home"]].\n\n<<if $job_anska_haze.mainPhase eq 3>>"Guess having a [[Siren|PDA][$hud.currentScreen = "Siren"]] around is a good thing," you say, fingering the card she gave you. "Very useful."<<else>>"Well, this is annoying." You tug at the lock but it's painfully clear it won't budge. "Damn. That limits the options."<</if>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You <<if $action.arrive eq "fromSelf">>creep back to...<<elseif $action.action1 eq "usecard">>produce the ID Card<<else>>give the lock a good<</if>>...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_boulevard_athena.png"]]</div><<if $action.arrive eq "fromSelf">>You creep back to the gate you entered through and peer around the corner of the shipping crate.<<elseif $action.action1 eq "usecard">>You procude the ID Card the [[Siren|PDA][$hud.currentScreen = "Siren"]] gave you and swipe it through the scanner. The device beeps, followed by a soft whine as the mag-clamps disengage. You pocket the ID Card - might need it again - and push the gate open.\n\nBeyond, a shipping crate bearing the [[Athena Medical Inc.|PDA][$hud.currentScreen = "Athena Medical"]] logo blocks your path. You move to the nearest end and peer around the corner. <<else>>You give the lock a good kick. It rattles on the gate but fails to shake loose. Undeterred, you kick it again. The mag-clamps disengage with a whine as the device falls to the ground. A soft beeping sound fills the air.\n\n<<if $attrib.demeanor eq "agressive">>"Shit."<<else>>"Great."<</if>> You stomp on the card reader, silencing the alarm, and push the gate open.\n\nBeyond, a shipping crate bearing the [[Athena Medical Inc.|PDA][$hud.currentScreen = "Athena Medical"]] logo blocks your path. You move to the nearest end and peer around the corner.<</if>> Before you lies a loading area positively packed with boxes of varying sizes and shapes. There's a warehouse directly opposite where you stand and three landing pads complete with loading bots off to the left.\n\nThree mercenaries in full [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] gear are standing around a security door that leads to the warehouse. To your left, by the landing pads, a convenient row of crates would allow you to move closer unseen. Behind the crates to your right<<if $loc_athenalab.sabotagedArmor>> you can see smoke curling from the suit of [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] you sabotaged.<<else>>, a suit of [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] charging on its rack. Alternatively, you could just engage the mercs from where you are.<</if>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You enter the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_rug9_rack.png"]]</div>\n\t<<if $action.arrive eq "fromSelf">>You are standing in the security station beside the airlock<<else>>You enter the security booth, a small chamber off the main corridor, and glance around.<</if>> There's a holo-terminal in one corner and a weapons rack containing a [[RUG-9|PDA][$hud.currentScreen = "RUG-9"]] and a 9mm magazine beside it.<br><br>\n\n\t\tA window in the wall allows you to look into the airlock chamber, which is currently empty, and another which looks into the hallway beyond. There are two humanoid [[Security Bots|PDA][$hud.currentScreen = "Security Bot"]] standing guard by a curtained doorway at the far end.<br><br>\n\n\t\tYou draw a deep breath. "Well, let's get this over with."\n\n\t<<if $action.arrive neq "fromSelf">><br><br>\n\n\t"So much for lacking security," you mutter, hoping the glass is one-way only.<br><br>\n\n\tThankfully it is, though it's good to know what you'll have to deal with once you've got past the airlock. Would've been a nasty shock to open that thing and run headlong into a pair of heavily armed [[Security Bots|PDA][$hud.currentScreen = "Security Bot"]].<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You approach the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou approach the holo-terminal and activate its interface. The screen reads:<br><br>\n\n\t<div class='HUD_datapad'>Sythrax Security Systms<br>\n\tActive User: svkr.bhea.ami<br><br>\n\n\tAirlock B-01: <span class='greencolor'>Sealed</span><br>\n\tBot Team A: <span class='greencolor'>Active</span><br><br>\n\n\t<span class='yellowcolor'>NOTICE:</span> Due to danger of contamination, all personnel entering the Boulevard Facility are required to undergo full decontamination procedures upon entering and exiting the premises. There will be NO exceptions to this rule!<br><br>\n\n\tDr. Halway Vensikol</div><br><br>\n\n\tBelow the terminal, you find an input board with only one option: unseal airlock. Evidently the active user doesn't have deeper access to the system. <<if $job_cathedral_hack.mainPhase gte 4>>Though you could use the Xjanu-4 to bypass security.<<else>>Unfortunate, but it will suffice for your needs.<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You <<if $equip.isPowerArmor>>stomp<<else>><<walk>><</if>> over to the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\tYou <<if $equip.isPowerArmor>>stomp<<else>><<walk>><</if>> over to the \n\t<<if $job_anska_haze.mainPhase eq 4>>unsealed airlock and, wary of what will lie beyond, step inside.\n\n\t<<elseif $action.arrive eq "powerfist">>airlock, clench your [[Power Fist|PDA][$hud.currentScreen = "powerfist"]], and ram it into the doors. Metal buckles with a groan. You punch again, widening the hole, and jam your armored fingers into the gap.<br><br>\n\n\t"One, two—" You yank at the doors, shoving them away with a dull screech.<br><br>\n\n\tVaguely impressed by your augmented strength, you step inside.\n\n\t<<else>>airlock and swipe your ID card through the reader. It beeps. The device beeps as the doors unseal with a hydraulic hiss and you step inside.<br><br>\n\t\n\t<</if>>\n\tThe cycling chamber is <<if $equip.isPowerArmor>>particularly cramped, bulked up as you are by your armor,<<else>>cramped,<</if>> with a grated floor and air vents along the ceiling. Another pair of doors block the far end.<br><br>\n\n\t"Off we go then." You hit the 'cycle' button.<br><br>\n\n\t<<if $action.arrive eq "powerfist">>The info display bleeps an error. Disgruntled, you whack the device off the wall with an idle slap of the hand, and ram your [[Power Fist|PDA][$hud.currentScreen = "powerfist"]] into the internal doors. Metal creaks and groans but refuses to give. Frustrated, you slam a knee into the seal. Both doors fall off their tracks with a loud clang.<br><br>\n\n\t<<else>>A warning light begins to flash. Air hisses through the vents overhead. To your left, the info display tells you to //please wait//. You do just that until, at long last, the airlock beeps and the internal doors unseal with a soft hiss.<br><br>\n\t<</if>>\n\n\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_securitybot.png"]]</div>\n\tThe corridor beyond leads to a curtained doorway watched over by two humanoid [[Security Bots|PDA][$hud.currentScreen = "Security Bot"]]. <<if $job_cathedral_hack.hackedAthedaLab>>Neither is active. They simply stand where they last were, standby lights blinking idly.<<else>>Both their mechanical heads fix you with unblinking optical stares. Automatic weapon arms are rasised but the bots don't shoot. They just stand there, watching you intently.<</if>><br><br>\n\n\t<<if $job_cathedral_hack.hackedAthedaLab>>"That's a relief," you mutter, eyeing the [[Bots|PDA][$hud.currentScreen = "Security Bot"]].<br><br>\n\n\tPart of you almost expects them to re-activate at any moment. Unlikely, but it could happen. Theoretically. It's unlikely in practice.<<else>>"Oh, this is going to be fun," you say, eyeing the [[Bots|PDA][$hud.currentScreen = "Security Bot"]].<br><br>\n\n\t<<if $equip.isPowerArmor>>Their sensors probably won't pick you up in the suit. But, if not, it will be a short fight.<</if>>Maybe you can fool their sensors, make them think you're part of the staff. Unlikely, but you never know.<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You <<if $action.action1 eq "talk">>approach the<<else>>stow your weapons and<</if>>...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou <<if $action.action1 eq "talk">>approach the [[Security Bots|PDA][$hud.currentScreen = "Security Bot"]], half expecting them to <<if $job_cathedral_hack.hackedAthedaLab>>rebootopen fire<</if>> at any moment. They simply stand where they are, indifferent to your presence<<if not $job_cathedral_hack.hackedAthedaLab>>, until you've moved within a few meters of them<</if>>.<br><br>\n\n\t<<if $job_cathedral_hack.hackedAthedaLab>>"Okay," you mutter, slowing your pace as you draw near. "Freaky."<br><br>\n\n\t\tThe [[Bots|PDA][$hud.currentScreen = "Security Bot"]] remain inert as you step through the curtained doorway they were guarding. \n\n\t<<else>>Finally, a synthesized voice says, "You are entering restricted premises. Please observe all security precautions before proceeding."<br><br>\n\n\t\t"Uhh—" You hesitate, uncertain how to respond.<br><br>\n\n\t\t <<if $equip.clothes eq "Power Armor">> \n\t\t\t"Your compliance is appreciated, Captain Dalmai," the bot sqwaks. "Thank you and have a nice day."<br><br>\n\n\t\t\t"Yeah, you too," you say, stomping past the machines and through the curtained doorway.<br><br>\n\t\t<<else>> \n\t\t\t"Warning: unidenfified user detected. Warning: security protocols activated." Both bots level their weapon arms.<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Shit."<<else>>"Darn."<</if>> You scramble back as the bots open fire.<br><br>\n\n\t\t\tRed-hot bolts zip down the corridor, bouncing off the walls. Blood pounds in your veins. Just as you duck back through the airlock, a bolt slams into the wall beside your head. An inch closer, just one - but there's no time to dwell. Not in the present situation.\n\t\t<</if>>\n\t<</if>>\n\n\t<<else>>stow your weapons and <<if $equip.isPowerArmor>>stomp past<<else>>step over<</if>> the demolished [[Security Bots|PDA][$hud.currentScreen = "Security Bot"]], passing through the curtained doorway.<br><br>\n\n\t<</if>>\n\n\t<<if $equip.clothes eq "Power Armor" or $action.action1 eq "attack" or $job_cathedral_hack.hackedAthedaLab>>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_athenalab.png"]]</div>The room beyond is cluttered with tables, machines, and chemical equipment. A man in a pressurized chemical suit is bent over their work. He's so absorbed in his work that your <<if $equip.clothes eq "Power Armor">> floor-shaking <</if>>approach goes unnoticed. Only when you stop directly behind the scientist does he look up, surprise evident on the sweaty face behind the chemical suit.<br><br>\n\n\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t"What did I tell you last time, Captain?" He fixes you with a hard stare. "Rule number one: loose the damned suits before you come in here! You'll contaminate all our work."<br><br>\n\n\t\t\tYou shrug with a mechanical whirr. "Guess I wasn't listning. How are things going?"<br><br>\n\n\t\t\t"Slow, as usual, but we just finished another batch. It's over there—" He gestures to a cooler at the back of the room. "—if your lovely Boss is being pushy about delivery times again. Just tell them we're working as fast as we can but synthesizing this crap without a full industrial setup will take time. Lots of time."\n\t\t<<else>>\n\t\t\t"Huh?" His brows narrow. "Hey! Who the hell are you? What are you doing here?"<br><br>\n\n\t\t\t"Doesn't <<if $attrib.demeanor eq "agressive">>fucking <</if>>matter who I am. I'm just here for your work. I'd suggest you hand what you got over or—" <<if $attrib.demeanor eq "agressive">>You draw<<else>>You indicate<</if>> your <<knife>>. "—things get ugly. Understood?"<br><br>\n\n\t\t\tThe man recoils. "What the— Security. Security! There's an intruder on the premises!"\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>\t<<if $action.action2 eq "thank">>"Thanks." You stomp over...<<else>>"Hey!" You grab the...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action2 eq "thank">>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_miasma.png"]]</div>\n\t\t"Thanks." You stomp over to the cooler, droning, "Checks out. Any estimate on how effective your, uh, solution is?"<br><br>\n\n\t\t"It's not a solution", the scientist says irritably. "But if you're asking as to if it will work then the answer is yes. We ensured the hue and saturation corresponds exactly with the wavelengths which their optical receptors don't register. Releasing the miasma anywhere near the creature should, at least according to our models, lead to considerable disorientation."<br><br>\n\n\t\t You pick up the cooler, saying, "Just disorientation? That's disappointing."<br><br>\n\n\t\t"It's the best we could do," the scientist says. "All the biological agents we tried were too virulent and chemicals too agressive. It's their physiology, Captain, designed to withstand the harshest conditions in the galaxy. We just can't design something that will hurt them and not us."<br><br>\n\n\t\t"I see." You gesture to the curtained doorway. "Be on my way, Doc. See you around."<br><br>\n\n\t\t"Not too soon, I hope," the man mutters as you stomp past, shaking the floor with every augmented footfall.\n\t<<else>>\n\t\t"Hey!" You grab the scientist before he can run, <<if $attrib.demeanor eq "agressive">><<knife>> pressed to his throat<<else>>locking him in a choke hold<</if>>. "Easy there, Doc. I just got some questions."<br><br>\n\n\t\tThe man struggles but soon relents. "Okay, okay. Don't hurt me. Don't cut me. What do you want? It's the miasma, right? You want the miasma."<br><br>\n\n\t\t"Yes," you say, figuring that's what you came for. "Where is it?"<br><br>\n\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_miasma.png"]]</div>"The newest batch is over there—" He points to a cooler at the far end of the room. "And it works, I swear. We ensured the hue and saturation corresponds exactly with the wavelengths which their optical receptors don't register properly. Releasing the gas anywhere near a of the J1N species should, at least according to our models, lead to considerable disorientation."<br><br>\n\n\t\t"Thanks." You throw the man to the ground and stride over to the cooler.<br><br>\n\n\t\tBehind you, footsteps patter as the scientist runs for the curtained dooway. Before you can decide whether to stop him or let him go, the man is gone. Silence haunts the lab until one of the machines begins to beep.<br><br>\n\n\t\t"Well, at least we got this." You grab the cooler and hastily...\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You head back the way...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\n\n\tYou head back the way you came, <<if $equip.isPowerArmor>>stomping<<else>>hurrying<</if>> through the <<if $action.arrive eq "powerfist">>demolished<</if>> airlock and back to the front entrance. The lot outside is empty as a brief peek through the tiny window in the security door proves. Relieved, you hit the release and step outside.<br><br>\n\n\t<<if $equip.clothes eq "Power Armor" or $loc_athenalab.sabotagedArmor>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_syndicate_commando.png"]]</div>\n\t<<else>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_boss_exo_syndicate.png"]]</div>\n\t<</if>>\n\tThat same moment, <<if $equip.clothes eq "Power Armor" or $loc_athenalab.sabotagedArmor>>something behind the containers opposite you catches your eye: a masked mercenary armed with a rail rifle.<<else>>heavy footfalls shake the ground. The suit of [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] you saw earlier stomps into view carrying an enormous rail cannon.<</if>><br><br>\n\n\t<<if $equip.clothes eq "Power Armor" or $loc_athenalab.sabotagedArmor>>\n\t\t"Motherfucker!" The man bellows, blasting a bolt that <<if $equip.clothes eq "Power Armor">>causes your armor's shields to engage with an agry crackle<<else>>narrowly misses you<</if>>. <<if $equip.clothes eq "Power Armor">>"How dare ya fucking steal my [[Exo|PDA][$hud.currentScreen = "Power Armor"]], punk!"<<else>>"How dare ya fucking wreck my [[Exo|PDA][$hud.currentScreen = "Power Armor"]], punk!"<</if>><br><br>\n\n\t\t<<if $equip.isPowerArmor>>"Just wanted to take it for a ride," you call back, stomping out into the open. "But now I got a chance, let's see what your <<if $attrib.demeanor eq "agressive">>hunk of junk<<else>>toy<</if>> can really do."\n\t\t<<else>>"Sorry," you call back, scrambling behind a nearby crate. "I'd buy you a new one but you'll be long dead by then, <<if $attrib.demeanor eq "agressive">>asshole<<else>>man<</if>>."\n\t\t<</if>>\n\t<<else>>\n\t\t"End of the road, punk," a distorted voice echoes as the [[Exo|PDA][$hud.currentScreen = "Power Armor"]] levels its cannon on you.<br><br>\n\n\t\t"Oh, <<if $attrib.demeanor eq "agressive">>shit<<else>>great<</if>>." You dive behind a crate just as bolts slam through the door to the lab.<br><br>\n\n\t\tHeavy footfalls shake the ground. It's now or never - take that damned suit out or get blasted into a million bits. You really, really, don't have an alternative.\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>You <<if $equip.isPowerArmor>>stomp<<else>><<walk>><</if>>...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\n<<nobr>>\n\n\t<<if $equip.clothes neq "Power Armor">>\n\t\t<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_boulevard_athena_done.png"]]</div>\n\t<</if>>\n\n\tYou <<if $equip.isPowerArmor>>stomp<<else>><<walk>><</if>> over to the \n\t\n\t\t<<if $equip.clothes eq "Power Armor" or $loc_athenalab.sabotagedArmor>>fallen mercenary, alert for danger. There is none<<if $equip.clothes eq "Power Armor">>, according to your suit's senses<<else>> as far as you can tell<</if>>. Rationale concurs: if there were any other [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] mercs in the immediate vicinity, they'd have shown up already.\n\n\t\t<<else>>the drestroyed [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]]. Bits of twisted clatter as your boots knock against them. There's virtually nothing left of the suit or the merc who'd been inside, just a bloody splat on the ground. Nor are there any other [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] around - for the moment at least.\n\n\t\t<</if>><br><br>\n\n\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_exo.png"]]</div>"Guess it's over then." You cycle your [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] into dismount mode and, with a hint of regret, give the release command.<br><br>\n\n\t\tHydraulics hiss as the rear plates slide apart, followed by a series of stinging pains caused by the nodes and tubes releasing from your body. Darkness swims before your eyes and then, suddenly, you're stumbling backwards, out of the [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]].<br><br>\n\n\t\t<<if $attrib.religion eq "forsaken">>"Death take me,"\n\t\t<<elseif $attrib.religion eq "voided">>"Voids between,"\n\t\t<<elseif $attrib.religion eq "edenite">>"Stars be damed,"\n\t\t<<elseif $attrib.religion eq "theophobe">>"Fucking hell,"\n\t\t<<else>>"Oh, hell,"\n\t\t<</if>>\t\t\n\t\t you mutter as you fall flat on your ass. "But, yeah. Nice run. While it lasted."<br><br>\n\n\t\t<<else>>"Still, no reason to overstay my welcome," you mutter, hurrying toward the gate you entered the loading area through.<br><br>\n\n\t\t<</if>> \n\n\t\tYou doubt either [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] or [[Athena Mecial|PDA][$hud.currentScreen = "Athena Mecial"]] will be terribly happy with the mess you made of their people - and equipment. Which means it's high time you disappeared - preferably before a heavily armed and armored response team arrives and kicks your ass. Which, knowing how protective private security contractors are of 'their' soldiers, is probably already on it way and itching to riddle you with bolts.<br><br>\n\n\t\tOn the upside, you got what you came for - whatever it is. You still haven't looked in the cooler and, given how little you know of chemicals, figure it's probably best you don't. Maybe Anska could help you out. She's an expert in the field, after all, or at least the closest thing to an expert you know.\n\n\n<</nobr>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You ready your <<rifle>> and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\t<<if $equip.isPrecisionWeapon>>\n\t\t<<print "<div class='GameTextImage GameTextSpecial'>[img['https://rage-productions.com/game-content/scaffold-22/images/" + $hud.specialWeaponDisplayType + "']]</div>">>\n\t\tYou ready your <<rifle>>, crack the breech, and slide a tungsten round into the chamber. None of the mercs notice as you take aim.<br><br>\n\n\t\t"Easy..." You squeeze.<br><br>\n\n\t\tThe <<rifle>> recoils with a deafening boom, blasting the first merc into a billion pieces. You duck back, hastily ejecting the spent power disk, and slam another in. Across the loading area, the two remaining mercs are glancing around in panic, their armor splattered with blood and gore.<br><br>\n\n\t\tNot waiting for them to recover, you fire again, blasting the second merc, then reload and take the third down too. It's over in less than five seconds, leaving an eerie silence hanging over the gruesome scene.<br><br>\n\n\t\t"Poor fucks." You creep out from behind your crate and approach the mercs.<br><br>\n\n\t\tThere's less than nothing left of them, just twisted armor and spilled guts. You don't dare linger, instead heading straight to the security door, which is card-locked.\n\t<<elseif $equip.isSubsonicWeapon>>\n\t\t<<print "<div class='GameTextImage GameTextSpecial'>[img['https://rage-productions.com/game-content/scaffold-22/images/" + $hud.specialWeaponDisplayType + "']]</div>">>\n\t\tYou unsling your <<rifle>>, flip the selector to subsonic, and bring the rifle up. None of the mercs notice as you take aim.<br><br>\n\n\t\t"Light's out." You squeeze.\n\n\t\tThe <<rifle>> recoils with a hull hiss, blasting the first merc's skull apart like a watermellon. You fire three more rounds, shift aim, and keep firing. The second merc jerks, twitches, and falls dead. By the time you've sighted on the third, he's raised his assault rifle.<br><br>\n\n\t\tA lone bolt whizzes way over your head before you put him down too, blasting the rest of your magazine into his helmet and chest plate. It's over the next moment, leaving an eerie silence hanging over the loading area.<br><br>\n\n\t\t"So much for professional security." You eject the spent magazine and creep out from behind your crate, eyeing the mercs.<br><br>\n\n\t\tThey're all clearly dead, their armor holed in over a dozen places and blood seeping onto the floor. Still, you kick them all to be safe before you head for the security door, which is card-locked.\n\t<</if>><br><br>\n\n\t<<if $job_anska_haze.mainPhase eq 3>>Thankfully you still have your stolen ID Card, so you swipe it through the scanner and step inside.<<else>>Cursing your luck, you slam the butt of your <<rifle>> against the scanner. It breaks off the door with a crack. The associated mag-clamps unseal and, secretly relieved that even worked, you step inside.<</if>><br><br>\n\n\tBeyond is a short corridor that leads to an airlock. There's also security station just to the left. Oddly, there's no one around, not even a guard on duty, but you do notice the airlock is secured with a card reader - again.\n\n<</nobr>><</if>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div><<if $action.action4 eq "fight">><<if $attrib.demeanor eq "agressive">>Furious,<<else>>Terrified,<</if>> you kick at thin air<<else>>Panicked, you scramble for the<</if>>...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action4 eq "fight">><<if $attrib.demeanor eq "agressive">>Furious,<<else>>Terrified,<</if>> you kick at thin air. Your boot connects with something solid. A distorted shimmer skids across the floor.<br><br>\n\n\t<<if $attrib.demeanor eq "agressive">>"Shit, shit,"<<else>>"No, no,"<</if>> you scramble back, <<if $attrib.demeanor eq "agressive">>reaching<<else>>fumbling<</if>> for a weapon.<br><br>\n\n\tAcross the room, the [[Hellcat|PDA][$hud.currentScreen = "Hellcat"]] snarls. Any moment the abomination will move and you'll loose sight of it. It's now or never. Blast the <<if $attrib.demeanor eq "agressive">>motherfucker<<else>>monster<</if>> into a million bits - or die trying.\n\t<<else>>Panicked, you scramble for the door. Something heavy bawls you over. You kick and struggle, knocking the invisible abomination aside. A distorted shimmer skids across the floor.<br><br>\n\n\t<<if $action.action4 eq "run" and $attrib.passedSneakCheck>>"Damn it!" You jump over the blur and, skidding dangerously, hurtle through the door.<br><br>\n\n\t\tAdrenaline surges as you slam it closed. A dull thud echoes against the far side. The lock shakes. Thinking fast, you jam the crowbar back into the lock. The [[Hellcat|PDA][$hud.currentScreen = "Hellcat"]] slams against the door again but it refuses to give.<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Thank fuck,"<<else>>"Phew,"<</if>> you mutter, pulse still racing. "Close. Too close."<br><br>\n\n\t\tYour gaze wanders to the door. Eerie silence haunts the utility passage. For a moment, you wonder if you did the right thing. But you're not going back in there. Not when there's an invisible killing machine on the far side. No way - never.\n\t<<else>>\n\t\t<<if $attrib.demeanor eq "agressive">>"Fuck, fuck, fuck!"<<else>>"Oh, no!"<</if>> You stumble, fall, and skid toward the exit on your hands and knees.<br><br>\n\n\t\tIce burns your hands. Frigid mist whirls around you. A blur of undefined motion moves into your path, blocking the doorway with a muted growl.<br><br>\n\n\t\t"Uh, oh." You back away, <<if $attrib.demeanor eq "agressive">>reaching<<else>>fumbling<</if>> for a weapon.<br><br>\n\t\t<</if>>\n\n\t\tUnseen claws dig into the ice. Panted breath meets your ears. Any moment the [[Hellcat|PDA][$hud.currentScreen = "Hellcat"]] will move and you'll loose sight of it. Any moment. It's now or never, fear or none. Blast the <<if $attrib.demeanor eq "agressive">>motherfucker<<else>>monster<</if>> into a million bits - or die trying.\n\t<</if>>\n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B28 - Machine Temple">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $processed = true>>\n\n\t\t<<set $hud.interference = true>>\n\t<</if>>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b28_sanctum_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're Sorry|b28_machinetemple_postcombat][$action.action1 = "sorry"; $attrib.caution += 1; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Insist you had To|b28_machinetemple_postcombat][$action.action1 = "hadto"; $attrib.violence += 1; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask who he Is|b28_machinetemple_postcombat][$action.action1 = "whois"; $attrib.dilligence += 1; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b28_sanctum_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b28_sanctum_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what's so Sacred|b28_machinetemple_postcombat][$action.action2 = "whysacred"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<<if $action.action1 eq "sorry">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you didn't mean to Trespass|b28_machinetemple_postcombat][$action.action2 = "didntmean"; $attrib.caution += 1; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you don't care for Threats|b28_machinetemple_postcombat][$action.action2 = "nothreats"; $attrib.violence += 1; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b28_sanctum_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_sanctum_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b28_sanctum_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight Lord Abbath|hud_combat][$processed = false; $attrib.violence += 3; $combatTemplate = "OldPaladin_B28"; $statistics.abom_uniqueKilled]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You creep toward the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_exo_unpowered.png"]]</div>You creep toward the [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]], careful to remain as quiet as you can. Your heart pounds with every step. Surely the [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] mercs will hear you - or notice you - and open fire. But they don't and you reach the charging station all but unnoticed.\n\n<<if $attrib.demeanor eq "agressive">>"Thank fuck for that,"<<else>>"Phew,"<</if>> you mutter, examining the [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]].\n\nFrom the front, all you can see is thick armor plates with jagged edges and all manner of servo systems. When you <<walk>> around the back, to where the armor is attacked to its rack, you can see into the padded interior. Dozens of probes and tubes are all neatly packed away, just waiting for a user they can interface with, and the backup UI in the helmet is blinking: //system charged - on standby//.\n\n<<if $equip.isNeuroImplant>>No doubt about it: a damn fine piece of technology, and one compatible with your [[Neuronodes|PDA][$hud.currentScreen = "aimpoint"]] at that. Even better: from what you can tell, there's no security system installed on the armor or charging rack - sheer stupidity on behalf of [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]]. So you could either use the thing or sabotage its rack, just to make sure the mercs don't use it against you.<<else>>You have no hope of interfacing with the armor, of course, but it's a damn fine piece of technology none the less. Pity if [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] used it against you. Maybe you could sabotage the charging rack, just to make their lives a little more difficult.<</if>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You stand behind the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<if $action.action3 eq "usearmor">><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_exo.png"]]</div>You stand behind the [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] and carefully step into armored boots, then slide your hands into the gloves. At once, clamps lock down. A digital beep resounds in your head, followed by a hydraulic hiss. Pain shoots through your body as the suit's probes and tubes latch onto your [[Neuronodes|PDA][$hud.currentScreen = "aimpoint"]]. Then something cold touches the back of your neck and all your senses go blank.\n\nEverything feels numb until the world returns with a jolt. Only it isn't the world you know. This perception is heavy and distant, as though you weren't really there at all. You figure that's because you're percieving the world through the senses of the [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] - all your biological senses would know is the dark interior of the suit. Just to prove your point, you flex your hands. Instead of fingers, an armored glove clenches and unclenches before your face.\n\n"Nice." You risk a step, causing the ground to shake. "Nice!"\n\nAcross the loading area, a distorted voice calls, "Shit! Did you feel that?"\n\n"Over there," another shouts. "Behind the crate!"\n\nMuted, almost insignificant footfalls sound, headed your way. Augments whirr as you turn to the crate separating you from the mercs. Even though your optical senses can't see them, you can almost feel the [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] on the other side. You take a step back, causing the floor to shake, and launch yourself into the shipping crate.\n\nTest tubes and lab coats explode as you smash through the impediment, bursting out the far side, and skidding to a stop before the mercs. All three recoil in shock. One of them tentatively raises his assault rifle but doesn't fire. The other two back away, their evident worry hidden by helmets and face masks. You on the other hand are as calm as could be. Locked away inside your [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]], you percieve nothing but the world around you, just as it is, completely devoid of emotional impression.<<else>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_exo_ruin.png"]]</div>You stand behind the [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]], examining the rack it's attached to. There are dozens of power cables linked into the suit, all of which you could remove, but that wouldn't cause any permanent harm - the suit's already charged after all. Then you spot another power cable which links the charging rack to the [[Scaffold 22|PDA][$hud.currentScreen = "caffold 22"]] power grid.\n\n"Bingo." You yank it out of the rig, causing it to power down with a hum, and lug the cable over to the power armor. "Now, here goes nothing."\n\nWith a grunt, you ram the cable into the suit's exposed internals. Sparks errupt. The [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] beeps angrily as the backup UI stutters and goes blank. To be safe, you jam the power cord into several other pieces of the suit, causing circuitry to short out with angry crackles and smoke to fill the inside of the [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]].\n\n"That should do it." You drop the cord, satisfied with your sabotage work.<</if>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You slide the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_agenthack.png"]]</div>\n\tYou slide the data block containing the Xjanu-4 intrusion agent into the holo-terminal. The device emits a soft beep. Holo-displays flicker as text scrolls past, executing base level commands at breakneck speed.<br><br>\n\n\tThe airlock unseals with a hiss. Beyond, glow panels flicker. A ventilation fan dies. The two [[Security Bots|PDA][$hud.currentScreen = "Security Bot"]] standing guard by a curtained doorway go limp, standby lights blinking. Before you, the holo-terminal remains blank save for a single word: //ERROR//.<br><br>\n\n\t"Nice." You remove the data block and pocket it again.\n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<if $action.action1 eq "none">>\n\t<<set $savesMenuPassage = "Level B28 - Spitting Fountain">>\n<<else>>\n\t<<set $savesMenuPassage = "Level B28 - Machine Temple">>\n<</if>>\n<</silently>>\n<<nobr>>\n\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b28_spittingfountain_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if ($job_witches_pendant.askedCelena and $job_witches_pendant.mainPhase lt 3) or $job_witches_pendant.mainPhase eq 2>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Search the Shrine|b28_spitting_fountain][$action.action1 = "shrine"; $hide.layer1 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t<<elseif ($job_witches_pendant.mainPhase eq 4 or $job_witches_pendant.mainPhase eq 5) and $equip.hasFusionSphere>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Machine Temple|b28_machinetemple_archway][$hide.layer1 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Fountain|b28_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b28_spittingfountain_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b28_spittingfountain_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Insert the Pendant|b28_spitting_fountain][$action.action2 = "insert"; $hide.layer2 = true; $action.arrive = "fromOutside"; playContextSound("ui_unlock");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Shrine|b28_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b28_spittingfountain_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_spittingfountain_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b28_machinetemple_enter_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Examine the Robots|b28_spitting_fountain][$action.action3 = "robots"; $hide.layer3 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Examine the Skeleton|b28_spitting_fountain][$action.action3 = "corpse"; $hide.layer3 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Head for the far Door|b28_spitting_fountain][$action.action3 = "door"; $hide.layer3 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b28_spittingfountain_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_spittingfountain_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_machinetemple_enter_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b28_machinetemple_actions_txt'>></div><br>\n\t\t<div id='loot-monoblade' class='OptionsField'>\n\t\t\t<<display 'b28_fountain_loot'>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'b28_spittingfountain_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_spittingfountain_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_machinetemple_enter_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_machinetemple_actions_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b28_machinetemple_result_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action4 eq "sabotage">>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Robots|hud_combat][$action.arrive = "fight"; $processed = false; $attrib.violence += 3; $combatTemplate = "Robots_B28"]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Stand Up|b28_spitting_fountain][$action.action4 = "none"; $hide.layer4 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\t<<if $action.action3 eq "door">>\n\t\t<div class='GameOption GameOption_Move'>[[Pull the Lever|b28_machinetemple_postcombat][$action.arrive = "<<walk>>"; $processed = false; playContextSound("ui_unlock");]]</div><br>\n\t<<else>>\n\t\t<<if $action.action3 eq "robots" and $loc_machinetemple.sabotagedRobots eq false>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Sabotage the Robots|b28_spitting_fountain][$action.action4 = "sabotage"; $hide.layer4 = true; playContextSound("ui_blip_error");]]</div><br>\n\t\t<<elseif $action.action3 eq "corpse">>\n\n\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t<<if $loc_machinetemple.storedKnife eq "razorspine">>\n\t\t\t\t\t<<click 'Take the Monoblade'>>\n\t\t\t\t\t\t<<set $action.action5 = $equip.knife; $equip.knife = $loc_machinetemple.storedKnife; $loc_machinetemple.storedKnife = $action.action5>>\n\n\t\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\t\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp");>>\n\n\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.knife>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.knife.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#loot-monoblade'>>\n\t\t\t\t\t\t\t<<display 'b28_fountain_loot'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<</click>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<click 'Return the Monoblade'>>\n\t\t\t\t\t\t<<set $action.action5 = $equip.knife; $equip.knife = $loc_machinetemple.storedKnife; $loc_machinetemple.storedKnife = $action.action5>>\n\t\t\t\n\t\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\t\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp");>>\n\n\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.knife>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.knife.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#loot-monoblade'>>\n\t\t\t\t\t\t\t<<display 'b28_fountain_loot'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<</click>>\n\t\t\t\t<</if>>\n\t\t\t</div><br>\n\t\t\n\t\t\t<div class='GameOption GameOption_Move'>[[Examine the Implants|b28_spitting_fountain][$action.action4 = "implants"; $hide.layer4 = true; playContextSound("ui_click");]]</div><br>\n\t\t<</if>>\n\t<</if>>\n\t<div class='GameOption GameOption_Move'>[[Step Back|b28_spitting_fountain][$action.action3 = "none"; $hide.layer3 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B28 - Machine Temple">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $processed = true>>\n\n\t\t<<if not $inztinct.unlockedSkills.contains("skill_abominated_10")>>\n\t\t\t<<set $inztinct.unlockedSkills.push("skill_abominated_10")>>\n\t\t\t<<if $attrib.religion eq "visionary">>\n\t\t\t\t<<set $inztinct.newSkills += 1>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b28_sanctum_loot_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Use the Holo-Terminal|b28_machinetemple_loot][$action.action1 = "terminal"; $hide.layer1 = true; playContextSound("ui_blip");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Examine the Pedestal|b28_machinetemple_loot][$action.action1 = "pedestal"; $hide.layer1 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b28_sanctum_loot_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b28_sanctum_loot_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action1 eq "pedestal">>\n\t\t\t\t<<if $loc_machinetemple.tookSubReactor eq false>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Move' id='transfer-item'>\n\t\t\t\t\t\t\t<<click 'Take the Device'>>\n\t\t\t\t\t\t\t\t<<set $loc_machinetemple.tookSubReactor = true; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp")>>\n\n\t\t\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t\t\t<<set $aquireText = "Old Device">>\n\t\t\t\t\t\t\t\t\t<<set $aquireImage = "s_nullcore">>\n\t\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<replace '#transfer-item'>>\n\t\t\t\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already took the Device]</div>\n\t\t\t\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t\t\t\t<<set document.getElementById("transfer-item").className = "GameOption GameOption_Disabled">>\n\t\t\t\t\t\t\t<</click>>\n\t\t\t\t\t\t</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the Device]</div></div>\n\t\t\t\t<</if>><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Use the Holo-Terminal|b28_machinetemple_loot][$action.action1 = "terminal"; $hide.layer1 = true; playContextSound("ui_blip");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<<if $loc_machinetemple.tookSubReactor eq false>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Search around the Pedestal|b28_machinetemple_loot][$action.action1 = "pedestal"; $hide.layer1 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t\t<</if>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Access the Personal Log|b28_machinetemple_loot][$action.action2 = "personal"; $loc_machinetemple.readDataPad = true; $hide.layer2 = true; playContextSound("ui_blip");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Access the Maintenance Protocols|b28_machinetemple_loot][$action.action2 = "maintenance"; $loc_machinetemple.readDataPad = true; $hide.layer2 = true; playContextSound("ui_blip");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Access the System Monitor|b28_machinetemple_loot][$action.action2 = "monitor"; $hide.layer2 = true; playContextSound("ui_blip");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Step Away|b28_machinetemple_loot][$action.action2 = "continue"; $hide.layer2 = true; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action2 neq "continue">>\n\t\t<div class='GameTextGreyed'><<display 'b28_sanctum_loot_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_sanctum_loot_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b28_sanctum_loot_logs_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Back|b28_machinetemple_loot][$action.action2 = "none"; $hide.layer2 = false; playContextSound("ui_blip_back");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b28_sanctum_loot_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_sanctum_loot_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b28_sanctum_loot_continue_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if not $chr_fabienne.alive>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Machine Temple|b28_tram_station][$action.arrive = "fromTemple"; $hide.layer0 = false; $job_witches_pendant.mainPhase = 100; $attrib.dilligence += 5; $hud.interference = false; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you don't Care|b28_machinetemple_loot][$action.action3 = "notcare"; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say that's up to Her|b28_machinetemple_loot][$action.action3 = "uptoher"; $attrib.caution += 1; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you want to activate the Archway|b28_machinetemple_loot][$action.action3 = "activate"; $attrib.violence += 1; $hide.layer3 = true; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b28_sanctum_loot_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_sanctum_loot_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_sanctum_loot_continue_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b28_sanctum_loot_continue_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Agree to ask Around|b28_machinetemple_loot][$action.action4 = "agree"; $hide.layer4 = true; $job_witches_pendant.mainPhase = 3; $job_witches_pendant.askedCelena = false; $job_witches_pendant.askedSphinx = false; $job_witches_pendant.askedRaj = false; $chr_fabienne.met = true; ga('send', 'event', 'game', 'job_pendant', 'acceptAskAround'); playContextSound("ui_click");]]</div>\n\t\t\t<<if $action.action3 neq "activate">><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Refuse to Help|b28_machinetemple_loot][$action.action4 = "refuse"; $hide.layer4 = true; $job_witches_pendant.mainPhase = 99; ga('send', 'event', 'game', 'job_pendant', 'refuseAskAround'); playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'b28_sanctum_loot_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_sanctum_loot_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_sanctum_loot_continue_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_sanctum_loot_continue_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b28_sanctum_loot_continue_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Machine Temple|b28_tram_station][$action.arrive = "fromTemple"; $hide.layer0 = false; $attrib.fatigue += 5; $time.active += 0.5; $attrib.dilligence += 5; $hud.interference = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You lower your weapon and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\t<<if $equip.clothes eq "Power Armor">>\n\t\tYou lower your weapon and stomp past the dead mercs, headed for the security door. There's a card lock on it but rather than bother with IDs, you cock your [[Power Fist|PDA][$hud.currentScreen = "powerfist"]] and smash the device clean off the door. The mag-clamps disegage and fall to the ground with a dull clatter.<br><br>\n\n\t\t"So much for security." You shove the door off its hinges and step inside.<br><br>\n\n\t\tBeyond is a short corridor that leads to an airlock. There's also security station just to the left. Oddly, there's no one around, not even a guard on duty, but you do notice the airlock is secured with a card reader - again. Not that you should have any issues with that, given the [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] and all, but it might be worth looking around all the same.\n\t<<else>>\n\t\tYou lower your weapon and creep out from behind your crate, headed for the mercs. They're all clearly dead - no reason to waste ammunition - so you step over the bodies and make for the security door behind them, which is card-locked. Again.<br><br>\n\n\t\t"Talk about tough security," you mutter, examining the mechanism.<br><br>\n\n\t\t<<if $job_anska_haze.mainPhase eq 3>>It's poorly installed but you still have your stolen ID Card. So rather than resort to brute force, you swipe it through the scanner and step inside.<<else>>It looks poorly installed again, so you grab your <<knife>> and ram the pommel against the device. It breaks off the door with a crack. The associated mag-clamps unseal and, secretly relieved that even worked, you step inside.<</if>><br><br>\n\n\t\tBeyond is a short corridor that leads to an airlock. There's also security station just to the left. Oddly, there's no one around, not even a guard on duty, but you do notice the airlock is secured with a card reader - again.\n\t<</if>>\n\n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B10 - Cryochamber 7">>\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<if $action.arrive eq "fromRun">>\n\t\t\t<<set $action.action1 = "placeholder">>\n\t\t<</if>>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\t\t<<set $processed = true>>\n\n\t\t<<set $hud.interference = false>>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b10_hellcat_leave_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Head back Upstairs|b10_cryolounge_hellcat_leave][$action.action1 = "leave"; $hide.layer1 = true; $time.active += 0.5; $attrib.fatigue += 5; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<<if $action.arrive neq "fromRun">>\n\t\t\t<div class='GameTextGreyed'><<display 'b10_hellcat_leave_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameText'><<display 'b10_hellcat_leave_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.arrive eq "fromRun">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Cryolounge|b10_boulevard_main][$processed = false; $action.arrive = "onfoot"; $attrib.fatigue += 1; $job_boulevard_hellcat.mainPhase = 98; $job_boulevard_hellcat.didMissionTime = $time.active; $time.active += 0.25; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Cryolounge|b10_boulevard_main][$processed = false; $action.arrive = "onfoot"; $attrib.fatigue += 1; $job_boulevard_hellcat.didMissionTime = $time.active; $job_boulevard_hellcat.mainPhase = 2; $time.active += 0.25; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You lower your weapon and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_hellcat.png"]]</div>You lower your weapon and, moving one careful step at a time, approach the fallen [[Hellcat|PDA][$hud.currentScreen = "Hellcat"]]. A pitiful squeak fills your ears. The blur of light moves ever so slightly. Terrified that it somehow survived, you grab your <<knife>> and slam it down. There's a faint resistance. You yank your blade back out to find it covered in pale, white ooze.\n\n"Yuck." You wipe the blade, secretly relieved.\n\nTo a point at least. You got rid of the abomination but all bets are off on who sent it. [[Witches|PDA][$hud.currentScreen = "Witches Coven"]] aren't out of the question, not even slightly, but why any of them would have a problem with a Cryolounge is beyond you.\n\nAt any rate, you should tell the receptionist you dealt with the thing. And then you should probably ask around a little. [[Hellcats|PDA][$hud.currentScreen = "Hellcat"]] don't just go prowling around. In fact, you've never even run into one before they're that rare, so this can't just be a coincidence. Not by a long shot.<</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You creep toward the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\nYou creep toward the door, careful to keep the row of shipping crates between you and the [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] mercs. Blood pounds in your veins with every step you take.\n\n<<if $action.action1 eq "kicklock">>You've barely gone a dozen paces when a door bangs open. You freeze instinctively.\n\n"Hey," someone calls. "Did you assholes trigger the damned alarm again?"\n\nThere's a distorted laugh. "No. We aren't that stupid, Doc."\n\n"Well, neither did we. Go check it out, will ya?" There's a brief pause. "Now, please. There could be a security breech."\n\n"Yeah, yeah, whatever, Doc." Footfalls echo as the mercs begin to move. "Ashley, watch the door. Williams, with me. You see anything, shoot it." The footfalls draw nearer. A shadow moves on the wall of the warehouse.\n\n<<if $attrib.demeanor eq "agressive">>"Fuck."<<else>>"Uh-oh."<</if>> You glance back, hoping for an escape route, just as two mercs move into view.\n\nOne of them sees you and slaps the other on the shoulder pad. His assault rifle rises. Targeting optics glint. There's just enough time to realize what's about to happen before coilfire errupts. You dive behind a crate, heart thudding and resigned to the fact you'll have to shoot your way in now.<<elseif not $attrib.passedSneakCheck>>Long seconds pass until you reach the far side of the crates. You peer around the corner the same moment one of the mercs taps his helmet.\n\n"Hey, did you guys hear—" He glances at you. "Oi! Intruder. Intruder!"\n\nAssault rifles rise, targeting optics glint. There's just enough time to realize what's about to happen before the [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] merc opens up on full auto. You duck back just in time, breathing hard. No alternative now. It's fight or kill.<<else>>Long seconds pass until you reach the far side of the crates. There, you peer around the corner. \n\nThe three [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] mercs are less than three meters away, still standing around in front of the security door. None of them have noticed you and, judging by the distorted voices coming from beneath their helmets, they're engrossed in a deep discussion about, well, you can't tell what.\n\n"Great." You duck back, debating your options.\n\nSneaking past obviously won't work but there's another door just ahead that doesn't look locked. Either you could risk the gauntlet enter the warehouse that way or you could creep back to where you entered and take out the mercs - your current position is too close to risk a firefight outnumbered three to one. Both are risky propositions but at least now you have options.<</if>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You take a deep breath and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\nYou take a deep breath and run for the back door. Footsteps patter. Air whistles past. You skid to a stop beside the door and hit the release. It hisses open quietly. A glance over your shoulder proves the mercs haven't noticed you.\n\n<<if $attrib.demeanor eq "agressive">>"Thank fuck."<<else>>"So far so good."<</if>> You slip inside and close the door.\n\nYou're in a short corridor which leads to a storage room. A brief glance inside reveals there's nothing there except cleaning materials and a disassembled maintenance bot. Outside again, the corridor forks off to the right. You head that way, one careful step at a time, until you reach a doorway that leads to the main entrance - you can tell because the mercs' helmets are visible through a small window in the security door. At any rate, there's a security station just opposite the doorway you entered through and a large airlock which leads deeper into the warehouse. There's no one around, not even a guard, but you do notice the airlock is secured with a card reader - again.<</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You <<if $attrib.toxicity gte 75>>swagger<<else>><<walk>><</if>> across the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_fountain.png"]]</div>You <<if $attrib.toxicity gte 75>>swagger<<else>><<walk>><</if>> across the <<if ($job_abomination_investigate.abomSabotagePhase gt 8 or $job_abomination_investigate.abomAugmentPhase gt 10) and $job_abomination_investigate.abomSabotagePhase neq 98>>tramway station to the security checkpoint. The <<if $loc_riptide.ownedBy eq "wilkin">>Raptors<<else>>[[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers<</if>> standing guard wave you through and so you pass<<else>>crowded walkways of Level B28<</if>>, headed for the Spitting Fountain opposite the tramway station. Water squirts from the many aquarian heads along the rim, splashing into the basin at irregular intervals. Several kids are watching the display, loudly guessing which head will squirt next. As you stop beside the fountain, a man flicks a credit chip in as he hurries past. It sinks to the bottom to joins the hundreds of other used chips lain to rest there.\n\n<<if $attrib.toxicity gte 75>>Comfortably buzzed, you plunk yourself on the edge of the fountain and watch the crowds on the walkways.<<elseif $attrib.fatigue gte 75>>Yawning, you sit on the edge of the fountain and watch the crowds on the walkways.<<else>>Relishing the relative calm, you sit on the edge of the fountain and watch the crowds on the walkways.<</if>> Hundreds of people hurry past every second. Barely anyone stops at the fountain and even fewer head to the little Shrine of Eden behind it. Sad, in a way, though you hardly care for the place either. Aside from kids and the rare holy man with an insatable urge to pray, the only people who ever visit this place are drunks and addicts who are quickly kicked out by the lone security bot assigned to keeping the peace.<</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>Feeling a tad awkward, you...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\nFeeling a tad awkward, you stand up and make for the Shrine of Eden behind the fountain. It's little more than a small room off the B28 walkway, with a battered old [[Security Bot|PDA][$hud.currentScreen = "Security Bot"]] standing to one side and a primitive metal altar covered in prayer notches against the far wall. There's no one around. The bot's head tracks your every movement when you step inside.\n\n<<if $attrib.demeanor eq "agressive">>"Oh, come on," you mutter. "I'm just looking."<<else>>"Nice and easy," you mutter. "I'm no threat."<</if>>\n\nThe [[Bot|PDA][$hud.currentScreen = "Security Bot"]] doesn't react in the slightest. <<if $attrib.caution gte 75>>Unnerved by its unwavering stare<<else>>Mildly irritated by its constant stare<</if>>, you scour the walls in search of anything that would allow you to instert the lockstar-pendant thing you found. There's nothing, just a few scratches on the walls, but certainly no hidden doorway. You're about to give up when you spot a depression in the floor roughly the size of the pendant.\n\n"Huh." You crouch beside it.\n\nBehind you, the [[Bot|PDA][$hud.currentScreen = "Security Bot"]] creaks. You look back to see it's head turned to the doorway. Evidently the machine has decided you're not a threat.<</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div><<if $action.arrive eq "fromOutside">>You insert the pendant...<<else>>You are standing amidst...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<if $action.arrive eq "fromOutside">>You insert the pendant into the depression. Nothing happens. You feel stupid. And it is stupid. How could a simple, sun-shaped trinket possibly unlock a hidden doorway in a Shrine of Eden? The very idea—\n\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_pendantdoor.png"]]</div>Something clicks beneath the floor. Lasers flicker across the pendant's surface, followed by a hydraulic hiss. Metal groans as wall panels are dislodged. The altar is knocked over by an ancient security door opening at the back of the shrine. Beyond, a narrow passage leads into the superstructure of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]].\n\n"Wow." You pick up the pendant and, as the door begins to close, slip inside.\n\nThe only source of light is your holo-beam, which just<<else>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_sprawldark.png"]]</div>You are standing in the dusty Machine Temple, surrounded by shadows. The light of your holo-beam<</if>> barely illuminates a dusty chamber positively overrun by ancient machinery. Old power cables and manipulator arms hang from the ceiling. At least a dozen repair benches stacked with long-disued tools stand against the walls and you can even see what looks like an oversized and incredibly archaic holo-terminal. The only remotely modern devices in sight are four prehistorics robots standing limp in the center of the room.\n\nBeyond them you can see what looks like another pressure door and there's a dark silhouette on the floor, lying in the shadow of the robots. It reminds you of a corpse and, when you risk a step closer, resolves into a skeleton wrapped in tattered, grey robes.<</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><<if $action.arrive eq "fromSelf">>You are standing beside...<<else>>You <<walk>> to the...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\t<<if $action.action3 eq "robots">>\n\t\tYou <<walk>> to the humanoid robots, eyeing their sleek hulls. None of them appear armed or powered but, when you look at their backs, all four have a blinking red light at the base of their mechanical skulls. It's impossible to tell whether they're active, in hibernation, or simply running on emergency power.<br><br>\n\n\t\tWhat you do notice however are the exposed power cores in their backs. Unlike modern designs, the core isn't sealed inside the chassis, and the heat sinks are exposed directly to the environment. None of the sinks are hot, or even warm, and you imagine they could all be yanked out. As a safety precaution, just in case the bots come online at an inoppertune moment.\t\n\t<<elseif $action.action3 eq "corpse">>\n\t\t<<if $action.arrive eq "fromSelf">>You are standing beside the robes skeleton.<<else>>You <<walk>> to the robed skeleton.<</if>> It looks human, or at least humanoid, but you aren't experienced enough with skeletons to say much more. What you can say is that whoever this once was was extensively augmented and implanted, and that none of the mechanical devices - an arm, leg, chestpiece, and lungs - have decayed even slightly.<br><br>\n\n\t\tNone of the augments or implants appear functional but you spot an unusual jagged blade - possible an archaic [[monomolecular blade|PDA][$hud.currentScreen = "razorspine"]] - still cluched in its left mechano-glove. The weapon, whatever it is, doesn't appear to have been used. Your best guess: the skeleton was killed by the robots before he or she could fight back - the top of the skull is badly fractured and there are several notches on its ribs that don't appear intentional.\n\t<<elseif $action.action3 eq "door">>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_machinedoor.png"]]</div>You head past the deactivated robots, to the pressure door at the far end of the Machine Temple. Your boots echo loudly. Dust drifts lazily and, with every step you take, you fear the robots will suddenly activate and attack from behind. Except they don't, not even when you're standing right in front of the door.<br><br>\n\n\t\tLike the rest of the Machine Temple, it's decidedly functional; a rusted pressure door flecked with dust. Six bolts hold it in place and there's an ancient, holographic interface beside it that doesn't react when you swipe a hand over it. Presumably dead, but the manual release might still be functional. Unless it's rusted through and prone to fail the moment you tug in. Hard to tell, really. There might be another system that needs to be disengaged first.\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div><<if $action.action4 eq "sabotage">>You move behind the first robot and...<<elseif $action.action4 eq "implants">>You examine the scattered implants...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\n<<nobr>>\n\t<<if $action.action4 eq "sabotage">>\n\t\tYou move behind the first robot and have just reached for it's power core when the light beneath its skull turns green. Machinery whirrs as the robot begins to power up, as do the other three. A digital beep echoes in the otherwise silent chamber.<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Shit!"<<else>>"Oops."<</if>> You yank the robot's power core out and back away.<br><br>\n\n\t\tThe other three machines turn. Mechanical arms reach for ancient weapons that appear from hatches beside the machines. No doubt about it: they're about to attack - because you were dumb enough to tamper with technology you know nothing about.\n\t<<elseif $action.action4 eq "implants">>\n\t\tYou examine the scattered implants and augments, though they tell you little of use. None of the scribbling on them is in any way legible - it's a foreign language at best, faded beyong belief at worst. All you can say for certain is they aren't compatible with any contemporary technology, and you only know that because the power cables and interface jacks are weirdly shaped.<br><br>\n\n\t\t"Wonder how old this <<if $attrib.demeanor eq "agressive">>crap<<else>>stuff<</if>> is," you mutter, glancing around the room, then turn back to the skeleton. "And how old you are."<br><br>\n\n\t\tThere's no way to tell, of course, but you'll wager a few hundred years at least, maybe even a century. At any rate, it's older than the most recent Technological Normalization Act, seeing as just about nothing you can see is in any way compatible with modern equipment.\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div><<if $action.arrive eq "fight">>You lower your weapon and...<<else>>You pull the emergency release...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n<<if $action.arrive eq "fight">>You lower your weapon and step over the destroyed robots, headed for the pressure door at the end of the room. Your boots echo loudly. Dust drifts lazily and, with every step you take, you almost expect more robots to appear - it just seems like they might. Nothing happens though, not even when you stop before the door.<br><br>\n\nIt's badly rusted and held in place by six bolts. The controls don't react when you swipe them. Instead, you pull the emergency release.<<else>>You pull the emergency release.<</if>> Metal squeaks on metal, followed by a hiss as air excapes the unsealing door, whirling dust into your eyes and nose.<br><br>\n\n<<if $attrib.demeanor eq "agressive">>"Fucking hell."<<else>>"Sheesh."<</if>> You cough, blinking dust out of your eyes.<br><br>\n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_sanctum_base.png"]]</div>The circular chamber beyond the pressure door is as shadowy as the one before, and equally dusty. Your holo-beam reeals a single occupant: ssomeone - or something - kneeling before a pedestal in the center, spindly fingers clasped around a silver orb.<br><br>\n\nAt first you would say it's a man in an ancient exosuit but there's something wrong about him. Even in the gloom you can see his body is so infested with wires, cables and augments that no flesh remains, just bone and machine.<br><br>\n\n"Tedious," a hollow, synthesized voice drones. "Must you disturb these sacred halls?"<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\t<<if $action.action1 eq "sorry">>"Sorry," you say, eyeing the thing uneasily. "I was kinda expecting this place to be deserted, y'know?"<br><br>\n\n\t"A grave misconception." The thing sets its silver orb down and stands, augments whirring. "One you will not make twice."<br><br>\n\n\t"Wow, wow." You step back, raising your hands. "No need for violence. I was just looking around. I didn't except to meet anyone. Anything. Whatever the case is with you."<br><br>\n\n\t"Technicalities." The thing takes a step toward you, causing an armored foot to ring on the floor.\n\t\n\t<<elseif $action.action1 eq "hadto">>"Yep, I absolutely had to," you say sarcastically. "Mean, that's absolutely why I came here, just to<<if $attrib.demeanor eq "agressive">> fuck with you.<<else>> bother you.<</if>>"<br><br>\n\n\t"Unlikely, but possible." The thing sets its silver orb down and stands, augments whirring. "And unfortunate for you, should your words indeed be true, for I have no mind for petty games."<br><br>\n\n\t<<if $attrib.demeanor eq "agressive">>You can't help but snort. "Fine, let's play this the hard way then. Who throws the first punch?"<<else>>You can't help but scoff. "Not one for humor, are you?"<</if>><br><br>\n\n\t"Arrogant." The thing takes a step toward you, causing an armored foot to ring on the floor.\n\n\t<<elseif $action.action1 eq "whois">>"Better question." You risk a step toward the thing. "Who<<if $attrib.demeanor eq "agressive">> the fuck<</if>> are you and what are you doing here?"<br><br>\n\n\t"I am Sunlord Abbath." The thing sets its silver orb down and stands, augments whirring. "And who, might I ask, are you?"<br><br>\n\n\t"Name's Vine. I was just looking around. Didn't except to meet anyone. Anything. Whatever the case is with you."<br><br>\n\n\t"I see." The thing takes a step toward you, causing an armored foot to ring on the floor.\n\t\n\t<</if>>"Let it be known: you trespass in sacred halls. Begone. Now. Or I shall cast you out in the name of the First Star, may it's Light shine on forever, and all that is true in this universe."\n\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action2 eq "whysacred">>"Sacred? This place?" You wave around in disbelief. "It's a<<if $attrib.demeanor eq "agressive">> damned<</if>> workshop, and an ancient, inoperable one at that. What could possibly—"<br><br>\n\t\n\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_boss_sunlord.png"]]</div>"Ignorant, blind, like those who turned against their faith. You will burn for your sins in the light of the First Star, biological." The abomination steps forward again, armored plates closing around its head, forming a helmet not unlike those that [[Paladins|PDA][$hud.currentScreen = "Paladin"]] wear. "Pray forgiveness for your eternal soul while you still can, for there shall be no reckoning in the void."<br><br>\n\n\t<<elseif $action.action2 eq "didntmean">>"Didn't mean to get in your way, like I said. So I'll just be on my way already."<br><br>\n\n\t"Hollow words from a hollow mortal. You will burn for your sins in the light of the First Star, biological." The abomination steps forward again, armored plates closing around its head, forming a helmet not unlike those that [[Paladins|PDA][$hud.currentScreen = "Paladin"]] wear. "Pray forgiveness for your eternal soul while you still can, for there shall be no reckoning in the void."<br><br>\n\t<<elseif $action.action2 eq "nothreats">>"Don't threaten me," you snarl, stepping toward the thing. <<if $attrib.demeanor eq "agressive">>"I don't care what the fuck you are. You're gonna die. Like all the fucking trash I hunt."<<else>>"I don't care who or what you are. I hunt garbage like you for a living, and believe me, all I need is an excuse."<</if>><br><br>\n\n\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_boss_sunlord.png"]]</div>"Harsh words from a hollow mortal. You too shall burn for your sins in the light of the First Star, biological." The abomination steps forward again, armored plates closing around its head, forming a helmet not unlike those that [[Paladins|PDA][$hud.currentScreen = "Paladin"]] wear. "Pray forgiveness for your eternal soul while you still can, for there shall be no reckoning in the void."<br><br>\n\t<</if>>\n\n\t<<if $attrib.demeanor eq "agressive">>"Oh, shit,"<<else>>"Oh, no,"<</if>> you mutter, backing away.<br><br>\n\n\t"Quiver and bown down, for Sunlord Abbath does not serve the pitiful many, and does not recognize the heretical pact the treacherous many swore." The abomination rasies a hand, causing bright, almost brillant light to form between his fingers. "The First Star will reign forever, Biological, but you shall never live to see their glorious light again!"<br><br>\n\n\tYou don't have time to think, much less consider a response. Whatever this thing is, abomination or simply a misguided fanatic long past his due date, it intends to destroy you. To hell with Lord Abbath and his First Star - and all the other religious crap for that matter. Right now it's down to who shoots first, and you intend to be that one.\t\n\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You lower your weapon and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_paladin_old.png"]]</div>\n\tYou lower your weapon and, wary of some form of trickery, approach the fallen Sunlord. Its augments whirr pitifully, causing smoke to drift lazily from its joints. An arm attempts to move but simply causes a shower of sparks.<br><br>\n\n\t<<if $attrib.demeanor eq "agressive">>"Stupid hunk of junk."<<else>>"Nasty way to end."<</if>> You shake your head, staring at the mechanical monster's faceless mask. "Glad it wasn't me."<br><br>\n\n\tThere's a distorted rasp that might have been an attempt at a response.<br><br>\n\n\t<<if $attrib.demeanor eq "agressive">>"Oh, fuck you and your First Star too,"<<else>>"Oh, please,"<</if>> you say, glancing around the dusty chamber. "Kill me for walking into your <<if $attrib.demeanor eq "agressive">>shithole here<<else>>prison<</if>> yeah, real friendly. What's so<<if $attrib.demeanor eq "agressive">> damn<</if>> important about this place anyways?"<br><br>\n\n\tThere's no response, not even a feeble whirr from the demolished machine, so you set out in search of your own answers. Maybe the ancient holo-terminal fused into the far wall will provide them. Or maybe you shoold look at the pedestal in the center of the room, or to be more exact, the silver orb Sunlord Abbath placed atop it.\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You approach the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\t<<if $action.action1 eq "terminal">>You approach the terminal, which is dark save for a blinking light at the base of the projector. When you wave your hand before it, nothing happens. Then you realize there's a physical button-interface before the projector.<br><br>\n\n\t\tYou hit one of the keys. The device whirrs to life, projecting the following screen on the dusty wall:<br><br>\n\n\t\t<div class='HUD_datapad'><strong>DataNet Access Node - Temple 4</strong><br>\n\t\t<span class='yellowcolor'>WARNING:</span> unexpected system reboot. previous session successfuly restored<br><br>\n\n\t\tCurrent Directory: sys.users.ji.datafiles:<br><br>\n\t\t- Personal Log<br>\n\t\t- Maintenance Protocols<br>\n\t\t- System Monitor\n\n\t\t</div>\n\t<<elseif $action.action1 eq "pedestal">>You approach the pedestal, eyeing the silver orb. It was once no doubt perfectly smooth but the surface is now covered in hairline fractures. How they occured, or what the orb is, you can't say but when you pick it up it's oddly heavy and cold.<br><br>\n\t\t\n\t\t"Hmm." You turn it between you fingers, shrug helplessly, and place it back.<br><br>\n\n\t\tYou're about to step away when you spot another, conical device set in a depression at the base of the pedestal. Unlike the orb it looks intact. There's no way to tell what it does however, or whether it's safe to remove. Maybe you should just leave it be.\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You select the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\t<<if $action.action2 eq "personal">>You select the personal log. It reads:<br><br>\n\n\t\t<div class='HUD_datapad'>\n\t\t<strong>DataNet Access Node - Temple 4</strong><br>\n\t\t<strong>Currently Viewing:</strong> Personal Log - Ji Suvi<br><br>\n\n\t\tThe techno-mage visited me today, on the eve of Lord Abbath's inquiry, with a queer proposition: rob Lord Abbath of all his Solarborn legitimacy. Why the Circle cares for this I do not know but I see no reason to doubt their disdain for the old ways. We must merely ensure that one of the 'stolen' Fusion Spheres overloads when Lord Abbath attemts to reclaim it. To any laymen present, including the inevitable entourage of Solar Knights we have come to expect these days, it will appear as the the First Star itself have rejected Lord Abbath. The resulting electromagnetic surge will of course fry the circuitry in the Sanctum but the blast doors should be able to contain the radiation. I volunteered to sacrifice myself and the Temple's reputation to this end. It cannot not be worse than being subjected to this inevitable Solar Purge.\n\n\t\t<br><br><hr><br>\n\n\t\tSplendid. Lord Abbath has publicly announced that our Machine-Temple has both defiled the sanctity of the Temple of Sol and stolen several hallowed 'Solar Spheres'. Ignorance and lies pure but all believe his sacred words. Despite the gravity of the situation, I insisted on our position of non-violence. This even though agents of the Circle told me beyond doubt that Lord Balsit confessed the 'sin' of gifting us with several Fusion Spheres for our research before Lord Abbath. I have hidden them away safely but our position is precarious. It would not surprise me if we were all purged for our allegedly heretical crimes.\n\n\t\t<br><br><hr><br>\n\n\t\t I was right to take precautions. Agents loyal to Lord Abbath have been probing our systems with primitive spy-routines. I have locked down the systems down and physically reconfigured our automations into self-defense mode to ensure the Bylthal Massacre isn't repeted here, further lending irrational credibility to the 'dangers' of our 'technological meddling'. I was also visited by a trusted friend, Lord Cornelius, who claimed the Sunlord has taken it upon himself to investigate the strange goings-on of our Machine Cult in person. I doubt Lord Cornelius will be in any position to stop his inquiries, even if he were so inclined.\n\n\t\t<br><br><hr><br>\n\n\t\tIn light of the Solar Knight's warnings, and comments made by the techno-mage of the Circle about the strange occurences and power surges, I have constructed a shielded inner-wall within the Sanctum, to protect our systems from the interference and the Archway from discovery. I do not believe that Lord Cornelius would mind its presence. Should a less progressive Solar Lord investigat our 'occultist' premises however, there could be trouble. I do not wish to damn myself or any of those who place their belief in the community and technology of Eden. That would be irresponsible.\n\n\t\t<br><br><hr><br>\n\n\t\tEver since we started studying that Archway, events have been taking strange turns. Last week, half our stock of cabling disappered only to be found in the old Bathing Room. Then all our power shorted out in the middle of the night cycle despite no one being present in the Sanctum - I checked. And today a man, apparently a Great Builder - I thought them all died in the Crusade - named Cornelius appeared here in secret, seeking assistance with a damaged servomotor. I was wary at first but still tended the issue. In return he warned me that Lord Abbath has been inquiring into the goings-on of Scaffold 22. Why a Great Builder would take pity on our Temple is beyond me but I welcome his warning.\n\n\t\t<br><br><hr><br>\n\n\t\tAll attempts to discern the inner workings of the Archway to Heaven have proven fruitless. We engaged a techno-mage from the Circle, hoping to glean insight, but even his knowledge is not sufficient. We have been pouring over the user manual for ninteen days straight and all we can say for certain is this: the device requires a Fusion Sphere (apparently we are calling these devices Globes of Eden now but I find the term as disingenuous as the old Solar Sphere terminology) to operate, which we already knew. On the upside, I have been informed by the Great Builder that a passing trader, apparently the Baron vi N'Dell, was kind enough to gift three fusion spheres to the cause, so perhaps there is still hope for success.\n\t\t</div>\n\t<<elseif $action.action2 eq "maintenance">>You select the maintenance protocols. They read:<br><br>\n\t\t<div class='HUD_datapad'>\n\t\t<strong>DataNet Access Node - Temple 4</strong><br>\n\t\t<strong>Currently Viewing:</strong> Maintenance Protocols - Ji Suvi<br><br>\n\n\t\tTicket: #55111111111873678485616741<br><br>\n\t\tComments: do not, ever, ever, ever leave the archway on the grid over the night cycle! I figured out what caused the surge and we were lucky to have a local breaker or we'd have shorted out all of the Municipal's power. the device has a quantum polling subroutine that pings for nearby archways at a pre-determined interval - roughly 0.98908711 GSD. our system's can't handle that level of voltage, at least not the way they're currently set up, and no, I am NOT putting a Fusion Sphere in the archway (which would avert the issue). Only the Loving Stars know what's on the other side; it may not be Heavn like Brother Limu wants to believe.\n\n\t\t<br><br><hr><br>\n\n\t\tTicket: #5511111111187367841584415<br><br>\n\t\tComments: working on a Solar Knight's apparrel was a true challenge but, Loving Stars, I never knew how terrible AntiSkel was at deflecting modern weaponry. Guess that explain why friction shields are gaining popularity amongst duelists. It's a wonder this poor fellow didn't loose his entire leg. the knee joint servomotors were completly mangled. His comment? bar brawl. Likely!\n\n\t\t<br><br><hr><br>\n\n\t\tTicket: #5511111111187367841687351<br><br>\n\t\tComments: forget what I said about toasters. Lord B actually managed to break an autotoast unit. not exactly his fault but am uploading the toast-verification runtime to our library anyways, in case there are other Lords or Ladies with similar issues. and no, the runtime isn't legally aquired, because the company that wrote it went bankrupt a century ago. talk about a pain to aquire.\n\n\t\t<br><br><hr><br>\n\n\t\tTicket: #5511111111187367841687350<br><br>\n\t\tComments: the Circle sub-contracted a few of our techs for an issue with the old fusion core down by the Interchange and now one of them's come back with a strange issue: the core's cooling chamber is overheating. I was confused at first but I think the Machine-Cult has secretly been building a new generator. The Great Builder might be involved. anyways, the unit has been recalibrated and the core works fine now. but the stationkeeper AI refused to autoupdate the config. had to do it manually. weird. what idiot designed that thing?\n\n\t\t<br><br><hr><br>\n\n\t\tTicket: #5511111111187367841687168<br><br>\n\t\tComments: set up public charging stations in the Halls to reduce number of gallian cells we have to replace or charge. we really, really need to teach people how to solve basic tech issues or we'll look like gods while repairing toasters for the rest of our lives\n\t\t</div>\n\t<<elseif $action.action2 eq "monitor">>You select the system monitor. It reads:<br><br>\n\n\t\t<div class='HUD_datapad'>\n\t\t<strong>DataNet Access Node - Temple 4</strong><br>\n\t\t<strong>Currently Viewing:</strong> System Monitor<br><br>\n\n\t\tPower Grid: <span class='redcolor'>disconnected</span><br>\n\t\t<<if $loc_electroshop.warlockActive>>\n\t\tW4R1kNet: <span class='greencolor'>active</span><br>\n\t\t<</if>>\n\t\tDataNet: <span class='yellowcolor'>local network only</span><br>\n\t\tHall01: <span class='redcolor'>disconnected</span><br>\n\t\tHall02: <span class='redcolor'>disconnected</span><br>\n\t\tHall03: <span class='redcolor'>disconnected</span><br>\n\t\tHall04: <span class='redcolor'>system failure</span><br>\n\t\tEmergency Power: <span class='yellowcolor'>remaining charge estimated at 231 GSY</span>\n\n\t\t</div>\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You step away from the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\tYou step away from the holo-terminal \n\t<<if not $chr_fabienne.alive>>\n\t\tand, with a last glance around, make your departure. Footsteps sound on the ancient floor. Dust whirls in the air. You pause, one last time, to look back at this long-forgotten place of worship and the Sunlord's mangled corpse.<br><br>\n\n\t\tTragic, but there's nothing there for you, just old technology, so outdated it won't even work with modern systmes. There's no point poking around in such an ancient past. Better whatever it secrets rot away, convered in dust and forgotten like the dark era that spawned them. At least now they can rest in peace.\n\n\t<<else>>\n\n\t\tjust as soft footsteps patter on the floor. Adrenaline surges. You grab your <<if $equip.pistol.name neq "none">><<pistol>><<else>><<knife>><</if>> and whirl around to see a red-haired woman standing behind you, [[hellspike|PDA][$hud.currentScreen = "hellspike"]] in hand.<br><br>\n\n\t\tShe smiles. <<if $job_witches_pendant.askedSiren>>"Hey, there. Was wondering if I'd find you here."<br><br>\n\n\t\t"You're—" <<if $attrib.demeanor eq "agressive">>You reach for a weapon<<else>>You take a step back<</if>>. "—the [[Siren|PDA][$hud.currentScreen = "Siren"]], right?"<br><br>\n\n\t\t"You can call me Fabienne, you know. Not my favorite name but whatever. And don't worry. I'm not here to kill you. This—" She holds up her [[Hellspike|PDA][$hud.currentScreen = "hellspike"]]. "—was for that asshole—" She indicates the dead Sunlord.\n\t\t<<else>>"Hey, there. Having fun?"<br><br>\n\n\t\t\t<<if $chr_fabienne.met>>\n\t\t\t\t"Right until you showed up, Fabienne. Now? Well, now I'm not so sure anymore."<br><br>\n\n\t\t\t\t"Oh, brilliant," she says. "And before you ask: no, I am not here to kill you. This—" She holds up her [[Hellspike|PDA][$hud.currentScreen = "hellspike"]]. "—was for that asshole—" She indicates the dead Sunlord."\n\t\t\t<<else>>\n\t\t\t\t"Not exactly." <<if $attrib.demeanor eq "agressive">>You reach for a weapon<<else>>You take a step back<</if>>. "Who are you?"<br><br>\n\n\t\t\t\t"Fabienne. Long ago, part of the [[Black Circle|PDA][$hud.currentScreen = "Black Circle"]], now just your run of the mill [[Siren|PDA][$hud.currentScreen = "Siren"]]. And don't worry. I'm not here to kill you. This—" She holds up her [[Hellspike|PDA][$hud.currentScreen = "hellspike"]]. "—was for that asshole—" She indicates the dead Sunlord.\n\t\t\t<</if>>\n\t\t<</if>><br><br>\n\n\t\tStill suspicous, you say, "You knew him?"<br><br>\n\n\t\t"Knew and despised." The [[Siren|PDA][$hud.currentScreen = "Siren"]] shrugs. "That's all in the distant past now though. All I want is the archway. Or, well, what's on the other side of it."<br><br>\n\n\t\t<<if $job_witches_pendant.askedSiren>>"So you knew it was here," you say darkly. "Okay. What is it even?"<<elseif $loc_machinetemple.readDataPad>>"There were some notes on that terminal," you say. "What is it, exactly?"<<else>>"The archway," you say slowly. "Okay. What's that?"<</if>><br><br>\n\n\t\t"An old portal device," Fabeienne says. "I'm not sure where it leads. Even the [[Circle|PDA][$hud.currentScreen = "Black Circle"]] couldn't figure that out before Lord Blasteverythingtobits came carreering in here but I got a good feeling it's an old Dynastic Tomb. Been waiting millenia for the ratiation to bleed away enough but, yeah, now we're here. Only question is what happens next."\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\tYou say,\n\t<<if $action.action3 eq "notcare">>"I don't care. Just came here to take a look around. Things have been weird ever since."<br><br>\n\n\t"Well, I'm here to see what's on the other side of the archway. Only problem is we'll need a working Fusion Sphere. And I don't have one. Do you?"\n\t<<elseif $action.action3 eq "uptoher">>"Up to you. I just came here out of curiosity, nothing more."<br><br>\n\n\t"Well then, we activate the archway." Fabienne scowls. "Only problem is we'll need a working Fusion Sphere. And I don't have one. Do you?"\n\t<<elseif $action.action3 eq "activate">>"I wanna see what's on the other side. So we activate the archway."<br><br>\n\n\t"Then we're here for the same thing." Fabienne grins, then frowns. "Only problem is we'll need a working Fusion Sphere. And I don't have one. Do you?"\n\t<</if>><br><br>\n\n\t"No," you say flatly.<br><br>\n\n\t"Bugger. I know the old Machine Priests had one. Three, actually. But that was millenia ago. No clue where they went to. Hey, you think you could look for one?"<br><br>\n\n\t"Look for an ancient fusion sphere." <<if $attrib.demeanor eq "agressive">>You can't help but snort. "What the hell makes you think I'll find one?"<<else>>You shake your head. "Man, what makes you think I'll find one?"<</if>><br><br>\n\n\t"Well, nothing. But it'll take me a while to get the archway up and running. Figured maybe you'd wanna help."\n\n<</nobr>><</if>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div><<if $action.action4 eq "agree">>"I'm in," you say....<<elseif $action.action4 eq "refuse">>"No fucking way," you say...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action4 eq "agree">>"I'm in," you say. "Not that I know where to find a working fusion sphere. But I'm in."<br><br>\n\n\t"I don't know where to find one either," Fabienne admits. "But do what you can, then meet me back here. It might just be worth your while."<br><br>\n\n\t"Make sure it is." With that, you turn and stride from the Machine Temple.\n\n\t<<elseif $action.action4 eq "refuse">>"No <<if $attrib.demeanor eq "agressive">>fucking <</if>>way," you say. "You wanna turn this old <<if $attrib.demeanor eq "agressive">>crap<<else>>heap of junk<</if>> on, fine. But without me. End of story."<br><br>\n\n\t"Okay, fine, it's your loss." Fabienne shrugs. "Be on your way then. I won't do anything silly."<br><br>\n\n\t"Good." You turn and stride from the machine temple.\n\t<</if>><br><br>\n\n\tFootsteps sound on the ancient floor. Dust whirls in the air. At the doorway to the Sanctum, you pause to look back. Fabienne is pouring over the archaic holo-terminal. The demolished Sunlord still lies on the floor where he fell. <br><br>\n\n\tIt's like a glimpse into the past, into a world untouched by progress and development, \n\n\t<<if $action.action4 eq "agree">>and you've just pledged yourself to uncovering its long-lost secrets. Not something you ever imagined you'd do but, <<if $attrib.demeanor eq "agressive">>hell<<else>>well<</if>>, curiosity never killed the cat before, did it?\n\t<<else>>but it isn't your world. Better it remain as it is - forgotten and lost to the ages. You won't be sad to leave it behind.\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.arrive eq "fromRun">>You turn away and<<else>>You leave the cryonics chamber<</if>>...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<if $action.arrive eq "fromRun">>You turn away and head back up the ladder. By the time you reach the store room behind the reception, every muscle in your body is trembling from the chill. But it's warmer upstairs and it only gets better when you step out, into the well-lit entry area of Icefall Cryogenics.\n\nThe receptionist shoots you a worried look. "Was it all right, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>? We, uh, had some complaints about noise from our customers."\n\n"Okay is the wrong word," you reply, leaning on the desk. "It's a [[Hellcat|PDA][$hud.currentScreen = "Hellcat"]]. And it's still alive. <<if $attrib.demeanor eq "cautious">>I'm good, but not that good, unfortunately.<<else>>Thing like that's way beyond my skills.<</if>>"\n\n"Oh." The man looks crestfallen. "But I was told you were the best, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>."\n\n"Well, we all have our limits." You force a smile and turn away but hesitate. "Tell your Boss I don't expect payment. But if he wants that thing dealt with, he'll have to find someone <<if $attrib.demeanor eq "cautious">>willing to risk their life over it.<<else>>who can handle it.<</if>>"\n\n"I see. Very well. I, ah, shall inform Mr. Harper of the situation. Thank you at least for trying, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>."\n\nYou just nod in response, too glad to be away from the [[Hellcat|PDA][$hud.currentScreen = "Hellcat"]] to even bother with a response. Plus, it's hard not feeling ashamed for having failed to kill that abomination. That's supposed to be your job. And you just ran away. Best not to linger - least anyone put two and two together and realize you're a complete coward.<<else>>You leave the cryonics chamber and head back to the ladder. By the time you reach the store room behind the reception, every muscle in your body is trembling from the chill. But it's warmer upstairs and it only gets better when you step out, into the well-lit entry area of Icefall Cryogenics.\n\nThe receptionist shoots you a worried look. "Was it all right, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>? We, uh, had some complaints about noise from our customers."\n\n<<if $attrib.demeanor eq "agressive">>"Eh, the problem's taken care of if that's what you mean. But you got a corpse down there you'll have to chuck. Assuming you can find it. It's invisible."<<elseif $attrib.demeanor eq "cautious">>"Well, I got out alive and the abomination's dead. Though, uh, there's a corpse down there that you should probably get rid of. Provided you can find it. It's invisible."<<else>>"Let's put it this way: the abomination's dead but there's a corpse down there that needs to be disposed of. Assuming you can find it. It's invisible."<</if>>\n\n"Ah." The man looks lost. "Invisible?"\n\n<<if $attrib.demeanor eq "agressive">>"Long story. Just have someone canvas the room.<<else>>"It refracts visible light. Have a crew canvas the room. It won't be going anywhere.<</if>> And tell your head of security I'll be looking into this matter a bit more, just to make sure something of the similar sort doesn't happen again."\n\n"Of course," he says, making a few hasty notes. "And I thank you very much. I am certain Mr. Harper will contact you about payment as soon as he has verified your work."\n\nYou just nod in response, too preoccupied with the [[Hellcat|PDA][$hud.currentScreen = "Hellcat"]] matter to bother with formalities. There has to be more to this - there just has to. Maybe you should ask around a bit. Anska might know something.<<if $chr_celena.isWitch>> And Celena's a good source on all things related to [[witches|PDA][$hud.currentScreen = "Witches Coven"]] too. Maybe she can help.<</if>><</if>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B28 - Machine Temple">>\n\t<<set $hud.interference = true>>\n\n\t<<if not $inztinct.unlockedSkills.contains("skill_abominated_10")>>\n\t\t<<set $inztinct.unlockedSkills.push("skill_abominated_10")>>\n\t\t<<if $attrib.religion eq "visionary">>\n\t\t\t<<set $inztinct.newSkills += 1>>\n\t\t<</if>>\n\t<</if>>\n<</silently>>\n<<nobr>>\n\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b28_spittingfountain_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b28_machinetemple_archway_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $chr_fabienne.alive>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Hand over the Sphere|b28_machinetemple_archway][$action.action1 = "handover"; $hide.layer2 = true; playContextSound("ui_click"); $equip.hasFusionSphere = false]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you'll install It|b28_machinetemple_archway][$action.action1 = "install"; $hide.layer2 = true; playContextSound("ui_click"); $equip.hasFusionSphere = false]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Machine Temple|b28_tram_station][$action.arrive = "fromTemple"; $hide.layer0 = false; $attrib.fatigue += 1; $time.active += 0.25; $job_witches_pendant.mainPhase = 100; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b28_spittingfountain_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_machinetemple_archway_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b28_machinetemple_archway_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Give Fabienne the Pendant|b28_machinetemple_archway][$action.action2 = "handover"; $hide.layer3 = true; $job_witches_pendant.mainPhase = 6; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b28_spittingfountain_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_machinetemple_archway_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_machinetemple_archway_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b28_machinetemple_archway_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask where it Leads|b28_machinetemple_archway][$action.action3 = "wherelead"; $hide.layer4 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what happens Next|b28_machinetemple_archway][$action.action3 = "whatnow"; $hide.layer4 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Step through the Archway|b28_machinetemple_archway][$action.action3 = "enter"; $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b28_spittingfountain_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_machinetemple_archway_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_machinetemple_archway_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_machinetemple_archway_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b28_machinetemple_archway_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Dynasty Tomb|dynastytomb_explore][$processed = false; $attrib.fatigue += 1; $time.active += 0.25; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>\n\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Unknown - Dynasty Tomb">>\n\n\t<<if not $processed>>\n\t\t<<set $action.arrive = "fromOutside">>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'dynastytomb_explore_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Examine the Obsidian Block|dynastytomb_explore][$action.action1 = "coffin"; $hide.layer1 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Search the Vaccuum Containers|dynastytomb_explore][$action.action1 = "urns"; $hide.layer1 = true; $action.arrive = "fromOutside"; playContextSound("ui_unlock");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Join Fabienne by the Wall|dynastytomb_explore][$action.action1 = "wall"; $hide.layer1 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'dynastytomb_explore_txt'>></div><br>\n\t\t<div class='GameText'><<display 'dynastytomb_explore_2_txt'>></div><br>\n\t\t<div id='loot-dynastytomb' class='OptionsField'>\n\t\t\t<<display 'loot_dynastytomb_options'>>\n\t\t</div>\n\t<<elseif $action.action2 eq "datapad">>\n\t\t<div class='GameTextGreyed'><<display 'dynastytomb_explore_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'dynastytomb_explore_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'dynastytomb_explore_dpad_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Put the data pad Down|dynastytomb_explore][$action.action2 = "none"; $hide.layer2 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'dynastytomb_explore_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'dynastytomb_explore_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'dynastytomb_explore_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Robots|hud_combat][$action.arrive = "fight"; $processed = false; $attrib.violence += 3; $combatTemplate = "Robots_DynastyTomb"]]</div>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'dynastytomb_explore_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'dynastytomb_explore_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'dynastytomb_explore_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'dynastytomb_explore_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Robots|hud_combat][$action.arrive = "fight"; $processed = false; $attrib.violence += 3; $combatTemplate = "Robots_DynastyTomb_Alt"]]</div>\n\t\t</div>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t<<if $action.action1 eq "urns">>\n\t\t<div class='GameOption GameOption_Move'>[[Read the Data Pad|dynastytomb_explore][$action.action2 = "datapad"; $hide.layer2 = true; $loc_old_catacombs.readDataPad = true; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\n\t\t\t<<if $equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>Main Weapon Restricted</div></div>\n\t\t\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>\n\t\t\t<<if $loc_old_catacombs.storedRifle eq "Arclance">>\n\t\t\t\t<<click 'Take the Arclance'>>\n\t\t\t\t\t<<set $equip.charge = 100; $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_old_catacombs.storedRifle; $loc_old_catacombs.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t\t<<set $statistics.lootedMainWeapon += 1>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText =$equip.rifle.name>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#loot-dynastytomb'>>\n\t\t\t\t\t\t<<display 'loot_dynastytomb_options'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<<else>>\n\t\t\t\t<<click 'Return the Arclance'>>\n\t\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_old_catacombs.storedRifle; $loc_old_catacombs.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText =$equip.rifle.name>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#loot-dynastytomb'>>\n\t\t\t\t\t\t<<display 'loot_dynastytomb_options'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<</if>>\n\t\t</div>\n\t\t\t<</if>><br>\n\n\t<<elseif $action.action1 eq "wall">>\n\t\t<div class='GameOption GameOption_Move'>[[Look for the Power Source|dynastytomb_explore][$action.action2 = "powersource"; $hide.layer2 = true; playContextSound("ui_walk");]]</div><br>\n\t<</if>>\n\t<div class='GameOption GameOption_Move'>[[Step Back|dynastytomb_explore][$action.action1 = "none"; $hide.layer1 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Unknown - Dynasty Tomb">>\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'dynastytomb_loot_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Remove the Lid|dynastytomb_postrobots][$action.action1 = "liftlid"; $hide.layer1 = true; playContextSound("ui_unlock");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'dynastytomb_loot_txt'>></div><br>\n\t\t<div class='GameText'><<display 'dynastytomb_loot_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Take the Ceremonial Armor' 'dynastytomb_postrobots'>>\n\t\t\t\t\t<<set $action.action2 = "takearmor"; $hide.layer2 = true; $equip.clothes = "AntiSkel Armor"; $statistics.lootedArmor += 1>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText = $equip.clothes>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\n\t\t\t\t<</click>>\n\t\t\t</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Ceremonial Armor|dynastytomb_postrobots][$action.action2 = "leavearmor"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'dynastytomb_loot_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'dynastytomb_loot_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'dynastytomb_loot_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you'll consider It|dynastytomb_postrobots][$action.action3 = "consider"; $hide.layer3 = true; $job_witches_pendant.mainPhase = 7; ga('send', 'event', 'game', 'job_pendant', 'saveFriendship'); playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're done with Her|dynastytomb_postrobots][$action.action3 = "donewith"; $attrib.caution += 3; $hide.layer3 = true; $job_witches_pendant.mainPhase = 8; ga('send', 'event', 'game', 'job_pendant', 'breakFriendship'); playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Siren|dynastytomb_postrobots][$action.action3 = "attack"; $attrib.violence += 3; $hide.layer3 = true; $job_witches_pendant.mainPhase = 8; ga('send', 'event', 'game', 'job_pendant', 'breakFriendship'); playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'dynastytomb_loot_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'dynastytomb_loot_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'dynastytomb_loot_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'dynastytomb_loot_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Machine Temple|b28_tram_station][$action.arrive = "fromTemple"; $hide.layer0 = false; $attrib.fatigue += 8; $time.active += 1; $hud.interference = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>\n\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div><<if $action.arrive eq "fromSelf">>You are standing...<<else>>You enter the...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_sanctum_tomb.png"]]</div><<if $action.arrive eq "fromSelf">>You are standing before the obsidian block at the end of the Dynasty Tomb. According to Fabienne, who's busy examining the wall behind it, the block is the eternal resting place of a Solar Lord, whatever that means. Your best guess is a coffin or some sort of stasis chamber. \n\nAt any rate, it<<else>>You enter the Dynasty Tomb, one careful step at a time. Every footfall resounds off the distant walls, and with each step you go deeper into the cavernous chamber, the more you feel ill at ease. Never before have you seen a place like this. And if what you think you know is true, you aren't even on [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]] anymore. The very idea makes your stomach churn - or maybe that's just the shift in gravity.\n\n"They used to build places like this all over," Fabienne says, dusting off one of the cryo-tubes. "Look at this one: Lord Emmereth Avi Van Ava Vi Varthat, and now all that's left of him is a frozen popsicle."\n\n<<if $attrib.demeanor eq "agressive">>"Chilling," you say humorlessly.<<else>>"That's almost sad," you say earnestly.<</if>>\n\nFabienne chuckles as she walks on. "Yeah, no shit. The old Royals loved the idea of having their names immortalized in these monuments. Of course, when the Empire started going down the drain, the Temple of Sol changed the policy to 'cremation by proximity to stars is better for your immortal health than being stuck in a cryotube' to save resources. But there's still millions of these things scattered across the galaxy, just to remind us of how stupid people can be from time to time."\n\n<<if $attrib.demeanor eq "cautious">>Unnerved though you are, you just have to ask, "Why haven't I heard about these tombs before?"<<else>>Curious despite your misgivings, you ask, "Why haven't I heard of these tombs before?"<</if>>\n\n"In part because the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] don't like people knowing about the old world, but mostly because these things are in places you'd never wanna go. Mean, the last one I went poking around was in the middle of a sun. This one probably is too." Fabienne hops over a snaking power cable, saying, "Who the heck does that? Build a tomb in a sun? Or outside of the sun, actually, and then put it inside. But still."\n\nAll you can think to do is shake your head in response.\n\n"Crazy, I know. And filled with so much useless junk. Forks, blankets, everything. All sortsa old junk. But some of it's good." Fabienne stops before an obsidian block at the very end of the chamber. "Like this. The immortal resting place of a Solar Lord."\n\nIt<</if>> doesn't look like much to you, just a hunk of stone with a few cables running into it. There are several vacuum containers around the base and all sorts of carvings in the surface, not that any of them mean anything to you. Fabienne doesn't seem interested in any of that though, her attention fixed on the wall behind the obsidian block.<</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You step up..<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action1 eq "coffin">>You step up to the obsidian block and run a hand over the dusty surface. The carvings on it are intricate, jagged in some place, looping in others, and entirely incomprehensible. If they're meant to be words, you can't read them. If they're meant to be pictures, the artist was an idiot. Conclusion: they're there for decorative value.<br><br>\n\n\t"If you had an etchreader or a [[Witch Queen|PDA][$hud.currentScreen = "Witch Queen"]] handy, you'd be able to read that," Fabienne says, still scouring the wall. "Doubt it'd say anything interesting though, just bla bla don't touch this because cursed bla bla big curse bla."<br><br>\n\n\tYou shake your head. "Why even bother if it can't be read by a human?"<br><br>\n\n\t"Because dillusions of grandeur and ritualistic significance." Fabienne breathes a sigh. "Yeah, the old Empire was big on that shit. Half the reason it fell so far. Folks were so stuck up on their high and mighty trip they couldn't deal with reality when it slapped them smack in the jaw."<br><br>\n\n\t"Doesn't seem like humanity's come very far since," you observe.<br><br>\n\n\tThere's no reply and no way to know what Fabienne thinks on the matter, not that you care.\t\n\t<<elseif $action.action1 eq "urns">>\n\t\t<<if $action.arrive eq "fromSelf">>\n\t\t\tYou put the data pad back in its vaccuum container. The [[Arclance|PDA][$hud.currentScreen = "Arclance"]] still lies in the container beside it. A third contains an assortment of jewlery.<br><br>\n\n\t\t\tPart of you wonders whether you should bring some of it back to [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]] for sale. But there's time for that yet. First, you want to know what you're dealing with - and who this Lord Xavim really was. Sounded like quite the important fellow.\n\t\t<<else>>\n\t\t\tYou step up to the nearest vaccuum container and examine it. All are the same, sealed by simple electronics. A touch to the release mechanism causes the lid to retract with a hiss, revealing all manner of jewlery tucked in the airtight container's interior.<br><br>\n\n\t\t\t"Huh." You open another, longer container.<br><br>\n\n\t\t\tWithin lies what reminds you suspiciously of the [[Plasma Lances|PDA][$hud.currentScreen = "Plasma Lance"]] used by the [[Knights of Eden|PDA][$hud.currentScreen = "Knights of Eden"]], only not plated in pearly white enamel and sleeker in overall design.<br><br>\n\n\t\t\t"Probably an [[Arclance|PDA][$hud.currentScreen = "Arclance"]]," Fabienne's voice says from behind the obsidian block. "They were big back in the day before railguns, both for dueling and actually, you know, frying flesh and armor off people's bones. Utter and complete shit compared to a real railgun but still nasty and ya gotta admit they look cool as fuck."<br><br>\n\n\t\t\t"True." You move to the third container, within which you find an ancient but umblemished data pad. "And this? The bloke's personal history?"<br><br>\n\n\t\t\t"That or a prayer for the departed. Should be vaguely readable. Imperial ain't that differnt from Galactic Standard when you break it down."\n\t\t<</if>>\n\n\t<<elseif $action.action1 eq "wall">>You step up beside Fabienne and say, "What exactly are you doing?"<br><br>\n\n\t"Looking for the—" She shoves at one of the stones but it doesn't budge. "—power source. Won't be able to unseal the coffin otherwise. And that means none of the real goodies."<br><br>\n\n\tYou scowl at the obsidian block. "What, you mean there's <<if $attrib.demeanor eq "agressive">>shit<<else>>something<</if>> inside there?"<br><br>\n\n\t"Yeah, they usually sealead all the good stuff with the corpse. But we can't get at that—" She shoves another stone, to no effect. "—unless we can cut the juice on the mag clamps. Oh, and there might, just might, be automated security systems in place. But that won't be an issue until we find the damn thing."<br><br>\n\n\t"Well, that's good to know," you say, suddenly wondering where those automated defenses might be hidden.<br><br>\n\n\t"Yeah, now give me a hand, will you? That fricking core has gotta be nearby somewhere."\n\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You pace along...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\tYou pace along the wall, testing the stones for loose elements, but none appear movable. Fabienne seems to have come to the same conclusion because she's started scouring the floor instead. You join her and, after several minutes of feeling like a complete idiot, are about to give up.<br><br>\n\n\tIt's just as you stand that the tile beneath your foot shifts. "Hey, over here."<br><br>\n\n\t"Might be it." Fabienne crouches and, with your help, pries the tile off.<br><br>\n\n\tBelow is an ancient circuitboard positively overrun with wires. Fabienne looks at it for a moment and then, before you can stop her, slams her [[hellspike|PDA][$hud.currentScreen = "hellspike"]] into the electronics. Sparks fly out with an angry crackle. Something powers down with a whine, followed by a dull thud.<br><br>\n\n\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_tripod_old.png"]]</div>"There." Fabienne stands. "Looks like that just about—" Her gaze wanders across the room. "Oh, fuck."<br><br>\n\n\tYou've seen them too; three ancient robotic guardians rising from hidden charging stations along the chamber's walls, bolts clinking on the belts feeding into their coilguns. Somehow you doubt these devices are simply there to warn you away. Their posture and frayrd capes make clear: they are the guardians of this place and you are an intruder.\n\n<</nobr>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You grab your...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\t\t<<if $equip.isPrecisionWeapon>>\n\t\t<<print "<div class='GameTextImage GameTextSpecial'>[img['https://rage-productions.com/game-content/scaffold-22/images/" + $hud.specialWeaponDisplayType + "']]</div>">>\n\t\tYou grab your <<rifle>>, crack the breech, and slide a tungsten round into the chamber. By the time you bring the rifle up, the robots have moved into firing positions.\n\t\t<<elseif $equip.isSubsonicWeapon>>\n\t\t<<print "<div class='GameTextImage GameTextSpecial'>[img['https://rage-productions.com/game-content/scaffold-22/images/" + $hud.specialWeaponDisplayType + "']]</div>">>\n\t\tYou grab your <<rifle>> and bring the rifle up, flipping the selector to subsonic out of habit. On the far side of the walkway, the robots have moved into firing positions.\n\t\tDust swirls lazily in the aged tomb. One of the machines flashes an unintelligable warning hologram.<</if>><br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Well, fuck you too."<<else>>"Easy now."<</if>> You take aim at the robot and squeeze the trigger.<br><br>\n\n\t\t<<if $equip.isPrecisionWeapon>>Your <<rifle>> recoils with a ear-shattering boom, sending a bright red bolt lancing into the machine. Metal explodes with a loud boom. Shrapnel pings off the walls. What's left of the robot collapses with a loud clatter.<br><br>\n\t\t<<elseif $equip.isSubsonicWeapon>>Your <<rifle>> recoils with a soft puff, which you follow up with a dozen more. Across the tomb, the robot jerks and twitches. Several rounds clip its half-exposed power core, causing the machine to fall with a dull clang.<br><br>\n\t\t<</if>>\n\n\t\t"Well, that's one less," Fabienne calls as the other robots brings up their weapons.<br><br>\n\n\t\tYou aren't as relieved as you want to be. The robots look like they mean business. There's no doubt as to what will follow. Your only chance is to take the rest of the machines out out - fast.\n\n\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>After brief consideration, you<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\nAfter brief consideration, you decide\n\n\t<<if $action.action2 eq "takearmor">>to take the armor, though the idea makes you feel uneasy. After all, you'll have to tear it off a century-old corpse. It's tight and feels more like a robe than armor. <br><br>\n\n\t"Looks good on you," Fabienne says with a smirk. "Now let's get the fuck out of here, yeah? In case the archway fails or something stupid like that."<br><br>\n\n\t"Right," you say, setting a hasty course back the way you came. <br><br>\n\t\n\tThe heavy skirt trips you up. It will take some getting used to.<br><br>\n\n\t"Good run though." Fabienne skips over a power cord and falls in step beside you. "And if you run into any old shit or whatnot that needs stealing - or anything else interesting - let's do this again. It's nowhere near as fun alone as it is with someone to watch your back. Even if they're an idiot at times."<br><br>\n\t<<else>>to leave the ceremonial armor where it is. In part because you don't wanna pick around an old corpse and in part because, frankly, you don't want to lug the thing around everywhere.<br><br>\n\n\tFabienne shoots you an inquisitive look. "Well, you taking your share now or what?"<br><br>\n\n\t"No." You turn and stride across the Dynastic Tomb, saying, "Come on. Let's get out of here. Wherever here is."<br><br>\n\n\t"I'm all for that." Fabienne skips over a power cord and falls in step beside you. "Hey, by the way, if you run into any old shit or whatnot that needs stealing - or anything else interesting - let's do this again. It's nowhere near as fun alone as it is with someone to watch your back. Even if they're an idiot at times."<br><br>\n\t<</if>>\n\n\t<<if $attrib.demeanor eq "cautious">>You're about to chuckle when you remember that, no matter how useful she may be, Fabienne is still a [[Siren|PDA][$hud.currentScreen = "Siren"]].<<else>>You chuckle even though Fabienne is a [[Siren|PDA][$hud.currentScreen = "Siren"]] and, technically, your enemy.<</if>> But maybe that isn't so bad - maybe. Maybe it'd be better to kill her too. You're almost back at the archway when you finally make up your mind.\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>Hoping no one notices, you...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\nHoping no one notices, you stand up and slip into the Shrine of Eden. The [[Security Bot|PDA][$hud.currentScreen = "Security Bot"]] standing there barely botheres to glance at you, and that even though the rear wall is still collapsed on the altar. No one's even bothered to clean it up.\n\n"Oh well," you mutter, producing your pendant and placing it in the depression just like last time.\n\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_pendantdoor.png"]]</div>Again, lasers sweep its surface. The door in the back wall grinds open. You hurry through the deserted machine room beyond, causing dust to whirl around you, and make straight for the circular chamber at the end. <<if $chr_fabienne.alive>>Fabienne is standing inside, barely more than a silhouette pouring over the ancient holo-terminal.\n\nShe looks up when you draw near. "Did you have any luck with that Fusion Sphere?"\n\n"Yeah," you say. <<if $job_witches_pendant.mainPhase eq 4>>"Cost a fortune but I got one."\n\n"That sucks, but whatever." She holds out a hand.<<elseif $job_witches_pendant.mainPhase eq 5>>"Got lucky and found one lying around."\n\n"Just like that, yeah?" She shrugs and holds out a hand.<</if>> "Lemme see, yeah?"<<else>>The [[Siren|PDA][$hud.currentScreen = "Siren"]] you met earlier is gone. No indication of where she - it - went to. Presumably it was the same one you killed earler. Or maybe not. It's hard to tell with those things.\n\n"Still, maybe I can make it work." You begin to search the chamber.\n\nAfter several minutes however it becomes clear it's an effort in vain. None of the technology is even remotely familiar and, though you found a fusion sphere, you don't have half an idea where to begin. Whatever this place was and whatever the abomination was after, it's lost forever now. Unfortunate but, then again, maybe it's better this relic of a bygone age is left in the past.<</if>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div><<if $action.action1 eq "handover">>You hand over the...<<else>>You shake your head...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<if $action.action1 eq "handover">>You hand over the Fusion Sphere, saying, "You know how this thing works, right?"\n\nFabienne shoots you a amused look. "I'm no damn [[Witch Queen|PDA][$hud.currentScreen = "Witch Queen"]] but I've been doing this much, much longer than you've even been alive."<<else>>You shake your head. "I got the thing. I install it."\n\n"Oh, please." Fabienne rolls her eyes. "That thing's a ten thousand year old relic that might blow up at any moment. So unless you have years and years of experience using shit like that, you know, just maybe hand it over to someone who does?"\n\n"And how do I know you know what you're doing?"\n\n"Trust me. Sure, I'm no [[Witch Queen|PDA][$hud.currentScreen = "Witch Queen"]], but I've been alive way longer than you've been breathing air."<</if>>\n\nDespite your misgivings, you say, "I'll trust you. For now. Barely."\n\nFabienne smirks. "That'll do. Now let's get this thing up and running. All we gotta do is get the Fusion Sphere in and key in the control sequence. Provided you didn't loose your pendant, we've got everything we need."\n\n"I still have it," you say, checking your pocket just to be sure. "Right here."\n\n"Good." Fabienne strides to the pedestal in the middle of the chamber and taps the top. Hydraulics hiss as the pedestal risies, revealing a slot in the base the size of a Fusion Sphere. She slips it in and steps back as the pedestal sinks back into place.\n\n"Purring like a good little kitten." Fabienne turns to you. "Pendant, please, my dear Very Useful but Untrustful Friend."<</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You give Fabienne the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\nYou give Fabienne the pendant. "This better work."\n\n"I<<if $attrib.demeanor eq "agressive">> damn well<</if>> hope it does." She flashes you a smile and, with the trinket in one hand, begins tapping away at the holo-terminal. "Okay, that's... no, no... there. Yes. Okay. It's in."\n\nYou glance around. "What happens now?"\n\n"This." Fabienne hits one last key and hurries over to you. "Stand back."\n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_sanctum_archway.png"]]</div>A dull buzz fills the room, followed by a whirr and a nasty snap. You don't realize what's different at first. Then it occurs to you that the far half of the room, well, isn't. Gone is the holo-terminal, replaced instead by a dark and dusty stone corridor. There's no light beyond what little seeps through from your end of the, well, portal of whatever the hell you just opened.\n\nFabienne grins. "Awesome. I never thought I'd see one of these things working."<</if>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>You shoot the woman...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\nYou shoot the woman<<nobr>>\n\n\n\t<<if $action.action3 eq "wherelead">>a dark look. "So, what exactly did we open here?"<br><br>\n\n\t"Oh, just an interstellar portal." Fabienne walks to where the floor changes from dusty metal plates to dusty tiles. "Not sure where to exactly. These things are hard-coded by endpoint and no one really bothered to label which one goes where."\n\n\t<<elseif $action.action3 eq "whatnow">>a dubious look. "So, what happens now?"<br><br>\n\n\t"We take a look around." Fabienne walks to where the floor changes from dusty metal plates to dusty tiles. "Not sure where we'll be looking around exactly, though. These things are hard-coded by endpoint and no one really bothered to label which one goes where."\n\n\t<<elseif $action.action3 eq "enter">>a amused look. "Shall we go for a little <<walk>>?"<br><br>\n\n\t"Absolutely." Fabienne walks to where the floor changes from dusty metal plates to dusty tiles. "Just wish we knew where we're going. Mean, these things are hard-coded by endpoint and all, but no one really bothered to label which one goes where."\n\n\t<</if>><br><br>\n\n\t<<if $attrib.demeanor neq "cautious">>"Well, this should be fun," you say, stepping into the corridor.<<else>>"So we're heading into the unknow," you say, risking a cautious step into the corridor. "I can think of so many ways this will go wrong."<</if>><br><br>\n\n\tThere's no reply, and for a long moment, silence reigns as you test your way into the darkness. Ahead, beyond a doorway of black stone, you can just make out a cavernous hall lit by scattered glow-orbs - hundreds more dangle, unlit, amidst the few which still have power. Their frail light casts irregular, overlapping shadows off the many power cables, ornately carved cryo-tubes, and gilded vaccuum containers stacked along the chamber's walls, decorated and carved just as finely as the machinery stacked in the chamber.<br><br>\n\n\tFabienne stops in the doorway, hands planted on her hips. "Well, it's definitely a Dynasty Tomb but hell knows which one."<br><br>\n\n\t<<if $attrib.demeanor eq "cautious">>Even more alarmed tha you were before, you say, "Are you sure this is a good idea? Maybe we should just leave."<<else>>Suddenly apprehensive, you mutter, "Why do I not like the sound of this?"<</if>><br><br>\n\n\t"Oh, don't be silly. We're just poking through the remains of a long-dead civilization. Isn't like they're gonna come back to life and eat you or anything." Fabienne steps through the doorway, saying, "Come on, let's see what there's to see."\n\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You carefully lift..<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\tYou carefully lift the data pad out of the vaccuum container and touch the screen. Nothing happens but, when you accidentally bump a button on the side, the screen engages. It displays text in a language you can't read.\n\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You lower your weapon...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\nYou lower your weapon, eyeing the destroyed robots. Fabienne kicks one of the demolished chassis. It sparks and twiches, blasting an errant burst of bolts into the wall.\n\n"Wow." She steps back. "Oops. Okay. No kicking the dead robots."\n\nYou can't help but <<if $attrib.demeanor eq "agressive">>snort. "Now there's some sense at last."<<else>>roll your eyes. "Seriously, how can you be so stupid and still be alive?"<</if>>\n\n<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_dynastytomb.png"]]</div>"Yeah, yeah, bla, bla, we're still alive." She nods to the obsidian block you were examining before. "Now, wanna see what's inside?"\n\n"Sure," you say, walking back to the monolith.\n\nExcept it isn't so monolithic since the lid has been lifted ever so slightly, allowing bright light to seep through the crack. There's no way to tell what's inside though, not without removing the lid, which you aren't so sure is such a good idea. But you've come this far. Might as well see what it was all about.<</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>Grunting with effort, you...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\nGrunting with effort, you shove at the obsidian lid. Stone grinds on stone as it shifts ever so slightly. You try again, this time with Fabienne's help, and the lid slides a little more. Another good shove leaves the coffin - or whatever it is - exposed enough to see inside.\n\n"Yuch," you mutter, eyeing the mummified corpse dressed in dark blue ceremonial armor.\n\nThere's virtually nothing left of the man, just stiff flesh drawn taunt over ancient bones. You can't even make out his facial features - probably not how this dude wanted to be remembered. Given, the jewlery and armor looks nice, but the fact it's on a featureless, decrepit corpse sort of sours the display of prestige.\n\n"Not quite what I expected either," Fabienne says. "These statis blocks are supposed to keep them preserved but whatever. Here we are. And got what I came for." She pulls a slender, staff-like object from the coffin.\n\nYour brow furrows. "Anything particular I should know?"\n\n"It's a scepter. Entirely useless in practical terms but there were few in the days of the empire and fewer left today. Collectors pay a fortune for them so, yeah, that's what I'm after. But don't worry. You can have all the rest here if you want."\n\n<<if $attrib.demeanor eq "agressive">>"What, a bunch of jewels and an old corpse? Seems kinda unfair."<<else>>"What? Why would I want to steal a bunch of mummified bones?"<</if>>\n\n"No, I meant the armor. It's ceremonial [[AntiSkel|PDA][$hud.currentScreen = "AntiSkel Armor"]]. Old world dueling armor. Classy. Smart-enhanced. But not full-scale techno-abomination body horror like the [[Paladin Order|PDA][$hud.currentScreen = "Paladin"]] ended up with but still comes with a whole bunch of goodies. It'd be worth a fortune in its own right these days but you'll get more use out of, you know, using it." Fabienne shrugs. "Just my suggestion though. Do whatever you like."<</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action3 eq "attack">>"Okay, you want to hear what I think? About you? About all this?"<br><br>\n\n\t\t"Do tell," Fabienne says, smiling.<br><br>\n\n\t\t"I think—" You grab your <<if $equip.pistol.name neq "none">><<pistol>><<else>><<knife>><</if>>. "—abominations need to die!"\n\n\t\tThere's a moment of stunned silence. Then something something whistles toward you. Adrenaline surges. You duck, narrowly avoiding a [[hellspike|PDA][$hud.currentScreen = "hellspike"]] that clatters to the floor. Next thing you know, you're lying on the ground, staring up at the read-headed abomination.<br><br>\n\n\t\t"Sorry, sweetheart. I just can't let ya do that. But no hard feelings. Really." She blows you a kiss and vanishes through the archway.<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Ah, for fuck's sake."<<else>>"Well, that wens surprisingly well."<</if>> You pick yourself off the floor.<br><br>\n\n\t\tThe [[Siren|PDA][$hud.currentScreen = "Siren"]] is gone, the Machine Temple beyond the archway empty. It's just you, alone, and a bruised ego.<br><br>\n\n\t\t"Next time," you tell yourself as you trudge through the arch. "Next time it dies."<br><br>\n\n\t<<elseif $action.action3 eq "consider">>You say, "Okay. I'll consider it if the occasion arrises."<br><br>\n\n\tA broad grin spreads on the [[Siren's|PDA][$hud.currentScreen = "Siren"]] face. "Cool! I'll keep you updated then. And you do the same, yeah?"<br><br>\n\n\t"<<if $attrib.demeanor eq "cautious">>I might come<<else>>I'll come<</if>> find you if I discover anything," you agree.<br><br>\n\n\t"All right then." She kisses you on the cheek. "Take care, man. Don't want my partner getting whacked or anything."<br><br>\n\n\t"Don't worry." You head for the door at the far end of the Machine Temple but hesitate. <<if $attrib.demeanor eq "cautious">>"And watch out. I may not have killed you but it's still my job to hunt abomination."<<else>>"And, hey, don't do anything stupid. I still hunt things like you, remember?"<</if>><br><br>\n\n\tFabienne smirks. "I'll be a good [[Siren|PDA][$hud.currentScreen = "Siren"]]. Don't worry."<br><br>\n\n\tHoping she means that the way you meant it, you make your departure.\n\n\t<<else>>You say, "No. I'm done with this. And I'm done working <<if $attrib.demeanor eq "agressive">>fucking <</if>>with abominations. End of story."<br><br>\n\n\t"Hey, wow, did I like—"<br><br>\n\n\t"You're a [[Siren|PDA][$hud.currentScreen = "Siren"]]," you say coldly. "I hunt your<<if $attrib.demeanor eq "agressive">> wretched<</if>>kind. Now I'm going to leave. Don't follow and <<if $attrib.religion neq "atheist" and $attrib.religion neq "theophobe">>pray<<else>>hope<</if>> we don't meet again because, if we do, I will kill you. Guaranteed."\n\n\t"Oh." Fabienne's shoulders hunch. "Okay. If that's what you want."\n\n\t"I do." You stride away, setting a hasty pace toward the exit.<br><br>\n\t<</if>>\n\n\tDust whirls in the air once more. Your footsteps ring on the ancient floor plates of the Machine Temple. <<if $equip.clothes eq "AntiSkel Armor">>You almost trip over your armored skirt - again.<<else>>Somewhere in the distance, an aged ventilation fan creaks.<</if>> It's good to be home again. Not that exploring an ancient tomb on some far-away world wasn't interesting, but you feel a lot better now that you're back in [[Scaffold 22's|PDA][$hud.currentScreen = "Scaffold 22"]] artificial gravity well, away from the weirdness of ages bygone. They most definitely were strange times.\n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<<nobr>>\n\t<<if $randomEncounterPhases.criminalityPhase eq 2>>\n\t\t<div class='GameText'><<display 'constabulary_1_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.criminalityPhase = 5; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $randomEncounterPhases.criminalityPhase eq 5>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'constabulary_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Explain you're an Abomination Hunter|constabulary_inject_scene][$action.action1 = "hunter"; $hide.layer1 = true; $attrib.dilligence += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say that's none of their Business|constabulary_inject_scene][$action.action1 = "nobusiness"; $hide.layer1 = true; $statistics.arguedWithAuthority += 1; playContextSound("ui_click");]]</div>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'constabulary_1_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'constabulary_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $hide.layer1 = false; $time.active += 0.25; $randomEncounterPhases.criminalityPhase = 10; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.criminalityPhase eq 10>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'constabulary_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $attrib.credits gte 1000>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Pay the Fine (1000 C)|constabulary_inject_scene][$action.action1 = "payfine"; $hide.layer1 = true; $attrib.credits -= 1000; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); $attrib.caution += 1; $statistics.compliedWithAuthority += 1; $attrib.dilligence += 1; playContextSound("ui_blip");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Pay the Fine (1000 C)]</div></div>\n\t\t\t\t<</if>><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Refuse to pay the Fine|constabulary_inject_scene][$action.action1 = "refusepay"; $hide.layer1 = true; $attrib.criminality += 1; $attrib.violence += 1; $statistics.arguedWithAuthority += 1; $attrib.dilligence -= 2; playContextSound("ui_click");]]</div>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'constabulary_1_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'constabulary_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $hide.layer1 = false; $chr_varai.met = true; $randomEncounterPhases.criminalityPhase = 15; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\t\t\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.criminalityPhase eq 15>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'constabulary_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $attrib.credits gte 2500>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Pay the Fine (2500 C)|constabulary_inject_scene][$action.action1 = "payfine"; $hide.layer1 = true; $attrib.credits -= 2500; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); $attrib.caution += 1; $statistics.compliedWithAuthority += 1; $attrib.dilligence += 1; playContextSound("ui_blip");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Pay the Fine (2500 C)]</div></div>\n\t\t\t\t<</if>><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Refuse to pay the Fine|constabulary_inject_scene][$action.action1 = "refusepay"; $hide.layer1 = true; $attrib.criminality += 1; $attrib.violence += 1; $statistics.arguedWithAuthority += 1; $attrib.dilligence -= 3; playContextSound("ui_click");]]</div>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'constabulary_1_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'constabulary_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.criminalityPhase = 20; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\t\t\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.criminalityPhase eq 20>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'constabulary_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what For|constabulary_inject_scene][$action.action1 = "whyarrest"; $hide.layer1 = true; $attrib.dilligence += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Surrender Peacefully|constabulary_inject_scene][$action.action1 = "surrender"; $hide.layer1 = true; $attrib.caution += 1; $statistics.compliedWithAuthority += 1; $attrib.dilligence += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Resist the Arrest|constabulary_inject_scene][$action.action1 = "resist"; $hide.layer1 = true; $attrib.violence += 2; $attrib.criminality += 1;$statistics.arguedWithAuthority += 1; $attrib.dilligence -= 4; playContextSound("ui_click");]]</div>\n\t\t\t</div>\n\t\t<<elseif $action.action2 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'constabulary_1_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'constabulary_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $action.action1 eq "resist">>\n\t\t\t\t\t<div class='GameOption GameOption_Defend'>[[Attempt to Flee|constabulary_inject_scene][$action.action2 = "flee"; $hide.layer2 = true; $attrib.caution += 1; playContextSound("ui_walk");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Knights|hud_combat][$combatTemplate = "Knights_Criminality"; $processed = false; $statistics.attackedAuthority += 1]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Insist you're Innocent|constabulary_inject_scene][$action.action2 = "innocent"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say they're out of Line|constabulary_inject_scene][$action.action2 = "overstep"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'constabulary_1_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'constabulary_2_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'constabulary_3_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $action.action2 = "none"; $time.active += 0.25; $hide.layer1 = false; $hide.layer2 = false; $randomEncounterPhases.criminalityPhase += 5; $randomEncounterPhases.criminalityMessage = 999; $hud.messages.push($msg_zweili_commisariat); $hud.newmsg += 1; $attrib.salary -= 100; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'constabulary_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<set $fine = Math.round(100 * $randomEncounterPhases.criminalityPhase)>>\n\t\t\t\t<<set $text = "Pay the Fine (" + $fine + " C)">>\n\t\t\t\t<<if $attrib.credits gte $fine>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t\t\t\t<<click $text 'constabulary_inject_scene'>>\n\t\t\t\t\t\t\t<<set $action.action1 = "payfine"; $hide.layer1 = true; $attrib.credits -= $fine; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); $attrib.caution += 1; $statistics.compliedWithAuthority += 1; $attrib.dilligence -= 1; playContextSound("ui_blip");>>\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[<<print $text>>]</div></div>\n\t\t\t\t<</if>><br>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Resist the CIVL Team|hud_combat][$combatTemplate = "Constabulary_Criminality"; $attrib.violence += 1; $processed = false; $statistics.attackedAuthority += 1]]</div>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'constabulary_1_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'constabulary_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $action.action2 = "none"; $time.active += 0.25; $hide.layer1 = false; $hide.layer2 = false; $randomEncounterPhases.criminalityPhase += 5; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You've barely left the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<<if $randomEncounterPhases.criminalityPhase lt 20>>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_constabulary.png"]]</div>\n\t<<elseif $randomEncounterPhases.criminalityPhase eq 20>>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_constabulary_koe.png"]]</div>\n\t<<elseif $randomEncounterPhases.criminalityPhase lt 35>>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_constabulary_commando.png"]]</div>\n\t<<else>>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_constabulary_civl.png"]]</div>\n\t<</if>>\n\n\tYou've barely left the <<print $action.action4.toUpperCase()>> tramway station when\n\n\t<<if $randomEncounterPhases.criminalityPhase eq 2>>you spot several [[Constables|PDA][$hud.currentScreen = "Constabulary"]] scanning IDs up ahead. One of them moves into your path, fingers tucked in his utility belt.<br><br>\n\n\t\t"G'day, citizen," he says with the hint of a smile. "Routine ID Scan. <<if $equip.rifle.name neq "none" or $equip.pistol.name neq "none">>and I'll need to see your firearms license.<</if>>"<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Fine,"<<else>>"Sure,"<</if>> you say, holding out your arm. "Name's <<firstname>> Acrel. I'm a sanctioned abomination hunter. <<if $equip.rifle.name neq "none" or $equip.pistol.name neq "none">>License is tied to that. Class five, issued by <<if $attrib.demeanor eq "agressive">>yours truly<<else>>you guys<</if>>.<<else>>It's all in the linked files.<</if>>"<br><br>\n\n\t\tThe man swipes your implant. "One moment please." A light flashes on his scanner. "Looks clear, Citizen. Thanks for your time and have a nice day."\n\t<<elseif $randomEncounterPhases.criminalityPhase eq 5>>you spot two [[Constables|PDA][$hud.currentScreen = "Constabulary"]] moving in your direction. When you hasten pace, they move into your path. One of them has a hand rested on the grip of his sidearm. The other has you fixed with a stern look.<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Of, for fuck's sake." You stop and face them.<<else>>"Damn." You force a smile.<</if>> "Hey, Officers. What can I do for ya?"<br><br>\n\n\t\t"ID check," one of them growls. "Now, citizen."<br><br>\n\n\t\tYou hold out your arm, asking, <<if $attrib.demeanor eq "agressive">>"This gonna take long?"<<else>>"What's this all about?"<</if>><br><br>\n\n\t\t"We have reports of breaking and entering," the other explains as his buddy swipes your ID. "Plus, an individual of your description has been seen near the scene of several questionable incidents. Would you care to explain—" He checks his buddy's reader. "—<<formalname>>?"\n\t<<elseif $randomEncounterPhases.criminalityPhase eq 10>>you spot two [[Constables|PDA][$hud.currentScreen = "Constabulary"]] moving in your direction. <<if $chr_varai.alive>>There's a woman in a green uniform with them <<if $chr_varai.met>>whom you immediately recognize as [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai<<else>>who can only be a [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]]<</if>>.<<else>>There's a man in a green uniform with them who can only be a [[Commisar|PDA][$hud.currentScreen = "Commisariat"]].<</if>><br><br>\n\n\t\t"Great." Your heart sinks as thes stop before you. "Okay, plain and simple: what's this about?"<br><br>\n\n\t\t<<if $chr_varai.alive>>"Good day, <<formalname>>," <<if $chr_varai.met>>[[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai says. "Unfortunate to see you so soon.<<else>> the woman says. "My name is [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai. I had hoped to avoid a personal confrontation would be necessary.<</if>> Unfortunately, a situation has come up that demands intervention."<<else>>"<<formalname>>," the [[Commisar|PDA][$hud.currentScreen = "Commisariat"]] grunts. "A situation has come up that demands intervention. We require a moment of your time."<</if>><br><br>\n\n\t\tYou raise an eyebrow. "Oh? And why's that?"<br><br>\n\n\t\t"The [[Commisariat|PDA][$hud.currentScreen = "Commisariat"]] has evidence which imples you have been involved in several cases of unlawful behavior. The charges are: breaking and entering, unlawful use of force, and an alleged account of murder. I am well aware of your status as a sanctioned hunter yet the situation is clear: your behavior is unacceptable." <<if $chr_varai.alive>>She tilts her chin up. "Know your conduct will be reported and you will be fined for a sum of two thousand credits, which I must insist you pay now."<<else>>He sniffs irritably. "Know that this is mere formality, <<formalname>>, and I have no intention of otherwise interfering with your work. I am however obliged by law to fine you for a sum of two thousand credits."<</if>>\n\n\t<<elseif $randomEncounterPhases.criminalityPhase eq 15>>you spot two [[Constables|PDA][$hud.currentScreen = "Constabulary"]] moving into your way. <<if $chr_varai.alive>>[[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai, dressed in the same green uniform she was wearing last time, follows on their heels, a hand rested on her hip holster.<<else>>A [[Commisar|PDA][$hud.currentScreen = "Commisariat"]] in a green uniform follows on their heels, a hand rested on his hip holster.<</if>><br><br>\n\n\t\t"Not again," you groan, slowing your pace.<br><br>\n\n\t\t\n\t\t<<if $chr_varai.alive>>"<<formalname>>," Varai says, stopping before you. "I had hoped you would learn your lesson after our prior encounter. Alas, there have been more charges brought to bear, the related testimony and evidence of which would allow me to arrest you on the spot. However I am a woman who follows the law, <<formalname>>, as I hope you may one day learn to be also. I shall follow my regulations as the [[Commisariat|PDA][$hud.currentScreen = "Commisariat"]] demands and simply issue this fine as ordered: eight thousand credits, to be paid on the spot."<br><br>\n\n\t\t"What?" You laugh. "Are you fucking kidding me? For what?"<br><br>\n\n\t\t"The charges remain the same, though several new accounts of misbehavior have been added." Varai's eyes narrow. "You seem to be under the misguided belief that you are above and beyond the Law, <<formalname>>. I caution you to change this mentality before it ruins what little of a life you have."<br><br>\n\n\t\t"Just keep talking," you growl angrily.<br><br>\n\n\t\t"Now—" The [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] tilts her chin up. "I must demand you pay your fine. Eight thousand credits, <<formalname>>. I trust you have the sum on your person?"\n\n\t\t<<else>>"<<formalname>>," the [[Commisar|PDA][$hud.currentScreen = "Commisariat"]] as he stops before you. "The [[Commisariat|PDA][$hud.currentScreen = "Commisariat"]] had hoped not to see you again yet there have been more charges brought to bear against your person. The severity of these claims and related evidence thus forces me to intervene, as your behavior is truly unbecoming of an agent of the [[Church|PDA][$hud.currentScreen = "Church of Eden"]]. Do you understand?"<br><br>\n\n\t\t"Yeah, I get the drift," you growl. "What's it now? Another fine? Or ya gonna arrest me already?"<br><br>\n\t\t\n\t\t"Presently, merely another fine, eight thousand credits, to be paid on the spot." The adjusts his colar. "I must out of obligation to my office warn you however: should this incriminating behavior not cease immediately, the [[Commisariat|PDA][$hud.currentScreen = "Commisariat"]] will have no choice but to issue an arrest warrant. Your actions reflect poorly upon the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] and cannot be allowed to stand unpunished."\n\t\t<</if>>\n\n\t<<elseif $randomEncounterPhases.criminalityPhase eq 20>>two [[Knights of Eden|PDA][$hud.currentScreen = "Knights of Eden"]] in pearly white power armor moving to block your path. Heavy footfalls shake the floor plates as they bar your way with their [[Plasma Lances|PDA][$hud.currentScreen = "Plasma Lance"]]. Amidst the crowd gathering around the unusual scene, you can just make out <<if $chr_varai.alive>>a woman in a green [[Commisariat|PDA][$hud.currentScreen = "Commisariat"]] uniform.<<else>>a man in a green [[Commisariat|PDA][$hud.currentScreen = "Commisariat"]] uniform.<</if>><br><br>\n\n\t\t"Oh, you have got to be gidding me." You glower at the [[Knights|PDA][$hud.currentScreen = "Knights of Eden"]]. "What, your Lordships, in the name of fuck is this?"<br><br>\n\n\t\tOne of them drones, "Your name is <<firstname>> Acrel, yes?"<br><br>\n\n\t\t"This bullshit again? I'm a fucking sanctioned—"<br><br>\n\n\t\t"We are under orders from the [[Commisar|PDA][$hud.currentScreen = "Commisariat"]] General to arrest you." Hydraulics hiss as the [[Knight|PDA][$hud.currentScreen = "Knights of Eden"]] produces a data pad. "You are obliged by Law to review the charges against your person, yet know that we will execute this warrant regardless of your disposition. In the interest of your safety, I suggest you surrender peacefully. We are authorized to use and and all means of force in your apprehension."\n\t<<else>>\n\t\t<<if $randomEncounterPhases.criminalityPhase lt 28>>three<<else>>four<</if>> [[Constabulary|PDA][$hud.currentScreen = "Constabulary"]] CIVL \n\n\t\t<<if $randomEncounterPhases.criminalityPhase lt 35>>commandos move toward you, coil rifles held ready. Pedestrians scurry aside as the heavily-armed team comes to a halt before you.<br><br>\n\n\t\t\t"Citizen," one of them says in a distorted voice. "You are under arrest. Stand down and surrender your weapons or we'll make use of force."<br><br>\n\n"Not this again," you groan. "Haven't I made it clear enough times? I'm a freaking hunter. Sanctioned. Class 5."<br><br>\n\n\t\t\t"Prove it." One of them stomps steps forward, holding out a hand.<br><br>\n\n\t\t\tYou produce your credentials. "See? Sanctioned. By the freaking Clergy. Now tell me again how you're going to arrest me?"<br><br>\n\n\t\t\t"No." The nearest trooper lowers his rifle. "The fine applies regardless. <<print $fine>> C. Paid effective immediately. There's no room for negotiation."\n\t\t<<else>>\n\t\t\ttroopers stomp toward you, their servos whirring. Pedestrians scurry aside as the heavily-armored machines come to a halt before you.<br><br>\n\n\t\t\t"Citizen," one of them drones. "You are under arrest. Stand down immediately. Should you fail to comply, force will be applied."<br><br>\n\n\t\t\t"Not this again," you groan. "Haven't I made it clear enough times? I'm a freaking hunter. Sanctioned. Class 5."<br><br>\n\n\t\t\t"Prove it." One of them stomps forward, shaking the floor beneath your feet.<br><br>\n\n\t\t\tYou produce your credentials. "See? Sanctioned. By the freaking Clergy. Now tell me again how you're going to arrest me?"<br><br>\n\n\t\t\t"Not." The nearest trooper lowers its massive rail cannon. "The fine applies regardless. <<print $fine>> C. Paid effective immediately. Failure to comply will result in direct action. There is no room for negotiation."\n\t\t<</if>>\n\n\t<</if>>\n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $randomEncounterPhases.lastRndEncounterTime = $time.active>>\n<</silently>>\n<<nobr>>\n\t<<if $randomEncounterPhases.pedestrianPhase eq 0>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'pedestrian_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Provide Directions|random_pedestrian_inject][$action.action1 = "help"; $hide.layer1 = true; $attrib.caution += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're in a Hurry|random_pedestrian_inject][$action.action1 = "hurry"; $hide.layer1 = true; $attrib.violence += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Refuse to Reply|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.pedestrianPhase = 1; $attrib.caution -= 1; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'pedestrian_1_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'pedestrian_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.pedestrianPhase = 1; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.pedestrianPhase eq 1>>\n\t\t<div class='GameText'><<display 'pedestrian_1_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.pedestrianPhase = 2; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $randomEncounterPhases.pedestrianPhase eq 2>>\n\t\t<div class='GameText'><<display 'pedestrian_1_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.75; $hide.layer1 = false; $randomEncounterPhases.pedestrianPhase = 3; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $randomEncounterPhases.pedestrianPhase eq 3>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'pedestrian_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Stay to Watch|random_pedestrian_inject][$action.action1 = "watch"; $time.active += 0.25; $hide.layer1 = true; $attrib.violence += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.pedestrianPhase = 4; $attrib.cautious += 1; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'pedestrian_1_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'pedestrian_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.pedestrianPhase = 4; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You've just left the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<<if $randomEncounterPhases.pedestrianPhase eq 0>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_lost.png"]]</div>\n\t<<elseif $randomEncounterPhases.pedestrianPhase eq 1>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_sludge.png"]]</div>\n\t<<elseif $randomEncounterPhases.pedestrianPhase eq 2>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_habmove.png"]]</div>\n\t<<elseif $randomEncounterPhases.pedestrianPhase eq 3>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_hoverboard.png"]]</div>\n\t<</if>>\n\n\tYou've just left the <<print $action.action4.toUpperCase()>> tramway station when\n\n\t<<if $randomEncounterPhases.pedestrianPhase eq 0>>a man in a yellow overall wanders clean into your path. Bodies collide. You push him away. He yelps, teetering unsteadily, and lands flat on his ass.<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Hey," you snap at the man. "Watch where the fuck you're going."\n\t\t<<else>>"Sorry," you say, offering a hand. "Didn't see you there."\n\t\t<</if>><br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Sorries,"<<else>>"Nah problam,"<</if>> he drawls as you pull him up. "I's me own faults, eh? Got 'em damned map open 'fore ma eyes, tryin' te figure out where in hell's green eden I friggin' is in dis stars-be-damned place. An' I ain't seen ya walkin' where ya was."<br><br>\n\n\t\tYour risk a smile. "Gonna take a wild guess: you're not from here."<br><br>\n\n\t\t"Stars-be-damned right." He nods vigorously. "Been' tryin'a find me way te me bunk all day, eh? But all I's wound up doin' is wandrin' round in circles. Dese tunnels all looks 'em same, friggit. Say, ye don't happen te have no clue where dis Block 4781 is, do ya? S'possed te be 'round 'ere somere but bob's me uncle, ya know?"\n\n\t<<elseif $randomEncounterPhases.pedestrianPhase eq 1>>something squelches underfoot. Thick, slimy goo clings to the sole of your boot.<br><br>\n\n\t\t"Ah, crap," you mutter, trying to wipe it off.<br><br>\n\n\t\tThe slime clings to you defiantly. Irritable, you grab your <<knife>> and scrape the goo away. It takes several tries until you manage to get most of it off.<br><br>\n\n\t\t"Fucking hell," you mutter, testing your boot - it doesn't stick. "What the hell was that crap?"<br><br>\n\n\t\tOn second thought, maybe it's better you don't know.\n\n\t<<elseif $randomEncounterPhases.pedestrianPhase eq 2>>warning claxons blare and yellow strobe lights wash the pressure corridor. Part of you expects to hear an evacuation announcement the next instant. Pressure hull rupture, maybe, or something else that went screwy. Instead, an enormou construction bot stomps across your way, shooing pedestrians away with holo-warnings.<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Oh, man." You breathe an irritable sigh as the bot begins yanking a nearby hab unit out of its mountings. "Hurry the fuck up already."\n\t\t<<else>>"Oh." You breathe a sigh of relief as the bot begins yanking a nearby hab unit out of its mountings. "Just that."\n\t\t<</if>><br><br>\n\n\t\tLong minutes pass as the machine humms, whirrs, and creaks. The hab it's replacing comes loose one creaky centimeter at a time.<br><br>\n\n\t\t"Oh come on," a man beside you moans. "I'm already fucking late."<br><br>\n\n\t\tThe construction bot does nothing of the sort, slowly freeing the structure from the scaffolding around it, and lugging it away wall by wall. So the better part of half an hour passes, with the walkways blocked all around, until at long last the bot stomps off into the distance and pedestrian traffic resumes.\n\n\t<<elseif $randomEncounterPhases.pedestrianPhase eq 3>>a throbbing beat reaches your ears. Up ahead, a kid is doing tricks on an anti-grav board. He zooms back and forth, flipping this way and that to the cheers of several hundred onlookers.<br><br>\n\n\t\t<<if $attrib.demeanor eq "cautious">>"Oh, this will end badly," you mutter, edging through the crowd.\n\t\t<<elseif $attrib.demeanor eq "agressive">>"Crazy fuck," you mutter, edging through the crowd.\n\t\t<<else>>"Kid must have a death wish," you mutter, edging through the crowd.\n\t\t<</if>><br><br>\n\n\t\tStill, it's hard not to be impressed by the kid's skills. Grav-boards are a bitch to master. And dangerous as fuck at that. The simple fact this kid is still alive proves he has mad skills.<br><br>\n\n\t\tThat he can pull off spins, loops, drops, and free-falls without killing himself, well, that's the mark of a real pro. Chances are he'll go on to fly tournaments someday - assuming he doesn't crack his skull open first.\n\n\t<</if>>\n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $randomEncounterPhases.lastRndEncounterTime = $time.active>>\n<</silently>>\n<<nobr>>\n\t<<if $randomEncounterPhases.nutcasePhase eq 0>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'nutcase_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Bless the Man|random_nutcase_inject][$action.action1 = "bless"; $hide.layer1 = true; $attrib.faith.void += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Shake the man Off|random_nutcase_inject][$action.action1 = "shakoff"; $attrib.violence += 1; $hide.layer1 = true; $attrib.violence += 1; playContextSound("ui_click");]]</div>\n\t\t\t\t<<if $attrib.religion eq "atheist" or $attrib.religion eq "theophobe">><br>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ridicule the Man|random_nutcase_inject][$action.action1 = "ridicule"; $attrib.violence += 2; $attrib.faith.anti += 1; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'nutcase_1_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'nutcase_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $time.active += 0.25; $action.action1 = "none"; $hide.layer1 = false; $randomEncounterPhases.nutcasePhase = 1; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.nutcasePhase eq 1>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'nutcase_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say that would be Nice|random_nutcase_inject][$action.action1 = "bless"; $attrib.caution -= 5; $hide.layer1 = true; $attrib.faith.eden += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you aren't Religious|random_nutcase_inject][$action.action1 = "noreligion"; $hide.layer1 = true; $attrib.cautious += 1; playContextSound("ui_click");]]</div>\n\t\t\t\t<<if $attrib.religion eq "atheist" or $attrib.religion eq "theophobe">><br>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Insult their Religion|random_nutcase_inject][$action.action1 = "insultreligion"; $attrib.violence += 2; $attrib.faith.anti += 1; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'nutcase_1_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'nutcase_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.nutcasePhase = 2; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.nutcasePhase eq 2>>\n\t\t<div class='GameText'><<display 'nutcase_1_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.nutcasePhase = 3; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $randomEncounterPhases.nutcasePhase eq 3>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'nutcase_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say he's making the Fuss|random_nutcase_inject][$action.action1 = "makefuss"; $hide.layer1 = true; $attrib.violence += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you didn't mean It|random_nutcase_inject][$action.action1 = "notmean"; $hide.layer1 = true; $attrib.cautious += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Insult the Weirdos|random_nutcase_inject][$action.action1 = "threaten"; $hide.layer1 = true; $attrib.violence += 2; playContextSound("ui_click");]]</div>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'nutcase_1_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'nutcase_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.nutcasePhase = 4; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You've barely set foot outside...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<<if $randomEncounterPhases.nutcasePhase eq 0>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_void.png"]]</div>\n\t<<elseif $randomEncounterPhases.nutcasePhase eq 1>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_sisters.png"]]</div>\n\t<<elseif $randomEncounterPhases.nutcasePhase eq 2>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_bombvest.png"]]</div>\n\t<<elseif $randomEncounterPhases.nutcasePhase eq 3>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_veils.png"]]</div>\n\t<</if>>\n\n\tYou've barely set foot outside the <<print $action.action4.toUpperCase()>> tramway station when\n\n\t<<if $randomEncounterPhases.nutcasePhase eq 0>>a man in a frayed, purple robe scuttles into your path. He's holding a broken holo-sign with something unintelligable scribbled on it.<br><br>\n\n\t\t"You." He points at you with a bandaged finger. "The Voided One's lust sings in your bones, friend. Prase be to the Void you have come! Praise be to the eternal void!"<br><br>\n\n\t\tBefore you can so much as react, he throws up his arms. "Come all, come see! Bones marked by the Voided One <<walk>> among us! At last salvation has come!" He drops to his knees before you. "Salvation at last."<br><br>\n\n\t\t"Uh, if you say so," you say, stepping around the man.<br><br>\n\n\t\tHe grabs your boot. "Wait, bones of the Voided One! Please, I beg you. Bless us with your shadowed words. Bless our bones with the gifts of that which lies between the wretched stars!"\n\t<<elseif $randomEncounterPhases.nutcasePhase eq 1>>two young women, naked from head to toe, block your way. Both bear extensive tattoos that resemble rays of sunlight arching out from their breasts, across their entire bodies.<br><br>\n\n\t\tOne of them smiles sweetly. "Hello, <<if $attrib.gender eq "male">>Mister<<else>>Miss<</if>>. My sister and I are pilgriming toward the eternal light of the Loving Stars. Would you like to add your rays of light to ours, so that your sins will also be washed clean?"<br><br>\n\n\t\t"If you're asking for credits, guess."<br><br>\n\n\t\tThe other looks shocked. "Oh, no, <<if $attrib.gender eq "male">>Mister<<else>>Miss<</if>>. It is just we void for [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]] tomorrow and wish to carry as many lost souls into its brilliance as we can. And we thought perhaps you too wished to have your rays of light carried into the loving embrace of that which gives life to all."\n\t<<elseif $randomEncounterPhases.nutcasePhase eq 2>>you spot a young man sitting on the floor, holding what looks suspiciously like an explosive vest. No one around seems to realize what the wire-infested thing is - or if they do, at the very least no one is panicking.<br><br>\n\n\t\t"Broken," he mumbles, fiddling with the wires. "One big boom but no! Broken."<br><br>\n\n\t\t"Uh-oh," you mutter, wondering whether to alert someone - preferably the [[Constabulary|PDA][$hud.currentScreen = "Constabulary"]].<br><br>\n\n\t\tThe man shakes his head with a sigh. "All that work, all the holo-scripting, hours wasted on animating it. A bitch, that's what she is. A cruel, heartless bitch!"<br><br>\n\n\t\tYou breathe a sigh of relief, realizing the vest isn't a bomb but an elaborate projection device. Only the Loving Stars know what the hell he was trying to do with it. But that isn't your problem - thankfully.\n\t<<elseif $randomEncounterPhases.nutcasePhase eq 3>>a man and a woman dressed from head to toe in black cross your path. Both are wearing veils hung over their faces and gloves that completely cover their hands.<br><br>\n\n\t\t"Wonderful," you mutter. "More freaks."<br><br>\n\n\t\t"Freak yourself, asshole." The man stops before you, arms folded. "See this? It's called a costume. We happen to like black. And veils. You got a fucking problem with that? Or ya gonna leave us be like every other fucking normal citizen, hm?"<br><br>\n\n\t\t"Woha." You take a step back. "Sorry. Just used to getting baggered by the local freakshow. No offence meant."<br><br>\n\n\t\tHe scoffs. "Freakshow, that's what we are now? Yeah? Well, go fuck yourself and your fucking fancypants <<armortype>>. We're just fucking walking here and you gotta make a big deal of it."\n\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You've just stepped out...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<<if $randomEncounterPhases.zanexPhase eq 0>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_zanex_patrol.png"]]</div>\n\t<<elseif $randomEncounterPhases.zanexPhase eq 1>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_zanex_ambush.png"]]</div>\n\t<<elseif $randomEncounterPhases.zanexPhase eq 2>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_zanex_protest.png"]]</div>\n\t<<elseif $randomEncounterPhases.zanexPhase eq 3>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_zanex_rally.png"]]</div>\n\t<</if>>\n\n\tYou've just stepped out of the <<print $action.action4.toUpperCase()>> tramway station when\n\n\t<<if $randomEncounterPhases.zanexPhase eq 0>>you spot six [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers standing around in full [[riot armor|PDA][$hud.currentScreen = "Riot Armor"]]. One of them waves but suited up as they are, with their cameoflauged coil carbine cradled in their arms, you can't tell who the hell it is.<br><br>\n\n\t\tYou wave back all the same. "Hey. What's up?"<br><br>\n\n\t\t"Assembling for patrol, Sir." he calls back. "Just like in the old days, Sir."<br><br>\n\n\t\t"Oh," you reply, realizing it has to be Jalkovski. "Good luck on the streets, man."<br><br>\n\n\t\t"Thank you, Sir. Until later, Sir."<br><br>\n\n\t\tYou shake your head as you <<walk>> away, wondering just what the hell is wrong with that fellow. Given, he was an okay Raptor, and his sister was a fucking menace, but he really could lay off with the 'Sir' from time to time. He isn't even under your command anymore - not that you're in command of anything, really. So maybe it's just his way of showing respect. Yeah, it's probably just that.\n\n\t<<elseif $randomEncounterPhases.zanexPhase eq 1>>you spot a [[Zanex|PDA][$hud.currentScreen = "Division 108"]] patrol headed your way in full [[riot armor|PDA][$hud.currentScreen = "Riot Armor"]]. The next moment, fire explodes amidst their ranks, followed by two more firebombs thrown from amidst the crowd.<br><br>\n\n\t\t"Death to theothobes," a voice shouts as a fourth bomb smashes on their armor.<br><br>\n\n\t\tVoices scream. Pedestrians begin to run as the [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers reform into line. Hands moved with drilled precision, chambering rounds and bringing weapons up. Part of you expects them to open fire on the spot. Instead, they simply stay where they are, waiting patiently.<br><br>\n\n\t\tEventually, a synthesized voice booms, "All clear. Stand down and safe."\n\n\t<<elseif $randomEncounterPhases.zanexPhase eq 2>>a large crowd moves into your way, chanting and shouting to a pulsing beat enemnating from enormous speakers floating amidst the protestors. It's impossible to hear what they're saying but the signs spell it out clearly: //No Hate - Fuck the 108//. Pedestrians everywhere scurry aside as the procession turns toward the tramway station.<br><br>\n\t\t\n\t\tIt's only then, as you hurry to the side of the pressure tunnel, when you spot the riot line - over a hundred [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers who moved quietly into position just behind you, blocking the entrance to the <<print $action.action4.toUpperCase()>> tramway station.<br><br>\n\n\t\t"Uh-oh," you mutter, fearing the situation is about to blow up.<br><br>\n\t\t\n\t\tEvidently you're not the only one who's come to that conclusion, as people all around are scurrying into the side passages, trying to get out of the way before the gas and firebombs start flying.\t\t\n\n\t<<elseif $randomEncounterPhases.zanexPhase eq 3>>thudding music reverberates off the walls. Hundreds of people are marching down a cross-corridor, many dressed in yellow, with countless flags bearing the [[Division 108|PDA][$hud.currentScreen = "Division 108"]] insignia waving overhead. Some are dancing to the rapid beat, many simply swaggering along with smiles on their faces.<br><br>\n\t\t\n\t\tYou stop, watching the procession pass, until someone grabs your shoulder. "Vine!"<br><br>\n\n\t\t<<if $chr_celena.isWitch>>Celena is standing behind you, half-naked and wrapped in yellow ribbons. She grins. "Didn't think you'd heard. Didn't think you'd come either."<br><br>\n\n\t\t\t"I didn't to either. I just kinda walked into, well, this." You wave to the procession.<br><br>\n\n\t\t\t"Oh." She shrugs. "Well, whatever. Still cool you're here. Didn't think I'd know anyone. Too many wannabe free-thinkers who've got it in their head the [[Division|PDA][$hud.currentScreen = "Division 108"]] is some kinda oppressive corpo conspiracy when it's just a bunch of Downers who got fed up with Wilkin's shit."\n\n\t\t<<else>>Vic is standinb behind you, wearing a yellow T-Shirt. He grins. "Hey, man. Wasn't sure if I'd see you here. You know, after all that mess back at the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]."<br><br>\n\n\t\t\t"I wasn't planning on being here," you admit. "Just kinda walked into it."<br><br>\n\n\t\t\tHe looks surprised. "How didn't you hear. It was everywhere, on every feed. Level Meet decided they'd had enough of those whackjobs causing hell all over just 'cause the [[Division|PDA][$hud.currentScreen = "Division 108"]] is here now. And they decided to do this, you know. Show folk what Downers really think."\n\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $randomEncounterPhases.lastRndEncounterTime = $time.active>>\n<</silently>>\n<<nobr>>\n\t<<if $randomEncounterPhases.backalleyPhase eq 0>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'backalley_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $attrib.demeanor eq "agressive" or $attrib.armortype eq "armored" or $gameworld_modifiers.hasNegotiateOverride>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Intimidate|random_backalley_inject][$action.action1 = "negotiate"; $hide.layer1 = true; $attrib.violence += 1; $statistics.intimidateDone += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Intimidate|random_backalley_inject][$action.action1 = "negotiatefail"; $hide.layer1 = true; $attrib.caution += 1; $statistics.negotion_failDone += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<</if>>\n\t\t\t\t<<set $bribeammount = Math.round($attrib.credits * 0.6 * $gameworld_modifiers.bribeModifier)>>\n\t\t\t\t<<set $bribetext = "Pay the Thugs (" + $bribeammount + " C)">>\n\n\t\t\t\t<<if $attrib.credits gte $bribeammount>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t\t\t\t<<click $bribetext "random_backalley_inject">>\n\t\t\t\t\t\t\t<<set $action.action1 = "pay"; $attrib.credits -= $bribeammount; $action.action2 = $bribeammount; $hide.layer1 = true; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");>>\n\t\t\t\t\t\t\t<<if $bribeammount gte 600>>\n\t\t\t\t\t\t\t\t<<set $statistics.bribesDone += 1>>\n\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Pay the Thugs (<<print $bribeammount>> C)]</div></div>\n\t\t\t\t<</if>><br>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Thugs|hud_combat][$attrib.violence += 2; $combatTemplate = "Thugs_Inject1"; $processed = false; $statistics.agressionDone += 1]]</div>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'backalley_1_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'backalley_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if ($action.action1 eq "pay" and $action.action2 gte 600) or $action.action1 eq "negotiate">>\n\t\t\t\t\t<<if $attrib.demeanor eq "agressive">>\n\t\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Kill the Thugs|hud_combat][$combatTemplate = "Thugs_Inject1"; $processed = false; $attrib.violence += 4; $statistics.agressionDone += 1]]</div><br>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $action.action2 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.backalleyPhase = 1; playContextSound("ui_walk");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Thugs|hud_combat][$combatTemplate = "Thugs_Inject1"; $processed = false]]</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.backalleyPhase eq 1>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'backalley_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $attrib.armortype eq "unarmored" and not $gameworld_modifiers.hasNegotiateOverride>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|random_backalley_inject][$action.action1 = "negotiatefail"; $hide.layer1 = true; $attrib.caution += 2; $attrib.violence -= 1; $statistics.negotion_failDone += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|random_backalley_inject][$action.action1 = "negotiate"; $hide.layer1 = true; $attrib.caution += 2; $attrib.violence -= 1; $statistics.negotiateDone += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<set $bribeammount = Math.round(950 * $gameworld_modifiers.bribeModifier)>>\n\t\t\t\t<<set $bribetext = "Bribe the Freaks (" + $bribeammount + " C)">>\n\n\t\t\t\t<<if $attrib.credits gte $bribeammount>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t\t\t\t<<click $bribetext "random_backalley_inject">>\n\t\t\t\t\t\t\t<<set $action.action1 = "pay"; $attrib.credits -= $bribeammount; $action.action2 = $bribeammount; $hide.layer1 = true; $statistics.bribesDone += 1; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");>>\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Bribe the Freaks (<<print $bribeammount>> C)]</div></div>\n\t\t\t\t<</if>><br>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Freaks|hud_combat][$attrib.violence += 2; $combatTemplate = "Thugs_Inject2"; $processed = false; $statistics.agressionDone += 1]]</div>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'backalley_1_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'backalley_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if (($action.action1 eq "negotiate" and $attrib.armortype neq "unarmored") or $action.action1 eq "pay")>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $action.action2 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.backalleyPhase = 2; playContextSound("ui_walk");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Freaks|hud_combat][$attrib.violence += 1; $combatTemplate = "Thugs_Inject2"; $processed = false]]</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $randomEncounterPhases.lastRndEncounterTime = $time.active>>\n<</silently>>\n<<nobr>>\n\t<<if $randomEncounterPhases.beggarPhase eq 0>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'beggar_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $attrib.credits gte 15>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you Will (15 C)|random_beggar_inject][$action.action1 = "give"; $hide.layer1 = true; $attrib.caution -= 1; $attrib.credits -= 15; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You are too Broke (15 C)]</div></div>\n\t\t\t\t<</if>><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you Can't|random_beggar_inject][$action.action1 = "nogive"; $hide.layer1 = true; $attrib.violence += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Walk away Wordlessly|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $attrib.caution += 1; $hide.layer1 = false; $randomEncounterPhases.beggarPhase = 1; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'beggar_1_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'beggar_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.beggarPhase = 1; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.beggarPhase eq 1>>\n\t\t<div class='GameText'><<display 'beggar_1_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.beggarPhase = 2; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $randomEncounterPhases.beggarPhase eq 2>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'beggar_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $attrib.credits gte 15>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you got Some (15 C)|random_beggar_inject][$action.action1 = "give"; $attrib.caution -= 1; $hide.layer1 = true; $attrib.credits -= 15; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You are too Broke (15 C)]</div></div>\n\t\t\t\t<</if>><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you got None|random_beggar_inject][$action.action1 = "nogive"; $hide.layer1 = true; $attrib.violence += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Walk away Wordlessly|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $attrib.caution += 1; $hide.layer1 = false; $randomEncounterPhases.beggarPhase = 3; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'beggar_1_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'beggar_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.beggarPhase = 3; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.beggarPhase eq 3>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'beggar_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $attrib.credits gte 15000>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Agree to Pay (15000 C)|random_beggar_inject][$action.action1 = "give"; $randomEncounterPhases.paidShipCaptain = true; $hide.layer1 = true; $attrib.credits -= 15000; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You lack the Funds (15000 C)]</div></div>\n\t\t\t\t<</if>><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say he's Mad|random_beggar_inject][$action.action1 = "nogive"; $attrib.violence += 1; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Walk away Wordlessly|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $attrib.caution += 1; $hide.layer1 = false; $randomEncounterPhases.beggarPhase = 4; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'beggar_1_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'beggar_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.beggarPhase = 4; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.beggarPhase eq 4>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'beggar_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $attrib.credits gte 15000>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Agree to Pay (15000 C)|random_beggar_inject][$action.action1 = "give"; $randomEncounterPhases.paidShipCaptain = true; $hide.layer1 = true; $attrib.credits -= 15000; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You lack the Funds (15000 C)]</div></div>\n\t\t\t\t<</if>><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Walk away Wordlessly|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $attrib.caution += 1; $hide.layer1 = false; $randomEncounterPhases.beggarPhase = 5; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'beggar_1_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'beggar_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.beggarPhase = 5; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You've just left the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<<if $randomEncounterPhases.beggarPhase eq 0>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_skullplate.png"]]</div>\n\t<<elseif $randomEncounterPhases.beggarPhase eq 1>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_datapads.png"]]</div>\n\t<<elseif $randomEncounterPhases.beggarPhase eq 2>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_druggie.png"]]</div>\n\t<<elseif $randomEncounterPhases.beggarPhase eq 3 or $randomEncounterPhases.beggarPhase eq 4>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_voider.png"]]</div>\n\t<</if>>\n\n\tYou've just left the <<print $action.action4.toUpperCase()>> tramway station when\n\n\t<<if $randomEncounterPhases.beggarPhase eq 0>>ragged man with a skull-plate shuffles up to you, reeking of stale booze. He waves a plastic bowl in your face, causing the credit chips within to clatter.<br><br>\n\t\n\t\t"Pay me. Pay me for my disability. Pay me. Pay—" His head snaps back. "Good day, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>. Might an unfortunate soul beg of you a small sum of credits?"<br><br>\n\n\t\tConfused as you are, all you can mange is, "Uhm—"<br><br>\n\n\t\t"Forgive me for any disturbance I may have caused. My mind is not quite right—" He taps his skull-plate. "At times, the intelligence which drives me does not activate and my, ah, biologically impaired personality rears its rather vulgar head. So I do beg for forgiveness, but I am in dire need of liquidity."\n\t<<elseif $randomEncounterPhases.beggarPhase eq 1>>a man in a smart suit shouts, "Data pads! Get your data pads! The premier reading, writing, and data storage technology, brought to you by DPOS Industries!"<br><br>\n\n\t\tYou try to <<walk>> by without being noticed but the man hurries into your path. "You, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>. Would you like to give the new DPOS a try?" He holds out a shiny new pad. "Fastest system in the galaxy, complete with full, wireless backups and instant synchronizatio—"<br><br>\n\n\t\t"I have an implant," you say. "I don't use pads."<br><br>\n\n\t\tThe salesman laughts. "Implants? Ha! And what happens when bionodes desynch? Or your body rejects the augment? Utter and complete helplessness, that's what! A data pad doesn't have to be stuck in your body. It's trusty, reliable, and -" The data pad he's waving about slips from his hands and hits the floor with a nasty crack. "Oh, bugger."<br><br>\n\n\t\tYou snort. "Yeah, and breaks when you drop it. No thanks. Not in my line of work."<br><br>\n\n\t\t"You'll change your mind yet, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>, mark my words," the man calls as you <<walk>> away.\n\t<<elseif $randomEncounterPhases.beggarPhase eq 2>>when a woman with sunken eyes and missing her arm hobbles up. She cracks a lopsided grin.<br><br>\n\n\t\t"Hey, you got cash? For my next high, yeah?"<br><br>\n\n\t\tYou scoff. "Seriously. Does that line ever work?"<br><br>\n\n\t\t"Eh, everyone 'ready knows I'm a junkie. Might as well sell it straight." She shrugs. "So, ya got cash? Could really use a fix."\n\n\t<<elseif $randomEncounterPhases.beggarPhase eq 3>>a man in a black skinsuit sidles up to you. He looks like a voider, judging by the utility straps and gear tucked in everywhere.<br><br>\n\n\t\t"Hey, friend." He places a hand on your shoulder. "Sorry to nag like this but I'm in a bit of a bind. See, my vessel is currently in impound here. I have the paperwork—" He produces a data pad. "—all here, signed and authorized as you can see, but the issue is I currently lack funds."<br><br>\n\n\t\tYour brow rises. "And now you're gonna ask me for an insane sum? Really? Do I have to slap you?"<br><br>\n\n\t\t"Preferably not," he says with a little smike. "I assure you, this is no scam. I am the captain of the EXC Raytrace and, naturally, your assistance would not go unrewarded. Should you ever require a captain with a positive disposition towards you, I'd be happy to be of assistance, friend."<br><br>\n\n\t\t"Okay," you say slowly. "How much you asking."<br><br>\n\n\t\tHis expressions darkens. "Unfortunately, the rather hefty sum of fifteen thousand credits. I have collected most of the fee from my debitors and clients. With such a generous donation, I could have my ship out of lockup by tomorrow." \n\t<<elseif $randomEncounterPhases.beggarPhase eq 4>>a man in a black skinsuit sidles up to you. It's the same voider you saw earlier, asking for a bazillion credits.<br><br>\n\n\t\t"Hey, friend." He places a hand on your shoulder. "Sorry to nag like this but I'm in a bit of a bind. See, my vessel is currently in impound--"<br><br>\n\n\t\t"I know," you say. "<<if $attrib.demeanor eq "agressive">>I heard your sob story<<else>>I heard you well enough<</if>> last time."<br><br>\n\n\t\tHis brow furrows. "Last time? Sorry? Have we met?"\n\n\t\tYou roll your eyes. Of course you've met the man.<br><br>\n\n\t\t"Well, even if we has, can I ask agan? I really needs my Raytrace out of impound. Should you help me with a little donation, say, 15'000 C, I'd always be at your disposal and by always, I really do mean always."<br><br>\n\n\t\t"That's exactly what you said last time," you say.<br><br>\n\n\t\t"And I only says it cause it's true, friend. So, you think you can help me out? With a few more credits, I could have the Raytrace out of impound by tomorrow."\n\t<</if>>\n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $randomEncounterPhases.lastRndEncounterTime = $time.active>>\n<</silently>>\n<<nobr>>\n\t<<if $loc_riptide.ownedBy eq "marisa">>\n\t\t<<if $randomEncounterPhases.zanexPhase eq 0>>\n\t\t\t<div class='GameText'><<display 'zanex_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $hide.layer1 = false; $time.active += 0.25; $randomEncounterPhases.zanexPhase = 1; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<<elseif $randomEncounterPhases.zanexPhase eq 1>>\n\t\t\t<<if $action.action1 eq "none">>\n\t\t\t\t<div class='GameText'><<display 'zanex_1_txt'>></div><br>\n\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask if they're Okay|random_merc_inject][$action.action1 = "areokay"; $hide.layer1 = true; $attrib.caution += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $hide.layer1 = false; $time.active += 0.25; $randomEncounterPhases.zanexPhase = 2; playContextSound("ui_walk");]]</div>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameTextGreyed'><<display 'zanex_1_txt'>></div><br>\n\t\t\t\t<div class='GameText'><<display 'zanex_2_txt'>></div><br>\n\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $hide.layer1 = false; $time.active += 0.25; $randomEncounterPhases.zanexPhase = 2; playContextSound("ui_walk");]]</div>\n\t\t\t\t</div>\n\t\t\t<</if>>\n\t\t<<elseif $randomEncounterPhases.zanexPhase eq 2>>\n\t\t\t<<if not $inztinct.unlockedSkills.contains("skill_theophobe_5")>>\n\t\t\t\t<<set $inztinct.unlockedSkills.push("skill_theophobe_5")>>\n\t\t\t\t<<if $attrib.religion eq "theophobe">>\n\t\t\t\t\t<<set $inztinct.newSkills += 1>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n\t\t\t<<if $action.action1 eq "none">>\n\t\t\t\t<div class='GameText'><<display 'zanex_1_txt'>></div><br>\n\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Stay and Watch|random_merc_inject][$action.action1 = "watch"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Get out of the Way|random_merc_inject][$action.action1 = "getout"; $hide.layer1 = true; $attrib.caution += 1; playContextSound("ui_walk");]]</div>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameTextGreyed'><<display 'zanex_1_txt'>></div><br>\n\t\t\t\t<div class='GameText'><<display 'zanex_2_txt'>></div><br>\n\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $hide.layer1 = false; $time.active += 0.5; $randomEncounterPhases.zanexPhase = 3; playContextSound("ui_walk");]]</div>\n\t\t\t\t</div>\n\t\t\t<</if>>\n\t\t<<elseif $randomEncounterPhases.zanexPhase eq 3>>\n\t\t\t<<if $action.action1 eq "none">>\n\t\t\t\t<div class='GameText'><<display 'zanex_1_txt'>></div><br>\n\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t<<if $chr_celena.isWitch>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Agree with Her|random_merc_inject][$action.action1 = "agree"; $hide.layer1 = true; $attrib.faith.anti += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Disagree with Her|random_merc_inject][$action.action1 = "disagree"; $hide.layer1 = true; $attrib.caution += 1; playContextSound("ui_click");]]</div>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you like the Idea|random_merc_inject][$action.action1 = "agree"; $hide.layer1 = true; $attrib.faith.anti += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say this was Stupid|random_merc_inject][$action.action1 = "disagree"; $hide.layer1 = true; $attrib.caution += 1; playContextSound("ui_click");]]</div>\n\t\t\t\t\t<</if>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameTextGreyed'><<display 'zanex_1_txt'>></div><br>\n\t\t\t\t<div class='GameText'><<display 'zanex_2_txt'>></div><br>\n\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $hide.layer1 = false; $time.active += 0.5; $randomEncounterPhases.zanexPhase = 4; playContextSound("ui_walk");]]</div>\n\t\t\t\t</div>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $randomEncounterPhases.raptorPhase eq 0>>\n\t\t\t<div class='GameText'><<display 'raptor_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $hide.layer1 = false; $time.active += 0.25; $randomEncounterPhases.raptorPhase = 1; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<<elseif $randomEncounterPhases.raptorPhase eq 1>>\n\t\t\t<<if $action.action1 eq "none">>\n\t\t\t\t<div class='GameText'><<display 'raptor_1_txt'>></div><br>\n\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say it doesn't sound that Way|random_merc_inject][$action.action1 = "donot"; $hide.layer1 = true; $attrib.caution += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $hide.layer1 = false; $time.active += 0.25; $randomEncounterPhases.raptorPhase = 2; playContextSound("ui_walk");]]</div>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameTextGreyed'><<display 'raptor_1_txt'>></div><br>\n\t\t\t\t<div class='GameText'><<display 'raptor_2_txt'>></div><br>\n\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $hide.layer1 = false; $time.active += 0.25; $randomEncounterPhases.raptorPhase = 2; playContextSound("ui_walk");]]</div>\n\t\t\t\t</div>\n\t\t\t<</if>>\n\t\t<<elseif $randomEncounterPhases.raptorPhase eq 2>>\n\t\t\t<<if $action.action1 eq "none">>\n\t\t\t\t<div class='GameText'><<display 'raptor_1_txt'>></div><br>\n\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say they're being Idiots|random_merc_inject][$action.action1 = "idiots"; $hide.layer1 = true; $attrib.caution += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you don't Care|random_merc_inject][$action.action1 = "nocare"; $hide.layer1 = true; $attrib.violence += 1; playContextSound("ui_click");]]</div>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameTextGreyed'><<display 'raptor_1_txt'>></div><br>\n\t\t\t\t<div class='GameText'><<display 'raptor_2_txt'>></div><br>\n\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $hide.layer1 = false; $time.active += 0.25; $randomEncounterPhases.raptorPhase = 3; playContextSound("ui_walk");]]</div>\n\t\t\t\t</div>\n\t\t\t<</if>>\n\t\t<<elseif $randomEncounterPhases.raptorPhase eq 3>>\n\t\t\t<<if $action.action1 eq "none">>\n\t\t\t\t<div class='GameText'><<display 'raptor_1_txt'>></div><br>\n\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say it's Wilkin's Fault|random_merc_inject][$action.action1 = "wilkinfault"; $hide.layer1 = true; $attrib.violence += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you don't Know|random_merc_inject][$action.action1 = "noidea"; $hide.layer1 = true; $attrib.caution += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue without Replying|$action.action5][$processed = false; $action.action1 = "none"; $hide.layer1 = false; $time.active += 0.25; $randomEncounterPhases.raptorPhase = 4; playContextSound("ui_walk");]]</div>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameTextGreyed'><<display 'raptor_1_txt'>></div><br>\n\t\t\t\t<div class='GameText'><<display 'raptor_2_txt'>></div><br>\n\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $hide.layer1 = false; $time.active += 0.25; $randomEncounterPhases.raptorPhase = 4; playContextSound("ui_walk");]]</div>\n\t\t\t\t</div>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You've just stepped out...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<<if $randomEncounterPhases.raptorPhase eq 0>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_raptor_patrol.png"]]</div>\n\t<<elseif $randomEncounterPhases.raptorPhase eq 1>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_raptor_explode.png"]]</div>\n\t<<elseif $randomEncounterPhases.raptorPhase eq 2>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_raptor_frat.png"]]</div>\n\t<<elseif $randomEncounterPhases.raptorPhase eq 3>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_raptor_pows.png"]]</div>\n\t<</if>>\n\n\tYou've just stepped out of the <<print $action.action4.toUpperCase()>> tramway station when\n\n\t<<if $randomEncounterPhases.raptorPhase eq 0>>you spot three Raptors stolling past in full [[combat armor|PDA][$hud.currentScreen = "Combat Armor"]]. One of them waves but suited up as they are, with assault rifles cradled in their arms, you can't tell who the hell it is.<br><br>\n\n\t\tYou wave back all the same. "Hey, man. What's up?"<br><br>\n\n\t\t"Same old," the Raptor calls as they disappear into the crowd again.<br><br>\n\n\t\tYou slow your pace, wondering who the hell that might have been. Probably someone you knew back in the days. Wilkin would never allow one of the new kids to gear up that way. Only veterans are afforded that privilege. Privilege - the very idea makes you smirk.<br><br>\n\n\t\tWorking for Mr. Wilkin and the Raptors is hell. Sure, there's a certain prestige in wearing the armor and roaming the Downs, keeping shit in check and furthering the Big Boss's interests. But at the end of the day every Raptor is just a thug with a gun, even the vets.\n\n\t<<elseif $randomEncounterPhases.raptorPhase eq 1>>you hear gunfire up ahead. Confused looks are cast around. Pedestrians yelp and murmur. An exposion resounds farther down the pressure corridor.<br><br>\n\n\t\tWorried - and a little curious - you push your way through the masses, toward the commotion.\tWhen you reach the edge of the crowd, you spot a dozen Raptors holding a loose perimiter around a two-story hab. More men and women in [[combat armor|PDA][$hud.currentScreen = "Combat Armor"]] are standing guard around the front door.<br><br>\n\n\t\t"Hey," you call to the nearest Raptor. "What the hell's going on?"<br><br>\n\n\t\t"Zone control," he shouts back. "Nothing out of the ordinary. We've got the situation—" Gunshots echo from inside the hab. "—under control."\n\t<<elseif $randomEncounterPhases.raptorPhase eq 2>>spot several Raptors with their helmets off, chatting up handful of girls. Just seeing them makes your heart sink. Unprofessional. Revealing your face on patrol. And fraternizing out in the open?<br><br>\n\n\t\t"Hopeless," you mutter, hurrying past before the urge to beat some sense into them overcomes you.<br><br>\n\n\t\tBefore you've gone ten paces, one of them shouts, "Hey! Boss!"<br><br>\n\n\t\tYou stop short. "I'm busy, kid. What's the deal?"<br><br>\n\n\t\t"There's someone wants to meet ya, man." He slaps the girl beside him on the ass. "Names Tifa. Real nice chick. Sure she'd do you too."\n\t<<elseif $randomEncounterPhases.raptorPhase eq 3>>half a dozen Raptors appear from a side passage, three men with sacks over their heads between them. You pause to watch, half expecting Wilkin's men to stage a public execution, [[Street Wars|PDA][$hud.currentScreen = "Street Wars"]] style.<br><br>\n\n\t\tInstead, they just mach their prisoners toward the landing pads beside the tramway station. A [[Constabulary|PDA][$hud.currentScreen = "Constabulary"]] grav-vehicle is waiting there along with several officers. They nod to the Raptors as they approach. Words you can't understand are exchanged.<br><br>\n\n\t\t"Wow," you mutter, watching as the prisoners are handed over and locked up. "Working that close with the fuzz. Never though I'd see the day."<br><br>\n\n\t\tA man who stopped beside you to watch says, "Yeah, man. Used to be different 'round here. Used to be we Downers took care of our own crap. Now it's all [[Church|PDA][$hud.currentScreen = "Church of Eden"]] this and Law that. What the fuck's happening to this place?"\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You leave the <<print $action.action4.toUpperCase()>> tramway station and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<<if $randomEncounterPhases.backalleyPhase eq 0>>\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_thugs.png"]]</div>\n\t<<elseif $randomEncounterPhases.backalleyPhase eq 1>>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_freaks.png"]]</div>\n\t<</if>>\n\n\tYou leave the <<print $action.action4.toUpperCase()>> tramway station and\n\n\t<<if $action.action4 eq "b40">>turn into the dim pressure corridor. There's no one around. Your footfalls ring in silence. A ventilation fan creaks and shudders.\n\t<<elseif $action.action4 eq "b29">>head toward the Bazar. Bodies press on all sides. Voices clamor at the top of their lungs. All manner of scents fill your nostrils.\n\t<</if>>\n\n\t<<if $randomEncounterPhases.backalleyPhase eq 0>>Suddenly, something is pressed into your back.<br><br>\n\n\t\t"Nothin' stupid now, <<if $attrib.gender eq "male">>man.<<else>>sweetheart.<</if>> That way. Move." You're pushed toward a <<if $action.action4 eq "b29">>nearby alley<<else>>dim side passage<</if>>.<br><br>\n\n\t\tRather than fight, and risk getting your spine blown out point-blank, you let it happen. Tense seconds pass as you're manhandled into the shadows. Two thugs are ahead, arms folded and barely-concealed pistols tucked in their belts.<br><br>\n\n\t\tOne of them grins. "Nice catch. <<if $attrib.armortype neq "unarmored">>Like the <<armor>>. <</if>>So, what'll it be, kid? Credits or a bolt to the face?"\n\n\t<<elseif $randomEncounterPhases.backalleyPhase eq 1>>\n\t\t<<if $action.action4 eq "b40">>Without warning, a man and woman in psyschodelically painted armor appear from a side passage. One of them grabs you.\n\t\t<<elseif $action.action4 eq "b29">>Without warning, a man and woman in psyschodelically painted armor shove you toward a side alley.\n\t\t<</if>><br><br>\n\n\t\t"This 'un looks good," the woman says, drawing her pistol. "Jus' nice 'n easy now. Dis ain't gon' be long."<br><br>\n\n\t\t"What the—" You tear from their grip and backpedal.<br><br>\n\n\t\t"Eh, eh." The man raises a coil carbine. "Nothin' like that, man. We needs ya alive. Alive an' screamin, that is. Nothin' personal. Yer jus' the first 'un we's found."<br><br>\n\n\t\t"Shit," you mutter, uncomfortably aware where this is going: somewhere nasty.\n\n\t<</if>>\n\n<</nobr>><</if>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B29 - Utility Duct">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $override.result = "none">>\n\t\t<<set $override.code = "none">>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none" and $job_psychocult.mainPhase lt 98>>\n\t\t<div class='GameText'><<display 'b29_cult_enter_txt'>></div><br>\n\t\t<div id='hack-area' class='HUD_hackutility'>\n\t\t\t<<display 'hackutility_psychocult'>>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<<if $job_psychocult.mainPhase lt 98>>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_cult_enter_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameText'><<display 'b29_cult_enter_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action1 eq "abort">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Tramway Station|b29_tram_station][$action.arrive = "onfoot"; $time.active = $time.active + 0.25; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<<if $job_psychocult.mainPhase eq 98>>\n\t\t\t\t\t<<if $factionlock.kobolPhase eq 0 and ($job_fisher_extremists.mainPhase eq 98 or $job_fisher_extremists.mainPhase eq 3 or $job_fisher_extremists.mainPhase eq 4) and not $loc_highpalace_owned.firstArrive>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Highborn Palace|highbornpalace_faction][$hide.layer0 = true; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Highborn Palace|b29_highbornpalace][$action.arrive = "fromOutside"; $processed = false; playContextSound("ui_walk");]]</div>\n\t\t\t\t\t<</if>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Enter Highbron Palsae|b29_psychocult_enter][$action.action2 = "enter", $hide.layer2 = true; $attrib.criminality += 2; playContextSound("ui_walk");]]</div>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b29_cult_enter_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b29_cult_enter_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b29_cult_enter_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $attrib.armortype eq "armored" or $attrib.demeanor eq "agressive" or $gameworld_modifiers.hasNegotiateOverride>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|b29_psychocult_enter][$action.action3 = "lowerguns", $hide.layer3 = true; $attrib.caution += 4; $statistics.negotiateDone += 1; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|b29_psychocult_enter][$action.action3 = "justlook", $hide.layer3 = true; $attrib.caution += 3; $statistics.negotion_failDone += 1; playContextSound("ui_click");]]</div>\n\t\t\t<</if>><br>\n\t\t\t<<if $equip.pistol.name eq "M1114_Converted" and $equip.pistol.ammo gte 6>>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Silent Takedown (Sidearm)|b29_psychocult_enter][$action.action3 = "silentkill"; $hide.layer3 = true; $attrib.caution += 2; $equip.pistol.ammo -= 6; $statistics.specialKillDone += 1; $statistics.nineMillFired += 1; $statistics.overalKills += 1; $statistics.humanKilled += 1; $statistics.organicKilled += 1; playContextSound("ui_attack_suppressed");]]</div><br>\n\t\t\t<<elseif $attrib.demeanor eq "agressive" or $gameworld_modifiers.hasShadowExclusin>>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Covert Takedown|b29_psychocult_enter][$action.action3 = "silentkill_knife"; $hide.layer3 = true; $attrib.caution += 2; $attrib.violence += 2; $statistics.nineMillFired += 1; $statistics.overalKills += 1; $statistics.humanKilled += 1; $statistics.organicKilled += 1; playContextSound("ui_attack_melee");]]</div><br>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Covert Takedown|b29_psychocult_enter][$action.action3 = "silentkill_fail"; $hide.layer3 = true; $attrib.caution += 2; playContextSound("ui_click");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Freaks|hud_combat][$attrib.violence += 3; $combatTemplate = "Freaks_B29"; $action.arrive = "fromBattle"; $processed = false; $job_psychocult.killedCult = true; $statistics.agressionDone += 1]]</div>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b29_cult_enter_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b29_cult_enter_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b29_cult_enter_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b29_cult_enter_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action3 eq "silentkill" or $action.action3 eq "silentkill_knife">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Sneak into the Slum|b29_psychocult_introduce][$processed = false; $action.arrive = "fromSneak"; $statistics.sneakDone += 1; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<<if $action.action3 eq "lowerguns">>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Follow the Highbron|b29_psychocult_introduce][$processed = false; $action.arrive = "fromConvinced"; playContextSound("ui_walk");]]</div>\n\t\t\t\t<</if>>\n\t\t\t\t<<if $action.action3 neq "lowerguns">>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Freaks|hud_combat][$combatTemplate = "Freaks_B29"; $action.arrive = "fromBattle"; $processed = false; $job_psychocult.killedCult = true]]</div>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You leave the tramway station and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\nYou leave the tramway station and head up a side passage, toward Hab Unit 42. Beside it, you find the sealed utility hatch, just like the data pad said. There's no obvious access pannel - presumably because it's a duct intended to allow emergency exit, not access to the utility passageways.<br><br>\n\n"Okay—" You glance around, just to be certain no is watching, and jack into the system.<br><br>\n\nYour [[PDA|PDA][$hud.currentScreen = "home"]] beeps and displays the following dialog:\n\n<</nobr>><</if>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B29 - High Palace">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $override.result = "none">>\n\t\t<<set $override.code = "none">>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n\t<<set $override.solution = "vxvvxxvx1">>\n\t<<set $override.result = $override.result.toLowerCase()>>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b29_hp_enter_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Speak to Shitzo|b29_highbornpalace][$action.action1 = "buy"; $hide.layer1 = true; $storedGear = $equip; $storedAttrib = $attrib; playContextSound("ui_walk");]]</div><br>\n\t\t\t<<if $attrib.addicted or $attrib.toxicity gte 75 and not $characterEncounterPhases.didAddictScene>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Admire all the Chems|b29_highbornpalace][$action.action1 = "lookdrugs"; $hide.layer1 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Inspect the Operation|b29_highbornpalace][$action.action1 = "inspect"; $hide.layer1 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Enter your Tent|b29_highbornpalace_yourtent][$action.arrive = "fromOutside"; $processed = false; playContextSound("ui_walk");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the High Palace|b29_tram_station][$action.arrive = "fromhp"; $time.active = $time.active + 0.25; $hide.layer0 = false; $loc_highpalace_owned.firstArrive = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action1 eq "buy">>\n\t\t<div class='GameTextGreyed'><<display 'b29_hp_enter_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b29_hp_buy_txt'>></div><br>\n\t\t<div id='game-slaver-shop' class='HUD_shop'>\n\t\t\t<<display 'highpalace_shopoptions'>>\n\t\t</div>\n\t<<elseif $action.action1 eq "lookdrugs">>\n\t\t<<if $action.action2 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_hp_enter_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b29_hp_drugcult_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you like the Buzz|b29_highbornpalace][$action.action2 = "likebuzz"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Insist it was an Accident|b29_highbornpalace][$action.action2 = "accident"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're all too Aware|b29_highbornpalace][$action.action2 = "toaware"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t\t</div>\n\t\t<<elseif $action.action3 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_hp_enter_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_hp_drugcult_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b29_hp_drugcult_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t\t\t<<click "Say you'll keep Using">>\n\t\t\t\t\t\t<<replace '#hud-confirmation-pane'>>\n\t\t\t\t\t\t\t<<set $confirmType = 'confirmClass'>>\n\t\t\t\t\t\t\t<<display 'UI_ConfirmStoryDecision'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<set $nextScene = "b29_highbornpalace">>\n\t\t\t\t\t\t<<set $nextSceneSet = '$action.action3 = "continueusing"; $hide.layer3 = true; $attrib.religion = "highborn";'>>\n\t\t\t\t\t\t<<set playContextSound("ui_click")>>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you'll stay Sober|b29_highbornpalace][[$action.action3 = "intendto"; $hide.layer3 = true; playContextSound("ui_click");]]</div>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_hp_enter_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_hp_drugcult_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_hp_drugcult_2_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b29_hp_drugcult_3_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Walk back to the Tents|b29_highbornpalace][$hide.layer1 = false; $action.action1 = "none"; $action.arrive = "fromSelf"; $characterEncounterPhases.didAddictScene = true; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<<elseif $action.action1 eq "inspect">>\n\t\t<div class='GameTextGreyed'><<display 'b29_hp_enter_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b29_hp_inspect_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_conspiracy.conspiratorPhase eq 7 and $factionlock.lockedFaction neq "visionary">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask Pineapple for Help|b29_highbornpalace_djinnhelp][$hide.layer2 = true; $job_conspiracy.buddy = "pineapple"; playContextSound("ui_click");]]</div><br>\t\t\t\n\t\t\t<</if>>\n\t\t\t<<if $job_drugdealer.altPhase eq 2 or $job_drugdealer.mainPhase gte 2 and $chr_celena.met and $chr_celena.loc neq "none" and $job_psychocult.celenaSupplierPhase lt 1>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you know a Distributor|b29_highbornpalace_celenahelp][$hide.layer2 = true; playContextSound("ui_click");]]</div><br>\t\t\t\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b29_highbornpalace][$hide.layer1 = false; $action.action1 = "none"; $action.arrive = "fromConvoAlt"; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B29 - Highborn Palace">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $lootedDPadCredits = false>>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b29_cult_exterminated_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask who he Is|b29_psychocult_exterminated][$action.action1 = "whois"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say that's Okay|b29_psychocult_exterminated][$action.action1 = "thatokay"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Tent|b29_psychocult_exterminated][$action.action1 = "placeholder"; $action.action2 = "entertent"; $hide.layer1 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif ($action.action1 eq "whois" or $action.action1 eq "thatokay") and $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b29_cult_exterminated_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b29_cult_exterminated_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Tent|b29_psychocult_exterminated][$action.action2 = "entertent"; $hide.layer2 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "dpad">>\n\t\t<div class='GameTextGreyed'><<display 'b29_cult_exterminated_txt'>></div><br>\n\t\t<<if $action.action1 neq "placeholder">>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_cult_exterminated_2_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameTextGreyed'><<display 'b29_cult_tent_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b29_cult_dpad_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $lootedDPadCredits>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div></div>\n\t\t\t<<else>>\n\t\t\t\t<div id='transfer-credits' class='GameOption GameOption_Move'>\n\t\t\t\t\t<<click 'Transfer the Credits'>>\n\t\t\t\t\t\t<<set $lootedDPadCredits = true; $attrib.credits += 4317; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp"); $statistics.lootedCredits += 1>>\n\n\t\t\t\t\t\t<<replace '#transfer-credits'>>\n\t\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t\t<<set $aquireText = "Credits x4317">>\n\t\t\t\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t\t<<set document.getElementById("transfer-credits").className = "GameOption GameOption_Disabled">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\t\t\t\t\n\t\t\t<</if>><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Put the Data Pad Down|b29_psychocult_exterminated][$action.action3 = "none"; $hide.layer3 = false; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "entertent" and $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b29_cult_exterminated_txt'>></div><br>\n\t\t<<if $action.action1 neq "placeholder">>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_cult_exterminated_2_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameText'><<display 'b29_cult_tent_txt'>></div><br>\n\t\t<div id='highpalace-loot' class='OptionsField'>\n\t\t\t<<display 'highpalace_lootoptions'>>\n\t\t</div>\n\t<<elseif $action.action4 = "leave">>\n\t\t<div class='GameTextGreyed'><<display 'b29_cult_exterminated_txt'>></div><br>\n\t\t<<if $action.action1 neq "placeholder">>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_cult_exterminated_2_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameTextGreyed'><<display 'b29_cult_tent_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b29_cult_leave_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Tramway Station|b29_tram_station][$action.arrive = "onfoot"; $time.active = $time.active + 0.25; $hide.layer0 = false; $attrib.dilligence += 5; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1= false]]</div><<if $action.arrive eq "fromOutside">>You step through the...<<elseif $action.arrive eq "fromConvo">>You are standing...<<else>>You step out...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_highbornpalace_outside.png"]]</div>\n\n\t<<if $action.arrive eq "fromOutside">>You step through the hatch, into the Highborn Palace. A soft trancetune humms from speakers crammed into the disused bot racks. Below, a city of tents glistens in the glow of innumerable neon lights. Your slaves wander about in their shadows, tending the many UV tanks set up in the room. Some of them shoot you fearful glances as they pass.<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Yeah, you're mine, bitches." A grin curls your lips as you stride on.<<elseif $attrib.demeanor eq "cautious">>"I am so sorry," you mutter, averting your eyes.<<else>>"Hell of a place," you mutter, shaking your head.<</if>><br><br>\n\n\t\tSpent injectors crunch underfoot. Exhausted faces hide in the shadowed interiors of their grimy tents. Ahead, two guards in psychodelic armor are surveying the goings-on.<br><br>\n\n\t\t"Boss," they chorus as you pass.<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Keep it up, Kids."<<else>>"Hey."<</if>> You stop in the cery center of the biochem operation, just before your tent.\n\t<<elseif $action.arrive eq "fromConvo">>You are standing amidst the many tents and UV planters of Highborn Palace. Guards move about, shoing the confused slaves back to work. Muttered apologies are offered as they stumble, delirious, toward their assignments.<br><br>\n\n\t\t"Well, we's still here, I suppose." Pinapple pulls a face. "I'll be 'round if ya need, myeah?"<br><br>\n\n\t\t"Sure." You wander absently through the biochem operation until you come to a stop before your tent.\n\n\t<<elseif $action.arrive eq "fromConvoAlt">>You are standing amidst the many tents and UV planters of Highborn Palace. Guards move about, watching the slaves back work. Muttered whispers fill the air as trudges, delirious, about their assignments.<br><br>\n\n\t\t"Well, I'll get back to it." Pinapple walks off again. "Be 'round if ya need, myeah?"<br><br>\n\n\t\t"Yeah." You wander absently through the biochem operation until you come to a stop before your tent.\n\n\t<<else>>You step out, into the disused bot-hangar used by the Highborn. The tent city glistens in the liminescent gloom. Slaves wander about, most tending UV planters and a hanfuly seemingly lost. One of the guards shoves them none too kindly, demanding they get back to work. Muttered apologies are offered as they stumble, delirious, toward their assignments.<br><br>\n\n\t\t"Is a full-time job to keep 'em in check." Pinapple stops beside you, a concerned look his face. "We do what we can, Boss. But it ain't never enough for their brains."<br><br>\n\n\t\t"Figures. I suppose it's gotta be drugs too."<br><br>\n\n\t\tPinapple laughs. "Unless ya want 'em te run off on us, yeah. An' hell. Most of 'em like it. Fix all the time. Sex after work. What else ya want, man? What else ya fucking want?" He shoots you a sly smirk. "Except to rule, obviously."\n\n\t<</if>>\n<</nobr>><</if>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B30 - Tramway Tunnel">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $override.result = "none">>\n\t\t<<set $override.code = "none">>\n\n\t\t<<set window.setTimeout(addUIFlicker, 15, "single");>>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b30_breakdown_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you Were|tram_breakdown_sqeuence][$action.action1 = "outcold"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're Fine|tram_breakdown_sqeuence][$action.action1 = "fine"; $hide.layer1 = true; $attrib.violence += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Check for Injuries|tram_breakdown_sqeuence][$action.action1 = "injuries"; $hide.layer1 = true; $attrib.caution += 1; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b30_breakdown_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_breakdown_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you want to look Around|tram_breakdown_sqeuence][$action.action2 = "lookaround"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say the announcement was Wrong|tram_breakdown_sqeuence][$action.action2 = "wrong"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Say Nothing|tram_breakdown_sqeuence][$action.action2 = "saynothing"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b30_breakdown_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b30_breakdown_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_breakdown_3_txt'>></div><br>\n\n\t\t<div id='hack-area' class='HUD_hackutility'><<display 'hackutility_tramcrash'>></div><br>\n\t<div class='GameText'>Alternatively, you could screw the entire high-tech solution and opt for brute force instead.</div><br>\n\t<div class='OptionsField'><div class='GameOption GameOption_Move'>\n\t\t<<click 'Pry the lock Open' 'tram_breakdown_sqeuence'>>\n\t\t\t<<set $action.action3 = "forcedlock"; $hide.layer3 = true; $attrib.fatigue += 3; $statistics.controlsBroken += 1; playContextSound("ui_shock");>>\n\t\t\t\t<<if $gameworld_modifiers.hasBypassExclusion or $gameworld_modifiers.hasTrespassExclusion>>\n\t\t\t\t\t/% no criminality %/\n\t\t\t\t<<elseif $gameworld_modifiers.hasShadowExclusin>>\n\t\t\t\t\t<<set $attrib.criminality += 1>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $attrib.criminality += 2>>\n\t\t\t\t<</if>>\n\t\t<</click>>\n\t</div></div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b30_breakdown_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b30_breakdown_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b30_breakdown_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_breakdown_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Utility Passage|tram_breakdown_passage][$processed = false; $time.active += 0.33; $attrib.fatigue += 1; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B30 - Utility Passage">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>>\n\n\t\t<<set $processed = true>>\n\n\t\t<<set $hud.interference = true>>\n\t<</if>>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b30_breakdown_tunnel_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Search the Room|tram_breakdown_passage][$action.action1 = "room"; $hide.layer1 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Check the Passage|tram_breakdown_passage][$action.action1 = "placeholder"; $action.action2 = "passage"; $hide.layer1 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b30_breakdown_tunnel_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_breakdown_tunnel_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Read the Data Pad|tram_breakdown_passage][$action.action2 = "dpad"; $hide.layer2 = true; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\t\t\t<<if $loc_undersprawn.tookCredits eq false>>\n\t\t\t\t<div id='transfer-credits' class='GameOption GameOption_Move'>\n\t\t\t\t\t<<click 'Transfer the Credits'>>\n\t\t\t\t\t\t<<set $loc_undersprawn.tookCredits = true; $attrib.credits += 405; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp"); $statistics.lootedCredits += 1>>\n\n\t\t\t\t\t\t<<replace '#transfer-credits'>>\n\t\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t\t<<set $aquireText = "Credits x405">>\n\t\t\t\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t\t<<set document.getElementById("transfer-credits").className = "GameOption GameOption_Disabled">>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div></div>\n\t\t\t<</if>><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Check the Passage|tram_breakdown_passage][$action.action2 = "passage"; $hide.layer2 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "dpad">>\n\t\t<div class='GameTextGreyed'><<display 'b30_breakdown_tunnel_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b30_breakdown_tunnel_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_breakdown_tunnel_dpad_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Put down the Data Pad|tram_breakdown_passage][$action.action2 = "none"; $hide.layer2 = false; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b30_breakdown_tunnel_txt'>></div><br>\n\t\t<<if $action.action1 eq "room">>\n\t\t\t<div class='GameTextGreyed'><<display 'b30_breakdown_tunnel_2_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameText'><<display 'b30_breakdown_tunnel_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $attrib.passedAmbushCheck>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head Left|tram_breakdown_passage][$action.action3 = "leftpassage"; $hide.layer3 = true; $time.active += 0.1; playContextSound("ui_walk");]]</div><br>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head Left|hud_combat][$combatTemplate = "Acheri_Underhab"; $processed = false; $isAmbush = true; $ambushTemplate = "ambush_acheri_underhab"; $hud.interference = false; playContextSound("ui_walk");]]</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Head Right|tram_breakdown_passage][$action.action3 = "rightpassage"; $hide.layer3 = true; $time.active; $hud.interference = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b30_breakdown_tunnel_txt'>></div><br>\n\t\t<<if $action.action1 eq "room">>\n\t\t\t<div class='GameTextGreyed'><<display 'b30_breakdown_tunnel_2_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameTextGreyed'><<display 'b30_breakdown_tunnel_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_breakdown_tunnel_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action3 eq "leftpassage">>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Acheri|hud_combat][$combatTemplate = "Acheri_Underhab"; $processed = false; $loc_undersprawn.killedAbom = true]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Old Mall|tram_breakdown_finalpassage][$processed = false; $action.arrive = "fromdirect"; $time.active += 0.25; $attrib.fatigue += 1; $hud.interference = false; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<nobr>>\n\n\t<<set $override.solution = "asdfqwer">>\n\t<<set $override.result = $override.result.toLowerCase()>>\n\n\t\tFlashApp V1.1.4<br><br>\n\n\t\t<div class='HUD_hackutility_innerpad'>Scanning remote device<br>\n\t\tInitiating firmware flash: "sys.security.main"<br>\n\t\tInitiating memory dump...<br><br>\n\n\t\t<<if $gameworld_modifiers.hasBypassDecoder>>\n\t\t\tBlock1: asdf<br>\n\t\t\tBlock2: QWER\n\t\t<<else>>\n\t\t\tBlock1: <span class='bluecolor'>a</span> <span class='greencolor'>[01110011]</span> <span class='bluecolor'>d</span> <span class='bluecolor'>f</span><br>\n\t\t\tBlock2: <span class='yellowcolor'>[corrupted]</span> <span class='redcolor'>/3r89</span> <span class='bluecolor'>E</span> <span class='bluecolor'>R</span>\n\t\t<</if>><br><br>\n\n\t\t<<if $override.result eq $override.solution>><span class='greencolor'>[SUCCESS]:</span> code <<print $override.result>> accepted. Acessing application...<<else>><span class='redcolor'>[ERROR]:</span> code <<print $override.result>> invalid.<</if>></div>\n\t\t\t<<if $override.result eq $override.solution>>\n\t\t\t\t\tUtility.DoorControls.InitLocalControl()<br><br>\n\t\t\t\t\tCommands:\n\t\t\t\t\t<div class='HUDHackButton'>[[Unseal|tram_breakdown_sqeuence][$action.action3 = "override"; $hide.layer3 = true; $statistics.hacksDone += 1; $statistics.controlsUnlocked += 1; playContextSound("ui_unlock");]]</div>\n\t\t\t<<else>>\n\t\t\t\t\t\t<<textbox "$override.code" "Enter Security Code">>\n\t\t\t\t\t\t<div class='HUDHackButton'>\n\t\t\t\t\t\t\t<<click 'Override'>>\n\t\t\t\t\t\t\t\t<<set $override.result = $override.code>>\n\n\t\t\t\t\t\t\t\t<<if $override.result eq $override.solution>>\n\t\t\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t\t\t<<set playContextSound("ui_blip_error");>>\n\t\t\t\t\t\t\t\t<</if>>\n\n\t\t\t\t\t\t\t\t<<replace '#hack-area'>>\n\t\t\t\t\t\t\t\t\t<<display 'hackutility_tramcrash'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<</click>>\n\t\t\t\t\t\t</div>\n\t\t\t<</if>>\n\n<</nobr>>
<<nobr>>\n\n\t/% syndicate-lootoptions %/\n\n\t<<if $action.action1 eq "searchLockers">>\n\t\t\t<<if $equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>Main Weapon Restricted</div></div>\n\t\t\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>\n\t\t\t<<if $loc_syndicate_fob.storedRifle eq "RUG-9_Converted">>\n\t\t\t\t<<click 'Take the RUG-HK'>>\n\t\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_syndicate_fob.storedRifle; $loc_syndicate_fob.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t\t<<set $statistics.lootedMainWeapon += 1>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#syndicate-lootoptions'>>\n\t\t\t\t\t\t<<display 'b10_syndicate_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<<else>>\n\t\t\t\t<<click 'Return the RUG-HK'>>\n\t\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_syndicate_fob.storedRifle; $loc_syndicate_fob.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#syndicate-lootoptions'>>\n\t\t\t\t\t\t<<display 'b10_syndicate_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<</if>>\n\t\t</div>\n\t\t\t<</if>><br>\n\n\t\t<<if $loc_syndicate_fob.tookAmmo eq false>> \n\t\t\t<<if $equip.pistol.ammo lt $equip.pistol.ammo_max>>\n\t\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t\t<<click 'Take the 9mm Magazine'>>\n\t\t\t\t\t\t<<set $equip.pistol.ammo += Math.round(60 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>\n\t\t\t\t\t\t<<set $loc_syndicate_fob.tookAmmo = true>>\n\t\t\t\t\t\t<<set $statistics.lootedAmmo += 1>>\n\t\t\t\t\t\t<<set\t$ammotype = "9mm">>\n\t\t\t\t\t\t<<display 'HUD_AmmoFlashes'>>\n\n\t\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t\t<<set $aquireText = "9mm Rounds x" + Math.round(60 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>\n\t\t\t\t\t\t\t\t<<set $aquireImage = "9mm">>\n\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#syndicate-lootoptions'>>\n\t\t\t\t\t\t\t<<display 'b10_syndicate_lootoptions'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You cannot carry any more 9mm Rounds]</div></div>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the 9mm Magazine]</div></div>\n\t\t<</if>><br>\n\n\t\t<div class='GameOption GameOption_Move'>\n\t\t\t<<if $loc_syndicate_fob.storedArmor eq "Arc Armor">>\n\t\t\t\t<<click 'Wear the Arc Armor'>>\n\t\t\t\t\t<<set $action.action5 = $equip.clothes; $equip.clothes = $loc_syndicate_fob.storedArmor; $loc_syndicate_fob.storedArmor = $action.action5; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t\t<<set $statistics.lootedArmor += 1>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.clothes>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#syndicate-lootoptions'>>\n\t\t\t\t\t\t<<display 'b10_syndicate_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<<else>>\n\t\t\t\t<<click 'Return the Arc Armor'>>\n\t\t\t\t\t<<set $action.action5 = $equip.clothes; $equip.clothes = $loc_syndicate_fob.storedArmor; $loc_syndicate_fob.storedArmor = $action.action5; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp")>>\n\t\t\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.clothes>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#syndicate-lootoptions'>>\n\t\t\t\t\t\t<<display 'b10_syndicate_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<</if>>\n\t\t</div><br>\n\n\t\t<div class='GameOption GameOption_Move'>[[Search the Planning Table|snydicate_crossroads_inside][$action.action1 = "searchTable"; $hide.layer1 = true; playContextSound("ui_walk");]]</div>\n\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>[[Read the Data Pad|snydicate_crossroads_inside][$action.action2 = "datapad"; $loc_syndicate_fob.foundDatapad = true; $hide.layer2 = true; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\n\t\t<<if $loc_syndicate_fob.tookCredits eq false>>\n\t\t\t<div id='transfer-credits' class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Transfer the Credits'>>\n\t\t\t\t\t<<set $loc_syndicate_fob.tookCredits = true; $attrib.credits += 815; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp"); $statistics.lootedCredits += 1>>\n\n\t\t\t\t\t<<replace '#transfer-credits'>>\n\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t<<set $aquireText = "Credits x815">>\n\t\t\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t<<set document.getElementById("transfer-credits").className = "GameOption GameOption_Disabled">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div></div>\n\t\t<</if>><br>\n\n\t\t<div class='GameOption GameOption_Move'>[[Search the Weapons Lockers|snydicate_crossroads_inside][$action.action1 = "searchLockers"; $hide.layer1 = true; playContextSound("ui_walk");]]</div>\n\t<</if>>\n\t<<if $loc_syndicate_fob.foundDatapad>><br>\n\t\t<div class='GameOption GameOption_Move'>[[Leave the Syndicate FOB|snydicate_crossroads_inside][$action.action2 = "leave"; $hide.layer2 = true; $randomEncounterPhases.syndicateBasePhase = 3; $randomEncounterPhases.syndicateRaidPhase = 5; playContextSound("ui_walk");]]</div>\n\t<</if>>\n\n<</nobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou say,\n\n\t<<if $randomEncounterPhases.criminalityPhase eq 5>>\n\t\t<<if $action.action1 eq "hunter">>\n\t\t\t"I'm a sanctioned abomination hunter. I tend to be around iffy business. Just check my ID the license is in there along with everything else."<br><br>\n\n\t\t\t"It checks out," the [[Constable|PDA][$hud.currentScreen = "Constabulary"]] with the scanner says. "You're cleared, <<formalname>>, but it would be unfortunate if we had to check you again, sanctioned or not."<br><br>\n\n\t\t\t"No worries. And goodbye." You nod curtly and brush past the two men.<br><br>\n\n\t\t\tUneventful thought the exchange was, you can't help but smell bullshit. A simple remote check on your ID would've revealed who you are and who you work for. No, someone sent these two men to check up on you. Only question is who. And why.\n\t\t<<elseif $action.action1 eq "nobusiness">>\n\t\t\t"That's none of your business. Unless you're arresting me for anything specific. Or issuing a fine. Otherwise I'd consider this obvious harrassment."<br><br>\n\n\t\t\t"No arrests or fines," the [[Constable|PDA][$hud.currentScreen = "Constabulary"]] with the scanner says. "You ID and license checks out too but it would be unfortunate if we had to check you again."<br><br>\n\n\t\t\t"Yeah, yeah," you mutter, brushing past the two men.<br><br>\n\n\t\t\tUtter bullshit, all of it. A simple remote check on your ID would've revealed who you are and who you work for. No, someone sent these two men to check up on you. Only question is who. And why.\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.criminalityPhase eq 10>>\n\t\t<<if $action.action1 eq "payfine">>\n\t\t\t"Two thousand, huh?" You program the transaction and hold out your arm. "Well, there you go. I'm really sorry for whatever<<if $attrib.demeanor eq "agressive">> the hell you think<</if>> I did. No harm intended."<br><br>\n\n\t\t\t<<if $chr_varai.alive>>The [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] swipes your arm. "Do not believe your apology is hereby accepted, <<formalname>>. Your conduct is unbecoming of an agent of the [[Church|PDA][$hud.currentScreen = "Church of Eden"]]. I will be keeping an eye on you. Mark my words."<br><br>\n\n\t\t\t"You do that," you sneer, pushing past her.<br><br>\n\n\t\t\tDamned [[Commisariat|PDA][$hud.currentScreen = "Commisariat"]] and their bloodhounds. They don't even technically have jurisdiction over your business but still think they can lecture you. If at least it had been the [[Constables|PDA][$hud.currentScreen = "Constabulary"]] asking but no. They actually know how the law works - sometimes - and knew damn well to keep their traps shut.\n\t\t\t\n\t\t\t<<else>>The [[Commisar|PDA][$hud.currentScreen = "Commisariat"]] swipes your arm. "Much appreciated, <<formalname>>. I apologize for interfering in your business, though I will ask you not cause further trouble. I am a lenient man yet even my patience can be tested."<br><br>\n\n\t\t\t"I'll do my best." You force a smile and set a hasty pace away from the officials.<br><br>\n\n\t\t\tFriendly, for the [[Commisariat|PDA][$hud.currentScreen = "Commisariat"]], but you're well aware the man is still a bloodhound. He don't even technically have jurisdiction over your business but still had to butt his head in because fuck all, that's why. If at least it had been the [[Constables|PDA][$hud.currentScreen = "Constabulary"]] asking but no. They actually know how the law works - sometimes - and knew damn well to keep their traps shut.<</if>>\n\t\t<<elseif $action.action1 eq "refusepay">>\n\t\t\t"You gotta be fucking kidding me. Two thousand creds fined for, what? Hearsay? There is no<<if $attrib.demeanor eq "agressive">> fucking<</if>> way you'd be talking to me here if you could make that<<if $attrib.demeanor eq "agressive">> crap<</if>> stick."<br><br>\n\n\t\t\t<<if $chr_varai.alive>>The [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] scoffs. "I believe this is called obstruction of [[Church|PDA][$hud.currentScreen = "Church of Eden"]] Justice, <<formalname>>. I cannot force you to pay yet know this incident will be reported to both the proper authorities and your employer."<<else>>"I don't make up the rules, <<formalname>>, just follow them. And I can't force you to pay given the current charges, but I will have to report this incident to the proper authorities."<</if>><br><br>\n\n\t\t\t"You do that," you growl and stride off.<br><br>\n\n\t\t\tDamned [[Commisariat|PDA][$hud.currentScreen = "Commisariat"]]. They don't even have jurisdiction over your business but still think they run the galaxy. If at least it had been the [[Constables|PDA][$hud.currentScreen = "Constabulary"]] asking but no. They actually know how the law works - sometimes - and knew damn well to keep their traps shut.\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.criminalityPhase eq 15>>\n\t\t<<if $action.action1 eq "payfine">>\n\t\t\t"Fine, fine." You program the transaction and hold out your arm. "Eight thousand credits. And this better be the last I hear of this<<if $attrib.demeanor eq "agressive">> crap<</if>>."<br><br>\n\t\t\t\n\t\t\t<<if $chr_varai.alive>>The [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] swipes your arm. "That is alone dependant on your behavior, <<formalname>>. Should you, despite all—"<br><br>\n\n\t\t\t"I get the<<if $attrib.demeanor eq "agressive">> fucking<</if>> point," you <<if $attrib.demeanor eq "agressive">>snarl<<else>>say<</if>>, pushing past her.<br><br>\n\n\t\t\tVarai grabs your arm. "I was not finished. And know that in future punishment will be far more severe than these mere slaps on the wrist."<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Slap on the wrist yourself." You shove her out of the way and storm off, fuming.<<else>>"I said I get it." You ease her out of the way and <<walk>> on, irritable.<</if>><br><br>\n\t\t\t<<else>>The [[Commisar|PDA][$hud.currentScreen = "Commisariat"]] swipes your arm. "Should this behavior cease, the [[Commisariat|PDA][$hud.currentScreen = "Commisariat"]] shall cease to meddle in your affairs. I believe it is a simple principle, is it not?"<br><br>\n\n\t\t\t"Yeah, I get the<<if $attrib.demeanor eq "agressive">> fucking<</if>> point," you snarl, pushing past the man.<br><br>\n\n\t\t\tHe calls after you, "I do hope we do not meet again, <<formalname>>. Future punishments will be far more severe than these mere slaps on the wrist."<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Slap on the wrist yourself,"<<else>>"Yeah, I got it the first time,"<</if>> you mutter, hastening your pace.<br><br>\n\t\t\t<</if>>\n\n\t\t<<elseif $action.action1 eq "refusepay">>\n\t\t\t"No fucking way." You fold your arms. "Either arrest me here, how, or cut the bullshit already. I'm not under your jurisdiction. Never was, never will be. Fucking live with it you jerks."<br><br>\n\n\t\t\t<<if $chr_varai.alive>>The [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] scoffs. "The very least you could do to atone for your sins is comply with the Law. But very well, <<formalname>>. I shall make note of this incident. Rest assured however, it will be the last time I confront you in a civil manner. Should we meet again, there will be—"<br><br>\n\n\t\t\t"I get the<<if $attrib.demeanor eq "agressive">> fucking<</if>> point," you snarl, pushing past her.<br><br>\n\n\t\t\tVarai grabs your arm. "I was not finished. Your attitude borders on heresy, <<formalname>>, and you of all people ought know what the [[Commisariat|PDA][$hud.currentScreen = "Commisariat"]] does with heretics."<br><br>\n\n\t\t\t"The same I'l do to you if you ever<<if $attrib.demeanor eq "agressive">> fucking<</if>> touch me again." You shove her out of the way and storm off, fuming.<br><br>\n\t\t\t<<else>>"I am just following procedure, <<formalname>>. Naturally, this incident will be reported. We will not enforce the fine. Yet. However I would caution you to know that, should we meet again, there will be—"<br><br>\n\n\t\t\t"I get the fucking point," you snarl, pushing past him.<br><br>\n\n\t\t\tThe [[Commisar|PDA][$hud.currentScreen = "Commisariat"]] calls after you, "I do hope we do not meet again, <<formalname>>. Future punishments will be far more severe than these mere warnings."<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Warn yourself, asshole,"<<else>>"Yeah, I got the gist,"<</if>> you mutter, hastening your pace.<br><br>\n\t\t\t<</if>>\n\n\t\t\tFuck the [[Commisariat|PDA][$hud.currentScreen = "Commisariat"]] and their pseudo-laws. You aren't a member of the [[Church|PDA][$hud.currentScreen = "Church of Eden"]], just vaguely associated. They have no right to push this crap on you. And if then even try to do it again, well, you're still a sanctioned abomination hunter. Occasionally coilguns go off by accident, don't they?\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.criminalityPhase eq 20>>\n\t\t<<if $action.action1 eq "whyarrest">>"Under arrest? Never mind that I'm not subject to [[Commisariat|PDA][$hud.currentScreen = "Commisariat"]] jurisdiction. What are the charges?"<br><br>\n\t\t\n\t\t\t"Manslaughter, conspiracy to murder, endangerment of innocents, breaking and entering, tresspassing, and petty theft." One of the [[Knights|PDA][$hud.currentScreen = "Knights of Eden"]] places an armored glove on your shoulder. "<<formalname>>, you are hereby—" The synthesized voice hesitates as murmurs run through the crowd around you.<br><br>\n\n\t\t\tA moment later you see it too: <<if $chr_corinthin.met>>[[Paladin|PDA][$hud.currentScreen = "Paladin"]] Corinthin<<else>>the silvery body of a [[Paladin|PDA][$hud.currentScreen = "Paladin"]]<</if>> striding through the masses, its white cape billowing.<br><br>\n\n\t\t\t"What is the meaning of this?" It stops beside you and the [[Knights|PDA][$hud.currentScreen = "Knights of Eden"]]. "Captain. Explain."<br><br>\n\n\t\t\t"My Lord," the [[Knight|PDA][$hud.currentScreen = "Knights of Eden"]] drones. "Orders from the [[Commisar|PDA][$hud.currentScreen = "Commisariat"]] General. Suspect to be arrested immediately on charges of criminal negligence."\n\t\t<<elseif $action.action1 eq "resist">>"You have got to be kidding me. I'm not subject to [[Commisariat|PDA][$hud.currentScreen = "Commisariat"]] jurisdiction. But fine, arrest me. See what happens."<br><br>\n\n\t\t\t"<<formalname>>—" One of the [[Knights|PDA][$hud.currentScreen = "Knights of Eden"]] places an armored glove on your shoulder. "Comply. Now."<br><br>\n\n\t\t\t"Fuck you!" You try to shake free but the grip is too strong.<br><br>\n\n\t\t\tThe other [[Knight|PDA][$hud.currentScreen = "Knights of Eden"]] drones, "Resistance is futile. You are charged with criminal negligence. By our hand or another, you shall be brought to justice."<br><br>\n\n\t\t\t"Bastards!" You finally manage tear away, heart thudding as you face the armored collosi.<br><br>\n\n\t\t\tWhile they show no reaction, the situation's clear: either you fight your way out of this and suffer the consequences or run like fuck and pray for the best.\n\t\t<<else>>"Fine. Arrest me. See how fucking much good it does you but okay. I'll play along."<br><br>\n\n\t\t\t"Appreciated." One of the [[Knights|PDA][$hud.currentScreen = "Knights of Eden"]] places an armored glove on your shoulder. "<<formalname>>, you shall be brought to the Saint Michael's Internment Facility for processing. Until your case is reviewed, any—" The synthesized voice hesitates as murmurs run through the crowd around you.<br><br>\n\n\t\t\tA moment later you see it too: <<if $chr_corinthin.met>>[[Paladin|PDA][$hud.currentScreen = "Paladin"]] Corinthin<<else>>the silvery body of a [[Paladin|PDA][$hud.currentScreen = "Paladin"]]<</if>> striding through the masses, its white cape billowing.<br><br>\n\n\t\t\t"What is the meaning of this?" It stops beside you and the [[Knights|PDA][$hud.currentScreen = "Knights of Eden"]]. "Captain. Explain."<br><br>\n\n\t\t\t"My Lord," the [[Knight|PDA][$hud.currentScreen = "Knights of Eden"]] drones. "Orders from the [[Commisar|PDA][$hud.currentScreen = "Commisariat"]] General. Suspect to be arrested immediately on charges of criminal negligence."\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $randomEncounterPhases.criminalityPhase lt 35>>\n\t\t\t"Okay, fine. I'll pay up. Here." You hold out your arm.<br><br>\n\n\t\t\tThe trooper swipes it. "Compliance is apperiated. Just don't make us come after you again. We might bring the big guns."<br><br>\n\n\t\t\tThey stride off, causing the crowds to back away. You stare after them, secretly relieved that went as well as it did. Last thing you needed was to get in an open confrontation with the [[Constabulary|PDA][$hud.currentScreen = "Constabulary"]].<br><br>\n\n\t\t\tBut the deeper implications are clear: your actions are drawing way too much attention. Like Zweili said. And this time around there's no jurisdiction loophole you'll be able to escape. Over short or long, they'll come for you - unless you get the situation under control fast.\n\t\t<<else>>\t\t\n\t\t\t"Okay, fine. I'll pay up. Here." You hold out your arm.<br><br>\n\n\t\t\tThe trooper swipes it with a massive Power Fist. "Your compliance is appreciated. Do not force us to find you again."<br><br>\n\n\t\t\tServos whirr as the troopers move on, causing the crowds to part with every lumbering step. You stare after them, secretly relieved that went as well as it did. Last thing you needed was to get in an open confrontation with the [[Constabulary|PDA][$hud.currentScreen = "Constabulary"]].<br><br>\n\n\t\t\tBut the deeper implications are clear: your actions are drawing way too much attention. Like Zweili said. And this time around there's no jurisdiction loophole you'll be able to escape. Over short or long, they'll come for you - unless you get the situation under control fast.\n\t\t<</if>>\n\n\t<</if>>\n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n<</silently>>\n<<nobr>>\n\t<<if $randomEncounterPhases.criminalityPhase eq 20>>\n\t\t<div class='GameText'><<display 'constabulary_post_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $time.active += 0.25; $hide.layer1 = false; $attrib.dilligence -= 15; $randomEncounterPhases.criminalityPhase += 5; $randomEncounterPhases.criminalityMessage = 998; $hud.messages.push($msg_zweili_commisariat); $hud.newmsg += 1; $attrib.salary -= 250; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameText'><<display 'constabulary_post_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $action.action2 = "none"; $time.active += 0.25; $hide.layer1 = false; $hide.layer2 = false; $randomEncounterPhases.criminalityPhase += 5; $attrib.dilligence -= 10; $attrib.criminality += 2; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $randomEncounterPhases.pedestrianPhase eq 0>>You say...<<else>>You decice...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\t<<if $randomEncounterPhases.pedestrianPhase eq 0>>\n\t\tYou say, <<if $action.action1 eq "help">>"You're down on the wrong end. Head over that way—" You point. "—and it's the fourth alley down I think. Probably up a level or two."<br><br>\n\n\t\t"Stars-be-damned." The man slaps himself on the forehead. "I's been wandrin' over 'ere earlier. But I's never thought te friggin' look up, ye know? Eden be damned te hells. Much thank fer real. Ye's saved me friggin' legs I swears to it all an' everythin' between."<br><br>\n\n\t\t"No problem," you say as the man plunges into the crowd anew.\n\t\t<<elseif $action.action1 eq "hurry">>\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Oi, I don't have time for your crap, man. Deal with it."\n\t\t\t<<else>>"I'm in a hurry, sorry, but best of luck. You'll find it eventually."\n\t\t\t<</if>><br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"I was jus' askin' nicely,"\n\t\t\t<<else>>"I sure as Eden's hells hopes so,"\n\t\t\t<</if>> the man calls after you. "An' muck thank fer nothin', eh? Friggin' locals."<br><br>\n\t\n\t\t"Yeah screw yourself too," you mutter, hurrying into the crowd.\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.pedestrianPhase eq 3>>You decide to hang around for a moment and watch the kid show off his talent - and he's got it. Not just with the board, but matching his moves to the beat he's flying to. That's the real trick. That's what really gets to the crowd. And, judging by the cheers all around you, this guy's got it.<br><br>\n\n\t\t"This one's gonna go far," a man beside you say. "Mean, you see that—" His voice trails off.<br><br>\n\n\t\tYou saw it too: the kid missed his flip, causing the grav-board to zoom out from beneath his feet. Next moment he's tumbling towards the ground. A nasty crack sounds over the throbbing beat.<br><br>\n\n\t\t<<if $attrib.demeanor eq "cautious">>"So precdicable," you mutter, rolling your eyes.\n\t\t<<else>>"Ouch." You pull a face.\n\t\t<</if>><br><br>\n\n\t\t"Call emergency services," someone shouts. "Someone call for help."<br><br>\n\n\t\tOnlookers hurry forwards to help the kid but you know it's too late. Fall from that height, he's either dead or paralyzed for life unless he can afford cybernetics. Which is unlikely given he's just another downer, meaning his life is pretty much ruined over a stupid flip. Outch indeed.\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou say,\n\n\t<<if $randomEncounterPhases.nutcasePhase eq 0>>\n\t\t<<if $action.action1 eq "bless">>"You have my blessing, friend. If that's all you want."<br><br>\n\n\t\t"Thank you, thank you." The man kisses the grimy floor. "I shall carry shadow of the lifeless stars to all, friend, and all shall know of your kindness."<br><br>\n\n\t\t"I suppose," you say, edging away from the man.<br><br>\n\n\t\t"Go with the void," he calls after you. "You are a blessing to us all, friend!"<br><br>\n\n\t\tYour lips twitch as you continue on. Lunatics. They exist everywhere in the galaxy. Usually they try to swipe-hack credits though. It's been a while since you've run into one who's just plain old crazy.\n\t\t<<elseif $action.action1 eq "shakoff">>"Get off me," shaking him off your leg.<br><br>\n\n\t\t"Wait, wait," the man calls as you hasten onwards. "Am I not worthy of the Voided One, friend? Have my sacrifices not earned me a simple blessing?"<br><br>\n\n\t\tYou scoff. "More like you lost your mind, freak."<br><br>\n\n\t\tThere's no reply. The man has since been swallowed by the crowd again. Good thing too. You've got just about no patience for swipe-hackers posing as lunatics.\n\t\t<<elseif $action.action1 eq "ridicule">>"Freak," throwing the man off. "You and your pathetic religion. What the fuck is your problem?"<br><br>\n\n\t\t The man spreads his arms in a gesture of acceptance. "I merely wished to have your blessing, Voided One."<br><br>\n\n\t\t"Yeah, well you can go fuck—" You shove the man to the ground. "—your void and shove it up your ass."<br><br>\n\n\t\tFor a moment, you tower over the idiot. It would be so simple to plant a boot in his face, teach him the lesson he deserves. Instead you just turn and slip into the crowd. Maybe better that way. If he'd opened his mouth even one more time, you might've killed the bastard.\t\t\n\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.nutcasePhase eq 1>>\n\t\t<<if $action.action1 eq "bless">>"That sounds kinda nice, actually. Sure. I'm in."<br><br>\n\n\t\t"Wonderful!" They grin as the smaller girl holds out an ink marker. "Please, <<if $attrib.gender eq "male">>Mister<<else>>Miss<</if>>. Trace your ray of light wherever you like."<br><br>\n\n\t\t"Okay, then." Feeling a little overwhelmed, you take the marker and search for a free spot on the girl's body.<br><br>\n\n\t\tThere's barely an inch of her skin not covered but you find a half-completed sun on her back and add a ray to that. The girl shivers as the marker traces over her skin, leaving a wobbly line.<br><br>\n\n\t\t"Not exactly perfect but there you are." You hand the marker back with a smile.\n\n\t\t"Blessings upon you, <<if $attrib.gender eq "male">>Mister<<else>>Miss<</if>>, and may the Loving Stars light your way." The girls <<walk>> away, glancing about for other passers-by to speak to.\n\n\t\t<<elseif $action.action1 eq "noreligion">>"Sorry, I'm not religious. But best of luck to you."<br><br>\n\n\t\t"Oh." Both of the girls look disappointed. "Well, perhaps someday you too will find the light of the Loving Stars, <<if $attrib.gender eq "male">>Mister<<else>>Miss<</if>>. It wasn't easy for us either, to see the sinful ways of our past, but—"<br><br>\n\n\t\tYou shake your head. "No offence, but if I get your drift, you're on a pilgrimage into a fricking sun. That's just insane."<br><br>\n\n\t\t"One sinner's insanity is but a believer's faith," they chorus. "One day you too shall see the light. Only those whose bones are broken by the Voided One can never find peace."<br><br>\n\n\t\t"If you say so," you murmur, brushing past the girls.<br><br>\n\n\t\tNo point arguing with nutcases. Let them make their crazy pilgrimage if they want to. You can think of better things to do than 'visiting' [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]] and having your sins 'washed away' by unprotected exposure to solar radiaton.\n\t\t<<elseif $action.action1 eq "insultreligion">>"In my oppinion, you two can go fuck yourselves. And your stupid-ass religion. Mean, what is this shit? Pilgriming into a fucking sun?"<br><br>\n\n\t\tThe girs look shocked. "But <<if $attrib.gender eq "male">>Mister<<else>>Miss<</if>>, it is our obligation to wash sin away, so that our bodies might be pure once more."<br><br>\n\n\t\t"Yeah, fine. Go fucking kill yourselves. The galaxy would be better off without your sick faith."<br><br>\n\n\t\t"Faith is sick only to lost souls who cannot find it in their hearts to believe," they chorus. "One day you too shall see the light. Only those whose bones are broken by the Voided One can never find peace."<br><br>\n\n\t\t"Fucking faiths," you snarl, shoving past the girls.<br><br>\n\n\t\tLet them have their stupid faith. Let them pilgrim to [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]] and die horribly as cancer spreads through their exposed bodies. Hell, you almost condone it. They'd be doing the galaxy a favor by dying, after all.\n\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.nutcasePhase eq 3>>\n\t\t<<if $action.action1 eq "makefuss">>\n\t\t\t"Hey, you're the one making the fuss here. Not me."<br><br>\n\n\t\t\t"Yeah, and only 'cause you had to open your big, showoff mouth," the woman chimes in. "Who the fuck do you think you are anyways, punk?"<br><br>\n\n\t\t\t"I'd ask you the same thing." You fold your arms. "Now we going to just go our ways or does this have to turn nasty?"<br><br>\n\n\t\t\tThe two look at each other. The man shrugs. "No nasty. We're just on our day off, you know. It gets really damn boring in retail. I mean, really? Standing around showing people how to use holo-previewers all day? Talk about decay of modern society. Anyways, you gotta admit: the veils look really cool, right?"<br><br>\n\n\t\t\t"I suppose," you say slowly. "And have fun doing whatever you're doing then. Just, you know, don't piss anyone off who might actually have a go at you."<br><br>\n\n\t\t\t"But that's half the fun," the woman says as they stroll off.<br><br>\n\n\t\t\tYou shake your head, almost wishing they had been real nut cases. That at least you're used to. Retail employees walking around in veils on the other hand? Definitely not something one sees every day.\n\n\t\t<<elseif $action.action1 eq "threaten">>"Hey, I don't know what circuits are fried in your stupid ass brains. But go on, try me. See what happens."\n\n\t\t\t"Yeah, right," the woman chimes in. "Bet ya cry like a baby. Mean, look at you. Just anothr asshat who's got it in for—"<br><br>\n\n\t\t\t"Just piss off," you snarl, reaching for your <<knife>>. "Now. Or we'll see how you react, hm?"\n\n\t\t\t"Asshole." The two freaks slink away, muttering, "What the fuck is that idiot's problem?"<br><br>\n\n\t\t\tYou shake your head, wondering exactly the same in inverse. On second thought, you don't want to know. Better you just <<walk>> away and forget all about the incident.\n\t\t<<elseif $action.action1 eq "notmean">>\n\t\t\t<<if $attrib.demeanor eq "cautious">>"Didn't meananything by it, man. Sorry."<br><br>\n\n\t\t\t"Yeah, right," the woman chimes in. "Bet ya didn't. Nah. You never coulda been thinking we're freaks when you, you know, fucking SAID IT OUT LOUD."<br><br>\n\n\t\t\t<<if $attrib.religion eq "forsaken">>"Death take me,"\n\t\t\t<<elseif $attrib.religion eq "voided">>"Void between,"\n\t\t\t<<elseif $attrib.religion eq "edenite">>"Loving Stars,"\n\t\t\t<<elseif $attrib.religion eq "theophobe">>"Fucking hell,"\n\t\t\t<<else>>"Bloody hell,"\n\t\t\t<</if>>\n\t\t\t you mutter, backing away. "What is wrong with you?"<br><br>\n\n\t\t\tThe woman snorts. "Wrong with us? What's wrong with you, freak?"<br><br>\n\n\t\t\t"Less than with you," you mutter, hurrying away before the situation escalates.<br><br>\n\n\t\t\t"Yeah, that's right," the man shouts after you. "Play it all tough and then run the fuck away, looser."\n\t\t\t<<else>>"Didn't mean anything. Now please. Bug someone else."<br><br>\n\n\t\t\t"Yeah, right," the woman chimes in. "Bet ya didn't. Nah. You never coulda been thinking we're freaks when you, you know, fucking SAID—"<br><br>\n\n\t\t\t"Hey, fuck you," you snap, getting in her face. "Fuck both of you. No one needs your crap."<br><br>\n\n\t\t\t"Sheesh." They slink away, muttering, "What the fuck is that asshole's problem?"\n\t\t\t<</if>><br><br>\n\n\t\t\tYou shake your head, wondering what the hell his problem is. On second thought, it doesn't matter. Better you just <<walk>> away and forget all about it.\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou say,\n\n\t<<if $randomEncounterPhases.zanexPhase eq 1>>"Hey, you guys okay," hurrying toward the nearest trooper.<br><br>\n\n\t\t"The situation is under control, citi—" The speaker hesitates. "Oh, it's you. Yeah. We're fine. We get hit once or twice. Armor's been holding good."<br><br>\n\n\t\tYou shake your head, watching as pedestrian traffic slowly resumes. <<if $attrib.demeanor eq "agressive">>"Gonna have to get some blood flowing if you want this to transition well."<<else>>"Gonna be a bumpy transition. Doubt it'll be over anytime soon."<</if>><br><br>\n\t\t\n\t\t<<if $attrib.demeanor eq "agressive">>"I hope not," the trooper says. "But we all knew what we signed up for. We'll do what it takes to get shit under control."<<else>>"Probably not," the trooper admits. "But we all signed up for the same reason: get this mess back under control."<</if>><br><br>\n\n\t\t"Tall order," you say. "I hope you're up to it."<br><br>\n\n\t\tThe armroed trooper barks a laugh. "Coming from you, that's almost praise. But enough. I've gotta ask you move along. We have a job to do."\n\n\t<<elseif $randomEncounterPhases.zanexPhase eq 2>>\n\t\t<<if $action.action1 eq "watch">>\n\t\t\t<<if $attrib.religion eq "theophobe">>"Time to watch some faiths get their asses kicked," you mutter, moving to the sidelines.\n\t\t\t<<elseif $attrib.demeanor eq "agressive">>"This'll make for a good show," you mutter, moving to the sidelines.\n\t\t\t<<else>>"Might as well stick around," though you still move to the sidelines.\n\t\t\t<</if>><br><br>\n\n\t\t\tGood thing too, because within moments the protestors are screaming at the riot line, some even triggering holo-flashes. The [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers - obviously - don't react. Nor do they move when the first noisemaker is thrown, and even a handful of bottles don't budge the line.<br><br>\n\n\t\t\tNot a word is spoken until, after maybe ten minutes, a synthesized voice booms, "Citizens of the Downs. Your presence is obstructing civic activity and placing innocent bystanders at risk. You have two minutes to disperse or [[Division 108|PDA][$hud.currentScreen = "Division 108"]] will intervene. That is all."<br><br>\n\n\t\t\tPredictably, the announcement has no effect. A minute drags past. More bottles are thrown and holo-flashes triggered until, without warning, the riot line lurches into motion. Hundreds of armored bodies move in unision as heavy boots thud rythmically on the walkway. No supperession canisers are fired, nor do the troopers resort to violence. Sheer momentum forces the demonstration up the pressure tunnel, panicked protesters fleeing into walkways, doorways, and passages at every oppertunity.<br><br>\n\n\t\t\t<<if $attrib.religion eq "theophobe">>"Sweet," you mutter, watching as [[Division 108|PDA][$hud.currentScreen = "Division 108"]] concaves left, corralling those who did not flee into a dead end. "Let's hope a few of those faiths get it along the way."\n\t\t\t<<elseif $attrib.demeanor eq "agressive">>"Nice moves," you mutter, watching as [[Division 108|PDA][$hud.currentScreen = "Division 108"]] concaves left, corralling those who did not flee into a dead end. "Just hope they don't go too easy on the unnecessary violence."\n\t\t\t<<else>>"Fucking hell," you mutter, watching as [[Division 108|PDA][$hud.currentScreen = "Division 108"]] concaves left, corralling those who did not flee into a dead end. "Remind me never to fuck with those guys - ever."\n\t\t\t<</if>><br><br>\n\t\n\t\t\tBeside you, a woman with a young child at her hand says, \n\t\t\t<<if $attrib.religion eq "theophobe">>"You can't mean that. These are professionals, not lunatics like that old group. How can you think they'll hurt anyone unnecessarily?"\n\t\t\t<<elseif $attrib.demeanor eq "agressive">>"That's just nasty. These are professionals - way better than the old group. They'll keep it under control."\n\t\t\t<<else>>"We're lucky to have these guys. That old group never would have kept this mess under control."\n\t\t\t<</if>><br><br>\n\n\t\t\tShe walks off, leaving you to your thoughts - more exactly, one in particular: the woman is right. The Raptors never would've managed to lock a riot large down, not sthat quickly and certainly not without violence, not even back when you were in command.\n\n\t\t<<elseif $action.action1 eq "getout">>"Good idea," and set a hasty course toward the nearest side passage. Three youngsters are lurking by the entrance, handing out holo-pamphlets. They stuff one in your hand as you hurry past but you don't look at it, too busy navigating the back passages of Level <<print $action.action4.toUpperCase()>>.<br><br>\n\n\t\t\tEventually curiosity overcomes you however, and you risk a glance. It reads:<br><br>\n\n\t\t\t<div class='HUD_datapad HUD_datapad_broken'><strong>No Hate - Fuck the 108</strong><br><br>\n\n\t\t\t\tEvery Downer has heard of Zanex recently. But who are these mercenaries in yellow? Why do they come to our streets? The answers is that Division 108 is a millitant group of corporate-sponsored radicals who believe our Church, our way of life, is an affront to free-spirited human beings.<br><br>\n\n\t\t\t\tTo anyone who is truly free-spirited it should be obvious: these monsters come to force us into sumbmission, casting aside laws and agreements which have held the Downs together for decades, and to replace them with a rule of tyranny and tear gas!<br><br>\n\n\t\t\t\tIf you wish to keep your freedom, perhaps even your very basic human rights, then take to the streets! Only together can we - the people - make our will be known, and our will is clear: the Downs belong to Downers and we will not surrender until these theothobic scumbags have been driven back into the holes they crawled out of!\n\t\t\t</div><br><br>\n\n\t\t\tYou turn back into the main corridor on Level <<print $action.action4.toUpperCase()>>, now well behind the rapidly escalating riot. It hurts to see the Downs descending into chaos like that again. But you know better than to get involved - not again.\n\n\t\t<</if>>\n\n\t<<elseif $randomEncounterPhases.zanexPhase eq 3>>\n\n\t\t<<if $chr_celena.isWitch>>\n\t\t\t<<if $action.action1 eq "agree">>"True, that. Most of 'em are kids I trained way back when. Though I'm not gonna ask how you know that."<br><br>\n\n\t\t\t\tCelena smirks. "Girl like me has her ways. Or maybe I'm just really, really good at knowing things about people who've got issues with the [[Church|PDA][$hud.currentScreen = "Church of Eden"]]."<br><br>\n\n\t\t\t\t"Honestly, I'm actually less surprised that you know and more surprised you're here, walking around like, well, a half naked ribbon."<br><br>\n\n\t\t\t\tHer cheeks turn a little red. "Uh, you like it? Because I'm really not sure it works with the silv—" Celena glances over her shoulder. "Shit, there goes my girl. Gotta go, babe. See ya."<br><br>\n\n\t\t\t\tShe hurries into the crowd, shouting to some chick you've never seen before. Part of you wonders whether you should follow. But you have more important things to do than <<walk>> around just to make a point. Better to just find a way to the far side of the passage and...\n\n\t\t\t<<elseif $action.action1 eq "disagree">>"They are tied to the corpos though. And I doubt they're going to be any better for the Downs than the Raptors were."<br><br>\n\n\t\t\t\t"Well, no, of course not. But they're against the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] so they're better than what we had." She pulls a face. "After you left, I mean. Back at the beginning it was all good."<br><br>\n\n\t\t\t\tYou roll your eyes. "Please, can we not talk about this?"<br><br>\n\n\t\t\t\t"Sure, whatever, I was just—" Celena glances over her shoulder. "Shit, there goes my girl. Gotta go, babe. See ya."<br><br>\n\n\t\t\t\tShe hurries into the crowd, shouting to some chick you've never seen before. Part of you wonders whether you should follow. But you have more important things to do than <<walk>> around just to make a point. Better to just find a way to the far side of the passage and...\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $action.action1 eq "agree">>"It's a good idea. <<if $attrib.demeanor eq "agressive">>Right out, loud and clear, making a difference like ya should have been all along.<<else>>Bit risky but there's enough supporting to maybe make a diffrence.<</if>> And the Raptors aren't coming back anyways so, yeah, good move."<br><br>\n\n\t\t\t\t"Yeah, my throughts exactly." Vic nods. "Yeah, that's why I'm here. Not sure what te think really. But it's, like, fifty percent our old guys with the [[Division|PDA][$hud.currentScreen = "Division 108"]] anyways. Kinda like going back to the old times."<br><br>\n\n\t\t\t\tYou laugh. "Vic, we didn't march in the old days. We shot people. Usually."<br><br>\n\n\t\t\t\t"You know what I meant, man." Vic glances over his shoulder. "Anyways, ma boy an' girl's here somewhere. Gotta look for 'em. See ya around."<br><br>\n\n\t\t\t\t"See you," you call after him, wondering whether to join the procession or not.<br><br>\n\n\t\t\t\tIt is a sensible cause, after all, but you have more important things to do than <<walk>> around just to make a point. Better to just find a way to the far side of the passage and...\n\n\t\t\t<<elseif $action.action1 eq "disagree">><<if $attrib.demeanor eq "cautious">>"This was reckless. It'll just create more problems and throw everything they're working for back to square one."<<else>>"This was a stupid idea. Just gonna make everything flare up even more. And then we're back to square one all over."<</if>><br><br>\n\n\t\t\t\t"I know it ain't your way but sometimes ya just gotta make a point like this." Vic shrugs. "Better than blasting bolt holes through half the Downs again. And kinda shows this whole deal isn't the end of the world like some's making it out to be."<br><br>\n\n\t\t\t\t<<if $attrib.demeanor eq "cautious">>"Smart move. Not gonna say I like how easily you flipped, Vic, but it was a sound move."\n\t\t\t\t<<else>>You scoff. "You mean people who benefited under the old arrangement. Shit, Vic, you are one quick turncoat."\n\t\t\t\t<</if>><br><br>\n\n\t\t\t\t"Wouldn't have switched if it'd been you there, Vine. But Xaviar? Figured he had that shit coming long ago. Anyways, ma boy an' girl's here somewhere. Gotta look for 'em. See ya around."<br><br>\n\n\t\t\t\t"See you," you call after him, wondering whether to join the procession or not.<br><br>\n\n\t\t\t\tIt is a sensible cause, after all, but you have more important things to do than <<walk>> around just to make a point. Better to just find a way to the far side of the passage and...\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\t\n\n\t<<if $randomEncounterPhases.backalleyPhase eq 0>>\n\t\t<<if $action.action1 eq "pay">><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_creditswipe.png"]]</div><</if>>\n\t\tYou say,\n\n\t\t<<if $action.action1 eq "pay">>"Okay, okay. I'll pay. How's \n\t\t\t\t<<if $action.action2 gte 6500>>\n\t\t\t\t\t"How's <<print $action.action2>> C sound?"<br><br>\n\t\t\t\t\n\t\t\t\t\t"Sheesh, I ain't resisting an offer like that. Ye got yerself a deal." The thug grins.<br><br>\n\n\t\t\t\t\tYou program the transaction and hold out your arm. "There ya go. One time deal. Then you leave me alone."<br><br>\n\n\t\t\t\t\t"Done." The man swipes your arm. "Now be on yer way. An' take care of yerself, yeah? There's no end of shady folk 'round these parts." He winks.\n\t\t\t\t<<elseif $action.action2 gte 3500>>\n\t\t\t\t\t"What ya say to <<print $action.action2>> C?"<br><br>\n\n\t\t\t\t\t"Ain't bad." The thug raises his pistol. "Sign 'em over. Now."<br><br>\n\n\t\t\t\t\tYou program the transaction and hold out your arm. "There ya go. One time deal. Then you leave me alone."<br><br>\n\n\t\t\t\t\t"Done." The man swipes your arm. "Now be on yer way. Before we changes our mind, yeah?"\n\t\t\t\t<<elseif $action.action2 gte 600>>\n\t\t\t\t\t"I can offer ya <<print $action.action2>> C."<br><br>\n\n\t\t\t\t\t"Passable." The thug raises his pistol. "Sign 'em over. Now."<br><br>\n\n\t\t\t\t\tYou program the transaction and hold out your arm. "There ya go. One time deal. Then you leave me alone."<br><br>\n\n\t\t\t\t\t"Done." The man swipes your arm. "Now be on yer way. Before we changes our mind, yeah?"\n\t\t\t\t<<else>>\n\t\t\t\t\t"Well, I could offer ya <<print $action.action2>>. How's that?"<br><br>\n\n\t\t\t\t\tThe thug laughs. "What? Ye shittin' me or what? A hundred creds fer your life? Never."<br><br>\n\n\t\t\t\t\t"Sorry, <<if $attrib.gender eq "male">>man.<<else>>sweetheart.<</if>>" The other thug raises his pistol.<br><br>\n\n\t\t\t\t\t"Oh, motherf—" You throw yourself aside as gunshots ring out.<br><br>\n\n\t\t\t\t\tThe next instant, you're on your feet, heart thudding in your chest. There's not a second to waste. Kill or be killed.\n\t\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $attrib.demeanor eq "cautious">>"You really don't want to do this. Believe me. I'm a sanctioned hunter and I will defend myself if necessary."\n\t\t\t<<else>>"You're making a big mistake, man. I'm a sanctioned hunter. You do anything stupid - and I mean anything - I will kill all three of your sorry asses. Promised."\n\t\t\t<</if>><br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive" or $attrib.armortype eq "armored" or $gameworld_modifiers.hasNegotiateOverride>>\n\t\t\t\t"Ohh, you're a hunter now, is ya?" The man laughs, waving his pistol menacingly. "Think it matters to me friends here what yer punk ass—"<br><br>\n\n\t\t\t\tThe other fellow nudges him. "Ey Larry, I don't think dis un's kidding, brah. I think <<genderpronoun>>'s really a hunter."<br><br>\n\n\t\t\t\t"What, ya mean—" Larry hesitates, looking you over from head to toe.<br><br>\n\n\t\t\t\t<<if $attrib.armortype eq "armored">>Maybe it's the armor.<<else>>Maybe it's your cold glare.<</if>> Maybe something else. Whatever the cause, Larry suddenly looks very worried. "Ah, fer fruck's sake. Ye's right. Ye's effin' damn right. Just... just go. We won't make no trouble. You don't make no trouble. Then we's all happy, yeah?"<br><br>\n\t\t\t\n\t\t\t\tThe other fellow nots. "Like Larry says, man. Jus' be goin'. And we's real sorry fer the inconvenience. Bad timin' 'n all, ya know?"\n\t\t\t<<else>>\n\t\t\t\t"Ohh, you're a hunter, <<if $attrib.gender eq "male">>are ya?<<else>>dollface?<</if>> Well, ya think—" He levels his pistol on your face. "—this lil' fellow cares who or what ya are, punk? 'Cause far as I know them bolts in the mag don't give two fucks."<br><br>\n\n\t\t\t\t"True. In which case—" You kick the thug behind you - a woman - in the shins and shove her toward the others.<br><br>\n\n\t\t\t\tA gunshot rings out, the bolt pinging off the wall. Someone shouts. The confusion gives you just enough time to take stock: three of them and one of you. Looks like fair fight.\n\t\t\t<</if>>\n\n\t\t<</if>>\n\n\t<<elseif $randomEncounterPhases.backalleyPhase eq 1>>\n\t\t<<if $action.action1 eq "pay">><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_creditswipe.png"]]</div><</if>>\n\n\t\tYou say,\n\t\t<<if $action.action1 eq "pay">>"Okay, how about we make a deal? I sign over a few credits, say 850? And you leave me the fuck alone."<br><br>\n\n\t\t\tThe freaks exchange glances. The woman shrugs. "Fine by me, man. Sign 'em over."<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Assholes."<<else>>"Here ya go."<</if>> You hold out your arm.<br><br>\n\n\t\t\tThe man swipes it. "Lookin' good. Say, sorry fer this whole misunderstandin'. Jus' be on yer way and we'll be doin' like nothin's happened, eh?"<br><br>\n\n\t\t\t<<if $attrib.demeanor neq "cautious">>"Just don't make me regret this,"<<else>>"Glad to be of service,"<</if>> you reply, watching as the two freaks stroll away. \n\n\t\t<<else>>\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Hey, assholes. You're gonna die. Believe me. I've hunted all shortsa abominable shit before. You two ain't nothing."\n\t\t\t<<else>>\t"Listen, I don't know what the hell you want but this isn't going to end well. I'm a sanctioned hunter and—"\n\t\t\t<</if>><br><br>\n\n\t\t\t"A hunter?" The woman's eyes light up. "Blessin's on us t'day. This' gon' be great."<br><br>\n\n\t\t<<if $action.action1 eq "negotiatefail">>\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Actually, it'll get yout wo fuckheads dead." You fix them with a cold look. "You really think I'm afraid of you even for a second? Really?"\n\t\t\t<<else>>"No, it won't. I will kill you." You fix them with a hard look. "I've put down enough thugs before. You two don't want to be another pair of marks on my list."\n\t\t\t<</if>><br><br>\n\n\t\t\t"Don't believe <<genderposssesive>>," the woman says. "Mean, does <<genderpronoun>> look like a fucking hunter to you?"<br><br>\n\n\t\t\tThe man shakes his head. "Sorry, man. Ye get points fer tryin' but we ain't fallin' fer yer bull. We needs ya alive an' screamin'. So jus' stay where ya are an' don't do nothin'. Then nothin' bad's gon happen. Yet."<br><br>\n\n\t\t\t"Well, shit." You breathe a sigh, resigned to the fact you'll have to kill them.\n\t\t<<else>>\n\t\t\t<<if $attrib.demeanor eq "agressive">>"No, it won't. I will kill you." You spread your arms. "Trust me. Do I look like the kind of motherfucker you wanna screw with, hm?"\n\t\t\t<<else>>"Chances are more like you'll end up dead." You fix them with an earnest look. "I don't want to hurt anyone but I will protect myself. Are you sure you wanna fuck with me?"\n\t\t\t<</if>><br><br>\n\n\t\t\tThe woman glances at her companion. "What ya think, Gabe?"<br><br>\n\n\t\t\t"I'm thinkin' maybe we finds someone else, yeah?" He shoots you a lopsided smile. "Sorry, mate. Jus' be on yer way and we'll be doin' like nothin's happened, eh? We's never been 'ere and we's never met ya. G'day 'n all."<br><br>\n\n\t\t\t"Well, thank <<if $attrib.demeanor eq "agressive">>fuck<<else>>goodness<</if>> for common sense," you mutter, watching as the two freaks beat a hasty retreat.\n\t\t<</if>>\n\t\t<</if>>\n\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action1 eq "give">><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_creditswipe.png"]]</div>\n\t<</if>>\n\n\tYou say,\n\n\t<<if $randomEncounterPhases.beggarPhase eq 0>>\n\t\t<<if $action.action1 eq "give">>"Sure. I can spare a few creds."<br><br>\n\n\t\t"What a splendid thing to hear!" The man grabs one of his credit chips and holds it out. "If you please, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>."<br><br>\n\n\t\tYou program the transaction and swipe. "There ya go, man. Hope it helps."<br><br>\n\n\t\t"Oh, I am certain it shall. And if I may give you some personal advice, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>, then do remember to wear a respirator should you ever find yourself in a high oxyg—" His head jerks forward and the man bustles off, rattling his bowl and bellowing, "I'm disabled! Give me credits! Give me credits! I'm disabled and need credits!"\n\t<<elseif $action.action1 eq "nogive">>\n\t\t<<if $attrib.demeanor eq "agressive">>"Can't Now fuck off."\n\t\t<<else>>"I can't, man. Sorry."\n\t\t<</if>><br><br>\n\n\t\t"I see, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<</if>>." The man looks downcast. "Another time, perhaps. Thank you for your time none the less."<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Not likely." You brush past the man.\n\t\t<<else>>"No problem," you say. "Take care."\n\t\t<</if>><br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Blessed day to y—"\n\t\t<<else>>"Oh, I shall do my bes—"\n\t\t<</if>>His head jerks forward and the man bustles off, rattling his bowl and bellowing, "I'm disabled! Give me credits! Give me credits! I'm disabled and need credits!"\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.beggarPhase eq 2>>\n\t\t<<if $action.action1 eq "give">>"Sure, I got some to spare. Like, fifteen?"<br><br>\n\n\t\t"Cool." The woman holds out her arm. "Swipe me."<br><br>\n\n\t\tYou program the transaction and swipe. "Now go get your sorry ass high or whatever."<br><br>\n\n\t\t"Like fucking hell yeah." She grins. "Thanks, man. You're the best."<br><br>\n\n\t\t"People sometimes." You shake your head and...\n\t\t<<elseif $action.action1 eq "nogive">>\n\t\t\t<<if $attrib.demeanor eq "agressive">>"I got none. Now get the hell out of my way."\n\t\t\t<<else>>"I don't have any to spare, sorry."\n\t\t\t<</if>><br><br>\n\n\t\t\tShe pulls a face. "Oh, come on. I know ya got creds. Ya gotta got creds. Just a little. For my fix."<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Go fuck yourself you junkie," you snarl, punishg her out of the way\n\t\t\t<<else>>"No," you say, pushing her aside. "Bother someone else."\n\t\t\t<</if>><br><br>\n\n\t\t"Please," she calls after you. "I'll give you a handjob or something. Or titty fuck. Whatever you want, man. Please." When you don't stop, she adds, "Pretty please? With synthbarb on top?"<br><br>\n\n\t\t"Sheesh." You shake your head and...\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.beggarPhase eq 3 or $randomEncounterPhases.beggarPhase eq 4>>\n\t\t<<if $action.action1 eq "give">>"Okay, I'll pitch in those fifteen thousands."<br><br>\n\n\t\t"Truly?" The man looks genuinely surprised. "That would be wonderful."<br><br>\n\n\t\tYou program the transaction and hold out your arm. "You better know what the fuck you're doing though because, if you're screwing me, I will come to kick your ass."<br><br>\n\n\t\t"Don't worry, friend." He swipes, saying, "I've had ships locked up many times. Never lacked the funds to spring them out again. But oh well. First time for everything. I will, of course, be in contact with you, uh, <<formalname>>, as soon as I have good news. It should not be long."<br><br>\n\n\t\t"You better damn well be," you say. "And I'll be waiting."\n\n\t\tHe smiles uncertainly. "Yes, very well, so, uh, I'll be on my way then."\n\n\t\t"See you around," you say and...\n\n\t\t<<elseif $action.action1 eq "nogive">>"You must be mad. Fifteen thousand? Give me a break. You really think anyone - anyone - will just fork over that much on some tall tale like this?"<br><br>\n\n\t\t"I know it's quite a hefty sum, and I understand of course. But it cannot hurt to ask." He smiles uncertainly. "Someone might be able to help, after all."<br><br>\n\n\t\t"Well, I'm not," you say flatly. <<if $attrib.demeanor eq "agressive">>"Now I got more important shit to do. So good bye. Forever.<<else>>"And if you don't mind I have more important things to do. Good bye."<</if>><br><br>\n\n\t\t"Goodbye to you too, friend," the man say as you <<walk>> off.\n\t\t<</if>>\n\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou say,\n\n\t<<if $randomEncounterPhases.raptorPhase eq 1>>\n\t\t<<if $action.action1 eq "donot">>"Doesn't sound that way from here. You sure you don't need a hand?"<br><br>\n\n\t\t\t"Not from you we don't," the calls back. "Big Boss would never let it pass anyways. But thanks for asking. Now move along."<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Fuck you too, assh—"<<else>>"All right, then. I'll—"<</if>> More gunshots ring out, followed by another explosion. "—get the hell out of here."<br><br>\n\n\t\t\t"You do that." The Raptor glances at the hab, shouting, "Markus! What the hell's going on in there?"<br><br>\n\n\t\t\tYou head away from the perimiter, muttering, <<if $attrib.demeanor eq "agressive">>"Fucking idiots, I swear."<<else>>"I really, really hope you guys know what you're doing."<</if>><br><br>\n\n\t\t\tBut you already know they don't. Quality's gone down with the Raptors ever since you left. Sure, some of the older vets still have it, but without a solid command structure - which they don't really have - it's just devolved into another ragtag merc group. Pathetic - to think kids wearing those uniforms used to basically run the Downs.\n\t\t<</if>>\n\n\t<<elseif $randomEncounterPhases.raptorPhase eq 2>>\n\t\t<<if $action.action1 eq "idiots">>"You're being <<if $attrib.demeanor eq "agressive">>fucking <</if>>idiots." You shake your head but <<walk>> over to the men none the less. "So what's the big deal? She's got tits and an ass. You fuck it. End of story."<br><br>\n\n\t\t\tThe Raptors laugh. The girl looks insulted. "This <<if $attrib.gender eq "male" and ($equip.clothes eq "Fancydress" or $equip.clothes eq "Partyfray" or $equip.clothes eq "Fraydress")>>faggot<<else>>asshole<</if>> used to work with you, Mike?"<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Yeah. Work with." You eye the girl - pretty but unspectacular except for her big mouth. "What have you done recently? Get laid?"<br><br>\n\n\t\t\tAgain the guys laugh. She looks indignant. "Hey! Who the hell do you—"<br><br>\n\n\t\t\t"Name's Vine, girl. Ask the boys if ya really wanna know." You turn and stride away, unwilling to waste even one more second of your time there.\n\t\t\t<<else>>"That I did," you say, eyeing the girl - unspectacular in all regards. "What do you do?"<br><br>\n\n\t\t\t"None of your fucking business," she says darkly.<br><br>\n\n\t\t\t"Fine, whatever." You turn and stride away, unwilling to waste time on that stupid conversation.\n\t\t\t<</if>>\n\n\t\t<<elseif $action.action1 eq "nocare">>"I don't <<if $attrib.demeanor eq "agressive">>give a fuck<<else>>care<</if>>. And neither should you. Not on duty."<br><br>\n\n\t\t\tAs you stride away, the Raptor calls, "C'mon, man. Just a minute?"<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Fuck you."<<else>>"Leave it be, kid."<</if>> You stop despite your better judgement, shouting, "And get your head back in the game. Or did the Big Boss order you to head down here and chat up <<if $attrib.demeanor eq "cautious">>chicks<<else>>hot pussy<</if>>?"<br><br>\n\n\t\t\tThe men exchange glances. One of them laughs. "Who gives a fuck. Streets are clear today."<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>Fuming, you <<walk>> away, muttering, "Yeah, clear. Until some idiot sees your face and starts making life hell for you and the family. I swear. No common sense."<<else>>Disheartened, you <<walk>> away, muttering, "And this outfit used to be worth something. Operative phrase there being used to."<</if>>\n\t\t<</if>>\n\n\t<<elseif $randomEncounterPhases.raptorPhase eq 3>>\n\t\t<<if $action.action1 eq "wilkinfault">>\n\t\t\t<<if $attrib.religion eq "theophobe">>"It's that faith-licking bastard's fault. Wilkin. Doesn't know how the fuck the Downs really work. Thinks he can cuddle with the faiths but it won't fucking work. Ever."\n\t\t\t<<elseif $attrib.demeanor eq "agressive">>"It's Wilkin's damned fault running the Raptors like a police force. Won't fucking work. Downs need a strong hand. Always will."\n\t\t\t<<else>>"It's Wilkin's fault. Running the Raptors on a short leash, trying to play politician. It won't work. The Downs are still the Downs. Always were, always will be."\n\t\t\t<</if>><br><br>\n\n\t\t\t"Yeah, I keep saying that," the man replies. "But no one listens. It's all, like, things used to be so much worse in the [[Wars|PDA][$hud.currentScreen = "Street Wars"]]. But ya know what? I never got mugged once back then. Now I got beevers crawling up my ass every second week. It's fucking insane."<br><br>\n\n\t\t\t<<if $attrib.religion eq "theophobe" or $attrib.demeanor eq "agressive">>"It's a fucking disaster. But shit? Things gone to hell that bad?"\n\t\t\t<<else>>"It's got that bad, huh?"\n\t\t\t<</if>><br><br>\n\n\t\t\tThe man nods. "Problem is no one's dealin' with 'em. Not a big enough problem they say. And the best? When I brought it up last week at Level Meet they told me to buy a fucking gun! Do I look like I can afford a license, much less a legal coilgun?"<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Yeah, well, you run into trouble just shoot the fuckers. It's basically the only way. Unless you move away from this shithole."\n\t\t\t<<else>>"More guns on the streets." You snort. "Yeah, guys. Way to go."\n\t\t\t<</if>><br><br>\n\n\t\t\t"I swear. This shit don't get better soon, I'm saving up and moving over to C Sector." The man shakes his head, then disappears into the crowd.<br><br>\n\n\t\t<<elseif $action.action1 eq "noidea">>\n\t\t\t<<if $attrib.demeanor eq "agressive">>"No fucking clue but it'd better change soon or I swear I'm gonna take into my own hands again."\n\t\t\t<<else>>"No idea but if something don't change soon, we'll be deep in a bind before the end of the decade."\n\t\t\t<</if>><br><br>\n\t\n\t\t\t"No fucking shit," the man replies. "Mean, those Raptor dudes used to be hardcore. Kept shit tight. Now we've got pussies and those—" He waves to the [[Constables|PDA][$hud.currentScreen = "Constabulary"]]. "—assholes in blue."<br><br>\n\t\t\t\n\t\t\t<<if $attrib.demeanor eq "agressive">>Your lips curl. "Yeah, we nead some fucking kick ass back on the streets. Like in the good days."\n\t\t\t<<else>>Your lips twitch. "Yeah, the Raptors were hardcore back in the day. Maybe a bit too hard."\n\t\t\t<</if>><br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Right on," the man says darkly.\n\t\t\t<<else>>"Yeah, sure, but it got the job done, right?" The man shakes his head sadly. \n\t\t\t<</if>>"Man, I wish we had that Lieutennant guy back. You know, the one who got that mess with the Scars straightened out. What was his name, Vine? Fucking hero in my book."<br><br>\n\n\t\t\t<<if $attrib.religion eq "forsaken">>"Hero isn't the word I'd use." You turn and <<walk>> away, whispering, "I was actually a mass murderer - and a damned good one."\n\t\t\t<<elseif $attrib.religion eq "voided">>"He made it work. That's what matters." You nod curtly and <<walk>> away, determined not to say more on the matter.\t\n\t\t\t<<elseif $attrib.religion eq "edenite">>"He did his best I think. Given the situation at least." You force a smile and <<walk>> away, determined not to say more on the matter.\n\t\t\t<<elseif $attrib.religion eq "theophobe">>"Sure fucking was." You nod to the man and stride away, muttering, "I so fucking was."\n\t\t\t<<else>>"Hero." You take a step back, then another, and quickly slip into the crowd, muttering, "If only you knew half of it."\n\t\t\t<</if>>\n\n\t\t\t\n\t\t<</if>>\n\t\t\n\n\t<</if>>\n\n<</nobr>><</if>>
<<nobr>>\n\t<<set $override.solution = "vxvvxxvx1">>\n\t<<set $override.result = $override.result.toLowerCase()>>\n\n\t\tFlashApp V1.1.4<br><br>\n\n\t\t<div class='HUD_hackutility_innerpad'>Scanning remote device<br>\n\t\tInitiating firmware flash: "sys.security.main"<br>\n\t\t<span class = 'redcolor'>[ERROR]</span> remote access rejected<br><br>\n\n\t\t<<if $override.result eq $override.solution>><span class='greencolor'>[SUCCESS]:</span> code <<print $override.result>> accepted. Acessing application...<<else>><span class='redcolor'>[ERROR]:</span> code <<print $override.result>> invalid.<</if>></div>\n\t\t\t<<if $override.result eq $override.solution>>\n\t\t\t\t\tUtility.DoorControls.InitLocalControl()<br><br>\n\t\t\t\t\tCommands:\n\t\t\t\t\t<div class='HUDHackButton'>[[Unseal|b29_psychocult_enter][$action.action1 = "override"; $hide.layer1 = true; playContextSound("ui_unlock");]]</div>\n\t\t\t<<else>>\n\t\t\t\t\t<<textbox "$override.code" "Enter Security Code">>\n\t\t\t\t\t<div class='HUDHackButton'>\n\t\t\t\t\t\t<<click 'Override'>>\n\t\t\t\t\t\t\t<<set $override.result = $override.code>>\n\t\t\t\t\t\t\t<<if $override.result eq $override.solution>>\n\t\t\t\t\t\t\t\t<<set playContextSound("ui_blip");>>\n\t\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t\t<<set playContextSound("ui_blip_error");>>\n\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t<<replace '#hack-area'>>\n\t\t\t\t\t\t\t\t<<display 'hackutility_psychocult'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t</div>\n\t\t\t\t\t<div class='HUDHackButton'>[[Abort|b29_psychocult_enter][$action.action1 = "abort"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n<</nobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.action1 eq "abort">>"Damn it." You yank your jack...<<else>>The hatch unseals...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\t\t<<if $action.action1 eq "abort">>"Damn it." You yank your jack out of the door and head back the way you came.<br><br>\n\t\t\n\t\t\tA lone pedestrian passes you by. He barely cautions you with a glance. Then you turn back into the main passage - and stop. Somehow you've taken a wrong turn and are standing before the [[Bazar|PDA][$hud.currentScreen = "Level B29 Bazar"]].<br><br>\n\n\t\t\tThousands of voices clamor. Odors hang thick in the air; smoke and perfume. Everywhere you look, vendors are calling out and holo-boards flash advertisements. And, when you crane your neck, you can just can just see the tunnel to the tramway station over the heads of the massive crowd.<br><br>\n\n\t\t"Thank fuck," you mutter and...\n\n\t\t<<else>>\n\t\t\t<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_utilitypassage_highborn.png"]]</div>\n\t\t\t<<if $job_psychocult.mainPhase eq 98>>\n\t\t\t\tYou leave the tramway station and head up a side passage, toward Hab Unit 42. The utility hatch beside it is sealed so you quickly type in the code. Mag-clamps release with a clang. You step through, into the dim passage beyond. Cables and stray maintenance bots get in your way. There's barely any light save the bioluminescent arrows painted on the walls.<br><br>\n\n\t\t\t\t"Thanks, guys," you mutter as you follow them toward deeper into the ducts.<br><br>\n\n\t\t\t\tEventually you spot multicolored light ahead. Moments later, you're standing before the disused maintenance bot hangar. Dark shapes move in the multicolored, neon glow and a misspelled flourescent sigh above the 'door' reads: //<s>Wlec</s>WELCoem to Highbron Pa<s>lsae</s>LACE//.\n\t\t\t<<else>>\n\t\t\t\tThe hatch unseals with a click, opening onto a narrow pasasge that leads into the gloom. You test your way forward, bushing stray cabling aside, until you the duct forks. On the wall opposite, someone painted an arrow pointing left with bioluminescent paint.<br><br>\n\n\t\t\t\t"Guess I'm not the first one who got lost." You set off in that direction.<br><br>\n\n\t\t\t\tThe utility duct drags on but you can see multicolored light ahead. As you draw nearer it becomes clear why: one of the access panels as been removed.<br><br>\n\n\t\t\t\tBeyond is a long chamber - a disused maintenance bot hangar if the racks along the ceiling are any indication - infested with neon lights. Shadowy shapes move in the multicolored glow and a misspelled flourescent sigh above the 'door' reads: //Wlecoem to Highbron Palsae//.\n\t\t\t<</if>>\n\n\t\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You lower your weapon and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\tYou lower your weapon and approach the dead guard. He's definitely the last; the others are all dead or have all run away.<br><br>\n\n\t"Exuse me, <<if $attrib.gender eq "male">>Sir."<<else>>Miss."<</if>> The slave who whacked the man over the head steps up to you. "If I might, could you stand aside? Just for a moment?"<br><br>\n\n\t"Uh, yeah." You do as asked.<br><br>\n\n\t"Motherfucker!" The slave kicks the guard in the head. "Look at you now. Look at what you have. Look at you, you you motherfucking, worthless—" He kicks him again, screeching, "Motherfucker!"<br><br>\n\n\t<<if $attrib.demeanor eq "agressive">>"Yikes."<<else>>"Wow! Easy there."<</if>> You take another step back.<br><br>\n\n\t"Sorry, <<if $attrib.gender eq "male">>Sir."<<else>>Miss."<</if>> The slave turns to you, eyes sunken but alight with glee. "I've just been waiting ten years for this to happen, ever since Vladimir mutinied and turned this place into, well, what it is today. I'd love to give you something in return but, well, maybe it's better you just take for yourself. Everything they have is over there." He points to the largest tent.\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You stride towards...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou stride towards\n\n\t\t<<if $loc_highpalace_owned.firstArrive>>the nearest slave, calling, "Oi, you. Where's Shitzo?"<br><br>\n\n\t\t\t"Over there, Master." He points toward a sizable tent. "With your grace, Master."<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Go work yourself to death, maggot."\n\t\t\t<<else>>"Thansk, man."\n\t\t\t<</if>>You head over to the tent and step inside.<br><br>\n\t\t<<else>>Shitzo's tent and step inside.\n\t\t<</if>>\n\n\t\tIt's dark, gloomy and <<if $equip.isConcealing>>causes your mask's air filters to engage.<<else>>reeks of mould<</if>>. Boxes<<if $loc_highpalace_owned.firstArrive>> presumably <</if>>filled with biochems fill most of the space. Behind one of the stacks, you spot a shadowy silhouette behind a desk, pouring over a data pad.<br><br>\n\n\t\tHe looks up as you approach. \n\t\t<<if $loc_highpalace_owned.firstArrive>>"Master. Your humble servant Shitzo begs forgiveness for speaking. Yet it is an honor to meet you."<br><br>\n\n\t\t\t"Same," you say, eyeing the disheveled man. "What you got in chems?"<br><br>\n\n\t\t\t"Oh, a sample assortment, Master." He grins, exposing rotten teeth. "I have been asked by Pinapple to demand payment, as you no doubt know, and it would be my utmost honor to introduce you to our supplementary stocks too. A true selection of articles suitable to those whose dedication to the biochemical is complete. Please, but only if it is your will." He offers you his data pad.<br><br>\n\n\t\t\t"Let's take a look then." You activate the screen and review the catalog:\n\t\t<<else>>"Master. As always, an utmost pleasure. If it would please you to look—" He offers you his data pad.<br><br>\n\n\t\t\t"Thanks." You activate the screen and review the catalog:\n\t\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You get into the tram...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\tYou get into the tram, squeezing in with dozens of other passengers. Voices clamor. Someone's [[PDA|PDA][$hud.currentScreen = "home"]] beeps. A moment later, the doors hiss closed behind you and the tram car shoots into its tunnel with a dull whine.<br><br>\n\n\tResigned, you lean against the door to wait. An elbow pokes you uncomfortably. You squeeze away the same moment the tram lurches. Metal screeches and groans. People yelp. The next moment, the lights die.<br><br>\n\n\t"Oh, sh—" Your face is slammed into the person beside you as the tramway car lands with a loud boom.<br><br>\n\n\t<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_tramway_crash.png"]]</div>Everything shakes. Sirens whine. Over the noise, you hear an emergency hatch get blown out. Someone shoves you into the tunnel outside. All you remember after that is darknes - darkness and a man in a yellow suit-jacket kneeling beside you. He says something audible.<br><br>\n\n\t"What," you shout in a muffled tone. <<if $attrib.demeanor eq "agressive">>"Ah, fuck. Hearing's shot."<<else>>"Oh, man. Got bells in my ears."<</if>><br><br>\n\n\tThe man leans closer. "I said: are you okay, man? I saw you fall and, well, no one else stopped. Looked like you were out cold or whatnot."\n\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You enter the utility passage...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t/% %/\n\t<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_utilitypassage_undersprawl.png"]]</div>\n\tYou enter the utility passage and lead the way, following the EXIT signs projected on the aged walls. There's not much to see, just rusted utility passage and the occasional pannelblock segment which has shaken loose. Lavo trudges along after you, saying nothing and looking visibly unnerved.<br><br>\n\n\tIn an attempt to ease his mind, you say, "So, what you do? <<if $attrib.demeanor eq "cautious">>If you don't mind me asking.<<else>>Even if it is unimpressive.<</if>>"<br><br>\n\n\t"Uh, I write scripts for MonoAd. Okay job. Pays well. Can work from home too." He shrugs. "It's hard enough as a Downer so I try to make the best of it, you know? <<if $loc_riptide.owner eq "marisa">>But thinks are changing fast around here. Dunno how long I'll stay."<br><br>\n\n\t\t"Don't take kindly to the [[108|PDA][$hud.currentScreen = "Division 108"]] I guess?"<br><br>\n\n\t\t"Nah, just all of it. The [[Wars|PDA][$hud.currentScreen = "Street Wars"]] were bad enough and now it's going at it all over again. But never mind."\n\n\t<<else>>Guess it isn't that bad. It's been topsy-tervy but a little calmer since the [[Wars|PDA][$hud.currentScreen = "Street Wars"]] ended."<br><br>\n\n\t\t"Sure has," you say, secretly glad the man doesn't know who you are.<br><br>\n\n\t\t"Yeah, man. Crazy times back then. That's when the rape thing happened. I told you about that right? Actually, never mind." \n\t<</if>>He points ahead. "Looks like we're almost there."<br><br>\n\n\tSo it seems, except the door at the far end of the passage has already been removed and it doesn't lead to the pedestrian walkway you expected but a disused hab unit. Though, as you draw nearer, disused proves to be the wrong word.<br><br>\n\n\tYour best guess is that the [[Undersprawl|PDA][$hud.currentScreen = "Undersprawl"]] has spread since you last passed this way and consumed the hab block. The particular unit you're in seems to consist of trash, junk, and partially demolished walls. Through a hole to the left you can see a semi-furnished room and another hole straight ahead leads to a cramped and unnervingly dark walkway.\n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n\t/% so you can't scrum through... %/\n\t<<if not $processed>>\n\t\t<<if $randomEncounterPhases.syndiateRaidAlternate eq "church">>\n\t\t\t<<set $tempWeaponLoot to either("PUR-G", "PUR-H", "PUR-L")>>\n\t\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "kobol">>\n\t\t\t<<if $randomEncounterPhases.syndicateRaidPhase gte 2>>\n\t\t\t\t<<set $tempWeaponLoot to either("S13G", "S7G")>>\n\t\t\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>>\n\t\t\t\t<<set $tempWeaponLoot to either("M405A1", "S7ZF")>>\n\t\t\t<</if>>\n\t\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "raptors">>\n\t\t\t<<set $tempWeaponLoot to either("M404A2", "M405")>>\n\t\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "zanex">>\n\t\t\t<<set $tempWeaponLoot to either("KRUG", "MF-GAC")>>\n\t\t<<else>>\n\t\t\t<<if $randomEncounterPhases.syndicateRaidPhase gte 5>>\n\t\t\t\t<<set $tempWeaponLoot to either("RUG-HK", "M405", "M420")>>\n\t\t\t<<else>>\n\t\t\t\t<<set $tempWeaponLoot to either("RUG-9", "M404", "C2000")>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<<set $action.action99 = "none">>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<<set $randomScene = (Math.random() + 0.01)>>\n\t\t<div class='GameText'><<display 'random_syndicate_1_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $randomEncounterPhases.syndiateRaidAlternate eq "church">>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Radicals|hud_combat][$attrib.violence += 2; $combatTemplate = "Zealots_Inject"; $processed = false; $statistics.agressionDone += 1]]</div><br>\n\t\t\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "kobol">>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Mercs|hud_combat][$attrib.violence += 2; $combatTemplate = "Kobol_Inject"; $processed = false; $statistics.agressionDone += 1]]</div><br>\n\t\t\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "raptors">>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Thugs|hud_combat][$attrib.violence += 2; $combatTemplate = "Raptor_Inject"; $processed = false; $statistics.agressionDone += 1]]</div><br>\n\t\t\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "zanex">>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Theophobes|hud_combat][$attrib.violence += 2; $combatTemplate = "Zanex_Inject"; $processed = false; $statistics.agressionDone += 1]]</div><br>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Mercs|hud_combat][$attrib.violence += 2; $combatTemplate = "Snydicate_Inject"; $processed = false; $statistics.agressionDone += 1]]</div><br>\n\t\t\t<</if>>\n\t\t\t<<if $attrib.passedSneakCheck>>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Attempt to Flee|random_syndicate_killteam][$action.action1 = "flee"; $hide.layer1 = true; $attrib.caution += 2; $attrib.violence -= 1; $statistics.sneakDone += 1; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Attempt to Flee|random_syndicate_killteam][$action.action1 = "fleefail"; $hide.layer1 = true; $attrib.caution += 2; $attrib.violence -= 1; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'random_syndicate_1_txt'>></div><br>\n\t\t<div class='GameText'><<display 'random_syndicate_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action1 neq "fleefail">>\n\t\t\t\t<<if $randomEncounterPhases.syndiateRaidAlternate neq "none">>\n\t\t\t\t\t<<if $randomEncounterPhases.syndicateRaidFrequency lte 0.65>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $action.action2 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.syndiateRaidAlternate = "none"; $randomEncounterPhases.syndicateRaidFrequency = 0.33; $randomEncounterPhases.syndicateRaidPhase = $randomEncounterPhases.preAltRaidPhase; playContextSound("ui_walk");]]</div>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $action.action2 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.syndicateRaidPhase += 1; $randomEncounterPhases.syndicateRaidFrequency -= 0.05; playContextSound("ui_walk");]]</div>\n\t\t\t\t\t<</if>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $action.action2 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.syndicateRaidPhase += 1; $randomEncounterPhases.syndicateRaidFrequency += 0.02; playContextSound("ui_walk");]]</div>\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<<if $randomEncounterPhases.syndiateRaidAlternate eq "church">>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Radicals|hud_combat][$attrib.violence += 2; $combatTemplate = "Zealots_Inject"; $processed = false]]</div>\n\t\t\t\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "kobol">>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Mercs|hud_combat][$attrib.violence += 2; $combatTemplate = "Kobol_Inject"; $processed = false]]</div>\n\t\t\t\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "raptors">>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Thugs|hud_combat][$attrib.violence += 2; $combatTemplate = "Raptor_Inject"; $processed = false]]</div>\n\t\t\t\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "zanex">>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Theophobes|hud_combat][$attrib.violence += 2; $combatTemplate = "Zanex_Inject"; $processed = false]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Mercs|hud_combat][$attrib.violence += 2; $combatTemplate = "Snydicate_Inject"; $processed = false]]</div>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You've just...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<<if $randomEncounterPhases.syndiateRaidAlternate eq "church">>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_radical.png"]]</div>\n\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "kobol">>\n\t\t<<if $randomEncounterPhases.syndicateRaidPhase gte 2>>\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_kobol_heavies.png"]]</div>\n\t\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>>\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_kobolmerc.png"]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_kobol_heavies.png"]]</div>\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "raptors">>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_thugs_riptide.png"]]</div>\n\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "zanex">>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_thugs_zanex.png"]]</div>\n\t<<else>>\n\t\t<<if $randomEncounterPhases.syndicateRaidPhase gte 5>>\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_syndicate_commando.png"]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_rnd_syndicate.png"]]</div>\n\t\t<</if>>\n\t<</if>>\n\n\tYou've just\n\n\t<<if $randomEncounterPhases.syndiateRaidAlternate eq "church">>\n\t\t<<if $action.action4 eq "b10" or $action.action4 eq "b29">>started toward the tramway station, pushing through the usual [[Crossroads|PDA][$hud.currentScreen = "The Crossroads"]] commotion, when you spot several people in religious robes ahead. It doesn't strike you all that unusual until they're so close you notice they're carrying automatic weapons.\n\t\t<<elseif $action.action4 eq "b28">>started the long slog from the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]] to the tramway station when a glimpse of dark blue robe draws your gaze. Moments later the crowd thins enough to see them clearly: zealots armed with barely concealed automatic weapons.\n\t\t<<elseif $action.action4 eq "b30">>left your apartment when you spot several people in robes - robes that barely conceal automantic weapons. Adrenaline surges but you keep pace, staying well in the crowd, doing your best to avoid the zealots.\n\t\t<<elseif $action.action4 eq "b33" or $action.action4 eq "b33_cel">><<if $action.action4 eq "b33_cel">>left Celena's apartment and <</if>>turned into the [[Level B33|PDA][$hud.currentScreen = "B33 Block"]] pressure tunnel when you spot several people in religious robes ahead. It doesn't strike you all that unusual until they're so close you notice they're carrying automatic weapons.\n\t\t<</if>><br><br>\n\n\t\t<<if $randomEncounterPhases.syndicateRaidPhase gte 3>><<if $attrib.demeanor eq "agressive">>"Oh, for fuck's sake."<<else>>"Oh, come on."<</if>>\n\t\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>><<if $attrib.demeanor eq "agressive">>"Damn it. Not again."<<else>>"Not this again."<</if>>\n\t\t<<else>><<if $attrib.demeanor eq "agressive">>"Shit."<<else>>"Uh-oh."<</if>>\n\t\t<</if>>\n\t\t You hasten pace, hoping to loose them in the crowd without making a scene.<br><br>\n\n\t\tThe zealots keep pace, moving through the crowd in parallel and occasionally casting a glance in your direction. It's obvious \n\t\t<<if $randomEncounterPhases.syndicateRaidPhase gte 3>>the damned bastards just won't fucking learn. \n\t\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>>they still haven't given up. Maybe it's about time they learned the hard way.\n\t\t<<else>>they're after you and it's not hard to imagine why. Maybe you can give them the slip, though some part of you doubts they'll give up that easily.\n\t\t<</if>>\n\n\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "kobol">>\n\t\t<<if $action.action4 eq "b10" or $action.action4 eq "b29">>started toward the tramway station, pushing through the usual [[Crossroads|PDA][$hud.currentScreen = "The Crossroads"]] commotion, when you spot several mercs in red gear ahead. It doesn't strike you all that unusual until they're so close you notice they bear [[Sons of Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] insignia.\n\t\t<<elseif $action.action4 eq "b28">>started the long slog from the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]] to the tramway station when a glimpse of blood red armor draws your gaze. Moments later the crowd thins enough to see them clearly: mercs carrying the [[Sons of Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] insignia, heavily armed.\n\t\t<<elseif $action.action4 eq "b30">>left your apartment when you spot several people in blood red armor - armor that bears the [[Sons of Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] insignia. Adrenaline surges but you keep pace, staying well in the crowd, doing your best to avoid the mercs.\n\t\t<<elseif $action.action4 eq "b33" or $action.action4 eq "b33_cel">><<if $action.action4 eq "b33_cel">>left Celena's apartment and <</if>>turned into the [[Level B33|PDA][$hud.currentScreen = "B33 Block"]] pressure tunnel when you spot several mercs in red gear ahead. It doesn't strike you all that unusual until they're so close you notice they bear [[Sons of Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] insignia.\n\t\t<</if>><br><br>\n\n\t\t<<if $randomEncounterPhases.syndicateRaidPhase gte 3>><<if $attrib.demeanor eq "agressive">>"Oh, for fuck's sake."<<else>>"Oh, come on."<</if>>\n\t\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>><<if $attrib.demeanor eq "agressive">>"Damn it. Not again."<<else>>"Not this again."<</if>>\n\t\t<<else>><<if $attrib.demeanor eq "agressive">>"Shit."<<else>>"Uh-oh."<</if>>\n\t\t<</if>>\n\t\t You hasten pace, hoping to loose them in the crowd without making a scene.<br><br>\n\n\t\tThe mercs keep pace, moving through the crowd in parallel and occasionally casting a glance in your direction. It's obvious \n\t\t<<if $randomEncounterPhases.syndicateRaidPhase gte 3>>the damned bastards just won't fucking learn. \n\t\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>>they still haven't given up. Maybe it's about time they learned the hard way.\n\t\t<<else>>they're after you and it's not hard to imagine why. Maybe you can give them the slip, though some part of you doubts they'll give up that easily.\n\t\t<</if>>\n\n\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "raptors">>\n\t\t<<if $action.action4 eq "b10" or $action.action4 eq "b29">>started toward the tramway station, pushing through the usual [[Crossroads|PDA][$hud.currentScreen = "The Crossroads"]] commotion, when you spot several armed thugs ahead. It doesn't strike you all that unusual until you realize they're searching the crowd.\n\t\t<<elseif $action.action4 eq "b28">>started the long slog from the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]] to the tramway station when a glimpse of automatic weaponry draws your gaze. Moments later the crowd thins enough to see them clearly: several local thugs, heavily armed.\n\t\t<<elseif $action.action4 eq "b30">>left your apartment when you spot several heavily armed thugs. Adrenaline surges but you keep pace, staying well in the crowd, doing your best to avoid the hit squad.\n\t\t<<elseif $action.action4 eq "b33" or $action.action4 eq "b33_cel">><<if $action.action4 eq "b33_cel">>left Celena's apartment and <</if>>turned into the [[Level B33|PDA][$hud.currentScreen = "B33 Block"]] pressure tunnel when you spot several armed thugs ahead. It doesn't strike you all that unusual until you realize they're searching the crowd.\n\t\t<</if>><br><br>\n\n\t\t<<if $randomEncounterPhases.syndicateRaidPhase gte 3>><<if $attrib.demeanor eq "agressive">>"Oh, for fuck's sake."<<else>>"Oh, come on."<</if>>\n\t\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>><<if $attrib.demeanor eq "agressive">>"Damn it. Not again."<<else>>"Not this again."<</if>>\n\t\t<<else>><<if $attrib.demeanor eq "agressive">>"Shit."<<else>>"Uh-oh."<</if>>\n\t\t<</if>>\n\t\t You hasten pace, hoping to loose them in the crowd without making a scene.<br><br>\n\n\t\tThe thugs keep pace, moving through the crowd in parallel and occasionally casting a glance in your direction. It's obvious \n\t\t<<if $randomEncounterPhases.syndicateRaidPhase gte 3>>the damned bastards just won't fucking learn. \n\t\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>>they still haven't given up. Maybe it's about time they learned the hard way.\n\t\t<<else>>they're after you and it's not hard to imagine why. Maybe you can give them the slip, though some part of you doubts they'll give up that easily.\n\t\t<</if>>\n\n\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "zanex">>\n\t\t<<if $action.action4 eq "b10" or $action.action4 eq "b29">>started toward the tramway station, pushing through the usual [[Crossroads|PDA][$hud.currentScreen = "The Crossroads"]] commotion, when you spot several people wearing theophobic hatewear. It doesn't strike you all that unusual until they're so close you notice they're heavily armed - and looking for someone.\n\t\t<<elseif $action.action4 eq "b28">>started the long slog from the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]] to the tramway station when a glimpse of theophobic hatewear draws your gaze. Moments later the crowd thins enough to see them clearly: several heavily armed radicals.\n\t\t<<elseif $action.action4 eq "b30">>left your apartment when you spot several people in theophobic hatewear - heavily armed at that. Adrenaline surges but you keep pace, staying well in the crowd, doing your best to avoid the radicals.\n\t\t<<elseif $action.action4 eq "b33" or $action.action4 eq "b33_cel">><<if $action.action4 eq "b33_cel">>left Celena's apartment and <</if>>turned into the [[Level B33|PDA][$hud.currentScreen = "B33 Block"]] pressure tunnel when you spot several people wearing theophobic hatewear. It doesn't strike you all that unusual until they're so close you notice they're heavily armed - and looking for someone.\n\t\t<</if>><br><br>\n\n\t\t<<if $randomEncounterPhases.syndicateRaidPhase gte 3>><<if $attrib.demeanor eq "agressive">>"Oh, for fuck's sake."<<else>>"Oh, come on."<</if>>\n\t\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>><<if $attrib.demeanor eq "agressive">>"Damn it. Not again."<<else>>"Not this again."<</if>>\n\t\t<<else>><<if $attrib.demeanor eq "agressive">>"Shit."<<else>>"Uh-oh."<</if>>\n\t\t<</if>>\n\t\t You hasten pace, hoping to loose them in the crowd without making a scene.<br><br>\n\n\t\tThe radicals keep pace, moving through the crowd in parallel and occasionally casting a glance in your direction. It's obvious \n\t\t<<if $randomEncounterPhases.syndicateRaidPhase gte 3>>the damned bastards just won't fucking learn. \n\t\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>>they still haven't given up. Maybe it's about time they learned the hard way.\n\t\t<<else>>they're after you and it's not hard to imagine why. Maybe you can give them the slip, though some part of you doubts they'll give up that easily.\n\t\t<</if>>\n\t<<else>>\n\n\t\t<<if $action.action4 eq "b10" or $action.action4 eq "b29">>started toward the tramway station, pushing through the usual [[Crossroads|PDA][$hud.currentScreen = "The Crossroads"]] commotion, when you spot armored mercs ahead. It doesn't strike you all that unusual until they're so close you can see the insignia on their shoulder pads: [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] - \n\t\t\t<<if $randomEncounterPhases.syndicateRaidPhase gte 3>>four of them, heavily armed.\n\t\t\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>>three of them and well armed.\n\t\t\t<<else>>two in all, geared up and armed.\n\t\t\t<</if>><br><br>\n\n\t\t<<elseif $action.action4 eq "b28">>started the long slog from the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]] to the tramway station when a glimpse of combat armor draws your gaze. Moments later the crowd thins enough to see the mercs: [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] - \n\t\t\t<<if $randomEncounterPhases.syndicateRaidPhase gte 3>>four of them, heavily armed.\n\t\t\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>>three of them and well armed.\n\t\t\t<<else>>two in all, geared up and armed.\n\t\t\t<</if>><br><br>\n\n\t\t<<elseif $action.action4 eq "b30">>left your apartment when a glimpse of [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] catches your eye. Adrenaline surges but you keep pace, staying well in the crowd as you observe your foes: \t\t\t\n\t\t\t<<if $randomEncounterPhases.syndicateRaidPhase gte 3>>four of them, heavily armed.\n\t\t\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>>three of them and well armed.\n\t\t\t<<else>>two in all, geared up and armed.\n\t\t\t<</if>><br><br>\n\n\t\t<<elseif $action.action4 eq "b33" or $action.action4 eq "b33_cel">><<if $action.action4 eq "b33_cel">>left Celena's apartment and <</if>>turned into the [[Level B33|PDA][$hud.currentScreen = "B33 Block"]] pressure tunnel when you spot [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] armor up ahead. \t\t\t\n\t\t\t<<if $randomEncounterPhases.syndicateRaidPhase gte 3>>four of them, heavily armed.\n\t\t\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>>three of them and well armed.\n\t\t\t<<else>>two in all, geared up and armed.\n\t\t\t<</if>> They're moving clean into your path, cutting clean across the busy walkways.<br><br>\n\n\t\t<</if>>\n\n\t\t<<if $randomEncounterPhases.syndicateRaidPhase gte 3>><<if $attrib.demeanor eq "agressive">>"Oh, for fuck's sake."<<else>>"Oh, come on."<</if>>\n\t\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>><<if $attrib.demeanor eq "agressive">>"Damn it. Not again."<<else>>"Not this again."<</if>>\n\t\t<<else>><<if $attrib.demeanor eq "agressive">>"Shit."<<else>>"Uh-oh."<</if>>\n\t\t<</if>>\n\t\t You hasten pace, hoping to loose them in the crowd without making a scene.<br><br>\n\n\t\tThe mercs keep pace, moving through the crowd in parallel and occasionally casting a glance in your direction. It's obvious \n\t\t<<if $randomEncounterPhases.syndicateRaidPhase gte 3>>the damned bastards just won't fucking learn. \n\t\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 1>>they still haven't given up. Maybe it's about time they learned the hard way.\n\t\t<<else>>they're after you and it's not hard to imagine why. Maybe you can give them the slip, though some part of you doubts they'll give up that easily.\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<<nobr>>\n\t<<if $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_bar_walkup_text'>></div><br>\n\t\t<div class='GameText'><<display 'riptide_facility_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<set $bribeammount = Math.round(500 * $gameworld_modifiers.bribeModifier)>>\n\t\t\t<<set $bribetext = "Bribe Vic (" + $bribeammount + " C)">>\n\n\t\t\t<<if $attrib.credits gte $bribeammount>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t\t\t<<click $bribetext "riptide_facility_ask">>\n\t\t\t\t\t\t<<set $action.action4 = "bribe"; $attrib.credits -= $bribeammount; $hide.layer4 = true; $statistics.bribesDone += 1; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");>>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Bribe Vic (<<print $bribeammount>> C)]</div></div>\n\t\t\t<</if>><br>\n\t\t\t<<if $equip.isFashionOutfit or $gameworld_modifiers.hasNegotiateOverride or ($job_riptide_postbattle.mainPhase eq 6 and $loc_riptide.ownedBy eq "wilkin") or $attrib.demeanor eq "agressive">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|riptide_facility_ask][$action.action4 = "negotiate"; $hide.layer4 = true; $statistics.negotiateDone += 1; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|riptide_facility_ask][$action.action4 = "negotiatefail"; $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\t\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_bar_walkup_text'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_facility_txt'>></div><br>\n\t\t<div class='GameText'><<display 'riptide_facility_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action4 eq "negotiatefail">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$time.active += 0.25; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Entrance|riptide_main_floor][$time.active += 0.25; $hide.layer0 = false; $randomEncounterPhases.syndicateBasePhase = 2; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<<nobr>>\n\t<<if $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'the_sirens_song_base_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'the_sirens_song_main_txt'>></div><br>\n\t\t<div class='GameText'><<display 'ssong_facility_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<set $bribeammount = Math.round(350 * $gameworld_modifiers.bribeModifier)>>\n\t\t\t<<set $bribetext = "Bribe the Barkeep (" + $bribeammount + " C)">>\n\n\t\t\t<<if $attrib.credits gte $bribeammount>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t\t\t<<click $bribetext "ssong_facility_ask">>\n\t\t\t\t\t\t<<set $action.action4 = "bribe"; $attrib.credits -= $bribeammount; $hide.layer4 = true; $statistics.bribesDone += 1; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");>>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Bribe the Barkeep (<<print $bribeammount>> C)]</div></div>\n\t\t\t<</if>><br>\n\t\t\t<<if $equip.isFashionOutfit or $gameworld_modifiers.hasNegotiateOverride or $attrib.demeanor eq "cautious">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|ssong_facility_ask][$action.action4 = "negotiate"; $hide.layer4 = true; $statistics.negotiateDone += 1; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|ssong_facility_ask][$action.action4 = "negotiatefail"; $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\t\t\t\t\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'the_sirens_song_base_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'the_sirens_song_main_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'ssong_facility_txt'>></div><br>\n\t\t<div class='GameText'><<display 'ssong_facility_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action4 eq "negotiatefail">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Order a Drink|the_crossroads_sirens_song_main][$action.arrive = "fromself"; $hide.layer2 = false; $hide.layer3 = false; $hide.layer4 = false; $hide.layer5 = false; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Siren's Song|the_crossroads_main][$action.arrive = "fromss"; $time.active += 0.5; $attrib.fatigue +=1; $hide.layer0 = false; playContextSound("ui_walk"); $equip.hideWeaponLoadout = false;]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Order a Drink|the_crossroads_sirens_song_main][$action.arrive = "fromself"; $hide.layer2 = false; $hide.layer3 = false; $hide.layer4 = false; $hide.layer5 = false;$randomEncounterPhases.syndicateBasePhase = 2; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Siren's Song|the_crossroads_main][$action.arrive = "fromss"; $time.active += 0.5; $attrib.fatigue +=1; $hide.layer0 = false; $randomEncounterPhases.syndicateBasePhase = 2; playContextSound("ui_walk"); $equip.hideWeaponLoadout = false;]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B10 - Syndicate FOB">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n<</silently>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b10_syndicate_inside_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.arrive eq "fromFight">>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Tripod Bot|hud_combat][$attrib.criminality += 1; $combatTemplate = "TripodBot_B10"; $action.arrive = "fromBot"]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Search the Weapons Lockers|snydicate_crossroads_inside][$action.action1 = "searchLockers"; $hide.layer1 = true; $time.active += 0.25; playContextSound("ui_walk");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Search the Planning Table|snydicate_crossroads_inside][$action.action1 = "searchTable"; $hide.layer1 = true; $time.active += 0.25; playContextSound("ui_walk");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b10_syndicate_inside_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_syndicatelook_search_txt'>></div><br>\n\t\t<div id='syndicate-lootoptions' class='OptionsField'>\n\t\t\t<<display 'b10_syndicate_lootoptions'>>\n\t\t</div>\n\t<<elseif $action.action2 eq "datapad">>\n\t\t<div class='GameTextGreyed'><<display 'b10_syndicate_inside_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_syndicatelook_search_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_syndicatelook_dpad_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Put down the Data Pad|snydicate_crossroads_inside][$action.action2 = "none"; $hide.layer2 = false; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b10_syndicate_inside_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_syndicatelook_search_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_syndicatelook_leave_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Take a Breather|the_crossroads_main][$action.arrive = "onfoot"; $time.active += 0.25; $hide.layer0 = false; ga('send', 'event', 'game', 'job_syndicate', 'foundCrossroadsBase'); $randomEncounterPhases.syndicateRaidFrequency = 0.45; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You lower your weapon...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\t<<if $randomEncounterPhases.criminalityPhase eq 20>>\n\t\tYou lower your weapon, eyeing the dead [[Knights|PDA][$hud.currentScreen = "Knights of Eden"]]. Smoke drifts lazily from their ruined power armor. Around you, the crowd is muttering in surprise, but all you can think is: this will be one hell of a bitch to explain.<br><br>\n\n\t\t"Biological." You turn with a start to see <<if $chr_corinthin.met>>[[Paladin|PDA][$hud.currentScreen = "Paladin"]] Corinthin<<else>>a[[Paladin|PDA][$hud.currentScreen = "Paladin"]]<</if>> standing behind you, its white cloak swaying in an artifical breeze. "An unwise course of action."<br><br>\n\n\t\t"No shit," you mutter, backing away. "So, what now? You melt my face into holy goo?"<br><br>\n\n\t\t"Contrarily." <<if $chr_corinthin.met>>Corinthin<<else>>The [[Paladin|PDA][$hud.currentScreen = "Paladin"]]<</if>> steps past you, droning, "Be on your way. This incident no longer concerns you."<br><br>\n\n\t\t"I, but—" You swallow. "Wait, what?"<br><br>\n\n\t\tThe machine-angel turns to you. "Meddling beyond authority. Distainful even by biological standards. Unacceptable among the [[Knighthood|PDA][$hud.currentScreen = "Knights of Eden"]]. It shall be dealt with."<br><br>\n\n\t\t"Oh." You nod slowly. "Okay. I'll just be on my way then."<br><br>\n\n\t\tHell knows what that was about. Internal rivalry, probably, thought it may be better you not know. Anyways, the [[Order|PDA][$hud.currentScreen = "Paladin"]] is far better suited to deal with the [[Commisariat|PDA][$hud.currentScreen = "Commisariat"]] without leaving a trail of corpses than you are.\n\t<<else>>\n\t\t<<if $randomEncounterPhases.criminalityPhase lt 35>>\n\t\t\tYou lower your weapon, eyeing the dead CIVL commandos. Somehow you'd expected more from the best of the best. More importantly however, what little of the crowd stayed to watch is jabbering and shouting. Most have already fled down the pressure tunnel in panic.<br><br>\n\n\t\t\t"Aw, shit." You swallow, trying not to think of what will happen next.<br><br>\n\n\t\t\tA hefty fine at best. Incarceration or summary execution at worst. Even more damingly, you know what the deeper implications are: your actions are spiraling out of control, drawing way too much heat. Like Zweili said. And this time around there's no jurisdiction loophole you'll be able to escape. Hell, after the mess you just made, they're certain come for you. And somehow you doubt it'll just be a fine next time.<br><br>\n\n\t\t\t"Oh, fuck it," you mutter, resigned to the fact you're royally screwed now.<br><br>\n\n\t\t\tBetter to just get the hell out of this place before more [[constables|PDA][$hud.currentScreen = "Constabulary"]] show up and rip you a new one.\n\t\t<<else>>\n\t\t\tYou lower your weapon, heart racing. The demolished CIVL troopers sputter sparks. Smoke drifts lazily from their ruined chassis. Around you, what remains of the crowd is jabbering and shouting. Many have already fled down the pressure tunnel in panic.<br><br>\n\n\t\t\t"Aw, shit." You swallow, trying not to think of what will happen next.<br><br>\n\n\t\t\tA hefty fine at best. Incarceration or summary execution at worst. Even more damingly, you know what the deeper implications are: your actions are spiraling out of control, drawing way too much heat. Like Zweili said. And this time around there's no jurisdiction loophole you'll be able to escape. Hell, after the mess you just made, they're certain come for you. And somehow you doubt it'll just be a fine next time.<br><br>\n\n\t\t\t"Oh, fuck it," you mutter, resigned to the fact you're royally screwed now.<br><br>\n\n\t\t\tBetter to just get the hell out of this place before more [[constables|PDA][$hud.currentScreen = "Constabulary"]] show up and rip you a new one.\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div><<if $action.action2 eq "flee">>Adrenaline surges as you dive into the crowd...<<elseif $action.action2 eq "innocent">>"Whatever they say, I'm innocent..."<<elseif $action.action2 eq "overstep">>"They're way out of line..."<</if>>\n<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action2 eq "flee">>Adrenaline surges as you dive into the crowd, shoving confused onlookers out of the way. Heavy footfalls sound on the walkway. A synthesized voice booms out, demanding you stop.<br><br>\n\n\t\t"No fucking—" You run headlong into a humanoid form cased in silver armor. "Ouf!"<br><br>\n\n\t\t"Biological." <<if $chr_corinthin.met>>[[Paladin|PDA][$hud.currentScreen = "Paladin"]] Corinthin<<else>>A [[Paladin|PDA][$hud.currentScreen = "Paladin"]]<</if>> stands before you, its silver mask impassive. "What is the meaning of this?"<br><br>\n\n\t\tThe walkway shakes as the [[Knight|PDA][$hud.currentScreen = "Knights of Eden"]] draw near. "Appreciated, My Lord. Suspect was to be arrested immediately on charges of criminal negligence yet—"<br><br>\n\n\t\t"Orders are inconsequential." <<if $chr_corinthin.met>>[[Paladin|PDA][$hud.currentScreen = "Paladin"]] Corinthin<<else>>The [[Paladin|PDA][$hud.currentScreen = "Paladin"]]<</if>> fixes the Knight-Captain with a hollow and featureless gaze. "Dismissed. This exceeds your authority. Considerably."<br><br>\n\t<<elseif $action.action2 eq "innocent">>"Whatever they say, I'm innocent," you say firmly. "This is the [[Commisariat's|PDA][$hud.currentScreen = "Commisariat"]] doing. An attempt to frame—"<br><br>\n\n\t\t"Innocence is inconsequential." <<if $chr_corinthin.met>>[[Paladin|PDA][$hud.currentScreen = "Paladin"]] Corinthin<<else>>The [[Paladin|PDA][$hud.currentScreen = "Paladin"]]<</if>> fixes the Knight-Captain with a hollow and featureless gaze. "Dismissed. This exceeds your authority. Considerably."<br><br>\n\n\t<<elseif $action.action2 eq "overstep">>"They're way out of line," you growl. "I'm a sanctioned hunter for fuck's sake. The [[Commisariat's|PDA][$hud.currentScreen = "Commisariat"]] has no jurisdiction in my affairs."<br><br>\n\t\t\n\t\t\t"True yet inconsequential." <<if $chr_corinthin.met>>[[Paladin|PDA][$hud.currentScreen = "Paladin"]] Corinthin<<else>>The [[Paladin|PDA][$hud.currentScreen = "Paladin"]]<</if>> fixes the Knight-Captain with a hollow and featureless gaze. "Dismissed. This exceeds your authority. Considerably."<br><br>\n\t<</if>>\n\n\t"My Lord?" The [[Knight|PDA][$hud.currentScreen = "Knights of Eden"]] takes a step back, causing the floor to tremble.<br><br>\n\n\t"The actions of the biological are known to the [[Order|PDA][$hud.currentScreen = "Paladin"]]. It shall be dealt with. Now depart."<br><br>\n\n\t"As you command and utmost apologies, my Lord." The [[Knights|PDA][$hud.currentScreen = "Knights of Eden"]] retreat.<br><br>\n\n\t"Distainful. Even by biological standards." <<if $chr_corinthin.met>>Corinthin<<else>>The [[Paladin|PDA][$hud.currentScreen = "Paladin"]]<</if>> turns to you, droning, "Be on your way. Ask no more. This incident no longer concerns you."<br><br>\n\n\t"I, but—" Realizing it's futile to argue with a [[Paladin|PDA][$hud.currentScreen = "Paladin"]], you simply nod in response.<br><br>\n\n\tHell knows what that was about. Internal rivalry, probably, thought it may be better you not know. Anyways, the [[Order|PDA][$hud.currentScreen = "Paladin"]] is far better suited to deal with the [[Commisariat|PDA][$hud.currentScreen = "Commisariat"]] without leaving a trail of corpses than you are. \n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\t\t<<set $processed = true>>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\t<<if $randomEncounterPhases.backalleyPhase eq 0>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'backalley_conclude_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $action.action2 eq "none">>\n\t\t\t\t\t<div id='transfer-credits' class='GameOption GameOption_Move'>\n\t\t\t\t\t\t<<click 'Transfer the Credits'>>\n\t\t\t\t\t\t\t<<set $action.action2 = "taken"; $attrib.credits += 317; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp"); $statistics.lootedCredits += 1>>\n\n\t\t\t\t\t\t\t<<replace '#transfer-credits'>>\n\t\t\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t\t\t<<set $aquireText = "Credits x317">>\n\t\t\t\t\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t\t\t<<set document.getElementById("transfer-credits").className = "GameOption GameOption_Disabled">>\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div></div>\n\t\t\t\t<</if>><br>\n\n\t\t\t\t<<if $action.action3 eq "none">>\n\t\t\t\t\t<<if $equip.pistol.ammo lt $equip.pistol.ammo_max>>\n\t\t\t\t\t\t<div id='transfer-ammo' class='GameOption GameOption_Move'>\n\t\t\t\t\t\t\t<<click 'Take the 9mm Rounds'>>\n\t\t\t\t\t\t\t\t<<set $equip.pistol.ammo += Math.round(9 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill); $statistics.lootedAmmo += 1>>\n\t\t\t\t\t\t\t\t<<set $action.action3 = "true">>\n\t\t\t\t\t\t\t\t<<set\t$ammotype = "9mm">>\n\t\t\t\t\t\t\t\t<<display 'HUD_AmmoFlashes'>>\n\n\t\t\t\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\t\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t\t\t\t<<set $aquireText = "9mm Round x" + Math.round(9 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill);>>\n\t\t\t\t\t\t\t\t\t\t<<set $aquireImage = "9mm">>\n\t\t\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<replace '#transfer-ammo'>>\n\t\t\t\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already took the 9mm rounds]</div>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<set document.getElementById("transfer-ammo").className = "GameOption GameOption_Disabled">>\n\t\t\t\t\t\t\t<</click>>\n\t\t\t\t\t\t</div>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You cannot carry any more 9mm rounds]</div></div>\n\t\t\t\t\t<</if>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the 9mm rounds]</div></div>\n\t\t\t\t<</if>><br>\n\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $action.action2 = "none"; $action.action3 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.backalleyPhase = 1]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<<elseif $randomEncounterPhases.backalleyPhase eq 1>>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'backalley_conclude_1_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Read the Data Pad|random_backalley_postcombat][$action.action1 = "dpad"; $hide.layer1 = true; $job_psychocult.mainPhase = 1; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\t\t\t\t<<if $action.action3 eq "none">>\n\t\t\t\t\t<<if $equip.item1 eq "none" or $equip.item2 eq "none">>\n\t\t\t\t\t\t<div id='transfer-item' class='GameOption GameOption_Move'>\n\t\t\t\t\t\t\t<<click 'Take the FreakOut Disc'>>\n\t\t\t\t\t\t\t\t<<if $equip.item1 eq "none">>\n\t\t\t\t\t\t\t\t\t<<set $equip.item1 = "FreakOut">>\n\t\t\t\t\t\t\t\t<<elseif $equip.item2 eq "none">>\n\t\t\t\t\t\t\t\t<<set $equip.item2 = "FreakOut">>\n\t\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t\t<<set $action.action3 = "true"; $statistics.lootedChems += 1>>\n\n\t\t\t\t\t\t\t\t<<replace '#transfer-item'>>\n\t\t\t\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already took the FreakOut Disc]</div>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t\t\t\t<<set $aquireText = "FreakOut Disc">>\n\t\t\t\t\t\t\t\t\t\t<<set $aquireImage = "freakout">>\n\t\t\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t\t\t\t<<set document.getElementById("transfer-item").className = "GameOption GameOption_Disabled">>\n\t\t\t\t\t\t\t<</click>>\n\t\t\t\t\t\t</div>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You can't carry Anymore]</div></div>\n\t\t\t\t\t<</if>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the FreakOut Disc]</div></div>\n\t\t\t\t<</if>><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $action.action2 = "none"; $action.action3 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.backalleyPhase = 2]]</div>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'backalley_conclude_1_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'backalley_dpad_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Put down the Data Pad|random_backalley_postcombat][$action.action1 = "none"; $hide.layer1 = false; playContextSound("ui_click");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You lower your weapon and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\tYou lower your weapon and\n\n\t<<if $randomEncounterPhases.backalleyPhase eq 0>>approach the dead thugs. None of them move. You nudge one with your boot just to be safe. Definitely dead.<br><br>\n\n\t\t<<if $attrib.religion eq "forsaken">>"Be glad," you say, eyeing the corpses. "You're better off dead than rolling the shitty dice you got in life."\n\t\t<<elseif $attrib.religion eq "voided">>"Void take your rotten corpses,"\tyou mutter, eyeing the dead. "What'd you think? You'd get good dice or something?"\n\t\t<<elseif $attrib.religion eq "edenite">>"Loving Stars spare ya." You shake your head. "Idiots. What, did you think you'd roll a lucky hand or something?"\t\t\t\n\t\t<<elseif $attrib.religion eq "theophobe">>"Fucking asshole." You shake your head. "What'd you think? The dice would fall good for you?"\n\t\t<<else>>\t"Sorry, guys." You pull a face. "No dice for you today."\n\t\t<</if>><br><br>\n\n\t\tSpeaking of dice; these guys must have a few credits on them. Seemed organized enough at least. Not a real gang but definitely more than complete idiots with guns, even if it was fucking dumb to mess with a sancitoned hunter.<br><br>\n\n\t\tWhen you search their pockets, you find an unused chip and several spare 9mm rounds. Couldn't hurt to nab 'em.\n\t<<elseif $randomEncounterPhases.backalleyPhase eq 1>>approach the dead freaks. Their insanely painted armor proves beyond doubt they're crazy. But it does make you wonder how the hell could a bunch of random freaks get their hands on [[combat armor|PDA][$hud.currentScreen = "Combat Armor"]].<br><br>\n\n\t\tHoping for answers, you search their corpses. Neither of them is carrying much - a few empty magazines and uneaten candy bars - but you do find two things of interest: a [[FreakOut|PDA][$hud.currentScreen = "FreakOut"]] disk and a blood-spattered datapad. Maybe the latter will offer some insight.\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3= false]]</div>You step through the.<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\t\t<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_highbornpalace_outside.png"]]</div>\n\n\t\tYou step through the hatch, into Highbron Palsae - presumably meant to be Highborn Palace. A soft trancetune humms from speakers crammed into the disused bot racks. Human silhouettes wander about below, moving slowly, as though in trance. The rainbow lighting offers just enough illumination to realize they're probably high - and growing biochemicals.<br><br>\n\n\t\tThat much is evident based on the hundreds of UV tanks which clutter the floor, squeezed between an equally impressive collection of psychodelically patterned tents. There has to be space for hundres, maybe thousands, of people in this makeshift city.<br><br>\n\n\t\t"Slum," you correct yourself, surveying the scene. "Definitely a slum."<br><br>\n\n\t\t"Oh, we're almost offended." Footfalls sound as two men in painted combat armor approach, assault rifles held ready. "Ya better got a good excuse 'cause yer trespassing on private property."\n\n<</nobr>><</if>>
<<if $action.action98 eq "Battleaxe">>\n\t<<set $txt = "Take the Battleaxe">>\n<<else>>\n\t<<set $txt = "Return the Battleaxe">>\n<</if>>\n\n<<if $equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")>>\n\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>Main Weapon Restricted</div></div>\n<<else>>\n\t<div class='GameOption GameOption_Move'>\n\t\t<<click $txt>>\n\t\t\t<<set $action.action99 = $equip.rifle.name; $equip.rifle.name = $action.action98; $action.action98 = $action.action99; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t\t<<set $statistics.lootedMainWeapon += 1>>\n\n\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t<</replace>>\n\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t<</replace>>\n\t\t\t<<replace '#loot-king'>>\n\t\t\t\t<<display 'psychocult_loot_king'>>\n\t\t\t<</replace>>\n\t\t<</click>>\n\t</div>\n<</if>><br>\n<div class='GameOption GameOption_Weapon'>[[Exterminate the Highborn|b29_psychocult_introduce][$action.action1 = "kill"; $hide.layer1 = true; $attrib.violence += 5; $job_psychocult.killedCult = true; ga('send', 'event', 'game', 'job_highborn', 'killedCult'); $statistics.agressionDone += 1; playContextSound("ui_click");]]</div><br>\n<div class='GameOption GameOption_Defend'>[[Spare the Highborn|b29_psychocult_introduce][$action.action1 = "spare"; $hide.layer1 = true; $attrib.violence -= 5; $attrib.caution += 3; $job_psychocult.killedCult = false; ga('send', 'event', 'game', 'job_highborn', 'sparedCult'); $statistics.humansSpared += 1; playContextSound("ui_click");]]</div>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou say, \n\n\t\t<<if $action.action1 eq "whois">>"Who are you? And them, for that matter? ALl I know is they wanted to <<if $attrib.demeanor eq "agressive">>fuck<<else>>mess<</if>> me up."<br><br>\n\n\t\t\t"Doesn't matter anymore," the man replies, grinning. "It's over. Finally. Many thanks but, if you don't mind, I'll just get going. Been cooped up here for way too long anyways."<br><br>\n\n\t\t\tYour brow furrows. "You sure that's a good idea? With with the drug'n all?"<br><br>\n\n\t\t\t"Oh, I'm sober," he says, still grinning. "Have been for years. Learned my lesson hard, you know. Anyways, great meeting you. Bye."<br><br>\n\n\t\t\tHe hurries off, taking several of the slaves along with him. Within moments, the High Palace is singing with voices. Some people dance. Others smash UV tanks. Mostly though they just stand there, looking utterly confused - as though someone had just told them the world had ended.\n\n\t\t<<else>>"It's okay. Mean, those <<if $attrib.demeanor eq "cautious">>fruitcakes<<else>>bastards<</if>> had it coming." You shake your head. "Slaves? Really?"<br><br>\n\n\t\t\t"Oh, most of us were volunteers, actually." The man pulls a face. "Nasty contract, really, but still a contract."<br><br>\n\n\t\t\tYour brow furrows. "You kidding me? Volunteers?"<br><br>\n\n\t\t\t"It's a good deal," he says as though it were the most obvious thing in the world. "Most of 'em stared like me. So hooked up that free squeeze sounded like a good thing. But I'm sober now. Not like them. Learned my lesson hard, you know. Anyways, great meeting you. And now I'd kinda like to go So bye."<br><br>\n\n\t\t\tHe hurries off, taking several of the slaves along with him. Within moments, the High Palace is singing with voices. Some people dance. Others smash UV tanks. Mostly though they just stand there, looking utterly confused - as though someone had just told them the world had ended.\n\t\t<</if>>\n\n<</nobr>><</if>>
<<nobr>>\n\t<div class='GameOption GameOption_Move'>[[Read the Data Pad|b29_psychocult_exterminated][$action.action3 = "dpad"; $hide.layer3 = true; $loc_highpalace.readDataPad = true; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\n\t<<if $equip.item1 eq "none" or $equip.item2 eq "none">>\n\t\t<div class='GameOption GameOption_Move'>\n\t\t\t<<click 'Take a FreakOut Disc'>>\n\t\t\t\t<<if $equip.item1 eq "none">>\n\t\t\t\t\t<<set $equip.item1 = "FreakOut">>\n\t\t\t\t<<elseif $equip.item2 eq "none">>\n\t\t\t\t\t<<set $equip.item2 = "FreakOut">>\n\t\t\t\t<</if>>\n\t\t\t\t<<set $statistics.lootedChems += 1; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp")>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t<<set $aquireText = "FreakOut Disc">>\n\t\t\t\t\t<<set $aquireImage = "freakout">>\n\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#highpalace-loot'>>\n\t\t\t\t\t<<display 'highpalace_lootoptions'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You can't carry Anymore]</div></div>\n\t<</if>><br>\n\n\t<<if $loc_highpalace.tookBolts eq false>> \n\t\t<<if $equip.rifle.ammo.normal lt $equip.rifle.ammo.normal_max>>\n\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Take the Tungsten Bolts'>>\n\t\t\t\t\t<<set $equip.rifle.ammo.normal += 100>>\n\t\t\t\t\t<<set $loc_highpalace.tookBolts= true>>\n\t\t\t\t\t<<set\t$ammotype = "bolt">>\n\t\t\t\t\t<<display 'HUD_AmmoFlashes'>>\n\t\t\t\t\t<<set $statistics.lootedAmmo += 1>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t<<set $aquireText = "Tungsten Bolt x" + $equip.rifle.ammo.normal_max>>\n\t\t\t\t\t\t\t<<set $aquireImage = "bolt_tungsten">>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#highpalace-loot'>>\n\t\t\t\t\t\t<<display 'highpalace_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You cannot carry any more Tungsten Bolts]</div></div>\n\t\t<</if>>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the Tungsten Bolts]</div></div>\n\t<</if>><br>\n\n\t\t<<if $equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>Main Weapon Restricted</div></div>\n\t\t<<else>>\n\t<div class='GameOption GameOption_Move'>\n\t\t<<if $loc_highpalace.storedRifle eq "KRUG_Painted">>\n\t\t\t<<click 'Take the KRUG'>>\n\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_highpalace.storedRifle; $loc_highpalace.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t<<set $statistics.lootedMainWeapon += 1>>\n\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#highpalace-loot'>>\n\t\t\t\t\t<<display 'highpalace_lootoptions'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<<else>>\n\t\t\t<<click 'Return the KRUG'>>\n\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_highpalace.storedRifle; $loc_highpalace.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#highpalace-loot'>>\n\t\t\t\t\t<<display 'highpalace_lootoptions'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<</if>>\n\t</div>\n\t\t<</if>><br>\n\n\t<div class='GameOption GameOption_Move'>[[Leave the Tent|b29_psychocult_exterminated][$action.action4 = "entertent"; $hide.layer3 = true; $time.active += 0.5; playContextSound("ui_walk");]]</div>\n<</nobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You stride through...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou stride through the slave pens, absently watching your captives at their work. They seem to be doing well - both the slaves and the plants they're growing, havesting, and processing. A few of the specimens aren't quite in tip-top shape; a few plants are wilting and some of your slaves are too out of it to know what they are doing. Thankfully they've been removed from their tasks and are slouched on the floor, amidst the many discarded injectors.<br><br>\n\n\t"Boss." Pineapple strides toward you, assault rifle slung over his shoulder. "Checkin' up on the goings-on?"<br><br>\n\n\t<<if ($job_abomination_investigate.abomSabotagePhase gt 8 or $job_abomination_investigate.abomAugmentPhase gt 10) and $job_abomination_investigate.abomSabotagePhase neq 98>>\n\t\tYou nod. "Figure things have been getting dicey of late."<br><br>\n\n\t\t"Terrible," he says. "Whole place is a mess now. Chaos all over. Ain't making anythin' in way of sales. Whole station's fucked as far as I can tell."<br><br>\n\n\t\t"Probably," you admit.<br><br>\n\n\t\t"Eh, well." Pineapple looks downcast. "Just wanted te, uh, tell ya. I ain't gon' be hangin' 'round too much longer. Too much badness. An' dat plague. Ya know? Ain't good."<br><br>\n\n\t\t"Of course," you say evenly. "I understand perfectly."<br><br>\n\n\t\tThere's an awkward silence. Neither of you speak. Poor fellow. Just another casualty of your campaign though. Hardly a surprise.\n\n\t<<elseif $job_psychocult.celenaSupplierPhase eq 1>>\n\t\tYou nod. "Was wondering how that deal worked out."<br><br>\n\n\t\t"Oh, great. Great. Didn't get a face to face. But your chick took all the overhead plus some. Makin' a real killing here boss." He smiles, though his expression betrays worry.<br><br>\n\n\t\tYour brow rises. "I thought you'd be overjoyed."<br><br>\n\n\t\t"I am, Boss. Really am." He chuckles nervously. "It's just, y'know. Eresi's gotta bit of a reputation 'round these parts. Deals good, deals hard, but ya better not cross her. That's all. I'm sure we's gon' be fine."\n\n\t<<elseif $job_drugdealer.altPhase eq 2 or $job_drugdealer.mainPhase gte 2>>\n\t\tYou nod. "Seems passable."<br><br>\n\n\t\t"We're getting by," he says. "Been doin' quality control here an' there. An' since I's finally been given free reign over that payroll matter, incidents have gone down way much. Only problem is we's lost some of our clientel, so that's a bummer. Gotta find us some new distributors, which means building new relationships. Bit of a pain in the ass."<br><br>\n\n\t\t"Sounds like it," you say.<br><br>\n\n\t\t"Don't worry, Boss." Pinapple smiles encouragingly. "Profit's down temporarily but there's always someone wanting to buy. I'll figure it out. Always do."\n\t<<else>>\n\t\tYou nod. "Seems passable."<br><br>\n\n\t\t"It is," he says. "Been doin' quality control here an' there. An' since I's finally been given free reign over that payroll matter, incidents have gone down way much. Still a few too out of it te work but most of 'em are happy an' responding well when we boss 'em around."<br><br>\n\t\n\t\t"Sounds good," you say, hoping it is.<br><br>\n\n\t\t"Great?" Pinapple laughs. "Profit's up, like, thirty percent. We's even sold some of 'em douches off 'cause we don't need 'em no more."\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.action1 eq "injuries">>You check yourself...<<else>>You say...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action1 eq "injuries">>You check yourself over, fearing the worst. Everything is still attached though. A bruise here and there but otherwise unharmed.<br><br>\n\n\t\tThe man risks a step closer. "Excuse me. Are you certain you're okay?"<br><br>\n\n\t\t"Looks like it. Took a bit of a knock but I'm fine." You pick yourself up with a grunt and look around. "Well, great. Where is everyone?"<br><br>\n\n\t\t"Ran off." The man points down the dark tramway tunnel. "Emergency holos said go that way and wait for help. No clue what's going on but yeah. Wanted to make sure you were fine."<br><br>\n\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_tramway.png"]]</div>\n\t\t<<if $attrib.demeanor eq "agressive">>"Yeah, I'm fucking fine. Stop asking."\n\t\t<<else>>"Don't worry. I'll be fine."\n\t\t<</if>> You squint into the distance.<br><br>\n\t<<else>>\n\t\tYou say,\n\t\t\t<<if $action.actuion1 eq "outcold">>"I was. But it's okay. Just my hearing that's a 'lil wonky."\n\t\t\t<<else>>"I'm fine. Really. Just got knocked about a bit. Been through worse."\n\t\t\t<</if>><br><br>\n\n\t\t\tThe man looks unconvinced. "You sure? That was a pretty nasty fall."<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Believe me, man. I've seen way worse." You pick yourself up with a grunt and look around. "Well, crap. Where is everyone?"\n\t\t\t<<else>>"Thanks, but I'll be fine. Really." You pick yourself up with a grunt and look around. "Well, great. Where is everyone?"\n\t\t\t<</if>><br><br>\n\n\t\t\t"Ran off." The man points down the dark tramway tunnel. "Emergency holos said go that way and wait for help. No clue what's going on but yeah. Wanted to make sure you were fine."<br><br>\n\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_tramway.png"]]</div>\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Yeah, I'm fucking fine. Quit asking."\n\t\t\t<<else>>"Like I said, I'm fine."\n\t\t\t<</if>> You squint into the distance.<br><br>\n\t\t<</if>>\n\n\t\tYou know the tunnel - the fork just ahead is unmistakable. Given, there wasn't a crashed tramway car there when you were last aroud, but you did hunt here a year or so back. But something feels off. Specifically, the direction everyone supposedly ran off in. From what you remember, the only nearby emergency exit not ten kilometers away is the other way.<br><br>\n\n\t\tWhen you head in that direction, the man says, "Hey, hey, where you going?"\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You step into the room...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_dpad_generic.png"]]</div>\n\t\tYou step into the room. In what little light filters in from the utility passage, you can just make out a rotten desk, crumpled chair, and what looks suspiciously like it may have once been a human corpse.<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Aw, hell."<<else>>"Ugh."<</if>> You wrinkle your nose. "This is not good."<br><br>\n\t\t\n\t\t"No shit," Lavo murmurs, gaze fixed on the floor.<br><br>\n\n\t\t"Yeah." You glance around one last time.<br><br>\n\n\t\tAside from yet another hole, which leads into the dark passage outside, you spot two items of interest: a damaged data pad wedged under the rotten desk and a credit chip lying amidst the corpse's skeletral remains.\n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<<if $action.arrive neq "fromSelf">><div class='GameTextGreyed'><<display 'riptide_base_txt'>></div><br><</if>><div class='GameTextGreyed'><<display 'riptide_vip_wilkin_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"All right," you say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"All right," you say. "I'm ready to take on that bastard Otto. Fisher still around?"\n\n"He is. I'll message him, have him meet ya out back. And bring yer gear while he's at it."\n\n"Cool." You stand. "Uh, anything else I need to know before I make a mess out of everything?"\n\nWilkin shakes his head, tapping at his data pad. "Still have the situation stalled. There've been some inquiries. But nothing I can't handle. Tried to get some intel on the mansion too. But nothing. Ya better be prepared for just about anything."\n\n"Hopefully I am." You gesture to the rear area. "So, I'll be on my way then."\n\n"Good luck, kid. Got a feeling you'll need it."<</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Head out Back|mansion_raid_leave][$action.arrive = "fromWilkin"; $processed = false; $hide.layer3 = false; $hide.layer4 = false; $equip.hideWeaponLoadout = false; playContextSound("ui_walk");]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'riptide_marisa_vip_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"I need to borrow Jalkovski," you say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"I need to borrow Jalkovski," you say. "That ride we talked about earler, to B5. Gon be too difficult to find a way up otherwise."\n\n"Sure thing." Marisa gestures to the door at the back of the VIP area. "Head on out. I'll have Jalkovski move the car over."\n\nYou stand, saying, "How long's that gonna take?"\n\n"About thirty seconds. Jalkovski's on standby alert. Along with a dozen others." Marisa winks. "We're professionals, Vine. Soldiers with a cause. Not street scum like that rat you used to work for."\n\n"I'll remember that," you say as you make for the door.\n\nIt leads to a narrow corridor which opens onto the back alley behind the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]. You used to spend a lot of time there, back when you worked for the Raptors. Time and time again you'd walked that bare corridor, listening to the sound of your boots echoing on the floor plates as you headed out back to gather the team for a job.\n\nThen you step through the back door and into the cramped delivery tunnel behind the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]. Rather than a gaggle of raptors and horny sluts that used to hang out there, three [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers are standing guard in full riot armor.\n\n"Fuck me," you mutter as you make for the already-waiting grav-car.\n\nJalkovski - Marisa's brother - nods to you from the driver's seat. "Heard you need a ride, Sir."\n\n"Yeah." You lean on the passenger door. "Get me up to B5-731, then back down here. Just that."\n\n"Yes, Sir." Jalkovski fixes you with an unflinching look. "Just as soon as you're ready, Sir. And don't worry about your gear, Sir. I picked it up on the way over." "<</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Climb into the Grav-Car|b5_covenfinal_arrive][$time.active = $time.active + 1; $attrib.fatigue = $attrib.fatigue + 3; $hide.layer4 = true; $equip.hideWeaponLoadout = false; playContextSound("ui_tramway_zoom");]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'b29_hp_enter_txt'>></div>\n<div class='GameTextGreyed'><<display 'b29_hp_inspect_txt'>></div>\n<div class='GameText'><<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>"Listen, I have a little..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n"Listen, I have a little issue here. Could use your help. Unless you're busy."\n\nPineapple's brow furrows. "Sure, Boss. What's goin' down?"\n\n"Got to deal with something up on B3. Corbei residense. Might be an abomination involved. It might get messy. And I, uh, might need a ride."\n\n"No issue. Got the company car—" He grins. "—just around back. Should still be fueled up from the last run."\n\nYou can't help but laugh. "What? We have a grav-car?"\n\nHe looks shocked. "How else ya think I get 'round to our distributors except in style? C'mon. I'll show ya."<</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Follow Pineapple|b3_finalmission_arrive][$time.active += 0.5; $attrib.fatigue += 2; $processed = false; playContextSound("ui_walk");]]</div>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You wait a moment...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou wait a moment longer, then burst into a run. Bodies flash past as you plunge into the crowd. Voices shout behind you.\n\t\t<<if $action.action1 eq "fleefail">>A glance over your shoulder proves the <<if $randomEncounterPhases.syndiateRaidAlternate eq "church">>fanatics<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "raptors">>thugs<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "zanex">>radicals<<else>>mercs<</if>> are still hot on your heels, and gaining fast.<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Damn it."<<else>>"Move, come on!"<</if>> You start shoving pedestrians out of the way but it's too little too late.<br><br>\n\n\t\t\t<<if $randomEncounterPhases.syndiateRaidAlternate eq "church">>"That's the heretic," a voice shouts. "Kill the disbeliever!"\n\t\t\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "kobol">>"There," a voice shouts. "Everyone down. Down!"\n\t\t\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "zanex">>"There's the traitor," a voice shout. "Everyone down! Now!"\n\t\t\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "raptors">>"There," a voice shouts. "Kill the traitor!"\n\t\t\t<<else>>"Halt," a voice shouts. "Halt or we shoot!"\n\t\t\t<</if>><br><br>\n\n\t\t\tAdrenaline surges as the inevitable sinks in: it's fight or die - or let \n\t\t\t\t<<if $randomEncounterPhases.syndiateRaidAlternate eq "church">>those lunatics drag you off and do hell knows what to you. Mutilation for all you know. It won't be pretty at any rate.\n\t\t\t\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "kobol">>those maniacs gun you down where you stand. Or just wound you, and beat the crap out of you until you die. Hardly surprising, given what you did to them.\n\t\t\t\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "zanex">>those radicals gun you down - or worse. Hell knows what they're capable of. Given how little they think of you, maybe it's better not to imagine.\n\t\t\t\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "raptors">>those idiots gun you down - or worse. Hell knows who hired them, though it isn't hard to guess. It's doubtful they'll go easy on you even if you surrender.\n\t\t\t\t<<else>>[[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] drag you off and do hell know what. Lengthy and unnecessarily physical interrogation, presumably, given what <<if $randomEncounterPhases.syndicateRaidPhase eq 0>>you did<<else>>you've done<</if>> to their men. Shit, in their shoes, you'd want a little bloodthirsty revenge too.\n\t\t\t\t<</if>>\n\t\t<<else>>A glance over your shoulder proves the <<if $randomEncounterPhases.syndiateRaidAlternate eq "church">>fanatics<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "zanex">>radicals<<else>>mercs<</if>> are falling behind, tangled in the bustle.<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Thank fuck,"<<else>>"That was lucky,"<</if>> you mutter, dashing into a side passage, down another walkway, and back into the main corridor.<br><br>\n\n\t\t\tA dozen meters or so back you can see the \n\t\t\t\t<<if $randomEncounterPhases.syndiateRaidAlternate eq "church">>lunatics hunting for you amidst the crowd, evidently frustrated.\n\t\t\t\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "kobol">>mercs glancing about, clearly irritable.\n\t\t\t\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "zanex">>radicals hunting for you amidst the crowd with eerily professional coordination.\n\t\t\t\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "raptors">>thugs hunting for you amidst the crowd, clearly irritated.\n\t\t\t\t<<else>>\n\t\t\t\t\t<<if $randomEncounterPhases.syndicateRaidPhase eq 0>>three<<else>>four<</if>> [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] glancing about, evidently confused.\n\t\t\t\t<</if>>\n\t\t\t\tYou stay where you are, watching from the shadows. They linger for a few minutes before vanishing back the way you came. Relief fill you but, just to be safe, you wait a few more minutes. The men don't return.<br><br>\n\n\t\t\t"So much at least," you mutter and...\n\n\t\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>"Actually, I have a..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\t"Actually, I have a question," you call. "You get mercs through here all the time. Anyone ever, like, mention something called the Baibirack Facility? Especially in relation to [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]]?"<br><br>\n\n\tVic scowls. "Could be. Why?"<br><br>\n\n\t"Just 'cause," you say, wondering why he's being so cryptic. "Any idea where I could get more info?"<br><br>\n\n\t"Sure." Vic picks up a glass and, as he begins rubbing it clean, leans closer, "You come to the right person. Question is what this is worth to ya."\n<</nobr>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>"Actually, I have a..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\t"Actually, I have a question." You lean over the counter, saying, "You all sorts 'round these parts. Anyone ever, like, mention something called the Baibirack Facility? Especially in relation to [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]]?"<br><br>\n\n\tThe barkeep shakes her shaggy head. "Nah, but there's some word about Baibirack having te do with [[Athena Med|PDA][$hud.currentScreen = "Athena Medical"]] biomed experiments. Got some of the hybrids in a tizzy, thinking they're gonna be abducted or something. Why?"<br><br>\n\n\t"Just 'cause," you say, secretly worried about the mention of [[Athena Medical|PDA][$hud.currentScreen = "Athena Medical"]]. "So can you tell me anything?"<br><br>\n\n\t"I could." The barkeep picks up a glass and, as she begins rubbing it clean, leans closer, "But you'd need to give me a good reason to."\n\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div><<if $action.arrive eq "fromFight" or $action.arrive eq "fromBot">>You lower your weapon and<<else>>You approach the cargo door<</if>>...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<<if $action.arrive eq "fromBot">>You lower your weapon, gaze fixed on the destroyed bot. Better safe than sorry after all, though when the machine doesn't self-destruct or do anything else unsavory, you decide it's definitely wrecked.<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Thank fuck."<<else>>"That was lucky."<</if>> You glance around."<br><br>\n\n\t\tThere are synthboxes piled all around you. To the left is a row of weapons lockers, on the right a planning table laden with data pads. A goldmine for sure but you'd better be quick. No telling how long it will take [[Syndicate|PDA][$hud.currentScreen = "Syndicate 4"]] to realize you're there.\n\n\t<<else>>\n\n\t\t<<if $action.arrive eq "fromFight">>You lower your weapon and step past the dead mercs, headed toward the assault craft. The aircraft is sitting on its landing pad, grav-wings humming quietly. There doesn't seem to be anyone around except for the guards by the entrance, just a few discarded plastiwrappers and a dumpster. Peering under the tail of the assault craft however, you spot a cargo door that isn't completely lowered. Definitely not suspicious. Not at all.<br><br>\n\t\t<<else>>You approach the cargo door and crouch down. It's been raised just enough to crawl through. Hell knows why they left it open. Definitely not to let you in so maybe the mechanism just jammed.<br><br>\n\t\t<</if>>\n\n\t\t"Oh well." You drop to your hands and knees and crawl through the gap.<br><br>\n\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_syndicate_fob_bot.png"]]</div>Beyond is a dimly lit hangar filled with synthboxes of various sizes. To the left you can make out a row of weapons lockers, on the right a planning table, and \n\t\t<<if $action.arrive eq "fromFight">>at the far end is a [[Tripod Bot|PDA][$hud.currentScreen = "Security Bot"]]. It activates with a beep as you stand up.<br><br>\n\n\t\t\t"Ah, <<if $attrib.demeanor eq "agressive">>shit<<else>>great<</if>>." You freeze.<br><br>\n\n\t\t\t"Intusion detected." Angry, red optics turn to you as it raises its weapons arms. "Vacate these premises immediately. You are legally afforded zero-point-two-two-one seconds to comply."\n\t\t<<else>> and a [[Tripod Bot|PDA][$hud.currentScreen = "Security Bot"]] is idling in a charging station opposite the entrance.<br><br>\n\n\t\t"Ah, <<if $attrib.demeanor eq "agressive">>shit<<else>>great<</if>>." You freeze.<br><br>\n\n\t\tThe machine remains idle. Heart still pounding, you slowly rise to the feet. The [[bot|PDA][$hud.currentScreen = "Security Bot"]] doesn't react - a good sign. Still, you'd rather be in and out before anyone realizes you were there.\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>><</if>>
<<nobr>>\n\n\t<<set $hud.currentScreen = "epilogue">>\n\t<<set ga('send', 'event', 'game', 'completed', 'endings_celena');>>\n\n\t<div id='menu-expand' class='HUD_MenuScreen'>\n\t\t<div class='GameText'>\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_brainscan.png"]]</div>\n\t\t\t<<if $action.arrive eq "atCrossroad">>\n\t\t\t\t<<if $job_abomination_investigate.abomRefugiumStage eq 7>>\n\t\t\t\t\t<<firstname>> Acrel vanished at the B10 Crossroads alongside hundreds of abominations, cultists, and purifiers in what would later become known as the Black Threshhold. The true extent of <<if $attrib.gender eq "male">>his<<else>>her<</if>> involvement in the hideous attacks however remains unknown, as is the ultimate fate of the former Ratpor Lieutenant. Their deeds would quickly be forgotten as the galaxy plunged into an era utter chaos brought on by a sudden wave of biological terrorist attacks.<br><br>\n\t\t\t\n\t\t\t\t\tAmong high-ranking members of the Constabulary, a rumor persists that <<firstname>> Acrel is the driving personas behind the bio-anarchistic terrorist group known as the Church of Visions, suspected by many to be an offshoot of the mysterious Project CABAL. No definitive proof of this connection has been uncovered, yet the means and methods employed by this twisted caricature of Eden's Church loosely corrolate with tactics once employed by Wilkin's Raptors during the Street Wars. By implication, assumptions regarding the identity of the Speaker could be made, yet no official accusation has been lodged and investigation is strictly prohibited by the Clergy - perhaps because the continued stability of B Sector depends entirely on appeasment of the fanatically loyal Visionaries.\n\t\t\t\t<<elseif $chr_celena.relation eq "serious" or $chr_celena.isWitch>>\n\t\t\t\t\t<<firstname>> Acrel vanished from galactic society following the bio-anarnistic attacks on the B10 Crossroads that would become known as the Black Threshhold. The true extent of <<if $attrib.gender eq "male">>his<<else>>her<</if>> involvement in the hideous attacks however remains unknown, as is the ultimate fate of the former Ratpor Lieutenant. Their deeds would quickly be forgotten as the galaxy plunged into the Great Shadow cast by Witch Queen Eresi, suspected by many to be the heiress of the long-dead Emperor Lucinius the First.<br><br>\n\n\t\t\t\t\tIt is said by those close to the Queen that, on rare occasions, a heavily robed figure known only as the Speaker of Visions visits her at her ancestral home in the Shattered Cathedral. What transpires beween the two in the somber halls of the Cathedral is unknown to all save the Queen's current lifeslave, who is at time permitted to witness these exchanges. Rumors persist that the Speaker of Visions to be an omen of chaos, though even those who have been blessed with the Queen's circle of utmost trust and confidence do not know the Speaker's true idenity. At best, they expect sedition - at worst ravenous sexual desire on behalf of the Queen which shall tear the Eternal Coven apart. Or perhaps, as some fearfully speculate, cement its dark reign for coutless millenia to come.\n\t\t\t\t<<else>>\n\t\t\t\t\t<<firstname>> Acrel vanished at the B10 Crossroads alongside hundreds of abominations, cultists, and purifiers in what would later become known as the Black Threshhold. The true extent of <<if $attrib.gender eq "male">>his<<else>>her<</if>> involvement in the hideous attacks however remains unknown, as is the ultimate fate of the former Ratpor Lieutenant. Theirdeeds would quickly be forgotten as the galaxy plunged into the Great Shadow cast by Witch Queen Eresi, suspected by many to be the Divine Harbinger of the cabalist cult, quite possibly even the Sacred Sorcererss herself.<br><br>\n\n\t\t\t\t\tIt is said by those close to the Queen that, on rare occasions when she returns to ancestral home of Scaffold 22, she visits the Old Crossroads dressed entirely in black. Those closest to the her imagine she does this to mourn the loss of someone she once held dear, for this somber place is the only one where Eresi is ever known to shed tears in. None has found the courage to ask of the Crossroads's significance however and it is forbidden for any but the Queen's current lifeslave to go accompany her on these visits.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $action.arrive eq "atRiptideVision">>\n\t\t\t\t<<if $job_abomination_investigate.abomRefugiumStage eq 7>>\n\t\t\t\t\t<<firstname>> Acrel vanished from the face of galactic civilization only weeks before the Great Plague swept away the few survivors of B Sector. From the noxious mists would emerge the Church of Visions, having taken up residence in what was once the Wilkin's Riptide night club. Thousands congregate in these gloomy halls every day, both to pray for their genetic salvation and to heed the call of the Speaker of Visions, who calls for stallwart resistance against the Church of Eden. Though the true identity of this charismatic individual remains unknown, high-ranking members of the Constabulary speculate they might indeed be <<firstname>> Acrel.<br><br>\n\t\t\t\n\t\t\t\t\tNo definitive proof of this connection has been uncovered, yet the means and methods employed by this twisted caricature of the believer's Church loosely corrolate with tactics once employed by Wilkin's Raptors during the Street Wars. By implication, assumptions regarding the identity of the Speaker could be made, yet no official accusation has been lodged and investigation is strictly prohibited by the Clergy - perhaps because the continued stability of B Sector depends entirely on appeasment of the fanatically loyal Visionaries, suspected by many to be an offshoot of the mysterious conspiracist cult Project CABAL.\n\t\t\t\t<<elseif $chr_celena.relation eq "serious" or $chr_celena.isWitch>>\n\t\t\t\t\t<<firstname>> Acrel vanished from the face of galactic civilization only weeks before the Great Plague swept away the few survivors of B Sector. From the noxious mists would emerge a vicious new-age Coven dedicated wholeheartedly to Witch Queen Eresi and her Black Cruse against the Church of Eden in the name of cabalism and the occult. While the Coven numbers in the millions by now, and has spread across countless worlds and habitation platforms, it is said by those close to the Queen that there is only one individual who might sway her wretched heart: a robed figure known only as the Speaker of Visions who visits her at her ancestral home in the Shattered Cathedral.<br><br>\n\n\t\t\t\t\tWhat transpires beween the two in the somber halls of the Cathedral is unknown to all save the Queen's current lifeslave, who is at time permitted to witness these exchanges. Rumors persist that the Speaker of Visions to be an omen of chaos but even those who have been blessed with the Queen's circle of utmost trust do not know the Speaker's true idenity. They only percieve fear in their presence - fear that the Speaker might one day come for their lives also, and obliterate it as many others have fallen prey to the demonic agents and otherworldly beasts. \n\t\t\t\t<<else>>\n\t\t\t\t\t<<firstname>> Acrel vanished from the face of galactic civilization only weeks before the Great Plague swept away the few survivors of B Sector. From the noxious mists would emerge a vicious new-age Coven dedicated wholeheartedly to Witch Queen Eresi and her Black Crusade against the Church of Eden in the name of cabalism and the occult. While the Coven numbers in the millions by now, and has spread across countless worlds and habitation platforms, it is said by those close to the Queen that not even the greatest witches of this day and age have been found worthy of her favor - not even a passing glance.<br><br>\n\n\t\t\t\t\tPrecisely what it is the Queen seeks, or what her nebulous desires might be, is unknown. Rumors persit however that, on rare occasions when she returns to ancestral home of Scaffold 22, she visits the ruins of a night club once named the Wilkin's Riptide dressed entirely in black. Those who dare speak of such things aloud speculate she does this to mourn the loss of a mortal soul she once held dear, for this somber place is the only one where Eresi is ever known to shed tears in. None has found the courage to ask of the establishment's significance however and it is forbidden for any but the Queen's current lifeslave to go accompany her on these visits. \n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t<<if $action.action5 eq "celena">>\n\t\t\t\t\t<<firstname>> Acrel vanished from galactic society without trace, though <<if $attrib.gender eq "male">>his<<else>>her<</if>> name and heretical deeds live on in infamy, preached often in the halls of the Church as a warning against those who associate with witchcraft. Efforts by both the Paladin Order and the Commisariat have been made to locate the heretic proved unforthcoming and would be abandoned in light of the social and economic turmoil leading up to the Great Schism.<br><br>\n\n\t\t\t\t\t<<if $equip.rifle.name eq "Blacklance" and $equip.clothes eq "Blackscorn Armor">>Speculation amongst those most concerned with the matter deem witchcraft and the forbidden technologies of days long gone were in instrumental to Acrel's dissapearance. Still, not even the most paranoid among them would ever guess the full extent of the truth, and it is only by the most twisted souls of the galaxy that which matters most - Abissahi - is inexplicably uttered, only for it significance to be forgotten immediately after. Only they know - truthfully - the full implications of that fateful event, and their lips are sealed; at least hers. The Blackscorned has not spoken to anyone but her, and it is doubtful they ever will - except to express displeasure.\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\tSpeculation amongst those most concerned with the matter deem witchcraft and the forbidden technologies of days long gone were in instrumental to Acrel's dissapearance. There is no proof of this however and it is generally accepted that the ultimate fate of the former Raptor Lieutenant named Vine will remain unknown for all eternity, with records of their demise - if they ever existed - lost as Scaffold 22 was in the conflicts to come.\n\t\t\t\t\t<</if>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<firstname>> Acrel bled to death in the halls of the Cathedral of Beams, <<if $attrib.gender eq "male">>his<<else>>her<</if>> deeds forgotten to the galaxy at large as it plunged into the Great Shadow cast by Witch Queen Eresi. Today an eerily lifelike statune of <<if $attrib.gender eq "male">>a young man<<else>>a young woman<</if>> stands in the silent halls of the Shattered Cathedral, inscriptionless and devoid of any recognizable facial features.<br><br>\n\n\t\t\t\tIt is said that Queen Eresi visits the statue whenever she returns to her ancestral home<<if $equip.rifle.name eq "Blacklance" and $equip.clothes eq "Blackscorn Armor">> and that, in rare moments, it seeths with blood-red light of seemingly supernatural nature<</if>>. Its origins and significance however are unknown to all but the Queen. Those closest to the her imagine it symbolized someone she once held dear, for this somber place is the only one where Eresi is ever known to shed tears in. None has found the courage to ask of the statue's history and it is forbidden for any but the Queen's current lifeslave to go anywhere near it.\n\t\t\t\t<</if>>\n\t\t\t<</if>><br><br>\n\n\t\t<<display 'endgame_stats'>>\n\t\t</div>\n\t\t<<display 'finishStoryButton'>>\n\t</div>\n\n<</nobr>>
<<nobr>>\n\t<<set $hud.currentScreen = "epilogue">>\n\t<<set ga('send', 'event', 'game', 'completed', 'endings_corinthin');>>\n\n\t<div id='menu-expand' class='HUD_MenuScreen'>\n\t\t<div class='GameText'>\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_brainscan.png"]]</div>\n\t\t\t<<if $action.arrive eq "atCathedral">>\n\t\t\t\tFollowing the incursion at the Cathedral of Beams, <<firstname>> Acrel was interned by the Commisariat and questioned extensively about the events which transpired there. The transcripts of these interrogation sessions are currently kept in the depths of the Vault of Eden, allegedly under permanent guard by the Paladin Order.<br><br>\n\n\t\t\t\tInquiries as to their nature and the ultimate fate of <<firstname>> Acrel, made both by the Clergy and agents outside the Church, have been met with absolute silence. <<firstname>> Acrel lives in legacy however, remembered by many of B Sector as both a local hero and heinous villain, though even those once closest to <<if $attrib.gender eq "male">>his<<else>>her<</if>> do not know exactly what became of the former Raptor Lieutenant.\n\n\t\t\t<<elseif $action.arrive eq "atCrossroad">>\n\t\t\t\t<<firstname>> Acrel vanished from galactic society following the bio-anarnistic attacks on the B10 Crossroads that would become known as the Black Threshhold. The true extent of <<if $attrib.gender eq "male">>his<<else>>her<</if>> involvement in the attacks however remains unknown, as is the ultimate fate of the former Ratpor Lieutenant. A number of individuals affiliated with the Cult of Visions insist the legendary Vine lives on in the guise of the Speaker of Visions, a renowned cabalist legend even into the New Era.<br><br>\n\n\t\t\t\tThis far-fetched theory is deemed to be little more than propaganda, myth, and conjuncture by sanctioned investigators, and official Constabulary reports claim the hunter perished along with hundreds of others who fought at the quarantine barricade that day. According to official sources, there is no proof that Vine was ever involved in this ghastly plot, nor that <<if $attrib.gender eq "male">>he<<else>>she<</if>> was ever in any way associated with the heretical cult that has since become the Church of Visions, believed by many to be nothing more than another offshoot of the cabalist cult - better known as Project CABAL - a mad conspiracist cult imported from the Galactic Fringe by unknown means.\n\t\t\t<<elseif $action.arrive eq "atRiptideVision">>\n\t\t\t\t<<firstname>> Acrel vanished from the face of galactic civilization only weeks before the Great Plague swept away the few survivors of B Sector. From the noxious mists would emerge the Church of Visions, having taken up residence in what was once the Wilkin's Riptide night club to spread their unique and grisly views of the new galaxy to come. Before long, thousands began to congregate in these gloomy halls on a daily basis to pray for their salvation and to heed the voice of the Speaker of Visions, whose vicious cult openly opposes the tyranny of the false Machine-Church. Though the true identity of this charismatic individual remains unknown, high-ranking visionaries claim they are in fact no other than <<firstname>> Acrel.<br><br>\n\n\t\t\t\tThis far-fetched theory is deemed to be little more than propaganda, myth, and conjuncture by sanctioned investigators, and official Constabulary reports claim the hunter perished to the plague like countless other residents of B Sector. According to official sources, there is no proof that Vine was ever involved in the ghastly plot that destroyed B Sector, nor that <<if $attrib.gender eq "male">>he<<else>>she<</if>> was ever in any way associated with the heretical cult that has since become the Church of Visions, believed by many to be nothing more than another offshoot of the cabalist cult - better known as Project CABAL - a mad conspiracist cult imported from the Galactic Fringe by unknown means.\n\t\t\t\t\n\t\t\t<<elseif $action.arrive eq "atShip">>\n\t\t\t\t<<if $action.action5 eq "corinthinIsAlive">>\n\t\t\t\t\t<<firstname>> Acrel vanished from galactic society without trace, <<if $attrib.gender eq "male">>his<<else>>her<</if>> name and deeds quickly to be forgotten in the social and economic turmoil to follow. \n\n\t\t\t\t\t<<if $randomEncounterPhases.paidShipCaptain>>The truth is now known only to the captain of the VRS Raytrace, who, several days out of Scaffold 22, chanced upon a void capsule floading abandoned in space and deigned to investigate.<br><br>\n\n\t\t\t\t\tMany years later the Captain would be asked by a close friend who his <<if $equip.rifle.name eq "Blacklance" and $equip.clothes eq "Blackscorn Armor">>shadowy<<else>>stoically silent<</if>> bodyguard was, to which the Captain replied: "Someone who once helped me out of a tight spot. And someone I helped out of a tight spot too. Literally."\n\t\t\t\t\t<<else>>The truth of the events which transpired are forever lost, though reports of a void capsule floading abandoned in space were often made by vessels making to dock at the habitation platform.<br><br>\n\n\t\t\t\t\tIt would eventually be retrieved and opened by a salvage crew sponsored by the Church of Eden, who would find within \n\t\t\t\t\t<<if $equip.rifle.name eq "Blacklance" and $equip.clothes eq "Blackscorn Armor">>nothing more than a small pile of silicate ash and a single, cryptic word etched in the cabin's hull: Abissahi.\n\t\t\t\t\t<<else>>the decayed corpse of a prominent local legend named Vine. The precise cause for <<if $attrib.gender eq "male">>his<<else>>her<</if>> unfortunate demise are officially unknown but it is widely believed that agents of the Sons of Kobol forcibly voided the former Raptor Lieutenant as a grisly warning to anyone who would dare interfere with their operatons.\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<else>>\n\t\t\t\t<<firstname>> Acrel vanished from the face of galactic society, hunted by the Paladin Order on charges of abominable heresy. <<if $attrib.gender eq "male">>His<<else>>Her<</if>> name and heretical deeds live on in infamy, preached often in the halls of the Church as a warning against those who defy the righteous might of the Paladin Order.<br><br>\n\n\t\t\t\t\tRumors of the local legend Vine being sighted do occasionally surface however, and agents of the Church are always quick to investigate - without result. It is widely believed by those who matter that, should the wanted criminal and heretic indeed live on, then it is only with the continued aid of an accomplice within the Church.\n\t\t\t\t<</if>>\n\t\t\t<<elseif $action.arrive eq "atCyber">>\n\t\t\t\t<<if $job_crypto_warlock.mainPhase lt 12>>\n\t\t\t\t\t<<firstname>> Acrel vanished from galactic society yet not quite without trace. Mere days after an unexpected power outage at the Server Tombs on Level B27, High Mass across Scaffold 22 would be interrupted when distorted voices spoke in countless prayer halls across the hab platform. Claiming to be the work of a cyber-vigilante named Warlock, these broadcasts spoke of atrocities <<formalname>> and others had commited in the name of the Cybercult.<br><br>\n\n\t\t\t\t\tWithin a matter of days, officers of the Constabularly had tracked down <<firstname>> Acrel, who would be imprisoned, publicly tried for crimes past and present, and sentenced to death two monts later. For reasons unknown to all but certain members of the Clergy, the sentence was carried outside of B Sector, perhaps out of fear locals would interfere with the planned execution. No such thing occured, and on an otherwise uneventful day in the C Sector's Plaza Justica, <<firstname>> Acrel was executed by plasmatic purge along with sixteen former Raptors and a criminal cryptomancer by the name of Gal Avaic.\n\n\t\t\t\t<<elseif $factionlock.cyberPhase gte 8>>\n\t\t\t\t\t<<firstname>> Acrel vanished from galactic society yet not quite without trace. Mere days after an unexpected power outage at the Server Tombs on Level B27, White Mass on Scaffold 22 would be interrupted when distorted voices spoke in countless prayer halls across the hab platform. Claiming to come from the Mouth of the Cybercult, these broadcasts spoke of a conspiracy within the Clergy and corporate-sponsored information war which had broken out across B Sector, unbeknownst to its residents.<br><br>\n\n\t\t\t\t\tThough denounced by all those accused of wrongdoing, the claims proved to be well sourced with documents and credible testimony from established names. Independant journalists quickly verified the allegations and eye-witnesses soon stepped forward, lending weight to the ensuing Reputation Massacre, which saw thousands of high-ranking Clerics and Corporate executives exposed, humiliated, and tried for a variety of criminal actions. Those responsible for these 'heretical broadcasts' would never be located or apprehended by Church investigators. The Mouth of the Cybercult would however remain an anonymous actor on Scaffold 22 for centuries to come, encouraging and supporting its interpretation of vigilante 'justice' both within the underworld and beyond.\n\n\t\t\t\t<<elseif $factionlock.cyberPhase gte 5>>\n\t\t\t\t\t<<firstname>> Acrel vanished from galactic society yet not quite without trace. Mere days after an unexpected power outage at the Server Tombs on Level B27, High Mass across Scaffold 22 would be interrupted when distorted voices spoke in countless prayer halls across the hab platform. Claiming to come from the Mouth of the Cybercult, these broadcasts spoke of a conspiracy within the Clergy and corporate-sponsored information war which had broken out across B Sector, unbeknownst to its residents.<br><br>\n\n\t\t\t\t\tThough denounced by all those accused of wrongdoing, the claims proved to be well enough sourced to be verifiable by independant journalists. A bitter legal conflict known as the Allegation War would ensue, lasting seven years, until an antimatter bomb exploded in the Court of Eden nine days later, obliterating much of C, D, and E Sectors. Though neither those responsible for the 'heretical broadcasts' or the antimatter bombing would never be apprehended by Church investigators, the Mouth of the Cybercult would remain an anonymous actor on Scaffold 22 for decades, exposing several more shadow conflicts and alleging a dozen more before it fell silent almost a century later.\n\t\t\t\t<<elseif $factionlock.cyberPhase gte 3>>\n\t\t\t\t\t<<firstname>> Acrel vanished from galactic society yet not quite without trace. Mere days after an unexpected power outage at the Server Tombs on Level B27, High Mass across Scaffold 22 would be interrupted when distorted voices spoke in countless prayer halls across the hab platform. Claiming to be the work of the Cybercult, these broadcasts spoke of a conspiracy and shadow war which had broken out in B Sector, unbeknownst to local residents.<br><br>\n\n\t\t\t\t\tThough denounced by all those accused of wrongdoing, the claims proved difficult to dispell. Even absent solid sources, news nets ran many of the stories, resulting in a convoluted Allegation War that lasted months and saw dozens of investigations for fraud and theological malpractice, though their misdeeds were quickly forgotten on account of the Great Schism. Though those responsible for these 'heretical broadcasts' would never be located or apprehended by Church investigators, the slow but steady trickle of anonymous allegations would eventually see over thirty individuals arrested and interred in the years leading up to the collapse of the Church.\n\t\t\t\t<<else>>\n\t\t\t\t\t<<firstname>> Acrel vanished from galactic society yet not quite without trace. Mere days after an unexpected power outage at the Server Tombs on Level B27, High Mass across Scaffold 22 would be interrupted when distorted voices spoke in countless prayer halls across the hab platform. Claiming to be the work of the Cybercult, these incoherent broadcasts spoke of conspiractorial actions which had gripped B Sector and possibly threatened all the galaxy.<br><br>\n\n\t\t\t\t\tDespite some insistent claims that there was truth to these accusations, the broadcasts would soon be dismissed as a tasteless prank. Those responsible were never located however and the Cybercult, if it had even been responsible, never made itself known on Scaffold 22 again. At least, so official sources claim - certain individuals active in the underworld suggest the Cybercult is still alive and well, acting in secret to serve its own brand of malicious, vigilante justice.\n\n\t\t\t\t<</if>>\n\n\t\t\t<<elseif $action.arrive eq "atKobol">>\n\t\t\t\t<<firstname>> Acrel vanished from galactic society without trace, <<if $attrib.gender eq "male">>his<<else>>her<</if>> name and deeds quickly to be forgotten in the social and economic turmoil to follow. The truth of their fate is unknown, though certain high-ranking members of the Kobol cartel speculate the former mercenary lieutenant was sucessfully tracked down and eliminated by a vindictive Yal-Nam Son.<br><br>\n\n\t\t\t\tAt least, that's what the Blood Son Captain's latest report implied; the details of what precisely transpired on Scaffold 22 are sketchy at best and many records lost during the Great Schism. Given the minimal threat <<firstname>> Acrel poses to cartel interests, no request for clarification was ever sent, most high-ranking members of the crime syndicate being more than satisfied with the definitive aquisition of the B40 Docks as a strategic investemnt in the north-eastern hemisphere. \n\t\t\t<<elseif $action.arrive eq "atMansion">>\n\t\t\t\t<<firstname>> Acrel vanished from the face of galactic society, hunted by the Paladin Order and the Constabulary on charges of criminal negligence and heresy. <<if $attrib.gender eq "male">>His<<else>>Her<</if>> name and heretical deeds lived on in infamy, preached of in the halls of the Church as a warning against those who defy the righteous might of the Paladin Order, and cited equally as often by agents of the Corporate Hegemony as an example of the Church's disregard for their judicative system.<br><br>\n\n\t\t\t\tPrecisely who <<firstname>> Acrel was or <<if $attrib.gender eq "male">>he<<else>>she<</if>> was of such importance however is unknown to most citizens of the galaxy, largely because all records of <<if $attrib.gender eq "male">>his<<else>>her<</if>> existence were purged from the Vox Edeni by direct order of the Clergy and what few entries survived were lost in the Great Schism.\n\t\t\t<<elseif $action.arrive eq "atWarlock">>\n\t\t\t\t<<firstname>> Acrel vanished from galactic society without trace, wanted by the Constabulary on charges of conspiracy, heresy and murder. Precisely who <<firstname>> Acrel was or <<if $attrib.gender eq "male">>he<<else>>she<</if>> was of such importance is unknown to most citizens of the galaxy however, largely because all records of <<if $attrib.gender eq "male">>his<<else>>her<</if>> existence were purged from the Vox Edeni by direct order of the Paladin Order. What few entries survived were ultimately lost in the Great Schism.<br><br>\n\n\t\t\t\tMost who once knew the wanted criminal believe <<genderpronoun>> fled from justice due to atrocities comitted while in command of Wilkin's Raptors. Only a select few know that this is not the case, and even fewer realize that <<firstname>> Acrel may still possess Object 55316 - an ancient artefact suspected to be of alien or perhaps divine origin by those misguided minds who take an unhealthy degree of interest in such matters.\n\t\t\t<</if>><br><br>\n\n\t\t<<display 'endgame_stats'>>\n\t\t</div>\n\t\t<<display 'finishStoryButton'>>\n\t</div>\n\n<</nobr>>
<<nobr>>\n\t<<set $hud.currentScreen = "epilogue">>\n\t<<set ga('send', 'event', 'game', 'completed', 'endings_purged');>>\n\n\t<div id='menu-expand' class='HUD_MenuScreen'>\n\t\t<div class='GameText'>\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_brainscan.png"]]</div>\n\t\t\t<<if $action.arrive eq "atCathedral">>\n\t\t\t\t<<firstname>> Acrel died in the Cathedral of Beams alongside Father Kulli Zweili, their names and deeds quickly to be forgotten in the social and economic turmoil to follow. The incident would be recorded by the Commisariat as a justified heretical purge on behalf of the Paladin Order. No further investigation into the events leading up to the incident was made, it having been determined beyond reasonable doubt that the heretical Cleric and had masterminded the theft of Object 55316.<br><br>\n\n\t\t\t\tThe incident would however live on as an oft-cited example of the dangers that heretical thoughts and knowledge pose, both within the Church and without, and would be one of many contributing events that led to the outbreak of the War that Wasn't and the Great Schism. Ironically, few - if any - ever realized the true significance of the events surrounding Object 55316, and to this day those who preach Conservation of Information comically miss the point when citing Case 55316 as a perfect example of heretical malevolence within the ranks of the Clergy - at least until the Great Schism spelled the end of the Church and all such concerns became secondary.\n\t\t\t<<elseif $action.arrive eq "atCrossroad">>\n\t\t\t\t<<firstname>> Acrel died at the B10 Crossroads alongside hundreds of abominations, cultists, and purifiers in what would later become known as the Great Cleanisng. Unanimous vote by the Clergy of Scaffold 22 would see the entirety of B Sector jettisoned from the habitation platform and purged with fission warheads. The incident would be recorded by the Commisariat as a justified heretical purge on behalf of the Paladin Order. Further investigation into the few surviving witnesses would confirm that Acrel was indeed responsible for the B Sector plague.<br><br>\n\n\t\t\t\tThe incident would live on as an oft-cited example of the dangers that heretical thoughts and abominable knowledge pose, both within the Church and without, and would be one of many contributing events that led to the outbreak of the War that Wasn't and the collapse of the Church during the Great Schism. Ironically, few - if any - ever realized the full extent of the conspiracy, and despite extensive investigation by the Commisariat and Paladin Order, no other individuals would be charged or arrested for their involvement in this anarchistic plot against the Church of Eden - and galactic stability as a whole. \n\t\t\t<<elseif $action.arrive eq "atRiptideVision">>\n\t\t\t\t<<firstname>> Acrel died at the Wilkin's Riptide mere hours before an event that would become known as the Great Cleanisng. Unanimous vote by the Clergy of Scaffold 22 would see the entirety of B Sector jettisoned from the habitation platform and purged with fission warheads. The incident would be recorded by the Commisariat as a justified heretical purge on behalf of the Paladin Order. Further investigation into the few surviving witnesses would confirm that Acrel was indeed responsible for the B Sector plague.<br><br>\n\n\t\t\t\tThe incident would live on as an oft-cited example of the dangers that heretical thoughts and abominable knowledge pose, both within the Church and without, and would be one of many contributing events that led to the outbreak of the War that Wasn't and the collapse of the Church during the Great Schism. Ironically, few - if any - ever realized the full extent of the conspiracy, and despite extensive investigation by the Commisariat and Paladin Order, no other individuals would be charged or arrested for their involvement in this anarchistic plot against the Church of Eden - and galactic stability as a whole.\n\n\t\t\t<<elseif $action.arrive eq "atMansion">>\n\t\t\t\t<<firstname>> Acrel died at Vindell Mansion alongside the abominated Lord Otto Vindell yet their names live on, oft cited by agents of the Hegemony as an example of the Church's willful abuse of power and ignorance of their own judicative system. The Paladin Order in particular would be driven to the brink of ineffectuality by subroutines installed under mounting corporate and public pressure to ensure that agents of the Church do not operate beyond their jurisdiction.<br><br>\n\n\t\t\t Ironically, few - if any - ever realized the true significance of the events that transpired at Vindell Mansion, and Object 55316 would be entirely forgotten in the social and economic unrest that followed during the Great Schism. Today it is mentioned only as a footnote on the Codex page describing the Vindell Massacre, though no explanation is given as to why this seemingly insignificant artefact led to the massacre in the first place; likely because the author did not know either.\n\t\t\t<<elseif $action.arrive eq "atCyber">>\n\t\t\t\t<<firstname>> Acrel died in the Server Tombs beneath the B27 Chapel alongside a suspected Cybercultist, their names barely known to begin with and soon forgotten. Indeed, so obscure was the event, that even the Clergy who dwelled in the Chapel above would never learn what transpired there. All that would ever become known is that the Server Tomb suffered an unexpected power outage that was repaired within a matter of hours.<br><br>\n\n\t\t\t\tObject 55316 would also be forgotten, those few who even knew of its existence soon distracted by the rising tides of social and economic turmoil of the Great Schism. Today the artefact is recorded only in the lost archives of the Church, though to be exact, it is the artefact's absence which is mentioned. To date, none of the Logisticans assigned to the case have quite figured out how it managed to disappear, or where it migh thave disappeared to. Given the Object's lack of value, it would eventually be declared a 'lost relic of sentimental value' and all record of its uncertain fate filed away in the Vault and lost when access to the Vaults of Eden was destroyed in the final days of the Schism.\n\t\t\t<<elseif $action.arrive eq "atKobol">>\n\t\t\t\t<<firstname>> Acrel died on the B40 Docks alongside an android and several dozen Blood Sons, their names soon to be forgotten in the visious street wars which led up to the the Great Schism. Indeed, so obscure was the event, that even the mighty Kobol cartel would never learn what transpired there. Many years later, a business associate sent to assess the B40 Docks for aquisition by the cartel would, quite to their surprise, learn that the Kobol syndicate already owned these premises, and that they owed their workers a considerable ammount in backpay.<br><br>\n\n\t\t\t\tObject 55316 would also be forgotten, those few who even knew of its existence soon distracted by the rising tides of social and economic turmoil of the Great Schism. Today the artefact is recorded only in the lost archives of the Church, though to be exact, it is the artefact's absence which is mentioned. To date, none of the Logisticans assigned to the case have quite figured out how it managed to disappear, or where it migh thave disappeared to. Given the Object's lack of value, it would eventually be declared a 'lost relic of sentimental value' and all record of its uncertain fate filed away in the Vault and lost when access to the Vaults of Eden was destroyed in the final days of the Schism.\n\n\t\t\t<<elseif $action.arrive eq "atWarlock">>\n\t\t\t\t<<firstname>> Acrel died, alone and forgotten, in a disused Machine Catacomb on Level B10. <<if $attrib.gender eq "male">>His<<else>>Her<</if>> body would only be discovered weeks later, when construction workers hired by Icefall Cryogenics began disassembling the nearby superstructure. The incident would be recorded by the Constabulary as an unfortunate accident, believed to have been caused by a microfusion cell malfunction. No further investigation into the events leading up to the death was made, it having been determined beyond reasonable doubt that <<firstname>> Acrel perished during an unsanctioned hunt.<br><br>\n\n\t\t\t\t Ironically, few - if any - ever realized the true significance of the events that transpired in the Machine Catacombs, and Object 55316 would be entirely forgotten in the social and economic unrest that followed during the Great Schism. Today it is mentioned only as a footnote on the Codex page describing the life and death of <<firstname>> Acrel, though no explanation is given as to why this seemingly insignificant artefact led to the death of a renowned abomination hunter; likely because the author did not know either.\n\t\t\t<</if>><br><br>\n\n\t\t<<display 'endgame_stats'>>\n\t\t</div>\n\t\t<<display 'finishStoryButton'>>\n\t</div>\n\n<</nobr>>
<<nobr>>\n\t<<set $hud.currentScreen = "epilogue">>\n\t<<set ga('send', 'event', 'game', 'completed', 'endings_alternative');>>\n\n\t<div id='menu-expand' class='HUD_MenuScreen'>\n\t\t<div class='GameText'>\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_brainscan.png"]]</div>\n\t\t\t<<firstname>> 'Vine' Acrel, having just been declared Champion of the Scaffold 22 Deathmatch Arena, spoke only briefly to the crowds assembled before the Riptide on Level B28. Words did not come easily and, though it seemed a moment of utmost significance at the time, it would quickly be overshadowed by the events of the months to come. Indeed, so insignificant was this speech in the grander scope of galactic affairs, that its contents would never be streamed or recorded beyond Scaffold 22.<br><br>\n\n\t\t\tHardly surprising, given that, within a year, <<firstname>> Acrel would be forgotten entirely. The person <<if $attrib.gender eq "male">>he<<else>>she<</if>> once was, and all their prior accomplishments, were simply inconsequential compared to those of Vine, the new fan favorite in the Cubix Tournaments who would quickly rise through the charts as a \n\t\t\t<<if $job_arena_lavandri.sponsor eq "Project Incubus">>\n\t\t\t\tmajor proponent of the Predatorial Tournament, a vicious survival gametype soon to be coined by the legendary Arena icon and fan-favorite Lith the Artist. Over the thirty-seven years to come, <<if $attrib.gender eq "male">>he<<else>>she<</if>> would hold the longest-standing Predatorial streak to date, surviving a grand total of three hundred and seventeen scenarios, and becoming one of the most highly regarded Champions in Bloodsports history.<br><br>\n\n\t\t\t<<firstname>> Acrel - known by most only by the pit name Vine - would eventually retire, and later be honored with a burial in the Hall of Champions in the Lavandri Complex. Even today, hundreds visit the crypt of the former mercenary turned Champion to honor the memory of what is perhaps the most influencial gladiator to have ever lived. \n\t\t\t<<else>>\n\t\t\t\tprime example of the underworld mercenary turned vicious Bloodsports Champion. Over the course of nine years, Vine would win thirteen Championships, before ultimately succumbing to a glancing bol-shot from Hagrave Avaren of Scaffold 38 which left <<if $attrib.gender eq "male">>him<<else>>her<</if>> choking on blood-soaked sand in the middle of the Cubix Arena IV.<br><br>\n\n\t\t\t<<if $attrib.gender eq "male">>His<<else>>Her<</if>> short and brutal carreer in the Deathmatch Arena is today forever recorded in the Hall of Champions in the Lavandri Complex, though few bother to visit the statue today. After all, when millions die every day in the name of Bloodsports, and all venerate the goddess of the Arena, Lillith, who would soon steal the fame and fancy of every bloodsports fan in the galaxy, who really cares about that one dead Champion who won a few matches back in their heyday?\n\t\t\t<</if>><br><br>\n\n\t\t<<display 'endgame_stats'>>\n\t\t</div>\n\t\t<<display 'finishStoryButton'>>\n\t</div>\n\n<</nobr>>
<<nobr>>\n\t<<set $hud.currentScreen = "epilogue">>\n\t<<set ga('send', 'event', 'game', 'completed', 'endings_alternative');>>\n\n\t<div id='menu-expand' class='HUD_MenuScreen'>\n\t\t<div class='GameText'>\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_brainscan.png"]]</div>\n\t\t\t<<if $action.arrive eq "fromZanex">>\n\t\t\t\tFollowing murder of six CIVL officers and a ranking member of the Clergy at Wilkin's Riptide, <<firstname>> Acrel disappeared from the face of galactic society. Several sources claim that the former Raptor Lieutenant was directy involved in this bloody massacre, yet the allegations were quickly forgotten amidst the tidal wave of criminal cases filed against the Church of Eden in the weeks to follow. Though initially hesitant to convict, the Court of Eden eventually found over three hundred ranking Clerics guilty of theological abuse, mususe of Church funds, and various conspiratorial charges.<br><br>\n\n\t\t\t\tHistorically recorded as the Great Excommunication, a contributing event to the Great Schism, these events preceeded a slow but steady rise of Hegemony influence on Scaffold 22 and the eventual outbreak of the War that Wasn't. Despite ample documents on these more recent events, few if any sources have managed to establish how the Great Excommunication came about beyond that something known only as Object 55316 was involved. Given many earlier records were corrupted during the Wars, it is unlikely this question will ever be answered to the satisfaction of contemporary historians.\n\t\t\t<<elseif $action.arrive eq "fromXarea">>\n\t\t\t\t<<firstname>> Acrel disappeared from the face of galactic society, suspected by many ranking members of the Clergy and the Constabulary of involvement in several abomination-related terror attacks. Sources claim that the former Raptor Lieutenant was paid off by an unnamed corporate executive, yet the allegations were quickly forgotten amidst the tidal wave of biological outbreaks in the weeks to follow. Chaos quickly spread beyond B Sector, plunging Scaffold 22 into an era of ever-increasing civil unrest and violence that eventually spread beyond the habitation platform and across the sector.<br><br>\n\n\t\t\t\tHistorically recorded as the Great Plagues, a contributing event to the Great Schism, these events preceeded a slow but steady decline of both Church and Hegemony influence across the galaxy. Little is known of this time however, as few records survived the violent uphevals, and even fewer shed light on the true origins of the conflict. All contemporary historians have managed to estalbish is that the Great Plagues broke out on Scaffold 22 shortly after the theft of an artefact known as Object 55316 and quickly spread to neighboring habitation platforms, killing billions in the decades to follow and ending only when the Foreign Domain intervened through the proxy of the Golden Legion.\n\t\t\t<</if>><br><br>\n\n\t\t<<display 'endgame_stats'>>\n\t\t</div>\n\t\t<<display 'finishStoryButton'>>\n\t</div>\n\n<</nobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You pick up the..<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou pick up the data pad, wipe off screen, and activate it. The device reads:<br><br>\n\n\t<div class='HUD_datapad'>Attention Highborn!<br><br>\n\n\tHunting season has been opened and bounties are offered as follows: 50 credits for slaves, 100 for toys, and 5000 for whoever brings the first specimen to endure the rites. Bring all, bring plenty, and be swift in the name of his Eternal Highness.<br><br>\n\n\tAlso, don't bring prisoners in through the B30 passages. It's been infested (not due to us) and the fuzz has the entrance under surveilance. We've opened the back passages through B29 instead; utility duct beside Unit 42. Passcode is vXvvXXvx1 until further notice. \n\n\t</div>\n\n<</nobr>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\tYou say, \n\n\t<<if $action.action3 eq "silentkill">>"Oh, I'm sorry. I think there's some mistake here."<br><br>\n\n\t\t"Mistake, huh?" One of the men steps forward, producing a spiky shocker. "This will just—"<br><br>\n\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_special_pistol.png"]]</div>\n\n\t\t"Actually, you are—" You snatch your M1114, flip the selector to subsonic as you draw the weapon, and level it on the freak's faceplate. "—the mistake."<br><br>\n\n\t\tThe suppressed pistol recoils ever so faintly. The freak falls, his helmet blown out. His companion recoils in surprise, the rifle he has aimed at you all but forgotten.<br><br>\n\n\t\tTwo muffled thuds later and he hits the floor too. You blow a fourth round into the first man's head and survey the scene, heart racing.<br><br>\n\n\t\tNo one seems to have noticed your arrival or the fact the two bastards just got their brains blown out. To be safe, you hurriedly move the corpses out of sight. Chances are someone will notice the missing guards sooner than later but you only need a little time - just enough to figure out who the hell you're dealing with here.\n\n\t<<elseif $action.action3 eq "silentkill_knife">>"Oh, I'm sorry. I think there's some mistake here."<br><br>\n\n\t\t"Mistake, huh?" One of the men steps forward, producing a spiky shocker. "This will just—"<br><br>\n\n\t\t"Actually, you are—" You snatch your <<knife>> and, before the man can react, slam it into his neck. "—the mistake!"<br><br>\n\n\t\tHis companion recoils in surprise, the rifle he has aimed at you all but forgotten. It takes a split second to reach him and a moment longer to slice his throat. A moment later, he's on the ground, spluttering to death in his psychodelically painted armor. You stand above the corpses, heart still racing.<br><br>\n\n\t\tNo one seems to have noticed your arrival or the fact the two bastards just got stuck. To be safe, you hurriedly move the corpses out of sight. Chances are someone will notice the missing guards sooner than later but you only need a little time - just enough to figure out who the hell you're dealing with here.\n\n\t<<elseif $action.action3 eq "silentkill_fail">>"Oh, I'm sorry. I think there's some mistake here."<br><br>\n\n\t\t"Mistake, huh?" One of the men steps forward, producing a spiky shocker. "This will just—"<br><br>\n\n\t\t"Actually, you are—" You snatch your <<knife>> and lunge at the nearest man but he throws you off.<br><br>\n\n\t\t"Ah, motherfucker!" The other man racks his rifle. Coilfire errupts. Noise and light dazzle you. Bolts ping wildly off the walls.<br><br>\n\n\t\tYou scramble up, heart racing. There's no alternative now. Kill the bastards - or get gunned down on the spot.\n\t<<elseif $action.action3 eq "justlook">>"Don't worry. I'm just looking. Call it curiosity."<br><br>\n\n\t\t"Ah. That's nice." One of the men steps forward, producing a spiky shocker. "This will just—"<br><br>\n\n\t\t"Wow." You take a hasty step back. <<if $attrib.demeanor eq "agressive">>"What the fuck? Get that damn thing away from me."<<else>>"What do you think you're doing?"<</if>><br><br>\n\n\t\tThe other, rifle still aimed at your head, says, "You gotta submit. It's the King's law."<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Yeah, like fuck." You draw a deep breath. "I'm gonna give you one chance. One. Then I start killing and you two will be the first to go."<<else>>"No. I don't think so." You draw a deep breath. "You get one warning. Then we start shooting. So, what'll it be?"<</if>><br><br>\n\n\t\tNeither of them lowers their weapon. Unfortunate. But it isn't like you didn't warn them so, end of the day, it's really their damned fault.\n\n\t<<else>>"Put down the guns. Now. I am not <<if $attrib.demeanor eq "agressive">>fucking <</if>>kidding. I already killed two of you freaks<<if $attrib.demeanor eq "agressive">> and I'll make it more if I have to<<else>>. You'll end the same way if you don't back down<</if>>."<br><br>\n\n\t\tThe guards look at one another. Neither lowers their weapon.<br><br>\n\n\t\t"Oh, please." You step forward, <<if $attrib.demeanor eq "agressive">>snarling<<else>>saying<</if>>, "I don't care who<<if $attrib.demeanor eq "agressive">> the fuck<</if>> you are or what you're doing here. But anyone who points a gun at me will regret it. Promised."<br><br>\n\n\t\t"Fair point." One of the guards lowers his rifle, gesturing for the other to do likewise. "Don't wanna do nothing stupid now, do we? But ye'd better come with us. The High King will wanna see ya."<br><br>\n\n\t\t"The High King, huh?" Your lips curl. <<if $attrib.demeanor eq "agressive">>"Obnoxious name."<<else>>"Odd name."<</if>><br><br>\n\n\t\t"Don't mock his Eternal Highness. Now move. That way—" The speaker gestures toward the tent city. "—please. Before we take back this generous offer."\n\n\t<</if>>\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You head toward the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\t\t<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_highpalace_empty.png"]]</div>You head toward the tent, past the many confused slaves - it doesn't seem they know quite what happened - and duck through the flap. The inside is so dark and mis-lit it hurts your eyes. Bioluminescent strips glow on the walls, the floor, some even seemingly hanging in mid-air; the shelving unit is almost impossible to see.<br><br>\n\n\t\tWhat you can however make out is a desk and a mattress. There are a number of data pads on the former and a corpse in the latter - the naked kid's chest has been split clean open and his entails are hanging out.<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Oh, hell."<<else>>"Oh, gross."<</if>> You glance away.<br><br>\n\n\t\tInadvertedly, your gaze falls on the shelving unit. It's packed with all manner of junk: food, water, alcohol, more data pads, hell knows what else. The only things you see that look remotely valuable are a box of tungsten bolts and several [[FreakOut|PDA][$hud.currentScreen = "FreakOut"]] disks. There's also a [[KRUG|PDA][$hud.currentScreen = "KRUG_Painted"]] painted in psychodelic colors on the bottom shelf.\n\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You <<walk>> on<<if $action.action2 eq "saynothing">>without...<<else>>, saying...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action2 eq "saynothing">>You <<walk>> on without bothering to reply. The man hurries after you. "Mean, really. What are you doing? The big flashing arrows were made it damn clear we should go the other way."<br><br>\n\n\t\t"Not likely. I worked around here a while back. Only other emergency exit is thirty clicks back. I'm not walking that far. This'll get us to [[B30|PDA][$hud.currentScreen = "B30 Block"]] faster."<br><br>\n\t<<else>>\n\t\tYou <<walk>> on, saying,\n\t\t\t<<if $action.action2 eq "wrong">>"The announcement was wrong. I know this place. Nearest exit is back that way."<br><br>\n\n\t\t\t\t"You sure?" The man hurries after you. "Mean, could be, but the big flashing arrows were pretty damn clear if you ask me."<br><br>\n\n\t\t\t\t"Yeah, I worked around here a while back. Only other emergency exit is thirty clicks back. I'm not walking that far. This'll get us to [[B30|PDA][$hud.currentScreen = "B30 Block"]] faster."\n\t\t\t<<else>>"Just wanna take a look around. You know. Make sure no one else got left behind."<br><br>\n\n\t\t\t\t"No, no." The man hurries after you. "I know that look. My wife gets it all the time, just before I catch her banging another dude or whatever. So jus' tell me what you doing."<br><br>\n\n\t\t\t\t"There's another exit about a hundred meters that way—" you point ahead. "It'll be faster than walking thirty clicks back to [[B30|PDA][$hud.currentScreen = "B30 Block"]]."\n\t\t\t<</if>><br><br>\n\t<</if>>\n\n\t\t"Oh, okay. Then I'll come with you." He falls in step beside you.<br><br>\n\n\t\tFor a moment, the only noise is your footsteps on the grated emergency walkway. It leads on and on, past one grav-hoop after another, but you stop several hoops down. In a shadowed alcove is a locked utility door with a green EXIT sigh above it, just like you remember.<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"See? Much closer exit."<<else>>"And here we are."<</if>> You jack your [[PDA|PDA][$hud.currentScreen = "home"]] into the control pannel. "Just gotta open it."\n\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You pick up the data pad...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\tYou pick up the data pad and test the cracked screen. It flickers, displaying the following holo-shadow:<br><br>\n\n\n\t<div class='HUD_datapad HUD_datapad_broken'><strong>At&%7854n Citi378n</strong><br><br>\n\n\tFor rearasassadfafasons re54679to public s.........e cimmahanted by decree of the 6438945854 to evöüggeate your residence effecmnä immediately. Purifiers wipüt4lpeployed to your block within tu81in h3izrs with or4789sge anything and anyone which is pressssssaent at such time. The re48098i41lts will be fatal. You have 380039 [ERRR]-!!!!!<br><br>\n\n\t\tHigh IKGkifier Verillius<br>\n\t\tOR588f the Clea83409än Fläajim<br>\n\t\tC78/)Iden oEdiiä$$den<br>\n\t\tSca...<br><br>\n\n\t\t[ERXR]: MEMORY OVER!!!)(_\n\t</div>\n\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You peer into the passage...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_sprawldark.png"]]</div>\n\tYou peer into the passage, barely able to see your hand in front of your face. There isn't a single lit glow-panel to be seen. Water drips in the distance and the air smells dank.<br><br>\n\n\t<<if $attrib.demeanor eq "agressive">>"Well, this fucking sucks." You glance at Lavo. "Guess you were right about the emergency holos."\n\t<<else>>You glance at Lavo. "I think we just found out why the emergency holos were pointing the other way."\n\t<</if>><br><br>\n\n\tHe nods jerikly. "Wh— where are we? I've never seen. Well, I've never seen a place like this before."<br><br>\n\n\t"We're in the [[Undersprawl|PDA][$hud.currentScreen = "Undersprawl"]]," you say, testing your way along the passage. "Shouldn't be far back. Main pressure tunnel is just up ahead."<br><br>\n\n\tLavo doesn't reply, just test his way forward behind you. It's almost impossible to see. Even with your [[PDA|PDA][$hud.currentScreen = "home"]] casting a narrow holo-beam into the shadows, you can barely make out where you are. One thing is certain though: all the habs along the passage are deserted and cluttered with junk. It doesn't look like they've been used in years.<br><br>\n\n\t"Uh-oh," Lavo says, causing you to stop short. He points ahead.<br><br>\n\n\tYou've seen it too: a fork in the passage. There are no signs indicating which way is what. All that's left are the broken holo-projectors, and it doesn't look like you'll get those working. Simple solution, though: guess - one way has to lead back to the main passage.\n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n<<if $processed eq false>>\n\t<<set $action.action1 = "none">>\n\t<<set $action.action2 = "none">>\n\t<<set $action.action3 = "none">>\n\t<<set $action.action4 = "none">>\n\t<<set $action.action5 = "none">>\n\n\t<<set $hide.layer0 = false>>\n\t<<set $hide.layer1 = false>>\n\t<<set $hide.layer2 = false>>\n\t<<set $hide.layer3 = false>>\n\t<<set $hide.layer4 = false>>\n\t<<set $hide.layer5 = false>>\n\n\t<<set $processed = true>>\n<</if>>\n\n<<set $savesMenuPassage = "Level B29 - High Palace Tent">>\n<</silently>>\n<<nobr>>\t\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b29_highpalace_tentowned_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $attrib.toxicity gte 75>>\n\t\t\t\t<<if $attrib.addicted>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Crash in Bed|b29_highbornpalace_yourtent][$action.action1 = "addictsleep"; $time.active = $time.active + 8; $hide.layer1 = true; $attrib.toxicity *= 0.5; playContextSound("ui_click");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Crash in Bed|b29_highbornpalace_yourtent][$action.action1 = "toxicsleep"; $time.active = $time.active + 8; $hide.layer1 = true; $attrib.toxicity -= 65; $attrib.fatigue -= 80; playContextSound("ui_click");]]</div>\n\t\t\t\t<</if>><br>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Examine your Profit|b29_highbornpalace_yourtent][$action.action1 = "profit"; $hide.layer1 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Use the Shelf|b29_highbornpalace_yourtent][$action.action1 = "shelf"; $hide.layer1 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t\t<<if $loc_highpalace_owned.chosenSqueeze eq "Lu" and ($loc_highpalace_owned.treatedSqueeze eq 0 or $sexPhases.canHaveSex)>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Play with Lu|b29_highbornpalace_yourtent][$action.action1 = "play"; $hide.layer1 = true; $time.active += 0.1; playContextSound("ui_walk"); $sexPhases.numTimesHadSex += 1; $sexPhases.lastSexTime = $time.active;]]</div><br>\n\t\t\t\t<<elseif $loc_highpalace_owned.chosenSqueeze eq "Lia" and ($loc_highpalace_owned.treatedSqueeze eq 0 or $sexPhases.canHaveSex)>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Play with Lia|b29_highbornpalace_yourtent][$action.action1 = "play"; $hide.layer1 = true; $time.active += 0.1; playContextSound("ui_walk"); $sexPhases.numTimesHadSex += 1; $sexPhases.lastSexTime = $time.active;]]</div><br>\n\t\t\t\t<<elseif ($loc_highpalace_owned.chosenSqueeze eq "Lia" or $loc_highpalace_owned.chosenSqueeze eq "Lu") and $sexPhases.canHaveSex eq false>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Not up for That]</div></div><br>\n\t\t\t\t<</if>>\n\n\t\t\t\t<<if ($loc_highpalace_owned.chosenSqueeze eq "Lu" or $loc_highpalace_owned.chosenSqueeze eq "Lia") and ($job_exhaustion_evt.mainPhase eq 1 or $job_exhaustion_evt.mainPhase eq 98) and $attrib.exhausted and not $job_exhaustion_evt.solutionTalkSlave>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Mention your Breakdown|b29_slave_breakdown][$hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<</if>>\n\t\t\t\t<<if $attrib.fatigue gt 45>>\n\t\t\t\t\t<<if $attrib.addicted>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Go to Bed|b29_highbornpalace_yourtent][$action.action1 = "addictsleep"; $time.active = $time.active + 8; $hide.layer1 = true; $attrib.toxicity *= 0.25; playContextSound("ui_walk");]]</div>\n\t\t\t\t\t<<elseif $attrib.stress gte 50 and $job_exhaustion_evt.mainPhase eq 0>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Go to Bed|evt_stresssleep][$action.action1 = "highborn"; $time.active = $time.active + 4; $hide.layer0 = true; $hide.layer1 = true; $attrib.toxicity *= 0.15; playContextSound("ui_walk");]]</div>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Go to Bed|b29_highbornpalace_yourtent][$action.action1 = "normalsleep"; $time.active = $time.active + 8; $hide.layer1 = true; $attrib.toxicity -= 85; $attrib.fatigue -= 100; playContextSound("ui_walk");]]</div>\n\t\t\t\t\t<</if>><br>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave your Tent|b29_highbornpalace][$hide.layer1 = false; $action.action1 = "none"; $action.arrive = "fromSelf"; $loc_highpalace_owned.firstArrive = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action1 eq "shelf">>\n\t\t<div class='GameTextGreyed'><<display 'b29_highpalace_tentowned_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b29_highpalace_shelf_txt'>></div><br>\n\t\t<div id='game-home-storage' class='HUD_shop'>\n\t\t\t<<display 'hp_storageoptions'>>\n\t\t</div>\n\t<<elseif $action.action1 eq "profit">>\n\t\t<<set $timesince = $time.active - $loc_highpalace_owned.lastCredits>>\n\t\t<<if $loc_highpalace_owned.lastCredits gt 0>>\n\t\t\t<<if ($job_abomination_investigate.abomSabotagePhase gt 8 or $job_abomination_investigate.abomAugmentPhase gt 10) and $job_abomination_investigate.abomSabotagePhase neq 98>>\n\t\t\t\t<<set $profit = Math.round($timesince * 2 * $gameworld_modifiers.psychoCultIncomeMod)>>\n\t\t\t<<elseif $job_psychocult.celenaSupplierPhase eq 1>>\n\t\t\t\t<<set $profit = Math.round($timesince * 30 * $gameworld_modifiers.psychoCultIncomeMod)>>\n\t\t\t<<elseif $job_drugdealer.altPhase eq 2 or $job_drugdealer.mainPhase gte 2>>\n\t\t\t\t<<set $profit = Math.round($timesince * 15 * $gameworld_modifiers.psychoCultIncomeMod)>>\n\t\t\t<<else>>\n\t\t\t\t<<set $profit = Math.round($timesince * 25 * $gameworld_modifiers.psychoCultIncomeMod)>>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<set $profit = Math.round(1173 + ($time.active * 20) * $gameworld_modifiers.psychoCultIncomeMod)>>\n\t\t<</if>>\n\t\t<div class='GameTextGreyed'><<display 'b29_highpalace_tentowned_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b29_highpalace_profit_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $profit gt 0>>\n\t\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t\t<<click ' Collect your Share' 'b29_highbornpalace_yourtent'>>\n\t\t\t\t\t\t<<set $processed = false; $action.arrive = "fromSelf"; $loc_highpalace_owned.lastCredits = $time.active; $attrib.credits += $profit; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t<<set $aquireText = "Credits x" + $profit>>\n\t\t\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<</click>>\n\t\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Nothing to Collect]</div></div>\n\t\t\t<</if>><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Step Away|b29_highbornpalace_yourtent][$processed = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action1 eq "normalsleep" or $action.action1 eq "addictsleep" or $action.action1 eq "toxicsleep">>\n\t\t<<display 'doAutoSave'>>\n\n\t\t<div class='GameTextGreyed'><<display 'b29_highpalace_tentowned_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b29_highpalace_sleep_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Get Up|b29_highbornpalace_yourtent][$processed = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action1 eq "play">>\t\n\t\t<<if $characterEncounterPhases.slaverRewardPhase eq 2>>\n\t\t\t<<if $action.action2 eq "none">>\n\t\t\t\t<div class='GameTextGreyed'><<display 'b29_highpalace_tentowned_txt'>></div><br>\n\t\t\t\t<div class='GameText'><<display 'b29_highpalace_reward_txt'>></div><br>\n\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t<<if $loc_highpalace_owned.chosenSqueeze eq "Lu">>\n\t\t\t\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t\t\t\t<<click 'Take the MF-RIB' 'b29_highbornpalace_yourtent'>>\n\t\t\t\t\t\t\t\t<<set $action.action2 = "take"; $hide.layer2 = true; $equip.pistol.name = "MF-Rave"; window.setTimeout(flashUIElement, 60, "backup", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t\t\t<<set $aquireText = $equip.pistol.name>>\n\t\t\t\t\t\t\t\t\t<<set $aquireImage = $equip.pistol.name.toLowerCase()>>\n\t\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<</click>>\n\t\t\t\t\t\t</div><br>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Tell him to keep It|b29_highbornpalace_yourtent][$action.action2 = "keep"; $hide.layer2 = true; $attrib.caution += 3; playContextSound("ui_click");]]</div>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t\t\t\t<<click 'Take the VX' 'b29_highbornpalace_yourtent'>>\n\t\t\t\t\t\t\t\t<<set $action.action2 = "take"; $hide.layer2 = true; $equip.pistol.name = "VX_Rave"; window.setTimeout(flashUIElement, 60, "backup", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t\t\t<<set $aquireText = $equip.pistol.name>>\n\t\t\t\t\t\t\t\t\t<<set $aquireImage = $equip.pistol.name.toLowerCase()>>\n\t\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<</click>>\n\t\t\t\t\t\t</div><br>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Tell her to keep It|b29_highbornpalace_yourtent][$action.action2 = "keep"; $hide.layer2 = true; $attrib.caution += 3; playContextSound("ui_click");]]</div>\n\t\t\t\t\t<</if>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameTextGreyed'><<display 'b29_highpalace_tentowned_txt'>></div><br>\n\t\t\t\t<div class='GameTextGreyed'><<display 'b29_highpalace_reward_txt'>></div><br>\n\t\t\t\t<div class='GameText'><<display 'b29_highpalace_reward_2_txt'>></div><br>\n\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Get Up|b29_highbornpalace_yourtent][$processed = false; $action.arrive = "fromSelf"; $loc_highpalace_owned.treatedSqueeze = $time.active; $characterEncounterPhases.slaverRewardPhase = 3; playContextSound("ui_click");]]</div>\n\t\t\t\t</div>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $action.action2 eq "none">>\n\t\t\t\t<div class='GameTextGreyed'><<display 'b29_highpalace_tentowned_txt'>></div><br>\n\t\t\t\t<div class='GameText'><<display 'b29_highpalace_play_txt'>></div><br>\n\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you want to Cuddle|b29_highbornpalace_yourtent][$action.action2 = "cuddle"; $hide.layer2 = true; $attrib.fatigue -= 5; $attrib.caution += 2; $attrib.violence -= 2; $time.active += 0.5; $attrib.stress -= 1; playContextSound("ui_click")]]</div><br>\n\t\t\t\t\t<<if $attrib.gender eq "male" and $loc_highpalace_owned.chosenSqueeze eq "Lu">>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you want a Blowjob|b29_highbornpalace_yourtent][$action.action2 = "sex"; $hide.layer2 = true; $time.active += 0.5; $attrib.stress -= 2; playContextSound("ui_click"); $sexPhases.numTimesHadSex += 1; $sexPhases.lastSexTime = $time.active;]]</div><br>\n\t\t\t\t\t<<elseif $attrib.gender eq "female" and $loc_highpalace_owned.chosenSqueeze eq "Lia">>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you to be Eaten Out|b29_highbornpalace_yourtent][$action.action2 = "sex"; $hide.layer2 = true; $time.active += 0.5; $attrib.stress -= 2; playContextSound("ui_click")]]</div><br>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you want to Fuck|b29_highbornpalace_yourtent][$action.action2 = "sex"; $hide.layer2 = true; $time.active += 0.5; $attrib.stress -= 2; playContextSound("ui_click")]]</div><br>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say someone need Punishment|b29_highbornpalace_yourtent][$action.action2 = "hurt"; $hide.layer2 = true; $attrib.caution -= 2; $attrib.violence += 2; $time.active += 0.5; $attrib.stress -= 4; playContextSound("ui_click")]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Stop Playing|b29_highbornpalace_yourtent][$processed = false; $action.arrive = "fromSelf"; $loc_highpalace_owned.treatedSqueeze = $time.active; playContextSound("ui_click");]]</div>\n\t\t\t\t<<elseif $action.action3 eq "none">>\n\t\t\t\t\t<div class='GameTextGreyed'><<display 'b29_highpalace_tentowned_txt'>></div><br>\n\t\t\t\t\t<div class='GameTextGreyed'><<display 'b29_highpalace_play_txt'>></div><br>\n\t\t\t\t\t<div class='GameText'><<display 'b29_highpalace_play_2_txt'>></div><br>\n\t\t\t\t\t<div class='OptionsField'>\n\t\t\t\t\t\t<<if $characterEncounterPhases.slaverRewardPhase lt 2 and $loc_highpalace_owned.chosenSqueeze eq "Lia" and ($action.action2 eq "cuddle" or ($action.action2 eq "sex" and $attrib.gender eq "male") or ($action.action2 eq "hurt" and $attrib.gender eq "female"))>>\n\t\t\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Get Up|b29_highbornpalace_yourtent][$processed = false; $action.arrive = "fromSelf"; $loc_highpalace_owned.treatedSqueeze = $time.active; $characterEncounterPhases.slaverRewardPhase += 1; playContextSound("ui_click");]]</div>\n\t\t\t\t\t\t<<elseif $characterEncounterPhases.slaverRewardPhase lt 2 and $loc_highpalace_owned.chosenSqueeze eq "Lu" and ($action.action2 eq "hurt" or $action.action2 eq "sex")>>\n\t\t\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Get Up|b29_highbornpalace_yourtent][$processed = false; $action.arrive = "fromSelf"; $loc_highpalace_owned.treatedSqueeze = $time.active; $characterEncounterPhases.slaverRewardPhase += 1; playContextSound("ui_click");]]</div>\n\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Get Up|b29_highbornpalace_yourtent][$processed = false; $action.arrive = "fromSelf"; $loc_highpalace_owned.treatedSqueeze = $time.active; playContextSound("ui_click");]]</div>\n\t\t\t\t\t\t<</if>>\n\t\t\t\t\t</div>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>>
<<nobr>>\n\t\t<div class='HUD_ListEntry HUD_ListEntryNoSelect HUD_ListEntryMainCategory'>\n\t\tShelf\n\t\t</div>\n\t\t<div id='list-storage-outfit' class='HUD_ListEntry'>\n\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $loc_highpalace_owned.storedArmor.toLowerCase() + ".png]]">>\n\t\t\t<strong>Outfit</strong><br>\n\t\t\t<span class='greencolor'>Swap with Current</span>\n\t\t\t<<click ''>>\n\t\t\t\t<<set $action.action2 = $loc_highpalace_owned.storedArmor>>\n\t\t\t\t<<set $loc_highpalace_owned.storedArmor = $equip.clothes>>\n\t\t\t\t<<set $equip.clothes = $action.action2>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText = $equip.clothes>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#game-home-storage'>>\n\t\t\t\t\t<<display 'hp_storageoptions'>>\n\t\t\t\t<</replace>>\n\n\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp");>>\n\t\t\t\t<<set window.setTimeout(pokeListElement, 60, "list-storage-outfit");>>\n\t\t\t<</click>>\n\t\t</div>\n\n\t<<if $equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")>>\n\t\t<div id='list-storage-main' class='HUD_ListEntry HUD_ListEntryNoSelect'>\n\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $equip.offhand + ".png]]">>\n\n\t\t\t<strong>Main</strong><br>\n\t\t\t<span class='greyedout'><<augment>></span>\n\t\t</div>\n\t<<else>>\n\t\t<div id='list-storage-main' class='HUD_ListEntry'>\n\t\t\t<<if $equip.rifle.name neq "none" and $loc_highpalace_owned.storedRifle eq "none">>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/noweapon_primary.png]]">>\n\n\t\t\t\t<strong>Main</strong><br>\n\t\t\t\t<span class='greencolor'>Store Current</span>\n\n\t\t\t\t<<click ''>>\n\t\t\t\t\t<<set $action.action2 = $loc_highpalace_owned.storedRifle>>\n\t\t\t\t\t<<set $loc_highpalace_owned.storedRifle = $equip.rifle.name>>\n\t\t\t\t\t<<set $equip.rifle.name = $action.action2>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#game-home-storage'>>\n\t\t\t\t\t\t<<display 'hp_storageoptions'>>\n\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp");>>\n\t\t\t\t\t<<set window.setTimeout(pokeListElement, 60, "list-storage-main");>>\n\t\t\t\t<</click>>\n\t\t\t<<elseif $equip.rifle.name eq "none" and $loc_highpalace_owned.storedRifle neq "none">>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $loc_highpalace_owned.storedRifle.toLowerCase() + ".png]]">>\n\n\t\t\t\t<strong>Main</strong><br>\n\t\t\t\t<span class='greencolor'>Take Stored</span>\n\t\t\t\t<<click ''>>\n\t\t\t\t\t<<set $action.action2 = $loc_highpalace_owned.storedRifle>>\n\t\t\t\t\t<<set $loc_highpalace_owned.storedRifle = $equip.rifle.name>>\n\t\t\t\t\t<<set $equip.rifle.name = $action.action2>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#game-home-storage'>>\n\t\t\t\t\t\t<<display 'hp_storageoptions'>>\n\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp");>>\n\t\t\t\t\t<<set window.setTimeout(pokeListElement, 60, "list-storage-main");>>\n\t\t\t\t<</click>>\n\t\t\t<<elseif $equip.rifle.name neq "none" and $loc_highpalace_owned.storedRifle neq "none">>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $loc_highpalace_owned.storedRifle.toLowerCase() + ".png]]">>\n\n\t\t\t\t<strong>Main</strong><br>\n\t\t\t\t<span class='greencolor'>Swap with Current</span>\n\t\t\t\t<<click ''>>\n\t\t\t\t\t<<set $action.action2 = $loc_highpalace_owned.storedRifle>>\n\t\t\t\t\t<<set $loc_highpalace_owned.storedRifle = $equip.rifle.name>>\n\t\t\t\t\t<<set $equip.rifle.name = $action.action2>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#game-home-storage'>>\n\t\t\t\t\t\t<<display 'hp_storageoptions'>>\n\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp");>>\n\t\t\t\t\t<<set window.setTimeout(pokeListElement, 60, "list-storage-main");>>\n\t\t\t\t<</click>>\n\t\t\t<<else>>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/noweapon_primary.png]]">>\n\n\t\t\t\t<strong>Main</strong><br>\n\t\t\t\t<span class='greyedout'>None Stored</span>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n\t\t<div id='list-storage-sidearm' class='HUD_ListEntry'>\n\t\t\t<<if $equip.pistol.name neq "none" and $loc_highpalace_owned.storedPistol eq "none">>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/noweapon_sidearm.png]]">>\n\n\t\t\t\t<strong>Sidearm</strong><br>\n\t\t\t\t<span class='greencolor'>Store Current</span>\n\t\t\t\t<<click ''>>\n\t\t\t\t\t<<set $action.action2 = $loc_highpalace_owned.storedPistol>>\n\t\t\t\t\t<<set $loc_highpalace_owned.storedPistol = $equip.pistol.name>>\n\t\t\t\t\t<<set $equip.pistol.name = $action.action2>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.pistol.name>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.pistol.name.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#game-home-storage'>>\n\t\t\t\t\t\t<<display 'hp_storageoptions'>>\n\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "backup", "HUD_StandardIcon_FlashUp");>>\n\t\t\t\t\t<<set window.setTimeout(pokeListElement, 60, "list-storage-sidearm");>>\n\t\t\t\t<</click>>\t\t\t\n\t\t\t<<elseif $equip.pistol.name eq "none" and $loc_highpalace_owned.storedPistol neq "none">>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $loc_highpalace_owned.storedPistol.toLowerCase() + ".png]]">>\n\n\t\t\t\t<strong>Sidearm</strong><br>\n\t\t\t\t<span class='greencolor'>Take Stored</span>\n\t\t\t\t<<click ''>>\n\t\t\t\t\t<<set $action.action2 = $loc_highpalace_owned.storedPistol>>\n\t\t\t\t\t<<set $loc_highpalace_owned.storedPistol = $equip.pistol.name>>\n\t\t\t\t\t<<set $equip.pistol.name = $action.action2>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.pistol.name>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.pistol.name.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#game-home-storage'>>\n\t\t\t\t\t\t<<display 'hp_storageoptions'>>\n\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "backup", "HUD_StandardIcon_FlashUp");>>\n\t\t\t\t\t<<set window.setTimeout(pokeListElement, 60, "list-storage-sidearm");>>\n\t\t\t\t<</click>>\t\t\t\t\n\t\t\t<<elseif $equip.pistol.name neq "none" and $loc_highpalace_owned.storedPistol neq "none">>>>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/" + $loc_highpalace_owned.storedPistol.toLowerCase() + ".png]]">>\n\n\t\t\t\t<strong>Sidearm</strong><br>\n\t\t\t\t<span class='greencolor'>Swap with Current</span>\n\t\t\t\t<<click ''>>\n\t\t\t\t\t<<set $action.action2 = $loc_highpalace_owned.storedPistol>>\n\t\t\t\t\t<<set $loc_highpalace_owned.storedPistol = $equip.pistol.name>>\n\t\t\t\t\t<<set $equip.pistol.name = $action.action2>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.pistol.name>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.pistol.name.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#game-home-storage'>>\n\t\t\t\t\t\t<<display 'hp_storageoptions'>>\n\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "backup", "HUD_StandardIcon_FlashUp");>>\n\t\t\t\t\t<<set window.setTimeout(pokeListElement, 60, "list-storage-sidearm");>>\n\t\t\t\t<</click>>\n\t\t\t<<else>>\n\t\t\t\t<<print "[img[https://rage-productions.com/game-content/scaffold-22/images/noweapon_sidearm.png]]">>\n\n\t\t\t\t<strong>Sidearm</strong><br>\n\t\t\t\t<span class='greyedout'>None Stored</span>\n\t\t\t<</if>>\n\t\t</div>\n\t\t<div class='GameOption GameOption_Move'>[[Step Away|b29_highbornpalace_yourtent][$processed = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<<if $action.arrive neq "fromSelf">><div class='GameTextGreyed'><<display 'riptide_base_txt'>></div><br><</if>><div class='GameTextGreyed'><<display 'riptide_vip_wilkin_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"I need to borrow Fisher," you say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"I need to borrow Fisher," you say. "It's related to the whole recent mess. I gotta do one last thing and need backup."\n\n"That so?" Wilkin musters you with a critical gaze. "This ain't got nothing to do with—"\n\n"Boss." Fisher stops beside the table, spots you, and says, "Hey, man. What you doing here?"\n\n"Looking for you," you say. "I need help with something. Dangerous work. Can't pay ya or offer much of—"\n\n"I'm in." The black-haired kid glances at Wilkin. "Unless ya got something against it, Boss, but I already got the kids squared away. Don't think they need me around for a few hours at least."\n\nMr. Wilkin waves toward the rear of the VIP area. "By all means, Fisher. Go ahead. If the high and mighty Vine is asking and you're so eager to help, who am I to disagree?"\n\n"Thanks, Boss." Fisher nudges you away, muttering, "He's having another one of his days, man. Ya couldn't have come at a better time. Onna my guys'll bring yer gear around back."\n\nYou nod in reply, knowing all too well what that must mean. No wonder Fisher was so eager to help. He never did have the backbone to handle Wilkin in one of his moods. Or the guts to punch him square in the face, for that matter, but that's beside the point. You got what you came for. That's all that matters.<</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Head out Back|b3_finalmission_arrive][$time.active = $time.active + 1.5; $attrib.fatigue += 3; $processed = false; $equip.hideWeaponLoadout = false; playContextSound("ui_walk");]]</div>\n<div class='GameOption GameOption_Move'>[[Get Cold Feet|riptide_main_floor][$hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk"); $attrib.fatigue += 1]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<<if $action.arrive neq "fromSelf">><div class='GameTextGreyed'><<display 'riptide_base_txt'>></div><br><</if>><div class='GameTextGreyed'><<display 'riptide_vip_wilkin_txt'>>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"I need to borrow your car," you say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"I need to borrow your car," you say. "And before you give me any crap, yeah. It's important. I promise you'll get it back in working order. Today. It's just for an hour or two."\n\n"Hmm." Wilkin purses his lips. "And mind telling me what you need my car for, precisely?"\n\nDespite your better judgement, you say, "I gotta to handle something with the Corbei family. [[Church|PDA][$hud.currentScreen = "Church of Eden"]] buisiness."\n\n"Corbei, huh? Interesting." Wilkin clasps his hands. "Listen, I'll give ya the car. But here's the deal. I got some nice stuff running with the Corbeis. So how about I just tag along, make sure ya don't get too tangled in a mess way above your head, yeah? That sound like something you could live with, kid?"\n\n"Barely," you admit.\n\n"Then it's settled." Wilkin stands and gestures to the back of the VIP area. "I'll have onna the boys bring yer gear around. Just in case. Now c'mon, kid."\n\nShaking your head, you set off in that direction. Part of you can't help but think this is a terrible idea. Brinking Xaviar Wilkin along on a job that might end up with a [[Djinn|PDA][$hud.currentScreen = "Djinn"]] running amok? Yeah, that'll go down well. But you do need the car. And Wilkin does know the Corbeis - has for years. So maybe it isn't such a bad idea after all.<</if>></div>\n<div class='OptionsField'><div class='OptionsField'><div class='GameOption GameOption_Move'>[[Head out Back|b3_finalmission_arrive][$time.active = $time.active + 2; $attrib.fatigue += 3; $processed = false; $equip.hideWeaponLoadout = false; playContextSound("ui_walk");]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'riptide_marisa_vip_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"I need to borrow Jalkovski," you say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n"I need to borrow Jalkovski," you say. "Related to this whole mess again. Nasty job, could go dangerous. Wouldn't be surprised if you—"\n\n"You need my brother, he'll be jumping to do it." Marisa smirks. "C'mon, man. You know he fucking loves your ass."\n\nYou scoff. "Yeah, sometimes a little too much."\n\n"Did I ever tell you he was gay?" When you roll your eyes, Marisa chuckles. "True story but probably doesn't have the hots for you. Think you're more like his savior. Looks up to you even more than me. Anyways, I'll give him a ping and tell him to meet ya 'round back. That sound good?"\n\n"Yeah, uh, you don't wanna know what we're doing?"\n\nMarisa shakes her head. "Less I know the better, probably. I'll have Jalkovski grab your stuff on the way around. Be nice if ya brought my bro back in one piece. But otherwise it's your game."\n\n"All right, then." You stand and head for the back of the VIP area.\n\nDespite your best efforts, Marisa's comment about Jalkovski sticks in your mind. Him looking up to you like a savior. You never did anything for the guy and barely even acknowledge he exists. Hell knows what went wrong in his head for him to idealize you, though that doesn't change what matters most: he's a damn fine soldier - the kind you'd want along when shit gets hairy.<</if>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Head out Back|b3_finalmission_arrive][$time.active = $time.active + 1.5; $attrib.fatigue += 3; $processed = false; $equip.hideWeaponLoadout = false; playContextSound("ui_walk");]]</div>\n<div class='GameOption GameOption_Move'>[[Get Cold Feet|riptide_main_floor][$hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk"); $attrib.fatigue += 1]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n\t<<if not $processed>>\n\t\t<<set $tempWeaponLootOrig = $tempWeaponLoot>>\n\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action99 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\t\t<<set $processed = true>>\n\n\t\t<<set $randomScene = (Math.random() + 0.01)>>\n\t\t<<if $randomScene lt 0.5>>\n\t\t\t<<set $action.action3 = "ammo">>\n\t\t<<else>>\n\t\t\t<<set $action.action3 = "credits">>\n\t\t<</if>>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'syndicate_conclude_txt'>></div><br>\n\t\t<div class='OptionsField' id='randloot'>\n\t\t\t<<display 'syndRandomLoot'>>\n\t\t</div>\n\t<<elseif $action.action1 eq "dpad">>\n\t\t<div class='GameTextGreyed'><<display 'syndicate_conclude_txt'>></div><br>\n\t\t<div class='GameText'><<display 'syndicate_datapad_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Put down the Data Pad|random_syndicate_postkill][$action.action1 = "none"; $hide.layer1 = false; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action1 eq "dpad2">>\n\t\t<div class='GameTextGreyed'><<display 'syndicate_conclude_txt'>></div><br>\n\t\t<div class='GameText'><<display 'syndicate_datapad_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Remove down the Data Chip|random_syndicate_postkill][$action.action1 = "none"; $hide.layer1 = false; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You lower your weapon and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\tYou lower your weapon and approach the dead <<if $randomEncounterPhases.syndiateRaidAlternate eq "church">>fanatics<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "raptors">>thugs<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "zanex">>radicals<<else>>mercs<</if>>. None of them survived, which is good - them leaving you alone would be better. Shaking your head, you search the bodies, hoping to at least find something \n\t\n\t<<if $randomEncounterPhases.syndiateRaidAlternate eq "church">>of use.\n\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "kobol">>worth appropriating.\n\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "zanex">>worth nabbing.\n\t<<elseif $randomEncounterPhases.syndiateRaidAlternate eq "raptors">>worth taking.\n\t<<else>>that inticates what the hell they want from you; <<if $randomEncounterPhases.syndicateBasePhase eq 1>>beyond your ass served up cold on a silver platter.<<else>>an apology maybe?<</if>>\n\t<</if>><br><br>\n\n\tThere's not much on them, just \n\t<<if $action.action3 eq "ammo">>a few 9mm rounds and a partially used credit chip.\n\t<<elseif $action.action3 eq "credits">>an unused credit chip and a bunch of empty magazines.\n\t<</if>>\n\t<<if $randomEncounterPhases.syndiateRaidAlternate eq "none">>\n\t\t<<if $randomEncounterPhases.syndicateRaidPhase gte 2 and $randomEncounterPhases.syndicateBasePhase eq 0>>You're about to give up when, on the last body, you find a battered data pad. Maybe that will provide answers - or at least some hint to go on.\n\t\t<<elseif $randomEncounterPhases.syndicateBasePhase eq 1>>Unfortunately, there's nothing that provides any hint as to what the Baibirack Facility is or where it might be. Maybe you should ask around - someone somewhere has to have heard of it.\n\t\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 5 and $randomEncounterPhases.syndicateBasePhase lt 4 and $randomEncounterPhases.syndicateBasePhase neq 1>>\n\t\t\tYou do however find a small data chip. It looks like something the mercs should have destroyed before they want after you - not that you'll complain. Maybe that'll finally provide some answers.\n\t\t<<elseif $randomEncounterPhases.syndicateBasePhase gte 4>>But you already know where to start poking around: the landing pad down on B40. Better get to it then - before the mercs change their orders.\n\t\t<<else>>Nothing to indicate what they want, though, not even a hint. And you can't access their implants either - they're all fried, as a simple examination of their necks proves. Damned mercs. What a pointless waste of life.\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $attrib.demeanor eq "agressive">>Worthless. And to think: you wasted time just to kill them.\n\t\t<<elseif $attrib.demeanor eq "cautious">>Stupid waste of life. Hopefully the last time it happens.\n\t\t<<else>>What a pointless waste of lives.\n\t\t<</if>>\n\t<</if>> \n\t<<if $tempWeaponLootOrig neq "none">><br><br>\n\n\t\tYou also notice a <<print "[["+$tempWeaponLoot+"|PDA][$hud.currentScreen = '"+$tempWeaponLoot+"']]">> they dropped. Might come in handy. Or maybe not.\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\n<<nobr>>\n\n\t\t<<if $action.action4 eq "bribe">>\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_creditswipe.png"]]</div>You say, "I'll pay my share for solid intel. Here." You hold out your arm.<br><br>\n\n\t\t\t"Appreciated." Vic swipes. "Now I don't know how good this is. But some folks were past recently, talking about some Bria... whatever it's called. It was [[S4|PDA][$hud.currentScreen = "Syndicate 4"]] contractors I think. They got a nice level of booze in 'em and had a lil' row with some the Raptors."<br><br>\n\n\t\t\t"Uhm, solid intel, Vic? Can we get to it?"<br><br>\n\n\t\t\t"Yeah, yeah. They said they was gon' head back up te the [[Crossroads|PDA][$hud.currentScreen = "The Crossroads"]] fer backup. Never came back though. So I figure if ya head up there and poke around ye'll find somethin'."<br><br>\n\n\t\t\t"All right, thanks. And Vic?" When his brows rise, you say, "Next time don't make me pay a fortune for directions."\n\n\t\t<<elseif $action.action4 eq "negotiate">>\n\t\t\tYou say, "Don't go there. Seriously. Just don't. I came to ask a simple question. Now can you give me a simple answer or not?"<br><br>\n\n\t\t\t"Wow, wow, okay. It isn't much but a few folks were in recently talking about that Briabla place. It was [[S4|PDA][$hud.currentScreen = "Syndicate 4"]] contractors I think. They got a nice level of booze in 'em and had a lil' row with some the Raptors."<br><br>\n\n\t\t\tYou breathe a sigh. "Vic, can you please get to the point."\n\n\t\t\t"Point's this: they said they was gon' head back up te the [[Crossroads|PDA][$hud.currentScreen = "The Crossroads"]] fer backup. Never came back though. So I figure if ya head up there and poke around ye'll find somethin'."<br><br>\n\n\t\t\t"This is a start." You squeeze his shoulder. "Thanks, man."\n\t\t<<else>>\n\t\t\tYou say, "Come on, Vic. What kinda question is that?"<br><br>\n\n\t\t\t"One I'd like te hear an answer to, that's what. Been around here long enough te know you don't come asking questions unless ya need solid intel. And I give solid. So what ya offering?"<br><br>\n\n\t\t\tYou scoff. "Wait, you really expect me to pay for this?"<br><br>\n\n\t\t\t"That's what I said, wasn't it? Simple business. Sure yer used to it by now."<br><br>\n\n\t\t\tAll you can think to do is shake your head in despair. Such a simple question and suddenly people get all greedy. You'd think they were dealing in top-secret intel. Which, on second thought, they might be. But you sure aren't going to pay for it unless you absolutely have to.\n\t\t<</if>>\n\t\t\n\n<</nobr>><</if>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\n<<nobr>>\n\n\t\t<<if $action.action4 eq "bribe">>\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_creditswipe.png"]]</div>You say, "I was thinking about a tip. For good services. Around, this." You hold out your arm.\n\n\t\t\tThe barkeep swipes it. "Right you are then. Now I have this second hand, from one of the boys. He was doing a usual for a client and somehow the topic comes up. And this guy, he mentions that he's with [[Athena Med|PDA][$hud.currentScreen = "Athena Medical"]], and the topic of experiments comes up. And abominations, hybrids, and all sortsa biosynth stugg. Then he mentiones this Briaback place. Word is he shut up soon after, like he shouldn't have let it slip."<br><br>\n\n\t\t\t"Okay. Any idea where it is?"<br><br>\n\n\t\t\t"None. But you mentioned [[Syndicate|PDA][$hud.currentScreen = "Syndicate 4"]] right? Some of their boys have been making trouble outside. Nothing illict but obnoxious, patrolling in full gear, doing spot checks on the [[Crossroads|PDA][$hud.currentScreen = "The Crossroads"]]. I think they're up to something. But you didn't hear any of this from me."<br><br>\n\n\t\t\t"Nope, don't remember ever hearing a thing." You wink.<br><br>\n\n\t\t\t"Yeah, yeah, wiseass." She puts down the glass she was cleaning. "So, ya gonna order or what?"\n\t\t<<elseif $action.action4 eq "negotiate">>\n\t\t\tYou say, "Oh, I just figured we could have a friendly conversation. Bit of idle chit-chat. You know. Like usually happens when you're ordering drinks."<br><br>\n\n\t\t\tThe barkeep chuckles. "You usually talk about biomed experiments, abominations and hybrids when ordering drinks? 'Cause that's what I've been hearing. Second hand. From one of the boys. That Briaback place came up too but the guy doing the talking shut up real quick after, like he shouldn't have let it slip."<br><br>\n\n\t\t\t"My, my, now isn't this becoming an interesting conversation?"<br><br>\n\n\t\t\t"Screw you. And no. I got no clue where the place is. But if you're looking for [[Syndicate|PDA][$hud.currentScreen = "Syndicate 4"]], just take a look outside. Some of their boys have been making trouble. Being obnoxious, patrolling in full gear, doing spot checks on the [[Crossroads|PDA][$hud.currentScreen = "The Crossroads"]]. I think they're up to something. But you didn't hear any of this from me."<br><br>\n\n\t\t\t"Nope, don't remember ever hearing a thing." You wink.<br><br>\n\n\t\t\t"Course ya don't." She puts down the glass she was cleaning. "So, ya gonna order or what?"\n\n\t\t<<else>>\n\t\t\tYou say, "Oh, I dunno. Figured maybe you'd just be in a sharing mood."<br><br>\n\n\t\t\t"Well I'm not." She puts down the glass she was cleaning. "So, ya gonna order or what?"<br><br>\n\n\t\t\tYou shrug. "If you share, maybe?"<br><br>\n\n\t\t\t"Come off it. I'm not an information terminal. So either order or leave it be."\n\n\t\t<</if>>\n\t\t\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You approach the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action1 neq "searchLockers">><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_dpad_generic.png"]]</div><</if>>\n\n\tYou approach the\n\t<<if $action.action1 eq "searchLockers">>weapons lockers. There are over three dozen, each as empty as the one before - barring a few personal affects, that is. By the looks, [[S4|PDA][$hud.currentScreen = "Syndicate 4"]] was running more than a few contractors out of this place. Maybe a forward operating base.<br><br>\n\n\t\tMore interestingly however, when you reach the last locker in the line, you find a suit of [[Arc Armor|PDA][$hud.currentScreen = "Arc Armor"]] inside. Whoever it belonged to also left their [[RUG-HK|PDA][$hud.currentScreen = "RUG-9_Converted"]] and a spare magazine.\n\t<<else>>planning table. The holo-projector in the center is displaying a rough map of [[B Sector|PDA][$hud.currentScreen = "B Sector"]] with various areas highlighted in differnt colors, though you can't quite make out what they're supposed to signify. There's also a pile of data pads beside the projector labeled 'operation repot'. Beneath the top one, you find an unused credit chip.<br><br>\n\n\t\t"That map though." You shake your head, unable to make heads or tails of it. "What<<if $attrib.demeanor eq "agressive">> the fuck<</if>> is [[Syndicate|PDA][$hud.currentScreen = "Syndicate 4"]] doing?"\n\t<</if>>\n\n\n<</nobr>><</if>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B29 - Highborn Palace">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n<</silently>>\n<<nobr>>\n\t<<if $action.arrive neq "fromHighKing">>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'b29_cult_meet_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $action.arrive neq "fromBattle" and $action.arrive neq "fromSneak">>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you didn't come to Fight|b29_psychocult_introduce][$action.action1 = "nofight"; $hide.layer1 = true; $attrib.violence -= 3; $attrib.caution += 1; $statistics.negotiateDone += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<</if>>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Attempt to Flee|b29_psychocult_introduce][$action.action1 = "runaway"; $hide.layer1 = true; $attrib.violence -= 1; $attrib.caution += 3; playContextSound("ui_walk");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the High King|hud_combat][$attrib.violence += 5; $combatTemplate = "HighKing_B29"; $processed = false; $action.arrive = "fromHighKing"; $time.active += 0.5; $action.action98 = "Battleaxe"]]</div>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_cult_meet_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b29_cult_meet_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $action.action1 eq "runaway" and ($action.arrive eq "fromBattle" or $action.arrive eq "fromSneak")>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Tramway Station|b29_tram_station][$action.arrive = "fromhp"; $job_psychocult.mainPhase = 100; $time.active += 0.5; $hide.layer0 = false; $attrib.dilligence -= 1; playContextSound("ui_walk");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the High King|hud_combat][$combatTemplate = "HighKing_B29"; $processed = false; $action.arrive = "fromHighKing"; $time.active += 0.5; $action.action98 = "Battleaxe"]]</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<</if>>\n\t<<else>>\t\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'b29_cult_conclude_txt'>></div><br>\n\t\t\t<div class='OptionsField' id='loot-king'>\n\t\t\t\t<<display 'psychocult_loot_king'>>\n\t\t\t</div>\n\t\t<<elseif $action.action2 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_cult_conclude_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b29_cult_conclude_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $job_psychocult.killedCult>>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Kill the last Freak|hud_combat][$combatTemplate = "Freaks_B29_II"; $processed = false; $job_psychocult.mainPhase = 99]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say there's a Misunderstanding|b29_psychocult_introduce][$action.action2 = "misunderstand"; $hide.layer2 = true; $job_psychocult.mainPhase = 101; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Tent|b29_psychocult_introduce][$action.action2 = "nofight"; $hide.layer2 = true; $job_psychocult.mainPhase = 98; playContextSound("ui_click");]]</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<<elseif $action.action3 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_cult_conclude_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_cult_conclude_2_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b29_cult_conclude_3_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $action.action2 eq "misunderstand">>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Urge them to Quit|b29_psychocult_introduce][$action.action3 = "quit"; $hide.layer3 = true; $attrib.dilligence += 3]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say it's their Call|b29_psychocult_introduce][$action.action3 = "theircall"; $hide.layer3 = true]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave without Comment|b29_psychocult_introduce][$action.action3 = "leave"; $hide.layer3 = true; $attrib.dilligence -= 1; $attrib.caution += 1]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're Fine|b29_psychocult_introduce][$action.action3 = "nosqueeze"; $hide.layer3 = true; $attrib.caution += 2; $job_psychocult.killedCult = false; ga('send', 'event', 'game', 'job_highborn', 'noSexSlave');]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you want a Boy|b29_psychocult_introduce][$action.action3 = "boys"; $hide.layer3 = true; $loc_highpalace_owned.chosenSqueeze = "Lu"; ga('send', 'event', 'game', 'job_highborn', 'maleSexSlave');]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you want a Girl|b29_psychocult_introduce][$action.action3 = "girls"; $hide.layer3 = true; $loc_highpalace_owned.chosenSqueeze = "Lia"; ga('send', 'event', 'game', 'job_highborn', 'femaleSexSlave');]]</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<<elseif $action.action4 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_cult_conclude_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_cult_conclude_2_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_cult_conclude_3_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b29_cult_conclude_4_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $action.action2 eq "misunderstand">>\n\t\t\t\t\t<<if $action.action3 eq "leave">>\n\t\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Tramway Station|b29_tram_station][$action.arrive = "onfoot"; $time.active = $time.active + 0.25; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Tramway Station|b29_tram_station][$action.arrive = "fromhp"; $time.active = $time.active + 0.25; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t\t\t\t<</if>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you are Vine|b29_psychocult_introduce][$action.action4 = "arevine"; $hide.layer4 = true; $attrib.dilligence += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say he's doing Well|b29_psychocult_introduce][$action.action4 = "dowell"; $hide.layer4 = true; $attrib.caution += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Refrain from Comment|b29_psychocult_introduce][$action.action4 = "nocomment"; $hide.layer4 = true; $attrib.caution += 2; playContextSound("ui_click");]]</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_cult_conclude_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_cult_conclude_2_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_cult_conclude_3_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_cult_conclude_4_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b29_cult_conclude_5_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Tramway Station|b29_tram_station][$action.arrive = "fromhp"; $time.active = $time.active + 0.25; $hide.layer0 = false; $attrib.dilligence -= 5; $attrib.criminality += 2; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div><<if $action.arrive eq "fromSneak">>You creep toward the...<<elseif $action.arrive eq "fromBattle">>You lower your weapon...<<else>>You follow the guards...<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<<if $action.arrive eq "fromSneak">>You creep toward the slum, eyeing the many hunched shapes between the tents. Even when you draw nearer, their sunken eyes do not appear to notice your presence. Only those who cower in the shadow of their tents take notice, and even then only for a second. The spent injectors littering the grimy floor offer ample explanation for the eerie situation.<br><br>\n\n\t\t"Insane," you mutter, testing your way past two humans - if they can even be called that - tending a grimy UV tank.<br><br>\n\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_boss_highking.png"]]</div>Ahead, poking above the tents, you can just see a suit of [[Exo Armor|PDA][$hud.currentScreen = "Exo Armor"]] painted in the same dazzling colors. Your heart thuds a little faster with every step you take toward it. Then, as you reach the last tent in line, footfalls sound behind you.<br><br>\n\n\t\t"High King Vladimir." Two guards hasten past, gear claking. "Sire, there has been a breech. Jonas and—"<br><br>\n\n\t\t"I know," a distorted voice booms, causing the tents to virbate. "I can smell it. Feel it. Creeping, crawling, skittering—" Augments whirr, followed by a soft hiss as an enormous axe cleaves through the tent beside you. "—like scum that is too cowardly to fight!"<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Shit!"<<else>>"Wow!"<</if>> You recoil as the [[Exo|PDA][$hud.currentScreen = "Exo Armor"]] rises before you, its oversized battle axe in hand.<br><br>\n\n\t\t"Fight!" The machine slams a dazzlingly painted foot down, shaking the floor beneath you. "Fight, <<if $attrib.gender eq "male">>fight like a man<<else>>you coward<</if>>! Or die!"\n\n\t<<elseif $action.arrive eq "fromBattle">>You lower your weapon, eyeing the nearby tents. No one seems to have notice the gunfight. Strange, given the noise it made. Maybe it's all the drugs. But one thing is certain: the hulking shadow moving toward you.<br><br>\n\t\t\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_boss_highking.png"]]</div>At first you think it might be an [[Oger|PDA][$hud.currentScreen = "Oger"]] on account of its heavy footfalls but whirring augments betray otherwise. Indeed, as the hulking shape strides out from behind the nearest tend, you see it clearly: a suit of [[Exo Armor|PDA][$hud.currentScreen = "Exo Armor"]] painted in the same dazzling colors as the rest of the Highborn Palace. One of its enormous hands grips an equally oversized axe.<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Oh, shit,"<<else>>"Uh-oh,"<</if>> you mutter as it stops before you with a hydraulic hiss.<br><br>\n\n\t\tA distorted voice booms, <<if $equip.isCrossdressOutfit>>"A faggot<<else>>"Who<</if>> dares challenge the High King in his doman? You?"<br><br>\n\n\t\t"Apparently." You back away, suddenly feeling incredibly stupid.<br><br>\n\n\t\tChances are, you'll be cut down in seconds. But you've come this far and it isn't likely you'll be able to outrun an [[Exo|PDA][$hud.currentScreen = "Exo Armor"]]. Maybe, just maybe, you can take it down - and come out of this mess alive.\n\t<<else>>You follow the guards toward the tent-city. Armored boots thud on the floor plates. One of the guards shouts, causing the many men and women in ragged clothes hurry out of the way, heads bowed as though in submission - or reverance. Others cower in the shadow of their tents. Spent injectors litter the grimy floor.<br><br>\n\n\t\t"Slaves," one of the guards says dismissively. "Failures."<br><br>\n\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_boss_highking.png"]]</div>You nod in silence, painfully aware of how exhausted the unfortunates look. Many are hunched and some bear signs of physical abuse. But, concerned though you may be, their fate pales in comparison to what awaits you at the far end of the tent-city: a suit of [[Exo Armor|PDA][$hud.currentScreen = "Exo Armor"]] painted in the same dazzling colors.<br><br>\n\n\t\t"High King Vladimir." The guards bow their heads. "We bring a contestant."<br><br>\n\n\t\t"Commendable," a distorted voice booms. The collossus grabs an enormous axe from beside the tent. "The challenge is accepted<<if $equip.isCrossdressOutfit>>, faggot<<else>>, punk<</if>>. Prove your worth. Steel against steel until first blood."\n\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You pick up the..<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\tYou pick up the data pad activate the screen. It reads:<br><br>\n\n\t<div class='HUD_datapad'>Eternal Highness,<br><br>\n\n\tBelow the most recent activity, as requested.<br><br>\n\n\tPineapple<br><br>\n\n\t<hr>\n\n\t[PROFIT] Riptide Shipment for 10'000 C<br>\n\t[LOSS] 1 slave perished due to OD<br>\n\t[PROFIT] 2 slaves aquired; volunteers<br>\n\t[LOSS] 1 slave executed for laziness<br>\n\t[LOSS] 31 units of FO destroyed (lacking quality)<br>\n\t[LOSS] 1 slave executed due to STDs<br>\n\t[PROFIT] baby girl sold for 5'000 C<br>\n\t[LOSS] 2 Highborn dead (cause unknown)<br>\n\t[LOSS] Siren's Song refused shipment (quality control)<br>\n\t[PROFIT] 3 slaves aquired; volunteers<br>\n\t[PROFIT] 512 units purchased by Flavio for 10'000 C\n\t\n\t</div><br>\n\n\tTaped to the bottom of the data pad is a credit chip. It only contains a fraction of the profits listed in the log.\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You amble through...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou amble through the slave pens, eyeing the many slaves and chem-plants. There has to be something here. Better chems. Something to feed your head - something you can't find on the market. The idea alone fills your chest with longing.\n\n\t"Boss." Pineapple approaches you, assault rifle slung over his shoulder. "What ya... ah, shizz. Ya look like shit."<br><br>\n\n\t"I'm—" You sway unsteadily. <<if $attrib.demeanor eq "agressive">>"Lookin. Fer more. Y'know."<<elseif $attrib.demeanor eq "cautious">>"Not doing so well. Y'know?"<<else>>"Eh, dunno. Cold be worse, y'know."<</if>><br><br>\n\n\tPinapple's eyes narrow. "Ye trippin' on me, Boss? Like, bad time? Yeah. You are, ain't ya? I's seen dat look before. It's got ya good."<br><br>\n\n\tPart of you wants to argue. But the kid's right and you know it. The chems are deep and you really, really want more.<br><br>\n\n\t"Ey, listen." He leans closer. "Ain't my place te be tellin' ya what te do, Boss. But unless ya wanna go through yer life like dis, yer gon' have te sweat it out. Like, go cold turkey fer real. Y'know?"\n\n<</nobr>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You <<walk>> on, saying...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\t\t<<if $action.action3 eq "override">>The door unseals with a hiss, revealing a dark utility corridor beyond. Dull, red emergency lighting guides the way into the distance. If memory serves, you should be back in - or near - [[B30|PDA][$hud.currentScreen = "B30 Block"]] in a matter of minutes.<br><br>\n\n\t\t\tThe man shoots you a sidelong glance. "Do I even wanna know how you did that?"<br><br>\n\n\t\t\t"Depends," you say, stowing your jack. "How strong a stomach do you have?"<br><br>\n\n\t\t\tHe shrugs. "I see shit often enough. Almost got raped once too. Long time ago but I've dealt with it. With lotsa therapy."<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Congratulations," you say sarcastically. "Word of advice: stay away from me. I'm a sanctioned hunter. Shit always gets messy around me."\n\t\t\t<<else>>"Ouch." You pull a face. "Well, then don't stick with me. I'm a sanctioned hunter. Things have a tendency to get messy when I'm around."\n\t\t\t<</if>>\n\t\t\n\t\t<<else>>Rather than bother with an override, you jam your <<knife>> into the lock mechanism. The panel errupts in sparks and the door grinds open with a mournful creak. Beyond, red emergency lighting lines a dark utility corridor that leads into the distance. If memory serves, you should be back in - or near - [[B30|PDA][$hud.currentScreen = "B30 Block"]] in a matter of minutes.<br><br>\n\n\t\t\tThe man shoots you a sidelong glance. "That was... Well, I never knew those locks broke so easily."<br><br>\n\n\t\t\t"Not all of 'em do. But most stuff's designed to unseal in case of failure. So people don't get locked inside. For anything more heavy duty, you use mag-clamps, not bolt seals."<br><br>\n\n\t\t\t"Oh." The man's face lights up, then darkens. "Do I even want to know how you know that?"<br><br>\n\n\t\t\tYour lips curl. "I'm a sanctioned hunter. Doesn't come with the territory but ya gotta know a few tricks."\n\n\t\t<</if>><br><br>\n\n\t\t"A sanctioned hunter?" The man looks amazed. "Wow, I didn't even know those existed anymore. But neat. I'm just Lavo. As in, that's my name. It's nice to meet ya."<br><br>\n\n\t\t"Nice to meet you too," you say and...\n\n<</nobr>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You head down the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action3 neq "leftpassage">>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_sprawlgeneric.png"]]</div>\n\t<</if>>\n\n\tYou head down the \n\t\t<<if $action.action3 eq "leftpassage">>left passage, carefully stepping over junk scattered on the floor. There's a dim light ahead and, as you draw nearer, you can make out a lone glow-panel in a hab. That same instant, plastic crunches under your foot.<br><br>\n\n\t\t\tA shrill yelp sounds ahead. You freeze, listening intently. Rapid footsteps patter. Lavo bumps into you.<br><br>\n\n\t\t\t"Sorry," he mutters. "What was that?"<br><br>\n\n\t\t\t"That was—" Your voice fades as three spindly, malshaped figures peer into the passage. "Them."<br><br>\n\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_acheri.png"]]</div>Your heart sinks. There's no doubt what you walked into: an [[Acheri|PDA][$hud.currentScreen = "Acheri"]] nest. Quite possibly spawned from the remnants of the very same one you cleared out of the grav-rail tunnels a year earlier.<br><br>\n\t\n\t\t\tLavo says, "Maybe, maybe we can just—"<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Shut it," you snap,<<else>>"Shh," you hiss,<</if>> but it's already too late.<br><br>\n\n\t\t\tThe childlike abominations have already begun crawling toward you. Any moment they'll attack. And then it's up to fate to decide what you get: an infection, ripped to shreds by claws, or just a pile of dead un-kids.\n\t\t<<else>>right passage, deftly avoiding the junk scattered on the floor. Water drips from overhead. Floorboards creak underfoot. You continue until a hab which has fallen out of its rotten mountings blocks your way. There's no obvious way around.<br><br>\n\t\t\t\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Like a fucking maze this place,"<<else>>"This place is like a maze,"<</if>> you mutter, wondering where to go.<br><br>\n\n\t\t\t"Hunter. Over there." Lavo points to your left.<br><br>\n\n\t\t\tStartled, you turn only to see it's nothing, just a half-collapsed shopping mall. "What about it?"<br><br>\n\n\t\t\t"I remember this place now," Lavo says, almost bouncing on his feet. "My wife used to take me here. Yeah, that's the Slowside Mall. Or what's left of it I guess. All we gotta do is get through it and we'll be right back where we started. Well, more or less. The mall's way, way down at the end of the tunnel."<br><br>\n\n\t\t\tYou can't help but grin. "Good man. We got a plan."\n\t\t<</if>>\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You enter your tent...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t/% https://rage-productions.com/game-content/scaffold-22/ %/\n\t<<if $loc_highpalace_owned.chosenSqueeze eq "Lu" and not $loc_highpalace_owned.firstArrive>>\n\t\t<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_highpalace_lu.png"]]</div>\n\t<<elseif $loc_highpalace_owned.chosenSqueeze eq "Lia" and not $loc_highpalace_owned.firstArrive>>\n\t\t<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_highpalace_lia.png"]]</div>\n\t<<else>>\n\t\t<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_highpalace_empty.png"]]</div>\n\t<</if>>\n\t\n\n\t<<if $action.arrive eq "fromOutside">>\n\n\t\tYou enter your tent, stepping into a shadowed world of bizzare blacklights, neon decorations, and insane scribblings. \n\t\t<<if $attrib.toxicity gte 75>>It looks so pretty, so impossibly strange and yet so beautiful. And the way the light reflects off the furniture. Sublime. You smile at your little abode. The fluffy bed, shelving unit, and the desk full of data pads - all yours.\n\t\t<<else>>It takes a moment to adjust to the disorientatin. When you do, the tent reveals its cozy - albeit cramped - nature. There's a mattress with furry covers in one corner, a shelving unit in the other, and a desk laden with data pads opposite the entrance.\n\t\t<</if>> A nice place to call home.<br><br>\n\n\t<<else>>You're in your tent in the High Palace, a cozy hovel filled with insane scribblings and lit by warm blacklights. \t\n\t\t<<if $attrib.toxicity gte 75>>Buzzed as you are, it looks even prettier than normal. And the fluffy covers. Shit. You almost want to stay there forever.\n\t\t<<else>>It would probably be even more homey if you were high - or wasted. But even sober it's nice. Somewhere you like to be.\n\t\t<</if>><br><br>\n\n\t<</if>>\n\n\t<<if $loc_highpalace_owned.chosenSqueeze eq "Lu">>\n\t\t<<if $loc_highpalace_owned.firstArrive>>"Master?" You turn in surprise to see a red-haired kid, naked from the waist up, standing beside you. "Forgiveness, I was only just told to come here."<br><br>\n\n\t\t\t"Huh? Oh. Yeah. You're Lu?" You give him a good feel; good tone, soft skin, and those eyes - hooded but bright with curiosity.<br><br>\n\n\t\t\tHe smiles shyly. "It's an honor to meet you, Master, as it will be to be of pleasure. I could wish for nothing greater."<br><br>\n\n\t\t\t"Oh, I'm sure it will." You stroke his chin, wondering whether to play staight away or see to business first.<br><br>\n\t\t<<else>>Plus there's the red-haired kid sprawled on the fluffy covers. Lu's naked from the waist up as usual, a dreamy look in his eyes. Such a beautiful person.<br><br>\n\n\t\t\t<<if $action.arrive eq "fromOutside">>\n\t\t\t\t"Hello, Master." He fixes you with a wide-eyed look. "Sit and stay a while?"<br><br>\n\n\t\t\t\t"Good question." You plunk yourself down beside him, wondering what to do.\n\t\t\t<<else>>Lu looks to you expectantly. "Anything I might do, Master?"<br><br>\n\n\t\t\t\t"Not sure," you say, wondering quite the same thing.\n\t\t\t<</if>><br><br>\n\t\t<</if>>\n\t<<elseif $loc_highpalace_owned.chosenSqueeze eq "Lia">>\n\t\t<<if $loc_highpalace_owned.firstArrive>>"Master? Beg forgiveness." You turn, surprised, to see a half-naked girl with long, pink hair standing in the doorway. "Humble apologies. I was only told you had arrived."<br><br>\n\n\t\t\t"Huh? Oh. Yeah. You're Lia?" You give her a good feel; good tone, soft skin, and those eyes - hooded but bright with curiosity.<br><br>\n\t\t\n\t\t\tShe stares at her feet. "Forgiveness, Master, it embarrasses me to stand in your presence and not find words. Apologies."<br><br>\n\n\t\t\t"Oh, don't worry, babe." You stroke her chin, wondering whether to play staight away or see to business first.<br><br>\n\t\t<<else>>Plus there's the pink-haired girl curled up in the fluffy covers. Lia stares up at you, face half-covered by her bangs and a dreamy look in her eyes. Such a beautiful person.<br><br>\n\n\t\t\t<<if $action.arrive eq "fromOutside">>"Hello, Master." She makes eye contact for but a moment and looks away. "Will you stay a while?"<br><br>\n\n\t\t\t"Good question." You plunk yourself down beside him, wondering what to do.\n\t\t\t<<else>>"Anything I could do, Master?" Lia shoots you a shy look.<br><br>\n\n\t\t\t\t"Not sure," you say, wondering quite the same thing.\n\t\t\t<</if>><br><br>\n\t\t<</if>>\n\t<<else>>\n\t\t\n\t\t<<if $loc_highpalace_owned.firstArrive>>"Second home, actually." You settle on the bed with a content sigh. "So, now what?"\n\t\t<<else>>"Ah." You sit down on the mattress, absently stroking the furs.<br><br>\n\n\t\t\tNice and soft. So cuddly it just has to be home.\n\t\t<</if>>\n\t<</if>> <<if $attrib.fatigue gte 50>>Maybe you should crash. That would be nice. Or you could chill. That'd be cool too.<<else>>But you aren't ready to sleep yet. Maybe chill for a while. That sounds, well, chill.<</if>>\n\t\n\n<</nobr>><</if>>
<<nobr>>\n\t\t<<if $equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>Main Weapon Restricted</div></div>\n\t\t<<else>>\n\t<div class='GameOption GameOption_Move'>\n\t\t<<if $characterEncounterPhases.raptorReward eq "M559">>\n\t\t\t<<click 'Take the M559'>>\n\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $characterEncounterPhases.raptorReward; $characterEncounterPhases.raptorReward = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#raptor-reward'>>\n\t\t\t\t\t<<display 'raptorreward_lootoptions'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<<else>>\n\t\t\t<<click 'Return the M559'>>\n\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $characterEncounterPhases.raptorReward; $characterEncounterPhases.raptorReward = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#raptor-reward'>>\n\t\t\t\t\t<<display 'raptorreward_lootoptions'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<</if>>\n\t</div>\n\t\t<</if>><br>\n\t<div class='GameOption GameOption_Move'>[[Slide the bag under your Bed|home][$processed = false; $action.arrive = "fromSelf"; $characterEncounterPhases.raptorRewardPhase = 2; playContextSound("ui_unlock");]]</div>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'home_raptorreward_txt'>></div><br>\n\t\t<div id='raptor-reward' class='OptionsField'>\n\t\t\t<<display 'raptorreward_lootoptions'>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You make your way along...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\nYou make your way along the [[Level B30 Hab Block|PDA][$hud.currentScreen = "B30 Block"]] to your appartment, a small hab unit on the fird floor. Before you can even unlock the door, footsteps sound on the walkway. You turn to see Fisher headed toward you, a dark green bag slung over his shoulder.\n\n"Fish?" Your brow furrows. "What you doing down here?"\n\n<<if $job_fisher_revenge.mainPhase eq 98>>"Just stopping by briefly," he says. "Wanna talk. Inside though."<<else>>"Wanted to talk," he says. "Inside though. Got something for ya."<</if>>\n\n"Sure." You key in your code and step inside, saying, "What's this about?"\n\n<<if $job_fisher_revenge.mainPhase eq 98>>He sets his bag down with a sigh. "Just about everything, man. It's gone to shit, ya know. For me I mean. Figure it's best I just give it all up, move away. D sector maybe. Or all the way over to L, away from the shit with Wilkin and all. And, well, I dunno. Wanted to give you this old piece—" He nudges his bag. "—before I leave."<<else>>"Eh, just after everything that's happened I figured it's about time you got your shit back. Mean, I know you kinda gave it to me, but I never really had a thing for railarms. And it's been sitting around since forever because no one will touch it." He sets his bag down with a sigh. "Go on. It's yours again."<</if>>\n\n"I see." You open the bag, already knowing what's inside: your old [[M559|PDA][$hud.currentScreen = "M559"]], packed up just like it was when you left the Raptors.\n\n<<if $job_fisher_revenge.mainPhase eq 98>>"Anyways, the grav-bus leaves in like twenty minutes so I gotta run." Fisher hits the door release. "Maybe we'll see one another again, yeah?"<<else>>"Anyways, I better get back to the kids." Fisher hits the door release. "It's good to know you're still a Raptor at heart, at least when it matters most."<</if>>\n\n"Yeah," you say as he disappears, leaving you alone with your old rail rifle.<</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You pick up the..<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou pick up the data pad and activate the screen. It reads:<br><br>\n\n\t<div class='HUD_datapad'>S4-10B-3891<br><br>\n\n\t\tAttn all Syndicate Callsigns.<br><br>\n\n\t\tCorporal Vemino expresses utmost displeasure at continued lack of success in apprehenting or eliminating target in timely fashion. Advise we step up operations and deploy forces more wisely. Cannot allow suspect to continue interfering with critical operations. Above all, ensure security of Baibirack Facility.<br><br>\n\n\t\tCaptain Lucira\n\t</div>\n\n<</nobr>><</if>>
<<nobr>>\n<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B10 - Crossroads">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n<</silently>>\n\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b10_syndicatelook_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $attrib.toxicity gte 75>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Take a Breather|the_crossroads_main][$action.arrive = "onfoot"; $time.active += 0.25; $attrib.fatigue -= 1; $hide.layer0 = false; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Frontal Approach|snydicate_crossroads_search][$action.action1 = "frontal"; $hide.layer1 = true; $attrib.caution -= 2; $attrib.violence += 3; playContextSound("ui_walk");]]</div><br>\n\t\t\t\t<<if $equip.pistol.name eq "M1114_Converted" and $equip.pistol.ammo gte 14>>\n\t\t\t\t\t<div class='GameOption GameOption_Defend'>[[Silent Takedown (Sidearm)|snydicate_crossroads_search][$action.action1 = "silentkill"; $hide.layer1 = true; $attrib.caution += 4; $equip.pistol.ammo -= 14; $statistics.specialKillDone += 1; $statistics.nineMillFired += 1; $statistics.overalKills += 1; $statistics.humanKilled += 1; $statistics.organicKilled += 1; playContextSound("ui_attack_suppressed");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Defend'>[[Subtle Approach|snydicate_crossroads_search][$action.action1 = "subtle"; $hide.layer1 = true; $attrib.caution += 2; $attrib.violence -= 3; $time.active += 0.25; playContextSound("ui_walk");]]</div>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t\t/%\n\t\t\t<div class='GameOption GameOption_Move'>[[Attempt to Flee|random_syndicate_killteam][$action.action1 = "flee"; $hide.layer1 = true; $attrib.caution += 2; $attrib.violence -= 1]]</div>%/\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b10_syndicatelook_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_syndicatelook_approach_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action1 eq "silentkill" or ($action.action1 eq "subtle" and $attrib.passedSneakCheck)>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Cargo Door|snydicate_crossroads_inside][$processed = false; $action.arrive = "fromOutside"; $statistics.sneakDone += 1; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Mercs|hud_combat][$combatTemplate = "Syndicate4_B10"; $processed = false; $action.arrive = "fromFight"; $attrib.criminality += 2]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t\t\n\t<</if>>\n<</nobr>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You pick up the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\tYou pick up the topmost data pad and unlock the screen. It reads:<br><br>\n\n\t<div class='HUD_datapad'>S4-40B-38517<br><br>\n\n\t\tCaptain Lucira!<br><br>\n\n\t\tWhat by the blasted seventeen hells are you doing?! This is a sanctioned hunter we are after. One I might add who has, in the past, vanqished both the Red Scars AND the Sons of Kobol with little more than a handful of thugs and gas grenades. Now please take this into accound and dispatch a kill team capable of handing such a talented individual. <<if $job_anska_haze.mainPhase gte 4>>Or need I remind you what happened to Captain Dalmai and our contractors at the Boulevard Facility?<</if>><br><br>\n\n\t\tIn the meantime, I require your presence here. Our benefactor wishes to inspect the facilities and I am told they are impartial to male figures of authority. Which gives me to think: you may wish to transfer to Public Relations. Your insistance on a 'subtle touch' might be better suited for this field of 'security operations'. Regardless, your first and only concern at this moment is to report to the Baibirack Facility immediately.<br><br>\n\n\t\tImmediately.<br><br>\n\n\t\tCorporal Vemino \n\t</div>\n\n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $action.action1 = "none">>\n<<set $action.action2 = "none">>\n<<set $action.action3 = "none">>\n<<set $action.action4 = "none">>\n<<set $action.action5 = "none">>\n\n<<set $hide.layer1 = false>>\n<<set $hide.layer2 = false>>\n<<set $hide.layer3 = false>>\n<<set $hide.layer4 = false>>\n<<set $hide.layer5 = false>>\n<<set $savesMenuPassage = "B10 - Krill Fashion">>\n<</silently>>\n<div class='GameText'><<display 'b10_fashion_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\t<<if $loc_krill_fashion.browsedOnce and $loc_krill_fashion.showFullCatalog eq false>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Ask for full Catalog|b10_clothing_buy][$action.action1 = "fullCatalog"; $hide.layer1 = true; playContextSound("ui_click"); $loc_krill_fashion.showFullCatalog = true]]</div><br>\n\t<</if>>\n\t<div class='GameOption GameOption_Move'>[[Browse the Catalog|b10_clothing_buy][$action.action1 = "buy"; $hide.layer1 = true; $storedGear = $equip; $storedAttrib = $attrib; playContextSound("ui_click"); $loc_krill_fashion.browsedOnce = true]]</div><br>\n\t<div class='GameOption GameOption_Move'>[[Leave Krill Fashion|b10_boulevard_main][$processed = false; $action.arrive = "onfoot"; $attrib.fatigue += 1; $time.active += 0.25; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\n<</nobr>></div>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_krill_fashion.png"]]</div>\n\nYou <<walk>> along the [[Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]], headed for the Krill Fashion outlet. <<if ($equip.clothes eq "Fancydress" or $equip.clothes eq "Partyfray" or $equip.clothes eq "Fraydress") and $attrib.gender eq "male">>Pedestrians shoot you strange looks as you pass. A kid even points and asks his mother if you're a girl or just braindead. You continue on too quickly to hear the woman's explanation, and turn into Krill.<<elseif $attrib.armortype eq "unarmored">>The sun is shining far above and the many beaches and cafes along them are crowded with people. You pass them all by and turn into Krill.<<else>>Pedestrians shy away as you pass. A kid even points <<if $equip.rifle.name neq "none">>and mentions your <<rifle>> to his parents, asking if you're a soldier.<<else>>and stares, eyes wide in surprise.<</if>> You hasten on too quickly to hear the woman's explanation, and turn into Krill.<</if>><br><br>\n\nIt's a small shop, with only a few genuine articles on display, locked safely away in plastiglas cases. A ring of purchase terminals, complete with holographic preview frames, line the walls. There's also a customer desk agaomst the far wall, manned by two employees in pinkish uniforms. <<if $attrib.armortype eq "unarmored">>Neither of them take notice of your arrival.<<else>>Both look up when you enter but neither says a word.<</if>><</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.action1 eq "runaway">>"Oh, crap." Adrenaline surges as you<<else>>"I didn't come here to..."<</if>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action1 eq "runaway">>\n\t\t"Oh, crap." Adrenaline surges as you make a run for it.<br><br>\n\n\t\t<<if $action.arrive neq "fromBattle" and $action.arrive neq "fromSneak">>\n\t\t\tThe two guards grab you. "No you don't." They shove you toward the High King.<br><br>\n\n\t\t\tYou fall flat on your face. The High King steps forward, augements whirring, and shakes the floor with his footfalls. "Another coward. Is that all you are, <<if $equip.isCrossdressOutfit>>faggot<<else>>maggot<</if>>? Just another worthless sack of meat?"<br><br>\n\n\t\t\t"No," you gasp, hauling yourself up. "I'm just not<<if $attrib.demeanor eq "agressive">> fucking<</if>> stup—"<br><br>\n\n\t\t\t"Fight, coward!" The [[Exo|PDA][$hud.currentScreen = "Exo Armor"]] swipes at you with its axe, causing you to recoil. "Fight!"<br><br>\n\n\t\t\tBlood thunders in your veins as you scramble back. The next blow is certain to take off your head.\n\t\t\t<<if $attrib.demeanor eq "agressive">>\n\t\t\t\tBut so be it. This bastard wants a fight, you'll give it to him - and rip his sorry head ought clean through his armor with your bare hands. Or something similar.\n\t\t\t<<elseif $attrib.demeanor eq "cautious">>\n\t\t\t\tUnless you're careful - which in this case means killing this maniac. Unfortunate, but it doesn't seem like he'll listen to reason.\n\t\t\t<<else>>\n\t\t\t\tUnless you waste this bastard - and fast. Not that you have the faintest damn idea whether that'll even be possible on foot.\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\tTents flash past. Confused slaves stumble out of the way. Heavy footfals shake the floor as the High King stomps after you. Blood thunders in your veins as you dash for the exit.<br><br>\n\n\t\t\t"Come back, <<if $equip.isCrossdressOutfit>>faggot<<else>>maggot<</if>>!" The High King stops, his enormous axe planted by his side. "Come back and fight!"<br><br>\n\n\t\t\tYou scramble into the utility passage and don't look back. Screw that freak. There is no way you're fighting an [[Exo|PDA][$hud.currentScreen = "Exo Armor"]], not if you don't have to - and certainly not one wielding an insanely oversized axe. Just not going to happen.\n\t\t<</if>>\n\t<<else>>\n\t\t"I didn't come here to kill anyone," you reply. "I was just curious."<br><br>\n\n\t\t"As are we." The High King steps forward, causing the floor to shake. "Of your ability in battle, outsider. Prove it. Then we consider."<br><br>\n\n\t\t<<if $attrib.demeanor eq "cautious">>"Actually, I'd rather—"<<else>>You scoff. "Yeah, funny. But I'd rather just—"<</if>><br><br>\n\n\t\t"Fight, coward!" The [[Exo|PDA][$hud.currentScreen = "Exo Armor"]] swipes at you with its axe, causing you to recoil. "Fight!"<br><br>\n\n\t\tBlood thunders in your veins as you scramble back. The next blow is certain to take off your head.\n\t\t<<if $attrib.demeanor eq "agressive">>\n\t\t\tBut so be it. This bastard wants a fight, you'll give it to him - and rip his sorry head ought clean through his armor with your bare hands. Or something similar.\n\t\t<<elseif $attrib.demeanor eq "cautious">>\n\t\t\tUnless you're careful - which in this case means killing this maniac. Unfortunate, but it doesn't seem like he'll listen to reason.\n\t\t<<else>>\n\t\t\tUnless you waste this bastard - and fast. Not that you have the faintest damn idea whether that'll even be possible on foot.\n\t\t<</if>>\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You leave the tent...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\t\tYou leave the tent and, with no reason to linger, make your way toward the exit. The slaves have since reacted to recent events. A large number of them have run off. Others are busy plundering drug stockpiles while a select few are smashing what remains of the Highborn's biochem operation. Several dozen corpses lie scattered amidst the tents. Only some look to have died by coilfire.<br><br>\n\n\t\t<<if $attrib.religion eq "forsaken">>"Death be with ya. It's over now."\n\t\t<<elseif $attrib.religion eq "voided">>"Void have mercy on your twisted souls."\t\t\t\n\t\t<<elseif $attrib.religion eq "edenite">>"Loving Stars have mercy on 'em all."\t\t\t\n\t\t<<elseif $attrib.religion eq "theophobe">>"Yeah, have a good go at 'em. Fricking junkies."\n\t\t<<else>>"Job well done, then."\n\t\t<</if>>\n\t\tYou pause by the exit, take one last look around, and slip into the utility duct.<br><br>\n\n\t\t<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_utilitypassage_highborn.png"]]</div>\n\t\tIt's as cramped as it was on the way in but, before long, you're back at the dislodged outside Unit 42. From there, you head back the way you came. It isn't long before you reach the main passage - or so you thought. Somehow you've taken a wrong turn and are standing before the [[Bazar|PDA][$hud.currentScreen = "Level B29 Bazar"]].<br><br>\n\n\t\tThousands of voices clamor. Odors hang thick in the air; smoke and perfume. Everywhere you look, vendors are calling out and holo-boards flash advertisements. And, when you crane your neck, you can just can just see the tunnel to the tramway station over the heads of the massive crowd.<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Finally,"<<else>>"Here we are again,"<</if>> you mutter and...\n\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\tYou say, \n\n\t\t<<if $action.action2 eq "likebuzz">>"Actually, I kinda like the buzz. Y'know? Makes life more bearable."<br><br>\n\n\t\t\t"An' it'll fuck ya up good if you don't do something, Boss." Pineapple fixes you with an earnest look. "Ya saw the way our old King went, yeah? That's not how ya wanna go. Believe me."<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Fuck that asshole. Really. <<else>>"Yeah, but still..." You shrug. "<</if>>I got this under control."<br><br>\n\n\t\t\t"Nah, Boss. Na. Ya don't. C'mon. I'll show ya."\n\t\t<<elseif $action.action2 eq "accident">>"It was an accident. Call it an occupational hazard."<br><br>\n\n\t\t\t"Still, it'll fuck ya up good if you don't do something, Boss." Pineapple fixes you with an earnest look. "Ya saw the way our old King went, yeah? That's not how ya wanna go. Believe me."<br><br>\n\n\t\t\tYou nod slowly. "I get that feel too."<br><br>\n\n\t\t\t"I feel ya. C'mon. <<walk>> with me."\n\t\t<<elseif $action.action2 eq "toaware">>"Yeah, no shit. I really fucked up."<br><br>\n\n\t\t\t"Ye'll be more than fudcked if you don't do something, Boss." Pineapple fixes you with an earnest look. "Ya saw the way our old King went, yeah? That's not how ya wanna go. Believe me."<br><br>\n\n\t\t\tYou nod. "That's what I'm worried about."<br><br>\n\n\t\t\t"I feel ya. C'mon. <<walk>> with me."\n\t\t<</if>>\n\t\t\n\t\t\tHe leads you away from the chem operation, saying, "Dis place, all dat Highborn crap. See, Boss, they got this philosophy on how they's gon' stay sane despite the chems. How they'd got their heads in order. But ye gotta see it ain't true like they say. It's jus' some stupid excuse. Like all 'em fixers have one. A reason te keep doin' it. Te keep chasin' da high."<br><br>\n\n\t\t\tPineapple stops at the edge of the camp and faces you. "So ya want my advice, ya stick te bein' sober, man. Ya get this shit straightened. And ya don't touch dat stuff no more. That way ya's safe. An' I's just sayin' that 'cause I care, Boss. I really do. Seen too many folk go the wrong way, y'know. Just wanna be lookin' out fer ya."\n\n<</nobr>><</if>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B14 - Cathedral Quarters">>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b14_cathedral_zweili_final_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say it looks like Junk|b14_cathedral_final_zweili][$action.action1 = "isjunk"; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say it is Nice|b14_cathedral_final_zweili][$action.action1 = "isnice"; $hide.layer3 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_zweili_final_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b14_cathedral_zweili_final_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if not $loc_corbeitower.killedDjinn>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Djinn|hud_combat][$combatTemplate = "Djinn_B14"; $action.arrive = "fromDjinn"; $processed = false]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Commandos|hud_combat][$combatTemplate = "Commandos_B14"; $action.arrive = "fromCommandos"; $processed = false]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_zweili_final_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_zweili_final_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b14_cathedral_zweili_final_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Djinn|hud_combat][$combatTemplate = "Djinn_B14"; $action.arrive = "fromDjinn"; $processed = false]]</div>\n\t\t</div>\n\t<</if>>\n\t\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n /% <<set $savesMenuPassage = "Level B14 - Cathedral of Beams">> %/\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b14_cathedral_paladindead_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Epilogue|endings_corinthin][$action.action5 = "corinthinIsDead"; playContextSound("ui_blip");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B40 - Docks">>\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b40_final_postfirefight_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Hand over Object 55316|b40_docks_postambush][$action.action1 = "giveobject"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what Corinthin Intends|b40_docks_postambush][$action.action1 = "askwhy"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\t\t\t\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b40_final_postfirefight_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b40_final_postfirefight_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action1 eq "giveobject">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what happens Now|b40_docks_postambush][$action.action2 = "whatnow"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're Glad|b40_docks_postambush][$action.action2 = "glad"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\t\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Hand over Object 55316|b40_docks_postambush][$action.action2 = "handover"; $hide.layer2 = true; $job_conspiracy.hasGivenObject = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you won't Comply|b40_docks_postambush][$action.action2 = "nocomply"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\t\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action5 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b40_final_postfirefight_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_final_postfirefight_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b40_final_postfirefight_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action1 eq "giveobject" or $action.action2 eq "handover">>\n\t\t\t\t<<set $action.arrive = "atShip">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Epilogue|endings_corinthin][$action.action5 = "corinthinIsAlive"; playContextSound("ui_blip");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Resist the Paladin|hud_combat][$combatTemplate = "Paladin_Corinthin"; $processed = false; $action.arrive = "atShip"]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'b40_final_postfirefight_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_final_postfirefight_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_final_postfirefight_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b14_cathedral_postfirefight_6_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Resist the Paladin|hud_combat][$combatTemplate = "Paladin_Corinthin"; $processed = false; $action.arrive = "atShip"]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B1 - Vindell Mansion">>\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.arrive neq "fromFight">>\n\t\t<div class='GameText'><<display 'b1_siege_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_conspiracy.accuseDecision neq "zweili_convicted">>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Fanatics|hud_combat][$combatTemplate = "Fanatics_B1"; $action.arrive = "fromFight"]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Mercs|hud_combat][$combatTemplate = "Syndicate_B1"; $action.arrive = "fromFight"]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<else>>\n\t\t<<if $action.action2 eq "none">>\n\t\t\t<div class='GameText'><<display 'b1_siege_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Follow Jalkovski|B1_vindelmansion_siege_drop][$action.action2 = "advance"; $hide.layer2 = true; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<<elseif $action.action3 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'b1_siege_2_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b1_siege_3_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Hold Position|B1_vindelmansion_siege_drop][$action.action3 = "hold"; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue Advance|B1_vindelmansion_siege_drop][$action.action3 = "advance"; $hide.layer3 = true; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<<elseif $action.action4 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'b1_siege_2_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b1_siege_3_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b1_siege_4_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t<<if $job_conspiracy.accuseDecision neq "zweili_convicted">>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Fanatics|hud_combat][$combatTemplate = "Fanatics_B1_II"; $processed = false]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Mercs|hud_combat][$combatTemplate = "Syndicate_B1_II"; $processed = false]]</div>\n\t\t\t<</if>>\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B1 - Vindell Mansion">>\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b1_siege_sanctum_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Find the Panic Room|B1_vindelmansion_siege_sanctum][$action.action1 = "panicroom"; $hide.layer1 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b1_siege_sanctum_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're saving Him|B1_vindelmansion_siege_sanctum][$action.action2 = "save"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you have the Object|B1_vindelmansion_siege_sanctum][$action.action2 = "object"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b1_siege_sanctum_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Agree to Leave|B1_vindelmansion_siege_sanctum][$action.action3 = "leave"; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Insist you Stay|B1_vindelmansion_siege_sanctum][$action.action3 = "stay"; $hide.layer3 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b1_siege_sanctum_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Hand over Object 55316|B1_vindelmansion_siege_sanctum][$action.action4 = "giveobject"; $hide.layer4 = true; $job_conspiracy.hasGivenObject = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Refuse to Comply|B1_vindelmansion_siege_sanctum][$action.action4 = "refusehandover"; $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action5 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_3_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_4_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b1_siege_sanctum_5_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Resist the Paladin|hud_combat][$combatTemplate = "Paladin_Corinthin"; $processed = false; $action.arrive = "atMansion"]]</div>\n\t\t\t<<if $action.action4 eq "giveobject">><br>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Accept your Fate|B1_vindelmansion_siege_sanctum][$action.action5 = "acceptfate"; $hide.layer5 = true; $action.arrive = "atMansion"; $hide.layer0 = false; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_3_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_4_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_5_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b14_cathedral_postfirefight_6_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Epilogue|endings_purged][playContextSound("ui_blip");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "Level B14 - Cathedral of Beams">>\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b14_cathedral_postfirefight_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you Will|b14_cathedral_final_postgunfight][$action.action1 = "willescort"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask if you have a Choice|b14_cathedral_final_postgunfight][$action.action1 = "askchoice"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_postfirefight_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b14_cathedral_postfirefight_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Elevator|b14_cathedral_final_postgunfight][$action.action2 = "enter"; $hide.layer2 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_postfirefight_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_postfirefight_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b14_cathedral_postfirefight_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask how it was Breeched|b14_cathedral_final_postgunfight][$action.action3 = "howbreeched"; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say it looks Unguarded|b14_cathedral_final_postgunfight][$action.action3 = "notsecure"; $hide.layer3 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_postfirefight_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_postfirefight_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_postfirefight_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b14_cathedral_postfirefight_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_conspiracy.buddy eq "celena">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what Happened|b14_cathedral_final_postgunfight][$action.action4 = "whathappen"; $hide.layer4 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what Celena Did|b14_cathedral_final_postgunfight][$action.action4 = "whatdid"; $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Hand over Object 55316|b14_cathedral_final_postgunfight][$action.action4 = "giveobject"; $hide.layer4 = true; $job_conspiracy.hasGivenObject = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you won't Comply|b14_cathedral_final_postgunfight][$action.action4 = "refusehandover"; $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<elseif $action.action5 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_postfirefight_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_postfirefight_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_postfirefight_3_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_postfirefight_4_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b14_cathedral_postfirefight_5_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_conspiracy.buddy eq "celena">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Side with Celena|b14_cathedral_final_postgunfight][$action.action5 = "celena"; $hide.layer5 = true; $hide.layer0 = false; $action.arrive = "atCathedral"; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Side with Zweili|b14_cathedral_final_postgunfight][$action.action5 = "zweili"; $hide.layer5 = true; $hide.layer0 = false; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Resist the Paladin|hud_combat][$combatTemplate = "Paladin_Corinthin"; $processed = false; $action.arrive = "atCathedral"]]</div>\n\t\t\t\t<<if $action.action4 eq "giveobject">><br>\n\t\t\t\t\t<div class='GameOption GameOption_Defend'>[[Accept your Fate|b14_cathedral_final_postgunfight][$action.action5 = "acceptfate"; $hide.layer5 = true; $action.arrive = "atCathedral"; $hide.layer0 = false; playContextSound("ui_click");]]</div>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_postfirefight_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_postfirefight_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_postfirefight_3_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_postfirefight_4_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_postfirefight_5_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b14_cathedral_postfirefight_6_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_conspiracy.buddy eq "celena">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Epilogue|endings_celena][playContextSound("ui_blip");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Epilogue|endings_purged][playContextSound("ui_blip");]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B40 - Docks">>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b40_final_docks_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Explain what a Paladin Is|b40_docks_final_paladin][$action.action1 = "explain"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask if the man is Stupid|b40_docks_final_paladin][$action.action1 = "stupid"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b40_final_docks_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b40_final_docks_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Docking Tube|b40_docks_final_paladin][$action.action2 = "enter"; $hide.layer2 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b40_final_docks_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_final_docks_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b40_final_docks_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if not $loc_corbeitower.killedDjinn>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Djinn|hud_combat][$combatTemplate = "Djinn_B40"; $action.arrive = "fromDjinn"; $processed = false]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Commandos|hud_combat][$combatTemplate = "Commandos_B40"; $action.arrive = "fromCommandos"; $processed = false]]</div>\n\t\t\t<</if>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'b40_final_docks_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_final_docks_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_final_docks_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b40_final_docks_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Djinn|hud_combat][$combatTemplate = "Djinn_B14"; $action.arrive = "fromDjinn"; $processed = false]]</div>\n\t\t</div>\n\t<</if>>\n\t\n<</nobr>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B28 - Wilkin's Riptide">>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b28_final_wilkin_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what's going On|B28_riptide_final_marisa][$action.action1 = "goingon"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say it's probably Related|B28_riptide_final_marisa][$action.action1 = "related"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b28_final_wilkin_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b28_final_wilkin_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $equip.isNeuroImplant and not $equip.isHeavyArmor and not $equip.isTooBulky>>\n\t\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t\t<<click 'Enter the Exo Armor' 'B28_riptide_final_marisa'>>\n\t\t\t\t\t\t<<set $action.action2 = "exo"; $hide.layer2 = true; $equip.preExoClothes = $equip.clothes; $equip.clothes = "Power Armor"; playContextSound("ui_attack_machinecharge"); $equip.persistentExoHits = 0>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Entered">>\n\t\t\t\t\t\t\t<<set $aquireText = "Exo Armor">>\n\t\t\t\t\t\t\t<<set $aquireImage = "env_small_exo_in">>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\t\t\t\t\t\t\t\n\t\t\t\t\t<</click>>\n\t\t\t\t</div><br>\n\t\t\t<</if>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Board the Assault Craft|B28_riptide_final_marisa][$action.action3 = "mountup"; $action.action2 = "skip"; $hide.layer2 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b28_final_wilkin_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_final_wilkin_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b28_final_wilkin_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Board the Assault Craft|B28_riptide_final_marisa][$action.action3 = "mountup"; $hide.layer3 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'b28_final_wilkin_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b28_final_wilkin_2_txt'>></div><br>\n\t\t<<if $action.action2 eq "exo">>\n\t\t\t<div class='GameTextGreyed'><<display 'b28_final_wilkin_3_txt'>></div><br>\n\t\t<</if>>\n\t\t<div class='GameText'><<display 'b28_final_wilkin_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Wait out the Flight|B1_vindelmansion_siege_drop][$processed = false; $time.active += 0.5; playContextSound("ui_tramway_zoom");]]</div>\n\t\t</div>\n\t<</if>>\n\t\n<</nobr>>
<<if $randomEncounterPhases.syndiateRaidAlternate eq "none">>\n\t<<if $randomEncounterPhases.syndicateRaidPhase gte 1 and $randomEncounterPhases.syndicateBasePhase eq 0>>\n\t\t<div class='GameOption GameOption_Move'>[[Read the Data Pad|random_syndicate_postkill][$action.action1 = "dpad"; $hide.layer1 = true; $randomEncounterPhases.syndicateBasePhase = 1; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\t<<elseif $randomEncounterPhases.syndicateRaidPhase gte 5 and $randomEncounterPhases.syndicateBasePhase lt 4 and $randomEncounterPhases.syndicateBasePhase neq 1>>\n\t\t<div class='GameOption GameOption_Move'>[[Load the Data Chip|random_syndicate_postkill][$action.action1 = "dpad2"; $hide.layer1 = true; $randomEncounterPhases.syndicateBasePhase = 4; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\t<</if>>\n<</if>>\n\n<<if $tempWeaponLootOrig neq "none">>\n\t<<if $equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>Main Weapon Restricted</div></div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>\n\t\t\t<<set $takeString = "Take the " + $tempWeaponLootOrig>>\n\t\t\t<<set $retString = "Return the " + $tempWeaponLootOrig>>\n\t\t\t<<set $action.action9 = "none">>\n\t\t\t<<if $tempWeaponLoot eq $tempWeaponLootOrig>>\n\t\t\t\t<<click $takeString>>>\n\t\t\t\t\t<<set $action.action9 = $equip.rifle.name; $equip.rifle.name = $tempWeaponLoot; $tempWeaponLoot = $action.action9; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t\t<<set $statistics.lootedMainWeapon += 1>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#randloot'>>\n\t\t\t\t\t\t\t<<display 'syndRandomLoot'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<<else>>\n\t\t\t\t<<click $retString>>\n\t\t\t\t\t<<set $action.action9 = $equip.rifle.name; $equip.rifle.name = $tempWeaponLoot; $tempWeaponLoot = $action.action9; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#randloot'>>\n\t\t\t\t\t\t\t<<display 'syndRandomLoot'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<</if>>\n\t\t</div>\n\t<</if>><br>\n<</if>>\n\n<<if $action.action3 eq "credits">>\n\t<<if $action.action2 eq "none">>\n\t\t<div id='transfer-credits' class='GameOption GameOption_Move'>\n\t\t\t<<click 'Transfer the Credits'>>\n\t\t\t\t<<set $action.action2 = "taken"; $attrib.credits += Math.round($randomScene * 950); window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp"); $statistics.lootedCredits += 1>>\n\n\t\t\t\t<<replace '#transfer-credits'>>\n\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div>\n\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t<<set $aquireText = "Credits x" + Math.round($randomScene * 950)>>\n\t\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\n\t\t\t\t<<set document.getElementById("transfer-credits").className = "GameOption GameOption_Disabled">>\n\t\t\t<</click>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div></div>\n\t<</if>><br>\n<</if>>\n<<if $action.action3 eq "ammo">>\n\t<<if $action.action99 eq "none">>\n\t\t<div id='transfer-credits' class='GameOption GameOption_Move'>\n\t\t\t<<click 'Transfer the Credits'>>\n\t\t\t\t<<set $action.action99 = "taken"; $attrib.credits += Math.round($randomScene * 450); window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp"); $statistics.lootedCredits += 1>>\n\n\t\t\t\t<<replace '#transfer-credits'>>\n\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div>\n\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t<<set $aquireText = "Credits x" + Math.round($randomScene * 450)>>\n\t\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\n\t\t\t\t<<set document.getElementById("transfer-credits").className = "GameOption GameOption_Disabled">>\n\t\t\t<</click>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div></div>\n\t<</if>><br>\n\t<<if $action.action2 eq "none">>\n\t\t<<if $equip.pistol.ammo lt $equip.pistol.ammo_max>>\n\t\t\t<div id='transfer-ammo' class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Take the 9mm Rounds'>>\n\t\t\t\t\t<<set $equip.pistol.ammo += Math.round($randomScene * 37 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>\n\t\t\t\t\t<<set $action.action2 = "true"; $statistics.lootedAmmo += 1>>\n\t\t\t\t\t<<set\t$ammotype = "9mm">>\n\t\t\t\t\t<<display 'HUD_AmmoFlashes'>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t<<set $aquireText = "9mm Rounds x" + Math.round($randomScene * 37 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>\n\t\t\t\t\t\t\t<<set $aquireImage = "9mm">>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#transfer-ammo'>>\n\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already took the 9mm rounds]</div>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<set document.getElementById("transfer-ammo").className = "GameOption GameOption_Disabled">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You cannot carry any more 9mm rounds]</div></div>\n\t\t<</if>>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the 9mm rounds]</div></div>\n\t<</if>><br>\n<</if>>\n\n<<if $randomEncounterPhases.syndiateRaidAlternate neq "none">>\n\t<<if $randomEncounterPhases.syndicateRaidFrequency lte 0.65>>\n\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $action.action2 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.syndiateRaidAlternate = "none"; $randomEncounterPhases.syndicateRaidFrequency = 0.25; $randomEncounterPhases.syndicateRaidPhase = $randomEncounterPhases.preAltRaidPhase; playContextSound("ui_walk");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $action.action2 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.syndicateRaidPhase += 1; $randomEncounterPhases.syndicateRaidFrequency -= 0.07; playContextSound("ui_walk");]]</div>\n\t<</if>>\n<<else>>\n\t<<if $randomEncounterPhases.syndicateRaidFrequency gte 0.25>>\n\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $action.action2 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.syndicateRaidPhase += 1; $randomEncounterPhases.syndicateRaidFrequency -= 0.05; playContextSound("ui_walk");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $action.action2 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.syndicateRaidPhase += 1; playContextSound("ui_walk");]]</div>\n\t<</if>>\n<</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You <<walk>> over to...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou <<walk>> over to your shelf and examine the contents. It's laden with boxes of food and water.\n\n\t<<if $loc_highpalace_owned.storedArmor eq "none">>The bottom shelf is currently empty.\n\t<<else>>A set of <<print "[[" + $loc_highpalace_owned.storedArmor + "|PDA][$hud.currentScreen = \s"" + $loc_highpalace_owned.storedArmor + "\s"]]">> is also lying on the bottom shelf.\n\t<</if>>\n\n\t<<if $loc_highpalace_owned.storedRifle eq "none">>And there's just enough space to fit a rifle on top.\n\t<<else>>And ahere's already a <<print "[[" + $loc_highpalace_owned.storedRifle + "|PDA][$hud.currentScreen = \s"" + $loc_highpalace_owned.storedRifle + "\s"]]">> on top, so you could swap for that.\n\t<</if>> \n\n\t<<if $loc_highpalace_owned.storedPistol eq "none">>Plus, there's space for a pistol between the many boxes.\n\t<<else>>Plus, you've been keeping your <<print "[[" + $loc_highpalace_owned.storedPistol + "|PDA][$hud.currentScreen = \s"" + $loc_highpalace_owned.storedPistol + "\s"]]">> between the many boxes, so you could swap for that too.\t\t\n\t<</if>>\n\n\n<</nobr>><</if>>
<<nobr>>\n\t<div class='GameOption GameOption_Move'>\n\t\t<<if $characterEncounterPhases.arenaReward eq "Gladius">>\n\t\t\t<<click 'Take the Gladius'>>\n\t\t\t\t<<set $action.action5 = $equip.knife; $equip.knife = $characterEncounterPhases.arenaReward; $characterEncounterPhases.arenaReward = $action.action5; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp")>>\n\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText = $equip.knife>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.knife.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#raptor-reward'>>\n\t\t\t\t\t<<display 'arenareward_lootoptions'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<<else>>\n\t\t\t<<click 'Return the Gladius'>>\n\t\t\t\t<<set $action.action5 = $equip.knife; $equip.knife = $characterEncounterPhases.arenaReward; $characterEncounterPhases.arenaReward = $action.action5; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp")>>\n\t\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText = $equip.knife>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.knife.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#raptor-reward'>>\n\t\t\t\t\t<<display 'arenareward_lootoptions'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<</if>>\n\t</div><br>\n\t<div class='GameOption GameOption_Move'>[[Slide the box under your Bed|home][$processed = false; $action.arrive = "fromSelf"; $characterEncounterPhases.arenaRewardPhase = 1; playContextSound("ui_unlock");]]</div>\n<</nobr>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B30 - Slowside Mall">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n<</silently>>\n<<nobr>>\n\t<<if $action.arrive neq "fromBattle">>\n\t\t<<if $action.action1 eq "none">>\n\t\t\t<div class='GameText'><<display 'b30_breakdown_mallfight_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Stingcrab|hud_combat][$combatTemplate = "Stingcrab_Underhab"; $processed = false; $attrib.caution += 2; $loc_undersprawn.killedBugs = true; $action.arrive = "fromBattle"; $statistics.humansSpared += 1]]</div><br>\n\t\t\t\t<<if $attrib.demeanor eq "agressive" or $gameworld_modifiers.hasShadowExclusin>>\n\t\t\t\t\t<div class='GameOption GameOption_Defend'>[[Attempt to Run|tram_breakdown_finalpassage][$action.action1 = "run"; $hide.layer1 = true; $attrib.caution += 3; $attrib.caution += 1; $statistics.sneakDone += 1; playContextSound("ui_walk");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Defend'>[[Attempt to Run|tram_breakdown_finalpassage][$action.action1 = "runfail"; $hide.layer1 = true; $attrib.caution += 3; $attrib.caution += 1; playContextSound("ui_walk");]]</div>\n\t\t\t\t<</if>><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Sacrifice Lavo|tram_breakdown_finalpassage][$action.action1 = "betray"; $hide.layer1 = true; $attrib.violence += 4; $attrib.caution += 1; $statistics.agressionDone += 1; playContextSound("ui_attack_melee");]]</div>\n\t\t\t</div>\n\t\t<<elseif $action.action2 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'b30_breakdown_mallfight_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b30_breakdown_mallfight_2_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<<if $action.action1 eq "runfail">>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Stingcrab|hud_combat][$combatTemplate = "Stingcrab_Underhab"; $processed = false; $attrib.caution += 2; $loc_undersprawn.killedBugs = true; $action.arrive = "fromBattle"; $statistics.humansSpared += 1]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're a Hunter|tram_breakdown_finalpassage][$action.action2 = "hunter"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're no Threat|tram_breakdown_finalpassage][$action.action2 = "nothreat"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Demand they stand Down|tram_breakdown_finalpassage][$action.action2 = "standdown"; $hide.layer1 = true; $attrib.violence += 1; playContextSound("ui_click");]]</div>\n\t\t\t\t<</if>>\n\t\t\t</div>\n\t\t<<elseif $action.action3 eq "none">>\n\t\t\t<div class='GameTextGreyed'><<display 'b30_breakdown_mallfight_txt'>></div><br>\n\t\t\t<div class='GameTextGreyed'><<display 'b30_breakdown_mallfight_2_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b30_breakdown_mallfight_3_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head back to B30|b30_tram_station][ $randomEncounterPhases.breakdownPhase = 1; $time.active += 0.5; $action.arrive = "onfoot"; $hide.layer0 = false; $processed = false; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $action.action2 eq "none">>\n\t\t\t<div class='GameText'><<display 'b30_killedcrab_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\t\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're a Hunter|tram_breakdown_finalpassage][$action.action2 = "hunter"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're no Threat|tram_breakdown_finalpassage][$action.action2 = "nothreat"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Demand they stand Down|tram_breakdown_finalpassage][$action.action2 = "standdown"; $hide.layer1 = true; $attrib.violence += 1; playContextSound("ui_click");]]</div>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameTextGreyed'><<display 'b30_breakdown_mallfight_txt'>></div><br>\n\t\t\t<div class='GameText'><<display 'b30_breakdown_mallfight_3_txt'>></div><br>\n\t\t\t<div class='OptionsField'>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head back to B30|b30_tram_station][$randomEncounterPhases.breakdownPhase = 1; $time.active += 0.5; $action.arrive = "onfoot"; $hide.layer0 = false; $processed = false; playContextSound("ui_walk");]]</div>\n\t\t\t</div>\n\t\t<</if>>\n\t<</if>>\n<</nobr>>
<<nobr>>\n\t<div class='GameOption GameOption_Move'>[[Read the Data Pad|addon_home_devouttalk][$hide.layer1 = true; $action.action1 = "dpad"; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\t<div class='GameOption GameOption_Move'>[[Close the Door|home][$processed = false; $action.arrive = "fromSelf"; $job_devout_heritage.mainPhase = 2; playContextSound("ui_unlock");]]</div>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n<<if $processed eq false>>\n\t<<set $processed = true>>\n<</if>>\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'home_devouttalk_txt'>></div><br>\n\t\t<div id='heritage-reward' class='OptionsField'>\n\t\t\t<<display 'heritage_lootoptions'>>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'home_devouttalk_txt'>></div><br>\n\t\t<div class='GameText'><<display 'home_devouttalk_2_txt'>></div><br>\n\t\t<div id='heritage-reward' class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Put down the Data Pad|home][$processed = false; $action.arrive = "fromSelf"; $job_devout_heritage.mainPhase = 2; playContextSound("ui_click");]]</div>\n\t\t\t/% was:|addon_home_devouttalk][$hide.layer1 = false; $action.action1 = "none"; playContextSound("ui_click");]] %/\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You make your way along...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\nYou make your way along the [[Level B30 Hab Block|PDA][$hud.currentScreen = "B30 Block"]] to your appartment, a small hab unit on the fird floor. You've just unsealed the door when footsteps sound on the walkway. A man in dark red robes is headed your way, his face almost entirely hidden by his hood.\n\n"<<formalname>>?" The man stops before you. "I heard you inquiring at the [[Temple|PDA][$hud.currentScreen = "Cult of Juno"]] earlier. There is something I believe you should see."\n\n"See, huh?" You fold your arms. "What is it then?"\n\nHe holds out a data pad. "Look through this, <<if $attrib.gender eq "male">>Son<<else>>Daughter<</if>> of [[Juno|PDA][$hud.currentScreen = "Cult of Juno"]], and in faith you shall find solace."\n\nBefore you can ask what he means, the man walks away. You call after him but he doesn't stop. The next instant, he's gone, leaving you alone before your hab with the mysterious data pad.<</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You pick up the..<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou pick up the data pad activate the screen. It flickers, fails, and blinks back to live, displaying the following screen:<br><br>\n\n\t<div class='HUD_datapad'><<firstname>> Acrel,<br><br>\n\n\tWe have never met and I hope it remains this way. None the less, I believe I have an obligation to explain what little I know. May this confession bring us both peace before we join the Loving Stars.<br><br>\n\n\tTwenty seven years ago, you were raised in the halls of Juno, as you are no doubt aware. The arrangement was made due to the precarious situation your father found himself in at the time. A legal kernuffle and a difficult situation related to the Academia St. Justica in C sector. To tend a child in his circumstance was not feasible and, given the tragic end of that affair, I must admit: your father judged correctly. I was among those who signed the deal with Juno, under the watchful gaze of the Clergy.<br><br>\n\n\tIt was planned that, when you reached the eve of maturity, you would join the Purifier Order as a scribe. The clerics found this convenient and no doubt hoped to see you ascend to the rank of Templar and thus prove a valuable source of information on the Temple of Purity. Alas, fate took a twisted turn and the terms under which your tenure should have begun were forfeight. Why would be impossible to say yet one can surmise: the Lady Templar's relation to the Church has soured more than ever. A long story which I cannot possibly summarize in brief. To be certain: your father meant well. Arnolo Acrel was a good man. Or he tried to be. That is more than one can say of most.<br><br>\n\n\tI had hoped that one day we would speak of this in calm and quiet. The political situation however is not favorable. The Temple and the Order are at odds with the Church, no matter how aligned their interests seem on the surface. So I can only send you this message. May the light of the Loving Stars go with you.<br><br>\n\n\tA Friend of Juno<br><br>\n\n\tp.s. I still have friends in the Sanction Munitorium. Ask about requisitions at the Temple. I doubt they'll mind quietly handing over a few items for the right price.\n\t\n\t</div>\n\n<</nobr>><</if>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B30 - Acheri Nest">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>>\n\n\t\t<<set $hud.interference = false>>\n\n\t\t<<set $processed = true>>\n\t<</if>>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b30_breakdown_acherinest_txt'>></div><br>\n\t\t<div class='OptionsField' id='acherinest-lootoptions'>\n\t\t\t<<display 'tram_breakdown_acherinest_lootoptions'>>\n\t\t</div>\n\t<<elseif $action.action2 eq "leave">>\n\t\t<div class='GameTextGreyed'><<display 'b30_breakdown_acherinest_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_breakdown_acherinest_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Old Mall|tram_breakdown_finalpassage][$processed = false; $action.arrive = "fromnest"; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<else>>\n\t\t\n\t<</if>>\n<</nobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You pick up the..<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou pick up the data chip and load it into your [[PDA|PDA][$hud.currentScreen = "home"]]. A text file flickers into existence:<br><br>\n\n\t<div class='HUD_datapad'>S4-40B-909771<br><br>\n\n\t\t## TO BE DESTROYED ONCE INTERNALIZED ##<br><br>\n\n\t\tOur associate has personally requested the target be brought to the Baibirack Facility alive - if possible - in a body bag if not. Remember that the target is both a sanctioned hunter and experienced street fighter. Prepare accordingly. Subtlety is still preferred but overwhelming force is authorized. As of now, elimination of the target is your highest and only priority.<br><br>\n\n\t\tUpon success, move out of public sight immediately. Pontential bystanders will - as before - be told we are executing an official bounty warrant issued by the Church. Say nothing more, simply signal for extraction. An assault craft will standing by for launch at all times. Should it for some reason not be able to reach you, the current dropoff point is Landing Pad B40-4000151.<br><br>\n\n\t\tMake it happen.<br><br>\n\n\t\tCaptain Lucira\n\t</div>\n\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You wander the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<<if $attrib.toxicity lt 75>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_syndicate_fob.png"]]</div><</if>>\n\n\tYou wander the walkways of the [[Crossroads|PDA][$hud.currentScreen = "The Crossroads"]],\n\t<<if $attrib.toxicity gte 75>>stumbling aimlessly as you try to find signs of a [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] presence. \n\t<<elseif $attrib.demeanor eq "cautious">>eyes and ears alert. [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] could be anywhere - hiding behind any of the many faces or in any of the back alleys. \n\t<<else>>slipping through the masses, eyes and ears alert for signs of a [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] presence.\n\t<</if>> \n\tThere are all sorts of folk about - even a lone cyborg who's <<if $equip.clothes eq "Riot Armor" or $equip.clothes eq "Neorave" or $attrib.toxicity gte 75>>drawing even darker looks than you are<<else>>drawing dark looks<</if>> - but no signs of any mercs. Maybe the lead was bad.<br><br>\n\n\t<<if $attrib.toxicity gte 75>>Or maybe you should come back when you're sober. Just walking through all the masses and trying not to trip over your feet is giving you a splitting headache. Damned walkways always have to be such a fricking mess.\n\t<<else>>Still, you can't help but check a little farther. After a few minutes the crowd thins ever so slightly and you spot them: four fellows in unmistakable grey armor standing guard over the entrance otherwise nondescript passage. The doved tail of an equally-drab assault craft is just visible behind them.<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Shit,"<<else>>"Not good,"<</if>> you mutter, scooting to the edge of the crowd. "They got some serious firepower out in the open."<br><br>\n\n\t\tWhich poses the question: how the hell do you get inside? Sure, you could just blast your way in, but there's also a walkway above the pedestrian passage they're guarding. Unless you're badly mistaken, the access tunnel there leads to the landing pad their assault craft is on. Maybe that'd be the smarter way in.\n\t<</if>>\n\n\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You leave the hangar...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_crowd_generic.png"]]</div>You leave the hangar through a back door that leads to a narrow back alley - safer than heading out front again. Footsteps echo in the gloom as you set a roundaboute route back toward the [[Crossorads|PDA][$hud.currentScreen = "The Crossroads"]]. Pedestrians brush past. You ignore them, lost in <<if $attrib.toxicity gte 75>>hazy <<elseif $attrib.fatigue gte 75>>fatigued <</if>>thought.<br><br>\n\n\tSo [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] is doing something weird in [[B Sector|PDA][$hud.currentScreen = "B Sector"]], which isn't a surprise, but that damned Baibirack Facility keeps bothering you. How fricking hard can it be to figure out where - and what that is? Plus, who the hell is this benefactor? Some sexist corpo hag from [[Athena Medical|PDA][$hud.currentScreen = "Athena Medical"]]? It just doesn't make any sense\n\n\t<<if $attrib.toxicity gte 75>>and your chem-riddled brain isn't making it easier.<<elseif $attrib.fatigue gte 75>>and your exhausted state isn't helping.<<else>>no matter how you turn it.<</if>> Maybe it'd be better you just give it a rest until you've cleared your head a bit.\n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<div class='GameTextGreyed'><<display 'b10_fashion_txt'>></div>\n<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You step up to<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<if $action.action1 eq "buy">>You step up to the nearest purchase terminal and wave the screen to life. A holographic representation of the present article appears around you - by default it's been set to display a bland, pink suit which looks positively atocious.\n\n"Seriously, guys." You flip back to the main menu.\n\nIt displays the following list of items available for purchase:<<elseif $action.action1 eq "fullCatalog">>You step up to the employees and say, "Could you show me your full catalog? I'm only getting suggested items."\n\n"Oh, indeed? And they're not to your liking?" The employee looks shocked.\n\n"<<if $attrib.religion eq "theophobe">>Oh, no, not to critisize but the free market works best when you let people pick.<<elseif $attrib.religion eq "cyberpunk">>Typical corporate info-tizement garbage. It doesn't even know what I want, much less what I'd buy.<<elseif $attrib.religion eq "mesmer">>Hardly. It's as though your machine does not know me at all.<<else>>I simply want to know what all my options are. That's not too much to ask, is it?<</if>>"\n\n"Oh, well, in that case." The employee flicks a finger at you. "Please. The full catalog is now on display and thank you for shopping at Krill Fashion."<</if>><</if>></div>\n<<nobr>><<if $action.action1 eq "buy">>\n<div id='game-fashion-shop' class='HUD_shop'>\n\t<<display 'fashion_buyoptions'>>\n</div>\n<<elseif $action.action1 eq "fullCatalog">>\n<div class='OptionsField'>\n\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b10_clothing_main][$processed = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n</div>\n<</if>><</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You lower your weapon...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_highpalace_freaks.png"]]</div>\n\tYou lower your weapon, eyeing the High King's [[Exo Armor|PDA][$hud.currentScreen = "Exo Armor"]]. Its augments whirr pitifully. Smoke rises from the ruin.<br><br>\n\n\t<<if $job_psychocult.killedCult>>"Well, there you are your Eternal Highness." You kick a disloged armor plate aside. "Still feeling good, are we?"<br><br>\n\n\t\tAs though in reply, the [[Exo|PDA][$hud.currentScreen = "Exo Armor"]] tries to raise its head. Augments creak. Something snaps. A muffled voice screams in pitched agony.<br><br>\n\n\t\tYou wince, all too aware of what must've happened. "Serves you right though."<br><br>\n\n\t\tYour gaze waders to the tent city - in particular the many hunched silhouettes moving about it. They still don't seem to have noticed what has happened. But is' clear what they are. Slaves. Bo doubt part of a biochem ring; or what's left of it: three men in psychodelic armor standing between you and the exit.<br><br>\n\n\t\t"He's, like, dead. For real." The man lowers his rifle. "Fuck, man. I am nowhere hear enough to mess with someone who took that—" He jabs a finger at the ruined [[Exo|PDA][$hud.currentScreen = "Exo Armor"]]. "—out alone. So what's the deal? You the new boss' round here?"\n\n\t<<else>>"Hell be," one of the guards says. Two more appear from behind a tent, both in psychodelically sprayed armor. The one who spoke says, "He's dead. He's, like, really dead, man. Poof. Like that."<br><br>\n\n\t\tAs though in an attempt at a reply, the [[Exo|PDA][$hud.currentScreen = "Exo Armor"]] tries to raise its head. Augments creak. Something snaps. A muffled voice screams in pitched agony.<br><br>\n\n\t\tYou wince, all too aware of what must've happened. "Nasty way to go."<br><br>\n\n\t\t"Damn straight." The guard turns his helmeted head to you. "The boss-man had one big damn axe and you still, well, lemme just say: I don't have the balls to mess with someone who can handle that—" He jabs a finger at the ruined [[Exo|PDA][$hud.currentScreen = "Exo Armor"]]. "—thing out alone. So what's the deal? You the new boss' round here?"\n\t<</if>><br><br>\n\n\t<<if $attrib.demeanor eq "agressive" or $equip.offhand eq "abommuscle" or $equip.offhand eq "cyberarm" or $equip.offhand eq "meleeplant">>\n\t\tYou shrug, gaze on the giant [[Battleaxe|PDA][$hud.currentScreen = "Battleaxe"]]. It's absolutely enormous, covered in blood, and a skull splitter like that would sure make a statement, if nothing else.\n\t<<else>>\n\t\tYour brow furrows. All you can think about is that giant [[Battleaxe|PDA][$hud.currentScreen = "Battleaxe"]] and what it would've done to you if it hit, cause it's enormous, covered in blood, and seriously unsettling, if nothing else.\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>"I feel ya..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\t<<if $attrib.religion eq "highborn">><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_prayer_highborn.png"]]</div><</if>>\n\n\t"I feel ya," you say. \n\t\t<<if $action.action3 eq "continueusing">>\n\n\t\t\t"But I'm not gonna just up and stop using, y'know? Not in this world. Not in this line of work."<br><br>\n\n\t\t\t"Ah, feck." Pineapple shrinks visibly. "Listen, Boss. If dat's how it is, then I's not gonna argue. But ya be careful. Ya figure out how yer gon' live like this, yeah? 'Cause jus' fixin' till you drop ain't a solution. It ain't never worked. For no one."<br><br>\n\n\t\t\tYour lips twitch. \n\t\t\t<<if $attrib.religion eq "highborn">>\n\t\t\t\t"Preach. Got any suggestions then?"<br><br>\n\n\t\t\t\t"Yeah. Find yer calm. Yer balance. And if yer really gon' do this, then..." He swallows visibly. "Then make sure yer up fer it. <<if $equip.offhand neq "detoxifier">>Get an aug or so. <</if>><<if $inztinct.active>>Fiddle with yer neuros.<<else>>Get yer head in order.<</if>> Jus' don't let it drag ya down 'till yer crawlin' in the dirt, yeah?"<br><br>\n\n\t\t\t\t"I follow," you say slowly.<br><br>\n\n\t\t\t\t"I ain't sayin' I like it, \n\t\t\t<<else>>\n\t\t\t\t"I got my head in order, Pineapple. Don't worry about me."<br><br>\n\n\t\t\t\tHe looks sceptical. "Ya sure, Boss? 'Cause 'dis kinda thing drags everyun' down in da dirt. Everyone. No matter where they's from or what they's thinkin'."<br><br>\n\n\t\t\t\t<<if $attrib.religion eq "forsaken">>"I'm gonna die anyways, Pineapple. Death's coming for me as sure as it is for anyone, surer even. And I'm not afraid of what's to come. It's just another part of this wretched life."\n\t\t\t\t<<elseif $attrib.religion eq "voided">>"Life's already fucked me over, Pineapple. I'm alone, forgotten, but I'm okay with that. There's no reason to fear the shadows between the stars. Not once you've accepted them."\n\t\t\t\t<<elseif $attrib.religion eq "edenite">>"I have the Stars on my side, Pineapple. That might not mean much to you but it does to me. I'll keep it together. Believe me."\n\t\t\t\t<<elseif $attrib.religion eq "theophobe">>"I got an axe to grind with the faiths. Bastards deserve it. And if a few chems will get them ruined quicker, okay. But I have a handle on it. Trust me."\n\t\t\t\t<</if>><br><br>\n\n\t\t\t\t"Well... If ya says so,\n\t\t\t<</if>>\n\n\t\t\tBoss, but I's gon' be here if ya need me. Now I got a business to run. 'Scuses." He nods curtly and strides back to the tent village.<br><br>\n\n\t\t\tYou watch him for a moment, wondering whether this can even end well. It's hard to tell. But you aren't going to lay off the chems. That much is certain. But the kid's right about one thing: you might as well just make the best of it, chemed up or not. Because you won't last forever at this rate.\n\t\t\t\n\t\t<<else>>"I'll do my best, man. And thanks. Really. I appreciate it you're looking out for me."<br><br>\n\n\t\t\t"No problem." Pineapple pats your shoulder. "Look out fer yaself, Boss. An' if ya need me, I'll be here. As usual."<br><br>\n\n\t\t\tYour lips curl. "I'll keep it in mind."<br><br>\n\n\t\t\t"Right, then. Now I got a business to run." He nods curtly and strides back to the tent village.<br><br>\n\n\t\t\tYou watch him for a moment, wondering whether you can actually hold true to your word. Hard to tell. But you gotta try. Sweat it out, like the kid said. Biochems won't fix your life. But getting your head straight, that'll get you back on track. Hopefully.\n\t\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You head through the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_cathedral_zweili.png"]]</div>You head through the golden archway and down a spiraling staircase to the Clergy's quarters. The hallway is bland, lit only by glow-orbs dangling from the ceiling, and there is no furniture safe wooden benches - ornate benches that probably cost more than you've ever earned but still, no compfort in sight. Simple metal doors along both sides of the passage lead to small chambers with equally unimpressive furnishings.\n\nAt the very end of the hallway you find Zweili's room: a tiny chamber with a mattress in one corner, a desk laden with data pads in another, and a lone chair set before a holo-board which displays a lush, green wilderness. Zweili is sitting before it, staring off into the virtual distance.\n\n"Vine," he says as you enter. "Back so soon? With good news I hope."\n\n"Amazingly, yeah. Against all odds and everything I managed to find this." You pull the silvery sphere that is Object 55316 from your pocket.\n\nFather Zweili's eyes widen. "Loving Stars above and all that is between them. I did not believe I would ever see it again. Beautiful, no? Such skillful craftsmanship and the ages have barely tarnished it one bit."<</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You stow your weapons...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\tYou lower your weapon, eyeing the dead \n\t\t<<if $action.arrive eq "fromDjinn">>[[Djinn|PDA][$hud.currentScreen = "Djinn"]]. Its left hand is still gripping the jagged blade. You kick the weapon aside just to be safe.\n\t\t<<else>>commandos. Hell knows who they were. Their uniforms bear no insignia and their weapons are specialized but otherwise as generic as can be too.\n\t\t<</if>><br><br>\n\n\t\t"Ah, <<if $attrib.demeanor eq "agressive">>damn it<<else>>shuck<</if>>." You glance at Father Zweili, still hiding in his corer. "But at least you can come out. It's over."<br><br>\n\n\t\t"Indeed?" Zweili peers out into the hallway. "There may yet be more, no doubt sent to retrieve the Object. Loving Stars above, I anticipated much but not that they would be albe to strike at us here."<br><br>\n\n\t\t<<if $action.arrive eq "fromDjinn">>"<<if $attrib.demeanor eq "agressive">>Damned<<else>>Freaking<</if>> abominations get everywhere."\n\t\t<<else>>"They were good, way more than average mercs."\n\t\t<</if>>After a moment's deliberation, you decide, "Aynyways, we gotta get <<if $attrib.demeanor eq "agressive">>that damned<<else>>the<</if>> Object somewhere safe. Preferably before someone else shows up to try and nick it. Again."<br><br>\n\n\t\t"Quite so." Zweili adjusts his robes, saying, "I have, of course, made arrangements. We shall return it to the Vault, where it shall be safe at least in the interim. Surely you would be so kind as to escort me there this one last time?"\n\n<</nobr>><</if>>
<<nobr>>\n\n\t/% loot-security %/\n\t\t<div class='GameOption GameOption_Move'>[[Access the Holo-Terminal|b40_snydicate_security][$action.action1 = "terminal"; $hide.layer1 = true; playContextSound("ui_blip");]]</div><br>\n\t\t\t<<if $equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>Main Weapon Restricted</div></div>\n\t\t\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>\n\t\t\t<<if $loc_syndicate_facility.storedRifle eq "N3CR">>\n\t\t\t\t<<click 'Take the N3CR'>>\n\t\t\t\t\t<<set $equip.charge = 100; $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_syndicate_facility.storedRifle; $loc_syndicate_facility.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp"); $statistics.lootedMainWeapon += 1>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#loot-security'>>\n\t\t\t\t\t\t<<display 'lootoptions_syndicate_security'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<<else>>\n\t\t\t\t<<click 'Return the N3CR'>>\n\t\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_syndicate_facility.storedRifle; $loc_syndicate_facility.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t<<replace '#loot-security'>>\n\t\t\t\t\t\t<<display 'lootoptions_syndicate_security'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<</if>>\n\t\t</div>\n\t\t\t<</if>><br>\n\t<div class='GameOption GameOption_Move'>\n\t\t<<if $loc_syndicate_facility.storedKnife eq "tactical knife">> \n\t\t\t<<click 'Take the Tactical Knife'>>\n\t\t\t\t<<set $action.action5 = $equip.knife; $equip.knife = $loc_syndicate_facility.storedKnife; $loc_syndicate_facility.storedKnife = $action.action5>>\n\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp");>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText = $equip.knife>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.knife.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#loot-security'>>\n\t\t\t\t\t<<display 'lootoptions_syndicate_security'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<<else>>\n\t\t\t<<click 'Return the Tactical Knife'>>\n\t\t\t\t<<set $action.action5 = $equip.knife; $equip.knife = $loc_syndicate_facility.storedKnife; $loc_syndicate_facility.storedKnife = $action.action5>>\n\t\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\t\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp");>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText = $equip.knife>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.knife.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#loot-security'>>\n\t\t\t\t\t<<display 'lootoptions_syndicate_security'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<</if>>\n\t</div><br>\n\n\t\t<<if $loc_syndicate_facility.tookAmmo1 eq false>> \n\t\t\t<<if $equip.pistol.ammo lt $equip.pistol.ammo_max>>\n\t\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t\t<<click 'Take the 9mm Magazines'>>\n\t\t\t\t\t\t<<set $equip.pistol.ammo += Math.round(28 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>\n\t\t\t\t\t\t<<set $loc_syndicate_facility.tookAmmo1 = true; $statistics.lootedAmmo += 1>>\n\t\t\t\t\t\t<<set\t$ammotype = "9mm">>\n\t\t\t\t\t\t<<display 'HUD_AmmoFlashes'>>\n\n\t\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t\t<<set $aquireText = "9mm Rounds x" + Math.round(28 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>\n\t\t\t\t\t\t\t\t<<set $aquireImage = "9mm">>\n\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#loot-security'>>\n\t\t\t\t\t\t\t<<display 'lootoptions_syndicate_security'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You cannot carry any more 9mm Rounds]</div></div>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the 9mm Magazines]</div></div>\n\t\t<</if>><br>\n\n\t<div class='GameOption GameOption_Move'>[[Head toward Admin|b40_snydicate_admin][$processed = false; $time.active += 0.1; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div>\n\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You lower your weapon...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_paladin.png"]]</div>\n\tYou lower your weapon, standing over <<if $chr_corinthin.met>>Corinthin's<<else>>the mechanical<</if>> corpse. Synthetic slime oozes from between its ruined armor plates. The [[Paladin|PDA][$hud.currentScreen = "Paladin"]] tries to raise its head but sparks errupt from his half-exposed joints.<br><br>\n\n\t<<if $attrib.demeanor eq "agressive">>"No hard feelings, tin can. Had to be done."<<else>>"Oh, this is great. Just great."<</if>> You stare at the demolished machine.<br><br>\n\n\t<<if $chr_corinthin.met>>Corinthin's<<else>>The machine's<</if>> lifeless, silver mask stares back. No eyes, not even optical sensors to convey a sense of humanity, just a blank metal plate devoid of all emotion.<br><br>\n\n\t<<if $action.arrive eq "atCathedral">>"Shit. Just—" Your gaze wanders to Zweili's body, which lies beside Corinthin's. "Shit."<br><br>\n\n\t\tPart of you feels sorry. The other half is just confused. After all, what the hell are you supposed to think? The only thing that comes to mind is: this'll be one hell of a bitch to explain.\n\n\t<<elseif $action.arrive eq "atCrossroad">>"Guess it had to happen." You stare at the demolished machine.<br><br>\n\n\t\tChaos and carnage rages all around you. Coilfire. Abominations. Slaughter. Mayhem. It barely registers. All you can think about is the [[Paladin|PDA][$hud.currentScreen = "Paladin"]]. It may have killed the [[Djinn|PDA][$hud.currentScreen = "Djinn"]] but, at the end of the day, its intervention meant nothing. And its demise? Well, it almost feels symbolic. An omen of things to come.<br><br>\n\n\t\t"The future," you mutter to yourself, gaze drawn to the bloodsoaked [[Crossroads|PDA][$hud.currentScreen = "The Crossroads"]]. "Adaptation. Evolution. Yep, this is it."<br><br>\n\n\t\tCan't get much worse at any rate. Which is a good foundation for a brighter future - or more chaotic future. Could go either way.\n\t<<elseif $action.arrive eq "atRiptideVision">>"Guess it just had to happen." You stare at the demolished machine, then let your gaze wander to the decased Vijar. "Oh, man."<br><br>\n\n\t\tYou genuinely feel sorry for his demise. The man didn't deserve this. He had a Vision - one he believed in wholeheartedly. Hell, he might just have guided the galaxy toward a better future. And now he's dead, leaving only you behind. How can <<firstname>> Acrel live up to that Vision?<br><br>\n\n\t\t"I can't," you say.\n\n\t\tYour voice echoes in the deserted dance hall. There's no one around to hear. No one around to see. The legend of Vine is dead. Only a hollow echo remains.<br><br>\n\n\t\tThere's not much left for you on Scaffold 22. Everything you know is dead, destroyed, or poisoned. The very least you can do is create a better future from the ashes - an inspired one. One worthy of Vijar and all the cabalists who gave their lives for that nebulous dream.\n\n\t<<elseif $action.arrive eq "atCyber">>"Uh, Vine..." Gal appears, shaking form head to toe. "What was that?"<br><br>\n\n\t\tYou shake your head, uncertain how to respond. You're alive. That's what matters. But, no matter how many times you tell yourself that, it seems wrong. Somehow you killed a [[Paladin|PDA][$hud.currentScreen = "Paladin"]] and now... now what the fuck even?<br><br>\n\n\t\tGal tugs at your arm. "We gotta go. Now. C'mon!"<br><br>\n\n\t\tIt's all too easy to let him pull you away. No point sticking around, not now anyways. Better you get the hell out of there. Then... then what? Hard to say. Maybe it isn't over after all.\n\n\t<<elseif $action.arrive eq "atKobol">>"Shit. Just—" You kick the metallic corpse, bruising your toe. "Ow! Fuck."<br><br>\n\n\t\tVoices shout behind the nearby containers. It's only then you realize the basecamp has been scorched and sliced to bits by the [[Paladin's|PDA][$hud.currentScreen = "Paladin"]] beam projectors. Mercs in blood red armor are moving into position around you.<br><br>\n\n\t\t"Hold your fire," you call <<if $attrib.fatigue gte 75>>hoarsely<<else>>to them<</if>>. "It's just me. Me and a worthless tin can."<br><br>\n\n\t\tIt's several long seconds before one of the mercs signals all clear, then removes his helmet. To your surprise, the face below is familiar. Green eyes, red hair, scarred cheek: Yal-Nam Son, the bastard who led the [[Sons of Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] during their campaign against the Raptors, a man whose face you'd know anywhere.<br><br>\n\n\t\tHe looks genuinely impressed. "Shit, Vine. An' here I was thinkin' ya couldn't possibly be more of a mean fuckin' badass."<br><br>\n\n\t\tAll you can do is laugh. What else can you do? Shit yourself? Wish you'd never tangled with the [[Sons of Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]]? Yeah, sure, Yal-Nam might've once made your life hell. But, considering how scerwed up things have been of late, you can't take anything seriously, not even the man you once considered your arch-nemesis.\n\n\t<<elseif $action.arrive eq "atShip">>"Shit. Just—" You kick the metallic corpse, bruising your toe. "Ow! Fuck."<br><br>\n\n\t\tMetal creaks in the distance. It's only then you realize that the [[Paladin's|PDA][$hud.currentScreen = "Paladin"]] beam projectors sliced clean through half the void capsule's frame. You can hear air rushing through a ruptured pressure hull. High time to get the hell out of dodge.\n\t<<elseif $action.arrive eq "atMansion">>\n\t\t<<if $equip.isPowerArmor>>"What a jerk." You turn with a whirr and stomp out of the panic room, crushing Otto's corpse along the way.\n\t\t<<else>>"Ah, crap. This really sucks." You turn away, step over Otto's corpse, and leave the panic room.\n\t\t<</if>><br><br>\n\n\t\tNo point sticking around, not now that Otto's dead. And you were so close - so close to a new life. But maybe it isn't over. Maybe you can find another buyer. <<if $chr_fabienne.met>>Fabienne might know someone and even if not, well, you'll find a way.<<else>>Somewhere, somehow, there has to be a way. There just has to be.<</if>>\n\t<<elseif $action.arrive eq "atWarlock">>"Oh, man." You glance at the holo-terminal linked to the now dysfunctional W4R1k core.<br><br>\n\n\t\tMiraculously, it hasn't been damaged. Object 55316 is still lodged safely in the data port.<br><br>\n\n\t\t"Talk about luck." Your gaze wanders back to the screen.<br><br>\n\n\t\tIt still doesn't make any sense. \n\t\t<<if $equip.rifle.name eq "Blacklance" and $equip.clothes eq "Blackscorn Armor">>\n\t\t\tBut you can sense the significance. Divine providence. That's what it was really about. You know it was that. All the pieces are in place. Except you can't linger to study the mystery, not after you just wrecked <<if $chr_corinthin.met>>Corinthin<<else>>that [[Paladin|PDA][$hud.currentScreen = "Paladin"]]<</if>>. Someone will want your head for that. There's only one option: disappear - and hope you'll have a second chance to piece the missing bits together.\n\t\t<<else>>\n\t\t\tBut you were so close to understanding what this whole mess was about. The data's there, less than a meter away. But you can't linger to study it, not after you destroyed <<if $chr_corinthin.met>>Corinthin<<else>>that [[Paladin|PDA][$hud.currentScreen = "Paladin"]]<</if>>. Someone will want your head for that. There's only one option: run - and hope that, somewhere along the way, you figure out why<<if $attrib.demeanor neq "cautious">> the hell that damned<<else>>why that little<</if>> metal sphere was so important.\n\t\t<</if>>\n\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You leave the tramway station and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_docks_exterior.png"]]</div>\nYou leave the tramway station and head down a wide pressure corridor, towad the [[Level B40 Docks|PDA][$hud.currentScreen = "The Docks"]]. Beyond the security scanners at the entrance is an enormous open space filled with piles of shipping crates, synthboxes, and water barrels, all of which are being moved from about by a small army of automated cranes, loading bots and the occasional old-school forklift.<br><br>\n\n<<if $attrib.demeanor eq "agressive">>"Aw, hell,"<<else>>"Oh, come on,"<</if>> you mutter. "Corinthin. Where are you?"<br><br>\n\nA ventilation fan creaks in the passage behind you. Ahead, heavy footfalls shake the floor as a loading bot stompts past. You breathe a sigh and have lean against the wall to wait. Long minutes drag past. The loading bot stomps past, headed the other way.<br><br>\n\nYou've just started to loose patience when A dock worker in orange overalls walks into view, data pad clasped under his arm. He barely even glances at you.<br><br>\n\n"Hey." You hurry after the man, saying, "Hey, you seen a [[Paladin|PDA][$hud.currentScreen = "Paladin"]] around here lately?"<br><br>\n\n"A what?" The man stops, visibly perplexed.\n\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You stow your weapons...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\tYou stow your weapons, eyeing the dead \n\t\t<<if $action.arrive eq "fromDjinn">>[[Djinn|PDA][$hud.currentScreen = "Djinn"]]. Its left hand is still gripping the jagged blade. You kick the weapon aside just to be safe.\n\t\t<<else>>commandos. No way to know who they were. Their uniforms bear no insignia and their weapons are specialized but otherwise as generic as can be too.\n\t\t<</if>><br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"For fuck's sake. Seriously."<<else>>"Oh, man. This just gets better and better."<</if>> You stant perfectly still, listening intently.<br><br>\n\n\t\tNothing makes a sound save the soft hum of electricity behind the interior plates. Nor does anything move save a lone cable swaying lazily in the aftermath of the battle. Beyond, at the very end of the hallway, you can just make out a dark, humanoid silhouette. Your heart skips a beat.<br><br>\n\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_corinthin.png"]]</div>"Be calm, biological," a monotone voice drones. "No harm is intended."<br><br>\n\n\t\t"Corinthin." You breathe a sigh of relief. "I thought you were one of them."<br><br>\n\n\t\tThe [[Paladin|PDA][$hud.currentScreen = "Paladin"]] shakes it head, striding toward you. "You were pursued. Unfortunate, albeit not unexpected. And irrelevant now the threat has been elimiated." Corinthin holds out a slender hand. "The Object, please."\n\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You leave the tramway station and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_riptide_zanexfinal.png"]]</div>You leave the tramway station and head toward [[Wilkin's Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]], pressing your way through an unusually thick crowd. Less than a hundred paces on you realize why: [[Division 108|PDA][$hud.currentScreen = "Division 108"]] has sealed off the area in front of the establishment with holo-barriers. Beyond, riot troopers are gearing up beside two dragonfly-shaped assault craft, while technicians prepare three suits of [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] for battle.<br><br>\n\n"What the—" You squeeze past the first line of the crowd, shouting, "Oi! What's going on here?"<br><br>\n\nA yellow-black [[Zanex|PDA][$hud.currentScreen = "Division 108"]] trooper levels his carbine on you. "Halt. This area— oh, it's you. Boss is over there." He points.<br><br>\n\n"Thanks." You hurry over to where Marisa is pouring over a holo-map with Ice.<br><br>\n\nThey look up as you draw near. Marisa says, "Vine. <<if $equip.isCrossdressOutfit or $equip.isPartyOutfit>>No comment on the clothes but<<else>>This<</if>> had better be <<if $factionlock.lockedFaction eq "zanex">>good news about the Corbei incident<<else>>damned important<</if>> because we have a critical situation down on B1."\n \n\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>Less than twenty minutes later..<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\nLess than twenty minutes later, the assault craft zips out of a tunnel mouth and into the cavernous hollow surrounding the REACH core at the heart of the habitation platform. Occasional cars buzz past, following unmarked traffic lanes, but otherwise the center of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]] is as spacious as it is deserted.<br><br>\n\nBelow, an enormous pyramid made of black glass glitters in the distant glow of holo-signs. Unlike virtually every other structure you know, the mansion is free-standing and not grafted into the superstructure of the space station. There's a landing pad out front and a long line of stairs flanked by enormous obelisks. You can just see tiny shapes moving around far below.<br><br>\n\n"LZ is hot," Jalkovski shouts as the assault craft shudders.<br><br>\n\n<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_hab_b1_siege.png"]]</div>Brilliant light zips past outside. <<if $equip.clothes eq "Power Armor">>Muted explosions<<else>>Explosions<</if>> thud in the distance. Then the assault craft flares, decelerating so fast <<if $equip.clothes eq "Power Armor">>that your armored bulk almost topples over<<else>>that you topple into one of the troopers<</if>>, and sets down with a thud.<br><br>\n\n<<if $equip.isPowerArmor>>Servos whirr as you throw yourself onto the landing pad, into a flurry of gunfire. Jalkovski and the other [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers rush forward around you. One of them falls flat on his face, a neat hole blown through his helmet. It takes a moment for your combat HUD to identify the shooters:\n<<else>>\n\t"Contact, contact!" Rounds ping off the armored airframe.<br><br>\n\n\tJalkovski and the other [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers rush out, into a hail of gunfire. One of them falls flat on his face, a neat hole blown through his helmet. You can just see the shooters amidst the chaos:\n<</if>>\n\n\t<<if $job_conspiracy.accuseDecision neq "zweili_convicted">>four robed men taking potshots from behind a half-collapsed obelisk.\n\t<<else>>three [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] mercs in position behind a half-collapsed obelisk.\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You lower your weapon and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\tYou lower your weapon but remain alert for activity. <<if $equip.clothes eq "Power Armor">>According to your [[Exo's|PDA][$hud.currentScreen = "Exo Suit"]] senses there's nothing moving anywhere nearby.<<else>>Nothing moves or shoots at you - a good sign.<</if>> Except things are far from okay. All but one of the [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers are also sprawled on the floor and Jalkovski \n\t<<if $combat.player.ally eq "none">>is slumped against the wall, an armored glove clasped over his neck seal.\n\t<<else>>is doubled over, respirator wheezing when he draws breath.\n\t<</if>>\n\t<br><br>\n\n\t<<if $attrib.demeanor eq "agressive">>"Ah, shit."<<else>>"That looks nasty."<</if>> <<if $equip.isPowerArmor>>You crouch beside him with a whirr.<<else>>You grip his shoulder.<</if>> "Hey, man. You hit bad?"<br><br>\n\n\t"Nothing—" He coughs. "—fatal, Sir. But I'm not. Going anywhere. Sir."<br><br>\n\n\t"Right." You glance around, suddenly feeling very exposed<<if $equip.isPowerArmor>> despite your fancy armor<</if>>. "Okay then: we wait for backup."<br><br>\n\n\t"No time, Sir. Panic room's. Just past there." Jalkovski points toward the door the <<if $job_conspiracy.accuseDecision neq "zweili_convicted">>fanatics<<else>>mercs<</if>> emerged from. "If those bastards. Got inside. Or—" His voice trails off. "Sorry, Sir. <<if $combat.player.ally eq "none">>Just the. Blood loss. Sir.<<else>>Just a. Crushed rib. Sir.<</if>>"<br><br>\n\n\t"Take it easy, man." You nod to the sole remaining trooper. "Stay with him. I'll scout ahead. You don't hear from me in five mikes, send in the cavalry."\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You <<walk>> over to...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou <<walk>> over to the desk and rifle through the data pads. The top one is labled PROFIT in what can only be Pineapple's handwriting - he drew a lopsided pineapple next to it.<br><br>\n\n\t<<if $attrib.demeanor eq "agressive">>"Cheeky bastard."<<else>>"Cheeky devil."<</if>> You pick up the device and read:<br><br>\n\n\t<div class='HUD_datapad'>Boss,<br><br>\n\n\t\tJust look below for the newest data. Ya can pick up whatever we got in whenever yer in. I jurry-rigged a chip into this pad so you should be able to just swipe it over to your implant-thingy. Hopefully.<br><br>\n\n\t\t<hr><br><br>\n\n\t\t<<if $loc_highpalace_owned.lastCredits gt 0>>\n\t\t\tLast Retrieval: <<print $timesince>> GSH ago<br>\n\t\t\t<<if $profit gt 0>>\n\t\t\t\tProfits: <span class='bluecolor'><<print $profit>> C</span>\n\t\t\t<<else>>\n\t\t\t\tProfits: <span class='greyedout'>[N/A]</span>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\tHigh King's leftovers: <<print $profit>><br>\n\t\t\t(subtracted payroll already and a few expenses; rest is yours)\n\t\t<</if>>\n\n\t\t\n\t</div>\n\n<</nobr>><</if>>
<<nobr>>\n\n\t<<if $characterEncounterPhases.deathRewardPhase eq 1>>\n\t\t<div class='GameOption GameOption_Move'>\n\t\t\t<<if $characterEncounterPhases.faithReward eq "Seeker Robes">>\n\t\t\t\t<<click 'Wear the Robes'>>\n\t\t\t\t\t<<set $action.action5 = $equip.clothes; $equip.clothes = $characterEncounterPhases.faithReward; $characterEncounterPhases.faithReward = $action.action5; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp")>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.clothes>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#heritage-reward'>>\n\t\t\t\t\t\t<<display 'heritage_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<<else>>\n\t\t\t\t<<click 'Return the Robes'>>\n\t\t\t\t\t<<set $action.action5 = $equip.clothes; $equip.clothes = $characterEncounterPhases.faithReward; $characterEncounterPhases.faithReward = $action.action5; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp")>>\n\t\t\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.clothes>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#heritage-reward'>>\n\t\t\t\t\t\t<<display 'heritage_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<</if>>\n\t\t</div><br>\n\t\t<div class='GameOption GameOption_Move'>[[Slide the box under your Bed|home][$processed = false; $action.arrive = "fromSelf"; $characterEncounterPhases.edenRewardPhase = -1; $characterEncounterPhases.voidRewardPhase = -1; $characterEncounterPhases.deathRewardPhase = 2; $characterEncounterPhases.antiRewardPhase = -1; playContextSound("ui_unlock");]]</div>\n\t<<elseif $characterEncounterPhases.antiRewardPhase eq 1>>\n\n\t\t<div class='GameOption GameOption_Move'>[[Read the Data Pad|addon_home_faithreward][$hide.layer1 = true; $action.action1 = "dpad"; $characterEncounterPhases.antiProofRead = true; playContextSound("ui_blip"); $statistics.dataPadsRead += 1;]]</div><br>\n\t\t<div class='GameOption GameOption_Move'>\n\t\t\t<<if $characterEncounterPhases.faithReward eq "Hatewear">>\n\t\t\t\t<<click 'Wear the Hatewear'>>\n\t\t\t\t\t<<set $action.action5 = $equip.clothes; $equip.clothes = $characterEncounterPhases.faithReward; $characterEncounterPhases.faithReward = $action.action5; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp")>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.clothes>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t<<replace '#heritage-reward'>>\n\t\t\t\t\t\t<<display 'heritage_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<<else>>\n\t\t\t\t<<click 'Return the Hatewear'>>\n\t\t\t\t\t<<set $action.action5 = $equip.clothes; $equip.clothes = $characterEncounterPhases.faithReward; $characterEncounterPhases.faithReward = $action.action5; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp")>>\n\t\t\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.clothes>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t<<replace '#heritage-reward'>>\n\t\t\t\t\t\t<<display 'heritage_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<</if>>\n\t\t</div><br>\n\n\t\t<div class='GameOption GameOption_Move'>[[Slide the box under your Bed|home][$processed = false; $action.arrive = "fromSelf"; $characterEncounterPhases.edenRewardPhase = -1; $characterEncounterPhases.voidRewardPhase = -1; $characterEncounterPhases.deathRewardPhase = -1; $characterEncounterPhases.antiRewardPhase = 2; playContextSound("ui_unlock");]]</div>\n\n\t<<elseif $characterEncounterPhases.edenRewardPhase eq 1>>\n\t\t\t<div class='GameOption GameOption_Move'>\n\t\t<<if $characterEncounterPhases.faithReward eq "Purifier Armor">>\n\t\t\t<<click 'Wear the Robes'>>\n\t\t\t\t<<set $action.action5 = $equip.clothes; $equip.clothes = $characterEncounterPhases.faithReward; $characterEncounterPhases.faithReward = $action.action5; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp")>>\n\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText = $equip.clothes>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#heritage-reward'>>\n\t\t\t\t\t<<display 'faithreward_lootoptions'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<<else>>\n\t\t\t<<click 'Return the Robes'>>\n\t\t\t\t<<set $action.action5 = $equip.clothes; $equip.clothes = $characterEncounterPhases.faithReward; $characterEncounterPhases.faithReward = $action.action5; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp")>>\n\t\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText = $equip.clothes>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#heritage-reward'>>\n\t\t\t\t\t<<display 'faithreward_lootoptions'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<</if>>\n\t</div><br>\n\t<div class='GameOption GameOption_Move'>[[Slide the box under your Bed|home][$processed = false; $action.arrive = "fromSelf"; $characterEncounterPhases.edenRewardPhase = 2; $characterEncounterPhases.voidRewardPhase = -1; $characterEncounterPhases.deathRewardPhase = -1; $characterEncounterPhases.antiRewardPhase = -1; playContextSound("ui_unlock");]]</div>\n\n\t<<elseif $characterEncounterPhases.voidRewardPhase eq 1>>\n\n\t\t<div class='GameOption GameOption_Move'>\n\t\t\t<<if $characterEncounterPhases.faithReward eq "Voidheart Robes">>\n\t\t\t\t<<click 'Wear the Robes'>>\n\t\t\t\t\t<<set $action.action5 = $equip.clothes; $equip.clothes = $characterEncounterPhases.faithReward; $characterEncounterPhases.faithReward = $action.action5; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp")>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.clothes>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t<<replace '#heritage-reward'>>\n\t\t\t\t\t\t<<display 'heritage_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<<else>>\n\t\t\t\t<<click 'Return the Robes'>>\n\t\t\t\t\t<<set $action.action5 = $equip.clothes; $equip.clothes = $characterEncounterPhases.faithReward; $characterEncounterPhases.faithReward = $action.action5; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp")>>\n\t\t\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t\t<<set $aquireText = $equip.clothes>>\n\t\t\t\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#heritage-reward'>>\n\t\t\t\t\t\t<<display 'heritage_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<</if>>\n\t\t</div><br>\n\n\t\t<div class='GameOption GameOption_Move'>[[Slide the box under your Bed|home][$processed = false; $action.arrive = "fromSelf"; $characterEncounterPhases.edenRewardPhase = -1; $characterEncounterPhases.voidRewardPhase = 2; $characterEncounterPhases.deathRewardPhase = -1; $characterEncounterPhases.antiRewardPhase = -1; playContextSound("ui_unlock");]]</div>\n\t<</if>>\n\n\t\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You enter the Slowside Mall...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<div class='GameTextImage'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_undersprawl_mall.png"]]</div>You enter the Slowside Mall through a broken jewlery display window. At least that's what you presume the barely-functional holo busts used to display. Everything in the showacase is as dark as the room beyond. All manner of shelves and robotic dispensers lie strewn about in utter dissaray. The boarded-over ceiling is sagging dangerously.<br><br>\n\n\t"This place has seen better days," you murmur, creeping into the shadows and trying not to think about why the ceiling's falling down.<br><br>\n\n\t"Definitely. Used to be quite respectable." Lavo points toward the far end of the shopping floor. "Exit's just over there. We've made it."<br><br>\n\n\t"Not quite." You slow your pace, suddenly apprehensive.<br><br>\n\n\tThen you hear it again: a low buzzing sound. Something creaks overhead. The next instant, the ceiling caves in with a tremendous crash. Dust and debris whirl into the already dark air. Through the fog, you can just see the shadowy silhouette of something large skittering toward you. Its flattened, oozing body and spikey arms make you think [[Stingcrab|PDA][$hud.currentScreen = "Stingcrab"]]. There's no doubt about what's to happen: you and Lavo become lunch.\n\n<</nobr>><</if>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n<<if $processed eq false>>\n\t<<if $characterEncounterPhases.edenRewardPhase eq 1>>\n\t\t<<set $characterEncounterPhases.faithReward = "Purifier Armor">>\n\t<<elseif $characterEncounterPhases.voidRewardPhase eq 1>>\n\t\t<<set $characterEncounterPhases.faithReward = "Voidheart Robes">>\n\t<<elseif $characterEncounterPhases.deathRewardPhase eq 1>>\n\t\t<<set $characterEncounterPhases.faithReward = "Seeker Robes">>\n\t<<elseif $characterEncounterPhases.antiRewardPhase eq 1>>\n\t\t<<set $characterEncounterPhases.faithReward = "Hatewear">>\n\t<</if>>\n\t<<set $processed = true>>\n<</if>>\n\n\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'home_faithreward_txt'>></div><br>\n\t\t<div id='heritage-reward' class='OptionsField'>\n\t\t\t<<display 'faithreward_lootoptions'>>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'home_faithreward_txt'>></div><br>\n\t\t<div class='GameText'><<display 'home_faithreward_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Put down the Data Pad|addon_home_faithreward][$hide.layer1 = false; $action.action1 = "none"; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You make your way along...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\tYou make your way along the [[Level B30 Hab Block|PDA][$hud.currentScreen = "B30 Block"]] to your appartment, a small hab unit on the fird floor.\n\n\t<<if $characterEncounterPhases.edenRewardPhase eq 1>>When you reach the door, there's a small box set beside it. There's no one around and no indication where it came from. Despite your misgivings, you carry the box inside and set it on your bed.<br><br>\n\n\t"I wonder—" You sit beside the box, eyeing the featureless surface.<br><br>\n\n\tDespite your better judgement, you risk a peek inside. It doesn't blow up in your face - a good sign - but the content is unusual: a set of white <<if $attrib.gender eq "male">>[[robes|PDA][$hud.currentScreen = "Devout Robes"]]<<else>>[[robes|PDA][$hud.currentScreen = "Devout Shroud"]]<</if>> with red trim. There's a note with them that reads: //<<firstname>> Acrel, it fills my heart with joy to know you have made peace with the Loving Stars. Find enclosed a small gift, a relic of a time I have set behind me. May it serve you better than it did me in my quest. A Friend of Juno.//\n\n\t<<elseif $characterEncounterPhases.voidRewardPhase eq 1>>When you reach the door, there's a small box set beside it. There's no one around and no indication where it came from. Despite your misgivings, you carry the box inside and set it on your bed.<br><br>\n\n\t"I wonder—" You sit beside the box, eyeing the featureless surface.<br><br>\n\n\tDespite your better judgement, you risk a peek inside. It doesn't blow up in your face - a good sign - but the content is unusual: a set of armored [[robes|PDA][$hud.currentScreen = "Voidheart Robes"]] with purple trim. There's a note with them that reads: //Voided One. It was pleasant to watch you find peace as so many of us have in the shadows of the Loving Stars. It was said to me that is the hunt for the twisted and abominable which brought you to us, just as it did my great grandmother may years before. We follow a different path yet may what once served her in the hunt shield you from that which lurks in the blackness of the Void - A Friend.//\n\n\t<<elseif $characterEncounterPhases.deathRewardPhase eq 1>>Before you can even unlock the door, footsteps sound on the walkway. You turn to see a person dressed in a [[Mourning Shroud|PDA][$hud.currentScreen = "Deathshroud"]] approach. They carry a box in their arms, which they sets before you wordlessly.<br><br>\n\n\tBoth of you nod, it being implicit that neither of you will speak, and the messenger leaves again. As soon as he's gone you carry the box inside and open it on your bed.<br><br>\n\n\tThere's a set of [[Seeker Robes|PDA][$hud.currentScreen = "Seeker Robes"]] packed neatly inside, with a handwritten note atop. The note reads: //Deathseeker. Find enclosed a token of both our friendship and acknowledgement of the acceptance you have found before the inevitable. It is pleasant to know another forsaken soul has truly accepted the harsh truths of this universe. Deathcaller Ariv.//<br><br>\n\n\tYou set the note aside with a faint smile and examine the robes. Crude, perhaps, but it would still be an honor to wear them in the name of the Forsaken - and the peace their teachings have brought to your troubled life.\n\n\t<<elseif $characterEncounterPhases.antiRewardPhase eq 1>>When you reach the door, there's a small box set beside it. There's no one around and no indication where it came from. Despite your misgivings, you carry the box inside and set it on your bed.<br><br>\n\n\t"Here goes nothing." You remove the lid, half expecting it to blow up in your face.<br><br>\n\n\tIt doesn't. Inside is a data pad and a crumpled [[T-Shirt|PDA][$hud.currentScreen = "Hatewear"]] bearing the [[Division 108|PDA][$hud.currentScreen = "Division 108"]] emblem, which explains who sent it. What you aren't certain of is why. Perhaps the data pad will explain.\n\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You pick up the..<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou pick up the data pad activate the screen. It displays the following:<br><br>\n\n\t<div class='HUD_datapad'>Vine,<br><br>\n\n\tI wasn't certain whether to turn this information over earlier as I was uncertain of your allegiance. It's now clear however that we share a common goal. I've therefore included several records I retrieved from the files of that faith-loving bastard Wilkin.<br><br>\n\n\tThey prove that Zweili was both aware of the artefact's disappearance and knew that it was in the hands of Wilkin at one point. Some of the conversations recorded also imply inside knowledge on behalf of both parties in various recent controversial events. I can't get these files to anyone who could cause any damage to the Church. You on the other hand might have such an oppertunity.<br><br>\n\n\tAlso, my Brother suggested I send this shirt. I'm not sure you'd actually want to wear it given the complications open disassociation with the Church brings but still. Think of it as a thoughtful gesture and an expression of how glad we are to have you on our side.<br><br>\n\n\tMarisa\n\t\n\t</div>\n\n<</nobr>><</if>>
<<nobr>>\n\t\t<<if $equip.offhand.contains("cybergun") or $equip.offhand.contains("cybercannon") or $equip.offhand.contains("cybercarbine")>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>Main Weapon Restricted</div></div>\n\t\t<<else>>\n\t<div class='GameOption GameOption_Move'>\n\t\t<<if $loc_undersprawn.storedRifle eq "PUR-G">>\n\t\t\t<<click 'Take the PUR-G'>>\n\t\t\t\t<<set $equip.charge = 100; $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_undersprawn.storedRifle; $loc_undersprawn.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp"); $statistics.lootedMainWeapon += 1>>\n\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#acherinest-lootoptions'>>\n\t\t\t\t\t<<display 'tram_breakdown_acherinest_lootoptions'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<<else>>\n\t\t\t<<click 'Return the PUR-G'>>\n\t\t\t\t<<set $equip.charge = 100; $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_undersprawn.storedRifle; $loc_undersprawn.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\n\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>\n\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>\n\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#acherinest-lootoptions'>>\n\t\t\t\t\t<<display 'tram_breakdown_acherinest_lootoptions'>>\n\t\t\t\t<</replace>>\n\t\t\t<</click>>\n\t\t<</if>>\n\t</div>\n\t\t<</if>><br>\n\t<<if $loc_undersprawn.tookAmmo eq false>> \n\t\t<<if $equip.pistol.ammo lt $equip.pistol.ammo_max>>\n\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Take the 9mm Magazine'>>\n\t\t\t\t\t<<set $equip.pistol.ammo += Math.round(45 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>\n\t\t\t\t\t<<set $loc_undersprawn.tookAmmo = true; $statistics.lootedAmmo += 1>>\n\t\t\t\t\t<<set\t$ammotype = "9mm">>\n\t\t\t\t\t<<display 'HUD_AmmoFlashes'>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t\t<<set $aquireText = "9mm Rounds x" + Math.round(45 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>\n\t\t\t\t\t\t\t<<set $aquireImage = "9mm">>\n\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#acherinest-lootoptions'>>\n\t\t\t\t\t\t<<display 'tram_breakdown_acherinest_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You cannot carry any more 9mm Rounds]</div></div>\n\t\t<</if>>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the 9mm Magazine]</div></div>\n\t<</if>><br>\n\t<div class='GameOption GameOption_Move'>[[Leave the Nest|tram_breakdown_acherinest][$action.action2 = "leave"; $action.action1 = "placeholder"; $hide.layer1 = true; playContextSound("ui_walk");]]</div>\n<</nobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<</silently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You make your way along...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div><br>\nYou make your way along the [[Level B30 Hab Block|PDA][$hud.currentScreen = "B30 Block"]] to your appartment, a small hab unit on the fird floor. There's a small parcel before the door with a Lavandri logo on top. You take it inside and, sitting on the bed, open it to find a familiar oakwood box within.<br><br>\n\n"I assume—" When you lift the top, the [[Gladius|PDA][$hud.currentScreen = "Gladius"]] you were given for winning the Lavandri Tournament is inside.<br><br>\n\nThere's also a note in the cover that reads:<br>\n\n\t\t<div class='HUD_paper'>DEAR VINE. FIND ENCLOSED YOUR TROPHY, SIGNIFYING YOUR EXEMPLARY DOMINANCE AND UNRIVALED BLOODSHED IN THE SCAFFOLD 22 DEATHMATCH ARENA. LOVE - M</div><</if>>\n\n\t\t</div><br>\n\t\t<div id='raptor-reward' class='OptionsField'>\n\t\t\t<<display 'arenareward_lootoptions'>>\n\t\t</div>\n\t<</if>>\n<</nobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You lower your weapon and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_loot_purifier.png"]]</div>\n\tYou lower your weapon and creep past the dead [[Acheri|PDA][$hud.currentScreen = "Acheri"]], eyeing the dim glow-pannel ahead. Its light is just strong enough to illuminate a corpse dressed in bone-white armor. The chestplate has been mangled beyond recognition but the rifle still gripped in its armored gloves is unmistakable: a [[Sanction PUR-G|PDA][$hud.currentScreen = "PUR-G"]]. Several magazines lie beside it; all empty save one by the looks.<br><br>\n\n\t<<if $attrib.religion eq "forsaken">>"At least you're dead," you mutter, crouching beside the body. "Lucky bastard."\n\t<<elseif $attrib.religion eq "voided">>"Void be mercifuly to your soul," you mutter, crouching beside the body.\t\t\n\t<<elseif $attrib.religion eq "edenite">>"Loving Stars have mercy," you mutter, crouching beside the body.\n\t<<elseif $attrib.religion eq "theophobe">>"Stupid fucking faith," you mutter, glowering at the body.\n\t<<else>>"Yikes," you mutter, eyeing the body. "Poor bastard."\n\t<</if>><br><br>\n\n\t"Did—" Lovo stumbles over a loose floor plate, causing to clatter. "Damn it! Clumsy. Uh, yeah, did those kids kill him?"<br><br>\n\n\tYou shake your head. "Doubt even a whole swarm of [[Acheri|PDA][$hud.currentScreen = "Acheri"]] could've ripped him up like that. At least not unless something else had a shot at him first."<br><br>\n\n\t"That, uh, isn't what I wanted to hear."<br><br>\n\n\t<<if $attrib.demeanor eq "agressive">>"Deal with it,"\n\t<<elseif $attrib.demeanor eq "cautious">>"I'm sure we'll be fine,"\n\t<<else>>"We'll be fine,"\n\t<</if>> you say, wondering whether to grab the [[PUR-G|PDA][$hud.currentScreen = "PUR-G"]]. \n\n\tIt might be useful, depending on what you run into up ahead. Or back the other way, to be exact, as the passage ends right ahead of you with no other route - at least none not blocked by rubble.\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You opt for the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou opt for the\n\t<<if $action.action1 eq "subtle">>subtle approach and detour half a hab block back until you find a stairway up to the walkway. From there you head back to where [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] landed their assault craft. It's easily visivle from above and there's even a utility walkway that leads over to the landing pad - without a lock, even.<br><br>\n\n\t\t"Talk about luck," you murmur, stepping onto the walkway.<br><br>\n\n\t\tGridded mesh sways underfoot as you balance across. You hold onto the railing for support - it's a long drop - until you reach the far side, where a ladder leads down to the pad.<br><br>\n\n\t\tTense seconds pass as you climb down.\n\t\t<<if not $attrib.passedSneakCheck>>Armored boots thud as you hit the ground. One of the mercs glances your way.<br><br>\n\n\t\t\t"Hey!" He nudges his buddy. "Over there! Intruder!"<br><br>\n\n\t\t\tSo close - and now this. But at least you didn't get in a firefight on the middle of a crowded walkway. That would've been even worse.\n\t\t<<else>>None of the mercs notice you. Relieved, you sneak into the shadows and take stock.<br><br>\n\n\t\t\tThe assault craft is sitting on its landing pad, grav-wings humming quietly. There doesn't seem to be anyone around except for the guards by the entrance, just a few discarded plastiwrappers and a dumpster. Peering under the tail of the assault craft however, you spot a cargo door that isn't completely lowered. Definitely not suspicious. Not at all.\n\t\t<</if>>\n\n\t<<else>>less creative approach and make toward the four [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] mercs. Shoulders jostle against you. Someone steps on your boot none to kindly.<br><br>\n\n\t\t<<if $action.action1 eq "silentkill">><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_special_pistol.png"]]</div>"Nice and easy," you mutter, drawing your suppressed <<pistol>>.<br><br>\n\t\t<<else>><<if $attrib.demeanor eq "agressive">>"Asshole,"<<else>>"Ow,"<</if>> you mutter, hastening your pace.<br><br>\n\t\t<</if>>\n\n\t\tAhead, the guards take notice of you. Helmeted heads turn. One of them steps forward, assault rifle cradled in his arms.<br><br>\n\n\t\t"Halt, citizen. This area is off limits by order of the—"\n\n\t\t<<if $action.action1 eq "silentkill">>You raise your <<pistol>> and blow a muffled bolt through his skull without slowing your pace.<br><br>\n\n\t\t\tThe other three react but you're faster; ten suppressed rounds in rapid succession and they're all splayed on the floor. You put one more into each of their helmets just to be sure they stay down.<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Idiots."<<else>>"Poor guys."<</if>> You eject the spent magazine and stride past them, into the back lot.<br><br>\n\n\t\t\tThe assault craft is sitting on its landing pad, grav-wings humming quietly. There doesn't seem to be anyone else around, just a few discarded plastiwrappers and a dumpster. Peering under the tail of the assault craft however, you spot a cargo door that isn't completely lowered. Definitely not suspicious. Not at all.\n\t\t<<else>>He takes a step back. "Shit, it's Acrel!"<br><br>\n\n\t\t\tBehind him, the other mercs rack their weapons. They won't shoot - yet. Not with the crowd right behind you. That means you got a moment to act. After that they won't care about legal technicalities. Self-defense is self defence after all. And you're clearly the aggessor in his case.\n\t\t<</if>>\t\n\n\t<</if>>\n\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>After a moment, you decide...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tAfter a moment, you decide,\n\n\t\t<<if $action.action1 eq "kill">>"I will. I swear I'll kill every one of you—" You slam your <<knife>> into the nearest guard's neck. "—<<if $attrib.demeanor eq "agressive">>motherfuckers<<else>>creeps<</if>><<if $action.action98 neq "Battleaxe">> and I'ma use this bloody beast to do it!<</if>>"<br><br>\n\n\t\t\tThe others recoil, rifles raised but not firing. You laugh. "What, you fucking pussies. Too scared to fight, hm?"<br><br>\n\n\t\t\t"I sure as hell am." One of the men throws his gun down. "Kill me if ya wanna. But I ain't doin' this. Not for no pay an' sure as hell not now the King's been wasted."<br><br>\n\n\t\t\t"Same." The next guard throws down his weapon. "I'm out.<<if $action.action98 neq "Battleaxe">> I ain't fucking with that axe!<</if>>"<br><br>\n\t\t\n\t\t\tThe third turns his head to them. "Cowards."<br><br>\n\n\t\t\tGunshots crack as he puts them down, one round to the head each. "Now you." He levels his rifle. "But not so easy. You killed the King<<if $action.action98 neq "Battleaxe">> and I have the axe<</if>>. I want you to feel—"<br><br>\n\n\t\t\tHe lurches forward as one of the slaves smashes a UV tank over his head. Not fatal in that armor but you won't complain - anything's better than getting shot.\n\n\t\t<<else>>"But I won't.\n\n\t\t<<if $attrib.toxicity gte 75>>I'm in a mood. <<if $action.action98 neq "Battleaxe">>And I just found this--" You pat your new axe. "--thing lying around, which has me all in a happy tizzy. <</if>>So I figure you keep this running for me and I don't come back to rip all your spines out. Sounds fair to me, hm?"\n\t\t<<else>>We make a deal instead. You keep running this operation for me and I don't come back to ice your sorry asses.<<if $action.action98 neq "Battleaxe">> Oh, and I get to keep this--" You pat your new axe. "--for the memories and all.<</if>>"\n\t\t<</if>><br><br>\n\n\t\t\tThe guards exchange looks. One of them says, "Fine by me, Boss."\n\n\t\t\tAnother nods. "I'm in. Just as long as we get to keep our cut. We do get to keep our cut, right, Boss?"<br><br>\n\n\t\t\t"Boss?" <<if $attrib.toxicity gte 75>>You grin lopsidedly. "Yeah, I could get used to being called that again."<<elseif $attrib.demeanor eq "agressive">>You scoff. "What the fuck you on about?"<<else>>Your brow furrows. "That what you see in me?"<</if>><br><br>\n\n\t\t\t"What he means—" One of them steps forward, removing his helmet to reveal a young face with spiky hair. "—is that ya killed the former Boss and..."<br><br>\n\n\t\t\tThere's a moment's pause. The guards fidget nervously.<br><br>\n\n\t\t\t"Actually, let's start over." The young fellow smiles. "Hi. Name's Pineapple. Don't ask. Neways, I run the show here basically. And if you're gonna be taking over, we gotta get some stuff straight<<if $action.action98 neq "Battleaxe">>, axe or no axe<</if>>. So if ya'd just step inside—" He indicates the largest of the tents. "—we can get the bullshit sorted, yeah?"\n\n\t\t<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\nYou say, <<if $action.action1 eq "isjunk">>"It looks like a piece of junk, man. No offense."\n\n"Oh, I see." Zweili's beard twitches, concealing a smile. "You are wholeheartedly entitled to your oppinion. But now we must defintiely to verify—"<<elseif $action.action1 eq "isnice">>"It is nice, though I really don't see why that matters."\n\n"Oh, it does not." Zweili's beard twitches, concealing a smile. "I simply wished to mention it. But now, yes, first we will have to verify—"<</if>>\n\n<<if not $loc_corbeitower.killedDjinn>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_boss_djinn_fade.png"]]</div><<else>><div class='GameTextImage GameTextSpecial'>[img["https://rage-productions.com/game-content/scaffold-22/images/env_small_syndicate_commando.png"]]</div><</if>>A scream echoes outside the chamber, followed by rapidly approaching footsteps. In the split second that follows, first your heart sinks. Then adrenaline surges and you whirl around just in time to see <<nobr>>\n\n<<if not $loc_corbeitower.killedDjinn>>\n\ta tall figure wrapped in a black cloak headed your way. Bright blue eyes glower at you from a face hidden behind a dark mask.<br><br>\n\n\tAs it nears the doorway, the [[Djinn|PDA][$hud.currentScreen = "Djinn"]] draws a jagged blade from a sheath at its ankle, snarling something unintelligable. Its meaning however is beyond doubt: you're about to die unless you do something smart - and fast.\n<<elseif $job_fisher_counterattack.mainPhase eq 4 or $job_fisher_extremists.ottoDecision eq "kill">>\n\tthree commandos in black skinsuits moving into position, suppressed coil carbines aimed at the doorway.<br><br>\n\n\tAdrenaline surges as you dive for cover. Muffled gunshots ring out as rounds blast plaster out of the wall behind you. Across the room, Zweili is hiding a corner. His expression mirrors your thoughts: we are deep, deep in shit.\n<<else>>\n\tthree commandos in dark skinsuits moving into position, assault rifles aimed at the doorway.<br><br>\n\n\tAdrenaline surges as you dive for cover. Rapid gunshots ring out as rounds riddle the wall behind you. Across the room, Zweili is hiding in a corner. His expression mirrors your thoughts: we are deep, deep in shit.\n<</if>>\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou say,\n\t\t<<if $action.action1 eq "willescort">>"Of course I will, Father. Lead the way."<br><br>\n\n\t\t"It is not far. Come." Zweili slips out of the chamber and hurries back toward the main hall.\n\t\t<<else>>"Do I even have a choice here, Father?"<br><br>\n\n\t\t"Naturally, though it is in your interest, as Church sanctions stored in the Vault alongside our holiest relics."<br><br>\n\n\t\t"Sanctions? Like mine?"<br><br>\n\t\n\t\t"Of course. You do not think we leave records of our best assassins and black agents lying around for just anyone to find, do you? Ah, but it is not fare. Come." Zweili slips out of the chamber and hurries back toward the main hall.\n\t\t<</if>><br><br>\n\n\t\tHasty footsteps echo in the eerily silent halls. Ahead, you spot <<if $chr_varai.alive>>[[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai hurrying the other way with two other uniformed men at her heel. All are carrying sidearms and look visibly concerned.<br><br> \n\n\t\t"Father." Varai approaches Zweili. "We heard gunfire and—"<<else>>three uniformed [[Commisars|PDA][$hud.currentScreen = "Commisariat"]] hurrying the other way. All are carrying sidearms and look visibly concerned.<br><br> \n\n\t\t"Honored Father." One of the men bows. "Forgiveness, we heard gunfire and—"<</if>><br><br>\n\n\t\tZweili points back the way you came. "Intruders breeched your security. I trust you know what is to be done. <<formalname>> shall escort me savely to a lockrom."<br><br>\n\n\t\t<<if $chr_varai.alive>>"Of course." Varai waves her subordinates on. "Quickly, Brothers. Secure the area. Lock down all entrances and exits. No one is to leave until further notice."<<else>>"Of course, Honored Father." The man waves his subordinates forward. "Secure the area. Lock down all entrances and exits. No one is to leave until further notice."<</if>><br><br>\n\n\t\tAs they hurry on, Zweili urges you toward an elevator just inside the archway. "Quickly now. Before the [[Commisariat|PDA][$hud.currentScreen = "Commisariat"]] realizes I am bringing an outsider into the Vault."\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou say,\n\t\t<<if $action.action1 eq "explain">>"A [[Paladin|PDA][$hud.currentScreen = "Paladin"]]. You know, death machines that shoot beams of holy facemelting from their hands and smite enemies of the [[Church|PDA][$hud.currentScreen = "Church of Eden"]]?"<br><br>\n\n\t\t\tThe man's brow furrows. "Uh, not that I've seen. And ya shouldn't be here, man. It's off limits."<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Damn it, man."<<else>>"I know."<</if>> You draw a deep breath. "Listen, I just need some information. Have you or have you not seen a [[Paladin|PDA][$hud.currentScreen = "Paladin"]] today?"<br><br>\n\t\t<<else>>"Are you<<if $attrib.demeanor eq "agressive">> fucking<</if>> stupid? There is no<<if $attrib.demeanor eq "agressive">> fucking<</if>> way you've never heard of the [[Paladin Ordr|PDA][$hud.currentScreen = "Paladin"]]."<br><br>\n\n\t\t\tThe man looks insulted. "What the fuck is your problem, man? And get the hell outa here. This place is off limits to civvies."<br><br>\n\n\t\t\t<<if $attrib.religion eq "forsaken">>"Death take me."\n\t\t\t<<elseif $attrib.religion eq "voided">>"Voids between."\n\t\t\t<<elseif $attrib.religion eq "edenite">>"Loving Stars."\n\t\t\t<<else>>"Oh, for fuck's sake."\n\t\t\t<</if>>\t\t\n\t\t\tYou grab the man. "[[Paladin|PDA][$hud.currentScreen = "Paladin"]], motherfucker. Death machines. Holy hand beams of facemelting. Have you seen one?"<br><br>\n\t\t<</if>>\n\n\t\t\t"I just—" The man's face contorts. "Wait, wait, you mean that weird supherhero dude in silver suit? With the white cloak? Wondered what the fuck he was doing here."<br><br>\n\n\t\t\tElated, you blurt, "Yes! Him. Where is he?"<br><br>\n\n\t\t\t"Over there, man." The dock worker points to a docking tube across the way.<br><br>\n\n\t\t\t<<if $attrib.religion eq "forsaken">>"Death be merciful, friend."\n\t\t\t<<elseif $attrib.religion eq "voided">>"Voids between bless you."\n\t\t\t<<elseif $attrib.religion eq "edenite">>"Loving Stars bless you."\n\t\t\t<<else>>"Thanks, man."\n\t\t\t<</if>>\t\n\t\t\tYou hurry off, leaving the man standing beside the crane in utter perplexion.\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You pull out the Object...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\t\t<<if $action.action1 eq "giveobject">>You pull out the Object and hand it over. "Here ya go. I just hope you know what<<if $attrib.demeanor eq "agressive">> the hell<</if>> you're doing."<br><br>\n\n\t\t\t"Appreciated." Corinthin takes the silver sphere and unceremoniously crushes it.<br><br>\n\n\t\t\t"Wow!" You recoil in surprise. <<if $attrib.demeanor eq "agressive">>"What the hell are you doing?"<<else>>"What was that about?"<</if>><br><br>\n\n\t\t\t"What was necessary," Corinthin drones. "Nothing is too sacred when the end goal is galactic peace."<br><br>\n\n\t\t\tYou breathe a laugh. "Somehow I doubt the Clergy will see it that way. Or Father Zweili."<br><br>\n\n\t\t\t"Irrelevant. The Brotherhood of Silence is neutered. Zweili will not endure the decade and the misinformation of this age is slowly being turned back. All that remains is to eliminate the old foe and the cycle of violence will at last end." Corinthin turns away but hesitates. "Your assistance was appreciated, <<formalname>>, as was your trust. You are permitted to survive. That is all."\n\t\t\t\n\t\t<<else>>You pull out the Object but hesitate. "What are you going to do with it? And why are we meeting here, not back at the [[Cathedral|PDA][$hud.currentScreen = "Cathedral of Beams"]]?"<br><br>\n\n\t\t\t"Because Kulli Zweili is a reformist of the highest degrees and his little cult disagrees with the mathematical solution. Or to be accurate: my solutions. He believes the artefact can be used against the old foe. I know this is absurd. The old foe is already beaten. Only it's shadow lives to terrorize us from beyond the grave and that shadow ligners in things like that--" The machine indicates the Object.<br><br>\n\n\t\t\t"What?" You open your mouth, close it, and say, "Wait, you mean I went though all this<<if $attrib.demeanor eq "agressive">> damn<</if>> trouble just so we could trash that damn thing?"<br><br>\n\n\t\t\t"Precisely." Corinthin flexes his fingers. "Surrender the artefact now. There will be no second chance."\n\t\t<</if>>\n\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.action1 eq "goingon">>"Damned,"<<else>>"It is,"<</if>> you say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\n\t<<if $action.action1 eq "goingon">>"Damned," you say. <<if $attrib.demeanor eq "agressive">>"What the fuck happened?"<<else>>"What's going on?"<</if>><br><br>\n\n\t\t"Hell if I know." Marisa swipes the holo-map away saying,\n\t<<else>>\t\n\n\t\t"It is," you say. <<if $factionlock.lockedFaction eq "zanex">>"I found what we're looking for. Figure we should get it to your employer. The one who just happens to live on B1?"<<else>>"I really need to speak with your employer, you know, the one Bob set me up with? The one that just happens to live on B1?"<</if>><br><br>\n\n\t\t<<if $factionlock.lockedFaction eq "zanex">>"Talk about bad timing."<<else>>"Shit."<</if>> She swipes away the holo-map, saying, \n\n\t<</if>>\n\n\t<<if $job_conspiracy.accuseDecision neq "zweili_convicted">>"Bunch of radicals busted into the Vindell estate. Lotsa ranting and whatnot. No demands.\n\t<<else>>"Bunch of mercs busted into the Vindell estate. No demands, nothing.\n\t<</if>>Word is the family's in a panic room with what's left of our guys stationed there. Plan is to drop on the rooftop, shoot our way down, and get our boys - and the Vindell family - out. We move in five. So, yeah. Mount up. <<if $factionlock.lockedFaction eq "zanex">>If this is really as connected as I think, you should be there<<else>>We can use every operator we can get<</if>>."<br><br>\n\n\t"Marisa." Jalkovski walks up, helmet under his arm. "All fire teams report ready. But we're still one operator short on the armor [[Exos|PDA][$hud.currentScreen = "Power Armor"]]."<br><br>\n\n\tIce nods to you. "If ya got nodes, you're up, Vine. Word is these <<if $job_conspiracy.accuseDecision neq "zweili_convicted">>whackos<<else>>guys<</if>> are armed to the teeth.\n\n\t<<if $job_conspiracy.accuseDecision neq "zweili_convicted">>Sons of the Stars or something like that. Complete faiths. Nutcases. Think they're exorsizing demons or something."\n\t<<else>>Possibly [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]], though if that's true, definitely not an authorized operation."\n\t<</if>><br><br>\n\n\t<<if $attrib.demeanor eq "agressive">>"We'll take care of it," you say, sounding more optimistic than you are.<<else>>"Sounds nasty," you say, trying not to sound as worried as you are.<</if>><br><br>\n\n\tBut that doesn't matter. Getting to Lord Otto before someone ices him does and, assuming even half of what Marisa said is true, the best way to do that is with [[Division 108|PDA][$hud.currentScreen = "Division 108"]].\n \n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You lower your weapon and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou lower your weapon and <<if $equip.isPowerArmor>>stomp toward<<else>>approach<</if>> the dead <<if $job_conspiracy.accuseDecision neq "zweili_convicted">>fanatics<<else>>mercs<</if>>. [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers advance around you, scanning the landing pad over their carbines. <<if $job_conspiracy.accuseDecision neq "zweili_convicted">>An injured woman screams. One of the troopers blows her head off.<<else>>A man bleeding from his stump leg cries for help. One of the troopers executes him at point-blank range.<</if>><br><br>\n\n\t"LZ secure." Jalkovski waves his men toward the stairs. "Move up."<br><br>\n\n\tLong seconds pass as you advance toward the Vindell pyramid. The stairs appear to go on and on and, with each <<if $equip.clothes eq "Power Armor">>augmented <</if>>step you take, you expect gunfire from the windows above. Nothing happens<<if $equip.clothes eq "Power Armor">>. Not even your suit's enhanced senses report anything out of the ordinary<</if>>.<br><br>\n\n\t"Stay frosty," Jalkovski says. "Bastards gotta be waiting for us."<br><br>\n\n\t<<if $equip.isPowerArmor>>"Copy." Augments whirr as you advance into the triangular room at the top of the stairs.\n\t<<else>><<if $attrib.demeanor eq "agressive">>"No shit,"<<else>>"Probably,"<</if>> you mutter, advancing cautiously into the triangular room at the top of the stairs.\n\t<</if>><br><br>\n\n\tIt looks almost like it did last time you were there: two couches against the far walls, interspaced with gilded display cases containing various firearms. \n\n\t<<if $job_conspiracy.accuseDecision neq "zweili_convicted">>Except the walls have been sprayed with graffiti and\n\t<<else>>Except the display cases have been broken open and\n\t<</if>> the hidden door to the right has been cracked open with explosives - or something similar; the frame is charred and the doors are strewn on the ground at any rate.<br><br>\n\n\t"Floyd, Clipper, Dim, secure and hold. Everyone else, on me." Jalkovski moves toward the ruined doorway.\n\n<</nobr>><</if>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You leave Jalkovski...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\t<div cla