JavaScript must be enabled to play.
Browser lacks capabilities required to play.
Upgrade or switch to another browser.
Loading…
<<nobr>> <<if isNaN($mainv)>> <div id="mainp0"> <h1>Warning!</h1> <h4>This is a horror game with graphic sexual themes. The story of the game has images, text and sounds related to violence, sexual content, frightening scenes, strong language and other uncomfortable topics that are not suitable for persons under the age of 18.</h4> <h4>All game characters involved in sexually explicit situations are at least 18 years old and only shown in consensual sexual activities that might include roleplaying.</h4> <h4>By clicking on the "Accept and understand" button below, you confirm that you are at least 18 years old and read the disclaimer.</h4> <<button "Accept and understand" "Start">> <<set $mainv = 1>> <<set $version = { number: "0.0.6 T0" }>> <<set $version.checkstate = $version.number.charAt($version.number.length - 1)>> /*-----------------------------------OPTIONS HERE------------------------------------*/ <<set $settings = { timeformat: "12h", audio: { music: 1, fightsounds: 1, sexsounds: 1, mapsounds: 1, } }>> /*-------------------------------------PLAYER HERE------------------------------------*/ <<set $heroes={ id9999 : { id: 9999, arousal: 420, data: { firstname: "", lastname: "", age: "", body: "", temperament: "", language: "", religion: "", profession: "", profpic: "./Images/Interface/profilepics/1.png" }, stats: { maxhealth: "", maxenergy: "", health: 100, energy: 100, money: "", fame: "", influence: "", travelvert: 12, travelhor: 8, speed: 4, fighttemplate: 1 }, skills: { strength: 0, precision: 0, dexterity: 0, agility: 0, interpersonal: 0, academical: 0, scientific: 0, medical: 0, warfare: 0, politics: 0, fauna: 0, flora: 0, cooking: 0, reflex: 0, flattery: 0, building: 0, digital: 0, dodging: 0, crafting: 0, seduction: 0, endurance: 0, toughness: 0, herbalism: 0, medicine: 0, charisma: 0, power: 0, shooting: 0, targeting: 0, martial: 0, dread: 0, leadership: 0, perception: 0, tactics: 0, stealth: 0, manipulation: 0, blunt: 0, edged: 0, pierced: 0, ballistic: 0, explosive: 0, fire: 0, cold: 0, obsidian: 0, ethereal: 0, acid: 0, health: 0, speed: 0, }, gear: { amulet: setup.inventory.id9999, head: setup.inventory.id9999, neck: setup.inventory.id9999, badge: setup.inventory.id9999, body: setup.inventory.id9999, gun: setup.inventory.id9999, ring: setup.inventory.id9999, melee: setup.inventory.id9999, ranged: setup.inventory.id9999, flask: setup.inventory.id9999, belt: setup.inventory.id9999, gloves: setup.inventory.id9999, pocket: setup.inventory.id9999, leg: setup.inventory.id9999, shoe: setup.inventory.id9999, }, } }>> /*-------------------------------------TRACKDATA START-------------------------------*/ <<set $trackdata = { homes: { id10: 0, id11: 0, id12: 0, id13: 0, id14: 0, id15: 0 }, inventory: { id2001:1, id3001:1, id5001:1, id6001:1, id6002: 0, id6003: 0, id6004: 0, id6005: 0, id6006: 0, id6007: 0, id6999:0, id7001:1, id8001:1, id8002:0, id8003:0, id8004:0, id8005:0, id8006:0, id8007:0, id8008:0, id8009:0, id8010:0, id8011:0, id8015:0, id8016:0, id8017:0, id8018:0, id8019:1, id9001:1, id9002:0, id9003:0, id9004:0, id9005:0, id9006:0, id9007:0, id9008:0, id9009:0, id11001:1, id12001:1, id13001:1, id14001:1, id15001:1, id16001:999999, /*only until end day scripts work*/ id16002:0, id16003:0, id16004:0, id16005:0, id16006:0, id16007:0, id16008:0, id16009:0, id16010:0, id16011:0, id16012:0, id16013:0, id16014:0, id16015:0, id16016:0, id16017:0, id16018:0, id16019:0, id16022:0, id16023:0, id16024:0, id16025:0, id16026:0, id16027:0, id16029:0, id16030:0, id16031:0, id16032:0, id16033:0, id16034:0, id16036:0, id16043:0, id16044:0, id16045:0, id16046:0, id16047:0, id16048:0, id16049:0, id16050:0, id16051:0, id16052:0, id16999:0, id17001:0, id17002:0, id17003:0, id17004:0, id17015:0, id17016:0, id17022:0, id17029:0, id17030:0, id17031:0, id17032:0, id17033:0, id18001:0, id18002:0, id18003:0 }, slots: { s1: "", s2: "", s3: "", s4: "", s5: "", s6: "", s7: "", s8: "", s9: "", s10: "", s11: "", s12: "", s13: "", s14: "", s15: "", s16: "", s17: "", s18: "", s19: "", s20: "", s21: "", s22: "", s23: "", s24: "", s25: "", s26: "", s27: "", s28: "", s29: "", s30: "", s31: "", s32: "", s33: "", s34: "", s35: "", s36: "", s37: "", s38: "", s39: "", s40: "", s41: "", s42: "", s43: "", s44: "", s45: "", s46: "", s47: "", s48: "", s49: "", s50: "", s51: "", s52: "", s53: "", s54: "", s55: "", s56: "", s57: "", s58: "", s59: "", s60: "", s61: "", s62: "", s63: "", s64: "", s65: "", s66: "", s67: "", s68: "", s69: "", s70: "", s71: "", s72: "", s73: "", s74: "", s75: "", s76: "", s77: "", s78: "", s79: "", s80: "", s81: "", s82: "", s83: "", s84: "", s85: "", s86: "", s87: "", s88: "", s89: "", s90: "", s91: "", s92: "", s93: "", s94: "", s95: "", s96: "", s97: "", s98: "", s99: "", s100: "" }, roles: { id1: 0, /*Housekeeper*/ id2: 0, /*Janitor*/ id3: 0, /*Gardener*/ id4: 0, /*Cook*/ id5: 0, /*Supplier*/ id6: 0, /*Guard*/ id7: 0, /*Instructor*/ id8: 0, /*Technician*/ id9: 0, /*Medic*/ id10: 0, /*Coordinator*/ id11: 0, /*Performer*/ id12: 0, /*Brewer*/ id13: 0, /*Hunter*/ id14: 0, /*Scavenger*/ id15: 0, /*Stablehand*/ id16: 0, /*Accountant*/ id17: 0, /*Strategist*/ id18: 0, /*General*/ id19: 0, /*Sergeant*/ id20: 0, /*Agent*/ id21: 0, /*Chemist*/ }, titles: { id1: 0, /*Head Steward*/ id2: 0, /*Chief Custodian*/ id3: 0, /*Groundskeeper*/ id4: 0, /*Head Chef*/ id5: 0, /*Quartermaster*/ id6: 0, /*Capitán de la Guardia*/ id7: 0, /*Drillmaster*/ id8: 0, /*Master Mechanic*/ id9: 0, /*Medical Director*/ id10: 0, /*Director de Logística*/ id11: 0, /*Entertainment Manager*/ id12: 0, /*Brewmaster*/ id13: 0, /*Huntmaster*/ id14: 0, /*Senior Archeologist*/ id15: 0, /*Caballerizo Mayor*/ id16: 0, /*Tesorero Mayor*/ id17: 0, /*Maestre de Campo*/ id18: 0, /*Capitán General*/ id19: 0, /*Teniente Coronel*/ id20: 0, /*Espía Maestre*/ id21: 0, /*Alquimista Principal*/ }, domain: { pool: 0, }, army: { id1: 0, id2: 0, id3: 0, id4: 0, id5: 0, id6: 0, id7: 0, id8: 0, id9: 0, id10: 0, id11: 0, id12: 0, id13: 0, id14: 0, id15: 0 }, bankacc: { id650: 0, id651: 0, id652: 0, id653: 0, id654: 0, id655: 0, id656: 0, id657: 0, id658: 0, id659: 0, id660: 0, id661: 0, id662: 0, id663: 0, id664: 0, id665: 0, id666: 0, id667: 0, id668: 0, id669: 0 } }>> /*------------------------------------------END------------------------------------*/ <</button>> </div> <<else>> <<if isNaN($mainv2)>> <div id="mainp1"> <div id="maintitle">shards of Mirrors</div> <div id="main_paragraph"> <div id="main1"> <<button "START GAME" "Start">> <<set $mainv2 = 1>> <</button>> <<button "LOAD">><<script>>UI.saves()<</script>><</button>> /*<<button "ENCYCLOPEDIA" "Encyclopedia">><</button>>*/ <a href="https://discord.gg/C5huV3p6CV" target="_blank"><<button "DISCORD">><</button>></a> /*<a href="https://www.patreon.com/" target="_blank"><<button "PATREON">><</button>></a> <a href="https://subscribestar.adult/" target="_blank"><<button "SUBSCRIBESTAR">><</button>></a>*/ <div id="versionnum">Version <<=$version.number>></div> </div> <div id="mainx"> </div> <div id="main2"> </div> </div> </div> <<else>> <div id="prestory"> <p>In 2250, an alien fleet bombarded Earth with multiple nuclear bombs, leaving most of its surface destroyed an uninhabitable. Even if they survived the bombs, the coming nuclear winter put an end to most of human civilization on the planet. However, one continent got lucky: South America. Spared from the bombs, the divided continent became a safe haven for its citizens and countless refugees. The corrupt and inefficient nation sates couldn't manage the stacking challenges and collapsed. The political vacuum was quickly filled with warring gangs and factions, all fighting for their own purpose and people. New cities grew out of the ground as the old ones bacame unlivable due to the Moth, an alien vermin that still plagues most of the surface. </p> <p>But this all doesn't matter for you now. Three centuries have passed since the bombs fell. It is history. Your head is clear, your thoughts are silent. You remember all the old things. Things that happened with you as a child, all you learned and all you read. Your time as a young adult. What you don't remeber is what happened recently. Like, the last five years. You feel something was not right, but it's all gone now, like you slept and just woke up. At least you know who you are. Or maybe, who you were...</p> <<button "Character creation" "chreat">> <<unset $mainv>> <<unset $mainv2>> <<set $chreatbutt=0>> <<include "ObjVars">> /*---------------------------------OTHER SETTINGS HERE------------------------------*/ <<set $totalminutes to 420>> <<set $totaldays to 213811>> <<set $active = { level: 0 }>> <<set $world = { difficulty: "", economy: "", governmentform: "", regimepopularity: "", governmentstability: "", internalopposition: "", rebelopposition: "", }>> <<set $unitbonus = { id1: { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }, id2: { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }, id3: { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }, id4: { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }, id5: { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }, id6: { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }, id7: { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }, id8: { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }, id9: { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }, id10: { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }, id11: { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }, id12: { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }, id13: { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }, id14: { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }, id15: { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }, }>> <</button>> </div> <</if>> <</if>> <</nobr>>
<<nobr>> <div class="maptop"> <div class="mapleftbox"> <div class="mapleftupicons tooltip-trigger" data-tooltip='energy'> [img[./Images/Interface/playerenergy.png]] <<=$heroes.id9999.stats.energy + " / " + $heroes.id9999.stats.maxenergy>> </div> <div class="mapleftupicons tooltip-trigger" data-tooltip='health'> [img[./Images/Interface/playerhealth.png]] <<=$heroes.id9999.stats.health + " / " + $heroes.id9999.stats.maxhealth>> </div> <div class="mapleftupicons"> [img[./Images/Interface/time.png]] <<displaytime>> </div> </div> <div class="menutop" class="hidden"> </div> <div class="maprightbox"> <div class="maprightupicons tooltip-trigger" data-tooltip='money'> [img[./Images/Interface/playermoney.png]] <<print setup.formatNumber($heroes.id9999.stats.money)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='fame'> [img[./Images/Interface/playerfame.png]] <<print setup.formatNumber($heroes.id9999.stats.fame)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='influence'> [img[./Images/Interface/playerinfluence.png]] <<print setup.formatNumber($heroes.id9999.stats.influence )>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='volunteers'> [img[./Images/Interface/playervolunteers.png]] <<=setup.formatNumber($trackdata.domain.pool)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='food rations'> [img[./Images/Interface/playerfood.png]] <<=setup.formatNumber($trackdata.inventory.id16001)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='forage'> [img[./Images/Interface/playerforage.png]] <<=setup.formatNumber($trackdata.inventory.id16002)>> </div> </div> </div> <div class="mapmiddle"> <div class="mapleft"> </div> <div class="mapcentre"> Soon... </div> <div class="mapright"> </div> </div> <div class="mapbottom"> <div class="mapleftboxdown"> <<if Number(parseInt($quests.id100.state).toString().charAt(0)) is 3>> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconoptions.png][Settings]]>> <</button>> </div> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconency.png][Encyclopedia]]>> <</button>> </div> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconprofile.png][CharacterPage]]>> <<set $active.hero = $heroes.id9999>> <</button>> </div> <</if>> </div> <div class=menureturn> <<button "Return" $return>><</button>> </div> <div class="maprightboxdown"> <<if Number(parseInt($quests.id100.state).toString().charAt(0)) is 3>> <div class="maprightdownicons"> <<button[img[./Images/Interface/icongroup.png][Army]]>> <</button>> </div> <div class="maprightdownicons"> <<button[img[./Images/Interface/iconinventory.png][Inventory]]>> <<set $active.hero = $heroes.id9999>> <<include "InventSet">> <</button>> </div> <div class="maprightdownicons"> <<button[img[./Images/Interface/iconminimap.png][Minimap]]>> <</button>> </div> <</if>> </div> </div> <</nobr>>
<<nobr>> <div id="chreattitle">Character creation</div> <div id="chreatwrapper"> <div id="chreat1"> <div id="chreat11"> <div id="chreat1title">Personal Information</div> <div>First name: <<textbox "$heroes.id9999.data.firstname" $heroes.id9999.data.firstname>></div> <div>Last name: <<textbox "$heroes.id9999.data.lastname" $heroes.id9999.data.lastname>></div> <div>Age: <label><<radiobutton "$heroes.id9999.data.age" 9131 checked>> 25</label> <label><<radiobutton "$heroes.id9999.data.age" 10958>> 30</label> <label><<radiobutton "$heroes.id9999.data.age" 12784>> 35</label> <label><<radiobutton "$heroes.id9999.data.age" 14611>> 40</label> <label><<radiobutton "$heroes.id9999.data.age" 18264>> 50</label> <label><<radiobutton "$heroes.id9999.data.age" 23743>> 65</label> </div> <div>Body build: <<set _bodyOptions = {"Thin" : "thin", "Average" : "average", "Bulky" : "bulky"}>> <<listbox "$heroes.id9999.data.body" autoselect>> <<optionsfrom _bodyOptions>> <</listbox>> </div> <div>Temperament: <<set _psyOptions = {"Dominant" : "dominant", "Inspiring" : "inspiring", "Cautious" : "cautious", "Supportive" : "supportive"}>> <<listbox "$heroes.id9999.data.temperament" autoselect>> <<optionsfrom _psyOptions>> <</listbox>> </div> <div>Native language: <<set _lngOptions = {"English" : "English", "Spanish" : "Spanish"/*, "Portugese" : "Portugese", "French" : "French", "Russian" : "Russian"*/}>> <<listbox "$heroes.id9999.data.language" autoselect>> <<optionsfrom _lngOptions>> <</listbox>> </div> <div>Religion: <<set _relOptions = {"Atheist" : "atheist", "Catholic Christian" : "catholic"/*, "Orthodox Christian" : "orthodox"*/, "Reformed Christian" : "reformed"/*, "Muslim" : "muslim"*/}>> <<listbox "$heroes.id9999.data.religion" autoselect>> <<optionsfrom _relOptions>> <</listbox>> </div> <div>Profession: <<set _professionOptions = { /*"Hobo" : "hobo", "Student" : "student", "Farmer" : "farmer", */"Worker" : "worker", "Cook" : "cook", "Clerk" : "clerk", /*"Soldier" : "soldier", "Lawyer" : "lawyer", "Artisan" : "artisan", "Doctor" : "doctor", "Professor" : "professor", "Architect" : "architect", "Artist" : "artist", "Entrepreneur" : "entrepreneur", "Engineer" : "engineer", "Politician" : "politician", "General" : "general", */}>> <<if $version.checkstate gt 8>> <<set _professionOptions.Demigod = "demigod">> <</if>> <<listbox "$heroes.id9999.data.profession" autoselect>> <<optionsfrom _professionOptions>> <</listbox>> </div> </div> <div id="chreat12"> <div id="chreat2title">Profile Picture</div> <<include "ProfPic">> </div> </div> <div id="chreat2"> <div id="chreat21"> <div id="chreat3title">World Settings</div> <div>Difficulty: <label><<radiobutton "$world.difficulty" 4 autocheck>> Easy</label> <label><<radiobutton "$world.difficulty" 2 autocheck>> Normal</label> <label><<radiobutton "$world.difficulty" 1 autocheck>> Hard</label> </div> <div>Economy: <<set _ecoOptions = {/*"Depression" : 2, "Recession" : 1.25, */"Growth" : 1/*, "Peak" : 0.85*/}>> <<listbox "$world.economy" autoselect>> <<optionsfrom _ecoOptions>> <</listbox>> </div> <div>Government stability: <<set _stbOptions = {/*"Anarchy" : 2, "Unstable" : 1.25, */"Stable" : 1/*, "Full control" : 0.9, "Stronghold" : 0.8*/}>> <<listbox "$world.governmentstability" autoselect>> <<optionsfrom _stbOptions>> <</listbox>> </div> <div>Government form: <<set _regOptions = {/*"Democracy" : 1, "Oligarchy" : 2, */"Autocracy" : 3}>> <<listbox "$world.governmentform" autoselect>> <<optionsfrom _regOptions>> <</listbox>> </div> <div>Regime popularity: <<set _popOptions = {/*"Hated" : 5, "Disliked" : 20,*/ "Ambivalent" : 50/*, "Trusted" : 80, "Respected" : 95*/}>> <<listbox "$world.regimepopularity" autoselect>> <<optionsfrom _popOptions>> <</listbox>> </div> <div>Internal opposition: <<set _oppOptions = {"Technocrats" : 1/*, "Military" : 2, "Priesthood" : 3*/}>> <<listbox "$world.internalopposition" autoselect>> <<optionsfrom _oppOptions>> <</listbox>> </div> <div>Rebel opposition: <<set _rebOptions = {"Royalists" : 1/*, "Communists" : 2, "Fascists" : 3*/}>> <<listbox "$world.rebelopposition" autoselect>> <<optionsfrom _rebOptions>> <</listbox>> </div> </div> <div id="chreat22"> <div id="chreat4title">Character Settings</div> <div>Money: <label><<radiobutton "$heroes.id9999.stats.money" 50 autocheck>>50</label> <label><<radiobutton "$heroes.id9999.stats.money" 200 autocheck>>200</label> <label><<radiobutton "$heroes.id9999.stats.money" 500 autocheck>>500</label> /*<label><<radiobutton "$heroes.id9999.stats.money" 5000 autocheck>>5000</label>*/ /*<label><<radiobutton "$heroes.id9999.stats.money" 50000 autocheck>>50000</label>*/ </div> <div>Fame: <<set _fmOptions = {"Unknown" : 0, "Neighborhood talent" : 50, "Local hero" : 200/*, "Well-known" : 500, "Legendary" : 5000, "Mythic" : 50000*/}>> <<listbox "$heroes.id9999.stats.fame" autoselect>> <<optionsfrom _fmOptions>> <</listbox>> </div> <div>Influence <<set _infOptions = {"Invisible" : 0, "Marginal" : 50, "Respected" : 200/*, "Influential" : 500, "Powerful" : 5000, "Omnipotent" : 50000*/}>> <<listbox "$heroes.id9999.stats.influence" autoselect>> <<optionsfrom _infOptions>> <</listbox>> </div> </div> <div id="chreat23"> <<button "Confirm" `passage()`>> <<if $heroes.id9999.data.firstname is "">> <<set $heroes.id9999.data.firstname = "Michael">> <</if>> <<if $heroes.id9999.data.lastname is "">> <<set $heroes.id9999.data.lastname = "Hudson">> <</if>> <<if $heroes.id9999.data.age is "">> <<set $heroes.id9999.data.age = either(25, 30, 35, 40, 50, 65)>> <</if>> <<set $profpic2 = true>> <<if $world.difficulty is "">> <<set $world.difficulty = either(4, 2)>> <</if>> <<if $heroes.id9999.stats.money is "">> <<set $heroes.id9999.stats.money = either(50, 200, 500)>> <</if>> <<set $chreatbutt =1>> <<if $heroes.id9999.data.age is 9131>> <<set $heroes.id9999.stats.maxenergy = 100>> <</if>> <<if $heroes.id9999.data.age is 10958>> <<set $heroes.id9999.stats.maxenergy = 97>> <</if>> <<if $heroes.id9999.data.age is 12784>> <<set $heroes.id9999.stats.maxenergy = 95>> <</if>> <<if $heroes.id9999.data.age is 14611>> <<set $heroes.id9999.stats.maxenergy = 90>> <</if>> <<if $heroes.id9999.data.age is 18264>> <<set $heroes.id9999.stats.maxenergy = 80>> <</if>> <<if $heroes.id9999.data.age is 23743>> <<set $heroes.id9999.stats.maxenergy = 60>> <</if>> <<if $heroes.id9999.data.age is 9131>> <<set $heroes.id9999.stats.maxhealth = 100>> <</if>> <<if $heroes.id9999.data.age is 10958>> <<set $heroes.id9999.stats.maxhealth = 97>> <</if>> <<if $heroes.id9999.data.age is 12784>> <<set $heroes.id9999.stats.maxhealth = 95>> <</if>> <<if $heroes.id9999.data.age is 14611>> <<set $heroes.id9999.stats.maxhealth = 90>> <</if>> <<if $heroes.id9999.data.age is 18264>> <<set $heroes.id9999.stats.maxhealth = 80>> <</if>> <<if $heroes.id9999.data.age is 23743>> <<set $heroes.id9999.stats.maxhealth = 60>> <</if>> <</button>> </div> </div> <div id="chreat3"> /*PLAYER SKILLS*/ <<set _world_skillgain_body = 2>> <<set _world_skillgain_temperament = 2>> <<set _world_skillgain_profession = 5>> <<set _player_fauna_bonus = 0>> <<set _player_flora_bonus = 0>> <<set _player_cooking_bonus = 0>> <<set _player_reflex_bonus = 0>> <<set _player_flattery_bonus = 0>> <<set _player_building_bonus = 0>> <<set _player_digital_bonus = 0>> <<set _player_dodging_bonus = 0>> <<set _player_crafting_bonus = 0>> <<set _player_seduction_bonus = 0>> <<set _player_endurance_bonus = 0>> <<set _player_toughness_bonus = 0>> <<set _player_herbalism_bonus = 0>> <<set _player_medicine_bonus = 0>> <<set _player_charisma_bonus = 0>> <<set _player_power_bonus = 0>> <<set _player_shooting_bonus = 0>> <<set _player_targeting_bonus = 0>> <<set _player_martial_bonus = 0>> <<set _player_dread_bonus = 0>> <<set _player_leadership_bonus = 0>> <<set _player_perception_bonus = 0>> <<set _player_tactics_bonus = 0>> <<set _player_stealth_bonus = 0>> <<set _player_manipulation_bonus = 0>> <<if $heroes.id9999.data.body is "thin">> <<set $heroes.id9999.skills.strength = 1*_world_skillgain_body*$world.difficulty>> <<set $heroes.id9999.skills.precision = 1*_world_skillgain_body*$world.difficulty>> <<set $heroes.id9999.skills.dexterity = 3*_world_skillgain_body*$world.difficulty>> <<set $heroes.id9999.skills.agility = 3*_world_skillgain_body*$world.difficulty>> <</if>> <<if $heroes.id9999.data.body is "average">> <<set $heroes.id9999.skills.strength = 2*_world_skillgain_body*$world.difficulty>> <<set $heroes.id9999.skills.precision = 2*_world_skillgain_body*$world.difficulty>> <<set $heroes.id9999.skills.dexterity = 2*_world_skillgain_body*$world.difficulty>> <<set $heroes.id9999.skills.agility = 2*_world_skillgain_body*$world.difficulty>> <</if>> <<if $heroes.id9999.data.body is "bulky">> <<set $heroes.id9999.skills.strength = 4*_world_skillgain_body*$world.difficulty>> <<set $heroes.id9999.skills.precision = 2*_world_skillgain_body*$world.difficulty>> <<set $heroes.id9999.skills.dexterity = 1*_world_skillgain_body*$world.difficulty>> <<set $heroes.id9999.skills.agility = 1*_world_skillgain_body*$world.difficulty>> <</if>> <<if $heroes.id9999.data.temperament is "dominant">> <<set $heroes.id9999.skills.academical = 2*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.scientific = 1*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.medical = 1*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.warfare = 4*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.politics = 0*_world_skillgain_temperament*$world.difficulty>> <</if>> <<if $heroes.id9999.data.temperament is "inspiring">> <<set $heroes.id9999.skills.academical = 2*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.scientific = 2*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.medical = 1*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.warfare = 1*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.politics = 1*_world_skillgain_temperament*$world.difficulty>> <</if>> <<if $heroes.id9999.data.temperament is "cautious">> <<set $heroes.id9999.skills.academical = 2*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.scientific = 2*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.medical = 2*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.warfare = 2*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.politics = 0*_world_skillgain_temperament*$world.difficulty>> <</if>> <<if $heroes.id9999.data.temperament is "supportive">> <<set $heroes.id9999.skills.academical = 1*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.scientific = 1*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.medical = 3*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.warfare = 3*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.politics = 0*_world_skillgain_temperament*$world.difficulty>> <</if>> <<if $heroes.id9999.data.profession is "hobo">> <<set $heroes.id9999.skills.academical = 0*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.scientific = 0*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.medical = 0*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.warfare = 0*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.politics = 0*_world_skillgain_temperament*$world.difficulty>> <<set $heroes.id9999.skills.strength = 0*_world_skillgain_body*$world.difficulty>> <<set $heroes.id9999.skills.precision = 0*_world_skillgain_body*$world.difficulty>> <<set $heroes.id9999.skills.dexterity = 0*_world_skillgain_body*$world.difficulty>> <<set $heroes.id9999.skills.agility = 0*_world_skillgain_body*$world.difficulty>> <<set _player_fauna_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_flora_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_cooking_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_reflex_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_flattery_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_building_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_digital_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_dodging_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_crafting_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_seduction_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_endurance_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_toughness_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_herbalism_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_medicine_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_charisma_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_power_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_shooting_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_targeting_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_martial_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_dread_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_leadership_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_perception_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_tactics_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_stealth_bonus = 0*_world_skillgain_profession*$world.difficulty>> <<set _player_manipulation_bonus = 0*_world_skillgain_profession*$world.difficulty>> <</if>> <<if $heroes.id9999.data.profession is "student">> <<set _player_endurance_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_toughness_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_perception_bonus = 1*_world_skillgain_profession*$world.difficulty>> <</if>> <<if $heroes.id9999.data.profession is "farmer">> <<set _player_fauna_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_flora_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_toughness_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_herbalism_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_power_bonus = 1*_world_skillgain_profession*$world.difficulty>> <</if>> <<if $heroes.id9999.data.profession is "worker">> <<set _player_building_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_endurance_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_toughness_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_power_bonus = 2*_world_skillgain_profession*$world.difficulty>> <</if>> <<if $heroes.id9999.data.profession is "cook">> <<set _player_fauna_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_flora_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_cooking_bonus = 2*_world_skillgain_profession*$world.difficulty>> <<set _player_endurance_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_toughness_bonus = 1*_world_skillgain_profession*$world.difficulty>> <</if>> <<if $heroes.id9999.data.profession is "clerk">> <<set _player_perception_bonus = 2*_world_skillgain_profession*$world.difficulty>> <<set _player_manipulation_bonus = 1*_world_skillgain_profession*$world.difficulty>> <</if>> <<if $heroes.id9999.data.profession is "soldier">> <<set _player_endurance_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_toughness_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_shooting_bonus = 2*_world_skillgain_profession*$world.difficulty>> <<set _player_targeting_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_martial_bonus = 1*_world_skillgain_profession*$world.difficulty>> <</if>> <<if $heroes.id9999.data.profession is "lawyer">> <<set _player_flattery_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_perception_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_manipulation_bonus = 1*_world_skillgain_profession*$world.difficulty>> <</if>> <<if $heroes.id9999.data.profession is "artisan">> <<set _player_building_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_crafting_bonus = 3*_world_skillgain_profession*$world.difficulty>> <<set _player_perception_bonus = 1*_world_skillgain_profession*$world.difficulty>> <</if>> <<if $heroes.id9999.data.profession is "doctor">> <<set _player_herbalism_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_medicine_bonus = 2*_world_skillgain_profession*$world.difficulty>> <<set _player_charisma_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_perception_bonus = 1*_world_skillgain_profession*$world.difficulty>> <</if>> <<if $heroes.id9999.data.profession is "professor">> <<set _player_digital_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_charisma_bonus = 2*_world_skillgain_profession*$world.difficulty>> <<set _player_perception_bonus = 1*_world_skillgain_profession*$world.difficulty>> <</if>> <<if $heroes.id9999.data.profession is "architect">> <<set _player_building_bonus = 3*_world_skillgain_profession*$world.difficulty>> <<set _player_digital_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_crafting_bonus = 3*_world_skillgain_profession*$world.difficulty>> <</if>> <<if $heroes.id9999.data.profession is "artist">> <<set _player_crafting_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_seduction_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_herbalism_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_charisma_bonus = 1*_world_skillgain_profession*$world.difficulty>> <</if>> <<if $heroes.id9999.data.profession is "entrepreneur">> <<set _player_flattery_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_charisma_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_leadership_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_manipulation_bonus = 1*_world_skillgain_profession*$world.difficulty>> <</if>> <<if $heroes.id9999.data.profession is "engineer">> <<set _player_digital_bonus = 3*_world_skillgain_profession*$world.difficulty>> <<set _player_crafting_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_perception_bonus = 2*_world_skillgain_profession*$world.difficulty>> <</if>> <<if $heroes.id9999.data.profession is "politician">> <<set _player_flattery_bonus = 2*_world_skillgain_profession*$world.difficulty>> <<set _player_charisma_bonus = 2*_world_skillgain_profession*$world.difficulty>> <<set _player_leadership_bonus = 1*_world_skillgain_profession*$world.difficulty>> <<set _player_manipulation_bonus = 2*_world_skillgain_profession*$world.difficulty>> <</if>> <<if $heroes.id9999.data.profession is "general">> <<set _player_dread_bonus = 2*_world_skillgain_profession*$world.difficulty>> <<set _player_leadership_bonus = 2*_world_skillgain_profession*$world.difficulty>> <<set _player_tactics_bonus = 2*_world_skillgain_profession*$world.difficulty>> <</if>> <<if $heroes.id9999.data.profession is "demigod">> <<set $trackdata.inventory = "">> <<set $trackdata.inventory= { id2001:9991, id3001:9991, id5001:9991, id6001:9991, id6002: 9999, id6003: 9999, id6004: 9999, id6005: 9999, id6006: 9999, id6007: 9999, id6999: 9999, id7001:99991, id8001:99991, id8002:99991, id8003:99991, id8004:99991, id8005:99991, id8006:99991, id8007:99991, id8008:99991, id8009:99991, id8010:99999, id8011:99999, id8015:99990, id8016:99990, id8017:99990, id8018:99991, id8019:99991, id9001:99991, id9002:99990, id9003:99990, id9004:99990, id9005:99990, id9006:99990, id9007:99990, id9008:99990, id9009:99990, id11001:9991, id12001:9991, id13001:9999, id14001:9991, id15001:9991, id16001:999999, id16002:9950, id16003:9999, id16004:9999, id16005:9999, id16006:9999, id16007:9999, id16008:9990, id16009:9990, id16010:9990, id16011:9990, id16012:9990, id16013:9990, id16014:9990, id16015:9990, id16016:9990, id16017:9990, id16018:9990, id16019:0, id16022:9990, id16023:0, id16024:0, id16025:0, id16026:0, id16027:0, id16029:9990, id16030:9990, id16031:9990, id16032:9990, id16033:9990, id16034:9990, id16036:9990, id16043:9990, id16044:9990, id16045:9990, id16046:9990, id16047:9990, id16048:9990, id16049:9990, id16050:9990, id16051:9990, id16052:9990, id16999:9999999, id17001:1000, id17002:1000, id17003:1000, id17004:1000, id17015:9990, id17016:9990, id17022:9990, id17029:9990, id17030:9990, id17031:9990, id17032:9990, id17033:9990, id18001:9990, id18002:9990, id18003:9990 }>> <<set $trackdata.domain.pool +=9995>> <<set $heroes.id9999.stats.money +=9999999>> <<set $trackdata.army= { id1: 999, id2: 999, id3: 999, id4: 999, id5: 999, id6: 999, id7: 999, id8: 999, id9: 999, id10: 999, id11: 999, id12: 999, id13: 999, id14: 999, id15: 999 }>> <</if>> <<set $heroes.id9999.skills.fauna = _player_fauna_bonus + $heroes.id9999.skills.academical + $heroes.id9999.skills.strength>> <<set $heroes.id9999.skills.flora = _player_flora_bonus + $heroes.id9999.skills.academical + $heroes.id9999.skills.precision>> <<set $heroes.id9999.skills.cooking = _player_cooking_bonus + $heroes.id9999.skills.academical + $heroes.id9999.skills.dexterity>> <<set $heroes.id9999.skills.reflex = _player_reflex_bonus + $heroes.id9999.skills.academical + $heroes.id9999.skills.agility>> <<set $heroes.id9999.skills.flattery = _player_flattery_bonus + $heroes.id9999.skills.academical + $heroes.id9999.skills.interpersonal>> <<set $heroes.id9999.skills.building = _player_building_bonus + $heroes.id9999.skills.scientific + $heroes.id9999.skills.strength>> <<set $heroes.id9999.skills.digital = _player_digital_bonus + $heroes.id9999.skills.scientific + $heroes.id9999.skills.precision>> <<set $heroes.id9999.skills.dodging = _player_dodging_bonus + $heroes.id9999.skills.scientific + $heroes.id9999.skills.dexterity>> <<set $heroes.id9999.skills.crafting = _player_crafting_bonus + $heroes.id9999.skills.scientific + $heroes.id9999.skills.agility>> <<set $heroes.id9999.skills.seduction = _player_seduction_bonus + $heroes.id9999.skills.scientific + $heroes.id9999.skills.interpersonal>> <<set $heroes.id9999.skills.endurance = _player_endurance_bonus + $heroes.id9999.skills.medical + $heroes.id9999.skills.strength>> <<set $heroes.id9999.skills.toughness = _player_toughness_bonus + $heroes.id9999.skills.medical + $heroes.id9999.skills.precision>> <<set $heroes.id9999.skills.herbalism = _player_herbalism_bonus + $heroes.id9999.skills.medical + $heroes.id9999.skills.dexterity>> <<set $heroes.id9999.skills.medicine = _player_medicine_bonus + $heroes.id9999.skills.medical + $heroes.id9999.skills.agility>> <<set $heroes.id9999.skills.charisma = _player_charisma_bonus + $heroes.id9999.skills.medical + $heroes.id9999.skills.interpersonal>> <<set $heroes.id9999.skills.power = _player_power_bonus + $heroes.id9999.skills.warfare + $heroes.id9999.skills.strength>> <<set $heroes.id9999.skills.shooting = _player_shooting_bonus + $heroes.id9999.skills.warfare + $heroes.id9999.skills.precision>> <<set $heroes.id9999.skills.targeting = _player_targeting_bonus + $heroes.id9999.skills.warfare + $heroes.id9999.skills.dexterity>> <<set $heroes.id9999.skills.martial = _player_martial_bonus + $heroes.id9999.skills.warfare + $heroes.id9999.skills.agility>> <<set $heroes.id9999.skills.dread = _player_dread_bonus + $heroes.id9999.skills.warfare + $heroes.id9999.skills.interpersonal>> <<set $heroes.id9999.skills.leadership = _player_leadership_bonus + $heroes.id9999.skills.politics + $heroes.id9999.skills.strength>> <<set $heroes.id9999.skills.perception = _player_perception_bonus + $heroes.id9999.skills.politics + $heroes.id9999.skills.precision>> <<set $heroes.id9999.skills.tactics = _player_tactics_bonus + $heroes.id9999.skills.politics + $heroes.id9999.skills.dexterity>> <<set $heroes.id9999.skills.stealth = _player_stealth_bonus + $heroes.id9999.skills.politics + $heroes.id9999.skills.agility>> <<set $heroes.id9999.skills.manipulation = _player_manipulation_bonus + $heroes.id9999.skills.politics + $heroes.id9999.skills.interpersonal>> <div id="chreat31"> <div id="chreat31title">The Skill Matrix</div> <table id="skilltable"> <tbody> <tr> <th scope="col" colspan="2" rowspan="2" id ="skilltablenoright">Skill points</th> <th scope="col" id="skilltabletoprightleft">Strength</th> <th scope="col" id="skilltabletoprightleft">Precision</th> <th scope="col" id="skilltabletoprightleft">Dexterity</th> <th scope="col" id="skilltabletoprightleft">Agility</th> <th scope="col" id="skilltabletoprightleft">Interpersonal</th> </tr> <tr> <th scope="col" id="skilltableleftbottomright">$heroes.id9999.skills.strength</th> <th scope="col" id="skilltableleftbottomright">$heroes.id9999.skills.precision</th> <th scope="col" id="skilltableleftbottomright">$heroes.id9999.skills.dexterity</th> <th scope="col" id="skilltableleftbottomright">$heroes.id9999.skills.agility</th> <th scope="col" id="skilltableleftbottomright">$heroes.id9999.skills.interpersonal</th> </tr> <tr> <th scope="row" rowspan="2" id="skilltablenoright">Academical</th> <th rowspan="2" id="skilltableupdown">$heroes.id9999.skills.academical</th> <td id="skilltabletoprightleft">Fauna</td> <td id="skilltabletoprightleft">Flora</td> <td id="skilltabletoprightleft">Cooking</td> <td id="skilltabletoprightleft">Reflex</td> <td id="skilltabletoprightleft">Flattery</td> </tr> <tr> <td id="skilltableleftbottomright">$heroes.id9999.skills.fauna</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.flora</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.cooking</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.reflex</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.flattery</td> </tr> <tr> <th scope="row" rowspan="2" id="skilltablenoright">Scientific</th> <th rowspan="2" id="skilltableupdown">$heroes.id9999.skills.scientific</th> <td id="skilltabletoprightleft">Building</td> <td id="skilltabletoprightleft">Digital</td> <td id="skilltabletoprightleft">Dodging</td> <td id="skilltabletoprightleft">Crafting</td> <td id="skilltabletoprightleft">Seduction</td> </tr> <tr> <td id="skilltableleftbottomright">$heroes.id9999.skills.building</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.digital</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.dodging</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.crafting</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.seduction</td> </tr> <tr> <th scope="row" rowspan="2" id="skilltablenoright">Medical</th> <th rowspan="2" id="skilltableupdown">$heroes.id9999.skills.medical</th> <td id="skilltabletoprightleft">Endurance</td> <td id="skilltabletoprightleft">Toughness</td> <td id="skilltabletoprightleft">Herbalism</td> <td id="skilltabletoprightleft">Medicine</td> <td id="skilltabletoprightleft">Charisma</td> </tr> <tr> <td id="skilltableleftbottomright">$heroes.id9999.skills.endurance</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.toughness</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.herbalism</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.medicine</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.charisma</td> </tr> <tr> <th scope="row" rowspan="2" id ="skilltablenoright">Warfare</th> <th rowspan="2" id="skilltableupdown">$heroes.id9999.skills.warfare</th> <td id="skilltabletoprightleft">Power</td> <td id="skilltabletoprightleft">Shooting</td> <td id="skilltabletoprightleft">Targeting</td> <td id="skilltabletoprightleft">Martial</td> <td id="skilltabletoprightleft">Dread</td> </tr> <tr> <td id="skilltableleftbottomright">$heroes.id9999.skills.power</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.shooting</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.targeting</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.martial</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.dread</td> </tr> <tr> <th scope="row" rowspan="2" id="skilltablenoright">Politics</th> <th rowspan="2" id="skilltableupdown">$heroes.id9999.skills.politics</th> <td id="skilltabletoprightleft">Leadership</td> <td id="skilltabletoprightleft">Perception</td> <td id="skilltabletoprightleft">Tactics</td> <td id="skilltabletoprightleft">Stealth</td> <td id="skilltabletoprightleft">Manipulation</td> </tr> <tr> <td id="skilltableleftbottomright">$heroes.id9999.skills.leadership</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.perception</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.tactics</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.stealth</td> <td id="skilltableleftbottomright">$heroes.id9999.skills.manipulation</td> </tr> </tbody> </table> </div> <div id= "chreat32"> <div id="chreat31title">Background Story</div> <div id="chreatbackstory"><<switch $heroes.id9999.data.profession>> <<case "worker">> You were just another cog in the city’s rusted machine—one of the countless bodies swallowed daily by the clang and smog of Rusttown. You hauled, lifted, assembled, repaired—whatever kept the power running and the higher-ups fed. You lived alone in a narrow, crumbling apartment inherited from your parents. A place where mold decorated the ceiling and the constant noise of the crowded building never let you sleep. You worked hard, but your salary barely covered food. You were always one missed shift away from the streets. And then... nothing. A hole in your memory, wide and dark. One to two years—gone. Erased. You’ve woken up now—your old self distant, but your muscles still remember the grind. <<case "cook">> From smoky food stalls in the street markets to greasy backrooms of dying diners, you worked every shift you could find. Cooking wasn’t your passion—it was your lifeline. Sometimes it meant feeding fifty in a lunch rush. Other times, it was serving half-dead mercs and drunk ministers at 3 a.m. in exchange for cash, favors, or just a chance to keep the leftovers. You lived alone in a narrow, crumbling apartment in Rusttown, inherited from your parents. You knew how to stretch ingredients, how to make compost taste like cuisine, and how to grow your own herbs on a decaying rooftop. You were barely scraping by—exhausted, underpaid, always a heartbeat from homelessness. Then everything went dark. A year—maybe two—just gone. You're back now. But something’s changed. <<case "clerk">> You wore a collar, but there was no prestige in it. You lived alone in the same kind of narrow, crumbling apartment the factory workers called home—your inheritance, if you could call it that. And you worked in a factory too—just a mental one. Days spent buried in forms, triple-checking printed spreadsheets no one else ever read. At least you learned how to notice things—how to focus, how to catch the little inconsistencies others missed. You also picked up a few tricks from your coworkers about subtle manipulation and office power games. You were worn thin, spiraling down. One missed rent away from sleeping in a city park. Then... blackout. A stretch of time, lost. Just fog where your life should be. <<case "demigod">> You don’t live in Rusttown. You debug Rusttown. Hunger? Irrelevant. Money? Optional. Combat? You’re the creator's pet boss that never got nerfed. You know what lies beyond the brain-fog of the Moth—sometimes just by staring directly into the script. Your past is a myth. Your future is overpowered. Your job? Breaking the world lovingly, one feature at a time. <</switch>> </div> <div id= "chreat33"> <div id="chreatstart" class="hidden"> <<button "Start Game!" "QuestTut">> <<set $heroes.id9999.stats.health = $heroes.id9999.stats.maxhealth>> <<set $heroes.id9999.stats.energy = $heroes.id9999.stats.maxenergy>> <<set $active.room = "">> <<unset $profpic2>> <<unset $chreatbutt>> <<set $trackdata.skills = $heroes.id9999.skills>> <<switch $heroes.id9999.data.profession>> <<case"hobo">> <<set $trackdata.homes.id13 = 1>> <<case"student">> <<set $trackdata.homes.id15 = 1>> <<case"farmer">> <<set $trackdata.homes.id14 = 1>> <<case"worker">> <<set $trackdata.homes.id11 = 1>> <<case"cook">> <<set $trackdata.homes.id11 = 1>> <<case"clerk">> <<set $trackdata.homes.id11 = 1>> <<case"soldier">> <<set $trackdata.homes.id12 = 1>> <<case"lawyer">> <<set $trackdata.homes.id12 = 1>> <<case"artisan">> <<set $trackdata.homes.id12 = 1>> <<case"doctor">> <<set $trackdata.homes.id12 = 1>> <<case"professor">> <<set $trackdata.homes.id12 = 1>> <<case"architect">> <<set $trackdata.homes.id12 = 1>> <<case"artist">> <<set $trackdata.homes.id11 = 1>> <<case"entrepreneur">> <<set $trackdata.homes.id12 = 1>> <<case"engineer">> <<set $trackdata.homes.id12 = 1>> <<case"politician">> <<set $trackdata.homes.id10 = 1>> <<case"general">> <<set $trackdata.homes.id10 = 1>> <<case"demigod">> <<set $trackdata.homes.id10 = 1>> <<set $trackdata.homes.id11 = 1>> <<set $trackdata.homes.id12 = 1>> <<set $trackdata.homes.id13 = 1>> <<set $trackdata.homes.id14 = 1>> <<set $trackdata.homes.id15 = 1>> <</switch>> /*start settings here*/ <<set $active.quest = $quests.id100>> <<set $active.map = $districts.district57>> <<set $active.city = "condorcity">> <<set $trackdata.inventory.id3001 = 1>> <<set $trackdata.inventory.id8001 = 2>> <<set $trackdata.inventory.id8015 = 1>> <<set $trackdata.inventory.id16015 = 3>> <<set $trackdata.inventory.id18001 = 3>> /*<<set $heroes.id9999.gear.melee =setup.inventory.id8001>> <<set $heroes.id9999.skills.dodging =$heroes.id9999.skills.dodging + setup.inventory.id8001.dodging>>*/ /*---------------------------ROLES COUNTER HERE-----------------------*/ <<if $trackdata.homes.id10 is 1>> /*to copy: this item*/ <<set $trackdata.roles.id1 += 8>>/*Housekeeper*/ <<set $trackdata.roles.id2 += 1>>/*Janitor*/ <<set $trackdata.roles.id3 += 1>>/*Gardener*/ <<set $trackdata.roles.id4 += 1>>/*Cook*/ <<set $trackdata.roles.id5 += 0>>/*Supplier*/ <<set $trackdata.roles.id6 += 12>>/*Guard*/ <<set $trackdata.roles.id7 += 1>>/*Instructor*/ <<set $trackdata.roles.id8 += 1>>/*Technician*/ <<set $trackdata.roles.id9 += 1>>/*Medic*/ <<set $trackdata.roles.id10 += 0>>/*Coordinator*/ <<set $trackdata.roles.id11 += 2>>/*Performer*/ <<set $trackdata.roles.id12 += 0>>/*Brewer*/ <<set $trackdata.roles.id13 += 1>>/*Hunter*/ <<set $trackdata.roles.id14 += 3>>/*Scavenger*/ <<set $trackdata.roles.id15 += 3>>/*Stablehand*/ <<set $trackdata.roles.id16 += 1>>/*Accountant*/ <<set $trackdata.roles.id17 += 0>>/*Strategist*/ <<set $trackdata.roles.id18 += 0>>/*General*/ <<set $trackdata.roles.id19 += 1>>/*Sergeant*/ <<set $trackdata.roles.id20 += 0>>/*Agent*/ <<set $trackdata.roles.id21 += 0>>/*Chemist*/ <</if>> <<if $trackdata.homes.id11 is 1>> <<set $trackdata.roles.id1 += 1>>/*Housekeeper*/ <</if>> <<if $trackdata.homes.id12 is 1>> <<set $trackdata.roles.id1 += 2>>/*Housekeeper*/ <<set $trackdata.roles.id2 += 1>>/*Janitor*/ <<set $trackdata.roles.id4 += 1>>/*Cook*/ <</if>> <<if $trackdata.homes.id14 is 1>> <<set $trackdata.roles.id1 += 1>>/*Housekeeper*/ <<set $trackdata.roles.id2 += 1>>/*Janitor*/ <<set $trackdata.roles.id3 += 1>>/*Gardener*/ <<set $trackdata.roles.id4 += 1>>/*Cook*/ <<set $trackdata.roles.id6 += 4>>/*Guard*/ <<set $trackdata.roles.id7 += 1>>/*Instructor*/ <<set $trackdata.roles.id8 += 1>>/*Technician*/ <<set $trackdata.roles.id13 += 1>>/*Hunter*/ <<set $trackdata.roles.id14 += 1>>/*Scavenger*/ <<set $trackdata.roles.id15 += 1>>/*Stablehand*/ <</if>> <<if $trackdata.homes.id15 is 1>> <<set $trackdata.roles.id1 += 1>>/*Housekeeper*/ <</if>> /*------------------------------affection modifierscycle------------------------------*/ <<set _keys = Object.keys($heroes)>> <<for _i to 0; _i < _keys.length; _i++>> <<set _affbonus = 0>> <<if $heroes.id9999.data.language is $heroes[_keys[_i]].data.language>> <<set _affbonus += 5>> <</if>> <<if $heroes.id9999.data.religion is $heroes[_keys[_i]].data.religion>> <<if $heroes[_keys[_i]].data.devotion gte 40>> <<set _affbonus += 2>> <</if>> <<if $heroes[_keys[_i]].data.devotion gte 60>> <<set _affbonus += 3>> <</if>> <<if $heroes[_keys[_i]].data.devotion gte 80>> <<set _affbonus += 5>> <</if>> <</if>> <<if $heroes.id9999.data.temperament is $heroes[_keys[_i]].data.temperament>> <<set _affbonus += 5>> <<if $heroes.id9999.data.temperament is "dominant">> <<set _affbonus -= 10>> <</if>> <</if>> <<set $heroes[_keys[_i]].data.affection += _affbonus>> <</for>> <</button>></div> </div> </div> </div> </div> <<timed 0ms>> <<if $chreatbutt is 1>> <<removeclass "#chreatstart" "hidden">> <<addclass "#chreatstart" "visible">> <</if>> <</timed>> <</nobr>>
<<nobr>> <<silent>> <<if not _choices>> <<set _choicesCount to -1>> <<set _choices to ["./Images/Interface/profilepics/1.png", "./Images/Interface/profilepics/2.png", "./Images/Interface/profilepics/3.png", "./Images/Interface/profilepics/4.png", "./Images/Interface/profilepics/5.png", "./Images/Interface/profilepics/6.png", "./Images/Interface/profilepics/7.png"]>> <</if>> <<set _choicesCount to _choicesCount + 1>> <<if _choicesCount >= _choices.length>> <<set _choicesCount to 0>> <</if>> <<if $profpic2 isnot true>> <<set $heroes.id9999.data.profpic to _choices[_choicesCount]>> <<else>> <<set $profpic2 to false>> <</if>> <</silent>> <div id=profout> <div id="profpic">[img[$heroes.id9999.data.profpic]]</div> <<linkreplace "Next picture">><<replace "#profpic">><<include "ProfPic">><</replace>><</linkreplace>> </div> <</nobr>>
<<nobr>> <<set _retcheck = Number(parseInt($active.quest.state).toString().charAt($active.quest.now))>> <<set $retcheck = _retcheck>> <div class="maptop"> <div class="mapleftbox"> <div class="mapleftupicons"> [img[./Images/Interface/time.png]] <<displaytime>> </div> <div class="mapleftupicons"> [img[./Images/Interface/playerenergy.png]] <<=$heroes.id9999.stats.energy + " / " + $heroes.id9999.stats.maxenergy>> </div> <div class="mapleftupicons"> [img[./Images/Interface/playerhealth.png]] <<=$heroes.id9999.stats.health + " / " + $heroes.id9999.stats.maxhealth>> </div> </div> <div class="menutop" class="hidden"> </div> <div class="maprightbox"> <div class="maprightupicons"> [img[./Images/Interface/playermoney.png]] <<print setup.formatNumber($heroes.id9999.stats.money)>> </div> <div class="maprightupicons"> [img[./Images/Interface/playerfame.png]] <<print setup.formatNumber($heroes.id9999.stats.fame)>> </div> <div class="maprightupicons"> [img[./Images/Interface/playerinfluence.png]] <<print setup.formatNumber($heroes.id9999.stats.influence )>> </div> </div> </div> <div class="mapmiddle"> <div class="mapleft"> </div> <div class="mapcentre"> <div class ="placeleft" id="qplaceleft"> <div id="qename"> <<= $active.quest.name>> </div> <div id = "questdesc"> <<set $qimpath = $active.quest.state>> /*---setting decision point (1 or 2) to 4 as quest is the same after that in order to not have duplicated pictures (but only setting after decision quest happened---*/ <<if $active.quest.id is 100>> <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 1 and Number(parseInt($quests.id100.state).toString().charAt(3)) is 1>> <<set $qimpath +=3000000000000>> <</if>> <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 2 and Number(parseInt($quests.id100.state).toString().charAt(3)) is 1>> <<set $qimpath +=2000000000000>> <</if>> <</if>> <<if $active.quest.id is 103>> <<if Number(parseInt($quests.id103.state).toString().charAt(5)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(8)) is 1>> <<set $qimpath +=4000000000>> <</if>> <<if Number(parseInt($quests.id103.state).toString().charAt(5)) is 2 and Number(parseInt($quests.id103.state).toString().charAt(8)) is 1>> <<set $qimpath +=3000000000>> <</if>> <<if Number(parseInt($quests.id103.state).toString().charAt(5)) is 3 and Number(parseInt($quests.id103.state).toString().charAt(8)) is 1>> <<set $qimpath +=2000000000>> <</if>> <<if Number(parseInt($quests.id103.state).toString().charAt(5)) is 4 and Number(parseInt($quests.id103.state).toString().charAt(8)) is 1>> <<set $qimpath +=1000000000>> <</if>> <</if>> <<include QuestText>> </div> </div> <div class ="placeright"> <div id="qtpict"> <<print "[img[./Images/Quests/" + $active.quest.id + "id" + $qimpath + ".png]]">> </div> /*quest has the same image as a previous one*/ <<timed 0ms>> <<if $active.quest.id is 100>> <<if $qimpath is 244111000000000>> <<replace "#qtpict">> [img[./Images/Quests/100id244110000000000.png]] <</replace>> <</if>> <<if $qimpath is 244111100000000>> <<replace "#qtpict">> [img[./Images/Quests/100id244110000000000.png]] <</replace>> <</if>> <<if $hrswitch is 1>> <<replace "#qtpict">> [img[./Images/Quests/100id241111100000000a.png]] <</replace>> <</if>> <<if $qimpath is 244111110000000>> <<replace "#qtpict">> [img[./Images/Quests/100id244110000000000.png]] <</replace>> <</if>> <<if $qimpath is 244111111000000>> <<replace "#qtpict">> [img[./Images/Quests/100id244110000000000.png]] <</replace>> <</if>> <<if $qimpath is 244111111100000>> <<replace "#qtpict">> [img[./Images/Quests/100id244110000000000.png]] <</replace>> <</if>> <<if $qimpath is 244111111110000>> <<replace "#qtpict">> [img[./Images/Interactions/id101.png]] <</replace>> <</if>> <<if $qimpath is 244111111111100>> <<replace "#qtpict">> [img[./Images/Quests/100id244111111111000.png]] <</replace>> <</if>> <</if>> <<if $active.quest.id is 101>> <<if $qimpath is 211100000000000>> <<replace "#qtpict">> [img[./Images/Quests/101id211000000000000.png]] <</replace>> <</if>> <<if $qimpath is 211110000000000>> <<replace "#qtpict">> [img[./Images/Quests/101id211000000000000.png]] <</replace>> <</if>> <<if $qimpath is 211111000000000>> <<replace "#qtpict">> [img[./Images/Quests/101id211000000000000.png]] <</replace>> <</if>> <</if>> <<if $active.quest.id is 103>> <<if $qimpath is 211000000000000 and Number(parseInt($quests.id100.state).toString().charAt(2)) is 1>> <<replace "#qtpict">> [img[./Images/Quests/100id241000000000000.png]] <</replace>> <</if>> <<if $qimpath is 211000000000000 and Number(parseInt($quests.id100.state).toString().charAt(2)) is 2>> <<replace "#qtpict">> [img[./Images/Quests/100id242000000000000.png]] <</replace>> <</if>> <<if $qimpath is 211100000000000 and Number(parseInt($quests.id100.state).toString().charAt(2)) is 2>> <<replace "#qtpict">> [img[./Images/Quests/103id211100000000000b.png]] <</replace>> <</if>> <<if $qimpath is 211110000000000 and Number(parseInt($quests.id100.state).toString().charAt(2)) is 2>> <<replace "#qtpict">> [img[./Images/Quests/103id211110000000000b.png]] <</replace>> <</if>> <<if $qimpath is 211111110000000>> <<replace "#qtpict">> [img[./Images/Quests/100id242000000000000.png]] <</replace>> <</if>> <<if $qimpath is 211113100000000>> <<replace "#qtpict">> [img[./Images/Quests/100id242000000000000.png]] <</replace>> <</if>> /*<<if $qimpath is 211114100000000>> <<replace "#qtpict">> [img[./Images/Quests/103id211114000000000.png]] <</replace>> <</if>>*/ <<if $qimpath is 211114110000000>> <<replace "#qtpict">> [img[./Images/Quests/103id211114100000000.png]] <</replace>> <</if>> <</if>> <</timed>> </div> </div> <div class="mapright"> </div> </div> <div class="mapbottom"> <div class="mapleftboxdown"> </div> /*----no return button------*/ <<set _noqbutt=1>> <<if $active.quest.id is 100 and $active.quest.state is 241111111111110>> <<set _noqbutt=0>> <</if>> <<if $active.quest.id is 103 and ($active.quest.state is 100000000000000 or $active.quest.state is 210000000000000 or $active.quest.state is 211000000000000 or $active.quest.state is 211111000000000 or $active.quest.state is 211112000000000 or $active.quest.state is 211113000000000 or $active.quest.state is 211114000000000 or $active.quest.state is 211111100000000 or $active.quest.state is 211112100000000 or $active.quest.state is 211112110000000 or $qimpath is 211115111000000 or $qimpath is 211115111110000 or $qimpath is 211115111111000 or $qimpath is 211115111111100 or $qimpath is 211115111111110)>> <<set _noqbutt=0>> <</if>> /*-----------------------------------*/ <<if (_retcheck is 0) or ($active.quest.now eq $active.quest.end and _retcheck isnot 0)>> <div class=menureturn id="questreturn"> <<if _noqbutt gt 0>> <<button "Return" $return>> <<if $active.quest.now eq $active.quest.end and _retcheck isnot 0>> <<set $active.quest.state += 100000000000000>> <</if>> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</if>> </div> <<else>> <div class=menureturn> <<button "Complete" "QuestEngine">> <<set $active.quest.now +=1>> <</button>> </div> <</if>> <div class="maprightboxdown"> </div> </div> <</nobr>>
<<nobr>> /*break with ifs if necessry, quest system was made like this in order to avoid adding to many $ variables to keep track of quest requirements and completions*/ /*----------------------------example, copy this for structure-------------------------*/ <<if $active.quest.id is 0>> <<switch $qimpath>> <<case 100000000000000>> <div id="qtext"> Good day! I might have a job for you if you are interested. </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Yes" "QuestEngine">> <<set $active.quest.state += 100000000000000>> <</button>> </div> <div id ="hptalkbutt"> <<button "No" "MapEngine">> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 200000000000000>> <div id="qtext"> Bring me these: </div> /*add required or reward items here, if none, leave empty. no limit on number of items, but you need to chnge the give items button conditions below*/ <div id="qitems"> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <div class ="itemdiv"> [img[./Images/Items/id16008.png]] <div>3</div> </div> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <div class ="itemdiv"> [img[./Images/Items/id16009.png]] <div>5</div> </div> </div> </div> </div> </div> /*add give items and collect rewards buttons here inside conditional if*/ <div id ="qtextbutt"> <<if $trackdata.inventory.id16008 gte 3 and $trackdata.inventory.id16009 gte 5>> <div id="qbutt"> <<button "Give items!" "QuestEngine">> <<set $active.quest.state += 10000000000000>> <<set $trackdata.inventory.id16008 -=3>> <<set $trackdata.inventory.id16009 -=5>> <</button>> </div> <<else>> You don't have all of these items! <</if>> </div> <div id="questdown"> /*choice buttons go here*/ <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Agree" "QuestEngine">> <<set $active.quest.state += 10000000000000>> <</button>> </div> <div id ="hptalkbutt"> <<button "Disagree" "QuestEngine">> <<set $active.quest.state += 20000000000000>> <</button>> </div> <div id ="hptalkbutt"> <<button "Yes" "QuestEngine">> <<set $active.quest.state += 30000000000000>> <</button>> </div> <div id ="hptalkbutt"> <<button "No" "QuestEngine">> <<set $active.quest.state += 40000000000000>> <</button>> </div> <div id ="hptalkbutt"> <<button "Fight" "QuestEngine">> <<set $active.quest.state += 50000000000000>> <</button>> </div> </div> /*found clues go here*/ <div id="questcolsr"> <div id="qdcols">Clues</div> <<if isNaN($active.quest.clue1)>> <<else>> <<if $active.quest.clue1 is 1>> <div class="intfitemwrap"> <div class="invwear"> <div class ="itemdiv"> [img[./Images/Items/id16008.png]] </div> </div> </div> <<else>> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <div class ="itemdiv"> [img[./Images/Items/id0001.png]] </div> </div> </div> <</if>> <</if>> </div> </div> <<case 210000000000000>> <div id="qtext"> Thank you! Quest completed! </div> <<case 310000000000000>> <div id="qtext"> Thanks for your help again! </div> <<default>> <</switch>> <</if>> /*-----------------------------------100 TUTORIAL--------------------------------------*/ <<if $active.quest.id is 100>> <<switch $qimpath>> <<case 240000000000000>> <div id="qtext"> <br>As you walk through the dense cluster of houses in the poor district, you stumble upon what seems to be a fight: a tall young man with his face covered is facing off against a policeman. The youth grips a wooden bat; the officer, a mace. <br>Suddenly, you feel a powerful, irresistible urge to help the youth. Yet at the same time, your conscious mind raises its concerns, urging you to side with the policeman instead. You have to pick a side — and act quickly, before either of them notices you. </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Help the youth">> <<replace "#qtext">> <br>You run up behind the policeman and kick him square in the back. It’s not elegant, but it’s effective — he crashes to the ground with a grunt. The youth turns to you and pulls the cloth from his face. <br>“Shit, man, thanks! We can’t talk here — meet me at my place, it’s not far!” <br>He takes off running. It’s the smartest move you can make too: the policeman is already scrambling to his feet, and he doesn’t look happy. You dash after the youth, hoping to catch up. <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id240000000000000a.png]] <</replace>> <<set $active.quest.state += 1000000000000>> <<set $active.quest.now +=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Help the policeman">> <<replace "#qtext">> <br>You sprint toward the youth and swing a kick at him — but he’s faster than you and dodges with ease. <br>“Fuck you, man! Mind your own business!” he shouts before taking off down the street. <br>The officer lowers his mace and waves a hand dismissively. <br>“Stupid kid. Not even worth chasing. You look like a law-abiding citizen — a rare sight in this part of the city. Thanks for stepping in.” <br>He offers a quick nod. “I’m Officer Baptiste, but just call me Léo. My office is a few blocks from here. Come with me — I’d like to have a word with you.” <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id240000000000000b.png]] <</replace>> <<set $active.quest.state += 2000000000000>> <<set $active.quest.now +=1>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 241000000000000>> <div id="qtext"> <br>“Okay man, we can talk now. Name’s Malik. Thanks for helping me back there. I don’t think he would've hurt me, but… anyway. That guy was clearly on the wrong side of things. This society is rotting. How can anyone still work for those bastards?” <br><br>You don’t answer. You know Condor City is far from perfect — but skipping out on the latest events makes you wonder if things have gotten even worse. <br><br>Malik doesn’t seem to mind your silence. He keeps talking. <br><br>“So listen, uh… I need a small favor. Nothing revolutionary yet, don’t worry.” He laughs. “But I owe some money to this asshole Harry. Well, not me — a friend of mine. I’d take it to his saloon myself, but he’s not just a miserable son of a bitch — he’s a racist too.” <br><br>He pulls some cash from his pocket. <br><br>“Could you take it to him for me? I owe him 42, but here’s 50 — keep the rest, man. Oh no, wait — it’s 42 pesos and 26 céntimos. Shit… he’s the last guy in this goddamn city who still counts the cents. They’re worthless. You can find his saloon on the edge of the city, a wooden building on the end of the road” </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Take money">> <<replace "#qtext">> <br>“Great, thanks! Come back in a few days if you want — next time, man, I’ll have some real work for you. Yeah… revolutionary stuff.” <br><br><br>Hint: How about saving your progress? Now you can find the [img[./Images/Interface/iconsave.png]] icon on the bottom left of the map. You have two options: save it to one of the slots (browser memory) or download a save file to your computer (on disk). It is recommended to use the On Disk option because if you clear your browser's memory (or use private browsing while playing) you can loose the slot saves and your progress! <</replace>> <<replace "#questcolsl">> <</replace>> <<set $active.quest.state += 100000000000>> <<set $active.quest.now +=1>> <<set $heroes.id9999.stats.money +=50>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 242000000000000>> <div id="qtext"> <br>“Take a seat. I’ll be straight with you — I’ve got a job offer. You can’t join the force, you’re not trained, but we can hire you as a contractor. You’ll get paid per task. The money’s not great — tight budget — but you work on your own schedule. No fixed hours, no fixed salary.” <br>You're a bit surprised by the offer, but Léo doesn't wait for a reply. <br>“Come back in a few days if you're interested. For now, I need a small favor.” <br>He counts out some bills. <br>“One of my colleagues owes 42 pesos to Harry Winslow, the saloon owner. I owe that colleague a few favors, so I’m covering it. Problem is, Harry doesn’t like my face — too Black for his taste.” <br>He hands you the money. <br>“Take it to him for me. Make sure it’s exact — 42 pesos and 26 céntimos. He’s probably the last bastard in town who still gives a damn about these worthless cents. You can find his saloon on the edge of the city, a wooden building on the end of the road” </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Take money">> <<replace "#qtext">> <br>“Great, thanks! I’ll need a few days to get approval from the higher-ups to bring you on as a contractor, but I’m sure they’ll sign off — we’re short on reliable manpower. See you soon!” <br><br><br>Hint: How about saving your progress? Now you can find the [img[./Images/Interface/iconsave.png]] icon on the bottom left of the map. You have two options: save it to one of the slots (browser memory) or download a save file to your computer (on disk). It is recommended to use the On Disk option because if you clear your browser's memory (or use private browsing while playing) you can loose the slot saves and your progress! <</replace>> <<replace "#questcolsl">> <</replace>> <<set $active.quest.state += 100000000000>> <<set $active.quest.now +=1>> <<set $heroes.id9999.stats.money +=50>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 244100000000000>> <div id="qtext"> <br>You enter the saloon. To your left, a group of people huddle around a table, all staring toward the bar counter. Behind it, a short, stocky middle-aged man—half-bald, bearded, and broad-shouldered—places a steaming, freshly baked pizza on the counter. <br>“It’s ready, Loletha,” he growls, clearly addressing the waitress, who’s leaning casually against the counter. Something about her stops you cold. She’s Black. What the hell is going on here? you think as you approach. <br>“Good morning, sir,” the man says, nodding in greeting. “Can I help you? If the smell of that pizza dragged you in, grab a seat. I can whip one up for you in no time.” <br>“No thanks. I’m here on other business.” <br>Harry furrows his brows, giving you a wary look. <br>“Who the hell you are? What business?” <br>“My name is <<=$heroes.id9999.data.firstname + " " + $heroes.id9999.data.lastname>>. It’s about a sum of money owed to you by a friend of mine." </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Ask about waitress">> <<replace "#qtext">> <br>He also mentioned… you’re not exactly fond of darker skin types.” <br>You glance at the waitress. She bursts out laughing. <br>“C’mon, Harry,” she says in a sassy tone. “You running your mouth about us again?” <br>Harry sighs, visibly uncomfortable. “I only keep her because she’s good at her job. Otherwise… I don’t hire Blacks,” he mutters awkwardly. <br>The young woman lets out another sharp laugh. <br>“Oh yeah, sure. Except that you haven’t hired anyone else since opening. I’m the first and last person you ever brought on here.” <br>Harry tries to recover his dignity, speaking with forced authority. <br>“Loletha, the pizza’s ready. The guests are waiting.” Then he turns back to you, his tone growing sharper. “So what about my money, errand boy?” <</replace>> <<replace "#questcolsl">> <<if $heroes.id9999.stats.money gte 43>> <div id ="hptalkbutt"> <<button "Give money">> <<replace "#qtext">> <br>“Here it is—43 pesos. Don’t mind the change. I hear you like it that way. Debt settled.” <br>“Oh, thanks for the tip. I appreciate it.” Harry’s previously sullen face lights up the moment you tell him he can keep a few extra centimos. <br>He’s not exactly all there, you think. <br>“Ehm,” Harry begins, scratching his beard. “Now that you mention business... I might have a few things you could help me with. I’ll pay. Well. Really well.” <br>“I might give it some thought. What kind of things?” <br>“You look tired. This job’s not for a tired man. Get some rest and come back tomorrow.” <br><br><br>Hint: You remember that you lived in <<if $heroes.id9999.data.profession is "hobo">> a makeshift shaft in the upper parts of Ghosthill. <</if>> <<if $heroes.id9999.data.profession is "worker" or $heroes.id9999.data.profession is "clerk" or $heroes.id9999.data.profession is "cook">> a small flat in Rusttown. <</if>> <<if $heroes.id9999.data.profession is "demigod">> everywhere man, everywhere. The world is yours. <</if>> Find your flat on the map and take a sleep. If your place is not in the Rusttown district, you can use the arrows on the borders of the map for navigation or the Minimap [img[./Images/Interface/iconminimap.png]] for quick travel. <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id244100000000000b.png]] <</replace>> <<set $active.quest.state += 10000000000>> <<set $active.quest.now +=1>> <<set $heroes.id9999.stats.money -=43>> <<unset $tutblock>> <</button>> </div> <</if>> <</replace>> <</button>> </div> <<if $heroes.id9999.stats.money gte 43>> <div id ="hptalkbutt"> <<button "Give money">> <<replace "#qtext">> <br>“Here it is—43 pesos. Don’t mind the change. I hear you like it that way. Debt settled.” <br>“Oh, thanks for the tip. I appreciate it.” Harry’s previously sullen face lights up the moment you tell him he can keep a few extra centimos. <br>He’s not exactly all there, you think. <br>“Ehm,” Harry begins, scratching his beard. “Now that you mention business... I might have a few things you could help me with. I’ll pay. Well. Really well.” <br>“I might give it some thought. What kind of things?” <br>“You look tired. This job’s not for a tired man. Get some rest and come back tomorrow.” <br><br><br>Hint: You remember that you lived in <<if $heroes.id9999.data.profession is "hobo">> a makeshift shaft in the upper parts of Ghosthill. <</if>> <<if $heroes.id9999.data.profession is "worker" or $heroes.id9999.data.profession is "clerk" or $heroes.id9999.data.profession is "cook">> a small flat in Rusttown. <</if>> <<if $heroes.id9999.data.profession is "demigod">> everywhere man, everywhere. The world is yours. <</if>> Find your flat on the map and take a sleep. If your place is not in the Rusttown district, you can use the arrows on the borders of the map for navigation or the Minimap [img[./Images/Interface/iconminimap.png]] for quick travel. <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id244100000000000b.png]] <</replace>> <<set $active.quest.state += 10000000000>> <<set $active.quest.now +=1>> <<unset $tutblock>> <<set $heroes.id9999.stats.money -=43>> <</button>> </div> <</if>> </div> <div id="questcolsr"> </div> </div> <<case 244110000000000>> <div id="qtext"> <<if $totaldays lte 213811>> <br>“You’re still dragging your feet. I told you—rest up and come back tomorrow.” <<else>> <br>“Ah, you actually came back,” Harry says, raising an eyebrow. He looks half-surprised, half-satisfied. “Alright, listen up.” <br>“I’ve got a big order. Real fancy. A birthday cake for some rich guy’s daughter in Ghosthill—her 18th. Price tag: 1,212 pesos and 28 centimos. Name’s Tomás Arrieta. No? Never heard of him? Hah. Must be really influential then. He even paid 700 pesos up front.” <br>Harry scratches his chin, looking toward the oven. “But I’m swamped here. Need you to help collect some ingredients. First one’s obvious: flour.” <br>“There’s an industrial mill just across the road. Check it out. See if you can get some.” <br>Reward: 5 [img[./Images/Interface/playermoney.png]] <br><br>Hint: Each job requires enough workpoints, which come from your skill levels and the clothes you wear. At the mill, you can buy flour directly or sell wheat for cash as well. Your choice how you get what Harry wants. <</if>> </div> <div id="qitems"> <<if $totaldays gt 213811>> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16016>> <div class ="itemdiv"> [img[./Images/Items/id16016.png]] <div>3</div> </div> <</tooltip>> </div> </div> </div> <</if>> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <<if $totaldays gt 213811 and $trackdata.inventory.id16016 gte 3>> <div id ="hptalkbutt"> <<button "Give flour">> <<replace "#qtext">> <br>“Thanks, this’ll do. Here’s your salary.” <br>You stare in disbelief at the five pesos he hands you. The flour alone was worth way more. <br>“You said you didn’t care about the centimos, didn’t you?” Harry shrugs. “I was gonna give you 5.13, to be honest.” <br><br><br>Hint: If you got the flour by working at the mill, you have spent most of your energy. you’ve likely used up most of your energy. Consider going to sleep to recover. Be careful with sleep timing: If you dont get home until 1 AM, you will have to sleep wherever you are—on the streets. <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qitems">> <</replace>> <<replace "#questreturn">> <<button "Complete" "QuestEngine">> <<set $active.quest.now +=1>> <</button>> <</replace>> <<set $active.quest.state += 1000000000>> /*<<set $active.quest.now +=1>>*/ <<set $heroes.id9999.stats.money +=5>> <<set $trackdata.inventory.id16016 -=3>> <</button>> </div> <</if>> </div> <div id="questcolsr"> </div> </div> <<case 244111000000000>> <div id="qtext"> <br>“I heard they’re thinning the forest up in Condor’s Nest. Head over and join the woodcutters. You might earn some wood while you’re at it—enough for me to fire up the oven.” <br>He scratches his head, then adds: <br>“And since you’ll be out there anyway, keep an eye out for wild berries. I heard there are a lot of them growing near the abandoned mansion in Ghosthill. I want something fresh to decorate the top of the cake.” <br>Reward: 8 [img[./Images/Interface/playermoney.png]] </div> <div id="qitems"> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16022>> <div class ="itemdiv"> [img[./Images/Items/id16022.png]] <div>3</div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16036>> <div class ="itemdiv"> [img[./Images/Items/id16036.png]] <div>5</div> </div> <</tooltip>> </div> </div> </div> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <<if $trackdata.inventory.id16022 gte 3 and $trackdata.inventory.id16036 gte 5>> <div id ="hptalkbutt"> <<button "Give items">> <<replace "#qtext">> <br>You hand over the wood and the berries to Harry, who pauses for a moment of thought before placing 8 pesos and 5 centimos on the counter. He quickly sweeps the centimos into his hand and pockets them. <br>“Here it is. Reward for a job well done.” <br>You shake your head in disbelief. <br>“You got paid by the woodcutters, you got paid in the mill too. Don’t look at me like that, be grateful I’m giving you something for all the items you got for free. Anyway, I have all the other ingredients now, thanks for helping out” <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qitems">> <</replace>> <<replace "#questreturn">> <<button "Complete" "QuestEngine">> <<set $active.quest.now +=1>> <<set $hrswitch =0>> <</button>> <</replace>> <<set $active.quest.state += 100000000>> <<set $heroes.id9999.stats.money +=8>> <<set $trackdata.inventory.id16022 -=3>> <<set $trackdata.inventory.id16036 -=5>> <</button>> </div> <</if>> </div> <div id="questcolsr"> </div> </div> <<case 244111100000000>> <div id="qtext"> <<if $hrswitch is 0>> <br>Harry leans over the counter, lowering his voice to a tense whisper. <br>"There's one more thing I need your help with. And this one's serious. While you were out fetching the ingredients, we had a thief. Some young punk — purple hair, face full of piercings. Not only did she skip out on paying for her beer, but she somehow swiped my vanilla beans right off the shelf when I wasn’t looking. <br>I’m sure it was her. She vanished, and suddenly the beans were gone. You know how rare vanilla is these days — only the rich grow it in their private glasshouses. I got mine from Mr. Arrieta, was planning to use it for the birthday cake. That stuff’s worth a small fortune. <br>Loletha saw what she was up to and tried to chase her down, but running in heels… she didn’t stand a chance. Last she saw, the girl was heading east, probably toward the park. <br>Listen, <<= $heroes.id9999.data.firstname>> — I can’t stress this enough — I need that vanilla back. I need your help. Now." I pay you well. I promise. <br>Hint: Move your mouse around the park to find the thief. She’s located on the southeast side of the pond, right near the shore. <br><br>Reward: 100 [img[./Images/Interface/playermoney.png]] <<else>> <br>You finally spot the thief resting under the shade of an old tree. As you approach, she springs to her feet in one swift motion — alert but oddly relaxed. She doesn’t look nervous. A sharpened wooden stick hangs loosely in her hand, but she makes no move to raise it. <br>“Well, hello there, sweetie,” she says with a smirk, her tone playful. “What can I do for you?” <br>“My name's <<=$heroes.id9999.data.firstname>>. I'm a friend of Harry — the saloon owner. You took something from him that doesn’t belong to you. And frankly, it has no use to you.” <br>“Yeah, I grabbed it. Look, with the kind of freaks hanging around that place lately, I figured it had to be some kind of drug. Turns out it’s just a spice or whatever.” <br>She reaches into her bag and tosses a small pouch toward you. “Here. Take it. Not worth the trouble anyway. Is there anything else you want from me? I really hope so...” <</if>> </div> <div id="qitems"> <div id="buy"> <<if $hrswitch is 0>> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16029>> <div class ="itemdiv"> [img[./Images/Items/id16029.png]] <div>1</div> </div> <</tooltip>> </div> </div> <</if>> </div> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <<if $hrswitch is 0>> <<if $trackdata.inventory.id16029 gte 1>> <div id ="hptalkbutt"> <<button "Give vanilla">> <<replace "#qtext">> <br>"Here’s your vanilla." You place the beans on the counter with a slight smile. <br>"Oh..." Harry exhales in relief. "You actually found it. Damn. I hope you taught that little bitch a lesson." He picks up the beans gently, like they’re made of gold. <br>"You have no idea how much this means to me… You really saved my ass." He straightens up, already halfway turning toward the kitchen. <br>"Alright, I’ve got a cake to bake. Catch you later, <<=$heroes.id9999.data.firstname>>." <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qitems">> <</replace>> <<replace "#questreturn">> <<button "Complete" "QuestEngine">> <<set $active.quest.now +=1>> <</button>> <</replace>> <<set $active.quest.state += 10000000>> <<set $heroes.id9999.stats.money +=100>> <<set $trackdata.inventory.id16029 -=1>> <<unset $hrswitch>> <</button>> </div> <</if>> <<else>> <div id ="hptalkbutt"> <<button "Ask for nothing">> <<replace "#qtext">> <br>"We’re settled," you say, slipping the vanilla beans into your pocket. <br>The young woman leans back against the tree, arms crossed, a sly grin on her face. "Ok, I guess. One more thing, handsome, before you run back to your buddy. He’s got friends now? Hah. Never thought I'd see the day. Total asshole, by the way — but whatever." <br>She waves it off and continues, "So, first off — I ditched my bag while running. That’s the only reason you even got your precious spice back." She lifts an eyebrow, gauging your reaction, then smirks. <br>"Second… if you ever need a hand, you know where to find me. Not gonna lie — I suck at pretty much everything. But hey, that’s why I come cheap." She winks. "Just give me a roof, a hot meal, and enough pesos to get my hair done once in a while, and we’re good." <br><br><br>Hint: You can hire the girl after giving the vanilla beans to Harry. Just come back to the park and find her. Hired heroes will live at your place and can aid you on your journey. Just make sure they are satisfied, you pay their daily salary and give them enough food, otherwise they might leave your household. <br>You can view your available food rations in you inventory. <</replace>> <<replace "#questcolsl">> <</replace>> <<set $hrswitch =0>> <<set $trackdata.inventory.id16029 +=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Request money">> <<replace "#qtext">> <br>“We’re not done yet,” you say, your voice firm. “First of all, you didn’t pay for your drink. And unless you’d prefer a pleasant walk to the police station, I expect some kind of monetary compensation.” <br>The girl's flirty expression falters, her eyes narrowing. “Money,” she mutters. “Now I see why you and Harry get along so well.” She digs into her pocket and pulls out a few crumpled bills and a shiny coin. “I’ve got 15. And just for you, here’s a 20 centimos coin too. I was gonna sew it on as a button, but hey — money’s money, right?” <br>She hands them over, then crosses her arms with a shrug. “By the way, if you ever need a helping hand — and don’t mind loosening your death grip on your precious coins so I can keep my hair looking halfway decent — you can find me here. I’m crap at pretty much everything, but I come cheap. A roof over my head, a plate of food, and those few pesos I mentioned — that’s all I ask.” <br><br><br>Hint: You can hire the girl anytime, just find her in the park. Hired heroes will live at your place and can aid you on your journey. Just make sure they are satisfied and you pay their salary and give them enough food, otherwise they might leave your household. <br>You can view your available food rations in you inventory. <<set $heroes.id1001.data.affection -=20>> <<set $heroes.id9999.stats.money +=15>> <<set $hrswitch =0>> <<set $trackdata.inventory.id16029 +=1>> <</replace>> <<replace "#questcolsl">> <</replace>> <</button>> </div> <div id ="hptalkbutt"> <<button "Kiss her">> <<replace "#qtext">> <br>“We’re not done yet. I need some kind of a compensation for your theft” You step closer, eyes locked with hers. "Oh you fool" she laughs "For a moment I thought you will just walk away. Come here now, handsome!" You take another step and press your lips against hers. She doesn’t pull away — in fact, she leans in with a low chuckle. <br>“By the way, you said compensation” she says, amused. “Don’t tell me I’ll have to start stealing from that asshole Harry just to get you to show up every time I want to have some fun.” <br>You slide her coat off her shoulders, fingers brushing warm skin as her shirt follows. She lets you guide her back against the tree, your mouth trailing down to her chest. <br>Her breath catches, and then she whispers in your ear with a grin: “Just so you know… I didn’t pick up my pills. Yeah, I know it’s free, but I’m just lazy.” <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id241111100000000b.png]] <</replace>> <<replace "#questreturn">> <</replace>> <<set $trackdata.inventory.id16029 +=1>> <<set $hrswitch =0>> <<replace "#questcolsl">> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Blowjob">> <<replace "#qtext">> <br>Instead of responding, you gently push the girl down to her knees and unzip your pants. <br>"You can read my thougths" she laughs. <br>"Then use your mouth for something useful instead of talking," you say "I'm already stone hard". She places your erect penis into her mouth and begins to work on it, not with much skill, but with great enthusiasm. <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id241111100000000c.png]] <</replace>> <<replace "#questcolsl">> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Cum">> <<replace "#qtext">> <br>As she continues to enthusiastically work on your erect penis with her mouth, her lack of skill is more than compensated for by her eagerness. You feel yourself getting closer and closer to the edge, and with a final thrust, you explode into her mouth. <br>She looks up at you, somewhat surprised, but manages to swallow some of your cum, with most of it dribbling down her chin. She pulls away and grins, "Well, that was nice." <br>"By the way, if you ever need a helping hand — in a way like this as well — you can find me here. I'm not good at much, but I'm affordable. All I ask for is a roof over my head, a plate of food, and a few pesos for my haircut." With a wink, she gets up and saunters off, leaving you to tuck yourself back into your pants. <br><br><br>Hint: You can hire the girl anytime, just find her in the park. Hired heroes will live at your place and can aid you on your journey. Just make sure they are satisfied and you pay their salary and give them enough food, otherwise they might leave your household. <br>You can view your available food rations in you inventory. <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id241111100000000d.png]] <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#questreturn">> <<button "Return" $return>> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <</button>> </div> <</replace>> <</button>> </div> <</replace>> <</button>> </div> <</if>> </div> <div id="questcolsr"> </div> </div> <<case 244111110000000>> <div id="qtext"> <br>"Back already?" Harry eyes you with a smirk. "That’s what always happens—people complain about low pay, then do the work anyway." He waves you closer. <br>"Anyway, I’ve got another task for you. The cake’s still in progress, but we’ve got a new order lined up — and this one’s from a very important customer: Dolores Videla. You don’t know her? Are you even from this city? Ah, never mind. I don’t want to know." <br>He lowers his voice slightly. "She’s that charming journalist — used to be married to a banker with a skyscraper and two ranches. Widow now. Some say she runs his businesses these days, and a few men too..." He laughs, then straightens up. <br>"She ordered nine rations of my specialty steak. Takeaway. I don’t have time to prep it, so I’m gonna show you how. Her butler’s coming soon to pick it up. First step: meat. Go to the Goldtown market." He squints at you. "You look fit enough to climb that damned stone fence between our folks and the high-ups. Unlike me. Take the shortcut." <br>Reward: 540 [img[./Images/Interface/playermoney.png]] </div> <div id="qitems"> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16043>> <div class ="itemdiv"> [img[./Images/Items/id16043.png]] <div>9</div> </div> <</tooltip>> </div> </div> </div> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <<if $trackdata.inventory.id16043 gte 9>> <div id ="hptalkbutt"> <<button "Give meat">> <<replace "#qtext">> <br>Harry’s already wiping down the counter when you step in. He glances up, then pulls a few crumpled bills from the cashier drawer to settle the cost. "Alright, let’s see... yeah, this’ll do." He counts the slices with a crooked smile. <br>"Y’know, you’ve got a lot to learn about the craft. Eight slices of meat? That’s just enough for nine rations. No one notices if one-ninth of their meat is missing. You cut it right — neat little squares, garnish it with some fresh spice leaves, and boom — it looks full. Tastes the same, too." He taps his temple. "And just like that, I saved the cost of one slice." <br>You frown. "You said nine. I bought nine. Paid in advance. That means you’re taking all of it — it’s yours now." Harry shrugs. "No way. I said they ordered nine rations. That’s not the same as nine slices. Your lack of business sense isn’t my problem. Here is your money, 480 pesos." He turns away, already preparing the cutting board. He didn't even pay you anything for delivering the meat. <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qitems">> <</replace>> <<replace "#questreturn">> <<button "Complete" "QuestEngine">> <<set $active.quest.now +=1>> <</button>> <</replace>> <<set $active.quest.state += 1000000>> <<set $heroes.id9999.stats.money += 480>> <<set $trackdata.inventory.id16043 -=8>> <</button>> </div> <</if>> </div> <div id="questcolsr"> </div> </div> <<case 244111111000000>> <div id="qtext"> "Alright, next one," Harry turns back to you like nothing just happened. "Place is packed — cake here, steak there... not to mention a lot of money at stake!" He smiles under his mustache, clearly amused by his own pun. <br>"I need some roasted potatoes. Not just potatoes — roasted potatoes. Big difference." He squints at your expression. "Don’t look at me like that, it’s easy. You peel the potatoes, slice 'em thin, toss them in hot oil, fry until golden, then put some salt on them. Done. Buy the oil and salt at Goldtown, and get some potatoes from the farm near Tohil airport." Then, more sternly: "I need nine rations. Rations, understood?" <br>Reward: 90 [img[./Images/Interface/playermoney.png]] <br><br><strong>New Recipe Learned:</strong> Roasted Potatoes! <br><br>Hint: To craft new items in the game, you need to both unlock their recipe and have access to the required, item-specific room. To make roasted potatoes, visit your kitchen and collect the materials. </div> <div id="qitems"> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id17015>> <div class ="itemdiv"> [img[./Images/Items/id17015.png]] <div>9</div> </div> <</tooltip>> </div> </div> </div> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <<if $trackdata.inventory.id17015 gte 9>> <div id ="hptalkbutt"> <<button "Give potatoes">> <<replace "#qtext">> <br>Harry raises an eyebrow as you hand him the sack of roasted potatoes. “Well, well. You didn’t burn them. You sure you’re not secretly working for some upper-class restaurant?” <br>He smiles and starts arranging them into portion piles. “Nice color on these. Crispy on the edges, soft in the middle—just how the rich bastards like them.” <br>He pauses, giving you a glance that’s half-impressed, half-mocking. “You’d make a fine kitchen boy, you know. Shame I can’t hire you—Loletha would skin me alive if she thought I was replacing her.” <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qitems">> <</replace>> <<replace "#questreturn">> <<button "Complete" "QuestEngine">> <<set $active.quest.now +=1>> <</button>> <</replace>> <<set $active.quest.state += 100000>> <<set $heroes.id9999.stats.money +=90>> <<set $trackdata.inventory.id17015 -=9>> <</button>> </div> <</if>> </div> <div id="questcolsr"> </div> </div> <<case 244111111100000>> <div id="qtext"> <br>Harry wipes his hands on a stained cloth. <br>“The steak’s nearly done—sizzling like a bribe on a minister’s desk.” He taps the cutting board with the flat of his knife. <br>“But we’re still missing something. A proper dish needs contrast—too much grease and the whole thing turns into a gut bomb.” <br>“Whip up a vegetable salad. Nothing fancy—just some greens, tomato, onion. Toss it together so it looks like you know what you’re doing. It makes the whole ration feel like someone cared.” <br>Reward: 45 [img[./Images/Interface/playermoney.png]] <br><strong>New Recipe Learned:</strong> Vegetable Salad! <br><br>Hint: You can gather salad ingredients by working different jobs around the map. Prepare it in your kitchen once you have everything. </div> <div id="qitems"> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id17016>> <div class ="itemdiv"> [img[./Images/Items/id17016.png]] <div>9</div> </div> <</tooltip>> </div> </div> </div> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <<if $trackdata.inventory.id17016 gte 9>> <div id ="hptalkbutt"> <<button "Give salad bowls">> <<replace "#qtext">> <br>Harry nods at the salad bowls. "Looks good. Steak’s done too—smells like payday. Especially with this onion jam" He starts boxing the meals, then raises an eyebrow at you. <br>"You were hoping I’d teach you how to make steak, weren’t you?" He snorts. "Sure, if I wanted to see you burn half the meat in Condor City. Real steak takes practice—and meat’s too damn expensive to waste. You wanna learn? Go to chef school, same as I did back in Texas!" <br>He slides a box your way. "Here. One ration for you. I stretched eight slices into ten. If no one noticed one-ninth missing, they won’t miss another." He smirks, clearly pleased with himself. "By the way, Loletha wanted to talk with you. See you soon!" <br>Steak added to your inventory! <br> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id17022>> <div class ="itemdiv"> [img[./Images/Items/id17022.png]] <div>1</div> </div> <</tooltip>> </div> </div> </div> <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qitems">> <</replace>> <<set $active.quest.now +=1>> <<set $active.quest.state += 10000>> <<set $heroes.id9999.stats.money +=45>> <<set $trackdata.inventory.id17016 -=9>> <<set $trackdata.inventory.id17022 +=1>> <</button>> </div> <</if>> </div> <div id="questcolsr"> </div> </div> <<case 244111111110000>> <div id="qtext"> <br>"I see you’re helping out Harry," Lolaetha says with a smirk. "That’s nice of you. He doesn’t have many friends — probably ‘cause of his, let’s say, charming personality... Anyway, that’s why I wanted to talk to you." <br>Her smile stays, but there’s a shift in her eyes — more serious now, the kind of look that tells you she’s the one really pulling strings in this place. <br>"Harry’s got problems. Big ones. And like most dumbasses, he keeps patching the symptoms instead of fixing the fucking cause. That’s why he’s so damn cheap, always messing around with shady shit just to scrape together a few more pesos." She leans on the bar. "Like every poor bastard trying to run a business in this shithole part of the city, he pays protection money to a gang. Or in his case? Gangs, plural. First, he made a deal with El Fuego, but then he didn’t have the balls to kick out the petty crooks already leeching off him. Now every asshole with a stick or a rusty knife walks in here and demands a cut, and Harry just fucking pays them." <br>She shakes her head in disgust. "Part of it’s ‘cause he’s a goddamn yes-man, and part of it’s fear — he’s too chickenshit to talk to El Fuego’s boss, who’d bury these small-time punks if Harry asked." <br>She stands up straight, smile returning — but now there’s teeth behind it. "So, here’s what I’m thinking: we take one of these little shits out of the picture. Make a fucking example. You in?" </div> <div id="qitems"> <div id="buy"> </div> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Yes!">> <<replace "#qtext">> <br>“Of course,” you say. “But enlighten me — how are we supposed to take out a whole gang?” <br>“Oh no, not we,” Lolaetha laughs, still smiling. “Definitely not me.” She leans in a little, voice low but steady. “One of these gangs, calls themselves La IRA Zapata, or LIZ for short, has been making a lot of enemies lately. Break-ins, robberies turning into murders — real nasty shit. They’re spreading fast, trying to sink their claws into every corner of this place. And I’m not gonna sit back and let them grow on top of our heads.” <br>She waves a hand casually. “Yeah, there are still some lone-wolf dickheads Harry gives money to. But those, I can usually get killed within two weeks. A little extra wine, a well-placed smile — you’d be surprised what favors you can buy from the more... aggressive guests around here.” She tilts her head. “Just so you know — that’s all they get from me. Nothing beyond that.” <br>She straightens up again. “Anyway, I had a talk recently with Buck Harlan — or as most folks call him, Bucky. He’s the son of that old couple who sell the so-called magic water out by the pumps. The bastards from LIZ broke into their water mill too. If it weren’t for Bucky, they would’ve strangled his dad right there.” She grins now, wicked and proud. “Snapped the fucker’s spine from behind while the bastard was choking the old man. Brutal stuff. Now Bucky’s got revenge on the brain. Wants to end this shit for good.” <br>“I already told him I’d send someone to discuss details. That someone is you. Go find him and see how you can help.” <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qitems">> <</replace>> <<set $active.quest.now +=1>> <<set $active.quest.state += 1000>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 244111111111000>> <div id="qtext"> You climb the creaking stairs and find Bucky sitting at the top of another narrow flight, just beneath a small wooden lookout shack. He glances down at you as you arrive. You pass on Lolaetha’s message. “You from around here?” he asks, studying you. <br>You dodge the question, avoiding the mess of explaining your memory issues. “I’m not familiar with these rural parts,” you say instead. <br>“All right then,” he nods. “Guess I’ll be the one talking to the locals. The waitress probably told you — I’m not the only one around here who wants these bastards gone. The villagers hate them. They’ve brought nothing but misery. These aren't like the other gangs, the ones that show up in daylight, take their money, and fuck off. These guys come at night, slit your throat in your sleep, and take whatever’s left.” He shrugs. “Not that I pay protection to anyone.” <br>Then he stands and stretches, ready to move. “While I talk to the villagers and rally some support, you go find us something we can use for ammo. Arrows, stones, rocks — anything simple and effective. We’ll need it.” <br><br>Hint: Your soldiers use ammunition with each shot. Don’t go into battle unprepared — if you run out of ammo mid-fight, your units won’t be able to use their ranged weapons! </div> <div id="qitems"> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16008>> <div class ="itemdiv"> [img[./Images/Items/id16008.png]] <div>700</div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16009>> <div class ="itemdiv"> [img[./Images/Items/id16009.png]] <div>30</div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16010>> <div class ="itemdiv"> [img[./Images/Items/id16010.png]] <div>30</div> </div> <</tooltip>> </div> </div> </div> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <<if $trackdata.inventory.id16008 gte 700 and $trackdata.inventory.id16009 gte 30 and $trackdata.inventory.id16010 gte 30>> <div id ="hptalkbutt"> <<button "Here they are!">> <<replace "#qtext">> “Good. That’ll do,” Bucky says with a nod. “Here’s the plan: we lead the villagers into battle together, but we’ll split into two groups — easier to manage that way.” He studies you for a moment, then asks, “You ever hear of the Fenrir Project?” <br>Thankfully, your memory loss only covers recent events. “Yeah,” you reply. “After the bombings, those park rangers flew their wolf cubs down here when they evacuated North America. Now they’ve spread everywhere — top predators with no leash.” “Easy,” Bucky says, shaking his head with mild disapproval. “One of my ancestors on my father’s side was part of that so-called ‘crazy’ group.” He sighs. “Anyway, the forest where the bandits are hiding? It’s full of those wolves now. So watch your step — they’re not afraid of people.” He pauses, his tone hardening just a little. “And one more thing — these bandits? They’re criminals. Every last one of them. That means we kill them. All of them.” <br>He looks you dead in the eye. “I’m only saying this because the waitress mentioned you might have a soft spot for pretty faces. The leader of La IRA Zapata — she’s known as La Zorra. Camila, the woman who makes a living growing flowers, says she saw her during the raid — right when she ran a sword through her husband’s chest. Poor man died on the spot.” <br>Bucky’s voice stays calm, but there’s no softness left in it. “No exceptions. Understood?” <br><br>You gained +35 volunteers [img[./Images/Interface/playervolunteers.png]]! <br><br>Hint: Volunteers are your army pool — people willing to fight for you. You’ll need them to train new units. <br> <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qitems">> <</replace>> <<replace "#questreturn">> <<button "Complete" "QuestEngine">> <<set $active.quest.now +=1>> <<set $trackdata.domain.pool += 35>> <</button>> <</replace>> <<set $active.quest.state += 100>> <</button>> </div> <</if>> </div> <div id="questcolsr"> </div> </div> <<case 244111111111100>> <div id="qtext"> “All right,” Bucky says, standing tall. “Now all that’s left is to recruit our little armies and hit those bastards. There’s a church not far from here — Church of the Good Shepherd. It’s the heart of village life, really. Folks pray quietly inside… and shout about everything else outside. Go there and find some people willing to fight.” <br><br><br>Hint: You need to recruit 15 peasants and 15 archers. That will leave you with 5 spare volunteers — it’s up to you how to use them. You might want to try recruiting donkey riders, but keep in mind: to buy donkeys, you must own a stable in one of your properties. <br>Once you recruit a unit, it’s added to your army. You can view and manage your troops in the Army Menu (bottom right corner). If you recruit the wrong unit or no longer need someone later, you can dismiss them here and their volunteer cost will be refunded. <br>During battle, you can call on any of your units or heroes to fight. Regular units have fixed stats by type. Heroes, however, are unique — their skills and gear directly affect their power. Make sure they’re well-equipped and trained in combat skills before sending them in. <br>For more details, check the Encyclopedia! </div> <div id="qitems"> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong >Peasant</strong><i>light infantry</i>health: 65<br>moves: 4'> [img[./Images/Units/id1b.png]] <div>15</div> </div> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong >Peasant Archer</strong><i>light infantry</i>health: 45<br>moves: 4'> [img[./Images/Units/id2b.png]] <div>15</div> </div> </div> </div> </div> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <<if $trackdata.army.id1 gte 15 and $trackdata.army.id2 gte 15>> <div id ="hptalkbutt"> <<button "We are ready!">> <<replace "#qtext">> "Excellent, <<=$heroes.id9999.data.firstname>>. We’re truly ready now," Bucky says with quiet resolve. "Let’s gear up and head to Winemaker’s Haven — that’s where the bastards are hiding." <br><br>Hint: Start the battle by clicking the Enemy icon in the targeted district. During the fight, Bucky will provide helpful tips and updates — watch for his messages on the left side of the screen. <br>Losing the battle doesn’t always mean game over — only if your main character dies. In most cases, you’ll have the option to withdraw and try again. <br>But be careful: if you withdraw, the enemy will chase you, and you’ll lose all heroes and units who aren’t safely inside your castle. <br>Death is permanent — any unit or hero that dies is gone for good. <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qitems">> <</replace>> <<set $active.quest.state += 10>> <<set $active.quest.now +=1>> <</button>> </div> <</if>> </div> <div id="questcolsr"> </div> </div> <<case 244111111111110>> <div id="qtext"> You leap onto the fleeing bandit girl and manage to drag her to the ground. She struggles, twisting and clawing to break free—but only for a moment. A sharp, wet splashing sound cuts through the air. <br>Both of you turn your heads. Buck stands there, gripping a bloodied metal rod, the body of a bandit crumpled at his feet despite her desperate pleas for mercy. He spots the two of you and begins striding in your direction. <br>Probably best to get up. </div> <div id="qitems"> <div id="buy"> </div> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Stand up">> <<replace "#qtext">> You haul yourself up, still gripping La Zorra’s arms, forcing her into a kneeling position. Buck steps in front of you, eyes burning with revenge. <br>“I could deal with both of you. I eat guys like you for breakfast,” the bandit spits from behind her mask. <br>Buck lets out a harsh laugh. “Ha ha ha! You lost the fight, bitch. Prepare to die!” <br>“I’m not talking about fighting, but the other f-word, you dumb meat tower,” she hisses. Then she turns her head toward you, voice dropping into a sly murmur. “Or you could just let me go. I can’t promise I’ll never come back… but if it ever comes to that, I’ll spare you too.” <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id241111111111110a.png]] <</replace>> <<replace "#questreturn">> <</replace>> <<replace "#questcolsl">> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Let her go">> <<replace "#qtext">> “Fine. You can go,” you say. “What?” Buck snaps, visibly shaken. “I told you—we leave no bandits alive! Good villagers died because of these bastards, and in the fight too. And now you just let the bandit boss walk away?” <br>“They were only peasants. Who cares…” La Zorra whispers. You don’t even let her finish the sentence. “I caught her, so it’s my decision. I didn’t interfere when you killed that other bandit woman a moment ago, because she was your catch.” <br>“Yeah?” Buck growls. “That’s the point. She’ll want revenge for her.” “Just another underdog. Again—who cares,” La Zorra murmurs. <br>“My decision is final,” you say firmly. Buck stares at you for a moment, jaw tight “Fine,” he spits. “And so is mine. I’m done with you. Don’t come asking for help ever again.” He turns around and storms off. <br>“Thanks. I keep my promises,” La Zorra says softly before slipping into the forest and vanishing among the trees. <br><br><br>Hint: Congratulations! You’ve successfully completed the tutorial questline! <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id241111111111111a3.png]] <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<set $active.quest.state += 100000000000001>> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <<replace "#questcolsl">> <</replace>> <</button>> </div> <div id ="hptalkbutt"> <<button "Kill her">> <<replace "#qtext">> “Finish her, Buck. She deserves it,” you say, still pinning La Zorra’s arms. <br>“Wait, I—” she starts, but Buck doesn’t give her the chance. He swings the metal rod in one brutal, decisive blow. It cracks against her skull with a sickening thud, and she collapses instantly—dead before she hits the ground. <br>“Bitch is gone. Village is safe now,” Buck says, wiping the blood off the rod with a satisfied look. “You’re a good friend, <<=$heroes.id9999.data.firstname>>.” <br>He stretches his shoulders and turns to leave. “I’m off now. My parents probably need me at the water pumps already. I’ve got another adventure in mind—come visit me in a few days. Catch you later, buddy!” <br><br><br>Hint: Congratulations! You’ve successfully completed the tutorial questline! <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id241111111111111a2.png]] <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<set $active.quest.state += 100000000000002>> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <<replace "#questcolsl">> <</replace>> <</button>> </div> <div id ="hptalkbutt"> <<button "Threesome">> <<replace "#qtext">> "Let's see if you can handle us," you say to La Zorra. Still kneeling, she removes her coat and bra, then slowly pulls down your jeans. "Oh, this is what you meant," Buck says with a smirk. "I can accept this." <br>She takes turns sucking your dicks, skillfully pushing both of you to the brink before stopping to give a teasing but pleasurable handjob while sucking the other's dick. After a few minutes of this, you decide you want something more. <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id241111111111111b.png]] <</replace>> <<replace "#questcolsl">> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Continue">> <<replace "#qtext">> La Zorra stands up and bends over, still sucking your dick, while pushing her hips toward Buck. He starts to fuck her roughly from behind. La Zorra pulls her head away from your penis, her moans turning into screams of pleasure. <br>"Fucking meat mountain, you're so big," she moans, before returning to pleasuring you. <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id241111111111111c.png]] <</replace>> <<replace "#questcolsl">> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Continue">> <<replace "#qtext">> "Let her sit for a while," says Buck with a chuckle. "On you. Hahaha." <br>You lay down, and La Zorra starts to ride you, her hips moving with the grace of a dancer. She slows down whenever she feels you getting close to the edge. Meanwhile, Buck stands above you, pushing his dick down her throat. <br>You close your eyes, choosing to enjoy the ride. <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id241111111111111d.png]] <</replace>> <<replace "#questcolsl">> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Continue">> <<replace "#qtext">> You feel something warm on your legs. Opening your eyes, you see La Zorra's face in front of you. She's still riding your dick, but now Buck is fucking her in the ass from the behind. Her moans and cries fill the air as she experiences one orgasm after another. <br>You can't help but feel that this isn't her first experience with double penetration. <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id241111111111111e.png]] <</replace>> <<replace "#questcolsl">> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Continue">> <<replace "#qtext">> "Alright, bitch, time to clean up after yourself," says Buck, placing La Zorra in a doggy position and pulling her head onto his dick. You start to fuck her ass, ensuring no hole is left untried and unexplored. <br>"Sorry, buddy, I might have stretched it out a bit," Buck smiles, his voice laced with amusement. <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id241111111111111f.png]] <</replace>> <<replace "#questcolsl">> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Continue">> <<replace "#qtext">> Suddenly, Buck pulls his dick out of La Zorra's mouth and spunks her face with a loud, triumphant "Oh yeah!" <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id241111111111111g.png]] <</replace>> <<replace "#questcolsl">> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Continue">> <<replace "#qtext">> You turn La Zorra onto her back, continuing to fuck her ass as you get closer and closer to orgasm. Buck watches her face intently, taking in every expression of pleasure as she enjoys you. <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id241111111111111h.png]] <</replace>> <<replace "#questcolsl">> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Continue">> <<replace "#qtext">> You feel you can't last any longer. Pulling out, you shoot your sperm all over her body, marking her with your release. <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id241111111111111i.png]] <</replace>> <<replace "#questcolsl">> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Continue">> <<replace "#qtext">> "That was great," you say, standing up. "Yes, it was," Buck agrees. "Now listen, bitch. We are still not friends. If I see you or your gangster buddies around here, you'll end up just like the one I slashed to death before I saw the two of you here. Understood?" <br>La Zorra, still sitting between the two of you with her body and face covered in your cum, smiles. "Don't be that harsh with me, muscle mountain. My gang won't harass these lands, but you might see me around. Lots of guys have a big one, but not as thick as yours." <br>"Well, you know where I live," Buck grumbles as he dresses up. "By the way, Michael, pay me a visit soon. I have another adventure in mind." <br><br><br>Hint: Congratulations! You’ve successfully completed the tutorial questline! <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id241111111111111j.png]] <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<set $active.quest.state += 100000000000003>> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <<replace "#questcolsl">> <</replace>> <</button>> </div> <</replace>> <</button>> </div> <</replace>> <</button>> </div> <</replace>> <</button>> </div> <</replace>> <</button>> </div> <</replace>> <</button>> </div> <</replace>> <</button>> </div> <</replace>> <</button>> </div> <</replace>> <</button>> </div> <</replace>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> /*111111111111111111111111*/ <<default>> <</switch>> <</if>> /*8888888888888888888888888888888888888888888888888888888888888888*/ /*---------------------------The Taste of Compromise--------------------------------*/ <<if $active.quest.id is 101>> <<switch $qimpath>> <<case 100000000000000>> <div id="qtext"> <br>As you walk past the Cabo King bakery, you notice a young woman with long blonde hair sitting at the back of the building, leaning against the cold stone wall and crying. You step closer, but before you can say a word, she shouts at you from a distance. <br>"That fat asshole makes me sell his disgusting pastries! They're stuffed with stinky meat! And now he sent me outside to 'calm down' because I threw up! Thank God I made it back to the toilet in time and didn’t puke in front of the guests—where all those handsome rich guys would've laughed at me!" She pauses, out of breath, giving you a chance to speak. <br> "What’s the problem? Is there something wrong with the meat?" <br>"Yes, there is! I’m a vegetarian! And the problem is that I have to work here!" <br> "Then why don’t you quit?" <br>"He says I have to give a 30-year notice period so he can find someone else! I’ve only been working here for four days! This is absurd! Please, help me!" </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "I can talk with him">> <<replace "#qtext">> <br> "I can talk to him if you want," you offer. "Maybe we can come to some sort of arrangement. I've gotten used to running around for other people lately, anyway." <br>The girl changes in an instant—like someone flipped a switch. She beams at you, cheerful and sweet. "Oh, thank you! You're so kind!" She throws her arms around you in a sudden hug. But before your surprise even settles, she shoves you back a step. <br>"Don't get too pushy. My name is Marcia, by the way." <br>"I didn’t do anything..." you protest. She raises a finger and presses it to your lips. "Shhh. Shut up now. Gustavo is a very kind, charming man with lots of rich customers, and I don’t want to damage his business." <br>"A minute ago, he was a fat asshole," you mutter. <br>"No talking. Just listen. Don’t go see him at the shop, not in front of the guests. He has a warehouse and workshop in Santa Maria—he bakes there in the evenings. Catch him there after 8 PM." <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/101id200000000000000.png]] <</replace>> <<set $active.quest.state += 110000000000000>> <<set $active.quest.now +=1>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 210000000000000>> <div id="qtext"> <br>You knock on the door of the old warehouse. No one answers. After a moment’s hesitation, you decide to enter. Before you can take a proper look around, a voice booms from the shadows. "Stay right there! Who are you? A burglar?!" Gustavo steps into view, wielding a bloody cleaver in his right hand. <br>"Easy," you say, raising your hands. "I'm just here to talk—about your employee, Marcia." <br>He exhales sharply. "Ah. One of her boyfriends." <br> "I'm just a friend," you reply evenly. "She’s having… issues with your meat." A flicker of something flashes across Gustavo’s face—panic, maybe. His grip on the cleaver tightens, hand raising slightly. You've clearly touched a nerve. But now isn’t the time to dig deeper. Not while he’s armed—and not with the muffled voices echoing from deeper in the building. He’s not alone. <br>"Yeah, she’s a vegetarian," you continue in the calmest tone you can manage. "She hates meat—anything to do with it. She wants to quit, but says you're making her serve a ridiculous notice period." Gustavo doesn’t reply immediately, so you press on: "I thought maybe I could help out for a while. Just until you find someone else—so she doesn’t have to stay." </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Try to calm him down">> <<replace "#qtext">> <br>"Oh, that crazy chick," Gustavo scoffs. "Vegetarian? During the interview, she went on and on about how much she loves meat. Even shared recipes she supposedly makes herself." <br>"Yeah, she’s definitely a bit... unusual," you reply, doing your best to keep the conversation smooth. <br>He grunts, shrugging off the tension. "Whatever. I was planning to fire her anyway. She can stay for a few more days at most—working-class girls would line up for this job. But I’ll take you up on your offer. Help’s always needed." He wipes the cleaver on a rag and gestures toward the door. <br>"Meet me at the shop tomorrow. I’ll fill you in on the next steps." <br>"Sure. Appreciate your flexibility," you nod, then turn and walk out of the warehouse, the sound of low voices fading behind you. <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/101id210000000000000b.png]] <</replace>> <<set $active.quest.state += 1000000000000>> <<set $active.quest.now +=1>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 211000000000000>> <div id="qtext"> <br>"Ah, you're here. Have a nice day," Gustavo greets you from behind the counter, unusually cheerful. "I’ve already got a few interviews today. Posted the job just yesterday on the market billboard, and I’ve already got eight applicants." <br>"That’s great," you reply. The sooner he replaces Marcia, the sooner you can put this whole thing behind you. <br>Yep. So, first things first—I need some basic ingredients. Vegetables." <br>He pulls a small, crumpled list from beneath the counter and hands it to you. "Here’s what I need. And just so you know—the shop closes at 6 PM. If you're late, you'll have to come back tomorrow." </div> <div id="qitems"> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16016>> <div class ="itemdiv"> [img[./Images/Items/id16016.png]] <div>20</div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16030>> <div class ="itemdiv"> [img[./Images/Items/id16030.png]] <div>20</div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16032>> <div class ="itemdiv"> [img[./Images/Items/id16032.png]] <div>20</div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16034>> <div class ="itemdiv"> [img[./Images/Items/id16034.png]] <div>20</div> </div> <</tooltip>> </div> </div> </div> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <<if $trackdata.inventory.id16016 gte 20 and $trackdata.inventory.id16030 gte 20 and $trackdata.inventory.id16032 gte 20 and $trackdata.inventory.id16034 gte 20>> <div id ="hptalkbutt"> <<button "Give items">> <<replace "#qtext">> <br> "Thanks," Gustavo nods as he takes the bag of vegetables from you. "Next, I need ingredients for tamales." <br>He sets the veggies aside and continues: <br>"You've already brought corn, so I’ve got the wrappers covered. But there are a few other things I still need." <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qitems">> <</replace>> <<replace "#questreturn">> <<button "Complete" "QuestEngine">> <<set $active.quest.now +=1>> <</button>> <</replace>> <<set $active.quest.state += 100000000000>> <<set $trackdata.inventory.id16016 -=20>> <<set $trackdata.inventory.id16030 -=20>> <<set $trackdata.inventory.id16032 -=20>> <<set $trackdata.inventory.id16034 -=20>> <</button>> </div> <</if>> </div> <div id="questcolsr"> </div> </div> <<case 211100000000000>> <div id="qtext"> <br>He scribbles something down on a fresh sheet of paper and hands it over. He taps the list with his finger as he explains: <br>"If you want to make good tamales, wheat flour won’t cut it. You need masa—corn flour. That's non-negotiable." <br>He leans in slightly, as if this were sacred culinary knowledge. "Aside from that, I’ll need cooking oil. And lots of water. It’s all written down here." <br>He hands you the list with a firm look. "Go and get them. And remember—before six. </div> <div id="qitems"> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16017>> <div class ="itemdiv"> [img[./Images/Items/id16017.png]] <div>20</div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16044>> <div class ="itemdiv"> [img[./Images/Items/id16044.png]] <div>20</div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16046>> <div class ="itemdiv"> [img[./Images/Items/id16046.png]] <div>60</div> </div> <</tooltip>> </div> </div> </div> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <<if $trackdata.inventory.id16017 gte 20 and $trackdata.inventory.id16044 gte 20 and $trackdata.inventory.id16046 gte 60>> <div id ="hptalkbutt"> <<button "Give items">> <<replace "#qtext">> <br>"Oh, you’re back. I should just hire you, honestly," Gustavo says as he takes the ingredients from your hands. <br>You open your mouth to respond—maybe to politely decline—but he cuts you off: <br>"Shame you’re a man. I need a decorative young woman behind the counter. They attract more customers. Well… assuming they’re not crazy like your friend." <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qitems">> <</replace>> <<replace "#questreturn">> <<button "Complete" "QuestEngine">> <<set $active.quest.now +=1>> <</button>> <</replace>> <<set $active.quest.state += 10000000000>> <<set $trackdata.inventory.id16017 -=20>> <<set $trackdata.inventory.id16044 -=20>> <<set $trackdata.inventory.id16046 -=60>> <</button>> </div> <</if>> </div> <div id="questcolsr"> </div> </div> <<case 211110000000000>> <div id="qtext"> <br>"I’ll start prepping the tamales in the back kitchen," Gustavo says, rolling up his sleeves. "Normally, I do everything at my workshop—you know, the one you visited. But tamales are special. I always make them here." <br>He glances toward the front counter, then adds: "While I’m busy, could you put together some fresh salad? Sometimes my male customers bring their wives, and, well… not all of the ladies are into heavy meaty pastries. Real vegetarians, you know?" <br>He shrugs and gives a smirk. "I sell them salad bowls so they can enjoy their stay too. Keep things pleasant for everyone." </div> <div id="qitems"> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id17016>> <div class ="itemdiv"> [img[./Images/Items/id17016.png]] <div>30</div> </div> <</tooltip>> </div> </div> </div> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <<if $trackdata.inventory.id17016 gte 30>> <div id ="hptalkbutt"> <<button "Give salad bowls">> <<replace "#qtext">> <br>"Thanks. By the way," Gustavo says as he chops something on a wooden board, "I ran a few interviews while you were out. Don’t worry—you won’t have to stick around much longer." <br>He wipes his hands on a towel, then smirks. "And guess what? Little crazy Marcia spent half the day outside the shop, chit-chatting with random strangers. I counted at least six guys. Six! And the way she treated them... you'd think each one was the love of her life or something." <br>He leans in slightly, lowering his voice. "Be careful with that one. I warned you." <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qitems">> <</replace>> <<replace "#questreturn">> <<button "Complete" "QuestEngine">> <<set $active.quest.now +=1>> <</button>> <</replace>> <<set $active.quest.state += 1000000000>> <<set $trackdata.inventory.id17016 -=30>> <</button>> </div> <</if>> </div> <div id="questcolsr"> </div> </div> <<case 211111000000000>> <div id="qtext"> <br>"Before I hire any of these girls, I need to make sure they won’t make a fool out of me like Marcia did," Gustavo says, rolling tamale dough with practiced hands. <br>"So I’ve decided—once I finish these tamales, each applicant has to eat one. No exceptions. No tamale, no job." <br>He chuckles and pats his belly. "Like I told you, tamales are my favorite pastry. I even snack on them while I work—just look at me." He gestures proudly to himself, then leans in. <br>"But listen, I don’t bring meat here from the warehouse. I don’t want people thinking I’m dragging my whole operation out of the slums and into their fancy neighborhood." <br>He wipes his hands and points toward the street. "So I always buy meat and lard fresh from the market right in front of the shop. Could you grab those final ingredients for me?" </div> <div id="qitems"> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16043>> <div class ="itemdiv"> [img[./Images/Items/id16043.png]] <div>20</div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16047>> <div class ="itemdiv"> [img[./Images/Items/id16047.png]] <div>20</div> </div> <</tooltip>> </div> </div> </div> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <<if $trackdata.inventory.id16043 gte 20 and $trackdata.inventory.id16047 gte 20>> <div id ="hptalkbutt"> <<button "Give items">> <<replace "#qtext">> <br>"Great, thanks! I can finally finish the tamales—I'm starving," Gustavo says, already turning back to his steaming kitchen. "You helped me a lot, so here's your salary." <br>He places a neat little stack of banknotes on the counter. It looks like more than fair pay—hopefully enough to cover your time, the ingredients you bought, and even a bit of a bonus. <br>You blink in surprise. After everything, you actually feel a little bad that Gustavo doesn’t want to keep you around. Compared to a certain tavern owner, he actually paid you decently. <br>"Oh, and one last thing," he says, handing you a folded piece of paper. "You might not have been paying attention while I was talking, so I wrote down my tamales recipe. You can make them at home—trust me, it's the best energy bomb in this city." <br>He gives a hearty laugh and pats his belly. "But be careful—eat too many, and you'll end up as round as me. And then no crazy chicks will come running to ask for your help anymore!" <br>Reward: 12500 [img[./Images/Interface/playermoney.png]] <br><strong>New Recipe Learned:</strong> Tamales! <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qitems">> <</replace>> <<replace "#questreturn">> <<button "Complete" "QuestEngine">> <<set $active.quest.now +=1>> <</button>> <</replace>> <<set $active.quest.state += 100000000>> <<set $trackdata.inventory.id16043 -=20>> <<set $trackdata.inventory.id16047 -=20>> <<set $heroes.id9999.stats.money +=12500>> <</button>> </div> <</if>> </div> <div id="questcolsr"> </div> </div> <<case 211111100000000>> <div id="qtext"> You follow Gustavo down the street until he spots Marcia. "I was just returning," she says, tossing her hair like she’s talking to a dog, not her boss. "Work is hard. I deserve breaks." <br>"You can go," Gustavo replies flatly. "I found someone else. You’re fired." Marcia freezes, as if struck by lightning. <br>"Fired? And—you!" she snaps, turning to you. "You stole my job!" <br>"No, it’s not like that," you say quickly, hands raised. "I just helped out so Gustavo could let you leave, like you wanted." <br>"You can’t just fire me!" she yells. <br>"But you wanted to leave!" Gustavo says, bewildered. <br>"Leaving is not the same as being fired!" she cries. "Being fired is like… like someone says no to you! No man has ever said no to me!" Tears start rolling down her cheeks—though whether they’re real or weaponized, you can’t tell. Either way, this isn’t going well. <br> "Look," Gustavo says, arms crossed. "You told me in the interview that you loved pork, stew, sausage—and now you say you're vegetarian. You lied to me." <br>"Yes, I like sausage! And everyone lies in interviews! Go to hell, Gustavo!" She’s shouting now. A few pedestrians turn their heads. <br>"I’ll go to the police. To a lawyer!" <br> "Then what? What crime did I commit?" <br>"Nothing! But you’ll waste time on them. Police, city architect, food safety team, merchant’s guild..." <br>Gustavo raises his hands, exasperated. "Okay, okay, I get your point. What do you want?" </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Keep listening">> <<replace "#qtext">> <br>Marcia shifts again like someone flipping a switch. A sly smile forms. "Oh, you bastard… you’re afraid of the merchant’s guild, aren’t you? They'll take your license for overpricing your garbage food. I want 50,000 pesos—and that fresh bowl of tamales you just made." She smirks. "My banker boyfriend’s visiting me today. Then my doctor boyfriend. We need snacks. Deal?" <br>Gustavo sighs, deeply. "Yes, deal. And you avoid my bakery for the rest of your life. Deal?" <br>"Of course! Why would I ever eat your unhealthy, shitty pastry again?" <br>Gustavo storms back into the shop. When he returns, he hands Marcia the money and the tamales—looking more heartbroken over the food than the cash. <br>"Great," she says, triumphant. Then she turns to you. "As for you—feel free to visit me sometime. I live in Rustfield. Bring a gift. Looking good isn’t enough for me." <br>She gives you a wink, turns on her heel, and strolls away like she owns the whole street. <br>Gustavo watches her go and mutters: "Be careful with that one. Very careful. Don't stick your dick in crazy. Hasta pronto, amigo." <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/101id211111100000000b.png]] <</replace>> <<set $active.quest.state += 10000000>> <<set $active.quest.now +=1>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 211111110000000>> <div id="qtext"> <br>You manage to track down Marcia’s apartment after asking around a bit—she never gave you the exact address. But turns out, everyone knows her in this district. And probably a few others too. <br>"Well, you made it. Fine. Come in, sit down already!" she snaps, frowning at you like an annoyed schoolteacher. <br>You step into the small flat. Despite the cracked old building outside, the inside feels like a tiny jewel box. Immaculate. Renovated to the teeth. You get the feeling the remodeling cost more than the place itself. <br>"Stop gawking and look at me, not the walls," she scolds. "Everything you see? Paid for by my boyfriends." <br>“It’s... nice,” you say, meeting her sharp blue eyes. <br>"And now I gotta leave!" she suddenly yells. "That fat bastard Gustavo’s been running his mouth about me! And now my boyfriend—the one who owns this whole place—he’s throwing me out! That spineless lawyer went back to his wife instead of staying with me!" </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Maybe another boyfriend?">> <<replace "#qtext">> <br>"Can’t you just shack up with one of the others? You’ve got plenty of boyfriends, right?" you suggest, letting the mockery slip into your tone. <br>"I can’t! I don’t get it!" she snaps, teetering between a wail and a scream. "I know I might look like some courtesan, always surrounded by men, but seriously—I just want true love! With a young, rich, muscular, good-looking guy who doesn’t want kids! Is that so much to ask? But nooo, they all just string me along and none of them wants to marry me! Why?! I’m beautiful, clever, I have a sweet personality!" <br>You sigh. "Honestly? I’ve got no idea." From that list, beautiful is the only part you’d confidently sign off on. <br>"That rich bastard lawyer could show up any second and toss me out on the street," she goes on. "I mean, I’ve got 50,000 pesos stashed—that’ll keep me afloat for a bit. Maybe I can rent that stinking dump of an apartment below this one. But this can’t go on." <br>She leans in suddenly, eyes wild. "You need to find a solution. Be a real man! Don’t expect me to fix my own mess!" <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/101id211111110000000b.png]] <</replace>> <<set $active.quest.state += 1000000>>/*final buttom others just replace text and pics*/ <<set $active.quest.now +=1>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<default>> <</switch>> <</if>> /*8888888888888888888888888888888888888888888888888888888888888888*/ /*---------------------------The Seven Sisters (I.)--------------------------------*/ <<if $active.quest.id is 103>> <<switch $qimpath>> <<case 100000000000000>> <div id="qtext"> As you walk through the impoverished district, you suddenly hear a distant, sharp gunshot, followed by the metallic ping of a small bullet striking the wall beside you. Someone is shooting at you! </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Run!">> <<replace "#qtext">> You run as fast as you can, disappearing into the maze of slums and hoping you’re no longer in sight. What the hell was that? <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id100000000000000b.png]] <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<set $active.quest.state += 110000000000000>> <<set $active.quest.now +=1>> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 210000000000000>> <div id="qtext"> You walk through the rich part of the city when, suddenly—just like a few days ago—you hear the distant crack of a gun. You drop to the ground by reflex. The involuntary move saves your life: a fresh bullet mark appears on the spot of the wall where your head had been just a moment earlier. <br>There’s no time to think. You have to run! </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Run!">> <<replace "#qtext">> You run as fast as your lungs allow. When you finally can’t continue, you stop in a narrow alley, gasping for air. Last time, in the slums, you wondered if it might have been a stray bullet—common enough in that district. But now there is no doubt: you were the target. Someone wants to kill you. And you can feel it’s connected to the five years missing from your memories. You need to find out who’s after you, and why. <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 1>> <br>Maybe Malik can help you. After all, he owes you one for helping him escape the policeman. He also has some shady connections to self-proclaimed revolutionaries who might know a thing or two. You decide to head to Rusttown, where he lives. <<else>> <br>Maybe Leo can help you. After all, he owes you one for chasing off that young criminal he was fighting with. He’s been trying to recruit you as a contractor anyway, so who better to help track down a shooter than your soon-to-be colleagues at the force? You decide to head to the Rusttown police department immediately. <</if>> <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id210000000000000b.png]] <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<set $active.quest.state += 1000000000000>> <<set $active.quest.now +=1>> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 211000000000000>> <div id="qtext"> <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 1>> <br>Malik opens the door after you knock. “Oh, it’s you, man. Here to do some revolutionary stuff, yeah? Hear me out—” <br>You interrupt him. “No, I’m here for something else. Someone’s trying to kill me. I need your help finding out who’s after me.”You tell him how you got shot at twice. <br>“Man, it’s shit. We’ve gotta solve this,” he says with a troubled look. “Listen, I’ll ask around with my guys, maybe they heard some rumors or something. Meet me at our base — it’s in Evita, not far from those ruins. Oh, and one last thought: don’t sniff us out to the police. See you soon, bro!” <br>He shuts the door in your face. You have no other option but to leave. <</if>> <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 2>> <br>You find Leo in his office, reading some papers. <br>“Oh, it’s you,” he says as he looks up and tosses them aside. “Take a seat. Ready to talk about work?” <br>“Actually, I’m here for something else,” you answer. “Someone is trying to kill me.” You tell him how you got shot at while just walking through the city. Leo’s face turns very serious. <br>“This is no joke. If they shot you from such a distance, it means a professional shooter. Listen, I’m going on patrol very soon. Join me.” He stands up, grabs his steel mace, and rushes out of the office. With no other options, you decide to follow him. <</if>> </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Leave" "MapEngine">> <<set $active.quest.state += 100000000000>> <<set $active.quest.now +=1>> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 211100000000000>> <div id="qtext"> <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 1>> <br>“Finally, man, you’re here,” Malik says as he lets you in. You look around the rundown place and the similarly rundown people inside, all poorly armed. <br>“So listen, gang — this is <<=$heroes.id9999.data.firstname>>, my man. He kicked up a police when he tried to catch me. A really brave man. But now he needs our help — someone’s shooting at him. Maybe the police, I dunno.” <br>“You are such an idiot, Malik,” a woman steps forward. “The police have no guns. Besides, come on… kicking up a policeman? If he killed him at least, I’d say he’s fine. That’s nothing. Maybe he’s some fucking undercover contractor, and you just brought him here.” <br>“All right, all right, chill, girl. This one here is Isabel,” he says as he introduces her. “She leads the other gang residing here. But I agree with her this time — you should earn a bit more trust with us, man.” <br>“I heard there’s a police unit patrolling the Gatehouse Walk office streets these last days,” Isabel says. “My men and Malik’s men plan to ambush them. You help us kill them, and we help you find your shooter. Deal? <</if>> <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 2>> “All right, we can talk here. Those walls in the department… they have ears,” he says. “So it’s not only the shooter who’s professional, but the gun as well. You see, even as a police officer they give me only a mace — no guns. Only the army, the city guards, and some high-profile criminals have guns. The mafios get their guns from deals with the armed forces, mainly to keep the smaller gangs in check. Policing instead of the police,” he sighs. “But they would never give away a sniper rifle — they want to keep the upper hand if the mafios get too confident. That must be an elite soldier. I didn’t want to say this inside.” <br>“Well, you still said it.” A woman in a police uniform steps out of an alley. <br>“Fidelia? Again dealing with something that’s not your business?” Leo snaps at her. <br>“I just came to alert my dear boss that we got intel about two insurgent groups being up to something in Gatehouse Walk. We don’t have the numbers for both, but at least we can take out one of the gangs. Little boy there—” she points at you with her handgun “—can join us. When we’re done, I’ll help you find that shooter. Getting promoted through connections instead of decades of grinding can have its advantages, don’t you agree, Leo? So… deal?” <</if>> </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Deal!">> <<replace "#qtext">> <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 1>> <br>“All right,” you say. “I’ll arm up my men.” <br>“That’s the spirit,” says Isabel. “And unlike Malik, you have a real gang — not just a bunch of friends and family helping you.” <br>“Big words, small girl,” Malik answers, teasing her. “That’s our strength: big family, lots of friends. You’ll understand when I marry you.” <br>“In your wet dreams and my nightmares — but not in this life,” Isabel shoots back. “All right, let’s go. Time to hunt down some assholes who sold their asses to this fucking government for a few pesos a month. I’ll go ahead and set up the ambush. Meet me in Gatehouse Walk!” <</if>> <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 2>> <br>“Yes, let’s do it,” you say. <br>“I’ll take a look into it as well,” Leo affirms. “Decades of expertise can outweigh bootlicking when it comes to problems that require boots on the ground. And actually, if we succeed here, we can hire you as a contractor. I wanted to give you a smaller job first to test your skills, but this is more than good enough.” <br>“Boss acts like we still have standards,” Fidelia laughs. <br>“Officer Cruz, return to the police station and tell our colleagues to prepare for the mission. I’ll alert our contractors,” Leo says to you. “You can prepare your team as well and meet us in Gatehouse Walk. Those insurgents want to destroy whatever’s left of civilization in this city. We won’t let them.” <</if>> <</replace>> <<replace "#questcolsl">> <</replace>> <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 1>> <<replace "#qtpict">> [img[./Images/Quests/103id211100000000000c.png]] <</replace>> <</if>> <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 2>> <<replace "#qtpict">> [img[./Images/Quests/103id211100000000000d.png]] <</replace>> <</if>> <<set $active.quest.state += 10000000000>> <<set $active.quest.now +=1>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 211110000000000>> <div id="qtext"> <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 1>> <br>“Family is family,” Malik says. Judging by the nods, his people seem to agree. “Listen here, bitch,” he snaps. “We just wait until they move west, then we hit them. No brainer.” <br>“You’re a fucking traitor then!” Isabel shouts back. “We fight for a cause. I always say: if you’re not with us, you’re against us. And that fucker is clearly against us! That’s the real no brainer, idiot!” <br>“What the hell is going on here?” you ask. <br>“His fucking uncle is the district chief,” Isabel says. “And we’re going to take him out.” <br>“Okay, listen, man… I didn’t tell you this before,” Malik says. “I always argue with my uncle about this shit. Ever since you kicked him up the ladder. But he can be convinced. Trust me — he’s a good guy, just blinded by this shithole government. We can’t kill him.” <</if>> <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 2>> <br>You arrive with your team only to see Leo and Fidelia arguing, while a few uniformed officers and a dozen contractors watch. The contractors, despite their mismatched clothes and unprofessional look, are surprisingly well-armed with melee weapons and armor — probably provided by the department. <br>“Officer Fidelia, I made my decision…” Leo says, trying to keep his voice down. <br>“Officer Batiste, in this matter I have the right to disobey your orders!” Fidelia shouts so loudly you wonder if the insurgents can hear her a few blocks away. <br>When you approach, both of them turn to you. Leo suddenly raises his voice — loud enough to surprise Fidelia, who seems to realize she wasn’t quick enough this time. “So the situation is… well, a bit personal, <<=$heroes.id9999.data.firstname>>. I have a young nephew who’s quite hot-headed in this gang. Actually, he was the one you chased away… never mind. As you know, there’s another gang not far from here. So I proposed taking them out instead. I hope you understand me.” <br>“This doesn’t really match the professionalism you were bragging about,” Fidelia snaps. “That guy is a criminal, just like the others. We will attack this gang. Now.” <</if>> </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 1>> <div id ="hptalkbutt"> <<button "Side with Malik">> <<set $trackdata.army.id13 += 10>> <<set $active.quest.state += 1000000000>> <<set $active.quest.now +=1>> <<replace "#qtext">> “Okay, I got you,” you say to Malik. “We’ll wait until your uncle’s group moves out, then hit whoever’s left. But we need to sort this out fast.” <br>“Fuck you all!” Isabel shouts. “One fucking collaborator brings in another fucking collaborator! I’ll deal with this personally.” <br>“If you attack alone, you’ll be slaughtered, bitch,” Malik says. “Which would be a shame. I kind of liked you.” <br>“I’m not an idiot, traitor,” Isabel snaps. “I’m going back to base to tell the boss about your treachery. If I were you, I wouldn’t survive this battle — for my own best interest.” <br>“I like this guy,” one of Isabel’s people says, his face hidden behind a mask. “I deserted the army for the cause myself. But I still have family there — and I’d protect them at all costs. Let me fight under your command. If you’re satisfied with me, I can stay. Just give me a fair salary.” <br><br>Hint: +10 Deserter added to your units! They will serve you until the end — but you must pay their salary, or they’ll leave you! <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211110000000000c.png]] <</replace>> <</button>> </div> <</if>> <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 1>> <div id ="hptalkbutt"> <<button "Side with Isabel">> <<set $trackdata.army.id14 += 3>> <<set $trackdata.army.id15 += 3>> <<set $active.quest.state += 2000000000>> <<set $active.quest.now +=1>> <<replace "#qtext">> “Malik, Isabel is right,” you say. “I agreed to help your cause because I think the city is in deep trouble, and the government only cares about stealing the last pesos from the poor. You can’t just make exceptions. If you make one, how many more will follow? This path only leads to defeat. You might as well surrender now.” <br>“Finally, a man with balls,” Isabel shouts, a smile spreading across her face. “You’re exactly the kind of guy we need here.” <br>“Well… I thought we were friends,” Malik says, sighing in disappointment. “But if this is your decision, there’s nothing I can do about it. I’m going back to base with my team. I wish you bad luck.” He turns and walks away. <br>“Traitor,” Isabel spits on the ground. “All right,” she continues. “Time to establish your own cell. These guys”—she points at a group of fighters—“are under your command now. But you take care of them.” <br><br>Hint: +3 Saboteur and +3 Guerilla added to your units! They will serve you until the end — but you must pay their salary, or they’ll leave you! <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211110000000000d.png]] <</replace>> <</button>> </div> <</if>> <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 2>> <div id ="hptalkbutt"> <<button "Side with Leo">> <<set $trackdata.army.id10 += 10>> <<set $active.quest.state += 3000000000>> <<set $active.quest.now +=1>> <<replace "#qtext">> <br>“I think we can make an exception,” you say. “We hit the other gang first, but we’ll talk about this later, Leo.” Leo nods. “All right. Thanks.” <br>“I’m not adapting to this lawless crap,” Fidelia snaps. “Then what, fight them alone?” Leo mutters. “No. I’m reporting this to the central department. A district chief can’t have conflicts of interest — if he does, someone else should take the seat.” <br>“She can have my goddamn seat. I’m not killing family,” Leo murmurs. <br>“All right, let’s go catch the other gang,” you say. It doesn't take long to find them — they’re just on the other side of the same district. <br>“Michael… that’s your name, right?” one of the contractors says to you. “If you don’t mind, I’d prefer to fight under your command now. If you’re satisfied with me, I can actually work for you from now on. If not, just fire me after the battle and I’ll return to the department anytime. They’re understaffed.” “Yeah, me too,” says another. <br><br>Hint: +10 Enforcer added to your units! They will serve you until the end — but you must pay their salary, or they’ll leave you! <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211110000000000e.png]] <</replace>> <</button>> </div> <</if>> <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 2>> <div id ="hptalkbutt"> <<button "Side with Fidelia">> <<set $active.quest.state += 4000000000>> <<set $active.quest.now +=1>> <<set $trackdata.army.id11 += 3>> <<set $trackdata.army.id12 += 3>> <<replace "#qtext">> <br>“Fidelia is right. I’m sorry, Leo, but if we make an exception here, it can spiral out of control. We can’t set a precedent.” <br>“Good little boy,” Fidelia smiles. “Maybe I really will help you catch that shooter.” <br>Leo’s face turns to stone. “In this case, since I have a conflict of interest in this mission, I have the right to opt out. I’m returning to the department.” He turns away. Suddenly he stops, looks back at you. “I withdraw my hiring offer. One snake in my team is already enough.” He rushes off without waiting for an answer. <br>“Don’t worry, love,” Fidelia shrugs. “He won’t be police chief for long. And while I don’t know who’ll take his seat… just so you know, I would definitely hire you. You—” she points to a group of officers “—he is your boss now. While I’m not in a position to give this order yet, you know what’s coming. And I reward loyalty. And he’s going to pay you a nice salary, won’t you, love?” <br><br>+3 Warden and +3 Peacekeeper have been added to your units! They will serve you until the end—but you must pay their salary, or they’ll leave you! <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211110000000000f.png]] <</replace>> <</button>> </div> <</if>> </div> <div id="questcolsr"> </div> </div> /*----malik-----*/ <<case 211111000000000>> <div id="qtext"> <br>You look around the streets that were a battlefield just a minute ago. The bodies of law enforcement officers and revolutionaries lie everywhere. <br>“Hey, man, come here,” you hear Malik’s voice. You approach and see a group of your allies encircling a tied-up policewoman. Judging by the purple bruises on her face, she has already taken a few punches. <br>“Let’s kill her,” one of the men says. “Only after we beat out of her where she’s keeping my brother,” says another. <br>“Who is she?” you ask Malik. <br>“This is Fidelia Cruz,” he says, his face twisted with anger. “The bitch keeps captured young men locked somewhere in a secret dungeon. Does horrible things to them, or so the rumors say. But despite that…” He turns to his gang. “She’s a valuable asset. We’re taking her back to base.” </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Now help me">> <<set $active.quest.state += 100000000>> <<set $active.quest.now +=1>> <<replace "#qtext">> “Listen, Malik. We had a deal. I helped you — now help me find out who shot me.” <br>“Uh… yeah.” He scratches his head. “I’ve got an idea. I know someone who can definitely help you track down the asshole who shot you. But I can’t go back home after the shit we pulled here.” <br>He looks at you, thinking. <br>“You know what? Visit me at my grandma’s place in Rustfield. She lives right next to the church on the east side, near Columbus Square. We can talk there.” <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211111000000000b.png]] <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 211111100000000>> <div id="qtext"> <br>You arrive at the address Malik gave you. The door is already slightly open, and loud, angry voices spill out into the street. One of them is Malik’s. The other belongs to a man you don’t recognize at first. You step inside. <br>“I’m putting you under arrest.” A black police officer steps toward you — the same man you beat down, and the same man you chose to spare when you sided with Malik before the battle not long ago. <br>“Uncle Leo, just stop!” Malik steps between the two of you. <br>“You’re an idiot,” Leo shouts. “Siding with criminals? Playing revolutionaries? Massacring police officers? I should throw you in jail — that’s what you deserve!” <br>“This system is rotten, Uncle! Can’t you see it?” Malik fires back. “Rich people eating caviar off gold plates while ninety-nine out of a hundred can barely survive the day. And you serve them — willingly!” <br>“You little rat!” Leo snaps. “Hiding at Grandma’s house? Ambushing police patrols from the shadows? Real justice. Real heroism!” <br>They seem to completely forget about you as the argument continues, picking up right where it left off. </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Calm them down">> <<set $active.quest.state += 10000000>> <<set $active.quest.now +=1>> <<replace "#qtext">> You gather all the strength in your muscles and slam your fist into a nearby table with full force. The two men stop shouting instantly and turn toward you, surprise written across their faces. <br>“Finally,” you say. “I get it — you have a minor political disagreement. From where I’m standing, feel free to continue it whenever you want, just try not to kill each other. I saved both your asses, after all.” <br>“You didn’t—” Leo tries to interrupt, but you raise your voice and keep going. “We could have attacked your patrol too, but we didn’t. Now, Malik — you told me you could help if I came here. So what’s your idea?” <br>“Oh. Yeah.” Malik hesitates. “I was thinking… maybe Uncle Leo could help you find the shooter. You know. Since he’s police.” <br>“What?” Leo stares at him, eyes wide. <br>“Uh… that’s why I called you here, remember?” Malik continues. “The friend who got shot at. Then you started with the politics. I mean… you owe this guy. A lot.” <br>Leo thinks for a long moment. “At the very least, I can get you to one criminal,” he finally says. “Maybe two…” He looks at you sharply. “Visit me at the police station in Rusttown. Now get the fuck out of my way — I’m leaving.” <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211111100000000b.png]] <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 211111110000000>> <div id="qtext"> <br>You’re suspicious, but you decide to go to the police station anyway. You need to find out who’s after you, and Leo is your only chance now. <br>You enter the high-rise building where the police station occupies the ground floor, making an otherwise impoverished block probably the safest place in the slums. The place is rundown, a clear sign of how neglected the police in these areas are by the authorities. You ask for directions to Leo’s office. <br>“Take a seat,” Leo says without even greeting you. “I want to hear the whole story. What happened?” He’s cold and unfriendly. You’re certain he’s doing this for his nephew, not for you. You tell him how you were shot at, and where. <br>“I’ll check,” he says. “In the meantime, you can make yourself useful. As you might have heard, there was a big shootout between insurgents and a police patrol a few blocks from here. The officers who were killed will be buried today. They weren’t rich people, and their families aren’t rich either — but they still chose to look after this neighborhood. Go and collect some flowers so their kids have something to place on the graves. Now leave.” </div> <div id="qitems"> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16003>> <div class ="itemdiv"> [img[./Images/Items/id16003.png]] <div>20</div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16004>> <div class ="itemdiv"> [img[./Images/Items/id16004.png]] <div>20</div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16005>> <div class ="itemdiv"> [img[./Images/Items/id16005.png]] <div>20</div> </div> <</tooltip>> </div> </div> </div> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <<if $trackdata.inventory.id16003 gte 20 and $trackdata.inventory.id16004 gte 20 and $trackdata.inventory.id16005 gte 20>> <div id ="hptalkbutt"> <<button "Give Flowers">> <<set $active.quest.state += 1000000>> <<set $active.quest.now +=1>> <<set $trackdata.inventory.id16003 -=20>> <<set $trackdata.inventory.id16004 -=20>> <<set $trackdata.inventory.id16005 -=20>> <<replace "#qtext">> <br>You hand the flowers to Leo. <br>“Fine,” he nods. “I know you don’t care. Ideology over everything — just like my nephew.” <br>“I need to find out who shot at me,” you say, getting straight to the point, trying to avoid an endless argument. <br>“I checked the two shooting scenes,” he continues. “I found a bullet lodged in a wall at one of them. It’s from a sniper rifle, as you might have guessed — but not a usual one. It’s from a special production line, probably the best in the city. LLC-licensed, produced by one of the factories the Asians supervise. Used by a special military unit.” He falls silent. <br>“What does that mean?” you ask. “What military unit?” <br>“That’s all I can tell you.” <br>“Listen, officer — my life is in danger, and I need your help,” you say, louder now, but still respectful. <br>“Then you shouldn’t have gone looking for trouble in the past,” he shouts at you. “I’m not a traitor, unlike you. That’s all you’ll ever get from me.” He points at the flowers you brought. “The only reason I’m not arresting you right now for your part in that assault is because that unit has the legal right to eliminate any citizen they choose. And I’m telling you — they don’t go after everyday Joes. Case closed. Get out of my office.” <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id242000000000000.png]] <</replace>> <<replace "#qitems">> <</replace>> <</button>> </div> <</if>> </div> <div id="questcolsr"> </div> </div> /*-----isabel-----*/ <<case 211112000000000>> <div id="qtext"> <br>You pass through streets littered with dead bodies — a battlefield only minutes ago. It doesn’t take long to find Isabel. She stands with a group of revolutionaries around two tied-up police officers. One of them is the man you beat earlier; the other is a woman you don’t recognize. <br>“Let’s kill them both,” one of the men says. “Or maybe ransom them,” a woman suggests. “No way,” Isabel says. “These are collaborators. They deserve death.” <br>“Wait,” you say. “What’s going on here? Maybe we can take them prisoner.” <br>“I agree,” a deserter adds. “That woman there is Fidelia Cruz. She takes young captured guys for herself. Rumors say she has a private dungeon somewhere. She took one of my cousins. We need to interrogate her.” <br>“Fine,” Isabel says. “Then we’ll do it democratically and choose the middle ground.” She pulls out her gun and shoots Leo in the head without a second of hesitation. You watch in horror and think of Malik. <br>“One dead, one prisoner. That’s democracy.” </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Now help me">> <<set $active.quest.state += 100000000>> <<set $active.quest.now +=1>> <<replace "#qtext">> You try to calm yourself down and turn to Isabel. “We’re done here. But you promised to help me find who shot at me.” <br>“Don’t worry. I didn’t forget,” Isabel says. Her behavior is as calm and normal as ever, making you wonder if Leo was far from the first person she executed in cold blood. <br>“We have to leave the scene as fast as we can,” she continues. “You earned our trust today. I’ll introduce you to our leader. He never stays in the same place twice — safety reasons — but he told me where to meet him to report this attack.” <br>She steps closer, pulling you in until your chests touch. “He’s in Rustfield,” she whispers into your ear. “The tiniest house next to the apartment blocks. See you there.” <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211112000000000b.png]] <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 211112100000000>> <div id="qtext"> <br>You arrive at the address Isabel gave you. While everything would look normal to someone just passing by, you quickly notice the signs that the house is guarded: young kids acting as lookouts on every corner, young women dressed as elderly locals discussing the weather in the streets, and a few shadows in the windows of the nearby apartment block — rifles clearly visible. <br>“Oh, here is my hero,” Isabel greets you as you step into the small house. <br>“I’ve heard about you,” an elderly man says, offering a handshake. “You must be <<=$heroes.id9999.data.firstname>>. I wish I could introduce myself properly… call me John, just to make the conversation flow easier. Come inside.” <br>He invites you in and offers you a seat. His voice is calm, almost fatherly. As you sit down and your eyes adjust to the grayness of the room, you suddenly notice something in the shadows. A body. <br>“Oh, don’t upset yourself too much. We just finished with him,” the old man says, waving his hand dismissively. <br>As you recognize Malik’s dead corpse, every good thought you had about "John" vanishes. He is dangerous. You have to be careful. <br>“He was a traitor,” you say, trying to earn his trust. <br>“Yes, he was. And he got what he deserved,” old man John replies. “Now, <<=$heroes.id9999.data.firstname>>, tell me about that shooter who’s after you.” </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Tell what happened">> <<set $active.quest.state += 10000000>> <<set $active.quest.now +=1>> <<replace "#qtext">> You present your case and tell old man John that you have no idea who is actually after you. <br>“Hm. That’s interesting,” he says. “I do have an idea, but I won’t burden you with an old man’s paranoia. I’ll send people I trust to the two shooting scenes. If they find the bullet, I can confirm or reject my theory. That’s the first step we need to take. Until then, stay low and avoid public places.” <br>“Thank you,” you say. “When should I come back here?” <br>“Whenever you want,” old man John smiles. “It’s a cozy little place. A shame I’ll never see it again in my life. Isabel will inform you about my findings.” <br>“Isabel lives in a shitty apartment in a high-rise just next to the paved road running through Santa Maria,” Isabel adds in a sassy voice. “And since no one cares whether I’m alive or dead, I stay in the same place all the time.” <br>“Heavy lies the crown that I don’t even have,” the old man says with a smile. He gestures toward the door. “Until next time, Michael. If there is one.” <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211112100000000.png]] <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 211112110000000>> <div id="qtext"> <br>“Finally,” Isabel greets you with a smile as she lets you in. You notice she’s slightly undressed, wearing only a bra and panties. <br>“So here’s the case,” she continues. “We found the bullet. According to the old man, it was fired from a sniper rifle belonging to a special military unit called the Hunters. They operate under a cover organization — guess what — the Condor City Hunters Association. They handle secret missions. In other words, top-tier enemies for us.” <br>“Thanks,” you say. “This is a good start, but I still don’t know why they’re after me.” <br>“You have a rebel face,” Isabel shrugs. “On the bright side, you’re with us now, and they’re our enemies just as much as they are yours. I can be a bit more pushy with the old man if you want — maybe he’ll dig up something else.” <br>“That would be great,” you say. <br>Isabel looks at you suggestively. “Yeah, it would. But you’re not going to leave just like that, are you?” <br>She steps closer, grabs your arm, and places your hand on her chest. </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Reject and leave">> <<set $active.quest.state += 1000000>> <<set $active.quest.now +=1>> <<replace "#qtext">> <br>“Sorry, this won’t work,” you say, stepping back. <br>“Are you gay?” she asks. <br>“No, I’m not,” you laugh. “You’re just not my type, that’s all. But we’re still allies and friends, of course.” <br>“Shit, you friend-zoned me,” Isabel says, disappointed. <br>“Then it’s just business as usual. I’ll let you know if the old man has any message for you. You not only know where I live, but I know where you live — even if you didn’t tell me. Bye for now!” <br>She grabs your arm and leads you out of her apartment. You want to say goodbye, but the door shuts in your face. There’s nothing left to do here. It’s time to leave and wait for the message. <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211112110000000b.png]] <</replace>> <<replace "#qitems">> <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <</button>> </div> <div id ="hptalkbutt"> <<button "Have sex with her">> <<set $active.quest.state += 1000000>> <<set $active.quest.now +=1>> <<replace "#questreturn">> <</replace>> <<replace "#qtext">> <br>You close the distance to Isabel, your hands finding the soft curve of her ass as you pull her into a deep, passionate kiss. A soft moan escapes her lips, and she eagerly returns the embrace, her own hands fumbling with the hem of your shirt. She breaks the kiss just long enough to pull it over your head, her eyes dark with desire as she drinks in the sight of you. You respond by reaching behind her, your fingers expertly unclasping her bra. <br>With a grunt of effort, you lift her effortlessly, her legs wrapping around your waist as you set her down on the cool granite of the kitchen sink. You kneel before her, and her breath hitches as you hook your fingers into the sides of her panties, slowly sliding them down her legs and letting them drop to the floor. She leans back, bracing herself on her hands, and spreads her legs wide in a silent, inviting gesture. <br>You start by gently licking her slick folds, and a sharp gasp of pleasure escapes her. "Oh, god, yes," she whispers, her voice thick with need. Her hands move to your head, her fingers tangling in your hair as she guides you, pressing your mouth more firmly against her. As you continue to lap at her clit, you slide a finger inside her, then another, curling them to find that sensitive spot deep within. Isabel cries out, her hips bucking against your face as you work her into a frenzy. "Don't stop," she pants, her body trembling. "Right there... just like that." <</replace>> <<replace "#questcolsl">> <div id ="hptalkbutt"> <<button "Fuck her">> <<replace "#qtext">> You rise from your knees, your own desire now urgent and demanding. Isabel watches you, her chest heaving, a hungry look in her eyes. You position yourself between her spread legs, guiding your hard cock to her slick, ready entrance. With one firm thrust, you bury yourself deep inside her. She cries out, a mix of pleasure and surprise, as you fill her completely. You lean over her, bracing your hands on the counter on either side of her head, and begin to move. You set a hard, steady rhythm, the sound of your bodies slapping together echoing in the kitchen. Isabel wraps her legs around your waist, pulling you in deeper with every stroke, her nails digging into your back as she meets your thrusts with her own desperate need. <</replace>> <<replace "#questcolsl">> <div id ="hptalkbutt"> <<button "Cum">> <<replace "#qtext">> You feel the pressure building to an unbearable peak. With a final, deep thrust, you bury yourself completely inside her and let go. A guttural groan escapes your lips as your cock pulses, flooding her tight pussy with your hot cum. Isabel cries out beneath you, her own orgasm crashing over her as she feels the warmth of your release spreading deep within. Her inner walls clench around you, milking every last drop as you both shudder and collapse against each other, breathless and spent. <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211112110000000e.png]] <</replace>> <<replace "#qitems">> <</replace>> <</button>> </div> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211112110000000d.png]] <</replace>> <<replace "#qitems">> <</replace>> <</button>> </div> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211112110000000c.png]] <</replace>> <<replace "#qitems">> <</replace>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> /*---------leo*/ <<case 211113000000000>> <div id="qtext"> <br>You search for Leo in the streets that were a battlefield just minutes ago. You pass the bodies of dead revolters and fallen officers alike. <br>You find him at the crossroads of two streets. Around him stand dozens of police officers, while a few dozen enemy fighters kneel on the ground with their hands tied behind their backs. It seems the police units followed Leo’s orders and took as many prisoners as possible. <br>“Chief, we can let this one live,” a young officer says to Leo. “She is Isabel Fierro. The infamous murderer.” <br>“I agree,” a policewoman in her forties nods. “She killed my son and his entire family because she knew I was on the force. He was a teacher.” <br>“Yes,” a contractor adds. “She found my father after she recognized me on patrol. He was an old factory worker. She slit his throat.” <br>“I understand your feelings,” Leo says calmly. “But we need to take this woman back to the station and give her a trial. I am more than sure she will meet the same fate you are proposing right now. But we cannot just shoot her after she has surrendered. We are the good guys. Never forget that.” <br>“Fucking traitors! You—” Isabel shouts, but a sharp slap to the face from one of the officers cuts her off. <br>You decide to ask Leo about your problem: the mysterious shooter. </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Now help me">> <<set $active.quest.state += 100000000>> <<set $active.quest.now +=1>> <<replace "#qtext">> <br>“Leo, we had a deal. I helped you here—now help me.” <br>“I know. And I didn’t forget,” he replies. “Come back to my office later today. I’ll go and check the shooting scenes myself. If I find the bullets, I can send them to our local lab. There’s a long waiting list, but those other bullets belong to dead people. They can wait. I’ll just walk in and tell them to run the test.” <br>He gives you a brief nod. “See you there.” <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211113000000000b.png]] <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 211113000000000>> <div id="qtext"> <br>You search for Leo in the streets that were a battlefield just minutes ago. You pass the bodies of dead revolters and fallen officers alike. <br>You find him at the crossroads of two streets. Around him stand dozens of police officers, while a few dozen enemy fighters kneel on the ground with their hands tied behind their backs. It seems the police units followed Leo’s orders and took as many prisoners as possible. <br>“Chief, we can let this one live,” a young officer says to Leo. “She is Isabel Fierro. The infamous murderer.” <br>“I agree,” a policewoman in her forties nods. “She killed my son and his entire family because she knew I was on the force. He was a teacher.” <br>“Yes,” a contractor adds. “She found my father after she recognized me on patrol. He was an old factory worker. She slit his throat.” <br>“I understand your feelings,” Leo says calmly. “But we need to take this woman back to the station and give her a trial. I am more than sure she will meet the same fate you are proposing right now. But we cannot just shoot her after she has surrendered. We are the good guys. Never forget that.” <br>“Fucking traitors! You—” Isabel shouts, but a sharp slap to the face from one of the officers cuts her off. <br>You decide to ask Leo about your problem: the mysterious shooter. </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Now help me">> <<set $active.quest.state += 100000000>> <<set $active.quest.now +=1>> <<replace "#qtext">> <br>“Leo, we had a deal. I helped you here—now help me.” <br>“I know. And I didn’t forget,” he replies. “Come back to my office later today. I’ll go and check the shooting scenes myself. If I find the bullets, I can send them to our local lab. There’s a long waiting list, but those other bullets belong to dead people. They can wait. I’ll just walk in and tell them to run the test.” <br>He gives you a brief nod. “See you there.” <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211111000000000b.png]] <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 211113100000000>> <div id="qtext"> <br>“I managed to collect one bullet,” he says. “I passed it on to the lab, but the results aren’t ready yet. We’ll have to wait.” <br>“Then when should I come back?” you ask. <br>“I think it will be ready today,” Leo replies. “I have an idea. We need to bury the fallen officers. To pass the time, we could go and collect some flowers for the ceremony. What do you think?” </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Agree">> <<set $active.quest.state += 10000000>> <<set $active.quest.now +=1>> <<replace "#qtext">> “Sounds like a good idea,” you say. You have already learned this lesson: the walls in these buildings have eyes and ears. <br>“Great. I need to find a replacement for a few hours—let me talk to my colleagues,” Leo says. “Let’s meet on the meadows near the edge of the city. There are some beautiful flowers there. We just need to find them.” <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/100id242000000000000.png]] <</replace>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 211113110000000>> <div id="qtext"> <br>You find Leo standing near a vast meadow bordered by a stretch of woods. “I already got the lab results,” he says. “That type of bullet belongs to a rifle used exclusively by a special military unit. They have the authority to eliminate anyone in the city. Why are they after you?” <br>You tell Leo how you woke up in Amazonas Park, your recent memories completely gone. “If it were anyone else, I’d say you were lying,” he says. “But I trust you—and I trust you not to repeat what I’m about to tell you.” He pauses. <br>“This unit operates under a cover organization called the Condor City Hunters Association. I don’t know how you stand with… let’s say otherworldly events. After the alien bombings three hundred years ago, strange things began happening. You’ll hear plenty of fringe theories, but what matters is this: there are some things out there that don’t like us humans. The Hunters’ job is to take them out—secretly—and to shield the public from events they couldn’t handle.” <br>“That’s all I know,” he adds. “The higher-ups only involve us to a certain extent. Strange things do happen at certain crime scenes… but that’s where my knowledge ends.” <br>He gestures toward the meadow. “Now then. Let’s collect some flowers, shall we?” </div> <div id="qitems"> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16003>> <div class ="itemdiv"> [img[./Images/Items/id16003.png]] <div>20</div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16004>> <div class ="itemdiv"> [img[./Images/Items/id16004.png]] <div>20</div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16005>> <div class ="itemdiv"> [img[./Images/Items/id16005.png]] <div>20</div> </div> <</tooltip>> </div> </div> </div> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <<if $trackdata.inventory.id16003 gte 20 and $trackdata.inventory.id16004 gte 20 and $trackdata.inventory.id16005 gte 20>> <div id ="hptalkbutt"> <<button "Give Flowers">> <<set $trackdata.inventory.id16003 -=20>> <<set $trackdata.inventory.id16004 -=20>> <<set $trackdata.inventory.id16005 -=20>>> <<set $active.quest.state += 1000000>> <<set $active.quest.now +=1>> <<replace "#qtext">> <br>After a few hours of searching, both your and Leo’s hands are full of beautiful, freshly picked flowers. You head back toward the city. <br>“Sooner or later, they’ll find you,” Leo says. “If I were you, I’d avoid public places. If they have to confront you indoors, face to face, you might have a chance to explain what happened to you.” You nod and thank him for the advice. <br>“There’s another thing I wanted to mention,” he continues. “I found my stupid nephew and moved him to my mother’s house. He’s still too deep into this revolutionary bullshit, but my mom is a strict old lady. She’ll keep him in check. Thanks for siding with me.” <br>“Of course,” you reply. “What’s going on with Fidelia?” <br>“She wants my seat as district chief. Someone higher up is backing her—rumors say the CIA. The Condor Investigation Agency. They’re the ones we turn to when we can’t solve a case. Only they have citywide authority.” <br>“So what’s your plan with her?” you ask. <br>“I’ll keep doing my job as well as I can,” Leo says. “But I’m afraid she’ll use my nephew’s case against me. If that happens… I don’t know what I’ll do.” He exhales, then looks at you. “But you have more serious problems right now.” He slows, then turns right at the crossroads. “I’m heading this way—I’m going to check on my nephew. See you soon.” <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211113110000000.png]] <</replace>> <<replace "#qitems">> <</replace>> <</button>> </div> <</if>> </div> <div id="questcolsr"> </div> </div> /*----------fidelia--------------*/ <<case 211114000000000>> <div id="qtext"> You walk through a street covered in bodies. Many of the dead revolutionaries have a single bullet hole in the back of their head—they were executed on the spot after surrendering. You find the only two surviving enemies, surrounded by a group of police officers. <br>“Madame,” you hear one policeman say to Fidelia, “this one here is Isabel Cruz. She killed family members and friends of many of us in retaliation for us being in the police. We should shoot her as well.” <br>“Thank you for your worthwhile comment, officer,” Fidelia replies calmly. “But I have something more planned for her than just a headshot. I mean… before the headshot.” Fidelia steps closer to the other prisoner. He is Malik, Leo’s cousin. <br>“Don’t kill me,” he begs. “Take me to my uncle!” <br>“I love guys like you,” Fidelia says, touching his face. “Fierce. Angry. Young. It’s a pity you got dragged into this. But anger is not a good advisor—and it can be exploited by evil forces.” <br>“Yeah? And how can you not be angry at this rotten government?” Malik snaps. <br>“I was talking about Leo’s anger,” she says calmly. “Not yours.” Malik exhales, relief flashing across his face. <br>She pauses. “When he finds out I executed his nephew.” Malik has only enough time to give you a frightened look before Fidelia presses her gun to the back of his head and pulls the trigger. <br>You are shocked—but you still have to confront her about her promise. </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Now help me">> <<set $active.quest.state += 100000000>> <<set $active.quest.now +=1>> <<replace "#qtext">> <br>“Oh yes. Thanks for reminding me—I nearly forgot. Scheming requires all my energy these days,” she laughs. “So, what was the situation again? I overheard your talk with my soon-to-be ex-boss, but I want all the details.” <br>You tell her how you were shot at twice, describing exactly where it happened. <br>“So you have no idea why someone tried to kill you?” she asks. <br>Since she is the only one who can help you now, you confess the full truth: you have no memories of the past few years, but whatever you did back then probably led to the assassination attempts. <br>“Good boy,” Fidelia says, gently caressing your face. “Actually, I already know who shot you—and why. You don’t need to investigate when you know the right people. I just wanted to test whether you trust me enough for me to trust you.” <br>She turns away. “Meet me at my office. Same place where you used to visit Leo—just a different room.” <br>She glances at Malik’s dead body. “Oh, and now that we’ve talked about trust and loyalty… if you meet him, don’t spoil this. I want to tell him in person.” <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211114000000000b.png]] <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 211114100000000>> <div id="qtext"> You enter the police department building and quietly pass Leo’s office door, managing to avoid him. Fidelia’s office is on the opposite side of the corridor. <br>“Oh, you should have seen Leo’s face,” she smiles at you without even greeting you. “Don’t worry—you won’t meet him here. He rushed to the office district to collect his nephew’s body before the garbage men throw it into a mass grave.” You mutter a quiet, “Okay.” <br>“About your case,” she continues. “I happen to know someone from the Condor Investigation Agency. Apart from occasionally trying to blackmail me, this CIA agent is actually quite easy to work with.” <br>She leans back in her chair. “He doesn’t just demand favors after reciting all your dark secrets—the ones you thought only you knew—straight to your face. He also gives something in return. Later. I do the same thing, by the way. You backed me. Now I help you.” <br>She folds her hands. “So, Mr. Rainbow—his cover name, at least the one he chose when talking to me—told me that a specific army unit wants you dead. They call themselves the Hunters. Since you reappeared, they’ve been ordered to take you out.” <br>She pauses. “This unit is tasked with eliminating certain… mischievous creatures that slip into our world through portals opened by the alien atomic bombing. Sometimes I recognize their work at crime scenes.” She meets your eyes. “People torn apart.” “Why do they want to kill me?” you ask. “That’s as far as the favor went,” she sighs. “He didn’t tell you?” <br>“He did,” she shrugs. “But that’s how long my favor toward you lasted. You ran out of credit.” She tilts her head, smiling faintly. “Want to buy some more? Say… for 5,000 pesos?” You stare at her in disbelief. She doesn’t blink. She’s completely serious—using your vulnerability to extort you. </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <<if $heroes.id9999.stats.money gte 5000>> <div id ="hptalkbutt"> <<button "Give money">> <<set $active.quest.state += 10000000>> <<set $active.quest.now +=1>> <<replace "#qtext">> You place 5,000 pesos on Fidelia’s desk. “Good,” she says—then casually tosses the banknotes back to you. “As unbelievable as it sounds, I’m not corrupt. But if you’re a loser with no spare money, you’re useless to me. Leo could just try to bribe you. Don’t think we wouldn’t.” <br>She taps the desk. “His drawer is full of skeletons. And his nephew wasn’t the only one,” she adds with a short laugh. “And I want your help getting rid of him so I can take his position.” <br>“Then why did they try to kill me?” you ask. <br>“I don’t know the exact reason. Probably Rainbow doesn’t either. He’s still police—just city-wide. They only tell us as much as we need to know, so we don’t panic when we stumble into a horror scene.” <br>“Then what should I do?” you ask. <br>“First things first—don’t get too stressed about someone using you as target practice.” She leans forward. <br>“Now that I’ve helped you, it’s time for you to help me again. After all, I didn’t take your money. Remember?” <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211114100000000.png]] <</replace>> <<replace "#questreturn">> <<button "Complete" "QuestEngine">> <</button>> <</replace>> <</button>> </div> <</if>> </div> <div id="questcolsr"> </div> </div> <<case 211114110000000>> <div id="qtext"> “What do you want me to do, then?” you ask Fidelia. She probably hears the unwillingness in your voice. <br>“Oh, don’t be such an uneasy boy,” she says. “It’s more like a little favor—one that saves me some time. I told you: scheming my way into the police chief’s seat requires my full attention.” <br>“Then what do you want me to do?” <br>“I want to keep playing the wicked little psychology game I started with Leo—to put more pressure on him. Malik will be buried soon. I’ll attend the ceremony and place the biggest memorial bouquet on his grave, with an inscription like ‘Rest in justice’… or something similar.” <br>You nod, taking a moment to reflect on how effortlessly cruel this woman can be. <br>“But to make a bouquet, you need flowers,” she continues. “Not the usual boring ones you buy at the market. I want beautiful wildflowers—something that shows everyone how much I care.” She smirks. “Of course, I don’t. That’s why I want you to go out to the meadows and collect them for me.” </div> <div id="qitems"> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16003>> <div class ="itemdiv"> [img[./Images/Items/id16003.png]] <div>20</div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16004>> <div class ="itemdiv"> [img[./Images/Items/id16004.png]] <div>20</div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16005>> <div class ="itemdiv"> [img[./Images/Items/id16005.png]] <div>20</div> </div> <</tooltip>> </div> </div> </div> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <<if $trackdata.inventory.id16003 gte 20 and $trackdata.inventory.id16004 gte 20 and $trackdata.inventory.id16005 gte 20>> <div id ="hptalkbutt"> <<button "Give Flowers">> <<set $trackdata.inventory.id16003 -=20>> <<set $trackdata.inventory.id16004 -=20>> <<set $trackdata.inventory.id16005 -=20>>> <<set $active.quest.state += 1000000>> <<set $active.quest.now +=1>> <<replace "#qtext">> You hand the flowers you collected to Fidelia. “That will do,” she says with a satisfied smile. “So, back to our discussion. The Hunters operate behind a cover organization—the Condor City Hunting Association. Of course, they don’t have an office with a big sign advertising who they really are. Still, I happen to know their headquarters are in that rather nice building behind the storehouse on the eastern side of the Goldtown market.” She tilts her head. “If I were you, I’d go there and try to talk to them. They might still kill you—but at least you tried.” <br>She’s right. Going straight to them might be your only option. Otherwise, they could just put a bullet in you from a rooftop while you’re out buying groceries, with no chance to explain yourself. “Thank you,” you say. “I’ll go, then.” <br>“You don’t even thank me properly for my help?” she asks. “I even escalated your case to the CIA to save your ass.” “But I just said thank you,” you reply. <br>“People always say things without really meaning them,” she says coolly. “I care about what you do, not what you say.” She puts her legs up on the table, deliberately wide apart, and smiles suggestively. <br>“Be a good boy,” she adds softly, “and show your gratitude properly.” <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211114110000000b.png]] <</replace>> <<replace "#questreturn">> <</replace>> <<replace "#qitems">> <</replace>> <<replace "#questcolsl">> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Refuse">> <<replace "#qtext">> “No way,” you say firmly. “You don’t like me, boy?” she asks, her voice deliberately playful. <br>“I definitely don’t like this style,” you reply, deliberately avoiding the question. <br>“If you don’t like my style, then you don’t like me,” she says with a shrug. “Doesn’t matter. I can find all the fun I want. Mr. Rainbow stays very happy — I keep generating fresh blackmail against myself.” <br>“Anyway, at least you’re honest. Go—deal with your problem. And if you survive, come back to me.”She leans back, studying you. <br>“After all, when Leo falls and I become chief officer, I’ll need a second-in-command. Unlike me, you’re an honest man. That means I don’t have to constantly expect you to stab me in the back the way Leo expects me to betray him.” A pause. Her smile sharpens. <br>“Or maybe you’re just like me—only better at hiding it. In that case, I can always ask Mr. Rainbow to find out what your body was doing during those years when your mind was off in Wonderland.” <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211114100000000.png]] <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <<replace "#questcolsl">> <</replace>> <</button>> </div> <div id ="hptalkbutt"> <<button "Submit">> <<replace "#qtext">> You go to Fidelia and stand before her as she remains seated in her chair, her legs spread wide. You bow down to kiss her, but just as your lips are about to meet, you feel a sharp pain in your right ear. <br>"This is not how it goes," she says, pulling you down to your knees by your ear. "You stay there." <br>She stands up, quickly removes her clothes, then grabs your head by your hair. Placing her left leg on the table, she pulls your face deep into her pussy. <br>"Now you can thank me." <br>You start to lick her out. <br>"Good boy," she whispers with a moan. <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211114110000000c.png]] <</replace>> <<replace "#questcolsl">> <div id ="hptalkbutt"> <<button "Continue">> <<replace "#qtext">> After minutes of pleasure, she sits back in her chair and pulls your head toward her pussy. "Use your fingers," she instructs you in a commanding voice. You do your best to pleasure her. After she came multiple times, you decide it's time to satisfy yourself as well. <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211114110000000d.png]] <</replace>> <<replace "#questcolsl">> <div id ="hptalkbutt"> <<button "Fuck her">> <<replace "#qtext">> You remove your pants and prepare to push your penis inside her. "No, no, no," she says, grabbing your balls and squeezing them. You let out a loud shout due to the sudden pain. "Lie on the table. Now!" she commands you, still holding you by your balls. You comply. She sits on your face. "Keep working, you cheap bitch," she says and starts to suck your dick while you keep licking her. <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211114110000000e.png]] <</replace>> <<replace "#questcolsl">> <div id ="hptalkbutt"> <<button "Continue">> <<replace "#qtext">> She pushes you to the edge several times but slows down just in time. This woman knows what she's doing. You keep up this position for a good twenty minutes while she cums several times. "Ah, shit," she says, looking at the clock. "The funeral starts in half an hour. I have to go, which means you have to go. But first, I'll let you come." She gets down to your dick one more time and sucks it. You erupt and fill her mouth with your cum, which she quickly swallows. <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211114110000000f.png]] <</replace>> <<replace "#questcolsl">> <div id ="hptalkbutt"> <<button "Continue">> <<replace "#qtext">> She quickly jumps off you and puts her clothes on. "You are not only trustworthy, but fuckable as well," she laughs. "If I can finally replace Leo as chief, I will make you second in command. But before we continue scheming against him, go and try to sort your shooting problem out with the hunters. If they don't kill you, come back to me." You put on your clothes while she is talking. "You are so slow. Get out!" <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211114100000000.png]] <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <<replace "#questcolsl">> <</replace>> <</button>> </div> <</replace>> <</button>> </div> <</replace>> <</button>> </div> <</replace>> <</button>> </div> <</replace>> <</button>> </div> <</replace>> <</button>> </div> <</if>> </div> <div id="questcolsr"> </div> </div> <<case 211115111000000>> <div id="qtext"> Just as you step onto the street, you hear a shot. <br>You drop to the ground, but this time you don’t see where the bullet went. It doesn’t matter. <br>You get up and run—hard, fast—until your lungs burn and finally give out. You stagger to a stop and lean against a wall, gasping for air. <br>Then you feel it: the cold touch of metal against your sweat-slick neck. <br>You look up. <br>A young woman stands in front of you. She wears a green uniform, with a small cross pendant on a necklace. <br>The blade presses closer. <br>You feel the first sting of a cut as the knife breaks your skin. </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Zhenya stop!">> <<set $active.quest.state += 100000>> <<set $active.quest.now +=1>> <<replace "#qtext">> You don’t know why the name comes to your lips—but the blade freezes a heartbeat before it can slice your throat. Zhenya—apparently that is her name—hesitates for a second. You use it. Words pour out of you in an unstoppable rush. You talk about your childhood, your schools, your past—everything, all the way up to the day you went walking into the Ghosthill Forests, searching for… something. For the first time, you actually remember that moment. <br>Then you tell her how everything after that went dark. How you lost all your memories. How you only regained consciousness when you woke up in the lake in the middle of Amazonas Park, not long ago. You’re honest. Somehow, you know you can trust her. When you finally fall silent, she sighs. <br>“Shit. We thought…” She stops herself. “Not your business.” Her face hardens, suddenly all determination. “You said you got back in Amazonas Park. Then meet me there.” She leans closer, her voice low. <br>“And just so you remember: according to protocol, I should kill you right here on the spot. But we are—” she hesitates, “—we used to be friends.” She taps the sniper rifle slung over her shoulder.“Try anything, and I’ll shoot you in the head,” she says flatly. “The previous times I didn’t miss—I just didn’t want to kill you. You looked… different from what I expected.” <br>Her eyes narrow. “I wanted to scare you. Make you run. Make you panic. That way I could catch you face to face and see what you really are.” She eases the knife away from your throat and takes a step back. The rifle on her shoulder shifts as she moves. “Amazonas Park,” she says. “Don’t be late.” <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211115111000000b.png]] <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 211115111100000>> <div id="qtext"> You find Zhenya at one of the crossroads in the park. She seems visibly nervous, her finger resting on the trigger of her gun. “Don’t step closer,” she warns. You stop. <br>“Anyone taking a walk around here can hear us from that far,” you say. “But never mind.” <br>“I don’t care,” she replies. “Now that you’re back here, try to remember how you got here before.” You try—but nothing comes to mind. She must notice your struggle. She raises the gun and points it at you. <br>“You either say something, or I fucking kill you in five. Four…” You strain to remember, but your mind stays empty. “Three. Two. One—” She fires. You throw yourself to the ground. From the corner of your eye, you see that she pulled the gun away at the last moment and fired into the air. <br>“Seems like you weren’t scared enough this time to remember,” she says. “Which means you’ll have to search the park for clues.” You stare at her in disbelief. “But this place is huge—covered in thick forest. Where should I even start?” <br>She scoffs, clearly upset. “Guide a tour? Go fishing? Stop making excuses?” </div> <div id="qitems"> <<if $trackdata.inventory.id16023 gt 0>> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16023>> <div class ="itemdiv"> [img[./Images/Items/id16023.png]] <div>1</div> </div> <</tooltip>> </div> </div> </div> <<else>> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <div class ="itemdiv"> [img[./Images/Items/id0001.png]] </div> </div> </div> </div> <</if>> <<if $trackdata.inventory.id16026 gt 0>> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16026>> <div class ="itemdiv"> [img[./Images/Items/id16026.png]] <div>1</div> </div> <</tooltip>> </div> </div> </div> <<else>> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <div class ="itemdiv"> [img[./Images/Items/id0001.png]] </div> </div> </div> </div> <</if>> <<if $trackdata.inventory.id16024 gt 0>> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16024>> <div class ="itemdiv"> [img[./Images/Items/id16024.png]] </div> <</tooltip>> </div> </div> </div> <<else>> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <div class ="itemdiv"> [img[./Images/Items/id0001.png]] </div> </div> </div> </div> <</if>> <<if $trackdata.inventory.id16025 gt 0>> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16025>> <div class ="itemdiv"> [img[./Images/Items/id16025.png]] </div> <</tooltip>> </div> </div> </div> <<else>> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <div class ="itemdiv"> [img[./Images/Items/id0001.png]] </div> </div> </div> </div> <</if>> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <<if $trackdata.inventory.id16023 gt 0 and $trackdata.inventory.id16024 gt 0 and $trackdata.inventory.id16025 gt 0 and $trackdata.inventory.id16026 gt 0>> <div id ="hptalkbutt"> <<button "Show items">> <<set $active.quest.state += 10000>> <<set $active.quest.now +=1>> <<replace "#qtext">> You bring the things you found back to Zhenya. “Don’t step closer. Put them on the ground and step back.” You do as she says. Only then does she step forward and examine the objects. <br>“To me, they look like the usual garbage you can find in this park,” she says. “Why did you bring these items?” <br>“I can’t give you a logical answer,” you reply. “They just looked so… familiar. I’m not sure. I just felt it.” <br>Your eyes remain fixed on the keys lying on the ground. Santa Clara Street 1. An image flashes through your mind: a rundown building, seen from behind a window, the market hall of Columbus Square looming outside. <br>“I know that street,” Zhenya says, her voice suddenly firm. “Let’s go.” <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211115111100000b.png]] <</replace>> <</button>> </div> <</if>> </div> <div id="questcolsr"> </div> </div> <<case 211115111110000>> <div id="qtext"> You push the key into the door’s lock and step into the apartment, Zhenya close behind you as she closes the door. <br>The whole place feels like decay. The smell, the mess, the trash—everything is wrong. <br>“I didn’t leave it like this,” you say with confidence. “Someone broke in here.” <br>“That’s all you remember?” she asks. “What did you do here?” <br>“I used to live here. I’m sure of that,” you answer. “But that’s all I know.” <br>“Then start searching,” she urges. <br>You begin going through the scattered belongings, each object feeling both familiar and alien at the same time. </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Search place">> <<set $trackdata.inventory.id16019=1>> <<set $active.quest.state += 1000>> <<set $active.quest.now +=1>> <<replace "#qtext">> <br>You go through countless unimportant everyday items, none of them stirring any useful memories. Then, guided by a sudden thought, you lie down on the floor and look under the bed. Something tiny catches the light. You reach for it and take a closer look. It’s a ring. <br>“What is it?” Zhenya asks. You know the drill. You place it in your palm and extend your arm toward her, keeping a few steps between you. <br>“Wow. That’s a big piece of gold,” she says. “Any thoughts?” <br>“Nothing. It wasn’t mine,” you reply—and you’re being honest. You have no idea how the object ended up there, but you’re certain you’ve never seen it before in your life. <br>“Fuck,” Zhenya mutters, disappointed. “Then let’s go outside. If you lived here, you must have walked these blocks. Let’s take a few circles around here and the nearby districts. Maybe something will come back to you.” <br>She pauses, then adds, “You can keep it, by the way. Your find, your luck.” <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211115111110000b.png]] <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <<replace "#qitems">> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16019>> <div class ="itemdiv"> [img[./Images/Items/id16019.png]] </div> <</tooltip>> </div> </div> </div> <</replace>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 211115111111000>> <div id="qtext"> You walk through the crowded marketplace, but nothing comes back to you. <br>With a sigh, Zhenya urges you to try the surrounding districts. You do—but still without luck. <br>Then, while passing through the slums, your foot comes down on a piece of paper. <br>Your heart starts to pound. Sweat breaks out across your body. <br>“What’s wrong?” Zhenya asks. <br>You bend down and pick up the paper, your hands shaking. This isn’t just another piece of trash. The letters are blurred, the paper dirty and worn—but you know you have to read it. </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Read paper">> <<set $active.quest.state += 100>> <<set $active.quest.now +=1>> <<set $trackdata.inventory.id16027 += 1>> <<replace "#qtext">> “It’s a list of weapons and explosives,” you say to Zhenya. “And this is my handwriting. I don’t know why I wrote this, but it feels like I was planning something… something terrible.” <br>Zhenya looks at you, troubled. <br>“Try to calm down and think,” she says. “It doesn’t matter what you did—or didn’t do. We’re here now, and we have to clear your name.” <br>“We have to go to Evita,” you say as another memory flashes through your mind. “That’s where I hid the things on this list.” <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211115111111000b.png]] <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <<replace "#qitems">> <div id="buy"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16027>> <div class ="itemdiv"> [img[./Images/Items/id16027.png]] </div> <</tooltip>> </div> </div> </div> <</replace>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 211115111111100>> <div id="qtext"> <br>You stop in front of one of Evita’s ruined buildings—a silent reminder of the workers’ brigade’s bloody last stand during the recent regime change. Since then, the more or less destroyed structures have served as hiding places for criminals and makeshift homes for the homeless. <br>The building’s door stands slightly open. <br>It’s time to go in. </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Enter building">> <<set $active.quest.state += 10>> <<set $active.quest.now +=1>> <<replace "#qtext">> You look around, but the building is completely empty—apart from a few makeshift beds left behind by homeless people who probably spend their nights here and are out on the streets during the day. “I remember hiding everything in this place,” you say. <br>“Then someone’s been here since,” Zhenya replies. <br>“I’ll ask my superiors if the army or the police found it and took it away. If not, I can still contact the Condor Investigator Agency to see whether they know about any rebel groups getting their hands on a large stash of modern weapons.” She points to an empty cardpoard box on the ground you hadn’t noticed before. “Because that seal belongs to our unit.” <br>“Oh my God,” you say, clutching your head. Now you remember why you know Zhenya. She works for the same organization you once did: the Hunters. <br>“It happened in Ghosthill,” you say. “Under one of the great trees, near the edge of the Cursed Forest.” You turn to her. “We have to find that tree now. I think I’ll remember what happened if we do.” <br>You rush out of the building ahead of Zhenya, no longer caring about keeping your distance. <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211115111111100b.png]] <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<case 211115111111110>> <div id="qtext"> You walk with Zhenya through the meadows of Ghosthill, searching for the tree from your memories. <br>“I was chasing a man here,” you say. “His name was Felix Sullivan. But he wasn’t… alive.” <br>“He was in ghost form,” Zhenya says. “Manifested.” <br>“It was our task to send him back to the Otherworld,” Zhenya adds. <br>“Yes. And I found him not far from here—but I couldn’t tell you, because…” <br>You stop. Nothing comes to mind. <br>“Here,” you say at last. <br>You stand beneath a colossal tree, its branches reaching for the sky, its trunk so thick that three adults couldn’t encircle it. <br>You need time. <br>Time to think. </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Meditate">> <<set $active.quest.state += 100000000000001>> <<set $active.quest.now +=1>> <<replace "#qtext">> You sit down and lean your back against the tree’s trunk. You close your eyes. Your thumb touches your forefinger—and you immediately sink into a deep meditative state. You learned this technique with the Hunters. Now you remember. You remain in that state for nearly half an hour. When you finally open your eyes, Zhenya—who has been watching you in silence—looks at you questioningly. <br>“One of my informants told me he was here, so I had to act immediately,” you begin. “I chased him down and shot him. His body started to dissolve into slime, then into nothing—just like the other manifested ghosts we’d dealt with before.” You pause. “But then… somehow, he made one last effort. He jumped at me. I fell backward, and that’s my last memory—lying on the ground, some kind of ghost material choking me.” <br>You swallow. “Then I woke up in the park years later. He was gone.” <br>“Yes, he was,” Zhenya says quietly. “I was sure the moment you recited your entire life to me.” She exhales. “We need to talk to the Hunter officers at headquarters. You’re back—but I’m damn sure Sullivan is back as well, just in a different body. Like he always does.” <br>She looks at you. “Do you remember what he said when we killed him last time?” <br>“I’m not done yet. See you soon,” you quote. “Let’s head to Goldtown,” you add. “We need to talk to Colonel Rivera.” <br><br>Hint: Congratulations! You have completed the first chapter of the Seven Sisters questline. Further chapters will become available in a future update, starting in the Goldtown district. <</replace>> <<replace "#questcolsl">> <</replace>> <<replace "#qtpict">> [img[./Images/Quests/103id211115111111110b.png]] <</replace>> <<replace "#questreturn">> <<button "Leave" "MapEngine">> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <<unset $qimpath>> <<run console.clear()>> <</button>> <</replace>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<default>> <</switch>> <</if>> <</nobr>>
<<nobr>> <div class="maptop"> <div> <div class="mapleftupicons" id="fightictop"> Turn: <<=$fightdata.turn + "/" + $fightdata.turnmax>> </div> </div> </div> <div class="mapmiddle"> <div class="mapleft"> </div> /*Pre-fight screen*/ <<if isNaN($fightstate)>> <div class="mapcentre"> <div class="placeleft" id="fightplaceleft"> <div id="qename"> Enemy encounter </div> <div id="qtext"> <<include "FightText">> <br><br> <<switch $fightdata.wintype>> <<case "kill">> <<="Objective: kill ">><<if $fightdata.killunit.length is 1>><<="this enemy boss:">><<else>><<="these enemy bosses:">><</if>> <<for _i = 0; _i < $fightdata.killunit.length; _i++>> <<="<br>" + $fightdata.allunits["id" + $fightdata.killunit[_i]].name>> <</for>> <<case "survive">> <<="Survive until " + $fightdata.turnmax + " turns!">> <<case "killall">> <<="Clear the map by killing all enemy units and bosses!">> <</switch>> </div> <div id="qtextbutt"> <div id="buybutt"> <<button "Fight!" "FightEngine">> <<set $fightstate=1>> <</button>> </div> </div> </div> <div class="placeright"> <<= "[img[./Images/Fights/s" + $fightnum + ".png]]">> </div> </div> <<else>> /*Fight gameplay screen*/ <<if $fightstate is 1>> <div class="mapcentre" id="fightmiddle"> <div id="fightleft"> <div class="fleftscrlwrap"> <<include "FightMessage">> </div> </div> /*---------------------------------------recruit window------------------------------*/ <<if $fightdata.recruit is 1>> <div id="fightrecr"> <div id="frecrheader"> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconreset.png][FightEngine]]>> <<set $recruhswitch=1-$recruhswitch>> <</button>> </div> </div> <div class="fighttgheadunitright" id="frecrhmid"> <<if $recruhswitch is 1>> Call New Unit <<else>> Call Hero <</if>> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconexit.png][FightEngine]]>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <div id="frecrbody"> <div id="frecrscroll"> <<include "RecruitList">> </div> </div> </div> <</if>> /*--------------------------------------fight window------------------------------*/ <<if $fightdata.fight is 1>> <<set $fightcalculation = {}>> <div id="fgtmenuwrap"> <div id="fightclose"> <div id="fightcloseheader"> <div class="frecrhlrc"> </div> <div class="fighttgheadunitright" id="fightclosehdtx"> Choose your weapon! </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconexit.png][FightEngine]]>> <<set $fightcalculation = 0>> <<set $fightdata.fight=0>> <</button>> </div> </div> </div> <div id=fightclosebody> /*picture of fighting sides*/ /*----unit names, their hp, and fight skills in second line*/ <div class="fightcloseitem"> <div class="frecrhlrc"> <div class="recsmimg"> <<="[img[./Images/Units/id" + $fightdata.activeunit.mainid + "b.png]]">> </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <span><<=$fightdata.activeunit.name>></span> <span><<="(hp: " + $fightdata.activeunit.health + "/" + $fightdata.activeunit.maxhealth>><<if $fightdata.activeunit.trait isnot 0>><<= ", ">><<=$fightdata.activeunit.trait>><</if>><<=")">></span> </div> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Interface/updmg.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <span><<=$fightdata.fightunit.name>></span> <span><<="(hp: " + $fightdata.fightunit.health + "/" + $fightdata.fightunit.maxhealth>><<if $fightdata.fightunit.trait isnot 0>><<= ", ">><<=$fightdata.fightunit.trait>><</if>><<=")">></span> </div> <div class="frecrhlrc"> <div class="recsmimg"> <<="[img[./Images/Units/id" + $fightdata.fightunit.mainid + "b.png]]">> </div> </div> </div> /*fightweapon melee*/ /*----calculate damage based on enemy resistance----*/ /*----weapon pic, weapon name, dmg and strikes in second line*/ <<if $fightdata.activeunit.melee isnot 9999>> <<if $fightdata.fightunit.melee is 9999>> <<set $fightdata.fightunit.melee = 101>> <</if>> <<if $fightdata.activeunit.mainid gte 1000>> <<if $fightdata.fightunit.mainid gte 1000>> /*im a hero, enemy is hero*/ /*me hero*/ <<set _meleepldl = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgl*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.power/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _meleepldu = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgu*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.power/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _meleeplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.strength/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _meleeplhc = 1 - setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*enemy hero*/ <<set _meleeendl = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.power/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeendu = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.power/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].strikes + $heroes["id" + $fightdata.fightunit.mainid].skills.strength/20 + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _meleeenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> <<else>> /*im a hero, enemy is soldier*/ /*me hero*/ <<set _meleepldl = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgl*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.power/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _meleepldu = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgu*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.power/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _meleeplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.strength/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _meleeplhc = 1- setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*enemy soldier*/ <<set _meleeendl = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeendu = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _meleeenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> <</if>> <<else>> <<if $fightdata.fightunit.mainid gte 1000>>/*im a soldier, enemy is hero*/ /*me soldier*/ <<set _meleepldl = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgl*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _meleepldu = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgu*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _meleeplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].strikes +$unitbonus["id" + $fightdata.activeunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _meleeplhc = 1- setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*enemy hero*/ <<set _meleeendl = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.power/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeendu = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.power/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].strikes + $heroes["id" + $fightdata.fightunit.mainid].skills.strength/20 + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _meleeenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> <<else>> /*im a soldier, enemy is a soldier*/ /*me soldier*/ <<set _meleepldl = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgl*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _meleepldu = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgu*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _meleeplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].strikes +$unitbonus["id" + $fightdata.activeunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _meleeplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*enemy soldier*/ <<set _meleeendl = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeendu = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _meleeenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> <</if>> <</if>> <<if _meleepldl lt 0>> <<set _meleepldl = 0>> <</if>> <<if _meleepldu lt 0>> <<set _meleepldu = 0>> <</if>> <<if _meleeplhc lt 0>> <<set _meleeplhc = 0>> <</if>> <<if _meleeenhc lt 0>> <<set _meleeenhc = 0>> <</if>> <<if _meleeendl lt 0>> <<set _meleeendl = 0>> <</if>> <<if _meleeendu lt 0>> <<set _meleeendu = 0>> <</if>> <div class="fightcloseitem"> <div class="frecrhlrc"> <div class="recsmimg"> <<="[img[./Images/Items/id" + $fightdata.activeunit.melee +".png]]">> </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <span><<=setup.inventory["id" + $fightdata.activeunit.melee].name>></span> <span><<= Math.round(_meleepldl) + "-" + Math.round(_meleepldu) + " (" + Math.round(_meleeplstr) + ")" + " -> " + Math.round(_meleeplhc*100) + "%">></span> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png]]>> <<set $fightcalculation.attacker = { id: $fightdata.activeunit.id, mainid: $fightdata.activeunit.mainid, weapon: $fightdata.activeunit.melee, dmgl: _meleepldl, dmgu: _meleepldu, strikes: _meleeplstr, hitchance: _meleeplhc }>> <<set $fightcalculation.defender = { id: $fightdata.fightunit.id, mainid: $fightdata.fightunit.mainid, weapon: $fightdata.fightunit.melee, dmgl: _meleeendl, dmgu: _meleeendu, strikes: _meleeenstr, hitchance: _meleeenhc }>> <<set $fightcalculation.maxrounds = Math.max(_meleeplstr, _meleeenstr)>> <<fightmacro>> <</button>> </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <span><<=setup.inventory["id" + $fightdata.fightunit.melee].name>></span> <span><<= Math.round(_meleeendl) + "-" + Math.round(_meleeendu) + " (" + Math.round(_meleeenstr) + ")" + " -> " + Math.round(_meleeenhc*100) + "%">></span> </div> <div class="frecrhlrc"> <div class="recsmimg"> <<if $fightdata.fightunit.melee isnot 9999>> <<="[img[./Images/Items/id" + $fightdata.fightunit.melee +".png]]">> <<else>> <<="[img[./Images/Items/id101.png]]">> <</if>> </div> </div> </div> <</if>> /*fightweapon ranged*/ /*----calculate damage based on enemy resistance----*/ /*----weapon pic, weapon name, dmg and strikes in second line*/ <<if $fightdata.activeunit.ranged isnot 9999>> <<if $fightdata.activeunit.mainid gte 1000>> /*hero*/ <<set _checkrangedammo = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.strength/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<else>> /*soldier*/ <<set _checkrangedammo = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].strikes +$unitbonus["id" + $fightdata.activeunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <</if>> <<if $trackdata.inventory["id" + $fightdata.activeunit.rangedammo] gte _checkrangedammo>> <<if $fightdata.fightunit.ranged is 9999 and $fightdata.fightunit.gun isnot 9999>> <<set $fightdata.fightunit.ranged = $fightdata.fightunit.gun>> <</if>> <<if $fightdata.activeunit.mainid gte 1000>> <<if $fightdata.fightunit.mainid gte 1000>> /*im a hero, enemy is hero*/ /*me hero*/ <<set _rangedpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgl*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _rangedpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgu*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _rangedplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _rangedplhc = 1 - setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*enemy hero*/ <<set _rangedendl = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedendu = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].strikes + $heroes["id" + $fightdata.fightunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _rangedenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> <<else>> /*im a hero, enemy is soldier*/ /*me hero*/ <<set _rangedpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgl*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _rangedpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgu*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _rangedplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _rangedplhc = 1- setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*enemy soldier*/ <<set _rangedendl = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedendu = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _rangedenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> <</if>> <<else>> <<if $fightdata.fightunit.mainid gte 1000>>/*im a soldier, enemy is hero*/ /*me soldier*/ <<set _rangedpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgl*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _rangedpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgu*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _rangedplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].strikes +$unitbonus["id" + $fightdata.activeunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _rangedplhc = 1- setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*enemy hero*/ <<set _rangedendl = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedendu = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].strikes + $heroes["id" + $fightdata.fightunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _rangedenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> <<else>> /*im a soldier, enemy is a soldier*/ /*me soldier*/ <<set _rangedpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgl*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _rangedpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgu*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _rangedplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].strikes +$unitbonus["id" + $fightdata.activeunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _rangedplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*enemy soldier*/ <<set _rangedendl = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedendu = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _rangedenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> <</if>> <</if>> <<if _rangedpldl lt 0>> <<set _rangedpldl = 0>> <</if>> <<if _rangedpldu lt 0>> <<set _rangedpldu = 0>> <</if>> <<if _rangedplhc lt 0>> <<set _rangedplhc = 0>> <</if>> <<if _rangedenhc lt 0>> <<set _rangedenhc = 0>> <</if>> <<if _rangedendl lt 0>> <<set _rangedendl = 0>> <</if>> <<if _rangedendu lt 0>> <<set _rangedendu = 0>> <</if>> <div class="fightcloseitem"> <div class="frecrhlrc"> <div class="recsmimg"> <<="[img[./Images/Items/id" + $fightdata.activeunit.ranged +".png]]">> </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <span><<=setup.inventory["id" + $fightdata.activeunit.ranged].name>></span> <span><<= Math.round(_rangedpldl) + "-" + Math.round(_rangedpldu) + " (" + Math.round(_rangedplstr) + ")" + " -> " + Math.round(_rangedplhc*100) + "%">></span> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png]]>> <<set $fightcalculation.attacker = { id: $fightdata.activeunit.id, mainid: $fightdata.activeunit.mainid, weapon: $fightdata.activeunit.ranged, dmgl: _rangedpldl, dmgu: _rangedpldu, strikes: _rangedplstr, hitchance: _rangedplhc }>> <<set $fightcalculation.defender = { id: $fightdata.fightunit.id, mainid: $fightdata.fightunit.mainid, weapon: $fightdata.fightunit.ranged, dmgl: _rangedendl, dmgu: _rangedendu, strikes: _rangedenstr, hitchance: _rangedenhc }>> <<set $fightcalculation.maxrounds = Math.max(_rangedplstr, _rangedenstr)>> <<fightmacro>> <</button>> </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <span><<=setup.inventory["id" + $fightdata.fightunit.ranged].name>></span> <span><<= Math.round(_rangedendl) + "-" + Math.round(_rangedendu) + " (" + Math.round(_rangedenstr) + ")" + " -> " + Math.round(_rangedenhc*100) + "%">></span> </div> <div class="frecrhlrc"> <div class="recsmimg"> <<="[img[./Images/Items/id" + $fightdata.fightunit.ranged +".png]]">> </div> </div> </div> <</if>> <</if>> /*fightweapon gun*/ /*----calculate damage based on enemy resistance----*/ /*----weapon pic, weapon name, dmg and strikes in second line*/ <<if $fightdata.activeunit.gun isnot 9999>> <<if $fightdata.activeunit.mainid gte 1000>> /*hero*/ <<set _checkgunammo = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.strength/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<else>> /*soldier*/ <<set _checkgunammo = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes +$unitbonus["id" + $fightdata.activeunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <</if>> <<if $trackdata.inventory["id" + $fightdata.activeunit.gunammo] gte _checkgunammo>> <<if $fightdata.fightunit.gun is 9999 and $fightdata.fightunit.ranged isnot 9999>> <<set $fightdata.fightunit.gun = $fightdata.fightunit.ranged>> <</if>> <<if $fightdata.activeunit.mainid gte 1000>> <<if $fightdata.fightunit.mainid gte 1000>> /*im a hero, enemy is hero*/ /*me hero*/ <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _gunplhc = 1 - setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*enemy hero*/ <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $heroes["id" + $fightdata.fightunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _gunenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> <<else>> /*im a hero, enemy is soldier*/ /*me hero*/ <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _gunplhc = 1- setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*enemy soldier*/ <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _gunenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> <</if>> <<else>> <<if $fightdata.fightunit.mainid gte 1000>>/*im a soldier, enemy is hero*/ /*me soldier*/ <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes +$unitbonus["id" + $fightdata.activeunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _gunplhc = 1- setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*enemy hero*/ <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $heroes["id" + $fightdata.fightunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _gunenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> <<else>> /*im a soldier, enemy is a soldier*/ /*me soldier*/ <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes +$unitbonus["id" + $fightdata.activeunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _gunplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*enemy soldier*/ <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _gunenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> <</if>> <</if>> <<if _gunpldl lt 0>> <<set _gunpldl = 0>> <</if>> <<if _gunpldu lt 0>> <<set _gunpldu = 0>> <</if>> <<if _gunplhc lt 0>> <<set _gunplhc = 0>> <</if>> <<if _gunenhc lt 0>> <<set _gunenhc = 0>> <</if>> <<if _gunendl lt 0>> <<set _gunendl = 0>> <</if>> <<if _gunendu lt 0>> <<set _gunendu = 0>> <</if>> <div class="fightcloseitem"> <div class="frecrhlrc"> <div class="recsmimg"> <<="[img[./Images/Items/id" + $fightdata.activeunit.gun +".png]]">> </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <span><<=setup.inventory["id" + $fightdata.activeunit.gun].name>></span> <span><<= Math.round(_gunpldl) + "-" + Math.round(_gunpldu) + " (" + Math.round(_gunplstr) + ")" + " -> " + Math.round(_gunplhc*100) + "%">></span> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png]]>> <<set $fightcalculation.attacker = { id: $fightdata.activeunit.id, mainid: $fightdata.activeunit.mainid, weapon: $fightdata.activeunit.gun, dmgl: _gunpldl, dmgu: _gunpldu, strikes: _gunplstr, hitchance: _gunplhc }>> <<set $fightcalculation.defender = { id: $fightdata.fightunit.id, mainid: $fightdata.fightunit.mainid, weapon: $fightdata.fightunit.gun, dmgl: _gunendl, dmgu: _gunendu, strikes: _gunenstr, hitchance: _gunenhc }>> <<set $fightcalculation.maxrounds = Math.max(_gunplstr, _gunenstr)>> <<fightmacro>> <</button>> </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <span><<=setup.inventory["id" + $fightdata.fightunit.gun].name>></span> <span><<= Math.round(_gunendl) + "-" + Math.round(_gunendu) + " (" + Math.round(_gunenstr) + ")" + " -> " + Math.round(_gunenhc*100) + "%">></span> </div> <div class="frecrhlrc"> <div class="recsmimg"> <<="[img[./Images/Items/id" + $fightdata.fightunit.gun +".png]]">> </div> </div> </div> <</if>> <</if>> </div> </div> </div> <</if>> /*--------------------------------------gunshot window------------------------------*/ <<if $fightdata.gunshot is 1>> <<set $fightcalculation = {}>> <div id="fgtmenuwrap"> <div id="fightclose2"> <div id="fightcloseheader"> <div class="frecrhlrc"> </div> <div class="fighttgheadunitright" id="fightclosehdtx"> Shoot your enemy! </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconexit.png][FightEngine]]>> <<set $fightcalculation = 0>> <<set $fightdata.gunshot=0>> <</button>> </div> </div> </div> <div id=fightclosebody2> /*picture of fighting sides*/ /*----unit names, their hp, and fight skills in second line*/ <div class="fightcloseitem"> <div class="frecrhlrc"> <div class="recsmimg"> <<="[img[./Images/Units/id" + $fightdata.activeunit.mainid + "b.png]]">> </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <span><<=$fightdata.activeunit.name>></span> <span><<="(hp: " + $fightdata.activeunit.health + "/" + $fightdata.activeunit.maxhealth>><<if $fightdata.activeunit.trait isnot 0>><<= ", ">><<=$fightdata.activeunit.trait>><</if>><<=")">></span> </div> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Interface/updmg.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <span><<=$fightdata.fightunit.name>></span> <span><<="(hp: " + $fightdata.fightunit.health + "/" + $fightdata.fightunit.maxhealth>><<if $fightdata.fightunit.trait isnot 0>><<= ", ">><<=$fightdata.fightunit.trait>><</if>><<=")">></span> </div> <div class="frecrhlrc"> <div class="recsmimg"> <<="[img[./Images/Units/id" + $fightdata.fightunit.mainid + "b.png]]">> </div> </div> </div> /*fightweapon gunshot from distance*/ /*----calculate damage based on enemy resistance----*/ /*----weapon pic, weapon name, dmg and strikes in second line*/ <<if $fightdata.activeunit.gun isnot 9999>> <<if $fightdata.activeunit.mainid gte 1000>> /*hero*/ <<set _checkgunammo = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.strength/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<else>> /*soldier*/ <<set _checkgunammo = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes +$unitbonus["id" + $fightdata.activeunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <</if>> <<if $trackdata.inventory["id" + $fightdata.activeunit.gunammo] gte _checkgunammo>> <<if Object.keys($fightdata.shootresults2).includes("id" + $fightdata.activeunit.position)>> <<else>> <<set $fightdata.fightunit.gun = 9999>> <</if>> <<if $fightdata.activeunit.mainid gte 1000>> <<if $fightdata.fightunit.mainid gte 1000>> /*im a hero, enemy is hero*/ /*me hero*/ <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _gunplhc = 1 - setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*enemy hero*/ <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $heroes["id" + $fightdata.fightunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _gunenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> <<else>> /*im a hero, enemy is soldier*/ /*me hero*/ <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _gunplhc = 1- setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*enemy soldier*/ <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _gunenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> <</if>> <<else>> <<if $fightdata.fightunit.mainid gte 1000>>/*im a soldier, enemy is hero*/ /*me soldier*/ <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes +$unitbonus["id" + $fightdata.activeunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _gunplhc = 1- setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*enemy hero*/ <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $heroes["id" + $fightdata.fightunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _gunenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> <<else>> /*im a soldier, enemy is a soldier*/ /*me soldier*/ <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes +$unitbonus["id" + $fightdata.activeunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _gunplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*enemy soldier*/ <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _gunenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> <</if>> <</if>> <<if _gunpldl lt 0>> <<set _gunpldl = 0>> <</if>> <<if _gunpldu lt 0>> <<set _gunpldu = 0>> <</if>> <<if _gunplhc lt 0>> <<set _gunplhc = 0>> <</if>> <<if _gunenhc lt 0>> <<set _gunenhc = 0>> <</if>> <<if _gunendl lt 0>> <<set _gunendl = 0>> <</if>> <<if _gunendu lt 0>> <<set _gunendu = 0>> <</if>> <<if $fightdata.fightunit.gun is 9999>> <<set _gunenhc = 0>> <</if>> <div class="fightcloseitem"> <div class="frecrhlrc"> <div class="recsmimg"> <<="[img[./Images/Items/id" + $fightdata.activeunit.gun +".png]]">> </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <span><<=setup.inventory["id" + $fightdata.activeunit.gun].name>></span> <span><<= Math.round(_gunpldl) + "-" + Math.round(_gunpldu) + " (" + Math.round(_gunplstr) + ")" + " -> " + Math.round(_gunplhc*100) + "%">></span> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png]]>> <<set $trackdata.inventory["id" + $fightdata.activeunit.gunammo] -= _checkgunammo>> <<if $trackdata.inventory["id" + $fightdata.activeunit.gunammo] lt 0>> <<set $trackdata.inventory["id" + $fightdata.activeunit.gunammo] =0>> <</if>> <<set $fightcalculation.attacker = { id: $fightdata.activeunit.id, mainid: $fightdata.activeunit.mainid, weapon: $fightdata.activeunit.gun, dmgl: _gunpldl, dmgu: _gunpldu, strikes: _gunplstr, hitchance: _gunplhc }>> <<set $fightcalculation.defender = { id: $fightdata.fightunit.id, mainid: $fightdata.fightunit.mainid, weapon: $fightdata.fightunit.gun, dmgl: _gunendl, dmgu: _gunendu, strikes: _gunenstr, hitchance: _gunenhc }>> <<set $fightcalculation.maxrounds = Math.max(_gunplstr, _gunenstr)>> <<fightmacro>> <</button>> </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <span><<=setup.inventory["id" + $fightdata.fightunit.gun].name>></span> <span><<= Math.round(_gunendl) + "-" + Math.round(_gunendu) + " (" + Math.round(_gunenstr) + ")" + " -> " + Math.round(_gunenhc*100) + "%">></span> </div> <div class="frecrhlrc"> <div class="recsmimg"> <<="[img[./Images/Items/id" + $fightdata.fightunit.gun +".png]]">> </div> </div> </div> <</if>> <</if>> </div> </div> </div> <</if>> /*----------------------------------------unit info---------------------------------------*/ <div id="fightcentre"> <<include "FightMap">> </div> <div id="fightright"> <div id="fightunitinfo"> <<if typeof $fightdata.activeunit === "object">> <div class="fighttgheadunit"> <div class="fighttgheadunitimg"> <<="[img[./Images/Units/id" + $fightdata.activeunit.mainid + "b.png]]">> </div> <div class="fighttgheadunitright"> <<=$fightdata.activeunit.name>> </div> </div> <div id="funittabdat"> <table> <tbody> <tr> <td style="width: 180px; text-align: center;" colspan="2"> <<=setup.unittemp["id" + $fightdata.activeunit.unittype].name>> <<if $fightdata.activeunit.mainid gte 1000>> (Hero) <</if>> </td> </tr> <tr> <td style="width: 180px; text-align: center;" colspan="2"> <<="Hp: " + $fightdata.activeunit.health + "/" + $fightdata.activeunit.maxhealth + " Mp: " + $fightdata.activeunit.moveactions + "/" + $fightdata.activeunit.movebase>> </td> </tr> <<if $fightdata.activeunit.melee isnot 9999>> <tr> <td style="width: 100px;"> <<set _meleettip=setup.inventory["id" + $fightdata.activeunit.melee]>> <<tooltip _meleettip>><<=setup.inventory["id" + $fightdata.activeunit.melee].name>><</tooltip>> </td> <td style="width: 70px;"> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 1>> <<if $fightdata.activeunit.mainid gte 1000>> <<= Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgl*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.power/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)) + "-" + Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgu*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.power/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)) + " (" + Math.round(setup.inventory["id" + $fightdata.activeunit.melee].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.strength/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus) + ")">> <<else>> <<= Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgl*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)) + "-" + Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgu*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)) + " (" + Math.round(setup.inventory["id" + $fightdata.activeunit.melee].strikes +$unitbonus["id" + $fightdata.activeunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus) + ")">> <</if>> <<else>> <<if $fightdata.activeunit.mainid gte 1000>> <<= Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.power/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)) + "-" + Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.power/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)) + " (" + Math.round(setup.inventory["id" + $fightdata.activeunit.melee].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.strength/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus) + ")">> <<else>> <<= Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgl*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*($fightdata.enemybonus)) + "-" + Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgu*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*($fightdata.enemybonus)) + " (" + Math.round(setup.inventory["id" + $fightdata.activeunit.melee].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus) + ")">> <</if>> <</if>> </td> </tr> <</if>> <<if $fightdata.activeunit.ranged isnot 9999>> <tr> <td style="width: 100px;"> <<set _rangedttip=setup.inventory["id" + $fightdata.activeunit.ranged]>> <<tooltip _rangedttip>><<=setup.inventory["id" + $fightdata.activeunit.ranged].name>><</tooltip>> </td> <td style="width: 70px;"> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 1>> <<if $fightdata.activeunit.mainid gte 1000>> <<= Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgl*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)) + "-" + Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgu*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)) + " (" + Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus) + ")">> <<else>> <<= Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgl*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)) + "-" + Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgu*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)) + " (" + Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].strikes +$unitbonus["id" + $fightdata.activeunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus) + ")">> <</if>> <<else>> <<if $fightdata.activeunit.mainid gte 1000>> <<= Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)) + "-" + Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)) + " (" + Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus) + ")">> <<else>> <<= Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgl*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*($fightdata.enemybonus)) + "-" + Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgu*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*($fightdata.enemybonus)) + " (" + Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus) + ")">> <</if>> <</if>> </td> </tr> <</if>> <<if $fightdata.activeunit.gun isnot 9999>> <tr> <td style="width: 100px;"> <<set _gunttip=setup.inventory["id" + $fightdata.activeunit.gun]>> <<tooltip _gunttip>><<=setup.inventory["id" + $fightdata.activeunit.gun].name>><</tooltip>> </td> <td style="width: 70px;"> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 1>> <<if $fightdata.activeunit.mainid gte 1000>> <<= Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)) + "-" + Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)) + " (" + Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus) + ")">> <<else>> <<= Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)) + "-" + Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$unitbonus["id" + $fightdata.activeunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)) + " (" + Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes +$unitbonus["id" + $fightdata.activeunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus) + ")">> <</if>> <<else>> <<if $fightdata.activeunit.mainid gte 1000>> <<= Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)) + "-" + Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)) + " (" + Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus) + ")">> <<else>> <<= Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*($fightdata.enemybonus)) + "-" + Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*($fightdata.enemybonus)) + " (" + Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus) + ")">> <</if>> <</if>> </td> </tr> <</if>> </tbody> </table> <table> <tbody> <tr> <td style="width: 170px; text-align: center;" colspan="2"> Resistances </td> </tr> <tr> <td style="width: 85px;"> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 1>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Blunt: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.blunt + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Blunt: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.blunt+$unitbonus["id" + $fightdata.activeunit.mainid].res + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <<else>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Blunt: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.blunt + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Blunt: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.blunt + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <</if>> </td> <td style="width: 85px;"> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 1>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Fire: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.fire + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Fire: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.fire+$unitbonus["id" + $fightdata.activeunit.mainid].res + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <<else>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Fire: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.fire + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Fire: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.fire + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <</if>> </td> </tr> <tr> <td style="width: 85px;"> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 1>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Edged: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.edged + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Edged: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.edged+$unitbonus["id" + $fightdata.activeunit.mainid].res + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <<else>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Edged: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.edged + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Edged: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.edged + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <</if>> </td> <td style="width: 85px;"> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 1>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Cold: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.cold + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Cold: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.cold+$unitbonus["id" + $fightdata.activeunit.mainid].res + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <<else>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Cold: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.cold + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Cold: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.cold + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <</if>> </td> </tr> <tr> <td style="width: 85px;"> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 1>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Pierced: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.pierced + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Pierced: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.pierced+$unitbonus["id" + $fightdata.activeunit.mainid].res + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <<else>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Pierced: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.pierced + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Pierced: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.pierced + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <</if>> </td> <td style="width: 85px;"> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 1>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Obsid.: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.obsidian + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Obsid.: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.obsidian+$unitbonus["id" + $fightdata.activeunit.mainid].res + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <<else>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Obsid.: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.obsidian + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Obsid.: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.obsidian + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <</if>> </td> </tr> <tr> <td style="width: 85px;"> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 1>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Ballistic: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.ballistic + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Ballistic: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.ballistic+$unitbonus["id" + $fightdata.activeunit.mainid].res + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <<else>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Ballistic: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.ballistic + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Ballistic: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.ballistic + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <</if>> </td> <td style="width: 85px;"> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 1>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Ethereal: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.ethereal + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Ethereal: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.ethereal+$unitbonus["id" + $fightdata.activeunit.mainid].res + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <<else>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Ethereal: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.ethereal + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Ethereal: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.ethereal + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <</if>> </td> </tr> <tr> <td style="width: 85px;"> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 1>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Expl.: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.explosive + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Expl.: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.explosive+$unitbonus["id" + $fightdata.activeunit.mainid].res + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <<else>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Expl.: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.explosive + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Expl.: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.explosive + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <</if>> </td> <td style="width: 85px;"> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 1>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Acid: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.acid + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Acid: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.acid+$unitbonus["id" + $fightdata.activeunit.mainid].res + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <<else>> <<if $fightdata.activeunit.mainid gte 1000>> <<="Acid: " + ($heroes["id" + $fightdata.activeunit.mainid].skills.acid + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <<else>> <<="Acid: " + (setup.unitlist["id" + $fightdata.activeunit.mainid].res.acid + $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus)*100 + "%">> <</if>> <</if>> </td> </tr> </tbody> </table> </div> <</if>> </div> /* + $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus*/ <div id="fightterraininfo"> <<if $fightdata.activeunit isnot 0 and $fightdata.activehex isnot 0>> <div class="fterrinf" id="fterrinfl"> <div class="fightterrtitle"> Terrain </div> <div class = "fightterrtext"> <<set _terrtypename = $fightdata.activehex.type>> <<switch _terrtypename>> <<case "lowwater">> Shallow Water <<case "highwater">> Deep Water <<default>> <<print _terrtypename.charAt(0).toUpperCase() + _terrtypename.slice(1)>> <</switch>> </div> </div> <div class="fterrinf"> <div class="fightterrtitle"> Defense </div> <div class = "fightterrtext"> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 1>> <<if $fightdata.activeunit.mainid gte 1000>> <<=(setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$fightdata.activehex.type]+ $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus)*100 + "%">> <<else>> <<=(setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$fightdata.activehex.type]+ $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus +$unitbonus["id" + $fightdata.activeunit.mainid].defbon)*100 + "%">> <</if>> <<else>> <<if $fightdata.activeunit.mainid gte 1000>> <<=(setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$fightdata.activehex.type]+ $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus)*100 + "%">> <<else>> <<=(setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$fightdata.activehex.type]+ $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus)*100 + "%">> <</if>> <</if>> </div> </div> <</if>> </div> <div id="fightbuttcoms"> <div id="fightbstitle">Commands</div> <div id ="fghtmenubuttdist"> <<if $fightdata.activehex isnot 0 and $fightdata.activeunit isnot 0 and parseInt($fightdata.activeunit.id.toString().charAt(1)) is 1>> <div id ="fghtmenubutt"> <<button "Deselect" "FightEngine">> <<fightdeselect>> <</button>> </div> <</if>> </div> <div id ="fghtmenubuttdist"> <<if $fightdata.activehex isnot 0 and $fightdata.activeunit isnot 0 and parseInt($fightdata.activeunit.id.toString().charAt(0)) is 1>> <div id ="fghtmenubutt"> <<if $fightdata.activehex.loot gt 0>> <<button "Collect Loot" "FightEngine">> <<set $trackdata.inventory["id" + $fightdata.activehex.loot] += 1>> <<set $fightdata.activehex.loot = 0>> <<set $hexdata["id" + $fightdata.activehex.id].loot=0>> <</button>> <</if>> </div> <</if>> </div> <div id ="fghtmenubuttdist"> <<if Object.keys($fightdata.recruithex).includes("id" + $fightdata.activehex.id) and $hexdata["id" + $fightdata.recruithex["id" + $fightdata.activehex.id]].unit is 11000 and $hexdata["id" +$fightdata.activehex.id].unit is 0>> <div id ="fghtmenubutt"> <<button "Recruit" "FightEngine">> <<set $fightdata.recruit=1>> <<set $recruhswitch=1>> <</button>> </div> <</if>> </div> <div id ="fghtmenubuttdist"> </div> <div id ="fghtmenubuttdist"> <<if $fightdata.activeside is 1>> <div id ="fghtmenubutt"> <<button "Surrender">> <<set $fightstate=3>> <<goto FightEngine>> <</button>> </div> <</if>> </div> </div> </div> </div> <</if>> /*After-fight screen and report*/ <<if $fightstate is 2 or $fightstate is 3>> <div class="mapcentre"> <div class="placeleft" id="fightplaceleft"> <div id="qename"> <<if $fightstate is 2>> Victory! <<else>> Defeat! <</if>> </div> <div id="qtext"> <<if $fightstate is 2>> <<include "FightText">> <<else>> You lost this battle! Try again with a stronger and better army! <</if>> </div> <div id="qename">Your losses</div> <div id="armyloss"> <div id="armymenuscr"> /*------------------losslist-------------------*/ /*----heroes----*/ <<if $sidedata.id1.losslist.id1000 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Ekaterina</strong>'> [img[./Images/Units/id1000b.png]] </div> </div> <</if>> <<if $sidedata.id1.losslist.id1001 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Roxy</strong>'> [img[./Images/Units/id1001b.png]] </div> </div> <</if>> <<if $sidedata.id1.losslist.id1002 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Marcia</strong>'> [img[./Images/Units/id1002b.png]] </div> </div> <</if>> <<if $sidedata.id1.losslist.id1003 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Luzia</strong>'> [img[./Images/Units/id1003b.png]] </div> </div> <</if>> <<if $sidedata.id1.losslist.id6001 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Buck</strong>'> [img[./Images/Units/id1003b.png]] </div> </div> <</if>> /*-----soldiers-----*/ <<if $sidedata.id1.losslist.id1 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Peasant</strong>'> [img[./Images/Units/id1b.png]] <div><<=$sidedata.id1.losslist.id1>></div> </div> </div> <</if>> <<if $sidedata.id1.losslist.id2 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Peasant Archer</strong>'> [img[./Images/Units/id2b.png]] <div><<=$sidedata.id1.losslist.id2>></div> </div> </div> <</if>> <<if $sidedata.id1.losslist.id3 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Donkey Rider</strong>'> [img[./Images/Units/id3b.png]] <div><<=$sidedata.id1.losslist.id3>></div> </div> </div> <</if>> <<if $sidedata.id1.losslist.id4 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Thug</strong>'> [img[./Images/Units/id4b.png]] <div><<=$sidedata.id1.losslist.id4>></div> </div> </div> <</if>> <<if $sidedata.id1.losslist.id5 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Outlaw</strong>'> [img[./Images/Units/id5b.png]] <div><<=$sidedata.id1.losslist.id5>></div> </div> </div> <</if>> <<if $sidedata.id1.losslist.id6 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Brigand</strong>'> [img[./Images/Units/id6b.png]] <div><<=$sidedata.id1.losslist.id6>></div> </div> </div> <</if>> <<if $sidedata.id1.losslist.id7 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Highwayman</strong>'> [img[./Images/Units/id7b.png]] <div><<=$sidedata.id1.losslist.id7>></div> </div> </div> <</if>> <<if $sidedata.id1.losslist.id8 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Wolf</strong>'> [img[./Images/Units/id8b.png]] <div><<=$sidedata.id1.losslist.id8>></div> </div> </div> <</if>> <<if $sidedata.id1.losslist.id9 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Alpha Wolf</strong>'> [img[./Images/Units/id9b.png]] <div><<=$sidedata.id1.losslist.id9>></div> </div> </div> <</if>> </div> </div> </div> <div class="placeright"> <<if $fightstate is 2>> <<= "[img[./Images/Fights/v" + $fightnum + ".png]]">> <<else>> [img[./Images/Interface/gameover.png]] <</if>> </div> </div> <</if>> <</if>> <div class="mapright"> </div> </div> <div class="mapbottom"> <div class="mapleftboxdown"> <<if $fightstate is 1 and $fightdata.fight isnot 1 and $fightdata.recruit isnot 1 and $fightdata.gunshot isnot 1 and $fightdata.activeside is 1>> <div class="mapleftdownicons" id="fightsave"> <<button[img[./Images/Interface/iconsave.png]]>> <<script>>UI.saves()<</script>> <</button>> </div> <</if>> </div> <<if isNaN($fightstate)>> <div class="menureturn" id="endtbutt"> <<button "Return" $return>> <<unset $fightnum>> <<unset $fightdata>> <</button>> </div> <<else>> <<if $fightstate is 1 and $fightdata.fight isnot 1 and $fightdata.recruit isnot 1 and $fightdata.gunshot isnot 1 and $fightdata.activeside is 1>> <div class="menureturn" id="endtbutt"> <<button "End of turn">> /*88888888888888888888888888888888888888888888888888888888888888888*/ <<replace "#endtbutt">> <</replace>> <<replace "#fightsave">> <</replace>> /*win/loose checkers*/ <<winloose>> <<fightdeselect>> <<append "#fightmiddle">> <div id = "fightnoclick"></div> <</append>> <<set $endturn = {}>> <<set $endturn.stepcounter = 0>> <<set $endturn.animator = {}>> <<set $endturn.unitkeys = Object.keys($fightdata.allunits)>> <<set _keys = $endturn.unitkeys>> <<for _i = 0; _i < _keys.length; _i++>> <<run (function(i){ var s = String($endturn.unitkeys[i]); var m = s.match(/\d+/); $endturn.unitkeys[i] = m ? parseInt(m[0], 10) : NaN; })(_i)>> <</for>> <<run $endturn.unitkeys = $endturn.unitkeys.filter(function(x){ var id = "id" + x; /* Keep only alive units (health > 0) AND ids where the 2nd char is not 1*/ return $fightdata.allunits[id] && $fightdata.allunits[id].health > 0 && parseInt(x.toString().charAt(1)) !== 1; })>> <<run $endturn.unitkeys.sort(function(a, b) { return a - b; })>> <<set $endturn.maxrounds = $endturn.unitkeys.length>> <<endturn>> /*888888888888888888888888888888888888888888888888888888888888888888*/ <</button>> </div> <</if>> /*victory*/ <<if $fightstate is 2>> <div class=menureturn> <<button "Done">> /*removing dead heroes and soldiers*/ <<set _keys = Object.keys($sidedata.id1.losslist)>> <<for _i = 0; _i < _keys.length; _i++>> <<set _num = parseInt(_keys[_i].replace("id", ""))>> <<if _num lt 1000>> <<set $trackdata.army["id" + _num] -= $sidedata.id1.losslist["id" + _num]>> <<else>> <<set $heroes["id" + _num].stats.health = 0>> <<set _keys2 = Object.keys($trackdata.slots)>> <<for _j = 0; _j < _keys2.length; _j++>> <<set _k = _keys2[_j]>> <<if $trackdata.slots[_k] == _num>> <<set $trackdata.slots[_k] = "" >> <<break>> <</if>> <</for>> <</if>> <</for>> <<unset $fightstate>> <<unset $fightdata>> <<unset $sidedata>> <<unset $hexdata>> <<unset $allChecked>> <<unset $allCheckedShots>> <<unset $checkedshoots>> <<unset $checkedmoves>> <<unset $fightcalculation>> <<unset $checkthishex>> <<unset $allCheckedShots2>> <<unset $checkedshoots2>> <<unset $checkedmoves2>> <<unset $endturn>> <<unset $fgtcountdwn>> /*if the fight leads to a quest*/ <<if $questatwin gt 0>> <<if $fightnum is 1>> <<set $active.quest = $quests.id100>> <</if>> <<if $fightnum is 2>> <<set $active.quest = $quests.id103>> <</if>> <<unset $questatwin>> <<unset $fightnum>> <<goto QuestEngine>> <<else>> <<unset $questatwin>> <<unset $fightnum>> <<goto MapEngine>> <</if>> <</button>> </div> <</if>> /*surrender*/ <<if $fightstate is 3>> <div class=menureturn> <<button "Done">> /*removing dead heroes and soldiers*/ <<set _keys = Object.keys($sidedata.id1.losslist)>> <<for _i = 0; _i < _keys.length; _i++>> <<set _num = parseInt(_keys[_i].replace("id", ""))>> <<if _num lt 1000>> <<set $trackdata.army["id" + _num] -= $sidedata.id1.losslist["id" + _num]>> <<else>> <<set $heroes["id" + _num].stats.health = 0>> <<set _keys2 = Object.keys($trackdata.slots)>> <<for _j = 0; _j < _keys2.length; _j++>> <<set _k = _keys2[_j]>> <<if $trackdata.slots[_k] == _num>> <<set $trackdata.slots[_k] = "" >> <<break>> <</if>> <</for>> <</if>> <</for>> <<unset $fightstate>> <<unset $fightdata>> <<unset $sidedata>> <<unset $hexdata>> <<unset $allChecked>> <<unset $allCheckedShots>> <<unset $checkedshoots>> <<unset $checkedmoves>> <<unset $fightcalculation>> <<unset $checkthishex>> <<unset $allCheckedShots2>> <<unset $checkedshoots2>> <<unset $checkedmoves2>> <<unset $endturn>> <<unset $fgtcountdwn>> <<unset $fightnum>> <<goto MapEngine>> <</button>> </div> <</if>> <</if>> <div class="maprightboxdown"> </div> </div> <</nobr>>
<<nobr>> <<switch $fightnum>> /*tutorial bandit fight*/ <<case 1>> <<if isNaN($fightstate)>> <br>You arrive at the edge of the forest, a ragtag line of peasants at your back—your makeshift army. <br>They stand firm, eyes wide with a mix of determination and barely hidden fear. You glance at them, knowing some will not return to their families tonight. <br>Then—a sharp whistle through the air. An arrow grazes your cheek, drawing blood. <br>They’re here—and they’re not waiting. It’s time to fight. <<else>> <<if $fightstate is 2>> <br>You won! Your army breaks formation as your units splinter into smaller groups, chasing down the fleeing bandits. In the distance, you hear the screams of dying brigands as the enraged peasants finish them off. <br>Then you spot her—a shadow slipping through the trees, trying to escape. <br>It’s La Zorra, the bandit leader! <br>You must catch her! <</if>> <</if>> <<default>> <<if isNaN($fightstate)>> <br>You observe the enemy from afar and ready your troops for the coming battle. <<else>> <<if $fightstate is 2>> <br>You won! <</if>> <</if>> <</switch>> <</nobr>>
<<nobr>> /*basic pic when entering sexengine: 100*/ <div class="maptop"> <<if $apoints gt 0>> <div id="sexboxup"> Action points: <<= $apoints>> </div> /*<div id="sexboxup"> Partner arousal: 0 </div>*/ <</if>> </div> <div class="mapmiddle"> <div class="mapleft"> </div> <div class="mapcentre"> <div id="mapimage"> <<print "[img[./Images/Heroes/id" + $active.hero.id + "/" + $sexpic + ".png]]">> </div> <div id="optsxtext"> <<include SexText>> </div> </div> <div class="mapright"> </div> </div> <div class="mapbottom"> <<if $apoints gt 0>> <div id="sexleftboxdown"> <<if isNaN($sexleft)>> <div id="sexbutt"> <<button "Foreplay" "SexEngine">> <<set $sexleft = 1>> <</button>> </div> <div id="sexbutt"> <<button "Oral" "SexEngine">> <<set $sexleft = 2>> <</button>> </div> <div id="sexbutt"> <<button "Vaginal" "SexEngine">> <<set $sexleft = 3>> <</button>> </div> <div id="sexbutt"> <<button "Anal" "SexEngine">> <<set $sexleft = 4>> <</button>> </div> /*<div id="sexbutt"> <<button "BDSM" "SexEngine">> <<set $sexleft = 5>> <</button>> </div>*/ <</if>> <<if $sexleft is 1 or $sexleft is 10 or $sexleft is 11 or $sexleft is 12 or $sexleft is 13 or $sexleft is 14>> <div id="sexbutt"> <<button "Undress" "SexEngine">> <<set $sexleft = 10>> <</button>> </div> <div id="sexbutt"> <<button "Kissing" "SexEngine">> <<set $sexleft = 11>> <</button>> </div> <div id="sexbutt"> <<button "Touching" "SexEngine">> <<set $sexleft = 12>> <</button>> </div> <div id="sexbutt"> <<button "Licking" "SexEngine">> <<set $sexleft = 13>> <</button>> </div> /*<div id="sexbutt"> <<button "Roleplay" "SexEngine">> <<set $sexleft = 14>> <</button>> </div>*/ <</if>> <<if $sexleft is 2 or $sexleft is 20 or $sexleft is 21 or $sexleft is 22 or $sexleft is 23 or $sexleft is 24>> <div id="sexbutt"> <<button "Blowjob" "SexEngine">> <<set $sexleft = 20>> <</button>> </div> <div id="sexbutt"> <<button "Deepthroat" "SexEngine">> <<set $sexleft = 21>> <</button>> </div> /* <div id="sexbutt"> <<button "Facefuck" "SexEngine">> <<set $sexleft = 22>> <</button>> </div>*/ /*<div id="sexbutt"> <<button "Facesitting" "SexEngine">> <<set $sexleft = 23>> <</button>> </div>*/ /*<div id="sexbutt"> <<button "69" "SexEngine">> <<set $sexleft = 24>> <</button>> </div>*/ <</if>> <<if $sexleft is 3 or $sexleft is 30 or $sexleft is 31 or $sexleft is 32 or $sexleft is 33 or $sexleft is 34>> <div id="sexbutt"> <<button "Frontal" "SexEngine">> <<set $sexleft = 30>> <</button>> </div> <div id="sexbutt"> <<button "Behind" "SexEngine">> <<set $sexleft = 31>> <</button>> </div> <div id="sexbutt"> <<button "Sitting" "SexEngine">> <<set $sexleft = 32>> <</button>> </div> <div id="sexbutt"> <<button "Standing" "SexEngine">> <<set $sexleft = 33>> <</button>> </div> /*<div id="sexbutt"> <<button "Special" "SexEngine">> <<set $sexleft = 34>> <</button>> </div>*/ <</if>> <<if $sexleft is 4 or $sexleft is 40 or $sexleft is 41 or $sexleft is 42 or $sexleft is 43 or $sexleft is 44>> /*<div id="sexbutt"> <<button "Frontal" "SexEngine">> <<set $sexleft = 40>> <</button>> </div>*/ <div id="sexbutt"> <<button "Behind" "SexEngine">> <<set $sexleft = 41>> <</button>> </div> /* <div id="sexbutt"> <<button "Sitting" "SexEngine">> <<set $sexleft = 42>> <</button>> </div>*/ /*<div id="sexbutt"> <<button "Standing" "SexEngine">> <<set $sexleft = 43>> <</button>> </div>*/ /*<div id="sexbutt"> <<button "Special" "SexEngine">> <<set $sexleft = 44>> <</button>> </div>*/ <</if>> <<if $sexleft is 5 or $sexleft is 50 or $sexleft is 51 or $sexleft is 52 or $sexleft is 53 or $sexleft is 54>> <div id="sexbutt"> <<button "Oral" "SexEngine">> <<set $sexleft = 50>> <</button>> </div> <div id="sexbutt"> <<button "Vaginal" "SexEngine">> <<set $sexleft = 51>> <</button>> </div> <div id="sexbutt"> <<button "Anal" "SexEngine">> <<set $sexleft = 52>> <</button>> </div> <div id="sexbutt"> <<button "Spanking" "SexEngine">> <<set $sexleft = 53>> <</button>> </div> <div id="sexbutt"> <<button "Femdom" "SexEngine">> <<set $sexleft = 54>> <</button>> </div> <</if>> </div> <</if>> <<if $apoints lte 0>> <div id="sexrightboxdown2"> <<if $sexleft is 60>> <div id="sexbutt"> <<button "Face" "SexEngine">> <<set $sexleft = 80>> <<set $sexpic = 601>> <</button>> </div> <div id="sexbutt"> <<button "Mouth" "SexEngine">> <<set $sexpic = 602>> <<set $sexleft = 70>> <</button>> </div> <div id="sexbutt"> <<button "Breast" "SexEngine">> <<set $sexpic = 603>> <<set $sexleft = 80>> <</button>> </div> <</if>> </div> <</if>> <div id="sexmidboxdown"> <div class="sexreturn"> <<if $apoints gt 0>> <<button "Cancel" "HeroPage">> <<unset $sexleft>> <<unset $sexpic>> <<unset $trdown>> <<set $heroes.id9999.arousal -= ($apointsstart - $apoints)*10>> <<unset $apoints>> <<unset $apointsstart>> <<unset $herotalkdesc>> <</button>> <<else>> <<if $sexleft lt 70>> <<button "Cum" "SexEngine">> <<set $sexleft = 60>> <</button>> <</if>> <<if $sexleft is 70>> <<button "Swallow!" "SexEngine">> <<set $sexleft = 80>> <<set $sexpic = 801>> <</button>> <</if>> <<if $sexleft is 80>> <<button "Finish" "HomeEngine">> <<unset $sexleft>> <<unset $sexpic>> <<unset $trdown>> <<if $apoints lt 0>><<set $apoints = 0>><</if>> <<set $heroes.id9999.arousal -= ($apointsstart - $apoints)*10>> <<unset $apoints>> <<unset $apointsstart>> <<unset $herotalkdesc>> <</button>> <</if>> <</if>> </div> </div> <div id="sexrightboxdown"> <<if $apoints gt 0>> <<if $sexleft is 10>> <div id="sexbutt"> <<button "Strip down (1)" "SexEngine">> <<set $sexpic = 101>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div> /*<div id="sexbutt"> <<button "Twerk (1)" "SexEngine">> <<set $sexpic = 102>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div>*/ <div id="sexbutt"> <<button "Show pussy (1)" "SexEngine">> <<set $sexpic = 103>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div> <div id="sexbutt"> <<button "Show ass (1)" "SexEngine">> <<set $sexpic = 104>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div> <</if>> <<if $sexleft is 11>> <div id="sexbutt"> <<button "Standing (1)" "SexEngine">> <<set $sexpic = 111>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div> /*<div id="sexbutt"> <<button "Sitting (1)" "SexEngine">> <<set $sexpic = 112>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div>*/ <div id="sexbutt"> <<button "Lying (1)" "SexEngine">> <<set $sexpic = 113>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div> /*<div id="sexbutt"> <<button "Cowgirl (1)" "SexEngine">> <<set $sexpic = 114>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div>*/ <</if>> <<if $sexleft is 12>> /*<div id="sexbutt"> <<button "Massage (1)" "SexEngine">> <<set $sexpic = 121>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div>*/ <div id="sexbutt"> <<button "Fingering (2)" "SexEngine">> <<set $sexpic = 122>> <<set $apoints -= 2>> <<<<addminutes 2>> <</button>> </div> <div id="sexbutt"> <<button "Handjob (3)" "SexEngine">> <<set $sexpic = 123>> <<set $apoints -= 3>> <<<<addminutes 3>> <</button>> </div> <div id="sexbutt"> <<button "Footjob (3)" "SexEngine">> <<set $sexpic = 124>> <<set $apoints -= 3>> <<<<addminutes 3>> <</button>> </div> <</if>> <<if $sexleft is 13>> <div id="sexbutt"> <<button "Cunnilingus (2)" "SexEngine">> <<set $sexpic = 131>> <<set $apoints -= 2>> <<<<addminutes 2>> <</button>> </div> /*<div id="sexbutt"> <<button "Lick tits (1)" "SexEngine">> <<set $sexpic = 132>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div>*/ /*<div id="sexbutt"> <<button "Rimjob (1)" "SexEngine">> <<set $sexpic = 133>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div>*/ <div id="sexbutt"> <<button "Suck foot (1)" "SexEngine">> <<set $sexpic = 134>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div> <</if>> <<if $sexleft is 14>> <div id="sexbutt"> <<button "Officer (1)" "SexEngine">> <<set $sexpic = 141>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div> <div id="sexbutt"> <<button "Nurse (1)" "SexEngine">> <<set $sexpic = 142>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div> <div id="sexbutt"> <<button "Secretary (1)" "SexEngine">> <<set $sexpic = 143>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div> <div id="sexbutt"> <<button "Nun (1)" "SexEngine">> <<set $sexpic = 144>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div> <</if>> <<if $sexleft is 20>> <div id="sexbutt"> <<button "Blow (3)" "SexEngine">> <<set $sexpic = 201>> <<set $apoints -= 3>> <<<<addminutes 3>> <</button>> </div> /*<div id="sexbutt"> <<button "Lick balls (2)" "SexEngine">> <<set $sexpic = 202>> <<set $apoints -= 2>> <<<<addminutes 2>> <</button>> </div>*/ /*<div id="sexbutt"> <<button "Lick penis (2)" "SexEngine">> <<set $sexpic = 203>> <<set $apoints -= 2>> <<<<addminutes 2>> <</button>> </div> <div id="sexbutt"> <<button "Lick ass (1)" "SexEngine">> <<set $sexpic = 204>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div>*/ <</if>> <<if $sexleft is 21>> <<if $trdown isnot 1>> <div id="sexbutt"> <<button "Start (2)" "SexEngine">> <<set $sexpic = 211>> <<set $trdown = 1>> <<set $apoints -= 2>> <<<<addminutes 2>> <</button>> </div> <<else>> <div id="sexbutt"> <<button "Keep down (4)" "SexEngine">> <<set $sexpic = 212>> <<set $apoints -= 4>> <<<<addminutes 4>> <</button>> </div> <</if>> /*<div id="sexbutt"> <<button "???" "SexEngine">> <<set $sexpic = 213>> <</button>> </div> <div id="sexbutt"> <<button "???" "SexEngine">> <<set $sexpic = 214>> <</button>> </div>*/ <</if>> <<if $sexleft is 22>> <div id="sexbutt"> <<button "Slower (3)" "SexEngine">> <<set $sexpic = 221>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div> <div id="sexbutt"> <<button "Faster (4)" "SexEngine">> <<set $sexpic = 222>> <<set $apoints -= 4>> <<<<addminutes 4>> <</button>> </div> /* <div id="sexbutt"> <<button "???" "SexEngine">> <<set $sexpic = 223>> <</button>> </div> <div id="sexbutt"> <<button "???" "SexEngine">> <<set $sexpic = 224>> <</button>> </div>*/ <</if>> <<if $sexleft is 23>> <div id="sexbutt"> <<button "Sit! (1)" "SexEngine">> <<set $sexpic = 231>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div> /*<div id="sexbutt"> <<button "???" "SexEngine">> <<set $sexpic = 232>> <</button>> </div> <div id="sexbutt"> <<button "???" "SexEngine">> <<set $sexpic = 233>> <</button>> </div> <div id="sexbutt"> <<button "???" "SexEngine">> <<set $sexpic = 234>> <</button>> </div>*/ <</if>> <<if $sexleft is 24>> <div id="sexbutt"> <<button "Standing (5)" "SexEngine">> <<set $sexpic = 241>> <<set $apoints -= 5>> <<<<addminutes 5>> <</button>> </div> <div id="sexbutt"> <<button "Lying (5)" "SexEngine">> <<set $sexpic = 242>> <<set $apoints -= 5>> <<<<addminutes 5>> <</button>> </div> /*<div id="sexbutt"> <<button "???" "SexEngine">> <<set $sexpic = 243>> <</button>> </div> <div id="sexbutt"> <<button "???" "SexEngine">> <<set $sexpic = 244>> <</button>> </div>*/ <</if>> <<if $sexleft is 30>> <div id="sexbutt"> <<button "Missionary (5)" "SexEngine">> <<set $sexpic = 301>> <<set $apoints -= 5>> <<<<addminutes 5>> <</button>> </div> /*<div id="sexbutt"> <<button "Hook (5)" "SexEngine">> <<set $sexpic = 302>> <<set $apoints -= 5>> <<<<addminutes 5>> <</button>> </div> <div id="sexbutt"> <<button "Bridge (6)" "SexEngine">> <<set $sexpic = 303>> <<set $apoints -= 6>> <<<<addminutes 6>> <</button>> </div> <div id="sexbutt"> <<button "Splitter (5)" "SexEngine">> <<set $sexpic = 304>> <<set $apoints -= 5>> <<<<addminutes 5>> <</button>> </div>*/ <</if>> <<if $sexleft is 31>> <div id="sexbutt"> <<button "Doggy (7)" "SexEngine">> <<set $sexpic = 311>> <<set $apoints -= 7>> <<<<addminutes 7>> <</button>> </div> /*<div id="sexbutt"> <<button "Spooning (5)" "SexEngine">> <<set $sexpic = 312>> <<set $apoints -= 5>> <<<<addminutes 5>> <</button>> </div> <div id="sexbutt"> <<button "Prone Bone (6)" "SexEngine">> <<set $sexpic = 313>> <<set $apoints -= 6>> <<<<addminutes 6>> <</button>> </div> <div id="sexbutt"> <<button "Wheelbarrow(7)" "SexEngine">> <<set $sexpic = 314>> <<set $apoints -= 7>> <<<<addminutes 7>> <</button>> </div>*/ <</if>> <<if $sexleft is 32>> <div id="sexbutt"> <<button "Cowgirl (5)" "SexEngine">> <<set $sexpic = 321>> <<set $apoints -= 5>> <<<<addminutes 5>> <</button>> </div> <div id="sexbutt"> <<button "Rev. Cowgirl (5)" "SexEngine">> <<set $sexpic = 322>> <<set $apoints -= 5>> <<<<addminutes 5>> <</button>> </div> /*<div id="sexbutt"> <<button "Lap Dance (6)" "SexEngine">> <<set $sexpic = 323>> <<set $apoints -= 6>> <<<<addminutes 6>> <</button>> </div> <div id="sexbutt"> <<button "Tiger (6)" "SexEngine">> <<set $sexpic = 324>> <<set $apoints -= 6>> <<<<addminutes 6>> <</button>> </div>*/ <</if>> <<if $sexleft is 33>> <div id="sexbutt"> <<button "Doggy (7)" "SexEngine">> <<set $sexpic = 331>> <<set $apoints -= 7>> <<<<addminutes 7>> <</button>> </div> /*<div id="sexbutt"> <<button "Tabletop (5)" "SexEngine">> <<set $sexpic = 332>> <<set $apoints -= 5>> <<<<addminutes 5>> <</button>> </div> <div id="sexbutt"> <<button "Dancer (6)" "SexEngine">> <<set $sexpic = 333>> <<set $apoints -= 6>> <<<<addminutes 6>> <</button>> </div> <div id="sexbutt"> <<button "Lifted leg (5)" "SexEngine">> <<set $sexpic = 334>> <<set $apoints -= 5>> <<<<addminutes 5>> <</button>> </div>*/ <</if>> <<if $sexleft is 34>> /*<div id="sexbutt"> <<button "Pinwheel (6)" "SexEngine">> <<set $sexpic = 341>> <<set $apoints -= 6>> <<<<addminutes 6>> <</button>> </div> <div id="sexbutt"> <<button "Pretzel (5)" "SexEngine">> <<set $sexpic = 342>> <<set $apoints -= 5>> <<<<addminutes 5>> <</button>> </div> <div id="sexbutt"> <<button "Hanger (6)" "SexEngine">> <<set $sexpic = 343>> <<set $apoints -= 6>> <<<<addminutes 6>> <</button>> </div> <div id="sexbutt"> <<button "Pile driver (7)" "SexEngine">> <<set $sexpic = 344>> <<set $apoints -= 7>> <<<<addminutes 7>> <</button>> </div>*/ <</if>> <<if $sexleft is 40>> <div id="sexbutt"> <<button "Missionary (7)" "SexEngine">> <<set $sexpic = 401>> <<set $apoints -= 7>> <<<<addminutes 7>> <</button>> </div> <div id="sexbutt"> <<button "Hook (7)" "SexEngine">> <<set $sexpic = 402>> <<set $apoints -= 7>> <<<<addminutes 7>> <</button>> </div> /* <div id="sexbutt"> <<button "Bridge" "SexEngine">> <<set $sexpic = 403>> <</button>> </div> */ <div id="sexbutt"> <<button "Splitter (7)" "SexEngine">> <<set $sexpic = 404>> <<set $apoints -= 7>> <<<<addminutes 7>> <</button>> </div> <</if>> <<if $sexleft is 41>> <div id="sexbutt"> <<button "Doggy (9)" "SexEngine">> <<set $sexpic = 411>> <<set $apoints -= 9>> <<<<addminutes 9>> <</button>> </div> /*<div id="sexbutt"> <<button "Spooning (7)" "SexEngine">> <<set $sexpic = 412>> <<set $apoints -= 7>> <<<<addminutes 7>> <</button>> </div> <div id="sexbutt"> <<button "Prone Bone (8)" "SexEngine">> <<set $sexpic = 413>> <<set $apoints -= 8>> <<<<addminutes 8>> <</button>> </div> <div id="sexbutt"> <<button "Wheelbarrow(9)" "SexEngine">> <<set $sexpic = 414>> <<set $apoints -= 9>> <<<<addminutes 9>> <</button>> </div>*/ <</if>> <<if $sexleft is 42>> <div id="sexbutt"> <<button "Cowgirl (7)" "SexEngine">> <<set $sexpic = 421>> <<set $apoints -= 7>> <<<<addminutes 7>> <</button>> </div> <div id="sexbutt"> <<button "Rev. Cowgirl (7)" "SexEngine">> <<set $sexpic = 422>> <<set $apoints -= 7>> <<<<addminutes 7>> <</button>> </div> <div id="sexbutt"> <<button "Lap Dance (8)" "SexEngine">> <<set $sexpic = 423>> <<set $apoints -= 8>> <<<<addminutes 8>> <</button>> </div> <div id="sexbutt"> <<button "Tiger (8)" "SexEngine">> <<set $sexpic = 424>> <<set $apoints -= 8>> <<<<addminutes 8>> <</button>> </div> <</if>> <<if $sexleft is 43>> <div id="sexbutt"> <<button "Doggy (9)" "SexEngine">> <<set $sexpic = 431>> <<set $apoints -= 9>> <<<<addminutes 9>> <</button>> </div> <div id="sexbutt"> <<button "Tabletop (7)" "SexEngine">> <<set $sexpic = 432>> <<set $apoints -= 7>> <<<<addminutes 7>> <</button>> </div> <div id="sexbutt"> <<button "Dancer (8)" "SexEngine">> <<set $sexpic = 433>> <<set $apoints -= 8>> <<<<addminutes 8>> <</button>> </div> <div id="sexbutt"> <<button "Lifted leg (7)" "SexEngine">> <<set $sexpic = 434>> <<set $apoints -= 7>> <<<<addminutes 7>> <</button>> </div> <</if>> <<if $sexleft is 44>> <div id="sexbutt"> <<button "Pinwheel (8)" "SexEngine">> <<set $sexpic = 441>> <<set $apoints -= 8>> <<<<addminutes 8>> <</button>> </div> <div id="sexbutt"> <<button "Pretzel (7)" "SexEngine">> <<set $sexpic = 442>> <<set $apoints -= 7>> <<<<addminutes 7>> <</button>> </div> <div id="sexbutt"> <<button "Hanger (8)" "SexEngine">> <<set $sexpic = 443>> <<set $apoints -= 8>> <<<<addminutes 8>> <</button>> </div> <div id="sexbutt"> <<button "Pile driver (9)" "SexEngine">> <<set $sexpic = 444>> <<set $apoints -= 9>> <<<<addminutes 9>> <</button>> </div> <</if>> <<if $sexleft is 50>> <div id="sexbutt"> <<button "Tied up (3)" "SexEngine">> <<set $sexpic = 501>> <<set $apoints -= 3>> <<<<addminutes 3>> <</button>> </div> <div id="sexbutt"> <<button "Gagging (4)" "SexEngine">> <<set $sexpic = 502>> <<set $apoints -= 4>> <<<<addminutes 4>> <</button>> </div> /*<div id="sexbutt"> <<button "???" "SexEngine">> <<set $sexpic = 503>> <</button>> </div> <div id="sexbutt"> <<button "???" "SexEngine">> <<set $sexpic = 504>> <</button>> </div>*/ <</if>> <<if $sexleft is 51>> <div id="sexbutt"> <<button "Groping (1)" "SexEngine">> <<set $sexpic = 511>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div> <div id="sexbutt"> <<button "Missionary (5)" "SexEngine">> <<set $sexpic = 512>> <<set $apoints -= 5>> <<<<addminutes 5>> <</button>> </div> <div id="sexbutt"> <<button "Doggy (7)" "SexEngine">> <<set $sexpic = 513>> <<set $apoints -= 7>> <<<<addminutes 7>> <</button>> </div> <div id="sexbutt"> <<button "Standing (6)" "SexEngine">> <<set $sexpic = 514>> <<set $apoints -= 6>> <<<<addminutes 6>> <</button>> </div> <</if>> <<if $sexleft is 52>> <div id="sexbutt"> <<button "Gaping (1)" "SexEngine">> <<set $sexpic = 521>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div> <div id="sexbutt"> <<button "Missionary (7)" "SexEngine">> <<set $sexpic = 522>> <<set $apoints -= 7>> <<<<addminutes 7>> <</button>> </div> <div id="sexbutt"> <<button "Doggy (9)" "SexEngine">> <<set $sexpic = 523>> <<set $apoints -= 9>> <<<<addminutes 9>> <</button>> </div> <div id="sexbutt"> <<button "Standing (8)" "SexEngine">> <<set $sexpic = 524>> <<set $apoints -= 8>> <<<<addminutes 8>> <</button>> </div> <</if>> <<if $sexleft is 53>> <div id="sexbutt"> <<button "Slap face (1)" "SexEngine">> <<set $sexpic = 531>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div> <div id="sexbutt"> <<button "Spank Ass (1)" "SexEngine">> <<set $sexpic = 532>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div> <div id="sexbutt"> <<button "Whipping (1)" "SexEngine">> <<set $sexpic = 533>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div> /*<div id="sexbutt"> <<button "???" "SexEngine">> <<set $sexpic = 534>> <</button>> </div>*/ <</if>> <<if $sexleft is 54>> <div id="sexbutt"> <<button "Spank (2)" "SexEngine">> <<set $sexpic = 541>> <<set $apoints -= 2>> <<<<addminutes 2>> <</button>> </div> <div id="sexbutt"> <<button "Ride (5)" "SexEngine">> <<set $sexpic = 542>> <<set $apoints -= 5>> <<<<addminutes 5>> <</button>> </div> <div id="sexbutt"> <<button "Footkiss (1)" "SexEngine">> <<set $sexpic = 543>> <<set $apoints -= 1>> <<<<addminutes 1>> <</button>> </div> <div id="sexbutt"> <<button "Lick (3)" "SexEngine">> <<set $sexpic = 544>> <<set $apoints -= 3>> <<<<addminutes 3>> <</button>> </div> <</if>> <</if>> <<if $sexleft is 60>> <div id="sexbutt"> <<button "Pussy" "SexEngine">> <<set $sexpic = 604>> <<set $sexleft = 80>> <</button>> </div> <div id="sexbutt"> <<button "Ass" "SexEngine">> <<set $sexpic = 605>> <<set $sexleft = 80>> <</button>> </div> /*<div id="sexbutt"> <<button "Feet" "SexEngine">> <<set $sexpic = 606>> <<set $sexleft = 80>> <</button>> </div>*/ <</if>> <<if isNaN($sexleft) or $apoints lte 0>> <<else>> <div id="sexbutt"> <<button "Back" "SexEngine">> <<unset $sexleft>> <<unset $trdown>> <</button>> </div> <</if>> </div> </div> <</nobr>>
<<nobr>> <<if $sexpic is 100>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> "Well, here we are," you say with a suggestive smile. <br><<=$active.hero.data.firstname>> returns the smile smile and slowly walks towards you. "Yes, alone at last," she says, running a finger lightly down her chest. "Whatever shall we do?" <br>"I can think of a few things," you murmur. <br>"I'm sure you can," she whispers. "You are already undressing me with your eyes." <br>"Guilty as charged," you growl. " <br>"Well then," she breathes, pulse quickening with anticipation. "What are you waiting for? Or do I need to undress you first..." <</if>> <<if $sexpic is 101>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> "You like what you see?" she asks playfully, running her hands along the curves of her body. <br>"You know I do," you laugh, drinking in the sight of her. "Why don't you give me a little show?" <br><<=$active.hero.data.firstname>> giggles and slowly turnes around, looking back at you over her shoulder. She lifts her shirt inch by inch. You watch hungrily as she lifts it over her head and tosses it aside, then quickly removes most of her clothes. Down to just her panties, she turns to face you again, arms crossed over her chest, "More?" she teases. <br>"Take it all off. I want to see every bit of you," you demand, voice rough with desire. <br>Holding your gaze, she hooks her thumbs in the waistband and inches them down, exposing more and more skin until she finally steps out of them. <<=$active.hero.data.firstname>> now stands before you totally naked. <</if>> <<if $sexpic is 103>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> <br>You fix her with a commanding stare, your voice low and insistent. "Spread your legs," you order. "I want to see all of you." <br>She complies, shivering slightly, and slowly parts her thighs. Your eyes zero in on the juncture between her legs as she reveals more and more, until you can see the glistening petals of her pussy. "God, you're so beautiful," you groan, eyes glued to her most intimate area. "So wet and ready for me." <br>She whimpers softly, whether from your heated words or the intensity of your gaze, you're not sure. You continue to stare, captured by the sight of her naked pussy on display just for you. <</if>> <<if $sexpic is 104>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> You order <<=$active.hero.data.firstname>> to turn around and bend over, eager to see her from behind. She obliges, slowly rotating until her back is to you. Bending at the waist, she tilts her ass up, giving you a perfect view of her rounded cheeks. <br>"Spread them," you command gruffly. "Show me everything." <br>With a whimper, she reaches back with both hands and pulls her buttocks apart, exposing the shadowed crevice between and the tight little rosebud of her anus. Your mouth goes dry at the intensely erotic sight, your rock-hard erection twitching beneath your zipper. <</if>> <<if $sexpic is 111>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> You step forward, one hand coming up to wrap around the back of her neck and pull her in close. Bending your head, you capture her lips in a searing kiss, your tongue sliding into the warm cavern of her mouth to taste and explore. <br>She responds with equal fervor, her lips clinging to yours as she welcomes the invasion. You kiss heatedly, mouths fused and tongues dueling. All the pent-up desire and building sexual tension seems to explode between now. <br>Your hands roam restlessly over curves and planes, caressing and gripping as they lose themselves in the passionate embrace. <</if>> <<if $sexpic is 113>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> You guide <<=$active.hero.data.firstname>> towards toward the bed. When her legs bump against the mattress, you give a gentle push, tumbling her down onto the cushioned surface. <br>Fusing your mouth to hers, you lose yourself in the fiery kisses, your tongues sliding sensually together. You can't get enough of her intoxicating taste, exploring every inch of her sweet mouth as if trying to memorize and consume all at once. The soft mewling sounds she makes only spur you on, one kiss melting into the next in an unbroken chain of building passion. <br>Finally, the escalating need clawing at your insides reaches a fever pitch you can no longer ignore. Tearing your mouth from hers with a guttural moan, you begin kissing and licking your way down her throat. <</if>> <<if $sexpic is 114>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> Rolling onto your back, you guide <<=$active.hero.data.firstname>> to straddle your hips. She positions herself above you, folding her knees to the sides. Her beautiful body looms over you, swollen breasts hanging temptingly within reach. <br>She leans down to meet you, and captures your lips in a searing kiss. You open willingly beneath her, allowing her tongue to sweep inside and conquer yours. She takes your mouth with growing confidence, the urgent intensity of the kiss leaving you breathless. <br>Breaking from your mouth with a gasp, she kisses and licks her way along your bristly jaw. Hot puffs of breath wash over your ear before she sucks the lobe between her lips, biting gently. One of her hands tangles in your hair, the other mapping the contours of your muscles. She seems determined to touch every part of you within reach. <</if>> <<if $sexpic is 122>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> <<=$active.hero.data.firstname>> lays back against the soft sheets, her body relaxed and open beneath your questing touch. You skim your palms up her inner thighs, marveling at the silky texture of her skin as you spread her wide. <br>You run a single fingertip along her dripping slit. She's positively soaked, her abundant arousal coating your fingers in slippery wetness. The breath stutters in her lungs, hips arching up in a wordless plea for more. <br>You sink a long finger into her scalding core, immediately transfixed by the feel of her molten walls clamping down around the digit. As you begin to pump your finger in and out, you can't help but imagine how incredible she would feel wrapped around your cock. <</if>> <<if $sexpic is 123>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> <br>Her soft hand wraps around your rigid shaft, fingers unable to meet around the thick girth. You can't contain the deep, guttural moan that rips from your throat at the feel of her delicate touch against your most sensitive flesh. <br>She starts to stroke you with a firm grip, her palm gliding smoothly over the weeping head of your dick with every upward pull. The copious precum leaking steadily from the tip provides more than enough lubrication for her sensual ministrations. <br>Your hips start to rock of their own accord, thrusting shallowly into her tight grip. The wet sounds of her hand slickly pumping your considerable length mix headily with the panting breaths spilling from your parted lips. <</if>> <<if $sexpic is 124>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> <<=$active.hero.data.firstname>> starts to pump you with a slow, sensual drag of her feet. The slightly rough texture of her soles scratches maddeningly against your sensitized skin. Her dexterous toes flex teasingly around your girth, gliding smoothly through the leaking fluids that paint your swollen cockhead. <br>She takes you to the root with every downward slide, your weeping tip kissing the soft skin of her heels before she begins the upward ascent all over again. Every nerve in your body seems to sizzle and spark, pleasure coiling hotly at the base of your spine. <br>You're so hard that it feels like your skin will split from the strain, your dripping arousal only making the wet glide of her feet all the more obscene. Soft moans and whimpers fall from your slack lips. <</if>> <<if $sexpic is 131>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> <<=$active.hero.data.firstname>>'s beautiful body is spread out before you like a feast. She's already glistening, her folds swollen and flushed with arousal. Dragging a finger through her leaking entrance, you part her delicate petals – revealing the dewy pink within. You lean in close, your hot breath ghosting over her most sensitive flesh before you give a long, slow lick up her entire length. <br>You bury your face in her dripping heat, lapping and sucking at her weeping hole. You slip a finger into her fluttering channel,rubbing at her sweet spot as you latch onto her swollen little clit. <br>With a wild cry of your name, she's coming – drenching your chin and chest with her thick, honeyed release. You pet and soothe her through it, gentling your touch as she twitches and whimpers. When she finally stills, you pull back with a obscene wet sound – your face and neck coated in her sweet nectar. <</if>> <<if $sexpic is 134>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> Eager to worship her, you grasp her dainty foot in your hands. She trembles at your touch, the tension visibly melting from her muscles. Emboldened by her response, you lift her foot to your mouth – pressing a searing kiss on it. <br>She gasps, eyes fluttering closed as you trace your lips along the curve of her arch. Your tongue sneaks out to taste her skin – lightly flavored with the barest sheen of sweat. She's intoxicating. With a groan, you open your mouth and envelop her big toe – sucking it like you would her clit. <br>A surge of power rushes through you. Determined to drive her mad with sensation, you lavish her foot with undivided attention – sucking, licking, and nibbling every inch of skin. <</if>> <<if $sexpic is 201>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> She lowers herself down, lips parted invitingly as her hot breath ghosts over your aching cock. Then the wet heat of her mouth engulfs you, wrenching a strangled moan from deep in your chest. <br><<=$active.hero.data.firstname>> hums around your girth stretched spit-slick across her tongue. The vibrations travel straight to your tightening balls. <br>She bobs her head enthusiastically, slurping obscenely each time her lips meet your base. The sloppy, wet sounds fill the room, punctuated by your increasingly desperate moans. She swirls her tongue around your leaking head on each upstroke. <</if>> <<if $sexpic is 211>> <<switch $active.hero.id>> <<case 1000>> <<default>> <<=$active.hero.data.firstname>>'s head starts descending further down on your dick - taking you to the back of her throat and beyond. You feel the intense tightness as you breach her throat, followed by an intense wave of pleasure as the muscles constrict around your swollen head. <br>She gags dramatically but undeterred, she surges forward again – determined to swallow you whole. Lost to the mind-blowing sensation, you snap your hips erratically – fucking her pretty face without restraint. Saliva dribbles from her chin as she struggles to accommodate you. The lewd sight only drives you wilder. <br>Suddenly, you bury yourself to the hilt – your balls resting flush against her chin. She swallows convulsively, massaging your pulsing cock with her throat. It’s nearly enough to send you over the edge. <</switch>> <</if>> <<if $sexpic is 212>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> You need more. Palms cradling her head, you coax her further down your penis. She follows your guidance readily, relaxing her throat to accept your girth. You watch in awe as your spit-slick cock disappears past her lips, her nose brushing the coarse hair at your base. <br>The tight constriction of her throat muscles around your pulsing head is exquisite torture. You need to move – to chase the intense friction. Tentatively at first, you begin to thrust. She gags and sputters each time you hit the back of her throat…but makes no move to pull away. <br>Saliva and mucus dribble copiously from her chin, smearing across her flushed cheeks as you ruthlessly use her mouth. The wet squelching sounds mix with the lewd symphony of her gagging and your breathless groans. It’s filthy and absolutely perfect. <</if>> <<if $sexpic is 301>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> You settle between <<=$active.hero.data.firstname>>'s parted thighs. Guiding your erection to her entrance, you push into her pussy with a groan. She's exquisite – tight and drenched. <br>With a grunt, you roll your hips—drawing back and thrusting forward in a slick glide. You set a steady pace – sawing in and out of her with deep, measured strokes. She's vocal in her pleasure; keening out guttural moans with every snap of your hips. <br>Abandoning measured thrusts, you pound into her with singular fervor – chasing the elusive prize. She meets you stroke for stroke, sobbing out moans against your sweat-slicked shoulder. When her climax throttles her, you catch her scream in your mouth – drinking down her pleasure like a nectar. <</if>> <<if $sexpic is 311>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> You reposition <<=$active.hero.data.firstname>> onto her hands and knees, eager for a new angle. Then you spread her open, revealing her glistening folds. She's dripping wet. Guiding your erection to her entrance, you sheath yourself in her snug heat. Gripping her hips for leverage, you set a punishing pace - slamming into her welcoming warmth with force. The obscene slap of wet flesh fills the room, punctuated by her moans. It's a filthy, raw coupling. Determined to savor every moment, you piston your hips, fucking her hard and deep. She meets you thrust for thrust, sobbing out moans against the mattress. <</if>> <<if $sexpic is 321>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> You settle onto your back, guiding <<=$active.hero.data.firstname>> to straddle your hips. She scrambles over you eagerly, her fingers wrap around your seeping cock, angling it at her entrance. <br>She sinks onto you slowly, giving herself time to adjust to the stretch. You hiss through your teeth as wet heat engulfs your length, sheathing you to the hilt. She's sweltering around you, a velvet vice that ripples and dances. <br>When she's fully seated, you pause – giving her a moment to acclimate to the intrusion. She starts rolling her hips in a dirty figure eight. You groan gutturally, fingers digging into her fleshy hips. <br>Her breathy moans echo off the walls, punctuated by the slap of wet flesh. You lose yourself to the rhythm, letting her use your body for her pleasure. <</if>> <<if $sexpic is 322>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> You settle onto your back, watching as she clambers over you. The position is obscene – her full curves jiggling with every movement. <br>She straddles your hips, reaching back to grip your slick cock. You moan brokenly as she slots you at her entrance, the heat of her dripping pussy washing over you. She sinks onto you in a smooth glide. Her muscles ripple and dance, clamping you like a fist. <br>When she's fully seated, you pause – allowing her time to adjust. "Ready?" you ask, fingers flexing on her hips. She hums in response, rolling herself in a filthy figure eight. The sensation is exquisite – a slow building friction that sets your nerves ablaze. <br>She moves with purpose, using you for her pleasure. Each stroke is deliberate and deep, working your cock like a piston. Her moans echo off the walls, punctuated by the slap of wet flesh. <</if>> <<if $sexpic is 331>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> You haul <<=$active.hero.data.firstname>> to her unsteady feet - spinning her to face the wall. Pressing your front to her back, you guide your throbbing length between her thighs. She shivers deliciously as you slot yourself at her entrance. <br>The angle is shallow in this position, making her feel impossibly tighter. Gravity is both a blessing and a curse now. While it limits how deeply you can thrust, it also causes obscenely lewd squelching sounds with every stroke. <br>Releasing one of her wrists, you snake a hand around and between her splayed thighs. Questing fingertips unerringly find her swollen clit, rubbing frantic circles. She sobs out a broken moan, arching prettily. She flies apart with a scream, walls clamping around you like a vice. <</if>> <<if $sexpic is 411>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> "I want your ass," you growl, eyes locked on the puckered rosebud nestled between her quivering cheeks. She shivers at the declaration, a full-bodied tremble that has her lush curves jiggling. You spread her open lewdly. The tight ring of muscle clenches under your gaze. <br>You push into her slowly, giving her time to adjust to the intrusion. She hisses through her teeth, fingers twisting in the sheets. Inch by inch, you feed her your length – delving into her darkest depths. When your hips finally meet her ass, you pause – giving her time to acclimate to the stretch. <br>You set a punishing pace from the start - pounding her narrow channel with animalistic fervor. It's filthy and raw. <</if>> <<if $sexpic is 601>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> Your hips buck wildly as the first scalding rope of cum erupts from your throbbing penis – splattering across her face. <<=$active.hero.data.firstname>> gasps in delighted shock as your seed drips down her cheeks, pooling in her hairline. <br>Rope after rope of thick semen pulses from your spasming cock, until her face is glazed like a creampie. It’s dripping off her chin, clinging to the tips of her lashes. <</if>> <<if $sexpic is 602>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> Your cock muddles her enthusiastic moans, the wet heat of her mouth pushing you closer and closer to the brink. Her tongue cradles the underside of your shaft, her suction increasing with each frantic bob of her head. <br>Your hips twitching with the urge to thrust. You settle for tangling your fingers in her hair, urging her to take you deeper. She complies with a soft hum, nose brushing your coarse curls with each downward stroke. <br>The first spurt catches you by surprise, wrenching a guttural moan from your throat. The wet slurp of her mouth is obscene triggering another, weaker spurt. <</if>> <<if $sexpic is 603>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> With a guttural moan of <<=$active.hero.data.firstname>>'s name, you let go. Your hips buck wildly against your frantically stroking hand as you erupt all over her waiting breasts. Thick ropes of cum stripe her from throat to naval, painting her with your warm, sticky seed. <br>Euphoria crashes through you, nearly blacking out your vision. Your softening cock twitches against your sweat-damp thigh, finally giving one last dribble of cum that joins the copious amount already cooling on her chest. Swiping a hand through the viscous mess, she smiles up at you alluringly - rubbing the slippery fluid between her fingers. <</if>> <<if $sexpic is 604>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> Your hips stutter as climax hits, your cock spurting thick ropes of cum deep inside her. She follows a moment later. You can feel each pulse of her walls – milking you for every last drop. <br>The world narrows to her breathy moans and the wet slap of flesh against flesh. When you finally slump against her heaving form, chest heaving and sweat-slicked, your mess is already leaking out around you. <br>She grins up at you dopily, pupils blown wide with satisfaction. You press a sloppy kiss to her sweat-damp brow. <</if>> <<if $sexpic is 605>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> Your hips snap with almost brutal force. Her body muffles the wet squelch of your cock burrowing deeper, forcing her to moan. <br>Your hips stutter – once, twice – before the first rope of cum spurts deep into her ass. She clamps down around you, wrenching a guttural moan from your throat. It sets off a chain reaction, each spurt more powerful than the last as you empty yourself inside her. <br>For a long moment, the only sound is the harsh panting of your breaths. Your hips twitch weakly, oversensitive but still half-hard. <<switch $active.hero.id>> <<case 1002>> <br>Suddenly, you hear a hissing sound coming from the girl's ass. Before you can even process what's happening, with another push, she squirts your cum out of her ass. "What the hell?" you ask, glancing at your cum-covered belly. "Back to sender!" she shouts with an evil laugh. <<default>> <</switch>> <</if>> <<if $sexpic is 801>> <<switch $active.hero.id>> <<case 1000>> <<default>> <</switch>> <br>Your cock is still mostly hard, wet and glistening from her mouth. <br>"Hold it," you pant, voice hoarse with exertion. She nods, a dribble of your seed escaping from the corner of her mouth. You reach out to wipe it away, tracing the sticky-wet trail back to her lips. She eyes you coyly, tongue peeking out to collect the offering. <br>"Swallow." The command is whispered, but she obeys as if it were a shout. Her throat works visibly, the graceful column of her throat bobbing with each swallow. When it's gone, she grins up at you dopily. <br>You hum your approval, thumb swiping at a missed droplet on her chin. "Perfect." <</if>> /* lick tits Your hands slide up her ribcage, coming to rest beneath the soft swell of her breasts. Rearing up over her, you lean down to draw a tightening bud into the hot cavern of your mouth. You suckle at her greedily – tongue swirling around the pebbled tip. Her hands fly to your hair, holding you to her as you worship every inch of abundant tit flesh. <br>You lavish your attention on each breast in turn, tongue delving into the creamy valley between them before you drag the flat of your tongue back up the curve. She's whimpering and writhing beneath your marauding mouth, tits jiggling hypnotically as she gasps your name. <br>Pinching and rolling her nipples between wet fingers, you watch in rapt fascination as goosebumps erupt over her chest and her back bows impossibly. You continue to lap and suckle at her sweat-slick tits until she's mewling with overstimulation. */ <</nobr>>
<<nobr>> <<script>> $(document).one(":passagedisplay", function() { $("#homecentre").hide(); setTimeout(function() { $("#homecentre").fadeIn(120); }, 1); }); <</script>> <div class="maptop"> <div class="mapleftbox"> <div class="mapleftupicons"> [img[./Images/Interface/time.png]] <<displaytime>> </div> <div class="mapleftupicons"> [img[./Images/Interface/playerenergy.png]] <<=$heroes.id9999.stats.energy + " / " + $heroes.id9999.stats.maxenergy>> </div> <div class="mapleftupicons"> [img[./Images/Interface/playerhealth.png]] <<=$heroes.id9999.stats.health + " / " + $heroes.id9999.stats.maxhealth>> </div> </div> <div class="menutop" class="hidden"> </div> <div class="maprightbox"> <div class="maprightupicons"> [img[./Images/Interface/playermoney.png]] <<print setup.formatNumber($heroes.id9999.stats.money)>> </div> <div class="maprightupicons"> [img[./Images/Interface/playerfame.png]] <<print setup.formatNumber($heroes.id9999.stats.fame)>> </div> <div class="maprightupicons"> [img[./Images/Interface/playerinfluence.png]] <<print setup.formatNumber($heroes.id9999.stats.influence )>> </div> </div> </div> <div class="mapmiddle"> <div class="mapleft"> </div> <div class="mapcentre" id="homecentre"> <div id="hcontleft"> /*---------------------------LEVEL0 ICONS HERE---------------------------------*/ <div id="homeleft" class="flexdisplay"> <div id="hlefttitle">$active.home.name</div> <div id="homelevel0" class="homelevels"> <<="[img[./Images/Home/id" + $active.home.id + $active.level + ".png]]">> <div id="level0" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.level = 0>> <</button>> </div> <div id="level1" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.level = 1>> <</button>> </div> <div id="level1a" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.level = 1>> <</button>> </div> <div id="level1b" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.level = 1>> <</button>> </div> <div id="level2a" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.level = 2>> <</button>> </div> <div id="level2b" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.level = 2>> <</button>> </div> <div id="level3" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.level = 3>> <</button>> </div> <div id="level4" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.level = 4>> <</button>> </div> <div id="level5" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.level = 5>> <</button>> </div> <div id="greenhouse" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "greenhouse">> <</button>> </div> <div id="conservatory" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "conservatory">> <</button>> </div> <div id="workshop" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "workshop">> <</button>> </div> <div id="stable" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "stable">> <</button>> </div> <div id="chapel" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "chapel">> <</button>> </div> <div id="vegetablegarden" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "vegetablegarden">> <</button>> </div> <div id="flowerbed" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "flowerbed">> <</button>> </div> <div id="staffhouse" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "staffhouse">> <</button>> </div> <div id="kitchen" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "kitchen">> <</button>> </div> <div id="pantry" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "pantry">> <</button>> </div> <div id="scullery" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "scullery">> <</button>> </div> <div id="diningroom" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "diningroom">> <</button>> </div> <div id="hall" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "hall">> <</button>> </div> <div id="livingroom" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "livingroom">> <</button>> </div> <div id="library" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "library">> <</button>> </div> <div id="winecellar" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "winecellar">> <</button>> </div> <div id="dungeon" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "dungeon">> <</button>> </div> <div id="utilityroom" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "utilityroom">> <</button>> </div> <div id="workroom" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "workroom">> <</button>> </div> <div id="nurseryroom" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "nurseryroom">> <</button>> </div> <div id="bathroom" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "bathroom">> <</button>> </div> <div id="gym" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "gym">> <</button>> </div> <div id="masterbedroom" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "masterbedroom">> <</button>> </div> <div id="bedroom1" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "bedroom1">> <</button>> </div> <div id="bedroom2" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "bedroom2">> <</button>> </div> <div id="bedroom3" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "bedroom3">> <</button>> </div> <div id="bedroom4" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "bedroom4">> <</button>> </div> <div id="bedroom5" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "bedroom5">> <</button>> </div> <div id="bedroom6" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "bedroom6">> <</button>> </div> <div id="bedroom7" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "bedroom7">> <</button>> </div> <div id="bedroom8" class="homeicon nodisplay"> <<button "a" `passage()`>> <<set $active.room = "bedroom8">> <</button>> </div> </div> /*---------------------------END LEVELS AND ROOMS---------------------------------*/ <div id="hleftbottom"> <div id="hleftbottomb"> <<button "Sleep" "Sleep">> <</button>> </div> </div> </div> /*------------------------------------ROOM IMAGES--------------------------------*/ <div id="imgroom" class="imghomelevels nodisplay"> <<if $active.room isnot "">> <<set _roompic = "./Images/Home/h" + $active.home.id + $active.room + "lvl" + $active.home.rooms[$active.room].level + ".png">> <</if>> /*<<if isNaN(_roompic)>> <<set _roompic = "./Images/Home/placeholder.jpg">> <</if>>*/ [img[_roompic]] </div> /*-------------------------------END ROOM IMAGES------------------------------*/ </div> /*---------------------------RESIDENTS START---------------------------------*/ <div id="hcontright"> <div id="home10heroes" class="homeheroes nodisplay"> <div id="hlefttitle">Residents</div> <div id="hscroll"> <div id="hhtab"> <table> <tbody> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s1 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s1+"/profpic.png]]">> <</if>> <div id="s1"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s1] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s2 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s2+"/profpic.png]]">> <</if>> <div id="s2"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s2] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s3 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s3+"/profpic.png]]">> <</if>> <div id="s3"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s3] >> <</button>> </div> </div> </div></td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s4 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s4+"/profpic.png]]">> <</if>> <div id="s4"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s4] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s5 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s5+"/profpic.png]]">> <</if>> <div id="s5"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s5] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s6 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s6+"/profpic.png]]">> <</if>> <div id="s6"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s6] >> <</button>> </div> </div> </div></td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s7 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s7+"/profpic.png]]">> <</if>> <div id="s7"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s7] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s8 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s8+"/profpic.png]]">> <</if>> <div id="s8"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s8] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s9 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s9+"/profpic.png]]">> <</if>> <div id="s9"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s9] >> <</button>> </div> </div> </div></td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s10 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s10+"/profpic.png]]">> <</if>> <div id="s10"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s10] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s11 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s11+"/profpic.png]]">> <</if>> <div id="s11"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s11] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s12 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s12+"/profpic.png]]">> <</if>> <div id="s12"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s12] >> <</button>> </div> </div> </div> </td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s13 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s13+"/profpic.png]]">> <</if>> <div id="s13"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s13] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s14 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s14+"/profpic.png]]">> <</if>> <div id="s14"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s14] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s15 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s15+"/profpic.png]]">> <</if>> <div id="s15"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s15] >> <</button>> </div> </div> </div> </td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s16 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s16+"/profpic.png]]">> <</if>> <div id="s16"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s16] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s17 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s17+"/profpic.png]]">> <</if>> <div id="s17"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s17] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s18 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s18+"/profpic.png]]">> <</if>> <div id="s18"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s18] >> <</button>> </div> </div> </div> </td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s19 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s19+"/profpic.png]]">> <</if>> <div id="s19"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s19] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s20 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s20+"/profpic.png]]">> <</if>> <div id="s20"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s20] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s21 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s21+"/profpic.png]]">> <</if>> <div id="s21"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s21] >> <</button>> </div> </div> </div> </td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s22 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s22+"/profpic.png]]">> <</if>> <div id="s22"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s22] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s23 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s23+"/profpic.png]]">> <</if>> <div id="s23"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s23] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s24 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s24+"/profpic.png]]">> <</if>> <div id="s24"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s24] >> <</button>> </div> </div> </div> </td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s25 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s25+"/profpic.png]]">> <</if>> <div id="s25"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s25] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s26 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s26+"/profpic.png]]">> <</if>> <div id="s26"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s26] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s27 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s27+"/profpic.png]]">> <</if>> <div id="s27"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s27] >> <</button>> </div> </div> </div> </td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s28 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s28+"/profpic.png]]">> <</if>> <div id="s28"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s28] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s29 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s29+"/profpic.png]]">> <</if>> <div id="s29"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s29] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s30 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s30+"/profpic.png]]">> <</if>> <div id="s30"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s30] >> <</button>> </div> </div> </div> </td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s31 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s31+"/profpic.png]]">> <</if>> <div id="s31"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s31] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s32 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s32+"/profpic.png]]">> <</if>> <div id="s32"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s32] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s33 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s33+"/profpic.png]]">> <</if>> <div id="s33"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s33] >> <</button>> </div> </div> </div> </td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s34 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s34+"/profpic.png]]">> <</if>> <div id="s34"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s34] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s35 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s35+"/profpic.png]]">> <</if>> <div id="s35"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s35] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s36 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s36+"/profpic.png]]">> <</if>> <div id="s36"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s36] >> <</button>> </div> </div> </div> </td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s37 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s37+"/profpic.png]]">> <</if>> <div id="s37"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s37] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s38 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s38+"/profpic.png]]">> <</if>> <div id="s38"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s38] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s39 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s39+"/profpic.png]]">> <</if>> <div id="s39"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s39] >> <</button>> </div> </div> </div> </td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s40 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s40+"/profpic.png]]">> <</if>> <div id="s40"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s40] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s41 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s41+"/profpic.png]]">> <</if>> <div id="s41"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s41] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s42 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s42+"/profpic.png]]">> <</if>> <div id="s42"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s42] >> <</button>> </div> </div> </div> </td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s43 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s43+"/profpic.png]]">> <</if>> <div id="s43"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s43] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s44 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s44+"/profpic.png]]">> <</if>> <div id="s44"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s44] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s45 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s45+"/profpic.png]]">> <</if>> <div id="s45"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s45] >> <</button>> </div> </div> </div> </td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s46 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s46+"/profpic.png]]">> <</if>> <div id="s46"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s46] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s47 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s47+"/profpic.png]]">> <</if>> <div id="s47"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s47] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s48 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s48+"/profpic.png]]">> <</if>> <div id="s48"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s48] >> <</button>> </div> </div> </div> </td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s49 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s49+"/profpic.png]]">> <</if>> <div id="s49"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s49] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s50 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s50+"/profpic.png]]">> <</if>> <div id="s50"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s50] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s51 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s51+"/profpic.png]]">> <</if>> <div id="s51"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s51] >> <</button>> </div> </div> </div> </td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s52 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s52+"/profpic.png]]">> <</if>> <div id="s52"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s52] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s53 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s53+"/profpic.png]]">> <</if>> <div id="s53"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s53] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s54 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s54+"/profpic.png]]">> <</if>> <div id="s54"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s54] >> <</button>> </div> </div> </div> </td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s55 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s55+"/profpic.png]]">> <</if>> <div id="s55"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s55] >> <</button>> </div> </div> </div> </td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s56 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s56+"/profpic.png]]">> <</if>> <div id="s56"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s56] >> <</button>> </div> </div> </div> </td> </tr> </tbody> </table> </div> </div> </div> <div id="home11heroes" class="homeheroes nodisplay"> <div id="hlefttitle">Residents</div> <div id="hscroll"> <div id="hhtab"> <table> <tbody> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s57 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s57+"/profpic.png]]">> <</if>> <div id="s57"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s57] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s58 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s58+"/profpic.png]]">> <</if>> <div id="s58"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s58] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s59 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s59+"/profpic.png]]">> <</if>> <div id="s59"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s59] >> <</button>> </div> </div> </div></td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s60 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s60+"/profpic.png]]">> <</if>> <div id="s60"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s60] >> <</button>> </div> </div> </div></td> </tr> </tbody> </table> </div> </div> </div> <div id="home12heroes" class="homeheroes nodisplay"> <div id="hlefttitle">Residents</div> <div id="hscroll"> <div id="hhtab"> <table> <tbody> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s61 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s61+"/profpic.png]]">> <</if>> <div id="s61"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s61] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s62 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s62+"/profpic.png]]">> <</if>> <div id="s62"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s62] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s63 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s63+"/profpic.png]]">> <</if>> <div id="s63"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s63] >> <</button>> </div> </div> </div></td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s64 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s64+"/profpic.png]]">> <</if>> <div id="s64"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s64] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s65 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s65+"/profpic.png]]">> <</if>> <div id="s65"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s65] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s66 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s66+"/profpic.png]]">> <</if>> <div id="s66"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s66] >> <</button>> </div> </div> </div></td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s67 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s67+"/profpic.png]]">> <</if>> <div id="s67"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s67] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s68 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s68+"/profpic.png]]">> <</if>> <div id="s68"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s68] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s69 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s69+"/profpic.png]]">> <</if>> <div id="s69"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s69] >> <</button>> </div> </div> </div></td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s70 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s70+"/profpic.png]]">> <</if>> <div id="s70"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s70] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s71 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s71+"/profpic.png]]">> <</if>> <div id="s71"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s71] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s72 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s72+"/profpic.png]]">> <</if>> <div id="s72"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s72] >> <</button>> </div> </div> </div></td> </tr> </tbody> </table> </div> </div> </div> <div id="home14heroes" class="homeheroes nodisplay"> <div id="hlefttitle">Residents</div> <div id="hscroll"> <div id="hhtab"> <table> <tbody> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s73 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s73+"/profpic.png]]">> <</if>> <div id="s73"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s73] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s74 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s74+"/profpic.png]]">> <</if>> <div id="s74"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s74] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s75 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s75+"/profpic.png]]">> <</if>> <div id="s75"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s75] >> <</button>> </div> </div> </div></td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s76 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s76+"/profpic.png]]">> <</if>> <div id="s76"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s76] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s77 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s77+"/profpic.png]]">> <</if>> <div id="s77"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s77] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s78 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s78+"/profpic.png]]">> <</if>> <div id="s78"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s78] >> <</button>> </div> </div> </div></td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s79 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s79+"/profpic.png]]">> <</if>> <div id="s79"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s79] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s80 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s80+"/profpic.png]]">> <</if>> <div id="s80"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s80] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s81 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s81+"/profpic.png]]">> <</if>> <div id="s81"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s81] >> <</button>> </div> </div> </div></td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s82 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s82+"/profpic.png]]">> <</if>> <div id="s82"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s82] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s83 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s83+"/profpic.png]]">> <</if>> <div id="s83"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s83] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s84 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s84+"/profpic.png]]">> <</if>> <div id="s84"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s84] >> <</button>> </div> </div> </div></td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s85 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s85+"/profpic.png]]">> <</if>> <div id="s85"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s85] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s86 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s86+"/profpic.png]]">> <</if>> <div id="s86"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s86] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s87 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s87+"/profpic.png]]">> <</if>> <div id="s87"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s87] >> <</button>> </div> </div> </div></td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s88 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s88+"/profpic.png]]">> <</if>> <div id="s88"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s88] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s89 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s89+"/profpic.png]]">> <</if>> <div id="s89"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s89] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s90 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s90+"/profpic.png]]">> <</if>> <div id="s90"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s90] >> <</button>> </div> </div> </div></td> </tr> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s91 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s91+"/profpic.png]]">> <</if>> <div id="s91"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s91] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s92 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s92+"/profpic.png]]">> <</if>> <div id="s92"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s92] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s93 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s93+"/profpic.png]]">> <</if>> <div id="s93"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s93] >> <</button>> </div> </div> </div></td> </tr> </tbody> </table> </div> </div> </div> <div id="home15heroes" class="homeheroes nodisplay"> <div id="hlefttitle">Residents</div> <div id="hscroll"> <div id="hhtab"> <table> <tbody> <tr> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s94 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s94+"/profpic.png]]">> <</if>> <div id="s94"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s94] >> <</button>> </div> </div> </div></td> <td><div class ="invwear"> <div class="hhbutt"> <<if $trackdata.slots.s95 is "">> <<else>> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s95+"/profpic.png]]">> <</if>> <div id="s95"> <<button "a" "HeroPage">> <<set $active.hero = $heroes["id" + $trackdata.slots.s95] >> <</button>> </div> </div> </div></td> </tr> </tbody> </table> </div> </div> </div> /*---------------------------RESIDENTS END---------------------------------*/ /*---------------------------ROOMS DETAILS START--------------------------------*/ <div id= roominterface class="homeheroes nodisplay"> <div id="hrighttitle"> <<switch $active.room>> <<case "vegetablegarden">> <<= "Vegetable garden">> <<case "flowerbed">> <<= "Flower bed">> <<case "staffhouse">> <<= "Staff house">> <<case "diningroom">> <<= "Dining room">> <<case "livingroom">> <<= "Living room">> <<case "winecellar">> <<= "Wine cellar">> <<case "nurseryroom">> <<= "Nursery">> <<case "masterbedroom">> <<= "Master bedroom">> <<case "bedroom1" "bedroom2" "bedroom3" "bedroom4" "bedroom5" "bedroom6" "bedroom7" "bedroom8" >> <<= "Bedroom">> <<default>> <<= $active.room.toUpperFirst()>> <</switch>> </div> <div id="homerightlevelup"> <div id="roomlev"> <<if $active.room is "">> <<else>> Level: <<= $active.home.rooms[$active.room].level>> (Max: <<= $active.home.rooms[$active.room].maxlevel>>) <<switch $active.home.id>> <<case 10>> <<set _upr1 = 5>> <<case 11>> <<set _upr1 = 1>> <<case 12>> <<set _upr1 = 3>> <<case 14>> <<set _upr1 = 2>> <<case 15>> <<set _upr1 = 3>> <<default>> <<set _upr1 = 1>> <</switch>> <<switch $active.room>> <<case "greenhouse">> <<set _upr2 = 800>> <<case "conservatory">> <<set _upr2 = 285>> <<case "workshop">> <<set _upr2 = 600>> <<case "stable">> <<set _upr2 = 1200>> <<case "chapel">> <<set _upr2 = 685>> <<case "vegetablegarden">> <<set _upr2 = 40>> <<case "flowerbed">> <<set _upr2 = 70>> <<case "staffhouse">> <<set _upr2 = 2500>> <<case "kitchen">> <<set _upr2 = 150>> <<case "pantry">> <<set _upr2 = 100>> <<case "scullery">> <<set _upr2 = 100>> <<case "diningroom">> <<set _upr2 = 150>> <<case "hall">> <<set _upr2 = 220>> <<case "livingroom">> <<set _upr2 = 190>> <<case "library">> <<set _upr2 = 550>> <<case "winecellar">> <<set _upr2 = 420>> <<case "dungeon">> <<set _upr2 = 400>> <<case "utilityroom">> <<set _upr2 = 110>> <<case "workroom">> <<set _upr2 = 280>> <<case "nurseryroom">> <<set _upr2 = 225>> <<case "bathroom">> <<set _upr2 = 160>> <<case "gym">> <<set _upr2 = 260>> <<case "masterbedroom">> <<set _upr2 = 125>> <<default>> /* for bedrooms only, all other room add above*/ <<set _upr2 = 95>> <</switch>> <<set _upr3 = $active.home.rooms[$active.room].level +1>> <<set _upprice = _upr1*_upr2*_upr3>> <</if>> </div> <div id="homeupc"> <div id="homcost">Price: <<=_upprice>> [img[./Images/Interface/playermoney.png]]</div> <div id ="homebutt"> <<button "Upgrade" "HomeEngine">> <<set $active.home.rooms[$active.room].level +=1>> <<set $heroes.id9999.stats.money -= _upprice>> <<= "<<set $homes.house" + $active.home.id + ".rooms." + $active.room + ".level +=1>>" >> <</button>> </div> </div> </div> <div id="homeright"> /*-----------------------HOME MENUS HERE------------------*/ /*add timers!!!*/ <<if $active.room is "kitchen">> <<include "CraftingEngine">> <</if>> /*-----------------------HOME MENUS END------------------*/ </div> <div id="homerightbuttd"> <div id ="roomleave"> <<button "Back" "HomeEngine">> <<set $active.room = "">> <</button>> </div> </div> <<timed 0ms>> <<if $heroes.id9999.stats.money lt _upprice>> <<replace "#homeupc">> <div id="homcost">Not enough money!</div> <div id="homcost2">Price: <<=_upprice>> [img[./Images/Interface/playermoney.png]]</div> <</replace>> <</if>> <<if $active.room is "">> <<else>> <<if $active.home.rooms[$active.room].level gte $active.home.rooms[$active.room].maxlevel>> <<replace "#homeupc">> <div id="homcost">Max level reached!</div> <</replace>> <</if>> <</if>> <</timed>> /*---------------------------ROOMS DETAILS END--------------------------------*/ </div> </div> </div> <div class="mapright"> </div> </div> <div class="mapbottom"> <div class="mapleftboxdown"> </div> <div class=menureturn> <<button "Leave" "MapEngine">> <<set $active.home = "">> <<set $active.room = "">> <<set $active.level = 0>> <</button>> </div> <div class="maprightboxdown"> </div> </div> <<timed 0ms>> /*------------------------------ROOM TIMERS------------------------------------------*/ <<if $active.home.id is 10 and $active.level is 0>> <<removeclass "#level1" "nodisplay">> <<addclass "#level1" "h10level1">> <<removeclass "#conservatory" "nodisplay">> <<addclass "#conservatory" "h10conservatory">> <<removeclass "#greenhouse" "nodisplay">> <<addclass "#greenhouse" "h10greenhouse">> <<removeclass "#workshop" "nodisplay">> <<addclass "#workshop" "h10workshop">> <<removeclass "#stable" "nodisplay">> <<addclass "#stable" "h10stable">> <<removeclass "#chapel" "nodisplay">> <<addclass "#chapel" "h10chapel">> <<removeclass "#vegetablegarden" "nodisplay">> <<addclass "#vegetablegarden" "h10vegetablegarden">> <<removeclass "#flowerbed" "nodisplay">> <<addclass "#flowerbed" "h10flowerbed">> <<removeclass "#staffhouse" "nodisplay">> <<addclass "#staffhouse" "h10staffhouse">> <</if>> <<if $active.home.id is 10 and $active.level is 1>> <<removeclass "#level0" "nodisplay">> <<addclass "#level0" "h10level0">> <<removeclass "#level2a" "nodisplay">> <<addclass "#level2a" "h10level2a">> <<removeclass "#level2b" "nodisplay">> <<addclass "#level2b" "h10level2b">> <<removeclass "#kitchen" "nodisplay">> <<addclass "#kitchen" "h10kitchen">> <<removeclass "#pantry" "nodisplay">> <<addclass "#pantry" "h10pantry">> <<removeclass "#scullery" "nodisplay">> <<addclass "#scullery" "h10scullery">> <<removeclass "#diningroom" "nodisplay">> <<addclass "#diningroom" "h10diningroom">> <<removeclass "#hall" "nodisplay">> <<addclass "#hall" "h10hall">> <<removeclass "#livingroom" "nodisplay">> <<addclass "#livingroom" "h10livingroom">> <<removeclass "#library" "nodisplay">> <<addclass "#library" "h10library">> <<removeclass "#winecellar" "nodisplay">> <<addclass "#winecellar" "h10winecellar">> <<removeclass "#dungeon" "nodisplay">> <<addclass "#dungeon" "h10dungeon">> <<removeclass "#utilityroom" "nodisplay">> <<addclass "#utilityroom" "h10utilityroom">> <<removeclass "#gym" "nodisplay">> <<addclass "#gym" "h10gym">> <</if>> <<if $active.home.id is 10 and $active.level is 2>> <<removeclass "#level1a" "nodisplay">> <<addclass "#level1a" "h10level1a">> <<removeclass "#level1b" "nodisplay">> <<addclass "#level1b" "h10level1b">> <<removeclass "#nurseryroom" "nodisplay">> <<addclass "#nurseryroom" "h10nurseryroom">> <<removeclass "#workroom" "nodisplay">> <<addclass "#workroom" "h10workroom">> <<removeclass "#masterbedroom" "nodisplay">> <<addclass "#masterbedroom" "h10masterbedroom">> <<removeclass "#bathroom" "nodisplay">> <<addclass "#bathroom" "h10bathroom">> <<removeclass "#bedroom1" "nodisplay">> <<addclass "#bedroom1" "h10bedroom1">> <<removeclass "#bedroom2" "nodisplay">> <<addclass "#bedroom2" "h10bedroom2">> <<removeclass "#bedroom3" "nodisplay">> <<addclass "#bedroom3" "h10bedroom3">> <<removeclass "#bedroom4" "nodisplay">> <<addclass "#bedroom4" "h10bedroom4">> <<removeclass "#bedroom5" "nodisplay">> <<addclass "#bedroom5" "h10bedroom5">> <<removeclass "#bedroom6" "nodisplay">> <<addclass "#bedroom6" "h10bedroom6">> <<removeclass "#bedroom7" "nodisplay">> <<addclass "#bedroom7" "h10bedroom7">> <<removeclass "#bedroom8" "nodisplay">> <<addclass "#bedroom8" "h10bedroom8">> <</if>> <<if $active.home.id is 11>> <<removeclass "#kitchen" "nodisplay">> <<addclass "#kitchen" "h11kitchen">> <<removeclass "#diningroom" "nodisplay">> <<addclass "#diningroom" "h11diningroom">> <<removeclass "#bathroom" "nodisplay">> <<addclass "#bathroom" "h11bathroom">> <<removeclass "#masterbedroom" "nodisplay">> <<addclass "#masterbedroom" "h11masterbedroom">> <<removeclass "#hall" "nodisplay">> <<addclass "#hall" "h11hall">> <</if>> <<if $active.home.id is 12>> <<removeclass "#kitchen" "nodisplay">> <<addclass "#kitchen" "h12kitchen">> <<removeclass "#diningroom" "nodisplay">> <<addclass "#diningroom" "h12diningroom">> <<removeclass "#bathroom" "nodisplay">> <<addclass "#bathroom" "h12bathroom">> <<removeclass "#masterbedroom" "nodisplay">> <<addclass "#masterbedroom" "h12masterbedroom">> <<removeclass "#hall" "nodisplay">> <<addclass "#hall" "h12hall">> <<removeclass "#livingroom" "nodisplay">> <<addclass "#livingroom" "h12livingroom">> <<removeclass "#bedroom1" "nodisplay">> <<addclass "#bedroom1" "h12bedroom1">> <<removeclass "#bedroom2" "nodisplay">> <<addclass "#bedroom2" "h12bedroom2">> <<removeclass "#bedroom3" "nodisplay">> <<addclass "#bedroom3" "h12bedroom3">> <</if>> <<if $active.home.id is 13>> <<removeclass "#kitchen" "nodisplay">> <<addclass "#kitchen" "h13kitchen">> <<removeclass "#bathroom" "nodisplay">> <<addclass "#bathroom" "h13bathroom">> <<removeclass "#masterbedroom" "nodisplay">> <<addclass "#masterbedroom" "h13masterbedroom">> <</if>> <<if $active.home.id is 14 and $active.level is 0>> <<removeclass "#level1" "nodisplay">> <<addclass "#level1" "h14level1">> <<removeclass "#workshop" "nodisplay">> <<addclass "#workshop" "h14workshop">> <<removeclass "#stable" "nodisplay">> <<addclass "#stable" "h14stable">> <<removeclass "#vegetablegarden" "nodisplay">> <<addclass "#vegetablegarden" "h14vegetablegarden">> <</if>> <<if $active.home.id is 14 and $active.level is 1>> <<removeclass "#level0" "nodisplay">> <<addclass "#level0" "h14level0">> <<removeclass "#level2a" "nodisplay">> <<addclass "#level2a" "h14level2a">> <<removeclass "#kitchen" "nodisplay">> <<addclass "#kitchen" "h14kitchen">> <<removeclass "#diningroom" "nodisplay">> <<addclass "#diningroom" "h14diningroom">> <<removeclass "#pantry" "nodisplay">> <<addclass "#pantry" "h14pantry">> <<removeclass "#hall" "nodisplay">> <<addclass "#hall" "h14hall">> <<removeclass "#livingroom" "nodisplay">> <<addclass "#livingroom" "h14livingroom">> <<removeclass "#bathroom" "nodisplay">> <<addclass "#bathroom" "h14bathroom">> <<removeclass "#masterbedroom" "nodisplay">> <<addclass "#masterbedroom" "h14masterbedroom">> <</if>> <<if $active.home.id is 14 and $active.level is 2>> <<removeclass "#level1a" "nodisplay">> <<addclass "#level1a" "h14level1a">> <<removeclass "#bedroom1" "nodisplay">> <<addclass "#bedroom1" "h14bedroom1">> <<removeclass "#bedroom2" "nodisplay">> <<addclass "#bedroom2" "h14bedroom2">> <<removeclass "#bedroom3" "nodisplay">> <<addclass "#bedroom3" "h14bedroom3">> <<removeclass "#bedroom4" "nodisplay">> <<addclass "#bedroom4" "h14bedroom4">> <<removeclass "#bedroom5" "nodisplay">> <<addclass "#bedroom5" "h14bedroom5">> <<removeclass "#bathroom" "nodisplay">> <<addclass "#bathroom" "h14bathroom">> <</if>> <<if $active.home.id is 15>> <<removeclass "#kitchen" "nodisplay">> <<addclass "#kitchen" "h15kitchen">> <<removeclass "#bathroom" "nodisplay">> <<addclass "#bathroom" "h15bathroom">> <<removeclass "#masterbedroom" "nodisplay">> <<addclass "#masterbedroom" "h15masterbedroom">> <<removeclass "#hall" "nodisplay">> <<addclass "#hall" "h15hall">> <</if>> /*----------------------------------HERO PANELS--------------------------------------*/ <<if $active.home.id is 10 and $active.room is "">> <<removeclass "#home10heroes" "nodisplay">> <</if>> <<if $active.home.id is 11 and $active.room is "">> <<removeclass "#home11heroes" "nodisplay">> <</if>> <<if $active.home.id is 12 and $active.room is "">> <<removeclass "#home12heroes" "nodisplay">> <</if>> <<if $active.home.id is 14 and $active.room is "">> <<removeclass "#home14heroes" "nodisplay">> <</if>> <<if $active.home.id is 15 and $active.room is "">> <<removeclass "#home15heroes" "nodisplay">> <</if>> /*--------------------------------FOR CYCLES HERE-----------------------------------*/ /*removes button from table cells if there is no hero assigned there*/ <<if $active.home.id is 10>> <<for _i = 1; _i lte 56; _i++>> <<set _hloop = $trackdata.slots["s" + _i]>> <<set _hrep = "#s" + _i>> <<if _hloop is "">> <<replace _hrep>><</replace>> <</if>> <</for>> <</if>> <<if $active.home.id is 11>> <<for _i = 57; _i lte 60; _i++>> <<set _hloop = $trackdata.slots["s" + _i]>> <<set _hrep = "#s" + _i>> <<if _hloop is "">> <<replace _hrep>><</replace>> <</if>> <</for>> <</if>> <<if $active.home.id is 12>> <<for _i = 61; _i lte 72; _i++>> <<set _hloop = $trackdata.slots["s" + _i]>> <<set _hrep = "#s" + _i>> <<if _hloop is "">> <<replace _hrep>><</replace>> <</if>> <</for>> <</if>> <<if $active.home.id is 14>> <<for _i = 73; _i lte 93; _i++>> <<set _hloop = $trackdata.slots["s" + _i]>> <<set _hrep = "#s" + _i>> <<if _hloop is "">> <<replace _hrep>><</replace>> <</if>> <</for>> <</if>> <<if $active.home.id is 15>> <<for _i = 94; _i lte 95; _i++>> <<set _hloop = $trackdata.slots["s" + _i]>> <<set _hrep = "#s" + _i>> <<if _hloop is "">> <<replace _hrep>><</replace>> <</if>> <</for>> <</if>> /*----------------------------------END TIMER----------------------------------------*/ <<if $active.room is "">> <<else>> <<removeclass "#homeleft" "flexdisplay">> <<addclass "#homeleft" "nodisplay">> <<removeclass "#imgroom" "nodisplay">> <<removeclass "#roominterface" "nodisplay">> <</if>> <</timed>> <</nobr>>
<<nobr>> <<script>> $(document).one(":passagedisplay", function() { $("#intfvs").hide(); setTimeout(function() { $("#intfvs").fadeIn(120); }, 1); }); <</script>> <<switch $active.hero.data.role>> <<case 1>> <<set _herorole = "Housekeeper">> <<case 2>> <<set _herorole = "Janitor">> <<case 3>> <<set _herorole = "Gardener">> <<case 4>> <<set _herorole = "Cook">> <<case 5>> <<set _herorole = "Supplier">> <<case 6>> <<set _herorole = "Guard">> <<case 7>> <<set _herorole = "Instructor">> <<case 8>> <<set _herorole = "Technician">> <<case 9>> <<set _herorole = "Medic">> <<case 10>> <<set _herorole = "Coordinator">> <<case 11>> <<set _herorole = "Performer">> <<case 12>> <<set _herorole = "Brewer">> <<case 13>> <<set _herorole = "Hunter">> <<case 14>> <<set _herorole = "Scavenger">> <<case 15>> <<set _herorole = "Stablehand">> <<case 16>> <<set _herorole = "Accountant">> <<case 17>> <<set _herorole = "Strategist">> <<case 18>> <<set _herorole = "General">> <<case 19>> <<set _herorole = "Sergeant">> <<case 20>> <<set _herorole = "Agent">> <<case 21>> <<set _herorole = "Chemist">> <<default>> <<set _herorole = "">> <</switch>> <<switch $active.hero.data.title>> <<case 1>> <<set _herotitle = "Head Steward">> <<case 2>> <<set _herotitle = "Chief Custodian">> <<case 3>> <<set _herotitle = "Groundskeeper">> <<case 4>> <<set _herotitle = "Head Chef">> <<case 5>> <<set _herotitle = "Quartermaster">> <<case 6>> <<set _herotitle = "Capitán de la Guardia">> <<case 7>> <<set _herotitle = "Drillmaster">> <<case 8>> <<set _herotitle = "Master Mechanic">> <<case 9>> <<set _herotitle = "Medical Director">> <<case 10>> <<set _herotitle = "Director de Logística">> <<case 11>> <<set _herotitle = "Entertainment Manager">> <<case 12>> <<set _herotitle = "Brewmaster">> <<case 13>> <<set _herotitle = "Huntmaster">> <<case 14>> <<set _herotitle = "Senior Archeologist">> <<case 15>> <<set _herotitle = "Caballerizo Mayor">> <<case 16>> <<set _herotitle = "Tesorero Mayor">> <<case 17>> <<set _herotitle = "Maestre de Campo">> <<case 18>> <<set _herotitle = "Capitán General">> <<case 19>> <<set _herotitle = "Teniente Coronel">> <<case 20>> <<set _herotitle = "Espía Maestre">> <<case 21>> <<set _herotitle = "Alquimista Principal">> <<default>> <<set _herotitle = "">> <</switch>> <div class="maptop"> <div class="mapleftbox"> <div class="mapleftupicons"> [img[./Images/Interface/time.png]] <<displaytime>> </div> <div class="mapleftupicons"> [img[./Images/Interface/playerenergy.png]] <<=$heroes.id9999.stats.energy + " / " + $heroes.id9999.stats.maxenergy>> </div> <div class="mapleftupicons"> [img[./Images/Interface/playerhealth.png]] <<=$heroes.id9999.stats.health + " / " + $heroes.id9999.stats.maxhealth>> </div> </div> <div class="menutop" class="hidden"> </div> <div class="maprightbox"> <div class="maprightupicons"> [img[./Images/Interface/playermoney.png]] <<print setup.formatNumber($heroes.id9999.stats.money)>> </div> <div class="maprightupicons"> [img[./Images/Interface/playerfame.png]] <<print setup.formatNumber($heroes.id9999.stats.fame)>> </div> <div class="maprightupicons"> [img[./Images/Interface/playerinfluence.png]] <<print setup.formatNumber($heroes.id9999.stats.influence )>> </div> </div> </div> <div class="mapmiddle"> <div class="mapleft"> </div> <div class="mapcentre" id="theintercentre"> <<if isNaN($hpnav)>> <div id="hp1left"> <div class="hpstitle"> <<=$active.hero.data.firstname + " " + $active.hero.data.lastname>> </div> <div class="hpstitlebutt"> <div class="hpstlbicons hpstlbicons2"> [img[./Images/Interface/playerenergy.png]] <span id="hpspan"></span><<= $active.hero.stats.energy + "/" + $active.hero.stats.maxenergy>> </div> <div class="hpstlbicons hpstlbicons2"> [img[./Images/Interface/playerhealth.png]]<span id="hpspan"></span><<= $active.hero.stats.health + "/" + $active.hero.stats.maxhealth>> </div> <div class="hpstlbicons"> [img[./Images/Interface/playermoney.png]] <span id="hpspan"></span><<= setup.formatNumber($active.hero.stats.money)>> </div> <div class="hpstlbicons"> [img[./Images/Interface/playerfame.png]] <span id="hpspan"></span><<= setup.formatNumber($active.hero.stats.fame)>> </div> <div class="hpstlbicons"> [img[./Images/Interface/playerinfluence.png]] <span id="hpspan"></span><<= setup.formatNumber($active.hero.stats.influence )>> </div> </div> <div id="hpdiag"> <div id="hptext"> <<include "HeroText">> </div> </div> <div class="hpstitle"> <<= "Talk options (-1">>[img[./Images/Interface/playerenergy.png]]<<="), ">><<=$active.hero.interact.talk>><<= " actions left">> </div> <<if $totalminutes lt 1350>> <<if $active.hero.interact.talk gt 0>> <<if $active.hero.stats.energy gte 1>> <<if $heroes.id9999.stats.energy gte 1>> <<set _talktime= random(12,25)>> <div class="hplrbutts"> <div class="hpcbutts"> <<if isNaN($herotalkopts)>> <div id ="hptalkbutt"> <<button "Ask" "HeroPage">> <<set $herotalkopts =1>> <</button>> </div> /*<div id ="hptalkbutt"> <<button "Debate" "HeroPage">> <<set $herotalkopts =2>> <</button>> </div>*/ <div id ="hptalkbutt"> <<button "Discuss" "HeroPage">> <<set $herotalkopts =3>> <</button>> </div> <</if>> <<if $herotalkopts is 1>> <div id ="hptalkbutt"> <<button "Background" "HeroPage">> <<set $herotalkdesc =11>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Secrets" "HeroPage">> <<set $herotalkdesc =12>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Regrets" "HeroPage">> <<set $herotalkdesc =13>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <</if>> <<if $herotalkopts is 2>> <div id ="hptalkbutt"> <<button "Politics" "HeroPage">> <<set $herotalkdesc =21>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Religion" "HeroPage">> <<set $herotalkdesc =22>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Loyalty" "HeroPage">> <<set $herotalkdesc =23>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <</if>> <<if $herotalkopts is 3>> <div id ="hptalkbutt"> <<button "About you" "HeroPage">> <<set $herotalkdesc =31>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Stories" "HeroPage">> <<set $herotalkdesc =32>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Gossips" "HeroPage">> <<set $herotalkdesc =33>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <</if>> <<if $herotalkopts is 4>> <div id ="hptalkbutt"> <<button "Skills" "HeroPage">> <<set $herotalkdesc =41>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Appearance" "HeroPage">> <<set $herotalkdesc =42>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Loyalty" "HeroPage">> <<set $herotalkdesc =43>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <</if>> <<if $herotalkopts is 5>> <div id ="hptalkbutt"> <<button "Mock" "HeroPage">> <<set $herotalkdesc =51>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Frighten" "HeroPage">> <<set $herotalkdesc =52>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Threaten" "HeroPage">> <<set $herotalkdesc =53>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <</if>> <<if $herotalkopts is 6>> <div id ="hptalkbutt"> <<button "Sweet talk" "HeroPage">> <<set $herotalkdesc =61>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Boost confidence" "HeroPage">> <<set $herotalkdesc =62>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Admire" "HeroPage">> <<set $herotalkdesc =63>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <</if>> </div> <div class="hpcbutts"> <<if isNaN($herotalkopts)>> <div id ="hptalkbutt"> <<button "Compliment" "HeroPage">> <<set $herotalkopts =4>> <</button>> </div> <div id ="hptalkbutt"> <<button "Insult" "HeroPage">> <<set $herotalkopts =5>> <</button>> </div> <<if $active.hero.id lt 6000>> <div id ="hptalkbutt"> <<button "Flirt" "HeroPage">> <<set $herotalkopts =6>> <</button>> </div> <</if>> <</if>> <<if $herotalkopts is 1>> <div id ="hptalkbutt"> <<button "Fears" "HeroPage">> <<set $herotalkdesc =14>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Plans" "HeroPage">> <<set $herotalkdesc =15>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Back" "HeroPage">> <<unset $herotalkopts>> <</button>> </div> <</if>> <<if $herotalkopts is 2>> <div id ="hptalkbutt"> <<button "Morality" "HeroPage">> <<set $herotalkdesc =24>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Salary" "HeroPage">> <<set $herotalkdesc =25>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Back" "HeroPage">> <<unset $herotalkopts>> <</button>> </div> <</if>> <<if $herotalkopts is 3>> /*<div id ="hptalkbutt"> <<button "Experiences" "HeroPage">> <<set $herotalkdesc =34>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Personal topics" "HeroPage">> <<set $herotalkdesc =35>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div>*/ <div id ="hptalkbutt"> <<button "Back" "HeroPage">> <<unset $herotalkopts>> <</button>> </div> <</if>> <<if $herotalkopts is 4>> /*<div id ="hptalkbutt"> <<button "Hard work" "HeroPage">> <<set $herotalkdesc =44>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Intelligence" "HeroPage">> <<set $herotalkdesc =45>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div>*/ <div id ="hptalkbutt"> <<button "Back" "HeroPage">> <<unset $herotalkopts>> <</button>> </div> <</if>> <<if $herotalkopts is 5>> /*<div id ="hptalkbutt"> <<button "Ridicule" "HeroPage">> <<set $herotalkdesc =54>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Compare" "HeroPage">> <<set $herotalkdesc =55>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div>*/ <div id ="hptalkbutt"> <<button "Back" "HeroPage">> <<unset $herotalkopts>> <</button>> </div> <</if>> <<if $herotalkopts is 6>> /*<div id ="hptalkbutt"> <<button "Tease" "HeroPage">> <<set $herotalkdesc =64>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Jealousy play" "HeroPage">> <<set $herotalkdesc =65>> <<set $active.hero.interact.talk -= 1>> <<addminutes _talktime>> <<set $heroes.id9999.stats.energy -=1>> <<set $active.hero.stats.energy -=1>> <</button>> </div>*/ <div id ="hptalkbutt"> <<button "Back" "HeroPage">> <<unset $herotalkopts>> <</button>> </div> <</if>> </div> </div> <<else>> <div class="hplrbutts"> <div id="hpstitle">Not enough energy!</div> </div> <</if>> <<else>> <div class="hplrbutts"> <div id="hpstitle">This hero is too tired to talk with you now!</div> </div> <</if>> <<else>> <div class="hplrbutts"> <div id="hpstitle">No more talk actions left for today!</div> </div> <</if>> <<else>> <div class="hplrbutts"> <div id="hpstitle">Too late! Come back tomorrow!</div> </div> <</if>> </div> <div id="hp2left"> <div id="hptorsopic"> <<="[img[./Images/Heroes/id" + $active.hero.id + "/" + $active.hero.data.pic + ".png]]">> </div> <div id="hpstdown"> <<if isNaN($hpbsw)>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 1>> <</button>> [img[./Images/Interface/hp_1.png]] </div> <</if>> <<if $hpbsw is 1>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 9>> <</button>> [img[./Images/Interface/hp_9.png]] </div> <</if>> <<if $hpbsw is 2>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 17>> <</button>> [img[./Images/Interface/hp_17.png]] </div> <</if>> <<if isNaN($hpbsw)>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 2>> <</button>> [img[./Images/Interface/hp_2.png]] </div> <</if>> <<if $hpbsw is 1>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 10>> <</button>> [img[./Images/Interface/hp_10.png]] </div> <</if>> <<if $hpbsw is 2>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 18>> <</button>> [img[./Images/Interface/hp_18.png]] </div> <</if>> <<if isNaN($hpbsw)>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 3>> <</button>> [img[./Images/Interface/hp_3.png]] </div> <</if>> <<if $hpbsw is 1>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 11>> <</button>> [img[./Images/Interface/hp_11.png]] </div> <</if>> <<if $hpbsw is 2>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 19>> <</button>> [img[./Images/Interface/hp_19.png]] </div> <</if>> <<if isNaN($hpbsw)>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 4>> <</button>> [img[./Images/Interface/hp_4.png]] </div> <</if>> <<if $hpbsw is 1>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 12>> <</button>> [img[./Images/Interface/hp_12.png]] </div> <</if>> <<if $hpbsw is 2>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 20>> <</button>> [img[./Images/Interface/hp_20.png]] </div> <</if>> <<if $active.hero.id lt 6000 and $active.hero.data.willpower lt 20>> <<if isNaN($hpbsw)>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $hpbsw = 1>> <</button>> [img[./Images/Interface/iconreset.png]] </div> <</if>> <<if $hpbsw is 1>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $hpbsw = 2>> <</button>> [img[./Images/Interface/iconreset.png]] </div> <</if>> <<if $hpbsw is 2>> <div id="hpbelt"> <<button "a" `passage()`>> <<unset $hpbsw>> <</button>> [img[./Images/Interface/iconreset.png]] </div> <</if>> <</if>> <<if isNaN($hpbsw)>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 5>> <</button>> [img[./Images/Interface/hp_5.png]] </div> <</if>> <<if $hpbsw is 1>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 13>> <</button>> [img[./Images/Interface/hp_13.png]] </div> <</if>> <<if $hpbsw is 2>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 21>> <</button>> [img[./Images/Interface/hp_21.png]] </div> <</if>> <<if isNaN($hpbsw)>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 6>> <</button>> [img[./Images/Interface/hp_6.png]] </div> <</if>> <<if $hpbsw is 1>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 14>> <</button>> [img[./Images/Interface/hp_14.png]] </div> <</if>> <<if $hpbsw is 2>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 22>> <</button>> [img[./Images/Interface/hp_22.png]] </div> <</if>> <<if isNaN($hpbsw)>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 7>> <</button>> [img[./Images/Interface/hp_7.png]] </div> <</if>> <<if $hpbsw is 1>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 15>> <</button>> [img[./Images/Interface/hp_15.png]] </div> <</if>> <<if $hpbsw is 2>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 23>> <</button>> [img[./Images/Interface/hp_23.png]] </div> <</if>> <<if isNaN($hpbsw)>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 8>> <</button>> [img[./Images/Interface/hp_8.png]] </div> <</if>> <<if $hpbsw is 1>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 16>> <</button>> [img[./Images/Interface/hp_16.png]] </div> <</if>> <<if $hpbsw is 2>> <div id="hpbelt"> <<button "a" `passage()`>> <<set $active.hero.data.pic = 24>> <</button>> [img[./Images/Interface/hp_24.png]] </div> <</if>> </div> </div> <div id="hp3left"> <div class="hpstitle"> Hero details </div> <div class="hpstitlebutt"> <div id ="hptalkbutt2"> <<button "Stats" "HeroPage">> <<set $hpnav = 1>> <</button>> </div> <div id ="hptalkbutt2"> <<button "Actions" "HeroPage">> <<set $hpnav = 2>> <</button>> </div> <div id ="hptalkbutt2"> <<button "Inventory" "Inventory">> <<include "InventSet">> <</button>> </div> </div> <div id="hpdgcontainer"> <div id="hpdiagright"> <table> <tbody> <tr> <td id="hpherotablleft">Affection</td> <td id="hpherotablright"><<=$active.hero.data.affection + $active.hero.affectionbonus.id9999>></td> </tr> <tr> <td id="hpherotablleft">Attraction</td> <td id="hpherotablright"><<=$active.hero.data.attraction>></td> </tr> <tr> <td id="hpherotablleft">Willpower</td> <td id="hpherotablright"><<=$active.hero.data.willpower>></td> </tr> <tr> <td id="hpherotablleft">Mood</td> <td id="hpherotablright"><<=$active.hero.data.mood>></td> </tr> <tr> <td id="hpherotablleft">Morality</td> <td id="hpherotablright"><<=$active.hero.data.morality>></td> </tr> <tr> <td id="hpherotablleft">Devotion</td> <td id="hpherotablright"><<=$active.hero.data.devotion>></td> </tr> <tr> <td id="hpherotablleft">Commitment</td> <td id="hpherotablright"><<=$active.hero.data.commitment>></td> </tr> <tr> <td id="hpherotablleft">Judgement</td> <td id="hpherotablright"><<=$active.hero.data.judgement>></td> </tr> <tr> <td id="hpherotablleft">Hunger</td> <td id="hpherotablright"><<=$active.hero.data.hunger>></td> </tr> </tbody> </table> <table> <tbody> <tr> <td id="hpherotablleft">Language</td> <td id="hpherotablright"><<= $active.hero.data.language.toUpperFirst()>></td> </tr> <tr> <td id="hpherotablleft">Body</td> <td id="hpherotablright"><<=$active.hero.data.body.toUpperFirst()>></td> </tr> <tr> <td id="hpherotablleft">Temperament</td> <td id="hpherotablright"><<=$active.hero.data.temperament.toUpperFirst()>></td> </tr> <tr> <td id="hpherotablleft">Role</td> <td id="hpherotablright"><<= _herorole>></td> </tr> <tr> <td id="hpherotablleft">Title</td> <td id="hpherotablright"><<= _herotitle>></td> </tr> <tr> <td id="hpherotablleft">Religion</td> <td id="hpherotablright"><<=$active.hero.data.religion.toUpperFirst()>></td> </tr> <tr> <td id="hpherotablleft">Political view</td> <td id="hpherotablright"><<=$active.hero.data.politics.toUpperFirst()>></td> </tr> <tr> <td id="hpherotablleft">Status</td> <td id="hpherotablright"><<=$active.hero.data.status.toUpperFirst()>></td> </tr> <tr> <td id="hpherotablleft">Partner</td> <td id="hpherotablright"><<=$active.hero.data.partner.toUpperFirst()>></td> </tr> </tbody> </table> </div> <div id="heropagetraitslisttitl"> Active Traits </div> <div id="heropagetraitslistof"> <<set _traitKeys = Object.keys($active.hero.traits)>> <<for _i = 0; _i < _traitKeys.length; _i++>> <<set _traitName = _traitKeys[_i]>> <<set _traitValue = $active.hero.traits[_traitName]>> <<if _traitValue gte 75>> <div class="heroptraitboxlistof"><<print _traitName.toUpperFirst()>></div> <</if>> <</for>> </div> <div id="hpageage"> <<set _birthDays = $totaldays - $active.hero.data.age>> <<set _birthDate = new Date(0)>> <<set _birthDate.setDate(_birthDate.getDate() + _birthDays)>> <<set _birthMonth = _birthDate.getMonth() + 1>> <<set _birthDay = _birthDate.getDate()>> <<set _today = new Date(0)>> <<set _today.setDate($totaldays)>> <<set _nextBirthday = new Date(_today.getFullYear(), _birthMonth - 1, _birthDay)>> <<if _nextBirthday < _today>> <<set _nextBirthday.setFullYear(_nextBirthday.getFullYear() + 1)>> <</if>> <<set _diffTime = _nextBirthday - _today>> <<set _diffDays = Math.ceil(_diffTime / (1000 * 60 * 60 * 24))>> <<switch _birthMonth>> <<case 1>> <<set _monthName = "January">> <<case 2>> <<set _monthName = "February">> <<case 3>> <<set _monthName = "March">> <<case 4>> <<set _monthName = "April">> <<case 5>> <<set _monthName = "May">> <<case 6>> <<set _monthName = "June">> <<case 7>> <<set _monthName = "July">> <<case 8>> <<set _monthName = "August">> <<case 9>> <<set _monthName = "September">> <<case 10>> <<set _monthName = "October">> <<case 11>> <<set _monthName = "November">> <<case 12>> <<set _monthName = "December">> <</switch>> <<if $active.hero.id lt 6000>> <<set _gend = "her">> <<set _gend2 ="She">> <<else>> <<set _gend = "his">> <<set _gend2 ="He">> <</if>> <<set _aaage = Math.floor($active.hero.data.age/365.25)>> <<switch _birthDay>> <<case 1>> <<set _ndst = "st">> <<case 2>> <<set _ndst = "nd">> <<case 3>> <<set _ndst = "rd">> <<default>> <<set _ndst = "th">> <</switch>> <<if _diffDays lte 1>> <<set _aaage +=1>> <<print "Today is" + _gend + " birthday (" + _birthDay + _ndst + " of " + _monthName + "). Daily salary: " + $active.hero.data.wage + " ">>[img[./Images/Interface/playermoney.png]] <<else>> <<print _gend2 + " is " + _aaage + " years old. There are " + _diffDays + " days until " + _gend +" birthday (" + _birthDay + _ndst + " of " + _monthName + "). Daily salary: " + $active.hero.data.wage + " ">> [img[./Images/Interface/playermoney.png]] <</if>> </div> </div> <div class="hpstitle"> <<= "Activities (-5">>[img[./Images/Interface/playerenergy.png]]<<="), ">><<=$active.hero.interact.activities>><<= " actions left">> </div> <<if $totalminutes lt 1350>> <<if $active.hero.interact.activities gt 0>> <<if $active.hero.stats.energy gte 5>> <<if $heroes.id9999.stats.energy gte 5>> <<set _acttime= random(90,180)>> <<set _sedtime= random(5,9)>> <div class="hplrbutts"> <div class="hpcbutts"> <<if isNaN($heroactopts)>> <div id ="hptalkbutt"> <<button "Entertainment" "HeroPage">> <<set $heroactopts =1>> <</button>> </div> <div id ="hptalkbutt"> <<button "Adventure" "HeroPage">> <<set $heroactopts =2>> <</button>> </div> <div id ="hptalkbutt"> <<button "Bonding" "HeroPage">> <<set $heroactopts =3>> <</button>> </div> <</if>> <<if $heroactopts is 1>> <div id ="hptalkbutt"> <<button "Restaurant" "HeroPage">> <<set $herotalkdesc =71>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Theatre" "HeroPage">> <<set $herotalkdesc =72>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Board games" "HeroPage">> <<set $herotalkdesc =73>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <</if>> <<if $heroactopts is 2>> <div id ="hptalkbutt"> <<button "Urban exploring" "HeroPage">> <<set $herotalkdesc =81>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Scavenging" "HeroPage">> <<set $herotalkdesc =82>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Chachalaca hunt" "HeroPage">> <<set $herotalkdesc =83>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <</if>> <<if $heroactopts is 3>> <div id ="hptalkbutt"> <<button "Bar hopping" "HeroPage">> <<set $herotalkdesc =91>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Party dancing" "HeroPage">> <<set $herotalkdesc =92>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Fishing" "HeroPage">> <<set $herotalkdesc =93>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <</if>> <<if $heroactopts is 4>> <div id ="hptalkbutt"> <<button "Give gift" "HeroPage">> <<set $herotalkdesc =101>> <<set $active.hero.interact.activities -= 1>> <<addminutes _sedtime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Touch waist" "HeroPage">> <<set $herotalkdesc =102>> <<set $active.hero.interact.activities -= 1>> <<addminutes _sedtime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <<if $heroes.id9999.arousal gte 300>> <div id ="hptalkbutt"> <<button "Suggest sex" "HeroPage">> <<set $herotalkdesc =103>> <<set $active.hero.interact.activities -= 1>> <<addminutes _sedtime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <</if>> <</if>> <<if $heroactopts is 5>> <div id ="hptalkbutt"> <<button "Strength" "HeroPage">> <<set $herotalkdesc =111>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Precision" "HeroPage">> <<set $herotalkdesc =112>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Dexterity" "HeroPage">> <<set $herotalkdesc =113>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <</if>> <<if $heroactopts is 6>> <div id ="hptalkbutt"> <<button "Academical" "HeroPage">> <<set $herotalkdesc =121>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Scientific" "HeroPage">> <<set $herotalkdesc =122>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Medical" "HeroPage">> <<set $herotalkdesc =123>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <</if>> </div> <div class="hpcbutts"> <<if isNaN($heroactopts)>> <<if $active.hero.id lt 6000>> <div id ="hptalkbutt"> <<button "Seduce" "HeroPage">> <<set $heroactopts =4>> <</button>> </div> <</if>> <div id ="hptalkbutt"> <<button "Training" "HeroPage">> <<set $heroactopts =5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Study" "HeroPage">> <<set $heroactopts =6>> <</button>> </div> <</if>> <<if $heroactopts is 1>> /*<div id ="hptalkbutt"> <<button "Football match" "HeroPage">> <<set $herotalkdesc =74>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Cinema" "HeroPage">> <<set $herotalkdesc =75>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div>*/ <div id ="hptalkbutt"> <<button "Back" "HeroPage">> <<unset $heroactopts>> <</button>> </div> <</if>> <<if $heroactopts is 2>> /*<div id ="hptalkbutt"> <<button "Treasure hunt" "HeroPage">> <<set $herotalkdesc =84>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Wreck diving" "HeroPage">> <<set $herotalkdesc =85>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div>*/ <div id ="hptalkbutt"> <<button "Back" "HeroPage">> <<unset $heroactopts>> <</button>> </div> <</if>> <<if $heroactopts is 3>> /* <div id ="hptalkbutt"> <<button "Park walk" "HeroPage">> <<set $herotalkdesc =94>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Stargazing" "HeroPage">> <<set $herotalkdesc =95>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div>*/ <div id ="hptalkbutt"> <<button "Back" "HeroPage">> <<unset $heroactopts>> <</button>> </div> <</if>> <<if $heroactopts is 4>> <<if $heroes.id9999.arousal gte 250>> /*<div id ="hptalkbutt"> <<button "Attempt kissing" "HeroPage">> <<set $herotalkdesc =104>> <<set $active.hero.interact.activities -= 1>> <<addminutes _sedtime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Suggest orgy" "HeroPage">> <<set $herotalkdesc =105>> <<set $active.hero.interact.activities -= 1>> <<addminutes _sedtime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div>*/ <</if>> <div id ="hptalkbutt"> <<button "Back" "HeroPage">> <<unset $heroactopts>> <</button>> </div> <</if>> <<if $heroactopts is 5>> <div id ="hptalkbutt"> <<button "Agility" "HeroPage">> <<set $herotalkdesc =114>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Interpersonal" "HeroPage">> <<set $herotalkdesc =115>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Back" "HeroPage">> <<unset $heroactopts>> <</button>> </div> <</if>> <<if $heroactopts is 6>> <div id ="hptalkbutt"> <<button "Warfare" "HeroPage">> <<set $herotalkdesc =124>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Politics" "HeroPage">> <<set $herotalkdesc =125>> <<set $active.hero.interact.activities -= 1>> <<addminutes _acttime>> <<set $heroes.id9999.stats.energy -=5>> <<set $active.hero.stats.energy -=5>> <</button>> </div> <div id ="hptalkbutt"> <<button "Back" "HeroPage">> <<unset $heroactopts>> <</button>> </div> <</if>> </div> </div> <<else>> <div class="hplrbutts"> <div id="hpstitle">Not enough energy!</div> </div> <</if>> <<else>> <div class="hplrbutts"> <div id="hpstitle">This hero is too tired to spend time with you!</div> </div> <</if>> <<else>> <div class="hplrbutts"> <div id="hpstitle">No more activities actions left for today!</div> </div> <</if>> <<else>> <div class="hplrbutts"> <div id="hpstitle">Too late! Come back tomorrow!</div> </div> <</if>> </div> <</if>> <<if $hpnav is 2>> <div class="placeleft"> <div id="herorolestitles"> <div class="heroproles"> <div class="heroprolestitle">Roles</div> <<if $active.hero.data.role is "">> <<else>> <div id="hprtitem"> <div id="hprtitemspan"><<= _herorole>></div> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id1 gt 0>> <div id="hprtitem"> <<button "Housekeeper" "HeroPage">> <<set $active.hero.data.role = 1>> <<set $trackdata.roles["id" + $active.hero.data.role] -= 1>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id2 gt 0>> <div id="hprtitem"> <<button "Janitor" "HeroPage">> <<set $active.hero.data.role = 2>> <<set $trackdata.roles["id" + $active.hero.data.role] -= 1>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id3 gt 0>> <div id="hprtitem"> <<button "Gardener" "HeroPage">> <<set $active.hero.data.role = 3>> <<set $trackdata.roles["id" + $active.hero.data.role] -= 1>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id4 gt 0>> <div id="hprtitem"> <<button "Cook" "HeroPage">> <<set $active.hero.data.role = 4>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id5 gt 0>> <div id="hprtitem"> <<button "Supplier" "HeroPage">> <<set $active.hero.data.role = 5>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id6 gt 0>> <div id="hprtitem"> <<button "Guard" "HeroPage">> <<set $active.hero.data.role = 6>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id7 gt 0>> <div id="hprtitem"> <<button "Instructor" "HeroPage">> <<set $active.hero.data.role = 7>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id8 gt 0>> <div id="hprtitem"> <<button "Technician" "HeroPage">> <<set $active.hero.data.role = 8>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id9 gt 0>> <div id="hprtitem"> <<button "Medic" "HeroPage">> <<set $active.hero.data.role = 9>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id10 gt 0>> <div id="hprtitem"> <<button "Coordinator" "HeroPage">> <<set $active.hero.data.role = 10>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id11 gt 0>> <div id="hprtitem"> <<button "Performer" "HeroPage">> <<set $active.hero.data.role = 11>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id12 gt 0>> <div id="hprtitem"> <<button "Brewer" "HeroPage">> <<set $active.hero.data.role = 12>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id13 gt 0>> <div id="hprtitem"> <<button "Hunter" "HeroPage">> <<set $active.hero.data.role = 13>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id14 gt 0>> <div id="hprtitem"> <<button "Scavenger" "HeroPage">> <<set $active.hero.data.role = 14>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id15 gt 0>> <div id="hprtitem"> <<button "Stablehand" "HeroPage">> <<set $active.hero.data.role = 15>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id16 gt 0>> <div id="hprtitem"> <<button "Accountant" "HeroPage">> <<set $active.hero.data.role = 16>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id17 gt 0>> <div id="hprtitem"> <<button "Strategist" "HeroPage">> <<set $active.hero.data.role = 17>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id18 gt 0>> <div id="hprtitem"> <<button "General" "HeroPage">> <<set $active.hero.data.role = 18>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id19 gt 0>> <div id="hprtitem"> <<button "Sergeant" "HeroPage">> <<set $active.hero.data.role = 19>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id20 gt 0>> <div id="hprtitem"> <<button "Agent" "HeroPage">> <<set $active.hero.data.role = 20>> <</button>> </div> <</if>> <<if $active.hero.data.role is "" and $trackdata.roles.id21 gt 0>> <div id="hprtitem"> <<button "Chemist" "HeroPage">> <<set $active.hero.data.role = 21>> <</button>> </div> <</if>> <<if $active.hero.data.role isnot "">> <div id="hprtitem"> <<button "Clear role" "HeroPage">> <<if $active.hero.data.title isnot "">> <<set $trackdata.titles["id" + $active.hero.data.title] = 0>> <<set $active.hero.data.title = "">> <</if>> <<set $trackdata.roles["id" + $active.hero.data.role] += 1>> <<set $active.hero.data.role = "">> <</button>> </div> <</if>> </div> <div class="heroproles"> <div class="heroprolestitle">Titles</div> <<if $active.hero.data.title is "">> <<else>> <div id="hprtitem"> <div id="hprtitemspan"><<= _herotitle>></div> </div> <</if>> <<if $active.hero.data.role is 1 and $active.hero.data.title is "" and $trackdata.titles.id1 is 0>> <div id="hprtitem"> <<button "Head Steward" "HeroPage">> <<set $active.hero.data.title = 1>> <<set $trackdata.titles.id1 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 2 and $active.hero.data.title is "" and $trackdata.titles.id2 is 0>> <div id="hprtitem"> <<button "Chief Custodian" "HeroPage">> <<set $active.hero.data.title = 2>> <<set $trackdata.titles.id2 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 3 and $active.hero.data.title is "" and $trackdata.titles.id3 is 0>> <div id="hprtitem"> <<button "Groundskeeper" "HeroPage">> <<set $active.hero.data.title = 3>> <<set $trackdata.titles.id3 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 4 and $active.hero.data.title is "" and $trackdata.titles.id4 is 0>> <div id="hprtitem"> <<button "Head Chef" "HeroPage">> <<set $active.hero.data.title = 4>> <<set $trackdata.titles.id4 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 5 and $active.hero.data.title is "" and $trackdata.titles.id5 is 0>> <div id="hprtitem"> <<button "Quartermaster" "HeroPage">> <<set $active.hero.data.title = 5>> <<set $trackdata.titles.id5 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 6 and $active.hero.data.title is "" and $trackdata.titles.id6 is 0>> <div id="hprtitem"> <<button "Capitán de la Guardia" "HeroPage">> <<set $active.hero.data.title = 6>> <<set $trackdata.titles.id6 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 7 and $active.hero.data.title is "" and $trackdata.titles.id7 is 0>> <div id="hprtitem"> <<button "Drillmaster" "HeroPage">> <<set $active.hero.data.title = 7>> <<set $trackdata.titles.id7 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 8 and $active.hero.data.title is "" and $trackdata.titles.id8 is 0>> <div id="hprtitem"> <<button "Master Mechanic" "HeroPage">> <<set $active.hero.data.title = 8>> <<set $trackdata.titles.id8 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 9 and $active.hero.data.title is "" and $trackdata.titles.id9 is 0>> <div id="hprtitem"> <<button "Medical Director" "HeroPage">> <<set $active.hero.data.title = 9>> <<set $trackdata.titles.id9 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 10 and $active.hero.data.title is "" and $trackdata.titles.id10 is 0>> <div id="hprtitem"> <<button "Director de Logística" "HeroPage">> <<set $active.hero.data.title = 10>> <<set $trackdata.titles.id10 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 11 and $active.hero.data.title is "" and $trackdata.titles.id11 is 0>> <div id="hprtitem"> <<button "Entertainment Manager" "HeroPage">> <<set $active.hero.data.title = 11>> <<set $trackdata.titles.id11 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 12 and $active.hero.data.title is "" and $trackdata.titles.id12 is 0>> <div id="hprtitem"> <<button "Brewmaster" "HeroPage">> <<set $active.hero.data.title = 12>> <<set $trackdata.titles.id12 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 13 and $active.hero.data.title is "" and $trackdata.titles.id13 is 0>> <div id="hprtitem"> <<button "Huntmaster" "HeroPage">> <<set $active.hero.data.title = 13>> <<set $trackdata.titles.id13 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 14 and $active.hero.data.title is "" and $trackdata.titles.id14 is 0>> <div id="hprtitem"> <<button "Senior Archeologist" "HeroPage">> <<set $active.hero.data.title = 14>> <<set $trackdata.titles.id14 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 15 and $active.hero.data.title is "" and $trackdata.titles.id15 is 0>> <div id="hprtitem"> <<button "Caballerizo Mayor" "HeroPage">> <<set $active.hero.data.title = 15>> <<set $trackdata.titles.id15 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 16 and $active.hero.data.title is "" and $trackdata.titles.id16 is 0>> <div id="hprtitem"> <<button "Tesorero Mayor" "HeroPage">> <<set $active.hero.data.title = 16>> <<set $trackdata.titles.id16 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 17 and $active.hero.data.title is "" and $trackdata.titles.id17 is 0>> <div id="hprtitem"> <<button "Maestre de Campo" "HeroPage">> <<set $active.hero.data.title = 17>> <<set $trackdata.titles.id17 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 18 and $active.hero.data.title is "" and $trackdata.titles.id18 is 0>> <div id="hprtitem"> <<button "Capitán General" "HeroPage">> <<set $active.hero.data.title = 18>> <<set $trackdata.titles.id18 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 19 and $active.hero.data.title is "" and $trackdata.titles.id19 is 0>> <div id="hprtitem"> <<button "Teniente Coronel" "HeroPage">> <<set $active.hero.data.title = 19>> <<set $trackdata.titles.id19 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 20 and $active.hero.data.title is "" and $trackdata.titles.id20 is 0>> <div id="hprtitem"> <<button "Espía Maestre" "HeroPage">> <<set $active.hero.data.title = 20>> <<set $trackdata.titles.id20 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.role is 21 and $active.hero.data.title is "" and $trackdata.titles.id21 is 0>> <div id="hprtitem"> <<button "Alquimista Principal" "HeroPage">> <<set $active.hero.data.title = 21>> <<set $trackdata.titles.id21 = 1>> <</button>> </div> <<else>> <</if>> <<if $active.hero.data.title isnot "">> <div id="hprtitem"> <<button "Revoke title" "HeroPage">> <<set $trackdata.titles["id" + $active.hero.data.title] = 0>> <<set $active.hero.data.title = "">> <</button>> </div> <</if>> </div> <div class="heroproles"> <div class="heroprolestitle">Apprentices</div> <<set _heroIds = []>> <<for _slotValue range Object.values($trackdata.slots)>> <<if _slotValue neq "">> <<set _heroIds.push(_slotValue)>> <</if>> <</for>> <<set _appr = []>> <<for _i = 0; _i < _heroIds.length; _i++>> <<set _heroId = _heroIds[_i]>> <<set _hero = $heroes["id" + _heroId]>> <<if _hero.data.role is $active.hero.data.role and _hero.id isnot $active.hero.id and $active.hero.data.title isnot "">> <<set _appr.push(_hero.data.firstname)>> <</if>> <</for>> <!-- Display the housekeepers in separate divs --> <<for _i = 0; _i < _appr.length; _i++>> <div id="hprtitem"><<print _appr[_i]>></div> <</for>> </div> </div> <div id= "hpactionsmonyey"> <div id="hpagenpoolb"> <<set _maxbuy1 = 1000>> <<set _buypiece1 = 0>> <<if $heroes.id9999.stats.money lt 1000>> <<set _maxpiece1 = $heroes.id9999.stats.money>> <<else>> <<set _maxpiece1 = 1000>> <</if>> <div id="npooltit">Give money</div> <div class="intfslider"> <<numberpool "_maxbuy1">> <<numberslider "_buypiece1" 0 0 _maxpiece1 1>> <</numberpool>> </div> <span id="hpagenpoolbspan"> a</span> <div id="hstatmebutt"> <<button "Give!" "HeroPage">> <<set $heroes.id9999.stats.money -= _buypiece1>> <<set $active.hero.stats.money += _buypiece1>> <</button>> </div> </div> <div id="hpagenpoolb"> <<set _maxbuy2 = $heroes.id9999.stats.money>> <<if _maxbuy2 gte 100>> <<set _maxbuy2 = 100>> <</if>> /*<<set _buypiece2 = 0>> */ <div id="npooltit">Give raise</div> <div class="intfslider"> <<numberpool "_maxbuy2">> <<numberslider "_buypiece2" 0 0 _maxbuy2 1>> <</numberpool>> </div> <span id="hpagenpoolbspan"> a</span> <div id="hstatmebutt"> <<button "Give!" "HeroPage">> <<set $active.hero.data.wage += _buypiece2>> <</button>> </div> </div> <div id="hpagenpoolb"> <<set _maxbuy2 = 1000>> <<set _buypiece2 = 0>> <div id="npooltit2">Fire hero</div> <div id="hpfwarn"> Warning! You can only rehire a hero if they were originally hired from a map location. </div> <span id="hpagenpoolbspan"> a</span> <div id="hstatmebutt"> <<button "Fire!" "HomeEngine">> <<set $heroes["id" + $active.hero.id] = $active.hero>> <<set _firedSlot = "">> <<for _slotRange2 = 1; _slotRange2 <= 100; _slotRange2++>> <<set _slotKey2 = "s" + _slotRange2>> <<if $trackdata.slots[_slotKey2] is $active.hero.id>> <<set _firedSlot = _slotKey2>> <<break>> <</if>> <</for>> <<set $trackdata.slots[_slotKey2] = "">> <<set $active.hero = "">> <<unset $hpnav>> <<unset $hpbsw>> <<unset $herotalkopts>> <<unset $heroactopts>> <<unset $herotalkdesc>> <<run console.clear()>> <</button>> </div> </div> </div> </div> <div class="placeright"> <div id="intfname">Where should this hero live?</div> <div id="hroscrlplace"> <<set _foundSlot = "">> <<for _slotRange = 1; _slotRange <= 100; _slotRange++>> <<set _slotKey = "s" + _slotRange>> <<if $trackdata.slots[_slotKey] is $active.hero.id>> <<set _foundSlot = _slotKey>> <<break>> <</if>> <</for>> <<if $trackdata.homes.id10 is 1>> <div class="placetable"> <div id="intfname2"><<=setup.interactions.id10.name>></div> <table> <tbody> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s1 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s1 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s1 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s1+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s2 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s2 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s2 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s2+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s3 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s3 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s3 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s3+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s4 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s4 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s4 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s4+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s5 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s5 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s5 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s5+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s6 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s6 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s6 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s6+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s7 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s7 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s7 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s7+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s8 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s8 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s8 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s8+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s9 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s9 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s9 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s9+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s10 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s10 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s10 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s10+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s11 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s11 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s11 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s11+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s12 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s12 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s12 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s12+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s13 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s13 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s13 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s13+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s14 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s14 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s14 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s14+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s15 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s15 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s15 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s15+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s16 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s16 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s16 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s16+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s17 is "" >> <<button "a" "HeroPage">> <<set $trackdata.slots.s17 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s17 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s17+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s18 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s18 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s18 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s18+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s19 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s19 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s19 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s19+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s20 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s20 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s20 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s20+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s21 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s21 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s21 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s21+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s22 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s22 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s22 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s22+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s23 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s23 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s23 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s23+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s24 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s24 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s24 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s24+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s25 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s25 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s25 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s25+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s26 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s26 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s26 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s26+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s27 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s27 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s27 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s27+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s28 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s28 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s28 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s28+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s29 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s29 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s29 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s29+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s30 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s30 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s30 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s30+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s31 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s31 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s31 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s31+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s32 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s32 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s32 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s32+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s33 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s33 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s33 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s33+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s34 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s34 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s34 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s34+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s35 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s35 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s35 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s35+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s36 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s36 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s36 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s36+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s37 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s37 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s37 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s37+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s38 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s38 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s38 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s38+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s39 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s39 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s39 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s39+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s40 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s40 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s40 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s40+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s41 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s41 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s41 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s41+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s42 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s42 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s42 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s42+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s43 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s43 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s43 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s43+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s44 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s44 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s44 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s44+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s45 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s45 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s45 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s45+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s46 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s46 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s46 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s46+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s47 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s47 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s47 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s47+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s48 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s48 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s48 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s48+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s49 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s49 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s49 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s49+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s50 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s50 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s50 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s50+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s51 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s51 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s51 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s51+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s52 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s52 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s52 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s52+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s53 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s53 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s53 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s53+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s54 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s54 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s54 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s54+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s55 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s55 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s55 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s55+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s56 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s56 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s56 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s56+"/profpic.png]]">> <</if>> </div> </td> </tr> </tbody> </table> </div> <</if>> <<if $trackdata.homes.id14 is 1 or $trackdata.homes.id11 is 1>> <div class = "placetable"> <<if $trackdata.homes.id11 is 1>> <div class="placetable"> <div id="intfname2"><<=setup.interactions.id11.name>></div> <table> <tbody> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s57 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s57 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s57 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s57+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s58 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s58 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s58 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s58+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s59 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s59 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s59 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s59+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s60 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s60 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s60 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s60+"/profpic.png]]">> <</if>> </div> </td> </tr> </tbody> </table> </div> <</if>> <<if $trackdata.homes.id14 is 1>> <div class="placetable"> <div id="intfname2"><<=setup.interactions.id14.name>></div> <table> <tbody> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s73 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s73 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s73 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s73+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s74 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s74 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s74 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s74+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s75 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s75 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s75 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s75+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s76 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s76 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s76 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s76+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s77 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s77 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s77 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s77+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s78 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s78 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s78 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s78+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s79 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s79 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s79 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s79+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s80 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s80 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s80 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s80+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s81 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s81 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s81 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s81+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s82 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s81 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s82 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s82+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s83 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s83 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s83 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s83+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s84 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s84 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s84 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s84+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s85 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s85 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s85 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s85+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s86 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s86 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s86 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s86+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s87 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s87 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s87 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s87+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s88 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s88 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s88 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s88+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s89 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s89 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s89 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s89+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s90 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s90 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s90 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s90+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s91>> <<button "a" "HeroPage">> <<set $trackdata.slots.s91 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s91 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s91+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s92 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s92 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s92 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s92+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s93 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s93 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s93 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s93+"/profpic.png]]">> <</if>> </div> </td> </tr> </tbody> </table> </div> <</if>> </div> <</if>> <<if $trackdata.homes.id12 is 1 or $trackdata.homes.id15 is 1>> <div class = "placetable"> <<if $trackdata.homes.id12 is 1>> <div class="placetable"> <div id="intfname2"><<=setup.interactions.id12.name>></div> <table> <tbody> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s61 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s61 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s61 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s61+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s62 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s62 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s62 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s62+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s63 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s63 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s63 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s63+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s64 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s64 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s64 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s64+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s65 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s65 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s65 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s65+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s66 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s66 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s66 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s66+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s67 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s67 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s67 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s67+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s68 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s68 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s68 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s68+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s69 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s69 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s69 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s69+"/profpic.png]]">> <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s70 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s70 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s70 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s70+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s71 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s71 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s71 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s71+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s72 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s72 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s72 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s72+"/profpic.png]]">> <</if>> </div> </td> </tr> </tbody> </table> </div> <</if>> <<if $trackdata.homes.id15 is 1>> <div class="placetable"> <div id="intfname2"><<=setup.interactions.id15.name>></div> <table> <tbody> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s94 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s94 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s94 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s94+"/profpic.png]]">> <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s95 is "">> <<button "a" "HeroPage">> <<set $trackdata.slots.s95 = $active.hero.id>> <<set $trackdata.slots[_foundSlot] = "">> <</button>> <</if>> <<if $trackdata.slots.s95 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s95+"/profpic.png]]">> <</if>> </div> </td> </tr> </tbody> </table> </div> <</if>> </div> <</if>> </div> </div> <</if>> <<if $hpnav is 1>> <div class="placeleft" id="intfvs"> <div id="heropsp"> <div id="intfdown"> <div id="intfhire"> <div id="heropname">Hero Skills</div> <table id="skilltable"> <tbody> <tr> <th scope="col" colspan="2" rowspan="2" id ="skilltablenoright">Skill points</th> <th scope="col" id="skilltabletoprightleft">Strength</th> <th scope="col" id="skilltabletoprightleft">Precision</th> <th scope="col" id="skilltabletoprightleft">Dexterity</th> <th scope="col" id="skilltabletoprightleft">Agility</th> <th scope="col" id="skilltabletoprightleft">Interpersonal</th> </tr> <tr> <th scope="col" id="skilltableleftbottomright"><<=$active.hero.skills.strength>></th> <th scope="col" id="skilltableleftbottomright"><<=$active.hero.skills.precision>></th> <th scope="col" id="skilltableleftbottomright"><<=$active.hero.skills.dexterity>></th> <th scope="col" id="skilltableleftbottomright"><<=$active.hero.skills.agility>></th> <th scope="col" id="skilltableleftbottomright"><<=$active.hero.skills.interpersonal>></th> </tr> <tr> <th scope="row" rowspan="2" id="skilltablenoright">Academical</th> <th rowspan="2" id="skilltableupdown">$active.hero.skills.academical</th> <td id="skilltabletoprightleft">Fauna</td> <td id="skilltabletoprightleft">Flora</td> <td id="skilltabletoprightleft">Cooking</td> <td id="skilltabletoprightleft">Reflex</td> <td id="skilltabletoprightleft">Flattery</td> </tr> <tr> <td id="skilltableleftbottomright"><<=$active.hero.skills.fauna>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.flora>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.cooking>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.reflex>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.flattery>></td> </tr> <tr> <th scope="row" rowspan="2" id="skilltablenoright">Scientific</th> <th rowspan="2" id="skilltableupdown">$active.hero.skills.scientific</th> <td id="skilltabletoprightleft">Building</td> <td id="skilltabletoprightleft">Digital</td> <td id="skilltabletoprightleft">Dodging</td> <td id="skilltabletoprightleft">Crafting</td> <td id="skilltabletoprightleft">Seduction</td> </tr> <tr> <td id="skilltableleftbottomright"><<=$active.hero.skills.building>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.digital>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.dodging>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.crafting>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.seduction>></td> </tr> <tr> <th scope="row" rowspan="2" id="skilltablenoright">Medical</th> <th rowspan="2" id="skilltableupdown">$active.hero.skills.medical</th> <td id="skilltabletoprightleft">Endurance</td> <td id="skilltabletoprightleft">Toughness</td> <td id="skilltabletoprightleft">Herbalism</td> <td id="skilltabletoprightleft">Medicine</td> <td id="skilltabletoprightleft">Charisma</td> </tr> <tr> <td id="skilltableleftbottomright"><<=$active.hero.skills.endurance>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.toughness>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.herbalism>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.medicine>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.charisma>></td> </tr> <tr> <th scope="row" rowspan="2" id ="skilltablenoright">Warfare</th> <th rowspan="2" id="skilltableupdown">$active.hero.skills.warfare</th> <td id="skilltabletoprightleft">Power</td> <td id="skilltabletoprightleft">Shooting</td> <td id="skilltabletoprightleft">Targeting</td> <td id="skilltabletoprightleft">Martial</td> <td id="skilltabletoprightleft">Dread</td> </tr> <tr> <td id="skilltableleftbottomright"><<=$active.hero.skills.power>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.shooting>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.targeting>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.martial>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.dread>></td> </tr> <tr> <th scope="row" rowspan="2" id="skilltablenoright">Politics</th> <th rowspan="2" id="skilltableupdown">$active.hero.skills.politics</th> <td id="skilltabletoprightleft">Leadership</td> <td id="skilltabletoprightleft">Perception</td> <td id="skilltabletoprightleft">Tactics</td> <td id="skilltabletoprightleft">Stealth</td> <td id="skilltabletoprightleft">Manipulation</td> </tr> <tr> <td id="skilltableleftbottomright"><<=$active.hero.skills.leadership>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.perception>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.tactics>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.stealth>></td> <td id="skilltableleftbottomright">$active.hero.skills.manipulation</td> </tr> </tbody> </table> <<if $active.hero.id lt 6000>> <div id="heropname">Sexual Skills</div> <table id = "hpsexskilltable"> <tbody> <tr> <td>(Max: 100)</td> <td>Oral</td> <td>Vaginal</td> <td>Anal</td> <td>BDSM</td> <td>Orgy</td> <td>Lesbian</td> </tr> <tr> <td>Experience</td> <td><<=$active.hero.sex.exp.oral>></td> <td><<=$active.hero.sex.exp.vaginal>></td> <td><<=$active.hero.sex.exp.anal>></td> <td><<=$active.hero.sex.exp.bdsm>></td> <td><<=$active.hero.sex.exp.orgy>></td> <td><<=$active.hero.sex.exp.samesex>></td> </tr> <tr> <td>Preference</td> <td><<=$active.hero.sex.pref.oral>></td> <td><<=$active.hero.sex.pref.vaginal>></td> <td><<=$active.hero.sex.pref.anal>></td> <td><<=$active.hero.sex.pref.bdsm>></td> <td><<=$active.hero.sex.pref.orgy>></td> <td><<=$active.hero.sex.pref.samesex>></td> </tr> </tbody> </table> <</if>> <div id="mtabskswitch"> <div class="miniswitch"> <<button[img[./Images/Interface/iconreset.png]]>> <</button>> </div> </div> </div> </div> </div> </div> <div class="placeright"> <div id="heropname">Resistances</div> <table id="skilltable"> <tbody> <tr> <td id="skilltabletoprightleft">Blunt</td> <td id="skilltabletoprightleft">Edged</td> <td id="skilltabletoprightleft">Pierced</td> <td id="skilltabletoprightleft">Ballistic</td> <td id="skilltabletoprightleft">Explosive</td> </tr> <tr> <td id="skilltableleftbottomright"><<=$active.hero.skills.blunt>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.edged>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.pierced>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.ballistic>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.explosive>></td> </tr> <tr> <td id="skilltabletoprightleft">Fire</td> <td id="skilltabletoprightleft">Cold</td> <td id="skilltabletoprightleft">Obsidian</td> <td id="skilltabletoprightleft">Ethereal</td> <td id="skilltabletoprightleft">Acid</td> </tr> <tr> <td id="skilltableleftbottomright"><<=$active.hero.skills.fire>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.cold>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.obsidian>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.ethereal>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.acid>></td> </tr> </tbody> </table> <div id="heropname2">Traits (<div class="active-trait">Active</div>/<div class="inactive-trait">Inactive</div>)</div> <div class="trait-container"> <<set _traitKeys = Object.keys($active.hero.traits)>> <<set _activeTraits = []>> <<set _inactiveTraits = []>> <!-- Sort traits into active and inactive --> <<for _i = 0; _i < _traitKeys.length; _i++>> <<set _traitName = _traitKeys[_i]>> <<set _traitValue = $active.hero.traits[_traitName]>> <<if _traitValue >= 75>> <<set _activeTraits.push({name: _traitName, value: _traitValue})>> <<else>> <<set _inactiveTraits.push({name: _traitName, value: _traitValue})>> <</if>> <</for>> <!-- Merge lists: Active first, then inactive --> <<set _sortedTraits = _activeTraits.concat(_inactiveTraits)>> <!-- Column setup --> <<set _columnCount = 3>> <<set _traitsPerColumn = Math.ceil(_sortedTraits.length / _columnCount)>> <!-- Create empty columns --> <<set _columns = [[], [], []]>> <!-- Distribute traits column-first --> <<for _i = 0; _i < _sortedTraits.length; _i++>> <<set _colIndex = Math.floor(_i / _traitsPerColumn)>> <!-- This makes it column-first! --> <<set _columns[_colIndex].push(_sortedTraits[_i])>> <</for>> <!-- Generate columns --> <<for _col = 0; _col < _columnCount; _col++>> <div class="trait-column"> <<set _colTraits = _columns[_col]>> <<for _j = 0; _j < _colTraits.length; _j++>> <<set _trait = _colTraits[_j]>> <<if _trait.value >= 75>> <div class="trait-box"> <div class="hpacttraitleft"> <<print _trait.name.toUpperFirst()>> </div> <div class="hpacttraitright active-trait"> <<print _trait.value>> </div> </div> <<else>> <div class="trait-box"> <div class="hpacttraitleft"> <<print _trait.name.toUpperFirst()>> </div> <div class="hpacttraitright inactive-trait"> <<print _trait.value>> </div> </div> <</if>> <</for>> </div> <</for>> </div> <div id="heropname3"> <span>For trait effects, visit the Encyclopedia: </span> <div id ="hstatmebutt2"> <<button "Read" "Encyclopedia">> <</button>> </div> </div> </div> <</if>> </div> <div class="mapright"> </div> </div> <div class="mapbottom"> <div class="mapleftboxdown" id="intfldown"> </div> <<if $hpnav is 1 or $hpnav is 2>> <div id ="hstatmebutt"> <<button "Return" "HeroPage">> <<unset $hpnav>> <</button>> </div> <<else>> <div id="wback"> <<button "Home" "HomeEngine">> <<set $heroes["id" + $active.hero.id] = $active.hero>> <<set $active.hero = "">> <<unset $hpnav>> <<unset $hpbsw>> <<unset $herotalkopts>> <<unset $heroactopts>> <<unset $herotalkdesc>> <<run console.clear()>> <</button>> </div> <</if>> <div class="maprightboxdown" id="intfrdown"> </div> </div> <<timed 0ms>> <</timed>> <</nobr>>
<<nobr>> <div class="maptop"> <div class="mapleftbox"> <div class="mapleftupicons tooltip-trigger" data-tooltip='energy'> [img[./Images/Interface/playerenergy.png]] <<=$heroes.id9999.stats.energy + " / " + $heroes.id9999.stats.maxenergy>> </div> <div class="mapleftupicons tooltip-trigger" data-tooltip='health'> [img[./Images/Interface/playerhealth.png]] <<=$heroes.id9999.stats.health + " / " + $heroes.id9999.stats.maxhealth>> </div> <div class="mapleftupicons"> [img[./Images/Interface/time.png]] <<displaytime>> </div> </div> <div class="menutop" class="hidden"> </div> <div class="maprightbox"> <div class="maprightupicons tooltip-trigger" data-tooltip='money'> [img[./Images/Interface/playermoney.png]] <<print setup.formatNumber($heroes.id9999.stats.money)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='fame'> [img[./Images/Interface/playerfame.png]] <<print setup.formatNumber($heroes.id9999.stats.fame)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='influence'> [img[./Images/Interface/playerinfluence.png]] <<print setup.formatNumber($heroes.id9999.stats.influence )>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='volunteers'> [img[./Images/Interface/playervolunteers.png]] <<=setup.formatNumber($trackdata.domain.pool)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='food rations'> [img[./Images/Interface/playerfood.png]] <<=setup.formatNumber($trackdata.inventory.id16001)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='forage'> [img[./Images/Interface/playerforage.png]] <<=setup.formatNumber($trackdata.inventory.id16002)>> </div> </div> </div> <div class="mapmiddle"> <div class="mapleft"> </div> <div class="mapcentre"> <div class="placeleft" id="chpageright"> <div id="heropname">Display Settings</div> <div id="settingsbox"> <div class="stgboxis"> </div> <div class="stgboxis" id="settbright"> </div> </div> <div id="heropname">Audio Settings</div> <div id="settingsbox"> <div class="stgboxis"> </div> <div class="stgboxis" id="settbright"> </div> </div> </div> <div class="placeright" id="chpageright"> <div id="heropname">Game Options</div> <div id="settingsbox"> <div class="stgboxis"> </div> <div class="stgboxis" id="settbright"> </div> </div> <div id="heropname">Mods</div> <div id="settingsbox"> <div class="stgboxis"> </div> <div class="stgboxis" id="settbright"> </div> </div> </div> </div> <div class="mapright"> </div> </div> <div class="mapbottom"> <div class="mapleftboxdown"> <<if Number(parseInt($quests.id100.state).toString().charAt(0)) is 3>> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconoptions.png][Settings]]>> <</button>> </div> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconency.png][Encyclopedia]]>> <</button>> </div> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconprofile.png][CharacterPage]]>> <</button>> </div> <</if>> </div> <div class=menureturn> <<button "Return" $return>><</button>> </div> <div class="maprightboxdown"> /*<<if Number(parseInt($quests.id100.state).toString().charAt(0)) is 3>> <div class="maprightdownicons"> <<button[img[./Images/Interface/icongroup.png][Army]]>> <</button>> </div> <div class="maprightdownicons"> <<button[img[./Images/Interface/iconinventory.png][Inventory]]>> <<set $active.hero = $heroes.id9999>> <<include "InventSet">> <</button>> </div> <div class="maprightdownicons"> <<button[img[./Images/Interface/iconminimap.png][Minimap]]>> <</button>> </div> <</if>>*/ </div> </div> <</nobr>>
<<nobr>> <div class="maptop"> <div class="mapleftbox"> <div class="mapleftupicons tooltip-trigger" data-tooltip='energy'> [img[./Images/Interface/playerenergy.png]] <<=$heroes.id9999.stats.energy + " / " + $heroes.id9999.stats.maxenergy>> </div> <div class="mapleftupicons tooltip-trigger" data-tooltip='health'> [img[./Images/Interface/playerhealth.png]] <<=$heroes.id9999.stats.health + " / " + $heroes.id9999.stats.maxhealth>> </div> <div class="mapleftupicons"> [img[./Images/Interface/time.png]] <<displaytime>> </div> </div> <div class="menutop" class="hidden"> </div> <div class="maprightbox"> <div class="maprightupicons tooltip-trigger" data-tooltip='money'> [img[./Images/Interface/playermoney.png]] <<print setup.formatNumber($heroes.id9999.stats.money)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='fame'> [img[./Images/Interface/playerfame.png]] <<print setup.formatNumber($heroes.id9999.stats.fame)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='influence'> [img[./Images/Interface/playerinfluence.png]] <<print setup.formatNumber($heroes.id9999.stats.influence )>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='volunteers'> [img[./Images/Interface/playervolunteers.png]] <<=setup.formatNumber($trackdata.domain.pool)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='food rations'> [img[./Images/Interface/playerfood.png]] <<=setup.formatNumber($trackdata.inventory.id16001)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='forage'> [img[./Images/Interface/playerforage.png]] <<=setup.formatNumber($trackdata.inventory.id16002)>> </div> </div> </div> <div class="mapmiddle"> <div class="mapleft"> </div> <div class="mapcentre"> <div class="placeleft" id="intfvs"> <div id="heropsp"> <div id="intfdown"> <div id="intfhire"> <div id="heropname">Player Skills</div> <table id="skilltable"> <tbody> <tr> <th scope="col" colspan="2" rowspan="2" id ="skilltablenoright">Skill points</th> <th scope="col" id="skilltabletoprightleft">Strength</th> <th scope="col" id="skilltabletoprightleft">Precision</th> <th scope="col" id="skilltabletoprightleft">Dexterity</th> <th scope="col" id="skilltabletoprightleft">Agility</th> <th scope="col" id="skilltabletoprightleft">Interpersonal</th> </tr> <tr> <th scope="col" id="skilltableleftbottomright"><<=$active.hero.skills.strength>></th> <th scope="col" id="skilltableleftbottomright"><<=$active.hero.skills.precision>></th> <th scope="col" id="skilltableleftbottomright"><<=$active.hero.skills.dexterity>></th> <th scope="col" id="skilltableleftbottomright"><<=$active.hero.skills.agility>></th> <th scope="col" id="skilltableleftbottomright"><<=$active.hero.skills.interpersonal>></th> </tr> <tr> <th scope="row" rowspan="2" id="skilltablenoright">Academical</th> <th rowspan="2" id="skilltableupdown">$active.hero.skills.academical</th> <td id="skilltabletoprightleft">Fauna</td> <td id="skilltabletoprightleft">Flora</td> <td id="skilltabletoprightleft">Cooking</td> <td id="skilltabletoprightleft">Reflex</td> <td id="skilltabletoprightleft">Flattery</td> </tr> <tr> <td id="skilltableleftbottomright"><<=$active.hero.skills.fauna>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.flora>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.cooking>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.reflex>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.flattery>></td> </tr> <tr> <th scope="row" rowspan="2" id="skilltablenoright">Scientific</th> <th rowspan="2" id="skilltableupdown">$active.hero.skills.scientific</th> <td id="skilltabletoprightleft">Building</td> <td id="skilltabletoprightleft">Digital</td> <td id="skilltabletoprightleft">Dodging</td> <td id="skilltabletoprightleft">Crafting</td> <td id="skilltabletoprightleft">Seduction</td> </tr> <tr> <td id="skilltableleftbottomright"><<=$active.hero.skills.building>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.digital>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.dodging>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.crafting>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.seduction>></td> </tr> <tr> <th scope="row" rowspan="2" id="skilltablenoright">Medical</th> <th rowspan="2" id="skilltableupdown">$active.hero.skills.medical</th> <td id="skilltabletoprightleft">Endurance</td> <td id="skilltabletoprightleft">Toughness</td> <td id="skilltabletoprightleft">Herbalism</td> <td id="skilltabletoprightleft">Medicine</td> <td id="skilltabletoprightleft">Charisma</td> </tr> <tr> <td id="skilltableleftbottomright"><<=$active.hero.skills.endurance>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.toughness>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.herbalism>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.medicine>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.charisma>></td> </tr> <tr> <th scope="row" rowspan="2" id ="skilltablenoright">Warfare</th> <th rowspan="2" id="skilltableupdown">$active.hero.skills.warfare</th> <td id="skilltabletoprightleft">Power</td> <td id="skilltabletoprightleft">Shooting</td> <td id="skilltabletoprightleft">Targeting</td> <td id="skilltabletoprightleft">Martial</td> <td id="skilltabletoprightleft">Dread</td> </tr> <tr> <td id="skilltableleftbottomright"><<=$active.hero.skills.power>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.shooting>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.targeting>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.martial>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.dread>></td> </tr> <tr> <th scope="row" rowspan="2" id="skilltablenoright">Politics</th> <th rowspan="2" id="skilltableupdown">$active.hero.skills.politics</th> <td id="skilltabletoprightleft">Leadership</td> <td id="skilltabletoprightleft">Perception</td> <td id="skilltabletoprightleft">Tactics</td> <td id="skilltabletoprightleft">Stealth</td> <td id="skilltabletoprightleft">Manipulation</td> </tr> <tr> <td id="skilltableleftbottomright"><<=$active.hero.skills.leadership>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.perception>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.tactics>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.stealth>></td> <td id="skilltableleftbottomright">$active.hero.skills.manipulation</td> </tr> </tbody> </table> <div id="heropname">Resistances</div> <table id="skilltable"> <tbody> <tr> <td id="skilltabletoprightleft">Blunt</td> <td id="skilltabletoprightleft">Edged</td> <td id="skilltabletoprightleft">Pierced</td> <td id="skilltabletoprightleft">Ballistic</td> <td id="skilltabletoprightleft">Explosive</td> </tr> <tr> <td id="skilltableleftbottomright"><<=$active.hero.skills.blunt>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.edged>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.pierced>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.ballistic>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.explosive>></td> </tr> <tr> <td id="skilltabletoprightleft">Fire</td> <td id="skilltabletoprightleft">Cold</td> <td id="skilltabletoprightleft">Obsidian</td> <td id="skilltabletoprightleft">Ethereal</td> <td id="skilltabletoprightleft">Acid</td> </tr> <tr> <td id="skilltableleftbottomright"><<=$active.hero.skills.fire>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.cold>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.obsidian*100 + "%">></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.ethereal>></td> <td id="skilltableleftbottomright"><<=$active.hero.skills.acid>></td> </tr> </tbody> </table> <div id="mtabskswitch"> <div class="miniswitch"> <<button[img[./Images/Interface/iconreset.png]]>> <</button>> </div> </div> <<set _stn = "th">> <<set _dayx = $totaldays - 213810>> <<if _dayx % 10 is 1 and _day % 100 isnot 11>> <<set _stn to "st">> <</if>> <<if _dayx % 10 is 2 and _day % 100 isnot 12>> <<set _stn to "nd">> <</if>> <<if _dayx % 10 is 3 and _day % 100 isnot 13>> <<set _stn to "rd">> <</if>> <<set _birthDays = $totaldays - $heroes.id9999.data.age>> <<set _birthDate = new Date(0)>> <<set _birthDate.setDate(_birthDate.getDate() + _birthDays)>> <<set _birthMonth = _birthDate.getMonth() +1>> <<set _birthDay = _birthDate.getDate()>> <<set _today = new Date(0)>> <<set _today.setDate($totaldays)>> <<set _nextBirthday = new Date(_today.getFullYear(), _birthMonth - 1, _birthDay)>> <<if _nextBirthday < _today>> <<set _nextBirthday.setFullYear(_nextBirthday.getFullYear() + 1)>> <</if>> <<set _diffTime = _nextBirthday - _today>> <<set _diffDays = Math.ceil(_diffTime / (1000 * 60 * 60 * 24))>> <<switch _birthMonth>> <<case 1>> <<set _monthName = "January">> <<case 2>> <<set _monthName = "February">> <<case 3>> <<set _monthName = "March">> <<case 4>> <<set _monthName = "April">> <<case 5>> <<set _monthName = "May">> <<case 6>> <<set _monthName = "June">> <<case 7>> <<set _monthName = "July">> <<case 8>> <<set _monthName = "August">> <<case 9>> <<set _monthName = "September">> <<case 10>> <<set _monthName = "October">> <<case 11>> <<set _monthName = "November">> <<case 12>> <<set _monthName = "December">> <</switch>> <<set _aaage = Math.floor($heroes.id9999.data.age/365.25)>> <<switch _birthDay>> <<case 1>> <<set _ndst = "st">> <<case 2>> <<set _ndst = "nd">> <<case 3>> <<set _ndst = "rd">> <<default>> <<set _ndst = "th">> <</switch>> <div id="chcname">Date: <<displaydate>>, the <span style="color:red;"><strong><<= _dayx>><<= _stn>></strong></span> day of your new life in Condor City. <<if _diffDays lte 1>> <<set _aaage +=1>> <<print "Today is your birthday (" + _birthDay + _ndst + " of " + _monthName + "). You are " + _aaage + " years old.">> <<else>> <<print "You are " + _aaage + " years old. There are " + _diffDays + " days until your birthday (" + _birthDay + _ndst + " of " + _monthName + "). ">> <</if>> </div> </div> </div> </div> </div> <div class ="placeright" id="chpageright"> <div id="heropname">Quest Journal</div> <div id="charpjourn"> <div id="chjournl"> <<set _keys = Object.keys($quests)>> <<for _i to 0; _i < _keys.length; _i++>> <<set _quest = Number(parseInt($quests[_keys[_i]].state).toString().charAt(0))>> <<if _quest is 2>> <<= "<div id = \"cqid\"><<button \"" + $quests[_keys[_i]].name + "\" \"CharacterPage\">><<set $chjq = " + $quests[_keys[_i]].id + ">><<set $qjourd = " + $quests[_keys[_i]].state + ">><</button>></div>">> <</if>> <</for>> </div> <div id="chjournr"> /*chjq is the id of the quest, different ifs for different questlines*/ /*100*/ <<if $chjq is 100>> /*---setting decision point (1 or 2) to 4 as quest is the same after that in order to not have duplicated pictures (but only setting after decision quest happened---*/ <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 1 and Number(parseInt($quests.id100.state).toString().charAt(3)) is 1>> <<set $qjourd +=3000000000000>> <</if>> <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 2 and Number(parseInt($quests.id100.state).toString().charAt(3)) is 1>> <<set $qjourd +=2000000000000>> <</if>> <<switch $qjourd>> <<case 241000000000000>> I have to follow the man to his home. <<case 242000000000000>> I have to follow the policeman to his office. <<case 244100000000000>> I must find Harry's tavern. It is a wooden building on the edge of the city. <<case 244110000000000>> Harry wants me to help him. <<case 244111000000000>> Harry wants me to get him berries and wood. <<case 244111100000000>> Harry wants me to catch the vanilla thief in Amazonas Park. <<case 244111110000000>> I need to get some meat for Harry's steak. <<case 244111111000000>> I need to make roasted potatoes and deliver them to Harry. <<case 244111111100000>> I need to make vegetable salad for Harry. <<case 244111111110000>> Loletha wants to talk with me. <<case 244111111111000>> I need to find Buck. He has a water-pumping windmill in Condor's Nest. <<case 244111111111100>> Buck suggests to recruit peasants for the fight. <<case 244111111111110>> We are ready. I need to find the bandit's hideout and attack them. <<default>> <</switch>> <</if>> /*101*/ <<if $chjq is 101>> <<switch $qjourd>> <<case 210000000000000>> I need to talk to Gustavo. I can find him after 8 PM in Santa Maria district. <<case 211000000000000>> I have to visit Gustavo at his bakery and help him to find the items he needs. <<case 211100000000000>> I have to find the items Gustavo asks for. <<case 211110000000000>> I have to find the items Gustavo asks for. <<case 211111000000000>> I have to find the items Gustavo asks for. <<case 211111100000000>> I need to talk with Gustavo. <<case 211111110000000>> Marcia told me to visit her. She lives in Rustfield district. <<case 211111111000000>> to be continued <<case 210000000000000>> <<case 210000000000000>> <<case 210000000000000>> <<case 210000000000000>> <<case210000000000000>> <<default>> <</switch>> <</if>> </div> </div> <div id="heropname">Achievements</div> <div id="charpach"> </div> </div> </div> <div class="mapright"> </div> </div> <div class="mapbottom"> <div class="mapleftboxdown"> <<if Number(parseInt($quests.id100.state).toString().charAt(0)) is 3>> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconoptions.png][Settings]]>> <</button>> </div> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconency.png][Encyclopedia]]>> <</button>> </div> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconprofile.png][CharacterPage]]>> <</button>> </div> <</if>> </div> <div class=menureturn> <<button "Return" $return>> <<unset $chjq>> <<unset $qjourd>> <</button>> </div> <div class="maprightboxdown"> <<if Number(parseInt($quests.id100.state).toString().charAt(0)) is 3>> <div class="maprightdownicons"> <<button[img[./Images/Interface/icongroup.png][Army]]>> <</button>> </div> <div class="maprightdownicons"> <<button[img[./Images/Interface/iconinventory.png][Inventory]]>> <<set $active.hero = $heroes.id9999>> <<include "InventSet">> <</button>> </div> <div class="maprightdownicons"> <<button[img[./Images/Interface/iconminimap.png][Minimap]]>> <</button>> </div> <</if>> </div> </div> <</nobr>>
<<nobr>> /*-------------------------------Inventory checks start here----------------------------*/ <<set _picgold to []>> <<set _picred to []>> /*<<set _picnowear to [16001, 16015, 16016, 16022, 16029, 16036, 18001, 18002]>>*/ <<set _pics = []>> <<set _keys = Object.keys(setup.inventory)>> <<for _i = 0; _i < _keys.length; _i++>> <<set _item = setup.inventory[_keys[_i]]>> <<set _pics.push(_item.id)>> <</for>> <<for _i = 0; _i < _pics.length; _i++>> <<if _pics[_i] lt 16000>> <<set _picpart = "shoe">> <</if>> <<if _pics[_i] lt 15000>> <<set _picpart = "leg">> <</if>> <<if _pics[_i] lt 14000>> <<set _picpart = "pocket">> <</if>> <<if _pics[_i] lt 13000>> <<set _picpart = "gloves">> <</if>> <<if _pics[_i] lt 12000>> <<set _picpart = "belt">> <</if>> <<if _pics[_i] lt 11000>> <<set _picpart = "flask">> <</if>> <<if _pics[_i] lt 10000>> <<set _picpart = "ranged">> <</if>> <<if _pics[_i] lt 9000>> <<set _picpart = "melee">> <</if>> <<if _pics[_i] lt 8000>> <<set _picpart = "ring">> <</if>> <<if _pics[_i] lt 7000>> <<set _picpart = "gun">> <</if>> <<if _pics[_i] lt 6000>> <<set _picpart = "body">> <</if>> <<if _pics[_i] lt 5000>> <<set _picpart = "badge">> <</if>> <<if _pics[_i] lt 4000>> <<set _picpart = "neck">> <</if>> <<if _pics[_i] lt 3000>> <<set _picpart = "head">> <</if>> <<if _pics[_i] lt 2000>> <<set _picpart = "amulet">> <</if>> <<if $trackdata.inventory["id" + _pics[_i]] gte 1 or $active.hero.gear[_picpart].id is _pics[_i] or $heroes.id9999.gear[_picpart].id is _pics[_i]>> <<= "<<set _id" + _pics[_i] + " = \"./Images/Items/id" + _pics[_i] + ".png\">>">> <<else>> <<= "<<set _id" + _pics[_i] + " = \"./Images/Items/id0001.png\">>">> <<if _picgold.includes(_pics[_i])>> <<= "<<set _id" + _pics[_i] + " = \"./Images/Items/id0002.png\">>">> <</if>> <<if _picred.includes(_pics[_i])>> <<= "<<set _id" + _pics[_i] + " = \"./Images/Items/id0003.png\">>">> <</if>> <</if>> <</for>> <<set _id9999 = "./Images/Items/id9999.png">> /*-------------------------------End of inventory checks--------------------------------*/ <div class="maptop"> <div class="mapleftbox"> <div class="mapleftupicons tooltip-trigger" data-tooltip='energy'> [img[./Images/Interface/playerenergy.png]] <<=$active.hero.stats.energy + " / " + $active.hero.stats.maxenergy>> </div> <div class="mapleftupicons tooltip-trigger" data-tooltip='health'> [img[./Images/Interface/playerhealth.png]] <<=$active.hero.stats.health + " / " + $active.hero.stats.maxhealth>> </div> <div class="mapleftupicons"> [img[./Images/Interface/time.png]] <<displaytime>> </div> </div> <div class="menutop" class="hidden"> </div> <div class="maprightbox"> <div class="maprightupicons tooltip-trigger" data-tooltip='money'> [img[./Images/Interface/playermoney.png]] <<print setup.formatNumber($heroes.id9999.stats.money)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='fame'> [img[./Images/Interface/playerfame.png]] <<print setup.formatNumber($heroes.id9999.stats.fame)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='influence'> [img[./Images/Interface/playerinfluence.png]] <<print setup.formatNumber($heroes.id9999.stats.influence )>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='volunteers'> [img[./Images/Interface/playervolunteers.png]] <<=setup.formatNumber($trackdata.domain.pool)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='food rations'> [img[./Images/Interface/playerfood.png]] <<=setup.formatNumber($trackdata.inventory.id16001)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='forage'> [img[./Images/Interface/playerforage.png]] <<=setup.formatNumber($trackdata.inventory.id16002)>> </div> </div> </div> <div class="mapmiddle"> <div class="mapleft"> </div> <div class="mapcentre" id="theinvcentre"> <div class="invleft"> <table> <caption>Current Equipment</caption> <tbody> <tr> <td class="invwear" id="amulet"><<tooltip $active.hero.gear.amulet>><<= "[img[./Images/Items/id" + $active.hero.gear.amulet.id + ".png]]">><</tooltip>></td> <td class="invwear" id="head"><<tooltip $active.hero.gear.head>><<= "[img[./Images/Items/id" + $active.hero.gear.head.id + ".png]]">><</tooltip>></td> <td class="invwear" id="neck"><<tooltip $active.hero.gear.neck>><<= "[img[./Images/Items/id" + $active.hero.gear.neck.id + ".png]]">><</tooltip>></td> </tr> <tr> <td class="invwear" id="badge"><<tooltip $active.hero.gear.badge>><<= "[img[./Images/Items/id" + $active.hero.gear.badge.id + ".png]]">><</tooltip>></td> <td class="invwear" id="body"><<tooltip $active.hero.gear.body>><<= "[img[./Images/Items/id" + $active.hero.gear.body.id + ".png]]">><</tooltip>></td> <td class="invwear" id="distant"><<tooltip $active.hero.gear.gun>><<= "[img[./Images/Items/id" + $active.hero.gear.gun.id + ".png]]">><</tooltip>></td> </tr> <tr> <td class="invwear" id="ring"><<tooltip $active.hero.gear.ring>><<= "[img[./Images/Items/id" + $active.hero.gear.ring.id + ".png]]">><</tooltip>></td> <td class="invwear" id="melee"><<tooltip $active.hero.gear.melee>><<= "[img[./Images/Items/id" + $active.hero.gear.melee.id + ".png]]">><</tooltip>></td> <td class="invwear" id="ranged"><<tooltip $active.hero.gear.ranged>><<= "[img[./Images/Items/id" + $active.hero.gear.ranged.id + ".png]]">><</tooltip>></td> </tr> <tr> <td class="invwear" id="flask"><<tooltip $active.hero.gear.flask>><<= "[img[./Images/Items/id" + $active.hero.gear.flask.id + ".png]]">><</tooltip>></td> <td class="invwear" id="belt"><<tooltip $active.hero.gear.belt>><<= "[img[./Images/Items/id" + $active.hero.gear.belt.id + ".png]]">><</tooltip>></td> <td class="invwear" id="gloves"><<tooltip $active.hero.gear.gloves>><<= "[img[./Images/Items/id" + $active.hero.gear.gloves.id + ".png]]">><</tooltip>></td> </tr> <tr> <td class="invwear" id="pocket"><<tooltip $active.hero.gear.pocket>><<= "[img[./Images/Items/id" + $active.hero.gear.pocket.id + ".png]]">><</tooltip>></td> <td class="invwear" id="leg"><<tooltip $active.hero.gear.leg>><<= "[img[./Images/Items/id" + $active.hero.gear.leg.id + ".png]]">><</tooltip>></td> <td class="invwear" id="feet"><<tooltip $active.hero.gear.shoe>><<= "[img[./Images/Items/id" + $active.hero.gear.shoe.id + ".png]]">><</tooltip>></td> </tr> </tbody> </table> </div> <div class="invright" id="invright2"> <div id="invrbutt"> <div class= "invbelt"> <<button "a" `passage()`>> <<set $actable = 1>> <</button>> [img[./Images/Interface/iconhead.png]] </div> <div class= "invbelt"> <<button "a" `passage()`>> <<set $actable = 2>> <</button>> [img[./Images/Interface/iconneck.png]] </div> <div class= "invbelt"> <<button "a" `passage()`>> <<set $actable = 3>> <</button>> [img[./Images/Interface/iconbody.png]] </div> <div class= "invbelt"> <<button "a" `passage()`>> <<set $actable = 4>> <</button>> [img[./Images/Interface/icongun.png]] </div> <div class= "invbelt"> <<button "a" `passage()`>> <<set $actable = 5>> <</button>> [img[./Images/Interface/iconmelee.png]] </div> <div class= "invbelt"> <<button "a" `passage()`>> <<set $actable = 6>> <</button>> [img[./Images/Interface/iconranged.png]] </div> <div class= "invbelt"> <<button "a" `passage()`>> <<set $actable = 7>> <</button>> [img[./Images/Interface/iconbelt.png]] </div> <div class= "invbelt"> <<button "a" `passage()`>> <<set $actable = 8>> <</button>> [img[./Images/Interface/icongloves.png]] </div> <div class= "invbelt"> <<button "a" `passage()`>> <<set $actable = 9>> <</button>> [img[./Images/Interface/iconleg.png]] </div> <div class= "invbelt"> <<button "a" `passage()`>> <<set $actable = 10>> <</button>> [img[./Images/Interface/iconshoes.png]] </div> <div class= "invbelt"> <<button "a" `passage()`>> <<set $actable = 11>> <</button>> [img[./Images/Interface/icontrinkets.png]] </div> <div class= "invbelt"> <<button "a" `passage()`>> <<set $actable = 12>> <</button>> [img[./Images/Interface/icongoods.png]] </div> <div class= "invbelt"> <<button "a" `passage()`>> <<set $actable = 13>> <</button>> [img[./Images/Interface/iconcons.png]] </div> <div class= "invbelt"> <<button "a" `passage()`>> <<set $actable = 14>> <</button>> [img[./Images/Interface/iconcollect.png]] </div> </div> /*----------------------------Inventory item tables start here---------------------------*/ <<if $actable is 1>> <div id="hattable"> <div class="scrltabl" id="invscridtable"> <table> <tbody> <tr> <<if $trackdata.inventory.id2001 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id2001>> <div class ="itemdiv"> [img[_id2001]] <<button "a" `passage()`>> <<if $trackdata.inventory.id2001 gt 0>> <<set _uneqid = $active.hero.gear.head.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id2001 -= 1>> <<set $active.hero.gear.head = setup.inventory.id2001>> <</if>> <</button>> <div><<=$trackdata.inventory.id2001>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id2001]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"> <div class ="itemdiv"> [img[_id9999]] <<button "a" `passage()`>> <<set _uneqid = $active.hero.gear.head.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $active.hero.gear.head = setup.inventory.id9999>> <</button>> </div> </td> </tr> </tbody> </table> </div> </div> <</if>> <<if $actable is 2>> <div id="necktable"> <div class="scrltabl" id="invscridtable"> <table> <tbody> <tr> <<if $trackdata.inventory.id3001 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id3001>> <div class ="itemdiv"> [img[_id3001]] <<button "a" `passage()`>> <<if $trackdata.inventory.id3001 gt 0>> <<set _uneqid = $active.hero.gear.neck.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id3001 -= 1>> <<set $active.hero.gear.neck = setup.inventory.id3001>> <</if>> <</button>> <div><<=$trackdata.inventory.id3001>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id3001]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"> <div class ="itemdiv"> [img[_id9999]] <<button "a" `passage()`>> <<set _uneqid = $active.hero.gear.neck.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $active.hero.gear.neck = setup.inventory.id9999>> <</button>> </div> </td> </tr> </tbody> </table> </div> </div> <</if>> /*if equipping heavy armor, change fight template: <<set $active.hero.stats.fighttemplate = 2>>*/ <<if $actable is 3>> <div id="bodytable"> <div class="scrltabl" id="invscridtable"> <table> <tbody> <tr> <<if $trackdata.inventory.id5001 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id5001>> <div class ="itemdiv"> [img[_id5001]] <<button "a" `passage()`>> <<if $trackdata.inventory.id5001 gt 0>> <<set _uneqid = $active.hero.gear.body.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id5001 -= 1>> <<set $active.hero.gear.body = setup.inventory.id5001>> <</if>> <</button>> <div><<=$trackdata.inventory.id5001>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id5001]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"> <div class ="itemdiv"> [img[_id9999]] <<button "a" `passage()`>> <<set _uneqid = $active.hero.gear.body.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $active.hero.gear.body = setup.inventory.id9999>> <<set $active.hero.stats.fighttemplate = 1>> <</button>> </div> </td> </tr> </tbody> </table> </div> </div> <</if>> /*gun*/ <<if $actable is 4>> <div id="rangedtable"> <div class="scrltabl" id="invscridtable"> <table> <tbody> <tr> <<if $trackdata.inventory.id6001 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id6001>> <div class ="itemdiv"> [img[_id6001]] <<button "a" `passage()`>> <<if $trackdata.inventory.id6001 gt 0>> <<set _uneqid = $active.hero.gear.gun.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id6001 -= 1>> <<set $active.hero.gear.gun = setup.inventory.id6001>> <</if>> <</button>> <div><<=$trackdata.inventory.id6001>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id6001]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id6002 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id6002>> <div class ="itemdiv"> [img[_id6002]] <<button "a" `passage()`>> <<if $trackdata.inventory.id6002 gt 0>> <<set _uneqid = $active.hero.gear.gun.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id6002 -= 1>> <<set $active.hero.gear.gun = setup.inventory.id6002>> <</if>> <</button>> <div><<=$trackdata.inventory.id6002>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id6002]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id6003 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id6003>> <div class ="itemdiv"> [img[_id6003]] <<button "a" `passage()`>> <<if $trackdata.inventory.id6003 gt 0>> <<set _uneqid = $active.hero.gear.gun.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id6003 -= 1>> <<set $active.hero.gear.gun = setup.inventory.id6003>> <</if>> <</button>> <div><<=$trackdata.inventory.id6003>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id6003]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id6004 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id6004>> <div class ="itemdiv"> [img[_id6004]] <<button "a" `passage()`>> <<if $trackdata.inventory.id6004 gt 0>> <<set _uneqid = $active.hero.gear.gun.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id6004 -= 1>> <<set $active.hero.gear.gun = setup.inventory.id6004>> <</if>> <</button>> <div><<=$trackdata.inventory.id6004>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id6004]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id6005 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id6005>> <div class ="itemdiv"> [img[_id6005]] <<button "a" `passage()`>> <<if $trackdata.inventory.id6005 gt 0>> <<set _uneqid = $active.hero.gear.gun.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id6005 -= 1>> <<set $active.hero.gear.gun = setup.inventory.id6005>> <</if>> <</button>> <div><<=$trackdata.inventory.id6005>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id6005]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id6006 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id6006>> <div class ="itemdiv"> [img[_id6006]] <<button "a" `passage()`>> <<if $trackdata.inventory.id6006 gt 0>> <<set _uneqid = $active.hero.gear.gun.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id6006 -= 1>> <<set $active.hero.gear.gun = setup.inventory.id6006>> <</if>> <</button>> <div><<=$trackdata.inventory.id6006>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id6006]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id6007 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id6007>> <div class ="itemdiv"> [img[_id6007]] <<button "a" `passage()`>> <<if $trackdata.inventory.id6007 gt 0>> <<set _uneqid = $active.hero.gear.gun.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id6007 -= 1>> <<set $active.hero.gear.gun = setup.inventory.id6007>> <</if>> <</button>> <div><<=$trackdata.inventory.id6007>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id6007]] <div>0</div> </div> </td> <</if>> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <<if $trackdata.inventory.id6999 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id6999>> <div class ="itemdiv"> [img[_id6999]] <<button "a" `passage()`>> <<if $trackdata.inventory.id6999 gt 0>> <<set _uneqid = $active.hero.gear.gun.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id6999 -= 1>> <<set $active.hero.gear.gun = setup.inventory.id6999>> <</if>> <</button>> <div><<=$trackdata.inventory.id6999>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id6999]] <div>0</div> </div> </td> <</if>> </tr> <tr> <td class="invwear"> <div class ="itemdiv"> [img[_id9999]] <<button "a" `passage()`>> <<set _uneqid = $active.hero.gear.gun.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $active.hero.gear.gun = setup.inventory.id9999>> <</button>> </div> </td> </tr> </tbody> </table> </div> </div> <</if>> <<if $actable is 5>> <div id="meleetable"> <div class="scrltabl" id="invscridtable"> <table> <tbody> <tr> <<if $trackdata.inventory.id8001 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id8001>> <div class ="itemdiv"> [img[_id8001]] <<button "a" `passage()`>> <<if $trackdata.inventory.id8001 gt 0>> <<set _uneqid = $active.hero.gear.melee.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id8001 -= 1>> <<set $active.hero.gear.melee = setup.inventory.id8001>> <</if>> <</button>> <div><<=$trackdata.inventory.id8001>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id8001]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id8002 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id8002>> <div class ="itemdiv"> [img[_id8002]] <<button "a" `passage()`>> <<if $trackdata.inventory.id8002 gt 0>> <<set _uneqid = $active.hero.gear.melee.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id8002 -= 1>> <<set $active.hero.gear.melee = setup.inventory.id8002>> <</if>> <</button>> <div><<=$trackdata.inventory.id8002>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id8002]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id8003 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id8003>> <div class ="itemdiv"> [img[_id8003]] <<button "a" `passage()`>> <<if $trackdata.inventory.id8003 gt 0>> <<set _uneqid = $active.hero.gear.melee.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id8003 -= 1>> <<set $active.hero.gear.melee = setup.inventory.id8003>> <</if>> <</button>> <div><<=$trackdata.inventory.id8003>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id8003]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id8004 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id8004>> <div class ="itemdiv"> [img[_id8004]] <<button "a" `passage()`>> <<if $trackdata.inventory.id8004 gt 0>> <<set _uneqid = $active.hero.gear.melee.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id8004 -= 1>> <<set $active.hero.gear.melee = setup.inventory.id8004>> <</if>> <</button>> <div><<=$trackdata.inventory.id8004>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id8004]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id8005 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id8005>> <div class ="itemdiv"> [img[_id8005]] <<button "a" `passage()`>> <<if $trackdata.inventory.id8005 gt 0>> <<set _uneqid = $active.hero.gear.melee.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id8005 -= 1>> <<set $active.hero.gear.melee = setup.inventory.id8005>> <</if>> <</button>> <div><<=$trackdata.inventory.id8005>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id8005]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id8006 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id8006>> <div class ="itemdiv"> [img[_id8006]] <<button "a" `passage()`>> <<if $trackdata.inventory.id8006 gt 0>> <<set _uneqid = $active.hero.gear.melee.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id8006 -= 1>> <<set $active.hero.gear.melee = setup.inventory.id8006>> <</if>> <</button>> <div><<=$trackdata.inventory.id8006>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id8006]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id8007 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id8007>> <div class ="itemdiv"> [img[_id8007]] <<button "a" `passage()`>> <<if $trackdata.inventory.id8007 gt 0>> <<set _uneqid = $active.hero.gear.melee.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id8007 -= 1>> <<set $active.hero.gear.melee = setup.inventory.id8007>> <</if>> <</button>> <div><<=$trackdata.inventory.id8007>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id8007]] <div>0</div> </div> </td> <</if>> </tr> <tr> <<if $trackdata.inventory.id8008 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id8008>> <div class ="itemdiv"> [img[_id8008]] <<button "a" `passage()`>> <<if $trackdata.inventory.id8008 gt 0>> <<set _uneqid = $active.hero.gear.melee.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id8008 -= 1>> <<set $active.hero.gear.melee = setup.inventory.id8008>> <</if>> <</button>> <div><<=$trackdata.inventory.id8008>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id8008]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id8009 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id8009>> <div class ="itemdiv"> [img[_id8009]] <<button "a" `passage()`>> <<if $trackdata.inventory.id8009 gt 0>> <<set _uneqid = $active.hero.gear.melee.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id8009 -= 1>> <<set $active.hero.gear.melee = setup.inventory.id8009>> <</if>> <</button>> <div><<=$trackdata.inventory.id8009>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id8009]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id8010 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id8010>> <div class ="itemdiv"> [img[_id8010]] <<button "a" `passage()`>> <<if $trackdata.inventory.id8010 gt 0>> <<set _uneqid = $active.hero.gear.melee.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id8010 -= 1>> <<set $active.hero.gear.melee = setup.inventory.id8010>> <</if>> <</button>> <div><<=$trackdata.inventory.id8010>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id8010]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id8011 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id8011>> <div class ="itemdiv"> [img[_id8011]] <<button "a" `passage()`>> <<if $trackdata.inventory.id8011 gt 0>> <<set _uneqid = $active.hero.gear.melee.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id8011 -= 1>> <<set $active.hero.gear.melee = setup.inventory.id8011>> <</if>> <</button>> <div><<=$trackdata.inventory.id8011>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id8011]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <<if $trackdata.inventory.id8015 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id8015>> <div class ="itemdiv"> [img[_id8015]] <<button "a" `passage()`>> <<if $trackdata.inventory.id8015 gt 0>> <<set _uneqid = $active.hero.gear.melee.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id8015 -= 1>> <<set $active.hero.gear.melee = setup.inventory.id8015>> <</if>> <</button>> <div><<=$trackdata.inventory.id8015>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id8015]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id8016 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id8016>> <div class ="itemdiv"> [img[_id8016]] <<button "a" `passage()`>> <<if $trackdata.inventory.id8016 gt 0>> <<set _uneqid = $active.hero.gear.melee.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id8016 -= 1>> <<set $active.hero.gear.melee = setup.inventory.id8016>> <</if>> <</button>> <div><<=$trackdata.inventory.id8016>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id8016]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id8017 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id8017>> <div class ="itemdiv"> [img[_id8017]] <<button "a" `passage()`>> <<if $trackdata.inventory.id8017 gt 0>> <<set _uneqid = $active.hero.gear.melee.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id8017 -= 1>> <<set $active.hero.gear.melee = setup.inventory.id8017>> <</if>> <</button>> <div><<=$trackdata.inventory.id8017>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id8017]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id8018 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id8018>> <div class ="itemdiv"> [img[_id8018]] <<button "a" `passage()`>> <<if $trackdata.inventory.id8018 gt 0>> <<set _uneqid = $active.hero.gear.melee.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id8018 -= 1>> <<set $active.hero.gear.melee = setup.inventory.id8018>> <</if>> <</button>> <div><<=$trackdata.inventory.id8018>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id8018]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id8019 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id8019>> <div class ="itemdiv"> [img[_id8019]] <<button "a" `passage()`>> <<if $trackdata.inventory.id8019 gt 0>> <<set _uneqid = $active.hero.gear.melee.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id8019 -= 1>> <<set $active.hero.gear.melee = setup.inventory.id8019>> <</if>> <</button>> <div><<=$trackdata.inventory.id8019>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id8019]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"> <div class ="itemdiv"> [img[_id9999]] <<button "a" `passage()`>> <<set _uneqid = $active.hero.gear.melee.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $active.hero.gear.melee = setup.inventory.id9999>> <</button>> </div> </td> </tr> </tbody> </table> </div> </div> <</if>> /*ranged*/ <<if $actable is 6>> <div id="shorttable"> <div class="scrltabl" id="invscridtable"> <table> <tbody> <tr> <<if $trackdata.inventory.id9001 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id9001>> <div class ="itemdiv"> [img[_id9001]] <<button "a" `passage()`>> <<if $trackdata.inventory.id9001 gt 0>> <<set _uneqid = $active.hero.gear.ranged.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id9001 -= 1>> <<set $active.hero.gear.ranged = setup.inventory.id9001>> <</if>> <</button>> <div><<=$trackdata.inventory.id9001>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id9001]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id9002 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id9002>> <div class ="itemdiv"> [img[_id9002]] <<button "a" `passage()`>> <<if $trackdata.inventory.id9002 gt 0>> <<set _uneqid = $active.hero.gear.ranged.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id9002 -= 1>> <<set $active.hero.gear.ranged = setup.inventory.id9002>> <</if>> <</button>> <div><<=$trackdata.inventory.id9002>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id9002]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id9003 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id9003>> <div class ="itemdiv"> [img[_id9003]] <<button "a" `passage()`>> <<if $trackdata.inventory.id9003 gt 0>> <<set _uneqid = $active.hero.gear.ranged.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id9003 -= 1>> <<set $active.hero.gear.ranged = setup.inventory.id9003>> <</if>> <</button>> <div><<=$trackdata.inventory.id9003>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id9003]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id9004 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id9004>> <div class ="itemdiv"> [img[_id9004]] <<button "a" `passage()`>> <<if $trackdata.inventory.id9004 gt 0>> <<set _uneqid = $active.hero.gear.ranged.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id9004 -= 1>> <<set $active.hero.gear.ranged = setup.inventory.id9004>> <</if>> <</button>> <div><<=$trackdata.inventory.id9004>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id9004]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id9005 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id9005>> <div class ="itemdiv"> [img[_id9005]] <<button "a" `passage()`>> <<if $trackdata.inventory.id9005 gt 0>> <<set _uneqid = $active.hero.gear.ranged.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id9005 -= 1>> <<set $active.hero.gear.ranged = setup.inventory.id9005>> <</if>> <</button>> <div><<=$trackdata.inventory.id9005>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id9005]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id9006 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id9006>> <div class ="itemdiv"> [img[_id9006]] <<button "a" `passage()`>> <<if $trackdata.inventory.id9006 gt 0>> <<set _uneqid = $active.hero.gear.ranged.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id9006 -= 1>> <<set $active.hero.gear.ranged = setup.inventory.id9006>> <</if>> <</button>> <div><<=$trackdata.inventory.id9006>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id9006]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id9007 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id9007>> <div class ="itemdiv"> [img[_id9007]] <<button "a" `passage()`>> <<if $trackdata.inventory.id9007 gt 0>> <<set _uneqid = $active.hero.gear.ranged.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id9007 -= 1>> <<set $active.hero.gear.ranged = setup.inventory.id9007>> <</if>> <</button>> <div><<=$trackdata.inventory.id9007>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id9007]] <div>0</div> </div> </td> <</if>> </tr> <tr> <<if $trackdata.inventory.id9008 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id9008>> <div class ="itemdiv"> [img[_id9008]] <<button "a" `passage()`>> <<if $trackdata.inventory.id9008 gt 0>> <<set _uneqid = $active.hero.gear.ranged.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id9008 -= 1>> <<set $active.hero.gear.ranged = setup.inventory.id9008>> <</if>> <</button>> <div><<=$trackdata.inventory.id9008>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id9008]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id9009 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id9009>> <div class ="itemdiv"> [img[_id9009]] <<button "a" `passage()`>> <<if $trackdata.inventory.id9009 gt 0>> <<set _uneqid = $active.hero.gear.ranged.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id9009 -= 1>> <<set $active.hero.gear.ranged = setup.inventory.id9009>> <</if>> <</button>> <div><<=$trackdata.inventory.id9009>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id9009]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"> <div class ="itemdiv"> [img[_id9999]] <<button "a" `passage()`>> <<set _uneqid = $active.hero.gear.ranged.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $active.hero.gear.ranged = setup.inventory.id9999>> <</button>> </div> </td> </tr> </tbody> </table> </div> </div> <</if>> <<if $actable is 7>> <div id="belttable"> <div class="scrltabl" id="invscridtable"> <table> <tbody> <tr> <<if $trackdata.inventory.id11001 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id11001>> <div class ="itemdiv"> [img[_id11001]] <<button "a" `passage()`>> <<if $trackdata.inventory.id11001 gt 0>> <<set _uneqid = $active.hero.gear.belt.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id11001 -= 1>> <<set $active.hero.gear.belt = setup.inventory.id11001>> <</if>> <</button>> <div><<=$trackdata.inventory.id11001>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id11001]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"> <div class ="itemdiv"> [img[_id9999]] <<button "a" `passage()`>> <<set _uneqid = $active.hero.gear.belt.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $active.hero.gear.belt = setup.inventory.id9999>> <</button>> </div> </td> </tr> </tbody> </table> </div> </div> <</if>> <<if $actable is 8>> <div id="glovestable"> <div class="scrltabl" id="invscridtable"> <table> <tbody> <tr> <<if $trackdata.inventory.id12001 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id12001>> <div class ="itemdiv"> [img[_id12001]] <<button "a" `passage()`>> <<if $trackdata.inventory.id12001 gt 0>> <<set _uneqid = $active.hero.gear.gloves.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id12001 -= 1>> <<set $active.hero.gear.gloves = setup.inventory.id12001>> <</if>> <</button>> <div><<=$trackdata.inventory.id12001>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id12001]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"> <div class ="itemdiv"> [img[_id9999]] <<button "a" `passage()`>> <<set _uneqid = $active.hero.gear.gloves.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $active.hero.gear.gloves = setup.inventory.id9999>> <</button>> </div> </td> </tr> </tbody> </table> </div> </div> <</if>> <<if $actable is 9>> <div id="legtable"> <div class="scrltabl" id="invscridtable"> <table> <tbody> <tr> <<if $trackdata.inventory.id14001 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id14001>> <div class ="itemdiv"> [img[_id14001]] <<button "a" `passage()`>> <<if $trackdata.inventory.id14001 gt 0>> <<set _uneqid = $active.hero.gear.leg.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id14001 -= 1>> <<set $active.hero.gear.leg = setup.inventory.id14001>> <</if>> <</button>> <div><<=$trackdata.inventory.id14001>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id14001]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"> <div class ="itemdiv"> [img[_id9999]] <<button "a" `passage()`>> <<set _uneqid = $active.hero.gear.leg.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $active.hero.gear.leg = setup.inventory.id9999>> <</button>> </div> </td> </tr> </tbody> </table> </div> </div> <</if>> <<if $actable is 10>> <div id="shoetable"> <div class="scrltabl" id="invscridtable"> <table> <tbody> <tr> <<if $trackdata.inventory.id15001 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id15001>> <div class ="itemdiv"> [img[_id15001]] <<button "a" `passage()`>> <<if $trackdata.inventory.id15001 gt 0>> <<set _uneqid = $active.hero.gear.shoe.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id15001 -= 1>> <<set $active.hero.gear.shoe = setup.inventory.id15001>> <</if>> <</button>> <div><<=$trackdata.inventory.id15001>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id15001]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"> <div class ="itemdiv"> [img[_id9999]] <<button "a" `passage()`>> <<set _uneqid = $active.hero.gear.shoe.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $active.hero.gear.shoe = setup.inventory.id9999>> <</button>> </div> </td> </tr> </tbody> </table> </div> </div> <</if>> <<if $actable is 11>> <div id="trinktable"> <div class="scrltabl" id="invscridtable"> <table> <tbody> /*amulet*/ <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"> <div class ="itemdiv"> [img[_id9999]] <<button "a" `passage()`>> <<set _uneqid = $active.hero.gear.amulet.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $active.hero.gear.amulet = setup.inventory.id9999>> <</button>> </div> </td> </tr> /*bag*/ <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"> <div class ="itemdiv"> [img[_id9999]] <<button "a" `passage()`>> <<set _uneqid = $active.hero.gear.badge.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $active.hero.gear.badge = setup.inventory.id9999>> <</button>> </div> </td> </tr> /*ring*/ <tr> <<if $trackdata.inventory.id7001 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id7001>> <div class ="itemdiv"> [img[_id7001]] <<button "a" `passage()`>> <<if $trackdata.inventory.id7001 gt 0>> <<set _uneqid = $active.hero.gear.ring.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id7001 -= 1>> <<set $active.hero.gear.ring = setup.inventory.id7001>> <</if>> <</button>> <div><<=$trackdata.inventory.id7001>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id7001]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"> <div class ="itemdiv"> [img[_id9999]] <<button "a" `passage()`>> <<set _uneqid = $active.hero.gear.ring.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $active.hero.gear.ring = setup.inventory.id9999>> <</button>> </div> </td> </tr> /*pocket*/ <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"> <div class ="itemdiv"> [img[_id9999]] <<button "a" `passage()`>> <<set _uneqid = $active.hero.gear.flask.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $active.hero.gear.flask = setup.inventory.id9999>> <</button>> </div> </td> </tr> /*horse*/ /*must change fighttemplate too*/ <tr> <<if $trackdata.inventory.id13001 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id13001>> <div class ="itemdiv"> [img[_id13001]] <<button "a" `passage()`>> <<if $trackdata.inventory.id13001 gt 0>> <<set _uneqid = $active.hero.gear.pocket.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $trackdata.inventory.id13001 -= 1>> <<set $active.hero.gear.pocket = setup.inventory.id13001>> <<set $active.hero.stats.fighttemplate = 1>> <<set $active.hero.stats.speed = 6>> <</if>> <</button>> <div><<=$trackdata.inventory.id13001>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id13001]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"> <div class ="itemdiv"> [img[_id9999]] <<button "a" `passage()`>> <<set _uneqid = $active.hero.gear.pocket.id>> <<print "<<set $trackdata.inventory.id" + _uneqid + "= $trackdata.inventory.id" + _uneqid + "+1>>">> <<set $active.hero.gear.pocket = setup.inventory.id9999>> <<set $active.hero.stats.fighttemplate = 1>> <<set $active.hero.stats.speed = 4>> <</button>> </div> </td> </tr> </tbody> </table> </div> </div> <</if>> <<if $actable is 12>> <div id="goodstable"> <div class="scrltabl" id="invscridtable"> <table> <tbody> <tr> <<if $trackdata.inventory.id16001 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16001>> <div class ="itemdiv"> [img[_id16001]] <div><<=$trackdata.inventory.id16001>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16001]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16002 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16002>> <div class ="itemdiv"> [img[_id16002]] <div><<=$trackdata.inventory.id16002>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16002]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16003 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16003>> <div class ="itemdiv"> [img[_id16003]] <div><<=$trackdata.inventory.id16003>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16003]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16004 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16004>> <div class ="itemdiv"> [img[_id16004]] <div><<=$trackdata.inventory.id16004>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16004]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16005 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16005>> <div class ="itemdiv"> [img[_id16005]] <div><<=$trackdata.inventory.id16005>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16005]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16048 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16048>> <div class ="itemdiv"> [img[_id16048]] <div><<=$trackdata.inventory.id16048>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16048]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16049 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16049>> <div class ="itemdiv"> [img[_id16049]] <div><<=$trackdata.inventory.id16049>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16049]] <div>0</div> </div> </td> <</if>> </tr> <tr> <<if $trackdata.inventory.id16008 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16008>> <div class ="itemdiv"> [img[_id16008]] <div><<=$trackdata.inventory.id16008>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16008]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16009 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16009>> <div class ="itemdiv"> [img[_id16009]] <div><<=$trackdata.inventory.id16009>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16009]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16010 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16010>> <div class ="itemdiv"> [img[_id16010]] <div><<=$trackdata.inventory.id16010>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16010]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16011 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16011>> <div class ="itemdiv"> [img[_id16011]] <div><<=$trackdata.inventory.id16011>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16011]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16012 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16012>> <div class ="itemdiv"> [img[_id16012]] <div><<=$trackdata.inventory.id16012>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16012]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16013 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16013>> <div class ="itemdiv"> [img[_id16013]] <div><<=$trackdata.inventory.id16013>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16013]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16014 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16014>> <div class ="itemdiv"> [img[_id16014]] <div><<=$trackdata.inventory.id16014>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16014]] <div>0</div> </div> </td> <</if>> </tr> <tr> <<if $trackdata.inventory.id16015 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16015>> <div class ="itemdiv"> [img[_id16015]] <div><<=$trackdata.inventory.id16015>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16015]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16016 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16016>> <div class ="itemdiv"> [img[_id16016]] <div><<=$trackdata.inventory.id16016>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16016]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16017 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16017>> <div class ="itemdiv"> [img[_id16017]] <div><<=$trackdata.inventory.id16017>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16017]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16050 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16050>> <div class ="itemdiv"> [img[_id16050]] <div><<=$trackdata.inventory.id16050>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16050]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16051 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16051>> <div class ="itemdiv"> [img[_id16051]] <div><<=$trackdata.inventory.id16051>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16051]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16052 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16052>> <div class ="itemdiv"> [img[_id16052]] <div><<=$trackdata.inventory.id16052>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16052]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16006 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16006>> <div class ="itemdiv"> [img[_id16006]] <div><<=$trackdata.inventory.id16006>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16006]] <div>0</div> </div> </td> <</if>> </tr> <tr> <<if $trackdata.inventory.id16022 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16022>> <div class ="itemdiv"> [img[_id16022]] <div><<=$trackdata.inventory.id16022>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16022]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16007 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16007>> <div class ="itemdiv"> [img[_id16007]] <div><<=$trackdata.inventory.id16007>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16007]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16018 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16018>> <div class ="itemdiv"> [img[_id16018]] <div><<=$trackdata.inventory.id16018>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16018]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16019 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16019>> <div class ="itemdiv"> [img[_id16019]] <div><<=$trackdata.inventory.id16019>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16019]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <<if $trackdata.inventory.id16029 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16029>> <div class ="itemdiv"> [img[_id16029]] <div><<=$trackdata.inventory.id16029>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16029]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16030 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16030>> <div class ="itemdiv"> [img[_id16030]] <div><<=$trackdata.inventory.id16030>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16030]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16031 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16031>> <div class ="itemdiv"> [img[_id16031]] <div><<=$trackdata.inventory.id16031>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16031]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16032 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16032>> <div class ="itemdiv"> [img[_id16032]] <div><<=$trackdata.inventory.id16032>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16032]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16033 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16033>> <div class ="itemdiv"> [img[_id16033]] <div><<=$trackdata.inventory.id16033>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16033]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16034 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16034>> <div class ="itemdiv"> [img[_id16034]] <div><<=$trackdata.inventory.id16034>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16034]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> </tr> <tr> <<if $trackdata.inventory.id16036 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16036>> <div class ="itemdiv"> [img[_id16036]] <div><<=$trackdata.inventory.id16036>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16036]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16024 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16024>> <div class ="itemdiv"> [img[_id16024]] <div><<=$trackdata.inventory.id16024>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16024]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16025 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16025>> <div class ="itemdiv"> [img[_id16025]] <div><<=$trackdata.inventory.id16025>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16025]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16026 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16026>> <div class ="itemdiv"> [img[_id16026]] <div><<=$trackdata.inventory.id16026>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16026]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16027 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16027>> <div class ="itemdiv"> [img[_id16027]] <div><<=$trackdata.inventory.id16027>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16027]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16023 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16023>> <div class ="itemdiv"> [img[_id16023]] <div><<=$trackdata.inventory.id16023>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16023]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> </tr> <tr> <<if $trackdata.inventory.id16043 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16043>> <div class ="itemdiv"> [img[_id16043]] <div><<=$trackdata.inventory.id16043>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16043]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16044 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16044>> <div class ="itemdiv"> [img[_id16044]] <div><<=$trackdata.inventory.id16044>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16044]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16045 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16045>> <div class ="itemdiv"> [img[_id16045]] <div><<=$trackdata.inventory.id16045>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16045]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16046 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16046>> <div class ="itemdiv"> [img[_id16046]] <div><<=$trackdata.inventory.id16046>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16046]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16047 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16047>> <div class ="itemdiv"> [img[_id16047]] <div><<=$trackdata.inventory.id16047>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16047]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id16999 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id16999>> <div class ="itemdiv"> [img[_id16999]] <div><<=$trackdata.inventory.id16999>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id16999]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> </tr> </tbody> </table> </div> </div> <</if>> <<if $actable is 13>> <div id="constable"> <div class="scrltabl" id="invscridtable"> <table> <tbody> <tr> <<if $trackdata.inventory.id17001 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id17001>> <div class ="itemdiv"> [img[_id17001]] <<button "a" `passage()`>> <</button>> <div><<=$trackdata.inventory.id17001>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id17001]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id17002 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id17002>> <div class ="itemdiv"> [img[_id17002]] <<button "a" `passage()`>> <</button>> <div><<=$trackdata.inventory.id17002>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id17002]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id17003 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id17003>> <div class ="itemdiv"> [img[_id17003]] <<button "a" `passage()`>> <</button>> <div><<=$trackdata.inventory.id17003>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id17003]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id17004 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id17004>> <div class ="itemdiv"> [img[_id17004]] <<button "a" `passage()`>> <</button>> <div><<=$trackdata.inventory.id17004>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id17004]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <<if $trackdata.inventory.id17015 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id17015>> <div class ="itemdiv"> [img[_id17015]] <<button "a" `passage()`>> <<set $trackdata.inventory.id17015 -= 1>> <<set $active.hero.stats.energy += 3>> <<if $active.hero.stats.energy gt $active.hero.stats.maxenergy>> <<set $active.hero.stats.energy = $active.hero.stats.maxenergy>> <</if>> <</button>> <div><<=$trackdata.inventory.id17015>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id17015]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id17016 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id17016>> <div class ="itemdiv"> [img[_id17016]] <<button "a" `passage()`>> <<set $trackdata.inventory.id17016 -= 1>> <<set $active.hero.stats.health += 3>> <<if $active.hero.stats.health gt $active.hero.stats.maxhealth>> <<set $active.hero.stats.health = $active.hero.stats.maxhealth>> <</if>> <</button>> <div><<=$trackdata.inventory.id17016>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id17016]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <<if $trackdata.inventory.id17022 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id17022>> <div class ="itemdiv"> [img[_id17022]] <<button "a" `passage()`>> <<set $trackdata.inventory.id17022 -= 1>> <<set $active.hero.stats.health += 50>> <<if $active.hero.stats.health gt $active.hero.stats.maxhealth>> <<set $active.hero.stats.health = $active.hero.stats.maxhealth>> <</if>> <<set $active.hero.stats.energy += 50>> <<if $active.hero.stats.energy gt $active.hero.stats.maxenergy>> <<set $active.hero.stats.energy = $active.hero.stats.maxenergy>> <</if>> <</button>> <div><<=$trackdata.inventory.id17022>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id17022]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <<if $trackdata.inventory.id17029 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id17029>> <div class ="itemdiv"> [img[_id17029]] <<button "a" `passage()`>> <<set $trackdata.inventory.id17029 -= 1>> <<set _ran29 = random(1, 10)>> <<if _ran29 lte 2>> <<set $active.hero.stats.health -= 20>> <</if>> <<set $active.hero.stats.energy += 5>> <<if $active.hero.stats.energy gt $active.hero.stats.maxenergy>> <<set $active.hero.stats.energy = $active.hero.stats.maxenergy>> <</if>> <</button>> <div><<=$trackdata.inventory.id17029>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id17029]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id17030 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id17030>> <div class ="itemdiv"> [img[_id17030]] <<button "a" `passage()`>> <<set $trackdata.inventory.id17030 -= 1>> <<set $active.hero.stats.health += 3>> <<if $active.hero.stats.health gt $active.hero.stats.maxhealth>> <<set $active.hero.stats.health = $active.hero.stats.maxhealth>> <</if>> <<set _ran30 = random(1, 10)>> <<if _ran30 lte 2>> <<set $active.hero.stats.health -= 25>> <</if>> <<set $active.hero.stats.energy += 5>> <<if $active.hero.stats.energy gt $active.hero.stats.maxenergy>> <<set $active.hero.stats.energy = $active.hero.stats.maxenergy>> <</if>> <</button>> <div><<=$trackdata.inventory.id17030>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id17030]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id17031 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id17031>> <div class ="itemdiv"> [img[_id17031]] <<button "a" `passage()`>> <<set $trackdata.inventory.id17031 -= 1>> <<set _ran30 = random(1, 10)>> <<if _ran30 lte 2>> <<set $active.hero.stats.health -= 20>> <</if>> <<set $active.hero.stats.energy += 7>> <<if $active.hero.stats.energy gt $active.hero.stats.maxenergy>> <<set $active.hero.stats.energy = $active.hero.stats.maxenergy>> <</if>> <</button>> <div><<=$trackdata.inventory.id17031>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id17031]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id17032 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id17032>> <div class ="itemdiv"> [img[_id17032]] <<button "a" `passage()`>> <<set $trackdata.inventory.id17032 -= 1>> <<set $active.hero.stats.health += 9>> <<if $active.hero.stats.health gt $active.hero.stats.maxhealth>> <<set $active.hero.stats.health = $active.hero.stats.maxhealth>> <</if>> <<set _ran30 = random(1, 10)>> <<if _ran30 lte 2>> <<set $active.hero.stats.health -= 25>> <</if>> <<set $active.hero.stats.energy += 9>> <<if $active.hero.stats.energy gt $active.hero.stats.maxenergy>> <<set $active.hero.stats.energy = $active.hero.stats.maxenergy>> <</if>> <</button>> <div><<=$trackdata.inventory.id17032>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id17032]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id17033 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id17033>> <div class ="itemdiv"> [img[_id17033]] <<button "a" `passage()`>> <<set $trackdata.inventory.id17033 -= 1>> <<set $active.hero.stats.energy += 12>> <<if $active.hero.stats.energy gt $active.hero.stats.maxenergy>> <<set $active.hero.stats.energy = $active.hero.stats.maxenergy>> <</if>> <</button>> <div><<=$trackdata.inventory.id17033>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id17033]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> </tbody> </table> </div> </div> <</if>> <<if $actable is 14>> <div id="colltable"> <div class="scrltabl" id="invscridtable"> <table> <tbody> <tr> <<if $trackdata.inventory.id18001 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id18001>> <div class ="itemdiv"> [img[_id18001]] <div><<=$trackdata.inventory.id18001>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id18001]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id18002 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id18002>> <div class ="itemdiv"> [img[_id18002]] <div><<=$trackdata.inventory.id18002>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id18002]] <div>0</div> </div> </td> <</if>> <<if $trackdata.inventory.id18003 gt 0>> <td class="invwear"> <<tooltip setup.inventory.id18003>> <div class ="itemdiv"> [img[_id18003]] <div><<=$trackdata.inventory.id18003>></div> </div> <</tooltip>> </td> <<else>> <td class="invwear"> <div class ="itemdiv"> [img[_id18003]] <div>0</div> </div> </td> <</if>> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> <tr> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> <td class="invwear"></td> </tr> </tbody> </table> </div> </div> <</if>> </div> /*----------------------------Inventory item tables end here---------------------------*/ </div> <div class="mapright"> </div> </div> <div class="mapbottom"> <div class="mapleftboxdown"> </div> <div class=menureturn> /*----------------------------------return button starts here---------------------------*/ <<button "Return" $return>> <<set _slots to ["amulet", "head", "neck", "badge", "body", "gun", "ring", "melee", "ranged", "flask", "belt", "gloves", "pocket", "leg", "shoe"]>> <<set _attributes to ["strength", "precision", "dexterity", "agility", "interpersonal", "academical", "scientific", "medical", "warfare", "politics", "fauna", "flora", "cooking", "reflex", "flattery", "building", "digital", "dodging", "crafting", "seduction", "endurance", "toughness", "herbalism", "medicine", "charisma", "power", "shooting", "targeting", "martial", "dread", "leadership", "perception", "tactics", "stealth", "manipulation", "blunt", "edged", "pierced", "ballistic", "explosive", "fire", "cold", "obsidian", "ethereal", "health", "speed"]>> <<for _i = 0; _i < _slots.length; _i++>> <<for _j = 0; _j < _attributes.length; _j++>> <<set _slotatt3 =_slots[_i] + "_" + _attributes[_j] + "2">> <<print "<<if isNaN($active.hero.gear." + _slots[_i] + "." + _attributes[_j] + ")>><<set _" + _slotatt3 + "=0>><<else>><<set _" + _slotatt3 + "= $active.hero.gear." + _slots[_i] + "." + _attributes[_j] + ">><</if>>">> <</for>> <</for>> <<set _gear_strength2 = 0 + _amulet_strength2 + _head_strength2 + _neck_strength2 + _badge_strength2 + _body_strength2 + _gun_strength2 + _ring_strength2 + _melee_strength2 + _ranged_strength2 + _flask_strength2 + _belt_strength2 + _gloves_strength2 + _pocket_strength2 + _leg_strength2 + _shoe_strength2>> <<set _gear_precision2 = 0 + _amulet_precision2 + _head_precision2 + _neck_precision2 + _badge_precision2 + _body_precision2 + _gun_precision2 + _ring_precision2 + _melee_precision2 + _ranged_precision2 + _flask_precision2 + _belt_precision2 + _gloves_precision2 + _pocket_precision2 + _leg_precision2 + _shoe_precision2>> <<set _gear_dexterity2 = 0 + _amulet_dexterity2 + _head_dexterity2 + _neck_dexterity2 + _badge_dexterity2 + _body_dexterity2 + _gun_dexterity2 + _ring_dexterity2 + _melee_dexterity2 + _ranged_dexterity2 + _flask_dexterity2 + _belt_dexterity2 + _gloves_dexterity2 + _pocket_dexterity2 + _leg_dexterity2 + _shoe_dexterity2>> <<set _gear_agility2 = 0 + _amulet_agility2 + _head_agility2 + _neck_agility2 + _badge_agility2 + _body_agility2 + _gun_agility2 + _ring_agility2 + _melee_agility2 + _ranged_agility2 + _flask_agility2 + _belt_agility2 + _gloves_agility2 + _pocket_agility2 + _leg_agility2 + _shoe_agility2>> <<set _gear_interpersonal2 = 0 + _amulet_interpersonal2 + _head_interpersonal2 + _neck_interpersonal2 + _badge_interpersonal2 + _body_interpersonal2 + _gun_interpersonal2 + _ring_interpersonal2 + _melee_interpersonal2 + _ranged_interpersonal2 + _flask_interpersonal2 + _belt_interpersonal2 + _gloves_interpersonal2 + _pocket_interpersonal2 + _leg_interpersonal2 + _shoe_interpersonal2>> <<set _gear_academical2 = 0 + _amulet_academical2 + _head_academical2 + _neck_academical2 + _badge_academical2 + _body_academical2 + _gun_academical2 + _ring_academical2 + _melee_academical2 + _ranged_academical2 + _flask_academical2 + _belt_academical2 + _gloves_academical2 + _pocket_academical2 + _leg_academical2 + _shoe_academical2>> <<set _gear_scientific2 = 0 + _amulet_scientific2 + _head_scientific2 + _neck_scientific2 + _badge_scientific2 + _body_scientific2 + _gun_scientific2 + _ring_scientific2 + _melee_scientific2 + _ranged_scientific2 + _flask_scientific2 + _belt_scientific2 + _gloves_scientific2 + _pocket_scientific2 + _leg_scientific2 + _shoe_scientific2>> <<set _gear_medical2 = 0 + _amulet_medical2 + _head_medical2 + _neck_medical2 + _badge_medical2 + _body_medical2 + _gun_medical2 + _ring_medical2 + _melee_medical2 + _ranged_medical2 + _flask_medical2 + _belt_medical2 + _gloves_medical2 + _pocket_medical2 + _leg_medical2 + _shoe_medical2>> <<set _gear_warfare2 = 0 + _amulet_warfare2 + _head_warfare2 + _neck_warfare2 + _badge_warfare2 + _body_warfare2 + _gun_warfare2 + _ring_warfare2 + _melee_warfare2 + _ranged_warfare2 + _flask_warfare2 + _belt_warfare2 + _gloves_warfare2 + _pocket_warfare2 + _leg_warfare2 + _shoe_warfare2>> <<set _gear_politics2 = 0 + _amulet_politics2 + _head_politics2 + _neck_politics2 + _badge_politics2 + _body_politics2 + _gun_politics2 + _ring_politics2 + _melee_politics2 + _ranged_politics2 + _flask_politics2 + _belt_politics2 + _gloves_politics2 + _pocket_politics2 + _leg_politics2 + _shoe_politics2>> <<set _gear_fauna2 = 0 + _amulet_fauna2 + _head_fauna2 + _neck_fauna2 + _badge_fauna2 + _body_fauna2 + _gun_fauna2 + _ring_fauna2 + _melee_fauna2 + _ranged_fauna2 + _flask_fauna2 + _belt_fauna2 + _gloves_fauna2 + _pocket_fauna2 + _leg_fauna2 + _shoe_fauna2 + _gear_strength2 + _gear_academical2>> <<set _gear_flora2 = 0 + _amulet_flora2 + _head_flora2 + _neck_flora2 + _badge_flora2 + _body_flora2 + _gun_flora2 + _ring_flora2 + _melee_flora2 + _ranged_flora2 + _flask_flora2 + _belt_flora2 + _gloves_flora2 + _pocket_flora2 + _leg_flora2 + _shoe_flora2 + _gear_precision2 + _gear_academical2>> <<set _gear_cooking2 = 0 + _amulet_cooking2 + _head_cooking2 + _neck_cooking2 + _badge_cooking2 + _body_cooking2 + _gun_cooking2 + _ring_cooking2 + _melee_cooking2 + _ranged_cooking2 + _flask_cooking2 + _belt_cooking2 + _gloves_cooking2 + _pocket_cooking2 + _leg_cooking2 + _shoe_cooking2 + _gear_academical2 + _gear_dexterity2>> <<set _gear_reflex2 = 0 + _amulet_reflex2 + _head_reflex2 + _neck_reflex2 + _badge_reflex2 + _body_reflex2 + _gun_reflex2 + _ring_reflex2 + _melee_reflex2 + _ranged_reflex2 + _flask_reflex2 + _belt_reflex2 + _gloves_reflex2 + _pocket_reflex2 + _leg_reflex2 + _shoe_reflex2 + _gear_agility2 + _gear_academical2>> <<set _gear_flattery2 = 0 + _amulet_flattery2 + _head_flattery2 + _neck_flattery2 + _badge_flattery2 + _body_flattery2 + _gun_flattery2 + _ring_flattery2 + _melee_flattery2 + _ranged_flattery2 + _flask_flattery2 + _belt_flattery2 + _gloves_flattery2 + _pocket_flattery2 + _leg_flattery2 + _shoe_flattery2 + _gear_academical2 + _gear_interpersonal2>> <<set _gear_building2 = 0 + _amulet_building2 + _head_building2 + _neck_building2 + _badge_building2 + _body_building2 + _gun_building2 + _ring_building2 + _melee_building2 + _ranged_building2 + _flask_building2 + _belt_building2 + _gloves_building2 + _pocket_building2 + _leg_building2 + _shoe_building2 + _gear_scientific2 + _gear_strength2>> <<set _gear_digital2 = 0 + _amulet_digital2 + _head_digital2 + _neck_digital2 + _badge_digital2 + _body_digital2 + _gun_digital2 + _ring_digital2 + _melee_digital2 + _ranged_digital2 + _flask_digital2 + _belt_digital2 + _gloves_digital2 + _pocket_digital2 + _leg_digital2 + _shoe_digital2 + _gear_precision2 + _gear_scientific2>> <<set _gear_dodging2 = 0 + _amulet_dodging2 + _head_dodging2 + _neck_dodging2 + _badge_dodging2 + _body_dodging2 + _gun_dodging2 + _ring_dodging2 + _melee_dodging2 + _ranged_dodging2 + _flask_dodging2 + _belt_dodging2 + _gloves_dodging2 + _pocket_dodging2 + _leg_dodging2 + _shoe_dodging2 + _gear_scientific2 + _gear_dexterity2>> <<set _gear_crafting2 = 0 + _amulet_crafting2 + _head_crafting2 + _neck_crafting2 + _badge_crafting2 + _body_crafting2 + _gun_crafting2 + _ring_crafting2 + _melee_crafting2 + _ranged_crafting2 + _flask_crafting2 + _belt_crafting2 + _gloves_crafting2 + _pocket_crafting2 + _leg_crafting2 + _shoe_crafting2 + _gear_agility2 + _gear_scientific2>> <<set _gear_seduction2 = 0 + _amulet_seduction2 + _head_seduction2 + _neck_seduction2 + _badge_seduction2 + _body_seduction2 + _gun_seduction2 + _ring_seduction2 + _melee_seduction2 + _ranged_seduction2 + _flask_seduction2 + _belt_seduction2 + _gloves_seduction2 + _pocket_seduction2 + _leg_seduction2 + _shoe_seduction2 + _gear_scientific2 + _gear_interpersonal2>> <<set _gear_endurance2 = 0 + _amulet_endurance2 + _head_endurance2 + _neck_endurance2 + _badge_endurance2 + _body_endurance2 + _gun_endurance2 + _ring_endurance2 + _melee_endurance2 + _ranged_endurance2 + _flask_endurance2 + _belt_endurance2 + _gloves_endurance2 + _pocket_endurance2 + _leg_endurance2 + _shoe_endurance2 + _gear_strength2 + _gear_medical2>> <<set _gear_toughness2 = 0 + _amulet_toughness2 + _head_toughness2 + _neck_toughness2 + _badge_toughness2 + _body_toughness2 + _gun_toughness2 + _ring_toughness2 + _melee_toughness2 + _ranged_toughness2 + _flask_toughness2 + _belt_toughness2 + _gloves_toughness2 + _pocket_toughness2 + _leg_toughness2 + _shoe_toughness2 + _gear_medical2 + _gear_precision2>> <<set _gear_herbalism2 = 0 + _amulet_herbalism2 + _head_herbalism2 + _neck_herbalism2 + _badge_herbalism2 + _body_herbalism2 + _gun_herbalism2 + _ring_herbalism2 + _melee_herbalism2 + _ranged_herbalism2 + _flask_herbalism2 + _belt_herbalism2 + _gloves_herbalism2 + _pocket_herbalism2 + _leg_herbalism2 + _shoe_herbalism2 + _gear_dexterity2 + _gear_medical2>> <<set _gear_medicine2 = 0 + _amulet_medicine2 + _head_medicine2 + _neck_medicine2 + _badge_medicine2 + _body_medicine2 + _gun_medicine2 + _ring_medicine2 + _melee_medicine2 + _ranged_medicine2 + _flask_medicine2 + _belt_medicine2 + _gloves_medicine2 + _pocket_medicine2 + _leg_medicine2 + _shoe_medicine2 + _gear_medical2 + _gear_agility2>> <<set _gear_charisma2 = 0 + _amulet_charisma2 + _head_charisma2 + _neck_charisma2 + _badge_charisma2 + _body_charisma2 + _gun_charisma2 + _ring_charisma2 + _melee_charisma2 + _ranged_charisma2 + _flask_charisma2 + _belt_charisma2 + _gloves_charisma2 + _pocket_charisma2 + _leg_charisma2 + _shoe_charisma2 + _gear_interpersonal2 + _gear_medical2>> <<set _gear_power2 = 0 + _amulet_power2 + _head_power2 + _neck_power2 + _badge_power2 + _body_power2 + _gun_power2 + _ring_power2 + _melee_power2 + _ranged_power2 + _flask_power2 + _belt_power2 + _gloves_power2 + _pocket_power2 + _leg_power2 + _shoe_power2 + _gear_strength2 + _gear_warfare2>> <<set _gear_shooting2 = 0 + _amulet_shooting2 + _head_shooting2 + _neck_shooting2 + _badge_shooting2 + _body_shooting2 + _gun_shooting2 + _ring_shooting2 + _melee_shooting2 + _ranged_shooting2 + _flask_shooting2 + _belt_shooting2 + _gloves_shooting2 + _pocket_shooting2 + _leg_shooting2 + _shoe_shooting2 + _gear_warfare2 + _gear_precision2>> <<set _gear_targeting2 = 0 + _amulet_targeting2 + _head_targeting2 + _neck_targeting2 + _badge_targeting2 + _body_targeting2 + _gun_targeting2 + _ring_targeting2 + _melee_targeting2 + _ranged_targeting2 + _flask_targeting2 + _belt_targeting2 + _gloves_targeting2 + _pocket_targeting2 + _leg_targeting2 + _shoe_targeting2 + _gear_dexterity2 + _gear_warfare2>> <<set _gear_martial2 = 0 + _amulet_martial2 + _head_martial2 + _neck_martial2 + _badge_martial2 + _body_martial2 + _gun_martial2 + _ring_martial2 + _melee_martial2 + _ranged_martial2 + _flask_martial2 + _belt_martial2 + _gloves_martial2 + _pocket_martial2 + _leg_martial2 + _shoe_martial2 + _gear_warfare2 + _gear_agility2>> <<set _gear_dread2 = 0 + _amulet_dread2 + _head_dread2 + _neck_dread2 + _badge_dread2 + _body_dread2 + _gun_dread2 + _ring_dread2 + _melee_dread2 + _ranged_dread2 + _flask_dread2 + _belt_dread2 + _gloves_dread2 + _pocket_dread2 + _leg_dread2 + _shoe_dread2 + _gear_interpersonal2 + _gear_warfare2>> <<set _gear_leadership2 = 0 + _amulet_leadership2 + _head_leadership2 + _neck_leadership2 + _badge_leadership2 + _body_leadership2 + _gun_leadership2 + _ring_leadership2 + _melee_leadership2 + _ranged_leadership2 + _flask_leadership2 + _belt_leadership2 + _gloves_leadership2 + _pocket_leadership2 + _leg_leadership2 + _shoe_leadership2 + _gear_strength2 + _gear_politics2>> <<set _gear_perception2 = 0 + _amulet_perception2 + _head_perception2 + _neck_perception2 + _badge_perception2 + _body_perception2 + _gun_perception2 + _ring_perception2 + _melee_perception2 + _ranged_perception2 + _flask_perception2 + _belt_perception2 + _gloves_perception2 + _pocket_perception2 + _leg_perception2 + _shoe_perception2 + _gear_politics2 + _gear_precision2>> <<set _gear_tactics2 = 0 + _amulet_tactics2 + _head_tactics2 + _neck_tactics2 + _badge_tactics2 + _body_tactics2 + _gun_tactics2 + _ring_tactics2 + _melee_tactics2 + _ranged_tactics2 + _flask_tactics2 + _belt_tactics2 + _gloves_tactics2 + _pocket_tactics2 + _leg_tactics2 + _shoe_tactics2 + _gear_dexterity2 + _gear_politics2>> <<set _gear_stealth2 = 0 + _amulet_stealth2 + _head_stealth2 + _neck_stealth2 + _badge_stealth2 + _body_stealth2 + _gun_stealth2 + _ring_stealth2 + _melee_stealth2 + _ranged_stealth2 + _flask_stealth2 + _belt_stealth2 + _gloves_stealth2 + _pocket_stealth2 + _leg_stealth2 + _shoe_stealth2 + _gear_politics2 + _gear_agility2>> <<set _gear_manipulation2 = 0 + _amulet_manipulation2 + _head_manipulation2 + _neck_manipulation2 + _badge_manipulation2 + _body_manipulation2 + _gun_manipulation2 + _ring_manipulation2 + _melee_manipulation2 + _ranged_manipulation2 + _flask_manipulation2 + _belt_manipulation2 + _gloves_manipulation2 + _pocket_manipulation2 + _leg_manipulation2 + _shoe_manipulation2 + _gear_interpersonal2 + _gear_politics2>> <<set _gear_blunt2 = 0 + _amulet_blunt2 + _head_blunt2 + _neck_blunt2 + _badge_blunt2 + _body_blunt2 + _gun_blunt2 + _ring_blunt2 + _melee_blunt2 + _ranged_blunt2 + _flask_blunt2 + _belt_blunt2 + _gloves_blunt2 + _pocket_blunt2 + _leg_blunt2 + _shoe_blunt2>> <<set _gear_edged2 = 0 + _amulet_edged2 + _head_edged2 + _neck_edged2 + _badge_edged2 + _body_edged2 + _gun_edged2 + _ring_edged2 + _melee_edged2 + _ranged_edged2 + _flask_edged2 + _belt_edged2 + _gloves_edged2 + _pocket_edged2 + _leg_edged2 + _shoe_edged2>> <<set _gear_pierced2 = 0 + _amulet_pierced2 + _head_pierced2 + _neck_pierced2 + _badge_pierced2 + _body_pierced2 + _gun_pierced2 + _ring_pierced2 + _melee_pierced2 + _ranged_pierced2 + _flask_pierced2 + _belt_pierced2 + _gloves_pierced2 + _pocket_pierced2 + _leg_pierced2 + _shoe_pierced2>> <<set _gear_ballistic2 = 0 + _amulet_ballistic2 + _head_ballistic2 + _neck_ballistic2 + _badge_ballistic2 + _body_ballistic2 + _gun_ballistic2 + _ring_ballistic2 + _melee_ballistic2 + _ranged_ballistic2 + _flask_ballistic2 + _belt_ballistic2 + _gloves_ballistic2 + _pocket_ballistic2 + _leg_ballistic2 + _shoe_ballistic2>> <<set _gear_explosive2 = 0 + _amulet_explosive2 + _head_explosive2 + _neck_explosive2 + _badge_explosive2 + _body_explosive2 + _gun_explosive2 + _ring_explosive2 + _melee_explosive2 + _ranged_explosive2 + _flask_explosive2 + _belt_explosive2 + _gloves_explosive2 + _pocket_explosive2 + _leg_explosive2 + _shoe_explosive2>> <<set _gear_fire2 = 0 + _amulet_fire2 + _head_fire2 + _neck_fire2 + _badge_fire2 + _body_fire2 + _gun_fire2 + _ring_fire2 + _melee_fire2 + _ranged_fire2 + _flask_fire2 + _belt_fire2 + _gloves_fire2 + _pocket_fire2 + _leg_fire2 + _shoe_fire2>> <<set _gear_cold2 = 0 + _amulet_cold2 + _head_cold2 + _neck_cold2 + _badge_cold2 + _body_cold2 + _gun_cold2 + _ring_cold2 + _melee_cold2 + _ranged_cold2 + _flask_cold2 + _belt_cold2 + _gloves_cold2 + _pocket_cold2 + _leg_cold2 + _shoe_cold2>> <<set _gear_obsidian2 = 0 + _amulet_obsidian2 + _head_obsidian2 + _neck_obsidian2 + _badge_obsidian2 + _body_obsidian2 + _gun_obsidian2 + _ring_obsidian2 + _melee_obsidian2 + _ranged_obsidian2 + _flask_obsidian2 + _belt_obsidian2 + _gloves_obsidian2 + _pocket_obsidian2 + _leg_obsidian2 + _shoe_obsidian2>> <<set _gear_ethereal2 = 0 + _amulet_ethereal2 + _head_ethereal2 + _neck_ethereal2 + _badge_ethereal2 + _body_ethereal2 + _gun_ethereal2 + _ring_ethereal2 + _melee_ethereal2 + _ranged_ethereal2 + _flask_ethereal2 + _belt_ethereal2 + _gloves_ethereal2 + _pocket_ethereal2 + _leg_ethereal2 + _shoe_ethereal2>> <<set _gear_health2 = 0 + _amulet_health2 + _head_health2 + _neck_health2 + _badge_health2 + _body_health2 + _gun_health2 + _ring_health2 + _melee_health2 + _ranged_health2 + _flask_health2 + _belt_health2 + _gloves_health2 + _pocket_health2 + _leg_health2 + _shoe_health2>> <<set _gear_speed2 = 0 + _amulet_speed2 + _head_speed2 + _neck_speed2 + _badge_speed2 + _body_speed2 + _gun_speed2 + _ring_speed2 + _melee_speed2 + _ranged_speed2 + _flask_speed2 + _belt_speed2 + _gloves_speed2 + _pocket_speed2 + _leg_speed2 + _shoe_speed2>> <<set $active.hero.skills.strength = $active.hero.skills.strength + $gear_strength + _gear_strength2>> <<set $active.hero.skills.precision = $active.hero.skills.precision + $gear_precision + _gear_precision2>> <<set $active.hero.skills.dexterity = $active.hero.skills.dexterity + $gear_dexterity + _gear_dexterity2>> <<set $active.hero.skills.agility = $active.hero.skills.agility + $gear_agility + _gear_agility2>> <<set $active.hero.skills.interpersonal = $active.hero.skills.interpersonal + $gear_interpersonal + _gear_interpersonal2>> <<set $active.hero.skills.academical = $active.hero.skills.academical + $gear_academical + _gear_academical2>> <<set $active.hero.skills.scientific = $active.hero.skills.scientific + $gear_scientific + _gear_scientific2>> <<set $active.hero.skills.medical = $active.hero.skills.medical + $gear_medical + _gear_medical2>> <<set $active.hero.skills.warfare = $active.hero.skills.warfare + $gear_warfare + _gear_warfare2>> <<set $active.hero.skills.politics = $active.hero.skills.politics + $gear_politics + _gear_politics2>> <<set $active.hero.skills.fauna = $active.hero.skills.fauna + $gear_fauna + _gear_fauna2>> <<set $active.hero.skills.flora = $active.hero.skills.flora + $gear_flora + _gear_flora2>> <<set $active.hero.skills.cooking = $active.hero.skills.cooking + $gear_cooking + _gear_cooking2>> <<set $active.hero.skills.reflex = $active.hero.skills.reflex + $gear_reflex + _gear_reflex2>> <<set $active.hero.skills.flattery = $active.hero.skills.flattery + $gear_flattery + _gear_flattery2>> <<set $active.hero.skills.building = $active.hero.skills.building + $gear_building + _gear_building2>> <<set $active.hero.skills.digital = $active.hero.skills.digital + $gear_digital + _gear_digital2>> <<set $active.hero.skills.dodging = $active.hero.skills.dodging + $gear_dodging + _gear_dodging2>> <<set $active.hero.skills.crafting = $active.hero.skills.crafting + $gear_crafting + _gear_crafting2>> <<set $active.hero.skills.seduction = $active.hero.skills.seduction + $gear_seduction + _gear_seduction2>> <<set $active.hero.skills.endurance = $active.hero.skills.endurance + $gear_endurance + _gear_endurance2>> <<set $active.hero.skills.toughness = $active.hero.skills.toughness + $gear_toughness + _gear_toughness2>> <<set $active.hero.skills.herbalism = $active.hero.skills.herbalism + $gear_herbalism + _gear_herbalism2>> <<set $active.hero.skills.medicine = $active.hero.skills.medicine + $gear_medicine + _gear_medicine2>> <<set $active.hero.skills.charisma = $active.hero.skills.charisma + $gear_charisma + _gear_charisma2>> <<set $active.hero.skills.power = $active.hero.skills.power + $gear_power + _gear_power2>> <<set $active.hero.skills.shooting = $active.hero.skills.shooting + $gear_shooting + _gear_shooting2>> <<set $active.hero.skills.targeting = $active.hero.skills.targeting + $gear_targeting + _gear_targeting2>> <<set $active.hero.skills.martial = $active.hero.skills.martial + $gear_martial + _gear_martial2>> <<set $active.hero.skills.dread = $active.hero.skills.dread + $gear_dread + _gear_dread2>> <<set $active.hero.skills.leadership = $active.hero.skills.leadership + $gear_leadership + _gear_leadership2>> <<set $active.hero.skills.perception = $active.hero.skills.perception + $gear_perception + _gear_perception2>> <<set $active.hero.skills.tactics = $active.hero.skills.tactics + $gear_tactics + _gear_tactics2>> <<set $active.hero.skills.stealth = $active.hero.skills.stealth + $gear_stealth + _gear_stealth2>> <<set $active.hero.skills.manipulation = $active.hero.skills.manipulation + $gear_manipulation + _gear_manipulation2>> <<set $active.hero.skills.blunt = $active.hero.skills.blunt + $gear_blunt + _gear_blunt2>> <<set $active.hero.skills.edged = $active.hero.skills.edged + $gear_edged + _gear_edged2>> <<set $active.hero.skills.pierced = $active.hero.skills.pierced + $gear_pierced + _gear_pierced2>> <<set $active.hero.skills.ballistic = $active.hero.skills.ballistic + $gear_ballistic + _gear_ballistic2>> <<set $active.hero.skills.explosive = $active.hero.skills.explosive + $gear_explosive + _gear_explosive2>> <<set $active.hero.skills.fire = $active.hero.skills.fire + $gear_fire + _gear_fire2>> <<set $active.hero.skills.cold = $active.hero.skills.cold + $gear_cold + _gear_cold2>> <<set $active.hero.skills.obsidian = $active.hero.skills.obsidian + $gear_obsidian + _gear_obsidian2>> <<set $active.hero.skills.ethereal = $active.hero.skills.ethereal + $gear_ethereal + _gear_ethereal2>> <<set $active.hero.skills.health = $active.hero.skills.health + $gear_health + _gear_health2>> <<set $active.hero.skills.speed = $active.hero.skills.speed + $gear_speed + _gear_speed2>> <<set $active.hero.stats.maxhealth = $active.hero.stats.maxhealth + $gear_health + _gear_health2>> <<if $active.hero.stats.health gt $active.hero.stats.maxhealth>> <<set $active.hero.stats.health = $active.hero.stats.maxhealth>> <</if>> /*-----------------------------------------HERO IFS-----------------------------------*/ <<if $active.hero.id is 9999>> <<set $heroes.id9999 = $active.hero>> <<set $active.hero = "">> <<else>> <<set _actnpc = $active.hero.id>> <<print "<<set $heroes.id" + _actnpc + "= $active.hero>>">> <</if>> /*------------------------------------END OF HERO IFS---------------------------------*/ <<unset $actable>> <<set $trackdata.inventory.id9999 = 0>> <<for _k = 0; _k <_attributes.length; _k++>> <<set _gearatt = "$gear_" + _attributes[_k]>> <<print "<<unset " + _gearatt + ">>">> <</for>> <</button>> </div> <div class="maprightboxdown"> </div> </div> <</nobr>>
<<nobr>> /*-----if the player cant pay for the activity, the other party should, but results in an affection loss*/ /*------------------------------------------TALK------------------------------------------*/ /*--------------------------------ASK--------------------------------*/ /*---------------BACKGROUND------------------*/ <<if $herotalkdesc is 11>> You ask <<=$active.hero.data.firstname>> about <<if $active.hero.id lt 6000>>her<<else>>his<</if>> background before you met. <br><br>"<<switch $active.hero.id>> <<case 1001>> <<if $active.hero.data.affection gte 20>> I grew up on the streets of Rusttown. My mother worked the fields, my father worked the mines. They spent most of their lives just trying to keep food on the table. We didn’t really have time for each other—so they felt more like familiar strangers than actual parents. Still, I’m grateful. They did their best. <<if $active.hero.data.affection gte 40>> <br><br>When they weren’t around—which was most of the time—I’d sneak out of the city once I got old enough. Mostly to forage for edible plants and berries, just to help out a little. I picked up a few handy skills with plants and food prep along the way, but nothing special. <</if>> <<if $active.hero.data.affection gte 60>> <br><br>Working 12 to 16 hours a day didn’t do their health any favors. What struck me as strange was how they both started getting weak around the same time. It was like they were fading together. I felt weak too during those days—drained, even after they passed, which happened fast. Just one week. <</if>> <<if $active.hero.data.affection gte 80>> <br><br>I got better later, but… that’s a different story. I’m still really sad they’re gone. Unfortunately, I got evicted from our little flat not long after. I couldn’t cover the rent on my own—we barely managed it even with the three of us chipping in. So I moved to the city park, near the pond. At least there, I could wash up. It was the best I could do to avoid turning into a full-on hobo, I guess. <</if>> <<else>> Look, I work for you—that doesn’t make us friends. Your past is yours, mine’s mine. Nothing I feel like sharing, sorry. <</if>> <<case 1002>> I had this teenage love once. Joe. Stupid name, if you ask me, but he had a handsome face. Not rich himself—he was still in uni—but his daddy had money, real money. One day, he wrote me this dramatic love letter, saying he missed me so much it felt like a part of me was still with him. Sweet, right? <br>Thing is, I didn’t really feel the same. I already had two other guys on the side, but Joe was just so in love, I didn’t want to hurt him. So I sent him a love letter back… with one of my teeth inside so he can actually have a part of me with him. <br>Next thing I know, his father sends the police after me and tells me to stay the hell away from his son, that I’m ‘mentally unstable’ or whatever. So I said, ‘Fine. Then I’ll visit that cop I was hooking up with last year and tell him your golden boy hit me so hard my tooth fell out… unless you give me enough money to fix my whole damn smile.’ <br>And that’s how I got this perfect mouth. Goldtown’s best dentist. Love really can be healing, huh? <<case 6000>> <<default>> <</switch>>" <</if>> /*---------------SECRETS------------------*/ <<if $herotalkdesc is 12>> You ask <<=$active.hero.data.firstname>> about <<if $active.hero.id lt 6000>>her<<else>>his<</if>> biggest secrets. <br><br>"<<switch $active.hero.id>> <<case 1001>> <<if $active.hero.data.affection gte 20>> Hm. You already know one of them—I sometimes leave places without paying. Not proud of it, but what choice do I have? Should I waste my life working myself to the bone just to afford food, then die young like my mom and dad? <<if $active.hero.data.affection gte 40>> <br><br>And here’s another one: I like to drink. Not enough to get wasted and lose my mind, but a few glasses help pass the time, you know? Makes me feel a little better. Funny thing—now that I think about it, drinking and not paying for it is what led our paths to cross. Ended up with a roof over my head and food on the table. So… could’ve been worse. <</if>> <<if $active.hero.data.affection gte 60>> <br><br>Not really a secret, I guess, but… I like my hair.When I was a kid, everyone around me—even my parents—had messy, greasy hair. Sometimes even bugs. Keeping mine clean and nice always made me feel a little better. Dyeing it purple and rocking this half-shaved style? Feels like me. Fits who I am. <</if>> <<if $active.hero.data.affection gte 80>> <br><br>Oh, and I love tattoos too—especially nature-themed ones. Butterflies, roses, jaguars... all beautiful. No deep meanings, really—just personal taste. Only the spider is special. I can tell you its story, if you’re interested (Discuss -> Stories). <</if>> <<else>> Secrets? I’m just a simple girl—nothing worth telling you. Stranger. <</if>> <<case 1002>> I hate it when people keep secrets. I’m open-minded — I say what’s on my mind, no filter. <br>Here’s a nice little story for you, as an example: I can't stand when people freak out over small misunderstandings. So, I had this boyfriend, Chucky—nice guy, bit too sensitive. One night, I asked for his help with something kinda awkward. <br>A girl from the gym told me that if I couldn't afford a dildo, I could just use... well, you know, something else. So I tried it, but pushed it in too deep and had to call Chucky to help get it out. He was really trying, bless him, but he couldn’t find anything. I kept saying, 'It’s there, keep looking!' <br>Eventually, he pulled out a little feather. Then a chunk of ceramic. Turns out, it was the decorative parrot statue he gave me for my birthday—you know, the one I liked at the market. <br>Apparently, the girl said carrot. I heard parrot. Chucky just stared at the pieces and walked right out the door. Total overreaction, if you ask me. <<case 6000>> <<default>> <</switch>>" <</if>> /*---------------REGRETS------------------*/ <<if $herotalkdesc is 13>> You ask <<=$active.hero.data.firstname>> about <<if $active.hero.id lt 6000>>her<<else>>his<</if>> biggest regrets in <<if $active.hero.id lt 6000>>her<<else>>his<</if>> life. <br><br>"<<switch $active.hero.id>> <<case 1001>> <<if $active.hero.data.affection gte 20>> Honestly? Just one—not meeting you sooner. That’s it. Nothing else. <<else>> Meeting you. That’s the only one. I hate you. I really do. <</if>> <<case 1002>> What do I regret? Well, as perfect as I may seem, I did make one big mistake in my life — but luckily, not more. <br>So once I hooked up with this guy I knew from school. Not exactly a genius, but really hard-working. We were together for, like, a month. And you know how it goes with new lovers — we didn’t really talk much, just had sex. A lot. <br>Thing is, he was always tired, always rushing off, never around for too long. I figured he had a second job or something. I was actually impressed — I thought, wow, he’s not just hot, he’s ambitious. Two jobs, twice the money, right? <br>Everything was going fine, until one day he told me he wanted to introduce me to his family. So I show up, and while he’s standing next to me... I see him again, walking straight toward me. I nearly passed out. <br>Turns out, he had a twin brother. Identical. I’d been dating both of them without knowing. And they didn’t know either! <br>I left him immediately. Such a disappointment. I really thought he was working two jobs. But no — just one job, one brain, and somehow two bodies. Mess. <<case 6000>> <<default>> <</switch>>" <</if>> /*---------------FEARS------------------*/ <<if $herotalkdesc is 14>> You ask <<=$active.hero.data.firstname>> about <<if $active.hero.id lt 6000>>her<<else>>his<</if>> biggest fears in <<if $active.hero.id lt 6000>>her<<else>>his<</if>> life. <br><br>"<<switch $active.hero.id>> <<case 1001>> <<if $active.hero.data.affection gte 20>> Now? Being alone. And I don’t just mean not having a place to stay—I mean people too. <br><br>Back then, it was spiders. They were everywhere when I was a kid. Some even bit me in my sleep. Well... I think it was the spiders—could’ve been any of the other bugs crawling around, but I blamed them anyway. That fear’s behind me now. I’m not saying I like spiders, but I’ve come to accept them. <br><br>There’s one I actually love, though. Maybe I’ll tell you about it... sometime later (Discuss -> Stories). <<else>> My biggest fear? You. <</if>> <<case 1002>> Fears? Honestly, I’m not afraid of anything. I’m the only woman in this city who can walk through the slums with silver piercings and not get touched. <br>Got them from some army guy — can’t say his name, he’s pretty powerful now. So yeah, see? Army. But over the years I’ve had police guys, criminal guys, government guys, rebel guys... You name it. <br>If anyone ever tries to hurt me, there’s always someone around who knows me. One of my mafia guys even told me I’m on the whitelist with the rival gang. Said that’s why he never carried a weapon when we were dating — no one would risk shooting him while he’s with me. <br>So yeah. Basically, I have an army. Just not the kind that wears uniforms. And unlike you, I don’t have to pay them a salary or feed them. <br>You should honestly take notes — I’ve got this whole personal defense thing running way more efficiently than you. <<case 6000>> <<default>> <</switch>>" <</if>> /*---------------PLANS------------------*/ <<if $herotalkdesc is 15>> You ask <<=$active.hero.data.firstname>> about <<if $active.hero.id lt 6000>>her<<else>>his<</if>> plans about the future. <br><br>"<<switch $active.hero.id>> <<case 1001>> <<if $active.hero.data.affection gte 20>> To stay by your side for the rest of my life. Sounds simple, but… that’s all I want. <<else>> To get out of this place—and as far away from you as possible. <</if>> <<case 1002>> My plans? Oh, they’re very simple. I’ll find a nice, rich man and marry him. Maybe it’ll be you. <br>Don’t get your hopes up, though. We might sleep together now and then — but that’s about my needs, not about you, and definitely not about us. Of course, I might change my mind if you buy me a mansion. Or a palace. No, not for us — forget us — I mean just for me. <br>You can stay here. Pay a visit sometimes. Meanwhile, I’ll move in my boyfriends. You know, the handsome ones who happen to be broke. The rich already have homes, but none of them have bought me a mansion yet. <br>If you do, you’ll be one step ahead of the competition. Not saying you can win my heart — but hey, it’d be a nice first gesture. <<case 6000>> <<default>> <</switch>>" <</if>> /*-----------------------------DEBATE-----------------------------*/ /*---------------POLITICS------------------*/ <<if $herotalkdesc is 21>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------RELIGION------------------*/ <<if $herotalkdesc is 22>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------LOYALTY------------------*/ <<if $herotalkdesc is 23>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------MORALITY------------------*/ <<if $herotalkdesc is 24>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------SALARY------------------*/ <<if $herotalkdesc is 25>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*-----------------------------DISCUSS-----------------------------*/ /*---------------ABOUT YOURSELF------------------*/ <<if $herotalkdesc is 31>> You ask <<=$active.hero.data.firstname>> about <<if $active.hero.id lt 6000>>her<<else>>his<</if>> opinion about you. <br><br>"<<switch $active.hero.id>> <<default>> <<if $active.hero.data.affection gte 20>> <<if $active.hero.data.affection lte 100 and $active.hero.data.affection gte 80>> I can’t believe how empty my life felt before I met you. If you ever need anything—just say the word. You gave my life a purpose. <</if>> <<if $active.hero.data.affection lte 79 and $active.hero.data.affection gte 60>> I consider you a friend. I really do. I think we’ll achieve great things together. <</if>> <<if $active.hero.data.affection lte 59 and $active.hero.data.affection gte 40>> Nothing special. You pay me, I work for you. That’s all there is to it. <</if>> <<if $active.hero.data.affection lte 39 and $active.hero.data.affection gte 20>> Honestly? You’re not my favorite. But hey—I’m giving you a chance to prove yourself. <</if>> <<else>> I honestly wonder why I’m still here. So don’t be surprised if I’m gone by morning. <</if>> <<if $active.hero.id gte 6000>> <<else>> <<if $active.hero.data.attraction lte 100 and $active.hero.data.attraction gte 80>> <br><br>And I want you to fuck me hard. Right now. <</if>> <<if $active.hero.data.attraction lte 79 and $active.hero.data.attraction gte 60>> <br><br>And you are quite attractive, to be honest. <</if>> <<if $active.hero.data.attraction lte 59 and $active.hero.data.attraction gte 40>> <br><br>And I find you quite handsome. <</if>> <<if $active.hero.data.attraction lte 39 and $active.hero.data.attraction gte 20>> <br><br>And I like your eyes. <</if>> <</if>> <</switch>>" <</if>> /*---------------STORIES------------------*/ <<if $herotalkdesc is 32>> You ask <<=$active.hero.data.firstname>> to tell a story about <<if $active.hero.id lt 6000>>her<<else>>him<</if>>self. <br><br>"<<switch $active.hero.id>> <<case 1001>> <<if $active.hero.data.affection gte 80>> When Mom and Dad got sick, I started having these horrible nightmares. Every night, I dreamed of a rotten, ghostly man sitting on my legs while I lay on my thin sheet on the floor. He just stared at me. I could feel him—like he was draining the life out of me just by being there. I couldn’t move. I could barely breathe. It was the most terrifying feeling I’ve ever had—and it happened every single night. <br><br>Then, a week after I buried my parents, it happened again. It was a Thursday night. But this time, something was different. The ghostly man came back, but he wasn’t rotten anymore. I could see his shape more clearly—like a shadow with human features. He sat on my legs again, and I felt that same dread settle in my chest. But then something strange happened. <br><br>The moonlight was shining through my window and hit the glass of the picture frame I’d placed on my desk—the one with my parents’ photo. I kept it there to see their faces every day after they left this world behind. And from that glowing reflection, ghostly insect legs started to emerge—one after another—until this massive spider appeared behind the man’s silhouette. <br><br>I wanted to scream, but I couldn’t. I thought I’d suffocate. The spider raised its front legs. The ghost must’ve noticed something—maybe he saw it from the corner of his eye, maybe he even turned slightly—but before he could react, the spider struck. <br><br>Its legs pinned him down, and then its fangs—or mouth, or whatever it had—swallowed his head whole. He screamed with this horrible, deafening sound… a mix of pure terror and bottomless grief. I’ll never forget it. Then after the spider devoured the rest of him, it backed away like it was crawling into a hole, and vanished into the glow of the picture frame. <br><br>I never told anyone. Mom and Dad were already too sick—I didn’t want to scare them more. And my ‘friends’... well, they’d have laughed at me for the rest of my life. But—and maybe this sounds stupid—I think it was real. The ghost. The spider. All of it. <br><br>And you know what? I never had those nightmares again. <<else>> I think it’s a bit too soon for that. We’re not quite there yet. <</if>> <<case 6000>> <<default>> <</switch>>" <</if>> /*---------------GOSSIPS------------------*/ <<if $herotalkdesc is 33>> "So <<=$active.hero.data.firstname>>, have you heard anything that might be interesting for us?" you ask. <br><br>"No, nothing so far. But I’ll keep my eyes and ears open and let you know if I come across anything useful—or interesting." <</if>> /*---------------EXPERIENCES------------------*/ <<if $herotalkdesc is 34>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------PERSONAL TOPICS------------------*/ <<if $herotalkdesc is 35>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*-----------------------------COMPLIMENT----------------------------*/ /*---------------SKILLS------------------*/ <<if $herotalkdesc is 41>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------APPEARANCE------------------*/ <<if $herotalkdesc is 42>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------LOYALTY------------------*/ <<if $herotalkdesc is 43>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------HARD WORK------------------*/ <<if $herotalkdesc is 44>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------INTELLIGENCE------------------*/ <<if $herotalkdesc is 45>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*--------------------------------INSULT--------------------------------*/ /*---------------MOCK------------------*/ <<if $herotalkdesc is 51>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------FRIGHTEN------------------*/ <<if $herotalkdesc is 52>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------THREATEN------------------*/ <<if $herotalkdesc is 53>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------RIDICULE------------------*/ <<if $herotalkdesc is 54>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------COMPARE------------------*/ <<if $herotalkdesc is 55>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*--------------------------------FLIRT--------------------------------*/ /*---------------SWEET TALK------------------*/ <<if $herotalkdesc is 61>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------BOOST CONFIDENCE------------------*/ <<if $herotalkdesc is 62>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------ADMIRE------------------*/ <<if $herotalkdesc is 63>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------TEASE-----------------*/ <<if $herotalkdesc is 64>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------JELAOUSY PLAY------------------*/ <<if $herotalkdesc is 65>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------------------------------ACTIONS---------------------------------------*/ /*-----------------------------ENTERTAINMENT-----------------------------*/ /*---------------RESTAURANT------------------*/ <<if $herotalkdesc is 71>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------THEATRE------------------*/ <<if $herotalkdesc is 72>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------BOARD GAMES------------------*/ <<if $herotalkdesc is 73>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------FOOTBALL MATCH------------------*/ <<if $herotalkdesc is 74>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------CINEMA------------------*/ <<if $herotalkdesc is 75>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*-----------------------------ADVENTURE-----------------------------*/ /*---------------URBAN EXPLORING------------------*/ <<if $herotalkdesc is 81>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------SCAVENGING-----------------*/ <<if $herotalkdesc is 82>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*--------------CHACHALACA HUNT------------------*/ <<if $herotalkdesc is 83>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------TREASURE HUNT------------------*/ <<if $herotalkdesc is 84>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------WRECK DIVING------------------*/ <<if $herotalkdesc is 85>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*-----------------------------BONDING-----------------------------*/ /*---------------BAR HOPPING------------------*/ <<if $herotalkdesc is 91>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------PARTY DANCING------------------*/ <<if $herotalkdesc is 92>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------FISHING------------------*/ <<if $herotalkdesc is 93>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------PARK WALK------------------*/ <<if $herotalkdesc is 94>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------STARGAZING------------------*/ <<if $herotalkdesc is 95>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*-----------------------------SEDUCE-----------------------------*/ /*---------------GIVE GIFT------------------*/ <<if $herotalkdesc is 101>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------TOUCH WAIST------------------*/ <<if $herotalkdesc is 102>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------SUGGEST SEX------------------*/ <<if $herotalkdesc is 103>> <blockquote id="sxblock">"How about we continue this somewhere else?" you say with a playful smile.<br> <<if $active.hero.data.partner is "" or $active.hero.data.partner is "You">> <<set _sexloy = 0>> <<else>> <<set _sexloy = $active.hero.data.loyalty*$active.hero.data.loyalty/200>> <</if>> <<set _chancesex = (($active.hero.data.attraction*100)/($active.hero.data.attraction+25)) + (($active.hero.data.affection-50)/5) + (($active.hero.data.mood-50)/5) - _sexloy + 10*Math.log10($heroes.id9999.skills.seduction+10) + 5*Math.log10(Math.max($heroes.id9999.skills.charisma, $heroes.id9999.skills.manipulation)+10)>> <<set _rollsex = random(0,100)>> <<switch $active.hero.id>> <<case 1002>> <<if _rollsex lte _chancesex>> "You have to fuck me as many times as the 17 men I was keeping around, so I hope you don't have anything else to do today. Let's go!"<br> <<else>> "No way. You are not handsome at all!"<br> <</if>> <<default>> <<if _rollsex lte _chancesex>> "I've been waiting for this moment all day!"<br> <<else>> "Sorry, but no. We're not there yet. Maybe we never will be."<br> <</if>> <</switch>> </blockquote> <<if _rollsex lte _chancesex>> <div id="hstatmebutt"> <<button "Next" "SexEngine">> <<set $apoints = Math.floor($heroes.id9999.arousal/10)>> <<set $apointsstart = $apoints>> <<set $sexpic = 100>> <</button>> </div> <</if>> <</if>> /*---------------ATTEMPT KISSING------------------*/ <<if $herotalkdesc is 104>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------SUGGEST ORGY------------------*/ <<if $herotalkdesc is 105>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*-----------------------------TRAINING-----------------------------*/ /*---------------STRENGTH------------------*/ <<if $herotalkdesc is 111>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------PRECISION------------------*/ <<if $herotalkdesc is 112>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------DEXTERITY------------------*/ <<if $herotalkdesc is 113>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------AGILITY------------------*/ <<if $herotalkdesc is 114>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------INTERPERSONAL------------------*/ <<if $herotalkdesc is 115>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*-----------------------------STUDY-----------------------------*/ /*---------------ACADEMICAL------------------*/ <<if $herotalkdesc is 121>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------SCIENTIFIC------------------*/ <<if $herotalkdesc is 122>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------MEDICAL------------------*/ <<if $herotalkdesc is 123>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------WARFARE------------------*/ <<if $herotalkdesc is 124>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> /*---------------POLITICS------------------*/ <<if $herotalkdesc is 125>> <<switch $active.hero.id>> <<case 1000>> <<case 6000>> <<default>> <</switch>> <</if>> <</nobr>>
<<nobr>> <div class="maptop"> <div class="mapleftbox"> <div class="mapleftupicons"> [img[./Images/Interface/time.png]] <<displaytime>> </div> <div class="mapleftupicons"> [img[./Images/Interface/playerenergy.png]] <<=$heroes.id9999.stats.energy + " / " + $heroes.id9999.stats.maxenergy>> </div> <div class="mapleftupicons"> [img[./Images/Interface/playerhealth.png]] <<=$heroes.id9999.stats.health + " / " + $heroes.id9999.stats.maxhealth>> </div> </div> <div class="menutop" class="hidden"> </div> <div class="maprightbox"> <div class="maprightupicons"> [img[./Images/Interface/playermoney.png]] <<print setup.formatNumber($heroes.id9999.stats.money)>> </div> <div class="maprightupicons"> [img[./Images/Interface/playerfame.png]] <<print setup.formatNumber($heroes.id9999.stats.fame)>> </div> <div class="maprightupicons"> [img[./Images/Interface/playerinfluence.png]] <<print setup.formatNumber($heroes.id9999.stats.influence )>> </div> </div> </div> <div class="mapmiddle"> <div class="mapleft"> </div> <div class="mapcentre"> </div> <div class="mapright"> </div> </div> <div class="mapbottom"> <div class="mapleftboxdown"> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconsave.png]]>> <<script>>UI.saves()<</script>> <</button>> </div> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconoptions.png][Settings]]>> <</button>> </div> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconency.png][Encyclopedia]]>> <</button>> </div> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconprofile.png][CharacterPage]]>> <</button>> </div> </div> <div class=menureturn> <<button "Return" $return>><</button>> </div> <div class="maprightboxdown"> <div class="maprightdownicons"> <<button[img[./Images/Interface/icongroup.png][Army]]>> <</button>> </div> <div class="maprightdownicons"> <<button[img[./Images/Interface/iconinventory.png][Inventory]]>> <<set $active.hero = $heroes.id9999>> <<include "InventSet">> <</button>> </div> <div class="maprightdownicons"> <<button[img[./Images/Interface/iconminimap.png][Minimap]]>> <</button>> </div> </div> </div> <</nobr>>
<<nobr>> <<script>> $(document).one(":passagedisplay", function() { $("#theworkcentre").hide(); setTimeout(function() { $("#theworkcentre").fadeIn(120); }, 1); }); <</script>> <div class="maptop"> <div class="mapleftbox"> <div class="mapleftupicons"> [img[./Images/Interface/time.png]] <<displaytime>> </div> <div class="mapleftupicons"> [img[./Images/Interface/playerenergy.png]] <<=$heroes.id9999.stats.energy + " / " + $heroes.id9999.stats.maxenergy>> </div> <div class="mapleftupicons"> [img[./Images/Interface/playerhealth.png]] <<=$heroes.id9999.stats.health + " / " + $heroes.id9999.stats.maxhealth>> </div> </div> <div class="menutop" class="hidden"> </div> <div class="maprightbox"> <div class="maprightupicons"> [img[./Images/Interface/playermoney.png]] <<print setup.formatNumber($heroes.id9999.stats.money)>> </div> <div class="maprightupicons"> [img[./Images/Interface/playerfame.png]] <<print setup.formatNumber($heroes.id9999.stats.fame)>> </div> <div class="maprightupicons"> [img[./Images/Interface/playerinfluence.png]] <<print setup.formatNumber($heroes.id9999.stats.influence )>> </div> </div> </div> <div class="mapmiddle"> <div class="mapleft"> </div> <div class="mapcentre" id="theworkcentre"> <div class="placeleft"> <div id="workcontainer"> <div id="wname">$active.work.name</div> <div id="wdesc"><<include WorkText>></div> <div> <table> <tbody> <tr> <td><<print $active.work.skill1.toUpperFirst()>></td> <td><<print $active.work.skill2.toUpperFirst()>></td> <td><<print $active.work.skill3.toUpperFirst()>></td> <td><<print $active.work.skill4.toUpperFirst()>></td> <td><<print $active.work.skill5.toUpperFirst()>></td> </tr> <tr> <td><<print "<<= $heroes.id9999.skills." + $active.work.skill1 + ">>">></td> <td><<print "<<= $heroes.id9999.skills." + $active.work.skill2 + ">>">></td> <td><<print "<<= $heroes.id9999.skills." + $active.work.skill3 + ">>">></td> <td><<print "<<= $heroes.id9999.skills." + $active.work.skill4 + ">>">></td> <td><<print "<<= $heroes.id9999.skills." + $active.work.skill5 + ">>">></td> </tr> </tbody> </table> </div> <<print "<<set _sumwp = $heroes.id9999.skills." + $active.work.skill1 + "+ $heroes.id9999.skills." + $active.work.skill2 + "+ $heroes.id9999.skills." + $active.work.skill3 + "+ $heroes.id9999.skills." + $active.work.skill4 + "+ $heroes.id9999.skills." + $active.work.skill5 + "+1>>">> <div class="wp"> <div>Your workpoints: <<=_sumwp-1>></div> <div>Required points: <<= $active.work.wp>></div> <div>Difference: <<= _sumwp -$active.work.wp-1 >></div> </div> <div class="wp"> <div>[img[./Images/Interface/time.png]]<span></span>+<<=$active.work.time/60>>h</div> <div>[img[./Images/Interface/playerenergy.png]]<span></span>-<<=$active.work.energy>></div> <div>[img[./Images/Interface/playermoney.png]]+<<=setup.formatNumber(Math.floor($active.work.salary*_sumwp/$active.work.wp*$world.difficulty*1/$world.economy))>></div> <div><span></span><span></span>[img[./Images/Interface/dangericon.png]]<span></span><<=Math.ceil($active.work.danger*$active.work.wp/_sumwp)>>%<span></span>→<span></span>[img[./Images/Interface/playerhealth.png]]-<span></span><<=$active.work.hploss>> </div> </div> <div class="wg"> /*-------------------------------Visible drops here------------------------------------*/ <div class="invwear" id="wit1"> <<if isNaN($active.work.item1)>> <<else>> <<="<<set _it1tooltip= setup.inventory.id" + $active.work.item1 + ">>">> <<tooltip _it1tooltip>> <div class ="itemdiv"> <<print "[img[./Images/Items/id"+$active.work.item1+".png]]">> <div> <<=Math.floor($active.work.chance1*_sumwp/$active.work.wp)>>% </div> </div> <</tooltip>> <</if>> </div> <div class="invwear" id="wit2"> <<="<<set _it2tooltip= setup.inventory.id" + $active.work.item2 + ">>">> <<if isNaN($active.work.item2)>> <<else>> <<tooltip _it2tooltip>> <div class ="itemdiv"> <<print "[img[./Images/Items/id"+$active.work.item2+".png]]">> <div> <<=Math.floor($active.work.chance2*_sumwp/$active.work.wp)>>% </div> </div> <</tooltip>> <</if>> </div> <div class="invwear" id="wit3"> <<="<<set _it3tooltip= setup.inventory.id" + $active.work.item3 + ">>">> <<if isNaN($active.work.item3)>> <<else>> <<tooltip _it3tooltip>> <div class ="itemdiv"> <<print "[img[./Images/Items/id"+$active.work.item3+".png]]">> <div> <<=Math.floor($active.work.chance3*_sumwp/$active.work.wp)>>% </div> </div> <</tooltip>> <</if>> </div> /*---------------------------End of visible drops-------------------------------------*/ </div> <div class="wg"> <div id="startwork"> <<button "Work!">> /*---------------------------Work result calculation starts here-------------------------*/ <<replace "#wback">> <</replace>> <<timed 0ms>> <<replace "#workcontainer">> <div id="wname">Results</div> <div class="wp"> <div>[img[./Images/Interface/time.png]]<span></span>+<<=$active.work.time/60>>h</div> <div>[img[./Images/Interface/playerenergy.png]]<span></span>-<<=$active.work.energy>></div> <div>[img[./Images/Interface/playermoney.png]]+<<=setup.formatNumber(Math.floor($active.work.salary*_sumwp/$active.work.wp*$world.difficulty*1/$world.economy))>></div> <div>[img[./Images/Interface/playerhealth.png]]<<= _dmg>></div> </div> /*-------------------------------All drops here------------------------------------*/ <div class="wg"> <div class="invwear" id="wit1"> <<if isNaN($active.work.item1)>> <<else>> <<tooltip _it1tooltip>> <div class ="itemdiv"> <<print "[img[./Images/Items/id"+$active.work.item1+".png]]">> <div><<=_found1>></div> </div> <</tooltip>> <</if>> </div> <div class="invwear" id="wit2"> <<if isNaN($active.work.item2)>> <<else>> <<tooltip _it2tooltip>> <div class ="itemdiv"> <<print "[img[./Images/Items/id"+$active.work.item2+".png]]">> <div><<=_found2>></div> </div> <</tooltip>> <</if>> </div> <div class="invwear" id="wit3"> <<if isNaN($active.work.item3)>> <<else>> <<tooltip _it3tooltip>> <div class ="itemdiv"> <<print "[img[./Images/Items/id"+$active.work.item3+".png]]">> <div><<=_found3>></div> </div> <</tooltip>> <</if>> </div> <div class="invwear" id="wit101"> <<if isNaN($active.work.item101)>> <<else>> <<="<<set _it101tooltip= setup.inventory.id" + $active.work.item101 + ">>">> <<tooltip _it101tooltip>> <div class ="itemdiv"> <<print "[img[./Images/Items/id"+$active.work.item101+".png]]">> <div><<=_found101>></div> </div> <</tooltip>> <</if>> </div> <div class="invwear" id="wit102"> <<if isNaN($active.work.item102)>> <<else>> <<="<<set _it102tooltip= setup.inventory.id" + $active.work.item102 + ">>">> <<tooltip _it102tooltip>> <div class ="itemdiv"> <<print "[img[./Images/Items/id"+$active.work.item102+".png]]">> <div><<=_found102>></div> </div> <</tooltip>> <</if>> </div> <div class="invwear" id="wit103"> <<if isNaN($active.work.item103)>> <<else>> <<="<<set _it103tooltip= setup.inventory.id" + $active.work.item103 + ">>">> <<tooltip _it103tooltip>> <div class ="itemdiv"> <<print "[img[./Images/Items/id"+$active.work.item103+".png]]">> <div><<=_found103>></div> </div> <</tooltip>> <</if>> </div> /*-------------------------------All drops end------------------------------------*/ </div> <div id="startwork2"> <<button "Collect rewards!" "MapEngine">> <<set $heroes.id9999.stats.health +=_dmg>> <<set $heroes.id9999.stats.money += Math.floor($active.work.salary*_sumwp/$active.work.wp*$world.difficulty*1/$world.economy)>> <<addminutes $active.work.time>> <<set $heroes.id9999.stats.energy -=$active.work.energy>> /*-------------------------------All drops checkers------------------------------------*/ <<if isNaN($active.work.item1)>> <<else>> <<print "<<set $trackdata.inventory.id" + $active.work.item1 + " +=" + _found1 + ">>">> <</if>> <<if isNaN($active.work.item2)>> <<else>> <<print "<<set $trackdata.inventory.id" + $active.work.item2 + " +=" + _found2 + ">>">> <</if>> <<if isNaN($active.work.item3)>> <<else>> <<print "<<set $trackdata.inventory.id" + $active.work.item3 + " +=" + _found3 + ">>">> <</if>> <<if isNaN($active.work.item101)>> <<else>> <<print "<<set $trackdata.inventory.id" + $active.work.item101 + " +=" + _found101 + ">>">> <</if>> <<if isNaN($active.work.item102)>> <<else>> <<print "<<set $trackdata.inventory.id" + $active.work.item102 + " +=" + _found102 + ">>">> <</if>> <<if isNaN($active.work.item103)>> <<else>> <<print "<<set $trackdata.inventory.id" + $active.work.item103 + " +=" + _found103 + ">>">> <</if>> /*-------------------------------All drops checkers end---------------------------------*/ <<set $active.work ="">> <</button>> </div> <</replace>> <</timed>> /*-------------------------------All drops timed checkers-------------------------------*/ <<timed 0ms>> <<addclass "#wback" "nodisplay">> <<if isNaN($active.work.item1)>> <<addclass "#wit1" "nodisplay">> <</if>> <<if isNaN($active.work.item2)>> <<addclass "#wit2" "nodisplay">> <</if>> <<if isNaN($active.work.item3)>> <<addclass "#wit3" "nodisplay">> <</if>> <<if isNaN($active.work.item101)>> <<addclass "#wit101" "nodisplay">> <</if>> <<if isNaN($active.work.item102)>> <<addclass "#wit102" "nodisplay">> <</if>> <<if isNaN($active.work.item103)>> <<addclass "#wit103" "nodisplay">> <</if>> <<if _found1 is 0>> <<addclass "#wit1" "nodisplay">> <</if>> <<if _found2 is 0>> <<addclass "#wit2" "nodisplay">> <</if>> <<if _found3 is 0>> <<addclass "#wit3" "nodisplay">> <</if>> <<if _found101 is 0>> <<addclass "#wit101" "nodisplay">> <</if>> <<if _found102 is 0>> <<addclass "#wit102" "nodisplay">> <</if>> <<if _found103 is 0>> <<addclass "#wit103" "nodisplay">> <</if>> <</timed>> /*----------------------------All drops timed checkers end-----------------------------*/ <</button>> /*---------------------------Work result calculation ends here-------------------------*/ </div> </div> <div id="latework" class="nodisplay"> It is too late! Come back tomorrow! </div> <div id="enwork" class="nodisplay"> You are too tired! Come back when you have enough energy! </div> <div id="nowp" class="nodisplay"> Not enough workpoints! Change clothes, or improve your skills! </div> </div> </div> <div class="placeright"> <<print "[img[./Images/Work/id" + $active.work.id + ".png]]">> </div> </div> <div class="mapright"> </div> </div> <div class="mapbottom"> <div class="mapleftboxdown"> </div> <div id="wback"> <<button "Return" "MapEngine">> <<set $active.work ="">> <<set $active.interaction ="">> <</button>> </div> <div class="maprightboxdown"> </div> </div> <<set _roll0 = Math.ceil($active.work.danger*$active.work.wp/_sumwp)>> <<set _ran0 = random(1,100)>> <<if _ran0 lte _roll0>> <<set _dmg = -$active.work.hploss>> <<else>> <<set _dmg = 0>> <</if>> /*-------------------------------All drops chance calc----------------------------------*/ <<if isNaN($active.work.item1)>> <<else>> <<set _found1 = Math.floor($active.work.chance1*_sumwp/$active.work.wp/100)>> <<set _roll1 = Math.floor($active.work.chance1*_sumwp/$active.work.wp) % 100>> <<set _ran1 =random(1,100)>> <<if _ran1 lte _roll1>> <<set _found1 +=1>> <</if>> <</if>> <<if isNaN($active.work.item2)>> <<else>> <<set _found2 = Math.floor($active.work.chance2*_sumwp/$active.work.wp/100)>> <<set _roll2 = Math.floor($active.work.chance2*_sumwp/$active.work.wp) % 100>> <<set _ran2 =random(1,100)>> <<if _ran2 lte _roll2>> <<set _found2 +=1>> <</if>> <</if>> <<if isNaN($active.work.item3)>> <<else>> <<set _found3 = Math.floor($active.work.chance3*_sumwp/$active.work.wp/100)>> <<set _roll3 = Math.floor($active.work.chance3*_sumwp/$active.work.wp) % 100>> <<set _ran3 =random(1,100)>> <<if _ran3 lte _roll3>> <<set _found3 +=1>> <</if>> <</if>> <<if isNaN($active.work.item101)>> <<else>> <<set _found101 = Math.floor($active.work.chance101*_sumwp/$active.work.wp/100)>> <<set _roll101 = Math.floor($active.work.chance101*_sumwp/$active.work.wp) % 100>> <<set _ran101 =random(1,100)>> <<if _ran101 lte _roll101>> <<set _found101 +=1>> <</if>> <</if>> <<if isNaN($active.work.item102)>> <<else>> <<set _found102 = Math.floor($active.work.chance102*_sumwp/$active.work.wp/100)>> <<set _roll102 = Math.floor($active.work.chance102*_sumwp/$active.work.wp) % 100>> <<set _ran102 =random(1,100)>> <<if _ran102 lte _roll102>> <<set _found102 +=1>> <</if>> <</if>> <<if isNaN($active.work.item103)>> <<else>> <<set _found103 = Math.floor($active.work.chance103*_sumwp/$active.work.wp/100)>> <<set _roll103 = Math.floor($active.work.chance103*_sumwp/$active.work.wp) % 100>> <<set _ran103 =random(1,100)>> <<if _ran103 lte _roll103>> <<set _found103 +=1>> <</if>> <</if>> <<set $debug1=_found102>> /*--------------------Quest item drops-------------------------*/ <<if (Number(parseInt($quests.id103.state).toString().charAt(9)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(10)) is 0)>> <<set $debug3=52>> <<if $active.work.id is 21 and $trackdata.inventory.id16024 lt 1>> <<set _found102 =1>> <</if>> <<if $active.work.id is 22 and $trackdata.inventory.id16025 lt 1>> <<set _found102 =1>> <</if>> <<if $active.work.id is 23 and $trackdata.inventory.id16023 lt 1>> <<set _found102 =1>> <</if>> <<if $active.work.id is 24 and $trackdata.inventory.id16026 lt 1>> <<set _found102 =1>> <</if>> <</if>> <<set $debug2=_found102>> /*------------only visible items here------------*/ <<timed 0ms>> <<if isNaN($active.work.item1)>> <<addclass "#wit1" "nodisplay">> <</if>> <<if isNaN($active.work.item2)>> <<addclass "#wit2" "nodisplay">> <</if>> <<if isNaN($active.work.item3)>> <<addclass "#wit3" "nodisplay">> <</if>> /*-------------------------------All drops chance calc end------------------------------*/ <<if $totalminutes lt 420>> <<addclass "#startwork" "nodisplay">> <<removeclass "#latework" "nodisplay">> <</if>> <<if $totalminutes gt $active.work.latest>> <<addclass "#startwork" "nodisplay">> <<removeclass "#latework" "nodisplay">> <</if>> <<if $heroes.id9999.stats.energy lt $active.work.energy>> <<addclass "#startwork" "nodisplay">> <<removeclass "#enwork" "nodisplay">> <</if>> <<if _sumwp lt Math.ceil($active.work.wp*0.66)>> <<addclass "#startwork" "nodisplay">> <<removeclass "#nowp" "nodisplay">> <</if>> <</timed>> <</nobr>>
<<nobr>> /*if you cut it into multiple pieces, be sure to change return buttons in homes and interactions and work engine.... but before that try to group the by-district ifs into more broad categories like 1-25, 26-50, 51-75, 76-100*/ <<script>> $(document).one(":passagedisplay", function() { $("#themapcentre").hide(); setTimeout(function() { $("#themapcentre").fadeIn(110); }, 1); }); <</script>> /*surprise landings due to quests, careful: one should be active at a time only*/ /*only when turorial is done*/ <<if Number(parseInt($quests.id100.state).toString().charAt(0)) is 3>> <<if $quests.id103.state is 100000000000000 and ($active.map.id is 47 or $active.map.id is 48 or $active.map.id is 58 or $active.map.id is 59 or $active.map.id is 69)>> <<set $maptoquest = 1>> <<set $active.quest = $quests.id103>> <<set $targetq103 = $totaldays + 3>> <</if>> <<if ($quests.id103.state is 210000000000000 and $totaldays gte $targetq103 and ($active.map.id is 55 or $active.map.id is 56 or $active.map.id is 65 or $active.map.id is 66 or $active.map.id is 67))>> <<set $maptoquest = 1>> <<set $active.quest = $quests.id103>> <<unset $targetq103>> <</if>> <<if (Number(parseInt($quests.id103.state).toString().charAt(8)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(9)) is 0 and ($active.map.id is 55 or $active.map.id is 56 or $active.map.id is 65 or $active.map.id is 66 or $active.map.id is 67))>> <<set $maptoquest = 1>> <<set $active.quest = $quests.id103>> <</if>> <<if (Number(parseInt($quests.id103.state).toString().charAt(11)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(12)) is 0 and ($active.map.id is 58 or $active.map.id is 78 or $active.map.id is 69))>> <<set $maptoquest = 1>> <<set $active.quest = $quests.id103>> <</if>> <</if>> <div class="maptop"> <div class="mapleftbox"> <div class="mapleftupicons tooltip-trigger" data-tooltip='energy'> [img[./Images/Interface/playerenergy.png]] <<=$heroes.id9999.stats.energy + " / " + $heroes.id9999.stats.maxenergy>> </div> <div class="mapleftupicons tooltip-trigger" data-tooltip='health'> [img[./Images/Interface/playerhealth.png]] <<=$heroes.id9999.stats.health + " / " + $heroes.id9999.stats.maxhealth>> </div> <div class="mapleftupicons"> [img[./Images/Interface/time.png]] <<displaytime>> </div> </div> <div id="maptopbutton" class="hidden"> <<if Number(parseInt($quests.id100.state).toString().charAt(4)) is 1>> <<if isNaN($maptoquest)>> <<button "↑" `passage()`>> <<set _calcleft = $active.map.id - 1>> <<print "<<set _goleft = $districts.district" + _calcleft + ">>">> <<set $active.map = _goleft>> <<set _speedmin= $heroes.id9999.stats.travelhor/(1+$heroes.id9999.skills.speed) + random(0,2)>> <<addminutes _speedmin>> <</button>> <<else>> <<button "↑" "QuestEngine">> <<unset $maptoquest>> <</button>> <</if>> <</if>> </div> <div class="maprightbox"> <div class="maprightupicons tooltip-trigger" data-tooltip='money'> [img[./Images/Interface/playermoney.png]] <<print setup.formatNumber($heroes.id9999.stats.money)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='fame'> [img[./Images/Interface/playerfame.png]] <<print setup.formatNumber($heroes.id9999.stats.fame)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='influence'> [img[./Images/Interface/playerinfluence.png]] <<print setup.formatNumber($heroes.id9999.stats.influence )>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='volunteers'> [img[./Images/Interface/playervolunteers.png]] <<=setup.formatNumber($trackdata.domain.pool)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='food rations'> [img[./Images/Interface/playerfood.png]] <<=setup.formatNumber($trackdata.inventory.id16001)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='forage'> [img[./Images/Interface/playerforage.png]] <<=setup.formatNumber($trackdata.inventory.id16002)>> </div> </div> </div> <div class="mapmiddle"> <div class="mapleft"> <div id="mapleftbutton" class="hidden"> <<if $tutblock is 1>> <<else>> <<if isNaN($maptoquest)>> <<button "←" `passage()`>> <<set _calcleft = $active.map.id - 10>> <<print "<<set _goleft = $districts.district" + _calcleft + ">>">> <<set $active.map = _goleft>> <<set _speedmin= $heroes.id9999.stats.travelvert/(1+$heroes.id9999.skills.speed) + random(0,3)>> <<addminutes _speedmin>> <<if $quests.id100.state is 240000000000000>> <<set $tutblock = 1>> <</if>> <</button>> <<else>> <<button "←" "QuestEngine">> <<unset $maptoquest>> <</button>> <</if>> <</if>> </div> </div> <div class="mapcentre" id="themapcentre"> <div id="mapimage"><<print "[img[./Images/Maps/map" + $active.map.id + ".png]]">></div> /*------------save patch-------------*/ <<if $version.number.split(" ")[0] neq setup.version.split(" ")[0]>> <div id="mapvercheck"> <div class="veruptext" id="verwarning">Warning!</div> <br> <div class="veruptext">This save file is from an older version of the game. Please update it to avoid potential errors.</div> <br> <div class="veruptext">Game version: <<=setup.version>></div> <div class="veruptext">Save version: <<=$version.number>></div> <div id="mapvercheckbutt"> <br> <<button "Patch!" "MapEngine">> <<include "PatchScript">> <<set $version.number = setup.version>> <</button>> </div> </div> <</if>> /*---------------------------INTERACTIVE ICONS HERE---------------------------------*/ /*-------naming: type-districtNo.-name, types: *h=home, l=location, w=work-------*/ <<if $active.map.id is 11>> <</if>> <<if $active.map.id is 12>> <</if>> <<if $active.map.id is 13>> <</if>> <<if $active.map.id is 14>> <</if>> <<if $active.map.id is 15>> <</if>> <<if $active.map.id is 16>> <</if>> <<if $active.map.id is 17>> <</if>> <<if $active.map.id is 18>> <</if>> <<if $active.map.id is 19>> <</if>> <<if $active.map.id is 20>> <</if>> <<if $active.map.id is 21>> <</if>> <<if $active.map.id is 22>> <</if>> <<if $active.map.id is 23>> <</if>> <<if $active.map.id is 24>> <</if>> <<if $active.map.id is 25>> <</if>> <<if $active.map.id is 26>> <</if>> <<if $active.map.id is 27>> <</if>> <<if $active.map.id is 28>> <</if>> <<if $active.map.id is 29>> <</if>> <<if $active.map.id is 30>> <</if>> <<if $active.map.id is 31>> <</if>> <<if $active.map.id is 32>> <</if>> <<if $active.map.id is 33>> <</if>> <<if $active.map.id is 34>> <</if>> <<if $active.map.id is 35>> <</if>> <<if $active.map.id is 36>> <div class= "mapclick" id="h36home"> <<if $trackdata.homes.id10 is 1>> <<button "a" "HomeEngine">> <<set $active.home = $homes.house10>> <</button>> <<else>> <<button "a" "InteractEngine">> <<set $active.interaction = setup.interactions.id10>> <</button>> <</if>> </div> /*<<if $trackdata.homes.id13 is 1>> <div id="h36homehut"> <<button [img[./Images/Maps/icon_homeless.png][HomeEngine]]>> <<set $active.home = $homes.house13>> <</button>> </div> <</if>>*/ <div class= "mapclick" id="w36pickberries"> <<button "a" "WorkEngine">> <<set $active.work = setup.work.id12>> /*<<if ($quests.id100.state is 241111000000000 and $trackdata.inventory.id18002 is 0) or ($quests.id100.state is 242111000000000 and $trackdata.inventory.id18002 is 0)>> <<set $active.work.chance101=100>> <</if>>*/ <</button>> </div> <<if (Number(parseInt($quests.id103.state).toString().charAt(13)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(14)) is 0)>> <div class="mapclick" id="q36id103"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<set $active.quest = $quests.id103>> <</button>> </div> <</if>> <</if>> <<if $active.map.id is 37>> <div class= "mapclick" id="h37home"> <<if $trackdata.homes.id14 is 1>> <<button "a" "HomeEngine">> <<set $active.home = $homes.house14>> <</button>> <<else>> <<button "a" "InteractEngine">> <<set $active.interaction = setup.interactions.id14>> <</button>> <</if>> </div> <div class= "mapclick" id="w37harvestwheat"> <<button "a" "WorkEngine">> <<set $active.work = setup.work.id10>> <</button>> </div> <div class= "mapclick" id="i37greenheaven"> <<button "a" "InteractEngine">> <<set $active.interaction = setup.interactions.id500>> <<set $active.hero = $heroes.id9999>> <<include "InventSet">> <<trainskillsgear>> <</button>> </div> <div class= "mapclick" id="i37bluemill"> <<button "a" "InteractEngine">> <<set $active.interaction = setup.interactions.id105>> <</button>> </div> <<if Number(parseInt($quests.id100.state).toString().charAt(12)) is 1>> <div class= "mapclick" id="i37goodshepherchurch"> <<button "a" "InteractEngine">> <<set $active.interaction = setup.interactions.id350>> <</button>> </div> <</if>> <div class= "mapclick" id="w37chopwood"> <<button "a" "WorkEngine">> <<set $active.work = setup.work.id13>> <</button>> </div> <<if $active.map.id is 37>> <div class= "mapclick" id="w37plucktomatoes"> <<button "a" "WorkEngine">> <<set $active.work = setup.work.id16>> <</button>> </div> <</if>> <<if (Number(parseInt($quests.id100.state).toString().charAt(11)) is 1 and Number(parseInt($quests.id100.state).toString().charAt(13)) is 0)>> <div class="mapclick" id="q37id100bucky"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<set $active.quest = $quests.id100>> <</button>> </div> <</if>> <</if>> <<if $active.map.id is 38>> <div class= "mapclick" id="w38diguppotatoes"> <<button "a" "WorkEngine">> <<set $active.work = setup.work.id14>> <</button>> </div> <</if>> <<if $active.map.id is 39>> <</if>> <<if $active.map.id is 40>> <</if>> <<if $active.map.id is 41>> <</if>> <<if $active.map.id is 42>> <</if>> <<if $active.map.id is 43>> <</if>> <<if $active.map.id is 44>> <</if>> <<if $active.map.id is 45>> <</if>> <<if $active.map.id is 46>> <div class= "mapclick" id="h46home"> <<if $trackdata.homes.id12 is 1>> <<button "a" "HomeEngine">> <<set $active.home = $homes.house12>> <</button>> <<else>> <<button "a" "InteractEngine">> <<set $active.interaction = setup.interactions.id12>> <</button>> <</if>> </div> <<if (Number(parseInt($quests.id103.state).toString().charAt(5)) is 0 and Number(parseInt($quests.id103.state).toString().charAt(4)) is 1)>> <div class= "mapclick" id="q46id103"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<set $active.quest = $quests.id103>> <</button>> </div> <</if>> <<if Number(parseInt($quests.id103.state).toString().charAt(5)) isnot 0 and Number(parseInt($quests.id103.state).toString().charAt(6)) is 0>> <div id="f46q103">/*--------Q103 FIGHT--------------*/ <<button [img[./Images/Maps/icon_enemy.png][FightEngine]]>> <<set $fightnum =2>> <<set $questatwin=1>> <<include "FightVars">> <</button>> </div> <</if>> <</if>> <<if $active.map.id is 47>> <<if Number(parseInt($quests.id100.state).toString().charAt(4)) is 1>> <div class= "mapclick" id="h47home"> <<if $trackdata.homes.id11 is 1>> <<button "a" "HomeEngine">> <<set $active.home = $homes.house11>> <</button>> <<else>> <<button "a" "InteractEngine">> <<set $active.interaction = setup.interactions.id11>> <</button>> <</if>> </div> <</if>> <<if Number(parseInt($quests.id100.state).toString().charAt(4)) is 1>> <div class= "mapclick" id="i47austinmill"> <<button "a" "InteractEngine">> <<set $active.interaction = setup.interactions.id100>> <<set $active.interactiontype = "vendor">> <</button>> </div> <</if>> /*<<if Object.values($trackdata.slots).includes(6000) or Number(parseInt($quests.id100.state).toString().charAt(4)) is 0 or $heroes.id6000.stats.health lte 0>> <<else>> <div id="hero47vicente"> <<button [img[./Images/Maps/icon_hero.png][InteractEngine]]>> <<set $active.interaction = setup.interactions.id6000>> <<set $slotset = 0>> <</button>> </div> <</if>>*/ <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 0>> <div class= "mapclick" id="q47id100"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<set $active.quest = $quests.id100>> <</button>> </div> <</if>> <<if ( (Number(parseInt($quests.id100.state).toString().charAt(2)) is 1 and Number(parseInt($quests.id100.state).toString().charAt(3)) is 0) or (Number(parseInt($quests.id100.state).toString().charAt(2)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(2)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(3)) is 0) )>> <div class= "mapclick" id="q47id100S1"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<if Number(parseInt($quests.id100.state).toString().charAt(0)) is 2>> <<set $active.quest = $quests.id100>> <</if>> <<if Number(parseInt($quests.id103.state).toString().charAt(0)) is 2 or Number(parseInt($quests.id103.state).toString().charAt(7)) is 1>> <<set $active.quest = $quests.id103>> <</if>> <</button>> </div> <</if>> <<if (Number(parseInt($quests.id100.state).toString().charAt(2)) is 2 and Number(parseInt($quests.id100.state).toString().charAt(3)) is 0) or (Number(parseInt($quests.id100.state).toString().charAt(2)) is 2 and Number(parseInt($quests.id103.state).toString().charAt(3)) is 0 and Number(parseInt($quests.id103.state).toString().charAt(2)) is 1) or (Number(parseInt($quests.id100.state).toString().charAt(2)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(7)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(8)) is 0) or (Number(parseInt($quests.id100.state).toString().charAt(2)) is 2 and Number(parseInt($quests.id103.state).toString().charAt(6)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(7)) is 0) or (Number(parseInt($quests.id103.state).toString().charAt(5)) is 4 and Number(parseInt($quests.id103.state).toString().charAt(7)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(8)) is 0)>> <div class= "mapclick" id="q47id100S2"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<if Number(parseInt($quests.id100.state).toString().charAt(0)) is 2>> <<set $active.quest = $quests.id100>> <</if>> <<if Number(parseInt($quests.id103.state).toString().charAt(0)) is 2>> <<set $active.quest = $quests.id103>> <</if>> <</button>> </div> <</if>> <<if Number(parseInt($quests.id100.state).toString().charAt(3)) is 1>> <div class= "mapclick" id="l47saloon"> <<button "a" "LocationEngine">> <<set $active.location = setup.locations.location1>> <</button>> </div> <</if>> <<if Number(parseInt($quests.id100.state).toString().charAt(2)) is 2 and Number(parseInt($quests.id103.state).toString().charAt(3)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(4)) is 0 >> <div class="mapclick" id="q47id103S3"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<set $active.quest = $quests.id103>> <</button>> </div> <</if>> <</if>> <<if $active.map.id is 48>> <div class= "mapclick" id="i48romerosworkshop"> <<button "a" "InteractEngine">> <<set $active.interaction = setup.interactions.id107>> <<set $active.interactiontype = "vendor">> <</button>> </div> <div class= "mapclick" id="w48pickgreens"> <<button "a" "WorkEngine">> <<set $active.work = setup.work.id15>> <</button>> </div> <div class= "mapclick" id="w48pullonions"> <<button "a" "WorkEngine">> <<set $active.work = setup.work.id17>> <</button>> </div> <div class= "mapclick" id="w48harvestcorn"> <<button "a" "WorkEngine">> <<set $active.work = setup.work.id18>> <</button>> </div> <<if (Number(parseInt($quests.id101.state).toString().charAt(7)) is 1 and Number(parseInt($quests.id101.state).toString().charAt(8)) is 0) >> <div class= "mapclick" id="q48id101"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<set $active.quest = $quests.id101>> <</button>> </div> <</if>> <<if Object.values($trackdata.slots).includes(1002) or Number(parseInt($quests.id101.state).toString().charAt(8)) is 0 or ($heroes.id1002.stats.health lte 0)>> <<else>> <div id="hero48marcia"> <<button [img[./Images/Maps/icon_hero.png][InteractEngine]]>> <<set $active.interaction = setup.interactions.id1002>> <<set $slotset = 0>> <</button>> </div> <</if>> <<if (Number(parseInt($quests.id103.state).toString().charAt(5)) is 2 and Number(parseInt($quests.id103.state).toString().charAt(6)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(7)) is 0) >> <div class= "mapclick" id="q48id103S7"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<set $active.quest = $quests.id103>> <</button>> </div> <</if>> <</if>> <<if $active.map.id is 49>> <<if Number(parseInt($quests.id100.state).toString().charAt(13)) is 1 and Number(parseInt($quests.id100.state).toString().charAt(14)) is 0>> <div id="f49q100">/*--------Q100 FIGHT--------------*/ <<button [img[./Images/Maps/icon_enemy.png][FightEngine]]>> <<set $fightnum =1>> <<set $questatwin=1>> <<include "FightVars">> <</button>> </div> <</if>> <div class= "mapclick" id="w49collectflowers"> <<button "a" "WorkEngine">> <<set $active.work = setup.work.id20>> <</button>> </div> <<if (Number(parseInt($quests.id103.state).toString().charAt(5)) is 3 and Number(parseInt($quests.id103.state).toString().charAt(7)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(8)) is 0)>> <div class="mapclick" id="q49id103"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<set $active.quest = $quests.id103>> <</button>> </div> <</if>> <</if>> <<if $active.map.id is 50>> <</if>> <<if $active.map.id is 51>> <</if>> <<if $active.map.id is 52>> <</if>> <<if $active.map.id is 53>> <</if>> <<if $active.map.id is 54>> <</if>> <<if $active.map.id is 55>> <</if>> <<if $active.map.id is 56>> <div class= "mapclick" id="h56home"> <<if $trackdata.homes.id15 is 1>> <<button "a" "HomeEngine">> <<set $active.home = $homes.house15>> <</button>> <<else>> <<button "a" "InteractEngine">> <<set $active.interaction = setup.interactions.id15>> <</button>> <</if>> </div> <div class= "mapclick" id="i56butchersstall"> <<button "a" "InteractEngine">> <<set $active.interaction = setup.interactions.id102>> <</button>> </div> <div class= "mapclick" id="i56grocersstall"> <<button "a" "InteractEngine">> <<set $active.interaction = setup.interactions.id103>> <</button>> </div> <<if Number(parseInt($quests.id100.state).toString().charAt(7)) is 1>> <div class= "mapclick" id="i56especiasdelfuego"> <<button "a" "InteractEngine">> <<set $active.interaction = setup.interactions.id104>> <</button>> </div> <</if>> <<if $totalminutes lte 1080>> <div class= "mapclick" id="i56gustavobakery"> <<button "a" "InteractEngine">> <<set $active.interaction = setup.interactions.id106>> <</button>> </div> <</if>> <div class= "mapclick" id="i56bank650"> <<button "a" "InteractEngine">> <<set $active.interaction = setup.interactions.id650>> <</button>> </div> <<if (Number(parseInt($quests.id100.state).toString().charAt(10)) is 1 and Number(parseInt($quests.id101.state).toString().charAt(1)) is 0 and $totalminutes lte 1080) or (Number(parseInt($quests.id101.state).toString().charAt(2)) is 1 and Number(parseInt($quests.id101.state).toString().charAt(7)) is 0 and $totalminutes lte 1080) >> <div class= "mapclick" id="q56id101"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<set $active.quest = $quests.id101>> <</button>> </div> <</if>> /*<div id="l56castle"> <<button [img[./Images/Maps/icon_l_castle.png][LocationEngine]]>> <<set $active.location = setup.locations.location10>> <</button>> </div> */ <</if>> <<if $active.map.id is 57>> <<if ($quests.id100.state is 242111100000000 or $quests.id100.state is 241111100000000) and $trackdata.inventory.id16029 is 0>> <div id="q1id100b" class="mapclick"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<set $active.quest = $quests.id100>> <<set $hrswitch =1>> <</button>> </div> <</if>> <<if Object.values($trackdata.slots).includes(1001) or Number(parseInt($quests.id100.state).toString().charAt(7)) is 0 or $heroes.id1001.stats.health lte 0>> <<else>> <div id="hero57roxy"> <<button [img[./Images/Maps/icon_hero.png][InteractEngine]]>> <<set $active.interaction = setup.interactions.id1001>> <<set $slotset = 0>> <</button>> </div> <</if>> <<if (Number(parseInt($quests.id103.state).toString().charAt(9)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(10)) is 0)>> <div class="mapclick" id="q57id103"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<set $active.quest = $quests.id103>> <</button>> </div> <</if>> <<if (Number(parseInt($quests.id103.state).toString().charAt(9)) is 1)>> <div class= "mapclick" id="w57fishing"> <<button "a" "WorkEngine">> <<set $active.work = setup.work.id21>> <<if (Number(parseInt($quests.id103.state).toString().charAt(9)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(10)) is 0)>> <<set $active.work.item102=16024>> <<set $active.work.chance102=0>> <</if>> <</button>> </div> <div class= "mapclick" id="w57tourgide"> <<button "a" "WorkEngine">> <<set $active.work = setup.work.id22>> <<if (Number(parseInt($quests.id103.state).toString().charAt(9)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(10)) is 0)>> <<set $active.work.item102=16025>> <<set $active.work.chance102=0>> <</if>> <</button>> </div> <div class= "mapclick" id="w57dogwalker"> <<button "a" "WorkEngine">> <<set $active.work = setup.work.id23>> <<if (Number(parseInt($quests.id103.state).toString().charAt(9)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(10)) is 0)>> <<set $active.work.item102=16023>> <<set $active.work.chance102=0>> <</if>> <</button>> </div> <div class= "mapclick" id="w57treasurehunt"> <<button "a" "WorkEngine">> <<set $active.work = setup.work.id24>> <<if (Number(parseInt($quests.id103.state).toString().charAt(9)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(10)) is 0)>> <<set $active.work.item102=16026>> <<set $active.work.chance102=0>> <</if>> <</button>> </div> <</if>> <</if>> <<if $active.map.id is 58>> <<if (Number(parseInt($quests.id101.state).toString().charAt(1)) is 1 and Number(parseInt($quests.id101.state).toString().charAt(2)) is 0) and ($totalminutes gte 1200)>> <div class= "mapclick" id="q58id101"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<set $active.quest = $quests.id101>> <</button>> </div> <</if>> <<if (Number(parseInt($quests.id103.state).toString().charAt(5)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(6)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(7)) is 0)>> <div class="mapclick" id="q58id103step7"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<set $active.quest = $quests.id103>> <</button>> </div> <</if>> <<if (Number(parseInt($quests.id103.state).toString().charAt(5)) is 2 and Number(parseInt($quests.id103.state).toString().charAt(7)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(8)) is 0)>> <div class="mapclick" id="q58id103step8"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<set $active.quest = $quests.id103>> <</button>> </div> <</if>> <</if>> <<if $active.map.id is 59>> <div class= "mapclick" id="w59collectstones"> <<button "a" "WorkEngine">> <<set $active.work = setup.work.id19>> <</button>> </div> <<if (Number(parseInt($quests.id100.state).toString().charAt(2)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(4)) is 0 and Number(parseInt($quests.id103.state).toString().charAt(3)) is 1)>> <div class= "mapclick" id="q59id103"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<if Number(parseInt($quests.id103.state).toString().charAt(0)) is 2>> <<set $active.quest = $quests.id103>> <</if>> <</button>> </div> <</if>> /*empty weapon stash*/ <<if (Number(parseInt($quests.id103.state).toString().charAt(12)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(13)) is 0)>> <div class="mapclick" id="q59id103step13"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<set $active.quest = $quests.id103>> <</button>> </div> <</if>> <</if>> <<if $active.map.id is 60>> <</if>> <<if $active.map.id is 61>> <</if>> <<if $active.map.id is 62>> <</if>> <<if $active.map.id is 63>> <</if>> <<if $active.map.id is 64>> <</if>> <<if $active.map.id is 65>> <</if>> <<if $active.map.id is 66>> <</if>> <<if $active.map.id is 67>> <</if>> <<if $active.map.id is 68>> <div class= "mapclick" id="i68merch1"> <<button "a" "InteractEngine">> <<set $active.interaction = setup.interactions.id250>> <</button>> </div> <<if (Number(parseInt($quests.id103.state).toString().charAt(10)) is 1 and Number(parseInt($quests.id103.state).toString().charAt(11)) is 0)>> <div class="mapclick" id="q68id103step10"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<set $active.quest = $quests.id103>> <</button>> </div> <</if>> <</if>> <<if $active.map.id is 69>> <</if>> <<if $active.map.id is 70>> <</if>> <<if $active.map.id is 71>> <</if>> <<if $active.map.id is 72>> <</if>> <<if $active.map.id is 73>> <</if>> <<if $active.map.id is 74>> <</if>> <<if $active.map.id is 75>> <</if>> <<if $active.map.id is 76>> <</if>> <<if $active.map.id is 77>> <</if>> <<if $active.map.id is 78>> <</if>> <<if $active.map.id is 79>> <</if>> <<if $active.map.id is 80>> <</if>> <<if $active.map.id is 81>> <</if>> <<if $active.map.id is 82>> <</if>> <<if $active.map.id is 83>> <</if>> <<if $active.map.id is 84>> <</if>> <<if $active.map.id is 85>> <</if>> <<if $active.map.id is 86>> <</if>> <<if $active.map.id is 87>> <</if>> <<if $active.map.id is 88>> <</if>> <<if $active.map.id is 89>> <</if>> <<if $active.map.id is 90>> <</if>> <<if $active.map.id is 91>> <</if>> <<if $active.map.id is 92>> <</if>> <<if $active.map.id is 93>> <</if>> <<if $active.map.id is 94>> <</if>> <<if $active.map.id is 95>> <</if>> <<if $active.map.id is 96>> <</if>> <<if $active.map.id is 97>> <</if>> <<if $active.map.id is 98>> <</if>> <<if $active.map.id is 99>> <</if>> <<if $active.map.id is 100>> <</if>> <<if $active.map.id is 101>> <</if>> <<if $active.map.id is 102>> <</if>> <<if $active.map.id is 103>> <</if>> <<if $active.map.id is 104>> <</if>> <<if $active.map.id is 105>> <</if>> <<if $active.map.id is 106>> <</if>> <<if $active.map.id is 107>> <</if>> <<if $active.map.id is 108>> <</if>> <<if $active.map.id is 109>> <</if>> <<if $active.map.id is 110>> <</if>> /*---------------------END OF INTERACTIVE ICONS----------------------------------*/ </div> <div class="mapright"> <div id="maprightbutton" class="hidden"> <<if Number(parseInt($quests.id100.state).toString().charAt(4)) is 1>> <<if isNaN($maptoquest)>> <<button "→" `passage()`>> <<set _calcleft = $active.map.id + 10>> <<print "<<set _goleft = $districts.district" + _calcleft + ">>">> <<set $active.map = _goleft>> <<set _speedmin= $heroes.id9999.stats.travelvert/(1+$heroes.id9999.skills.speed) + random(0,3)>> <<addminutes _speedmin>> <</button>> <<else>> <<button "→" "QuestEngine">> <<unset $maptoquest>> <</button>> <</if>> <</if>> </div> </div> </div> <div class="mapbottom"> <div class="mapleftboxdown"> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconoptions.png][Settings]]>> <</button>> </div> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconency.png][Encyclopedia]]>> <</button>> </div> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconprofile.png][CharacterPage]]>> <<set $active.hero = $heroes.id9999>> <</button>> </div> <<if Number(parseInt($quests.id100.state).toString().charAt(3)) is 1>> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconsave.png]]>> <<script>>UI.saves()<</script>> <</button>> </div> <</if>> </div> <div id="mapbottombutton" class="hidden"> <<if Number(parseInt($quests.id100.state).toString().charAt(4)) is 1>> <<if isNaN($maptoquest)>> <<button "↓" `passage()`>> <<set _calcleft = $active.map.id + 1>> <<print "<<set _goleft = $districts.district" + _calcleft + ">>">> <<set $active.map = _goleft>> <<set _speedmin= $heroes.id9999.stats.travelhor/(1+$heroes.id9999.skills.speed) + random(0,2)>> <<addminutes _speedmin>> <</button>> <<else>> <<button "↓" "QuestEngine">> <<unset $maptoquest>> <</button>> <</if>> <</if>> </div> <div class="maprightboxdown"> <<if Number(parseInt($quests.id100.state).toString().charAt(0)) is 3>> <div class="maprightdownicons"> <<button[img[./Images/Interface/iconworldmap.png][Worldmap]]>> <</button>> </div> <</if>> <<if Number(parseInt($quests.id100.state).toString().charAt(12)) is 1>> <div class="maprightdownicons"> <<button[img[./Images/Interface/icongroup.png][Army]]>> <</button>> </div> <</if>> <div class="maprightdownicons"> <<button[img[./Images/Interface/iconinventory.png][Inventory]]>> <<set $active.hero = $heroes.id9999>> <<include "InventSet">> <</button>> </div> <<if Number(parseInt($quests.id100.state).toString().charAt(4)) is 1>> <div class="maprightdownicons"> <<button[img[./Images/Interface/iconminimap.png][Minimap]]>> <</button>> </div> <</if>> </div> </div> <<timed 0ms>> <<if $active.map.leftblock is 0>> <<removeclass "#mapleftbutton" "hidden">> <<addclass "#mapleftbutton" "visible">> <</if>> <<if $active.map.rightblock is 0>> <<removeclass "#maprightbutton" "hidden">> <<addclass "#maprightbutton" "visible">> <</if>> <<if $active.map.topblock is 0>> <<removeclass "#maptopbutton" "hidden">> <<addclass "#maptopbutton" "visible">> <</if>> <<if $active.map.bottomblock is 0>> <<removeclass "#mapbottombutton" "hidden">> <<addclass "#mapbottombutton" "visible">> <</if>> <</timed>> <</nobr>>
<<nobr>> <<set $totalminutes = 420>> <<set $heroes.id9999.arousal = 420>> <<set $totaldays += 1>> <<set $heroes.id9999.data.age +=1>> <<set $moneycost = 0>> <<set $influencecost = 0>> <<set $famecost = 0>> <<if $heroes.id9999.data.body is "thin">> <<set $foodcost = -2>> <</if>> <<if $heroes.id9999.data.body is "average">> <<set $foodcost = -3>> <</if>> <<if $heroes.id9999.data.body is "bulky">> <<set $foodcost = -5>> <</if>> /*----------------------------checking all hired heroes---------------------------------*/ /*---------- spent: (-) gain: (+) _Xcost, we add it to the $heroes.id9999.stats.X ---------------*/ <<set _entries = Object.entries($trackdata.slots).filter(pair => typeof pair[1] === "number")>> <<for _i to 0; _i < _entries.length; _i++>> <<set _slot = _entries[_i][0]>> <<set _id = _entries[_i][1]>> /*-------wage deduct-----------------------------------------*/ <<set $moneycost -= $heroes["id" + _id].data.wage>> <<set $heroes["id" + _id].stats.money += $heroes["id" + _id].data.wage>> /*-------food deduct and hunger----------------------------*/ <<if _id lt 6000>> <<set _foodgender = 1>> <<else>> <<set _foodgender = 1.5>> <</if>> <<if $heroes["id" + _id].data.body is "thin">> <<set _foodbody = 1>> <</if>> <<if $heroes["id" + _id].data.body is "average">> <<set _foodbody = 2>> <</if>> <<if $heroes["id" + _id].data.body is "bulky">> <<set _foodbody = 3>> <</if>> <<set $foodcost -= Math.ceil(_foodgender*_foodbody)>> <<if Math.abs($foodcost) gt $trackdata.inventory.id16001>> <<set $heroes["id" + _id].data.hunger += 20>> <<else>> <<set $heroes["id" + _id].data.hunger = 25>> <</if>> <<if $heroes["id" + _id].data.hunger gt 100>> <<set $heroes["id" + _id].data.hunger = 100>> <</if>> /*------character age +1 day------------------------*/ <<set $heroes["id" + _id].data.age += 1>> /*------interact actions reset to default 6-----------*/ <<set $heroes["id" + _id].interact.talk = 6>> <<set $heroes["id" + _id].interact.activities = 6>> /*----------energy and health to max------------------*/ <<set $heroes["id" + _id].stats.energy = $heroes["id" + _id].stats.maxenergy>> <<set $heroes["id" + _id].stats.health = $heroes["id" + _id].stats.maxhealth>> /*---------if willpower is higher then reset sex pic to normal----*/ <<if $heroes["id" + _id].data.willpower gte 20 and $heroes["id" + _id].data.pic gt 8>> <<set $heroes["id" + _id].data.pic = 1>> <</if>> /*---------hero leaves scripts----*/ /*-----------------low affection, dominants leave earlier------------*/ <<if $heroes["id" + _id].data.affection lt 10 and $heroes["id" + _id].data.willpower gt 9>> <<set _leave = 1>> <</if>> <<if $heroes["id" + _id].data.affection lt 20 and $heroes["id" + _id].data.willpower gt 19 and $heroes["id" + _id].data.temperament is "dominant">> <<set _leave = 1>> <</if>> /*-----------------no salary------------*/ <<set _checkmoney = $heroes.id9999.stats.money + $moneycost>> <<if _checkmoney lt 0>><<set _leave = 1>><</if >> /*-----------------hungry------------*/ <<if $heroes["id" + _id].data.hunger gt 90>><<set _leave = 1>><</if >> <<if _leave is 1>><<set $trackdata.slots[_slot]="">><</if>> <</for>> /*-----------------------------------------------------------------------------------------*/ /*----------forage cost calc----------------*/ /*if you want to change in a way that horses fed after army, you need to change the calculation to include foragecost2, not enough to change code order*/ <<set $foragecost =0>> <<set _horsesd to ["id13001"]>> <<for _i = 0; _i< _horsesd.length; _i++>> <<set $foragecost =-$trackdata.inventory[_horsesd[_i]]>> <<if Math.abs($foragecost) gt $trackdata.inventory.id16002>> <<set _horsdarmdif = Math.abs($foragecost) - $trackdata.inventory.id16002>> <<set $trackdata.inventory[_horsesd[_i]] -= _horsdarmdif>> <<if $trackdata.inventory[_horsesd[_i]] lt 0>> <<set $trackdata.inventory[_horsesd[_i]] = 0>> <<set $foragecost =0>> <</if>> <<set $foragecost +=_horsdarmdif>> <</if>> <</for>> /*-----------army food, forage----------------*/ <<set _armykeys = Object.keys($trackdata.army)>> <<set $foodcost2 = 0>> <<for _i = 0; _i < _armykeys.length; _i++>> <<set $foodcost2 -= $trackdata.army[ _armykeys[_i]]>> <<if Math.abs($foodcost + $foodcost2) gt $trackdata.inventory.id16001>> <<set _foddarmdif = Math.abs($foodcost + $foodcost2) - $trackdata.inventory.id16001>> <<set $trackdata.army[ _armykeys[_i]] -= _foddarmdif>> <<if $trackdata.army[ _armykeys[_i]] lt 0>> <<set $trackdata.army[ _armykeys[_i]] = 0>> <<set $foodcost2 =0>> <</if>> <<set $foodcost2 +=_foddarmdif>> <</if>> <</for>> <<set $foodcost += $foodcost2>> <<set _armykeys2 to ["id3"]>> <<set $foragecost2 =0>> <<for _i = 0; _i< _armykeys2.length; _i++>> <<set $foragecost2 -=$trackdata.army[ _armykeys2[_i]]>> <<if Math.abs($foragecost + $foragecost2) gt $trackdata.inventory.id16002>> <<set _fordarmdif = Math.abs($foragecost + $foragecost2) - $trackdata.inventory.id16002>> <<set $trackdata.army[ _armykeys2[_i]] -= _fordarmdif>> <<if $trackdata.army[ _armykeys2[_i]] lt 0>> <<set $trackdata.army[ _armykeys2[_i]] = 0>> <<set $foragecost2 =0>> <</if>> <<set $foragecost2 +=_fordarmdif>> <</if>> <</for>> <<set $foragecost += $foragecost2>> <<if Math.abs($moneycost) gte $heroes.id9999.stats.money>> <<set $moneycost = -$heroes.id9999.stats.money>> <</if>> <<set $heroes.id9999.stats.money += $moneycost>> <<if Math.abs($influencecost) gte $heroes.id9999.stats.influence>> <<set $influencecost = -$heroes.id9999.stats.influence>> <</if>> <<set $heroes.id9999.stats.money += $influencecost>> <<if Math.abs($famecost) gte $heroes.id9999.stats.fame>> <<set $famecost = -$heroes.id9999.stats.fame>> <</if>> <<set $heroes.id9999.stats.fame += $famecost>> <<if Math.abs($foodcost) gte $trackdata.inventory.id16001>> <<set $foodcost = -$trackdata.inventory.id16001>> <</if>> <<set $trackdata.inventory.id16001 += $foodcost>> <<if Math.abs($foragecost) gte $trackdata.inventory.id16002>> <<set $foragecost = -$trackdata.inventory.id16002>> <</if>> <<set $trackdata.inventory.id16002 += $foragecost>> /* household issues: select random pairs (3-5) of characters who live in the same home and calculate affection towards each other based on religion, politics, temperament ad related traits. based on the results add different events every character has an affectionbonus object, if one character interacts with another positively or negatively you can add easch other here and add it to the calculated affection. not create preset values as it would result in lot of variables. in case a character dies, you must cycle through all alive characters and remove his affection bonuses to save on memory if hero affection is too low, can resign -other factors: willpower, economy etc birthdays log */ <</nobr>>
<<nobr>> <<script>> $(document).one(":passagedisplay", function() { $("#theloccentre").hide(); setTimeout(function() { $("#theloccentre").fadeIn(120); }, 1); }); <</script>> <div class="maptop"> <div class="mapleftbox"> <div class="mapleftupicons"> [img[./Images/Interface/time.png]] <<displaytime>> </div> <div class="mapleftupicons"> [img[./Images/Interface/playerenergy.png]] <<=$heroes.id9999.stats.energy + " / " + $heroes.id9999.stats.maxenergy>> </div> <div class="mapleftupicons"> [img[./Images/Interface/playerhealth.png]] <<=$heroes.id9999.stats.health + " / " + $heroes.id9999.stats.maxhealth>> </div> </div> <div id="maptopbutton" class="hidden"> </div> <div class="maprightbox"> <div class="maprightupicons"> [img[./Images/Interface/playermoney.png]] <<print setup.formatNumber($heroes.id9999.stats.money)>> </div> <div class="maprightupicons"> [img[./Images/Interface/playerfame.png]] <<print setup.formatNumber($heroes.id9999.stats.fame)>> </div> <div class="maprightupicons"> [img[./Images/Interface/playerinfluence.png]] <<print setup.formatNumber($heroes.id9999.stats.influence )>> </div> </div> </div> <div class="mapmiddle"> <div class="mapleft"> <div id="mapleftbutton" class="hidden"> </div> </div> <div class="mapcentre" id="theloccentre"> <div id="loc1"><<=$active.location.name>></div> <div id="loc2"><<print "[img[./Images/Locations/loc" + $active.location.id + ".png]]">> /*---------------------------INTERACTIVE ICONS HERE---------------------------------*/ /*-------naming: type-districtNo.-name +mapX, types: *h=home, l=location, w=work-------*/ /*Need to remove the class if standing on the correct map*/ /*So scroll down and add it there too*/ /*example, 2 level building*/ <<if $active.location.id is 10>> <div id="l10castleup" class="locicon"> <<button "a" `passage()`>> <<set $active.location = setup.locations.location11>> <</button>> </div> <</if>> <<if $active.location.id is 11>> <div id="l11castlecatrina"> <<button [img[./Images/Locations/icon_catrina.png][HeroPage]]>> <</button>> </div> <</if>> /*---------------------------*/ <<if $active.location.id is 1>> <<if Number(parseInt($quests.id100.state).toString().charAt(0)) is 2 and $hrswitch isnot 1 and Number(parseInt($quests.id100.state).toString().charAt(10)) is 0>> <div id="q1id100" class="locicon"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<set $active.quest = $quests.id100>> <</button>> </div> <</if>> <<if (Number(parseInt($quests.id100.state).toString().charAt(10)) is 1 and Number(parseInt($quests.id100.state).toString().charAt(11)) is 0)>> <div id="q1id100loletha" class="locicon"> <<button [img[./Images/Maps/icon_quest.png][QuestEngine]]>> <<set $active.quest = $quests.id100>> <</button>> </div> <</if>> <<if Number(parseInt($quests.id100.state).toString().charAt(7)) is 1>> <div id="lolethavendor" class="locicon"> <<button [img[./Images/Maps/icon_vendor.png][InteractEngine]]>> <<set $active.interaction = setup.interactions.id101>> <</button>> </div> <</if>> <</if>> /*---------------------END OF INTERACTIVE ICONS----------------------------------*/ </div> </div> <div class="mapright"> </div> </div> <div class="mapbottom"> <div class="mapleftboxdown"> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconoptions.png][Settings]]>> <</button>> </div> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconency.png][Encyclopedia]]>> <</button>> </div> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconprofile.png][CharacterPage]]>> <<set $active.hero = $heroes.id9999>> <</button>> </div> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconsave.png]]>> <<script>>UI.saves()<</script>> <</button>> </div> </div> <div id="loc4"> <<button "Leave" "MapEngine">> <<set $active.location = "">> <</button>> </div> <div class="maprightboxdown"> /*<div class="maprightdownicons"> <<button[img[./Images/Interface/iconworldmap.png][Worldmap]]>> <</button>> </div>*/ <<if Number(parseInt($quests.id100.state).toString().charAt(12)) is 1>> <div class="maprightdownicons"> <<button[img[./Images/Interface/icongroup.png][Army]]>> <</button>> </div> <</if>> <div class="maprightdownicons"> <<button[img[./Images/Interface/iconinventory.png][Inventory]]>> <<set $active.hero = $heroes.id9999>> <<include "InventSet">> <</button>> </div> <div class="maprightdownicons"> <<button[img[./Images/Interface/iconminimap.png][Minimap]]>> <</button>> </div> </div> </div> <</nobr>>
politicalengine, how????
a nnewspaper/s, where you can read about political events in the morning
<<nobr>> <div id="craftmain"> <div id="crafttop"> /*<div id="crafttopl">Ingredients</div> <div id="crafttopr">Product</div>*/ </div> <div id="craftlist"> /*----------------------------------KITCHEN START-------------------------------------*/ <<if $active.room is "kitchen">>/*can add level requirement as well*/ <<if Number(parseInt($quests.id100.state).toString().charAt(8)) is 1>> <div class="craftitem">/*ROASTED POTATOES*/ /*update these vars*/ <<set _product1 = 17015>> <<set _preptime1 = 10>> <<set _prepenergy1 = 1>> <<set _availfirst1 = $trackdata.inventory.id16030>> <<set _availsec1 = $trackdata.inventory.id16044>> <<set _availthird1 = $trackdata.inventory.id16045>> <<set _ingredfirst1 = 3>> <<set _ingredsec1 = 1>> <<set _ingredthird1 = 1>> <<set _maxprod1 = Math.min(Math.floor(_availfirst1/_ingredfirst1),Math.floor(_availsec1/_ingredsec1),Math.floor(_availthird1/_ingredthird1))>> /*---------------------------*/ <<if _maxprod1 gt Math.min(Math.floor((1439-$totalminutes)/_preptime1), Math.floor($heroes.id9999.stats.energy/_prepenergy1), 50)>> <<set _maxprod1=Math.min(Math.floor((1439-$totalminutes)/_preptime1), Math.floor($heroes.id9999.stats.energy/_prepenergy1), 50)>> <</if>> <div class="craftslwrap"> <div class="craftname">Roasted Potatoes (+<<=_preptime1+" ">>mins<div></div>[img[./Images/Interface/time.png]], <div></div><div></div><div></div>-<<=_prepenergy1>>[img[./Images/Interface/playerenergy.png]])</div> <div class="craftslider"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16030>> <div class ="itemdiv"> [img[./Images/Items/id16030.png]] <div>3</div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16044>> <div class ="itemdiv"> [img[./Images/Items/id16044.png]] <div>1</div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16045>> <div class ="itemdiv"> [img[./Images/Items/id16045.png]] <div>1</div> </div> <</tooltip>> </div> </div> </div> </div> <div class="intfitemwrap" id="craftinfitw"> <div class="invwear"> <<tooltip setup.inventory.id17015>> <div class ="itemdiv"> [img[./Images/Items/id17015.png]] </div> <</tooltip>> </div> <div class="intfslider"> <<numberpool "_maxprod1">> <<numberslider "_prodpiece1" 0 0 _maxprod1 1>> <</numberpool>> </div> <<if $totalminutes lt 1439>> <div id ="buybutt"> <<button "Craft!" `passage()`>> <<addminutes _prodpiece1*_preptime1>> <<set $heroes.id9999.stats.energy -= _prodpiece1*_prepenergy1>> <<set _usedfirst1 = _prodpiece1*_ingredfirst1>> <<set _usedsec1 = _prodpiece1*_ingredsec1>> <<set _usedthird1 = _prodpiece1*_ingredthird1>> <<set $trackdata.inventory.id17015 += _prodpiece1>> <<set $trackdata.inventory.id16030 -= _usedfirst1>> <<set $trackdata.inventory.id16044 -= _usedsec1>> <<set $trackdata.inventory.id16045 -= _usedthird1>> <</button>> </div> <<else>> Too late! <</if>> </div> </div> <</if>> <<if Number(parseInt($quests.id100.state).toString().charAt(9)) is 1>> <div class="craftitem">/*VEGETABLE SALAD*/ /*update these vars*/ <<set _product2 = 17016>> <<set _preptime2 = 10>> <<set _prepenergy2 = 2>> <<set _availfirst2 = $trackdata.inventory.id16031>> <<set _availsec2 = $trackdata.inventory.id16032>> <<set _availthird2 = $trackdata.inventory.id16033>> <<set _ingredfirst2 = 5>> <<set _ingredsec2 = 2>> <<set _ingredthird2 = 1>> <<set _maxprod2 = Math.min(Math.floor(_availfirst2/_ingredfirst2),Math.floor(_availsec2/_ingredsec2),Math.floor(_availthird2/_ingredthird2))>> /*---------------------------*/ <<if _maxprod2 gt Math.min(Math.floor((1439-$totalminutes)/_preptime2), Math.floor($heroes.id9999.stats.energy/_prepenergy2), 50)>> <<set _maxprod2=Math.min(Math.floor((1439-$totalminutes)/_preptime2), Math.floor($heroes.id9999.stats.energy/_prepenergy2), 50)>> <</if>> <div class="craftslwrap"> <div class="craftname">Vegetable Salad (+<<=_preptime2+" ">>mins<div></div>[img[./Images/Interface/time.png]], <div></div><div></div><div></div>-<<=_prepenergy2>>[img[./Images/Interface/playerenergy.png]])</div> <div class="craftslider"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16031>> <div class ="itemdiv"> [img[./Images/Items/id16031.png]] <div><<=_ingredfirst2>></div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16032>> <div class ="itemdiv"> [img[./Images/Items/id16032.png]] <div><<=_ingredsec2>></div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16033>> <div class ="itemdiv"> [img[./Images/Items/id16033.png]] <div><<=_ingredthird2>></div> </div> <</tooltip>> </div> </div> </div> </div> <div class="intfitemwrap" id="craftinfitw"> <div class="invwear"> <<tooltip setup.inventory.id17016>> <div class ="itemdiv"> [img[./Images/Items/id17016.png]] </div> <</tooltip>> </div> <div class="intfslider"> <<numberpool "_maxprod2">> <<numberslider "_prodpiece2" 0 0 _maxprod2 1>> <</numberpool>> </div> <<if $totalminutes lt 1439>> <div id ="buybutt"> <<button "Craft!" `passage()`>> <<addminutes _prodpiece2*_preptime2>> <<set $heroes.id9999.stats.energy -= _prodpiece2*_prepenergy2>> <<set $trackdata.inventory.id17016+=_prodpiece2>> <<set $trackdata.inventory.id16031-=_prodpiece2*_ingredfirst2>> <<set $trackdata.inventory.id16032-=_prodpiece2*_ingredsec2>> <<set $trackdata.inventory.id16033-=_prodpiece2*_ingredthird2>> <</button>> </div> <<else>> Too late! <</if>> </div> </div> <</if>> <<if Number(parseInt($quests.id101.state).toString().charAt(6)) is 1>> <div class="craftitem">/*TAMALES*/ /*update these vars*/ <<set _product3 = 17033>> <<set _preptime3 = 120>> <<set _prepenergy3 = 5>> <<set _availfirst3 = $trackdata.inventory.id16017>> <<set _availsec3 = $trackdata.inventory.id16034>> <<set _availthird3 = $trackdata.inventory.id16043>> <<set _availfourth3 = $trackdata.inventory.id16044>> <<set _availfifth3 = $trackdata.inventory.id16046>> <<set _availsixth3 = $trackdata.inventory.id16047>> <<set _ingredfirst3 = 1>> <<set _ingredsec3 = 1>> <<set _ingredthird3 = 1>> <<set _ingredfourth3 = 1>> <<set _ingredfifth3 = 3>> <<set _ingredsixth3 = 1>> <<set _maxprod3 = Math.min(Math.floor(_availfirst3/_ingredfirst3),Math.floor(_availsec3/_ingredsec3),Math.floor(_availthird3/_ingredthird3),Math.floor(_availfourth3/_ingredfourth3), Math.floor(_availfifth3/_ingredfifth3), Math.floor(_availsixth3/_ingredsixth3))>> /*---------------------------*/ <<if _maxprod3 gt Math.min(Math.floor((1439-$totalminutes)/_preptime3), Math.floor($heroes.id9999.stats.energy/_prepenergy3), 50)>> <<set _maxprod3=Math.min(Math.floor((1439-$totalminutes)/_preptime3), Math.floor($heroes.id9999.stats.energy/_prepenergy3), 50)>> <</if>> <div class="craftslwrap"> <div class="craftname">Tamales (+<<=_preptime3+" ">>mins<div></div>[img[./Images/Interface/time.png]], <div></div><div></div><div></div>-<<=_prepenergy3>>[img[./Images/Interface/playerenergy.png]])</div> <div class="craftslider"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16017>> <div class ="itemdiv"> [img[./Images/Items/id16017.png]] <div><<=_ingredfirst3>></div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16034>> <div class ="itemdiv"> [img[./Images/Items/id16034.png]] <div><<=_ingredsec3>></div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16043>> <div class ="itemdiv"> [img[./Images/Items/id16043.png]] <div><<=_ingredthird3>></div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16044>> <div class ="itemdiv"> [img[./Images/Items/id16044.png]] <div><<=_ingredfourth3>></div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16046>> <div class ="itemdiv"> [img[./Images/Items/id16046.png]] <div><<=_ingredfifth3>></div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16047>> <div class ="itemdiv"> [img[./Images/Items/id16047.png]] <div><<=_ingredsixth3>></div> </div> <</tooltip>> </div> </div> </div> </div> <div class="intfitemwrap" id="craftinfitw"> <div class="invwear"> <<tooltip setup.inventory.id17033>> <div class ="itemdiv"> [img[./Images/Items/id17033.png]] </div> <</tooltip>> </div> <div class="intfslider"> <<numberpool "_maxprod3">> <<numberslider "_prodpiece3" 0 0 _maxprod3 1>> <</numberpool>> </div> <<if $totalminutes lt 1439>> <div id ="buybutt"> <<button "Craft!" `passage()`>> <<addminutes _prodpiece3*_preptime3>> <<set $heroes.id9999.stats.energy -= _prodpiece3*_prepenergy3>> <<set $trackdata.inventory.id17033+=_prodpiece3>> <<set $trackdata.inventory.id16017-=_prodpiece3*_ingredfirst3>> <<set $trackdata.inventory.id16034-=_prodpiece3*_ingredsec3>> <<set $trackdata.inventory.id16043-=_prodpiece3*_ingredthird3>> <<set $trackdata.inventory.id16044-=_prodpiece3*_ingredfourth3>> <<set $trackdata.inventory.id16046-=_prodpiece3*_ingredfifth3>> <<set $trackdata.inventory.id16047-=_prodpiece3*_ingredsixth3>> <</button>> </div> <<else>> Too late! <</if>> </div> </div> <</if>> <</if>> /*--------------------------------WORKSHOP START------------------------------------*/ </div> </div> <</nobr>>
<<nobr>> <<set _switcher =3>> /*for switching between political/geography map*/ <<set _calcstart1 = Math.floor($active.map.id/10) >> <<set _calcstart2 = $active.map.id % 10 >> <div class="maptop"> <div class="mapleftbox"> <div class="mapleftupicons tooltip-trigger" data-tooltip='energy'> [img[./Images/Interface/playerenergy.png]] <<=$heroes.id9999.stats.energy + " / " + $heroes.id9999.stats.maxenergy>> </div> <div class="mapleftupicons tooltip-trigger" data-tooltip='health'> [img[./Images/Interface/playerhealth.png]] <<=$heroes.id9999.stats.health + " / " + $heroes.id9999.stats.maxhealth>> </div> <div class="mapleftupicons"> [img[./Images/Interface/time.png]] <<displaytime>> </div> </div> <div class="menutop" class="hidden"> </div> <div class="maprightbox"> <div class="maprightupicons tooltip-trigger" data-tooltip='money'> [img[./Images/Interface/playermoney.png]] <<print setup.formatNumber($heroes.id9999.stats.money)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='fame'> [img[./Images/Interface/playerfame.png]] <<print setup.formatNumber($heroes.id9999.stats.fame)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='influence'> [img[./Images/Interface/playerinfluence.png]] <<print setup.formatNumber($heroes.id9999.stats.influence )>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='volunteers'> [img[./Images/Interface/playervolunteers.png]] <<=setup.formatNumber($trackdata.domain.pool)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='food rations'> [img[./Images/Interface/playerfood.png]] <<=setup.formatNumber($trackdata.inventory.id16001)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='forage'> [img[./Images/Interface/playerforage.png]] <<=setup.formatNumber($trackdata.inventory.id16002)>> </div> </div> </div> <div class="mapmiddle"> <div class="mapleft"> </div> <div class="mapcentre"> <div id="condormini" class= "nodisplay"> <table> <caption>Condor City</caption> <tbody> <tr> <td class="minimaptable" id="mdist11"></td> <td class="minimaptable" id="mdist21"></td> <td class="minimaptable" id="mdist31"></td> <td class="minimaptable" id="mdist41"></td> <td class="minimaptable" id="mdist51"></td> <td class="minimaptable" id="mdist61"></td> <td class="minimaptable" id="mdist71"></td> <td class="minimaptable" id="mdist81"></td> <td class="minimaptable" id="mdist91"></td> <td class="minimaptable" id="mdist101"></td> </tr> <tr> <td class="minimaptable" id="mdist12"></td> <td class="minimaptable" id="mdist22"></td> <td class="minimaptable" id="mdist34"></td> <td class="minimaptable" id="mdist42"></td> <td class="minimaptable" id="mdist52"></td> <td class="minimaptable" id="mdist62"></td> <td class="minimaptable" id="mdist72"></td> <td class="minimaptable" id="mdist82"></td> <td class="minimaptable" id="mdist92"></td> <td class="minimaptable" id="mdist102"></td> </tr> <tr> <td class="minimaptable" id="mdist13"></td> <td class="minimaptable" id="mdist23"></td> <td class="minimaptable" id="mdist33"></td> <td class="minimaptable" id="mdist43"></td> <td class="minimaptable" id="mdist53"></td> <td class="minimaptable" id="mdist63"></td> <td class="minimaptable" id="mdist73"></td> <td class="minimaptable" id="mdist83"></td> <td class="minimaptable" id="mdist93"></td> <td class="minimaptable" id="mdist103"></td> </tr> <tr> <td class="minimaptable" id="mdist14"></td> <td class="minimaptable" id="mdist24"></td> <td class="minimaptable" id="mdist34"></td> <td class="minimaptable" id="mdist44"></td> <td class="minimaptable" id="mdist54"></td> <td class="minimaptable" id="mdist64"></td> <td class="minimaptable" id="mdist74"></td> <td class="minimaptable" id="mdist84"></td> <td class="minimaptable" id="mdist94"></td> <td class="minimaptable" id="mdist104"></td> </tr> <tr> <td class="minimaptable" id="mdist15"></td> <td class="minimaptable" id="mdist25"></td> <td class="minimaptable" id="mdist35"></td> <td class="minimaptable" id="mdist45"></td> <td class="minimaptable fortdist" id="mdist55"> <<button $districts.district55.name "MapEngine">> <<set $active.map = $districts.district55>> <<minitime>> <</button>> </td> <td class="minimaptable capitaldist" id="mdist65"> <<button $districts.district65.name "MapEngine">> <<set $active.map = $districts.district65>> <<minitime>> <</button>> </td> <td class="minimaptable" id="mdist75"></td> <td class="minimaptable" id="mdist85"></td> <td class="minimaptable" id="mdist95"></td> <td class="minimaptable" id="mdist105"></td> </tr> <tr> <td class="minimaptable" id="mdist16"></td> <td class="minimaptable" id="mdist26"></td> <td class="minimaptable familydist" id="mdist36"> <<button $districts.district36.name "MapEngine">> <<set $active.map = $districts.district36>> <<minitime>> <</button>> </td> <td class="minimaptable richdist" id="mdist46"> <<button $districts.district46.name "MapEngine">> <<set $active.map = $districts.district46>> <<minitime>> <</button>> </td> <td class="minimaptable fortdist" id="mdist56"> <<button $districts.district56.name "MapEngine">> <<set $active.map = $districts.district56>> <<minitime>> <</button>> </td> <td class="minimaptable fortdist" id="mdist66"> <<button $districts.district66.name "MapEngine">> <<set $active.map = $districts.district66>> <<minitime>> <</button>> </td> <td class="minimaptable" id="mdist76"></td> <td class="minimaptable" id="mdist86"></td> <td class="minimaptable" id="mdist96"></td> <td class="minimaptable" id="mdist106"></td> </tr> <tr> <td class="minimaptable" id="mdist17"></td> <td class="minimaptable" id="mdist27"></td> <td class="minimaptable ruraldist" id="mdist37"> <<button $districts.district37.name "MapEngine">> <<set $active.map = $districts.district37>> <<minitime>> <</button>> </td> <td class="minimaptable poordist" id="mdist47"> <<button $districts.district47.name "MapEngine">> <<set $active.map = $districts.district47>> <<minitime>> <</button>> </td> <td class="minimaptable parkdist" id="mdist57"> <<button $districts.district57.name "MapEngine">> <<set $active.map = $districts.district57>> <<minitime>> <</button>> </td> <td class="minimaptable fortdist" id="mdist67"> <<button $districts.district67.name "MapEngine">> <<set $active.map = $districts.district67>> <<minitime>> <</button>> </td> <td class="minimaptable" id="mdist77"></td> <td class="minimaptable" id="mdist87"></td> <td class="minimaptable" id="mdist97"></td> <td class="minimaptable" id="mdist107"></td> </tr> <tr> <td class="minimaptable" id="mdist18"></td> <td class="minimaptable" id="mdist28"></td> <td class="minimaptable militarydist" id="mdist38"> <<button $districts.district38.name "MapEngine">> <<set $active.map = $districts.district38>> <<minitime>> <</button>> </td> <td class="minimaptable poordist" id="mdist48"> <<button $districts.district48.name "MapEngine">> <<set $active.map = $districts.district48>> <<minitime>> <</button>> </td> <td class="minimaptable workerdist" id="mdist58"> <<button $districts.district58.name "MapEngine">> <<set $active.map = $districts.district58>> <<minitime>> <</button>> </td> <td class="minimaptable poordist" id="mdist68"> <<button $districts.district68.name "MapEngine">> <<set $active.map = $districts.district68>> <<minitime>> <</button>> </td> <td class="minimaptable" id="mdist78"></td> <td class="minimaptable" id="mdist88"></td> <td class="minimaptable" id="mdist98"></td> <td class="minimaptable" id="mdist108"></td> </tr> <tr> <td class="minimaptable" id="mdist19"></td> <td class="minimaptable" id="mdist29"></td> <<if $districts.district38.bottomblock is 0 or $districts.district49.leftblock is 0>> <td class="minimaptable militarydist" id="mdist39"> <<button $districts.district39.name "MapEngine">> <<set $active.map = $districts.district39>> <<minitime>> <</button>> </td> <<else>> <td class="minimaptable" id="mdist39">$districts.district39.name</td> <</if>> <td class="minimaptable ruraldist" id="mdist49"> <<button $districts.district49.name "MapEngine">> <<set $active.map = $districts.district49>> <<minitime>> <</button>> </td> <td class="minimaptable poordist" id="mdist59"> <<button $districts.district59.name "MapEngine">> <<set $active.map = $districts.district59>> <<minitime>> <</button>> </td> <td class="minimaptable" id="mdist69"></td> <td class="minimaptable" id="mdist79"></td> <td class="minimaptable" id="mdist89"></td> <td class="minimaptable" id="mdist99"></td> <td class="minimaptable" id="mdist109"></td> </tr> <tr> <td class="minimaptable" id="mdist20"></td> <td class="minimaptable" id="mdist30"></td> <td class="minimaptable" id="mdist40"></td> <td class="minimaptable" id="mdist50"></td> <td class="minimaptable" id="mdist60"></td> <td class="minimaptable" id="mdist70"></td> <td class="minimaptable" id="mdist80"></td> <td class="minimaptable" id="mdist90"></td> <td class="minimaptable" id="mdist100"></td> <td class="minimaptable" id="mdist101"></td> </tr> </tbody> <tfoot> <th scope="row" colspan="10"> <div class="miniswitch"> <<button[img[./Images/Interface/iconreset.png]]>> /*adding/removing CSS classes that color the minimap based on */ /*geography and political affiliation in case of a civil war*/ /*switching with modulo between political/geography map*/ <<set _terset =_switcher % 2>> <<if _terset is 1>> /*this runs first, should be the switch to the political map*/ /*simply check the owner of a $districts.districtXY and based*/ /*on that add a class with a background color*/ <</if>> <<if _terset is 0>> <</if>> <<set _switcher=_switcher+1>> <</button>> </div> </th> </tfoot> </table> </div> </div> <div class="mapright"> </div> </div> <div class="mapbottom"> <div class="mapleftboxdown"> /* <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconoptions.png][Settings]]>> <</button>> </div> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconency.png][Encyclopedia]]>> <</button>> </div> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconprofile.png][CharacterPage]]>> <<set $active.hero = $heroes.id9999>> <</button>> </div> */ </div> <div class=menureturn> <<button "Return" $return>><</button>> </div> <div class="maprightboxdown"> /* <div class="maprightdownicons"> <<button[img[./Images/Interface/icongroup.png][Army]]>> <</button>> </div> <div class="maprightdownicons"> <<button[img[./Images/Interface/iconinventory.png][Inventory]]>> <<set $active.hero = $heroes.id9999>> <<include "InventSet">> <</button>> </div> <div class="maprightdownicons"> <<button[img[./Images/Interface/iconminimap.png][MapEngine]]>> <</button>> </div> */ </div> </div> <<timed 0ms>> <<if $active.city is "condorcity">> <<removeclass "#condormini" "nodisplay">> <<addclass "#condormini" "ondisplay">> <</if>> <<print "<<removeclass \"#mdist" + $active.map.id + " \"minimaptable>>">> <<print "<<addclass \"#mdist" + $active.map.id + " \"minihere>>">> <</timed>> <</nobr>>
<<nobr>> <p> <div class="stat-icon-container"> <div class="tooltip-trigger" data-tooltip="Health"> <img src="./Images/Interface/time.png"> </div> <span>89</span> <!-- Display remaining health --> </div> </p> <p> Hover over <span class="tooltip-trigger" data-tooltip="This is a tooltip that can be tooltip! Another tooltip! Another tooltip! Another tooltip! Another tooltip!">this text</span> to see a tooltip. </p> <<set _var to 12345585>> var: <<print setup.formatNumber(_var)>> <p> <<button "Map Engine" "MapEngine">> <<set $active.map = $districts.district36>> <<set $active.city = "condorcity">> <<set $trackdata.inventory.id3001 = 1>> <<set $trackdata.inventory.id8001 = 3>> <<set $trackdata.inventory.id8015 = 1>> <<set $trackdata.inventory.id16001 = 30>> <<set $trackdata.inventory.id16015 = 3>> <<set $trackdata.inventory.id18001 = 3>> <<set $heroes.id9999.gear.melee =setup.inventory.id8001>> <<set $heroes.id9999.skills.dodging =$heroes.id9999.skills.dodging + setup.inventory.id8001.dodging>> <<set $trackdata.slots.s1=1000>> <<set $trackdata.slots.s2=1001>> <</button>> /*variable shoulb be set at the after tutorial quest so the player lands on district 36 when he leaves the house*/ </p> <p> [[LocationEngine]] [[WorkEngine]] [[FightEngine]] [[QuestEngine]] [[HeroPage]] [[HomeEngine]] </p> <p> </p> <<button "Return" $return>><</button>> <</nobr>>
<<nobr>> <div class="maptop"> <div class="mapleftbox"> <div class="mapleftupicons tooltip-trigger" data-tooltip='energy'> [img[./Images/Interface/playerenergy.png]] <<=$heroes.id9999.stats.energy + " / " + $heroes.id9999.stats.maxenergy>> </div> <div class="mapleftupicons tooltip-trigger" data-tooltip='health'> [img[./Images/Interface/playerhealth.png]] <<=$heroes.id9999.stats.health + " / " + $heroes.id9999.stats.maxhealth>> </div> <div class="mapleftupicons"> [img[./Images/Interface/time.png]] <<displaytime>> </div> </div> <div class="menutop" class="hidden"> </div> <div class="maprightbox"> <div class="maprightupicons tooltip-trigger" data-tooltip='money'> [img[./Images/Interface/playermoney.png]] <<print setup.formatNumber($heroes.id9999.stats.money)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='fame'> [img[./Images/Interface/playerfame.png]] <<print setup.formatNumber($heroes.id9999.stats.fame)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='influence'> [img[./Images/Interface/playerinfluence.png]] <<print setup.formatNumber($heroes.id9999.stats.influence )>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='volunteers'> [img[./Images/Interface/playervolunteers.png]] <<=setup.formatNumber($trackdata.domain.pool)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='food rations'> [img[./Images/Interface/playerfood.png]] <<=setup.formatNumber($trackdata.inventory.id16001)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='forage'> [img[./Images/Interface/playerforage.png]] <<=setup.formatNumber($trackdata.inventory.id16002)>> </div> </div> </div> <div class="mapmiddle"> <div class="mapleft"> </div> <div class="mapcentre"> <div class="placeleft" id="armyplaceleft"> <div id="qename"> Your army </div> <div id="armymenuscrout"> <div id="armymenuscr"> <<if $trackdata.army.id1 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Peasant</strong>'> [img[./Images/Units/id1b.png]] <<button "a" `passage()`>> <<set $unitdetail = 1>> <</button>> <div><<=$trackdata.army.id1>></div> </div> </div> <</if>> <<if $trackdata.army.id2 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Peasant Archer</strong>'> [img[./Images/Units/id2b.png]] <<button "a" `passage()`>> <<set $unitdetail = 2>> <</button>> <div><<=$trackdata.army.id2>></div> </div> </div> <</if>> <<if $trackdata.army.id3 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Donkey Rider</strong>'> [img[./Images/Units/id3b.png]] <<button "a" `passage()`>> <<set $unitdetail = 3>> <</button>> <div><<=$trackdata.army.id3>></div> </div> </div> <</if>> <<if $trackdata.army.id4 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Thug</strong>'> [img[./Images/Units/id4b.png]] <<button "a" `passage()`>> <<set $unitdetail = 4>> <</button>> <div><<=$trackdata.army.id4>></div> </div> </div> <</if>> <<if $trackdata.army.id5 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Outlaw</strong>'> [img[./Images/Units/id5b.png]] <<button "a" `passage()`>> <<set $unitdetail = 5>> <</button>> <div><<=$trackdata.army.id5>></div> </div> </div> <</if>> <<if $trackdata.army.id6 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Brigand</strong>'> [img[./Images/Units/id6b.png]] <<button "a" `passage()`>> <<set $unitdetail = 6>> <</button>> <div><<=$trackdata.army.id6>></div> </div> </div> <</if>> <<if $trackdata.army.id7 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Highwayman</strong>'> [img[./Images/Units/id7b.png]] <<button "a" `passage()`>> <<set $unitdetail = 7>> <</button>> <div><<=$trackdata.army.id7>></div> </div> </div> <</if>> <<if $trackdata.army.id8 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Wolf</strong>'> [img[./Images/Units/id8b.png]] <<button "a" `passage()`>> <<set $unitdetail = 8>> <</button>> <div><<=$trackdata.army.id8>></div> </div> </div> <</if>> <<if $trackdata.army.id9 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Alpha Wolf</strong>'> [img[./Images/Units/id9b.png]] <<button "a" `passage()`>> <<set $unitdetail = 9>> <</button>> <div><<=$trackdata.army.id9>></div> </div> </div> <</if>> <<if $trackdata.army.id10 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Contractor</strong>'> [img[./Images/Units/id10b.png]] <<button "a" `passage()`>> <<set $unitdetail = 10>> <</button>> <div><<=$trackdata.army.id10>></div> </div> </div> <</if>> <<if $trackdata.army.id11 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Peacekeeper</strong>'> [img[./Images/Units/id11b.png]] <<button "a" `passage()`>> <<set $unitdetail = 11>> <</button>> <div><<=$trackdata.army.id11>></div> </div> </div> <</if>> <<if $trackdata.army.id12 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Warden</strong>'> [img[./Images/Units/id12b.png]] <<button "a" `passage()`>> <<set $unitdetail = 12>> <</button>> <div><<=$trackdata.army.id12>></div> </div> </div> <</if>> <<if $trackdata.army.id13 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Deserter</strong>'> [img[./Images/Units/id13b.png]] <<button "a" `passage()`>> <<set $unitdetail = 13>> <</button>> <div><<=$trackdata.army.id13>></div> </div> </div> <</if>> <<if $trackdata.army.id14 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Saboteur</strong>'> [img[./Images/Units/id14b.png]] <<button "a" `passage()`>> <<set $unitdetail = 14>> <</button>> <div><<=$trackdata.army.id14>></div> </div> </div> <</if>> <<if $trackdata.army.id15 gt 0>> <div class="invwear armyinvwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong>Guerilla</strong>'> [img[./Images/Units/id15b.png]] <<button "a" `passage()`>> <<set $unitdetail = 15>> <</button>> <div><<=$trackdata.army.id15>></div> </div> </div> <</if>> </div> </div> </div> <div class="placeright" id="armyplaceright"> <<if $unitdetail gte 1 and $trackdata.army["id" + $unitdetail] gt 0>> <div id="qename"><<=setup.unitlist["id" + $unitdetail].name>> - Unit Details</div> <div id="armunitable"> <<switch $unitdetail>> <<case 1>> <<set $unitrecruit = "Condor's nest">> <<case 2>> <<set $unitrecruit = "Condor's nest">> <<case 3>> <<set $unitrecruit = "Condor's nest">> <<case 10>> <<set $unitrecruit = "Rusttown">> <<case 11>> <<set $unitrecruit = "Rusttown">> <<case 12>> <<set $unitrecruit = "Rusttown">> <<case 13>> <<set $unitrecruit = "Evita">> <<case 14>> <<set $unitrecruit = "Evita">> <<case 15>> <<set $unitrecruit = "Evita">> <<default>> <<set $unitrecruit = "unknown">> <</switch>> <div id="armuniftab"> <table> <tbody> <th colspan="2" style="text-align:center; font-size: 18px">Weapons</th> <tr> <td class="armymtd">Melee</td> <<if setup.unitlist["id" + $unitdetail].melee isnot 9999>> <<set $unigun1=setup.inventory["id" + setup.unitlist["id" + $unitdetail].melee]>> <td class="armymtd"><<tooltip $unigun1>><<=$unigun1.name>><</tooltip>></td> <<else>> <td class="armymtd"></td> <</if>> </tr> <tr> <td class="armymtd">Damage</td> <<if setup.unitlist["id" + $unitdetail].melee isnot 9999>> <td class="armymtd"><<=(setup.inventory["id" + setup.unitlist["id" + $unitdetail].melee].dmgl*(1+$unitbonus["id" + $unitdetail].dmg)).toFixed(2) + " - " + (setup.inventory["id" + setup.unitlist["id" + $unitdetail].melee].dmgu*(1+$unitbonus["id" + $unitdetail].dmg)).toFixed(2) >></td> <<else>> <td class="armymtd"></td> <</if>> </tr> <tr> <td class="armymtd">Strikes</td> <<if setup.unitlist["id" + $unitdetail].melee isnot 9999>> <td class="armymtd"><<=setup.inventory["id" + setup.unitlist["id" + $unitdetail].melee].strikes+$unitbonus["id" + $unitdetail].strikes>></td> <<else>> <td class="armymtd"></td> <</if>> </tr> <tr> <td class="armymtd">Ranged</td> <<if setup.unitlist["id" + $unitdetail].ranged isnot 9999>> <<set $unigun2=setup.inventory["id" + setup.unitlist["id" + $unitdetail].ranged]>> <td class="armymtd"><<tooltip $unigun2>><<=$unigun2.name>><</tooltip>></td> <<else>> <td class="armymtd"></td> <</if>> </tr> <tr> <td class="armymtd">Damage</td> <<if setup.unitlist["id" + $unitdetail].ranged isnot 9999>> <td class="armymtd"><<=(setup.inventory["id" + setup.unitlist["id" + $unitdetail].ranged].dmgl*(1+$unitbonus["id" + $unitdetail].dmg)).toFixed(2) + " - " + (setup.inventory["id" + setup.unitlist["id" + $unitdetail].ranged].dmgu*(1+$unitbonus["id" + $unitdetail].dmg)).toFixed(2) >></td> <<else>> <td class="armymtd"></td> <</if>> </tr> <tr> <td class="armymtd">Strikes</td> <<if setup.unitlist["id" + $unitdetail].ranged isnot 9999>> <td class="armymtd"><<=setup.inventory["id" + setup.unitlist["id" + $unitdetail].ranged].strikes+$unitbonus["id" + $unitdetail].strikes>></td> <<else>> <td class="armymtd"></td> <</if>> </tr> <tr> <td class="armymtd">Ammo</td> <<if setup.unitlist["id" + $unitdetail].ranged isnot 9999>> <<set $unigun4=setup.inventory["id" + setup.inventory["id" + setup.unitlist["id" + $unitdetail].ranged].ammo]>> <td class="armymtd"><<tooltip $unigun4>><<=$unigun4.name>><</tooltip>></td> <<else>> <td class="armymtd"></td> <</if>> </tr> <tr> <td class="armymtd">Gun</td> <<if setup.unitlist["id" + $unitdetail].gun isnot 9999>> <<set $unigun3=setup.inventory["id" + setup.unitlist["id" + $unitdetail].gun]>> <td class="armymtd"><<tooltip $unigun3>><<=$unigun3.name>><</tooltip>></td> <<else>> <td class="armymtd"></td> <</if>> </tr> <tr> <td class="armymtd">Damage</td> <<if setup.unitlist["id" + $unitdetail].gun isnot 9999>> <td class="armymtd"><<=(setup.inventory["id" + setup.unitlist["id" + $unitdetail].gun].dmgl*(1+$unitbonus["id" + $unitdetail].dmg)).toFixed(2) + " - " + (setup.inventory["id" + setup.unitlist["id" + $unitdetail].gun].dmgu*(1+$unitbonus["id" + $unitdetail].dmg)).toFixed(2) >></td> <<else>> <td class="armymtd"></td> <</if>> </tr> <tr> <td class="armymtd">Strikes</td> <<if setup.unitlist["id" + $unitdetail].gun isnot 9999>> <td class="armymtd"><<=setup.inventory["id" + setup.unitlist["id" + $unitdetail].gun].strikes+$unitbonus["id" + $unitdetail].strikes>></td> <<else>> <td class="armymtd"></td> <</if>> </tr> <tr> <td class="armymtd">Ammo</td> <<if setup.unitlist["id" + $unitdetail].gun isnot 9999>> <<set $unigun5=setup.inventory["id" + setup.inventory["id" + setup.unitlist["id" + $unitdetail].gun].ammo]>> <td class="armymtd"><<tooltip $unigun5>><<=$unigun5.name>><</tooltip>></td> <<else>> <td class="armymtd"></td> <</if>> </tr> </tbody> </table> </div> <div id="armtoprr"> <div id="armunitwotab"> <table> <tbody> <th colspan="2" style="text-align:center; font-size: 18px">Stats</th> <tr> <td class="armymtd">Health</td> <td class="armymtd"><<=Math.floor((setup.unitlist["id" + $unitdetail].hp)*(1+$unitbonus["id" + $unitdetail].hpb))>></td> </tr> <tr> <td class="armymtd">Movement</td> <td class="armymtd"><<=setup.unitlist["id" + $unitdetail].mp>></td> </tr> <tr> <td class="armymtd">Salary</td> <td class="armymtd"><<=setup.unitlist["id" + $unitdetail].salary>></td> </tr> <tr> <td class="armymtd">Trait</td> <td class="armymtd"><<=setup.unitlist["id" + $unitdetail].trait>></td> </tr> <tr> <td class="armymtd">Ration</td> <<if setup.unitlist["id" + $unitdetail].ration1 gt 0>> <<set $uniration1=setup.inventory["id" + setup.unitlist["id" + $unitdetail].ration1]>> <td class="armymtd"><<tooltip $uniration1>><<=$uniration1.name>><</tooltip>></td> <<else>> <td class="armymtd"></td> <</if>> </tr> <tr> <td class="armymtd">Animal Ration</td> <<if setup.unitlist["id" + $unitdetail].ration2 gt 0>> <<set $uniration2=setup.inventory["id" + setup.unitlist["id" + $unitdetail].ration2]>> <td class="armymtd"><<tooltip $uniration2>><<=$uniration2.name>><</tooltip>></td> <<else>> <td class="armymtd"></td> <</if>> </tr> <tr> <td class="armymtd">Petrol</td> <<if setup.unitlist["id" + $unitdetail].ration3 gt 0>> <<set $uniration3=setup.inventory["id" + setup.unitlist["id" + $unitdetail].ration3]>> <td class="armymtd"><<tooltip $uniration3>><<=$uniration3.name>><</tooltip>></td> <<else>> <td class="armymtd"></td> <</if>> </tr> <tr> <td class="armymtd">Recruitable</td> <td class="armymtd"><<=$unitrecruit>></td> </tr> <tr> <td class="armymtd">Cost</td> <td class="armymtd"><<=setup.unitlist["id" + $unitdetail].price>></td> </tr> <tr> <td class="armymtd">Type</td> <td class="armymtd"><<=setup.unittemp["id" + setup.unitlist["id" + $unitdetail].template].name>></td> </tr> </tbody> </table> <table> <tbody> <th colspan="2" style="text-align:center; font-size: 18px">Resistances</th> <tr> <td class="armymtd">Blunt</td> <td class="armymtd"><<=Math.round((setup.unitlist["id" + $unitdetail].res.blunt+$unitbonus["id" + $unitdetail].res)*100)>>%</td> </tr> <tr> <td class="armymtd">Edged</td> <td class="armymtd"><<=Math.round((setup.unitlist["id" + $unitdetail].res.edged+$unitbonus["id" + $unitdetail].res)*100)>>%</td> </tr> <tr> <td class="armymtd">Pierced</td> <td class="armymtd"><<=Math.round((setup.unitlist["id" + $unitdetail].res.pierced+$unitbonus["id" + $unitdetail].res)*100)>>%</td> </tr> <tr> <td class="armymtd">Ballistic</td> <td class="armymtd"><<=Math.round((setup.unitlist["id" + $unitdetail].res.ballistic+$unitbonus["id" + $unitdetail].res)*100)>>%</td> </tr> <tr> <td class="armymtd">Explosive</td> <td class="armymtd"><<=Math.round((setup.unitlist["id" + $unitdetail].res.explosive+$unitbonus["id" + $unitdetail].res)*100)>>%</td> </tr> <tr> <td class="armymtd">Fire</td> <td class="armymtd"><<=Math.round((setup.unitlist["id" + $unitdetail].res.fire+$unitbonus["id" + $unitdetail].res)*100)>>%</td> </tr> <tr> <td class="armymtd">Cold</td> <td class="armymtd"><<=Math.round((setup.unitlist["id" + $unitdetail].res.cold+$unitbonus["id" + $unitdetail].res)*100)>>%</td> </tr> <tr> <td class="armymtd">Obsidian</td> <td class="armymtd"><<=Math.round((setup.unitlist["id" + $unitdetail].res.obsidian+$unitbonus["id" + $unitdetail].res)*100)>>%</td> </tr> <tr> <td class="armymtd">Ethereal</td> <td class="armymtd"><<=Math.round((setup.unitlist["id" + $unitdetail].res.ethereal+$unitbonus["id" + $unitdetail].res))*100>>%</td> </tr> <tr> <td class="armymtd">Acid</td> <td class="armymtd"><<=Math.round((setup.unitlist["id" + $unitdetail].res.acid+$unitbonus["id" + $unitdetail].res)*100)>>%</td> </tr> </tbody> </table> </div> <div id="armfiuni"> <div class="tooltip-trigger" id="unimdimg" data-tooltip='Discharging a unit refunds +1 volunteer, but all their equipment is lost.'>[img[./Images/Interface/info.png]]</div> <<set _maxbuy2=$trackdata.army["id" + $unitdetail]>> <<if _maxbuy2 gte 50>> <<set _maxbuy2 = 50>> <</if>> <div class="intfslider"> <<numberpool "_maxbuy2">> <<numberslider "_buypiece2" 0 0 _maxbuy2 1>> <</numberpool>> </div> <span id="hpagenpoolbspan"> a</span> <div id="armyupgrl" > <<button "Discharge!" "Army">> <<set $trackdata.army["id" + $unitdetail] -= _buypiece2>> <<set $trackdata.domain.pool +=_buypiece2>> <</button>> </div> </div> </div> </div> <div id="qename">Upgrades</div> <div id="armyimp"> <div class="armyimpcols"> <div class="armupimg"> [img[./Images/Interface/updmg.png]] </div> <div class="armupcrows armuxrb" > Damage </div> <div class="armupcrows"> <<switch $unitbonus["id" + $unitdetail].dmg>> <<case 0>> Bonus: +2% <<case 0.02>> Bonus: +3% <<case 0.05>> Bonus: +5% <<case 0.1>> Bonus: +5% <<case 0.15>> Bonus: +10% <<case 0.25>> Max level reached! <</switch>> </div> <div class="armupcrows"> <<switch $unitbonus["id" + $unitdetail].dmg>> <<case 0>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*100)>> <span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $dmgpr=setup.unitlist["id" + $unitdetail].price*100>> <<case 0.02>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*500)>> <span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $dmgpr=setup.unitlist["id" + $unitdetail].price*500>> <<case 0.05>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*5)>> k <span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $dmgpr=setup.unitlist["id" + $unitdetail].price*5000>> <<case 0.1>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*50)>> k<span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $dmgpr=setup.unitlist["id" + $unitdetail].price*50000>> <<case 0.15>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*500)>> k <span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $dmgpr=setup.unitlist["id" + $unitdetail].price*500000>> <<case 0.25>> <</switch>> </div> <div id="armyupgrl"> <<if $unitbonus["id" + $unitdetail].dmg lt 0.25>> <<if $heroes.id9999.stats.money gte $dmgpr>> <<button "Upgrade!" `passage()`>> <<switch $unitbonus["id" + $unitdetail].dmg>> <<case 0>> <<set $unitbonus["id" + $unitdetail].dmg =0.02>> <<case 0.02>> <<set $unitbonus["id" + $unitdetail].dmg =0.05>> <<case 0.05>> <<set $unitbonus["id" + $unitdetail].dmg =0.1>> <<case 0.1>> <<set $unitbonus["id" + $unitdetail].dmg =0.15>> <<case 0.15>> <<set $unitbonus["id" + $unitdetail].dmg =0.25>> <</switch>> <<set $heroes.id9999.stats.money -= $dmgpr>> </div> <</button>> <<else>> Not enough money! <</if>> <</if>> </div> <div class="armupcrows"> Total bonus: <<=$unitbonus["id" + $unitdetail].dmg*100>>% </div> </div> <div class="armyimpcols"> <div class="armupimg"> [img[./Images/Interface/upstrikes.png]] </div> <div class="armupcrows armuxrb" > Strikes </div> <div class="armupcrows"> <<switch $unitbonus["id" + $unitdetail].strikes>> <<case 0>> Bonus: +1 <<case 1>> Bonus: +1 <<case 2>> Bonus: +1 <<case 3>> Bonus: +1 <<case 4>> Bonus: +1 <<case 5>> Max level reached! <</switch>> </div> <div class="armupcrows"> <<switch $unitbonus["id" + $unitdetail].strikes>> <<case 0>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*1000)>> <span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $strpr = setup.unitlist["id" + $unitdetail].price*1000>> <<case 1>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*5000)>> <span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $strpr = setup.unitlist["id" + $unitdetail].price*5000>> <<case 2>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*50)>> k<span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $strpr = setup.unitlist["id" + $unitdetail].price*50000>> <<case 3>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*550)>> k<span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $strpr = setup.unitlist["id" + $unitdetail].price*550000>> <<case 4>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*5555)>> k<span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $strpr = setup.unitlist["id" + $unitdetail].price*5555000>> <<case 5>> <</switch>> </div> <div id="armyupgrl"> <<if $unitbonus["id" + $unitdetail].strikes lt 5>> <<if $heroes.id9999.stats.money gte $strpr>> <<button "Upgrade!" `passage()`>> <<switch $unitbonus["id" + $unitdetail].strikes>> <<case 0>> <<set $unitbonus["id" + $unitdetail].strikes =1>> <<case 1>> <<set $unitbonus["id" + $unitdetail].strikes =2>> <<case 2>> <<set $unitbonus["id" + $unitdetail].strikes =3>> <<case 3>> <<set $unitbonus["id" + $unitdetail].strikes =4>> <<case 4>> <<set $unitbonus["id" + $unitdetail].strikes =5>> <</switch>> <<set $heroes.id9999.stats.money -= $strpr>> </div> <</button>> <<else>> Not enough money! <</if>> <</if>> </div> <div class="armupcrows"> Total bonus: <<=$unitbonus["id" + $unitdetail].strikes>> </div> </div> <div class="armyimpcols"> <div class="armupimg"> [img[./Images/Interface/uphp.png]] </div> <div class="armupcrows armuxrb" > Health </div> <div class="armupcrows"> <<switch $unitbonus["id" + $unitdetail].hpb>> <<case 0>> Bonus: +2% <<case 0.02>> Bonus: +3% <<case 0.05>> Bonus: +5% <<case 0.1>> Bonus: +15% <<case 0.25>> Bonus: +25% <<case 0.50>> Max level reached! <</switch>> </div> <div class="armupcrows"> <<switch $unitbonus["id" + $unitdetail].hpb>> <<case 0>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*100)>> <span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $hpbpr=setup.unitlist["id" + $unitdetail].price*100>> <<case 0.02>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*500)>> <span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $hpbpr=setup.unitlist["id" + $unitdetail].price*500>> <<case 0.05>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*5)>> k<span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $hpbpr=setup.unitlist["id" + $unitdetail].price*5000>> <<case 0.1>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*55)>> k<span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $hpbpr=setup.unitlist["id" + $unitdetail].price*55000>> <<case 0.25>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*5555)>> k<span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $hpbpr=setup.unitlist["id" + $unitdetail].price*5555000>> <<case 0.50>> <</switch>> </div> <div id="armyupgrl"> <<if $unitbonus["id" + $unitdetail].hpb lt 0.5>> <<if $heroes.id9999.stats.money gte $hpbpr>> <<button "Upgrade!" `passage()`>> <<switch $unitbonus["id" + $unitdetail].hpb>> <<case 0>> <<set $unitbonus["id" + $unitdetail].hpb =0.02>> <<case 0.02>> <<set $unitbonus["id" + $unitdetail].hpb =0.05>> <<case 0.05>> <<set $unitbonus["id" + $unitdetail].hpb =0.10>> <<case 0.1>> <<set $unitbonus["id" + $unitdetail].hpb =0.25>> <<case 0.25>> <<set $unitbonus["id" + $unitdetail].hpb =0.5>> <</switch>> <<set $heroes.id9999.stats.money -= $hpbpr>> </div> <</button>> <<else>> Not enough money! <</if>> <</if>> </div> <div class="armupcrows"> Total bonus: <<=$unitbonus["id" + $unitdetail].hpb*100>>% </div> </div> <div class="armyimpcols"> <div class="armupimg"> [img[./Images/Interface/upres.png]] </div> <div class="armupcrows armuxrb" > Resistances </div> <div class="armupcrows"> <<switch $unitbonus["id" + $unitdetail].res>> <<case 0>> Bonus: +1% <<case 0.01>> Bonus: +2% <<case 0.03>> Bonus: +3% <<case 0.06>> Bonus: +4% <<case 0.1>> Bonus: +15% <<case 0.25>> Max level reached! <</switch>> </div> <div class="armupcrows"> <<switch $unitbonus["id" + $unitdetail].res>> <<case 0>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*100)>> <span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $respr =setup.unitlist["id" + $unitdetail].price*100>> <<case 0.01>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*500)>> <span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $respr =setup.unitlist["id" + $unitdetail].price*500>> <<case 0.03>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*5)>> k<span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $respr =setup.unitlist["id" + $unitdetail].price*5000>> <<case 0.06>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*500)>> k<span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $respr =setup.unitlist["id" + $unitdetail].price*500000>> <<case 0.1>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*5000)>> k<span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $respr =setup.unitlist["id" + $unitdetail].price*5000000>> <<case 0.25>> <</switch>> </div> <div id="armyupgrl"> <<if $unitbonus["id" + $unitdetail].res lt 0.25>> <<if $heroes.id9999.stats.money gte $respr>> <<button "Upgrade!" `passage()`>> <<switch $unitbonus["id" + $unitdetail].res>> <<case 0>> <<set $unitbonus["id" + $unitdetail].res =0.01>> <<case 0.01>> <<set $unitbonus["id" + $unitdetail].res =0.03>> <<case 0.03>> <<set $unitbonus["id" + $unitdetail].res =0.06>> <<case 0.06>> <<set $unitbonus["id" + $unitdetail].res =0.1>> <<case 0.1>> <<set $unitbonus["id" + $unitdetail].res =0.25>> <</switch>> <<set $heroes.id9999.stats.money -= $respr>> </div> <</button>> <<else>> Not enough money! <</if>> <</if>> </div> <div class="armupcrows"> Total bonus: <<=$unitbonus["id" + $unitdetail].res*100>>% </div> </div> <div class="armyimpcols"> <div class="armupimg"> [img[./Images/Interface/updef.png]] </div> <div class="armupcrows armuxrb" > Defenses </div> <div class="armupcrows"> <<switch $unitbonus["id" + $unitdetail].defbon>> <<case 0>> Bonus: +0.5% <<case 0.005>> Bonus: +0.5% <<case 0.01>> Bonus: +1% <<case 0.02>> Bonus: +3% <<case 0.05>> Bonus: +5% <<case 0.1>> Max level reached! <</switch>> </div> <div class="armupcrows"> <<switch $unitbonus["id" + $unitdetail].defbon>> <<case 0>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*100)>> <span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $defpr=setup.unitlist["id" + $unitdetail].price*100>> <<case 0.005>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*500)>> <span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $defpr=setup.unitlist["id" + $unitdetail].price*500>> <<case 0.01>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*50)>> k<span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $defpr=setup.unitlist["id" + $unitdetail].price*50000>> <<case 0.02>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*500)>> k<span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $defpr=setup.unitlist["id" + $unitdetail].price*500000>> <<case 0.05>> -<<=setup.formatNumber(setup.unitlist["id" + $unitdetail].price*5000)>> k<span id="uuupgr"></span>[img[./Images/Interface/playermoney.png]] <<set $defpr=setup.unitlist["id" + $unitdetail].price*5000000>> <<case 0.1>> <</switch>> </div> <div id="armyupgrl"> <<if $unitbonus["id" + $unitdetail].defbon lt 0.1>> <<if $heroes.id9999.stats.money gte $defpr>> <<button "Upgrade!" `passage()`>> <<switch $unitbonus["id" + $unitdetail].defbon>> <<case 0>> <<set $unitbonus["id" + $unitdetail].defbon =0.005>> <<case 0.005>> <<set $unitbonus["id" + $unitdetail].defbon =0.01>> <<case 0.01>> <<set $unitbonus["id" + $unitdetail].defbon =0.02>> <<case 0.02>> <<set $unitbonus["id" + $unitdetail].defbon =0.05>> <<case 0.05>> <<set $unitbonus["id" + $unitdetail].defbon =0.1>> <</switch>> <<set $heroes.id9999.stats.money -= $defpr>> </div> <</button>> <<else>> Not enough money! <</if>> <</if>> </div> <div class="armupcrows"> Total bonus: <<=$unitbonus["id" + $unitdetail].defbon*100>>% </div> </div> </div> <<else>> <div id="qename">Select a unit!</div> <</if>> </div> </div> <div class="mapright"> </div> </div> <div class="mapbottom"> <div class="mapleftboxdown"> </div> <div class=menureturn> <<button "Return" $return>> <<unset $dmgpr>> <<unset $strpr>> <<unset $hpbpr>> <<unset $respr>> <<unset $defpr>> <<unset $unitdetail>> <<unset $uniration1>> <<unset $uniration2>> <<unset $uniration3>> <<unset $unigun1>> <<unset $unigun2>> <<unset $unigun3>> <<unset $unigun4>> <<unset $unigun5>> <<unset $unitrecruit>> <</button>> </div> <div class="maprightboxdown"> </div> </div> <</nobr>>
<<nobr>> <div class="maptop"> <div class="mapleftbox"> <div class="mapleftupicons"> [img[./Images/Interface/time.png]] <<displaytime>> </div> <div class="mapleftupicons"> [img[./Images/Interface/playerenergy.png]] <<=$heroes.id9999.stats.energy + " / " + $heroes.id9999.stats.maxenergy>> </div> <div class="mapleftupicons"> [img[./Images/Interface/playerhealth.png]] <<=$heroes.id9999.stats.health + " / " + $heroes.id9999.stats.maxhealth>> </div> </div> <div class="menutop" class="hidden"> </div> <div class="maprightbox"> <div class="maprightupicons"> [img[./Images/Interface/playermoney.png]] <<print setup.formatNumber($heroes.id9999.stats.money)>> </div> <div class="maprightupicons"> [img[./Images/Interface/playerfame.png]] <<print setup.formatNumber($heroes.id9999.stats.fame)>> </div> <div class="maprightupicons"> [img[./Images/Interface/playerinfluence.png]] <<print setup.formatNumber($heroes.id9999.stats.influence )>> </div> </div> </div> <div class="mapmiddle"> <div class="mapleft"> </div> <div class="mapcentre"> </div> <div class="mapright"> </div> </div> <div class="mapbottom"> <div class="mapleftboxdown"> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconoptions.png][Settings]]>> <</button>> </div> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconency.png][Encyclopedia]]>> <</button>> </div> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconprofile.png][CharacterPage]]>> <<set $active.hero = $heroes.id9999>> <</button>> </div> </div> <div class=menureturn> <<button "Return" $return>><</button>> </div> <div class="maprightboxdown"> <div class="maprightdownicons"> <<button[img[./Images/Interface/icongroup.png][Army]]>> <</button>> </div> <div class="maprightdownicons"> <<button[img[./Images/Interface/iconinventory.png][Inventory]]>> <<set $active.hero = $heroes.id9999>> <<include "InventSet">> <</button>> </div> <div class="maprightdownicons"> <<button[img[./Images/Interface/iconminimap.png][Minimap]]>> <</button>> </div> </div> </div> <</nobr>>
<<nobr>> /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget "addminutes">> <<set $totalminutes += _args[0]>> <<if $totalminutes gte 1440>> <<set $totalminutes -= 1440>> <</if>> <<set $heroes.id9999.arousal += _args[0]>> <<if $heroes.id9999.arousal gte 1440>> <<set $heroes.id9999.arousal -= 1440>> <</if>> <</widget>> /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget "displaytime">> <<set _hours = Math.floor($totalminutes / 60)>> <<set _minutes = $totalminutes % 60>> <<if _minutes lt 10>> <<set _formmin = "0" + _minutes>> <<else>> <<set _formmin = _minutes>> <</if>> <<if $settings.timeformat is "12h">> <<if _hours gte 12>> <<set _period="PM">> <<else>> <<set _period="AM">> <</if>> <<set _adjhours = _hours % 12>> <<if _adjhours is 0>> <<set _adjhours = 12>> <</if>> <<if _adjhours lt 10>> <<set _adjhours = "0" + _adjhours>> <<else>> <<set _adjhours = _adjhours>> <</if>> <<print _adjhours + ":" + _formmin + " " + _period>> <<else>> <<print _hours + ":" + _formmin>> <</if>> <</widget>> /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget minitime>> <<set _calcend1 =Math.floor($active.map.id/10) >> <<set _calcend2 = $active.map.id % 10 >> <<set _pita = Math.pow((_calcstart1 - _calcend1)*($heroes.id9999.stats.travelvert+random(0,3)),2)>> <<set _pitb= Math.pow((_calcstart2 - _calcend2)*($heroes.id9999.stats.travelhor+random(0,2)),2)>> <<set _pitc= Math.sqrt(_pita + _pitb)>> <<set _traveltime = Math.ceil(_pitc/3)>> /*breaking traveltime to 3 parts to avoid skipping sleep passage by adding to much time*/ <<addminutes _traveltime>> <<addminutes _traveltime>> <<addminutes _traveltime>> <</widget>> /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget "displaydate">> <<set _baseYear = 1970>> <<set _daysSince1970 = $totaldays + 1>> <!-- Add 1 to fix the off-by-one issue --> <!-- Create a date object using JavaScript --> <<set _date = new Date(0)>> <<set _date.setDate(_daysSince1970)>> <!-- Extract year, month, and day --> <<set _year = _date.getFullYear()>> <<set _month = _date.getMonth() + 1>> <!-- JavaScript months are 0-based --> <<set _day = _date.getDate()>> <!-- Convert month number to name --> <<switch _month>> <<case 1>> <<set _monthName = "January">> <<case 2>> <<set _monthName = "February">> <<case 3>> <<set _monthName = "March">> <<case 4>> <<set _monthName = "April">> <<case 5>> <<set _monthName = "May">> <<case 6>> <<set _monthName = "June">> <<case 7>> <<set _monthName = "July">> <<case 8>> <<set _monthName = "August">> <<case 9>> <<set _monthName = "September">> <<case 10>> <<set _monthName = "October">> <<case 11>> <<set _monthName = "November">> <<case 12>> <<set _monthName = "December">> <</switch>> <<print _year + " " + _monthName + " " + _day>> <</widget>> /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget "trainskillsgear">> <<set $active.hero.skills.strength += $gear_strength>> <<set $active.hero.skills.precision += $gear_precision>> <<set $active.hero.skills.dexterity += $gear_dexterity>> <<set $active.hero.skills.agility += $gear_agility>> <<set $active.hero.skills.interpersonal += $gear_interpersonal>> <<set $active.hero.skills.academical += $gear_academical>> <<set $active.hero.skills.scientific +=$gear_scientific>> <<set $active.hero.skills.medical += $gear_medical>> <<set $active.hero.skills.warfare += $gear_warfare>> <<set $active.hero.skills.politics += $gear_politics>> <<set $active.hero.skills.fauna += $gear_fauna>> <<set $active.hero.skills.flora += $gear_flora>> <<set $active.hero.skills.cooking += $gear_cooking>> <<set $active.hero.skills.reflex += $gear_reflex>> <<set $active.hero.skills.flattery += $gear_flattery>> <<set $active.hero.skills.building += $gear_building>> <<set $active.hero.skills.digital += $gear_digital>> <<set $active.hero.skills.dodging += $gear_dodging>> <<set $active.hero.skills.crafting += $gear_crafting>> <<set $active.hero.skills.seduction += $gear_seduction>> <<set $active.hero.skills.endurance += $gear_endurance>> <<set $active.hero.skills.toughness += $gear_toughness>> <<set $active.hero.skills.herbalism += $gear_herbalism>> <<set $active.hero.skills.medicine += $gear_medicine>> <<set $active.hero.skills.charisma += $gear_charisma>> <<set $active.hero.skills.power += $gear_power>> <<set $active.hero.skills.shooting += $gear_shooting>> <<set $active.hero.skills.targeting += $gear_targeting>> <<set $active.hero.skills.martial += $gear_martial>> <<set $active.hero.skills.dread += $gear_dread>> <<set $active.hero.skills.leadership += $gear_leadership>> <<set $active.hero.skills.perception += $gear_perception>> <<set $active.hero.skills.tactics += $gear_tactics>> <<set $active.hero.skills.stealth += $gear_stealth>> <<set $active.hero.skills.manipulation += $gear_manipulation>> <</widget>> /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget "sumbank">> <<set _sumba = 0>> <<for _id range 650 to 669>> <<set _sumba += $trackdata.bankacc["id" + _id]>> <</for>> <</widget>> /*-------------fight macros-------------------*/ /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget "fightdeselect">> <<if $fightdata.activeside is 1>> <<set _keys = Object.keys($hexdata)>> <<for _i = 0; _i < _keys.length; _i++>> <<set $hexdata[_keys[_i]].action = 0>> <<set $hexdata[_keys[_i]].tooltip = "">> <</for>> <</if>> <<set $fightdata.activehex = 0>> <<set $fightdata.activeunit = 0>> <<set $fightdata.mpresults = 0>> <<set $checkedmoves = 0>> <<unset $allChecked>> <<set $fightdata.shootresults = 0>> <<set $fightdata.shootdistance = 0>> <<set $checkedshoots = 0>> <<unset $allCheckedShots>> <<set $fightdata.shootresults2 = 0>> <<set $fightdata.shootdistance2 = 0>> <<set $checkedshoots2 = 0>> <<unset $allCheckedShots2>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.gunshot=0>> <</widget>> /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget "stepcalc">> <<set $hexdata["id" + $fightdata.activehex.id].action =0>> <<set $fightdata.activehex.unit =$fightdata.activeunit.id>> <<set $fightdata.allunits["id" + $fightdata.activeunit.id].position = $fightdata.activehex.id>> <<set $fightdata.activeunit.moveactions -= $fightdata.mpresults["id" + $fightdata.activehex.id]>> <<set $fightdata.allunits["id" + $fightdata.activeunit.id].moveactions -= $fightdata.mpresults["id" + $fightdata.activehex.id]>> <</widget>> /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget "terrdefcalc">> <<set _keys = Object.keys($hexdata)>> <<for _i = 0; _i < _keys.length; _i++>> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 1>> <<if $fightdata.activeunit.mainid gte 1000>> <<set _terrdef=(setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata[_keys[_i]].type]+ $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus)*100 + "%">> <<else>> <<set _terrdef=(setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata[_keys[_i]].type]+ $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus +$unitbonus["id" + $fightdata.activeunit.mainid].defbon)*100 + "%">> <</if>> <<else>> <<if $fightdata.activeunit.mainid gte 1000>> <<set _terrdef=(setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata[_keys[_i]].type]+ $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus)*100 + "%">> <<else>> <<set _terrdef=(setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata[_keys[_i]].type]+ $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus)*100 + "%">> <</if>> <</if>> <<set $hexdata[_keys[_i]].tooltip = _terrdef>> <</for>> <</widget>> /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget "fightmacro">> <<remove "#fgtmenuwrap">> <<append "#fightmiddle">> <div id = "fightnoclick"> </div> <</append>> /*trait effects, changing fightcalculation dmg, str etc. for attacker and defender*/ /*calculation*/ <<set $fightdata.allunits["id" + $fightcalculation.attacker.id].fightactions=0>> <<set $fightdata.allunits["id" + $fightcalculation.attacker.id].shootactions=0>> <<set $fightdata.allunits["id" + $fightcalculation.attacker.id].moveactions=0>> <<set $fightdata.mpresults =0>> <<set $fightdata.shootresults =0>> <<set $fightdata.shootdistance =0>> <<set $fgtcountdwn=$fightcalculation.maxrounds +1>> <<repeat 1200ms>> <<set $fgtcountdwn-=1>> <<if $fgtcountdwn gt 0 and $fightdata.allunits["id" + $fightcalculation.defender.id].health gt 0 and $fightdata.allunits["id" + $fightcalculation.attacker.id].health gt 0>> <<if $fightcalculation.attacker.strikes gt 0>> <<set $fightcalculation.attacker.strikes -=1>> <<set _atthit = random(1,100)>> <<set _attdmg = random($fightcalculation.attacker.dmgl, $fightcalculation.attacker.dmgu)>> <<if _atthit lte $fightcalculation.attacker.hitchance*100>> <<set $fightdata.allunits["id" + $fightcalculation.defender.id].health -= _attdmg>> <<= "<<replace \"#hploss" + $fightdata.fightunit.position + "\">> <<= \"-\" + _attdmg>> <</replace>>">> <<="<<replace \"#hpbar" + $fightdata.fightunit.position + "\">> <div class=\"healthbar-container\" id=\"hpbar" + $fightdata.fightunit.position + "\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $fightcalculation.defender.id].health / $fightdata.allunits["id" + $fightcalculation.defender.id].maxhealth) * 100 + "%;\"></div> </div> <</replace>>">> <<if $fightdata.allunits["id" + $fightcalculation.defender.id].health lte 0>> <<set $fightdata.allunits["id" + $fightcalculation.defender.id].health =0>> <<set $hexdata["id" + $fightdata.fightunit.position].unit =0>> <<if typeof $sidedata["id" + parseInt($fightcalculation.defender.id.toString().charAt(1))].losslist["id"+ $fightcalculation.defender.mainid] === "undefined">> <<set $sidedata["id" + parseInt($fightcalculation.defender.id.toString().charAt(1))].losslist["id"+ $fightcalculation.defender.mainid] = 0>> <</if>> <<set $sidedata["id" + parseInt($fightcalculation.defender.id.toString().charAt(1))].losslist["id"+ $fightcalculation.defender.mainid] += 1>> <<set _lootdrop = random(1, 100)>> <<if _lootdrop lte 10 and $hexdata["id" + $fightdata.fightunit.position].loot is 0>> <<set $hexdata["id" + $fightdata.fightunit.position].loot = either($fightdata.loots)>> <</if>> <<= "<<replace \"#" + $fightdata.fightunit.position + "unit\">> <div class=\"hexunitsidesleft\"> </div> <div class=\"hexunitcenter\"> <<= \"[img[./Images/Units/id" + $fightdata.fightunit.mainid + "c.png]]\">> </div> <div class=\"hexunitsidesright\"> </div> <</replace>>">> <</if>> <<else>> <</if>> <</if>> <<if $fightcalculation.defender.strikes gt 0 and $fightdata.allunits["id" + $fightcalculation.defender.id].health gt 0>> <<set $fightcalculation.defender.strikes -=1>> <<set _defhit = random(1,100)>> <<set _defdmg = random($fightcalculation.defender.dmgl, $fightcalculation.defender.dmgu)>> <<if _defhit lte $fightcalculation.defender.hitchance*100>> <<set $fightdata.allunits["id" + $fightcalculation.attacker.id].health -= _defdmg>> <<if $fightdata.allunits["id" + $fightcalculation.attacker.id].health lte 0>> <<set $fightdata.allunits["id" + $fightcalculation.attacker.id].health =0>> <<set $hexdata["id" + $fightdata.activeunit.position].unit =0>> <</if>> <<= "<<replace \"#hploss" + $fightdata.activeunit.position + "\">> <<= \"-\" + _defdmg>> <</replace>>">> <<="<<replace \"#hpbar" + $fightdata.activeunit.position + "\">> <div class=\"healthbar-container\" id=\"hpbar" + $fightdata.activeunit.position + "\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata["id" + $fightdata.activeunit.position].unit].health / $fightdata.allunits["id" + $hexdata["id" + $fightdata.activeunit.position].unit].maxhealth) * 100 + "%;\"></div> </div> <</replace>>">> <<if $fightdata.allunits["id" + $fightcalculation.attacker.id].health lte 0>> <<set $fightdata.allunits["id" + $fightcalculation.attacker.id].health =0>> <<set $hexdata["id" + $fightdata.activeunit.position].unit =0>> <<if typeof $sidedata["id" + parseInt($fightcalculation.attacker.id.toString().charAt(1))].losslist["id"+ $fightcalculation.attacker.mainid] === "undefined">> <<set $sidedata["id" + parseInt($fightcalculation.attacker.id.toString().charAt(1))].losslist["id"+ $fightcalculation.attacker.mainid] = 0>> <</if>> <<set $sidedata["id" + parseInt($fightcalculation.attacker.id.toString().charAt(1))].losslist["id"+ $fightcalculation.attacker.mainid] += 1>> <<= "<<replace \"#" + $fightdata.activeunit.position + "unit\">> <div class=\"hexunitsidesleft\"> </div> <div class=\"hexunitcenter\"> <<= \"[img[./Images/Units/id" + $fightdata.activeunit.mainid + "c.png]]\">> </div> <div class=\"hexunitsidesright\"> </div> <</replace>>">> <</if>> <<else>> <</if>> <</if>> <<else>> <<set _keys = Object.keys($hexdata)>> <<for _i = 0; _i < _keys.length; _i++>> <<set $hexdata[_keys[_i]].action = 0>> <</for>> <<goto FightEngine>> <<stop>> <</if>> <</repeat>> <<set $fightdata.fight=0>> <<set $fightdata.gunshot=0>> <</widget>> /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget "fightprocess">> <<set $fgtcountdwn-=1>> <<if $fgtcountdwn gte 0 and $fightdata.allunits["id" + $fightcalculation.defender.id].health gt 0 and $fightdata.allunits["id" + $fightcalculation.attacker.id].health gt 0>> <<if $fightcalculation.attacker.strikes gt 0>> <<set $fightcalculation.attacker.strikes -=1>> <<set _atthit = random(1,100)>> <<set _attdmg = random($fightcalculation.attacker.dmgl, $fightcalculation.attacker.dmgu)>> <<if _atthit lte $fightcalculation.attacker.hitchance*100>> <<set $endturn.stepcounter += 1>> <<set $endturn.animator["step" + $endturn.stepcounter]={ step: $endturn.stepcounter, side: $fightdata.activeside, action: "hploss", unit: $fightdata.fightunit.id, unittype: "defender", hex: $fightdata.fightunit.position, loss: -_attdmg, remain: $fightdata.fightunit.health - _attdmg, }>> <<set $fightdata.fightunit.health -= _attdmg>> <<set $fightdata.allunits["id" + $fightcalculation.defender.id].health -= _attdmg>> <<if $fightdata.allunits["id" + $fightcalculation.defender.id].health lte 0>> <<set $endturn.stepcounter += 1>> <<set $endturn.animator["step" + $endturn.stepcounter]={ step: $endturn.stepcounter, side: $fightdata.activeside, action: "death", unit: $fightdata.fightunit.id, unittype: "defender", hex: $fightdata.fightunit.position }>> <<set $endturn.stepcounter += 1>> <<set $endturn.animator["step" + $endturn.stepcounter]={ step: $endturn.stepcounter, side: $fightdata.activeside, action: "deathclear", unit: $fightdata.fightunit.id, unittype: "defender", hex: $fightdata.fightunit.position }>> <<set $fightdata.allunits["id" + $fightcalculation.defender.id].health =0>> <<set $hexdata["id" + $fightdata.fightunit.position].unit =0>> <<if typeof $sidedata["id" + parseInt($fightcalculation.defender.id.toString().charAt(1))].losslist["id"+ $fightcalculation.defender.mainid] === "undefined">> <<set $sidedata["id" + parseInt($fightcalculation.defender.id.toString().charAt(1))].losslist["id"+ $fightcalculation.defender.mainid] = 0>> <</if>> <<set $sidedata["id" + parseInt($fightcalculation.defender.id.toString().charAt(1))].losslist["id"+ $fightcalculation.defender.mainid] += 1>> <<set _lootdrop = random(1, 100)>> <<if _lootdrop lte 10 and $hexdata["id" + $fightdata.fightunit.position].loot is 0 and parseInt($fightdata.fightunit.id.toString().charAt(1)) isnot 1>> <<set _loothere = either($fightdata.loots)>> <<set $hexdata["id" + $fightdata.fightunit.position].loot = _loothere>> <<set $endturn.stepcounter += 1>> <<set $endturn.animator["step" + $endturn.stepcounter]={ step: $endturn.stepcounter, side: $fightdata.activeside, action: "loot", loot: _loothere, hex: $fightdata.fightunit.position, }>> <</if>> <</if>> <<else>> <<set $endturn.stepcounter += 1>> <<set $endturn.animator["step" + $endturn.stepcounter]={ step: $endturn.stepcounter, side: $fightdata.activeside, action: "hploss", unit: $fightdata.fightunit.id, unittype: "defender", hex: $fightdata.fightunit.position, loss: "", remain: $fightdata.fightunit.health, }>> <</if>> <</if>> <<if $fightcalculation.defender.strikes gt 0 and $fightdata.allunits["id" + $fightcalculation.defender.id].health gt 0>> <<set $fightcalculation.defender.strikes -=1>> <<set _defhit = random(1,100)>> <<set _defdmg = random($fightcalculation.defender.dmgl, $fightcalculation.defender.dmgu)>> <<if _defhit lte $fightcalculation.defender.hitchance*100>> <<set $endturn.stepcounter += 1>> <<set $endturn.animator["step" + $endturn.stepcounter]={ step: $endturn.stepcounter, side: $fightdata.activeside, action: "hploss", unit: $fightdata.activeunit.id, unittype: "attacker", hex: $fightdata.activeunit.position, loss: -_defdmg, remain: $fightdata.activeunit.health - _defdmg, }>> <<set $fightdata.allunits["id" + $fightcalculation.attacker.id].health -= _defdmg>> <<set $fightdata.activeunit.health -= _defdmg>> <<if $fightdata.allunits["id" + $fightcalculation.attacker.id].health lte 0>> <<set $fightdata.allunits["id" + $fightcalculation.attacker.id].health =0>> <<set $fightdata.activeunit.health = 0>> <<set $hexdata["id" + $fightdata.activeunit.position].unit =0>> <</if>> <<if $fightdata.allunits["id" + $fightcalculation.attacker.id].health lte 0>> <<set $endturn.stepcounter += 1>> <<set $endturn.animator["step" + $endturn.stepcounter]={ step: $endturn.stepcounter, side: $fightdata.activeside, action: "death", unit: $fightdata.activeunit.id, unittype: "attacker", hex: $fightdata.activeunit.position }>> <<set $endturn.stepcounter += 1>> <<set $endturn.animator["step" + $endturn.stepcounter]={ step: $endturn.stepcounter, side: $fightdata.activeside, action: "deathclear", unit: $fightdata.activeunit.id, unittype: "attacker", hex: $fightdata.activeunit.position }>> <<set $fightdata.allunits["id" + $fightcalculation.attacker.id].health =0>> <<set $fightdata.activeunit.health = 0>> <<set $hexdata["id" + $fightdata.activeunit.position].unit =0>> <<if typeof $sidedata["id" + parseInt($fightcalculation.attacker.id.toString().charAt(1))].losslist["id"+ $fightcalculation.attacker.mainid] === "undefined">> <<set $sidedata["id" + parseInt($fightcalculation.attacker.id.toString().charAt(1))].losslist["id"+ $fightcalculation.attacker.mainid] = 0>> <</if>> <<set $sidedata["id" + parseInt($fightcalculation.attacker.id.toString().charAt(1))].losslist["id"+ $fightcalculation.attacker.mainid] += 1>> <</if>> <<else>> <<set $endturn.stepcounter += 1>> <<set $endturn.animator["step" + $endturn.stepcounter]={ step: $endturn.stepcounter, side: $fightdata.activeside, action: "hploss", unit: $fightdata.activeunit.id, unittype: "attacker", hex: $fightdata.activeunit.position, loss: "", remain: $fightdata.activeunit.health, }>> <</if>> <</if>> <</if>> <<if $fgtcountdwn gte 0 and $fightdata.allunits["id" + $fightcalculation.defender.id].health gt 0 and $fightdata.allunits["id" + $fightcalculation.attacker.id].health gt 0>> <<fightprocess>> <<else>> <<set $endturn.stepcounter += 1>> <<set $endturn.animator["step" + $endturn.stepcounter]={ step: $endturn.stepcounter, side: $fightdata.activeside, action: "hplossclear", unit1: $fightdata.fightunit.id, hex1: $fightdata.fightunit.position, unit2: $fightdata.activeunit.id, hex2: $fightdata.activeunit.position, }>> <</if>> <</widget>> /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget "fightmacro2">> /*trait effects, changing fightcalculation dmg, str etc. for attacker and defender*/ /*calculation*/ <<set $fightdata.allunits["id" + $fightcalculation.attacker.id].fightactions=0>> <<set $fightdata.allunits["id" + $fightcalculation.attacker.id].shootactions=0>> <<set $fightdata.allunits["id" + $fightcalculation.attacker.id].moveactions=0>> <<set $fightdata.activeunit.fightactions=0>> <<set $fightdata.activeunit.shootactions=0>> <<set $fightdata.activeunit.moveactions=0>> <<set $fightdata.mpresults =0>> <<set $fightdata.shootresults =0>> <<set $fightdata.shootdistance =0>> <<set $fgtcountdwn=$fightcalculation.maxrounds>> <<fightprocess>> <</widget>> /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget "scrollfocus">> <<script>> (function(){ var target = arguments[0] || (State && State.variables && State.variables.fightdata && State.variables.fightdata.activehex); if (!target) { console.warn('scrollfocus widget: no target hex set'); return; } window.scrollHexIntoView(target); })(); <</script>> <</widget>> /*how it works <<set $fightdata.activehex = $hexdata.id822642>> <<scrollfocus>> */ /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget "aimelee">> <<set $fightcalculation = {}>> /*attacker is hero, target is hero*/ <<if $fightdata.activeunit.mainid gte 1000>> <<if $fightdata.fightunit.mainid gte 1000>> /*attacker hero*/ <<if parseInt($fightdata.activeunit.id.toString().charAt(0)) is 1>>/*attacker enemy hero gets enemybonus*/ <<set _meleepldl = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgl*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _meleepldu = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgu*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<else>> <<set _meleepldl = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _meleepldu = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <</if>> <<set _meleeplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _meleeplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*defender hero*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(0)) is 1>>/*defender enemy hero gets enemybonus*/ <<set _meleeendl = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgl*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeendu = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgu*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<else>> <<set _meleeendl = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeendu = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <</if>> <<set _meleeenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].strikes + $heroes["id" + $fightdata.fightunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _meleeenhc = 1 - setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> /*attacker is hero, target is a soldier*/ <<else>> /*attacker hero*/ <<if parseInt($fightdata.activeunit.id.toString().charAt(0)) is 1>>/*attacker enemy hero gets enemybonus*/ <<set _meleepldl = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgl*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _meleepldu = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgu*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<else>> <<set _meleepldl = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _meleepldu = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <</if>> <<set _meleeplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _meleeplhc = 1- setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*if it attacks my soldier, hitchance is decreased with my unitbonus defbonus, overwrites previous setting*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(1)) is 1>> <<set _meleeplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> <</if>> /*defender soldier*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(0)) is 1>> <<if parseInt($fightdata.fightunit.id.toString().charAt(1)) is 1>>/*defender my soldier gets unitbonus from barracks upgrades*/ <<set _meleeendl = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgl*(1+$unitbonus["id" + $fightdata.fightunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeendu = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgu*(1+$unitbonus["id" + $fightdata.fightunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].strikes +$unitbonus["id" + $fightdata.fightunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<else>> <<set _meleeendl = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeendu = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <</if>> <<else>>/*defender enemy soldier gets enemybonus*/ <<set _meleeendl = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeendu = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <</if>> <<set _meleeenhc = 1- setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> <</if>> <<else>> /*attacker is a soldier, target is hero*/ <<if $fightdata.fightunit.mainid gte 1000>> /*attacker soldier*/ <<if parseInt($fightdata.activeunit.id.toString().charAt(0)) is 1>>/*attacker enemy soldier gets enemybonus*/ <<set _meleepldl = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgl*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _meleepldu = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgu*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<else>> <<set _meleepldl = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgl*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _meleepldu = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgu*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <</if>> <<set _meleeplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _meleeplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*defender hero*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(0)) is 1>>/*defender enemy hero gets enemybonus*/ <<set _meleeendl = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgl*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeendu = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgu*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<else>> <<set _meleeendl = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeendu = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <</if>> <<set _meleeenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].strikes + $heroes["id" + $fightdata.fightunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _meleeenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> /*target is a soldier*/ <<else>> /*attacker soldier*/ <<if parseInt($fightdata.activeunit.id.toString().charAt(0)) is 1>>/*attacker enemy soldier gets enemybonus*/ <<set _meleepldl = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgl*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _meleepldu = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgu*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<else>> <<set _meleepldl = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgl*($fightdata.enemybonus)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _meleepldu = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].dmgu*($fightdata.enemybonus)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <</if>> <<set _meleeplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.melee].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _meleeplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*if attacks my soldier, hitchance is decreased with my unitbonus defbonus*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(1)) is 1>> <<set _meleeplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> <</if>> /*defender soldier*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(0)) is 1>>/*defender my soldier gets unitbonus fom barracks updates*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(1)) is 1>> <<set _meleeendl = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgl*(1+$unitbonus["id" + $fightdata.fightunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeendu = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgu*(1+$unitbonus["id" + $fightdata.fightunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].strikes +$unitbonus["id" + $fightdata.fightunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<else>> <<set _meleeendl = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeendu = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <</if>> <<else>>/*defender enemy soldier gets enemybonus*/ <<set _meleeendl = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgl*($fightdata.enemybonus)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeendu = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].dmgu*($fightdata.enemybonus)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.melee].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _meleeenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.melee].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <</if>> <<set _meleeenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> <</if>> <</if>> /*negative values are not valid for damage*/ <<if _meleepldl lt 0>> <<set _meleepldl = 0>> <</if>> <<if _meleepldu lt 0>> <<set _meleepldu = 0>> <</if>> <<if _meleeplhc lt 0>> <<set _meleeplhc = 0>> <</if>> <<if _meleeendl lt 0>> <<set _meleeendl = 0>> <</if>> <<if _meleeendu lt 0>> <<set _meleeendu = 0>> <</if>> <<if _meleeenhc lt 0>> <<set _meleeenhc = 0>> <</if>> <<if $fightdata.fightunit.melee is 9999>> <<set _meleeenhc = 0>> <</if>> /*filling fightcalculation with calculation results*/ <<set $fightcalculation.attacker = { id: $fightdata.activeunit.id, mainid: $fightdata.activeunit.mainid, weapon: $fightdata.activeunit.melee, dmgl: _meleepldl, dmgu: _meleepldu, strikes: _meleeplstr, hitchance: _meleeplhc }>> <<set $fightcalculation.defender = { id: $fightdata.fightunit.id, mainid: $fightdata.fightunit.mainid, weapon: $fightdata.fightunit.melee, dmgl: _meleeendl, dmgu: _meleeendu, strikes: _meleeenstr, hitchance: _meleeenhc }>> <<set $fightcalculation.maxrounds = Math.max(_meleeplstr, _meleeenstr)>> <</widget>> /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget "airanged">> <<set $fightcalculation = {}>> <<if $fightdata.fightunit.ranged is 9999 and $fightdata.fightunit.gun isnot 9999>> <<set $fightdata.fightunit.ranged = $fightdata.fightunit.gun>> <</if>> /*ammo checks for my units*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(1)) is 1>> <<if $fightdata.fightunit.mainid gte 1000>> /*hero*/ <<set _checkrangedammo = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].strikes + $heroes["id" + $fightdata.fightunit.mainid].skills.strength/20 + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<else>> /*soldier*/ <<set _checkrangedammo = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].strikes +$unitbonus["id" + $fightdata.fightunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <</if>> <<if $trackdata.inventory["id" + $fightdata.fightunit.rangedammo] gte _checkrangedammo>> <<set $trackdata.inventory["id" + $fightdata.fightunit.rangedammo] -= _checkrangedammo>> <<if $trackdata.inventory["id" + $fightdata.fightunit.rangedammo] lt 0>> <<set $trackdata.inventory["id" + $fightdata.fightunit.rangedammo] =0>> <</if>> <<else>> <<set $fightdata.fightunit.ranged = 9999>> <</if>> <</if>> /*attacker is hero, target is hero*/ <<if $fightdata.activeunit.mainid gte 1000>> <<if $fightdata.fightunit.mainid gte 1000>> /*attacker hero*/ <<if parseInt($fightdata.activeunit.id.toString().charAt(0)) is 1>>/*attacker enemy hero gets enemybonus*/ <<set _rangedpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgl*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _rangedpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgu*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<else>> <<set _rangedpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _rangedpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <</if>> <<set _rangedplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _rangedplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*defender hero*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(0)) is 1>>/*defender enemy hero gets enemybonus*/ <<set _rangedendl = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgl*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedendu = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgu*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<else>> <<set _rangedendl = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedendu = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <</if>> <<set _rangedenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].strikes + $heroes["id" + $fightdata.fightunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _rangedenhc = 1 - setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> /*attacker is hero, target is a soldier*/ <<else>> /*attacker hero*/ <<if parseInt($fightdata.activeunit.id.toString().charAt(0)) is 1>>/*attacker enemy hero gets enemybonus*/ <<set _rangedpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgl*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _rangedpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgu*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<else>> <<set _rangedpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _rangedpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <</if>> <<set _rangedplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _rangedplhc = 1- setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*if it attacks my soldier, hitchance is decreased with my unitbonus defbonus, overwrites previous setting*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(1)) is 1>> <<set _rangedplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> <</if>> /*defender soldier*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(0)) is 1>> <<if parseInt($fightdata.fightunit.id.toString().charAt(1)) is 1>>/*defender my soldier gets unitbonus from barracks upgrades*/ <<set _rangedendl = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgl*(1+$unitbonus["id" + $fightdata.fightunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedendu = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgu*(1+$unitbonus["id" + $fightdata.fightunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].strikes +$unitbonus["id" + $fightdata.fightunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<else>> <<set _rangedendl = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedendu = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <</if>> <<else>>/*defender enemy soldier gets enemybonus*/ <<set _rangedendl = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedendu = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <</if>> <<set _rangedenhc = 1- setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> <</if>> <<else>> /*attacker is a soldier, target is hero*/ <<if $fightdata.fightunit.mainid gte 1000>> /*attacker soldier*/ <<if parseInt($fightdata.activeunit.id.toString().charAt(0)) is 1>>/*attacker enemy soldier gets enemybonus*/ <<set _rangedpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgl*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _rangedpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgu*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<else>> <<set _rangedpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgl*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _rangedpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgu*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <</if>> <<set _rangedplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _rangedplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*defender hero*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(0)) is 1>>/*defender enemy hero gets enemybonus*/ <<set _rangedendl = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgl*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedendu = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgu*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<else>> <<set _rangedendl = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedendu = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <</if>> <<set _rangedenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].strikes + $heroes["id" + $fightdata.fightunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _rangedenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> /*target is a soldier*/ <<else>> /*attacker soldier*/ <<if parseInt($fightdata.activeunit.id.toString().charAt(0)) is 1>>/*attacker enemy soldier gets enemybonus*/ <<set _rangedpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgl*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _rangedpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgu*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<else>> <<set _rangedpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgl*($fightdata.enemybonus)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _rangedpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].dmgu*($fightdata.enemybonus)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <</if>> <<set _rangedplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.ranged].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _rangedplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*if attacks my soldier, hitchance is decreased with my unitbonus defbonus*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(1)) is 1>> <<set _rangedplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> <</if>> /*defender soldier*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(0)) is 1>>/*defender my soldier gets unitbonus fom barracks updates*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(1)) is 1>> <<set _rangedendl = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgl*(1+$unitbonus["id" + $fightdata.fightunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedendu = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgu*(1+$unitbonus["id" + $fightdata.fightunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].strikes +$unitbonus["id" + $fightdata.fightunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<else>> <<set _rangedendl = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedendu = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <</if>> <<else>>/*defender enemy soldier gets enemybonus*/ <<set _rangedendl = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgl*($fightdata.enemybonus)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedendu = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].dmgu*($fightdata.enemybonus)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.ranged].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _rangedenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.ranged].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <</if>> <<set _rangedenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> <</if>> <</if>> /*negative values are not valid for damage*/ <<if _rangedpldl lt 0>> <<set _rangedpldl = 0>> <</if>> <<if _rangedpldu lt 0>> <<set _rangedpldu = 0>> <</if>> <<if _rangedplhc lt 0>> <<set _rangedplhc = 0>> <</if>> <<if _rangedendl lt 0>> <<set _rangedendl = 0>> <</if>> <<if _rangedendu lt 0>> <<set _rangedendu = 0>> <</if>> <<if _rangedenhc lt 0>> <<set _rangedenhc = 0>> <</if>> <<if $fightdata.fightunit.ranged is 9999>> <<set _rangedenhc = 0>> <</if>> /*filling fightcalculation with calculation results*/ <<set $fightcalculation.attacker = { id: $fightdata.activeunit.id, mainid: $fightdata.activeunit.mainid, weapon: $fightdata.activeunit.ranged, dmgl: _rangedpldl, dmgu: _rangedpldu, strikes: _rangedplstr, hitchance: _rangedplhc }>> <<set $fightcalculation.defender = { id: $fightdata.fightunit.id, mainid: $fightdata.fightunit.mainid, weapon: $fightdata.fightunit.ranged, dmgl: _rangedendl, dmgu: _rangedendu, strikes: _rangedenstr, hitchance: _rangedenhc }>> <<set $fightcalculation.maxrounds = Math.max(_rangedplstr, _rangedenstr)>> <</widget>> /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget "aigun">>/*this is for close combat only*/ <<set $fightcalculation = {}>> <<if $fightdata.fightunit.gun is 9999 and $fightdata.fightunit.ranged isnot 9999>> <<set $fightdata.fightunit.gun = $fightdata.fightunit.ranged>> <</if>> /*ammo checks for my units*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(1)) is 1>> <<if $fightdata.fightunit.mainid gte 1000>> /*hero*/ <<set _checkgunammo = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $heroes["id" + $fightdata.fightunit.mainid].skills.strength/20 + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<else>> /*soldier*/ <<set _checkgunammo = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes +$unitbonus["id" + $fightdata.fightunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <</if>> <<if $trackdata.inventory["id" + $fightdata.fightunit.gunammo] gte _checkgunammo>> <<set $trackdata.inventory["id" + $fightdata.fightunit.gunammo] -= _checkgunammo>> <<if $trackdata.inventory["id" + $fightdata.fightunit.gunammo] lt 0>> <<set $trackdata.inventory["id" + $fightdata.fightunit.gunammo] =0>> <</if>> <<else>> <<set $fightdata.fightunit.gun = 9999>> <</if>> <</if>> /*attacker is hero, target is hero*/ <<if $fightdata.activeunit.mainid gte 1000>> <<if $fightdata.fightunit.mainid gte 1000>> /*attacker hero*/ <<if parseInt($fightdata.activeunit.id.toString().charAt(0)) is 1>>/*attacker enemy hero gets enemybonus*/ <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<else>> <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <</if>> <<set _gunplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _gunplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*defender hero*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(0)) is 1>>/*defender enemy hero gets enemybonus*/ <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<else>> <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <</if>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $heroes["id" + $fightdata.fightunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _gunenhc = 1 - setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> /*attacker is hero, target is a soldier*/ <<else>> /*attacker hero*/ <<if parseInt($fightdata.activeunit.id.toString().charAt(0)) is 1>>/*attacker enemy hero gets enemybonus*/ <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<else>> <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <</if>> <<set _gunplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _gunplhc = 1- setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*if it attacks my soldier, hitchance is decreased with my unitbonus defbonus, overwrites previous setting*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(1)) is 1>> <<set _gunplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> <</if>> /*defender soldier*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(0)) is 1>> <<if parseInt($fightdata.fightunit.id.toString().charAt(1)) is 1>>/*defender my soldier gets unitbonus from barracks upgrades*/ <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*(1+$unitbonus["id" + $fightdata.fightunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*(1+$unitbonus["id" + $fightdata.fightunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes +$unitbonus["id" + $fightdata.fightunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<else>> <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <</if>> <<else>>/*defender enemy soldier gets enemybonus*/ <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <</if>> <<set _gunenhc = 1- setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> <</if>> <<else>> /*attacker is a soldier, target is hero*/ <<if $fightdata.fightunit.mainid gte 1000>> /*attacker soldier*/ <<if parseInt($fightdata.activeunit.id.toString().charAt(0)) is 1>>/*attacker enemy soldier gets enemybonus*/ <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<else>> <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <</if>> <<set _gunplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _gunplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*defender hero*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(0)) is 1>>/*defender enemy hero gets enemybonus*/ <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<else>> <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <</if>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $heroes["id" + $fightdata.fightunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _gunenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> /*target is a soldier*/ <<else>> /*attacker soldier*/ <<if parseInt($fightdata.activeunit.id.toString().charAt(0)) is 1>>/*attacker enemy soldier gets enemybonus*/ <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<else>> <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*($fightdata.enemybonus)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*($fightdata.enemybonus)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <</if>> <<set _gunplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _gunplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*if attacks my soldier, hitchance is decreased with my unitbonus defbonus*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(1)) is 1>> <<set _gunplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> <</if>> /*defender soldier*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(0)) is 1>>/*defender my soldier gets unitbonus fom barracks updates*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(1)) is 1>> <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*(1+$unitbonus["id" + $fightdata.fightunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*(1+$unitbonus["id" + $fightdata.fightunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes +$unitbonus["id" + $fightdata.fightunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<else>> <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <</if>> <<else>>/*defender enemy soldier gets enemybonus*/ <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*($fightdata.enemybonus)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*($fightdata.enemybonus)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <</if>> <<set _gunenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> <</if>> <</if>> /*negative values are not valid for damage*/ <<if _gunpldl lt 0>> <<set _gunpldl = 0>> <</if>> <<if _gunpldu lt 0>> <<set _gunpldu = 0>> <</if>> <<if _gunplhc lt 0>> <<set _gunplhc = 0>> <</if>> <<if _gunendl lt 0>> <<set _gunendl = 0>> <</if>> <<if _gunendu lt 0>> <<set _gunendu = 0>> <</if>> <<if _gunenhc lt 0>> <<set _gunenhc = 0>> <</if>> <<if $fightdata.fightunit.gun is 9999>> <<set _gunenhc = 0>> <</if>> /*filling fightcalculation with calculation results*/ <<set $fightcalculation.attacker = { id: $fightdata.activeunit.id, mainid: $fightdata.activeunit.mainid, weapon: $fightdata.activeunit.gun, dmgl: _gunpldl, dmgu: _gunpldu, strikes: _gunplstr, hitchance: _gunplhc }>> <<set $fightcalculation.defender = { id: $fightdata.fightunit.id, mainid: $fightdata.fightunit.mainid, weapon: $fightdata.fightunit.gun, dmgl: _gunendl, dmgu: _gunendu, strikes: _gunenstr, hitchance: _gunenhc }>> <<set $fightcalculation.maxrounds = Math.max(_gunplstr, _gunenstr)>> <</widget>> /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget "aigunshot">>/*this is for distant shots only*/ <<set $fightcalculation = {}>> /*gun check for target*/ <<if Object.keys($fightdata.shootresults2).includes("id" + $fightdata.activeunit.position)>> <<else>> <<set $fightdata.fightunit.gun = 9999>> <</if>> /*ammo checks for my units*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(1)) is 1>> <<if $fightdata.fightunit.mainid gte 1000>> /*hero*/ <<set _checkgunammo = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $heroes["id" + $fightdata.fightunit.mainid].skills.strength/20 + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<else>> /*soldier*/ <<set _checkgunammo = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes +$unitbonus["id" + $fightdata.fightunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <</if>> <<if $trackdata.inventory["id" + $fightdata.fightunit.gunammo] gte _checkgunammo>> <<set $trackdata.inventory["id" + $fightdata.fightunit.gunammo] -= _checkgunammo>> <<if $trackdata.inventory["id" + $fightdata.fightunit.gunammo] lt 0>> <<set $trackdata.inventory["id" + $fightdata.fightunit.gunammo] =0>> <</if>> <<else>> <<set $fightdata.fightunit.gun = 9999>> <</if>> <</if>> /*attacker is hero, target is hero*/ <<if $fightdata.activeunit.mainid gte 1000>> <<if $fightdata.fightunit.mainid gte 1000>> /*attacker hero*/ <<if parseInt($fightdata.activeunit.id.toString().charAt(0)) is 1>>/*attacker enemy hero gets enemybonus*/ <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<else>> <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <</if>> <<set _gunplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _gunplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*defender hero*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(0)) is 1>>/*defender enemy hero gets enemybonus*/ <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<else>> <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <</if>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $heroes["id" + $fightdata.fightunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _gunenhc = 1 - setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> /*attacker is hero, target is a soldier*/ <<else>> /*attacker hero*/ <<if parseInt($fightdata.activeunit.id.toString().charAt(0)) is 1>>/*attacker enemy hero gets enemybonus*/ <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<else>> <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.activeunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <</if>> <<set _gunplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes + $heroes["id" + $fightdata.activeunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _gunplhc = 1- setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*if it attacks my soldier, hitchance is decreased with my unitbonus defbonus, overwrites previous setting*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(1)) is 1>> <<set _gunplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> <</if>> /*defender soldier*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(0)) is 1>> <<if parseInt($fightdata.fightunit.id.toString().charAt(1)) is 1>>/*defender my soldier gets unitbonus from barracks upgrades*/ <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*(1+$unitbonus["id" + $fightdata.fightunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*(1+$unitbonus["id" + $fightdata.fightunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes +$unitbonus["id" + $fightdata.fightunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<else>> <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <</if>> <<else>>/*defender enemy soldier gets enemybonus*/ <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.activeunit.mainid].skills[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <</if>> <<set _gunenhc = 1- setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> <</if>> <<else>> /*attacker is a soldier, target is hero*/ <<if $fightdata.fightunit.mainid gte 1000>> /*attacker soldier*/ <<if parseInt($fightdata.activeunit.id.toString().charAt(0)) is 1>>/*attacker enemy soldier gets enemybonus*/ <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<else>> <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*($fightdata.enemybonus)*(1-$heroes["id" + $fightdata.fightunit.mainid].skills[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <</if>> <<set _gunplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _gunplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*defender hero*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(0)) is 1>>/*defender enemy hero gets enemybonus*/ <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<else>> <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*($fightdata.enemybonus)*(1+$heroes["id" + $fightdata.fightunit.mainid].skills.shooting/100)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <</if>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $heroes["id" + $fightdata.fightunit.mainid].skills.precision/20 + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<set _gunenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> /*target is a soldier*/ <<else>> /*attacker soldier*/ <<if parseInt($fightdata.activeunit.id.toString().charAt(0)) is 1>>/*attacker enemy soldier gets enemybonus*/ <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<else>> <<set _gunpldl = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgl*($fightdata.enemybonus)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <<set _gunpldu = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].dmgu*($fightdata.enemybonus)*(1+$fightdata.allunits["id"+$fightdata.activeunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.fightunit.mainid].res[setup.inventory["id" + $fightdata.activeunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.fightunit.id].resbonus))>> <</if>> <<set _gunplstr = Math.round(setup.inventory["id" + $fightdata.activeunit.gun].strikes + $fightdata.allunits["id"+$fightdata.activeunit.id].strbonus)>> <<set _gunplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus>> /*if attacks my soldier, hitchance is decreased with my unitbonus defbonus*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(1)) is 1>> <<set _gunplhc = 1-setup.unittemp["id" + $fightdata.fightunit.unittype].defense[$hexdata["id" + $fightdata.fightunit.position].type] - $fightdata.allunits["id"+$fightdata.fightunit.id].defbonus - $unitbonus["id" + $fightdata.activeunit.mainid].defbon>> <</if>> /*defender soldier*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(0)) is 1>>/*defender my soldier gets unitbonus fom barracks updates*/ <<if parseInt($fightdata.fightunit.id.toString().charAt(1)) is 1>> <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*(1+$unitbonus["id" + $fightdata.fightunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*(1+$unitbonus["id" + $fightdata.fightunit.mainid].dmg)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes +$unitbonus["id" + $fightdata.fightunit.mainid].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <<else>> <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <</if>> <<else>>/*defender enemy soldier gets enemybonus*/ <<set _gunendl = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgl*($fightdata.enemybonus)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunendu = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].dmgu*($fightdata.enemybonus)*(1+$fightdata.allunits["id"+$fightdata.fightunit.id].dmgbonus)*(1-setup.unitlist["id" + $fightdata.activeunit.mainid].res[setup.inventory["id" + $fightdata.fightunit.gun].dtype] - $fightdata.allunits["id"+$fightdata.activeunit.id].resbonus))>> <<set _gunenstr = Math.round(setup.inventory["id" + $fightdata.fightunit.gun].strikes + $fightdata.allunits["id"+$fightdata.fightunit.id].strbonus)>> <</if>> <<set _gunenhc = 1-setup.unittemp["id" + $fightdata.activeunit.unittype].defense[$hexdata["id" + $fightdata.activeunit.position].type] - $fightdata.allunits["id"+$fightdata.activeunit.id].defbonus>> <</if>> <</if>> /*negative values are not valid for damage*/ <<if _gunpldl lt 0>> <<set _gunpldl = 0>> <</if>> <<if _gunpldu lt 0>> <<set _gunpldu = 0>> <</if>> <<if _gunplhc lt 0>> <<set _gunplhc = 0>> <</if>> <<if _gunendl lt 0>> <<set _gunendl = 0>> <</if>> <<if _gunendu lt 0>> <<set _gunendu = 0>> <</if>> <<if _gunenhc lt 0>> <<set _gunenhc = 0>> <</if>> <<if $fightdata.fightunit.gun is 9999>> <<set _gunenhc = 0>> <</if>> /*filling fightcalculation with calculation results*/ <<set $fightcalculation.attacker = { id: $fightdata.activeunit.id, mainid: $fightdata.activeunit.mainid, weapon: $fightdata.activeunit.gun, dmgl: _gunpldl, dmgu: _gunpldu, strikes: _gunplstr, hitchance: _gunplhc }>> <<set $fightcalculation.defender = { id: $fightdata.fightunit.id, mainid: $fightdata.fightunit.mainid, weapon: $fightdata.fightunit.gun, dmgl: _gunendl, dmgu: _gunendu, strikes: _gunenstr, hitchance: _gunenhc }>> <<set $fightcalculation.maxrounds = Math.max(_gunplstr, _gunenstr)>> <</widget>> /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget "winloose">> <<if $fightdata.wintype is "kill">> <<set _allDead = true>> <<set _targets = $fightdata.killunit>> <<for _i = 0; _i < _targets.length; _i++>> <<if $fightdata.allunits["id" + _targets[_i]].health gt 0>> <<set _allDead = false>> <<break>> <</if>> <</for>> <<if _allDead>> <<set $fightstate = 2>> <<goto FightEngine>> <</if>> <</if>> <<if $fightdata.wintype is "survive">> <<if $fightdata.turn gte $fightdata.turnmax>> <<set $fightstate = 2>> <<goto FightEngine>> <</if>> <</if>> <<if $fightdata.wintype is "killall">> <<set _allEnemiesDead = true>> <<set _keys = Object.keys($fightdata.allunits)>> <<for _i = 0; _i < _keys.length; _i++>> <<set _unit = $fightdata.allunits[_keys[_i]]>> <<if parseInt(_unit.id.toString().charAt(0)) isnot 1 and _unit.health gt 0>> <<set _allEnemiesDead = false>> <<break>> <</if>> <</for>> <<if _allEnemiesDead>> <<set $fightstate = 2>> <<goto FightEngine>> <</if>> <</if>> <</widget>> /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget "endtmove">> /*logic: check if there is enemies around you, if yes, set $target to enemy hex id if no ($target is still 0), check if there are enemies around all your possible movement hexes if yes, set $movethere to hex id of the movement point and set target to hex id of the enemy in no ($movetehere and $target still 0) check enemy boss position and set as $movetowards, set $movethere to closest possible hex from possible movement hexes if no boss, check surviving soldiers and do the same script runs for moving script runs for filling up fightmacros and calling them*/ <<set $endturn.target = 0>> /*id of the hex what it should attack*/ <<set $endturn.movethere = 0>> /*id of the hex to move to*/ <<set $endturn.movetowards = 0>> /*id of enemy to move towards if no enemy is reachable in movement range*/ <<set $endturn.movetwresults = {}>> /*checking if there are enemies around current hex standing on*/ <<set _cord1 = parseInt($fightdata.allunits["id" + $fightdata.activeunit.id].position.toString().charAt(0) + $fightdata.allunits["id" + $fightdata.activeunit.id].position.toString().charAt(1))>> <<set _cord2 = parseInt($fightdata.allunits["id" + $fightdata.activeunit.id].position.toString().charAt(2) + $fightdata.allunits["id" + $fightdata.activeunit.id].position.toString().charAt(3))>> <<set _cord3 = parseInt($fightdata.allunits["id" + $fightdata.activeunit.id].position.toString().charAt(4) + $fightdata.allunits["id" + $fightdata.activeunit.id].position.toString().charAt(5))>> <<set _aroundcheck =[]>> <<run _aroundcheck.push("id" + (_cord1+1).toString() + (_cord2+0).toString() + (_cord3-1).toString())>> <<run _aroundcheck.push("id" + (_cord1+0).toString() + (_cord2+1).toString() + (_cord3-1).toString())>> <<run _aroundcheck.push("id" + (_cord1-1).toString() + (_cord2+1).toString() + (_cord3+0).toString())>> <<run _aroundcheck.push("id" + (_cord1-1).toString() + (_cord2+0).toString() + (_cord3+1).toString())>> <<run _aroundcheck.push("id" + (_cord1+0).toString() + (_cord2-1).toString() + (_cord3+1).toString())>> <<run _aroundcheck.push("id" + (_cord1+1).toString() + (_cord2-1).toString() + (_cord3+0).toString())>> <<for _i = 0; _i < _aroundcheck.length; _i++>> <<if $hexdata[_aroundcheck[_i]].type !== "block" and $hexdata[_aroundcheck[_i]].unit gt 0>> <<if parseInt($hexdata[_aroundcheck[_i]].unit.toString().charAt(0)) isnot parseInt($fightdata.activeunit.id.toString().charAt(0))>> <<set $endturn.target = $hexdata[_aroundcheck[_i]].id>> <<break>> <</if>> <</if>> <</for>> /*checking if there are enemies around any of the possible movement hexes and move there*/ <<if $endturn.target is 0>> <<set _keys = Object.keys($fightdata.mpresults)>> <<for _i = 0; _i < _keys.length; _i++>> <<if $fightdata.mpresults[_keys[_i]] gt 0>> <<set _cord1 = parseInt(_keys[_i].toString().charAt(2) + _keys[_i].toString().charAt(3))>> <<set _cord2 = parseInt(_keys[_i].toString().charAt(4) + _keys[_i].toString().charAt(5))>> <<set _cord3 = parseInt(_keys[_i].toString().charAt(6) + _keys[_i].toString().charAt(7))>> <<set _aroundcheck =[]>> <<run _aroundcheck.push("id" + (_cord1+1).toString() + (_cord2+0).toString() + (_cord3-1).toString())>> <<run _aroundcheck.push("id" + (_cord1+0).toString() + (_cord2+1).toString() + (_cord3-1).toString())>> <<run _aroundcheck.push("id" + (_cord1-1).toString() + (_cord2+1).toString() + (_cord3+0).toString())>> <<run _aroundcheck.push("id" + (_cord1-1).toString() + (_cord2+0).toString() + (_cord3+1).toString())>> <<run _aroundcheck.push("id" + (_cord1+0).toString() + (_cord2-1).toString() + (_cord3+1).toString())>> <<run _aroundcheck.push("id" + (_cord1+1).toString() + (_cord2-1).toString() + (_cord3+0).toString())>> <<for _j = 0; _j < _aroundcheck.length; _j++>> <<if $hexdata[_aroundcheck[_j]].type !== "block" and $hexdata[_aroundcheck[_j]].unit gt 0>> <<if parseInt($hexdata[_aroundcheck[_j]].unit.toString().charAt(0)) isnot parseInt($fightdata.activeunit.id.toString().charAt(0))>> <<set $endturn.target = $hexdata[_aroundcheck[_j]].id>> <<set $endturn.movethere = parseInt(_keys[_i].replace(/\D/g, ""), 10)>> <<break>> <</if>> <</if>> <</for>> <</if>> <<if $endturn.target isnot 0>> <<break>> <</if>> <</for>> <</if>> /*finding enemy boss to move towards if no enemies around*/ <<if $endturn.target is 0 and $endturn.movethere is 0>> <<set $endturn.bosses = []>> <<run $endturn.bosses.push(11000)>> <<for _i = 0; _i < $endturn.unitkeys.length; _i++>> <<set _id = $endturn.unitkeys[_i]>> <<if _id % 1000 == 0>> <<run $endturn.bosses.push(_id)>> <</if>> <</for>> <<if $endturn.bosses.length gt 0>> <<for _i = 0; _i < $endturn.bosses.length; _i++>> <<if parseInt($endturn.bosses[_i].toString().charAt(0)) isnot parseInt($fightdata.activeunit.id.toString().charAt(0))>> <<set $endturn.movetowards = $hexdata["id" + $fightdata.allunits["id" + $endturn.bosses[_i]].position].id>> <<break>> <</if>> <</for>> <</if>> <</if>> /*if no boss, any surviving enemies*/ <<if $endturn.target is 0 and $endturn.movethere is 0 and $endturn.movetowards is 0>> <<set _allkeys = Object.keys($fightdata.allunits)>> <<for _i = 0; _i < _allkeys.length; _i++>> <<if parseInt(_allkeys[_i].toString().charAt(2)) isnot parseInt($fightdata.activeunit.id.toString().charAt(0))>> <<set $endturn.movetowards = $hexdata["id" + $fightdata.allunits[_allkeys[_i]].position].id>> <<break>> <</if>> <</for>> <</if>> /*distance calculation between movetowards and current position, setting movethere*/ <<if $endturn.movetowards isnot 0>> /*targets position*/ <<set _cord1 = parseInt($endturn.movetowards.toString().charAt(0) + $endturn.movetowards.toString().charAt(1))>> <<set _cord2 = parseInt($endturn.movetowards.toString().charAt(2) + $endturn.movetowards.toString().charAt(3))>> <<set _cord3 = parseInt($endturn.movetowards.toString().charAt(4) + $endturn.movetowards.toString().charAt(5))>> /*checking compared to target*/ <<set _keys = Object.keys($fightdata.mpresults)>> <<for _i = 0; _i < _keys.length; _i++>> <<set _cordmt1 = parseInt(_keys[_i].toString().charAt(2) + _keys[_i].toString().charAt(3))>> <<set _cordmt2 = parseInt(_keys[_i].toString().charAt(4) + _keys[_i].toString().charAt(5))>> <<set _cordmt3 = parseInt(_keys[_i].toString().charAt(6) + _keys[_i].toString().charAt(7))>> /*now calculate only a distance between the possible movement hexes and the movetowards hex*/ /*later write a code that checks movement costs to reach the movetowards from each movement hex and chooses the lowest as the distance code can lead to stupid enemy behavior if something is in a way of the movement like a mountain or a lake it will try to cross straight instead of going around faster*/ <<set $endturn.movetwresults[_keys[_i]] = (Math.abs(_cord1 - _cordmt1) + Math.abs(_cord2 - _cordmt2) + Math.abs(_cord3 - _cordmt3)) / 2>> <</for>> /*getting the hex with smallest distance to $movetowards*/ <<set _keys = Object.keys($endturn.movetwresults)>> <<set _minKey = _keys[0]>> <<set _minValue = 999>> <<for _i = 0; _i < _keys.length; _i++>> <<set _key = _keys[_i]>> <<set _value = $endturn.movetwresults[_key]>> <<if _value < _minValue>> <<set _minValue = _value>> <<set _minKey = _key>> <</if>> <</for>> <<set $endturn.movethere = Number(_minKey.replace("id", ""))>> <</if>> /*code for moving to movethere if it is gt 0, step!*/ /*update activeunit and allunits both*/ <<if $endturn.movethere gt 0 and ($fightdata.activeunit.position isnot $endturn.movethere)>> /*tracker for later scrollfocus animation*/ <<set $endturn.stepcounter += 1>> <<set $endturn.animator["step" + $endturn.stepcounter]={ step: $endturn.stepcounter, side: $fightdata.activeside, action: "scrollfocus", unit: $fightdata.activeunit.id, hex: $endturn.movethere }>> /*tracker for later move animation*/ <<set $endturn.stepcounter += 1>> <<set $endturn.animator["step" + $endturn.stepcounter]={ step: $endturn.stepcounter, side: $fightdata.activeside, action: "move", unit: $fightdata.activeunit.id, health: $fightdata.activeunit.health, movefrom: $hexdata["id"+$fightdata.activeunit.position].id, moveto: $endturn.movethere }>> <<set $hexdata["id" + $fightdata.activeunit.position].unit = 0>> <<set $hexdata["id" + $endturn.movethere].unit = $fightdata.activeunit.id>> <<set $fightdata.activeunit.position = $endturn.movethere>> <<set $fightdata.allunits["id" + $fightdata.activeunit.id].position = $endturn.movethere>> <<set $fightdata.activehex = $hexdata["id" + $endturn.movethere].id>> /*simulate shooting again now its moved, maybe some enemy got into range*/ <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <<if Object.keys($fightdata.shootresults).length > 0 and $fightdata.allunits["id" + $fightdata.activeunit.id].shootactions gt 0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata[Object.keys($fightdata.shootresults)[0]].unit]>> <<include "ShootDistantCalc2">> <<aigunshot>> /*here soon - script that simulates the fight and only attacks if attacker would survive*/ <<fightmacro2>> <</if>> <</if>> <</if>> /*setting up and calling fightmacros if target is gt 0*/ /*choose weapon based on what attacker and defender have, 9999 is no weapon, fightmacro2 sets fightactions to 0 as well*/ <<if $endturn.target gt 0>> /*defender*/ <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata["id" + $endturn.target].unit]>> /*attacker has melee or ranged, defender not, cant attack back, ranged and cun are interchangable*/ <<if $fightdata.activeunit.melee isnot 9999 and $fightdata.fightunit.melee is 9999 and $fightdata.activeunit.fightactions gt 0>> <<aimelee>> <<fightmacro2>> <</if>> <<if $fightdata.activeunit.ranged isnot 9999 and $fightdata.fightunit.ranged is 9999 and $fightdata.fightunit.gun is 9999 and $fightdata.activeunit.fightactions gt 0>> <<airanged>> <<fightmacro2>> <</if>> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.fightunit.gun is 9999 and $fightdata.fightunit.ranged is 9999 and $fightdata.activeunit.fightactions gt 0>> <<aigunshot>> <<fightmacro2>> <</if>> /*later write ode that simulates the fight and choose weapon based on this, now random*/ <<if $fightdata.activeunit.fightactions gt 0>> <<set _choices = []>> <<if $fightdata.activeunit.melee isnot 9999>><<run _choices.push("melee")>><</if>> <<if $fightdata.activeunit.ranged isnot 9999>><<run _choices.push("ranged")>><</if>> <<if $fightdata.activeunit.gun isnot 9999>><<run _choices.push("gun")>><</if>> <<if _choices.length gt 0>> <<set _fgtchoice = either(_choices)>> <<if _fgtchoice is "melee">> <<aimelee>> <<fightmacro2>> <</if>> <<if _fgtchoice is "ranged">> <<airanged>> <<fightmacro2>> <</if>> <<if _fgtchoice is "gun">> <<aigun>> <<fightmacro2>> <</if>> <</if>> <</if>> <</if>> <</widget>> /*88888888888888888888888888888888888888888888888888888888888888888*/ <<widget "endturn">> <<set $endturn.maxrounds -=1>> <<if $endturn.maxrounds gte 0>> <<fightdeselect>> /*selecting the unit*/ <<set $fightdata.activeside = parseInt($endturn.unitkeys[$endturn.maxrounds].toString().charAt(1))>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $endturn.unitkeys[$endturn.maxrounds]]>> /*it should be alive*/ <<if $fightdata.allunits["id" + $fightdata.activeunit.id].health gt 0>> <<set $fightdata.activehex = $hexdata["id" + $fightdata.activeunit.position]>> <<set $endturn.stepcounter += 1>> <<set $endturn.animator["step" + $endturn.stepcounter]={ step: $endturn.stepcounter, side: $fightdata.activeside, action: "scrollfocus", unit: $fightdata.activeunit.id, hex: $fightdata.activehex.id }>> /*boss below, actions only after recruiting*/ <<if parseInt($fightdata.activeunit.id.toString().charAt(2)) is 0 and parseInt($fightdata.activeunit.id.toString().charAt(3)) is 0 and parseInt($fightdata.activeunit.id.toString().charAt(4)) is 0>> /*they can recruit*/ <<if $sidedata["id" + $fightdata.activeside].money gt 0 and Object.values($fightdata.recruithex).includes($fightdata.allunits["id" + $fightdata.activeunit.id].position) and $fightdata.allunits["id" + $fightdata.activeunit.id].health gt 0>> /*collecting all valid hexes for recruitment*/ <<set $endturn.recruithexes = []>> <<for _i = 0; _i < Object.keys($fightdata.recruithex).length; _i++>> <<set _key = Object.keys($fightdata.recruithex)[_i]>> <<if $fightdata.recruithex[_key] is $fightdata.allunits["id" + $fightdata.activeunit.id].position>> <<run $endturn.recruithexes.push(_key)>> <</if>> <</for>> <<set _filtered = []>> <<for _i = 0; _i < $endturn.recruithexes.length; _i++>> <<if $hexdata[$endturn.recruithexes[_i]].unit is 0>> <<run _filtered.push($endturn.recruithexes[_i])>> <</if>> <</for>> <<set $endturn.recruithexes = _filtered>> /*recruiting the units, collecting data for the replace*/ <<if $endturn.recruithexes.length gt 0>> <<for _i = 0; _i < $endturn.recruithexes.length; _i++>> <<set $endturn.activerechex = $endturn.recruithexes[_i]>> <<set $endturn.checkavunits = Object.keys($sidedata["id" + $fightdata.activeside].armypool)>> /*selecting unit to recruit based on tactics*/ <<if $sidedata["id" + $fightdata.activeside].tactics is 0>> <<set $endturn.recunit = either($endturn.checkavunits)>> <</if>> <<set $fightdata.allunits["id" + $sidedata["id" + $fightdata.activeside].currentid]={ id: $sidedata["id" + $fightdata.activeside].currentid, mainid: setup.unitlist[$endturn.recunit].id, hploss: "", unittype: setup.unitlist[$endturn.recunit].template, name: setup.unitlist[$endturn.recunit].name, health: setup.unitlist[$endturn.recunit].hp, maxhealth: setup.unitlist[$endturn.recunit].hp, melee: setup.unitlist[$endturn.recunit].melee, ranged: setup.unitlist[$endturn.recunit].ranged, gun: setup.unitlist[$endturn.recunit].gun, rangedammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist[$endturn.recunit].ranged].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist[$endturn.recunit].gun].ammo].id, position: $hexdata[$endturn.activerechex].id, movebase: setup.unitlist[$endturn.recunit].mp, fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist[$endturn.recunit].trait }>> <<set $endturn.stepcounter += 1>> <<set $endturn.animator["step" + $endturn.stepcounter]={ step: $endturn.stepcounter, side: $fightdata.activeside, action: "recruit", unit: $sidedata["id" + $fightdata.activeside].currentid, hex: $hexdata[$endturn.activerechex].id }>> <<set $hexdata[$endturn.activerechex].unit=$sidedata["id" + $fightdata.activeside].currentid>> <<set $sidedata["id" + $fightdata.activeside].money -= setup.unitlist[$endturn.recunit].price>> <<set $sidedata["id" + $fightdata.activeside].currentid +=1>> <</for>> <</if>> <</if>> /*recruit end*/ /*boss actions here shoot?*/ /*boss actions end*/ <<else>> /*-------------soldiers actions here--------------------*/ /*heal on shelter hex*/ <<if $hexdata["id" + $fightdata.allunits["id" + $fightdata.activeunit.id].position].type is "shelter">> <<set _hpdiff = $fightdata.allunits["id" + $fightdata.activeunit.id].maxhealth - $fightdata.allunits["id" + $fightdata.activeunit.id].health>> <<if _hpdiff gt 8>> <<set _hpheal = 8>> <<else>> <<set _hpheal = _hpdiff>> <</if>> <<set $fightdata.allunits["id" + $fightdata.activeunit.id].health += _hpheal>> <<set $endturn.stepcounter += 1>> <<set $endturn.animator["step" + $endturn.stepcounter]={ step: $endturn.stepcounter, side: $fightdata.activeside, action: "hpheal", unit: $fightdata.activeunit.id, hex: $fightdata.activeunit.position, heal: _hpheal, remain: $fightdata.activeunit.health, }>> <<set $endturn.stepcounter += 1>> <<set $endturn.animator["step" + $endturn.stepcounter]={ step: $endturn.stepcounter, side: $fightdata.activeside, action: "healclear", unit: $fightdata.activeunit.id, hex: $fightdata.activeunit.position, }>> <</if>> /*collect move hexes*/ <<include "FightMoveCalc">> /*if you stand in a castle recruit around your boss, first step out*/ /*soon*/ /*if there is an enemy, shoot it*/ <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <<if Object.keys($fightdata.shootresults).length > 0 and $fightdata.allunits["id" + $fightdata.activeunit.id].shootactions gt 0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata[Object.keys($fightdata.shootresults)[0]].unit]>> <<include "ShootDistantCalc2">> <<aigunshot>> /*here soon - script that simulates the fight and only attacks if attacker would survive*/ <<fightmacro2>> <</if>> <</if>> /*move to enemy and fight*/ <<if $fightdata.allunits["id" + $fightdata.activeunit.id].moveactions gt 0 and $fightdata.allunits["id" + $fightdata.activeunit.id].health gt 0>> <<endtmove>> <</if>> /*----------------soldiers actions end-----------------------*/ <</if>> <</if>> <<else>> /*endturn scripts to reset values*/ /*turns+1, actions restore for all sides*/ <<set _unitKeys = Object.keys($fightdata.allunits)>> <<for _i = 0; _i < _unitKeys.length; _i++>> <<set _unit = $fightdata.allunits[_unitKeys[_i]]>> <<if _unit.health gt 0>> <<set _unit.moveactions = _unit.movebase>> <<set _unit.fightactions = _unit.fightbase>> <<set _unit.shootactions = _unit.shootbase>> <</if>> /*heal my troops*/ <<if parseInt(_unit.id.toString().charAt(1)) is 1 and $hexdata["id" + _unit.position].type is "shelter">> <<set _hpdiff = _unit.maxhealth - _unit.health>> <<if _hpdiff gt 8>> <<set _hpheal = 8>> <<else>> <<set _hpheal = _hpdiff>> <</if>> <<set _unit.health += _hpheal>> <</if>> <</for>> <<set $fightdata.activeside =1>> <<set $fightdata.turn +=1>> /*loose and win conditions checkers*/ /*---------------------animation------------------------------------------------*/ <<set $endturn.stepcounter += 1>> <<set $endturn.animator["step" + $endturn.stepcounter]={ step: $endturn.stepcounter, side: 1, action: "scrollfocus", unit: 11000, hex: $hexdata["id"+$fightdata.allunits.id11000.position].id }>> <<set $endturn.stepcounter += 1>> <<set $endturn.animator["step" + $endturn.stepcounter]={ step: $endturn.stepcounter, action: "wait", }>> /*animating the steps with repeat*/ <<set $endturn.animcountdown = 1>> <<repeat 1200ms>> <<if $endturn.animcountdown lte $endturn.stepcounter>> <<if $endturn.animator["step" + $endturn.animcountdown].action is "hplossclear">> <<= ` <<replace "#hploss${$endturn.animator["step" + $endturn.animcountdown].hex1}">> <</replace>> `>> <<= ` <<replace "#hploss${$endturn.animator["step" + $endturn.animcountdown].hex2}">> <</replace>> `>> <</if>> <<if $endturn.animator["step" + $endturn.animcountdown].action is "hploss">> <<= ` <<replace "#${$endturn.animator["step" + $endturn.animcountdown].hex}unit">> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss${$endturn.animator["step" + $endturn.animcountdown].hex}"><<=$endturn.animator["step" + $endturn.animcountdown].loss>></div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id${$fightdata.allunits['id' + $endturn.animator["step" + $endturn.animcountdown].unit].mainid}.png]]">> </div> <div class="hexunitsidesright"> <div class="healthbar-container" id="hpbar${$endturn.animator["step" + $endturn.animcountdown].hex}"> <div class="healthbar-fill" style="height: ${( $endturn.animator["step" + $endturn.animcountdown].remain / $fightdata.allunits['id' + $endturn.animator["step" + $endturn.animcountdown].unit].maxhealth ) * 100}%;"></div> </div> </div> <</replace>> `>> <</if>> <<if $endturn.animator["step" + $endturn.animcountdown].action is "death">> <<= ` <<replace "#${$endturn.animator["step" + $endturn.animcountdown].hex}unit">> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss${$endturn.animator["step" + $endturn.animcountdown].hex}"></div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id${$fightdata.allunits['id' + $endturn.animator["step" + $endturn.animcountdown].unit].mainid}c.png]]">> </div> <div class="hexunitsidesright"> </div> <</replace>> `>> <</if>> <<if $endturn.animator["step" + $endturn.animcountdown].action is "deathclear">> <<= ` <<replace "#hexmid${$endturn.animator["step" + $endturn.animcountdown].hex}">> <div id="hexid${$endturn.animator["step" + $endturn.animcountdown].hex}" class="hex-border"></div> <div id="hexbid${$endturn.animator["step" + $endturn.animcountdown].hex}" class="hex-content"> <div class="hexunit" id="${$endturn.animator["step" + $endturn.animcountdown].hex}unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss${$endturn.animator["step" + $endturn.animcountdown].hex}"></div> </div> <div class="hexunitcenter"> </div> <div class="hexunitsidesright"> </div> </div> </div> <</replace>> `>> <</if>> <<if $endturn.animator["step" + $endturn.animcountdown].action is "hpheal">> <<= ` <<replace "#${$endturn.animator["step" + $endturn.animcountdown].hex}unit">> <div class="hexunitsidesleft"> <div class="hexunithploss hexunithpgain" id="hploss${$endturn.animator["step" + $endturn.animcountdown].hex}"><<="+" + $endturn.animator["step" + $endturn.animcountdown].heal>></div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id${$fightdata.allunits['id' + $endturn.animator["step" + $endturn.animcountdown].unit].mainid}.png]]">> </div> <div class="hexunitsidesright"> <div class="healthbar-container" id="hpbar${$endturn.animator["step" + $endturn.animcountdown].hex}"> <div class="healthbar-fill" style="height: ${( $endturn.animator["step" + $endturn.animcountdown].remain / $fightdata.allunits['id' + $endturn.animator["step" + $endturn.animcountdown].unit].maxhealth ) * 100}%;"></div> </div> </div> <</replace>> `>> <</if>> <<if $endturn.animator["step" + $endturn.animcountdown].action is "healclear">> <<= ` <<replace "#hploss${$endturn.animator["step" + $endturn.animcountdown].hex}">> <</replace>> `>> <</if>> <<if $endturn.animator["step" + $endturn.animcountdown].action is "scrollfocus">> <<set $fightdata.activehex = $hexdata["id" + $endturn.animator["step" + $endturn.animcountdown].hex]>> <<scrollfocus>> <</if>> <<if $endturn.animator["step" + $endturn.animcountdown].action is "loot">> <<= ` <<replace "#${$endturn.animator["step" + $endturn.animcountdown].hex}unit">> <div class="hexunitsidesleft"> <div class="hexunithploss hexunithpgain" id="hploss${$endturn.animator["step" + $endturn.animcountdown].hex}"></div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id${$endturn.animator["step" + $endturn.animcountdown].loot}.png]]">> </div> <div class="hexunitsidesright"> </div> <</replace>> `>> <</if>> <<if $endturn.animator["step" + $endturn.animcountdown].action is "move">> /*movefrom*/ <<= ` <<replace "#hexmid${$endturn.animator["step" + $endturn.animcountdown].movefrom}">> <div id="hexid${$endturn.animator["step" + $endturn.animcountdown].movefrom}" class="hex-border"></div> <div id="hexbid${$endturn.animator["step" + $endturn.animcountdown].movefrom}" class="hex-content"> <div class="hexunit" id="${$endturn.animator["step" + $endturn.animcountdown].movefrom}unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss${$endturn.animator["step" + $endturn.animcountdown].movefrom}"></div> </div> <div class="hexunitcenter"> </div> <div class="hexunitsidesright"> /*<div class="healthbar-container" id="hpbar${$endturn.animator["step" + $endturn.animcountdown].movefrom}"> <div class="healthbar-fill" style="height: 0%;"></div> </div>*/ </div> </div> </div> <</replace>> `>> /*moveto*/ <<= ` <<replace "#hexmid${$endturn.animator["step" + $endturn.animcountdown].moveto}">> <div id="hexid${$endturn.animator["step" + $endturn.animcountdown].moveto}" class="hex-border side${$endturn.animator["step" + $endturn.animcountdown].side} hexback${$endturn.animator["step" + $endturn.animcountdown].side}"></div> <div id="hexbid${$endturn.animator["step" + $endturn.animcountdown].moveto}" class="hex-content"> <div class="hexunit" id="${$endturn.animator["step" + $endturn.animcountdown].moveto}unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss${$endturn.animator["step" + $endturn.animcountdown].moveto}"></div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id${$fightdata.allunits['id' + $endturn.animator["step" + $endturn.animcountdown].unit].mainid}.png]]">> </div> <div class="hexunitsidesright"> <div class="healthbar-container" id="hpbar${$endturn.animator["step" + $endturn.animcountdown].moveto}"> <div class="healthbar-fill" style="height: ${($endturn.animator["step" + $endturn.animcountdown].health / $fightdata.allunits['id' + $endturn.animator["step" + $endturn.animcountdown].unit].maxhealth ) * 100}%;"></div> </div> </div> </div> </div> <</replace>> `>> <</if>> <<if $endturn.animator["step" + $endturn.animcountdown].action is "recruit">> <<= ` <<replace "#hexmid${$endturn.animator["step" + $endturn.animcountdown].hex}">> <div id="hexid${$endturn.animator["step" + $endturn.animcountdown].hex}" class="hex-border side${$endturn.animator["step" + $endturn.animcountdown].side} hexback${$endturn.animator["step" + $endturn.animcountdown].side}"></div> <div id="hexbid${$endturn.animator["step" + $endturn.animcountdown].hex}" class="hex-content"> <div class="hexunit" id="${$endturn.animator["step" + $endturn.animcountdown].hex}unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss${$endturn.animator["step" + $endturn.animcountdown].hex}"></div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id${$fightdata.allunits['id' + $endturn.animator["step" + $endturn.animcountdown].unit].mainid}.png]]">> </div> <div class="hexunitsidesright"> <div class="healthbar-container" id="hpbar${$endturn.animator["step" + $endturn.animcountdown].hex}"> <div class="healthbar-fill" style="height: ${( $fightdata.allunits['id' + $endturn.animator["step" + $endturn.animcountdown].unit].health / $fightdata.allunits['id' + $endturn.animator["step" + $endturn.animcountdown].unit].maxhealth ) * 100}%;"></div> </div> </div> </div> </div> <</replace>> `>> <</if>> <<set $endturn.animcountdown += 1>> <<else>> <<winloose>>/*win/loose conditions checkers*/ <<goto FightEngine>> <</if>> <</repeat>> /*--------------------animation end----------------------------------------*/ <</if>> <<if $endturn.maxrounds gte 0>> <<fightdeselect>> <<endturn>> <</if>> <</widget>> <</nobr>>
<<nobr>> <<set _slots2 to ["amulet", "head", "neck", "badge", "body", "gun", "ring", "melee", "ranged", "flask", "belt", "gloves", "pocket", "leg", "shoe"]>> <<set _attributes2 to ["strength", "precision", "dexterity", "agility", "interpersonal", "academical", "scientific", "medical", "warfare", "politics", "fauna", "flora", "cooking", "reflex", "flattery", "building", "digital", "dodging", "crafting", "seduction", "endurance", "toughness", "herbalism", "medicine", "charisma", "power", "shooting", "targeting", "martial", "dread", "leadership", "perception", "tactics", "stealth", "manipulation", "blunt", "edged", "pierced", "ballistic", "explosive", "fire", "cold", "obsidian", "ethereal", "health", "speed"]>> <<for _i = 0; _i < _slots2.length; _i++>> <<for _j = 0; _j < _attributes2.length; _j++>> <<set _slotatt2 =_slots2[_i] + "_" + _attributes2[_j]>> <<print "<<if isNaN($active.hero.gear." + _slots2[_i] + "." + _attributes2[_j] + ")>><<set _" + _slotatt2 + "=0>><<else>><<set _" + _slotatt2 + "= $active.hero.gear." + _slots2[_i] + "." + _attributes2[_j] + ">><</if>>">> <</for>> <</for>> <<set $gear_strength = 0 - _amulet_strength - _head_strength - _neck_strength - _badge_strength - _body_strength - _gun_strength - _ring_strength - _melee_strength - _ranged_strength - _flask_strength - _belt_strength - _gloves_strength - _pocket_strength - _leg_strength - _shoe_strength>> <<set $gear_precision = 0 - _amulet_precision - _head_precision - _neck_precision - _badge_precision - _body_precision - _gun_precision - _ring_precision - _melee_precision - _ranged_precision - _flask_precision - _belt_precision - _gloves_precision - _pocket_precision - _leg_precision - _shoe_precision>> <<set $gear_dexterity = 0 - _amulet_dexterity - _head_dexterity - _neck_dexterity - _badge_dexterity - _body_dexterity - _gun_dexterity - _ring_dexterity - _melee_dexterity - _ranged_dexterity - _flask_dexterity - _belt_dexterity - _gloves_dexterity - _pocket_dexterity - _leg_dexterity - _shoe_dexterity>> <<set $gear_agility = 0 - _amulet_agility - _head_agility - _neck_agility - _badge_agility - _body_agility - _gun_agility - _ring_agility - _melee_agility - _ranged_agility - _flask_agility - _belt_agility - _gloves_agility - _pocket_agility - _leg_agility - _shoe_agility>> <<set $gear_interpersonal = 0 - _amulet_interpersonal - _head_interpersonal - _neck_interpersonal - _badge_interpersonal - _body_interpersonal - _gun_interpersonal - _ring_interpersonal - _melee_interpersonal - _ranged_interpersonal - _flask_interpersonal - _belt_interpersonal - _gloves_interpersonal - _pocket_interpersonal - _leg_interpersonal - _shoe_interpersonal>> <<set $gear_academical = 0 - _amulet_academical - _head_academical - _neck_academical - _badge_academical - _body_academical - _gun_academical - _ring_academical - _melee_academical - _ranged_academical - _flask_academical - _belt_academical - _gloves_academical - _pocket_academical - _leg_academical - _shoe_academical>> <<set $gear_scientific = 0 - _amulet_scientific - _head_scientific - _neck_scientific - _badge_scientific - _body_scientific - _gun_scientific - _ring_scientific - _melee_scientific - _ranged_scientific - _flask_scientific - _belt_scientific - _gloves_scientific - _pocket_scientific - _leg_scientific - _shoe_scientific>> <<set $gear_medical = 0 - _amulet_medical - _head_medical - _neck_medical - _badge_medical - _body_medical - _gun_medical - _ring_medical - _melee_medical - _ranged_medical - _flask_medical - _belt_medical - _gloves_medical - _pocket_medical - _leg_medical - _shoe_medical>> <<set $gear_warfare = 0 - _amulet_warfare - _head_warfare - _neck_warfare - _badge_warfare - _body_warfare - _gun_warfare - _ring_warfare - _melee_warfare - _ranged_warfare - _flask_warfare - _belt_warfare - _gloves_warfare - _pocket_warfare - _leg_warfare - _shoe_warfare>> <<set $gear_politics = 0 - _amulet_politics - _head_politics - _neck_politics - _badge_politics - _body_politics - _gun_politics - _ring_politics - _melee_politics - _ranged_politics - _flask_politics - _belt_politics - _gloves_politics - _pocket_politics - _leg_politics - _shoe_politics>> <<set $gear_fauna = 0 - _amulet_fauna - _head_fauna - _neck_fauna - _badge_fauna - _body_fauna - _gun_fauna - _ring_fauna - _melee_fauna - _ranged_fauna - _flask_fauna - _belt_fauna - _gloves_fauna - _pocket_fauna - _leg_fauna - _shoe_fauna + $gear_strength + $gear_academical>> <<set $gear_flora = 0 - _amulet_flora - _head_flora - _neck_flora - _badge_flora - _body_flora - _gun_flora - _ring_flora - _melee_flora - _ranged_flora - _flask_flora - _belt_flora - _gloves_flora - _pocket_flora - _leg_flora - _shoe_flora + $gear_academical + $gear_precision>> <<set $gear_cooking = 0 - _amulet_cooking - _head_cooking - _neck_cooking - _badge_cooking - _body_cooking - _gun_cooking - _ring_cooking - _melee_cooking - _ranged_cooking - _flask_cooking - _belt_cooking - _gloves_cooking - _pocket_cooking - _leg_cooking - _shoe_cooking + $gear_dexterity + $gear_academical>> <<set $gear_reflex = 0 - _amulet_reflex - _head_reflex - _neck_reflex - _badge_reflex - _body_reflex - _gun_reflex - _ring_reflex - _melee_reflex - _ranged_reflex - _flask_reflex - _belt_reflex - _gloves_reflex - _pocket_reflex - _leg_reflex - _shoe_reflex + $gear_academical + $gear_agility>> <<set $gear_flattery = 0 - _amulet_flattery - _head_flattery - _neck_flattery - _badge_flattery - _body_flattery - _gun_flattery - _ring_flattery - _melee_flattery - _ranged_flattery - _flask_flattery - _belt_flattery - _gloves_flattery - _pocket_flattery - _leg_flattery - _shoe_flattery + $gear_interpersonal + $gear_academical>> <<set $gear_building = 0 - _amulet_building - _head_building - _neck_building - _badge_building - _body_building - _gun_building - _ring_building - _melee_building - _ranged_building - _flask_building - _belt_building - _gloves_building - _pocket_building - _leg_building - _shoe_building + $gear_strength + $gear_scientific>> <<set $gear_digital = 0 - _amulet_digital - _head_digital - _neck_digital - _badge_digital - _body_digital - _gun_digital - _ring_digital - _melee_digital - _ranged_digital - _flask_digital - _belt_digital - _gloves_digital - _pocket_digital - _leg_digital - _shoe_digital + $gear_scientific + $gear_precision>> <<set $gear_dodging = 0 - _amulet_dodging - _head_dodging - _neck_dodging - _badge_dodging - _body_dodging - _gun_dodging - _ring_dodging - _melee_dodging - _ranged_dodging - _flask_dodging - _belt_dodging - _gloves_dodging - _pocket_dodging - _leg_dodging - _shoe_dodging + $gear_dexterity + $gear_scientific>> <<set $gear_crafting = 0 - _amulet_crafting - _head_crafting - _neck_crafting - _badge_crafting - _body_crafting - _gun_crafting - _ring_crafting - _melee_crafting - _ranged_crafting - _flask_crafting - _belt_crafting - _gloves_crafting - _pocket_crafting - _leg_crafting - _shoe_crafting + $gear_scientific + $gear_agility>> <<set $gear_seduction = 0 - _amulet_seduction - _head_seduction - _neck_seduction - _badge_seduction - _body_seduction - _gun_seduction - _ring_seduction - _melee_seduction - _ranged_seduction - _flask_seduction - _belt_seduction - _gloves_seduction - _pocket_seduction - _leg_seduction - _shoe_seduction + $gear_interpersonal + $gear_scientific>> <<set $gear_endurance = 0 - _amulet_endurance - _head_endurance - _neck_endurance - _badge_endurance - _body_endurance - _gun_endurance - _ring_endurance - _melee_endurance - _ranged_endurance - _flask_endurance - _belt_endurance - _gloves_endurance - _pocket_endurance - _leg_endurance - _shoe_endurance + $gear_strength + $gear_medical>> <<set $gear_toughness = 0 - _amulet_toughness - _head_toughness - _neck_toughness - _badge_toughness - _body_toughness - _gun_toughness - _ring_toughness - _melee_toughness - _ranged_toughness - _flask_toughness - _belt_toughness - _gloves_toughness - _pocket_toughness - _leg_toughness - _shoe_toughness + $gear_medical + $gear_precision>> <<set $gear_herbalism = 0 - _amulet_herbalism - _head_herbalism - _neck_herbalism - _badge_herbalism - _body_herbalism - _gun_herbalism - _ring_herbalism - _melee_herbalism - _ranged_herbalism - _flask_herbalism - _belt_herbalism - _gloves_herbalism - _pocket_herbalism - _leg_herbalism - _shoe_herbalism + $gear_dexterity + $gear_medical>> <<set $gear_medicine = 0 - _amulet_medicine - _head_medicine - _neck_medicine - _badge_medicine - _body_medicine - _gun_medicine - _ring_medicine - _melee_medicine - _ranged_medicine - _flask_medicine - _belt_medicine - _gloves_medicine - _pocket_medicine - _leg_medicine - _shoe_medicine + $gear_medical + $gear_agility>> <<set $gear_charisma = 0 - _amulet_charisma - _head_charisma - _neck_charisma - _badge_charisma - _body_charisma - _gun_charisma - _ring_charisma - _melee_charisma - _ranged_charisma - _flask_charisma - _belt_charisma - _gloves_charisma - _pocket_charisma - _leg_charisma - _shoe_charisma + $gear_interpersonal + $gear_medical>> <<set $gear_power = 0 - _amulet_power - _head_power - _neck_power - _badge_power - _body_power - _gun_power - _ring_power - _melee_power - _ranged_power - _flask_power - _belt_power - _gloves_power - _pocket_power - _leg_power - _shoe_power + $gear_strength + $gear_warfare>> <<set $gear_shooting = 0 - _amulet_shooting - _head_shooting - _neck_shooting - _badge_shooting - _body_shooting - _gun_shooting - _ring_shooting - _melee_shooting - _ranged_shooting - _flask_shooting - _belt_shooting - _gloves_shooting - _pocket_shooting - _leg_shooting - _shoe_shooting + $gear_warfare + $gear_precision>> <<set $gear_targeting = 0 - _amulet_targeting - _head_targeting - _neck_targeting - _badge_targeting - _body_targeting - _gun_targeting - _ring_targeting - _melee_targeting - _ranged_targeting - _flask_targeting - _belt_targeting - _gloves_targeting - _pocket_targeting - _leg_targeting - _shoe_targeting + $gear_dexterity + $gear_warfare>> <<set $gear_martial = 0 - _amulet_martial - _head_martial - _neck_martial - _badge_martial - _body_martial - _gun_martial - _ring_martial - _melee_martial - _ranged_martial - _flask_martial - _belt_martial - _gloves_martial - _pocket_martial - _leg_martial - _shoe_martial + $gear_warfare + $gear_agility>> <<set $gear_dread = 0 - _amulet_dread - _head_dread - _neck_dread - _badge_dread - _body_dread - _gun_dread - _ring_dread - _melee_dread - _ranged_dread - _flask_dread - _belt_dread - _gloves_dread - _pocket_dread - _leg_dread - _shoe_dread + $gear_interpersonal + $gear_warfare>> <<set $gear_leadership = 0 - _amulet_leadership - _head_leadership - _neck_leadership - _badge_leadership - _body_leadership - _gun_leadership - _ring_leadership - _melee_leadership - _ranged_leadership - _flask_leadership - _belt_leadership - _gloves_leadership - _pocket_leadership - _leg_leadership - _shoe_leadership + $gear_strength + $gear_politics>> <<set $gear_perception = 0 - _amulet_perception - _head_perception - _neck_perception - _badge_perception - _body_perception - _gun_perception - _ring_perception - _melee_perception - _ranged_perception - _flask_perception - _belt_perception - _gloves_perception - _pocket_perception - _leg_perception - _shoe_perception + $gear_politics + $gear_precision>> <<set $gear_tactics = 0 - _amulet_tactics - _head_tactics - _neck_tactics - _badge_tactics - _body_tactics - _gun_tactics - _ring_tactics - _melee_tactics - _ranged_tactics - _flask_tactics - _belt_tactics - _gloves_tactics - _pocket_tactics - _leg_tactics - _shoe_tactics + $gear_dexterity + $gear_politics>> <<set $gear_stealth = 0 - _amulet_stealth - _head_stealth - _neck_stealth - _badge_stealth - _body_stealth - _gun_stealth - _ring_stealth - _melee_stealth - _ranged_stealth - _flask_stealth - _belt_stealth - _gloves_stealth - _pocket_stealth - _leg_stealth - _shoe_stealth + $gear_politics + $gear_agility>> <<set $gear_manipulation = 0 - _amulet_manipulation - _head_manipulation - _neck_manipulation - _badge_manipulation - _body_manipulation - _gun_manipulation - _ring_manipulation - _melee_manipulation - _ranged_manipulation - _flask_manipulation - _belt_manipulation - _gloves_manipulation - _pocket_manipulation - _leg_manipulation - _shoe_manipulation + $gear_interpersonal + $gear_politics>> <<set $gear_blunt = 0 - _amulet_blunt - _head_blunt - _neck_blunt - _badge_blunt - _body_blunt - _gun_blunt - _ring_blunt - _melee_blunt - _ranged_blunt - _flask_blunt - _belt_blunt - _gloves_blunt - _pocket_blunt - _leg_blunt - _shoe_blunt>> <<set $gear_edged = 0 - _amulet_edged - _head_edged - _neck_edged - _badge_edged - _body_edged - _gun_edged - _ring_edged - _melee_edged - _ranged_edged - _flask_edged - _belt_edged - _gloves_edged - _pocket_edged - _leg_edged - _shoe_edged>> <<set $gear_pierced = 0 - _amulet_pierced - _head_pierced - _neck_pierced - _badge_pierced - _body_pierced - _gun_pierced - _ring_pierced - _melee_pierced - _ranged_pierced - _flask_pierced - _belt_pierced - _gloves_pierced - _pocket_pierced - _leg_pierced - _shoe_pierced>> <<set $gear_ballistic = 0 - _amulet_ballistic - _head_ballistic - _neck_ballistic - _badge_ballistic - _body_ballistic - _gun_ballistic - _ring_ballistic - _melee_ballistic - _ranged_ballistic - _flask_ballistic - _belt_ballistic - _gloves_ballistic - _pocket_ballistic - _leg_ballistic - _shoe_ballistic>> <<set $gear_explosive = 0 - _amulet_explosive - _head_explosive - _neck_explosive - _badge_explosive - _body_explosive - _gun_explosive - _ring_explosive - _melee_explosive - _ranged_explosive - _flask_explosive - _belt_explosive - _gloves_explosive - _pocket_explosive - _leg_explosive - _shoe_explosive>> <<set $gear_fire = 0 - _amulet_fire - _head_fire - _neck_fire - _badge_fire - _body_fire - _gun_fire - _ring_fire - _melee_fire - _ranged_fire - _flask_fire - _belt_fire - _gloves_fire - _pocket_fire - _leg_fire - _shoe_fire>> <<set $gear_cold = 0 - _amulet_cold - _head_cold - _neck_cold - _badge_cold - _body_cold - _gun_cold - _ring_cold - _melee_cold - _ranged_cold - _flask_cold - _belt_cold - _gloves_cold - _pocket_cold - _leg_cold - _shoe_cold>> <<set $gear_obsidian = 0 - _amulet_obsidian - _head_obsidian - _neck_obsidian - _badge_obsidian - _body_obsidian - _gun_obsidian - _ring_obsidian - _melee_obsidian - _ranged_obsidian - _flask_obsidian - _belt_obsidian - _gloves_obsidian - _pocket_obsidian - _leg_obsidian - _shoe_obsidian>> <<set $gear_ethereal = 0 - _amulet_ethereal - _head_ethereal - _neck_ethereal - _badge_ethereal - _body_ethereal - _gun_ethereal - _ring_ethereal - _melee_ethereal - _ranged_ethereal - _flask_ethereal - _belt_ethereal - _gloves_ethereal - _pocket_ethereal - _leg_ethereal - _shoe_ethereal>> <<set $gear_health = 0 - _amulet_health - _head_health - _neck_health - _badge_health - _body_health - _gun_health - _ring_health - _melee_health - _ranged_health - _flask_health - _belt_health - _gloves_health - _pocket_health - _leg_health - _shoe_health>> <<set $gear_speed = 0 - _amulet_speed - _head_speed - _neck_speed - _badge_speed - _body_speed - _gun_speed - _ring_speed - _melee_speed - _ranged_speed - _flask_speed - _belt_speed - _gloves_speed - _pocket_speed - _leg_speed - _shoe_speed>> <</nobr>>
<<nobr>> /*be careful to make sure this mechanism cant be skipped with travel or anything else, you can change the widget minitime*/ /*should look different based on sleep location*/ <div class="maptop"> <div class="mapleftbox"> <div class="mapleftupicons"> [img[./Images/Interface/time.png]] <<displaytime>> </div> <div class="mapleftupicons"> [img[./Images/Interface/playerenergy.png]] <<=$heroes.id9999.stats.energy + " / " + $heroes.id9999.stats.maxenergy>> </div> <div class="mapleftupicons"> [img[./Images/Interface/playerhealth.png]] <<=$heroes.id9999.stats.health + " / " + $heroes.id9999.stats.maxhealth>> </div> </div> <div class="menutop" class="hidden"> </div> <div class="maprightbox"> <div class="maprightupicons"> [img[./Images/Interface/playermoney.png]] <<print setup.formatNumber($heroes.id9999.stats.money)>> </div> <div class="maprightupicons"> [img[./Images/Interface/playerfame.png]] <<print setup.formatNumber($heroes.id9999.stats.fame)>> </div> <div class="maprightupicons"> [img[./Images/Interface/playerinfluence.png]] <<print setup.formatNumber($heroes.id9999.stats.influence )>> </div> </div> </div> <div class="mapmiddle"> <div class="mapleft"> </div> <div class="mapcentre"> <<if isNaN($slept)>> <div id="hcontleft"> <<if $active.home isnot "">> <<set _roompic = "./Images/Home/h" + $active.home.id + $active.room + "lvl" + $active.home.rooms.masterbedroom.level + ".png">> <<set _strs = "...in a comfortable bed">> <<set _strsd = "The pillow cradles your head in the still, calm room. Sleep takes you, though a quiet sense of being watched lingers in the dark.">> <<set _slen = $heroes.id9999.stats.maxenergy - $heroes.id9999.stats.energy>> <<set _slhe = $heroes.id9999.stats.maxhealth - $heroes.id9999.stats.health>> <<else>> <<set _strs = "...beneath the open sky">> <<set _strsd = "The night finds you on the street. You lie down on the cold ground, pulling yourself close, not just to rest, but to survive.">> <<set _roompic = "./Images/Home/streetsleep.png">> <<set _slen = Math.floor($heroes.id9999.stats.maxenergy*0.50) - $heroes.id9999.stats.energy>> <<if $heroes.id9999.stats.energy gte Math.floor($heroes.id9999.stats.maxenergy*0.33)>> <<set _slen =0>> <</if>> <<set _slhe = Math.floor($heroes.id9999.stats.maxhealth*0.50) - $heroes.id9999.stats.health>> <<if $heroes.id9999.stats.health gte Math.floor($heroes.id9999.stats.maxhealth*0.33)>> <<set _slhe =0>> <</if>> <</if>> [img[_roompic]] </div> <div class ="hcontright"> <div id="hrighttitle">Another night...</div> <div id="homerightlevelup">_strs</div> <div id="homeright"> <<= _strsd>> <<if $heroes.id9999.data.profession is "hobo">>But you are not afraid. You've been through this before.<</if>> </div> <div id="sleepen"> [img[./Images/Interface/playerenergy.png]]<<="<span>+" + _slen +" </span>">> <span id="slspna"></span>[img[./Images/Interface/playerhealth.png]] <<="<span>+"+ _slhe + "</span>" >> </div> </div> <<else>> <div class = "placeleft" id="slpleft"> <div id="slepscr"> <div id="slpname">Household events</div> <div id="slepscr2"> </div> </div> <div id="slepdw"> <div id="slpname">Daily statistics</div> <div id="slpwrap"> <div id="slpwrapcl"> <span class="slpwrsp">[img[./Images/Interface/playermoney.png]]<<if $moneycost gte 0>><span>+</span><</if>><<=$moneycost>></span> <span class="slpwrsp">[img[./Images/Interface/playerfame.png]]<<if $famecost gte 0>><span>+</span><</if>><<=$famecost>></span> <span class="slpwrsp">[img[./Images/Interface/playerinfluence.png]]<<if $influencecost gte 0>><span>+</span><</if>><<=$influencecost>></span> <span class="slpwrsp">[img[./Images/Interface/playerfood.png]]<<if $foodcost gte 0>><span>+</span><</if>><<=$foodcost>></span> <span class="slpwrsp">[img[./Images/Interface/playerforage.png]]<<if $foragecost gte 0>><span>+</span><</if>><<=$foragecost>></span> </div> <div id="slpwrapcl"> </div> <div id="slpwrapcl"> </div> </div> </div> </div> <div class = "placeright" id="slpright"> <div id="slepscr"> <div id="slpname">Newspapers</div> <div id="slepscr2"> </div> </div> <div id="slepdw"> <div id="slpname">World effects</div> </div> </div> <</if>> </div> <div class="mapright"> </div> </div> <div class="mapbottom"> <div class="mapleftboxdown"> </div> <<if isNaN($slept)>> <div class=menureturn> <<button "Sleep" "Sleep">> <<set $heroes.id9999.stats.energy +=_slen>> <<set $heroes.id9999.stats.health +=_slhe>> <<include "NewDay">> <<set $slept =1>> <</button>> </div> <<else>> <div class=menureturn> <<button "Next" $return>> <<unset $slept>> <<unset $moneycost>> <<unset $influencecost>> <<unset $famecost>> <<unset $foodcost>> <<unset $foodcost2>> <<unset $foragecost>> <<unset $foragecost2>> <</button>> </div> <</if>> <div class="maprightboxdown"> </div> </div> <</nobr>>
<<nobr>> <div class="maptop"> <div class="mapleftbox"> </div> <div class="menutop" class="hidden"> </div> <div class="maprightbox"> </div> </div> <div class="mapmiddle"> <div class="mapleft"> </div> <div class="mapcentre"> <div id="gaovtitle"> You are dead. </div> <div id="gaovpic"> [img[./Images/Interface/gameover.png]] </div> <div id="gaovdesc"> As the last breath leaves your body, a gentle warmth surrounds you. No anger binds you, no regrets chain you to this world. Your soul slowly drifts into the unknown—silent, weightless, and at peace... </div> <div id="gaovwrap"> <div id ="gameoverbutt"> <<button "Exit to Main Menu" "Start">> <<unset $active>> <<unset $districts>> <<unset $homes>> <<unset $options>> <<unset $heroes.id9999>> <<unset $totalminutes>> <<unset $world>> <</button>> </div> </div> </div> <div class="mapright"> </div> </div> <div class="mapbottom"> <div class="mapleftboxdown"> </div> <div class=menureturn id="gaovbutt"> <<button "I prefer to live..." $return>><<set $heroes.id9999.stats.health = 1>> <</button>> </div> <div class="maprightboxdown"> </div> </div> <</nobr>>
<<nobr>> <<script>> $(document).one(":passagedisplay", function() { $("#intfvs").hide(); setTimeout(function() { $("#intfvs").fadeIn(120); }, 1); }); <</script>> <div class="maptop"> <div class="mapleftbox"> <div class="mapleftupicons tooltip-trigger" data-tooltip='energy'> [img[./Images/Interface/playerenergy.png]] <<=$heroes.id9999.stats.energy + " / " + $heroes.id9999.stats.maxenergy>> </div> <div class="mapleftupicons tooltip-trigger" data-tooltip='health'> [img[./Images/Interface/playerhealth.png]] <<=$heroes.id9999.stats.health + " / " + $heroes.id9999.stats.maxhealth>> </div> <div class="mapleftupicons"> [img[./Images/Interface/time.png]] <<displaytime>> </div> </div> <div class="menutop" class="hidden"> </div> <div class="maprightbox"> <div class="maprightupicons tooltip-trigger" data-tooltip='money'> [img[./Images/Interface/playermoney.png]] <<print setup.formatNumber($heroes.id9999.stats.money)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='fame'> [img[./Images/Interface/playerfame.png]] <<print setup.formatNumber($heroes.id9999.stats.fame)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='influence'> [img[./Images/Interface/playerinfluence.png]] <<print setup.formatNumber($heroes.id9999.stats.influence )>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='volunteers'> [img[./Images/Interface/playervolunteers.png]] <<=setup.formatNumber($trackdata.domain.pool)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='food rations'> [img[./Images/Interface/playerfood.png]] <<=setup.formatNumber($trackdata.inventory.id16001)>> </div> <div class="maprightupicons tooltip-trigger" data-tooltip='forage'> [img[./Images/Interface/playerforage.png]] <<=setup.formatNumber($trackdata.inventory.id16002)>> </div> </div> </div> <div class="mapmiddle"> <div class="mapleft"> </div> <div class="mapcentre" id="theintercentre"> <div class="placeleft" id="intfvs"> <div id="intfcontainer"> <div id="intfname">$active.interaction.name</div> <div id="intfdesc"><<include InteractText>></div> <div id="intfdown"> /*----------------------------EXCHANGE MONEY--------------------------------------*/ <<if $active.interaction.id gte 670 and $active.interaction.id lt 679>> <</if>> /*----------------------------BUY HOUSE---------------------------------------------*/ <<if $active.interaction.id gte 10 and $active.interaction.id lt 100>> <div id="intfhome"> <div id="intfbpr"> <div> Price: <<print setup.formatNumber($active.interaction.price)>> </div> <span></span> <div> [img[./Images/Interface/playermoney.png]] </div> </div> <<if $heroes.id9999.stats.money gte $active.interaction.price>> <div id ="buybutt"> <<button "Buy!" "MapEngine">> <<set $heroes.id9999.stats.money -= $active.interaction.price>> <<set $trackdata.homes["id" + $active.interaction.id] = 1>> <<set $active.interaction = "">> <</button>> </div> <<else>> <div id="inthomno">Not enough money!</div> <</if>> </div> <</if>> /*-------------------------------------SHOPS-------------------------------------*/ <<if $active.interaction.id gte 100 and $active.interaction.id lt 350>> /*prrice multipliers*/ <<set _sellperc = 1.1>> <<if $active.interaction.id gte 250>> <<set _sellperc = 1.2>> <</if>> <<set _buyperc = 0.9>> <<if $active.interaction.id gte 250>>/*main market*/ <<set _buyperc = 0.8>> <</if>> <div id="intfvendor"> <<if isNaN($active.interaction.buy1)>> <<else>> <div id="intfname">We buy:</div> <div id="buy"> /*--------------------------------FIRST ITEM, COPY THIS---------------*/ <<if isNaN($active.interaction.buy1)>> <<else>> <div class="intfitemwrap"> <div class="invwear"> <<="<<set _buy1tooltip= setup.inventory.id" + $active.interaction.buy1 + ">>">> <<tooltip _buy1tooltip>> <div class ="itemdiv"> <<if isNaN($active.interaction.buy1)>> <<else>> <<="<<set _buy1value= setup.inventory.id" + $active.interaction.buy1 + ".value*_buyperc>>">> <<set _maxbuy1=$trackdata.inventory["id" + $active.interaction.buy1]>> <<if _maxbuy1 gte 50>> <<set _maxbuy1 = 50>> <</if>> <<print "[img[./Images/Items/id"+$active.interaction.buy1+".png]]">> <</if>> <div><<=Math.floor(_buy1value)>>[img[./Images/Interface/playermoney.png]]</div> </div> <</tooltip>> </div> <div class="intfslider"> <<numberpool "_maxbuy1">> <<numberslider "_buypiece1" 0 0 _maxbuy1 1>> <</numberpool>> </div> <div id ="buybutt"> <<button "Sell!" `passage()`>> <<set $heroes.id9999.stats.money = $heroes.id9999.stats.money + _buypiece1*Math.floor(_buy1value)>> <<set $trackdata.inventory["id" + $active.interaction.buy1] = $trackdata.inventory["id" + $active.interaction.buy1] - _buypiece1>> <</button>> </div> </div> <</if>> /*--------------------------------------FIRST ITEM END----------------*/ <<if isNaN($active.interaction.buy2)>> <<else>> <div class="intfitemwrap"> <div class="invwear"> <<="<<set _buy2tooltip= setup.inventory.id" + $active.interaction.buy2 + ">>">> <<tooltip _buy2tooltip>> <div class ="itemdiv"> <<if isNaN($active.interaction.buy2)>> <<else>> <<="<<set _buy2value= setup.inventory.id" + $active.interaction.buy2 + ".value*_buyperc>>">> <<set _maxbuy2=$trackdata.inventory["id" + $active.interaction.buy2]>> <<if _maxbuy2 gte 50>> <<set _maxbuy2 = 50>> <</if>> <<print "[img[./Images/Items/id"+$active.interaction.buy2+".png]]">> <</if>> <div><<=Math.floor(_buy2value)>>[img[./Images/Interface/playermoney.png]]</div> </div> <</tooltip>> </div> <div class="intfslider"> <<numberpool "_maxbuy2">> <<numberslider "_buypiece2" 0 0 _maxbuy2 1>> <</numberpool>> </div> <div id ="buybutt"> <<button "Sell!" `passage()`>> <<set $heroes.id9999.stats.money = $heroes.id9999.stats.money + _buypiece2*Math.floor(_buy2value)>> <<set $trackdata.inventory["id" + $active.interaction.buy2] = $trackdata.inventory["id" + $active.interaction.buy2] - _buypiece2>> <</button>> </div> </div> <</if>> <<if isNaN($active.interaction.buy3)>> <<else>> <div class="intfitemwrap"> <div class="invwear"> <<="<<set _buy3tooltip= setup.inventory.id" + $active.interaction.buy3 + ">>">> <<tooltip _buy3tooltip>> <div class ="itemdiv"> <<if isNaN($active.interaction.buy3)>> <<else>> <<="<<set _buy3value= setup.inventory.id" + $active.interaction.buy3 + ".value*_buyperc>>">> <<set _maxbuy3=$trackdata.inventory["id" + $active.interaction.buy3]>> <<if _maxbuy3 gte 50>> <<set _maxbuy3 = 50>> <</if>> <<print "[img[./Images/Items/id"+$active.interaction.buy3+".png]]">> <</if>> <div><<=Math.floor(_buy3value)>>[img[./Images/Interface/playermoney.png]]</div> </div> <</tooltip>> </div> <div class="intfslider"> <<numberpool "_maxbuy3">> <<numberslider "_buypiece3" 0 0 _maxbuy3 1>> <</numberpool>> </div> <div id ="buybutt"> <<button "Sell!" `passage()`>> <<set $heroes.id9999.stats.money = $heroes.id9999.stats.money + _buypiece3*Math.floor(_buy3value)>> <<set $trackdata.inventory["id" + $active.interaction.buy3] = $trackdata.inventory["id" + $active.interaction.buy3] - _buypiece3>> <</button>> </div> </div> <</if>> /*555555555555*/ <<if isNaN($active.interaction.buy4)>> <<else>> <div class="intfitemwrap"> <div class="invwear"> <<="<<set _buy4tooltip= setup.inventory.id" + $active.interaction.buy4 + ">>">> <<tooltip _buy4tooltip>> <div class ="itemdiv"> <<if isNaN($active.interaction.buy4)>> <<else>> <<="<<set _buy4value= setup.inventory.id" + $active.interaction.buy4 + ".value*_buyperc>>">> <<set _maxbuy4=$trackdata.inventory["id" + $active.interaction.buy4]>> <<if _maxbuy4 gte 50>> <<set _maxbuy4 = 50>> <</if>> <<print "[img[./Images/Items/id"+$active.interaction.buy4+".png]]">> <</if>> <div><<=Math.floor(_buy4value)>>[img[./Images/Interface/playermoney.png]]</div> </div> <</tooltip>> </div> <div class="intfslider"> <<numberpool "_maxbuy4">> <<numberslider "_buypiece4" 0 0 _maxbuy4 1>> <</numberpool>> </div> <div id ="buybutt"> <<button "Sell!" `passage()`>> <<set $heroes.id9999.stats.money = $heroes.id9999.stats.money + _buypiece4*Math.floor(_buy4value)>> <<set $trackdata.inventory["id" + $active.interaction.buy4] = $trackdata.inventory["id" + $active.interaction.buy4] - _buypiece4>> <</button>> </div> </div> <</if>> <<if isNaN($active.interaction.buy5)>> <<else>> <div class="intfitemwrap"> <div class="invwear"> <<="<<set _buy5tooltip= setup.inventory.id" + $active.interaction.buy5 + ">>">> <<tooltip _buy5tooltip>> <div class ="itemdiv"> <<if isNaN($active.interaction.buy5)>> <<else>> <<="<<set _buy5value= setup.inventory.id" + $active.interaction.buy5 + ".value*_buyperc>>">> <<set _maxbuy5=$trackdata.inventory["id" + $active.interaction.buy5]>> <<if _maxbuy5 gte 50>> <<set _maxbuy5 = 50>> <</if>> <<print "[img[./Images/Items/id"+$active.interaction.buy5+".png]]">> <</if>> <div><<=Math.floor(_buy5value)>>[img[./Images/Interface/playermoney.png]]</div> </div> <</tooltip>> </div> <div class="intfslider"> <<numberpool "_maxbuy5">> <<numberslider "_buypiece5" 0 0 _maxbuy5 1>> <</numberpool>> </div> <div id ="buybutt"> <<button "Sell!" `passage()`>> <<set $heroes.id9999.stats.money = $heroes.id9999.stats.money + _buypiece5*Math.floor(_buy5value)>> <<set $trackdata.inventory["id" + $active.interaction.buy5] = $trackdata.inventory["id" + $active.interaction.buy5] - _buypiece5>> <</button>> </div> </div> <</if>> /*555555555555*/ </div> <</if>> <<if isNaN($active.interaction.sell1)>> <<else>> <div id="intfname">For sale:</div> <div id="sell"> /*--------------------------------FIRST ITEM, COPY THIS----------------*/ <<if isNaN($active.interaction.sell1)>> <<else>> <div class="intfitemwrap"> <div class="invwear"> <<="<<set _sell1tooltip= setup.inventory.id" + $active.interaction.sell1 + ">>">> <<tooltip _sell1tooltip>> <div class ="itemdiv"> <<if isNaN($active.interaction.sell1)>> <<else>> <<="<<set _sell1value= setup.inventory.id" + $active.interaction.sell1 + ".value*_sellperc>>">> <<set _maxsell1=Math.floor($heroes.id9999.stats.money/_sell1value)>> <<if _maxsell1 gte 50>> <<set _maxsell1 = 50>> <</if>> <<print "[img[./Images/Items/id"+$active.interaction.sell1+".png]]">> <</if>> <div><<=Math.floor(_sell1value)>>[img[./Images/Interface/playermoney.png]]</div> </div> <</tooltip>> </div> <div class="intfslider"> <<numberpool "_maxsell1">> <<numberslider "_sellpiece1" 0 0 _maxsell1 1>> <</numberpool>> </div> <div id ="buybutt"> <<button "Buy!" `passage()`>> <<set $heroes.id9999.stats.money = $heroes.id9999.stats.money - _sellpiece1*Math.floor(_sell1value)>> <<set $trackdata.inventory["id" + $active.interaction.sell1] = $trackdata.inventory["id" + $active.interaction.sell1] + _sellpiece1>> <</button>> </div> </div> <</if>> /*--------------------------------------FIRST ITEM END----------------------*/ <<if isNaN($active.interaction.sell2)>> <<else>> <div class="intfitemwrap"> <div class="invwear"> <<="<<set _sell2tooltip= setup.inventory.id" + $active.interaction.sell2 + ">>">> <<tooltip _sell2tooltip>> <div class ="itemdiv"> <<if isNaN($active.interaction.sell2)>> <<else>> <<="<<set _sell2value= setup.inventory.id" + $active.interaction.sell2 + ".value*_sellperc>>">> <<set _maxsell2=Math.floor($heroes.id9999.stats.money/_sell2value)>> <<if _maxsell2 gte 50>> <<set _maxsell2 = 50>> <</if>> <<print "[img[./Images/Items/id"+$active.interaction.sell2+".png]]">> <</if>> <div><<=Math.floor(_sell2value)>>[img[./Images/Interface/playermoney.png]]</div> </div> <</tooltip>> </div> <div class="intfslider"> <<numberpool "_maxsell2">> <<numberslider "_sellpiece2" 0 0 _maxsell2 1>> <</numberpool>> </div> <div id ="buybutt"> <<button "Buy!" `passage()`>> <<set $heroes.id9999.stats.money = $heroes.id9999.stats.money - _sellpiece2*Math.floor(_sell2value)>> <<set $trackdata.inventory["id" + $active.interaction.sell2] = $trackdata.inventory["id" + $active.interaction.sell2] + _sellpiece2>> <</button>> </div> </div> <</if>> <<if isNaN($active.interaction.sell3)>> <<else>> <div class="intfitemwrap"> <div class="invwear"> <<="<<set _sell3tooltip= setup.inventory.id" + $active.interaction.sell3 + ">>">> <<tooltip _sell3tooltip>> <div class ="itemdiv"> <<if isNaN($active.interaction.sell3)>> <<else>> <<="<<set _sell3value= setup.inventory.id" + $active.interaction.sell3 + ".value*_sellperc>>">> <<set _maxsell3=Math.floor($heroes.id9999.stats.money/_sell3value)>> <<if _maxsell3 gte 50>> <<set _maxsell3 = 50>> <</if>> <<print "[img[./Images/Items/id"+$active.interaction.sell3+".png]]">> <</if>> <div><<=Math.floor(_sell3value)>>[img[./Images/Interface/playermoney.png]]</div> </div> <</tooltip>> </div> <div class="intfslider"> <<numberpool "_maxsell3">> <<numberslider "_sellpiece3" 0 0 _maxsell3 1>> <</numberpool>> </div> <div id ="buybutt"> <<button "Buy!" `passage()`>> <<set $heroes.id9999.stats.money = $heroes.id9999.stats.money - _sellpiece3*Math.floor(_sell3value)>> <<set $trackdata.inventory["id" + $active.interaction.sell3] = $trackdata.inventory["id" + $active.interaction.sell3] + _sellpiece3>> <</button>> </div> </div> <</if>> /*555555555555*/ <<if isNaN($active.interaction.sell4)>> <<else>> <div class="intfitemwrap"> <div class="invwear"> <<="<<set _sell4tooltip= setup.inventory.id" + $active.interaction.sell4 + ">>">> <<tooltip _sell4tooltip>> <div class ="itemdiv"> <<if isNaN($active.interaction.sell4)>> <<else>> <<="<<set _sell4value= setup.inventory.id" + $active.interaction.sell4 + ".value*_sellperc>>">> <<set _maxsell4=Math.floor($heroes.id9999.stats.money/_sell4value)>> <<if _maxsell4 gte 50>> <<set _maxsell4 = 50>> <</if>> <<print "[img[./Images/Items/id"+$active.interaction.sell4+".png]]">> <</if>> <div><<=Math.floor(_sell4value)>>[img[./Images/Interface/playermoney.png]]</div> </div> <</tooltip>> </div> <div class="intfslider"> <<numberpool "_maxsell4">> <<numberslider "_sellpiece4" 0 0 _maxsell4 1>> <</numberpool>> </div> <div id ="buybutt"> <<button "Buy!" `passage()`>> <<set $heroes.id9999.stats.money = $heroes.id9999.stats.money - _sellpiece4*Math.floor(_sell4value)>> <<set $trackdata.inventory["id" + $active.interaction.sell4] = $trackdata.inventory["id" + $active.interaction.sell4] + _sellpiece4>> <</button>> </div> </div> <</if>> <<if isNaN($active.interaction.sell5)>> <<else>> <div class="intfitemwrap"> <div class="invwear"> <<="<<set _sell5tooltip= setup.inventory.id" + $active.interaction.sell5 + ">>">> <<tooltip _sell5tooltip>> <div class ="itemdiv"> <<if isNaN($active.interaction.sell5)>> <<else>> <<="<<set _sell5value= setup.inventory.id" + $active.interaction.sell5 + ".value*_sellperc>>">> <<set _maxsell5=Math.floor($heroes.id9999.stats.money/_sell5value)>> <<if _maxsell5 gte 50>> <<set _maxsell5 = 50>> <</if>> <<print "[img[./Images/Items/id"+$active.interaction.sell5+".png]]">> <</if>> <div><<=Math.floor(_sell5value)>>[img[./Images/Interface/playermoney.png]]</div> </div> <</tooltip>> </div> <div class="intfslider"> <<numberpool "_maxsell5">> <<numberslider "_sellpiece5" 0 0 _maxsell5 1>> <</numberpool>> </div> <div id ="buybutt"> <<button "Buy!" `passage()`>> <<set $heroes.id9999.stats.money = $heroes.id9999.stats.money - _sellpiece5*Math.floor(_sell5value)>> <<set $trackdata.inventory["id" + $active.interaction.sell5] = $trackdata.inventory["id" + $active.interaction.sell5] + _sellpiece5>> <</button>> </div> </div> <</if>> /*555555555555*/ </div> <</if>> </div> <</if>> /*------------------------------------RECRUIT-------------------------------------------*/ <<if $active.interaction.id gte 350 and $active.interaction.id lt 450>> <div id="recruitcont"> <div id="intfname">Recruit Units</div> <div id="recruitlist"> <<include "RecruitEngine">> </div> </div> <</if>> /*------------------------------------SCHOOL-------------------------------------------*/ <<if $active.interaction.id gte 500 and $active.interaction.id lt 650>> <div id="intfschool"> <div id="intfname">Trainable skills:</div> <div class="schooltable"> <table> <tbody> <tr> <td>Skill</td> <<if isNaN($active.interaction.skill1max)>> <<else>> <td><<print $active.interaction.skill1.toUpperFirst()>></td> <</if>> <<if isNaN($active.interaction.skill2max)>> <<else>> <td><<print $active.interaction.skill2.toUpperFirst()>></td> <</if>> <<if isNaN($active.interaction.skill3max)>> <<else>> <td><<print $active.interaction.skill3.toUpperFirst()>></td> <</if>> <<if isNaN($active.interaction.skill4max)>> <<else>> <td><<print $active.interaction.skill4.toUpperFirst()>></td> <</if>> <<if isNaN($active.interaction.skill5max)>> <<else>> <td><<print $active.interaction.skill5.toUpperFirst()>></td> <</if>> </tr> <tr> <td>Training limit</td> <<if isNaN($active.interaction.skill1max)>> <<else>> <td><<print $active.interaction.skill1max>></td> <</if>> <<if isNaN($active.interaction.skill2max)>> <<else>> <td><<print $active.interaction.skill2max>></td> <</if>> <<if isNaN($active.interaction.skill3max)>> <<else>> <td><<print $active.interaction.skill3max>></td> <</if>> <<if isNaN($active.interaction.skill4max)>> <<else>> <td><<print $active.interaction.skill4max>></td> <</if>> <<if isNaN($active.interaction.skill5max)>> <<else>> <td><<print $active.interaction.skill5max>></td> <</if>> </tr> <tr> <td>Current skill</td> <<if isNaN($active.interaction.skill1max)>> <<else>> <td><<print "<<= $active.hero.skills." + $active.interaction.skill1 + ">>">></td> <</if>> <<if isNaN($active.interaction.skill2max)>> <<else>> <td><<print "<<= $active.hero.skills." + $active.interaction.skill2 + ">>">></td> <</if>> <<if isNaN($active.interaction.skill3max)>> <<else>> <td><<print "<<= $active.hero.skills." + $active.interaction.skill3 + ">>">></td> <</if>> <<if isNaN($active.interaction.skill4max)>> <<else>> <td><<print "<<= $active.hero.skills." + $active.interaction.skill4 + ">>">></td> <</if>> <<if isNaN($active.interaction.skill5max)>> <<else>> <td><<print "<<= $active.hero.skills." + $active.interaction.skill5 + ">>">></td> <</if>> </tr> <tr> <td>Potential Gain</td> <<if isNaN($active.interaction.skill1max)>> <<else>> <<="<<set _sklc1 = -($active.hero.skills." + $active.interaction.skill1 + "-" + $active.interaction.skill1max + ")>>">> <<if _sklc1 lte 0>><<set _sklc1 = 0>><</if>> <td><<= _sklc1>></td> <</if>> <<if isNaN($active.interaction.skill2max)>> <<else>> <<="<<set _sklc2 = -($active.hero.skills." + $active.interaction.skill2 + "-" + $active.interaction.skill2max + ")>>">> <<if _sklc2 lte 0>><<set _sklc2 = 0>><</if>> <td><<= _sklc2>></td> <</if>> <<if isNaN($active.interaction.skill3max)>> <<else>> <<="<<set _sklc3 = -($active.hero.skills." + $active.interaction.skill3 + "-" + $active.interaction.skill3max + ")>>">> <<if _sklc3 lte 0>><<set _sklc3 = 0>><</if>> <td><<= _sklc3>></td> <</if>> <<if isNaN($active.interaction.skill4max)>> <<else>> <<="<<set _sklc4 = -($active.hero.skills." + $active.interaction.skill4 + "-" + $active.interaction.skill4max + ")>>">> <<if _sklc4 lte 0>><<set _sklc4 = 0>><</if>> <td><<= _sklc4>></td> <</if>> <<if isNaN($active.interaction.skill5max)>> <<else>> <<="<<set _sklc5 = -($active.hero.skills." + $active.interaction.skill5 + "-" + $active.interaction.skill5max + ")>>">> <<if _sklc5 lte 0>><<set _sklc5 = 0>><</if>> <td><<= _sklc5>></td> <</if>> </tr> <tr> <td>Training Cost</td> <<if isNaN($active.interaction.skill1max)>> <<else>> <<set _cost1= Math.ceil($active.interaction.cost1 * (1+(4/$world.difficulty)*$world.economy*Math.log($active.hero.skills[$active.interaction.skill1] + 1 - $trackdata.skills[$active.interaction.skill1])))>> <td><<print _cost1>></td> <</if>> <<if isNaN($active.interaction.skill2max)>> <<else>> <<set _cost2= Math.ceil($active.interaction.cost2 * (1+(4/$world.difficulty)*$world.economy*Math.log($active.hero.skills[$active.interaction.skill2] + 1 - $trackdata.skills[$active.interaction.skill2])))>> <td><<print _cost2>></td> <</if>> <<if isNaN($active.interaction.skill3max)>> <<else>> <<set _cost3= Math.ceil($active.interaction.cost3 * (1+(4/$world.difficulty)*$world.economy*Math.log($active.hero.skills[$active.interaction.skill3] + 1 - $trackdata.skills[$active.interaction.skill3])))>> <td><<print _cost3>></td> <</if>> <<if isNaN($active.interaction.skill4max)>> <<else>> <<set _cost4= Math.ceil($active.interaction.cost4 * (1+(4/$world.difficulty)*$world.economy*Math.log($active.hero.skills[$active.interaction.skill4] + 1 - $trackdata.skills[$active.interaction.skill4])))>> <td><<print _cost4>></td> <</if>> <<if isNaN($active.interaction.skill5max)>> <<else>> <<set _cost5= Math.ceil($active.interaction.cost5 * (1+(4/$world.difficulty)*$world.economy*Math.log($active.hero.skills[$active.interaction.skill5] + 1 - $trackdata.skills[$active.interaction.skill5])))>> <td><<print _cost5>></td> <</if>> </tr> <tr id ="schbutts"> <td id="schoolnobor"></td> <<if isNaN($active.interaction.skill1max)>> <<else>> <td> <<if $active.hero.skills[$active.interaction.skill1] gte $active.interaction.skill1max>> <div>Max skill reached!</div> <<else>> <<if $heroes.id9999.stats.money lt _cost1>> <div>Not enough money!</div> <<else>> <<if $totalminutes gt 1140>> <div>Too late!</div> <<else>> <div id ="buybutt"> <<button "Train!" `passage()`>> <<set $heroes.id9999.stats.money -= _cost1>> <<set $active.hero.skills[$active.interaction.skill1] +=1>> <<set $totalminutes += 60>> <</button>> </div> <</if>> <</if>> <</if>> </td> <</if>> <<if isNaN($active.interaction.skill2max)>> <<else>> <td> <<if $active.hero.skills[$active.interaction.skill2] gte $active.interaction.skill2max>> <div>Max skill reached!</div> <<else>> <<if $heroes.id9999.stats.money lt _cost2>> <div>Not enough money!</div> <<else>> <<if $totalminutes gt 1140>> <div>Too late!</div> <<else>> <div id ="buybutt"> <<button "Train!" `passage()`>> <<set $heroes.id9999.stats.money -= _cost2>> <<set $active.hero.skills[$active.interaction.skill2] +=1>> <<set $totalminutes += 60>> <</button>> </div> <</if>> <</if>> <</if>> </td> <</if>> <<if isNaN($active.interaction.skill3max)>> <<else>> <td> <<if $active.hero.skills[$active.interaction.skill3] gte $active.interaction.skill3max>> <div>Max skill reached!</div> <<else>> <<if $heroes.id9999.stats.money lt _cost3>> <div>Not enough money!</div> <<else>> <<if $totalminutes gt 1140>> <div>Too late!</div> <<else>> <div id ="buybutt"> <<button "Train!" `passage()`>> <<set $heroes.id9999.stats.money -= _cost3>> <<set $active.hero.skills[$active.interaction.skill3] +=1>> <<set $totalminutes += 60>> <</button>> </div> <</if>> <</if>> <</if>> </td> <</if>> <<if isNaN($active.interaction.skill4max)>> <<else>> <td> <<if $active.hero.skills[$active.interaction.skill4] gte $active.interaction.skill4max>> <div>Max skill reached!</div> <<else>> <<if $heroes.id9999.stats.money lt _cost4>> <div>Not enough money!</div> <<else>> <<if $totalminutes gt 1140>> <div>Too late!</div> <<else>> <div id ="buybutt"> <<button "Train!" `passage()`>> <<set $heroes.id9999.stats.money -= _cost4>> <<set $active.hero.skills[$active.interaction.skill4] +=1>> <<set $totalminutes += 60>> <</button>> </div> <</if>> <</if>> <</if>> </td> <</if>> <<if isNaN($active.interaction.skill5max)>> <<else>> <td> <<if $active.hero.skills[$active.interaction.skill5] gte $active.interaction.skill5max>> <div>Max skill reached!</div> <<else>> <<if $heroes.id9999.stats.money lt _cost5>> <div>Not enough money!</div> <<else>> <<if $totalminutes gt 1140>> <div>Too late!</div> <<else>> <div id ="buybutt"> <<button "Train!" `passage()`>> <<set $heroes.id9999.stats.money -= _cost5>> <<set $active.hero.skills[$active.interaction.skill5] +=1>> <<set $totalminutes += 60>> <</button>> </div> <</if>> <</if>> <</if>> </td> <</if>> </tr> </tbody> </table> <div id="sktspan"> Each training sessions take +1[img[./Images/Interface/time.png]] <span id="skillspspan"> </span> hour to complete.</div> </div> </div> <</if>> <br> /*------------------------------------BANKS------------------------------------------*/ <<if $active.interaction.id gte 650 and $active.interaction.id lt 670>> <<if $heroes.id9999.stats.money lte 1000>> <<set _maxprod1 =100>> <<if $heroes.id9999.stats.money lte 100>> <<set _maxprod1 = $heroes.id9999.stats.money>> <</if>> <<if $heroes.id9999.stats.money is 0>> <<set _maxprod1 =0>> <</if>> <</if>> <<if $heroes.id9999.stats.money gt 1000>> <<set _maxprod1 =1000>> <</if>> <<if $heroes.id9999.stats.money gt 10000>> <<set _maxprod1 =10000>> <</if>> <<if $heroes.id9999.stats.money gt 100000>> <<set _maxprod1 =100000>> <</if>> <<if $heroes.id9999.stats.money gt 1000000>> <<set _maxprod1 =1000000>> <</if>> <<if $heroes.id9999.stats.money gt 10000000>> <<set _maxprod1 =10000000>> <</if>> <<if $heroes.id9999.stats.money gte 100000000>> <<set _maxprod1 =Math.floor($heroes.id9999.stats.money/100)*10>> <</if>> <<if $trackdata.bankacc["id"+$active.interaction.id] lte 1000>> <<set _maxprod2 =100>> <<if $trackdata.bankacc["id"+$active.interaction.id] lte 100>> <<set _maxprod2 =$trackdata.bankacc["id"+$active.interaction.id]>> <</if>> <<if $trackdata.bankacc["id"+$active.interaction.id] is 0>> <<set _maxprod2 =0>> <</if>> <</if>> <<if $trackdata.bankacc["id"+$active.interaction.id] gt 1000>> <<set _maxprod2 =1000>> <</if>> <<if $trackdata.bankacc["id"+$active.interaction.id] gt 10000>> <<set _maxprod2 =10000>> <</if>> <<if $trackdata.bankacc["id"+$active.interaction.id] gt 100000>> <<set _maxprod2 =100000>> <</if>> <<if $trackdata.bankacc["id"+$active.interaction.id] gt 1000000>> <<set _maxprod2 =1000000>> <</if>> <<if $trackdata.bankacc["id"+$active.interaction.id] gt 10000000>> <<set _maxprod2 =10000000>> <</if>> <<if $trackdata.bankacc["id"+$active.interaction.id] gte 100000000>> <<set _maxprod2 =Math.floor($trackdata.bankacc["id"+$active.interaction.id]/100)*10>> <</if>> <div id="intfname">Account balance: </div><div id="intfname"><<=setup.formatNumber($trackdata.bankacc["id"+$active.interaction.id])>></div> <br> <br> <div id="intfname">Deposit (fee: <<=$active.interaction.depfee*100 +"%)">></div> <div id="intfvendor"> <div class="intfslider"> <<numberpool "_maxprod1">> <<numberslider "_prodpiece1" 0 0 _maxprod1 1>> <</numberpool>> </div> <div id ="buybutt"> <<button "Confirm" `passage()`>> <<set $heroes.id9999.stats.money-=_prodpiece1>> <<set $trackdata.bankacc["id"+$active.interaction.id]+=Math.floor(_prodpiece1*(1-$active.interaction.depfee))>> <</button>> </div> </div> <br> <br> <div id="intfname">Withdraw (fee: <<=$active.interaction.wdfee*100 +"%)">></div> <div id="intfvendor"> <div class="intfslider"> <<numberpool "_maxprod2">> <<numberslider "_prodpiece2" 0 0 _maxprod2 1>> <</numberpool>> </div> <div id ="buybutt"> <<button "Confirm" `passage()`>> <<set $heroes.id9999.stats.money+=Math.floor(_prodpiece2*(1-$active.interaction.wdfee))>> <<set $trackdata.bankacc["id"+$active.interaction.id]-=_prodpiece2>> <</button>> </div> </div> <</if>> /*------------------------------HIRE HERO------------------------------------------*/ <<if $active.interaction.id gte 1000 and $active.interaction.id lt 9999>> <div id="intfhire"> <div id="intfname">Hero Skills:</div> <table id="skilltable"> <tbody> <tr> <th scope="col" colspan="2" rowspan="2" id ="skilltablenoright">Skill points</th> <th scope="col" id="skilltabletoprightleft">Strength</th> <th scope="col" id="skilltabletoprightleft">Precision</th> <th scope="col" id="skilltabletoprightleft">Dexterity</th> <th scope="col" id="skilltabletoprightleft">Agility</th> <th scope="col" id="skilltabletoprightleft">Interpersonal</th> </tr> <tr> <th scope="col" id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.strength>></th> <th scope="col" id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.precision>></th> <th scope="col" id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.dexterity>></th> <th scope="col" id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.agility>></th> <th scope="col" id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.interpersonal>></th> </tr> <tr> <th scope="row" rowspan="2" id="skilltablenoright">Academical</th> <th rowspan="2" id="skilltableupdown"><<=$heroes["id" + $active.interaction.id].skills.academical>></th> <td id="skilltabletoprightleft">Fauna</td> <td id="skilltabletoprightleft">Flora</td> <td id="skilltabletoprightleft">Cooking</td> <td id="skilltabletoprightleft">Reflex</td> <td id="skilltabletoprightleft">Flattery</td> </tr> <tr> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.fauna>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.flora>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.cooking>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.reflex>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.flattery>></td> </tr> <tr> <th scope="row" rowspan="2" id="skilltablenoright">Scientific</th> <th rowspan="2" id="skilltableupdown"><<=$heroes["id" + $active.interaction.id].skills.scientific>></th> <td id="skilltabletoprightleft">Building</td> <td id="skilltabletoprightleft">Digital</td> <td id="skilltabletoprightleft">Dodging</td> <td id="skilltabletoprightleft">Crafting</td> <td id="skilltabletoprightleft">Seduction</td> </tr> <tr> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.building>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.digital>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.dodging>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.crafting>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.seduction>></td> </tr> <tr> <th scope="row" rowspan="2" id="skilltablenoright">Medical</th> <th rowspan="2" id="skilltableupdown"><<=$heroes["id" + $active.interaction.id].skills.medical>></th> <td id="skilltabletoprightleft">Endurance</td> <td id="skilltabletoprightleft">Toughness</td> <td id="skilltabletoprightleft">Herbalism</td> <td id="skilltabletoprightleft">Medicine</td> <td id="skilltabletoprightleft">Charisma</td> </tr> <tr> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.endurance>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.toughness>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.herbalism>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.medicine>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.charisma>></td> </tr> <tr> <th scope="row" rowspan="2" id ="skilltablenoright">Warfare</th> <th rowspan="2" id="skilltableupdown"><<=$heroes["id" + $active.interaction.id].skills.warfare>></th> <td id="skilltabletoprightleft">Power</td> <td id="skilltabletoprightleft">Shooting</td> <td id="skilltabletoprightleft">Targeting</td> <td id="skilltabletoprightleft">Martial</td> <td id="skilltabletoprightleft">Dread</td> </tr> <tr> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.power>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.shooting>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.targeting>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.martial>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.dread>></td> </tr> <tr> <th scope="row" rowspan="2" id="skilltablenoright">Politics</th> <th rowspan="2" id="skilltableupdown"><<=$heroes["id" + $active.interaction.id].skills.politics>></th> <td id="skilltabletoprightleft">Leadership</td> <td id="skilltabletoprightleft">Perception</td> <td id="skilltabletoprightleft">Tactics</td> <td id="skilltabletoprightleft">Stealth</td> <td id="skilltabletoprightleft">Manipulation</td> </tr> <tr> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.leadership>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.perception>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.tactics>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.stealth>></td> <td id="skilltableleftbottomright"><<=$heroes["id" + $active.interaction.id].skills.manipulation>></td> </tr> </tbody> </table> <br> <div id="intctr"> <div id="intfbpr"> <div> Contract Fee: <<= Math.floor($heroes["id" + $active.interaction.id].data.wage*60*1/$world.difficulty*1/$world.economy)>> </div> <span></span> <div> [img[./Images/Interface/playermoney.png]] </div> </div> <span id="intctrwidth"></span> <div id="intfbpr"> <div> Daily Wage: <<= $heroes["id" + $active.interaction.id].data.wage>> </div> <span></span> <div> [img[./Images/Interface/playermoney.png]] </div> </div> </div> <<set _affcounter=$heroes["id" + $active.interaction.id].data.affection + $heroes["id" + $active.interaction.id].affectionbonus.id9999>> <<if _affcounter gte 40>> <<if $heroes.id9999.stats.money gte Math.floor($heroes["id" + $active.interaction.id].data.wage*60*1/$world.difficulty*1/$world.economy)>> <<if isNaN($interhire)>> <div id="buybutt"> <<button "Hire!" `passage()`>> <<set $interhire = 1>> <</button>> </div> <</if>> <<else>> <div id="inthomno">Not enough money!</div> <</if>> <<else>> <div id="inthomno">Low affection (_affcounter)! Raise it to at least neutral (40)!</div> <</if>> </div> <</if>> </div> </div> </div> <div class="placeright"> <<if isNaN($interhire)>> <<print "[img[./Images/Interactions/id" + $active.interaction.id + ".png]]">> <<else>> <div id="intfname">Where should this hero live?</div> <div id="hroscrlplace"> <<if $trackdata.homes.id10 is 1>> <div class="placetable"> <div id="intfname2"><<=setup.interactions.id10.name>></div> <table> <tbody> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s1 is "" and $slotset isnot 1>> <<button "a" "InteractEngine">> <<set $slotset = 1>> <</button>> <</if>> <<if $trackdata.slots.s1 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s1+"/profpic.png]]">> <</if>> <<if $slotset is 1>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s2 is "" and $slotset isnot 2>> <<button "a" "InteractEngine">> <<set $slotset = 2>> <</button>> <</if>> <<if $trackdata.slots.s2 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s2+"/profpic.png]]">> <</if>> <<if $slotset is 2>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s3 is "" and $slotset isnot 3>> <<button "a" "InteractEngine">> <<set $slotset = 3>> <</button>> <</if>> <<if $trackdata.slots.s3 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s3+"/profpic.png]]">> <</if>> <<if $slotset is 3>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s4 is "" and $slotset isnot 4>> <<button "a" "InteractEngine">> <<set $slotset = 4>> <</button>> <</if>> <<if $trackdata.slots.s4 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s4+"/profpic.png]]">> <</if>> <<if $slotset is 4>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s5 is "" and $slotset isnot 5>> <<button "a" "InteractEngine">> <<set $slotset = 5>> <</button>> <</if>> <<if $trackdata.slots.s5 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s5+"/profpic.png]]">> <</if>> <<if $slotset is 5>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s6 is "" and $slotset isnot 6>> <<button "a" "InteractEngine">> <<set $slotset = 6>> <</button>> <</if>> <<if $trackdata.slots.s6 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s6+"/profpic.png]]">> <</if>> <<if $slotset is 6>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s7 is "" and $slotset isnot 7>> <<button "a" "InteractEngine">> <<set $slotset = 7>> <</button>> <</if>> <<if $trackdata.slots.s7 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s7+"/profpic.png]]">> <</if>> <<if $slotset is 7>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s8 is "" and $slotset isnot 8>> <<button "a" "InteractEngine">> <<set $slotset = 8>> <</button>> <</if>> <<if $trackdata.slots.s8 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s8+"/profpic.png]]">> <</if>> <<if $slotset is 8>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s9 is "" and $slotset isnot 9>> <<button "a" "InteractEngine">> <<set $slotset = 9>> <</button>> <</if>> <<if $trackdata.slots.s9 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s9+"/profpic.png]]">> <</if>> <<if $slotset is 9>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s10 is "" and $slotset isnot 10>> <<button "a" "InteractEngine">> <<set $slotset = 10>> <</button>> <</if>> <<if $trackdata.slots.s10 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s10+"/profpic.png]]">> <</if>> <<if $slotset is 10>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s11 is "" and $slotset isnot 11>> <<button "a" "InteractEngine">> <<set $slotset = 11>> <</button>> <</if>> <<if $trackdata.slots.s11 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s11+"/profpic.png]]">> <</if>> <<if $slotset is 11>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s12 is "" and $slotset isnot 12>> <<button "a" "InteractEngine">> <<set $slotset = 12>> <</button>> <</if>> <<if $trackdata.slots.s12 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s12+"/profpic.png]]">> <</if>> <<if $slotset is 12>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s13 is "" and $slotset isnot 13>> <<button "a" "InteractEngine">> <<set $slotset = 13>> <</button>> <</if>> <<if $trackdata.slots.s13 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s13+"/profpic.png]]">> <</if>> <<if $slotset is 13>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s14 is "" and $slotset isnot 14>> <<button "a" "InteractEngine">> <<set $slotset = 14>> <</button>> <</if>> <<if $trackdata.slots.s14 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s14+"/profpic.png]]">> <</if>> <<if $slotset is 14>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s15 is "" and $slotset isnot 15>> <<button "a" "InteractEngine">> <<set $slotset = 15>> <</button>> <</if>> <<if $trackdata.slots.s15 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s15+"/profpic.png]]">> <</if>> <<if $slotset is 15>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s16 is "" and $slotset isnot 16>> <<button "a" "InteractEngine">> <<set $slotset = 16>> <</button>> <</if>> <<if $trackdata.slots.s16 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s16+"/profpic.png]]">> <</if>> <<if $slotset is 16>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s17 is "" and $slotset isnot 17>> <<button "a" "InteractEngine">> <<set $slotset = 17>> <</button>> <</if>> <<if $trackdata.slots.s17 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s17+"/profpic.png]]">> <</if>> <<if $slotset is 17>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s18 is "" and $slotset isnot 18>> <<button "a" "InteractEngine">> <<set $slotset = 18>> <</button>> <</if>> <<if $trackdata.slots.s18 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s18+"/profpic.png]]">> <</if>> <<if $slotset is 18>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s19 is "" and $slotset isnot 19>> <<button "a" "InteractEngine">> <<set $slotset = 19>> <</button>> <</if>> <<if $trackdata.slots.s19 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s19+"/profpic.png]]">> <</if>> <<if $slotset is 19>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s20 is "" and $slotset isnot 20>> <<button "a" "InteractEngine">> <<set $slotset = 20>> <</button>> <</if>> <<if $trackdata.slots.s20 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s20+"/profpic.png]]">> <</if>> <<if $slotset is 20>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s21 is "" and $slotset isnot 21>> <<button "a" "InteractEngine">> <<set $slotset = 21>> <</button>> <</if>> <<if $trackdata.slots.s21 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s21+"/profpic.png]]">> <</if>> <<if $slotset is 21>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s22 is "" and $slotset isnot 22>> <<button "a" "InteractEngine">> <<set $slotset = 22>> <</button>> <</if>> <<if $trackdata.slots.s22 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s22+"/profpic.png]]">> <</if>> <<if $slotset is 22>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s23 is "" and $slotset isnot 23>> <<button "a" "InteractEngine">> <<set $slotset = 23>> <</button>> <</if>> <<if $trackdata.slots.s23 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s23+"/profpic.png]]">> <</if>> <<if $slotset is 23>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s24 is "" and $slotset isnot 24>> <<button "a" "InteractEngine">> <<set $slotset = 24>> <</button>> <</if>> <<if $trackdata.slots.s24 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s24+"/profpic.png]]">> <</if>> <<if $slotset is 24>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s25 is "" and $slotset isnot 25>> <<button "a" "InteractEngine">> <<set $slotset = 25>> <</button>> <</if>> <<if $trackdata.slots.s25 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s25+"/profpic.png]]">> <</if>> <<if $slotset is 25>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s26 is "" and $slotset isnot 26>> <<button "a" "InteractEngine">> <<set $slotset = 26>> <</button>> <</if>> <<if $trackdata.slots.s26 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s26+"/profpic.png]]">> <</if>> <<if $slotset is 26>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s27 is "" and $slotset isnot 27>> <<button "a" "InteractEngine">> <<set $slotset = 27>> <</button>> <</if>> <<if $trackdata.slots.s27 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s27+"/profpic.png]]">> <</if>> <<if $slotset is 27>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s28 is "" and $slotset isnot 28>> <<button "a" "InteractEngine">> <<set $slotset = 28>> <</button>> <</if>> <<if $trackdata.slots.s28 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s28+"/profpic.png]]">> <</if>> <<if $slotset is 28>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s29 is "" and $slotset isnot 29>> <<button "a" "InteractEngine">> <<set $slotset = 29>> <</button>> <</if>> <<if $trackdata.slots.s29 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s29+"/profpic.png]]">> <</if>> <<if $slotset is 29>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s30 is "" and $slotset isnot 30>> <<button "a" "InteractEngine">> <<set $slotset = 30>> <</button>> <</if>> <<if $trackdata.slots.s30 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s30+"/profpic.png]]">> <</if>> <<if $slotset is 30>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s31 is "" and $slotset isnot 31>> <<button "a" "InteractEngine">> <<set $slotset = 31>> <</button>> <</if>> <<if $trackdata.slots.s31 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s31+"/profpic.png]]">> <</if>> <<if $slotset is 31>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s32 is "" and $slotset isnot 32>> <<button "a" "InteractEngine">> <<set $slotset = 32>> <</button>> <</if>> <<if $trackdata.slots.s32 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s32+"/profpic.png]]">> <</if>> <<if $slotset is 32>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s33 is "" and $slotset isnot 33>> <<button "a" "InteractEngine">> <<set $slotset = 33>> <</button>> <</if>> <<if $trackdata.slots.s33 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s33+"/profpic.png]]">> <</if>> <<if $slotset is 33>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s34 is "" and $slotset isnot 34>> <<button "a" "InteractEngine">> <<set $slotset = 34>> <</button>> <</if>> <<if $trackdata.slots.s34 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s34+"/profpic.png]]">> <</if>> <<if $slotset is 34>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s35 is "" and $slotset isnot 35>> <<button "a" "InteractEngine">> <<set $slotset = 35>> <</button>> <</if>> <<if $trackdata.slots.s35 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s35+"/profpic.png]]">> <</if>> <<if $slotset is 35>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s36 is "" and $slotset isnot 36>> <<button "a" "InteractEngine">> <<set $slotset = 36>> <</button>> <</if>> <<if $trackdata.slots.s36 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s36+"/profpic.png]]">> <</if>> <<if $slotset is 36>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s37 is "" and $slotset isnot 37>> <<button "a" "InteractEngine">> <<set $slotset = 37>> <</button>> <</if>> <<if $trackdata.slots.s37 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s37+"/profpic.png]]">> <</if>> <<if $slotset is 37>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s38 is "" and $slotset isnot 38>> <<button "a" "InteractEngine">> <<set $slotset = 38>> <</button>> <</if>> <<if $trackdata.slots.s38 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s38+"/profpic.png]]">> <</if>> <<if $slotset is 38>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s39 is "" and $slotset isnot 39>> <<button "a" "InteractEngine">> <<set $slotset = 39>> <</button>> <</if>> <<if $trackdata.slots.s39 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s39+"/profpic.png]]">> <</if>> <<if $slotset is 39>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s40 is "" and $slotset isnot 40>> <<button "a" "InteractEngine">> <<set $slotset = 40>> <</button>> <</if>> <<if $trackdata.slots.s40 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s40+"/profpic.png]]">> <</if>> <<if $slotset is 40>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s41 is "" and $slotset isnot 41>> <<button "a" "InteractEngine">> <<set $slotset = 41>> <</button>> <</if>> <<if $trackdata.slots.s41 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s41+"/profpic.png]]">> <</if>> <<if $slotset is 41>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s42 is "" and $slotset isnot 42>> <<button "a" "InteractEngine">> <<set $slotset = 42>> <</button>> <</if>> <<if $trackdata.slots.s42 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s42+"/profpic.png]]">> <</if>> <<if $slotset is 42>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s43 is "" and $slotset isnot 43>> <<button "a" "InteractEngine">> <<set $slotset = 43>> <</button>> <</if>> <<if $trackdata.slots.s43 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s43+"/profpic.png]]">> <</if>> <<if $slotset is 43>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s44 is "" and $slotset isnot 44>> <<button "a" "InteractEngine">> <<set $slotset = 44>> <</button>> <</if>> <<if $trackdata.slots.s44 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s44+"/profpic.png]]">> <</if>> <<if $slotset is 44>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s45 is "" and $slotset isnot 45>> <<button "a" "InteractEngine">> <<set $slotset = 45>> <</button>> <</if>> <<if $trackdata.slots.s45 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s45+"/profpic.png]]">> <</if>> <<if $slotset is 45>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s46 is "" and $slotset isnot 46>> <<button "a" "InteractEngine">> <<set $slotset = 46>> <</button>> <</if>> <<if $trackdata.slots.s46 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s46+"/profpic.png]]">> <</if>> <<if $slotset is 46>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s47 is "" and $slotset isnot 47>> <<button "a" "InteractEngine">> <<set $slotset = 47>> <</button>> <</if>> <<if $trackdata.slots.s47 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s47+"/profpic.png]]">> <</if>> <<if $slotset is 47>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s48 is "" and $slotset isnot 48>> <<button "a" "InteractEngine">> <<set $slotset = 48>> <</button>> <</if>> <<if $trackdata.slots.s48 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s48+"/profpic.png]]">> <</if>> <<if $slotset is 48>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s49 is "" and $slotset isnot 49>> <<button "a" "InteractEngine">> <<set $slotset = 49>> <</button>> <</if>> <<if $trackdata.slots.s49 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s49+"/profpic.png]]">> <</if>> <<if $slotset is 49>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s50 is "" and $slotset isnot 50>> <<button "a" "InteractEngine">> <<set $slotset = 50>> <</button>> <</if>> <<if $trackdata.slots.s50 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s50+"/profpic.png]]">> <</if>> <<if $slotset is 50>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s51 is "" and $slotset isnot 51>> <<button "a" "InteractEngine">> <<set $slotset = 51>> <</button>> <</if>> <<if $trackdata.slots.s51 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s51+"/profpic.png]]">> <</if>> <<if $slotset is 51>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s52 is "" and $slotset isnot 52>> <<button "a" "InteractEngine">> <<set $slotset = 52>> <</button>> <</if>> <<if $trackdata.slots.s52 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s52+"/profpic.png]]">> <</if>> <<if $slotset is 52>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s53 is "" and $slotset isnot 53>> <<button "a" "InteractEngine">> <<set $slotset = 53>> <</button>> <</if>> <<if $trackdata.slots.s53 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s53+"/profpic.png]]">> <</if>> <<if $slotset is 53>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s54 is "" and $slotset isnot 54>> <<button "a" "InteractEngine">> <<set $slotset = 54>> <</button>> <</if>> <<if $trackdata.slots.s54 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s54+"/profpic.png]]">> <</if>> <<if $slotset is 54>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s55 is "" and $slotset isnot 55>> <<button "a" "InteractEngine">> <<set $slotset = 55>> <</button>> <</if>> <<if $trackdata.slots.s55 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s55+"/profpic.png]]">> <</if>> <<if $slotset is 55>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s56 is "" and $slotset isnot 56>> <<button "a" "InteractEngine">> <<set $slotset = 56>> <</button>> <</if>> <<if $trackdata.slots.s56 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s56+"/profpic.png]]">> <</if>> <<if $slotset is 56>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> </tbody> </table> </div> <</if>> <<if $trackdata.homes.id14 is 1 or $trackdata.homes.id11 is 1>> <div class = "placetable"> <<if $trackdata.homes.id11 is 1>> <div class="placetable"> <div id="intfname2"><<=setup.interactions.id11.name>></div> <table> <tbody> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s57 is "" and $slotset isnot 57>> <<button "a" "InteractEngine">> <<set $slotset = 57>> <</button>> <</if>> <<if $trackdata.slots.s57 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s57+"/profpic.png]]">> <</if>> <<if $slotset is 57>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s58 is "" and $slotset isnot 58>> <<button "a" "InteractEngine">> <<set $slotset = 58>> <</button>> <</if>> <<if $trackdata.slots.s58 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s58+"/profpic.png]]">> <</if>> <<if $slotset is 58>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s59 is "" and $slotset isnot 59>> <<button "a" "InteractEngine">> <<set $slotset = 59>> <</button>> <</if>> <<if $trackdata.slots.s59 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s59+"/profpic.png]]">> <</if>> <<if $slotset is 59>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s60 is "" and $slotset isnot 60>> <<button "a" "InteractEngine">> <<set $slotset = 60>> <</button>> <</if>> <<if $trackdata.slots.s60 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s60+"/profpic.png]]">> <</if>> <<if $slotset is 60>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> </tbody> </table> </div> <</if>> <<if $trackdata.homes.id14 is 1>> <div class="placetable"> <div id="intfname2"><<=setup.interactions.id14.name>></div> <table> <tbody> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s73 is "" and $slotset isnot 73>> <<button "a" "InteractEngine">> <<set $slotset = 73>> <</button>> <</if>> <<if $trackdata.slots.s73 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s73+"/profpic.png]]">> <</if>> <<if $slotset is 73>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s74 is "" and $slotset isnot 74>> <<button "a" "InteractEngine">> <<set $slotset = 74>> <</button>> <</if>> <<if $trackdata.slots.s74 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s74+"/profpic.png]]">> <</if>> <<if $slotset is 74>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s75 is "" and $slotset isnot 75>> <<button "a" "InteractEngine">> <<set $slotset = 75>> <</button>> <</if>> <<if $trackdata.slots.s75 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s75+"/profpic.png]]">> <</if>> <<if $slotset is 75>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s76 is "" and $slotset isnot 76>> <<button "a" "InteractEngine">> <<set $slotset = 76>> <</button>> <</if>> <<if $trackdata.slots.s76 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s76+"/profpic.png]]">> <</if>> <<if $slotset is 76>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s77 is "" and $slotset isnot 77>> <<button "a" "InteractEngine">> <<set $slotset = 77>> <</button>> <</if>> <<if $trackdata.slots.s77 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s77+"/profpic.png]]">> <</if>> <<if $slotset is 77>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s78 is "" and $slotset isnot 78>> <<button "a" "InteractEngine">> <<set $slotset = 78>> <</button>> <</if>> <<if $trackdata.slots.s78 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s78+"/profpic.png]]">> <</if>> <<if $slotset is 78>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s79 is "" and $slotset isnot 79>> <<button "a" "InteractEngine">> <<set $slotset = 79>> <</button>> <</if>> <<if $trackdata.slots.s79 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s79+"/profpic.png]]">> <</if>> <<if $slotset is 79>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s80 is "" and $slotset isnot 80>> <<button "a" "InteractEngine">> <<set $slotset = 80>> <</button>> <</if>> <<if $trackdata.slots.s80 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s80+"/profpic.png]]">> <</if>> <<if $slotset is 80>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s81 is "" and $slotset isnot 81>> <<button "a" "InteractEngine">> <<set $slotset = 81>> <</button>> <</if>> <<if $trackdata.slots.s81 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s81+"/profpic.png]]">> <</if>> <<if $slotset is 81>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s82 is "" and $slotset isnot 82>> <<button "a" "InteractEngine">> <<set $slotset = 82>> <</button>> <</if>> <<if $trackdata.slots.s82 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s82+"/profpic.png]]">> <</if>> <<if $slotset is 82>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s83 is "" and $slotset isnot 83>> <<button "a" "InteractEngine">> <<set $slotset = 83>> <</button>> <</if>> <<if $trackdata.slots.s83 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s83+"/profpic.png]]">> <</if>> <<if $slotset is 83>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s84 is "" and $slotset isnot 84>> <<button "a" "InteractEngine">> <<set $slotset = 84>> <</button>> <</if>> <<if $trackdata.slots.s84 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s84+"/profpic.png]]">> <</if>> <<if $slotset is 84>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s85 is "" and $slotset isnot 85>> <<button "a" "InteractEngine">> <<set $slotset = 85>> <</button>> <</if>> <<if $trackdata.slots.s85 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s85+"/profpic.png]]">> <</if>> <<if $slotset is 85>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s86 is "" and $slotset isnot 86>> <<button "a" "InteractEngine">> <<set $slotset = 86>> <</button>> <</if>> <<if $trackdata.slots.s86 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s86+"/profpic.png]]">> <</if>> <<if $slotset is 86>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s87 is "" and $slotset isnot 87>> <<button "a" "InteractEngine">> <<set $slotset = 87>> <</button>> <</if>> <<if $trackdata.slots.s87 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s87+"/profpic.png]]">> <</if>> <<if $slotset is 87>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s88 is "" and $slotset isnot 88>> <<button "a" "InteractEngine">> <<set $slotset = 88>> <</button>> <</if>> <<if $trackdata.slots.s88 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s88+"/profpic.png]]">> <</if>> <<if $slotset is 88>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s89 is "" and $slotset isnot 89>> <<button "a" "InteractEngine">> <<set $slotset = 89>> <</button>> <</if>> <<if $trackdata.slots.s89 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s89+"/profpic.png]]">> <</if>> <<if $slotset is 89>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s90 is "" and $slotset isnot 90>> <<button "a" "InteractEngine">> <<set $slotset = 90>> <</button>> <</if>> <<if $trackdata.slots.s90 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s90+"/profpic.png]]">> <</if>> <<if $slotset is 90>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s91 is "" and $slotset isnot 91>> <<button "a" "InteractEngine">> <<set $slotset = 91>> <</button>> <</if>> <<if $trackdata.slots.s91 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s91+"/profpic.png]]">> <</if>> <<if $slotset is 91>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s92 is "" and $slotset isnot 92>> <<button "a" "InteractEngine">> <<set $slotset = 92>> <</button>> <</if>> <<if $trackdata.slots.s92 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s92+"/profpic.png]]">> <</if>> <<if $slotset is 92>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s93 is "" and $slotset isnot 93>> <<button "a" "InteractEngine">> <<set $slotset = 93>> <</button>> <</if>> <<if $trackdata.slots.s93 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s93+"/profpic.png]]">> <</if>> <<if $slotset is 93>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> </tbody> </table> </div> <</if>> </div> <</if>> <<if $trackdata.homes.id12 is 1 or $trackdata.homes.id15 is 1>> <div class = "placetable"> <<if $trackdata.homes.id12 is 1>> <div class="placetable"> <div id="intfname2"><<=setup.interactions.id12.name>></div> <table> <tbody> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s61 is "" and $slotset isnot 61>> <<button "a" "InteractEngine">> <<set $slotset = 61>> <</button>> <</if>> <<if $trackdata.slots.s61 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s61+"/profpic.png]]">> <</if>> <<if $slotset is 61>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s62 is "" and $slotset isnot 62>> <<button "a" "InteractEngine">> <<set $slotset = 62>> <</button>> <</if>> <<if $trackdata.slots.s62 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s62+"/profpic.png]]">> <</if>> <<if $slotset is 62>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s63 is "" and $slotset isnot 63>> <<button "a" "InteractEngine">> <<set $slotset = 63>> <</button>> <</if>> <<if $trackdata.slots.s63 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s63+"/profpic.png]]">> <</if>> <<if $slotset is 63>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s64 is "" and $slotset isnot 64>> <<button "a" "InteractEngine">> <<set $slotset = 64>> <</button>> <</if>> <<if $trackdata.slots.s64 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s64+"/profpic.png]]">> <</if>> <<if $slotset is 64>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s65 is "" and $slotset isnot 65>> <<button "a" "InteractEngine">> <<set $slotset = 65>> <</button>> <</if>> <<if $trackdata.slots.s65 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s65+"/profpic.png]]">> <</if>> <<if $slotset is 65>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s66 is "" and $slotset isnot 66>> <<button "a" "InteractEngine">> <<set $slotset = 66>> <</button>> <</if>> <<if $trackdata.slots.s66 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s66+"/profpic.png]]">> <</if>> <<if $slotset is 66>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s67 is "" and $slotset isnot 67>> <<button "a" "InteractEngine">> <<set $slotset = 67>> <</button>> <</if>> <<if $trackdata.slots.s67 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s67+"/profpic.png]]">> <</if>> <<if $slotset is 67>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s68 is "" and $slotset isnot 68>> <<button "a" "InteractEngine">> <<set $slotset = 68>> <</button>> <</if>> <<if $trackdata.slots.s68 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s68+"/profpic.png]]">> <</if>> <<if $slotset is 68>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s69 is "" and $slotset isnot 69>> <<button "a" "InteractEngine">> <<set $slotset = 69>> <</button>> <</if>> <<if $trackdata.slots.s69 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s69+"/profpic.png]]">> <</if>> <<if $slotset is 69>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s70 is "" and $slotset isnot 70>> <<button "a" "InteractEngine">> <<set $slotset = 70>> <</button>> <</if>> <<if $trackdata.slots.s70 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s70+"/profpic.png]]">> <</if>> <<if $slotset is 70>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s71 is "" and $slotset isnot 71>> <<button "a" "InteractEngine">> <<set $slotset = 71>> <</button>> <</if>> <<if $trackdata.slots.s71 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s71+"/profpic.png]]">> <</if>> <<if $slotset is 71>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s72 is "" and $slotset isnot 72>> <<button "a" "InteractEngine">> <<set $slotset = 72>> <</button>> <</if>> <<if $trackdata.slots.s72 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s72+"/profpic.png]]">> <</if>> <<if $slotset is 72>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> </tbody> </table> </div> <</if>> <<if $trackdata.homes.id15 is 1>> <div class="placetable"> <div id="intfname2"><<=setup.interactions.id15.name>></div> <table> <tbody> <tr> <td> <div class="herointbutt"> <<if $trackdata.slots.s94 is "" and $slotset isnot 94>> <<button "a" "InteractEngine">> <<set $slotset = 94>> <</button>> <</if>> <<if $trackdata.slots.s94 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s94+"/profpic.png]]">> <</if>> <<if $slotset is 94>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> <td> <div class="herointbutt"> <<if $trackdata.slots.s95 is "" and $slotset isnot 95>> <<button "a" "InteractEngine">> <<set $slotset = 95>> <</button>> <</if>> <<if $trackdata.slots.s95 isnot "">> <<= "[img[./Images/Heroes/id"+$trackdata.slots.s95+"/profpic.png]]">> <</if>> <<if $slotset is 95>> [img[./Images\Items\id9999.png]] <</if>> </div> </td> </tr> </tbody> </table> </div> <</if>> </div> <</if>> </div> <<if $slotset gt 0>> <div id="buybutt"> <<button "Hire!" "MapEngine">> <<unset $interhire>> <<set $heroes.id9999.stats.money -= Math.floor($heroes["id" + $active.interaction.id].data.wage*60*1/$world.difficulty*1/$world.economy)>> <<set $trackdata.slots["s" + $slotset] = $active.interaction.id>> <<unset $slotset>> <</button>> </div> <</if>> <</if>> </div> </div> <div class="mapright"> </div> </div> <div class="mapbottom"> <div class="mapleftboxdown" id="intfldown"> <<if isNaN($active.interaction.work)>> <<else>> <div id="intfldsp"></div> <div id ="buybutt"> <<button "Work here" "WorkEngine">> <<set $active.work = setup.work["id" + $active.interaction.work]>> <<run console.clear()>> <</button>> </div> <</if>> </div> <div id="wback"> <<button "Return" "MapEngine">> <<if $active.interaction.id gte 500 and $active.interaction.id lt 650>> <<set $active.hero.skills.strength -= $gear_strength>> <<set $active.hero.skills.precision -= $gear_precision>> <<set $active.hero.skills.dexterity -= $gear_dexterity>> <<set $active.hero.skills.agility -= $gear_agility>> <<set $active.hero.skills.interpersonal -= $gear_interpersonal>> <<set $active.hero.skills.academical -= $gear_academical>> <<set $active.hero.skills.scientific -=$gear_scientific>> <<set $active.hero.skills.medical -= $gear_medical>> <<set $active.hero.skills.warfare -= $gear_warfare>> <<set $active.hero.skills.politics -= $gear_politics>> <<set $active.hero.skills.fauna -= $gear_fauna>> <<set $active.hero.skills.flora -= $gear_flora>> <<set $active.hero.skills.cooking -= $gear_cooking>> <<set $active.hero.skills.reflex -= $gear_reflex>> <<set $active.hero.skills.flattery -= $gear_flattery>> <<set $active.hero.skills.building -= $gear_building>> <<set $active.hero.skills.digital -= $gear_digital>> <<set $active.hero.skills.dodging -= $gear_dodging>> <<set $active.hero.skills.crafting -= $gear_crafting>> <<set $active.hero.skills.seduction -= $gear_seduction>> <<set $active.hero.skills.endurance -= $gear_endurance>> <<set $active.hero.skills.toughness -= $gear_toughness>> <<set $active.hero.skills.herbalism -= $gear_herbalism>> <<set $active.hero.skills.medicine -= $gear_medicine>> <<set $active.hero.skills.charisma -= $gear_charisma>> <<set $active.hero.skills.power -= $gear_power>> <<set $active.hero.skills.shooting -= $gear_shooting>> <<set $active.hero.skills.targeting -= $gear_targeting>> <<set $active.hero.skills.martial -= $gear_martial>> <<set $active.hero.skills.dread -= $gear_dread>> <<set $active.hero.skills.leadership -= $gear_leadership>> <<set $active.hero.skills.perception -= $gear_perception>> <<set $active.hero.skills.tactics -= $gear_tactics>> <<set $active.hero.skills.stealth -= $gear_stealth>> <<set $active.hero.skills.manipulation -= $gear_manipulation>> <<set $heroes.id9999 = $active.hero>> <<set _slots to ["amulet", "head", "neck", "badge", "body", "gun", "ring", "melee", "ranged", "flask", "belt", "gloves", "pocket", "leg", "shoe"]>> <<set _attributes to ["strength", "precision", "dexterity", "agility", "interpersonal", "academical", "scientific", "medical", "warfare", "politics", "fauna", "flora", "cooking", "reflex", "flattery", "building", "digital", "dodging", "crafting", "seduction", "endurance", "toughness", "herbalism", "medicine", "charisma", "power", "shooting", "targeting", "martial", "dread", "leadership", "perception", "tactics", "stealth", "manipulation", "blunt", "edged", "pierced", "ballistic", "explosive", "fire", "cold", "obsidian", "ethereal", "health"]>> <<for _k = 0; _k <_attributes.length; _k++>> <<set _gearatt = "$gear_" + _attributes[_k]>> <<print "<<unset " + _gearatt + ">>">> <</for>> <</if>> <<set $active.interaction = "">> <<set $active.interactiontype = "">> <<set $active.hero = "">> <<unset $interhire>> <<run console.clear()>> <</button>> </div> <div class="maprightboxdown" id="intfrdown"> </div> </div> <</nobr>>
/*idea: two types: raid snd siege. in case of siege, you can organize the place of unit types around the besieged city. maybe spy it out before to see how the defence is organized.*/
/*-------------------------------------HEROES HERE------------------------------------*/ /*1000-5999 female, 6000-9998 male, 9999 player*/ <<set $heroes.id1000= { id: 1000, data: { firstname: "Ekaterina", lastname: "Nikolayevna Taranova Paz", pic: 1, age: 7874, wage: 500, language: "Russian", politics: "unionist", religion: "orthodox", body: "thin", temperament: "dominant", affection: 90, attraction: 90, willpower: 100, morality: 0, mood: 50, hunger: 65, devotion: 0, loyalty: 0, commitment: 0, judgement: 0, role: "", title: "", status: "single", partner: "", iq: 155, legalstatus: "citizen" }, interact: { talk: 6, activities: 6, }, affectionbonus: { id9999: 0 }, killed: [], skills: { strength: 0, precision: 0, dexterity: 0, agility: 0, interpersonal: 0, academical: 0, scientific: 0, medical: 0, warfare: 0, politics: 0, fauna: 0, flora: 0, cooking: 0, reflex: 0, flattery: 0, building: 0, digital: 0, dodging: 0, crafting: 0, seduction: 0, endurance: 0, toughness: 0, herbalism: 0, medicine: 0, charisma: 0, power: 0, shooting: 0, targeting: 0, martial: 0, dread: 0, leadership: 0, perception: 0, tactics: 0, stealth: 0, manipulation: 0, blunt: 0, edged: 0, pierced: 0, ballistic: 0, explosive: 0, fire: 0, cold: 0, obsidian: 0, ethereal: 0, acid: 0, health: 0, speed: 0 }, traits: { evil: 100, nice: 85, beautiful: 99, jealous: 99, pure: 0, evil2: 100, nice2: 85, beautiful2: 99, jealous2: 99, pure2: 0, evil3: 100, nice3: 85, beautiful3: 99, jealous3: 99, pure3: 0, evil4: 100, nice4: 85, beautiful4: 99, jealous4: 99, pure4: 0, evil5: 100, nice5: 85, beautiful5: 99, jealous5: 99, pure5: 0, }, fighttrait: 0, gear: { amulet: setup.inventory.id9999, head: setup.inventory.id9999, neck: setup.inventory.id9999, badge: setup.inventory.id9999, body: setup.inventory.id9999, gun: setup.inventory.id9999, ring: setup.inventory.id9999, melee: setup.inventory.id9999, ranged: setup.inventory.id9999, flask: setup.inventory.id9999, belt: setup.inventory.id9999, gloves: setup.inventory.id9999, pocket: setup.inventory.id9999, leg: setup.inventory.id9999, shoe: setup.inventory.id9999 }, stats: { health: 100, maxhealth: 100, energy: 100, maxenergy: 100, money: 100, fame: 0, influence: 0, speed: 4, fighttemplate: 1 }, sex: { exp: { oral: 0, vaginal: 0, anal: 0, orgy: 0, bdsm: 0, samesex: 0 }, pref: { oral: 0, vaginal: 0, anal: 0, orgy: 0, bdsm: 0, samesex: 0 } } }>> <<set $heroes.id1001= { id: 1001, data: { firstname: "Roxy", lastname: "Fitch", pic: 1, age: 9237, wage: 15, language: "English", politics: "unionist", religion: "atheist", body: "average", temperament: "supportive", affection: 70, attraction: 90, willpower: 55, morality: 45, mood: 50, hunger: 50, devotion: 65, loyalty: 45, commitment: 25, judgement: 100, role: "", title: "", status: "single", partner: "", iq: 95, legalstatus: "citizen" }, interact: { talk: 6, activities: 6, }, affectionbonus: { id9999: 0 }, killed: [], skills: { strength: 2, precision: 2, dexterity: 2, agility: 2, interpersonal: 0, academical: 1, scientific: 1, medical: 3, warfare: 3, politics: 0, fauna: 8, flora: 8, cooking: 12, reflex: 4, flattery: 1, building: 3, digital: 3, dodging: 3, crafting: 7, seduction: 1, endurance: 5, toughness: 5, herbalism: 6, medicine: 6, charisma: 3, power: 5, shooting: 5, targeting: 5, martial: 5, dread: 3, leadership: 2, perception: 2, tactics: 2, stealth: 3, manipulation: 0, blunt: 0, edged: 0, pierced: 0, ballistic: 0, explosive: 0, fire: 0, cold: 0, obsidian: 0, ethereal: 0, acid: 0, health: 0, speed: 0 }, traits: { loyal: 100, compersive: 100 }, fighttrait: 0, gear: { amulet: setup.inventory.id9999, head: setup.inventory.id9999, neck: setup.inventory.id9999, badge: setup.inventory.id9999, body: setup.inventory.id9999, gun: setup.inventory.id9999, ring: setup.inventory.id9999, melee: setup.inventory.id9999, ranged: setup.inventory.id9999, flask: setup.inventory.id9999, belt: setup.inventory.id9999, gloves: setup.inventory.id9999, pocket: setup.inventory.id9999, leg: setup.inventory.id9999, shoe: setup.inventory.id9999 }, stats: { health: 100, maxhealth: 100, energy: 100, maxenergy: 100, money: 22, fame: 0, influence: 0, speed: 4, fighttemplate: 1 }, sex: { exp: { oral: 58, vaginal: 40, anal: 3, orgy: 0, bdsm: 0, samesex: 0 }, pref: { oral: 95, vaginal: 75, anal: 10, orgy: 0, bdsm: 0, samesex: 0 } } }>> <<set $heroes.id1002= { id: 1002, data: { firstname: "Marcia", lastname: "Garza", pic: 1, age: 8256, wage: 500, language: "Spanish", politics: "unionist", religion: "catholic", body: "thin", temperament: "dominant", affection: 60, attraction: 100, willpower: 55, morality: 35, mood: 50, hunger: 50, devotion: 15, loyalty: 25, commitment: 50, judgement: 100, role: "", title: "", status: "single", partner: "", iq: 80, legalstatus: "citizen" }, interact: { talk: 6, activities: 6, }, affectionbonus: { id9999: 0 }, killed: [], skills: { strength: 1, precision: 1, dexterity: 3, agility: 3, interpersonal: 0, academical: 0, scientific: 0, medical: 0, warfare: 0, politics: 0, fauna: 1, flora: 1, cooking: 3, reflex: 3, flattery: 0, building: 1, digital: 1, dodging: 3, crafting: 3, seduction: 0, endurance: 1, toughness: 1, herbalism: 3, medicine: 3, charisma: 0, power: 1, shooting: 1, targeting: 3, martial: 3, dread: 0, leadership: 1, perception: 1, tactics: 3, stealth: 3, manipulation: 0, blunt: 0, edged: 0, pierced: 0, ballistic: 0, explosive: 0, fire: 0, cold: 0, obsidian: 0, ethereal: 0, acid: 0, health: 0, speed: 0 }, traits: { compersive: 100, hypersexual: 100, liar: 100, narcissistic: 100, deceitful: 100 }, fighttrait: 0, gear: { amulet: setup.inventory.id9999, head: setup.inventory.id9999, neck: setup.inventory.id9999, badge: setup.inventory.id9999, body: setup.inventory.id9999, gun: setup.inventory.id9999, ring: setup.inventory.id9999, melee: setup.inventory.id9999, ranged: setup.inventory.id9999, flask: setup.inventory.id9999, belt: setup.inventory.id9999, gloves: setup.inventory.id9999, pocket: setup.inventory.id9999, leg: setup.inventory.id9999, shoe: setup.inventory.id9999 }, stats: { health: 80, maxhealth: 80, energy: 100, maxenergy: 100, money: 50000, fame: 3, influence: 0, speed: 4, fighttemplate: 1 }, sex: { exp: { oral: 69, vaginal: 96, anal: 15, orgy: 2, bdsm: 0, samesex: 0 }, pref: { oral: 100, vaginal: 100, anal: 18, orgy: 0, bdsm: 0, samesex: 0 } } }>> <<set $heroes.id1003= { id: 1003, data: { firstname: "Luzia", lastname: "Morales", pic: 1, age: 7465, wage: 100, language: "Spanish", politics: "unionist", religion: "catholic", body: "thin", temperament: "dominant", affection: 70, attraction: 90, willpower: 55, morality: 1, mood: 50, hunger: 50, devotion: 1, loyalty: 1, commitment: 1, judgement: 75, role: "", title: "", status: "single", partner: "", iq: 117, legalstatus: "criminal" }, interact: { talk: 6, activities: 6, }, affectionbonus: { id9999: 0 }, killed: [], skills: { strength: 5, precision: 5, dexterity: 15, agility: 15, interpersonal: 0, academical: 10, scientific: 5, medical: 5, warfare: 20, politics: 0, fauna: 15, flora: 15, cooking: 25, reflex: 25, flattery: 10, building: 10, digital: 10, dodging: 20, crafting: 20, seduction: 5, endurance: 15, toughness: 15, herbalism: 20, medicine: 20, charisma: 5, power: 25, shooting: 35, targeting: 40, martial: 40, dread: 20, leadership: 5, perception: 5, tactics: 15, stealth: 15, manipulation: 0, blunt: 0, edged: 0, pierced: 0, ballistic: 0, explosive: 0, fire: 0, cold: 0, obsidian: 0, ethereal: 0, acid: 0, health: 0, speed: 0 }, traits: { treacherous: 100, vengeful: 100, detached: 100, backstabber: 100 }, fighttrait: 0, gear: { amulet: setup.inventory.id9999, head: setup.inventory.id9999, neck: setup.inventory.id9999, badge: setup.inventory.id9999, body: setup.inventory.id9999, gun: setup.inventory.id9999, ring: setup.inventory.id9999, melee: setup.inventory.id9999, ranged: setup.inventory.id9999, flask: setup.inventory.id9999, belt: setup.inventory.id9999, gloves: setup.inventory.id9999, pocket: setup.inventory.id9999, leg: setup.inventory.id9999, shoe: setup.inventory.id9999 }, stats: { health: 85, maxhealth: 85, energy: 100, maxenergy: 100, money: 3000, fame: 0, influence: 0, speed: 5, fighttemplate: 3 }, sex: { exp: { oral: 100, vaginal: 100, anal: 85, orgy: 90, bdsm: 25, samesex: 0 }, pref: { oral: 0, vaginal: 0, anal: 0, orgy: 0, bdsm: 0, samesex: 0 } } }>> <<set $heroes.id1004= { id: 1004, data: { firstname: "Fidelia", lastname: "Cruz", pic: 1, age: 11023, wage: 1000, language: "Spanish", politics: "unionist", religion: "catholic", body: "average", temperament: "dominant", affection: 50, attraction: 50, willpower: 100, morality: 30, mood: 50, hunger: 25, devotion: 25, loyalty: 45, commitment: 75, judgement: 100, role: "", title: "", status: "single", partner: "", iq: 105, legalstatus: "citizen" }, interact: { talk: 6, activities: 6, }, affectionbonus: { id9999: 0 }, killed: [], skills: { strength: 10, precision: 15, dexterity: 15, agility: 15, interpersonal: 5, academical: 15, scientific: 10, medical: 10, warfare: 10, politics: 5, fauna: 25, flora: 30, cooking: 30, reflex: 30, flattery: 20, building: 20, digital: 25, dodging: 25, crafting: 25, seduction: 15, endurance: 20, toughness: 25, herbalism: 25, medicine: 25, charisma: 15, power: 20, shooting: 25, targeting: 25, martial: 25, dread: 15, leadership: 15, perception: 20, tactics: 20, stealth: 20, manipulation: 10, blunt: 0, edged: 0, pierced: 0, ballistic: 0, explosive: 0, fire: 0, cold: 0, obsidian: 0, ethereal: 0, acid: 0, health: 0, speed: 0 }, traits: { }, fighttrait: 0, gear: { amulet: setup.inventory.id9999, head: setup.inventory.id9999, neck: setup.inventory.id9999, badge: setup.inventory.id9999, body: setup.inventory.id9999, gun: setup.inventory.id6006, ring: setup.inventory.id9999, melee: setup.inventory.id8007, ranged: setup.inventory.id9009, flask: setup.inventory.id9999, belt: setup.inventory.id9999, gloves: setup.inventory.id9999, pocket: setup.inventory.id9999, leg: setup.inventory.id9999, shoe: setup.inventory.id9999 }, stats: { health: 100, maxhealth: 100, energy: 100, maxenergy: 100, money: 5000, fame: 10, influence: 10, speed: 4, fighttemplate: 3 }, sex: { exp: { oral: 0, vaginal: 0, anal: 0, orgy: 0, bdsm: 0, samesex: 0 }, pref: { oral: 0, vaginal: 0, anal: 0, orgy: 0, bdsm: 0, samesex: 0 } } }>> <<set $heroes.id1005= { id: 1005, data: { firstname: "Isabel", lastname: "Fierro", pic: 1, age: 9893, wage: 200, language: "Spanish", politics: "rebel", religion: "atheist", body: "thin", temperament: "dominant", affection: 50, attraction: 50, willpower: 90, morality: 50, mood: 50, hunger: 25, devotion: 90, loyalty: 90, commitment: 45, judgement: 100, role: "", title: "", status: "single", partner: "", iq: 98, legalstatus: "citizen" }, interact: { talk: 6, activities: 6, }, affectionbonus: { id9999: 0 }, killed: [], skills: { strength: 5, precision: 10, dexterity: 10, agility: 12, interpersonal: 0, academical: 5, scientific: 1, medical: 1, warfare: 20, politics: 0, fauna: 10, flora: 15, cooking: 15, reflex: 17, flattery: 5, building: 6, digital: 11, dodging: 11, crafting: 16, seduction: 1, endurance: 6, toughness: 11, herbalism: 11, medicine: 13, charisma: 1, power: 25, shooting: 30, targeting: 30, martial: 22, dread: 20, leadership: 5, perception: 10, tactics: 10, stealth: 12, manipulation: 0, blunt: 0, edged: 0, pierced: 0, ballistic: 0, explosive: 0, fire: 0, cold: 0, obsidian: 0, ethereal: 0, acid: 0, health: 0, speed: 0 }, traits: { }, fighttrait: 0, gear: { amulet: setup.inventory.id9999, head: setup.inventory.id9999, neck: setup.inventory.id9999, badge: setup.inventory.id9999, body: setup.inventory.id9999, gun: setup.inventory.id6007, ring: setup.inventory.id9999, melee: setup.inventory.id8006, ranged: setup.inventory.id9008, flask: setup.inventory.id9999, belt: setup.inventory.id9999, gloves: setup.inventory.id9999, pocket: setup.inventory.id9999, leg: setup.inventory.id9999, shoe: setup.inventory.id9999 }, stats: { health: 90, maxhealth: 90, energy: 100, maxenergy: 100, money: 10, fame: 20, influence: 10, speed: 4, fighttemplate: 3 }, sex: { exp: { oral: 0, vaginal: 0, anal: 0, orgy: 0, bdsm: 0, samesex: 0 }, pref: { oral: 0, vaginal: 0, anal: 0, orgy: 0, bdsm: 0, samesex: 0 } } }>> /*<<set $heroes.id6000= { id: 6000, data: { firstname: "Vicente", lastname: "Navarro", pic: 1, age: 17472, wage: 300, language: "Spanish", politics: "communist", religion: "atheist", body: "average", temperament: "cautious", affection: 45, attraction: 0, willpower: 70, morality: 50, mood: 50, hunger: 65, devotion: 10, loyalty: 80, commitment: 75, judgement: 100, role: "", title: "", status: "married", partner: "María", iq: 100, legalstatus: "citizen" }, interact: { talk: 6, activities: 6, }, affectionbonus: { id9999: 0 }, killed: [], skills: { strength: 0, precision: 0, dexterity: 0, agility: 0, interpersonal: 0, academical: 0, scientific: 0, medical: 0, warfare: 0, politics: 0, fauna: 0, flora: 0, cooking: 0, reflex: 0, flattery: 0, building: 0, digital: 0, dodging: 0, crafting: 0, seduction: 0, endurance: 0, toughness: 0, herbalism: 0, medicine: 0, charisma: 0, power: 0, shooting: 0, targeting: 0, martial: 0, dread: 0, leadership: 0, perception: 0, tactics: 0, stealth: 0, manipulation: 0, blunt: 0, edged: 0, pierced: 0, ballistic: 0, explosive: 0, fire: 0, cold: 0, obsidian: 0, ethereal: 0, acid: 0, health: 0, speed: 0 }, traits: { }, fighttrait: 0, gear: { amulet: setup.inventory.id9999, head: setup.inventory.id9999, neck: setup.inventory.id9999, badge: setup.inventory.id9999, body: setup.inventory.id9999, gun: setup.inventory.id9999, ring: setup.inventory.id9999, melee: setup.inventory.id9999, ranged: setup.inventory.id9999, flask: setup.inventory.id9999, belt: setup.inventory.id9999, gloves: setup.inventory.id9999, pocket: setup.inventory.id9999, leg: setup.inventory.id9999, shoe: setup.inventory.id9999 }, stats: { health: 100, maxhealth: 100, energy: 100, maxenergy: 100, money: 100, fame: 0, influence: 0, speed: 4, fighttemplate: 1 } }>>*/ <<set $heroes.id6001= { id: 6001, data: { firstname: "Buck", lastname: "Harlan", pic: 1, age: 13982, wage: 370, language: "English", politics: "unionist", religion: "atheist", body: "bulky", temperament: "cautious", affection: 45, attraction: 0, willpower: 80, morality: 50, mood: 50, hunger: 65, devotion: 10, loyalty: 80, commitment: 25, judgement: 100, role: "", title: "", status: "single", partner: "", iq: 85, legalstatus: "citizen" }, interact: { talk: 6, activities: 6, }, affectionbonus: { id9999: 0 }, killed: [], skills: { strength: 25, precision: 4, dexterity: 2, agility: 2, interpersonal: 0, academical: 4, scientific: 4, medical: 4, warfare: 4, politics: 0, fauna: 29, flora: 8, cooking: 6, reflex: 6, flattery: 4, building:31, digital: 8, dodging: 6, crafting: 12, seduction: 4, endurance: 31, toughness: 25, herbalism: 6, medicine: 6, charisma: 4, power: 50, shooting: 8, targeting: 6, martial: 6, dread: 15, leadership: 25, perception: 4, tactics: 2, stealth: 2, manipulation: 0, blunt: 0.25, edged: 0, pierced: 0, ballistic: 0, explosive: 0, fire: 0, cold: 0, obsidian: 0, ethereal: 0, acid: 0, health: 0, speed: 0 }, traits: { }, fighttrait: 0, gear: { amulet: setup.inventory.id9999, head: setup.inventory.id9999, neck: setup.inventory.id9999, badge: setup.inventory.id9999, body: setup.inventory.id9999, gun: setup.inventory.id9999, ring: setup.inventory.id9999, melee: setup.inventory.id8019, ranged: setup.inventory.id9999, flask: setup.inventory.id9999, belt: setup.inventory.id9999, gloves: setup.inventory.id9999, pocket: setup.inventory.id9999, leg: setup.inventory.id9999, shoe: setup.inventory.id9999 }, stats: { health: 250, maxhealth: 250, energy: 120, maxenergy: 120, money: 800, fame: 0, influence: 0, speed: 3, fighttemplate: 1 } }>> <<set $heroes.id6002= { id: 6002, data: { firstname: "Malik", lastname: "Baptiste", pic: 1, age: 8881, wage: 300, language: "English", politics: "rebel", religion: "atheist", body: "average", temperament: "supportive", affection: 45, attraction: 0, willpower: 80, morality: 50, mood: 50, hunger: 65, devotion: 10, loyalty: 80, commitment: 45, judgement: 100, role: "", title: "", status: "single", partner: "", iq: 100, legalstatus: "citizen" }, interact: { talk: 6, activities: 6, }, affectionbonus: { id9999: 0 }, killed: [], skills: { strength: 15, precision: 10, dexterity: 15, agility: 8, interpersonal: 0, academical: 4, scientific: 4, medical: 4, warfare: 5, politics: 0, fauna: 24, flora: 19, cooking: 19, reflex: 12, flattery: 4, building:19, digital: 14, dodging: 19, crafting: 12, seduction: 4, endurance: 19, toughness: 19, herbalism: 24, medicine: 12, charisma: 4, power: 25, shooting: 15, targeting: 20, martial: 13, dread: 5, leadership: 15, perception: 10, tactics: 15, stealth: 8, manipulation: 0, blunt: 0, edged: 0, pierced: 0, ballistic: 0, explosive: 0, fire: 0, cold: 0, obsidian: 0, ethereal: 0, acid: 0, health: 0, speed: 0 }, traits: { }, fighttrait: 0, gear: { amulet: setup.inventory.id9999, head: setup.inventory.id9999, neck: setup.inventory.id9999, badge: setup.inventory.id9999, body: setup.inventory.id9999, gun: setup.inventory.id9999, ring: setup.inventory.id9999, melee: setup.inventory.id8010, ranged: setup.inventory.id9999, flask: setup.inventory.id9999, belt: setup.inventory.id9999, gloves: setup.inventory.id9999, pocket: setup.inventory.id9999, leg: setup.inventory.id9999, shoe: setup.inventory.id9999 }, stats: { health: 100, maxhealth: 100, energy: 100, maxenergy: 100, money: 400, fame: 5, influence: 5, speed: 4, fighttemplate: 1 } }>> <<set $heroes.id6003= { id: 6003, data: { firstname: "Leo", lastname: "Baptiste", pic: 1, age: 16165, wage: 800, language: "English", politics: "unionist", religion: "atheist", body: "bulky", temperament: "cautious", affection: 45, attraction: 0, willpower: 90, morality: 50, mood: 50, hunger: 65, devotion: 10, loyalty: 80, commitment: 65, judgement: 100, role: "", title: "", status: "single", partner: "", iq: 102, legalstatus: "citizen" }, interact: { talk: 6, activities: 6, }, affectionbonus: { id9999: 0 }, killed: [], skills: { strength: 17, precision: 18, dexterity: 11, agility: 11, interpersonal: 7, academical: 18, scientific: 9, medical: 9, warfare: 15, politics: 7, fauna: 40, flora: 41, cooking: 29, reflex: 29, flattery: 25, building:26, digital: 27, dodging: 20, crafting: 20, seduction: 16, endurance: 26, toughness: 32, herbalism: 25, medicine: 20, charisma: 16, power: 37, shooting: 33, targeting: 26, martial: 26, dread: 22, leadership: 24, perception: 25, tactics: 18, stealth: 18, manipulation: 14, blunt: 0, edged: 0, pierced: 0, ballistic: 0, explosive: 0, fire: 0, cold: 0, obsidian: 0, ethereal: 0, acid: 0, health: 0, speed: 0 }, traits: { }, fighttrait: 0, gear: { amulet: setup.inventory.id9999, head: setup.inventory.id9999, neck: setup.inventory.id9999, badge: setup.inventory.id9999, body: setup.inventory.id9999, gun: setup.inventory.id9999, ring: setup.inventory.id9999, melee: setup.inventory.id8003, ranged: setup.inventory.id9999, flask: setup.inventory.id9999, belt: setup.inventory.id9999, gloves: setup.inventory.id9999, pocket: setup.inventory.id9999, leg: setup.inventory.id9999, shoe: setup.inventory.id9999 }, stats: { health: 115, maxhealth: 115, energy: 105, maxenergy: 105, money: 2400, fame: 10, influence: 15, speed: 4, fighttemplate: 1 } }>> /*---------------------------------HOMES HERE---------------------------------*/ <<set $homes = { house10: { id: 10, name: "Ghosthill mansion", popcap: 56, popcurrent: 0, rooms: { conservatory: { level: 1, maxlevel: 3 }, greenhouse: { level: 1, maxlevel: 3 }, workshop: { level: 1, maxlevel: 3 }, stable: { level: 1, maxlevel: 3 }, chapel: { level: 1, maxlevel: 3 }, vegetablegarden: { level: 1, maxlevel: 3 }, flowerbed: { level: 1, maxlevel: 3 }, staffhouse: { level: 1, maxlevel: 3 }, kitchen: { level: 1, maxlevel: 3 }, pantry: { level: 1, maxlevel: 3 }, scullery: { level: 1, maxlevel: 3 }, diningroom: { level: 1, maxlevel: 3 }, hall: { level: 1, maxlevel: 3 }, livingroom: { level: 1, maxlevel: 3 }, library: { level: 1, maxlevel: 3, }, winecellar: { level: 1, maxlevel: 3 }, utilityroom: { level: 1, maxlevel: 3 }, gym: { level: 1, maxlevel: 3 }, workroom: { level: 1, maxlevel: 3 }, nurseryroom: { level: 1, maxlevel: 3 }, bathroom: { level: 1, maxlevel: 3 }, masterbedroom: { level: 1, maxlevel: 3, slot1: "" }, bedroom1: { level: 1, maxlevel: 3, slot1: "", slot2: "" }, bedroom2: { level: 1, maxlevel: 3, slot1: "", slot2: "" }, bedroom3: { level: 1, maxlevel: 3, slot1: "", slot2: "" }, bedroom4: { level: 1, maxlevel: 3, slot1: "", slot2: "" }, bedroom5: { level: 1, maxlevel: 3, slot1: "", slot2: "" }, bedroom6: { level: 1, maxlevel: 3, slot1: "", slot2: "" }, bedroom7: { level: 1, maxlevel: 3, slot1: "", slot2: "" }, bedroom8: { level: 1, maxlevel: 3, slot1: "", slot2: "" } } }, house11: { id: 11, name: "Rusttown flat", popcap: 4, popcurrent: 0, rooms: { kitchen: { level: 1, maxlevel: 1 }, diningroom: { level: 1, maxlevel: 1 }, bathroom: { level: 1, maxlevel: 1 }, hall: { level: 1, maxlevel: 1 }, masterbedroom: { level: 1, maxlevel: 1, slot1: "" }, } }, house12: { id: 12, name: "Gatehouse Walk flat", popcap: 12, popcurrent: 0, rooms: { kitchen: { level: 1, maxlevel: 2 }, diningroom: { level: 1, maxlevel: 1 }, bathroom: { level: 1, maxlevel: 2 }, livingroom: { level: 1, maxlevel: 2 }, hall: { level: 1, maxlevel: 1 }, masterbedroom: { level: 1, maxlevel: 2, slot1: "" }, bedroom1: { level: 1, maxlevel: 1, slot1: "", slot2: "" }, bedroom2: { level: 1, maxlevel: 1, slot1: "", slot2: "" }, bedroom3: { level: 1, maxlevel: 1, slot1: "", slot2: "" }, } }, house13: { id: 13, name: "Hut", popcap: 0, popcurrent: 0, rooms: { kitchen: { level: 0, maxlevel: 0 }, bathroom: { level: 0, maxlevel: 0 }, masterbedroom: { level: 0, maxlevel: 0 }, } }, house14: { id: 14, name: "Condor's Nest Farmhouse", popcap: 21, popcurrent: 0, rooms: { vegetablegarden: { level: 1, maxlevel: 3 }, workshop: { level: 1, maxlevel: 1 }, stable: { level: 1, maxlevel: 1 }, kitchen: { level: 1, maxlevel: 1 }, pantry: { level: 1, maxlevel: 1 }, bathroom: { level: 1, maxlevel: 1 }, livingroom: { level: 1, maxlevel: 1 }, hall: { level: 1, maxlevel: 1 }, masterbedroom: { level: 1, maxlevel: 1, slot1: "", }, bedroom1: { level: 1, maxlevel: 1, slot1: "", slot2: "" }, bedroom2: { level: 1, maxlevel: 1, slot1: "", slot2: "" }, bedroom3: { level: 1, maxlevel: 1, slot1: "", slot2: "" }, bedroom4: { level: 1, maxlevel: 1, slot1: "", slot2: "" }, bedroom5: { level: 1, maxlevel: 1, slot1: "", slot2: "" }, bathroom: { level: 1, maxlevel: 1 }, } }, house15: { id: 15, name: "Goldtown studio", price: 10000000, popcap: 1, popcurrent: 0, rooms: { kitchen: { level: 1, maxlevel: 2 }, bathroom: { level: 1, maxlevel: 2 }, hall: { level: 1, maxlevel: 1 }, masterbedroom: { level: 1, maxlevel: 3, slot1: "" }, } }, }>> /*-----------------------------------DISTRICTS HERE------------------------------------*/ <<set $districts = { district36 : { id: 36, name: "Ghosthill", leftblock: 1, topblock: 1, rightblock: 0, bottomblock: 0, }, district37 : { id: 37, name: "Condor's Nest", leftblock: 1, topblock: 0, rightblock: 0, bottomblock: 0, }, district38 : { id: 38, name: "Tohil Airport", leftblock: 1, topblock: 0, rightblock: 0, bottomblock: 1, }, district39 : { id: 39, name: "Sun Fortress Military Base", leftblock: 1, topblock: 0, rightblock: 0, bottomblock: 1, }, district46 : { id: 46, name: "Gatehouse Walk", leftblock: 0, topblock: 1, rightblock: 0, bottomblock: 0, }, district47 : { id: 47, name: "Rusttown", leftblock: 0, topblock: 0, rightblock: 0, bottomblock: 0, }, district48 : { id: 48, name: "Rustfield", leftblock: 0, topblock: 0, rightblock: 0, bottomblock: 0, }, district49 : { id: 49, name: "Winemaker's Haven", leftblock: 1, topblock: 0, rightblock: 0, bottomblock: 1, }, district55 : { id: 55, name: "Carlos Albán square", leftblock: 1, topblock: 1, rightblock: 0, bottomblock: 0, }, district56 : { id: 56, name: "Goldtown", leftblock: 0, topblock: 0, rightblock: 0, bottomblock: 0, }, district57 : { id: 57, name: "Amazonas Park", leftblock: 0, topblock: 0, rightblock: 0, bottomblock: 0, }, district58 : { id: 58, name: "Santa Maria", leftblock: 0, topblock: 0, rightblock: 0, bottomblock: 0, }, district59 : { id: 59, name: "Evita", leftblock: 0, topblock: 0, rightblock: 1, bottomblock: 1, }, district65 : { id: 65, name: "Condor Castle", leftblock: 0, topblock: 1, rightblock: 1, bottomblock: 0, }, district66 : { id: 66, name: "Mount Michael", leftblock: 0, topblock: 0, rightblock: 1, bottomblock: 0, }, district67 : { id: 67, name: "Bolívar", leftblock: 0, topblock: 0, rightblock: 1, bottomblock: 0, }, district68 : { id: 68, name: "Colombus Square", leftblock: 0, topblock: 0, rightblock: 1, bottomblock: 1, }, }>> /*-----------------------------------QUESTS HERE------------------------------------*/ /*100-999: reserved for main quest chapters (some decisions in prev chapters should have an effect in later chapters, so there should be more chapter 5s for example based on player decisions*/ <<set $quests = { id0 : { id: 0, name: "Example quest", state: 100000000000000, now: 1, end: 1 }, id100 : { id: 100, name: "Finding Myself (Tutorial)", state: 200000000000000, now: 1, end: 14 }, id101 : { id: 101, name: "The Taste of Compromise", state: 100000000000000, now: 1, end: 12 }, id103 : { id: 103, name: "The Seven Sisters (I.)", state: 100000000000000, now: 1, end: 14 }, }>>
<<nobr>> /*if slow, can be optimized by putting different interact types into ifs*/ <<switch $active.interaction.id>> <<case 10>> Once home to a powerful minister who died without heirs, this grand estate now belongs to the city council. Though aged on the outside, its interior is sleek and modern. The vast grounds offer more than just beauty—a chapel, a workshop, a staffhouse, a greenhouse and stables, all inside a beautiful garden. <<case 11>> Nestled in a worn-down worker’s district, this modest flat is up for sale by Javier and Marcela Rojas, a middle-aged couple with no children. Dreaming of a quieter life, they’ve decided to leave the city behind and start anew in a village. Though the neighborhood is rough, the flat itself is well-kept. <<case 12>> A spacious and modern residence in an affluent district, this four-bedroom flat is perfect for an upper-class family. It is being sold by Dr. Camila Vergara, a retired surgeon looking to downsize after her children moved out and her husband passed away. With a grand hall and an expansive living room, the flat offers both luxury and comfort in one of the city's most desirable areas. <<case 14>> A traditional peasant home built by the late owner’s grandfather, now up for sale as his five children couldn’t buy out each other’s shares. The ground floor has a big bedroom, a cozy living room, and a pantry for storing vegetables, while the attic holds five more bedrooms. Outside, a vast garden, a stable, and a workshop make it perfect for a farming lifestyle. <<case 15>> Sold by an investor, this one-room apartment is a true little jewelry box, located within the walled castle district. Just a short walk away from the university, it’s perfect for students—or for wealthy parents looking to secure both a carefree university life and a valuable investment for their child’s future. <<case 100>> The old mill stands as a testament to the city's past, its aging machines grinding locally bought wheat into fine flour. Cheap laborers from the outskirts toil under the steady gaze of Mr. Brown, a descendant of the Texan refugee founders. Though worn by time, the mill runs clean and efficient. <<case 101>> Efficient, unshakable, and famously immune to flirtation, Loletha runs the saloon floor like clockwork. With a sharp tongue and no patience for nonsense, she handles drunks, degenerates, and wannabe charmers with the same cool precision she uses to balance trays stacked with hot stew and warm beer. Rumor has it she’s raising a kid on her own, which might explain the iron discipline and zero tolerance for time-wasters. Though Harry Winslow owns the place, it’s Loletha who keeps it running—she’s the face of the establishment, while Harry prefers to hole up behind the counter, prepping food and pouring drinks, avoiding the crowd whenever he can. <<case 102>> A heavy smell of iron, smoke, and sun-warmed meat hangs in the air, drawing a steady line of well-dressed buyers toward the thick-necked man behind the blood-slick counter. He raises his cleaver with pride — this isn’t factory waste or gutter scraps. Every cut here comes from animals he raises himself, far from the city. Years ago, he sold the same meat in his village for scraps. Now, under the green arches of Goldtown’s main square, he sells to judges, mayors, and ex-generals for five times the price. It’s all about the word — organic. And in his hands, even honesty becomes a business strategy. <<case 103>> You approach the stall and the grocer doesn’t even look up. A hard-faced woman in her fifties, she stacks jars with the grace of a guillotine operator and greets questions with an eye roll or a muttered insult. Still, customers keep lining up — because her goods are better than anyone’s for five districts in every direction. Crisper greens, unspoiled flour, and oil that doesn’t taste like diesel. The story goes she once raised a middle finger right in the face of the district priest when he complained about her foul mouth. He tried to have her evicted after that… but failed. Her clients — military officers, civil judges, and a few high-ranking mistresses — had louder voices. These days, even the priest is back in line, because nowhere else sells olive oil that pure. <<case 104>> Tucked into a red-brick building older than the pavement itself, the spice shop breathes with quiet, fragrant dignity. The shelves are lined with glass jars and sun-browned baskets filled with crushed leaves, rare seeds, and dried peppers curled like sleeping scorpions. Few remember that the family behind it built half the ranches north of the city and now live like minor royalty. But they kept the shop — because it was their beginning, and because it still pulls in Goldtown’s elite: society wives looking for saffron, chefs on the hunt for the best chili, and even members of the ex-royal family. Even if the business empire moved on, the flavor stayed behind. <<case 105>> You arrive at Blue Mill, a wooden water-pumping windmill run by an elderly couple said to be well over a hundred—though some call that a lie in a world where most folks age fast. They credit their health to the spring’s clean, mineral-rich water, which they drink, use for crops, and feed to their chickens. “Have a nice day,” the old woman greets you warmly. “We don’t need extra hands—our son, little Bucky, helps just fine. Want a taste? If you like it, we sell by the jug.” <<case 106>> You join the end of the long queue that stretches all the way out to the street. Through the glass windows, you see well-dressed people smiling and chit-chatting around the tables, enjoying their favorite meat-filled pastries. Gustavo, the owner, hands out each piece with a warm smile and a polite “Buen provecho.” <br>He is just as fascinating to his high-society guests as his products: the story of a poor baker from the slums of Santa Maria who climbed the ladder of success. To them, Gustavo is living proof that—despite the complaints of leftists—hard work and talent can still turn rags into riches in Condor City. <br>When you finally step inside, it quickly becomes clear why so many wealthy patrons are willing to buy tiny pastries for the price of a week’s wages. Framed advertisements line the walls, proudly showcasing the bakery's upscale suppliers: organic vegetables, free-range chickens, cruelty-free slaughtered pigs, and other abstract ideals only the rich can afford to care about. <br>“Buenos días!” Gustavo greets you warmly. “What can I get for you?” <<case 107>> A few steps past the last grain silo, where the dirt track forks toward the irrigation ditch, sits a low brick shack with a crooked roof and the sharp smell of glue and leather in the air. Tools hang from nails in the wall — blades, awls, broken clamps held together with wire. Romero used to hunt for a living, back when his leg still bent like it should. Now he carves in the shade, shaping bows from fencewood and fashioning arrows from scrap shafts and salvaged nails. His slingshots are favored by village kids and fieldhands alike — simple, quiet, deadly when they need to be. He also makes leather bags — tough ones, stitched thick, made to carry tools, grain, or a fistful of stones. Nothing fancy, but everything works. <<case 250>> You pause at one of the market stalls just outside the main hall. The merchant spots you and hurries over with a practiced smile: “Only the best tomatoes and potatoes in the city! Planning to cook something?” He’s clearly a seasoned professional. “Picked yesterday—or better, this morning,” he adds proudly. “I get them straight from the farmers. That’s my little secret.” <<case 350>> The Church of the Holy Shepherd is the heart of social life in the sparsely populated rural zones on the western outskirts of Condor City. During mass, the crowd rivals that of the busiest city plazas. But even on an ordinary weekday, you’ll find people gathered in small groups, exchanging news, gossip, and complaints. “¡Malditos sean esos bandidos!” spits a young, broad-shouldered man. “They broke into mi casa while I was workin’ the damn cornfield!" He slams his fist into his palm, raw emotion flickering in his eyes. You can tell this one, and others like him, are ready to fight. The will is there. But can you find enough weapons to arm them all? <<case 500>> Doña Estela’s Green Haven is a lush vegetable garden where the old widow teaches gardening. Students pay a small fee and work the soil, from high-society housewives tending roses to silent hobos learning to grow their own food. With patience and sharp eyes, Doña Estela ensures both knowledge and crops take root. <<case 650>> Banco Condorense is the people's bank—cheap, reliable, and with branches in nearly every corner of the city. For loyal citizens who walk the straight path, it offers the best rates and a wide safety net backed by the State Authority itself. But remember: being state-owned means it answers to the administration in all things. Every transaction might as well be a conversation with the regime. If your ambitions stray from the approved script, you might want to look elsewhere. <<case 1001>> You return to the same old tree, and there she is — lounging in the shade like she owns the place, one leg dangling over a crooked root, lazily twirling a twig between her fingers. She notices you right away and grins. “Well, well… look who’s back,” she says, sitting up. “So, what’s up? You ready to take me in?” <<case 1002>> "What? Work for you? Are you insane? I don’t do work. I want someone to pay me so I can live in style. But if I have to work, I’ll need a proper salary. I can cook, I’m smart, and I know how to handle rifles, swords, and battle axes." <br>You bite your tongue to keep from laughing. "Alright. You’ll get paid. Moving in, then? Just know—if you come to my place, the boyfriends stay out. I’m not running a brothel with men rotating at the door." <br>"Pfft, whatever," she shrugs. "I’m pissed at them anyway. None of them offered me a room—or even a second apartment. But! You’ll have to make up for what I lose—so raise my salary. Tenfold. Deal?" <<case 6000>> Vicente leans against the mill’s outer wall, cigarette in hand, watching the world with a quiet patience. The scent of flour and machine oil clings to his jacket, a reminder that he’s one of the few trusted to keep the ancient, temperamental machines running. That trust earns him privileges others don’t get—like a smoke break while the gears keep turning inside. <<default>> You decide to check what's going on here. <</switch>> <</nobr>>
<<nobr>> /*if slow, can be optimized by putting different work types into ifs by splitting into ranges like 10-100, 101-200 etc by id*/ <<switch $active.work.id>> <<case 10>> The farmer eyes you with a tired smile and gestures to the golden fields. "The crows are already having their fiesta out there, amigo. We need to finish the harvest as soon as possible! I can't pay much, but you'll get a sack of wheat —and if you're fast enough, you might even keep the sickle." <<case 11>> Mr. Brown looks at you from behind the counter, wiping his hands on a flour-streaked piece of cloth. "You look like someone who could use a steady job. If you can’t afford to buy flour, you can earn it—along with a few centimos—by working a shift here. What do you say?" <<case 12>> You gaze at the vast jungle teeming with trees, bushes, and who knows what other strange plants. Somewhere in that tangled greenery, there must be delicious berries waiting to be found. Just remember one thing: don’t wander too close to the ruined mansion deep in the forest. Too many have vanished there without a trace. If you hear the hawks calling from its crumbling tower—turn back. <<case 13>> “Come on, gringo, grab that axe and follow us,” the short, muscular foreman waves you over. “Three hours of hard work, and if you make it to the end, a nice handful of pesos will be waiting for you. Just don’t wander too deep into the woods — you don’t want to be the next one who disappears without a trace in that ruined mansion. What? You want some wood too? Well, that’s not allowed, but hey, I’m just an employee here too. My wife needs something to keep the fire going for my lunch..." <<case 14>> A long straw-roofed storehouse squats at the edge of the fields, its cracked wooden walls sun-bleached and leaning. Outside, a small crowd of tired peasants gathers in weary silence, tools in hand, waiting for the foreman to bark the signal. The earth is hard, the work is back-breaking, and your fingernails will be full of dirt by day's end—but it’s honest labor, and it pays in what matters most: food. Join the digging line, sweat under the ghost-bitten sky, and fill your sack before sundown. <<case 15>> The old couple greets you at the garden gate with warm smiles and a chipped teapot on a tray. Their backyard is a patchwork of tangled greens—arugula, chicory, some strange leaves you don’t recognize but smell peppery and fresh. “Take what you need, dear,” the señora insists, thrusting a worn canvas bag into your hands. “Just help us pull the weeds too, yes?” They press a few pesos into your palm, even though you say it isn’t necessary. “Nonsense,” she huffs, “work is work. Even kindness should be paid.” <<case 16>> The peasant watches you with sharp eyes from the porch, half-hidden behind a tangle of dry tobacco leaves. His garden is neat but stingy—each tomato like a ruby he’s already counted. The work is dull and sticky; your arms get scratched by the vines, your back aches from bending. When it's over, he tosses you a few banknotes without meeting your gaze. As for tomatoes? You get a handful, maybe two. "You're lucky I let you keep any," he mutters, already turning away. <<case 17>> The field stretches into the haze, rows of green shoots poking from the red earth like soldier’s spears. The politician who owns the land never shows up, but the foreman keeps tight order. Your hands ache from yanking stubborn bulbs out of dry soil, and the sun doesn't spare anyone. Still, the pay is decent, and no one bats an eye if a few onions find their way into your coat pocket—just don’t get greedy. “Personal use,” the foreman shrugs. “We're not monsters.” <<case 18>> You decide to spend the day working under the sun, helping a local farmer tend to his vast cornfields. The pay is fair, and he even offers fresh corn as part of your reward—plus a little extra if times are tough. Before starting, he gives every worker a gentle warning: “Don’t harm the white egret if you see it. It’s a rare one, and I’d hate to lose it.” The elegant bird sometimes drifts silently among the stalks, oddly at home despite the distance from water. <<case 19>> This part of Evita was the site of brutal fighting during the civil war. The locally recruited garrison soldiers switched sides to support the workers’ brigades. The military crushed them. Now, ruined buildings still stand as quiet reminders of their last stand. The new government left the area to rot — partly as a warning to residents: even with the amnesty, you'd better watch your step. Nevertheless, it's a good place to collect a few stones and rocks. <<case 20>> You head out into the forests and open fields beyond the city to search for wild flowers. You move slowly, scanning the ground and the overgrowth for useful plants. Broad canna leaves are easy to spot, growing where the land is wet and broken. Occasionally, a bright daisy or a patch of lupin catches your eye. All the flowers are there, hidden in the greenery — you just need to find them. <<case 21>> You decide to try your luck and catch some fish. You tie a hook to a string, bait it with a worm, and prepare to cast it into the water. An older angler watches you struggle for a few minutes. “Here—try this,” he says, handing you one of his spare fishing rods. “Doesn’t matter whether you’re here for food, for a hobby, or for both, like me. Fishing isn’t a job—it’s a community. If you catch something bigger than I do, you can keep the rod.” You thank the old man for his kindness and cast the line into the water. <<case 22>> You approach a well-dressed group gathered behind the small chapel near the city walls. The Amazononas Park is open to both rich and poor, but citizens from inside the walls usually don’t like venturing into the woods alone. They hire you to guide them and keep squatters away. <<case 23>> Many people inside the city walls have demanding jobs, and even when they arrive home late at night, they still need some form of companionship. Their tight schedules leave no room for a relationship, so they treat their dogs like children. But they don’t have time for dogs either, which is why they hire you to take them out into nature beyond the walls. Your job is to play with the animal and protect it at all costs from stray dogs wandering in from the slums—where both children and dogs abound. <<case 24>> Searching the forest for buried treasures is the unofficial national sport of Condor City. With ever-changing regimes, coups, and political games, people often decided it was safer to bury their belongings than to let their enemies take them. Of course, most treasure hunters find nothing but useless old tools—or, at best, a bit of silver or gold they could have easily earned with a regular salary instead of combing the woods. Still, the chance to uncover something that could make you and your family rich for the rest of your lives is far too tempting for the average poor citizen. <<default>> You decide to work here. <</switch>> <</nobr>>
<<nobr>> <<set _retcheck = Number(parseInt($active.quest.state).toString().charAt($active.quest.now))>> <div class="maptop"> <div class="mapleftbox"> <div class="mapleftupicons"> [img[./Images/Interface/time.png]] <<displaytime>> </div> <div class="mapleftupicons"> [img[./Images/Interface/playerenergy.png]] <<=$heroes.id9999.stats.energy + " / " + $heroes.id9999.stats.maxenergy>> </div> <div class="mapleftupicons"> [img[./Images/Interface/playerhealth.png]] <<=$heroes.id9999.stats.health + " / " + $heroes.id9999.stats.maxhealth>> </div> </div> <div class="menutop" class="hidden"> </div> <div class="maprightbox"> <div class="maprightupicons"> [img[./Images/Interface/playermoney.png]] <<print setup.formatNumber($heroes.id9999.stats.money)>> </div> <div class="maprightupicons"> [img[./Images/Interface/playerfame.png]] <<print setup.formatNumber($heroes.id9999.stats.fame)>> </div> <div class="maprightupicons"> [img[./Images/Interface/playerinfluence.png]] <<print setup.formatNumber($heroes.id9999.stats.influence )>> </div> </div> </div> <div class="mapmiddle"> <div class="mapleft"> </div> <div class="mapcentre"> <div class ="placeleft" id="qplaceleft"> <div id="qename"> <<= $active.quest.name>> </div> <div id = "questdesc"> <<switch $active.quest.state>> <<case 200000000000000>> <div id="qtext"> <br>Your clothes cling to your skin, soaked through. You're still struggling to catch your breath, each cough bringing up water that shouldn't be in your lungs. Everything feels hazy—where you've been, how you got here... even the last moment you remember is lost in the fog. Who are you?<br><br> Open your character Page to find it out: [img[./Images/Interface/iconprofile.png]] </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> </div> <div id="questcolsr"> </div> </div> <<case 210000000000000>> <div id="qtext"> <br> You feel a bit stronger now. Your Strength skill increased by 1! <br> <<set $heroes.id9999.skills.strength += 1>> <<set $heroes.id9999.skills.fauna += 1>> <<set $heroes.id9999.skills.building += 1>> <<set $heroes.id9999.skills.endurance += 1>> <<set $heroes.id9999.skills.power += 1>> <<set $heroes.id9999.skills.leadership += 1>> <br> But what is this strange world around you? You must remember something about it! Open the Encyclopedia to read about game lore and how to play: [img[./Images/Interface/iconency.png]] <br><br><br> Hint: There are two type of skills in the game: main skills (first column and first row in blod) and secondary skills (all other skills in the skill table). Getting a skill point on a main skill not only raises that skill, but all other secondary skills oin it's row or column: the +1 point you just reveived on Strength will give you one additional point on all skills in the Strength column: Fauna, Building, Endurance, Power and Leadership. </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> </div> <div id="questcolsr"> </div> </div> <<case 220000000000000>> <div id="qtext"> <br> Interesting. Your Academical skill increased by +1!<br> <<set $heroes.id9999.skills.academical += 1>> <<set $heroes.id9999.skills.flora += 1>> <<set $heroes.id9999.skills.cooking += 1>> <<set $heroes.id9999.skills.fauna += 1>> <<set $heroes.id9999.skills.reflex += 1>> <<set $heroes.id9999.skills.flattery += 1>> <br>You are well informed now. But is there a way to make this world more familiar? Open the Settings menu: [img[./Images/Interface/iconoptions.png]] <br><br><br>Hint: As Academical is a main skill as well, you got +1 points on all skills that are in the same row: Fauna, Flora, Cooking, Reflex, Flattery. </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> </div> <div id="questcolsr"> </div> </div> <<case 230000000000000>> <div id="qtext"> <br> Thinking about a philosophical question like this gave you a headache. You lost 10 health points: -10[img[./Images/Interface/playerhealth.png]] <<set $heroes.id9999.stats.health -=5>> <br><br>This place doesn't seem safe. Anything can hide in the bushes around you. Better to find a weapon. You reach for your bag, and start to search. <br>Check your inventory [img[./Images/Interface/iconinventory.png]] and equip a melee weapon [img[./Images/Interface/iconmelee.png]]! <br><br><br> Hint: Don't worry, a good sleep will heal you later. You can always check the time [img[./Images/Interface/time.png]], your energy [img[./Images/Interface/playerenergy.png]], health [img[./Images/Interface/playerhealth.png]], money [img[./Images/Interface/playermoney.png]], fame [img[./Images/Interface/playerfame.png]] and influence [img[./Images/Interface/playerinfluence.png]] on the top of the screen. </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> </div> <div id="questcolsr"> </div> </div> <<case 240000000000000>> <div id="qtext"> <br>Much better. Let's leave this place as soon as possible. Click the left arrow on the map after clicking Complete to finish this quest. <br> <br>You will find a Quest icon in the next district. Click on it to continue the questline: <br> [img[./Images/Maps/icon_quest.png]] <br><br><br> Hint: The items you wear give you additional skill points. Check your inventory and change your clothes if you don't have enough skills for a situation! </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> </div> <div id="questcolsr"> </div> </div> <<case 241000000000000>> <div id="qtext"> </div> <div id="qitems"> </div> <div id ="qtextbutt"> </div> <div id="questdown"> <div id="questcolsl"> <div id="qdcols">Interactions</div> <div id ="hptalkbutt"> <<button "Yes" "QuestEngine">> <<set $active.quest.state += 1000000000000>> <<unset $tutblock>> <</button>> </div> <div id ="hptalkbutt"> <<button "Yes" "QuestEngine">> <<set $active.quest.state += 2000000000000>> <<unset $tutblock>> <</button>> </div> </div> <div id="questcolsr"> </div> </div> <<default>> <</switch>> </div> </div> <div class ="placeright"> /*if same image, add here with or, image name ends with s*/ <<if $active.quest.id is 100 and $active.quest.state lt 241000000000000>> <<print "[img[./Images/Quests/" + $active.quest.id + "id" + "s.png]]">> <<else>> <<print "[img[./Images/Quests/" + $active.quest.id + "id" + $active.quest.state + ".png]]">> <</if>> </div> </div> <div class="mapright"> </div> </div> <div class="mapbottom"> <div class="mapleftboxdown"> <<if $active.quest.id is 100 and $active.quest.state is 220000000000000>> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconoptions.png][Settings]]>> <<set $active.quest.state += 10000000000000>> <</button>> </div> <</if>> <<if $active.quest.id is 100 and $active.quest.state is 210000000000000>> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconency.png][Encyclopedia]]>> <<set $active.quest.state += 10000000000000>> <</button>> </div> <</if>> <<if $active.quest.id is 100 and $active.quest.state is 200000000000000>> <div class="mapleftdownicons"> <<button[img[./Images/Interface/iconprofile.png][CharacterPage]]>> <<set $active.hero = $heroes.id9999>> <<set $active.quest.state += 10000000000000>> <</button>> </div> <</if>> </div> <<if (_retcheck is 0 or 1) or ($active.quest.now eq $active.quest.end and _retcheck isnot 0)>> <<if $active.quest.id is 100 and $active.quest.state lt 240000000000000>> <<else>> <div class=menureturn> <<if $active.quest.id is 100 and $active.quest.state is 240000000000000>> <<button "Return" "MapEngine">> <<set $active.quest.now +=1>> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <</button>> <<else>> <<button "Return" $return>> <<if $active.quest.now eq $active.quest.end and _retcheck isnot 0>> <<set $active.quest.state += 100000000000000>> <</if>> <<= "<<set $quests.id" + $active.quest.id + "= $active.quest>>">> <<unset $active.quest>> <</button>> <</if>> </div> <</if>> <<else>> <<if $active.quest.id is 100 and $active.quest.state lt 240000000000000>> <<else>> <div class=menureturn> <<button "Complete" "QuestEngine">> <<set $active.quest.now +=1>> <</button>> </div> <</if>> <</if>> <div class="maprightboxdown"> <<if $active.quest.id is 100 and $active.quest.state is 230000000000000>> <div class="maprightdownicons"> <<button[img[./Images/Interface/iconinventory.png][Inventory]]>> <<set $active.hero = $heroes.id9999>> <<include "InventSet">> <<set $active.quest.state += 10000000000000>> <</button>> </div> <</if>> </div> </div> <</nobr>>
<<nobr>> /*can be used for all fights, just need to put different hexes between ifs based on $fightnum (id of the fight) to check which ones should be visible*/ /*can not be printed with for cycle as buttons wont work that way, all buttons will use the latest variaable in the cycle*/ <div class="hex-map" id="hex-map"> <<switch $fightnum>> <<case 1>> [img[./Images/Fights/q100fight.png]] <<case 2>> [img[./Images/Fights/q103fight.png]] <<default>> <</switch>> /*---------------------------------------R1-----------------------------------------------*/ <<if typeof $hexdata.id981141 !== "undefined">> <<if $hexdata.id981141.type !== "block">> <div id="hexmid981141" class="hex" style="left:10px; top:10px;"> <div id="hexid981141" class="hex-border"></div> <div id="hexbid981141" class="hex-content"> <<if $hexdata.id981141.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id981141.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id981141.unit gt 0>> <div class="hexunit" id="981141unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss981141"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id981141.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar981141\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id981141.unit].health / $fightdata.allunits["id" + $hexdata.id981141.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id981141>> <<button "a" "FightEngine">> <<if $hexdata.id981141.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id981141>> <<stepcalc>> <</if>> <<if $hexdata.id981141.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id981141>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id981141.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id981141.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id981141.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id981141.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id981141.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id971340 !== "undefined">> <<if $hexdata.id971340.type !== "block">> <div id="hexmid971340" class="hex" style="left:160px; top:10px;"> <div id="hexid971340" class="hex-border"></div> <div id="hexbid971340" class="hex-content"> <<if $hexdata.id971340.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id971340.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id971340.unit gt 0>> <div class="hexunit" id="971340unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss971340"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id971340.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar971340\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id971340.unit].health / $fightdata.allunits["id" + $hexdata.id971340.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id971340>> <<button "a" "FightEngine">> <<if $hexdata.id971340.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id971340>> <<stepcalc>> <</if>> <<if $hexdata.id971340.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id971340>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id971340.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id971340.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id971340.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id971340.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id971340.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id961539 !== "undefined">> <<if $hexdata.id961539.type !== "block">> <div id="hexmid961539" class="hex" style="left:310px; top:10px;"> <div id="hexid961539" class="hex-border"></div> <div id="hexbid961539" class="hex-content"> <<if $hexdata.id961539.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"> </div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id961539.loot + ".png]]">></div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id961539.unit gt 0>> <div class="hexunit" id="961539unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss961539"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id961539.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar961539\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id961539.unit].health / $fightdata.allunits["id" + $hexdata.id961539.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id961539>> <<button "a" "FightEngine">> <<if $hexdata.id961539.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id961539>> <<stepcalc>> <</if>> <<if $hexdata.id961539.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id961539>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id961539.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id961539.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id961539.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id961539.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id961539.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id951738 !== "undefined">> <<if $hexdata.id951738.type !== "block">> <div id="hexmid951738" class="hex" style="left:460px; top:10px;"> <div id="hexid951738" class="hex-border"></div> <div id="hexbid951738" class="hex-content"> <<if $hexdata.id951738.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id951738.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id951738.unit gt 0>> <div class="hexunit" id="951738unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss951738"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id951738.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar951738\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id951738.unit].health / $fightdata.allunits["id" + $hexdata.id951738.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id951738>> <<button "a" "FightEngine">> <<if $hexdata.id951738.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id951738>> <<stepcalc>> <</if>> <<if $hexdata.id951738.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id951738>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id951738.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id951738.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id951738.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id951738.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id951738.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id941937 !== "undefined">> <<if $hexdata.id941937.type !== "block">> <div id="hexmid941937" class="hex" style="left:610px; top:10px;"> <div id="hexid941937" class="hex-border"></div> <div id="hexbid941937" class="hex-content"> <<if $hexdata.id941937.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id941937.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id941937.unit gt 0>> <div class="hexunit" id="941937unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss941937"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id941937.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar941937\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id941937.unit].health / $fightdata.allunits["id" + $hexdata.id941937.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id941937>> <<button "a" "FightEngine">> <<if $hexdata.id941937.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id941937>> <<stepcalc>> <</if>> <<if $hexdata.id941937.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id941937>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id941937.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id941937.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id941937.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id941937.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id941937.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id932136 !== "undefined">> <<if $hexdata.id932136.type !== "block">> <div id="hexmid932136" class="hex" style="left:760px; top:10px;"> <div id="hexid932136" class="hex-border"></div> <div id="hexbid932136" class="hex-content"> <<if $hexdata.id932136.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id932136.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id932136.unit gt 0>> <div class="hexunit" id="932136unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss932136"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id932136.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar932136\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id932136.unit].health / $fightdata.allunits["id" + $hexdata.id932136.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id932136>> <<button "a" "FightEngine">> <<if $hexdata.id932136.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id932136>> <<stepcalc>> <</if>> <<if $hexdata.id932136.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id932136>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id932136.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id932136.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id932136.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id932136.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id932136.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id922335 !== "undefined">> <<if $hexdata.id922335.type !== "block">> <div id="hexmid922335" class="hex" style="left:910px; top:10px;"> <div id="hexid922335" class="hex-border"></div> <div id="hexbid922335" class="hex-content"> <<if $hexdata.id922335.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id922335.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id922335.unit gt 0>> <div class="hexunit" id="922335unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss922335"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id922335.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar922335\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id922335.unit].health / $fightdata.allunits["id" + $hexdata.id922335.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id922335>> <<button "a" "FightEngine">> <<if $hexdata.id922335.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id922335>> <<stepcalc>> <</if>> <<if $hexdata.id922335.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id922335>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id922335.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id922335.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id922335.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id922335.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id922335.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id912534 !== "undefined">> <<if $hexdata.id912534.type !== "block">> <div id="hexmid912534" class="hex" style="left:1060px; top:10px;"> <div id="hexid912534" class="hex-border"></div> <div id="hexbid912534" class="hex-content"> <<if $hexdata.id912534.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id912534.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id912534.unit gt 0>> <div class="hexunit" id="912534unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss912534"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id912534.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar912534\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id912534.unit].health / $fightdata.allunits["id" + $hexdata.id912534.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id912534>> <<button "a" "FightEngine">> <<if $hexdata.id912534.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id912534>> <<stepcalc>> <</if>> <<if $hexdata.id912534.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id912534>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id912534.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id912534.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id912534.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id912534.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id912534.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id902733 !== "undefined">> <<if $hexdata.id902733.type !== "block">> <div id="hexmid902733" class="hex" style="left:1210px; top:10px;"> <div id="hexid902733" class="hex-border"></div> <div id="hexbid902733" class="hex-content"> <<if $hexdata.id902733.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id902733.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id902733.unit gt 0>> <div class="hexunit" id="902733unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss902733"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id902733.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar902733\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id902733.unit].health / $fightdata.allunits["id" + $hexdata.id902733.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id902733>> <<button "a" "FightEngine">> <<if $hexdata.id902733.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id902733>> <<stepcalc>> <</if>> <<if $hexdata.id902733.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id902733>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id902733.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id902733.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id902733.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id902733.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id902733.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R2-----------------------------------------------*/ <<if typeof $hexdata.id971241 !== "undefined">> <<if $hexdata.id971241.type !== "block">> <div id="hexmid971241" class="hex" style="left:85px; top:53.3px;"> <div id="hexid971241" class="hex-border"></div> <div id="hexbid971241" class="hex-content"> <<if $hexdata.id971241.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id971241.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id971241.unit gt 0>> <div class="hexunit" id="971241unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss971241"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id971241.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar971241\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id971241.unit].health / $fightdata.allunits["id" + $hexdata.id971241.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id971241>> <<button "a" "FightEngine">> <<if $hexdata.id971241.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id971241>> <<stepcalc>> <</if>> <<if $hexdata.id971241.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id971241>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id971241.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id971241.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id971241.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id971241.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id971241.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id961440 !== "undefined">> <<if $hexdata.id961440.type !== "block">> <div id="hexmid961440" class="hex" style="left:235px; top:53.3px;"> <div id="hexid961440" class="hex-border"></div> <div id="hexbid961440" class="hex-content"> <<if $hexdata.id961440.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id961440.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id961440.unit gt 0>> <div class="hexunit" id="961440unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss961440"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id961440.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar961440\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id961440.unit].health / $fightdata.allunits["id" + $hexdata.id961440.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id961440>> <<button "a" "FightEngine">> <<if $hexdata.id961440.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id961440>> <<stepcalc>> <</if>> <<if $hexdata.id961440.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id961440>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id961440.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id961440.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id961440.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id961440.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id961440.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id951639 !== "undefined">> <<if $hexdata.id951639.type !== "block">> <div id="hexmid951639" class="hex" style="left:385px; top:53.3px;"> <div id="hexid951639" class="hex-border"></div> <div id="hexbid951639" class="hex-content"> <<if $hexdata.id951639.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id951639.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id951639.unit gt 0>> <div class="hexunit" id="951639unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss951639"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id951639.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar951639\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id951639.unit].health / $fightdata.allunits["id" + $hexdata.id951639.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id951639>> <<button "a" "FightEngine">> <<if $hexdata.id951639.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id951639>> <<stepcalc>> <</if>> <<if $hexdata.id951639.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id951639>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id951639.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id951639.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id951639.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id951639.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id951639.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id941838 !== "undefined">> <<if $hexdata.id941838.type !== "block">> <div id="hexmid941838" class="hex" style="left:535px; top:53.3px;"> <div id="hexid941838" class="hex-border"></div> <div id="hexbid941838" class="hex-content"> <<if $hexdata.id941838.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id941838.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id941838.unit gt 0>> <div class="hexunit" id="941838unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss941838"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id941838.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar941838\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id941838.unit].health / $fightdata.allunits["id" + $hexdata.id941838.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id941838>> <<button "a" "FightEngine">> <<if $hexdata.id941838.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id941838>> <<stepcalc>> <</if>> <<if $hexdata.id941838.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id941838>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id941838.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id941838.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id941838.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id941838.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id941838.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id932037 !== "undefined">> <<if $hexdata.id932037.type !== "block">> <div id="hexmid932037" class="hex" style="left:685px; top:53.3px;"> <div id="hexid932037" class="hex-border"></div> <div id="hexbid932037" class="hex-content"> <<if $hexdata.id932037.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id932037.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id932037.unit gt 0>> <div class="hexunit" id="932037unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss932037"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id932037.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar932037\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id932037.unit].health / $fightdata.allunits["id" + $hexdata.id932037.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id932037>> <<button "a" "FightEngine">> <<if $hexdata.id932037.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id932037>> <<stepcalc>> <</if>> <<if $hexdata.id932037.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id932037>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id932037.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id932037.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id932037.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id932037.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id932037.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id922236 !== "undefined">> <<if $hexdata.id922236.type !== "block">> <div id="hexmid922236" class="hex" style="left:835px; top:53.3px;"> <div id="hexid922236" class="hex-border"></div> <div id="hexbid922236" class="hex-content"> <<if $hexdata.id922236.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id922236.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id922236.unit gt 0>> <div class="hexunit" id="922236unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss922236"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id922236.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar922236\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id922236.unit].health / $fightdata.allunits["id" + $hexdata.id922236.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id922236>> <<button "a" "FightEngine">> <<if $hexdata.id922236.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id922236>> <<stepcalc>> <</if>> <<if $hexdata.id922236.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id922236>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id922236.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id922236.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id922236.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id922236.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id922236.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id912435 !== "undefined">> <<if $hexdata.id912435.type !== "block">> <div id="hexmid912435" class="hex" style="left:985px; top:53.3px;"> <div id="hexid912435" class="hex-border"></div> <div id="hexbid912435" class="hex-content"> <<if $hexdata.id912435.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id912435.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id912435.unit gt 0>> <div class="hexunit" id="912435unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss912435"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id912435.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar912435\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id912435.unit].health / $fightdata.allunits["id" + $hexdata.id912435.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id912435>> <<button "a" "FightEngine">> <<if $hexdata.id912435.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id912435>> <<stepcalc>> <</if>> <<if $hexdata.id912435.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id912435>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id912435.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id912435.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id912435.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id912435.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id912435.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id902634 !== "undefined">> <<if $hexdata.id902634.type !== "block">> <div id="hexmid902634" class="hex" style="left:1135px; top:53.3px;"> <div id="hexid902634" class="hex-border"></div> <div id="hexbid902634" class="hex-content"> <<if $hexdata.id902634.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id902634.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id902634.unit gt 0>> <div class="hexunit" id="902634unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss902634"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id902634.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar902634\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id902634.unit].health / $fightdata.allunits["id" + $hexdata.id902634.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id902634>> <<button "a" "FightEngine">> <<if $hexdata.id902634.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id902634>> <<stepcalc>> <</if>> <<if $hexdata.id902634.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id902634>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id902634.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id902634.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id902634.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id902634.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id902634.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R3-----------------------------------------------*/ <<if typeof $hexdata.id971142 !== "undefined">> <<if $hexdata.id971142.type !== "block">> <div id="hexmid971142" class="hex" style="left:10px; top:96.6px;"> <div id="hexid971142" class="hex-border"></div> <div id="hexbid971142" class="hex-content"> <<if $hexdata.id971142.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id971142.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id971142.unit gt 0>> <div class="hexunit" id="971142unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss971142"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id971142.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar971142\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id971142.unit].health / $fightdata.allunits["id" + $hexdata.id971142.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id971142>> <<button "a" "FightEngine">> <<if $hexdata.id971142.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id971142>> <<stepcalc>> <</if>> <<if $hexdata.id971142.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id971142>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id971142.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id971142.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id971142.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id971142.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id971142.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id961341 !== "undefined">> <<if $hexdata.id961341.type !== "block">> <div id="hexmid961341" class="hex" style="left:160px; top:96.6px;"> <div id="hexid961341" class="hex-border"></div> <div id="hexbid961341" class="hex-content"> <<if $hexdata.id961341.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id961341.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id961341.unit gt 0>> <div class="hexunit" id="961341unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss961341"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id961341.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar961341\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id961341.unit].health / $fightdata.allunits["id" + $hexdata.id961341.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id961341>> <<button "a" "FightEngine">> <<if $hexdata.id961341.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id961341>> <<stepcalc>> <</if>> <<if $hexdata.id961341.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id961341>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id961341.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id961341.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id961341.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id961341.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id961341.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id951540 !== "undefined">> <<if $hexdata.id951540.type !== "block">> <div id="hexmid951540" class="hex" style="left:310px; top:96.6px;"> <div id="hexid951540" class="hex-border"></div> <div id="hexbid951540" class="hex-content"> <<if $hexdata.id951540.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id951540.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id951540.unit gt 0>> <div class="hexunit" id="951540unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss951540"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id951540.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar951540\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id951540.unit].health / $fightdata.allunits["id" + $hexdata.id951540.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id951540>> <<button "a" "FightEngine">> <<if $hexdata.id951540.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id951540>> <<stepcalc>> <</if>> <<if $hexdata.id951540.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id951540>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id951540.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id951540.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id951540.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id951540.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id951540.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id941739 !== "undefined">> <<if $hexdata.id941739.type !== "block">> <div id="hexmid941739" class="hex" style="left:460px; top:96.6px;"> <div id="hexid941739" class="hex-border"></div> <div id="hexbid941739" class="hex-content"> <<if $hexdata.id941739.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id941739.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id941739.unit gt 0>> <div class="hexunit" id="941739unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss941739"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id941739.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar941739\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id941739.unit].health / $fightdata.allunits["id" + $hexdata.id941739.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id941739>> <<button "a" "FightEngine">> <<if $hexdata.id941739.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id941739>> <<stepcalc>> <</if>> <<if $hexdata.id941739.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id941739>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id941739.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id941739.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id941739.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id941739.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id941739.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id931938 !== "undefined">> <<if $hexdata.id931938.type !== "block">> <div id="hexmid931938" class="hex" style="left:610px; top:96.6px;"> <div id="hexid931938" class="hex-border"></div> <div id="hexbid931938" class="hex-content"> <<if $hexdata.id931938.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id931938.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id931938.unit gt 0>> <div class="hexunit" id="931938unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss931938"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id931938.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar931938\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id931938.unit].health / $fightdata.allunits["id" + $hexdata.id931938.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id931938>> <<button "a" "FightEngine">> <<if $hexdata.id931938.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id931938>> <<stepcalc>> <</if>> <<if $hexdata.id931938.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id931938>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id931938.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id931938.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id931938.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id931938.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id931938.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id922137 !== "undefined">> <<if $hexdata.id922137.type !== "block">> <div id="hexmid922137" class="hex" style="left:760px; top:96.6px;"> <div id="hexid922137" class="hex-border"></div> <div id="hexbid922137" class="hex-content"> <<if $hexdata.id922137.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id922137.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id922137.unit gt 0>> <div class="hexunit" id="922137unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss922137"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id922137.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar922137\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id922137.unit].health / $fightdata.allunits["id" + $hexdata.id922137.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id922137>> <<button "a" "FightEngine">> <<if $hexdata.id922137.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id922137>> <<stepcalc>> <</if>> <<if $hexdata.id922137.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id922137>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id922137.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id922137.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id922137.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id922137.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id922137.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id912336 !== "undefined">> <<if $hexdata.id912336.type !== "block">> <div id="hexmid912336" class="hex" style="left:910px; top:96.6px;"> <div id="hexid912336" class="hex-border"></div> <div id="hexbid912336" class="hex-content"> <<if $hexdata.id912336.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id912336.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id912336.unit gt 0>> <div class="hexunit" id="912336unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss912336"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id912336.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar912336\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id912336.unit].health / $fightdata.allunits["id" + $hexdata.id912336.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id912336>> <<button "a" "FightEngine">> <<if $hexdata.id912336.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id912336>> <<stepcalc>> <</if>> <<if $hexdata.id912336.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id912336>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id912336.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id912336.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id912336.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id912336.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id912336.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id902535 !== "undefined">> <<if $hexdata.id902535.type !== "block">> <div id="hexmid902535" class="hex" style="left:1060px; top:96.6px;"> <div id="hexid902535" class="hex-border"></div> <div id="hexbid902535" class="hex-content"> <<if $hexdata.id902535.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id902535.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id902535.unit gt 0>> <div class="hexunit" id="902535unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss902535"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id902535.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar902535\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id902535.unit].health / $fightdata.allunits["id" + $hexdata.id902535.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id902535>> <<button "a" "FightEngine">> <<if $hexdata.id902535.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id902535>> <<stepcalc>> <</if>> <<if $hexdata.id902535.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id902535>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id902535.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id902535.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id902535.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id902535.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id902535.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id892734 !== "undefined">> <<if $hexdata.id892734.type !== "block">> <div id="hexmid892734" class="hex" style="left:1210px; top:96.6px;"> <div id="hexid892734" class="hex-border"></div> <div id="hexbid892734" class="hex-content"> <<if $hexdata.id892734.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id892734.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id892734.unit gt 0>> <div class="hexunit" id="892734unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss892734"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id892734.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar892734\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id892734.unit].health / $fightdata.allunits["id" + $hexdata.id892734.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id892734>> <<button "a" "FightEngine">> <<if $hexdata.id892734.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id892734>> <<stepcalc>> <</if>> <<if $hexdata.id892734.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id892734>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id892734.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id892734.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id892734.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id892734.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id892734.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R4-----------------------------------------------*/ <<if typeof $hexdata.id961242 !== "undefined">> <<if $hexdata.id961242.type !== "block">> <div id="hexmid961242" class="hex" style="left:85px; top:139.9px;"> <div id="hexid961242" class="hex-border"></div> <div id="hexbid961242" class="hex-content"> <<if $hexdata.id961242.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id961242.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id961242.unit gt 0>> <div class="hexunit" id="961242unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss961242"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id961242.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar961242\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id961242.unit].health / $fightdata.allunits["id" + $hexdata.id961242.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id961242>> <<button "a" "FightEngine">> <<if $hexdata.id961242.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id961242>> <<stepcalc>> <</if>> <<if $hexdata.id961242.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id961242>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id961242.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id961242.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id961242.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id961242.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id961242.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id951441 !== "undefined">> <<if $hexdata.id951441.type !== "block">> <div id="hexmid951441" class="hex" style="left:235px; top:139.9px;"> <div id="hexid951441" class="hex-border"></div> <div id="hexbid951441" class="hex-content"> <<if $hexdata.id951441.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id951441.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id951441.unit gt 0>> <div class="hexunit" id="951441unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss951441"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id951441.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar951441\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id951441.unit].health / $fightdata.allunits["id" + $hexdata.id951441.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id951441>> <<button "a" "FightEngine">> <<if $hexdata.id951441.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id951441>> <<stepcalc>> <</if>> <<if $hexdata.id951441.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id951441>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id951441.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id951441.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id951441.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id951441.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id951441.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id941640 !== "undefined">> <<if $hexdata.id941640.type !== "block">> <div id="hexmid941640" class="hex" style="left:385px; top:139.9px;"> <div id="hexid941640" class="hex-border"></div> <div id="hexbid941640" class="hex-content"> <<if $hexdata.id941640.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id941640.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id941640.unit gt 0>> <div class="hexunit" id="941640unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss941640"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id941640.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar941640\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id941640.unit].health / $fightdata.allunits["id" + $hexdata.id941640.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id941640>> <<button "a" "FightEngine">> <<if $hexdata.id941640.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id941640>> <<stepcalc>> <</if>> <<if $hexdata.id941640.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id941640>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id941640.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id941640.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id941640.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id941640.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id941640.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id931839 !== "undefined">> <<if $hexdata.id931839.type !== "block">> <div id="hexmid931839" class="hex" style="left:535px; top:139.9px;"> <div id="hexid931839" class="hex-border"></div> <div id="hexbid931839" class="hex-content"> <<if $hexdata.id931839.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id931839.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id931839.unit gt 0>> <div class="hexunit" id="931839unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss931839"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id931839.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar931839\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id931839.unit].health / $fightdata.allunits["id" + $hexdata.id931839.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id931839>> <<button "a" "FightEngine">> <<if $hexdata.id931839.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id931839>> <<stepcalc>> <</if>> <<if $hexdata.id931839.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id931839>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id931839.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id931839.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id931839.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id931839.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id931839.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id922038 !== "undefined">> <<if $hexdata.id922038.type !== "block">> <div id="hexmid922038" class="hex" style="left:685px; top:139.9px;"> <div id="hexid922038" class="hex-border"></div> <div id="hexbid922038" class="hex-content"> <<if $hexdata.id922038.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id922038.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id922038.unit gt 0>> <div class="hexunit" id="922038unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss922038"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id922038.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar922038\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id922038.unit].health / $fightdata.allunits["id" + $hexdata.id922038.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id922038>> <<button "a" "FightEngine">> <<if $hexdata.id922038.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id922038>> <<stepcalc>> <</if>> <<if $hexdata.id922038.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id922038>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id922038.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id922038.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id922038.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id922038.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id922038.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id912237 !== "undefined">> <<if $hexdata.id912237.type !== "block">> <div id="hexmid912237" class="hex" style="left:835px; top:139.9px;"> <div id="hexid912237" class="hex-border"></div> <div id="hexbid912237" class="hex-content"> <<if $hexdata.id912237.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id912237.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id912237.unit gt 0>> <div class="hexunit" id="912237unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss912237"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id912237.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar912237\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id912237.unit].health / $fightdata.allunits["id" + $hexdata.id912237.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id912237>> <<button "a" "FightEngine">> <<if $hexdata.id912237.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id912237>> <<stepcalc>> <</if>> <<if $hexdata.id912237.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id912237>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id912237.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id912237.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id912237.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id912237.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id912237.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id902436 !== "undefined">> <<if $hexdata.id902436.type !== "block">> <div id="hexmid902436" class="hex" style="left:985px; top:139.9px;"> <div id="hexid902436" class="hex-border"></div> <div id="hexbid902436" class="hex-content"> <<if $hexdata.id902436.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id902436.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id902436.unit gt 0>> <div class="hexunit" id="902436unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss902436"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id902436.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar902436\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id902436.unit].health / $fightdata.allunits["id" + $hexdata.id902436.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id902436>> <<button "a" "FightEngine">> <<if $hexdata.id902436.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id902436>> <<stepcalc>> <</if>> <<if $hexdata.id902436.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id902436>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id902436.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id902436.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id902436.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id902436.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id902436.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id892635 !== "undefined">> <<if $hexdata.id892635.type !== "block">> <div id="hexmid892635" class="hex" style="left:1135px; top:139.9px;"> <div id="hexid892635" class="hex-border"></div> <div id="hexbid892635" class="hex-content"> <<if $hexdata.id892635.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id892635.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id892635.unit gt 0>> <div class="hexunit" id="892635unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss892635"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id892635.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar892635\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id892635.unit].health / $fightdata.allunits["id" + $hexdata.id892635.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id892635>> <<button "a" "FightEngine">> <<if $hexdata.id892635.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id892635>> <<stepcalc>> <</if>> <<if $hexdata.id892635.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id892635>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id892635.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id892635.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id892635.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id892635.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id892635.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R5-----------------------------------------------*/ <<if typeof $hexdata.id961143 !== "undefined">> <<if $hexdata.id961143.type !== "block">> <div id="hexmid961143" class="hex" style="left:10px; top:183.2px;"> <div id="hexid961143" class="hex-border"></div> <div id="hexbid961143" class="hex-content"> <<if $hexdata.id961143.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id961143.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id961143.unit gt 0>> <div class="hexunit" id="961143unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss961143"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id961143.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar961143\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id961143.unit].health / $fightdata.allunits["id" + $hexdata.id961143.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id961143>> <<button "a" "FightEngine">> <<if $hexdata.id961143.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id961143>> <<stepcalc>> <</if>> <<if $hexdata.id961143.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id961143>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id961143.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id961143.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id961143.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id961143.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id961143.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id951342 !== "undefined">> <<if $hexdata.id951342.type !== "block">> <div id="hexmid951342" class="hex" style="left:160px; top:183.2px;"> <div id="hexid951342" class="hex-border"></div> <div id="hexbid951342" class="hex-content"> <<if $hexdata.id951342.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id951342.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id951342.unit gt 0>> <div class="hexunit" id="951342unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss951342"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id951342.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar951342\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id951342.unit].health / $fightdata.allunits["id" + $hexdata.id951342.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id951342>> <<button "a" "FightEngine">> <<if $hexdata.id951342.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id951342>> <<stepcalc>> <</if>> <<if $hexdata.id951342.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id951342>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id951342.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id951342.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id951342.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id951342.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id951342.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id941541 !== "undefined">> <<if $hexdata.id941541.type !== "block">> <div id="hexmid941541" class="hex" style="left:310px; top:183.2px;"> <div id="hexid941541" class="hex-border"></div> <div id="hexbid941541" class="hex-content"> <<if $hexdata.id941541.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id941541.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id941541.unit gt 0>> <div class="hexunit" id="941541unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss941541"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id941541.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar941541\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id941541.unit].health / $fightdata.allunits["id" + $hexdata.id941541.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id941541>> <<button "a" "FightEngine">> <<if $hexdata.id941541.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id941541>> <<stepcalc>> <</if>> <<if $hexdata.id941541.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id941541>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id941541.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id941541.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id941541.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id941541.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id941541.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id931740 !== "undefined">> <<if $hexdata.id931740.type !== "block">> <div id="hexmid931740" class="hex" style="left:460px; top:183.2px;"> <div id="hexid931740" class="hex-border"></div> <div id="hexbid931740" class="hex-content"> <<if $hexdata.id931740.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id931740.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id931740.unit gt 0>> <div class="hexunit" id="931740unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss931740"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id931740.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar931740\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id931740.unit].health / $fightdata.allunits["id" + $hexdata.id931740.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id931740>> <<button "a" "FightEngine">> <<if $hexdata.id931740.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id931740>> <<stepcalc>> <</if>> <<if $hexdata.id931740.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id931740>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id931740.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id931740.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id931740.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id931740.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id931740.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id921939 !== "undefined">> <<if $hexdata.id921939.type !== "block">> <div id="hexmid921939" class="hex" style="left:610px; top:183.2px;"> <div id="hexid921939" class="hex-border"></div> <div id="hexbid921939" class="hex-content"> <<if $hexdata.id921939.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id921939.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id921939.unit gt 0>> <div class="hexunit" id="921939unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss921939"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id921939.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar921939\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id921939.unit].health / $fightdata.allunits["id" + $hexdata.id921939.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id921939>> <<button "a" "FightEngine">> <<if $hexdata.id921939.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id921939>> <<stepcalc>> <</if>> <<if $hexdata.id921939.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id921939>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id921939.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id921939.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id921939.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id921939.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id921939.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id912138 !== "undefined">> <<if $hexdata.id912138.type !== "block">> <div id="hexmid912138" class="hex" style="left:760px; top:183.2px;"> <div id="hexid912138" class="hex-border"></div> <div id="hexbid912138" class="hex-content"> <<if $hexdata.id912138.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id912138.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id912138.unit gt 0>> <div class="hexunit" id="912138unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss912138"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id912138.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar912138\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id912138.unit].health / $fightdata.allunits["id" + $hexdata.id912138.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id912138>> <<button "a" "FightEngine">> <<if $hexdata.id912138.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id912138>> <<stepcalc>> <</if>> <<if $hexdata.id912138.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id912138>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id912138.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id912138.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id912138.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id912138.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id912138.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id902337 !== "undefined">> <<if $hexdata.id902337.type !== "block">> <div id="hexmid902337" class="hex" style="left:910px; top:183.2px;"> <div id="hexid902337" class="hex-border"></div> <div id="hexbid902337" class="hex-content"> <<if $hexdata.id902337.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id902337.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id902337.unit gt 0>> <div class="hexunit" id="902337unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss902337"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id902337.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar902337\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id902337.unit].health / $fightdata.allunits["id" + $hexdata.id902337.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id902337>> <<button "a" "FightEngine">> <<if $hexdata.id902337.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id902337>> <<stepcalc>> <</if>> <<if $hexdata.id902337.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id902337>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id902337.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id902337.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id902337.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id902337.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id902337.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id892536 !== "undefined">> <<if $hexdata.id892536.type !== "block">> <div id="hexmid892536" class="hex" style="left:1060px; top:183.2px;"> <div id="hexid892536" class="hex-border"></div> <div id="hexbid892536" class="hex-content"> <<if $hexdata.id892536.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id892536.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id892536.unit gt 0>> <div class="hexunit" id="892536unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss892536"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id892536.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar892536\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id892536.unit].health / $fightdata.allunits["id" + $hexdata.id892536.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id892536>> <<button "a" "FightEngine">> <<if $hexdata.id892536.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id892536>> <<stepcalc>> <</if>> <<if $hexdata.id892536.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id892536>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id892536.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id892536.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id892536.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id892536.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id892536.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id882735 !== "undefined">> <<if $hexdata.id882735.type !== "block">> <div id="hexmid882735" class="hex" style="left:1210px; top:183.2px;"> <div id="hexid882735" class="hex-border"></div> <div id="hexbid882735" class="hex-content"> <<if $hexdata.id882735.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id882735.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id882735.unit gt 0>> <div class="hexunit" id="882735unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss882735"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id882735.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar882735\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id882735.unit].health / $fightdata.allunits["id" + $hexdata.id882735.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id882735>> <<button "a" "FightEngine">> <<if $hexdata.id882735.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id882735>> <<stepcalc>> <</if>> <<if $hexdata.id882735.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id882735>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id882735.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id882735.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id882735.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id882735.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id882735.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R6-----------------------------------------------*/ <<if typeof $hexdata.id951243 !== "undefined">> <<if $hexdata.id951243.type !== "block">> <div id="hexmid951243" class="hex" style="left:85px; top:226.5px;"> <div id="hexid951243" class="hex-border"></div> <div id="hexbid951243" class="hex-content"> <<if $hexdata.id951243.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id951243.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id951243.unit gt 0>> <div class="hexunit" id="951243unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss951243"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id951243.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar951243\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id951243.unit].health / $fightdata.allunits["id" + $hexdata.id951243.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id951243>> <<button "a" "FightEngine">> <<if $hexdata.id951243.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id951243>> <<stepcalc>> <</if>> <<if $hexdata.id951243.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id951243>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id951243.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id951243.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id951243.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id951243.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id951243.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id941442 !== "undefined">> <<if $hexdata.id941442.type !== "block">> <div id="hexmid941442" class="hex" style="left:235px; top:226.5px;"> <div id="hexid941442" class="hex-border"></div> <div id="hexbid941442" class="hex-content"> <<if $hexdata.id941442.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id941442.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id941442.unit gt 0>> <div class="hexunit" id="941442unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss941442"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id941442.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar941442\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id941442.unit].health / $fightdata.allunits["id" + $hexdata.id941442.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id941442>> <<button "a" "FightEngine">> <<if $hexdata.id941442.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id941442>> <<stepcalc>> <</if>> <<if $hexdata.id941442.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id941442>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id941442.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id941442.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id941442.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id941442.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id941442.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id931641 !== "undefined">> <<if $hexdata.id931641.type !== "block">> <div id="hexmid931641" class="hex" style="left:385px; top:226.5px;"> <div id="hexid931641" class="hex-border"></div> <div id="hexbid931641" class="hex-content"> <<if $hexdata.id931641.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id931641.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id931641.unit gt 0>> <div class="hexunit" id="931641unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss931641"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id931641.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar931641\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id931641.unit].health / $fightdata.allunits["id" + $hexdata.id931641.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id931641>> <<button "a" "FightEngine">> <<if $hexdata.id931641.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id931641>> <<stepcalc>> <</if>> <<if $hexdata.id931641.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id931641>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id931641.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id931641.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id931641.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id931641.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id931641.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id921840 !== "undefined">> <<if $hexdata.id921840.type !== "block">> <div id="hexmid921840" class="hex" style="left:535px; top:226.5px;"> <div id="hexid921840" class="hex-border"></div> <div id="hexbid921840" class="hex-content"> <<if $hexdata.id921840.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id921840.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id921840.unit gt 0>> <div class="hexunit" id="921840unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss921840"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id921840.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar921840\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id921840.unit].health / $fightdata.allunits["id" + $hexdata.id921840.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id921840>> <<button "a" "FightEngine">> <<if $hexdata.id921840.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id921840>> <<stepcalc>> <</if>> <<if $hexdata.id921840.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id921840>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id921840.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id921840.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id921840.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id921840.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id921840.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id912039 !== "undefined">> <<if $hexdata.id912039.type !== "block">> <div id="hexmid912039" class="hex" style="left:685px; top:226.5px;"> <div id="hexid912039" class="hex-border"></div> <div id="hexbid912039" class="hex-content"> <<if $hexdata.id912039.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id912039.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id912039.unit gt 0>> <div class="hexunit" id="912039unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss912039"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id912039.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar912039\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id912039.unit].health / $fightdata.allunits["id" + $hexdata.id912039.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id912039>> <<button "a" "FightEngine">> <<if $hexdata.id912039.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id912039>> <<stepcalc>> <</if>> <<if $hexdata.id912039.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id912039>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id912039.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id912039.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id912039.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id912039.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id912039.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id902238 !== "undefined">> <<if $hexdata.id902238.type !== "block">> <div id="hexmid902238" class="hex" style="left:835px; top:226.5px;"> <div id="hexid902238" class="hex-border"></div> <div id="hexbid902238" class="hex-content"> <<if $hexdata.id902238.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id902238.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id902238.unit gt 0>> <div class="hexunit" id="902238unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss902238"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id902238.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar902238\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id902238.unit].health / $fightdata.allunits["id" + $hexdata.id902238.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id902238>> <<button "a" "FightEngine">> <<if $hexdata.id902238.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id902238>> <<stepcalc>> <</if>> <<if $hexdata.id902238.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id902238>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id902238.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id902238.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id902238.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id902238.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id902238.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id892437 !== "undefined">> <<if $hexdata.id892437.type !== "block">> <div id="hexmid892437" class="hex" style="left:985px; top:226.5px;"> <div id="hexid892437" class="hex-border"></div> <div id="hexbid892437" class="hex-content"> <<if $hexdata.id892437.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id892437.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id892437.unit gt 0>> <div class="hexunit" id="892437unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss892437"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id892437.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar892437\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id892437.unit].health / $fightdata.allunits["id" + $hexdata.id892437.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id892437>> <<button "a" "FightEngine">> <<if $hexdata.id892437.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id892437>> <<stepcalc>> <</if>> <<if $hexdata.id892437.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id892437>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id892437.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id892437.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id892437.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id892437.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id892437.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id882636 !== "undefined">> <<if $hexdata.id882636.type !== "block">> <div id="hexmid882636" class="hex" style="left:1135px; top:226.5px;"> <div id="hexid882636" class="hex-border"></div> <div id="hexbid882636" class="hex-content"> <<if $hexdata.id882636.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id882636.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id882636.unit gt 0>> <div class="hexunit" id="882636unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss882636"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id882636.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar882636\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id882636.unit].health / $fightdata.allunits["id" + $hexdata.id882636.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id882636>> <<button "a" "FightEngine">> <<if $hexdata.id882636.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id882636>> <<stepcalc>> <</if>> <<if $hexdata.id882636.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id882636>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id882636.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id882636.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id882636.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id882636.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id882636.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R7-----------------------------------------------*/ <<if typeof $hexdata.id951144 !== "undefined">> <<if $hexdata.id951144.type !== "block">> <div id="hexmid951144" class="hex" style="left:10px; top:269.8px;"> <div id="hexid951144" class="hex-border"></div> <div id="hexbid951144" class="hex-content"> <<if $hexdata.id951144.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id951144.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id951144.unit gt 0>> <div class="hexunit" id="951144unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss951144"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id951144.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar951144\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id951144.unit].health / $fightdata.allunits["id" + $hexdata.id951144.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id951144>> <<button "a" "FightEngine">> <<if $hexdata.id951144.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id951144>> <<stepcalc>> <</if>> <<if $hexdata.id951144.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id951144>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id951144.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id951144.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id951144.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id951144.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id951144.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id941343 !== "undefined">> <<if $hexdata.id941343.type !== "block">> <div id="hexmid941343" class="hex" style="left:160px; top:269.8px;"> <div id="hexid941343" class="hex-border"></div> <div id="hexbid941343" class="hex-content"> <<if $hexdata.id941343.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id941343.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id941343.unit gt 0>> <div class="hexunit" id="941343unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss941343"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id941343.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar941343\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id941343.unit].health / $fightdata.allunits["id" + $hexdata.id941343.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id941343>> <<button "a" "FightEngine">> <<if $hexdata.id941343.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id941343>> <<stepcalc>> <</if>> <<if $hexdata.id941343.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id941343>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id941343.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id941343.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id941343.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id941343.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id941343.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id931542 !== "undefined">> <<if $hexdata.id931542.type !== "block">> <div id="hexmid931542" class="hex" style="left:310px; top:269.8px;"> <div id="hexid931542" class="hex-border"></div> <div id="hexbid931542" class="hex-content"> <<if $hexdata.id931542.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id931542.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id931542.unit gt 0>> <div class="hexunit" id="931542unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss931542"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id931542.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar931542\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id931542.unit].health / $fightdata.allunits["id" + $hexdata.id931542.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id931542>> <<button "a" "FightEngine">> <<if $hexdata.id931542.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id931542>> <<stepcalc>> <</if>> <<if $hexdata.id931542.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id931542>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id931542.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id931542.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id931542.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id931542.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id931542.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id921741 !== "undefined">> <<if $hexdata.id921741.type !== "block">> <div id="hexmid921741" class="hex" style="left:460px; top:269.8px;"> <div id="hexid921741" class="hex-border"></div> <div id="hexbid921741" class="hex-content"> <<if $hexdata.id921741.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id921741.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id921741.unit gt 0>> <div class="hexunit" id="921741unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss921741"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id921741.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar921741\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id921741.unit].health / $fightdata.allunits["id" + $hexdata.id921741.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id921741>> <<button "a" "FightEngine">> <<if $hexdata.id921741.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id921741>> <<stepcalc>> <</if>> <<if $hexdata.id921741.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id921741>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id921741.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id921741.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id921741.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id921741.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id921741.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id911940 !== "undefined">> <<if $hexdata.id911940.type !== "block">> <div id="hexmid911940" class="hex" style="left:610px; top:269.8px;"> <div id="hexid911940" class="hex-border"></div> <div id="hexbid911940" class="hex-content"> <<if $hexdata.id911940.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id911940.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id911940.unit gt 0>> <div class="hexunit" id="911940unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss911940"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id911940.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar911940\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id911940.unit].health / $fightdata.allunits["id" + $hexdata.id911940.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id911940>> <<button "a" "FightEngine">> <<if $hexdata.id911940.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id911940>> <<stepcalc>> <</if>> <<if $hexdata.id911940.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id911940>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id911940.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id911940.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id911940.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id911940.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id911940.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id902139 !== "undefined">> <<if $hexdata.id902139.type !== "block">> <div id="hexmid902139" class="hex" style="left:760px; top:269.8px;"> <div id="hexid902139" class="hex-border"></div> <div id="hexbid902139" class="hex-content"> <<if $hexdata.id902139.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id902139.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id902139.unit gt 0>> <div class="hexunit" id="902139unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss902139"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id902139.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar902139\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id902139.unit].health / $fightdata.allunits["id" + $hexdata.id902139.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id902139>> <<button "a" "FightEngine">> <<if $hexdata.id902139.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id902139>> <<stepcalc>> <</if>> <<if $hexdata.id902139.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id902139>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id902139.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id902139.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id902139.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id902139.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id902139.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id892338 !== "undefined">> <<if $hexdata.id892338.type !== "block">> <div id="hexmid892338" class="hex" style="left:910px; top:269.8px;"> <div id="hexid892338" class="hex-border"></div> <div id="hexbid892338" class="hex-content"> <<if $hexdata.id892338.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id892338.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id892338.unit gt 0>> <div class="hexunit" id="892338unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss892338"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id892338.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar892338\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id892338.unit].health / $fightdata.allunits["id" + $hexdata.id892338.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id892338>> <<button "a" "FightEngine">> <<if $hexdata.id892338.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id892338>> <<stepcalc>> <</if>> <<if $hexdata.id892338.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id892338>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id892338.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id892338.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id892338.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id892338.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id892338.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id882537 !== "undefined">> <<if $hexdata.id882537.type !== "block">> <div id="hexmid882537" class="hex" style="left:1060px; top:269.8px;"> <div id="hexid882537" class="hex-border"></div> <div id="hexbid882537" class="hex-content"> <<if $hexdata.id882537.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id882537.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id882537.unit gt 0>> <div class="hexunit" id="882537unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss882537"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id882537.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar882537\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id882537.unit].health / $fightdata.allunits["id" + $hexdata.id882537.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id882537>> <<button "a" "FightEngine">> <<if $hexdata.id882537.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id882537>> <<stepcalc>> <</if>> <<if $hexdata.id882537.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id882537>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id882537.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id882537.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id882537.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id882537.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id882537.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id872736 !== "undefined">> <<if $hexdata.id872736.type !== "block">> <div id="hexmid872736" class="hex" style="left:1210px; top:269.8px;"> <div id="hexid872736" class="hex-border"></div> <div id="hexbid872736" class="hex-content"> <<if $hexdata.id872736.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id872736.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id872736.unit gt 0>> <div class="hexunit" id="872736unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss872736"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id872736.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar872736\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id872736.unit].health / $fightdata.allunits["id" + $hexdata.id872736.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id872736>> <<button "a" "FightEngine">> <<if $hexdata.id872736.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id872736>> <<stepcalc>> <</if>> <<if $hexdata.id872736.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id872736>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id872736.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id872736.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id872736.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id872736.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id872736.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R8-----------------------------------------------*/ <<if typeof $hexdata.id941244 !== "undefined">> <<if $hexdata.id941244.type !== "block">> <div id="hexmid941244" class="hex" style="left:85px; top:313.1px;"> <div id="hexid941244" class="hex-border"></div> <div id="hexbid941244" class="hex-content"> <<if $hexdata.id941244.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id941244.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id941244.unit gt 0>> <div class="hexunit" id="941244unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss941244"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id941244.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar941244\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id941244.unit].health / $fightdata.allunits["id" + $hexdata.id941244.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id941244>> <<button "a" "FightEngine">> <<if $hexdata.id941244.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id941244>> <<stepcalc>> <</if>> <<if $hexdata.id941244.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id941244>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id941244.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id941244.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id941244.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id941244.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id941244.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id931443 !== "undefined">> <<if $hexdata.id931443.type !== "block">> <div id="hexmid931443" class="hex" style="left:235px; top:313.1px;"> <div id="hexid931443" class="hex-border"></div> <div id="hexbid931443" class="hex-content"> <<if $hexdata.id931443.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id931443.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id931443.unit gt 0>> <div class="hexunit" id="931443unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss931443"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id931443.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar931443\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id931443.unit].health / $fightdata.allunits["id" + $hexdata.id931443.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id931443>> <<button "a" "FightEngine">> <<if $hexdata.id931443.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id931443>> <<stepcalc>> <</if>> <<if $hexdata.id931443.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id931443>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id931443.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id931443.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id931443.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id931443.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id931443.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id921642 !== "undefined">> <<if $hexdata.id921642.type !== "block">> <div id="hexmid921642" class="hex" style="left:385px; top:313.1px;"> <div id="hexid921642" class="hex-border"></div> <div id="hexbid921642" class="hex-content"> <<if $hexdata.id921642.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id921642.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id921642.unit gt 0>> <div class="hexunit" id="921642unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss921642"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id921642.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar921642\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id921642.unit].health / $fightdata.allunits["id" + $hexdata.id921642.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id921642>> <<button "a" "FightEngine">> <<if $hexdata.id921642.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id921642>> <<stepcalc>> <</if>> <<if $hexdata.id921642.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id921642>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id921642.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id921642.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id921642.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id921642.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id921642.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id911841 !== "undefined">> <<if $hexdata.id911841.type !== "block">> <div id="hexmid911841" class="hex" style="left:535px; top:313.1px;"> <div id="hexid911841" class="hex-border"></div> <div id="hexbid911841" class="hex-content"> <<if $hexdata.id911841.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id911841.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id911841.unit gt 0>> <div class="hexunit" id="911841unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss911841"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id911841.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar911841\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id911841.unit].health / $fightdata.allunits["id" + $hexdata.id911841.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id911841>> <<button "a" "FightEngine">> <<if $hexdata.id911841.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id911841>> <<stepcalc>> <</if>> <<if $hexdata.id911841.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id911841>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id911841.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id911841.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id911841.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id911841.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id911841.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id902040 !== "undefined">> <<if $hexdata.id902040.type !== "block">> <div id="hexmid902040" class="hex" style="left:685px; top:313.1px;"> <div id="hexid902040" class="hex-border"></div> <div id="hexbid902040" class="hex-content"> <<if $hexdata.id902040.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id902040.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id902040.unit gt 0>> <div class="hexunit" id="902040unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss902040"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id902040.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar902040\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id902040.unit].health / $fightdata.allunits["id" + $hexdata.id902040.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id902040>> <<button "a" "FightEngine">> <<if $hexdata.id902040.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id902040>> <<stepcalc>> <</if>> <<if $hexdata.id902040.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id902040>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id902040.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id902040.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id902040.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id902040.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id902040.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id892239 !== "undefined">> <<if $hexdata.id892239.type !== "block">> <div id="hexmid892239" class="hex" style="left:835px; top:313.1px;"> <div id="hexid892239" class="hex-border"></div> <div id="hexbid892239" class="hex-content"> <<if $hexdata.id892239.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id892239.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id892239.unit gt 0>> <div class="hexunit" id="892239unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss892239"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id892239.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar892239\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id892239.unit].health / $fightdata.allunits["id" + $hexdata.id892239.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id892239>> <<button "a" "FightEngine">> <<if $hexdata.id892239.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id892239>> <<stepcalc>> <</if>> <<if $hexdata.id892239.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id892239>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id892239.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id892239.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id892239.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id892239.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id892239.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id882438 !== "undefined">> <<if $hexdata.id882438.type !== "block">> <div id="hexmid882438" class="hex" style="left:985px; top:313.1px;"> <div id="hexid882438" class="hex-border"></div> <div id="hexbid882438" class="hex-content"> <<if $hexdata.id882438.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id882438.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id882438.unit gt 0>> <div class="hexunit" id="882438unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss882438"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id882438.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar882438\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id882438.unit].health / $fightdata.allunits["id" + $hexdata.id882438.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id882438>> <<button "a" "FightEngine">> <<if $hexdata.id882438.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id882438>> <<stepcalc>> <</if>> <<if $hexdata.id882438.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id882438>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id882438.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id882438.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id882438.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id882438.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id882438.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id872637 !== "undefined">> <<if $hexdata.id872637.type !== "block">> <div id="hexmid872637" class="hex" style="left:1135px; top:313.1px;"> <div id="hexid872637" class="hex-border"></div> <div id="hexbid872637" class="hex-content"> <<if $hexdata.id872637.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id872637.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id872637.unit gt 0>> <div class="hexunit" id="872637unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss872637"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id872637.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar872637\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id872637.unit].health / $fightdata.allunits["id" + $hexdata.id872637.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id872637>> <<button "a" "FightEngine">> <<if $hexdata.id872637.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id872637>> <<stepcalc>> <</if>> <<if $hexdata.id872637.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id872637>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id872637.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id872637.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id872637.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id872637.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id872637.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R9-----------------------------------------------*/ <<if typeof $hexdata.id941145 !== "undefined">> <<if $hexdata.id941145.type !== "block">> <div id="hexmid941145" class="hex" style="left:10px; top:356.4px;"> <div id="hexid941145" class="hex-border"></div> <div id="hexbid941145" class="hex-content"> <<if $hexdata.id941145.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id941145.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id941145.unit gt 0>> <div class="hexunit" id="941145unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss941145"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id941145.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar941145\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id941145.unit].health / $fightdata.allunits["id" + $hexdata.id941145.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id941145>> <<button "a" "FightEngine">> <<if $hexdata.id941145.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id941145>> <<stepcalc>> <</if>> <<if $hexdata.id941145.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id941145>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id941145.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id941145.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id941145.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id941145.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id941145.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id931344 !== "undefined">> <<if $hexdata.id931344.type !== "block">> <div id="hexmid931344" class="hex" style="left:160px; top:356.4px;"> <div id="hexid931344" class="hex-border"></div> <div id="hexbid931344" class="hex-content"> <<if $hexdata.id931344.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id931344.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id931344.unit gt 0>> <div class="hexunit" id="931344unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss931344"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id931344.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar931344\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id931344.unit].health / $fightdata.allunits["id" + $hexdata.id931344.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id931344>> <<button "a" "FightEngine">> <<if $hexdata.id931344.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id931344>> <<stepcalc>> <</if>> <<if $hexdata.id931344.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id931344>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id931344.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id931344.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id931344.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id931344.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id931344.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id921543 !== "undefined">> <<if $hexdata.id921543.type !== "block">> <div id="hexmid921543" class="hex" style="left:310px; top:356.4px;"> <div id="hexid921543" class="hex-border"></div> <div id="hexbid921543" class="hex-content"> <<if $hexdata.id921543.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id921543.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id921543.unit gt 0>> <div class="hexunit" id="921543unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss921543"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id921543.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar921543\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id921543.unit].health / $fightdata.allunits["id" + $hexdata.id921543.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id921543>> <<button "a" "FightEngine">> <<if $hexdata.id921543.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id921543>> <<stepcalc>> <</if>> <<if $hexdata.id921543.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id921543>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id921543.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id921543.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id921543.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id921543.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id921543.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id911742 !== "undefined">> <<if $hexdata.id911742.type !== "block">> <div id="hexmid911742" class="hex" style="left:460px; top:356.4px;"> <div id="hexid911742" class="hex-border"></div> <div id="hexbid911742" class="hex-content"> <<if $hexdata.id911742.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id911742.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id911742.unit gt 0>> <div class="hexunit" id="911742unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss911742"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id911742.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar911742\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id911742.unit].health / $fightdata.allunits["id" + $hexdata.id911742.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id911742>> <<button "a" "FightEngine">> <<if $hexdata.id911742.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id911742>> <<stepcalc>> <</if>> <<if $hexdata.id911742.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id911742>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id911742.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id911742.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id911742.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id911742.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id911742.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id901941 !== "undefined">> <<if $hexdata.id901941.type !== "block">> <div id="hexmid901941" class="hex" style="left:610px; top:356.4px;"> <div id="hexid901941" class="hex-border"></div> <div id="hexbid901941" class="hex-content"> <<if $hexdata.id901941.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id901941.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id901941.unit gt 0>> <div class="hexunit" id="901941unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss901941"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id901941.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar901941\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id901941.unit].health / $fightdata.allunits["id" + $hexdata.id901941.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id901941>> <<button "a" "FightEngine">> <<if $hexdata.id901941.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id901941>> <<stepcalc>> <</if>> <<if $hexdata.id901941.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id901941>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id901941.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id901941.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id901941.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id901941.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id901941.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id892140 !== "undefined">> <<if $hexdata.id892140.type !== "block">> <div id="hexmid892140" class="hex" style="left:760px; top:356.4px;"> <div id="hexid892140" class="hex-border"></div> <div id="hexbid892140" class="hex-content"> <<if $hexdata.id892140.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id892140.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id892140.unit gt 0>> <div class="hexunit" id="892140unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss892140"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id892140.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar892140\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id892140.unit].health / $fightdata.allunits["id" + $hexdata.id892140.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id892140>> <<button "a" "FightEngine">> <<if $hexdata.id892140.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id892140>> <<stepcalc>> <</if>> <<if $hexdata.id892140.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id892140>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id892140.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id892140.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id892140.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id892140.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id892140.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id882339 !== "undefined">> <<if $hexdata.id882339.type !== "block">> <div id="hexmid882339" class="hex" style="left:910px; top:356.4px;"> <div id="hexid882339" class="hex-border"></div> <div id="hexbid882339" class="hex-content"> <<if $hexdata.id882339.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id882339.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id882339.unit gt 0>> <div class="hexunit" id="882339unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss882339"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id882339.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar882339\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id882339.unit].health / $fightdata.allunits["id" + $hexdata.id882339.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id882339>> <<button "a" "FightEngine">> <<if $hexdata.id882339.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id882339>> <<stepcalc>> <</if>> <<if $hexdata.id882339.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id882339>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id882339.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id882339.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id882339.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id882339.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id882339.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id872538 !== "undefined">> <<if $hexdata.id872538.type !== "block">> <div id="hexmid872538" class="hex" style="left:1060px; top:356.4px;"> <div id="hexid872538" class="hex-border"></div> <div id="hexbid872538" class="hex-content"> <<if $hexdata.id872538.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id872538.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id872538.unit gt 0>> <div class="hexunit" id="872538unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss872538"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id872538.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar872538\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id872538.unit].health / $fightdata.allunits["id" + $hexdata.id872538.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id872538>> <<button "a" "FightEngine">> <<if $hexdata.id872538.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id872538>> <<stepcalc>> <</if>> <<if $hexdata.id872538.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id872538>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id872538.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id872538.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id872538.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id872538.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id872538.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id862737 !== "undefined">> <<if $hexdata.id862737.type !== "block">> <div id="hexmid862737" class="hex" style="left:1210px; top:356.4px;"> <div id="hexid862737" class="hex-border"></div> <div id="hexbid862737" class="hex-content"> <<if $hexdata.id862737.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id862737.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id862737.unit gt 0>> <div class="hexunit" id="862737unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss862737"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id862737.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar862737\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id862737.unit].health / $fightdata.allunits["id" + $hexdata.id862737.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id862737>> <<button "a" "FightEngine">> <<if $hexdata.id862737.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id862737>> <<stepcalc>> <</if>> <<if $hexdata.id862737.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id862737>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id862737.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id862737.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id862737.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id862737.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id862737.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R10----------------------------------------------*/ <<if typeof $hexdata.id931245 !== "undefined">> <<if $hexdata.id931245.type !== "block">> <div id="hexmid931245" class="hex" style="left:85px; top:399.7px;"> <div id="hexid931245" class="hex-border"></div> <div id="hexbid931245" class="hex-content"> <<if $hexdata.id931245.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id931245.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id931245.unit gt 0>> <div class="hexunit" id="931245unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss931245"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id931245.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar931245\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id931245.unit].health / $fightdata.allunits["id" + $hexdata.id931245.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id931245>> <<button "a" "FightEngine">> <<if $hexdata.id931245.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id931245>> <<stepcalc>> <</if>> <<if $hexdata.id931245.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id931245>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id931245.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id931245.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id931245.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id931245.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id931245.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id921444 !== "undefined">> <<if $hexdata.id921444.type !== "block">> <div id="hexmid921444" class="hex" style="left:235px; top:399.7px;"> <div id="hexid921444" class="hex-border"></div> <div id="hexbid921444" class="hex-content"> <<if $hexdata.id921444.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id921444.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id921444.unit gt 0>> <div class="hexunit" id="921444unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss921444"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id921444.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar921444\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id921444.unit].health / $fightdata.allunits["id" + $hexdata.id921444.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id921444>> <<button "a" "FightEngine">> <<if $hexdata.id921444.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id921444>> <<stepcalc>> <</if>> <<if $hexdata.id921444.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id921444>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id921444.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id921444.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id921444.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id921444.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id921444.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id911643 !== "undefined">> <<if $hexdata.id911643.type !== "block">> <div id="hexmid911643" class="hex" style="left:385px; top:399.7px;"> <div id="hexid911643" class="hex-border"></div> <div id="hexbid911643" class="hex-content"> <<if $hexdata.id911643.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id911643.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id911643.unit gt 0>> <div class="hexunit" id="911643unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss911643"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id911643.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar911643\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id911643.unit].health / $fightdata.allunits["id" + $hexdata.id911643.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id911643>> <<button "a" "FightEngine">> <<if $hexdata.id911643.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id911643>> <<stepcalc>> <</if>> <<if $hexdata.id911643.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id911643>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id911643.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id911643.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id911643.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id911643.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id911643.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id901842 !== "undefined">> <<if $hexdata.id901842.type !== "block">> <div id="hexmid901842" class="hex" style="left:535px; top:399.7px;"> <div id="hexid901842" class="hex-border"></div> <div id="hexbid901842" class="hex-content"> <<if $hexdata.id901842.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id901842.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id901842.unit gt 0>> <div class="hexunit" id="901842unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss901842"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id901842.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar901842\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id901842.unit].health / $fightdata.allunits["id" + $hexdata.id901842.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id901842>> <<button "a" "FightEngine">> <<if $hexdata.id901842.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id901842>> <<stepcalc>> <</if>> <<if $hexdata.id901842.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id901842>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id901842.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id901842.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id901842.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id901842.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id901842.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id892041 !== "undefined">> <<if $hexdata.id892041.type !== "block">> <div id="hexmid892041" class="hex" style="left:685px; top:399.7px;"> <div id="hexid892041" class="hex-border"></div> <div id="hexbid892041" class="hex-content"> <<if $hexdata.id892041.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id892041.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id892041.unit gt 0>> <div class="hexunit" id="892041unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss892041"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id892041.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar892041\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id892041.unit].health / $fightdata.allunits["id" + $hexdata.id892041.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id892041>> <<button "a" "FightEngine">> <<if $hexdata.id892041.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id892041>> <<stepcalc>> <</if>> <<if $hexdata.id892041.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id892041>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id892041.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id892041.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id892041.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id892041.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id892041.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id882240 !== "undefined">> <<if $hexdata.id882240.type !== "block">> <div id="hexmid882240" class="hex" style="left:835px; top:399.7px;"> <div id="hexid882240" class="hex-border"></div> <div id="hexbid882240" class="hex-content"> <<if $hexdata.id882240.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id882240.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id882240.unit gt 0>> <div class="hexunit" id="882240unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss882240"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id882240.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar882240\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id882240.unit].health / $fightdata.allunits["id" + $hexdata.id882240.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id882240>> <<button "a" "FightEngine">> <<if $hexdata.id882240.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id882240>> <<stepcalc>> <</if>> <<if $hexdata.id882240.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id882240>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id882240.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id882240.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id882240.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id882240.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id882240.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id872439 !== "undefined">> <<if $hexdata.id872439.type !== "block">> <div id="hexmid872439" class="hex" style="left:985px; top:399.7px;"> <div id="hexid872439" class="hex-border"></div> <div id="hexbid872439" class="hex-content"> <<if $hexdata.id872439.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id872439.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id872439.unit gt 0>> <div class="hexunit" id="872439unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss872439"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id872439.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar872439\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id872439.unit].health / $fightdata.allunits["id" + $hexdata.id872439.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id872439>> <<button "a" "FightEngine">> <<if $hexdata.id872439.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id872439>> <<stepcalc>> <</if>> <<if $hexdata.id872439.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id872439>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id872439.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id872439.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id872439.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id872439.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id872439.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id862638 !== "undefined">> <<if $hexdata.id862638.type !== "block">> <div id="hexmid862638" class="hex" style="left:1135px; top:399.7px;"> <div id="hexid862638" class="hex-border"></div> <div id="hexbid862638" class="hex-content"> <<if $hexdata.id862638.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id862638.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id862638.unit gt 0>> <div class="hexunit" id="862638unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss862638"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id862638.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar862638\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id862638.unit].health / $fightdata.allunits["id" + $hexdata.id862638.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id862638>> <<button "a" "FightEngine">> <<if $hexdata.id862638.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id862638>> <<stepcalc>> <</if>> <<if $hexdata.id862638.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id862638>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id862638.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id862638.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id862638.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id862638.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id862638.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R11----------------------------------------------*/ <<if typeof $hexdata.id931146 !== "undefined">> <<if $hexdata.id931146.type !== "block">> <div id="hexmid931146" class="hex" style="left:10px; top:443px;"> <div id="hexid931146" class="hex-border"></div> <div id="hexbid931146" class="hex-content"> <<if $hexdata.id931146.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id931146.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id931146.unit gt 0>> <div class="hexunit" id="931146unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss931146"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id931146.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar931146\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id931146.unit].health / $fightdata.allunits["id" + $hexdata.id931146.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id931146>> <<button "a" "FightEngine">> <<if $hexdata.id931146.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id931146>> <<stepcalc>> <</if>> <<if $hexdata.id931146.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id931146>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id931146.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id931146.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id931146.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id931146.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id931146.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id921345 !== "undefined">> <<if $hexdata.id921345.type !== "block">> <div id="hexmid921345" class="hex" style="left:160px; top:443px;"> <div id="hexid921345" class="hex-border"></div> <div id="hexbid921345" class="hex-content"> <<if $hexdata.id921345.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id921345.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id921345.unit gt 0>> <div class="hexunit" id="921345unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss921345"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id921345.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar921345\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id921345.unit].health / $fightdata.allunits["id" + $hexdata.id921345.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id921345>> <<button "a" "FightEngine">> <<if $hexdata.id921345.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id921345>> <<stepcalc>> <</if>> <<if $hexdata.id921345.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id921345>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id921345.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id921345.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id921345.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id921345.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id921345.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id911544 !== "undefined">> <<if $hexdata.id911544.type !== "block">> <div id="hexmid911544" class="hex" style="left:310px; top:443px;"> <div id="hexid911544" class="hex-border"></div> <div id="hexbid911544" class="hex-content"> <<if $hexdata.id911544.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id911544.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id911544.unit gt 0>> <div class="hexunit" id="911544unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss911544"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id911544.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar911544\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id911544.unit].health / $fightdata.allunits["id" + $hexdata.id911544.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id911544>> <<button "a" "FightEngine">> <<if $hexdata.id911544.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id911544>> <<stepcalc>> <</if>> <<if $hexdata.id911544.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id911544>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id911544.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id911544.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id911544.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id911544.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id911544.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id901743 !== "undefined">> <<if $hexdata.id901743.type !== "block">> <div id="hexmid901743" class="hex" style="left:460px; top:443px;"> <div id="hexid901743" class="hex-border"></div> <div id="hexbid901743" class="hex-content"> <<if $hexdata.id901743.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id901743.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id901743.unit gt 0>> <div class="hexunit" id="901743unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss901743"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id901743.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar901743\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id901743.unit].health / $fightdata.allunits["id" + $hexdata.id901743.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id901743>> <<button "a" "FightEngine">> <<if $hexdata.id901743.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id901743>> <<stepcalc>> <</if>> <<if $hexdata.id901743.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id901743>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id901743.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id901743.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id901743.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id901743.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id901743.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id891942 !== "undefined">> <<if $hexdata.id891942.type !== "block">> <div id="hexmid891942" class="hex" style="left:610px; top:443px;"> <div id="hexid891942" class="hex-border"></div> <div id="hexbid891942" class="hex-content"> <<if $hexdata.id891942.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id891942.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id891942.unit gt 0>> <div class="hexunit" id="891942unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss891942"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id891942.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar891942\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id891942.unit].health / $fightdata.allunits["id" + $hexdata.id891942.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id891942>> <<button "a" "FightEngine">> <<if $hexdata.id891942.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id891942>> <<stepcalc>> <</if>> <<if $hexdata.id891942.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id891942>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id891942.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id891942.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id891942.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id891942.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id891942.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id882141 !== "undefined">> <<if $hexdata.id882141.type !== "block">> <div id="hexmid882141" class="hex" style="left:760px; top:443px;"> <div id="hexid882141" class="hex-border"></div> <div id="hexbid882141" class="hex-content"> <<if $hexdata.id882141.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id882141.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id882141.unit gt 0>> <div class="hexunit" id="882141unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss882141"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id882141.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar882141\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id882141.unit].health / $fightdata.allunits["id" + $hexdata.id882141.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id882141>> <<button "a" "FightEngine">> <<if $hexdata.id882141.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id882141>> <<stepcalc>> <</if>> <<if $hexdata.id882141.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id882141>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id882141.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id882141.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id882141.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id882141.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id882141.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id872340 !== "undefined">> <<if $hexdata.id872340.type !== "block">> <div id="hexmid872340" class="hex" style="left:910px; top:443px;"> <div id="hexid872340" class="hex-border"></div> <div id="hexbid872340" class="hex-content"> <<if $hexdata.id872340.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id872340.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id872340.unit gt 0>> <div class="hexunit" id="872340unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss872340"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id872340.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar872340\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id872340.unit].health / $fightdata.allunits["id" + $hexdata.id872340.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id872340>> <<button "a" "FightEngine">> <<if $hexdata.id872340.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id872340>> <<stepcalc>> <</if>> <<if $hexdata.id872340.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id872340>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id872340.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id872340.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id872340.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id872340.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id872340.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id862539 !== "undefined">> <<if $hexdata.id862539.type !== "block">> <div id="hexmid862539" class="hex" style="left:1060px; top:443px;"> <div id="hexid862539" class="hex-border"></div> <div id="hexbid862539" class="hex-content"> <<if $hexdata.id862539.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id862539.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id862539.unit gt 0>> <div class="hexunit" id="862539unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss862539"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id862539.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar862539\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id862539.unit].health / $fightdata.allunits["id" + $hexdata.id862539.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id862539>> <<button "a" "FightEngine">> <<if $hexdata.id862539.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id862539>> <<stepcalc>> <</if>> <<if $hexdata.id862539.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id862539>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id862539.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id862539.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id862539.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id862539.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id862539.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id852738 !== "undefined">> <<if $hexdata.id852738.type !== "block">> <div id="hexmid852738" class="hex" style="left:1210px; top:443px;"> <div id="hexid852738" class="hex-border"></div> <div id="hexbid852738" class="hex-content"> <<if $hexdata.id852738.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id852738.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id852738.unit gt 0>> <div class="hexunit" id="852738unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss852738"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id852738.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar852738\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id852738.unit].health / $fightdata.allunits["id" + $hexdata.id852738.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id852738>> <<button "a" "FightEngine">> <<if $hexdata.id852738.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id852738>> <<stepcalc>> <</if>> <<if $hexdata.id852738.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id852738>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id852738.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id852738.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id852738.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id852738.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id852738.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R12----------------------------------------------*/ <<if typeof $hexdata.id921246 !== "undefined">> <<if $hexdata.id921246.type !== "block">> <div id="hexmid921246" class="hex" style="left:85px; top:486.3px;"> <div id="hexid921246" class="hex-border"></div> <div id="hexbid921246" class="hex-content"> <<if $hexdata.id921246.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id921246.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id921246.unit gt 0>> <div class="hexunit" id="921246unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss921246"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id921246.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar921246\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id921246.unit].health / $fightdata.allunits["id" + $hexdata.id921246.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id921246>> <<button "a" "FightEngine">> <<if $hexdata.id921246.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id921246>> <<stepcalc>> <</if>> <<if $hexdata.id921246.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id921246>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id921246.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id921246.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id921246.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id921246.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id921246.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id911445 !== "undefined">> <<if $hexdata.id911445.type !== "block">> <div id="hexmid911445" class="hex" style="left:235px; top:486.3px;"> <div id="hexid911445" class="hex-border"></div> <div id="hexbid911445" class="hex-content"> <<if $hexdata.id911445.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id911445.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id911445.unit gt 0>> <div class="hexunit" id="911445unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss911445"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id911445.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar911445\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id911445.unit].health / $fightdata.allunits["id" + $hexdata.id911445.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id911445>> <<button "a" "FightEngine">> <<if $hexdata.id911445.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id911445>> <<stepcalc>> <</if>> <<if $hexdata.id911445.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id911445>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id911445.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id911445.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id911445.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id911445.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id911445.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id901644 !== "undefined">> <<if $hexdata.id901644.type !== "block">> <div id="hexmid901644" class="hex" style="left:385px; top:486.3px;"> <div id="hexid901644" class="hex-border"></div> <div id="hexbid901644" class="hex-content"> <<if $hexdata.id901644.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id901644.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id901644.unit gt 0>> <div class="hexunit" id="901644unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss901644"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id901644.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar901644\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id901644.unit].health / $fightdata.allunits["id" + $hexdata.id901644.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id901644>> <<button "a" "FightEngine">> <<if $hexdata.id901644.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id901644>> <<stepcalc>> <</if>> <<if $hexdata.id901644.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id901644>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id901644.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id901644.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id901644.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id901644.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id901644.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id891843 !== "undefined">> <<if $hexdata.id891843.type !== "block">> <div id="hexmid891843" class="hex" style="left:535px; top:486.3px;"> <div id="hexid891843" class="hex-border"></div> <div id="hexbid891843" class="hex-content"> <<if $hexdata.id891843.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id891843.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id891843.unit gt 0>> <div class="hexunit" id="891843unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss891843"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id891843.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar891843\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id891843.unit].health / $fightdata.allunits["id" + $hexdata.id891843.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id891843>> <<button "a" "FightEngine">> <<if $hexdata.id891843.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id891843>> <<stepcalc>> <</if>> <<if $hexdata.id891843.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id891843>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id891843.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id891843.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id891843.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id891843.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id891843.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id882042 !== "undefined">> <<if $hexdata.id882042.type !== "block">> <div id="hexmid882042" class="hex" style="left:685px; top:486.3px;"> <div id="hexid882042" class="hex-border"></div> <div id="hexbid882042" class="hex-content"> <<if $hexdata.id882042.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id882042.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id882042.unit gt 0>> <div class="hexunit" id="882042unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss882042"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id882042.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar882042\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id882042.unit].health / $fightdata.allunits["id" + $hexdata.id882042.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id882042>> <<button "a" "FightEngine">> <<if $hexdata.id882042.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id882042>> <<stepcalc>> <</if>> <<if $hexdata.id882042.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id882042>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id882042.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id882042.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id882042.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id882042.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id882042.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id872241 !== "undefined">> <<if $hexdata.id872241.type !== "block">> <div id="hexmid872241" class="hex" style="left:835px; top:486.3px;"> <div id="hexid872241" class="hex-border"></div> <div id="hexbid872241" class="hex-content"> <<if $hexdata.id872241.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id872241.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id872241.unit gt 0>> <div class="hexunit" id="872241unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss872241"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id872241.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar872241\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id872241.unit].health / $fightdata.allunits["id" + $hexdata.id872241.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id872241>> <<button "a" "FightEngine">> <<if $hexdata.id872241.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id872241>> <<stepcalc>> <</if>> <<if $hexdata.id872241.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id872241>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id872241.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id872241.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id872241.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id872241.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id872241.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id862440 !== "undefined">> <<if $hexdata.id862440.type !== "block">> <div id="hexmid862440" class="hex" style="left:985px; top:486.3px;"> <div id="hexid862440" class="hex-border"></div> <div id="hexbid862440" class="hex-content"> <<if $hexdata.id862440.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id862440.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id862440.unit gt 0>> <div class="hexunit" id="862440unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss862440"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id862440.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar862440\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id862440.unit].health / $fightdata.allunits["id" + $hexdata.id862440.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id862440>> <<button "a" "FightEngine">> <<if $hexdata.id862440.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id862440>> <<stepcalc>> <</if>> <<if $hexdata.id862440.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id862440>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id862440.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id862440.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id862440.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id862440.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id862440.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id852639 !== "undefined">> <<if $hexdata.id852639.type !== "block">> <div id="hexmid852639" class="hex" style="left:1135px; top:486.3px;"> <div id="hexid852639" class="hex-border"></div> <div id="hexbid852639" class="hex-content"> <<if $hexdata.id852639.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id852639.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id852639.unit gt 0>> <div class="hexunit" id="852639unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss852639"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id852639.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar852639\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id852639.unit].health / $fightdata.allunits["id" + $hexdata.id852639.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id852639>> <<button "a" "FightEngine">> <<if $hexdata.id852639.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id852639>> <<stepcalc>> <</if>> <<if $hexdata.id852639.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id852639>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id852639.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id852639.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id852639.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id852639.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id852639.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R13----------------------------------------------*/ <<if typeof $hexdata.id921147 !== "undefined">> <<if $hexdata.id921147.type !== "block">> <div id="hexmid921147" class="hex" style="left:10px; top:529.6px;"> <div id="hexid921147" class="hex-border"></div> <div id="hexbid921147" class="hex-content"> <<if $hexdata.id921147.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id921147.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id921147.unit gt 0>> <div class="hexunit" id="921147unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss921147"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id921147.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar921147\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id921147.unit].health / $fightdata.allunits["id" + $hexdata.id921147.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id921147>> <<button "a" "FightEngine">> <<if $hexdata.id921147.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id921147>> <<stepcalc>> <</if>> <<if $hexdata.id921147.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id921147>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id921147.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id921147.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id921147.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id921147.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id921147.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id911346 !== "undefined">> <<if $hexdata.id911346.type !== "block">> <div id="hexmid911346" class="hex" style="left:160px; top:529.6px;"> <div id="hexid911346" class="hex-border"></div> <div id="hexbid911346" class="hex-content"> <<if $hexdata.id911346.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id911346.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id911346.unit gt 0>> <div class="hexunit" id="911346unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss911346"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id911346.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar911346\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id911346.unit].health / $fightdata.allunits["id" + $hexdata.id911346.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id911346>> <<button "a" "FightEngine">> <<if $hexdata.id911346.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id911346>> <<stepcalc>> <</if>> <<if $hexdata.id911346.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id911346>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id911346.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id911346.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id911346.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id911346.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id911346.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id901545 !== "undefined">> <<if $hexdata.id901545.type !== "block">> <div id="hexmid901545" class="hex" style="left:310px; top:529.6px;"> <div id="hexid901545" class="hex-border"></div> <div id="hexbid901545" class="hex-content"> <<if $hexdata.id901545.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id901545.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id901545.unit gt 0>> <div class="hexunit" id="901545unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss901545"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id901545.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar901545\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id901545.unit].health / $fightdata.allunits["id" + $hexdata.id901545.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id901545>> <<button "a" "FightEngine">> <<if $hexdata.id901545.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id901545>> <<stepcalc>> <</if>> <<if $hexdata.id901545.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id901545>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id901545.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id901545.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id901545.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id901545.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id901545.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id891744 !== "undefined">> <<if $hexdata.id891744.type !== "block">> <div id="hexmid891744" class="hex" style="left:460px; top:529.6px;"> <div id="hexid891744" class="hex-border"></div> <div id="hexbid891744" class="hex-content"> <<if $hexdata.id891744.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id891744.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id891744.unit gt 0>> <div class="hexunit" id="891744unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss891744"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id891744.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar891744\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id891744.unit].health / $fightdata.allunits["id" + $hexdata.id891744.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id891744>> <<button "a" "FightEngine">> <<if $hexdata.id891744.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id891744>> <<stepcalc>> <</if>> <<if $hexdata.id891744.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id891744>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id891744.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id891744.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id891744.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id891744.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id891744.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id881943 !== "undefined">> <<if $hexdata.id881943.type !== "block">> <div id="hexmid881943" class="hex" style="left:610px; top:529.6px;"> <div id="hexid881943" class="hex-border"></div> <div id="hexbid881943" class="hex-content"> <<if $hexdata.id881943.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id881943.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id881943.unit gt 0>> <div class="hexunit" id="881943unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss881943"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id881943.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar881943\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id881943.unit].health / $fightdata.allunits["id" + $hexdata.id881943.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id881943>> <<button "a" "FightEngine">> <<if $hexdata.id881943.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id881943>> <<stepcalc>> <</if>> <<if $hexdata.id881943.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id881943>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id881943.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id881943.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id881943.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id881943.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id881943.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id872142 !== "undefined">> <<if $hexdata.id872142.type !== "block">> <div id="hexmid872142" class="hex" style="left:760px; top:529.6px;"> <div id="hexid872142" class="hex-border"></div> <div id="hexbid872142" class="hex-content"> <<if $hexdata.id872142.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id872142.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id872142.unit gt 0>> <div class="hexunit" id="872142unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss872142"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id872142.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar872142\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id872142.unit].health / $fightdata.allunits["id" + $hexdata.id872142.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id872142>> <<button "a" "FightEngine">> <<if $hexdata.id872142.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id872142>> <<stepcalc>> <</if>> <<if $hexdata.id872142.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id872142>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id872142.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id872142.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id872142.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id872142.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id872142.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id862341 !== "undefined">> <<if $hexdata.id862341.type !== "block">> <div id="hexmid862341" class="hex" style="left:910px; top:529.6px;"> <div id="hexid862341" class="hex-border"></div> <div id="hexbid862341" class="hex-content"> <<if $hexdata.id862341.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id862341.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id862341.unit gt 0>> <div class="hexunit" id="862341unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss862341"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id862341.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar862341\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id862341.unit].health / $fightdata.allunits["id" + $hexdata.id862341.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id862341>> <<button "a" "FightEngine">> <<if $hexdata.id862341.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id862341>> <<stepcalc>> <</if>> <<if $hexdata.id862341.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id862341>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id862341.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id862341.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id862341.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id862341.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id862341.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id852540 !== "undefined">> <<if $hexdata.id852540.type !== "block">> <div id="hexmid852540" class="hex" style="left:1060px; top:529.6px;"> <div id="hexid852540" class="hex-border"></div> <div id="hexbid852540" class="hex-content"> <<if $hexdata.id852540.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id852540.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id852540.unit gt 0>> <div class="hexunit" id="852540unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss852540"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id852540.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar852540\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id852540.unit].health / $fightdata.allunits["id" + $hexdata.id852540.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id852540>> <<button "a" "FightEngine">> <<if $hexdata.id852540.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id852540>> <<stepcalc>> <</if>> <<if $hexdata.id852540.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id852540>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id852540.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id852540.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id852540.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id852540.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id852540.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id842739 !== "undefined">> <<if $hexdata.id842739.type !== "block">> <div id="hexmid842739" class="hex" style="left:1210px; top:529.6px;"> <div id="hexid842739" class="hex-border"></div> <div id="hexbid842739" class="hex-content"> <<if $hexdata.id842739.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id842739.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id842739.unit gt 0>> <div class="hexunit" id="842739unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss842739"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id842739.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar842739\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id842739.unit].health / $fightdata.allunits["id" + $hexdata.id842739.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id842739>> <<button "a" "FightEngine">> <<if $hexdata.id842739.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id842739>> <<stepcalc>> <</if>> <<if $hexdata.id842739.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id842739>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id842739.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id842739.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id842739.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id842739.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id842739.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R14----------------------------------------------*/ <<if typeof $hexdata.id911247 !== "undefined">> <<if $hexdata.id911247.type !== "block">> <div id="hexmid911247" class="hex" style="left:85px; top:572.9px;"> <div id="hexid911247" class="hex-border"></div> <div id="hexbid911247" class="hex-content"> <<if $hexdata.id911247.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id911247.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id911247.unit gt 0>> <div class="hexunit" id="911247unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss911247"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id911247.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar911247\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id911247.unit].health / $fightdata.allunits["id" + $hexdata.id911247.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id911247>> <<button "a" "FightEngine">> <<if $hexdata.id911247.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id911247>> <<stepcalc>> <</if>> <<if $hexdata.id911247.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id911247>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id911247.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id911247.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id911247.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id911247.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id911247.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id901446 !== "undefined">> <<if $hexdata.id901446.type !== "block">> <div id="hexmid901446" class="hex" style="left:235px; top:572.9px;"> <div id="hexid901446" class="hex-border"></div> <div id="hexbid901446" class="hex-content"> <<if $hexdata.id901446.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id901446.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id901446.unit gt 0>> <div class="hexunit" id="901446unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss901446"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id901446.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar901446\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id901446.unit].health / $fightdata.allunits["id" + $hexdata.id901446.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id901446>> <<button "a" "FightEngine">> <<if $hexdata.id901446.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id901446>> <<stepcalc>> <</if>> <<if $hexdata.id901446.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id901446>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id901446.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id901446.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id901446.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id901446.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id901446.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id891645 !== "undefined">> <<if $hexdata.id891645.type !== "block">> <div id="hexmid891645" class="hex" style="left:385px; top:572.9px;"> <div id="hexid891645" class="hex-border"></div> <div id="hexbid891645" class="hex-content"> <<if $hexdata.id891645.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id891645.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id891645.unit gt 0>> <div class="hexunit" id="891645unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss891645"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id891645.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar891645\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id891645.unit].health / $fightdata.allunits["id" + $hexdata.id891645.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id891645>> <<button "a" "FightEngine">> <<if $hexdata.id891645.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id891645>> <<stepcalc>> <</if>> <<if $hexdata.id891645.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id891645>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id891645.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id891645.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id891645.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id891645.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id891645.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id881844 !== "undefined">> <<if $hexdata.id881844.type !== "block">> <div id="hexmid881844" class="hex" style="left:535px; top:572.9px;"> <div id="hexid881844" class="hex-border"></div> <div id="hexbid881844" class="hex-content"> <<if $hexdata.id881844.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id881844.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id881844.unit gt 0>> <div class="hexunit" id="881844unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss881844"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id881844.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar881844\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id881844.unit].health / $fightdata.allunits["id" + $hexdata.id881844.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id881844>> <<button "a" "FightEngine">> <<if $hexdata.id881844.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id881844>> <<stepcalc>> <</if>> <<if $hexdata.id881844.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id881844>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id881844.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id881844.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id881844.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id881844.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id881844.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id872043 !== "undefined">> <<if $hexdata.id872043.type !== "block">> <div id="hexmid872043" class="hex" style="left:685px; top:572.9px;"> <div id="hexid872043" class="hex-border"></div> <div id="hexbid872043" class="hex-content"> <<if $hexdata.id872043.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id872043.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id872043.unit gt 0>> <div class="hexunit" id="872043unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss872043"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id872043.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar872043\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id872043.unit].health / $fightdata.allunits["id" + $hexdata.id872043.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id872043>> <<button "a" "FightEngine">> <<if $hexdata.id872043.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id872043>> <<stepcalc>> <</if>> <<if $hexdata.id872043.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id872043>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id872043.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id872043.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id872043.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id872043.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id872043.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id862242 !== "undefined">> <<if $hexdata.id862242.type !== "block">> <div id="hexmid862242" class="hex" style="left:835px; top:572.9px;"> <div id="hexid862242" class="hex-border"></div> <div id="hexbid862242" class="hex-content"> <<if $hexdata.id862242.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id862242.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id862242.unit gt 0>> <div class="hexunit" id="862242unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss862242"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id862242.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar862242\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id862242.unit].health / $fightdata.allunits["id" + $hexdata.id862242.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id862242>> <<button "a" "FightEngine">> <<if $hexdata.id862242.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id862242>> <<stepcalc>> <</if>> <<if $hexdata.id862242.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id862242>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id862242.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id862242.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id862242.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id862242.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id862242.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id852441 !== "undefined">> <<if $hexdata.id852441.type !== "block">> <div id="hexmid852441" class="hex" style="left:985px; top:572.9px;"> <div id="hexid852441" class="hex-border"></div> <div id="hexbid852441" class="hex-content"> <<if $hexdata.id852441.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id852441.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id852441.unit gt 0>> <div class="hexunit" id="852441unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss852441"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id852441.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar852441\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id852441.unit].health / $fightdata.allunits["id" + $hexdata.id852441.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id852441>> <<button "a" "FightEngine">> <<if $hexdata.id852441.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id852441>> <<stepcalc>> <</if>> <<if $hexdata.id852441.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id852441>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id852441.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id852441.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id852441.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id852441.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id852441.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id842640 !== "undefined">> <<if $hexdata.id842640.type !== "block">> <div id="hexmid842640" class="hex" style="left:1135px; top:572.9px;"> <div id="hexid842640" class="hex-border"></div> <div id="hexbid842640" class="hex-content"> <<if $hexdata.id842640.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id842640.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id842640.unit gt 0>> <div class="hexunit" id="842640unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss842640"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id842640.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar842640\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id842640.unit].health / $fightdata.allunits["id" + $hexdata.id842640.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id842640>> <<button "a" "FightEngine">> <<if $hexdata.id842640.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id842640>> <<stepcalc>> <</if>> <<if $hexdata.id842640.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id842640>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id842640.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id842640.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id842640.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id842640.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id842640.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R15----------------------------------------------*/ <<if typeof $hexdata.id911148 !== "undefined">> <<if $hexdata.id911148.type !== "block">> <div id="hexmid911148" class="hex" style="left:10px; top:616.2px;"> <div id="hexid911148" class="hex-border"></div> <div id="hexbid911148" class="hex-content"> <<if $hexdata.id911148.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id911148.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id911148.unit gt 0>> <div class="hexunit" id="911148unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss911148"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id911148.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar911148\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id911148.unit].health / $fightdata.allunits["id" + $hexdata.id911148.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id911148>> <<button "a" "FightEngine">> <<if $hexdata.id911148.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id911148>> <<stepcalc>> <</if>> <<if $hexdata.id911148.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id911148>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id911148.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id911148.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id911148.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id911148.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id911148.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id901347 !== "undefined">> <<if $hexdata.id901347.type !== "block">> <div id="hexmid901347" class="hex" style="left:160px; top:616.2px;"> <div id="hexid901347" class="hex-border"></div> <div id="hexbid901347" class="hex-content"> <<if $hexdata.id901347.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id901347.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id901347.unit gt 0>> <div class="hexunit" id="901347unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss901347"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id901347.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar901347\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id901347.unit].health / $fightdata.allunits["id" + $hexdata.id901347.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id901347>> <<button "a" "FightEngine">> <<if $hexdata.id901347.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id901347>> <<stepcalc>> <</if>> <<if $hexdata.id901347.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id901347>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id901347.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id901347.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id901347.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id901347.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id901347.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id891546 !== "undefined">> <<if $hexdata.id891546.type !== "block">> <div id="hexmid891546" class="hex" style="left:310px; top:616.2px;"> <div id="hexid891546" class="hex-border"></div> <div id="hexbid891546" class="hex-content"> <<if $hexdata.id891546.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id891546.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id891546.unit gt 0>> <div class="hexunit" id="891546unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss891546"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id891546.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar891546\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id891546.unit].health / $fightdata.allunits["id" + $hexdata.id891546.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id891546>> <<button "a" "FightEngine">> <<if $hexdata.id891546.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id891546>> <<stepcalc>> <</if>> <<if $hexdata.id891546.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id891546>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id891546.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id891546.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id891546.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id891546.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id891546.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id881745 !== "undefined">> <<if $hexdata.id881745.type !== "block">> <div id="hexmid881745" class="hex" style="left:460px; top:616.2px;"> <div id="hexid881745" class="hex-border"></div> <div id="hexbid881745" class="hex-content"> <<if $hexdata.id881745.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id881745.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id881745.unit gt 0>> <div class="hexunit" id="881745unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss881745"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id881745.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar881745\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id881745.unit].health / $fightdata.allunits["id" + $hexdata.id881745.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id881745>> <<button "a" "FightEngine">> <<if $hexdata.id881745.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id881745>> <<stepcalc>> <</if>> <<if $hexdata.id881745.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id881745>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id881745.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id881745.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id881745.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id881745.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id881745.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id871944 !== "undefined">> <<if $hexdata.id871944.type !== "block">> <div id="hexmid871944" class="hex" style="left:610px; top:616.2px;"> <div id="hexid871944" class="hex-border"></div> <div id="hexbid871944" class="hex-content"> <<if $hexdata.id871944.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id871944.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id871944.unit gt 0>> <div class="hexunit" id="871944unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss871944"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id871944.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar871944\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id871944.unit].health / $fightdata.allunits["id" + $hexdata.id871944.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id871944>> <<button "a" "FightEngine">> <<if $hexdata.id871944.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id871944>> <<stepcalc>> <</if>> <<if $hexdata.id871944.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id871944>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id871944.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id871944.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id871944.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id871944.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id871944.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id862143 !== "undefined">> <<if $hexdata.id862143.type !== "block">> <div id="hexmid862143" class="hex" style="left:760px; top:616.2px;"> <div id="hexid862143" class="hex-border"></div> <div id="hexbid862143" class="hex-content"> <<if $hexdata.id862143.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id862143.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id862143.unit gt 0>> <div class="hexunit" id="862143unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss862143"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id862143.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar862143\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id862143.unit].health / $fightdata.allunits["id" + $hexdata.id862143.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id862143>> <<button "a" "FightEngine">> <<if $hexdata.id862143.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id862143>> <<stepcalc>> <</if>> <<if $hexdata.id862143.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id862143>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id862143.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id862143.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id862143.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id862143.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id862143.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id852342 !== "undefined">> <<if $hexdata.id852342.type !== "block">> <div id="hexmid852342" class="hex" style="left:910px; top:616.2px;"> <div id="hexid852342" class="hex-border"></div> <div id="hexbid852342" class="hex-content"> <<if $hexdata.id852342.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id852342.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id852342.unit gt 0>> <div class="hexunit" id="852342unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss852342"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id852342.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar852342\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id852342.unit].health / $fightdata.allunits["id" + $hexdata.id852342.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id852342>> <<button "a" "FightEngine">> <<if $hexdata.id852342.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id852342>> <<stepcalc>> <</if>> <<if $hexdata.id852342.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id852342>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id852342.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id852342.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id852342.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id852342.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id852342.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id842541 !== "undefined">> <<if $hexdata.id842541.type !== "block">> <div id="hexmid842541" class="hex" style="left:1060px; top:616.2px;"> <div id="hexid842541" class="hex-border"></div> <div id="hexbid842541" class="hex-content"> <<if $hexdata.id842541.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id842541.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id842541.unit gt 0>> <div class="hexunit" id="842541unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss842541"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id842541.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar842541\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id842541.unit].health / $fightdata.allunits["id" + $hexdata.id842541.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id842541>> <<button "a" "FightEngine">> <<if $hexdata.id842541.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id842541>> <<stepcalc>> <</if>> <<if $hexdata.id842541.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id842541>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id842541.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id842541.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id842541.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id842541.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id842541.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id832740 !== "undefined">> <<if $hexdata.id832740.type !== "block">> <div id="hexmid832740" class="hex" style="left:1210px; top:616.2px;"> <div id="hexid832740" class="hex-border"></div> <div id="hexbid832740" class="hex-content"> <<if $hexdata.id832740.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id832740.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id832740.unit gt 0>> <div class="hexunit" id="832740unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss832740"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id832740.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar832740\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id832740.unit].health / $fightdata.allunits["id" + $hexdata.id832740.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id832740>> <<button "a" "FightEngine">> <<if $hexdata.id832740.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id832740>> <<stepcalc>> <</if>> <<if $hexdata.id832740.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id832740>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id832740.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id832740.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id832740.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id832740.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id832740.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R16----------------------------------------------*/ <<if typeof $hexdata.id901248 !== "undefined">> <<if $hexdata.id901248.type !== "block">> <div id="hexmid901248" class="hex" style="left:85px; top:659.5px;"> <div id="hexid901248" class="hex-border"></div> <div id="hexbid901248" class="hex-content"> <<if $hexdata.id901248.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id901248.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id901248.unit gt 0>> <div class="hexunit" id="901248unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss901248"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id901248.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar901248\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id901248.unit].health / $fightdata.allunits["id" + $hexdata.id901248.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id901248>> <<button "a" "FightEngine">> <<if $hexdata.id901248.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id901248>> <<stepcalc>> <</if>> <<if $hexdata.id901248.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id901248>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id901248.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id901248.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id901248.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id901248.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id901248.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id891447 !== "undefined">> <<if $hexdata.id891447.type !== "block">> <div id="hexmid891447" class="hex" style="left:235px; top:659.5px;"> <div id="hexid891447" class="hex-border"></div> <div id="hexbid891447" class="hex-content"> <<if $hexdata.id891447.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id891447.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id891447.unit gt 0>> <div class="hexunit" id="891447unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss891447"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id891447.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar891447\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id891447.unit].health / $fightdata.allunits["id" + $hexdata.id891447.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id891447>> <<button "a" "FightEngine">> <<if $hexdata.id891447.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id891447>> <<stepcalc>> <</if>> <<if $hexdata.id891447.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id891447>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id891447.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id891447.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id891447.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id891447.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id891447.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id881646 !== "undefined">> <<if $hexdata.id881646.type !== "block">> <div id="hexmid881646" class="hex" style="left:385px; top:659.5px;"> <div id="hexid881646" class="hex-border"></div> <div id="hexbid881646" class="hex-content"> <<if $hexdata.id881646.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id881646.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id881646.unit gt 0>> <div class="hexunit" id="881646unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss881646"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id881646.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar881646\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id881646.unit].health / $fightdata.allunits["id" + $hexdata.id881646.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id881646>> <<button "a" "FightEngine">> <<if $hexdata.id881646.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id881646>> <<stepcalc>> <</if>> <<if $hexdata.id881646.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id881646>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id881646.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id881646.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id881646.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id881646.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id881646.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id871845 !== "undefined">> <<if $hexdata.id871845.type !== "block">> <div id="hexmid871845" class="hex" style="left:535px; top:659.5px;"> <div id="hexid871845" class="hex-border"></div> <div id="hexbid871845" class="hex-content"> <<if $hexdata.id871845.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id871845.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id871845.unit gt 0>> <div class="hexunit" id="871845unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss871845"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id871845.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar871845\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id871845.unit].health / $fightdata.allunits["id" + $hexdata.id871845.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id871845>> <<button "a" "FightEngine">> <<if $hexdata.id871845.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id871845>> <<stepcalc>> <</if>> <<if $hexdata.id871845.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id871845>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id871845.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id871845.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id871845.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id871845.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id871845.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id862044 !== "undefined">> <<if $hexdata.id862044.type !== "block">> <div id="hexmid862044" class="hex" style="left:685px; top:659.5px;"> <div id="hexid862044" class="hex-border"></div> <div id="hexbid862044" class="hex-content"> <<if $hexdata.id862044.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id862044.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id862044.unit gt 0>> <div class="hexunit" id="862044unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss862044"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id862044.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar862044\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id862044.unit].health / $fightdata.allunits["id" + $hexdata.id862044.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id862044>> <<button "a" "FightEngine">> <<if $hexdata.id862044.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id862044>> <<stepcalc>> <</if>> <<if $hexdata.id862044.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id862044>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id862044.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id862044.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id862044.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id862044.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id862044.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id852243 !== "undefined">> <<if $hexdata.id852243.type !== "block">> <div id="hexmid852243" class="hex" style="left:835px; top:659.5px;"> <div id="hexid852243" class="hex-border"></div> <div id="hexbid852243" class="hex-content"> <<if $hexdata.id852243.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id852243.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id852243.unit gt 0>> <div class="hexunit" id="852243unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss852243"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id852243.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar852243\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id852243.unit].health / $fightdata.allunits["id" + $hexdata.id852243.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id852243>> <<button "a" "FightEngine">> <<if $hexdata.id852243.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id852243>> <<stepcalc>> <</if>> <<if $hexdata.id852243.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id852243>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id852243.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id852243.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id852243.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id852243.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id852243.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id842442 !== "undefined">> <<if $hexdata.id842442.type !== "block">> <div id="hexmid842442" class="hex" style="left:985px; top:659.5px;"> <div id="hexid842442" class="hex-border"></div> <div id="hexbid842442" class="hex-content"> <<if $hexdata.id842442.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id842442.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id842442.unit gt 0>> <div class="hexunit" id="842442unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss842442"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id842442.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar842442\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id842442.unit].health / $fightdata.allunits["id" + $hexdata.id842442.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id842442>> <<button "a" "FightEngine">> <<if $hexdata.id842442.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id842442>> <<stepcalc>> <</if>> <<if $hexdata.id842442.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id842442>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id842442.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id842442.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id842442.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id842442.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id842442.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id832641 !== "undefined">> <<if $hexdata.id832641.type !== "block">> <div id="hexmid832641" class="hex" style="left:1135px; top:659.5px;"> <div id="hexid832641" class="hex-border"></div> <div id="hexbid832641" class="hex-content"> <<if $hexdata.id832641.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id832641.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id832641.unit gt 0>> <div class="hexunit" id="832641unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss832641"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id832641.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar832641\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id832641.unit].health / $fightdata.allunits["id" + $hexdata.id832641.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id832641>> <<button "a" "FightEngine">> <<if $hexdata.id832641.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id832641>> <<stepcalc>> <</if>> <<if $hexdata.id832641.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id832641>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id832641.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id832641.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id832641.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id832641.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id832641.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R17----------------------------------------------*/ <<if typeof $hexdata.id901149 !== "undefined">> <<if $hexdata.id901149.type !== "block">> <div id="hexmid901149" class="hex" style="left:10px; top:702.8px;"> <div id="hexid901149" class="hex-border"></div> <div id="hexbid901149" class="hex-content"> <<if $hexdata.id901149.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id901149.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id901149.unit gt 0>> <div class="hexunit" id="901149unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss901149"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id901149.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar901149\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id901149.unit].health / $fightdata.allunits["id" + $hexdata.id901149.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id901149>> <<button "a" "FightEngine">> <<if $hexdata.id901149.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id901149>> <<stepcalc>> <</if>> <<if $hexdata.id901149.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id901149>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id901149.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id901149.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id901149.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id901149.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id901149.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id891348 !== "undefined">> <<if $hexdata.id891348.type !== "block">> <div id="hexmid891348" class="hex" style="left:160px; top:702.8px;"> <div id="hexid891348" class="hex-border"></div> <div id="hexbid891348" class="hex-content"> <<if $hexdata.id891348.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id891348.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id891348.unit gt 0>> <div class="hexunit" id="891348unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss891348"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id891348.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar891348\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id891348.unit].health / $fightdata.allunits["id" + $hexdata.id891348.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id891348>> <<button "a" "FightEngine">> <<if $hexdata.id891348.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id891348>> <<stepcalc>> <</if>> <<if $hexdata.id891348.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id891348>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id891348.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id891348.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id891348.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id891348.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id891348.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id881547 !== "undefined">> <<if $hexdata.id881547.type !== "block">> <div id="hexmid881547" class="hex" style="left:310px; top:702.8px;"> <div id="hexid881547" class="hex-border"></div> <div id="hexbid881547" class="hex-content"> <<if $hexdata.id881547.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id881547.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id881547.unit gt 0>> <div class="hexunit" id="881547unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss881547"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id881547.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar881547\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id881547.unit].health / $fightdata.allunits["id" + $hexdata.id881547.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id881547>> <<button "a" "FightEngine">> <<if $hexdata.id881547.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id881547>> <<stepcalc>> <</if>> <<if $hexdata.id881547.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id881547>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id881547.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id881547.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id881547.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id881547.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id881547.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id871746 !== "undefined">> <<if $hexdata.id871746.type !== "block">> <div id="hexmid871746" class="hex" style="left:460px; top:702.8px;"> <div id="hexid871746" class="hex-border"></div> <div id="hexbid871746" class="hex-content"> <<if $hexdata.id871746.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id871746.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id871746.unit gt 0>> <div class="hexunit" id="871746unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss871746"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id871746.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar871746\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id871746.unit].health / $fightdata.allunits["id" + $hexdata.id871746.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id871746>> <<button "a" "FightEngine">> <<if $hexdata.id871746.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id871746>> <<stepcalc>> <</if>> <<if $hexdata.id871746.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id871746>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id871746.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id871746.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id871746.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id871746.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id871746.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id861945 !== "undefined">> <<if $hexdata.id861945.type !== "block">> <div id="hexmid861945" class="hex" style="left:610px; top:702.8px;"> <div id="hexid861945" class="hex-border"></div> <div id="hexbid861945" class="hex-content"> <<if $hexdata.id861945.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id861945.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id861945.unit gt 0>> <div class="hexunit" id="861945unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss861945"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id861945.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar861945\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id861945.unit].health / $fightdata.allunits["id" + $hexdata.id861945.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id861945>> <<button "a" "FightEngine">> <<if $hexdata.id861945.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id861945>> <<stepcalc>> <</if>> <<if $hexdata.id861945.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id861945>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id861945.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id861945.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id861945.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id861945.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id861945.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id852144 !== "undefined">> <<if $hexdata.id852144.type !== "block">> <div id="hexmid852144" class="hex" style="left:760px; top:702.8px;"> <div id="hexid852144" class="hex-border"></div> <div id="hexbid852144" class="hex-content"> <<if $hexdata.id852144.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id852144.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id852144.unit gt 0>> <div class="hexunit" id="852144unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss852144"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id852144.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar852144\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id852144.unit].health / $fightdata.allunits["id" + $hexdata.id852144.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id852144>> <<button "a" "FightEngine">> <<if $hexdata.id852144.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id852144>> <<stepcalc>> <</if>> <<if $hexdata.id852144.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id852144>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id852144.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id852144.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id852144.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id852144.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id852144.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id842343 !== "undefined">> <<if $hexdata.id842343.type !== "block">> <div id="hexmid842343" class="hex" style="left:910px; top:702.8px;"> <div id="hexid842343" class="hex-border"></div> <div id="hexbid842343" class="hex-content"> <<if $hexdata.id842343.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id842343.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id842343.unit gt 0>> <div class="hexunit" id="842343unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss842343"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id842343.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar842343\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id842343.unit].health / $fightdata.allunits["id" + $hexdata.id842343.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id842343>> <<button "a" "FightEngine">> <<if $hexdata.id842343.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id842343>> <<stepcalc>> <</if>> <<if $hexdata.id842343.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id842343>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id842343.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id842343.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id842343.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id842343.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id842343.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id832542 !== "undefined">> <<if $hexdata.id832542.type !== "block">> <div id="hexmid832542" class="hex" style="left:1060px; top:702.8px;"> <div id="hexid832542" class="hex-border"></div> <div id="hexbid832542" class="hex-content"> <<if $hexdata.id832542.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id832542.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id832542.unit gt 0>> <div class="hexunit" id="832542unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss832542"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id832542.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar832542\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id832542.unit].health / $fightdata.allunits["id" + $hexdata.id832542.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id832542>> <<button "a" "FightEngine">> <<if $hexdata.id832542.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id832542>> <<stepcalc>> <</if>> <<if $hexdata.id832542.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id832542>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id832542.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id832542.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id832542.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id832542.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id832542.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id822741 !== "undefined">> <<if $hexdata.id822741.type !== "block">> <div id="hexmid822741" class="hex" style="left:1210px; top:702.8px;"> <div id="hexid822741" class="hex-border"></div> <div id="hexbid822741" class="hex-content"> <<if $hexdata.id822741.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id822741.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id822741.unit gt 0>> <div class="hexunit" id="822741unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss822741"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id822741.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar822741\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id822741.unit].health / $fightdata.allunits["id" + $hexdata.id822741.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id822741>> <<button "a" "FightEngine">> <<if $hexdata.id822741.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id822741>> <<stepcalc>> <</if>> <<if $hexdata.id822741.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id822741>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id822741.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id822741.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id822741.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id822741.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id822741.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R18----------------------------------------------*/ <<if typeof $hexdata.id891249 !== "undefined">> <<if $hexdata.id891249.type !== "block">> <div id="hexmid891249" class="hex" style="left:85px; top:746.1px;"> <div id="hexid891249" class="hex-border"></div> <div id="hexbid891249" class="hex-content"> <<if $hexdata.id891249.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id891249.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id891249.unit gt 0>> <div class="hexunit" id="891249unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss891249"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id891249.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar891249\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id891249.unit].health / $fightdata.allunits["id" + $hexdata.id891249.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id891249>> <<button "a" "FightEngine">> <<if $hexdata.id891249.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id891249>> <<stepcalc>> <</if>> <<if $hexdata.id891249.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id891249>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id891249.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id891249.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id891249.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id891249.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id891249.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id881448 !== "undefined">> <<if $hexdata.id881448.type !== "block">> <div id="hexmid881448" class="hex" style="left:235px; top:746.1px;"> <div id="hexid881448" class="hex-border"></div> <div id="hexbid881448" class="hex-content"> <<if $hexdata.id881448.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id881448.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id881448.unit gt 0>> <div class="hexunit" id="881448unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss881448"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id881448.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar881448\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id881448.unit].health / $fightdata.allunits["id" + $hexdata.id881448.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id881448>> <<button "a" "FightEngine">> <<if $hexdata.id881448.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id881448>> <<stepcalc>> <</if>> <<if $hexdata.id881448.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id881448>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id881448.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id881448.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id881448.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id881448.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id881448.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id871647 !== "undefined">> <<if $hexdata.id871647.type !== "block">> <div id="hexmid871647" class="hex" style="left:385px; top:746.1px;"> <div id="hexid871647" class="hex-border"></div> <div id="hexbid871647" class="hex-content"> <<if $hexdata.id871647.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id871647.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id871647.unit gt 0>> <div class="hexunit" id="871647unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss871647"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id871647.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar871647\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id871647.unit].health / $fightdata.allunits["id" + $hexdata.id871647.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id871647>> <<button "a" "FightEngine">> <<if $hexdata.id871647.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id871647>> <<stepcalc>> <</if>> <<if $hexdata.id871647.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id871647>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id871647.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id871647.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id871647.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id871647.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id871647.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id861846 !== "undefined">> <<if $hexdata.id861846.type !== "block">> <div id="hexmid861846" class="hex" style="left:535px; top:746.1px;"> <div id="hexid861846" class="hex-border"></div> <div id="hexbid861846" class="hex-content"> <<if $hexdata.id861846.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id861846.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id861846.unit gt 0>> <div class="hexunit" id="861846unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss861846"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id861846.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar861846\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id861846.unit].health / $fightdata.allunits["id" + $hexdata.id861846.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id861846>> <<button "a" "FightEngine">> <<if $hexdata.id861846.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id861846>> <<stepcalc>> <</if>> <<if $hexdata.id861846.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id861846>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id861846.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id861846.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id861846.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id861846.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id861846.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id852045 !== "undefined">> <<if $hexdata.id852045.type !== "block">> <div id="hexmid852045" class="hex" style="left:685px; top:746.1px;"> <div id="hexid852045" class="hex-border"></div> <div id="hexbid852045" class="hex-content"> <<if $hexdata.id852045.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id852045.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id852045.unit gt 0>> <div class="hexunit" id="852045unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss852045"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id852045.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar852045\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id852045.unit].health / $fightdata.allunits["id" + $hexdata.id852045.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id852045>> <<button "a" "FightEngine">> <<if $hexdata.id852045.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id852045>> <<stepcalc>> <</if>> <<if $hexdata.id852045.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id852045>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id852045.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id852045.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id852045.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id852045.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id852045.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id842244 !== "undefined">> <<if $hexdata.id842244.type !== "block">> <div id="hexmid842244" class="hex" style="left:835px; top:746.1px;"> <div id="hexid842244" class="hex-border"></div> <div id="hexbid842244" class="hex-content"> <<if $hexdata.id842244.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id842244.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id842244.unit gt 0>> <div class="hexunit" id="842244unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss842244"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id842244.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar842244\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id842244.unit].health / $fightdata.allunits["id" + $hexdata.id842244.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id842244>> <<button "a" "FightEngine">> <<if $hexdata.id842244.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id842244>> <<stepcalc>> <</if>> <<if $hexdata.id842244.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id842244>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id842244.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id842244.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id842244.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id842244.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id842244.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id832443 !== "undefined">> <<if $hexdata.id832443.type !== "block">> <div id="hexmid832443" class="hex" style="left:985px; top:746.1px;"> <div id="hexid832443" class="hex-border"></div> <div id="hexbid832443" class="hex-content"> <<if $hexdata.id832443.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id832443.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id832443.unit gt 0>> <div class="hexunit" id="832443unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss832443"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id832443.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar832443\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id832443.unit].health / $fightdata.allunits["id" + $hexdata.id832443.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id832443>> <<button "a" "FightEngine">> <<if $hexdata.id832443.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id832443>> <<stepcalc>> <</if>> <<if $hexdata.id832443.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id832443>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id832443.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id832443.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id832443.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id832443.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id832443.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id822642 !== "undefined">> <<if $hexdata.id822642.type !== "block">> <div id="hexmid822642" class="hex" style="left:1135px; top:746.1px;"> <div id="hexid822642" class="hex-border"></div> <div id="hexbid822642" class="hex-content"> <<if $hexdata.id822642.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id822642.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id822642.unit gt 0>> <div class="hexunit" id="822642unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss822642"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id822642.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar822642\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id822642.unit].health / $fightdata.allunits["id" + $hexdata.id822642.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id822642>> <<button "a" "FightEngine">> <<if $hexdata.id822642.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id822642>> <<stepcalc>> <</if>> <<if $hexdata.id822642.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id822642>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id822642.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id822642.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id822642.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id822642.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id822642.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R19----------------------------------------------*/ <<if typeof $hexdata.id891150 !== "undefined">> <<if $hexdata.id891150.type !== "block">> <div id="hexmid891150" class="hex" style="left:10px; top:789.4px;"> <div id="hexid891150" class="hex-border"></div> <div id="hexbid891150" class="hex-content"> <<if $hexdata.id891150.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id891150.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id891150.unit gt 0>> <div class="hexunit" id="891150unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss891150"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id891150.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar891150\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id891150.unit].health / $fightdata.allunits["id" + $hexdata.id891150.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id891150>> <<button "a" "FightEngine">> <<if $hexdata.id891150.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id891150>> <<stepcalc>> <</if>> <<if $hexdata.id891150.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id891150>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id891150.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id891150.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id891150.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id891150.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id891150.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id881349 !== "undefined">> <<if $hexdata.id881349.type !== "block">> <div id="hexmid881349" class="hex" style="left:160px; top:789.4px;"> <div id="hexid881349" class="hex-border"></div> <div id="hexbid881349" class="hex-content"> <<if $hexdata.id881349.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id881349.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id881349.unit gt 0>> <div class="hexunit" id="881349unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss881349"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id881349.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar881349\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id881349.unit].health / $fightdata.allunits["id" + $hexdata.id881349.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id881349>> <<button "a" "FightEngine">> <<if $hexdata.id881349.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id881349>> <<stepcalc>> <</if>> <<if $hexdata.id881349.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id881349>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id881349.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id881349.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id881349.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id881349.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id881349.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id871548 !== "undefined">> <<if $hexdata.id871548.type !== "block">> <div id="hexmid871548" class="hex" style="left:310px; top:789.4px;"> <div id="hexid871548" class="hex-border"></div> <div id="hexbid871548" class="hex-content"> <<if $hexdata.id871548.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"> </div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id871548.loot + ".png]]">></div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id871548.unit gt 0>> <div class="hexunit" id="871548unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss871548"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id871548.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar871548\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id871548.unit].health / $fightdata.allunits["id" + $hexdata.id871548.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id871548>> <<button "a" "FightEngine">> <<if $hexdata.id871548.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id871548>> <<stepcalc>> <</if>> <<if $hexdata.id871548.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id871548>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id871548.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id871548.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id871548.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id871548.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id871548.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id861747 !== "undefined">> <<if $hexdata.id861747.type !== "block">> <div id="hexmid861747" class="hex" style="left:460px; top:789.4px;"> <div id="hexid861747" class="hex-border"></div> <div id="hexbid861747" class="hex-content"> <<if $hexdata.id861747.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id861747.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id861747.unit gt 0>> <div class="hexunit" id="861747unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss861747"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id861747.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar861747\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id861747.unit].health / $fightdata.allunits["id" + $hexdata.id861747.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id861747>> <<button "a" "FightEngine">> <<if $hexdata.id861747.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id861747>> <<stepcalc>> <</if>> <<if $hexdata.id861747.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id861747>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id861747.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id861747.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id861747.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id861747.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id861747.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id851946 !== "undefined">> <<if $hexdata.id851946.type !== "block">> <div id="hexmid851946" class="hex" style="left:610px; top:789.4px;"> <div id="hexid851946" class="hex-border"></div> <div id="hexbid851946" class="hex-content"> <<if $hexdata.id851946.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id851946.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id851946.unit gt 0>> <div class="hexunit" id="851946unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss851946"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id851946.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar851946\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id851946.unit].health / $fightdata.allunits["id" + $hexdata.id851946.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id851946>> <<button "a" "FightEngine">> <<if $hexdata.id851946.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id851946>> <<stepcalc>> <</if>> <<if $hexdata.id851946.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id851946>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id851946.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id851946.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id851946.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id851946.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id851946.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id842145 !== "undefined">> <<if $hexdata.id842145.type !== "block">> <div id="hexmid842145" class="hex" style="left:760px; top:789.4px;"> <div id="hexid842145" class="hex-border"></div> <div id="hexbid842145" class="hex-content"> <<if $hexdata.id842145.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id842145.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id842145.unit gt 0>> <div class="hexunit" id="842145unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss842145"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id842145.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar842145\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id842145.unit].health / $fightdata.allunits["id" + $hexdata.id842145.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id842145>> <<button "a" "FightEngine">> <<if $hexdata.id842145.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id842145>> <<stepcalc>> <</if>> <<if $hexdata.id842145.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id842145>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id842145.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id842145.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id842145.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id842145.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id842145.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id832344 !== "undefined">> <<if $hexdata.id832344.type !== "block">> <div id="hexmid832344" class="hex" style="left:910px; top:789.4px;"> <div id="hexid832344" class="hex-border"></div> <div id="hexbid832344" class="hex-content"> <<if $hexdata.id832344.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id832344.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id832344.unit gt 0>> <div class="hexunit" id="832344unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss832344"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id832344.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar832344\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id832344.unit].health / $fightdata.allunits["id" + $hexdata.id832344.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id832344>> <<button "a" "FightEngine">> <<if $hexdata.id832344.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id832344>> <<stepcalc>> <</if>> <<if $hexdata.id832344.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id832344>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id832344.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id832344.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id832344.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id832344.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id832344.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id822543 !== "undefined">> <<if $hexdata.id822543.type !== "block">> <div id="hexmid822543" class="hex" style="left:1060px; top:789.4px;"> <div id="hexid822543" class="hex-border"></div> <div id="hexbid822543" class="hex-content"> <<if $hexdata.id822543.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id822543.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id822543.unit gt 0>> <div class="hexunit" id="822543unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss822543"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id822543.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar822543\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id822543.unit].health / $fightdata.allunits["id" + $hexdata.id822543.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id822543>> <<button "a" "FightEngine">> <<if $hexdata.id822543.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id822543>> <<stepcalc>> <</if>> <<if $hexdata.id822543.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id822543>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id822543.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id822543.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id822543.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id822543.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id822543.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id812742 !== "undefined">> <<if $hexdata.id812742.type !== "block">> <div id="hexmid812742" class="hex" style="left:1210px; top:789.4px;"> <div id="hexid812742" class="hex-border"></div> <div id="hexbid812742" class="hex-content"> <<if $hexdata.id812742.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id812742.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id812742.unit gt 0>> <div class="hexunit" id="812742unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss812742"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id812742.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar812742\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id812742.unit].health / $fightdata.allunits["id" + $hexdata.id812742.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id812742>> <<button "a" "FightEngine">> <<if $hexdata.id812742.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id812742>> <<stepcalc>> <</if>> <<if $hexdata.id812742.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id812742>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id812742.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id812742.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id812742.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id812742.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id812742.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R20----------------------------------------------*/ <<if typeof $hexdata.id881250 !== "undefined">> <<if $hexdata.id881250.type !== "block">> <div id="hexmid881250" class="hex" style="left:85px; top:832.7px;"> <div id="hexid881250" class="hex-border"></div> <div id="hexbid881250" class="hex-content"> <<if $hexdata.id881250.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id881250.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id881250.unit gt 0>> <div class="hexunit" id="881250unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss881250"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id881250.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar881250\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id881250.unit].health / $fightdata.allunits["id" + $hexdata.id881250.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id881250>> <<button "a" "FightEngine">> <<if $hexdata.id881250.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id881250>> <<stepcalc>> <</if>> <<if $hexdata.id881250.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id881250>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id881250.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id881250.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id881250.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id881250.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id881250.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id871449 !== "undefined">> <<if $hexdata.id871449.type !== "block">> <div id="hexmid871449" class="hex" style="left:235px; top:832.7px;"> <div id="hexid871449" class="hex-border"></div> <div id="hexbid871449" class="hex-content"> <<if $hexdata.id871449.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id871449.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id871449.unit gt 0>> <div class="hexunit" id="871449unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss871449"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id871449.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar871449\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id871449.unit].health / $fightdata.allunits["id" + $hexdata.id871449.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id871449>> <<button "a" "FightEngine">> <<if $hexdata.id871449.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id871449>> <<stepcalc>> <</if>> <<if $hexdata.id871449.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id871449>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id871449.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id871449.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id871449.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id871449.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id871449.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id861648 !== "undefined">> <<if $hexdata.id861648.type !== "block">> <div id="hexmid861648" class="hex" style="left:385px; top:832.7px;"> <div id="hexid861648" class="hex-border"></div> <div id="hexbid861648" class="hex-content"> <<if $hexdata.id861648.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id861648.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id861648.unit gt 0>> <div class="hexunit" id="861648unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss861648"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id861648.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar861648\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id861648.unit].health / $fightdata.allunits["id" + $hexdata.id861648.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id861648>> <<button "a" "FightEngine">> <<if $hexdata.id861648.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id861648>> <<stepcalc>> <</if>> <<if $hexdata.id861648.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id861648>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id861648.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id861648.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id861648.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id861648.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id861648.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id851847 !== "undefined">> <<if $hexdata.id851847.type !== "block">> <div id="hexmid851847" class="hex" style="left:535px; top:832.7px;"> <div id="hexid851847" class="hex-border"></div> <div id="hexbid851847" class="hex-content"> <<if $hexdata.id851847.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id851847.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id851847.unit gt 0>> <div class="hexunit" id="851847unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss851847"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id851847.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar851847\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id851847.unit].health / $fightdata.allunits["id" + $hexdata.id851847.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id851847>> <<button "a" "FightEngine">> <<if $hexdata.id851847.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id851847>> <<stepcalc>> <</if>> <<if $hexdata.id851847.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id851847>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id851847.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id851847.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id851847.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id851847.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id851847.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id842046 !== "undefined">> <<if $hexdata.id842046.type !== "block">> <div id="hexmid842046" class="hex" style="left:685px; top:832.7px;"> <div id="hexid842046" class="hex-border"></div> <div id="hexbid842046" class="hex-content"> <<if $hexdata.id842046.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id842046.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id842046.unit gt 0>> <div class="hexunit" id="842046unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss842046"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id842046.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar842046\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id842046.unit].health / $fightdata.allunits["id" + $hexdata.id842046.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id842046>> <<button "a" "FightEngine">> <<if $hexdata.id842046.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id842046>> <<stepcalc>> <</if>> <<if $hexdata.id842046.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id842046>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id842046.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id842046.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id842046.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id842046.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id842046.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id832245 !== "undefined">> <<if $hexdata.id832245.type !== "block">> <div id="hexmid832245" class="hex" style="left:835px; top:832.7px;"> <div id="hexid832245" class="hex-border"></div> <div id="hexbid832245" class="hex-content"> <<if $hexdata.id832245.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id832245.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id832245.unit gt 0>> <div class="hexunit" id="832245unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss832245"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id832245.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar832245\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id832245.unit].health / $fightdata.allunits["id" + $hexdata.id832245.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id832245>> <<button "a" "FightEngine">> <<if $hexdata.id832245.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id832245>> <<stepcalc>> <</if>> <<if $hexdata.id832245.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id832245>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id832245.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id832245.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id832245.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id832245.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id832245.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id822444 !== "undefined">> <<if $hexdata.id822444.type !== "block">> <div id="hexmid822444" class="hex" style="left:985px; top:832.7px;"> <div id="hexid822444" class="hex-border"></div> <div id="hexbid822444" class="hex-content"> <<if $hexdata.id822444.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id822444.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id822444.unit gt 0>> <div class="hexunit" id="822444unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss822444"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id822444.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar822444\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id822444.unit].health / $fightdata.allunits["id" + $hexdata.id822444.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id822444>> <<button "a" "FightEngine">> <<if $hexdata.id822444.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id822444>> <<stepcalc>> <</if>> <<if $hexdata.id822444.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id822444>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id822444.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id822444.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id822444.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id822444.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id822444.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id812643 !== "undefined">> <<if $hexdata.id812643.type !== "block">> <div id="hexmid812643" class="hex" style="left:1135px; top:832.7px;"> <div id="hexid812643" class="hex-border"></div> <div id="hexbid812643" class="hex-content"> <<if $hexdata.id812643.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id812643.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id812643.unit gt 0>> <div class="hexunit" id="812643unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss812643"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id812643.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar812643\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id812643.unit].health / $fightdata.allunits["id" + $hexdata.id812643.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id812643>> <<button "a" "FightEngine">> <<if $hexdata.id812643.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id812643>> <<stepcalc>> <</if>> <<if $hexdata.id812643.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id812643>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id812643.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id812643.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id812643.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id812643.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id812643.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R21----------------------------------------------*/ <<if typeof $hexdata.id881151 !== "undefined">> <<if $hexdata.id881151.type !== "block">> <div id="hexmid881151" class="hex" style="left:10px; top:876px;"> <div id="hexid881151" class="hex-border"></div> <div id="hexbid881151" class="hex-content"> <<if $hexdata.id881151.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id881151.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id881151.unit gt 0>> <div class="hexunit" id="881151unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss881151"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id881151.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar881151\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id881151.unit].health / $fightdata.allunits["id" + $hexdata.id881151.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id881151>> <<button "a" "FightEngine">> <<if $hexdata.id881151.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id881151>> <<stepcalc>> <</if>> <<if $hexdata.id881151.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id881151>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id881151.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id881151.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id881151.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id881151.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id881151.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id871350 !== "undefined">> <<if $hexdata.id871350.type !== "block">> <div id="hexmid871350" class="hex" style="left:160px; top:876px;"> <div id="hexid871350" class="hex-border"></div> <div id="hexbid871350" class="hex-content"> <<if $hexdata.id871350.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id871350.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id871350.unit gt 0>> <div class="hexunit" id="871350unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss871350"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id871350.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar871350\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id871350.unit].health / $fightdata.allunits["id" + $hexdata.id871350.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id871350>> <<button "a" "FightEngine">> <<if $hexdata.id871350.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id871350>> <<stepcalc>> <</if>> <<if $hexdata.id871350.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id871350>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id871350.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id871350.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id871350.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id871350.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id871350.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id861549 !== "undefined">> <<if $hexdata.id861549.type !== "block">> <div id="hexmid861549" class="hex" style="left:310px; top:876px;"> <div id="hexid861549" class="hex-border"></div> <div id="hexbid861549" class="hex-content"> <<if $hexdata.id861549.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"> </div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id861549.loot + ".png]]">></div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id861549.unit gt 0>> <div class="hexunit" id="861549unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss861549"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id861549.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar861549\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id861549.unit].health / $fightdata.allunits["id" + $hexdata.id861549.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id861549>> <<button "a" "FightEngine">> <<if $hexdata.id861549.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id861549>> <<stepcalc>> <</if>> <<if $hexdata.id861549.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id861549>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id861549.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id861549.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id861549.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id861549.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id861549.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id851748 !== "undefined">> <<if $hexdata.id851748.type !== "block">> <div id="hexmid851748" class="hex" style="left:460px; top:876px;"> <div id="hexid851748" class="hex-border"></div> <div id="hexbid851748" class="hex-content"> <<if $hexdata.id851748.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id851748.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id851748.unit gt 0>> <div class="hexunit" id="851748unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss851748"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id851748.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar851748\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id851748.unit].health / $fightdata.allunits["id" + $hexdata.id851748.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id851748>> <<button "a" "FightEngine">> <<if $hexdata.id851748.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id851748>> <<stepcalc>> <</if>> <<if $hexdata.id851748.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id851748>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id851748.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id851748.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id851748.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id851748.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id851748.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id841947 !== "undefined">> <<if $hexdata.id841947.type !== "block">> <div id="hexmid841947" class="hex" style="left:610px; top:876px;"> <div id="hexid841947" class="hex-border"></div> <div id="hexbid841947" class="hex-content"> <<if $hexdata.id841947.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id841947.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id841947.unit gt 0>> <div class="hexunit" id="841947unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss841947"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id841947.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar841947\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id841947.unit].health / $fightdata.allunits["id" + $hexdata.id841947.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id841947>> <<button "a" "FightEngine">> <<if $hexdata.id841947.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id841947>> <<stepcalc>> <</if>> <<if $hexdata.id841947.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id841947>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id841947.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id841947.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id841947.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id841947.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id841947.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id832146 !== "undefined">> <<if $hexdata.id832146.type !== "block">> <div id="hexmid832146" class="hex" style="left:760px; top:876px;"> <div id="hexid832146" class="hex-border"></div> <div id="hexbid832146" class="hex-content"> <<if $hexdata.id832146.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id832146.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id832146.unit gt 0>> <div class="hexunit" id="832146unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss832146"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id832146.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar832146\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id832146.unit].health / $fightdata.allunits["id" + $hexdata.id832146.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id832146>> <<button "a" "FightEngine">> <<if $hexdata.id832146.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id832146>> <<stepcalc>> <</if>> <<if $hexdata.id832146.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id832146>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id832146.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id832146.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id832146.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id832146.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id832146.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id822345 !== "undefined">> <<if $hexdata.id822345.type !== "block">> <div id="hexmid822345" class="hex" style="left:910px; top:876px;"> <div id="hexid822345" class="hex-border"></div> <div id="hexbid822345" class="hex-content"> <<if $hexdata.id822345.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id822345.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id822345.unit gt 0>> <div class="hexunit" id="822345unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss822345"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id822345.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar822345\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id822345.unit].health / $fightdata.allunits["id" + $hexdata.id822345.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id822345>> <<button "a" "FightEngine">> <<if $hexdata.id822345.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id822345>> <<stepcalc>> <</if>> <<if $hexdata.id822345.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id822345>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id822345.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id822345.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id822345.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id822345.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id822345.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id812544 !== "undefined">> <<if $hexdata.id812544.type !== "block">> <div id="hexmid812544" class="hex" style="left:1060px; top:876px;"> <div id="hexid812544" class="hex-border"></div> <div id="hexbid812544" class="hex-content"> <<if $hexdata.id812544.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id812544.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id812544.unit gt 0>> <div class="hexunit" id="812544unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss812544"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id812544.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar812544\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id812544.unit].health / $fightdata.allunits["id" + $hexdata.id812544.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id812544>> <<button "a" "FightEngine">> <<if $hexdata.id812544.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id812544>> <<stepcalc>> <</if>> <<if $hexdata.id812544.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id812544>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id812544.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id812544.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id812544.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id812544.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id812544.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id802743 !== "undefined">> <<if $hexdata.id802743.type !== "block">> <div id="hexmid802743" class="hex" style="left:1210px; top:876px;"> <div id="hexid802743" class="hex-border"></div> <div id="hexbid802743" class="hex-content"> <<if $hexdata.id802743.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id802743.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id802743.unit gt 0>> <div class="hexunit" id="802743unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss802743"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id802743.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar802743\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id802743.unit].health / $fightdata.allunits["id" + $hexdata.id802743.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id802743>> <<button "a" "FightEngine">> <<if $hexdata.id802743.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id802743>> <<stepcalc>> <</if>> <<if $hexdata.id802743.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id802743>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id802743.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id802743.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id802743.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id802743.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id802743.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R22----------------------------------------------*/ <<if typeof $hexdata.id871251 !== "undefined">> <<if $hexdata.id871251.type !== "block">> <div id="hexmid871251" class="hex" style="left:85px; top:919.3px;"> <div id="hexid871251" class="hex-border"></div> <div id="hexbid871251" class="hex-content"> <<if $hexdata.id871251.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id871251.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id871251.unit gt 0>> <div class="hexunit" id="871251unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss871251"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id871251.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar871251\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id871251.unit].health / $fightdata.allunits["id" + $hexdata.id871251.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id871251>> <<button "a" "FightEngine">> <<if $hexdata.id871251.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id871251>> <<stepcalc>> <</if>> <<if $hexdata.id871251.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id871251>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id871251.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id871251.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id871251.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id871251.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id871251.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id861450 !== "undefined">> <<if $hexdata.id861450.type !== "block">> <div id="hexmid861450" class="hex" style="left:235px; top:919.3px;"> <div id="hexid861450" class="hex-border"></div> <div id="hexbid861450" class="hex-content"> <<if $hexdata.id861450.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id861450.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id861450.unit gt 0>> <div class="hexunit" id="861450unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss861450"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id861450.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar861450\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id861450.unit].health / $fightdata.allunits["id" + $hexdata.id861450.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id861450>> <<button "a" "FightEngine">> <<if $hexdata.id861450.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id861450>> <<stepcalc>> <</if>> <<if $hexdata.id861450.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id861450>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id861450.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id861450.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id861450.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id861450.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id861450.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id851649 !== "undefined">> <<if $hexdata.id851649.type !== "block">> <div id="hexmid851649" class="hex" style="left:385px; top:919.3px;"> <div id="hexid851649" class="hex-border"></div> <div id="hexbid851649" class="hex-content"> <<if $hexdata.id851649.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id851649.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id851649.unit gt 0>> <div class="hexunit" id="851649unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss851649"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id851649.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar851649\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id851649.unit].health / $fightdata.allunits["id" + $hexdata.id851649.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id851649>> <<button "a" "FightEngine">> <<if $hexdata.id851649.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id851649>> <<stepcalc>> <</if>> <<if $hexdata.id851649.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id851649>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id851649.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id851649.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id851649.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id851649.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id851649.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id841848 !== "undefined">> <<if $hexdata.id841848.type !== "block">> <div id="hexmid841848" class="hex" style="left:535px; top:919.3px;"> <div id="hexid841848" class="hex-border"></div> <div id="hexbid841848" class="hex-content"> <<if $hexdata.id841848.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id841848.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id841848.unit gt 0>> <div class="hexunit" id="841848unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss841848"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id841848.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar841848\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id841848.unit].health / $fightdata.allunits["id" + $hexdata.id841848.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id841848>> <<button "a" "FightEngine">> <<if $hexdata.id841848.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id841848>> <<stepcalc>> <</if>> <<if $hexdata.id841848.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id841848>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id841848.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id841848.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id841848.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id841848.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id841848.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id832047 !== "undefined">> <<if $hexdata.id832047.type !== "block">> <div id="hexmid832047" class="hex" style="left:685px; top:919.3px;"> <div id="hexid832047" class="hex-border"></div> <div id="hexbid832047" class="hex-content"> <<if $hexdata.id832047.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id832047.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id832047.unit gt 0>> <div class="hexunit" id="832047unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss832047"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id832047.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar832047\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id832047.unit].health / $fightdata.allunits["id" + $hexdata.id832047.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id832047>> <<button "a" "FightEngine">> <<if $hexdata.id832047.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id832047>> <<stepcalc>> <</if>> <<if $hexdata.id832047.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id832047>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id832047.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id832047.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id832047.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id832047.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id832047.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id822246 !== "undefined">> <<if $hexdata.id822246.type !== "block">> <div id="hexmid822246" class="hex" style="left:835px; top:919.3px;"> <div id="hexid822246" class="hex-border"></div> <div id="hexbid822246" class="hex-content"> <<if $hexdata.id822246.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id822246.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id822246.unit gt 0>> <div class="hexunit" id="822246unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss822246"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id822246.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar822246\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id822246.unit].health / $fightdata.allunits["id" + $hexdata.id822246.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id822246>> <<button "a" "FightEngine">> <<if $hexdata.id822246.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id822246>> <<stepcalc>> <</if>> <<if $hexdata.id822246.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id822246>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id822246.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id822246.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id822246.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id822246.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id822246.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id812445 !== "undefined">> <<if $hexdata.id812445.type !== "block">> <div id="hexmid812445" class="hex" style="left:985px; top:919.3px;"> <div id="hexid812445" class="hex-border"></div> <div id="hexbid812445" class="hex-content"> <<if $hexdata.id812445.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id812445.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id812445.unit gt 0>> <div class="hexunit" id="812445unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss812445"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id812445.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar812445\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id812445.unit].health / $fightdata.allunits["id" + $hexdata.id812445.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id812445>> <<button "a" "FightEngine">> <<if $hexdata.id812445.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id812445>> <<stepcalc>> <</if>> <<if $hexdata.id812445.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id812445>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id812445.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id812445.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id812445.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id812445.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id812445.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id802644 !== "undefined">> <<if $hexdata.id802644.type !== "block">> <div id="hexmid802644" class="hex" style="left:1135px; top:919.3px;"> <div id="hexid802644" class="hex-border"></div> <div id="hexbid802644" class="hex-content"> <<if $hexdata.id802644.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id802644.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id802644.unit gt 0>> <div class="hexunit" id="802644unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss802644"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id802644.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar802644\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id802644.unit].health / $fightdata.allunits["id" + $hexdata.id802644.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id802644>> <<button "a" "FightEngine">> <<if $hexdata.id802644.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id802644>> <<stepcalc>> <</if>> <<if $hexdata.id802644.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id802644>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id802644.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id802644.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id802644.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id802644.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id802644.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R23----------------------------------------------*/ <<if typeof $hexdata.id871152 !== "undefined">> <<if $hexdata.id871152.type !== "block">> <div id="hexmid871152" class="hex" style="left:10px; top:962.6px;"> <div id="hexid871152" class="hex-border"></div> <div id="hexbid871152" class="hex-content"> <<if $hexdata.id871152.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id871152.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id871152.unit gt 0>> <div class="hexunit" id="871152unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss871152"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id871152.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar871152\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id871152.unit].health / $fightdata.allunits["id" + $hexdata.id871152.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id871152>> <<button "a" "FightEngine">> <<if $hexdata.id871152.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id871152>> <<stepcalc>> <</if>> <<if $hexdata.id871152.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id871152>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id871152.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id871152.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id871152.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id871152.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id871152.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id861351 !== "undefined">> <<if $hexdata.id861351.type !== "block">> <div id="hexmid861351" class="hex" style="left:160px; top:962.6px;"> <div id="hexid861351" class="hex-border"></div> <div id="hexbid861351" class="hex-content"> <<if $hexdata.id861351.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id861351.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id861351.unit gt 0>> <div class="hexunit" id="861351unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss861351"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id861351.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar861351\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id861351.unit].health / $fightdata.allunits["id" + $hexdata.id861351.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id861351>> <<button "a" "FightEngine">> <<if $hexdata.id861351.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id861351>> <<stepcalc>> <</if>> <<if $hexdata.id861351.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id861351>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id861351.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id861351.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id861351.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id861351.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id861351.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id851550 !== "undefined">> <<if $hexdata.id851550.type !== "block">> <div id="hexmid851550" class="hex" style="left:310px; top:962.6px;"> <div id="hexid851550" class="hex-border"></div> <div id="hexbid851550" class="hex-content"> <<if $hexdata.id851550.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"> </div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id851550.loot + ".png]]">></div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id851550.unit gt 0>> <div class="hexunit" id="851550unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss851550"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id851550.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar851550\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id851550.unit].health / $fightdata.allunits["id" + $hexdata.id851550.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id851550>> <<button "a" "FightEngine">> <<if $hexdata.id851550.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id851550>> <<stepcalc>> <</if>> <<if $hexdata.id851550.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id851550>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id851550.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id851550.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id851550.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id851550.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id851550.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id841749 !== "undefined">> <<if $hexdata.id841749.type !== "block">> <div id="hexmid841749" class="hex" style="left:460px; top:962.6px;"> <div id="hexid841749" class="hex-border"></div> <div id="hexbid841749" class="hex-content"> <<if $hexdata.id841749.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id841749.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id841749.unit gt 0>> <div class="hexunit" id="841749unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss841749"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id841749.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar841749\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id841749.unit].health / $fightdata.allunits["id" + $hexdata.id841749.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id841749>> <<button "a" "FightEngine">> <<if $hexdata.id841749.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id841749>> <<stepcalc>> <</if>> <<if $hexdata.id841749.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id841749>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id841749.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id841749.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id841749.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id841749.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id841749.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id831948 !== "undefined">> <<if $hexdata.id831948.type !== "block">> <div id="hexmid831948" class="hex" style="left:610px; top:962.6px;"> <div id="hexid831948" class="hex-border"></div> <div id="hexbid831948" class="hex-content"> <<if $hexdata.id831948.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id831948.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id831948.unit gt 0>> <div class="hexunit" id="831948unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss831948"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id831948.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar831948\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id831948.unit].health / $fightdata.allunits["id" + $hexdata.id831948.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id831948>> <<button "a" "FightEngine">> <<if $hexdata.id831948.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id831948>> <<stepcalc>> <</if>> <<if $hexdata.id831948.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id831948>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id831948.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id831948.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id831948.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id831948.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id831948.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id822147 !== "undefined">> <<if $hexdata.id822147.type !== "block">> <div id="hexmid822147" class="hex" style="left:760px; top:962.6px;"> <div id="hexid822147" class="hex-border"></div> <div id="hexbid822147" class="hex-content"> <<if $hexdata.id822147.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id822147.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id822147.unit gt 0>> <div class="hexunit" id="822147unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss822147"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id822147.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar822147\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id822147.unit].health / $fightdata.allunits["id" + $hexdata.id822147.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id822147>> <<button "a" "FightEngine">> <<if $hexdata.id822147.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id822147>> <<stepcalc>> <</if>> <<if $hexdata.id822147.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id822147>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id822147.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id822147.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id822147.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id822147.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id822147.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id812346 !== "undefined">> <<if $hexdata.id812346.type !== "block">> <div id="hexmid812346" class="hex" style="left:910px; top:962.6px;"> <div id="hexid812346" class="hex-border"></div> <div id="hexbid812346" class="hex-content"> <<if $hexdata.id812346.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id812346.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id812346.unit gt 0>> <div class="hexunit" id="812346unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss812346"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id812346.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar812346\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id812346.unit].health / $fightdata.allunits["id" + $hexdata.id812346.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id812346>> <<button "a" "FightEngine">> <<if $hexdata.id812346.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id812346>> <<stepcalc>> <</if>> <<if $hexdata.id812346.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id812346>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id812346.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id812346.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id812346.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id812346.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id812346.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id802545 !== "undefined">> <<if $hexdata.id802545.type !== "block">> <div id="hexmid802545" class="hex" style="left:1060px; top:962.6px;"> <div id="hexid802545" class="hex-border"></div> <div id="hexbid802545" class="hex-content"> <<if $hexdata.id802545.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id802545.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id802545.unit gt 0>> <div class="hexunit" id="802545unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss802545"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id802545.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar802545\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id802545.unit].health / $fightdata.allunits["id" + $hexdata.id802545.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id802545>> <<button "a" "FightEngine">> <<if $hexdata.id802545.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id802545>> <<stepcalc>> <</if>> <<if $hexdata.id802545.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id802545>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id802545.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id802545.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id802545.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id802545.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id802545.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id792744 !== "undefined">> <<if $hexdata.id792744.type !== "block">> <div id="hexmid792744" class="hex" style="left:1210px; top:962.6px;"> <div id="hexid792744" class="hex-border"></div> <div id="hexbid792744" class="hex-content"> <<if $hexdata.id792744.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id792744.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id792744.unit gt 0>> <div class="hexunit" id="792744unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss792744"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id792744.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar792744\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id792744.unit].health / $fightdata.allunits["id" + $hexdata.id792744.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id792744>> <<button "a" "FightEngine">> <<if $hexdata.id792744.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id792744>> <<stepcalc>> <</if>> <<if $hexdata.id792744.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id792744>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id792744.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id792744.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id792744.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id792744.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id792744.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R24----------------------------------------------*/ <<if typeof $hexdata.id861252 !== "undefined">> <<if $hexdata.id861252.type !== "block">> <div id="hexmid861252" class="hex" style="left:85px; top:1005.9px;"> <div id="hexid861252" class="hex-border"></div> <div id="hexbid861252" class="hex-content"> <<if $hexdata.id861252.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id861252.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id861252.unit gt 0>> <div class="hexunit" id="861252unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss861252"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id861252.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar861252\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id861252.unit].health / $fightdata.allunits["id" + $hexdata.id861252.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id861252>> <<button "a" "FightEngine">> <<if $hexdata.id861252.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id861252>> <<stepcalc>> <</if>> <<if $hexdata.id861252.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id861252>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id861252.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id861252.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id861252.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id861252.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id861252.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id851451 !== "undefined">> <<if $hexdata.id851451.type !== "block">> <div id="hexmid851451" class="hex" style="left:235px; top:1005.9px;"> <div id="hexid851451" class="hex-border"></div> <div id="hexbid851451" class="hex-content"> <<if $hexdata.id851451.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id851451.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id851451.unit gt 0>> <div class="hexunit" id="851451unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss851451"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id851451.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar851451\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id851451.unit].health / $fightdata.allunits["id" + $hexdata.id851451.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id851451>> <<button "a" "FightEngine">> <<if $hexdata.id851451.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id851451>> <<stepcalc>> <</if>> <<if $hexdata.id851451.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id851451>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id851451.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id851451.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id851451.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id851451.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id851451.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id841650 !== "undefined">> <<if $hexdata.id841650.type !== "block">> <div id="hexmid841650" class="hex" style="left:385px; top:1005.9px;"> <div id="hexid841650" class="hex-border"></div> <div id="hexbid841650" class="hex-content"> <<if $hexdata.id841650.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id841650.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id841650.unit gt 0>> <div class="hexunit" id="841650unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss841650"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id841650.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar841650\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id841650.unit].health / $fightdata.allunits["id" + $hexdata.id841650.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id841650>> <<button "a" "FightEngine">> <<if $hexdata.id841650.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id841650>> <<stepcalc>> <</if>> <<if $hexdata.id841650.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id841650>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id841650.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id841650.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id841650.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id841650.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id841650.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id831849 !== "undefined">> <<if $hexdata.id831849.type !== "block">> <div id="hexmid831849" class="hex" style="left:535px; top:1005.9px;"> <div id="hexid831849" class="hex-border"></div> <div id="hexbid831849" class="hex-content"> <<if $hexdata.id831849.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id831849.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id831849.unit gt 0>> <div class="hexunit" id="831849unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss831849"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id831849.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar831849\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id831849.unit].health / $fightdata.allunits["id" + $hexdata.id831849.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id831849>> <<button "a" "FightEngine">> <<if $hexdata.id831849.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id831849>> <<stepcalc>> <</if>> <<if $hexdata.id831849.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id831849>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id831849.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id831849.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id831849.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id831849.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id831849.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id822048 !== "undefined">> <<if $hexdata.id822048.type !== "block">> <div id="hexmid822048" class="hex" style="left:685px; top:1005.9px;"> <div id="hexid822048" class="hex-border"></div> <div id="hexbid822048" class="hex-content"> <<if $hexdata.id822048.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id822048.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id822048.unit gt 0>> <div class="hexunit" id="822048unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss822048"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id822048.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar822048\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id822048.unit].health / $fightdata.allunits["id" + $hexdata.id822048.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id822048>> <<button "a" "FightEngine">> <<if $hexdata.id822048.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id822048>> <<stepcalc>> <</if>> <<if $hexdata.id822048.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id822048>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id822048.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id822048.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id822048.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id822048.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id822048.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id812247 !== "undefined">> <<if $hexdata.id812247.type !== "block">> <div id="hexmid812247" class="hex" style="left:835px; top:1005.9px;"> <div id="hexid812247" class="hex-border"></div> <div id="hexbid812247" class="hex-content"> <<if $hexdata.id812247.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id812247.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id812247.unit gt 0>> <div class="hexunit" id="812247unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss812247"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id812247.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar812247\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id812247.unit].health / $fightdata.allunits["id" + $hexdata.id812247.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id812247>> <<button "a" "FightEngine">> <<if $hexdata.id812247.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id812247>> <<stepcalc>> <</if>> <<if $hexdata.id812247.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id812247>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id812247.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id812247.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id812247.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id812247.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id812247.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id802446 !== "undefined">> <<if $hexdata.id802446.type !== "block">> <div id="hexmid802446" class="hex" style="left:985px; top:1005.9px;"> <div id="hexid802446" class="hex-border"></div> <div id="hexbid802446" class="hex-content"> <<if $hexdata.id802446.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id802446.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id802446.unit gt 0>> <div class="hexunit" id="802446unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss802446"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id802446.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar802446\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id802446.unit].health / $fightdata.allunits["id" + $hexdata.id802446.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id802446>> <<button "a" "FightEngine">> <<if $hexdata.id802446.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id802446>> <<stepcalc>> <</if>> <<if $hexdata.id802446.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id802446>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id802446.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id802446.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id802446.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id802446.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id802446.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id792645 !== "undefined">> <<if $hexdata.id792645.type !== "block">> <div id="hexmid792645" class="hex" style="left:1135px; top:1005.9px;"> <div id="hexid792645" class="hex-border"></div> <div id="hexbid792645" class="hex-content"> <<if $hexdata.id792645.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id792645.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id792645.unit gt 0>> <div class="hexunit" id="792645unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss792645"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id792645.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar792645\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id792645.unit].health / $fightdata.allunits["id" + $hexdata.id792645.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id792645>> <<button "a" "FightEngine">> <<if $hexdata.id792645.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id792645>> <<stepcalc>> <</if>> <<if $hexdata.id792645.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id792645>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id792645.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id792645.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id792645.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id792645.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id792645.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> /*---------------------------------------R25----------------------------------------------*/ <<if typeof $hexdata.id861153 !== "undefined">> <<if $hexdata.id861153.type !== "block">> <div id="hexmid861153" class="hex" style="left:10px; top:1049.2px;"> <div id="hexid861153" class="hex-border"></div> <div id="hexbid861153" class="hex-content"> <<if $hexdata.id861153.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id861153.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id861153.unit gt 0>> <div class="hexunit" id="861153unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss861153"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id861153.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar861153\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id861153.unit].health / $fightdata.allunits["id" + $hexdata.id861153.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id861153>> <<button "a" "FightEngine">> <<if $hexdata.id861153.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id861153>> <<stepcalc>> <</if>> <<if $hexdata.id861153.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id861153>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id861153.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id861153.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id861153.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id861153.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id861153.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id851352 !== "undefined">> <<if $hexdata.id851352.type !== "block">> <div id="hexmid851352" class="hex" style="left:160px; top:1049.2px;"> <div id="hexid851352" class="hex-border"></div> <div id="hexbid851352" class="hex-content"> <<if $hexdata.id851352.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id851352.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id851352.unit gt 0>> <div class="hexunit" id="851352unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss851352"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id851352.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar851352\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id851352.unit].health / $fightdata.allunits["id" + $hexdata.id851352.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id851352>> <<button "a" "FightEngine">> <<if $hexdata.id851352.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id851352>> <<stepcalc>> <</if>> <<if $hexdata.id851352.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id851352>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id851352.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id851352.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id851352.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id851352.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id851352.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id841551 !== "undefined">> <<if $hexdata.id841551.type !== "block">> <div id="hexmid841551" class="hex" style="left:310px; top:1049.2px;"> <div id="hexid841551" class="hex-border"></div> <div id="hexbid841551" class="hex-content"> <<if $hexdata.id841551.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"> </div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id841551.loot + ".png]]">></div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id841551.unit gt 0>> <div class="hexunit" id="841551unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss841551"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id841551.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar841551\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id841551.unit].health / $fightdata.allunits["id" + $hexdata.id841551.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id841551>> <<button "a" "FightEngine">> <<if $hexdata.id841551.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id841551>> <<stepcalc>> <</if>> <<if $hexdata.id841551.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id841551>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id841551.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id841551.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id841551.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id841551.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id841551.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id831750 !== "undefined">> <<if $hexdata.id831750.type !== "block">> <div id="hexmid831750" class="hex" style="left:460px; top:1049.2px;"> <div id="hexid831750" class="hex-border"></div> <div id="hexbid831750" class="hex-content"> <<if $hexdata.id831750.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id831750.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id831750.unit gt 0>> <div class="hexunit" id="831750unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss831750"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id831750.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar831750\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id831750.unit].health / $fightdata.allunits["id" + $hexdata.id831750.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id831750>> <<button "a" "FightEngine">> <<if $hexdata.id831750.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id831750>> <<stepcalc>> <</if>> <<if $hexdata.id831750.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id831750>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id831750.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id831750.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id831750.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id831750.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id831750.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id821949 !== "undefined">> <<if $hexdata.id821949.type !== "block">> <div id="hexmid821949" class="hex" style="left:610px; top:1049.2px;"> <div id="hexid821949" class="hex-border"></div> <div id="hexbid821949" class="hex-content"> <<if $hexdata.id821949.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id821949.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id821949.unit gt 0>> <div class="hexunit" id="821949unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss821949"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id821949.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar821949\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id821949.unit].health / $fightdata.allunits["id" + $hexdata.id821949.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id821949>> <<button "a" "FightEngine">> <<if $hexdata.id821949.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id821949>> <<stepcalc>> <</if>> <<if $hexdata.id821949.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id821949>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id821949.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id821949.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id821949.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id821949.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id821949.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id812148 !== "undefined">> <<if $hexdata.id812148.type !== "block">> <div id="hexmid812148" class="hex" style="left:760px; top:1049.2px;"> <div id="hexid812148" class="hex-border"></div> <div id="hexbid812148" class="hex-content"> <<if $hexdata.id812148.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id812148.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id812148.unit gt 0>> <div class="hexunit" id="812148unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss812148"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id812148.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar812148\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id812148.unit].health / $fightdata.allunits["id" + $hexdata.id812148.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id812148>> <<button "a" "FightEngine">> <<if $hexdata.id812148.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id812148>> <<stepcalc>> <</if>> <<if $hexdata.id812148.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id812148>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id812148.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id812148.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id812148.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id812148.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id812148.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id802347 !== "undefined">> <<if $hexdata.id802347.type !== "block">> <div id="hexmid802347" class="hex" style="left:910px; top:1049.2px;"> <div id="hexid802347" class="hex-border"></div> <div id="hexbid802347" class="hex-content"> <<if $hexdata.id802347.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id802347.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id802347.unit gt 0>> <div class="hexunit" id="802347unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss802347"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id802347.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar802347\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id802347.unit].health / $fightdata.allunits["id" + $hexdata.id802347.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id802347>> <<button "a" "FightEngine">> <<if $hexdata.id802347.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id802347>> <<stepcalc>> <</if>> <<if $hexdata.id802347.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id802347>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id802347.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id802347.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id802347.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id802347.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id802347.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id792546 !== "undefined">> <<if $hexdata.id792546.type !== "block">> <div id="hexmid792546" class="hex" style="left:1060px; top:1049.2px;"> <div id="hexid792546" class="hex-border"></div> <div id="hexbid792546" class="hex-content"> <<if $hexdata.id792546.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id792546.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id792546.unit gt 0>> <div class="hexunit" id="792546unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss792546"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id792546.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar792546\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id792546.unit].health / $fightdata.allunits["id" + $hexdata.id792546.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id792546>> <<button "a" "FightEngine">> <<if $hexdata.id792546.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id792546>> <<stepcalc>> <</if>> <<if $hexdata.id792546.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id792546>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id792546.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id792546.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id792546.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id792546.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id792546.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if typeof $hexdata.id782745 !== "undefined">> <<if $hexdata.id782745.type !== "block">> <div id="hexmid782745" class="hex" style="left:1210px; top:1049.2px;"> <div id="hexid782745" class="hex-border"></div> <div id="hexbid782745" class="hex-content"> <<if $hexdata.id782745.loot gt 0>> <div class="hexlootbx"> <div class="hexunitsidesleft"></div> <div class="hexunitcenter"> <<= "[img[./Images/Items/id" + $hexdata.id782745.loot + ".png]]">> </div> <div class="hexunitsidesright"></div> </div> <</if>> <<if $hexdata.id782745.unit gt 0>> <div class="hexunit" id="782745unit"> <div class="hexunitsidesleft"> <div class="hexunithploss" id="hploss782745"> </div> </div> <div class="hexunitcenter"> <<= "[img[./Images/Units/id" + $fightdata.allunits["id" + $hexdata.id782745.unit].mainid + ".png]]">> </div> <div class="hexunitsidesright"> <<="<div class=\"healthbar-container\" id=\"hpbar782745\"> <div class=\"healthbar-fill\" style=\"height:" + ($fightdata.allunits["id" + $hexdata.id782745.unit].health / $fightdata.allunits["id" + $hexdata.id782745.unit].maxhealth) * 100 + "%;\"></div> </div>">> </div> </div> <</if>> <<tooltip $hexdata.id782745>> <<button "a" "FightEngine">> <<if $hexdata.id782745.action is 1>> <<set $hexdata["id" + $fightdata.activehex.id].unit = 0>> <<set $fightdata.activehex = $hexdata.id782745>> <<stepcalc>> <</if>> <<if $hexdata.id782745.action is 0>> <<fightdeselect>> <<set $fightdata.activehex = $hexdata.id782745>> <<if $fightdata.activehex.unit gt 0>> <<set $fightdata.activeunit = $fightdata.allunits["id" + $hexdata.id782745.unit]>> <<terrdefcalc>> <<include "FightMoveCalc">> <<if $fightdata.activeunit.gun isnot 9999 and $fightdata.activeunit.shootactions gt 0>> <<include "ShootDistantCalc">> <</if>> <</if>> <</if>> <<if $hexdata.id782745.action is 2>> <<set $fightdata.recruit=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id782745.unit]>> <<set $fightdata.fight=1>> <<set $fightdata.gunshot=0>> <</if>> <<if $hexdata.id782745.action is 3>> <<set $fightdata.recruit=0>> <<set $fightdata.fight=0>> <<set $fightdata.fightunit = $fightdata.allunits["id" + $hexdata.id782745.unit]>> <<include "ShootDistantCalc2">> <<set $fightdata.gunshot=1>> <</if>> <</button>> <</tooltip>> </div> </div> <</if>> <</if>> <<if $fightdata.shootdistance isnot 0 and $fightdata.activeunit isnot 0>> <<set _shootKeys = Object.keys($fightdata.shootdistance)>> <<set _mpKeys = Object.keys($fightdata.mpresults)>> <<set _onlyShoot = _shootKeys.filter(k => !_mpKeys.includes(k))>> <<set _onlyShootObj = {}>> <<for _k = 0; _k < _onlyShoot.length; _k++>> <<set _onlyShootObj[_onlyShoot[_k]] = $fightdata.shootdistance[_onlyShoot[_k]]>> <</for>> <</if>> <<timed 0ms>> <<set _hexkeys = Object.keys($hexdata)>> <<for _i = 0; _i < _hexkeys.length; _i++>> <<if $hexdata[ _hexkeys[_i]].unit isnot undefined and $hexdata[ _hexkeys[_i]].unit isnot 0>> <<if parseInt($hexdata[_hexkeys[_i]].unit.toString().charAt(1)) is 1>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"side1\">>">> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"hexback1\">>">> <</if>> <<if parseInt($hexdata[_hexkeys[_i]].unit.toString().charAt(1)) is 2>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"side2\">>">> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"hexback2\">>">> <</if>> <<if parseInt($hexdata[_hexkeys[_i]].unit.toString().charAt(1)) is 3>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"side3\">>">> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"hexback3\">>">> <</if>> <<if parseInt($hexdata[_hexkeys[_i]].unit.toString().charAt(1)) is 4>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"side4\">>">> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"hexback4\">>">> <</if>> <<if parseInt($hexdata[_hexkeys[_i]].unit.toString().charAt(1)) is 5>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"side5\">>">> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"hexback5\">>">> <</if>> <<if parseInt($hexdata[_hexkeys[_i]].unit.toString().charAt(1)) is 6>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"side6\">>">> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"hexback6\">>">> <</if>> <<if parseInt($hexdata[_hexkeys[_i]].unit.toString().charAt(1)) is 7>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"side7\">>">> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"hexback7\">>">> <</if>> <<if parseInt($hexdata[_hexkeys[_i]].unit.toString().charAt(1)) is 8>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"side8\">>">> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"hexback8\">>">> <</if>> <<if parseInt($hexdata[_hexkeys[_i]].unit.toString().charAt(1)) is 9>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"side9\">>">> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"hexback9\">>">> <</if>> <</if>> <<if Object.keys($fightdata.mpresults).includes(_hexkeys[_i])>> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 1>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"side1\">>">> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"hexback1\">>">> <</if>> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 2>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"side2\">>">> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"hexback2\">>">> <</if>> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 3>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"side3\">>">> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"hexback3\">>">> <</if>> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 4>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"side4\">>">> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"hexback4\">>">> <</if>> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 5>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"side5\">>">> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"hexback5\">>">> <</if>> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 6>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"side6\">>">> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"hexback6\">>">> <</if>> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 7>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"side7\">>">> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"hexback7\">>">> <</if>> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 8>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"side8\">>">> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"hexback8\">>">> <</if>> <<if parseInt($fightdata.activeunit.id.toString().charAt(1)) is 9>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"side9\">>">> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"hexback9\">>">> <</if>> <</if>> <<if $fightdata.shootdistance isnot 0 and $fightdata.activeunit isnot 0>> <<if Object.keys(_onlyShootObj).includes(_hexkeys[_i])>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"shoothereback\">>">> <</if>> <<if Object.keys($fightdata.shootresults).includes(_hexkeys[_i])>> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"shoothere\">>">> <<="<<addclass \"#hex" + _hexkeys[_i] + "\" \"shoothereback\">>">> <</if>> <</if>> <</for>> <</timed>> <</nobr>>
<<nobr>> /* colors: side 0 (empty): white 1 (player): red, 2: blue 3: orange 4: purple 5: cyan 6: magenta 7: sienna 8: yellow 9: black wintype: kill: kill the units in the array killunit: unit id survive: survive until the last round turnmax: max turns killall: kill all enemy units */ /*--------------------------------tutorial banditfight-----------------------------*/ <<if $fightnum is 1>> <<set $fightdata = { turn: 1, turnmax: "∞", wintype: "kill", killunit: [23000], loots: [17001, 17002], activeunit: 0, activeside: 1, activehex: 0, recruit: 0, fight: 0, fightunit: 0, mpresults: {}, notmymove: {}, notmyshoot: {}, recruithex: { id971241: 961242, id961341: 961242, id951342: 961242, id951243: 961242, id961143: 961242, id971142: 961242, id911247: 901248, id901347: 901248, id891348: 901248, id891249: 901248, id901149: 901248, id911148: 901248, id911841: 901941, id902040: 901941, id891942: 901941, id902634: 892635, id892734: 892635, id882735: 892635, id882636: 892635, id892536: 892635, id902535: 892635, id842640: 832641, id832740: 832641, id822741: 832641, id822642: 832641, id832542: 832641, id842541: 832641 }, recruitedheroes: [], allunits: { /*first number: alliance, second number: side*/ id11000: { id: 11000, mainid: 9999, hploss: "", unittype: $heroes.id9999.stats.fighttemplate, name: $heroes.id9999.data.firstname, health: $heroes.id9999.stats.health, maxhealth: $heroes.id9999.stats.maxhealth, melee: $heroes.id9999.gear.melee.id, ranged: $heroes.id9999.gear.ranged.id, gun: $heroes.id9999.gear.gun.id, rangedammo: setup.inventory["id" + setup.inventory["id" + $heroes.id9999.gear.ranged.id].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + $heroes.id9999.gear.gun.id].ammo].id, position: 901248, movebase: Math.floor($heroes.id9999.stats.speed*(1+$heroes.id9999.skills.speed)), fightbase: 1, shootbase: 1, moveactions: Math.floor($heroes.id9999.stats.speed*(1+$heroes.id9999.skills.speed)), fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, defbonus: 0, poisoned: 0, motivated: 0, trait: 0 }, id22000: { id: 22000, mainid: 7, hploss: "", unittype: 4, name: "Bandit Captain", health: 150, maxhealth: 150, melee: 8009, ranged: 9003, gun: 9999, rangedammo: 16011, gunammo: 9999, position: 892635, movebase: 7, fightbase: 1, shootbase: 1, moveactions: 7, fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: "horror" }, id23000: { id: 23000, mainid: 1003, hploss: "", unittype: $heroes.id1003.stats.fighttemplate, name: "la Zorra", health: $heroes.id1003.stats.health, maxhealth: $heroes.id1003.stats.maxhealth, melee: 8008, ranged: 9006, gun: 6002, /*gun: $heroes.id1003.gear.gun.id,*/ rangedammo: 16014, gunammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1003.gear.gun.id].ammo].id, position: 832641, movebase: Math.floor($heroes.id1003.stats.speed*(1+$heroes.id1003.skills.speed)), fightbase: 1, shootbase: 1, moveactions: Math.floor($heroes.id1003.stats.speed*(1+$heroes.id1003.skills.speed)), fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: 0 }, id34000: { id: 34000, mainid: 9, hploss: "", unittype: 2, name: "Alpha Wolf", health: 70, maxhealth: 70, melee: 102, ranged: 9999, gun: 9999, rangedammo: 9999, gunammo: 9999, position: 901941, movebase: 5, fightbase: 1, shootbase: 1, moveactions: 5, fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: "berserk" }, id15000: { id: 15000, mainid: 6001, hploss: "", unittype: $heroes.id6001.stats.fighttemplate, name: "Buck", health: $heroes.id6001.stats.health, maxhealth: $heroes.id6001.stats.maxhealth, melee: 8019, ranged: $heroes.id6001.gear.ranged.id, gun: $heroes.id6001.gear.gun.id, rangedammo: setup.inventory["id" + setup.inventory["id" + $heroes.id6001.gear.ranged.id].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + $heroes.id6001.gear.gun.id].ammo].id, position: 961242, movebase: Math.floor($heroes.id6001.stats.speed*(1+$heroes.id6001.skills.speed)), fightbase: 1, shootbase: 1, moveactions: Math.floor($heroes.id6001.stats.speed*(1+$heroes.id6001.skills.speed)), fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: 0 } } }>> <<set $sidedata = { id1: { alliance: 1, id: 1, money: $heroes.id9999.stats.money, armypool: $trackdata.army, losslist: {}, currentid: 11001 }, id2: { alliance: 2, id: 2, tactics: 0, money: 500, armypool: { id4: 9999, id5: 9999, id6: 9999 }, losslist: {}, currentid: 22001 }, id3: { alliance: 2, id: 3, tactics: 0, money: 1500, armypool: { id5: 9999, id6: 9999 }, losslist: {}, currentid: 23001 }, id4: { alliance: 3, id: 4, tactics: 0, money: 1000, armypool: { id8: 9999 }, losslist: {}, currentid: 34001, }, id5: { alliance: 1, id: 5, tactics: 0, money: 1000, armypool: { id1: 9999, id2: 9999, id3: 9999 }, losslist: {}, currentid: 15001 } } >> <<set $hexdata= { /*--------------BLOCK1--------------*/ id991140: { id: 991140, type: "block" }, id981339: { id: 981339, type: "block" }, id971538: { id: 971538, type: "block" }, id961737: { id: 961737, type: "block" }, id951936: { id: 951936, type: "block" }, id942135: { id: 942135, type: "block" }, id932334: { id: 932334, type: "block" }, id922533: { id: 922533, type: "block" }, id912732: { id: 912732, type: "block" }, /*--------------BLOCK2--------------*/ id991041: { id: 991041, type: "block" }, id981240: { id: 981240, type: "block" }, id971439: { id: 971439, type: "block" }, id961638: { id: 961638, type: "block" }, id951837: { id: 951837, type: "block" }, id942036: { id: 942036, type: "block" }, id932235: { id: 932235, type: "block" }, id922434: { id: 922434, type: "block" }, id912633: { id: 912633, type: "block" }, id902832: { id: 902832, type: "block" }, /*----------------R1----------------*/ id981141: { id: 981141, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id971340: { id: 971340, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id961539: { id: 961539, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id951738: { id: 951738, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id941937: { id: 941937, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id932136: { id: 932136, type: "lowwater", unit: 0, action: 0, loot: 0, tooltip: "", }, id922335: { id: 922335, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id912534: { id: 912534, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id902733: { id: 902733, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, /*----------------R2----------------*/ id981042: { id: 981042, type: "block" }, id971241: { id: 971241, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id961440: { id: 961440, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id951639: { id: 951639, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id941838: { id: 941838, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id932037: { id: 932037, type: "lowwater", unit: 0, action: 0, loot: 0, tooltip: "", }, id922236: { id: 922236, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id912435: { id: 912435, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id902634: { id: 902634, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id892833: { id: 892833, type: "block" }, /*----------------R3----------------*/ id971142: { id: 971142, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id961341: { id: 961341, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id951540: { id: 951540, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id941739: { id: 941739, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id931938: { id: 931938, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id922137: { id: 922137, type: "shelter", unit: 0, action: 0, loot: 0, tooltip: "", }, id912336: { id: 912336, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id902535: { id: 902535, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id892734: { id: 892734, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, /*----------------R4----------------*/ id971043: { id: 971043, type: "block" }, id961242: { id: 961242, type: "keep", unit: 15000, action: 0, loot: 0, tooltip: "", }, id951441: { id: 951441, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id941640: { id: 941640, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id931839: { id: 931839, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id922038: { id: 922038, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id912237: { id: 912237, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id902436: { id: 902436, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id892635: { id: 892635, type: "keep", unit: 22000, action: 0, loot: 0, tooltip: "", }, id882834: { id: 882834, type: "block" }, /*----------------R5----------------*/ id961143: { id: 961143, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id951342: { id: 951342, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id941541: { id: 941541, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id931740: { id: 931740, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id921939: { id: 921939, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id912138: { id: 912138, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id902337: { id: 902337, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id892536: { id: 892536, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id882735: { id: 882735, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, /*----------------R6----------------*/ id961044: { id: 961044, type: "block" }, id951243: { id: 951243, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id941442: { id: 941442, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id931641: { id: 931641, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id921840: { id: 921840, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id912039: { id: 912039, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id902238: { id: 902238, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id892437: { id: 892437, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id882636: { id: 882636, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id872835: { id: 872835, type: "block" }, /*----------------R7----------------*/ id951144: { id: 951144, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id941343: { id: 941343, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id931542: { id: 931542, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id921741: { id: 921741, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id911940: { id: 911940, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id902139: { id: 902139, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id892338: { id: 892338, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id882537: { id: 882537, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id872736: { id: 872736, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, /*----------------R8----------------*/ id951045: { id: 951045, type: "block" }, id941244: { id: 941244, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id931443: { id: 931443, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id921642: { id: 921642, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id911841: { id: 911841, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id902040: { id: 902040, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id892239: { id: 892239, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id882438: { id: 882438, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id872637: { id: 872637, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id862836: { id: 862836, type: "block" }, /*----------------R9----------------*/ id941145: { id: 941145, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id931344: { id: 931344, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id921543: { id: 921543, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id911742: { id: 911742, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id901941: { id: 901941, type: "keep", unit: 34000, action: 0, loot: 0, tooltip: "", }, id892140: { id: 892140, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id882339: { id: 882339, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id872538: { id: 872538, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id862737: { id: 862737, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, /*----------------R10----------------*/ id941046: { id: 941046, type: "block" }, id931245: { id: 931245, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id921444: { id: 921444, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id911643: { id: 911643, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id901842: { id: 901842, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id892041: { id: 892041, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id882240: { id: 882240, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id872439: { id: 872439, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id862638: { id: 862638, type: "shelter", unit: 0, action: 0, loot: 0, tooltip: "", }, id852837: { id: 852837, type: "block" }, /*----------------R11----------------*/ id931146: { id: 931146, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id921345: { id: 921345, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id911544: { id: 911544, type: "shelter", unit: 0, action: 0, loot: 0, tooltip: "", }, id901743: { id: 901743, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id891942: { id: 891942, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id882141: { id: 882141, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id872340: { id: 872340, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id862539: { id: 862539, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id852738: { id: 852738, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, /*----------------R12----------------*/ id931047: { id: 931047, type: "block" }, id921246: { id: 921246, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id911445: { id: 911445, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id901644: { id: 901644, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id891843: { id: 891843, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id882042: { id: 882042, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id872241: { id: 872241, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id862440: { id: 862440, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id852639: { id: 852639, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id842838: { id: 842838, type: "block" }, /*----------------R13----------------*/ id921147: { id: 921147, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id911346: { id: 911346, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id901545: { id: 901545, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id891744: { id: 891744, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id881943: { id: 881943, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id872142: { id: 872142, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id862341: { id: 862341, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id852540: { id: 852540, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id842739: { id: 842739, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, /*----------------R14----------------*/ id921048: { id: 921048, type: "block" }, id911247: { id: 911247, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id901446: { id: 901446, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id891645: { id: 891645, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id881844: { id: 881844, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id872043: { id: 872043, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id862242: { id: 862242, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id852441: { id: 852441, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id842640: { id: 842640, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id832839: { id: 832839, type: "block" }, /*----------------R15----------------*/ id911148: { id: 911148, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id901347: { id: 901347, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id891546: { id: 891546, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id881745: { id: 881745, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id871944: { id: 871944, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id862143: { id: 862143, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id852342: { id: 852342, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id842541: { id: 842541, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id832740: { id: 832740, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, /*----------------R16----------------*/ id911049: { id: 911049, type: "block" }, id901248: { id: 901248, type: "keep", unit: 11000, action: 0, loot: 0, tooltip: "", }, id891447: { id: 891447, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id881646: { id: 881646, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id871845: { id: 871845, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id862044: { id: 862044, type: "shelter", unit: 0, action: 0, loot: 0, tooltip: "", }, id852243: { id: 852243, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id842442: { id: 842442, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id832641: { id: 832641, type: "keep", unit: 23000, action: 0, loot: 0, tooltip: "", }, id822840: { id: 822840, type: "block" }, /*----------------R17----------------*/ id901149: { id: 901149, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id891348: { id: 891348, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id881547: { id: 881547, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id871746: { id: 871746, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id861945: { id: 861945, type: "plain", unit: 0, action: 0, loot: 0, tooltip: "", }, id852144: { id: 852144, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id842343: { id: 842343, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id832542: { id: 832542, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id822741: { id: 822741, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, /*----------------R18----------------*/ id901050: { id: 901050, type: "block" }, id891249: { id: 891249, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id881448: { id: 881448, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id871647: { id: 871647, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id861846: { id: 861846, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id852045: { id: 852045, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id842244: { id: 842244, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id832443: { id: 832443, type: "forest", unit: 0, action: 0, loot: 0, tooltip: "", }, id822642: { id: 822642, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id812841: { id: 812841, type: "block" }, /*----------------R19----------------*/ id891150: { id: 891150, type: "block" }, id881349: { id:881349, type: "block" }, id871548: { id: 871548, type: "block" }, id861747: { id: 861747, type: "block" }, id851946: { id: 851946, type: "block" }, id842145: { id: 842145, type: "block" }, id832344: { id: 832344, type: "block" }, id822543: { id: 822543, type: "block" }, id812742: { id: 812742, type: "block" }, /*----------------R20----------------*/ id881250: { id: 881250, type: "block" }, id871449: { id: 871449, type: "block" }, id861648: { id: 861648, type: "block" }, id851847: { id: 851847, type: "block" }, id842046: { id: 842046, type: "block" }, id832245: { id: 832245, type: "block" }, id822444: { id: 822444, type: "block" }, id812643: { id: 812643, type: "block" } }>> <</if>> /*888888888888888888888888888888888888888888888888888888888888888888*/ /*-----------------Q103 FIGHT (POLICE VS REVOLUTIONARIES)-----------------------*/ <<if $fightnum is 2>> <<set $fightdata = { turn: 1, turnmax: "∞", wintype: "kill", killunit: [22000, 23000, 24000], loots: [17001, 17002], activeunit: 0, activeside: 1, activehex: 0, recruit: 0, fight: 0, fightunit: 0, mpresults: {}, notmymove: {}, notmyshoot: {}, recruithex: { id961539: 951540, id951639: 951540, id941640: 951540, id941541: 951540, id951441: 951540, id961440: 951540, id941937: 931938, id932037: 931938, id922038: 931938, id921939: 931938, id931839: 931938, id941838: 931938, id922335: 912336, id912435: 912336, id902436: 912336, id902337: 912336, id912237: 912336, id922236: 912336, id861549: 851550, id851649: 851550, id841650: 851550, id841551: 851550, id851451: 851550, id861450: 851550, id822345: 812346, id812445: 812346, id802446: 812346, id802347: 812346, id812247: 812346, id822246: 812346, }, recruitedheroes: [], allunits: {} /*first number: alliance, second number: side*/ }>> <<set $fightdata.allunits.id11000= { id: 11000, mainid: 9999, hploss: "", unittype: $heroes.id9999.stats.fighttemplate, name: $heroes.id9999.data.firstname, health: $heroes.id9999.stats.health, maxhealth: $heroes.id9999.stats.maxhealth, melee: $heroes.id9999.gear.melee.id, ranged: $heroes.id9999.gear.ranged.id, gun: $heroes.id9999.gear.gun.id, rangedammo: setup.inventory["id" + setup.inventory["id" + $heroes.id9999.gear.ranged.id].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + $heroes.id9999.gear.gun.id].ammo].id, position: 851550, movebase: Math.floor($heroes.id9999.stats.speed*(1+$heroes.id9999.skills.speed)), fightbase: 1, shootbase: 1, moveactions: Math.floor($heroes.id9999.stats.speed*(1+$heroes.id9999.skills.speed)), fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, defbonus: 0, poisoned: 0, motivated: 0, trait: 0 }>> <<set $sidedata = { id1: { alliance: 1, id: 1, money: $heroes.id9999.stats.money, armypool: $trackdata.army, losslist: {}, currentid: 11001 }, id2: { alliance: 2, id: 2, tactics: 0, money: 750, armypool: {}, losslist: {}, currentid: 22001 }, id3: { alliance: 2, id: 3, tactics: 0, money: 750, armypool: {}, losslist: {}, currentid: 23001 }, id4: { alliance: 2, id: 4, tactics: 0, money: 750, armypool: {}, losslist: {}, currentid: 24001, }, id5: { alliance: 1, id: 5, tactics: 0, money: 1500, armypool: {}, losslist: {}, currentid: 15001 } } >> /*siding with Malik*/ <<if Number(parseInt($quests.id103.state).toString().charAt(5)) is 1>> <<set $sidedata.id2.armypool= { id10: 9999, id12: 9999 }>> <<set $sidedata.id3.armypool= { id10: 9999, id11: 9999, id12: 9999 }>> <<set $sidedata.id4.armypool= { id10: 9999, id11: 9999 }>> <<set $sidedata.id5.armypool= { id13: 9999, id14: 9999, id15: 9999 }>> <<set $fightdata.allunits.id22000= { id: 22000, mainid: 11, hploss: "", unittype: setup.unitlist.id11.template, name: "Police Officer", health: setup.unitlist.id11.hp*1.2, maxhealth: setup.unitlist.id11.hp*1.2, melee: setup.unitlist.id11.melee, ranged: setup.unitlist.id11.ranged, gun: setup.unitlist.id11.gun, rangedammo: setup.inventory["id" + setup.unitlist.id11.ranged].ammo, gunammo: setup.inventory["id" + setup.unitlist.id11.gun].ammo, position: 951540, movebase: setup.unitlist.id11.mp, fightbase: 1, shootbase: 1, moveactions: setup.unitlist.id11.mp, fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id11.trait }>> <<set $fightdata.allunits.id23000= { id: 23000, mainid: 1004, hploss: "", unittype: $heroes.id1004.stats.fighttemplate, name: "Fidelia", health: $heroes.id1004.stats.health, maxhealth: $heroes.id1004.stats.maxhealth, melee: $heroes.id1004.gear.melee.id, ranged: $heroes.id1004.gear.ranged.id, gun: $heroes.id1004.gear.gun.id, rangedammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1004.gear.ranged.id].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1004.gear.gun.id].ammo].id, position: 931938, movebase: Math.floor($heroes.id1004.stats.speed*(1+$heroes.id1004.skills.speed)), fightbase: 1, shootbase: 1, moveactions: Math.floor($heroes.id1004.stats.speed*(1+$heroes.id1004.skills.speed)), fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: $heroes.id1004.fighttrait }>> <<set $fightdata.allunits.id24000= { id: 24000, mainid: 12, hploss: "", unittype: setup.unitlist.id12.template, name: "Police Officer", health: setup.unitlist.id12.hp*1.2, maxhealth: setup.unitlist.id12.hp*1.2, melee: setup.unitlist.id12.melee, ranged: setup.unitlist.id12.ranged, gun: setup.unitlist.id12.gun, rangedammo: setup.inventory["id" + setup.unitlist.id12.ranged].ammo, gunammo: setup.inventory["id" + setup.unitlist.id12.gun].ammo, position: 912336, movebase: setup.unitlist.id12.mp, fightbase: 1, shootbase: 1, moveactions: setup.unitlist.id12.mp, fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id12.trait }>> <<set $fightdata.allunits.id15000= { id: 15000, mainid: 6002, hploss: "", unittype: $heroes.id6002.stats.fighttemplate, name: "Malik", health: $heroes.id6002.stats.health, maxhealth: $heroes.id6002.stats.maxhealth, melee: $heroes.id6002.gear.melee.id, ranged: $heroes.id6002.gear.ranged.id, gun: $heroes.id6002.gear.gun.id, rangedammo: setup.inventory["id" + setup.inventory["id" + $heroes.id6002.gear.ranged.id].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + $heroes.id6002.gear.gun.id].ammo].id, position: 812346, movebase: Math.floor($heroes.id6002.stats.speed*(1+$heroes.id6002.skills.speed)), fightbase: 1, shootbase: 1, moveactions: Math.floor($heroes.id6002.stats.speed*(1+$heroes.id6002.skills.speed)), fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: $heroes.id6002.fighttrait }>> <</if>> /*siding with Isabel*/ <<if Number(parseInt($quests.id103.state).toString().charAt(5)) is 2>> <<set $sidedata.id2.armypool= { id11: 9999, id12: 9999 }>> <<set $sidedata.id3.armypool= { id10: 9999 }>> <<set $sidedata.id4.armypool= { id11: 9999, id12: 9999 }>> <<set $sidedata.id5.armypool= { id13: 9999, id14: 9999, id15: 9999 }>> <<set $fightdata.allunits.id22000= { id: 22000, mainid: 6003, hploss: "", unittype: $heroes.id6003.stats.fighttemplate, name: "Leo", health: $heroes.id6003.stats.health, maxhealth: $heroes.id6003.stats.maxhealth, melee: $heroes.id6003.gear.melee.id, ranged: $heroes.id6003.gear.ranged.id, gun: $heroes.id6003.gear.gun.id, rangedammo: setup.inventory["id" + setup.inventory["id" + $heroes.id6003.gear.ranged.id].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + $heroes.id6003.gear.gun.id].ammo].id, position: 951540, movebase: Math.floor($heroes.id6003.stats.speed*(1+$heroes.id6003.skills.speed)), fightbase: 1, shootbase: 1, moveactions: Math.floor($heroes.id6003.stats.speed*(1+$heroes.id6003.skills.speed)), fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: $heroes.id6003.fighttrait }>> <<set $fightdata.allunits.id23000= { id: 23000, mainid: 10, hploss: "", unittype: setup.unitlist.id11.template, name: "Police Contractor Boss", health: setup.unitlist.id10.hp*1.2, maxhealth: setup.unitlist.id10.hp*1.2, melee: setup.unitlist.id10.melee, ranged: setup.unitlist.id10.ranged, gun: setup.unitlist.id10.gun, rangedammo: setup.inventory["id" + setup.unitlist.id10.ranged].ammo, gunammo: setup.inventory["id" + setup.unitlist.id10.gun].ammo, position: 931938, movebase: setup.unitlist.id10.mp, fightbase: 1, shootbase: 1, moveactions: setup.unitlist.id10.mp, fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id10.trait }>> <<set $fightdata.allunits.id24000= { id: 24000, mainid: 1004, hploss: "", unittype: $heroes.id1004.stats.fighttemplate, name: "Fidelia", health: $heroes.id1004.stats.health, maxhealth: $heroes.id1004.stats.maxhealth, melee: $heroes.id1004.gear.melee.id, ranged: $heroes.id1004.gear.ranged.id, gun: $heroes.id1004.gear.gun.id, rangedammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1004.gear.ranged.id].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1004.gear.gun.id].ammo].id, position: 912336, movebase: Math.floor($heroes.id1004.stats.speed*(1+$heroes.id1004.skills.speed)), fightbase: 1, shootbase: 1, moveactions: Math.floor($heroes.id1004.stats.speed*(1+$heroes.id1004.skills.speed)), fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: $heroes.id1004.fighttrait }>> <<set $fightdata.allunits.id15000= { id: 15000, mainid: 1005, hploss: "", unittype: $heroes.id1005.stats.fighttemplate, name: "Isabel", health: $heroes.id1005.stats.health, maxhealth: $heroes.id1005.stats.maxhealth, melee: $heroes.id1005.gear.melee.id, ranged: $heroes.id1005.gear.ranged.id, gun: $heroes.id1005.gear.gun.id, rangedammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1005.gear.ranged.id].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1005.gear.gun.id].ammo].id, position: 812346, movebase: Math.floor($heroes.id1005.stats.speed*(1+$heroes.id1005.skills.speed)), fightbase: 1, shootbase: 1, moveactions: Math.floor($heroes.id1005.stats.speed*(1+$heroes.id1005.skills.speed)), fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: $heroes.id1005.fighttrait }>> <</if>> /*siding with Leo*/ <<if Number(parseInt($quests.id103.state).toString().charAt(5)) is 3>> <<set $sidedata.id2.armypool= { id13: 9999, id15: 9999 }>> <<set $sidedata.id3.armypool= { id13: 9999 }>> <<set $sidedata.id4.armypool= { id13: 9999, id14: 9999 }>> <<set $sidedata.id5.armypool= { id11: 9999, id12: 9999 }>> <<set $fightdata.allunits.id22000= { id: 22000, mainid: 14, hploss: "", unittype: setup.unitlist.id14.template, name: "Rebel Captain", health: setup.unitlist.id14.hp*1.2, maxhealth: setup.unitlist.id14.hp*1.2, melee: setup.unitlist.id14.melee, ranged: setup.unitlist.id14.ranged, gun: setup.unitlist.id14.gun, rangedammo: setup.inventory["id" + setup.unitlist.id14.ranged].ammo, gunammo: setup.inventory["id" + setup.unitlist.id14.gun].ammo, position: 951540, movebase: setup.unitlist.id14.mp, fightbase: 1, shootbase: 1, moveactions: setup.unitlist.id14.mp, fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id14.trait }>> <<set $fightdata.allunits.id23000= { id: 23000, mainid: 1005, hploss: "", unittype: $heroes.id1005.stats.fighttemplate, name: "Isabel", health: $heroes.id1005.stats.health, maxhealth: $heroes.id1005.stats.maxhealth, melee: $heroes.id1005.gear.melee.id, ranged: $heroes.id1005.gear.ranged.id, gun: $heroes.id1005.gear.gun.id, rangedammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1005.gear.ranged.id].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1005.gear.gun.id].ammo].id, position: 931938, movebase: Math.floor($heroes.id1005.stats.speed*(1+$heroes.id1005.skills.speed)), fightbase: 1, shootbase: 1, moveactions: Math.floor($heroes.id1005.stats.speed*(1+$heroes.id1005.skills.speed)), fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: $heroes.id1005.fighttrait }>> <<set $fightdata.allunits.id24000= { id: 24000, mainid: 15, hploss: "", unittype: setup.unitlist.id15.template, name: "Rebel Captain", health: setup.unitlist.id15.hp*1.2, maxhealth: setup.unitlist.id15.hp*1.2, melee: setup.unitlist.id15.melee, ranged: setup.unitlist.id15.ranged, gun: setup.unitlist.id15.gun, rangedammo: setup.inventory["id" + setup.unitlist.id15.ranged].ammo, gunammo: setup.inventory["id" + setup.unitlist.id15.gun].ammo, position: 912336, movebase: setup.unitlist.id15.mp, fightbase: 1, shootbase: 1, moveactions: setup.unitlist.id15.mp, fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id15.trait }>> <<set $fightdata.allunits.id15000= { id: 15000, mainid: 6003, hploss: "", unittype: $heroes.id6003.stats.fighttemplate, name: "Leo", health: $heroes.id6003.stats.health, maxhealth: $heroes.id6003.stats.maxhealth, melee: $heroes.id6003.gear.melee.id, ranged: $heroes.id6003.gear.ranged.id, gun: $heroes.id6003.gear.gun.id, rangedammo: setup.inventory["id" + setup.inventory["id" + $heroes.id6003.gear.ranged.id].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + $heroes.id6003.gear.gun.id].ammo].id, position: 812346, movebase: Math.floor($heroes.id6003.stats.speed*(1+$heroes.id6003.skills.speed)), fightbase: 1, shootbase: 1, moveactions: Math.floor($heroes.id6003.stats.speed*(1+$heroes.id6003.skills.speed)), fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: $heroes.id6003.fighttrait }>> <</if>> /*siding with Fidelia*/ <<if Number(parseInt($quests.id103.state).toString().charAt(5)) is 4>> <<set $sidedata.id2.armypool= { id14: 9999, id15: 9999 }>> <<set $sidedata.id3.armypool= { id13: 9999 }>> <<set $sidedata.id4.armypool= { id14: 9999, id15: 9999 }>> <<set $sidedata.id5.armypool= { id11: 9999, id12: 9999, id13: 9999 }>> <<set $fightdata.allunits.id22000= { id: 22000, mainid: 6002, hploss: "", unittype: $heroes.id6002.stats.fighttemplate, name: "Malik", health: $heroes.id6002.stats.health, maxhealth: $heroes.id6002.stats.maxhealth, melee: $heroes.id6002.gear.melee.id, ranged: $heroes.id6002.gear.ranged.id, gun: $heroes.id6002.gear.gun.id, rangedammo: setup.inventory["id" + setup.inventory["id" + $heroes.id6002.gear.ranged.id].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + $heroes.id6002.gear.gun.id].ammo].id, position: 951540, movebase: Math.floor($heroes.id6002.stats.speed*(1+$heroes.id6002.skills.speed)), fightbase: 1, shootbase: 1, moveactions: Math.floor($heroes.id6002.stats.speed*(1+$heroes.id6002.skills.speed)), fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: $heroes.id6002.fighttrait }>> <<set $fightdata.allunits.id23000= { id: 23000, mainid: 13, hploss: "", unittype: setup.unitlist.id13.template, name: "Rebel Captain", health: setup.unitlist.id13.hp*1.2, maxhealth: setup.unitlist.id13.hp*1.2, melee: setup.unitlist.id13.melee, ranged: setup.unitlist.id13.ranged, gun: setup.unitlist.id13.gun, rangedammo: setup.inventory["id" + setup.unitlist.id13.ranged].ammo, gunammo: setup.inventory["id" + setup.unitlist.id13.gun].ammo, position: 931938, movebase: setup.unitlist.id13.mp, fightbase: 1, shootbase: 1, moveactions: setup.unitlist.id13.mp, fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id13.trait }>> <<set $fightdata.allunits.id24000= { id: 24000, mainid: 1005, hploss: "", unittype: $heroes.id1005.stats.fighttemplate, name: "Isabel", health: $heroes.id1005.stats.health, maxhealth: $heroes.id1005.stats.maxhealth, melee: $heroes.id1005.gear.melee.id, ranged: $heroes.id1005.gear.ranged.id, gun: $heroes.id1005.gear.gun.id, rangedammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1005.gear.ranged.id].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1005.gear.gun.id].ammo].id, position: 912336, movebase: Math.floor($heroes.id1005.stats.speed*(1+$heroes.id1005.skills.speed)), fightbase: 1, shootbase: 1, moveactions: Math.floor($heroes.id1005.stats.speed*(1+$heroes.id1005.skills.speed)), fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: $heroes.id1005.fighttrait }>> <<set $fightdata.allunits.id15000= { id: 15000, mainid: 1004, hploss: "", unittype: $heroes.id1004.stats.fighttemplate, name: "Fidelia", health: $heroes.id1004.stats.health, maxhealth: $heroes.id1004.stats.maxhealth, melee: $heroes.id1004.gear.melee.id, ranged: $heroes.id1004.gear.ranged.id, gun: $heroes.id1004.gear.gun.id, rangedammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1004.gear.ranged.id].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1004.gear.gun.id].ammo].id, position: 812346, movebase: Math.floor($heroes.id1004.stats.speed*(1+$heroes.id1004.skills.speed)), fightbase: 1, shootbase: 1, moveactions: Math.floor($heroes.id1004.stats.speed*(1+$heroes.id1004.skills.speed)), fightactions: 1, shootactions: 1, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: $heroes.id1004.fighttrait }>> <</if>> <<set $hexdata= { /*--------------BLOCK1--------------*/ id971538: { id: 971538, type: "block" }, id961737: { id: 961737, type: "block" }, id951936: { id: 951936, type: "block" }, id942135: { id: 942135, type: "block" }, id932334: { id: 932334, type: "block" }, /*--------------BLOCK2--------------*/ id971439: { id: 971439, type: "block" }, id961638: { id: 961638, type: "block" }, id951837: { id: 951837, type: "block" }, id942036: { id: 942036, type: "block" }, id932235: { id: 932235, type: "block" }, id922434: { id: 922434, type: "block" }, /*----------------R1----------------*/ id971340: { id: 971340, type: "block", }, id961539: { id: 961539, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id951738: { id: 951738, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id941937: { id: 941937, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id932136: { id: 932136, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id922335: { id: 922335, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id912534: { id: 912534, type: "block", }, /*----------------R2----------------*/ id971241: { id: 971241, type: "block", }, id961440: { id: 961440, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id951639: { id: 951639, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id941838: { id: 941838, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id932037: { id: 932037, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id922236: { id: 922236, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id912435: { id: 912435, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id902634: { id: 902634, type: "block", }, /*----------------R3----------------*/ id971142: { id: 971142, type: "block", }, id961341: { id: 961341, type: "shelter", unit: 0, action: 0, loot: 0, tooltip: "", }, id951540: { id: 951540, type: "keep", unit: 22000, action: 0, loot: 0, tooltip: "", }, id941739: { id: 941739, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id931938: { id: 931938, type: "keep", unit: 23000, action: 0, loot: 0, tooltip: "", }, id922137: { id: 922137, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id912336: { id: 912336, type: "keep", unit: 24000, action: 0, loot: 0, tooltip: "", }, id902535: { id: 902535, type: "shelter", unit: 0, action: 0, loot: 0, tooltip: "", }, id892734: { id: 892734, type: "block", }, /*----------------R4----------------*/ id971043: { id: 971043, type: "block" }, id961242: { id: 961242, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id951441: { id: 951441, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id941640: { id: 941640, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id931839: { id: 931839, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id922038: { id: 922038, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id912237: { id: 912237, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id902436: { id: 902436, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id892635: { id: 892635, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id882834: { id: 882834, type: "block" }, /*----------------R5----------------*/ id961143: { id: 961143, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id951342: { id: 951342, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id941541: { id: 941541, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id931740: { id: 931740, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id921939: { id: 921939, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id912138: { id: 912138, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id902337: { id: 902337, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id892536: { id: 892536, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id882735: { id: 882735, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, /*----------------R6----------------*/ id961044: { id: 961044, type: "block" }, id951243: { id: 951243, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id941442: { id: 941442, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id931641: { id: 931641, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id921840: { id: 921840, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id912039: { id: 912039, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id902238: { id: 902238, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id892437: { id: 892437, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id882636: { id: 882636, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id872835: { id: 872835, type: "block" }, /*----------------R7----------------*/ id951144: { id: 951144, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id941343: { id: 941343, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id931542: { id: 931542, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id921741: { id: 921741, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id911940: { id: 911940, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id902139: { id: 902139, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id892338: { id: 892338, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id882537: { id: 882537, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id872736: { id: 872736, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, /*----------------R8----------------*/ id951045: { id: 951045, type: "block" }, id941244: { id: 941244, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id931443: { id: 931443, type: "block", }, id921642: { id: 921642, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id911841: { id: 911841, type: "block", }, id902040: { id: 902040, type: "block", }, id892239: { id: 892239, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id882438: { id: 882438, type: "block", }, id872637: { id: 872637, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id862836: { id: 862836, type: "block" }, /*----------------R9----------------*/ id941145: { id: 941145, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id931344: { id: 931344, type: "block", }, id921543: { id: 921543, type: "block", }, id911742: { id: 911742, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id901941: { id: 901941, type: "block", }, id892140: { id: 892140, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id882339: { id: 882339, type: "block", }, id872538: { id: 872538, type: "block", }, id862737: { id: 862737, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, /*----------------R10----------------*/ id941046: { id: 941046, type: "block" }, id931245: { id: 931245, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id921444: { id: 921444, type: "block", }, id911643: { id: 911643, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id901842: { id: 901842, type: "block", }, id892041: { id: 892041, type: "block", }, id882240: { id: 882240, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id872439: { id: 872439, type: "block", }, id862638: { id: 862638, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id852837: { id: 852837, type: "block" }, /*----------------R11----------------*/ id931146: { id: 931146, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id921345: { id: 921345, type: "block", }, id911544: { id: 911544, type: "block", }, id901743: { id: 901743, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id891942: { id: 891942, type: "block", }, id882141: { id: 882141, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id872340: { id: 872340, type: "block", }, id862539: { id: 862539, type: "block", }, id852738: { id: 852738, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, /*----------------R12----------------*/ id931047: { id: 931047, type: "block" }, id921246: { id: 921246, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id911445: { id: 911445, type: "block", }, id901644: { id: 901644, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id891843: { id: 891843, type: "block", }, id882042: { id: 882042, type: "block", }, id872241: { id: 872241, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id862440: { id: 862440, type: "block", }, id852639: { id: 852639, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id842838: { id: 842838, type: "block" }, /*----------------R13----------------*/ id921147: { id: 921147, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id911346: { id: 911346, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id901545: { id: 901545, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id891744: { id: 891744, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id881943: { id: 881943, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id872142: { id: 872142, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id862341: { id: 862341, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id852540: { id: 852540, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id842739: { id: 842739, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, /*----------------R14----------------*/ id921048: { id: 921048, type: "block" }, id911247: { id: 911247, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id901446: { id: 901446, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id891645: { id: 891645, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id881844: { id: 881844, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id872043: { id: 872043, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id862242: { id: 862242, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id852441: { id: 852441, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id842640: { id: 842640, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id832839: { id: 832839, type: "block" }, /*----------------R15----------------*/ id911148: { id: 911148, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id901347: { id: 901347, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id891546: { id: 891546, type: "block", }, id881745: { id: 881745, type: "block", }, id871944: { id: 871944, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id862143: { id: 862143, type: "block", }, id852342: { id: 852342, type: "block", }, id842541: { id: 842541, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id832740: { id: 832740, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, /*----------------R16----------------*/ id911049: { id: 911049, type: "block" }, id901248: { id: 901248, type: "block", }, id891447: { id: 891447, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id881646: { id: 881646, type: "block", }, id871845: { id: 871845, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id862044: { id: 862044, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id852243: { id: 852243, type: "block", }, id842442: { id: 842442, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id832641: { id: 832641, type: "block", }, id822840: { id: 822840, type: "block" }, /*----------------R17----------------*/ id901149: { id: 901149, type: "block", }, id891348: { id: 891348, type: "block", }, id881547: { id: 881547, type: "block", }, id871746: { id: 871746, type: "block", }, id861945: { id: 861945, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id852144: { id: 852144, type: "block", }, id842343: { id: 842343, type: "block", }, id832542: { id: 832542, type: "block", }, id822741: { id: 822741, type: "block", }, /*----------------R18----------------*/ id901050: { id: 901050, type: "block" }, id891249: { id: 891249, type: "block", }, id881448: { id: 881448, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id871647: { id: 871647, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id861846: { id: 861846, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id852045: { id: 852045, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id842244: { id: 842244, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id832443: { id: 832443, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id822642: { id: 822642, type: "block", }, id812841: { id: 812841, type: "block" }, /*----------------R19----------------*/ id891150: { id: 891150, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id881349: { id:881349, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id871548: { id: 871548, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id861747: { id: 861747, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id851946: { id: 851946, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id842145: { id: 842145, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id832344: { id: 832344, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id822543: { id: 822543, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id812742: { id: 812742, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, /*----------------R20----------------*/ id891051: { id: 891051, type: "block" }, id881250: { id: 881250, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id871449: { id: 871449, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id861648: { id: 861648, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id851847: { id: 851847, type: "block" }, id842046: { id: 842046, type: "block" }, id832245: { id: 832245, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id822444: { id: 822444, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id812643: { id: 812643, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id802842: { id: 802842, type: "block" }, /*----------------R21----------------*/ id881151: { id: 881151, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id871350: { id: 871350, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id861549: { id: 861549, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id851748: { id: 851748, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id841947: { id: 841947, type: "block", }, id832146: { id: 832146, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id822345: { id: 822345, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id812544: { id: 812544, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id802743: { id: 802743, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, /*----------------R22----------------*/ id881052: { id: 881052, type: "block", }, id871251: { id: 871251, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id861450: { id: 861450, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id851649: { id: 851649, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id841848: { id: 841848, type: "block", }, id832047: { id: 832047, type: "block", }, id822246: { id: 822246, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id812445: { id: 812445, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id802644: { id: 802644, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id792843: { id: 792843, type: "block", }, /*----------------R23----------------*/ id871152: { id: 871152, type: "block", }, id861351: { id: 861351, type: "shelter", unit: 0, action: 0, loot: 0, tooltip: "", }, id851550: { id: 851550, type: "keep", unit: 11000, action: 0, loot: 0, tooltip: "", }, id841749: { id: 841749, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id831948: { id: 831948, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id822147: { id: 822147, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id812346: { id: 812346, type: "keep", unit: 15000, action: 0, loot: 0, tooltip: "", }, id802545: { id: 802545, type: "shelter", unit: 0, action: 0, loot: 0, tooltip: "", }, id792744: { id: 792744, type: "block", }, /*----------------R24----------------*/ id861252: { id: 861252, type: "block", }, id851451: { id: 851451, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id841650: { id: 841650, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id831849: { id: 831849, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id822048: { id: 822048, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id812247: { id: 812247, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id802446: { id: 802446, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id792645: { id: 792645, type: "block", }, /*----------------R25----------------*/ id851352: { id: 851352, type: "block", }, id841551: { id: 841551, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id831750: { id: 831750, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id821949: { id: 821949, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id812148: { id: 812148, type: "paved", unit: 0, action: 0, loot: 0, tooltip: "", }, id802347: { id: 802347, type: "castle", unit: 0, action: 0, loot: 0, tooltip: "", }, id792546: { id: 792546, type: "block", }, /*----------------R26----------------*/ id841452: { id: 841452, type: "block", }, id831651: { id: 831651, type: "block", }, id821850: { id: 821850, type: "block", }, id812049: { id: 812049, type: "block", }, id802248: { id: 802248, type: "block", }, id792447: { id: 792447, type: "block", }, /*----------------R27----------------*/ id831552: { id: 831552, type: "block", }, id821751: { id: 821751, type: "block", }, id811950: { id: 811950, type: "block", }, id802149: { id: 802149, type: "block", }, id792348: { id: 792348, type: "block", }, }>> <</if>> /*common code*/ <<switch $world.difficulty>> <<case 4>> <<set $fightdata.enemybonus = 0.75>> <<case 2>> <<set $fightdata.enemybonus = 1>> <<case 1>> <<set $fightdata.enemybonus = 1.25>> <</switch>> <</nobr>>
<<nobr>> /*------------------BASE GAME CONTENT, TIER CONTENT BELOW THIS--------------*/ /*-------------v0.0.2 content-------------------------*/ /* <<if typeof $districts.district58 === "undefined">> <<set $districts.district58 = { id: 58, name: "Santa Maria", leftblock: 0, topblock: 0, rightblock: 1, bottomblock: 0, }>> <</if>> <<if typeof $districts.district48 === "undefined">> <<set $districts.district48 = { id: 48, name: "Rustfield", leftblock: 0, topblock: 0, rightblock: 0, bottomblock: 0, }>> <</if>> <<if typeof $districts.district38 === "undefined">> <<set $districts.district38 = { id: 38, name: "Tohil Airport", leftblock: 1, topblock: 0, rightblock: 0, bottomblock: 1, }>> <</if>> <<if typeof $districts.district39 === "undefined">> <<set $districts.district39 = { id: 39, name: "Sun Fortress Military Base", leftblock: 1, topblock: 0, rightblock: 0, bottomblock: 1, }>> <</if>> <<if typeof $districts.district49 === "undefined">> <<set $districts.district49 = { id: 49, name: "Winemaker's Haven", leftblock: 1, topblock: 0, rightblock: 0, bottomblock: 1, }>> <</if>> <<if typeof $districts.district59 === "undefined">> <<set $districts.district59 = { id: 59, name: "Evita", leftblock: 0, topblock: 0, rightblock: 1, bottomblock: 1, }>> <</if>> <<set $districts.district37.bottomblock=0>> <<set $districts.district47.bottomblock=0>> <<set $districts.district57.bottomblock=0>> <<if typeof $quests.id101 === "undefined">> <<set $quests.id101 = { id: 101, name: "The Taste of Compromise", state: 100000000000000, now: 1, end: 12, }>> <</if>> <<if typeof $trackdata.inventory.id16030 === "undefined">> <<set $trackdata.inventory.id16030=0>> <</if>> <<if typeof $trackdata.inventory.id16043 === "undefined">> <<set $trackdata.inventory.id16043=0>> <</if>> <<if typeof $trackdata.inventory.id16044 === "undefined">> <<set $trackdata.inventory.id16044=0>> <</if>> <<if typeof $trackdata.inventory.id16045 === "undefined">> <<set $trackdata.inventory.id16045=0>> <</if>> <<if typeof $trackdata.inventory.id17015 === "undefined">> <<set $trackdata.inventory.id17015=0>> <</if>> <<if typeof $trackdata.inventory.id17016 === "undefined">> <<set $trackdata.inventory.id17016=0>> <</if>> <<if typeof $trackdata.inventory.id17022 === "undefined">> <<set $trackdata.inventory.id17022=0>> <</if>> <<if typeof $trackdata.inventory.id16031 === "undefined">> <<set $trackdata.inventory.id16031=0>> <</if>> <<if typeof $trackdata.inventory.id16032 === "undefined">> <<set $trackdata.inventory.id16032=0>> <</if>> <<if typeof $trackdata.inventory.id16033 === "undefined">> <<set $trackdata.inventory.id16033=0>> <</if>> <<if typeof $trackdata.inventory.id6002 === "undefined">> <<set $trackdata.inventory.id6002=0>> <</if>> <<if typeof $trackdata.inventory.id8016 === "undefined">> <<set $trackdata.inventory.id8016=0>> <</if>> <<if typeof $trackdata.inventory.id8017 === "undefined">> <<set $trackdata.inventory.id8017=0>> <</if>> <<if typeof $trackdata.inventory.id9002 === "undefined">> <<set $trackdata.inventory.id9002=0>> <</if>> <<if typeof $trackdata.inventory.id16008 === "undefined">> <<set $trackdata.inventory.id16008=0>> <</if>> <<if typeof $trackdata.inventory.id16009 === "undefined">> <<set $trackdata.inventory.id16009=0>> <</if>> <<if typeof $trackdata.inventory.id16010 === "undefined">> <<set $trackdata.inventory.id16010=0>> <</if>> <<if typeof $trackdata.inventory.id16046 === "undefined">> <<set $trackdata.inventory.id16046=0>> <</if>> <<if typeof $trackdata.inventory.id17029 === "undefined">> <<set $trackdata.inventory.id17029=0>> <</if>> <<if typeof $trackdata.inventory.id17030 === "undefined">> <<set $trackdata.inventory.id17030=0>> <</if>> <<if typeof $trackdata.inventory.id17031 === "undefined">> <<set $trackdata.inventory.id17031=0>> <</if>> <<if typeof $trackdata.inventory.id17032 === "undefined">> <<set $trackdata.inventory.id17032=0>> <</if>> <<if typeof $trackdata.inventory.id17033 === "undefined">> <<set $trackdata.inventory.id17033=0>> <</if>> <<if typeof $trackdata.inventory.id16034 === "undefined">> <<set $trackdata.inventory.id16034=0>> <</if>> <<if typeof $trackdata.inventory.id16047 === "undefined">> <<set $trackdata.inventory.id16047=0>> <</if>> <<if typeof $trackdata.inventory.id16017 === "undefined">> <<set $trackdata.inventory.id16017=0>> <</if>> <<if typeof $trackdata.inventory.id18003 === "undefined">> <<set $trackdata.inventory.id18003=0>> <</if>> <<if typeof $heroes.id1002 === "undefined">> <<set $heroes.id1002= { id: 1002, data: { firstname: "Marcia", lastname: "Garza", pic: 1, age: 8256, wage: 500, language: "Spanish", politics: "unionist", religion: "atheist", body: "thin", temperament: "dominant", affection: 70, attraction: 90, willpower: 55, morality: 35, mood: 50, hunger: 50, devotion: 65, loyalty: 25, commitment: 50, judgement: 100, role: "", title: "", status: "single", partner: "", }, interact: { talk: 6, activities: 6, }, affectionbonus: { id9999: 0 }, killed: [], skills: { strength: 1, precision: 1, dexterity: 3, agility: 3, interpersonal: 0, academical: 0, scientific: 0, medical: 0, warfare: 0, politics: 0, fauna: 1, flora: 1, cooking: 3, reflex: 3, flattery: 0, building: 1, digital: 1, dodging: 3, crafting: 3, seduction: 0, endurance: 1, toughness: 1, herbalism: 3, medicine: 3, charisma: 0, power: 1, shooting: 1, targeting: 3, martial: 3, dread: 0, leadership: 1, perception: 1, tactics: 3, stealth: 3, manipulation: 0, blunt: 0, edged: 0, pierced: 0, ballistic: 0, explosive: 0, fire: 0, cold: 0, obsidian: 0, ethereal: 0, acid: 0, health: 0 }, traits: { compersive: 100 }, gear: { amulet: setup.inventory.id9999, head: setup.inventory.id9999, neck: setup.inventory.id9999, badge: setup.inventory.id9999, body: setup.inventory.id9999, gun: setup.inventory.id9999, ring: setup.inventory.id9999, melee: setup.inventory.id9999, ranged: setup.inventory.id9999, flask: setup.inventory.id9999, belt: setup.inventory.id9999, gloves: setup.inventory.id9999, pocket: setup.inventory.id9999, leg: setup.inventory.id9999, shoe: setup.inventory.id9999 }, stats: { health: 80, maxhealth: 80, energy: 100, maxenergy: 100, money: 50000, fame: 3, influence: 0 }, defenses: { obstacle: -1, water: 0.1, ice: 0.1, swamp: 0.2, sand: 0.3, cave: 0.3, flat: 0.5, hill: 0.6, mountain: 0.7, forest: 0.6, jungle: 0.7, ruins: 0.6, building: 0.7, bastion10: 1, bastion9: 0.98, bastion8: 0.95, bastion7: 0.92, bastion6: 0.90, bastion5: 0.87, bastion4: 0.85, bastion3: 0.80, bastion2: 0.75, bastion1: 0.70, }, sex: { exp: { oral: 69, vaginal: 96, anal: 15, orgy: 2, bdsm: 0, samesex: 0 }, pref: { oral: 100, vaginal: 100, anal: 18, orgy: 0, bdsm: 0, samesex: 0 } } }>> <</if>> */ /*-------------v0.0.3 content-------------------------*/ <<if typeof $trackdata.inventory.id16002 === "undefined">> <<set $trackdata.inventory.id16002=0>> <</if>> <<if typeof $trackdata.inventory.id13001 === "undefined">> <<set $trackdata.inventory.id13001=0>> <</if>> /*-------------v0.0.4 content-------------------------*/ <<if typeof $trackdata.inventory.id16011 === "undefined">> <<set $trackdata.inventory.id16011=0>> <</if>> <<if typeof $trackdata.inventory.id16012 === "undefined">> <<set $trackdata.inventory.id16012=0>> <</if>> <<if typeof $trackdata.inventory.id16013 === "undefined">> <<set $trackdata.inventory.id16013=0>> <</if>> <<if typeof $trackdata.inventory.id16014 === "undefined">> <<set $trackdata.inventory.id16014=0>> <</if>> <<if typeof $trackdata.inventory.id9003 === "undefined">> <<set $trackdata.inventory.id9003=0>> <</if>> <<if typeof $trackdata.inventory.id9004 === "undefined">> <<set $trackdata.inventory.id9004=0>> <</if>> <<if typeof $trackdata.inventory.id9005 === "undefined">> <<set $trackdata.inventory.id9005=0>> <</if>> <<if typeof $trackdata.inventory.id9006 === "undefined">> <<set $trackdata.inventory.id9006=0>> <</if>> <<if typeof $trackdata.inventory.id8002 === "undefined">> <<set $trackdata.inventory.id8002=0>> <</if>> <<if typeof $trackdata.inventory.id8008 === "undefined">> <<set $trackdata.inventory.id8008=0>> <</if>> <<if typeof $trackdata.inventory.id8009 === "undefined">> <<set $trackdata.inventory.id8009=0>> <</if>> <<if typeof $trackdata.inventory.id8018 === "undefined">> <<set $trackdata.inventory.id8018=0>> <</if>> <<if typeof $trackdata.inventory.id8019 === "undefined">> <<set $trackdata.inventory.id8019=0>> <</if>> <<if typeof $trackdata.inventory.id8010 === "undefined">> <<set $trackdata.inventory.id8010=0>> <</if>> <<if typeof $districts.district68 === "undefined">> <<set $districts.district68 = { id: 68, name: "Colombus Square", leftblock: 0, topblock: 0, rightblock: 1, bottomblock: 1, }>> <<set $districts.district58.rightblock=0>> <</if>> <<if typeof $districts.district55 === "undefined">> <<set $districts.district55 = { id: 55, name: "Carlos Albán square", leftblock: 1, topblock: 1, rightblock: 0, bottomblock: 0, }>> <<set $districts.district56.topblock=0>> <</if>> <<if typeof $districts.district67 === "undefined">> <<set $districts.district67 = { id: 67, name: "Bolívar", leftblock: 0, topblock: 0, rightblock: 1, bottomblock: 0, }>> <</if>> <<if typeof $districts.district66 === "undefined">> <<set $districts.district66 = { id: 66, name: "Mount Michael", leftblock: 0, topblock: 0, rightblock: 1, bottomblock: 0, }>> <<set $districts.district56.rightblock=0>> <</if>> <<if typeof $districts.district65 === "undefined">> <<set $districts.district65 = { id: 65, name: "Condor Castle", leftblock: 0, topblock: 1, rightblock: 1, bottomblock: 0, }>> <</if>> <<if typeof $trackdata.bankacc === "undefined">> <<set $trackdata.bankacc= { id650: 0, id651: 0, id652: 0, id653: 0, id654: 0, id655: 0, id656: 0, id657: 0, id658: 0, id659: 0, id660: 0, id661: 0, id662: 0, id663: 0, id664: 0, id665: 0, id666: 0, id667: 0, id668: 0, id669: 0 }>> <</if>> /*--------------------v0.0.5 content-------------------------*/ <<if typeof $heroes.id1000.fighttrait === "undefined">> <<set $heroes.id1000.fighttrait = 0>> <</if>> <<if typeof $heroes.id1001.fighttrait === "undefined">> <<set $heroes.id1001.fighttrait = 0>> <</if>> <<if typeof $heroes.id1002.fighttrait === "undefined">> <<set $heroes.id1002.fighttrait = 0>> <</if>> <<if typeof $heroes.id1003.fighttrait === "undefined">> <<set $heroes.id1003.fighttrait = 0>> <</if>> <<if typeof $heroes.id6001.fighttrait === "undefined">> <<set $heroes.id6001.fighttrait = 0>> <</if>> <<set $districts.district57.rightblock=0>> <<if typeof $trackdata.inventory.id17001 === "undefined">> <<set $trackdata.inventory.id17001=0>> <</if>> <<if typeof $trackdata.inventory.id17002 === "undefined">> <<set $trackdata.inventory.id17002=0>> <</if>> <<if typeof $heroes.id9999 === "undefined">> <<set $heroes.id9999=$player>> <<unset $player>> <</if>> /*--------------------v0.0.6 content-------------------------*/ <<if typeof $quests.id103 === "undefined">> <<set $quests.id103 = { id: 103, name: "The Seven Sisters (I.)", state: 100000000000000, now: 1, end: 14 }>> <</if>> <<if typeof $trackdata.inventory.id16048 === "undefined">> <<set $trackdata.inventory.id16048=0>> <</if>> <<if typeof $trackdata.inventory.id16049 === "undefined">> <<set $trackdata.inventory.id16049=0>> <</if>> <<if typeof $trackdata.inventory.id8003 === "undefined">> <<set $trackdata.inventory.id8003=0>> <</if>> <<if typeof $trackdata.inventory.id8004 === "undefined">> <<set $trackdata.inventory.id8004=0>> <</if>> <<if typeof $trackdata.inventory.id8005 === "undefined">> <<set $trackdata.inventory.id8005=0>> <</if>> <<if typeof $trackdata.inventory.id9007 === "undefined">> <<set $trackdata.inventory.id9007=0>> <</if>> <<if typeof $trackdata.inventory.id6003 === "undefined">> <<set $trackdata.inventory.id6003=0>> <</if>> <<if typeof $trackdata.inventory.id6004 === "undefined">> <<set $trackdata.inventory.id6004=0>> <</if>> <<if typeof $trackdata.inventory.id6005 === "undefined">> <<set $trackdata.inventory.id6005=0>> <</if>> <<if typeof $trackdata.inventory.id16048 === "undefined">> <<set $trackdata.inventory.id16048=0>> <</if>> <<if typeof $trackdata.inventory.id6006 === "undefined">> <<set $trackdata.inventory.id6006=0>> <</if>> <<if typeof $trackdata.inventory.id6007 === "undefined">> <<set $trackdata.inventory.id6007=0>> <</if>> <<if typeof $trackdata.inventory.id8006 === "undefined">> <<set $trackdata.inventory.id8006=0>> <</if>> <<if typeof $trackdata.inventory.id8007 === "undefined">> <<set $trackdata.inventory.id8007=0>> <</if>> <<if typeof $trackdata.inventory.id9008 === "undefined">> <<set $trackdata.inventory.id9008=0>> <</if>> <<if typeof $trackdata.inventory.id9009 === "undefined">> <<set $trackdata.inventory.id9009=0>> <</if>> <<if typeof $trackdata.inventory.id16050=== "undefined">> <<set $trackdata.inventory.id16050=0>> <</if>> <<if typeof $trackdata.inventory.id16051 === "undefined">> <<set $trackdata.inventory.id16051=0>> <</if>> <<if typeof $trackdata.inventory.id16052 === "undefined">> <<set $trackdata.inventory.id16052=0>> <</if>> <<if typeof $trackdata.inventory.id16003 === "undefined">> <<set $trackdata.inventory.id16003=0>> <</if>> <<if typeof $trackdata.inventory.id16004 === "undefined">> <<set $trackdata.inventory.id16004=0>> <</if>> <<if typeof $trackdata.inventory.id16005 === "undefined">> <<set $trackdata.inventory.id16005=0>> <</if>> <<if typeof $trackdata.inventory.id16999 === "undefined">> <<set $trackdata.inventory.id16999=0>> <</if>> <<if typeof $trackdata.inventory.id6999 === "undefined">> <<set $trackdata.inventory.id6999=0>> <</if>> <<if typeof $trackdata.inventory.id8011 === "undefined">> <<set $trackdata.inventory.id8011=0>> <</if>> <<if typeof $trackdata.inventory.id16006 === "undefined">> <<set $trackdata.inventory.id16006=0>> <</if>> <<if typeof $trackdata.inventory.id16007 === "undefined">> <<set $trackdata.inventory.id16007=0>> <</if>> <<if typeof $trackdata.inventory.id16018 === "undefined">> <<set $trackdata.inventory.id16018=0>> <</if>> <<if typeof $trackdata.inventory.id16023 === "undefined">> <<set $trackdata.inventory.id16023=0>> <</if>> <<if typeof $trackdata.inventory.id16024 === "undefined">> <<set $trackdata.inventory.id16024=0>> <</if>> <<if typeof $trackdata.inventory.id16025 === "undefined">> <<set $trackdata.inventory.id16025=0>> <</if>> <<if typeof $trackdata.inventory.id16026 === "undefined">> <<set $trackdata.inventory.id16026=0>> <</if>> <<if typeof $trackdata.inventory.id16027 === "undefined">> <<set $trackdata.inventory.id16027=0>> <</if>> <<if typeof $trackdata.inventory.id17003 === "undefined">> <<set $trackdata.inventory.id17003=0>> <</if>> <<if typeof $trackdata.inventory.id17004 === "undefined">> <<set $trackdata.inventory.id17004=0>> <</if>> <<if typeof $trackdata.inventory.id16019 === "undefined">> <<set $trackdata.inventory.id16019=0>> <</if>> <<if typeof $trackdata.army.id10 === "undefined">> <<set $trackdata.army.id10=0>> <</if>> <<if typeof $trackdata.army.id11 === "undefined">> <<set $trackdata.army.id11=0>> <</if>> <<if typeof $trackdata.army.id12 === "undefined">> <<set $trackdata.army.id12=0>> <</if>> <<if typeof $trackdata.army.id13 === "undefined">> <<set $trackdata.army.id13=0>> <</if>> <<if typeof $trackdata.army.id14 === "undefined">> <<set $trackdata.army.id14=0>> <</if>> <<if typeof $trackdata.army.id15 === "undefined">> <<set $trackdata.army.id15=0>> <</if>> <<if typeof $unitbonus.id10 === "undefined">> <<set $unitbonus.id10 = { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }>> <</if>> <<if typeof $unitbonus.id11 === "undefined">> <<set $unitbonus.id11 = { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }>> <</if>> <<if typeof $unitbonus.id12 === "undefined">> <<set $unitbonus.id12 = { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }>> <</if>> <<if typeof $unitbonus.id13 === "undefined">> <<set $unitbonus.id13 = { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }>> <</if>> <<if typeof $unitbonus.id14 === "undefined">> <<set $unitbonus.id14 = { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }>> <</if>> <<if typeof $unitbonus.id15 === "undefined">> <<set $unitbonus.id15 = { dmg: 0, strikes: 0, res: 0, defbon: 0, hpb: 0 }>> <</if>> <<if typeof $heroes.id1004 === "undefined">> <<set $heroes.id1004= { id: 1004, data: { firstname: "Fidelia", lastname: "Cruz", pic: 1, age: 11023, wage: 1000, language: "Spanish", politics: "unionist", religion: "catholic", body: "average", temperament: "dominant", affection: 50, attraction: 50, willpower: 100, morality: 30, mood: 50, hunger: 25, devotion: 25, loyalty: 45, commitment: 75, judgement: 100, role: "", title: "", status: "single", partner: "", iq: 105, legalstatus: "citizen" }, interact: { talk: 6, activities: 6, }, affectionbonus: { id9999: 0 }, killed: [], skills: { strength: 10, precision: 15, dexterity: 15, agility: 15, interpersonal: 5, academical: 15, scientific: 10, medical: 10, warfare: 10, politics: 5, fauna: 25, flora: 30, cooking: 30, reflex: 30, flattery: 20, building: 20, digital: 25, dodging: 25, crafting: 25, seduction: 15, endurance: 20, toughness: 25, herbalism: 25, medicine: 25, charisma: 15, power: 20, shooting: 25, targeting: 25, martial: 25, dread: 15, leadership: 15, perception: 20, tactics: 20, stealth: 20, manipulation: 10, blunt: 0, edged: 0, pierced: 0, ballistic: 0, explosive: 0, fire: 0, cold: 0, obsidian: 0, ethereal: 0, acid: 0, health: 0, speed: 0 }, traits: { }, fighttrait: 0, gear: { amulet: setup.inventory.id9999, head: setup.inventory.id9999, neck: setup.inventory.id9999, badge: setup.inventory.id9999, body: setup.inventory.id9999, gun: setup.inventory.id6006, ring: setup.inventory.id9999, melee: setup.inventory.id8007, ranged: setup.inventory.id9009, flask: setup.inventory.id9999, belt: setup.inventory.id9999, gloves: setup.inventory.id9999, pocket: setup.inventory.id9999, leg: setup.inventory.id9999, shoe: setup.inventory.id9999 }, stats: { health: 100, maxhealth: 100, energy: 100, maxenergy: 100, money: 5000, fame: 10, influence: 10, speed: 4, fighttemplate: 3 }, sex: { exp: { oral: 0, vaginal: 0, anal: 0, orgy: 0, bdsm: 0, samesex: 0 }, pref: { oral: 0, vaginal: 0, anal: 0, orgy: 0, bdsm: 0, samesex: 0 } } }>> <</if>> <<if typeof $heroes.id1005 === "undefined">> <<set $heroes.id1005= { id: 1005, data: { firstname: "Isabel", lastname: "Fierro", pic: 1, age: 9893, wage: 200, language: "Spanish", politics: "rebel", religion: "atheist", body: "thin", temperament: "dominant", affection: 50, attraction: 50, willpower: 90, morality: 50, mood: 50, hunger: 25, devotion: 90, loyalty: 90, commitment: 45, judgement: 100, role: "", title: "", status: "single", partner: "", iq: 98, legalstatus: "citizen" }, interact: { talk: 6, activities: 6, }, affectionbonus: { id9999: 0 }, killed: [], skills: { strength: 5, precision: 10, dexterity: 10, agility: 12, interpersonal: 0, academical: 5, scientific: 1, medical: 1, warfare: 20, politics: 0, fauna: 10, flora: 15, cooking: 15, reflex: 17, flattery: 5, building: 6, digital: 11, dodging: 11, crafting: 16, seduction: 1, endurance: 6, toughness: 11, herbalism: 11, medicine: 13, charisma: 1, power: 25, shooting: 30, targeting: 30, martial: 22, dread: 20, leadership: 5, perception: 10, tactics: 10, stealth: 12, manipulation: 0, blunt: 0, edged: 0, pierced: 0, ballistic: 0, explosive: 0, fire: 0, cold: 0, obsidian: 0, ethereal: 0, acid: 0, health: 0, speed: 0 }, traits: { }, fighttrait: 0, gear: { amulet: setup.inventory.id9999, head: setup.inventory.id9999, neck: setup.inventory.id9999, badge: setup.inventory.id9999, body: setup.inventory.id9999, gun: setup.inventory.id6007, ring: setup.inventory.id9999, melee: setup.inventory.id8006, ranged: setup.inventory.id9008, flask: setup.inventory.id9999, belt: setup.inventory.id9999, gloves: setup.inventory.id9999, pocket: setup.inventory.id9999, leg: setup.inventory.id9999, shoe: setup.inventory.id9999 }, stats: { health: 90, maxhealth: 90, energy: 100, maxenergy: 100, money: 10, fame: 20, influence: 10, speed: 4, fighttemplate: 3 }, sex: { exp: { oral: 0, vaginal: 0, anal: 0, orgy: 0, bdsm: 0, samesex: 0 }, pref: { oral: 0, vaginal: 0, anal: 0, orgy: 0, bdsm: 0, samesex: 0 } } }>> <</if>> <<if typeof $heroes.id6002 === "undefined">> <<set $heroes.id6002= { id: 6002, data: { firstname: "Malik", lastname: "Baptiste", pic: 1, age: 8881, wage: 300, language: "English", politics: "rebel", religion: "atheist", body: "average", temperament: "supportive", affection: 45, attraction: 0, willpower: 80, morality: 50, mood: 50, hunger: 65, devotion: 10, loyalty: 80, commitment: 45, judgement: 100, role: "", title: "", status: "single", partner: "", iq: 100, legalstatus: "citizen" }, interact: { talk: 6, activities: 6, }, affectionbonus: { id9999: 0 }, killed: [], skills: { strength: 15, precision: 10, dexterity: 15, agility: 8, interpersonal: 0, academical: 4, scientific: 4, medical: 4, warfare: 5, politics: 0, fauna: 24, flora: 19, cooking: 19, reflex: 12, flattery: 4, building:19, digital: 14, dodging: 19, crafting: 12, seduction: 4, endurance: 19, toughness: 19, herbalism: 24, medicine: 12, charisma: 4, power: 25, shooting: 15, targeting: 20, martial: 13, dread: 5, leadership: 15, perception: 10, tactics: 15, stealth: 8, manipulation: 0, blunt: 0, edged: 0, pierced: 0, ballistic: 0, explosive: 0, fire: 0, cold: 0, obsidian: 0, ethereal: 0, acid: 0, health: 0, speed: 0 }, traits: { }, fighttrait: 0, gear: { amulet: setup.inventory.id9999, head: setup.inventory.id9999, neck: setup.inventory.id9999, badge: setup.inventory.id9999, body: setup.inventory.id9999, gun: setup.inventory.id9999, ring: setup.inventory.id9999, melee: setup.inventory.id8010, ranged: setup.inventory.id9999, flask: setup.inventory.id9999, belt: setup.inventory.id9999, gloves: setup.inventory.id9999, pocket: setup.inventory.id9999, leg: setup.inventory.id9999, shoe: setup.inventory.id9999 }, stats: { health: 100, maxhealth: 100, energy: 100, maxenergy: 100, money: 400, fame: 5, influence: 5, speed: 4, fighttemplate: 1 } }>> <</if>> <<if typeof $heroes.id6003 === "undefined">> <<set $heroes.id6003= { id: 6003, data: { firstname: "Leo", lastname: "Baptiste", pic: 1, age: 16165, wage: 800, language: "English", politics: "unionist", religion: "atheist", body: "bulky", temperament: "cautious", affection: 45, attraction: 0, willpower: 90, morality: 50, mood: 50, hunger: 65, devotion: 10, loyalty: 80, commitment: 65, judgement: 100, role: "", title: "", status: "single", partner: "", iq: 102, legalstatus: "citizen" }, interact: { talk: 6, activities: 6, }, affectionbonus: { id9999: 0 }, killed: [], skills: { strength: 17, precision: 18, dexterity: 11, agility: 11, interpersonal: 7, academical: 18, scientific: 9, medical: 9, warfare: 15, politics: 7, fauna: 40, flora: 41, cooking: 29, reflex: 29, flattery: 25, building:26, digital: 27, dodging: 20, crafting: 20, seduction: 16, endurance: 26, toughness: 32, herbalism: 25, medicine: 20, charisma: 16, power: 37, shooting: 33, targeting: 26, martial: 26, dread: 22, leadership: 24, perception: 25, tactics: 18, stealth: 18, manipulation: 14, blunt: 0, edged: 0, pierced: 0, ballistic: 0, explosive: 0, fire: 0, cold: 0, obsidian: 0, ethereal: 0, acid: 0, health: 0, speed: 0 }, traits: { }, fighttrait: 0, gear: { amulet: setup.inventory.id9999, head: setup.inventory.id9999, neck: setup.inventory.id9999, badge: setup.inventory.id9999, body: setup.inventory.id9999, gun: setup.inventory.id9999, ring: setup.inventory.id9999, melee: setup.inventory.id8003, ranged: setup.inventory.id9999, flask: setup.inventory.id9999, belt: setup.inventory.id9999, gloves: setup.inventory.id9999, pocket: setup.inventory.id9999, leg: setup.inventory.id9999, shoe: setup.inventory.id9999 }, stats: { health: 115, maxhealth: 115, energy: 105, maxenergy: 105, money: 2400, fame: 10, influence: 15, speed: 4, fighttemplate: 1 } }>> <</if>> /*----------------TIER CONTENT, USE $CHECKSTATE VARIABLE WITH IFS-------------*/ <<if $trackdata.inventory.id16001 lt 999999>> <<set $trackdata.inventory.id16001=999999>> /*delete when end day menu is final*/ <</if>> <</nobr>>
<<nobr>> <<if $active.interaction.id is 350>> <div class="craftitem" id="recruititem">/*------------PEASANT--------------------*/ /*update these vars*/ <<set _product1 = 1>> <<set _availfirst1 = $heroes.id9999.stats.money>> <<set _availsec1 = $trackdata.domain.pool>> <<set _availthird1 = $trackdata.inventory.id8016>> <<set _ingredfirst1 = 125>> <<set _ingredsec1 = 1>> <<set _ingredthird1 = 1>> <<set _maxprod1 = Math.min(Math.floor(_availfirst1/_ingredfirst1),Math.floor(_availsec1/_ingredsec1),Math.floor(_availthird1/_ingredthird1))>> /*---------------------------*/ <div class="craftslwrap" id="recruitslwrap"> <div class="craftname" id="recruitsld">Peasant (Daily: -15 <div></div>[img[./Images/Interface/playermoney.png]], <div></div><div></div><div></div>-1 <div></div>[img[./Images/Interface/playerfood.png]])</div> <div class="craftslider" id="recruitsld"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='Money'> [img[./Images/Items/id0.png]] <div><<=_ingredfirst1>></div> </div> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='Volunteers'> [img[./Images/Items/id1.png]] <div><<=_ingredsec1>></div> </div> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id8016>> <div class ="itemdiv"> [img[./Images/Items/id8016.png]] <div><<=_ingredthird1>></div> </div> <</tooltip>> </div> </div> </div> </div> <div class="intfitemwrap" id="craftinfitw"> <div class="invwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong >Peasant</strong><i>light infantry</i>health: 65<br>moves: 4'> [img[./Images/Units/id1b.png]] <<button "a">> <<replace ".placeright">> <div class="placeright"> [img[./Images/Units/id1.png]] </div> <</replace>> <</button>> </div> </div> <div class="intfslider"> <<numberpool "_maxprod1">> <<numberslider "_prodpiece1" 0 0 _maxprod1 1>> <</numberpool>> </div> <div id ="buybutt"> <<button "Recruit!" `passage()`>> <<set $trackdata.army.id1+=_prodpiece1>> <<set $heroes.id9999.stats.money-=_prodpiece1*_ingredfirst1>> <<set $trackdata.domain.pool-=_prodpiece1*_ingredsec1>> <<set $trackdata.inventory.id8016-=_prodpiece1*_ingredthird1>> <</button>> </div> </div> </div> <div class="craftitem" id="recruititem">/*-----------PEASANT ARCHER-----------*/ /*update these vars*/ <<set _product2 = 1>> <<set _availfirst2 = $heroes.id9999.stats.money>> <<set _availsec2 = $trackdata.domain.pool>> <<set _availthird2 = $trackdata.inventory.id6002>> <<set _ingredfirst2 = 155>> <<set _ingredsec2 = 1>> <<set _ingredthird2 = 1>> <<set _maxprod2 = Math.min(Math.floor(_availfirst2/_ingredfirst2),Math.floor(_availsec2/_ingredsec2),Math.floor(_availthird2/_ingredthird2))>> /*---------------------------*/ <div class="craftslwrap" id="recruitslwrap"> <div class="craftname" id="recruitsld">Peasant Archer (Daily: -25 <div></div>[img[./Images/Interface/playermoney.png]], <div></div><div></div><div></div>-1 <div></div>[img[./Images/Interface/playerfood.png]])</div> <div class="craftslider" id="recruitsld"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='Money'> [img[./Images/Items/id0.png]] <div><<=_ingredfirst2>></div> </div> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='Volunteers'> [img[./Images/Items/id1.png]] <div><<=_ingredsec2>></div> </div> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id6002>> <div class ="itemdiv"> [img[./Images/Items/id6002.png]] <div><<=_ingredthird2>></div> </div> <</tooltip>> </div> </div> </div> </div> <div class="intfitemwrap" id="craftinfitw"> <div class="invwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong >Peasant Archer</strong><i>light infantry</i>health: 45<br>moves: 4'> [img[./Images/Units/id2b.png]] <<button "a">> <<replace ".placeright">> <div class="placeright"> [img[./Images/Units/id2.png]] </div> <</replace>> <</button>> </div> </div> <div class="intfslider"> <<numberpool "_maxprod2">> <<numberslider "_prodpiece2" 0 0 _maxprod2 1>> <</numberpool>> </div> <div id ="buybutt"> <<button "Recruit!" `passage()`>> <<set $trackdata.army.id2+=_prodpiece2>> <<set $heroes.id9999.stats.money-=_prodpiece2*_ingredfirst2>> <<set $trackdata.domain.pool-=_prodpiece2*_ingredsec2>> <<set $trackdata.inventory.id6002-=_prodpiece2*_ingredthird2>> <</button>> </div> </div> </div> <div class="craftitem" id="recruititem">/*DONKEY RIDER*/ /*update these vars*/ <<set _product3 = 1>> <<set _availfirst3 = $heroes.id9999.stats.money>> <<set _availsec3 = $trackdata.domain.pool>> <<set _availthird3 = $trackdata.inventory.id8017>> <<set _availfourth3 = $trackdata.inventory.id9002>> <<set _availfifth3 = $trackdata.inventory.id13001>> /*<<set _availsixth3 = $trackdata.inventory.id16047>>*/ <<set _ingredfirst3 = 225>> <<set _ingredsec3 = 1>> <<set _ingredthird3 = 1>> <<set _ingredfourth3 = 1>> <<set _ingredfifth3 = 1>> /*<<set _ingredsixth3 = 1>>*/ <<set _maxprod3 = Math.min(Math.floor(_availfirst3/_ingredfirst3),Math.floor(_availsec3/_ingredsec3),Math.floor(_availthird3/_ingredthird3),Math.floor(_availfourth3/_ingredfourth3), Math.floor(_availfifth3/_ingredfifth3)/*, Math.floor(_availsixth3/_ingredsixth3)*/)>> /*---------------------------*/ <div class="craftslwrap" id="recruitslwrap"> <div class="craftname" id="recruitsld">Donkey Rider (Daily: -50 <div></div>[img[./Images/Interface/playermoney.png]], <div></div><div></div><div></div>-1 <div></div>[img[./Images/Interface/playerfood.png]], <div></div><div></div><div></div>-1 <div></div>[img[./Images/Interface/playerforage.png]])</div> <div class="craftslider" id="recruitsld"> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='Money'> [img[./Images/Items/id0.png]] <div><<=_ingredfirst3>></div> </div> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='Volunteers'> [img[./Images/Items/id1.png]] <div><<=_ingredsec3>></div> </div> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id8017>> <div class ="itemdiv"> [img[./Images/Items/id8017.png]] <div><<=_ingredthird3>></div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id9002>> <div class ="itemdiv"> [img[./Images/Items/id9002.png]] <div><<=_ingredfourth3>></div> </div> <</tooltip>> </div> </div> <div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id13001>> <div class ="itemdiv"> [img[./Images/Items/id13001.png]] <div><<=_ingredfifth3>></div> </div> <</tooltip>> </div> </div> /*<div class="intfitemwrap" id="qinfitw"> <div class="invwear"> <<tooltip setup.inventory.id16047>> <div class ="itemdiv"> [img[./Images/Items/id16047.png]] <div><<=_ingredsixth3>></div> </div> <</tooltip>> </div> </div> */ </div> </div> <div class="intfitemwrap" id="craftinfitw"> <div class="invwear"> <div class ="itemdiv tooltip-trigger" data-tooltip='<strong >Donkey Rider</strong><i>light cavalry</i>health: 125<br>moves: 6'> [img[./Images/Units/id3b.png]] <<button "a">> <<replace ".placeright">> <div class="placeright"> [img[./Images/Units/id3.png]] </div> <</replace>> <</button>> </div> </div> <div class="intfslider"> <<numberpool "_maxprod3">> <<numberslider "_prodpiece3" 0 0 _maxprod3 1>> <</numberpool>> </div> <div id ="buybutt"> <<button "Recruit!" `passage()`>> <<set $trackdata.army.id3+=_prodpiece3>> <<set $heroes.id9999.stats.money-=_prodpiece3*_ingredfirst3>> <<set $trackdata.domain.pool-=_prodpiece3*_ingredsec3>> <<set $trackdata.inventory.id8017-=_prodpiece3*_ingredthird3>> <<set $trackdata.inventory.id9002-=_prodpiece3*_ingredfourth3>> <<set $trackdata.inventory.id13001-=_prodpiece3*_ingredfifth3>> <</button>> </div> </div> </div> <</if>> <</nobr>>
<<nobr>> <div class="fightmsg"> <<switch $fightnum>> /*tutorial bandit fight*/ <<case 1>> <<if $fightdata.turn is 1>> <div class="fighttg"> <div class="fighttghead"> <div class="fighttgheadleft"> [img[./Images/Heroes/id6001/profpic.png]] </div> <div class="fighttgheadright"> Buck Harlan </div> </div> <div class="fighttext"> <div class="ftextscrl"> This looks even. I hope the wolves side with us — hahaha! Anyway, first things first, <<=$heroes.id9999.data.firstname>>: you need to summon your units to fight alongside you. <br><br>Hint: click on a hex next to your character and the "Recruit" button to summon units. You can place them anywhere around you, as long as your character is standing in the middle of a castle. <br>When you are ready, click the "End of turn" button on the bottom of the screen. </div> </div> </div> <div class="fighttg"> <div class="fighttghead"> <div class="fighttgheadleft"> [img[./Images/Heroes/id1003/profpic.png]] </div> <div class="fighttgheadright"> la Zorra </div> </div> <div class="fighttext"> <div class="ftextscrl"> We prepared for a wolf hunt, but it seems we’ll combine it with a peasant hunt today. To arms! Pile their heads at the edge of the forest when you’re done — no one defies us! </div> </div> </div> <</if>> <<if $fightdata.turn is 2>> <div class="fighttg"> <div class="fighttghead"> <div class="fighttgheadleft"> [img[./Images/Heroes/id6001/profpic.png]] </div> <div class="fighttgheadright"> Buck Harlan </div> </div> <div class="fighttext"> <div class="ftextscrl"> Time to move out. Order your units to leave the castle and attack the enemy. <br><br>Hint: click a unit to move it. If you have archers, try positioning them so a wolf enters their range—then just click the wolf to shoot. <br>For close combat, move your unit next to an enemy, then click the target to see your combat options. </div> </div> </div> <</if>> <<if $fightdata.turn is 3>> <div class="fighttg"> <div class="fighttghead"> <div class="fighttgheadleft"> [img[./Images/Heroes/id6001/profpic.png]] </div> <div class="fighttgheadright"> Buck Harlan </div> </div> <div class="fighttext"> <div class="ftextscrl"> The wolves are attacking the bandits too, not just us. Maybe we should pull back and let them fight it out—then finish off whoever survives. <br><br>Hint: hit chances depend on the terrain your unit is standing on, so plan your moves carefully and use terrain to your advantage. <br>Damage depends on your weapon and the enemy’s resistances. Click a unit and check the weapon panel on the right to see its stats. <br>Stats are shown like this: lower damage – upper damage (strikes / range). Range is only displayed for guns that can fire from a distance. </div> </div> </div> <</if>> <<if $fightdata.turn is 9>> <div class="fighttg"> <div class="fighttghead"> <div class="fighttgheadleft"> [img[./Images/Heroes/id6001/profpic.png]] </div> <div class="fighttgheadright"> Buck Harlan </div> </div> <div class="fighttext"> <div class="ftextscrl"> Some of our units are already injured. See those huts scattered around the map? Let’s pull them back there so they can recover a bit. <br><br>Hint: a unit standing on a shelter-type hex heals +8 HP at the start of its turn. It also gains a strong terrain defense bonus while it’s there, making these hexes ideal for holding off enemies—especially if you place a tough unit on them. </div> </div> </div> <</if>> <<if $fightdata.turn is 15>> <div class="fighttg"> <div class="fighttghead"> <div class="fighttgheadleft"> [img[./Images/Heroes/id1003/profpic.png]] </div> <div class="fighttgheadright"> la Zorra </div> </div> <div class="fighttext"> <div class="ftextscrl"> Fuck you, looser! </div> </div> </div> <</if>> <<if $fightdata.allunits.id23000.health is 0>> <div class="fighttg"> <div class="fighttghead"> <div class="fighttgheadleft"> [img[./Images/Heroes/id6001/profpic.png]] </div> <div class="fighttgheadright"> Buck Harlan </div> </div> <div class="fighttext"> <div class="ftextscrl"> Well done, we won! <br><br>Hint: If you kill the enemy boss during your turn, you can still continue playing — for example, to collect loot boxes. The battle only ends when you click “End of turn.” </div> </div> </div> <</if>> <<case 2>> <<if $fightdata.turn is 1>> <<if Number(parseInt($quests.id103.state).toString().charAt(5)) is 1>> <div class="fighttg"> <div class="fighttghead"> <div class="fighttgheadleft"> [img[./Images/Heroes/id6002/profpic.png]] </div> <div class="fighttgheadright"> Malik </div> </div> <div class="fighttext"> <div class="ftextscrl"> All right, man. Let’s do this fast. The hospitals should patch our people up if we ask nicely — no need for violence. Stay sharp, though. We’ll have to go around the buildings to fight. </div> </div> </div> <</if>> <<if Number(parseInt($quests.id103.state).toString().charAt(5)) is 2>> <div class="fighttg"> <div class="fighttghead"> <div class="fighttgheadleft"> [img[./Images/Heroes/id1005/profpic.png]] </div> <div class="fighttgheadright"> Isabel </div> </div> <div class="fighttext"> <div class="ftextscrl"> To arms! Kill the collaborators. There are hospitals nearby — need a bandage? Walk in, put a knife to a doctor’s throat, and make them fix you. They serve the fucking government anyway. Stay sharp. We’ll have to move around the buildings to engage. </div> </div> </div> <</if>> <<if Number(parseInt($quests.id103.state).toString().charAt(5)) is 3>> <div class="fighttg"> <div class="fighttghead"> <div class="fighttgheadleft"> [img[./Images/Heroes/id6003/profpic.png]] </div> <div class="fighttgheadright"> Leo </div> </div> <div class="fighttext"> <div class="ftextscrl"> The insurgents are over there. Don’t forget: arrests first — lethal force only if necessary. If you’re wounded, go to one of the hospitals for treatment; law enforcement has priority. Tactically speaking, be warned: we’ll have to move around the buildings to engage. </div> </div> </div> <</if>> <<if Number(parseInt($quests.id103.state).toString().charAt(5)) is 4>> <div class="fighttg"> <div class="fighttghead"> <div class="fighttgheadleft"> [img[./Images/Heroes/id1004/profpic.png]] </div> <div class="fighttgheadright"> Fidelia </div> </div> <div class="fighttext"> <div class="ftextscrl"> Time for action, officers. Let’s go kill those criminals — though if you want a bonus, try to capture a few of the younger guys for me… I hope you won’t get wounded fighting a bunch of thugs, but if you do, just walk into one of the hospitals and show your badge. One more thing: we’ll have to go around the buildings, so be careful in the narrow alleys. </div> </div> </div> <</if>> <</if>> <<default>> <</switch>> </div> <</nobr>>
<<nobr>> /*<<if _hexcheck[_k] in $hexdata>><<if _hexcheck[_k] in $fightdata.mpresults>>*/ <<if $fightdata.mpresults is 0>> /*set to 0 in previous code part activating movement script*/ <<set $fightdata.mpresults = {}>> <<set $fightdata.mpresults["id" +$fightdata.activehex.id]=0>> <<set $checkedmoves=[]>> <</if>> <<set $allChecked = 1>> <<set _keys = Object.keys($fightdata.mpresults)>> <<for _j = 0; _j < _keys.length; _j++>> <<if $checkedmoves.includes(_keys[_j])>> <<else>> <<set $allChecked = 0>> <<break>> <</if>> <</for>> <<if $allChecked is 0>> <<for _i = 0; _i < _keys.length; _i++>> <<set _id = _keys[_i]>> <<set _mpleft = $fightdata.allunits["id" + $fightdata.activehex.unit].moveactions - $fightdata.mpresults[_id]>>/*how many mp left after moving to this hex*/ <<if not $checkedmoves.includes(_id)>> <<set $checkedmoves.push(_id)>> <<set _cord1 = parseInt(_id.charAt(2) + _id.charAt(3))>> <<set _cord2 = parseInt(_id.charAt(4) + _id.charAt(5))>> <<set _cord3 = parseInt(_id.charAt(6) + _id.charAt(7))>> <<set _hexcheck =[]>> <<set _hexcheck.push("id" + (_cord1+1).toString() + (_cord2+0).toString() + (_cord3-1).toString())>> <<set _hexcheck.push("id" + (_cord1+0).toString() + (_cord2+1).toString() + (_cord3-1).toString())>> <<set _hexcheck.push("id" + (_cord1-1).toString() + (_cord2+1).toString() + (_cord3+0).toString())>> <<set _hexcheck.push("id" + (_cord1-1).toString() + (_cord2+0).toString() + (_cord3+1).toString())>> <<set _hexcheck.push("id" + (_cord1+0).toString() + (_cord2-1).toString() + (_cord3+1).toString())>> <<set _hexcheck.push("id" + (_cord1+1).toString() + (_cord2-1).toString() + (_cord3+0).toString())>> <<for _k = 0; _k < _hexcheck.length; _k++>> <<if Object.keys($hexdata).includes(_hexcheck[_k])>> <<if $hexdata[_hexcheck[_k]].type !== "block" and $hexdata[_hexcheck[_k]].unit is 0>> <<set _mpterr = setup.unittemp["id" + $fightdata.allunits["id" + $fightdata.activehex.unit].unittype].mpcost[$hexdata[_hexcheck[_k]].type]>>/*mp cost of target hex terrain*/ <<set _mpcan = _mpleft-_mpterr>>/*if the mp points left are greater that required cost to move*/ <<if _mpcan gte 0>> <<set _mptohere=$fightdata.mpresults[_id] + _mpterr>>/*cost to move to target hex is the sum of terrain cost, plus the cost to get to origin hex*/ <<if Object.keys($fightdata.mpresults).includes(_hexcheck[_k])>> <<if $fightdata.mpresults[_hexcheck[_k]] gt _mptohere>> <<set $fightdata.mpresults[_hexcheck[_k]] = _mptohere>> <<if $checkedmoves.includes(_hexcheck[_k])>> <<set $checkedmoves.pluck(_hexcheck[_k])>> <</if>> <</if>> <<else>> <<set $fightdata.mpresults[_hexcheck[_k]] = _mptohere>> <</if>> <</if>> <</if>> <</if>> <</for>> <</if>> <</for>> <<else>> <<if parseInt($fightdata.activehex.unit.toString().charAt(1)) is 1 and $fightdata.allunits["id" + $fightdata.activeunit.id].fightactions gt 0>> <<set _hexkeys = Object.keys($hexdata)>> <<for _g = 0; _g < _hexkeys.length; _g++>> <<if _hexkeys[_g] in $fightdata.mpresults>> <<set $hexdata[_hexkeys[_g]].action=1>> <</if>> <</for>> <<set $hexdata["id"+$fightdata.activehex.id].action=0>> /*checking for enemies around active unit*/ <<set _ecord1 = parseInt($fightdata.activehex.id.toString().charAt(0) + $fightdata.activehex.id.toString().charAt(1))>> <<set _ecord2 = parseInt($fightdata.activehex.id.toString().charAt(2) + $fightdata.activehex.id.toString().charAt(3))>> <<set _ecord3 = parseInt($fightdata.activehex.id.toString().charAt(4) + $fightdata.activehex.id.toString().charAt(5))>> <<set _ehexcheck =[]>> <<set _ehexcheck.push("id" + (_ecord1+1).toString() + (_ecord2+0).toString() + (_ecord3-1).toString())>> <<set _ehexcheck.push("id" + (_ecord1+0).toString() + (_ecord2+1).toString() + (_ecord3-1).toString())>> <<set _ehexcheck.push("id" + (_ecord1-1).toString() + (_ecord2+1).toString() + (_ecord3+0).toString())>> <<set _ehexcheck.push("id" + (_ecord1-1).toString() + (_ecord2+0).toString() + (_ecord3+1).toString())>> <<set _ehexcheck.push("id" + (_ecord1+0).toString() + (_ecord2-1).toString() + (_ecord3+1).toString())>> <<set _ehexcheck.push("id" + (_ecord1+1).toString() + (_ecord2-1).toString() + (_ecord3+0).toString())>> <<for _u = 0; _u < _ehexcheck.length; _u++>> <<if $hexdata[_ehexcheck[_u]].type !== "block" and parseInt($hexdata[_ehexcheck[_u]].unit.toString().charAt(0)) gt 1 /*and $fightdata.allunits["id" + $fightdata.activehex.unit].moveactions gt 0*/>> <<set $hexdata[_ehexcheck[_u]].action=2>> <</if>> <</for>> <</if>> <</if>> <<if $allChecked is 0>> <<include "FightMoveCalc">> <</if>> <</nobr>>
<<nobr>> <<if $fightdata.shootresults is 0>> /*set to 0 in previous code part activating movement script*/ <<set $fightdata.shootresults = {}>> <<set $fightdata.shootresults["id" +$fightdata.activehex.id]=0>> <<set $fightdata.shootdistance = {}>> <<set $checkedshoots=[]>> <</if>> <<set $allCheckedShots = 1>> <<set _keys = Object.keys($fightdata.shootresults)>> <<for _j = 0; _j < _keys.length; _j++>> <<if $checkedshoots.includes(_keys[_j])>> <<else>> <<set $allCheckedShots = 0>> <<break>> <</if>> <</for>> <<if $allCheckedShots is 0>> <<for _i = 0; _i < _keys.length; _i++>> <<set _id = _keys[_i]>> <<set _shotdist = setup.inventory["id" + $fightdata.allunits["id" + $fightdata.activehex.unit].gun].range - $fightdata.shootresults[_id]>>/*how many mp left after moving to this hex*/ <<if not $checkedshoots.includes(_id)>> <<set $checkedshoots.push(_id)>> <<set _scord1 = parseInt(_id.charAt(2) + _id.charAt(3))>> <<set _scord2 = parseInt(_id.charAt(4) + _id.charAt(5))>> <<set _scord3 = parseInt(_id.charAt(6) + _id.charAt(7))>> <<set _shexcheck =[]>> <<set _shexcheck.push("id" + (_scord1+1).toString() + (_scord2+0).toString() + (_scord3-1).toString())>> <<set _shexcheck.push("id" + (_scord1+0).toString() + (_scord2+1).toString() + (_scord3-1).toString())>> <<set _shexcheck.push("id" + (_scord1-1).toString() + (_scord2+1).toString() + (_scord3+0).toString())>> <<set _shexcheck.push("id" + (_scord1-1).toString() + (_scord2+0).toString() + (_scord3+1).toString())>> <<set _shexcheck.push("id" + (_scord1+0).toString() + (_scord2-1).toString() + (_scord3+1).toString())>> <<set _shexcheck.push("id" + (_scord1+1).toString() + (_scord2-1).toString() + (_scord3+0).toString())>> <<for _k = 0; _k < _shexcheck.length; _k++>> <<if Object.keys($hexdata).includes(_shexcheck[_k])>> <<if $hexdata[_shexcheck[_k]].type !== "block">> <<set _sterr = 1>>/*mp cost of target hex terrain*/ <<set _scan = _shotdist-_sterr>>/*if the mp points left are greater that required cost to move*/ <<if _scan gte 0>> <<set _stohere=$fightdata.shootresults[_id] + _sterr>>/*cost to move to target hex is the sum of terrain cost, plus the cost to get to origin hex*/ <<if Object.keys($fightdata.shootresults).includes(_shexcheck[_k])>> <<else>> <<set $fightdata.shootresults[_shexcheck[_k]] = _stohere>> <</if>> <</if>> <</if>> <</if>> <</for>> <</if>> <</for>> <<for _k = 0; _k < Object.keys($fightdata.shootresults).length; _k++>> <<set _key = Object.keys($fightdata.shootresults)[_k]>> <<set $fightdata.shootdistance[_key] = $fightdata.shootresults[_key]>> <</for>> <<else>> /*cant shoot on empty hexes and friendly units*/ <<set _shotkeys = Object.keys($fightdata.shootresults)>> <<for _t = 0; _t < _shotkeys.length; _t++>> <<set _funit = parseInt($fightdata.activehex.unit.toString().charAt(0))>> <<set _sunit = parseInt($hexdata[_shotkeys[_t]].unit.toString().charAt(0))>> <<if $hexdata[_shotkeys[_t]].unit is 0 or _sunit is _funit>> <<="<<unset $fightdata.shootresults." + [_shotkeys[_t]] + ">>">> <</if>> <</for>> <<if $fightdata.activeside is 1>> <<if parseInt($fightdata.activehex.unit.toString().charAt(1)) is 1>> <<set _hexkeys = Object.keys($hexdata)>> <<for _g = 0; _g < _hexkeys.length; _g++>> <<if _hexkeys[_g] in $fightdata.shootresults>> <<set $hexdata[_hexkeys[_g]].action=3>> <</if>> <</for>> <<set $hexdata["id"+$fightdata.activehex.id].action=0>> /*checking for enemies around active unit*/ <<set _ecord1 = parseInt($fightdata.activehex.id.toString().charAt(0) + $fightdata.activehex.id.toString().charAt(1))>> <<set _ecord2 = parseInt($fightdata.activehex.id.toString().charAt(2) + $fightdata.activehex.id.toString().charAt(3))>> <<set _ecord3 = parseInt($fightdata.activehex.id.toString().charAt(4) + $fightdata.activehex.id.toString().charAt(5))>> <<set _ehexcheck =[]>> <<set _ehexcheck.push("id" + (_ecord1+1).toString() + (_ecord2+0).toString() + (_ecord3-1).toString())>> <<set _ehexcheck.push("id" + (_ecord1+0).toString() + (_ecord2+1).toString() + (_ecord3-1).toString())>> <<set _ehexcheck.push("id" + (_ecord1-1).toString() + (_ecord2+1).toString() + (_ecord3+0).toString())>> <<set _ehexcheck.push("id" + (_ecord1-1).toString() + (_ecord2+0).toString() + (_ecord3+1).toString())>> <<set _ehexcheck.push("id" + (_ecord1+0).toString() + (_ecord2-1).toString() + (_ecord3+1).toString())>> <<set _ehexcheck.push("id" + (_ecord1+1).toString() + (_ecord2-1).toString() + (_ecord3+0).toString())>> <<for _u = 0; _u < _ehexcheck.length; _u++>> <<if $hexdata[_ehexcheck[_u]].type !== "block" and parseInt($hexdata[_ehexcheck[_u]].unit.toString().charAt(0)) gt 1 /*and $fightdata.allunits["id" + $fightdata.activehex.unit].moveactions gt 0*/>> <<set $hexdata[_ehexcheck[_u]].action=2>> <</if>> <</for>> <</if>> <</if>> <</if>> <<if $allCheckedShots is 0>> <<include "ShootDistantCalc">> <</if>> <</nobr>>
<<nobr>> <<if $recruhswitch is 1>> <<if $sidedata.id1.armypool.id1 gt 0>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id1b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=setup.unitlist.id1.name + " (" + $sidedata.id1.armypool.id1 + ")">> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $sidedata.id1.armypool.id1 -=1>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: setup.unitlist.id1.id, hploss: "", unittype: setup.unitlist.id1.template, name: setup.unitlist.id1.name, health: setup.unitlist.id1.hp + $unitbonus.id1.hpb, maxhealth: setup.unitlist.id1.hp + $unitbonus.id1.hpb, melee: setup.unitlist.id1.melee, ranged: setup.unitlist.id1.ranged, gun: setup.unitlist.id1.gun, rangedammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id1.ranged].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id1.gun].ammo].id, position: $fightdata.activehex.id, movebase: setup.unitlist.id1.mp, fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id1.trait }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> /*-----------------------------second item, copy and replace id2---------------------*/ <<if $sidedata.id1.armypool.id2 gt 0>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id2b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=setup.unitlist.id2.name + " (" + $sidedata.id1.armypool.id2 + ")">> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $sidedata.id1.armypool.id2 -=1>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: setup.unitlist.id2.id, hploss: "", unittype: setup.unitlist.id2.template, name: setup.unitlist.id2.name, health: setup.unitlist.id2.hp + $unitbonus.id2.hpb, maxhealth: setup.unitlist.id2.hp + $unitbonus.id2.hpb, melee: setup.unitlist.id2.melee, ranged: setup.unitlist.id2.ranged, gun: setup.unitlist.id2.gun, rangedammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id2.ranged].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id2.gun].ammo].id, position: $fightdata.activehex.id, movebase: setup.unitlist.id2.mp, fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id2.trait }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> /*---------------------------second item end--------------------------------------------*/ <<if $sidedata.id1.armypool.id3 gt 0>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id3b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=setup.unitlist.id3.name + " (" + $sidedata.id1.armypool.id3 + ")">> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $sidedata.id1.armypool.id3 -=1>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: setup.unitlist.id3.id, hploss: "", unittype: setup.unitlist.id3.template, name: setup.unitlist.id3.name, health: setup.unitlist.id3.hp + $unitbonus.id3.hpb, maxhealth: setup.unitlist.id3.hp + $unitbonus.id3.hpb, melee: setup.unitlist.id3.melee, ranged: setup.unitlist.id3.ranged, gun: setup.unitlist.id3.gun, rangedammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id3.ranged].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id3.gun].ammo].id, position: $fightdata.activehex.id, movebase: setup.unitlist.id3.mp, fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id3.trait }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> <<if $sidedata.id1.armypool.id4 gt 0>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id4b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=setup.unitlist.id4.name + " (" + $sidedata.id1.armypool.id4 + ")">> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $sidedata.id1.armypool.id4 -=1>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: setup.unitlist.id4.id, hploss: "", unittype: setup.unitlist.id4.template, name: setup.unitlist.id4.name, health: setup.unitlist.id4.hp + $unitbonus.id4.hpb, maxhealth: setup.unitlist.id4.hp + $unitbonus.id4.hpb, melee: setup.unitlist.id4.melee, ranged: setup.unitlist.id4.ranged, gun: setup.unitlist.id4.gun, rangedammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id4.ranged].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id4.gun].ammo].id, position: $fightdata.activehex.id, movebase: setup.unitlist.id4.mp, fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id4.trait }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> <<if $sidedata.id1.armypool.id5 gt 0>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id5b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=setup.unitlist.id5.name + " (" + $sidedata.id1.armypool.id5 + ")">> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $sidedata.id1.armypool.id5 -=1>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: setup.unitlist.id5.id, hploss: "", unittype: setup.unitlist.id5.template, name: setup.unitlist.id5.name, health: setup.unitlist.id5.hp + $unitbonus.id5.hpb, maxhealth: setup.unitlist.id5.hp + $unitbonus.id5.hpb, melee: setup.unitlist.id5.melee, ranged: setup.unitlist.id5.ranged, gun: setup.unitlist.id5.gun, rangedammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id5.ranged].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id5.gun].ammo].id, position: $fightdata.activehex.id, movebase: setup.unitlist.id5.mp, fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id5.trait }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> <<if $sidedata.id1.armypool.id6 gt 0>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id6b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=setup.unitlist.id6.name + " (" + $sidedata.id1.armypool.id6 + ")">> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $sidedata.id1.armypool.id6 -=1>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: setup.unitlist.id6.id, hploss: "", unittype: setup.unitlist.id6.template, name: setup.unitlist.id6.name, health: setup.unitlist.id6.hp + $unitbonus.id6.hpb, maxhealth: setup.unitlist.id6.hp + $unitbonus.id6.hpb, melee: setup.unitlist.id6.melee, ranged: setup.unitlist.id6.ranged, gun: setup.unitlist.id6.gun, rangedammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id6.ranged].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id6.gun].ammo].id, position: $fightdata.activehex.id, movebase: setup.unitlist.id6.mp, fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id6.trait }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> <<if $sidedata.id1.armypool.id7 gt 0>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id7b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=setup.unitlist.id7.name + " (" + $sidedata.id1.armypool.id7 + ")">> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $sidedata.id1.armypool.id7 -=1>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: setup.unitlist.id7.id, hploss: "", unittype: setup.unitlist.id7.template, name: setup.unitlist.id7.name, health: setup.unitlist.id7.hp + $unitbonus.id7.hpb, maxhealth: setup.unitlist.id7.hp + $unitbonus.id7.hpb, melee: setup.unitlist.id7.melee, ranged: setup.unitlist.id7.ranged, gun: setup.unitlist.id7.gun, rangedammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id7.ranged].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id7.gun].ammo].id, position: $fightdata.activehex.id, movebase: setup.unitlist.id7.mp, fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: , dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id7.trait }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> <<if $sidedata.id1.armypool.id8 gt 0>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id8b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=setup.unitlist.id8.name + " (" + $sidedata.id1.armypool.id8 + ")">> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $sidedata.id1.armypool.id8 -=1>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: setup.unitlist.id8.id, hploss: "", unittype: setup.unitlist.id8.template, name: setup.unitlist.id8.name, health: setup.unitlist.id8.hp + $unitbonus.id8.hpb, maxhealth: setup.unitlist.id8.hp + $unitbonus.id8.hpb, melee: setup.unitlist.id8.melee, ranged: setup.unitlist.id8.ranged, gun: setup.unitlist.id8.gun, rangedammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id8.ranged].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id8.gun].ammo].id, position: $fightdata.activehex.id, movebase: setup.unitlist.id8.mp, fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id8.trait }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> <<if $sidedata.id1.armypool.id9 gt 0>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id9b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=setup.unitlist.id9.name + " (" + $sidedata.id1.armypool.id9 + ")">> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $sidedata.id1.armypool.id9 -=1>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: setup.unitlist.id9.id, hploss: "", unittype: setup.unitlist.id9.template, name: setup.unitlist.id9.name, health: setup.unitlist.id9.hp + $unitbonus.id9.hpb, maxhealth: setup.unitlist.id9.hp + $unitbonus.id9.hpb, melee: setup.unitlist.id9.melee, ranged: setup.unitlist.id9.ranged, gun: setup.unitlist.id9.gun, rangedammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id9.ranged].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id9.gun].ammo].id, position: $fightdata.activehex.id, movebase: setup.unitlist.id9.mp, fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id9.trait }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> <<if $sidedata.id1.armypool.id10 gt 0>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id10b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=setup.unitlist.id10.name + " (" + $sidedata.id1.armypool.id10 + ")">> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $sidedata.id1.armypool.id10 -=1>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: setup.unitlist.id10.id, hploss: "", unittype: setup.unitlist.id10.template, name: setup.unitlist.id10.name, health: setup.unitlist.id10.hp + $unitbonus.id10.hpb, maxhealth: setup.unitlist.id10.hp + $unitbonus.id10.hpb, melee: setup.unitlist.id10.melee, ranged: setup.unitlist.id10.ranged, gun: setup.unitlist.id10.gun, rangedammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id10.ranged].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id10.gun].ammo].id, position: $fightdata.activehex.id, movebase: setup.unitlist.id10.mp, fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id10.trait }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> <<if $sidedata.id1.armypool.id11 gt 0>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id11b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=setup.unitlist.id11.name + " (" + $sidedata.id1.armypool.id11 + ")">> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $sidedata.id1.armypool.id11 -=1>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: setup.unitlist.id11.id, hploss: "", unittype: setup.unitlist.id11.template, name: setup.unitlist.id11.name, health: setup.unitlist.id11.hp + $unitbonus.id11.hpb, maxhealth: setup.unitlist.id11.hp + $unitbonus.id11.hpb, melee: setup.unitlist.id11.melee, ranged: setup.unitlist.id11.ranged, gun: setup.unitlist.id11.gun, rangedammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id11.ranged].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id11.gun].ammo].id, position: $fightdata.activehex.id, movebase: setup.unitlist.id11.mp, fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id11.trait }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> <<if $sidedata.id1.armypool.id12 gt 0>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id12b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=setup.unitlist.id12.name + " (" + $sidedata.id1.armypool.id12 + ")">> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $sidedata.id1.armypool.id12 -=1>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: setup.unitlist.id12.id, hploss: "", unittype: setup.unitlist.id12.template, name: setup.unitlist.id12.name, health: setup.unitlist.id12.hp + $unitbonus.id12.hpb, maxhealth: setup.unitlist.id12.hp + $unitbonus.id12.hpb, melee: setup.unitlist.id12.melee, ranged: setup.unitlist.id12.ranged, gun: setup.unitlist.id12.gun, rangedammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id12.ranged].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id12.gun].ammo].id, position: $fightdata.activehex.id, movebase: setup.unitlist.id12.mp, fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id12.trait }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> <<if $sidedata.id1.armypool.id13 gt 0>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id13b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=setup.unitlist.id13.name + " (" + $sidedata.id1.armypool.id13 + ")">> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $sidedata.id1.armypool.id13 -=1>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: setup.unitlist.id13.id, hploss: "", unittype: setup.unitlist.id13.template, name: setup.unitlist.id13.name, health: setup.unitlist.id13.hp + $unitbonus.id13.hpb, maxhealth: setup.unitlist.id13.hp + $unitbonus.id13.hpb, melee: setup.unitlist.id13.melee, ranged: setup.unitlist.id13.ranged, gun: setup.unitlist.id13.gun, rangedammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id13.ranged].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id13.gun].ammo].id, position: $fightdata.activehex.id, movebase: setup.unitlist.id13.mp, fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id13.trait }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> <<if $sidedata.id1.armypool.id14 gt 0>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id14b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=setup.unitlist.id14.name + " (" + $sidedata.id1.armypool.id14 + ")">> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $sidedata.id1.armypool.id14 -=1>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: setup.unitlist.id14.id, hploss: "", unittype: setup.unitlist.id14.template, name: setup.unitlist.id14.name, health: setup.unitlist.id14.hp + $unitbonus.id14.hpb, maxhealth: setup.unitlist.id14.hp + $unitbonus.id14.hpb, melee: setup.unitlist.id14.melee, ranged: setup.unitlist.id14.ranged, gun: setup.unitlist.id14.gun, rangedammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id14.ranged].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id14.gun].ammo].id, position: $fightdata.activehex.id, movebase: setup.unitlist.id14.mp, fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id14.trait }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> <<if $sidedata.id1.armypool.id15 gt 0>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id15b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=setup.unitlist.id15.name + " (" + $sidedata.id1.armypool.id15 + ")">> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $sidedata.id1.armypool.id15 -=1>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: setup.unitlist.id15.id, hploss: "", unittype: setup.unitlist.id15.template, name: setup.unitlist.id15.name, health: setup.unitlist.id15.hp + $unitbonus.id15.hpb, maxhealth: setup.unitlist.id15.hp + $unitbonus.id15.hpb, melee: setup.unitlist.id15.melee, ranged: setup.unitlist.id15.ranged, gun: setup.unitlist.id15.gun, rangedammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id15.ranged].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + setup.unitlist.id15.gun].ammo].id, position: $fightdata.activehex.id, movebase: setup.unitlist.id15.mp, fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: setup.unitlist.id15.trait }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> <<else>> /*----------------------------HEROES---------------------------------------------------*/ <<if Object.values($trackdata.slots).includes(1000) and !$fightdata.recruitedheroes.includes("id1000")>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id1000b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=$heroes.id1000.data.firstname + " " + $heroes.id1000.data.lastname>> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $fightdata.recruitedheroes.push("id1000")>> <<set _id1000name=$heroes.id1000.data.firstname + " " + $heroes.id1000.data.lastname>> <<if $heroes.id1000.fighttrait is 0>> <<set _id1000ftr = "">> <<else>> <<set _id1000ftr = $heroes.id1000.fighttrait>> <</if>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: $heroes.id1000.id, hploss: "", unittype: $heroes.id1000.stats.fighttemplate, name: _id1000name, health: $heroes.id1000.stats.health, maxhealth: $heroes.id1000.stats.health, melee: $heroes.id1000.gear.melee.id, ranged: $heroes.id1000.gear.ranged.id, gun: setup.unitlist.id9.gun, rangedammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1000.gear.ranged.id].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1000.gear.gun.id].ammo].id, position: $fightdata.activehex.id, movebase: Math.floor($heroes.id1000.stats.speed*(1+$heroes.id1003.skills.speed)), fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: _id1000ftr }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> /*----------------second item, replace id1001 and update number check in if--------*/ <<if Object.values($trackdata.slots).includes(1001) and !$fightdata.recruitedheroes.includes("id1001")>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id1001b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=$heroes.id1001.data.firstname + " " + $heroes.id1001.data.lastname>> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $fightdata.recruitedheroes.push("id1001")>> <<set _id1001name=$heroes.id1001.data.firstname + " " + $heroes.id1001.data.lastname>> <<if $heroes.id1001.fighttrait is 0>> <<set _id1001ftr = "">> <<else>> <<set _id1001ftr = $heroes.id1001.fighttrait>> <</if>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: $heroes.id1001.id, hploss: "", unittype: $heroes.id1001.stats.fighttemplate, name: _id1001name, health: $heroes.id1001.stats.health, maxhealth: $heroes.id1001.stats.health, melee: $heroes.id1001.gear.melee.id, ranged: $heroes.id1001.gear.ranged.id, gun: $heroes.id1001.gear.gun.id, rangedammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1001.gear.ranged.id].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1001.gear.gun.id].ammo].id, position: $fightdata.activehex.id, movebase: Math.floor($heroes.id1001.stats.speed*(1+$heroes.id1003.skills.speed)), fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: _id1001ftr }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> /*------------------------------------second item end-----------------------------------*/ <<if Object.values($trackdata.slots).includes(1002) and !$fightdata.recruitedheroes.includes("id1002")>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id1002b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=$heroes.id1002.data.firstname + " " + $heroes.id1002.data.lastname>> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $fightdata.recruitedheroes.push("id1002")>> <<set _id1002name=$heroes.id1002.data.firstname + " " + $heroes.id1002.data.lastname>> <<if $heroes.id1002.fighttrait is 0>> <<set _id1002ftr = "">> <<else>> <<set _id1002ftr = $heroes.id1002.fighttrait>> <</if>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: $heroes.id1002.id, hploss: "", unittype: $heroes.id1002.stats.fighttemplate, name: _id1002name, health: $heroes.id1002.stats.health, maxhealth: $heroes.id1002.stats.health, melee: $heroes.id1002.gear.melee.id, ranged: $heroes.id1002.gear.ranged.id, gun: $heroes.id1002.gear.gun.id, rangedammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1002.gear.ranged.id].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1002.gear.gun.id].ammo].id, position: $fightdata.activehex.id, movebase: Math.floor($heroes.id1002.stats.speed*(1+$heroes.id1003.skills.speed)), fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: _id1002ftr }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> <<if Object.values($trackdata.slots).includes(1003) and !$fightdata.recruitedheroes.includes("id1003")>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id1003b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=$heroes.id1003.data.firstname + " " + $heroes.id1003.data.lastname>> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $fightdata.recruitedheroes.push("id1003")>> <<set _id1003name=$heroes.id1003.data.firstname + " " + $heroes.id1003.data.lastname>> <<if $heroes.id1003.fighttrait is 0>> <<set _id1003ftr = "">> <<else>> <<set _id1003ftr = $heroes.id1003.fighttrait>> <</if>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: $heroes.id1003.id, hploss: "", unittype: $heroes.id1003.stats.fighttemplate, name: _id1003name, health: $heroes.id1003.stats.health, maxhealth: $heroes.id1003.stats.health, melee: $heroes.id1003.gear.melee.id, ranged: $heroes.id1003.gear.ranged.id, gun: $heroes.id1003.gear.gun.id, rangedammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1003.gear.ranged.id].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + $heroes.id1003.gear.gun.id].ammo].id, position: $fightdata.activehex.id, movebase: Math.floor($heroes.id1003.stats.speed*(1+$heroes.id1003.skills.speed)), fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: _id1003ftr }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> <<if Object.values($trackdata.slots).includes(6001) and !$fightdata.recruitedheroes.includes("id6001")>> <div class="frecritem"> <div class="frecrhlrc"> <div class="recsmimg"> [img[./Images/Units/id6001b.png]] </div> </div> <div class="fighttgheadunitright" id="frecitemmid"> <<=$heroes.id6001.data.firstname + " " + $heroes.id6001.data.lastname>> </div> <div class="frecrhlrc"> <div class="miniswitch"> <<button[img[./Images/Interface/iconok.png][FightEngine]]>> <<set $fightdata.recruitedheroes.push("id6001")>> <<set _id6001name=$heroes.id6001.data.firstname + " " + $heroes.id6001.data.lastname>> <<if $heroes.id6001.fighttrait is 0>> <<set _id6001ftr = "">> <<else>> <<set _id6001ftr = $heroes.id6001.fighttrait>> <</if>> <<set $fightdata.allunits["id" + $sidedata.id1.currentid]={ id: $sidedata.id1.currentid, mainid: $heroes.id6001.id, hploss: "", unittype: $heroes.id6001.stats.fighttemplate, name: _id6001name, health: $heroes.id6001.stats.health, maxhealth: $heroes.id6001.stats.health, melee: $heroes.id6001.gear.melee.id, ranged: $heroes.id6001.gear.ranged.id, gun: $heroes.id6001.gear.gun.id, rangedammo: setup.inventory["id" + setup.inventory["id" + $heroes.id6001.gear.ranged.id].ammo].id, gunammo: setup.inventory["id" + setup.inventory["id" + $heroes.id6001.gear.gun.id].ammo].id, position: $fightdata.activehex.id, movebase: Math.floor($heroes.id6001.stats.speed*(1+$heroes.id6001.skills.speed)), fightbase: 1, shootbase: 1, moveactions: 0, fightactions: 0, shootactions: 0, dmgbonus: 0, strbonus: 0, defbonus: 0, resbonus: 0, poisoned: 0, motivated: 0, trait: _id6001ftr }>> <<set $hexdata["id" + $fightdata.activehex.id].unit=$sidedata.id1.currentid>> <<set $sidedata.id1.currentid +=1>> <<unset $recruhswitch>> <<set $fightdata.recruit=0>> <</button>> </div> </div> </div> <</if>> <</if>> <</nobr>>
<<nobr>> <<if $fightdata.shootresults2 is 0>> /*set to 0 in previous code part activating movement script*/ <<set $checkthishex = $hexdata["id" + $fightdata.fightunit.position]>> <<set $fightdata.shootresults2 = {}>> <<set $fightdata.shootresults2["id" +$checkthishex.id]=0>> <<set $fightdata.shootdistance2 = {}>> <<set $checkedshoots2=[]>> <</if>> <<set $allCheckedShots2 = 1>> <<set _keys = Object.keys($fightdata.shootresults2)>> <<for _j = 0; _j < _keys.length; _j++>> <<if $checkedshoots2.includes(_keys[_j])>> <<else>> <<set $allCheckedShots2 = 0>> <<break>> <</if>> <</for>> <<if $allCheckedShots2 is 0>> <<for _i = 0; _i < _keys.length; _i++>> <<set _id = _keys[_i]>> <<set _shotdist = setup.inventory["id" + $fightdata.allunits["id" + $checkthishex.unit].gun].range - $fightdata.shootresults2[_id]>>/*how many mp left after moving to this hex*/ <<if not $checkedshoots2.includes(_id)>> <<set $checkedshoots2.push(_id)>> <<set _scord1 = parseInt(_id.charAt(2) + _id.charAt(3))>> <<set _scord2 = parseInt(_id.charAt(4) + _id.charAt(5))>> <<set _scord3 = parseInt(_id.charAt(6) + _id.charAt(7))>> <<set _shexcheck =[]>> <<set _shexcheck.push("id" + (_scord1+1).toString() + (_scord2+0).toString() + (_scord3-1).toString())>> <<set _shexcheck.push("id" + (_scord1+0).toString() + (_scord2+1).toString() + (_scord3-1).toString())>> <<set _shexcheck.push("id" + (_scord1-1).toString() + (_scord2+1).toString() + (_scord3+0).toString())>> <<set _shexcheck.push("id" + (_scord1-1).toString() + (_scord2+0).toString() + (_scord3+1).toString())>> <<set _shexcheck.push("id" + (_scord1+0).toString() + (_scord2-1).toString() + (_scord3+1).toString())>> <<set _shexcheck.push("id" + (_scord1+1).toString() + (_scord2-1).toString() + (_scord3+0).toString())>> <<for _k = 0; _k < _shexcheck.length; _k++>> <<if Object.keys($hexdata).includes(_shexcheck[_k])>> <<if $hexdata[_shexcheck[_k]].type !== "block">> <<set _sterr = 1>>/*mp cost of target hex terrain*/ <<set _scan = _shotdist-_sterr>>/*if the mp points left are greater that required cost to move*/ <<if _scan gte 0>> <<set _stohere=$fightdata.shootresults2[_id] + _sterr>>/*cost to move to target hex is the sum of terrain cost, plus the cost to get to origin hex*/ <<if Object.keys($fightdata.shootresults2).includes(_shexcheck[_k])>> <<else>> <<set $fightdata.shootresults2[_shexcheck[_k]] = _stohere>> <</if>> <</if>> <</if>> <</if>> <</for>> <</if>> <</for>> <<for _k = 0; _k < Object.keys($fightdata.shootresults2).length; _k++>> <<set _key = Object.keys($fightdata.shootresults2)[_k]>> <<set $fightdata.shootdistance2[_key] = $fightdata.shootresults2[_key]>> <</for>> <<else>> /*cant shoot on empty hexes and friendly units*/ <<set _shotkeys = Object.keys($fightdata.shootresults2)>> <<for _t = 0; _t < _shotkeys.length; _t++>> <<set _funit = parseInt($checkthishex.unit.toString().charAt(0))>> <<set _sunit = parseInt($hexdata[_shotkeys[_t]].unit.toString().charAt(0))>> <<if $hexdata[_shotkeys[_t]].unit is 0 or _sunit is _funit>> <<="<<unset $fightdata.shootresults2." + [_shotkeys[_t]] + ">>">> <</if>> <</for>> <</if>> <<if $allCheckedShots2 is 0>> <<include "ShootDistantCalc2">> <</if>> <</nobr>>