*temp comma false *temp challenges "" *temp hold_stat 0 *temp current_selection "" *temp junkyard_improvements "" *set inventory "" *set gear "" *set consumables "" *set special_inventory "" *set shop_bag "" *label MainProfile *set current_selection "Profile" Chapter: *if chapter_point = 0 Prologue *if chapter_point > 0 ${chapter_point} *line_break Date: ${ze_date} *if (chapter_point > 0) and (chapter_point <= 2) *line_break Outbreak Day: ${ze_day} *if chapter_point > 2 *line_break Post-Apocalypse Day: ${ze_day} *line_break *set minutes (timecount modulo 100) *if timecount < 1200 *set am_pm "am" *set hours (timecount - minutes)/100 *if (timecount >= 1200) and (timecount < 2400) *set am_pm "pm" *set hours ((timecount - minutes)-1200)/100 *if (timecount >= 2400) and (timecount < 2500) *set am_pm "am" *set hours 12 *if timecount >= 2500 *set am_pm "am" *set hours ((timecount - minutes)-2400)/100 *if minutes = 0 *set disp_mins "00" *if minutes = 25 *set disp_mins "15" *if minutes = 50 *set disp_mins "30" *if minutes = 75 *set disp_mins "45" *if hours = 0 *set hours 12 ${hours}:${disp_mins} ${am_pm}. [b]PROFILE[/b] *line_break Name: ${name} *line_break Gender: ${gender} *line_break Profession/Background: $!{profession} *if not(homemaker) and not(teenager) *line_break Preferred Skill 1: $!{preferred_skill_1} *line_break Preferred Skill 2: $!{preferred_skill_2} *if teenager *line_break Preferred Skill: $!{preferred_skill_1} *line_break *if military_rank != "" Rank: ${military_rank} *line_break Skill Points: ${skill_points} *if full_profile *line_break Hair Color: $!{hair_color} *line_break Eye Color: $!{eye_color} *line_break Race/Ethnicity: ${race} *line_break Distinguishing Features: ${dfeatures} *if pet_owner *line_break Pet: $!{pet_breed} *line_break Pet's Name: ${pet_name} *if zombie_kills > 0 *line_break Zombie Kills: ${zombie_kills} *if survivor_kills > 0 *line_break Survivor Kills: ${survivor_kills} *if bandit_kills > 0 *line_break Bandit Kills: ${bandit_kills} *if loc_visible [b]SAFE HAVEN[/b] *line_break Current Safe Haven: ${safe_haven} *line_break Location: ${location} *if chapter_point < 5 *line_break Defense: ${home_defense} *line_break Damage: ${home_damage} *if (chapter_point = 6) or (chapter_point = 7) *line_break Camp Defense: ${camp_defense} *line_break Group Defense: ${group_defense} *line_break Offensive Capabilities: ${group_offense} *comment end/ [b]Primary Weapon[/b]: $!{p_weapon} *line_break [b]Secondary Weapon[/b]: $!{s_weapon} *line_break [b]Armor[/b]: $!{armor} *line_break [b]Helmet[/b]: $!{helmet} *line_break [b]Clothes[/b]: $!{uniform_desc} *line_break [b]Primary Vehicle[/b]: ${vehicle} *line_break [b]Money in bank[/b]: ${bank_money} *line_break [b]Money[/b]: ${w_money} [b]CHALLENGES & PERKS[/b] *line_break *gosub DisplayChallenges [b]HEALTH[/b] *stat_chart percent p_health Physical Health percent m_health Mental Health percent fatigue Fatigue percent stress Stress [b]PERSONALITY & MORALITY[/b] *stat_chart percent humanity Humanity percent morality Morality opposed_pair impulse Impulsive Calculated opposed_pair truth Straightforward Manipulative opposed_pair honor Honorable Pragmatic opposed_pair ideal Idealistic Cynical *if chapter_point >= 4 [b]GROUP STATS[/b] *line_break Group name: ${group_name} *if group_leader != "" *line_break Leader: ${group_leader} *if group_cook != "" *line_break Group cook: ${group_cook} *if quartermaster != "" *line_break Quartermaster: ${quartermaster} *comment end/ *stat_chart percent allegiance Allegiance percent morale Morale percent diplomacy Diplomacy opposed_pair ruthless Ruthless Altruistic *if gfood_coll Group food: ${group_food} *line_break Group water: ${group_water} *comment end/ [b]ATTRIBUTES[/b] *stat_chart percent str Strength percent dex Dexterity percent agi Agility percent sta Stamina percent cha Charisma percent int Intelligence percent wil Willpower percent per Perception *goto StatMenu *label DisplayChallenges *set challenges "" *set comma false *if add_alc *set challenges &"Addiction to Alcohol" *set comma true *if add_nic *if comma *set challenges &", " *set challenges &"Addiction to Nicotine" *set comma true *if claustrophobic *if comma *set challenges &", " *set challenges &"Claustrophobic" *set comma true *if allergy *if comma *set challenges &", " *set challenges &"Allergy to Pollen" *set comma true *if deep_sleeper *if comma *set challenges &", " *set challenges &"Deep Sleeper" *set comma true *if delusions *if comma *set challenges &", " *set challenges &"Delusions" *set comma true *if dependent *if comma *set challenges &", " *set challenges &"Dependent Child" *set comma true *if fear_heights *if comma *set challenges &", " *set challenges &"Fear of Heights" *set comma true *if hearing_impaired *if comma *set challenges &", " *set challenges &"Hearing Impaired" *set comma true *if kleptomaniac *if comma *set challenges &", " *set challenges &"Kleptomaniac" *set comma true *if night_blindness *if comma *set challenges &", " *set challenges &"Night Blindness" *set comma true *if pet_owner *if comma *set challenges &", " *set challenges &"Pet Owner" *set comma true *if short_fuse *if comma *set challenges &", " *set challenges &"Short Fuse" *set comma true *if vege *if comma *set challenges &", " *set challenges &"Vegetarian" *set comma true *if v_impaired *if comma *set challenges &", " *set challenges &"Visual Impairment" *set comma true *if a_count = 0 None *return *else ${challenges} *return *label Skills *set current_selection "Skills" [b]Profession/Background[/b]: $!{profession} [b]SKILL PERCENTAGES[/b] *if ze_part > 1 *line_break (If a skill is modified by gear or your profession/background, the natural value is shown in parentheses, while the modified value is shown in the bar and listed as a percentage.) *stat_chart percent m_athletics Athletics (${athletics}) percent m_ccw Close-combat Weapons (${ccw}) percent m_cooking Cooking (${cooking}) percent m_crafting Crafting (${crafting}) percent m_driving Driving (${driving}) percent m_electronics Electronics (${electronics}) percent m_empathy Empathy (${empathy}) percent m_hth Hand-to-Hand Combat (${hth}) percent m_intimidation Intimidation (${intimidation}) percent m_leadership Leadership (${leadership}) percent m_medicine Medicine (${medicine}) percent m_persuasion Persuasion (${persuasion}) percent m_ranged Ranged Weapons (${ranged}) percent m_scavenging Scavenging (${scavenging}) percent m_science Science (${science}) percent m_search Search (${search}) percent m_stealth Stealth (${stealth}) percent m_survival Survival (${survival}) *line_break [b]SKILL LEVELS[/b] *line_break *label SkillLevels *if ath_level > 0 Athletics (${ath_level}): *set skill_level ath_level *gosub levelConvert *line_break *if ccw_level > 0 Close-Combat Weapons (${ccw_level}): *set skill_level ccw_level *gosub levelConvert *line_break *if cook_level > 0 Cooking (${cook_level}): *set skill_level cook_level *gosub levelConvert *line_break *if craft_level > 0 Crafting (${craft_level}): *set skill_level craft_level *gosub levelConvert *line_break *if drive_level > 0 Driving (${drive_level}): *set skill_level drive_level *gosub levelConvert *line_break *if ele_level > 0 Electronics (${ele_level}): *set skill_level ele_level *gosub levelConvert *line_break *if emp_level > 0 Empathy (${emp_level}): *set skill_level emp_level *gosub levelConvert *line_break *if hth_level > 0 Hand-to-Hand Combat (${hth_level}): *set skill_level hth_level *gosub levelConvert *line_break *if int_level > 0 Intimidation (${int_level}): *set skill_level int_level *gosub levelConvert *line_break *if lead_level > 0 Leadership (${lead_level}): *set skill_level lead_level *gosub levelConvert *line_break *if med_level > 0 Medicine (${med_level}): *set skill_level med_level *gosub levelConvert *line_break *if pers_level > 0 Persuasion (${pers_level}): *set skill_level pers_level *gosub levelConvert *line_break *if rang_level > 0 Ranged Weapons (${rang_level}): *set skill_level rang_level *gosub levelConvert *line_break *if scav_level > 0 Scavenging (${scav_level}): *set skill_level scav_level *gosub levelConvert *line_break *if sci_level > 0 Science (${sci_level}): *set skill_level sci_level *gosub levelConvert *line_break *if sea_level > 0 Search (${sea_level}): *set skill_level sea_level *gosub levelConvert *line_break *if stealth_level > 0 Stealth (${stealth_level}): *set skill_level stealth_level *gosub levelConvert *line_break *if surv_level > 0 Survival (${surv_level}): *set skill_level surv_level *gosub levelConvert *goto StatMenu *label levelConvert *if skill_level = 1 [i]Basic[/i] *if skill_level = 2 [i]Beginner[/i] *if skill_level = 3 [i]Adept[/i] *if skill_level = 4 [i]Advanced[/i] *if skill_level = 5 [i]Superior[/i] *if skill_level = 6 [i]Expert[/i] *if skill_level = 7 [i]Master[/i] *return *label Inventory *set current_selection "Inventory" [b]INVENTORY & GEAR[/b] *gosub ShoppingBags *if (shop_bag != "") and (shop_bag != "empty") *line_break Shopping bags: ${shop_bag} *gosub InvList *line_break [b]Inventory[/b]: ${inventory} *line_break *gosub GearList [b]Gear[/b]: ${gear} *line_break *gosub Consumables [b]Consumables[/b]: ${consumables} *line_break *gosub SpecialInv [b]Special Inventory[/b]: ${special_inventory} [b]Portions of food[/b]: ${w_food} *line_break [b]Bottles of water[/b]: ${w_water} [b]Primary Weapon[/b]: ${p_weapon} *line_break [b]Secondary Weapon[/b]: ${s_weapon} *line_break [b]Armor[/b]: ${armor} *line_break [b]Helmet[/b]: ${helmet} *line_break [b]Primary Vehicle[/b]: ${vehicle} *goto StatMenu *label SkillReference *set current_selection "Skill Reference" [b]SKILL REFERENCE[/b] [b]Athletics[/b]—a measure of physical fitness and acrobatics. A higher skill level means you can evade attacks better, climb ropes faster, leap over higher fences, and perform other more difficult physical feats. Athletics is based on Agility and Dexterity. *line_break [b]Close-Combat Weapons[/b]—the ability to use swords, knives, axes, clubs, and other melee weapons. It is also the skill used for throwing weapons. At the Basic level, you know how to hold a weapon effectively. At the Master level, you can block, parry, riposte, and perform other moves with close-quarters weapons. Close-Combat Weapons factors Agility and Strength. *line_break [b]Cooking[/b]—the art of preparing food to be eaten. At the Basic level, you can fry an egg without burning down the kitchen. At the Master level, you could be an executive chef at a five-star restaurant. In survival situations, the skill provides bonuses to nourishment from food and allows a player to salvage nearly spoiled food for consumption. Players with Cooking benefit from high Intelligence and Dexterity. *line_break [b]Crafting[/b]—allows players to create simple items, from weapons to tools. At advanced levels, more intricate items can be made, such as complex traps or electronics, from less sophisticated parts. A high Crafting skill requires greater Intelligence and Strength. *line_break [b]Driving[/b]—allows players to operate and steer vehicles. At higher skills, one may drive more complicated vehicles. At the Advanced level, a player can attempt to hotwire a car or drive an eighteen-wheeler. At even higher levels, boats, military vehicles, helicopters, and planes may be piloted. Driving utilizes Intelligence and Dexterity. *line_break [b]Electronics[/b]—provides knowledge of all varieties of electronic equipment and devices: radios, computers, smartphones, and gear. Building electronics becomes possible at higher levels. Electronics is based on Intelligence and Dexterity. *line_break [b]Empathy[/b]—provides an inherent understanding of human emotion, allowing players to sense motives, determine if someone is lying, and gain greater relationship bonuses. Willpower and Perception factor into Empathy. *line_break [b]Hand-to-Hand Combat[/b]—the ability to attack and defend without the use of weapons. This skill incorporates all manners of unarmed physical combat, such as Boxing, Martial Arts, and Wrestling. Though weaponless attacks on the living dead may not be effective, the Apocalypse hosts numerous threats from the living as well, and an adequate Hand-to-Hand Combat skill might save one's life when a pistol is empty. High Agility and Strength benefit Hand-to-Hand Combat. *line_break [b]Intimidation[/b]—used for face-to-face confrontations and to manipulate someone through words and actions. Intimidating someone starts a battle of wills, and winning the contest may coerce one into performing an action or giving up vital information. This skill uses Charisma and Willpower. *line_break [b]Leadership[/b]—used to provide direction to groups of people, rally and inspire them, and have them obey commands. Those with high Leadership can command larger groups of people and instill devout levels of allegiance. Leaders may also extend this skill to training animals. High Leadership is dependent on Intelligence and Charisma. *line_break [b]Medicine[/b]—this skill provides knowledge of medical treatment, both emergency and long-term care, and also includes the ability to use diagnostic tools. Having at least one skill level provides first aid knowledge, while superior or greater levels allow surgical intervention if resources are available. Intelligence directly affects Medicine. *line_break [b]Persuasion[/b]—the ability to use words and gestures to alter a person's mood or action. Typically, subversive means are used to influence people. The target of Persuasion might have the willpower to resist. Persuasion is based on a person's Charisma. *line_break [b]Ranged Weapons[/b]—allows the use of pistols, shotguns, bows, crossbows, rifles, and submachine guns. Basically, any weapon fired at a distance utilizes this skill. Ranged Weapons also affects weapon care and maintenance, though making or modifying weapons falls under the Crafting skill. Ranged Weapons is based upon Dexterity and Perception. *line_break [b]Scavenging[/b]—measures the ability to find usable items and resources in all settings, from the deep forest to abandoned buildings. Adept scavengers creep into fallen houses and locate food, ammo, and clean water where others would search and leave empty-handed. Agility and Strength. *line_break [b]Science[/b]—an understanding of the fundamental theories and laws of the scientific world, including biology, chemistry, and physics. Higher-level scientists also learn laboratory skills and the use of investigative tools and techniques. Intelligence directly affects Science. *line_break [b]Search[/b]—provides a means to scan an area to detect hidden or out-of-place objects or people, and to find hidden snares and traps. This does not cover finding hidden food or water in an Apocalyptic setting; that action is covered by the Scavenging skill. Search will uncover a hidden gunman in an abandoned store, track an injured animal through dense woodlands, and locate a hidden passage in a series of tunnels. Search is based upon Intelligence and Perception. *line_break [b]Stealth[/b]—the ability to move silently and remain concealed from sight. The higher the level, the better chance of creeping through a room without being noticed, even over broken glass, in well-lit areas, or among highly alert enemies. Stealth uses Agility and Perception. *line_break [b]Survival[/b]—measures how well an individual can survive outdoors and withstand the rigors of an Apocalyptic setting. This skill also measures the ability to camp in the wild, live in extreme weather conditions, hunt, fish, train animals, and locate fresh water in the wilderness. Survival is based on Willpower and Stamina. *goto StatMenu *label CraftReference *set current_selection "Crafting Reference" CRAFTING REFERENCE Below are common recipes for improvised items craftable in the zombie apocalypse, including the minimum skill rank and components needed to make them. [b]Ammunition[/b]—all recipes make one full load of ammo. *line_break .308 Winchester—crafting 65. Gunpowder, 2 metal parts, crafting tools (not consumed). *line_break .357 Magnum—crafting 60. Gunpowder, 2 metal parts, crafting tools (not consumed). *line_break .38 caliber—crafting 55. Gunpowder, 1 metal part, crafting tools (not consumed). *line_break .45 caliber—crafting 55. Gunpowder, 1 metal part, crafting tools (not consumed). *line_break 30-06 Springfield—crafting 65. Gunpowder, 1 metal part, crafting tools (not consumed). *line_break 30-30 Winchester—crafting 65. Gunpowder, 2 metal parts, crafting tools (not consumed). *line_break 5.56 ammo—crafting 70. Gunpowder, 3 metal parts, crafting tools (not consumed). *line_break 7.62mm ammo—crafting 70. Gunpowder, 3 metal parts, crafting tools (not consumed). *line_break 9mm ammo—crafting 50. Gunpowder, 1 metal part, crafting tools (not consumed). *line_break Arrows—crafting 55 or survival 50. 1 metal part, 2 wooden parts, crafting tools (not consumed) or a knife (not consumed). *line_break Crossbow bolts—crafting 60 or survival 55. 1 metal part, 2 wooden parts, crafting tools (not consumed) or a knife (not consumed). *line_break Shotgun shells—crafting 60. Gunpowder, 2 metal parts, crafting tools (not consumed). [b]Animal Trap[/b] *line_break Small—survival 50. 3 Metal parts. Capable of catching rabbits, rodents, and other small game. *line_break Medium—survival 60. 5 metal parts. Capable of catching boars, small deer, and antelopes. *line_break Large (bear trap)—survival 70. 8 metal parts. Capable of catching large deer, bears, and people. [b]Explosives[/b] *line_break Explosive charge—crafting 80 and science 70. 1 gasoline can, 3 flares, 4 metal parts, 4 mechanical parts, 2 gunpowders, requires crafting tools (not consumed). *line_break Grenade—crafting 70 and science 60. 1 gunpowder, 2 metal parts, 1 mechanical part, requires crafting tools (not consumed). *line_break Molotov cocktails—crafting 50 or science 50. 1 bandage, 1 bottle of alcohol. *line_break Poison gas bomb—science 65. 1 bleach, 1 liquid cleaner. [b]Medical Items[/b]—requires crafting tools (not consumed). *line_break Antiseptic ointment—medicine 70, science 70. Botany book (not consumed), 5 biological parts. Provides 5 applications. *line_break Pain killers—medicine 70, science 70. Botany book (not consumed), 6 biological parts. Provides 5 pills. *line_break Splint—medicine 50 or survival 50. 1 rope or sewing kit (not consumed) or 1 duct tape and 2 wooden parts. [b]Melee Weapons[/b]—all weapons require crafting tools (not consumed). *line_break Barbed-wire-wrapped baseball bat—crafting 50. Barbed wire, baseball bat. *line_break Baseball bat—crafting 50. 3 wooden parts. *line_break Cavalry sword—crafting 70. 8 metal parts. *line_break Crowbar—crafting 70. 6 metal parts. *line_break Fire ax—crafting 65. 2 metal parts, 2 wooden parts. *line_break Hammer—crafting 50. 1 metal parts, 1 wooden parts. *line_break Hatchet—crafting 55. 2 metal parts, 1 wooden parts. *line_break Knife—crafting 45. 1 metal part. *line_break Machete—crafting 60. 5 metal parts. *line_break Sledgehammer—crafting 60. 3 metal parts, 3 wooden parts. [b]Miscellaneous[/b] *line_break Barbed wire—crafting 50. 2 metal parts, 2 wooden parts, crafting tools (not consumed). *line_break Binoculars—crafting 60 and electronics 60. A pair of glasses, 2 metal parts, 1 mechanical parts, mechanical tools (not consumed). *line_break Campfire—survival 50. 3 wooden parts. *line_break Cyanide powder—cooking 60 or science 60. Cookware (not consumed), 1 food item, 1 liquid cleaner. *line_break Ghillie suit—crafting 60 and survival 50. 3 wooden parts, 1 tarp, 1 sewing kit (not consumed). *line_break Heavy battery—science 60 and electronics 60. 1 water, 4 packs of batteries, 4 electrical parts, mechanical tools (not consumed). *line_break Improved fishing pole—survival 50. 1 folding fishing pole, 1 metal part, 1 sewing kit (not consumed). *line_break Ranged-weapon scope—crafting 60, 1 pair of glasses, 2 mechanical parts, crafting tools (not consumed). *line_break Ranged-weapon suppressors—crafting 60, 2 metal parts, 1 mechanical part, crafting tools (not consumed). *line_break Recurve bow—survival 65 or crafting 55. 3 wooden parts, crafting tools or a knife (not consumed). *line_break Solar-powered generator—crafting 65 and electronics 65. 1 duct tape, 1 portable generator, 1 solar panel, 4 metal parts, crafting tools (not consumed). *if survnet_mission *line_break SurvNet server—electronics 70. 5 mechanical parts, 2 electrical part, 1 solar panel or 4 packs of batteries, crafting tools (not consumed). *line_break Tent—survival 60. 4 wooden parts or 4 metal parts, 1 rope, 1 duct tape, 1 tarp. *line_break Thermal goggles—crafting 70 and electronics 70. A pair of glasses, 2 mechanical parts, 2 electrical parts, 2 metal parts, 1 set of batteries, mechanical tools (not consumed). *line_break Water collector—crafting 60 or science 60. 1 tarp, 2 metal parts, 2 wooden parts, crafting tools (not consumed). [b]Ranged Accessories & Parts[/b]—all require crafting tools (not consumed). *line_break ACOG scope—crafting 60 and science 70. 2 electronic parts, 2 mechanical parts, 1 metal part, a pair of glasses. *line_break Forged metal part—crafting 60. 3 metal parts. Requires a heating source. *line_break Lower receiver—crafting 60. 3 forged metal parts. *line_break Ranged-weapon scope—crafting 60 and science 60. 2 metal parts, 2 mechanical parts. *line_break Ranged-weapon suppressor—crafting 60. 1 mechanical part, 2 metal parts. [b]Ranged Weapons[/b]—all weapons require crafting tools (not consumed). *line_break .357 Colt Python handgun—crafting 60. 1 lower receiver, 1 forged metal part, 2 mechanical parts. *line_break .38 Special revolver—crafting 55. 1 lower receiver, 1 forged metal part, 1 mechanical part. *line_break .45 M1911 pistol—crafting 60. 1 lower receiver, 1 forged metal part, 2 mechanical parts. *line_break 9mm Beretta M9 pistol—crafting 60. 1 lower receiver, 1 forged metal part, 2 mechanical parts. *line_break 9mm Glock 19 pistol—crafting 60. 1 lower receiver, 1 forged metal part, 3 mechanical parts. *line_break AR-15 rifle (5.56mm ammo)—crafting 80. 1 lower receiver, 4 forged metal parts, 4 mechanical parts. *line_break Crossbow—crafting 65 or survival 55. 2 mechanical parts, 3 metal parts. *line_break Marlin Model 336 lever-action rifle (30-30 ammo)—crafting 75. 1 lower receiver, 3 forged metal parts, 3 mechanical parts. *line_break Remington Model 870 (pump-action shotgun)—crafting 70. 1 lower receiver, 3 forged metal parts, 2 mechanical parts. *line_break Sawed-off shotgun—crafting 50. 1 pump-action shotgun. *line_break Springfield M1903 (bolt-action rifle)—crafting 70. 1 lower receiver, 3 forged metal parts, 2 mechanical parts. *goto StatMenu *label Relationships *set current_selection "Character Relationships" [b]CHARACTER RELATIONSHIPS & STATS[/b] *if main_ro != "" Main Romantic Interest: ${main_ro} *comment end/ Jaime: *set hold_stat jaime_faction *gosub RelationshipConvert (${jaime_faction}) *line_break *if rgroup_introduced and bailey_join Bailey: *set hold_stat bailey_faction *gosub RelationshipConvert (${bailey_faction}) *line_break *if rgroup_introduced and ben_join Benji: *set hold_stat ben_faction *gosub RelationshipConvert (${ben_faction}) *line_break *if (billie_introduced and (chapter_point < 3)) or billie_junkyard Billie: *set hold_stat billie_faction *gosub RelationshipConvert (${billie_faction}) *line_break *if brody_introduced and brody_join Brody: *set hold_stat brody_faction *gosub RelationshipConvert (${brody_faction}) *line_break *if goodman_introduced and goodman_alive Colonel Goodman: *set hold_stat goodman_faction *gosub RelationshipConvert (${goodman_faction}) *line_break *if lopez_join and (lopez = "Cristian") Cristian: *set hold_stat lopez_faction *gosub RelationshipConvert (${lopez_faction}) *line_break *if dante_join Dante: *set hold_stat dante_faction *gosub RelationshipConvert (${dante_faction}) *line_break *if deter_met and deter_alive Deter: *set hold_stat deter_faction *gosub RelationshipConvert (${deter_faction}) *line_break *if driver_introduced and driver_join ${driver}: *set hold_stat driver_faction *gosub RelationshipConvert (${driver_faction}) *line_break *if (chapter_point >= 8) and eli_alive Eli: *set hold_stat eli_faction *gosub RelationshipConvert (${eli_faction}) *line_break *if fern_met Fern: *set hold_stat fern_faction *gosub RelationshipConvert (${fern_faction}) *line_break *if (fred_introduced and (chapter_point < 3)) or fred_junkyard Fred: *set hold_stat fred_faction *gosub RelationshipConvert (${fred_faction}) *line_break *if met_gina and gina_join Gina: *set hold_stat gina_faction *gosub RelationshipConvert (${gina_faction}) *line_break *if jillian_join or lyle_and_jillian_join Jillian: *set hold_stat jillian_faction *gosub RelationshipConvert (${jillian_faction}) *line_break *if julianne_met and julianne_alive Julianne: *set hold_stat julianne_faction *gosub RelationshipConvert (${julianne_faction}) *line_break *if kelly_introduced and kelly_join Kelly: *set hold_stat kelly_faction *gosub RelationshipConvert (${kelly_faction}) *line_break *if chapter_point >= 8 Kevin: *set hold_stat kevin_faction *gosub RelationshipConvert (${kevin_faction}) *line_break *if lopez_join and (lopez = "Lopez") Lopez: *set hold_stat lopez_faction *gosub RelationshipConvert (${lopez_faction}) *line_break *if (lyle_introduced and lyle_and_jillian_join) and lyle_join Lyle: *set hold_stat lyle_faction *gosub RelationshipConvert (${lyle_faction}) *line_break *if madison_introduced and madison_join Madison: *set hold_stat madison_faction *gosub RelationshipConvert (${madison_faction}) *line_break *if murphy_met and murphy_alive Murphy: *set hold_stat murphy_faction *gosub RelationshipConvert (${murphy_faction}) *line_break *if rgroup_introduced and nathan_join Nathan: *set hold_stat nathan_faction *gosub RelationshipConvert (${nathan_faction}) *line_break *if nora_introduced and nora_join Nora: *set hold_stat nora_faction *gosub RelationshipConvert (${nora_faction}) *line_break *if parker_introduced and parker_join Parker: *set hold_stat parker_faction *gosub RelationshipConvert (${parker_faction}) *line_break *if rachel_introduced and rachel_join Rachel: *set hold_stat rachel_faction *gosub RelationshipConvert (${rachel_faction}) *line_break *if ray_join Ray: *set hold_stat ray_faction *gosub RelationshipConvert (${ray_faction}) *line_break *if reilly_introduced and reilly_join Reilly: *set hold_stat reilly_faction *gosub RelationshipConvert (${reilly_faction}) *line_break *if church_introduced and church_join Reverend Dunbar Church: *set hold_stat church_faction *gosub RelationshipConvert (${church_faction}) *line_break *if rosie_introduced and rosie_join Rosie: *set hold_stat rosie_faction *gosub RelationshipConvert (${rosie_faction}) *line_break *if (sean_introduced and (chapter_point < 3)) or sean_junkyard Sean: *set hold_stat sean_faction *gosub RelationshipConvert (${sean_faction}) *line_break *if tommy_join and tommy_introduced Tommy: *set hold_stat tommy_faction *gosub RelationshipConvert (${tommy_faction}) *line_break *if woody_introduced and woody_join Woody: *set hold_stat woody_faction *gosub RelationshipConvert (${woody_faction}) *line_break *if dependent and dep_alive ${dep_name}: *set hold_stat dep_faction *gosub RelationshipConvert (${dep_faction}) *if met_stoke_family and not(ended_pharmacy_mission) Aris: *set hold_stat aris_faction *gosub RelationshipConvert (${aris_faction}) *line_break Ed: *set hold_stat ed_faction *gosub RelationshipConvert (${ed_faction}) *line_break Harriet: *set hold_stat harriet_faction *gosub RelationshipConvert (${harriet_faction}) *line_break Kate: *set hold_stat kate_faction *gosub RelationshipConvert (${kate_faction}) *line_break Kent: *set hold_stat kent_faction *gosub RelationshipConvert (${kent_faction}) *goto StatMenu *label RelationshipConvert *if hold_stat >= 80 Best Friend *return *elseif hold_stat >= 60 Friend *return *elseif hold_stat >= 40 Associate *return *else Hated *return *label ShoppingBags *set shop_bag "" *set comma false *if shopbag_aspirin > 0 *set shop_bag &"Aspirin, bottle of 5 (${shopbag_aspirin})" *set comma true *if shopbag_batteries > 0 *if comma *set shop_bag &", " *set shop_bag &"Batteries, packs (${shopbag_batteries})" *set comma true *if shopbag_beef > 0 *if comma *set shop_bag &", " *set shop_bag &"Beef (${shopbag_beef})" *set comma true *if shopbag_alcohol > 0 *if comma *set shop_bag &", " *set shop_bag &"Beer (${shopbag_alcohol})" *set comma true *if shopbag_bleach > 0 *if comma *set shop_bag &", " *set shop_bag &"Bleach (${shopbag_bleach})" *set comma true *if shopbag_candy > 0 *if comma *set shop_bag &", " *set shop_bag &"Candy bars (${shopbag_candy})" *set comma true *if shopbag_chicken > 0 *if comma *set shop_bag &", " *set shop_bag &"Chicken (${shopbag_chicken})" *set comma true *if shopbag_cigarettes > 0 *if comma *set shop_bag &", " *set shop_bag &"Cigarettes, packs of five (${shopbag_cigarettes})" *set comma true *if shopbag_coffee > 0 *if comma *set shop_bag &", " *set shop_bag &"Coffee (${shopbag_coffee})" *set comma true *if shopbag_cookware > 0 *if comma *set shop_bag &", " *set shop_bag &"Cookware sets (${shopbag_cookware})" *set comma true *if shopbag_duct > 0 *if comma *set shop_bag &", " *set shop_bag &"Duct tape (${shopbag_duct})" *set comma true *if shopbag_fruit > 0 *if comma *set shop_bag &", " *set shop_bag &"Fruit (${shopbag_fruit})" *set comma true *if shopbag_herbs > 0 *if comma *set shop_bag &", " *set shop_bag &"Herbs (${shopbag_herbs})" *set comma true *if shopbag_liquid > 0 *if comma *set shop_bag &", " *set shop_bag &"Liquid cleaner (${shopbag_liquid})" *set comma true *if shopbag_shampoo > 0 *if comma *set shop_bag &", " *set shop_bag &"Shampoo (${shopbag_shampoo})" *set comma true *if shopbag_soap > 0 *if comma *set shop_bag &", " *set shop_bag &"Soap (${shopbag_soap})" *set comma true *if shopbag_soda > 0 *if comma *set shop_bag &", " *set shop_bag &"Soda (${shopbag_soda})" *set comma true *if shopbag_tp > 0 *if comma *set shop_bag &", " *set shop_bag &"Toilet paper (${shopbag_tp})" *set comma true *if shopbag_vegetables > 0 *if comma *set shop_bag &", " *set shop_bag &"Vegetables (${shopbag_vegetables})" *set comma true *if shopbag_bottled_water > 0 *if comma *set shop_bag &", " *set shop_bag &"Water (${shopbag_bottled_water})" *set comma true *if shop_bag = "" *set shop_bag "empty" *return *label InvList *set inventory "" *set comma false *if ammo_3006 > 0 *set inventory &".30-06 Springfield ammo loads (${ammo_3006})" *set comma true *if ammo_3030 > 0 *if comma *set inventory &", " *set inventory &".30-30 Winchester ammo loads (${ammo_3030})" *set comma true *if ammo_308 > 0 *if comma *set inventory &", " *set inventory ".308 Winchester ammo loads (${ammo_308})" *set comma true *if colt > 0 *if comma *set inventory &", " *set inventory &".357 Colt Python revolvers (${colt})" *set comma true *if ammo_357 > 0 *if comma *set inventory &", " *set inventory &".357 Magnum ammo loads (${ammo_357})" *set comma true *if ammo_38 > 0 *if comma *set inventory &", " *set inventory &".38 caliber ammo loads(${ammo_38}) " *set comma true *if w_revolver > 0 *if comma *set inventory &", " *set inventory &".38 Special revolvers (${w_revolver})" *set comma true *if ammo_45 > 0 *if comma *set inventory &", " *set inventory &".45 ammo magazines (${ammo_45})" *set comma true *if w_pistol > 0 *if comma *set inventory &", " *set inventory &".45 M1911 pistols (${w_pistol})" *set comma true *if ammo_556 > 0 *if comma *set inventory &", " *set inventory &"5.56mm ammo magazines (${ammo_556})" *set comma true *if ammo_762 > 0 *if comma *set inventory &", " *set inventory &"7.62mm ammo magazines (${ammo_762})" *set comma true *if ammo_9mm > 0 *if comma *set inventory &", " *set inventory &"9mm ammo magazines (${ammo_9mm})" *set comma true *if acog_scope > 0 *if comma *set inventory &", " *set inventory &"ACOG scope (${acog_scope})" *set comma true *if ak47 > 0 *if comma *set inventory &", " *set inventory &"AK-47 rifles (${ak47})" *set comma true *if ar15 > 0 *if comma *set inventory &", " *set inventory &"AR-15 rifles (${ar15})" *set comma true *if arsenal > 0 *if comma *set inventory &", " *set inventory &"Arsenal AK semiautomatic rifles (${arsenal})" *set comma true *if barbed_wire_bat > 0 *if comma *set inventory &", " *set inventory &"Barbed-wire bats (${barbed_wire_bat})" *set comma true *if w_bat > 0 *if comma *set inventory &", " *set inventory &"Baseball bats (${w_bat})" *set comma true *if m9 > 0 *if comma *set inventory &", " *set inventory &"Beretta M9 pistols (${m9})" *set comma true *if w_sword > 0 *if comma *set inventory &", " *set inventory &"Cavalry swords (${w_sword})" *set comma true *if chrome_plated_rifle *if comma *set inventory &", " *set inventory &"Chrome-plated rifle" *set comma true *if w_cleaver > 0 *if comma *set inventory &", " *set inventory &"Cleavers (${w_cleaver})" *set comma true *if bow > 0 *if comma *set inventory &", " *set inventory &"Compound bows (${bow})" *set comma true *if crossbow > 0 *if comma *set inventory &", " *set inventory &"Crossbows (${crossbow})" *set comma true *if w_crowbar > 0 *if comma *set inventory &", " *set inventory &"Crowbars (${w_crowbar})" *set comma true *if desert_eagle > 0 *if comma *set inventory &", " *set inventory &"Desert Eagles (${desert_eagle})" *set comma true *if ax > 0 *if comma *set inventory &", " *set inventory &"Fire Axes (${ax})" *set comma true *if glock > 0 *if comma *set inventory &", " *set inventory &"Glock 19 pistols (${glock})" *set comma true *if hammer > 0 *if comma *set inventory &", " *set inventory &"Hammers (${hammer})" *set comma true *if hatchet > 0 *if comma *set inventory &", " *set inventory &"Hatchets (${hatchet})" *set comma true *if hk416 > 0 *if comma *set inventory &", " *set inventory &"HK416 (${hk416})" *set comma true *if w_rifle > 0 *if comma *set inventory &", " *set inventory &"Hunting rifles (${w_rifle})" *set comma true *if katana > 0 *if comma *set inventory &", " *set inventory &"Katanas (${katana})" *set comma true *if w_knife > 0 *if comma *set inventory &", " *set inventory &"Knives (${w_knife})" *set comma true *if kukri > 0 *if comma *set inventory &", " *set inventory &"Kukris (${kukri})" *set comma true *if manns_lar > 0 *if comma *set inventory &", " *set inventory &"Light assault rifles (${manns_lar})" *set comma true *if m16 > 0 *if comma *set inventory &", " *set inventory &"M16A4 automatic rifles (${m16})" *set comma true *if machete > 0 *if comma *set inventory &", " *set inventory &"Machetes (${machete})" *set comma true *if m4 > 0 *if comma *set inventory &", " *set inventory &"M4 carbines (${m4})" *set comma true *if w_smg > 0 *if comma *set inventory &", " *set inventory &"MP5 submachine guns (${w_smg})" *set comma true *if nightstick > 0 *if comma *set inventory &", " *set inventory &"Nightsticks (${nightstick})" *set comma true *if pepper_spray > 0 *if comma *set inventory &", " *set inventory &"Pepper Spray (${pepper_spray})" *set comma true *if w_shotgun > 0 *if comma *set inventory &", " *set inventory &"Pump-action shotguns (${w_shotgun})" *set comma true *if ammo_arrows > 0 *if comma *set inventory &", " *set inventory &"Quivers of arrows (${ammo_arrows})" *set comma true *if ammo_bolts > 0 *if comma *set inventory &", " *set inventory &"Quivers of crossbow bolts (${ammo_bolts})" *set comma true *if recurve_bow > 0 *if comma *set inventory &", " *set inventory &"Recurve bows (${recurve_bow})" *set comma true *if sawed_off > 0 *if comma *set inventory &", " *set inventory &"Sawed-off shotguns (${sawed_off})" *set comma true *if ammo_shells > 0 *if comma *set inventory &", " *set inventory &"Shotgun loads (${ammo_shells})" *set comma true *if sks > 0 *if comma *set inventory &", " *set inventory &"SKS carbines (${sks})" *set comma true *if sledgehammer > 0 *if comma *set inventory &", " *set inventory &"Sledgehammers (${sledgehammer})" *set comma true *if sniper_rifle > 0 *if comma *set inventory &", " *set inventory &"Sniper rifles (${sniper_rifle})" *set comma true *if springfield > 0 *if comma *set inventory &", " *set inventory &"Springfield M1903s (${springfield})" *set comma true *if swordcane > 0 *if comma *set inventory &", " *set inventory &"Sword cane (${swordcane})" *set comma true *if tactical_shotgun > 0 *if comma *set inventory &", " *set inventory &"Tactical shotguns (${tactical_shotgun})" *set comma true *if taser > 0 *if comma *set inventory &", " *set inventory &"Tasers (${taser})" *set comma true *if trench_knife > 0 *if comma *set inventory &", " *set inventory &"Trench knives (${trench_knife})" *if (inventory = "") *set inventory "You carry nothing." *return *label GearList *set gear "" *set comma false *if w_backpack > 0 *set gear "Backpacks (${w_backpack})" *set comma true *if w_binoculars > 0 *if comma *set gear &", " *set gear &"Binoculars (${w_binoculars})" *set comma true *if blankets > 0 *if comma *set gear &", " *set gear &"Blankets (${blankets})" *set comma true *if botany_book > 0 *if comma *set gear &", " *set gear &"Botany books (${botany_book})" *set comma true *if canteen > 0 *if comma *set gear &", " *set gear &"Canteens (${canteen})" *set comma true *if combat_helmets > 0 *if comma *set gear &", " *set gear &"Combat helmets (${combat_helmets})" *set comma true *if compass > 0 *if comma *set gear &", " *set gear &"Compasses (${compass})" *set comma true *if crafting_tools > 0 *if comma *set gear &", " *set gear &"Crafting tools (${crafting_tools})" *set comma true *if drone > 0 *if comma *set gear &", " *set gear &"Drones (${drone})" *set comma true *if duffel_bag > 0 *if comma *set gear &", " *set gear &"Duffel bags (${duffel_bag})" *set comma true *if glasses > 0 *if comma *set gear &", " *set gear &"Eyeglasses (${glasses})" *set comma true *if firestarter > 0 *if comma *set gear &", " *set gear &"Fire-starter kits (${firestarter})" *set comma true *if first_aid > 0 *if comma *set gear &", " *if first_aid = 1 *set gear &"First aid kit (${first_aid} kit with ${first_aid_charges} total" *if first_aid > 1 *set gear &"First aid kits (${first_aid} kits with ${first_aid_charges} total" *if first_aid_charges = 1 *set gear &" charge)" *if first_aid_charges != 1 *set gear &" charges)" *set comma true *if w_flashlight > 0 *if comma *set gear &", " *set gear &"Flashlights (${w_flashlight})" *set comma true *if fishing_pole > 0 *if comma *set gear &", " *set gear &"Folding fishing poles (${fishing_pole})" *set comma true *if football_helmets > 0 *if comma *set gear &", " *set gear &"Football helmets (${football_helmets})" *set comma true *if football_pads > 0 *if comma *set gear &", " *set gear &"Football pads (${football_pads})" *set comma true *if gps > 0 *if comma *set gear &", " *set gear &"GPS (${gps})" *set comma true *if handcuffs > 0 *if comma *set gear &", " *set gear &"Handcuffs (${handcuffs})" *set comma true *if hearing_aid_batteries > 0 *if comma *set gear &", " *set gear &"Hearing aid batteries (${hearing_aid_batteries})" *set comma true *if kevlar_vests > 0 *if comma *set gear &", " *set gear &"Kevlar vests (${kevlar_vests})" *set comma true *if ghillie_suits > 0 *if comma *set gear &", " *set gear &"Ghillie suits (${ghillie_suits})" *set comma true *if improved_fishing_poles > 0 *if comma *set gear &", " *set gear &"Improved fishing poles (${improved_fishing_poles})" *set comma true *if laptop > 0 *if comma *set gear &", " *set gear &"Laptops (${laptop})" *set comma true *if leather_armors > 0 *if comma *set gear &", " *set gear &"Leather armor (${leather_armors})" *set comma true *if mechanical_tools > 0 *if comma *set gear &", " *set gear &"Mechanic's tools (${mechanical_tools})" *set comma true *if motorcycle_helmets > 0 *if comma *set gear &", " *set gear &"Motorcycle helmets (${motorcycle_helmets})" *set comma true *if w_multitool > 0 *if comma *set gear &", " *set gear &"Multi-tools (${w_multitool})" *set comma true *if w_nvg > 0 *if comma *set gear &", " *set gear &"Night vision goggles (${w_nvg})" *set comma true *if cookware > 0 *if comma *set gear &", " *set gear &"Portable cookware (${cookware})" *set comma true *if generator > 0 *if comma *set gear &", " *set gear &"Portable generators (${generator})" *set comma true *if portable_stove > 0 *if comma *set gear &", " *set gear &"Portable stoves (${portable_stove})" *set comma true *if primepad > 0 *if comma *set gear &", " *set gear &"Primepads (${primepad})" *set comma true *if respirator > 0 *if comma *set gear &", " *set gear &"Respirators (${respirator})" *set comma true *if w_rope > 0 *if comma *set gear &", " *set gear &"Rope and grappling hook (${w_rope})" *set comma true *if scopes > 0 *if comma *set gear &", " *set gear &"Scopes (${scopes})" *set comma true *if sewing_kit > 0 *if comma *set gear &", " *set gear &"Sewing kits (${sewing_kit})" *set comma true *if shovel > 0 *if comma *set gear &", " *set gear &"Shovels (${shovel})" *set comma true *if sleeping_bag > 0 *if comma *set gear &", " *set gear &"Sleeping bags (${sleeping_bag})" *set comma true *if cb_radio > 0 *if comma *set gear &", " *set gear &"Short-wave radios (${cb_radio})" *set comma true *if phone > 0 *if comma *set gear &", " *set gear &"Smartphones (${phone})" *set comma true *if suppressors > 0 *if comma *set gear &", " *set gear &"Suppressors (${suppressors})" *set comma true *if tarp > 0 *if comma *set gear &", " *set gear &"Tarp (${tarp})" *set comma true *if tent > 0 *if comma *set gear &", " *set gear &"Tent (${tent})" *set comma true *if thermal_goggles > 0 *if comma *set gear &", " *set gear &"Thermal goggles (${thermal_goggles})" *set comma true *if tactical_vests > 0 *if comma *set gear &", " *set gear &"Tactical vests (${tactical_vests})" *set comma true *if water_collectors > 0 *if comma *set gear &", " *set gear &"Water collectors (${water_collectors})" *set comma true *if water_purify > 0 *if comma *set gear &", " *set gear &"Water purifying tablets (${water_purify})" *set comma true *if zip_ties > 0 *if comma *set gear &", " *set gear &"Zip ties (${zip_ties})" *set comma true *if (gear = "") *set gear "You carry no gear." *return *label Consumables *set consumables "" *set comma false *if antibiotics > 0 *set consumables "Antibiotics (${antibiotics})" *set comma true *if alcohol > 0 *if comma *set consumables &", " *set consumables &"Alcohol (${alcohol})" *set comma true *if ointments > 0 *if comma *set consumables &", " *set consumables &"Antiseptic ointments (${ointments})" *set comma true *if bandages > 0 *if comma *set consumables &", " *set consumables &"Bandages (${bandages})" *set comma true *if barbed_wire > 0 *if comma *set consumables &", " *set consumables &"Barbed wire (${barbed_wire})" *set comma true *if batteries > 0 *if comma *set consumables &", " *set consumables &"Batteries (${batteries})" *set comma true *if bio_parts > 0 *if comma *set consumables &", " *set consumables &"Biological parts (${bio_parts})" *set comma true *if bleach > 0 *if comma *set consumables &", " *set consumables &"Bleach (${bleach})" *set comma true *if campfires > 0 *if comma *set consumables &", " *set consumables &"Campfires (${campfires})" *set comma true *if candy > 0 *if comma *set consumables &", " *set consumables &"Candy (${candy})" *set comma true *if w_cigarettes > 0 *if comma *set consumables &", " *set consumables &"Cigarettes (${w_cigarettes})" *set comma true *if coffees > 0 *if comma *set consumables &", " *set consumables &"Coffee (${coffees})" *set comma true *if item_comics > 0 *if comma *set consumables &", " *set consumables &"Comic books (${item_comics})" *set comma true *if item_cosmetics > 0 *if comma *set consumables &", " *set consumables &"Cosmetics (${item_cosmetics})" *set comma true *if cyanides > 0 *if comma *set consumables &", " *set consumables &"Cyanide doses (${cyanides})" *set comma true *if duct_tape > 0 *if comma *set consumables &", " *set consumables &"Duct tape (${duct_tape})" *set comma true *if electric_parts > 0 *if comma *set consumables &", " *set consumables &"Electric parts (${electric_parts})" *set comma true *if explosive_charges > 0 *if comma *set consumables &", " *set consumables &"Explosive charges (${explosive_charges})" *set comma true *if flares > 0 *if comma *set consumables &", " *set consumables &"Flares (${flares})" *set comma true *if w_food > 0 *if comma *set consumables &", " *set consumables &"Food (${w_food})" *set comma true *if gas_bombs > 0 *if comma *set consumables &", " *set consumables &"Gas bombs (${gas_bombs})" *set comma true *if gasoline_cans > 0 *if comma *set consumables &", " *set consumables &"Gasoline cans (${gasoline_cans})" *set comma true *if grenades > 0 *if comma *set consumables &", " *set consumables &"Grenades (${grenades})" *set comma true *if gun_mag > 0 *if comma *set consumables &", " *set consumables &"Gun magazine (${gun_mag})" *set comma true *if gunpowder > 0 *if comma *set consumables &", " *set consumables &"Gunpowder (${gunpowder})" *set comma true *if heavy_battery > 0 *if comma *set consumables &", " *set consumables &"Heavy batteries (${heavy_battery})" *set comma true *if insulin > 0 *if comma *set consumables &", " *set consumables &"Insulin doses (${insulin})" *set comma true *if lighters > 0 *if comma *set consumables &", " *set consumables &"Lighters (${lighters})" *set comma true *if liquid_cleaners > 0 *if comma *set consumables &", " *set consumables &"Liquid cleaners (${liquid_cleaners})" *set comma true *if marijuana_cigarettes > 0 *if comma *set consumables &", " *set consumables &"Marijuana cigarettes (${marijuana_cigarettes})" *set comma true *if mech_parts > 0 *if comma *set consumables &", " *set consumables &"Mechanical parts (${mech_parts})" *set comma true *if metal_parts > 0 *if comma *set consumables &", " *set consumables &"Metal parts (${metal_parts})" *set comma true *if molotovs > 0 *if comma *set consumables &", " *set consumables &"Molotov cocktails (${molotovs})" *set comma true *if music_mag > 0 *if comma *set consumables &", " *set consumables &"Music magazine (${music_mag})" *set comma true *if pain_killers > 0 *if comma *set consumables &", " *set consumables &"Pain-killers (${pain_killers})" *set comma true *if porn_mag > 0 *if comma *set consumables &", " *set consumables &"Porn magazine (${porn_mag})" *set comma true *if potato_chips > 0 *if comma *set consumables &", " *set consumables &"Potato crisps (${potato_chips})" *set comma true *if protein_powders > 0 *if comma *set consumables &", " *set consumables &"Protein powder (${protein_powders})" *set comma true *if item_rechargeable_battery > 0 *if comma *set consumables &", " *set consumables &"Rechargeable batteries (${item_rechargeable_battery})" *set comma true *if shampoos > 0 *if comma *set consumables &", " *set consumables &"Shampoo (${shampoos})" *set comma true *if solar_panels > 0 *if comma *set consumables &", " *set consumables &"Solar panels (${solar_panels})" *set comma true *if solar_powered_generators > 0 *if comma *set consumables &", " *set consumables &"Solar-powered generators (${solar_powered_generators})" *set comma true *if soaps > 0 *if comma *set consumables &", " *set consumables &"Soap (${soaps})" *set comma true *if sodas > 0 *if comma *set consumables &", " *set consumables &"Soda (${sodas})" *set comma true *if sunscreens > 0 *if comma *set consumables &", " *set consumables &"Sunscreen (${sunscreens})" *set comma true *if supplement_pills > 0 *if comma *set consumables &", " *set consumables &"Supplement pills (${supplement_pills})" *set comma true *if splints > 0 *if comma *set consumables &", " *set consumables &"Splints (${splints})" *set comma true *if survnet_servers > 0 *if comma *set consumables &", " *set consumables &"SurvNet servers (${survnet_servers})" *set comma true *if toilet_papers > 0 *if comma *set consumables &", " *set consumables &"Toilet paper (${toilet_papers})" *set comma true *if toothpastes > 0 *if comma *set consumables &", " *set consumables &"Toothpaste (${toothpastes})" *set comma true *if small_traps > 0 *if comma *set consumables &", " *set consumables &"Traps, small (${small_traps})" *set comma true *if medium_traps > 0 *if comma *set consumables &", " *set consumables &"Traps, medium (${medium_traps})" *set comma true *if large_traps > 0 *if comma *set consumables &", " *set consumables &"Traps, large (${large_traps})" *set comma true *if w_water > 0 *if comma *set consumables &", " *set consumables &"Water (${w_water})" *set comma true *if wood_parts > 0 *if comma *set consumables &", " *set consumables &"Wooden parts (${wood_parts})" *set comma true *if (consumables = "") *set consumables "You carry no consumables." *return *label SpecialInv *set special_inventory "" *set comma false *if birth_control *set special_inventory &"Birth-control pills" *set comma true *if brodys_rock *if comma *set special_inventory &", " *set special_inventory &"Brody's gift river rock" *set comma true *if bulletproof_panel > 0 *if comma *set special_inventory &", " *set special_inventory &"Bulletproof panel" *set comma true *if classic_novel *if comma *set special_inventory &", " *set special_inventory &"Classic novel" *set comma true *if small_clothing *if comma *set special_inventory &", " *set special_inventory &"Clothing, small in size" *set comma true *if medium_clothing *if comma *set special_inventory &", " *set special_inventory &"Clothing, medium in size" *set comma true *if large_clothing *if comma *set special_inventory &", " *set special_inventory &"Clothing, large in size" *set comma true *if comics *if comma *set special_inventory &", " *set special_inventory &"Comic books" *set comma true *if cosmetics *if comma *set special_inventory &", " *set special_inventory &"Cosmetics" *set comma true *if cultured_virus > 0 *if comma *set inventory &", " *set inventory &"Cultured Zeta virus (${cultured_virus})" *set comma true *if legit_files *if comma *set special_inventory &", " *set special_inventory &"Data from LEGIT on the Zeta virus" *set comma true *if zeta_virus_flashdrive *if comma *set special_inventory &", " *set special_inventory &"Data from the WHO on the Zeta virus" *set comma true *if diamond_ring *if comma *set special_inventory &", " *set special_inventory &"Diamond ring" *set comma true *if dnd_manual > 0 *if comma *set special_inventory &", " *set special_inventory &"Dungeons & Dragon manual (${dnd_manual})" *set comma true *if gina_diamond_ring *if comma *set special_inventory &", " *set special_inventory &"Gina's diamond ring" *set comma true *if examined_gray_zombies *if comma *set special_inventory &", " *set special_inventory &"Gray-zombie skin" *set comma true *if holy_bible *if comma *set special_inventory &", " *set special_inventory &"Holy Bible" *set comma true *if infected_dog_blood *if comma *set special_inventory &", " *set special_inventory &"Infected canine blood" *set comma true *if kates_sunflower *if comma *set special_inventory &", " *set special_inventory &"Kate's sunflower" *set comma true *if kents_key_ring *if comma *set special_inventory &", " *set special_inventory &"Kent's key ring" *set comma true *if layla_specimen *if comma *set special_inventory &", " *set special_inventory &"Layla's blood sample" *set comma true *if layla_live_blood *if comma *set special_inventory &", " *set special_inventory &"Layla's live blood sample" *set comma true *if magazine_gun *if comma *set special_inventory &", " *set special_inventory &"Magazine—Guns & Clips" *set comma true *if magazine_music *if comma *set special_inventory &", " *set special_inventory &"Magazine—Poisoned Guitar: A Mag for Musicians" *set comma true *if magazine_porn *if comma *set special_inventory &", " *set special_inventory &"Magazine—Colorado Nightly: Adult Entertainment" *set comma true *if makeshift_shield > 0 *if comma *set special_inventory &", " *set special_inventory &"Makeshift shield" *set comma true *if medical_equipment *if comma *set special_inventory &", " *set special_inventory &"Medical equipment" *set comma true *if greg_note *if comma *set special_inventory &", " *set special_inventory &"Note left by Greg Senior" *set comma true *if tommy_photo *if comma *set special_inventory &", " *set special_inventory &"Photo of Tommy Monroe" *set comma true *if rabbit_keychain *if comma *set special_inventory &", " *set special_inventory &"Rabbit's foot keychain" *set comma true *if rechargeable_battery *if comma *set special_inventory &", " *set special_inventory &"Rechargeable battery" *set comma true *if russet_potatoes *if comma *set special_inventory &", " *set special_inventory &"Russet potatoes" *set comma true *if potato_crisps *if comma *set special_inventory &", " *set special_inventory &"Salt-and-vinegar potato chips" *set comma true *if sat_phone *if comma *set special_inventory &", " *set special_inventory &"Satellite phone" *set comma true *if science_notebook *if comma *set special_inventory &", " *set special_inventory &"Science notebook" *set comma true *if science_specimen_kit *if comma *set special_inventory &", " *set special_inventory &"Science specimens kit" *set comma true *if stereo_system *if comma *set special_inventory &", " *set special_inventory &"Stereo system" *set comma true *if tommy_medallion *if comma *set special_inventory &", " *set special_inventory &"Silver-and-jade medallion" *set comma true *if sifer_key *if comma *set special_inventory &", " *set special_inventory &"Vintage skeleton key" *set comma true *if zombie_joe_specimen *if comma *set special_inventory &", " *set special_inventory &"Zombie Joe specimen" *set comma true *if (special_inventory = "") *set special_inventory &"You carry no special items." *set comma false *return *label ImprovementsList *set junkyard_improvements "" *set comma false *if alarm_system *set junkyard_improvements &"Alarm system" *set comma true *if chicken_coop *set junkyard_improvements &"Chicken coop" *set comma true *if computer_lab *set junkyard_improvements &"Computer and electronics lab" *set comma true *if farm_plot > 0 *set junkyard_improvements &"Farm plots ${farm_plot}" *set comma true *if greenhouse *set junkyard_improvements &"Greenhouse" *set comma true *if improved_workshop *set junkyard_improvements &"Improved workshop" *set comma true *if infirmary *set junkyard_improvements &"Infirmary" *set comma true *if recreation_room *set junkyard_improvements &"Recreation room" *set comma true *if reinforced_gate *set junkyard_improvements &"Reinforced gate" *set comma true *if science_lab *set junkyard_improvements &"Science lab" *set comma true *if secure_perimeter *set junkyard_improvements &"Secured perimeter" *set comma true *if solar_powered_generators > 0 *set junkyard_improvements &"Solar-powered generator" *set comma true *if junkyard_trench > 0 *set junkyard_improvements &"Trench ${junkyard_trench}" *set comma true *if vegetable_garden > 0 *set junkyard_improvements &"Vegetable garden" *set comma true *if watchtower_north *set junkyard_improvements &"Watchtower, North" *set comma true *if watchtower_south *set junkyard_improvements &"Watchtower, South" *set comma true *if workshop and not(improved_workshop) *set junkyard_improvements &"Workshop" *set comma true *if zombie_generator *set junkyard_improvements &"Zombie-powered generator" *set comma true *if junkyard_improvements = "" *set junkyard_improvements "None" *return *label SurvNet *set current_selection "SurvNet Server Locations" SURVNET SERVER STATUSES *if arc_cc_survnet_server ARC Control Center: Active *line_break [b]Chipper Ridge High School:[/b] *if chipper_ridge_server Active *if not(chipper_ridge_server) Inactive *line_break [b]First Baptist of Nightfall:[/b] *if first_baptist_server Active *if not(first_baptist_server) Inactive *line_break *if kents_shop_server [b]Kent's Shop:[/b] Active *line_break *line_break *if news_van_server [b]News Van:[/b] Active *line_break [b]One Nightfall Tower:[/b] *if one_nightfall_server Active *if not(one_nightfall_server) Inactive *line_break [b]PrimeNews Tower:[/b] @{primenews_server Active|Inactive} *line_break *if lancelot_server *line_break [b]Safe Haven Lancelot:[/b] Active *line_break [b]St. Matthias Hospital:[/b] @{st_matthias_server Active|Inactive} *goto StatMenu *label SpecialSamples *set special_inventory "" *set comma false *if infected_dog_blood *set special_inventory &"Infected canine blood" *set comma true *if layla_specimen *if comma *set special_inventory &", " *set special_inventory &"Layla's blood sample" *set comma true *if layla_live_blood *if comma *set special_inventory &", " *set special_inventory &"Layla's live blood sample" *set comma true *if (special_inventory = "") *set special_inventory &"You carry no special samples." *set comma false *return *label ScienceNotebook *set current_selection "Science Notebook" SCIENCE NOTEBOOK [b]Arterial blood:[/b] ${zeta_arterial_blood} sample(s) *line_break [b]Venous blood:[/b] ${zeta_venous_blood} sample(s) *line_break [b]Brainstem tissue:[/b] ${zeta_brainstem} sample(s) *line_break [b]Lesion tissue:[/b] ${zeta_lesion} sample(s) *line_break [b]Cerebrospinal fluid:[/b] ${zeta_cerebrospinal} sample(s) *gosub SpecialSamples Special Samples: ${special_inventory} PROGRESS: *stat_chart percent samples_needed_culture Specimen Collection percent zeta_knowledge Zeta Knowledge *goto StatMenu *label WeaponReference *set current_selection "Weapon Reference" WEAPON REFERENCE *line_break Weapons available in-game are listed below. Each weapon lists the following: *line_break - Modifier (Mod): a value which adds to your chance to hit and damage a target. The higher the modifier, the better your chance to hit the target and the more damage you will do. *line_break - Effective Range (ER): maximum distance in meters you can hit a human-sized target. *line_break - Ammunition Type (AMMO, if applicable): the caliber or type of projectile used by the weapon. PISTOLS *line_break Colt Python: Mod 10| ER 50| AMMO .357 Magnum *line_break Desert Eagle: Mod 12| ER 100| AMMO .357 Magnum *line_break Glock 19: Mod 7| ER 50| AMMO 9mm *line_break M1911 pistol: Mod 8| ER 50| AMMO .45 caliber *line_break Beretta M9 pistol: Mod 7| ER 50| AMMO 9mm *line_break .38 Special: Mod 5| ER 30| AMMO .38 caliber RIFLES *line_break AR-15: Mod 13| ER 500| AMMO 5.56mm *line_break Arsenal AK: Mod 20| ER 600| AMMO 5.56mm *line_break Chrome-plated Hunting Rifle: Mod 12| ER 500| AMMO .30-30 Winchester *line_break Mann's Industries Light Assault Rifle: Mod 25| ER 500| AMMO 5.56mm *line_break Marlin Model 336: Mod 9| ER 300| AMMO .30-30 Winchester *line_break M24 Sniper (Remington model 700): Mod 20| ER 1500| AMMO .308 Winchester *line_break SKS carbine: Mod 21| ER 440| AMMO 7.62mm *line_break Springfield M1903: Mod 17| ER 1000| AMMO .30-06 Springfield SHOTGUNS *line_break Remington Model 870: Mod 14| ER 50| AMMO 12 gauge Buckshot *line_break Sawed-off shotgun: Mod 14| ER 50| AMMO 12 gauge Buckshot *line_break M4 Tactical Shotgun: Mod 15| ER 50| AMMO 12 gauge Buckshot BURST WEAPONS *line_break AK47: Mod 15| ER 500| AMMO 7.62mm *line_break HK416: Mod 20| ER 300| AMMO 5.56mm *line_break M16A4: Mod 16| ER 600| AMMO 5.56mm *line_break M4 carbine: Mod 14| ER 500| AMMO 5.56mm *line_break MP5: Mod 7| ER 100| AMMO 9mm OTHER RANGED WEAPONS *line_break Compound Bow: Mod 5| ER 30| AMMO Arrows *line_break Crossbow: Mod 5| ER 50| AMMO Bolts *line_break Recurve Bow: Mod 3| ER 20| AMMO Arrows WEAPON ACCESSORIES *line_break ACOG scope: Mod +20 *line_break Scope: Mod +10 *line_break Suppressor: Mod +5, suppresses sound EDGED WEAPONS *line_break Cavalry sword: Mod 10 *line_break Cleaver: Mod 5 *line_break Fire axe: Mod 7 *line_break Hatchet: Mod 3 *line_break Katana: Mod 10 *line_break Knife: Mod 3 *line_break Kukri: Mod 12 *line_break Machete: Mod 10 *line_break Sword cane: Mod 7 *line_break Trench Knife: Mod 10 BLUNT WEAPONS *line_break Bare hands *line_break Barbed-wire-wrapped baseball bat: Mod 8 *line_break Baseball bat: Mod 5 *line_break Crowbar: Mod 5 *line_break Hammer: Mod 3 *line_break Nightstick: Mod 5 *line_break Shovel: Mod 5 *line_break Sledgehammer: Mod 10 OTHER MELEE WEAPONS *line_break Pepper spray: Mod 0 *line_break Taser: Mod 0 *goto StatMenu *label CharRef *set current_selection "Character Reference" CHARACTERS REFERENCE *if rgroup_introduced and bailey_join Bailey: a college student and member of Rachel's group. *line_break Description: long brown hair, pale skin, dark blue eyes, short nose, and thin lips. *if rgroup_introduced and ben_join Benjimin: a doctor and member of Rachel's group. *line_break Description: British accent, tall, tribal tattoos over his arms, and a nasty scar along his left cheek. *if billie_introduced and billie_alive Billie: your neighbor from Stodgy Farms. She runs a produce farm with her parents. *if went_to_billies She and her brothers went missing on day one post-outbreak. *line_break Description: short in stature, long brown hair down her back, dark tan skin. *if brody_introduced and brody_join Brody: *if teenager a classmate from Chipper Ridge High school. *if not(teenager) a student of Chipper Ridge High school you met while saving Jaime. Twin brother to Madison. They are Milfords, the richest family in Nightfall. *if teenager and (crush = "Brody") He was your crush in high school. *line_break Description: short blond hair, blue eyes, fair skin, highly athletic build, well-defined muscles, taller than average. *if dante_introduced and dante_join Dante: injured man running from two zombies outside of your home on day one post-outbreak. *line_break Description: deep, rich brown skin tone, a larger head than should fit on his narrow, bony frame. A thick gold chain hangs from his neck with the letters DANTE. *if deter_met and deter_alive Deter: a member of the hacker group, LEGIT, you contacted over the Internet. *line_break Description: mid-twenties, Chinese-American, crew cut, often shows facial tics and nervous twitches. *if driver_introduced and driver_join Driver: one of the bandits who you encountered when you *if met_dillan followed Jillian and Lyle to the parking lot. *if not(met_dillan) went to save Jaime at Chipper Ridge High School. *line_break Description: rugged, strong, and bulky, scarred back. *if fred_introduced and fred_join Fred: your neighbor from Nightfall. *if (met_fred_roof = false) and fred_offered_resources After you contacted his mother through CB radio, Fred offered to give you supplies. *if met_fred_roof After contacting his mother through CB radio, you met him on the roof, and he rewarded you with supplies. *if went_to_freds He went missing on day one post-outbreak. *line_break Description: mid-forties, squat, rotund body, stubble with a thicker moustache. *if met_gina and gina_join Gina: *if city_event chased by zombies outside your home. *if not(city_event) met on the highway outside the city during the horde battle. *line_break Description: light, almost-white, very short hair, striking facial features, lithe and well-muscled body. *if met_gina and george_alive George: chased by zombies outside your home. *line_break Description: wildly tussled brown hair and a shaggy beard with thick-rimmed glasses, frumpy body. *if jaime_introduced and jaime_join Jaime: a close friend. *line_break Description: six-foot-ten and four hundred pounds. *if jillian_introduced and jillian_join Jillian: a stranger who showed up with Lyle outside of your house on the first night post-outbreak. *line_break Description: curvy figure, slightly angled teeth, a sharp overbite, a dot of a mole above her lip, and blond hair with dark roots. *if julianne_met and julianne_alive Julianne: a member of the hacker group, LEGIT, you contacted over the Internet. *line_break Description: pale skin, angelic face, large brown eyes, long, flowing brown hair. *if kelly_introduced and kelly_join Kelly: reporter for the TV news first met *if tommy_introduced on the day of the outbreak, outside the Makarovs' house, at the head of a mob. *if (tommy_introduced = false) and went_to_makarovs on day 2 post-apocalypse, outside the Makarovs' house. *if (tommy_introduced = false) and (went_to_makarovs = false) on day 2 post-apocalypse, outside of your burning home. *line_break Description: pale skin, waify build, long, jet black, straight hair, fully tattooed arms. *if lopez_met and lopez_join Lopez: soldier who collapsed outside your home on day one post-outbreak. *line_break Description: tan skin, brown hair in a crew cut, clean shaven, angular facial features, average but toned body. *if lyle_introduced and lyle_alive Lyle: a stranger who showed up with Jillian outside of your house on the first night post-outbreak. *line_break Description: middle-aged, salt-and-pepper hair in a crisp schoolboy cut, boyish features, lean and athletic body. *if madison_introduced and madison_join Madison: *if teenager a classmate from Chipper Ridge High school. *if not(teenager) a student of Chipper Ridge High school you met while saving Jaime. Twin sister to Brody. They are Milfords, the richest family in Nightfall. *if teenager and (crush = "Madison") She was your crush in high school. *line_break Description: golden blond hair, blue eyes, fair skin, thin but curvy and average height. *if (mob_event and ortega_alive) and (chapter_point < 5) Mrs. Ortega: your neighbor encountered outside of the Makarovs' house on the day of the outbreak. *line_break Description: mid-fifties Latina, dark hair and features, shapely body. *if rgroup_introduced and nathan_join Nathan: A member of Rachel's group. *line_break Description: tall and lean, scruffy beard, strong jaw, brown eyes, wears expensive dress pants and a tailored shirt. *if nora_introduced and nora_join Nora: mother of Reilly, *if bank_robber your partner-in-crime. They showed up on day two post-outbreak outside of your burning house. *line_break Description: woman in her sixties, gray hair, blue eyes, frail, uses a cane. *if parker_introduced and parker_join Parker: your neighbor, a museum curator, scientist, and teacher. *line_break Description: of Korean descent, short spiky hair, stocky build. *if rachel_introduced and rachel_join Rachel: cousin of Vince, your neighbor from your home in Nightfall. *line_break Description: has a slight British accent, stands tall and lithe, light brown hair falls just above her shoulders, appearing sharply cut at the ends. *if reilly_introduced and reilly_join Reilly: *if bank_robber your partner-in-crime, *if chapter_point >= 5 now part of your group. *if chapter_point < 5 *if robbed_bank you haven't seen him since the day of the outbreak when you robbed the Allied Bank of Chipper Ridge. *if not(robbed_bank) *if nora_introduced who showed up on day two post-outbreak outside of your burning house. *if not(nora_introduced) who you haven't seen the start of the outbreak. *if not(bank_robber) a man who *if chapter_point >= 5 you first met outside your burning house, who's now a member of your group. *if chapter_point < 5 lives in your neighborhood who showed up with his mother outside of your burning house on day two post-outbreak. *line_break Description: slight Irish accent, thin and toned build, hair chestnut brown, long, and swept back. *if church_introduced and church_join Reverend Church: he had a car accident outside your home on day one post-outbreak. *line_break Description: short, dark-skinned man in a pin-striped suit and pastel pink shirt. *if (rosie_introduced or met_dillan) and rosie_join Rosie: one of the bandits who you encountered when you *if met_dillan followed Jillian and Lyle to the parking lot. *if not(met_dillan) went to save Jaime at Chipper Ridge High School. *line_break Description: long, red-hair, jagged like it's been hacked with a knife, average body, multiple scars on fair skin. *if sean_introduced and sean_join Sean: your neighbor from Chipper Ridge, an advertising executive. *if secured_seans_home You visited his home to secure it against intruders. *if went_to_seans He went missing on day one post-outbreak. *line_break Description: mid-thirties, spiky, long brown hair, thin frame with a pot belly, *if sifer_met and sifer_join Sifer: mysterious woman you met when scavenging in the boarded-up home. *line_break Description: wore a suit of brown, padded armor, long, wavy, dark hair, carrying a bladed staff. *if tommy_introduced and tommy_join Tommy: a college student and your neighbor encountered outside of the Makarovs' house on the day of the outbreak. *if helped_tommy_mom On day one post-outbreak, you went with him to his home to help save his mother who had been bitten by an infected. *if tommy_join He joined your group on day two post-outbreak. *line_break Description: strong, athletic build, striking, almost mature facial features. *if woody_introduced and woody_join Woody (Moses): Jaime's cousin, he showed up at your house on day two post-outbreak. *line_break Description: @{(end_ch6_with = "Woody") combed and tamed hair, wears a trimmed beard,|shaggy and unkempt hair, wears a bushy, untrimmed beard,} and generally muted, work clothes. *if dependent and dep_alive ${dep_name}: your eight year-old nephew. *line_break Description: average size for his age, looks like your sister, wears thick, oversized glasses. *goto StatMenu *label JunkyardReference *text_image junkyard.png Junkyard Improvements—Possible upgrades available. [b]Chicken coop[/b]: Needed to raise chickens for sustainable food. 120 square feet needed. *line_break [b]Computer and electronics lab[/b]: A computer and electronics lab gives you a dedicated area for using and crafting electronic devices. 80 square feet needed. *line_break [b]Farm plot[/b]: Used to grow vegetables or grains. 225 square feet needed per crop. *line_break [b]Greenhouse[/b]: Used to grow herbs and plants for medicine and food. 200 square feet needed. *line_break [b]Improved workshop[/b]: Required to produce higher-level goods. 80 square feet needed. *line_break [b]Infirmary[/b]: Improves treatment of injury and increases healing rate. Required for surgery, if applicable. 100 square feet needed. *line_break [b]Recreation room[/b]: Increases morale and gives space for some hobbies, increasing effects. 80 square feet needed. *line_break [b]Science lab[/b]: needed for conducting research on Zeta virus. 100 square feet needed. *line_break [b]Solar-powered generator[/b]: Provides renewable energy. 60 square feet needed. *line_break [b]Vegetable garden[/b]: Provides space for growing vegetables. Also increases morale. 60 square feet needed. *line_break [b]Workshop[/b]: Needed for crafting of many basic items. 60 square feet needed. *line_break [b]Zombie-powered generator[/b]: Highly efficient renewable energy source at the cost of morale. 200 square feet needed. Available Space: ${junkyard_space} *gosub ImprovementsList Current Improvements: ${junkyard_improvements} *goto StatMenu *label CapturedARCInventory [b]INVENTORY & GEAR[/b] [b]Inventory[/b]: @{spare_tools tools|none} *line_break *gosub GearList [b]Gear[/b]: none *line_break [b]Consumables[/b]: none *line_break [b]Special Inventory[/b]: none [b]Portions of food[/b]: none *line_break [b]Bottles of water[/b]: none [b]Primary Weapon[/b]: @{spare_tools tools|bare hands} *line_break [b]Secondary Weapon[/b]: bare hands *line_break [b]Armor[/b]: none *line_break [b]Helmet[/b]: none *line_break [b]Primary Vehicle[/b]: ${vehicle} *goto StatMenu *label MilitaryDevice *set current_selection "Military Device" *if not(device_activated) CONVERSATION WITH COLONEL FAULKNER "The reports you may have heard, an infection ravaging the Far East, it's true, and the virus has made its way here. The infected become hostile, enraged. Once infected, a person changes swiftly, sometimes in an hour or less. Once changed, their only goal is to infect by attacking the living, biting them. There's no cure and no way to contain them. Our only recourse is to put them down with a head shot. I fear we've lost too much ground already and need to consider the future. I want you to get somewhere safe, even home. Avoid contact with anyone and hole up for a few days. Take this." He handed you a satellite-phone-like device, though it's a type you had never seen before. It has an extended keypad and a digital display with what appears to be tracking coordinates. "I will contact you within twenty-four hours. We're putting together teams for the next phase of an operation we hope will sustain us. Until then, stay alive and be ready." *if device_activated EMAIL FROM COLONEL FAULKNER By now you should be home and have received a separate email with the device's password—MolonLabe. If the device turns inactive, enter this password for activation. I recommend spending time gathering supplies and securing your home. Restrict your exposure to others including family and friends. The next 24 hours will be chaotic. You may be wondering why I have ordered you home instead of aiding our efforts to contain the infected and reinforcing the quarantine. In brief, our superiors are already planning the next phase in which key personnel relocate to strategically located depots—safe havens. You are designated for this task. Within the next twenty-four hours, I will contact you via this device with the location of the first safe haven where you will report. Be prepared to leave for that haven immediately. Discuss these orders with no one other than myself and officers up our chain-of-command. Consider any request for Intel a potential to harm your mission, directly or indirectly. Once the location is provided, enter it using the AS button to set the device to act as a GPS. In the event issues with the location coordinates arise, the device may be set to search mode using the FT key. Once activated, search mode acts like a beacon directing you to the nearest safe haven within twenty-five miles. The next few days will be difficult and trying but you have been selected due to a set of values and attributes command feels will succeed in the dawn of this new era. More details on your mission is forthcoming. For now stay alive and be ready. Colonel John Faulkner *if device_activated ACTIVE COORDINATES Safe Haven Lancelot: twenty miles northwest of current position. *label StatMenu *line_break *choice *if current_selection != "Profile" #Profile. *goto MainProfile *if jaime_introduced and (current_selection != "Character Reference") #Character Reference. *goto CharRef *if current_selection != "Crafting Reference" #Crafting Reference. *goto CraftReference *if jaime_introduced and (current_selection != "Character Relationships") #Character Relationships. *goto Relationships *if (current_selection != "Inventory") and (not(captured_arc) or searched_storage) #Inventory. *goto Inventory *if (current_selection != "Inventory") and (captured_arc and not(searched_storage)) #Inventory. *goto CapturedARCInventory *if current_selection != "JunkyardReference" #Junkyard Reference. *goto JunkyardReference *if sat_phone and (current_selection != "Military Device") #Military Device. *goto MilitaryDevice *if research_virus and (current_selection != "Science Notebook") #Science Notebook. *goto ScienceNotebook *if current_selection != "Skills" #Skills. *goto Skills *if current_selection != "Skill Reference" #Skill Reference. *goto SkillReference *if survnet_mission and (current_selection != "SurvNet Server Locations") #SurvNet Server Locations. *goto SurvNet *if current_selection != "Weapon Reference" #Weapon Reference. *goto WeaponReference