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<div id="interface" class="main_container">
<div class="header">
<p align="center"><b>Pox</b> | <i>A game by Autus Developments</i></p>
</div>
<div id="stats" data-passage="Player Stats" class="statbox"></div>
<div id="passages" class="textbox"></div>
<div id="menu" data-passage="Title Menu" class="menubox">
</div>
</div><<removeclass "html">>\
<<addclass "html" "main">>\
Disclaimer: Pox is meant for mature audiences only. Those under the age of 18 should not play this game.
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Latest Version: 0.0.1.1
-----
<b>0.0.1.1</b>
- Added objectives tab in the journal. This is pretty much the equivalent of a quest system.
- Added inner div element on journal so it fits better with the drop shadow.
- Changed save files to not include passage description. For now, it'll only display the date and time the file was saved. Hopefully in the future, I'll have that fixed so you can enter a custom save title.
- Button menu now has disabled button spaces to preserve menu shape.
- New-new Settings menu. I actually know how to do what I wanted to do before but the old built-in menu wasn't going to cut it.
- Shower option at home has been temporarily disabled. When I was re-writing the character creation, I realized I had a lot of character options that I never had any definite plans to use later in the game. As such, I need to re-write the shower text to remove those unused variables and to better describe the ones that I choose to keep. It should be back in v0.0.1.2.
<b>0.0.1</b>
- Tough decision to push the game to 0.0.1 due to final fix of the flashing background transitions. This was the last major hurdle I had and I'm happy to have it finally taken care of.
<b>0.0.014a</b>
- NO MORE FLASHING BACKGROUNDS ON TRANSITION. Holy crap, that irritation is finally gone.
- Journal content box now matches button default color, not the hover color. Also added a drop shadow to the textbox so it doesn't look quite so flat.
- Journal Stats now only displays information as you need it (in this instance, you won't see the Apartment Furniture section until you actually buy some furniture).
- Removed about 5% of the top margin from the container DIV. This'll help make the game feel a bit more centered.
- Added a new, less-ugly scrollbar. Hopefully it works for everyone without issue.
- Fixed that carpet description I mentioned in the 0.0.012rc update (I forgot all about it tbh).
<b>0.0.013</b>
- There is now a proper settings menu (no options yet) and credits are now directly available from the title screen. It looks much cleaner this way.
- The Journal has been added. It's broken up into two parts: the Stats page and the Codex page. I plan on making it much easier to navigate later on, but for now it is how it is. The stats page will list out things you've obtained or set since the game began. It'll also track various tidbits of information as you progress. Right now, it shows your character traits and what furniture you've obtained for your apartment. The codex, on the other hand, has some early crap I wrote for Pox's races. Please note that the race names are subject to change; I'm not fond of them but they're not high on my priority list right now.
- The character setup process has been dummy-proofed a bit. A name is now required, and can only contain letters; entering anything else will reward you with an error message. The same goes for the height setup: numbers only, between 48 and 84 inches (4 - 7 feet). This may change in the future but for right now, it's easier to write content for a smaller height variety.
- Gregorian Time / Date has been added. There aren't any events right now that rely on these variables, but it's good to go ahead and get it set up so that it can be implemented in the future. The time and date are displayed in the bottom section of the Player Stats window, at least for now. Exploring will move time forward by an hour, showering will advance time by half an hour, and sleeping will advance time by 8 hours (but who actually gets a full 8 hours of sleep?). Visiting the market will advance time by 15 minutes (about how long it takes to walk there) and visiting any store will move time forward by 30 minutes.
<b>0.0.012 (RC)</b>
- More typos and grammatical slip-ups fixed. I suck at writing.
- Each piece of furniture now gives you [+5] to your mood. You can finally be happy! Hooray for materialism!
- Exploring will now cost you [-10] energy. Once you're out of energy, you'll be too tired to explore. Resting up will restore 50% of your energy (100% if you have the comfy bed). There's also limiters in place to ensure you don't get over 100% energy; at least, not until futuristic cocaine is introduced ...Or Skooma. Pick your poison I guess.
- Not that it's currently possible (at least with my testing), but there are also limiters placed on your mood. If for whatever reason you manage to get your mood above 50 or below -50, showering will throw it back within limits. You can never be too careful.
- Tooltips have been programmed into the game, I just have to actually add them to the buttons that need 'em.
<b>0.0.012b</b>
- Fixed some typos. Real simple mistakes here and there.
- Added furniture for your apartment. It can all be bought from Max's Goods in the Market. <b>*Item effects are not currently in</b>; they will be present for version 0.0.12(rc).*
- Added energy and happiness stats (not working ATM, just placeholders basically).
<b>0.0.012a</b>
- Added 'Shower' and 'Rest' options for your apartment. They don't do anything right now, but in the future they will give you a small morale improvement and restore your energy, respectfully. Sleeping will also advance time forward 8 hours (when time has been added to the game).
- Added a bit to the Market. Most of the Market stores has been written, but I only got around to adding the first store.
- Changed the button menu again. It's left-aligned (like it was in older versions) but I have them properly spaced now, so it looks better IMO.
<b>0.0.011</b>
- Pages now reset scroll position upon transition. No more having to scroll up to continue reading on the next page.
- Optimized images for web. Images should load much, much quicker now.
<b>0.0.010b</b>
- More background changes. These are not optimized yet so they may take a while to load in.
- Fixed that annoying two-pixel difference in width between the header/button menu and the textbox.
- Fixed spacing issues with text.
- Added options menu and credits list (incomplete). The options menu is only available on the main menu for now, but eventually I want to have it available at all times.
<b>0.0.010a</b>
- Added random exploration. Can now unlock the Market area (Market is a placeholder right now and will be developed later).
- Added background changes. Background will now change depending on location.
<b>0.0.009</b>
- Finished the prologue.
- Apartment is now in-game, though missing all features.
<b>0.0.008</b>
- A bit more intro customization
- Setting up for a fully-functional options menu (not yet implemented)
- Toggle background
- Guide
- Journal (only in-game)
<b>0.0.007</b>
- Fixed the save/load function
- Rewrote the interface design code
- A little ascii
<b>0.0.006</b>
- Added a ton of new variables for you to further define your character.
<b>0.0.005</b>
- Added save/load and title buttons to all existing menus.
- Changed currency name to Marks and changed currency symbol.
<b>0.0.004</b>
- Wrote basic story text for character customization.
- Changed Player Stats to only include currency as health may not be
needed for a while.
- Added favicon to pox.autus.xyz
<<nobr>>
<<button "New Game" "Setup">>
<<set setup.menu to "Setup Menu">>
<<refreshmenu>>
<</button>>
<<button "Load/Save">><<script>>UI.saves();<</script>><</button>>
<<button "Settings">>
<<popup "Settings">>
<</button>>
<<button "Credits">>
<<popup "Credits">>
<</button>>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>><span id="menu-section"><div align="center"><<include setup.menu>></div></span><<if $GameStarted is 1>>
<div align="center"><b>Player Stats</b>
------
</div>
<b>Marks:</b> ₢ $PlayerFunds
<b>Energy:</b> $PlayerEnergy %
<b>Mood:</b> $PlayerMood (<<nobr>>
<<if $PlayerMood <= -25>>
Depressed
<<endif>>
<<if $PlayerMood > -25 and $PlayerMood < 0>>
Sad
<<endif>>
<<if $PlayerMood eq 0>>
Neutral
<<endif>>
<<if $PlayerMood > 0 and $PlayerMood <= 25>>
Content
<<endif>>
<<if $PlayerMood > 25>>
Happy
<<endif>>
<</nobr>>)
<div align="center">
------
<small><<time24date>></small>
<<nobr>><small>
<<link "Load/Save">>
<<script>>UI.saves()<</script>>
<</link>> |
<<link "Journal">>
<<popup "Journal">>
<</link>> |
<<link "Settings">>
<<popup "Settings">>
<</link>>
</small><</nobr>>
</div>
<<endif>>/* General Variables */
<<set $GameStarted to 0>>
<<set $PlayerFunds to 0>>
<<set $PlayerEnergy to 100>>
<<set $PlayerMood to 0>>
<<set $SaveTitle to 1>>
/* Character Creation Check Variable */
<<set $PlayerNameCheck to "Fail">>
<<set $PlayerHeightCheck to "Fail">>
/* Home Variables */
<<set $ApartmentFurniture to 0>>
<<set $ApartmentBed to 0>>
<<set $ApartmentNightstand to 0>>
<<set $ApartmentDresser to 0>>
<<set $ApartmentTV to 0>>
<<set $ApartmentWalls to 0>>
<<set $ApartmentWindow to 0>>
<<set $ApartmentFloor to 0>>
<<set $Explore to 0>>
/* Explore Variables */
<<set $ExploreList = [ "1", "2", "3" ]>>
<<set $DiscoveredMarket to 0>>
<<set $MaxGoodsVisited to 0>>
<<set $FoodStallVisited to 0>>
<<set $AlterationsByAJVisited to 0>>
<<set $ClothingStoreVisited to 0>>
/* Max's Goods (General Store) Variables */
<<set $ItemBedCost to 1>>
<<set $ItemNightstandCost to 1>>
<<set $ItemDresserCost to 1>>
<<set $ItemTVCost to 1>>
<<set $ItemPosterCost to 1>>
<<set $ItemCurtainsCost to 1>>
<<set $ItemRugCost to 1>>
/* Reset CSS Values */
<<removeclass "html">>
/* Objectives - Main */
<<set $Objectives to 0>>
/* Objectives - ob001 */
<<set $ob001 to 0>><<widget "refreshmenu">><<nobr>>
<<replace "#menu-section">>
<<include setup.menu>>
<</replace>>
<</nobr>><</widget>><<addclass "html" "spaceport">>\
<<nobr>>
<<ScrollTo "pagetop">>
<style>
div.a {
text-indent: 50px;
}
</style>
<</nobr>>
<div class="a" id="pagetop">You let out an explosive sigh of relief. Who the heck built this crappy terminal anyways? The machine spits out your PID chip and your flight ticket. Looking at the surface of it, you identify your seat number and the gate you'll be departing from: Gate 7, Row 24, Seat B. An aisle seat, if you had to guess. That's just as well; the thought of having to look out a window at the vastness of space sends goosebumps up and down your arms. <i>No thanks</i>, you think to yourself. Grabbing your 72-hour bag with your right hand, you sling it over your shoulder and begin your march to the gate.</div>
<div class="a">You can't believe how many people there are here. Amazingly, thousands and thousands of people depart and arrive on Earth every single day. Less than two hundred years ago, commercial space travel was a science-fiction dream, an idealistic fantasy of those who would never see it come to fruition. And yet here you are, about to board a space-faring shuttle to an entirely new planet in another solar system! Talk about technological advancements. <i>Chyeah</i>, you snicker, <i>if only they could revolutionize the tourist prices on food here. $19 for a sandwhich? No thanks</i>.</div>
<div class="a">Finally, after what feels like an eternity of walking, you reach Gate 7. There's a whole slew of people in the gate lobby, playing games, talking to relatives, some even crying into their hands. You feel a small ping of sadness as you look at the families saying goodbye; your family didn't even bother coming out to see you off. You brush those feelings aside and throw your bag into an empty section in the corner of the lobby. You sit down with a *plop* and pull out your phone to see what's going on with your friends.</div>
<div class="a"><i>The heck?</i> You can barely believe your eyes. Your so-called best friend and your family are all out to dinner, celebrating God-knows-what! How could they?! You haven't even been gone a day and they're already cheering about you leaving! In frustration, you turn your phone off and thrust it into your bag. "Fuck them," you grumble under your breath.</div>
<div class="a">"Attention! We'll begin the boarding sequence for flight 604, Madison Spaceport to Dokumo Intergalactic. Please gather your belongings and form a single-file line at the marquee in front of the reception desk!" A woman standing behind the reception counter shakes herself from her drowsiness and stands up, moving to the side of the desk. One by one, she tears off the top portion of the flight ticket and scans it, verifying the passenger's reserved seat. You move to get in line, tossing your bag over your back. Soon you're feeling cramped in the slow-moving line, but you aren't left to suffer long. The bored-looking woman hands you the ticket stub and you briskly walk down the gangway into the spacecraft.</div>
<div class="a">A flight attendant dressed in a slate pencil skirt and ruffled faded red blouse directs you down the spacecraft's corridor towards your seat. You quickly find it and sit down, tucking your bag underneath your seat, but not before you grab your hologear. "Oh, I'm afraid you won't need that," a passing flight attendant says, "The flight to Pox is going to take six days, so we'll be putting everyone in a resting state. You'll wake up as we approach like no time has passed at all!"</div>
<div class="a">"Ah, okay. Thank you," you reply. You stick your hologear back into your bag and sit back. People continue to filter into the spacecraft one by one, until finally the flight crew comes onboard and begins their pre-flight checks. You do your part and clip into the seat harness. A male flight tech quickly walks up and down the corridor, checking the passengers as he goes by.</div><div align="center"><<nobr>>
<<button "Continue" "000_prologue_2">>
<<set setup.menu to "000_prologue_2 Menu">>
<<refreshmenu>>
<</button>>
<button disabled>Button 1.2</button>
<button disabled>Button 1.3</button>
<button disabled>Button 1.4</button>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div><<nobr>>
<div align="center">
<H2>Pox Guide</H2>
------
</div>
<</nobr>>
<i>This guide will hopefully serve as a quick reference for you during your playthrough. It will be updated as things are added to the game.</i>
I. Overview
1. Glossary
II. Backstory
1. Pox's History
a. Inception
b. Economic Boom
c. Decay / Current State
2. Your Childhood
a. Early Years
b. Growing Into An Adult
III. Gameplay
1. Navigating the Game
a. The interface
2. Playstyle
a. Random Events & Encounters
b. Relationships
c. Managing your stats
3. Themes
a. Theme list
IV. Miscellaneous
1. Tips & Tricks
------
<h3><b>Overview</b></h3>
<h5>Glossary</h5>
<u>Earth</u> - The ancestral home of the Human race.
<u>Genetic Splicing</u> - The process of altering one's DNA sequence with that of another species or race. Frequently done for aesthetic purposes or to enhance physical abilities. Common splicer races include Yshin (Human/Cat), Matis (Human/Lizard), and Rothu (Human/Horse). Other splicer animal samplings include dogs, frogs, wolves, foxes, eagles, and even some variants of fish.
<u>Pox</u> - An enormous planet-wide city the size of Pluto. Currently the home of billions of life forms. Known galaxy-wide for it's majestic beauty near the surface of the planet in stark contrast to the filthy slums at the bottom of the planet.
<u>Splicer</u> - A slang term for someone who has willingly (or unwillingly) altered their DNA sequence with that of another species or race. [See: Genetic Splicing]<<nobr>>
<style>
.tab-container {
display: flex;
justify-content: center;
width: 750px;
}
/* Style tab links */
.tablink {
background-color: #555;
color: white;
float: left;
border: none;
outline: none;
cursor: pointer;
margin-left: 5px;
margin-right: 5px;
font-size: 17px;
width: 25%;
border: 1px solid;
border-color: #777;
border-radius: 2px;
}
.tablink:hover {
background-color: #777;
}
/* Style the tab content (and add height:100% for full page content) */
.tabcontent {
display: none;
height: 500px;
padding-left: 25px;
border: 1px solid;
border-color: #777;
border-radius: 2px;
box-shadow: inset 0px 0px 5px 5px rgba(0, 0, 0, 0.7);
}
.tabcontent-inner {
color: white;
height: 490px;
overflow: auto;
justify-content: center;
margin-top: 5px;
margin-bottom: 5px;
}
#Stats {background-color: #555;}
#Objectives {background-color: #555;}
#Codex {background-color: #555;}
</style>
<h1 align="center"><b>Journal</b></h1>
<div class="tab-container">
<button class="tablink" onclick="openPage('Stats', this, '#555')" id="defaultOpen">Stats</button>
<button class="tablink" onclick="openPage('Objectives', this, '#555')">Objectives</button>
<button class="tablink" onclick="openPage('Codex', this, '#555')">Codex</button>
</div>
<</nobr>>
<div id="Stats" class="tabcontent">\
<div class="tabcontent-inner">\
<<include "Journal: Stats">>
</div>\
</div>\
<div id="Objectives" class="tabcontent">\
<div class="tabcontent-inner">\
<<include "Journal: Objectives">>
</div>\
</div>\
<div id="Codex" class="tabcontent">\
<div class="tabcontent-inner">\
<<include "Journal: Codex">>
</div>\
</div>
<<nobr>>
<script>
function openPage(pageName,elmnt,color) {
var i, tabcontent, tablinks;
tabcontent = document.getElementsByClassName("tabcontent");
for (i = 0; i < tabcontent.length; i++) {
tabcontent[i].style.display = "none";
}
tablinks = document.getElementsByClassName("tablink");
for (i = 0; i < tablinks.length; i++) {
tablinks[i].style.backgroundColor = "";
}
document.getElementById(pageName).style.display = "block";
elmnt.style.backgroundColor = color;
}
// Get the element with id="defaultOpen" and click on it
document.getElementById("defaultOpen").click();
</script>
<</nobr>>Double-click this passage to edit it.<<nobr>>
<<ScrollTo "pagetop">>
<style>
div.a {
text-indent: 50px;
}
</style>
<</nobr>>
<div class="a" id="pagetop">A voice suddenly cracks over the ship's intercom. "Attention all passengers, this is your captain speaking. My name is Ron and me and my team will be chauffeuring you to the spawling city-planet of Pox. We ask that you please remain seated at all times during the journey. If you have any needs at all, please do not hesitate to notify an attendant and they'll be happy to help. We thank you for flying Magistrate Interplanetary Travel and we hope you enjoy the flight."</div>
<div class="a">You shuffle a bit in your seat after the speech, trying to get comfortable before the ship begins to leave. The intercom cracks again and the captain's voice comes across as a mumble. "Tower, 604." There's a short pause, then Ron's voice comes back. "Log PFC no discrepancies, begin spool-up, how copy?"</div>
<div class="a">You tune out the intercom chatter and lay back into your seat. The soft fabric seems to caress your body and you feel your muscles relaxing. The woman next to you, however, doesn't seem to be capable of settling down. She's sitting upright and her hands are clasped hard on the armrests. A single bead of sweat is slowly trailing itself down the side of her face. You have a momentary thought to comfort her, but you decide against it.</div>
<div class="a">The ship suddenly lurches to the right, and a low buzzing noise vibrates throughout the ship. You can feel yourself being pulled along, then the ship begins to accelerate forward, pushing you harder into the seat. Without any warning, the ship blasts upward, crushing you into the soft fabric and padding. It feels like your brain is being shoved into the back of your cranial cavity. The ship violently shakes as you puncture the atmosphere at a blinding speed, a firey inferno streaking by just outside the window.</div>
<div class="a">The woman next to you is not okay. Her eyes are closed tight and she seems to be reciting a lengthy prayer between frantic breaths. Tears are streaming down her face and her body is completely rigid. You feel a pang of sympathy and you lightly place your hand on hers. While she doesn't react to your touch, she does seem to noticeably calm down a small bit.</div>
<div class="a">Then, as sudden as it began, the ship stops shaking. In fact, there's no sensation of movement at all. It's as if the ship completely stopped on a dime, but you know that isn't true. Outside the window, you can see the big blue planet you called home steadily getting smaller. Other people are also watching the planet shrink away. You take one last look, then sit back. It's time to put all of that behind you.</div>
<div class="a">"Attention passengers," a light, feminine voice calls over the intercom, "We're now going to start our deep sleep cycle. If you would, please pull the headgear out of the compartment in the seat in front of you." The woman holds up an odd contraption that resembles a pair of earmuffs, a blindfold, and a gas mask all in one. A hose is connected to the front of the mask. "You're going to place the mask on first, pulling the straps over your head and setting the mask into a comfortable place. Pull on the bottom two tabs to tighten it against your face. You want a good seal on it."</div><div align="center"><<nobr>>
<<button "Continue" "000_prologue_3">>
<<set setup.menu to "000_prologue_3 Menu">>
<<refreshmenu>>
<</button>>
<button disabled>Button 1.2</button>
<button disabled>Button 1.3</button>
<button disabled>Button 1.4</button>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div><<nobr>>
<<ScrollTo "pagetop">>
<style>
div.a {
text-indent: 50px;
}
</style>
<</nobr>>
<div class="a" id="pagetop">It seems that a lot of the passengers have gotten the hang of it, but a few require assistance, including the woman next to you. The attendants are quick to help, and soon everyone has their mask on properly. You feel your nose itch inside the mask, but you ignore it.</div>
<div class="a">"Next, you're going to cover your eyes with the screen. It just slips on and clips to the mask. After you've done that, pull down the ear coverings and snap those into place too. We'll give you further instructions from the speakers inside." These instructions go off without a hitch, and soon everyone is submerged in total darkness and silence.</div>
<div class="a">"If you can hear my voice, great! We're now going to start the deep sleep process. Just breathe like normal. Before you know it, you'll be waking up as we arrive on Pox!" As soon as the attendant stops speaking, a peculiar smell invades your nostrils. It smells a bit like overripe peaches, but it isn't bad. It almost makes you hungry for pea...</div>
<div class="a">...ches. <i>What the hell was that?</i> You think to yourself. And holy shit, you have to pee so bad! Where did this come from?? You reach up and feel the mask, but before you can take it off, a voice is in your ear. "Good morning passengers! You should feel yourself coming out of deep sleep right about now. We're currently on approach to the Dokumo Intergalactic port. You can go ahead and take off your headgear, starting with the ear coverings, then your eye covering, and finally the mask." You reach up and pull the gear off, blinded by the light inside the passenger cabin. There are so many noises going on around you that it's almost deafening, but you shake yourself and begin to stretch out your muscles.</div>
<div class="a">"Oh! That was awful. I'm glad we're almost there," the woman next to you breathes. You nod your head in agreement and pull your bag into your lap. You're ready to get off this spacebucket.</div>
<div class="a">After an explosive atmospheric reentry, the ship pulls into port and you walk into the Dokumo Intergalactic Spaceport, one of the largest travel centers on Pox. Tens of thousands of people rush all around you, traveling to distant worlds across the galaxy. You can't believe just how many lifeforms there are. You begin to walk towards the shuttle area to find a ride to your city zone.</div>
<div class="a">Looking at an enormous digital display, you find your shuttle's number and loading bay. You step out into the brisk air, turning right and following the moving sidewalk. In the distance, you can see what appears to be your shuttle loading passengers onboard. They couldn't be getting ready to leave already, could they? You decide to book it, sprinting down the moving sidewalk and a breakneck speed. "Last call, shuttle 14B!" the driver calls out.</div>
<div class="a">"Wait!" You shout. The shuttle driver notices you and waves you toward him. As you approach however, you're suddenly knocked on your back as you collide with someone else. "Watch where you're going, asshole!" A young woman shouts at you. She stands up, brushing herself off before walking away. You pick up your bag and step onto the shuttle.</div>
<div class="a">It's only after you're on your way to your city zone that you realize your wallet case is missing. "THAT BITCH!" You yell out. The other riders look at you briefly, then turn away. The woman you ran into must've picked your pocket!</div>
<p align="center"><b>[ - ₢7403 ]</b></p>
<<set $PlayerFunds to 25>><div align="center"><<nobr>>
<<button "Well, fuck." "000_prologue_4">>
<<set setup.menu to "000_prologue_4 Menu">>
<<refreshmenu>>
<</button>>
<button disabled>Button 1.2</button>
<button disabled>Button 1.3</button>
<button disabled>Button 1.4</button>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div><<removeclass "html">>\
\
<<addclass "html" "apartment0">>\
<<nobr>>
<<ScrollTo "pagetop">>
<style>
div.a {
text-indent: 50px;
}
</style>
<</nobr>>
<div class="a" id="pagetop">When you finally arrive at your apartment, you groan inwardly; it's a dump, nothing like what the pictures online show. A greasy middle-aged man named Brill gives you a card key. You head up to the fourth floor and approach your apartment. On the door, you see a note.</div>
<div class="a">"To our client, we are sorry to inform you that your goods have been lost due to unforseen circumstances. Please call the number below with the given case number and we will do our best to accomodate, provided you have an insurance policy with us. Sincerely, Paulson Bros. Moving services," you read aloud. You notice a handwritten section on the back of the note. "Your goods were on a truck that was hijacked. No idea where it went. Sorry. -Jackson"</div>
<div class="a">You crumple the note up and head inside. The dingy apartment is bare except for a small metal-frame bed with a single mattress on it. You sit down on the mattress and begin to cry.</div>
<<set $ApartmentFurniture to 0>><div align="center"><<nobr>>
<<button "Continue" "Home">>
<<set setup.menu to "Home Menu">>
<<refreshmenu>>
<</button>>
<button disabled>Button 1.2</button>
<button disabled>Button 1.3</button>
<button disabled>Button 1.4</button>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div>You are in your apartment.
<<nobr>>
<<if $ApartmentFurniture is 0>>
<<removeclass "html">>
<<addclass "html" "apartment1">>
The apartment is completely bare, except for a small metal-frame bed with a single mattress. The floor is a dingy concrete with occasional dark stains, and there's a single unadorned window that shows the murky sky outside.
<<endif>>
<<if $ApartmentFurniture is 1>>
<<removeclass "html">>
<<addclass "html" "apartment1">>
<<if $ApartmentBed is 1>>
Nestled in the corner of your apartment's main room, you have a plush, comfy bed with heavy flannel blankets and a downy pillow. You find yourself wanting to sink into the soft mattress and let the stress of the world drift away.<br><br>
<<else>>
There is a small, metal-frame bed set against the far wall, adorned only with a single, thin mattress and some rather-faded sheets. You imagine that sleeping on the bed would only marginally help your fatigue.<br><br>
<<endif>>
<<if $ApartmentNightstand is 1>>
Sitting next to your bed is a wooden three-legged nightstand, set with a dark mahogany finish. The surface of the nightstand valiantly holds up a hologram alarm clock base, your hologear (which is currently charging) and your apartment keys.<br><br>
<<endif>>
<<if $ApartmentDresser is 1>>
On the wall that is shared with the bathroom, a small dresser sits. One of the drawers is pulled out slightly, revealing a stash of loose-fitting clothing in a plethora of soft colors. You've always felt that comfort should take precedence over fashion, but that doesn't mean that you can't look nice while being comfortable.<br><br>
<<endif>>
<<if $ApartmentTV is 1>>
A display screen has been attached to the wall across from your bed. Despite being able to view the news and entertainment networks on your hologear, sometimes it's nice to just come home and flip on the TV.<br><br>
<<endif>>
<<if $ApartmentWalls is 1>>
Although the walls were once littered with small holes and peeling wallpaper, you have spent a good amount of time cleaning things up, even going so far as to buying posters to give the apartment more color and charm. Particularly noteworthy is the large "Nebula Vixen" poster situated just above your bed. Nebula Vixen is a total badass, and you'll be damned if anyone disagrees.<br><br>
<<endif>>
<<if $ApartmentWindow is 1>>
Where a bare window once jutted out, you have now appropriately covered it with a rather nice set of dark curtains. These effectively block out the annoying flashing neon of the sleepless city-planet outside, and will most certainly make it easier to sleep at night. Plus, no creeps looking inward on you. That's always a plus.<br><br>
<<endif>>
<<if $ApartmentFloor is 1>>
At one point the concrete flooring of your apartment was covered in dark stains and scuff marks, but a little cleaner and a lot of elbow grease has transformed it into a servicable foundation for your bachelor pad. The addition of a dark red carpet rug has accented the apartment with color and helps make the place feel more livable.
<<endif>>
<<endif>>
<</nobr>><div align="center"><<nobr>>
<<button "Explore" "Explore Intro">>
<<set setup.menu to "Explore Intro Menu">>
<<refreshmenu>>
<</button>>
<button disabled>Button 1.2</button>
/*<<button "Shower" "Shower">>
<<set setup.menu to "Shower Menu">>
<<refreshmenu>>
<</button>>*/
<<button "Rest" "Rest">>
<<set setup.menu to "Rest Menu">>
<<refreshmenu>>
<</button>>
<button disabled>Button 1.4</button>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div><<if $PlayerEnergy lt 10>>\
You are too tired to explore.
<</if>>\
<<if $PlayerEnergy gte 10>>\
<<set $Explore = $ExploreList.random()>>\
<<if $Explore is "1">>\
<<removeclass "html">>\
<<addclass "html" "explore">>\
You decide to go out for a walk and explore a bit.
<<include "Explore 1: Generic">>
<</if>>\
<<if $Explore is "2">>\
<<removeclass "html">>\
<<addclass "html" "alleyway">>\
You decide to go out for a walk and explore a bit.
<<include "Explore 2: Alleyway Murder">>
<<set $ExploreList.delete("2")>>\
<</if>>\
<<if $Explore is "3">>\
<<removeclass "html">>\
<<addclass "html" "market">>\
You decide to go out for a walk and explore a bit.
<<include "Explore 3: Discover Market">>
<<set $DiscoveredMarket to 1>>
<<set $ExploreList.delete("3")>>\
<</if>>\
<</if>>\<div align="center"><<nobr>>
<<button "Continue" "Home">>
<<set setup.menu to "Home Menu">>
<<refreshmenu>>
<</button>>
<button disabled>Button 1.2</button>
<button disabled>Button 1.3</button>
<button disabled>Button 1.4</button>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div>The streets are teeming with life of all shapes and sizes, and all sorts of races and species. In fact, you find yourself unavoidedly bumping shoulders with people as you try to walk by. Thinking back to your incident at the spaceport terminal, you stay acutely aware of where your wallet is; it would be far too easy for someone to pick your pocket in this crowd.
After about an hour of uneventful walking, you decide to head back home.
<<nobr>>
<<if $PlayerEnergy gte 10>>
<<set $PlayerEnergy to ($PlayerEnergy - 10)>>
<</if>>
<<addhours 1>>
<</nobr>>There doesn't seem to be that many people out and about right now. Thinking heavily about your home situation, you wander aimlessly down the endless maze of side streets. Your ears suddenly pick up the sounds of a scuffle coming from an alleyway. You hear a loud moan, then a sigh. Two large men dart out of the alleyway, one wielding a blood-covered knife. You rush to the alleyway to look and find a crumpled form lying in a pool of blood, the deep red liquid reflecting the sick yellow light from a streetlamp. The man is clearly dead; you turn away quickly to stop from retching. There's nothing you can do about this now.
You quickly make your way back home, hoping to eventually push the imagery from your mind.
<<nobr>>
<<if $PlayerEnergy gte 10>>
<<set $PlayerEnergy to ($PlayerEnergy - 10)>>
<</if>>
<<addhours 1>>
<</nobr>>Thinking about your apartment situation, you approach an elderly man in a trenchcoat and ask him where you can find a general goods store. The man looks at you with cold, dead eyes, then gestures vaguely towards the east. You thank the man and he grunts, walking away with his head down. It seems like people generally keep to themselves if at all possible. You think back to all of the tourism videos you watched back on Earth. This was certainly not how you invisioned your new life. Sighing deeply, you head towards the market district the man mentioned.
There isn't any sign to mark that you've reached your destination, but the sharp increase in pedestrians serves as an indicator that you're in the right spot. You suddenly find a slew of different shops, market stalls and people calling out loudly to advertise their goods. There's a complex mix of delicious smells permeating the air, and you find yourself famished.
"Ay! You look like you could use a treat!" A large, grease-covered woman calls to you from behind a stall. You turn and approach her, and she holds out her hand in front of you.
"Try this! You'll love it," she grins, handing you a wooden skewer with some form of grilled meat on it. You give it a quick sniff before biting into it, and you're instantly overwhelmed by the wonderful flavors filling your mouth. The meat is tender and melts in your mouth, and the slight char only helps to elevate the perfect blend of seasonings. Your eyes must reflect your enjoyment, because the woman laughs heartily and smiles at you.
"That one's on the house! Would you like an order of 'em? They come in sets of three skewers. Only ₢11!" You shake your head but promise to check out her stand the next time you're here.
You slowly make your way back home. You estimate that you've been out for about three hours now.
<b>You can now visit the Market.</b>
\
<<addclass "html" "market">>\
<<nobr>>
<<if $PlayerEnergy gte 10>>
<<set $PlayerEnergy to ($PlayerEnergy - 10)>>
<</if>>
<<addhours 1>>
<</nobr>>Where would you like to go?<div align="center"><<nobr>>
<<button "Explore" "Explore">>
<<set setup.menu to "Explore Menu">>
<<refreshmenu>>
<</button>>
<<if $DiscoveredMarket is 1>>
<<button "Market" "Market: Main">>
<<set setup.menu to "Market: Main Menu">>
<<refreshmenu>>
<<addmins 15>>
<</button>>
<<else>>
<button disabled>Button 1.2</button>
<</if>>
<button disabled>Button 1.3</button>
<button disabled>Button 1.4</button>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div><<removeclass "html">>\
<<addclass "html" "market">>\
Following your mental map of the area, you quickly pick your way back to the market district.
All around you, people are shuffling and scurrying from one place to another. There are all sorts of shops and stalls set up, though you quickly find that most of the goods being sold here are rather crude or cheaply made. Nonetheless, this would be an ideal place to pick up some supplies for your apartment.
Immediately catching your eye, you see a somewhat large store with a lot of people going in and out. A flickering neon sign hangs just overhead, reading "Max's Goods". You surmise that it's probably a general store.
Down the street, on the right-hand side, you spot the food stall you encountered on your first visit. The stall owner seems to be pretty bogged down with customers, but she's handling it like a pro. Food is quite nearly flying out of the stall window.
Tucked in a recessed doorway, you find a crude shop with a wooden sign on it: "Alterations by A.J". The darkened windows make it hard to determine what exactly is being altered inside.
Standing far cleaner and a bit out of place, you find yourself standing in front of a fashionable clothing shop. Mannequins in the windows showcase surprisingly good looking suits, jackets, pants and more. The store is immense, and you assume most of it is probably expensive. It's a good thing you packed spare clothes.<div align="center"><<nobr>>
<<button "Go Home" "Home">>
<<set setup.menu to "Home Menu">>
<<refreshmenu>>
<</button>>
<<if $MaxGoodsVisited is 1>>
<<button "Max's Goods" "Max's Goods: Visit">>
<<set setup.menu to "Max's Goods Menu">>
<<refreshmenu>>
<<addmins 30>>
<</button>>
<<else>>
<<button "Max's Goods" "Max's Goods: First Encounter">>
<<set setup.menu to "Max's Goods Menu">>
<<refreshmenu>>
<<addmins 30>>
<</button>>
<</if>>
<<if $FoodStallVisited is 1>>
<<button "Food Stall" "Food Stall: Visit">>
<<set setup.menu to "Food Stall Menu">>
<<refreshmenu>>
<<addmins 30>>
<</button>>
<<else>>
<<button "Food Stall" "Food Stall: First Encounter">>
<<set setup.menu to "Food Stall Menu">>
<<refreshmenu>>
<<addmins 30>>
<</button>>
<</if>>
<<if $AlterationsByAJVisited is 1>>
<<button "Alterations by AJ" "Alterations by AJ: Visit">>
<<set setup.menu to "Alterations by AJ Menu">>
<<refreshmenu>>
<<addmins 30>>
<</button>>
<<else>>
<<button "Alterations by AJ" "Alterations by AJ: First Encounter">>
<<set setup.menu to "Alterations by AJ Menu">>
<<refreshmenu>>
<<addmins 30>>
<</button>>
<</if>>
<<if $ClothingStoreVisited is 1>>
<<button "Clothing Store" "Clothing Store: Visit">>
<<set setup.menu to "Clothing Store Menu">>
<<refreshmenu>>
<<addmins 30>>
<</button>>
<<else>>
<<button "Clothing Store" "Clothing Store: First Encounter">>
<<set setup.menu to "Clothing Store Menu">>
<<refreshmenu>>
<<addmins 30>>
<</button>>
<</if>>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div><h1 align="center"><b>Credits</b></h1>\
\
<h3><b>Game Credits</b></h3>\
<ul>\
<li><u>Story, UI/Game Design</u> - Autus Developments (me). [<<link "Link">><<script>>window.open('https://autus.itch.io/pox');<</script>><</link>>]</li>
<li><u>Tooltip (Hovertip) Macro</u> - HiEv. [<<link "Link">><<script>>window.open('https://qjzhvmqlzvoo5lqnrvuhmg-on.drv.tw/Ulnv/Sample_Code.html#Hover%2520Text');<</script>><</link>>]</li>
<li><u>Pop-Up Menus (Dialog API/Macro)</u> - Chapel. [<<link "Link">><<script>>window.open('https://github.com/ChapelR/custom-macros-for-sugarcube-2#dialog-api-macros');<</script>><</link>>]</li>
<li><u>Time/Date Macro</u> - TheMadExile. [<<link "Link">><<script>>window.open('http://twinery.org/forum/discussion/comment/11723/#Comment_11723');<</script>><</link>>]</li>
</ul>\
<h3><b>Background Credits</b></h3>\
<ul>\
<li><u>Title Screen</u> - Concept image for Adrift, which later became the cyberpunk game <i>Remember Me</i>. [<<link "Link">><<script>>window.open('https://kotaku.com/adrift-makes-a-dirty-future-look-beautiful-5832578');<</script>><</link>>]</li>
<li><u>Alleyway: Murder</u> - <i>Building, road, street and town</i> by Ciaran O'Brien. [<<link "Link">><<script>>window.open('https://unsplash.com/photos/k5IRS9khXm8');<</script>><</link>>]</li>
<li><u>Market</u> - <i>Alleyway, shop sign, alley and neon light</i> by Benjamin Hung. [<<link "Link">><<script>>window.open('https://unsplash.com/photos/GAFZcKrWnO8');<</script>><</link>>]</li>
</ul>\
<h3><b>Thank You's</b></h3>\
<ul>\
<li>A big shoutout to the <<link "Twine Discord Server">><<script>>window.open('https://discord.gg/n5dJvPp');<</script>><</link>> for always being there to help me with all of my stupid questions.</li>
<li><<link "TheMadExile">><<script>>window.open('http://www.motoslave.net/');<</script>><</link>> for his amazing work with SugarCube, which Pox is built on.</li>
<li>All of my friends for listening to me drone on and on about the game and never once complaining, and for always encouraging me to continue and push forward. Mad love to each and every one of you.</li>
</ul>\"I guess I should clean up a bit," you mutter to yourself. You slowly walk yourself to the door next to your bedroom and turn the knob. The door doesn't budge no matter how hard you push. What's with this crappy apartment anyways? Shaking your head, you proceed to slam your shoulder into the door. It pops open with surprising ease and it's all you can do not to fall over from the excess momentum. Rubbing your shoulder, you stand up and walk inside the bathroom, shutting the door behind you.
The mirror clearly reflects your image. You see a young $PlayerGender staring back at you, with unkempt $PlayerHairLength $PlayerHairColor hair and dull, lifeless $PlayerEyeColor eyes. You sigh and turn away. It's hard to say that you're happy with yourself; then again, you imagine that many people aren't happy with themselves.You try to shrug it off and turn on the shower water. Steam quickly fills the room, and you instantly feel a little better.
You begin to strip off your clothes; first your shirt and pants, then your undergarments. A small tattoo on your chest is the only thing out of place; the identifier all members of the Intergalactic Conglomerate get when they hit age 13. You've always found it somewhat amusing that it looks like a barcode, as if you're just another object to be scanned and categorized. You run your hands over your $PlayerBuild body, feeling the clamminess of your skin. <i>I really need to work out more</i>, you think to yourself.
Stepping into the shower, you let the water cascade off your skin. You can feel your muscles begin to loosen and relax under the soothing heat. A shower is certainly something you needed. You take your time, scrubbing your body down to remove the dead skin and grime from the outside world.
After 15 minutes or so, you decide that you've probably spent enough time cleaning yourself off.
<<if $PlayerMood lt -50>>
<<set $PlayerMood to -50>>
<</if>>
<<if $PlayerMood gt 50>>
<<set $PlayerMood to 50>>
<</if>>
<<addmins 30>>
<<nobr>>
<<button "Get Out" "Home">>
<<set setup.menu to "Home Menu">>
<<refreshmenu>>
<</button>>
<</nobr>>You suddenly feel your eyes droop, and you quickly clammer into bed. Pulling the sheets up to your neck, you toss and turn until you reach some semblance of comfort and drift off into a fitful slumber.
There's an annoying beeping sound coming from next to your bed, and you slap your hand down on it repeatedly until it shuts up. <<if $ApartmentBed is 0>>While you're sure it's been a few hours, you don't feel like you slept at all. Your whole body aches with fatigue, but it's probably just the crappy bed you're sleeping on.<</if>><<if $ApartmentBed is 1>>You roll over and snuggle yourself back into the comfy flannel sheets. Five more minutes couldn't hurt, right?<</if>>
<<nobr>>
<<if $ApartmentBed is 0>>
<<set $PlayerEnergy to ($PlayerEnergy + 50)>>
<</if>>
<<if $ApartmentBed is 1>>
<<set $PlayerEnergy to 100>>
<</if>>
<<if $PlayerEnergy gt 100>>
<<set $PlayerEnergy to 100>>
<</if>>
<<addhours 8>>
<</nobr>>
<p align="center"><b>[ Energy Restored (<<if $ApartmentBed is 0>>50%<</if>><<if $ApartmentBed is 1>>100%<</if>>) ]</b></p><div align="center"><<nobr>>
<<button "Wake Up" "Home">>
<<set setup.menu to "Home Menu">>
<<refreshmenu>>
<</button>>
<button disabled>Button 1.2</button>
<button disabled>Button 1.3</button>
<button disabled>Button 1.4</button>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div><<nobr>><<ScrollTo "pagetop">><span id="pagetop"></span><</nobr>>
You decide to check out the general goods store.
Immediately upon entering, you notice just how comprehensive the store is; there's toiletries, clothes, food supplies, furniture, electronics, and even a pharmacy in the back. You start down one of the aisles to get out of the doorway, and begin to look around. It's hard to believe that all of this stuff could be packed into such a cramped market street, but you're certainly glad it's here. Without this store, you'd have to make a much longer trip just to pick up a few household goods.
While browsing the selection available, an enormous man comes up behind you.
"Finding everything alright?" the man asks in a gruff-yet-personable voice. You're a bit startled by his sudden appearance behind you. Quickly turning around, you give the man a rapid look-over; he's roughly 6'5", and in excess of 250lbs. While he has a bit of fat on his body, you can tell that there's a thick layer of muscle just beneath. The man's face is covered in a large bushy brown beard, and his slate eyes are piercing and hint at a hidden mischevious side. The man is smiling at you, his arms crossed in front of his chest.
"Ah-yeah, I'm good. Just having a look around," you reply meekly, "It's my first time here."
"Well I'm glad you dropped by! Could always use more customers. That's more money for me, ha!" He laughs loudly. You chuckle awkwardly at his joke, not sure if he's just kidding around or if he really is that blatantly greedy.
"Ah well, you just let me know if you need anything, alright?" He places a big hand on your shoulder, and smirks at you, then walks away. You feel like your shoulder is bruised now.
Focusing back on your shopping, you take another look around to see if there's anything you need.
<<set $MaxGoodsVisited to 1>>You enter Max's Goods again and start to take a look around. There's so many items on display that it's hard to decide what you actually need.<div align="center"><<nobr>>
<<if $ApartmentBed is 0>>
<<button "Buy Bed" "Max's Goods: Buy Bed">>
<<set setup.menu to "Max's Goods: Buy Bed Menu">>
<<refreshmenu>>
<</button>>
<</if>>
<<if $ApartmentNightstand is 0>>
<<button "Buy Nightstand" "Max's Goods: Buy Nightstand">>
<<set setup.menu to "Max's Goods: Buy Nightstand Menu">>
<<refreshmenu>>
<</button>>
<</if>>
<<if $ApartmentDresser is 0>>
<<button "Buy Dresser" "Max's Goods: Buy Dresser">>
<<set setup.menu to "Max's Goods: Buy Dresser Menu">>
<<refreshmenu>>
<</button>>
<</if>>
<<if $ApartmentTV is 0>>
<<button "Buy Television" "Max's Goods: Buy TV">>
<<set setup.menu to "Max's Goods: Buy TV Menu">>
<<refreshmenu>>
<</button>>
<</if>>
<<if $ApartmentWalls is 0>>
<<button "Buy Poster" "Max's Goods: Buy Poster">>
<<set setup.menu to "Max's Goods: Buy Poster Menu">>
<<refreshmenu>>
<</button>>
<</if>>
<<if $ApartmentWindow is 0>>
<<button "Buy Curtains" "Max's Goods: Buy Curtains">>
<<set setup.menu to "Max's Goods: Buy Curtains Menu">>
<<refreshmenu>>
<</button>>
<</if>>
<<if $ApartmentFloor is 0>>
<<button "Buy Rug" "Max's Goods: Buy Rug">>
<<set setup.menu to "Max's Goods: Buy Rug Menu">>
<<refreshmenu>>
<</button>>
<</if>>
<<button "Go Home" "Home">>
<<set setup.menu to "Home Menu">>
<<refreshmenu>>
<</button>>
<<if $ApartmentBed is 1>>
<button disabled>Button 1.2</button>
<</if>>
<<if $ApartmentNightstand is 1>>
<button disabled>Button 1.3</button>
<</if>>
<<if $ApartmentDresser is 1>>
<button disabled>Button 1.4</button>
<</if>>
<<if $ApartmentTV is 1>>
<button disabled>Button 2.1</button>
<</if>>
<<if $ApartmentWalls is 1>>
<button disabled>Button 2.2</button>
<</if>>
<<if $ApartmentWindow is 1>>
<button disabled>Button 2.3</button>
<</if>>
<<if $ApartmentFloor is 1>>
<button disabled>Button 2.4</button>
<</if>>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div>This shop is currently closed.
<<set $FoodStallVisited to 1>>{placeholder (second)}<div align="center"><<nobr>>
<<button "Go Home" "Home">>
<<set setup.menu to "Home Menu">>
<<refreshmenu>>
<</button>>
<button disabled>Button 1.2</button>
<button disabled>Button 1.3</button>
<button disabled>Button 1.4</button>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div>{placeholder (first)}
<<set $AlterationsByAJVisited to 1>>{placeholder (second)}<div align="center"><<nobr>>
<<button "Go Home" "Home">>
<<set setup.menu to "Home Menu">>
<<refreshmenu>>
<</button>>
<button disabled>Button 1.2</button>
<button disabled>Button 1.3</button>
<button disabled>Button 1.4</button>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div>{placeholder (first)}
<<set $ClothingStoreVisited to 1>>{placeholder (second)}<div align="center"><<nobr>>
<<button "Go Home" "Home">>
<<set setup.menu to "Home Menu">>
<<refreshmenu>>
<</button>>
<button disabled>Button 1.2</button>
<button disabled>Button 1.3</button>
<button disabled>Button 1.4</button>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div>Near the back of the general store, you see a large display with a incredibly soft-looking bed. The sheets are a thick, heavy flannel in a deep blue color. The mattress is almost twice the thickness of the crappy slab you call a bed back home, too. <b>Looking at the price tag, you see that it's actually on sale for ₢ $ItemBedCost.</b>
<span id="purchase"></span><div align="center"><<nobr>>
<<if $ApartmentBed is 0>>
<<button "Buy">>
<<set $PlayerFunds to ($PlayerFunds - $ItemBedCost)>>
<<replace "#purchase">>
You have successfully bought the bed. Your remaining balance is ₢ $PlayerFunds.
<</replace>>
<<if $ApartmentFurniture is 0>>
<<set $ApartmentFurniture to 1>>
<<endif>>
<<set $ApartmentBed to 1>>
<<if $PlayerMood lt -50>>
<<set $PlayerMood to -50>>
<</if>>
<<if $PlayerMood lt 50 and $PlayerMood gt -50>>
<<set $PlayerMood to ($PlayerMood + 5)>>
<</if>>
<<if $PlayerMood gt 50>>
<<set $PlayerMood to 50>>
<</if>>
<<refreshmenu>>
<</button>>
<<endif>>
<<button "Return" "Max's Goods: Visit">>
<<set setup.menu to "Max's Goods Menu">>
<<refreshmenu>>
<</button>>
<<if $ApartmentBed is 1>>
<button disabled>Button 1.2</button>
<</if>>
<button disabled>Button 1.3</button>
<button disabled>Button 1.4</button>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div>Laying on its side on a low shelf, you see a box for a small nightstand. The authentic wooden construction is highly reminiscent of Earth, and you instantly feel an attraction to it. You can definitely see it fitting in well at your apartment. <b>A sticker on the box says that the nightstand costs ₢ $ItemNightstandCost.</b>
<span id="purchase"></span><div align="center"><<nobr>>
<<if $ApartmentNightstand is 0>>
<<button "Buy">>
<<set $PlayerFunds to ($PlayerFunds - $ItemNightstandCost)>>
<<replace "#purchase">>
You have successfully bought the nightstand. Your remaining balance is ₢ $PlayerFunds.
<</replace>>
<<if $ApartmentFurniture is 0>>
<<set $ApartmentFurniture to 1>>
<<endif>>
<<set $ApartmentNightstand to 1>>
<<if $PlayerMood lt -50>>
<<set $PlayerMood to -50>>
<</if>>
<<if $PlayerMood lt 50 and $PlayerMood gt -50>>
<<set $PlayerMood to ($PlayerMood + 5)>>
<</if>>
<<if $PlayerMood gt 50>>
<<set $PlayerMood to 50>>
<</if>>
<<refreshmenu>>
<</button>>
<<endif>>
<<button "Return" "Max's Goods: Visit">>
<<set setup.menu to "Max's Goods Menu">>
<<refreshmenu>>
<</button>>
<<if $ApartmentNightstand is 1>>
<button disabled>Button 1.2</button>
<</if>>
<button disabled>Button 1.3</button>
<button disabled>Button 1.4</button>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div>Near the front of the store, you spy a three-drawer dresser with a large red sticker on the side of it. Despite looking brand new, the tag states that the price has been marked down by 40% due to a cosmetic defect. Your curiosity compels you to closely examine the dresser for the supposed defect, but you can't see anything out of the ordinary.
"The back-right leg is about half an inch shorter than the others," the enormous Max calls from behind the checkout counter. You peer around the side and sure enough, it's sitting just off the ground. You can understand how that would be a minor annoyance for some people, but you reason that you could probably just place something under it and fix that problem easily. <b>The price is almost unbeatable, at a cheap ₢ $ItemDresserCost.</b>
<span id="purchase"></span><div align="center"><<nobr>>
<<if $ApartmentDresser is 0>>
<<button "Buy">>
<<set $PlayerFunds to ($PlayerFunds - $ItemDresserCost)>>
<<replace "#purchase">>
You have successfully bought the dresser. Your remaining balance is ₢ $PlayerFunds.
<</replace>>
<<if $ApartmentFurniture is 0>>
<<set $ApartmentFurniture to 1>>
<<endif>>
<<set $ApartmentDresser to 1>>
<<if $PlayerMood lt -50>>
<<set $PlayerMood to -50>>
<</if>>
<<if $PlayerMood lt 50 and $PlayerMood gt -50>>
<<set $PlayerMood to ($PlayerMood + 5)>>
<</if>>
<<if $PlayerMood gt 50>>
<<set $PlayerMood to 50>>
<</if>>
<<refreshmenu>>
<</button>>
<<endif>>
<<button "Return" "Max's Goods: Visit">>
<<set setup.menu to "Max's Goods Menu">>
<<refreshmenu>>
<</button>>
<<if $ApartmentDresser is 1>>
<button disabled>Button 1.2</button>
<</if>>
<button disabled>Button 1.3</button>
<button disabled>Button 1.4</button>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div>On one of the shelves, you glance over a thin box containing a display screen. The picture on the box shows a child watching a cartoon on the display screen while the parents cook in a kitchen in the background. You find yourself reminiscing about when you were little, and the shows you used to watch on your parents' TV.
"Eh? Ain't you got one of them hologears? The heck you lookin' at that for?" Max grunts out, looking over your shoulder. You explain that it simply caught your eye and you had a flashback about your childhood.
"Makes sense," he concedes, "Nobody buying them these days though. Mainly just keeping it on the shelf 'cause I don't have nothing to replace it with. If you'd like to relive your younger days some more, I'll be happy to take your money in exchange." You flash him a grin and he beams at you. <b>The price sticker on the box says it costs ₢ $ItemTVCost; not nearly as bad as you expected.</b>
<span id="purchase"></span><div align="center"><<nobr>>
<<if $ApartmentTV is 0>>
<<button "Buy">>
<<set $PlayerFunds to ($PlayerFunds - $ItemTVCost)>>
<<replace "#purchase">>
You have successfully bought the television. Your remaining balance is ₢ $PlayerFunds.
<</replace>>
<<if $ApartmentFurniture is 0>>
<<set $ApartmentFurniture to 1>>
<<endif>>
<<set $ApartmentTV to 1>>
<<if $PlayerMood lt -50>>
<<set $PlayerMood to -50>>
<</if>>
<<if $PlayerMood lt 50 and $PlayerMood gt -50>>
<<set $PlayerMood to ($PlayerMood + 5)>>
<</if>>
<<if $PlayerMood gt 50>>
<<set $PlayerMood to 50>>
<</if>>
<<refreshmenu>>
<</button>>
<<endif>>
<<button "Return" "Max's Goods: Visit">>
<<set setup.menu to "Max's Goods Menu">>
<<refreshmenu>>
<</button>>
<<if $ApartmentTV is 1>>
<button disabled>Button 1.2</button>
<</if>>
<button disabled>Button 1.3</button>
<button disabled>Button 1.4</button>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div>Tucked away in the clearance section, you find a box of cardboard tubes, apparently a shipment from Earth. Upon further inspection, you find that they're rolled-up posters. There's rock bands and iconic celebrities and pin-up models and <i>IS THAT A NEBULA VIXEN POSTER?!!</i> Nebula Vixen is the best intergalactic crime-fighting babe to ever grace TV! You can't believe your luck! Who in their right mind would leave this gem in the clearance section? It's a crime! You feel almost obligated to march up to the counter and demand that you pay full price for this masterpiece. But with money being tight, you rein in your enthusiasm and check the little bardcoded sticker for a price. <b>With the clearance markdown, this wonderful item only costs ₢ $ItemPosterCost.</b> That's seriously a steal. Can you really pass it up?
<span id="purchase"></span><div align="center"><<nobr>>
<<if $ApartmentWalls is 0>>
<<button "Buy">>
<<set $PlayerFunds to ($PlayerFunds - $ItemPosterCost)>>
<<replace "#purchase">>
You have successfully bought the <b>ABSOLUTELY RADICAL NEBULA VIXEN POSTER</b>. Your remaining balance is ₢ $PlayerFunds.
<</replace>>
<<if $ApartmentFurniture is 0>>
<<set $ApartmentFurniture to 1>>
<<endif>>
<<set $ApartmentWalls to 1>>
<<if $PlayerMood lt -50>>
<<set $PlayerMood to -50>>
<</if>>
<<if $PlayerMood lt 50 and $PlayerMood gt -50>>
<<set $PlayerMood to ($PlayerMood + 5)>>
<</if>>
<<if $PlayerMood gt 50>>
<<set $PlayerMood to 50>>
<</if>>
<<refreshmenu>>
<</button>>
<<endif>>
<<button "Return" "Max's Goods: Visit">>
<<set setup.menu to "Max's Goods Menu">>
<<refreshmenu>>
<</button>>
<<if $ApartmentWalls is 1>>
<button disabled>Button 1.2</button>
<</if>>
<button disabled>Button 1.3</button>
<button disabled>Button 1.4</button>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div>You approach the checkout counter, where Max is busy calculating inventory stock.
"Hey Max, do you have any curtains?" you ask politely.
"Absolutely! Got silk curtains, got floral print, even got blackout curtains if that's your fancy," he replies, beckoning you to walk with him. Max leads you to the back of the store and walks through a recessed door marked <font color="#AA0000"><u>EMPLOYEES ONLY</u></font>. In the next room, you find box after box of miscellaneous items, from stuffed animals to incense to high-tech electronics. You quickly arrive at a box that Max is digging through.
"What size is your window?" he asks.
"It's a medium-sized apartment window. Not sure on the actual dimensions," you reply. He grunts in affirmation and digs further into the box. After a few minutes, he pulls out a well-wrapped plastic pack containing a set of thick, black curtains.
"Here ya go, I think these will probably serve ya best," he grins. You eagerly take the curtains in your hands. <b>"Those'll set you back about ₢ $ItemCurtainsCost, if you want 'em."</b>
<span id="purchase"></span><div align="center"><<nobr>>
<<if $ApartmentWindow is 0>>
<<button "Buy">>
<<set $PlayerFunds to ($PlayerFunds - $ItemCurtainsCost)>>
<<replace "#purchase">>
You have successfully bought the blackout curtains. Your remaining balance is ₢ $PlayerFunds.
<</replace>>
<<if $ApartmentFurniture is 0>>
<<set $ApartmentFurniture to 1>>
<<endif>>
<<set $ApartmentWindow to 1>>
<<if $PlayerMood lt -50>>
<<set $PlayerMood to -50>>
<</if>>
<<if $PlayerMood lt 50 and $PlayerMood gt -50>>
<<set $PlayerMood to ($PlayerMood + 5)>>
<</if>>
<<if $PlayerMood gt 50>>
<<set $PlayerMood to 50>>
<</if>>
<<refreshmenu>>
<</button>>
<<endif>>
<<button "Return" "Max's Goods: Visit">>
<<set setup.menu to "Max's Goods Menu">>
<<refreshmenu>>
<</button>>
<<if $ApartmentWindow is 1>>
<button disabled>Button 1.2</button>
<</if>>
<button disabled>Button 1.3</button>
<button disabled>Button 1.4</button>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div>Laying against the wall, you see a large dark red carpet rug. The plastic wrap around it is a fair indication that it's a new, never-used rug, and it would definitely help to liven up your home. <b>The sticker on the side of the rug's wrapping says it costs ₢ $ItemRugCost.</b> Good lord that's costly! But it would certainly be nice to put over that cold concrete flooring.
<span id="purchase"></span><div align="center"><<nobr>>
<<if $ApartmentFloor is 0>>
<<button "Buy">>
<<set $PlayerFunds to ($PlayerFunds - $ItemRugCost)>>
<<replace "#purchase">>
You have successfully bought the rug. Your remaining balance is ₢ $PlayerFunds.
<</replace>>
<<if $ApartmentFurniture is 0>>
<<set $ApartmentFurniture to 1>>
<<endif>>
<<set $ApartmentFloor to 1>>
<<if $PlayerMood lt -50>>
<<set $PlayerMood to -50>>
<</if>>
<<if $PlayerMood lt 50 and $PlayerMood gt -50>>
<<set $PlayerMood to ($PlayerMood + 5)>>
<</if>>
<<if $PlayerMood gt 50>>
<<set $PlayerMood to 50>>
<</if>>
<<refreshmenu>>
<</button>>
<<endif>>
<<button "Return" "Max's Goods: Visit">>
<<set setup.menu to "Max's Goods Menu">>
<<refreshmenu>>
<</button>>
<<if $ApartmentFloor is 1>>
<button disabled>Button 1.2</button>
<</if>>
<button disabled>Button 1.3</button>
<button disabled>Button 1.4</button>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div><pre><h3>Player Stats</h3>
<b>Name:</b> $PlayerName
<b>Gender:</b> $PlayerGender.toLocaleUpperCase()
<b>Build:</b> $PlayerBuild
<b>Height:</b> $PlayerHeight
<b>Hair Color:</b> $PlayerHairColor
<b>Hair Length:</b> $PlayerHairLength
<b>Eye Color:</b> $PlayerEyeColor
<<if $ApartmentFurniture is 1>>\
<h3>Apartment Furniture</h3>
<<if $ApartmentBed is 1>>\
• Fluffy Bed
<<endif>>\
<<if $ApartmentNightstand is 1>>\
• Wooden Nightstand
<<endif>>\
<<if $ApartmentDresser is 1>>\
• Wobbly Dresser
<<endif>>\
<<if $ApartmentTV is 1>>\
• Wall-mounted TV
<<endif>>\
<<if $ApartmentWalls is 1>>\
• SUPER SWEET NEBULA VIXEN POSTER (plus others)
<<endif>>\
<<if $ApartmentWindow is 1>>\
• Thick Curtains
<<endif>>\
<<if $ApartmentFloor is 1>>\
• Soft Rug
<<endif>>\
<<endif>>\
</pre><pre><h3><b>Codex: Races</b></h3>
<b>Renai:</b>
A race of short-statured bipeds that bear a striking
resemblance to humans, save for their long, droopy
ears and short tails. Initially hailing from the
planet Tripidae, the Renai discovered space travel in
a surprisingly short amount of time, only 700 galactic
standard years after their development of a writing
system.
Renai are naturally gifted with a mental ability
called "Mind Link", allowing one to share thoughts
with willing minds, or potentially cause mental trauma.
However, the Renai almost religiously practice and
advocate passifism; using their powers to cause harm is
seen as the most extreme taboo and ultimately leads to
exile from society at large.
Renai choose not to build larger settlements,
preferring to operate as small space-faring nomadic
tribes. However, they do maintain a permanent embassy
on Pox, and many Renai live within the sprawling
city-planet as traders or shiphands.
<b>Tascil:</b>
The Tascil are a rather new entry into the galactic
community, having only recently been granted embassy
rights within the past 20 years. Tascil are an
exceptionally tall race of dark-skinned bipeds with
long, slender limbs and a sharp, angular face. Their
ears also reflect this, ending in a fine point.
Tascil are universally known to be ruthless business
partners and merciless entrepreneurs. They will always
look for the most profit they can make, no matter how
devious or scandalous the method may be. This isn't
to say that they are wicked or unjust; they simply
only care about personal gain.
The Tascil are often the subject of predjudice from
many of the other races within the galactic community.
Some claim that the Tascil would willingly let people
starve in order to save money, while others say that
the Tascil would sell their own family into slavery
to make a few extra marks. The Tascil Embassy has
campaigned hard to break the negativity surrounding
their race, but the issue continues to persist.
<b>Erso Conglomerate:</b>
The Erso Conglomerate is the official name of the
collective clans of the Erso race. The Erso are a
squid-like race of creatures that originate from a
so-called ocean planet; however, the planet's surface
isn't water, but a thick oil-like substance that
contains a rich amount of proteins and essential
vitamins the Erso need to survive. When off-world,
the Erso wear a protective suit that keeps their
body covered. An Erso can survive approximately 11
hours without their suit before they succumb to
dehydration.
The Erso are a mono-gendered species. Despite not
officially having a gender pronoun listed, most (if
not all) Erso choose to be called male. The reason
for this is unknown, but referring to an Erso with
any other gender pronoun has been known to cause
extreme irritation.
The Erso are famed for their love of science and
technology. They will deprive themselves of rest for
weeks on end in order to complete a project or
experiment. Many of the technological advances made
in the past 200 years are in large part thanks to
the efforts of the Erso.
A subspecies of the Erso, the <b>Ersites</b>, are
genetically-engineered super soldiers bred for war.
Ersites are mentally weak compared to their creators;
however, all Ersites are linked via a shared genetic
intelligence. When together, Ersites can accomplish
complex tasks and equally distribute work on-the-fly
to finish their mission as quickly and efficiently as
possible. Ersites are euthanized once they reach four
years of age, as their mind begins to develop beyond
the control of the Erso. The galactic community has
shunned the Ersite project for many centuries, but is
unwilling to use force against the Erso due to a
reliance on their technological advancements.
<b>Lorentians:</b>
"Lorentian" is the unofficial name given to a rising
faction of citizens within the galactic community that
have undergone extreme genetic splicing and
reconfiguring. When the Human race entered the
galactic community some 200 years ago, many members of
the other races found themselves fixated, even
obsessed, over <i>Felis Catus</i>, or the common
domesticated housecat.
Illegal gene modification research immediately began
to change one's appearance to mimic the cat, and
within 50 years of the Human's entry into society, an
augmentation had been perfected. Nicknamed "Purrple",
this highly illegal drug is injected into the
bloodstream and immediately begins to alter the user's
appearance. The user's skin is elasticized and
smoothened; scales and fins are removed, and fur
begins to grow over many areas of the user's body,
depending on the dosage. The user is adorned with
pointed ears and a tail, and their height is capped to
a rather short 64-inches.
The Lorentian Democratic Party is the official
representative of those who have undergone the
procedure and have been pushing for acceptance as a new
species and their own embassy. This has been met with
outrage, with many politicians even calling for the
party members to be imprisoned for their encouragement
and personal use of an illegal substance that is not
backed by a reputable medical authority. Despite this,
the LDP has remained adamant in its cause and has
been granted diplomatic immunity for all party members
until a decision has been reached by the High Council.
Lorentians are generally looked upon with distaste by
other races, as they tend to be rather air-headed and
overtly playful. They also have a reputation for
being untrustworthy, willing to steal even from
friends in order to survive. Lorentians are heavily
discriminated against and are often forced to turn to
a life of crime in order to pay their bills. A wealthy
Lorentian is a very rare sight.
<b>Yan:</b>
The Yan are a collective of sentient robots of an
unknown origin. Though their bodies greatly differ
(some being bipedal, others being quadrupedal or multi-
armed), they always bear the trademark "Triple Eye",
three round ocular sensors located near the top of the
forehead.
The Yan have a significant understanding of most
languages, and are always found trading. Dealing with
a Yan is a simple matter, as they do not seemed to be
too concerned with making a large profit. As such,
many lower-class citizens prefer to buy from the Yan
as opposed to other merchants.
Not much is known about the Yan, but it is speculated
that they are all connected with a neural link and
share information with every other unit at all times.
Though they have never posed a threat and are
generally unnoticed by the public, the Galactic High
Council has placed all known Yan under strict
surveillance.
</pre>/*
Date & Time Widget Setup
*/
<<set
window.GameDays to [
"Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
];
window.GameMonths to [
"Jan", "Feb", "Mar", "Apr", "May", "Jun",
"Jul", "Aug", "Sep", "Oct", "Nov", "Dec"
];
/*
Below we have to use the multi-parameter version of the Date
constructor, rather than the date string version, because the
date string version treats a missing timezone offset as UTC.
While there are ways to determine players' timezone offsets,
so they could be added to a date string, it's more convenient
simply to use the multi-parameter constructor.
The point of this is so that you can simply initialize the game
world clock to whatever date and time you wish without having to
worry about the players' timezone offsets, while still ensuring
that they all see the same game world dates and times.
*/
/* params: year , month(0-based) , day , hour(24H) , minute [, second ] */
$gameDate to new Date(2226, 4, 6, 11, 15); /* e.g. Mar 17, 2015 03:24 */
>>
/*
Date & Time Advancement Widget Definitions
*/
/* Adds the specified number of minutes. */
<<widget "addmins">>\
<<run $gameDate.setMinutes($gameDate.getMinutes() + $args[0])>>\
<</widget>>
/* Adds the specified number of hours. */
<<widget "addhours">>\
<<run $gameDate.setHours($gameDate.getHours() + $args[0])>>\
<</widget>>
/* Adds the specified number of days. */
<<widget "adddays">>\
<<run $gameDate.setHours($gameDate.getHours() + $args[0] * 24)>>\
<</widget>>
/*
Date & Time Printing Widget Definitions
*/
/* Prints the current date ("{weekday} {month} {day}, {year}"). */
<<widget "date">>\
<<print String.format("{0} {1} {2}, {3}",
GameDays[$gameDate.getDay()],
GameMonths[$gameDate.getMonth()],
$gameDate.getDate(),
$gameDate.getFullYear()
)>>\
<</widget>>
/* Prints the current time (12H). */
<<widget "time12hr">>\
<<if $gameDate.getHours() eq 0>>\
12\
<<elseif $gameDate.getHours() gt 12>>\
<<print $gameDate.getHours() - 12>>\
<<else>>\
<<print $gameDate.getHours()>>\
<</if>>:\
<<if $gameDate.getMinutes() lt 10>>0<</if>><<print $gameDate.getMinutes()>> \
<<if $gameDate.getHours() gte 12>>PM<<else>>AM<</if>>\
<</widget>>
/* Prints the current time (24H). */
<<widget "time24hr">>\
<<if $gameDate.getHours() lt 10>>0<</if>><<print $gameDate.getHours()>>:\
<<if $gameDate.getMinutes() lt 10>>0<</if>><<print $gameDate.getMinutes()>>\
<</widget>>
/* Prints the current date and time (12H). */
<<widget "datetime">><<date>> <<time12hr>> (<<time24hr>>)<</widget>>
/* Prints the current time (24H) and date. */
<<widget "time24date">><<time24hr>> | <<date>><</widget>><pre><h3>Objectives</h3>
<<nobr>>
<<if $Objectives is 1>>
<<include "Objective List">>
<<else>>
There are no active objectives.
<<endif>>
<</nobr>>
</pre><<if $ob001 is 1>>
<<include "ob001">>
<<endif>>$SaveTitle<h3 align="center">Character Setup</h3>
<p><b>Character Name:</b>
<<textbox "$PlayerName" "">>
<span id="name-error"></span></p>
<p><b>What do you identify as?</b>
<label><<radiobutton "$PlayerGender" "Male">> Male</label> | <label><<radiobutton "$PlayerGender" "Female" checked>> Female</label></p>
<p><b>How would you describe yourself?</b>
<label><<radiobutton "$PlayerBuild" "Masculine">> Masculine</label> | <label><<radiobutton "$PlayerBuild" "Androgynous" checked>> Androgynous</label> | <label><<radiobutton "$PlayerBuild" "Feminine">> Feminine</label></p>
<p><b>What about your height?</b>
<<textbox "$PlayerHeight" "67">>
<span id="height-error"></span></p>
<<silently>>
<<set $PlayerFunds to 7428>>
<</silently>><div align="center"><<nobr>>
<<button "Check">>
<<if $PlayerName is "">>
<<replace "#name-error">><<nobr>>
<p style="color: #AA0000;"><b>Error:</b> Please enter a name.</p>
<</nobr>><</replace>>
<<set $PlayerNameCheck to "Fail">>
<<elseif /[^A-Z]/i.test($PlayerName)>>
<<replace "#name-error">><<nobr>>
<p style="color: #AA0000;"><b>Error:</b> Names may only contain letters.</p>
<</nobr>><</replace>>
<<set $PlayerNameCheck to "Fail">>
<<else>>
<<replace "#name-error">><</replace>>
<<set $PlayerNameCheck to "Pass">>
<</if>>
<<set $PlayerHeight to parseInt($PlayerHeight, 10)>>
<<if isNaN($PlayerHeight)>>
<<replace "#height-error">><<nobr>>
<p style="color: #AA0000"><b>Error:</b> You must specify a height between 48 - 84 inches.</p>
<</nobr>><</replace>>
<<set $PlayerHeightCheck to "Fail">>
<<elseif $PlayerHeight lt 48 or $PlayerHeight gt 84>>
<<replace "#height-error">><<nobr>>
<p style="color: #AA0000"><b>Error:</b> You must specify a height between 48 - 84 inches.</p>
<</nobr>><</replace>>
<<set $PlayerHeightCheck to "Fail">>
<<else>>
<<replace "#height-error">><</replace>>
<<set $PlayerHeightCheck to "Pass">>
<</if>>
<<refreshmenu>>
<</button>>
<<if $PlayerNameCheck is "Pass" and $PlayerHeightCheck is "Pass">>
<<button "Finish">>
<<goto "000_prologue_1">>
<<set setup.menu to "000_prologue_1 Menu">>
<<replace "#menu-section">><div align="center"><<include setup.menu>></div><</replace>>
<<set $GameStarted to 1>>
<</button>>
<<else>>
<button disabled>Button 1.2</button>
<</if>>
<button disabled>Button 1.3</button>
<button disabled>Button 1.4</button>
<button disabled>Button 2.1</button>
<button disabled>Button 2.2</button>
<button disabled>Button 2.3</button>
<button disabled>Button 2.4</button>
<button disabled>Button 3.1</button>
<button disabled>Button 3.2</button>
<button disabled>Button 3.3</button>
<button disabled>Button 3.4</button>
<</nobr>></div><h1 align="center"><b>Settings</b></h1>\
\
<h4 align="center"><i>There are no settings yet</i></h4>