code:
:: cyberConfig [nobr]

<<switch $temp>>

<<case 0>>
	This room is lined with shelves and cabinets, it could be easily mistaken for a storage room if it were not for examination table in its center.

	<<set $nextButton = "Back", $nextLink = "Slave Interact">>
		<<if $activeSlave.amp != 1>>
			Your slave $activeSlave.slaveName is obediently waiting for your instructions.
		<<else>>
			Your slave $activeSlave.slaveName is lying on the table, waiting for your instructions.
		<</if>>

	<<if $activeSlave.eyesImplant == 1>>

		$He has an ocular implant installed.
		<<if $activeSlave.eyes == 1>>
			They are operating normally.
		<<elseif $activeSlave.eyes == -1>>
			They are set to blur $his vision.
		<<else>>
			They are turned off.
		<</if>>

		<<if $activeSlave.eyes != 1>>[[Restore vision|cyberConfig][$activeSlave.eyes = 1,$temp = 3]] | <</if>>
		<<if $activeSlave.eyes != -1>>[[Blur|cyberConfig][$activeSlave.eyes = -1,$temp = 3]] | <</if>>
		<<if $activeSlave.eyes != -2>>[[Disable|cyberConfig][$activeSlave.eyes = -2,$temp = 3]]<</if>>

		$He currently has $activeSlave.eyeColor lenses equipped.

		Swap out $his lenses:

		Iris Color:
		[[Blue|cyberConfig][$activeSlave.eyeColor = "blue",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Black|cyberConfig][$activeSlave.eyeColor = "black",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Brown|cyberConfig][$activeSlave.eyeColor = "brown",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Green|cyberConfig][$activeSlave.eyeColor = "green",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Turquoise|cyberConfig][$activeSlave.eyeColor = "turquoise",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Sky-Blue|cyberConfig][$activeSlave.eyeColor = "sky-blue",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Hazel|cyberConfig][$activeSlave.eyeColor = "hazel",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Pale-Grey|cyberConfig][$activeSlave.eyeColor = "pale-grey",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[White|cyberConfig][$activeSlave.eyeColor = "white",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Pink|cyberConfig][$activeSlave.eyeColor = "pink",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Amber|cyberConfig][$activeSlave.eyeColor = "amber",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Red|cyberConfig][$activeSlave.eyeColor = "red",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Yellow|cyberConfig][$activeSlave.eyeColor = "yellow",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Orange|cyberConfig][$activeSlave.eyeColor = "orange",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]

		Pupil Shape:

[[Circular|cyberConfig][$activeSlave.pupil = "circular",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Catlike|cyberConfig][$activeSlave.pupil = "catlike",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Serpent-Like|cyberConfig][$activeSlave.pupil = "serpent-like",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Devilish|cyberConfig][$activeSlave.pupil = "devilish",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Demonic|cyberConfig][$activeSlave.pupil = "demonic",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Hypnotic|cyberConfig][$activeSlave.pupil = "hypnotic",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Heart-Shaped|cyberConfig][$activeSlave.pupil = "heart-shaped",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Wide-Eyed|cyberConfig][$activeSlave.pupil = "wide-eyed",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Almond-Shaped|cyberConfig][$activeSlave.pupil = "almond-shaped",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Bright|cyberConfig][$activeSlave.pupil = "bright",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Teary|cyberConfig][$activeSlave.pupil = "teary",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Vacant|cyberConfig][$activeSlave.pupil = "vacant",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Star-Shaped|cyberConfig][$activeSlave.pupil = "star-shaped",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Goat-Like|cyberConfig][$activeSlave.pupil = "goat-like",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]

		Sclera Colors:
		[[White|cyberConfig][$activeSlave.sclerae = "white",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Blue|cyberConfig][$activeSlave.sclerae = "blue",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Black|cyberConfig][$activeSlave.sclerae = "black",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Brown|cyberConfig][$activeSlave.sclerae = "brown",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Green|cyberConfig][$activeSlave.sclerae = "green",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Turquoise|cyberConfig][$activeSlave.sclerae = "turquoise",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Sky-Blue|cyberConfig][$activeSlave.sclerae = "sky-blue",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Hazel|cyberConfig][$activeSlave.sclerae = "hazel",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Pale-Grey|cyberConfig][$activeSlave.sclerae = "pale-grey",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Pink|cyberConfig][$activeSlave.sclerae = "pink",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Amber|cyberConfig][$activeSlave.sclerae = "amber",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Red|cyberConfig][$activeSlave.sclerae = "red",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Yellow|cyberConfig][$activeSlave.sclerae = "yellow",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Orange|cyberConfig][$activeSlave.sclerae = "orange",$temp = 2,cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	<</if>>

	<<if $activeSlave.earImplant == 1>>

		$He has a cochlear implant installed.
		<<if $activeSlave.hears == 0>>
			They are operating normally.
		<<elseif $activeSlave.hears == -1>>
			They are set to muffle $his hearing.
		<<else>>
			They are turned off.
		<</if>>

		<<if $activeSlave.hears != 0>>[[Restore hearing|cyberConfig][$activeSlave.hears = 0,$temp = 5]] | <</if>>
		<<if $activeSlave.hears != -1>>[[Muffle|cyberConfig][$activeSlave.hears = -1,$temp = 5]] | <</if>>
		<<if $activeSlave.hears != -2>>[[Disable|cyberConfig][$activeSlave.hears = -2,$temp = 5]]<</if>>
	<</if>>

	<<if $activeSlave.electrolarynx == 1>>

		$He has an electrolarynx installed.
		<<if $activeSlave.voice == 0>>
			It is turned off.
		<<elseif $activeSlave.voice == 1>>
			It is set to its "deep voice" setting.
		<<elseif $activeSlave.voice == 2>>
			It is set to its "normal voice" setting.
		<<elseif $activeSlave.voice == 3>>
			It is set to its "high voice" setting.
		<</if>>

		<<if $activeSlave.voice != 0>>[[Disable|cyberConfig][$activeSlave.voice = 0,$temp = 6]] | <</if>>
		<<if $activeSlave.voice != 1>>[[Deep voice setting|cyberConfig][$activeSlave.voice = 1,$temp = 6]] | <</if>>
		<<if $activeSlave.voice != 2>>[[Standard voice setting|cyberConfig][$activeSlave.voice = 2,$temp = 6]] | <</if>>
		<<if $activeSlave.voice != 3>>[[High voice setting|cyberConfig][$activeSlave.voice = 3,$temp = 6]]<</if>>
	<</if>>

	<<if $activeSlave.PLimb > 0>>

		$He has PLimb interface installed. You can assign and adjust $his prosthetics here.
		<<if $activeSlave.amp <= -1>>

			$His prosthetics are currently attached, if you wish to change them you will first need to detach them.

			[[Detach|cyberConfig][$temp = 1,$nextButton = "Continue", $nextLink = "cyberConfig"]]
		<<else>>

			<<if $stockpile.basicPLimb > 0>>[[Attach basic limbs|cyberConfig][$temp = 4, $activeSlave.amp = -1, $stockpile.basicPLimb -= 1]]<</if>>
			<<if $stockpile.advSexPLimb > 0>>[[Attach sex limbs|cyberConfig][$temp = 4, $activeSlave.amp = -2, $stockpile.advSexPLimb -= 1]]<</if>>
			<<if $stockpile.advGracePLimb > 0>>[[Attach beauty limbs|cyberConfig][$temp = 4, $activeSlave.amp = -3, $stockpile.advGracePLimb -= 1]]<</if>>
			<<if $stockpile.advCombatPLimb > 0>>[[Attach combat limbs|cyberConfig][$temp = 4, $activeSlave.amp = -4, $stockpile.advCombatPLimb -= 1]]<</if>>
			<<if $activeSlave.PLimb == 2>>
				<<if $stockpile.cyberneticPLimb > 0>>[[Attach cybernetic limbs|cyberConfig][$temp = 4, $activeSlave.amp = -5, $stockpile.cyberneticPLimb -= 1]]<</if>>
			<<else>>
				//To equip more advanced prosthetics you will need to upgrade your slaves' PLimb interface.//
			<</if>>
		<</if>>

	<<else>>
		<<if $activeSlave.amp == 0>>

			$He has healthy limbs so there is no need for prosthetics.
		<<elseif $activeSlave.amp < 0>>
			Unidentified PLimb interface detected. [[Please reboot system.|cyberConfig][$activeSlave.PLimb = 2]]
		<<else>>

			$He does not have a PLimb interface installed so you can't give $him any prosthetics.
		<</if>>
	<</if>>

	<<if $activeSlave.PTail == 1>>

		$He has a neural tail interface installed. You can assign and adjust $his tail here.
		<<if $activeSlave.tail != "none">>

			$He currently has a tail attached, if you wish to change it you will first need to detach it.

			[[Detach|cyberConfig][$temp = 7,$nextButton = "Continue", $nextLink = "cyberConfig"]]
		<<else>>

			<<if $stockpile.modPTail > 0>>Attach a modular tail designed to look like a:

			[[Cat's Tail|cyberConfig][$temp = 8, $activeSlave.tail = "mod", $activeSlave.tailShape = "neko", $activeSlave.tailColor = $activeSlave.hColor, $stockpile.modPTail -= 1]]
			| [[Dog's Tail|cyberConfig][$temp = 8, $activeSlave.tail = "mod", $activeSlave.tailShape = "inu", $activeSlave.tailColor = $activeSlave.hColor, $stockpile.modPTail -= 1]]
			| [[Fox's Tail|cyberConfig][$temp = 8, $activeSlave.tail = "mod", $activeSlave.tailShape = "kit", $activeSlave.tailColor = $activeSlave.hColor, $stockpile.modPTail -= 1]]
			| [[Kitsune's Tail|cyberConfig][$temp = 8, $activeSlave.tail = "mod", $activeSlave.tailShape = "kitsune", $activeSlave.tailColor = $activeSlave.hColor, $stockpile.modPTail -= 1]]
			| [[Tanuki's Tail|cyberConfig][$temp = 8, $activeSlave.tail = "mod", $activeSlave.tailShape = "tanuki", $activeSlave.tailColor = $activeSlave.hColor, $stockpile.modPTail -= 1]]
			| [[Cow's Tail|cyberConfig][$temp = 8, $activeSlave.tail = "mod", $activeSlave.tailColor = "ushi", $activeSlave.tailColor = $activeSlave.hColor, $stockpile.modPTail -= 1]]
<</if>>
			<<if $stockpile.warPTail > 0>>[[Attach Combat Tail|cyberConfig][$temp = 8, $activeSlave.tail = "combat", $activeSlave.tailColor = "jet black", $stockpile.warPTail -= 1]]<</if>>
			<<if $stockpile.sexPTail > 0>>| [[Attach Pleasure Tail|cyberConfig][$temp = 8, $activeSlave.tail = "sex", $activeSlave.tailColor = "pink", $stockpile.sexPTail -= 1]]<</if>>
		<</if>>
	<<else>>
		$He does not have a neural tail interface installed so you cannot attach a tail.
	<</if>>
	<<if $activeSlave.tail == "mod">>

		$He currently has a modular tail, styled to look like
		<<if $activeSlave.tailShape == "neko">>
			a long, slender cat tail.
		<<elseif $activeSlave.tailShape == "inu">>
			a bushy dog tail.
		<<elseif $activeSlave.tailShape == "kit">>
			a soft, fluffy fox tail.
		<<elseif $activeSlave.tailShape == "kitsune">>
			three incredibly soft, fluffy fox tails.
		<<elseif $activeSlave.tailShape == "tanuki">>
			a long, fluffy tanuki tail.
		<<elseif $activeSlave.tailShape == "ushi">>
			a long cow tail.
		<</if>>

		Modify $his tail's appearance:

		[[Cat|cyberConfig][$activeSlave.tailShape = "neko",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Dog|cyberConfig][$activeSlave.tailShape = "inu",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Fox|cyberConfig][$activeSlave.tailShape = "kit",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Kitsune|cyberConfig][$activeSlave.tailShape = "kitsune",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Tanuki|cyberConfig][$activeSlave.tailShape = "tanuki",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
		| [[Bovine|cyberConfig][$activeSlave.tailShape = "ushi",cashX(forceNeg($modCost), "slaveMod", $activeSlave)]]
	<</if>>
<<case 1>>
	<<set $temp = 0, $nextButton = "Continue", $nextLink = "cyberConfig">>
	<<if $activeSlave.amp == -1>><<set $stockpile.basicPLimb += 1>>
	<<elseif $activeSlave.amp == -2>><<set $stockpile.advSexPLimb += 1>>
	<<elseif $activeSlave.amp == -3>><<set $stockpile.advGracePLimb += 1>>
	<<elseif $activeSlave.amp == -4>><<set $stockpile.advCombatPLimb += 1>>
	<<elseif $activeSlave.amp == -5>><<set $stockpile.cyberneticPLimb += 1>>
	<</if>>
	<<set $activeSlave.amp = 1>>
	Due to built-in safeties it is necessary to remove each limb separately, first releasing the lock and then waiting for automated seal release.

	<<if ($activeSlave.devotion > 20)>>
		You instruct $him to lie down on the table and proceed to remove $his limbs. $He <<if canSee($activeSlave)>>watches<<elseif canHear($activeSlave)>>listens<<else>>waits<</if>> with interest as you work.<<if ($activeSlave.devotion > 50)>> As you remove the last limb $he playfully wiggles $his stumps at you.<</if>>
	<<else>>
		You order $him to lie down on the table and proceed to remove $his limbs. $He <<if canSee($activeSlave)>>watches<<elseif canHear($activeSlave)>>listens<<else>>waits<</if>> with a bitter expression as you work.
	<</if>>

<<case 2>>
	<<set $temp = 0, $nextButton = "Continue", $nextLink = "cyberConfig">>
	<<if $activeSlave.amp != 1>>You have $him lie down and<<else>>You<</if>> use a speculum to keep $his eyes open while you disengage $his lenses remotely and swap them out with $his new $activeSlave.eyeColor lenses<<if $activeSlave.pupil != "circular" || $activeSlave.sclerae != "white">> with <<if $activeSlave.pupil != "circular" >>$activeSlave.pupil pupils<</if>><<if $activeSlave.pupil != "circular" && $activeSlave.sclerae != "white">> and <</if>><<if $activeSlave.sclerae != "white" >>$activeSlave.sclerae sclerae<</if>><</if>>.
<<case 3>>
	<<set $temp = 0, $nextButton = "Continue", $nextLink = "cyberConfig">>
	<<if $activeSlave.eyes == 1>>
		$He blinks as $his vision returns.
	<<elseif $activeSlave.eyes == -1>>
		$He squints at you as $his vision becomes a blur.
	<<else>>
		$He has a panicked expression when $his vision suddenly goes out.
	<</if>>
<<case 4>>
	<<set $temp = 0, $nextButton = "Continue", $nextLink = "cyberConfig">>
	Attaching $his limbs is a simple procedure, you simply push a connector on each limb into the socket in $his implants until the lock engages.<<if $activeSlave.PLimb == 2>> $He jumps a bit as limbs connect to $his nerves.<</if>> When you are done, $he sits up and
	<<if $activeSlave.amp == -2>>experimentally engages the vibe function in $his fingers.
	<<elseif $activeSlave.amp == -3>>runs a hand over the smooth skin of $his new legs.
	<<elseif $activeSlave.amp == -4>>engages and disengages the blade in $his forearm.
	<<elseif $activeSlave.amp == -5>>experimentally flexes the muscles in $his artificial arm.
	<<else>>catches $his balance.
	<</if>>
<<case 5>>
	<<set $temp = 0, $nextButton = "Continue", $nextLink = "cyberConfig">>
	<<if $activeSlave.hears == 0>>
		$He tilts $his head as $his hearing returns.
	<<elseif $activeSlave.hears == -1>>
		$He shakes $his head as $his hearing becomes muffled.
	<<else>>
		$He has a panicked expression when $his hearing is suddenly silenced.
	<</if>>
<<case 6>>
	<<set $temp = 0, $nextButton = "Continue", $nextLink = "cyberConfig">>
	<<if $activeSlave.voice == 0>>
		$He tries testing out $his new voice, only to discover $he's been made mute.
	<<elseif $activeSlave.voice == 1>>
		$He tests out the <<if canHear($activeSlave)>>sound<<else>>feeling<</if>> of $his new, deep voice.
	<<elseif $activeSlave.voice == 2>>
		$He tests out the <<if canHear($activeSlave)>>sound<<else>>feeling<</if>> of $his new, normal voice.
	<<elseif $activeSlave.voice == 3>>
		$He tests out the <<if canHear($activeSlave)>>sound<<else>>feeling<</if>> of $his new, high voice.
	<</if>>

<<case 7>>
	<<set $temp = 0, $nextButton = "Continue", $nextLink = "cyberConfig">>
	<<if $activeSlave.tail == "mod">><<set $stockpile.modPTail += 1>>
	<<elseif $activeSlave.tail == "combat">><<set $stockpile.warPTail += 1>>
	<<elseif $activeSlave.tail == "sex">><<set $stockpile.sexPTail += 1>>
	<</if>>
	<<set $activeSlave.tail = "none">><<set $activeSlave.tailShape = "none">><<set $activeSlave.tailColor = "none">>
	You send the release signal and the mechanical lock disengages allowing the artificial tail to pop right off.

<<case 8>>
	<<set $temp = 0, $nextButton = "Continue", $nextLink = "cyberConfig">>
	Attaching $his tail is a simple procedure, you simply push the connector into a socket, right where $his tailbone ends, until the lock engages.

	When you are done, $he looks back and
	<<if $activeSlave.tailShape == "neko">>sways $his tail side to side enigmatically.
	<<elseif $activeSlave.tailShape == "inu">>wags $his tail side to side energetically.
	<<elseif $activeSlave.tailShape == "kit">>slowly sways $his tail feeling the soft fur brush against $his skin.
	<<elseif $activeSlave.tailShape == "kitsune">>slowly sways $his tails luxuriating in the incredibly soft, fluffy fur brushing against $his skin.
	<<elseif $activeSlave.tailShape == "tanuki">>admires $his long, thick fluffy tail.
	<<elseif $activeSlave.tailShape == "ushi">>swats $himself playfully.
	<<elseif $activeSlave.tail == "combat">>experimentally whips the long tail side to side then takes aim at a prepared fruit, lashes out with blinding speed and smiles as it explodes into chunks.
	<<elseif $activeSlave.tail == "sex">>accidentally engages the vibrating and lube functions, startling $him and making quite a mess.
	<<else>>admires $his new tail.
	<</if>>
<</switch>>


code:
/* eslint-disable no-unused-vars */
/* eslint-disable no-undef */

/** breaks in the last case in switches are not required, but are highly recommended */

/* OPEN MAIN */
App.UI.View.MainLinks = function () {
	"use strict";
	const V = State.variables;
	const PA = Array.isArray(V.personalAttention) ? V.personalAttention.map(function (x) {
		return getSlave(x.ID);
	}) : [];
	let r = ``;
	if (V.HeadGirl) {
		var pronouns = getPronouns(V.HeadGirl),
			he = pronouns.pronoun,
			him = pronouns.object,
			his = pronouns.possessive,
			hers = pronouns.possessivePronoun,
			himself = pronouns.objectReflexive,
			boy = pronouns.noun,
			He = capFirstChar(he),
			His = capFirstChar(his);
	}

	if (V.PCWounded === 1) {
		r += `The injuries received in the recent battle prevent you from undertaking tiring efforts.`;
	} else {
		switch (V.personalAttention) {
			case "business":
				r += `You plan to focus on business this week.`;
				break;
			case "whoring":
				r += `You plan to focus on earning extra money this week.`;
				break;
			case "upkeep":
				r += `You plan to focus on cleaning the penthouse this week.`;
				break;
			case "smuggling":
				r += `You plan to make some easy (but dirty) money this week.`;
				break;
			case "HG":
				r += `You plan to support your Head Girl this week, so ${he} can give more slaves ${his} attention.`;
				break;
			case "sex":
				r += `You plan to have as much sex with your slaves as possible this week.`;
				break;
			case "trading":
				r += `This week you will learn trading.`;
				break;
			case "warfare":
				r += `This week you will learn modern combat tactics.`;
				break;
			case "slaving":
				r += `This week you will learn slaving.`;
				break;
			case "engineering":
				r += `This week you will learn engineering.`;
				break;
			case "medicine":
				r += `This week you will learn medicine.`;
				break;
			case "hacking":
				r += `This week you will learn hacking.`;
				break;
			case "proclamation":
				r += `This week you plan to issue a proclamation about ${V.proclamationType}.`;
				break;
			case "technical accidents":
				r += `This week you plan to sell your technical skills to the highest bidder.`;
				break;
			default:
				if (PA.length > 0) {
					r += `You plan to train `;
					let l = PA.length;
					for (let dwi = 0; dwi < l; dwi++) {
						if (dwi > 0 && dwi === l - 1) {
							r += ` and `;
						}
						r += `<strong><u><span class=pink>${SlaveFullName(PA[dwi])}</span></u></strong> to ${V.personalAttention[dwi].trainingRegimen}`;
						if (dwi > 0 && dwi < l - 2) {
							r += `,`;
						}
					}
					r += ` this week.`;
				}
				break;
		}
	}

	if (V.PCWounded !== 1) {
		r += ` <span id="managePA"><strong><<link "Change plans">><<goto "Personal Attention Select">><</link>></strong></span> <span class=cyan>[A]</span>`;
	}

	if (V.useSlaveSummaryOverviewTab !== 1) {
		if (typeof V.slaveIndices[V.HeadGirl.ID] !== 'undefined') {
			r += `<br><strong><u><span class=pink>${SlaveFullName(V.HeadGirl)}</span></u></strong> is serving as your Head Girl`;
			if (V.arcologies[0].FSEgyptianRevivalistLaw === 1) {
				r += ` and Consort`;
			}
			r += `. <span id="manageHG"><strong><<link "Manage Head Girl">><<goto "HG Select">><</link>></strong></span> <span class=cyan>[H]</span>`;
		} else if (typeof V.slaveIndices[V.HeadGirl.ID] === 'undefined' && (V.slaves.length > 1)) {
			r += `<br>You have not selected a Head Girl`;
			if (V.arcologies[0].FSEgyptianRevivalistLaw === 1) {
				r += ` and Consort`;
			}
			r += `. <span id="manageHG"><strong><<link "Select one">><<goto "HG Select">><</link>></strong></span> <span class=cyan>[H]</span>`;
		} else if (typeof V.slaveIndices[V.HeadGirl.ID] === 'undefined') {
			r += `//You do not have enough slaves to keep a Head Girl//`;
		}
		r += `<br>`;

		if (typeof V.slaveIndices[V.Recruiter.ID] !== 'undefined') {
			r += `${SlaveFullName(V.Recruiter)} is working to recruit girls. <<link "Manage Recruiter">><<goto "Recruiter Select">><</link>> [U]`;
		} else {
			r += `You have not selected a Recruiter. <span id="manageRecruiter"><strong><<link "Select one">><<goto "Recruiter Select">><</link>></strong></span> <span class=cyan>[U]</span>`;
		}

		if (V.dojo) {
			r += `<br>`;
			if (typeof V.slaveIndices[V.Bodyguard.ID] !== 'undefined') {
				r += `${SlaveFullName(V.Bodyguard)} is serving as your bodyguard. <<link "Manage Bodyguard">><<goto "BG Select">><</link>> [B]`;
			} else {
				r += `You have not selected a Bodyguard. <span id="manageBG"><strong><<link "Select one">><<goto "BG Select">><</link>></strong></span> <span class=cyan>[B]</span>`;
			}
		}
	}

	if (V.completedOrgans.length > 0) {
		/* first remove any organs with no corresponding slave */
		V.completedOrgans = V.completedOrgans.filter(organ => {
			return (typeof organ === 'object' && getSlave(organ.ID) !== undefined);
		});
		/* cycle through slaves, for each slave cycle through completed organs and track how many are of the interrogated slave (and if organs have a slaves to be implanted on) */
		for (let i = 0; i < V.slaves.length; i++) {
			let slaveOrgans = 0;
			V.completedOrgans.forEach(organ => {
				if (organ.ID === V.slaves[i].ID)
					slaveOrgans++;
			});
			/* if the interrogated slave has one or more organs ready: */
			if (slaveOrgans > 0) {
				r += '
The fabricator has completed ';
				if (slaveOrgans > 1) {
					r += `${slaveOrgans} organs`;
				} else {
					r += 'an organ';
				}
				r += ` for </span><<link "<<print $slaves[${i}].slaveName>>">><<set $activeSlave = $slaves[${i}]>><<goto "Slave Interact">><</link>>, <span class=yellow> which `;
				if (slaveOrgans > 1) {
					r += 'are';
				} else {
					r += 'is';
				}
				r += ' ready to be implanted.';
			}
		}
	}

	if (V.limbsCompleted > 0) {
		for (let j = 0; j < V.limbs.length; j++) {
			if (typeof V.limbs[j] === 'object' || getSlave(V.limbs[j].ID) !== undefined) {
				let i = V.slaveIndices[V.limbs[j].ID];
				if (V.limbs[j].weeksToCompletion <= 0) {
					r += `
The facility has completed a set of limbs for <<print "[[SlaveFullName($slaves[${i}])|Slave Interact][$activeSlave = $slaves[${i}]]]">>,  which is ready to be attached.`;
				}
			} else {
				V.limbs.splice(j, 1);
				j--;
			}
		}
	}

	if (V.completedOrgans.length > 0 && V.limbsCompleted > 0) {
		r += `<br>[[Implant and Attach|Multiple Organ Implant]] <span class=yellow>all organs and limbs that are ready.</span>`;
	} else if (V.completedOrgans.length > 0) {
		r += `<br>[[Implant|Multiple Organ Implant]] <span class=yellow>all organs that are ready for implantation.</span>`;
	} else if (V.limbsCompleted > 0) {
		r += `<br>[[Attach|Multiple Organ Implant]] <span class=yellow>all sets of limbs that are ready to be attached.</span>`;
	}

	if (V.slaveCostFactor > 1.05) {
		r += `<br><span class=yellow>There is a bull market for slaves; the price of slaves is very high.</span>`;
	} else if (V.slaveCostFactor > 1) {
		r += `<br><span class=yellow>The slave market is bullish; the price of slaves is high.</span>`;
	} else if (V.slaveCostFactor < 0.95) {
		r += `<br><span class=yellow>There is a bear market for slaves; the price of slaves is very low.</span>`;
	} else if (V.slaveCostFactor < 1) {
		r += `<br><span class=yellow>The slave market is bearish; the price of slaves is low.</span>`;
	} else {
		r += `<br>The slave market is stable; the price of slaves is average.`;
	}

	r += ` <span id="buySlaves"><strong><<link "Buy Slaves">><<goto "Buy Slaves">><</link>></strong></span> <span class=cyan>[S]</span>`;
	if (V.TSS.schoolSale !== 0) {
		r += `<br><span class=yellow>For your first purchase, </span><strong>[[The Slavegirl School][$slavesSeen += 1]]</strong><span class=yellow> will sell at half price this week.</span>`;
	}
	if (V.GRI.schoolSale !== 0) {
		r += `<br><span class=yellow>For your first purchase, </span><strong>[[Growth Research Institute][$slavesSeen += 1]]</strong><span class=yellow> will sell at half price this week.</span>`;
	}
	if (V.SCP.schoolSale !== 0) {
		r += `<br><span class=yellow>For your first purchase, </span><strong>[[St. Claver Preparatory][$slavesSeen += 1]]</strong><span class=yellow> will sell at half price this week.</span>`;
	}
	if (V.TCR.schoolSale !== 0) {
		r += `<br><span class=yellow>For your first purchase, </span><strong>[[The Cattle Ranch][$slavesSeen += 1]]</strong><span class=yellow> will sell at half price this week.</span>`;
	}
	if (V.HA.schoolSale !== 0) {
		r += `<br><span class=yellow>For your first purchase, </span><strong>[[The Hippolyta Academy][$slavesSeen += 1]]</strong><span class=yellow> will sell at half price this week.</span>`;
	}

	if (V.seeDicks !== 0) {
		if (V.LDE.schoolSale !== 0) {
			r += `<br><span class=yellow>For your first purchase, </span><strong>[[L'École des Enculées][$slavesSeen += 1]]</strong><span class=yellow> will sell at half price this week.</span>`;
		}
		if (V.TGA.schoolSale !== 0) {
			r += `<br><span class=yellow>For your first purchase, </span><strong>[[The Gymnasium-Academy][$slavesSeen += 1]]</strong><span class=yellow> will sell at half price this week.</span>`;
		}
		if (V.TFS.schoolSale !== 0) {
			r += `<br><span class=yellow>For your first purchase, </span><strong>[[The Futanari Sisters][$slavesSeen += 1]]</strong><span class=yellow> will sell at half price this week.</span>`;
		}
	}
	return r;
};
/* CLOSE MAIN */

repo_name: Mizako/fc


code:
/* OPEN TOYCHEST */
App.Interact.ToyChest = function(slave) {
	"use strict";
	const V = State.variables;
	let r = ``;
	/* eslint-disable */
	let pronouns = getPronouns(slave);
	let he = pronouns.pronoun;
	let him = pronouns.object;
	let his = pronouns.possessive;
	let hers = pronouns.possessivePronoun;
	let himself = pronouns.objectReflexive;
	let boy = pronouns.noun;
	let He = capFirstChar(he);
	let His = capFirstChar(his);
	/* eslint-enable */

	r = `${slave.slaveName} `;
	if (slave.fuckdoll) {
		r += `is waiting for use nearby. `;
	} else if (slave.fetish === "mindbroken") {
		if (canSmell(slave) && slave.career === "a breeding bull" && isPlayerFertile(V.PC) && canPenetrate(slave)) {
			r += `is rock hard and sniffing the air. `;
		} else {
			r += `is waiting dumbly nearby. `;
		}
	} else if (slave.devotion > 50) {
		if (slave.toyHole === "mouth") {
			r += `has positioned ${himself} nearby with ${his} mouth conveniently`;
			if (V.PC.dick) {
				r += `at cock level`;
			} else {
				r += `level with your pussy`;
			}
		} else if (slave.toyHole === "boobs") {
			r += `is kneeling nearby with ${his} chest thrust out as far as it will go. `;
		} else if (slave.toyHole === "pussy" && !slave.amp) {
			r += `is kneeling on the couch with legs apart to present ${his} pussy. `;
		} else if (slave.toyHole === "pussy") {
			r += `is lying on the couch with ${his} pussy ready for you. `;
		} else if (slave.toyHole === "ass" && !slave.amp) {
			r += `is lying on the couch with ${his} legs up and back to present ${his} butthole. `;
		} else if (slave.toyHole === "ass") {
			r += `is lying on the couch with ${his} butt ready for you. `;
		} else if (slave.toyHole === "dick") {
			r += `is lying on the couch with ${his} dick at the ready for you. `;
		} else {
			r += `is nearby, eagerly presenting ${himself}. `;
		}
	} else if (slave.trust < -20) {
		r += `is waiting nearby in terror, hoping obedience will save ${him} from punishment. `;
	} else if (slave.devotion < -90) {
		r += `is hogtied nearby for sexual abuse. `;
	} else if (slave.devotion < -50) {
		r += `is restrained nearby for sexual use. `;
	} else if (slave.devotion < -20) {
		r += `is unhappily waiting nearby for sexual use. `;
	} else if (slave.devotion <= 20) {
		r += `is obediently waiting nearby for sexual use. `;
	} else if (slave.devotion <= 50) {
		r += `has positioned ${himself} nearby to offer you ${his} body. `;
	}
	let pose = random(1, 100);
	if (slave.fuckdoll) {
		r += `${His} holes are, as always, available. `;
	} else if (slave.fetish === "mindbroken") {
		r += `${He} ignores ${his} clothing, regarding it as an impediment to ${his} purpose. `;
	} else {
		switch (slave.clothes) {
			case "shibari ropes":
				r += `You've tied ${his} shibari bindings so that ${he}'s forced to thrust out ${his} chest. `;
				break;
			case "uncomfortable straps":
				if (pose > 75) {
					r += `${His} leather straps are forcing ${him} to thrust out ${his} tits. `;
				} else if (pose > 50) {
					r += `${His} leather straps are uncomfortably pressing ${his} breasts and asscrack. `;
				} else if (pose > 25) {
					r += `The rings in ${his} leather straps over each nipple and hole make ${him} look like a perfect fucktoy. `;
				} else {
					r += `${His} uncomfortable straps force ${him} to constantly present ${his} holes. `;
				}
				break;
			case "restrictive latex":
			case "a latex catsuit":
				r += `${His} complete suit of latex makes ${him} a nice, artistic display, a plastic work of art in the shape of a female form.`;
				break;
			case "a military uniform":
				r += `${His} uniformed presence lends your office the air of a military command center.`;
				break;
			case "a schutzstaffel uniform":
				r += `${His} uniformed presence lends your office the air of a military command center.`;
				break;
			case "a slutty schutzstaffel uniform":
				r += `${His} uniformed presence lends your office the air of a military command center.`;
				break;
			case "a red army uniform":
				r += `${His} uniformed presence lends your office the air of a military command center.`;
				break;
			case "a long qipao":
				r += `${His} elegant qipao lends your office an air of traditional opulence and prestige.`;
				break;
			case "battlearmor":
				r += `${His} armored presence lends your office the air of a battlefield command center.`;
				break;
			case "a mounty outfit":
				r += `${His} uniformed presence lends your office the air of a police command center.`;
				break;
			case "a dirndl":
				r += `${His} dirndl lends a traditional atmosphere to your office.`;
				break;
			case "lederhosen":
				r += `${His} lederhosen lends a traditional atmosphere to your office.`;
				break;
			case "a biyelgee costume":
				r += `${His} biyelgee costume lends a festive atmosphere to your office.`;
				break;
			case "a mini skirt":
				r += `${His} flattering mini dress makes ${him} the perfect office ornament for the modern captain of industry.`;
				break;
			case "a nice nurse outfit":
				r += `${His} proper nurse's outfit gives the office a clinical air.`;
				break;
			case "a fallen nuns habit":
				r += `${His} latex parody of a nuns habit gives the office a sacrilegious air.`;
				break;
			case "a chattel habit":
				r += `${His} chattel habit makes the office look like what it is: the inner sanctum of a new and deeply sensual faith.`;
				break;
			case "a penitent nuns habit":
				r += `${His} sackcloth habit gives the office a somber air.`;
				break;
			case "attractive lingerie":
				r += `${He}'s wearing classy lingerie, making ${him} an unusually refined ornament to the office.`;
				break;
			case "kitty lingerie":
				r += `${His} cat-themed lingerie gives the office a bizarrely innocent air of perversion.`;
				break;
			case "a succubus outfit":
				r += `${He}'s dressed to look like a succubus. There is a <<if $PC.title == 1>>demon<<else>>demoness<</if>> in this office, and ${he} serves _himP.`;
				break;
			case "spats and a tank top":
				r += `${He}'s wearing spats and a tank top, giving the office the active air of a gym.`;
				break;
			case "a string bikini":
				r += `${He}'s wearing a string bikini, making ${him} a sexy, enticing office ornament.`;
				break;
			case "a scalemail bikini":
				r += `${His} scalemail bikini gives the office a medieval air.`;
				break;
			case "striped panties":
			case "a striped bra":
			case "striped underwear":
				r += `${He}'s wearing cute underwear, making ${him} a sexy, innocent-looking office ornament.`;
				break;
			case "attractive lingerie for a pregnant woman":
				r += `${His} breasts gently spill out of ${his} slightly too small top.`;
				if (slave.lactation) {
					r += `${His} leaking nipples have rendered ${his} top see-through.`;
				}
				break;
			case "a maternity dress":
				r += `${His} low cut dress reveals ample cleavage.`;
				break;
			case "stretch pants and a crop-top":
				r += `${His} comfortable clothes give your office a laid back air and are easy to slip off when the mood strikes.`;
				break;
			case "a cheerleader outfit":
				r += `${He}'s wearing a slutty cheerleader outfit, making it look like ${he}'s here to fuck before team practice.`;
				break;
			case "clubslut netting":
				r += `${He}'s wearing slutty netting and headphones so ${he} can dance to music without annoying visitors.`;
				break;
			case "cutoffs and a t-shirt":
				r += `${He}'s wearing cutoffs and a t-shirt, making ${him} a fun, clean office ornament.`;
				break;
			case "a slutty nurse outfit":
				r += `${He}'s wearing a slutty nurse outfit, and looks more than ready to minister to any patient's needs.`;
				break;
			case "a schoolgirl outfit":
				r += `${He}'s wearing a slutty schoolgirl outfit, and looks ready to do whatever it takes to improve ${his} grades.`;
				break;
			case "a kimono":
				r += `${He}'s wearing a kimono, lending your office an air of elegance, though ${he} lacks some of the air of the true yamato nadeshiko.`;
				break;
			case "a burkini":
				r += `${He}'s wearing a colorful burkini, lending your office a vague air of conservatism.`;
				break;
			case "a hijab and blouse":
				r += `${He}'s wearing a modest hijab and blouse, lending your office a certain air of conservatism.`;
				break;
			case "a hijab and abaya":
				r += `${He}'s wearing a modest hijab and abaya, lending your office a certain air of conservatism.`;
				break;
			case "a niqab and abaya":
				r += `${He}'s wearing a niqab and abaya, lending your office an air of conservatism.`;
				break;
			case "a klan robe":
			case "a slutty klan robe":
				r += `${He}'s wearing a ku klux klan robe, lending your office an air of conservatism.`;
				break;
			case "a burqa":
				r += `${He}'s wearing an all-concealing burqa, lending your office an intense air of conservatism.`;
				break;
			case "battledress":
				r += `${He}'s wearing skimpy battledress, making your office seem a little like the ideal bunker for a survivalist.`;
				break;
			case "a slutty outfit":
				if (slave.actualAge < 21) {
					r += `${He}'s wearing a schoolgirl uniform and sucking on hard candy, giving ${him} a delectably youthful appearance.`;
				} else if (slave.actualAge < 30) {
					r += `${He}'s chosen to wear a slutty nurse outfit, and looks more than ready to minister to any patient's needs.`;
				} else if (slave.actualAge < 40) {
					// TODO: is this supposed to be the same as the one above?
					r += `${He}'s wearing a schoolgirl uniform and sucking on hard candy, a delightfully perverse outfit for a slave in ${his} thirties.`;
				} else {
					r += `${He}'s wearing a wifely apron that covers ${his} front, but leaves ${his} backside bare, an appropriate outfit for a slave in ${his} forties.`;
				}
				break;
			case "a halter top dress":
				r += `The gorgeous halter top dress ${he}'s wearing is almost a work of art.`;
				break;
			case "a ball gown":
				r += `The fabulous silken ball gown ${he}'s wearing lifts the entire atmosphere.`;
				break;
			case "a slave gown":
				r += `The gorgeous gown ${he}'s wearing lends an air of class to the office.`;
				break;
			case "slutty business attire":
				r += `The suit ${he}'s wearing would make it look like ${he}'s here to do business, if not for the extreme shortness of the skirt and ${his} acre of cleavage.`;
				break;
			case "nice business attire":
				r += `The suit ${he}'s wearing makes it look like ${he}'s here to do business, not fuck.`;
				break;
			case "a comfortable bodysuit":
				r += `The bodysuit ${he}'s wearing displays ${his} every fuckable curve.`;
				break;
			case "a leotard":
				r += `The leotard ${he}'s wearing is tight enough to advertise every detail.`;
				break;
			case "a monokini":
				r += `${His} topless swimsuit gives the office a perverted yet cultured aura.`;
				break;
			case "an apron":
				r += `${His} apron makes the office an intimate air, especially since ${he}'s nude underneath it.`;
				break;
			case "a cybersuit":
				r += `${His} cybersuit lends to an impersonal but sexual atmosphere, as ${his} delicious curves are prominently displayed.`;
				break;
			case "a bunny outfit":
				r += `The bunny outfit ${he}'s wearing makes ${him} look ready to serve drinks and suck dick.`;
				break;
			case "a slutty maid outfit":
				r += `${His} maid outfit makes ${him} look useful and sexually easy.`;
				break;
			case "a nice maid outfit":
				r += `${His} maid outfit makes ${his} servitude obvious while not looking too lewd.`;
				break;
			case "harem gauze":
				r += `${His} harem girl outfit lends ${his} corner of your office an Eastern opulence.`;
				break;
			case "slutty jewelry":
				r += `The bangles ${he}'s wearing make little noises every time ${he} moves, serving as a constant reminder of ${his} sexual availability.`;
				break;
			case "conservative clothing":
				r += `${His} clothes make it look like ${he}'s here for some other purpose than sexual slavery.`;
				break;
			case "chains":
				r += `${His} chains make it obvious that ${he}'s here as an office sex toy.`;
				break;
			case "Western clothing":
				r += `${His} Western clothing is comically out of place in a modern office.`;
				break;
			case "overalls":
				r += `${His} worker's overalls make it clear that you're the boss and ${he} is your subordinate.`;
				break;
			case "body oil":
				r += `${His} body oil makes ${his} muscles a lovely ornament to the office, and makes all ${his} holes nice and inviting.`;
				break;
			case "a toga":
			case "a hanbok":
				r += `${His} toga lends an air of antiquity to the office.`;
				break;
			case "a huipil":
				r += `${His} revealing huipil is a delightfully exotic novelty in your office.`;
				break;
			case "a slutty qipao":
				r += `${His} lovely qipao is a delicious contradiction of conservative silk patterns and scandalously high cuts.`;
				break;
			case "a bra":
			case "a button-up shirt":
			case "a button-up shirt and panties":
			case "a sweater":
			case "a sweater and cutoffs":
			case "a sweater and panties":
			case "a t-shirt":
			case "a t-shirt and jeans":
			case "a t-shirt and panties":
			case "a t-shirt and thong":
			case "a tank-top":
			case "a tank-top and panties":
			case "a thong":
			case "a tube top":
			case "a tube top and thong":
			case "an oversized t-shirt":
			case "an oversized t-shirt and boyshorts":
			case "boyshorts":
			case "cutoffs":
			case "jeans":
			case "leather pants":
			case "leather pants and a tube top":
			case "leather pants and pasties":
			case "panties":
			case "panties and pasties":
				r += `${His} purpose as your office sex toy is prominently displayed by ${his} revealing outfit.`;
				break;
			case "a gothic lolita dress":
				r += `${His} gothic lolita dress lends a cute but dark old world charm to your office.`;
				break;
			case "a police uniform":
				r += `${His} police uniform lends an air of security and authority to your office.`;
				break;
			case "a one-piece swimsuit":
				r += `${His} one-piece swimsuit lends your office a more casual atmosphere.`;
				break;
			case "a nice pony outfit":
			case "a slutty pony outfit":
				r += `${His} bondage pony outfit reinforces the atmosphere of submission to your will.`;
				break;
			case "a sports bra":
			case "sport shorts and a t-shirt":
			case "sport shorts and a sports bra":
			case "sport shorts":
				r += `${His} athletic clothing gives the office a more youthful vibe.`;
				break;
			case "a skimpy loincloth":
				r += `${His} skimpy loincloth gives the office a more barbaric and raw atmosphere.`;
				break;
			case "a Santa dress":
				r += `${His} skimpy dress somehow makes you seem more charitable and jovial than you really are.`;
				break;
			default:
				if (slave.chastityVagina && slave.chastityAnus) {
					r += `${His} chastity belt covers and protects both ${his} vagina and anus, but leaves ${his} breasts naked and ${his} mouth available.`;
				} else if (slave.chastityVagina) {
					r += `${His} chastity belt covers and protects ${his} pussy, but leaves ${his} breasts naked, ${his} mouth available, and ${his} asshole vulnerable.`;
				} else if (slave.chastityAnus) {
					r += `${His} chastity belt covers and protects ${his} anus, but leaves ${his} breasts naked, ${his} mouth available, and ${his} pussy vulnerable.`;
				} else {
					r += `${He}'s nude and ready to be fucked.`;
				}
				break;
			}
	}
	return r;
}


code:
/* OPEN USEGUARD */
App.Interact.UseGuard = function(slave) {
	"use strict";
	let r = ``;
	/* eslint-disable */
	let pronouns = getPronouns(slave);
	let he = pronouns.pronoun;
	let him = pronouns.object;
	let his = pronouns.possessive;
	let hers = pronouns.possessivePronoun;
	let himself = pronouns.objectReflexive;
	let boy = pronouns.noun;
	let He = capFirstChar(he);
	let His = capFirstChar(his);
	/* eslint-enable */

	r = `${slave.slaveName} is standing behind your left shoulder, guarding your person. `;
	switch (slave.clothes) {
		case "attractive lingerie":
			r += `${His} lacy lingerie contrasts with ${his} deadly weaponry.`;
			break;
		case "a succubus outfit":
			r += `${His} succubus outfit and impressive weapons make ${him} look like a character from an overwrought graphic novel.`;
			break;
		case "uncomfortable straps":
			r += `${His} uncomfortable straps make ${him} look like a classical slave warrior.`;
			break;
		case "shibari ropes":
			r += `${His} shibari ropes make ${him} look like an insane slave fighter.`;
			break;
		case "restrictive latex":
		case "a latex catsuit":
			r += `${His} complete suit of latex gives ${him} a beautiful yet intimidating appearance.`;
			break;
		case "a nice nurse outfit":
			r += `${His} practical nurse's outfit make ${his} weapons look like surgical instruments of death.`;
			break;
		case "a military uniform":
			r += `${His} military uniform is most befitting of an honor guard.`;
			break;
		case "a schutzstaffel uniform":
			r += `${His} military uniform is most befitting of an honor guard.`;
			break;
		case "a slutty schutzstaffel uniform":
			r += `${His} military uniform is most befitting of an honor guard and your personal whore.`;
			break;
		case "a red army uniform":
			r += `${His} military uniform is most befitting of an honor guard.`;
			break;
		case "a long qipao":
			r += `${His} elegant qipao makes ${him} seem less deadly than ${he} actually is.`;
			break;
		case "battlearmor":
			r += `${His} battlearmor means ${he}'s always ready for combat.`;
			break;
		case "a mounty outfit":
			r += `${His} mounty outfit only enhances ${his} authority as your personal guard.`;
			break;
		case "a police uniform":
			r += `${His} police uniform only enhances ${his} authority as your personal guard.`;
			break;
		case "a gothic lolita dress":
			r += `${His} elegant dress makes ${him} seem less deadly than ${he} actually is.`;
			break;
		case "a dirndl":
			r += `${His} dirndl allows ${him} to hide all sorts of useful weapons against ${his} bare thighs.`;
			break;
		case "lederhosen":
			r += `${His} weapon hangs from a shoulder sling over ${his} lederhosen.`;
			break;
		case "a biyelgee costume":
			r += `${His} biyelgee costume makes ${him} appear as an athletic specimen, ready to defend you in hand-to-hand combat.`;
			break;
		case "a mini dress":
			r += `${His} revealing mini dress and elegant weapons make ${him} look sexy, yet deadly.`;
			break;
		case "a monokini":
			r += `${His} monokini's unrepressed appearance clashes amusingly with ${his} deadly weapons.`;
			break;
		case "an apron":
			r += `${He}'s nude, aside from an apron and the holsters for ${his} numerous weapons.`;
			break;
		case "overalls":
			r += `${His} overalls and armaments make ${him} look like ${he}'s ready to shoot some varmints.`;
			break;
		case "a cybersuit":
			r += `${His} cybersuit makes ${him} look sleek, sexy, and deadly. A perfect femme fatale.`;
			break;
		case "clubslut netting":
			r += `${His} club netting's slutty appearance clashes amusingly with ${his} deadly weapons.`;
			break;
		case "a string bikini":
			r += `${His} string bikini's flirty appearance clashes amusingly with ${his} deadly weapons.`;
			break;
		case "a scalemail bikini":
			r += `${His} scalemail bikini's barbaric appearance meshes well with ${his} sword, but clashes with ${his} firearms.`;
			break;
		case "striped panties":
			r += `${He}'s nude, aside from some cute panties and the holsters for ${his} numerous weapons.`;
			break;
		case "a slutty outfit":
			if (slave.actualAge < 21) {
				r += `${He}'s wearing a schoolgirl uniform and sucking on hard candy, making ${him} look like a character from a kung-fu film.`;
			} else if (slave.actualAge < 30) {
				r += `${He}'s chosen to wear a catsuit, and looks like a fictional heroine.`;
			} else if (slave.actualAge < 40) {
				// TODO: should this one be the same as the one above?
				r += `${He}'s wearing a schoolgirl uniform and sucking on hard candy, making ${him} look like a character from a kung-fu film.`;
			} else {
				r += `${He}'s wearing a wifely dress, creating a discordant effect with ${his} weapons.`;
			}
			break;
		case "a cheerleader outfit":
			r += `${He}'s wearing a cheerleader uniform, creating an amusing effect with ${his} weapons.`;
			break;
		case "attractive lingerie for a pregnant woman":
			r += `${His} silky lingerie contrasts with ${his} deadly weaponry.`;
			break;
		case "kitty lingerie":
			r += `${His} cutesy lingerie contrasts with ${his} deadly weaponry.`;
			break;
		case "a maternity dress":
			r += `${His} loose dress gives ${him} plenty of places to conceal weaponry.`;
			break;
		case "stretch pants and a crop-top":
			r += `${His} relaxed outfit clashes amusingly with ${his} serious weapons.`;
			break;
		case "a slave gown":
			r += `${His} gorgeous gown and elegant weapons make ${him} look refined, yet deadly.`;
			break;
		case "a halter top dress":
			r += `${His} beautiful halter top dress and elegant weapons make ${him} look refined, yet deadly.`;
			break;
		case "a ball gown":
			r += `${His} fabulous silken ball gown and elegant weapons make ${him} look refined, yet deadly.`;
			break;
		case "a nice maid outfit":
			r += `${His} pretty maid outfit and weapons make ${him} look like a character from an animated movie.`;
			break;
		case "a nice pony outfit":
		case "a slutty pony outfit":
			r += `${His} leather outfit make ${him} look like an insane slave fighter.`;
			break;
		case "a hanbok":
			r += `${His} pretty hanbok and weapons make ${him} look like a character from a history novel.`;
			break;
		case "spats and a tank top":
			r += `${His} exercise outfit makes ${him} look like ${he} has the fitness to back up ${his} weapons.`;
			break;
		case "a slutty maid outfit":
			r += `${His} slutty maid outfit and weapons make ${him} look like a character from an exploitation film.`;
			break;
		case "cutoffs and a t-shirt":
			r += `${His} relaxed clothing clashes with ${his} weaponry, making ${him} look like ${he}'s planning to kill someone and then have a relaxing day off.`;
			break;
		case "harem gauze":
			r += `${His} weapons pin ${his} sheer gauze down over ${his} body, putting everything on lewd display.`;
			break;
		case "a fallen nuns habit":
			r += `${His} sacrilegious getup and weapons make ${him} look like a sinner's fantasy.`;
			break;
		case "a chattel habit":
			r += `${His} chattel habit and weapons make ${his} role as a defender of the new faith instantly obvious.`;
			break;
		case "a penitent nuns habit":
			r += `${His} somber habit and weapons make ${him} look like a member of a militant order.`;
			break;
		case "slutty business attire":
			r += `${His} slutty business suit and weapons give ${him} the look a supervillain's sidekick.`;
			break;
		case "nice business attire":
			r += `${His} business suit and weapons give ${him} the look of a finely honed corporate instrument.`;
			break;
		case "conservative clothing":
			r += `${His} casual, conservative clothes and weapons make ${him} look like a normal old world security contractrix.`;
			break;
		case "a hijab and blouse":
			r += `${His} modest, conservative clothes and weapons make ${him} look like an old world security contractrix.`;
			break;
		case "a comfortable bodysuit":
			r += `${His} bodysuit and weapons make ${him} look like an action movie heroine.`;
			break;
		case "a burkini":
			r += `${His} form-fitting swimsuit and weapons make ${him} look like an action movie heroine.`;
			break;
		case "a Santa dress":
			r += `${His} skimpy holiday dress seems to be for those on the nice list, but ${his} weaponry is for those on the naughty list.`;
			break;
		case "a leotard":
			r += `${His} leotard and weapons make ${him} look like the heroine of an old exploitation film.`;
			break;
		case "a bunny outfit":
			r += `${His} bunny outfit and weapons make ${him} look like the henchwoman of a villain from a cheesy vintage spy film.`;
			break;
		case "a slutty nurse outfit":
			r += `Between ${his} nurse outfit and ${his} weapons ${he} looks prepared to do harm, and then to heal it.`;
			break;
		case "a schoolgirl outfit":
			r += `This schoolgirl is well armed, bringing to mind more than one farcical action film.`;
			break;
		case "a kimono":
			r += `${His} kimono has discreet cuts that allow ${him} to fight reasonably well in it if necessary, and are almost invisible when ${he} stands straight.`;
			break;
		case "a slutty qipao":
			r += `${His} qipao and weapons make ${him} look like a character from a fighting game.`;
			break;
		case "a toga":
			r += `${His} toga and weapons make a stark contrast, making ${him} stand out a lot.`;
			break;
		case "a huipil":
			r += `${His} huipil hides most of the weapons ${he} carries, but carrying them on naked skin is a slight discomfort.`;
			break;
		case "a hijab and abaya":
		case "a niqab and abaya":
			r += `${His} weapons are strapped to the outside of ${his} abaya, a juxtaposition that would be more ludicrous had not many women in the Middle East recently been seen fighting dressed in just this way.`;
			break;
		case "a burqa":
			r += `${His} weapons are strapped to the outside of ${his} burqa, a juxtaposition that would be more ludicrous had not some women in the Middle East recently been seen fighting dressed in just this way.`;
			break;
		case "a klan robe":
		case "a slutty klan robe":
			r += `${His} weapons are strapped to the outside of ${his} robe, all the essentials are present, mainly rope.`;
			break;
		case "battledress":
			r += `Though ${his} battledress top is just a tank top, ${he} still skirts the edge of looking more like a Free Cities mercenary than a Free Cities sex slave.`;
			break;
		case "slutty jewelry":
			r += `The bangles ${he}'s wearing are complemented by the straps that mount ${his} weapons to ${his} otherwise naked body.`;
			break;
		case "a tube top and thong":
		case "a button-up shirt and panties":
		case "a bra":
		case "a button-up shirt":
		case "a sweater":
		case "a tank-top":
		case "a thong":
		case "a tube top":
		case "a striped bra":
		case "a skimpy loincloth":
		case "a sports bra":
			r += `Due to the skimpiness of ${his} outfit, ${he} appears to be wearing more weapons than clothing.`
			break;
		case "a sweater and panties":
		case "a sweater and cutoffs":
		case "a t-shirt and jeans":
		case "a t-shirt and panties":
		case "a t-shirt and thong":
		case "a t-shirt":
		case "a tank-top and panties":
		case "an oversized t-shirt and boyshorts":
		case "an oversized t-shirt":
		case "boyshorts":
		case "cutoffs":
		case "jeans":
		case "leather pants and a tube top":
		case "leather pants and pasties":
		case "leather pants":
		case "panties and pasties":
		case "panties":
		case "sport shorts and a sports bra":
		case "sport shorts and a t-shirt":
		case "sport shorts":
		case "striped underwear":
			r += `${His} weapons only accentuate the nakedness of ${his} body.`
			break;
		default:
			if (slave.chastityVagina || slave.chastityAnus) {
				r += `${His} chastity belt covers and protects ${him}, just as ${his} weapons cover and protect you.`;
			} else if (slave.chastityPenis === 1) {
				r += `${His} chastity cage covers and protects ${him}, just as ${his} weapons cover and protect you.`;
			} else {
				r += `${He} is nude except for ${his} armament.`;
			}
			break;
	}
	return r;
}
/* CLOSE USEGUARD */


code:
:: Research Lab [nobr]

<<switch $temp>>

<<case 0>>

	<<set $nextButton = "Back", $nextLink = "Manage Arcology">>

	//You switch one of the screens in your office to the feed from research facility.//

[[Decommission facility|Manage Arcology][$researchLab.built = "false",$researchLab.hired = 0,$menials += $researchLab.menials,$researchLab.menials = 0,$researchLab.research = "none",$researchLab.manufacture = "none",$researchLab.productionTime = 0]] //Warning! This will cancel all projects, remove all staff and shut down this facility.//

[[Purchase cybernetics|Research Lab][$temp = 1]]

	__Personnel__

	<<if $researchLab.aiModule == 1>>
		[[Buy and install research module|Research Lab][cashX(-35000, "capEx"), $researchLab.aiModule = 2]] //This module enables your personal assistant to assist staff and direct menials assigned to your research facility, increasing efficiency. It costs <<print cashFormat(35000)>>//

	<</if>>
	<<if ($researchLab.hired + $researchLab.menials) == 0>>
		//Facility is currently unstaffed.//
	<<else>>
		//You have
		<<if $researchLab.hired == 1>>
			one scientist
		<<elseif $researchLab.hired > 1>>
			$researchLab.hired scientists
		<</if>>
		<<if $researchLab.menials != 0>> and<</if>>
		<<if $researchLab.menials == 0>>
		<<elseif $researchLab.menials == 1>>
			one menial slave
		<<elseif $researchLab.menials > 1>>
			$researchLab.menials menials
		<</if>>
		working in your lab.
			<<setAssistantPronouns>>
			<<if $researchLab.aiModule != 0>>Occasionally you hear the voice of your assistant as _heA helps direct and organize work.<</if>>//
	<</if>>

	 Currently, this facility can employ $researchLab.maxSpace people.
	<<if $researchLab.maxSpace == 5>>
		[[Expand facility|Research Lab][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $researchLab.maxSpace = 10]]
		//Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>//
	<<elseif $researchLab.maxSpace == 10>>
		[[Expand facility|Research Lab][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $researchLab.maxSpace = 20]]
		//Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>//
	<<elseif $researchLab.maxSpace == 20>>
		[[Expand facility|Research Lab][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $researchLab.maxSpace = 30]]
		//Costs <<print cashFormat(Math.trunc(15000*$upgradeMultiplierArcology))>>//
	<<elseif $researchLab.maxSpace == 30>>
		[[Expand facility|Research Lab][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $researchLab.maxSpace = 40]]
		//Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>>//
	<<elseif $researchLab.maxSpace == 40>>
		[[Expand facility|Research Lab][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $researchLab.maxSpace = 50]]
		//Costs <<print cashFormat(Math.trunc(25000*$upgradeMultiplierArcology))>>//
	<<elseif $researchLab.maxSpace == 50>>
		//Facility is fully expanded.//
	<</if>>

	<<if ($researchLab.hired + $researchLab.menials) < $researchLab.maxSpace>>
		Hire [[x1|Research Lab][$researchLab.hired += 1,cashX(-5000, "lab")]]
		<<if ($researchLab.maxSpace - ($researchLab.hired + $researchLab.menials)) >= 5>>
			| [[x5|Research Lab][$researchLab.hired += 5,cashX(-25000, "lab")]]
		<</if>>
		<<if ($researchLab.maxSpace - ($researchLab.hired + $researchLab.menials)) >= 10>>
			| [[x10|Research Lab][$researchLab.hired += 10,cashX(-50000, "lab")]]
		<</if>>
		scientists.

		   //Each scientist will require an initial fee of <<print cashFormat(5000)>> and incur <<print cashFormat(300)>> weekly.//

		<<if $menials > 0>>
			Assign [[x1|Research Lab][$researchLab.menials += 1,$menials -= 1]]
			<<if ($researchLab.maxSpace - ($researchLab.hired + $researchLab.menials)) >= 5 && $menials >= 5>>
				| [[x5|Research Lab][$researchLab.menials += 5,$menials -= 5]]
			<</if>>
			<<if ($researchLab.maxSpace - ($researchLab.hired + $researchLab.menials)) >= 10 && $menials >= 10>>
				| [[x10|Research Lab][$researchLab.menials += 10,$menials -= 10]]
			<</if>>
			menial slaves to lab.

		<<else>>You do not own any <<if $researchLab.menials != 0>>unassigned <</if>>menial slaves.

		<</if>>
		   //Using menial slaves is much cheaper than hiring scientists, but they are less effective. <<print cashFormat(100)>> per slave each week.//

	<<else>>
		   //Facility is fully staffed.//
	<</if>>

	<<if $researchLab.hired > 0>>
		Fire [[x1|Research Lab][$researchLab.hired -= 1]]
		<<if $researchLab.hired >= 5>>
			| [[x5|Research Lab][$researchLab.hired -= 5]]
		<</if>>
		<<if $researchLab.hired >= 10>>
			| [[x10|Research Lab][$researchLab.hired -= 10]]
		<</if>>
		| [[All|Research Lab][$researchLab.hired = 0]]
		scientists.
	<</if>>
	<<if $researchLab.menials > 0>>

		Dismiss [[x1|Research Lab][$researchLab.menials -= 1,$menials += 1]]
		<<if $researchLab.menials >= 5>>
			| [[x5|Research Lab][$researchLab.menials -= 5,$menials += 5]]
		<</if>>
		<<if $researchLab.menials >= 10>>
			| [[x10|Research Lab][$researchLab.menials -= 10,$menials += 10]]
		<</if>>
		| [[All|Research Lab][$menials += $researchLab.menials,$researchLab.menials = 0]]
		menial slaves.
	<</if>>

	__Research__

	<<if $researchLab.research != "none">>
		//Your lab staff is currently researching @@.yellow;$researchLab.research@@.//

		[[Cancel Research|Research Lab][$researchLab.productionTime = 0,$researchLab.research = "none"]]
	<<elseif $researchLab.manufacture != "none">>
		//Your lab staff is currently busy with other projects.//
	<<else>>
		//No research active.//

		<<if $researchLab.basicPLimbInterface == 0 && $stockpile.basicPLimbInterface > 0>>

			[[Reverse engineer basic prosthetics interface|Research Lab][$researchLab.productionTime = 80,$researchLab.research = "Basic prosthetics interface"]]
		<</if>>
		<<if $researchLab.basicPLimbInterface != 0 && $researchLab.advPLimbInterface == 0 && $stockpile.advPLimbInterface > 0>>

			[[Reverse engineer advanced prosthetics interface|Research Lab][$researchLab.productionTime = 120,$researchLab.research = "Advanced prosthetics interface"]]
		<</if>>
		<<if $researchLab.basicPLimb == 0 && $stockpile.basicPLimb > 0>>

			[[Reverse engineer basic prosthetic limbs|Research Lab][$researchLab.productionTime = 80,$researchLab.research = "Basic prosthetic limbs"]]
		<</if>>
		<<if $researchLab.advSexPLimb == 0 && $stockpile.advSexPLimb > 0>>

			[[Reverse engineer advanced sex limbs|Research Lab][$stockpile.advSexPLimb -= 1,$researchLab.productionTime = 100,$researchLab.research = "Advanced sex limbs"]]
		<</if>>
		<<if $researchLab.advGracePLimb == 0 && $stockpile.advGracePLimb > 0>>

			[[Reverse engineer advanced beauty limbs|Research Lab][$stockpile.advGracePLimb -= 1,$researchLab.productionTime = 100,$researchLab.research = "Advanced beauty limbs"]]
		<</if>>
		<<if $researchLab.advCombatPLimb == 0 && $stockpile.advCombatPLimb > 0>>

			[[Reverse engineer advanced combat limbs|Research Lab][$stockpile.advCombatPLimb -= 1,$researchLab.productionTime = 100,$researchLab.research = "Advanced combat limbs"]]
		<</if>>
		<<if $researchLab.cyberneticPLimb == 0 && $researchLab.advPLimbInterface == 1 && ($researchLab.advSexPLimb + $researchLab.advGracePLimb + $researchLab.advCombatPLimb) >= 1>>

			[[Develop cybernetic limbs|Research Lab][$researchLab.productionTime = 300,$researchLab.research = "Cybernetic limbs"]]
		<</if>>
		<<if $researchLab.ocularImplant == 0 && $stockpile.ocularImplant > 0>>

			[[Reverse engineer ocular implants|Research Lab][$stockpile.ocularImplant -= 1,$researchLab.productionTime = 100,$researchLab.research = "Ocular implants"]]
		<</if>>
		<<if $researchLab.cochlearImplant == 0 && $stockpile.cochlearImplant > 0>>

			[[Reverse engineer cochlear implants|Research Lab][$stockpile.cochlearImplant -= 1,$researchLab.productionTime = 80,$researchLab.research = "Cochlear implants"]]
		<</if>>
		<<if $researchLab.electrolarynx == 0 && $stockpile.electrolarynx > 0>>

			[[Reverse engineer electrolarynx|Research Lab][$stockpile.electrolarynx -= 1,$researchLab.productionTime = 80,$researchLab.research = "Electrolarynx"]]
		<</if>>
		/*<<if $researchLab.erectileImplant == 0 && $stockpile.erectileImplant > 0>>

			[[Reverse engineer erectile implant|Research Lab][$stockpile.erectileImplant -= 1,$researchLab.productionTime = 100,$researchLab.research = "Erectile implant"]]
		<</if>>*/
	<</if>>

	__Manufacture__

	<<if $researchLab.research != "none">>
		//Your lab staff is currently busy with research.//
	<<elseif $researchLab.manufacture != "none">>
		//Your lab staff is currently building @@.yellow;$researchLab.manufacture@@.//
		[[Cancel Project|Research Lab][$researchLab.productionTime = 0,$researchLab.manufacture = "none"]]
	<<else>>
		//No projects currently active.//

		<<if $researchLab.basicPLimbInterface == 1>>

			[[Build basic prosthetics interface|Research Lab][$researchLab.productionTime = 50,$researchLab.manufacture = "Basic prosthetics interface"]] // Currently have: $stockpile.basicPLimbInterface//
		<</if>>
		<<if $researchLab.advPLimbInterface == 1>>

			[[Build advanced prosthetics interface|Research Lab][$researchLab.productionTime = 80,$researchLab.manufacture = "Advanced prosthetics interface"]] // Currently have: $stockpile.advPLimbInterface//
		<</if>>
		<<if $researchLab.basicPLimb == 1>>

			[[Build basic prosthetic limbs|Research Lab][$researchLab.productionTime = 20,$researchLab.manufacture = "Basic prosthetic limbs"]] // Currently have: $stockpile.basicPLimb//
		<</if>>
		<<if $researchLab.advSexPLimb == 1>>

			[[Build advanced sex limbs|Research Lab][$researchLab.productionTime = 100,$researchLab.manufacture = "Advanced sex limbs"]] // Currently have: $stockpile.advSexPLimb//
		<</if>>
		<<if $researchLab.advGracePLimb == 1>>

			[[Build advanced beauty limbs|Research Lab][$researchLab.productionTime = 100,$researchLab.manufacture = "Advanced beauty limbs"]] // Currently have: $stockpile.advGracePLimb//
		<</if>>
		<<if $researchLab.advCombatPLimb == 1>>

			[[Build advanced combat limbs|Research Lab][$researchLab.productionTime = 100,$researchLab.manufacture = "Advanced combat limbs"]] // Currently have: $stockpile.advCombatPLimb//
		<</if>>
		<<if $researchLab.cyberneticPLimb == 1>>

			[[Build cybernetic limbs|Research Lab][$researchLab.productionTime = 150,$researchLab.manufacture = "Cybernetic limbs"]] // Currently have: $stockpile.cyberneticPLimb//
		<</if>>
		<<if $researchLab.ocularImplant == 1>>

			[[Build ocular implants|Research Lab][$researchLab.productionTime = 80,$researchLab.manufacture = "Ocular implants"]] // Currently have: $stockpile.ocularImplant//
		<</if>>
		<<if $researchLab.cochlearImplant == 1>>

			[[Build cochlear implants|Research Lab][$researchLab.productionTime = 60,$researchLab.manufacture = "Cochlear implants"]] // Currently have: $stockpile.cochlearImplant//
		<</if>>
		<<if $researchLab.electrolarynx == 1>>

			[[Build electrolarynx|Research Lab][$researchLab.productionTime = 60,$researchLab.manufacture = "Electrolarynx"]] // Currently have: $stockpile.electrolarynx//
		<</if>>
		/*<<if $researchLab.erectileImplant == 1>>

			[[Build erectile implant|Research Lab][$researchLab.productionTime = 50,$researchLab.manufacture = "Erectile implant"]] // Costs <<print cashFormat(25000)>>. Currently have: $stockpile.erectileImplant//
		<</if>>*/
	<</if>>

<<if $researchLab.manufacture != "none"||$researchLab.research != "none">>

 <<= ResearchLabStockPile()>>
<</if>>

<<case 1>>
	<<set $temp = 0>>
	<<set $nextLink = "Research Lab">>
	//You contact a representative of one of the larger cybernetics companies and inquire about their products.
 This is what they have to offer://

	__Hardware__

	[[Basic prosthetics interface|Research Lab][$temp = 1, cashX(-25000, "lab"), $stockpile.basicPLimbInterface += 1]] //Costs <<print cashFormat(25000)>>. Currently have: $stockpile.basicPLimbInterface//

	[[Advanced prosthetics interface|Research Lab][$temp = 1, cashX(-60000, "lab"), $stockpile.advPLimbInterface += 1]] //Costs <<print cashFormat(60000)>>. Currently have: $stockpile.advPLimbInterface//

	[[Basic prosthetic limbs|Research Lab][$temp = 1, cashX(-15000, "lab"), $stockpile.basicPLimb += 1]] //Costs <<print cashFormat(15000)>>. Currently have: $stockpile.basicPLimb//

	[[Advanced sex limbs|Research Lab][$temp = 1, cashX(-30000, "lab"), $stockpile.advSexPLimb += 1]] //Costs <<print cashFormat(30000)>>. Currently have: $stockpile.advSexPLimb//

	[[Advanced beauty limbs|Research Lab][$temp = 1, cashX(-30000, "lab"), $stockpile.advGracePLimb += 1]] //Costs <<print cashFormat(30000)>>. Currently have: $stockpile.advGracePLimb//

	[[Advanced combat limbs|Research Lab][$temp = 1, cashX(-30000, "lab"), $stockpile.advCombatPLimb += 1]] //Costs <<print cashFormat(30000)>>. Currently have: $stockpile.advCombatPLimb//

	[[Ocular implants|Research Lab][$temp = 1, cashX(-35000, "lab"), $stockpile.ocularImplant += 1]] //Costs <<print cashFormat(35000)>>. Currently have: $stockpile.ocularImplant//

	[[Cochlear implants|Research Lab][$temp = 1, cashX(-15000, "lab"), $stockpile.cochlearImplant += 1]] //Costs <<print cashFormat(15000)>>. Currently have: $stockpile.cochlearImplant//

	[[Electrolarynx|Research Lab][$temp = 1, cashX(-50000, "lab"), $stockpile.electrolarynx += 1]] //Costs <<print cashFormat(50000)>>. Currently have: $stockpile.electrolarynx//

	/*[[Erectile implant|Research Lab][$temp = 1, cashX(-25000, "lab"), $stockpile.erectileImplant += 1]] //Costs <<print cashFormat(25000)>>. Currently have: $stockpile.erectileImplant//*/

__Schematics__

	<<if $researchLab.basicPLimbInterface != 1 && $researchLab.research != "Basic prosthetics interface">>
		[[Basic prosthetics interface|Research Lab][$temp = 1, cashX(-85000, "lab"), $researchLab.basicPLimbInterface = 1]] //Costs <<print cashFormat(85000)>>.//

	<</if>>
	<<if $researchLab.advPLimbInterface != 1 && $researchLab.research != "Advanced prosthetics interface">>
	[[Advanced prosthetics interface|Research Lab][$temp = 1, cashX(-260000, "lab"), $researchLab.advPLimbInterface = 1]] //Costs <<print cashFormat(260000)>>.//

	<</if>>
	<<if $researchLab.basicPLimb != 1 && $researchLab.research != "Basic prosthetic limbs">>
	[[Basic prosthetic limbs|Research Lab][$temp = 1, cashX(-60000, "lab"), $researchLab.basicPLimb = 1]] //Costs <<print cashFormat(60000)>>.//

	<</if>>
	<<if $researchLab.advSexPLimb != 1 && $researchLab.research != "Advanced sex limbs">>
	[[Advanced sex limbs|Research Lab][$temp = 1, cashX(-120000, "lab"), $researchLab.advSexPLimb = 1]] //Costs <<print cashFormat(120000)>>.//

	<</if>>
	<<if $researchLab.advGracePLimb != 1 && $researchLab.research != "Advanced beauty limbs">>
	[[Advanced beauty limbs|Research Lab][$temp = 1, cashX(-120000, "lab"), $researchLab.advGracePLimb = 1]] //Costs <<print cashFormat(120000)>>.//

	<</if>>
	<<if $researchLab.advCombatPLimb != 1 && $researchLab.research != "Advanced combat limbs">>
	[[Advanced combat limbs|Research Lab][$temp = 1, cashX(-120000, "lab"), $researchLab.advCombatPLimb = 1]] //Costs <<print cashFormat(120000)>>.//

	<</if>>
	<<if $researchLab.ocularImplant != 1 && $researchLab.research != "Ocular implants">>
	[[Ocular implants|Research Lab][$temp = 1, cashX(-160000, "lab"), $researchLab.ocularImplant = 1]] //Costs <<print cashFormat(160000)>>.//

	<</if>>
	<<if $researchLab.cochlearImplant != 1 && $researchLab.research != "Cochlear implants">>
	[[Cochlear implants|Research Lab][$temp = 1, cashX(-125000, "lab"), $researchLab.cochlearImplant = 1]] //Costs <<print cashFormat(125000)>>.//

	<</if>>
	<<if $researchLab.electrolarynx != 1 && $researchLab.research != "Electrolarynx">>
	[[Electrolarynx|Research Lab][$temp = 1, cashX(-125000, "lab"), $researchLab.electrolarynx = 1]] //Costs <<print cashFormat(200000)>>.//

	<</if>>
	/*<<if $researchLab.erectileImplant != 1 && $researchLab.research != "Erectile implant">>
	[[Erectile implant|Research Lab][$temp = 1, cashX(-95000, "lab"), $researchLab.erectileImplant = 1]] //Costs <<print cashFormat(95000)>>.//
	<</if>>*/

	//You contact a representative of one of the most popular Japanese cybernetics companies and inquire about their products.
 This is what they have to offer://

	__Hardware__

	[[Neural Tail Interface|Research Lab][$temp = 1, cashX(-10000, "lab"), $stockpile.interfacePTail += 1]] //Costs <<print cashFormat(10000)>>. Currently have: $stockpile.interfacePTail//

	[[Modular Tail|Research Lab][$temp = 1, cashX(-3000, "lab"), $stockpile.modPTail += 1]] //Costs <<print cashFormat(5000)>>. Currently have: $stockpile.modPTail//

	[[Combat Tail|Research Lab][$temp = 1, cashX(-15000, "lab"), $stockpile.warPTail += 1]] //Costs <<print cashFormat(15000)>>. Currently have: $stockpile.warPTail//

	[[Pleasure Tail|Research Lab][$temp = 1, cashX(-10000, "lab"), $stockpile.sexPTail += 1]] //Costs <<print cashFormat(10000)>>. Currently have: $stockpile.sexPTail//

__Schematics__

	They do not currently offer schematics for sale.
<</switch>>