code:
# teach_screen
!SLAVE TEACH STATS SCREEN
stat_importance['stamina'] = 1
stat_importance['sensitivity'] = 1
stat_importance['temper'] = 1
stat_importance['intellect'] = 1
stat_importance['ego'] = 1
stat_importance['exotic'] = 1
stat_importance['fat'] = 1

stat_importance['obedience'] = 1
stat_importance['custom'] = 1
stat_importance['pride'] = 1
stat_importance['spoil'] = 1

stat_importance['expression'] = 1
stat_importance['pet'] = 1
stat_importance['dressage'] = 1
stat_importance['cowSK'] = 1
stat_importance['nurse'] = 1
stat_importance['service'] = 1
stat_importance['cook'] = 1
stat_importance['roleplay'] = 1
stat_importance['gladiatrix'] = 1
stat_importance['alchemy'] = 1
stat_importance['enchanter'] = 1
stat_importance['calisthenics'] = 1
stat_importance['art'] = 1
stat_importance['music'] = 1
stat_importance['secretary'] = 1

stat_importance['oral'] = 1
stat_importance['penetration'] = 1
stat_importance['petting'] = 1
stat_importance['orgy'] = 1
stat_importance['xenophily'] = 1
stat_importance['fetishism'] = 1
gs 'stats_layout'

*p '
Personal
'
*p '
Tutor(<<coach_price[0]>>-<<coach_price[5]>>$)
'
*p '
School(<<school_price[0]>>-<<school_price[5]>>$)
'
*p '
Assistant
'
if exam_in_progress = 1:
	*p '

'
else
	*p '

'
end

gs '$slave_price'
gs '$slave_traits'
gs '$addon', 'info_box'

*p '
'
*nl 'Name:  <<$slave_name>>'
*nl 'Age:  <<$slave_age_name[slave["age"]]>>'
if slave['age_count'] = 1:
  *nl 'Owned for:  1 day'
elseif slave['age_count'] < 1000:
  *nl 'Owned for:  <<slave["age_count"]>> days'
else
  *nl 'Owned for:  <<slave["age_count"]/10>> decades'
end
*nl 'Rank:  <<$rating[rating]>>'
*p '
ATTRIBUTES '
$tooltip_text = func('$addon', 'no_rate_stat_tooltip_text', 'beauty', slave['beauty'], 1)
*nl '<a class="tooltip-right" tooltip-data="<<$tooltip_text>>" href="EXEC: dynamic $msg, $красота_справка & dynamic $msg, $красота_справка_2 & $info_text = $красота_совет & gt $curloc"><<$beauty[slave["beauty"]]>>'
$tooltip_text = func('$addon', 'stat_tooltip_text', 'stamina')
*nl '<a class="tooltip-right" tooltip-data="<<$tooltip_text>>" href="EXEC: dynamic $msg, $здоровье_справка & dynamic $msg, $здоровье_справка_2 & $info_text = $здоровье_совет & gt $curloc"><<$stamina[slave["stamina"]]>>'
$tooltip_text = func('$addon', 'stat_tooltip_text', 'sensitivity')
*nl '<a class="tooltip-right" tooltip-data="<<$tooltip_text>>" href="EXEC: dynamic $msg, $чувствительность_справка & dynamic $msg, $чувствительность_справка_2 & $info_text = $чувствительность_совет & gt $curloc"><<$sensitivity[slave["sensitivity"]]>>'
$tooltip_text = func('$addon', 'stat_tooltip_text', 'temper')
*nl '<a class="tooltip-right" tooltip-data="<<$tooltip_text>>" href="EXEC: dynamic $msg, $темперамент_справка & dynamic $msg, $темперамент_справка_2 & $info_text = $темперамент_совет & gt $curloc"><<$temper[slave["temper"]]>>'
$tooltip_text = func('$addon', 'stat_tooltip_text', 'intellect')
*nl '<a class="tooltip-right" tooltip-data="<<$tooltip_text>>" href="EXEC: dynamic $msg, $ум_справка & dynamic $msg, $ум_справка_2 & $info_text = $ум_совет & gt $curloc"><<$intellect[slave["intellect"]]>>'
$tooltip_text = func('$addon', 'stat_tooltip_text', 'ego')
*nl '<a class="tooltip-right" tooltip-data="<<$tooltip_text>>" href="EXEC: dynamic $msg, $характер_справка & dynamic $msg, $характер_справка_2 & $info_text = $характер_совет & gt $curloc"><<$ego[slave["ego"]]>>'
$tooltip_text = func('$addon', 'stat_tooltip_text', 'pride', -1)
*nl '<a class="tooltip-right" tooltip-data="<<$tooltip_text>>" href="EXEC: dynamic $msg, $гордыня_справка & dynamic $msg, $гордыня_справка_2 & $info_text = $гордыня_совет & gt $curloc"><<$pride[slave["pride"]]>>'
$tooltip_text = func('$addon', 'no_rate_stat_tooltip_text', 'exotic', slave['exotic'], 1)
*nl '<a class="tooltip-right" tooltip-data="<<$tooltip_text>>" href="EXEC: dynamic $msg, $экзотичность_справка & dynamic $msg, $экзотичность_справка_2 & $info_text = $экзотичность_совет & gt $curloc"><<$exotic[slave["exotic"]]>>'
$tooltip_text = func('$addon', 'physique_tooltip_text', 'fat', slave['fat'])
*nl '<a class="tooltip-right" tooltip-data="<<$tooltip_text>>" href="EXEC: dynamic $msg, $жыр_справка & dynamic $msg, $жыр_справка_2 & $info_text = $жыр_совет & gt $curloc"><<$fat[slave["fat"]]>>'
$tooltip_text = func('$addon', 'no_rate_stat_tooltip_text', 'style', slave['style'], 1)
*nl '<a class="tooltip-right" tooltip-data="<<$tooltip_text>>" href="EXEC: dynamic $msg, $стиль_справка & dynamic $msg, $стиль_справка_2 & $info_text = $стиль_совет & gt $curloc"><<$style[slave["style"]]>>'
$tooltip_text = func('$addon', 'no_rate_stat_tooltip_text', 'fame', slave['fame'], 1)
*nl '<a class="tooltip-right" tooltip-data="<<$tooltip_text>>" href="EXEC: dynamic $msg, $слава_справка & dynamic $msg, $слава_справка_2 & $info_text = $слава_совет & gt $curloc"><<$girl_fame[slave["fame"]]>>'
$tooltip_text = func('$addon', 'no_rate_full_grade_tooltip_text', 'mood', slave['mood'], 1)
*nl '<a class="tooltip-right" tooltip-data="<<$tooltip_text>>" href="EXEC: msg $mood_chart & $info_text = $slave_mood_help & gt $curloc"><<$mood[slave_mood_plus]>>'
*nl 'TRAITS'
*nl '<<$slave_features_list>>
'

!*p '

'

*p '
'
	*nl '
SKILLS
'
	*p  '<div style="display:inline-block;position:relative;" class="tooltip-left" tooltip-data="<<$atr_name[''service'']>> rating"><<$slave_service[slave["service"]]>>
'
	*nl '<div style="display:inline-block;position:relative;" class="tooltip-left" tooltip-data="<<$atr_name[''cook'']>> rating"><<$slave_cook[slave["cook"]]>>
'
	*nl '<div style="display:inline-block;position:relative;" class="tooltip-left" tooltip-data="<<$atr_name[''secretary'']>> rating"><<$slave_secretary[slave["secretary"]]>>
'
	*nl '<div style="display:inline-block;position:relative;" class="tooltip-left" tooltip-data="<<$atr_name[''expression'']>> rating"><<$slave_expression[slave["expression"]]>>
'
	*nl '<div style="display:inline-block;position:relative;" class="tooltip-left" tooltip-data="<<$atr_name[''nurse'']>> rating"><<$slave_nurse[slave["nurse"]]>>
'
	*nl '<div style="display:inline-block;position:relative;" class="tooltip-left" tooltip-data="<<$atr_name[''alchemy'']>> rating"><<$slave_alchemy[slave["alchemy"]]>>
'
	*nl '<div style="display:inline-block;position:relative;" class="tooltip-left" tooltip-data="<<$atr_name[''enchanter'']>> rating"><<$slave_enchanter[slave["enchanter"]]>>
'
	*nl '
<<$gym_lesson[slave["stamina"]]>>
'
	*nl '<div style="display:inline-block;position:relative;" class="tooltip-left" tooltip-data="<<$atr_name[''gladiatrix'']>> rating"><<$slave_gladiatrix[slave["gladiatrix"]]>>
'
	*nl '<div style="display:inline-block;position:relative;" class="tooltip-left" tooltip-data="<<$atr_name[''calisthenics'']>> rating"><<$slave_calisthenics[slave["calisthenics"]]>>
'
	*nl '<div style="display:inline-block;position:relative;" class="tooltip-left" tooltip-data="<<$atr_name[''music'']>> rating"><<$slave_music[slave["music"]]>>
'
	*nl '<div style="display:inline-block;position:relative;" class="tooltip-left" tooltip-data="<<$atr_name[''art'']>> rating"><<$slave_art[slave["art"]]>>
'
	*nl '<div style="display:inline-block;position:relative;" class="tooltip-left" tooltip-data="<<$atr_name[''pet'']>> rating"><<$slave_pet[slave["pet"]]>>
'
	*nl '<div style="display:inline-block;position:relative;" class="tooltip-left" tooltip-data="<<$atr_name[''dressage'']>> rating"><<$slave_dressage[slave["dressage"]]>>
'
	*nl '<div style="display:inline-block;position:relative;" class="tooltip-left" tooltip-data="<<$atr_name[''cowSK'']>> rating"><<$slave_cowSK[slave["cowSK"]]>>
'
	*nl '
SEX TECHNIQUES
'
	*p  '
<<$slave_petting[slave["petting"]]>>
'
	*nl '
<<$slave_oral[slave["oral"]]>>
'
	*nl '
<<$slave_penetration[slave["penetration"]]>>
'
	*nl '
<<$slave_orgy[slave["orgy"]]>>
'
	*nl '
<<$slave_roleplay[slave["roleplay"]]>>
'
	*nl '
<<$slave_fetishism[slave["fetishism"]]>>
'
	*nl '
<<$slave_xenophily[slave["xenophily"]]>>
'
*p '
'

!PERSONAL TRAINING TAB
if teach_stat_screen = 0:

	!creating a training list

	$left_text_teach = ''
	$middle_text_1 = ''
	$middle_text_2 = ''
	$middle_text_3 = ''
	$middle_text_4 = ''
	$middle_text_5 = ''
	$middle_text_6 = ''
	$middle_text_7 = ''
	$middle_text_8 = ''
	$left_text_heading = ''
	$right_text_heading = ''

	if debug_interactions = 2:
		copyarr 'backup_slave', 'slave'
		interaction = 1211
		gt 'interaction'
	end

	$left_text_heading += 'SKILLS TRAINING                '
	if slave["service"] > 5:
		$left_text_teach += 'Maid Lesson
'
	elseif house_mess < 1:
		$left_text_teach += 'Maid Lesson
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["service"], "Maid Lesson" + $skill_grade[slave["service"]])>><<iif(debug_interactions = 3, "(" + debug_repulse[1211] + ")", "")>>
'
		!$left_text_teach += '<<$slave_service[slave[''service'']]>>
'
	end
	if slave["cook"] > 5:
		$left_text_teach += 'Cooking Lesson
'
	elseif kitchen < 1:
		$left_text_teach += 'Cooking Lesson
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["cook"], "Cooking Lesson" + $skill_grade[slave["cook"]])>><<iif(debug_interactions = 3, "(" + debug_repulse[1212] + ")", "")>>
'
		!$left_text_teach += '<<$slave_cook[slave[''cook'']]>>
'
	end
	if slave["secretary"] > 5:
		$left_text_teach += 'Secretary Lesson
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["secretary"], "Secretary Lesson" + $skill_grade[slave["secretary"]])>><<iif(debug_interactions = 3, "(" + debug_repulse[1214] + ")", "")>>
'
		!$left_text_teach += '<<$slave_secretary[slave[''secretary'']]>>
'
	end
	if slave["expression"] > 5:
		$left_text_teach += 'Elocution Lesson
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["expression"], "Elocution Lesson" + $skill_grade[slave["expression"]])>><<iif(debug_interactions = 3, "(" + debug_repulse[1231] + ")", "")>>
'
		!$left_text_teach += '<<$slave_expression[slave[''expression'']]>>
'
	end
	if slave["nurse"] > 5:
		$left_text_teach += 'Nursing Lesson
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["nurse"], "Nursing Lesson" + $skill_grade[slave["nurse"]])>><<iif(debug_interactions = 3, "(" + debug_repulse[1213] + ")", "")>>
'
		!$left_text_teach += '<<$slave_nurse[slave[''nurse'']]>>
'
	end
	if slave["alchemy"] > 5:
		$left_text_teach += 'Alchemy Lesson
'
	elseif exam_in_progress = 1:
		$left_text_teach += 'Alchemy Lesson
'
	elseif lab < 1:
		$left_text_teach += 'Alchemy Lesson
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["alchemy"], "Alchemy Lesson" + $skill_grade[slave["alchemy"]])>><<iif(debug_interactions = 3, "(" + debug_repulse[1243] + ")", "")>>
'
		!$left_text_teach += '<<$slave_alchemy[slave[''alchemy'']]>>
'
	end
	if slave["enchanter"] > 5:
		$left_text_teach += 'Witchcraft Lesson
'
	elseif exam_in_progress = 1:
		$left_text_teach += 'Witchcraft Lesson
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["enchanter"], "Witchcraft Lesson" + $skill_grade[slave["enchanter"]])>><<iif(debug_interactions = 3, "(" + debug_repulse[1244] + ")", "")>>
'
		!$left_text_teach += '<<$slave_enchanter[slave[''enchanter'']]>>
'
	end
	if slave['stamina'] < 1:
		$left_text_teach += 'Athletics Lesson
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["stamina"], "Athletics Lesson" + $skill_grade[slave["stamina"]])>><<iif(debug_interactions = 3, "(" + debug_repulse[1221] + ")", "")>>
'
		!$left_text_teach += '<<$gym_lesson[slave[''stamina'']]>>
'
	end
	if slave["gladiatrix"] > 5:
		$left_text_teach += 'Gladiatrix Lesson
'
	elseif slave['stamina'] < 2:
		$left_text_teach += 'Gladiatrix Lesson
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["gladiatrix"], "Gladiatrix Lesson" + $skill_grade[slave["gladiatrix"]])>><<iif(debug_interactions = 3, "(" + debug_repulse[1223] + ")", "")>>
'
		!$left_text_teach += '<<$slave_gladiatrix[slave[''gladiatrix'']]>>
'
	end
	if slave["calisthenics"] > 5:
		$left_text_teach += 'Dance Lesson
'
	elseif slave['stamina'] < 2:
		$left_text_teach += 'Dance Lesson
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["calisthenics"], "Dance Lesson" + $skill_grade[slave["calisthenics"]])>><<iif(debug_interactions = 3, "(" + debug_repulse[1222] + ")", "")>>
'
		!$left_text_teach += '<<$slave_calisthenics[slave[''calisthenics'']]>>
'
	end
	if slave["music"] > 5:
		$left_text_teach += 'Music Lesson
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["music"], "Music Lesson" + $skill_grade[slave["music"]])>><<iif(debug_interactions = 3, "(" + debug_repulse[1233] + ")", "")>>
'
		!$left_text_teach += '<<$slave_music[slave[''music'']]>>
'
	end
	if slave["art"] > 5:
		$left_text_teach += 'Painting Lesson
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["art"], "Painting Lesson" + $skill_grade[slave["art"]])>><<iif(debug_interactions = 3, "(" + debug_repulse[1234] + ")", "")>>
'
		!$left_text_teach += '<<$slave_art[slave[''art'']]>>
'
	end
	if slave["pet"] > 5:
		$left_text_teach += 'Pet Lesson
'
		!$left_text_teach += 'Pet Lesson (Dog)
'
	elseif slave['stamina'] < 2:
		$left_text_teach += 'Pet Lesson
'
		!$left_text_teach += 'Pet Lesson (Dog)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["pet"], "Pet Lesson" + $skill_grade[slave["pet"]])>><<iif(debug_interactions = 3, "(" + debug_repulse[1241] + ")", "")>>
'
		!$left_text_teach += '<<$slave_pet[slave[''pet'']]>>
'
		!$left_text_teach += '<<dyneval($vb_cycle_skill, slave["pet"], "Pet Lesson (Dog)" + $skill_grade[slave["pet"]])>>
'
		!$left_text_teach += '<<$slave_pet[slave[''pet'']]>>
'
	end
	if slave["dressage"] > 5:
		$left_text_teach += 'Pony Racing Lesson
'
	elseif slave['stamina'] < 2:
		$left_text_teach += 'Pony Racing Lesson
'
	elseif slave['stamina'] < 3 and slave['dressage'] >= 3:
		$left_text_teach += 'Pony Racing Lesson
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["dressage"], "Pony Racing Lesson" + $skill_grade[slave["dressage"]])>><<iif(debug_interactions = 3, "(" + debug_repulse[1224] + ")", "")>>
'
		!$left_text_teach += '<<$slave_dressage[slave[''dressage'']]>>
'
	end
	!if slave["dressage"] > 5:
	!	$left_text_teach += 'Chariot Racing Lesson
'
	!elseif slave['stamina'] < 2:
	!	$left_text_teach += 'Chariot Racing Lesson
'
	!elseif slave['stamina'] < 3 and slave['dressage'] >= 3:
	!	$left_text_teach += 'Chariot Racing Lesson
'
	!else
	!	$left_text_teach += '<<dyneval($vb_cycle_skill, slave["dressage"], "Chariot Racing Lesson" + $skill_grade[slave["dressage"]])>>
'
	!	!$left_text_teach += '<<$slave_dressage[slave[''dressage'']]>>
'
	!end
	if slave["cowSK"] > 5:
		$left_text_teach += 'Cow Lesson
'
	elseif slave['stamina'] < 2:
		$left_text_teach += 'Cow Lesson
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["cowSK"], "Cow Lesson" + $skill_grade[slave["cowSK"]])>><<iif(debug_interactions = 3, "(" + debug_repulse[1226] + ")", "")>>
'
		!$left_text_teach += '<<$slave_cowSK[slave[''cowSK'']]>>
'
	end

	$right_text_heading += 'SEXUAL TRAINING                                  '
	if slave["sub_hj"] > 5:
		$middle_text_1 += 'Handjob
'
	else
		$middle_text_1 += '<<$slave_sub_hj[slave[''sub_hj'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1311] + "," + debug_sex_acceptance[1311] + ")", "")>>
'
	end
	if slave["sub_fj"] > 5:
		$middle_text_1 += 'Footjob
'
	else
		$middle_text_1 += '<<$slave_sub_fj[slave[''sub_fj'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1312] + "," + debug_sex_acceptance[1312] + ")", "")>>
'
	end
	if slave["sub_hug"] > 5:
		$middle_text_1 += 'Rubbing
'
	else
		$middle_text_1 += '<<$slave_sub_hug[slave[''sub_hug'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1313] + "," + debug_sex_acceptance[1313] + ")", "")>>
'
	end
	if slave["sub_paizuri"] > 5:
		$middle_text_1 += 'Titjob
'
	else
		$middle_text_1 += '<<$slave_sub_paizuri[slave[''sub_paizuri'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1314] + "," + debug_sex_acceptance[1314] + ")", "")>>
'
	end

	if slave["sub_vaginal"] > 5:
		$middle_text_2 += 'Vaginal Sex
'
	else
		$middle_text_2 += '<<$slave_sub_vaginal[slave[''sub_vaginal'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1331] + "," + debug_sex_acceptance[1331] + ")", "")>>
'
	end
	if slave["sub_fisting"] > 5:
		$middle_text_2 += 'Fisting
'
	else
		$middle_text_2 += '<<$slave_sub_fisting[slave[''sub_fisting'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1333] + "," + debug_sex_acceptance[1333] + ")", "")>>
'
	end
	if slave["sub_anal"] > 5:
		$middle_text_2 += 'Anal Sex
'
	else
		$middle_text_2 += '<<$slave_sub_anal[slave[''sub_anal'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1332] + "," + debug_sex_acceptance[1332] + ")", "")>>
'
	end
	if slave["anal_stretch"] > 5:
		$middle_text_2 += 'Anal Fisting
'
	else
		$middle_text_2 += '<<$slave_anal_stretch[slave[''anal_stretch'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1334] + "," + debug_sex_acceptance[1334] + ")", "")>>
'
	end

	if slave["sub_kiss"] > 5:
		$middle_text_3 += 'Kissing
'
	else
		$middle_text_3 += '<<$slave_sub_kiss[slave[''sub_kiss'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1321] + "," + debug_sex_acceptance[1321] + ")", "")>>
'
	end
	if slave["sub_tongue"] > 5:
		$middle_text_3 += 'Licking
'
	else
		$middle_text_3 += '<<$slave_sub_tongue[slave[''sub_tongue'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1322] + "," + debug_sex_acceptance[1322] + ")", "")>>
'
	end
	if slave["sub_bj"] > 5:
		$middle_text_3 += 'Blowjob
'
	else
		$middle_text_3 += '<<$slave_sub_bj[slave[''sub_bj'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1323] + "," + debug_sex_acceptance[1323] + ")", "")>>
'
	end
	if slave["sub_dt"] > 5:
		$middle_text_3 += 'Deep Throat
'
	else
		$middle_text_3 += '<<$slave_sub_dt[slave[''sub_dt'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1324] + "," + debug_sex_acceptance[1324] + ")", "")>>
'
	end
	if slave["sub_asslik"] > 5:
		$middle_text_3 += 'Rimming
'
	else
		$middle_text_3 += '<<$slave_sub_asslik[slave[''sub_asslik'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1325] + "," + debug_sex_acceptance[1325] + ")", "")>>
'
	end

	if exam_in_progress = 1:
		$middle_text_4 += 'Threesome
'
		$middle_text_4 += 'Bukkake
'
		$middle_text_4 += 'Double penetration
'
		$middle_text_4 += 'Triple penetration
'
		$middle_text_4 += 'Gangbang
'
	else
		if slave["sub_threesome"] > 5:
			$middle_text_4 += 'Threesome
'
		elseif assistant_state ! CONST_INT['slave_exist']:
			if sparks > 0:
				$middle_text_4 += '<<$slave_sub_threesome[slave[''sub_threesome'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1382] + "," + debug_sex_acceptance[5422] + ")", "")>>
'
			else
				$middle_text_4 += 'Threesome
'
			end
		else
			$middle_text_4 += '<<$slave_sub_threesome[slave[''sub_threesome'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1380] + "," + debug_sex_acceptance[1380] + ")", "")>>
'
		end
		if slave["sub_bukkake"] > 5:
			$middle_text_4 += 'Bukkake
'
		else
			$middle_text_4 += '<<$slave_sub_bukkake[slave[''sub_bukkake'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1345] + "," + debug_sex_acceptance[1345] + ")", "")>>
'
		end
		if slave["sub_dp"] > 5:
			$middle_text_4 += 'Double Penetration
'
		else
			$middle_text_4 += '<<$slave_sub_dp[slave[''sub_dp'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1342] + "," + debug_sex_acceptance[1342] + ")", "")>>
'
		end
		if slave["sub_tp"] > 5:
			$middle_text_4 += 'Triple Penetration
'
		else
			$middle_text_4 += '<<$slave_sub_tp[slave[''sub_tp'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1343] + "," + debug_sex_acceptance[1343] + ")", "")>>
'
		end
		if slave["sub_gangbang"] > 5:
			$middle_text_4 += 'Gangbang
'
		else
			$middle_text_4 += '<<$slave_sub_gangbang[slave[''sub_gangbang'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1344] + "," + debug_sex_acceptance[1344] + ")", "")>>
'
		end
	end

	if slave["sub_seduce"] > 5:
		$middle_text_5 += 'Seduction
'
	else
		$middle_text_5 += '<<$slave_sub_seduce[slave[''sub_seduce'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1371] + "," + debug_sex_acceptance[1371] + ")", "")>>
'
	end
	if slave["sub_masturbation"] > 5:
		$middle_text_5 += 'Masturbation
'
	else
		$middle_text_5 += '<<$slave_sub_masturbation[slave[''sub_masturbation'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1372] + "," + debug_sex_acceptance[1372] + ")", "")>>
'
	end
	if slave["sub_dildo"] > 5:
		$middle_text_5 += 'Dildo
'
	else
		$middle_text_5 += '<<$slave_sub_dildo[slave[''sub_dildo'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1373] + "," + debug_sex_acceptance[1373] + ")", "")>>
'
	end
	if slave["sub_humiliation"] > 5:
		$middle_text_5 += 'Humiliation
'
	else
		$middle_text_5 += '<<$slave_sub_humiliation[slave[''sub_humiliation'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1375] + "," + debug_sex_acceptance[1375] + ")", "")>>
'
	end
	if slave["sub_exhibit"] > 5:
		$middle_text_5 += 'Exhibitionism
'
	else
		$middle_text_5 += '<<$slave_sub_exhibit[slave[''sub_exhibit'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1374] + "," + debug_sex_acceptance[1374] + ")", "")>>
'
	end

	if slave["sub_enema"] > 5:
		$middle_text_6 += 'Enema
'
	elseif bath < 1:
		$middle_text_6 += 'Enema
'
	else
		$middle_text_6 += '<<$slave_sub_enema[slave[''sub_enema'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1365] + "," + debug_sex_acceptance[1365] + ")", "")>>
'
	end
	if slave["sub_mazo"] > 5:
		$middle_text_6 += 'Masochism
'
	else
		$middle_text_6 += '<<$slave_sub_mazo[slave[''sub_mazo'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1361] + "," + debug_sex_acceptance[1361] + ")", "")>>
'
	end
	if slave["sub_selfpain"] > 5:
		$middle_text_6 += 'Self-Torture
'
	else
		$middle_text_6 += '<<$slave_sub_selfpain[slave[''sub_selfpain'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1362] + "," + debug_sex_acceptance[1362] + ")", "")>>
'
	end
	if slave["sub_piss"] > 5:
		$middle_text_6 += 'Golden Shower
'
	elseif bath < 1:
		$middle_text_6 += 'Golden Shower
'
	else
		$middle_text_6 += '<<$slave_sub_piss[slave[''sub_piss'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1363] + "," + debug_sex_acceptance[1363] + ")", "")>>
'
	end
	if slave["sub_kopro"] > 5:
		$middle_text_6 += 'Coprophagia
'
	elseif bath < 1:
		$middle_text_6 += 'Coprophagia
'
	else
		$middle_text_6 += '<<$slave_sub_kopro[slave[''sub_kopro'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1364] + "," + debug_sex_acceptance[1364] + ")", "")>>
'
	end

	if exam_in_progress = 1:
		!$middle_text_7 += 'Dog Mating
'
		!$middle_text_7 += 'Pig Mating
'
		!$middle_text_7 += 'Horse Mating
'
		!$middle_text_8 += 'Spider Mating
'
		!$middle_text_8 += 'Sea Tentacle Mating
'
		!$middle_text_8 += 'Fiend Milking
'
	else
		if slave["sub_zoosex"] > 5:
			$middle_text_7 += 'Dog Mating
'
		elseif dog ! 1:
			$middle_text_7 += 'Dog Mating
'
		else
			$middle_text_7 += '<<$slave_sub_zoosex[slave[''sub_zoosex'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1351] + "," + debug_sex_acceptance[1351] + ")", "")>>
'
		end
		if slave["sub_bestiality"] > 5:
			$middle_text_7 += 'Pig Mating
'
		else
			$middle_text_7 += '<<$slave_svinesex[slave[''sub_bestiality'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1352] + "," + debug_sex_acceptance[1352] + ")", "")>>
'
		end
		if slave["sub_horse"] > 5:
			$middle_text_7 += 'Horse Mating
'
		else
			$middle_text_7 += '<<$slave_horsesex[slave[''sub_horse'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1353] + "," + debug_sex_acceptance[1353] + ")", "")>>
'
		end
		if slave["sub_arachnidSpider"] > 5:
			$middle_text_8 += 'Spider Mating
'
		elseif arachnidSpider ! 1 or dungeon < 1:
			$middle_text_8 += 'Spider Mating
'
		else
			$middle_text_8 += '<<$slave_arachnidSpider[slave[''sub_arachnidSpider'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1355] + "," + debug_sex_acceptance[1355] + ")", "")>>
'
		end
		if slave["sub_polypusvermin"] > 5:
			$middle_text_8 += 'Sea T Mating
'
		elseif polypusvermin ! 1 or dungeon < 1:
			$middle_text_8 += 'Sea T Mating
'
		else
			$middle_text_8 += '<<$slave_polypusvermin[slave[''sub_polypusvermin'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1356] + "," + debug_sex_acceptance[1356] + ")", "")>>
'
		end
		if slave["sub_tentacles"] > 5:
			$middle_text_8 += 'Fiend Milking
'
		elseif pen < 1:
			$middle_text_8 += 'Fiend Milking
'
		elseif pet_tentacle ! 1:
			$middle_text_8 += 'Fiend Milking
'
		else
			$middle_text_8 += '<<$slave_tentacle[slave[''sub_tentacles'']]>><<iif(debug_interactions = 3, "(" + debug_repulse[1354] + "," + debug_sex_acceptance[1354] + ")", "")>>
'
		end
	end

	*p '

'
	!добавлена проверка здесь и у ассистентки (teach_stat_screen = 3) на присутствие у мастера денег, иначе обучение невозможно
	!if sparks >= coach_price[0]:
		*p '

'
	!else
	!	*p '

'
	!end
	if exam_in_progress = 1:
		*p '

'
	!elseif sparks < school_price[0]:
	!	*p '

'
	else
		*p '

'
	end
	if assistant_state = CONST_INT['slave_exist']:
		*p '

'
	else
		*p '

'
	end
	if ui_style = 2:
		*p '

'
	else
		*p '

'
	end
	*p '
<<$left_text_teach>>
'
	*p '
<<$left_text_heading>>
'
	*p '
<<$right_text_heading>>
'
	*p '
<<$middle_text_1>>
'
	*p '
<<$middle_text_2>>
'
	*p '
<<$middle_text_3>>
'
	*p '
<<$middle_text_4>>
'
	*p '
<<$middle_text_5>>
'
	*p '
<<$middle_text_6>>
'
	*p '
<<$middle_text_7>>
'
	*p '
<<$middle_text_8>>
'
end

!TUTOR TRAINING TAB
if teach_stat_screen = 1:
	$left_text_teach = ''
	$left_text_heading = ''

	$left_text_heading += 'SKILLS TRAINING                '

	if slave["service"] > 5:
		$left_text_teach += 'Maid Lesson
'
	elseif house_mess < 1:
		$left_text_teach += 'Maid Lesson
'
	elseif sparks < coach_price[slave["service"]]:
		$left_text_teach += 'Maid Lesson (<<coach_price[slave["service"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["service"], "Maid Lesson" + $skill_grade[slave["service"]])>> (<<coach_price[slave["service"]]>>$)
'
		!$left_text_teach += '<<$slave_service[slave[''service'']]>>
'
	end

	if slave["cook"] > 5:
		$left_text_teach += 'Cooking Lesson
'
	elseif kitchen < 1:
		$left_text_teach += 'Cooking Lesson
'
	elseif sparks < coach_price[slave["cook"]]:
		$left_text_teach += 'Cooking Lesson (<<coach_price[slave["cook"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["cook"], "Cooking Lesson" + $skill_grade[slave["cook"]])>> (<<coach_price[slave["cook"]]>>$)
'
		!$left_text_teach += '<<$slave_cook[slave[''cook'']]>>
'
	end

	if slave["secretary"] > 5:
		$left_text_teach += 'Secretary Lesson
'
	elseif sparks < coach_price[slave["secretary"]]:
		$left_text_teach += 'Secretary Lesson (<<coach_price[slave["secretary"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["secretary"], "Secretary Lesson" + $skill_grade[slave["secretary"]])>> (<<coach_price[slave["secretary"]]>>$)
'
		!$left_text_teach += '<<$slave_secretary[slave[''secretary'']]>>
'
	end

	if slave["expression"] > 5:
		$left_text_teach += 'Elocution Lesson
'
	elseif sparks < coach_price[slave["expression"]]:
		$left_text_teach += 'Elocution Lesson (<<coach_price[slave["expression"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["expression"], "Elocution Lesson" + $skill_grade[slave["expression"]])>> (<<coach_price[slave["expression"]]>>$)
'
		!$left_text_teach += '<<$slave_expression[slave[''expression'']]>>
'
	end

	if slave["nurse"] > 5:
		$left_text_teach += 'Nursing Lesson
'
	elseif sparks < coach_price[slave["nurse"]]:
		$left_text_teach += 'Nursing Lesson (<<coach_price[slave["nurse"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["nurse"], "Nursing Lesson" + $skill_grade[slave["nurse"]])>> (<<coach_price[slave["nurse"]]>>$)
'
		!$left_text_teach += '<<$slave_nurse[slave[''nurse'']]>>
'
	end

	if slave["alchemy"] > 5:
		$left_text_teach += 'Alchemy Lesson
'
	elseif exam_in_progress = 1:
		$left_text_teach += 'Alchemy Lesson
'
	elseif lab < 1:
		$left_text_teach += 'Alchemy Lesson
'
	elseif sparks < coach_price[slave["alchemy"]]:
		$left_text_teach += 'Alchemy Lesson (<<coach_price[slave["alchemy"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["alchemy"], "Alchemy Lesson" + $skill_grade[slave["alchemy"]])>> (<<coach_price[slave["alchemy"]]>>$)
'
		!$left_text_teach += '<<$slave_alchemy[slave[''alchemy'']]>>
'
	end

	if slave["enchanter"] > 5:
		$left_text_teach += 'Witchcraft Lesson
'
	elseif sparks < coach_price[slave["enchanter"]]:
		$left_text_teach += 'Witchcraft Lesson (<<coach_price[slave["enchanter"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["enchanter"], "Witchcraft Lesson" + $skill_grade[slave["enchanter"]])>> (<<coach_price[slave["enchanter"]]>>$)
'
		!$left_text_teach += '<<$slave_enchanter[slave[''enchanter'']]>>
'
	end

	if slave['stamina'] < 1:
		$left_text_teach += 'Athletics Lesson
'
	elseif sparks < coach_price[slave["stamina"]]:
		$left_text_teach += 'Athletics Lesson (<<coach_price[slave["stamina"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["stamina"], "Athletics Lesson" + $skill_grade[slave["stamina"]])>> (<<coach_price[slave["stamina"]]>>$)
'
		!$left_text_teach += 'Athletics Lesson
'
	end

	if slave["gladiatrix"] > 5:
		$left_text_teach += 'Gladiatrix Lesson
'
	elseif slave['stamina'] < 2:
		$left_text_teach += 'Gladiatrix Lesson
'
	elseif sparks < coach_price[slave["gladiatrix"]]:
		$left_text_teach += 'Gladiatrix Lesson (<<coach_price[slave["gladiatrix"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["gladiatrix"], "Gladiatrix Lesson" + $skill_grade[slave["gladiatrix"]])>> (<<coach_price[slave["gladiatrix"]]>>$)
'
		!$left_text_teach += '<<$slave_gladiatrix[slave[''gladiatrix'']]>>
'
	end

	if slave["calisthenics"] > 5:
		$left_text_teach += 'Dance Lesson
'
	elseif slave['stamina'] < 2:
		$left_text_teach += 'Dance Lesson
'
	elseif sparks < coach_price[slave["calisthenics"]]:
		$left_text_teach += 'Dance Lesson (<<coach_price[slave["calisthenics"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["calisthenics"], "Dance Lesson" + $skill_grade[slave["calisthenics"]])>> (<<coach_price[slave["calisthenics"]]>>$)
'
		!$left_text_teach += '<<$slave_calisthenics[slave[''calisthenics'']]>>
'
	end

	if slave["music"] > 5:
		$left_text_teach += 'Music Lesson
'
	elseif sparks < coach_price[slave["music"]]:
		$left_text_teach += 'Music Lesson (<<coach_price[slave["music"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["music"], "Music Lesson" + $skill_grade[slave["music"]])>> (<<coach_price[slave["music"]]>>$)
'
		!$left_text_teach += '<<$slave_music[slave[''music'']]>>
'
	end

	if slave["art"] > 5:
		$left_text_teach += 'Painting Lesson
'
	elseif sparks < coach_price[slave["art"]]:
		$left_text_teach += 'Painting Lesson (<<coach_price[slave["art"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["art"], "Painting Lesson" + $skill_grade[slave["art"]])>> (<<coach_price[slave["art"]]>>$)
'
		!$left_text_teach += '<<$slave_art[slave[''art'']]>>
'
	end

	if slave["pet"] > 5:
		$left_text_teach += 'Pet Lesson
'
	elseif slave['stamina'] < 2:
		$left_text_teach += 'Pet Lesson
'
	elseif sparks < coach_price[slave["pet"]]:
		$left_text_teach += 'Pet Lesson (<<coach_price[slave["pet"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["pet"], "Pet Lesson" + $skill_grade[slave["pet"]])>> (<<coach_price[slave["pet"]]>>$)
'
		!$left_text_teach += '<<$slave_pet[slave[''pet'']]>>
'
	end

	if slave["dressage"] > 5:
		$left_text_teach += 'Pony Racing Lesson
'
	elseif slave['stamina'] < 2:
		$left_text_teach += 'Pony Racing Lesson
'
	elseif slave['stamina'] < 3 and slave["dressage"] >= 3:
		$left_text_teach += 'Pony Racing Lesson
'
	elseif sparks < coach_price[slave["dressage"]]:
		$left_text_teach += 'Pony Racing Lesson (<<coach_price[slave["dressage"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["dressage"], "Pony Racing Lesson" + $skill_grade[slave["dressage"]])>> (<<coach_price[slave["dressage"]]>>$)
'
		!$left_text_teach += '<<$slave_dressage[slave[''dressage'']]>>
'
	end

	if slave["cowSK"] > 5:
		$left_text_teach += 'Cow Lesson
'
	elseif slave['stamina'] < 2:
		$left_text_teach += 'Cow Lesson
'
	elseif sparks < coach_price[slave["cowSK"]]:
		$left_text_teach += 'Cow Lesson (<<coach_price[slave["cowSK"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["cowSK"], "Cow Lesson" + $skill_grade[slave["cowSK"]])>> (<<coach_price[slave["cowSK"]]>>$)
'
		!$left_text_teach += '<<$slave_cowSK[slave[''cowSK'']]>>
'
	end

	*p '

'
	*p '

'
	if exam_in_progress = 1:
		*p '

'
	!elseif sparks < school_price[0]:
	!	*p '

'
	else
		*p '

'
	end
	if assistant_state = CONST_INT['slave_exist']:
		*p '

'
	else
		*p '

'
	end
	if ui_style = 2:
		*p '

'
	else
		*p '

'
	end
	*p '
<<$left_text_teach>>
'
	*p '
<<$left_text_heading>>
'
end

!SCHOOL TRAINING TAB
if teach_stat_screen = 2:
	$left_text_teach = ''
	$left_text_heading = ''

	$left_text_heading += 'SKILLS TRAINING                '

	if slave["service"] > 5:
		$left_text_teach += 'Maid Lesson
'
	elseif sparks < school_price[slave["service"]]:
		$left_text_teach += 'Maid Lesson (<<school_price[slave["service"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["service"], "Maid Lesson" + $skill_grade[slave["service"]])>> (<<school_price[slave["service"]]>>$)
'
		!$left_text_teach += '<<$slave_service[slave[''service'']]>>
'
	end

	if slave["cook"] > 5:
		$left_text_teach += 'Cooking Lesson
'
	elseif sparks < school_price[slave["cook"]]:
		$left_text_teach += 'Cooking Lesson (<<school_price[slave["cook"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["cook"], "Cooking Lesson" + $skill_grade[slave["cook"]])>> (<<school_price[slave["cook"]]>>$)
'
		!$left_text_teach += '<<$slave_cook[slave[''cook'']]>>
'
	end

	if slave["secretary"] > 5:
		$left_text_teach += 'Secretary Lesson
'
	elseif sparks < school_price[slave["secretary"]]:
		$left_text_teach += 'Secretary Lesson (<<school_price[slave["secretary"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["secretary"], "Secretary Lesson" + $skill_grade[slave["secretary"]])>> (<<school_price[slave["secretary"]]>>$)
'
		!$left_text_teach += '<<$slave_secretary[slave[''secretary'']]>>
'
	end

	if slave["expression"] > 5:
		$left_text_teach += 'Elocution Lesson
'
	elseif sparks < school_price[slave["expression"]]:
		$left_text_teach += 'Elocution Lesson (<<school_price[slave["expression"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["expression"], "Elocution Lesson" + $skill_grade[slave["expression"]])>> (<<school_price[slave["expression"]]>>$)
'
		!$left_text_teach += '<<$slave_expression[slave[''expression'']]>>
'
	end

	if slave["nurse"] > 5:
		$left_text_teach += 'Nursing Lesson
'
	elseif sparks < school_price[slave["nurse"]]:
		$left_text_teach += 'Nursing Lesson (<<school_price[slave["nurse"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["nurse"], "Nursing Lesson" + $skill_grade[slave["nurse"]])>> (<<school_price[slave["nurse"]]>>$)
'
		!$left_text_teach += '<<$slave_nurse[slave[''nurse'']]>>
'
	end

	if slave["alchemy"] > 5:
		$left_text_teach += 'Alchemy Lesson
'
	elseif sparks < school_price[slave["alchemy"]]:
		$left_text_teach += 'Alchemy Lesson (<<school_price[slave["alchemy"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["alchemy"], "Alchemy Lesson" + $skill_grade[slave["alchemy"]])>> (<<school_price[slave["alchemy"]]>>$)
'
		!$left_text_teach += '<<$slave_alchemy[slave[''alchemy'']]>>
'
	end

	if slave["enchanter"] > 5:
		$left_text_teach += 'Witchcraft Lesson
'
	elseif sparks < school_price[slave["enchanter"]]:
		$left_text_teach += 'Witchcraft Lesson (<<school_price[slave["enchanter"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["enchanter"], "Witchcraft Lesson" + $skill_grade[slave["enchanter"]])>> (<<school_price[slave["enchanter"]]>>$)
'
		!$left_text_teach += '<<$slave_enchanter[slave[''enchanter'']]>>
'
	end

	if slave['stamina'] < 1:
		$left_text_teach += 'Athletics Lesson
'
	elseif sparks < school_price[slave["stamina"]]:
		$left_text_teach += 'Athletics Lesson (<<school_price[slave["stamina"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["stamina"], "Athletics Lesson" + $skill_grade[slave["stamina"]])>> (<<school_price[slave["stamina"]]>>$)
'
		!$left_text_teach += '<<$gym_lesson[slave[''stamina'']]>>
'
	end

	if slave["gladiatrix"] > 5:
		$left_text_teach += 'Gladiatrix Lesson
'
	elseif slave['stamina'] < 2:
		$left_text_teach += 'Gladiatrix Lesson
'
	elseif sparks < school_price[slave["gladiatrix"]]:
		$left_text_teach += 'Gladiatrix Lesson (<<school_price[slave["gladiatrix"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["gladiatrix"], "Gladiatrix Lesson" + $skill_grade[slave["gladiatrix"]])>> (<<school_price[slave["gladiatrix"]]>>$)
'
		!$left_text_teach += '<<$slave_gladiatrix[slave[''gladiatrix'']]>>
'
	end

	if slave["calisthenics"] > 5:
		$left_text_teach += 'Dance Lesson
'
	elseif slave['stamina'] < 2:
		$left_text_teach += 'Dance Lesson
'
	elseif sparks < school_price[slave["calisthenics"]]:
		$left_text_teach += 'Dance Lesson (<<school_price[slave["calisthenics"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["calisthenics"], "Dance Lesson" + $skill_grade[slave["calisthenics"]])>> (<<school_price[slave["calisthenics"]]>>$)
'
		!$left_text_teach += '<<$slave_calisthenics[slave[''calisthenics'']]>>
'
	end

	if slave["music"] > 5:
		$left_text_teach += 'Music Lesson
'
	elseif sparks < school_price[slave["music"]]:
		$left_text_teach += 'Music Lesson (<<school_price[slave["music"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["music"], "Music Lesson" + $skill_grade[slave["music"]])>> (<<school_price[slave["music"]]>>$)
'
		!$left_text_teach += '<<$slave_music[slave[''music'']]>>
'
	end

	if slave["art"] > 5:
		$left_text_teach += 'Painting Lesson
'
	elseif sparks < school_price[slave["art"]]:
		$left_text_teach += 'Painting Lesson (<<school_price[slave["art"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["art"], "Painting Lesson" + $skill_grade[slave["art"]])>> (<<school_price[slave["art"]]>>$)
'
		!$left_text_teach += '<<$slave_art[slave[''art'']]>>
'
	end

	if slave["pet"] > 5:
		$left_text_teach += 'Pet Lesson
'
	elseif slave['stamina'] < 2:
		$left_text_teach += 'Pet Lesson
'
	elseif sparks < school_price[slave["pet"]]:
		$left_text_teach += 'Pet Lesson (<<school_price[slave["pet"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["pet"], "Pet Lesson" + $skill_grade[slave["pet"]])>> (<<school_price[slave["pet"]]>>$)
'
		!$left_text_teach += '<<$slave_pet[slave[''pet'']]>>
'
	end

	if slave["dressage"] > 5:
		$left_text_teach += 'Pony Racing Lesson
'
	elseif slave['stamina'] < 2:
		$left_text_teach += 'Pony Racing Lesson
'
	elseif slave['stamina'] < 3 and slave["dressage"] >= 3:
		$left_text_teach += 'Pony Racing Lesson
'
	elseif sparks < school_price[slave["dressage"]]:
		$left_text_teach += 'Pony Racing Lesson (<<school_price[slave["dressage"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["dressage"], "Pony Racing Lesson" + $skill_grade[slave["dressage"]])>> (<<school_price[slave["dressage"]]>>$)
'
		!$left_text_teach += '<<$slave_dressage[slave[''dressage'']]>>
'
	end

	if slave["cowSK"] > 5:
		$left_text_teach += 'Cow Lesson
'
	elseif slave['stamina'] < 2:
		$left_text_teach += 'Cow Lesson
'
	elseif sparks < school_price[slave["cowSK"]]:
		$left_text_teach += 'Cow Lesson (<<school_price[slave["cowSK"]]>>$)
'
	else
		$left_text_teach += '<<dyneval($vb_cycle_skill, slave["cowSK"], "Cow Lesson" + $skill_grade[slave["cowSK"]])>> (<<school_price[slave["cowSK"]]>>$)
'
		!$left_text_teach += '<<$slave_cowSK[slave[''cowSK'']]>>
'
	end

	*p '

'
	!if sparks >= coach_price[0]:
		*p '

'
	!else
	!	*p '

'
	!end
	*p '

'
	if assistant_state = CONST_INT['slave_exist']:
		*p '

'
	else
		*p '

'
	end
	if ui_style = 2:
		*p '

'
	else
		*p '

'
	end
	*p '
<<$left_text_teach>>
'
	*p '
<<$left_text_heading>>
'
end

!ASSISTANT TRAINING TAB
if teach_stat_screen = 3:
	$left_text_teach = ''
	$left_text_heading = ''

	$left_text_heading += 'SKILLS TRAINING                '
	if assistant["stamina"] < 0:
		$assistant_too_weak_to_teach = '<<$assistant_name>> is too weak to teach <<$slave_name>>.'
		$left_text_teach += 'Maid Lesson
'
		$left_text_teach += 'Cooking Lesson
'
		$left_text_teach += 'Nursing Lesson
'
		$left_text_teach += 'Secretary Lesson
'
		$left_text_teach += 'Alchemy Lesson
'
		$left_text_teach += 'Witchcraft Lesson
'
		$left_text_teach += 'Elocution Lesson
'
		$left_text_teach += 'Gladiatrix Lesson
'
		$left_text_teach += 'Dance Lesson
'
		$left_text_teach += 'Athletics Lesson
'
		$left_text_teach += 'Painting Lesson
'
		$left_text_teach += 'Music Lesson
'
		$left_text_teach += 'Pet Lesson
'
		$left_text_teach += 'Pony Lesson
'
		$left_text_teach += 'Cow Lesson
'
	else
		if slave["service"] > 5:
			$left_text_teach += 'Maid Lesson
'
		elseif house_mess < 1:
			$left_text_teach += 'Maid Lesson
'
		elseif assistant['service'] <= slave['service']:
			$left_text_teach += 'Maid Lesson
'
		else
			$left_text_teach += '<<dyneval($vb_cycle_skill, slave["service"], "Maid Lesson" + $skill_grade[slave["service"]])>>
'
			!$left_text_teach += '<<$slave_service[slave[''service'']]>>
'
		end
		if slave["cook"] > 5:
			$left_text_teach += 'Cooking Lesson
'
		elseif kitchen < 1:
			$left_text_teach += 'Cooking Lesson
'
		elseif assistant['cook'] <= slave['cook']:
			$left_text_teach += 'Cooking Lesson
'
		else
			$left_text_teach += '<<dyneval($vb_cycle_skill, slave["cook"], "Cooking Lesson" + $skill_grade[slave["cook"]])>>
'
			!$left_text_teach += '<<$slave_cook[slave[''cook'']]>>
'
		end
		if slave["secretary"] > 5:
			$left_text_teach += 'Secretary Lesson
'
		elseif assistant['secretary'] <= slave['secretary']:
			$left_text_teach += 'Secretary Lesson
'
		else
			$left_text_teach += '<<dyneval($vb_cycle_skill, slave["secretary"], "Secretary Lesson" + $skill_grade[slave["secretary"]])>>
'
			!$left_text_teach += '<<$slave_secretary[slave[''secretary'']]>>
'
		end
		if slave["expression"] > 5:
			$left_text_teach += 'Elocution Lesson
'
		elseif assistant['expression'] <= slave['expression']:
			$left_text_teach += 'Elocution Lesson
'
		else
			$left_text_teach += '<<dyneval($vb_cycle_skill, slave["expression"], "Elocution Lesson" + $skill_grade[slave["expression"]])>>
'
			!$left_text_teach += '<<$slave_expression[slave[''expression'']]>>
'
		end
		if slave["nurse"] > 5:
			$left_text_teach += 'Nursing Lesson
'
		elseif assistant['nurse'] <= slave['nurse']:
			$left_text_teach += 'Nursing Lesson
'
		else
			$left_text_teach += '<<dyneval($vb_cycle_skill, slave["nurse"], "Nursing Lesson" + $skill_grade[slave["nurse"]])>>
'
			!$left_text_teach += '<<$slave_nurse[slave[''nurse'']]>>
'
		end
		if slave["alchemy"] > 5:
			$left_text_teach += 'Alchemy Lesson
'
		elseif lab < 1:
			$left_text_teach += 'Alchemy Lesson
'
		elseif assistant['alchemy'] <= slave['alchemy']:
			$left_text_teach += 'Alchemy Lesson
'
		else
			$left_text_teach += '<<dyneval($vb_cycle_skill, slave["alchemy"], "Alchemy Lesson" + $skill_grade[slave["alchemy"]])>>
'
			!$left_text_teach += '<<$slave_alchemy[slave[''alchemy'']]>>
'
		end
		if slave["enchanter"] > 5:
			$left_text_teach += 'Witchcraft Lesson
'
		elseif assistant['enchanter'] <= slave['enchanter']:
			$left_text_teach += 'Witchcraft Lesson
'
		else
			$left_text_teach += '<<dyneval($vb_cycle_skill, slave["enchanter"], "Witchcraft Lesson" + $skill_grade[slave["enchanter"]])>>
'
			!$left_text_teach += '<<$slave_enchanter[slave[''enchanter'']]>>
'
		end
		if slave['stamina'] < 1:
			$left_text_teach += 'Athletics Lesson
'
		elseif assistant['stamina'] < slave['stamina']:
			$left_text_teach += 'Athletics Lesson
'
		else
			$left_text_teach += '<<dyneval($vb_cycle_skill, slave["stamina"], "Athletics Lesson" + $skill_grade[slave["stamina"]])>>
'
			!$left_text_teach += '<<$gym_lesson[slave[''stamina'']]>>
'
		end
		if slave["gladiatrix"] > 5:
			$left_text_teach += 'Gladiatrix Lesson
'
		elseif slave['stamina'] < 2:
			$left_text_teach += 'Gladiatrix Lesson
'
		elseif assistant['gladiatrix'] <= slave['gladiatrix']:
			$left_text_teach += 'Gladiatrix Lesson
'
		else
			$left_text_teach += '<<dyneval($vb_cycle_skill, slave["gladiatrix"], "Gladiatrix Lesson" + $skill_grade[slave["gladiatrix"]])>>
'
			!$left_text_teach += '<<$slave_gladiatrix[slave[''gladiatrix'']]>>
'
		end
		if slave["calisthenics"] > 5:
			$left_text_teach += 'Dance Lesson
'
		elseif slave['stamina'] < 2:
			$left_text_teach += 'Dance Lesson
'
		elseif assistant['calisthenics'] <= slave['calisthenics']:
			$left_text_teach += 'Dance Lesson
'
		else
			$left_text_teach += '<<dyneval($vb_cycle_skill, slave["calisthenics"], "Dance Lesson" + $skill_grade[slave["calisthenics"]])>>
'
			!$left_text_teach += '<<$slave_calisthenics[slave[''calisthenics'']]>>
'
		end
		if slave["music"] > 5:
			$left_text_teach += 'Music Lesson
'
		elseif assistant['music'] <= slave['music']:
			$left_text_teach += 'Music Lesson
'
		else
			$left_text_teach += '<<dyneval($vb_cycle_skill, slave["music"], "Music Lesson" + $skill_grade[slave["music"]])>>
'
			!$left_text_teach += '<<$slave_music[slave[''music'']]>>
'
		end
		if slave["art"] > 5:
			$left_text_teach += 'Painting Lesson
'
		elseif assistant['art'] <= slave['art']:
			$left_text_teach += 'Painting Lesson
'
		else
			$left_text_teach += '<<dyneval($vb_cycle_skill, slave["art"], "Painting Lesson" + $skill_grade[slave["art"]])>>
'
			!$left_text_teach += '<<$slave_art[slave[''art'']]>>
'
		end
		if slave["pet"] > 5:
			$left_text_teach += 'Pet Lesson
'
		elseif slave['stamina'] < 2:
			$left_text_teach += 'Pet Lesson
'
		elseif assistant['pet'] <= slave['pet']:
			$left_text_teach += 'Pet Lesson
'
		else
			$left_text_teach += '<<dyneval($vb_cycle_skill, slave["pet"], "Pet Lesson" + $skill_grade[slave["pet"]])>>
'
			!$left_text_teach += '<<$slave_pet[slave[''pet'']]>>
'
		end
		if slave["dressage"] > 5:
			$left_text_teach += 'Pony Racing Lesson
'
		elseif slave['stamina'] < 2:
			$left_text_teach += 'Pony Racing Lesson
'
		elseif slave['stamina'] < 3 and slave['dressage'] >= 3:
			$left_text_teach += 'Pony Racing Lesson
'
		elseif assistant['dressage'] <= slave['dressage']:
			$left_text_teach += 'Pony Racing Lesson
'
		else
			$left_text_teach += '<<dyneval($vb_cycle_skill, slave["dressage"], "Pony Racing Lesson" + $skill_grade[slave["dressage"]])>>
'
			!$left_text_teach += '<<$slave_dressage[slave[''dressage'']]>>
'
		end
		if slave["cowSK"] > 5:
			$left_text_teach += 'Cow Lesson
'
		elseif slave['stamina'] < 2:
			$left_text_teach += 'Cow Lesson
'
		elseif assistant['cowSK'] <= slave['cowSK']:
			$left_text_teach += 'Cow Lesson
'
		else
			$left_text_teach += '<<dyneval($vb_cycle_skill, slave["cowSK"], "Cow Lesson" + $skill_grade[slave["cowSK"]])>>
'
			!$left_text_teach += '<<$slave_cowSK[slave[''cowSK'']]>>
'
		end
	end

	*p '

'
	!if sparks >= coach_price[0]:
		*p '

'
	!else
	!	*p '

'
	!end
	!if sparks >= school_price[0]:
		*p '

'
	!else
	!	*p '

'
	!end
	*p '

'
	if ui_style = 2:
		*p '

'
	else
		*p '

'
	end
	*p '
<<$left_text_teach>>
'
	*p '
<<$left_text_heading>>
'
end

*p '
<<$info_text>>
'

--- teach_screen ---------------------------------


code:
# toggle_trophy
!Toggles the display of the trophies on or off - crushboss
if toggle_trophy = 0:
 	toggle_trophy = 1
 	*p '

'
else
 	toggle_trophy = 0
 	*p '

'
end

if toggle_trophy = 0: gs 'trophy_room'

--- toggle_trophy ---------------------------------

repo_name: Sutopia/game

license: unknown


code:
# trophy_room
!Draws the Trophies on the screen - crushboss
!Checks are > 0 instead of = 1 because Fog trophies are set to 2 as a do-once for awarding fighting xp from A+ to S+ - ImperatorAugustus
*p '
Trophy Room
'

!Row 1
if trophy_ogre > 0: *p '

Ogre
'
if trophy_warg > 0: *p '

Warg
'
if trophy_werewolf > 0: *p '

Werewolf
'
if trophy_hugefiend > 0: *p '

Huge Fiend
'
if trophy_blackmedic > 0: *p '

Black Medic
'
if trophy_maturefiend > 0: *p '

Mature Fiend
'

!Row 2
if trophy_vampire > 0: *p '

Vampire
'
if trophy_lich > 0: *p '

Lich
'
if trophy_beastmen > 0: *p '

Beastmen
'
if trophy_paladin > 0: *p '

Paladin
'
if trophy_orc > 0: *p '

Orc
'
if trophy_youngfiend > 0: *p '

Young Fiend
'

!Row 3
if trophy_scum > 0: *p '

Scum
'
if trophy_goblins > 0: *p '

Goblins
'
if trophy_corvus > 0: *p '

Corvus Champ
'
if trophy_camira > 0: *p '

Camira Champ
'
if trophy_serpis > 0: *p '

Serpis Champ
'
if trophy_taurus > 0: *p '

Taurus Champ
'

!Row 4
if trophy_vatican > 0: *p '

Vatican Champ
'
if trophy_absolute > 0: *p '

Absolute Champ
'
if trophy_slaves > 0: *p '

Arena Slaves
'
if trophy_arenafiend > 0: *p '

Arena Fiend
'
if trophy_racechampion > 0: *p '

Race Champ
'
if trophy_racegrandchampion > 0: *p '

Grand Champ
'

--- trophy_room ---------------------------------


code:
# trophy_room_screen
!Trophy Room - Created by crushboss

!Reset vars
toggle_trophy = 0
trophy_won_fog = 0
trophy_won_arena = 0
trophy_won_count = 0

gs 'main_layout'

$backimage = 'content\pic\bg\trophy\bg_trophy.png'

if toggle_trophy = 0: gs 'trophy_room'

!Fog trophies are set to =2 as a do-once for awarding fighting xp from A+ to S+, so min(1) is used here to avoid double counting - ImperatorAugustus
trophy_won_fog = min(1,trophy_ogre) + min(1,trophy_warg) + min(1,trophy_werewolf) + min(1,trophy_hugefiend) + min(1,trophy_blackmedic) + min(1,trophy_maturefiend) + min(1,trophy_vampire) + min(1,trophy_lich) + min(1,trophy_beastmen) + min(1,trophy_paladin) + min(1,trophy_orc) + min(1,trophy_youngfiend) + min(1,trophy_scum) + min(1,trophy_goblins)
trophy_won_arena = trophy_corvus + trophy_camira + trophy_serpis + trophy_taurus + trophy_vatican + trophy_absolute + trophy_slaves + trophy_arenafiend + trophy_racechampion + trophy_racegrandchampion
trophy_won_count = trophy_won_fog + trophy_won_arena

*p '
<img src = "<<$master_ava_color>>">'
*nl '<<$master_name>>
'

*p '
'
*nl '&nbsp&nbsp Trophies - Total:&nbsp&nbsp 24'
*nl '&nbsp&nbsp Trophies - Fogs:&nbsp&nbsp&nbsp 14'
*nl '&nbsp&nbsp Trophies - Arena:&nbsp&nbsp&nbsp 10
'
*nl 'Trophies Won - Total:&nbsp <<trophy_won_count>>'
*nl 'Trophies Won - Fogs:&nbsp&nbsp <<trophy_won_fog>>'
*nl 'Trophies Won - Arena:&nbsp&nbsp <<trophy_won_arena>>
'

*p '

'

if toggle_trophy = 0:
 	*p '

'
else
 	*p '

'
end

*p '

'

--- trophy_room_screen ---------------------------------


code:
# warning
!WARNING

$backimage = 'content/pic/achtung.png'

LCOLOR = rgb(100,100,255)

$MAINDESC_BACKIMAGE = ''
! removed non-existent path 'content/pic/.png' -ImperatorAugustus
MAINDESC_X = 200
MAINDESC_Y = 670
MAINDESC_W = 900
MAINDESC_H = 95

*p '
Yes, I am an adult and I want to continue
'
*nl '
Exit immediately
'

act '1 agree': warning_pass = 1 & gt 'main_menu'
act '2 disagree': gt 'exit'

--- warning ---------------------------------


code:
# атака_игрока
!THIS LOCATION CALCULATES PLAYERS ATTACKS
!Overhauled by crushboss

!Reset vars - crushboss
killvar '$спецэффект_описание'
killvar '$спецэффект_суперудара'
atk = 0
def = текущий
это_суперудар = 0
$действия_игрока = ''
супер = 0
$атака[0] = ''

!Calcuate player attacks
if args = 1:
	$атака[0] = $атака_1_тип[$оружие]
	$рассчетный_тип_вреда = $тип_вреда[$оружие]
	вред_на_рассчет = базовый_вред[$оружие]
	$действия_игрока += '<<$атака_1_текст[$оружие]>>'
end

if args = 2:
	$атака[0] = $атака_2_тип[$оружие]
	$рассчетный_тип_вреда = $тип_вреда[$оружие]
	вред_на_рассчет = базовый_вред[$оружие]
	$действия_игрока += '<<$атака_2_текст[$оружие]>>'
end

if args = 31:
	$атака[0] = $вторичная_атака_тип[$вторичный]
	$рассчетный_тип_вреда = $тип_вреда[$вторичный]
	вред_на_рассчет = базовый_вред[$вторичный]
	$наложение = '<<$вторичная_атака_бонус[$вторичный]>>'
	длительность = вторичная_атака_длительность[$вторичный]
	$наложение = '<<$вторичная_атака_штраф[$вторичный]>>'
	$действия_игрока += '<<$вторичная_атака_текст[$вторичный]>>'
end

if args = 11:
	$атака[0] = 'сильная'
	$рассчетный_тип_вреда = 'дробящий'
	вред_на_рассчет = base_str
	$действия_игрока += "You kick <<$склонение_врага[текущий]>> with all of your strength in the stomach."
end
if args = 12:
	$атака[0] = 'быстрая'
	$рассчетный_тип_вреда = 'дробящий'
	вред_на_рассчет = base_str
	$действия_игрока += "Your swift push makes <<$склонение_врага[текущий]>> falter."
end
if args = 13:
	$атака[0] = 'точная'
	$рассчетный_тип_вреда = 'дробящий'
	вред_на_рассчет = base_str
	$действия_игрока += "You make a sweep just in time."
end

if args = 29 or args = 30:
	супер = args - 20
	$атака[0] =  $суперудар_тип[$суперудар[супер]]
	$рассчетный_тип_вреда = $тип_вреда[$суперудар[супер]]
	вред_на_рассчет = базовый_вред[$суперудар[супер]]
	$действия_игрока += $суперудар_текст[$суперудар[супер]]
	это_суперудар = 1
end

!Bug fix for special modifiers not occurring on the enemy - crushboss
!Bug fix for special techniques not appearing properly - crushboss

!Roundhouse kick ['удар_с_разворота']
if args = 21:
	супер = args - 20
	базовый_вред[$суперудар[супер]] = базовый_вред[$оружие]
	$тип_вреда[$суперудар[супер]] = $тип_вреда[$оружие]
	$суперудар_тип[$суперудар[супер]] = 'сильная'
	$суперудар_название[$суперудар[супер]] = "Roundhouse Kick"
	суперудар_длительность[$суперудар[супер]] = 2+сила
	$суперудар_текст[$суперудар[супер]] = "You deal a powerful roundhouse kick."
	$спецэффект_описание[$суперудар[супер]] = 'roundhouse kick'
	$суперудар_условие_1[$суперудар[супер]] = 'нет'
	$суперудар_условие_2[$суперудар[супер]] = 'нет'
	$суперудар_условие_против[$суперудар[супер]] = 'отсутствует'
	$спецэффект_суперудара[$суперудар[супер]] = {}
	$атака[0] = 'сильная'
	$рассчетный_тип_вреда = $тип_вреда[$оружие]
	вред_на_рассчет = базовый_вред[$оружие]*2
	$действия_игрока = $суперудар_текст[$суперудар[супер]]
	это_суперудар = 1
end

!Swift blow ['рассечение']
if args = 22:
	супер = args - 20
	базовый_вред[$суперудар[супер]] = базовый_вред[$оружие]*2
	$тип_вреда[$суперудар[супер]] = 'рубящий'
	$суперудар_тип[$суперудар[супер]] = 'быстрая'
	$суперудар_название[$суперудар[супер]] = "Swift Blow"
	суперудар_длительность[$суперудар[супер]] = 2+ловкость
	$суперудар_текст[$суперудар[супер]] = "Your swift blow damages two enemies at once."
	$спецэффект_описание[$суперудар[супер]] = 'two targets'
	$суперудар_условие_1[$суперудар[супер]] = 'рубящий'
	$суперудар_условие_2[$суперудар[супер]] = 'нет'
	$суперудар_условие_против[$суперудар[супер]] = 'отсутствует'

	$спецэффект_суперудара[$суперудар[супер]] = {
		for вторцель = (текущий + 1) to количество_врагов:
			if вторцель ! текущий and враг[вторцель] = 1: exit &! break from loop when first living secondary target is found (scan forwards)
		end

		if враг[вторцель] = 0:
			! no valid secondary target was found
			for вторцель = (текущий - 1) to 1 step -1:
				if вторцель ! текущий and враг[вторцель] = 1: exit &! break from loop when first living secondary target is found (scan backwards)
			end
		end

		if вторцель ! текущий and враг[вторцель] = 1:
			! bugfix 1: make sure we actually found a living secondary target (no more double strike on single living enemy) - ImperatorAugustus

			atk = 0
			def = вторцель

			вред_на_рассчет = базовый_вред[$оружие]*2
			$атака = 'быстрая'

			gs 'рассчет_вреда'

			if $класс_врага[вторцель] = 'пешка':
				if модификатор > 0:
					$состояние[вторцель] = 'повержен'
					дух_игрока += 2
				end
			elseif $тип_нанесенного_вреда = 'психический':
				if тонкое_тело[$враг[вторцель]] = 1: здоровье_врага[вторцель] -= нанесенный_вред
				if бесстрашный[$враг[вторцель]] = 0: дух_врага[вторцель] -= нанесенный_вред
				дух_игрока += нанесенный_вред/2
			elseif $тип_нанесенного_вреда = 'дробящий':
				if хрупкий[$враг[вторцель]] = 1: здоровье_врага[вторцель] -= нанесенный_вред
				if безустали[$враг[вторцель]] = 0: выносливость_врага[вторцель] -= нанесенный_вред
				if бесстрашный[$враг[вторцель]] = 0: дух_врага[вторцель] -= нанесенный_вред
				дух_игрока += нанесенный_вред/2
			else
				! bugfix 2: due to omitted else clause, was applying the below damage in addition to the damage applied above for mental/crushing weapons - ImperatorAugustus
				if бессмертный[$враг[вторцель]] = 0: здоровье_врага[вторцель] -= нанесенный_вред    &! bugfix 3: was checking current enemy resistance instead of secondary target - ImperatorAugustus
				if безустали[$враг[вторцель]] = 0: выносливость_врага[вторцель] -= нанесенный_вред  &! bugfix 3: was checking current enemy resistance instead of secondary target - ImperatorAugustus
				if бесстрашный[$враг[вторцель]] = 0: дух_врага[вторцель] -= нанесенный_вред         &! bugfix 3: was checking current enemy resistance instead of secondary target - ImperatorAugustus
				дух_игрока += нанесенный_вред/2 &! bugfix 4: was incorrectly using нанесенный_вред[i]/2 when i is not initialized here - ImperatorAugustus
			end

		end
	}
	$атака[0] = 'быстрая'
	$рассчетный_тип_вреда = 'рубящий'
	вред_на_рассчет = базовый_вред[$оружие]*2
	$действия_игрока = $суперудар_текст[$суперудар[супер]]
	это_суперудар = 1
end

!Battle cry ['воинственный_клич']
if args = 23:
	супер = args - 20
	базовый_вред[$суперудар[супер]] = 10
	$тип_вреда[$суперудар[супер]] = 'психический'
	$суперудар_тип[$суперудар[супер]] = 'точная'
	$суперудар_название[$суперудар[супер]] = "Battle Cry"
	суперудар_длительность[$суперудар[супер]] = 2+восприятие
	$суперудар_текст[$суперудар[супер]] = "You shout a chilling roar, that inspires fear in the hearts of enemies and gives you a burst of energy."
	$спецэффект_описание[$суперудар[супер]] = 'psy attack'
	$суперудар_условие_1[$суперудар[супер]] = 'нет'
	$суперудар_условие_2[$суперудар[супер]] = 'нет'
	$суперудар_условие_против[$суперудар[супер]] = 'отсутствует'

	$спецэффект_суперудара[$суперудар[супер]] = {
		if бешенство < 4: бешенство = 4
		дух_игрока += 20
	}
	$атака[0] = 'точная'
	$рассчетный_тип_вреда = 'психический'
	вред_на_рассчет = 10
	$действия_игрока = $суперудар_текст[$суперудар[супер]]
	это_суперудар = 1
end

!Heavy blow ['оглушение']
if args = 24:
	супер = args - 20
	базовый_вред[$суперудар[супер]] = базовый_вред[$оружие]*2
	$тип_вреда[$суперудар[супер]] = 'дробящий'
	$суперудар_тип[$суперудар[супер]] = 'сильная'
	$суперудар_название[$суперудар[супер]] = "Heavy Blow"
	суперудар_длительность[$суперудар[супер]] = 2+сила
	$суперудар_текст[$суперудар[супер]] = "You put all your strength in a blow to the head of the enemy."
	$спецэффект_описание[$суперудар[супер]] = 'stun'
	$суперудар_условие_1[$суперудар[супер]] = 'дробящий'
	$суперудар_условие_2[$суперудар[супер]] = 'нет'
	$суперудар_условие_против[$суперудар[супер]] = 'отсутствует'
	$спецэффект_суперудара[$суперудар[супер]] = {
		ошеломление[текущий] = 4
	}
	$атака[0] = 'сильная'
	$рассчетный_тип_вреда = 'дробящий'
	вред_на_рассчет = базовый_вред[$оружие]*2
	$действия_игрока = $суперудар_текст[$суперудар[супер]]
	это_суперудар = 1
end

!Precise hit ['ослепление']
if args = 25:
	супер = args - 20
	базовый_вред[$суперудар[супер]] = базовый_вред[$оружие]*2
	$тип_вреда[$суперудар[супер]] = 'колющий'
	$суперудар_тип[$суперудар[супер]] = 'точная'
	$суперудар_название[$суперудар[супер]] = "Precise Hit"
	суперудар_длительность[$суперудар[супер]] = 2+восприятие
	$суперудар_текст[$суперудар[супер]] = "You hit precisely in the eyes to bring down the enemy as they are blinded."
	$спецэффект_описание[$суперудар[супер]] = 'blinding'
	$суперудар_условие_1[$суперудар[супер]] = 'колющий'
	$суперудар_условие_2[$суперудар[супер]] = 'нет'
	$суперудар_условие_против[$суперудар[супер]] = 'отсутствует'
	$спецэффект_суперудара[$суперудар[супер]] = {
		рассеянность[текущий] = 4
	}
	$атака[0] = 'точная'
	$рассчетный_тип_вреда = 'колющий'
	вред_на_рассчет = базовый_вред[$оружие]*2
	$действия_игрока = $суперудар_текст[$суперудар[супер]]
	это_суперудар = 1
end

!Dashing blow ['подрезка']
if args = 26:
	супер = args - 20
	базовый_вред[$суперудар[супер]] = базовый_вред[$оружие]*2
	$тип_вреда[$суперудар[супер]] = 'рубящий'
	$суперудар_тип[$суперудар[супер]] = 'точная'
	$суперудар_название[$суперудар[супер]] = "Dashing Blow"
	суперудар_длительность[$суперудар[супер]] = 2+ловкость
	$суперудар_текст[$суперудар[супер]] = "You quickly cut the enemy's tendons, so now it will be hard for them to stay on their feet."
	$спецэффект_описание[$суперудар[супер]] = 'cutting'
	$суперудар_условие_1[$суперудар[супер]] = 'рубящий'
	$суперудар_условие_2[$суперудар[супер]] = 'нет'
	$суперудар_условие_против[$суперудар[супер]] = 'отсутствует'
	$спецэффект_суперудара[$суперудар[супер]] = {
		шаткость[текущий] = 4
	}
	$атака[0] =  'точная'
	$рассчетный_тип_вреда = 'рубящий'
	вред_на_рассчет = базовый_вред[$оружие]*2
	$действия_игрока = "You quickly cut the enemy's tendons, so now it will be hard for them to stay on their feet."
	это_суперудар = 1
end

!Riposte ['ответный_удар']
if args = 27:
	супер = args - 20
	базовый_вред[$суперудар[супер]] = базовый_вред[$оружие]*2
	$тип_вреда[$суперудар[супер]] = 'колющий'
	$суперудар_тип[$суперудар[супер]] = 'точная'
	$суперудар_название[$суперудар[супер]] = "Riposte"
	суперудар_длительность[$суперудар[супер]] = 2+восприятие
	$суперудар_текст[$суперудар[супер]] = "You parry precisely as you make a quick piercing blow to the enemy's vitals."
	$спецэффект_описание[$суперудар[супер]] = 'evasion and piercing'
	$суперудар_условие_1[$суперудар[супер]] = 'колющий'
	$суперудар_условие_2[$суперудар[супер]] = 'нет'
	$суперудар_условие_против[$суперудар[супер]] = 'отсутствует'
	$спецэффект_суперудара[$суперудар[супер]] = {
		if верткость < 4: верткость = 4
		здоровье_игрока += 5
	}
	$атака[0] = 'точная'
	$рассчетный_тип_вреда = 'колющий'
	вред_на_рассчет = базовый_вред[$оружие]*2
	$действия_игрока = $суперудар_текст[$суперудар[супер]]
	это_суперудар = 1
end

!Face Bash ['лицо_прикладом']
if args = 28:
	супер = args - 20
	базовый_вред[$суперудар[супер]] = базовый_вред[$оружие]*2
	$тип_вреда[$суперудар[супер]] = 'дробящий'
	$суперудар_тип[$суперудар[супер]] = 'сильная'
	$суперудар_название[$суперудар[супер]] = "Face Bash"
	суперудар_длительность[$суперудар[супер]] = 2+сила
	$суперудар_текст[$суперудар[супер]] = "You fake a low attack and lower the enemy's defenses. You quickly and powerfully smash your blunt weapon forward into the enemy's face."
	$спецэффект_описание[$суперудар[супер]] = 'power and weakness'
	$суперудар_условие_1[$суперудар[супер]] = 'дробящий'
	$суперудар_условие_2[$суперудар[супер]] = 'нет'
	$суперудар_условие_против[$суперудар[супер]] = 'отсутствует'
	$спецэффект_суперудара[$суперудар[супер]] = {
		слабость[текущий] = 4
	}
	$атака[0] = 'сильная'
	$рассчетный_тип_вреда = 'дробящий'
	вред_на_рассчет = базовый_вред[$оружие]*2
	$действия_игрока = $суперудар_текст[$суперудар[супер]]
	это_суперудар = 1
end

!THROW A NET ['бросок_сети']
if args = 32:
	супер = args - 20
	базовый_вред[$суперудар[супер]] = 5
	$тип_вреда[$суперудар[супер]] = 'дробящий'
	$суперудар_тип[$суперудар[супер]] = 'быстрая'
	$суперудар_название[$суперудар[супер]] = "THROW NET"
	суперудар_длительность[$суперудар[супер]] = 10+ловкость
	$суперудар_текст[$суперудар[супер]] = "You throw your net at the enemy just in time. Now they are almost helpless!"
	$спецэффект_описание[$суперудар[супер]] = 'entangled'
	$суперудар_условие_1[$суперудар[супер]] = 'дробящий'
	$суперудар_условие_2[$суперудар[супер]] = 'нет'
	$суперудар_условие_против[$суперудар[супер]] = 'отсутствует'
	$спецэффект_суперудара[$суперудар[супер]] = {
		скованность[текущий] = 8
		слабость[текущий] = 8
		рассеянность[текущий] = 8
	}
	$атака[0] = 'быстрая'
	$рассчетный_тип_вреда = 'дробящий'
	вред_на_рассчет = 5
	$действия_игрока = $суперудар_текст[$суперудар[супер]]
	это_суперудар = 1
end

!Serrated blade ['серейтор']
if args = 33:
	супер = args - 20
	базовый_вред[$суперудар[супер]] = базовый_вред[$оружие]*2
	$тип_вреда[$суперудар[супер]] = 'рубящий'
	$суперудар_тип[$суперудар[супер]] = 'быстрая'
	$суперудар_название[$суперудар[супер]] = "Serrated Blade"
	суперудар_длительность[$суперудар[супер]] = 2+сила
	$суперудар_текст[$суперудар[супер]] = "You cut your opponent with a whipsaw and pull it back, tearing flesh off your miserable enemy."
	$спецэффект_описание[$суперудар[супер]] = 'terrible scar'
	$суперудар_условие_1[$суперудар[супер]] = 'рубящий'
	$суперудар_условие_2[$суперудар[супер]] = 'нет'
	$суперудар_условие_против[$суперудар[супер]] = 'отсутствует'
	$спецэффект_суперудара[$суперудар[супер]] = {
		боль[текущий] = 8
	}
	$атака[0] = 'быстрая'
	$рассчетный_тип_вреда = 'рубящий'
	вред_на_рассчет = базовый_вред[$оружие]*2
	$действия_игрока = $суперудар_текст[$суперудар[супер]]
	это_суперудар = 1
end

!SCISSORS ['ножницы']
if args = 34:
	супер = args - 20
	базовый_вред[$суперудар[супер]] = базовый_вред[$оружие]*3
	$тип_вреда[$суперудар[супер]] = 'рубящий'
	$суперудар_тип[$суперудар[супер]] = 'быстрая'
	$суперудар_название[$суперудар[супер]] = "Scissors"
	суперудар_длительность[$суперудар[супер]] = 2+сила
	$суперудар_текст[$суперудар[супер]] = "You cross your swords like a huge deadly scissors and hit your enemy with them."
	$спецэффект_описание[$суперудар[супер]] = 'a lot of damage'
	$суперудар_условие_1[$суперудар[супер]] = 'рубящий'
	$суперудар_условие_2[$суперудар[супер]] = 'нет'
	$суперудар_условие_против[$суперудар[супер]] = 'отсутствует'
	$спецэффект_суперудара[$суперудар[супер]] = {}
	$атака[0] = 'быстрая'
	$рассчетный_тип_вреда = 'рубящий'
	вред_на_рассчет = базовый_вред[$оружие]*3
	$действия_игрока = $суперудар_текст[$суперудар[супер]]
	это_суперудар = 1
end

!SHIELD BASH ['толчок_щитом']
if args = 35:
	супер = args - 20
	базовый_вред[$суперудар[супер]] = базовый_вред[$оружие]*2
	$тип_вреда[$суперудар[супер]] = 'дробящий'
	$суперудар_тип[$суперудар[супер]] = 'сильная'
	$суперудар_название[$суперудар[супер]] = "Shield Bash"
	суперудар_длительность[$суперудар[супер]] = 2+сила
	$суперудар_текст[$суперудар[супер]] = "You bash your enemy with a shield, causing them to falter."
	$спецэффект_описание[$суперудар[супер]] = 'knocked down'
	$суперудар_условие_1[$суперудар[супер]] = 'дробящий'
	$суперудар_условие_2[$суперудар[супер]] = 'нет'
	$суперудар_условие_против[$суперудар[супер]] = 'отсутствует'
	$спецэффект_суперудара[$суперудар[супер]] = {
		рассеянность[текущий] = 8
		ошеломление[текущий] = 8
	}
	$атака[0] = 'сильная'
	$рассчетный_тип_вреда = 'дробящий'
	вред_на_рассчет = базовый_вред[$оружие]*2
	$действия_игрока = $суперудар_текст[$суперудар[супер]]
	это_суперудар = 1
end

!Debug message for troubleshooting - crushboss
! msg '$ataka[0]: <<$атака[0]>>
$рассчетный_тип_вреда: <<$рассчетный_тип_вреда>>
вред_на_рассчет: <<вред_на_рассчет>>
$действия_игрока: <<$действия_игрока>>
'

gs 'рассчет_вреда'

if $класс_врага[текущий] = 'пешка':
	if модификатор > 0:
		$состояние[текущий] = 'повержен'
		дух_игрока += 2
		$действия_игрока += " [fatal blow]"
	else
		$действия_игрока += " [miss]"
	end
	jump 'loop9'
end

! total immunity check (Doom of Arena vs. crushing damage, for example) - ImperatorAugustus
if $класс_врага[текущий] ! 'пешка':
	if $тип_нанесенного_вреда = 'психический':
		if тонкое_тело[$враг[текущий]] = 0 and бесстрашный[$враг[текущий]] = 1:
			$действия_игрока += ' [ineffective] '
		else
			$действия_игрока += " [<<нанесенный_вред>>] "
		end
	elseif $тип_нанесенного_вреда = 'дробящий':
		if хрупкий[$враг[текущий]] = 0 and безустали[$враг[текущий]] = 1 and бесстрашный[$враг[текущий]] = 1:
			$действия_игрока += ' [ineffective] '
		else
			$действия_игрока += " [<<нанесенный_вред>>] "
		end
	else
		if бессмертный[$враг[текущий]] = 1 and безустали[$враг[текущий]] = 1 and бесстрашный[$враг[текущий]] = 1:
			$действия_игрока += ' [ineffective] '
		else
			$действия_игрока += " [<<нанесенный_вред>>] "
		end
	end
else
	$действия_игрока += " [<<нанесенный_вред>>] "
end

if $эффект = 'удвоение':
	наложение = 0
	$наложение = 'удвоение вреда'
end

if это_суперудар = 1:
	if наложение = 0: $действия_игрока += "[doubled]"
	$действия_игрока += " (<<$спецэффект_описание[$суперудар[супер]]>>)
"
	jump 'loop10'
end

:loop9
if $эффект = 'бонус':
	наложение = 1
	if args = 1:
		$наложение = '<<$атака_1_бонус[$оружие]>>'
		длительность = атака_1_длительность[$оружие]
	end
	if args = 2:
		$наложение = '<<$атака_2_бонус[$оружие]>>'
		длительность = атака_2_длительность[$оружие]
	end
	if args = 11:
		$наложение = 'внимание'
		длительность = 2
	end
	if args = 12:
		$наложение = 'адреналин'
		длительность = 2
	end
	if args = 13:
		$наложение = 'верткость'
		длительность = 2
	end
	if args = 31:
		$наложение = '<<$вторичная_атака_бонус[$вторичный]>>'
		длительность = вторичная_атака_длительность[$вторичный]
	end
end

if $эффект = 'штраф':
	наложение = 2
	if args = 1:
		$наложение = '<<$атака_1_штраф[$оружие]>>'
		длительность = атака_1_длительность[$оружие]
	end
	if args = 2:
		$наложение = '<<$атака_2_штраф[$оружие]>>'
		длительность = атака_2_длительность[$оружие]
	end
	if args = 11:
		$наложение = 'ошеломление'
		длительность = 2
	end
	if args = 12:
		$наложение = 'рассеянность'
		длительность = 2
	end
	if args = 13:
		$наложение = 'шаткость'
		длительность = 2
	end
	if args = 31:
		$наложение = '<<$вторичная_атака_штраф[$вторичный]>>'
		длительность = вторичная_атака_длительность[$вторичный]
	end
end

if $наложение = 'удвоение вреда':
	$действия_игрока += "[doubled]
"
end

!status inflict translation
if $наложение = 'слабость': $действия_игрока += "[weakness]
"
if $наложение = 'шаткость': $действия_игрока += "[unsteadiness]
"
if $наложение = 'бешенство': $действия_игрока += "[fury]
"
if $наложение = 'адреналин': $действия_игрока += "[adrenaline]
"

if $наложение = 'скованность': $действия_игрока += "[stiffness]
"
if $наложение = 'ошеломление': $действия_игрока += "[stunned]
"
if $наложение = 'разгон': $действия_игрока += "[acceleration]
"
if $наложение = 'верткость': $действия_игрока += "[evasion]
"

if $наложение = 'боль': $действия_игрока += "[pain]
"
if $наложение = 'рассеянность': $действия_игрока += "[distraction]
"
if $наложение = 'меткость': $действия_игрока += "[precision]
"
if $наложение = 'внимание': $действия_игрока += "[attention]
"

:loop10
gt 'ход_противников'
--- атака_игрока ---------------------------------


code:
# боевое_меню
!CREATING MAIN FIGHTING MENU
gs '#боевые_предметы'
gs '#суперудары'

!Obtain information about the player current weapon
вред_оружия_игрока = базовый_вред[$оружие]
$тип_вреда_оружия = $тип_вреда[$оружие]

$первый_пункт = $атака_1_название[$оружие]
$тип_первой_атаки = $атака_1_тип[$оружие]
$первый_бонус = $атака_1_бонус[$оружие]
$первый_штраф = $атака_1_штраф[$оружие]

$второй_пункт = $атака_2_название[$оружие]
$тип_второй_атаки = $атака_2_тип[$оружие]
$второй_бонус = $атака_2_бонус[$оружие]
$второй_штраф = $атака_1_штраф[$оружие]

!creating
$боевое_меню = ''
$боевое_меню += '<<$первый_пункт>>
'
$боевое_меню += '<<$второй_пункт>>
'
if вторичная_атака[$вторичный] = 1 and $вторичный ! '': $боевое_меню += "<<$вторичная_атака_название[$вторичный]>>
"
$боевое_меню += "
Kick (Stun\Attention)
"
$боевое_меню += "Push (Distract\Adren)
"
$боевое_меню += "Sweep (Unstd\Evasion)
"

--- боевое_меню ---------------------------------


code:
# боевой_интерфейс
!Displays information about the battle and player options
!Most of the time you are on this location when fighting
!Overhauled by crushboss

if текущий < 1: текущий = количество_врагов
if текущий > количество_врагов: текущий = 1

!switch to a live enemy if current one is dead
if враг[текущий] ! 1: for i = текущий to количество_врагов: if враг[i] = 1: текущий = i
if враг[текущий] ! 1: for i = 1 to текущий step 1: if враг[i] = 1: текущий = i

!debug - enable for easy wins - lokplart
!здоровье_врага[текущий] = 0
!здоровье_игрока = 1000
!выносливость_игрока = 1000
!дух_игрока = 1000

!enemy statuses
$плохие_эффекты_проивника = ''
$хорошие_эффекты_противника = ''

gs '#dynamic'
dynamic $слабость_противника
dynamic $скованность_противника
dynamic $боль_противника
dynamic $шаткость_противника
dynamic $ошеломление_противника
dynamic $рассеянность_противника

dynamic $бешенство_противника
dynamic $разгон_противника
dynamic $меткость_противника
dynamic $адреналин_противника
dynamic $верткость_противника
dynamic $внимание_противника

$эффекты_противника = $хорошие_эффекты_противника + $плохие_эффекты_проивника

!player statuses
$плохие_эффекты_игрока = ''
$хорошие_эффекты_игрока = ''
gs '#dynamic'
dynamic $слабость_игрока
dynamic $скованность_игрока
dynamic $боль_игрока
dynamic $шаткость_игрока
dynamic $ошеломление_игрока
dynamic $рассеянность_игрока

dynamic $бешенство_игрока
dynamic $разгон_игрока
dynamic $меткость_игрока
dynamic $адреналин_игрока
dynamic $верткость_игрока
dynamic $внимание_игрока

$эффекты_игрока = $хорошие_эффекты_игрока + $плохие_эффекты_игрока

!Information about the latest actions of the player and enemies
$информация_о_бое = ''
if $боевая_обстановка ! '': $информация_о_бое += '<<$боевая_обстановка>>

'
$информация_о_бое += '<<$действия_игрока>>

'
$информация_о_бое += '<<$действия_врага[1]>>'
$информация_о_бое += '<<$действия_врага[2]>>'
$информация_о_бое += '<<$действия_врага[3]>>'
$информация_о_бое += '<<$действия_врага[4]>>'
$информация_о_бое += '<<$действия_врага[5]>>'

if $place = 'edge_patrol':
	*p '
<img src = "content/pic/bg/<<$bg["edge_patrol"]>>.png">
'
elseif ui_style = 2:
	*p '

'
else
	*p '

'
end

*p '
<<$информация_о_бое>>
'

if arena_mode = 0:
	!Handle Master and Sparring practice menu options - crushboss
	if ui_style = 2 and combatant = 0:
		*p '
Regular attacks
			Special techniques
			Use potion
			Change weapon
			Defend

'
	elseif ui_style ! 2 and combatant = 0:
		*p '
Regular attacks
			Special techniques
			Use potion
			Change weapon
			Defend

'
	elseif ui_style = 2 and (combatant = 1 or combatant = 2):
		*p '
Regular attacks
			Use potion
			Change weapon
			Defend

'
	elseif ui_style ! 2 and (combatant = 1 or combatant = 2):
		*p '
Regular attacks
			Use potion
			Change weapon
			Defend

'
	end
end

if arena_mode = 1 and combatant = 1:
	!Enables or disables Extra Special Graphic and Option - Gladiatrix Contest for Slave - crushboss
	if ui_style = 2 and суперудар_сделан[22] = 0 and $g_type = "retiarius":
		*p "
<img src = '<<$extra_special_active>>'>
"
	elseif ui_style ! 2 and суперудар_сделан[22] = 0 and $g_type = "retiarius":
		*p "
<img src = '<<$extra_special_active>>'>
"
	elseif ui_style = 2 and суперудар_сделан[23] = 0 and $g_type = "flagrius":
		*p "
<img src = '<<$extra_special_active>>'>
"
	elseif ui_style ! 2 and суперудар_сделан[23] = 0 and $g_type = "flagrius":
		*p "
<img src = '<<$extra_special_active>>'>
"
	elseif ui_style = 2 and суперудар_сделан[24] = 0 and $g_type = "dimacherus":
		*p "
<img src = '<<$extra_special_active>>'>
"
	elseif ui_style ! 2 and суперудар_сделан[24] = 0 and $g_type = "dimacherus":
		*p "
<img src = '<<$extra_special_active>>'>
"
	elseif ui_style = 2 and суперудар_сделан[25] = 0 and $g_type = "hoplomachus":
		*p "
<img src = '<<$extra_special_active>>'>
"
	elseif ui_style ! 2 and суперудар_сделан[25] = 0 and $g_type = "hoplomachus":
		*p "
<img src = '<<$extra_special_active>>'>
"
	elseif ui_style = 2 and суперудар_сделан[14] = 0 and $g_type = "kimerian":
		*p "
<img src = '<<$extra_special_active>>'>
"
	elseif ui_style ! 2 and суперудар_сделан[14] = 0 and $g_type = "kimerian":
		*p "
<img src = '<<$extra_special_active>>'>
"
	elseif ui_style = 2 and суперудар_сделан[22] = 1:
		*p "
<img src = '<<$extra_special_used>>'>
"
	elseif ui_style ! 2 and суперудар_сделан[22] = 1:
		*p "
<img src = '<<$extra_special_used>>'>
"
	elseif ui_style = 2 and суперудар_сделан[23] = 1:
		*p "
<img src = '<<$extra_special_used>>'>
"
	elseif ui_style ! 2 and суперудар_сделан[23] = 1:
		*p "
<img src = '<<$extra_special_used>>'>
"
	elseif ui_style = 2 and суперудар_сделан[24] = 1:
		*p "
<img src = '<<$extra_special_used>>'>
"
	elseif ui_style ! 2 and суперудар_сделан[24] = 1:
		*p "
<img src = '<<$extra_special_used>>'>
"
	elseif ui_style = 2 and суперудар_сделан[25] = 1:
		*p "
<img src = '<<$extra_special_used>>'>
"
	elseif ui_style ! 2 and суперудар_сделан[25] = 1:
		*p "
<img src = '<<$extra_special_used>>'>
"
	elseif ui_style = 2 and суперудар_сделан[14] = 1:
		*p "
<img src = '<<$extra_special_used>>'>
"
	elseif ui_style ! 2 and суперудар_сделан[14] = 1:
		*p "
<img src = '<<$extra_special_used>>'>
"
	end
end

*p '
<<$боевое_меню>>
'

*p '
<img src = "<<$combatant_ava>>">
'
*p '
<img src = "<<$аватара_моба[$враг[текущий]]>>">
'

*p '
<<$combatant_name>>
'
*p '
<<$имя_врага[текущий]>>
'
if количество_врагов > 1: *p '

'
if количество_врагов > 1: *p '

'

*p '
<<$защита_описание[$защита[0]]>>
'
*p '

'
*p '
<<$защита_врага_описание[$защита[текущий]]>>
'

!Fixed code to display a tooltip when you click on the heart
*p '

'
*p '
<<здоровье_игрока>>
'
*p '

'
*p '
<<выносливость_игрока>>
'
*p '

'
*p '
<<дух_игрока>>
'
*p '

'
*p '
<<здоровье_врага[текущий]>>
'
*p '

'
*p '
<<выносливость_врага[текущий]>>
'
*p '

'
*p '
<<дух_врага[текущий]>>
'

*p '
STATUS
<<$эффекты_игрока>>

'
*p '
STATUS
<<$эффекты_противника>>

'

if $music_now ! $music[$toplay]:
	close $music_now
	$music_now = $music[$toplay]
end
if sound_on = 1: play $music_now, music_volume, 'only, loop'

if ui_style = 2:
 	if sound_on = 1:
  		*p '

'
  	else
  		*p '

'
 	end
else
 	if sound_on = 1:
  		*p '

'
	else
  		*p '

'
 	end
end

--- боевой_интерфейс ---------------------------------


code:
# вторичные_атаки
!SECONDARY ATTACK MENU SELECTION
gs '#боевые_предметы'
gs '#суперудары'

!creating menu
$боевое_меню = ''
$боевое_меню += "Kick (Stun\Attention)
"
$боевое_меню += "Push (Distract\Adren)
"
$боевое_меню += "Sweep (Unstd\Evasion)
"
if вторичная_атака[$вторичный] = 1 and $вторичный ! '': $боевое_меню += '<<$вторичная_атака_название[$вторичный]>>
'
$боевое_меню += "
"
$боевое_меню += "Back
"

gt 'боевой_интерфейс'

--- вторичные_атаки ---------------------------------


code:
# выход_из_боя
!CALCULATION OF COMBAT RESULTS
!turns off all sounds after the fight
CLOSE ALL

!for arena fight
if $fight_return = 'Start':
	$fight_return = ''
	dynamic $master_energy_drop
	slave['energy'] = -3
	if $итог_боя = 'убит':
		a = rand (1,6)
		if a > slave['stamina']: interaction_city = 1291 & gt 'interaction_city'
		slave_rate["wounds"] += rand(80,100)
	end
	if $итог_боя = 'бегство' or $итог_боя = 'вырубился' or $итог_боя = 'убит':
		slave['winning_series'] = 0
		if slave['arena_level'] > 0: slave['arena_level'] -= 1
		b = rand(0,3)
		gladiator_valor = slave['temper'] - slave['loser_rating']
		if b > gladiator_valor:
			interaction_city = 1292
		else
			interaction_city = 1293
			slave_rate["wounds"] += rand(40,80)
		end
	end
	if $итог_боя = 'вырубился':
		slave['loser_rating'] += 100
	end
	if $итог_боя = 'победа':
		slave['winning_series'] += 1
		slave_rate["wounds"] += rand(11,25)
		interaction_city = 1294
		if slave['arena_level'] < 5:
			slave['arena_level'] += 1
			if slave['arena_level'] = 5:
				if slave['loser_rating'] = 0:
					interaction_city = 1295
				else
					interaction_city = 1294
				end
			else
				interaction_city = 1294
			end
		end
		if slave['arena_level'] >= 5 and $slave['trademark_style'] = '': $slave['trademark_style'] = $g_type
	end
	gt 'interaction_city'
end

!Increase master whip skill if used a whip (кнут) or lash (нагайка) for the battle as primary (оружие) or secondary (вторичный) weapon
if combatant = 0 and ($оружие = 'кнут' or $оружие = 'нагайка' or $вторичный = 'кнут' or $вторичный = 'нагайка'): master_flagelation_rate += (skill_adv_mul * 1)

!Sparring Practice
if colosseum_fight > 0:
	if combatant = 0:
		dynamic $master_energy_drop
		interaction_city = 1296
	end
	if combatant = 1:
		dynamic $slave_energy_drop
		interaction_city = 1297
	end
	if combatant = 2:
		dynamic $assistant_energy_drop
		interaction_city = 1298
	end
	copyarr '$display_options', '$colosseum_options'
	gs '_layout'
	gt 'interaction_city'
	!code lines below were never executed due to gt above, commented them out for clarity - ImperatorAugustus
	!combatant = 0
	!colosseum_fight = 0
	!$fight_return = ''
	!sp_txt = 1
	!get_initial_slave = 0
	!gt 'shop_general'
end

!slave battle misc
if $враг[1] = 'воспитуемая':
	energy_max = slave['energy']
	if выносливость_врага[1] < 5: slave['energy'] = -5 &! выносливость_врага is enemy stamina
	if выносливость_врага[1] >= 10: slave['energy'] = -4
	if выносливость_врага[1] >= 20: slave['energy'] = -3
	if выносливость_врага[1] >= 30: slave['energy'] = -2
	if выносливость_врага[1] >= 40: slave['energy'] = -1
	if выносливость_врага[1] >= 50: slave['energy'] = 0
	if выносливость_врага[1] >= 55: slave['energy'] = 1
	if выносливость_врага[1] >= 60: slave['energy'] = 2
	if выносливость_врага[1] >= 65: slave['energy'] = 3
	if выносливость_врага[1] >= 70: slave['energy'] = 4
	if выносливость_врага[1] >= 75: slave['energy'] = 5
	if slave['energy'] > energy_max: slave['energy'] = energy_max

	bash_damage_done = базовая_выносливость['воспитуемая'] - выносливость_врага[1]
	house_mess_rate += bash_damage_done
	slave_rate["hygiene"] += bash_damage_done
	master_hygiene_rate += bash_damage_done

	lethal_damage_done = базовое_здоровье['воспитуемая'] - здоровье_врага[1]
	if lethal_damage_done > 0: slave_rate["wounds"] += 10
	if lethal_damage_done > базовое_здоровье['воспитуемая']/4: slave_rate["wounds"] += 10
	if lethal_damage_done > базовое_здоровье['воспитуемая']/3: slave_rate["wounds"] += 20
	if lethal_damage_done > базовое_здоровье['воспитуемая']/2: slave_rate["wounds"] += 40
	if lethal_damage_done > базовое_здоровье['воспитуемая'] - 2: slave_rate["wounds"] += 80

	if lethal_damage_done > slave["stamina"]: slave_rate["stamina"] -= 100000

	psy_damage_done = базовый_дух['воспитуемая'] - дух_врага[1]
	slave_rate["mood"] -= psy_damage_done*2

	pure_bashing_damage = bash_damage_done - lethal_damage_done
	if pure_bashing_damage < 0: pure_bashing_damage = 0
	slave_rate["bruises"] += pure_bashing_damage*2
	slave_rate["stamina"] -= pure_bashing_damage
end

!additional results of the battle for the opponents
if $итог_боя = 'бегство' and $враг[1] = 'воспитуемая':
	interaction_city = 143
	gt "interaction_city"
end
if $итог_боя = 'вырубился' and $враг[1] = 'воспитуемая':
	dynamic $death, 'Unable to cope with the punches of your slave, you fall on your knees. Seeing this, your slave approaches you with a smile and hits you in the face with her leg, knocking you out. Unfortunately, you never woke up after that…'
end
if $итог_боя = 'убит' and $враг[1] = 'воспитуемая':
	dynamic $death, 'Seriously wounded, you fall to the floor, bleeding. The last thing you see is your ex-slave running out into the street…'
end

!general results
if $итог_боя = 'бегство':
	dynamic $death, 'You lost your nerve and tried to escape from the battle. You failed.'
end
if $итог_боя = 'вырубился':
	dynamic $death, 'You lost consciousness. Unfortunately, you never regained it.'
end
if $итог_боя = 'убит':
	dynamic $death, 'You were killed.'
end
!if $итог_боя = 'победа' check moved later in the file, see comments there for more details - ImperatorAugustus

if $враг[1] = 'воспитуемая':
	slave["beaten"] = 1
	slave["beaten_ever"] += 1
	slave_rate["fear"] += 10
	slave_rate["instinct"] += 5
	if выносливость_врага[1] <= 0: slave_state = CONST_INT['slave_faint']
	if здоровье_врага[1] <= 0: dynamic $slave_killed
end

if combatant = 0:
	lethal_damage_received = макс_здоровье_игрока - здоровье_игрока
	!bash_damage_received = макс_выносливость_игрока - выносливость_игрока &! unused var (выносливость_игрока is player stamina) ImperatorAugustus
	if дух_игрока < норм_дух_игрока:
		psy_damage_received = норм_дух_игрока - дух_игрока
	end

	master_mood_rate -= min(25, psy_damage_received)

	if lethal_damage_received > master_str_rate: master_wounds_rate += 10
	if lethal_damage_received > макс_здоровье_игрока/4: master_wounds_rate += 10 &! макс_здоровье_игрока is max player health
	if lethal_damage_received > макс_здоровье_игрока/3: master_wounds_rate += 20
	if lethal_damage_received > макс_здоровье_игрока/2: master_wounds_rate += 40
	if lethal_damage_received > макс_здоровье_игрока - 2: master_wounds_rate += 80
	if master_wounds_rate > 0: master_moodlet['neg_wounded'] = 1

	energy_max = master_energy
	!if выносливость_игрока < 5: master_energy = -5 &! disabled this line to avoid immediate player unconsciousness after battle - ImperatorAugustus
	if выносливость_игрока >= 10: master_energy = -4 &! выносливость_игрока is player stamina
	if выносливость_игрока >= 20: master_energy = -3
	if выносливость_игрока >= 30: master_energy = -2
	if выносливость_игрока >= 40: master_energy = -1
	if выносливость_игрока >= 50: master_energy = 0
	if выносливость_игрока >= 55: master_energy = 1
	if выносливость_игрока >= 60: master_energy = 2
	if выносливость_игрока >= 65: master_energy = 3
	if выносливость_игрока >= 70: master_energy = 4
	if выносливость_игрока >= 75: master_energy = 5
	if master_energy > energy_max: master_energy = energy_max
	if master_energy > 1 and $враг[1] ! 'воспитуемая': master_energy = 1 & master_half_action -= 1 &! cap master energy after Fog battles at 1.5 stars (patrolling Fogs again requires min. 3 energy) - ImperatorAugustus
end

if cheat_fight_dif = 0:
	master_wounds_rate = 0
	master_wounds = 0
	master_moodlet['neg_wounded'] = 0
	master_ill = 0
	master_issues = 0
	if master_hygiene > 1: master_hygiene = 1 & master_hygiene_rate = 15
end

if cheat_inf_en ! 0:
	if master_energy < 5: master_energy = 5
end

menu_form = 0

if $fight_return ! '':
	$return_lock = $fight_return
	$fight_return = ''
end

!Fog Battle Results and Rewards - crushboss

!young fiend with a girl
if $враг[1] = 'исчадие_молодь':
	fighting_experience = 5
	won_slave_minimum_value = 100
	get_girl = 1
	trophy_youngfiend = 1
	fog_battle = 1
	master_str_rate += (skill_adv_mul * 1)
	won_slave['parasite'] = 1
	won_slave['deflowered'] = 1
end
!mature fiend with a girl
if $враг[1] = 'исчадие':
	fighting_experience = 10
	won_slave_minimum_value = 200
	get_girl = 1
	trophy_maturefiend = 1
	fog_battle = 1
	master_str_rate += (skill_adv_mul * 2)
	won_slave['parasite'] = 1
	won_slave['deflowered'] = 1
end
!huge fiend with a girl
if $враг[1] = 'чудовщиное_исчадие':
	fighting_experience = 15
	won_slave_minimum_value = 300
	get_girl = 1
	trophy_hugefiend = 1
	fog_battle = 1
	master_str_rate += (skill_adv_mul * 4)
	won_slave['parasite'] = 1
	won_slave['deflowered'] = 1
end
!black medic with a girl
if $враг[1] = 'черный_медик':
	fighting_experience = 5
	won_slave_minimum_value = 100
	get_girl = 1
	trophy_blackmedic = 1
	fog_battle = 1
	master_str_rate += (skill_adv_mul * 1)
	won_slave['parasite'] = 0
	won_slave['deflowered'] = 0
end
!taurus paladin with a girl
if $враг[1] = 'паладин':
	fighting_experience = 10
	won_slave_minimum_value = 200
	get_girl = 1
	fog_battle = 1
	trophy_paladin = 1
	master_str_rate += (skill_adv_mul * 2)
	won_slave['parasite'] = 0
	won_slave['deflowered'] = 0
end
!beastmen with a girl
if $враг[1] = 'козлорогий' or $враг[1] = 'свинорылый' or $враг[1] = 'жабован' or $враг[1] = 'крысолюд':
	fighting_experience = 10
	won_slave_minimum_value = 200
	get_girl = 1
	trophy_beastmen = 1
	fog_battle = 1
	master_str_rate += (skill_adv_mul * 2)
	won_slave['ill'] = 1
	won_slave['deflowered'] = 1
end
!werewolf with a girl
if $враг[1] = 'вервольф':
	fighting_experience = 15
	won_slave_minimum_value = 300
	get_girl = 1
	trophy_werewolf = 1
	fog_battle = 1
	master_str_rate += (skill_adv_mul * 4)
	won_slave['parasite'] = 0
	won_slave['deflowered'] = 0
end
!vampire with a girl
if $враг[1] = 'вампир':
	fighting_experience = 10
	won_slave_minimum_value = 200
	get_girl = 1
	trophy_vampire = 1
	fog_battle = 1
	master_str_rate += (skill_adv_mul * 2)
	won_slave['parasite'] = 0
	won_slave['deflowered'] = 0
end
!Lich with a girl
if $враг[1] = 'лич':
	fighting_experience = 10
	won_slave_minimum_value = 200
	get_girl = 1
	trophy_lich = 1
	fog_battle = 1
	master_str_rate += (skill_adv_mul * 2)
	won_slave['parasite'] = 0
	won_slave['deflowered'] = 0
end
!ogre with a girl
if $враг[1] = 'ogre':
	!fighting_experience = 15
	won_slave_minimum_value = 300
	get_girl = 1
	trophy_ogre = 1
	fog_battle = 1
	master_str_rate += (skill_adv_mul * 4)
	won_slave['deflowered'] = 1
	won_slave['parasite'] = 0
end
!goblins with a girl
if $враг[1] = 'goblin':
	fighting_experience = 5
	won_slave_minimum_value = 50 * arrsize('враг')
	get_girl = 1
	master_str_rate += (skill_adv_mul * 1)
	trophy_goblins = 1
	fog_battle = 1
	won_slave['ill'] = 1
	won_slave['deflowered'] = 1
	won_slave['dp'] = 1
	if arrsize('враг') > 2: won_slave['tp'] = 1
end
!warg with a girl
if $враг[1] = 'warg':
	fighting_experience = 15
	won_slave_minimum_value = 300
	get_girl = 1
	trophy_warg = 1
	fog_battle = 1
	master_str_rate += (skill_adv_mul * 4)
	won_slave['deflowered'] = 1
	won_slave['parasite'] = 0
end
!orc with a girl
if $враг[1] = 'orc':
	fighting_experience = 10
	won_slave_minimum_value = 200
	get_girl = 1
	trophy_orc = 1
	fog_battle = 1
	master_str_rate += (skill_adv_mul * 4)
	won_slave['parasite'] = 0
	won_slave['deflowered'] = 0
end
!scum with a girl
if $враг[1] = 'канибал' or $враг[1] = 'калека' or $враг[1] = 'нищеброд' or $враг[1] = 'безумец' or $враг[1] = 'изможденный':
	fighting_experience = 5
	won_slave_minimum_value = 100
	get_girl = 1
	trophy_scum = 1
	fog_battle = 1
	master_str_rate += (skill_adv_mul * 1)
	won_slave['ill'] = 1
	won_slave['deflowered'] = 1
end

!fighting experience for Fog battles never worked before because it was originally checking fighting_experience before it was set - now Fog battles give experience up to A+ skill, and for A+ to S+ there are one-time xp increases for each Fog trophy (see $calculate_attributes for the implementation) - ImperatorAugustus
if $итог_боя = 'победа':
	if fighting_experience > 0 and (master_fighter - boost_up['master_fighter']) < 4:
		master_fighter_rate += fighting_experience
		if fog_battle = 1: master_domination_rate += (skill_adv_mul * fighting_experience/6) &! divide by 6 to raise 0 from 5 xp, 1 from 10 xp, 2 from 15 xp
	end
end

fighting_experience = 0 &! reset after above code block

!Special Event - Dragon Fire Staff Relic - crushboss
if trophy_fire_staff = 0 and fog_battle = 1 and посох_огня = 0:
	if master_mage >= 5 and master_str >= 5 and master_domination >= 5:
		if trophy_ogre >= 1 and trophy_warg >= 1 and trophy_werewolf >= 1 and trophy_hugefiend >= 1 and trophy_vampire >= 1 and trophy_lich >= 1:
			msg '   Something is strange here. I should investigate…'
			gt 'special_screen'
		end
	end
end

!Slave won and get girl code - Overhauled - crushboss
if get_girl = 1:
	:won_slave_calc
	gs 'generate_stock'
	if slave_base_price < won_slave_minimum_value: jump 'won_slave_calc'
	if won_slave['ill'] = 1:
		b = rand (1,5)
		if stock['stamina'] < b: stock['ill'] = 1
	end
	if won_slave['parasite'] = 1 and stock['fertility'] >= 0:
		stock['parasite'] = 1
		stock['virginity'] = 2 &! not a virgin
	end
	if won_slave['deflowered'] = 1 and stock['virginity'] < 2: stock['virginity'] = 2 &! not a virgin
	if won_slave['dp'] = 1 and stock['sub_dp'] < 5: stock['sub_dp'] += 1
	if won_slave['tp'] = 1 and stock['sub_tp'] < 5: stock['sub_tp'] += 1

	!Increased the chance of getting a virgin slave from the fog - trophy girl - crushboss
	if won_slave['deflowered'] = 0 and won_slave['parasite'] = 0 and won_slave['ill'] = 0 and stock['parasite'] = 0 and stock['ill'] = 0 and stock['pregnant'] = 0 and stock['age'] ! CONST_INT['milf_age']: stock['virginity'] = 0

	killvar 'won_slave' &! added a reset so flags do not "leak" from prior encounters - ImperatorAugustus

	$return_lock = 'interaction_city'
	interaction_city = 61120
end

!Reset and set vars - crushboss
gs '$combat_variable_reset'
sbros = 1

gs '$newloc'
gt '<<$return_lock>>'

--- выход_из_боя ---------------------------------


code:
# инвентарь
!INVENTORY MENU

!creating menu
$боевое_меню = ''
if вакхический_нектар > 0: $боевое_меню += "Bacchic nectar [х<<вакхический_нектар>>]
"
if тонизируюзщий_эликсир > 0: $боевое_меню += "Tonic elixir [х<<тонизируюзщий_эликсир>>]
"
if целительный_бальзам > 0: $боевое_меню += "Balm [х<<целительный_бальзам>>]
"
$боевое_меню += "
"
$боевое_меню += "Back
"

gt 'боевой_интерфейс'

--- инвентарь ---------------------------------


code:
# искусственный_идиот
!BATTLE AI (ARTIFICIAL IDIOT) FOR ENEMIES
def = 0
atk = i

!change defensive stance
случай = 1 + ((48271 * (day + master_energy + master_half_energy + sparks + дух_врага[i])) mod 65537)/(65537/3) &! pseudo-rand(1,3) using current spirit value of this enemy as offset - ImperatorAugustus
if случай = 1: $защита[i] = 'блок'
if случай = 2: $защита[i] = 'уклонение'
if случай = 3: $защита[i] = 'контратака'

вред_на_рассчет = базовый_вред[$враг[i]]

!determine the action
if $класс_моба[$враг[i]] = "пешка":
	ам = 1
end

if $класс_моба[$враг[i]] = "рядовой":
	ам = 1 + ((48271 * (day + master_energy + master_half_energy + sparks + дух_игрока + дух_врага[i])) mod 65537)/(65537/2) &! pseudo-rand(1,2) using current spirit value of defender (player) plus this enemy as offset - ImperatorAugustus
end

:loop
if $класс_моба[$враг[i]] = "элитный":
	ам = 1 + ((48271 * (day + master_energy + master_half_energy + sparks + дух_игрока + дух_врага[i])) mod 65537)/(65537/3) &! pseudo-rand(1,3) using current spirit value of defender (player) plus this enemy as offset - ImperatorAugustus
end

if ам = 1:
	$атака[i] = '<<$атака_1_тип[$враг[i]]>>'
	$рассчетный_тип_вреда = '<<$атака_1_тип_вреда[$враг[i]]>>'
end

if ам = 2:
	$атака[i] = '<<$атака_2_тип[$враг[i]]>>'
	$рассчетный_тип_вреда = '<<$атака_2_тип_вреда[$враг[i]]>>'
end

if ам = 3:
	$атака[i] = '<<$атака_3_тип[$враг[i]]>>'
	$рассчетный_тип_вреда = '<<$атака_3_тип_вреда[$враг[i]]>>'
end

if ам = 4:
	if суператака_истрачена[1] = 1: jump 'loop'
	$атака[i] = '<<$суператака_1_тип[$враг[i]]>>'
	$рассчетный_тип_вреда = '<<$суператака_1_тип_вреда[$враг[i]]>>'
	вред_на_рассчет = базовый_вред_суператаки_1[$враг[i]]
	dynamic $спецэффект_суператаки_1[$враг[i]]
	$эффект_суператаки = $суператака_1_кратко[$враг[i]]
	$наложение[i] = ''
	суператака_истрачена[1] = 1
end

if ам = 5:
	if суператака_истрачена[2] = 1: jump 'loop'
	$атака[i] = '<<$суператака_2_тип[$враг[i]]>>'
	$рассчетный_тип_вреда = '<<$суператака_2_тип_вреда[$враг[i]]>>'
	вред_на_рассчет = базовый_вред_суператаки_2[$враг[i]]
	dynamic $спецэффект_суператаки_2[$враг[i]]
	$эффект_суператаки = $суператака_2_кратко[$враг[i]]
	$наложение[i] = ''
	суператака_истрачена[2] = 1
end

if ам = 6:
	if суператака_истрачена[3] = 1: jump 'loop'
	$атака[i] = '<<$суператака_3_тип[$враг[i]]>>'
	$рассчетный_тип_вреда = '<<$суператака_3_тип_вреда[$враг[i]]>>'
	вред_на_рассчет = базовый_вред_суператаки_3[$враг[i]]
	dynamic $спецэффект_суператаки_3[$враг[i]]
	$эффект_суператаки = $суператака_3_кратко[$враг[i]]
	$наложение[i] = ''
	суператака_истрачена[3] = 1
end

gs 'рассчет_вреда'

$действия_врага[i] = ''
if  ам = 1: $действия_врага[i] += "<<$атака_1_текст[$враг[i]]>>"
if  ам = 2: $действия_врага[i] += "<<$атака_2_текст[$враг[i]]>>"
if  ам = 3: $действия_врага[i] += "<<$атака_3_текст[$враг[i]]>>"
if  ам = 4: $действия_врага[i] += "<<$суператака_1_текст[$враг[i]]>>"
if  ам = 5: $действия_врага[i] += "<<$суператака_2_текст[$враг[i]]>>"
if  ам = 6: $действия_врага[i] += "<<$суператака_3_текст[$враг[i]]>>"

$действия_врага[i] += " [<<нанесенный_вред[atk]>>] "

if $эффект = 'удвоение':
	наложение[i] = 0
	$наложение[i] = 'удвоение вреда'
end

$действия_врага[i] += "<<$эффект_суператаки>>"
$эффект_суператаки = ''

if ам > 3:
	jump 'loop1'
end

if $эффект = 'бонус':
	наложение[i] = 1
	if ам = 1:
		$наложение[i] = '<<$атака_1_бонус[$враг[i]]>>'
		длительность[i] = атака_1_длительность[$враг[i]]
	end
	if ам = 2:
		$наложение[i] = '<<$атака_2_бонус[$враг[i]]>>'
		длительность[i] = атака_2_длительность[$враг[i]]
	end
	if ам = 3:
		$наложение[i] = '<<$атака_3_бонус[$враг[i]]>>'
		длительность[i] = атака_3_длительность[$враг[i]]
	end
end
if $эффект = 'штраф':
	наложение[i] = 2
	if ам = 1:
		$наложение[i] = '<<$атака_1_штраф[$враг[i]]>>'
		длительность[i] = атака_1_длительность[$враг[i]]
	end
	if ам = 2:
		$наложение[i] = '<<$атака_2_штраф[$враг[i]]>>'
		длительность[i] = атака_2_длительность[$враг[i]]
	end
	if ам = 3:
		$наложение[i] = '<<$атака_3_штраф[$враг[i]]>>'
		длительность[i] = атака_3_длительность[$враг[i]]
	end
end

if $наложение[i] = 'удвоение вреда':
	$действия_врага[i] += "[doubled]
"
end

!status inflict translation
if $наложение[i] = 'слабость': $действия_врага[i] += "[weakness]
"
if $наложение[i] = 'шаткость': $действия_врага[i] += "[unsteadiness]
"
if $наложение[i] = 'бешенство': $действия_врага[i] += "[fury]
"
if $наложение[i] = 'адреналин': $действия_врага[i] += "[adrenaline]
"

if $наложение[i] = 'скованность': $действия_врага[i] += "[stiffness]
"
if $наложение[i] = 'ошеломление': $действия_врага[i] += "[stunned]
"
if $наложение[i] = 'разгон': $действия_врага[i] += "[acceleration]
"
if $наложение[i] = 'верткость': $действия_врага[i] += "[evasion]
"

if $наложение[i] = 'боль': $действия_врага[i] += "[pain]
"
if $наложение[i] = 'рассеянность': $действия_врага[i] += "[distraction]
"
if $наложение[i] = 'меткость': $действия_врага[i] += "[precision]
"
if $наложение[i] = 'внимание': $действия_врага[i] += "[attention]
"

:loop1

--- искусственный_идиот ---------------------------------