From bbdd67f93089796599722a3068e6175e036676fd Mon Sep 17 00:00:00 2001 From: Alex Rinehart Date: Sat, 8 Nov 2025 17:22:24 -0800 Subject: [PATCH] New rooms --- Cyberrats/Cyberrats.css | 18 +++++++- Cyberrats/Cyberrats.html | 96 +++++++++++++++++++++++++++++++++++++++- 2 files changed, 112 insertions(+), 2 deletions(-) diff --git a/Cyberrats/Cyberrats.css b/Cyberrats/Cyberrats.css index 5b80b99d85..805749ef17 100644 --- a/Cyberrats/Cyberrats.css +++ b/Cyberrats/Cyberrats.css @@ -1517,17 +1517,33 @@ input.baselocked:checked ~ input, input.baselocked:checked ~ textarea { display: none; } - /* Toggle between briny input and reuglar */ + /* Toggle between briny, space, and regular inputs */ /* This specificity trick saved us from having to create 16 hidden checkboxes. */ /* Also lost an hour becuase didn't realize JQuery is ONLY available in dev server but c'est la vie. */ + +/* Hide core buildings when either briny or space is checked */ input.sheet-briny:checked ~ div.basesheet > div.mainbase > section > input.corebuildings { display: none; } +input.sheet-space:checked ~ div.basesheet > div.mainbase > section > input.corebuildings { + display: none; +} + +/* Hide briny buildings when briny is not checked OR when space is checked */ input.sheet-briny:not(:checked) ~ div.basesheet > div.mainbase > section > input.brinybuildings { display: none; } +input.sheet-space:checked ~ div.basesheet > div.mainbase > section > input.brinybuildings { + display: none; +} + +/* Hide space buildings when space is not checked */ +input.sheet-space:not(:checked) ~ div.basesheet > div.mainbase > section > input.spacebuildings { + display: none; +} + /* Hide the Briny Bastards lieutenants page if we're not on BB mode */ input.sheet-briny:not(:checked) ~ .campaignsheet .lieutenants { display: none; diff --git a/Cyberrats/Cyberrats.html b/Cyberrats/Cyberrats.html index f0f4acd9df..4c387bc4d0 100644 --- a/Cyberrats/Cyberrats.html +++ b/Cyberrats/Cyberrats.html @@ -767,6 +767,7 @@ + @@ -779,6 +780,7 @@ + @@ -791,6 +793,7 @@ + @@ -803,6 +806,7 @@ + @@ -815,6 +819,7 @@ + @@ -827,6 +832,7 @@ + @@ -839,6 +845,7 @@ + @@ -851,6 +858,7 @@ + @@ -863,6 +871,7 @@ + @@ -875,6 +884,7 @@ + @@ -887,6 +897,7 @@ + @@ -899,6 +910,7 @@ + @@ -911,6 +923,7 @@ + @@ -923,6 +936,7 @@ + @@ -935,6 +949,7 @@ + @@ -947,6 +962,7 @@ + @@ -2232,6 +2248,24 @@ + + + + + + + + + + + + + + + + + + @@ -2645,7 +2679,22 @@ const Rooms = { Sacrifice_Booth: 'Sacrifice Booth', Sentinel_System: 'Sentinel System', Trophy_Room: 'Trophy Room', - Workbench: 'Workbench' + Workbench: 'Workbench', + Space_Armory: 'Armory', + The_Bar: 'The Bar', + Body_Shop: 'Body Shop', + Clockmakers_Hall: "Clockmaker's Hall", + Databank: 'Databank', + Flag_Shop: 'Flag Shop', + Medbay: 'Medbay', + The_Memorial_Wall: 'The Memorial Wall', + The_M_Shop: 'The M-Shop', + Mr_Tippys: "Mr. Tippy's Fully Licensed Totally Chompin' Above Board Lost and Found Emporium", + Radio_Station: 'Radio Station', + Repair_Bay: 'Repair Bay', + Supply_Closet: 'Supply Closet', + Tranquility_Gardens: 'Tranquility Gardens', + Union_Hall: 'Union Hall & Bowling Alley' }; const Relationships = { @@ -2911,6 +2960,51 @@ function getRawRoomDetails(room) { case Rooms.Workbench: return `All Items have their cost reduced by 1 Gear Part (min 1).`; + + case Rooms.Space_Armory: + return `Unlocks the Beam armament upgrade, several general armaments, and the Portable Turret item`; + + case Rooms.The_Bar: + return `Injured Operatives can go on the primary mission. If an Operative who starts a Primary mission Injured would become Injured on the mission, they instead die.`; + + case Rooms.Body_Shop: + return `Unlocks some personal abilities. Additionally, Operatives with careers may learn a power that costs 1 or less from another career at this time.`; + + case Rooms.Clockmakers_Hall: + return `Unlocks the Overclock Engine and Min's Cursed Stopwatch.`; + + case Rooms.Databank: + return `Unlocks the Byte general munition and the Data Bank Item.`; + + case Rooms.Flag_Shop: + return `Unlocks flags. Flags can be carried by any Operative or mech. Once placed down, a flag grants an effect to all Close allies. These effects end when the ally is no longer Close to the flag. Each flag can be placed once per mission, and cannot be moved after being placed. It does not cost an action to place a flag. Flags do not take a spot in loadout. There is only one copy of each flag.`; + + case Rooms.Medbay: + return `Cost 0. Allows an Injured Operative to be healed. Spend 2 Scrap, then increase the cost of this service by 1 Scrap (max 5). Injured Operatives can also be healed with a successful secondary mission.`; + + case Rooms.The_Memorial_Wall: + return `When an Operative dies, they may choose to give [1] piece of general equipment to their next of kin. This can be an Item, a general munition, general armament, or piece of personal gear. Special: The Memorial Wall can share space with another room. If there is no other room in this space, increase the number of hand-me-downs by 1.`; + + case Rooms.The_M_Shop: + return `Cost 6. All mechs unlock their capstone abilities. These abilities do not occupy a loadout slot.\r\nAdditionally, any Operatives may swap out their specific capstone for Anointing Cleanse.`; + + case Rooms.Mr_Tippys: + return `Unlocks the following items for purchase: Action Figure, Comically Large Horseshoe Magnet, Goggles, Magnifying Glass, Refined "Safe To Drink" Reactor Fuel (Tippy's Secret recipe), Rubber Boots, Suction Cups, Spray Glitter, Walkie Talkie.`; + + case Rooms.Radio_Station: + return `Each Drone can be equipped with one general armament (purchased separately for the Drone). This armament activates automatically at the start of your turn, using your Cyber score. You may select the target. On a failure or partial success, or if it blows a fuse, the Drone is deactivated. If an ability would cause a drone to dismount, it is deactivated. If an ability would cause a drone to be killed, it is destroyed, and must be purchased again, retaining all protocols and armaments.`; + + case Rooms.Repair_Bay: + return `Installed by default. Allows a Disabled mech to be repaired. Choose fast or cheap. Fast: spend 2 Scrap, then increase the cost of this service by 1 Scrap (max 5). Cheap: Start a 2-clock that increments at the start of Downtime. Collect your mech here when it's done. In the meantime, you're hoofin' it! The Repair Bay is the only way to repair a Disabled mech.`; + + case Rooms.Supply_Closet: + return `Any Operative may take the Gearhead power. Passive: Whenever you use an Item, roll a d6. On a 4+, the item is not expended. This power does not work with Drones or while mounted.`; + + case Rooms.Tranquility_Gardens: + return `Any Operative who spends their Downtime action in the Gardens may re-roll one 1 on their next mission. This includes on the secondary mission.`; + + case Rooms.Union_Hall: + return `A place to gather after missions.`; default: return "";